4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Monster spells (attack player) */
17 * And now for Intelligent monster attacks (including spells).
19 * Original idea and code by "DRS" (David Reeves Sward).
20 * Major modifications by "BEN" (Ben Harrison).
22 * Give monsters more intelligent attack/spell selection based on
23 * observations of previous attacks on the player, and/or by allowing
24 * the monster to "cheat" and know the player status.
26 * Maintain an idea of the player status, and use that information
27 * to occasionally eliminate "ineffective" spell attacks. We could
28 * also eliminate ineffective normal attacks, but there is no reason
29 * for the monster to do this, since he gains no benefit.
30 * Note that MINDLESS monsters are not allowed to use this code.
31 * And non-INTELLIGENT monsters only use it partially effectively.
33 * Actually learn what the player resists, and use that information
34 * to remove attacks or spells before using them. This will require
35 * much less space, if I am not mistaken. Thus, each monster gets a
36 * set of 32 bit flags, "smart", build from the various "SM_*" flags.
38 * This has the added advantage that attacks and spells are related.
39 * The "smart_learn" option means that the monster "learns" the flags
40 * that should be set, and "smart_cheat" means that he "knows" them.
41 * So "smart_cheat" means that the "smart" field is always up to date,
42 * while "smart_learn" means that the "smart" field is slowly learned.
43 * Both of them have the same effect on the "choose spell" routine.
49 * Internal probability routine
51 static bool int_outof(monster_race *r_ptr, int prob)
53 /* Non-Smart monsters are half as "smart" */
54 if (!(r_ptr->flags2 & RF2_SMART)) prob = prob / 2;
57 return (randint0(100) < prob);
63 * Remove the "bad" spells from a spell list
65 static void remove_bad_spells(int m_idx, u32b *f4p, u32b *f5p, u32b *f6p)
67 monster_type *m_ptr = &m_list[m_idx];
68 monster_race *r_ptr = &r_info[m_ptr->r_idx];
77 /* Too stupid to know anything */
78 if (r_ptr->flags2 & RF2_STUPID) return;
81 /* Must be cheating or learning */
82 if (!smart_cheat && !smart_learn) return;
85 /* Update acquired knowledge */
88 /* Hack -- Occasionally forget player status */
89 /* Only save SM_FRIENDLY, SM_PET or SM_CLONED */
90 if (m_ptr->smart && (randint0(100) < 1)) m_ptr->smart &= (SM_FRIENDLY | SM_PET | SM_CLONED);
92 /* Use the memorized flags */
97 /* Cheat if requested */
100 /* Know basic info */
101 if (p_ptr->resist_acid) smart |= (SM_RES_ACID);
102 if (IS_OPPOSE_ACID()) smart |= (SM_OPP_ACID);
103 if (p_ptr->immune_acid) smart |= (SM_IMM_ACID);
104 if (p_ptr->resist_elec) smart |= (SM_RES_ELEC);
105 if (IS_OPPOSE_ELEC()) smart |= (SM_OPP_ELEC);
106 if (p_ptr->immune_elec) smart |= (SM_IMM_ELEC);
107 if (p_ptr->resist_fire) smart |= (SM_RES_FIRE);
108 if (IS_OPPOSE_FIRE()) smart |= (SM_OPP_FIRE);
109 if (p_ptr->immune_fire) smart |= (SM_IMM_FIRE);
110 if (p_ptr->resist_cold) smart |= (SM_RES_COLD);
111 if (IS_OPPOSE_COLD()) smart |= (SM_OPP_COLD);
112 if (p_ptr->immune_cold) smart |= (SM_IMM_COLD);
114 /* Know poison info */
115 if (p_ptr->resist_pois) smart |= (SM_RES_POIS);
116 if (IS_OPPOSE_POIS()) smart |= (SM_OPP_POIS);
118 /* Know special resistances */
119 if (p_ptr->resist_neth) smart |= (SM_RES_NETH);
120 if (p_ptr->resist_lite) smart |= (SM_RES_LITE);
121 if (p_ptr->resist_dark) smart |= (SM_RES_DARK);
122 if (p_ptr->resist_fear) smart |= (SM_RES_FEAR);
123 if (p_ptr->resist_conf) smart |= (SM_RES_CONF);
124 if (p_ptr->resist_chaos) smart |= (SM_RES_CHAOS);
125 if (p_ptr->resist_disen) smart |= (SM_RES_DISEN);
126 if (p_ptr->resist_blind) smart |= (SM_RES_BLIND);
127 if (p_ptr->resist_nexus) smart |= (SM_RES_NEXUS);
128 if (p_ptr->resist_sound) smart |= (SM_RES_SOUND);
129 if (p_ptr->resist_shard) smart |= (SM_RES_SHARD);
130 if (p_ptr->reflect) smart |= (SM_IMM_REFLECT);
132 /* Know bizarre "resistances" */
133 if (p_ptr->free_act) smart |= (SM_IMM_FREE);
134 if (!p_ptr->msp) smart |= (SM_IMM_MANA);
142 if (smart & SM_IMM_ACID)
144 f4 &= ~(RF4_BR_ACID);
145 f5 &= ~(RF5_BA_ACID);
146 f5 &= ~(RF5_BO_ACID);
148 else if ((smart & (SM_OPP_ACID)) && (smart & (SM_RES_ACID)))
150 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ACID);
151 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ACID);
152 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ACID);
154 else if ((smart & (SM_OPP_ACID)) || (smart & (SM_RES_ACID)))
156 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ACID);
157 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ACID);
158 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ACID);
162 if (smart & (SM_IMM_ELEC))
164 f4 &= ~(RF4_BR_ELEC);
165 f5 &= ~(RF5_BA_ELEC);
166 f5 &= ~(RF5_BO_ELEC);
168 else if ((smart & (SM_OPP_ELEC)) && (smart & (SM_RES_ELEC)))
170 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ELEC);
171 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ELEC);
172 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ELEC);
174 else if ((smart & (SM_OPP_ELEC)) || (smart & (SM_RES_ELEC)))
176 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ELEC);
177 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ELEC);
178 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ELEC);
182 if (smart & (SM_IMM_FIRE))
184 f4 &= ~(RF4_BR_FIRE);
185 f5 &= ~(RF5_BA_FIRE);
186 f5 &= ~(RF5_BO_FIRE);
188 else if ((smart & (SM_OPP_FIRE)) && (smart & (SM_RES_FIRE)))
190 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_FIRE);
191 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_FIRE);
192 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_FIRE);
194 else if ((smart & (SM_OPP_FIRE)) || (smart & (SM_RES_FIRE)))
196 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_FIRE);
197 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_FIRE);
198 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_FIRE);
202 if (smart & (SM_IMM_COLD))
204 f4 &= ~(RF4_BR_COLD);
205 f5 &= ~(RF5_BA_COLD);
206 f5 &= ~(RF5_BO_COLD);
207 f5 &= ~(RF5_BO_ICEE);
209 else if ((smart & (SM_OPP_COLD)) && (smart & (SM_RES_COLD)))
211 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_COLD);
212 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_COLD);
213 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_COLD);
214 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ICEE);
216 else if ((smart & (SM_OPP_COLD)) || (smart & (SM_RES_COLD)))
218 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_COLD);
219 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_COLD);
220 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_COLD);
221 if (int_outof(r_ptr, 20)) f5 &= ~(RF5_BO_ICEE);
225 if ((smart & (SM_OPP_POIS)) && (smart & (SM_RES_POIS)))
227 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_POIS);
228 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_POIS);
229 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BA_NUKE);
230 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BR_NUKE);
232 else if ((smart & (SM_OPP_POIS)) || (smart & (SM_RES_POIS)))
234 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_POIS);
235 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_POIS);
239 if (smart & (SM_RES_NETH))
241 if (prace_is_(RACE_SPECTRE))
243 f4 &= ~(RF4_BR_NETH);
244 f5 &= ~(RF5_BA_NETH);
245 f5 &= ~(RF5_BO_NETH);
249 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_NETH);
250 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_NETH);
251 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BO_NETH);
255 if (smart & (SM_RES_LITE))
257 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_LITE);
258 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_LITE);
261 if (smart & (SM_RES_DARK))
263 if (prace_is_(RACE_VAMPIRE))
265 f4 &= ~(RF4_BR_DARK);
266 f5 &= ~(RF5_BA_DARK);
270 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_DARK);
271 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_DARK);
275 if (smart & (SM_RES_FEAR))
280 if (smart & (SM_RES_CONF))
283 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_CONF);
286 if (smart & (SM_RES_CHAOS))
288 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_CHAO);
289 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BA_CHAO);
292 if (smart & (SM_RES_DISEN))
294 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_DISE);
297 if (smart & (SM_RES_BLIND))
302 if (smart & (SM_RES_NEXUS))
304 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_NEXU);
305 f6 &= ~(RF6_TELE_LEVEL);
308 if (smart & (SM_RES_SOUND))
310 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_SOUN);
313 if (smart & (SM_RES_SHARD))
315 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_SHAR);
318 if (smart & (SM_IMM_REFLECT))
320 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_COLD);
321 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_FIRE);
322 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ACID);
323 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ELEC);
324 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_NETH);
325 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_WATE);
326 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_MANA);
327 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_PLAS);
328 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ICEE);
329 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_MISSILE);
330 if (int_outof(r_ptr, 150)) f4 &= ~(RF4_SHOOT);
333 if (smart & (SM_IMM_FREE))
339 if (smart & (SM_IMM_MANA))
341 f5 &= ~(RF5_DRAIN_MANA);
344 /* XXX XXX XXX No spells left? */
345 /* if (!f4 && !f5 && !f6) ... */
354 * Determine if there is a space near the player in which
355 * a summoned creature can appear
357 bool summon_possible(int y1, int x1)
361 /* Start at the player's location, and check 2 grids in each dir */
362 for (y = y1 - 2; y <= y1 + 2; y++)
364 for (x = x1 - 2; x <= x1 + 2; x++)
366 /* Ignore illegal locations */
367 if (!in_bounds(y, x)) continue;
369 /* Only check a circular area */
370 if (distance(y1, x1, y, x)>2) continue;
372 /* ...nor on the Pattern */
373 if (pattern_tile(y, x)) continue;
375 /* Require empty floor grid in line of projection */
376 if (cave_empty_bold(y, x) && projectable(y1, x1, y, x) && projectable(y, x, y1, x1)) return (TRUE);
384 bool raise_possible(monster_type *m_ptr)
389 s16b this_o_idx, next_o_idx = 0;
392 for (xx = x - 5; xx <= x + 5; xx++)
394 for (yy = y - 5; yy <= y + 5; yy++)
396 if (distance(y, x, yy, xx) > 5) continue;
397 if (!los(y, x, yy, xx)) continue;
398 if (!projectable(y, x, yy, xx)) continue;
400 c_ptr = &cave[yy][xx];
401 /* Scan the pile of objects */
402 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
405 object_type *o_ptr = &o_list[this_o_idx];
407 /* Acquire next object */
408 next_o_idx = o_ptr->next_o_idx;
410 /* Known to be worthless? */
411 if (o_ptr->tval == TV_CORPSE)
413 if (!monster_has_hostile_align(m_ptr, 0, 0, &r_info[o_ptr->pval])) return TRUE;
423 * Originally, it was possible for a friendly to shoot another friendly.
424 * Change it so a "clean shot" means no equally friendly monster is
425 * between the attacker and target.
428 * Determine if a bolt spell will hit the player.
430 * This is exactly like "projectable", but it will
431 * return FALSE if a monster is in the way.
432 * no equally friendly monster is
433 * between the attacker and target.
