3 * @brief ¥â¥ó¥¹¥¿¡¼ËâË¡¤Î¼ÂÁõ / 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 ¥â¥ó¥¹¥¿¡¼¤¬¥×¥ì¥¤¥ä¡¼¤Î¼åÅÀ¤ò¤Ä¤¤¤¿ÁªÂò¤ò¼è¤ë¤«¤É¤¦¤«¤ÎȽÄê /
46 * Internal probability routine
47 * @param r_ptr ¥â¥ó¥¹¥¿¡¼¼ï²¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
48 * @param prob ´ðËܳÎΨ(%)
49 * @return Ŭ¤·¤¿ÁªÂò¤ò¼è¤ë¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
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 ¥â¥ó¥¹¥¿¡¼¤ÎËâË¡°ìÍ÷¤«¤éÀï½ÑŪ¤ËŬ¤µ¤Ê¤¤ËâË¡¤ò½ü³°¤¹¤ë /
63 * Remove the "bad" spells from a spell list
64 * @param m_idx ¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
65 * @param f4p ¥â¥ó¥¹¥¿¡¼ËâË¡¤Î¥Õ¥é¥°¥ê¥¹¥È1
66 * @param f5p ¥â¥ó¥¹¥¿¡¼ËâË¡¤Î¥Õ¥é¥°¥ê¥¹¥È2
67 * @param f6p ¥â¥ó¥¹¥¿¡¼ËâË¡¤Î¥Õ¥é¥°¥ê¥¹¥È3
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 ¥â¥ó¥¹¥¿¡¼¤Ë¤È¤Ã¤Æ½êÄê¤ÎÃÏÅÀ¤¬¾¤´Ô¤ËÁê±þ¤·¤¤ÃÏÅÀ¤«¤É¤¦¤«¤òÊÖ¤¹¡£ /
360 * Determine if there is a space near the player in which a summoned creature can appear
361 * @param y1 ȽÄê¤ò¹Ô¤¤¤¿¤¤¥Þ¥¹¤ÎYºÂɸ
362 * @param x1 ȽÄê¤ò¹Ô¤¤¤¿¤¤¥Þ¥¹¤ÎXºÂɸ
363 * @return ¾¤´Ô¤ËÁê±þ¤·¤¤¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
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 ¥â¥ó¥¹¥¿¡¼¤Ë¤È¤Ã¤Æ»à¼ÔÉü³è¤ò¹Ô¤¦¤Ù¤¾õÂÖ¤«¤É¤¦¤«¤òÊÖ¤¹ /
394 * Determine if there is a space near the player in which a summoned creature can appear
395 * @param m_ptr ȽÄê¤ò¹Ô¤¤¤¿¤¤¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
396 * @return »à¼ÔÉü³è¤¬Í¸ú¤Ê¾õÂ֤ʤé¤ÐTRUE¤òÊÖ¤¹¡£
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 ¥â¥ó¥¹¥¿¡¼¤Ë¤È¤Ã¤Æ¥Ü¥ë¥È·¿ËâË¡¤¬Í¸ú¤Ê¾õÂÖ¤«¤òÊÖ¤¹ /
439 * Determine if a bolt spell will hit the player.
440 * @param y1 ¥Ü¥ë¥ÈËâˡȯ¼ÍÃÏÅÀ¤ÎYºÂɸ
441 * @param x1 ¥Ü¥ë¥ÈËâˡȯ¼ÍÃÏÅÀ¤ÎXºÂɸ
442 * @param y2 ¥Ü¥ë¥ÈËâË¡ÌÜɸÃÏÅÀ¤ÎYºÂɸ
443 * @param x2 ¥Ü¥ë¥ÈËâË¡ÌÜɸÃÏÅÀ¤ÎXºÂɸ
444 * @param is_friend ¥â¥ó¥¹¥¿¡¼¤¬¥×¥ì¥¤¥ä¡¼¤Ë³²°Õ¤ò»ý¤¿¤Ê¤¤(¥Ú¥Ã¥È¤«Í§¹¥Åª)¤Ê¤é¤ÐTRUE¤ò¤Ä¤±¤ë
445 * @return ¥Ü¥ë¥È·¿ËâË¡¤¬Í¸ú¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
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 ¥â¥ó¥¹¥¿¡¼¤Î¥Ü¥ë¥È·¿ËâË¡½èÍý /
503 * Cast a bolt at the player Stop if we hit a monster Affect monsters and the player
504 * @param m_idx ¥â¥ó¥¹¥¿¡¼¤ÎID
505 * @param typ ¸ú²Ì°ÀID
507 * @param monspell ¥â¥ó¥¹¥¿¡¼ËâË¡¤ÎID
508 * @param learnable ¥é¡¼¥Ë¥ó¥°²Äǽ¤«Èݤ«
511 void bolt(int m_idx, int typ, int dam_hp, int monspell)
513 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_PLAYER;
514 bool learnable = spell_learnable(m_idx);
515 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
517 /* Target the player with a bolt attack */
518 (void)project(m_idx, 0, py, px, dam_hp, typ, flg, (learnable ? monspell : -1));
522 * @brief ¥â¥ó¥¹¥¿¡¼¤Î¥Ó¡¼¥à·¿ËâË¡½èÍý /
523 * @param m_idx ¥â¥ó¥¹¥¿¡¼¤ÎID
524 * @param typ ¸ú²Ì°ÀID
526 * @param monspell ¥â¥ó¥¹¥¿¡¼ËâË¡¤ÎID
529 void beam(int m_idx, int typ, int dam_hp, int monspell)
531 int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU | PROJECT_PLAYER;
532 bool learnable = spell_learnable(m_idx);
534 /* Target the player with a bolt attack */
535 (void)project(m_idx, 0, py, px, dam_hp, typ, flg, (learnable ? monspell : -1));
540 * @brief ¥â¥ó¥¹¥¿¡¼¤Î¥Ü¡¼¥ë·¿¡õ¥Ö¥ì¥¹·¿ËâË¡½èÍý /
541 * 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
542 * @param y ÌÜɸÃÏÅÀ¤ÎYºÂɸ
543 * @param x ÌÜɸÃÏÅÀ¤ÎXºÂɸ
544 * @param m_idx ¥â¥ó¥¹¥¿¡¼¤ÎID
545 * @param typ ¸ú²Ì°ÀID
548 * @param breath TRUE¤Ê¤é¤Ð¥Ö¥ì¥¹½èÍý¡¢FALSE¤Ê¤é¤Ð¥Ü¡¼¥ë½èÍý
549 * @param monspell ¥â¥ó¥¹¥¿¡¼ËâË¡¤ÎID
552 void breath(int y, int x, int m_idx, int typ, int dam_hp, int rad, bool breath, int monspell)
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];
558 bool learnable = spell_learnable(m_idx);
560 /* Determine the radius of the blast */
561 if ((rad < 1) && breath) rad = (r_ptr->flags2 & (RF2_POWERFUL)) ? 3 : 2;
563 /* Handle breath attacks */
564 if (breath) rad = 0 - rad;
579 flg |= (PROJECT_HIDE | PROJECT_AIMED);
583 /* Target the player with a ball attack */
584 (void)project(m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
588 * @brief ¥â¥ó¥¹¥¿¡¼¤Î¥Ü¡¼¥ë·¿¡õ¥Ö¥ì¥¹·¿ËâË¡½èÍý /
589 * @param power ¼ö¤¤¤ÎÃʳ¬
590 * @param o_ptr ¼ö¤¤¤ò¤«¤±¤é¤ì¤ëÁõÈ÷¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
591 * @return Í¿¤¨¤ë¼ö¤¤¤ÎID
593 u32b get_curse(int power, object_type *o_ptr)
599 new_curse = (1 << (randint0(MAX_CURSE)+4));
602 if (!(new_curse & TRC_HEAVY_MASK)) continue;
606 if (new_curse & TRC_SPECIAL_MASK) continue;
610 if (new_curse & TRC_HEAVY_MASK) continue;
612 if (new_curse == TRC_LOW_MELEE && !object_is_weapon(o_ptr)) continue;
613 if (new_curse == TRC_LOW_AC && !object_is_armour(o_ptr)) continue;
620 * @brief ÁõÈ÷¤Ø¤Î¼ö¤¤ÉÕ²ÃȽÄê¤ÈÉղýèÍý /
621 * @param chance ¼ö¤¤¤Î´ðËܳÎΨ
622 * @param heavy_chance ½Å¤¤¼ö¤¤¤òÁªÂò»è¤ËÆþ¤ì¤ë¤«Èݤ«¡£
625 void curse_equipment(int chance, int heavy_chance)
627 bool changed = FALSE;
630 u32b oflgs[TR_FLAG_SIZE];
631 object_type *o_ptr = &inventory[INVEN_RARM + randint0(12)];
632 char o_name[MAX_NLEN];
634 if (randint1(100) > chance) return;
636 if (!o_ptr->k_idx) return;
638 object_flags(o_ptr, oflgs);
640 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
642 /* Extra, biased saving throw for blessed items */
643 if (have_flag(oflgs, TR_BLESSED) && (randint1(888) > chance))
646 msg_format("%s¤Ï¼ö¤¤¤òÄ·¤ÍÊÖ¤·¤¿¡ª", o_name,
648 msg_format("Your %s resist%s cursing!", o_name,
651 ((o_ptr->number > 1) ? "" : "s"));
652 /* Hmmm -- can we wear multiple items? If not, this is unnecessary */
656 if ((randint1(100) <= heavy_chance) &&
