3 /* Purpose: Monster spells (attack player) */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
16 #ifdef DRS_SMART_OPTIONS
19 * And now for Intelligent monster attacks (including spells).
21 * Original idea and code by "DRS" (David Reeves Sward).
22 * Major modifications by "BEN" (Ben Harrison).
24 * Give monsters more intelligent attack/spell selection based on
25 * observations of previous attacks on the player, and/or by allowing
26 * the monster to "cheat" and know the player status.
28 * Maintain an idea of the player status, and use that information
29 * to occasionally eliminate "ineffective" spell attacks. We could
30 * also eliminate ineffective normal attacks, but there is no reason
31 * for the monster to do this, since he gains no benefit.
32 * Note that MINDLESS monsters are not allowed to use this code.
33 * And non-INTELLIGENT monsters only use it partially effectively.
35 * Actually learn what the player resists, and use that information
36 * to remove attacks or spells before using them. This will require
37 * much less space, if I am not mistaken. Thus, each monster gets a
38 * set of 32 bit flags, "smart", build from the various "SM_*" flags.
40 * This has the added advantage that attacks and spells are related.
41 * The "smart_learn" option means that the monster "learns" the flags
42 * that should be set, and "smart_cheat" means that he "knows" them.
43 * So "smart_cheat" means that the "smart" field is always up to date,
44 * while "smart_learn" means that the "smart" field is slowly learned.
45 * Both of them have the same effect on the "choose spell" routine.
51 * Internal probability routine
53 static bool int_outof(monster_race *r_ptr, int prob)
55 /* Non-Smart monsters are half as "smart" */
56 if (!(r_ptr->flags2 & RF2_SMART)) prob = prob / 2;
59 return (rand_int(100) < prob);
65 * Remove the "bad" spells from a spell list
67 static void remove_bad_spells(int m_idx, u32b *f4p, u32b *f5p, u32b *f6p)
69 monster_type *m_ptr = &m_list[m_idx];
70 monster_race *r_ptr = &r_info[m_ptr->r_idx];
79 /* Too stupid to know anything */
80 if (r_ptr->flags2 & RF2_STUPID) return;
83 /* Must be cheating or learning */
84 if (!smart_cheat && !smart_learn) return;
87 /* Update acquired knowledge */
90 /* Hack -- Occasionally forget player status */
91 if (m_ptr->smart && (rand_int(100) < 1)) m_ptr->smart = 0L;
93 /* Use the memorized flags */
98 /* Cheat if requested */
101 /* Know basic info */
102 if (p_ptr->resist_acid) smart |= (SM_RES_ACID);
103 if (p_ptr->oppose_acid) smart |= (SM_OPP_ACID);
104 if (p_ptr->immune_acid) smart |= (SM_IMM_ACID);
105 if (p_ptr->resist_elec) smart |= (SM_RES_ELEC);
106 if (p_ptr->oppose_elec) smart |= (SM_OPP_ELEC);
107 if (p_ptr->immune_elec) smart |= (SM_IMM_ELEC);
108 if (p_ptr->resist_fire) smart |= (SM_RES_FIRE);
109 if (p_ptr->oppose_fire) smart |= (SM_OPP_FIRE);
110 if (p_ptr->immune_fire) smart |= (SM_IMM_FIRE);
111 if (p_ptr->resist_cold) smart |= (SM_RES_COLD);
112 if (p_ptr->oppose_cold) smart |= (SM_OPP_COLD);
113 if (p_ptr->immune_cold) smart |= (SM_IMM_COLD);
115 /* Know poison info */
116 if (p_ptr->resist_pois) smart |= (SM_RES_POIS);
117 if (p_ptr->oppose_pois) smart |= (SM_OPP_POIS);
119 /* Know special resistances */
120 if (p_ptr->resist_neth) smart |= (SM_RES_NETH);
121 if (p_ptr->resist_lite) smart |= (SM_RES_LITE);
122 if (p_ptr->resist_dark) smart |= (SM_RES_DARK);
123 if (p_ptr->resist_fear) smart |= (SM_RES_FEAR);
124 if (p_ptr->resist_conf) smart |= (SM_RES_CONF);
125 if (p_ptr->resist_chaos) smart |= (SM_RES_CHAOS);
126 if (p_ptr->resist_disen) smart |= (SM_RES_DISEN);
127 if (p_ptr->resist_blind) smart |= (SM_RES_BLIND);
128 if (p_ptr->resist_nexus) smart |= (SM_RES_NEXUS);
129 if (p_ptr->resist_sound) smart |= (SM_RES_SOUND);
130 if (p_ptr->resist_shard) smart |= (SM_RES_SHARD);
131 if (p_ptr->reflect) smart |= (SM_IMM_REFLECT);
133 /* Know bizarre "resistances" */
134 if (p_ptr->free_act) smart |= (SM_IMM_FREE);
135 if (!p_ptr->msp) smart |= (SM_IMM_MANA);
143 if (smart & SM_IMM_ACID)
145 if (int_outof(r_ptr, 200)) f4 &= ~(RF4_BR_ACID);
146 if (int_outof(r_ptr, 200)) f5 &= ~(RF5_BA_ACID);
147 if (int_outof(r_ptr, 200)) f5 &= ~(RF5_BO_ACID);
149 else if ((smart & (SM_OPP_ACID)) && (smart & (SM_RES_ACID)))
151 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ACID);
152 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ACID);
153 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ACID);
155 else if ((smart & (SM_OPP_ACID)) || (smart & (SM_RES_ACID)))
157 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ACID);
158 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ACID);
159 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ACID);
163 if (smart & (SM_IMM_ELEC))
165 if (int_outof(r_ptr, 200)) f4 &= ~(RF4_BR_ELEC);
166 if (int_outof(r_ptr, 200)) f5 &= ~(RF5_BA_ELEC);
167 if (int_outof(r_ptr, 200)) f5 &= ~(RF5_BO_ELEC);
169 else if ((smart & (SM_OPP_ELEC)) && (smart & (SM_RES_ELEC)))
171 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ELEC);
172 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ELEC);
173 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ELEC);
175 else if ((smart & (SM_OPP_ELEC)) || (smart & (SM_RES_ELEC)))
177 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ELEC);
178 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ELEC);
179 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ELEC);
183 if (smart & (SM_IMM_FIRE))
185 if (int_outof(r_ptr, 200)) f4 &= ~(RF4_BR_FIRE);
186 if (int_outof(r_ptr, 200)) f5 &= ~(RF5_BA_FIRE);
187 if (int_outof(r_ptr, 200)) f5 &= ~(RF5_BO_FIRE);
189 else if ((smart & (SM_OPP_FIRE)) && (smart & (SM_RES_FIRE)))
191 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_FIRE);
192 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_FIRE);
193 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_FIRE);
195 else if ((smart & (SM_OPP_FIRE)) || (smart & (SM_RES_FIRE)))
197 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_FIRE);
198 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_FIRE);
199 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_FIRE);
203 if (smart & (SM_IMM_COLD))
205 if (int_outof(r_ptr, 200)) f4 &= ~(RF4_BR_COLD);
206 if (int_outof(r_ptr, 200)) f5 &= ~(RF5_BA_COLD);
207 if (int_outof(r_ptr, 200)) f5 &= ~(RF5_BO_COLD);
208 if (int_outof(r_ptr, 200)) f5 &= ~(RF5_BO_ICEE);
210 else if ((smart & (SM_OPP_COLD)) && (smart & (SM_RES_COLD)))
212 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_COLD);
213 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_COLD);
214 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_COLD);
215 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ICEE);
217 else if ((smart & (SM_OPP_COLD)) || (smart & (SM_RES_COLD)))
219 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_COLD);
220 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_COLD);
221 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_COLD);
222 if (int_outof(r_ptr, 20)) f5 &= ~(RF5_BO_ICEE);
226 if ((smart & (SM_OPP_POIS)) && (smart & (SM_RES_POIS)))
228 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_POIS);
229 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_POIS);
230 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BA_NUKE);
231 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BR_NUKE);
233 else if ((smart & (SM_OPP_POIS)) || (smart & (SM_RES_POIS)))
235 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_POIS);
236 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_POIS);
240 if (smart & (SM_RES_NETH))
242 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_NETH);
243 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_NETH);
244 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BO_NETH);
247 if (smart & (SM_RES_LITE))
249 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_LITE);
250 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_LITE);
253 if (smart & (SM_RES_DARK))
255 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_DARK);
256 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_DARK);
259 if (smart & (SM_RES_FEAR))
261 if (int_outof(r_ptr, 200)) f5 &= ~(RF5_SCARE);
264 if (smart & (SM_RES_CONF))
266 if (int_outof(r_ptr, 200)) f5 &= ~(RF5_CONF);
267 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_CONF);
270 if (smart & (SM_RES_CHAOS))
272 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_CHAO);
273 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BA_CHAO);
276 if (smart & (SM_RES_DISEN))
278 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_DISE);
281 if (smart & (SM_RES_BLIND))
283 if (int_outof(r_ptr, 200)) f5 &= ~(RF5_BLIND);
286 if (smart & (SM_RES_NEXUS))
288 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_NEXU);
289 if (int_outof(r_ptr, 200)) f6 &= ~(RF6_TELE_LEVEL);
292 if (smart & (SM_RES_SOUND))
294 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_SOUN);
297 if (smart & (SM_RES_SHARD))
299 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_SHAR);
302 if (smart & (SM_IMM_REFLECT))
304 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_COLD);
305 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_FIRE);
306 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ACID);
307 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ELEC);
308 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_NETH);
309 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_WATE);
310 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_MANA);
311 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_PLAS);
312 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ICEE);
313 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_MISSILE);
314 if (int_outof(r_ptr, 150)) f4 &= ~(RF4_ARROW_1);
315 if (int_outof(r_ptr, 150)) f4 &= ~(RF4_ARROW_2);
316 if (int_outof(r_ptr, 150)) f4 &= ~(RF4_ARROW_3);
317 if (int_outof(r_ptr, 150)) f4 &= ~(RF4_ARROW_4);
320 if (smart & (SM_IMM_FREE))
322 if (int_outof(r_ptr, 200)) f5 &= ~(RF5_HOLD);
323 if (int_outof(r_ptr, 200)) f5 &= ~(RF5_SLOW);
326 if (smart & (SM_IMM_MANA))
328 if (int_outof(r_ptr, 200)) f5 &= ~(RF5_DRAIN_MANA);
331 /* XXX XXX XXX No spells left? */
332 /* if (!f4 && !f5 && !f6) ... */
339 #endif /* DRS_SMART_OPTIONS */
343 * Determine if there is a space near the player in which
344 * a summoned creature can appear
346 bool summon_possible(int y1, int x1)
350 /* Start at the player's location, and check 2 grids in each dir */
351 for (y = y1 - 2; y <= y1 + 2; y++)
353 for (x = x1 - 2; x <= x1 + 2; x++)
355 /* Ignore illegal locations */
356 if (!in_bounds(y, x)) continue;
358 /* Only check a circular area */
359 if (distance(y1, x1, y, x)>2) continue;
362 /* Hack: no summon on glyph of warding */
363 if (cave[y][x].feat == FEAT_GLYPH) continue;
364 if (cave[y][x].feat == FEAT_MINOR_GLYPH) continue;
367 /* ...nor on the Pattern */
368 if ((cave[y][x].feat >= FEAT_PATTERN_START)
369 && (cave[y][x].feat <= FEAT_PATTERN_XTRA2)) continue;
371 /* Require empty floor grid in line of sight */
372 if ((cave_empty_bold(y, x) || (cave[y][x].feat == FEAT_TREES)) && los(y1, x1, y, x) && los(y, x, y1, x1)) return (TRUE);
380 static bool raise_possible(int y, int x)
383 s16b this_o_idx, next_o_idx = 0;
386 for (xx = x - 5; xx <= x + 5; xx++)
388 for (yy = y - 5; yy <= y + 5; yy++)
390 if (distance(y, x, yy, xx) > 5) continue;
391 if (!los(y, x, yy, xx)) continue;
393 c_ptr = &cave[yy][xx];
394 /* Scan the pile of objects */
395 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
398 object_type *o_ptr = &o_list[this_o_idx];
400 /* Acquire next object */
401 next_o_idx = o_ptr->next_o_idx;
403 /* Known to be worthless? */
404 if (o_ptr->tval == TV_CORPSE)
414 * Originally, it was possible for a friendly to shoot another friendly.
415 * Change it so a "clean shot" means no equally friendly monster is
416 * between the attacker and target.
419 * Determine if a bolt spell will hit the player.
421 * This is exactly like "projectable", but it will
422 * return FALSE if a monster is in the way.
423 * no equally friendly monster is
424 * between the attacker and target.