435 bool clean_shot(int y1, int x1, int y2, int x2, bool friend)
437 /* Must be the same as projectable() */
444 /* Check the projection path */
445 grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, 0);
447 /* No grid is ever projectable from itself */
448 if (!grid_n) return (FALSE);
451 y = GRID_Y(grid_g[grid_n-1]);
452 x = GRID_X(grid_g[grid_n-1]);
454 /* May not end in an unrequested grid */
455 if ((y != y2) || (x != x2)) return (FALSE);
457 for (i = 0; i < grid_n; i++)
459 y = GRID_Y(grid_g[i]);
460 x = GRID_X(grid_g[i]);
462 if ((cave[y][x].m_idx > 0) && !((y == y2) && (x == x2)))
464 monster_type *m_ptr = &m_list[cave[y][x].m_idx];
465 if (friend == is_pet(m_ptr))
470 /* Pets may not shoot through the character - TNB */
471 if (player_bold(y, x))
473 if (friend) return (FALSE);
481 * Cast a bolt at the player
482 * Stop if we hit a monster
483 * Affect monsters and the player
485 static void bolt(int m_idx, int typ, int dam_hp, int monspell, bool learnable)
487 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_PLAYER | PROJECT_REFLECTABLE;
489 /* Target the player with a bolt attack */
490 (void)project(m_idx, 0, py, px, dam_hp, typ, flg, (learnable ? monspell : -1));
493 static void beam(int m_idx, int typ, int dam_hp, int monspell, bool learnable)
495 int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU | PROJECT_PLAYER;
497 /* Target the player with a bolt attack */
498 (void)project(m_idx, 0, py, px, dam_hp, typ, flg, (learnable ? monspell : -1));
503 * Cast a breath (or ball) attack at the player
504 * Pass over any monsters that may be in the way
505 * Affect grids, objects, monsters, and the player
507 static void breath(int y, int x, int m_idx, int typ, int dam_hp, int rad, bool breath, int monspell, bool learnable)
509 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_PLAYER;
511 monster_type *m_ptr = &m_list[m_idx];
512 monster_race *r_ptr = &r_info[m_ptr->r_idx];
514 /* Determine the radius of the blast */
515 if ((rad < 1) && breath) rad = (r_ptr->flags2 & (RF2_POWERFUL)) ? 3 : 2;
517 /* Handle breath attacks */
518 if (breath) rad = 0 - rad;
533 flg |= (PROJECT_HIDE | PROJECT_AIMED);
537 /* Target the player with a ball attack */
538 (void)project(m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
542 u32b get_curse(int power, object_type *o_ptr)
548 new_curse = (1 << (randint0(MAX_CURSE)+4));
551 if (!(new_curse & TRC_HEAVY_MASK)) continue;
555 if (new_curse & TRC_SPECIAL_MASK) continue;
559 if (new_curse & TRC_HEAVY_MASK) continue;
561 if (new_curse == TRC_LOW_MELEE && !object_is_weapon(o_ptr)) continue;
562 if (new_curse == TRC_LOW_AC && !object_is_armour(o_ptr)) continue;
568 void curse_equipment(int chance, int heavy_chance)
570 bool changed = FALSE;
573 u32b oflgs[TR_FLAG_SIZE];
574 object_type *o_ptr = &inventory[INVEN_RARM + randint0(12)];
575 char o_name[MAX_NLEN];
577 if (randint1(100) > chance) return;
579 if (!o_ptr->k_idx) return;
581 object_flags(o_ptr, oflgs);
583 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
585 /* Extra, biased saving throw for blessed items */
586 if (have_flag(oflgs, TR_BLESSED) && (randint1(888) > chance))
589 msg_format("%s¤Ï¼ö¤¤¤òÄ·¤ÍÊÖ¤·¤¿¡ª", o_name,
591 msg_format("Your %s resist%s cursing!", o_name,
594 ((o_ptr->number > 1) ? "" : "s"));
595 /* Hmmm -- can we wear multiple items? If not, this is unnecessary */
599 if ((randint1(100) <= heavy_chance) &&
600 (object_is_artifact(o_ptr) || object_is_ego(o_ptr)))
602 if (!(o_ptr->curse_flags & TRC_HEAVY_CURSE))
604 o_ptr->curse_flags |= TRC_HEAVY_CURSE;
605 o_ptr->curse_flags |= TRC_CURSED;
610 if (!object_is_cursed(o_ptr))
612 o_ptr->curse_flags |= TRC_CURSED;
614 if (heavy_chance >= 50) curse_power++;
616 new_curse = get_curse(curse_power, o_ptr);
617 if (!(o_ptr->curse_flags & new_curse))
620 o_ptr->curse_flags |= new_curse;
626 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
628 msg_format("There is a malignant black aura surrounding %s...", o_name);
631 o_ptr->feeling = FEEL_NONE;
633 p_ptr->update |= (PU_BONUS);
638 * Return TRUE if a spell is good for hurting the player (directly).
640 static bool spell_attack(byte spell)
642 /* All RF4 spells hurt (except for shriek and dispel) */
643 if (spell < 128 && spell > 98) return (TRUE);
645 /* Various "ball" spells */
646 if (spell >= 128 && spell <= 128 + 8) return (TRUE);
648 /* "Cause wounds" and "bolt" spells */
649 if (spell >= 128 + 12 && spell < 128 + 27) return (TRUE);
652 if (spell == 160 + 1) return (TRUE);
655 if (spell == 160 + 11) return (TRUE);
663 * Return TRUE if a spell is good for escaping.
665 static bool spell_escape(byte spell)
667 /* Blink or Teleport */
668 if (spell == 160 + 4 || spell == 160 + 5) return (TRUE);
670 /* Teleport the player away */
671 if (spell == 160 + 9 || spell == 160 + 10) return (TRUE);
673 /* Isn't good for escaping */
678 * Return TRUE if a spell is good for annoying the player.
680 static bool spell_annoy(byte spell)
683 if (spell == 96 + 0) return (TRUE);
685 /* Brain smash, et al (added curses) */
686 if (spell >= 128 + 9 && spell <= 128 + 14) return (TRUE);
688 /* Scare, confuse, blind, slow, paralyze */
689 if (spell >= 128 + 27 && spell <= 128 + 31) return (TRUE);
692 if (spell == 160 + 8) return (TRUE);
695 if (spell == 160 + 10) return (TRUE);
697 /* Darkness, make traps, cause amnesia */
698 if (spell >= 160 + 12 && spell <= 160 + 14) return (TRUE);
705 * Return TRUE if a spell summons help.
707 static bool spell_summon(byte spell)
709 /* All summon spells */
710 if (spell >= 160 + 16) return (TRUE);
718 * Return TRUE if a spell raise-dead.
720 static bool spell_raise(byte spell)
722 /* All raise-dead spells */
723 if (spell == 160 + 15) return (TRUE);
731 * Return TRUE if a spell is good in a tactical situation.
733 static bool spell_tactic(byte spell)
736 if (spell == 160 + 4) return (TRUE);
743 * Return TRUE if a spell makes invulnerable.
745 static bool spell_invulner(byte spell)
747 /* Invulnerability */
748 if (spell == 160 + 3) return (TRUE);
750 /* No invulnerability */
755 * Return TRUE if a spell hastes.
757 static bool spell_haste(byte spell)
760 if (spell == 160 + 0) return (TRUE);
762 /* Not a haste spell */
768 * Return TRUE if a spell world.
770 static bool spell_world(byte spell)
773 if (spell == 160 + 6) return (TRUE);
775 /* Not a haste spell */
781 * Return TRUE if a spell special.
783 static bool spell_special(byte spell)
785 if (p_ptr->inside_battle) return FALSE;
788 if (spell == 160 + 7) return (TRUE);
790 /* Not a haste spell */
796 * Return TRUE if a spell psycho-spear.
798 static bool spell_psy_spe(byte spell)
801 if (spell == 160 + 11) return (TRUE);
803 /* Not a haste spell */
809 * Return TRUE if a spell is good for healing.
811 static bool spell_heal(byte spell)
814 if (spell == 160 + 2) return (TRUE);
822 * Return TRUE if a spell is good for dispel.
824 static bool spell_dispel(byte spell)
827 if (spell == 96 + 2) return (TRUE);
835 * Check should monster cast dispel spell.
837 static bool dispel_check(int m_idx)
839 monster_type *m_ptr = &m_list[m_idx];
840 monster_race *r_ptr = &r_info[m_ptr->r_idx];
842 /* Invulnabilty (including the song) */
843 if (IS_INVULN()) return (TRUE);
846 if (p_ptr->wraith_form) return (TRUE);
849 if (p_ptr->shield) return (TRUE);
852 if (p_ptr->magicdef) return (TRUE);
855 if (p_ptr->multishadow) return (TRUE);
858 if (p_ptr->dustrobe) return (TRUE);
860 /* Berserk Strength */
861 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) return (TRUE);
864 if (p_ptr->mimic_form == MIMIC_DEMON_LORD) return (TRUE);
866 /* Elemental resistances */
867 if (r_ptr->flags4 & RF4_BR_ACID)
869 if (!p_ptr->immune_acid && (p_ptr->oppose_acid || music_singing(MUSIC_RESIST))) return (TRUE);
870 if (p_ptr->special_defense & DEFENSE_ACID) return (TRUE);
873 if (r_ptr->flags4 & RF4_BR_FIRE)
875 if (!((p_ptr->prace == RACE_DEMON) && p_ptr->lev > 44))
877 if (!p_ptr->immune_fire && (p_ptr->oppose_fire || music_singing(MUSIC_RESIST))) return (TRUE);
878 if (p_ptr->special_defense & DEFENSE_FIRE) return (TRUE);
882 if (r_ptr->flags4 & RF4_BR_ELEC)
884 if (!p_ptr->immune_elec && (p_ptr->oppose_elec || music_singing(MUSIC_RESIST))) return (TRUE);
885 if (p_ptr->special_defense & DEFENSE_ELEC) return (TRUE);
888 if (r_ptr->flags4 & RF4_BR_COLD)
890 if (!p_ptr->immune_cold && (p_ptr->oppose_cold || music_singing(MUSIC_RESIST))) return (TRUE);
891 if (p_ptr->special_defense & DEFENSE_COLD) return (TRUE);
894 if (r_ptr->flags4 & (RF4_BR_POIS | RF4_BR_NUKE))
896 if (!((p_ptr->pclass == CLASS_NINJA) && p_ptr->lev > 44))
898 if (p_ptr->oppose_pois || music_singing(MUSIC_RESIST)) return (TRUE);
899 if (p_ptr->special_defense & DEFENSE_POIS) return (TRUE);
903 /* Ultimate resistance */
904 if (p_ptr->ult_res) return (TRUE);
906 /* Potion of Neo Tsuyosi special */
907 if (p_ptr->tsuyoshi) return (TRUE);
909 /* Elemental Brands */
910 if ((p_ptr->special_attack & ATTACK_ACID) && !(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return (TRUE);
911 if ((p_ptr->special_attack & ATTACK_FIRE) && !(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return (TRUE);
912 if ((p_ptr->special_attack & ATTACK_ELEC) && !(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return (TRUE);
913 if ((p_ptr->special_attack & ATTACK_COLD) && !(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return (TRUE);
914 if ((p_ptr->special_attack & ATTACK_POIS) && !(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return (TRUE);
917 if (p_ptr->pspeed < 145)
919 if (IS_FAST()) return (TRUE);
923 if (p_ptr->lightspeed && (m_ptr->mspeed < 136)) return (TRUE);
925 if (p_ptr->riding && (m_list[p_ptr->riding].mspeed < 135))
927 if (m_list[p_ptr->riding].fast) return (TRUE);
930 /* No need to cast dispel spell */
936 * Have a monster choose a spell from a list of "useful" spells.
938 * Note that this list does NOT include spells that will just hit
939 * other monsters, and the list is restricted when the monster is
940 * "desperate". Should that be the job of this function instead?
942 * Stupid monsters will just pick a spell randomly. Smart monsters
943 * will choose more "intelligently".
945 * Use the helper functions above to put spells into categories.
947 * This function may well be an efficiency bottleneck.
