3 * @brief モンスター魔法の実装 / Monster spells (attack player)
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
12 * And now for Intelligent monster attacks (including spells).\n
14 * Original idea and code by "DRS" (David Reeves Sward).\n
15 * Major modifications by "BEN" (Ben Harrison).\n
17 * Give monsters more intelligent attack/spell selection based on\n
18 * observations of previous attacks on the player, and/or by allowing\n
19 * the monster to "cheat" and know the player status.\n
21 * Maintain an idea of the player status, and use that information\n
22 * to occasionally eliminate "ineffective" spell attacks. We could\n
23 * also eliminate ineffective normal attacks, but there is no reason\n
24 * for the monster to do this, since he gains no benefit.\n
25 * Note that MINDLESS monsters are not allowed to use this code.\n
26 * And non-INTELLIGENT monsters only use it partially effectively.\n
28 * Actually learn what the player resists, and use that information\n
29 * to remove attacks or spells before using them. This will require\n
30 * much less space, if I am not mistaken. Thus, each monster gets a\n
31 * set of 32 bit flags, "smart", build from the various "SM_*" flags.\n
33 * This has the added advantage that attacks and spells are related.\n
34 * The "smart_learn" option means that the monster "learns" the flags\n
35 * that should be set, and "smart_cheat" means that he "knows" them.\n
36 * So "smart_cheat" means that the "smart" field is always up to date,\n
37 * while "smart_learn" means that the "smart" field is slowly learned.\n
38 * Both of them have the same effect on the "choose spell" routine.\n
47 #include "object-curse.h"
49 #include "realm-hex.h"
50 #include "player-move.h"
51 #include "player-status.h"
53 #include "monster-spell.h"
56 #include "realm-song.h"
57 #include "view-mainwindow.h"
58 #include "player-race.h"
59 #include "player-class.h"
61 #define DO_SPELL_NONE 0
62 #define DO_SPELL_BR_LITE 1
63 #define DO_SPELL_BR_DISI 2
64 #define DO_SPELL_BA_LITE 3
67 * @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 /
68 * Internal probability routine
69 * @param r_ptr モンスター種族の構造体参照ポインタ
71 * @return 適した選択を取るならばTRUEを返す。
73 static bool int_outof(monster_race *r_ptr, PERCENTAGE prob)
75 /* Non-Smart monsters are half as "smart" */
76 if (!(r_ptr->flags2 & RF2_SMART)) prob = prob / 2;
79 return (randint0(100) < prob);
84 * @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 /
85 * Remove the "bad" spells from a spell list
86 * @param m_idx モンスターの構造体参照ポインタ
87 * @param f4p モンスター魔法のフラグリスト1
88 * @param f5p モンスター魔法のフラグリスト2
89 * @param f6p モンスター魔法のフラグリスト3
92 static void remove_bad_spells(MONSTER_IDX m_idx, player_type *target_ptr, u32b *f4p, u32b *f5p, u32b *f6p)
94 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
95 monster_race *r_ptr = &r_info[m_ptr->r_idx];
103 /* Too stupid to know anything */
104 if (r_ptr->flags2 & RF2_STUPID) return;
107 /* Must be cheating or learning */
108 if (!smart_cheat && !smart_learn) return;
111 /* Update acquired knowledge */
114 /* Hack -- Occasionally forget player status */
115 /* Only save SM_FRIENDLY, SM_PET or SM_CLONED */
116 if (m_ptr->smart && (randint0(100) < 1)) m_ptr->smart &= (SM_FRIENDLY | SM_PET | SM_CLONED);
118 /* Use the memorized flags */
119 smart = m_ptr->smart;
123 /* Cheat if requested */
126 /* Know basic info */
127 if (target_ptr->resist_acid) smart |= (SM_RES_ACID);
128 if (IS_OPPOSE_ACID()) smart |= (SM_OPP_ACID);
129 if (target_ptr->immune_acid) smart |= (SM_IMM_ACID);
130 if (target_ptr->resist_elec) smart |= (SM_RES_ELEC);
131 if (IS_OPPOSE_ELEC()) smart |= (SM_OPP_ELEC);
132 if (target_ptr->immune_elec) smart |= (SM_IMM_ELEC);
133 if (target_ptr->resist_fire) smart |= (SM_RES_FIRE);
134 if (IS_OPPOSE_FIRE()) smart |= (SM_OPP_FIRE);
135 if (target_ptr->immune_fire) smart |= (SM_IMM_FIRE);
136 if (target_ptr->resist_cold) smart |= (SM_RES_COLD);
137 if (IS_OPPOSE_COLD()) smart |= (SM_OPP_COLD);
138 if (target_ptr->immune_cold) smart |= (SM_IMM_COLD);
140 /* Know poison info */
141 if (target_ptr->resist_pois) smart |= (SM_RES_POIS);
142 if (IS_OPPOSE_POIS()) smart |= (SM_OPP_POIS);
144 /* Know special resistances */
145 if (target_ptr->resist_neth) smart |= (SM_RES_NETH);
146 if (target_ptr->resist_lite) smart |= (SM_RES_LITE);
147 if (target_ptr->resist_dark) smart |= (SM_RES_DARK);
148 if (target_ptr->resist_fear) smart |= (SM_RES_FEAR);
149 if (target_ptr->resist_conf) smart |= (SM_RES_CONF);
150 if (target_ptr->resist_chaos) smart |= (SM_RES_CHAOS);
151 if (target_ptr->resist_disen) smart |= (SM_RES_DISEN);
152 if (target_ptr->resist_blind) smart |= (SM_RES_BLIND);
153 if (target_ptr->resist_nexus) smart |= (SM_RES_NEXUS);
154 if (target_ptr->resist_sound) smart |= (SM_RES_SOUND);
155 if (target_ptr->resist_shard) smart |= (SM_RES_SHARD);
156 if (target_ptr->reflect) smart |= (SM_IMM_REFLECT);
158 /* Know bizarre "resistances" */
159 if (target_ptr->free_act) smart |= (SM_IMM_FREE);
160 if (!target_ptr->msp) smart |= (SM_IMM_MANA);
168 if (smart & SM_IMM_ACID)
170 f4 &= ~(RF4_BR_ACID);
171 f5 &= ~(RF5_BA_ACID);
172 f5 &= ~(RF5_BO_ACID);
174 else if ((smart & (SM_OPP_ACID)) && (smart & (SM_RES_ACID)))
176 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ACID);
177 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ACID);
178 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ACID);
180 else if ((smart & (SM_OPP_ACID)) || (smart & (SM_RES_ACID)))
182 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ACID);
183 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ACID);
184 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ACID);
188 if (smart & (SM_IMM_ELEC))
190 f4 &= ~(RF4_BR_ELEC);
191 f5 &= ~(RF5_BA_ELEC);
192 f5 &= ~(RF5_BO_ELEC);
194 else if ((smart & (SM_OPP_ELEC)) && (smart & (SM_RES_ELEC)))
196 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ELEC);
197 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ELEC);
198 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ELEC);
200 else if ((smart & (SM_OPP_ELEC)) || (smart & (SM_RES_ELEC)))
202 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ELEC);
203 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ELEC);
204 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ELEC);
208 if (smart & (SM_IMM_FIRE))
210 f4 &= ~(RF4_BR_FIRE);
