Esempio n. 1
0
bool player_has_pets(void)
{
	int i;
	monster_type *m_ptr;

	/* Process the monsters (backwards) */
	for (i = m_max - 1; i >= 1; i--)
	{
		/* Access the monster */
		m_ptr = &m_list[i];

		/* Ignore "dead" monsters */
		if (!m_ptr->r_idx) continue;

		/* Check for pets */
		if (is_pet(m_ptr)) {
			return (TRUE);
		}
	}
	/*if (p_ptr->pet_count) {
		return (TRUE)
	}*/

	return (FALSE);
}
Esempio n. 2
0
/* Handle the Terrifying Aura of Fear! */
void fear_process_p(void)
{
    int i, r_level;
    for (i = 1; i < m_max; i++)
    {
        monster_type *m_ptr = &m_list[i];
        monster_race *r_ptr;

        if (!m_ptr->r_idx) continue;
        if (!m_ptr->ml) continue;

        r_ptr = &r_info[m_ptr->ap_r_idx];

        if (!(r_ptr->flags2 & RF2_AURA_FEAR)) continue;
        if (is_pet(m_ptr) || is_friendly(m_ptr)) continue;
        if (!projectable(py, px, m_ptr->fy, m_ptr->fx)) continue;

        r_level = _r_level(r_ptr);
        if (!fear_save_p(r_level/MAX(1, m_ptr->cdis-2)))
        {
            char m_name[80];
            monster_desc(m_name, m_ptr, 0);
            msg_format("You behold the terrifying visage of %s!", m_name);
            mon_lore_2(m_ptr, RF2_AURA_FEAR);
            fear_add_p(r_level/MAX(1, m_ptr->cdis-2));
        }
    }
}
Esempio n. 3
0
/*!
 * @brief フロアに存在する全モンスターを消去する /
 * Hack -- Delete all monsters
 * @return なし
 */
static void do_cmd_wiz_zap_all(void)
{
	int i;

	/* Genocide everyone */
	for (i = 1; i < m_max; i++)
	{
		monster_type *m_ptr = &m_list[i];

		/* Paranoia -- Skip dead monsters */
		if (!m_ptr->r_idx) continue;

		/* Skip the mount */
		if (i == p_ptr->riding) continue;

		if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
		{
			char m_name[80];

			monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
			do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
		}

		/* Delete this monster */
		delete_monster_idx(i);
	}
}
Esempio n. 4
0
void _rodeo_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Rodeo");
        break;
    case SPELL_DESC:
        var_set_string(res, "");
        break;
    case SPELL_CAST:
    {
        char m_name[80];
        monster_type *m_ptr;
        monster_race *r_ptr;
        int rlev;

        var_set_bool(res, FALSE);
        if (p_ptr->riding)
        {
            msg_print("You are already riding.");
            return;
        }
        if (!do_riding(TRUE)) return;
        
        var_set_bool(res, TRUE);

        m_ptr = &m_list[p_ptr->riding];
        r_ptr = &r_info[m_ptr->r_idx];
        monster_desc(m_name, m_ptr, 0);
        msg_format("You ride on %s.", m_name);
        if (is_pet(m_ptr)) break;
        rlev = r_ptr->level;
        if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
        if (rlev > 60) rlev = 60+(rlev-60)/2;
        if ( randint1(skills_riding_current() / 120 + p_ptr->lev * 2 / 3) > rlev
          && one_in_(2) 
          && !p_ptr->inside_arena 
          && !p_ptr->inside_battle
          && !(r_ptr->flags7 & RF7_GUARDIAN) 
          && !(r_ptr->flags1 & RF1_QUESTOR)
          && rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5) )
        {
            msg_format("You tame %s.", m_name);
            set_pet(m_ptr);
        }
        else
        {
            msg_format("You have thrown off by %s.", m_name);
            rakuba(1,TRUE);
            p_ptr->riding = 0;
        }
        break;
    }
    default:
        default_spell(cmd, res);
        break;
    }
}
/*
 * Makes the monster hostile towards the player
 */
void set_hostile(monster_type *m_ptr)
{
    if (p_ptr->inside_battle) return;

    if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);

    m_ptr->smart &= ~SM_PET;
    m_ptr->smart &= ~SM_FRIENDLY;
}
void set_pet(monster_type *m_ptr)
{
    if (!is_pet(m_ptr)) check_pets_num_and_align(m_ptr, TRUE);

    quests_on_kill_mon(m_ptr);

    m_ptr->smart |= SM_PET;
    if (!(r_info[m_ptr->r_idx].flags3 & (RF3_EVIL | RF3_GOOD)))
        m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
}
/*
 * Check if two monsters are enemies
 */
bool are_enemies(monster_type *m_ptr, monster_type *n_ptr)
{
    monster_race *r_ptr = &r_info[m_ptr->r_idx];
    monster_race *s_ptr = &r_info[n_ptr->r_idx];

    if (p_ptr->inside_battle)
    {
        if (is_pet(m_ptr) || is_pet(n_ptr)) return FALSE;
        return TRUE;
    }

    if ((r_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL))
        && (s_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL)))
    {
        if (!is_pet(m_ptr) && !is_pet(n_ptr)) return FALSE;
    }

    /* Friendly vs. opposite aligned normal or pet */
    if (check_hostile_align(m_ptr->sub_align, n_ptr->sub_align))
    {
        /* No monster fighting (option) except involving pets */
        if (!allow_hostile_monster && !is_pet(m_ptr) && !is_pet(n_ptr)) return FALSE;

        if (!(m_ptr->mflag2 & MFLAG2_CHAMELEON) || !(n_ptr->mflag2 & MFLAG2_CHAMELEON)) return TRUE;
    }

    /* Hostile vs. non-hostile */
    if (is_hostile(m_ptr) != is_hostile(n_ptr))
    {
        return TRUE;
    }

    /* Default */
    return FALSE;
}
Esempio n. 8
0
void fear_update_m(monster_type *m_ptr)
{
    monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
    if ((r_ptr->flags2 & RF2_AURA_FEAR) && m_ptr->ml && !is_pet(m_ptr) && !is_friendly(m_ptr))
    {
        int r_level = _r_level(r_ptr);
        if (!fear_save_p(r_level))
        {
            char m_name[80];
            monster_desc(m_name, m_ptr, 0);
            msg_format("You behold the terrifying visage of %s!", m_name);
            mon_lore_2(m_ptr, RF2_AURA_FEAR);
            fear_add_p(r_level);
        }
    }
}
Esempio n. 9
0
/*!
 * @brief モンスターにとってボルト型魔法が有効な状態かを返す /
 * Determine if a bolt spell will hit the player.
 * @param y1 ボルト魔法発射地点のY座標
 * @param x1 ボルト魔法発射地点のX座標
 * @param y2 ボルト魔法目標地点のY座標
 * @param x2 ボルト魔法目標地点のX座標
 * @param is_friend モンスターがプレイヤーに害意を持たない(ペットか友好的)ならばTRUEをつける
 * @return ボルト型魔法が有効ならばTRUEを返す。
 * @details
 * Originally, it was possible for a friendly to shoot another friendly.\n
 * Change it so a "clean shot" means no equally friendly monster is\n
 * between the attacker and target.\n
 *\n
 * This is exactly like "projectable", but it will\n
 * return FALSE if a monster is in the way.\n
 * no equally friendly monster is\n
 * between the attacker and target.\n
 */
bool clean_shot(int y1, int x1, int y2, int x2, bool is_friend)
{
	/* Must be the same as projectable() */

	int i, y, x;

	int grid_n = 0;
	u16b grid_g[512];

