-/*!
+/*!
* @file mspells2.c
- * @brief ¥â¥ó¥¹¥¿¡¼ËâË¡¤Î¼ÂÁõ(ÂÐ¥â¥ó¥¹¥¿¡¼½èÍý) / Monster spells (attack monster)
+ * @brief モンスター魔法の実装(対モンスター処理) / Monster spells (attack monster)
* @date 2014/01/17
* @author
* Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
*/
#include "angband.h"
+#include "projection.h"
+#include "quest.h"
+#include "realm-hex.h"
+#include "player-move.h"
+#include "monster.h"
+#include "monster-status.h"
+#include "monster-spell.h"
/*!
- * @brief ¥â¥ó¥¹¥¿¡¼¤¬Å¨ÂÐ¥â¥ó¥¹¥¿¡¼¤Ë¥Ó¡¼¥à¤òÅö¤Æ¤ë¤³¤È²Äǽ¤«¤òȽÄꤹ¤ë /
+ * @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 /
* Determine if a beam spell will hit the target.
- * @param y1 »ÏÅÀ¤ÎYºÂɸ
- * @param x1 »ÏÅÀ¤ÎXºÂɸ
- * @param y2 ÌÜɸ¤ÎYºÂɸ
- * @param x2 ÌÜɸ¤ÎXºÂɸ
- * @param m_ptr »ÈÍѤ¹¤ë¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
- * @return ¥Ó¡¼¥à¤¬Åþã²Äǽ¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
+ * @param y1 始点のY座標
+ * @param x1 始点のX座標
+ * @param y2 目標のY座標
+ * @param x2 目標のX座標
+ * @param m_ptr 使ç\94¨ã\81\99ã\82\8bã\83¢ã\83³ã\82¹ã\82¿ã\83¼ã\81®æ§\8bé\80 ä½\93å\8f\82ç\85§ã\83\9dã\82¤ã\83³ã\82¿
+ * @return ビームが到達可能ならばTRUEを返す
*/
-static bool direct_beam(int y1, int x1, int y2, int x2, monster_type *m_ptr)
+static bool direct_beam(POSITION y1, POSITION x1, POSITION y2, POSITION x2, monster_type *m_ptr)
{
bool hit2 = FALSE;
- int i, y, x;
+ int i;
+ POSITION y, x;
int grid_n = 0;
u16b grid_g[512];
if (y == y2 && x == x2)
hit2 = TRUE;
- else if (is_friend && cave[y][x].m_idx > 0 &&
- !are_enemies(m_ptr, &m_list[cave[y][x].m_idx]))
+ else if (is_friend && current_floor_ptr->grid_array[y][x].m_idx > 0 &&
+ !are_enemies(m_ptr, ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx]))
{
/* Friends don't shoot friends */
return FALSE;
}
/*!
- * @brief ¥â¥ó¥¹¥¿¡¼¤¬Å¨ÂÐ¥â¥ó¥¹¥¿¡¼¤ËľÀܥ֥쥹¤òÅö¤Æ¤ë¤³¤È¤¬²Äǽ¤«¤òȽÄꤹ¤ë /
+ * @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 /
* Determine if a breath will hit the target.
