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
47 #include "object-curse.h"
49 #include "realm-hex.h"
50 #include "player-move.h"
51 #include "player-status.h"
53 #include "monster-spell.h"
56 #include "realm-song.h"
57 #include "view-mainwindow.h"
61 * @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 /
62 * Internal probability routine
63 * @param r_ptr モンスター種族の構造体参照ポインタ
65 * @return 適した選択を取るならばTRUEを返す。
67 static bool int_outof(monster_race *r_ptr, PERCENTAGE prob)
69 /* Non-Smart monsters are half as "smart" */
70 if (!(r_ptr->flags2 & RF2_SMART)) prob = prob / 2;
73 return (randint0(100) < prob);
78 * @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 /
79 * Remove the "bad" spells from a spell list
80 * @param m_idx モンスターの構造体参照ポインタ
81 * @param f4p モンスター魔法のフラグリスト1
82 * @param f5p モンスター魔法のフラグリスト2
83 * @param f6p モンスター魔法のフラグリスト3
86 static void remove_bad_spells(MONSTER_IDX m_idx, u32b *f4p, u32b *f5p, u32b *f6p)
88 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
89 monster_race *r_ptr = &r_info[m_ptr->r_idx];
98 /* Too stupid to know anything */
99 if (r_ptr->flags2 & RF2_STUPID) return;
102 /* Must be cheating or learning */
103 if (!smart_cheat && !smart_learn) return;
106 /* Update acquired knowledge */
109 /* Hack -- Occasionally forget player status */
110 /* Only save SM_FRIENDLY, SM_PET or SM_CLONED */
111 if (m_ptr->smart && (randint0(100) < 1)) m_ptr->smart &= (SM_FRIENDLY | SM_PET | SM_CLONED);
113 /* Use the memorized flags */
114 smart = m_ptr->smart;
118 /* Cheat if requested */
121 /* Know basic info */
122 if (p_ptr->resist_acid) smart |= (SM_RES_ACID);
123 if (IS_OPPOSE_ACID()) smart |= (SM_OPP_ACID);
124 if (p_ptr->immune_acid) smart |= (SM_IMM_ACID);
125 if (p_ptr->resist_elec) smart |= (SM_RES_ELEC);
126 if (IS_OPPOSE_ELEC()) smart |= (SM_OPP_ELEC);
127 if (p_ptr->immune_elec) smart |= (SM_IMM_ELEC);
128 if (p_ptr->resist_fire) smart |= (SM_RES_FIRE);
129 if (IS_OPPOSE_FIRE()) smart |= (SM_OPP_FIRE);
130 if (p_ptr->immune_fire) smart |= (SM_IMM_FIRE);
131 if (p_ptr->resist_cold) smart |= (SM_RES_COLD);
132 if (IS_OPPOSE_COLD()) smart |= (SM_OPP_COLD);
133 if (p_ptr->immune_cold) smart |= (SM_IMM_COLD);
135 /* Know poison info */
136 if (p_ptr->resist_pois) smart |= (SM_RES_POIS);
137 if (IS_OPPOSE_POIS()) smart |= (SM_OPP_POIS);
139 /* Know special resistances */
140 if (p_ptr->resist_neth) smart |= (SM_RES_NETH);
141 if (p_ptr->resist_lite) smart |= (SM_RES_LITE);
142 if (p_ptr->resist_dark) smart |= (SM_RES_DARK);
143 if (p_ptr->resist_fear) smart |= (SM_RES_FEAR);
144 if (p_ptr->resist_conf) smart |= (SM_RES_CONF);
145 if (p_ptr->resist_chaos) smart |= (SM_RES_CHAOS);
146 if (p_ptr->resist_disen) smart |= (SM_RES_DISEN);
147 if (p_ptr->resist_blind) smart |= (SM_RES_BLIND);
148 if (p_ptr->resist_nexus) smart |= (SM_RES_NEXUS);
149 if (p_ptr->resist_sound) smart |= (SM_RES_SOUND);
150 if (p_ptr->resist_shard) smart |= (SM_RES_SHARD);
151 if (p_ptr->reflect) smart |= (SM_IMM_REFLECT);
153 /* Know bizarre "resistances" */
154 if (p_ptr->free_act) smart |= (SM_IMM_FREE);
155 if (!p_ptr->msp) smart |= (SM_IMM_MANA);
163 if (smart & SM_IMM_ACID)
165 f4 &= ~(RF4_BR_ACID);
166 f5 &= ~(RF5_BA_ACID);
167 f5 &= ~(RF5_BO_ACID);
169 else if ((smart & (SM_OPP_ACID)) && (smart & (SM_RES_ACID)))
171 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ACID);
172 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ACID);
173 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ACID);
175 else if ((smart & (SM_OPP_ACID)) || (smart & (SM_RES_ACID)))
177 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ACID);
178 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ACID);
179 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ACID);
183 if (smart & (SM_IMM_ELEC))
185 f4 &= ~(RF4_BR_ELEC);
186 f5 &= ~(RF5_BA_ELEC);
187 f5 &= ~(RF5_BO_ELEC);
189 else if ((smart & (SM_OPP_ELEC)) && (smart & (SM_RES_ELEC)))
191 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ELEC);
192 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ELEC);
193 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ELEC);
195 else if ((smart & (SM_OPP_ELEC)) || (smart & (SM_RES_ELEC)))
197 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ELEC);
198 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ELEC);
199 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ELEC);
203 if (smart & (SM_IMM_FIRE))
205 f4 &= ~(RF4_BR_FIRE);
206 f5 &= ~(RF5_BA_FIRE);
207 f5 &= ~(RF5_BO_FIRE);
209 else if ((smart & (SM_OPP_FIRE)) && (smart & (SM_RES_FIRE)))
211 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_FIRE);
212 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_FIRE);
213 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_FIRE);
215 else if ((smart & (SM_OPP_FIRE)) || (smart & (SM_RES_FIRE)))
217 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_FIRE);
218 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_FIRE);
219 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_FIRE);
223 if (smart & (SM_IMM_COLD))
225 f4 &= ~(RF4_BR_COLD);
226 f5 &= ~(RF5_BA_COLD);
227 f5 &= ~(RF5_BO_COLD);
228 f5 &= ~(RF5_BO_ICEE);
230 else if ((smart & (SM_OPP_COLD)) && (smart & (SM_RES_COLD)))
232 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_COLD);
233 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_COLD);
234 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_COLD);
235 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ICEE);
237 else if ((smart & (SM_OPP_COLD)) || (smart & (SM_RES_COLD)))
239 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_COLD);
240 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_COLD);
241 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_COLD);
242 if (int_outof(r_ptr, 20)) f5 &= ~(RF5_BO_ICEE);
246 if ((smart & (SM_OPP_POIS)) && (smart & (SM_RES_POIS)))
248 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_POIS);
249 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_POIS);
250 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BA_NUKE);
251 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BR_NUKE);
253 else if ((smart & (SM_OPP_POIS)) || (smart & (SM_RES_POIS)))
255 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_POIS);
256 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_POIS);
260 if (smart & (SM_RES_NETH))
262 if (prace_is_(RACE_SPECTRE))
264 f4 &= ~(RF4_BR_NETH);
265 f5 &= ~(RF5_BA_NETH);
266 f5 &= ~(RF5_BO_NETH);
270 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_NETH);
271 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_NETH);
272 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BO_NETH);
276 if (smart & (SM_RES_LITE))
278 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_LITE);
279 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_LITE);
282 if (smart & (SM_RES_DARK))
284 if (prace_is_(RACE_VAMPIRE))
286 f4 &= ~(RF4_BR_DARK);
287 f5 &= ~(RF5_BA_DARK);
291 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_DARK);
292 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_DARK);
296 if (smart & (SM_RES_FEAR))
301 if (smart & (SM_RES_CONF))
304 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_CONF);
307 if (smart & (SM_RES_CHAOS))
309 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_CHAO);
