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 sight */
376 if (cave_empty_bold(y, x) && los(y1, x1, y, x) && los(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;
399 c_ptr = &cave[yy][xx];
400 /* Scan the pile of objects */
401 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
404 object_type *o_ptr = &o_list[this_o_idx];
406 /* Acquire next object */
407 next_o_idx = o_ptr->next_o_idx;
409 /* Known to be worthless? */
410 if (o_ptr->tval == TV_CORPSE)
412 if (!monster_has_hostile_align(m_ptr, 0, 0, &r_info[o_ptr->pval])) return TRUE;
422 * Originally, it was possible for a friendly to shoot another friendly.
423 * Change it so a "clean shot" means no equally friendly monster is
424 * between the attacker and target.
427 * Determine if a bolt spell will hit the player.
429 * This is exactly like "projectable", but it will
430 * return FALSE if a monster is in the way.
431 * no equally friendly monster is
432 * between the attacker and target.
434 bool clean_shot(int y1, int x1, int y2, int x2, bool friend)
436 /* Must be the same as projectable() */
443 /* Check the projection path */
444 grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, 0);
446 /* No grid is ever projectable from itself */
447 if (!grid_n) return (FALSE);
450 y = GRID_Y(grid_g[grid_n-1]);
451 x = GRID_X(grid_g[grid_n-1]);
453 /* May not end in an unrequested grid */
454 if ((y != y2) || (x != x2)) return (FALSE);
456 for (i = 0; i < grid_n; i++)
458 y = GRID_Y(grid_g[i]);
459 x = GRID_X(grid_g[i]);
461 if ((cave[y][x].m_idx > 0) && !((y == y2) && (x == x2)))
463 monster_type *m_ptr = &m_list[cave[y][x].m_idx];
464 if (friend == is_pet(m_ptr))
469 /* Pets may not shoot through the character - TNB */
470 if (player_bold(y, x))
472 if (friend) return (FALSE);
480 * Cast a bolt at the player
481 * Stop if we hit a monster
482 * Affect monsters and the player
484 static void bolt(int m_idx, int typ, int dam_hp, int monspell, bool learnable)
486 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_PLAYER | PROJECT_REFLECTABLE;
488 /* Target the player with a bolt attack */
489 (void)project(m_idx, 0, py, px, dam_hp, typ, flg, (learnable ? monspell : -1));
492 static void beam(int m_idx, int typ, int dam_hp, int monspell, bool learnable)
494 int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU | PROJECT_PLAYER;
496 /* Target the player with a bolt attack */
497 (void)project(m_idx, 0, py, px, dam_hp, typ, flg, (learnable ? monspell : -1));
502 * Cast a breath (or ball) attack at the player
503 * Pass over any monsters that may be in the way
504 * Affect grids, objects, monsters, and the player
506 static void breath(int y, int x, int m_idx, int typ, int dam_hp, int rad, bool breath, int monspell, bool learnable)
508 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_PLAYER;
510 monster_type *m_ptr = &m_list[m_idx];
511 monster_race *r_ptr = &r_info[m_ptr->r_idx];
513 /* Determine the radius of the blast */
514 if ((rad < 1) && breath) rad = (r_ptr->flags2 & (RF2_POWERFUL)) ? 3 : 2;
516 /* Handle breath attacks */
517 if (breath) rad = 0 - rad;
532 flg |= (PROJECT_HIDE | PROJECT_AIMED);
536 /* Target the player with a ball attack */
537 (void)project(m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
541 u32b get_curse(int power, object_type *o_ptr)
547 new_curse = (1 << (randint0(MAX_CURSE)+4));
550 if (!(new_curse & TRC_HEAVY_MASK)) continue;
554 if (new_curse & TRC_SPECIAL_MASK) continue;
558 if (new_curse & TRC_HEAVY_MASK) continue;
560 if (((o_ptr->tval < TV_WEAPON_BEGIN) || (o_ptr->tval > TV_WEAPON_END)) && (new_curse == TRC_LOW_MELEE)) continue;
561 if (((o_ptr->tval < TV_ARMOR_BEGIN) || (o_ptr->tval > TV_ARMOR_END)) && (new_curse == TRC_LOW_AC)) continue;
567 void curse_equipment(int chance, int heavy_chance)
569 bool changed = FALSE;
572 u32b oflgs[TR_FLAG_SIZE];
573 object_type *o_ptr = &inventory[INVEN_RARM + randint0(12)];
574 char o_name[MAX_NLEN];
576 if (randint1(100) > chance) return;
578 if (!o_ptr->k_idx) return;
580 object_flags(o_ptr, oflgs);
582 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
584 /* Extra, biased saving throw for blessed items */
585 if (have_flag(oflgs, TR_BLESSED) && (randint1(888) > chance))
588 msg_format("%s¤Ï¼ö¤¤¤òÄ·¤ÍÊÖ¤·¤¿¡ª", o_name,
590 msg_format("Your %s resist%s cursing!", o_name,
593 ((o_ptr->number > 1) ? "" : "s"));
594 /* Hmmm -- can we wear multiple items? If not, this is unnecessary */
598 if ((randint1(100) <= heavy_chance) &&
599 (o_ptr->name1 || o_ptr->name2 || o_ptr->art_name))
601 if (!(o_ptr->curse_flags & TRC_HEAVY_CURSE))
603 o_ptr->curse_flags |= TRC_HEAVY_CURSE;
604 o_ptr->curse_flags |= TRC_CURSED;
609 if (!cursed_p(o_ptr))
611 o_ptr->curse_flags |= TRC_CURSED;
613 if (heavy_chance >= 50) curse_power++;
615 new_curse = get_curse(curse_power, o_ptr);
616 if (!(o_ptr->curse_flags & new_curse))
619 o_ptr->curse_flags |= new_curse;
625 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
627 msg_format("There is a malignant black aura surrounding %s...", o_name);
630 o_ptr->feeling = FEEL_NONE;
632 p_ptr->update |= (PU_BONUS);
637 * Return TRUE if a spell is good for hurting the player (directly).
639 static bool spell_attack(byte spell)
641 /* All RF4 spells hurt (except for shriek and dispel) */
642 if (spell < 128 && spell > 98) return (TRUE);
644 /* Various "ball" spells */
645 if (spell >= 128 && spell <= 128 + 8) return (TRUE);
647 /* "Cause wounds" and "bolt" spells */
648 if (spell >= 128 + 12 && spell < 128 + 27) return (TRUE);
651 if (spell == 160 + 1) return (TRUE);
654 if (spell == 160 + 11) return (TRUE);
662 * Return TRUE if a spell is good for escaping.
664 static bool spell_escape(byte spell)
666 /* Blink or Teleport */
667 if (spell == 160 + 4 || spell == 160 + 5) return (TRUE);
669 /* Teleport the player away */
670 if (spell == 160 + 9 || spell == 160 + 10) return (TRUE);
672 /* Isn't good for escaping */
677 * Return TRUE if a spell is good for annoying the player.
679 static bool spell_annoy(byte spell)
682 if (spell == 96 + 0) return (TRUE);
684 /* Brain smash, et al (added curses) */
685 if (spell >= 128 + 9 && spell <= 128 + 14) return (TRUE);
687 /* Scare, confuse, blind, slow, paralyze */
688 if (spell >= 128 + 27 && spell <= 128 + 31) return (TRUE);
691 if (spell == 160 + 8) return (TRUE);
694 if (spell == 160 + 10) return (TRUE);
696 /* Darkness, make traps, cause amnesia */
697 if (spell >= 160 + 12 && spell <= 160 + 14) return (TRUE);
704 * Return TRUE if a spell summons help.
706 static bool spell_summon(byte spell)
708 /* All summon spells */
709 if (spell >= 160 + 16) return (TRUE);
717 * Return TRUE if a spell raise-dead.
719 static bool spell_raise(byte spell)
721 /* All raise-dead spells */
722 if (spell == 160 + 15) return (TRUE);
730 * Return TRUE if a spell is good in a tactical situation.
732 static bool spell_tactic(byte spell)
735 if (spell == 160 + 4) return (TRUE);
742 * Return TRUE if a spell makes invulnerable.
744 static bool spell_invulner(byte spell)
746 /* Invulnerability */
747 if (spell == 160 + 3) return (TRUE);
749 /* No invulnerability */
754 * Return TRUE if a spell hastes.
756 static bool spell_haste(byte spell)
759 if (spell == 160 + 0) return (TRUE);
761 /* Not a haste spell */
767 * Return TRUE if a spell world.
769 static bool spell_world(byte spell)
772 if (spell == 160 + 6) return (TRUE);
774 /* Not a haste spell */
780 * Return TRUE if a spell special.
782 static bool spell_special(byte spell)
784 if (p_ptr->inside_battle) return FALSE;
787 if (spell == 160 + 7) return (TRUE);
789 /* Not a haste spell */
795 * Return TRUE if a spell psycho-spear.
797 static bool spell_psy_spe(byte spell)
800 if (spell == 160 + 11) return (TRUE);
802 /* Not a haste spell */
808 * Return TRUE if a spell is good for healing.
810 static bool spell_heal(byte spell)
813 if (spell == 160 + 2) return (TRUE);
821 * Return TRUE if a spell is good for dispel.
823 static bool spell_dispel(byte spell)
826 if (spell == 96 + 2) return (TRUE);
834 * Check should monster cast dispel spell.
836 static bool dispel_check(int m_idx)
838 monster_type *m_ptr = &m_list[m_idx];
839 monster_race *r_ptr = &r_info[m_ptr->r_idx];
841 /* Invulnabilty (including the song) */
842 if (IS_INVULN()) return (TRUE);
845 if (p_ptr->wraith_form) return (TRUE);
848 if (p_ptr->shield) return (TRUE);
851 if (p_ptr->magicdef) return (TRUE);
854 if (p_ptr->multishadow) return (TRUE);
857 if (p_ptr->dustrobe) return (TRUE);
859 /* Berserk Strength */
860 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) return (TRUE);
863 if (p_ptr->mimic_form == MIMIC_DEMON_LORD) return (TRUE);
865 /* Elemental resistances */
866 if (r_ptr->flags4 & RF4_BR_ACID)
868 if (!p_ptr->immune_acid && (p_ptr->oppose_acid || music_singing(MUSIC_RESIST))) return (TRUE);
869 if (p_ptr->special_defense & DEFENSE_ACID) return (TRUE);
872 if (r_ptr->flags4 & RF4_BR_FIRE)
874 if (!((p_ptr->prace == RACE_DEMON) && p_ptr->lev > 44))
876 if (!p_ptr->immune_fire && (p_ptr->oppose_fire || music_singing(MUSIC_RESIST))) return (TRUE);
877 if (p_ptr->special_defense & DEFENSE_FIRE) return (TRUE);
881 if (r_ptr->flags4 & RF4_BR_ELEC)
883 if (!p_ptr->immune_elec && (p_ptr->oppose_elec || music_singing(MUSIC_RESIST))) return (TRUE);
884 if (p_ptr->special_defense & DEFENSE_ELEC) return (TRUE);
887 if (r_ptr->flags4 & RF4_BR_COLD)
889 if (!p_ptr->immune_cold && (p_ptr->oppose_cold || music_singing(MUSIC_RESIST))) return (TRUE);
890 if (p_ptr->special_defense & DEFENSE_COLD) return (TRUE);
893 if (r_ptr->flags4 & (RF4_BR_POIS | RF4_BR_NUKE))
895 if (!((p_ptr->pclass == CLASS_NINJA) && p_ptr->lev > 44))
897 if (p_ptr->oppose_pois || music_singing(MUSIC_RESIST)) return (TRUE);
898 if (p_ptr->special_defense & DEFENSE_POIS) return (TRUE);
902 /* Ultimate resistance */
903 if (p_ptr->ult_res) return (TRUE);
905 /* Potion of Neo Tsuyosi special */
906 if (p_ptr->tsuyoshi) return (TRUE);
908 /* Elemental Brands */
909 if ((p_ptr->special_attack & ATTACK_ACID) && !(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return (TRUE);
910 if ((p_ptr->special_attack & ATTACK_FIRE) && !(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return (TRUE);
911 if ((p_ptr->special_attack & ATTACK_ELEC) && !(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return (TRUE);
912 if ((p_ptr->special_attack & ATTACK_COLD) && !(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return (TRUE);
913 if ((p_ptr->special_attack & ATTACK_POIS) && !(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return (TRUE);
916 if (p_ptr->pspeed < 145)
918 if (IS_FAST()) return (TRUE);
922 if (p_ptr->lightspeed && (m_ptr->mspeed < 136)) return (TRUE);
924 if (p_ptr->riding && (m_list[p_ptr->riding].mspeed < 135))
926 if (m_list[p_ptr->riding].fast) return (TRUE);
929 /* No need to cast dispel spell */
935 * Have a monster choose a spell from a list of "useful" spells.