949 static int choose_attack_spell(int m_idx, byte spells[], byte num)
951 monster_type *m_ptr = &m_list[m_idx];
952 monster_race *r_ptr = &r_info[m_ptr->r_idx];
954 byte escape[96], escape_num = 0;
955 byte attack[96], attack_num = 0;
956 byte summon[96], summon_num = 0;
957 byte tactic[96], tactic_num = 0;
958 byte annoy[96], annoy_num = 0;
959 byte invul[96], invul_num = 0;
960 byte haste[96], haste_num = 0;
961 byte world[96], world_num = 0;
962 byte special[96], special_num = 0;
963 byte psy_spe[96], psy_spe_num = 0;
964 byte raise[96], raise_num = 0;
965 byte heal[96], heal_num = 0;
966 byte dispel[96], dispel_num = 0;
970 /* Stupid monsters choose randomly */
971 if (r_ptr->flags2 & (RF2_STUPID))
974 return (spells[randint0(num)]);
977 /* Categorize spells */
978 for (i = 0; i < num; i++)
981 if (spell_escape(spells[i])) escape[escape_num++] = spells[i];
984 if (spell_attack(spells[i])) attack[attack_num++] = spells[i];
987 if (spell_summon(spells[i])) summon[summon_num++] = spells[i];
989 /* Tactical spell? */
990 if (spell_tactic(spells[i])) tactic[tactic_num++] = spells[i];
992 /* Annoyance spell? */
993 if (spell_annoy(spells[i])) annoy[annoy_num++] = spells[i];
995 /* Invulnerability spell? */
996 if (spell_invulner(spells[i])) invul[invul_num++] = spells[i];
999 if (spell_haste(spells[i])) haste[haste_num++] = spells[i];
1002 if (spell_world(spells[i])) world[world_num++] = spells[i];
1004 /* Special spell? */
1005 if (spell_special(spells[i])) special[special_num++] = spells[i];
1007 /* Psycho-spear spell? */
1008 if (spell_psy_spe(spells[i])) psy_spe[psy_spe_num++] = spells[i];
1010 /* Raise-dead spell? */
1011 if (spell_raise(spells[i])) raise[raise_num++] = spells[i];
1014 if (spell_heal(spells[i])) heal[heal_num++] = spells[i];
1017 if (spell_dispel(spells[i])) dispel[dispel_num++] = spells[i];
1020 /*** Try to pick an appropriate spell type ***/
1023 if (world_num && (randint0(100) < 15) && !world_monster)
1025 /* Choose haste spell */
1026 return (world[randint0(world_num)]);
1032 bool success = FALSE;
1033 switch(m_ptr->r_idx)
1037 if ((m_ptr->hp < m_ptr->maxhp / 2) && r_info[MON_BANOR].max_num && r_info[MON_LUPART].max_num) success = TRUE;
1041 if (success) return (special[randint0(special_num)]);
1044 /* Still hurt badly, couldn't flee, attempt to heal */
1045 if (m_ptr->hp < m_ptr->maxhp / 3 && one_in_(2))
1047 /* Choose heal spell if possible */
1048 if (heal_num) return (heal[randint0(heal_num)]);
1051 /* Hurt badly or afraid, attempt to flee */
1052 if (((m_ptr->hp < m_ptr->maxhp / 3) || m_ptr->monfear) && one_in_(2))
1054 /* Choose escape spell if possible */
1055 if (escape_num) return (escape[randint0(escape_num)]);
1061 bool success = FALSE;
1062 switch (m_ptr->r_idx)
1068 case MON_BANORLUPART:
1069 if (randint0(100) < 70) success = TRUE;
1072 if (randint0(100) < 40) success = TRUE;
1075 if (randint0(100) < 50) success = TRUE;
1078 if (success) return (special[randint0(special_num)]);
1081 /* Player is close and we have attack spells, blink away */
1082 if ((distance(py, px, m_ptr->fy, m_ptr->fx) < 4) && (attack_num || (r_ptr->flags6 & RF6_TRAPS)) && (randint0(100) < 75) && !world_monster)
1084 /* Choose tactical spell */
1085 if (tactic_num) return (tactic[randint0(tactic_num)]);
1088 /* Summon if possible (sometimes) */
1089 if (summon_num && (randint0(100) < 40))
1091 /* Choose summon spell */
1092 return (summon[randint0(summon_num)]);
1096 if (dispel_num && one_in_(2))
1098 /* Choose dispel spell if possible */
1099 if (dispel_check(m_idx))
1101 return (dispel[randint0(dispel_num)]);
1105 /* Raise-dead if possible (sometimes) */
1106 if (raise_num && (randint0(100) < 40))
1108 /* Choose raise-dead spell */
1109 return (raise[randint0(raise_num)]);
1112 /* Attack spell (most of the time) */
1115 if (psy_spe_num && (randint0(100) < 50))
1117 /* Choose attack spell */
1118 return (psy_spe[randint0(psy_spe_num)]);
1120 else if (attack_num && (randint0(100) < 40))
1122 /* Choose attack spell */
1123 return (attack[randint0(attack_num)]);
1126 else if (attack_num && (randint0(100) < 85))
1128 /* Choose attack spell */
1129 return (attack[randint0(attack_num)]);
1132 /* Try another tactical spell (sometimes) */
1133 if (tactic_num && (randint0(100) < 50) && !world_monster)
1135 /* Choose tactic spell */
1136 return (tactic[randint0(tactic_num)]);
1139 /* Cast globe of invulnerability if not already in effect */
1140 if (invul_num && !(m_ptr->invulner) && (randint0(100) < 50))
1142 /* Choose Globe of Invulnerability */
1143 return (invul[randint0(invul_num)]);
1146 /* We're hurt (not badly), try to heal */
1147 if ((m_ptr->hp < m_ptr->maxhp * 3 / 4) && (randint0(100) < 25))
1149 /* Choose heal spell if possible */
1150 if (heal_num) return (heal[randint0(heal_num)]);
1153 /* Haste self if we aren't already somewhat hasted (rarely) */
1154 if (haste_num && (randint0(100) < 20) && !(m_ptr->fast))
1156 /* Choose haste spell */
1157 return (haste[randint0(haste_num)]);
1160 /* Annoy player (most of the time) */
1161 if (annoy_num && (randint0(100) < 80))
1163 /* Choose annoyance spell */
1164 return (annoy[randint0(annoy_num)]);
1167 /* Choose no spell */
1173 * Return TRUE if a spell is inate spell.
1175 bool spell_is_inate(u16b spell)
1177 if (spell < 32 * 4) /* Set RF4 */
1179 if ((1L << (spell - 32 * 3)) & RF4_NOMAGIC_MASK) return TRUE;
1181 else if (spell < 32 * 5) /* Set RF5 */
1183 if ((1L << (spell - 32 * 4)) & RF5_NOMAGIC_MASK) return TRUE;
1185 else if (spell < 32 * 6) /* Set RF6 */
1187 if ((1L << (spell - 32 * 5)) & RF6_NOMAGIC_MASK) return TRUE;
1190 /* This spell is not "inate" */
1195 #define DO_SPELL_NONE 0
1196 #define DO_SPELL_BR_LITE 1
1197 #define DO_SPELL_BR_DISI 2
1198 #define DO_SPELL_BA_LITE 3
1201 * Creatures can cast spells, shoot missiles, and breathe.
1203 * Returns "TRUE" if a spell (or whatever) was (successfully) cast.
1205 * XXX XXX XXX This function could use some work, but remember to
1206 * keep it as optimized as possible, while retaining generic code.
1208 * Verify the various "blind-ness" checks in the code.
1210 * XXX XXX XXX Note that several effects should really not be "seen"
1211 * if the player is blind. See also "effects.c" for other "mistakes".
1213 * Perhaps monsters should breathe at locations *near* the player,
1214 * since this would allow them to inflict "partial" damage.
1216 * Perhaps smart monsters should decline to use "bolt" spells if
1217 * there is a monster in the way, unless they wish to kill it.
1219 * Note that, to allow the use of the "track_target" option at some
1220 * later time, certain non-optimal things are done in the code below,
1221 * including explicit checks against the "direct" variable, which is
1222 * currently always true by the time it is checked, but which should
1223 * really be set according to an explicit "projectable()" test, and
1224 * the use of generic "x,y" locations instead of the player location,
1225 * with those values being initialized with the player location.
1227 * It will not be possible to "correctly" handle the case in which a
1228 * monster attempts to attack a location which is thought to contain
1229 * the player, but which in fact is nowhere near the player, since this
1230 * might induce all sorts of messages about the attack itself, and about
1231 * the effects of the attack, which the player might or might not be in
1232 * a position to observe. Thus, for simplicity, it is probably best to
1233 * only allow "faulty" attacks by a monster if one of the important grids
1234 * (probably the initial or final grid) is in fact in view of the player.
1235 * It may be necessary to actually prevent spell attacks except when the
1236 * monster actually has line of sight to the player. Note that a monster
1237 * could be left in a bizarre situation after the player ducked behind a
1238 * pillar and then teleported away, for example.
1240 * Note that certain spell attacks do not use the "project()" function
1241 * but "simulate" it via the "direct" variable, which is always at least
1242 * as restrictive as the "project()" function. This is necessary to
1243 * prevent "blindness" attacks and such from bending around walls, etc,
1244 * and to allow the use of the "track_target" option in the future.
1246 * Note that this function attempts to optimize the use of spells for the
1247 * cases in which the monster has no spells, or has spells but cannot use
1248 * them, or has spells but they will have no "useful" effect. Note that
1249 * this function has been an efficiency bottleneck in the past.
1251 * Note the special "MFLAG_NICE" flag, which prevents a monster from using
1252 * any spell attacks until the player has had a single chance to move.
1254 bool make_attack_spell(int m_idx)
1256 int k, thrown_spell = 0, rlev, failrate;
1257 byte spell[96], num = 0;
1259 monster_type *m_ptr = &m_list[m_idx];
1260 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1265 bool no_inate = FALSE;
1266 bool do_spell = DO_SPELL_NONE;
1269 int s_num_6 = (easy_band ? 2 : 6);
1270 int s_num_4 = (easy_band ? 1 : 4);
1272 /* Target location */
1279 /* Extract the blind-ness */
1280 bool blind = (p_ptr->blind ? TRUE : FALSE);
1282 /* Extract the "see-able-ness" */
1283 bool seen = (!blind && m_ptr->ml);
1285 bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
1286 bool learnable = (seen && maneable && !world_monster);
1288 /* Check "projectable" */
1291 bool in_no_magic_dungeon = (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && dun_level
1292 && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest));
1294 bool can_use_lite_area = FALSE;
1298 /* Cannot cast spells when confused */
1299 if (m_ptr->confused)
1301 reset_target(m_ptr);
1305 /* Cannot cast spells when nice */
1306 if (m_ptr->mflag & MFLAG_NICE) return (FALSE);
1307 if (!is_hostile(m_ptr)) return (FALSE);
1310 /* Sometimes forbid inate attacks (breaths) */
1311 if (randint0(100) >= (r_ptr->freq_spell * 2)) no_inate = TRUE;
1313 /* XXX XXX XXX Handle "track_target" option (?) */
1316 /* Extract the racial spell flags */
1321 /*** require projectable player ***/
1324 if ((m_ptr->cdis > MAX_RANGE) && !m_ptr->target_y) return (FALSE);
1327 if (projectable(m_ptr->fy, m_ptr->fx, y, x))
1329 feature_type *f_ptr = &f_info[cave[y][x].feat];
1331 if (!have_flag(f_ptr->flags, FF_PROJECT))
1333 /* Breath disintegration to the wall if possible */
1334 if ((f4 & RF4_BR_DISI) && have_flag(f_ptr->flags, FF_HURT_DISI) && one_in_(2)) do_spell = DO_SPELL_BR_DISI;
1336 /* Breath lite to the transparent wall if possible */
1337 else if ((f4 & RF4_BR_LITE) && have_flag(f_ptr->flags, FF_LOS) && one_in_(2)) do_spell = DO_SPELL_BR_LITE;
1341 /* Check path to next grid */
1344 bool success = FALSE;
1346 if ((f4 & RF4_BR_DISI) && (m_ptr->cdis < MAX_RANGE/2) &&
1347 in_disintegration_range(m_ptr->fy, m_ptr->fx, y, x) &&
1348 (one_in_(10) || (projectable(y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
1350 do_spell = DO_SPELL_BR_DISI;
1353 else if ((f4 & RF4_BR_LITE) && (m_ptr->cdis < MAX_RANGE/2) &&
1354 los(m_ptr->fy, m_ptr->fx, y, x) &&
1355 (one_in_(10) || (projectable(y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
1357 do_spell = DO_SPELL_BR_LITE;
1360 else if ((f5 & RF5_BA_LITE) && (m_ptr->cdis <= MAX_RANGE))
1363 get_project_point(m_ptr->fy, m_ptr->fx, &by, &bx, 0L);
1364 if ((distance(by, bx, y, x) <= 3) && los(by, bx, y, x) &&
1365 (one_in_(10) || (projectable(y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
1367 do_spell = DO_SPELL_BA_LITE;
1376 int tonari_y[4][8] = {{-1,-1,-1,0,0,1,1,1},
1377 {-1,-1,-1,0,0,1,1,1},
1378 {1,1,1,0,0,-1,-1,-1},