310 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BA_CHAO);
313 if (smart & (SM_RES_DISEN))
315 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_DISE);
318 if (smart & (SM_RES_BLIND))
323 if (smart & (SM_RES_NEXUS))
325 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_NEXU);
326 f6 &= ~(RF6_TELE_LEVEL);
329 if (smart & (SM_RES_SOUND))
331 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_SOUN);
334 if (smart & (SM_RES_SHARD))
336 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_SHAR);
339 if (smart & (SM_IMM_REFLECT))
341 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_COLD);
342 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_FIRE);
343 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ACID);
344 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ELEC);
345 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_NETH);
346 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_WATE);
347 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_MANA);
348 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_PLAS);
349 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ICEE);
350 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_MISSILE);
353 if (smart & (SM_IMM_FREE))
359 if (smart & (SM_IMM_MANA))
361 f5 &= ~(RF5_DRAIN_MANA);
364 /* No spells left? */
365 /* if (!f4 && !f5 && !f6) ... */
374 * @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。 /
375 * Determine if there is a space near the player in which a summoned creature can appear
376 * @param y1 判定を行いたいマスのY座標
377 * @param x1 判定を行いたいマスのX座標
378 * @return 召還に相応しいならばTRUEを返す
380 bool summon_possible(POSITION y1, POSITION x1)
384 /* Start at the player's location, and check 2 grids in each dir */
385 for (y = y1 - 2; y <= y1 + 2; y++)
387 for (x = x1 - 2; x <= x1 + 2; x++)
389 /* Ignore illegal locations */
390 if (!in_bounds(y, x)) continue;
392 /* Only check a circular area */
393 if (distance(y1, x1, y, x)>2) continue;
395 /* ...nor on the Pattern */
396 if (pattern_tile(y, x)) continue;
398 /* Require empty floor grid in line of projection */
399 if (cave_empty_bold(y, x) && projectable(y1, x1, y, x) && projectable(y, x, y1, x1)) return (TRUE);
408 * @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 /
409 * Determine if there is a space near the player in which a summoned creature can appear
410 * @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
411 * @return 死者復活が有効な状態ならばTRUEを返す。
413 bool raise_possible(monster_type *m_ptr)
416 POSITION y = m_ptr->fy;
417 POSITION x = m_ptr->fx;
418 OBJECT_IDX this_o_idx, next_o_idx = 0;
421 for (xx = x - 5; xx <= x + 5; xx++)
423 for (yy = y - 5; yy <= y + 5; yy++)
425 if (distance(y, x, yy, xx) > 5) continue;
426 if (!los(y, x, yy, xx)) continue;
427 if (!projectable(y, x, yy, xx)) continue;
429 g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
430 /* Scan the pile of objects */
431 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
433 object_type *o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
434 next_o_idx = o_ptr->next_o_idx;
436 /* Known to be worthless? */
437 if (o_ptr->tval == TV_CORPSE)
439 if (!monster_has_hostile_align(m_ptr, 0, 0, &r_info[o_ptr->pval])) return TRUE;
450 * @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 /
451 * Determine if a bolt spell will hit the player.
452 * @param y1 ボルト魔法発射地点のY座標
453 * @param x1 ボルト魔法発射地点のX座標
454 * @param y2 ボルト魔法目標地点のY座標
455 * @param x2 ボルト魔法目標地点のX座標
456 * @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
457 * @return ボルト型魔法が有効ならばTRUEを返す。
459 * Originally, it was possible for a friendly to shoot another friendly.\n
460 * Change it so a "clean shot" means no equally friendly monster is\n
461 * between the attacker and target.\n
463 * This is exactly like "projectable", but it will\n
464 * return FALSE if a monster is in the way.\n
465 * no equally friendly monster is\n
466 * between the attacker and target.\n
468 bool clean_shot(POSITION y1, POSITION x1, POSITION y2, POSITION x2, bool is_friend)
470 /* Must be the same as projectable() */
478 /* Check the projection path */
479 grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, 0);
481 /* No grid is ever projectable from itself */
482 if (!grid_n) return (FALSE);
485 y = GRID_Y(grid_g[grid_n-1]);
486 x = GRID_X(grid_g[grid_n-1]);
488 /* May not end in an unrequested grid */
489 if ((y != y2) || (x != x2)) return (FALSE);
491 for (i = 0; i < grid_n; i++)
493 y = GRID_Y(grid_g[i]);
494 x = GRID_X(grid_g[i]);
496 if ((current_floor_ptr->grid_array[y][x].m_idx > 0) && !((y == y2) && (x == x2)))
498 monster_type *m_ptr = ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx];
499 if (is_friend == is_pet(m_ptr))
504 /* Pets may not shoot through the character - TNB */
505 if (player_bold(y, x))
507 if (is_friend) return (FALSE);
515 * @brief モンスターのボルト型魔法処理 /
516 * Cast a bolt at the player Stop if we hit a monster Affect monsters and the player
517 * @param m_idx モンスターのID
522 * @param monspell モンスター魔法のID
523 * @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
526 void bolt(MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type)
529 bool learnable = spell_learnable(m_idx);
533 case MONSTER_TO_MONSTER:
534 flg = PROJECT_STOP | PROJECT_KILL;
536 case MONSTER_TO_PLAYER:
537 flg = PROJECT_STOP | PROJECT_KILL | PROJECT_PLAYER;
540 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
542 /* Target the player with a bolt attack */
543 (void)project(m_idx, 0, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
547 * @brief モンスターのビーム型魔法処理 /
548 * @param m_idx モンスターのID
553 * @param monspell モンスター魔法のID
554 * @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
557 void beam(MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type)
560 bool learnable = spell_learnable(m_idx);
564 case MONSTER_TO_MONSTER:
565 flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU;
567 case MONSTER_TO_PLAYER:
568 flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU | PROJECT_PLAYER;
572 /* Target the player with a bolt attack */
573 (void)project(m_idx, 0, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
578 * @brief モンスターのボール型&ブレス型魔法処理 /
579 * 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
582 * @param m_idx モンスターのID
587 * @param monspell モンスター魔法のID
588 * @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
591 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)
593 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
594 monster_race *r_ptr = &r_info[m_ptr->r_idx];
595 bool learnable = spell_learnable(m_idx);
596 BIT_FLAGS flg = 0x00;
600 case MONSTER_TO_MONSTER:
601 flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
603 case MONSTER_TO_PLAYER:
604 flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_PLAYER;
608 /* Determine the radius of the blast */
609 if ((rad < 1) && breath) rad = (r_ptr->flags2 & (RF2_POWERFUL)) ? 3 : 2;
611 /* Handle breath attacks */
612 if (breath) rad = 0 - rad;
627 flg |= (PROJECT_HIDE | PROJECT_AIMED);
631 /* Target the player with a ball attack */
632 (void)project(m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
639 * @brief ID値が正しいモンスター魔法IDかどうかを返す /
640 * Return TRUE if a spell is good for hurting the player (directly).