937 * Note that this list does NOT include spells that will just hit
938 * other monsters, and the list is restricted when the monster is
939 * "desperate". Should that be the job of this function instead?
941 * Stupid monsters will just pick a spell randomly. Smart monsters
942 * will choose more "intelligently".
944 * Use the helper functions above to put spells into categories.
946 * This function may well be an efficiency bottleneck.
948 static int choose_attack_spell(int m_idx, byte spells[], byte num)
950 monster_type *m_ptr = &m_list[m_idx];
951 monster_race *r_ptr = &r_info[m_ptr->r_idx];
953 byte escape[96], escape_num = 0;
954 byte attack[96], attack_num = 0;
955 byte summon[96], summon_num = 0;
956 byte tactic[96], tactic_num = 0;
957 byte annoy[96], annoy_num = 0;
958 byte invul[96], invul_num = 0;
959 byte haste[96], haste_num = 0;
960 byte world[96], world_num = 0;
961 byte special[96], special_num = 0;
962 byte psy_spe[96], psy_spe_num = 0;
963 byte raise[96], raise_num = 0;
964 byte heal[96], heal_num = 0;
965 byte dispel[96], dispel_num = 0;
969 /* Stupid monsters choose randomly */
970 if (r_ptr->flags2 & (RF2_STUPID))
973 return (spells[randint0(num)]);
976 /* Categorize spells */
977 for (i = 0; i < num; i++)
980 if (spell_escape(spells[i])) escape[escape_num++] = spells[i];
983 if (spell_attack(spells[i])) attack[attack_num++] = spells[i];
986 if (spell_summon(spells[i])) summon[summon_num++] = spells[i];
988 /* Tactical spell? */
989 if (spell_tactic(spells[i])) tactic[tactic_num++] = spells[i];
991 /* Annoyance spell? */
992 if (spell_annoy(spells[i])) annoy[annoy_num++] = spells[i];
994 /* Invulnerability spell? */
995 if (spell_invulner(spells[i])) invul[invul_num++] = spells[i];
998 if (spell_haste(spells[i])) haste[haste_num++] = spells[i];
1001 if (spell_world(spells[i])) world[world_num++] = spells[i];
1003 /* Special spell? */
1004 if (spell_special(spells[i])) special[special_num++] = spells[i];
1006 /* Psycho-spear spell? */
1007 if (spell_psy_spe(spells[i])) psy_spe[psy_spe_num++] = spells[i];
1009 /* Raise-dead spell? */
1010 if (spell_raise(spells[i])) raise[raise_num++] = spells[i];
1013 if (spell_heal(spells[i])) heal[heal_num++] = spells[i];
1016 if (spell_dispel(spells[i])) dispel[dispel_num++] = spells[i];
1019 /*** Try to pick an appropriate spell type ***/
1022 if (world_num && (randint0(100) < 15) && !world_monster)
1024 /* Choose haste spell */
1025 return (world[randint0(world_num)]);
1031 bool success = FALSE;
1032 switch(m_ptr->r_idx)
1036 if ((m_ptr->hp < m_ptr->maxhp / 2) && r_info[MON_BANOR].max_num && r_info[MON_LUPART].max_num) success = TRUE;
1040 if (success) return (special[randint0(special_num)]);
1043 /* Still hurt badly, couldn't flee, attempt to heal */
1044 if (m_ptr->hp < m_ptr->maxhp / 3 && one_in_(2))
1046 /* Choose heal spell if possible */
1047 if (heal_num) return (heal[randint0(heal_num)]);
1050 /* Hurt badly or afraid, attempt to flee */
1051 if (((m_ptr->hp < m_ptr->maxhp / 3) || m_ptr->monfear) && one_in_(2))
1053 /* Choose escape spell if possible */
1054 if (escape_num) return (escape[randint0(escape_num)]);
1060 bool success = FALSE;
1061 switch (m_ptr->r_idx)
1067 case MON_BANORLUPART:
1068 if (randint0(100) < 70) success = TRUE;
1071 if (randint0(100) < 40) success = TRUE;
1074 if (randint0(100) < 50) success = TRUE;
1077 if (success) return (special[randint0(special_num)]);
1080 /* Player is close and we have attack spells, blink away */
1081 if ((distance(py, px, m_ptr->fy, m_ptr->fx) < 4) && (attack_num || (r_ptr->flags6 & RF6_TRAPS)) && (randint0(100) < 75) && !world_monster)
1083 /* Choose tactical spell */
1084 if (tactic_num) return (tactic[randint0(tactic_num)]);
1087 /* Summon if possible (sometimes) */
1088 if (summon_num && (randint0(100) < 40))
1090 /* Choose summon spell */
1091 return (summon[randint0(summon_num)]);
1095 if (dispel_num && one_in_(2))
1097 /* Choose dispel spell if possible */
1098 if (dispel_check(m_idx))
1100 return (dispel[randint0(dispel_num)]);
1104 /* Raise-dead if possible (sometimes) */
1105 if (raise_num && (randint0(100) < 40))
1107 /* Choose raise-dead spell */
1108 return (raise[randint0(raise_num)]);
1111 /* Attack spell (most of the time) */
1114 if (psy_spe_num && (randint0(100) < 50))
1116 /* Choose attack spell */
1117 return (psy_spe[randint0(psy_spe_num)]);
1119 else if (attack_num && (randint0(100) < 40))
1121 /* Choose attack spell */
1122 return (attack[randint0(attack_num)]);
1125 else if (attack_num && (randint0(100) < 85))
1127 /* Choose attack spell */
1128 return (attack[randint0(attack_num)]);
1131 /* Try another tactical spell (sometimes) */
1132 if (tactic_num && (randint0(100) < 50) && !world_monster)
1134 /* Choose tactic spell */
1135 return (tactic[randint0(tactic_num)]);
1138 /* Cast globe of invulnerability if not already in effect */
1139 if (invul_num && !(m_ptr->invulner) && (randint0(100) < 50))
1141 /* Choose Globe of Invulnerability */
1142 return (invul[randint0(invul_num)]);
1145 /* We're hurt (not badly), try to heal */
1146 if ((m_ptr->hp < m_ptr->maxhp * 3 / 4) && (randint0(100) < 25))
1148 /* Choose heal spell if possible */
1149 if (heal_num) return (heal[randint0(heal_num)]);
1152 /* Haste self if we aren't already somewhat hasted (rarely) */
1153 if (haste_num && (randint0(100) < 20) && !(m_ptr->fast))
1155 /* Choose haste spell */
1156 return (haste[randint0(haste_num)]);
1159 /* Annoy player (most of the time) */
1160 if (annoy_num && (randint0(100) < 80))
1162 /* Choose annoyance spell */
1163 return (annoy[randint0(annoy_num)]);
1166 /* Choose no spell */
1172 * Return TRUE if a spell is inate spell.
1174 bool spell_is_inate(u16b spell)
1176 if (spell < 32 * 4) /* Set RF4 */
1178 if ((1L << (spell - 32 * 3)) & RF4_NOMAGIC_MASK) return TRUE;
1180 else if (spell < 32 * 5) /* Set RF5 */
1182 if ((1L << (spell - 32 * 4)) & RF5_NOMAGIC_MASK) return TRUE;
1184 else if (spell < 32 * 6) /* Set RF6 */
1186 if ((1L << (spell - 32 * 5)) & RF6_NOMAGIC_MASK) return TRUE;
1189 /* This spell is not "inate" */
1195 * Creatures can cast spells, shoot missiles, and breathe.
1197 * Returns "TRUE" if a spell (or whatever) was (successfully) cast.
1199 * XXX XXX XXX This function could use some work, but remember to
1200 * keep it as optimized as possible, while retaining generic code.
1202 * Verify the various "blind-ness" checks in the code.
1204 * XXX XXX XXX Note that several effects should really not be "seen"
1205 * if the player is blind. See also "effects.c" for other "mistakes".
1207 * Perhaps monsters should breathe at locations *near* the player,
1208 * since this would allow them to inflict "partial" damage.
1210 * Perhaps smart monsters should decline to use "bolt" spells if
1211 * there is a monster in the way, unless they wish to kill it.
1213 * Note that, to allow the use of the "track_target" option at some
1214 * later time, certain non-optimal things are done in the code below,
1215 * including explicit checks against the "direct" variable, which is
1216 * currently always true by the time it is checked, but which should
1217 * really be set according to an explicit "projectable()" test, and
1218 * the use of generic "x,y" locations instead of the player location,
1219 * with those values being initialized with the player location.
1221 * It will not be possible to "correctly" handle the case in which a
1222 * monster attempts to attack a location which is thought to contain
1223 * the player, but which in fact is nowhere near the player, since this
1224 * might induce all sorts of messages about the attack itself, and about
1225 * the effects of the attack, which the player might or might not be in
1226 * a position to observe. Thus, for simplicity, it is probably best to
1227 * only allow "faulty" attacks by a monster if one of the important grids
1228 * (probably the initial or final grid) is in fact in view of the player.
1229 * It may be necessary to actually prevent spell attacks except when the
1230 * monster actually has line of sight to the player. Note that a monster
1231 * could be left in a bizarre situation after the player ducked behind a
1232 * pillar and then teleported away, for example.
1234 * Note that certain spell attacks do not use the "project()" function
1235 * but "simulate" it via the "direct" variable, which is always at least
1236 * as restrictive as the "project()" function. This is necessary to
1237 * prevent "blindness" attacks and such from bending around walls, etc,
1238 * and to allow the use of the "track_target" option in the future.
1240 * Note that this function attempts to optimize the use of spells for the
1241 * cases in which the monster has no spells, or has spells but cannot use
1242 * them, or has spells but they will have no "useful" effect. Note that
1243 * this function has been an efficiency bottleneck in the past.
1245 * Note the special "MFLAG_NICE" flag, which prevents a monster from using
1246 * any spell attacks until the player has had a single chance to move.
