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
42 #include "object-curse.h"
43 #include "projection.h"
48 * @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 /
49 * Internal probability routine
50 * @param r_ptr モンスター種族の構造体参照ポインタ
52 * @return 適した選択を取るならばTRUEを返す。
54 static bool int_outof(monster_race *r_ptr, PERCENTAGE prob)
56 /* Non-Smart monsters are half as "smart" */
57 if (!(r_ptr->flags2 & RF2_SMART)) prob = prob / 2;
60 return (randint0(100) < prob);
65 * @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 /
66 * Remove the "bad" spells from a spell list
67 * @param m_idx モンスターの構造体参照ポインタ
68 * @param f4p モンスター魔法のフラグリスト1
69 * @param f5p モンスター魔法のフラグリスト2
70 * @param f6p モンスター魔法のフラグリスト3
73 static void remove_bad_spells(MONSTER_IDX m_idx, u32b *f4p, u32b *f5p, u32b *f6p)
75 monster_type *m_ptr = &m_list[m_idx];
76 monster_race *r_ptr = &r_info[m_ptr->r_idx];
85 /* Too stupid to know anything */
86 if (r_ptr->flags2 & RF2_STUPID) return;
89 /* Must be cheating or learning */
90 if (!smart_cheat && !smart_learn) return;
93 /* Update acquired knowledge */
96 /* Hack -- Occasionally forget player status */
97 /* Only save SM_FRIENDLY, SM_PET or SM_CLONED */
98 if (m_ptr->smart && (randint0(100) < 1)) m_ptr->smart &= (SM_FRIENDLY | SM_PET | SM_CLONED);
100 /* Use the memorized flags */
101 smart = m_ptr->smart;
105 /* Cheat if requested */
108 /* Know basic info */
109 if (p_ptr->resist_acid) smart |= (SM_RES_ACID);
110 if (IS_OPPOSE_ACID()) smart |= (SM_OPP_ACID);
111 if (p_ptr->immune_acid) smart |= (SM_IMM_ACID);
112 if (p_ptr->resist_elec) smart |= (SM_RES_ELEC);
113 if (IS_OPPOSE_ELEC()) smart |= (SM_OPP_ELEC);
114 if (p_ptr->immune_elec) smart |= (SM_IMM_ELEC);
115 if (p_ptr->resist_fire) smart |= (SM_RES_FIRE);
116 if (IS_OPPOSE_FIRE()) smart |= (SM_OPP_FIRE);
117 if (p_ptr->immune_fire) smart |= (SM_IMM_FIRE);
118 if (p_ptr->resist_cold) smart |= (SM_RES_COLD);
119 if (IS_OPPOSE_COLD()) smart |= (SM_OPP_COLD);
120 if (p_ptr->immune_cold) smart |= (SM_IMM_COLD);
122 /* Know poison info */
123 if (p_ptr->resist_pois) smart |= (SM_RES_POIS);
124 if (IS_OPPOSE_POIS()) smart |= (SM_OPP_POIS);
126 /* Know special resistances */
127 if (p_ptr->resist_neth) smart |= (SM_RES_NETH);
128 if (p_ptr->resist_lite) smart |= (SM_RES_LITE);
129 if (p_ptr->resist_dark) smart |= (SM_RES_DARK);
130 if (p_ptr->resist_fear) smart |= (SM_RES_FEAR);
131 if (p_ptr->resist_conf) smart |= (SM_RES_CONF);
132 if (p_ptr->resist_chaos) smart |= (SM_RES_CHAOS);
133 if (p_ptr->resist_disen) smart |= (SM_RES_DISEN);
134 if (p_ptr->resist_blind) smart |= (SM_RES_BLIND);
135 if (p_ptr->resist_nexus) smart |= (SM_RES_NEXUS);
136 if (p_ptr->resist_sound) smart |= (SM_RES_SOUND);
137 if (p_ptr->resist_shard) smart |= (SM_RES_SHARD);
138 if (p_ptr->reflect) smart |= (SM_IMM_REFLECT);
140 /* Know bizarre "resistances" */
141 if (p_ptr->free_act) smart |= (SM_IMM_FREE);
142 if (!p_ptr->msp) smart |= (SM_IMM_MANA);
150 if (smart & SM_IMM_ACID)
152 f4 &= ~(RF4_BR_ACID);
153 f5 &= ~(RF5_BA_ACID);
154 f5 &= ~(RF5_BO_ACID);
156 else if ((smart & (SM_OPP_ACID)) && (smart & (SM_RES_ACID)))
158 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ACID);
159 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ACID);
160 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ACID);
162 else if ((smart & (SM_OPP_ACID)) || (smart & (SM_RES_ACID)))
164 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ACID);
165 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ACID);
166 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ACID);
170 if (smart & (SM_IMM_ELEC))
172 f4 &= ~(RF4_BR_ELEC);
173 f5 &= ~(RF5_BA_ELEC);
174 f5 &= ~(RF5_BO_ELEC);
176 else if ((smart & (SM_OPP_ELEC)) && (smart & (SM_RES_ELEC)))
178 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ELEC);
179 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ELEC);
180 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ELEC);
182 else if ((smart & (SM_OPP_ELEC)) || (smart & (SM_RES_ELEC)))
184 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ELEC);
185 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ELEC);
186 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ELEC);
190 if (smart & (SM_IMM_FIRE))
192 f4 &= ~(RF4_BR_FIRE);
193 f5 &= ~(RF5_BA_FIRE);
194 f5 &= ~(RF5_BO_FIRE);
196 else if ((smart & (SM_OPP_FIRE)) && (smart & (SM_RES_FIRE)))
198 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_FIRE);
199 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_FIRE);
200 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_FIRE);
202 else if ((smart & (SM_OPP_FIRE)) || (smart & (SM_RES_FIRE)))
204 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_FIRE);
205 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_FIRE);
206 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_FIRE);
210 if (smart & (SM_IMM_COLD))
212 f4 &= ~(RF4_BR_COLD);
213 f5 &= ~(RF5_BA_COLD);
214 f5 &= ~(RF5_BO_COLD);
215 f5 &= ~(RF5_BO_ICEE);
217 else if ((smart & (SM_OPP_COLD)) && (smart & (SM_RES_COLD)))
219 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_COLD);
220 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_COLD);
221 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_COLD);
222 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ICEE);
224 else if ((smart & (SM_OPP_COLD)) || (smart & (SM_RES_COLD)))
226 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_COLD);
227 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_COLD);
228 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_COLD);
229 if (int_outof(r_ptr, 20)) f5 &= ~(RF5_BO_ICEE);
233 if ((smart & (SM_OPP_POIS)) && (smart & (SM_RES_POIS)))
235 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_POIS);
236 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_POIS);
237 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BA_NUKE);
238 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BR_NUKE);
240 else if ((smart & (SM_OPP_POIS)) || (smart & (SM_RES_POIS)))
242 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_POIS);
243 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_POIS);
247 if (smart & (SM_RES_NETH))
249 if (prace_is_(RACE_SPECTRE))
251 f4 &= ~(RF4_BR_NETH);
252 f5 &= ~(RF5_BA_NETH);
253 f5 &= ~(RF5_BO_NETH);
257 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_NETH);
258 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_NETH);
259 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BO_NETH);
263 if (smart & (SM_RES_LITE))
265 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_LITE);
266 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_LITE);
269 if (smart & (SM_RES_DARK))
271 if (prace_is_(RACE_VAMPIRE))
273 f4 &= ~(RF4_BR_DARK);
274 f5 &= ~(RF5_BA_DARK);
278 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_DARK);
279 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_DARK);
283 if (smart & (SM_RES_FEAR))
288 if (smart & (SM_RES_CONF))
291 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_CONF);
294 if (smart & (SM_RES_CHAOS))
296 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_CHAO);
297 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BA_CHAO);