657 (object_is_artifact(o_ptr) || object_is_ego(o_ptr)))
659 if (!(o_ptr->curse_flags & TRC_HEAVY_CURSE))
661 o_ptr->curse_flags |= TRC_HEAVY_CURSE;
662 o_ptr->curse_flags |= TRC_CURSED;
667 if (!object_is_cursed(o_ptr))
669 o_ptr->curse_flags |= TRC_CURSED;
671 if (heavy_chance >= 50) curse_power++;
673 new_curse = get_curse(curse_power, o_ptr);
674 if (!(o_ptr->curse_flags & new_curse))
677 o_ptr->curse_flags |= new_curse;
683 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
685 msg_format("There is a malignant black aura surrounding %s...", o_name);
688 o_ptr->feeling = FEEL_NONE;
690 p_ptr->update |= (PU_BONUS);
695 * @brief IDÃͤ¬Àµ¤·¤¤¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ /
696 * Return TRUE if a spell is good for hurting the player (directly).
697 * @param spell ȽÄêÂоݤÎID
698 * @return Àµ¤·¤¤ID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
700 static bool spell_attack(byte spell)
702 /* All RF4 spells hurt (except for shriek and dispel) */
703 if (spell < 128 && spell > 98) return (TRUE);
705 /* Various "ball" spells */
706 if (spell >= 128 && spell <= 128 + 8) return (TRUE);
708 /* "Cause wounds" and "bolt" spells */
709 if (spell >= 128 + 12 && spell < 128 + 27) return (TRUE);
712 if (spell == 160 + 1) return (TRUE);
715 if (spell == 160 + 11) return (TRUE);
723 * @brief IDÃͤ¬ÂàÈòÌÜŪ¤ËŬ¤·¤¿¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ /
724 * Return TRUE if a spell is good for escaping.
725 * @param spell ȽÄêÂоݤÎID
726 * @return Ŭ¤·¤¿ËâË¡¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
728 static bool spell_escape(byte spell)
730 /* Blink or Teleport */
731 if (spell == 160 + 4 || spell == 160 + 5) return (TRUE);
733 /* Teleport the player away */
734 if (spell == 160 + 9 || spell == 160 + 10) return (TRUE);
736 /* Isn't good for escaping */
741 * @brief IDÃͤ¬Ë¸³²ÌÜŪ¤ËŬ¤·¤¿¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ /
742 * Return TRUE if a spell is good for annoying the player.
743 * @param spell ȽÄêÂоݤÎID
744 * @return Ŭ¤·¤¿ËâË¡¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
746 static bool spell_annoy(byte spell)
749 if (spell == 96 + 0) return (TRUE);
751 /* Brain smash, et al (added curses) */
752 if (spell >= 128 + 9 && spell <= 128 + 14) return (TRUE);
754 /* Scare, confuse, blind, slow, paralyze */
755 if (spell >= 128 + 27 && spell <= 128 + 31) return (TRUE);
758 if (spell == 160 + 8) return (TRUE);
761 if (spell == 160 + 10) return (TRUE);
763 /* Darkness, make traps, cause amnesia */
764 if (spell >= 160 + 12 && spell <= 160 + 14) return (TRUE);
771 * @brief IDÃͤ¬¾¤´·¿¤Î¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ /
772 * Return TRUE if a spell is good for annoying the player.
773 * @param spell ȽÄêÂоݤÎID
774 * @return ¾¤´·¿ËâË¡¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
776 static bool spell_summon(byte spell)
778 /* All summon spells */
779 if (spell >= 160 + 16) return (TRUE);
787 * @brief IDÃͤ¬»à¼ÔÉü³è½èÍý¤«¤É¤¦¤«¤òÊÖ¤¹ /
788 * Return TRUE if a spell is good for annoying the player.
789 * @param spell ȽÄêÂоݤÎID
790 * @return »à¼ÔÉü³è¤Î½èÍý¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
792 static bool spell_raise(byte spell)
794 /* All raise-dead spells */
795 if (spell == 160 + 15) return (TRUE);
802 * @brief IDÃͤ¬Àï½ÑŪ¤Ê¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ /
803 * Return TRUE if a spell is good in a tactical situation.
804 * @param spell ȽÄêÂоݤÎID
805 * @return Àï½ÑŪ¤ÊËâË¡¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
807 static bool spell_tactic(byte spell)
810 if (spell == 160 + 4) return (TRUE);
817 * @brief IDÃͤ¬ÌµÅ¨²½¤¹¤ë¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ /
818 * Return TRUE if a spell makes invulnerable.
819 * @param spell ȽÄêÂоݤÎID
820 * @return ¾¤´·¿ËâË¡¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
822 static bool spell_invulner(byte spell)
824 /* Invulnerability */
825 if (spell == 160 + 3) return (TRUE);
827 /* No invulnerability */
832 * @brief IDÃͤ¬²Ã®¤¹¤ë¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ /
833 * Return TRUE if a spell hastes.
834 * @param spell ȽÄêÂоݤÎID
835 * @return ¾¤´·¿ËâË¡¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
837 static bool spell_haste(byte spell)
840 if (spell == 160 + 0) return (TRUE);
842 /* Not a haste spell */
848 * @brief IDÃͤ¬»þ´ÖÄä»ß¤ò¹Ô¤¦¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ /
849 * Return TRUE if a spell world.
850 * @param spell ȽÄêÂоݤÎID
851 * @return »þ´ÖÄä»ßËâË¡¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
853 static bool spell_world(byte spell)
855 if (spell == 160 + 6) return (TRUE);
861 * @brief IDÃͤ¬ÆÃÊ̸ú²Ì¤Î¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ /
862 * Return TRUE if a spell special.
863 * @param spell ȽÄêÂоݤÎID
864 * @return ÆÃÊ̸ú²ÌËâË¡¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
866 static bool spell_special(byte spell)
868 if (p_ptr->inside_battle) return FALSE;
869 if (spell == 160 + 7) return (TRUE);
875 * @brief IDÃͤ¬¸÷¤Î·õ¤Î¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ /
876 * Return TRUE if a spell psycho-spear.
877 * @param spell ȽÄêÂоݤÎID
878 * @return ¸÷¤Î·õ¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
880 static bool spell_psy_spe(byte spell)
883 if (spell == 160 + 11) return (TRUE);
885 /* Not a haste spell */
891 * @brief IDÃͤ¬¼£ÌþËâË¡¤«¤É¤¦¤«¤òÊÖ¤¹ /
892 * Return TRUE if a spell is good for healing.