1248 bool make_attack_spell(int m_idx)
1250 int k, thrown_spell = 0, rlev, failrate;
1251 byte spell[96], num = 0;
1253 monster_type *m_ptr = &m_list[m_idx];
1254 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1259 bool no_inate = FALSE;
1260 bool do_disi = FALSE;
1263 int s_num_6 = (easy_band ? 2 : 6);
1264 int s_num_4 = (easy_band ? 1 : 4);
1266 /* Target location */
1273 /* Extract the blind-ness */
1274 bool blind = (p_ptr->blind ? TRUE : FALSE);
1276 /* Extract the "see-able-ness" */
1277 bool seen = (!blind && m_ptr->ml);
1279 bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
1280 bool learnable = (seen && maneable && !world_monster);
1282 /* Check "projectable" */
1285 bool in_no_magic_dungeon = (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && dun_level
1286 && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest));
1288 /* Cannot cast spells when confused */
1289 if (m_ptr->confused)
1291 reset_target(m_ptr);
1295 /* Cannot cast spells when nice */
1296 if (m_ptr->mflag & MFLAG_NICE) return (FALSE);
1297 if (!is_hostile(m_ptr)) return (FALSE);
1300 /* Sometimes forbid inate attacks (breaths) */
1301 if (randint0(100) >= (r_ptr->freq_spell * 2)) no_inate = TRUE;
1303 /* XXX XXX XXX Handle "track_target" option (?) */
1306 /* Extract the racial spell flags */
1311 /*** require projectable player ***/
1314 if ((m_ptr->cdis > MAX_RANGE) && !m_ptr->target_y) return (FALSE);
1317 if (projectable(m_ptr->fy, m_ptr->fx, y, x))
1319 /* Breath disintegration to the glyph if possible */
1320 if ((!cave_floor_bold(y,x)) && (r_ptr->flags4 & RF4_BR_DISI) && one_in_(2)) do_disi = TRUE;
1323 /* Check path to next grid */
1326 bool success = FALSE;
1328 if ((r_ptr->flags4 & RF4_BR_DISI) &&
1329 (m_ptr->cdis < MAX_RANGE/2) &&
1330 in_disintegration_range(m_ptr->fy, m_ptr->fx, y, x) &&
1331 (one_in_(10) || (projectable(y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
1340 int tonari_y[4][8] = {{-1,-1,-1,0,0,1,1,1},
1341 {-1,-1,-1,0,0,1,1,1},
1342 {1,1,1,0,0,-1,-1,-1},
1343 {1,1,1,0,0,-1,-1,-1}};
1344 int tonari_x[4][8] = {{-1,0,1,-1,1,-1,0,1},
1345 {1,0,-1,1,-1,1,0,-1},
1346 {-1,0,1,-1,1,-1,0,1},
1347 {1,0,-1,1,-1,1,0,-1}};
1349 if (m_ptr->fy < py && m_ptr->fx < px) tonari = 0;
1350 else if (m_ptr->fy < py) tonari = 1;
1351 else if (m_ptr->fx < px) tonari = 2;
1354 for (i = 0; i < 8; i++)
1356 int next_x = x + tonari_x[tonari][i];
1357 int next_y = y + tonari_y[tonari][i];
1360 /* Access the next grid */
1361 c_ptr = &cave[next_y][next_x];
1363 /* Skip door, rubble, wall, tree, mountain, etc. */
1364 if (!have_flag(f_flags_grid(c_ptr), FF_PROJECT)) continue;
1366 if (projectable(m_ptr->fy, m_ptr->fx, next_y, next_x))
1378 if (m_ptr->target_y && m_ptr->target_x)
1380 y = m_ptr->target_y;
1381 x = m_ptr->target_x;
1382 f4 &= (RF4_INDIRECT_MASK);
1383 f5 &= (RF5_INDIRECT_MASK);
1384 f6 &= (RF6_INDIRECT_MASK);
1390 if (!success) return FALSE;
1393 reset_target(m_ptr);
1395 /* Extract the monster level */
1396 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1398 /* Forbid inate attacks sometimes */
1401 f4 &= ~(RF4_NOMAGIC_MASK);
1402 f5 &= ~(RF5_NOMAGIC_MASK);
1403 f6 &= ~(RF6_NOMAGIC_MASK);
1408 f5 &= ~(RF5_DRAIN_MANA);
1411 if ((p_ptr->pclass == CLASS_NINJA) &&
1412 ((r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) ||
1413 (r_ptr->flags7 & RF7_DARK_MASK)))
1415 f6 &= ~(RF6_DARKNESS);
1418 if (in_no_magic_dungeon && !(r_ptr->flags2 & RF2_STUPID))
1420 f4 &= (RF4_NOMAGIC_MASK);
1421 f5 &= (RF5_NOMAGIC_MASK);
1422 f6 &= (RF6_NOMAGIC_MASK);
1425 if (r_ptr->flags2 & RF2_SMART)
1427 /* Hack -- allow "desperate" spells */
1428 if ((m_ptr->hp < m_ptr->maxhp / 10) &&
1429 (randint0(100) < 50))
1431 /* Require intelligent spells */
1432 f4 &= (RF4_INT_MASK);
1433 f5 &= (RF5_INT_MASK);
1434 f6 &= (RF6_INT_MASK);
1437 /* Hack -- decline "teleport level" in some case */
1438 if ((f6 & RF6_TELE_LEVEL) && TELE_LEVEL_IS_INEFF(0))
1440 f6 &= ~(RF6_TELE_LEVEL);
1444 /* No spells left */
1445 if (!f4 && !f5 && !f6) return (FALSE);
1447 /* Remove the "ineffective" spells */
1448 remove_bad_spells(m_idx, &f4, &f5, &f6);
1450 if (p_ptr->inside_arena || p_ptr->inside_battle)
1452 f4 &= ~(RF4_SUMMON_MASK);
1453 f5 &= ~(RF5_SUMMON_MASK);
1454 f6 &= ~(RF6_SUMMON_MASK | RF6_TELE_LEVEL);
1456 if (m_ptr->r_idx == MON_ROLENTO) f6 &= ~(RF6_SPECIAL);
1459 /* No spells left */
1460 if (!f4 && !f5 && !f6) return (FALSE);
1462 if (!(r_ptr->flags2 & RF2_STUPID))
1464 /* Check for a clean bolt shot */
1465 if (((f4 & RF4_BOLT_MASK) ||
1466 (f5 & RF5_BOLT_MASK) ||
1467 (f6 & RF6_BOLT_MASK)) &&
1468 !clean_shot(m_ptr->fy, m_ptr->fx, py, px, FALSE))
1470 /* Remove spells that will only hurt friends */
1471 f4 &= ~(RF4_BOLT_MASK);
1472 f5 &= ~(RF5_BOLT_MASK);
1473 f6 &= ~(RF6_BOLT_MASK);
1476 /* Check for a possible summon */
1477 if (((f4 & RF4_SUMMON_MASK) ||
1478 (f5 & RF5_SUMMON_MASK) ||
1479 (f6 & RF6_SUMMON_MASK)) &&
1480 !(summon_possible(y, x)))
1482 /* Remove summoning spells */
1483 f4 &= ~(RF4_SUMMON_MASK);
1484 f5 &= ~(RF5_SUMMON_MASK);
1485 f6 &= ~(RF6_SUMMON_MASK);
1488 /* Check for a possible raise dead */
1489 if ((f6 & RF6_RAISE_DEAD) && !raise_possible(m_ptr))
1491 /* Remove raise dead spell */
1492 f6 &= ~(RF6_RAISE_DEAD);
1495 /* Special moves restriction */
1496 if (f6 & RF6_SPECIAL)
1498 if ((m_ptr->r_idx == MON_ROLENTO) && !summon_possible(y, x))
1500 f6 &= ~(RF6_SPECIAL);
1504 /* No spells left */
1505 if (!f4 && !f5 && !f6) return (FALSE);
1508 /* Extract the "inate" spells */
1509 for (k = 0; k < 32; k++)
1511 if (f4 & (1L << k)) spell[num++] = k + 32 * 3;
1514 /* Extract the "normal" spells */
1515 for (k = 0; k < 32; k++)
1517 if (f5 & (1L << k)) spell[num++] = k + 32 * 4;
1520 /* Extract the "bizarre" spells */
1521 for (k = 0; k < 32; k++)
1523 if (f6 & (1L << k)) spell[num++] = k + 32 * 5;
1526 /* No spells left */
1527 if (!num) return (FALSE);
1529 /* Stop if player is dead or gone */
1530 if (!p_ptr->playing || p_ptr->is_dead) return (FALSE);
1532 /* Stop if player is leaving */
1533 if (p_ptr->leaving) return (FALSE);
1535 /* Get the monster name (or "it") */
1536 monster_desc(m_name, m_ptr, 0x00);
1539 /* Get the monster possessive ("his"/"her"/"its") */
1540 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
1544 thrown_spell = 96+31;
1550 thrown_spell = choose_attack_spell(m_idx, spell, num);
1551 if (thrown_spell) break;
1555 /* Abort if no spell was chosen */
1556 if (!thrown_spell) return (FALSE);
1558 /* Calculate spell failure rate */
1559 failrate = 25 - (rlev + 3) / 4;
1561 /* Hack -- Stupid monsters will never fail (for jellies and such) */
1562 if (r_ptr->flags2 & RF2_STUPID) failrate = 0;
1564 /* Check for spell failure (inate attacks never fail) */
1565 if (!spell_is_inate(thrown_spell)
1566 && (in_no_magic_dungeon || (m_ptr->stunned && one_in_(2)) || (randint0(100) < failrate)))
1571 msg_format("%^s¤Ï¼öʸ¤ò¾§¤¨¤è¤¦¤È¤·¤¿¤¬¼ºÇÔ¤·¤¿¡£", m_name);
1573 msg_format("%^s tries to cast a spell, but fails.", m_name);
1580 direct = player_bold(y, x);
1582 /* Cast the spell. */
1583 switch (thrown_spell)
1590 msg_format("%^s¤¬¤«¤ó¹â¤¤¶âÀÚ¤êÀ¼¤ò¤¢¤²¤¿¡£", m_name);
1592 msg_format("%^s makes a high pitched shriek.", m_name);
1595 aggravate_monsters(m_idx);
1609 if (!direct) return (FALSE);
1612 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
1613 else msg_format("%^s¤¬ËâÎϾõî¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
1615 if (blind) msg_format("%^s mumbles powerfully.", m_name);
1616 else msg_format("%^s invokes a dispel magic.", m_name);
1619 set_lightspeed(0, TRUE);
1621 set_shield(0, TRUE);
1622 set_blessed(0, TRUE);
1623 set_tsuyoshi(0, TRUE);
1626 set_protevil(0, TRUE);
1627 set_invuln(0, TRUE);
1628 set_wraith_form(0, TRUE);
1629 set_kabenuke(0, TRUE);
1630 set_tim_res_nether(0, TRUE);
1631 set_tim_res_time(0, TRUE);
1633 set_tim_reflect(0,TRUE);
1634 set_multishadow(0,TRUE);
1635 set_dustrobe(0,TRUE);
1637 set_tim_invis(0, TRUE);
1638 set_tim_infra(0, TRUE);
1639 set_tim_esp(0, TRUE);
1640 set_tim_regen(0, TRUE);
1641 set_tim_stealth(0, TRUE);
1642 set_tim_ffall(0, TRUE);
1643 set_tim_sh_touki(0, TRUE);
1644 set_tim_sh_fire(0, TRUE);
1645 set_tim_sh_holy(0, TRUE);
1646 set_tim_eyeeye(0, TRUE);
1647 set_magicdef(0, TRUE);
1648 set_resist_magic(0, TRUE);
1649 set_oppose_acid(0, TRUE);
1650 set_oppose_elec(0, TRUE);
1651 set_oppose_fire(0, TRUE);
1652 set_oppose_cold(0, TRUE);
1653 set_oppose_pois(0, TRUE);
1654 set_ultimate_res(0, TRUE);
1655 set_mimic(0, 0, TRUE);
1656 set_ele_attack(0, 0);
1657 set_ele_immune(0, 0);
1658 /* Cancel glowing hands */
1659 if (p_ptr->special_attack & ATTACK_CONFUSE)
1661 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
1663 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
1665 msg_print("Your hands stop glowing.");
1669 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0]))
1671 p_ptr->magic_num1[1] = p_ptr->magic_num1[0];
1672 p_ptr->magic_num1[0] = 0;
1674 msg_print("²Î¤¬ÅÓÀڤ줿¡£");
1676 msg_print("Your singing is interrupted.");
1678 p_ptr->action = ACTION_NONE;
1680 /* Recalculate bonuses */
1681 p_ptr->update |= (PU_BONUS | PU_HP);
1684 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1686 /* Update monsters */
1687 p_ptr->update |= (PU_MONSTERS);
1690 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1692 p_ptr->energy_need += ENERGY_NEED();
1696 monster_type *riding_ptr = &m_list[p_ptr->riding];
1697 if (riding_ptr->invulner)
1699 riding_ptr->invulner = 0;
1700 riding_ptr->energy_need += ENERGY_NEED();
1702 riding_ptr->fast = 0;
1703 riding_ptr->slow = 0;
1704 p_ptr->update |= PU_BONUS;
1705 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= PR_HEALTH;