211 f5 &= ~(RF5_BA_FIRE);
212 f5 &= ~(RF5_BO_FIRE);
214 else if ((smart & (SM_OPP_FIRE)) && (smart & (SM_RES_FIRE)))
216 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_FIRE);
217 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_FIRE);
218 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_FIRE);
220 else if ((smart & (SM_OPP_FIRE)) || (smart & (SM_RES_FIRE)))
222 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_FIRE);
223 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_FIRE);
224 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_FIRE);
228 if (smart & (SM_IMM_COLD))
230 f4 &= ~(RF4_BR_COLD);
231 f5 &= ~(RF5_BA_COLD);
232 f5 &= ~(RF5_BO_COLD);
233 f5 &= ~(RF5_BO_ICEE);
235 else if ((smart & (SM_OPP_COLD)) && (smart & (SM_RES_COLD)))
237 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_COLD);
238 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_COLD);
239 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_COLD);
240 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ICEE);
242 else if ((smart & (SM_OPP_COLD)) || (smart & (SM_RES_COLD)))
244 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_COLD);
245 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_COLD);
246 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_COLD);
247 if (int_outof(r_ptr, 20)) f5 &= ~(RF5_BO_ICEE);
251 if ((smart & (SM_OPP_POIS)) && (smart & (SM_RES_POIS)))
253 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_POIS);
254 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_POIS);
255 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BA_NUKE);
256 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BR_NUKE);
258 else if ((smart & (SM_OPP_POIS)) || (smart & (SM_RES_POIS)))
260 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_POIS);
261 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_POIS);
265 if (smart & (SM_RES_NETH))
267 if (PRACE_IS_(target_ptr, RACE_SPECTRE))
269 f4 &= ~(RF4_BR_NETH);
270 f5 &= ~(RF5_BA_NETH);
271 f5 &= ~(RF5_BO_NETH);
275 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_NETH);
276 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_NETH);
277 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BO_NETH);
281 if (smart & (SM_RES_LITE))
283 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_LITE);
284 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_LITE);
287 if (smart & (SM_RES_DARK))
289 if (PRACE_IS_(target_ptr, RACE_VAMPIRE))
291 f4 &= ~(RF4_BR_DARK);
292 f5 &= ~(RF5_BA_DARK);
296 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_DARK);
297 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_DARK);
301 if (smart & (SM_RES_FEAR))
306 if (smart & (SM_RES_CONF))
309 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_CONF);
312 if (smart & (SM_RES_CHAOS))
314 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_CHAO);
315 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BA_CHAO);
318 if (smart & (SM_RES_DISEN))
320 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_DISE);
323 if (smart & (SM_RES_BLIND))
328 if (smart & (SM_RES_NEXUS))
330 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_NEXU);
331 f6 &= ~(RF6_TELE_LEVEL);
334 if (smart & (SM_RES_SOUND))
336 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_SOUN);
339 if (smart & (SM_RES_SHARD))
341 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_SHAR);
344 if (smart & (SM_IMM_REFLECT))
346 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_COLD);
347 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_FIRE);
348 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ACID);
349 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ELEC);
350 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_NETH);
351 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_WATE);
352 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_MANA);
353 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_PLAS);
354 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ICEE);
355 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_MISSILE);
358 if (smart & (SM_IMM_FREE))
364 if (smart & (SM_IMM_MANA))
366 f5 &= ~(RF5_DRAIN_MANA);
369 /* No spells left? */
370 /* if (!f4 && !f5 && !f6) ... */
379 * @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。 /
380 * Determine if there is a space near the player in which a summoned creature can appear
381 * @param floor_ptr 現在フロアへの参照ポインタ
382 * @param y1 判定を行いたいマスのY座標
383 * @param x1 判定を行いたいマスのX座標
384 * @return 召還に相応しいならばTRUEを返す
386 bool summon_possible(floor_type *floor_ptr, POSITION y1, POSITION x1)
390 /* Start at the player's location, and check 2 grids in each dir */
391 for (y = y1 - 2; y <= y1 + 2; y++)
393 for (x = x1 - 2; x <= x1 + 2; x++)
395 /* Ignore illegal locations */
396 if (!in_bounds(floor_ptr, y, x)) continue;
398 /* Only check a circular area */
399 if (distance(y1, x1, y, x)>2) continue;
401 /* ...nor on the Pattern */
402 if (pattern_tile(y, x)) continue;
404 /* Require empty floor grid in line of projection */
405 if (cave_empty_bold(floor_ptr, y, x) && projectable(floor_ptr, y1, x1, y, x) && projectable(floor_ptr, y, x, y1, x1)) return TRUE;
414 * @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 /
415 * Determine if there is a space near the player in which a summoned creature can appear
416 * @param floor_type 現在フロアへの参照ポインタ
417 * @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
418 * @return 死者復活が有効な状態ならばTRUEを返す。
420 bool raise_possible(floor_type *floor_ptr, monster_type *m_ptr)
423 POSITION y = m_ptr->fy;
424 POSITION x = m_ptr->fx;
425 OBJECT_IDX this_o_idx, next_o_idx = 0;
428 for (xx = x - 5; xx <= x + 5; xx++)
430 for (yy = y - 5; yy <= y + 5; yy++)
432 if (distance(y, x, yy, xx) > 5) continue;
433 if (!los(floor_ptr, y, x, yy, xx)) continue;
434 if (!projectable(floor_ptr, y, x, yy, xx)) continue;
436 g_ptr = &floor_ptr->grid_array[yy][xx];
437 /* Scan the pile of objects */
438 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
440 object_type *o_ptr = &floor_ptr->o_list[this_o_idx];
441 next_o_idx = o_ptr->next_o_idx;
443 /* Known to be worthless? */
444 if (o_ptr->tval == TV_CORPSE)
446 if (!monster_has_hostile_align(m_ptr, 0, 0, &r_info[o_ptr->pval])) return TRUE;
457 * @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 /
458 * Determine if a bolt spell will hit the player.