426 bool clean_shot(int y1, int x1, int y2, int x2, bool friend)
428 /* Must be the same as projectable() */
435 /* Check the projection path */
436 grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, 0);
438 /* No grid is ever projectable from itself */
439 if (!grid_n) return (FALSE);
442 y = GRID_Y(grid_g[grid_n-1]);
443 x = GRID_X(grid_g[grid_n-1]);
445 /* May not end in an unrequested grid */
446 if ((y != y2) || (x != x2)) return (FALSE);
448 for (i = 0; i < grid_n; i++)
450 y = GRID_Y(grid_g[i]);
451 x = GRID_X(grid_g[i]);
453 if ((cave[y][x].m_idx > 0) && !((y == y2) && (x == x2)))
455 monster_type *m_ptr = &m_list[cave[y][x].m_idx];
456 if (friend == is_pet(m_ptr))
461 /* Pets may not shoot through the character - TNB */
462 if ((y == py) && (x == px))
464 if (friend) return (FALSE);
472 * Cast a bolt at the player
473 * Stop if we hit a monster
474 * Affect monsters and the player
476 static void bolt(int m_idx, int typ, int dam_hp, int monspell, bool learnable)
478 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_PLAYER;
480 /* Target the player with a bolt attack */
481 (void)project(m_idx, 0, py, px, dam_hp, typ, flg, (learnable ? monspell : -1));
484 static void beam(int m_idx, int typ, int dam_hp, int monspell, bool learnable)
486 int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU | PROJECT_PLAYER | PROJECT_NO_REF;
488 /* Target the player with a bolt attack */
489 (void)project(m_idx, 0, py, px, dam_hp, typ, flg, (learnable ? monspell : -1));
494 * Cast a breath (or ball) attack at the player
495 * Pass over any monsters that may be in the way
496 * Affect grids, objects, monsters, and the player
498 static void breath(int y, int x, int m_idx, int typ, int dam_hp, int rad, bool breath, int monspell, bool learnable)
500 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_PLAYER;
502 monster_type *m_ptr = &m_list[m_idx];
503 monster_race *r_ptr = &r_info[m_ptr->r_idx];
505 /* Determine the radius of the blast */
506 if ((rad < 1) && breath) rad = (r_ptr->flags2 & (RF2_POWERFUL)) ? 3 : 2;
508 /* Handle breath attacks */
509 if (breath) rad = 0 - rad;
511 if (typ == GF_ROCKET) flg |= PROJECT_STOP;
513 /* Target the player with a ball attack */
514 (void)project(m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
518 void curse_equipment(int chance, int heavy_chance)
520 bool changed = FALSE;
522 object_type *o_ptr = &inventory[INVEN_RARM + rand_int(12)];
524 if (randint(100) > chance) return;
526 if (!o_ptr->k_idx) return;
528 object_flags(o_ptr, &o1, &o2, &o3);
531 /* Extra, biased saving throw for blessed items */
532 if ((o3 & TR3_BLESSED) && (randint(888) > chance))
534 char o_name[MAX_NLEN];
535 object_desc(o_name, o_ptr, FALSE, 0);
537 msg_format("%s¤Ï¼ö¤¤¤òÄ·¤ÍÊÖ¤·¤¿¡ª", o_name,
539 msg_format("Your %s resist%s cursing!", o_name,
542 ((o_ptr->number > 1) ? "" : "s"));
543 /* Hmmm -- can we wear multiple items? If not, this is unnecessary */
547 if ((randint(100) <= heavy_chance) &&
548 (o_ptr->name1 || o_ptr->name2 || o_ptr->art_name))
550 if (!(o3 & TR3_HEAVY_CURSE))
552 o_ptr->art_flags3 |= TR3_HEAVY_CURSE;
553 o_ptr->art_flags3 |= TR3_CURSED;
554 o_ptr->ident |= IDENT_CURSED;
558 if (!(o_ptr->ident & IDENT_CURSED))
560 o_ptr->art_flags3 |= TR3_CURSED;
561 o_ptr->ident |= IDENT_CURSED;
567 msg_print("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤ò¤È¤ê¤Þ¤¤¤¿...");
569 msg_print("There is a malignant black aura surrounding you...");
572 o_ptr->feeling = FEEL_NONE;
578 * Return TRUE if a spell is good for hurting the player (directly).
580 static bool spell_attack(byte spell)
582 /* All RF4 spells hurt (except for shriek and dispel) */
583 if (spell < 128 && spell > 98) return (TRUE);
585 /* Various "ball" spells */
586 if (spell >= 128 && spell <= 128 + 8) return (TRUE);
588 /* "Cause wounds" and "bolt" spells */
589 if (spell >= 128 + 12 && spell < 128 + 27) return (TRUE);
592 if (spell == 160 + 1) return (TRUE);
595 if (spell == 160 + 11) return (TRUE);
603 * Return TRUE if a spell is good for escaping.
605 static bool spell_escape(byte spell)
607 /* Blink or Teleport */
608 if (spell == 160 + 4 || spell == 160 + 5) return (TRUE);
610 /* Teleport the player away */
611 if (spell == 160 + 9 || spell == 160 + 10) return (TRUE);
613 /* Isn't good for escaping */
618 * Return TRUE if a spell is good for annoying the player.
620 static bool spell_annoy(byte spell)
623 if (spell == 96 + 0) return (TRUE);
625 /* Brain smash, et al (added curses) */
626 if (spell >= 128 + 9 && spell <= 128 + 14) return (TRUE);
628 /* Scare, confuse, blind, slow, paralyze */
629 if (spell >= 128 + 27 && spell <= 128 + 31) return (TRUE);
632 if (spell == 160 + 8) return (TRUE);
635 if (spell == 160 + 10) return (TRUE);
637 /* Darkness, make traps, cause amnesia */
638 if (spell >= 160 + 12 && spell <= 160 + 14) return (TRUE);
645 * Return TRUE if a spell summons help.
647 static bool spell_summon(byte spell)
649 /* All summon spells */
650 if (spell >= 160 + 16) return (TRUE);
658 * Return TRUE if a spell raise-dead.
660 static bool spell_raise(byte spell)
662 /* All raise-dead spells */
663 if (spell == 160 + 15) return (TRUE);
671 * Return TRUE if a spell is good in a tactical situation.
673 static bool spell_tactic(byte spell)
676 if (spell == 160 + 4) return (TRUE);
683 * Return TRUE if a spell makes invulnerable.
685 static bool spell_invulner(byte spell)
687 /* Invulnerability */
688 if (spell == 160 + 3) return (TRUE);
690 /* No invulnerability */
695 * Return TRUE if a spell hastes.
697 static bool spell_haste(byte spell)
700 if (spell == 160 + 0) return (TRUE);
702 /* Not a haste spell */
708 * Return TRUE if a spell world.
710 static bool spell_world(byte spell)
713 if (spell == 160 + 6) return (TRUE);
715 /* Not a haste spell */
721 * Return TRUE if a spell special.
723 static bool spell_special(byte spell)
725 if (p_ptr->inside_battle) return FALSE;
728 if (spell == 160 + 7) return (TRUE);
730 /* Not a haste spell */
736 * Return TRUE if a spell psycho-spear.
738 static bool spell_psy_spe(byte spell)
741 if (spell == 160 + 11) return (TRUE);
743 /* Not a haste spell */
749 * Return TRUE if a spell is good for healing.
751 static bool spell_heal(byte spell)
754 if (spell == 160 + 2) return (TRUE);
762 * Return TRUE if a spell is good for dispel.
764 static bool spell_dispel(byte spell)
767 if (spell == 96 + 2) return (TRUE);
775 * Check should monster cast dispel spell.
777 static bool dispel_check(int m_idx)
779 monster_type *m_ptr = &m_list[m_idx];
780 monster_race *r_ptr = &r_info[m_ptr->r_idx];
783 if (p_ptr->invuln) return (TRUE);
786 if (p_ptr->wraith_form) return (TRUE);
789 if (p_ptr->shield) return (TRUE);
792 if (p_ptr->magicdef) return (TRUE);
795 if (p_ptr->multishadow) return (TRUE);
798 if (p_ptr->dustrobe) return (TRUE);
800 /* Berserk Strength */
801 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) return (TRUE);
803 /* Invulnability song */
804 if (music_singing(MUSIC_INVULN)) return (TRUE);
807 if (p_ptr->mimic_form == MIMIC_DEMON_LORD) return (TRUE);
809 /* Elemental resistances */
810 if (r_ptr->flags4 & RF4_BR_ACID)
812 if (!p_ptr->immune_acid && p_ptr->oppose_acid) return (TRUE);
814 if (p_ptr->special_defense & DEFENSE_ACID) return (TRUE);
817 if (r_ptr->flags4 & RF4_BR_FIRE)
819 if (!((p_ptr->prace == RACE_DEMON) && p_ptr->lev > 44))
821 if(!p_ptr->immune_fire && p_ptr->oppose_fire) return (TRUE);
823 if(p_ptr->special_defense & DEFENSE_FIRE) return(TRUE);
827 if (r_ptr->flags4 & RF4_BR_ELEC)
829 if (!p_ptr->immune_elec && p_ptr->oppose_elec) return (TRUE);
831 if (p_ptr->special_defense & DEFENSE_ELEC) return (TRUE);
834 if (r_ptr->flags4 & RF4_BR_COLD)
836 if (!p_ptr->immune_cold && p_ptr->oppose_cold) return (TRUE);
838 if (p_ptr->special_defense & DEFENSE_COLD) return (TRUE);
841 if (r_ptr->flags4 & (RF4_BR_POIS | RF4_BR_NUKE))
843 if (!((p_ptr->pclass == CLASS_NINJA) && p_ptr->lev > 44))
845 if (p_ptr->oppose_pois) return (TRUE);
847 if (p_ptr->special_defense & DEFENSE_POIS) return (TRUE);
851 /* Elemental resist music */
852 if (music_singing(MUSIC_RESIST))
854 if (r_ptr->flags4 & (RF4_BR_ACID | RF4_BR_FIRE | RF4_BR_ELEC | RF4_BR_COLD | RF4_BR_POIS)) return (TRUE);
857 /* Ultimate resistance */
858 if (p_ptr->ult_res) return (TRUE);
860 /* Potion of Neo Tsuyosi special */
861 if (p_ptr->tsuyoshi) return (TRUE);
863 /* Elemental Brands */
864 if ((p_ptr->special_attack & ATTACK_ACID) && !(r_ptr->flags3 & RF3_IM_ACID)) return (TRUE);
865 if ((p_ptr->special_attack & ATTACK_FIRE) && !(r_ptr->flags3 & RF3_IM_FIRE)) return (TRUE);
866 if ((p_ptr->special_attack & ATTACK_ELEC) && !(r_ptr->flags3 & RF3_IM_ELEC)) return (TRUE);
867 if ((p_ptr->special_attack & ATTACK_COLD) && !(r_ptr->flags3 & RF3_IM_COLD)) return (TRUE);
868 if ((p_ptr->special_attack & ATTACK_POIS) && !(r_ptr->flags3 & RF3_IM_POIS)) return (TRUE);
871 if (p_ptr->pspeed < 145)
873 if (p_ptr->fast) return (TRUE);
875 if (music_singing(MUSIC_SPEED)) return (TRUE);
877 if (music_singing(MUSIC_SHERO)) return (TRUE);
881 if (p_ptr->lightspeed && (m_ptr->mspeed < 136)) return (TRUE);
883 if (p_ptr->riding && (m_list[p_ptr->riding].mspeed < 135))
885 if (m_list[p_ptr->riding].fast) return (TRUE);
888 /* No need to cast dispel spell */
894 * Have a monster choose a spell from a list of "useful" spells.
896 * Note that this list does NOT include spells that will just hit
897 * other monsters, and the list is restricted when the monster is
898 * "desperate". Should that be the job of this function instead?
900 * Stupid monsters will just pick a spell randomly. Smart monsters
901 * will choose more "intelligently".
903 * Use the helper functions above to put spells into categories.
905 * This function may well be an efficiency bottleneck.
