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"
60 * @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 /
61 * Internal probability routine
62 * @param r_ptr モンスター種族の構造体参照ポインタ
64 * @return 適した選択を取るならばTRUEを返す。
66 static bool int_outof(monster_race *r_ptr, PERCENTAGE prob)
68 /* Non-Smart monsters are half as "smart" */
69 if (!(r_ptr->flags2 & RF2_SMART)) prob = prob / 2;
72 return (randint0(100) < prob);
77 * @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 /
78 * Remove the "bad" spells from a spell list
79 * @param m_idx モンスターの構造体参照ポインタ
80 * @param f4p モンスター魔法のフラグリスト1
81 * @param f5p モンスター魔法のフラグリスト2
82 * @param f6p モンスター魔法のフラグリスト3
85 static void remove_bad_spells(MONSTER_IDX m_idx, u32b *f4p, u32b *f5p, u32b *f6p)
87 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
88 monster_race *r_ptr = &r_info[m_ptr->r_idx];
97 /* Too stupid to know anything */
98 if (r_ptr->flags2 & RF2_STUPID) return;
101 /* Must be cheating or learning */
102 if (!smart_cheat && !smart_learn) return;
105 /* Update acquired knowledge */
108 /* Hack -- Occasionally forget player status */
109 /* Only save SM_FRIENDLY, SM_PET or SM_CLONED */
110 if (m_ptr->smart && (randint0(100) < 1)) m_ptr->smart &= (SM_FRIENDLY | SM_PET | SM_CLONED);
112 /* Use the memorized flags */
113 smart = m_ptr->smart;
117 /* Cheat if requested */
120 /* Know basic info */
121 if (p_ptr->resist_acid) smart |= (SM_RES_ACID);
122 if (IS_OPPOSE_ACID()) smart |= (SM_OPP_ACID);
123 if (p_ptr->immune_acid) smart |= (SM_IMM_ACID);
124 if (p_ptr->resist_elec) smart |= (SM_RES_ELEC);
125 if (IS_OPPOSE_ELEC()) smart |= (SM_OPP_ELEC);
126 if (p_ptr->immune_elec) smart |= (SM_IMM_ELEC);
127 if (p_ptr->resist_fire) smart |= (SM_RES_FIRE);
128 if (IS_OPPOSE_FIRE()) smart |= (SM_OPP_FIRE);
129 if (p_ptr->immune_fire) smart |= (SM_IMM_FIRE);
130 if (p_ptr->resist_cold) smart |= (SM_RES_COLD);
131 if (IS_OPPOSE_COLD()) smart |= (SM_OPP_COLD);
132 if (p_ptr->immune_cold) smart |= (SM_IMM_COLD);
134 /* Know poison info */
135 if (p_ptr->resist_pois) smart |= (SM_RES_POIS);
136 if (IS_OPPOSE_POIS()) smart |= (SM_OPP_POIS);
138 /* Know special resistances */
139 if (p_ptr->resist_neth) smart |= (SM_RES_NETH);
140 if (p_ptr->resist_lite) smart |= (SM_RES_LITE);
141 if (p_ptr->resist_dark) smart |= (SM_RES_DARK);
142 if (p_ptr->resist_fear) smart |= (SM_RES_FEAR);
143 if (p_ptr->resist_conf) smart |= (SM_RES_CONF);
144 if (p_ptr->resist_chaos) smart |= (SM_RES_CHAOS);
145 if (p_ptr->resist_disen) smart |= (SM_RES_DISEN);
146 if (p_ptr->resist_blind) smart |= (SM_RES_BLIND);
147 if (p_ptr->resist_nexus) smart |= (SM_RES_NEXUS);
148 if (p_ptr->resist_sound) smart |= (SM_RES_SOUND);
149 if (p_ptr->resist_shard) smart |= (SM_RES_SHARD);
150 if (p_ptr->reflect) smart |= (SM_IMM_REFLECT);
152 /* Know bizarre "resistances" */
153 if (p_ptr->free_act) smart |= (SM_IMM_FREE);
154 if (!p_ptr->msp) smart |= (SM_IMM_MANA);
162 if (smart & SM_IMM_ACID)
164 f4 &= ~(RF4_BR_ACID);
165 f5 &= ~(RF5_BA_ACID);
166 f5 &= ~(RF5_BO_ACID);
168 else if ((smart & (SM_OPP_ACID)) && (smart & (SM_RES_ACID)))
170 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ACID);
171 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ACID);
172 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ACID);
174 else if ((smart & (SM_OPP_ACID)) || (smart & (SM_RES_ACID)))
176 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ACID);
177 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ACID);
178 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ACID);
182 if (smart & (SM_IMM_ELEC))
184 f4 &= ~(RF4_BR_ELEC);
185 f5 &= ~(RF5_BA_ELEC);
186 f5 &= ~(RF5_BO_ELEC);
188 else if ((smart & (SM_OPP_ELEC)) && (smart & (SM_RES_ELEC)))
190 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ELEC);
191 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ELEC);
192 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ELEC);
194 else if ((smart & (SM_OPP_ELEC)) || (smart & (SM_RES_ELEC)))
196 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ELEC);
197 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ELEC);
198 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ELEC);
202 if (smart & (SM_IMM_FIRE))
204 f4 &= ~(RF4_BR_FIRE);
205 f5 &= ~(RF5_BA_FIRE);
206 f5 &= ~(RF5_BO_FIRE);
208 else if ((smart & (SM_OPP_FIRE)) && (smart & (SM_RES_FIRE)))
210 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_FIRE);
211 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_FIRE);
212 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_FIRE);
214 else if ((smart & (SM_OPP_FIRE)) || (smart & (SM_RES_FIRE)))
216 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_FIRE);
217 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_FIRE);
218 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_FIRE);
222 if (smart & (SM_IMM_COLD))
224 f4 &= ~(RF4_BR_COLD);
225 f5 &= ~(RF5_BA_COLD);
226 f5 &= ~(RF5_BO_COLD);
227 f5 &= ~(RF5_BO_ICEE);
229 else if ((smart & (SM_OPP_COLD)) && (smart & (SM_RES_COLD)))
231 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_COLD);
232 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_COLD);
233 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_COLD);
234 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ICEE);
236 else if ((smart & (SM_OPP_COLD)) || (smart & (SM_RES_COLD)))
238 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_COLD);
239 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_COLD);
240 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_COLD);
241 if (int_outof(r_ptr, 20)) f5 &= ~(RF5_BO_ICEE);
245 if ((smart & (SM_OPP_POIS)) && (smart & (SM_RES_POIS)))
247 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_POIS);
248 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_POIS);
249 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BA_NUKE);
250 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BR_NUKE);
252 else if ((smart & (SM_OPP_POIS)) || (smart & (SM_RES_POIS)))
254 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_POIS);
255 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_POIS);
259 if (smart & (SM_RES_NETH))
261 if (prace_is_(RACE_SPECTRE))
263 f4 &= ~(RF4_BR_NETH);
264 f5 &= ~(RF5_BA_NETH);
265 f5 &= ~(RF5_BO_NETH);
269 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_NETH);
270 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_NETH);
271 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BO_NETH);
275 if (smart & (SM_RES_LITE))
277 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_LITE);
278 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_LITE);
281 if (smart & (SM_RES_DARK))
283 if (prace_is_(RACE_VAMPIRE))
285 f4 &= ~(RF4_BR_DARK);
286 f5 &= ~(RF5_BA_DARK);
290 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_DARK);
291 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_DARK);
295 if (smart & (SM_RES_FEAR))
300 if (smart & (SM_RES_CONF))
303 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_CONF);
306 if (smart & (SM_RES_CHAOS))
308 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_CHAO);
309 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BA_CHAO);
