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) */
16 #ifdef DRS_SMART_OPTIONS
19 * And now for Intelligent monster attacks (including spells).
21 * Original idea and code by "DRS" (David Reeves Sward).
22 * Major modifications by "BEN" (Ben Harrison).
24 * Give monsters more intelligent attack/spell selection based on
25 * observations of previous attacks on the player, and/or by allowing
26 * the monster to "cheat" and know the player status.
28 * Maintain an idea of the player status, and use that information
29 * to occasionally eliminate "ineffective" spell attacks. We could
30 * also eliminate ineffective normal attacks, but there is no reason
31 * for the monster to do this, since he gains no benefit.
32 * Note that MINDLESS monsters are not allowed to use this code.
33 * And non-INTELLIGENT monsters only use it partially effectively.
35 * Actually learn what the player resists, and use that information
36 * to remove attacks or spells before using them. This will require
37 * much less space, if I am not mistaken. Thus, each monster gets a
38 * set of 32 bit flags, "smart", build from the various "SM_*" flags.
40 * This has the added advantage that attacks and spells are related.
41 * The "smart_learn" option means that the monster "learns" the flags
42 * that should be set, and "smart_cheat" means that he "knows" them.
43 * So "smart_cheat" means that the "smart" field is always up to date,
44 * while "smart_learn" means that the "smart" field is slowly learned.
45 * Both of them have the same effect on the "choose spell" routine.
51 * Internal probability routine
53 static bool int_outof(monster_race *r_ptr, int prob)
55 /* Non-Smart monsters are half as "smart" */
56 if (!(r_ptr->flags2 & RF2_SMART)) prob = prob / 2;
59 return (randint0(100) < prob);
65 * Remove the "bad" spells from a spell list
67 static void remove_bad_spells(int m_idx, u32b *f4p, u32b *f5p, u32b *f6p)
69 monster_type *m_ptr = &m_list[m_idx];
70 monster_race *r_ptr = &r_info[m_ptr->r_idx];
79 /* Too stupid to know anything */
80 if (r_ptr->flags2 & RF2_STUPID) return;
83 /* Must be cheating or learning */
84 if (!smart_cheat && !smart_learn) return;
87 /* Update acquired knowledge */
90 /* Hack -- Occasionally forget player status */
91 if (m_ptr->smart && (randint0(100) < 1)) m_ptr->smart = 0L;
93 /* Use the memorized flags */
98 /* Cheat if requested */
101 /* Know basic info */
102 if (p_ptr->resist_acid) smart |= (SM_RES_ACID);
103 if (IS_OPPOSE_ACID()) smart |= (SM_OPP_ACID);
104 if (p_ptr->immune_acid) smart |= (SM_IMM_ACID);
105 if (p_ptr->resist_elec) smart |= (SM_RES_ELEC);
106 if (IS_OPPOSE_ELEC()) smart |= (SM_OPP_ELEC);
107 if (p_ptr->immune_elec) smart |= (SM_IMM_ELEC);
108 if (p_ptr->resist_fire) smart |= (SM_RES_FIRE);
109 if (IS_OPPOSE_FIRE()) smart |= (SM_OPP_FIRE);
110 if (p_ptr->immune_fire) smart |= (SM_IMM_FIRE);
111 if (p_ptr->resist_cold) smart |= (SM_RES_COLD);
112 if (IS_OPPOSE_COLD()) smart |= (SM_OPP_COLD);
113 if (p_ptr->immune_cold) smart |= (SM_IMM_COLD);
115 /* Know poison info */
116 if (p_ptr->resist_pois) smart |= (SM_RES_POIS);
117 if (IS_OPPOSE_POIS()) smart |= (SM_OPP_POIS);
119 /* Know special resistances */
120 if (p_ptr->resist_neth) smart |= (SM_RES_NETH);
121 if (p_ptr->resist_lite) smart |= (SM_RES_LITE);
122 if (p_ptr->resist_dark) smart |= (SM_RES_DARK);
123 if (p_ptr->resist_fear) smart |= (SM_RES_FEAR);
124 if (p_ptr->resist_conf) smart |= (SM_RES_CONF);
125 if (p_ptr->resist_chaos) smart |= (SM_RES_CHAOS);
126 if (p_ptr->resist_disen) smart |= (SM_RES_DISEN);
127 if (p_ptr->resist_blind) smart |= (SM_RES_BLIND);
128 if (p_ptr->resist_nexus) smart |= (SM_RES_NEXUS);
129 if (p_ptr->resist_sound) smart |= (SM_RES_SOUND);
130 if (p_ptr->resist_shard) smart |= (SM_RES_SHARD);
131 if (p_ptr->reflect) smart |= (SM_IMM_REFLECT);
133 /* Know bizarre "resistances" */
134 if (p_ptr->free_act) smart |= (SM_IMM_FREE);
135 if (!p_ptr->msp) smart |= (SM_IMM_MANA);
143 if (smart & SM_IMM_ACID)
145 f4 &= ~(RF4_BR_ACID);
146 f5 &= ~(RF5_BA_ACID);
147 f5 &= ~(RF5_BO_ACID);
149 else if ((smart & (SM_OPP_ACID)) && (smart & (SM_RES_ACID)))
151 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ACID);
152 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ACID);
153 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ACID);
155 else if ((smart & (SM_OPP_ACID)) || (smart & (SM_RES_ACID)))
157 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ACID);
158 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ACID);
159 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ACID);
163 if (smart & (SM_IMM_ELEC))
165 f4 &= ~(RF4_BR_ELEC);
166 f5 &= ~(RF5_BA_ELEC);
167 f5 &= ~(RF5_BO_ELEC);
169 else if ((smart & (SM_OPP_ELEC)) && (smart & (SM_RES_ELEC)))
171 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ELEC);
172 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ELEC);
173 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ELEC);
175 else if ((smart & (SM_OPP_ELEC)) || (smart & (SM_RES_ELEC)))
177 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ELEC);
178 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ELEC);
179 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ELEC);
183 if (smart & (SM_IMM_FIRE))
185 f4 &= ~(RF4_BR_FIRE);
186 f5 &= ~(RF5_BA_FIRE);
187 f5 &= ~(RF5_BO_FIRE);
189 else if ((smart & (SM_OPP_FIRE)) && (smart & (SM_RES_FIRE)))
191 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_FIRE);
192 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_FIRE);
193 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_FIRE);
195 else if ((smart & (SM_OPP_FIRE)) || (smart & (SM_RES_FIRE)))
197 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_FIRE);
198 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_FIRE);
199 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_FIRE);
203 if (smart & (SM_IMM_COLD))
205 f4 &= ~(RF4_BR_COLD);
206 f5 &= ~(RF5_BA_COLD);
207 f5 &= ~(RF5_BO_COLD);
208 f5 &= ~(RF5_BO_ICEE);
210 else if ((smart & (SM_OPP_COLD)) && (smart & (SM_RES_COLD)))
212 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_COLD);
213 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_COLD);
214 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_COLD);
215 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ICEE);
217 else if ((smart & (SM_OPP_COLD)) || (smart & (SM_RES_COLD)))
219 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_COLD);
220 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_COLD);
221 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_COLD);
222 if (int_outof(r_ptr, 20)) f5 &= ~(RF5_BO_ICEE);
226 if ((smart & (SM_OPP_POIS)) && (smart & (SM_RES_POIS)))
228 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_POIS);
229 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_POIS);
230 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BA_NUKE);
231 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BR_NUKE);
233 else if ((smart & (SM_OPP_POIS)) || (smart & (SM_RES_POIS)))
235 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_POIS);
236 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_POIS);
240 if (smart & (SM_RES_NETH))
242 if (prace_is_(RACE_SPECTRE))
244 f4 &= ~(RF4_BR_NETH);
245 f5 &= ~(RF5_BA_NETH);
246 f5 &= ~(RF5_BO_NETH);
250 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_NETH);
251 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_NETH);
252 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BO_NETH);
256 if (smart & (SM_RES_LITE))
258 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_LITE);
259 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_LITE);
262 if (smart & (SM_RES_DARK))