- * @param y1 »ÏÅÀ¤ÎYºÂɸ
- * @param x1 »ÏÅÀ¤ÎXºÂɸ
- * @param y2 ÌÜɸ¤ÎYºÂɸ
- * @param x2 ÌÜɸ¤ÎXºÂɸ
- * @param rad Ⱦ·Â
- * @param typ ¸ú²Ì°ÀID
- * @param is_friend TRUE¤Ê¤é¤Ð¡¢¥×¥ì¥¤¥ä¡¼¤ò´¬¤¹þ¤à»þ¤Ë¥Ö¥ì¥¹¤ÎȽÄê¤òFALSE¤Ë¤¹¤ë¡£
- * @return ¥Ö¥ì¥¹¤òľÀÜÅö¤Æ¤é¤ì¤ë¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
+ * @param y1 始点のY座標
+ * @param x1 始点のX座標
+ * @param y2 目標のY座標
+ * @param x2 目標のX座標
+ * @param rad 半径
+ * @param typ 効果属性ID
+ * @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。
+ * @return ブレスを直接当てられるならばTRUEを返す
*/
-static bool breath_direct(int y1, int x1, int y2, int x2, int rad, int typ, bool is_friend)
+static bool breath_direct(POSITION y1, POSITION x1, POSITION y2, POSITION x2, POSITION rad, EFFECT_ID typ, bool is_friend)
{
/* Must be the same as projectable() */
int i;
/* Initial grid */
- int y = y1;
- int x = x1;
+ POSITION y = y1;
+ POSITION x = x1;
int grid_n = 0;
u16b grid_g[512];
int grids = 0;
- byte gx[1024], gy[1024];
- byte gm[32];
- int gm_rad = rad;
+ POSITION gx[1024], gy[1024];
+ POSITION gm[32];
+ POSITION gm_rad = rad;
bool hit2 = FALSE;
bool hityou = FALSE;
- int flg;
+ BIT_FLAGS flg;
switch (typ)
{
if (flg & PROJECT_DISI)
{
if (in_disintegration_range(y1, x1, y2, x2) && (distance(y1, x1, y2, x2) <= rad)) hit2 = TRUE;
- if (in_disintegration_range(y1, x1, py, px) && (distance(y1, x1, py, px) <= rad)) hityou = TRUE;
+ if (in_disintegration_range(y1, x1, p_ptr->y, p_ptr->x) && (distance(y1, x1, p_ptr->y, p_ptr->x) <= rad)) hityou = TRUE;
}
else if (flg & PROJECT_LOS)
{
if (los(y1, x1, y2, x2) && (distance(y1, x1, y2, x2) <= rad)) hit2 = TRUE;
- if (los(y1, x1, py, px) && (distance(y1, x1, py, px) <= rad)) hityou = TRUE;
+ if (los(y1, x1, p_ptr->y, p_ptr->x) && (distance(y1, x1, p_ptr->y, p_ptr->x) <= rad)) hityou = TRUE;
}
else
{
if (projectable(y1, x1, y2, x2) && (distance(y1, x1, y2, x2) <= rad)) hit2 = TRUE;
- if (projectable(y1, x1, py, px) && (distance(y1, x1, py, px) <= rad)) hityou = TRUE;
+ if (projectable(y1, x1, p_ptr->y, p_ptr->x) && (distance(y1, x1, p_ptr->y, p_ptr->x) <= rad)) hityou = TRUE;
}
}
else
}
/*!
- * @brief ¥â¥ó¥¹¥¿¡¼¤¬ÆüìǽÎϤÎÌÜɸÃÏÅÀ¤ò·è¤á¤ë½èÍý /
+ * @brief モンスターが特殊能力の目標地点を決める処理 /
* Get the actual center point of ball spells (rad > 1) (originally from TOband)
- * @param sy »ÏÅÀ¤ÎYºÂɸ
- * @param sx »ÏÅÀ¤ÎXºÂɸ
- * @param ty ÌÜɸYºÂɸ¤òÊÖ¤¹»²¾È¥Ý¥¤¥ó¥¿
- * @param tx ÌÜɸXºÂɸ¤òÊÖ¤¹»²¾È¥Ý¥¤¥ó¥¿
- * @param flg ȽÄê¤Î¥Õ¥é¥°ÇÛÎó
- * @return ¤Ê¤·
+ * @param sy 始点のY座標
+ * @param sx 始点のX座標
+ * @param ty ç\9b®æ¨\99Y座æ¨\99ã\82\92è¿\94ã\81\99å\8f\82ç\85§ã\83\9dã\82¤ã\83³ã\82¿
+ * @param tx ç\9b®æ¨\99X座æ¨\99ã\82\92è¿\94ã\81\99å\8f\82ç\85§ã\83\9dã\82¤ã\83³ã\82¿
+ * @param flg 判定のフラグ配列
+ * @return なし
*/
-void get_project_point(int sy, int sx, int *ty, int *tx, int flg)
+void get_project_point(POSITION sy, POSITION sx, POSITION *ty, POSITION *tx, BIT_FLAGS flg)
{
u16b path_g[128];
int path_n, i;
}
/*!
