3 * @brief モンスター魔法の実装 / Monster spells (attack player)
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
12 * And now for Intelligent monster attacks (including spells).\n
14 * Original idea and code by "DRS" (David Reeves Sward).\n
15 * Major modifications by "BEN" (Ben Harrison).\n
17 * Give monsters more intelligent attack/spell selection based on\n
18 * observations of previous attacks on the player, and/or by allowing\n
19 * the monster to "cheat" and know the player status.\n
21 * Maintain an idea of the player status, and use that information\n
22 * to occasionally eliminate "ineffective" spell attacks. We could\n
23 * also eliminate ineffective normal attacks, but there is no reason\n
24 * for the monster to do this, since he gains no benefit.\n
25 * Note that MINDLESS monsters are not allowed to use this code.\n
26 * And non-INTELLIGENT monsters only use it partially effectively.\n
28 * Actually learn what the player resists, and use that information\n
29 * to remove attacks or spells before using them. This will require\n
30 * much less space, if I am not mistaken. Thus, each monster gets a\n
31 * set of 32 bit flags, "smart", build from the various "SM_*" flags.\n
33 * This has the added advantage that attacks and spells are related.\n
34 * The "smart_learn" option means that the monster "learns" the flags\n
35 * that should be set, and "smart_cheat" means that he "knows" them.\n
36 * So "smart_cheat" means that the "smart" field is always up to date,\n
37 * while "smart_learn" means that the "smart" field is slowly learned.\n
38 * Both of them have the same effect on the "choose spell" routine.\n
42 #include "object-curse.h"
43 #include "projection.h"
45 #include "realm-hex.h"
46 #include "player-move.h"
47 #include "player-status.h"
49 #include "monster-spell.h"
53 * @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 /
54 * Internal probability routine
55 * @param r_ptr モンスター種族の構造体参照ポインタ
57 * @return 適した選択を取るならばTRUEを返す。
59 static bool int_outof(monster_race *r_ptr, PERCENTAGE prob)
61 /* Non-Smart monsters are half as "smart" */
62 if (!(r_ptr->flags2 & RF2_SMART)) prob = prob / 2;
65 return (randint0(100) < prob);
70 * @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 /
71 * Remove the "bad" spells from a spell list
72 * @param m_idx モンスターの構造体参照ポインタ
73 * @param f4p モンスター魔法のフラグリスト1
74 * @param f5p モンスター魔法のフラグリスト2
75 * @param f6p モンスター魔法のフラグリスト3
78 static void remove_bad_spells(MONSTER_IDX m_idx, u32b *f4p, u32b *f5p, u32b *f6p)
80 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
81 monster_race *r_ptr = &r_info[m_ptr->r_idx];
90 /* Too stupid to know anything */
91 if (r_ptr->flags2 & RF2_STUPID) return;
94 /* Must be cheating or learning */
95 if (!smart_cheat && !smart_learn) return;
98 /* Update acquired knowledge */
101 /* Hack -- Occasionally forget player status */
102 /* Only save SM_FRIENDLY, SM_PET or SM_CLONED */
103 if (m_ptr->smart && (randint0(100) < 1)) m_ptr->smart &= (SM_FRIENDLY | SM_PET | SM_CLONED);
105 /* Use the memorized flags */
106 smart = m_ptr->smart;
110 /* Cheat if requested */
113 /* Know basic info */
114 if (p_ptr->resist_acid) smart |= (SM_RES_ACID);
115 if (IS_OPPOSE_ACID()) smart |= (SM_OPP_ACID);
116 if (p_ptr->immune_acid) smart |= (SM_IMM_ACID);
117 if (p_ptr->resist_elec) smart |= (SM_RES_ELEC);
118 if (IS_OPPOSE_ELEC()) smart |= (SM_OPP_ELEC);
119 if (p_ptr->immune_elec) smart |= (SM_IMM_ELEC);
120 if (p_ptr->resist_fire) smart |= (SM_RES_FIRE);
121 if (IS_OPPOSE_FIRE()) smart |= (SM_OPP_FIRE);
122 if (p_ptr->immune_fire) smart |= (SM_IMM_FIRE);
123 if (p_ptr->resist_cold) smart |= (SM_RES_COLD);
124 if (IS_OPPOSE_COLD()) smart |= (SM_OPP_COLD);
125 if (p_ptr->immune_cold) smart |= (SM_IMM_COLD);
127 /* Know poison info */
128 if (p_ptr->resist_pois) smart |= (SM_RES_POIS);
129 if (IS_OPPOSE_POIS()) smart |= (SM_OPP_POIS);
131 /* Know special resistances */
132 if (p_ptr->resist_neth) smart |= (SM_RES_NETH);
133 if (p_ptr->resist_lite) smart |= (SM_RES_LITE);
134 if (p_ptr->resist_dark) smart |= (SM_RES_DARK);
135 if (p_ptr->resist_fear) smart |= (SM_RES_FEAR);
136 if (p_ptr->resist_conf) smart |= (SM_RES_CONF);
137 if (p_ptr->resist_chaos) smart |= (SM_RES_CHAOS);
138 if (p_ptr->resist_disen) smart |= (SM_RES_DISEN);
139 if (p_ptr->resist_blind) smart |= (SM_RES_BLIND);
140 if (p_ptr->resist_nexus) smart |= (SM_RES_NEXUS);
141 if (p_ptr->resist_sound) smart |= (SM_RES_SOUND);
142 if (p_ptr->resist_shard) smart |= (SM_RES_SHARD);
143 if (p_ptr->reflect) smart |= (SM_IMM_REFLECT);
145 /* Know bizarre "resistances" */
146 if (p_ptr->free_act) smart |= (SM_IMM_FREE);
147 if (!p_ptr->msp) smart |= (SM_IMM_MANA);
155 if (smart & SM_IMM_ACID)
157 f4 &= ~(RF4_BR_ACID);
158 f5 &= ~(RF5_BA_ACID);
159 f5 &= ~(RF5_BO_ACID);
161 else if ((smart & (SM_OPP_ACID)) && (smart & (SM_RES_ACID)))
163 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ACID);
164 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ACID);
165 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ACID);
167 else if ((smart & (SM_OPP_ACID)) || (smart & (SM_RES_ACID)))
169 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ACID);
170 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ACID);
171 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ACID);
175 if (smart & (SM_IMM_ELEC))
177 f4 &= ~(RF4_BR_ELEC);
178 f5 &= ~(RF5_BA_ELEC);
179 f5 &= ~(RF5_BO_ELEC);
181 else if ((smart & (SM_OPP_ELEC)) && (smart & (SM_RES_ELEC)))
183 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ELEC);
184 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ELEC);
185 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ELEC);
187 else if ((smart & (SM_OPP_ELEC)) || (smart & (SM_RES_ELEC)))
189 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ELEC);
190 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ELEC);
191 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ELEC);
195 if (smart & (SM_IMM_FIRE))
197 f4 &= ~(RF4_BR_FIRE);
198 f5 &= ~(RF5_BA_FIRE);
199 f5 &= ~(RF5_BO_FIRE);
201 else if ((smart & (SM_OPP_FIRE)) && (smart & (SM_RES_FIRE)))