641 * @param spell 判定対象のID
642 * @return 正しいIDならばTRUEを返す。
644 static bool spell_attack(byte spell)
646 /* All RF4 spells hurt (except for shriek and dispel) */
647 if (spell < 128 && spell > 98) return (TRUE);
649 /* Various "ball" spells */
650 if (spell >= 128 && spell <= 128 + 8) return (TRUE);
652 /* "Cause wounds" and "bolt" spells */
653 if (spell >= 128 + 12 && spell < 128 + 27) return (TRUE);
656 if (spell == 160 + 1) return (TRUE);
659 if (spell == 160 + 11) return (TRUE);
667 * @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 /
668 * Return TRUE if a spell is good for escaping.
669 * @param spell 判定対象のID
670 * @return 適した魔法のIDならばTRUEを返す。
672 static bool spell_escape(byte spell)
674 /* Blink or Teleport */
675 if (spell == 160 + 4 || spell == 160 + 5) return (TRUE);
677 /* Teleport the player away */
678 if (spell == 160 + 9 || spell == 160 + 10) return (TRUE);
680 /* Isn't good for escaping */
685 * @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 /
686 * Return TRUE if a spell is good for annoying the player.
687 * @param spell 判定対象のID
688 * @return 適した魔法のIDならばTRUEを返す。
690 static bool spell_annoy(byte spell)
693 if (spell == 96 + 0) return (TRUE);
695 /* Brain smash, et al (added curses) */
696 if (spell >= 128 + 9 && spell <= 128 + 14) return (TRUE);
698 /* Scare, confuse, blind, slow, paralyze */
699 if (spell >= 128 + 27 && spell <= 128 + 31) return (TRUE);
702 if (spell == 160 + 8) return (TRUE);
705 if (spell == 160 + 10) return (TRUE);
707 /* Darkness, make traps, cause amnesia */
708 if (spell >= 160 + 12 && spell <= 160 + 14) return (TRUE);
715 * @brief ID値が召喚型のモンスター魔法IDかどうかを返す /
716 * Return TRUE if a spell is good for annoying the player.
717 * @param spell 判定対象のID
718 * @return 召喚型魔法のIDならばTRUEを返す。
720 static bool spell_summon(byte spell)
722 /* All summon spells */
723 if (spell >= 160 + 16) return (TRUE);
731 * @brief ID値が死者復活処理かどうかを返す /
732 * Return TRUE if a spell is good for annoying the player.
733 * @param spell 判定対象のID
734 * @return 死者復活の処理ならばTRUEを返す。
736 static bool spell_raise(byte spell)
738 /* All raise-dead spells */
739 if (spell == 160 + 15) return (TRUE);
746 * @brief ID値が戦術的なモンスター魔法IDかどうかを返す /
747 * Return TRUE if a spell is good in a tactical situation.
748 * @param spell 判定対象のID
749 * @return 戦術的な魔法のIDならばTRUEを返す。
751 static bool spell_tactic(byte spell)
754 if (spell == 160 + 4) return (TRUE);
761 * @brief ID値が無敵化するモンスター魔法IDかどうかを返す /
762 * Return TRUE if a spell makes invulnerable.
763 * @param spell 判定対象のID
764 * @return 召喚型魔法のIDならばTRUEを返す。
766 static bool spell_invulner(byte spell)
768 /* Invulnerability */
769 if (spell == 160 + 3) return (TRUE);
771 /* No invulnerability */
776 * @brief ID値が加速するモンスター魔法IDかどうかを返す /
777 * Return TRUE if a spell hastes.
778 * @param spell 判定対象のID
779 * @return 召喚型魔法のIDならばTRUEを返す。
781 static bool spell_haste(byte spell)
784 if (spell == 160 + 0) return (TRUE);
786 /* Not a haste spell */
792 * @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 /
793 * Return TRUE if a spell world.
794 * @param spell 判定対象のID
795 * @return 時間停止魔法のIDならばTRUEを返す。
797 static bool spell_world(byte spell)
799 if (spell == 160 + 6) return (TRUE);
805 * @brief ID値が特別効果のモンスター魔法IDかどうかを返す /
806 * Return TRUE if a spell special.
807 * @param spell 判定対象のID
808 * @return 特別効果魔法のIDならばTRUEを返す。
810 static bool spell_special(byte spell)
812 if (p_ptr->inside_battle) return FALSE;
813 if (spell == 160 + 7) return (TRUE);
819 * @brief ID値が光の剣のモンスター魔法IDかどうかを返す /
820 * Return TRUE if a spell psycho-spear.
821 * @param spell 判定対象のID
822 * @return 光の剣のIDならばTRUEを返す。
824 static bool spell_psy_spe(byte spell)
827 if (spell == 160 + 11) return (TRUE);
829 /* Not a haste spell */
835 * @brief ID値が治癒魔法かどうかを返す /
836 * Return TRUE if a spell is good for healing.