1706 p_ptr->redraw |= (PR_UHEALTH);
1710 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1711 msg_print("¤ä¤ê¤ä¤¬¤Ã¤¿¤Ê¡ª");
1713 learn_spell(MS_DISPEL);
1722 if (blind) msg_format("%^s¤¬²¿¤«¤ò¼Í¤Ã¤¿¡£", m_name);
1724 if (blind) msg_format("%^s shoots something.", m_name);
1728 else msg_format("%^s¤¬¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£", m_name);
1730 else msg_format("%^s fires a rocket.", m_name);
1733 dam = ((m_ptr->hp / 4) > 800 ? 800 : (m_ptr->hp / 4));
1734 breath(y, x, m_idx, GF_ROCKET,
1735 dam, 2, FALSE, MS_ROCKET, learnable);
1736 update_smart_learn(m_idx, DRS_SHARD);
1743 if (!direct) return (FALSE);
1746 if (blind) msg_format("%^s¤¬´ñ̯¤Ê²»¤òȯ¤·¤¿¡£", m_name);
1748 if (blind) msg_format("%^s makes a strange noise.", m_name);
1752 else msg_format("%^s¤¬Ìð¤òÊü¤Ã¤¿¡£", m_name);
1754 else msg_format("%^s fires an arrow.", m_name);
1757 dam = damroll(r_ptr->blow[0].d_dice, r_ptr->blow[0].d_side);
1758 bolt(m_idx, GF_ARROW, dam, MS_SHOOT, learnable);
1759 update_smart_learn(m_idx, DRS_REFLECT);
1789 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1791 if (blind) msg_format("%^s breathes.", m_name);
1795 else msg_format("%^s¤¬»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1797 else msg_format("%^s breathes acid.", m_name);
1800 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1801 breath(y, x, m_idx, GF_ACID, dam, 0, TRUE, MS_BR_ACID, learnable);
1802 update_smart_learn(m_idx, DRS_ACID);
1811 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1813 if (blind) msg_format("%^s breathes.", m_name);
1817 else msg_format("%^s¤¬°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1819 else msg_format("%^s breathes lightning.", m_name);
1822 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1823 breath(y, x, m_idx, GF_ELEC, dam,0, TRUE, MS_BR_ELEC, learnable);
1824 update_smart_learn(m_idx, DRS_ELEC);
1833 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1835 if (blind) msg_format("%^s breathes.", m_name);
1839 else msg_format("%^s¤¬²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1841 else msg_format("%^s breathes fire.", m_name);
1844 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1845 breath(y, x, m_idx, GF_FIRE, dam,0, TRUE, MS_BR_FIRE, learnable);
1846 update_smart_learn(m_idx, DRS_FIRE);
1855 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1857 if (blind) msg_format("%^s breathes.", m_name);
1861 else msg_format("%^s¤¬Î䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1863 else msg_format("%^s breathes frost.", m_name);
1866 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1867 breath(y, x, m_idx, GF_COLD, dam,0, TRUE, MS_BR_COLD, learnable);
1868 update_smart_learn(m_idx, DRS_COLD);
1877 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1879 if (blind) msg_format("%^s breathes.", m_name);
1883 else msg_format("%^s¤¬¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1885 else msg_format("%^s breathes gas.", m_name);
1888 dam = ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3));
1889 breath(y, x, m_idx, GF_POIS, dam, 0, TRUE, MS_BR_POIS, learnable);
1890 update_smart_learn(m_idx, DRS_POIS);
1900 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1902 if (blind) msg_format("%^s breathes.", m_name);
1906 else msg_format("%^s¤¬ÃϹö¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1908 else msg_format("%^s breathes nether.", m_name);
1911 dam = ((m_ptr->hp / 6) > 550 ? 550 : (m_ptr->hp / 6));
1912 breath(y, x, m_idx, GF_NETHER, dam,0, TRUE, MS_BR_NETHER, learnable);
1913 update_smart_learn(m_idx, DRS_NETH);
1922 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1924 if (blind) msg_format("%^s breathes.", m_name);
1928 else msg_format("%^s¤¬Á®¸÷¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1930 else msg_format("%^s breathes light.", m_name);
1933 dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6));
1934 breath(y, x, m_idx, GF_LITE, dam,0, TRUE, MS_BR_LITE, learnable);
1935 update_smart_learn(m_idx, DRS_LITE);
1944 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1946 if (blind) msg_format("%^s breathes.", m_name);
1950 else msg_format("%^s¤¬°Å¹õ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1952 else msg_format("%^s breathes darkness.", m_name);
1955 dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6));
1956 breath(y, x, m_idx, GF_DARK, dam,0, TRUE, MS_BR_DARK, learnable);
1957 update_smart_learn(m_idx, DRS_DARK);
1966 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1968 if (blind) msg_format("%^s breathes.", m_name);
1972 else msg_format("%^s¤¬º®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1974 else msg_format("%^s breathes confusion.", m_name);
1977 dam = ((m_ptr->hp / 6) > 450 ? 450 : (m_ptr->hp / 6));
1978 breath(y, x, m_idx, GF_CONFUSION, dam,0, TRUE, MS_BR_CONF, learnable);
1979 update_smart_learn(m_idx, DRS_CONF);
1987 if (m_ptr->r_idx == MON_JAIAN)
1989 msg_format("¡Ö¥Ü¥©¥¨¡Á¡Á¡Á¡Á¡Á¡Á¡×");
1991 msg_format("'Booooeeeeee'");
1994 else if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1996 else if (blind) msg_format("%^s breathes.", m_name);
2000 else msg_format("%^s¤¬¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2002 else msg_format("%^s breathes sound.", m_name);
2005 dam = ((m_ptr->hp / 6) > 450 ? 450 : (m_ptr->hp / 6));
2006 breath(y, x, m_idx, GF_SOUND, dam,0, TRUE, MS_BR_SOUND, learnable);
2007 update_smart_learn(m_idx, DRS_SOUND);
2016 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2018 if (blind) msg_format("%^s breathes.", m_name);
2022 else msg_format("%^s¤¬¥«¥ª¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2024 else msg_format("%^s breathes chaos.", m_name);
2027 dam = ((m_ptr->hp / 6) > 600 ? 600 : (m_ptr->hp / 6));
2028 breath(y, x, m_idx, GF_CHAOS, dam,0, TRUE, MS_BR_CHAOS, learnable);
2029 update_smart_learn(m_idx, DRS_CHAOS);
2038 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2040 if (blind) msg_format("%^s breathes.", m_name);
2044 else msg_format("%^s¤¬Îô²½¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2046 else msg_format("%^s breathes disenchantment.", m_name);
2049 dam = ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6));
2050 breath(y, x, m_idx, GF_DISENCHANT, dam,0, TRUE, MS_BR_DISEN, learnable);
2051 update_smart_learn(m_idx, DRS_DISEN);
2060 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2062 if (blind) msg_format("%^s breathes.", m_name);
2066 else msg_format("%^s¤¬°ø²Ìº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2068 else msg_format("%^s breathes nexus.", m_name);
2071 dam = ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3));
2072 breath(y, x, m_idx, GF_NEXUS, dam,0, TRUE, MS_BR_NEXUS, learnable);
2073 update_smart_learn(m_idx, DRS_NEXUS);
2082 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2084 if (blind) msg_format("%^s breathes.", m_name);
2088 else msg_format("%^s¤¬»þ´ÖµÕž¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2090 else msg_format("%^s breathes time.", m_name);
2093 dam = ((m_ptr->hp / 3) > 150 ? 150 : (m_ptr->hp / 3));
2094 breath(y, x, m_idx, GF_TIME, dam,0, TRUE, MS_BR_TIME, learnable);
2103 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2105 if (blind) msg_format("%^s breathes.", m_name);
2109 else msg_format("%^s¤¬ÃÙÆߤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2111 else msg_format("%^s breathes inertia.", m_name);
2114 dam = ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6));
2115 breath(y, x, m_idx, GF_INERTIA, dam,0, TRUE, MS_BR_INERTIA, learnable);
2124 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2126 if (blind) msg_format("%^s breathes.", m_name);
2130 else msg_format("%^s¤¬½ÅÎϤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2132 else msg_format("%^s breathes gravity.", m_name);
2135 dam = ((m_ptr->hp / 3) > 200 ? 200 : (m_ptr->hp / 3));
2136 breath(y, x, m_idx, GF_GRAVITY, dam,0, TRUE, MS_BR_GRAVITY, learnable);
2144 if (m_ptr->r_idx == MON_BOTEI)
2146 msg_format("¡Ö¥ÜÄë¥Ó¥ë¥«¥Ã¥¿¡¼¡ª¡ª¡ª¡×");
2148 msg_format("'Boty-Build cutter!!!'");
2151 else if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2153 else if (blind) msg_format("%^s breathes.", m_name);
2157 else msg_format("%^s¤¬ÇËÊҤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2159 else msg_format("%^s breathes shards.", m_name);
2162 dam = ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6));
2163 breath(y, x, m_idx, GF_SHARDS, dam,0, TRUE, MS_BR_SHARDS, learnable);
2164 update_smart_learn(m_idx, DRS_SHARD);
2173 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2175 if (blind) msg_format("%^s breathes.", m_name);
2179 else msg_format("%^s¤¬¥×¥é¥º¥Þ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2181 else msg_format("%^s breathes plasma.", m_name);
2184 dam = ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6));
2185 breath(y, x, m_idx, GF_PLASMA, dam,0, TRUE, MS_BR_PLASMA, learnable);
2194 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2196 if (blind) msg_format("%^s breathes.", m_name);
2200 else msg_format("%^s¤¬¥Õ¥©¡¼¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2202 else msg_format("%^s breathes force.", m_name);
2205 dam = ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6));
2206 breath(y, x, m_idx, GF_FORCE, dam,0, TRUE, MS_BR_FORCE, learnable);
2215 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2217 if (blind) msg_format("%^s breathes.", m_name);
2221 else msg_format("%^s¤¬ËâÎϤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2223 else msg_format("%^s breathes mana.", m_name);
2225 dam = ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3));
2226 breath(y, x, m_idx, GF_MANA, dam,0, TRUE, MS_BR_MANA, learnable);