907 static int choose_attack_spell(int m_idx, byte spells[], byte num)
909 monster_type *m_ptr = &m_list[m_idx];
910 monster_race *r_ptr = &r_info[m_ptr->r_idx];
912 byte escape[96], escape_num = 0;
913 byte attack[96], attack_num = 0;
914 byte summon[96], summon_num = 0;
915 byte tactic[96], tactic_num = 0;
916 byte annoy[96], annoy_num = 0;
917 byte invul[96], invul_num = 0;
918 byte haste[96], haste_num = 0;
919 byte world[96], world_num = 0;
920 byte special[96], special_num = 0;
921 byte psy_spe[96], psy_spe_num = 0;
922 byte raise[96], raise_num = 0;
923 byte heal[96], heal_num = 0;
924 byte dispel[96], dispel_num = 0;
928 /* Stupid monsters choose randomly */
929 if (r_ptr->flags2 & (RF2_STUPID))
932 return (spells[rand_int(num)]);
935 /* Categorize spells */
936 for (i = 0; i < num; i++)
939 if (spell_escape(spells[i])) escape[escape_num++] = spells[i];
942 if (spell_attack(spells[i])) attack[attack_num++] = spells[i];
945 if (spell_summon(spells[i])) summon[summon_num++] = spells[i];
947 /* Tactical spell? */
948 if (spell_tactic(spells[i])) tactic[tactic_num++] = spells[i];
950 /* Annoyance spell? */
951 if (spell_annoy(spells[i])) annoy[annoy_num++] = spells[i];
953 /* Invulnerability spell? */
954 if (spell_invulner(spells[i])) invul[invul_num++] = spells[i];
957 if (spell_haste(spells[i])) haste[haste_num++] = spells[i];
960 if (spell_world(spells[i])) world[world_num++] = spells[i];
963 if (spell_special(spells[i])) special[special_num++] = spells[i];
965 /* Psycho-spear spell? */
966 if (spell_psy_spe(spells[i])) psy_spe[psy_spe_num++] = spells[i];
968 /* Raise-dead spell? */
969 if (spell_raise(spells[i])) raise[raise_num++] = spells[i];
972 if (spell_heal(spells[i])) heal[heal_num++] = spells[i];
975 if (spell_dispel(spells[i])) dispel[dispel_num++] = spells[i];
978 /*** Try to pick an appropriate spell type ***/
981 if (world_num && (rand_int(100) < 15) && !world_monster)
983 /* Choose haste spell */
984 return (world[rand_int(world_num)]);
990 bool success = FALSE;
995 if ((m_ptr->hp < m_ptr->maxhp / 2) && r_info[MON_BANOR].max_num && r_info[MON_LUPART].max_num) success = TRUE;
999 if (success) return (special[rand_int(special_num)]);
1002 /* Still hurt badly, couldn't flee, attempt to heal */
1003 if (m_ptr->hp < m_ptr->maxhp / 3 && one_in_(2))
1005 /* Choose heal spell if possible */
1006 if (heal_num) return (heal[rand_int(heal_num)]);
1009 /* Hurt badly or afraid, attempt to flee */
1010 if (((m_ptr->hp < m_ptr->maxhp / 3) || m_ptr->monfear) && one_in_(2))
1012 /* Choose escape spell if possible */
1013 if (escape_num) return (escape[rand_int(escape_num)]);
1019 bool success = FALSE;
1020 switch(m_ptr->r_idx)
1023 if (rand_int(100) < 50) success = TRUE;
1025 case MON_BANORLUPART:
1026 if (rand_int(100) < 70) success = TRUE;
1030 if (success) return (special[rand_int(special_num)]);
1033 /* Player is close and we have attack spells, blink away */
1034 if ((distance(py, px, m_ptr->fy, m_ptr->fx) < 4) && (attack_num || (r_ptr->flags6 & RF6_TRAPS)) && (rand_int(100) < 75) && !world_monster)
1036 /* Choose tactical spell */
1037 if (tactic_num) return (tactic[rand_int(tactic_num)]);
1040 /* Summon if possible (sometimes) */
1041 if (summon_num && (rand_int(100) < 40))
1043 /* Choose summon spell */
1044 return (summon[rand_int(summon_num)]);
1048 if (dispel_num && one_in_(2))
1050 /* Choose dispel spell if possible */
1051 if (dispel_check(m_idx))
1053 return (dispel[rand_int(dispel_num)]);
1057 /* Raise-dead if possible (sometimes) */
1058 if (raise_num && (rand_int(100) < 40) && raise_possible(m_ptr->fy, m_ptr->fx))
1060 /* Choose raise-dead spell */
1061 return (raise[rand_int(raise_num)]);
1064 /* Attack spell (most of the time) */
1067 if (psy_spe_num && (rand_int(100) < 50))
1069 /* Choose attack spell */
1070 return (psy_spe[rand_int(psy_spe_num)]);
1072 else if (attack_num && (rand_int(100) < 40))
1074 /* Choose attack spell */
1075 return (attack[rand_int(attack_num)]);
1078 else if (attack_num && (rand_int(100) < 85))
1080 /* Choose attack spell */
1081 return (attack[rand_int(attack_num)]);
1084 /* Try another tactical spell (sometimes) */
1085 if (tactic_num && (rand_int(100) < 50) && !world_monster)
1087 /* Choose tactic spell */
1088 return (tactic[rand_int(tactic_num)]);
1091 /* Cast globe of invulnerability if not already in effect */
1092 if (invul_num && !(m_ptr->invulner) && (rand_int(100) < 50))
1094 /* Choose Globe of Invulnerability */
1095 return (invul[rand_int(invul_num)]);
1098 /* We're hurt (not badly), try to heal */
1099 if ((m_ptr->hp < m_ptr->maxhp * 3 / 4) && (rand_int(100) < 25))
1101 /* Choose heal spell if possible */
1102 if (heal_num) return (heal[rand_int(heal_num)]);
1105 /* Haste self if we aren't already somewhat hasted (rarely) */
1106 if (haste_num && (rand_int(100) < 20) && !(m_ptr->fast))
1108 /* Choose haste spell */
1109 return (haste[rand_int(haste_num)]);
1112 /* Annoy player (most of the time) */
1113 if (annoy_num && (rand_int(100) < 80))
1115 /* Choose annoyance spell */
1116 return (annoy[rand_int(annoy_num)]);
1119 /* Choose no spell */
1125 * Creatures can cast spells, shoot missiles, and breathe.
1127 * Returns "TRUE" if a spell (or whatever) was (successfully) cast.
1129 * XXX XXX XXX This function could use some work, but remember to
1130 * keep it as optimized as possible, while retaining generic code.
1132 * Verify the various "blind-ness" checks in the code.
1134 * XXX XXX XXX Note that several effects should really not be "seen"
1135 * if the player is blind. See also "effects.c" for other "mistakes".
1137 * Perhaps monsters should breathe at locations *near* the player,
1138 * since this would allow them to inflict "partial" damage.
1140 * Perhaps smart monsters should decline to use "bolt" spells if
1141 * there is a monster in the way, unless they wish to kill it.
1143 * Note that, to allow the use of the "track_target" option at some
1144 * later time, certain non-optimal things are done in the code below,
1145 * including explicit checks against the "direct" variable, which is
1146 * currently always true by the time it is checked, but which should
1147 * really be set according to an explicit "projectable()" test, and
1148 * the use of generic "x,y" locations instead of the player location,
1149 * with those values being initialized with the player location.
1151 * It will not be possible to "correctly" handle the case in which a
1152 * monster attempts to attack a location which is thought to contain
1153 * the player, but which in fact is nowhere near the player, since this
1154 * might induce all sorts of messages about the attack itself, and about
1155 * the effects of the attack, which the player might or might not be in
1156 * a position to observe. Thus, for simplicity, it is probably best to
1157 * only allow "faulty" attacks by a monster if one of the important grids
1158 * (probably the initial or final grid) is in fact in view of the player.
1159 * It may be necessary to actually prevent spell attacks except when the
1160 * monster actually has line of sight to the player. Note that a monster
1161 * could be left in a bizarre situation after the player ducked behind a
1162 * pillar and then teleported away, for example.
1164 * Note that certain spell attacks do not use the "project()" function
1165 * but "simulate" it via the "direct" variable, which is always at least
1166 * as restrictive as the "project()" function. This is necessary to
1167 * prevent "blindness" attacks and such from bending around walls, etc,
1168 * and to allow the use of the "track_target" option in the future.
1170 * Note that this function attempts to optimize the use of spells for the
1171 * cases in which the monster has no spells, or has spells but cannot use
1172 * them, or has spells but they will have no "useful" effect. Note that
1173 * this function has been an efficiency bottleneck in the past.
1175 * Note the special "MFLAG_NICE" flag, which prevents a monster from using
1176 * any spell attacks until the player has had a single chance to move.
1178 bool make_attack_spell(int m_idx)
1180 int k, chance, thrown_spell = 0, rlev, failrate;
1181 byte spell[96], num = 0;
1183 monster_type *m_ptr = &m_list[m_idx];
1184 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1188 bool no_inate = FALSE;
1189 bool do_disi = FALSE;
1191 int s_num_6 = (easy_band ? 2 : 6);
1192 int s_num_4 = (easy_band ? 1 : 4);
1194 /* Target location */
1201 /* Extract the blind-ness */
1202 bool blind = (p_ptr->blind ? TRUE : FALSE);
1204 /* Extract the "see-able-ness" */
1205 bool seen = (!blind && m_ptr->ml);
1207 bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
1208 bool learnable = (seen && maneable && !world_monster);
1210 /* Assume "normal" target */
1213 /* Assume "projectable" */
1216 /* Cannot cast spells when confused */
1217 if (m_ptr->confused)
1219 m_ptr->target_y = 0;
1220 m_ptr->target_x = 0;
1224 /* Cannot cast spells when nice */
1225 if (m_ptr->mflag & MFLAG_NICE) return (FALSE);
1226 if (!is_hostile(m_ptr)) return (FALSE);
1228 /* Hack -- Extract the spell probability */
1229 chance = (r_ptr->freq_inate + r_ptr->freq_spell) / 2;
1231 /* Not allowed to cast spells */
1232 if (!chance) return (FALSE);
1235 if (stupid_monsters)
1237 /* Only do spells occasionally */
1238 if (rand_int(100) >= chance) return (FALSE);
1242 if (rand_int(100) >= chance) return (FALSE);
1244 /* Sometimes forbid inate attacks (breaths) */
1245 if (rand_int(100) >= (chance * 2)) no_inate = TRUE;
1248 /* XXX XXX XXX Handle "track_target" option (?) */
1251 /* Extract the racial spell flags */
1256 /* Hack -- require projectable player */
1260 if ((m_ptr->cdis > MAX_RANGE) && !m_ptr->target_y) return (FALSE);
1263 if (projectable(m_ptr->fy, m_ptr->fx, y, x))
1265 /* Breath disintegration to the glyph */
1266 if ((!cave_floor_bold(y,x)) && (r_ptr->flags4 & RF4_BR_DISI) && one_in_(2)) do_disi = TRUE;
1269 /* Check path to next grid */
1272 bool success = FALSE;
1274 if ((r_ptr->flags4 & RF4_BR_DISI) &&
1275 (m_ptr->cdis < MAX_RANGE/2) &&
1276 in_disintegration_range(m_ptr->fy, m_ptr->fx, y, x) &&
1277 (one_in_(10) || (projectable(y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
1286 int tonari_y[4][8] = {{-1,-1,-1,0,0,1,1,1},
1287 {-1,-1,-1,0,0,1,1,1},
1288 {1,1,1,0,0,-1,-1,-1},
1289 {1,1,1,0,0,-1,-1,-1}};
1290 int tonari_x[4][8] = {{-1,0,1,-1,1,-1,0,1},
1291 {1,0,-1,1,-1,1,0,-1},
1292 {-1,0,1,-1,1,-1,0,1},
1293 {1,0,-1,1,-1,1,0,-1}};
1295 if (m_ptr->fy < py && m_ptr->fx < px) tonari = 0;
1296 else if (m_ptr->fy < py) tonari = 1;
1297 else if (m_ptr->fx < px) tonari = 2;
1300 for (i = 0; i < 8; i++)
1302 int next_x = x + tonari_x[tonari][i];
1303 int next_y = y + tonari_y[tonari][i];
1306 /* Access the next grid */
1307 c_ptr = &cave[next_y][next_x];
1309 /* Skip door, rubble, wall */
1310 if ((c_ptr->feat >= FEAT_DOOR_HEAD) && (c_ptr->feat <= FEAT_PERM_SOLID)) continue;
1313 if (c_ptr->feat == FEAT_TREES) continue;
1316 if (c_ptr->feat == FEAT_MOUNTAIN) continue;
1318 if (projectable(m_ptr->fy, m_ptr->fx, next_y, next_x))
1330 if (m_ptr->target_y && m_ptr->target_x)
1332 y = m_ptr->target_y;
1333 x = m_ptr->target_x;
1334 f4 &= (RF4_INDIRECT_MASK);
1335 f5 &= (RF5_INDIRECT_MASK);
1336 f6 &= (RF6_INDIRECT_MASK);
1342 if (!success) return FALSE;
1346 m_ptr->target_y = 0;
1347 m_ptr->target_x = 0;
1349 /* Extract the monster level */
1350 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1352 if (!stupid_monsters)
1354 /* Forbid inate attacks sometimes */
1355 if (no_inate) f4 &= 0x500000FF;
1360 f5 &= ~(RF5_DRAIN_MANA);
1362 if ((p_ptr->pclass == CLASS_NINJA) && (r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)))
1364 f6 &= ~(RF6_DARKNESS);
1367 if (dun_level && (!p_ptr->inside_quest || (p_ptr->inside_quest < MIN_RANDOM_QUEST)) && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