264 if (prace_is_(RACE_VAMPIRE))
266 f4 &= ~(RF4_BR_DARK);
267 f5 &= ~(RF5_BA_DARK);
271 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_DARK);
272 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_DARK);
276 if (smart & (SM_RES_FEAR))
281 if (smart & (SM_RES_CONF))
284 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_CONF);
287 if (smart & (SM_RES_CHAOS))
289 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_CHAO);
290 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BA_CHAO);
293 if (smart & (SM_RES_DISEN))
295 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_DISE);
298 if (smart & (SM_RES_BLIND))
303 if (smart & (SM_RES_NEXUS))
305 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_NEXU);
306 f6 &= ~(RF6_TELE_LEVEL);
309 if (smart & (SM_RES_SOUND))
311 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_SOUN);
314 if (smart & (SM_RES_SHARD))
316 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_SHAR);
319 if (smart & (SM_IMM_REFLECT))
321 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_COLD);
322 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_FIRE);
323 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ACID);
324 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ELEC);
325 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_NETH);
326 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_WATE);
327 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_MANA);
328 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_PLAS);
329 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ICEE);
330 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_MISSILE);
331 if (int_outof(r_ptr, 150)) f4 &= ~(RF4_SHOOT);
334 if (smart & (SM_IMM_FREE))
340 if (smart & (SM_IMM_MANA))
342 f5 &= ~(RF5_DRAIN_MANA);
345 /* XXX XXX XXX No spells left? */
346 /* if (!f4 && !f5 && !f6) ... */
353 #endif /* DRS_SMART_OPTIONS */
357 * Determine if there is a space near the player in which
358 * a summoned creature can appear
360 bool summon_possible(int y1, int x1)
364 /* Start at the player's location, and check 2 grids in each dir */
365 for (y = y1 - 2; y <= y1 + 2; y++)
367 for (x = x1 - 2; x <= x1 + 2; x++)
369 /* Ignore illegal locations */
370 if (!in_bounds(y, x)) continue;
372 /* Only check a circular area */
373 if (distance(y1, x1, y, x)>2) continue;
375 /* ...nor on the Pattern */
376 if ((cave[y][x].feat >= FEAT_PATTERN_START)
377 && (cave[y][x].feat <= FEAT_PATTERN_XTRA2)) continue;
379 /* Require empty floor grid in line of sight */
380 if ((cave_empty_bold(y, x) || (cave[y][x].feat == FEAT_TREES)) && los(y1, x1, y, x) && los(y, x, y1, x1)) return (TRUE);
388 static bool raise_possible(int y, int x)
391 s16b this_o_idx, next_o_idx = 0;
394 for (xx = x - 5; xx <= x + 5; xx++)
396 for (yy = y - 5; yy <= y + 5; yy++)
398 if (distance(y, x, yy, xx) > 5) continue;
399 if (!los(y, x, yy, xx)) continue;
401 c_ptr = &cave[yy][xx];
402 /* Scan the pile of objects */
403 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
406 object_type *o_ptr = &o_list[this_o_idx];
408 /* Acquire next object */
409 next_o_idx = o_ptr->next_o_idx;
411 /* Known to be worthless? */
412 if (o_ptr->tval == TV_CORPSE)
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 ((y == py) && (x == px))
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;
519 if (typ == GF_ROCKET) flg |= PROJECT_STOP;
520 if (typ == GF_MIND_BLAST || typ == GF_BRAIN_SMASH ||
521 typ == GF_CAUSE_1 || typ == GF_CAUSE_2 || typ == GF_CAUSE_3 ||
522 typ == GF_CAUSE_4 || typ == GF_HAND_DOOM) flg |= PROJECT_HIDE;
524 /* Target the player with a ball attack */
525 (void)project(m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
529 u32b get_curse(int power, object_type *o_ptr)
535 new_curse = (1 << (randint0(MAX_CURSE)+4));
538 if (!(new_curse & TRC_HEAVY_MASK)) continue;
542 if (new_curse & TRC_SPECIAL_MASK) continue;
546 if (new_curse & TRC_HEAVY_MASK) continue;
548 if (((o_ptr->tval < TV_BOW) || (o_ptr->tval > TV_SWORD)) && (new_curse == TRC_LOW_MELEE)) continue;
549 if (((o_ptr->tval < TV_BOOTS) || (o_ptr->tval > TV_DRAG_ARMOR)) && (new_curse == TRC_LOW_AC)) continue;
555 void curse_equipment(int chance, int heavy_chance)
557 bool changed = FALSE;
560 u32b oflgs[TR_FLAG_SIZE];
561 object_type *o_ptr = &inventory[INVEN_RARM + randint0(12)];
562 char o_name[MAX_NLEN];
564 if (randint1(100) > chance) return;
566 if (!o_ptr->k_idx) return;
568 object_flags(o_ptr, oflgs);
570 object_desc(o_name, o_ptr, FALSE, 0);
572 /* Extra, biased saving throw for blessed items */
573 if (have_flag(oflgs, TR_BLESSED) && (randint1(888) > chance))
576 msg_format("%s¤Ï¼ö¤¤¤òÄ·¤ÍÊÖ¤·¤¿¡ª", o_name,
578 msg_format("Your %s resist%s cursing!", o_name,
581 ((o_ptr->number > 1) ? "" : "s"));
582 /* Hmmm -- can we wear multiple items? If not, this is unnecessary */
586 if ((randint1(100) <= heavy_chance) &&
587 (o_ptr->name1 || o_ptr->name2 || o_ptr->art_name))
589 if (!(o_ptr->curse_flags & TRC_HEAVY_CURSE))
591 o_ptr->curse_flags |= TRC_HEAVY_CURSE;
592 o_ptr->curse_flags |= TRC_CURSED;
597 if (!cursed_p(o_ptr))
599 o_ptr->curse_flags |= TRC_CURSED;
601 if (heavy_chance >= 50) curse_power++;
603 new_curse = get_curse(curse_power, o_ptr);
604 if (!(o_ptr->curse_flags & new_curse))
607 o_ptr->curse_flags |= new_curse;
613 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
615 msg_format("There is a malignant black aura surrounding %s...", o_name);
618 o_ptr->feeling = FEEL_NONE;
620 p_ptr->update |= (PU_BONUS);
625 * Return TRUE if a spell is good for hurting the player (directly).
627 static bool spell_attack(byte spell)
629 /* All RF4 spells hurt (except for shriek and dispel) */
630 if (spell < 128 && spell > 98) return (TRUE);
632 /* Various "ball" spells */
633 if (spell >= 128 && spell <= 128 + 8) return (TRUE);
635 /* "Cause wounds" and "bolt" spells */
636 if (spell >= 128 + 12 && spell < 128 + 27) return (TRUE);
639 if (spell == 160 + 1) return (TRUE);
642 if (spell == 160 + 11) return (TRUE);
650 * Return TRUE if a spell is good for escaping.
652 static bool spell_escape(byte spell)
654 /* Blink or Teleport */
655 if (spell == 160 + 4 || spell == 160 + 5) return (TRUE);
657 /* Teleport the player away */
658 if (spell == 160 + 9 || spell == 160 + 10) return (TRUE);
660 /* Isn't good for escaping */
665 * Return TRUE if a spell is good for annoying the player.
667 static bool spell_annoy(byte spell)
670 if (spell == 96 + 0) return (TRUE);
672 /* Brain smash, et al (added curses) */
673 if (spell >= 128 + 9 && spell <= 128 + 14) return (TRUE);
675 /* Scare, confuse, blind, slow, paralyze */
676 if (spell >= 128 + 27 && spell <= 128 + 31) return (TRUE);
679 if (spell == 160 + 8) return (TRUE);
682 if (spell == 160 + 10) return (TRUE);
684 /* Darkness, make traps, cause amnesia */
685 if (spell >= 160 + 12 && spell <= 160 + 14) return (TRUE);
692 * Return TRUE if a spell summons help.
694 static bool spell_summon(byte spell)
696 /* All summon spells */
697 if (spell >= 160 + 16) return (TRUE);
705 * Return TRUE if a spell raise-dead.
707 static bool spell_raise(byte spell)
709 /* All raise-dead spells */
710 if (spell == 160 + 15) return (TRUE);
718 * Return TRUE if a spell is good in a tactical situation.
720 static bool spell_tactic(byte spell)
723 if (spell == 160 + 4) return (TRUE);
730 * Return TRUE if a spell makes invulnerable.
732 static bool spell_invulner(byte spell)
734 /* Invulnerability */
735 if (spell == 160 + 3) return (TRUE);
737 /* No invulnerability */
742 * Return TRUE if a spell hastes.
744 static bool spell_haste(byte spell)
747 if (spell == 160 + 0) return (TRUE);
749 /* Not a haste spell */
755 * Return TRUE if a spell world.