1379 {1,1,1,0,0,-1,-1,-1}};
1380 int tonari_x[4][8] = {{-1,0,1,-1,1,-1,0,1},
1381 {1,0,-1,1,-1,1,0,-1},
1382 {-1,0,1,-1,1,-1,0,1},
1383 {1,0,-1,1,-1,1,0,-1}};
1385 if (m_ptr->fy < py && m_ptr->fx < px) tonari = 0;
1386 else if (m_ptr->fy < py) tonari = 1;
1387 else if (m_ptr->fx < px) tonari = 2;
1390 for (i = 0; i < 8; i++)
1392 int next_x = x + tonari_x[tonari][i];
1393 int next_y = y + tonari_y[tonari][i];
1396 /* Access the next grid */
1397 c_ptr = &cave[next_y][next_x];
1399 /* Skip door, rubble, wall, tree, mountain, etc. */
1400 if (!cave_have_flag_grid(c_ptr, FF_PROJECT)) continue;
1402 if (projectable(m_ptr->fy, m_ptr->fx, next_y, next_x))
1414 if (m_ptr->target_y && m_ptr->target_x)
1416 y = m_ptr->target_y;
1417 x = m_ptr->target_x;
1418 f4 &= (RF4_INDIRECT_MASK);
1419 f5 &= (RF5_INDIRECT_MASK);
1420 f6 &= (RF6_INDIRECT_MASK);
1426 if (!success) return FALSE;
1429 reset_target(m_ptr);
1431 /* Extract the monster level */
1432 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1434 /* Forbid inate attacks sometimes */
1437 f4 &= ~(RF4_NOMAGIC_MASK);
1438 f5 &= ~(RF5_NOMAGIC_MASK);
1439 f6 &= ~(RF6_NOMAGIC_MASK);
1442 if (f6 & RF6_DARKNESS)
1444 if ((p_ptr->pclass == CLASS_NINJA) &&
1445 !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
1446 !(r_ptr->flags7 & RF7_DARK_MASK))
1447 can_use_lite_area = TRUE;
1449 if (!(r_ptr->flags2 & RF2_STUPID))
1451 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
1452 else if ((p_ptr->pclass == CLASS_NINJA) && !can_use_lite_area) f6 &= ~(RF6_DARKNESS);
1456 if (in_no_magic_dungeon && !(r_ptr->flags2 & RF2_STUPID))
1458 f4 &= (RF4_NOMAGIC_MASK);
1459 f5 &= (RF5_NOMAGIC_MASK);
1460 f6 &= (RF6_NOMAGIC_MASK);
1463 if (r_ptr->flags2 & RF2_SMART)
1465 /* Hack -- allow "desperate" spells */
1466 if ((m_ptr->hp < m_ptr->maxhp / 10) &&
1467 (randint0(100) < 50))
1469 /* Require intelligent spells */
1470 f4 &= (RF4_INT_MASK);
1471 f5 &= (RF5_INT_MASK);
1472 f6 &= (RF6_INT_MASK);
1475 /* Hack -- decline "teleport level" in some case */
1476 if ((f6 & RF6_TELE_LEVEL) && TELE_LEVEL_IS_INEFF(0))
1478 f6 &= ~(RF6_TELE_LEVEL);
1482 /* No spells left */
1483 if (!f4 && !f5 && !f6) return (FALSE);
1485 /* Remove the "ineffective" spells */
1486 remove_bad_spells(m_idx, &f4, &f5, &f6);
1488 if (p_ptr->inside_arena || p_ptr->inside_battle)
1490 f4 &= ~(RF4_SUMMON_MASK);
1491 f5 &= ~(RF5_SUMMON_MASK);
1492 f6 &= ~(RF6_SUMMON_MASK | RF6_TELE_LEVEL);
1494 if (m_ptr->r_idx == MON_ROLENTO) f6 &= ~(RF6_SPECIAL);
1497 /* No spells left */
1498 if (!f4 && !f5 && !f6) return (FALSE);
1500 if (!(r_ptr->flags2 & RF2_STUPID))
1502 if (!p_ptr->csp) f5 &= ~(RF5_DRAIN_MANA);
1504 /* Check for a clean bolt shot */
1505 if (((f4 & RF4_BOLT_MASK) ||
1506 (f5 & RF5_BOLT_MASK) ||
1507 (f6 & RF6_BOLT_MASK)) &&
1508 !clean_shot(m_ptr->fy, m_ptr->fx, py, px, FALSE))
1510 /* Remove spells that will only hurt friends */
1511 f4 &= ~(RF4_BOLT_MASK);
1512 f5 &= ~(RF5_BOLT_MASK);
1513 f6 &= ~(RF6_BOLT_MASK);
1516 /* Check for a possible summon */
1517 if (((f4 & RF4_SUMMON_MASK) ||
1518 (f5 & RF5_SUMMON_MASK) ||
1519 (f6 & RF6_SUMMON_MASK)) &&
1520 !(summon_possible(y, x)))
1522 /* Remove summoning spells */
1523 f4 &= ~(RF4_SUMMON_MASK);
1524 f5 &= ~(RF5_SUMMON_MASK);
1525 f6 &= ~(RF6_SUMMON_MASK);
1528 /* Check for a possible raise dead */
1529 if ((f6 & RF6_RAISE_DEAD) && !raise_possible(m_ptr))
1531 /* Remove raise dead spell */
1532 f6 &= ~(RF6_RAISE_DEAD);
1535 /* Special moves restriction */
1536 if (f6 & RF6_SPECIAL)
1538 if ((m_ptr->r_idx == MON_ROLENTO) && !summon_possible(y, x))
1540 f6 &= ~(RF6_SPECIAL);
1544 /* No spells left */
1545 if (!f4 && !f5 && !f6) return (FALSE);
1548 /* Extract the "inate" spells */
1549 for (k = 0; k < 32; k++)
1551 if (f4 & (1L << k)) spell[num++] = k + 32 * 3;
1554 /* Extract the "normal" spells */
1555 for (k = 0; k < 32; k++)
1557 if (f5 & (1L << k)) spell[num++] = k + 32 * 4;
1560 /* Extract the "bizarre" spells */
1561 for (k = 0; k < 32; k++)
1563 if (f6 & (1L << k)) spell[num++] = k + 32 * 5;
1566 /* No spells left */
1567 if (!num) return (FALSE);
1569 /* Stop if player is dead or gone */
1570 if (!p_ptr->playing || p_ptr->is_dead) return (FALSE);
1572 /* Stop if player is leaving */
1573 if (p_ptr->leaving) return (FALSE);
1575 /* Get the monster name (or "it") */
1576 monster_desc(m_name, m_ptr, 0x00);
1579 /* Get the monster possessive ("his"/"her"/"its") */
1580 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
1590 thrown_spell = choose_attack_spell(m_idx, spell, num);
1591 if (thrown_spell) break;
1596 case DO_SPELL_BR_LITE:
1597 thrown_spell = 96+14; /* RF4_BR_LITE */
1600 case DO_SPELL_BR_DISI:
1601 thrown_spell = 96+31; /* RF4_BR_DISI */
1604 case DO_SPELL_BA_LITE:
1605 thrown_spell = 128+20; /* RF5_BA_LITE */
1609 return FALSE; /* Paranoia */
1612 /* Abort if no spell was chosen */
1613 if (!thrown_spell) return (FALSE);
1615 /* Calculate spell failure rate */
1616 failrate = 25 - (rlev + 3) / 4;
1618 /* Hack -- Stupid monsters will never fail (for jellies and such) */
1619 if (r_ptr->flags2 & RF2_STUPID) failrate = 0;
1621 /* Check for spell failure (inate attacks never fail) */
1622 if (!spell_is_inate(thrown_spell)
1623 && (in_no_magic_dungeon || (m_ptr->stunned && one_in_(2)) || (randint0(100) < failrate)))
1628 msg_format("%^s¤Ï¼öʸ¤ò¾§¤¨¤è¤¦¤È¤·¤¿¤¬¼ºÇÔ¤·¤¿¡£", m_name);
1630 msg_format("%^s tries to cast a spell, but fails.", m_name);
1637 direct = player_bold(y, x);
1639 can_remember = is_original_ap_and_seen(m_ptr);
1641 /* Cast the spell. */
1642 switch (thrown_spell)
1649 msg_format("%^s¤¬¤«¤ó¹â¤¤¶âÀÚ¤êÀ¼¤ò¤¢¤²¤¿¡£", m_name);
1651 msg_format("%^s makes a high pitched shriek.", m_name);
1654 aggravate_monsters(m_idx);
1668 if (!direct) return (FALSE);
1671 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
1672 else msg_format("%^s¤¬ËâÎϾõî¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
1674 if (blind) msg_format("%^s mumbles powerfully.", m_name);
1675 else msg_format("%^s invokes a dispel magic.", m_name);
1678 set_lightspeed(0, TRUE);
1680 set_shield(0, TRUE);
1681 set_blessed(0, TRUE);
1682 set_tsuyoshi(0, TRUE);
1685 set_protevil(0, TRUE);
1686 set_invuln(0, TRUE);
1687 set_wraith_form(0, TRUE);
1688 set_kabenuke(0, TRUE);
1689 set_tim_res_nether(0, TRUE);
1690 set_tim_res_time(0, TRUE);
1692 set_tim_reflect(0,TRUE);
1693 set_multishadow(0,TRUE);
1694 set_dustrobe(0,TRUE);
1696 set_tim_invis(0, TRUE);
1697 set_tim_infra(0, TRUE);
1698 set_tim_esp(0, TRUE);
1699 set_tim_regen(0, TRUE);
1700 set_tim_stealth(0, TRUE);
1701 set_tim_levitation(0, TRUE);
1702 set_tim_sh_touki(0, TRUE);
1703 set_tim_sh_fire(0, TRUE);
1704 set_tim_sh_holy(0, TRUE);
1705 set_tim_eyeeye(0, TRUE);
1706 set_magicdef(0, TRUE);
1707 set_resist_magic(0, TRUE);
1708 set_oppose_acid(0, TRUE);
1709 set_oppose_elec(0, TRUE);
1710 set_oppose_fire(0, TRUE);
1711 set_oppose_cold(0, TRUE);
1712 set_oppose_pois(0, TRUE);
1713 set_ultimate_res(0, TRUE);
1714 set_mimic(0, 0, TRUE);
1715 set_ele_attack(0, 0);
1716 set_ele_immune(0, 0);
1717 /* Cancel glowing hands */
1718 if (p_ptr->special_attack & ATTACK_CONFUSE)
1720 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
1722 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
1724 msg_print("Your hands stop glowing.");
1728 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0]))
1730 p_ptr->magic_num1[1] = p_ptr->magic_num1[0];
1731 p_ptr->magic_num1[0] = 0;
1733 msg_print("²Î¤¬ÅÓÀڤ줿¡£");
1735 msg_print("Your singing is interrupted.");
1737 p_ptr->action = ACTION_NONE;
1739 /* Recalculate bonuses */
1740 p_ptr->update |= (PU_BONUS | PU_HP);
1743 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1745 /* Update monsters */
1746 p_ptr->update |= (PU_MONSTERS);
1749 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1751 p_ptr->energy_need += ENERGY_NEED();
1755 monster_type *riding_ptr = &m_list[p_ptr->riding];
1756 if (riding_ptr->invulner)
1758 riding_ptr->invulner = 0;
1759 riding_ptr->energy_need += ENERGY_NEED();
1761 riding_ptr->fast = 0;
1762 riding_ptr->slow = 0;
1763 p_ptr->update |= PU_BONUS;
1764 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= PR_HEALTH;
1765 p_ptr->redraw |= (PR_UHEALTH);
1769 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1770 msg_print("¤ä¤ê¤ä¤¬¤Ã¤¿¤Ê¡ª");
1772 learn_spell(MS_DISPEL);
1781 if (blind) msg_format("%^s¤¬²¿¤«¤ò¼Í¤Ã¤¿¡£", m_name);
1783 if (blind) msg_format("%^s shoots something.", m_name);
1787 else msg_format("%^s¤¬¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£", m_name);
1789 else msg_format("%^s fires a rocket.", m_name);
1792 dam = ((m_ptr->hp / 4) > 800 ? 800 : (m_ptr->hp / 4));
1793 breath(y, x, m_idx, GF_ROCKET,
1794 dam, 2, FALSE, MS_ROCKET, learnable);
1795 update_smart_learn(m_idx, DRS_SHARD);
1802 if (!direct) return (FALSE);
1805 if (blind) msg_format("%^s¤¬´ñ̯¤Ê²»¤òȯ¤·¤¿¡£", m_name);
1807 if (blind) msg_format("%^s makes a strange noise.", m_name);
1811 else msg_format("%^s¤¬Ìð¤òÊü¤Ã¤¿¡£", m_name);
1813 else msg_format("%^s fires an arrow.", m_name);
1816 dam = damroll(r_ptr->blow[0].d_dice, r_ptr->blow[0].d_side);
1817 bolt(m_idx, GF_ARROW, dam, MS_SHOOT, learnable);
1818 update_smart_learn(m_idx, DRS_REFLECT);
1848 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1850 if (blind) msg_format("%^s breathes.", m_name);
1854 else msg_format("%^s¤¬»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1856 else msg_format("%^s breathes acid.", m_name);
1859 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1860 breath(y, x, m_idx, GF_ACID, dam, 0, TRUE, MS_BR_ACID, learnable);
1861 update_smart_learn(m_idx, DRS_ACID);
1870 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1872 if (blind) msg_format("%^s breathes.", m_name);
1876 else msg_format("%^s¤¬°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1878 else msg_format("%^s breathes lightning.", m_name);
1881 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1882 breath(y, x, m_idx, GF_ELEC, dam,0, TRUE, MS_BR_ELEC, learnable);
1883 update_smart_learn(m_idx, DRS_ELEC);
1892 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1894 if (blind) msg_format("%^s breathes.", m_name);
1898 else msg_format("%^s¤¬²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1900 else msg_format("%^s breathes fire.", m_name);
1903 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1904 breath(y, x, m_idx, GF_FIRE, dam,0, TRUE, MS_BR_FIRE, learnable);
1905 update_smart_learn(m_idx, DRS_FIRE);
1914 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1916 if (blind) msg_format("%^s breathes.", m_name);
1920 else msg_format("%^s¤¬Î䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1922 else msg_format("%^s breathes frost.", m_name);
1925 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1926 breath(y, x, m_idx, GF_COLD, dam,0, TRUE, MS_BR_COLD, learnable);
1927 update_smart_learn(m_idx, DRS_COLD);
1936 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1938 if (blind) msg_format("%^s breathes.", m_name);
1942 else msg_format("%^s¤¬¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1944 else msg_format("%^s breathes gas.", m_name);
1947 dam = ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3));
1948 breath(y, x, m_idx, GF_POIS, dam, 0, TRUE, MS_BR_POIS, learnable);
1949 update_smart_learn(m_idx, DRS_POIS);
1959 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1961 if (blind) msg_format("%^s breathes.", m_name);
1965 else msg_format("%^s¤¬ÃϹö¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1967 else msg_format("%^s breathes nether.", m_name);
1970 dam = ((m_ptr->hp / 6) > 550 ? 550 : (m_ptr->hp / 6));
1971 breath(y, x, m_idx, GF_NETHER, dam,0, TRUE, MS_BR_NETHER, learnable);