312 if (smart & (SM_RES_DISEN))
314 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_DISE);
317 if (smart & (SM_RES_BLIND))
322 if (smart & (SM_RES_NEXUS))
324 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_NEXU);
325 f6 &= ~(RF6_TELE_LEVEL);
328 if (smart & (SM_RES_SOUND))
330 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_SOUN);
333 if (smart & (SM_RES_SHARD))
335 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_SHAR);
338 if (smart & (SM_IMM_REFLECT))
340 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_COLD);
341 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_FIRE);
342 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ACID);
343 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ELEC);
344 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_NETH);
345 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_WATE);
346 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_MANA);
347 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_PLAS);
348 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ICEE);
349 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_MISSILE);
352 if (smart & (SM_IMM_FREE))
358 if (smart & (SM_IMM_MANA))
360 f5 &= ~(RF5_DRAIN_MANA);
363 /* No spells left? */
364 /* if (!f4 && !f5 && !f6) ... */
373 * @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。 /
374 * Determine if there is a space near the player in which a summoned creature can appear
375 * @param y1 判定を行いたいマスのY座標
376 * @param x1 判定を行いたいマスのX座標
377 * @return 召還に相応しいならばTRUEを返す
379 bool summon_possible(POSITION y1, POSITION x1)
383 /* Start at the player's location, and check 2 grids in each dir */
384 for (y = y1 - 2; y <= y1 + 2; y++)
386 for (x = x1 - 2; x <= x1 + 2; x++)
388 /* Ignore illegal locations */
389 if (!in_bounds(y, x)) continue;
391 /* Only check a circular area */
392 if (distance(y1, x1, y, x)>2) continue;
394 /* ...nor on the Pattern */
395 if (pattern_tile(y, x)) continue;
397 /* Require empty floor grid in line of projection */
398 if (cave_empty_bold(y, x) && projectable(y1, x1, y, x) && projectable(y, x, y1, x1)) return (TRUE);
407 * @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 /
408 * Determine if there is a space near the player in which a summoned creature can appear
409 * @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
410 * @return 死者復活が有効な状態ならばTRUEを返す。
412 bool raise_possible(monster_type *m_ptr)
415 POSITION y = m_ptr->fy;
416 POSITION x = m_ptr->fx;
417 OBJECT_IDX this_o_idx, next_o_idx = 0;
420 for (xx = x - 5; xx <= x + 5; xx++)
422 for (yy = y - 5; yy <= y + 5; yy++)
424 if (distance(y, x, yy, xx) > 5) continue;
425 if (!los(y, x, yy, xx)) continue;
426 if (!projectable(y, x, yy, xx)) continue;
428 g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
429 /* Scan the pile of objects */
430 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
432 object_type *o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
433 next_o_idx = o_ptr->next_o_idx;
435 /* Known to be worthless? */
436 if (o_ptr->tval == TV_CORPSE)
438 if (!monster_has_hostile_align(m_ptr, 0, 0, &r_info[o_ptr->pval])) return TRUE;
449 * @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 /
450 * Determine if a bolt spell will hit the player.
451 * @param y1 ボルト魔法発射地点のY座標
452 * @param x1 ボルト魔法発射地点のX座標
453 * @param y2 ボルト魔法目標地点のY座標
454 * @param x2 ボルト魔法目標地点のX座標
455 * @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
456 * @return ボルト型魔法が有効ならばTRUEを返す。
458 * Originally, it was possible for a friendly to shoot another friendly.\n
459 * Change it so a "clean shot" means no equally friendly monster is\n
460 * between the attacker and target.\n
462 * This is exactly like "projectable", but it will\n
463 * return FALSE if a monster is in the way.\n
464 * no equally friendly monster is\n
465 * between the attacker and target.\n
467 bool clean_shot(POSITION y1, POSITION x1, POSITION y2, POSITION x2, bool is_friend)
469 /* Must be the same as projectable() */
477 /* Check the projection path */
478 grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, 0);
480 /* No grid is ever projectable from itself */
481 if (!grid_n) return (FALSE);
484 y = GRID_Y(grid_g[grid_n-1]);
485 x = GRID_X(grid_g[grid_n-1]);
487 /* May not end in an unrequested grid */
488 if ((y != y2) || (x != x2)) return (FALSE);
490 for (i = 0; i < grid_n; i++)
492 y = GRID_Y(grid_g[i]);
493 x = GRID_X(grid_g[i]);
495 if ((current_floor_ptr->grid_array[y][x].m_idx > 0) && !((y == y2) && (x == x2)))
497 monster_type *m_ptr = ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx];
498 if (is_friend == is_pet(m_ptr))
503 /* Pets may not shoot through the character - TNB */
504 if (player_bold(y, x))
506 if (is_friend) return (FALSE);
514 * @brief モンスターのボルト型魔法処理 /
515 * Cast a bolt at the player Stop if we hit a monster Affect monsters and the player
516 * @param m_idx モンスターのID
521 * @param monspell モンスター魔法のID
522 * @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
525 void bolt(MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type)
528 bool learnable = spell_learnable(m_idx);
532 case MONSTER_TO_MONSTER:
533 flg = PROJECT_STOP | PROJECT_KILL;
535 case MONSTER_TO_PLAYER:
536 flg = PROJECT_STOP | PROJECT_KILL | PROJECT_PLAYER;
539 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
541 /* Target the player with a bolt attack */
542 (void)project(m_idx, 0, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
546 * @brief モンスターのビーム型魔法処理 /
547 * @param m_idx モンスターのID
552 * @param monspell モンスター魔法のID
553 * @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
556 void beam(MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type)
559 bool learnable = spell_learnable(m_idx);
563 case MONSTER_TO_MONSTER:
564 flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU;
566 case MONSTER_TO_PLAYER:
567 flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU | PROJECT_PLAYER;
571 /* Target the player with a bolt attack */
572 (void)project(m_idx, 0, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
577 * @brief モンスターのボール型&ブレス型魔法処理 /
578 * 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
581 * @param m_idx モンスターのID
586 * @param monspell モンスター魔法のID
587 * @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
590 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)
592 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
593 monster_race *r_ptr = &r_info[m_ptr->r_idx];
594 bool learnable = spell_learnable(m_idx);
595 BIT_FLAGS flg = 0x00;
599 case MONSTER_TO_MONSTER:
600 flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
602 case MONSTER_TO_PLAYER:
603 flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_PLAYER;
607 /* Determine the radius of the blast */
608 if ((rad < 1) && breath) rad = (r_ptr->flags2 & (RF2_POWERFUL)) ? 3 : 2;
610 /* Handle breath attacks */
611 if (breath) rad = 0 - rad;
626 flg |= (PROJECT_HIDE | PROJECT_AIMED);
630 /* Target the player with a ball attack */
631 (void)project(m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
638 * @brief ID値が正しいモンスター魔法IDかどうかを返す /
639 * Return TRUE if a spell is good for hurting the player (directly).
