3 * @brief
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\91\95 / 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
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46 * Internal probability routine
47 * @param r_ptr
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48 * @param prob
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49 * @return
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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
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63 * Remove the "bad" spells from a spell list
64 * @param m_idx
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65 * @param f4p
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66 * @param f5p
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67 * @param f6p
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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);
335 if (int_outof(r_ptr, 150)) f4 &= ~(RF4_SHOOT);
338 if (smart & (SM_IMM_FREE))
344 if (smart & (SM_IMM_MANA))
346 f5 &= ~(RF5_DRAIN_MANA);
349 /* XXX XXX XXX No spells left? */
350 /* if (!f4 && !f5 && !f6) ... */
359 * @brief
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360 * Determine if there is a space near the player in which a summoned creature can appear
361 * @param y1
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362 * @param x1
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363 * @return
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365 bool summon_possible(int y1, int x1)
369 /* Start at the player's location, and check 2 grids in each dir */
370 for (y = y1 - 2; y <= y1 + 2; y++)
372 for (x = x1 - 2; x <= x1 + 2; x++)
374 /* Ignore illegal locations */
375 if (!in_bounds(y, x)) continue;
377 /* Only check a circular area */
378 if (distance(y1, x1, y, x)>2) continue;
380 /* ...nor on the Pattern */
381 if (pattern_tile(y, x)) continue;
383 /* Require empty floor grid in line of projection */
384 if (cave_empty_bold(y, x) && projectable(y1, x1, y, x) && projectable(y, x, y1, x1)) return (TRUE);
393 * @brief
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394 * Determine if there is a space near the player in which a summoned creature can appear
395 * @param m_ptr
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396 * @return
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398 bool raise_possible(monster_type *m_ptr)
403 s16b this_o_idx, next_o_idx = 0;
406 for (xx = x - 5; xx <= x + 5; xx++)
408 for (yy = y - 5; yy <= y + 5; yy++)
410 if (distance(y, x, yy, xx) > 5) continue;
411 if (!los(y, x, yy, xx)) continue;
412 if (!projectable(y, x, yy, xx)) continue;
414 c_ptr = &cave[yy][xx];
415 /* Scan the pile of objects */
416 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
419 object_type *o_ptr = &o_list[this_o_idx];
421 /* Acquire next object */
422 next_o_idx = o_ptr->next_o_idx;
424 /* Known to be worthless? */
425 if (o_ptr->tval == TV_CORPSE)
427 if (!monster_has_hostile_align(m_ptr, 0, 0, &r_info[o_ptr->pval])) return TRUE;
438 * @brief
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439 * Determine if a bolt spell will hit the player.
440 * @param y1
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441 * @param x1
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442 * @param y2
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443 * @param x2
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444 * @param is_friend
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445 * @return
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447 * Originally, it was possible for a friendly to shoot another friendly.\n
448 * Change it so a "clean shot" means no equally friendly monster is\n
449 * between the attacker and target.\n
451 * This is exactly like "projectable", but it will\n
452 * return FALSE if a monster is in the way.\n
453 * no equally friendly monster is\n
454 * between the attacker and target.\n
456 bool clean_shot(int y1, int x1, int y2, int x2, bool is_friend)
458 /* Must be the same as projectable() */
465 /* Check the projection path */
466 grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, 0);
468 /* No grid is ever projectable from itself */
469 if (!grid_n) return (FALSE);
472 y = GRID_Y(grid_g[grid_n-1]);
473 x = GRID_X(grid_g[grid_n-1]);
475 /* May not end in an unrequested grid */
476 if ((y != y2) || (x != x2)) return (FALSE);
478 for (i = 0; i < grid_n; i++)
480 y = GRID_Y(grid_g[i]);
481 x = GRID_X(grid_g[i]);
483 if ((cave[y][x].m_idx > 0) && !((y == y2) && (x == x2)))
485 monster_type *m_ptr = &m_list[cave[y][x].m_idx];
486 if (is_friend == is_pet(m_ptr))
491 /* Pets may not shoot through the character - TNB */
492 if (player_bold(y, x))
494 if (is_friend) return (FALSE);
502 * @brief
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503 * Cast a bolt at the player Stop if we hit a monster Affect monsters and the player
504 * @param m_idx
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505 * @param typ
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506 * @param dam_hp
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507 * @param monspell
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508 * @param learnable
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511 void bolt(int m_idx, int typ, int dam_hp, int monspell, bool learnable)
513 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_PLAYER;
514 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
516 /* Target the player with a bolt attack */
517 (void)project(m_idx, 0, py, px, dam_hp, typ, flg, (learnable ? monspell : -1));
521 * @brief
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522 * @param m_idx
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523 * @param typ
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524 * @param dam_hp
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525 * @param monspell
\83\82\83\93\83X
\83^
\81[
\96\82\96@
\82ÌID
526 * @param learnable
\83\89\81[
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529 void beam(int m_idx, int typ, int dam_hp, int monspell, bool learnable)
531 int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU | PROJECT_PLAYER;
533 /* Target the player with a bolt attack */
534 (void)project(m_idx, 0, py, px, dam_hp, typ, flg, (learnable ? monspell : -1));
539 * @brief
\83\82\83\93\83X
\83^
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\83{
\81[
\83\8b\8c^
\81\95\83u
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\96\82\96@
\8f\88\97\9d /
540 * 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
541 * @param y
\96Ú
\95W
\92n
\93_
\82ÌY
\8dÀ
\95W
542 * @param x
\96Ú
\95W
\92n
\93_
\82ÌX
\8dÀ
\95W
543 * @param m_idx
\83\82\83\93\83X
\83^
\81[
\82ÌID
544 * @param typ
\8cø
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\91®
\90«ID
545 * @param dam_hp
\88Ð
\97Í
546 * @param rad
\94¼
\8ca
547 * @param breath TRUE
\82È
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\8f\88\97\9d\81AFALSE
\82È
\82ç
\82Î
\83{
\81[
\83\8b\8f\88\97\9d
548 * @param monspell
\83\82\83\93\83X
\83^
\81[
\96\82\96@
\82ÌID
549 * @param learnable