757 static bool spell_world(byte spell)
760 if (spell == 160 + 6) return (TRUE);
762 /* Not a haste spell */
768 * Return TRUE if a spell special.
770 static bool spell_special(byte spell)
772 if (p_ptr->inside_battle) return FALSE;
775 if (spell == 160 + 7) return (TRUE);
777 /* Not a haste spell */
783 * Return TRUE if a spell psycho-spear.
785 static bool spell_psy_spe(byte spell)
788 if (spell == 160 + 11) return (TRUE);
790 /* Not a haste spell */
796 * Return TRUE if a spell is good for healing.
798 static bool spell_heal(byte spell)
801 if (spell == 160 + 2) return (TRUE);
809 * Return TRUE if a spell is good for dispel.
811 static bool spell_dispel(byte spell)
814 if (spell == 96 + 2) return (TRUE);
822 * Check should monster cast dispel spell.
824 static bool dispel_check(int m_idx)
826 monster_type *m_ptr = &m_list[m_idx];
827 monster_race *r_ptr = &r_info[m_ptr->r_idx];
829 /* Invulnabilty (including the song) */
830 if (IS_INVULN()) return (TRUE);
833 if (p_ptr->wraith_form) return (TRUE);
836 if (p_ptr->shield) return (TRUE);
839 if (p_ptr->magicdef) return (TRUE);
842 if (p_ptr->multishadow) return (TRUE);
845 if (p_ptr->dustrobe) return (TRUE);
847 /* Berserk Strength */
848 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) return (TRUE);
851 if (p_ptr->mimic_form == MIMIC_DEMON_LORD) return (TRUE);
853 /* Elemental resistances */
854 if (r_ptr->flags4 & RF4_BR_ACID)
856 if (!p_ptr->immune_acid && (p_ptr->oppose_acid || music_singing(MUSIC_RESIST))) return (TRUE);
857 if (p_ptr->special_defense & DEFENSE_ACID) return (TRUE);
860 if (r_ptr->flags4 & RF4_BR_FIRE)
862 if (!(prace_is_(RACE_DEMON) && p_ptr->lev > 44))
864 if (!p_ptr->immune_fire && (p_ptr->oppose_fire || music_singing(MUSIC_RESIST))) return (TRUE);
865 if (p_ptr->special_defense & DEFENSE_FIRE) return (TRUE);
869 if (r_ptr->flags4 & RF4_BR_ELEC)
871 if (!p_ptr->immune_elec && (p_ptr->oppose_elec || music_singing(MUSIC_RESIST))) return (TRUE);
872 if (p_ptr->special_defense & DEFENSE_ELEC) return (TRUE);
875 if (r_ptr->flags4 & RF4_BR_COLD)
877 if (!p_ptr->immune_cold && (p_ptr->oppose_cold || music_singing(MUSIC_RESIST))) return (TRUE);
878 if (p_ptr->special_defense & DEFENSE_COLD) return (TRUE);
881 if (r_ptr->flags4 & (RF4_BR_POIS | RF4_BR_NUKE))
883 if (!((p_ptr->pclass == CLASS_NINJA) && p_ptr->lev > 44))
885 if (p_ptr->oppose_pois || music_singing(MUSIC_RESIST)) return (TRUE);
886 if (p_ptr->special_defense & DEFENSE_POIS) return (TRUE);
890 /* Ultimate resistance */
891 if (p_ptr->ult_res) return (TRUE);
893 /* Potion of Neo Tsuyosi special */
894 if (p_ptr->tsuyoshi) return (TRUE);
896 /* Elemental Brands */
897 if ((p_ptr->special_attack & ATTACK_ACID) && !(r_ptr->flags3 & RF3_IM_ACID)) return (TRUE);
898 if ((p_ptr->special_attack & ATTACK_FIRE) && !(r_ptr->flags3 & RF3_IM_FIRE)) return (TRUE);
899 if ((p_ptr->special_attack & ATTACK_ELEC) && !(r_ptr->flags3 & RF3_IM_ELEC)) return (TRUE);
900 if ((p_ptr->special_attack & ATTACK_COLD) && !(r_ptr->flags3 & RF3_IM_COLD)) return (TRUE);
901 if ((p_ptr->special_attack & ATTACK_POIS) && !(r_ptr->flags3 & RF3_IM_POIS)) return (TRUE);
904 if (p_ptr->pspeed < 145)
906 if (IS_FAST()) return (TRUE);
910 if (p_ptr->lightspeed && (m_ptr->mspeed < 136)) return (TRUE);
912 if (p_ptr->riding && (m_list[p_ptr->riding].mspeed < 135))
914 if (m_list[p_ptr->riding].fast) return (TRUE);
917 /* No need to cast dispel spell */
923 * Have a monster choose a spell from a list of "useful" spells.
925 * Note that this list does NOT include spells that will just hit
926 * other monsters, and the list is restricted when the monster is
927 * "desperate". Should that be the job of this function instead?
929 * Stupid monsters will just pick a spell randomly. Smart monsters
930 * will choose more "intelligently".
932 * Use the helper functions above to put spells into categories.
934 * This function may well be an efficiency bottleneck.
936 static int choose_attack_spell(int m_idx, byte spells[], byte num)
938 monster_type *m_ptr = &m_list[m_idx];
939 monster_race *r_ptr = &r_info[m_ptr->r_idx];
941 byte escape[96], escape_num = 0;
942 byte attack[96], attack_num = 0;
943 byte summon[96], summon_num = 0;
944 byte tactic[96], tactic_num = 0;
945 byte annoy[96], annoy_num = 0;
946 byte invul[96], invul_num = 0;
947 byte haste[96], haste_num = 0;
948 byte world[96], world_num = 0;
949 byte special[96], special_num = 0;
950 byte psy_spe[96], psy_spe_num = 0;
951 byte raise[96], raise_num = 0;
952 byte heal[96], heal_num = 0;
953 byte dispel[96], dispel_num = 0;
957 /* Stupid monsters choose randomly */
958 if (r_ptr->flags2 & (RF2_STUPID))
961 return (spells[randint0(num)]);
964 /* Categorize spells */
965 for (i = 0; i < num; i++)
968 if (spell_escape(spells[i])) escape[escape_num++] = spells[i];
971 if (spell_attack(spells[i])) attack[attack_num++] = spells[i];
974 if (spell_summon(spells[i])) summon[summon_num++] = spells[i];
976 /* Tactical spell? */
977 if (spell_tactic(spells[i])) tactic[tactic_num++] = spells[i];
979 /* Annoyance spell? */
980 if (spell_annoy(spells[i])) annoy[annoy_num++] = spells[i];
982 /* Invulnerability spell? */
983 if (spell_invulner(spells[i])) invul[invul_num++] = spells[i];
986 if (spell_haste(spells[i])) haste[haste_num++] = spells[i];
989 if (spell_world(spells[i])) world[world_num++] = spells[i];
992 if (spell_special(spells[i])) special[special_num++] = spells[i];
994 /* Psycho-spear spell? */
995 if (spell_psy_spe(spells[i])) psy_spe[psy_spe_num++] = spells[i];
997 /* Raise-dead spell? */
998 if (spell_raise(spells[i])) raise[raise_num++] = spells[i];
1001 if (spell_heal(spells[i])) heal[heal_num++] = spells[i];
1004 if (spell_dispel(spells[i])) dispel[dispel_num++] = spells[i];
1007 /*** Try to pick an appropriate spell type ***/
1010 if (world_num && (randint0(100) < 15) && !world_monster)
1012 /* Choose haste spell */
1013 return (world[randint0(world_num)]);
1019 bool success = FALSE;
1020 switch(m_ptr->r_idx)
1024 if ((m_ptr->hp < m_ptr->maxhp / 2) && r_info[MON_BANOR].max_num && r_info[MON_LUPART].max_num) success = TRUE;
1028 if (success) return (special[randint0(special_num)]);
1031 /* Still hurt badly, couldn't flee, attempt to heal */
1032 if (m_ptr->hp < m_ptr->maxhp / 3 && one_in_(2))
1034 /* Choose heal spell if possible */
1035 if (heal_num) return (heal[randint0(heal_num)]);
1038 /* Hurt badly or afraid, attempt to flee */
1039 if (((m_ptr->hp < m_ptr->maxhp / 3) || m_ptr->monfear) && one_in_(2))
1041 /* Choose escape spell if possible */
1042 if (escape_num) return (escape[randint0(escape_num)]);
1048 bool success = FALSE;
1049 switch(m_ptr->r_idx)
1052 if (randint0(100) < 50) success = TRUE;
1054 case MON_BANORLUPART:
1055 if (randint0(100) < 70) success = TRUE;
1061 if (randint0(100) < 50) success = TRUE;
1064 if (success) return (special[randint0(special_num)]);
1067 /* Player is close and we have attack spells, blink away */
1068 if ((distance(py, px, m_ptr->fy, m_ptr->fx) < 4) && (attack_num || (r_ptr->flags6 & RF6_TRAPS)) && (randint0(100) < 75) && !world_monster)
1070 /* Choose tactical spell */
1071 if (tactic_num) return (tactic[randint0(tactic_num)]);