640 * @param spell 判定対象のID
641 * @return 正しいIDならばTRUEを返す。
643 static bool spell_attack(byte spell)
645 /* All RF4 spells hurt (except for shriek and dispel) */
646 if (spell < 128 && spell > 98) return (TRUE);
648 /* Various "ball" spells */
649 if (spell >= 128 && spell <= 128 + 8) return (TRUE);
651 /* "Cause wounds" and "bolt" spells */
652 if (spell >= 128 + 12 && spell < 128 + 27) return (TRUE);
655 if (spell == 160 + 1) return (TRUE);
658 if (spell == 160 + 11) return (TRUE);
666 * @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 /
667 * Return TRUE if a spell is good for escaping.
668 * @param spell 判定対象のID
669 * @return 適した魔法のIDならばTRUEを返す。
671 static bool spell_escape(byte spell)
673 /* Blink or Teleport */
674 if (spell == 160 + 4 || spell == 160 + 5) return (TRUE);
676 /* Teleport the player away */
677 if (spell == 160 + 9 || spell == 160 + 10) return (TRUE);
679 /* Isn't good for escaping */
684 * @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 /
685 * Return TRUE if a spell is good for annoying the player.
686 * @param spell 判定対象のID
687 * @return 適した魔法のIDならばTRUEを返す。
689 static bool spell_annoy(byte spell)
692 if (spell == 96 + 0) return (TRUE);
694 /* Brain smash, et al (added curses) */
695 if (spell >= 128 + 9 && spell <= 128 + 14) return (TRUE);
697 /* Scare, confuse, blind, slow, paralyze */
698 if (spell >= 128 + 27 && spell <= 128 + 31) return (TRUE);
701 if (spell == 160 + 8) return (TRUE);
704 if (spell == 160 + 10) return (TRUE);
706 /* Darkness, make traps, cause amnesia */
707 if (spell >= 160 + 12 && spell <= 160 + 14) return (TRUE);
714 * @brief ID値が召喚型のモンスター魔法IDかどうかを返す /
715 * Return TRUE if a spell is good for annoying the player.
716 * @param spell 判定対象のID
717 * @return 召喚型魔法のIDならばTRUEを返す。
719 static bool spell_summon(byte spell)
721 /* All summon spells */
722 if (spell >= 160 + 16) return (TRUE);
730 * @brief ID値が死者復活処理かどうかを返す /
731 * Return TRUE if a spell is good for annoying the player.
732 * @param spell 判定対象のID
733 * @return 死者復活の処理ならばTRUEを返す。
735 static bool spell_raise(byte spell)
737 /* All raise-dead spells */
738 if (spell == 160 + 15) return (TRUE);
745 * @brief ID値が戦術的なモンスター魔法IDかどうかを返す /
746 * Return TRUE if a spell is good in a tactical situation.
747 * @param spell 判定対象のID
748 * @return 戦術的な魔法のIDならばTRUEを返す。
750 static bool spell_tactic(byte spell)
753 if (spell == 160 + 4) return (TRUE);
760 * @brief ID値が無敵化するモンスター魔法IDかどうかを返す /
761 * Return TRUE if a spell makes invulnerable.
762 * @param spell 判定対象のID
763 * @return 召喚型魔法のIDならばTRUEを返す。
765 static bool spell_invulner(byte spell)
767 /* Invulnerability */
768 if (spell == 160 + 3) return (TRUE);
770 /* No invulnerability */
775 * @brief ID値が加速するモンスター魔法IDかどうかを返す /
776 * Return TRUE if a spell hastes.
777 * @param spell 判定対象のID
778 * @return 召喚型魔法のIDならばTRUEを返す。
780 static bool spell_haste(byte spell)
783 if (spell == 160 + 0) return (TRUE);
785 /* Not a haste spell */
791 * @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 /
792 * Return TRUE if a spell world.
793 * @param spell 判定対象のID
794 * @return 時間停止魔法のIDならばTRUEを返す。
796 static bool spell_world(byte spell)
798 if (spell == 160 + 6) return (TRUE);
804 * @brief ID値が特別効果のモンスター魔法IDかどうかを返す /
805 * Return TRUE if a spell special.
806 * @param spell 判定対象のID
807 * @return 特別効果魔法のIDならばTRUEを返す。
809 static bool spell_special(byte spell)
811 if (p_ptr->inside_battle) return FALSE;
812 if (spell == 160 + 7) return (TRUE);
818 * @brief ID値が光の剣のモンスター魔法IDかどうかを返す /
819 * Return TRUE if a spell psycho-spear.
820 * @param spell 判定対象のID
821 * @return 光の剣のIDならばTRUEを返す。
823 static bool spell_psy_spe(byte spell)
826 if (spell == 160 + 11) return (TRUE);
828 /* Not a haste spell */
834 * @brief ID値が治癒魔法かどうかを返す /
835 * Return TRUE if a spell is good for healing.
