3 * @brief モンスター魔法の実装(対モンスター処理) / Monster spells (attack monster)
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
15 #include "projection.h"
17 #include "realm-hex.h"
18 #include "player-move.h"
20 #include "monster-status.h"
21 #include "monster-spell.h"
24 * @brief モンスターが敵対モンスターにビームを当てること可能かを判定する /
25 * Determine if a beam spell will hit the target.
30 * @param m_ptr 使用するモンスターの構造体参照ポインタ
31 * @return ビームが到達可能ならばTRUEを返す
33 static bool direct_beam(POSITION y1, POSITION x1, POSITION y2, POSITION x2, monster_type *m_ptr)
42 bool is_friend = is_pet(m_ptr);
44 /* Check the projection path */
45 grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, PROJECT_THRU);
47 /* No grid is ever projectable from itself */
48 if (!grid_n) return (FALSE);
50 for (i = 0; i < grid_n; i++)
52 y = GRID_Y(grid_g[i]);
53 x = GRID_X(grid_g[i]);
55 if (y == y2 && x == x2)
57 else if (is_friend && current_floor_ptr->grid_array[y][x].m_idx > 0 &&
58 !are_enemies(m_ptr, ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx]))
60 /* Friends don't shoot friends */
64 if (is_friend && player_bold(y, x))
73 * @brief モンスターが敵対モンスターに直接ブレスを当てることが可能かを判定する /
74 * Determine if a breath will hit the target.
81 * @param is_friend TRUEならば、プレイヤーを巻き込む時にブレスの判定をFALSEにする。
82 * @return ブレスを直接当てられるならばTRUEを返す
84 static bool breath_direct(POSITION y1, POSITION x1, POSITION y2, POSITION x2, POSITION rad, EFFECT_ID typ, bool is_friend)
86 /* Must be the same as projectable() */
98 POSITION gx[1024], gy[1024];
100 POSITION gm_rad = rad;
113 case GF_DISINTEGRATE:
121 /* Check the projection path */
122 grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, flg);
124 /* Project along the path */
125 for (i = 0; i < grid_n; ++i)
127 int ny = GRID_Y(grid_g[i]);
128 int nx = GRID_X(grid_g[i]);
130 if (flg & PROJECT_DISI)
132 /* Hack -- Balls explode before reaching walls */
133 if (cave_stop_disintegration(ny, nx)) break;
135 else if (flg & PROJECT_LOS)
137 /* Hack -- Balls explode before reaching walls */
138 if (!cave_los_bold(ny, nx)) break;
142 /* Hack -- Balls explode before reaching walls */
143 if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
146 /* Save the "blast epicenter" */
155 if (flg & PROJECT_DISI)
157 if (in_disintegration_range(y1, x1, y2, x2) && (distance(y1, x1, y2, x2) <= rad)) hit2 = TRUE;
158 if (in_disintegration_range(y1, x1, p_ptr->y, p_ptr->x) && (distance(y1, x1, p_ptr->y, p_ptr->x) <= rad)) hityou = TRUE;
160 else if (flg & PROJECT_LOS)
162 if (los(y1, x1, y2, x2) && (distance(y1, x1, y2, x2) <= rad)) hit2 = TRUE;
163 if (los(y1, x1, p_ptr->y, p_ptr->x) && (distance(y1, x1, p_ptr->y, p_ptr->x) <= rad)) hityou = TRUE;
167 if (projectable(y1, x1, y2, x2) && (distance(y1, x1, y2, x2) <= rad)) hit2 = TRUE;
168 if (projectable(y1, x1, p_ptr->y, p_ptr->x) && (distance(y1, x1, p_ptr->y, p_ptr->x) <= rad)) hityou = TRUE;
173 breath_shape(grid_g, grid_n, &grids, gx, gy, gm, &gm_rad, rad, y1, x1, y, x, typ);
175 for (i = 0; i < grids; i++)
177 /* Extract the location */
181 if ((y == y2) && (x == x2)) hit2 = TRUE;
182 if (player_bold(y, x)) hityou = TRUE;
186 if (!hit2) return FALSE;
187 if (is_friend && hityou) return FALSE;
193 * @brief モンスターが特殊能力の目標地点を決める処理 /
194 * Get the actual center point of ball spells (rad > 1) (originally from TOband)
197 * @param ty 目標Y座標を返す参照ポインタ
198 * @param tx 目標X座標を返す参照ポインタ
199 * @param flg 判定のフラグ配列
202 void get_project_point(POSITION sy, POSITION sx, POSITION *ty, POSITION *tx, BIT_FLAGS flg)
207 path_n = project_path(path_g, MAX_RANGE, sy, sx, *ty, *tx, flg);
212 /* Project along the path */
213 for (i = 0; i < path_n; i++)
215 sy = GRID_Y(path_g[i]);
216 sx = GRID_X(path_g[i]);
218 /* Hack -- Balls explode before reaching walls */
219 if (!cave_have_flag_bold(sy, sx, FF_PROJECT)) break;
227 * @brief モンスターが敵モンスターに魔力消去を使うかどうかを返す /
228 * Check should monster cast dispel spell at other monster.