300 if (smart & (SM_RES_DISEN))
302 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_DISE);
305 if (smart & (SM_RES_BLIND))
310 if (smart & (SM_RES_NEXUS))
312 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_NEXU);
313 f6 &= ~(RF6_TELE_LEVEL);
316 if (smart & (SM_RES_SOUND))
318 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_SOUN);
321 if (smart & (SM_RES_SHARD))
323 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_SHAR);
326 if (smart & (SM_IMM_REFLECT))
328 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_COLD);
329 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_FIRE);
330 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ACID);
331 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ELEC);
332 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_NETH);
333 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_WATE);
334 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_MANA);
335 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_PLAS);
336 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ICEE);
337 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_MISSILE);
340 if (smart & (SM_IMM_FREE))
346 if (smart & (SM_IMM_MANA))
348 f5 &= ~(RF5_DRAIN_MANA);
351 /* No spells left? */
352 /* if (!f4 && !f5 && !f6) ... */
361 * @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。 /
362 * Determine if there is a space near the player in which a summoned creature can appear
363 * @param y1 判定を行いたいマスのY座標
364 * @param x1 判定を行いたいマスのX座標
365 * @return 召還に相応しいならばTRUEを返す
367 bool summon_possible(POSITION y1, POSITION x1)
371 /* Start at the player's location, and check 2 grids in each dir */
372 for (y = y1 - 2; y <= y1 + 2; y++)
374 for (x = x1 - 2; x <= x1 + 2; x++)
376 /* Ignore illegal locations */
377 if (!in_bounds(y, x)) continue;
379 /* Only check a circular area */
380 if (distance(y1, x1, y, x)>2) continue;
382 /* ...nor on the Pattern */
383 if (pattern_tile(y, x)) continue;
385 /* Require empty floor grid in line of projection */
386 if (cave_empty_bold(y, x) && projectable(y1, x1, y, x) && projectable(y, x, y1, x1)) return (TRUE);
395 * @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 /
396 * Determine if there is a space near the player in which a summoned creature can appear
397 * @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
398 * @return 死者復活が有効な状態ならばTRUEを返す。
400 bool raise_possible(monster_type *m_ptr)
403 POSITION y = m_ptr->fy;
404 POSITION x = m_ptr->fx;
405 OBJECT_IDX this_o_idx, next_o_idx = 0;
408 for (xx = x - 5; xx <= x + 5; xx++)
410 for (yy = y - 5; yy <= y + 5; yy++)
412 if (distance(y, x, yy, xx) > 5) continue;
413 if (!los(y, x, yy, xx)) continue;
414 if (!projectable(y, x, yy, xx)) continue;
416 c_ptr = &cave[yy][xx];
417 /* Scan the pile of objects */
418 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
420 object_type *o_ptr = &o_list[this_o_idx];
422 /* Acquire next object */
423 next_o_idx = o_ptr->next_o_idx;
425 /* Known to be worthless? */
426 if (o_ptr->tval == TV_CORPSE)
428 if (!monster_has_hostile_align(m_ptr, 0, 0, &r_info[o_ptr->pval])) return TRUE;
439 * @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 /
440 * Determine if a bolt spell will hit the player.
441 * @param y1 ボルト魔法発射地点のY座標
442 * @param x1 ボルト魔法発射地点のX座標
443 * @param y2 ボルト魔法目標地点のY座標
444 * @param x2 ボルト魔法目標地点のX座標
445 * @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
446 * @return ボルト型魔法が有効ならばTRUEを返す。
448 * Originally, it was possible for a friendly to shoot another friendly.\n
449 * Change it so a "clean shot" means no equally friendly monster is\n
450 * between the attacker and target.\n
452 * This is exactly like "projectable", but it will\n
453 * return FALSE if a monster is in the way.\n
454 * no equally friendly monster is\n
455 * between the attacker and target.\n
457 bool clean_shot(POSITION y1, POSITION x1, POSITION y2, POSITION x2, bool is_friend)
459 /* Must be the same as projectable() */
467 /* Check the projection path */
468 grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, 0);
470 /* No grid is ever projectable from itself */
471 if (!grid_n) return (FALSE);
474 y = GRID_Y(grid_g[grid_n-1]);
475 x = GRID_X(grid_g[grid_n-1]);
477 /* May not end in an unrequested grid */
478 if ((y != y2) || (x != x2)) return (FALSE);
480 for (i = 0; i < grid_n; i++)
482 y = GRID_Y(grid_g[i]);
483 x = GRID_X(grid_g[i]);
485 if ((cave[y][x].m_idx > 0) && !((y == y2) && (x == x2)))
487 monster_type *m_ptr = &m_list[cave[y][x].m_idx];
488 if (is_friend == is_pet(m_ptr))
493 /* Pets may not shoot through the character - TNB */
494 if (player_bold(y, x))
496 if (is_friend) return (FALSE);
504 * @brief モンスターのボルト型魔法処理 /
505 * Cast a bolt at the player Stop if we hit a monster Affect monsters and the player
506 * @param m_idx モンスターのID
511 * @param monspell モンスター魔法のID
512 * @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
515 void bolt(MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type)
518 bool learnable = spell_learnable(m_idx);
522 case MONSTER_TO_MONSTER:
523 flg = PROJECT_STOP | PROJECT_KILL;
525 case MONSTER_TO_PLAYER:
526 flg = PROJECT_STOP | PROJECT_KILL | PROJECT_PLAYER;
529 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
531 /* Target the player with a bolt attack */
532 (void)project(m_idx, 0, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
536 * @brief モンスターのビーム型魔法処理 /
537 * @param m_idx モンスターのID
542 * @param monspell モンスター魔法のID
543 * @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
546 void beam(MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type)
549 bool learnable = spell_learnable(m_idx);
553 case MONSTER_TO_MONSTER:
554 flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU;
556 case MONSTER_TO_PLAYER:
557 flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU | PROJECT_PLAYER;
561 /* Target the player with a bolt attack */
562 (void)project(m_idx, 0, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
567 * @brief モンスターのボール型&ブレス型魔法処理 /
568 * 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
571 * @param m_idx モンスターのID
576 * @param monspell モンスター魔法のID
577 * @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
580 void breath(POSITION y, POSITION x, MONSTER_IDX m_idx, EFFECT_ID typ, int dam_hp, POSITION rad, bool breath, int monspell, int target_type)
582 monster_type *m_ptr = &m_list[m_idx];
583 monster_race *r_ptr = &r_info[m_ptr->r_idx];
584 bool learnable = spell_learnable(m_idx);
585 BIT_FLAGS flg = 0x00;
589 case MONSTER_TO_MONSTER:
590 flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
592 case MONSTER_TO_PLAYER:
593 flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_PLAYER;
597 /* Determine the radius of the blast */
598 if ((rad < 1) && breath) rad = (r_ptr->flags2 & (RF2_POWERFUL)) ? 3 : 2;
600 /* Handle breath attacks */
601 if (breath) rad = 0 - rad;
616 flg |= (PROJECT_HIDE | PROJECT_AIMED);
620 /* Target the player with a ball attack */
621 (void)project(m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
628 * @brief ID値が正しいモンスター魔法IDかどうかを返す /
629 * Return TRUE if a spell is good for hurting the player (directly).