2235 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2237 if (blind) msg_format("%^s mumbles.", m_name);
2241 else msg_format("%^s¤¬Êü¼Íǽµå¤òÊü¤Ã¤¿¡£", m_name);
2243 else msg_format("%^s casts a ball of radiation.", m_name);
2246 dam = (rlev + damroll(10, 6)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2247 breath(y, x, m_idx, GF_NUKE, dam, 2, FALSE, MS_BALL_NUKE, learnable);
2248 update_smart_learn(m_idx, DRS_POIS);
2257 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2259 if (blind) msg_format("%^s breathes.", m_name);
2263 else msg_format("%^s¤¬Êü¼ÍÀÇÑ´þʪ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2265 else msg_format("%^s breathes toxic waste.", m_name);
2268 dam = ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3));
2269 breath(y, x, m_idx, GF_NUKE, dam,0, TRUE, MS_BR_NUKE, learnable);
2270 update_smart_learn(m_idx, DRS_POIS);
2279 if (blind) msg_format("%^s¤¬¶²¤í¤·¤²¤Ë¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2281 if (blind) msg_format("%^s mumbles frighteningly.", m_name);
2285 else msg_format("%^s¤¬½ã¥í¥°¥ë¥¹¤òÊü¤Ã¤¿¡£", m_name);/*nuke me*/
2287 else msg_format("%^s invokes a raw Logrus.", m_name);
2290 dam = ((r_ptr->flags2 & RF2_POWERFUL) ? (rlev * 3) : (rlev * 2))+ damroll(10, 10);
2291 breath(y, x, m_idx, GF_CHAOS, dam, 4, FALSE, MS_BALL_CHAOS, learnable);
2292 update_smart_learn(m_idx, DRS_CHAOS);
2301 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2303 if (blind) msg_format("%^s breathes.", m_name);
2307 else msg_format("%^s¤¬Ê¬²ò¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2309 else msg_format("%^s breathes disintegration.", m_name);
2312 dam = ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6));
2313 breath(y, x, m_idx, GF_DISINTEGRATE, dam,0, TRUE, MS_BR_DISI, learnable);
2324 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2326 if (blind) msg_format("%^s mumbles.", m_name);
2330 else msg_format("%^s¤¬¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2332 else msg_format("%^s casts an acid ball.", m_name);
2335 dam = (randint1(rlev * 3) + 15) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2336 breath(y, x, m_idx, GF_ACID, dam, 2, FALSE, MS_BALL_ACID, learnable);
2337 update_smart_learn(m_idx, DRS_ACID);
2346 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2348 if (blind) msg_format("%^s mumbles.", m_name);
2352 else msg_format("%^s¤¬¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2354 else msg_format("%^s casts a lightning ball.", m_name);
2357 dam = (randint1(rlev * 3 / 2) + 8) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2358 breath(y, x, m_idx, GF_ELEC, dam, 2, FALSE, MS_BALL_ELEC, learnable);
2359 update_smart_learn(m_idx, DRS_ELEC);
2368 if (m_ptr->r_idx == MON_ROLENTO)
2372 msg_format("%s¤¬²¿¤«¤òÅꤲ¤¿¡£", m_name);
2374 msg_format("%s¤Ï¼êÜØÃƤòÅꤲ¤¿¡£", m_name);
2377 msg_format("%^s throws something.", m_name);
2379 msg_format("%^s throws a hand grenade.", m_name);
2385 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2387 if (blind) msg_format("%^s mumbles.", m_name);
2391 else msg_format("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2393 else msg_format("%^s casts a fire ball.", m_name);
2397 dam = (randint1(rlev * 7 / 2) + 10) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2398 breath(y, x, m_idx, GF_FIRE, dam, 2, FALSE, MS_BALL_FIRE, learnable);
2399 update_smart_learn(m_idx, DRS_FIRE);
2408 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2410 if (blind) msg_format("%^s mumbles.", m_name);
2414 else msg_format("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2416 else msg_format("%^s casts a frost ball.", m_name);
2419 dam = (randint1(rlev * 3 / 2) + 10) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2420 breath(y, x, m_idx, GF_COLD, dam, 2, FALSE, MS_BALL_COLD, learnable);
2421 update_smart_learn(m_idx, DRS_COLD);
2430 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2432 if (blind) msg_format("%^s mumbles.", m_name);
2436 else msg_format("%^s¤¬°½±À¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2438 else msg_format("%^s casts a stinking cloud.", m_name);
2441 dam = damroll(12, 2) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2442 breath(y, x, m_idx, GF_POIS, dam, 2, FALSE, MS_BALL_POIS, learnable);
2443 update_smart_learn(m_idx, DRS_POIS);
2452 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2454 if (blind) msg_format("%^s mumbles.", m_name);
2458 else msg_format("%^s¤¬ÃϹöµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2460 else msg_format("%^s casts a nether ball.", m_name);
2463 dam = 50 + damroll(10, 10) + (rlev * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1));
2464 breath(y, x, m_idx, GF_NETHER, dam, 2, FALSE, MS_BALL_NETHER, learnable);
2465 update_smart_learn(m_idx, DRS_NETH);
2474 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2476 if (blind) msg_format("%^s mumbles.", m_name);
2480 else msg_format("%^s¤¬Î®¤ì¤ë¤è¤¦¤Ê¿È¿¶¤ê¤ò¤·¤¿¡£", m_name);
2482 else msg_format("%^s gestures fluidly.", m_name);
2486 msg_print("¤¢¤Ê¤¿¤Ï±²´¬¤¤Ë°û¤ß¹þ¤Þ¤ì¤¿¡£");
2488 msg_print("You are engulfed in a whirlpool.");
2491 dam = ((r_ptr->flags2 & RF2_POWERFUL) ? randint1(rlev * 3) : randint1(rlev * 2)) + 50;
2492 breath(y, x, m_idx, GF_WATER, dam, 4, FALSE, MS_BALL_WATER, learnable);
2501 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2503 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2507 else msg_format("%^s¤¬ËâÎϤÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2509 else msg_format("%^s invokes a mana storm.", m_name);
2512 dam = (rlev * 4) + 50 + damroll(10, 10);
2513 breath(y, x, m_idx, GF_MANA, dam, 4, FALSE, MS_BALL_MANA, learnable);
2522 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2524 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2528 else msg_format("%^s¤¬°Å¹õ¤ÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2530 else msg_format("%^s invokes a darkness storm.", m_name);
2533 dam = (rlev * 4) + 50 + damroll(10, 10);
2534 breath(y, x, m_idx, GF_DARK, dam, 4, FALSE, MS_BALL_DARK, learnable);
2535 update_smart_learn(m_idx, DRS_DARK);
2539 /* RF5_DRAIN_MANA */
2542 if (!direct) return (FALSE);
2545 dam = (randint1(rlev) / 2) + 1;
2546 breath(y, x, m_idx, GF_DRAIN_MANA, dam, 0, FALSE, MS_DRAIN_MANA, learnable);
2547 update_smart_learn(m_idx, DRS_MANA);
2551 /* RF5_MIND_BLAST */
2554 if (!direct) return (FALSE);
2559 msg_print("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£");
2561 msg_print("You feel something focusing on your mind.");
2568 msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¤Ë¤é¤ó¤Ç¤¤¤ë¡£", m_name);
2570 msg_format("%^s gazes deep into your eyes.", m_name);
2575 dam = damroll(7, 7);
2576 breath(y, x, m_idx, GF_MIND_BLAST, dam, 0, FALSE, MS_MIND_BLAST, learnable);
2580 /* RF5_BRAIN_SMASH */
2583 if (!direct) return (FALSE);
2588 msg_print("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£");
2590 msg_print("You feel something focusing on your mind.");
2597 msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¸«¤Æ¤¤¤ë¡£", m_name);
2599 msg_format("%^s looks deep into your eyes.", m_name);
2604 dam = damroll(12, 12);
2605 breath(y, x, m_idx, GF_BRAIN_SMASH, dam, 0, FALSE, MS_BRAIN_SMASH, learnable);
2612 if (!direct) return (FALSE);
2615 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2617 if (blind) msg_format("%^s mumbles.", m_name);
2621 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¼ö¤Ã¤¿¡£", m_name);
2623 else msg_format("%^s points at you and curses.", m_name);
2626 dam = damroll(3, 8);
2627 breath(y, x, m_idx, GF_CAUSE_1, dam, 0, FALSE, MS_CAUSE_1, learnable);
2634 if (!direct) return (FALSE);
2637 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2639 if (blind) msg_format("%^s mumbles.", m_name);
2643 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼ö¤Ã¤¿¡£", m_name);
2645 else msg_format("%^s points at you and curses horribly.", m_name);
2648 dam = damroll(8, 8);
2649 breath(y, x, m_idx, GF_CAUSE_2, dam, 0, FALSE, MS_CAUSE_2, learnable);
2656 if (!direct) return (FALSE);
2659 if (blind) msg_format("%^s¤¬²¿¤«¤òÂçÀ¼¤Ç¶«¤ó¤À¡£", m_name);
2661 if (blind) msg_format("%^s mumbles loudly.", m_name);
2665 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼öʸ¤ò¾§¤¨¤¿¡ª", m_name);
2667 else msg_format("%^s points at you, incanting terribly!", m_name);
2670 dam = damroll(10, 15);
2671 breath(y, x, m_idx, GF_CAUSE_3, dam, 0, FALSE, MS_CAUSE_3, learnable);
2678 if (!direct) return (FALSE);
2681 if (blind) msg_format("%^s¤¬¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", m_name);
2683 if (blind) msg_format("%^s screams the word 'DIE!'", m_name);
2687 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÈ빦¤òÆͤ¤¤Æ¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", m_name);
2689 else msg_format("%^s points at you, screaming the word DIE!", m_name);
2692 dam = damroll(15, 15);
2693 breath(y, x, m_idx, GF_CAUSE_4, dam, 0, FALSE, MS_CAUSE_4, learnable);
2700 if (!direct) return (FALSE);
2703 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2705 if (blind) msg_format("%^s mumbles.", m_name);
2709 else msg_format("%^s¤¬¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2711 else msg_format("%^s casts a acid bolt.", m_name);
2714 dam = (damroll(7, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2715 bolt(m_idx, GF_ACID, dam, MS_BOLT_ACID, learnable);
2716 update_smart_learn(m_idx, DRS_ACID);
2717 update_smart_learn(m_idx, DRS_REFLECT);
2724 if (!direct) return (FALSE);
2727 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2729 if (blind) msg_format("%^s mumbles.", m_name);
2733 else msg_format("%^s¤¬¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2735 else msg_format("%^s casts a lightning bolt.", m_name);