\83\89\81[
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\94\
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552 void breath(int y, int x, int m_idx, int typ, int dam_hp, int rad, bool breath, int monspell, bool learnable)
554 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_PLAYER;
556 monster_type *m_ptr = &m_list[m_idx];
557 monster_race *r_ptr = &r_info[m_ptr->r_idx];
559 /* Determine the radius of the blast */
560 if ((rad < 1) && breath) rad = (r_ptr->flags2 & (RF2_POWERFUL)) ? 3 : 2;
562 /* Handle breath attacks */
563 if (breath) rad = 0 - rad;
578 flg |= (PROJECT_HIDE | PROJECT_AIMED);
582 /* Target the player with a ball attack */
583 (void)project(m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
587 * @brief
\83\82\83\93\83X
\83^
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\81[
\83\8b\8c^
\81\95\83u
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\8c^
\96\82\96@
\8f\88\97\9d /
588 * @param power
\8eô
\82¢
\82Ì
\92i
\8aK
589 * @param o_ptr
\8eô
\82¢
\82ð
\82©
\82¯
\82ç
\82ê
\82é
\91\95\94õ
\83I
\83u
\83W
\83F
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\83g
\82Ì
\8d\
\91¢
\91Ì
\8eQ
\8fÆ
\83|
\83C
\83\93\83^
590 * @return
\97^
\82¦
\82é
\8eô
\82¢
\82ÌID
592 u32b get_curse(int power, object_type *o_ptr)
598 new_curse = (1 << (randint0(MAX_CURSE)+4));
601 if (!(new_curse & TRC_HEAVY_MASK)) continue;
605 if (new_curse & TRC_SPECIAL_MASK) continue;
609 if (new_curse & TRC_HEAVY_MASK) continue;
611 if (new_curse == TRC_LOW_MELEE && !object_is_weapon(o_ptr)) continue;
612 if (new_curse == TRC_LOW_AC && !object_is_armour(o_ptr)) continue;
619 * @brief
\91\95\94õ
\82Ö
\82Ì
\8eô
\82¢
\95t
\89Á
\94»
\92è
\82Æ
\95t
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\8f\88\97\9d /
620 * @param chance
\8eô
\82¢
\82Ì
\8aî
\96{
\8am
\97¦
621 * @param heavy_chance
\8fd
\82¢
\8eô
\82¢
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\91I
\91ð
\8e\88\82É
\93ü
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\82é
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\94Û
\82©
\81B
624 void curse_equipment(int chance, int heavy_chance)
626 bool changed = FALSE;
629 u32b oflgs[TR_FLAG_SIZE];
630 object_type *o_ptr = &inventory[INVEN_RARM + randint0(12)];
631 char o_name[MAX_NLEN];
633 if (randint1(100) > chance) return;
635 if (!o_ptr->k_idx) return;
637 object_flags(o_ptr, oflgs);
639 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
641 /* Extra, biased saving throw for blessed items */
642 if (have_flag(oflgs, TR_BLESSED) && (randint1(888) > chance))
645 msg_format("%s
\82Í
\8eô
\82¢
\82ð
\92µ
\82Ë
\95Ô
\82µ
\82½
\81I", o_name,
647 msg_format("Your %s resist%s cursing!", o_name,
650 ((o_ptr->number > 1) ? "" : "s"));
651 /* Hmmm -- can we wear multiple items? If not, this is unnecessary */
655 if ((randint1(100) <= heavy_chance) &&
656 (object_is_artifact(o_ptr) || object_is_ego(o_ptr)))
658 if (!(o_ptr->curse_flags & TRC_HEAVY_CURSE))
660 o_ptr->curse_flags |= TRC_HEAVY_CURSE;
661 o_ptr->curse_flags |= TRC_CURSED;
666 if (!object_is_cursed(o_ptr))
668 o_ptr->curse_flags |= TRC_CURSED;
670 if (heavy_chance >= 50) curse_power++;
672 new_curse = get_curse(curse_power, o_ptr);
673 if (!(o_ptr->curse_flags & new_curse))
676 o_ptr->curse_flags |= new_curse;
682 msg_format("
\88«
\88Ó
\82É
\96\9e\82¿
\82½
\8d\95\82¢
\83I
\81[
\83\89\82ª%s
\82ð
\82Æ
\82è
\82Ü
\82¢
\82½...", o_name);
684 msg_format("There is a malignant black aura surrounding %s...", o_name);
687 o_ptr->feeling = FEEL_NONE;
689 p_ptr->update |= (PU_BONUS);
694 * @brief ID
\92l
\82ª
\90³
\82µ
\82¢
\83\82\83\93\83X
\83^
\81[
\96\82\96@ID
\82©
\82Ç
\82¤
\82©
\82ð
\95Ô
\82· /
695 * Return TRUE if a spell is good for hurting the player (directly).
696 * @param spell
\94»
\92è
\91Î
\8fÛ
\82ÌID
697 * @return
\90³
\82µ
\82¢ID
\82È
\82ç
\82ÎTRUE
\82ð
\95Ô
\82·
\81B
699 static bool spell_attack(byte spell)
701 /* All RF4 spells hurt (except for shriek and dispel) */
702 if (spell < 128 && spell > 98) return (TRUE);
704 /* Various "ball" spells */
705 if (spell >= 128 && spell <= 128 + 8) return (TRUE);
707 /* "Cause wounds" and "bolt" spells */
708 if (spell >= 128 + 12 && spell < 128 + 27) return (TRUE);
711 if (spell == 160 + 1) return (TRUE);
714 if (spell == 160 + 11) return (TRUE);
722 * @brief ID
\92l
\82ª
\91Þ
\94ð
\96Ú
\93I
\82É
\93K
\82µ
\82½
\83\82\83\93\83X
\83^
\81[
\96\82\96@ID
\82©
\82Ç
\82¤
\82©
\82ð
\95Ô
\82· /
723 * Return TRUE if a spell is good for escaping.
724 * @param spell
\94»
\92è
\91Î
\8fÛ
\82ÌID
725 * @return
\93K
\82µ
\82½
\96\82\96@
\82ÌID
\82È
\82ç
\82ÎTRUE
\82ð
\95Ô
\82·
\81B
727 static bool spell_escape(byte spell)
729 /* Blink or Teleport */
730 if (spell == 160 + 4 || spell == 160 + 5) return (TRUE);
732 /* Teleport the player away */
733 if (spell == 160 + 9 || spell == 160 + 10) return (TRUE);
735 /* Isn't good for escaping */
740 * @brief ID
\92l
\82ª
\96W
\8aQ
\96Ú
\93I
\82É
\93K
\82µ
\82½
\83\82\83\93\83X
\83^
\81[
\96\82\96@ID
\82©
\82Ç
\82¤
\82©
\82ð
\95Ô
\82· /
741 * Return TRUE if a spell is good for annoying the player.
742 * @param spell
\94»
\92è
\91Î
\8fÛ
\82ÌID
743 * @return
\93K
\82µ
\82½
\96\82\96@
\82ÌID
\82È
\82ç
\82ÎTRUE
\82ð
\95Ô
\82·
\81B
745 static bool spell_annoy(byte spell)
748 if (spell == 96 + 0) return (TRUE);
750 /* Brain smash, et al (added curses) */
751 if (spell >= 128 + 9 && spell <= 128 + 14) return (TRUE);
753 /* Scare, confuse, blind, slow, paralyze */
754 if (spell >= 128 + 27 && spell <= 128 + 31) return (TRUE);
757 if (spell == 160 + 8) return (TRUE);
760 if (spell == 160 + 10) return (TRUE);
762 /* Darkness, make traps, cause amnesia */
763 if (spell >= 160 + 12 && spell <= 160 + 14) return (TRUE);
770 * @brief ID
\92l
\82ª
\8f¢
\8a«
\8c^
\82Ì
\83\82\83\93\83X
\83^
\81[
\96\82\96@ID
\82©
\82Ç
\82¤
\82©
\82ð
\95Ô
\82· /
771 * Return TRUE if a spell is good for annoying the player.
772 * @param spell
\94»
\92è
\91Î
\8fÛ
\82ÌID
773 * @return
\8f¢
\8a«
\8c^
\96\82\96@
\82ÌID
\82È
\82ç
\82ÎTRUE
\82ð
\95Ô
\82·
\81B
775 static bool spell_summon(byte spell)
777 /* All summon spells */
778 if (spell >= 160 + 16) return (TRUE);
786 * @brief ID
\92l
\82ª
\8e\80\8eÒ
\95\9c\8a\88\8f\88\97\9d\82©
\82Ç
\82¤
\82©
\82ð
\95Ô
\82· /
787 * Return TRUE if a spell is good for annoying the player.
788 * @param spell
\94»
\92è
\91Î
\8fÛ
\82ÌID
789 * @return
\8e\80\8eÒ
\95\9c\8a\88\82Ì
\8f\88\97\9d\82È
\82ç
\82ÎTRUE
\82ð
\95Ô
\82·
\81B
791 static bool spell_raise(byte spell)
793 /* All raise-dead spells */
794 if (spell == 160 + 15) return (TRUE);
801 * @brief ID
\92l
\82ª
\90í
\8fp
\93I
\82È
\83\82\83\93\83X
\83^
\81[
\96\82\96@ID
\82©
\82Ç
\82¤
\82©
\82ð
\95Ô
\82· /
802 * Return TRUE if a spell is good in a tactical situation.
803 * @param spell
\94»
\92è
\91Î
\8fÛ
\82ÌID
804 * @return
\90í
\8fp
\93I
\82È
\96\82\96@
\82ÌID
\82È
\82ç
\82ÎTRUE
\82ð
\95Ô
\82·
\81B
806 static bool spell_tactic(byte spell)
809 if (spell == 160 + 4) return (TRUE);
816 * @brief ID
\92l
\82ª
\96³
\93G
\89»
\82·
\82é
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\83^
\81[
\96\82\96@ID
\82©
\82Ç
\82¤
\82©
\82ð
\95Ô
\82· /
817 * Return TRUE if a spell makes invulnerable.