1972 update_smart_learn(m_idx, DRS_NETH);
1981 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1983 if (blind) msg_format("%^s breathes.", m_name);
1987 else msg_format("%^s¤¬Á®¸÷¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1989 else msg_format("%^s breathes light.", m_name);
1992 dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6));
1993 breath(y, x, m_idx, GF_LITE, dam,0, TRUE, MS_BR_LITE, learnable);
1994 update_smart_learn(m_idx, DRS_LITE);
2003 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2005 if (blind) msg_format("%^s breathes.", m_name);
2009 else msg_format("%^s¤¬°Å¹õ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2011 else msg_format("%^s breathes darkness.", m_name);
2014 dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6));
2015 breath(y, x, m_idx, GF_DARK, dam,0, TRUE, MS_BR_DARK, learnable);
2016 update_smart_learn(m_idx, DRS_DARK);
2025 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2027 if (blind) msg_format("%^s breathes.", m_name);
2031 else msg_format("%^s¤¬º®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2033 else msg_format("%^s breathes confusion.", m_name);
2036 dam = ((m_ptr->hp / 6) > 450 ? 450 : (m_ptr->hp / 6));
2037 breath(y, x, m_idx, GF_CONFUSION, dam,0, TRUE, MS_BR_CONF, learnable);
2038 update_smart_learn(m_idx, DRS_CONF);
2046 if (m_ptr->r_idx == MON_JAIAN)
2048 msg_format("¡Ö¥Ü¥©¥¨¡Á¡Á¡Á¡Á¡Á¡Á¡×");
2050 msg_format("'Booooeeeeee'");
2053 else if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2055 else if (blind) msg_format("%^s breathes.", m_name);
2059 else msg_format("%^s¤¬¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2061 else msg_format("%^s breathes sound.", m_name);
2064 dam = ((m_ptr->hp / 6) > 450 ? 450 : (m_ptr->hp / 6));
2065 breath(y, x, m_idx, GF_SOUND, dam,0, TRUE, MS_BR_SOUND, learnable);
2066 update_smart_learn(m_idx, DRS_SOUND);
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¤¬¥«¥ª¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2083 else msg_format("%^s breathes chaos.", m_name);
2086 dam = ((m_ptr->hp / 6) > 600 ? 600 : (m_ptr->hp / 6));
2087 breath(y, x, m_idx, GF_CHAOS, dam,0, TRUE, MS_BR_CHAOS, learnable);
2088 update_smart_learn(m_idx, DRS_CHAOS);
2097 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2099 if (blind) msg_format("%^s breathes.", m_name);
2103 else msg_format("%^s¤¬Îô²½¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2105 else msg_format("%^s breathes disenchantment.", m_name);
2108 dam = ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6));
2109 breath(y, x, m_idx, GF_DISENCHANT, dam,0, TRUE, MS_BR_DISEN, learnable);
2110 update_smart_learn(m_idx, DRS_DISEN);
2119 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2121 if (blind) msg_format("%^s breathes.", m_name);
2125 else msg_format("%^s¤¬°ø²Ìº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2127 else msg_format("%^s breathes nexus.", m_name);
2130 dam = ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3));
2131 breath(y, x, m_idx, GF_NEXUS, dam,0, TRUE, MS_BR_NEXUS, learnable);
2132 update_smart_learn(m_idx, DRS_NEXUS);
2141 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2143 if (blind) msg_format("%^s breathes.", m_name);
2147 else msg_format("%^s¤¬»þ´ÖµÕž¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2149 else msg_format("%^s breathes time.", m_name);
2152 dam = ((m_ptr->hp / 3) > 150 ? 150 : (m_ptr->hp / 3));
2153 breath(y, x, m_idx, GF_TIME, dam,0, TRUE, MS_BR_TIME, learnable);
2162 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2164 if (blind) msg_format("%^s breathes.", m_name);
2168 else msg_format("%^s¤¬ÃÙÆߤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2170 else msg_format("%^s breathes inertia.", m_name);
2173 dam = ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6));
2174 breath(y, x, m_idx, GF_INERTIA, dam,0, TRUE, MS_BR_INERTIA, learnable);
2183 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2185 if (blind) msg_format("%^s breathes.", m_name);
2189 else msg_format("%^s¤¬½ÅÎϤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2191 else msg_format("%^s breathes gravity.", m_name);
2194 dam = ((m_ptr->hp / 3) > 200 ? 200 : (m_ptr->hp / 3));
2195 breath(y, x, m_idx, GF_GRAVITY, dam,0, TRUE, MS_BR_GRAVITY, learnable);
2203 if (m_ptr->r_idx == MON_BOTEI)
2205 msg_format("¡Ö¥ÜÄë¥Ó¥ë¥«¥Ã¥¿¡¼¡ª¡ª¡ª¡×");
2207 msg_format("'Boty-Build cutter!!!'");
2210 else if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2212 else if (blind) msg_format("%^s breathes.", m_name);
2216 else msg_format("%^s¤¬ÇËÊҤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2218 else msg_format("%^s breathes shards.", m_name);
2221 dam = ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6));
2222 breath(y, x, m_idx, GF_SHARDS, dam,0, TRUE, MS_BR_SHARDS, learnable);
2223 update_smart_learn(m_idx, DRS_SHARD);
2232 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2234 if (blind) msg_format("%^s breathes.", m_name);
2238 else msg_format("%^s¤¬¥×¥é¥º¥Þ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2240 else msg_format("%^s breathes plasma.", m_name);
2243 dam = ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6));
2244 breath(y, x, m_idx, GF_PLASMA, dam,0, TRUE, MS_BR_PLASMA, learnable);
2253 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2255 if (blind) msg_format("%^s breathes.", m_name);
2259 else msg_format("%^s¤¬¥Õ¥©¡¼¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2261 else msg_format("%^s breathes force.", m_name);
2264 dam = ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6));
2265 breath(y, x, m_idx, GF_FORCE, dam,0, TRUE, MS_BR_FORCE, learnable);
2274 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2276 if (blind) msg_format("%^s breathes.", m_name);
2280 else msg_format("%^s¤¬ËâÎϤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2282 else msg_format("%^s breathes mana.", m_name);
2284 dam = ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3));
2285 breath(y, x, m_idx, GF_MANA, dam,0, TRUE, MS_BR_MANA, learnable);
2294 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2296 if (blind) msg_format("%^s mumbles.", m_name);
2300 else msg_format("%^s¤¬Êü¼Íǽµå¤òÊü¤Ã¤¿¡£", m_name);
2302 else msg_format("%^s casts a ball of radiation.", m_name);
2305 dam = (rlev + damroll(10, 6)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2306 breath(y, x, m_idx, GF_NUKE, dam, 2, FALSE, MS_BALL_NUKE, learnable);
2307 update_smart_learn(m_idx, DRS_POIS);
2316 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2318 if (blind) msg_format("%^s breathes.", m_name);
2322 else msg_format("%^s¤¬Êü¼ÍÀÇÑ´þʪ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2324 else msg_format("%^s breathes toxic waste.", m_name);
2327 dam = ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3));
2328 breath(y, x, m_idx, GF_NUKE, dam,0, TRUE, MS_BR_NUKE, learnable);
2329 update_smart_learn(m_idx, DRS_POIS);
2338 if (blind) msg_format("%^s¤¬¶²¤í¤·¤²¤Ë¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2340 if (blind) msg_format("%^s mumbles frighteningly.", m_name);
2344 else msg_format("%^s¤¬½ã¥í¥°¥ë¥¹¤òÊü¤Ã¤¿¡£", m_name);/*nuke me*/
2346 else msg_format("%^s invokes a raw Logrus.", m_name);
2349 dam = ((r_ptr->flags2 & RF2_POWERFUL) ? (rlev * 3) : (rlev * 2))+ damroll(10, 10);
2350 breath(y, x, m_idx, GF_CHAOS, dam, 4, FALSE, MS_BALL_CHAOS, learnable);
2351 update_smart_learn(m_idx, DRS_CHAOS);
2360 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2362 if (blind) msg_format("%^s breathes.", m_name);
2366 else msg_format("%^s¤¬Ê¬²ò¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2368 else msg_format("%^s breathes disintegration.", m_name);
2371 dam = ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6));
2372 breath(y, x, m_idx, GF_DISINTEGRATE, dam,0, TRUE, MS_BR_DISI, learnable);
2383 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2385 if (blind) msg_format("%^s mumbles.", m_name);
2389 else msg_format("%^s¤¬¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2391 else msg_format("%^s casts an acid ball.", m_name);
2394 dam = (randint1(rlev * 3) + 15) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2395 breath(y, x, m_idx, GF_ACID, dam, 2, FALSE, MS_BALL_ACID, learnable);
2396 update_smart_learn(m_idx, DRS_ACID);
2405 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2407 if (blind) msg_format("%^s mumbles.", m_name);
2411 else msg_format("%^s¤¬¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2413 else msg_format("%^s casts a lightning ball.", m_name);
2416 dam = (randint1(rlev * 3 / 2) + 8) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2417 breath(y, x, m_idx, GF_ELEC, dam, 2, FALSE, MS_BALL_ELEC, learnable);
2418 update_smart_learn(m_idx, DRS_ELEC);
2427 if (m_ptr->r_idx == MON_ROLENTO)
2431 msg_format("%s¤¬²¿¤«¤òÅꤲ¤¿¡£", m_name);
2433 msg_format("%s¤Ï¼êÜØÃƤòÅꤲ¤¿¡£", m_name);
2436 msg_format("%^s throws something.", m_name);
2438 msg_format("%^s throws a hand grenade.", m_name);
2444 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2446 if (blind) msg_format("%^s mumbles.", m_name);
2450 else msg_format("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2452 else msg_format("%^s casts a fire ball.", m_name);
2456 dam = (randint1(rlev * 7 / 2) + 10) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2457 breath(y, x, m_idx, GF_FIRE, dam, 2, FALSE, MS_BALL_FIRE, learnable);
2458 update_smart_learn(m_idx, DRS_FIRE);
2467 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2469 if (blind) msg_format("%^s mumbles.", m_name);
2473 else msg_format("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2475 else msg_format("%^s casts a frost ball.", m_name);
2478 dam = (randint1(rlev * 3 / 2) + 10) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2479 breath(y, x, m_idx, GF_COLD, dam, 2, FALSE, MS_BALL_COLD, learnable);
2480 update_smart_learn(m_idx, DRS_COLD);
2489 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2491 if (blind) msg_format("%^s mumbles.", m_name);
2495 else msg_format("%^s¤¬°½±À¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2497 else msg_format("%^s casts a stinking cloud.", m_name);
2500 dam = damroll(12, 2) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2501 breath(y, x, m_idx, GF_POIS, dam, 2, FALSE, MS_BALL_POIS, learnable);
2502 update_smart_learn(m_idx, DRS_POIS);
2511 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2513 if (blind) msg_format("%^s mumbles.", m_name);
2517 else msg_format("%^s¤¬ÃϹöµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2519 else msg_format("%^s casts a nether ball.", m_name);
2522 dam = 50 + damroll(10, 10) + (rlev * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1));
2523 breath(y, x, m_idx, GF_NETHER, dam, 2, FALSE, MS_BALL_NETHER, learnable);
2524 update_smart_learn(m_idx, DRS_NETH);
2533 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2535 if (blind) msg_format("%^s mumbles.", m_name);
2539 else msg_format("%^s¤¬Î®¤ì¤ë¤è¤¦¤Ê¿È¿¶¤ê¤ò¤·¤¿¡£", m_name);
2541 else msg_format("%^s gestures fluidly.", m_name);
2545 msg_print("¤¢¤Ê¤¿¤Ï±²´¬¤¤Ë°û¤ß¹þ¤Þ¤ì¤¿¡£");
2547 msg_print("You are engulfed in a whirlpool.");
2550 dam = ((r_ptr->flags2 & RF2_POWERFUL) ? randint1(rlev * 3) : randint1(rlev * 2)) + 50;
2551 breath(y, x, m_idx, GF_WATER, dam, 4, FALSE, MS_BALL_WATER, learnable);
2560 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2562 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2566 else msg_format("%^s¤¬ËâÎϤÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2568 else msg_format("%^s invokes a mana storm.", m_name);
2571 dam = (rlev * 4) + 50 + damroll(10, 10);
2572 breath(y, x, m_idx, GF_MANA, dam, 4, FALSE, MS_BALL_MANA, learnable);
