3 * @brief モンスター魔法の実装 / Monster spells (attack player)
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
12 * And now for Intelligent monster attacks (including spells).\n
14 * Original idea and code by "DRS" (David Reeves Sward).\n
15 * Major modifications by "BEN" (Ben Harrison).\n
17 * Give monsters more intelligent attack/spell selection based on\n
18 * observations of previous attacks on the player, and/or by allowing\n
19 * the monster to "cheat" and know the player status.\n
21 * Maintain an idea of the player status, and use that information\n
22 * to occasionally eliminate "ineffective" spell attacks. We could\n
23 * also eliminate ineffective normal attacks, but there is no reason\n
24 * for the monster to do this, since he gains no benefit.\n
25 * Note that MINDLESS monsters are not allowed to use this code.\n
26 * And non-INTELLIGENT monsters only use it partially effectively.\n
28 * Actually learn what the player resists, and use that information\n
29 * to remove attacks or spells before using them. This will require\n
30 * much less space, if I am not mistaken. Thus, each monster gets a\n
31 * set of 32 bit flags, "smart", build from the various "SM_*" flags.\n
33 * This has the added advantage that attacks and spells are related.\n
34 * The "smart_learn" option means that the monster "learns" the flags\n
35 * that should be set, and "smart_cheat" means that he "knows" them.\n
36 * So "smart_cheat" means that the "smart" field is always up to date,\n
37 * while "smart_learn" means that the "smart" field is slowly learned.\n
38 * Both of them have the same effect on the "choose spell" routine.\n
45 * @brief モンスターがプレイヤーの弱点をついた選択を取るかどうかの判定 /
46 * Internal probability routine
47 * @param r_ptr モンスター種族の構造体参照ポインタ
49 * @return 適した選択を取るならばTRUEを返す。
51 static bool int_outof(monster_race *r_ptr, int prob)
53 /* Non-Smart monsters are half as "smart" */
54 if (!(r_ptr->flags2 & RF2_SMART)) prob = prob / 2;
57 return (randint0(100) < prob);
62 * @brief モンスターの魔法一覧から戦術的に適さない魔法を除外する /
63 * Remove the "bad" spells from a spell list
64 * @param m_idx モンスターの構造体参照ポインタ
65 * @param f4p モンスター魔法のフラグリスト1
66 * @param f5p モンスター魔法のフラグリスト2
67 * @param f6p モンスター魔法のフラグリスト3
70 static void remove_bad_spells(int m_idx, u32b *f4p, u32b *f5p, u32b *f6p)
72 monster_type *m_ptr = &m_list[m_idx];
73 monster_race *r_ptr = &r_info[m_ptr->r_idx];
82 /* Too stupid to know anything */
83 if (r_ptr->flags2 & RF2_STUPID) return;
86 /* Must be cheating or learning */
87 if (!smart_cheat && !smart_learn) return;
90 /* Update acquired knowledge */
93 /* Hack -- Occasionally forget player status */
94 /* Only save SM_FRIENDLY, SM_PET or SM_CLONED */
95 if (m_ptr->smart && (randint0(100) < 1)) m_ptr->smart &= (SM_FRIENDLY | SM_PET | SM_CLONED);
97 /* Use the memorized flags */
102 /* Cheat if requested */
105 /* Know basic info */
106 if (p_ptr->resist_acid) smart |= (SM_RES_ACID);
107 if (IS_OPPOSE_ACID()) smart |= (SM_OPP_ACID);
108 if (p_ptr->immune_acid) smart |= (SM_IMM_ACID);
109 if (p_ptr->resist_elec) smart |= (SM_RES_ELEC);
110 if (IS_OPPOSE_ELEC()) smart |= (SM_OPP_ELEC);
111 if (p_ptr->immune_elec) smart |= (SM_IMM_ELEC);
112 if (p_ptr->resist_fire) smart |= (SM_RES_FIRE);
113 if (IS_OPPOSE_FIRE()) smart |= (SM_OPP_FIRE);
114 if (p_ptr->immune_fire) smart |= (SM_IMM_FIRE);
115 if (p_ptr->resist_cold) smart |= (SM_RES_COLD);
116 if (IS_OPPOSE_COLD()) smart |= (SM_OPP_COLD);
117 if (p_ptr->immune_cold) smart |= (SM_IMM_COLD);
119 /* Know poison info */
120 if (p_ptr->resist_pois) smart |= (SM_RES_POIS);
121 if (IS_OPPOSE_POIS()) smart |= (SM_OPP_POIS);
123 /* Know special resistances */
124 if (p_ptr->resist_neth) smart |= (SM_RES_NETH);
125 if (p_ptr->resist_lite) smart |= (SM_RES_LITE);
126 if (p_ptr->resist_dark) smart |= (SM_RES_DARK);
127 if (p_ptr->resist_fear) smart |= (SM_RES_FEAR);
128 if (p_ptr->resist_conf) smart |= (SM_RES_CONF);
129 if (p_ptr->resist_chaos) smart |= (SM_RES_CHAOS);
130 if (p_ptr->resist_disen) smart |= (SM_RES_DISEN);
131 if (p_ptr->resist_blind) smart |= (SM_RES_BLIND);
132 if (p_ptr->resist_nexus) smart |= (SM_RES_NEXUS);
133 if (p_ptr->resist_sound) smart |= (SM_RES_SOUND);
134 if (p_ptr->resist_shard) smart |= (SM_RES_SHARD);
135 if (p_ptr->reflect) smart |= (SM_IMM_REFLECT);
137 /* Know bizarre "resistances" */
138 if (p_ptr->free_act) smart |= (SM_IMM_FREE);
139 if (!p_ptr->msp) smart |= (SM_IMM_MANA);
147 if (smart & SM_IMM_ACID)
149 f4 &= ~(RF4_BR_ACID);
150 f5 &= ~(RF5_BA_ACID);
151 f5 &= ~(RF5_BO_ACID);
153 else if ((smart & (SM_OPP_ACID)) && (smart & (SM_RES_ACID)))
155 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ACID);
156 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ACID);
157 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ACID);
159 else if ((smart & (SM_OPP_ACID)) || (smart & (SM_RES_ACID)))
161 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ACID);
162 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ACID);
163 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ACID);
167 if (smart & (SM_IMM_ELEC))
169 f4 &= ~(RF4_BR_ELEC);
170 f5 &= ~(RF5_BA_ELEC);
171 f5 &= ~(RF5_BO_ELEC);
173 else if ((smart & (SM_OPP_ELEC)) && (smart & (SM_RES_ELEC)))
175 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ELEC);
176 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ELEC);
177 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ELEC);
179 else if ((smart & (SM_OPP_ELEC)) || (smart & (SM_RES_ELEC)))
181 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ELEC);
182 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ELEC);
183 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ELEC);
187 if (smart & (SM_IMM_FIRE))
189 f4 &= ~(RF4_BR_FIRE);
190 f5 &= ~(RF5_BA_FIRE);
191 f5 &= ~(RF5_BO_FIRE);
193 else if ((smart & (SM_OPP_FIRE)) && (smart & (SM_RES_FIRE)))