818 * @param spell
\94»
\92è
\91Î
\8fÛ
\82ÌID
819 * @return
\8f¢
\8a«
\8c^
\96\82\96@
\82ÌID
\82È
\82ç
\82ÎTRUE
\82ð
\95Ô
\82·
\81B
821 static bool spell_invulner(byte spell)
823 /* Invulnerability */
824 if (spell == 160 + 3) return (TRUE);
826 /* No invulnerability */
831 * @brief ID
\92l
\82ª
\89Á
\91¬
\82·
\82é
\83\82\83\93\83X
\83^
\81[
\96\82\96@ID
\82©
\82Ç
\82¤
\82©
\82ð
\95Ô
\82· /
832 * Return TRUE if a spell hastes.
833 * @param spell
\94»
\92è
\91Î
\8fÛ
\82ÌID
834 * @return
\8f¢
\8a«
\8c^
\96\82\96@
\82ÌID
\82È
\82ç
\82ÎTRUE
\82ð
\95Ô
\82·
\81B
836 static bool spell_haste(byte spell)
839 if (spell == 160 + 0) return (TRUE);
841 /* Not a haste spell */
847 * @brief ID
\92l
\82ª
\8e\9e\8aÔ
\92â
\8e~
\82ð
\8ds
\82¤
\83\82\83\93\83X
\83^
\81[
\96\82\96@ID
\82©
\82Ç
\82¤
\82©
\82ð
\95Ô
\82· /
848 * Return TRUE if a spell world.
849 * @param spell
\94»
\92è
\91Î
\8fÛ
\82ÌID
850 * @return
\8e\9e\8aÔ
\92â
\8e~
\96\82\96@
\82ÌID
\82È
\82ç
\82ÎTRUE
\82ð
\95Ô
\82·
\81B
852 static bool spell_world(byte spell)
854 if (spell == 160 + 6) return (TRUE);
860 * @brief ID
\92l
\82ª
\93Á
\95Ê
\8cø
\89Ê
\82Ì
\83\82\83\93\83X
\83^
\81[
\96\82\96@ID
\82©
\82Ç
\82¤
\82©
\82ð
\95Ô
\82· /
861 * Return TRUE if a spell special.
862 * @param spell
\94»
\92è
\91Î
\8fÛ
\82ÌID
863 * @return
\93Á
\95Ê
\8cø
\89Ê
\96\82\96@
\82ÌID
\82È
\82ç
\82ÎTRUE
\82ð
\95Ô
\82·
\81B
865 static bool spell_special(byte spell)
867 if (p_ptr->inside_battle) return FALSE;
868 if (spell == 160 + 7) return (TRUE);
874 * @brief ID
\92l
\82ª
\8cõ
\82Ì
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\83^
\81[
\96\82\96@ID
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\95Ô
\82· /
875 * Return TRUE if a spell psycho-spear.
876 * @param spell
\94»
\92è
\91Î
\8fÛ
\82ÌID
877 * @return
\8cõ
\82Ì
\8c\95\82ÌID
\82È
\82ç
\82ÎTRUE
\82ð
\95Ô
\82·
\81B
879 static bool spell_psy_spe(byte spell)
882 if (spell == 160 + 11) return (TRUE);
884 /* Not a haste spell */
890 * @brief ID
\92l
\82ª
\8e¡
\96ü
\96\82\96@
\82©
\82Ç
\82¤
\82©
\82ð
\95Ô
\82· /
891 * Return TRUE if a spell is good for healing.
892 * @param spell
\94»
\92è
\91Î
\8fÛ
\82ÌID
893 * @return
\8e¡
\96ü
\96\82\96@
\82ÌID
\82È
\82ç
\82ÎTRUE
\82ð
\95Ô
\82·
\81B
895 static bool spell_heal(byte spell)
898 if (spell == 160 + 2) return (TRUE);
906 * @brief ID
\92l
\82ª
\96\82\97Í
\8fÁ
\8b\8e\82©
\82Ç
\82¤
\82©
\82ð
\95Ô
\82· /
907 * Return TRUE if a spell is good for dispel.
908 * @param spell
\94»
\92è
\91Î
\8fÛ
\82ÌID
909 * @return
\96\82\97Í
\8fÁ
\8b\8e\82ÌID
\82È
\82ç
\82ÎTRUE
\82ð
\95Ô
\82·
\81B
911 static bool spell_dispel(byte spell)
914 if (spell == 96 + 2) return (TRUE);
922 * @brief
\83\82\83\93\83X
\83^
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\83\84\81[
\82É
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\82é
\82×
\82«
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\82ð
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923 * Check should monster cast dispel spell.
924 * @param m_idx
\83\82\83\93\83X
\83^
\81[
\82Ì
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\97ñID
925 * @return
\96\82\97Í
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\82©
\82¯
\82é
\82×
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\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
927 bool dispel_check(int m_idx)
929 monster_type *m_ptr = &m_list[m_idx];
930 monster_race *r_ptr = &r_info[m_ptr->r_idx];
932 /* Invulnabilty (including the song) */
933 if (IS_INVULN()) return (TRUE);
936 if (p_ptr->wraith_form) return (TRUE);
939 if (p_ptr->shield) return (TRUE);
942 if (p_ptr->magicdef) return (TRUE);
945 if (p_ptr->multishadow) return (TRUE);
948 if (p_ptr->dustrobe) return (TRUE);
950 /* Berserk Strength */
951 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) return (TRUE);
954 if (p_ptr->mimic_form == MIMIC_DEMON_LORD) return (TRUE);
956 /* Elemental resistances */
957 if (r_ptr->flags4 & RF4_BR_ACID)
959 if (!p_ptr->immune_acid && (p_ptr->oppose_acid || music_singing(MUSIC_RESIST))) return (TRUE);
960 if (p_ptr->special_defense & DEFENSE_ACID) return (TRUE);
963 if (r_ptr->flags4 & RF4_BR_FIRE)
965 if (!((p_ptr->prace == RACE_DEMON) && p_ptr->lev > 44))
967 if (!p_ptr->immune_fire && (p_ptr->oppose_fire || music_singing(MUSIC_RESIST))) return (TRUE);
968 if (p_ptr->special_defense & DEFENSE_FIRE) return (TRUE);
972 if (r_ptr->flags4 & RF4_BR_ELEC)
974 if (!p_ptr->immune_elec && (p_ptr->oppose_elec || music_singing(MUSIC_RESIST))) return (TRUE);
975 if (p_ptr->special_defense & DEFENSE_ELEC) return (TRUE);
978 if (r_ptr->flags4 & RF4_BR_COLD)
980 if (!p_ptr->immune_cold && (p_ptr->oppose_cold || music_singing(MUSIC_RESIST))) return (TRUE);
981 if (p_ptr->special_defense & DEFENSE_COLD) return (TRUE);
984 if (r_ptr->flags4 & (RF4_BR_POIS | RF4_BR_NUKE))
986 if (!((p_ptr->pclass == CLASS_NINJA) && p_ptr->lev > 44))
988 if (p_ptr->oppose_pois || music_singing(MUSIC_RESIST)) return (TRUE);
989 if (p_ptr->special_defense & DEFENSE_POIS) return (TRUE);
993 /* Ultimate resistance */
994 if (p_ptr->ult_res) return (TRUE);
996 /* Potion of Neo Tsuyosi special */
997 if (p_ptr->tsuyoshi) return (TRUE);
999 /* Elemental Brands */
1000 if ((p_ptr->special_attack & ATTACK_ACID) && !(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return (TRUE);
1001 if ((p_ptr->special_attack & ATTACK_FIRE) && !(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return (TRUE);
1002 if ((p_ptr->special_attack & ATTACK_ELEC) && !(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return (TRUE);
1003 if ((p_ptr->special_attack & ATTACK_COLD) && !(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return (TRUE);
1004 if ((p_ptr->special_attack & ATTACK_POIS) && !(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return (TRUE);
1007 if (p_ptr->pspeed < 145)
1009 if (IS_FAST()) return (TRUE);
1013 if (p_ptr->lightspeed && (m_ptr->mspeed < 136)) return (TRUE);
1015 if (p_ptr->riding && (m_list[p_ptr->riding].mspeed < 135))
1017 if (MON_FAST(&m_list[p_ptr->riding])) return (TRUE);
1020 /* No need to cast dispel spell */
1026 * @brief
\83\82\83\93\83X
\83^
\81[
\82Ì
\96\82\96@
\91I
\91ð
\83\8b\81[
\83`
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1027 * Have a monster choose a spell from a list of "useful" spells.