2581 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2583 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2587 else msg_format("%^s¤¬°Å¹õ¤ÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2589 else msg_format("%^s invokes a darkness storm.", m_name);
2592 dam = (rlev * 4) + 50 + damroll(10, 10);
2593 breath(y, x, m_idx, GF_DARK, dam, 4, FALSE, MS_BALL_DARK, learnable);
2594 update_smart_learn(m_idx, DRS_DARK);
2598 /* RF5_DRAIN_MANA */
2601 if (!direct) return (FALSE);
2604 dam = (randint1(rlev) / 2) + 1;
2605 breath(y, x, m_idx, GF_DRAIN_MANA, dam, 0, FALSE, MS_DRAIN_MANA, learnable);
2606 update_smart_learn(m_idx, DRS_MANA);
2610 /* RF5_MIND_BLAST */
2613 if (!direct) return (FALSE);
2618 msg_print("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£");
2620 msg_print("You feel something focusing on your mind.");
2627 msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¤Ë¤é¤ó¤Ç¤¤¤ë¡£", m_name);
2629 msg_format("%^s gazes deep into your eyes.", m_name);
2634 dam = damroll(7, 7);
2635 breath(y, x, m_idx, GF_MIND_BLAST, dam, 0, FALSE, MS_MIND_BLAST, learnable);
2639 /* RF5_BRAIN_SMASH */
2642 if (!direct) return (FALSE);
2647 msg_print("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£");
2649 msg_print("You feel something focusing on your mind.");
2656 msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¸«¤Æ¤¤¤ë¡£", m_name);
2658 msg_format("%^s looks deep into your eyes.", m_name);
2663 dam = damroll(12, 12);
2664 breath(y, x, m_idx, GF_BRAIN_SMASH, dam, 0, FALSE, MS_BRAIN_SMASH, learnable);
2671 if (!direct) return (FALSE);
2674 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2676 if (blind) msg_format("%^s mumbles.", m_name);
2680 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¼ö¤Ã¤¿¡£", m_name);
2682 else msg_format("%^s points at you and curses.", m_name);
2685 dam = damroll(3, 8);
2686 breath(y, x, m_idx, GF_CAUSE_1, dam, 0, FALSE, MS_CAUSE_1, learnable);
2693 if (!direct) return (FALSE);
2696 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2698 if (blind) msg_format("%^s mumbles.", m_name);
2702 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼ö¤Ã¤¿¡£", m_name);
2704 else msg_format("%^s points at you and curses horribly.", m_name);
2707 dam = damroll(8, 8);
2708 breath(y, x, m_idx, GF_CAUSE_2, dam, 0, FALSE, MS_CAUSE_2, learnable);
2715 if (!direct) return (FALSE);
2718 if (blind) msg_format("%^s¤¬²¿¤«¤òÂçÀ¼¤Ç¶«¤ó¤À¡£", m_name);
2720 if (blind) msg_format("%^s mumbles loudly.", m_name);
2724 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼öʸ¤ò¾§¤¨¤¿¡ª", m_name);
2726 else msg_format("%^s points at you, incanting terribly!", m_name);
2729 dam = damroll(10, 15);
2730 breath(y, x, m_idx, GF_CAUSE_3, dam, 0, FALSE, MS_CAUSE_3, learnable);
2737 if (!direct) return (FALSE);
2740 if (blind) msg_format("%^s¤¬¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", m_name);
2742 if (blind) msg_format("%^s screams the word 'DIE!'", m_name);
2746 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÈ빦¤òÆͤ¤¤Æ¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", m_name);
2748 else msg_format("%^s points at you, screaming the word DIE!", m_name);
2751 dam = damroll(15, 15);
2752 breath(y, x, m_idx, GF_CAUSE_4, dam, 0, FALSE, MS_CAUSE_4, learnable);
2759 if (!direct) return (FALSE);
2762 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2764 if (blind) msg_format("%^s mumbles.", m_name);
2768 else msg_format("%^s¤¬¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2770 else msg_format("%^s casts a acid bolt.", m_name);
2773 dam = (damroll(7, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2774 bolt(m_idx, GF_ACID, dam, MS_BOLT_ACID, learnable);
2775 update_smart_learn(m_idx, DRS_ACID);
2776 update_smart_learn(m_idx, DRS_REFLECT);
2783 if (!direct) return (FALSE);
2786 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2788 if (blind) msg_format("%^s mumbles.", m_name);
2792 else msg_format("%^s¤¬¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2794 else msg_format("%^s casts a lightning bolt.", m_name);
2797 dam = (damroll(4, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2798 bolt(m_idx, GF_ELEC, dam, MS_BOLT_ELEC, learnable);
2799 update_smart_learn(m_idx, DRS_ELEC);
2800 update_smart_learn(m_idx, DRS_REFLECT);
2807 if (!direct) return (FALSE);
2810 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2812 if (blind) msg_format("%^s mumbles.", m_name);
2816 else msg_format("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2818 else msg_format("%^s casts a fire bolt.", m_name);
2821 dam = (damroll(9, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2822 bolt(m_idx, GF_FIRE, dam, MS_BOLT_FIRE, learnable);
2823 update_smart_learn(m_idx, DRS_FIRE);
2824 update_smart_learn(m_idx, DRS_REFLECT);
2831 if (!direct) return (FALSE);
2834 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2836 if (blind) msg_format("%^s mumbles.", m_name);
2840 else msg_format("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2842 else msg_format("%^s casts a frost bolt.", m_name);
2845 dam = (damroll(6, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2846 bolt(m_idx, GF_COLD, dam, MS_BOLT_COLD, learnable);
2847 update_smart_learn(m_idx, DRS_COLD);
2848 update_smart_learn(m_idx, DRS_REFLECT);
2857 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2859 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2863 else msg_format("%^s¤¬¥¹¥¿¡¼¥Ð¡¼¥¹¥È¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2865 else msg_format("%^s invokes a starburst.", m_name);
2868 dam = (rlev * 4) + 50 + damroll(10, 10);
2869 breath(y, x, m_idx, GF_LITE, dam, 4, FALSE, MS_STARBURST, learnable);
2870 update_smart_learn(m_idx, DRS_LITE);
2877 if (!direct) return (FALSE);
2880 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2882 if (blind) msg_format("%^s mumbles.", m_name);
2886 else msg_format("%^s¤¬ÃϹö¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2888 else msg_format("%^s casts a nether bolt.", m_name);
2891 dam = 30 + damroll(5, 5) + (rlev * 4) / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3);
2892 bolt(m_idx, GF_NETHER, dam, MS_BOLT_NETHER, learnable);
2893 update_smart_learn(m_idx, DRS_NETH);
2894 update_smart_learn(m_idx, DRS_REFLECT);
2901 if (!direct) return (FALSE);
2904 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2906 if (blind) msg_format("%^s mumbles.", m_name);
2910 else msg_format("%^s¤¬¥¦¥©¡¼¥¿¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2912 else msg_format("%^s casts a water bolt.", m_name);
2915 dam = damroll(10, 10) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2916 bolt(m_idx, GF_WATER, dam, MS_BOLT_WATER, learnable);
2917 update_smart_learn(m_idx, DRS_REFLECT);
2924 if (!direct) return (FALSE);
2927 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2929 if (blind) msg_format("%^s mumbles.", m_name);
2933 else msg_format("%^s¤¬ËâÎϤÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2935 else msg_format("%^s casts a mana bolt.", m_name);
2938 dam = randint1(rlev * 7 / 2) + 50;
2939 bolt(m_idx, GF_MANA, dam, MS_BOLT_MANA, learnable);
2940 update_smart_learn(m_idx, DRS_REFLECT);
2947 if (!direct) return (FALSE);
2950 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2952 if (blind) msg_format("%^s mumbles.", m_name);
2956 else msg_format("%^s¤¬¥×¥é¥º¥Þ¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2958 else msg_format("%^s casts a plasma bolt.", m_name);
2961 dam = 10 + damroll(8, 7) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2962 bolt(m_idx, GF_PLASMA, dam, MS_BOLT_PLASMA, learnable);
2963 update_smart_learn(m_idx, DRS_REFLECT);
2970 if (!direct) return (FALSE);
2973 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2975 if (blind) msg_format("%^s mumbles.", m_name);
2979 else msg_format("%^s¤¬¶Ë´¨¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2981 else msg_format("%^s casts an ice bolt.", m_name);
2984 dam = damroll(6, 6) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2985 bolt(m_idx, GF_ICE, dam, MS_BOLT_ICE, learnable);
2986 update_smart_learn(m_idx, DRS_COLD);
2987 update_smart_learn(m_idx, DRS_REFLECT);
2994 if (!direct) return (FALSE);
2997 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2999 if (blind) msg_format("%^s mumbles.", m_name);
3003 else msg_format("%^s¤¬¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3005 else msg_format("%^s casts a magic missile.", m_name);
3008 dam = damroll(2, 6) + (rlev / 3);
3009 bolt(m_idx, GF_MISSILE, dam, MS_MAGIC_MISSILE, learnable);
3010 update_smart_learn(m_idx, DRS_REFLECT);
3017 if (!direct) return (FALSE);
3020 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¯¤È¡¢¶²¤í¤·¤²¤Ê²»¤¬Ê¹¤³¤¨¤¿¡£", m_name);
3022 if (blind) msg_format("%^s mumbles, and you hear scary noises.", m_name);
3026 else msg_format("%^s¤¬¶²¤í¤·¤²¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£", m_name);
3028 else msg_format("%^s casts a fearful illusion.", m_name);
3031 if (p_ptr->resist_fear)
3034 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3036 msg_print("You refuse to be frightened.");
3040 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3043 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3045 msg_print("You refuse to be frightened.");
3051 (void)set_afraid(p_ptr->afraid + randint0(4) + 4);
3053 learn_spell(MS_SCARE);
3054 update_smart_learn(m_idx, DRS_FEAR);
3061 if (!direct) return (FALSE);
3064 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3066 if (blind) msg_format("%^s mumbles.", m_name);
3070 else msg_format("%^s¤¬¼öʸ¤ò¾§¤¨¤Æ¤¢¤Ê¤¿¤ÎÌܤò¤¯¤é¤Þ¤·¤¿¡ª", m_name);
3072 else msg_format("%^s casts a spell, burning your eyes!", m_name);
3075 if (p_ptr->resist_blind)
3078 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3080 msg_print("You are unaffected!");
3084 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3087 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3089 msg_print("You resist the effects!");
3095 (void)set_blind(12 + randint0(4));
3097 learn_spell(MS_BLIND);
3098 update_smart_learn(m_idx, DRS_BLIND);
3105 if (!direct) return (FALSE);
3108 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¯¤È¡¢Æ¬¤òǺ¤Þ¤¹²»¤¬¤·¤¿¡£", m_name);
3110 if (blind) msg_format("%^s mumbles, and you hear puzzling noises.", m_name);
3114 else msg_format("%^s¤¬Í¶ÏÇŪ¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£", m_name);
3116 else msg_format("%^s creates a mesmerising illusion.", m_name);
3119 if (p_ptr->resist_conf)
3122 msg_print("¤·¤«¤·¸¸³Ð¤Ë¤Ï¤À¤Þ¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3124 msg_print("You disbelieve the feeble spell.");
3128 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3131 msg_print("¤·¤«¤·¸¸³Ð¤Ë¤Ï¤À¤Þ¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3133 msg_print("You disbelieve the feeble spell.");
3139 (void)set_confused(p_ptr->confused + randint0(4) + 4);
3141 learn_spell(MS_CONF);
3142 update_smart_learn(m_idx, DRS_CONF);
3149 if (!direct) return (FALSE);
3152 msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¶ÚÎϤòµÛ¤¤¼è¤í¤¦¤È¤·¤¿¡ª", m_name);
3154 msg_format("%^s drains power from your muscles!", m_name);
3157 if (p_ptr->free_act)
3160 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3162 msg_print("You are unaffected!");
3166 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3169 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3171 msg_print("You resist the effects!");
3177 (void)set_slow(p_ptr->slow + randint0(4) + 4, FALSE);
3179 learn_spell(MS_SLOW);
3180 update_smart_learn(m_idx, DRS_FREE);
3187 if (!direct) return (FALSE);
3190 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3192 if (blind) msg_format("%^s mumbles.", m_name);