836 * @param spell 判定対象のID
837 * @return 治癒魔法のIDならばTRUEを返す。
839 static bool spell_heal(byte spell)
842 if (spell == 160 + 2) return (TRUE);
850 * @brief ID値が魔力消去かどうかを返す /
851 * Return TRUE if a spell is good for dispel.
852 * @param spell 判定対象のID
853 * @return 魔力消去のIDならばTRUEを返す。
855 static bool spell_dispel(byte spell)
858 if (spell == 96 + 2) return (TRUE);
866 * @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
867 * Check should monster cast dispel spell.
868 * @param m_idx モンスターの構造体配列ID
869 * @return 魔力消去をかけるべきならTRUEを返す。
871 bool dispel_check(MONSTER_IDX m_idx)
873 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
874 monster_race *r_ptr = &r_info[m_ptr->r_idx];
876 /* Invulnabilty (including the song) */
877 if (IS_INVULN()) return (TRUE);
880 if (p_ptr->wraith_form) return (TRUE);
883 if (p_ptr->shield) return (TRUE);
886 if (p_ptr->magicdef) return (TRUE);
889 if (p_ptr->multishadow) return (TRUE);
892 if (p_ptr->dustrobe) return (TRUE);
894 /* Berserk Strength */
895 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) return (TRUE);
898 if (p_ptr->mimic_form == MIMIC_DEMON_LORD) return (TRUE);
900 /* Elemental resistances */
901 if (r_ptr->flags4 & RF4_BR_ACID)
903 if (!p_ptr->immune_acid && (p_ptr->oppose_acid || music_singing(MUSIC_RESIST))) return (TRUE);
904 if (p_ptr->special_defense & DEFENSE_ACID) return (TRUE);
907 if (r_ptr->flags4 & RF4_BR_FIRE)
909 if (!((p_ptr->prace == RACE_DEMON) && p_ptr->lev > 44))
911 if (!p_ptr->immune_fire && (p_ptr->oppose_fire || music_singing(MUSIC_RESIST))) return (TRUE);
912 if (p_ptr->special_defense & DEFENSE_FIRE) return (TRUE);
916 if (r_ptr->flags4 & RF4_BR_ELEC)
918 if (!p_ptr->immune_elec && (p_ptr->oppose_elec || music_singing(MUSIC_RESIST))) return (TRUE);
919 if (p_ptr->special_defense & DEFENSE_ELEC) return (TRUE);
922 if (r_ptr->flags4 & RF4_BR_COLD)
924 if (!p_ptr->immune_cold && (p_ptr->oppose_cold || music_singing(MUSIC_RESIST))) return (TRUE);
925 if (p_ptr->special_defense & DEFENSE_COLD) return (TRUE);
928 if (r_ptr->flags4 & (RF4_BR_POIS | RF4_BR_NUKE))
930 if (!((p_ptr->pclass == CLASS_NINJA) && p_ptr->lev > 44))
932 if (p_ptr->oppose_pois || music_singing(MUSIC_RESIST)) return (TRUE);
933 if (p_ptr->special_defense & DEFENSE_POIS) return (TRUE);
937 /* Ultimate resistance */
938 if (p_ptr->ult_res) return (TRUE);
940 /* Potion of Neo Tsuyosi special */
941 if (p_ptr->tsuyoshi) return (TRUE);
943 /* Elemental Brands */
944 if ((p_ptr->special_attack & ATTACK_ACID) && !(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return (TRUE);
945 if ((p_ptr->special_attack & ATTACK_FIRE) && !(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return (TRUE);
946 if ((p_ptr->special_attack & ATTACK_ELEC) && !(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return (TRUE);
947 if ((p_ptr->special_attack & ATTACK_COLD) && !(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return (TRUE);
948 if ((p_ptr->special_attack & ATTACK_POIS) && !(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return (TRUE);
950 if (p_ptr->pspeed < 145)
952 if (IS_FAST()) return (TRUE);
956 if (p_ptr->lightspeed && (m_ptr->mspeed < 136)) return (TRUE);
958 if (p_ptr->riding && (current_floor_ptr->m_list[p_ptr->riding].mspeed < 135))
960 if (MON_FAST(¤t_floor_ptr->m_list[p_ptr->riding])) return (TRUE);
963 /* No need to cast dispel spell */
969 * @brief モンスターの魔法選択ルーチン
970 * Have a monster choose a spell from a list of "useful" spells.
971 * @param m_idx モンスターの構造体配列ID
972 * @param spells 候補魔法IDをまとめた配列
973 * @param num spellsの長さ
974 * @return 選択したモンスター魔法のID
976 * Note that this list does NOT include spells that will just hit\n
977 * other monsters, and the list is restricted when the monster is\n
978 * "desperate". Should that be the job of this function instead?\n
980 * Stupid monsters will just pick a spell randomly. Smart monsters\n
981 * will choose more "intelligently".\n
983 * Use the helper functions above to put spells into categories.\n
985 * This function may well be an efficiency bottleneck.\n
987 static int choose_attack_spell(MONSTER_IDX m_idx, byte spells[], byte num)
989 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
990 monster_race *r_ptr = &r_info[m_ptr->r_idx];
992 byte escape[96], escape_num = 0;
993 byte attack[96], attack_num = 0;
994 byte summon[96], summon_num = 0;
995 byte tactic[96], tactic_num = 0;
996 byte annoy[96], annoy_num = 0;
997 byte invul[96], invul_num = 0;
998 byte haste[96], haste_num = 0;
999 byte world[96], world_num = 0;
1000 byte special[96], special_num = 0;
1001 byte psy_spe[96], psy_spe_num = 0;
1002 byte raise[96], raise_num = 0;
1003 byte heal[96], heal_num = 0;
1004 byte dispel[96], dispel_num = 0;
1008 /* Stupid monsters choose randomly */
1009 if (r_ptr->flags2 & (RF2_STUPID))
1011 /* Pick at random */
1012 return (spells[randint0(num)]);
1015 /* Categorize spells */
1016 for (i = 0; i < num; i++)
1019 if (spell_escape(spells[i])) escape[escape_num++] = spells[i];
1022 if (spell_attack(spells[i])) attack[attack_num++] = spells[i];
1025 if (spell_summon(spells[i])) summon[summon_num++] = spells[i];
1027 /* Tactical spell? */
1028 if (spell_tactic(spells[i])) tactic[tactic_num++] = spells[i];
1030 /* Annoyance spell? */
1031 if (spell_annoy(spells[i])) annoy[annoy_num++] = spells[i];
1033 /* Invulnerability spell? */
1034 if (spell_invulner(spells[i])) invul[invul_num++] = spells[i];
1037 if (spell_haste(spells[i])) haste[haste_num++] = spells[i];
1040 if (spell_world(spells[i])) world[world_num++] = spells[i];
1042 /* Special spell? */
1043 if (spell_special(spells[i])) special[special_num++] = spells[i];
1045 /* Psycho-spear spell? */
