예제 #1
0
파일: cave.c 프로젝트: CrypticGator/angband
/**
 * Standard "find me a location" function
 *
 * Obtains a legal location within the given distance of the initial
 * location, and with "los()" from the source to destination location.
 *
 * This function is often called from inside a loop which searches for
 * locations while increasing the "d" distance.
 *
 * need_los determines whether line of sight is needed
 */
void scatter(struct chunk *c, int *yp, int *xp, int y, int x, int d, bool need_los)
{
	int nx, ny;


	/* Pick a location */
	while (true)
	{
		/* Pick a new location */
		ny = rand_spread(y, d);
		nx = rand_spread(x, d);

		/* Ignore annoying locations */
		if (!square_in_bounds_fully(c, ny, nx)) continue;

		/* Ignore "excessively distant" locations */
		if ((d > 1) && (distance(y, x, ny, nx) > d)) continue;
		
		/* Don't need los */
		if (!need_los) break;

		/* Require "line of sight" if set */
		if (need_los && (los(c, y, x, ny, nx))) break;
	}

	/* Save the location */
	(*yp) = ny;
	(*xp) = nx;
}
예제 #2
0
void move_enemy(ent *enemy, ent *player) {
	int *ey=&enemy->y;
	int *ex=&enemy->x;
	if (enemy->awake ||
	        (in_range(*ey,*ex,player->y,player->x,FOV_RADIUS) &&
	         los(*ey,*ex,player->y,player->x,WALL,NULL))) {
		enemy->awake=true;

		//sort the adjunct tiles by their distance to the player
		tile adj_tile[9];
		int t=0;
		for (int y=*ey-1;y<=*ey+1;y++)
			for (int x=*ex-1;x<=*ex+1;x++)
				adj_tile[t++]=map[y][x];
		qsort(adj_tile,9,sizeof(tile),compare_tiles);

		//move to the closest possible tile
		t=0;
		while (t<9 && !move_to(ey,ex,adj_tile[t].y-*ey,adj_tile[t].x-*ex)) {
			t++;
		}
	} else {
		//sleeping enemies move randomly
		move_to(ey,ex,-1+rand()%3,-1+rand()%3);
	}
}
static void _necro_do_summon(int what, int num, bool fail)
{
    int x = px;
    int y = py;

    if (fail) /* Failing spells should not be insta-death ... */
        num = MAX(1, num/4);
    else
        num = spell_power(num);

    if (!fail && use_old_target && target_okay() && los(py, px, target_row, target_col) && !one_in_(3))
    {
        y = target_row;
        x = target_col;
    }
    if (trump_summoning(num, !fail, y, x, 0, what, PM_ALLOW_UNIQUE))
    {
        if (fail)
        {
            if (num == 1)
                msg_print("The summoned monster gets angry!");
            else
                msg_print("The summoned monsters get angry!");
        }
    }
}
예제 #4
0
파일: cave.c 프로젝트: datatypevoid/angband
/**
 * Standard "find me a location" function, now with all legal outputs!
 *
 * Obtains a legal location within the given distance of the initial
 * location, and with "los()" from the source to destination location.
 *
 * This function is often called from inside a loop which searches for
 * locations while increasing the "d" distance.
 *
 * need_los determines whether line of sight is needed
 */
void scatter(struct chunk *c, int *yp, int *xp, int y, int x, int d,
			 bool need_los)
{
	int nx, ny;
	int tries = 0;

	/* Pick a location, try many times */
	while (tries < 1000) {
		/* Pick a new location */
		ny = rand_spread(y, d);
		nx = rand_spread(x, d);
		tries++;

		/* Ignore annoying locations */
		if (!square_in_bounds_fully(c, ny, nx)) continue;

		/* Ignore "excessively distant" locations */
		if ((d > 1) && (distance(y, x, ny, nx) > d)) continue;
		
		/* Require "line of sight" if set */
		if (need_los && !los(c, y, x, ny, nx)) continue;

		/* Set the location and return */
		(*yp) = ny;
		(*xp) = nx;
		return;
	}
}
예제 #5
0
파일: poj2533.c 프로젝트: wangguibao/oj
int main()
{
    int n;
    int i;

    scanf("%d", &n);
    for (i = 1; i <= n; i++) {
        scanf("%d", &a[i]);
    }

    printf("%d\n", los(a, n));

    return 0;
}
예제 #6
0
        void PositionCalculatorImpl::addMeasurementImpl( InputArray _tvec, InputArray _rvec, const Point2f _pt
                                                         , double /*time*/,
                                                         InputArray _cameraMatrix, InputArray _distortionMatrix )
        {
            Mat tvec = _tvec.getMat();
            Mat rvec = _rvec.getMat();
            Mat camera_matrix = _cameraMatrix.getMat();
            const Mat distortion_matrix = _distortionMatrix.getMat();

            std::vector< Point2f > pts_in, pts_out;
            pts_in.push_back( _pt );
            undistortPoints( pts_in, pts_out, camera_matrix, distortion_matrix, noArray(), camera_matrix );