893 * @param spell ȽÄêÂоݤÎID
894 * @return ¼£ÌþËâË¡¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
896 static bool spell_heal(byte spell)
899 if (spell == 160 + 2) return (TRUE);
907 * @brief IDÃͤ¬ËâÎϾõ¤É¤¦¤«¤òÊÖ¤¹ /
908 * Return TRUE if a spell is good for dispel.
909 * @param spell ȽÄêÂоݤÎID
910 * @return ËâÎϾõî¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
912 static bool spell_dispel(byte spell)
915 if (spell == 96 + 2) return (TRUE);
923 * @brief ¥â¥ó¥¹¥¿¡¼¤¬¥×¥ì¥¤¥ä¡¼¤ËËâÎϾõî¤òÍ¿¤¨¤ë¤Ù¤¤«¤òȽÄꤹ¤ë¥ë¡¼¥Á¥ó
924 * Check should monster cast dispel spell.
925 * @param m_idx ¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤ÂÎÇÛÎóID
926 * @return ËâÎϾõî¤ò¤«¤±¤ë¤Ù¤¤Ê¤éTRUE¤òÊÖ¤¹¡£
928 bool dispel_check(int m_idx)
930 monster_type *m_ptr = &m_list[m_idx];
931 monster_race *r_ptr = &r_info[m_ptr->r_idx];
933 /* Invulnabilty (including the song) */
934 if (IS_INVULN()) return (TRUE);
937 if (p_ptr->wraith_form) return (TRUE);
940 if (p_ptr->shield) return (TRUE);
943 if (p_ptr->magicdef) return (TRUE);
946 if (p_ptr->multishadow) return (TRUE);
949 if (p_ptr->dustrobe) return (TRUE);
951 /* Berserk Strength */
952 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) return (TRUE);
955 if (p_ptr->mimic_form == MIMIC_DEMON_LORD) return (TRUE);
957 /* Elemental resistances */
958 if (r_ptr->flags4 & RF4_BR_ACID)
960 if (!p_ptr->immune_acid && (p_ptr->oppose_acid || music_singing(MUSIC_RESIST))) return (TRUE);
961 if (p_ptr->special_defense & DEFENSE_ACID) return (TRUE);
964 if (r_ptr->flags4 & RF4_BR_FIRE)
966 if (!((p_ptr->prace == RACE_DEMON) && p_ptr->lev > 44))
968 if (!p_ptr->immune_fire && (p_ptr->oppose_fire || music_singing(MUSIC_RESIST))) return (TRUE);
969 if (p_ptr->special_defense & DEFENSE_FIRE) return (TRUE);
973 if (r_ptr->flags4 & RF4_BR_ELEC)
975 if (!p_ptr->immune_elec && (p_ptr->oppose_elec || music_singing(MUSIC_RESIST))) return (TRUE);
976 if (p_ptr->special_defense & DEFENSE_ELEC) return (TRUE);
979 if (r_ptr->flags4 & RF4_BR_COLD)
981 if (!p_ptr->immune_cold && (p_ptr->oppose_cold || music_singing(MUSIC_RESIST))) return (TRUE);
982 if (p_ptr->special_defense & DEFENSE_COLD) return (TRUE);
985 if (r_ptr->flags4 & (RF4_BR_POIS | RF4_BR_NUKE))
987 if (!((p_ptr->pclass == CLASS_NINJA) && p_ptr->lev > 44))
989 if (p_ptr->oppose_pois || music_singing(MUSIC_RESIST)) return (TRUE);
990 if (p_ptr->special_defense & DEFENSE_POIS) return (TRUE);
994 /* Ultimate resistance */
995 if (p_ptr->ult_res) return (TRUE);
997 /* Potion of Neo Tsuyosi special */
998 if (p_ptr->tsuyoshi) return (TRUE);
1000 /* Elemental Brands */
1001 if ((p_ptr->special_attack & ATTACK_ACID) && !(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return (TRUE);
1002 if ((p_ptr->special_attack & ATTACK_FIRE) && !(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return (TRUE);
1003 if ((p_ptr->special_attack & ATTACK_ELEC) && !(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return (TRUE);
1004 if ((p_ptr->special_attack & ATTACK_COLD) && !(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return (TRUE);
1005 if ((p_ptr->special_attack & ATTACK_POIS) && !(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return (TRUE);
1008 if (p_ptr->pspeed < 145)
1010 if (IS_FAST()) return (TRUE);
1014 if (p_ptr->lightspeed && (m_ptr->mspeed < 136)) return (TRUE);
1016 if (p_ptr->riding && (m_list[p_ptr->riding].mspeed < 135))
1018 if (MON_FAST(&m_list[p_ptr->riding])) return (TRUE);
1021 /* No need to cast dispel spell */
1027 * @brief ¥â¥ó¥¹¥¿¡¼¤ÎËâË¡ÁªÂò¥ë¡¼¥Á¥ó
1028 * Have a monster choose a spell from a list of "useful" spells.
1029 * @param m_idx ¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤ÂÎÇÛÎóID
1030 * @param spells ¸õÊäËâË¡ID¤ò¤Þ¤È¤á¤¿ÇÛÎó
1031 * @param num spells¤ÎŤµ
1032 * @return ÁªÂò¤·¤¿¥â¥ó¥¹¥¿¡¼ËâË¡¤ÎID
1034 * Note that this list does NOT include spells that will just hit\n
1035 * other monsters, and the list is restricted when the monster is\n
1036 * "desperate". Should that be the job of this function instead?\n
1038 * Stupid monsters will just pick a spell randomly. Smart monsters\n
1039 * will choose more "intelligently".\n
1041 * Use the helper functions above to put spells into categories.\n
1043 * This function may well be an efficiency bottleneck.\n
1045 static int choose_attack_spell(int m_idx, byte spells[], byte num)
1047 monster_type *m_ptr = &m_list[m_idx];
1048 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1050 byte escape[96], escape_num = 0;
1051 byte attack[96], attack_num = 0;
1052 byte summon[96], summon_num = 0;
1053 byte tactic[96], tactic_num = 0;
1054 byte annoy[96], annoy_num = 0;
1055 byte invul[96], invul_num = 0;
1056 byte haste[96], haste_num = 0;
1057 byte world[96], world_num = 0;
1058 byte special[96], special_num = 0;
1059 byte psy_spe[96], psy_spe_num = 0;
1060 byte raise[96], raise_num = 0;
1061 byte heal[96], heal_num = 0;
1062 byte dispel[96], dispel_num = 0;
1066 /* Stupid monsters choose randomly */
1067 if (r_ptr->flags2 & (RF2_STUPID))
1069 /* Pick at random */
1070 return (spells[randint0(num)]);
1073 /* Categorize spells */
1074 for (i = 0; i < num; i++)
1077 if (spell_escape(spells[i])) escape[escape_num++] = spells[i];
1080 if (spell_attack(spells[i])) attack[attack_num++] = spells[i];
1083 if (spell_summon(spells[i])) summon[summon_num++] = spells[i];
1085 /* Tactical spell? */
1086 if (spell_tactic(spells[i])) tactic[tactic_num++] = spells[i];
1088 /* Annoyance spell? */
1089 if (spell_annoy(spells[i])) annoy[annoy_num++] = spells[i];
1091 /* Invulnerability spell? */
1092 if (spell_invulner(spells[i])) invul[invul_num++] = spells[i];
1095 if (spell_haste(spells[i])) haste[haste_num++] = spells[i];
1098 if (spell_world(spells[i])) world[world_num++] = spells[i];
1100 /* Special spell? */
1101 if (spell_special(spells[i])) special[special_num++] = spells[i];