	/* Check the projection path */
	grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, 0);

	/* No grid is ever projectable from itself */
	if (!grid_n) return (FALSE);

	/* Final grid */
	y = GRID_Y(grid_g[grid_n-1]);
	x = GRID_X(grid_g[grid_n-1]);

	/* May not end in an unrequested grid */
	if ((y != y2) || (x != x2)) return (FALSE);

	for (i = 0; i < grid_n; i++)
	{
		y = GRID_Y(grid_g[i]);
		x = GRID_X(grid_g[i]);

		if ((cave[y][x].m_idx > 0) && !((y == y2) && (x == x2)))
		{
			monster_type *m_ptr = &m_list[cave[y][x].m_idx];
			if (is_friend == is_pet(m_ptr))
			{
				return (FALSE);
			}
		}
		/* Pets may not shoot through the character - TNB */
		if (player_bold(y, x))
		{
			if (is_friend) return (FALSE);
		}
	}

	return (TRUE);
}
Esempio n. 10
0
/*!
 * @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 /
 * Determine if a beam spell will hit the target.
 * @param y1 始点のY座標
 * @param x1 始点のX座標
 * @param y2 目標のY座標
 * @param x2 目標のX座標
 * @param m_ptr 使用するモンスターの構造体参照ポインタ
 * @return ビームが到達可能ならばTRUEを返す
 */
static bool direct_beam(int y1, int x1, int y2, int x2, monster_type *m_ptr)
{
	bool hit2 = FALSE;
	int i, y, x;

	int grid_n = 0;
	u16b grid_g[512];

	bool is_friend = is_pet(m_ptr);

	/* Check the projection path */
	grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, PROJECT_THRU);

	/* No grid is ever projectable from itself */
	if (!grid_n) return (FALSE);

	for (i = 0; i < grid_n; i++)
	{
		y = GRID_Y(grid_g[i]);
		x = GRID_X(grid_g[i]);

		if (y == y2 && x == x2)
			hit2 = TRUE;
		else if (is_friend && cave[y][x].m_idx > 0 &&
			 !are_enemies(m_ptr, &m_list[cave[y][x].m_idx]))
		{
			/* Friends don't shoot friends */
			return FALSE;
		}

		if (is_friend && player_bold(y, x))
			return FALSE;
	}
	if (!hit2)
		return FALSE;
	return TRUE;
}
Esempio n. 11
0
int context_menu_cave(int cy, int cx, int adjacent, int mx, int my)
{
	menu_type *m;
	rect_region r;
	int selected;
	char *labels;

	cave_type *c_ptr = area(cx,cy);
	pcave_type *pc_ptr = parea(cx,cy);
	feature_type *feat;
	object_type *o_ptr;

	/* paranoia */
	if (!in_boundsp(cx,cy)) return 0;

	m = menu_dynamic_new();
	if (!m) {
		return 0;
	}

	labels = (char*)string_make(lower_case);
	m->selections = labels;

	feat  = &(f_info[c_ptr->feat]);

	menu_dynamic_add_label(m, "Look At", 'l', 1, labels);
	if (c_ptr->m_idx) {
		menu_dynamic_add_label(m, "Recall Info", '/', 18, labels);
	}
	menu_dynamic_add_label(m, "Use Item On", 'u', 2, labels);
	if (player_can_cast()) {
		menu_dynamic_add_label(m, "Cast On", 'm', 3, labels);
	}
	if (adjacent) {
		if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml) {
			menu_dynamic_add_label(m, "Attack", '+', 4, labels);
		} else {
			menu_dynamic_add_label(m, "Alter", '+', 4, labels);
		}
		if (c_ptr->o_idx) {
			o_ptr = chest_check(cx,cy);
			if (o_ptr && o_ptr->pval) {
				//if (!squelch_item_ok(o_ptr)) {
					if (object_known_p(o_ptr)) {
						if (chest_traps[o_ptr->pval]) {
							menu_dynamic_add_label(m, "Disarm Chest", 'D', 5, labels);
							menu_dynamic_add_label(m, "Open Chest", 'o', 8, labels);
						} else {
							menu_dynamic_add_label(m, "Open Disarmed Chest", 'o', 8, labels);
						}
					} else {
						menu_dynamic_add_label(m, "Open Chest", 'o', 8, labels);
					}
				//}
			}
		}
		if (is_visible_trap(c_ptr)) {
			menu_dynamic_add_label(m, "Disarm", 'D', 5, labels);
			menu_dynamic_add_label(m, "Jump Onto", 'W', 6, labels);
		}
		if (pc_ptr->feat) {
			if ((feat->flags & FF_CLOSEABLE)
				|| ((feat->flags & FF_BROKEN) && (feat->flags & FF_DOOR)))
			{
				menu_dynamic_add_label(m, "Close", 'c', 7, labels);
			}
			if (feat->flags & FF_CLOSED) {
				menu_dynamic_add_label(m, "Open", 'o', 8, labels);
				menu_dynamic_add_label(m, "Bash Open", 'B', 9, labels);
				menu_dynamic_add_label(m, "Lock", 'D', 5, labels);
				menu_dynamic_add_label(m, "Jam", 'j', 10, labels);
			}
			if (feat->flags & FF_DIG) {
				menu_dynamic_add_label(m, "Tunnel", 'T', 11, labels);
			}
		}
		menu_dynamic_add_label(m, "Search", 's', 12, labels);
		menu_dynamic_add_label(m, "Walk Towards", ';', 14, labels);
	} else {
		menu_dynamic_add_label(m, "Pathfind To", ',', 13, labels);
		menu_dynamic_add_label(m, "Walk Towards", ';', 14, labels);
		menu_dynamic_add_label(m, "Run Towards", '.', 15, labels);
	}
	if (player_can_fire()) {
		menu_dynamic_add_label(m, "Fire On", 'f', 16, labels);
	}
	if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml) {
		if (is_pet(&(m_list[c_ptr->m_idx]))) {
			menu_dynamic_add_label(m, "Pet Commands", 'p', 19, labels);
		}
	}
	menu_dynamic_add_label(m, "Throw To", 'v', 17, labels);