1074 /* Summon if possible (sometimes) */
1075 if (summon_num && (randint0(100) < 40))
1077 /* Choose summon spell */
1078 return (summon[randint0(summon_num)]);
1082 if (dispel_num && one_in_(2))
1084 /* Choose dispel spell if possible */
1085 if (dispel_check(m_idx))
1087 return (dispel[randint0(dispel_num)]);
1091 /* Raise-dead if possible (sometimes) */
1092 if (raise_num && (randint0(100) < 40) && raise_possible(m_ptr->fy, m_ptr->fx))
1094 /* Choose raise-dead spell */
1095 return (raise[randint0(raise_num)]);
1098 /* Attack spell (most of the time) */
1101 if (psy_spe_num && (randint0(100) < 50))
1103 /* Choose attack spell */
1104 return (psy_spe[randint0(psy_spe_num)]);
1106 else if (attack_num && (randint0(100) < 40))
1108 /* Choose attack spell */
1109 return (attack[randint0(attack_num)]);
1112 else if (attack_num && (randint0(100) < 85))
1114 /* Choose attack spell */
1115 return (attack[randint0(attack_num)]);
1118 /* Try another tactical spell (sometimes) */
1119 if (tactic_num && (randint0(100) < 50) && !world_monster)
1121 /* Choose tactic spell */
1122 return (tactic[randint0(tactic_num)]);
1125 /* Cast globe of invulnerability if not already in effect */
1126 if (invul_num && !(m_ptr->invulner) && (randint0(100) < 50))
1128 /* Choose Globe of Invulnerability */
1129 return (invul[randint0(invul_num)]);
1132 /* We're hurt (not badly), try to heal */
1133 if ((m_ptr->hp < m_ptr->maxhp * 3 / 4) && (randint0(100) < 25))
1135 /* Choose heal spell if possible */
1136 if (heal_num) return (heal[randint0(heal_num)]);
1139 /* Haste self if we aren't already somewhat hasted (rarely) */
1140 if (haste_num && (randint0(100) < 20) && !(m_ptr->fast))
1142 /* Choose haste spell */
1143 return (haste[randint0(haste_num)]);
1146 /* Annoy player (most of the time) */
1147 if (annoy_num && (randint0(100) < 80))
1149 /* Choose annoyance spell */
1150 return (annoy[randint0(annoy_num)]);
1153 /* Choose no spell */
1159 * Creatures can cast spells, shoot missiles, and breathe.
1161 * Returns "TRUE" if a spell (or whatever) was (successfully) cast.
1163 * XXX XXX XXX This function could use some work, but remember to
1164 * keep it as optimized as possible, while retaining generic code.
1166 * Verify the various "blind-ness" checks in the code.
1168 * XXX XXX XXX Note that several effects should really not be "seen"
1169 * if the player is blind. See also "effects.c" for other "mistakes".
1171 * Perhaps monsters should breathe at locations *near* the player,
1172 * since this would allow them to inflict "partial" damage.
1174 * Perhaps smart monsters should decline to use "bolt" spells if
1175 * there is a monster in the way, unless they wish to kill it.
1177 * Note that, to allow the use of the "track_target" option at some
1178 * later time, certain non-optimal things are done in the code below,
1179 * including explicit checks against the "direct" variable, which is
1180 * currently always true by the time it is checked, but which should
1181 * really be set according to an explicit "projectable()" test, and
1182 * the use of generic "x,y" locations instead of the player location,
1183 * with those values being initialized with the player location.
1185 * It will not be possible to "correctly" handle the case in which a
1186 * monster attempts to attack a location which is thought to contain
1187 * the player, but which in fact is nowhere near the player, since this
1188 * might induce all sorts of messages about the attack itself, and about
1189 * the effects of the attack, which the player might or might not be in
1190 * a position to observe. Thus, for simplicity, it is probably best to
1191 * only allow "faulty" attacks by a monster if one of the important grids
1192 * (probably the initial or final grid) is in fact in view of the player.
1193 * It may be necessary to actually prevent spell attacks except when the
1194 * monster actually has line of sight to the player. Note that a monster
1195 * could be left in a bizarre situation after the player ducked behind a
1196 * pillar and then teleported away, for example.
1198 * Note that certain spell attacks do not use the "project()" function
1199 * but "simulate" it via the "direct" variable, which is always at least
1200 * as restrictive as the "project()" function. This is necessary to
1201 * prevent "blindness" attacks and such from bending around walls, etc,
1202 * and to allow the use of the "track_target" option in the future.
1204 * Note that this function attempts to optimize the use of spells for the
1205 * cases in which the monster has no spells, or has spells but cannot use
1206 * them, or has spells but they will have no "useful" effect. Note that
1207 * this function has been an efficiency bottleneck in the past.
1209 * Note the special "MFLAG_NICE" flag, which prevents a monster from using
1210 * any spell attacks until the player has had a single chance to move.
1212 bool make_attack_spell(int m_idx)
1214 int k, thrown_spell = 0, rlev, failrate;
1215 byte spell[96], num = 0;
1217 monster_type *m_ptr = &m_list[m_idx];
1218 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1222 bool no_inate = FALSE;
1223 bool do_disi = FALSE;
1226 int s_num_6 = (easy_band ? 2 : 6);
1227 int s_num_4 = (easy_band ? 1 : 4);
1229 /* Target location */
1236 /* Extract the blind-ness */
1237 bool blind = (p_ptr->blind ? TRUE : FALSE);
1239 /* Extract the "see-able-ness" */
1240 bool seen = (!blind && m_ptr->ml);
1242 bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
1243 bool learnable = (seen && maneable && !world_monster);
1245 /* Assume "projectable" */
1248 /* Cannot cast spells when confused */
1249 if (m_ptr->confused)
1251 reset_target(m_ptr);
1255 /* Cannot cast spells when nice */
1256 if (m_ptr->mflag & MFLAG_NICE) return (FALSE);
1257 if (!is_hostile(m_ptr)) return (FALSE);
1260 /* Sometimes forbid inate attacks (breaths) */
1261 if (randint0(100) >= (r_ptr->freq_spell * 2)) no_inate = TRUE;
1263 /* XXX XXX XXX Handle "track_target" option (?) */
1266 /* Extract the racial spell flags */
1271 /*** require projectable player ***/
1274 if ((m_ptr->cdis > MAX_RANGE) && !m_ptr->target_y) return (FALSE);
1277 if (projectable(m_ptr->fy, m_ptr->fx, y, x))
1279 /* Breath disintegration to the glyph if possible */
1280 if ((!cave_floor_bold(y,x)) && (r_ptr->flags4 & RF4_BR_DISI) && one_in_(2)) do_disi = TRUE;
1283 /* Check path to next grid */
1286 bool success = FALSE;
1288 if ((r_ptr->flags4 & RF4_BR_DISI) &&
1289 (m_ptr->cdis < MAX_RANGE/2) &&
1290 in_disintegration_range(m_ptr->fy, m_ptr->fx, y, x) &&
1291 (one_in_(10) || (projectable(y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
1300 int tonari_y[4][8] = {{-1,-1,-1,0,0,1,1,1},
1301 {-1,-1,-1,0,0,1,1,1},
1302 {1,1,1,0,0,-1,-1,-1},
1303 {1,1,1,0,0,-1,-1,-1}};
1304 int tonari_x[4][8] = {{-1,0,1,-1,1,-1,0,1},
1305 {1,0,-1,1,-1,1,0,-1},
1306 {-1,0,1,-1,1,-1,0,1},
1307 {1,0,-1,1,-1,1,0,-1}};
1309 if (m_ptr->fy < py && m_ptr->fx < px) tonari = 0;
1310 else if (m_ptr->fy < py) tonari = 1;
1311 else if (m_ptr->fx < px) tonari = 2;
1314 for (i = 0; i < 8; i++)
1316 int next_x = x + tonari_x[tonari][i];
1317 int next_y = y + tonari_y[tonari][i];