229 * @param m_idx 術者のモンスターID
230 * @param t_idx 目標のモンスターID
231 * @return 魔力消去を使うべきならばTRUEを変えす。
233 static bool dispel_check_monster(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
235 monster_type *t_ptr = ¤t_floor_ptr->m_list[t_idx];
237 if (MON_INVULNER(t_ptr)) return TRUE;
239 if (t_ptr->mspeed < 135)
241 if (MON_FAST(t_ptr)) return TRUE;
245 if (t_idx == p_ptr->riding)
247 if (dispel_check(m_idx)) return TRUE;
250 /* No need to cast dispel spell */
255 * @brief モンスターが敵モンスターに特殊能力を使う処理のメインルーチン /
256 * Monster tries to 'cast a spell' (or breath, etc) at another monster.
257 * @param m_idx 術者のモンスターID
258 * @return 実際に特殊能力を使った場合TRUEを返す
260 * The player is only disturbed if able to be affected by the spell.
262 bool monst_spell_monst(MONSTER_IDX m_idx)
264 POSITION y = 0, x = 0;
266 MONSTER_IDX target_idx = 0;
272 byte spell[96], num = 0;
274 GAME_TEXT m_name[160];
275 GAME_TEXT t_name[160];
281 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
282 monster_type *t_ptr = NULL;
284 monster_race *r_ptr = &r_info[m_ptr->r_idx];
288 bool see_m = is_seen(m_ptr);
289 bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
290 bool pet = is_pet(m_ptr);
292 bool in_no_magic_dungeon = (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC) && current_floor_ptr->dun_level
293 && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest));
295 bool can_use_lite_area = FALSE;
298 /* Cannot cast spells when confused */
299 if (MON_CONFUSED(m_ptr)) return (FALSE);
301 /* Extract the racial spell flags */
303 f5 = r_ptr->a_ability_flags1;
304 f6 = r_ptr->a_ability_flags2;
306 /* Target is given for pet? */
307 if (pet_t_m_idx && pet)
309 target_idx = pet_t_m_idx;
310 t_ptr = ¤t_floor_ptr->m_list[target_idx];
312 /* Cancel if not projectable (for now) */
313 if ((m_idx == target_idx) || !projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
319 /* Is there counter attack target? */
320 if (!target_idx && m_ptr->target_y)
322 target_idx = current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
326 t_ptr = ¤t_floor_ptr->m_list[target_idx];
328 /* Cancel if neither enemy nor a given target */
329 if ((m_idx == target_idx) ||
330 ((target_idx != pet_t_m_idx) && !are_enemies(m_ptr, t_ptr)))
335 /* Allow only summoning etc.. if not projectable */
336 else if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
338 f4 &= (RF4_INDIRECT_MASK);
339 f5 &= (RF5_INDIRECT_MASK);
340 f6 &= (RF6_INDIRECT_MASK);
345 /* Look for enemies normally */
348 bool success = FALSE;
350 if (p_ptr->inside_battle)
352 start = randint1(m_max-1) + m_max;
353 if (randint0(2)) plus = -1;
355 else start = m_max + 1;
357 /* Scan thru all monsters */
358 for (i = start; ((i < start + m_max) && (i > start - m_max)); i += plus)
360 MONSTER_IDX dummy = (i % m_max);
361 if (!dummy) continue;
364 t_ptr = ¤t_floor_ptr->m_list[target_idx];
366 if (!monster_is_valid(t_ptr)) continue;
368 /* Monster must be 'an enemy' */
