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
44 #include "object-curse.h"
46 #include "realm-hex.h"
47 #include "player-move.h"
48 #include "player-status.h"
50 #include "monster-spell.h"
55 * @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 /
56 * Internal probability routine
57 * @param r_ptr モンスター種族の構造体参照ポインタ
59 * @return 適した選択を取るならばTRUEを返す。
61 static bool int_outof(monster_race *r_ptr, PERCENTAGE prob)
63 /* Non-Smart monsters are half as "smart" */
64 if (!(r_ptr->flags2 & RF2_SMART)) prob = prob / 2;
67 return (randint0(100) < prob);
72 * @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 /
73 * Remove the "bad" spells from a spell list
74 * @param m_idx モンスターの構造体参照ポインタ
75 * @param f4p モンスター魔法のフラグリスト1
76 * @param f5p モンスター魔法のフラグリスト2
77 * @param f6p モンスター魔法のフラグリスト3
80 static void remove_bad_spells(MONSTER_IDX m_idx, u32b *f4p, u32b *f5p, u32b *f6p)
82 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
83 monster_race *r_ptr = &r_info[m_ptr->r_idx];
92 /* Too stupid to know anything */
93 if (r_ptr->flags2 & RF2_STUPID) return;
96 /* Must be cheating or learning */
97 if (!smart_cheat && !smart_learn) return;
100 /* Update acquired knowledge */
103 /* Hack -- Occasionally forget player status */
104 /* Only save SM_FRIENDLY, SM_PET or SM_CLONED */
105 if (m_ptr->smart && (randint0(100) < 1)) m_ptr->smart &= (SM_FRIENDLY | SM_PET | SM_CLONED);
107 /* Use the memorized flags */
108 smart = m_ptr->smart;
112 /* Cheat if requested */
115 /* Know basic info */
116 if (p_ptr->resist_acid) smart |= (SM_RES_ACID);
117 if (IS_OPPOSE_ACID()) smart |= (SM_OPP_ACID);
118 if (p_ptr->immune_acid) smart |= (SM_IMM_ACID);
119 if (p_ptr->resist_elec) smart |= (SM_RES_ELEC);
120 if (IS_OPPOSE_ELEC()) smart |= (SM_OPP_ELEC);
121 if (p_ptr->immune_elec) smart |= (SM_IMM_ELEC);
122 if (p_ptr->resist_fire) smart |= (SM_RES_FIRE);
123 if (IS_OPPOSE_FIRE()) smart |= (SM_OPP_FIRE);
124 if (p_ptr->immune_fire) smart |= (SM_IMM_FIRE);
125 if (p_ptr->resist_cold) smart |= (SM_RES_COLD);
126 if (IS_OPPOSE_COLD()) smart |= (SM_OPP_COLD);
127 if (p_ptr->immune_cold) smart |= (SM_IMM_COLD);
129 /* Know poison info */
130 if (p_ptr->resist_pois) smart |= (SM_RES_POIS);
131 if (IS_OPPOSE_POIS()) smart |= (SM_OPP_POIS);
133 /* Know special resistances */
134 if (p_ptr->resist_neth) smart |= (SM_RES_NETH);
135 if (p_ptr->resist_lite) smart |= (SM_RES_LITE);
136 if (p_ptr->resist_dark) smart |= (SM_RES_DARK);
137 if (p_ptr->resist_fear) smart |= (SM_RES_FEAR);
138 if (p_ptr->resist_conf) smart |= (SM_RES_CONF);
139 if (p_ptr->resist_chaos) smart |= (SM_RES_CHAOS);
140 if (p_ptr->resist_disen) smart |= (SM_RES_DISEN);
141 if (p_ptr->resist_blind) smart |= (SM_RES_BLIND);
142 if (p_ptr->resist_nexus) smart |= (SM_RES_NEXUS);
143 if (p_ptr->resist_sound) smart |= (SM_RES_SOUND);
144 if (p_ptr->resist_shard) smart |= (SM_RES_SHARD);
145 if (p_ptr->reflect) smart |= (SM_IMM_REFLECT);
147 /* Know bizarre "resistances" */
148 if (p_ptr->free_act) smart |= (SM_IMM_FREE);
149 if (!p_ptr->msp) smart |= (SM_IMM_MANA);
157 if (smart & SM_IMM_ACID)
159 f4 &= ~(RF4_BR_ACID);
160 f5 &= ~(RF5_BA_ACID);
161 f5 &= ~(RF5_BO_ACID);
163 else if ((smart & (SM_OPP_ACID)) && (smart & (SM_RES_ACID)))
165 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ACID);
166 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ACID);
167 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ACID);
169 else if ((smart & (SM_OPP_ACID)) || (smart & (SM_RES_ACID)))
171 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ACID);
172 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ACID);
173 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ACID);
177 if (smart & (SM_IMM_ELEC))
179 f4 &= ~(RF4_BR_ELEC);
180 f5 &= ~(RF5_BA_ELEC);
181 f5 &= ~(RF5_BO_ELEC);
183 else if ((smart & (SM_OPP_ELEC)) && (smart & (SM_RES_ELEC)))
185 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ELEC);
186 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ELEC);
187 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ELEC);
189 else if ((smart & (SM_OPP_ELEC)) || (smart & (SM_RES_ELEC)))
191 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ELEC);
192 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ELEC);
193 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ELEC);
197 if (smart & (SM_IMM_FIRE))
199 f4 &= ~(RF4_BR_FIRE);
200 f5 &= ~(RF5_BA_FIRE);
201 f5 &= ~(RF5_BO_FIRE);
203 else if ((smart & (SM_OPP_FIRE)) && (smart & (SM_RES_FIRE)))
205 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_FIRE);
206 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_FIRE);
207 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_FIRE);
209 else if ((smart & (SM_OPP_FIRE)) || (smart & (SM_RES_FIRE)))
211 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_FIRE);
212 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_FIRE);
213 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_FIRE);
217 if (smart & (SM_IMM_COLD))
219 f4 &= ~(RF4_BR_COLD);
220 f5 &= ~(RF5_BA_COLD);
221 f5 &= ~(RF5_BO_COLD);
222 f5 &= ~(RF5_BO_ICEE);
224 else if ((smart & (SM_OPP_COLD)) && (smart & (SM_RES_COLD)))
226 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_COLD);
227 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_COLD);
228 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_COLD);
229 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ICEE);
231 else if ((smart & (SM_OPP_COLD)) || (smart & (SM_RES_COLD)))
233 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_COLD);
234 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_COLD);
235 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_COLD);
236 if (int_outof(r_ptr, 20)) f5 &= ~(RF5_BO_ICEE);
240 if ((smart & (SM_OPP_POIS)) && (smart & (SM_RES_POIS)))
242 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_POIS);
243 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_POIS);
244 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BA_NUKE);
245 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BR_NUKE);
247 else if ((smart & (SM_OPP_POIS)) || (smart & (SM_RES_POIS)))
249 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_POIS);
250 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_POIS);
254 if (smart & (SM_RES_NETH))
256 if (prace_is_(RACE_SPECTRE))
258 f4 &= ~(RF4_BR_NETH);
259 f5 &= ~(RF5_BA_NETH);
260 f5 &= ~(RF5_BO_NETH);
264 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_NETH);
265 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_NETH);
266 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BO_NETH);
270 if (smart & (SM_RES_LITE))
272 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_LITE);
273 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_LITE);
276 if (smart & (SM_RES_DARK))
278 if (prace_is_(RACE_VAMPIRE))
280 f4 &= ~(RF4_BR_DARK);
281 f5 &= ~(RF5_BA_DARK);
285 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_DARK);
286 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_DARK);
290 if (smart & (SM_RES_FEAR))
295 if (smart & (SM_RES_CONF))
298 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_CONF);
301 if (smart & (SM_RES_CHAOS))
303 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_CHAO);