	/* work out display region */
	r.width = menu_dynamic_longest_entry(m) + 3 + 2; /* +3 for tag, 2 for pad */
	if (mx > Term->wid - r.width - 1) {
		r.col = Term->wid - r.width - 1;
	} else {
		r.col = mx + 1;
	}
	r.page_rows = m->count;
	if (my > Term->hgt - r.page_rows - 1) {
		if (my - r.page_rows - 1 <= 0) {
			/* menu has too many items, so put in upper right corner */
			r.row = 1;
			r.col = Term->wid - r.width - 1;
		} else {
			r.row = Term->hgt - r.page_rows - 1;
		}
	} else {
		r.row = my + 1;
	}

	/* Hack -- no flush needed */
	msg_flag = FALSE;

	screen_save();
	button_backup_all(TRUE);

	/* if there is a monster, draw a target path, which will be erased by the
	 * screen load below */
	if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml) {
		sint path_n;
		coord path_g[2*MAX_RANGE+1];

		/* Find the path. */
		path_n = project_path(path_g, p_ptr->px, p_ptr->py, cx, cy, PROJECT_THRU);
		/* Draw the path. */
		draw_path(path_n, path_g, NULL, NULL, p_ptr->px, p_ptr->py);
	}

	menu_layout(m, &r);
	rect_region_erase_bordered(&r);

	/* display the prompt for the context menu */
	target_look_grid_prompt(0, 0, cx, cy,
		format("($UEnter to select command$Y\n$V, $UESC$ to cancel$Y%c$V) You see", ESCAPE));

	/* Hack - redraw stuff to show the target health bar */
	health_redraw();

	/* show the menu and pick from it */
	selected = menu_dynamic_select(m);

	menu_dynamic_free(m);
	string_free(labels);

	button_restore();
	screen_load();

	if (selected == 1) {
		/* look at the spot */
		if (target_set_interactive(TARGET_LOOK, cx, cy)) {
			msgf("Target Selected.");
		}
	} else
	if (selected == 2) {
		/* use an item on the spot */
		p_ptr->cmd.dir = 5;
		p_ptr->cmd.cmd = 'u';
		repeat_check();
		do_cmd_use();
		/*cmd_insert(CMD_USE_AIMED);
		cmd_set_arg_target(cmd_get_top(), 1, DIR_TARGET);*/
	} else
	if (selected == 3) {
		/* cast a spell on the spot */
		p_ptr->cmd.dir = 5;
		p_ptr->cmd.cmd = 'm';
		repeat_check();
		do_cmd_cast_wrapper();
		/*if (textui_obj_cast_ret() >= 0) {
			cmd_set_arg_target(cmd_get_top(), 1, DIR_TARGET);
		}*/
	} else
	if (selected == 4) {
		/* attack a spot adjacent to the player */
		p_ptr->cmd.dir = coords_to_dir(cx, cy);
		p_ptr->cmd.arg = 16;
		p_ptr->cmd.cmd = '+';
		repeat_check();
		do_cmd_alter();
		/*cmd_insert(CMD_ALTER);
		cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(cy,cx));*/
	} else
	if (selected == 5) {
		/* disarm an adjacent trap or chest */
		p_ptr->cmd.dir = coords_to_dir(cx, cy);
		p_ptr->cmd.arg = 1;
		p_ptr->cmd.cmd = 'D';
		repeat_check();
		do_cmd_disarm();
		/*cmd_insert(CMD_DISARM);
		cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(cy,cx));*/
	} else
	if (selected == 6) {
		/* walk onto an adjacent spot even if there is a trap there */
		bool orig_disarm = easy_disarm;
		easy_disarm = always_pickup;
		p_ptr->cmd.dir = coords_to_dir(cx, cy);
		p_ptr->cmd.arg = 1;
		p_ptr->cmd.cmd = 'W';
		repeat_check();
		do_cmd_walk(always_pickup);
		easy_disarm = orig_disarm;
		/*cmd_insert(CMD_JUMP);
		cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(cy,cx));*/
	} else
	if (selected == 7) {
		/* close a door */
		p_ptr->cmd.dir = coords_to_dir(cx, cy);
		/*p_ptr->cmd.arg = 1;*/
		p_ptr->cmd.cmd = 'c';
		repeat_check();
		do_cmd_close();
		/*cmd_insert(CMD_CLOSE);
		cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(cy,cx));*/
	} else
	if (selected == 8) {
		/* open a door or chest */
		p_ptr->cmd.dir = coords_to_dir(cx, cy);
		/*p_ptr->cmd.arg = 1;*/
		p_ptr->cmd.cmd = 'o';
		repeat_check();
		do_cmd_open();
		/*cmd_insert(CMD_OPEN);
		cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(cy,cx));*/
	} else
	if (selected == 9) {
		/* bash a door */
		p_ptr->cmd.dir = coords_to_dir(cx, cy);
		/*p_ptr->cmd.arg = 1;*/
		p_ptr->cmd.cmd = 'o';
		repeat_check();
		do_cmd_open();
		/*p_ptr->cmd.cmd = 'B';
		do_cmd_bash();*/
		/*cmd_insert(CMD_BASH);
		cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(cy,cx));*/
	} else
	if (selected == 10) {
		/* jam a door */
		p_ptr->cmd.dir = coords_to_dir(cx, cy);
		/*p_ptr->cmd.arg = 1;*/
		p_ptr->cmd.cmd = 'j';
		repeat_check();
		do_cmd_spike();
		/*cmd_insert(CMD_JAM);
		cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(cy,cx));*/
	} else
	if (selected == 11) {
		/* Tunnel in a direction */
		p_ptr->cmd.dir = coords_to_dir(cx, cy);
		p_ptr->cmd.arg = 16;
		p_ptr->cmd.cmd = 'T';
		repeat_check();
		do_cmd_tunnel();
		/*cmd_insert(CMD_TUNNEL);
		cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(cy,cx));*/
	} else
	if (selected == 12) {
		/* Search */
		/*p_ptr->cmd.arg = 1;*/
		p_ptr->cmd.cmd = 's';
		repeat_check();
		do_cmd_search();
		/*cmd_insert(CMD_SEARCH);*/
	} else
	if (selected == 13) {
		/* pathfind to the spot */
		/*p_ptr->cmd.arg = 16;*/
		p_ptr->cmd.cmd = ',';
		do_cmd_pathfind(cx,cy);
		/*cmd_insert(CMD_PATHFIND);
		cmd_set_arg_point(cmd_get_top(), 0, cx, cy);*/
	} else
	if (selected == 14) {
		/* walk towards the spot */
		p_ptr->cmd.dir = coords_to_dir(cx, cy);
		p_ptr->cmd.cmd = ';';
		repeat_check();
		do_cmd_walk(always_pickup);
		/*cmd_insert(CMD_WALK);
		cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(cy,cx));*/
	} else
	if (selected == 15) {
		/* run towards the spot */
		p_ptr->cmd.dir = coords_to_dir(cx, cy);
		p_ptr->cmd.cmd = '.';
		repeat_check();
		do_cmd_run();
		/*cmd_insert(CMD_RUN);
		cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(cy,cx));*/
	} else
	if (selected == 16) {
		/* Fire ammo towards the spot */
		p_ptr->cmd.dir = 5;
		p_ptr->cmd.cmd = 'f';
		repeat_check();
		do_cmd_fire();
		/*cmd_insert(CMD_FIRE);
		cmd_set_arg_target(cmd_get_top(), 1, DIR_TARGET);*/
	} else
	if (selected == 17) {
		/* throw an item towards the spot */
		p_ptr->cmd.dir = 5;
		p_ptr->cmd.cmd = 'v';
		repeat_check();
		do_cmd_throw();
		/*cmd_insert(CMD_THROW);
 		cmd_set_arg_target(cmd_get_top(), 1, DIR_TARGET);*/
	} else
	if (selected == 18) {
		/* recall monster Info */
		monster_type *m_ptr = &m_list[c_ptr->m_idx];
		if (m_ptr) {