203 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_FIRE);
204 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_FIRE);
205 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_FIRE);
207 else if ((smart & (SM_OPP_FIRE)) || (smart & (SM_RES_FIRE)))
209 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_FIRE);
210 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_FIRE);
211 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_FIRE);
215 if (smart & (SM_IMM_COLD))
217 f4 &= ~(RF4_BR_COLD);
218 f5 &= ~(RF5_BA_COLD);
219 f5 &= ~(RF5_BO_COLD);
220 f5 &= ~(RF5_BO_ICEE);
222 else if ((smart & (SM_OPP_COLD)) && (smart & (SM_RES_COLD)))
224 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_COLD);
225 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_COLD);
226 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_COLD);
227 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ICEE);
229 else if ((smart & (SM_OPP_COLD)) || (smart & (SM_RES_COLD)))
231 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_COLD);
232 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_COLD);
233 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_COLD);
234 if (int_outof(r_ptr, 20)) f5 &= ~(RF5_BO_ICEE);
238 if ((smart & (SM_OPP_POIS)) && (smart & (SM_RES_POIS)))
240 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_POIS);
241 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_POIS);
242 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BA_NUKE);
243 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BR_NUKE);
245 else if ((smart & (SM_OPP_POIS)) || (smart & (SM_RES_POIS)))
247 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_POIS);
248 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_POIS);
252 if (smart & (SM_RES_NETH))
254 if (prace_is_(RACE_SPECTRE))
256 f4 &= ~(RF4_BR_NETH);
257 f5 &= ~(RF5_BA_NETH);
258 f5 &= ~(RF5_BO_NETH);
262 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_NETH);
263 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_NETH);
264 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BO_NETH);
268 if (smart & (SM_RES_LITE))
270 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_LITE);
271 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_LITE);
274 if (smart & (SM_RES_DARK))
276 if (prace_is_(RACE_VAMPIRE))
278 f4 &= ~(RF4_BR_DARK);
279 f5 &= ~(RF5_BA_DARK);
283 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_DARK);
284 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_DARK);
288 if (smart & (SM_RES_FEAR))
293 if (smart & (SM_RES_CONF))
296 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_CONF);
299 if (smart & (SM_RES_CHAOS))
301 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_CHAO);
302 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BA_CHAO);
305 if (smart & (SM_RES_DISEN))
307 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_DISE);
310 if (smart & (SM_RES_BLIND))
315 if (smart & (SM_RES_NEXUS))
317 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_NEXU);
318 f6 &= ~(RF6_TELE_LEVEL);
321 if (smart & (SM_RES_SOUND))
323 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_SOUN);
326 if (smart & (SM_RES_SHARD))
328 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_SHAR);
331 if (smart & (SM_IMM_REFLECT))
333 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_COLD);
334 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_FIRE);
335 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ACID);
336 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ELEC);
337 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_NETH);
338 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_WATE);
339 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_MANA);
340 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_PLAS);
341 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ICEE);
342 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_MISSILE);
345 if (smart & (SM_IMM_FREE))
351 if (smart & (SM_IMM_MANA))
353 f5 &= ~(RF5_DRAIN_MANA);
356 /* No spells left? */
357 /* if (!f4 && !f5 && !f6) ... */
366 * @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。 /
367 * Determine if there is a space near the player in which a summoned creature can appear
368 * @param y1 判定を行いたいマスのY座標
369 * @param x1 判定を行いたいマスのX座標
370 * @return 召還に相応しいならばTRUEを返す
372 bool summon_possible(POSITION y1, POSITION x1)
376 /* Start at the player's location, and check 2 grids in each dir */
377 for (y = y1 - 2; y <= y1 + 2; y++)
379 for (x = x1 - 2; x <= x1 + 2; x++)
381 /* Ignore illegal locations */
382 if (!in_bounds(y, x)) continue;
384 /* Only check a circular area */
385 if (distance(y1, x1, y, x)>2) continue;
387 /* ...nor on the Pattern */
388 if (pattern_tile(y, x)) continue;
390 /* Require empty floor grid in line of projection */
391 if (cave_empty_bold(y, x) && projectable(y1, x1, y, x) && projectable(y, x, y1, x1)) return (TRUE);
400 * @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 /
401 * Determine if there is a space near the player in which a summoned creature can appear
402 * @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
403 * @return 死者復活が有効な状態ならばTRUEを返す。
405 bool raise_possible(monster_type *m_ptr)
408 POSITION y = m_ptr->fy;
409 POSITION x = m_ptr->fx;
410 OBJECT_IDX this_o_idx, next_o_idx = 0;
413 for (xx = x - 5; xx <= x + 5; xx++)
415 for (yy = y - 5; yy <= y + 5; yy++)
417 if (distance(y, x, yy, xx) > 5) continue;
418 if (!los(y, x, yy, xx)) continue;
419 if (!projectable(y, x, yy, xx)) continue;
421 g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
422 /* Scan the pile of objects */
423 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
425 object_type *o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
426 next_o_idx = o_ptr->next_o_idx;
428 /* Known to be worthless? */
429 if (o_ptr->tval == TV_CORPSE)
431 if (!monster_has_hostile_align(m_ptr, 0, 0, &r_info[o_ptr->pval])) return TRUE;
442 * @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 /
443 * Determine if a bolt spell will hit the player.