1046 if (spell_psy_spe(spells[i])) psy_spe[psy_spe_num++] = spells[i];
1048 /* Raise-dead spell? */
1049 if (spell_raise(spells[i])) raise[raise_num++] = spells[i];
1052 if (spell_heal(spells[i])) heal[heal_num++] = spells[i];
1055 if (spell_dispel(spells[i])) dispel[dispel_num++] = spells[i];
1058 /*** Try to pick an appropriate spell type ***/
1061 if (world_num && (randint0(100) < 15) && !current_world_ptr->timewalk_m_idx)
1063 /* Choose haste spell */
1064 return (world[randint0(world_num)]);
1070 bool success = FALSE;
1071 switch(m_ptr->r_idx)
1075 if ((m_ptr->hp < m_ptr->maxhp / 2) && r_info[MON_BANOR].max_num && r_info[MON_LUPART].max_num) success = TRUE;
1079 if (success) return (special[randint0(special_num)]);
1082 /* Still hurt badly, couldn't flee, attempt to heal */
1083 if (m_ptr->hp < m_ptr->maxhp / 3 && one_in_(2))
1085 /* Choose heal spell if possible */
1086 if (heal_num) return (heal[randint0(heal_num)]);
1089 /* Hurt badly or afraid, attempt to flee */
1090 if (((m_ptr->hp < m_ptr->maxhp / 3) || MON_MONFEAR(m_ptr)) && one_in_(2))
1092 /* Choose escape spell if possible */
1093 if (escape_num) return (escape[randint0(escape_num)]);
1099 bool success = FALSE;
1100 switch (m_ptr->r_idx)
1106 case MON_BANORLUPART:
1107 if (randint0(100) < 70) success = TRUE;
1110 if (randint0(100) < 40) success = TRUE;
1113 if (randint0(100) < 50) success = TRUE;
1116 if (success) return (special[randint0(special_num)]);
1119 /* Player is close and we have attack spells, blink away */
1120 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)
1122 /* Choose tactical spell */
1123 if (tactic_num) return (tactic[randint0(tactic_num)]);
1126 /* Summon if possible (sometimes) */
1127 if (summon_num && (randint0(100) < 40))
1129 /* Choose summon spell */
1130 return (summon[randint0(summon_num)]);
1134 if (dispel_num && one_in_(2))
1136 /* Choose dispel spell if possible */
1137 if (dispel_check(m_idx))
1139 return (dispel[randint0(dispel_num)]);
1143 /* Raise-dead if possible (sometimes) */
1144 if (raise_num && (randint0(100) < 40))
1146 /* Choose raise-dead spell */
1147 return (raise[randint0(raise_num)]);
1150 /* Attack spell (most of the time) */
1153 if (psy_spe_num && (randint0(100) < 50))
1155 /* Choose attack spell */
1156 return (psy_spe[randint0(psy_spe_num)]);
1158 else if (attack_num && (randint0(100) < 40))
1160 /* Choose attack spell */
1161 return (attack[randint0(attack_num)]);
1164 else if (attack_num && (randint0(100) < 85))
1166 /* Choose attack spell */
1167 return (attack[randint0(attack_num)]);
1170 /* Try another tactical spell (sometimes) */
1171 if (tactic_num && (randint0(100) < 50) && !current_world_ptr->timewalk_m_idx)
1173 /* Choose tactic spell */
1174 return (tactic[randint0(tactic_num)]);
1177 /* Cast globe of invulnerability if not already in effect */
1178 if (invul_num && !m_ptr->mtimed[MTIMED_INVULNER] && (randint0(100) < 50))
1180 /* Choose Globe of Invulnerability */
1181 return (invul[randint0(invul_num)]);
1184 /* We're hurt (not badly), try to heal */
1185 if ((m_ptr->hp < m_ptr->maxhp * 3 / 4) && (randint0(100) < 25))
1187 /* Choose heal spell if possible */
1188 if (heal_num) return (heal[randint0(heal_num)]);
1191 /* Haste self if we aren't already somewhat hasted (rarely) */
1192 if (haste_num && (randint0(100) < 20) && !MON_FAST(m_ptr))
1194 /* Choose haste spell */
1195 return (haste[randint0(haste_num)]);
1198 /* Annoy player (most of the time) */
1199 if (annoy_num && (randint0(100) < 80))
1201 /* Choose annoyance spell */
1202 return (annoy[randint0(annoy_num)]);
1205 /* Choose no spell */
1211 * @brief ID値が非魔術的な特殊技能かどうかを返す /
1212 * Return TRUE if a spell is inate spell.
1213 * @param spell 判定対象のID
1214 * @return 非魔術的な特殊技能ならばTRUEを返す。
1216 bool spell_is_inate(SPELL_IDX spell)
1218 if (spell < 32 * 4) /* Set RF4 */
1220 if ((1L << (spell - 32 * 3)) & RF4_NOMAGIC_MASK) return TRUE;
1222 else if (spell < 32 * 5) /* Set RF5 */
1224 if ((1L << (spell - 32 * 4)) & RF5_NOMAGIC_MASK) return TRUE;
1226 else if (spell < 32 * 6) /* Set RF6 */
1228 if ((1L << (spell - 32 * 5)) & RF6_NOMAGIC_MASK) return TRUE;
1231 /* This spell is not "inate" */
1237 * @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 /
1238 * @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
1239 * @param yp 最適な目標地点のY座標を返す参照ポインタ
1240 * @param xp 最適な目標地点のX座標を返す参照ポインタ
1241 * @param f_flag 射線に入れるのを避ける地形の所持フラグ
1242 * @param path_check 射線を判定するための関数ポインタ
1243 * @return 有効な座標があった場合TRUEを返す
1245 static bool adjacent_grid_check(monster_type *m_ptr, POSITION *yp, POSITION *xp,
1246 int f_flag, bool (*path_check)(POSITION, POSITION, POSITION, POSITION))
1250 static int tonari_y[4][8] = {{-1, -1, -1, 0, 0, 1, 1, 1},
1251 {-1, -1, -1, 0, 0, 1, 1, 1},
1252 { 1, 1, 1, 0, 0, -1, -1, -1},
1253 { 1, 1, 1, 0, 0, -1, -1, -1}};
1254 static int tonari_x[4][8] = {{-1, 0, 1, -1, 1, -1, 0, 1},
1255 { 1, 0, -1, 1, -1, 1, 0, -1},
1256 {-1, 0, 1, -1, 1, -1, 0, 1},
1257 { 1, 0, -1, 1, -1, 1, 0, -1}};
1259 if (m_ptr->fy < p_ptr->y && m_ptr->fx < p_ptr->x) tonari = 0;
1260 else if (m_ptr->fy < p_ptr->y) tonari = 1;
1261 else if (m_ptr->fx < p_ptr->x) tonari = 2;
1264 for (i = 0; i < 8; i++)
1266 int next_x = *xp + tonari_x[tonari][i];
1267 int next_y = *yp + tonari_y[tonari][i];
1270 /* Access the next grid */
1271 g_ptr = ¤t_floor_ptr->grid_array[next_y][next_x];
1273 /* Skip this feature */
1274 if (!cave_have_flag_grid(g_ptr, f_flag)) continue;
1276 if (path_check(m_ptr->fy, m_ptr->fx, next_y, next_x))
1287 #define DO_SPELL_NONE 0
1288 #define DO_SPELL_BR_LITE 1
1289 #define DO_SPELL_BR_DISI 2
1290 #define DO_SPELL_BA_LITE 3
1293 * @brief モンスターの特殊技能メインルーチン /
1294 * Creatures can cast spells, shoot missiles, and breathe.
