3 * @brief モンスター魔法の実装(対モンスター処理) / Monster spells (attack monster)
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
17 * @brief モンスターが敵対モンスターにビームを当てること可能かを判定する /
18 * Determine if a beam spell will hit the target.
23 * @param m_ptr 使用するモンスターの構造体参照ポインタ
24 * @return ビームが到達可能ならばTRUEを返す
26 static bool direct_beam(int y1, int x1, int y2, int x2, monster_type *m_ptr)
34 bool is_friend = is_pet(m_ptr);
36 /* Check the projection path */
37 grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, PROJECT_THRU);
39 /* No grid is ever projectable from itself */
40 if (!grid_n) return (FALSE);
42 for (i = 0; i < grid_n; i++)
44 y = GRID_Y(grid_g[i]);
45 x = GRID_X(grid_g[i]);
47 if (y == y2 && x == x2)
49 else if (is_friend && cave[y][x].m_idx > 0 &&
50 !are_enemies(m_ptr, &m_list[cave[y][x].m_idx]))
52 /* Friends don't shoot friends */
56 if (is_friend && player_bold(y, x))
65 * @brief モンスターが敵対モンスターに直接ブレスを当てることが可能かを判定する /
66 * Determine if a breath will hit the target.
73 * @param is_friend TRUEならば、プレイヤーを巻き込む時にブレスの判定をFALSEにする。
74 * @return ブレスを直接当てられるならばTRUEを返す
76 static bool breath_direct(POSITION y1, POSITION x1, POSITION y2, POSITION x2, POSITION rad, int typ, bool is_friend)
78 /* Must be the same as projectable() */
90 POSITION gx[1024], gy[1024];
92 POSITION gm_rad = rad;
105 case GF_DISINTEGRATE:
113 /* Check the projection path */
114 grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, flg);
116 /* Project along the path */
117 for (i = 0; i < grid_n; ++i)
119 int ny = GRID_Y(grid_g[i]);
120 int nx = GRID_X(grid_g[i]);
122 if (flg & PROJECT_DISI)
124 /* Hack -- Balls explode before reaching walls */
125 if (cave_stop_disintegration(ny, nx)) break;
127 else if (flg & PROJECT_LOS)
129 /* Hack -- Balls explode before reaching walls */
130 if (!cave_los_bold(ny, nx)) break;
134 /* Hack -- Balls explode before reaching walls */
135 if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
138 /* Save the "blast epicenter" */
147 if (flg & PROJECT_DISI)
149 if (in_disintegration_range(y1, x1, y2, x2) && (distance(y1, x1, y2, x2) <= rad)) hit2 = TRUE;
150 if (in_disintegration_range(y1, x1, p_ptr->y, p_ptr->x) && (distance(y1, x1, p_ptr->y, p_ptr->x) <= rad)) hityou = TRUE;
152 else if (flg & PROJECT_LOS)
154 if (los(y1, x1, y2, x2) && (distance(y1, x1, y2, x2) <= rad)) hit2 = TRUE;
155 if (los(y1, x1, p_ptr->y, p_ptr->x) && (distance(y1, x1, p_ptr->y, p_ptr->x) <= rad)) hityou = TRUE;
159 if (projectable(y1, x1, y2, x2) && (distance(y1, x1, y2, x2) <= rad)) hit2 = TRUE;
160 if (projectable(y1, x1, p_ptr->y, p_ptr->x) && (distance(y1, x1, p_ptr->y, p_ptr->x) <= rad)) hityou = TRUE;
165 breath_shape(grid_g, grid_n, &grids, gx, gy, gm, &gm_rad, rad, y1, x1, y, x, typ);
167 for (i = 0; i < grids; i++)
169 /* Extract the location */
173 if ((y == y2) && (x == x2)) hit2 = TRUE;
174 if (player_bold(y, x)) hityou = TRUE;
178 if (!hit2) return FALSE;
179 if (is_friend && hityou) return FALSE;
185 * @brief モンスターが特殊能力の目標地点を決める処理 /
186 * Get the actual center point of ball spells (rad > 1) (originally from TOband)
189 * @param ty 目標Y座標を返す参照ポインタ
190 * @param tx 目標X座標を返す参照ポインタ
191 * @param flg 判定のフラグ配列
194 void get_project_point(int sy, int sx, int *ty, int *tx, int flg)
199 path_n = project_path(path_g, MAX_RANGE, sy, sx, *ty, *tx, flg);
204 /* Project along the path */
205 for (i = 0; i < path_n; i++)
207 sy = GRID_Y(path_g[i]);
208 sx = GRID_X(path_g[i]);
210 /* Hack -- Balls explode before reaching walls */
211 if (!cave_have_flag_bold(sy, sx, FF_PROJECT)) break;
219 * @brief モンスターが敵モンスターに魔力消去を使うかどうかを返す /
220 * Check should monster cast dispel spell at other monster.