195 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_FIRE);
196 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_FIRE);
197 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_FIRE);
199 else if ((smart & (SM_OPP_FIRE)) || (smart & (SM_RES_FIRE)))
201 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_FIRE);
202 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_FIRE);
203 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_FIRE);
207 if (smart & (SM_IMM_COLD))
209 f4 &= ~(RF4_BR_COLD);
210 f5 &= ~(RF5_BA_COLD);
211 f5 &= ~(RF5_BO_COLD);
212 f5 &= ~(RF5_BO_ICEE);
214 else if ((smart & (SM_OPP_COLD)) && (smart & (SM_RES_COLD)))
216 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_COLD);
217 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_COLD);
218 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_COLD);
219 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ICEE);
221 else if ((smart & (SM_OPP_COLD)) || (smart & (SM_RES_COLD)))
223 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_COLD);
224 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_COLD);
225 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_COLD);
226 if (int_outof(r_ptr, 20)) f5 &= ~(RF5_BO_ICEE);
230 if ((smart & (SM_OPP_POIS)) && (smart & (SM_RES_POIS)))
232 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_POIS);
233 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_POIS);
234 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BA_NUKE);
235 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BR_NUKE);
237 else if ((smart & (SM_OPP_POIS)) || (smart & (SM_RES_POIS)))
239 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_POIS);
240 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_POIS);
244 if (smart & (SM_RES_NETH))
246 if (prace_is_(RACE_SPECTRE))
248 f4 &= ~(RF4_BR_NETH);
249 f5 &= ~(RF5_BA_NETH);
250 f5 &= ~(RF5_BO_NETH);
254 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_NETH);
255 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_NETH);
256 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BO_NETH);
260 if (smart & (SM_RES_LITE))
262 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_LITE);
263 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_LITE);
266 if (smart & (SM_RES_DARK))
268 if (prace_is_(RACE_VAMPIRE))
270 f4 &= ~(RF4_BR_DARK);
271 f5 &= ~(RF5_BA_DARK);
275 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_DARK);
276 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_DARK);
280 if (smart & (SM_RES_FEAR))
285 if (smart & (SM_RES_CONF))
288 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_CONF);
291 if (smart & (SM_RES_CHAOS))
293 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_CHAO);
294 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BA_CHAO);
297 if (smart & (SM_RES_DISEN))
299 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_DISE);
302 if (smart & (SM_RES_BLIND))
307 if (smart & (SM_RES_NEXUS))
309 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_NEXU);
310 f6 &= ~(RF6_TELE_LEVEL);
313 if (smart & (SM_RES_SOUND))
315 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_SOUN);
318 if (smart & (SM_RES_SHARD))
320 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_SHAR);
323 if (smart & (SM_IMM_REFLECT))
325 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_COLD);
326 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_FIRE);
327 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ACID);
328 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ELEC);
329 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_NETH);
330 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_WATE);
331 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_MANA);
332 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_PLAS);
333 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ICEE);
334 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_MISSILE);
337 if (smart & (SM_IMM_FREE))
343 if (smart & (SM_IMM_MANA))
345 f5 &= ~(RF5_DRAIN_MANA);
348 /* XXX XXX XXX No spells left? */
349 /* if (!f4 && !f5 && !f6) ... */
358 * @brief モンスターにとって所定の地点が召還に相応しい地点かどうかを返す。 /
359 * Determine if there is a space near the player in which a summoned creature can appear
360 * @param y1 判定を行いたいマスのY座標
361 * @param x1 判定を行いたいマスのX座標
362 * @return 召還に相応しいならばTRUEを返す
364 bool summon_possible(int y1, int x1)
368 /* Start at the player's location, and check 2 grids in each dir */
369 for (y = y1 - 2; y <= y1 + 2; y++)
371 for (x = x1 - 2; x <= x1 + 2; x++)
373 /* Ignore illegal locations */
374 if (!in_bounds(y, x)) continue;
376 /* Only check a circular area */
377 if (distance(y1, x1, y, x)>2) continue;
379 /* ...nor on the Pattern */
380 if (pattern_tile(y, x)) continue;
382 /* Require empty floor grid in line of projection */
383 if (cave_empty_bold(y, x) && projectable(y1, x1, y, x) && projectable(y, x, y1, x1)) return (TRUE);
392 * @brief モンスターにとって死者復活を行うべき状態かどうかを返す /
393 * Determine if there is a space near the player in which a summoned creature can appear
394 * @param m_ptr 判定を行いたいモンスターの構造体参照ポインタ
395 * @return 死者復活が有効な状態ならばTRUEを返す。
397 bool raise_possible(monster_type *m_ptr)
402 s16b this_o_idx, next_o_idx = 0;
405 for (xx = x - 5; xx <= x + 5; xx++)
407 for (yy = y - 5; yy <= y + 5; yy++)
409 if (distance(y, x, yy, xx) > 5) continue;
410 if (!los(y, x, yy, xx)) continue;
411 if (!projectable(y, x, yy, xx)) continue;
413 c_ptr = &cave[yy][xx];
414 /* Scan the pile of objects */
415 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
418 object_type *o_ptr = &o_list[this_o_idx];
420 /* Acquire next object */
421 next_o_idx = o_ptr->next_o_idx;
423 /* Known to be worthless? */
424 if (o_ptr->tval == TV_CORPSE)
426 if (!monster_has_hostile_align(m_ptr, 0, 0, &r_info[o_ptr->pval])) return TRUE;
437 * @brief モンスターにとってボルト型魔法が有効な状態かを返す /
438 * Determine if a bolt spell will hit the player.