1295 * @param m_idx モンスター構造体配列のID
1296 * @return 実際に特殊技能を利用したらTRUEを返す
1298 * Returns "TRUE" if a spell (or whatever) was (successfully) cast.\n
1300 * This function could use some work, but remember to\n
1301 * keep it as optimized as possible, while retaining generic code.\n
1303 * Verify the various "blind-ness" checks in the code.\n
1305 * Note that several effects should really not be "seen"\n
1306 * if the player is blind. See also "effects.c" for other "mistakes".\n
1308 * Perhaps monsters should breathe at locations *near* the player,\n
1309 * since this would allow them to inflict "partial" damage.\n
1311 * Perhaps smart monsters should decline to use "bolt" spells if\n
1312 * there is a monster in the way, unless they wish to kill it.\n
1314 * Note that, to allow the use of the "track_target" option at some\n
1315 * later time, certain non-optimal things are done in the code below,\n
1316 * including explicit checks against the "direct" variable, which is\n
1317 * currently always true by the time it is checked, but which should\n
1318 * really be set according to an explicit "projectable()" test, and\n
1319 * the use of generic "x,y" locations instead of the player location,\n
1320 * with those values being initialized with the player location.\n
1322 * It will not be possible to "correctly" handle the case in which a\n
1323 * monster attempts to attack a location which is thought to contain\n
1324 * the player, but which in fact is nowhere near the player, since this\n
1325 * might induce all sorts of messages about the attack itself, and about\n
1326 * the effects of the attack, which the player might or might not be in\n
1327 * a position to observe. Thus, for simplicity, it is probably best to\n
1328 * only allow "faulty" attacks by a monster if one of the important grids\n
1329 * (probably the initial or final grid) is in fact in view of the player.\n
1330 * It may be necessary to actually prevent spell attacks except when the\n
1331 * monster actually has line of sight to the player. Note that a monster\n
1332 * could be left in a bizarre situation after the player ducked behind a\n
1333 * pillar and then teleported away, for example.\n
1336 * that certain spell attacks do not use the "project()" function\n
1337 * but "simulate" it via the "direct" variable, which is always at least\n
1338 * as restrictive as the "project()" function. This is necessary to\n
1339 * prevent "blindness" attacks and such from bending around walls, etc,\n
1340 * and to allow the use of the "track_target" option in the future.\n
1342 * Note that this function attempts to optimize the use of spells for the\n
1343 * cases in which the monster has no spells, or has spells but cannot use\n
1344 * them, or has spells but they will have no "useful" effect. Note that\n
1345 * this function has been an efficiency bottleneck in the past.\n
1347 * Note the special "MFLAG_NICE" flag, which prevents a monster from using\n
1348 * any spell attacks until the player has had a single chance to move.\n
1350 bool make_attack_spell(MONSTER_IDX m_idx)
1353 SPELL_IDX thrown_spell = 0;
1355 PERCENTAGE failrate;
1356 byte spell[96], num = 0;
1357 BIT_FLAGS f4, f5, f6;
1358 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1359 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1360 GAME_TEXT m_name[MAX_NLEN];
1364 bool no_inate = FALSE;
1365 bool do_spell = DO_SPELL_NONE;
1368 POSITION x = p_ptr->x;
1369 POSITION y = p_ptr->y;
1371 /* Target location for lite breath */
1372 POSITION x_br_lite = 0;
1373 POSITION y_br_lite = 0;
1375 /* Extract the "see-able-ness" */
1376 bool seen = (!p_ptr->blind && m_ptr->ml);
1377 bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
1379 /* Check "projectable" */
1382 bool in_no_magic_dungeon = (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC) && current_floor_ptr->dun_level
1383 && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest));
1385 bool can_use_lite_area = FALSE;
1389 /* Cannot cast spells when confused */
1390 if (MON_CONFUSED(m_ptr))
1392 reset_target(m_ptr);
1396 /* Cannot cast spells when nice */
1397 if (m_ptr->mflag & MFLAG_NICE) return (FALSE);
1398 if (!is_hostile(m_ptr)) return (FALSE);
1401 /* Sometimes forbid inate attacks (breaths) */
1402 if (randint0(100) >= (r_ptr->freq_spell * 2)) no_inate = TRUE;
1404 /* Handle "track_target" option (?) */
1407 /* Extract the racial spell flags */
1409 f5 = r_ptr->a_ability_flags1;
1410 f6 = r_ptr->a_ability_flags2;
1412 /*** require projectable player ***/
1415 if ((m_ptr->cdis > MAX_RANGE) && !m_ptr->target_y) return (FALSE);
1417 /* Check path for lite breath */
1418 if (f4 & RF4_BR_LITE)
1423 if (los(m_ptr->fy, m_ptr->fx, y_br_lite, x_br_lite))