1369 f4 &= (RF4_NOMAGIC_MASK);
1370 f5 &= (RF5_NOMAGIC_MASK);
1371 f6 &= (RF6_NOMAGIC_MASK);
1374 /* Hack -- allow "desperate" spells */
1375 if ((r_ptr->flags2 & (RF2_SMART)) &&
1376 (m_ptr->hp < m_ptr->maxhp / 10) &&
1377 (rand_int(100) < 50))
1379 /* Require intelligent spells */
1380 f4 &= (RF4_INT_MASK);
1381 f5 &= (RF5_INT_MASK);
1382 f6 &= (RF6_INT_MASK);
1384 /* No spells left */
1385 if (!f4 && !f5 && !f6) return (FALSE);
1388 /* Remove the "ineffective" spells */
1389 remove_bad_spells(m_idx, &f4, &f5, &f6);
1391 if (p_ptr->inside_arena)
1393 f4 &= ~(RF4_SUMMON_MASK);
1394 f5 &= ~(RF5_SUMMON_MASK);
1395 f6 &= ~(RF6_SUMMON_MASK);
1398 /* No spells left */
1399 if (!f4 && !f5 && !f6) return (FALSE);
1401 if (!stupid_monsters)
1403 /* Check for a clean bolt shot */
1404 if (((f4 & RF4_BOLT_MASK) ||
1405 (f5 & RF5_BOLT_MASK) ||
1406 (f6 & RF6_BOLT_MASK)) &&
1407 !(r_ptr->flags2 & RF2_STUPID) &&
1408 !clean_shot(m_ptr->fy, m_ptr->fx, py, px, FALSE))
1410 /* Remove spells that will only hurt friends */
1411 f4 &= ~(RF4_BOLT_MASK);
1412 f5 &= ~(RF5_BOLT_MASK);
1413 f6 &= ~(RF6_BOLT_MASK);
1416 /* Check for a possible summon */
1417 if (((f4 & RF4_SUMMON_MASK) ||
1418 (f5 & RF5_SUMMON_MASK) ||
1419 (f6 & RF6_SUMMON_MASK)) &&
1420 !(r_ptr->flags2 & RF2_STUPID) &&
1421 !(summon_possible(y, x)))
1423 /* Remove summoning spells */
1424 f4 &= ~(RF4_SUMMON_MASK);
1425 f5 &= ~(RF5_SUMMON_MASK);
1426 f6 &= ~(RF6_SUMMON_MASK);
1429 /* No spells left */
1430 if (!f4 && !f5 && !f6) return (FALSE);
1433 /* Extract the "inate" spells */
1434 for (k = 0; k < 32; k++)
1436 if (f4 & (1L << k)) spell[num++] = k + 32 * 3;
1439 /* Extract the "normal" spells */
1440 for (k = 0; k < 32; k++)
1442 if (f5 & (1L << k)) spell[num++] = k + 32 * 4;
1445 /* Extract the "bizarre" spells */
1446 for (k = 0; k < 32; k++)
1448 if (f6 & (1L << k)) spell[num++] = k + 32 * 5;
1451 /* No spells left */
1452 if (!num) return (FALSE);
1454 /* Stop if player is dead or gone */
1455 if (!alive || death) return (FALSE);
1457 /* Stop if player is leaving */
1458 if (p_ptr->leaving) return (FALSE);
1460 /* Get the monster name (or "it") */
1461 monster_desc(m_name, m_ptr, 0x00);
1463 /* Get the monster possessive ("his"/"her"/"its") */
1464 monster_desc(m_poss, m_ptr, 0x22);
1466 /* Hack -- Get the "died from" name */
1467 monster_desc(ddesc, m_ptr, 0x88);
1469 if (stupid_monsters)
1471 /* Choose a spell to cast */
1472 thrown_spell = spell[rand_int(num)];
1477 if (do_disi) thrown_spell = 96+31;
1482 thrown_spell = choose_attack_spell(m_idx, spell, num);
1483 if (thrown_spell) break;
1487 /* Abort if no spell was chosen */
1488 if (!thrown_spell) return (FALSE);
1490 /* Calculate spell failure rate */
1491 failrate = 25 - (rlev + 3) / 4;
1493 /* Hack -- Stupid monsters will never fail (for jellies and such) */
1494 if (r_ptr->flags2 & RF2_STUPID) failrate = 0;
1496 /* Check for spell failure (inate attacks never fail) */
1497 if ((thrown_spell >= 128) && ((m_ptr->stunned && one_in_(2)) || (rand_int(100) < failrate)))
1501 if (thrown_spell != (160+7)) /* Not RF6_SPECIAL */
1504 msg_format("%^s¤Ï¼öʸ¤ò¾§¤¨¤è¤¦¤È¤·¤¿¤¬¼ºÇÔ¤·¤¿¡£", m_name);
1506 msg_format("%^s tries to cast a spell, but fails.", m_name);
1514 /* Cast the spell. */
1515 switch (thrown_spell)
1523 msg_format("%^s¤¬¤«¤ó¹â¤¤¶âÀÚ¤êÀ¼¤ò¤¢¤²¤¿¡£", m_name);
1525 msg_format("%^s makes a high pitched shriek.", m_name);
1528 aggravate_monsters(m_idx);
1542 if (x!=px || y!=py) return (FALSE);
1545 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
1546 else msg_format("%^s¤¬ËâÎϾõî¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
1548 if (blind) msg_format("%^s mumbles powerfully.", m_name);
1549 else msg_format("%^s invokes a dispel magic.", m_name);
1552 set_lightspeed(0, TRUE);
1554 set_shield(0, TRUE);
1555 set_blessed(0, TRUE);
1556 set_tsuyoshi(0, TRUE);
1559 set_protevil(0, TRUE);
1560 set_invuln(0, TRUE);
1561 set_wraith_form(0, TRUE);
1562 set_kabenuke(0, TRUE);
1563 set_tim_res_nether(0, TRUE);
1564 set_tim_res_time(0, TRUE);
1566 set_tim_reflect(0,TRUE);
1567 set_multishadow(0,TRUE);
1568 set_dustrobe(0,TRUE);
1570 set_tim_invis(0, TRUE);
1571 set_tim_infra(0, TRUE);
1572 set_tim_esp(0, TRUE);
1573 set_tim_regen(0, TRUE);
1574 set_tim_stealth(0, TRUE);
1575 set_tim_ffall(0, TRUE);
1576 set_tim_sh_touki(0, TRUE);
1577 set_tim_sh_fire(0, TRUE);
1578 set_magicdef(0, TRUE);
1579 set_resist_magic(0, TRUE);
1580 set_oppose_acid(0, TRUE);
1581 set_oppose_elec(0, TRUE);
1582 set_oppose_fire(0, TRUE);
1583 set_oppose_cold(0, TRUE);
1584 set_oppose_pois(0, TRUE);
1585 set_ultimate_res(0, TRUE);
1586 set_mimic(0, 0, TRUE);
1587 set_ele_attack(0, 0);
1588 set_ele_immune(0, 0);
1589 /* Cancel glowing hands */
1590 if (p_ptr->special_attack & ATTACK_CONFUSE)
1592 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
1594 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
1596 msg_print("Your hands stop glowing.");
1600 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0]))
1602 p_ptr->magic_num1[1] = p_ptr->magic_num1[0];
1603 p_ptr->magic_num1[0] = 0;
1605 msg_print("²Î¤¬ÅÓÀڤ줿¡£");
1607 msg_print("Your singing is interrupted.");
1609 p_ptr->action = ACTION_NONE;
1611 /* Recalculate bonuses */
1612 p_ptr->update |= (PU_BONUS | PU_HP);
1615 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1617 /* Update monsters */
1618 p_ptr->update |= (PU_MONSTERS);
1621 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1623 p_ptr->energy -= 100;
1627 m_list[p_ptr->riding].invulner = 0;
1628 m_list[p_ptr->riding].fast = 0;
1629 m_list[p_ptr->riding].slow = 0;
1630 p_ptr->update |= PU_BONUS;
1631 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= PR_HEALTH;
1632 p_ptr->redraw |= (PR_UHEALTH);
1636 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1637 msg_print("¤ä¤ê¤ä¤¬¤Ã¤¿¤Ê¡ª");
1639 learn_spell(MS_DISPEL);
1648 if (blind) msg_format("%^s¤¬²¿¤«¤ò¼Í¤Ã¤¿¡£", m_name);
1650 if (blind) msg_format("%^s shoots something.", m_name);
1654 else msg_format("%^s¤¬¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£", m_name);
1656 else msg_format("%^s fires a rocket.", m_name);
1659 dam = ((m_ptr->hp / 4) > 800 ? 800 : (m_ptr->hp / 4));
1660 breath(y, x, m_idx, GF_ROCKET,
1661 dam, 2, FALSE, MS_ROCKET, learnable);
1662 update_smart_learn(m_idx, DRS_SHARD);
1669 if (x!=px || y!=py) return (FALSE);
1672 if (blind) msg_format("%^s¤¬´ñ̯¤Ê²»¤òȯ¤·¤¿¡£", m_name);
1674 if (blind) msg_format("%^s makes a strange noise.", m_name);
1678 else msg_format("%^s¤¬Ìð¤òÊü¤Ã¤¿¡£", m_name);
1680 else msg_format("%^s fires an arrow.", m_name);
1683 dam = damroll(2, 5);
1684 bolt(m_idx, GF_ARROW, dam, MS_ARROW_1, learnable);
1685 update_smart_learn(m_idx, DRS_REFLECT);
1692 if (x!=px || y!=py) return (FALSE);
1695 if (blind) msg_format("%^s¤¬´ñ̯¤Ê²»¤òȯ¤·¤¿¡£", m_name);
1697 if (blind) msg_format("%^s makes a strange noise.", m_name);
1701 else msg_format("%^s¤¬Ìð¤òÊü¤Ã¤¿¡£", m_name);
1703 else msg_format("%^s fires an arrow!", m_name);
1706 dam = damroll(3, 6);
1707 bolt(m_idx, GF_ARROW, dam, MS_ARROW_2, learnable);
1708 update_smart_learn(m_idx, DRS_REFLECT);
1715 if (x!=px || y!=py) return (FALSE);
1718 if (blind) msg_format("%^s¤¬´ñ̯¤Ê²»¤òȯ¤·¤¿¡£", m_name);
1720 if (blind) msg_format("%^s makes a strange noise.", m_name);
1724 else msg_format("%s¤¬¥Ü¥ë¥È¤ò·â¤Ã¤¿¡£", m_name);
1726 else msg_format("%^s fires a bolt.", m_name);
1728 dam = damroll(5, 6);
1729 bolt(m_idx, GF_ARROW, dam, MS_ARROW_3, learnable);
1730 update_smart_learn(m_idx, DRS_REFLECT);
1737 if (x!=px || y!=py) return (FALSE);
1740 if (blind) msg_format("%^s¤¬´ñ̯¤Ê²»¤òȯ¤·¤¿¡£", m_name);
1742 if (blind) msg_format("%^s makes a strange noise.", m_name);
1746 else msg_format("%s¤¬¥Ü¥ë¥È¤ò·â¤Ã¤¿¡£", m_name);
1748 else msg_format("%^s fires a bolt.", m_name);
1750 dam = damroll(7, 6);
1751 bolt(m_idx, GF_ARROW, dam, MS_ARROW_4, learnable);
1752 update_smart_learn(m_idx, DRS_REFLECT);
1761 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1763 if (blind) msg_format("%^s breathes.", m_name);
1767 else msg_format("%^s¤¬»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1769 else msg_format("%^s breathes acid.", m_name);
1772 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1773 breath(y, x, m_idx, GF_ACID, dam, 0, TRUE, MS_BR_ACID, learnable);
1774 update_smart_learn(m_idx, DRS_ACID);
1783 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1785 if (blind) msg_format("%^s breathes.", m_name);
1789 else msg_format("%^s¤¬°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1791 else msg_format("%^s breathes lightning.", m_name);
1794 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1795 breath(y, x, m_idx, GF_ELEC, dam,0, TRUE, MS_BR_ELEC, learnable);
1796 update_smart_learn(m_idx, DRS_ELEC);
1805 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1807 if (blind) msg_format("%^s breathes.", m_name);
1811 else msg_format("%^s¤¬²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1813 else msg_format("%^s breathes fire.", m_name);
1816 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1817 breath(y, x, m_idx, GF_FIRE, dam,0, TRUE, MS_BR_FIRE, learnable);
1818 update_smart_learn(m_idx, DRS_FIRE);
1827 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1829 if (blind) msg_format("%^s breathes.", m_name);
1833 else msg_format("%^s¤¬Î䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1835 else msg_format("%^s breathes frost.", m_name);
1838 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1839 breath(y, x, m_idx, GF_COLD, dam,0, TRUE, MS_BR_COLD, learnable);
1840 update_smart_learn(m_idx, DRS_COLD);
1849 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1851 if (blind) msg_format("%^s breathes.", m_name);
1855 else msg_format("%^s¤¬¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1857 else msg_format("%^s breathes gas.", m_name);
1860 dam = ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3));
1861 breath(y, x, m_idx, GF_POIS, dam, 0, TRUE, MS_BR_POIS, learnable);
1862 update_smart_learn(m_idx, DRS_POIS);
1872 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1874 if (blind) msg_format("%^s breathes.", m_name);
1878 else msg_format("%^s¤¬ÃϹö¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1880 else msg_format("%^s breathes nether.", m_name);
1883 dam = ((m_ptr->hp / 6) > 550 ? 550 : (m_ptr->hp / 6));
1884 breath(y, x, m_idx, GF_NETHER, dam,0, TRUE, MS_BR_NETHER, learnable);
1885 update_smart_learn(m_idx, DRS_NETH);
1894 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1896 if (blind) msg_format("%^s breathes.", m_name);
1900 else msg_format("%^s¤¬Á®¸÷¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1902 else msg_format("%^s breathes light.", m_name);
1905 dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6));
1906 breath(y, x, m_idx, GF_LITE, dam,0, TRUE, MS_BR_LITE, learnable);
1907 update_smart_learn(m_idx, DRS_LITE);
1916 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1918 if (blind) msg_format("%^s breathes.", m_name);
1922 else msg_format("%^s¤¬°Å¹õ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1924 else msg_format("%^s breathes darkness.", m_name);
1927 dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6));
1928 breath(y, x, m_idx, GF_DARK, dam,0, TRUE, MS_BR_DARK, learnable);
1929 update_smart_learn(m_idx, DRS_DARK);
1938 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1940 if (blind) msg_format("%^s breathes.", m_name);
1944 else msg_format("%^s¤¬º®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1946 else msg_format("%^s breathes confusion.", m_name);
1949 dam = ((m_ptr->hp / 6) > 450 ? 450 : (m_ptr->hp / 6));
1950 breath(y, x, m_idx, GF_CONFUSION, dam,0, TRUE, MS_BR_CONF, learnable);
1951 update_smart_learn(m_idx, DRS_CONF);
1959 if (m_ptr->r_idx == MON_JAIAN)
1961 msg_format("¡Ö¥Ü¥©¥¨¡Á¡Á¡Á¡Á¡Á¡Á¡×");
1963 msg_format("'Booooeeeeee'");