444 * @param y1 ボルト魔法発射地点のY座標
445 * @param x1 ボルト魔法発射地点のX座標
446 * @param y2 ボルト魔法目標地点のY座標
447 * @param x2 ボルト魔法目標地点のX座標
448 * @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
449 * @return ボルト型魔法が有効ならばTRUEを返す。
451 * Originally, it was possible for a friendly to shoot another friendly.\n
452 * Change it so a "clean shot" means no equally friendly monster is\n
453 * between the attacker and target.\n
455 * This is exactly like "projectable", but it will\n
456 * return FALSE if a monster is in the way.\n
457 * no equally friendly monster is\n
458 * between the attacker and target.\n
460 bool clean_shot(POSITION y1, POSITION x1, POSITION y2, POSITION x2, bool is_friend)
462 /* Must be the same as projectable() */
470 /* Check the projection path */
471 grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, 0);
473 /* No grid is ever projectable from itself */
474 if (!grid_n) return (FALSE);
477 y = GRID_Y(grid_g[grid_n-1]);
478 x = GRID_X(grid_g[grid_n-1]);
480 /* May not end in an unrequested grid */
481 if ((y != y2) || (x != x2)) return (FALSE);
483 for (i = 0; i < grid_n; i++)
485 y = GRID_Y(grid_g[i]);
486 x = GRID_X(grid_g[i]);
488 if ((current_floor_ptr->grid_array[y][x].m_idx > 0) && !((y == y2) && (x == x2)))
490 monster_type *m_ptr = ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx];
491 if (is_friend == is_pet(m_ptr))
496 /* Pets may not shoot through the character - TNB */
497 if (player_bold(y, x))
499 if (is_friend) return (FALSE);
507 * @brief モンスターのボルト型魔法処理 /
508 * Cast a bolt at the player Stop if we hit a monster Affect monsters and the player
509 * @param m_idx モンスターのID
514 * @param monspell モンスター魔法のID
515 * @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
518 void bolt(MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type)
521 bool learnable = spell_learnable(m_idx);
525 case MONSTER_TO_MONSTER:
526 flg = PROJECT_STOP | PROJECT_KILL;
528 case MONSTER_TO_PLAYER:
529 flg = PROJECT_STOP | PROJECT_KILL | PROJECT_PLAYER;
532 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
534 /* Target the player with a bolt attack */
535 (void)project(m_idx, 0, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
539 * @brief モンスターのビーム型魔法処理 /
540 * @param m_idx モンスターのID
545 * @param monspell モンスター魔法のID
546 * @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
549 void beam(MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type)
552 bool learnable = spell_learnable(m_idx);
556 case MONSTER_TO_MONSTER:
557 flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU;
559 case MONSTER_TO_PLAYER:
560 flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU | PROJECT_PLAYER;
564 /* Target the player with a bolt attack */
565 (void)project(m_idx, 0, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
570 * @brief モンスターのボール型&ブレス型魔法処理 /
571 * 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
574 * @param m_idx モンスターのID
579 * @param monspell モンスター魔法のID
580 * @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
583 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)
585 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
586 monster_race *r_ptr = &r_info[m_ptr->r_idx];
587 bool learnable = spell_learnable(m_idx);
588 BIT_FLAGS flg = 0x00;
592 case MONSTER_TO_MONSTER:
593 flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
595 case MONSTER_TO_PLAYER:
596 flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_PLAYER;
600 /* Determine the radius of the blast */
601 if ((rad < 1) && breath) rad = (r_ptr->flags2 & (RF2_POWERFUL)) ? 3 : 2;
603 /* Handle breath attacks */
604 if (breath) rad = 0 - rad;
619 flg |= (PROJECT_HIDE | PROJECT_AIMED);
623 /* Target the player with a ball attack */
624 (void)project(m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
631 * @brief ID値が正しいモンスター魔法IDかどうかを返す /
632 * Return TRUE if a spell is good for hurting the player (directly).
633 * @param spell 判定対象のID
634 * @return 正しいIDならばTRUEを返す。
636 static bool spell_attack(byte spell)
638 /* All RF4 spells hurt (except for shriek and dispel) */
639 if (spell < 128 && spell > 98) return (TRUE);
641 /* Various "ball" spells */
642 if (spell >= 128 && spell <= 128 + 8) return (TRUE);
644 /* "Cause wounds" and "bolt" spells */
645 if (spell >= 128 + 12 && spell < 128 + 27) return (TRUE);
648 if (spell == 160 + 1) return (TRUE);
651 if (spell == 160 + 11) return (TRUE);
659 * @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 /
660 * Return TRUE if a spell is good for escaping.
661 * @param spell 判定対象のID
662 * @return 適した魔法のIDならばTRUEを返す。
664 static bool spell_escape(byte spell)
666 /* Blink or Teleport */
667 if (spell == 160 + 4 || spell == 160 + 5) return (TRUE);
669 /* Teleport the player away */
670 if (spell == 160 + 9 || spell == 160 + 10) return (TRUE);
672 /* Isn't good for escaping */
677 * @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 /
678 * Return TRUE if a spell is good for annoying the player.
679 * @param spell 判定対象のID
680 * @return 適した魔法のIDならばTRUEを返す。
682 static bool spell_annoy(byte spell)
685 if (spell == 96 + 0) return (TRUE);
687 /* Brain smash, et al (added curses) */
688 if (spell >= 128 + 9 && spell <= 128 + 14) return (TRUE);
690 /* Scare, confuse, blind, slow, paralyze */
691 if (spell >= 128 + 27 && spell <= 128 + 31) return (TRUE);
694 if (spell == 160 + 8) return (TRUE);
697 if (spell == 160 + 10) return (TRUE);
699 /* Darkness, make traps, cause amnesia */
700 if (spell >= 160 + 12 && spell <= 160 + 14) return (TRUE);
707 * @brief ID値が召喚型のモンスター魔法IDかどうかを返す /
708 * Return TRUE if a spell is good for annoying the player.
709 * @param spell 判定対象のID
710 * @return 召喚型魔法のIDならばTRUEを返す。
712 static bool spell_summon(byte spell)
714 /* All summon spells */
715 if (spell >= 160 + 16) return (TRUE);
723 * @brief ID値が死者復活処理かどうかを返す /
724 * Return TRUE if a spell is good for annoying the player.
725 * @param spell 判定対象のID
726 * @return 死者復活の処理ならばTRUEを返す。
728 static bool spell_raise(byte spell)
730 /* All raise-dead spells */
731 if (spell == 160 + 15) return (TRUE);
738 * @brief ID値が戦術的なモンスター魔法IDかどうかを返す /
739 * Return TRUE if a spell is good in a tactical situation.
740 * @param spell 判定対象のID
741 * @return 戦術的な魔法のIDならばTRUEを返す。
743 static bool spell_tactic(byte spell)
746 if (spell == 160 + 4) return (TRUE);
753 * @brief ID値が無敵化するモンスター魔法IDかどうかを返す /
754 * Return TRUE if a spell makes invulnerable.
755 * @param spell 判定対象のID
756 * @return 召喚型魔法のIDならばTRUEを返す。
758 static bool spell_invulner(byte spell)
760 /* Invulnerability */
761 if (spell == 160 + 3) return (TRUE);
763 /* No invulnerability */
768 * @brief ID値が加速するモンスター魔法IDかどうかを返す /
769 * Return TRUE if a spell hastes.
770 * @param spell 判定対象のID
771 * @return 召喚型魔法のIDならばTRUEを返す。
773 static bool spell_haste(byte spell)
776 if (spell == 160 + 0) return (TRUE);
778 /* Not a haste spell */
784 * @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 /
785 * Return TRUE if a spell world.