630 * @param spell 判定対象のID
631 * @return 正しいIDならばTRUEを返す。
633 static bool spell_attack(byte spell)
635 /* All RF4 spells hurt (except for shriek and dispel) */
636 if (spell < 128 && spell > 98) return (TRUE);
638 /* Various "ball" spells */
639 if (spell >= 128 && spell <= 128 + 8) return (TRUE);
641 /* "Cause wounds" and "bolt" spells */
642 if (spell >= 128 + 12 && spell < 128 + 27) return (TRUE);
645 if (spell == 160 + 1) return (TRUE);
648 if (spell == 160 + 11) return (TRUE);
656 * @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 /
657 * Return TRUE if a spell is good for escaping.
658 * @param spell 判定対象のID
659 * @return 適した魔法のIDならばTRUEを返す。
661 static bool spell_escape(byte spell)
663 /* Blink or Teleport */
664 if (spell == 160 + 4 || spell == 160 + 5) return (TRUE);
666 /* Teleport the player away */
667 if (spell == 160 + 9 || spell == 160 + 10) return (TRUE);
669 /* Isn't good for escaping */
674 * @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 /
675 * Return TRUE if a spell is good for annoying the player.
676 * @param spell 判定対象のID
677 * @return 適した魔法のIDならばTRUEを返す。
679 static bool spell_annoy(byte spell)
682 if (spell == 96 + 0) return (TRUE);
684 /* Brain smash, et al (added curses) */
685 if (spell >= 128 + 9 && spell <= 128 + 14) return (TRUE);
687 /* Scare, confuse, blind, slow, paralyze */
688 if (spell >= 128 + 27 && spell <= 128 + 31) return (TRUE);
691 if (spell == 160 + 8) return (TRUE);
694 if (spell == 160 + 10) return (TRUE);
696 /* Darkness, make traps, cause amnesia */
697 if (spell >= 160 + 12 && spell <= 160 + 14) return (TRUE);
704 * @brief ID値が召喚型のモンスター魔法IDかどうかを返す /
705 * Return TRUE if a spell is good for annoying the player.
706 * @param spell 判定対象のID
707 * @return 召喚型魔法のIDならばTRUEを返す。
709 static bool spell_summon(byte spell)
711 /* All summon spells */
712 if (spell >= 160 + 16) return (TRUE);
720 * @brief ID値が死者復活処理かどうかを返す /
721 * Return TRUE if a spell is good for annoying the player.
722 * @param spell 判定対象のID
723 * @return 死者復活の処理ならばTRUEを返す。
725 static bool spell_raise(byte spell)
727 /* All raise-dead spells */
728 if (spell == 160 + 15) return (TRUE);
735 * @brief ID値が戦術的なモンスター魔法IDかどうかを返す /
736 * Return TRUE if a spell is good in a tactical situation.
737 * @param spell 判定対象のID
738 * @return 戦術的な魔法のIDならばTRUEを返す。
740 static bool spell_tactic(byte spell)
743 if (spell == 160 + 4) return (TRUE);
750 * @brief ID値が無敵化するモンスター魔法IDかどうかを返す /
751 * Return TRUE if a spell makes invulnerable.
752 * @param spell 判定対象のID
753 * @return 召喚型魔法のIDならばTRUEを返す。
755 static bool spell_invulner(byte spell)
757 /* Invulnerability */
758 if (spell == 160 + 3) return (TRUE);
760 /* No invulnerability */
765 * @brief ID値が加速するモンスター魔法IDかどうかを返す /
766 * Return TRUE if a spell hastes.
767 * @param spell 判定対象のID
768 * @return 召喚型魔法のIDならばTRUEを返す。
770 static bool spell_haste(byte spell)
773 if (spell == 160 + 0) return (TRUE);
775 /* Not a haste spell */
781 * @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 /
782 * Return TRUE if a spell world.
783 * @param spell 判定対象のID
784 * @return 時間停止魔法のIDならばTRUEを返す。
786 static bool spell_world(byte spell)
788 if (spell == 160 + 6) return (TRUE);
794 * @brief ID値が特別効果のモンスター魔法IDかどうかを返す /
795 * Return TRUE if a spell special.
796 * @param spell 判定対象のID
797 * @return 特別効果魔法のIDならばTRUEを返す。
799 static bool spell_special(byte spell)
801 if (p_ptr->inside_battle) return FALSE;
802 if (spell == 160 + 7) return (TRUE);
808 * @brief ID値が光の剣のモンスター魔法IDかどうかを返す /
809 * Return TRUE if a spell psycho-spear.
810 * @param spell 判定対象のID
811 * @return 光の剣のIDならばTRUEを返す。
813 static bool spell_psy_spe(byte spell)
816 if (spell == 160 + 11) return (TRUE);
818 /* Not a haste spell */
824 * @brief ID値が治癒魔法かどうかを返す /
825 * Return TRUE if a spell is good for healing.