            Mat los( 3, 1,CV_64F );

            los.at< double >( 0 ) = pts_out[0].x;
            los.at< double >( 1 ) = pts_out[0].y;
            los.at< double >( 2 ) = 1;

            if ( camera_matrix.type() != CV_64F )
                camera_matrix.convertTo( camera_matrix, CV_64F );
            if ( rvec.type() != CV_64F )
                rvec.convertTo( rvec, CV_64F );
            if ( tvec.type() != CV_64F )
                tvec.convertTo( tvec, CV_64F );

            los = camera_matrix.inv() * los;

            Mat camera_rotation;
            if ( rvec.rows == 3 && rvec.cols == 3 )
                camera_rotation = rvec;
            else
                Rodrigues( rvec, camera_rotation );

            if(tvec.rows == 1)
                tvec = tvec.t();

            camera_rotation = camera_rotation.t();
            const Mat camera_translation = ( -camera_rotation * tvec );
            los = camera_rotation * los;

            positions.push_back( camera_translation );
            Mat zero_pos( 3, 1, CV_64F );
            zero_pos.setTo( 0 );
            const Point2d azel = getAzEl( zero_pos, los );
            angles.push_back( azel );
        }
예제 #7
0
static void _jump_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Jump");
        break;
    case SPELL_DESC:
        var_set_string(res, "Leap a short distance, clearing any intervening monsters or obstacles.");
        break;
    case SPELL_CAST:
    {
        int x, y;
        int len = 2 + p_ptr->lev/35;

        var_set_bool(res, FALSE);

        if (!tgt_pt(&x, &y, len)) return;

        if (distance(y, x, py, px) > len)
        {
            msg_print("You can't jump that far.");
            return;
        }
        if (!los(py, px, y, x))
        {
            msg_print("You can't see that location.");
            return;
        }
        if (!cave_player_teleportable_bold(y, x, 0L))
        {
            msg_print("You can't leap there!");
            return;
        }
        teleport_player_to(y, x, 0L);

        var_set_bool(res, TRUE);
        break;
    }
    default:
        default_spell(cmd, res);
        break;
    }
}
예제 #8
0
/**
 * Check to see if you can call the monster
 */
bool can_call_monster(int y, int x, monster_type *m_ptr)
{
	int oy, ox;

	/* Skip dead monsters */
	if (!m_ptr->race) return (FALSE);

	/* Only consider callable monsters */
	if (!summon_specific_okay(m_ptr->race)) return (FALSE);

	/* Extract monster location */
	oy = m_ptr->fy;
	ox = m_ptr->fx;

	/* Make sure the summoned monster is not in LOS of the summoner */
	if (los(cave, y, x, oy, ox)) return (FALSE);

	return (TRUE);
}
예제 #9
0
/**
 * Check to see if you can call the monster
 */
bool can_call_monster(int y, int x, struct monster *mon)
{
	int oy, ox;

	/* Skip dead monsters */
	if (!mon->race) return (false);

	/* Only consider callable monsters */
	if (!summon_specific_okay(mon->race)) return (false);

	/* Extract monster location */
	oy = mon->fy;
	ox = mon->fx;

	/* Make sure the summoned monster is not in LOS of the summoner */
	if (los(cave, y, x, oy, ox)) return (false);

	return (true);
}
예제 #10
0
unsigned int CMob::think()
{
    int losx = x;
    int losy = y;
    if(los(losx, losy, PC->x, PC->y, get_fov_rad()))
    {
        last_seen_x = PC->x;
        last_seen_y = PC->y;
        chasing = true;
    }
    if (chasing)
    {
        if(tryattack(last_seen_x - x, last_seen_y - y))
            return get_attack_time();
        if(step_to(last_seen_x, last_seen_y))
            return get_move_time();
    }
    return get_move_time(); //idle
}
예제 #11
0
파일: LOSTexture.cpp 프로젝트: stev47/0ad
void CLOSTexture::RecomputeTexture(int unit)
{
	// If the map was resized, delete and regenerate the texture
	if (m_Texture)
	{
		CmpPtr<ICmpTerrain> cmpTerrain(m_Simulation, SYSTEM_ENTITY);
		if (cmpTerrain && m_MapSize != (ssize_t)cmpTerrain->GetVerticesPerSide())
			DeleteTexture();
	}

	bool recreated = false;
	if (!m_Texture)
	{
		ConstructTexture(unit);
		recreated = true;
	}

	PROFILE("recompute LOS texture");

	std::vector<u8> losData;
	losData.resize(GetBitmapSize(m_MapSize, m_MapSize));

	CmpPtr<ICmpRangeManager> cmpRangeManager(m_Simulation, SYSTEM_ENTITY);
	if (!cmpRangeManager)
		return;

	ICmpRangeManager::CLosQuerier los(cmpRangeManager->GetLosQuerier(g_Game->GetPlayerID()));