786 * @param spell 判定対象のID
787 * @return 時間停止魔法のIDならばTRUEを返す。
789 static bool spell_world(byte spell)
791 if (spell == 160 + 6) return (TRUE);
797 * @brief ID値が特別効果のモンスター魔法IDかどうかを返す /
798 * Return TRUE if a spell special.
799 * @param spell 判定対象のID
800 * @return 特別効果魔法のIDならばTRUEを返す。
802 static bool spell_special(byte spell)
804 if (p_ptr->inside_battle) return FALSE;
805 if (spell == 160 + 7) return (TRUE);
811 * @brief ID値が光の剣のモンスター魔法IDかどうかを返す /
812 * Return TRUE if a spell psycho-spear.
813 * @param spell 判定対象のID
814 * @return 光の剣のIDならばTRUEを返す。
816 static bool spell_psy_spe(byte spell)
819 if (spell == 160 + 11) return (TRUE);
821 /* Not a haste spell */
827 * @brief ID値が治癒魔法かどうかを返す /
828 * Return TRUE if a spell is good for healing.
829 * @param spell 判定対象のID
830 * @return 治癒魔法のIDならばTRUEを返す。
832 static bool spell_heal(byte spell)
835 if (spell == 160 + 2) return (TRUE);
843 * @brief ID値が魔力消去かどうかを返す /
844 * Return TRUE if a spell is good for dispel.
845 * @param spell 判定対象のID
846 * @return 魔力消去のIDならばTRUEを返す。
848 static bool spell_dispel(byte spell)
851 if (spell == 96 + 2) return (TRUE);
859 * @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
860 * Check should monster cast dispel spell.
861 * @param m_idx モンスターの構造体配列ID
862 * @return 魔力消去をかけるべきならTRUEを返す。
864 bool dispel_check(MONSTER_IDX m_idx)
866 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
867 monster_race *r_ptr = &r_info[m_ptr->r_idx];
869 /* Invulnabilty (including the song) */
870 if (IS_INVULN()) return (TRUE);
873 if (p_ptr->wraith_form) return (TRUE);
876 if (p_ptr->shield) return (TRUE);
879 if (p_ptr->magicdef) return (TRUE);
882 if (p_ptr->multishadow) return (TRUE);
885 if (p_ptr->dustrobe) return (TRUE);
887 /* Berserk Strength */
888 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) return (TRUE);
891 if (p_ptr->mimic_form == MIMIC_DEMON_LORD) return (TRUE);
893 /* Elemental resistances */
894 if (r_ptr->flags4 & RF4_BR_ACID)
896 if (!p_ptr->immune_acid && (p_ptr->oppose_acid || music_singing(MUSIC_RESIST))) return (TRUE);
897 if (p_ptr->special_defense & DEFENSE_ACID) return (TRUE);
900 if (r_ptr->flags4 & RF4_BR_FIRE)
902 if (!((p_ptr->prace == RACE_DEMON) && p_ptr->lev > 44))
904 if (!p_ptr->immune_fire && (p_ptr->oppose_fire || music_singing(MUSIC_RESIST))) return (TRUE);
905 if (p_ptr->special_defense & DEFENSE_FIRE) return (TRUE);
909 if (r_ptr->flags4 & RF4_BR_ELEC)
911 if (!p_ptr->immune_elec && (p_ptr->oppose_elec || music_singing(MUSIC_RESIST))) return (TRUE);
912 if (p_ptr->special_defense & DEFENSE_ELEC) return (TRUE);
915 if (r_ptr->flags4 & RF4_BR_COLD)
917 if (!p_ptr->immune_cold && (p_ptr->oppose_cold || music_singing(MUSIC_RESIST))) return (TRUE);
918 if (p_ptr->special_defense & DEFENSE_COLD) return (TRUE);
921 if (r_ptr->flags4 & (RF4_BR_POIS | RF4_BR_NUKE))
923 if (!((p_ptr->pclass == CLASS_NINJA) && p_ptr->lev > 44))
925 if (p_ptr->oppose_pois || music_singing(MUSIC_RESIST)) return (TRUE);
926 if (p_ptr->special_defense & DEFENSE_POIS) return (TRUE);
930 /* Ultimate resistance */
931 if (p_ptr->ult_res) return (TRUE);
933 /* Potion of Neo Tsuyosi special */
934 if (p_ptr->tsuyoshi) return (TRUE);
936 /* Elemental Brands */
937 if ((p_ptr->special_attack & ATTACK_ACID) && !(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return (TRUE);
938 if ((p_ptr->special_attack & ATTACK_FIRE) && !(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return (TRUE);
939 if ((p_ptr->special_attack & ATTACK_ELEC) && !(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return (TRUE);
940 if ((p_ptr->special_attack & ATTACK_COLD) && !(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return (TRUE);
941 if ((p_ptr->special_attack & ATTACK_POIS) && !(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return (TRUE);
944 if (p_ptr->pspeed < 145)
946 if (IS_FAST()) return (TRUE);
950 if (p_ptr->lightspeed && (m_ptr->mspeed < 136)) return (TRUE);
952 if (p_ptr->riding && (current_floor_ptr->m_list[p_ptr->riding].mspeed < 135))
954 if (MON_FAST(¤t_floor_ptr->m_list[p_ptr->riding])) return (TRUE);
957 /* No need to cast dispel spell */
963 * @brief モンスターの魔法選択ルーチン
964 * Have a monster choose a spell from a list of "useful" spells.
