X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fmspells1.c;h=9c9f5659d91a63bf66f358e6bef7b0fcb8556987;hb=refs%2Fheads%2Fmaster;hp=4c7509464d5b01f6ca8f85ffd4e04fe4bbdfa25e;hpb=53d25e413d5451d5582abae6a1a46aff25c4c0a1;p=hengband%2Fhengband.git diff --git a/src/mspells1.c b/src/mspells1.c deleted file mode 100644 index 4c7509464..000000000 --- a/src/mspells1.c +++ /dev/null @@ -1,1840 +0,0 @@ -/*! - * @file mspells1.c - * @brief モンスター魔法の実装 / Monster spells (attack player) - * @date 2014/01/17 - * @author - * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n - * This software may be copied and distributed for educational, research,\n - * and not for profit purposes provided that this copyright and statement\n - * are included in all such copies. Other copyrights may also apply.\n - * 2014 Deskull rearranged comment for Doxygen.\n - * @details - * And now for Intelligent monster attacks (including spells).\n - *\n - * Original idea and code by "DRS" (David Reeves Sward).\n - * Major modifications by "BEN" (Ben Harrison).\n - *\n - * Give monsters more intelligent attack/spell selection based on\n - * observations of previous attacks on the player, and/or by allowing\n - * the monster to "cheat" and know the player status.\n - *\n - * Maintain an idea of the player status, and use that information\n - * to occasionally eliminate "ineffective" spell attacks. We could\n - * also eliminate ineffective normal attacks, but there is no reason\n - * for the monster to do this, since he gains no benefit.\n - * Note that MINDLESS monsters are not allowed to use this code.\n - * And non-INTELLIGENT monsters only use it partially effectively.\n - *\n - * Actually learn what the player resists, and use that information\n - * to remove attacks or spells before using them. This will require\n - * much less space, if I am not mistaken. Thus, each monster gets a\n - * set of 32 bit flags, "smart", build from the various "SM_*" flags.\n - *\n - * This has the added advantage that attacks and spells are related.\n - * The "smart_learn" option means that the monster "learns" the flags\n - * that should be set, and "smart_cheat" means that he "knows" them.\n - * So "smart_cheat" means that the "smart" field is always up to date,\n - * while "smart_learn" means that the "smart" field is slowly learned.\n - * Both of them have the same effect on the "choose spell" routine.\n - */ - -#include "angband.h" -#include "util.h" - -#include "floor.h" -#include "dungeon.h" -#include "grid.h" -#include "object-curse.h" -#include "quest.h" -#include "realm-hex.h" -#include "player-move.h" -#include "player-status.h" -#include "monster.h" -#include "monster-spell.h" -#include "spells.h" -#include "world.h" -#include "realm-song.h" -#include "view-mainwindow.h" -#include "player-race.h" -#include "player-class.h" - - -/*! - * @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 / - * Internal probability routine - * @param r_ptr モンスター種族の構造体参照ポインタ - * @param prob 基本確率(%) - * @return 適した選択を取るならばTRUEを返す。 - */ -static bool int_outof(monster_race *r_ptr, PERCENTAGE prob) -{ - /* Non-Smart monsters are half as "smart" */ - if (!(r_ptr->flags2 & RF2_SMART)) prob = prob / 2; - - /* Roll the dice */ - return (randint0(100) < prob); -} - - -/*! - * @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 / - * Remove the "bad" spells from a spell list - * @param m_idx モンスターの構造体参照ポインタ - * @param f4p モンスター魔法のフラグリスト1 - * @param f5p モンスター魔法のフラグリスト2 - * @param f6p モンスター魔法のフラグリスト3 - * @return なし - */ -static void remove_bad_spells(MONSTER_IDX m_idx, u32b *f4p, u32b *f5p, u32b *f6p) -{ - monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx]; - monster_race *r_ptr = &r_info[m_ptr->r_idx]; - - u32b f4 = (*f4p); - u32b f5 = (*f5p); - u32b f6 = (*f6p); - - u32b smart = 0L; - - - /* Too stupid to know anything */ - if (r_ptr->flags2 & RF2_STUPID) return; - - - /* Must be cheating or learning */ - if (!smart_cheat && !smart_learn) return; - - - /* Update acquired knowledge */ - if (smart_learn) - { - /* Hack -- Occasionally forget player status */ - /* Only save SM_FRIENDLY, SM_PET or SM_CLONED */ - if (m_ptr->smart && (randint0(100) < 1)) m_ptr->smart &= (SM_FRIENDLY | SM_PET | SM_CLONED); - - /* Use the memorized flags */ - smart = m_ptr->smart; - } - - - /* Cheat if requested */ - if (smart_cheat) - { - /* Know basic info */ - if (p_ptr->resist_acid) smart |= (SM_RES_ACID); - if (IS_OPPOSE_ACID()) smart |= (SM_OPP_ACID); - if (p_ptr->immune_acid) smart |= (SM_IMM_ACID); - if (p_ptr->resist_elec) smart |= (SM_RES_ELEC); - if (IS_OPPOSE_ELEC()) smart |= (SM_OPP_ELEC); - if (p_ptr->immune_elec) smart |= (SM_IMM_ELEC); - if (p_ptr->resist_fire) smart |= (SM_RES_FIRE); - if (IS_OPPOSE_FIRE()) smart |= (SM_OPP_FIRE); - if (p_ptr->immune_fire) smart |= (SM_IMM_FIRE); - if (p_ptr->resist_cold) smart |= (SM_RES_COLD); - if (IS_OPPOSE_COLD()) smart |= (SM_OPP_COLD); - if (p_ptr->immune_cold) smart |= (SM_IMM_COLD); - - /* Know poison info */ - if (p_ptr->resist_pois) smart |= (SM_RES_POIS); - if (IS_OPPOSE_POIS()) smart |= (SM_OPP_POIS); - - /* Know special resistances */ - if (p_ptr->resist_neth) smart |= (SM_RES_NETH); - if (p_ptr->resist_lite) smart |= (SM_RES_LITE); - if (p_ptr->resist_dark) smart |= (SM_RES_DARK); - if (p_ptr->resist_fear) smart |= (SM_RES_FEAR); - if (p_ptr->resist_conf) smart |= (SM_RES_CONF); - if (p_ptr->resist_chaos) smart |= (SM_RES_CHAOS); - if (p_ptr->resist_disen) smart |= (SM_RES_DISEN); - if (p_ptr->resist_blind) smart |= (SM_RES_BLIND); - if (p_ptr->resist_nexus) smart |= (SM_RES_NEXUS); - if (p_ptr->resist_sound) smart |= (SM_RES_SOUND); - if (p_ptr->resist_shard) smart |= (SM_RES_SHARD); - if (p_ptr->reflect) smart |= (SM_IMM_REFLECT); - - /* Know bizarre "resistances" */ - if (p_ptr->free_act) smart |= (SM_IMM_FREE); - if (!p_ptr->msp) smart |= (SM_IMM_MANA); - } - - - /* Nothing known */ - if (!smart) return; - - - if (smart & SM_IMM_ACID) - { - f4 &= ~(RF4_BR_ACID); - f5 &= ~(RF5_BA_ACID); - f5 &= ~(RF5_BO_ACID); - } - else if ((smart & (SM_OPP_ACID)) && (smart & (SM_RES_ACID))) - { - if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ACID); - if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ACID); - if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ACID); - } - else