1425 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[y_br_lite][x_br_lite].feat];
1427 if (!have_flag(f_ptr->flags, FF_LOS))
1429 if (have_flag(f_ptr->flags, FF_PROJECT) && one_in_(2)) f4 &= ~(RF4_BR_LITE);
1433 /* Check path to next grid */
1434 else if (!adjacent_grid_check(m_ptr, &y_br_lite, &x_br_lite, FF_LOS, los)) f4 &= ~(RF4_BR_LITE);
1436 /* Don't breath lite to the wall if impossible */
1437 if (!(f4 & RF4_BR_LITE))
1445 if (projectable(m_ptr->fy, m_ptr->fx, y, x))
1447 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
1449 if (!have_flag(f_ptr->flags, FF_PROJECT))
1451 /* Breath disintegration to the wall if possible */
1452 if ((f4 & RF4_BR_DISI) && have_flag(f_ptr->flags, FF_HURT_DISI) && one_in_(2)) do_spell = DO_SPELL_BR_DISI;
1454 /* Breath lite to the transparent wall if possible */
1455 else if ((f4 & RF4_BR_LITE) && have_flag(f_ptr->flags, FF_LOS) && one_in_(2)) do_spell = DO_SPELL_BR_LITE;
1459 /* Check path to next grid */
1462 bool success = FALSE;
1464 if ((f4 & RF4_BR_DISI) && (m_ptr->cdis < MAX_RANGE/2) &&
1465 in_disintegration_range(m_ptr->fy, m_ptr->fx, y, x) &&
1466 (one_in_(10) || (projectable(y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
1468 do_spell = DO_SPELL_BR_DISI;
1471 else if ((f4 & RF4_BR_LITE) && (m_ptr->cdis < MAX_RANGE/2) &&
1472 los(m_ptr->fy, m_ptr->fx, y, x) && one_in_(5))
1474 do_spell = DO_SPELL_BR_LITE;
1477 else if ((f5 & RF5_BA_LITE) && (m_ptr->cdis <= MAX_RANGE))
1479 POSITION by = y, bx = x;
1480 get_project_point(m_ptr->fy, m_ptr->fx, &by, &bx, 0L);
1481 if ((distance(by, bx, y, x) <= 3) && los(by, bx, y, x) && one_in_(5))
1483 do_spell = DO_SPELL_BA_LITE;
1488 if (!success) success = adjacent_grid_check(m_ptr, &y, &x, FF_PROJECT, projectable);
1492 if (m_ptr->target_y && m_ptr->target_x)
1494 y = m_ptr->target_y;
1495 x = m_ptr->target_x;
1496 f4 &= (RF4_INDIRECT_MASK);
1497 f5 &= (RF5_INDIRECT_MASK);
1498 f6 &= (RF6_INDIRECT_MASK);
1502 if (y_br_lite && x_br_lite && (m_ptr->cdis < MAX_RANGE/2) && one_in_(5))
1508 do_spell = DO_SPELL_BR_LITE;
1511 else f4 |= (RF4_BR_LITE);
1516 if (!success) return FALSE;
1519 reset_target(m_ptr);
1521 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1523 /* Forbid inate attacks sometimes */
1526 f4 &= ~(RF4_NOMAGIC_MASK);
1527 f5 &= ~(RF5_NOMAGIC_MASK);
1528 f6 &= ~(RF6_NOMAGIC_MASK);
1531 if (f6 & RF6_DARKNESS)
1533 if ((p_ptr->pclass == CLASS_NINJA) &&
1534 !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
1535 !(r_ptr->flags7 & RF7_DARK_MASK))
1536 can_use_lite_area = TRUE;
1538 if (!(r_ptr->flags2 & RF2_STUPID))
1540 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
1541 else if ((p_ptr->pclass == CLASS_NINJA) && !can_use_lite_area) f6 &= ~(RF6_DARKNESS);
1545 if (in_no_magic_dungeon && !(r_ptr->flags2 & RF2_STUPID))
1547 f4 &= (RF4_NOMAGIC_MASK);
1548 f5 &= (RF5_NOMAGIC_MASK);
1549 f6 &= (RF6_NOMAGIC_MASK);
1552 if (r_ptr->flags2 & RF2_SMART)
1554 /* Hack -- allow "desperate" spells */
1555 if ((m_ptr->hp < m_ptr->maxhp / 10) &&
1556 (randint0(100) < 50))
1558 /* Require intelligent spells */
1559 f4 &= (RF4_INT_MASK);
1560 f5 &= (RF5_INT_MASK);
1561 f6 &= (RF6_INT_MASK);
1564 /* Hack -- decline "teleport level" in some case */
1565 if ((f6 & RF6_TELE_LEVEL) && TELE_LEVEL_IS_INEFF(0))
1567 f6 &= ~(RF6_TELE_LEVEL);
1571 /* No spells left */
1572 if (!f4 && !f5 && !f6) return (FALSE);
1574 /* Remove the "ineffective" spells */
1575 remove_bad_spells(m_idx, &f4, &f5, &f6);
1577 if (p_ptr->inside_arena || p_ptr->inside_battle)
1579 f4 &= ~(RF4_SUMMON_MASK);
1580 f5 &= ~(RF5_SUMMON_MASK);
1581 f6 &= ~(RF6_SUMMON_MASK | RF6_TELE_LEVEL);
1583 if (m_ptr->r_idx == MON_ROLENTO) f6 &= ~(RF6_SPECIAL);
1586 /* No spells left */
1587 if (!f4 && !f5 && !f6) return (FALSE);
1589 if (!(r_ptr->flags2 & RF2_STUPID))
1591 if (!p_ptr->csp) f5 &= ~(RF5_DRAIN_MANA);
1593 /* Check for a clean bolt shot */
1594 if (((f4 & RF4_BOLT_MASK) ||
1595 (f5 & RF5_BOLT_MASK) ||
1596 (f6 & RF6_BOLT_MASK)) &&
1597 !clean_shot(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x, FALSE))
1599 /* Remove spells that will only hurt friends */
1600 f4 &= ~(RF4_BOLT_MASK);
1601 f5 &= ~(RF5_BOLT_MASK);
1602 f6 &= ~(RF6_BOLT_MASK);
1605 /* Check for a possible summon */
1606 if (((f4 & RF4_SUMMON_MASK) ||
1607 (f5 & RF5_SUMMON_MASK) ||
1608 (f6 & RF6_SUMMON_MASK)) &&
1609 !(summon_possible(y, x)))
1611 /* Remove summoning spells */
1612 f4 &= ~(RF4_SUMMON_MASK);
1613 f5 &= ~(RF5_SUMMON_MASK);
1614 f6 &= ~(RF6_SUMMON_MASK);
1617 /* Check for a possible raise dead */
1618 if ((f6 & RF6_RAISE_DEAD) && !raise_possible(m_ptr))
1620 /* Remove raise dead spell */
1621 f6 &= ~(RF6_RAISE_DEAD);
1624 /* Special moves restriction */
1625 if (f6 & RF6_SPECIAL)