965 * @param m_idx モンスターの構造体配列ID
966 * @param spells 候補魔法IDをまとめた配列
967 * @param num spellsの長さ
968 * @return 選択したモンスター魔法のID
970 * Note that this list does NOT include spells that will just hit\n
971 * other monsters, and the list is restricted when the monster is\n
972 * "desperate". Should that be the job of this function instead?\n
974 * Stupid monsters will just pick a spell randomly. Smart monsters\n
975 * will choose more "intelligently".\n
977 * Use the helper functions above to put spells into categories.\n
979 * This function may well be an efficiency bottleneck.\n
981 static int choose_attack_spell(MONSTER_IDX m_idx, byte spells[], byte num)
983 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
984 monster_race *r_ptr = &r_info[m_ptr->r_idx];
986 byte escape[96], escape_num = 0;
987 byte attack[96], attack_num = 0;
988 byte summon[96], summon_num = 0;
989 byte tactic[96], tactic_num = 0;
990 byte annoy[96], annoy_num = 0;
991 byte invul[96], invul_num = 0;
992 byte haste[96], haste_num = 0;
993 byte world[96], world_num = 0;
994 byte special[96], special_num = 0;
995 byte psy_spe[96], psy_spe_num = 0;
996 byte raise[96], raise_num = 0;
997 byte heal[96], heal_num = 0;
998 byte dispel[96], dispel_num = 0;
1002 /* Stupid monsters choose randomly */
1003 if (r_ptr->flags2 & (RF2_STUPID))
1005 /* Pick at random */
1006 return (spells[randint0(num)]);
1009 /* Categorize spells */
1010 for (i = 0; i < num; i++)
1013 if (spell_escape(spells[i])) escape[escape_num++] = spells[i];
1016 if (spell_attack(spells[i])) attack[attack_num++] = spells[i];
1019 if (spell_summon(spells[i])) summon[summon_num++] = spells[i];
1021 /* Tactical spell? */
1022 if (spell_tactic(spells[i])) tactic[tactic_num++] = spells[i];
1024 /* Annoyance spell? */
1025 if (spell_annoy(spells[i])) annoy[annoy_num++] = spells[i];
1027 /* Invulnerability spell? */
1028 if (spell_invulner(spells[i])) invul[invul_num++] = spells[i];
1031 if (spell_haste(spells[i])) haste[haste_num++] = spells[i];
1034 if (spell_world(spells[i])) world[world_num++] = spells[i];
1036 /* Special spell? */
1037 if (spell_special(spells[i])) special[special_num++] = spells[i];
1039 /* Psycho-spear spell? */
1040 if (spell_psy_spe(spells[i])) psy_spe[psy_spe_num++] = spells[i];
1042 /* Raise-dead spell? */
1043 if (spell_raise(spells[i])) raise[raise_num++] = spells[i];
1046 if (spell_heal(spells[i])) heal[heal_num++] = spells[i];
1049 if (spell_dispel(spells[i])) dispel[dispel_num++] = spells[i];
1052 /*** Try to pick an appropriate spell type ***/
1055 if (world_num && (randint0(100) < 15) && !current_world_ptr->timewalk_m_idx)
1057 /* Choose haste spell */
1058 return (world[randint0(world_num)]);
1064 bool success = FALSE;
1065 switch(m_ptr->r_idx)
1069 if ((m_ptr->hp < m_ptr->maxhp / 2) && r_info[MON_BANOR].max_num && r_info[MON_LUPART].max_num) success = TRUE;
1073 if (success) return (special[randint0(special_num)]);
1076 /* Still hurt badly, couldn't flee, attempt to heal */
1077 if (m_ptr->hp < m_ptr->maxhp / 3 && one_in_(2))
1079 /* Choose heal spell if possible */
1080 if (heal_num) return (heal[randint0(heal_num)]);
1083 /* Hurt badly or afraid, attempt to flee */
1084 if (((m_ptr->hp < m_ptr->maxhp / 3) || MON_MONFEAR(m_ptr)) && one_in_(2))
1086 /* Choose escape spell if possible */
1087 if (escape_num) return (escape[randint0(escape_num)]);
1093 bool success = FALSE;
1094 switch (m_ptr->r_idx)
1100 case MON_BANORLUPART:
1101 if (randint0(100) < 70) success = TRUE;
1104 if (randint0(100) < 40) success = TRUE;
1107 if (randint0(100) < 50) success = TRUE;
1110 if (success) return (special[randint0(special_num)]);
1113 /* Player is close and we have attack spells, blink away */
1114 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)
1116 /* Choose tactical spell */
1117 if (tactic_num) return (tactic[randint0(tactic_num)]);
1120 /* Summon if possible (sometimes) */
1121 if (summon_num && (randint0(100) < 40))
1123 /* Choose summon spell */
1124 return (summon[randint0(summon_num)]);
1128 if (dispel_num && one_in_(2))
1130 /* Choose dispel spell if possible */
1131 if (dispel_check(m_idx))
1133 return (dispel[randint0(dispel_num)]);
1137 /* Raise-dead if possible (sometimes) */
1138 if (raise_num && (randint0(100) < 40))
1140 /* Choose raise-dead spell */
1141 return (raise[randint0(raise_num)]);
1144 /* Attack spell (most of the time) */
1147 if (psy_spe_num && (randint0(100) < 50))
1149 /* Choose attack spell */
1150 return (psy_spe[randint0(psy_spe_num)]);
1152 else if (attack_num && (randint0(100) < 40))
1154 /* Choose attack spell */
1155 return (attack[randint0(attack_num)]);
1158 else if (attack_num && (randint0(100) < 85))
1160 /* Choose attack spell */
1161 return (attack[randint0(attack_num)]);
1164 /* Try another tactical spell (sometimes) */
1165 if (tactic_num && (randint0(100) < 50) && !current_world_ptr->timewalk_m_idx)
1167 /* Choose tactic spell */
1168 return (tactic[randint0(tactic_num)]);
1171 /* Cast globe of invulnerability if not already in effect */
1172 if (invul_num && !m_ptr->mtimed[MTIMED_INVULNER] && (randint0(100) < 50))
1174 /* Choose Globe of Invulnerability */
1175 return (invul[randint0(invul_num)]);
1178 /* We're hurt (not badly), try to heal */
1179 if ((m_ptr->hp < m_ptr->maxhp * 3 / 4) && (randint0(100) < 25))
1181 /* Choose heal spell if possible */
1182 if (heal_num) return (heal[randint0(heal_num)]);
1185 /* Haste self if we aren't already somewhat hasted (rarely) */
1186 if (haste_num && (randint0(100) < 20) && !MON_FAST(m_ptr))
1188 /* Choose haste spell */
1189 return (haste[randint0(haste_num)]);
1192 /* Annoy player (most of the time) */
1193 if (annoy_num && (randint0(100) < 80))
1195 /* Choose annoyance spell */
1196 return (annoy[randint0(annoy_num)]);
1199 /* Choose no spell */
1205 * @brief ID値が非魔術的な特殊技能かどうかを返す /
1206 * Return TRUE if a spell is inate spell.