			/* Save screen */
			screen_save();
			button_backup_all(TRUE);

			/* Recall on screen */
			screen_roff_mon(m_ptr->r_idx, 0);

			/* wait for a key or mouse press */
			inkey();

			/* Load screen */
			button_restore();
			screen_load();
		}
	} else
	if (selected == 19) {
		/* issue a pet command */
		p_ptr->cmd.cmd = 'p';
		repeat_check();
		do_cmd_pet();
	}

	return 1;
}
Esempio n. 12
0
/****************************************************************
 * Spells
 ****************************************************************/
static void _kiss_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Kiss");
        break;
    case SPELL_DESC:
        var_set_string(res, "Attempt to charm an adjacent monster.");
        break;
    case SPELL_COST_EXTRA:
        var_set_int(res, p_ptr->lev * 2);
        break;
    case SPELL_CAST:
    {
        int y, x, dir = 0, m_idx;
        var_set_bool(res, FALSE);
        if (!get_rep_dir2(&dir)) return;
        if (dir == 5) return;

        y = py + ddy[dir];
        x = px + ddx[dir];

        m_idx = cave[y][x].m_idx;
        if (m_idx)
        {
            monster_type *m_ptr = &m_list[m_idx];
            monster_race *r_ptr = &r_info[m_ptr->r_idx];
            char desc[MAX_NLEN];
            monster_desc(desc, m_ptr, 0);
            if ((r_ptr->flags1 & RF1_UNIQUE) || mon_save_p(m_ptr->r_idx, A_CHR))
            {
                set_monster_csleep(m_idx, 0);
                if (is_hostile(m_ptr))
                {
                    switch (randint1(10))
                    {
                    case 1:
                        msg_format("%^s says 'Impudent Strumpet!'", desc);
                        break;
                    case 2:
                        msg_format("%^s says 'Ewwww! Gross!!'", desc);
                        break;
                    case 3:
                        msg_format("%^s says 'You ain't my type!'", desc);
                        break;
                    default:
                        msg_format("%^s resists your charms.", desc);
                    }

                    if (allow_ticked_off(r_ptr))
                    {
                        m_ptr->anger_ct++;
                    }

                }
                else
                    msg_format("%^s ignores you.", desc);
            }
            else
            {
                if (is_pet(m_ptr))
                    msg_format("%^s slobbers on you affectionately.", desc);
                else if (is_friendly(m_ptr))
                {
                    set_pet(m_ptr);
                    msg_format("%^s is charmed!", desc);
                }
                else
                {
                    set_friendly(m_ptr);
                    msg_format("%^s suddenly becomes friendly.", desc);
                }
            }
            var_set_bool(res, TRUE);
        }
        else
        {
            msg_print("There is no monster.");
        }
        break;
    }
    default:
        default_spell(cmd, res);
        break;
    }
}
Esempio n. 13
0
/*!
 * @brief フロア移動時のペット保存処理 / Preserve_pets
 * @return なし
 */
static void preserve_pet(void)
{
	int num;
	MONSTER_IDX i;

	for (num = 0; num < MAX_PARTY_MON; num++)
	{
		party_mon[num].r_idx = 0;
	}

	if (p_ptr->riding)
	{
		monster_type *m_ptr = &m_list[p_ptr->riding];

		/* Pet of other pet don't follow. */
		if (m_ptr->parent_m_idx)
		{
			p_ptr->riding = 0;
			p_ptr->pet_extra_flags &= ~(PF_RYOUTE);
			p_ptr->riding_ryoute = p_ptr->old_riding_ryoute = FALSE;
		}
		else
		{
			/* Preserve the mount */
			(void)COPY(&party_mon[0], m_ptr, monster_type);

			/* Delete from this floor */
			delete_monster_idx(p_ptr->riding);
		}
	}

	/*
	 * If player is in wild mode, no pets are preserved
	 * except a monster whom player riding
	 */
	if (!p_ptr->wild_mode && !p_ptr->inside_arena && !p_ptr->inside_battle)
	{
		for (i = m_max - 1, num = 1; (i >= 1 && num < MAX_PARTY_MON); i--)
		{
			monster_type *m_ptr = &m_list[i];

			if (!m_ptr->r_idx) continue;
			if (!is_pet(m_ptr)) continue;
			if (i == p_ptr->riding) continue;

			if (reinit_wilderness)
			{
				/* Don't lose sight of pets when getting a Quest */
			}
			else
			{
				int dis = distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx);

				/* Confused (etc.) monsters don't follow. */
				if (MON_CONFUSED(m_ptr) || MON_STUNNED(m_ptr) || MON_CSLEEP(m_ptr)) continue;

				/* Pet of other pet don't follow. */
				if (m_ptr->parent_m_idx) continue;

				/*
				 * Pets with nickname will follow even from 3 blocks away
				 * when you or the pet can see the other.
				 */
				if (m_ptr->nickname && 
				    ((player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
				     (los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))))
				{
					if (dis > 3) continue;
				}
				else
				{
					if (dis > 1) continue;
				}
			}

			(void)COPY(&party_mon[num], &m_list[i], monster_type);

			num++;

			/* Delete from this floor */
			delete_monster_idx(i);
		}
	}

	if (record_named_pet)
	{
		for (i = m_max - 1; i >=1; i--)
		{
			monster_type *m_ptr = &m_list[i];
			char m_name[80];

			if (!m_ptr->r_idx) continue;
			if (!is_pet(m_ptr)) continue;
			if (!m_ptr->nickname) continue;
			if (p_ptr->riding == i) continue;

			monster_desc(m_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
			do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_MOVED, m_name);
		}
	}