459 * @param caster_ptr プレーヤーへの参照ポインタ
460 * @param y1 ボルト魔法発射地点のY座標
461 * @param x1 ボルト魔法発射地点のX座標
462 * @param y2 ボルト魔法目標地点のY座標
463 * @param x2 ボルト魔法目標地点のX座標
464 * @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
465 * @return ボルト型魔法が有効ならばTRUEを返す。
467 * Originally, it was possible for a friendly to shoot another friendly.\n
468 * Change it so a "clean shot" means no equally friendly monster is\n
469 * between the attacker and target.\n
471 * This is exactly like "projectable", but it will\n
472 * return FALSE if a monster is in the way.\n
473 * no equally friendly monster is\n
474 * between the attacker and target.\n
476 bool clean_shot(POSITION y1, POSITION x1, POSITION y2, POSITION x2, bool is_friend)
478 /* Must be the same as projectable() */
486 /* Check the projection path */
487 grid_n = project_path(p_ptr->current_floor_ptr, grid_g, MAX_RANGE, y1, x1, y2, x2, 0);
489 /* No grid is ever projectable from itself */
490 if (!grid_n) return FALSE;
493 y = GRID_Y(grid_g[grid_n-1]);
494 x = GRID_X(grid_g[grid_n-1]);
496 /* May not end in an unrequested grid */
497 if ((y != y2) || (x != x2)) return FALSE;
499 for (i = 0; i < grid_n; i++)
501 y = GRID_Y(grid_g[i]);
502 x = GRID_X(grid_g[i]);
504 if ((p_ptr->current_floor_ptr->grid_array[y][x].m_idx > 0) && !((y == y2) && (x == x2)))
506 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[p_ptr->current_floor_ptr->grid_array[y][x].m_idx];
507 if (is_friend == is_pet(m_ptr))
512 /* Pets may not shoot through the character - TNB */
513 if (player_bold(p_ptr, y, x))
515 if (is_friend) return FALSE;
524 * @brief モンスターのボルト型魔法処理 /
525 * Cast a bolt at the player Stop if we hit a monster Affect monsters and the player
526 * @param caster_ptr プレーヤーへの参照ポインタ
527 * @param m_idx モンスターのID
532 * @param monspell モンスター魔法のID
533 * @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
536 void bolt(MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type)
539 bool learnable = spell_learnable(m_idx);
543 case MONSTER_TO_MONSTER:
544 flg = PROJECT_STOP | PROJECT_KILL;
546 case MONSTER_TO_PLAYER:
547 flg = PROJECT_STOP | PROJECT_KILL | PROJECT_PLAYER;
550 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
552 /* Target the player with a bolt attack */
553 (void)project(p_ptr, m_idx, 0, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
558 * @brief モンスターのビーム型魔法処理 /
559 * @param caster_ptr プレーヤーへの参照ポインタ
560 * @param m_idx モンスターのID
565 * @param monspell モンスター魔法のID
566 * @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
569 void beam(MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type)
572 bool learnable = spell_learnable(m_idx);
576 case MONSTER_TO_MONSTER:
577 flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU;
579 case MONSTER_TO_PLAYER:
580 flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU | PROJECT_PLAYER;
584 /* Target the player with a bolt attack */
585 (void)project(p_ptr, m_idx, 0, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
590 * @brief モンスターのボール型&ブレス型魔法処理 /
591 * 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
592 * @param caster_ptr プレーヤーへの参照ポインタ
595 * @param m_idx モンスターのID
600 * @param monspell モンスター魔法のID
601 * @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
604 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)
606 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
607 monster_race *r_ptr = &r_info[m_ptr->r_idx];
608 bool learnable = spell_learnable(m_idx);
609 BIT_FLAGS flg = 0x00;
613 case MONSTER_TO_MONSTER:
614 flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
616 case MONSTER_TO_PLAYER:
617 flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_PLAYER;
621 /* Determine the radius of the blast */
622 if ((rad < 1) && breath) rad = (r_ptr->flags2 & (RF2_POWERFUL)) ? 3 : 2;
624 /* Handle breath attacks */
625 if (breath) rad = 0 - rad;
640 flg |= (PROJECT_HIDE | PROJECT_AIMED);
644 /* Target the player with a ball attack */
645 (void)project(p_ptr, m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
650 * @brief ID値が正しいモンスター魔法IDかどうかを返す /
651 * Return TRUE if a spell is good for hurting the player (directly).
652 * @param spell 判定対象のID
653 * @return 正しいIDならばTRUEを返す。
655 static bool spell_attack(byte spell)
657 /* All RF4 spells hurt (except for shriek and dispel) */
658 if (spell < 128 && spell > 98) return TRUE;
660 /* Various "ball" spells */
661 if (spell >= 128 && spell <= 128 + 8) return TRUE;
663 /* "Cause wounds" and "bolt" spells */
664 if (spell >= 128 + 12 && spell < 128 + 27) return TRUE;
667 if (spell == 160 + 1) return TRUE;
670 if (spell == 160 + 11) return TRUE;
678 * @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 /
679 * Return TRUE if a spell is good for escaping.
680 * @param spell 判定対象のID
681 * @return 適した魔法のIDならばTRUEを返す。
683 static bool spell_escape(byte spell)
685 /* Blink or Teleport */
686 if (spell == 160 + 4 || spell == 160 + 5) return TRUE;
688 /* Teleport the player away */
689 if (spell == 160 + 9 || spell == 160 + 10) return TRUE;
691 /* Isn't good for escaping */
697 * @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 /
698 * Return TRUE if a spell is good for annoying the player.
699 * @param spell 判定対象のID
700 * @return 適した魔法のIDならばTRUEを返す。
702 static bool spell_annoy(byte spell)
705 if (spell == 96 + 0) return TRUE;
707 /* Brain smash, et al (added curses) */
708 if (spell >= 128 + 9 && spell <= 128 + 14) return TRUE;
710 /* Scare, confuse, blind, slow, paralyze */
711 if (spell >= 128 + 27 && spell <= 128 + 31) return TRUE;
714 if (spell == 160 + 8) return TRUE;
717 if (spell == 160 + 10) return TRUE;
719 /* Darkness, make traps, cause amnesia */
720 if (spell >= 160 + 12 && spell <= 160 + 14) return TRUE;
728 * @brief ID値が召喚型のモンスター魔法IDかどうかを返す /
729 * Return TRUE if a spell is good for annoying the player.
730 * @param spell 判定対象のID
731 * @return 召喚型魔法のIDならばTRUEを返す。
733 static bool spell_summon(byte spell)
735 /* All summon spells */
736 if (spell >= 160 + 16) return TRUE;
744 * @brief ID値が死者復活処理かどうかを返す /
745 * Return TRUE if a spell is good for annoying the player.
746 * @param spell 判定対象のID
747 * @return 死者復活の処理ならばTRUEを返す。
749 static bool spell_raise(byte spell)
751 /* All raise-dead spells */
752 if (spell == 160 + 15) return TRUE;
760 * @brief ID値が戦術的なモンスター魔法IDかどうかを返す /
761 * Return TRUE if a spell is good in a tactical situation.
762 * @param spell 判定対象のID
763 * @return 戦術的な魔法のIDならばTRUEを返す。
765 static bool spell_tactic(byte spell)
768 if (spell == 160 + 4) return TRUE;
776 * @brief ID値が無敵化するモンスター魔法IDかどうかを返す /
777 * Return TRUE if a spell makes invulnerable.
778 * @param spell 判定対象のID
779 * @return 召喚型魔法のIDならばTRUEを返す。
781 static bool spell_invulner(byte spell)
783 /* Invulnerability */
784 if (spell == 160 + 3) return TRUE;
786 /* No invulnerability */
792 * @brief ID値が加速するモンスター魔法IDかどうかを返す /
793 * Return TRUE if a spell hastes.
794 * @param spell 判定対象のID
795 * @return 召喚型魔法のIDならばTRUEを返す。
797 static bool spell_haste(byte spell)
800 if (spell == 160 + 0) return TRUE;
802 /* Not a haste spell */
808 * @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 /
809 * Return TRUE if a spell world.