221 * @param m_idx 術者のモンスターID
222 * @param t_idx 目標のモンスターID
223 * @return 魔力消去を使うべきならばTRUEを変えす。
225 static bool dispel_check_monster(MONSTER_IDX m_idx, IDX t_idx)
227 monster_type *t_ptr = &m_list[t_idx];
230 if (MON_INVULNER(t_ptr)) return TRUE;
233 if (t_ptr->mspeed < 135)
235 if (MON_FAST(t_ptr)) return TRUE;
239 if (t_idx == p_ptr->riding)
241 if (dispel_check(m_idx)) return TRUE;
244 /* No need to cast dispel spell */
249 * @brief モンスターが敵モンスターに特殊能力を使う処理のメインルーチン /
250 * Monster tries to 'cast a spell' (or breath, etc) at another monster.
251 * @param m_idx 術者のモンスターID
252 * @return 実際に特殊能力を使った場合TRUEを返す
254 * The player is only disturbed if able to be affected by the spell.
256 bool monst_spell_monst(MONSTER_IDX m_idx)
258 POSITION y = 0, x = 0;
260 MONSTER_IDX t_idx = 0;
266 byte spell[96], num = 0;
275 monster_type *m_ptr = &m_list[m_idx];
276 monster_type *t_ptr = NULL;
278 monster_race *r_ptr = &r_info[m_ptr->r_idx];
279 monster_race *tr_ptr = NULL;
283 bool see_m = is_seen(m_ptr);
284 bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
287 bool pet = is_pet(m_ptr);
289 bool in_no_magic_dungeon = (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && dun_level
290 && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest));
292 bool can_use_lite_area = FALSE;
295 /* Cannot cast spells when confused */
296 if (MON_CONFUSED(m_ptr)) return (FALSE);
298 /* Extract the racial spell flags */
300 f5 = r_ptr->a_ability_flags1;
301 f6 = r_ptr->a_ability_flags2;
303 /* Target is given for pet? */
304 if (pet_t_m_idx && pet)
307 t_ptr = &m_list[t_idx];
309 /* Cancel if not projectable (for now) */
310 if ((m_idx == t_idx) || !projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
316 /* Is there counter attack target? */
317 if (!t_idx && m_ptr->target_y)
319 t_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
323 t_ptr = &m_list[t_idx];
325 /* Cancel if neither enemy nor a given target */
326 if ((m_idx == t_idx) ||
327 ((t_idx != pet_t_m_idx) && !are_enemies(m_ptr, t_ptr)))
332 /* Allow only summoning etc.. if not projectable */
333 else if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
335 f4 &= (RF4_INDIRECT_MASK);
336 f5 &= (RF5_INDIRECT_MASK);
337 f6 &= (RF6_INDIRECT_MASK);
342 /* Look for enemies normally */
345 bool success = FALSE;
347 if (p_ptr->inside_battle)
349 start = randint1(m_max-1) + m_max;
350 if (randint0(2)) plus = -1;
352 else start = m_max + 1;
354 /* Scan thru all monsters */
355 for (i = start; ((i < start + m_max) && (i > start - m_max)); i += plus)
357 MONSTER_IDX dummy = (i % m_max);
358 if (!dummy) continue;
361 t_ptr = &m_list[t_idx];
363 /* Skip dead monsters */
364 if (!t_ptr->r_idx) continue;
366 /* Monster must be 'an enemy' */
367 if ((m_idx == t_idx) || !are_enemies(m_ptr, t_ptr)) continue;
369 /* Monster must be projectable */
370 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
378 if (!success) return FALSE;