1320 /* Access the next grid */
1321 c_ptr = &cave[next_y][next_x];
1323 /* Skip door, rubble, wall */
1324 if ((c_ptr->feat >= FEAT_DOOR_HEAD) && (c_ptr->feat <= FEAT_PERM_SOLID)) continue;
1327 if (c_ptr->feat == FEAT_TREES) continue;
1330 if (c_ptr->feat == FEAT_MOUNTAIN) continue;
1332 if (projectable(m_ptr->fy, m_ptr->fx, next_y, next_x))
1344 if (m_ptr->target_y && m_ptr->target_x)
1346 y = m_ptr->target_y;
1347 x = m_ptr->target_x;
1348 f4 &= (RF4_INDIRECT_MASK);
1349 f5 &= (RF5_INDIRECT_MASK);
1350 f6 &= (RF6_INDIRECT_MASK);
1356 if (!success) return FALSE;
1359 reset_target(m_ptr);
1361 /* Extract the monster level */
1362 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1364 /* Forbid inate attacks sometimes */
1365 if (no_inate) f4 &= 0x500000FF;
1369 f5 &= ~(RF5_DRAIN_MANA);
1371 if ((p_ptr->pclass == CLASS_NINJA) && (r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)))
1373 f6 &= ~(RF6_DARKNESS);
1376 if (dun_level && (!p_ptr->inside_quest || (p_ptr->inside_quest < MIN_RANDOM_QUEST)) && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
1378 f4 &= (RF4_NOMAGIC_MASK);
1379 f5 &= (RF5_NOMAGIC_MASK);
1380 f6 &= (RF6_NOMAGIC_MASK);
1383 /* Hack -- allow "desperate" spells */
1384 if ((r_ptr->flags2 & (RF2_SMART)) &&
1385 (m_ptr->hp < m_ptr->maxhp / 10) &&
1386 (randint0(100) < 50))
1388 /* Require intelligent spells */
1389 f4 &= (RF4_INT_MASK);
1390 f5 &= (RF5_INT_MASK);
1391 f6 &= (RF6_INT_MASK);
1393 /* No spells left */
1394 if (!f4 && !f5 && !f6) return (FALSE);
1397 /* Remove the "ineffective" spells */
1398 remove_bad_spells(m_idx, &f4, &f5, &f6);
1400 if (p_ptr->inside_arena)
1402 f4 &= ~(RF4_SUMMON_MASK);
1403 f5 &= ~(RF5_SUMMON_MASK);
1404 f6 &= ~(RF6_SUMMON_MASK);
1407 /* No spells left */
1408 if (!f4 && !f5 && !f6) return (FALSE);
1410 /* Check for a clean bolt shot */
1411 if (((f4 & RF4_BOLT_MASK) ||
1412 (f5 & RF5_BOLT_MASK) ||
1413 (f6 & RF6_BOLT_MASK)) &&
1414 !(r_ptr->flags2 & RF2_STUPID) &&
1415 !clean_shot(m_ptr->fy, m_ptr->fx, py, px, FALSE))
1417 /* Remove spells that will only hurt friends */
1418 f4 &= ~(RF4_BOLT_MASK);
1419 f5 &= ~(RF5_BOLT_MASK);
1420 f6 &= ~(RF6_BOLT_MASK);
1423 /* Check for a possible summon */
1424 if (((f4 & RF4_SUMMON_MASK) ||
1425 (f5 & RF5_SUMMON_MASK) ||
1426 (f6 & RF6_SUMMON_MASK)) &&
1427 !(r_ptr->flags2 & RF2_STUPID) &&
1428 !(summon_possible(y, x)))
1430 /* Remove summoning spells */
1431 f4 &= ~(RF4_SUMMON_MASK);
1432 f5 &= ~(RF5_SUMMON_MASK);
1433 f6 &= ~(RF6_SUMMON_MASK);
1436 /* No spells left */
1437 if (!f4 && !f5 && !f6) return (FALSE);
1439 /* Extract the "inate" spells */
1440 for (k = 0; k < 32; k++)
1442 if (f4 & (1L << k)) spell[num++] = k + 32 * 3;
1445 /* Extract the "normal" spells */
1446 for (k = 0; k < 32; k++)
1448 if (f5 & (1L << k)) spell[num++] = k + 32 * 4;
1451 /* Extract the "bizarre" spells */
1452 for (k = 0; k < 32; k++)
1454 if (f6 & (1L << k)) spell[num++] = k + 32 * 5;
1457 /* No spells left */
1458 if (!num) return (FALSE);
1460 /* Stop if player is dead or gone */
1461 if (!p_ptr->playing || p_ptr->is_dead) return (FALSE);
1463 /* Stop if player is leaving */
1464 if (p_ptr->leaving) return (FALSE);
1466 /* Get the monster name (or "it") */
1467 monster_desc(m_name, m_ptr, 0x00);
1469 /* Get the monster possessive ("his"/"her"/"its") */
1470 monster_desc(m_poss, m_ptr, 0x22);
1472 /* Hack -- Get the "died from" name */
1473 monster_desc(ddesc, m_ptr, 0x288);
1476 thrown_spell = 96+31;
1482 thrown_spell = choose_attack_spell(m_idx, spell, num);
1483 if (thrown_spell) break;
1487 /* Abort if no spell was chosen */
1488 if (!thrown_spell) return (FALSE);
1490 /* Calculate spell failure rate */
1491 failrate = 25 - (rlev + 3) / 4;
1493 /* Hack -- Stupid monsters will never fail (for jellies and such) */
1494 if (r_ptr->flags2 & RF2_STUPID) failrate = 0;
1496 /* Check for spell failure (inate attacks never fail) */
1497 if ((thrown_spell >= 128) && ((m_ptr->stunned && one_in_(2)) || (randint0(100) < failrate)))
1501 if (thrown_spell != (160+7)) /* Not RF6_SPECIAL */
1504 msg_format("%^s¤Ï¼öʸ¤ò¾§¤¨¤è¤¦¤È¤·¤¿¤¬¼ºÇÔ¤·¤¿¡£", m_name);
1506 msg_format("%^s tries to cast a spell, but fails.", m_name);
1514 /* Cast the spell. */
1515 switch (thrown_spell)
1523 msg_format("%^s¤¬¤«¤ó¹â¤¤¶âÀÚ¤êÀ¼¤ò¤¢¤²¤¿¡£", m_name);
1525 msg_format("%^s makes a high pitched shriek.", m_name);
1528 aggravate_monsters(m_idx);
1542 if (x!=px || y!=py) return (FALSE);
1545 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
1546 else msg_format("%^s¤¬ËâÎϾõî¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
1548 if (blind) msg_format("%^s mumbles powerfully.", m_name);
1549 else msg_format("%^s invokes a dispel magic.", m_name);
1552 set_lightspeed(0, TRUE);
1554 set_shield(0, TRUE);
1555 set_blessed(0, TRUE);
1556 set_tsuyoshi(0, TRUE);
1559 set_protevil(0, TRUE);
1560 set_invuln(0, TRUE);
1561 set_wraith_form(0, TRUE);
1562 set_kabenuke(0, TRUE);
1563 set_tim_res_nether(0, TRUE);
1564 set_tim_res_time(0, TRUE);
1566 set_tim_reflect(0,TRUE);
1567 set_multishadow(0,TRUE);
1568 set_dustrobe(0,TRUE);
1570 set_tim_invis(0, TRUE);
1571 set_tim_infra(0, TRUE);
1572 set_tim_esp(0, TRUE);
1573 set_tim_regen(0, TRUE);
1574 set_tim_stealth(0, TRUE);
1575 set_tim_ffall(0, TRUE);
1576 set_tim_sh_touki(0, TRUE);
1577 set_tim_sh_fire(0, TRUE);
1578 set_tim_sh_holy(0, TRUE);
1579 set_tim_eyeeye(0, TRUE);
1580 set_magicdef(0, TRUE);
1581 set_resist_magic(0, TRUE);
1582 set_oppose_acid(0, TRUE);
1583 set_oppose_elec(0, TRUE);
1584 set_oppose_fire(0, TRUE);
1585 set_oppose_cold(0, TRUE);
1586 set_oppose_pois(0, TRUE);
1587 set_ultimate_res(0, TRUE);
1588 set_mimic(0, 0, TRUE);
1589 set_ele_attack(0, 0);
1590 set_ele_immune(0, 0);
1591 /* Cancel glowing hands */
1592 if (p_ptr->special_attack & ATTACK_CONFUSE)
1594 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
1596 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
1598 msg_print("Your hands stop glowing.");
1602 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0]))
1604 p_ptr->magic_num1[1] = p_ptr->magic_num1[0];
1605 p_ptr->magic_num1[0] = 0;
1607 msg_print("²Î¤¬ÅÓÀڤ줿¡£");
1609 msg_print("Your singing is interrupted.");
1611 p_ptr->action = ACTION_NONE;
1613 /* Recalculate bonuses */
1614 p_ptr->update |= (PU_BONUS | PU_HP);
1617 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1619 /* Update monsters */
1620 p_ptr->update |= (PU_MONSTERS);
1623 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1625 p_ptr->energy_need += ENERGY_NEED();
1629 m_list[p_ptr->riding].invulner = 0;
1630 m_list[p_ptr->riding].fast = 0;
1631 m_list[p_ptr->riding].slow = 0;
1632 p_ptr->update |= PU_BONUS;
1633 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= PR_HEALTH;
1634 p_ptr->redraw |= (PR_UHEALTH);
1638 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1639 msg_print("¤ä¤ê¤ä¤¬¤Ã¤¿¤Ê¡ª");
1641 learn_spell(MS_DISPEL);
1650 if (blind) msg_format("%^s¤¬²¿¤«¤ò¼Í¤Ã¤¿¡£", m_name);
1652 if (blind) msg_format("%^s shoots something.", m_name);
1656 else msg_format("%^s¤¬¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£", m_name);
1658 else msg_format("%^s fires a rocket.", m_name);