	/* Pet of other pet may disappear. */
	for (i = m_max - 1; i >=1; i--)
	{
		monster_type *m_ptr = &m_list[i];

		/* Are there its parent? */
		if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
		{
			/* Its parent have gone, it also goes away. */

			if (is_seen(m_ptr))
			{
				char m_name[80];

				/* Acquire the monster name */
				monster_desc(m_name, m_ptr, 0);

#ifdef JP
				msg_format("%sは消え去った!", m_name);
#else
				msg_format("%^s disappears!", m_name);
#endif
			}

			/* Delete the monster */
			delete_monster_idx(i);
		}
	}
}
Esempio n. 14
0
/*!
 * @brief フロアの切り替え処理 / Enter new floor.
 * @return なし
 * @details
 * If the floor is an old saved floor, it will be\n
 * restored from the temporal file.  If the floor is new one, new cave\n
 * will be generated.\n
 */
void change_floor(void)
{
	saved_floor_type *sf_ptr;
	bool loaded = FALSE;

	/* The dungeon is not ready */
	character_dungeon = FALSE;

	/* No longer in the trap detecteded region */
	p_ptr->dtrap = FALSE;

	/* Mega-Hack -- no panel yet */
	panel_row_min = 0;
	panel_row_max = 0;
	panel_col_min = 0;
	panel_col_max = 0;

	/* Mega-Hack -- not ambushed on the wildness? */
	ambush_flag = FALSE;

	/* No saved floors (On the surface etc.) */
	if (!(change_floor_mode & CFM_SAVE_FLOORS) &&
	    !(change_floor_mode & CFM_FIRST_FLOOR))
	{
		/* Create cave */
		generate_cave();

		/* Paranoia -- No new saved floor */
		new_floor_id = 0;
	}

	/* In the dungeon */
	else
	{
		/* No floor_id yet */
		if (!new_floor_id)
		{
			/* Get new id */
			new_floor_id = get_new_floor_id();
		}

		/* Pointer for infomations of new floor */
		sf_ptr = get_sf_ptr(new_floor_id);

		/* Try to restore old floor */
		if (sf_ptr->last_visit)
		{
			/* Old saved floor is exist */
			if (load_floor(sf_ptr, 0))
			{
				loaded = TRUE;

				/* Forbid return stairs */
				if (change_floor_mode & CFM_NO_RETURN)
				{
					cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];

					if (!feat_uses_special(c_ptr->feat))
					{
						if (change_floor_mode & (CFM_DOWN | CFM_UP))
						{
							/* Reset to floor */
							c_ptr->feat = floor_type[randint0(100)];
						}

						c_ptr->special = 0;
					}
				}
			}
		}

		/*
		 * Set lower/upper_floor_id of new floor when the new
		 * floor is right-above/right-under the current floor.
		 *
		 * Stair creation/Teleport level/Trap door will take
		 * you the same floor when you used it later again.
		 */
		if (p_ptr->floor_id)
		{
			saved_floor_type *cur_sf_ptr = get_sf_ptr(p_ptr->floor_id);

			if (change_floor_mode & CFM_UP)
			{
				/* New floor is right-above */
				if (cur_sf_ptr->upper_floor_id == new_floor_id)
					sf_ptr->lower_floor_id = p_ptr->floor_id;
			}
			else if (change_floor_mode & CFM_DOWN)
			{
				/* New floor is right-under */
				if (cur_sf_ptr->lower_floor_id == new_floor_id)
					sf_ptr->upper_floor_id = p_ptr->floor_id;
			}
		}

		/* Break connection to killed floor */
		else
		{
			if (change_floor_mode & CFM_UP)
				sf_ptr->lower_floor_id = 0;
			else if (change_floor_mode & CFM_DOWN)
				sf_ptr->upper_floor_id = 0;
		}

		/* Maintain monsters and artifacts */
		if (loaded)
		{
			IDX i;
			s32b tmp_last_visit = sf_ptr->last_visit;
			s32b absence_ticks;
			int alloc_chance = d_info[dungeon_type].max_m_alloc_chance;
			int alloc_times;

			while (tmp_last_visit > turn) tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
			absence_ticks = (turn - tmp_last_visit) / TURNS_PER_TICK;

			/* Maintain monsters */
			for (i = 1; i < m_max; i++)
			{
				monster_race *r_ptr;
				monster_type *m_ptr = &m_list[i];

				/* Skip dead monsters */
				if (!m_ptr->r_idx) continue;

				if (!is_pet(m_ptr))
				{
					/* Restore HP */
					m_ptr->hp = m_ptr->maxhp = m_ptr->max_maxhp;

					/* Remove timed status (except MTIMED_CSLEEP) */
					(void)set_monster_fast(i, 0);
					(void)set_monster_slow(i, 0);
					(void)set_monster_stunned(i, 0);
					(void)set_monster_confused(i, 0);
					(void)set_monster_monfear(i, 0);
					(void)set_monster_invulner(i, 0, FALSE);
				}

				/* Extract real monster race */
				r_ptr = real_r_ptr(m_ptr);

				/* Ignore non-unique */
				if (!(r_ptr->flags1 & RF1_UNIQUE) &&
				    !(r_ptr->flags7 & RF7_NAZGUL)) continue;

				/* Appear at a different floor? */
				if (r_ptr->floor_id != new_floor_id)
				{
					/* Disapper from here */
					delete_monster_idx(i);
				}
			}

			/* Maintain artifatcs */
			for (i = 1; i < o_max; i++)
			{
				object_type *o_ptr = &o_list[i];

				/* Skip dead objects */
				if (!o_ptr->k_idx) continue;

				/* Ignore non-artifact */
				if (!object_is_fixed_artifact(o_ptr)) continue;

				/* Appear at a different floor? */
				if (a_info[o_ptr->name1].floor_id != new_floor_id)
				{
					/* Disappear from here */
					delete_object_idx(i);
				}
				else
				{
					/* Cancel preserve */
					a_info[o_ptr->name1].cur_num = 1;
				}
			}

			(void)place_quest_monsters();

			/* Place some random monsters */
			alloc_times = absence_ticks / alloc_chance;

			if (randint0(alloc_chance) < (absence_ticks % alloc_chance))
				alloc_times++;

			for (i = 0; i < alloc_times; i++)
			{
				/* Make a (group of) new monster */
				(void)alloc_monster(0, 0);
			}

		}

		/* New floor_id or failed to restore */
		else /* if (!loaded) */
		{
			if (sf_ptr->last_visit)
			{
				/* Temporal file is broken? */
#ifdef JP
				msg_print("階段は行き止まりだった。");
#else
				msg_print("The staircases come to a dead end...");
#endif