382 /* OK -- we've got a target */
385 tr_ptr = &r_info[t_ptr->r_idx];
387 /* Forget old counter attack target */
390 /* Remove unimplemented spells */
391 f6 &= ~(RF6_WORLD | RF6_TRAPS | RF6_FORGET);
393 if (f4 & RF4_BR_LITE)
395 if (!los(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
396 f4 &= ~(RF4_BR_LITE);
399 /* Remove unimplemented special moves */
400 if (f6 & RF6_SPECIAL)
402 if ((m_ptr->r_idx != MON_ROLENTO) && (r_ptr->d_char != 'B'))
403 f6 &= ~(RF6_SPECIAL);
406 if (f6 & RF6_DARKNESS)
408 bool vs_ninja = (p_ptr->pclass == CLASS_NINJA) && !is_hostile(t_ptr);
411 !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
412 !(r_ptr->flags7 & RF7_DARK_MASK))
413 can_use_lite_area = TRUE;
415 if (!(r_ptr->flags2 & RF2_STUPID))
417 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
418 else if (vs_ninja && !can_use_lite_area) f6 &= ~(RF6_DARKNESS);
422 if (in_no_magic_dungeon && !(r_ptr->flags2 & RF2_STUPID))
424 f4 &= (RF4_NOMAGIC_MASK);
425 f5 &= (RF5_NOMAGIC_MASK);
426 f6 &= (RF6_NOMAGIC_MASK);
429 if (p_ptr->inside_arena || p_ptr->inside_battle)
431 f4 &= ~(RF4_SUMMON_MASK);
432 f5 &= ~(RF5_SUMMON_MASK);
433 f6 &= ~(RF6_SUMMON_MASK | RF6_TELE_LEVEL);
435 if (m_ptr->r_idx == MON_ROLENTO) f6 &= ~(RF6_SPECIAL);
438 if (p_ptr->inside_battle && !one_in_(3))
443 if (m_idx == p_ptr->riding)
445 f4 &= ~(RF4_RIDING_MASK);
446 f5 &= ~(RF5_RIDING_MASK);
447 f6 &= ~(RF6_RIDING_MASK);
453 f6 &= ~(RF6_DARKNESS | RF6_TRAPS);
455 if (!(p_ptr->pet_extra_flags & PF_TELEPORT))
457 f6 &= ~(RF6_BLINK | RF6_TPORT | RF6_TELE_TO | RF6_TELE_AWAY | RF6_TELE_LEVEL);
460 if (!(p_ptr->pet_extra_flags & PF_ATTACK_SPELL))
462 f4 &= ~(RF4_ATTACK_MASK);
463 f5 &= ~(RF5_ATTACK_MASK);
464 f6 &= ~(RF6_ATTACK_MASK);
467 if (!(p_ptr->pet_extra_flags & PF_SUMMON_SPELL))
469 f4 &= ~(RF4_SUMMON_MASK);
470 f5 &= ~(RF5_SUMMON_MASK);
471 f6 &= ~(RF6_SUMMON_MASK);
474 /* Prevent collateral damage */
475 if (!(p_ptr->pet_extra_flags & PF_BALL_SPELL) && (m_idx != p_ptr->riding))
477 if ((f4 & (RF4_BALL_MASK & ~(RF4_ROCKET))) ||
478 (f5 & RF5_BALL_MASK) ||
479 (f6 & RF6_BALL_MASK))
484 get_project_point(m_ptr->fy, m_ptr->fx, &real_y, &real_x, 0L);
486 if (projectable(real_y, real_x, p_ptr->y, p_ptr->x))
488 int dist = distance(real_y, real_x, p_ptr->y, p_ptr->x);
492 f4 &= ~(RF4_BALL_MASK & ~(RF4_ROCKET));
493 f5 &= ~(RF5_BALL_MASK);
494 f6 &= ~(RF6_BALL_MASK);
498 f4 &= ~(RF4_BIG_BALL_MASK);
499 f5 &= ~(RF5_BIG_BALL_MASK);
500 f6 &= ~(RF6_BIG_BALL_MASK);
503 else if (f5 & RF5_BA_LITE)
505 if ((distance(real_y, real_x, p_ptr->y, p_ptr->x) <= 4) && los(real_y, real_x, p_ptr->y, p_ptr->x))
506 f5 &= ~(RF5_BA_LITE);
515 get_project_point(m_ptr->fy, m_ptr->fx, &real_y, &real_x, PROJECT_STOP);
516 if (projectable(real_y, real_x, p_ptr->y, p_ptr->x) && (distance(real_y, real_x, p_ptr->y, p_ptr->x) <= 2))
520 if (((f4 & RF4_BEAM_MASK) ||
521 (f5 & RF5_BEAM_MASK) ||
522 (f6 & RF6_BEAM_MASK)) &&