	GenerateBitmap(los, &losData[0], m_MapSize, m_MapSize);

	if (CRenderer::IsInitialised() && g_Renderer.m_Options.m_SmoothLOS && recreated)
	{
		g_Renderer.BindTexture(unit, m_TextureSmooth1);		
		glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_MapSize + g_BlurSize - 1, m_MapSize + g_BlurSize - 1, GL_ALPHA, GL_UNSIGNED_BYTE, &losData[0]);
		g_Renderer.BindTexture(unit, m_TextureSmooth2);		
		glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_MapSize + g_BlurSize - 1, m_MapSize + g_BlurSize - 1, GL_ALPHA, GL_UNSIGNED_BYTE, &losData[0]);
	}

	g_Renderer.BindTexture(unit, m_Texture);
	glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_MapSize + g_BlurSize - 1, m_MapSize + g_BlurSize - 1, GL_ALPHA, GL_UNSIGNED_BYTE, &losData[0]);
}
예제 #12
0
파일: cmd3.c 프로젝트: fph/mortsil
/*
 *  Shatter the player's wielded weapon.
 */
void shatter_weapon(int silnum)
{
	int i;
	object_type   *w_ptr = &inventory[INVEN_WIELD];
	char w_name[80];
	
	p_ptr->crown_shatter = TRUE;
			
	/* Get the basic name of the object */
	object_desc(w_name, sizeof(w_name), w_ptr, FALSE, 0);
	
	if (silnum == 2)	msg_print("You strive to free a second Silmaril, but it is not fated to be.");
	else				msg_print("You strive to free a third Silmaril, but it is not fated to be.");
	
	msg_format("As you strike the crown, your %s shatters into innumerable pieces.", w_name);
	
	// make more noise
	stealth_score -= 5;
	
	inven_item_increase(INVEN_WIELD, -1);
	inven_item_optimize(INVEN_WIELD);
	
	/* Process monsters */
	for (i = 1; i < mon_max; i++)
	{
		monster_type *m_ptr = &mon_list[i];
		
		/* If Morgoth, then anger him */
		if (m_ptr->r_idx == R_IDX_MORGOTH)
		{
			if ((m_ptr->cdis <= 5) && los(p_ptr->py, p_ptr->px, m_ptr->fy, m_ptr->fx))
			{
				msg_print("A shard strikes Morgoth upon his cheek.");
				set_alertness(m_ptr, ALERTNESS_VERY_ALERT);
			}
		}
	}
	
}
예제 #13
0
/**
 * Determine if there is a space near the selected spot in which
 * a summoned creature can appear
 */
static bool summon_possible(int y1, int x1)
{
	int y, x;

	/* Start at the location, and check 2 grids in each dir */
	for (y = y1 - 2; y <= y1 + 2; y++) {
		for (x = x1 - 2; x <= x1 + 2; x++) {
			/* Ignore illegal locations */
			if (!square_in_bounds(cave, y, x)) continue;

			/* Only check a circular area */
			if (distance(y1, x1, y, x) > 2) continue;

			/* Hack: no summon on glyph of warding */
			if (square_iswarded(cave, y, x)) continue;

			/* If it's empty floor grid in line of sight, we're good */
			if (square_isempty(cave, y, x) && los(cave, y1, x1, y, x))
				return (true);
		}
	}

	return false;
}
예제 #14
0
파일: mspells1.c 프로젝트: tanguband/tang
/*!
 * @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 /
 * Determine if there is a space near the player in which a summoned creature can appear
 * @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
 * @return 死者復活が有効な状態ならばTRUEを返す。
 */
bool raise_possible(monster_type *m_ptr)
{
	int xx, yy;
	int y = m_ptr->fy;
	int x = m_ptr->fx;
	s16b this_o_idx, next_o_idx = 0;
	cave_type *c_ptr;

	for (xx = x - 5; xx <= x + 5; xx++)
	{
		for (yy = y - 5; yy <= y + 5; yy++)
		{
			if (distance(y, x, yy, xx) > 5) continue;
			if (!los(y, x, yy, xx)) continue;
			if (!projectable(y, x, yy, xx)) continue;

			c_ptr = &cave[yy][xx];
			/* Scan the pile of objects */
			for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
			{
				/* Acquire object */
				object_type *o_ptr = &o_list[this_o_idx];

				/* Acquire next object */
				next_o_idx = o_ptr->next_o_idx;

				/* Known to be worthless? */
				if (o_ptr->tval == TV_CORPSE)
				{
					if (!monster_has_hostile_align(m_ptr, 0, 0, &r_info[o_ptr->pval])) return TRUE;
				}
			}
		}
	}
	return FALSE;
}
예제 #15
0
파일: map.c 프로젝트: tametick/cryptrover
static void dig_path(int y0, int x0, int y1, int x1) {
	los(y0,x0,y1,x1,(chtype)NULL,&dig_tile);
}
예제 #16
0
파일: obj-pile.c 프로젝트: fizzix/angband
/**
 * Find a grid near the given one for an object to fall on
 *
 * We check several locations to see if we can find a location at which
 * the object can combine, stack, or be placed.  Artifacts will try very
 * hard to be placed, including "teleporting" to a useful grid if needed.
 *
 * If no appropriate grid is found, the given grid is unchanged
 */
static void drop_find_grid(struct object *drop, int *y, int *x)
{
	int best_score = -1;
	int best_y = *y;
	int best_x = *x;
	int i, dy, dx;
	struct object *obj;