837 * @param spell 判定対象のID
838 * @return 治癒魔法のIDならばTRUEを返す。
840 static bool spell_heal(byte spell)
843 if (spell == 160 + 2) return (TRUE);
851 * @brief ID値が魔力消去かどうかを返す /
852 * Return TRUE if a spell is good for dispel.
853 * @param spell 判定対象のID
854 * @return 魔力消去のIDならばTRUEを返す。
856 static bool spell_dispel(byte spell)
859 if (spell == 96 + 2) return (TRUE);
867 * @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
868 * Check should monster cast dispel spell.
869 * @param m_idx モンスターの構造体配列ID
870 * @return 魔力消去をかけるべきならTRUEを返す。
872 bool dispel_check(MONSTER_IDX m_idx)
874 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
875 monster_race *r_ptr = &r_info[m_ptr->r_idx];
877 /* Invulnabilty (including the song) */
878 if (IS_INVULN()) return (TRUE);
881 if (p_ptr->wraith_form) return (TRUE);
884 if (p_ptr->shield) return (TRUE);
887 if (p_ptr->magicdef) return (TRUE);
890 if (p_ptr->multishadow) return (TRUE);
893 if (p_ptr->dustrobe) return (TRUE);
895 /* Berserk Strength */
896 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) return (TRUE);
899 if (p_ptr->mimic_form == MIMIC_DEMON_LORD) return (TRUE);
901 /* Elemental resistances */
902 if (r_ptr->flags4 & RF4_BR_ACID)
904 if (!p_ptr->immune_acid && (p_ptr->oppose_acid || music_singing(MUSIC_RESIST))) return (TRUE);
905 if (p_ptr->special_defense & DEFENSE_ACID) return (TRUE);
908 if (r_ptr->flags4 & RF4_BR_FIRE)
910 if (!((p_ptr->prace == RACE_DEMON) && p_ptr->lev > 44))
912 if (!p_ptr->immune_fire && (p_ptr->oppose_fire || music_singing(MUSIC_RESIST))) return (TRUE);
913 if (p_ptr->special_defense & DEFENSE_FIRE) return (TRUE);
917 if (r_ptr->flags4 & RF4_BR_ELEC)
919 if (!p_ptr->immune_elec && (p_ptr->oppose_elec || music_singing(MUSIC_RESIST))) return (TRUE);
920 if (p_ptr->special_defense & DEFENSE_ELEC) return (TRUE);
923 if (r_ptr->flags4 & RF4_BR_COLD)
925 if (!p_ptr->immune_cold && (p_ptr->oppose_cold || music_singing(MUSIC_RESIST))) return (TRUE);
926 if (p_ptr->special_defense & DEFENSE_COLD) return (TRUE);
929 if (r_ptr->flags4 & (RF4_BR_POIS | RF4_BR_NUKE))
931 if (!((p_ptr->pclass == CLASS_NINJA) && p_ptr->lev > 44))
933 if (p_ptr->oppose_pois || music_singing(MUSIC_RESIST)) return (TRUE);
934 if (p_ptr->special_defense & DEFENSE_POIS) return (TRUE);
938 /* Ultimate resistance */
939 if (p_ptr->ult_res) return (TRUE);
941 /* Potion of Neo Tsuyosi special */
942 if (p_ptr->tsuyoshi) return (TRUE);
944 /* Elemental Brands */
945 if ((p_ptr->special_attack & ATTACK_ACID) && !(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return (TRUE);
946 if ((p_ptr->special_attack & ATTACK_FIRE) && !(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return (TRUE);
947 if ((p_ptr->special_attack & ATTACK_ELEC) && !(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return (TRUE);
948 if ((p_ptr->special_attack & ATTACK_COLD) && !(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return (TRUE);
949 if ((p_ptr->special_attack & ATTACK_POIS) && !(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return (TRUE);
951 if (p_ptr->pspeed < 145)
953 if (IS_FAST()) return (TRUE);
957 if (p_ptr->lightspeed && (m_ptr->mspeed < 136)) return (TRUE);
959 if (p_ptr->riding && (current_floor_ptr->m_list[p_ptr->riding].mspeed < 135))
961 if (MON_FAST(¤t_floor_ptr->m_list[p_ptr->riding])) return (TRUE);
964 /* No need to cast dispel spell */
970 * @brief モンスターの魔法選択ルーチン
971 * Have a monster choose a spell from a list of "useful" spells.
972 * @param m_idx モンスターの構造体配列ID
973 * @param spells 候補魔法IDをまとめた配列
974 * @param num spellsの長さ
975 * @return 選択したモンスター魔法のID
977 * Note that this list does NOT include spells that will just hit\n
978 * other monsters, and the list is restricted when the monster is\n
979 * "desperate". Should that be the job of this function instead?\n
981 * Stupid monsters will just pick a spell randomly. Smart monsters\n
982 * will choose more "intelligently".\n
984 * Use the helper functions above to put spells into categories.\n
986 * This function may well be an efficiency bottleneck.\n
988 static int choose_attack_spell(MONSTER_IDX m_idx, byte spells[], byte num)
990 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
991 monster_race *r_ptr = &r_info[m_ptr->r_idx];
993 byte escape[96], escape_num = 0;
994 byte attack[96], attack_num = 0;
995 byte summon[96], summon_num = 0;
996 byte tactic[96], tactic_num = 0;
997 byte annoy[96], annoy_num = 0;
998 byte invul[96], invul_num = 0;
999 byte haste[96], haste_num = 0;
1000 byte world[96], world_num = 0;
1001 byte special[96], special_num = 0;
1002 byte psy_spe[96], psy_spe_num = 0;
1003 byte raise[96], raise_num = 0;
1004 byte heal[96], heal_num = 0;
1005 byte dispel[96], dispel_num = 0;