439 * @param y1 ボルト魔法発射地点のY座標
440 * @param x1 ボルト魔法発射地点のX座標
441 * @param y2 ボルト魔法目標地点のY座標
442 * @param x2 ボルト魔法目標地点のX座標
443 * @param is_friend モンスターがプレイヤーに害意を持たない(ペットか友好的)ならばTRUEをつける
444 * @return ボルト型魔法が有効ならばTRUEを返す。
446 * Originally, it was possible for a friendly to shoot another friendly.\n
447 * Change it so a "clean shot" means no equally friendly monster is\n
448 * between the attacker and target.\n
450 * This is exactly like "projectable", but it will\n
451 * return FALSE if a monster is in the way.\n
452 * no equally friendly monster is\n
453 * between the attacker and target.\n
455 bool clean_shot(int y1, int x1, int y2, int x2, bool is_friend)
457 /* Must be the same as projectable() */
464 /* Check the projection path */
465 grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, 0);
467 /* No grid is ever projectable from itself */
468 if (!grid_n) return (FALSE);
471 y = GRID_Y(grid_g[grid_n-1]);
472 x = GRID_X(grid_g[grid_n-1]);
474 /* May not end in an unrequested grid */
475 if ((y != y2) || (x != x2)) return (FALSE);
477 for (i = 0; i < grid_n; i++)
479 y = GRID_Y(grid_g[i]);
480 x = GRID_X(grid_g[i]);
482 if ((cave[y][x].m_idx > 0) && !((y == y2) && (x == x2)))
484 monster_type *m_ptr = &m_list[cave[y][x].m_idx];
485 if (is_friend == is_pet(m_ptr))
490 /* Pets may not shoot through the character - TNB */
491 if (player_bold(y, x))
493 if (is_friend) return (FALSE);
501 * @brief モンスターのボルト型魔法処理 /
502 * Cast a bolt at the player Stop if we hit a monster Affect monsters and the player
503 * @param m_idx モンスターのID
508 * @param monspell モンスター魔法のID
509 * @param target_type モンスターからモンスターへ撃つならMONSTER_TO_MONSTER、モンスターからプレイヤーならMONSTER_TO_PLAYER
512 void bolt(int m_idx, int y, int x, int typ, int dam_hp, int monspell, int target_type)
515 bool learnable = spell_learnable(m_idx);
519 case MONSTER_TO_MONSTER:
520 flg = PROJECT_STOP | PROJECT_KILL;
522 case MONSTER_TO_PLAYER:
523 flg = PROJECT_STOP | PROJECT_KILL | PROJECT_PLAYER;
526 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
528 /* Target the player with a bolt attack */
529 (void)project(m_idx, 0, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
533 * @brief モンスターのビーム型魔法処理 /
534 * @param m_idx モンスターのID
539 * @param monspell モンスター魔法のID
540 * @param target_type モンスターからモンスターへ撃つならMONSTER_TO_MONSTER、モンスターからプレイヤーならMONSTER_TO_PLAYER
543 void beam(int m_idx, int y, int x, int typ, int dam_hp, int monspell, int target_type)
546 bool learnable = spell_learnable(m_idx);
550 case MONSTER_TO_MONSTER:
551 flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU;
553 case MONSTER_TO_PLAYER:
554 flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU | PROJECT_PLAYER;
558 /* Target the player with a bolt attack */
559 (void)project(m_idx, 0, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
564 * @brief モンスターのボール型&ブレス型魔法処理 /
565 * Cast a breath (or ball) attack at the player Pass over any monsters that may be in the way Affect grids, objects, monsters, and the player
568 * @param m_idx モンスターのID
572 * @param breath TRUEならばブ・E構萢・.ALSEならばボー・E萢
573 * @param monspell モンスター魔法のID
574 * @param target_type モンスターからモンスターへ撃つならMONSTER_TO_MONSTER、モンスターからプレイヤーならMONSTER_TO_PLAYER
577 void breath(int y, int x, int m_idx, int typ, int dam_hp, int rad, bool breath, int monspell, int target_type)
579 monster_type *m_ptr = &m_list[m_idx];
580 monster_race *r_ptr = &r_info[m_ptr->r_idx];
581 bool learnable = spell_learnable(m_idx);
586 case MONSTER_TO_MONSTER:
587 flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
589 case MONSTER_TO_PLAYER:
590 flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_PLAYER;
594 /* Determine the radius of the blast */
595 if ((rad < 1) && breath) rad = (r_ptr->flags2 & (RF2_POWERFUL)) ? 3 : 2;
597 /* Handle breath attacks */
598 if (breath) rad = 0 - rad;
613 flg |= (PROJECT_HIDE | PROJECT_AIMED);
617 /* Target the player with a ball attack */
618 (void)project(m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
622 * @brief モンスターのボール型&ブレス型魔法処理 /
624 * @param o_ptr 呪いをかけられる装備オブジェクトの構造体参照ポインタ
627 u32b get_curse(int power, object_type *o_ptr)
633 new_curse = (1 << (randint0(MAX_CURSE)+4));
636 if (!(new_curse & TRC_HEAVY_MASK)) continue;
640 if (new_curse & TRC_SPECIAL_MASK) continue;
644 if (new_curse & TRC_HEAVY_MASK) continue;
646 if (new_curse == TRC_LOW_MELEE && !object_is_weapon(o_ptr)) continue;
647 if (new_curse == TRC_LOW_AC && !object_is_armour(o_ptr)) continue;
654 * @brief 装備への呪い付加判定と付加処理 /
655 * @param chance 呪いの基本確率
656 * @param heavy_chance 重い呪いを選択肢に入れるか否か。
659 void curse_equipment(int chance, int heavy_chance)
661 bool changed = FALSE;
664 u32b oflgs[TR_FLAG_SIZE];
665 object_type *o_ptr = &inventory[INVEN_RARM + randint0(12)];
666 char o_name[MAX_NLEN];
668 if (randint1(100) > chance) return;
670 if (!o_ptr->k_idx) return;
672 object_flags(o_ptr, oflgs);
674 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
676 /* Extra, biased saving throw for blessed items */
677 if (have_flag(oflgs, TR_BLESSED) && (randint1(888) > chance))
680 msg_format("%sは呪いを跳ね返した!", o_name,
682 msg_format("Your %s resist%s cursing!", o_name,
685 ((o_ptr->number > 1) ? "" : "s"));
686 /* Hmmm -- can we wear multiple items? If not, this is unnecessary */
690 if ((randint1(100) <= heavy_chance) &&
691 (object_is_artifact(o_ptr) || object_is_ego(o_ptr)))
693 if (!(o_ptr->curse_flags & TRC_HEAVY_CURSE))
695 o_ptr->curse_flags |= TRC_HEAVY_CURSE;
696 o_ptr->curse_flags |= TRC_CURSED;
701 if (!object_is_cursed(o_ptr))
703 o_ptr->curse_flags |= TRC_CURSED;
705 if (heavy_chance >= 50) curse_power++;
707 new_curse = get_curse(curse_power, o_ptr);
708 if (!(o_ptr->curse_flags & new_curse))
711 o_ptr->curse_flags |= new_curse;
717 msg_format("悪意に満ちた黒いオーラが%sをとりまいた...", o_name);
719 msg_format("There is a malignant black aura surrounding %s...", o_name);
722 o_ptr->feeling = FEEL_NONE;
724 p_ptr->update |= (PU_BONUS);
729 * @brief ID値が正しいモンスター魔法IDかどうかを返す /
730 * Return TRUE if a spell is good for hurting the player (directly).
731 * @param spell 判定対象のID
732 * @return 正しいIDならばTRUEを返す。
734 static bool spell_attack(byte spell)
736 /* All RF4 spells hurt (except for shriek and dispel) */
737 if (spell < 128 && spell > 98) return (TRUE);
739 /* Various "ball" spells */
740 if (spell >= 128 && spell <= 128 + 8) return (TRUE);
742 /* "Cause wounds" and "bolt" spells */
743 if (spell >= 128 + 12 && spell < 128 + 27) return (TRUE);
746 if (spell == 160 + 1) return (TRUE);
749 if (spell == 160 + 11) return (TRUE);
757 * @brief ID値が退避目的に適したモンスター魔法IDかどうかを返す /
758 * Return TRUE if a spell is good for escaping.
759 * @param spell 判定対象のID
760 * @return 適した魔法のIDならばTRUEを返す。
762 static bool spell_escape(byte spell)
764 /* Blink or Teleport */
765 if (spell == 160 + 4 || spell == 160 + 5) return (TRUE);
767 /* Teleport the player away */
768 if (spell == 160 + 9 || spell == 160 + 10) return (TRUE);
770 /* Isn't good for escaping */
775 * @brief ID値が妨害目的に適したモンスター魔法IDかどうかを返す /
776 * Return TRUE if a spell is good for annoying the player.