if ((smart & (SM_OPP_ACID)) || (smart & (SM_RES_ACID))) - { - if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ACID); - if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ACID); - if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ACID); - } - - - if (smart & (SM_IMM_ELEC)) - { - f4 &= ~(RF4_BR_ELEC); - f5 &= ~(RF5_BA_ELEC); - f5 &= ~(RF5_BO_ELEC); - } - else if ((smart & (SM_OPP_ELEC)) && (smart & (SM_RES_ELEC))) - { - if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ELEC); - if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ELEC); - if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ELEC); - } - else if ((smart & (SM_OPP_ELEC)) || (smart & (SM_RES_ELEC))) - { - if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ELEC); - if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ELEC); - if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ELEC); - } - - - if (smart & (SM_IMM_FIRE)) - { - f4 &= ~(RF4_BR_FIRE); - f5 &= ~(RF5_BA_FIRE); - f5 &= ~(RF5_BO_FIRE); - } - else if ((smart & (SM_OPP_FIRE)) && (smart & (SM_RES_FIRE))) - { - if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_FIRE); - if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_FIRE); - if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_FIRE); - } - else if ((smart & (SM_OPP_FIRE)) || (smart & (SM_RES_FIRE))) - { - if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_FIRE); - if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_FIRE); - if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_FIRE); - } - - - if (smart & (SM_IMM_COLD)) - { - f4 &= ~(RF4_BR_COLD); - f5 &= ~(RF5_BA_COLD); - f5 &= ~(RF5_BO_COLD); - f5 &= ~(RF5_BO_ICEE); - } - else if ((smart & (SM_OPP_COLD)) && (smart & (SM_RES_COLD))) - { - if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_COLD); - if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_COLD); - if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_COLD); - if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ICEE); - } - else if ((smart & (SM_OPP_COLD)) || (smart & (SM_RES_COLD))) - { - if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_COLD); - if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_COLD); - if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_COLD); - if (int_outof(r_ptr, 20)) f5 &= ~(RF5_BO_ICEE); - } - - - if ((smart & (SM_OPP_POIS)) && (smart & (SM_RES_POIS))) - { - if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_POIS); - if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_POIS); - if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BA_NUKE); - if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BR_NUKE); - } - else if ((smart & (SM_OPP_POIS)) || (smart & (SM_RES_POIS))) - { - if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_POIS); - if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_POIS); - } - - - if (smart & (SM_RES_NETH)) - { - if (PRACE_IS_(p_ptr, RACE_SPECTRE)) - { - f4 &= ~(RF4_BR_NETH); - f5 &= ~(RF5_BA_NETH); - f5 &= ~(RF5_BO_NETH); - } - else - { - if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_NETH); - if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_NETH); - if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BO_NETH); - } - } - - if (smart & (SM_RES_LITE)) - { - if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_LITE); - if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_LITE); - } - - if (smart & (SM_RES_DARK)) - { - if (PRACE_IS_(p_ptr, RACE_VAMPIRE)) - { - f4 &= ~(RF4_BR_DARK); - f5 &= ~(RF5_BA_DARK); - } - else - { - if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_DARK); - if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_DARK); - } - } - - if (smart & (SM_RES_FEAR)) - { - f5 &= ~(RF5_SCARE); - } - - if (smart & (SM_RES_CONF)) - { - f5 &= ~(RF5_CONF); - if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_CONF); - } - - if (smart & (SM_RES_CHAOS)) - { - if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_CHAO); - if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BA_CHAO); - } - - if (smart & (SM_RES_DISEN)) - { - if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_DISE); - } - - if (smart & (SM_RES_BLIND)) - { - f5 &= ~(RF5_BLIND); - } - - if (smart & (SM_RES_NEXUS)) - { - if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_NEXU); - f6 &= ~(RF6_TELE_LEVEL); - } - - if (smart & (SM_RES_SOUND)) - { - if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_SOUN); - } - - if (smart & (SM_RES_SHARD)) - { - if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_SHAR); - } - - if (smart & (SM_IMM_REFLECT)) - { - if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_COLD); - if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_FIRE); - if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ACID); - if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ELEC); - if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_NETH); - if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_WATE); - if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_MANA); - if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_PLAS); - if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ICEE); - if (int_outof(r_ptr, 150)) f5 &= ~(RF5_MISSILE); - } - - if (smart & (SM_IMM_FREE)) - { - f5 &= ~(RF5_HOLD); - f5 &= ~(RF5_SLOW); - } - - if (smart & (SM_IMM_MANA)) - { - f5 &= ~(RF5_DRAIN_MANA); - } - - /* No spells left? */ - /* if (!f4 && !f5 && !f6) ... */ - - (*f4p) = f4; - (*f5p) = f5; - (*f6p) = f6; -} - - -/*! - * @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。 / - * Determine if there is a space near the player in which a summoned creature can appear - * @param y1 判定を行いたいマスのY座標 - * @param x1 判定を行いたいマスのX座標 - * @return 召還に相応しいならばTRUEを返す - */ -bool summon_possible(POSITION y1, POSITION x1) -{ - POSITION y, x; - - /* Start at the player's location, and check 2 grids in each dir */ - for (y = y1 - 2; y <= y1 + 2; y++) - { - for (x = x1 - 2; x <= x1 + 2; x++) - { - /* Ignore illegal locations */ - if (!in_bounds(p_ptr->current_floor_ptr, y, x)) continue; - - /* Only check a circular area */ - if (distance(y1, x1, y, x)>2) continue; - - /* ...nor on the Pattern */ - if (pattern_tile(y, x)) continue; - - /* Require empty floor grid in line of projection */ - if (cave_empty_bold(y, x) && projectable(y1, x1, y, x) && projectable(y, x, y1, x1)) return (TRUE); - } - } - - return FALSE; -} - - -/*! - * @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 / - * Determine if there is a space near the player in which a summoned creature can appear - * @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 - * @return 死者復活が有効な状態ならばTRUEを返す。 - */ -bool raise_possible(monster_type *m_ptr) -{ - POSITION xx, yy; - POSITION y = m_ptr->fy; - POSITION x = m_ptr->fx; - OBJECT_IDX this_o_idx, next_o_idx = 0; - grid_type *g_ptr; - - for (xx = x - 5; xx <= x + 5; xx++) - { - for (yy = y - 5; yy <= y + 5; yy++) - { - if (distance(y, x, yy, xx) > 5) continue; - if (!los(y, x, yy, xx)) continue; - if (!projectable(y, x, yy, xx)) continue; - - g_ptr = &p_ptr->current_floor_ptr->grid_array[yy][xx]; - /* Scan the pile of objects */ - for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) - { - object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx]; - next_o_idx = o_ptr->next_o_idx; - - /* Known to be worthless? */ - if (o_ptr->tval == TV_CORPSE) - { - if (!monster_has_hostile_align(m_ptr, 0, 0, &r_info[o_ptr->pval])) return TRUE; - } - } - } - } - return FALSE; -} - - - -/*! - * @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 / - * Determine if a bolt spell will hit the player. - * @param y1 ボルト魔法発射地点のY座標 - * @param x1 ボルト魔法発射地点のX座標 - * @param y2 ボルト魔法目標地点のY座標 - * @param x2 ボルト魔法目標地点のX座標 - * @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 - * @return ボルト型魔法が有効ならばTRUEを返す。 - * @details - * Originally, it was possible for a friendly to shoot another friendly.\n - * Change it so a "clean shot" means no equally friendly monster is\n - * between the attacker and target.\n - *\n - * This is exactly like "projectable", but it will\n - * return FALSE if a monster is in the way.\n - * no equally friendly monster is\n - * between the attacker and target.\n - */ -bool clean_shot(POSITION y1, POSITION x1, POSITION y2, POSITION x2, bool is_friend) -{ - /* Must be the same as projectable() */ - - int i; - POSITION y, x; - - int grid_n = 0; - u16b grid_g[512]; - - /* Check the projection path */ - grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, 0); - - /* No grid is ever projectable from itself */ - if (!grid_n) return (FALSE); - - /* Final grid */ - y = GRID_Y(grid_g[grid_n-1]); - x = GRID_X(grid_g[grid_n-1]); - - /* May not end in an unrequested grid */ - if ((y != y2) || (x != x2)) return (FALSE); - - for (i = 0; i < grid_n; i++) - { - y = GRID_Y(grid_g[i]); - x = GRID_X(grid_g[i]); - - if ((p_ptr->current_floor_ptr->grid_array[y][x].m_idx > 0) && !((y == y2) && (x == x2))) - { - monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[p_ptr->current_floor_ptr->grid_array[y][x].m_idx]; - if (is_friend == is_pet(m_ptr)) - { - return (FALSE); - } - } - /* Pets may not shoot through the character - TNB */ - if (player_bold(p_ptr, y, x)) - { - if (is_friend) return (FALSE); - } - } - - return (TRUE); -} - -/*! - * @brief モンスターのボルト型魔法処理 / - * Cast a bolt at the player Stop if we hit a monster Affect monsters and the player - * @param m_idx モンスターのID - * @param y 目標のY座標 - * @param x 目標のX座標 - * @param typ 効果属性ID - * @param dam_hp 威力 - * @param monspell モンスター魔法のID - * @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 - * @return なし - */ -void bolt(MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type) - { - BIT_FLAGS flg = 0; - bool learnable = spell_learnable(m_idx); - - switch (target_type) - { - case MONSTER_TO_MONSTER: - flg = PROJECT_STOP | PROJECT_KILL; - break; - case MONSTER_TO_PLAYER: - flg = PROJECT_STOP | PROJECT_KILL | PROJECT_PLAYER; - break; - } - if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE; - - /* Target the player with a bolt attack */ - (void)project(m_idx, 0, y, x, dam_hp, typ, flg, (learnable ? monspell : -1)); -} - -/*! - * @brief モンスターのビーム型魔法処理 / - * @param m_idx モンスターのID - * @param y 目標のY座標 - * @param x 目標のX座標 - * @param typ 効果属性ID - * @param dam_hp 威力 - * @param monspell モンスター魔法のID - * @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 - * @return なし - */ -void beam(MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type) -{ - BIT_FLAGS flg = 0; - bool learnable = spell_learnable(m_idx); - - switch (target_type) - { - case MONSTER_TO_MONSTER: - flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU; - break; - case MONSTER_TO_PLAYER: - flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU | PROJECT_PLAYER; - break; - } - - /* Target the player with a bolt attack */ - (void)project(m_idx, 0, y, x, dam_hp, typ, flg, (learnable ? monspell : -1)); -} - - -/*! - * @brief モンスターのボール型&ブレス型魔法処理 / - * 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 - * @param y 目標地点のY座標 - * @param x 目標地点のX座標 - * @param m_idx モンスターのID - * @param typ 効果属性ID - * @param dam_hp 威力 - * @param rad 半径 - * @param breath - * @param monspell モンスター魔法のID - * @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 - * @return なし - */ -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) -{ - monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx]; - monster_race *r_ptr = &r_info[m_ptr->r_idx]; - bool learnable = spell_learnable(m_idx); - BIT_FLAGS flg = 0x00; - - switch (target_type) - { - case MONSTER_TO_MONSTER: - flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL; - break; - case MONSTER_TO_PLAYER: - flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_PLAYER; - break; - } - - /* Determine the radius of the blast */ - if ((rad < 1) && breath) rad = (r_ptr->flags2 & (RF2_POWERFUL)) ? 3 : 2; - - /* Handle breath attacks */ - if (breath) rad = 0 - rad; - - switch (typ) - { - case GF_ROCKET: - flg |= PROJECT_STOP; - break; - case GF_DRAIN_MANA: - case GF_MIND_BLAST: - case GF_BRAIN_SMASH: - case GF_CAUSE_1: - case GF_CAUSE_2: - case GF_CAUSE_3: - case GF_CAUSE_4: - case GF_HAND_DOOM: - flg |= (PROJECT_HIDE | PROJECT_AIMED); - break; - } - - /* Target the player with a ball attack */ - (void)project(m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1)); -} - - - - -/*! - * @brief ID値が正しいモンスター魔法IDかどうかを返す / - * Return TRUE if a spell is good for hurting the player (directly). - * @param spell 判定対象のID - * @return 正しいIDならばTRUEを返す。 - */ -static bool spell_attack(byte spell) -{ - /* All RF4 spells hurt (except for shriek and dispel) */ - if (spell < 128 && spell > 98) return (TRUE); - - /* Various "ball" spells */ - if (spell >= 128 && spell <= 128 + 8) return (TRUE); - - /* "Cause wounds" and "bolt" spells */ - if (spell >= 128 + 12 && spell < 128 + 27) return (TRUE); - - /* Hand of Doom */ - if (spell == 160 + 1) return (TRUE); - - /* Psycho-Spear */ - if (spell == 160 + 11) return (TRUE); - - /* Doesn't hurt */ - return (FALSE); -} - - -/*! - * @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 / - * Return TRUE if a spell is good for escaping. - * @param spell 判定対象のID - * @return 適した魔法のIDならばTRUEを返す。 - */ -static bool spell_escape(byte spell) -{ - /* Blink or Teleport */ - if (spell == 160 + 4 || spell == 160 + 5) return (TRUE); - - /* Teleport the player away */ - if (spell == 160 + 9 || spell == 160 + 10) return (TRUE); - - /* Isn't good for escaping */ - return (FALSE); -} - -/*! - * @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 / - * Return TRUE if a spell is good for annoying the player. - * @param spell 判定対象のID - * @return 適した魔法のIDならばTRUEを返す。 - */ -static bool spell_annoy(byte spell) -{ - /* Shriek */ - if (spell == 96 + 0) return (TRUE); - - /* Brain smash, et al (added curses) */ - if (spell >= 128 + 9 && spell <= 128 + 14) return (TRUE); - - /* Scare, confuse, blind, slow, paralyze */ - if (spell >= 128 + 27 && spell <= 128 + 31) return (TRUE); - - /* Teleport to */ - if (spell == 160 + 8) return (TRUE); - - /* Teleport level */ - if (spell == 160 + 10) return (TRUE); - - /* Darkness, make traps, cause amnesia */ - if (spell >= 160 + 12 && spell <= 160 + 14) return (TRUE); - - /* Doesn't annoy */ - return (FALSE); -} - -/*! - * @brief ID値が召喚型のモンスター魔法IDかどうかを返す / - * Return TRUE if a spell is good for annoying the player. - * @param spell 判定対象のID - * @return 召喚型魔法のIDならばTRUEを返す。 - */ -static bool spell_summon(byte spell) -{ - /* All summon spells */ - if (spell >= 160 + 16) return (TRUE); - - /* Doesn't summon */ - return (FALSE); -} - - -/*! - * @brief ID値が死者復活処理かどうかを返す / - * Return TRUE if a spell is good for annoying the player. - * @param spell 判定対象のID - * @return 死者復活の処理ならばTRUEを返す。 - */ -static bool spell_raise(byte spell) -{ - /* All raise-dead spells */ - if (spell == 160 + 15) return (TRUE); - - /* Doesn't summon */ - return (FALSE); -} - -/*! - * @brief ID値が戦術的なモンスター魔法IDかどうかを返す / - * Return TRUE if a spell is good in a tactical situation. - * @param spell 判定対象のID - * @return 戦術的な魔法のIDならばTRUEを返す。 - */ -static bool spell_tactic(byte spell) -{ - /* Blink */ - if (spell == 160 + 4) return (TRUE); - - /* Not good */ - return (FALSE); -} - -/*! - * @brief ID値が無敵化するモンスター魔法IDかどうかを返す / - * Return TRUE if a spell makes invulnerable. - * @param spell 判定対象のID - * @return 召喚型魔法のIDならばTRUEを返す。 - */ -static bool spell_invulner(byte spell) -{ - /* Invulnerability */ - if (spell == 160 + 3) return (TRUE); - - /* No invulnerability */ - return (FALSE); -} - -/*! - * @brief ID値が加速するモンスター魔法IDかどうかを返す / - * Return TRUE if a spell hastes. - * @param spell 判定対象のID - * @return 召喚型魔法のIDならばTRUEを返す。 - */ -static bool spell_haste(byte spell) -{ - /* Haste self */ - if (spell == 160 + 0) return (TRUE); - - /* Not a haste spell */ - return (FALSE); -} - - -/*! - * @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 / - * Return TRUE if a spell world. - * @param spell 判定対象のID - * @return 時間停止魔法のIDならばTRUEを返す。 - */ -static bool spell_world(byte spell) -{ - if (spell == 160 + 6) return (TRUE); - return (FALSE); -} - - -/*! - * @brief ID値が特別効果のモンスター魔法IDかどうかを返す / - * Return TRUE if a spell special. - * @param spell 判定対象のID - * @return 特別効果魔法のIDならばTRUEを返す。 - */ -static bool spell_special(byte spell) -{ - if (p_ptr->phase_out) return FALSE; - if (spell == 160 + 7) return (TRUE); - return (FALSE); -} - - -/*! - * @brief ID値が光の剣のモンスター魔法IDかどうかを返す / - * Return TRUE if a spell psycho-spear. - * @param spell 判定対象のID - * @return 光の剣のIDならばTRUEを返す。 - */ -static bool spell_psy_spe(byte spell) -{ - /* world */ - if (spell == 160 + 11) return (TRUE); - - /* Not a haste spell */ - return (FALSE); -} - - -/*! - * @brief ID値が治癒魔法かどうかを返す / - * Return TRUE if a spell is good for healing. - * @param spell 判定対象のID - * @return 治癒魔法のIDならばTRUEを返す。 - */ -static bool spell_heal(byte spell) -{ - /* Heal */ - if (spell == 160 + 2) return (TRUE); - - /* No healing */ - return (FALSE); -} - - -/*! - * @brief ID値が魔力消去かどうかを返す / - * Return TRUE if a spell is good for dispel. - * @param spell 判定対象のID - * @return 魔力消去のIDならばTRUEを返す。 - */ -static bool spell_dispel(byte spell) -{ - /* Dispel */ - if (spell == 96 + 2) return (TRUE); - - /* No dispel */ - return (FALSE); -} - - -/*! - * @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 - * Check should monster cast dispel spell. - * @param m_idx モンスターの構造体配列ID - * @return 魔力消去をかけるべきならTRUEを返す。 - */ -bool dispel_check(MONSTER_IDX m_idx) -{ - monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx]; - monster_race *r_ptr = &r_info[m_ptr->r_idx]; - - /* Invulnabilty (including the song) */ - if (IS_INVULN()) return (TRUE); - - /* Wraith form */ - if (p_ptr->wraith_form) return (TRUE); - - /* Shield */ - if (p_ptr->shield) return (TRUE); - - /* Magic defence */ - if (p_ptr->magicdef) return (TRUE); - - /* Multi Shadow */ - if (p_ptr->multishadow) return (TRUE); - - /* Robe of dust */ - if (p_ptr->dustrobe) return (TRUE); - - /* Berserk Strength */ - if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) return (TRUE); - - /* Demon Lord */ - if (p_ptr->mimic_form == MIMIC_DEMON_LORD) return (TRUE); - - /* Elemental resistances */ - if (r_ptr->flags4 & RF4_BR_ACID) - { - if (!p_ptr->immune_acid && (p_ptr->oppose_acid || music_singing(p_ptr, MUSIC_RESIST))) return (TRUE); - if (p_ptr->special_defense & DEFENSE_ACID) return (TRUE); - } - - if (r_ptr->flags4 & RF4_BR_FIRE) - { - if (!