1009 /* Stupid monsters choose randomly */
1010 if (r_ptr->flags2 & (RF2_STUPID))
1012 /* Pick at random */
1013 return (spells[randint0(num)]);
1016 /* Categorize spells */
1017 for (i = 0; i < num; i++)
1020 if (spell_escape(spells[i])) escape[escape_num++] = spells[i];
1023 if (spell_attack(spells[i])) attack[attack_num++] = spells[i];
1026 if (spell_summon(spells[i])) summon[summon_num++] = spells[i];
1028 /* Tactical spell? */
1029 if (spell_tactic(spells[i])) tactic[tactic_num++] = spells[i];
1031 /* Annoyance spell? */
1032 if (spell_annoy(spells[i])) annoy[annoy_num++] = spells[i];
1034 /* Invulnerability spell? */
1035 if (spell_invulner(spells[i])) invul[invul_num++] = spells[i];
1038 if (spell_haste(spells[i])) haste[haste_num++] = spells[i];
1041 if (spell_world(spells[i])) world[world_num++] = spells[i];
1043 /* Special spell? */
1044 if (spell_special(spells[i])) special[special_num++] = spells[i];
1046 /* Psycho-spear spell? */
1047 if (spell_psy_spe(spells[i])) psy_spe[psy_spe_num++] = spells[i];
1049 /* Raise-dead spell? */
1050 if (spell_raise(spells[i])) raise[raise_num++] = spells[i];
1053 if (spell_heal(spells[i])) heal[heal_num++] = spells[i];
1056 if (spell_dispel(spells[i])) dispel[dispel_num++] = spells[i];
1059 /*** Try to pick an appropriate spell type ***/
1062 if (world_num && (randint0(100) < 15) && !current_world_ptr->timewalk_m_idx)
1064 /* Choose haste spell */
1065 return (world[randint0(world_num)]);
1071 bool success = FALSE;
1072 switch(m_ptr->r_idx)
1076 if ((m_ptr->hp < m_ptr->maxhp / 2) && r_info[MON_BANOR].max_num && r_info[MON_LUPART].max_num) success = TRUE;
1080 if (success) return (special[randint0(special_num)]);
1083 /* Still hurt badly, couldn't flee, attempt to heal */
1084 if (m_ptr->hp < m_ptr->maxhp / 3 && one_in_(2))
1086 /* Choose heal spell if possible */
1087 if (heal_num) return (heal[randint0(heal_num)]);
1090 /* Hurt badly or afraid, attempt to flee */
1091 if (((m_ptr->hp < m_ptr->maxhp / 3) || MON_MONFEAR(m_ptr)) && one_in_(2))
1093 /* Choose escape spell if possible */
1094 if (escape_num) return (escape[randint0(escape_num)]);
1100 bool success = FALSE;
1101 switch (m_ptr->r_idx)
1107 case MON_BANORLUPART:
1108 if (randint0(100) < 70) success = TRUE;
1111 if (randint0(100) < 40) success = TRUE;
1114 if (randint0(100) < 50) success = TRUE;
1117 if (success) return (special[randint0(special_num)]);
1120 /* Player is close and we have attack spells, blink away */
1121 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) && !current_world_ptr->timewalk_m_idx)
1123 /* Choose tactical spell */
1124 if (tactic_num) return (tactic[randint0(tactic_num)]);
1127 /* Summon if possible (sometimes) */
1128 if (summon_num && (randint0(100) < 40))
1130 /* Choose summon spell */
1131 return (summon[randint0(summon_num)]);
1135 if (dispel_num && one_in_(2))
1137 /* Choose dispel spell if possible */
1138 if (dispel_check(m_idx))
1140 return (dispel[randint0(dispel_num)]);
1144 /* Raise-dead if possible (sometimes) */
1145 if (raise_num && (randint0(100) < 40))
1147 /* Choose raise-dead spell */
1148 return (raise[randint0(raise_num)]);
1151 /* Attack spell (most of the time) */
1154 if (psy_spe_num && (randint0(100) < 50))
1156 /* Choose attack spell */
1157 return (psy_spe[randint0(psy_spe_num)]);
1159 else if (attack_num && (randint0(100) < 40))
1161 /* Choose attack spell */
1162 return (attack[randint0(attack_num)]);
1165 else if (attack_num && (randint0(100) < 85))
1167 /* Choose attack spell */
1168 return (attack[randint0(attack_num)]);
1171 /* Try another tactical spell (sometimes) */
1172 if (tactic_num && (randint0(100) < 50) && !current_world_ptr->timewalk_m_idx)
1174 /* Choose tactic spell */
1175 return (tactic[randint0(tactic_num)]);
1178 /* Cast globe of invulnerability if not already in effect */
1179 if (invul_num && !m_ptr->mtimed[MTIMED_INVULNER] && (randint0(100) < 50))
1181 /* Choose Globe of Invulnerability */
1182 return (invul[randint0(invul_num)]);
1185 /* We're hurt (not badly), try to heal */
1186 if ((m_ptr->hp < m_ptr->maxhp * 3 / 4) && (randint0(100) < 25))
1188 /* Choose heal spell if possible */
1189 if (heal_num) return (heal[randint0(heal_num)]);
1192 /* Haste self if we aren't already somewhat hasted (rarely) */
1193 if (haste_num && (randint0(100) < 20) && !MON_FAST(m_ptr))
1195 /* Choose haste spell */
1196 return (haste[randint0(haste_num)]);
1199 /* Annoy player (most of the time) */
1200 if (annoy_num && (randint0(100) < 80))
1202 /* Choose annoyance spell */
1203 return (annoy[randint0(annoy_num)]);
1206 /* Choose no spell */
1212 * @brief ID値が非魔術的な特殊技能かどうかを返す /
1213 * Return TRUE if a spell is inate spell.