777 * @param spell 判定対象のID
778 * @return 適した魔法のIDならばTRUEを返す。
780 static bool spell_annoy(byte spell)
783 if (spell == 96 + 0) return (TRUE);
785 /* Brain smash, et al (added curses) */
786 if (spell >= 128 + 9 && spell <= 128 + 14) return (TRUE);
788 /* Scare, confuse, blind, slow, paralyze */
789 if (spell >= 128 + 27 && spell <= 128 + 31) return (TRUE);
792 if (spell == 160 + 8) return (TRUE);
795 if (spell == 160 + 10) return (TRUE);
797 /* Darkness, make traps, cause amnesia */
798 if (spell >= 160 + 12 && spell <= 160 + 14) return (TRUE);
805 * @brief ID値が召喚型のモンスター魔法IDかどうかを返す /
806 * Return TRUE if a spell is good for annoying the player.
807 * @param spell 判定対象のID
808 * @return 召喚型魔法のIDならばTRUEを返す。
810 static bool spell_summon(byte spell)
812 /* All summon spells */
813 if (spell >= 160 + 16) return (TRUE);
821 * @brief ID値が死者復活処理かどうかを返す /
822 * Return TRUE if a spell is good for annoying the player.
823 * @param spell 判定対象のID
824 * @return 死者復活の処理ならばTRUEを返す。
826 static bool spell_raise(byte spell)
828 /* All raise-dead spells */
829 if (spell == 160 + 15) return (TRUE);
836 * @brief ID値が戦術的なモンスター魔法IDかどうかを返す /
837 * Return TRUE if a spell is good in a tactical situation.
838 * @param spell 判定対象のID
839 * @return 戦術的な魔法のIDならばTRUEを返す。
841 static bool spell_tactic(byte spell)
844 if (spell == 160 + 4) return (TRUE);
851 * @brief ID値が無敵化するモンスター魔法IDかどうかを返す /
852 * Return TRUE if a spell makes invulnerable.
853 * @param spell 判定対象のID
854 * @return 召喚型魔法のIDならばTRUEを返す。
856 static bool spell_invulner(byte spell)
858 /* Invulnerability */
859 if (spell == 160 + 3) return (TRUE);
861 /* No invulnerability */
866 * @brief ID値が加速するモンスター魔法IDかどうかを返す /
867 * Return TRUE if a spell hastes.
868 * @param spell 判定対象のID
869 * @return 召喚型魔法のIDならばTRUEを返す。
871 static bool spell_haste(byte spell)
874 if (spell == 160 + 0) return (TRUE);
876 /* Not a haste spell */
882 * @brief ID値が時間停止を行うモンスター魔法IDかどうかを返す /
883 * Return TRUE if a spell world.
884 * @param spell 判定対象のID
885 * @return 時間停止魔法のIDならばTRUEを返す。
887 static bool spell_world(byte spell)
889 if (spell == 160 + 6) return (TRUE);
895 * @brief ID値が特別効果のモンスター魔法IDかどうかを返す /
896 * Return TRUE if a spell special.
897 * @param spell 判定対象のID
898 * @return 特別効果魔法のIDならばTRUEを返す。
900 static bool spell_special(byte spell)
902 if (p_ptr->inside_battle) return FALSE;
903 if (spell == 160 + 7) return (TRUE);
909 * @brief ID値が光の剣のモンスター魔法IDかどうかを返す /
910 * Return TRUE if a spell psycho-spear.
911 * @param spell 判定対象のID
912 * @return 光の剣のIDならばTRUEを返す。
914 static bool spell_psy_spe(byte spell)
917 if (spell == 160 + 11) return (TRUE);
919 /* Not a haste spell */
925 * @brief ID値が治癒魔法かどうかを返す /
926 * Return TRUE if a spell is good for healing.
927 * @param spell 判定対象のID
928 * @return 治癒魔法のIDならばTRUEを返す。
930 static bool spell_heal(byte spell)
933 if (spell == 160 + 2) return (TRUE);
941 * @brief ID値が魔力消去かどうかを返す /
942 * Return TRUE if a spell is good for dispel.
943 * @param spell 判定対象のID
944 * @return 魔力消去のIDならばTRUEを返す。
946 static bool spell_dispel(byte spell)
949 if (spell == 96 + 2) return (TRUE);
957 * @brief モンスターがプレイヤーに魔力消去を与えるべきかを判定するルーチン
958 * Check should monster cast dispel spell.
959 * @param m_idx モンスターの構造体配列ID
960 * @return 魔力消去をかけるべきならTRUEを返す。
962 bool dispel_check(int m_idx)
964 monster_type *m_ptr = &m_list[m_idx];
965 monster_race *r_ptr = &r_info[m_ptr->r_idx];
967 /* Invulnabilty (including the song) */
968 if (IS_INVULN()) return (TRUE);
971 if (p_ptr->wraith_form) return (TRUE);
974 if (p_ptr->shield) return (TRUE);
977 if (p_ptr->magicdef) return (TRUE);
980 if (p_ptr->multishadow) return (TRUE);
983 if (p_ptr->dustrobe) return (TRUE);
985 /* Berserk Strength */
986 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) return (TRUE);
989 if (p_ptr->mimic_form == MIMIC_DEMON_LORD) return (TRUE);
991 /* Elemental resistances */
992 if (r_ptr->flags4 & RF4_BR_ACID)
994 if (!p_ptr->immune_acid && (p_ptr->oppose_acid || music_singing(MUSIC_RESIST))) return (TRUE);
995 if (p_ptr->special_defense & DEFENSE_ACID) return (TRUE);
998 if (r_ptr->flags4 & RF4_BR_FIRE)
1000 if (!((p_ptr->prace == RACE_DEMON) && p_ptr->lev > 44))
1002 if (!p_ptr->immune_fire && (p_ptr->oppose_fire || music_singing(MUSIC_RESIST))) return (TRUE);
1003 if (p_ptr->special_defense & DEFENSE_FIRE) return (TRUE);
1007 if (r_ptr->flags4 & RF4_BR_ELEC)
1009 if (!p_ptr->immune_elec && (p_ptr->oppose_elec || music_singing(MUSIC_RESIST))) return (TRUE);
1010 if (p_ptr->special_defense & DEFENSE_ELEC) return (TRUE);
1013 if (r_ptr->flags4 & RF4_BR_COLD)
1015 if (!p_ptr->immune_cold && (p_ptr->oppose_cold || music_singing(MUSIC_RESIST))) return (TRUE);
1016 if (p_ptr->special_defense & DEFENSE_COLD) return (TRUE);
1019 if (r_ptr->flags4 & (RF4_BR_POIS | RF4_BR_NUKE))
1021 if (!((p_ptr->pclass == CLASS_NINJA) && p_ptr->lev > 44))
1023 if (p_ptr->oppose_pois || music_singing(MUSIC_RESIST)) return (TRUE);
1024 if (p_ptr->special_defense & DEFENSE_POIS) return (TRUE);
1028 /* Ultimate resistance */
1029 if (p_ptr->ult_res) return (TRUE);
1031 /* Potion of Neo Tsuyosi special */
1032 if (p_ptr->tsuyoshi) return (TRUE);
1034 /* Elemental Brands */
1035 if ((p_ptr->special_attack & ATTACK_ACID) && !(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return (TRUE);
1036 if ((p_ptr->special_attack & ATTACK_FIRE) && !(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return (TRUE);
1037 if ((p_ptr->special_attack & ATTACK_ELEC) && !(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return (TRUE);
1038 if ((p_ptr->special_attack & ATTACK_COLD) && !(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return (TRUE);
1039 if ((p_ptr->special_attack & ATTACK_POIS) && !(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return (TRUE);
1042 if (p_ptr->pspeed < 145)
1044 if (IS_FAST()) return (TRUE);
1048 if (p_ptr->lightspeed && (m_ptr->mspeed < 136)) return (TRUE);
1050 if (p_ptr->riding && (m_list[p_ptr->riding].mspeed < 135))
1052 if (MON_FAST(&m_list[p_ptr->riding])) return (TRUE);
1055 /* No need to cast dispel spell */
1061 * @brief モンスターの魔法選択ルーチン
1062 * Have a monster choose a spell from a list of "useful" spells.