304 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BA_CHAO);
307 if (smart & (SM_RES_DISEN))
309 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_DISE);
312 if (smart & (SM_RES_BLIND))
317 if (smart & (SM_RES_NEXUS))
319 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_NEXU);
320 f6 &= ~(RF6_TELE_LEVEL);
323 if (smart & (SM_RES_SOUND))
325 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_SOUN);
328 if (smart & (SM_RES_SHARD))
330 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_SHAR);
333 if (smart & (SM_IMM_REFLECT))
335 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_COLD);
336 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_FIRE);
337 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ACID);
338 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ELEC);
339 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_NETH);
340 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_WATE);
341 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_MANA);
342 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_PLAS);
343 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ICEE);
344 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_MISSILE);
347 if (smart & (SM_IMM_FREE))
353 if (smart & (SM_IMM_MANA))
355 f5 &= ~(RF5_DRAIN_MANA);
358 /* No spells left? */
359 /* if (!f4 && !f5 && !f6) ... */
368 * @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。 /
369 * Determine if there is a space near the player in which a summoned creature can appear
370 * @param y1 判定を行いたいマスのY座標
371 * @param x1 判定を行いたいマスのX座標
372 * @return 召還に相応しいならばTRUEを返す
374 bool summon_possible(POSITION y1, POSITION x1)
378 /* Start at the player's location, and check 2 grids in each dir */
379 for (y = y1 - 2; y <= y1 + 2; y++)
381 for (x = x1 - 2; x <= x1 + 2; x++)
383 /* Ignore illegal locations */
384 if (!in_bounds(y, x)) continue;
386 /* Only check a circular area */
387 if (distance(y1, x1, y, x)>2) continue;
389 /* ...nor on the Pattern */
390 if (pattern_tile(y, x)) continue;
392 /* Require empty floor grid in line of projection */
393 if (cave_empty_bold(y, x) && projectable(y1, x1, y, x) && projectable(y, x, y1, x1)) return (TRUE);
402 * @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 /
403 * Determine if there is a space near the player in which a summoned creature can appear
404 * @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
405 * @return 死者復活が有効な状態ならばTRUEを返す。
407 bool raise_possible(monster_type *m_ptr)
410 POSITION y = m_ptr->fy;
411 POSITION x = m_ptr->fx;
412 OBJECT_IDX this_o_idx, next_o_idx = 0;
415 for (xx = x - 5; xx <= x + 5; xx++)
417 for (yy = y - 5; yy <= y + 5; yy++)
419 if (distance(y, x, yy, xx) > 5) continue;
420 if (!los(y, x, yy, xx)) continue;
421 if (!projectable(y, x, yy, xx)) continue;
423 g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
424 /* Scan the pile of objects */
425 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
427 object_type *o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
428 next_o_idx = o_ptr->next_o_idx;
430 /* Known to be worthless? */
431 if (o_ptr->tval == TV_CORPSE)
433 if (!monster_has_hostile_align(m_ptr, 0, 0, &r_info[o_ptr->pval])) return TRUE;
444 * @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 /
445 * Determine if a bolt spell will hit the player.
446 * @param y1 ボルト魔法発射地点のY座標
447 * @param x1 ボルト魔法発射地点のX座標
448 * @param y2 ボルト魔法目標地点のY座標
449 * @param x2 ボルト魔法目標地点のX座標
450 * @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
451 * @return ボルト型魔法が有効ならばTRUEを返す。
453 * Originally, it was possible for a friendly to shoot another friendly.\n
454 * Change it so a "clean shot" means no equally friendly monster is\n
455 * between the attacker and target.\n
457 * This is exactly like "projectable", but it will\n
458 * return FALSE if a monster is in the way.\n
459 * no equally friendly monster is\n
460 * between the attacker and target.\n
462 bool clean_shot(POSITION y1, POSITION x1, POSITION y2, POSITION x2, bool is_friend)
464 /* Must be the same as projectable() */
472 /* Check the projection path */
473 grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, 0);
475 /* No grid is ever projectable from itself */
476 if (!grid_n) return (FALSE);
479 y = GRID_Y(grid_g[grid_n-1]);
480 x = GRID_X(grid_g[grid_n-1]);
482 /* May not end in an unrequested grid */
483 if ((y != y2) || (x != x2)) return (FALSE);
485 for (i = 0; i < grid_n; i++)
487 y = GRID_Y(grid_g[i]);
488 x = GRID_X(grid_g[i]);
490 if ((current_floor_ptr->grid_array[y][x].m_idx > 0) && !((y == y2) && (x == x2)))
492 monster_type *m_ptr = ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx];
493 if (is_friend == is_pet(m_ptr))
498 /* Pets may not shoot through the character - TNB */
499 if (player_bold(y, x))
501 if (is_friend) return (FALSE);
509 * @brief モンスターのボルト型魔法処理 /
510 * Cast a bolt at the player Stop if we hit a monster Affect monsters and the player
511 * @param m_idx モンスターのID
516 * @param monspell モンスター魔法のID
517 * @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
520 void bolt(MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type)
523 bool learnable = spell_learnable(m_idx);
527 case MONSTER_TO_MONSTER:
528 flg = PROJECT_STOP | PROJECT_KILL;
530 case MONSTER_TO_PLAYER:
531 flg = PROJECT_STOP | PROJECT_KILL | PROJECT_PLAYER;
534 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
536 /* Target the player with a bolt attack */
537 (void)project(m_idx, 0, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
541 * @brief モンスターのビーム型魔法処理 /
542 * @param m_idx モンスターのID
547 * @param monspell モンスター魔法のID
548 * @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
551 void beam(MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type)
554 bool learnable = spell_learnable(m_idx);
558 case MONSTER_TO_MONSTER:
559 flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU;
561 case MONSTER_TO_PLAYER:
562 flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU | PROJECT_PLAYER;
566 /* Target the player with a bolt attack */
567 (void)project(m_idx, 0, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
572 * @brief モンスターのボール型&ブレス型魔法処理 /
573 * 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
576 * @param m_idx モンスターのID
581 * @param monspell モンスター魔法のID
582 * @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
585 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)
587 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
588 monster_race *r_ptr = &r_info[m_ptr->r_idx];
589 bool learnable = spell_learnable(m_idx);
590 BIT_FLAGS flg = 0x00;
594 case MONSTER_TO_MONSTER:
595 flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
597 case MONSTER_TO_PLAYER:
598 flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_PLAYER;
602 /* Determine the radius of the blast */
603 if ((rad < 1) && breath) rad = (r_ptr->flags2 & (RF2_POWERFUL)) ? 3 : 2;
605 /* Handle breath attacks */
606 if (breath) rad = 0 - rad;
621 flg |= (PROJECT_HIDE | PROJECT_AIMED);
625 /* Target the player with a ball attack */
626 (void)project(m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
633 * @brief ID値が正しいモンスター魔法IDかどうかを返す /
634 * Return TRUE if a spell is good for hurting the player (directly).