((p_ptr->prace == RACE_DEMON) && p_ptr->lev > 44)) - { - if (!p_ptr->immune_fire && (p_ptr->oppose_fire || music_singing(p_ptr, MUSIC_RESIST))) return (TRUE); - if (p_ptr->special_defense & DEFENSE_FIRE) return (TRUE); - } - } - - if (r_ptr->flags4 & RF4_BR_ELEC) - { - if (!p_ptr->immune_elec && (p_ptr->oppose_elec || music_singing(p_ptr, MUSIC_RESIST))) return (TRUE); - if (p_ptr->special_defense & DEFENSE_ELEC) return (TRUE); - } - - if (r_ptr->flags4 & RF4_BR_COLD) - { - if (!p_ptr->immune_cold && (p_ptr->oppose_cold || music_singing(p_ptr, MUSIC_RESIST))) return (TRUE); - if (p_ptr->special_defense & DEFENSE_COLD) return (TRUE); - } - - if (r_ptr->flags4 & (RF4_BR_POIS | RF4_BR_NUKE)) - { - if (!((p_ptr->pclass == CLASS_NINJA) && p_ptr->lev > 44)) - { - if (p_ptr->oppose_pois || music_singing(p_ptr, MUSIC_RESIST)) return (TRUE); - if (p_ptr->special_defense & DEFENSE_POIS) return (TRUE); - } - } - - /* Ultimate resistance */ - if (p_ptr->ult_res) return (TRUE); - - /* Potion of Neo Tsuyosi special */ - if (p_ptr->tsuyoshi) return (TRUE); - - /* Elemental Brands */ - if ((p_ptr->special_attack & ATTACK_ACID) && !(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return (TRUE); - if ((p_ptr->special_attack & ATTACK_FIRE) && !(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return (TRUE); - if ((p_ptr->special_attack & ATTACK_ELEC) && !(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return (TRUE); - if ((p_ptr->special_attack & ATTACK_COLD) && !(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return (TRUE); - if ((p_ptr->special_attack & ATTACK_POIS) && !(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return (TRUE); - - if (p_ptr->pspeed < 145) - { - if (IS_FAST()) return (TRUE); - } - - /* Light speed */ - if (p_ptr->lightspeed && (m_ptr->mspeed < 136)) return (TRUE); - - if (p_ptr->riding && (p_ptr->current_floor_ptr->m_list[p_ptr->riding].mspeed < 135)) - { - if (MON_FAST(&p_ptr->current_floor_ptr->m_list[p_ptr->riding])) return (TRUE); - } - - /* No need to cast dispel spell */ - return (FALSE); -} - - -/*! - * @brief モンスターの魔法選択ルーチン - * Have a monster choose a spell from a list of "useful" spells. - * @param m_idx モンスターの構造体配列ID - * @param spells 候補魔法IDをまとめた配列 - * @param num spellsの長さ - * @return 選択したモンスター魔法のID - * @details - * Note that this list does NOT include spells that will just hit\n - * other monsters, and the list is restricted when the monster is\n - * "desperate". Should that be the job of this function instead?\n - *\n - * Stupid monsters will just pick a spell randomly. Smart monsters\n - * will choose more "intelligently".\n - *\n - * Use the helper functions above to put spells into categories.\n - *\n - * This function may well be an efficiency bottleneck.\n - */ -static int choose_attack_spell(MONSTER_IDX m_idx, byte spells[], byte num) -{ - monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx]; - monster_race *r_ptr = &r_info[m_ptr->r_idx]; - - byte escape[96], escape_num = 0; - byte attack[96], attack_num = 0; - byte summon[96], summon_num = 0; - byte tactic[96], tactic_num = 0; - byte annoy[96], annoy_num = 0; - byte invul[96], invul_num = 0; - byte haste[96], haste_num = 0; - byte world[96], world_num = 0; - byte special[96], special_num = 0; - byte psy_spe[96], psy_spe_num = 0; - byte raise[96], raise_num = 0; - byte heal[96], heal_num = 0; - byte dispel[96], dispel_num = 0; - - int i; - - /* Stupid monsters choose randomly */ - if (r_ptr->flags2 & (RF2_STUPID)) - { - /* Pick at random */ - return (spells[randint0(num)]); - } - - /* Categorize spells */ - for (i = 0; i < num; i++) - { - /* Escape spell? */ - if (spell_escape(spells[i])) escape[escape_num++] = spells[i]; - - /* Attack spell? */ - if (spell_attack(spells[i])) attack[attack_num++] = spells[i]; - - /* Summon spell? */ - if (spell_summon(spells[i])) summon[summon_num++] = spells[i]; - - /* Tactical spell? */ - if (spell_tactic(spells[i])) tactic[tactic_num++] = spells[i]; - - /* Annoyance spell? */ - if (spell_annoy(spells[i])) annoy[annoy_num++] = spells[i]; - - /* Invulnerability spell? */ - if (spell_invulner(spells[i])) invul[invul_num++] = spells[i]; - - /* Haste spell? */ - if (spell_haste(spells[i])) haste[haste_num++] = spells[i]; - - /* World spell? */ - if (spell_world(spells[i])) world[world_num++] = spells[i]; - - /* Special spell? */ - if (spell_special(spells[i])) special[special_num++] = spells[i]; - - /* Psycho-spear spell? */ - if (spell_psy_spe(spells[i])) psy_spe[psy_spe_num++] = spells[i]; - - /* Raise-dead spell? */ - if (spell_raise(spells[i])) raise[raise_num++] = spells[i]; - - /* Heal spell? */ - if (spell_heal(spells[i])) heal[heal_num++] = spells[i]; - - /* Dispel spell? */ - if (spell_dispel(spells[i])) dispel[dispel_num++] = spells[i]; - } - - /*** Try to pick an appropriate spell type ***/ - - /* world */ - if (world_num && (randint0(100) < 15) && !current_world_ptr->timewalk_m_idx) - { - /* Choose haste spell */ - return (world[randint0(world_num)]); - } - - /* special */ - if (special_num) - { - bool success = FALSE; - switch(m_ptr->r_idx) - { - case MON_BANOR: - case MON_LUPART: - if ((m_ptr->hp < m_ptr->maxhp / 2) && r_info[MON_BANOR].max_num && r_info[MON_LUPART].max_num) success = TRUE; - break; - default: break; - } - if (success) return (special[randint0(special_num)]); - } - - /* Still hurt badly, couldn't flee, attempt to heal */ - if (m_ptr->hp < m_ptr->maxhp / 3 && one_in_(2)) - { - /* Choose heal spell if possible */ - if (heal_num) return (heal[randint0(heal_num)]); - } - - /* Hurt badly or afraid, attempt to flee */ - if (((m_ptr->hp < m_ptr->maxhp / 3) || MON_MONFEAR(m_ptr)) && one_in_(2)) - { - /* Choose escape spell if possible */ - if (escape_num) return (escape[randint0(escape_num)]); - } - - /* special */ - if (special_num) - { - bool success = FALSE; - switch (m_ptr->r_idx) - { - case MON_OHMU: - case MON_BANOR: - case MON_LUPART: - break; - case MON_BANORLUPART: - if (randint0(100) < 70) success = TRUE; - break; - case MON_ROLENTO: - if (randint0(100) < 40) success = TRUE; - break; - default: - if (randint0(100) < 50) success = TRUE; - break; - } - if (success) return (special[randint0(special_num)]); - } - - /* Player is close and we have attack spells, blink away */ - 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) - { - /* Choose tactical spell */ - if (tactic_num) return (tactic[randint0(tactic_num)]); - } - - /* Summon if possible (sometimes) */ - if (summon_num && (randint0(100) < 40)) - { - /* Choose summon spell */ - return (summon[randint0(summon_num)]); - } - - /* dispel */ - if (dispel_num && one_in_(2)) - { - /* Choose dispel spell if possible */ - if (dispel_check(m_idx)) - { - return (dispel[randint0(dispel_num)]); - } - } - - /* Raise-dead if possible (sometimes) */ - if (raise_num && (randint0(100) < 40)) - { - /* Choose raise-dead spell */ - return (raise[randint0(raise_num)]); - } - - /* Attack spell (most of the time) */ - if (IS_INVULN()) - { - if (psy_spe_num && (randint0(100) < 50)) - { - /* Choose attack spell */ - return (psy_spe[randint0(psy_spe_num)]); - } - else if (attack_num && (randint0(100) < 40)) - { - /* Choose attack spell */ - return (attack[randint0(attack_num)]); - } - } - else if (attack_num && (randint0(100) < 85)) - { - /* Choose attack spell */ - return (attack[randint0(attack_num)]); - } - - /* Try another tactical spell (sometimes) */ - if (tactic_num && (randint0(100) < 50) && !current_world_ptr->timewalk_m_idx) - { - /* Choose tactic spell */ - return (tactic[randint0(tactic_num)]); - } - - /* Cast globe of invulnerability if not already in effect */ - if (invul_num && !m_ptr->mtimed[MTIMED_INVULNER] && (randint0(100) < 50)) - { - /* Choose Globe of Invulnerability */ - return (invul[randint0(invul_num)]); - } - - /* We're hurt (not badly), try to heal */ - if ((m_ptr->hp < m_ptr->maxhp * 3 / 4) && (randint0(100) < 25)) - { - /* Choose heal spell if possible */ - if (heal_num) return (heal[randint0(heal_num)]); - } - - /* Haste self if we aren't already somewhat hasted (rarely) */ - if (haste_num && (randint0(100) < 20) && !MON_FAST(m_ptr)) - { - /* Choose haste spell */ - return (haste[randint0(haste_num)]); - } - - /* Annoy player (most of the time) */ - if (annoy_num && (randint0(100) < 80)) - { - /* Choose annoyance spell */ - return (annoy[randint0(annoy_num)]); - } - - /* Choose no spell */ - return (0); -} - - -/*! - * @brief ID値が非魔術的な特殊技能かどうかを返す / - * Return TRUE if a spell is inate spell. - * @param spell 判定対象のID - * @return 非魔術的な特殊技能ならばTRUEを返す。 - */ -bool spell_is_inate(SPELL_IDX spell) -{ - if (spell < 32 * 4) /* Set RF4 */ - { - if ((1L << (spell - 32 * 3)) & RF4_NOMAGIC_MASK) return TRUE; - } - else if (spell < 32 * 5) /* Set RF5 */ - { - if ((1L << (spell - 32 * 4)) & RF5_NOMAGIC_MASK) return TRUE; - } - else if (spell < 32 * 6) /* Set RF6 */ - { - if ((1L << (spell - 32 * 5)) & RF6_NOMAGIC_MASK) return TRUE; - } - - /* This spell is not "inate" */ - return FALSE; -} - - -/*! - * @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 / - * @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 - * @param yp 最適な目標地点のY座標を返す参照ポインタ - * @param xp 最適な目標地点のX座標を返す参照ポインタ - * @param f_flag 射線に入れるのを避ける地形の所持フラグ - * @param path_check 射線を判定するための関数ポインタ - * @return 有効な座標があった場合TRUEを返す - */ -static bool adjacent_grid_check(monster_type *m_ptr, POSITION *yp, POSITION *xp, - int f_flag, bool (*path_check)(POSITION, POSITION, POSITION, POSITION)) -{ - int i; - int tonari; - static int tonari_y[4][8] = {{-1, -1, -1, 0, 0, 1, 1, 1}, - {-1, -1, -1, 0, 0, 1, 1, 1}, - { 1, 1, 1, 0, 0, -1, -1, -1}, - { 1, 1, 1, 0, 0, -1, -1, -1}}; - static int tonari_x[4][8] = {{-1, 0, 1, -1, 1, -1, 0, 1}, - { 1, 0, -1, 1, -1, 1, 0, -1}, - {-1, 0, 1, -1, 1, -1, 0, 1}, - { 1, 0, -1, 1, -1, 1, 0, -1}}; - - if (m_ptr->fy < p_ptr->y && m_ptr->fx < p_ptr->x) tonari = 0; - else if (m_ptr->fy < p_ptr->y) tonari = 1; - else if (m_ptr->fx < p_ptr->x) tonari = 2; - else tonari = 3; - - for (i = 0; i < 8; i++) - { - int next_x = *xp + tonari_x[tonari][i]; - int next_y = *yp + tonari_y[tonari][i]; - grid_type *g_ptr; - - /* Access the next grid */ - g_ptr = &p_ptr->current_floor_ptr->grid_array[next_y][next_x]; - - /* Skip this feature */ - if (!cave_have_flag_grid(g_ptr, f_flag)) continue; - - if (path_check(m_ptr->fy, m_ptr->fx, next_y, next_x)) - { - *yp = next_y; - *xp = next_x; - return TRUE; - } - } - - return FALSE; -} - -#define DO_SPELL_NONE 0 -#define DO_SPELL_BR_LITE 1 -#define DO_SPELL_BR_DISI 2 -#define DO_SPELL_BA_LITE 3 - -/*! - * @brief モンスターの特殊技能メインルーチン / - * Creatures can cast spells, shoot missiles, and breathe. - * @param m_idx モンスター構造体配列のID - * @return 実際に特殊技能を利用したらTRUEを返す - * @details - * Returns "TRUE" if a spell (or whatever) was (successfully) cast.\n - *\n - * This function could use some work, but remember to\n - * keep it as optimized as possible, while retaining generic code.\n - *\n - * Verify the various "blind-ness" checks in the code.\n - *\n - * Note that several effects should really not be "seen"\n - * if the player is blind. See also "effects.c" for other "mistakes".\n - *\n - * Perhaps monsters should breathe at locations *near* the player,\n - * since this would allow them to inflict "partial" damage.\n - *\n - * Perhaps smart monsters should decline to use "bolt" spells if\n - * there is a monster in the way, unless they wish to kill it.\n - *\n - * Note that, to allow the use of the "track_target" option at some\n - * later time, certain non-optimal things are done in the code below,\n - * including explicit checks against the "direct" variable, which is\n - * currently always true by the time it is checked, but which should\n - * really be set according to an explicit "projectable()" test, and\n - * the use of generic "x,y" locations instead of the player location,\n - * with those values being initialized with the player location.\n - *\n - * It will not be possible to "correctly" handle the case in which a\n - * monster attempts to attack a location which is thought to contain\n - * the player, but which in fact is nowhere near the player, since this\n - * might induce all sorts of messages about the attack itself, and about\n - * the effects of the attack, which the player might or might not be in\n - * a position to observe. Thus, for simplicity, it is probably best to\n - * only allow "faulty" attacks by a monster if one of the important grids\n - * (probably the initial or final grid) is in fact in view of the player.\n - * It may be necessary to actually prevent spell attacks except when the\n - * monster actually has line of sight to the player. Note that a monster\n - * could be left in a bizarre situation after the player ducked behind a\n - * pillar and then teleported away, for example.