1063 * @param m_idx モンスターの構造体配列ID
1064 * @param spells 候補魔法IDをまとめた配列
1065 * @param num spellsの長さ
1066 * @return 選択したモンスター魔法のID
1068 * Note that this list does NOT include spells that will just hit\n
1069 * other monsters, and the list is restricted when the monster is\n
1070 * "desperate". Should that be the job of this function instead?\n
1072 * Stupid monsters will just pick a spell randomly. Smart monsters\n
1073 * will choose more "intelligently".\n
1075 * Use the helper functions above to put spells into categories.\n
1077 * This function may well be an efficiency bottleneck.\n
1079 static int choose_attack_spell(int m_idx, byte spells[], byte num)
1081 monster_type *m_ptr = &m_list[m_idx];
1082 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1084 byte escape[96], escape_num = 0;
1085 byte attack[96], attack_num = 0;
1086 byte summon[96], summon_num = 0;
1087 byte tactic[96], tactic_num = 0;
1088 byte annoy[96], annoy_num = 0;
1089 byte invul[96], invul_num = 0;
1090 byte haste[96], haste_num = 0;
1091 byte world[96], world_num = 0;
1092 byte special[96], special_num = 0;
1093 byte psy_spe[96], psy_spe_num = 0;
1094 byte raise[96], raise_num = 0;
1095 byte heal[96], heal_num = 0;
1096 byte dispel[96], dispel_num = 0;
1100 /* Stupid monsters choose randomly */
1101 if (r_ptr->flags2 & (RF2_STUPID))
1103 /* Pick at random */
1104 return (spells[randint0(num)]);
1107 /* Categorize spells */
1108 for (i = 0; i < num; i++)
1111 if (spell_escape(spells[i])) escape[escape_num++] = spells[i];
1114 if (spell_attack(spells[i])) attack[attack_num++] = spells[i];
1117 if (spell_summon(spells[i])) summon[summon_num++] = spells[i];
1119 /* Tactical spell? */
1120 if (spell_tactic(spells[i])) tactic[tactic_num++] = spells[i];
1122 /* Annoyance spell? */
1123 if (spell_annoy(spells[i])) annoy[annoy_num++] = spells[i];
1125 /* Invulnerability spell? */
1126 if (spell_invulner(spells[i])) invul[invul_num++] = spells[i];
1129 if (spell_haste(spells[i])) haste[haste_num++] = spells[i];
1132 if (spell_world(spells[i])) world[world_num++] = spells[i];
1134 /* Special spell? */
1135 if (spell_special(spells[i])) special[special_num++] = spells[i];
1137 /* Psycho-spear spell? */
1138 if (spell_psy_spe(spells[i])) psy_spe[psy_spe_num++] = spells[i];
1140 /* Raise-dead spell? */
1141 if (spell_raise(spells[i])) raise[raise_num++] = spells[i];
1144 if (spell_heal(spells[i])) heal[heal_num++] = spells[i];
1147 if (spell_dispel(spells[i])) dispel[dispel_num++] = spells[i];
1150 /*** Try to pick an appropriate spell type ***/
1153 if (world_num && (randint0(100) < 15) && !world_monster)
1155 /* Choose haste spell */
1156 return (world[randint0(world_num)]);
1162 bool success = FALSE;
1163 switch(m_ptr->r_idx)
1167 if ((m_ptr->hp < m_ptr->maxhp / 2) && r_info[MON_BANOR].max_num && r_info[MON_LUPART].max_num) success = TRUE;
1171 if (success) return (special[randint0(special_num)]);
1174 /* Still hurt badly, couldn't flee, attempt to heal */
1175 if (m_ptr->hp < m_ptr->maxhp / 3 && one_in_(2))
1177 /* Choose heal spell if possible */
1178 if (heal_num) return (heal[randint0(heal_num)]);
1181 /* Hurt badly or afraid, attempt to flee */
1182 if (((m_ptr->hp < m_ptr->maxhp / 3) || MON_MONFEAR(m_ptr)) && one_in_(2))
1184 /* Choose escape spell if possible */
1185 if (escape_num) return (escape[randint0(escape_num)]);
1191 bool success = FALSE;
1192 switch (m_ptr->r_idx)
1198 case MON_BANORLUPART:
1199 if (randint0(100) < 70) success = TRUE;
1202 if (randint0(100) < 40) success = TRUE;
1205 if (randint0(100) < 50) success = TRUE;
1208 if (success) return (special[randint0(special_num)]);
1211 /* Player is close and we have attack spells, blink away */
1212 if ((distance(py, px, m_ptr->fy, m_ptr->fx) < 4) && (attack_num || (r_ptr->flags6 & RF6_TRAPS)) && (randint0(100) < 75) && !world_monster)
1214 /* Choose tactical spell */
1215 if (tactic_num) return (tactic[randint0(tactic_num)]);
1218 /* Summon if possible (sometimes) */
1219 if (summon_num && (randint0(100) < 40))
1221 /* Choose summon spell */
1222 return (summon[randint0(summon_num)]);
1226 if (dispel_num && one_in_(2))
1228 /* Choose dispel spell if possible */
1229 if (dispel_check(m_idx))
1231 return (dispel[randint0(dispel_num)]);
1235 /* Raise-dead if possible (sometimes) */
1236 if (raise_num && (randint0(100) < 40))
1238 /* Choose raise-dead spell */
1239 return (raise[randint0(raise_num)]);
1242 /* Attack spell (most of the time) */
1245 if (psy_spe_num && (randint0(100) < 50))
1247 /* Choose attack spell */
1248 return (psy_spe[randint0(psy_spe_num)]);
1250 else if (attack_num && (randint0(100) < 40))
1252 /* Choose attack spell */
1253 return (attack[randint0(attack_num)]);
1256 else if (attack_num && (randint0(100) < 85))
1258 /* Choose attack spell */
1259 return (attack[randint0(attack_num)]);
1262 /* Try another tactical spell (sometimes) */
1263 if (tactic_num && (randint0(100) < 50) && !world_monster)
1265 /* Choose tactic spell */
1266 return (tactic[randint0(tactic_num)]);
1269 /* Cast globe of invulnerability if not already in effect */
1270 if (invul_num && !m_ptr->mtimed[MTIMED_INVULNER] && (randint0(100) < 50))
1272 /* Choose Globe of Invulnerability */
1273 return (invul[randint0(invul_num)]);
1276 /* We're hurt (not badly), try to heal */
1277 if ((m_ptr->hp < m_ptr->maxhp * 3 / 4) && (randint0(100) < 25))
1279 /* Choose heal spell if possible */
1280 if (heal_num) return (heal[randint0(heal_num)]);
1283 /* Haste self if we aren't already somewhat hasted (rarely) */
1284 if (haste_num && (randint0(100) < 20) && !MON_FAST(m_ptr))
1286 /* Choose haste spell */
1287 return (haste[randint0(haste_num)]);
1290 /* Annoy player (most of the time) */
1291 if (annoy_num && (randint0(100) < 80))
1293 /* Choose annoyance spell */
1294 return (annoy[randint0(annoy_num)]);
1297 /* Choose no spell */
1303 * @brief ID値が非魔術的な特殊技能かどうかを返す /
1304 * Return TRUE if a spell is inate spell.