1103 /* Psycho-spear spell? */
1104 if (spell_psy_spe(spells[i])) psy_spe[psy_spe_num++] = spells[i];
1106 /* Raise-dead spell? */
1107 if (spell_raise(spells[i])) raise[raise_num++] = spells[i];
1110 if (spell_heal(spells[i])) heal[heal_num++] = spells[i];
1113 if (spell_dispel(spells[i])) dispel[dispel_num++] = spells[i];
1116 /*** Try to pick an appropriate spell type ***/
1119 if (world_num && (randint0(100) < 15) && !world_monster)
1121 /* Choose haste spell */
1122 return (world[randint0(world_num)]);
1128 bool success = FALSE;
1129 switch(m_ptr->r_idx)
1133 if ((m_ptr->hp < m_ptr->maxhp / 2) && r_info[MON_BANOR].max_num && r_info[MON_LUPART].max_num) success = TRUE;
1137 if (success) return (special[randint0(special_num)]);
1140 /* Still hurt badly, couldn't flee, attempt to heal */
1141 if (m_ptr->hp < m_ptr->maxhp / 3 && one_in_(2))
1143 /* Choose heal spell if possible */
1144 if (heal_num) return (heal[randint0(heal_num)]);
1147 /* Hurt badly or afraid, attempt to flee */
1148 if (((m_ptr->hp < m_ptr->maxhp / 3) || MON_MONFEAR(m_ptr)) && one_in_(2))
1150 /* Choose escape spell if possible */
1151 if (escape_num) return (escape[randint0(escape_num)]);
1157 bool success = FALSE;
1158 switch (m_ptr->r_idx)
1164 case MON_BANORLUPART:
1165 if (randint0(100) < 70) success = TRUE;
1168 if (randint0(100) < 40) success = TRUE;
1171 if (randint0(100) < 50) success = TRUE;
1174 if (success) return (special[randint0(special_num)]);
1177 /* Player is close and we have attack spells, blink away */
1178 if ((distance(py, px, m_ptr->fy, m_ptr->fx) < 4) && (attack_num || (r_ptr->flags6 & RF6_TRAPS)) && (randint0(100) < 75) && !world_monster)
1180 /* Choose tactical spell */
1181 if (tactic_num) return (tactic[randint0(tactic_num)]);
1184 /* Summon if possible (sometimes) */
1185 if (summon_num && (randint0(100) < 40))
1187 /* Choose summon spell */
1188 return (summon[randint0(summon_num)]);
1192 if (dispel_num && one_in_(2))
1194 /* Choose dispel spell if possible */
1195 if (dispel_check(m_idx))
1197 return (dispel[randint0(dispel_num)]);
1201 /* Raise-dead if possible (sometimes) */
1202 if (raise_num && (randint0(100) < 40))
1204 /* Choose raise-dead spell */
1205 return (raise[randint0(raise_num)]);
1208 /* Attack spell (most of the time) */
1211 if (psy_spe_num && (randint0(100) < 50))
1213 /* Choose attack spell */
1214 return (psy_spe[randint0(psy_spe_num)]);
1216 else if (attack_num && (randint0(100) < 40))
1218 /* Choose attack spell */
1219 return (attack[randint0(attack_num)]);
1222 else if (attack_num && (randint0(100) < 85))
1224 /* Choose attack spell */
1225 return (attack[randint0(attack_num)]);
1228 /* Try another tactical spell (sometimes) */
1229 if (tactic_num && (randint0(100) < 50) && !world_monster)
1231 /* Choose tactic spell */
1232 return (tactic[randint0(tactic_num)]);
1235 /* Cast globe of invulnerability if not already in effect */
1236 if (invul_num && !m_ptr->mtimed[MTIMED_INVULNER] && (randint0(100) < 50))
1238 /* Choose Globe of Invulnerability */
1239 return (invul[randint0(invul_num)]);
1242 /* We're hurt (not badly), try to heal */
1243 if ((m_ptr->hp < m_ptr->maxhp * 3 / 4) && (randint0(100) < 25))
1245 /* Choose heal spell if possible */
1246 if (heal_num) return (heal[randint0(heal_num)]);
1249 /* Haste self if we aren't already somewhat hasted (rarely) */
1250 if (haste_num && (randint0(100) < 20) && !MON_FAST(m_ptr))
1252 /* Choose haste spell */
1253 return (haste[randint0(haste_num)]);
1256 /* Annoy player (most of the time) */
1257 if (annoy_num && (randint0(100) < 80))
1259 /* Choose annoyance spell */
1260 return (annoy[randint0(annoy_num)]);
1263 /* Choose no spell */
1269 * @brief IDÃͤ¬ÈóËâ½ÑŪ¤ÊÆü쵻ǽ¤«¤É¤¦¤«¤òÊÖ¤¹ /
1270 * Return TRUE if a spell is inate spell.
1271 * @param spell ȽÄêÂоݤÎID
1272 * @return ÈóËâ½ÑŪ¤ÊÆü쵻ǽ¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
1274 bool spell_is_inate(u16b spell)
1276 if (spell < 32 * 4) /* Set RF4 */
1278 if ((1L << (spell - 32 * 3)) & RF4_NOMAGIC_MASK) return TRUE;
1280 else if (spell < 32 * 5) /* Set RF5 */
1282 if ((1L << (spell - 32 * 4)) & RF5_NOMAGIC_MASK) return TRUE;
1284 else if (spell < 32 * 6) /* Set RF6 */
1286 if ((1L << (spell - 32 * 5)) & RF6_NOMAGIC_MASK) return TRUE;
1289 /* This spell is not "inate" */
1295 * @brief ¥â¥ó¥¹¥¿¡¼¤¬¥×¥ì¥¤¥ä¡¼¤Ë¥À¥á¡¼¥¸¤òÍ¿¤¨¤ë¤¿¤á¤ÎºÇŬ¤ÊºÂɸ¤ò»»½Ð¤¹¤ë /
1296 * @param m_ptr µ»Ç½¤ò»ÈÍѤ¹¤ë¥â¥ó¥¹¥¿¡¼¹½Â¤ÂΤλ²¾È¥Ý¥¤¥ó¥¿
1297 * @param yp ºÇŬ¤ÊÌÜɸÃÏÅÀ¤ÎYºÂɸ¤òÊÖ¤¹»²¾È¥Ý¥¤¥ó¥¿
1298 * @param xp ºÇŬ¤ÊÌÜɸÃÏÅÀ¤ÎXºÂɸ¤òÊÖ¤¹»²¾È¥Ý¥¤¥ó¥¿
1299 * @param f_flag ¼ÍÀþ¤ËÆþ¤ì¤ë¤Î¤òÈò¤±¤ëÃÏ·Á¤Î½ê»ý¥Õ¥é¥°
1300 * @param path_check ¼ÍÀþ¤òȽÄꤹ¤ë¤¿¤á¤Î´Ø¿ô¥Ý¥¤¥ó¥¿
1301 * @return ͸ú¤ÊºÂɸ¤¬¤¢¤Ã¤¿¾ì¹çTRUE¤òÊÖ¤¹
1303 static bool adjacent_grid_check(monster_type *m_ptr, int *yp, int *xp,
1304 int f_flag, bool (*path_check)(int, int, int, int))
1308 static int tonari_y[4][8] = {{-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 { 1, 1, 1, 0, 0, -1, -1, -1}};
1312 static int tonari_x[4][8] = {{-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},
1315 { 1, 0, -1, 1, -1, 1, 0, -1}};
1317 if (m_ptr->fy < py && m_ptr->fx < px) tonari = 0;
1318 else if (m_ptr->fy < py) tonari = 1;
1319 else if (m_ptr->fx < px) tonari = 2;
1322 for (i = 0; i < 8; i++)
1324 int next_x = *xp + tonari_x[tonari][i];
1325 int next_y = *yp + tonari_y[tonari][i];
1328 /* Access the next grid */
1329 c_ptr = &cave[next_y][next_x];
1331 /* Skip this feature */
1332 if (!cave_have_flag_grid(c_ptr, f_flag)) continue;
1334 if (path_check(m_ptr->fy, m_ptr->fx, next_y, next_x))
1345 #define DO_SPELL_NONE 0
1346 #define DO_SPELL_BR_LITE 1
1347 #define DO_SPELL_BR_DISI 2
1348 #define DO_SPELL_BA_LITE 3
1351 * @brief ¥â¥ó¥¹¥¿¡¼¤ÎÆü쵻ǽ¥á¥¤¥ó¥ë¡¼¥Á¥ó /
1352 * Creatures can cast spells, shoot missiles, and breathe.