- * @brief ¥â¥ó¥¹¥¿¡¼¤¬Å¨¥â¥ó¥¹¥¿¡¼¤ËËâÎϾõî¤ò»È¤¦¤«¤É¤¦¤«¤òÊÖ¤¹ /
+ * @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 /
* Check should monster cast dispel spell at other monster.
- * @param m_idx ½Ñ¼Ô¤Î¥â¥ó¥¹¥¿¡¼ID
- * @param t_idx ÌÜɸ¤Î¥â¥ó¥¹¥¿¡¼ID
- * @return ËâÎϾõî¤ò»È¤¦¤Ù¤¤Ê¤é¤ÐTRUE¤òÊѤ¨¤¹¡£
+ * @param m_idx è¡\93è\80\85ã\81®ã\83¢ã\83³ã\82¹ã\82¿ã\83¼ID
+ * @param t_idx ç\9b®æ¨\99ã\81®ã\83¢ã\83³ã\82¹ã\82¿ã\83¼ID
+ * @return 魔力消去を使うべきならばTRUEを変えす。
*/
-static bool dispel_check_monster(int m_idx, int t_idx)
+static bool dispel_check_monster(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
{
- monster_type *t_ptr = &m_list[t_idx];
+ monster_type *t_ptr = ¤t_floor_ptr->m_list[t_idx];
- /* Invulnabilty */
if (MON_INVULNER(t_ptr)) return TRUE;
- /* Speed */
if (t_ptr->mspeed < 135)
{
if (MON_FAST(t_ptr)) return TRUE;
}
/*!
- * @brief ¥â¥ó¥¹¥¿¡¼¤¬Å¨¥â¥ó¥¹¥¿¡¼¤ËÆüìǽÎϤò»È¤¦½èÍý¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó /
+ * @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 /
* Monster tries to 'cast a spell' (or breath, etc) at another monster.
- * @param m_idx ½Ñ¼Ô¤Î¥â¥ó¥¹¥¿¡¼ID
- * @return ¼ÂºÝ¤ËÆüìǽÎϤò»È¤Ã¤¿¾ì¹çTRUE¤òÊÖ¤¹
+ * @param m_idx è¡\93è\80\85ã\81®ã\83¢ã\83³ã\82¹ã\82¿ã\83¼ID
+ * @return 実際に特殊能力を使った場合TRUEを返す
* @details
* The player is only disturbed if able to be affected by the spell.
*/
-bool monst_spell_monst(int m_idx)
+bool monst_spell_monst(MONSTER_IDX m_idx)
{
- int y = 0, x = 0;
- int i, k, t_idx = 0;
- int thrown_spell, count = 0;
- int dam = 0;
+ POSITION y = 0, x = 0;
+ int i, k;
+ MONSTER_IDX target_idx = 0;
+ int thrown_spell;
+ HIT_POINT dam = 0;
int start;
int plus = 1;
- int rad = 0; //For elemental balls
byte spell[96], num = 0;
- char m_name[160];
- char t_name[160];
+ GAME_TEXT m_name[160];
+ GAME_TEXT t_name[160];
#ifndef JP
char m_poss[160];
#endif
- monster_type *m_ptr = &m_list[m_idx];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
monster_type *t_ptr = NULL;
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- monster_race *tr_ptr = NULL;
u32b f4, f5, f6;
bool see_m = is_seen(m_ptr);
bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
- bool see_t;
- bool see_either;
bool pet = is_pet(m_ptr);
- bool in_no_magic_dungeon = (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && dun_level
+ bool in_no_magic_dungeon = (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC) && current_floor_ptr->dun_level
&& (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest));
bool can_use_lite_area = FALSE;
-
bool can_remember;
- bool resists_tele = FALSE;
-
/* Cannot cast spells when confused */
if (MON_CONFUSED(m_ptr)) return (FALSE);
/* Extract the racial spell flags */
f4 = r_ptr->flags4;
- f5 = r_ptr->flags5;
- f6 = r_ptr->flags6;
+ f5 = r_ptr->a_ability_flags1;
+ f6 = r_ptr->a_ability_flags2;
/* Target is given for pet? */
if (pet_t_m_idx && pet)
{