810 * @param spell 判定対象のID
811 * @return 時間停止魔法のIDならばTRUEを返す。
813 static bool spell_world(byte spell)
815 if (spell == 160 + 6) return TRUE;
821 * @brief ID値が特別効果のモンスター魔法IDかどうかを返す /
822 * Return TRUE if a spell special.
823 * @param caster_ptr プレーヤーへの参照ポインタ
824 * @param spell 判定対象のID
825 * @return 特別効果魔法のIDならばTRUEを返す。
827 static bool spell_special(byte spell)
829 if (p_ptr->phase_out) return FALSE;
830 if (spell == 160 + 7) return TRUE;
836 * @brief ID値が光の剣のモンスター魔法IDかどうかを返す /
837 * Return TRUE if a spell psycho-spear.
838 * @param spell 判定対象のID
839 * @return 光の剣のIDならばTRUEを返す。
841 static bool spell_psy_spe(byte spell)
844 if (spell == 160 + 11) return TRUE;
846 /* Not a haste spell */
852 * @brief ID値が治癒魔法かどうかを返す /
853 * Return TRUE if a spell is good for healing.
854 * @param spell 判定対象のID
855 * @return 治癒魔法のIDならばTRUEを返す。
857 static bool spell_heal(byte spell)
860 if (spell == 160 + 2) return TRUE;
868 * @brief ID値が魔力消去かどうかを返す /
869 * Return TRUE if a spell is good for dispel.
870 * @param spell 判定対象のID
871 * @return 魔力消去のIDならばTRUEを返す。
873 static bool spell_dispel(byte spell)
876 if (spell == 96 + 2) return TRUE;
884 * @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
885 * Check should monster cast dispel spell.
886 * @param m_idx モンスターの構造体配列ID
887 * @return 魔力消去をかけるべきならTRUEを返す。
889 bool dispel_check(player_type *creature_ptr, MONSTER_IDX m_idx)
891 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
892 monster_race *r_ptr = &r_info[m_ptr->r_idx];
894 /* Invulnabilty (including the song) */
895 if (IS_INVULN(creature_ptr)) return TRUE;
898 if (creature_ptr->wraith_form) return TRUE;
901 if (creature_ptr->shield) return TRUE;
904 if (creature_ptr->magicdef) return TRUE;
907 if (creature_ptr->multishadow) return TRUE;
910 if (creature_ptr->dustrobe) return TRUE;
912 /* Berserk Strength */
913 if (creature_ptr->shero && (creature_ptr->pclass != CLASS_BERSERKER)) return TRUE;
916 if (creature_ptr->mimic_form == MIMIC_DEMON_LORD) return TRUE;
918 /* Elemental resistances */
919 if (r_ptr->flags4 & RF4_BR_ACID)
921 if (!creature_ptr->immune_acid && (creature_ptr->oppose_acid || music_singing(creature_ptr, MUSIC_RESIST))) return TRUE;
922 if (creature_ptr->special_defense & DEFENSE_ACID) return TRUE;
925 if (r_ptr->flags4 & RF4_BR_FIRE)
927 if (!((creature_ptr->prace == RACE_DEMON) && creature_ptr->lev > 44))
929 if (!creature_ptr->immune_fire && (creature_ptr->oppose_fire || music_singing(creature_ptr, MUSIC_RESIST))) return TRUE;
930 if (creature_ptr->special_defense & DEFENSE_FIRE) return TRUE;
934 if (r_ptr->flags4 & RF4_BR_ELEC)
936 if (!creature_ptr->immune_elec && (creature_ptr->oppose_elec || music_singing(creature_ptr, MUSIC_RESIST))) return TRUE;
937 if (creature_ptr->special_defense & DEFENSE_ELEC) return TRUE;
940 if (r_ptr->flags4 & RF4_BR_COLD)
942 if (!creature_ptr->immune_cold && (creature_ptr->oppose_cold || music_singing(creature_ptr, MUSIC_RESIST))) return TRUE;
943 if (creature_ptr->special_defense & DEFENSE_COLD) return TRUE;
946 if (r_ptr->flags4 & (RF4_BR_POIS | RF4_BR_NUKE))
948 if (!((creature_ptr->pclass == CLASS_NINJA) && creature_ptr->lev > 44))
950 if (creature_ptr->oppose_pois || music_singing(creature_ptr, MUSIC_RESIST)) return TRUE;
951 if (creature_ptr->special_defense & DEFENSE_POIS) return TRUE;
955 /* Ultimate resistance */
956 if (creature_ptr->ult_res) return TRUE;
958 /* Potion of Neo Tsuyosi special */
959 if (creature_ptr->tsuyoshi) return TRUE;
961 /* Elemental Brands */
962 if ((creature_ptr->special_attack & ATTACK_ACID) && !(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return TRUE;
963 if ((creature_ptr->special_attack & ATTACK_FIRE) && !(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return TRUE;
964 if ((creature_ptr->special_attack & ATTACK_ELEC) && !(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return TRUE;
965 if ((creature_ptr->special_attack & ATTACK_COLD) && !(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return TRUE;
966 if ((creature_ptr->special_attack & ATTACK_POIS) && !(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return TRUE;
968 if (creature_ptr->pspeed < 145)
970 if (IS_FAST(creature_ptr)) return TRUE;
974 if (creature_ptr->lightspeed && (m_ptr->mspeed < 136)) return TRUE;
976 if (creature_ptr->riding && (creature_ptr->current_floor_ptr->m_list[creature_ptr->riding].mspeed < 135))
978 if (MON_FAST(&creature_ptr->current_floor_ptr->m_list[creature_ptr->riding])) return TRUE;
981 /* No need to cast dispel spell */
987 * @brief モンスターの魔法選択ルーチン
988 * Have a monster choose a spell from a list of "useful" spells.