1966 else if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1968 else if (blind) msg_format("%^s breathes.", m_name);
1972 else msg_format("%^s¤¬¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1974 else msg_format("%^s breathes sound.", m_name);
1977 dam = ((m_ptr->hp / 6) > 450 ? 450 : (m_ptr->hp / 6));
1978 breath(y, x, m_idx, GF_SOUND, dam,0, TRUE, MS_BR_SOUND, learnable);
1979 update_smart_learn(m_idx, DRS_SOUND);
1988 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1990 if (blind) msg_format("%^s breathes.", m_name);
1994 else msg_format("%^s¤¬¥«¥ª¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1996 else msg_format("%^s breathes chaos.", m_name);
1999 dam = ((m_ptr->hp / 6) > 600 ? 600 : (m_ptr->hp / 6));
2000 breath(y, x, m_idx, GF_CHAOS, dam,0, TRUE, MS_BR_CHAOS, learnable);
2001 update_smart_learn(m_idx, DRS_CHAOS);
2010 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2012 if (blind) msg_format("%^s breathes.", m_name);
2016 else msg_format("%^s¤¬Îô²½¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2018 else msg_format("%^s breathes disenchantment.", m_name);
2021 dam = ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6));
2022 breath(y, x, m_idx, GF_DISENCHANT, dam,0, TRUE, MS_BR_DISEN, learnable);
2023 update_smart_learn(m_idx, DRS_DISEN);
2032 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2034 if (blind) msg_format("%^s breathes.", m_name);
2038 else msg_format("%^s¤¬°ø²Ìº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2040 else msg_format("%^s breathes nexus.", m_name);
2043 dam = ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3));
2044 breath(y, x, m_idx, GF_NEXUS, dam,0, TRUE, MS_BR_NEXUS, learnable);
2045 update_smart_learn(m_idx, DRS_NEXUS);
2054 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2056 if (blind) msg_format("%^s breathes.", m_name);
2060 else msg_format("%^s¤¬»þ´ÖµÕž¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2062 else msg_format("%^s breathes time.", m_name);
2065 dam = ((m_ptr->hp / 3) > 150 ? 150 : (m_ptr->hp / 3));
2066 breath(y, x, m_idx, GF_TIME, dam,0, TRUE, MS_BR_TIME, learnable);
2075 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2077 if (blind) msg_format("%^s breathes.", m_name);
2081 else msg_format("%^s¤¬ÃÙÆߤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2083 else msg_format("%^s breathes inertia.", m_name);
2086 dam = ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6));
2087 breath(y, x, m_idx, GF_INERTIA, dam,0, TRUE, MS_BR_INERTIA, learnable);
2096 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2098 if (blind) msg_format("%^s breathes.", m_name);
2102 else msg_format("%^s¤¬½ÅÎϤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2104 else msg_format("%^s breathes gravity.", m_name);
2107 dam = ((m_ptr->hp / 3) > 200 ? 200 : (m_ptr->hp / 3));
2108 breath(y, x, m_idx, GF_GRAVITY, dam,0, TRUE, MS_BR_GRAVITY, learnable);
2116 if (m_ptr->r_idx == MON_BOTEI)
2118 msg_format("¡Ö¥ÜÄë¥Ó¥ë¥«¥Ã¥¿¡¼¡ª¡ª¡ª¡×");
2120 msg_format("'Boty-Build cutter!!!'");
2123 else if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2125 else if (blind) msg_format("%^s breathes.", m_name);
2129 else msg_format("%^s¤¬ÇËÊҤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2131 else msg_format("%^s breathes shards.", m_name);
2134 dam = ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6));
2135 breath(y, x, m_idx, GF_SHARDS, dam,0, TRUE, MS_BR_SHARDS, learnable);
2136 update_smart_learn(m_idx, DRS_SHARD);
2145 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2147 if (blind) msg_format("%^s breathes.", m_name);
2151 else msg_format("%^s¤¬¥×¥é¥º¥Þ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2153 else msg_format("%^s breathes plasma.", m_name);
2156 dam = ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6));
2157 breath(y, x, m_idx, GF_PLASMA, dam,0, TRUE, MS_BR_PLASMA, learnable);
2166 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2168 if (blind) msg_format("%^s breathes.", m_name);
2172 else msg_format("%^s¤¬¥Õ¥©¡¼¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2174 else msg_format("%^s breathes force.", m_name);
2177 dam = ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6));
2178 breath(y, x, m_idx, GF_FORCE, dam,0, TRUE, MS_BR_FORCE, learnable);
2187 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2189 if (blind) msg_format("%^s breathes.", m_name);
2193 else msg_format("%^s¤¬ËâÎϤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2195 else msg_format("%^s breathes mana.", m_name);
2197 dam = ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3));
2198 breath(y, x, m_idx, GF_MANA, dam,0, TRUE, MS_BR_MANA, learnable);
2207 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2209 if (blind) msg_format("%^s mumbles.", m_name);
2213 else msg_format("%^s¤¬Êü¼Íǽµå¤òÊü¤Ã¤¿¡£", m_name);
2215 else msg_format("%^s casts a ball of radiation.", m_name);
2218 dam = (rlev + damroll(10, 6)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2219 breath(y, x, m_idx, GF_NUKE, dam, 2, FALSE, MS_BALL_NUKE, learnable);
2220 update_smart_learn(m_idx, DRS_POIS);
2229 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2231 if (blind) msg_format("%^s breathes.", m_name);
2235 else msg_format("%^s¤¬Êü¼ÍÀÇÑ´þʪ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2237 else msg_format("%^s breathes toxic waste.", m_name);
2240 dam = ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3));
2241 breath(y, x, m_idx, GF_NUKE, dam,0, TRUE, MS_BR_NUKE, learnable);
2242 update_smart_learn(m_idx, DRS_POIS);
2251 if (blind) msg_format("%^s¤¬¶²¤í¤·¤²¤Ë¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2253 if (blind) msg_format("%^s mumbles frighteningly.", m_name);
2257 else msg_format("%^s¤¬½ã¥í¥°¥ë¥¹¤òÊü¤Ã¤¿¡£", m_name);/*nuke me*/
2259 else msg_format("%^s invokes a raw Logrus.", m_name);
2262 dam = ((r_ptr->flags2 & RF2_POWERFUL) ? (rlev * 3) : (rlev * 2))+ damroll(10, 10);
2263 breath(y, x, m_idx, GF_CHAOS, dam, 4, FALSE, MS_BALL_CHAOS, learnable);
2264 update_smart_learn(m_idx, DRS_CHAOS);
2273 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2275 if (blind) msg_format("%^s breathes.", m_name);
2279 else msg_format("%^s¤¬Ê¬²ò¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2281 else msg_format("%^s breathes disintegration.", m_name);
2284 dam = ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6));
2285 breath(y, x, m_idx, GF_DISINTEGRATE, dam,0, TRUE, MS_BR_DISI, learnable);
2296 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2298 if (blind) msg_format("%^s mumbles.", m_name);
2302 else msg_format("%^s¤¬¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2304 else msg_format("%^s casts an acid ball.", m_name);
2307 dam = (randint(rlev * 3) + 15) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2308 breath(y, x, m_idx, GF_ACID, dam, 2, FALSE, MS_BALL_ACID, learnable);
2309 update_smart_learn(m_idx, DRS_ACID);
2318 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2320 if (blind) msg_format("%^s mumbles.", m_name);
2324 else msg_format("%^s¤¬¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2326 else msg_format("%^s casts a lightning ball.", m_name);
2329 dam = (randint(rlev * 3 / 2) + 8) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2330 breath(y, x, m_idx, GF_ELEC, dam, 2, FALSE, MS_BALL_ELEC, learnable);
2331 update_smart_learn(m_idx, DRS_ELEC);
2340 if (m_ptr->r_idx == MON_ROLENTO)
2344 msg_format("%s¤¬²¿¤«¤òÅꤲ¤¿¡£", m_name);
2346 msg_format("%s¤Ï¼êÜØÃƤòÅꤲ¤¿¡£", m_name);
2349 msg_format("%^s throws something.", m_name);
2351 msg_format("%^s throws a hand grenade.", m_name);
2357 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2359 if (blind) msg_format("%^s mumbles.", m_name);
2363 else msg_format("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2365 else msg_format("%^s casts a fire ball.", m_name);
2369 dam = (randint(rlev * 7 / 2) + 10) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2370 breath(y, x, m_idx, GF_FIRE, dam, 2, FALSE, MS_BALL_FIRE, learnable);
2371 update_smart_learn(m_idx, DRS_FIRE);
2380 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2382 if (blind) msg_format("%^s mumbles.", m_name);
2386 else msg_format("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2388 else msg_format("%^s casts a frost ball.", m_name);
2391 dam = (randint(rlev * 3 / 2) + 10) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2392 breath(y, x, m_idx, GF_COLD, dam, 2, FALSE, MS_BALL_COLD, learnable);
2393 update_smart_learn(m_idx, DRS_COLD);
2402 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2404 if (blind) msg_format("%^s mumbles.", m_name);
2408 else msg_format("%^s¤¬°½±À¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2410 else msg_format("%^s casts a stinking cloud.", m_name);
2413 dam = damroll(12, 2) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2414 breath(y, x, m_idx, GF_POIS, dam, 2, FALSE, MS_BALL_POIS, learnable);
2415 update_smart_learn(m_idx, DRS_POIS);
2424 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2426 if (blind) msg_format("%^s mumbles.", m_name);
2430 else msg_format("%^s¤¬ÃϹöµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2432 else msg_format("%^s casts a nether ball.", m_name);
2435 dam = 50 + damroll(10, 10) + (rlev * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1));
2436 breath(y, x, m_idx, GF_NETHER, dam, 2, FALSE, MS_BALL_NETHER, learnable);
2437 update_smart_learn(m_idx, DRS_NETH);
2446 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2448 if (blind) msg_format("%^s mumbles.", m_name);
2452 else msg_format("%^s¤¬Î®¤ì¤ë¤è¤¦¤Ê¿È¿¶¤ê¤ò¤·¤¿¡£", m_name);
2454 else msg_format("%^s gestures fluidly.", m_name);
2458 msg_print("¤¢¤Ê¤¿¤Ï±²´¬¤¤Ë°û¤ß¹þ¤Þ¤ì¤¿¡£");
2460 msg_print("You are engulfed in a whirlpool.");
2463 dam = ((r_ptr->flags2 & RF2_POWERFUL) ? randint(rlev * 3) : randint(rlev * 2)) + 50;
2464 breath(y, x, m_idx, GF_WATER, dam, 4, FALSE, MS_BALL_WATER, learnable);
2473 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2475 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2479 else msg_format("%^s¤¬ËâÎϤÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2481 else msg_format("%^s invokes a mana storm.", m_name);
2484 dam = (rlev * 4) + 50 + damroll(10, 10);
2485 breath(y, x, m_idx, GF_MANA, dam, 4, FALSE, MS_BALL_MANA, learnable);
2494 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2496 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2500 else msg_format("%^s¤¬°Å¹õ¤ÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2502 else msg_format("%^s invokes a darkness storm.", m_name);
2505 dam = (rlev * 4) + 50 + damroll(10, 10);
2506 breath(y, x, m_idx, GF_DARK, dam, 4, FALSE, MS_BALL_DARK, learnable);
2507 update_smart_learn(m_idx, DRS_DARK);
2511 /* RF5_DRAIN_MANA */
2514 if (x!=px || y!=py) return (FALSE);
2523 msg_format("%^s¤ËÀº¿À¥¨¥Í¥ë¥®¡¼¤òµÛ¤¤¼è¤é¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
2525 msg_format("%^s draws psychic energy from you!", m_name);
2530 r1 = (randint(rlev) / 2) + 1;
2533 if (r1 >= p_ptr->csp)
2537 p_ptr->csp_frac = 0;
2546 learn_spell(MS_DRAIN_MANA);
2549 p_ptr->redraw |= (PR_MANA);
2552 p_ptr->window |= (PW_PLAYER);
2553 p_ptr->window |= (PW_SPELL);
2555 /* Heal the monster */
2556 if (m_ptr->hp < m_ptr->maxhp)
2559 m_ptr->hp += (6 * r1);
2560 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2562 /* Redraw (later) if needed */
2563 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2564 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2566 /* Special message */
2570 msg_format("%^s¤Ïµ¤Ê¬¤¬Îɤµ¤½¤¦¤À¡£", m_name);
2572 msg_format("%^s appears healthier.", m_name);
2578 update_smart_learn(m_idx, DRS_MANA);
2582 /* RF5_MIND_BLAST */
2585 if (x!=px || y!=py) return (FALSE);
2591 msg_print("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£");
2593 msg_print("You feel something focusing on your mind.");