635 * @param spell 判定対象のID
636 * @return 正しいIDならばTRUEを返す。
638 static bool spell_attack(byte spell)
640 /* All RF4 spells hurt (except for shriek and dispel) */
641 if (spell < 128 && spell > 98) return (TRUE);
643 /* Various "ball" spells */
644 if (spell >= 128 && spell <= 128 + 8) return (TRUE);
646 /* "Cause wounds" and "bolt" spells */
647 if (spell >= 128 + 12 && spell < 128 + 27) return (TRUE);
650 if (spell == 160 + 1) return (TRUE);
653 if (spell == 160 + 11) return (TRUE);
661 * @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 /
662 * Return TRUE if a spell is good for escaping.
663 * @param spell 判定対象のID
664 * @return 適した魔法のIDならばTRUEを返す。
666 static bool spell_escape(byte spell)
668 /* Blink or Teleport */
669 if (spell == 160 + 4 || spell == 160 + 5) return (TRUE);
671 /* Teleport the player away */
672 if (spell == 160 + 9 || spell == 160 + 10) return (TRUE);
674 /* Isn't good for escaping */
679 * @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 /
680 * Return TRUE if a spell is good for annoying the player.
681 * @param spell 判定対象のID
682 * @return 適した魔法のIDならばTRUEを返す。
684 static bool spell_annoy(byte spell)
687 if (spell == 96 + 0) return (TRUE);
689 /* Brain smash, et al (added curses) */
690 if (spell >= 128 + 9 && spell <= 128 + 14) return (TRUE);
692 /* Scare, confuse, blind, slow, paralyze */
693 if (spell >= 128 + 27 && spell <= 128 + 31) return (TRUE);
696 if (spell == 160 + 8) return (TRUE);
699 if (spell == 160 + 10) return (TRUE);
701 /* Darkness, make traps, cause amnesia */
702 if (spell >= 160 + 12 && spell <= 160 + 14) return (TRUE);
709 * @brief ID値が召喚型のモンスター魔法IDかどうかを返す /
710 * Return TRUE if a spell is good for annoying the player.
711 * @param spell 判定対象のID
712 * @return 召喚型魔法のIDならばTRUEを返す。
714 static bool spell_summon(byte spell)
716 /* All summon spells */
717 if (spell >= 160 + 16) return (TRUE);
725 * @brief ID値が死者復活処理かどうかを返す /
726 * Return TRUE if a spell is good for annoying the player.
727 * @param spell 判定対象のID
728 * @return 死者復活の処理ならばTRUEを返す。
730 static bool spell_raise(byte spell)
732 /* All raise-dead spells */
733 if (spell == 160 + 15) return (TRUE);
740 * @brief ID値が戦術的なモンスター魔法IDかどうかを返す /
741 * Return TRUE if a spell is good in a tactical situation.
742 * @param spell 判定対象のID
743 * @return 戦術的な魔法のIDならばTRUEを返す。
745 static bool spell_tactic(byte spell)
748 if (spell == 160 + 4) return (TRUE);
755 * @brief ID値が無敵化するモンスター魔法IDかどうかを返す /
756 * Return TRUE if a spell makes invulnerable.
757 * @param spell 判定対象のID
758 * @return 召喚型魔法のIDならばTRUEを返す。
760 static bool spell_invulner(byte spell)
762 /* Invulnerability */
763 if (spell == 160 + 3) return (TRUE);
765 /* No invulnerability */
770 * @brief ID値が加速するモンスター魔法IDかどうかを返す /
771 * Return TRUE if a spell hastes.
772 * @param spell 判定対象のID
773 * @return 召喚型魔法のIDならばTRUEを返す。
775 static bool spell_haste(byte spell)
778 if (spell == 160 + 0) return (TRUE);
780 /* Not a haste spell */
786 * @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 /
787 * Return TRUE if a spell world.
788 * @param spell 判定対象のID
789 * @return 時間停止魔法のIDならばTRUEを返す。
791 static bool spell_world(byte spell)
793 if (spell == 160 + 6) return (TRUE);
799 * @brief ID値が特別効果のモンスター魔法IDかどうかを返す /
800 * Return TRUE if a spell special.
801 * @param spell 判定対象のID
802 * @return 特別効果魔法のIDならばTRUEを返す。
804 static bool spell_special(byte spell)
806 if (p_ptr->inside_battle) return FALSE;
807 if (spell == 160 + 7) return (TRUE);
813 * @brief ID値が光の剣のモンスター魔法IDかどうかを返す /
814 * Return TRUE if a spell psycho-spear.
815 * @param spell 判定対象のID
816 * @return 光の剣のIDならばTRUEを返す。
818 static bool spell_psy_spe(byte spell)
821 if (spell == 160 + 11) return (TRUE);
823 /* Not a haste spell */
829 * @brief ID値が治癒魔法かどうかを返す /
830 * Return TRUE if a spell is good for healing.