				/* Create simple dead end */
				build_dead_end();

				/* Break connection */
				if (change_floor_mode & CFM_UP)
				{
					sf_ptr->upper_floor_id = 0;
				}
				else if (change_floor_mode & CFM_DOWN)
				{
					sf_ptr->lower_floor_id = 0;
				}
			}
			else
			{
				/* Newly create cave */
				generate_cave();
			}

			/* Record last visit turn */
			sf_ptr->last_visit = turn;

			/* Set correct dun_level value */
			sf_ptr->dun_level = dun_level;

			/* Create connected stairs */
			if (!(change_floor_mode & CFM_NO_RETURN))
			{
				/* Extract stair position */
				cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];

				/*** Create connected stairs ***/

				/* No stairs down from Quest */
				if ((change_floor_mode & CFM_UP) && !quest_number(dun_level))
				{
					c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair;
				}

				/* No stairs up when ironman_downward */
				else if ((change_floor_mode & CFM_DOWN) && !ironman_downward)
				{
					c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair;
				}

				/* Paranoia -- Clear mimic */
				c_ptr->mimic = 0;

				/* Connect to previous floor */
				c_ptr->special = p_ptr->floor_id;
			}
		}

		/* Arrive at random grid */
		if (change_floor_mode & (CFM_RAND_PLACE))
		{
			(void)new_player_spot();
		}

		/* You see stairs blocked */
		else if ((change_floor_mode & CFM_NO_RETURN) &&
			 (change_floor_mode & (CFM_DOWN | CFM_UP)))
		{
			if (!p_ptr->blind)
			{
#ifdef JP
				msg_print("突然階段が塞がれてしまった。");
#else
				msg_print("Suddenly the stairs is blocked!");
#endif
			}
			else
			{
#ifdef JP
				msg_print("ゴトゴトと何か音がした。");
#else
				msg_print("You hear some noises.");
#endif
			}
		}

		/*
		 * Update visit mark
		 *
		 * The "turn" is not always different number because
		 * the level teleport doesn't take any turn.  Use
		 * visit mark instead of last visit turn to find the
		 * oldest saved floor.
		 */
		sf_ptr->visit_mark = latest_visit_mark++;
	}

	/* Place preserved pet monsters */
	place_pet();

	/* Reset travel target place */
	forget_travel_flow();

	/* Hack -- maintain unique and artifacts */
	update_unique_artifact(new_floor_id);

	/* Now the player is in new floor */
	p_ptr->floor_id = new_floor_id;

	/* The dungeon is ready */
	character_dungeon = TRUE;

	/* Hack -- Munchkin characters always get whole map */
	if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
		wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));

	/* Remember when this level was "created" */
	old_turn = turn;

	/* No dungeon feeling yet */
	p_ptr->feeling_turn = old_turn;
	p_ptr->feeling = 0;

	/* Clear all flags */
	change_floor_mode = 0L;

	select_floor_music();
}
Esempio n. 15
0
/*!
 * @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 /
 * Monster tries to 'cast a spell' (or breath, etc) at another monster.
 * @param m_idx 術者のモンスターID
 * @return 実際に特殊能力を使った場合TRUEを返す
 * @details
 * The player is only disturbed if able to be affected by the spell.
 */
bool monst_spell_monst(int m_idx)
{
	int y = 0, x = 0;
	int i, k, t_idx = 0;
	int thrown_spell;
	int dam = 0;
	int start;
	int plus = 1;

	byte spell[96], num = 0;

	char m_name[160];
	char t_name[160];

#ifndef JP
	char m_poss[160];
#endif

	monster_type *m_ptr = &m_list[m_idx];
	monster_type *t_ptr = NULL;

	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	monster_race *tr_ptr = NULL;

	u32b f4, f5, f6;

	bool see_m = is_seen(m_ptr);
	bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
	bool see_t;
	bool see_either;
	bool pet = is_pet(m_ptr);

	bool in_no_magic_dungeon = (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && dun_level
		&& (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest));

	bool can_use_lite_area = FALSE;
	bool can_remember;

	/* Cannot cast spells when confused */
	if (MON_CONFUSED(m_ptr)) return (FALSE);

	/* Extract the racial spell flags */
	f4 = r_ptr->flags4;
	f5 = r_ptr->a_ability_flags1;
	f6 = r_ptr->a_ability_flags2;

	/* Target is given for pet? */
	if (pet_t_m_idx && pet)
	{
		t_idx = pet_t_m_idx;
		t_ptr = &m_list[t_idx];

		/* Cancel if not projectable (for now) */
		if ((m_idx == t_idx) || !projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
		{
			t_idx = 0;
		}
	}

	/* Is there counter attack target? */
	if (!t_idx && m_ptr->target_y)
	{
		t_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;

		if (t_idx)
		{
			t_ptr = &m_list[t_idx];

			/* Cancel if neither enemy nor a given target */
			if ((m_idx == t_idx) ||
			    ((t_idx != pet_t_m_idx) && !are_enemies(m_ptr, t_ptr)))
			{
				t_idx = 0;
			}

			/* Allow only summoning etc.. if not projectable */
			else if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
			{
				f4 &= (RF4_INDIRECT_MASK);
				f5 &= (RF5_INDIRECT_MASK);
				f6 &= (RF6_INDIRECT_MASK);
			}
		}
	}

	/* Look for enemies normally */
	if (!t_idx)
	{
		bool success = FALSE;

		if (p_ptr->inside_battle)
		{
			start = randint1(m_max-1) + m_max;
			if (randint0(2)) plus = -1;
		}
		else start = m_max + 1;

		/* Scan thru all monsters */
		for (i = start; ((i < start + m_max) && (i > start - m_max)); i += plus)
		{
			int dummy = (i % m_max);
			if (!dummy) continue;

			t_idx = dummy;
			t_ptr = &m_list[t_idx];

			/* Skip dead monsters */
			if (!t_ptr->r_idx) continue;

			/* Monster must be 'an enemy' */
			if ((m_idx == t_idx) || !are_enemies(m_ptr, t_ptr)) continue;

			/* Monster must be projectable */
			if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;

			/* Get it */
			success = TRUE;
			break;
		}

		/* No enemy found */
		if (!success) return FALSE;
	}


	/* OK -- we've got a target */
	y = t_ptr->fy;
	x = t_ptr->fx;
	tr_ptr = &r_info[t_ptr->r_idx];

	/* Forget old counter attack target */
	reset_target(m_ptr);

	/* Remove unimplemented spells */
	f6 &= ~(RF6_WORLD | RF6_TRAPS | RF6_FORGET);

	if (f4 & RF4_BR_LITE)
	{
		if (!los(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
			f4 &= ~(RF4_BR_LITE);
	}