989 * @param caster_ptr プレーヤーへの参照ポインタ
990 * @param m_idx モンスターの構造体配列ID
991 * @param spells 候補魔法IDをまとめた配列
992 * @param num spellsの長さ
993 * @return 選択したモンスター魔法のID
995 * Note that this list does NOT include spells that will just hit\n
996 * other monsters, and the list is restricted when the monster is\n
997 * "desperate". Should that be the job of this function instead?\n
999 * Stupid monsters will just pick a spell randomly. Smart monsters\n
1000 * will choose more "intelligently".\n
1002 * Use the helper functions above to put spells into categories.\n
1004 * This function may well be an efficiency bottleneck.\n
1006 static int choose_attack_spell(MONSTER_IDX m_idx, byte spells[], byte num)
1008 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
1009 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1011 byte escape[96], escape_num = 0;
1012 byte attack[96], attack_num = 0;
1013 byte summon[96], summon_num = 0;
1014 byte tactic[96], tactic_num = 0;
1015 byte annoy[96], annoy_num = 0;
1016 byte invul[96], invul_num = 0;
1017 byte haste[96], haste_num = 0;
1018 byte world[96], world_num = 0;
1019 byte special[96], special_num = 0;
1020 byte psy_spe[96], psy_spe_num = 0;
1021 byte raise[96], raise_num = 0;
1022 byte heal[96], heal_num = 0;
1023 byte dispel[96], dispel_num = 0;
1027 /* Stupid monsters choose randomly */
1028 if (r_ptr->flags2 & (RF2_STUPID))
1030 /* Pick at random */
1031 return (spells[randint0(num)]);
1034 /* Categorize spells */
1035 for (i = 0; i < num; i++)
1038 if (spell_escape(spells[i])) escape[escape_num++] = spells[i];
1041 if (spell_attack(spells[i])) attack[attack_num++] = spells[i];
1044 if (spell_summon(spells[i])) summon[summon_num++] = spells[i];
1046 /* Tactical spell? */
1047 if (spell_tactic(spells[i])) tactic[tactic_num++] = spells[i];
1049 /* Annoyance spell? */
1050 if (spell_annoy(spells[i])) annoy[annoy_num++] = spells[i];
1052 /* Invulnerability spell? */
1053 if (spell_invulner(spells[i])) invul[invul_num++] = spells[i];
1056 if (spell_haste(spells[i])) haste[haste_num++] = spells[i];
1059 if (spell_world(spells[i])) world[world_num++] = spells[i];
1061 /* Special spell? */
1062 if (spell_special(spells[i])) special[special_num++] = spells[i];
1064 /* Psycho-spear spell? */
1065 if (spell_psy_spe(spells[i])) psy_spe[psy_spe_num++] = spells[i];
1067 /* Raise-dead spell? */
1068 if (spell_raise(spells[i])) raise[raise_num++] = spells[i];
1071 if (spell_heal(spells[i])) heal[heal_num++] = spells[i];
1074 if (spell_dispel(spells[i])) dispel[dispel_num++] = spells[i];
1077 /*** Try to pick an appropriate spell type ***/
1080 if (world_num && (randint0(100) < 15) && !current_world_ptr->timewalk_m_idx)
1082 /* Choose haste spell */
1083 return (world[randint0(world_num)]);
1089 bool success = FALSE;
1090 switch(m_ptr->r_idx)
1094 if ((m_ptr->hp < m_ptr->maxhp / 2) && r_info[MON_BANOR].max_num && r_info[MON_LUPART].max_num) success = TRUE;
1098 if (success) return (special[randint0(special_num)]);
1101 /* Still hurt badly, couldn't flee, attempt to heal */
1102 if (m_ptr->hp < m_ptr->maxhp / 3 && one_in_(2))
1104 /* Choose heal spell if possible */
1105 if (heal_num) return (heal[randint0(heal_num)]);
1108 /* Hurt badly or afraid, attempt to flee */
1109 if (((m_ptr->hp < m_ptr->maxhp / 3) || MON_MONFEAR(m_ptr)) && one_in_(2))
1111 /* Choose escape spell if possible */
1112 if (escape_num) return (escape[randint0(escape_num)]);
1118 bool success = FALSE;
1119 switch (m_ptr->r_idx)
1125 case MON_BANORLUPART:
1126 if (randint0(100) < 70) success = TRUE;
1129 if (randint0(100) < 40) success = TRUE;
1132 if (randint0(100) < 50) success = TRUE;
1135 if (success) return (special[randint0(special_num)]);
1138 /* Player is close and we have attack spells, blink away */
1139 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)
1141 /* Choose tactical spell */
1142 if (tactic_num) return (tactic[randint0(tactic_num)]);
1145 /* Summon if possible (sometimes) */
1146 if (summon_num && (randint0(100) < 40))
1148 /* Choose summon spell */
1149 return (summon[randint0(summon_num)]);
1153 if (dispel_num && one_in_(2))
1155 /* Choose dispel spell if possible */
1156 if (dispel_check(p_ptr, m_idx))
1158 return (dispel[randint0(dispel_num)]);
1162 /* Raise-dead if possible (sometimes) */
1163 if (raise_num && (randint0(100) < 40))
1165 /* Choose raise-dead spell */
1166 return (raise[randint0(raise_num)]);
1169 /* Attack spell (most of the time) */
1170 if (IS_INVULN(p_ptr))
1172 if (psy_spe_num && (randint0(100) < 50))
1174 /* Choose attack spell */
1175 return (psy_spe[randint0(psy_spe_num)]);
1177 else if (attack_num && (randint0(100) < 40))
1179 /* Choose attack spell */
1180 return (attack[randint0(attack_num)]);
1183 else if (attack_num && (randint0(100) < 85))
1185 /* Choose attack spell */
1186 return (attack[randint0(attack_num)]);
1189 /* Try another tactical spell (sometimes) */
1190 if (tactic_num && (randint0(100) < 50) && !current_world_ptr->timewalk_m_idx)
1192 /* Choose tactic spell */
1193 return (tactic[randint0(tactic_num)]);
1196 /* Cast globe of invulnerability if not already in effect */
1197 if (invul_num && !m_ptr->mtimed[MTIMED_INVULNER] && (randint0(100) < 50))
1199 /* Choose Globe of Invulnerability */
1200 return (invul[randint0(invul_num)]);
1203 /* We're hurt (not badly), try to heal */
1204 if ((m_ptr->hp < m_ptr->maxhp * 3 / 4) && (randint0(100) < 25))
1206 /* Choose heal spell if possible */
1207 if (heal_num) return (heal[randint0(heal_num)]);
1210 /* Haste self if we aren't already somewhat hasted (rarely) */
1211 if (haste_num && (randint0(100) < 20) && !MON_FAST(m_ptr))
1213 /* Choose haste spell */
1214 return (haste[randint0(haste_num)]);
1217 /* Annoy player (most of the time) */
1218 if (annoy_num && (randint0(100) < 80))
1220 /* Choose annoyance spell */
1221 return (annoy[randint0(annoy_num)]);
1224 /* Choose no spell */
1230 * @brief ID値が非魔術的な特殊技能かどうかを返す /
1231 * Return TRUE if a spell is inate spell.