831 * @param spell 判定対象のID
832 * @return 治癒魔法のIDならばTRUEを返す。
834 static bool spell_heal(byte spell)
837 if (spell == 160 + 2) return (TRUE);
845 * @brief ID値が魔力消去かどうかを返す /
846 * Return TRUE if a spell is good for dispel.
847 * @param spell 判定対象のID
848 * @return 魔力消去のIDならばTRUEを返す。
850 static bool spell_dispel(byte spell)
853 if (spell == 96 + 2) return (TRUE);
861 * @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
862 * Check should monster cast dispel spell.
863 * @param m_idx モンスターの構造体配列ID
864 * @return 魔力消去をかけるべきならTRUEを返す。
866 bool dispel_check(MONSTER_IDX m_idx)
868 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
869 monster_race *r_ptr = &r_info[m_ptr->r_idx];
871 /* Invulnabilty (including the song) */
872 if (IS_INVULN()) return (TRUE);
875 if (p_ptr->wraith_form) return (TRUE);
878 if (p_ptr->shield) return (TRUE);
881 if (p_ptr->magicdef) return (TRUE);
884 if (p_ptr->multishadow) return (TRUE);
887 if (p_ptr->dustrobe) return (TRUE);
889 /* Berserk Strength */
890 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) return (TRUE);
893 if (p_ptr->mimic_form == MIMIC_DEMON_LORD) return (TRUE);
895 /* Elemental resistances */
896 if (r_ptr->flags4 & RF4_BR_ACID)
898 if (!p_ptr->immune_acid && (p_ptr->oppose_acid || music_singing(MUSIC_RESIST))) return (TRUE);
899 if (p_ptr->special_defense & DEFENSE_ACID) return (TRUE);
902 if (r_ptr->flags4 & RF4_BR_FIRE)
904 if (!((p_ptr->prace == RACE_DEMON) && p_ptr->lev > 44))
906 if (!p_ptr->immune_fire && (p_ptr->oppose_fire || music_singing(MUSIC_RESIST))) return (TRUE);
907 if (p_ptr->special_defense & DEFENSE_FIRE) return (TRUE);
911 if (r_ptr->flags4 & RF4_BR_ELEC)
913 if (!p_ptr->immune_elec && (p_ptr->oppose_elec || music_singing(MUSIC_RESIST))) return (TRUE);
914 if (p_ptr->special_defense & DEFENSE_ELEC) return (TRUE);
917 if (r_ptr->flags4 & RF4_BR_COLD)
919 if (!p_ptr->immune_cold && (p_ptr->oppose_cold || music_singing(MUSIC_RESIST))) return (TRUE);
920 if (p_ptr->special_defense & DEFENSE_COLD) return (TRUE);
923 if (r_ptr->flags4 & (RF4_BR_POIS | RF4_BR_NUKE))
925 if (!((p_ptr->pclass == CLASS_NINJA) && p_ptr->lev > 44))
927 if (p_ptr->oppose_pois || music_singing(MUSIC_RESIST)) return (TRUE);
928 if (p_ptr->special_defense & DEFENSE_POIS) return (TRUE);
932 /* Ultimate resistance */
933 if (p_ptr->ult_res) return (TRUE);
935 /* Potion of Neo Tsuyosi special */
936 if (p_ptr->tsuyoshi) return (TRUE);
938 /* Elemental Brands */
939 if ((p_ptr->special_attack & ATTACK_ACID) && !(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return (TRUE);
940 if ((p_ptr->special_attack & ATTACK_FIRE) && !(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return (TRUE);
941 if ((p_ptr->special_attack & ATTACK_ELEC) && !(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return (TRUE);
942 if ((p_ptr->special_attack & ATTACK_COLD) && !(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return (TRUE);
943 if ((p_ptr->special_attack & ATTACK_POIS) && !(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return (TRUE);
945 if (p_ptr->pspeed < 145)
947 if (IS_FAST()) return (TRUE);
951 if (p_ptr->lightspeed && (m_ptr->mspeed < 136)) return (TRUE);
953 if (p_ptr->riding && (current_floor_ptr->m_list[p_ptr->riding].mspeed < 135))
955 if (MON_FAST(¤t_floor_ptr->m_list[p_ptr->riding])) return (TRUE);
958 /* No need to cast dispel spell */
964 * @brief モンスターの魔法選択ルーチン
965 * Have a monster choose a spell from a list of "useful" spells.
966 * @param m_idx モンスターの構造体配列ID
967 * @param spells 候補魔法IDをまとめた配列
968 * @param num spellsの長さ
969 * @return 選択したモンスター魔法のID
971 * Note that this list does NOT include spells that will just hit\n
972 * other monsters, and the list is restricted when the monster is\n
973 * "desperate". Should that be the job of this function instead?\n
975 * Stupid monsters will just pick a spell randomly. Smart monsters\n
976 * will choose more "intelligently".\n
978 * Use the helper functions above to put spells into categories.\n
980 * This function may well be an efficiency bottleneck.\n
982 static int choose_attack_spell(MONSTER_IDX m_idx, byte spells[], byte num)
984 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
985 monster_race *r_ptr = &r_info[m_ptr->r_idx];
987 byte escape[96], escape_num = 0;
988 byte attack[96], attack_num = 0;
989 byte summon[96], summon_num = 0;
990 byte tactic[96], tactic_num = 0;
991 byte annoy[96], annoy_num = 0;
992 byte invul[96], invul_num = 0;
993 byte haste[96], haste_num = 0;
994 byte world[96], world_num = 0;
995 byte special[96], special_num = 0;
996 byte psy_spe[96], psy_spe_num = 0;
997 byte raise[96], raise_num = 0;
998 byte heal[96], heal_num = 0;