2738 dam = (damroll(4, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2739 bolt(m_idx, GF_ELEC, dam, MS_BOLT_ELEC, learnable);
2740 update_smart_learn(m_idx, DRS_ELEC);
2741 update_smart_learn(m_idx, DRS_REFLECT);
2748 if (!direct) return (FALSE);
2751 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2753 if (blind) msg_format("%^s mumbles.", m_name);
2757 else msg_format("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2759 else msg_format("%^s casts a fire bolt.", m_name);
2762 dam = (damroll(9, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2763 bolt(m_idx, GF_FIRE, dam, MS_BOLT_FIRE, learnable);
2764 update_smart_learn(m_idx, DRS_FIRE);
2765 update_smart_learn(m_idx, DRS_REFLECT);
2772 if (!direct) return (FALSE);
2775 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2777 if (blind) msg_format("%^s mumbles.", m_name);
2781 else msg_format("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2783 else msg_format("%^s casts a frost bolt.", m_name);
2786 dam = (damroll(6, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2787 bolt(m_idx, GF_COLD, dam, MS_BOLT_COLD, learnable);
2788 update_smart_learn(m_idx, DRS_COLD);
2789 update_smart_learn(m_idx, DRS_REFLECT);
2798 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2800 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2804 else msg_format("%^s¤¬¥¹¥¿¡¼¥Ð¡¼¥¹¥È¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2806 else msg_format("%^s invokes a starburst.", m_name);
2809 dam = (rlev * 4) + 50 + damroll(10, 10);
2810 breath(y, x, m_idx, GF_LITE, dam, 4, FALSE, MS_STARBURST, learnable);
2811 update_smart_learn(m_idx, DRS_LITE);
2818 if (!direct) return (FALSE);
2821 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2823 if (blind) msg_format("%^s mumbles.", m_name);
2827 else msg_format("%^s¤¬ÃϹö¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2829 else msg_format("%^s casts a nether bolt.", m_name);
2832 dam = 30 + damroll(5, 5) + (rlev * 4) / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3);
2833 bolt(m_idx, GF_NETHER, dam, MS_BOLT_NETHER, learnable);
2834 update_smart_learn(m_idx, DRS_NETH);
2835 update_smart_learn(m_idx, DRS_REFLECT);
2842 if (!direct) return (FALSE);
2845 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2847 if (blind) msg_format("%^s mumbles.", m_name);
2851 else msg_format("%^s¤¬¥¦¥©¡¼¥¿¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2853 else msg_format("%^s casts a water bolt.", m_name);
2856 dam = damroll(10, 10) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2857 bolt(m_idx, GF_WATER, dam, MS_BOLT_WATER, learnable);
2858 update_smart_learn(m_idx, DRS_REFLECT);
2865 if (!direct) return (FALSE);
2868 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2870 if (blind) msg_format("%^s mumbles.", m_name);
2874 else msg_format("%^s¤¬ËâÎϤÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2876 else msg_format("%^s casts a mana bolt.", m_name);
2879 dam = randint1(rlev * 7 / 2) + 50;
2880 bolt(m_idx, GF_MANA, dam, MS_BOLT_MANA, learnable);
2881 update_smart_learn(m_idx, DRS_REFLECT);
2888 if (!direct) return (FALSE);
2891 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2893 if (blind) msg_format("%^s mumbles.", m_name);
2897 else msg_format("%^s¤¬¥×¥é¥º¥Þ¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2899 else msg_format("%^s casts a plasma bolt.", m_name);
2902 dam = 10 + damroll(8, 7) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2903 bolt(m_idx, GF_PLASMA, dam, MS_BOLT_PLASMA, learnable);
2904 update_smart_learn(m_idx, DRS_REFLECT);
2911 if (!direct) return (FALSE);
2914 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2916 if (blind) msg_format("%^s mumbles.", m_name);
2920 else msg_format("%^s¤¬¶Ë´¨¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2922 else msg_format("%^s casts an ice bolt.", m_name);
2925 dam = damroll(6, 6) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2926 bolt(m_idx, GF_ICE, dam, MS_BOLT_ICE, learnable);
2927 update_smart_learn(m_idx, DRS_COLD);
2928 update_smart_learn(m_idx, DRS_REFLECT);
2935 if (!direct) return (FALSE);
2938 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2940 if (blind) msg_format("%^s mumbles.", m_name);
2944 else msg_format("%^s¤¬¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2946 else msg_format("%^s casts a magic missile.", m_name);
2949 dam = damroll(2, 6) + (rlev / 3);
2950 bolt(m_idx, GF_MISSILE, dam, MS_MAGIC_MISSILE, learnable);
2951 update_smart_learn(m_idx, DRS_REFLECT);
2958 if (!direct) return (FALSE);
2961 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¯¤È¡¢¶²¤í¤·¤²¤Ê²»¤¬Ê¹¤³¤¨¤¿¡£", m_name);
2963 if (blind) msg_format("%^s mumbles, and you hear scary noises.", m_name);
2967 else msg_format("%^s¤¬¶²¤í¤·¤²¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£", m_name);
2969 else msg_format("%^s casts a fearful illusion.", m_name);
2972 if (p_ptr->resist_fear)
2975 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
2977 msg_print("You refuse to be frightened.");
2981 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
2984 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
2986 msg_print("You refuse to be frightened.");
2992 (void)set_afraid(p_ptr->afraid + randint0(4) + 4);
2994 learn_spell(MS_SCARE);
2995 update_smart_learn(m_idx, DRS_FEAR);
3002 if (!direct) return (FALSE);
3005 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3007 if (blind) msg_format("%^s mumbles.", m_name);
3011 else msg_format("%^s¤¬¼öʸ¤ò¾§¤¨¤Æ¤¢¤Ê¤¿¤ÎÌܤò¤¯¤é¤Þ¤·¤¿¡ª", m_name);
3013 else msg_format("%^s casts a spell, burning your eyes!", m_name);
3016 if (p_ptr->resist_blind)
3019 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3021 msg_print("You are unaffected!");
3025 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3028 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3030 msg_print("You resist the effects!");
3036 (void)set_blind(12 + randint0(4));
3038 learn_spell(MS_BLIND);
3039 update_smart_learn(m_idx, DRS_BLIND);
3046 if (!direct) return (FALSE);
3049 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¯¤È¡¢Æ¬¤òǺ¤Þ¤¹²»¤¬¤·¤¿¡£", m_name);
3051 if (blind) msg_format("%^s mumbles, and you hear puzzling noises.", m_name);
3055 else msg_format("%^s¤¬Í¶ÏÇŪ¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£", m_name);
3057 else msg_format("%^s creates a mesmerising illusion.", m_name);
3060 if (p_ptr->resist_conf)
3063 msg_print("¤·¤«¤·¸¸³Ð¤Ë¤Ï¤À¤Þ¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3065 msg_print("You disbelieve the feeble spell.");
3069 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3072 msg_print("¤·¤«¤·¸¸³Ð¤Ë¤Ï¤À¤Þ¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3074 msg_print("You disbelieve the feeble spell.");
3080 (void)set_confused(p_ptr->confused + randint0(4) + 4);
3082 learn_spell(MS_CONF);
3083 update_smart_learn(m_idx, DRS_CONF);
3090 if (!direct) return (FALSE);
3093 msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¶ÚÎϤòµÛ¤¤¼è¤í¤¦¤È¤·¤¿¡ª", m_name);
3095 msg_format("%^s drains power from your muscles!", m_name);
3098 if (p_ptr->free_act)
3101 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3103 msg_print("You are unaffected!");
3107 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3110 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3112 msg_print("You resist the effects!");
3118 (void)set_slow(p_ptr->slow + randint0(4) + 4, FALSE);
3120 learn_spell(MS_SLOW);
3121 update_smart_learn(m_idx, DRS_FREE);
3128 if (!direct) return (FALSE);
3131 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3133 if (blind) msg_format("%^s mumbles.", m_name);
3137 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÌܤò¤¸¤Ã¤È¸«¤Ä¤á¤¿¡ª", m_name);
3139 else msg_format("%^s stares deep into your eyes!", m_name);
3142 if (p_ptr->free_act)
3145 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3147 msg_print("You are unaffected!");
3151 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3154 msg_format("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3156 msg_format("You resist the effects!");
3162 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
3164 learn_spell(MS_SLEEP);
3165 update_smart_learn(m_idx, DRS_FREE);
3176 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3178 msg_format("%^s mumbles.", m_name);
3185 msg_format("%^s¤¬¼«Ê¬¤ÎÂΤËÇ°¤òÁ÷¤Ã¤¿¡£", m_name);
3187 msg_format("%^s concentrates on %s body.", m_name, m_poss);
3192 /* Allow quick speed increases to base+10 */
3196 msg_format("%^s¤ÎÆ°¤¤¬Â®¤¯¤Ê¤Ã¤¿¡£", m_name);
3198 msg_format("%^s starts moving faster.", m_name);
3201 m_ptr->fast = MIN(200, m_ptr->fast + 100);
3202 if (p_ptr->riding == m_idx) p_ptr->update |= PU_BONUS;
3209 if (!direct) return (FALSE);
3212 msg_format("%^s¤¬<ÇËÌǤμê>¤òÊü¤Ã¤¿¡ª", m_name);
3214 msg_format("%^s invokes the Hand of Doom!", m_name);
3216 dam = (((s32b) ((40 + randint1(20)) * (p_ptr->chp))) / 100);
3217 breath(y, x, m_idx, GF_HAND_DOOM, dam, 0, FALSE, MS_HAND_DOOM, learnable);
3230 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3232 msg_format("%^s mumbles.", m_name);
3239 msg_format("%^s¤¬¼«Ê¬¤Î½ý¤Ë½¸Ã椷¤¿¡£", m_name);
3241 msg_format("%^s concentrates on %s wounds.", m_name, m_poss);
3247 m_ptr->hp += (rlev * 6);
3250 if (m_ptr->hp >= m_ptr->maxhp)
3253 m_ptr->hp = m_ptr->maxhp;
3259 msg_format("%^s¤Ï´°Á´¤Ë¼£¤Ã¤¿¡ª", m_name);
3261 msg_format("%^s looks completely healed!", m_name);
3268 msg_format("%^s¤Ï´°Á´¤Ë¼£¤Ã¤¿¤è¤¦¤À¡ª", m_name);
3270 msg_format("%^s sounds completely healed!", m_name);
3276 /* Partially healed */
3283 msg_format("%^s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
3285 msg_format("%^s looks healthier.", m_name);