1214 * @param spell 判定対象のID
1215 * @return 非魔術的な特殊技能ならばTRUEを返す。
1217 bool spell_is_inate(SPELL_IDX spell)
1219 if (spell < 32 * 4) /* Set RF4 */
1221 if ((1L << (spell - 32 * 3)) & RF4_NOMAGIC_MASK) return TRUE;
1223 else if (spell < 32 * 5) /* Set RF5 */
1225 if ((1L << (spell - 32 * 4)) & RF5_NOMAGIC_MASK) return TRUE;
1227 else if (spell < 32 * 6) /* Set RF6 */
1229 if ((1L << (spell - 32 * 5)) & RF6_NOMAGIC_MASK) return TRUE;
1232 /* This spell is not "inate" */
1238 * @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 /
1239 * @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
1240 * @param yp 最適な目標地点のY座標を返す参照ポインタ
1241 * @param xp 最適な目標地点のX座標を返す参照ポインタ
1242 * @param f_flag 射線に入れるのを避ける地形の所持フラグ
1243 * @param path_check 射線を判定するための関数ポインタ
1244 * @return 有効な座標があった場合TRUEを返す
1246 static bool adjacent_grid_check(monster_type *m_ptr, POSITION *yp, POSITION *xp,
1247 int f_flag, bool (*path_check)(POSITION, POSITION, POSITION, POSITION))
1251 static int tonari_y[4][8] = {{-1, -1, -1, 0, 0, 1, 1, 1},
1252 {-1, -1, -1, 0, 0, 1, 1, 1},
1253 { 1, 1, 1, 0, 0, -1, -1, -1},
1254 { 1, 1, 1, 0, 0, -1, -1, -1}};
1255 static int tonari_x[4][8] = {{-1, 0, 1, -1, 1, -1, 0, 1},
1256 { 1, 0, -1, 1, -1, 1, 0, -1},
1257 {-1, 0, 1, -1, 1, -1, 0, 1},
1258 { 1, 0, -1, 1, -1, 1, 0, -1}};
1260 if (m_ptr->fy < p_ptr->y && m_ptr->fx < p_ptr->x) tonari = 0;
1261 else if (m_ptr->fy < p_ptr->y) tonari = 1;
1262 else if (m_ptr->fx < p_ptr->x) tonari = 2;
1265 for (i = 0; i < 8; i++)
1267 int next_x = *xp + tonari_x[tonari][i];
1268 int next_y = *yp + tonari_y[tonari][i];
1271 /* Access the next grid */
1272 g_ptr = ¤t_floor_ptr->grid_array[next_y][next_x];
1274 /* Skip this feature */
1275 if (!cave_have_flag_grid(g_ptr, f_flag)) continue;
1277 if (path_check(m_ptr->fy, m_ptr->fx, next_y, next_x))
1288 #define DO_SPELL_NONE 0
1289 #define DO_SPELL_BR_LITE 1
1290 #define DO_SPELL_BR_DISI 2
1291 #define DO_SPELL_BA_LITE 3
1294 * @brief モンスターの特殊技能メインルーチン /
1295 * Creatures can cast spells, shoot missiles, and breathe.
1296 * @param m_idx モンスター構造体配列のID
1297 * @return 実際に特殊技能を利用したらTRUEを返す
1299 * Returns "TRUE" if a spell (or whatever) was (successfully) cast.\n
1301 * This function could use some work, but remember to\n
1302 * keep it as optimized as possible, while retaining generic code.\n
1304 * Verify the various "blind-ness" checks in the code.\n
1306 * Note that several effects should really not be "seen"\n
1307 * if the player is blind. See also "effects.c" for other "mistakes".\n
1309 * Perhaps monsters should breathe at locations *near* the player,\n
1310 * since this would allow them to inflict "partial" damage.\n
1312 * Perhaps smart monsters should decline to use "bolt" spells if\n
1313 * there is a monster in the way, unless they wish to kill it.\n
1315 * Note that, to allow the use of the "track_target" option at some\n
1316 * later time, certain non-optimal things are done in the code below,\n
1317 * including explicit checks against the "direct" variable, which is\n
1318 * currently always true by the time it is checked, but which should\n
1319 * really be set according to an explicit "projectable()" test, and\n
1320 * the use of generic "x,y" locations instead of the player location,\n
1321 * with those values being initialized with the player location.\n
1323 * It will not be possible to "correctly" handle the case in which a\n
1324 * monster attempts to attack a location which is thought to contain\n
1325 * the player, but which in fact is nowhere near the player, since this\n
1326 * might induce all sorts of messages about the attack itself, and about\n
1327 * the effects of the attack, which the player might or might not be in\n
1328 * a position to observe. Thus, for simplicity, it is probably best to\n
1329 * only allow "faulty" attacks by a monster if one of the important grids\n
1330 * (probably the initial or final grid) is in fact in view of the player.\n
1331 * It may be necessary to actually prevent spell attacks except when the\n
1332 * monster actually has line of sight to the player. Note that a monster\n
1333 * could be left in a bizarre situation after the player ducked behind a\n
1334 * pillar and then teleported away, for example.\n
1337 * that certain spell attacks do not use the "project()" function\n
1338 * but "simulate" it via the "direct" variable, which is always at least\n
1339 * as restrictive as the "project()" function. This is necessary to\n
1340 * prevent "blindness" attacks and such from bending around walls, etc,\n
1341 * and to allow the use of the "track_target" option in the future.\n
1343 * Note that this function attempts to optimize the use of spells for the\n
1344 * cases in which the monster has no spells, or has spells but cannot use\n
1345 * them, or has spells but they will have no "useful" effect. Note that\n
1346 * this function has been an efficiency bottleneck in the past.\n
1348 * Note the special "MFLAG_NICE" flag, which prevents a monster from using\n
1349 * any spell attacks until the player has had a single chance to move.\n
1351 bool make_attack_spell(MONSTER_IDX m_idx)
1354 SPELL_IDX thrown_spell = 0;
1356 PERCENTAGE failrate;
1357 byte spell[96], num = 0;
1358 BIT_FLAGS f4, f5, f6;
1359 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1360 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1361 GAME_TEXT m_name[MAX_NLEN];
1365 bool no_inate = FALSE;