3196 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÌܤò¤¸¤Ã¤È¸«¤Ä¤á¤¿¡ª", m_name);
3198 else msg_format("%^s stares deep into your eyes!", m_name);
3201 if (p_ptr->free_act)
3204 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3206 msg_print("You are unaffected!");
3210 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3213 msg_format("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3215 msg_format("You resist the effects!");
3221 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
3223 learn_spell(MS_SLEEP);
3224 update_smart_learn(m_idx, DRS_FREE);
3235 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3237 msg_format("%^s mumbles.", m_name);
3244 msg_format("%^s¤¬¼«Ê¬¤ÎÂΤËÇ°¤òÁ÷¤Ã¤¿¡£", m_name);
3246 msg_format("%^s concentrates on %s body.", m_name, m_poss);
3251 /* Allow quick speed increases to base+10 */
3255 msg_format("%^s¤ÎÆ°¤¤¬Â®¤¯¤Ê¤Ã¤¿¡£", m_name);
3257 msg_format("%^s starts moving faster.", m_name);
3260 m_ptr->fast = MIN(200, m_ptr->fast + 100);
3261 if (p_ptr->riding == m_idx) p_ptr->update |= PU_BONUS;
3268 if (!direct) return (FALSE);
3271 msg_format("%^s¤¬<ÇËÌǤμê>¤òÊü¤Ã¤¿¡ª", m_name);
3273 msg_format("%^s invokes the Hand of Doom!", m_name);
3275 dam = (((s32b) ((40 + randint1(20)) * (p_ptr->chp))) / 100);
3276 breath(y, x, m_idx, GF_HAND_DOOM, dam, 0, FALSE, MS_HAND_DOOM, learnable);
3289 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3291 msg_format("%^s mumbles.", m_name);
3298 msg_format("%^s¤¬¼«Ê¬¤Î½ý¤Ë½¸Ã椷¤¿¡£", m_name);
3300 msg_format("%^s concentrates on %s wounds.", m_name, m_poss);
3306 m_ptr->hp += (rlev * 6);
3309 if (m_ptr->hp >= m_ptr->maxhp)
3312 m_ptr->hp = m_ptr->maxhp;
3318 msg_format("%^s¤Ï´°Á´¤Ë¼£¤Ã¤¿¡ª", m_name);
3320 msg_format("%^s looks completely healed!", m_name);
3327 msg_format("%^s¤Ï´°Á´¤Ë¼£¤Ã¤¿¤è¤¦¤À¡ª", m_name);
3329 msg_format("%^s sounds completely healed!", m_name);
3335 /* Partially healed */
3342 msg_format("%^s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
3344 msg_format("%^s looks healthier.", m_name);
3351 msg_format("%^s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
3353 msg_format("%^s sounds healthier.", m_name);
3359 /* Redraw (later) if needed */
3360 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3361 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3371 msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name);
3373 msg_format("%^s recovers %s courage.", m_name, m_poss);
3389 msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3391 msg_format("%^s mumbles powerfully.", m_name);
3398 msg_format("%s¤Ï̵½ý¤Îµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3400 msg_format("%^s casts a Globe of Invulnerability.", m_name);
3405 if (!(m_ptr->invulner))
3406 m_ptr->invulner = randint1(4) + 4;
3408 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3409 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3418 msg_format("%^s¤¬½Ö»þ¤Ë¾Ã¤¨¤¿¡£", m_name);
3420 msg_format("%^s blinks away.", m_name);
3423 teleport_away(m_idx, 10, FALSE, FALSE);
3424 p_ptr->update |= (PU_MONSTERS);
3431 int i, oldfy, oldfx;
3432 u32b flgs[TR_FLAG_SIZE];
3440 msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¤·¤¿¡£", m_name);
3442 msg_format("%^s teleports away.", m_name);
3445 teleport_away(m_idx, MAX_SIGHT * 2 + 5, FALSE, FALSE);
3447 if (los(py, px, oldfy, oldfx) && !world_monster)
3449 for (i=INVEN_RARM;i<INVEN_TOTAL;i++)
3451 o_ptr = &inventory[i];
3452 if (!object_is_cursed(o_ptr))
3454 object_flags(o_ptr, flgs);
3456 if ((have_flag(flgs, TR_TELEPORT)) || (p_ptr->muta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR))
3459 if (get_check_strict("¤Ä¤¤¤Æ¤¤¤¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
3461 if (get_check_strict("Do you follow it? ", CHECK_OKAY_CANCEL))
3466 teleport_player(200, TRUE);
3468 msg_print("¼ºÇÔ¡ª");
3470 msg_print("Failed!");
3473 else teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE, FALSE);
3474 p_ptr->energy_need += ENERGY_NEED();
3489 if(m_ptr->r_idx == MON_DIO) who = 1;
3490 else if(m_ptr->r_idx == MON_WONG) who = 3;
3492 if (!process_the_world(randint1(2)+2, who, TRUE)) return (FALSE);
3502 switch (m_ptr->r_idx)
3505 /* Moved to process_monster(), like multiplication */
3508 case MON_BANORLUPART:
3510 int dummy_hp = (m_ptr->hp + 1) / 2;
3511 int dummy_maxhp = m_ptr->maxhp/2;
3512 int dummy_y = m_ptr->fy;
3513 int dummy_x = m_ptr->fx;
3515 if (p_ptr->inside_arena || p_ptr->inside_battle || !summon_possible(m_ptr->fy, m_ptr->fx)) return FALSE;
3516 delete_monster_idx(cave[m_ptr->fy][m_ptr->fx].m_idx);
3517 summon_named_creature(0, dummy_y, dummy_x, MON_BANOR, mode);
3518 m_list[hack_m_idx_ii].hp = dummy_hp;
3519 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3520 summon_named_creature(0, dummy_y, dummy_x, MON_LUPART, mode);
3521 m_list[hack_m_idx_ii].hp = dummy_hp;
3522 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3525 msg_print("¡Ø¥Ð¡¼¥Î¡¼¥ë¡¦¥ë¥Ñ¡¼¥È¡Ù¤¬Ê¬Îö¤·¤¿¡ª");
3527 msg_print("Banor=Rupart splits in two person!");
3537 int dummy_maxhp = 0;
3538 int dummy_y = m_ptr->fy;
3539 int dummy_x = m_ptr->fx;
3541 if (!r_info[MON_BANOR].cur_num || !r_info[MON_LUPART].cur_num) return (FALSE);
3542 for (k = 1; k < m_max; k++)
3544 if (m_list[k].r_idx == MON_BANOR || m_list[k].r_idx == MON_LUPART)
3546 dummy_hp += m_list[k].hp;
3547 dummy_maxhp += m_list[k].maxhp;
3548 if (m_list[k].r_idx != m_ptr->r_idx)
3550 dummy_y = m_list[k].fy;
3551 dummy_x = m_list[k].fx;
3553 delete_monster_idx(k);
3556 summon_named_creature(0, dummy_y, dummy_x, MON_BANORLUPART, mode);
3557 m_list[hack_m_idx_ii].hp = dummy_hp;
3558 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3561 msg_print("¡Ø¥Ð¡¼¥Î¡¼¥ë¡Ù¤È¡Ø¥ë¥Ñ¡¼¥È¡Ù¤¬¹çÂΤ·¤¿¡ª");
3563 msg_print("Banor and Rupart combine into one!");
3571 if (blind) msg_format("%^s¤¬²¿¤«ÂçÎ̤ËÅꤲ¤¿¡£", m_name);
3572 else msg_format("%^s¤Ï¼êÜØÃƤò¤Ð¤é¤Þ¤¤¤¿¡£", m_name);
3574 if (blind) msg_format("%^s spreads something.", m_name);
3575 else msg_format("%^s throws some hand grenades.", m_name);
3579 int num = 1 + randint1(3);
3581 for (k = 0; k < num; k++)
3583 count += summon_named_creature(m_idx, y, x, MON_SHURYUUDAN, mode);
3587 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¤Ð¤é¤Þ¤«¤ì¤ë²»¤¬¤¹¤ë¡£");
3589 if (blind && count) msg_print("You hear many things are scattered nearby.");
3594 if (r_ptr->d_char == 'B')
3597 if (one_in_(3) || !direct)
3600 msg_format("%^s¤ÏÆÍÁ³»ë³¦¤«¤é¾Ã¤¨¤¿!", m_name);
3602 msg_format("%^s suddenly go out of your sight!", m_name);
3604 teleport_away(m_idx, 10, FALSE, FALSE);
3605 p_ptr->update |= (PU_MONSTERS);
3610 bool fear; /* dummy */
3613 msg_format("%^s¤¬¤¢¤Ê¤¿¤òÄϤó¤Ç¶õÃ椫¤éÅꤲÍ¤¿¡£", m_name);
3615 msg_format("%^s holds you, and drops from the sky.", m_name);
3617 dam = damroll(4, 8);
3618 teleport_player_to(m_ptr->fy, m_ptr->fx, FALSE, TRUE);
3622 if (p_ptr->levitation)
3625 msg_print("¤¢¤Ê¤¿¤ÏÀŤ«¤ËÃåÃϤ·¤¿¡£");
3627 msg_print("You float gently down to the ground.");
3633 msg_print("¤¢¤Ê¤¿¤ÏÃÏÌ̤ËᤤĤ±¤é¤ì¤¿¡£");
3635 msg_print("You crashed into the ground.");
3637 dam += damroll(6, 8);
3640 /* Mega hack -- this special action deals damage to the player. Therefore the code of "eyeeye" is necessary.
3643 get_damage = take_hit(DAMAGE_NOESCAPE, dam, m_name, -1);
3644 if (p_ptr->tim_eyeeye && get_damage > 0 && !p_ptr->is_dead)
3647 msg_format("¹¶·â¤¬%s¼«¿È¤ò½ý¤Ä¤±¤¿¡ª", m_name);
3649 char m_name_self[80];
3652 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
3654 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
3656 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
3657 set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
3660 if (p_ptr->riding) mon_take_hit_mon(p_ptr->riding, dam, &fear, extract_note_dies(real_r_ptr(&m_list[p_ptr->riding])), m_idx);
3665 /* Something is wrong */
3674 if (!direct) return (FALSE);
3677 msg_format("%^s¤¬¤¢¤Ê¤¿¤ò°ú¤Ìᤷ¤¿¡£", m_name);
3679 msg_format("%^s commands you to return.", m_name);
3682 teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE, TRUE);
3683 learn_spell(MS_TELE_TO);
3690 if (!direct) return (FALSE);
3693 msg_format("%^s¤Ë¥Æ¥ì¥Ý¡¼¥È¤µ¤»¤é¤ì¤¿¡£", m_name);
3694 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
3695 msg_print("¤¯¤Ã¤½¡Á");
3697 msg_format("%^s teleports you away.", m_name);
3700 learn_spell(MS_TELE_AWAY);
3701 teleport_player(100, TRUE);
3705 /* RF6_TELE_LEVEL */
3708 if (!direct) return (FALSE);
3711 if (blind) msg_format("%^s¤¬²¿¤«´ñ̯¤Ê¸ÀÍÕ¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3713 if (blind) msg_format("%^s mumbles strangely.", m_name);
3717 else msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¤ò»Ø¤µ¤·¤¿¡£", m_name);
3719 else msg_format("%^s gestures at your feet.", m_name);
3722 if (p_ptr->resist_nexus)
3725 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3727 msg_print("You are unaffected!");
3731 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3734 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3736 msg_print("You resist the effects!");
3744 learn_spell(MS_TELE_LEVEL);
3745 update_smart_learn(m_idx, DRS_NEXUS);
3752 if (!direct) return (FALSE);
3755 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3757 if (blind) msg_format("%^s mumbles.", m_name);
3761 else msg_format("%^s¤¬¸÷¤Î·õ¤òÊü¤Ã¤¿¡£", m_name);
3763 else msg_format("%^s throw a Psycho-Spear.", m_name);
3766 dam = (r_ptr->flags2 & RF2_POWERFUL) ? (randint1(rlev * 2) + 150) : (randint1(rlev * 3 / 2) + 100);
3767 beam(m_idx, GF_PSY_SPEAR, dam, MS_PSY_SPEAR, learnable);
3774 if (!direct) return (FALSE);
3777 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3779 if (blind) msg_format("%^s mumbles.", m_name);
3783 else if (can_use_lite_area) msg_format("%^s¤¬ÊÕ¤ê¤òÌÀ¤ë¤¯¾È¤é¤·¤¿¡£", m_name);
3784 else msg_format("%^s¤¬°Å°Ç¤ÎÃæ¤Ç¼ê¤ò¿¶¤Ã¤¿¡£", m_name);
3786 else if (can_use_lite_area) msg_format("%^s cast a spell to light up.", m_name);
3787 else msg_format("%^s gestures in shadow.", m_name);
3790 if (can_use_lite_area) (void)lite_area(0, 3);
3793 learn_spell(MS_DARKNESS);
3794 (void)unlite_area(0, 3);
3804 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤Æ¼Ù°¤ËÈù¾Ð¤ó¤À¡£", m_name);
3806 if (blind) msg_format("%^s mumbles, and then cackles evilly.", m_name);
3810 else msg_format("%^s¤¬¼öʸ¤ò¾§¤¨¤Æ¼Ù°¤ËÈù¾Ð¤ó¤À¡£", m_name);
3812 else msg_format("%^s casts a spell and cackles evilly.", m_name);
3815 learn_spell(MS_MAKE_TRAP);
3816 (void)trap_creation(y, x);
3823 if (!direct) return (FALSE);
3826 msg_format("%^s¤¬¤¢¤Ê¤¿¤Îµ²±¤ò¾Ãµî¤·¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", m_name);
3828 msg_format("%^s tries to blank your mind.", m_name);
3832 if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3835 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3837 msg_print("You resist the effects!");
3841 else if (lose_all_info())
3844 msg_print("µ²±¤¬Çö¤ì¤Æ¤·¤Þ¤Ã¤¿¡£");
3846 msg_print("Your memories fade away.");
3850 learn_spell(MS_FORGET);
3854 /* RF6_RAISE_DEAD */
3859 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3861 if (blind) msg_format("%^s mumbles.", m_name);
3865 else msg_format("%^s¤¬»à¼ÔÉü³è¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3867 else msg_format("%^s casts a spell to revive corpses.", m_name);
3869 animate_dead(m_idx, m_ptr->fy, m_ptr->fx);
3877 if (m_ptr->r_idx == MON_SERPENT || m_ptr->r_idx == MON_ZOMBI_SERPENT)
3881 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3883 msg_format("%^s¤¬¥À¥ó¥¸¥ç¥ó¤Î¼ç¤ò¾¤´¤·¤¿¡£", m_name);
3886 msg_format("%^s mumbles.", m_name);
3888 msg_format("%^s magically summons guardians of dungeons.", m_name);
3895 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3897 msg_format("%^s¤ÏËâË¡¤Ç%s¤ò¾¤´¤·¤¿¡£",
3899 ((r_ptr->flags1) & RF1_UNIQUE ?