1028 * @param m_idx
\83\82\83\93\83X
\83^
\81[
\82Ì
\8d\
\91¢
\91Ì
\94z
\97ñID
1029 * @param spells
\8có
\95â
\96\82\96@ID
\82ð
\82Ü
\82Æ
\82ß
\82½
\94z
\97ñ
1030 * @param num spells
\82Ì
\92·
\82³
1031 * @return
\91I
\91ð
\82µ
\82½
\83\82\83\93\83X
\83^
\81[
\96\82\96@
\82ÌID
1033 * Note that this list does NOT include spells that will just hit\n
1034 * other monsters, and the list is restricted when the monster is\n
1035 * "desperate". Should that be the job of this function instead?\n
1037 * Stupid monsters will just pick a spell randomly. Smart monsters\n
1038 * will choose more "intelligently".\n
1040 * Use the helper functions above to put spells into categories.\n
1042 * This function may well be an efficiency bottleneck.\n
1044 static int choose_attack_spell(int m_idx, byte spells[], byte num)
1046 monster_type *m_ptr = &m_list[m_idx];
1047 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1049 byte escape[96], escape_num = 0;
1050 byte attack[96], attack_num = 0;
1051 byte summon[96], summon_num = 0;
1052 byte tactic[96], tactic_num = 0;
1053 byte annoy[96], annoy_num = 0;
1054 byte invul[96], invul_num = 0;
1055 byte haste[96], haste_num = 0;
1056 byte world[96], world_num = 0;
1057 byte special[96], special_num = 0;
1058 byte psy_spe[96], psy_spe_num = 0;
1059 byte raise[96], raise_num = 0;
1060 byte heal[96], heal_num = 0;
1061 byte dispel[96], dispel_num = 0;
1065 /* Stupid monsters choose randomly */
1066 if (r_ptr->flags2 & (RF2_STUPID))
1068 /* Pick at random */
1069 return (spells[randint0(num)]);
1072 /* Categorize spells */
1073 for (i = 0; i < num; i++)
1076 if (spell_escape(spells[i])) escape[escape_num++] = spells[i];
1079 if (spell_attack(spells[i])) attack[attack_num++] = spells[i];
1082 if (spell_summon(spells[i])) summon[summon_num++] = spells[i];
1084 /* Tactical spell? */
1085 if (spell_tactic(spells[i])) tactic[tactic_num++] = spells[i];
1087 /* Annoyance spell? */
1088 if (spell_annoy(spells[i])) annoy[annoy_num++] = spells[i];
1090 /* Invulnerability spell? */
1091 if (spell_invulner(spells[i])) invul[invul_num++] = spells[i];
1094 if (spell_haste(spells[i])) haste[haste_num++] = spells[i];
1097 if (spell_world(spells[i])) world[world_num++] = spells[i];
1099 /* Special spell? */
1100 if (spell_special(spells[i])) special[special_num++] = spells[i];
1102 /* Psycho-spear spell? */
1103 if (spell_psy_spe(spells[i])) psy_spe[psy_spe_num++] = spells[i];
1105 /* Raise-dead spell? */
1106 if (spell_raise(spells[i])) raise[raise_num++] = spells[i];
1109 if (spell_heal(spells[i])) heal[heal_num++] = spells[i];
1112 if (spell_dispel(spells[i])) dispel[dispel_num++] = spells[i];
1115 /*** Try to pick an appropriate spell type ***/
1118 if (world_num && (randint0(100) < 15) && !world_monster)
1120 /* Choose haste spell */
1121 return (world[randint0(world_num)]);
1127 bool success = FALSE;
1128 switch(m_ptr->r_idx)
1132 if ((m_ptr->hp < m_ptr->maxhp / 2) && r_info[MON_BANOR].max_num && r_info[MON_LUPART].max_num) success = TRUE;
1136 if (success) return (special[randint0(special_num)]);
1139 /* Still hurt badly, couldn't flee, attempt to heal */
1140 if (m_ptr->hp < m_ptr->maxhp / 3 && one_in_(2))
1142 /* Choose heal spell if possible */
1143 if (heal_num) return (heal[randint0(heal_num)]);
1146 /* Hurt badly or afraid, attempt to flee */
1147 if (((m_ptr->hp < m_ptr->maxhp / 3) || MON_MONFEAR(m_ptr)) && one_in_(2))
1149 /* Choose escape spell if possible */
1150 if (escape_num) return (escape[randint0(escape_num)]);
1156 bool success = FALSE;
1157 switch (m_ptr->r_idx)
1163 case MON_BANORLUPART:
1164 if (randint0(100) < 70) success = TRUE;
1167 if (randint0(100) < 40) success = TRUE;
1170 if (randint0(100) < 50) success = TRUE;
1173 if (success) return (special[randint0(special_num)]);
1176 /* Player is close and we have attack spells, blink away */
1177 if ((distance(py, px, m_ptr->fy, m_ptr->fx) < 4) && (attack_num || (r_ptr->flags6 & RF6_TRAPS)) && (randint0(100) < 75) && !world_monster)
1179 /* Choose tactical spell */
1180 if (tactic_num) return (tactic[randint0(tactic_num)]);
1183 /* Summon if possible (sometimes) */
1184 if (summon_num && (randint0(100) < 40))
1186 /* Choose summon spell */
1187 return (summon[randint0(summon_num)]);
1191 if (dispel_num && one_in_(2))
1193 /* Choose dispel spell if possible */
1194 if (dispel_check(m_idx))
1196 return (dispel[randint0(dispel_num)]);
1200 /* Raise-dead if possible (sometimes) */
1201 if (raise_num && (randint0(100) < 40))
1203 /* Choose raise-dead spell */
1204 return (raise[randint0(raise_num)]);
1207 /* Attack spell (most of the time) */
1210 if (psy_spe_num && (randint0(100) < 50))
1212 /* Choose attack spell */
1213 return (psy_spe[randint0(psy_spe_num)]);
1215 else if (attack_num && (randint0(100) < 40))
1217 /* Choose attack spell */
1218 return (attack[randint0(attack_num)]);
1221 else if (attack_num && (randint0(100) < 85))
1223 /* Choose attack spell */
1224 return (attack[randint0(attack_num)]);
1227 /* Try another tactical spell (sometimes) */
1228 if (tactic_num && (randint0(100) < 50) && !world_monster)
1230 /* Choose tactic spell */
1231 return (tactic[randint0(tactic_num)]);
1234 /* Cast globe of invulnerability if not already in effect */
1235 if (invul_num && !m_ptr->mtimed[MTIMED_INVULNER] && (randint0(100) < 50))
1237 /* Choose Globe of Invulnerability */
1238 return (invul[randint0(invul_num)]);
1241 /* We're hurt (not badly), try to heal */
1242 if ((m_ptr->hp < m_ptr->maxhp * 3 / 4) && (randint0(100) < 25))
1244 /* Choose heal spell if possible */
1245 if (heal_num) return (heal[randint0(heal_num)]);
1248 /* Haste self if we aren't already somewhat hasted (rarely) */
1249 if (haste_num && (randint0(100) < 20) && !MON_FAST(m_ptr))
1251 /* Choose haste spell */
1252 return (haste[randint0(haste_num)]);
1255 /* Annoy player (most of the time) */
1256 if (annoy_num && (randint0(100) < 80))
1258 /* Choose annoyance spell */
1259 return (annoy[randint0(annoy_num)]);
1262 /* Choose no spell */
1268 * @brief ID
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1269 * Return TRUE if a spell is inate spell.