1366 bool do_spell = DO_SPELL_NONE;
1369 POSITION x = p_ptr->x;
1370 POSITION y = p_ptr->y;
1372 /* Target location for lite breath */
1373 POSITION x_br_lite = 0;
1374 POSITION y_br_lite = 0;
1376 /* Extract the "see-able-ness" */
1377 bool seen = (!p_ptr->blind && m_ptr->ml);
1378 bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
1380 /* Check "projectable" */
1383 bool in_no_magic_dungeon = (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC) && current_floor_ptr->dun_level
1384 && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest));
1386 bool can_use_lite_area = FALSE;
1390 /* Cannot cast spells when confused */
1391 if (MON_CONFUSED(m_ptr))
1393 reset_target(m_ptr);
1397 /* Cannot cast spells when nice */
1398 if (m_ptr->mflag & MFLAG_NICE) return (FALSE);
1399 if (!is_hostile(m_ptr)) return (FALSE);
1402 /* Sometimes forbid inate attacks (breaths) */
1403 if (randint0(100) >= (r_ptr->freq_spell * 2)) no_inate = TRUE;
1405 /* Handle "track_target" option (?) */
1408 /* Extract the racial spell flags */
1410 f5 = r_ptr->a_ability_flags1;
1411 f6 = r_ptr->a_ability_flags2;
1413 /*** require projectable player ***/
1416 if ((m_ptr->cdis > MAX_RANGE) && !m_ptr->target_y) return (FALSE);
1418 /* Check path for lite breath */
1419 if (f4 & RF4_BR_LITE)
1424 if (los(m_ptr->fy, m_ptr->fx, y_br_lite, x_br_lite))
1426 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[y_br_lite][x_br_lite].feat];
1428 if (!have_flag(f_ptr->flags, FF_LOS))
1430 if (have_flag(f_ptr->flags, FF_PROJECT) && one_in_(2)) f4 &= ~(RF4_BR_LITE);
1434 /* Check path to next grid */
1435 else if (!adjacent_grid_check(m_ptr, &y_br_lite, &x_br_lite, FF_LOS, los)) f4 &= ~(RF4_BR_LITE);
1437 /* Don't breath lite to the wall if impossible */
1438 if (!(f4 & RF4_BR_LITE))
1446 if (projectable(m_ptr->fy, m_ptr->fx, y, x))
1448 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
1450 if (!have_flag(f_ptr->flags, FF_PROJECT))
1452 /* Breath disintegration to the wall if possible */
1453 if ((f4 & RF4_BR_DISI) && have_flag(f_ptr->flags, FF_HURT_DISI) && one_in_(2)) do_spell = DO_SPELL_BR_DISI;
1455 /* Breath lite to the transparent wall if possible */
1456 else if ((f4 & RF4_BR_LITE) && have_flag(f_ptr->flags, FF_LOS) && one_in_(2)) do_spell = DO_SPELL_BR_LITE;
1460 /* Check path to next grid */
1463 bool success = FALSE;
1465 if ((f4 & RF4_BR_DISI) && (m_ptr->cdis < MAX_RANGE/2) &&
1466 in_disintegration_range(m_ptr->fy, m_ptr->fx, y, x) &&
1467 (one_in_(10) || (projectable(y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
1469 do_spell = DO_SPELL_BR_DISI;
1472 else if ((f4 & RF4_BR_LITE) && (m_ptr->cdis < MAX_RANGE/2) &&
1473 los(m_ptr->fy, m_ptr->fx, y, x) && one_in_(5))
1475 do_spell = DO_SPELL_BR_LITE;
1478 else if ((f5 & RF5_BA_LITE) && (m_ptr->cdis <= MAX_RANGE))
1480 POSITION by = y, bx = x;
1481 get_project_point(m_ptr->fy, m_ptr->fx, &by, &bx, 0L);
1482 if ((distance(by, bx, y, x) <= 3) && los(by, bx, y, x) && one_in_(5))
1484 do_spell = DO_SPELL_BA_LITE;
1489 if (!success) success = adjacent_grid_check(m_ptr, &y, &x, FF_PROJECT, projectable);
1493 if (m_ptr->target_y && m_ptr->target_x)
1495 y = m_ptr->target_y;
1496 x = m_ptr->target_x;
1497 f4 &= (RF4_INDIRECT_MASK);
1498 f5 &= (RF5_INDIRECT_MASK);
1499 f6 &= (RF6_INDIRECT_MASK);
1503 if (y_br_lite && x_br_lite && (m_ptr->cdis < MAX_RANGE/2) && one_in_(5))
1509 do_spell = DO_SPELL_BR_LITE;
1512 else f4 |= (RF4_BR_LITE);
1517 if (!success) return FALSE;
1520 reset_target(m_ptr);
1522 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1524 /* Forbid inate attacks sometimes */
1527 f4 &= ~(RF4_NOMAGIC_MASK);
1528 f5 &= ~(RF5_NOMAGIC_MASK);
1529 f6 &= ~(RF6_NOMAGIC_MASK);
1532 if (f6 & RF6_DARKNESS)
1534 if ((p_ptr->pclass == CLASS_NINJA) &&
1535 !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
1536 !(r_ptr->flags7 & RF7_DARK_MASK))
1537 can_use_lite_area = TRUE;
1539 if (!(r_ptr->flags2 & RF2_STUPID))
1541 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
1542 else if ((p_ptr->pclass == CLASS_NINJA) && !can_use_lite_area) f6 &= ~(RF6_DARKNESS);
1546 if (in_no_magic_dungeon && !(r_ptr->flags2 & RF2_STUPID))
1548 f4 &= (RF4_NOMAGIC_MASK);
1549 f5 &= (RF5_NOMAGIC_MASK);
1550 f6 &= (RF6_NOMAGIC_MASK);
1553 if (r_ptr->flags2 & RF2_SMART)
1555 /* Hack -- allow "desperate" spells */
1556 if ((m_ptr->hp < m_ptr->maxhp / 10) &&
1557 (randint0(100) < 50))
1559 /* Require intelligent spells */
1560 f4 &= (RF4_INT_MASK);
1561 f5 &= (RF5_INT_MASK);
1562 f6 &= (RF6_INT_MASK);
1565 /* Hack -- decline "teleport level" in some case */
1566 if ((f6 & RF6_TELE_LEVEL) && TELE_LEVEL_IS_INEFF(0))
1568 f6 &= ~(RF6_TELE_LEVEL);
1572 /* No spells left */
1573 if (!f4 && !f5 && !f6) return (FALSE);
1575 /* Remove the "ineffective" spells */
1576 remove_bad_spells(m_idx, &f4, &f5, &f6);
1578 if (p_ptr->inside_arena || p_ptr->inside_battle)
1580 f4 &= ~(RF4_SUMMON_MASK);
1581 f5 &= ~(RF5_SUMMON_MASK);
1582 f6 &= ~(RF6_SUMMON_MASK | RF6_TELE_LEVEL);
1584 if (m_ptr->r_idx == MON_ROLENTO) f6 &= ~(RF6_SPECIAL);
1587 /* No spells left */
1588 if (!f4 && !f5 && !f6) return (FALSE);
1590 if (!(r_ptr->flags2 & RF2_STUPID))
1592 if (!p_ptr->csp) f5 &= ~(RF5_DRAIN_MANA);
1594 /* Check for a clean bolt shot */
1595 if (((f4 & RF4_BOLT_MASK) ||
1596 (f5 & RF5_BOLT_MASK) ||
1597 (f6 & RF6_BOLT_MASK)) &&
1598 !clean_shot(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x, FALSE))