999 byte dispel[96], dispel_num = 0;
1003 /* Stupid monsters choose randomly */
1004 if (r_ptr->flags2 & (RF2_STUPID))
1006 /* Pick at random */
1007 return (spells[randint0(num)]);
1010 /* Categorize spells */
1011 for (i = 0; i < num; i++)
1014 if (spell_escape(spells[i])) escape[escape_num++] = spells[i];
1017 if (spell_attack(spells[i])) attack[attack_num++] = spells[i];
1020 if (spell_summon(spells[i])) summon[summon_num++] = spells[i];
1022 /* Tactical spell? */
1023 if (spell_tactic(spells[i])) tactic[tactic_num++] = spells[i];
1025 /* Annoyance spell? */
1026 if (spell_annoy(spells[i])) annoy[annoy_num++] = spells[i];
1028 /* Invulnerability spell? */
1029 if (spell_invulner(spells[i])) invul[invul_num++] = spells[i];
1032 if (spell_haste(spells[i])) haste[haste_num++] = spells[i];
1035 if (spell_world(spells[i])) world[world_num++] = spells[i];
1037 /* Special spell? */
1038 if (spell_special(spells[i])) special[special_num++] = spells[i];
1040 /* Psycho-spear spell? */
1041 if (spell_psy_spe(spells[i])) psy_spe[psy_spe_num++] = spells[i];
1043 /* Raise-dead spell? */
1044 if (spell_raise(spells[i])) raise[raise_num++] = spells[i];
1047 if (spell_heal(spells[i])) heal[heal_num++] = spells[i];
1050 if (spell_dispel(spells[i])) dispel[dispel_num++] = spells[i];
1053 /*** Try to pick an appropriate spell type ***/
1056 if (world_num && (randint0(100) < 15) && !current_world_ptr->timewalk_m_idx)
1058 /* Choose haste spell */
1059 return (world[randint0(world_num)]);
1065 bool success = FALSE;
1066 switch(m_ptr->r_idx)
1070 if ((m_ptr->hp < m_ptr->maxhp / 2) && r_info[MON_BANOR].max_num && r_info[MON_LUPART].max_num) success = TRUE;
1074 if (success) return (special[randint0(special_num)]);
1077 /* Still hurt badly, couldn't flee, attempt to heal */
1078 if (m_ptr->hp < m_ptr->maxhp / 3 && one_in_(2))
1080 /* Choose heal spell if possible */
1081 if (heal_num) return (heal[randint0(heal_num)]);
1084 /* Hurt badly or afraid, attempt to flee */
1085 if (((m_ptr->hp < m_ptr->maxhp / 3) || MON_MONFEAR(m_ptr)) && one_in_(2))
1087 /* Choose escape spell if possible */
1088 if (escape_num) return (escape[randint0(escape_num)]);
1094 bool success = FALSE;
1095 switch (m_ptr->r_idx)
1101 case MON_BANORLUPART:
1102 if (randint0(100) < 70) success = TRUE;
1105 if (randint0(100) < 40) success = TRUE;
1108 if (randint0(100) < 50) success = TRUE;
1111 if (success) return (special[randint0(special_num)]);
1114 /* Player is close and we have attack spells, blink away */
1115 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)
1117 /* Choose tactical spell */
1118 if (tactic_num) return (tactic[randint0(tactic_num)]);
1121 /* Summon if possible (sometimes) */
1122 if (summon_num && (randint0(100) < 40))
1124 /* Choose summon spell */
1125 return (summon[randint0(summon_num)]);
1129 if (dispel_num && one_in_(2))
1131 /* Choose dispel spell if possible */
1132 if (dispel_check(m_idx))
1134 return (dispel[randint0(dispel_num)]);
1138 /* Raise-dead if possible (sometimes) */
1139 if (raise_num && (randint0(100) < 40))
1141 /* Choose raise-dead spell */
1142 return (raise[randint0(raise_num)]);
1145 /* Attack spell (most of the time) */
1148 if (psy_spe_num && (randint0(100) < 50))
1150 /* Choose attack spell */
1151 return (psy_spe[randint0(psy_spe_num)]);
1153 else if (attack_num && (randint0(100) < 40))
1155 /* Choose attack spell */
1156 return (attack[randint0(attack_num)]);
1159 else if (attack_num && (randint0(100) < 85))
1161 /* Choose attack spell */
1162 return (attack[randint0(attack_num)]);
1165 /* Try another tactical spell (sometimes) */
1166 if (tactic_num && (randint0(100) < 50) && !current_world_ptr->timewalk_m_idx)
1168 /* Choose tactic spell */
1169 return (tactic[randint0(tactic_num)]);
1172 /* Cast globe of invulnerability if not already in effect */
1173 if (invul_num && !m_ptr->mtimed[MTIMED_INVULNER] && (randint0(100) < 50))
1175 /* Choose Globe of Invulnerability */
1176 return (invul[randint0(invul_num)]);
1179 /* We're hurt (not badly), try to heal */
1180 if ((m_ptr->hp < m_ptr->maxhp * 3 / 4) && (randint0(100) < 25))
1182 /* Choose heal spell if possible */
1183 if (heal_num) return (heal[randint0(heal_num)]);
1186 /* Haste self if we aren't already somewhat hasted (rarely) */
1187 if (haste_num && (randint0(100) < 20) && !MON_FAST(m_ptr))
1189 /* Choose haste spell */
1190 return (haste[randint0(haste_num)]);
1193 /* Annoy player (most of the time) */
1194 if (annoy_num && (randint0(100) < 80))
1196 /* Choose annoyance spell */
1197 return (annoy[randint0(annoy_num)]);
1200 /* Choose no spell */
1206 * @brief ID値が非魔術的な特殊技能かどうかを返す /
1207 * Return TRUE if a spell is inate spell.