1270 * @param spell
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1271 * @return
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1273 bool spell_is_inate(u16b spell)
1275 if (spell < 32 * 4) /* Set RF4 */
1277 if ((1L << (spell - 32 * 3)) & RF4_NOMAGIC_MASK) return TRUE;
1279 else if (spell < 32 * 5) /* Set RF5 */
1281 if ((1L << (spell - 32 * 4)) & RF5_NOMAGIC_MASK) return TRUE;
1283 else if (spell < 32 * 6) /* Set RF6 */
1285 if ((1L << (spell - 32 * 5)) & RF6_NOMAGIC_MASK) return TRUE;
1288 /* This spell is not "inate" */
1294 * @brief
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1295 * @param m_ptr
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1296 * @param yp
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1297 * @param xp
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1298 * @param f_flag
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1299 * @param path_check
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1300 * @return
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1302 static bool adjacent_grid_check(monster_type *m_ptr, int *yp, int *xp,
1303 int f_flag, bool (*path_check)(int, int, int, int))
1307 static int tonari_y[4][8] = {{-1, -1, -1, 0, 0, 1, 1, 1},
1308 {-1, -1, -1, 0, 0, 1, 1, 1},
1309 { 1, 1, 1, 0, 0, -1, -1, -1},
1310 { 1, 1, 1, 0, 0, -1, -1, -1}};
1311 static int tonari_x[4][8] = {{-1, 0, 1, -1, 1, -1, 0, 1},
1312 { 1, 0, -1, 1, -1, 1, 0, -1},
1313 {-1, 0, 1, -1, 1, -1, 0, 1},
1314 { 1, 0, -1, 1, -1, 1, 0, -1}};
1316 if (m_ptr->fy < py && m_ptr->fx < px) tonari = 0;
1317 else if (m_ptr->fy < py) tonari = 1;
1318 else if (m_ptr->fx < px) tonari = 2;
1321 for (i = 0; i < 8; i++)
1323 int next_x = *xp + tonari_x[tonari][i];
1324 int next_y = *yp + tonari_y[tonari][i];
1327 /* Access the next grid */
1328 c_ptr = &cave[next_y][next_x];
1330 /* Skip this feature */
1331 if (!cave_have_flag_grid(c_ptr, f_flag)) continue;
1333 if (path_check(m_ptr->fy, m_ptr->fx, next_y, next_x))
1344 #define DO_SPELL_NONE 0
1345 #define DO_SPELL_BR_LITE 1
1346 #define DO_SPELL_BR_DISI 2
1347 #define DO_SPELL_BA_LITE 3
1350 * @brief
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1351 * Creatures can cast spells, shoot missiles, and breathe.
1352 * @param m_idx
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1353 * @return
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1355 * Returns "TRUE" if a spell (or whatever) was (successfully) cast.\n
1357 * XXX XXX XXX This function could use some work, but remember to\n
1358 * keep it as optimized as possible, while retaining generic code.\n
1360 * Verify the various "blind-ness" checks in the code.\n
1362 * XXX XXX XXX Note that several effects should really not be "seen"\n
1363 * if the player is blind. See also "effects.c" for other "mistakes".\n
1365 * Perhaps monsters should breathe at locations *near* the player,\n
1366 * since this would allow them to inflict "partial" damage.\n
1368 * Perhaps smart monsters should decline to use "bolt" spells if\n
1369 * there is a monster in the way, unless they wish to kill it.\n
1371 * Note that, to allow the use of the "track_target" option at some\n
1372 * later time, certain non-optimal things are done in the code below,\n
1373 * including explicit checks against the "direct" variable, which is\n
1374 * currently always true by the time it is checked, but which should\n
1375 * really be set according to an explicit "projectable()" test, and\n
1376 * the use of generic "x,y" locations instead of the player location,\n
1377 * with those values being initialized with the player location.\n
1379 * It will not be possible to "correctly" handle the case in which a\n
1380 * monster attempts to attack a location which is thought to contain\n
1381 * the player, but which in fact is nowhere near the player, since this\n
1382 * might induce all sorts of messages about the attack itself, and about\n
1383 * the effects of the attack, which the player might or might not be in\n
1384 * a position to observe. Thus, for simplicity, it is probably best to\n
1385 * only allow "faulty" attacks by a monster if one of the important grids\n
1386 * (probably the initial or final grid) is in fact in view of the player.\n
1387 * It may be necessary to actually prevent spell attacks except when the\n
1388 * monster actually has line of sight to the player. Note that a monster\n
1389 * could be left in a bizarre situation after the player ducked behind a\n
1390 * pillar and then teleported away, for example.\n
1393 * that certain spell attacks do not use the "project()" function\n
1394 * but "simulate" it via the "direct" variable, which is always at least\n
1395 * as restrictive as the "project()" function. This is necessary to\n
1396 * prevent "blindness" attacks and such from bending around walls, etc,\n
1397 * and to allow the use of the "track_target" option in the future.\n
1399 * Note that this function attempts to optimize the use of spells for the\n
1400 * cases in which the monster has no spells, or has spells but cannot use\n
1401 * them, or has spells but they will have no "useful" effect. Note that\n
1402 * this function has been an efficiency bottleneck in the past.\n
1404 * Note the special "MFLAG_NICE" flag, which prevents a monster from using\n
1405 * any spell attacks until the player has had a single chance to move.\n
1407 bool make_attack_spell(int m_idx)
1409 int k, thrown_spell = 0, rlev, failrate;
1410 byte spell[96], num = 0;
1412 monster_type *m_ptr = &m_list[m_idx];
1413 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1418 bool no_inate = FALSE;
1419 bool do_spell = DO_SPELL_NONE;
1422 int s_num_6 = (easy_band ? 2 : 6);
1423 int s_num_4 = (easy_band ? 1 : 4);
1424 int rad = 0; //For elemental spells
1426 /* Target location */
1430 /* Target location for lite breath */
1437 /* Extract the blind-ness */
1438 bool blind = (p_ptr->blind ? TRUE : FALSE);
1440 /* Extract the "see-able-ness" */
1441 bool seen = (!blind && m_ptr->ml);
1443 bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
1444 bool learnable = (seen && maneable && !world_monster);
1446 /* Check "projectable" */
1449 bool in_no_magic_dungeon = (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && dun_level
1450 && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest));
1452 bool can_use_lite_area = FALSE;
1456 /* Cannot cast spells when confused */
1457 if (MON_CONFUSED(m_ptr))
1459 reset_target(m_ptr);
1463 /* Cannot cast spells when nice */
1464 if (m_ptr->mflag & MFLAG_NICE) return (FALSE);
1465 if (!is_hostile(m_ptr)) return (FALSE);
1468 /* Sometimes forbid inate attacks (breaths) */
