/** * Creatures can cast spells, shoot missiles, and breathe. * * Returns "true" if a spell (or whatever) was (successfully) cast. * * XXX XXX XXX This function could use some work, but remember to * keep it as optimized as possible, while retaining generic code. * * Verify the various "blind-ness" checks in the code. * * XXX XXX XXX Note that several effects should really not be "seen" * if the player is blind. * * Perhaps monsters should breathe at locations *near* the player, * since this would allow them to inflict "partial" damage. * * Perhaps smart monsters should decline to use "bolt" spells if * there is a monster in the way, unless they wish to kill it. * * It will not be possible to "correctly" handle the case in which a * monster attempts to attack a location which is thought to contain * the player, but which in fact is nowhere near the player, since this * might induce all sorts of messages about the attack itself, and about * the effects of the attack, which the player might or might not be in * a position to observe. Thus, for simplicity, it is probably best to * only allow "faulty" attacks by a monster if one of the important grids * (probably the initial or final grid) is in fact in view of the player. * It may be necessary to actually prevent spell attacks except when the * monster actually has line of sight to the player. Note that a monster * could be left in a bizarre situation after the player ducked behind a * pillar and then teleported away, for example. * * Note that this function attempts to optimize the use of spells for the * cases in which the monster has no spells, or has spells but cannot use * them, or has spells but they will have no "useful" effect. Note that * this function has been an efficiency bottleneck in the past. * * Note the special "MFLAG_NICE" flag, which prevents a monster from using * any spell attacks until the player has had a single chance to move. */ bool make_attack_spell(struct monster *mon) { int chance, thrown_spell, rlev, failrate; bitflag f[RSF_SIZE]; struct monster_lore *lore = get_lore(mon->race); char m_name[80], m_poss[80], ddesc[80]; /* Player position */ int px = player->px; int py = player->py; /* Extract the blind-ness */ bool blind = (player->timed[TMD_BLIND] ? true : false); /* Extract the "see-able-ness" */ bool seen = (!blind && mflag_has(mon->mflag, MFLAG_VISIBLE)); /* Assume "normal" target */ bool normal = true; /* Cannot cast spells when confused */ if (mon->m_timed[MON_TMD_CONF]) return (false); /* Cannot cast spells when nice */ if (mflag_has(mon->mflag, MFLAG_NICE)) return false; /* Hack -- Extract the spell probability */ chance = (mon->race->freq_innate + mon->race->freq_spell) / 2; /* Not allowed to cast spells */ if (!chance) return false; /* Only do spells occasionally */ if (randint0(100) >= chance) return false; /* Hack -- require projectable player */ if (normal) { /* Check range */ if (mon->cdis > z_info->max_range) return false; /* Check path */ if (!projectable(cave, mon->fy, mon->fx, py, px, PROJECT_NONE)) return false; } /* Extract the monster level */ rlev = ((mon->race->level >= 1) ? mon->race->level : 1); /* Extract the racial spell flags */ rsf_copy(f, mon->race->spell_flags); /* Allow "desperate" spells */ if (rf_has(mon->race->flags, RF_SMART) && mon->hp < mon->maxhp / 10 && randint0(100) < 50) /* Require intelligent spells */ ignore_spells(f, RST_BOLT | RST_BALL | RST_BREATH | RST_ATTACK | RST_INNATE); /* Remove the "ineffective" spells */ remove_bad_spells(mon, f); /* Check whether summons and bolts are worth it. */ if (!rf_has(mon->race->flags, RF_STUPID)) { /* Check for a clean bolt shot */ if (test_spells(f, RST_BOLT) && !projectable(cave, mon->fy, mon->fx, py, px, PROJECT_STOP)) /* Remove spells that will only hurt friends */ ignore_spells(f, RST_BOLT); /* Check for a possible summon */ if (!(summon_possible(mon->fy, mon->fx))) /* Remove summoning spells */ ignore_spells(f, RST_SUMMON); } /* No spells left */ if (rsf_is_empty(f)) return false; /* Get the monster name (or "it") */ monster_desc(m_name, sizeof(m_name), mon, MDESC_STANDARD); /* Get the monster possessive ("his"/"her"/"its") */ monster_desc(m_poss, sizeof(m_poss), mon, MDESC_PRO_VIS | MDESC_POSS); /* Get the "died from" name */ monster_desc(ddesc, sizeof(ddesc), mon, MDESC_DIED_FROM); /* Choose a spell to cast */ thrown_spell = choose_attack_spell(f); /* Abort if no spell was chosen */ if (!thrown_spell) return false; /* If we see an unaware monster try to cast a spell, become aware of it */ if (mflag_has(mon->mflag, MFLAG_UNAWARE)) become_aware(mon); /* Calculate spell failure rate */ failrate = 25 - (rlev + 3) / 4; if (mon->m_timed[MON_TMD_FEAR]) failrate += 20; /* Stupid monsters will never fail (for jellies and such) */ if (rf_has(mon->race->flags, RF_STUPID)) failrate = 0; /* Check for spell failure (innate attacks never fail) */ if (!mon_spell_is_innate(thrown_spell) && (randint0(100) < failrate)) { /* Message */ msg("%s tries to cast a spell, but fails.", m_name); return true; } /* Cast the spell. */ disturb(player, 1); do_mon_spell(thrown_spell, mon, seen); /* Remember what the monster did to us */ if (seen) { rsf_on(lore->spell_flags, thrown_spell); /* Innate spell */ if (mon_spell_is_innate(thrown_spell)) { if (lore->cast_innate < UCHAR_MAX) lore->cast_innate++; } else { /* Bolt or Ball, or Special spell */ if (lore->cast_spell < UCHAR_MAX) lore->cast_spell++; } } /* Always take note of monsters that kill you */ if (player->is_dead && (lore->deaths < SHRT_MAX)) { lore->deaths++; } /* Record any new info */ lore_update(mon->race, lore); /* A spell was cast */ return true; }
/*! * @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; }