369 if ((m_idx == target_idx) || !are_enemies(m_ptr, t_ptr)) continue;
371 /* Monster must be projectable */
372 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
380 if (!success) return FALSE;
384 /* OK -- we've got a target */
388 /* Forget old counter attack target */
391 /* Remove unimplemented spells */
392 f6 &= ~(RF6_WORLD | RF6_TRAPS | RF6_FORGET);
394 if (f4 & RF4_BR_LITE)
396 if (!los(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
397 f4 &= ~(RF4_BR_LITE);
400 /* Remove unimplemented special moves */
401 if (f6 & RF6_SPECIAL)
403 if ((m_ptr->r_idx != MON_ROLENTO) && (r_ptr->d_char != 'B'))
404 f6 &= ~(RF6_SPECIAL);
407 if (f6 & RF6_DARKNESS)
409 bool vs_ninja = (p_ptr->pclass == CLASS_NINJA) && !is_hostile(t_ptr);
412 !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
413 !(r_ptr->flags7 & RF7_DARK_MASK))
414 can_use_lite_area = TRUE;
416 if (!(r_ptr->flags2 & RF2_STUPID))
418 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
419 else if (vs_ninja && !can_use_lite_area) f6 &= ~(RF6_DARKNESS);
423 if (in_no_magic_dungeon && !(r_ptr->flags2 & RF2_STUPID))
425 f4 &= (RF4_NOMAGIC_MASK);
426 f5 &= (RF5_NOMAGIC_MASK);
427 f6 &= (RF6_NOMAGIC_MASK);
430 if (p_ptr->inside_arena || p_ptr->inside_battle)
432 f4 &= ~(RF4_SUMMON_MASK);
433 f5 &= ~(RF5_SUMMON_MASK);
434 f6 &= ~(RF6_SUMMON_MASK | RF6_TELE_LEVEL);
436 if (m_ptr->r_idx == MON_ROLENTO) f6 &= ~(RF6_SPECIAL);
439 if (p_ptr->inside_battle && !one_in_(3))
444 if (m_idx == p_ptr->riding)
446 f4 &= ~(RF4_RIDING_MASK);
447 f5 &= ~(RF5_RIDING_MASK);
448 f6 &= ~(RF6_RIDING_MASK);
454 f6 &= ~(RF6_DARKNESS | RF6_TRAPS);
456 if (!(p_ptr->pet_extra_flags & PF_TELEPORT))
458 f6 &= ~(RF6_BLINK | RF6_TPORT | RF6_TELE_TO | RF6_TELE_AWAY | RF6_TELE_LEVEL);
461 if (!(p_ptr->pet_extra_flags & PF_ATTACK_SPELL))
463 f4 &= ~(RF4_ATTACK_MASK);
464 f5 &= ~(RF5_ATTACK_MASK);
465 f6 &= ~(RF6_ATTACK_MASK);
468 if (!(p_ptr->pet_extra_flags & PF_SUMMON_SPELL))
470 f4 &= ~(RF4_SUMMON_MASK);
471 f5 &= ~(RF5_SUMMON_MASK);
472 f6 &= ~(RF6_SUMMON_MASK);
475 /* Prevent collateral damage */
476 if (!(p_ptr->pet_extra_flags & PF_BALL_SPELL) && (m_idx != p_ptr->riding))
478 if ((f4 & (RF4_BALL_MASK & ~(RF4_ROCKET))) ||
479 (f5 & RF5_BALL_MASK) ||
480 (f6 & RF6_BALL_MASK))
485 get_project_point(m_ptr->fy, m_ptr->fx, &real_y, &real_x, 0L);
487 if (projectable(real_y, real_x, p_ptr->y, p_ptr->x))
489 int dist = distance(real_y, real_x, p_ptr->y, p_ptr->x);
493 f4 &= ~(RF4_BALL_MASK & ~(RF4_ROCKET));
494 f5 &= ~(RF5_BALL_MASK);
495 f6 &= ~(RF6_BALL_MASK);
499 f4 &= ~(RF4_BIG_BALL_MASK);
500 f5 &= ~(RF5_BIG_BALL_MASK);
501 f6 &= ~(RF6_BIG_BALL_MASK);
504 else if (f5 & RF5_BA_LITE)
506 if ((distance(real_y, real_x, p_ptr->y, p_ptr->x) <= 4) && los(real_y, real_x, p_ptr->y, p_ptr->x))
507 f5 &= ~(RF5_BA_LITE);
516 get_project_point(m_ptr->fy, m_ptr->fx, &real_y, &real_x, PROJECT_STOP);
517 if (projectable(real_y, real_x, p_ptr->y, p_ptr->x) && (distance(real_y, real_x, p_ptr->y, p_ptr->x) <= 2))