1469 if (randint0(100) >= (r_ptr->freq_spell * 2)) no_inate = TRUE;
1471 /* XXX XXX XXX Handle "track_target" option (?) */
1474 /* Extract the racial spell flags */
1479 /*** require projectable player ***/
1482 if ((m_ptr->cdis > MAX_RANGE) && !m_ptr->target_y) return (FALSE);
1484 /* Check path for lite breath */
1485 if (f4 & RF4_BR_LITE)
1490 if (los(m_ptr->fy, m_ptr->fx, y_br_lite, x_br_lite))
1492 feature_type *f_ptr = &f_info[cave[y_br_lite][x_br_lite].feat];
1494 if (!have_flag(f_ptr->flags, FF_LOS))
1496 if (have_flag(f_ptr->flags, FF_PROJECT) && one_in_(2)) f4 &= ~(RF4_BR_LITE);
1500 /* Check path to next grid */
1501 else if (!adjacent_grid_check(m_ptr, &y_br_lite, &x_br_lite, FF_LOS, los)) f4 &= ~(RF4_BR_LITE);
1503 /* Don't breath lite to the wall if impossible */
1504 if (!(f4 & RF4_BR_LITE))
1512 if (projectable(m_ptr->fy, m_ptr->fx, y, x))
1514 feature_type *f_ptr = &f_info[cave[y][x].feat];
1516 if (!have_flag(f_ptr->flags, FF_PROJECT))
1518 /* Breath disintegration to the wall if possible */
1519 if ((f4 & RF4_BR_DISI) && have_flag(f_ptr->flags, FF_HURT_DISI) && one_in_(2)) do_spell = DO_SPELL_BR_DISI;
1521 /* Breath lite to the transparent wall if possible */
1522 else if ((f4 & RF4_BR_LITE) && have_flag(f_ptr->flags, FF_LOS) && one_in_(2)) do_spell = DO_SPELL_BR_LITE;
1526 /* Check path to next grid */
1529 bool success = FALSE;
1531 if ((f4 & RF4_BR_DISI) && (m_ptr->cdis < MAX_RANGE/2) &&
1532 in_disintegration_range(m_ptr->fy, m_ptr->fx, y, x) &&
1533 (one_in_(10) || (projectable(y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
1535 do_spell = DO_SPELL_BR_DISI;
1538 else if ((f4 & RF4_BR_LITE) && (m_ptr->cdis < MAX_RANGE/2) &&
1539 los(m_ptr->fy, m_ptr->fx, y, x) && one_in_(5))
1541 do_spell = DO_SPELL_BR_LITE;
1544 else if ((f5 & RF5_BA_LITE) && (m_ptr->cdis <= MAX_RANGE))
1547 get_project_point(m_ptr->fy, m_ptr->fx, &by, &bx, 0L);
1548 if ((distance(by, bx, y, x) <= 3) && los(by, bx, y, x) && one_in_(5))
1550 do_spell = DO_SPELL_BA_LITE;
1555 if (!success) success = adjacent_grid_check(m_ptr, &y, &x, FF_PROJECT, projectable);
1559 if (m_ptr->target_y && m_ptr->target_x)
1561 y = m_ptr->target_y;
1562 x = m_ptr->target_x;
1563 f4 &= (RF4_INDIRECT_MASK);
1564 f5 &= (RF5_INDIRECT_MASK);
1565 f6 &= (RF6_INDIRECT_MASK);
1569 if (y_br_lite && x_br_lite && (m_ptr->cdis < MAX_RANGE/2) && one_in_(5))
1575 do_spell = DO_SPELL_BR_LITE;
1578 else f4 |= (RF4_BR_LITE);
1583 if (!success) return FALSE;
1586 reset_target(m_ptr);
1588 /* Extract the monster level */
1589 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1591 /* Forbid inate attacks sometimes */
1594 f4 &= ~(RF4_NOMAGIC_MASK);
1595 f5 &= ~(RF5_NOMAGIC_MASK);
1596 f6 &= ~(RF6_NOMAGIC_MASK);
1599 if (f6 & RF6_DARKNESS)
1601 if ((p_ptr->pclass == CLASS_NINJA) &&
1602 !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
1603 !(r_ptr->flags7 & RF7_DARK_MASK))
1604 can_use_lite_area = TRUE;
1606 if (!(r_ptr->flags2 & RF2_STUPID))
1608 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
1609 else if ((p_ptr->pclass == CLASS_NINJA) && !can_use_lite_area) f6 &= ~(RF6_DARKNESS);
1613 if (in_no_magic_dungeon && !(r_ptr->flags2 & RF2_STUPID))
1615 f4 &= (RF4_NOMAGIC_MASK);
1616 f5 &= (RF5_NOMAGIC_MASK);
1617 f6 &= (RF6_NOMAGIC_MASK);
1620 if (r_ptr->flags2 & RF2_SMART)
1622 /* Hack -- allow "desperate" spells */
1623 if ((m_ptr->hp < m_ptr->maxhp / 10) &&
1624 (randint0(100) < 50))
1626 /* Require intelligent spells */
1627 f4 &= (RF4_INT_MASK);
1628 f5 &= (RF5_INT_MASK);
1629 f6 &= (RF6_INT_MASK);
1632 /* Hack -- decline "teleport level" in some case */
1633 if ((f6 & RF6_TELE_LEVEL) && TELE_LEVEL_IS_INEFF(0))
1635 f6 &= ~(RF6_TELE_LEVEL);
1639 /* No spells left */
1640 if (!f4 && !f5 && !f6) return (FALSE);
1642 /* Remove the "ineffective" spells */
1643 remove_bad_spells(m_idx, &f4, &f5, &f6);
1645 if (p_ptr->inside_arena || p_ptr->inside_battle)
1647 f4 &= ~(RF4_SUMMON_MASK);
1648 f5 &= ~(RF5_SUMMON_MASK);
1649 f6 &= ~(RF6_SUMMON_MASK | RF6_TELE_LEVEL);
1651 if (m_ptr->r_idx == MON_ROLENTO) f6 &= ~(RF6_SPECIAL);
1654 /* No spells left */
1655 if (!f4 && !f5 && !f6) return (FALSE);
1657 if (!(r_ptr->flags2 & RF2_STUPID))
1659 if (!p_ptr->csp) f5 &= ~(RF5_DRAIN_MANA);
1661 /* Check for a clean bolt shot */
1662 if (((f4 & RF4_BOLT_MASK) ||
1663 (f5 & RF5_BOLT_MASK) ||
1664 (f6 & RF6_BOLT_MASK)) &&
1665 !clean_shot(m_ptr->fy, m_ptr->fx, py, px, FALSE))
1667 /* Remove spells that will only hurt friends */
1668 f4 &= ~(RF4_BOLT_MASK);
1669 f5 &= ~(RF5_BOLT_MASK);
1670 f6 &= ~(RF6_BOLT_MASK);
1673 /* Check for a possible summon */
1674 if (((f4 & RF4_SUMMON_MASK) ||
1675 (f5 & RF5_SUMMON_MASK) ||
1676 (f6 & RF6_SUMMON_MASK)) &&
1677 !(summon_possible(y, x)))
1679 /* Remove summoning spells */
1680 f4 &= ~(RF4_SUMMON_MASK);
1681 f5 &= ~(RF5_SUMMON_MASK);
1682 f6 &= ~(RF6_SUMMON_MASK);
1685 /* Check for a possible raise dead */
1686 if ((f6 & RF6_RAISE_DEAD) && !raise_possible(m_ptr))
1688 /* Remove raise dead spell */
1689 f6 &= ~(RF6_RAISE_DEAD);
1692 /* Special moves restriction */
1693 if (f6 & RF6_SPECIAL)
1695 if ((m_ptr->r_idx == MON_ROLENTO) && !summon_possible(y, x))
1697 f6 &= ~(RF6_SPECIAL);
1701 /* No spells left */
1702 if (!f4 && !f5 && !f6) return (FALSE);
1705 /* Extract the "inate" spells */
1706 for (k = 0; k < 32; k++)
1708 if (f4 & (1L << k)) spell[num++] = k + 32 * 3;
1711 /* Extract the "normal" spells */
1712 for (k = 0; k < 32; k++)
1714 if (f5 & (1L << k)) spell[num++] = k + 32 * 4;
1717 /* Extract the "bizarre" spells */
1718 for (k = 0; k < 32; k++)
1720 if (f6 & (1L << k)) spell[num++] = k + 32 * 5;
1723 /* No spells left */
1724 if (!num) return (FALSE);
1726 /* Stop if player is dead or gone */
1727 if (!p_ptr->playing || p_ptr->is_dead) return (FALSE);
1729 /* Stop if player is leaving */
1730 if (p_ptr->leaving) return (FALSE);
1732 /* Get the monster name (or "it") */
1733 monster_desc(m_name, m_ptr, 0x00);
1736 /* Get the monster possessive ("his"/"her"/"its") */
1737 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
1747 thrown_spell = choose_attack_spell(m_idx, spell, num);
1748 if (thrown_spell) break;
1753 case DO_SPELL_BR_LITE:
1754 thrown_spell = 96+14; /* RF4_BR_LITE */
1757 case DO_SPELL_BR_DISI:
1758 thrown_spell = 96+31; /* RF4_BR_DISI */
1761 case DO_SPELL_BA_LITE:
1762 thrown_spell = 128+20; /* RF5_BA_LITE */
1766 return FALSE; /* Paranoia */
1769 /* Abort if no spell was chosen */
1770 if (!thrown_spell) return (FALSE);
1772 /* Calculate spell failure rate */
1773 failrate = 25 - (rlev + 3) / 4;
1775 /* Hack -- Stupid monsters will never fail (for jellies and such) */
1776 if (r_ptr->flags2 & RF2_STUPID) failrate = 0;