3292 msg_format("%^s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
3294 msg_format("%^s sounds healthier.", m_name);
3300 /* Redraw (later) if needed */
3301 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3302 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3312 msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name);
3314 msg_format("%^s recovers %s courage.", m_name, m_poss);
3330 msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3332 msg_format("%^s mumbles powerfully.", m_name);
3339 msg_format("%s¤Ï̵½ý¤Îµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3341 msg_format("%^s casts a Globe of Invulnerability.", m_name);
3346 if (!(m_ptr->invulner))
3347 m_ptr->invulner = randint1(4) + 4;
3349 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3350 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3359 msg_format("%^s¤¬½Ö»þ¤Ë¾Ã¤¨¤¿¡£", m_name);
3361 msg_format("%^s blinks away.", m_name);
3364 teleport_away(m_idx, 10, FALSE);
3365 p_ptr->update |= (PU_MONSTERS);
3372 int i, oldfy, oldfx;
3373 u32b flgs[TR_FLAG_SIZE];
3381 msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¤·¤¿¡£", m_name);
3383 msg_format("%^s teleports away.", m_name);
3386 teleport_away(m_idx, MAX_SIGHT * 2 + 5, FALSE);
3388 if (los(py, px, oldfy, oldfx) && !world_monster)
3390 for (i=INVEN_RARM;i<INVEN_TOTAL;i++)
3392 o_ptr = &inventory[i];
3393 if(!cursed_p(o_ptr))
3395 object_flags(o_ptr, flgs);
3397 if((have_flag(flgs, TR_TELEPORT)) || (p_ptr->muta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR))
3400 if(get_check_strict("¤Ä¤¤¤Æ¤¤¤¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
3402 if(get_check_strict("Do you follow it? ", CHECK_OKAY_CANCEL))
3407 teleport_player(200);
3409 msg_print("¼ºÇÔ¡ª");
3411 msg_print("Failed!");
3414 else teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE);
3415 p_ptr->energy_need += ENERGY_NEED();
3430 if(m_ptr->r_idx == MON_DIO) who = 1;
3431 else if(m_ptr->r_idx == MON_WONG) who = 3;
3433 if (!process_the_world(randint1(2)+2, who, TRUE)) return (FALSE);
3443 switch (m_ptr->r_idx)
3446 /* Moved to process_monster(), like multiplication */
3449 case MON_BANORLUPART:
3451 int dummy_hp = (m_ptr->hp + 1) / 2;
3452 int dummy_maxhp = m_ptr->maxhp/2;
3453 int dummy_y = m_ptr->fy;
3454 int dummy_x = m_ptr->fx;
3456 if (p_ptr->inside_arena || p_ptr->inside_battle || !summon_possible(m_ptr->fy, m_ptr->fx)) return FALSE;
3457 delete_monster_idx(cave[m_ptr->fy][m_ptr->fx].m_idx);
3458 summon_named_creature(0, dummy_y, dummy_x, MON_BANOR, mode);
3459 m_list[hack_m_idx_ii].hp = dummy_hp;
3460 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3461 summon_named_creature(0, dummy_y, dummy_x, MON_LUPART, mode);
3462 m_list[hack_m_idx_ii].hp = dummy_hp;
3463 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3466 msg_print("¡Ø¥Ð¡¼¥Î¡¼¥ë¡¦¥ë¥Ñ¡¼¥È¡Ù¤¬Ê¬Îö¤·¤¿¡ª");
3468 msg_print("Banor=Rupart splits in two person!");
3478 int dummy_maxhp = 0;
3479 int dummy_y = m_ptr->fy;
3480 int dummy_x = m_ptr->fx;
3482 if (!r_info[MON_BANOR].cur_num || !r_info[MON_LUPART].cur_num) return (FALSE);
3483 for (k = 1; k < m_max; k++)
3485 if (m_list[k].r_idx == MON_BANOR || m_list[k].r_idx == MON_LUPART)
3487 dummy_hp += m_list[k].hp;
3488 dummy_maxhp += m_list[k].maxhp;
3489 if (m_list[k].r_idx != m_ptr->r_idx)
3491 dummy_y = m_list[k].fy;
3492 dummy_x = m_list[k].fx;
3494 delete_monster_idx(k);
3497 summon_named_creature(0, dummy_y, dummy_x, MON_BANORLUPART, mode);
3498 m_list[hack_m_idx_ii].hp = dummy_hp;
3499 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3502 msg_print("¡Ø¥Ð¡¼¥Î¡¼¥ë¡Ù¤È¡Ø¥ë¥Ñ¡¼¥È¡Ù¤¬¹çÂΤ·¤¿¡ª");
3504 msg_print("Banor and Rupart combine into one!");
3512 if (blind) msg_format("%^s¤¬²¿¤«ÂçÎ̤ËÅꤲ¤¿¡£", m_name);
3513 else msg_format("%^s¤Ï¼êÜØÃƤò¤Ð¤é¤Þ¤¤¤¿¡£", m_name);
3515 if (blind) msg_format("%^s spreads something.", m_name);
3516 else msg_format("%^s throws some hand grenades.", m_name);
3520 int num = 1 + randint1(3);
3522 for (k = 0; k < num; k++)
3524 count += summon_named_creature(m_idx, y, x, MON_SHURYUUDAN, mode);
3528 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¤Ð¤é¤Þ¤«¤ì¤ë²»¤¬¤¹¤ë¡£");
3530 if (blind && count) msg_print("You hear many things are scattered nearby.");
3535 if (r_ptr->d_char == 'B')
3538 if (one_in_(3) || !direct)
3541 msg_format("%^s¤ÏÆÍÁ³»ë³¦¤«¤é¾Ã¤¨¤¿!", m_name);
3543 msg_format("%^s suddenly go out of your sight!", m_name);
3545 teleport_away(m_idx, 10, FALSE);
3546 p_ptr->update |= (PU_MONSTERS);
3551 bool fear; /* dummy */
3554 msg_format("%^s¤¬¤¢¤Ê¤¿¤òÄϤó¤Ç¶õÃ椫¤éÅꤲÍ¤¿¡£", m_name);
3556 msg_format("%^s holds you, and drops from the sky.", m_name);
3558 dam = damroll(4, 8);
3559 teleport_player_to(m_ptr->fy, m_ptr->fx, FALSE);
3566 msg_print("¤¢¤Ê¤¿¤ÏÀŤ«¤ËÃåÃϤ·¤¿¡£");
3568 msg_print("You float gently down to the ground.");
3574 msg_print("¤¢¤Ê¤¿¤ÏÃÏÌ̤ËᤤĤ±¤é¤ì¤¿¡£");
3576 msg_print("You crashed into the ground.");
3578 dam += damroll(6, 8);
3581 /* Mega hack -- this special action deals damage to the player. Therefore the code of "eyeeye" is necessary.
3584 get_damage = take_hit(DAMAGE_NOESCAPE, dam, m_name, -1);
3585 if (p_ptr->tim_eyeeye && get_damage > 0 && !p_ptr->is_dead)
3588 msg_format("¹¶·â¤¬%s¼«¿È¤ò½ý¤Ä¤±¤¿¡ª", m_name);
3590 char m_name_self[80];
3593 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
3595 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
3597 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
3598 set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
3601 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);
3606 /* Something is wrong */
3615 if (!direct) return (FALSE);
3618 msg_format("%^s¤¬¤¢¤Ê¤¿¤ò°ú¤Ìᤷ¤¿¡£", m_name);
3620 msg_format("%^s commands you to return.", m_name);
3623 teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE);
3624 learn_spell(MS_TELE_TO);
3631 if (!direct) return (FALSE);
3634 msg_format("%^s¤Ë¥Æ¥ì¥Ý¡¼¥È¤µ¤»¤é¤ì¤¿¡£", m_name);
3635 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
3636 msg_print("¤¯¤Ã¤½¡Á");
3638 msg_format("%^s teleports you away.", m_name);
3641 learn_spell(MS_TELE_AWAY);
3642 teleport_player(100);
3646 /* RF6_TELE_LEVEL */
3649 if (!direct) return (FALSE);
3652 if (blind) msg_format("%^s¤¬²¿¤«´ñ̯¤Ê¸ÀÍÕ¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3654 if (blind) msg_format("%^s mumbles strangely.", m_name);
3658 else msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¤ò»Ø¤µ¤·¤¿¡£", m_name);
3660 else msg_format("%^s gestures at your feet.", m_name);
3663 if (p_ptr->resist_nexus)
3666 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3668 msg_print("You are unaffected!");
3672 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3675 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3677 msg_print("You resist the effects!");
3685 learn_spell(MS_TELE_LEVEL);
3686 update_smart_learn(m_idx, DRS_NEXUS);
3693 if (!direct) return (FALSE);
3696 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3698 if (blind) msg_format("%^s mumbles.", m_name);
3702 else msg_format("%^s¤¬¸÷¤Î·õ¤òÊü¤Ã¤¿¡£", m_name);
3704 else msg_format("%^s throw a Psycho-Spear.", m_name);
3707 dam = (r_ptr->flags2 & RF2_POWERFUL) ? (randint1(rlev * 2) + 150) : (randint1(rlev * 3 / 2) + 100);
3708 beam(m_idx, GF_PSY_SPEAR, dam, MS_PSY_SPEAR, learnable);
3715 if (!direct) return (FALSE);
3718 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3720 if (blind) msg_format("%^s mumbles.", m_name);
3724 else if (p_ptr->pclass == CLASS_NINJA) msg_format("%^s¤¬ÊÕ¤ê¤òÌÀ¤ë¤¯¾È¤é¤·¤¿¡£", m_name);
3725 else msg_format("%^s¤¬°Å°Ç¤ÎÃæ¤Ç¼ê¤ò¿¶¤Ã¤¿¡£", m_name);
3727 else if (p_ptr->pclass == CLASS_NINJA)
3728 msg_format("%^s cast a spell to light up.", m_name);
3729 else msg_format("%^s gestures in shadow.", m_name);
3732 learn_spell(MS_DARKNESS);
3733 if (p_ptr->pclass == CLASS_NINJA)
3734 (void)lite_area(0, 3);
3736 (void)unlite_area(0, 3);
3745 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤Æ¼Ù°¤ËÈù¾Ð¤ó¤À¡£", m_name);
3747 if (blind) msg_format("%^s mumbles, and then cackles evilly.", m_name);
3751 else msg_format("%^s¤¬¼öʸ¤ò¾§¤¨¤Æ¼Ù°¤ËÈù¾Ð¤ó¤À¡£", m_name);
3753 else msg_format("%^s casts a spell and cackles evilly.", m_name);
3756 learn_spell(MS_MAKE_TRAP);
3757 (void)trap_creation(y, x);
3764 if (!direct) return (FALSE);
3767 msg_format("%^s¤¬¤¢¤Ê¤¿¤Îµ²±¤ò¾Ãµî¤·¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", m_name);
3769 msg_format("%^s tries to blank your mind.", m_name);
3773 if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3776 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3778 msg_print("You resist the effects!");
3782 else if (lose_all_info())
3785 msg_print("µ²±¤¬Çö¤ì¤Æ¤·¤Þ¤Ã¤¿¡£");
3787 msg_print("Your memories fade away.");
3791 learn_spell(MS_FORGET);
3795 /* RF6_RAISE_DEAD */
3800 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3802 if (blind) msg_format("%^s mumbles.", m_name);
3806 else msg_format("%^s¤¬»à¼ÔÉü³è¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3808 else msg_format("%^s casts a spell to revive corpses.", m_name);
3810 animate_dead(m_idx, m_ptr->fy, m_ptr->fx);
3818 if (m_ptr->r_idx == MON_SERPENT || m_ptr->r_idx == MON_ZOMBI_SERPENT)
3822 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3824 msg_format("%^s¤¬¥À¥ó¥¸¥ç¥ó¤Î¼ç¤ò¾¤´¤·¤¿¡£", m_name);
3827 msg_format("%^s mumbles.", m_name);
3829 msg_format("%^s magically summons guardians of dungeons.", m_name);
3836 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3838 msg_format("%^s¤ÏËâË¡¤Ç%s¤ò¾¤´¤·¤¿¡£",
3840 ((r_ptr->flags1) & RF1_UNIQUE ?
3844 msg_format("%^s mumbles.", m_name);
3846 msg_format("%^s magically summons %s %s.",
3848 ((r_ptr->flags1) & RF1_UNIQUE ?