521 if (((f4 & RF4_BEAM_MASK) || (f5 & RF5_BEAM_MASK) || (f6 & RF6_BEAM_MASK)) &&
522 !direct_beam(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, m_ptr))
524 f4 &= ~(RF4_BEAM_MASK);
525 f5 &= ~(RF5_BEAM_MASK);
526 f6 &= ~(RF6_BEAM_MASK);
529 if ((f4 & RF4_BREATH_MASK) || (f5 & RF5_BREATH_MASK) || (f6 & RF6_BREATH_MASK))
531 /* Expected breath radius */
532 POSITION rad = (r_ptr->flags2 & RF2_POWERFUL) ? 3 : 2;
534 if (!breath_direct(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, rad, 0, TRUE))
536 f4 &= ~(RF4_BREATH_MASK);
537 f5 &= ~(RF5_BREATH_MASK);
538 f6 &= ~(RF6_BREATH_MASK);
540 else if ((f4 & RF4_BR_LITE) &&
541 !breath_direct(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, rad, GF_LITE, TRUE))
543 f4 &= ~(RF4_BR_LITE);
545 else if ((f4 & RF4_BR_DISI) &&
546 !breath_direct(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, rad, GF_DISINTEGRATE, TRUE))
548 f4 &= ~(RF4_BR_DISI);
553 /* Special moves restriction */
554 if (f6 & RF6_SPECIAL)
556 if (m_ptr->r_idx == MON_ROLENTO)
558 if ((p_ptr->pet_extra_flags & (PF_ATTACK_SPELL | PF_SUMMON_SPELL)) != (PF_ATTACK_SPELL | PF_SUMMON_SPELL))
559 f6 &= ~(RF6_SPECIAL);
561 else if (r_ptr->d_char == 'B')
563 if ((p_ptr->pet_extra_flags & (PF_ATTACK_SPELL | PF_TELEPORT)) != (PF_ATTACK_SPELL | PF_TELEPORT))
564 f6 &= ~(RF6_SPECIAL);
566 else f6 &= ~(RF6_SPECIAL);
570 /* Remove some spells if necessary */
572 if (!(r_ptr->flags2 & RF2_STUPID))
574 /* Check for a clean bolt shot */
575 if (((f4 & RF4_BOLT_MASK) ||
576 (f5 & RF5_BOLT_MASK) ||
577 (f6 & RF6_BOLT_MASK)) &&
578 !clean_shot(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, pet))
580 f4 &= ~(RF4_BOLT_MASK);
581 f5 &= ~(RF5_BOLT_MASK);
582 f6 &= ~(RF6_BOLT_MASK);
585 /* Check for a possible summon */
586 if (((f4 & RF4_SUMMON_MASK) ||
587 (f5 & RF5_SUMMON_MASK) ||
588 (f6 & RF6_SUMMON_MASK)) &&
589 !(summon_possible(t_ptr->fy, t_ptr->fx)))
591 /* Remove summoning spells */
592 f4 &= ~(RF4_SUMMON_MASK);
593 f5 &= ~(RF5_SUMMON_MASK);
594 f6 &= ~(RF6_SUMMON_MASK);
598 if ((f4 & RF4_DISPEL) && !dispel_check_monster(m_idx, target_idx))
600 /* Remove dispel spell */
604 /* Check for a possible raise dead */
605 if ((f6 & RF6_RAISE_DEAD) && !raise_possible(m_ptr))
607 /* Remove raise dead spell */
608 f6 &= ~(RF6_RAISE_DEAD);
611 /* Special moves restriction */
612 if (f6 & RF6_SPECIAL)
614 if ((m_ptr->r_idx == MON_ROLENTO) && !summon_possible(t_ptr->fy, t_ptr->fx))
616 f6 &= ~(RF6_SPECIAL);
621 if (r_ptr->flags2 & RF2_SMART)
623 /* Hack -- allow "desperate" spells */
624 if ((m_ptr->hp < m_ptr->maxhp / 10) &&
625 (randint0(100) < 50))
627 /* Require intelligent spells */
628 f4 &= (RF4_INT_MASK);
629 f5 &= (RF5_INT_MASK);
630 f6 &= (RF6_INT_MASK);
633 /* Hack -- decline "teleport level" in some case */
634 if ((f6 & RF6_TELE_LEVEL) && TELE_LEVEL_IS_INEFF((target_idx == p_ptr->riding) ? 0 : target_idx))
636 f6 &= ~(RF6_TELE_LEVEL);
641 if (!f4 && !f5 && !f6) return FALSE;