826 * @param spell 判定対象のID
827 * @return 治癒魔法のIDならばTRUEを返す。
829 static bool spell_heal(byte spell)
832 if (spell == 160 + 2) return (TRUE);
840 * @brief ID値が魔力消去かどうかを返す /
841 * Return TRUE if a spell is good for dispel.
842 * @param spell 判定対象のID
843 * @return 魔力消去のIDならばTRUEを返す。
845 static bool spell_dispel(byte spell)
848 if (spell == 96 + 2) return (TRUE);
856 * @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
857 * Check should monster cast dispel spell.
858 * @param m_idx モンスターの構造体配列ID
859 * @return 魔力消去をかけるべきならTRUEを返す。
861 bool dispel_check(MONSTER_IDX m_idx)
863 monster_type *m_ptr = &m_list[m_idx];
864 monster_race *r_ptr = &r_info[m_ptr->r_idx];
866 /* Invulnabilty (including the song) */
867 if (IS_INVULN()) return (TRUE);
870 if (p_ptr->wraith_form) return (TRUE);
873 if (p_ptr->shield) return (TRUE);
876 if (p_ptr->magicdef) return (TRUE);
879 if (p_ptr->multishadow) return (TRUE);
882 if (p_ptr->dustrobe) return (TRUE);
884 /* Berserk Strength */
885 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) return (TRUE);
888 if (p_ptr->mimic_form == MIMIC_DEMON_LORD) return (TRUE);
890 /* Elemental resistances */
891 if (r_ptr->flags4 & RF4_BR_ACID)
893 if (!p_ptr->immune_acid && (p_ptr->oppose_acid || music_singing(MUSIC_RESIST))) return (TRUE);
894 if (p_ptr->special_defense & DEFENSE_ACID) return (TRUE);
897 if (r_ptr->flags4 & RF4_BR_FIRE)
899 if (!((p_ptr->prace == RACE_DEMON) && p_ptr->lev > 44))
901 if (!p_ptr->immune_fire && (p_ptr->oppose_fire || music_singing(MUSIC_RESIST))) return (TRUE);
902 if (p_ptr->special_defense & DEFENSE_FIRE) return (TRUE);
906 if (r_ptr->flags4 & RF4_BR_ELEC)
908 if (!p_ptr->immune_elec && (p_ptr->oppose_elec || music_singing(MUSIC_RESIST))) return (TRUE);
909 if (p_ptr->special_defense & DEFENSE_ELEC) return (TRUE);
912 if (r_ptr->flags4 & RF4_BR_COLD)
914 if (!p_ptr->immune_cold && (p_ptr->oppose_cold || music_singing(MUSIC_RESIST))) return (TRUE);
915 if (p_ptr->special_defense & DEFENSE_COLD) return (TRUE);
918 if (r_ptr->flags4 & (RF4_BR_POIS | RF4_BR_NUKE))
920 if (!((p_ptr->pclass == CLASS_NINJA) && p_ptr->lev > 44))
922 if (p_ptr->oppose_pois || music_singing(MUSIC_RESIST)) return (TRUE);
923 if (p_ptr->special_defense & DEFENSE_POIS) return (TRUE);
927 /* Ultimate resistance */
928 if (p_ptr->ult_res) return (TRUE);
930 /* Potion of Neo Tsuyosi special */
931 if (p_ptr->tsuyoshi) return (TRUE);
933 /* Elemental Brands */
934 if ((p_ptr->special_attack & ATTACK_ACID) && !(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return (TRUE);
935 if ((p_ptr->special_attack & ATTACK_FIRE) && !(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return (TRUE);
936 if ((p_ptr->special_attack & ATTACK_ELEC) && !(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return (TRUE);
937 if ((p_ptr->special_attack & ATTACK_COLD) && !(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return (TRUE);
938 if ((p_ptr->special_attack & ATTACK_POIS) && !(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return (TRUE);
941 if (p_ptr->pspeed < 145)
943 if (IS_FAST()) return (TRUE);
947 if (p_ptr->lightspeed && (m_ptr->mspeed < 136)) return (TRUE);
949 if (p_ptr->riding && (m_list[p_ptr->riding].mspeed < 135))
951 if (MON_FAST(&m_list[p_ptr->riding])) return (TRUE);
954 /* No need to cast dispel spell */
960 * @brief モンスターの魔法選択ルーチン
961 * Have a monster choose a spell from a list of "useful" spells.
962 * @param m_idx モンスターの構造体配列ID
963 * @param spells 候補魔法IDをまとめた配列
964 * @param num spellsの長さ
965 * @return 選択したモンスター魔法のID
967 * Note that this list does NOT include spells that will just hit\n
968 * other monsters, and the list is restricted when the monster is\n
969 * "desperate". Should that be the job of this function instead?\n
971 * Stupid monsters will just pick a spell randomly. Smart monsters\n
972 * will choose more "intelligently".\n
974 * Use the helper functions above to put spells into categories.\n
976 * This function may well be an efficiency bottleneck.\n
978 static int choose_attack_spell(MONSTER_IDX m_idx, byte spells[], byte num)
980 monster_type *m_ptr = &m_list[m_idx];
981 monster_race *r_ptr = &r_info[m_ptr->r_idx];
983 byte escape[96], escape_num = 0;
984 byte attack[96], attack_num = 0;
985 byte summon[96], summon_num = 0;
986 byte tactic[96], tactic_num = 0;
987 byte annoy[96], annoy_num = 0;
988 byte invul[96], invul_num = 0;
989 byte haste[96], haste_num = 0;
990 byte world[96], world_num = 0;
991 byte special[96], special_num = 0;
992 byte psy_spe[96], psy_spe_num = 0;
993 byte raise[96], raise_num = 0;
994 byte heal[96], heal_num = 0;
995 byte dispel[96], dispel_num = 0;
999 /* Stupid monsters choose randomly */