1208 * @param spell 判定対象のID
1209 * @return 非魔術的な特殊技能ならばTRUEを返す。
1211 bool spell_is_inate(SPELL_IDX spell)
1213 if (spell < 32 * 4) /* Set RF4 */
1215 if ((1L << (spell - 32 * 3)) & RF4_NOMAGIC_MASK) return TRUE;
1217 else if (spell < 32 * 5) /* Set RF5 */
1219 if ((1L << (spell - 32 * 4)) & RF5_NOMAGIC_MASK) return TRUE;
1221 else if (spell < 32 * 6) /* Set RF6 */
1223 if ((1L << (spell - 32 * 5)) & RF6_NOMAGIC_MASK) return TRUE;
1226 /* This spell is not "inate" */
1232 * @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 /
1233 * @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
1234 * @param yp 最適な目標地点のY座標を返す参照ポインタ
1235 * @param xp 最適な目標地点のX座標を返す参照ポインタ
1236 * @param f_flag 射線に入れるのを避ける地形の所持フラグ
1237 * @param path_check 射線を判定するための関数ポインタ
1238 * @return 有効な座標があった場合TRUEを返す
1240 static bool adjacent_grid_check(monster_type *m_ptr, POSITION *yp, POSITION *xp,
1241 int f_flag, bool (*path_check)(POSITION, POSITION, POSITION, POSITION))
1245 static int tonari_y[4][8] = {{-1, -1, -1, 0, 0, 1, 1, 1},
1246 {-1, -1, -1, 0, 0, 1, 1, 1},
1247 { 1, 1, 1, 0, 0, -1, -1, -1},
1248 { 1, 1, 1, 0, 0, -1, -1, -1}};
1249 static int tonari_x[4][8] = {{-1, 0, 1, -1, 1, -1, 0, 1},
1250 { 1, 0, -1, 1, -1, 1, 0, -1},
1251 {-1, 0, 1, -1, 1, -1, 0, 1},
1252 { 1, 0, -1, 1, -1, 1, 0, -1}};
1254 if (m_ptr->fy < p_ptr->y && m_ptr->fx < p_ptr->x) tonari = 0;
1255 else if (m_ptr->fy < p_ptr->y) tonari = 1;
1256 else if (m_ptr->fx < p_ptr->x) tonari = 2;
1259 for (i = 0; i < 8; i++)
1261 int next_x = *xp + tonari_x[tonari][i];
1262 int next_y = *yp + tonari_y[tonari][i];
1265 /* Access the next grid */
1266 g_ptr = ¤t_floor_ptr->grid_array[next_y][next_x];
1268 /* Skip this feature */
1269 if (!cave_have_flag_grid(g_ptr, f_flag)) continue;
1271 if (path_check(m_ptr->fy, m_ptr->fx, next_y, next_x))
1282 #define DO_SPELL_NONE 0
1283 #define DO_SPELL_BR_LITE 1
1284 #define DO_SPELL_BR_DISI 2
1285 #define DO_SPELL_BA_LITE 3
1288 * @brief モンスターの特殊技能メインルーチン /
1289 * Creatures can cast spells, shoot missiles, and breathe.
1290 * @param m_idx モンスター構造体配列のID
1291 * @return 実際に特殊技能を利用したらTRUEを返す
1293 * Returns "TRUE" if a spell (or whatever) was (successfully) cast.\n
1295 * This function could use some work, but remember to\n
1296 * keep it as optimized as possible, while retaining generic code.\n
1298 * Verify the various "blind-ness" checks in the code.\n
1300 * Note that several effects should really not be "seen"\n
1301 * if the player is blind. See also "effects.c" for other "mistakes".\n
1303 * Perhaps monsters should breathe at locations *near* the player,\n
1304 * since this would allow them to inflict "partial" damage.\n
1306 * Perhaps smart monsters should decline to use "bolt" spells if\n
1307 * there is a monster in the way, unless they wish to kill it.\n
1309 * Note that, to allow the use of the "track_target" option at some\n
1310 * later time, certain non-optimal things are done in the code below,\n
1311 * including explicit checks against the "direct" variable, which is\n
1312 * currently always true by the time it is checked, but which should\n
1313 * really be set according to an explicit "projectable()" test, and\n
1314 * the use of generic "x,y" locations instead of the player location,\n
1315 * with those values being initialized with the player location.\n
1317 * It will not be possible to "correctly" handle the case in which a\n
1318 * monster attempts to attack a location which is thought to contain\n
1319 * the player, but which in fact is nowhere near the player, since this\n
1320 * might induce all sorts of messages about the attack itself, and about\n
1321 * the effects of the attack, which the player might or might not be in\n
1322 * a position to observe. Thus, for simplicity, it is probably best to\n
1323 * only allow "faulty" attacks by a monster if one of the important grids\n
1324 * (probably the initial or final grid) is in fact in view of the player.\n
1325 * It may be necessary to actually prevent spell attacks except when the\n
1326 * monster actually has line of sight to the player. Note that a monster\n
1327 * could be left in a bizarre situation after the player ducked behind a\n
1328 * pillar and then teleported away, for example.\n
1331 * that certain spell attacks do not use the "project()" function\n
1332 * but "simulate" it via the "direct" variable, which is always at least\n
1333 * as restrictive as the "project()" function. This is necessary to\n
1334 * prevent "blindness" attacks and such from bending around walls, etc,\n
1335 * and to allow the use of the "track_target" option in the future.\n
1337 * Note that this function attempts to optimize the use of spells for the\n
1338 * cases in which the monster has no spells, or has spells but cannot use\n
1339 * them, or has spells but they will have no "useful" effect. Note that\n
1340 * this function has been an efficiency bottleneck in the past.\n
1342 * Note the special "MFLAG_NICE" flag, which prevents a monster from using\n
1343 * any spell attacks until the player has had a single chance to move.\n
1345 bool make_attack_spell(MONSTER_IDX m_idx)
1348 SPELL_IDX thrown_spell = 0;
1350 PERCENTAGE failrate;
1351 byte spell[96], num = 0;
1352 BIT_FLAGS f4, f5, f6;
1353 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1354 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1355 GAME_TEXT m_name[MAX_NLEN];
1359 bool no_inate = FALSE;