1305 * @param spell 判定対象のID
1306 * @return 非魔術的な特殊技能ならばTRUEを返す。
1308 bool spell_is_inate(u16b spell)
1310 if (spell < 32 * 4) /* Set RF4 */
1312 if ((1L << (spell - 32 * 3)) & RF4_NOMAGIC_MASK) return TRUE;
1314 else if (spell < 32 * 5) /* Set RF5 */
1316 if ((1L << (spell - 32 * 4)) & RF5_NOMAGIC_MASK) return TRUE;
1318 else if (spell < 32 * 6) /* Set RF6 */
1320 if ((1L << (spell - 32 * 5)) & RF6_NOMAGIC_MASK) return TRUE;
1323 /* This spell is not "inate" */
1329 * @brief モンスターがプレイヤーにダメージを与えるための最適な座標を算出する /
1330 * @param m_ptr 技能を使用するモンスター構造体の参照ポインタ
1331 * @param yp 最適な目標地点のY座標を返す参照ポインタ
1332 * @param xp 最適な目標地点のX座標を返す参照ポインタ
1333 * @param f_flag 射線に入れるのを避ける地形の所持フラグ
1334 * @param path_check 射線を判定するための関数ポインタ
1335 * @return 有効な座標があった場合TRUEを返す
1337 static bool adjacent_grid_check(monster_type *m_ptr, int *yp, int *xp,
1338 int f_flag, bool (*path_check)(int, int, int, int))
1342 static int tonari_y[4][8] = {{-1, -1, -1, 0, 0, 1, 1, 1},
1343 {-1, -1, -1, 0, 0, 1, 1, 1},
1344 { 1, 1, 1, 0, 0, -1, -1, -1},
1345 { 1, 1, 1, 0, 0, -1, -1, -1}};
1346 static int tonari_x[4][8] = {{-1, 0, 1, -1, 1, -1, 0, 1},
1347 { 1, 0, -1, 1, -1, 1, 0, -1},
1348 {-1, 0, 1, -1, 1, -1, 0, 1},
1349 { 1, 0, -1, 1, -1, 1, 0, -1}};
1351 if (m_ptr->fy < py && m_ptr->fx < px) tonari = 0;
1352 else if (m_ptr->fy < py) tonari = 1;
1353 else if (m_ptr->fx < px) tonari = 2;
1356 for (i = 0; i < 8; i++)
1358 int next_x = *xp + tonari_x[tonari][i];
1359 int next_y = *yp + tonari_y[tonari][i];
1362 /* Access the next grid */
1363 c_ptr = &cave[next_y][next_x];
1365 /* Skip this feature */
1366 if (!cave_have_flag_grid(c_ptr, f_flag)) continue;
1368 if (path_check(m_ptr->fy, m_ptr->fx, next_y, next_x))
1379 #define DO_SPELL_NONE 0
1380 #define DO_SPELL_BR_LITE 1
1381 #define DO_SPELL_BR_DISI 2
1382 #define DO_SPELL_BA_LITE 3
1385 * @brief モンスターの特殊技能メインルーチン /
1386 * Creatures can cast spells, shoot missiles, and breathe.
1387 * @param m_idx モンスター構造体配列のID
1388 * @return 実際に特殊技能を利用したらTRUEを返す
1390 * Returns "TRUE" if a spell (or whatever) was (successfully) cast.\n
1392 * XXX XXX XXX This function could use some work, but remember to\n
1393 * keep it as optimized as possible, while retaining generic code.\n
1395 * Verify the various "blind-ness" checks in the code.\n
1397 * XXX XXX XXX Note that several effects should really not be "seen"\n
1398 * if the player is blind. See also "effects.c" for other "mistakes".\n
1400 * Perhaps monsters should breathe at locations *near* the player,\n
1401 * since this would allow them to inflict "partial" damage.\n
1403 * Perhaps smart monsters should decline to use "bolt" spells if\n
1404 * there is a monster in the way, unless they wish to kill it.\n
1406 * Note that, to allow the use of the "track_target" option at some\n
1407 * later time, certain non-optimal things are done in the code below,\n
1408 * including explicit checks against the "direct" variable, which is\n
1409 * currently always true by the time it is checked, but which should\n
1410 * really be set according to an explicit "projectable()" test, and\n
1411 * the use of generic "x,y" locations instead of the player location,\n
1412 * with those values being initialized with the player location.\n
1414 * It will not be possible to "correctly" handle the case in which a\n
1415 * monster attempts to attack a location which is thought to contain\n
1416 * the player, but which in fact is nowhere near the player, since this\n
1417 * might induce all sorts of messages about the attack itself, and about\n
1418 * the effects of the attack, which the player might or might not be in\n
1419 * a position to observe. Thus, for simplicity, it is probably best to\n
1420 * only allow "faulty" attacks by a monster if one of the important grids\n
1421 * (probably the initial or final grid) is in fact in view of the player.\n
1422 * It may be necessary to actually prevent spell attacks except when the\n
1423 * monster actually has line of sight to the player. Note that a monster\n
1424 * could be left in a bizarre situation after the player ducked behind a\n
1425 * pillar and then teleported away, for example.\n
1428 * that certain spell attacks do not use the "project()" function\n
1429 * but "simulate" it via the "direct" variable, which is always at least\n
1430 * as restrictive as the "project()" function. This is necessary to\n
1431 * prevent "blindness" attacks and such from bending around walls, etc,\n
1432 * and to allow the use of the "track_target" option in the future.\n
1434 * Note that this function attempts to optimize the use of spells for the\n
1435 * cases in which the monster has no spells, or has spells but cannot use\n
1436 * them, or has spells but they will have no "useful" effect. Note that\n
1437 * this function has been an efficiency bottleneck in the past.\n
1439 * Note the special "MFLAG_NICE" flag, which prevents a monster from using\n
1440 * any spell attacks until the player has had a single chance to move.\n
1442 bool make_attack_spell(int m_idx)
1444 int k, thrown_spell = 0, rlev, failrate;
1445 byte spell[96], num = 0;
1447 monster_type *m_ptr = &m_list[m_idx];
1448 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1453 bool no_inate = FALSE;
1454 bool do_spell = DO_SPELL_NONE;
1456 int rad = 0; //For elemental spells