1207 * @param spell 判定対象のID
1208 * @return 非魔術的な特殊技能ならばTRUEを返す。
1210 bool spell_is_inate(SPELL_IDX spell)
1212 if (spell < 32 * 4) /* Set RF4 */
1214 if ((1L << (spell - 32 * 3)) & RF4_NOMAGIC_MASK) return TRUE;
1216 else if (spell < 32 * 5) /* Set RF5 */
1218 if ((1L << (spell - 32 * 4)) & RF5_NOMAGIC_MASK) return TRUE;
1220 else if (spell < 32 * 6) /* Set RF6 */
1222 if ((1L << (spell - 32 * 5)) & RF6_NOMAGIC_MASK) return TRUE;
1225 /* This spell is not "inate" */
1231 * @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 /
1232 * @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
1233 * @param yp 最適な目標地点のY座標を返す参照ポインタ
1234 * @param xp 最適な目標地点のX座標を返す参照ポインタ
1235 * @param f_flag 射線に入れるのを避ける地形の所持フラグ
1236 * @param path_check 射線を判定するための関数ポインタ
1237 * @return 有効な座標があった場合TRUEを返す
1239 static bool adjacent_grid_check(monster_type *m_ptr, POSITION *yp, POSITION *xp,
1240 int f_flag, bool (*path_check)(POSITION, POSITION, POSITION, POSITION))
1244 static int tonari_y[4][8] = {{-1, -1, -1, 0, 0, 1, 1, 1},
1245 {-1, -1, -1, 0, 0, 1, 1, 1},
1246 { 1, 1, 1, 0, 0, -1, -1, -1},
1247 { 1, 1, 1, 0, 0, -1, -1, -1}};
1248 static int tonari_x[4][8] = {{-1, 0, 1, -1, 1, -1, 0, 1},
1249 { 1, 0, -1, 1, -1, 1, 0, -1},
1250 {-1, 0, 1, -1, 1, -1, 0, 1},
1251 { 1, 0, -1, 1, -1, 1, 0, -1}};
1253 if (m_ptr->fy < p_ptr->y && m_ptr->fx < p_ptr->x) tonari = 0;
1254 else if (m_ptr->fy < p_ptr->y) tonari = 1;
1255 else if (m_ptr->fx < p_ptr->x) tonari = 2;
1258 for (i = 0; i < 8; i++)
1260 int next_x = *xp + tonari_x[tonari][i];
1261 int next_y = *yp + tonari_y[tonari][i];
1264 /* Access the next grid */
1265 g_ptr = ¤t_floor_ptr->grid_array[next_y][next_x];
1267 /* Skip this feature */
1268 if (!cave_have_flag_grid(g_ptr, f_flag)) continue;
1270 if (path_check(m_ptr->fy, m_ptr->fx, next_y, next_x))
1281 #define DO_SPELL_NONE 0
1282 #define DO_SPELL_BR_LITE 1
1283 #define DO_SPELL_BR_DISI 2
1284 #define DO_SPELL_BA_LITE 3
1287 * @brief モンスターの特殊技能メインルーチン /
1288 * Creatures can cast spells, shoot missiles, and breathe.
1289 * @param m_idx モンスター構造体配列のID
1290 * @return 実際に特殊技能を利用したらTRUEを返す
1292 * Returns "TRUE" if a spell (or whatever) was (successfully) cast.\n
1294 * This function could use some work, but remember to\n
1295 * keep it as optimized as possible, while retaining generic code.\n
1297 * Verify the various "blind-ness" checks in the code.\n
1299 * Note that several effects should really not be "seen"\n
1300 * if the player is blind. See also "effects.c" for other "mistakes".\n
1302 * Perhaps monsters should breathe at locations *near* the player,\n
1303 * since this would allow them to inflict "partial" damage.\n
1305 * Perhaps smart monsters should decline to use "bolt" spells if\n
1306 * there is a monster in the way, unless they wish to kill it.\n
1308 * Note that, to allow the use of the "track_target" option at some\n
1309 * later time, certain non-optimal things are done in the code below,\n
1310 * including explicit checks against the "direct" variable, which is\n
1311 * currently always true by the time it is checked, but which should\n
1312 * really be set according to an explicit "projectable()" test, and\n
1313 * the use of generic "x,y" locations instead of the player location,\n
1314 * with those values being initialized with the player location.\n
1316 * It will not be possible to "correctly" handle the case in which a\n
1317 * monster attempts to attack a location which is thought to contain\n
1318 * the player, but which in fact is nowhere near the player, since this\n
1319 * might induce all sorts of messages about the attack itself, and about\n
1320 * the effects of the attack, which the player might or might not be in\n
1321 * a position to observe. Thus, for simplicity, it is probably best to\n
1322 * only allow "faulty" attacks by a monster if one of the important grids\n
1323 * (probably the initial or final grid) is in fact in view of the player.\n
1324 * It may be necessary to actually prevent spell attacks except when the\n
1325 * monster actually has line of sight to the player. Note that a monster\n
1326 * could be left in a bizarre situation after the player ducked behind a\n
1327 * pillar and then teleported away, for example.\n
1330 * that certain spell attacks do not use the "project()" function\n
1331 * but "simulate" it via the "direct" variable, which is always at least\n
1332 * as restrictive as the "project()" function. This is necessary to\n
1333 * prevent "blindness" attacks and such from bending around walls, etc,\n
1334 * and to allow the use of the "track_target" option in the future.\n
1336 * Note that this function attempts to optimize the use of spells for the\n
1337 * cases in which the monster has no spells, or has spells but cannot use\n
1338 * them, or has spells but they will have no "useful" effect. Note that\n
1339 * this function has been an efficiency bottleneck in the past.\n
1341 * Note the special "MFLAG_NICE" flag, which prevents a monster from using\n
1342 * any spell attacks until the player has had a single chance to move.\n
1344 bool make_attack_spell(MONSTER_IDX m_idx)
1347 SPELL_IDX thrown_spell = 0;
1349 PERCENTAGE failrate;
1350 byte spell[96], num = 0;
1351 BIT_FLAGS f4, f5, f6;
1352 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1353 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1354 GAME_TEXT m_name[MAX_NLEN];
1358 bool no_inate = FALSE;