1232 * @param spell 判定対象のID
1233 * @return 非魔術的な特殊技能ならばTRUEを返す。
1235 bool spell_is_inate(SPELL_IDX spell)
1237 if (spell < 32 * 4) /* Set RF4 */
1239 if ((1L << (spell - 32 * 3)) & RF4_NOMAGIC_MASK) return TRUE;
1241 else if (spell < 32 * 5) /* Set RF5 */
1243 if ((1L << (spell - 32 * 4)) & RF5_NOMAGIC_MASK) return TRUE;
1245 else if (spell < 32 * 6) /* Set RF6 */
1247 if ((1L << (spell - 32 * 5)) & RF6_NOMAGIC_MASK) return TRUE;
1250 /* This spell is not "inate" */
1256 * @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 /
1257 * @param caster_ptr プレーヤーへの参照ポインタ
1258 * @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
1259 * @param yp 最適な目標地点のY座標を返す参照ポインタ
1260 * @param xp 最適な目標地点のX座標を返す参照ポインタ
1261 * @param f_flag 射線に入れるのを避ける地形の所持フラグ
1262 * @param path_check 射線を判定するための関数ポインタ
1263 * @return 有効な座標があった場合TRUEを返す
1265 static bool adjacent_grid_check(monster_type *m_ptr, POSITION *yp, POSITION *xp,
1266 int f_flag, bool (*path_check)(floor_type *, POSITION, POSITION, POSITION, POSITION))
1270 static int tonari_y[4][8] = {{-1, -1, -1, 0, 0, 1, 1, 1},
1271 {-1, -1, -1, 0, 0, 1, 1, 1},
1272 { 1, 1, 1, 0, 0, -1, -1, -1},
1273 { 1, 1, 1, 0, 0, -1, -1, -1}};
1274 static int tonari_x[4][8] = {{-1, 0, 1, -1, 1, -1, 0, 1},
1275 { 1, 0, -1, 1, -1, 1, 0, -1},
1276 {-1, 0, 1, -1, 1, -1, 0, 1},
1277 { 1, 0, -1, 1, -1, 1, 0, -1}};
1279 if (m_ptr->fy < p_ptr->y && m_ptr->fx < p_ptr->x) tonari = 0;
1280 else if (m_ptr->fy < p_ptr->y) tonari = 1;
1281 else if (m_ptr->fx < p_ptr->x) tonari = 2;
1284 for (i = 0; i < 8; i++)
1286 int next_x = *xp + tonari_x[tonari][i];
1287 int next_y = *yp + tonari_y[tonari][i];
1290 /* Access the next grid */
1291 g_ptr = &p_ptr->current_floor_ptr->grid_array[next_y][next_x];
1293 /* Skip this feature */
1294 if (!cave_have_flag_grid(g_ptr, f_flag)) continue;
1296 if (path_check(p_ptr->current_floor_ptr, m_ptr->fy, m_ptr->fx, next_y, next_x))
1309 * todo メインルーチンの割に長過ぎる。要分割
1310 * @brief モンスターの特殊技能メインルーチン /
1311 * Creatures can cast spells, shoot missiles, and breathe.
1312 * @param caster_ptr プレーヤーへの参照ポインタ
1313 * @param m_idx モンスター構造体配列のID
1314 * @return 実際に特殊技能を利用したらTRUEを返す
1316 * Returns "TRUE" if a spell (or whatever) was (successfully) cast.\n
1318 * This function could use some work, but remember to\n
1319 * keep it as optimized as possible, while retaining generic code.\n
1321 * Verify the various "blind-ness" checks in the code.\n
1323 * Note that several effects should really not be "seen"\n
1324 * if the player is blind. See also "effects.c" for other "mistakes".\n
1326 * Perhaps monsters should breathe at locations *near* the player,\n
1327 * since this would allow them to inflict "partial" damage.\n
1329 * Perhaps smart monsters should decline to use "bolt" spells if\n
1330 * there is a monster in the way, unless they wish to kill it.\n
1332 * Note that, to allow the use of the "track_target" option at some\n
1333 * later time, certain non-optimal things are done in the code below,\n
1334 * including explicit checks against the "direct" variable, which is\n
1335 * currently always true by the time it is checked, but which should\n
1336 * really be set according to an explicit "projectable()" test, and\n
1337 * the use of generic "x,y" locations instead of the player location,\n
1338 * with those values being initialized with the player location.\n
1340 * It will not be possible to "correctly" handle the case in which a\n
1341 * monster attempts to attack a location which is thought to contain\n
1342 * the player, but which in fact is nowhere near the player, since this\n
1343 * might induce all sorts of messages about the attack itself, and about\n
1344 * the effects of the attack, which the player might or might not be in\n
1345 * a position to observe. Thus, for simplicity, it is probably best to\n
1346 * only allow "faulty" attacks by a monster if one of the important grids\n
1347 * (probably the initial or final grid) is in fact in view of the player.\n
1348 * It may be necessary to actually prevent spell attacks except when the\n
1349 * monster actually has line of sight to the player. Note that a monster\n
1350 * could be left in a bizarre situation after the player ducked behind a\n
1351 * pillar and then teleported away, for example.\n
1354 * that certain spell attacks do not use the "project()" function\n
1355 * but "simulate" it via the "direct" variable, which is always at least\n
1356 * as restrictive as the "project()" function. This is necessary to\n
1357 * prevent "blindness" attacks and such from bending around walls, etc,\n
1358 * and to allow the use of the "track_target" option in the future.\n
1360 * Note that this function attempts to optimize the use of spells for the\n
1361 * cases in which the monster has no spells, or has spells but cannot use\n
1362 * them, or has spells but they will have no "useful" effect. Note that\n
1363 * this function has been an efficiency bottleneck in the past.\n
1365 * Note the special "MFLAG_NICE" flag, which prevents a monster from using\n
1366 * any spell attacks until the player has had a single chance to move.\n
1368 bool make_attack_spell(MONSTER_IDX m_idx, player_type *target_ptr)
1371 SPELL_IDX thrown_spell = 0;
1373 PERCENTAGE failrate;
1374 byte spell[96], num = 0;
1375 BIT_FLAGS f4, f5, f6;
1376 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1377 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1378 GAME_TEXT m_name[MAX_NLEN];
1382 bool no_inate = FALSE;
1383 bool do_spell = DO_SPELL_NONE;
1386 POSITION x = target_ptr->x;
1387 POSITION y = target_ptr->y;
1389 /* Target location for lite breath */
1390 POSITION x_br_lite = 0;
1391 POSITION y_br_lite = 0;
1393 /* Extract the "see-able-ness" */