1458 /* Target location */
1462 /* Target location for lite breath */
1469 /* Extract the "see-able-ness" */
1470 bool seen = (!p_ptr->blind && m_ptr->ml);
1471 bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
1473 /* Check "projectable" */
1476 bool in_no_magic_dungeon = (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && dun_level
1477 && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest));
1479 bool can_use_lite_area = FALSE;
1483 /* Cannot cast spells when confused */
1484 if (MON_CONFUSED(m_ptr))
1486 reset_target(m_ptr);
1490 /* Cannot cast spells when nice */
1491 if (m_ptr->mflag & MFLAG_NICE) return (FALSE);
1492 if (!is_hostile(m_ptr)) return (FALSE);
1495 /* Sometimes forbid inate attacks (breaths) */
1496 if (randint0(100) >= (r_ptr->freq_spell * 2)) no_inate = TRUE;
1498 /* XXX XXX XXX Handle "track_target" option (?) */
1501 /* Extract the racial spell flags */
1506 /*** require projectable player ***/
1509 if ((m_ptr->cdis > MAX_RANGE) && !m_ptr->target_y) return (FALSE);
1511 /* Check path for lite breath */
1512 if (f4 & RF4_BR_LITE)
1517 if (los(m_ptr->fy, m_ptr->fx, y_br_lite, x_br_lite))
1519 feature_type *f_ptr = &f_info[cave[y_br_lite][x_br_lite].feat];
1521 if (!have_flag(f_ptr->flags, FF_LOS))
1523 if (have_flag(f_ptr->flags, FF_PROJECT) && one_in_(2)) f4 &= ~(RF4_BR_LITE);
1527 /* Check path to next grid */
1528 else if (!adjacent_grid_check(m_ptr, &y_br_lite, &x_br_lite, FF_LOS, los)) f4 &= ~(RF4_BR_LITE);
1530 /* Don't breath lite to the wall if impossible */
1531 if (!(f4 & RF4_BR_LITE))
1539 if (projectable(m_ptr->fy, m_ptr->fx, y, x))
1541 feature_type *f_ptr = &f_info[cave[y][x].feat];
1543 if (!have_flag(f_ptr->flags, FF_PROJECT))
1545 /* Breath disintegration to the wall if possible */
1546 if ((f4 & RF4_BR_DISI) && have_flag(f_ptr->flags, FF_HURT_DISI) && one_in_(2)) do_spell = DO_SPELL_BR_DISI;
1548 /* Breath lite to the transparent wall if possible */
1549 else if ((f4 & RF4_BR_LITE) && have_flag(f_ptr->flags, FF_LOS) && one_in_(2)) do_spell = DO_SPELL_BR_LITE;
1553 /* Check path to next grid */
1556 bool success = FALSE;
1558 if ((f4 & RF4_BR_DISI) && (m_ptr->cdis < MAX_RANGE/2) &&
1559 in_disintegration_range(m_ptr->fy, m_ptr->fx, y, x) &&
1560 (one_in_(10) || (projectable(y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
1562 do_spell = DO_SPELL_BR_DISI;
1565 else if ((f4 & RF4_BR_LITE) && (m_ptr->cdis < MAX_RANGE/2) &&
1566 los(m_ptr->fy, m_ptr->fx, y, x) && one_in_(5))
1568 do_spell = DO_SPELL_BR_LITE;
1571 else if ((f5 & RF5_BA_LITE) && (m_ptr->cdis <= MAX_RANGE))
1574 get_project_point(m_ptr->fy, m_ptr->fx, &by, &bx, 0L);
1575 if ((distance(by, bx, y, x) <= 3) && los(by, bx, y, x) && one_in_(5))
1577 do_spell = DO_SPELL_BA_LITE;
1582 if (!success) success = adjacent_grid_check(m_ptr, &y, &x, FF_PROJECT, projectable);
1586 if (m_ptr->target_y && m_ptr->target_x)
1588 y = m_ptr->target_y;
1589 x = m_ptr->target_x;
1590 f4 &= (RF4_INDIRECT_MASK);
1591 f5 &= (RF5_INDIRECT_MASK);
1592 f6 &= (RF6_INDIRECT_MASK);
1596 if (y_br_lite && x_br_lite && (m_ptr->cdis < MAX_RANGE/2) && one_in_(5))
1602 do_spell = DO_SPELL_BR_LITE;
1605 else f4 |= (RF4_BR_LITE);
1610 if (!success) return FALSE;
1613 reset_target(m_ptr);
1615 /* Extract the monster level */
1616 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1618 /* Forbid inate attacks sometimes */
1621 f4 &= ~(RF4_NOMAGIC_MASK);
1622 f5 &= ~(RF5_NOMAGIC_MASK);
1623 f6 &= ~(RF6_NOMAGIC_MASK);
1626 if (f6 & RF6_DARKNESS)
1628 if ((p_ptr->pclass == CLASS_NINJA) &&
1629 !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
1630 !(r_ptr->flags7 & RF7_DARK_MASK))
1631 can_use_lite_area = TRUE;
1633 if (!(r_ptr->flags2 & RF2_STUPID))
1635 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
1636 else if ((p_ptr->pclass == CLASS_NINJA) && !can_use_lite_area) f6 &= ~(RF6_DARKNESS);
1640 if (in_no_magic_dungeon && !(r_ptr->flags2 & RF2_STUPID))
1642 f4 &= (RF4_NOMAGIC_MASK);
1643 f5 &= (RF5_NOMAGIC_MASK);
1644 f6 &= (RF6_NOMAGIC_MASK);
1647 if (r_ptr->flags2 & RF2_SMART)
1649 /* Hack -- allow "desperate" spells */
1650 if ((m_ptr->hp < m_ptr->maxhp / 10) &&
1651 (randint0(100) < 50))
1653 /* Require intelligent spells */
1654 f4 &= (RF4_INT_MASK);
1655 f5 &= (RF5_INT_MASK);
1656 f6 &= (RF6_INT_MASK);
1659 /* Hack -- decline "teleport level" in some case */
1660 if ((f6 & RF6_TELE_LEVEL) && TELE_LEVEL_IS_INEFF(0))
1662 f6 &= ~(RF6_TELE_LEVEL);
1666 /* No spells left */
1667 if (!f4 && !f5 && !f6) return (FALSE);
1669 /* Remove the "ineffective" spells */
1670 remove_bad_spells(m_idx, &f4, &f5, &f6);
1672 if (p_ptr->inside_arena || p_ptr->inside_battle)
1674 f4 &= ~(RF4_SUMMON_MASK);
1675 f5 &= ~(RF5_SUMMON_MASK);
1676 f6 &= ~(RF6_SUMMON_MASK | RF6_TELE_LEVEL);
1678 if (m_ptr->r_idx == MON_ROLENTO) f6 &= ~(RF6_SPECIAL);
1681 /* No spells left */
1682 if (!f4 && !f5 && !f6) return (FALSE);
1684 if (!(r_ptr->flags2 & RF2_STUPID))
1686 if (!p_ptr->csp) f5 &= ~(RF5_DRAIN_MANA);
1688 /* Check for a clean bolt shot */
1689 if (((f4 & RF4_BOLT_MASK) ||
1690 (f5 & RF5_BOLT_MASK) ||
1691 (f6 & RF6_BOLT_MASK)) &&
1692 !clean_shot(m_ptr->fy, m_ptr->fx, py, px, FALSE))
1694 /* Remove spells that will only hurt friends */
1695 f4 &= ~(RF4_BOLT_MASK);
1696 f5 &= ~(RF5_BOLT_MASK);
1697 f6 &= ~(RF6_BOLT_MASK);