\n - *\n - * @note - * that certain spell attacks do not use the "project()" function\n - * but "simulate" it via the "direct" variable, which is always at least\n - * as restrictive as the "project()" function. This is necessary to\n - * prevent "blindness" attacks and such from bending around walls, etc,\n - * and to allow the use of the "track_target" option in the future.\n - *\n - * Note that this function attempts to optimize the use of spells for the\n - * cases in which the monster has no spells, or has spells but cannot use\n - * them, or has spells but they will have no "useful" effect. Note that\n - * this function has been an efficiency bottleneck in the past.\n - *\n - * Note the special "MFLAG_NICE" flag, which prevents a monster from using\n - * any spell attacks until the player has had a single chance to move.\n - */ -bool make_attack_spell(MONSTER_IDX m_idx) -{ - int k; - SPELL_IDX thrown_spell = 0; - DEPTH rlev; - PERCENTAGE failrate; - byte spell[96], num = 0; - BIT_FLAGS f4, f5, f6; - monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx]; - monster_race *r_ptr = &r_info[m_ptr->r_idx]; - GAME_TEXT m_name[MAX_NLEN]; -#ifndef JP - char m_poss[80]; -#endif - bool no_inate = FALSE; - bool do_spell = DO_SPELL_NONE; - int dam = 0; - - POSITION x = p_ptr->x; - POSITION y = p_ptr->y; - - /* Target location for lite breath */ - POSITION x_br_lite = 0; - POSITION y_br_lite = 0; - - /* Extract the "see-able-ness" */ - bool seen = (!p_ptr->blind && m_ptr->ml); - bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx); - - /* Check "projectable" */ - bool direct; - - bool in_no_magic_dungeon = (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC) && p_ptr->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; - - /* Cannot cast spells when confused */ - if (MON_CONFUSED(m_ptr)) - { - reset_target(m_ptr); - return (FALSE); - } - - /* Cannot cast spells when nice */ - if (m_ptr->mflag & MFLAG_NICE) return (FALSE); - if (!is_hostile(m_ptr)) return (FALSE); - - - /* Sometimes forbid inate attacks (breaths) */ - if (randint0(100) >= (r_ptr->freq_spell * 2)) no_inate = TRUE; - - /* Handle "track_target" option (?) */ - - - /* Extract the racial spell flags */ - f4 = r_ptr->flags4; - f5 = r_ptr->a_ability_flags1; - f6 = r_ptr->a_ability_flags2; - - /*** require projectable player ***/ - - /* Check range */ - if ((m_ptr->cdis > MAX_RANGE) && !m_ptr->target_y) return (FALSE); - - /* Check path for lite breath */ - if (f4 & RF4_BR_LITE) - { - y_br_lite = y; - x_br_lite = x; - - if (los(m_ptr->fy, m_ptr->fx, y_br_lite, x_br_lite)) - { - feature_type *f_ptr = &f_info[p_ptr->current_floor_ptr->grid_array[y_br_lite][x_br_lite].feat]; - - if (!have_flag(f_ptr->flags, FF_LOS)) - { - if (have_flag(f_ptr->flags, FF_PROJECT) && one_in_(2)) f4 &= ~(RF4_BR_LITE); - } - } - - /* Check path to next grid */ - else if (!adjacent_grid_check(m_ptr, &y_br_lite, &x_br_lite, FF_LOS, los)) f4 &= ~(RF4_BR_LITE); - - /* Don't breath lite to the wall if impossible */ - if (!(f4 & RF4_BR_LITE)) - { - y_br_lite = 0; - x_br_lite = 0; - } - } - - /* Check path */ - if (projectable(m_ptr->fy, m_ptr->fx, y, x)) - { - feature_type *f_ptr = &f_info[p_ptr->current_floor_ptr->grid_array[y][x].feat]; - - if (!have_flag(f_ptr->flags, FF_PROJECT)) - { - /* Breath disintegration to the wall if possible */ - if ((f4 & RF4_BR_DISI) && have_flag(f_ptr->flags, FF_HURT_DISI) && one_in_(2)) do_spell = DO_SPELL_BR_DISI; - - /* Breath lite to the transparent wall if possible */ - else if ((f4 & RF4_BR_LITE) && have_flag(f_ptr->flags, FF_LOS) && one_in_(2)) do_spell = DO_SPELL_BR_LITE; - } - } - - /* Check path to next grid */ - else - { - bool success = FALSE; - - if ((f4 & RF4_BR_DISI) && (m_ptr->cdis < MAX_RANGE/2) && - in_disintegration_range(m_ptr->fy, m_ptr->fx, y, x) && - (one_in_(10) || (projectable(y, x, m_ptr->fy, m_ptr->fx) && one_in_(2)))) - { - do_spell = DO_SPELL_BR_DISI; - success = TRUE; - } - else if ((f4 & RF4_BR_LITE) && (m_ptr->cdis < MAX_RANGE/2) && - los(m_ptr->fy, m_ptr->fx, y, x) && one_in_(5)) - { - do_spell = DO_SPELL_BR_LITE; - success = TRUE; - } - else if ((f5 & RF5_BA_LITE) && (m_ptr->cdis <= MAX_RANGE)) - { - POSITION by = y, bx = x; - get_project_point(m_ptr->fy, m_ptr->fx, &by, &bx, 0L); - if ((distance(by, bx, y, x) <= 3) && los(by, bx, y, x) && one_in_(5)) - { - do_spell = DO_SPELL_BA_LITE; - success = TRUE; - } - } - - if (!success) success = adjacent_grid_check(m_ptr, &y, &x, FF_PROJECT, projectable); - - if (!success) - { - if (m_ptr->target_y && m_ptr->target_x) - { - y = m_ptr->target_y; - x = m_ptr->target_x; - f4 &= (RF4_INDIRECT_MASK); - f5 &= (RF5_INDIRECT_MASK); - f6 &= (RF6_INDIRECT_MASK); - success = TRUE; - } - - if (y_br_lite && x_br_lite && (m_ptr->cdis < MAX_RANGE/2) && one_in_(5)) - { - if (!success) - { - y = y_br_lite; - x = x_br_lite; - do_spell = DO_SPELL_BR_LITE; - success = TRUE; - } - else f4 |= (RF4_BR_LITE); - } - } - - /* No spells */ - if (!success) return FALSE; - } - - reset_target(m_ptr); - - rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1); - - /* Forbid inate attacks sometimes */ - if (no_inate) - { - f4 &= ~(RF4_NOMAGIC_MASK); - f5 &= ~(RF5_NOMAGIC_MASK); - f6 &= ~(RF6_NOMAGIC_MASK); - } - - if (f6 & RF6_DARKNESS) - { - if ((p_ptr->pclass == CLASS_NINJA) && - !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) && - !(r_ptr->flags7 & RF7_DARK_MASK)) - can_use_lite_area = TRUE; - - if (!(r_ptr->flags2 & RF2_STUPID)) - { - if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS); - else if ((p_ptr->pclass == CLASS_NINJA) && !can_use_lite_area) f6 &= ~(RF6_DARKNESS); - } - } - - if (in_no_magic_dungeon && !(r_ptr->flags2 & RF2_STUPID)) - { - f4 &= (RF4_NOMAGIC_MASK); - f5 &= (RF5_NOMAGIC_MASK); - f6 &= (RF6_NOMAGIC_MASK); - } - - if (r_ptr->flags2 & RF2_SMART) - { - /* Hack -- allow "desperate" spells */ - if ((m_ptr->hp < m_ptr->maxhp / 10) && - (randint0(100) < 50)) - { - /* Require intelligent spells */ - f4 &= (RF4_INT_MASK); - f5 &= (RF5_INT_MASK); - f6 &= (RF6_INT_MASK); - } - - /* Hack -- decline "teleport level" in some case */ - if ((f6 & RF6_TELE_LEVEL) && TELE_LEVEL_IS_INEFF(0)) - { - f6 &= ~(RF6_TELE_LEVEL); - } - } - - /* No spells left */ - if (!f4 && !f5 && !f6) return (FALSE); - - /* Remove the "ineffective" spells */ - remove_bad_spells(m_idx, &f4, &f5, &f6); - - if (p_ptr->inside_arena || p_ptr->phase_out) - { - f4 &= ~(RF4_SUMMON_MASK); - f5 &= ~(RF5_SUMMON_MASK); - f6 &= ~(RF6_SUMMON_MASK | RF6_TELE_LEVEL); - - if (m_ptr->r_idx == MON_ROLENTO) f6 &= ~(RF6_SPECIAL); - } - - /* No spells left */ - if (!f4 && !f5 && !f6) return (FALSE); - - if (!