643 /* Extract the "inate" spells */
644 for (k = 0; k < 32; k++)
646 if (f4 & (1L << k)) spell[num++] = k + RF4_SPELL_START;
649 /* Extract the "normal" spells */
650 for (k = 0; k < 32; k++)
652 if (f5 & (1L << k)) spell[num++] = k + RF5_SPELL_START;
655 /* Extract the "bizarre" spells */
656 for (k = 0; k < 32; k++)
658 if (f6 & (1L << k)) spell[num++] = k + RF6_SPELL_START;
662 if (!num) return (FALSE);
664 /* Stop if player is dead or gone */
665 if (!p_ptr->playing || p_ptr->is_dead) return (FALSE);
667 /* Handle "leaving" */
668 if (p_ptr->leaving) return (FALSE);
670 /* Get the monster name (or "it") */
671 monster_desc(m_name, m_ptr, 0x00);
674 /* Get the monster possessive ("his"/"her"/"its") */
675 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
678 /* Get the target's name (or "it") */
679 monster_desc(t_name, t_ptr, 0x00);
681 /* Choose a spell to cast */
682 thrown_spell = spell[randint0(num)];
684 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
686 /* Check for spell failure (inate attacks never fail) */
687 if (!spell_is_inate(thrown_spell) && (in_no_magic_dungeon || (MON_STUNNED(m_ptr) && one_in_(2))))
690 if (see_m) msg_format(_("%^sは呪文を唱えようとしたが失敗した。",
691 "%^s tries to cast a spell, but fails."), m_name);
696 /* Hex: Anti Magic Barrier */
697 if (!spell_is_inate(thrown_spell) && magic_barrier(m_idx))
699 if (see_m) msg_format(_("反魔法バリアが%^sの呪文をかき消した。",
700 "Anti magic barrier cancels the spell which %^s casts."), m_name);
704 can_remember = is_original_ap_and_seen(m_ptr);
706 dam = monspell_to_monster(thrown_spell, y, x, m_idx, target_idx);
707 if (dam < 0) return FALSE;
709 if (m_ptr->ml && maneable && !current_world_ptr->timewalk_m_idx && !p_ptr->blind && (p_ptr->pclass == CLASS_IMITATOR))
711 if (thrown_spell != 167) /* Not RF6_SPECIAL */
713 if (p_ptr->mane_num == MAX_MANE)
716 for (i = 0; i < p_ptr->mane_num - 1; i++)
718 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
719 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
722 p_ptr->mane_spell[p_ptr->mane_num] = thrown_spell - RF4_SPELL_START;
723 p_ptr->mane_dam[p_ptr->mane_num] = dam;
727 p_ptr->redraw |= (PR_IMITATION);
731 /* Remember what the monster did, if we saw it */
735 if (thrown_spell < RF4_SPELL_START + RF4_SPELL_SIZE)
737 r_ptr->r_flags4 |= (1L << (thrown_spell - RF4_SPELL_START));
738 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
742 else if (thrown_spell < RF5_SPELL_START + RF5_SPELL_SIZE)
744 r_ptr->r_flags5 |= (1L << (thrown_spell - RF5_SPELL_START));
745 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
749 else if (thrown_spell < RF6_SPELL_START + RF6_SPELL_SIZE)
751 r_ptr->r_flags6 |= (1L << (thrown_spell - RF6_SPELL_START));
752 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
756 /* Always take note of monsters that kill you */
757 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
759 r_ptr->r_deaths++; /* Ignore appearance difference */
762 /* A spell was cast */