1394 bool seen = (!target_ptr->blind && m_ptr->ml);
1395 bool maneable = player_has_los_bold(target_ptr, m_ptr->fy, m_ptr->fx);
1397 /* Check "projectable" */
1400 bool in_no_magic_dungeon = (d_info[target_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC) && target_ptr->current_floor_ptr->dun_level
1401 && (!target_ptr->current_floor_ptr->inside_quest || is_fixed_quest_idx(target_ptr->current_floor_ptr->inside_quest));
1403 bool can_use_lite_area = FALSE;
1407 /* Cannot cast spells when confused */
1408 if (MON_CONFUSED(m_ptr))
1410 reset_target(m_ptr);
1414 /* Cannot cast spells when nice */
1415 if (m_ptr->mflag & MFLAG_NICE) return FALSE;
1416 if (!is_hostile(m_ptr)) return FALSE;
1419 /* Sometimes forbid inate attacks (breaths) */
1420 if (randint0(100) >= (r_ptr->freq_spell * 2)) no_inate = TRUE;
1422 /* Handle "track_target" option (?) */
1425 /* Extract the racial spell flags */
1427 f5 = r_ptr->a_ability_flags1;
1428 f6 = r_ptr->a_ability_flags2;
1430 /*** require projectable player ***/
1433 if ((m_ptr->cdis > MAX_RANGE) && !m_ptr->target_y) return FALSE;
1435 /* Check path for lite breath */
1436 if (f4 & RF4_BR_LITE)
1441 if (los(target_ptr->current_floor_ptr, m_ptr->fy, m_ptr->fx, y_br_lite, x_br_lite))
1443 feature_type *f_ptr = &f_info[target_ptr->current_floor_ptr->grid_array[y_br_lite][x_br_lite].feat];
1445 if (!have_flag(f_ptr->flags, FF_LOS))
1447 if (have_flag(f_ptr->flags, FF_PROJECT) && one_in_(2)) f4 &= ~(RF4_BR_LITE);
1451 /* Check path to next grid */
1452 else if (!adjacent_grid_check(m_ptr, &y_br_lite, &x_br_lite, FF_LOS, los)) f4 &= ~(RF4_BR_LITE);
1454 /* Don't breath lite to the wall if impossible */
1455 if (!(f4 & RF4_BR_LITE))
1463 if (projectable(target_ptr->current_floor_ptr, m_ptr->fy, m_ptr->fx, y, x))
1465 feature_type *f_ptr = &f_info[target_ptr->current_floor_ptr->grid_array[y][x].feat];
1467 if (!have_flag(f_ptr->flags, FF_PROJECT))
1469 /* Breath disintegration to the wall if possible */
1470 if ((f4 & RF4_BR_DISI) && have_flag(f_ptr->flags, FF_HURT_DISI) && one_in_(2)) do_spell = DO_SPELL_BR_DISI;
1472 /* Breath lite to the transparent wall if possible */
1473 else if ((f4 & RF4_BR_LITE) && have_flag(f_ptr->flags, FF_LOS) && one_in_(2)) do_spell = DO_SPELL_BR_LITE;
1477 /* Check path to next grid */
1480 bool success = FALSE;
1482 if ((f4 & RF4_BR_DISI) && (m_ptr->cdis < MAX_RANGE/2) &&
1483 in_disintegration_range(target_ptr->current_floor_ptr, m_ptr->fy, m_ptr->fx, y, x) &&
1484 (one_in_(10) || (projectable(target_ptr->current_floor_ptr, y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
1486 do_spell = DO_SPELL_BR_DISI;
1489 else if ((f4 & RF4_BR_LITE) && (m_ptr->cdis < MAX_RANGE/2) &&
1490 los(target_ptr->current_floor_ptr, m_ptr->fy, m_ptr->fx, y, x) && one_in_(5))
1492 do_spell = DO_SPELL_BR_LITE;
1495 else if ((f5 & RF5_BA_LITE) && (m_ptr->cdis <= MAX_RANGE))
1497 POSITION by = y, bx = x;
1498 get_project_point(target_ptr->current_floor_ptr, m_ptr->fy, m_ptr->fx, &by, &bx, 0L);
1499 if ((distance(by, bx, y, x) <= 3) && los(target_ptr->current_floor_ptr, by, bx, y, x) && one_in_(5))
1501 do_spell = DO_SPELL_BA_LITE;
1506 if (!success) success = adjacent_grid_check(m_ptr, &y, &x, FF_PROJECT, projectable);
1510 if (m_ptr->target_y && m_ptr->target_x)
1512 y = m_ptr->target_y;
1513 x = m_ptr->target_x;
1514 f4 &= (RF4_INDIRECT_MASK);
1515 f5 &= (RF5_INDIRECT_MASK);
1516 f6 &= (RF6_INDIRECT_MASK);
1520 if (y_br_lite && x_br_lite && (m_ptr->cdis < MAX_RANGE/2) && one_in_(5))
1526 do_spell = DO_SPELL_BR_LITE;
1529 else f4 |= (RF4_BR_LITE);
1534 if (!success) return FALSE;
1537 reset_target(m_ptr);
1539 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1541 /* Forbid inate attacks sometimes */
1544 f4 &= ~(RF4_NOMAGIC_MASK);
1545 f5 &= ~(RF5_NOMAGIC_MASK);
1546 f6 &= ~(RF6_NOMAGIC_MASK);
1549 if (f6 & RF6_DARKNESS)
1551 if ((target_ptr->pclass == CLASS_NINJA) &&
1552 !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
1553 !(r_ptr->flags7 & RF7_DARK_MASK))
1554 can_use_lite_area = TRUE;
1556 if (!(r_ptr->flags2 & RF2_STUPID))
1558 if (d_info[target_ptr->dungeon_idx].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
1559 else if ((target_ptr->pclass == CLASS_NINJA) && !can_use_lite_area) f6 &= ~(RF6_DARKNESS);
1563 if (in_no_magic_dungeon && !(r_ptr->flags2 & RF2_STUPID))
1565 f4 &= (RF4_NOMAGIC_MASK);
1566 f5 &= (RF5_NOMAGIC_MASK);
1567 f6 &= (RF6_NOMAGIC_MASK);
1570 if (r_ptr->flags2 & RF2_SMART)
1572 /* Hack -- allow "desperate" spells */
1573 if ((m_ptr->hp < m_ptr->maxhp / 10) &&
1574 (randint0(100) < 50))
1576 /* Require intelligent spells */
1577 f4 &= (RF4_INT_MASK);
1578 f5 &= (RF5_INT_MASK);
1579 f6 &= (RF6_INT_MASK);
1582 /* Hack -- decline "teleport level" in some case */
1583 if ((f6 & RF6_TELE_LEVEL) && is_teleport_level_ineffective(target_ptr, 0))
1585 f6 &= ~(RF6_TELE_LEVEL);
1589 /* No spells left */
1590 if (!f4 && !f5 && !f6) return FALSE;
1592 /* Remove the "ineffective" spells */
1593 remove_bad_spells(m_idx, target_ptr, &f4, &f5, &f6);
1595 if (target_ptr->current_floor_ptr->inside_arena || target_ptr->phase_out)
1597 f4 &= ~(RF4_SUMMON_MASK);
1598 f5 &= ~(RF5_SUMMON_MASK);
1599 f6 &= ~(RF6_SUMMON_MASK | RF6_TELE_LEVEL);
1601 if (m_ptr->r_idx == MON_ROLENTO) f6 &= ~(RF6_SPECIAL);
1604 /* No spells left */
1605 if (!f4 && !f5 && !f6) return FALSE;
1607 floor_type *floor_ptr = target_ptr->current_floor_ptr;
1608 if (!(r_ptr->flags2 & RF2_STUPID))
1610 if (!target_ptr->csp) f5 &= ~(RF5_DRAIN_MANA);
1612 /* Check for a clean bolt shot */
1613 if (((f4 & RF4_BOLT_MASK) ||
1614 (f5 & RF5_BOLT_MASK) ||
1615 (f6 & RF6_BOLT_MASK)) &&
1616 !clean_shot(m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x, FALSE))