1000 if (r_ptr->flags2 & (RF2_STUPID))
1002 /* Pick at random */
1003 return (spells[randint0(num)]);
1006 /* Categorize spells */
1007 for (i = 0; i < num; i++)
1010 if (spell_escape(spells[i])) escape[escape_num++] = spells[i];
1013 if (spell_attack(spells[i])) attack[attack_num++] = spells[i];
1016 if (spell_summon(spells[i])) summon[summon_num++] = spells[i];
1018 /* Tactical spell? */
1019 if (spell_tactic(spells[i])) tactic[tactic_num++] = spells[i];
1021 /* Annoyance spell? */
1022 if (spell_annoy(spells[i])) annoy[annoy_num++] = spells[i];
1024 /* Invulnerability spell? */
1025 if (spell_invulner(spells[i])) invul[invul_num++] = spells[i];
1028 if (spell_haste(spells[i])) haste[haste_num++] = spells[i];
1031 if (spell_world(spells[i])) world[world_num++] = spells[i];
1033 /* Special spell? */
1034 if (spell_special(spells[i])) special[special_num++] = spells[i];
1036 /* Psycho-spear spell? */
1037 if (spell_psy_spe(spells[i])) psy_spe[psy_spe_num++] = spells[i];
1039 /* Raise-dead spell? */
1040 if (spell_raise(spells[i])) raise[raise_num++] = spells[i];
1043 if (spell_heal(spells[i])) heal[heal_num++] = spells[i];
1046 if (spell_dispel(spells[i])) dispel[dispel_num++] = spells[i];
1049 /*** Try to pick an appropriate spell type ***/
1052 if (world_num && (randint0(100) < 15) && !world_monster)
1054 /* Choose haste spell */
1055 return (world[randint0(world_num)]);
1061 bool success = FALSE;
1062 switch(m_ptr->r_idx)
1066 if ((m_ptr->hp < m_ptr->maxhp / 2) && r_info[MON_BANOR].max_num && r_info[MON_LUPART].max_num) success = TRUE;
1070 if (success) return (special[randint0(special_num)]);
1073 /* Still hurt badly, couldn't flee, attempt to heal */
1074 if (m_ptr->hp < m_ptr->maxhp / 3 && one_in_(2))
1076 /* Choose heal spell if possible */
1077 if (heal_num) return (heal[randint0(heal_num)]);
1080 /* Hurt badly or afraid, attempt to flee */
1081 if (((m_ptr->hp < m_ptr->maxhp / 3) || MON_MONFEAR(m_ptr)) && one_in_(2))
1083 /* Choose escape spell if possible */
1084 if (escape_num) return (escape[randint0(escape_num)]);
1090 bool success = FALSE;
1091 switch (m_ptr->r_idx)
1097 case MON_BANORLUPART:
1098 if (randint0(100) < 70) success = TRUE;
1101 if (randint0(100) < 40) success = TRUE;
1104 if (randint0(100) < 50) success = TRUE;
1107 if (success) return (special[randint0(special_num)]);
1110 /* Player is close and we have attack spells, blink away */
1111 if ((distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx) < 4) && (attack_num || (r_ptr->a_ability_flags2 & RF6_TRAPS)) && (randint0(100) < 75) && !world_monster)
1113 /* Choose tactical spell */
1114 if (tactic_num) return (tactic[randint0(tactic_num)]);
1117 /* Summon if possible (sometimes) */
1118 if (summon_num && (randint0(100) < 40))
1120 /* Choose summon spell */
1121 return (summon[randint0(summon_num)]);
1125 if (dispel_num && one_in_(2))
1127 /* Choose dispel spell if possible */
1128 if (dispel_check(m_idx))
1130 return (dispel[randint0(dispel_num)]);
1134 /* Raise-dead if possible (sometimes) */
1135 if (raise_num && (randint0(100) < 40))
1137 /* Choose raise-dead spell */
1138 return (raise[randint0(raise_num)]);
1141 /* Attack spell (most of the time) */
1144 if (psy_spe_num && (randint0(100) < 50))
1146 /* Choose attack spell */
1147 return (psy_spe[randint0(psy_spe_num)]);
1149 else if (attack_num && (randint0(100) < 40))
1151 /* Choose attack spell */
1152 return (attack[randint0(attack_num)]);
1155 else if (attack_num && (randint0(100) < 85))
1157 /* Choose attack spell */
1158 return (attack[randint0(attack_num)]);
1161 /* Try another tactical spell (sometimes) */
1162 if (tactic_num && (randint0(100) < 50) && !world_monster)
1164 /* Choose tactic spell */
1165 return (tactic[randint0(tactic_num)]);
1168 /* Cast globe of invulnerability if not already in effect */
1169 if (invul_num && !m_ptr->mtimed[MTIMED_INVULNER] && (randint0(100) < 50))
1171 /* Choose Globe of Invulnerability */
1172 return (invul[randint0(invul_num)]);
1175 /* We're hurt (not badly), try to heal */
1176 if ((m_ptr->hp < m_ptr->maxhp * 3 / 4) && (randint0(100) < 25))
1178 /* Choose heal spell if possible */
1179 if (heal_num) return (heal[randint0(heal_num)]);
1182 /* Haste self if we aren't already somewhat hasted (rarely) */
1183 if (haste_num && (randint0(100) < 20) && !MON_FAST(m_ptr))
1185 /* Choose haste spell */
1186 return (haste[randint0(haste_num)]);
1189 /* Annoy player (most of the time) */
1190 if (annoy_num && (randint0(100) < 80))
1192 /* Choose annoyance spell */
1193 return (annoy[randint0(annoy_num)]);
1196 /* Choose no spell */
1202 * @brief ID値が非魔術的な特殊技能かどうかを返す /
1203 * Return TRUE if a spell is inate spell.