1359 bool do_spell = DO_SPELL_NONE;
1362 POSITION x = p_ptr->x;
1363 POSITION y = p_ptr->y;
1365 /* Target location for lite breath */
1366 POSITION x_br_lite = 0;
1367 POSITION y_br_lite = 0;
1369 /* Extract the "see-able-ness" */
1370 bool seen = (!p_ptr->blind && m_ptr->ml);
1371 bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
1373 /* Check "projectable" */
1376 bool in_no_magic_dungeon = (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC) && current_floor_ptr->dun_level
1377 && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest));
1379 bool can_use_lite_area = FALSE;
1383 /* Cannot cast spells when confused */
1384 if (MON_CONFUSED(m_ptr))
1386 reset_target(m_ptr);
1390 /* Cannot cast spells when nice */
1391 if (m_ptr->mflag & MFLAG_NICE) return (FALSE);
1392 if (!is_hostile(m_ptr)) return (FALSE);
1395 /* Sometimes forbid inate attacks (breaths) */
1396 if (randint0(100) >= (r_ptr->freq_spell * 2)) no_inate = TRUE;
1398 /* Handle "track_target" option (?) */
1401 /* Extract the racial spell flags */
1403 f5 = r_ptr->a_ability_flags1;
1404 f6 = r_ptr->a_ability_flags2;
1406 /*** require projectable player ***/
1409 if ((m_ptr->cdis > MAX_RANGE) && !m_ptr->target_y) return (FALSE);
1411 /* Check path for lite breath */
1412 if (f4 & RF4_BR_LITE)
1417 if (los(m_ptr->fy, m_ptr->fx, y_br_lite, x_br_lite))
1419 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[y_br_lite][x_br_lite].feat];
1421 if (!have_flag(f_ptr->flags, FF_LOS))
1423 if (have_flag(f_ptr->flags, FF_PROJECT) && one_in_(2)) f4 &= ~(RF4_BR_LITE);
1427 /* Check path to next grid */
1428 else if (!adjacent_grid_check(m_ptr, &y_br_lite, &x_br_lite, FF_LOS, los)) f4 &= ~(RF4_BR_LITE);
1430 /* Don't breath lite to the wall if impossible */
1431 if (!(f4 & RF4_BR_LITE))
1439 if (projectable(m_ptr->fy, m_ptr->fx, y, x))
1441 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
1443 if (!have_flag(f_ptr->flags, FF_PROJECT))
1445 /* Breath disintegration to the wall if possible */
1446 if ((f4 & RF4_BR_DISI) && have_flag(f_ptr->flags, FF_HURT_DISI) && one_in_(2)) do_spell = DO_SPELL_BR_DISI;
1448 /* Breath lite to the transparent wall if possible */
1449 else if ((f4 & RF4_BR_LITE) && have_flag(f_ptr->flags, FF_LOS) && one_in_(2)) do_spell = DO_SPELL_BR_LITE;
1453 /* Check path to next grid */
1456 bool success = FALSE;
1458 if ((f4 & RF4_BR_DISI) && (m_ptr->cdis < MAX_RANGE/2) &&
1459 in_disintegration_range(m_ptr->fy, m_ptr->fx, y, x) &&
1460 (one_in_(10) || (projectable(y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
1462 do_spell = DO_SPELL_BR_DISI;
1465 else if ((f4 & RF4_BR_LITE) && (m_ptr->cdis < MAX_RANGE/2) &&
1466 los(m_ptr->fy, m_ptr->fx, y, x) && one_in_(5))
1468 do_spell = DO_SPELL_BR_LITE;
1471 else if ((f5 & RF5_BA_LITE) && (m_ptr->cdis <= MAX_RANGE))
1473 POSITION by = y, bx = x;
1474 get_project_point(m_ptr->fy, m_ptr->fx, &by, &bx, 0L);
1475 if ((distance(by, bx, y, x) <= 3) && los(by, bx, y, x) && one_in_(5))
1477 do_spell = DO_SPELL_BA_LITE;
1482 if (!success) success = adjacent_grid_check(m_ptr, &y, &x, FF_PROJECT, projectable);
1486 if (m_ptr->target_y && m_ptr->target_x)
1488 y = m_ptr->target_y;
1489 x = m_ptr->target_x;
1490 f4 &= (RF4_INDIRECT_MASK);
1491 f5 &= (RF5_INDIRECT_MASK);
1492 f6 &= (RF6_INDIRECT_MASK);
1496 if (y_br_lite && x_br_lite && (m_ptr->cdis < MAX_RANGE/2) && one_in_(5))
1502 do_spell = DO_SPELL_BR_LITE;
1505 else f4 |= (RF4_BR_LITE);
1510 if (!success) return FALSE;
1513 reset_target(m_ptr);
1515 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1517 /* Forbid inate attacks sometimes */
1520 f4 &= ~(RF4_NOMAGIC_MASK);
1521 f5 &= ~(RF5_NOMAGIC_MASK);
1522 f6 &= ~(RF6_NOMAGIC_MASK);
1525 if (f6 & RF6_DARKNESS)
1527 if ((p_ptr->pclass == CLASS_NINJA) &&
1528 !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
1529 !(r_ptr->flags7 & RF7_DARK_MASK))
1530 can_use_lite_area = TRUE;
1532 if (!(r_ptr->flags2 & RF2_STUPID))
1534 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
1535 else if ((p_ptr->pclass == CLASS_NINJA) && !can_use_lite_area) f6 &= ~(RF6_DARKNESS);
1539 if (in_no_magic_dungeon && !(r_ptr->flags2 & RF2_STUPID))
1541 f4 &= (RF4_NOMAGIC_MASK);
1542 f5 &= (RF5_NOMAGIC_MASK);
1543 f6 &= (RF6_NOMAGIC_MASK);
1546 if (r_ptr->flags2 & RF2_SMART)
1548 /* Hack -- allow "desperate" spells */
1549 if ((m_ptr->hp < m_ptr->maxhp / 10) &&
1550 (randint0(100) < 50))
1552 /* Require intelligent spells */
1553 f4 &= (RF4_INT_MASK);
1554 f5 &= (RF5_INT_MASK);
1555 f6 &= (RF6_INT_MASK);
1558 /* Hack -- decline "teleport level" in some case */
1559 if ((f6 & RF6_TELE_LEVEL) && TELE_LEVEL_IS_INEFF(0))
1561 f6 &= ~(RF6_TELE_LEVEL);
1565 /* No spells left */
1566 if (!f4 && !f5 && !f6) return (FALSE);
1568 /* Remove the "ineffective" spells */
1569 remove_bad_spells(m_idx, &f4, &f5, &f6);
1571 if (p_ptr->inside_arena || p_ptr->inside_battle)
1573 f4 &= ~(RF4_SUMMON_MASK);
1574 f5 &= ~(RF5_SUMMON_MASK);
1575 f6 &= ~(RF6_SUMMON_MASK | RF6_TELE_LEVEL);
1577 if (m_ptr->r_idx == MON_ROLENTO) f6 &= ~(RF6_SPECIAL);
1580 /* No spells left */
1581 if (!f4 && !f5 && !f6) return (FALSE);
1583 if (!(r_ptr->flags2 & RF2_STUPID))
1585 if (!p_ptr->csp) f5 &= ~(RF5_DRAIN_MANA);
1587 /* Check for a clean bolt shot */
1588 if (((f4 & RF4_BOLT_MASK) ||
1589 (f5 & RF5_BOLT_MASK) ||
1590 (f6 & RF6_BOLT_MASK)) &&
1591 !clean_shot(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x, FALSE))