1618 /* Remove spells that will only hurt friends */
1619 f4 &= ~(RF4_BOLT_MASK);
1620 f5 &= ~(RF5_BOLT_MASK);
1621 f6 &= ~(RF6_BOLT_MASK);
1624 /* Check for a possible summon */
1625 if (((f4 & RF4_SUMMON_MASK) ||
1626 (f5 & RF5_SUMMON_MASK) ||
1627 (f6 & RF6_SUMMON_MASK)) &&
1628 !(summon_possible(floor_ptr, y, x)))
1630 /* Remove summoning spells */
1631 f4 &= ~(RF4_SUMMON_MASK);
1632 f5 &= ~(RF5_SUMMON_MASK);
1633 f6 &= ~(RF6_SUMMON_MASK);
1636 /* Check for a possible raise dead */
1637 if ((f6 & RF6_RAISE_DEAD) && !raise_possible(floor_ptr, m_ptr))
1639 /* Remove raise dead spell */
1640 f6 &= ~(RF6_RAISE_DEAD);
1643 /* Special moves restriction */
1644 if (f6 & RF6_SPECIAL)
1646 if ((m_ptr->r_idx == MON_ROLENTO) && !summon_possible(floor_ptr, y, x))
1648 f6 &= ~(RF6_SPECIAL);
1652 /* No spells left */
1653 if (!f4 && !f5 && !f6) return FALSE;
1656 /* Extract the "inate" spells */
1657 for (k = 0; k < 32; k++)
1659 if (f4 & (1L << k)) spell[num++] = k + RF4_SPELL_START;
1662 /* Extract the "normal" spells */
1663 for (k = 0; k < 32; k++)
1665 if (f5 & (1L << k)) spell[num++] = k + RF5_SPELL_START;
1668 /* Extract the "bizarre" spells */
1669 for (k = 0; k < 32; k++)
1671 if (f6 & (1L << k)) spell[num++] = k + RF6_SPELL_START;
1674 /* No spells left */
1675 if (!num) return FALSE;
1677 /* Stop if player is dead or gone */
1678 if (!target_ptr->playing || target_ptr->is_dead) return FALSE;
1680 /* Stop if player is leaving */
1681 if (target_ptr->leaving) return FALSE;
1683 /* Get the monster name (or "it") */
1684 monster_desc(m_name, m_ptr, 0x00);
1687 /* Get the monster possessive ("his"/"her"/"its") */
1688 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
1698 thrown_spell = choose_attack_spell(m_idx, spell, num);
1699 if (thrown_spell) break;
1704 case DO_SPELL_BR_LITE:
1705 thrown_spell = 96+14; /* RF4_BR_LITE */
1708 case DO_SPELL_BR_DISI:
1709 thrown_spell = 96+31; /* RF4_BR_DISI */
1712 case DO_SPELL_BA_LITE:
1713 thrown_spell = 128+20; /* RF5_BA_LITE */
1720 /* Abort if no spell was chosen */
1721 if (!thrown_spell) return FALSE;
1723 /* Calculate spell failure rate */
1724 failrate = 25 - (rlev + 3) / 4;
1726 /* Hack -- Stupid monsters will never fail (for jellies and such) */
1727 if (r_ptr->flags2 & RF2_STUPID) failrate = 0;
1729 /* Check for spell failure (inate attacks never fail) */
1730 if (!spell_is_inate(thrown_spell)
1731 && (in_no_magic_dungeon || (MON_STUNNED(m_ptr) && one_in_(2)) || (randint0(100) < failrate)))
1733 disturb(target_ptr, TRUE, TRUE);
1734 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);
1739 /* Hex: Anti Magic Barrier */
1740 if (!spell_is_inate(thrown_spell) && magic_barrier(target_ptr, m_idx))
1742 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);
1747 direct = player_bold(target_ptr, y, x);
1749 can_remember = is_original_ap_and_seen(m_ptr);
1753 switch (thrown_spell)
1755 case 96 + 2: /* RF4_DISPEL */
1756 case 96 + 4: /* RF4_SHOOT */
1757 case 128 + 9: /* RF5_DRAIN_MANA */
1758 case 128 + 10: /* RF5_MIND_BLAST */
1759 case 128 + 11: /* RF5_BRAIN_SMASH */
1760 case 128 + 12: /* RF5_CAUSE_1 */
1761 case 128 + 13: /* RF5_CAUSE_2 */
1762 case 128 + 14: /* RF5_CAUSE_3 */
1763 case 128 + 15: /* RF5_CAUSE_4 */
1764 case 128 + 16: /* RF5_BO_ACID */
1765 case 128 + 17: /* RF5_BO_ELEC */
1766 case 128 + 18: /* RF5_BO_FIRE */
1767 case 128 + 19: /* RF5_BO_COLD */
1768 case 128 + 21: /* RF5_BO_NETH */
1769 case 128 + 22: /* RF5_BO_WATE */
1770 case 128 + 23: /* RF5_BO_MANA */
1771 case 128 + 24: /* RF5_BO_PLAS */
1772 case 128 + 25: /* RF5_BO_ICEE */
1773 case 128 + 26: /* RF5_MISSILE */
1774 case 128 + 27: /* RF5_SCARE */
1775 case 128 + 28: /* RF5_BLIND */
1776 case 128 + 29: /* RF5_CONF */
1777 case 128 + 30: /* RF5_SLOW */
1778 case 128 + 31: /* RF5_HOLD */
1779 case 160 + 1: /* RF6_HAND_DOOM */
1780 case 160 + 8: /* RF6_TELE_TO */
1781 case 160 + 9: /* RF6_TELE_AWAY */
1782 case 160 + 10: /* RF6_TELE_LEVEL */
1783 case 160 + 11: /* RF6_PSY_SPEAR */
1784 case 160 + 12: /* RF6_DARKNESS */
1785 case 160 + 14: /* RF6_FORGET */
1790 /* Cast the spell. */
1791 dam = monspell_to_player(thrown_spell, target_ptr, y, x, m_idx);
1792 if (dam < 0) return FALSE;
1794 if ((target_ptr->action == ACTION_LEARN) && thrown_spell > 175)
1796 learn_spell(target_ptr, thrown_spell - 96);
1799 if (seen && maneable && !current_world_ptr->timewalk_m_idx && (target_ptr->pclass == CLASS_IMITATOR))
1801 if (thrown_spell != 167) /* Not RF6_SPECIAL */
1803 if (target_ptr->mane_num == MAX_MANE)
1806 target_ptr->mane_num--;
1807 for (i = 0;i < target_ptr->mane_num;i++)
1809 target_ptr->mane_spell[i] = target_ptr->mane_spell[i+1];
1810 target_ptr->mane_dam[i] = target_ptr->mane_dam[i+1];
1813 target_ptr->mane_spell[target_ptr->mane_num] = thrown_spell - 96;
1814 target_ptr->mane_dam[target_ptr->mane_num] = dam;
1815 target_ptr->mane_num++;
1816 target_ptr->new_mane = TRUE;
1818 target_ptr->redraw |= (PR_IMITATION);
1822 /* Remember what the monster did to us */
1826 if (thrown_spell < 32 * 4)
1828 r_ptr->r_flags4 |= (1L << (thrown_spell - 32 * 3));
1829 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1833 else if (thrown_spell < 32 * 5)
1835 r_ptr->r_flags5 |= (1L << (thrown_spell - 32 * 4));
1836 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1840 else if (thrown_spell < 32 * 6)
1842 r_ptr->r_flags6 |= (1L << (thrown_spell - 32 * 5));
1843 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1847 /* Always take note of monsters that kill you */
1848 if (target_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !target_ptr->current_floor_ptr->inside_arena)
1850 r_ptr->r_deaths++; /* Ignore appearance difference */
1853 /* A spell was cast */