2600 msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¤Ë¤é¤ó¤Ç¤¤¤ë¡£", m_name);
2602 msg_format("%^s gazes deep into your eyes.", m_name);
2607 dam = damroll(7, 7);
2608 if (rand_int(100 + rlev/2) < (MAX(5, p_ptr->skill_sav)))
2611 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
2613 msg_print("You resist the effects!");
2615 learn_spell(MS_MIND_BLAST);
2620 msg_print("ÎîŪ¥¨¥Í¥ë¥®¡¼¤ÇÀº¿À¤¬¹¶·â¤µ¤ì¤¿¡£");
2622 msg_print("Your mind is blasted by psyonic energy.");
2625 if (!p_ptr->resist_conf)
2627 (void)set_confused(p_ptr->confused + rand_int(4) + 4);
2630 if (!p_ptr->resist_chaos && one_in_(3))
2632 (void)set_image(p_ptr->image + rand_int(250) + 150);
2639 p_ptr->csp_frac = 0;
2641 p_ptr->redraw |= PR_MANA;
2643 take_hit(DAMAGE_ATTACK, dam, ddesc, MS_MIND_BLAST);
2648 /* RF5_BRAIN_SMASH */
2651 if (x!=px || y!=py) return (FALSE);
2657 msg_print("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£");
2659 msg_print("You feel something focusing on your mind.");
2666 msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¸«¤Æ¤¤¤ë¡£", m_name);
2668 msg_format("%^s looks deep into your eyes.", m_name);
2673 dam = damroll(12, 12);
2674 if (rand_int(100 + rlev/2) < (MAX(5, p_ptr->skill_sav)))
2677 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
2679 msg_print("You resist the effects!");
2681 learn_spell(MS_BRAIN_SMASH);
2686 msg_print("ÎîŪ¥¨¥Í¥ë¥®¡¼¤ÇÀº¿À¤¬¹¶·â¤µ¤ì¤¿¡£");
2688 msg_print("Your mind is blasted by psionic energy.");
2695 p_ptr->csp_frac = 0;
2697 p_ptr->redraw |= PR_MANA;
2699 take_hit(DAMAGE_ATTACK, dam, ddesc, MS_BRAIN_SMASH);
2700 if (!p_ptr->resist_blind)
2702 (void)set_blind(p_ptr->blind + 8 + rand_int(8));
2704 if (!p_ptr->resist_conf)
2706 (void)set_confused(p_ptr->confused + rand_int(4) + 4);
2708 if (!p_ptr->free_act)
2710 (void)set_paralyzed(p_ptr->paralyzed + rand_int(4) + 4);
2712 (void)set_slow(p_ptr->slow + rand_int(4) + 4, FALSE);
2714 while (rand_int(100 + rlev/2) > (MAX(5, p_ptr->skill_sav)))
2715 (void)do_dec_stat(A_INT);
2716 while (rand_int(100 + rlev/2) > (MAX(5, p_ptr->skill_sav)))
2717 (void)do_dec_stat(A_WIS);
2719 if (!p_ptr->resist_chaos)
2721 (void)set_image(p_ptr->image + rand_int(250) + 150);
2730 if (x!=px || y!=py) return (FALSE);
2734 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2736 if (blind) msg_format("%^s mumbles.", m_name);
2740 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¼ö¤Ã¤¿¡£", m_name);
2742 else msg_format("%^s points at you and curses.", m_name);
2745 dam = damroll(3, 8);
2746 if (rand_int(100 + rlev/2) < p_ptr->skill_sav)
2749 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
2751 msg_print("You resist the effects!");
2753 learn_spell(MS_CAUSE_1);
2757 curse_equipment(33, 0);
2758 take_hit(DAMAGE_ATTACK, dam, ddesc, MS_CAUSE_1);
2766 if (x!=px || y!=py) return (FALSE);
2770 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2772 if (blind) msg_format("%^s mumbles.", m_name);
2776 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼ö¤Ã¤¿¡£", m_name);
2778 else msg_format("%^s points at you and curses horribly.", m_name);
2781 dam = damroll(8, 8);
2782 if (rand_int(100 + rlev/2) < p_ptr->skill_sav)
2785 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
2787 msg_print("You resist the effects!");
2789 learn_spell(MS_CAUSE_2);
2793 curse_equipment(50, 5);
2794 take_hit(DAMAGE_ATTACK, dam, ddesc, MS_CAUSE_2);
2802 if (x!=px || y!=py) return (FALSE);
2806 if (blind) msg_format("%^s¤¬²¿¤«¤òÂçÀ¼¤Ç¶«¤ó¤À¡£", m_name);
2808 if (blind) msg_format("%^s mumbles loudly.", m_name);
2812 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼öʸ¤ò¾§¤¨¤¿¡ª", m_name);
2814 else msg_format("%^s points at you, incanting terribly!", m_name);
2817 dam = damroll(10, 15);
2818 if (rand_int(100 + rlev/2) < p_ptr->skill_sav)
2821 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
2823 msg_print("You resist the effects!");
2825 learn_spell(MS_CAUSE_3);
2829 curse_equipment(80, 15);
2830 take_hit(DAMAGE_ATTACK, dam, ddesc, MS_CAUSE_3);
2838 if (x!=px || y!=py) return (FALSE);
2842 if (blind) msg_format("%^s¤¬¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", m_name);
2844 if (blind) msg_format("%^s screams the word 'DIE!'", m_name);
2848 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÈ빦¤òÆͤ¤¤Æ¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", m_name);
2850 else msg_format("%^s points at you, screaming the word DIE!", m_name);
2853 dam = damroll(15, 15);
2854 if ((rand_int(100 + rlev/2) < p_ptr->skill_sav) && !(m_ptr->r_idx == MON_KENSHIROU))
2857 msg_print("¤·¤«¤·È빦¤òÄ·¤ÍÊÖ¤·¤¿¡ª");
2859 msg_print("You resist the effects!");
2861 learn_spell(MS_CAUSE_4);
2865 take_hit(DAMAGE_ATTACK, dam, ddesc, MS_CAUSE_4);
2866 (void)set_cut(p_ptr->cut + damroll(10, 10));
2874 if (x!=px || y!=py) return (FALSE);
2877 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2879 if (blind) msg_format("%^s mumbles.", m_name);
2883 else msg_format("%^s¤¬¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2885 else msg_format("%^s casts a acid bolt.", m_name);
2888 dam = (damroll(7, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2889 bolt(m_idx, GF_ACID, dam, MS_BOLT_ACID, learnable);
2890 update_smart_learn(m_idx, DRS_ACID);
2891 update_smart_learn(m_idx, DRS_REFLECT);
2898 if (x!=px || y!=py) return (FALSE);
2901 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2903 if (blind) msg_format("%^s mumbles.", m_name);
2907 else msg_format("%^s¤¬¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2909 else msg_format("%^s casts a lightning bolt.", m_name);
2912 dam = (damroll(4, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2913 bolt(m_idx, GF_ELEC, dam, MS_BOLT_ELEC, learnable);
2914 update_smart_learn(m_idx, DRS_ELEC);
2915 update_smart_learn(m_idx, DRS_REFLECT);
2922 if (x!=px || y!=py) return (FALSE);
2925 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2927 if (blind) msg_format("%^s mumbles.", m_name);
2931 else msg_format("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2933 else msg_format("%^s casts a fire bolt.", m_name);
2936 dam = (damroll(9, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2937 bolt(m_idx, GF_FIRE, dam, MS_BOLT_FIRE, learnable);
2938 update_smart_learn(m_idx, DRS_FIRE);
2939 update_smart_learn(m_idx, DRS_REFLECT);
2946 if (x!=px || y!=py) return (FALSE);
2949 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2951 if (blind) msg_format("%^s mumbles.", m_name);
2955 else msg_format("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2957 else msg_format("%^s casts a frost bolt.", m_name);
2960 dam = (damroll(6, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2961 bolt(m_idx, GF_COLD, dam, MS_BOLT_COLD, learnable);
2962 update_smart_learn(m_idx, DRS_COLD);
2963 update_smart_learn(m_idx, DRS_REFLECT);
2972 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2974 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2978 else msg_format("%^s¤¬¥¹¥¿¡¼¥Ð¡¼¥¹¥È¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2980 else msg_format("%^s invokes a starburst.", m_name);
2983 dam = (rlev * 4) + 50 + damroll(10, 10);
2984 breath(y, x, m_idx, GF_LITE, dam, 4, FALSE, MS_STARBURST, learnable);
2985 update_smart_learn(m_idx, DRS_LITE);
2992 if (x!=px || y!=py) return (FALSE);
2995 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2997 if (blind) msg_format("%^s mumbles.", m_name);
3001 else msg_format("%^s¤¬ÃϹö¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3003 else msg_format("%^s casts a nether bolt.", m_name);
3006 dam = 30 + damroll(5, 5) + (rlev * 4) / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3);
3007 bolt(m_idx, GF_NETHER, dam, MS_BOLT_NETHER, learnable);
3008 update_smart_learn(m_idx, DRS_NETH);
3009 update_smart_learn(m_idx, DRS_REFLECT);
3016 if (x!=px || y!=py) return (FALSE);
3019 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3021 if (blind) msg_format("%^s mumbles.", m_name);
3025 else msg_format("%^s¤¬¥¦¥©¡¼¥¿¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3027 else msg_format("%^s casts a water bolt.", m_name);
3030 dam = damroll(10, 10) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
3031 bolt(m_idx, GF_WATER, dam, MS_BOLT_WATER, learnable);
3032 update_smart_learn(m_idx, DRS_REFLECT);
3039 if (x!=px || y!=py) return (FALSE);
3042 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3044 if (blind) msg_format("%^s mumbles.", m_name);
3048 else msg_format("%^s¤¬ËâÎϤÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3050 else msg_format("%^s casts a mana bolt.", m_name);
3053 dam = randint(rlev * 7 / 2) + 50;
3054 bolt(m_idx, GF_MANA, dam, MS_BOLT_MANA, learnable);
3055 update_smart_learn(m_idx, DRS_REFLECT);
3062 if (x!=px || y!=py) return (FALSE);
3065 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3067 if (blind) msg_format("%^s mumbles.", m_name);
3071 else msg_format("%^s¤¬¥×¥é¥º¥Þ¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3073 else msg_format("%^s casts a plasma bolt.", m_name);
3076 dam = 10 + damroll(8, 7) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
3077 bolt(m_idx, GF_PLASMA, dam, MS_BOLT_PLASMA, learnable);
3078 update_smart_learn(m_idx, DRS_REFLECT);
3085 if (x!=px || y!=py) return (FALSE);
3088 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3090 if (blind) msg_format("%^s mumbles.", m_name);
3094 else msg_format("%^s¤¬¶Ë´¨¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3096 else msg_format("%^s casts an ice bolt.", m_name);
3099 dam = damroll(6, 6) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
3100 bolt(m_idx, GF_ICE, dam, MS_BOLT_ICE, learnable);
3101 update_smart_learn(m_idx, DRS_COLD);
3102 update_smart_learn(m_idx, DRS_REFLECT);
3109 if (x!=px || y!=py) return (FALSE);
3112 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3114 if (blind) msg_format("%^s mumbles.", m_name);
3118 else msg_format("%^s¤¬¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3120 else msg_format("%^s casts a magic missile.", m_name);
3123 dam = damroll(2, 6) + (rlev / 3);
3124 bolt(m_idx, GF_MISSILE, dam, MS_MAGIC_MISSILE, learnable);
3125 update_smart_learn(m_idx, DRS_REFLECT);
3132 if (x!=px || y!=py) return (FALSE);
3136 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¯¤È¡¢¶²¤í¤·¤²¤Ê²»¤¬Ê¹¤³¤¨¤¿¡£", m_name);
3138 if (blind) msg_format("%^s mumbles, and you hear scary noises.", m_name);
3142 else msg_format("%^s¤¬¶²¤í¤·¤²¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£", m_name);
3144 else msg_format("%^s casts a fearful illusion.", m_name);
3147 if (p_ptr->resist_fear)
3150 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3152 msg_print("You refuse to be frightened.");
3156 else if (rand_int(100 + rlev/2) < p_ptr->skill_sav)
3159 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3161 msg_print("You refuse to be frightened.");
3167 (void)set_afraid(p_ptr->afraid + rand_int(4) + 4);
3169 learn_spell(MS_SCARE);
3170 update_smart_learn(m_idx, DRS_FEAR);
3177 if (x!=px || y!=py) return (FALSE);
3181 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3183 if (blind) msg_format("%^s mumbles.", m_name);
3187 else msg_format("%^s¤¬¼öʸ¤ò¾§¤¨¤Æ¤¢¤Ê¤¿¤ÎÌܤò¤¯¤é¤Þ¤·¤¿¡ª", m_name);
3189 else msg_format("%^s casts a spell, burning your eyes!", m_name);
3192 if (p_ptr->resist_blind)
3195 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3197 msg_print("You are unaffected!");
3201 else if (rand_int(100 + rlev/2) < p_ptr->skill_sav)
3204 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3206 msg_print("You resist the effects!");
3212 (void)set_blind(12 + rand_int(4));
3214 learn_spell(MS_BLIND);
3215 update_smart_learn(m_idx, DRS_BLIND);
3222 if (x!=px || y!=py) return (FALSE);
3226 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¯¤È¡¢Æ¬¤òǺ¤Þ¤¹²»¤¬¤·¤¿¡£", m_name);
3228 if (blind) msg_format("%^s mumbles, and you hear puzzling noises.", m_name);