1204 * @param spell 判定対象のID
1205 * @return 非魔術的な特殊技能ならばTRUEを返す。
1207 bool spell_is_inate(SPELL_IDX spell)
1209 if (spell < 32 * 4) /* Set RF4 */
1211 if ((1L << (spell - 32 * 3)) & RF4_NOMAGIC_MASK) return TRUE;
1213 else if (spell < 32 * 5) /* Set RF5 */
1215 if ((1L << (spell - 32 * 4)) & RF5_NOMAGIC_MASK) return TRUE;
1217 else if (spell < 32 * 6) /* Set RF6 */
1219 if ((1L << (spell - 32 * 5)) & RF6_NOMAGIC_MASK) return TRUE;
1222 /* This spell is not "inate" */
1228 * @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 /
1229 * @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
1230 * @param yp 最適な目標地点のY座標を返す参照ポインタ
1231 * @param xp 最適な目標地点のX座標を返す参照ポインタ
1232 * @param f_flag 射線に入れるのを避ける地形の所持フラグ
1233 * @param path_check 射線を判定するための関数ポインタ
1234 * @return 有効な座標があった場合TRUEを返す
1236 static bool adjacent_grid_check(monster_type *m_ptr, POSITION *yp, POSITION *xp,
1237 int f_flag, bool (*path_check)(POSITION, POSITION, POSITION, POSITION))
1241 static int tonari_y[4][8] = {{-1, -1, -1, 0, 0, 1, 1, 1},
1242 {-1, -1, -1, 0, 0, 1, 1, 1},
1243 { 1, 1, 1, 0, 0, -1, -1, -1},
1244 { 1, 1, 1, 0, 0, -1, -1, -1}};
1245 static int tonari_x[4][8] = {{-1, 0, 1, -1, 1, -1, 0, 1},
1246 { 1, 0, -1, 1, -1, 1, 0, -1},
1247 {-1, 0, 1, -1, 1, -1, 0, 1},
1248 { 1, 0, -1, 1, -1, 1, 0, -1}};
1250 if (m_ptr->fy < p_ptr->y && m_ptr->fx < p_ptr->x) tonari = 0;
1251 else if (m_ptr->fy < p_ptr->y) tonari = 1;
1252 else if (m_ptr->fx < p_ptr->x) tonari = 2;
1255 for (i = 0; i < 8; i++)
1257 int next_x = *xp + tonari_x[tonari][i];
1258 int next_y = *yp + tonari_y[tonari][i];
1261 /* Access the next grid */
1262 c_ptr = &cave[next_y][next_x];
1264 /* Skip this feature */
1265 if (!cave_have_flag_grid(c_ptr, f_flag)) continue;
1267 if (path_check(m_ptr->fy, m_ptr->fx, next_y, next_x))
1278 #define DO_SPELL_NONE 0
1279 #define DO_SPELL_BR_LITE 1
1280 #define DO_SPELL_BR_DISI 2
1281 #define DO_SPELL_BA_LITE 3
1284 * @brief モンスターの特殊技能メインルーチン /
1285 * Creatures can cast spells, shoot missiles, and breathe.
1286 * @param m_idx モンスター構造体配列のID
1287 * @return 実際に特殊技能を利用したらTRUEを返す
1289 * Returns "TRUE" if a spell (or whatever) was (successfully) cast.\n
1291 * This function could use some work, but remember to\n
1292 * keep it as optimized as possible, while retaining generic code.\n
1294 * Verify the various "blind-ness" checks in the code.\n
1296 * Note that several effects should really not be "seen"\n
1297 * if the player is blind. See also "effects.c" for other "mistakes".\n
1299 * Perhaps monsters should breathe at locations *near* the player,\n
1300 * since this would allow them to inflict "partial" damage.\n
1302 * Perhaps smart monsters should decline to use "bolt" spells if\n
1303 * there is a monster in the way, unless they wish to kill it.\n
1305 * Note that, to allow the use of the "track_target" option at some\n
1306 * later time, certain non-optimal things are done in the code below,\n
1307 * including explicit checks against the "direct" variable, which is\n
1308 * currently always true by the time it is checked, but which should\n
1309 * really be set according to an explicit "projectable()" test, and\n
1310 * the use of generic "x,y" locations instead of the player location,\n
1311 * with those values being initialized with the player location.\n
1313 * It will not be possible to "correctly" handle the case in which a\n
1314 * monster attempts to attack a location which is thought to contain\n
1315 * the player, but which in fact is nowhere near the player, since this\n
1316 * might induce all sorts of messages about the attack itself, and about\n
1317 * the effects of the attack, which the player might or might not be in\n
1318 * a position to observe. Thus, for simplicity, it is probably best to\n
1319 * only allow "faulty" attacks by a monster if one of the important grids\n
1320 * (probably the initial or final grid) is in fact in view of the player.\n
1321 * It may be necessary to actually prevent spell attacks except when the\n
1322 * monster actually has line of sight to the player. Note that a monster\n
1323 * could be left in a bizarre situation after the player ducked behind a\n
1324 * pillar and then teleported away, for example.\n
1327 * that certain spell attacks do not use the "project()" function\n
1328 * but "simulate" it via the "direct" variable, which is always at least\n
1329 * as restrictive as the "project()" function. This is necessary to\n
1330 * prevent "blindness" attacks and such from bending around walls, etc,\n
1331 * and to allow the use of the "track_target" option in the future.\n
1333 * Note that this function attempts to optimize the use of spells for the\n
1334 * cases in which the monster has no spells, or has spells but cannot use\n
1335 * them, or has spells but they will have no "useful" effect. Note that\n
1336 * this function has been an efficiency bottleneck in the past.\n
1338 * Note the special "MFLAG_NICE" flag, which prevents a monster from using\n
1339 * any spell attacks until the player has had a single chance to move.\n
1341 bool make_attack_spell(MONSTER_IDX m_idx)
1344 SPELL_IDX thrown_spell = 0;
1346 PERCENTAGE failrate;
1347 byte spell[96], num = 0;
1348 BIT_FLAGS f4, f5, f6;
1349 monster_type *m_ptr = &m_list[m_idx];
1350 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1351 GAME_TEXT m_name[MAX_NLEN];
1355 bool no_inate = FALSE;