1778 /* Check for spell failure (inate attacks never fail) */
1779 if (!spell_is_inate(thrown_spell)
1780 && (in_no_magic_dungeon || (MON_STUNNED(m_ptr) && one_in_(2)) || (randint0(100) < failrate)))
1784 msg_format(_("%^s
\82Í
\8eô
\95¶
\82ð
\8f¥
\82¦
\82æ
\82¤
\82Æ
\82µ
\82½
\82ª
\8e¸
\94s
\82µ
\82½
\81B", "%^s tries to cast a spell, but fails."), m_name);
1789 /* Hex: Anti Magic Barrier */
1790 if (!spell_is_inate(thrown_spell) && magic_barrier(m_idx))
1792 msg_format(_("
\94½
\96\82\96@
\83o
\83\8a\83A
\82ª%^s
\82Ì
\8eô
\95¶
\82ð
\82©
\82«
\8fÁ
\82µ
\82½
\81B", "Anti magic barrier cancels the spell which %^s casts."), m_name);
1797 direct = player_bold(y, x);
1799 can_remember = is_original_ap_and_seen(m_ptr);
1803 switch (thrown_spell)
1805 case 96 + 2: /* RF4_DISPEL */
1806 case 96 + 4: /* RF4_SHOOT */
1807 case 128 + 9: /* RF5_DRAIN_MANA */
1808 case 128 + 10: /* RF5_MIND_BLAST */
1809 case 128 + 11: /* RF5_BRAIN_SMASH */
1810 case 128 + 12: /* RF5_CAUSE_1 */
1811 case 128 + 13: /* RF5_CAUSE_2 */
1812 case 128 + 14: /* RF5_CAUSE_3 */
1813 case 128 + 15: /* RF5_CAUSE_4 */
1814 case 128 + 16: /* RF5_BO_ACID */
1815 case 128 + 17: /* RF5_BO_ELEC */
1816 case 128 + 18: /* RF5_BO_FIRE */
1817 case 128 + 19: /* RF5_BO_COLD */
1818 case 128 + 21: /* RF5_BO_NETH */
1819 case 128 + 22: /* RF5_BO_WATE */
1820 case 128 + 23: /* RF5_BO_MANA */
1821 case 128 + 24: /* RF5_BO_PLAS */
1822 case 128 + 25: /* RF5_BO_ICEE */
1823 case 128 + 26: /* RF5_MISSILE */
1824 case 128 + 27: /* RF5_SCARE */
1825 case 128 + 28: /* RF5_BLIND */
1826 case 128 + 29: /* RF5_CONF */
1827 case 128 + 30: /* RF5_SLOW */
1828 case 128 + 31: /* RF5_HOLD */
1829 case 160 + 1: /* RF6_HAND_DOOM */
1830 case 160 + 8: /* RF6_TELE_TO */
1831 case 160 + 9: /* RF6_TELE_AWAY */
1832 case 160 + 10: /* RF6_TELE_LEVEL */
1833 case 160 + 11: /* RF6_PSY_SPEAR */
1834 case 160 + 12: /* RF6_DARKNESS */
1835 case 160 + 14: /* RF6_FORGET */
1840 /* Cast the spell. */
1841 switch (thrown_spell)
1843 case 96 + 0: spell_RF4_SHRIEK(m_idx, m_name); break; /* RF4_SHRIEK */
1844 case 96 + 1: break; /* RF4_XXX1 */
1845 case 96 + 2: spell_RF4_DISPEL(blind, m_name); break; /* RF4_DISPEL */
1846 case 96 + 3: dam = spell_RF4_ROCKET(blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_ROCKET */
1847 case 96 + 4: dam = spell_RF4_SHOOT(blind, m_name, r_ptr, m_idx, learnable); break; /* RF4_SHOOT */
1848 case 96 + 5: break; /* RF4_XXX2 */
1849 case 96 + 6: break; /* RF4_XXX3 */
1850 case 96 + 7: break; /* RF4_XXX4 */
1851 case 96 + 8: dam = spell_RF4_BREATH(GF_ACID, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_ACID */
1852 case 96 + 9: dam = spell_RF4_BREATH(GF_ELEC, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_ELEC */
1853 case 96 + 10: dam = spell_RF4_BREATH(GF_FIRE, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_FIRE */
1854 case 96 + 11: dam = spell_RF4_BREATH(GF_COLD, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_COLD */
1855 case 96 + 12: dam = spell_RF4_BREATH(GF_POIS, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_POIS */
1856 case 96 + 13: dam = spell_RF4_BREATH(GF_NETHER, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_NETH */
1857 case 96 + 14: dam = spell_RF4_BREATH(GF_LITE, blind, m_name, m_ptr, y_br_lite, x_br_lite, m_idx, learnable); break; /* RF4_BR_LITE */
1858 case 96 + 15: dam = spell_RF4_BREATH(GF_DARK, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_DARK */
1859 case 96 + 16: dam = spell_RF4_BREATH(GF_CONFUSION, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_CONF */
1860 case 96 + 17: dam = spell_RF4_BREATH(GF_SOUND, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_SOUN */
1861 case 96 + 18: dam = spell_RF4_BREATH(GF_CHAOS, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_CHAO */
1862 case 96 + 19: dam = spell_RF4_BREATH(GF_DISENCHANT, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_DISE */
1863 case 96 + 20: dam = spell_RF4_BREATH(GF_NEXUS, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_NEXU */
1864 case 96 + 21: dam = spell_RF4_BREATH(GF_TIME, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_TIME */
1865 case 96 + 22: dam = spell_RF4_BREATH(GF_INERTIA, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_INER */
1866 case 96 + 23: dam = spell_RF4_BREATH(GF_GRAVITY, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_GRAV */
1867 case 96 + 24: dam = spell_RF4_BREATH(GF_SHARDS, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_SHAR */
1868 case 96 + 25: dam = spell_RF4_BREATH(GF_PLASMA, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_PLAS */
1869 case 96 + 26: dam = spell_RF4_BREATH(GF_FORCE, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_WALL */
1870 case 96 + 27: dam = spell_RF4_BREATH(GF_MANA, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_MANA */
1871 case 96 + 28: dam = spell_RF4_BA_NUKE(blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF4_BA_NUKE */
1872 case 96 + 29: dam = spell_RF4_BREATH(GF_NUKE, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_NUKE */
1873 case 96 + 30: dam = spell_RF4_BA_CHAO(blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF4_BA_CHAO */
1874 case 96 + 31: dam = spell_RF4_BREATH(GF_DISINTEGRATE, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_DISI */
1875 case 128 + 0: dam = spell_RF5_BA_ACID(blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF5_BA_ACID */
1876 case 128 + 1: dam = spell_RF5_BA_ELEC(blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF5_BA_ELEC */
1877 case 128 + 2: dam = spell_RF5_BA_FIRE(m_ptr, blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF5_BA_FIRE */
1878 case 128 + 3: dam = spell_RF5_BA_COLD(blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF5_BA_COLD */
1879 case 128 + 4: dam = spell_RF5_BA_POIS(blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF5_BA_POIS */
1880 case 128 + 5: dam = spell_RF5_BA_NETH(blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF5_BA_NETH */
1881 case 128 + 6: dam = spell_RF5_BA_WATE(blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF5_BA_WATE */
1882 case 128 + 7: dam = spell_RF5_BA_MANA(blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF5_BA_MANA */
1883 case 128 + 8: dam = spell_RF5_BA_DARK(blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF5_BA_DARK */
1884 case 128 + 9: dam = spell_RF5_DRAIN_MANA(blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF5_DRAIN_MANA */
1885 case 128 + 10: dam = spell_RF5_MIND_BLAST(seen, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF5_MIND_BLAST */
1886 case 128 + 11: dam = spell_RF5_BRAIN_SMASH(seen, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF5_MIND_BLAST */