1661 dam = ((m_ptr->hp / 4) > 800 ? 800 : (m_ptr->hp / 4));
1662 breath(y, x, m_idx, GF_ROCKET,
1663 dam, 2, FALSE, MS_ROCKET, learnable);
1664 update_smart_learn(m_idx, DRS_SHARD);
1671 if (x!=px || y!=py) return (FALSE);
1674 if (blind) msg_format("%^s¤¬´ñ̯¤Ê²»¤òȯ¤·¤¿¡£", m_name);
1676 if (blind) msg_format("%^s makes a strange noise.", m_name);
1680 else msg_format("%^s¤¬Ìð¤òÊü¤Ã¤¿¡£", m_name);
1682 else msg_format("%^s fires an arrow.", m_name);
1685 dam = damroll(r_ptr->blow[0].d_dice, r_ptr->blow[0].d_side);
1686 bolt(m_idx, GF_ARROW, dam, MS_SHOOT, learnable);
1687 update_smart_learn(m_idx, DRS_REFLECT);
1717 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1719 if (blind) msg_format("%^s breathes.", m_name);
1723 else msg_format("%^s¤¬»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1725 else msg_format("%^s breathes acid.", m_name);
1728 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1729 breath(y, x, m_idx, GF_ACID, dam, 0, TRUE, MS_BR_ACID, learnable);
1730 update_smart_learn(m_idx, DRS_ACID);
1739 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1741 if (blind) msg_format("%^s breathes.", m_name);
1745 else msg_format("%^s¤¬°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1747 else msg_format("%^s breathes lightning.", m_name);
1750 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1751 breath(y, x, m_idx, GF_ELEC, dam,0, TRUE, MS_BR_ELEC, learnable);
1752 update_smart_learn(m_idx, DRS_ELEC);
1761 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1763 if (blind) msg_format("%^s breathes.", m_name);
1767 else msg_format("%^s¤¬²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1769 else msg_format("%^s breathes fire.", m_name);
1772 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1773 breath(y, x, m_idx, GF_FIRE, dam,0, TRUE, MS_BR_FIRE, learnable);
1774 update_smart_learn(m_idx, DRS_FIRE);
1783 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1785 if (blind) msg_format("%^s breathes.", m_name);
1789 else msg_format("%^s¤¬Î䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1791 else msg_format("%^s breathes frost.", m_name);
1794 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1795 breath(y, x, m_idx, GF_COLD, dam,0, TRUE, MS_BR_COLD, learnable);
1796 update_smart_learn(m_idx, DRS_COLD);
1805 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1807 if (blind) msg_format("%^s breathes.", m_name);
1811 else msg_format("%^s¤¬¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1813 else msg_format("%^s breathes gas.", m_name);
1816 dam = ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3));
1817 breath(y, x, m_idx, GF_POIS, dam, 0, TRUE, MS_BR_POIS, learnable);
1818 update_smart_learn(m_idx, DRS_POIS);
1828 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1830 if (blind) msg_format("%^s breathes.", m_name);
1834 else msg_format("%^s¤¬ÃϹö¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1836 else msg_format("%^s breathes nether.", m_name);
1839 dam = ((m_ptr->hp / 6) > 550 ? 550 : (m_ptr->hp / 6));
1840 breath(y, x, m_idx, GF_NETHER, dam,0, TRUE, MS_BR_NETHER, learnable);
1841 update_smart_learn(m_idx, DRS_NETH);
1850 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1852 if (blind) msg_format("%^s breathes.", m_name);
1856 else msg_format("%^s¤¬Á®¸÷¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1858 else msg_format("%^s breathes light.", m_name);
1861 dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6));
1862 breath(y, x, m_idx, GF_LITE, dam,0, TRUE, MS_BR_LITE, learnable);
1863 update_smart_learn(m_idx, DRS_LITE);
1872 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1874 if (blind) msg_format("%^s breathes.", m_name);
1878 else msg_format("%^s¤¬°Å¹õ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1880 else msg_format("%^s breathes darkness.", m_name);
1883 dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6));
1884 breath(y, x, m_idx, GF_DARK, dam,0, TRUE, MS_BR_DARK, learnable);
1885 update_smart_learn(m_idx, DRS_DARK);
1894 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1896 if (blind) msg_format("%^s breathes.", m_name);
1900 else msg_format("%^s¤¬º®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1902 else msg_format("%^s breathes confusion.", m_name);
1905 dam = ((m_ptr->hp / 6) > 450 ? 450 : (m_ptr->hp / 6));
1906 breath(y, x, m_idx, GF_CONFUSION, dam,0, TRUE, MS_BR_CONF, learnable);
1907 update_smart_learn(m_idx, DRS_CONF);
1915 if (m_ptr->r_idx == MON_JAIAN)
1917 msg_format("¡Ö¥Ü¥©¥¨¡Á¡Á¡Á¡Á¡Á¡Á¡×");
1919 msg_format("'Booooeeeeee'");
1922 else if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1924 else if (blind) msg_format("%^s breathes.", m_name);
1928 else msg_format("%^s¤¬¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1930 else msg_format("%^s breathes sound.", m_name);
1933 dam = ((m_ptr->hp / 6) > 450 ? 450 : (m_ptr->hp / 6));
1934 breath(y, x, m_idx, GF_SOUND, dam,0, TRUE, MS_BR_SOUND, learnable);
1935 update_smart_learn(m_idx, DRS_SOUND);
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¤¬¥«¥ª¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1952 else msg_format("%^s breathes chaos.", m_name);
1955 dam = ((m_ptr->hp / 6) > 600 ? 600 : (m_ptr->hp / 6));
1956 breath(y, x, m_idx, GF_CHAOS, dam,0, TRUE, MS_BR_CHAOS, learnable);
1957 update_smart_learn(m_idx, DRS_CHAOS);
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¤¬Îô²½¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1974 else msg_format("%^s breathes disenchantment.", m_name);
1977 dam = ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6));
1978 breath(y, x, m_idx, GF_DISENCHANT, dam,0, TRUE, MS_BR_DISEN, learnable);
1979 update_smart_learn(m_idx, DRS_DISEN);
1988 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1990 if (blind) msg_format("%^s breathes.", m_name);
1994 else msg_format("%^s¤¬°ø²Ìº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1996 else msg_format("%^s breathes nexus.", m_name);
1999 dam = ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3));
2000 breath(y, x, m_idx, GF_NEXUS, dam,0, TRUE, MS_BR_NEXUS, learnable);
2001 update_smart_learn(m_idx, DRS_NEXUS);
2010 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2012 if (blind) msg_format("%^s breathes.", m_name);
2016 else msg_format("%^s¤¬»þ´ÖµÕž¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2018 else msg_format("%^s breathes time.", m_name);
2021 dam = ((m_ptr->hp / 3) > 150 ? 150 : (m_ptr->hp / 3));
2022 breath(y, x, m_idx, GF_TIME, dam,0, TRUE, MS_BR_TIME, learnable);
2031 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2033 if (blind) msg_format("%^s breathes.", m_name);
2037 else msg_format("%^s¤¬ÃÙÆߤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2039 else msg_format("%^s breathes inertia.", m_name);
2042 dam = ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6));
2043 breath(y, x, m_idx, GF_INERTIA, dam,0, TRUE, MS_BR_INERTIA, learnable);
2052 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2054 if (blind) msg_format("%^s breathes.", m_name);
2058 else msg_format("%^s¤¬½ÅÎϤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2060 else msg_format("%^s breathes gravity.", m_name);
2063 dam = ((m_ptr->hp / 3) > 200 ? 200 : (m_ptr->hp / 3));