1356 bool do_spell = DO_SPELL_NONE;
1359 POSITION x = p_ptr->x;
1360 POSITION y = p_ptr->y;
1362 /* Target location for lite breath */
1363 POSITION x_br_lite = 0;
1364 POSITION y_br_lite = 0;
1366 /* Extract the "see-able-ness" */
1367 bool seen = (!p_ptr->blind && m_ptr->ml);
1368 bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
1370 /* Check "projectable" */
1373 bool in_no_magic_dungeon = (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && dun_level
1374 && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest));
1376 bool can_use_lite_area = FALSE;
1380 /* Cannot cast spells when confused */
1381 if (MON_CONFUSED(m_ptr))
1383 reset_target(m_ptr);
1387 /* Cannot cast spells when nice */
1388 if (m_ptr->mflag & MFLAG_NICE) return (FALSE);
1389 if (!is_hostile(m_ptr)) return (FALSE);
1392 /* Sometimes forbid inate attacks (breaths) */
1393 if (randint0(100) >= (r_ptr->freq_spell * 2)) no_inate = TRUE;
1395 /* Handle "track_target" option (?) */
1398 /* Extract the racial spell flags */
1400 f5 = r_ptr->a_ability_flags1;
1401 f6 = r_ptr->a_ability_flags2;
1403 /*** require projectable player ***/
1406 if ((m_ptr->cdis > MAX_RANGE) && !m_ptr->target_y) return (FALSE);
1408 /* Check path for lite breath */
1409 if (f4 & RF4_BR_LITE)
1414 if (los(m_ptr->fy, m_ptr->fx, y_br_lite, x_br_lite))
1416 feature_type *f_ptr = &f_info[cave[y_br_lite][x_br_lite].feat];
1418 if (!have_flag(f_ptr->flags, FF_LOS))
1420 if (have_flag(f_ptr->flags, FF_PROJECT) && one_in_(2)) f4 &= ~(RF4_BR_LITE);
1424 /* Check path to next grid */
1425 else if (!adjacent_grid_check(m_ptr, &y_br_lite, &x_br_lite, FF_LOS, los)) f4 &= ~(RF4_BR_LITE);
1427 /* Don't breath lite to the wall if impossible */
1428 if (!(f4 & RF4_BR_LITE))
1436 if (projectable(m_ptr->fy, m_ptr->fx, y, x))
1438 feature_type *f_ptr = &f_info[cave[y][x].feat];
1440 if (!have_flag(f_ptr->flags, FF_PROJECT))
1442 /* Breath disintegration to the wall if possible */
1443 if ((f4 & RF4_BR_DISI) && have_flag(f_ptr->flags, FF_HURT_DISI) && one_in_(2)) do_spell = DO_SPELL_BR_DISI;
1445 /* Breath lite to the transparent wall if possible */
1446 else if ((f4 & RF4_BR_LITE) && have_flag(f_ptr->flags, FF_LOS) && one_in_(2)) do_spell = DO_SPELL_BR_LITE;
1450 /* Check path to next grid */
1453 bool success = FALSE;
1455 if ((f4 & RF4_BR_DISI) && (m_ptr->cdis < MAX_RANGE/2) &&
1456 in_disintegration_range(m_ptr->fy, m_ptr->fx, y, x) &&
1457 (one_in_(10) || (projectable(y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
1459 do_spell = DO_SPELL_BR_DISI;
1462 else if ((f4 & RF4_BR_LITE) && (m_ptr->cdis < MAX_RANGE/2) &&
1463 los(m_ptr->fy, m_ptr->fx, y, x) && one_in_(5))
1465 do_spell = DO_SPELL_BR_LITE;
1468 else if ((f5 & RF5_BA_LITE) && (m_ptr->cdis <= MAX_RANGE))
1470 POSITION by = y, bx = x;
1471 get_project_point(m_ptr->fy, m_ptr->fx, &by, &bx, 0L);
1472 if ((distance(by, bx, y, x) <= 3) && los(by, bx, y, x) && one_in_(5))
1474 do_spell = DO_SPELL_BA_LITE;
1479 if (!success) success = adjacent_grid_check(m_ptr, &y, &x, FF_PROJECT, projectable);
1483 if (m_ptr->target_y && m_ptr->target_x)
1485 y = m_ptr->target_y;
1486 x = m_ptr->target_x;
1487 f4 &= (RF4_INDIRECT_MASK);
1488 f5 &= (RF5_INDIRECT_MASK);
1489 f6 &= (RF6_INDIRECT_MASK);
1493 if (y_br_lite && x_br_lite && (m_ptr->cdis < MAX_RANGE/2) && one_in_(5))
1499 do_spell = DO_SPELL_BR_LITE;
1502 else f4 |= (RF4_BR_LITE);
1507 if (!success) return FALSE;
1510 reset_target(m_ptr);
1512 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1514 /* Forbid inate attacks sometimes */
1517 f4 &= ~(RF4_NOMAGIC_MASK);
1518 f5 &= ~(RF5_NOMAGIC_MASK);
1519 f6 &= ~(RF6_NOMAGIC_MASK);
1522 if (f6 & RF6_DARKNESS)
1524 if ((p_ptr->pclass == CLASS_NINJA) &&
1525 !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
1526 !(r_ptr->flags7 & RF7_DARK_MASK))
1527 can_use_lite_area = TRUE;
1529 if (!(r_ptr->flags2 & RF2_STUPID))
1531 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
1532 else if ((p_ptr->pclass == CLASS_NINJA) && !can_use_lite_area) f6 &= ~(RF6_DARKNESS);
1536 if (in_no_magic_dungeon && !(r_ptr->flags2 & RF2_STUPID))
1538 f4 &= (RF4_NOMAGIC_MASK);
1539 f5 &= (RF5_NOMAGIC_MASK);
1540 f6 &= (RF6_NOMAGIC_MASK);
1543 if (r_ptr->flags2 & RF2_SMART)
1545 /* Hack -- allow "desperate" spells */
1546 if ((m_ptr->hp < m_ptr->maxhp / 10) &&
1547 (randint0(100) < 50))
1549 /* Require intelligent spells */
1550 f4 &= (RF4_INT_MASK);
1551 f5 &= (RF5_INT_MASK);
1552 f6 &= (RF6_INT_MASK);
1555 /* Hack -- decline "teleport level" in some case */
1556 if ((f6 & RF6_TELE_LEVEL) && TELE_LEVEL_IS_INEFF(0))
1558 f6 &= ~(RF6_TELE_LEVEL);
1562 /* No spells left */
1563 if (!f4 && !f5 && !f6) return (FALSE);
1565 /* Remove the "ineffective" spells */
1566 remove_bad_spells(m_idx, &f4, &f5, &f6);
1568 if (p_ptr->inside_arena || p_ptr->inside_battle)
1570 f4 &= ~(RF4_SUMMON_MASK);
1571 f5 &= ~(RF5_SUMMON_MASK);
1572 f6 &= ~(RF6_SUMMON_MASK | RF6_TELE_LEVEL);
1574 if (m_ptr->r_idx == MON_ROLENTO) f6 &= ~(RF6_SPECIAL);
1577 /* No spells left */
1578 if (!f4 && !f5 && !f6) return (FALSE);
1580 if (!(r_ptr->flags2 & RF2_STUPID))
1582 if (!p_ptr->csp) f5 &= ~(RF5_DRAIN_MANA);
1584 /* Check for a clean bolt shot */
1585 if (((f4 & RF4_BOLT_MASK) ||
1586 (f5 & RF5_BOLT_MASK) ||
1587 (f6 & RF6_BOLT_MASK)) &&
1588 !clean_shot(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x, FALSE))
1590 /* Remove spells that will only hurt friends */