1593 /* Remove spells that will only hurt friends */
1594 f4 &= ~(RF4_BOLT_MASK);
1595 f5 &= ~(RF5_BOLT_MASK);
1596 f6 &= ~(RF6_BOLT_MASK);
1599 /* Check for a possible summon */
1600 if (((f4 & RF4_SUMMON_MASK) ||
1601 (f5 & RF5_SUMMON_MASK) ||
1602 (f6 & RF6_SUMMON_MASK)) &&
1603 !(summon_possible(y, x)))
1605 /* Remove summoning spells */
1606 f4 &= ~(RF4_SUMMON_MASK);
1607 f5 &= ~(RF5_SUMMON_MASK);
1608 f6 &= ~(RF6_SUMMON_MASK);
1611 /* Check for a possible raise dead */
1612 if ((f6 & RF6_RAISE_DEAD) && !raise_possible(m_ptr))
1614 /* Remove raise dead spell */
1615 f6 &= ~(RF6_RAISE_DEAD);
1618 /* Special moves restriction */
1619 if (f6 & RF6_SPECIAL)
1621 if ((m_ptr->r_idx == MON_ROLENTO) && !summon_possible(y, x))
1623 f6 &= ~(RF6_SPECIAL);
1627 /* No spells left */
1628 if (!f4 && !f5 && !f6) return (FALSE);
1631 /* Extract the "inate" spells */
1632 for (k = 0; k < 32; k++)
1634 if (f4 & (1L << k)) spell[num++] = k + RF4_SPELL_START;
1637 /* Extract the "normal" spells */
1638 for (k = 0; k < 32; k++)
1640 if (f5 & (1L << k)) spell[num++] = k + RF5_SPELL_START;
1643 /* Extract the "bizarre" spells */
1644 for (k = 0; k < 32; k++)
1646 if (f6 & (1L << k)) spell[num++] = k + RF6_SPELL_START;
1649 /* No spells left */
1650 if (!num) return (FALSE);
1652 /* Stop if player is dead or gone */
1653 if (!p_ptr->playing || p_ptr->is_dead) return (FALSE);
1655 /* Stop if player is leaving */
1656 if (p_ptr->leaving) return (FALSE);
1658 /* Get the monster name (or "it") */
1659 monster_desc(m_name, m_ptr, 0x00);
1662 /* Get the monster possessive ("his"/"her"/"its") */
1663 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
1673 thrown_spell = choose_attack_spell(m_idx, spell, num);
1674 if (thrown_spell) break;
1679 case DO_SPELL_BR_LITE:
1680 thrown_spell = 96+14; /* RF4_BR_LITE */
1683 case DO_SPELL_BR_DISI:
1684 thrown_spell = 96+31; /* RF4_BR_DISI */
1687 case DO_SPELL_BA_LITE:
1688 thrown_spell = 128+20; /* RF5_BA_LITE */
1695 /* Abort if no spell was chosen */
1696 if (!thrown_spell) return (FALSE);
1698 /* Calculate spell failure rate */
1699 failrate = 25 - (rlev + 3) / 4;
1701 /* Hack -- Stupid monsters will never fail (for jellies and such) */
1702 if (r_ptr->flags2 & RF2_STUPID) failrate = 0;
1704 /* Check for spell failure (inate attacks never fail) */
1705 if (!spell_is_inate(thrown_spell)
1706 && (in_no_magic_dungeon || (MON_STUNNED(m_ptr) && one_in_(2)) || (randint0(100) < failrate)))
1708 disturb(TRUE, TRUE);
1709 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);
1714 /* Hex: Anti Magic Barrier */
1715 if (!spell_is_inate(thrown_spell) && magic_barrier(m_idx))
1717 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);
1722 direct = player_bold(y, x);
1724 can_remember = is_original_ap_and_seen(m_ptr);
1728 switch (thrown_spell)
1730 case 96 + 2: /* RF4_DISPEL */
1731 case 96 + 4: /* RF4_SHOOT */
1732 case 128 + 9: /* RF5_DRAIN_MANA */
1733 case 128 + 10: /* RF5_MIND_BLAST */
1734 case 128 + 11: /* RF5_BRAIN_SMASH */
1735 case 128 + 12: /* RF5_CAUSE_1 */
1736 case 128 + 13: /* RF5_CAUSE_2 */
1737 case 128 + 14: /* RF5_CAUSE_3 */
1738 case 128 + 15: /* RF5_CAUSE_4 */
1739 case 128 + 16: /* RF5_BO_ACID */
1740 case 128 + 17: /* RF5_BO_ELEC */
1741 case 128 + 18: /* RF5_BO_FIRE */
1742 case 128 + 19: /* RF5_BO_COLD */
1743 case 128 + 21: /* RF5_BO_NETH */
1744 case 128 + 22: /* RF5_BO_WATE */
1745 case 128 + 23: /* RF5_BO_MANA */
1746 case 128 + 24: /* RF5_BO_PLAS */
1747 case 128 + 25: /* RF5_BO_ICEE */
1748 case 128 + 26: /* RF5_MISSILE */
1749 case 128 + 27: /* RF5_SCARE */
1750 case 128 + 28: /* RF5_BLIND */
1751 case 128 + 29: /* RF5_CONF */
1752 case 128 + 30: /* RF5_SLOW */
1753 case 128 + 31: /* RF5_HOLD */
1754 case 160 + 1: /* RF6_HAND_DOOM */
1755 case 160 + 8: /* RF6_TELE_TO */
1756 case 160 + 9: /* RF6_TELE_AWAY */
1757 case 160 + 10: /* RF6_TELE_LEVEL */
1758 case 160 + 11: /* RF6_PSY_SPEAR */
1759 case 160 + 12: /* RF6_DARKNESS */
1760 case 160 + 14: /* RF6_FORGET */
1765 /* Cast the spell. */
1766 dam = monspell_to_player(thrown_spell, y, x, m_idx);
1767 if (dam < 0) return FALSE;
1769 if ((p_ptr->action == ACTION_LEARN) && thrown_spell > 175)
1771 learn_spell(thrown_spell - 96);
1774 if (seen && maneable && !current_world_ptr->timewalk_m_idx && (p_ptr->pclass == CLASS_IMITATOR))
1776 if (thrown_spell != 167) /* Not RF6_SPECIAL */
1778 if (p_ptr->mane_num == MAX_MANE)
1782 for (i = 0;i < p_ptr->mane_num;i++)
1784 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
1785 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
1788 p_ptr->mane_spell[p_ptr->mane_num] = thrown_spell - 96;
1789 p_ptr->mane_dam[p_ptr->mane_num] = dam;
1793 p_ptr->redraw |= (PR_IMITATION);
1797 /* Remember what the monster did to us */
1801 if (thrown_spell < 32 * 4)
1803 r_ptr->r_flags4 |= (1L << (thrown_spell - 32 * 3));
1804 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1808 else if (thrown_spell < 32 * 5)
1810 r_ptr->r_flags5 |= (1L << (thrown_spell - 32 * 4));
1811 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1815 else if (thrown_spell < 32 * 6)
1817 r_ptr->r_flags6 |= (1L << (thrown_spell - 32 * 5));
1818 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1823 /* Always take note of monsters that kill you */
1824 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
1826 r_ptr->r_deaths++; /* Ignore appearance difference */
1829 /* A spell was cast */