1353 * @param m_idx ¥â¥ó¥¹¥¿¡¼¹½Â¤ÂÎÇÛÎó¤ÎID
1354 * @return ¼ÂºÝ¤ËÆü쵻ǽ¤òÍøÍѤ·¤¿¤éTRUE¤òÊÖ¤¹
1356 * Returns "TRUE" if a spell (or whatever) was (successfully) cast.\n
1358 * XXX XXX XXX This function could use some work, but remember to\n
1359 * keep it as optimized as possible, while retaining generic code.\n
1361 * Verify the various "blind-ness" checks in the code.\n
1363 * XXX XXX XXX Note that several effects should really not be "seen"\n
1364 * if the player is blind. See also "effects.c" for other "mistakes".\n
1366 * Perhaps monsters should breathe at locations *near* the player,\n
1367 * since this would allow them to inflict "partial" damage.\n
1369 * Perhaps smart monsters should decline to use "bolt" spells if\n
1370 * there is a monster in the way, unless they wish to kill it.\n
1372 * Note that, to allow the use of the "track_target" option at some\n
1373 * later time, certain non-optimal things are done in the code below,\n
1374 * including explicit checks against the "direct" variable, which is\n
1375 * currently always true by the time it is checked, but which should\n
1376 * really be set according to an explicit "projectable()" test, and\n
1377 * the use of generic "x,y" locations instead of the player location,\n
1378 * with those values being initialized with the player location.\n
1380 * It will not be possible to "correctly" handle the case in which a\n
1381 * monster attempts to attack a location which is thought to contain\n
1382 * the player, but which in fact is nowhere near the player, since this\n
1383 * might induce all sorts of messages about the attack itself, and about\n
1384 * the effects of the attack, which the player might or might not be in\n
1385 * a position to observe. Thus, for simplicity, it is probably best to\n
1386 * only allow "faulty" attacks by a monster if one of the important grids\n
1387 * (probably the initial or final grid) is in fact in view of the player.\n
1388 * It may be necessary to actually prevent spell attacks except when the\n
1389 * monster actually has line of sight to the player. Note that a monster\n
1390 * could be left in a bizarre situation after the player ducked behind a\n
1391 * pillar and then teleported away, for example.\n
1394 * that certain spell attacks do not use the "project()" function\n
1395 * but "simulate" it via the "direct" variable, which is always at least\n
1396 * as restrictive as the "project()" function. This is necessary to\n
1397 * prevent "blindness" attacks and such from bending around walls, etc,\n
1398 * and to allow the use of the "track_target" option in the future.\n
1400 * Note that this function attempts to optimize the use of spells for the\n
1401 * cases in which the monster has no spells, or has spells but cannot use\n
1402 * them, or has spells but they will have no "useful" effect. Note that\n
1403 * this function has been an efficiency bottleneck in the past.\n
1405 * Note the special "MFLAG_NICE" flag, which prevents a monster from using\n
1406 * any spell attacks until the player has had a single chance to move.\n
1408 bool make_attack_spell(int m_idx)
1410 int k, thrown_spell = 0, rlev, failrate;
1411 byte spell[96], num = 0;
1413 monster_type *m_ptr = &m_list[m_idx];
1414 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1419 bool no_inate = FALSE;
1420 bool do_spell = DO_SPELL_NONE;
1423 int s_num_6 = (easy_band ? 2 : 6);
1424 int s_num_4 = (easy_band ? 1 : 4);
1425 int rad = 0; //For elemental spells
1427 /* Target location */
1431 /* Target location for lite breath */
1438 /* Extract the blind-ness */
1439 bool blind = (p_ptr->blind ? TRUE : FALSE);
1441 /* Extract the "see-able-ness" */
1442 bool seen = (!blind && m_ptr->ml);
1443 bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
1445 /* Check "projectable" */
1448 bool in_no_magic_dungeon = (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && dun_level
1449 && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest));
1451 bool can_use_lite_area = FALSE;
1455 /* Cannot cast spells when confused */
1456 if (MON_CONFUSED(m_ptr))
1458 reset_target(m_ptr);
1462 /* Cannot cast spells when nice */
1463 if (m_ptr->mflag & MFLAG_NICE) return (FALSE);
1464 if (!is_hostile(m_ptr)) return (FALSE);
1467 /* Sometimes forbid inate attacks (breaths) */
1468 if (randint0(100) >= (r_ptr->freq_spell * 2)) no_inate = TRUE;
1470 /* XXX XXX XXX Handle "track_target" option (?) */
1473 /* Extract the racial spell flags */
1478 /*** require projectable player ***/
1481 if ((m_ptr->cdis > MAX_RANGE) && !m_ptr->target_y) return (FALSE);
1483 /* Check path for lite breath */
1484 if (f4 & RF4_BR_LITE)
1489 if (los(m_ptr->fy, m_ptr->fx, y_br_lite, x_br_lite))
1491 feature_type *f_ptr = &f_info[cave[y_br_lite][x_br_lite].feat];
1493 if (!have_flag(f_ptr->flags, FF_LOS))
1495 if (have_flag(f_ptr->flags, FF_PROJECT) && one_in_(2)) f4 &= ~(RF4_BR_LITE);
1499 /* Check path to next grid */
1500 else if (!adjacent_grid_check(m_ptr, &y_br_lite, &x_br_lite, FF_LOS, los)) f4 &= ~(RF4_BR_LITE);
1502 /* Don't breath lite to the wall if impossible */
1503 if (!(f4 & RF4_BR_LITE))
1511 if (projectable(m_ptr->fy, m_ptr->fx, y, x))
1513 feature_type *f_ptr = &f_info[cave[y][x].feat];
1515 if (!have_flag(f_ptr->flags, FF_PROJECT))
1517 /* Breath disintegration to the wall if possible */
1518 if ((f4 & RF4_BR_DISI) && have_flag(f_ptr->flags, FF_HURT_DISI) && one_in_(2)) do_spell = DO_SPELL_BR_DISI;