523 !direct_beam(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, m_ptr))
525 f4 &= ~(RF4_BEAM_MASK);
526 f5 &= ~(RF5_BEAM_MASK);
527 f6 &= ~(RF6_BEAM_MASK);
530 if ((f4 & RF4_BREATH_MASK) ||
531 (f5 & RF5_BREATH_MASK) ||
532 (f6 & RF6_BREATH_MASK))
534 /* Expected breath radius */
535 int rad = (r_ptr->flags2 & RF2_POWERFUL) ? 3 : 2;
537 if (!breath_direct(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, rad, 0, TRUE))
539 f4 &= ~(RF4_BREATH_MASK);
540 f5 &= ~(RF5_BREATH_MASK);
541 f6 &= ~(RF6_BREATH_MASK);
543 else if ((f4 & RF4_BR_LITE) &&
544 !breath_direct(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, rad, GF_LITE, TRUE))
546 f4 &= ~(RF4_BR_LITE);
548 else if ((f4 & RF4_BR_DISI) &&
549 !breath_direct(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, rad, GF_DISINTEGRATE, TRUE))
551 f4 &= ~(RF4_BR_DISI);
556 /* Special moves restriction */
557 if (f6 & RF6_SPECIAL)
559 if (m_ptr->r_idx == MON_ROLENTO)
561 if ((p_ptr->pet_extra_flags & (PF_ATTACK_SPELL | PF_SUMMON_SPELL)) != (PF_ATTACK_SPELL | PF_SUMMON_SPELL))
562 f6 &= ~(RF6_SPECIAL);
564 else if (r_ptr->d_char == 'B')
566 if ((p_ptr->pet_extra_flags & (PF_ATTACK_SPELL | PF_TELEPORT)) != (PF_ATTACK_SPELL | PF_TELEPORT))
567 f6 &= ~(RF6_SPECIAL);
569 else f6 &= ~(RF6_SPECIAL);
573 /* Remove some spells if necessary */
575 if (!(r_ptr->flags2 & RF2_STUPID))
577 /* Check for a clean bolt shot */
578 if (((f4 & RF4_BOLT_MASK) ||
579 (f5 & RF5_BOLT_MASK) ||
580 (f6 & RF6_BOLT_MASK)) &&
581 !clean_shot(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, pet))
583 f4 &= ~(RF4_BOLT_MASK);
584 f5 &= ~(RF5_BOLT_MASK);
585 f6 &= ~(RF6_BOLT_MASK);
588 /* Check for a possible summon */
589 if (((f4 & RF4_SUMMON_MASK) ||
590 (f5 & RF5_SUMMON_MASK) ||
591 (f6 & RF6_SUMMON_MASK)) &&
592 !(summon_possible(t_ptr->fy, t_ptr->fx)))
594 /* Remove summoning spells */
595 f4 &= ~(RF4_SUMMON_MASK);
596 f5 &= ~(RF5_SUMMON_MASK);
597 f6 &= ~(RF6_SUMMON_MASK);
601 if ((f4 & RF4_DISPEL) && !dispel_check_monster(m_idx, t_idx))
603 /* Remove dispel spell */
607 /* Check for a possible raise dead */
608 if ((f6 & RF6_RAISE_DEAD) && !raise_possible(m_ptr))
610 /* Remove raise dead spell */
611 f6 &= ~(RF6_RAISE_DEAD);
614 /* Special moves restriction */
615 if (f6 & RF6_SPECIAL)
617 if ((m_ptr->r_idx == MON_ROLENTO) && !summon_possible(t_ptr->fy, t_ptr->fx))
619 f6 &= ~(RF6_SPECIAL);
624 if (r_ptr->flags2 & RF2_SMART)
626 /* Hack -- allow "desperate" spells */
627 if ((m_ptr->hp < m_ptr->maxhp / 10) &&
628 (randint0(100) < 50))
630 /* Require intelligent spells */
631 f4 &= (RF4_INT_MASK);
632 f5 &= (RF5_INT_MASK);
633 f6 &= (RF6_INT_MASK);
636 /* Hack -- decline "teleport level" in some case */
637 if ((f6 & RF6_TELE_LEVEL) && TELE_LEVEL_IS_INEFF((t_idx == p_ptr->riding) ? 0 : t_idx))
639 f6 &= ~(RF6_TELE_LEVEL);
644 if (!f4 && !f5 && !f6) return FALSE;
646 /* Extract the "inate" spells */
647 for (k = 0; k < 32; k++)