1591 f4 &= ~(RF4_BOLT_MASK);
1592 f5 &= ~(RF5_BOLT_MASK);
1593 f6 &= ~(RF6_BOLT_MASK);
1596 /* Check for a possible summon */
1597 if (((f4 & RF4_SUMMON_MASK) ||
1598 (f5 & RF5_SUMMON_MASK) ||
1599 (f6 & RF6_SUMMON_MASK)) &&
1600 !(summon_possible(y, x)))
1602 /* Remove summoning spells */
1603 f4 &= ~(RF4_SUMMON_MASK);
1604 f5 &= ~(RF5_SUMMON_MASK);
1605 f6 &= ~(RF6_SUMMON_MASK);
1608 /* Check for a possible raise dead */
1609 if ((f6 & RF6_RAISE_DEAD) && !raise_possible(m_ptr))
1611 /* Remove raise dead spell */
1612 f6 &= ~(RF6_RAISE_DEAD);
1615 /* Special moves restriction */
1616 if (f6 & RF6_SPECIAL)
1618 if ((m_ptr->r_idx == MON_ROLENTO) && !summon_possible(y, x))
1620 f6 &= ~(RF6_SPECIAL);
1624 /* No spells left */
1625 if (!f4 && !f5 && !f6) return (FALSE);
1628 /* Extract the "inate" spells */
1629 for (k = 0; k < 32; k++)
1631 if (f4 & (1L << k)) spell[num++] = k + RF4_SPELL_START;
1634 /* Extract the "normal" spells */
1635 for (k = 0; k < 32; k++)
1637 if (f5 & (1L << k)) spell[num++] = k + RF5_SPELL_START;
1640 /* Extract the "bizarre" spells */
1641 for (k = 0; k < 32; k++)
1643 if (f6 & (1L << k)) spell[num++] = k + RF6_SPELL_START;
1646 /* No spells left */
1647 if (!num) return (FALSE);
1649 /* Stop if player is dead or gone */
1650 if (!p_ptr->playing || p_ptr->is_dead) return (FALSE);
1652 /* Stop if player is leaving */
1653 if (p_ptr->leaving) return (FALSE);
1655 /* Get the monster name (or "it") */
1656 monster_desc(m_name, m_ptr, 0x00);
1659 /* Get the monster possessive ("his"/"her"/"its") */
1660 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
1670 thrown_spell = choose_attack_spell(m_idx, spell, num);
1671 if (thrown_spell) break;
1676 case DO_SPELL_BR_LITE:
1677 thrown_spell = 96+14; /* RF4_BR_LITE */
1680 case DO_SPELL_BR_DISI:
1681 thrown_spell = 96+31; /* RF4_BR_DISI */
1684 case DO_SPELL_BA_LITE:
1685 thrown_spell = 128+20; /* RF5_BA_LITE */
1689 return FALSE; /* Paranoia */
1692 /* Abort if no spell was chosen */
1693 if (!thrown_spell) return (FALSE);
1695 /* Calculate spell failure rate */
1696 failrate = 25 - (rlev + 3) / 4;
1698 /* Hack -- Stupid monsters will never fail (for jellies and such) */
1699 if (r_ptr->flags2 & RF2_STUPID) failrate = 0;
1701 /* Check for spell failure (inate attacks never fail) */
1702 if (!spell_is_inate(thrown_spell)
1703 && (in_no_magic_dungeon || (MON_STUNNED(m_ptr) && one_in_(2)) || (randint0(100) < failrate)))
1705 disturb(TRUE, TRUE);
1706 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);
1711 /* Hex: Anti Magic Barrier */
1712 if (!spell_is_inate(thrown_spell) && magic_barrier(m_idx))
1714 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);
1719 direct = player_bold(y, x);
1721 can_remember = is_original_ap_and_seen(m_ptr);
1725 switch (thrown_spell)
1727 case 96 + 2: /* RF4_DISPEL */
1728 case 96 + 4: /* RF4_SHOOT */
1729 case 128 + 9: /* RF5_DRAIN_MANA */
1730 case 128 + 10: /* RF5_MIND_BLAST */
1731 case 128 + 11: /* RF5_BRAIN_SMASH */
1732 case 128 + 12: /* RF5_CAUSE_1 */
1733 case 128 + 13: /* RF5_CAUSE_2 */
1734 case 128 + 14: /* RF5_CAUSE_3 */
1735 case 128 + 15: /* RF5_CAUSE_4 */
1736 case 128 + 16: /* RF5_BO_ACID */
1737 case 128 + 17: /* RF5_BO_ELEC */
1738 case 128 + 18: /* RF5_BO_FIRE */
1739 case 128 + 19: /* RF5_BO_COLD */
1740 case 128 + 21: /* RF5_BO_NETH */
1741 case 128 + 22: /* RF5_BO_WATE */
1742 case 128 + 23: /* RF5_BO_MANA */
1743 case 128 + 24: /* RF5_BO_PLAS */
1744 case 128 + 25: /* RF5_BO_ICEE */
1745 case 128 + 26: /* RF5_MISSILE */
1746 case 128 + 27: /* RF5_SCARE */
1747 case 128 + 28: /* RF5_BLIND */
1748 case 128 + 29: /* RF5_CONF */
1749 case 128 + 30: /* RF5_SLOW */
1750 case 128 + 31: /* RF5_HOLD */
1751 case 160 + 1: /* RF6_HAND_DOOM */
1752 case 160 + 8: /* RF6_TELE_TO */
1753 case 160 + 9: /* RF6_TELE_AWAY */
1754 case 160 + 10: /* RF6_TELE_LEVEL */
1755 case 160 + 11: /* RF6_PSY_SPEAR */
1756 case 160 + 12: /* RF6_DARKNESS */
1757 case 160 + 14: /* RF6_FORGET */
1762 /* Cast the spell. */
1763 dam = monspell_to_player(thrown_spell, y, x, m_idx);
1764 if (dam < 0) return FALSE;
1766 if ((p_ptr->action == ACTION_LEARN) && thrown_spell > 175)
1768 learn_spell(thrown_spell - 96);
1771 if (seen && maneable && !world_monster && (p_ptr->pclass == CLASS_IMITATOR))
1773 if (thrown_spell != 167) /* Not RF6_SPECIAL */
1775 if (p_ptr->mane_num == MAX_MANE)
1779 for (i = 0;i < p_ptr->mane_num;i++)
1781 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
1782 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
1785 p_ptr->mane_spell[p_ptr->mane_num] = thrown_spell - 96;
1786 p_ptr->mane_dam[p_ptr->mane_num] = dam;
1790 p_ptr->redraw |= (PR_IMITATION);
1794 /* Remember what the monster did to us */
1798 if (thrown_spell < 32 * 4)
1800 r_ptr->r_flags4 |= (1L << (thrown_spell - 32 * 3));
1801 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1805 else if (thrown_spell < 32 * 5)
1807 r_ptr->r_flags5 |= (1L << (thrown_spell - 32 * 4));
1808 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1812 else if (thrown_spell < 32 * 6)
1814 r_ptr->r_flags6 |= (1L << (thrown_spell - 32 * 5));
1815 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1820 /* Always take note of monsters that kill you */
1821 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
1823 r_ptr->r_deaths++; /* Ignore appearance difference */
1826 /* A spell was cast */