/* Monster Fear */ bool fear_process_m(int m_idx) { monster_type *m_ptr = &m_list[m_idx]; if (MON_MONFEAR(m_ptr) && !MON_CSLEEP(m_ptr)) { if (fear_save_m(m_ptr)) { bool recovered = FALSE; if (fear_save_m(m_ptr)) { set_monster_monfear(m_idx, 0); recovered = TRUE; } else { monster_race *r_ptr = &r_info[m_ptr->ap_r_idx]; recovered = set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(r_ptr->level / 20 + 1)); } if (recovered && is_seen(m_ptr)) { char m_name[80]; char m_poss[80]; monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE); monster_desc(m_name, m_ptr, 0); msg_format("%^s recovers %s courage.", m_name, m_poss); } } else if (one_in_(3) && !fear_save_m(m_ptr)) { if (is_seen(m_ptr)) { char m_name[80]; monster_desc(m_name, m_ptr, 0); msg_format("%^s is scared stiff!", m_name); } return FALSE; } } return TRUE; }
int tot_dam_aux_snipe (int mult, monster_type *m_ptr) { monster_race *r_ptr = &r_info[m_ptr->r_idx]; bool seen = is_seen(m_ptr); switch (snipe_type) { case SP_LITE: if (r_ptr->flags3 & (RF3_HURT_LITE)) { int n = 20 + p_ptr->concent; if (seen) r_ptr->r_flags3 |= (RF3_HURT_LITE); if (mult < n) mult = n; } break; case SP_FIRE: if (r_ptr->flagsr & RFR_IM_FIRE) { if (seen) r_ptr->r_flagsr |= RFR_IM_FIRE; } else { int n = 15 + (p_ptr->concent * 3); if (mult < n) mult = n; } break; case SP_COLD: if (r_ptr->flagsr & RFR_IM_COLD) { if (seen) r_ptr->r_flagsr |= RFR_IM_COLD; } else { int n = 15 + (p_ptr->concent * 3); if (mult < n) mult = n; } break; case SP_ELEC: if (r_ptr->flagsr & RFR_IM_ELEC) { if (seen) r_ptr->r_flagsr |= RFR_IM_ELEC; } else { int n = 18 + (p_ptr->concent * 4); if (mult < n) mult = n; } break; case SP_KILL_WALL: if (r_ptr->flags3 & RF3_HURT_ROCK) { int n = 15 + (p_ptr->concent * 2); if (seen) r_ptr->r_flags3 |= RF3_HURT_ROCK; if (mult < n) mult = n; } else if (r_ptr->flags3 & RF3_NONLIVING) { int n = 15 + (p_ptr->concent * 2); if (seen) r_ptr->r_flags3 |= RF3_NONLIVING; if (mult < n) mult = n; } break; case SP_EVILNESS: if (r_ptr->flags3 & RF3_GOOD) { int n = 15 + (p_ptr->concent * 4); if (seen) r_ptr->r_flags3 |= RF3_GOOD; if (mult < n) mult = n; } break; case SP_HOLYNESS: if (r_ptr->flags3 & RF3_EVIL) { int n = 12 + (p_ptr->concent * 3); if (seen) r_ptr->r_flags3 |= RF3_EVIL; if (r_ptr->flags3 & (RF3_HURT_LITE)) { n += (p_ptr->concent * 3); if (seen) r_ptr->r_flags3 |= (RF3_HURT_LITE); } if (mult < n) mult = n; } break; case SP_FINAL: if (mult < 50) mult = 50; break; } return (mult); }
/*! * @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); } } }
/*! * @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; }