	/* Scan local grids */
	for (dy = -3; dy <= 3; dy++) {
		for (dx = -3; dx <= 3; dx++) {
			bool combine = false;
			int dist = (dy * dy) + (dx * dx);
			int ty = *y + dy;
			int tx = *x + dx;
			int num_shown = 0;
			int num_ignored = 0;
			int score;

			/* Lots of reasons to say no */
			if ((dist > 10) ||
				!square_in_bounds_fully(cave, ty, tx) ||
				!los(cave, *y, *x, ty, tx) ||
				!square_isfloor(cave, ty, tx) ||
				square_isplayertrap(cave, ty, tx) ||
				square_iswarded(cave, ty, tx))
				continue;

			/* Analyse the grid for carrying the new object */
			for (obj = square_object(cave, ty, tx); obj; obj = obj->next) {
				/* Check for possible combination */
				if (object_similar(obj, drop, OSTACK_FLOOR))
					combine = true;

				/* Count objects */
				if (!ignore_item_ok(obj))
					num_shown++;
				else
					num_ignored++;
			}
			if (!combine)
				num_shown++;

			/* Disallow if the stack size is too big */
			if ((OPT(player, birth_stacking) && (num_shown > 1)) ||
				((num_shown + num_ignored) > z_info->floor_size &&
				 !floor_get_oldest_ignored(ty, tx)))
				continue;

			/* Score the location based on how close and how full the grid is */
			score = 1000 - (dist + num_shown * 5);

			if ((score < best_score) || ((score == best_score) && one_in_(2)))
				continue;

			best_score = score;
			best_y = ty;
			best_x = tx;
		}
	}

	/* Return if we have a score, otherwise fail or try harder for artifacts */
	if (best_score >= 0) {
		*y = best_y;
		*x = best_x;
		return;
	} else if (!drop->artifact) {
		return;
	}
	for (i = 0; i < 2000; i++) {
		/* Start bouncing from grid to grid, stopping if we find an empty one */
		if (i < 1000) {
			best_y = rand_spread(best_y, 1);
			best_x = rand_spread(best_x, 1);
		} else {
			/* Now go to purely random locations */
			best_y = randint0(cave->height);
			best_x = randint0(cave->width);
		}
		if (square_canputitem(cave, best_y, best_x)) {
			*y = best_y;
			*x = best_x;
			return;
		}
	}
}
예제 #17
0
파일: obj-pile.c 프로젝트: awalding/angband
/**
 * Let an object fall to the ground at or near a location.
 *
 * The initial location is assumed to be "square_in_bounds_fully(cave, )".
 *
 * This function takes a parameter "chance".  This is the percentage
 * chance that the item will "disappear" instead of drop.  If the object
 * has been thrown, then this is the chance of disappearance on contact.
 *
 * This function will produce a description of a drop event under the player
 * when "verbose" is true.
 *
 * We check several locations to see if we can find a location at which
 * the object can combine, stack, or be placed.  Artifacts will try very
 * hard to be placed, including "teleporting" to a useful grid if needed.
 *
 * Objects which fail to be carried by the floor are deleted.  This function
 * attempts to add successfully dropped objects to, and to remove failures
 * from, the object list (as dropped items may or may not be already listed).
 */
void drop_near(struct chunk *c, struct object *dropped, int chance, int y,
			   int x, bool verbose)
{
	int i, k, n, d, s;

	int bs, bn;
	int by, bx;
	int dy, dx;
	int ty, tx;

	struct object *obj;

	char o_name[80];

	bool flag = false;

	/* Only called in the current level */
	assert(c == cave);

	/* Describe object */
	object_desc(o_name, sizeof(o_name), dropped, ODESC_BASE);

	/* Handle normal "breakage" */
	if (!dropped->artifact && (randint0(100) < chance)) {
		/* Message */
		msg("The %s %s.", o_name,
			VERB_AGREEMENT(dropped->number, "breaks", "break"));

		/* Failure */
		if (dropped->known) {
			delist_object(cave_k, dropped->known);
			object_delete(&dropped->known);
		}
		delist_object(c, dropped);
		object_delete(&dropped);
		return;
	}

	/* Score */
	bs = -1;

	/* Picker */
	bn = 0;

	/* Default */
	by = y;
	bx = x;

	/* Scan local grids */
	for (dy = -3; dy <= 3; dy++) {
		for (dx = -3; dx <= 3; dx++) {
			bool comb = false;

			/* Calculate actual distance */
			d = (dy * dy) + (dx * dx);

			/* Ignore distant grids */
			if (d > 10) continue;

			/* Location */
			ty = y + dy;
			tx = x + dx;

			/* Skip illegal grids */
			if (!square_in_bounds_fully(c, ty, tx)) continue;

			/* Require line of sight */
			if (!los(c, y, x, ty, tx)) continue;