3232 else msg_format("%^s¤¬Í¶ÏÇŪ¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£", m_name);
3234 else msg_format("%^s creates a mesmerising illusion.", m_name);
3237 if (p_ptr->resist_conf)
3240 msg_print("¤·¤«¤·¸¸³Ð¤Ë¤Ï¤À¤Þ¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3242 msg_print("You disbelieve the feeble spell.");
3246 else if (rand_int(100 + rlev/2) < p_ptr->skill_sav)
3249 msg_print("¤·¤«¤·¸¸³Ð¤Ë¤Ï¤À¤Þ¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3251 msg_print("You disbelieve the feeble spell.");
3257 (void)set_confused(p_ptr->confused + rand_int(4) + 4);
3259 learn_spell(MS_CONF);
3260 update_smart_learn(m_idx, DRS_CONF);
3267 if (x!=px || y!=py) return (FALSE);
3271 msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¶ÚÎϤòµÛ¤¤¼è¤í¤¦¤È¤·¤¿¡ª", m_name);
3273 msg_format("%^s drains power from your muscles!", m_name);
3276 if (p_ptr->free_act)
3279 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3281 msg_print("You are unaffected!");
3285 else if (rand_int(100 + rlev/2) < p_ptr->skill_sav)
3288 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3290 msg_print("You resist the effects!");
3296 (void)set_slow(p_ptr->slow + rand_int(4) + 4, FALSE);
3298 learn_spell(MS_SLOW);
3299 update_smart_learn(m_idx, DRS_FREE);
3306 if (x!=px || y!=py) return (FALSE);
3310 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3312 if (blind) msg_format("%^s mumbles.", m_name);
3316 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÌܤò¤¸¤Ã¤È¸«¤Ä¤á¤¿¡ª", m_name);
3318 else msg_format("%^s stares deep into your eyes!", m_name);
3321 if (p_ptr->free_act)
3324 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3326 msg_print("You are unaffected!");
3330 else if (rand_int(100 + rlev/2) < p_ptr->skill_sav)
3333 msg_format("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3335 msg_format("You resist the effects!");
3341 (void)set_paralyzed(p_ptr->paralyzed + rand_int(4) + 4);
3343 learn_spell(MS_SLEEP);
3344 update_smart_learn(m_idx, DRS_FREE);
3355 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3357 msg_format("%^s mumbles.", m_name);
3364 msg_format("%^s¤¬¼«Ê¬¤ÎÂΤËÇ°¤òÁ÷¤Ã¤¿¡£", m_name, m_poss);
3366 msg_format("%^s concentrates on %s body.", m_name, m_poss);
3371 /* Allow quick speed increases to base+10 */
3375 msg_format("%^s¤ÎÆ°¤¤¬Â®¤¯¤Ê¤Ã¤¿¡£", m_name);
3377 msg_format("%^s starts moving faster.", m_name);
3380 m_ptr->fast = MIN(200, m_ptr->fast + 100);
3381 if (p_ptr->riding == m_idx) p_ptr->update |= PU_BONUS;
3388 if (x!=px || y!=py) return (FALSE);
3391 msg_format("%^s¤¬ÇËÌǤμê¤òÊü¤Ã¤¿¡ª", m_name);
3393 msg_format("%^s invokes the Hand of Doom!", m_name);
3396 if (rand_int(100 + rlev/2) < p_ptr->skill_sav)
3399 msg_format("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3401 msg_format("You resist the effects!");
3403 learn_spell(MS_HAND_DOOM);
3408 int dummy = (((s32b) ((40 + randint(20)) * (p_ptr->chp))) / 100);
3410 msg_print("¤¢¤Ê¤¿¤ÏÌ¿¤¬Çö¤Þ¤Ã¤Æ¤¤¤¯¤è¤¦¤Ë´¶¤¸¤¿¡ª");
3412 msg_print("Your feel your life fade away!");
3415 take_hit(DAMAGE_ATTACK, dummy, m_name, MS_HAND_DOOM);
3416 curse_equipment(100, 20);
3418 if (p_ptr->chp < 1) p_ptr->chp = 1;
3432 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3434 msg_format("%^s mumbles.", m_name);
3441 msg_format("%^s¤¬¼«Ê¬¤Î½ý¤Ë½¸Ã椷¤¿¡£", m_name);
3443 msg_format("%^s concentrates on %s wounds.", m_name, m_poss);
3449 m_ptr->hp += (rlev * 6);
3452 if (m_ptr->hp >= m_ptr->maxhp)
3455 m_ptr->hp = m_ptr->maxhp;
3461 msg_format("%^s¤Ï´°Á´¤Ë¼£¤Ã¤¿¡ª", m_name);
3463 msg_format("%^s looks completely healed!", m_name);
3470 msg_format("%^s¤Ï´°Á´¤Ë¼£¤Ã¤¿¤è¤¦¤À¡ª", m_name);
3472 msg_format("%^s sounds completely healed!", m_name);
3478 /* Partially healed */
3485 msg_format("%^s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
3487 msg_format("%^s looks healthier.", m_name);
3494 msg_format("%^s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
3496 msg_format("%^s sounds healthier.", m_name);
3502 /* Redraw (later) if needed */
3503 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3504 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3514 msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name, m_poss);
3516 msg_format("%^s recovers %s courage.", m_name, m_poss);
3532 msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3534 msg_format("%^s mumbles powerfully.", m_name);
3541 msg_format("%s¤Ï̵½ý¤Îµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3543 msg_format("%^s casts a Globe of Invulnerability.", m_name);
3548 if (!(m_ptr->invulner))
3549 m_ptr->invulner = randint(4) + 4;
3551 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3552 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3561 msg_format("%^s¤¬½Ö»þ¤Ë¾Ã¤¨¤¿¡£", m_name);
3563 msg_format("%^s blinks away.", m_name);
3566 teleport_away(m_idx, 10, FALSE);
3567 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
3574 int i, oldfy, oldfx;
3575 u32b f1 = 0 , f2 = 0 , f3 = 0;
3583 msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¤·¤¿¡£", m_name);
3585 msg_format("%^s teleports away.", m_name);
3588 teleport_away(m_idx, MAX_SIGHT * 2 + 5, FALSE);
3590 if (los(py, px, oldfy, oldfx) && !world_monster)
3592 for (i=INVEN_RARM;i<INVEN_TOTAL;i++)
3594 o_ptr = &inventory[i];
3595 if(!(o_ptr->ident & IDENT_CURSED))
3597 object_flags(o_ptr, &f1, &f2, &f3);
3599 if((f3 & TR3_TELEPORT) || (p_ptr->muta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR))
3602 if(get_check("¤Ä¤¤¤Æ¤¤¤¤Þ¤¹¤«¡©"))
3604 if(get_check("Do you follow it? "))
3607 if (randint(3) == 1)
3609 teleport_player(200);
3611 msg_print("¼ºÇÔ¡ª");
3613 msg_print("Failed!");
3616 else teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE);
3617 p_ptr->energy -= 100;
3632 if(m_ptr->r_idx == MON_DIO) who = 1;
3633 else if(m_ptr->r_idx == MON_WONG) who = 3;
3635 if (!process_the_world(randint(2)+2, who, TRUE)) return (FALSE);
3645 switch(m_ptr->r_idx)
3648 if (p_ptr->inside_arena || p_ptr->inside_battle) return FALSE;
3649 for (k = 0; k < 6; k++)
3651 count += summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_BIZARRE1, TRUE, FALSE, FALSE, FALSE, FALSE);
3655 case MON_BANORLUPART:
3657 int dummy_hp = (m_ptr->hp + 1) / 2;
3658 int dummy_maxhp = m_ptr->maxhp/2;
3659 int dummy_y = m_ptr->fy;
3660 int dummy_x = m_ptr->fx;
3662 if (p_ptr->inside_arena || p_ptr->inside_battle || !summon_possible(m_ptr->fy, m_ptr->fx)) return FALSE;
3663 delete_monster_idx(cave[m_ptr->fy][m_ptr->fx].m_idx);
3664 summon_named_creature(dummy_y, dummy_x, MON_BANOR, FALSE, FALSE, is_friendly(m_ptr), FALSE);
3665 m_list[hack_m_idx_ii].hp = dummy_hp;
3666 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3667 summon_named_creature(dummy_y, dummy_x, MON_LUPART, FALSE, FALSE, is_friendly(m_ptr), FALSE);
3668 m_list[hack_m_idx_ii].hp = dummy_hp;
3669 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3672 msg_print("¡Ø¥Ð¡¼¥Î¡¼¥ë¡¦¥ë¥Ñ¡¼¥È¡Ù¤¬Ê¬Îö¤·¤¿¡ª");
3674 msg_print("Banor=Rupart splits in two person!");
3683 int dummy_maxhp = 0;
3684 int dummy_y = m_ptr->fy;
3685 int dummy_x = m_ptr->fx;
3687 if (!r_info[MON_BANOR].cur_num || !r_info[MON_LUPART].cur_num) return (FALSE);
3688 for (k = 1; k < m_max; k++)
3690 if (m_list[k].r_idx == MON_BANOR || m_list[k].r_idx == MON_LUPART)
3692 dummy_hp += m_list[k].hp;
3693 dummy_maxhp += m_list[k].maxhp;
3694 if (m_list[k].r_idx != m_ptr->r_idx)
3696 dummy_y = m_list[k].fy;
3697 dummy_x = m_list[k].fx;
3699 delete_monster_idx(k);
3702 summon_named_creature(dummy_y, dummy_x, MON_BANORLUPART, FALSE, FALSE, is_friendly(m_ptr), FALSE);
3703 m_list[hack_m_idx_ii].hp = dummy_hp;
3704 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3707 msg_print("¡Ø¥Ð¡¼¥Î¡¼¥ë¡Ù¤È¡Ø¥ë¥Ñ¡¼¥È¡Ù¤¬¹çÂΤ·¤¿¡ª");
3709 msg_print("Banor and Rupart combine into one!");
3714 default: return FALSE;
3722 if (x!=px || y!=py) return (FALSE);
3726 msg_format("%^s¤¬¤¢¤Ê¤¿¤ò°ú¤Ìᤷ¤¿¡£", m_name);
3728 msg_format("%^s commands you to return.", m_name);
3731 teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE);
3732 learn_spell(MS_TELE_TO);
3739 if (x!=px || y!=py) return (FALSE);
3743 msg_format("%^s¤Ë¥Æ¥ì¥Ý¡¼¥È¤µ¤»¤é¤ì¤¿¡£", m_name);
3744 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
3745 msg_print("¤¯¤Ã¤½¡Á");
3747 msg_format("%^s teleports you away.", m_name);
3750 learn_spell(MS_TELE_AWAY);
3751 teleport_player(100);
3755 /* RF6_TELE_LEVEL */
3758 if (x!=px || y!=py) return (FALSE);
3762 if (blind) msg_format("%^s¤¬²¿¤«´ñ̯¤Ê¸ÀÍÕ¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3764 if (blind) msg_format("%^s mumbles strangely.", m_name);
3768 else msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¤ò»Ø¤µ¤·¤¿¡£", m_name);
3770 else msg_format("%^s gestures at your feet.", m_name);
3773 if (p_ptr->resist_nexus)
3776 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3778 msg_print("You are unaffected!");
3782 else if (rand_int(100 + rlev/2) < p_ptr->skill_sav)
3785 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3787 msg_print("You resist the effects!");
3793 teleport_player_level();
3795 learn_spell(MS_TELE_LEVEL);
3796 update_smart_learn(m_idx, DRS_NEXUS);
3803 if (x!=px || y!=py) return (FALSE);
3806 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3808 if (blind) msg_format("%^s mumbles.", m_name);
3812 else msg_format("%^s¤¬¸÷¤Î·õ¤òÊü¤Ã¤¿¡£", m_name);
3814 else msg_format("%^s throw a Psycho-Spear.", m_name);
3817 dam = (r_ptr->flags2 & RF2_POWERFUL) ? (randint(rlev * 2) + 150) : (randint(rlev * 3 / 2) + 100);
3818 beam(m_idx, GF_PSY_SPEAR, dam, MS_PSY_SPEAR, learnable);
3825 if (x!=px || y!=py) return (FALSE);
3829 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3831 if (blind) msg_format("%^s mumbles.", m_name);
3835 else if (p_ptr->pclass == CLASS_NINJA) msg_format("%^s¤¬ÊÕ¤ê¤òÌÀ¤ë¤¯¾È¤é¤·¤¿¡£", m_name);
3836 else msg_format("%^s¤¬°Å°Ç¤ÎÃæ¤Ç¼ê¤ò¿¶¤Ã¤¿¡£", m_name);
3838 else if (p_ptr->pclass == CLASS_NINJA)
3839 msg_format("%^s cast a spell to light up.", m_name);
3840 else msg_format("%^s gestures in shadow.", m_name);
3843 learn_spell(MS_DARKNESS);
3844 if (p_ptr->pclass == CLASS_NINJA)
3845 (void)lite_area(0, 3);
3847 (void)unlite_area(0, 3);
3857 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤Æ¼Ù°¤ËÈù¾Ð¤ó¤À¡£", m_name);
3859 if (blind) msg_format("%^s mumbles, and then cackles evilly.", m_name);
3863 else msg_format("%^s¤¬¼öʸ¤ò¾§¤¨¤Æ¼Ù°¤ËÈù¾Ð¤ó¤À¡£", m_name);
3865 else msg_format("%^s casts a spell and cackles evilly.", m_name);
3868 learn_spell(MS_MAKE_TRAP);
3869 (void)trap_creation(y, x);
3876 if (x!=px || y!=py) return (FALSE);
3880 msg_format("%^s¤¬¤¢¤Ê¤¿¤Îµ²±¤ò¾Ãµî¤·¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", m_name);
3882 msg_format("%^s tries to blank your mind.", m_name);
3886 if (rand_int(100 + rlev/2) < p_ptr->skill_sav)
3889 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3891 msg_print("You resist the effects!");
3895 else if (lose_all_info())
3898 msg_print("µ²±¤¬Çö¤ì¤Æ¤·¤Þ¤Ã¤¿¡£");
3900 msg_print("Your memories fade away.");
3904 learn_spell(MS_FORGET);
3908 /* RF6_RAISE_DEAD */
3913 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3915 if (blind) msg_format("%^s mumbles.", m_name);
3919 else msg_format("%^s¤¬»à¼ÔÉü³è¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3921 else msg_format("%^s casts a spell to revive corpses.", m_name);
3923 animate_dead(m_idx, m_ptr->fy, m_ptr->fx);
3927 /* RF6_SUMMON_KIN */
3931 if (m_ptr->r_idx == MON_ROLENTO)
3935 msg_format("%^s¤¬²¿¤«ÂçÎ̤ËÅꤲ¤¿¡£", m_name);
3937 msg_format("%^s¤Ï¼êÜØÃƤò¤Ð¤é¤Þ¤¤¤¿¡£", m_name);
3940 msg_format("%^s spreads something.", m_name);
3942 msg_format("%^s throws some hand grenades.", m_name);
3949 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3951 msg_format("%^s¤ÏËâË¡¤Ç%s¤ò¾¤´¤·¤¿¡£",
3953 ((r_ptr->flags1) & RF1_UNIQUE ?
3957 msg_format("%^s mumbles.", m_name);
3959 msg_format("%^s magically summons %s %s.",
3961 ((r_ptr->flags1) & RF1_UNIQUE ?