(r_ptr->flags2 & RF2_STUPID)) - { - if (!p_ptr->csp) f5 &= ~(RF5_DRAIN_MANA); - - /* Check for a clean bolt shot */ - if (((f4 & RF4_BOLT_MASK) || - (f5 & RF5_BOLT_MASK) || - (f6 & RF6_BOLT_MASK)) && - !clean_shot(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x, FALSE)) - { - /* Remove spells that will only hurt friends */ - f4 &= ~(RF4_BOLT_MASK); - f5 &= ~(RF5_BOLT_MASK); - f6 &= ~(RF6_BOLT_MASK); - } - - /* Check for a possible summon */ - if (((f4 & RF4_SUMMON_MASK) || - (f5 & RF5_SUMMON_MASK) || - (f6 & RF6_SUMMON_MASK)) && - !(summon_possible(y, x))) - { - /* Remove summoning spells */ - f4 &= ~(RF4_SUMMON_MASK); - f5 &= ~(RF5_SUMMON_MASK); - f6 &= ~(RF6_SUMMON_MASK); - } - - /* Check for a possible raise dead */ - if ((f6 & RF6_RAISE_DEAD) && !raise_possible(m_ptr)) - { - /* Remove raise dead spell */ - f6 &= ~(RF6_RAISE_DEAD); - } - - /* Special moves restriction */ - if (f6 & RF6_SPECIAL) - { - if ((m_ptr->r_idx == MON_ROLENTO) && !summon_possible(y, x)) - { - f6 &= ~(RF6_SPECIAL); - } - } - - /* No spells left */ - if (!f4 && !f5 && !f6) return (FALSE); - } - - /* Extract the "inate" spells */ - for (k = 0; k < 32; k++) - { - if (f4 & (1L << k)) spell[num++] = k + RF4_SPELL_START; - } - - /* Extract the "normal" spells */ - for (k = 0; k < 32; k++) - { - if (f5 & (1L << k)) spell[num++] = k + RF5_SPELL_START; - } - - /* Extract the "bizarre" spells */ - for (k = 0; k < 32; k++) - { - if (f6 & (1L << k)) spell[num++] = k + RF6_SPELL_START; - } - - /* No spells left */ - if (!num) return (FALSE); - - /* Stop if player is dead or gone */ - if (!p_ptr->playing || p_ptr->is_dead) return (FALSE); - - /* Stop if player is leaving */ - if (p_ptr->leaving) return (FALSE); - - /* Get the monster name (or "it") */ - monster_desc(m_name, m_ptr, 0x00); - -#ifndef JP - /* Get the monster possessive ("his"/"her"/"its") */ - monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE); -#endif - - switch (do_spell) - { - case DO_SPELL_NONE: - { - int attempt = 10; - while (attempt--) - { - thrown_spell = choose_attack_spell(m_idx, spell, num); - if (thrown_spell) break; - } - } - break; - - case DO_SPELL_BR_LITE: - thrown_spell = 96+14; /* RF4_BR_LITE */ - break; - - case DO_SPELL_BR_DISI: - thrown_spell = 96+31; /* RF4_BR_DISI */ - break; - - case DO_SPELL_BA_LITE: - thrown_spell = 128+20; /* RF5_BA_LITE */ - break; - - default: - return FALSE; - } - - /* Abort if no spell was chosen */ - if (!thrown_spell) return (FALSE); - - /* Calculate spell failure rate */ - failrate = 25 - (rlev + 3) / 4; - - /* Hack -- Stupid monsters will never fail (for jellies and such) */ - if (r_ptr->flags2 & RF2_STUPID) failrate = 0; - - /* 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)) || (randint0(100) < failrate))) - { - disturb(p_ptr, TRUE, TRUE); - 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)) - { - 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); - } - - /* Projectable? */ - direct = player_bold(p_ptr, y, x); - - can_remember = is_original_ap_and_seen(m_ptr); - - if (!direct) - { - switch (thrown_spell) - { - case 96 + 2: /* RF4_DISPEL */ - case 96 + 4: /* RF4_SHOOT */ - case 128 + 9: /* RF5_DRAIN_MANA */ - case 128 + 10: /* RF5_MIND_BLAST */ - case 128 + 11: /* RF5_BRAIN_SMASH */ - case 128 + 12: /* RF5_CAUSE_1 */ - case 128 + 13: /* RF5_CAUSE_2 */ - case 128 + 14: /* RF5_CAUSE_3 */ - case 128 + 15: /* RF5_CAUSE_4 */ - case 128 + 16: /* RF5_BO_ACID */ - case 128 + 17: /* RF5_BO_ELEC */ - case 128 + 18: /* RF5_BO_FIRE */ - case 128 + 19: /* RF5_BO_COLD */ - case 128 + 21: /* RF5_BO_NETH */ - case 128 + 22: /* RF5_BO_WATE */ - case 128 + 23: /* RF5_BO_MANA */ - case 128 + 24: /* RF5_BO_PLAS */ - case 128 + 25: /* RF5_BO_ICEE */ - case 128 + 26: /* RF5_MISSILE */ - case 128 + 27: /* RF5_SCARE */ - case 128 + 28: /* RF5_BLIND */ - case 128 + 29: /* RF5_CONF */ - case 128 + 30: /* RF5_SLOW */ - case 128 + 31: /* RF5_HOLD */ - case 160 + 1: /* RF6_HAND_DOOM */ - case 160 + 8: /* RF6_TELE_TO */ - case 160 + 9: /* RF6_TELE_AWAY */ - case 160 + 10: /* RF6_TELE_LEVEL */ - case 160 + 11: /* RF6_PSY_SPEAR */ - case 160 + 12: /* RF6_DARKNESS */ - case 160 + 14: /* RF6_FORGET */ - return (FALSE); - } - } - - /* Cast the spell. */ - dam = monspell_to_player(thrown_spell, y, x, m_idx); - if (dam < 0) return FALSE; - - if ((p_ptr->action == ACTION_LEARN) && thrown_spell > 175) - { - learn_spell(thrown_spell - 96); - } - - if (seen && maneable && !current_world_ptr->timewalk_m_idx && (p_ptr->pclass == CLASS_IMITATOR)) - { - if (thrown_spell != 167) /* Not RF6_SPECIAL */ - { - if (p_ptr->mane_num == MAX_MANE) - { - int i; - p_ptr->mane_num--; - for (i = 0;i < p_ptr->mane_num;i++) - { - p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1]; - p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1]; - } - } - p_ptr->mane_spell[p_ptr->mane_num] = thrown_spell - 96; - p_ptr->mane_dam[p_ptr->mane_num] = dam; - p_ptr->mane_num++; - p_ptr->new_mane = TRUE; - - p_ptr->redraw |= (PR_IMITATION); - } - } - - /* Remember what the monster did to us */ - if (can_remember) - { - /* Inate spell */ - if (thrown_spell < 32 * 4) - { - r_ptr->r_flags4 |= (1L << (thrown_spell - 32 * 3)); - if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++; - } - - /* Bolt or Ball */ - else if (thrown_spell < 32 * 5) - { - r_ptr->r_flags5 |= (1L << (thrown_spell - 32 * 4)); - if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++; - } - - /* Special spell */ - else if (thrown_spell < 32 * 6) - { - r_ptr->r_flags6 |= (1L << (thrown_spell - 32 * 5)); - if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++; - } - } - - - /* Always take note of monsters that kill you */ - if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena) - { - r_ptr->r_deaths++; /* Ignore appearance difference */ - } - - /* A spell was cast */ - return (TRUE); -}