			/* Require floor space */
			if (!square_isfloor(c, ty, tx)) continue;

			/* Require no trap or rune */
			if (square_isplayertrap(c, ty, tx) ||
				square_iswarded(c, ty, tx))
				continue;

			/* No objects */
			k = 0;
			n = 0;

			/* Scan objects in that grid */
			for (obj = square_object(c, ty, tx); obj; obj = obj->next) {
				/* Check for possible combination */
				if (object_similar(obj, dropped, OSTACK_FLOOR))
					comb = true;

				/* Count objects */
				if (!ignore_item_ok(obj))
					k++;
				else
					n++;
			}

			/* Add new object */
			if (!comb) k++;

			/* Option -- disallow stacking */
			if (OPT(birth_no_stacking) && (k > 1)) continue;

			/* Paranoia? */
			if ((k + n) > z_info->floor_size &&
				!floor_get_oldest_ignored(ty, tx)) continue;

			/* Calculate score */
			s = 1000 - (d + k * 5);

			/* Skip bad values */
			if (s < bs) continue;

			/* New best value */
			if (s > bs) bn = 0;

			/* Apply the randomizer to equivalent values */
			if ((++bn >= 2) && (randint0(bn) != 0)) continue;

			/* Keep score */
			bs = s;

			/* Track it */
			by = ty;
			bx = tx;

			/* Okay */
			flag = true;
		}
	}

	/* Handle lack of space */
	if (!flag && !dropped->artifact) {
		/* Message */
		msg("The %s %s.", o_name,
			VERB_AGREEMENT(dropped->number, "disappears", "disappear"));

		/* Debug */
		if (player->wizard) msg("Breakage (no floor space).");

		/* Failure */
		if (dropped->known) {
			delist_object(cave_k, dropped->known);
			object_delete(&dropped->known);
		}
		delist_object(c, dropped);
		object_delete(&dropped);
		return;
	}

	/* Find a grid */
	for (i = 0; !flag; i++) {
		/* Bounce around */
		if (i < 1000) {
			ty = rand_spread(by, 1);
			tx = rand_spread(bx, 1);
		} else {
			/* Random locations */
			ty = randint0(c->height);
			tx = randint0(c->width);
		}

		/* Require floor space */
		if (!square_canputitem(c, ty, tx)) continue;

		/* Bounce to that location */
		by = ty;
		bx = tx;

		/* Okay */
		flag = true;
	}

	/* Give it to the floor */
	if (!floor_carry(c, by, bx, dropped, false)) {
		/* Message */
		msg("The %s %s.", o_name,
			VERB_AGREEMENT(dropped->number, "disappears", "disappear"));

		/* Debug */
		if (player->wizard) msg("Breakage (too many objects).");

		if (dropped->artifact) dropped->artifact->created = false;

		/* Failure */
		if (dropped->known) {
			delist_object(cave_k, dropped->known);
			object_delete(&dropped->known);
		}
		delist_object(c, dropped);
		object_delete(&dropped);
		return;
	}

	/* Sound */
	sound(MSG_DROP);

	/* Message when an object falls under the player */
	if (verbose && (c->squares[by][bx].mon < 0))
		/* Check the item still exists and isn't ignored */
		if (c->objects[dropped->oidx] && !ignore_item_ok(dropped))
			msg("You feel something roll beneath your feet.");
}
예제 #18
0
void dig_path(int y0, int x0, int y1, int x1) {
	los(y0,x0,y1,x1,(char)NULL,&dig_tile);
}
예제 #19
0
파일: floors.c 프로젝트: tanguband/tang_mac
/*!
 * @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);
		}
	}
}
예제 #20
0
//radial field of view
void fov(int y, int x, int radius) {
	for (int yy=max(y-radius,0); yy<=min(y+radius,Y_-1); yy++)
		for (int xx=max(x-radius,0); xx<=min(x+radius,X_-1); xx++)
			if (in_range(y,x,yy,xx,radius) && los(y,x,yy,xx,WALL,NULL))
				view_m[yy][xx]=IN_SIGHT;
}
예제 #21
0
_rush_result _rush_attack(int rng, _rush_type type)
{
    _rush_result result = _rush_cancelled;
    int tx, ty;
    int tm_idx = 0;
    u16b path_g[32];
    int path_n, i;
    bool moved = FALSE;
    int flg = 0;
    int dis = 0;

    if (type == _rush_normal)
        flg = PROJECT_STOP | PROJECT_KILL;
    else if (type == _rush_acrobatic)
        flg = PROJECT_THRU | PROJECT_KILL;
    else
        flg = PROJECT_DISI | PROJECT_THRU;

    if (!p_ptr->duelist_target_idx)
    {
        msg_print("You need to select a foe first (Mark Target).");
        return result;
    }

    tm_idx = p_ptr->duelist_target_idx;
    tx = m_list[tm_idx].fx;
    ty = m_list[tm_idx].fy;

    dis = distance(ty, tx, py, px);