1600 /* Remove spells that will only hurt friends */
1601 f4 &= ~(RF4_BOLT_MASK);
1602 f5 &= ~(RF5_BOLT_MASK);
1603 f6 &= ~(RF6_BOLT_MASK);
1606 /* Check for a possible summon */
1607 if (((f4 & RF4_SUMMON_MASK) ||
1608 (f5 & RF5_SUMMON_MASK) ||
1609 (f6 & RF6_SUMMON_MASK)) &&
1610 !(summon_possible(y, x)))
1612 /* Remove summoning spells */
1613 f4 &= ~(RF4_SUMMON_MASK);
1614 f5 &= ~(RF5_SUMMON_MASK);
1615 f6 &= ~(RF6_SUMMON_MASK);
1618 /* Check for a possible raise dead */
1619 if ((f6 & RF6_RAISE_DEAD) && !raise_possible(m_ptr))
1621 /* Remove raise dead spell */
1622 f6 &= ~(RF6_RAISE_DEAD);
1625 /* Special moves restriction */
1626 if (f6 & RF6_SPECIAL)
1628 if ((m_ptr->r_idx == MON_ROLENTO) && !summon_possible(y, x))
1630 f6 &= ~(RF6_SPECIAL);
1634 /* No spells left */
1635 if (!f4 && !f5 && !f6) return (FALSE);
1638 /* Extract the "inate" spells */
1639 for (k = 0; k < 32; k++)
1641 if (f4 & (1L << k)) spell[num++] = k + RF4_SPELL_START;
1644 /* Extract the "normal" spells */
1645 for (k = 0; k < 32; k++)
1647 if (f5 & (1L << k)) spell[num++] = k + RF5_SPELL_START;
1650 /* Extract the "bizarre" spells */
1651 for (k = 0; k < 32; k++)
1653 if (f6 & (1L << k)) spell[num++] = k + RF6_SPELL_START;
1656 /* No spells left */
1657 if (!num) return (FALSE);
1659 /* Stop if player is dead or gone */
1660 if (!p_ptr->playing || p_ptr->is_dead) return (FALSE);
1662 /* Stop if player is leaving */
1663 if (p_ptr->leaving) return (FALSE);
1665 /* Get the monster name (or "it") */
1666 monster_desc(m_name, m_ptr, 0x00);
1669 /* Get the monster possessive ("his"/"her"/"its") */
1670 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
1680 thrown_spell = choose_attack_spell(m_idx, spell, num);
1681 if (thrown_spell) break;
1686 case DO_SPELL_BR_LITE:
1687 thrown_spell = 96+14; /* RF4_BR_LITE */
1690 case DO_SPELL_BR_DISI:
1691 thrown_spell = 96+31; /* RF4_BR_DISI */
1694 case DO_SPELL_BA_LITE:
1695 thrown_spell = 128+20; /* RF5_BA_LITE */
1702 /* Abort if no spell was chosen */
1703 if (!thrown_spell) return (FALSE);
1705 /* Calculate spell failure rate */
1706 failrate = 25 - (rlev + 3) / 4;
1708 /* Hack -- Stupid monsters will never fail (for jellies and such) */
1709 if (r_ptr->flags2 & RF2_STUPID) failrate = 0;
1711 /* Check for spell failure (inate attacks never fail) */
1712 if (!spell_is_inate(thrown_spell)
1713 && (in_no_magic_dungeon || (MON_STUNNED(m_ptr) && one_in_(2)) || (randint0(100) < failrate)))
1715 disturb(TRUE, TRUE);
1716 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);
1721 /* Hex: Anti Magic Barrier */
1722 if (!spell_is_inate(thrown_spell) && magic_barrier(m_idx))
1724 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);
1729 direct = player_bold(y, x);
1731 can_remember = is_original_ap_and_seen(m_ptr);
1735 switch (thrown_spell)
1737 case 96 + 2: /* RF4_DISPEL */
1738 case 96 + 4: /* RF4_SHOOT */
1739 case 128 + 9: /* RF5_DRAIN_MANA */
1740 case 128 + 10: /* RF5_MIND_BLAST */
1741 case 128 + 11: /* RF5_BRAIN_SMASH */
1742 case 128 + 12: /* RF5_CAUSE_1 */
1743 case 128 + 13: /* RF5_CAUSE_2 */
1744 case 128 + 14: /* RF5_CAUSE_3 */
1745 case 128 + 15: /* RF5_CAUSE_4 */
1746 case 128 + 16: /* RF5_BO_ACID */
1747 case 128 + 17: /* RF5_BO_ELEC */
1748 case 128 + 18: /* RF5_BO_FIRE */
1749 case 128 + 19: /* RF5_BO_COLD */
1750 case 128 + 21: /* RF5_BO_NETH */
1751 case 128 + 22: /* RF5_BO_WATE */
1752 case 128 + 23: /* RF5_BO_MANA */
1753 case 128 + 24: /* RF5_BO_PLAS */
1754 case 128 + 25: /* RF5_BO_ICEE */
1755 case 128 + 26: /* RF5_MISSILE */
1756 case 128 + 27: /* RF5_SCARE */
1757 case 128 + 28: /* RF5_BLIND */
1758 case 128 + 29: /* RF5_CONF */
1759 case 128 + 30: /* RF5_SLOW */
1760 case 128 + 31: /* RF5_HOLD */
1761 case 160 + 1: /* RF6_HAND_DOOM */
1762 case 160 + 8: /* RF6_TELE_TO */
1763 case 160 + 9: /* RF6_TELE_AWAY */
1764 case 160 + 10: /* RF6_TELE_LEVEL */
1765 case 160 + 11: /* RF6_PSY_SPEAR */
1766 case 160 + 12: /* RF6_DARKNESS */
1767 case 160 + 14: /* RF6_FORGET */
1772 /* Cast the spell. */
1773 dam = monspell_to_player(thrown_spell, y, x, m_idx);
1774 if (dam < 0) return FALSE;
1776 if ((p_ptr->action == ACTION_LEARN) && thrown_spell > 175)
1778 learn_spell(thrown_spell - 96);
1781 if (seen && maneable && !current_world_ptr->timewalk_m_idx && (p_ptr->pclass == CLASS_IMITATOR))
1783 if (thrown_spell != 167) /* Not RF6_SPECIAL */
1785 if (p_ptr->mane_num == MAX_MANE)
1789 for (i = 0;i < p_ptr->mane_num;i++)
1791 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
1792 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
1795 p_ptr->mane_spell[p_ptr->mane_num] = thrown_spell - 96;
1796 p_ptr->mane_dam[p_ptr->mane_num] = dam;
1800 p_ptr->redraw |= (PR_IMITATION);
1804 /* Remember what the monster did to us */
1808 if (thrown_spell < 32 * 4)
1810 r_ptr->r_flags4 |= (1L << (thrown_spell - 32 * 3));
1811 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1815 else if (thrown_spell < 32 * 5)
1817 r_ptr->r_flags5 |= (1L << (thrown_spell - 32 * 4));
1818 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1822 else if (thrown_spell < 32 * 6)
1824 r_ptr->r_flags6 |= (1L << (thrown_spell - 32 * 5));
1825 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1830 /* Always take note of monsters that kill you */
1831 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
1833 r_ptr->r_deaths++; /* Ignore appearance difference */
1836 /* A spell was cast */