1520 /* Breath lite to the transparent wall if possible */
1521 else if ((f4 & RF4_BR_LITE) && have_flag(f_ptr->flags, FF_LOS) && one_in_(2)) do_spell = DO_SPELL_BR_LITE;
1525 /* Check path to next grid */
1528 bool success = FALSE;
1530 if ((f4 & RF4_BR_DISI) && (m_ptr->cdis < MAX_RANGE/2) &&
1531 in_disintegration_range(m_ptr->fy, m_ptr->fx, y, x) &&
1532 (one_in_(10) || (projectable(y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
1534 do_spell = DO_SPELL_BR_DISI;
1537 else if ((f4 & RF4_BR_LITE) && (m_ptr->cdis < MAX_RANGE/2) &&
1538 los(m_ptr->fy, m_ptr->fx, y, x) && one_in_(5))
1540 do_spell = DO_SPELL_BR_LITE;
1543 else if ((f5 & RF5_BA_LITE) && (m_ptr->cdis <= MAX_RANGE))
1546 get_project_point(m_ptr->fy, m_ptr->fx, &by, &bx, 0L);
1547 if ((distance(by, bx, y, x) <= 3) && los(by, bx, y, x) && one_in_(5))
1549 do_spell = DO_SPELL_BA_LITE;
1554 if (!success) success = adjacent_grid_check(m_ptr, &y, &x, FF_PROJECT, projectable);
1558 if (m_ptr->target_y && m_ptr->target_x)
1560 y = m_ptr->target_y;
1561 x = m_ptr->target_x;
1562 f4 &= (RF4_INDIRECT_MASK);
1563 f5 &= (RF5_INDIRECT_MASK);
1564 f6 &= (RF6_INDIRECT_MASK);
1568 if (y_br_lite && x_br_lite && (m_ptr->cdis < MAX_RANGE/2) && one_in_(5))
1574 do_spell = DO_SPELL_BR_LITE;
1577 else f4 |= (RF4_BR_LITE);
1582 if (!success) return FALSE;
1585 reset_target(m_ptr);
1587 /* Extract the monster level */
1588 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1590 /* Forbid inate attacks sometimes */
1593 f4 &= ~(RF4_NOMAGIC_MASK);
1594 f5 &= ~(RF5_NOMAGIC_MASK);
1595 f6 &= ~(RF6_NOMAGIC_MASK);
1598 if (f6 & RF6_DARKNESS)
1600 if ((p_ptr->pclass == CLASS_NINJA) &&
1601 !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
1602 !(r_ptr->flags7 & RF7_DARK_MASK))
1603 can_use_lite_area = TRUE;
1605 if (!(r_ptr->flags2 & RF2_STUPID))
1607 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
1608 else if ((p_ptr->pclass == CLASS_NINJA) && !can_use_lite_area) f6 &= ~(RF6_DARKNESS);
1612 if (in_no_magic_dungeon && !(r_ptr->flags2 & RF2_STUPID))
1614 f4 &= (RF4_NOMAGIC_MASK);
1615 f5 &= (RF5_NOMAGIC_MASK);
1616 f6 &= (RF6_NOMAGIC_MASK);
1619 if (r_ptr->flags2 & RF2_SMART)
1621 /* Hack -- allow "desperate" spells */
1622 if ((m_ptr->hp < m_ptr->maxhp / 10) &&
1623 (randint0(100) < 50))
1625 /* Require intelligent spells */
1626 f4 &= (RF4_INT_MASK);
1627 f5 &= (RF5_INT_MASK);
1628 f6 &= (RF6_INT_MASK);
1631 /* Hack -- decline "teleport level" in some case */
1632 if ((f6 & RF6_TELE_LEVEL) && TELE_LEVEL_IS_INEFF(0))
1634 f6 &= ~(RF6_TELE_LEVEL);
1638 /* No spells left */
1639 if (!f4 && !f5 && !f6) return (FALSE);
1641 /* Remove the "ineffective" spells */
1642 remove_bad_spells(m_idx, &f4, &f5, &f6);
1644 if (p_ptr->inside_arena || p_ptr->inside_battle)
1646 f4 &= ~(RF4_SUMMON_MASK);
1647 f5 &= ~(RF5_SUMMON_MASK);
1648 f6 &= ~(RF6_SUMMON_MASK | RF6_TELE_LEVEL);
1650 if (m_ptr->r_idx == MON_ROLENTO) f6 &= ~(RF6_SPECIAL);
1653 /* No spells left */
1654 if (!f4 && !f5 && !f6) return (FALSE);
1656 if (!(r_ptr->flags2 & RF2_STUPID))
1658 if (!p_ptr->csp) f5 &= ~(RF5_DRAIN_MANA);
1660 /* Check for a clean bolt shot */
1661 if (((f4 & RF4_BOLT_MASK) ||
1662 (f5 & RF5_BOLT_MASK) ||
1663 (f6 & RF6_BOLT_MASK)) &&
1664 !clean_shot(m_ptr->fy, m_ptr->fx, py, px, FALSE))
1666 /* Remove spells that will only hurt friends */
1667 f4 &= ~(RF4_BOLT_MASK);
1668 f5 &= ~(RF5_BOLT_MASK);
1669 f6 &= ~(RF6_BOLT_MASK);
1672 /* Check for a possible summon */
1673 if (((f4 & RF4_SUMMON_MASK) ||
1674 (f5 & RF5_SUMMON_MASK) ||
1675 (f6 & RF6_SUMMON_MASK)) &&
1676 !(summon_possible(y, x)))
1678 /* Remove summoning spells */
1679 f4 &= ~(RF4_SUMMON_MASK);
1680 f5 &= ~(RF5_SUMMON_MASK);
1681 f6 &= ~(RF6_SUMMON_MASK);
1684 /* Check for a possible raise dead */
1685 if ((f6 & RF6_RAISE_DEAD) && !raise_possible(m_ptr))
1687 /* Remove raise dead spell */
1688 f6 &= ~(RF6_RAISE_DEAD);
1691 /* Special moves restriction */
1692 if (f6 & RF6_SPECIAL)
1694 if ((m_ptr->r_idx == MON_ROLENTO) && !summon_possible(y, x))
1696 f6 &= ~(RF6_SPECIAL);
1700 /* No spells left */
1701 if (!f4 && !f5 && !f6) return (FALSE);
1704 /* Extract the "inate" spells */
1705 for (k = 0; k < 32; k++)
1707 if (f4 & (1L << k)) spell[num++] = k + 32 * 3;
1710 /* Extract the "normal" spells */
1711 for (k = 0; k < 32; k++)
1713 if (f5 & (1L << k)) spell[num++] = k + 32 * 4;
1716 /* Extract the "bizarre" spells */
1717 for (k = 0; k < 32; k++)
1719 if (f6 & (1L << k)) spell[num++] = k + 32 * 5;
1722 /* No spells left */
1723 if (!num) return (FALSE);
1725 /* Stop if player is dead or gone */
1726 if (!p_ptr->playing || p_ptr->is_dead) return (FALSE);
1728 /* Stop if player is leaving */
1729 if (p_ptr->leaving) return (FALSE);
1731 /* Get the monster name (or "it") */
1732 monster_desc(m_name, m_ptr, 0x00);
1735 /* Get the monster possessive ("his"/"her"/"its") */
1736 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
1746 thrown_spell = choose_attack_spell(m_idx, spell, num);
1747 if (thrown_spell) break;
1752 case DO_SPELL_BR_LITE:
1753 thrown_spell = 96+14; /* RF4_BR_LITE */
1756 case DO_SPELL_BR_DISI:
1757 thrown_spell = 96+31; /* RF4_BR_DISI */
1760 case DO_SPELL_BA_LITE:
1761 thrown_spell = 128+20; /* RF5_BA_LITE */
1765 return FALSE; /* Paranoia */
1768 /* Abort if no spell was chosen */
1769 if (!thrown_spell) return (FALSE);
1771 /* Calculate spell failure rate */
1772 failrate = 25 - (rlev + 3) / 4;
1774 /* Hack -- Stupid monsters will never fail (for jellies and such) */