3849 "minions" : "kin"));
3853 switch (m_ptr->r_idx)
3859 int num = 4 + randint1(3);
3860 for (k = 0; k < num; k++)
3862 count += summon_specific(m_idx, y, x, rlev, SUMMON_EAGLES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3869 int num = 2 + randint1(3);
3870 for (k = 0; k < num; k++)
3872 count += summon_named_creature(m_idx, y, x, MON_IE, mode);
3878 case MON_ZOMBI_SERPENT:
3880 int num = 2 + randint1(3);
3882 if (r_info[MON_JORMUNGAND].cur_num < r_info[MON_JORMUNGAND].max_num && one_in_(6))
3885 msg_print("ÃÏÌ̤«¤é¿å¤¬¿á¤½Ð¤·¤¿¡ª");
3887 msg_print("Water blew off from the ground!");
3889 fire_ball_hide(GF_WATER_FLOW, 0, 3, 8);
3892 for (k = 0; k < num; k++)
3894 count += summon_specific(m_idx, y, x, rlev, SUMMON_GUARDIANS, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3901 int num = randint1(3);
3902 for (k = 0; k < num; k++)
3904 count += summon_named_creature(m_idx, y, x, MON_LOCKE_CLONE, mode);
3911 int num = 2 + randint1(3);
3912 for (k = 0; k < num; k++)
3914 count += summon_specific(m_idx, y, x, rlev, SUMMON_LOUSE, PM_ALLOW_GROUP);
3920 summon_kin_type = r_ptr->d_char; /* Big hack */
3922 for (k = 0; k < 4; k++)
3924 count += summon_specific(m_idx, y, x, rlev, SUMMON_KIN, PM_ALLOW_GROUP);
3929 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
3931 if (blind && count) msg_print("You hear many things appear nearby.");
3942 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3944 if (blind) msg_format("%^s mumbles.", m_name);
3948 else msg_format("%^s¤¬¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
3950 else msg_format("%^s magically summons Cyberdemons!", m_name);
3954 if (blind && count) msg_print("½Å¸ü¤Ê²»¤¬¶á¤¯¤Çʹ¤³¤¨¤ë¡£");
3956 if (blind && count) msg_print("You hear heavy steps nearby.");
3959 summon_cyber(m_idx, y, x);
3968 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3970 if (blind) msg_format("%^s mumbles.", m_name);
3974 else msg_format("%^s¤¬ËâË¡¤ÇÃç´Ö¤ò¾¤´¤·¤¿¡ª", m_name);
3976 else msg_format("%^s magically summons help!", m_name);
3979 for (k = 0; k < 1; k++)
3981 count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3984 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
3986 if (blind && count) msg_print("You hear something appear nearby.");
3992 /* RF6_S_MONSTERS */
3997 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3999 if (blind) msg_format("%^s mumbles.", m_name);
4003 else msg_format("%^s¤¬ËâË¡¤Ç¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤·¤¿¡ª", m_name);
4005 else msg_format("%^s magically summons monsters!", m_name);
4008 for (k = 0; k < s_num_6; k++)
4010 count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4013 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4015 if (blind && count) msg_print("You hear many things appear nearby.");
4026 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4028 if (blind) msg_format("%^s mumbles.", m_name);
4032 else msg_format("%^s¤¬ËâË¡¤Ç¥¢¥ê¤ò¾¤´¤·¤¿¡£", m_name);
4034 else msg_format("%^s magically summons ants.", m_name);
4037 for (k = 0; k < s_num_6; k++)
4039 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANT, PM_ALLOW_GROUP);
4042 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4044 if (blind && count) msg_print("You hear many things appear nearby.");
4055 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4057 if (blind) msg_format("%^s mumbles.", m_name);
4061 else msg_format("%^s¤¬ËâË¡¤Ç¥¯¥â¤ò¾¤´¤·¤¿¡£", m_name);
4063 else msg_format("%^s magically summons spiders.", m_name);
4066 for (k = 0; k < s_num_6; k++)
4068 count += summon_specific(m_idx, y, x, rlev, SUMMON_SPIDER, PM_ALLOW_GROUP);
4071 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4073 if (blind && count) msg_print("You hear many things appear nearby.");
4084 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4086 if (blind) msg_format("%^s mumbles.", m_name);
4090 else msg_format("%^s¤¬ËâË¡¤Ç¥Ï¥¦¥ó¥É¤ò¾¤´¤·¤¿¡£", m_name);
4092 else msg_format("%^s magically summons hounds.", m_name);
4095 for (k = 0; k < s_num_4; k++)
4097 count += summon_specific(m_idx, y, x, rlev, SUMMON_HOUND, PM_ALLOW_GROUP);
4100 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4102 if (blind && count) msg_print("You hear many things appear nearby.");
4113 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4115 if (blind) msg_format("%^s mumbles.", m_name);
4119 else msg_format("%^s¤¬ËâË¡¤Ç¥Ò¥É¥é¤ò¾¤´¤·¤¿¡£", m_name);
4121 else msg_format("%^s magically summons hydras.", m_name);
4124 for (k = 0; k < s_num_4; k++)
4126 count += summon_specific(m_idx, y, x, rlev, SUMMON_HYDRA, PM_ALLOW_GROUP);
4129 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4131 if (blind && count) msg_print("You hear many things appear nearby.");
4144 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4146 if (blind) msg_format("%^s mumbles.", m_name);
4150 else msg_format("%^s¤¬ËâË¡¤ÇÅ·»È¤ò¾¤´¤·¤¿¡ª", m_name);
4152 else msg_format("%^s magically summons an angel!", m_name);
4155 if ((r_ptr->flags1 & RF1_UNIQUE) && !easy_band)
4157 num += r_ptr->level/40;
4160 for (k = 0; k < num; k++)
4162 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, PM_ALLOW_GROUP);
4168 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4170 if (blind && count) msg_print("You hear something appear nearby.");
4176 if (blind) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4178 if (blind) msg_print("You hear many things appear nearby.");
4190 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4192 if (blind) msg_format("%^s mumbles.", m_name);
4196 else msg_format("%^s¤ÏËâË¡¤Çº®Æ٤εÜÄ¤é°Ëâ¤ò¾¤´¤·¤¿¡ª", m_name);
4198 else msg_format("%^s magically summons a demon from the Courts of Chaos!", m_name);
4201 for (k = 0; k < 1; k++)
4203 count += summon_specific(m_idx, y, x, rlev, SUMMON_DEMON, PM_ALLOW_GROUP);
4206 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4208 if (blind && count) msg_print("You hear something appear nearby.");
4219 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4221 if (blind) msg_format("%^s mumbles.", m_name);
4225 else msg_format("%^s¤¬ËâË¡¤Ç¥¢¥ó¥Ç¥Ã¥É¤Î¶¯Å¨¤ò¾¤´¤·¤¿¡ª", m_name);
4227 else msg_format("%^s magically summons an undead adversary!", m_name);
4230 for (k = 0; k < 1; k++)
4232 count += summon_specific(m_idx, y, x, rlev, SUMMON_UNDEAD, PM_ALLOW_GROUP);
4235 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4237 if (blind && count) msg_print("You hear something appear nearby.");
4248 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4250 if (blind) msg_format("%^s mumbles.", m_name);
4254 else msg_format("%^s¤¬ËâË¡¤Ç¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
4256 else msg_format("%^s magically summons a dragon!", m_name);
4259 for (k = 0; k < 1; k++)
4261 count += summon_specific(m_idx, y, x, rlev, SUMMON_DRAGON, PM_ALLOW_GROUP);
4264 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4266 if (blind && count) msg_print("You hear something appear nearby.");
4272 /* RF6_S_HI_UNDEAD */
4277 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))
4283 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4285 if (blind) msg_format("%^s mumbles.", m_name);
4289 else msg_format("%^s¤¬ËâË¡¤ÇÍ©µ´ÀïÂâ¤ò¾¤´¤·¤¿¡ª", m_name);
4291 else msg_format("%^s magically summons rangers of Nazgul!", m_name);
4295 for (k = 0; k < 30; k++)
4297 if (!summon_possible(cy, cx) || !cave_floor_bold(cy, cx))
4300 for (j = 100; j > 0; j--)
4302 scatter(&cy, &cx, y, x, 2, 0);
4303 if (cave_floor_bold(cy, cx)) break;
4307 if (!cave_floor_bold(cy, cx)) continue;
4309 if (summon_named_creature(m_idx, cy, cx, MON_NAZGUL, mode))
4316 msg_format("¡ÖÍ©µ´ÀïÂâ%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×", count);
4318 msg_format("A Nazgul says 'Nazgul-Rangers Number %d, Nazgul-Black!'",count);
4322 msg_format("¡ÖƱ¤¸¤¯%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×", count);
4324 msg_format("Another one says 'Number %d, Nazgul-Black!'",count);
4330 msg_format("¡Ö%d¿Í¤½¤í¤Ã¤Æ¡¢¥ê¥ó¥°¥ì¥ó¥¸¥ã¡¼¡ª¡×", count);
4332 msg_format("They say 'The %d meets! We are the Ring-Ranger!'.", count);
4339 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4341 if (blind) msg_format("%^s mumbles.", m_name);
4345 else msg_format("%^s¤¬ËâË¡¤Ç¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¤ò¾¤´¤·¤¿¡ª", m_name);
4347 else msg_format("%^s magically summons greater undead!", m_name);
4350 for (k = 0; k < s_num_6; k++)
4352 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4358 msg_print("´Ö¶á¤Ç²¿¤«Â¿¤¯¤Î¤â¤Î¤¬Ç礤²ó¤ë²»¤¬Ê¹¤³¤¨¤ë¡£");
4360 msg_print("You hear many creepy things appear nearby.");
4367 /* RF6_S_HI_DRAGON */
4372 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4374 if (blind) msg_format("%^s mumbles.", m_name);
4378 else msg_format("%^s¤¬ËâË¡¤Ç¸ÅÂå¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
4380 else msg_format("%^s magically summons ancient dragons!", m_name);
4383 for (k = 0; k < s_num_4; k++)
4385 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4390 msg_print("¿¤¯¤ÎÎ϶¯¤¤¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£");
4392 msg_print("You hear many powerful things appear nearby.");
4399 /* RF6_S_AMBERITES */
4404 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4406 if (blind) msg_format("%^s mumbles.", m_name);
4410 else msg_format("%^s¤¬¥¢¥ó¥Ð¡¼¤Î²¦Â²¤ò¾¤´¤·¤¿¡ª", m_name);
4412 else msg_format("%^s magically summons Lords of Amber!", m_name);
4417 for (k = 0; k < s_num_4; k++)
4419 count += summon_specific(m_idx, y, x, rlev, SUMMON_AMBERITES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4424 msg_print("ÉÔ»à¤Î¼Ô¤¬¶á¤¯¤Ë¸½¤ì¤ë¤Î¤¬Ê¹¤³¤¨¤¿¡£");
4426 msg_print("You hear immortal beings appear nearby.");
4438 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4440 if (blind) msg_format("%^s mumbles.", m_name);
4444 else msg_format("%^s¤¬ËâË¡¤ÇÆÃÊ̤ʶ¯Å¨¤ò¾¤´¤·¤¿¡ª", m_name);
4446 else msg_format("%^s magically summons special opponents!", m_name);
4449 for (k = 0; k < s_num_4; k++)
4451 count += summon_specific(m_idx, y, x, rlev, SUMMON_UNIQUE, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4453 if (r_ptr->flags3 & RF3_GOOD)
4455 for (k = count; k < s_num_4; k++)
4457 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4462 for (k = count; k < s_num_4; k++)
4464 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4470 msg_print("¿¤¯¤ÎÎ϶¯¤¤¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£");
4472 msg_print("You hear many powerful things appear nearby.");
4480 if ((p_ptr->action == ACTION_LEARN) && thrown_spell > 175)
4482 learn_spell(thrown_spell - 96);
4485 if (seen && maneable && !world_monster && (p_ptr->pclass == CLASS_IMITATOR))
4487 if (thrown_spell != 167) /* Not RF6_SPECIAL */
4489 if (p_ptr->mane_num == MAX_MANE)
4493 for (i = 0;i < p_ptr->mane_num;i++)
4495 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
4496 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
4499 p_ptr->mane_spell[p_ptr->mane_num] = thrown_spell - 96;
4500 p_ptr->mane_dam[p_ptr->mane_num] = dam;
4504 p_ptr->redraw |= (PR_MANE);
4508 /* Remember what the monster did to us */
4509 if (seen && is_original_ap(m_ptr))
4512 if (thrown_spell < 32 * 4)
4514 r_ptr->r_flags4 |= (1L << (thrown_spell - 32 * 3));
4515 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4519 else if (thrown_spell < 32 * 5)
4521 r_ptr->r_flags5 |= (1L << (thrown_spell - 32 * 4));
4522 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4526 else if (thrown_spell < 32 * 6)
4528 r_ptr->r_flags6 |= (1L << (thrown_spell - 32 * 5));
4529 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4534 /* Always take note of monsters that kill you */
4535 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
4537 r_ptr->r_deaths++; /* Ignore appearance difference */
4540 /* A spell was cast */