    /* Foe must be visible.  For all charges except the phase charge, the
       foe must also be in your line of sight */
    if (!m_list[p_ptr->duelist_target_idx].ml ||
        (type != _rush_phase && !los(ty, tx, py, px)))
    {
        msg_format("%^s is not in your line of sight.", duelist_current_challenge());
        return result;
    }

    if (dis > rng)
    {
        msg_format("Your foe is out of range (%d vs %d).", dis, rng);
        if (!get_check("Charge anyway? ")) return result;
    }

    project_length = rng;
    path_n = project_path(path_g, project_length, py, px, ty, tx, flg);
    project_length = 0;

    if (!path_n) return result;

    result = _rush_failed;

    /* Use ty and tx as to-move point */
    ty = py;
    tx = px;

    /* Scrolling the cave would invalidate our path! */
    if (!dun_level && !p_ptr->wild_mode && !p_ptr->inside_arena && !p_ptr->inside_battle)
        wilderness_scroll_lock = TRUE;

    /* Project along the path */
    for (i = 0; i < path_n; i++)
    {
        monster_type *m_ptr;
        cave_type *c_ptr;
        bool can_enter = FALSE;
        bool old_pass_wall = p_ptr->pass_wall;

        int ny = GRID_Y(path_g[i]);
        int nx = GRID_X(path_g[i]);
        c_ptr = &cave[ny][nx];

        switch (type)
        {
        case _rush_normal:
            can_enter = cave_empty_bold(ny, nx) && player_can_enter(c_ptr->feat, 0);
            break;

        case _rush_acrobatic:
            can_enter = !c_ptr->m_idx && player_can_enter(c_ptr->feat, 0);
            break;
        
        case _rush_phase:
            p_ptr->pass_wall = TRUE;
            can_enter = !c_ptr->m_idx && player_can_enter(c_ptr->feat, 0);
            p_ptr->pass_wall = old_pass_wall;
            break;
        }

        if (can_enter)
        {
            ty = ny;
            tx = nx;
            continue;
        }

        if (!c_ptr->m_idx)
        {
            msg_print("Failed!");
            break;
        }

        /* Move player before updating the monster */
        if (!player_bold(ty, tx)) move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
        moved = TRUE;

        /* Update the monster */
        update_mon(c_ptr->m_idx, TRUE);

        /* Found a monster */
        m_ptr = &m_list[c_ptr->m_idx];

        /* But it is not the monster we seek! */
        if (tm_idx != c_ptr->m_idx)
        {
            /* Acrobatic Charge attempts to displace monsters on route */
            if (type == _rush_acrobatic)
            {
                /* Swap position of player and monster */
                set_monster_csleep(c_ptr->m_idx, 0);
                move_player_effect(ny, nx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
                ty = ny;
                tx = nx;
                continue;
            }
            /* Normal Charge just attacks first monster on route */
            else
                msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
        }

        /* Attack the monster */
        if (tm_idx == p_ptr->duelist_target_idx) result = _rush_succeeded;
        py_attack(ny, nx, 0);
        break;
    }

    if (!moved && !player_bold(ty, tx)) move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
    if (!dun_level && !p_ptr->wild_mode && !p_ptr->inside_arena && !p_ptr->inside_battle)
    {
        wilderness_scroll_lock = FALSE;
        wilderness_move_player(px, py);
    }
    return result;
}
예제 #22
0
/*!
 * @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 /
 * Determine if a breath 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 rad 半径
 * @param typ 効果属性ID
 * @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。
 * @return ブレスを直接当てられるならばTRUEを返す
 */
static bool breath_direct(int y1, int x1, int y2, int x2, int rad, int typ, bool is_friend)
{
	/* Must be the same as projectable() */

	int i;

	/* Initial grid */
	int y = y1;
	int x = x1;

	int grid_n = 0;
	u16b grid_g[512];

	int grids = 0;
	byte gx[1024], gy[1024];
	byte gm[32];
	int gm_rad = rad;

	bool hit2 = FALSE;
	bool hityou = FALSE;

	int flg;

	switch (typ)
	{
	case GF_LITE:
	case GF_LITE_WEAK:
		flg = PROJECT_LOS;
		break;
	case GF_DISINTEGRATE:
		flg = PROJECT_DISI;
		break;
	default:
		flg = 0;
		break;
	}

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

	/* Project along the path */
	for (i = 0; i < grid_n; ++i)
	{
		int ny = GRID_Y(grid_g[i]);
		int nx = GRID_X(grid_g[i]);

		if (flg & PROJECT_DISI)
		{
			/* Hack -- Balls explode before reaching walls */
			if (cave_stop_disintegration(ny, nx)) break;
		}
		else if (flg & PROJECT_LOS)
		{
			/* Hack -- Balls explode before reaching walls */
			if (!cave_los_bold(ny, nx)) break;
		}
		else
		{
			/* Hack -- Balls explode before reaching walls */
			if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
		}