1360 bool do_spell = DO_SPELL_NONE;
1363 POSITION x = p_ptr->x;
1364 POSITION y = p_ptr->y;
1366 /* Target location for lite breath */
1367 POSITION x_br_lite = 0;
1368 POSITION y_br_lite = 0;
1370 /* Extract the "see-able-ness" */
1371 bool seen = (!p_ptr->blind && m_ptr->ml);
1372 bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
1374 /* Check "projectable" */
1377 bool in_no_magic_dungeon = (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC) && current_floor_ptr->dun_level
1378 && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest));
1380 bool can_use_lite_area = FALSE;
1384 /* Cannot cast spells when confused */
1385 if (MON_CONFUSED(m_ptr))
1387 reset_target(m_ptr);
1391 /* Cannot cast spells when nice */
1392 if (m_ptr->mflag & MFLAG_NICE) return (FALSE);
1393 if (!is_hostile(m_ptr)) return (FALSE);
1396 /* Sometimes forbid inate attacks (breaths) */
1397 if (randint0(100) >= (r_ptr->freq_spell * 2)) no_inate = TRUE;
1399 /* Handle "track_target" option (?) */
1402 /* Extract the racial spell flags */
1404 f5 = r_ptr->a_ability_flags1;
1405 f6 = r_ptr->a_ability_flags2;
1407 /*** require projectable player ***/
1410 if ((m_ptr->cdis > MAX_RANGE) && !m_ptr->target_y) return (FALSE);
1412 /* Check path for lite breath */
1413 if (f4 & RF4_BR_LITE)
1418 if (los(m_ptr->fy, m_ptr->fx, y_br_lite, x_br_lite))
1420 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[y_br_lite][x_br_lite].feat];
1422 if (!have_flag(f_ptr->flags, FF_LOS))
1424 if (have_flag(f_ptr->flags, FF_PROJECT) && one_in_(2)) f4 &= ~(RF4_BR_LITE);
1428 /* Check path to next grid */
1429 else if (!adjacent_grid_check(m_ptr, &y_br_lite, &x_br_lite, FF_LOS, los)) f4 &= ~(RF4_BR_LITE);
1431 /* Don't breath lite to the wall if impossible */
1432 if (!(f4 & RF4_BR_LITE))
1440 if (projectable(m_ptr->fy, m_ptr->fx, y, x))
1442 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
1444 if (!have_flag(f_ptr->flags, FF_PROJECT))
1446 /* Breath disintegration to the wall if possible */
1447 if ((f4 & RF4_BR_DISI) && have_flag(f_ptr->flags, FF_HURT_DISI) && one_in_(2)) do_spell = DO_SPELL_BR_DISI;
1449 /* Breath lite to the transparent wall if possible */
1450 else if ((f4 & RF4_BR_LITE) && have_flag(f_ptr->flags, FF_LOS) && one_in_(2)) do_spell = DO_SPELL_BR_LITE;
1454 /* Check path to next grid */
1457 bool success = FALSE;
1459 if ((f4 & RF4_BR_DISI) && (m_ptr->cdis < MAX_RANGE/2) &&
1460 in_disintegration_range(m_ptr->fy, m_ptr->fx, y, x) &&
1461 (one_in_(10) || (projectable(y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
1463 do_spell = DO_SPELL_BR_DISI;
1466 else if ((f4 & RF4_BR_LITE) && (m_ptr->cdis < MAX_RANGE/2) &&
1467 los(m_ptr->fy, m_ptr->fx, y, x) && one_in_(5))
1469 do_spell = DO_SPELL_BR_LITE;
1472 else if ((f5 & RF5_BA_LITE) && (m_ptr->cdis <= MAX_RANGE))
1474 POSITION by = y, bx = x;
1475 get_project_point(m_ptr->fy, m_ptr->fx, &by, &bx, 0L);
1476 if ((distance(by, bx, y, x) <= 3) && los(by, bx, y, x) && one_in_(5))
1478 do_spell = DO_SPELL_BA_LITE;
1483 if (!success) success = adjacent_grid_check(m_ptr, &y, &x, FF_PROJECT, projectable);
1487 if (m_ptr->target_y && m_ptr->target_x)
1489 y = m_ptr->target_y;
1490 x = m_ptr->target_x;
1491 f4 &= (RF4_INDIRECT_MASK);
1492 f5 &= (RF5_INDIRECT_MASK);
1493 f6 &= (RF6_INDIRECT_MASK);
1497 if (y_br_lite && x_br_lite && (m_ptr->cdis < MAX_RANGE/2) && one_in_(5))
1503 do_spell = DO_SPELL_BR_LITE;
1506 else f4 |= (RF4_BR_LITE);
1511 if (!success) return FALSE;
1514 reset_target(m_ptr);
1516 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1518 /* Forbid inate attacks sometimes */
1521 f4 &= ~(RF4_NOMAGIC_MASK);
1522 f5 &= ~(RF5_NOMAGIC_MASK);
1523 f6 &= ~(RF6_NOMAGIC_MASK);
1526 if (f6 & RF6_DARKNESS)
1528 if ((p_ptr->pclass == CLASS_NINJA) &&
1529 !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
1530 !(r_ptr->flags7 & RF7_DARK_MASK))
1531 can_use_lite_area = TRUE;
1533 if (!(r_ptr->flags2 & RF2_STUPID))
1535 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
1536 else if ((p_ptr->pclass == CLASS_NINJA) && !can_use_lite_area) f6 &= ~(RF6_DARKNESS);
1540 if (in_no_magic_dungeon && !(r_ptr->flags2 & RF2_STUPID))
1542 f4 &= (RF4_NOMAGIC_MASK);
1543 f5 &= (RF5_NOMAGIC_MASK);
1544 f6 &= (RF6_NOMAGIC_MASK);
1547 if (r_ptr->flags2 & RF2_SMART)
1549 /* Hack -- allow "desperate" spells */
1550 if ((m_ptr->hp < m_ptr->maxhp / 10) &&
1551 (randint0(100) < 50))
1553 /* Require intelligent spells */
1554 f4 &= (RF4_INT_MASK);
1555 f5 &= (RF5_INT_MASK);
1556 f6 &= (RF6_INT_MASK);
1559 /* Hack -- decline "teleport level" in some case */
1560 if ((f6 & RF6_TELE_LEVEL) && TELE_LEVEL_IS_INEFF(0))
1562 f6 &= ~(RF6_TELE_LEVEL);
1566 /* No spells left */
1567 if (!f4 && !f5 && !f6) return (FALSE);
1569 /* Remove the "ineffective" spells */
1570 remove_bad_spells(m_idx, &f4, &f5, &f6);
1572 if (p_ptr->inside_arena || p_ptr->inside_battle)
1574 f4 &= ~(RF4_SUMMON_MASK);
1575 f5 &= ~(RF5_SUMMON_MASK);
1576 f6 &= ~(RF6_SUMMON_MASK | RF6_TELE_LEVEL);
1578 if (m_ptr->r_idx == MON_ROLENTO) f6 &= ~(RF6_SPECIAL);
1581 /* No spells left */
1582 if (!f4 && !f5 && !f6) return (FALSE);
1584 if (!(r_ptr->flags2 & RF2_STUPID))
1586 if (!p_ptr->csp) f5 &= ~(RF5_DRAIN_MANA);
1588 /* Check for a clean bolt shot */
1589 if (((f4 & RF4_BOLT_MASK) ||
1590 (f5 & RF5_BOLT_MASK) ||
1591 (f6 & RF6_BOLT_MASK)) &&
1592 !clean_shot(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x, FALSE))