	/* Remove unimplemented special moves */
	if (f6 & RF6_SPECIAL)
	{
		if ((m_ptr->r_idx != MON_ROLENTO) && (r_ptr->d_char != 'B'))
			f6 &= ~(RF6_SPECIAL);
	}

	if (f6 & RF6_DARKNESS)
	{
		bool vs_ninja = (p_ptr->pclass == CLASS_NINJA) && !is_hostile(t_ptr);

		if (vs_ninja &&
		    !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
		    !(r_ptr->flags7 & RF7_DARK_MASK))
			can_use_lite_area = TRUE;

		if (!(r_ptr->flags2 & RF2_STUPID))
		{
			if (d_info[dungeon_type].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
			else if (vs_ninja && !can_use_lite_area) f6 &= ~(RF6_DARKNESS);
		}
	}

	if (in_no_magic_dungeon && !(r_ptr->flags2 & RF2_STUPID))
	{
		f4 &= (RF4_NOMAGIC_MASK);
		f5 &= (RF5_NOMAGIC_MASK);
		f6 &= (RF6_NOMAGIC_MASK);
	}

	if (p_ptr->inside_arena || p_ptr->inside_battle)
	{
		f4 &= ~(RF4_SUMMON_MASK);
		f5 &= ~(RF5_SUMMON_MASK);
		f6 &= ~(RF6_SUMMON_MASK | RF6_TELE_LEVEL);

		if (m_ptr->r_idx == MON_ROLENTO) f6 &= ~(RF6_SPECIAL);
	}

	if (p_ptr->inside_battle && !one_in_(3))
	{
		f6 &= ~(RF6_HEAL);
	}

	if (m_idx == p_ptr->riding)
	{
		f4 &= ~(RF4_RIDING_MASK);
		f5 &= ~(RF5_RIDING_MASK);
		f6 &= ~(RF6_RIDING_MASK);
	}

	if (pet)
	{
		f4 &= ~(RF4_SHRIEK);
		f6 &= ~(RF6_DARKNESS | RF6_TRAPS);

		if (!(p_ptr->pet_extra_flags & PF_TELEPORT))
		{
			f6 &= ~(RF6_BLINK | RF6_TPORT | RF6_TELE_TO | RF6_TELE_AWAY | RF6_TELE_LEVEL);
		}

		if (!(p_ptr->pet_extra_flags & PF_ATTACK_SPELL))
		{
			f4 &= ~(RF4_ATTACK_MASK);
			f5 &= ~(RF5_ATTACK_MASK);
			f6 &= ~(RF6_ATTACK_MASK);
		}

		if (!(p_ptr->pet_extra_flags & PF_SUMMON_SPELL))
		{
			f4 &= ~(RF4_SUMMON_MASK);
			f5 &= ~(RF5_SUMMON_MASK);
			f6 &= ~(RF6_SUMMON_MASK);
		}

		/* Prevent collateral damage */
		if (!(p_ptr->pet_extra_flags & PF_BALL_SPELL) && (m_idx != p_ptr->riding))
		{
			if ((f4 & (RF4_BALL_MASK & ~(RF4_ROCKET))) ||
			    (f5 & RF5_BALL_MASK) ||
			    (f6 & RF6_BALL_MASK))
			{
				int real_y = y;
				int real_x = x;

				get_project_point(m_ptr->fy, m_ptr->fx, &real_y, &real_x, 0L);

				if (projectable(real_y, real_x, p_ptr->y, p_ptr->x))
				{
					int dist = distance(real_y, real_x, p_ptr->y, p_ptr->x);

					if (dist <= 2)
					{
						f4 &= ~(RF4_BALL_MASK & ~(RF4_ROCKET));
						f5 &= ~(RF5_BALL_MASK);
						f6 &= ~(RF6_BALL_MASK);
					}
					else if (dist <= 4)
					{
						f4 &= ~(RF4_BIG_BALL_MASK);
						f5 &= ~(RF5_BIG_BALL_MASK);
						f6 &= ~(RF6_BIG_BALL_MASK);
					}
				}
				else if (f5 & RF5_BA_LITE)
				{
					if ((distance(real_y, real_x, p_ptr->y, p_ptr->x) <= 4) && los(real_y, real_x, p_ptr->y, p_ptr->x))
						f5 &= ~(RF5_BA_LITE);
				}
			}

			if (f4 & RF4_ROCKET)
			{
				int real_y = y;
				int real_x = x;

				get_project_point(m_ptr->fy, m_ptr->fx, &real_y, &real_x, PROJECT_STOP);
				if (projectable(real_y, real_x, p_ptr->y, p_ptr->x) && (distance(real_y, real_x, p_ptr->y, p_ptr->x) <= 2))
					f4 &= ~(RF4_ROCKET);
			}

			if (((f4 & RF4_BEAM_MASK) ||
			     (f5 & RF5_BEAM_MASK) ||
			     (f6 & RF6_BEAM_MASK)) &&
			    !direct_beam(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, m_ptr))
			{
				f4 &= ~(RF4_BEAM_MASK);
				f5 &= ~(RF5_BEAM_MASK);
				f6 &= ~(RF6_BEAM_MASK);
			}

			if ((f4 & RF4_BREATH_MASK) ||
			    (f5 & RF5_BREATH_MASK) ||
			    (f6 & RF6_BREATH_MASK))
			{
				/* Expected breath radius */
				int rad = (r_ptr->flags2 & RF2_POWERFUL) ? 3 : 2;

				if (!breath_direct(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, rad, 0, TRUE))
				{
					f4 &= ~(RF4_BREATH_MASK);
					f5 &= ~(RF5_BREATH_MASK);
					f6 &= ~(RF6_BREATH_MASK);
				}
				else if ((f4 & RF4_BR_LITE) &&
					 !breath_direct(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, rad, GF_LITE, TRUE))
				{
					f4 &= ~(RF4_BR_LITE);
				}
				else if ((f4 & RF4_BR_DISI) &&
					 !breath_direct(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, rad, GF_DISINTEGRATE, TRUE))
				{
					f4 &= ~(RF4_BR_DISI);
				}
			}
		}

		/* Special moves restriction */
		if (f6 & RF6_SPECIAL)
		{
			if (m_ptr->r_idx == MON_ROLENTO)
			{
				if ((p_ptr->pet_extra_flags & (PF_ATTACK_SPELL | PF_SUMMON_SPELL)) != (PF_ATTACK_SPELL | PF_SUMMON_SPELL))
					f6 &= ~(RF6_SPECIAL);
			}
			else if (r_ptr->d_char == 'B')
			{
				if ((p_ptr->pet_extra_flags & (PF_ATTACK_SPELL | PF_TELEPORT)) != (PF_ATTACK_SPELL | PF_TELEPORT))
					f6 &= ~(RF6_SPECIAL);
			}
			else f6 &= ~(RF6_SPECIAL);
		}
	}