1887 case 128 + 12: dam = spell_RF5_CAUSE_1(blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF5_CAUSE_1 */
1888 case 128 + 13: dam = spell_RF5_CAUSE_2(blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF5_CAUSE_2 */
1889 case 128 + 14: dam = spell_RF5_CAUSE_3(blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF5_CAUSE_3 */
1890 case 128 + 15: dam = spell_RF5_CAUSE_4(blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF5_CAUSE_4 */
1891 case 128 + 16: dam = spell_RF5_BO_ACID(blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF5_BO_ACID */
1892 case 128 + 17: dam = spell_RF5_BO_ELEC(blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF5_BO_ELEC */
1893 case 128 + 18: dam = spell_RF5_BO_FIRE(blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF5_BO_FIRE */
1894 case 128 + 19: dam = spell_RF5_BO_COLD(blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF5_BO_COLD */
1895 case 128 + 20: dam = spell_RF5_BA_LITE(blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF5_BA_LITE */
1896 case 128 + 21: dam = spell_RF5_BO_NETH(blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF5_BO_NETH */
1897 case 128 + 22: dam = spell_RF5_BO_WATE(blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF5_BO_WATE */
1898 case 128 + 23: dam = spell_RF5_BO_MANA(blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF5_BO_MANA */
1899 case 128 + 24: dam = spell_RF5_BO_PLAS(blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF5_BO_PLAS */
1900 case 128 + 25: dam = spell_RF5_BO_ICEE(blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF5_BO_ICEE */
1901 case 128 + 26: dam = spell_RF5_MISSILE(blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF5_MISSILE */
1902 case 128 + 27: spell_RF5_SCARE(blind, m_name, r_ptr, rlev, y, x, m_idx); break; /* RF5_SCARE */
1903 case 128 + 28: spell_RF5_BLIND(blind, m_name, r_ptr, rlev, y, x, m_idx); break; /* RF5_BLIND */
1904 case 128 + 29: spell_RF5_CONF(blind, m_name, r_ptr, rlev, y, x, m_idx); break; /* RF5_CONF */
1905 case 128 + 30: spell_RF5_SLOW(blind, m_name, r_ptr, rlev, y, x, m_idx); break; /* RF5_SLOW */
1906 case 128 + 31: spell_RF5_HOLD(blind, m_name, r_ptr, rlev, y, x, m_idx); break; /* RF5_HOLD */
1907 case 160 + 0: spell_RF6_HASTE(blind, m_name, m_ptr, y, x, m_idx); break; /* RF6_HASTE */
1908 case 160 + 1: dam = spell_RF6_HAND_DOOM(blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF6_HAND_DOOM */
1909 case 160 + 2: spell_RF6_HEAL(blind, seen, m_name, m_ptr, rlev, m_idx); break; /* RF6_HEAL */
1910 case 160 + 3: spell_RF6_INVULNER(seen, m_name, m_ptr, m_idx); break; /* RF6_INVULNER */
1911 case 160 + 4: spell_RF6_BLINK(m_name, m_idx); break; /* RF6_BLINK */
1912 case 160 + 5: spell_RF6_TPORT(m_name, m_idx); break; /* RF6_TPORT */
1913 case 160 + 6: dam = spell_RF6_WORLD(m_name, m_ptr, m_idx); break; /* RF6_WORLD */
1917 dam = spell_RF6_SPECIAL(m_name, m_ptr, r_ptr, mode, blind, direct, y, x, m_idx);
1918 if (dam < 0) return FALSE;
1921 case 160 + 8: spell_RF6_TELE_TO(m_name, m_ptr); break; /* RF6_TELE_TO */
1922 case 160 + 9: spell_RF6_TELE_AWAY(m_name, m_idx); break; /* RF6_TELE_AWAY */
1923 case 160 + 10: spell_RF6_TELE_LEVEL(blind, m_name, m_idx, rlev); break; /* RF6_TELE_LEVEL */
1924 case 160 + 11: spell_RF6_PSY_SPEAR(blind, m_name, r_ptr, rlev, m_idx, learnable); break; /* RF6_PSY_SPEAR */
1925 case 160 + 12: spell_RF6_DARKNESS(blind, m_name, can_use_lite_area); break; /* RF6_DARKNESS */
1926 case 160 + 13: spell_RF6_TRAPS(blind, m_name, y, x); break; /* RF6_TRAPS */
1927 case 160 + 14: spell_RF6_FORGET(m_name, rlev); break; /* RF6_FORGET */
1928 case 160 + 15: spell_RF6_RAISE_DEAD(blind, m_name, m_idx, m_ptr); break; /* RF6_RAISE_DEAD */
1929 case 160 + 16: spell_RF6_S_KIN(blind, m_name, m_ptr, r_ptr, m_idx, y, x, rlev, mode); break; /* RF6_S_KIN */
1930 case 160 + 17: spell_RF6_S_CYBER(blind, m_name, m_idx, y, x); break; /* RF6_S_CYBER */
1931 case 160 + 18: spell_RF6_S_MONSTER(blind, m_name, m_idx, y, x, rlev); break; /* RF6_S_MONSTER */
1932 case 160 + 19: spell_RF6_S_MONSTERS(blind, m_name, m_idx, y, x, rlev, s_num_6); break; /* RF6_S_MONSTER */
1933 case 160 + 20: spell_RF6_S_ANT(blind, m_name, m_idx, y, x, rlev, s_num_6); break; /* RF6_S_ANT */
1934 case 160 + 21: spell_RF6_S_SPIDER(blind, m_name, m_idx, y, x, rlev, s_num_6); break; /* RF6_S_SPIDER */
1935 case 160 + 22: spell_RF6_S_HOUND(blind, m_name, m_idx, y, x, rlev, s_num_4); break; /* RF6_S_HOUND */
1936 case 160 + 23: spell_RF6_S_HYDRA(blind, m_name, m_idx, y, x, rlev, s_num_4); break; /* RF6_S_HYDRA */
1937 case 160 + 24: spell_RF6_S_ANGEL(blind, m_name, r_ptr, m_idx, y, x, rlev); break; /* RF6_S_ANGEL */
1938 case 160 + 25: spell_RF6_S_DEMON(blind, m_name, m_idx, y, x, rlev); break; /* RF6_S_DEMON */
1939 case 160 + 26: spell_RF6_S_UNDEAD(blind, m_name, m_idx, y, x, rlev); break; /* RF6_S_UNDEAD */
1940 case 160 + 27: spell_RF6_S_DRAGON(blind, m_name, m_idx, y, x, rlev); break; /* RF6_S_DRAGON */
1941 case 160 + 28: spell_RF6_S_HI_UNDEAD(m_ptr, blind, m_name, m_idx, y, x, rlev, s_num_6, mode); break; /* RF6_S_HI_UNDEAD */
1942 case 160 + 29: spell_RF6_S_HI_DRAGON(blind, m_name, m_idx, y, x, rlev, s_num_4); break; /* RF6_S_HI_DRAGON */
1943 case 160 + 30: spell_RF6_S_AMBERITES(blind, m_name, m_idx, y, x, rlev, s_num_4); break; /* RF6_S_AMBERITES */
1944 case 160 + 31: spell_RF6_S_UNIQUE(blind, m_name, m_idx, m_ptr, y, x, rlev, s_num_4); break; /* RF6_S_UNIQUE */
1947 if ((p_ptr->action == ACTION_LEARN) && thrown_spell > 175)
1949 learn_spell(thrown_spell - 96);
1952 if (seen && maneable && !world_monster && (p_ptr->pclass == CLASS_IMITATOR))
1954 if (thrown_spell != 167) /* Not RF6_SPECIAL */
1956 if (p_ptr->mane_num == MAX_MANE)
1960 for (i = 0;i < p_ptr->mane_num;i++)
1962 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
1963 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
1966 p_ptr->mane_spell[p_ptr->mane_num] = thrown_spell - 96;
1967 p_ptr->mane_dam[p_ptr->mane_num] = dam;
1971 p_ptr->redraw |= (PR_IMITATION);
1975 /* Remember what the monster did to us */
1979 if (thrown_spell < 32 * 4)
1981 r_ptr->r_flags4 |= (1L << (thrown_spell - 32 * 3));
1982 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1986 else if (thrown_spell < 32 * 5)
1988 r_ptr->r_flags5 |= (1L << (thrown_spell - 32 * 4));
1989 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1993 else if (thrown_spell < 32 * 6)
1995 r_ptr->r_flags6 |= (1L << (thrown_spell - 32 * 5));
1996 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
2001 /* Always take note of monsters that kill you */
2002 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
2004 r_ptr->r_deaths++; /* Ignore appearance difference */
2007 /* A spell was cast */