1627 if ((m_ptr->r_idx == MON_ROLENTO) && !summon_possible(y, x))
1629 f6 &= ~(RF6_SPECIAL);
1633 /* No spells left */
1634 if (!f4 && !f5 && !f6) return (FALSE);
1637 /* Extract the "inate" spells */
1638 for (k = 0; k < 32; k++)
1640 if (f4 & (1L << k)) spell[num++] = k + RF4_SPELL_START;
1643 /* Extract the "normal" spells */
1644 for (k = 0; k < 32; k++)
1646 if (f5 & (1L << k)) spell[num++] = k + RF5_SPELL_START;
1649 /* Extract the "bizarre" spells */
1650 for (k = 0; k < 32; k++)
1652 if (f6 & (1L << k)) spell[num++] = k + RF6_SPELL_START;
1655 /* No spells left */
1656 if (!num) return (FALSE);
1658 /* Stop if player is dead or gone */
1659 if (!p_ptr->playing || p_ptr->is_dead) return (FALSE);
1661 /* Stop if player is leaving */
1662 if (p_ptr->leaving) return (FALSE);
1664 /* Get the monster name (or "it") */
1665 monster_desc(m_name, m_ptr, 0x00);
1668 /* Get the monster possessive ("his"/"her"/"its") */
1669 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
1679 thrown_spell = choose_attack_spell(m_idx, spell, num);
1680 if (thrown_spell) break;
1685 case DO_SPELL_BR_LITE:
1686 thrown_spell = 96+14; /* RF4_BR_LITE */
1689 case DO_SPELL_BR_DISI:
1690 thrown_spell = 96+31; /* RF4_BR_DISI */
1693 case DO_SPELL_BA_LITE:
1694 thrown_spell = 128+20; /* RF5_BA_LITE */
1701 /* Abort if no spell was chosen */
1702 if (!thrown_spell) return (FALSE);
1704 /* Calculate spell failure rate */
1705 failrate = 25 - (rlev + 3) / 4;
1707 /* Hack -- Stupid monsters will never fail (for jellies and such) */
1708 if (r_ptr->flags2 & RF2_STUPID) failrate = 0;
1710 /* Check for spell failure (inate attacks never fail) */
1711 if (!spell_is_inate(thrown_spell)
1712 && (in_no_magic_dungeon || (MON_STUNNED(m_ptr) && one_in_(2)) || (randint0(100) < failrate)))
1714 disturb(TRUE, TRUE);
1715 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);
1720 /* Hex: Anti Magic Barrier */
1721 if (!spell_is_inate(thrown_spell) && magic_barrier(m_idx))
1723 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);
1728 direct = player_bold(y, x);
1730 can_remember = is_original_ap_and_seen(m_ptr);
1734 switch (thrown_spell)
1736 case 96 + 2: /* RF4_DISPEL */
1737 case 96 + 4: /* RF4_SHOOT */
1738 case 128 + 9: /* RF5_DRAIN_MANA */
1739 case 128 + 10: /* RF5_MIND_BLAST */
1740 case 128 + 11: /* RF5_BRAIN_SMASH */
1741 case 128 + 12: /* RF5_CAUSE_1 */
1742 case 128 + 13: /* RF5_CAUSE_2 */
1743 case 128 + 14: /* RF5_CAUSE_3 */
1744 case 128 + 15: /* RF5_CAUSE_4 */
1745 case 128 + 16: /* RF5_BO_ACID */
1746 case 128 + 17: /* RF5_BO_ELEC */
1747 case 128 + 18: /* RF5_BO_FIRE */
1748 case 128 + 19: /* RF5_BO_COLD */
1749 case 128 + 21: /* RF5_BO_NETH */
1750 case 128 + 22: /* RF5_BO_WATE */
1751 case 128 + 23: /* RF5_BO_MANA */
1752 case 128 + 24: /* RF5_BO_PLAS */
1753 case 128 + 25: /* RF5_BO_ICEE */
1754 case 128 + 26: /* RF5_MISSILE */
1755 case 128 + 27: /* RF5_SCARE */
1756 case 128 + 28: /* RF5_BLIND */
1757 case 128 + 29: /* RF5_CONF */
1758 case 128 + 30: /* RF5_SLOW */
1759 case 128 + 31: /* RF5_HOLD */
1760 case 160 + 1: /* RF6_HAND_DOOM */
1761 case 160 + 8: /* RF6_TELE_TO */
1762 case 160 + 9: /* RF6_TELE_AWAY */
1763 case 160 + 10: /* RF6_TELE_LEVEL */
1764 case 160 + 11: /* RF6_PSY_SPEAR */
1765 case 160 + 12: /* RF6_DARKNESS */
1766 case 160 + 14: /* RF6_FORGET */
1771 /* Cast the spell. */
1772 dam = monspell_to_player(thrown_spell, y, x, m_idx);
1773 if (dam < 0) return FALSE;
1775 if ((p_ptr->action == ACTION_LEARN) && thrown_spell > 175)
1777 learn_spell(thrown_spell - 96);
1780 if (seen && maneable && !current_world_ptr->timewalk_m_idx && (p_ptr->pclass == CLASS_IMITATOR))
1782 if (thrown_spell != 167) /* Not RF6_SPECIAL */
1784 if (p_ptr->mane_num == MAX_MANE)
1788 for (i = 0;i < p_ptr->mane_num;i++)
1790 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
1791 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
1794 p_ptr->mane_spell[p_ptr->mane_num] = thrown_spell - 96;
1795 p_ptr->mane_dam[p_ptr->mane_num] = dam;
1799 p_ptr->redraw |= (PR_IMITATION);
1803 /* Remember what the monster did to us */
1807 if (thrown_spell < 32 * 4)
1809 r_ptr->r_flags4 |= (1L << (thrown_spell - 32 * 3));
1810 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1814 else if (thrown_spell < 32 * 5)
1816 r_ptr->r_flags5 |= (1L << (thrown_spell - 32 * 4));
1817 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1821 else if (thrown_spell < 32 * 6)
1823 r_ptr->r_flags6 |= (1L << (thrown_spell - 32 * 5));
1824 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1829 /* Always take note of monsters that kill you */
1830 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
1832 r_ptr->r_deaths++; /* Ignore appearance difference */
1835 /* A spell was cast */