649 if (f4 & (1L << k)) spell[num++] = k + RF4_SPELL_START;
652 /* Extract the "normal" spells */
653 for (k = 0; k < 32; k++)
655 if (f5 & (1L << k)) spell[num++] = k + RF5_SPELL_START;
658 /* Extract the "bizarre" spells */
659 for (k = 0; k < 32; k++)
661 if (f6 & (1L << k)) spell[num++] = k + RF6_SPELL_START;
665 if (!num) return (FALSE);
667 /* Stop if player is dead or gone */
668 if (!p_ptr->playing || p_ptr->is_dead) return (FALSE);
670 /* Handle "leaving" */
671 if (p_ptr->leaving) return (FALSE);
673 /* Get the monster name (or "it") */
674 monster_desc(m_name, m_ptr, 0x00);
677 /* Get the monster possessive ("his"/"her"/"its") */
678 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
681 /* Get the target's name (or "it") */
682 monster_desc(t_name, t_ptr, 0x00);
684 /* Choose a spell to cast */
685 thrown_spell = spell[randint0(num)];
687 see_t = is_seen(t_ptr);
688 see_either = (see_m || see_t);
690 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 1);
692 /* Check for spell failure (inate attacks never fail) */
693 if (!spell_is_inate(thrown_spell) && (in_no_magic_dungeon || (MON_STUNNED(m_ptr) && one_in_(2))))
697 if (see_m) msg_format(_("%^sは呪文を唱えようとしたが失敗した。",
698 "%^s tries to cast a spell, but fails."), m_name);
703 /* Hex: Anti Magic Barrier */
704 if (!spell_is_inate(thrown_spell) && magic_barrier(m_idx))
706 if (see_m) msg_format(_("反魔法バリアが%^sの呪文をかき消した。",
707 "Anti magic barrier cancels the spell which %^s casts."), m_name);
711 can_remember = is_original_ap_and_seen(m_ptr);
713 dam = monspell_to_monster(thrown_spell, y, x, m_idx, t_idx);
714 if (dam < 0)return FALSE;
716 if (m_ptr->ml && maneable && !world_monster && !p_ptr->blind && (p_ptr->pclass == CLASS_IMITATOR))
718 if (thrown_spell != 167) /* Not RF6_SPECIAL */
720 if (p_ptr->mane_num == MAX_MANE)
723 for (i = 0; i < p_ptr->mane_num - 1; i++)
725 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
726 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
729 p_ptr->mane_spell[p_ptr->mane_num] = thrown_spell - RF4_SPELL_START;
730 p_ptr->mane_dam[p_ptr->mane_num] = dam;
734 p_ptr->redraw |= (PR_IMITATION);
738 /* Remember what the monster did, if we saw it */
742 if (thrown_spell < RF4_SPELL_START + RF4_SPELL_SIZE)
744 r_ptr->r_flags4 |= (1L << (thrown_spell - RF4_SPELL_START));
745 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
749 else if (thrown_spell < RF5_SPELL_START + RF5_SPELL_SIZE)
751 r_ptr->r_flags5 |= (1L << (thrown_spell - RF5_SPELL_START));
752 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
756 else if (thrown_spell < RF6_SPELL_START + RF6_SPELL_SIZE)
758 r_ptr->r_flags6 |= (1L << (thrown_spell - RF6_SPELL_START));
759 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
763 /* Always take note of monsters that kill you */
764 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
766 r_ptr->r_deaths++; /* Ignore appearance difference */
769 /* A spell was cast */