2064 breath(y, x, m_idx, GF_GRAVITY, dam,0, TRUE, MS_BR_GRAVITY, learnable);
2072 if (m_ptr->r_idx == MON_BOTEI)
2074 msg_format("¡Ö¥ÜÄë¥Ó¥ë¥«¥Ã¥¿¡¼¡ª¡ª¡ª¡×");
2076 msg_format("'Boty-Build cutter!!!'");
2079 else if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2081 else if (blind) msg_format("%^s breathes.", m_name);
2085 else msg_format("%^s¤¬ÇËÊҤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2087 else msg_format("%^s breathes shards.", m_name);
2090 dam = ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6));
2091 breath(y, x, m_idx, GF_SHARDS, dam,0, TRUE, MS_BR_SHARDS, learnable);
2092 update_smart_learn(m_idx, DRS_SHARD);
2101 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2103 if (blind) msg_format("%^s breathes.", m_name);
2107 else msg_format("%^s¤¬¥×¥é¥º¥Þ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2109 else msg_format("%^s breathes plasma.", m_name);
2112 dam = ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6));
2113 breath(y, x, m_idx, GF_PLASMA, dam,0, TRUE, MS_BR_PLASMA, learnable);
2122 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2124 if (blind) msg_format("%^s breathes.", m_name);
2128 else msg_format("%^s¤¬¥Õ¥©¡¼¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2130 else msg_format("%^s breathes force.", m_name);
2133 dam = ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6));
2134 breath(y, x, m_idx, GF_FORCE, dam,0, TRUE, MS_BR_FORCE, learnable);
2143 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2145 if (blind) msg_format("%^s breathes.", m_name);
2149 else msg_format("%^s¤¬ËâÎϤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2151 else msg_format("%^s breathes mana.", m_name);
2153 dam = ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3));
2154 breath(y, x, m_idx, GF_MANA, dam,0, TRUE, MS_BR_MANA, learnable);
2163 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2165 if (blind) msg_format("%^s mumbles.", m_name);
2169 else msg_format("%^s¤¬Êü¼Íǽµå¤òÊü¤Ã¤¿¡£", m_name);
2171 else msg_format("%^s casts a ball of radiation.", m_name);
2174 dam = (rlev + damroll(10, 6)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2175 breath(y, x, m_idx, GF_NUKE, dam, 2, FALSE, MS_BALL_NUKE, learnable);
2176 update_smart_learn(m_idx, DRS_POIS);
2185 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2187 if (blind) msg_format("%^s breathes.", m_name);
2191 else msg_format("%^s¤¬Êü¼ÍÀÇÑ´þʪ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2193 else msg_format("%^s breathes toxic waste.", m_name);
2196 dam = ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3));
2197 breath(y, x, m_idx, GF_NUKE, dam,0, TRUE, MS_BR_NUKE, learnable);
2198 update_smart_learn(m_idx, DRS_POIS);
2207 if (blind) msg_format("%^s¤¬¶²¤í¤·¤²¤Ë¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2209 if (blind) msg_format("%^s mumbles frighteningly.", m_name);
2213 else msg_format("%^s¤¬½ã¥í¥°¥ë¥¹¤òÊü¤Ã¤¿¡£", m_name);/*nuke me*/
2215 else msg_format("%^s invokes a raw Logrus.", m_name);
2218 dam = ((r_ptr->flags2 & RF2_POWERFUL) ? (rlev * 3) : (rlev * 2))+ damroll(10, 10);
2219 breath(y, x, m_idx, GF_CHAOS, dam, 4, FALSE, MS_BALL_CHAOS, learnable);
2220 update_smart_learn(m_idx, DRS_CHAOS);
2229 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2231 if (blind) msg_format("%^s breathes.", m_name);
2235 else msg_format("%^s¤¬Ê¬²ò¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2237 else msg_format("%^s breathes disintegration.", m_name);
2240 dam = ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6));
2241 breath(y, x, m_idx, GF_DISINTEGRATE, dam,0, TRUE, MS_BR_DISI, learnable);
2252 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2254 if (blind) msg_format("%^s mumbles.", m_name);
2258 else msg_format("%^s¤¬¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2260 else msg_format("%^s casts an acid ball.", m_name);
2263 dam = (randint1(rlev * 3) + 15) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2264 breath(y, x, m_idx, GF_ACID, dam, 2, FALSE, MS_BALL_ACID, learnable);
2265 update_smart_learn(m_idx, DRS_ACID);
2274 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2276 if (blind) msg_format("%^s mumbles.", m_name);
2280 else msg_format("%^s¤¬¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2282 else msg_format("%^s casts a lightning ball.", m_name);
2285 dam = (randint1(rlev * 3 / 2) + 8) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2286 breath(y, x, m_idx, GF_ELEC, dam, 2, FALSE, MS_BALL_ELEC, learnable);
2287 update_smart_learn(m_idx, DRS_ELEC);
2296 if (m_ptr->r_idx == MON_ROLENTO)
2300 msg_format("%s¤¬²¿¤«¤òÅꤲ¤¿¡£", m_name);
2302 msg_format("%s¤Ï¼êÜØÃƤòÅꤲ¤¿¡£", m_name);
2305 msg_format("%^s throws something.", m_name);
2307 msg_format("%^s throws a hand grenade.", m_name);
2313 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2315 if (blind) msg_format("%^s mumbles.", m_name);
2319 else msg_format("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2321 else msg_format("%^s casts a fire ball.", m_name);
2325 dam = (randint1(rlev * 7 / 2) + 10) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2326 breath(y, x, m_idx, GF_FIRE, dam, 2, FALSE, MS_BALL_FIRE, learnable);
2327 update_smart_learn(m_idx, DRS_FIRE);
2336 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2338 if (blind) msg_format("%^s mumbles.", m_name);
2342 else msg_format("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2344 else msg_format("%^s casts a frost ball.", m_name);
2347 dam = (randint1(rlev * 3 / 2) + 10) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2348 breath(y, x, m_idx, GF_COLD, dam, 2, FALSE, MS_BALL_COLD, learnable);
2349 update_smart_learn(m_idx, DRS_COLD);
2358 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2360 if (blind) msg_format("%^s mumbles.", m_name);
2364 else msg_format("%^s¤¬°½±À¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2366 else msg_format("%^s casts a stinking cloud.", m_name);
2369 dam = damroll(12, 2) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2370 breath(y, x, m_idx, GF_POIS, dam, 2, FALSE, MS_BALL_POIS, learnable);
2371 update_smart_learn(m_idx, DRS_POIS);
2380 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2382 if (blind) msg_format("%^s mumbles.", m_name);
2386 else msg_format("%^s¤¬ÃϹöµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2388 else msg_format("%^s casts a nether ball.", m_name);
2391 dam = 50 + damroll(10, 10) + (rlev * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1));
2392 breath(y, x, m_idx, GF_NETHER, dam, 2, FALSE, MS_BALL_NETHER, learnable);
2393 update_smart_learn(m_idx, DRS_NETH);
2402 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2404 if (blind) msg_format("%^s mumbles.", m_name);
2408 else msg_format("%^s¤¬Î®¤ì¤ë¤è¤¦¤Ê¿È¿¶¤ê¤ò¤·¤¿¡£", m_name);
2410 else msg_format("%^s gestures fluidly.", m_name);
2414 msg_print("¤¢¤Ê¤¿¤Ï±²´¬¤¤Ë°û¤ß¹þ¤Þ¤ì¤¿¡£");
2416 msg_print("You are engulfed in a whirlpool.");
2419 dam = ((r_ptr->flags2 & RF2_POWERFUL) ? randint1(rlev * 3) : randint1(rlev * 2)) + 50;
2420 breath(y, x, m_idx, GF_WATER, dam, 4, FALSE, MS_BALL_WATER, learnable);