1594 /* Remove spells that will only hurt friends */
1595 f4 &= ~(RF4_BOLT_MASK);
1596 f5 &= ~(RF5_BOLT_MASK);
1597 f6 &= ~(RF6_BOLT_MASK);
1600 /* Check for a possible summon */
1601 if (((f4 & RF4_SUMMON_MASK) ||
1602 (f5 & RF5_SUMMON_MASK) ||
1603 (f6 & RF6_SUMMON_MASK)) &&
1604 !(summon_possible(y, x)))
1606 /* Remove summoning spells */
1607 f4 &= ~(RF4_SUMMON_MASK);
1608 f5 &= ~(RF5_SUMMON_MASK);
1609 f6 &= ~(RF6_SUMMON_MASK);
1612 /* Check for a possible raise dead */
1613 if ((f6 & RF6_RAISE_DEAD) && !raise_possible(m_ptr))
1615 /* Remove raise dead spell */
1616 f6 &= ~(RF6_RAISE_DEAD);
1619 /* Special moves restriction */
1620 if (f6 & RF6_SPECIAL)
1622 if ((m_ptr->r_idx == MON_ROLENTO) && !summon_possible(y, x))
1624 f6 &= ~(RF6_SPECIAL);
1628 /* No spells left */
1629 if (!f4 && !f5 && !f6) return (FALSE);
1632 /* Extract the "inate" spells */
1633 for (k = 0; k < 32; k++)
1635 if (f4 & (1L << k)) spell[num++] = k + RF4_SPELL_START;
1638 /* Extract the "normal" spells */
1639 for (k = 0; k < 32; k++)
1641 if (f5 & (1L << k)) spell[num++] = k + RF5_SPELL_START;
1644 /* Extract the "bizarre" spells */
1645 for (k = 0; k < 32; k++)
1647 if (f6 & (1L << k)) spell[num++] = k + RF6_SPELL_START;
1650 /* No spells left */
1651 if (!num) return (FALSE);
1653 /* Stop if player is dead or gone */
1654 if (!p_ptr->playing || p_ptr->is_dead) return (FALSE);
1656 /* Stop if player is leaving */
1657 if (p_ptr->leaving) return (FALSE);
1659 /* Get the monster name (or "it") */
1660 monster_desc(m_name, m_ptr, 0x00);
1663 /* Get the monster possessive ("his"/"her"/"its") */
1664 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
1674 thrown_spell = choose_attack_spell(m_idx, spell, num);
1675 if (thrown_spell) break;
1680 case DO_SPELL_BR_LITE:
1681 thrown_spell = 96+14; /* RF4_BR_LITE */
1684 case DO_SPELL_BR_DISI:
1685 thrown_spell = 96+31; /* RF4_BR_DISI */
1688 case DO_SPELL_BA_LITE:
1689 thrown_spell = 128+20; /* RF5_BA_LITE */
1696 /* Abort if no spell was chosen */
1697 if (!thrown_spell) return (FALSE);
1699 /* Calculate spell failure rate */
1700 failrate = 25 - (rlev + 3) / 4;
1702 /* Hack -- Stupid monsters will never fail (for jellies and such) */
1703 if (r_ptr->flags2 & RF2_STUPID) failrate = 0;
1705 /* Check for spell failure (inate attacks never fail) */
1706 if (!spell_is_inate(thrown_spell)
1707 && (in_no_magic_dungeon || (MON_STUNNED(m_ptr) && one_in_(2)) || (randint0(100) < failrate)))
1709 disturb(TRUE, TRUE);
1710 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);
1715 /* Hex: Anti Magic Barrier */
1716 if (!spell_is_inate(thrown_spell) && magic_barrier(m_idx))
1718 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);
1723 direct = player_bold(y, x);
1725 can_remember = is_original_ap_and_seen(m_ptr);
1729 switch (thrown_spell)
1731 case 96 + 2: /* RF4_DISPEL */
1732 case 96 + 4: /* RF4_SHOOT */
1733 case 128 + 9: /* RF5_DRAIN_MANA */
1734 case 128 + 10: /* RF5_MIND_BLAST */
1735 case 128 + 11: /* RF5_BRAIN_SMASH */
1736 case 128 + 12: /* RF5_CAUSE_1 */
1737 case 128 + 13: /* RF5_CAUSE_2 */
1738 case 128 + 14: /* RF5_CAUSE_3 */
1739 case 128 + 15: /* RF5_CAUSE_4 */
1740 case 128 + 16: /* RF5_BO_ACID */
1741 case 128 + 17: /* RF5_BO_ELEC */
1742 case 128 + 18: /* RF5_BO_FIRE */
1743 case 128 + 19: /* RF5_BO_COLD */
1744 case 128 + 21: /* RF5_BO_NETH */
1745 case 128 + 22: /* RF5_BO_WATE */
1746 case 128 + 23: /* RF5_BO_MANA */
1747 case 128 + 24: /* RF5_BO_PLAS */
1748 case 128 + 25: /* RF5_BO_ICEE */
1749 case 128 + 26: /* RF5_MISSILE */
1750 case 128 + 27: /* RF5_SCARE */
1751 case 128 + 28: /* RF5_BLIND */
1752 case 128 + 29: /* RF5_CONF */
1753 case 128 + 30: /* RF5_SLOW */
1754 case 128 + 31: /* RF5_HOLD */
1755 case 160 + 1: /* RF6_HAND_DOOM */
1756 case 160 + 8: /* RF6_TELE_TO */
1757 case 160 + 9: /* RF6_TELE_AWAY */
1758 case 160 + 10: /* RF6_TELE_LEVEL */
1759 case 160 + 11: /* RF6_PSY_SPEAR */
1760 case 160 + 12: /* RF6_DARKNESS */
1761 case 160 + 14: /* RF6_FORGET */
1766 /* Cast the spell. */
1767 dam = monspell_to_player(thrown_spell, y, x, m_idx);
1768 if (dam < 0) return FALSE;
1770 if ((p_ptr->action == ACTION_LEARN) && thrown_spell > 175)
1772 learn_spell(thrown_spell - 96);
1775 if (seen && maneable && !current_world_ptr->timewalk_m_idx && (p_ptr->pclass == CLASS_IMITATOR))
1777 if (thrown_spell != 167) /* Not RF6_SPECIAL */
1779 if (p_ptr->mane_num == MAX_MANE)
1783 for (i = 0;i < p_ptr->mane_num;i++)
1785 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
1786 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
1789 p_ptr->mane_spell[p_ptr->mane_num] = thrown_spell - 96;
1790 p_ptr->mane_dam[p_ptr->mane_num] = dam;
1794 p_ptr->redraw |= (PR_IMITATION);
1798 /* Remember what the monster did to us */
1802 if (thrown_spell < 32 * 4)
1804 r_ptr->r_flags4 |= (1L << (thrown_spell - 32 * 3));
1805 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1809 else if (thrown_spell < 32 * 5)
1811 r_ptr->r_flags5 |= (1L << (thrown_spell - 32 * 4));
1812 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1816 else if (thrown_spell < 32 * 6)
1818 r_ptr->r_flags6 |= (1L << (thrown_spell - 32 * 5));
1819 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1824 /* Always take note of monsters that kill you */
1825 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
1827 r_ptr->r_deaths++; /* Ignore appearance difference */
1830 /* A spell was cast */