3962 "minions" : "kin"));
3966 if(m_ptr->r_idx == MON_ROLENTO)
3968 int num = 1 + randint(3);
3969 for (k = 0; k < num; k++)
3971 count += summon_named_creature(y, x, MON_SHURYUUDAN, FALSE, FALSE, is_friendly(m_ptr), is_pet(m_ptr));
3974 else if(m_ptr->r_idx == MON_LOUSY)
3976 int num = 2 + randint(3);
3977 for (k = 0; k < num; k++)
3979 count += summon_specific(m_idx, y, x, rlev, SUMMON_LOUSE, TRUE, FALSE, FALSE, FALSE, FALSE);
3982 else if(m_ptr->r_idx == MON_BULLGATES)
3984 int num = 2 + randint(3);
3985 for (k = 0; k < num; k++)
3987 count += summon_named_creature(y, x, 921, FALSE, FALSE, is_friendly(m_ptr), is_pet(m_ptr));
3990 else if (m_ptr->r_idx == MON_CALDARM)
3992 int num = randint(3);
3993 for (k = 0; k < num; k++)
3995 count += summon_named_creature(y, x, 930, FALSE, FALSE, is_friendly(m_ptr), is_pet(m_ptr));
4001 summon_kin_type = r_ptr->d_char; /* Big hack */
4003 for (k = 0; k < 4; k++)
4005 count += summon_specific(m_idx, y, x, rlev, SUMMON_KIN, TRUE, FALSE, FALSE, FALSE, FALSE);
4009 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4011 if (blind && count) msg_print("You hear many things appear nearby.");
4023 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4025 if (blind) msg_format("%^s mumbles.", m_name);
4029 else msg_format("%^s¤¬¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
4031 else msg_format("%^s magically summons Cyberdemons!", m_name);
4035 if (blind && count) msg_print("½Å¸ü¤Ê²»¤¬¶á¤¯¤Çʹ¤³¤¨¤ë¡£");
4037 if (blind && count) msg_print("You hear heavy steps nearby.");
4040 summon_cyber(m_idx, y, x);
4049 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4051 if (blind) msg_format("%^s mumbles.", m_name);
4055 else msg_format("%^s¤¬ËâË¡¤ÇÃç´Ö¤ò¾¤´¤·¤¿¡ª", m_name);
4057 else msg_format("%^s magically summons help!", m_name);
4060 for (k = 0; k < 1; k++)
4062 count += summon_specific(m_idx, y, x, rlev, 0, TRUE, FALSE, FALSE, TRUE, FALSE);
4065 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4067 if (blind && count) msg_print("You hear something appear nearby.");
4073 /* RF6_S_MONSTERS */
4078 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4080 if (blind) msg_format("%^s mumbles.", m_name);
4084 else msg_format("%^s¤¬ËâË¡¤Ç¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤·¤¿¡ª", m_name);
4086 else msg_format("%^s magically summons monsters!", m_name);
4089 for (k = 0; k < s_num_6; k++)
4091 count += summon_specific(m_idx, y, x, rlev, 0, TRUE, FALSE, FALSE, TRUE, FALSE);
4094 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4096 if (blind && count) msg_print("You hear many things appear nearby.");
4107 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4109 if (blind) msg_format("%^s mumbles.", m_name);
4113 else msg_format("%^s¤¬ËâË¡¤Ç¥¢¥ê¤ò¾¤´¤·¤¿¡£", m_name);
4115 else msg_format("%^s magically summons ants.", m_name);
4118 for (k = 0; k < s_num_6; k++)
4120 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANT, TRUE, FALSE, FALSE, FALSE, FALSE);
4123 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4125 if (blind && count) msg_print("You hear many things appear nearby.");
4136 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4138 if (blind) msg_format("%^s mumbles.", m_name);
4142 else msg_format("%^s¤¬ËâË¡¤Ç¥¯¥â¤ò¾¤´¤·¤¿¡£", m_name);
4144 else msg_format("%^s magically summons spiders.", m_name);
4147 for (k = 0; k < s_num_6; k++)
4149 count += summon_specific(m_idx, y, x, rlev, SUMMON_SPIDER, TRUE, FALSE, FALSE, FALSE, FALSE);
4152 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4154 if (blind && count) msg_print("You hear many things appear nearby.");
4165 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4167 if (blind) msg_format("%^s mumbles.", m_name);
4171 else msg_format("%^s¤¬ËâË¡¤Ç¥Ï¥¦¥ó¥É¤ò¾¤´¤·¤¿¡£", m_name);
4173 else msg_format("%^s magically summons hounds.", m_name);
4176 for (k = 0; k < s_num_4; k++)
4178 count += summon_specific(m_idx, y, x, rlev, SUMMON_HOUND, TRUE, FALSE, FALSE, FALSE, FALSE);
4181 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4183 if (blind && count) msg_print("You hear many things appear nearby.");
4194 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4196 if (blind) msg_format("%^s mumbles.", m_name);
4200 else msg_format("%^s¤¬ËâË¡¤Ç¥Ò¥É¥é¤ò¾¤´¤·¤¿¡£", m_name);
4202 else msg_format("%^s magically summons hydras.", m_name);
4205 for (k = 0; k < s_num_4; k++)
4207 count += summon_specific(m_idx, y, x, rlev, SUMMON_HYDRA, TRUE, FALSE, FALSE, FALSE, FALSE);
4210 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4212 if (blind && count) msg_print("You hear many things appear nearby.");
4225 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4227 if (blind) msg_format("%^s mumbles.", m_name);
4231 else msg_format("%^s¤¬ËâË¡¤ÇÅ·»È¤ò¾¤´¤·¤¿¡ª", m_name);
4233 else msg_format("%^s magically summons an angel!", m_name);
4236 if ((r_ptr->flags1 & RF1_UNIQUE) && !easy_band)
4238 num += r_ptr->level/40;
4241 for (k = 0; k < num; k++)
4243 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, TRUE, FALSE, FALSE, FALSE, FALSE);
4249 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4251 if (blind && count) msg_print("You hear something appear nearby.");
4257 if (blind) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4259 if (blind) msg_print("You hear many things appear nearby.");
4271 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4273 if (blind) msg_format("%^s mumbles.", m_name);
4277 else msg_format("%^s¤ÏËâË¡¤Çº®Æ٤εÜÄ¤é°Ëâ¤ò¾¤´¤·¤¿¡ª", m_name);
4279 else msg_format("%^s magically summons a demon from the Courts of Chaos!", m_name);
4282 for (k = 0; k < 1; k++)
4284 count += summon_specific(m_idx, y, x, rlev, SUMMON_DEMON, TRUE, FALSE, FALSE, FALSE, FALSE);
4287 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4289 if (blind && count) msg_print("You hear something appear nearby.");
4300 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4302 if (blind) msg_format("%^s mumbles.", m_name);
4306 else msg_format("%^s¤¬ËâË¡¤Ç¥¢¥ó¥Ç¥Ã¥É¤Î¶¯Å¨¤ò¾¤´¤·¤¿¡ª", m_name);
4308 else msg_format("%^s magically summons an undead adversary!", m_name);
4311 for (k = 0; k < 1; k++)
4313 count += summon_specific(m_idx, y, x, rlev, SUMMON_UNDEAD, TRUE, FALSE, FALSE, FALSE, FALSE);
4316 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4318 if (blind && count) msg_print("You hear something appear nearby.");
4329 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4331 if (blind) msg_format("%^s mumbles.", m_name);
4335 else msg_format("%^s¤¬ËâË¡¤Ç¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
4337 else msg_format("%^s magically summons a dragon!", m_name);
4340 for (k = 0; k < 1; k++)
4342 count += summon_specific(m_idx, y, x, rlev, SUMMON_DRAGON, TRUE, FALSE, FALSE, FALSE, FALSE);
4345 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4347 if (blind && count) msg_print("You hear something appear nearby.");
4353 /* RF6_S_HI_UNDEAD */
4358 if (((m_ptr->r_idx == MON_MORGOTH) || (m_ptr->r_idx == MON_SAURON) || (m_ptr->r_idx == MON_ANGMAR)) && ((r_info[MON_NAZGUL].cur_num+2) < r_info[MON_NAZGUL].max_num))
4364 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4366 if (blind) msg_format("%^s mumbles.", m_name);
4370 else msg_format("%^s¤¬ËâË¡¤ÇÍ©µ´ÀïÂâ¤ò¾¤´¤·¤¿¡ª", m_name);
4372 else msg_format("%^s magically summons rangers of Nazgul!", m_name);
4376 for (k = 0; k < 30; k++)
4378 if (!summon_possible(cy, cx) || !cave_floor_bold(cy, cx))
4381 for (j = 100; j > 0; j--)
4383 scatter(&cy, &cx, y, x, 2, 0);
4384 if (cave_floor_bold(cy, cx)) break;
4388 if (!cave_floor_bold(cy, cx)) continue;
4390 if (summon_named_creature(cy, cx, MON_NAZGUL, FALSE, FALSE, is_friendly(m_ptr), is_pet(m_ptr)))
4397 msg_format("¡ÖÍ©µ´ÀïÂâ%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×", count);
4399 msg_format("A Nazgul says 'Nazgul-Rangers Number %d, Nazgul-Black!'",count);
4403 msg_format("¡ÖƱ¤¸¤¯%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×", count);
4405 msg_format("Another one says 'Number %d, Nazgul-Black!'",count);
4411 msg_format("¡Ö%dɤ¤½¤í¤Ã¤Æ¡¢¥ê¥ó¥°¥ì¥ó¥¸¥ã¡¼¡ª¡×", count);
4413 msg_format("They say 'The %d meets! We are Ring-Ranger!.'", count);
4420 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4422 if (blind) msg_format("%^s mumbles.", m_name);
4426 else msg_format("%^s¤¬ËâË¡¤Ç¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¤ò¾¤´¤·¤¿¡ª", m_name);
4428 else msg_format("%^s magically summons greater undead!", m_name);
4431 for (k = 0; k < s_num_6; k++)
4433 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, TRUE, FALSE, FALSE, TRUE, FALSE);
4439 msg_print("´Ö¶á¤Ç²¿¤«Â¿¤¯¤Î¤â¤Î¤¬Ç礤²ó¤ë²»¤¬Ê¹¤³¤¨¤ë¡£");
4441 msg_print("You hear many creepy things appear nearby.");
4448 /* RF6_S_HI_DRAGON */
4453 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4455 if (blind) msg_format("%^s mumbles.", m_name);
4459 else msg_format("%^s¤¬ËâË¡¤Ç¸ÅÂå¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
4461 else msg_format("%^s magically summons ancient dragons!", m_name);
4464 for (k = 0; k < s_num_4; k++)
4466 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_DRAGON, TRUE, FALSE, FALSE, TRUE, FALSE);
4471 msg_print("¿¤¯¤ÎÎ϶¯¤¤¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£");
4473 msg_print("You hear many powerful things appear nearby.");
4480 /* RF6_S_AMBERITES */
4485 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4487 if (blind) msg_format("%^s mumbles.", m_name);
4491 else msg_format("%^s¤¬¥¢¥ó¥Ð¡¼¤Î²¦¤ò¾¤´¤·¤¿¡ª", m_name);
4493 else msg_format("%^s magically summons Lords of Amber!", m_name);
4498 for (k = 0; k < s_num_4; k++)
4500 count += summon_specific(m_idx, y, x, rlev, SUMMON_AMBERITES, TRUE, FALSE, FALSE, TRUE, FALSE);
4505 msg_print("ÉÔ»à¤Î¼Ô¤¬¶á¤¯¤Ë¸½¤ì¤ë¤Î¤¬Ê¹¤³¤¨¤¿¡£");
4507 msg_print("You hear immortal beings appear nearby.");
4519 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4521 if (blind) msg_format("%^s mumbles.", m_name);
4525 else msg_format("%^s¤¬ËâË¡¤ÇÆÃÊ̤ʶ¯Å¨¤ò¾¤´¤·¤¿¡ª", m_name);
4527 else msg_format("%^s magically summons special opponents!", m_name);
4530 for (k = 0; k < s_num_4; k++)
4532 count += summon_specific(m_idx, y, x, rlev, SUMMON_UNIQUE, TRUE, FALSE, FALSE, TRUE, FALSE);
4534 if (r_ptr->flags3 & RF3_GOOD)
4536 for (k = count; k < s_num_4; k++)
4538 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, TRUE, FALSE, FALSE, TRUE, FALSE);
4543 for (k = count; k < s_num_4; k++)
4545 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, TRUE, FALSE, FALSE, TRUE, FALSE);
4551 msg_print("¿¤¯¤ÎÎ϶¯¤¤¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£");
4553 msg_print("You hear many powerful things appear nearby.");
4561 if ((p_ptr->action == ACTION_LEARN) && thrown_spell > 175)
4563 learn_spell(thrown_spell - 96);
4566 if (seen && maneable && !world_monster && (p_ptr->pclass == CLASS_IMITATOR))
4568 if (thrown_spell != 167)
4570 if (mane_num == MAX_MANE)
4574 for (i = 0;i < mane_num;i++)
4576 mane_spell[i] = mane_spell[i+1];
4577 mane_dam[i] = mane_dam[i+1];
4580 mane_spell[mane_num] = thrown_spell - 96;
4581 mane_dam[mane_num] = dam;
4585 p_ptr->redraw |= (PR_MANE);
4589 /* Remember what the monster did to us */
4593 if (thrown_spell < 32 * 4)
4595 r_ptr->r_flags4 |= (1L << (thrown_spell - 32 * 3));
4596 if (r_ptr->r_cast_inate < MAX_UCHAR) r_ptr->r_cast_inate++;
4600 else if (thrown_spell < 32 * 5)
4602 r_ptr->r_flags5 |= (1L << (thrown_spell - 32 * 4));
4603 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4607 else if (thrown_spell < 32 * 6)
4609 r_ptr->r_flags6 |= (1L << (thrown_spell - 32 * 5));
4610 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4615 /* Always take note of monsters that kill you */
4616 if (death && (r_ptr->r_deaths < MAX_SHORT))
4621 /* A spell was cast */