	/* Remove some spells if necessary */

	if (!(r_ptr->flags2 & RF2_STUPID))
	{
		/* Check for a clean bolt shot */
		if (((f4 & RF4_BOLT_MASK) ||
		     (f5 & RF5_BOLT_MASK) ||
		     (f6 & RF6_BOLT_MASK)) &&
		    !clean_shot(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, pet))
		{
			f4 &= ~(RF4_BOLT_MASK);
			f5 &= ~(RF5_BOLT_MASK);
			f6 &= ~(RF6_BOLT_MASK);
		}

		/* Check for a possible summon */
		if (((f4 & RF4_SUMMON_MASK) ||
		     (f5 & RF5_SUMMON_MASK) ||
		     (f6 & RF6_SUMMON_MASK)) &&
		    !(summon_possible(t_ptr->fy, t_ptr->fx)))
		{
			/* Remove summoning spells */
			f4 &= ~(RF4_SUMMON_MASK);
			f5 &= ~(RF5_SUMMON_MASK);
			f6 &= ~(RF6_SUMMON_MASK);
		}

		/* Dispel magic */
		if ((f4 & RF4_DISPEL) && !dispel_check_monster(m_idx, t_idx))
		{
			/* Remove dispel spell */
			f4 &= ~(RF4_DISPEL);
		}

		/* Check for a possible raise dead */
		if ((f6 & RF6_RAISE_DEAD) && !raise_possible(m_ptr))
		{
			/* Remove raise dead spell */
			f6 &= ~(RF6_RAISE_DEAD);
		}

		/* Special moves restriction */
		if (f6 & RF6_SPECIAL)
		{
			if ((m_ptr->r_idx == MON_ROLENTO) && !summon_possible(t_ptr->fy, t_ptr->fx))
			{
				f6 &= ~(RF6_SPECIAL);
			}
		}
	}

	if (r_ptr->flags2 & RF2_SMART)
	{
		/* Hack -- allow "desperate" spells */
		if ((m_ptr->hp < m_ptr->maxhp / 10) &&
		    (randint0(100) < 50))
		{
			/* Require intelligent spells */
			f4 &= (RF4_INT_MASK);
			f5 &= (RF5_INT_MASK);
			f6 &= (RF6_INT_MASK);
		}

		/* Hack -- decline "teleport level" in some case */
		if ((f6 & RF6_TELE_LEVEL) && TELE_LEVEL_IS_INEFF((t_idx == p_ptr->riding) ? 0 : t_idx))
		{
			f6 &= ~(RF6_TELE_LEVEL);
		}
	}

	/* No spells left */
	if (!f4 && !f5 && !f6) return FALSE;

	/* Extract the "inate" spells */
	for (k = 0; k < 32; k++)
	{
		if (f4 & (1L << k)) spell[num++] = k + RF4_SPELL_START;
	}

	/* Extract the "normal" spells */
	for (k = 0; k < 32; k++)
	{
        if (f5 & (1L << k)) spell[num++] = k + RF5_SPELL_START;
	}

	/* Extract the "bizarre" spells */
	for (k = 0; k < 32; k++)
	{
        if (f6 & (1L << k)) spell[num++] = k + RF6_SPELL_START;
	}

	/* No spells left */
	if (!num) return (FALSE);

	/* Stop if player is dead or gone */
	if (!p_ptr->playing || p_ptr->is_dead) return (FALSE);

	/* Handle "leaving" */
	if (p_ptr->leaving) return (FALSE);

	/* Get the monster name (or "it") */
	monster_desc(m_name, m_ptr, 0x00);

#ifndef JP
	/* Get the monster possessive ("his"/"her"/"its") */
	monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
#endif

	/* Get the target's name (or "it") */
	monster_desc(t_name, t_ptr, 0x00);

	/* Choose a spell to cast */
	thrown_spell = spell[randint0(num)];

	see_t = is_seen(t_ptr);
	see_either = (see_m || see_t);

	if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 1);

	/* Check for spell failure (inate attacks never fail) */
	if (!spell_is_inate(thrown_spell) && (in_no_magic_dungeon || (MON_STUNNED(m_ptr) && one_in_(2))))
	{
		disturb(1, 1);
		/* Message */
		if (see_m) msg_format(_("%^sは呪文を唱えようとしたが失敗した。", 
			                    "%^s tries to cast a spell, but fails."), m_name);

		return (TRUE);
	}

	/* Hex: Anti Magic Barrier */
	if (!spell_is_inate(thrown_spell) && magic_barrier(m_idx))
	{
		if (see_m) msg_format(_("反魔法バリアが%^sの呪文をかき消した。", 
			                    "Anti magic barrier cancels the spell which %^s casts."), m_name);
		return (TRUE);
	}

	can_remember = is_original_ap_and_seen(m_ptr);

    dam = monspell_to_monster(thrown_spell, y, x, m_idx, t_idx);
    if (dam < 0)return FALSE;

	if (m_ptr->ml && maneable && !world_monster && !p_ptr->blind && (p_ptr->pclass == CLASS_IMITATOR))
	{
		if (thrown_spell != 167) /* Not RF6_SPECIAL */
		{
			if (p_ptr->mane_num == MAX_MANE)
			{
				p_ptr->mane_num--;
				for (i = 0; i < p_ptr->mane_num - 1; i++)
				{
					p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
					p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
				}
			}
			p_ptr->mane_spell[p_ptr->mane_num] = thrown_spell - RF4_SPELL_START;
			p_ptr->mane_dam[p_ptr->mane_num] = dam;
			p_ptr->mane_num++;
			new_mane = TRUE;

			p_ptr->redraw |= (PR_IMITATION);
		}
	}

	/* Remember what the monster did, if we saw it */
	if (can_remember)
	{
		/* Inate spell */
        if (thrown_spell < RF4_SPELL_START + RF4_SPELL_SIZE)
		{
            r_ptr->r_flags4 |= (1L << (thrown_spell - RF4_SPELL_START));
			if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
		}

		/* Bolt or Ball */
        else if (thrown_spell < RF5_SPELL_START + RF5_SPELL_SIZE)
		{
            r_ptr->r_flags5 |= (1L << (thrown_spell - RF5_SPELL_START));
			if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
		}

		/* Special spell */
        else if (thrown_spell < RF6_SPELL_START + RF6_SPELL_SIZE)
		{
            r_ptr->r_flags6 |= (1L << (thrown_spell - RF6_SPELL_START));
			if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
		}
	}

	/* Always take note of monsters that kill you */
	if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
	{
		r_ptr->r_deaths++; /* Ignore appearance difference */
	}

	/* A spell was cast */
	return TRUE;
}