3903 msg_format("%^s mumbles.", m_name);
3905 msg_format("%^s magically summons %s %s.",
3907 ((r_ptr->flags1) & RF1_UNIQUE ?
3908 "minions" : "kin"));
3912 switch (m_ptr->r_idx)
3918 int num = 4 + randint1(3);
3919 for (k = 0; k < num; k++)
3921 count += summon_specific(m_idx, y, x, rlev, SUMMON_EAGLES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3928 int num = 2 + randint1(3);
3929 for (k = 0; k < num; k++)
3931 count += summon_named_creature(m_idx, y, x, MON_IE, mode);
3937 case MON_ZOMBI_SERPENT:
3939 int num = 2 + randint1(3);
3941 if (r_info[MON_JORMUNGAND].cur_num < r_info[MON_JORMUNGAND].max_num && one_in_(6))
3944 msg_print("ÃÏÌ̤«¤é¿å¤¬¿á¤½Ð¤·¤¿¡ª");
3946 msg_print("Water blew off from the ground!");
3948 fire_ball_hide(GF_WATER_FLOW, 0, 3, 8);
3951 for (k = 0; k < num; k++)
3953 count += summon_specific(m_idx, y, x, rlev, SUMMON_GUARDIANS, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3960 int num = randint1(3);
3961 for (k = 0; k < num; k++)
3963 count += summon_named_creature(m_idx, y, x, MON_LOCKE_CLONE, mode);
3970 int num = 2 + randint1(3);
3971 for (k = 0; k < num; k++)
3973 count += summon_specific(m_idx, y, x, rlev, SUMMON_LOUSE, PM_ALLOW_GROUP);
3979 summon_kin_type = r_ptr->d_char; /* Big hack */
3981 for (k = 0; k < 4; k++)
3983 count += summon_specific(m_idx, y, x, rlev, SUMMON_KIN, PM_ALLOW_GROUP);
3988 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
3990 if (blind && count) msg_print("You hear many things appear nearby.");
4001 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4003 if (blind) msg_format("%^s mumbles.", m_name);
4007 else msg_format("%^s¤¬¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
4009 else msg_format("%^s magically summons Cyberdemons!", m_name);
4013 if (blind && count) msg_print("½Å¸ü¤Ê²»¤¬¶á¤¯¤Çʹ¤³¤¨¤ë¡£");
4015 if (blind && count) msg_print("You hear heavy steps nearby.");
4018 summon_cyber(m_idx, y, x);
4027 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4029 if (blind) msg_format("%^s mumbles.", m_name);
4033 else msg_format("%^s¤¬ËâË¡¤ÇÃç´Ö¤ò¾¤´¤·¤¿¡ª", m_name);
4035 else msg_format("%^s magically summons help!", m_name);
4038 for (k = 0; k < 1; k++)
4040 count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4043 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4045 if (blind && count) msg_print("You hear something appear nearby.");
4051 /* RF6_S_MONSTERS */
4056 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4058 if (blind) msg_format("%^s mumbles.", m_name);
4062 else msg_format("%^s¤¬ËâË¡¤Ç¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤·¤¿¡ª", m_name);
4064 else msg_format("%^s magically summons monsters!", m_name);
4067 for (k = 0; k < s_num_6; k++)
4069 count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4072 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4074 if (blind && count) msg_print("You hear many things appear nearby.");
4085 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4087 if (blind) msg_format("%^s mumbles.", m_name);
4091 else msg_format("%^s¤¬ËâË¡¤Ç¥¢¥ê¤ò¾¤´¤·¤¿¡£", m_name);
4093 else msg_format("%^s magically summons ants.", m_name);
4096 for (k = 0; k < s_num_6; k++)
4098 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANT, PM_ALLOW_GROUP);
4101 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4103 if (blind && count) msg_print("You hear many things appear nearby.");
4114 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4116 if (blind) msg_format("%^s mumbles.", m_name);
4120 else msg_format("%^s¤¬ËâË¡¤Ç¥¯¥â¤ò¾¤´¤·¤¿¡£", m_name);
4122 else msg_format("%^s magically summons spiders.", m_name);
4125 for (k = 0; k < s_num_6; k++)
4127 count += summon_specific(m_idx, y, x, rlev, SUMMON_SPIDER, PM_ALLOW_GROUP);
4130 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4132 if (blind && count) msg_print("You hear many things appear nearby.");
4143 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4145 if (blind) msg_format("%^s mumbles.", m_name);
4149 else msg_format("%^s¤¬ËâË¡¤Ç¥Ï¥¦¥ó¥É¤ò¾¤´¤·¤¿¡£", m_name);
4151 else msg_format("%^s magically summons hounds.", m_name);
4154 for (k = 0; k < s_num_4; k++)
4156 count += summon_specific(m_idx, y, x, rlev, SUMMON_HOUND, PM_ALLOW_GROUP);
4159 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4161 if (blind && count) msg_print("You hear many things appear nearby.");
4172 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4174 if (blind) msg_format("%^s mumbles.", m_name);
4178 else msg_format("%^s¤¬ËâË¡¤Ç¥Ò¥É¥é¤ò¾¤´¤·¤¿¡£", m_name);
4180 else msg_format("%^s magically summons hydras.", m_name);
4183 for (k = 0; k < s_num_4; k++)
4185 count += summon_specific(m_idx, y, x, rlev, SUMMON_HYDRA, PM_ALLOW_GROUP);
4188 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4190 if (blind && count) msg_print("You hear many things appear nearby.");
4203 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4205 if (blind) msg_format("%^s mumbles.", m_name);
4209 else msg_format("%^s¤¬ËâË¡¤ÇÅ·»È¤ò¾¤´¤·¤¿¡ª", m_name);
4211 else msg_format("%^s magically summons an angel!", m_name);
4214 if ((r_ptr->flags1 & RF1_UNIQUE) && !easy_band)
4216 num += r_ptr->level/40;
4219 for (k = 0; k < num; k++)
4221 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, PM_ALLOW_GROUP);
4227 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4229 if (blind && count) msg_print("You hear something appear nearby.");
4235 if (blind) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4237 if (blind) msg_print("You hear many things appear nearby.");
4249 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4251 if (blind) msg_format("%^s mumbles.", m_name);
4255 else msg_format("%^s¤ÏËâË¡¤Çº®Æ٤εÜÄ¤é°Ëâ¤ò¾¤´¤·¤¿¡ª", m_name);
4257 else msg_format("%^s magically summons a demon from the Courts of Chaos!", m_name);
4260 for (k = 0; k < 1; k++)
4262 count += summon_specific(m_idx, y, x, rlev, SUMMON_DEMON, PM_ALLOW_GROUP);
4265 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4267 if (blind && count) msg_print("You hear something appear nearby.");
4278 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4280 if (blind) msg_format("%^s mumbles.", m_name);
4284 else msg_format("%^s¤¬ËâË¡¤Ç¥¢¥ó¥Ç¥Ã¥É¤Î¶¯Å¨¤ò¾¤´¤·¤¿¡ª", m_name);
4286 else msg_format("%^s magically summons an undead adversary!", m_name);
4289 for (k = 0; k < 1; k++)
4291 count += summon_specific(m_idx, y, x, rlev, SUMMON_UNDEAD, PM_ALLOW_GROUP);
4294 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4296 if (blind && count) msg_print("You hear something appear nearby.");
4307 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4309 if (blind) msg_format("%^s mumbles.", m_name);
4313 else msg_format("%^s¤¬ËâË¡¤Ç¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
4315 else msg_format("%^s magically summons a dragon!", m_name);
4318 for (k = 0; k < 1; k++)
4320 count += summon_specific(m_idx, y, x, rlev, SUMMON_DRAGON, PM_ALLOW_GROUP);
4323 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4325 if (blind && count) msg_print("You hear something appear nearby.");
4331 /* RF6_S_HI_UNDEAD */
4336 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))
4342 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4344 if (blind) msg_format("%^s mumbles.", m_name);
4348 else msg_format("%^s¤¬ËâË¡¤ÇÍ©µ´ÀïÂâ¤ò¾¤´¤·¤¿¡ª", m_name);
4350 else msg_format("%^s magically summons rangers of Nazgul!", m_name);
4354 for (k = 0; k < 30; k++)
4356 if (!summon_possible(cy, cx) || !cave_empty_bold(cy, cx))
4359 for (j = 100; j > 0; j--)
4361 scatter(&cy, &cx, y, x, 2, 0);
4362 if (cave_empty_bold(cy, cx)) break;
4366 if (!cave_empty_bold(cy, cx)) continue;
4368 if (summon_named_creature(m_idx, cy, cx, MON_NAZGUL, mode))
4375 msg_format("¡ÖÍ©µ´ÀïÂâ%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×", count);
4377 msg_format("A Nazgul says 'Nazgul-Rangers Number %d, Nazgul-Black!'",count);
4381 msg_format("¡ÖƱ¤¸¤¯%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×", count);
4383 msg_format("Another one says 'Number %d, Nazgul-Black!'",count);
4389 msg_format("¡Ö%d¿Í¤½¤í¤Ã¤Æ¡¢¥ê¥ó¥°¥ì¥ó¥¸¥ã¡¼¡ª¡×", count);
4391 msg_format("They say 'The %d meets! We are the Ring-Ranger!'.", count);
4398 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4400 if (blind) msg_format("%^s mumbles.", m_name);
4404 else msg_format("%^s¤¬ËâË¡¤Ç¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¤ò¾¤´¤·¤¿¡ª", m_name);
4406 else msg_format("%^s magically summons greater undead!", m_name);
4409 for (k = 0; k < s_num_6; k++)
4411 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4417 msg_print("´Ö¶á¤Ç²¿¤«Â¿¤¯¤Î¤â¤Î¤¬Ç礤²ó¤ë²»¤¬Ê¹¤³¤¨¤ë¡£");
4419 msg_print("You hear many creepy things appear nearby.");
4426 /* RF6_S_HI_DRAGON */
4431 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4433 if (blind) msg_format("%^s mumbles.", m_name);
4437 else msg_format("%^s¤¬ËâË¡¤Ç¸ÅÂå¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
4439 else msg_format("%^s magically summons ancient dragons!", m_name);
4442 for (k = 0; k < s_num_4; k++)
4444 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4449 msg_print("¿¤¯¤ÎÎ϶¯¤¤¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£");
4451 msg_print("You hear many powerful things appear nearby.");
4458 /* RF6_S_AMBERITES */
4463 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4465 if (blind) msg_format("%^s mumbles.", m_name);
4469 else msg_format("%^s¤¬¥¢¥ó¥Ð¡¼¤Î²¦Â²¤ò¾¤´¤·¤¿¡ª", m_name);
4471 else msg_format("%^s magically summons Lords of Amber!", m_name);
4476 for (k = 0; k < s_num_4; k++)
4478 count += summon_specific(m_idx, y, x, rlev, SUMMON_AMBERITES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4483 msg_print("ÉÔ»à¤Î¼Ô¤¬¶á¤¯¤Ë¸½¤ì¤ë¤Î¤¬Ê¹¤³¤¨¤¿¡£");
4485 msg_print("You hear immortal beings appear nearby.");
4497 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4499 if (blind) msg_format("%^s mumbles.", m_name);
4503 else msg_format("%^s¤¬ËâË¡¤ÇÆÃÊ̤ʶ¯Å¨¤ò¾¤´¤·¤¿¡ª", m_name);
4505 else msg_format("%^s magically summons special opponents!", m_name);
4508 for (k = 0; k < s_num_4; k++)
4510 count += summon_specific(m_idx, y, x, rlev, SUMMON_UNIQUE, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4512 if (r_ptr->flags3 & RF3_GOOD)
4514 for (k = count; k < s_num_4; k++)
4516 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4521 for (k = count; k < s_num_4; k++)
4523 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4529 msg_print("¿¤¯¤ÎÎ϶¯¤¤¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£");
4531 msg_print("You hear many powerful things appear nearby.");
4539 if ((p_ptr->action == ACTION_LEARN) && thrown_spell > 175)
4541 learn_spell(thrown_spell - 96);
4544 if (seen && maneable && !world_monster && (p_ptr->pclass == CLASS_IMITATOR))
4546 if (thrown_spell != 167) /* Not RF6_SPECIAL */
4548 if (p_ptr->mane_num == MAX_MANE)
4552 for (i = 0;i < p_ptr->mane_num;i++)
4554 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
4555 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
4558 p_ptr->mane_spell[p_ptr->mane_num] = thrown_spell - 96;
4559 p_ptr->mane_dam[p_ptr->mane_num] = dam;
4563 p_ptr->redraw |= (PR_MANE);
4567 /* Remember what the monster did to us */
4571 if (thrown_spell < 32 * 4)
4573 r_ptr->r_flags4 |= (1L << (thrown_spell - 32 * 3));
4574 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4578 else if (thrown_spell < 32 * 5)
4580 r_ptr->r_flags5 |= (1L << (thrown_spell - 32 * 4));
4581 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4585 else if (thrown_spell < 32 * 6)
4587 r_ptr->r_flags6 |= (1L << (thrown_spell - 32 * 5));
4588 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4593 /* Always take note of monsters that kill you */
4594 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
4596 r_ptr->r_deaths++; /* Ignore appearance difference */
4599 /* A spell was cast */