- t_idx = pet_t_m_idx;
- t_ptr = &m_list[t_idx];
+ target_idx = pet_t_m_idx;
+ t_ptr = ¤t_floor_ptr->m_list[target_idx];
/* Cancel if not projectable (for now) */
- if ((m_idx == t_idx) || !projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
+ if ((m_idx == target_idx) || !projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
{
- t_idx = 0;
+ target_idx = 0;
}
}
/* Is there counter attack target? */
- if (!t_idx && m_ptr->target_y)
+ if (!target_idx && m_ptr->target_y)
{
- t_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
+ target_idx = current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
- if (t_idx)
+ if (target_idx)
{
- t_ptr = &m_list[t_idx];
+ t_ptr = ¤t_floor_ptr->m_list[target_idx];
/* Cancel if neither enemy nor a given target */
- if ((m_idx == t_idx) ||
- ((t_idx != pet_t_m_idx) && !are_enemies(m_ptr, t_ptr)))
+ if ((m_idx == target_idx) ||
+ ((target_idx != pet_t_m_idx) && !are_enemies(m_ptr, t_ptr)))
{
- t_idx = 0;
+ target_idx = 0;
}
/* Allow only summoning etc.. if not projectable */
}
/* Look for enemies normally */
- if (!t_idx)
+ if (!target_idx)
{
bool success = FALSE;
/* Scan thru all monsters */
for (i = start; ((i < start + m_max) && (i > start - m_max)); i += plus)
{
- int dummy = (i % m_max);
+ MONSTER_IDX dummy = (i % m_max);
if (!dummy) continue;
- t_idx = dummy;
- t_ptr = &m_list[t_idx];
+ target_idx = dummy;
+ t_ptr = ¤t_floor_ptr->m_list[target_idx];
- /* Skip dead monsters */
- if (!t_ptr->r_idx) continue;
+ if (!monster_is_valid(t_ptr)) continue;
/* Monster must be 'an enemy' */
- if ((m_idx == t_idx) || !are_enemies(m_ptr, t_ptr)) continue;
+ if ((m_idx == target_idx) || !are_enemies(m_ptr, t_ptr)) continue;
/* Monster must be projectable */
if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
/* OK -- we've got a target */
y = t_ptr->fy;
x = t_ptr->fx;
- tr_ptr = &r_info[t_ptr->r_idx];
/* Forget old counter attack target */
reset_target(m_ptr);
if (!(r_ptr->flags2 & RF2_STUPID))
{
- if (d_info[dungeon_type].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
+ if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
else if (vs_ninja && !can_use_lite_area) f6 &= ~(RF6_DARKNESS);
}
}
(f5 & RF5_BALL_MASK) ||
(f6 & RF6_BALL_MASK))
{
- int real_y = y;
- int real_x = x;
+ POSITION real_y = y;
+ POSITION real_x = x;
get_project_point(m_ptr->fy, m_ptr->fx, &real_y, &real_x, 0L);
- if (projectable(real_y, real_x, py, px))
+ if (projectable(real_y, real_x, p_ptr->y, p_ptr->x))
{
- int dist = distance(real_y, real_x, py, px);
+ int dist = distance(real_y, real_x, p_ptr->y, p_ptr->x);
if (dist <= 2)
{
}
else if (f5 & RF5_BA_LITE)
{
- if ((distance(real_y, real_x, py, px) <= 4) && los(real_y, real_x, py, px))
+ if ((distance(real_y, real_x, p_ptr->y, p_ptr->x) <= 4) && los(real_y, real_x, p_ptr->y, p_ptr->x))
f5 &= ~(RF5_BA_LITE);
}
}
if (f4 & RF4_ROCKET)
{
- int real_y = y;
- int real_x = x;