1700 /* Check for a possible summon */
1701 if (((f4 & RF4_SUMMON_MASK) ||
1702 (f5 & RF5_SUMMON_MASK) ||
1703 (f6 & RF6_SUMMON_MASK)) &&
1704 !(summon_possible(y, x)))
1706 /* Remove summoning spells */
1707 f4 &= ~(RF4_SUMMON_MASK);
1708 f5 &= ~(RF5_SUMMON_MASK);
1709 f6 &= ~(RF6_SUMMON_MASK);
1712 /* Check for a possible raise dead */
1713 if ((f6 & RF6_RAISE_DEAD) && !raise_possible(m_ptr))
1715 /* Remove raise dead spell */
1716 f6 &= ~(RF6_RAISE_DEAD);
1719 /* Special moves restriction */
1720 if (f6 & RF6_SPECIAL)
1722 if ((m_ptr->r_idx == MON_ROLENTO) && !summon_possible(y, x))
1724 f6 &= ~(RF6_SPECIAL);
1728 /* No spells left */
1729 if (!f4 && !f5 && !f6) return (FALSE);
1732 /* Extract the "inate" spells */
1733 for (k = 0; k < 32; k++)
1735 if (f4 & (1L << k)) spell[num++] = k + RF4_SPELL_START;
1738 /* Extract the "normal" spells */
1739 for (k = 0; k < 32; k++)
1741 if (f5 & (1L << k)) spell[num++] = k + RF5_SPELL_START;
1744 /* Extract the "bizarre" spells */
1745 for (k = 0; k < 32; k++)
1747 if (f6 & (1L << k)) spell[num++] = k + RF6_SPELL_START;
1750 /* No spells left */
1751 if (!num) return (FALSE);
1753 /* Stop if player is dead or gone */
1754 if (!p_ptr->playing || p_ptr->is_dead) return (FALSE);
1756 /* Stop if player is leaving */
1757 if (p_ptr->leaving) return (FALSE);
1759 /* Get the monster name (or "it") */
1760 monster_desc(m_name, m_ptr, 0x00);
1763 /* Get the monster possessive ("his"/"her"/"its") */
1764 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
1774 thrown_spell = choose_attack_spell(m_idx, spell, num);
1775 if (thrown_spell) break;
1780 case DO_SPELL_BR_LITE:
1781 thrown_spell = 96+14; /* RF4_BR_LITE */
1784 case DO_SPELL_BR_DISI:
1785 thrown_spell = 96+31; /* RF4_BR_DISI */
1788 case DO_SPELL_BA_LITE:
1789 thrown_spell = 128+20; /* RF5_BA_LITE */
1793 return FALSE; /* Paranoia */
1796 /* Abort if no spell was chosen */
1797 if (!thrown_spell) return (FALSE);
1799 /* Calculate spell failure rate */
1800 failrate = 25 - (rlev + 3) / 4;
1802 /* Hack -- Stupid monsters will never fail (for jellies and such) */
1803 if (r_ptr->flags2 & RF2_STUPID) failrate = 0;
1805 /* Check for spell failure (inate attacks never fail) */
1806 if (!spell_is_inate(thrown_spell)
1807 && (in_no_magic_dungeon || (MON_STUNNED(m_ptr) && one_in_(2)) || (randint0(100) < failrate)))
1811 msg_format(_("%^sは呪文を唱えようとしたが失敗した。", "%^s tries to cast a spell, but fails."), m_name);
1816 /* Hex: Anti Magic Barrier */
1817 if (!spell_is_inate(thrown_spell) && magic_barrier(m_idx))
1819 msg_format(_("反魔法バリアが%^sの呪文をかき消した。", "Anti magic barrier cancels the spell which %^s casts."), m_name);
1824 direct = player_bold(y, x);
1826 can_remember = is_original_ap_and_seen(m_ptr);
1830 switch (thrown_spell)
1832 case 96 + 2: /* RF4_DISPEL */
1833 case 96 + 4: /* RF4_SHOOT */
1834 case 128 + 9: /* RF5_DRAIN_MANA */
1835 case 128 + 10: /* RF5_MIND_BLAST */
1836 case 128 + 11: /* RF5_BRAIN_SMASH */
1837 case 128 + 12: /* RF5_CAUSE_1 */
1838 case 128 + 13: /* RF5_CAUSE_2 */
1839 case 128 + 14: /* RF5_CAUSE_3 */
1840 case 128 + 15: /* RF5_CAUSE_4 */
1841 case 128 + 16: /* RF5_BO_ACID */
1842 case 128 + 17: /* RF5_BO_ELEC */
1843 case 128 + 18: /* RF5_BO_FIRE */
1844 case 128 + 19: /* RF5_BO_COLD */
1845 case 128 + 21: /* RF5_BO_NETH */
1846 case 128 + 22: /* RF5_BO_WATE */
1847 case 128 + 23: /* RF5_BO_MANA */
1848 case 128 + 24: /* RF5_BO_PLAS */
1849 case 128 + 25: /* RF5_BO_ICEE */
1850 case 128 + 26: /* RF5_MISSILE */
1851 case 128 + 27: /* RF5_SCARE */
1852 case 128 + 28: /* RF5_BLIND */
1853 case 128 + 29: /* RF5_CONF */
1854 case 128 + 30: /* RF5_SLOW */
1855 case 128 + 31: /* RF5_HOLD */
1856 case 160 + 1: /* RF6_HAND_DOOM */
1857 case 160 + 8: /* RF6_TELE_TO */
1858 case 160 + 9: /* RF6_TELE_AWAY */
1859 case 160 + 10: /* RF6_TELE_LEVEL */
1860 case 160 + 11: /* RF6_PSY_SPEAR */
1861 case 160 + 12: /* RF6_DARKNESS */
1862 case 160 + 14: /* RF6_FORGET */
1867 /* Cast the spell. */
1868 dam = monspell_to_player(thrown_spell, y, x, m_idx);
1869 if (dam < 0) return FALSE;
1871 if ((p_ptr->action == ACTION_LEARN) && thrown_spell > 175)
1873 learn_spell(thrown_spell - 96);
1876 if (seen && maneable && !world_monster && (p_ptr->pclass == CLASS_IMITATOR))
1878 if (thrown_spell != 167) /* Not RF6_SPECIAL */
1880 if (p_ptr->mane_num == MAX_MANE)
1884 for (i = 0;i < p_ptr->mane_num;i++)
1886 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
1887 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
1890 p_ptr->mane_spell[p_ptr->mane_num] = thrown_spell - 96;
1891 p_ptr->mane_dam[p_ptr->mane_num] = dam;
1895 p_ptr->redraw |= (PR_IMITATION);
1899 /* Remember what the monster did to us */
1903 if (thrown_spell < 32 * 4)
1905 r_ptr->r_flags4 |= (1L << (thrown_spell - 32 * 3));
1906 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1910 else if (thrown_spell < 32 * 5)
1912 r_ptr->r_flags5 |= (1L << (thrown_spell - 32 * 4));
1913 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1917 else if (thrown_spell < 32 * 6)
1919 r_ptr->r_flags6 |= (1L << (thrown_spell - 32 * 5));
1920 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1925 /* Always take note of monsters that kill you */
1926 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
1928 r_ptr->r_deaths++; /* Ignore appearance difference */
1931 /* A spell was cast */