		/* Save the "blast epicenter" */
		y = ny;
		x = nx;
	}

	grid_n = i;

	if (!grid_n)
	{
		if (flg & PROJECT_DISI)
		{
			if (in_disintegration_range(y1, x1, y2, x2) && (distance(y1, x1, y2, x2) <= rad)) hit2 = TRUE;
			if (in_disintegration_range(y1, x1, p_ptr->y, p_ptr->x) && (distance(y1, x1, p_ptr->y, p_ptr->x) <= rad)) hityou = TRUE;
		}
		else if (flg & PROJECT_LOS)
		{
			if (los(y1, x1, y2, x2) && (distance(y1, x1, y2, x2) <= rad)) hit2 = TRUE;
			if (los(y1, x1, p_ptr->y, p_ptr->x) && (distance(y1, x1, p_ptr->y, p_ptr->x) <= rad)) hityou = TRUE;
		}
		else
		{
			if (projectable(y1, x1, y2, x2) && (distance(y1, x1, y2, x2) <= rad)) hit2 = TRUE;
			if (projectable(y1, x1, p_ptr->y, p_ptr->x) && (distance(y1, x1, p_ptr->y, p_ptr->x) <= rad)) hityou = TRUE;
		}
	}
	else
	{
		breath_shape(grid_g, grid_n, &grids, gx, gy, gm, &gm_rad, rad, y1, x1, y, x, typ);

		for (i = 0; i < grids; i++)
		{
			/* Extract the location */
			y = gy[i];
			x = gx[i];

			if ((y == y2) && (x == x2)) hit2 = TRUE;
			if (player_bold(y, x)) hityou = TRUE;
		}
	}

	if (!hit2) return FALSE;
	if (is_friend && hityou) return FALSE;

	return TRUE;
}
예제 #23
0
파일: object2.c 프로젝트: jcubic/ToME
/*
 * Let an object fall to the ground at or near a location.
 *
 * The initial location is assumed to be "in_bounds()".
 *
 * This function takes a parameter "chance".  This is the percentage
 * chance that the item will "disappear" instead of drop.  If the object
 * has been thrown, then this is the chance of disappearance on contact.
 *
 * Hack -- this function uses "chance" to determine if it should produce
 * some form of "description" of the drop event (under the player).
 *
 * We check several locations to see if we can find a location at which
 * the object can combine, stack, or be placed.  Artifacts will try very
 * hard to be placed, including "teleporting" to a useful grid if needed.
 */
s16b drop_near(object_type *j_ptr, s32b chance, s32b y, s32b x)
{
	s32b i, k, d, s;

	s32b bs, bn;
	s32b by, bx;
	s32b dy, dx;
	s32b ty, tx;

	s16b o_idx = 0;

	cave_type *c_ptr;

	char o_name[80];

	bool flag = FALSE;

	bool plural = FALSE;


	/* Extract plural */
	if (j_ptr->number != 1) plural = TRUE;

	/* Describe object */
	object_desc(o_name, j_ptr, FALSE, 0);


	/* Handle normal "breakage" */
	if (!(j_ptr->art_name || artifact_p(j_ptr)) && (rand_int(100) < chance))
	{
		/* Message */
		msg_format("The %s disappear%s.",
		           o_name, (plural ? "" : "s"));

		/* Debug */
		if (wizard) msg_print("(breakage)");

		delete_object(j_ptr);

		/* Failure */
		return (0);
	}


	/* Score */
	bs = -1;

	/* Picker */
	bn = 0;

	/* Default */
	by = y;
	bx = x;

	/* Scan local grids */
	for (dy = -3; dy <= 3; dy++)
	{
		/* Scan local grids */
		for (dx = -3; dx <= 3; dx++)
		{
			bool comb = FALSE;

			/* Calculate actual distance */
			d = (dy * dy) + (dx * dx);

			/* Ignore distant grids */
			if (d > 10) continue;

			/* Location */
			ty = y + dy;
			tx = x + dx;

			/* Skip illegal grids */
			if (!in_bounds(ty, tx)) continue;

			/* Require line of sight */
			if (!los(y, x, ty, tx)) continue;

			/* Obtain grid */
			c_ptr = &cave[ty][tx];

			/* Require floor space (or shallow terrain) -KMW- */
			if (!has_flag(&f_info[c_ptr->feat], FLAG_FLOOR)) continue;

			/* No traps */
			if (flag_used(&c_ptr->activations)) continue;

			/* No objects */
			k = 0;

			/* Scan objects in that grid */
			for_inventory_slot(&c_ptr->inventory, o_ptr);
			{
				/* Check for possible combination */
				if (object_similar(o_ptr, j_ptr)) comb = TRUE;

				/* Count objects */
				k++;
			}
			end_inventory_slot();

			/* Add new object */
			if (!comb) k++;

			/* Paranoia */
			if (k >= inventory_limit_inven(&c_ptr->inventory)) continue;

			/* Calculate score */
			s = 1000 - (d + k * 5);

			/* Skip bad values */
			if (s < bs) continue;

			/* New best value */
			if (s > bs) bn = 0;

			/* Apply the randomizer to equivalent values */
			if ((++bn >= 2) && (rand_int(bn) != 0)) continue;

			/* Keep score */
			bs = s;

			/* Track it */
			by = ty;
			bx = tx;