+ POSITION real_y = y;
+ POSITION real_x = x;
get_project_point(m_ptr->fy, m_ptr->fx, &real_y, &real_x, PROJECT_STOP);
- if (projectable(real_y, real_x, py, px) && (distance(real_y, real_x, py, px) <= 2))
+ if (projectable(real_y, real_x, p_ptr->y, p_ptr->x) && (distance(real_y, real_x, p_ptr->y, p_ptr->x) <= 2))
f4 &= ~(RF4_ROCKET);
}
- if (((f4 & RF4_BEAM_MASK) ||
- (f5 & RF5_BEAM_MASK) ||
- (f6 & RF6_BEAM_MASK)) &&
+ if (((f4 & RF4_BEAM_MASK) || (f5 & RF5_BEAM_MASK) || (f6 & RF6_BEAM_MASK)) &&
!direct_beam(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, m_ptr))
{
f4 &= ~(RF4_BEAM_MASK);
f6 &= ~(RF6_BEAM_MASK);
}
- if ((f4 & RF4_BREATH_MASK) ||
- (f5 & RF5_BREATH_MASK) ||
- (f6 & RF6_BREATH_MASK))
+ if ((f4 & RF4_BREATH_MASK) || (f5 & RF5_BREATH_MASK) || (f6 & RF6_BREATH_MASK))
{
/* Expected breath radius */
- int rad = (r_ptr->flags2 & RF2_POWERFUL) ? 3 : 2;
+ POSITION rad = (r_ptr->flags2 & RF2_POWERFUL) ? 3 : 2;
if (!breath_direct(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, rad, 0, TRUE))
{
}
/* Dispel magic */
- if ((f4 & RF4_DISPEL) && !dispel_check_monster(m_idx, t_idx))
+ if ((f4 & RF4_DISPEL) && !dispel_check_monster(m_idx, target_idx))
{
/* Remove dispel spell */
f4 &= ~(RF4_DISPEL);
}
/* Hack -- decline "teleport level" in some case */
- if ((f6 & RF6_TELE_LEVEL) && TELE_LEVEL_IS_INEFF((t_idx == p_ptr->riding) ? 0 : t_idx))
+ if ((f6 & RF6_TELE_LEVEL) && TELE_LEVEL_IS_INEFF((target_idx == p_ptr->riding) ? 0 : target_idx))
{
f6 &= ~(RF6_TELE_LEVEL);
}
/* Choose a spell to cast */
thrown_spell = spell[randint0(num)];
- see_t = is_seen(t_ptr);
- see_either = (see_m || see_t);
-
- if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 1);
+ if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
/* Check for spell failure (inate attacks never fail) */
if (!spell_is_inate(thrown_spell) && (in_no_magic_dungeon || (MON_STUNNED(m_ptr) && one_in_(2))))
{
- disturb(1, 1);
- /* Message */
- if (see_m) msg_format(_("%^s¤Ï¼öʸ¤ò¾§¤¨¤è¤¦¤È¤·¤¿¤¬¼ºÇÔ¤·¤¿¡£",
+ disturb(TRUE, TRUE);
+ if (see_m) 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);
return (TRUE);
/* Hex: Anti Magic Barrier */
if (!spell_is_inate(thrown_spell) && magic_barrier(m_idx))
{
- if (see_m) msg_format(_("È¿ËâË¡¥Ð¥ê¥¢¤¬%^s¤Î¼öʸ¤ò¤«¤¾Ã¤·¤¿¡£",
+ if (see_m) 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);
return (TRUE);
}
can_remember = is_original_ap_and_seen(m_ptr);
- dam = monspell_to_monster(thrown_spell, y, x, m_idx, t_idx);
- if (dam < 0)return FALSE;
+ dam = monspell_to_monster(thrown_spell, y, x, m_idx, target_idx);
+ if (dam < 0) return FALSE;
- if (m_ptr->ml && maneable && !world_monster && !p_ptr->blind && (p_ptr->pclass == CLASS_IMITATOR))
+ if (m_ptr->ml && maneable && !current_world_ptr->timewalk_m_idx && !p_ptr->blind && (p_ptr->pclass == CLASS_IMITATOR))
{
if (thrown_spell != 167) /* Not RF6_SPECIAL */
{