1775 if (r_ptr->flags2 & RF2_STUPID) failrate = 0;
1777 /* Check for spell failure (inate attacks never fail) */
1778 if (!spell_is_inate(thrown_spell)
1779 && (in_no_magic_dungeon || (MON_STUNNED(m_ptr) && one_in_(2)) || (randint0(100) < failrate)))
1783 msg_format(_("%^s¤Ï¼öʸ¤ò¾§¤¨¤è¤¦¤È¤·¤¿¤¬¼ºÇÔ¤·¤¿¡£", "%^s tries to cast a spell, but fails."), m_name);
1788 /* Hex: Anti Magic Barrier */
1789 if (!spell_is_inate(thrown_spell) && magic_barrier(m_idx))
1791 msg_format(_("È¿ËâË¡¥Ð¥ê¥¢¤¬%^s¤Î¼öʸ¤ò¤«¤¾Ã¤·¤¿¡£", "Anti magic barrier cancels the spell which %^s casts."), m_name);
1796 direct = player_bold(y, x);
1798 can_remember = is_original_ap_and_seen(m_ptr);
1802 switch (thrown_spell)
1804 case 96 + 2: /* RF4_DISPEL */
1805 case 96 + 4: /* RF4_SHOOT */
1806 case 128 + 9: /* RF5_DRAIN_MANA */
1807 case 128 + 10: /* RF5_MIND_BLAST */
1808 case 128 + 11: /* RF5_BRAIN_SMASH */
1809 case 128 + 12: /* RF5_CAUSE_1 */
1810 case 128 + 13: /* RF5_CAUSE_2 */
1811 case 128 + 14: /* RF5_CAUSE_3 */
1812 case 128 + 15: /* RF5_CAUSE_4 */
1813 case 128 + 16: /* RF5_BO_ACID */
1814 case 128 + 17: /* RF5_BO_ELEC */
1815 case 128 + 18: /* RF5_BO_FIRE */
1816 case 128 + 19: /* RF5_BO_COLD */
1817 case 128 + 21: /* RF5_BO_NETH */
1818 case 128 + 22: /* RF5_BO_WATE */
1819 case 128 + 23: /* RF5_BO_MANA */
1820 case 128 + 24: /* RF5_BO_PLAS */
1821 case 128 + 25: /* RF5_BO_ICEE */
1822 case 128 + 26: /* RF5_MISSILE */
1823 case 128 + 27: /* RF5_SCARE */
1824 case 128 + 28: /* RF5_BLIND */
1825 case 128 + 29: /* RF5_CONF */
1826 case 128 + 30: /* RF5_SLOW */
1827 case 128 + 31: /* RF5_HOLD */
1828 case 160 + 1: /* RF6_HAND_DOOM */
1829 case 160 + 8: /* RF6_TELE_TO */
1830 case 160 + 9: /* RF6_TELE_AWAY */
1831 case 160 + 10: /* RF6_TELE_LEVEL */
1832 case 160 + 11: /* RF6_PSY_SPEAR */
1833 case 160 + 12: /* RF6_DARKNESS */
1834 case 160 + 14: /* RF6_FORGET */
1839 /* Cast the spell. */
1840 switch (thrown_spell)
1842 case 96 + 0: MP_spell_RF4_SHRIEK(m_idx); break; /* RF4_SHRIEK */
1843 case 96 + 1: break; /* RF4_XXX1 */
1844 case 96 + 2: MP_spell_RF4_DISPEL(m_idx); break; /* RF4_DISPEL */
1845 case 96 + 3: dam = MP_spell_RF4_ROCKET(y, x, m_idx); break; /* RF4_ROCKET */
1846 case 96 + 4: dam = spell_RF4_SHOOT(m_idx); break; /* RF4_SHOOT */
1847 case 96 + 5: break; /* RF4_XXX2 */
1848 case 96 + 6: break; /* RF4_XXX3 */
1849 case 96 + 7: break; /* RF4_XXX4 */
1850 case 96 + 8: dam = spell_RF4_BREATH(GF_ACID, y, x, m_idx); break; /* RF4_BR_ACID */
1851 case 96 + 9: dam = spell_RF4_BREATH(GF_ELEC, y, x, m_idx); break; /* RF4_BR_ELEC */
1852 case 96 + 10: dam = spell_RF4_BREATH(GF_FIRE, y, x, m_idx); break; /* RF4_BR_FIRE */
1853 case 96 + 11: dam = spell_RF4_BREATH(GF_COLD, y, x, m_idx); break; /* RF4_BR_COLD */
1854 case 96 + 12: dam = spell_RF4_BREATH(GF_POIS, y, x, m_idx); break; /* RF4_BR_POIS */
1855 case 96 + 13: dam = spell_RF4_BREATH(GF_NETHER, y, x, m_idx); break; /* RF4_BR_NETH */
1856 case 96 + 14: dam = spell_RF4_BREATH(GF_LITE, y_br_lite, x_br_lite, m_idx); break; /* RF4_BR_LITE */
1857 case 96 + 15: dam = spell_RF4_BREATH(GF_DARK, y, x, m_idx); break; /* RF4_BR_DARK */
1858 case 96 + 16: dam = spell_RF4_BREATH(GF_CONFUSION, y, x, m_idx); break; /* RF4_BR_CONF */
1859 case 96 + 17: dam = spell_RF4_BREATH(GF_SOUND, y, x, m_idx); break; /* RF4_BR_SOUN */
1860 case 96 + 18: dam = spell_RF4_BREATH(GF_CHAOS, y, x, m_idx); break; /* RF4_BR_CHAO */
1861 case 96 + 19: dam = spell_RF4_BREATH(GF_DISENCHANT, y, x, m_idx); break; /* RF4_BR_DISE */
1862 case 96 + 20: dam = spell_RF4_BREATH(GF_NEXUS, y, x, m_idx); break; /* RF4_BR_NEXU */
1863 case 96 + 21: dam = spell_RF4_BREATH(GF_TIME, y, x, m_idx); break; /* RF4_BR_TIME */
1864 case 96 + 22: dam = spell_RF4_BREATH(GF_INERTIA, y, x, m_idx); break; /* RF4_BR_INER */
1865 case 96 + 23: dam = spell_RF4_BREATH(GF_GRAVITY, y, x, m_idx); break; /* RF4_BR_GRAV */
1866 case 96 + 24: dam = spell_RF4_BREATH(GF_SHARDS, y, x, m_idx); break; /* RF4_BR_SHAR */
1867 case 96 + 25: dam = spell_RF4_BREATH(GF_PLASMA, y, x, m_idx); break; /* RF4_BR_PLAS */
1868 case 96 + 26: dam = spell_RF4_BREATH(GF_FORCE, y, x, m_idx); break; /* RF4_BR_WALL */
1869 case 96 + 27: dam = spell_RF4_BREATH(GF_MANA, y, x, m_idx); break; /* RF4_BR_MANA */
1870 case 96 + 28: dam = spell_RF4_BA_NUKE(y, x, m_idx); break; /* RF4_BA_NUKE */
1871 case 96 + 29: dam = spell_RF4_BREATH(GF_NUKE, y, x, m_idx); break; /* RF4_BR_NUKE */
1872 case 96 + 30: dam = spell_RF4_BA_CHAO(y, x, m_idx); break; /* RF4_BA_CHAO */
1873 case 96 + 31: dam = spell_RF4_BREATH(GF_DISINTEGRATE, y, x, m_idx); break; /* RF4_BR_DISI */
1874 case 128 + 0: dam = spell_RF5_BA_ACID(y, x, m_idx); break; /* RF5_BA_ACID */
1875 case 128 + 1: dam = spell_RF5_BA_ELEC(y, x, m_idx); break; /* RF5_BA_ELEC */
1876 case 128 + 2: dam = spell_RF5_BA_FIRE(y, x, m_idx); break; /* RF5_BA_FIRE */
1877 case 128 + 3: dam = spell_RF5_BA_COLD(y, x, m_idx); break; /* RF5_BA_COLD */
1878 case 128 + 4: dam = spell_RF5_BA_POIS(y, x, m_idx); break; /* RF5_BA_POIS */
1879 case 128 + 5: dam = spell_RF5_BA_NETH(y, x, m_idx); break; /* RF5_BA_NETH */
1880 case 128 + 6: dam = spell_RF5_BA_WATE(y, x, m_idx); break; /* RF5_BA_WATE */
1881 case 128 + 7: dam = spell_RF5_BA_MANA(y, x, m_idx); break; /* RF5_BA_MANA */
1882 case 128 + 8: dam = spell_RF5_BA_DARK(y, x, m_idx); break; /* RF5_BA_DARK */
1883 case 128 + 9: dam = spell_RF5_DRAIN_MANA(y, x, m_idx); break; /* RF5_DRAIN_MANA */