			/* Okay */
			flag = TRUE;
		}
	}


	/* Handle lack of space */
	if (!flag && !(artifact_p(j_ptr) || j_ptr->art_name))
	{
		/* Message */
		msg_format("The %s disappear%s.",
		           o_name, (plural ? "" : "s"));

		/* Debug */
		if (wizard) msg_print("(no floor space)");

		delete_object(j_ptr);

		/* Failure */
		return (0);
	}


	/* Find a grid */
	for (i = 0; !flag; i++)
	{
		/* Bounce around */
		if (i < 1000)
		{
			ty = rand_spread(by, 1);
			tx = rand_spread(bx, 1);
		}

		/* Random locations */
		else
		{
			ty = rand_int(cur_hgt);
			tx = rand_int(cur_wid);
		}

		/* Grid */
		c_ptr = &cave[ty][tx];

		/* Require floor space */
		if (!has_flag(&f_info[c_ptr->feat], FLAG_FLOOR) || has_flag(&f_info[c_ptr->feat], FLAG_NO_WALK)) continue;

		/* Bounce to that location */
		by = ty;
		bx = tx;

		/* Require floor space */
		if (!cave_clean_bold(by, bx)) continue;

		/* Okay */
		flag = TRUE;
	}

	j_ptr->iy         = by;
	j_ptr->ix         = bx;
	j_ptr->held_m_idx = 0;

	/* Grid */
	c_ptr = &cave[by][bx];

	/* Carry */
	o_idx = inven_carry_inven(&c_ptr->inventory, j_ptr, FALSE);

	/*
	 * j_ptr might have been merged into an existing object and then
	 * deleted, so re-get the object.
	 */
	j_ptr = get_object(item_slot_to_item(o_idx));

	/* Note the spot */
	note_spot(by, bx);

	/* Draw the spot */
	lite_spot(by, bx);

	/* Mega-Hack -- no message if "dropped" by player */
	/* Message when an object falls under the player */
	if (chance && (by == p_ptr->py) && (bx == p_ptr->px))
	{
		msg_print("You feel something roll beneath your feet.");
		/* Sound */
		sound(SOUND_DROP);
	}

	process_hooks(HOOK_DROPPED_NEAR, "(O,b,d,d,d,d)", j_ptr, chance,
				  y, x, by, bx);

	/* XXX XXX XXX */

	/* Result */
	return (o_idx);
}
예제 #24
0
파일: 811.c 프로젝트: agencel/laboratiora
int main()
{
  printf("podaj liczbe z zakresu 1-1000: \n");
  los();
  return 0;
}
예제 #25
0
/*
 * Apply a "project()" directly to all monsters in view of a certain spot.
 *
 * Note that affected monsters are NOT auto-tracked by this usage.
 *
 * We are able to check LOS from either the character (in which case we
 * use line of fire for speed and accuracy), or from any given grid.
 *
 * To avoid misbehavior when monster deaths have side-effects,
 * this is done in two passes. -- JDL
 */
bool project_los(int y0, int x0, int dam, int typ)
{
    int i, d, x, y;

    u32b flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;

    bool obvious = FALSE;

    int who;

    /* Determine whether we are using LOF or LOS */
    bool line_of_fire = FALSE;

    if ((y0 == p_ptr->py) && (x0 == p_ptr->px))
    {
        line_of_fire = TRUE;
        who = SOURCE_PLAYER;
    }
    else if (cave_monster_trap_bold(y0, x0)) who = SOURCE_TRAP;
    else if (cave_player_trap_bold(y0, x0))  who = SOURCE_EFFECT;
    else who = SOURCE_OTHER;

    /* Mark monsters in LOS */
    for (i = 1; i < mon_max; i++)
    {
        monster_type *m_ptr = &mon_list[i];

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

        /* Location */
        y = m_ptr->fy;
        x = m_ptr->fx;

        /* Apply character-centered test */
        if (line_of_fire)
        {
            /* Require line of fire */
            if (!player_can_fire_bold(y, x)) continue;
        }

        /* Apply generic grid test */
        else
        {
            /* Get distance between source and monster */
            d = distance(y0, x0, y, x);

            /* LOS extends only to max sight range */
            if (d > MAX_RANGE) continue;

            /* Check LOS if not at grid or adjacent */
            if (d > 1)
            {
                /* Ignore if not in LOS */
                if (!los(y0, x0, y, x)) continue;
            }
        }

        /* Mark the monster */
        m_ptr->mflag |= (MFLAG_TEMP);
    }

    /* Affect all (nearby) monsters */
    for (i = 1; i < mon_max; i++)
    {
        monster_type *m_ptr = &mon_list[i];

        /* Skip unmarked monsters */
        if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;

        /* Remove mark */
        m_ptr->mflag &= ~(MFLAG_TEMP);

        /* Jump directly to the monster */
        if (project_m(who, m_ptr->fy, m_ptr->fx, dam, typ, flg))
        {
            obvious = TRUE;
        }
    }

    /* Result */
    return (obvious);
}
예제 #26
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;
}