1884 case 128 + 10: dam = spell_RF5_MIND_BLAST(y, x, m_idx); break; /* RF5_MIND_BLAST */
1885 case 128 + 11: dam = spell_RF5_BRAIN_SMASH(y, x, m_idx); break; /* RF5_MIND_BLAST */
1886 case 128 + 12: dam = spell_RF5_CAUSE_1(y, x, m_idx); break; /* RF5_CAUSE_1 */
1887 case 128 + 13: dam = spell_RF5_CAUSE_2(y, x, m_idx); break; /* RF5_CAUSE_2 */
1888 case 128 + 14: dam = spell_RF5_CAUSE_3(y, x, m_idx); break; /* RF5_CAUSE_3 */
1889 case 128 + 15: dam = spell_RF5_CAUSE_4(y, x, m_idx); break; /* RF5_CAUSE_4 */
1890 case 128 + 16: dam = spell_RF5_BO_ACID(y, x, m_idx); break; /* RF5_BO_ACID */
1891 case 128 + 17: dam = spell_RF5_BO_ELEC(y, x, m_idx); break; /* RF5_BO_ELEC */
1892 case 128 + 18: dam = spell_RF5_BO_FIRE(y, x, m_idx); break; /* RF5_BO_FIRE */
1893 case 128 + 19: dam = spell_RF5_BO_COLD(y, x, m_idx); break; /* RF5_BO_COLD */
1894 case 128 + 20: dam = spell_RF5_BA_LITE(y, x, m_idx); break; /* RF5_BA_LITE */
1895 case 128 + 21: dam = spell_RF5_BO_NETH(y, x, m_idx); break; /* RF5_BO_NETH */
1896 case 128 + 22: dam = spell_RF5_BO_WATE(y, x, m_idx); break; /* RF5_BO_WATE */
1897 case 128 + 23: dam = spell_RF5_BO_MANA(y, x, m_idx); break; /* RF5_BO_MANA */
1898 case 128 + 24: dam = spell_RF5_BO_PLAS(y, x, m_idx); break; /* RF5_BO_PLAS */
1899 case 128 + 25: dam = spell_RF5_BO_ICEE(y, x, m_idx); break; /* RF5_BO_ICEE */
1900 case 128 + 26: dam = spell_RF5_MISSILE(y, x, m_idx); break; /* RF5_MISSILE */
1901 case 128 + 27: spell_RF5_SCARE(y, x, m_idx); break; /* RF5_SCARE */
1902 case 128 + 28: spell_RF5_BLIND(y, x, m_idx); break; /* RF5_BLIND */
1903 case 128 + 29: spell_RF5_CONF(y, x, m_idx); break; /* RF5_CONF */
1904 case 128 + 30: spell_RF5_SLOW(y, x, m_idx); break; /* RF5_SLOW */
1905 case 128 + 31: spell_RF5_HOLD(y, x, m_idx); break; /* RF5_HOLD */
1906 case 160 + 0: spell_RF6_HASTE(m_idx); break; /* RF6_HASTE */
1907 case 160 + 1: dam = spell_RF6_HAND_DOOM(y, x, m_idx); break; /* RF6_HAND_DOOM */
1908 case 160 + 2: spell_RF6_HEAL(m_idx); break; /* RF6_HEAL */
1909 case 160 + 3: spell_RF6_INVULNER(m_idx); break; /* RF6_INVULNER */
1910 case 160 + 4: spell_RF6_BLINK(m_idx); break; /* RF6_BLINK */
1911 case 160 + 5: spell_RF6_TPORT(m_idx); break; /* RF6_TPORT */
1912 case 160 + 6: dam = spell_RF6_WORLD(m_idx); break; /* RF6_WORLD */
1916 dam = spell_RF6_SPECIAL(y, x, m_idx);
1917 if (dam < 0) return FALSE;
1920 case 160 + 8: spell_RF6_TELE_TO(m_idx); break; /* RF6_TELE_TO */
1921 case 160 + 9: spell_RF6_TELE_AWAY(m_idx); break; /* RF6_TELE_AWAY */
1922 case 160 + 10: spell_RF6_TELE_LEVEL(m_idx); break; /* RF6_TELE_LEVEL */
1923 case 160 + 11: spell_RF6_PSY_SPEAR(m_idx); break; /* RF6_PSY_SPEAR */
1924 case 160 + 12: spell_RF6_DARKNESS(m_idx); break; /* RF6_DARKNESS */
1925 case 160 + 13: spell_RF6_TRAPS(y, x, m_idx); break; /* RF6_TRAPS */
1926 case 160 + 14: spell_RF6_FORGET(m_idx); break; /* RF6_FORGET */
1927 case 160 + 15: spell_RF6_RAISE_DEAD(m_idx); break; /* RF6_RAISE_DEAD */
1928 case 160 + 16: spell_RF6_S_KIN(y, x, m_idx); break; /* RF6_S_KIN */
1929 case 160 + 17: spell_RF6_S_CYBER(y, x, m_idx); break; /* RF6_S_CYBER */
1930 case 160 + 18: spell_RF6_S_MONSTER(y, x, m_idx); break; /* RF6_S_MONSTER */
1931 case 160 + 19: spell_RF6_S_MONSTERS(y, x, m_idx); break; /* RF6_S_MONSTER */
1932 case 160 + 20: spell_RF6_S_ANT(y, x, m_idx); break; /* RF6_S_ANT */
1933 case 160 + 21: spell_RF6_S_SPIDER(y, x, m_idx); break; /* RF6_S_SPIDER */
1934 case 160 + 22: spell_RF6_S_HOUND(y, x, m_idx); break; /* RF6_S_HOUND */
1935 case 160 + 23: spell_RF6_S_HYDRA(y, x, m_idx); break; /* RF6_S_HYDRA */
1936 case 160 + 24: spell_RF6_S_ANGEL(y, x, m_idx); break; /* RF6_S_ANGEL */
1937 case 160 + 25: spell_RF6_S_DEMON(y, x, m_idx); break; /* RF6_S_DEMON */
1938 case 160 + 26: spell_RF6_S_UNDEAD(y, x, m_idx); break; /* RF6_S_UNDEAD */
1939 case 160 + 27: spell_RF6_S_DRAGON(y, x, m_idx); break; /* RF6_S_DRAGON */
1940 case 160 + 28: spell_RF6_S_HI_UNDEAD(y, x, m_idx); break; /* RF6_S_HI_UNDEAD */
1941 case 160 + 29: spell_RF6_S_HI_DRAGON(y, x, m_idx); break; /* RF6_S_HI_DRAGON */
1942 case 160 + 30: spell_RF6_S_AMBERITES(y, x, m_idx); break; /* RF6_S_AMBERITES */
1943 case 160 + 31: spell_RF6_S_UNIQUE(y, x, m_idx); break; /* RF6_S_UNIQUE */
1946 if ((p_ptr->action == ACTION_LEARN) && thrown_spell > 175)
1948 learn_spell(thrown_spell - 96);
1951 if (seen && maneable && !world_monster && (p_ptr->pclass == CLASS_IMITATOR))
1953 if (thrown_spell != 167) /* Not RF6_SPECIAL */
1955 if (p_ptr->mane_num == MAX_MANE)
1959 for (i = 0;i < p_ptr->mane_num;i++)
1961 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
1962 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
1965 p_ptr->mane_spell[p_ptr->mane_num] = thrown_spell - 96;
1966 p_ptr->mane_dam[p_ptr->mane_num] = dam;
1970 p_ptr->redraw |= (PR_IMITATION);
1974 /* Remember what the monster did to us */
1978 if (thrown_spell < 32 * 4)
1980 r_ptr->r_flags4 |= (1L << (thrown_spell - 32 * 3));
1981 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1985 else if (thrown_spell < 32 * 5)
1987 r_ptr->r_flags5 |= (1L << (thrown_spell - 32 * 4));
1988 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1992 else if (thrown_spell < 32 * 6)
1994 r_ptr->r_flags6 |= (1L << (thrown_spell - 32 * 5));
1995 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
2000 /* Always take note of monsters that kill you */
2001 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
2003 r_ptr->r_deaths++; /* Ignore appearance difference */
2006 /* A spell was cast */