2429 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2431 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2435 else msg_format("%^s¤¬ËâÎϤÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2437 else msg_format("%^s invokes a mana storm.", m_name);
2440 dam = (rlev * 4) + 50 + damroll(10, 10);
2441 breath(y, x, m_idx, GF_MANA, dam, 4, FALSE, MS_BALL_MANA, learnable);
2450 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2452 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2456 else msg_format("%^s¤¬°Å¹õ¤ÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2458 else msg_format("%^s invokes a darkness storm.", m_name);
2461 dam = (rlev * 4) + 50 + damroll(10, 10);
2462 breath(y, x, m_idx, GF_DARK, dam, 4, FALSE, MS_BALL_DARK, learnable);
2463 update_smart_learn(m_idx, DRS_DARK);
2467 /* RF5_DRAIN_MANA */
2470 if (x!=px || y!=py) return (FALSE);
2479 msg_format("%^s¤ËÀº¿À¥¨¥Í¥ë¥®¡¼¤òµÛ¤¤¼è¤é¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
2481 msg_format("%^s draws psychic energy from you!", m_name);
2486 r1 = (randint1(rlev) / 2) + 1;
2489 if (r1 >= p_ptr->csp)
2493 p_ptr->csp_frac = 0;
2502 learn_spell(MS_DRAIN_MANA);
2505 p_ptr->redraw |= (PR_MANA);
2508 p_ptr->window |= (PW_PLAYER);
2509 p_ptr->window |= (PW_SPELL);
2511 /* Heal the monster */
2512 if (m_ptr->hp < m_ptr->maxhp)
2515 m_ptr->hp += (6 * r1);
2516 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2518 /* Redraw (later) if needed */
2519 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2520 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2522 /* Special message */
2526 msg_format("%^s¤Ïµ¤Ê¬¤¬Îɤµ¤½¤¦¤À¡£", m_name);
2528 msg_format("%^s appears healthier.", m_name);
2534 update_smart_learn(m_idx, DRS_MANA);
2538 /* RF5_MIND_BLAST */
2541 if (x!=px || y!=py) return (FALSE);
2547 msg_print("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£");
2549 msg_print("You feel something focusing on your mind.");
2556 msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¤Ë¤é¤ó¤Ç¤¤¤ë¡£", m_name);
2558 msg_format("%^s gazes deep into your eyes.", m_name);
2563 dam = damroll(7, 7);
2564 breath(y, x, m_idx, GF_MIND_BLAST, dam, 0, FALSE, MS_MIND_BLAST, learnable);
2568 /* RF5_BRAIN_SMASH */
2571 if (x!=px || y!=py) return (FALSE);
2577 msg_print("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£");
2579 msg_print("You feel something focusing on your mind.");
2586 msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¸«¤Æ¤¤¤ë¡£", m_name);
2588 msg_format("%^s looks deep into your eyes.", m_name);
2593 dam = damroll(12, 12);
2594 breath(y, x, m_idx, GF_BRAIN_SMASH, dam, 0, FALSE, MS_BRAIN_SMASH, learnable);
2601 if (x!=px || y!=py) return (FALSE);
2605 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2607 if (blind) msg_format("%^s mumbles.", m_name);
2611 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¼ö¤Ã¤¿¡£", m_name);
2613 else msg_format("%^s points at you and curses.", m_name);
2616 dam = damroll(3, 8);
2617 breath(y, x, m_idx, GF_CAUSE_1, dam, 0, FALSE, MS_CAUSE_1, learnable);
2624 if (x!=px || y!=py) return (FALSE);
2628 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2630 if (blind) msg_format("%^s mumbles.", m_name);
2634 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼ö¤Ã¤¿¡£", m_name);
2636 else msg_format("%^s points at you and curses horribly.", m_name);
2639 dam = damroll(8, 8);
2640 breath(y, x, m_idx, GF_CAUSE_2, dam, 0, FALSE, MS_CAUSE_2, learnable);
2647 if (x!=px || y!=py) return (FALSE);
2651 if (blind) msg_format("%^s¤¬²¿¤«¤òÂçÀ¼¤Ç¶«¤ó¤À¡£", m_name);
2653 if (blind) msg_format("%^s mumbles loudly.", m_name);
2657 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼öʸ¤ò¾§¤¨¤¿¡ª", m_name);
2659 else msg_format("%^s points at you, incanting terribly!", m_name);
2662 dam = damroll(10, 15);
2663 breath(y, x, m_idx, GF_CAUSE_3, dam, 0, FALSE, MS_CAUSE_3, learnable);
2670 if (x!=px || y!=py) return (FALSE);
2674 if (blind) msg_format("%^s¤¬¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", m_name);
2676 if (blind) msg_format("%^s screams the word 'DIE!'", m_name);
2680 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÈ빦¤òÆͤ¤¤Æ¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", m_name);
2682 else msg_format("%^s points at you, screaming the word DIE!", m_name);
2685 dam = damroll(15, 15);
2686 breath(y, x, m_idx, GF_CAUSE_4, dam, 0, FALSE, MS_CAUSE_4, learnable);
2693 if (x!=px || y!=py) 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¤¬¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2704 else msg_format("%^s casts a acid bolt.", m_name);
2707 dam = (damroll(7, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2708 bolt(m_idx, GF_ACID, dam, MS_BOLT_ACID, learnable);
2709 update_smart_learn(m_idx, DRS_ACID);
2710 update_smart_learn(m_idx, DRS_REFLECT);
2717 if (x!=px || y!=py) return (FALSE);
2720 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2722 if (blind) msg_format("%^s mumbles.", m_name);
2726 else msg_format("%^s¤¬¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2728 else msg_format("%^s casts a lightning bolt.", m_name);
2731 dam = (damroll(4, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2732 bolt(m_idx, GF_ELEC, dam, MS_BOLT_ELEC, learnable);
2733 update_smart_learn(m_idx, DRS_ELEC);
2734 update_smart_learn(m_idx, DRS_REFLECT);
2741 if (x!=px || y!=py) return (FALSE);
2744 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2746 if (blind) msg_format("%^s mumbles.", m_name);
2750 else msg_format("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2752 else msg_format("%^s casts a fire bolt.", m_name);
2755 dam = (damroll(9, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2756 bolt(m_idx, GF_FIRE, dam, MS_BOLT_FIRE, learnable);
2757 update_smart_learn(m_idx, DRS_FIRE);
2758 update_smart_learn(m_idx, DRS_REFLECT);
2765 if (x!=px || y!=py) return (FALSE);
2768 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2770 if (blind) msg_format("%^s mumbles.", m_name);
2774 else msg_format("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2776 else msg_format("%^s casts a frost bolt.", m_name);
2779 dam = (damroll(6, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2780 bolt(m_idx, GF_COLD, dam, MS_BOLT_COLD, learnable);
2781 update_smart_learn(m_idx, DRS_COLD);
2782 update_smart_learn(m_idx, DRS_REFLECT);
2791 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2793 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2797 else msg_format("%^s¤¬¥¹¥¿¡¼¥Ð¡¼¥¹¥È¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2799 else msg_format("%^s invokes a starburst.", m_name);
2802 dam = (rlev * 4) + 50 + damroll(10, 10);
2803 breath(y, x, m_idx, GF_LITE, dam, 4, FALSE, MS_STARBURST, learnable);
2804 update_smart_learn(m_idx, DRS_LITE);
2811 if (x!=px || y!=py) return (FALSE);
2814 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2816 if (blind) msg_format("%^s mumbles.", m_name);
2820 else msg_format("%^s¤¬ÃϹö¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2822 else msg_format("%^s casts a nether bolt.", m_name);
2825 dam = 30 + damroll(5, 5) + (rlev * 4) / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3);
2826 bolt(m_idx, GF_NETHER, dam, MS_BOLT_NETHER, learnable);
2827 update_smart_learn(m_idx, DRS_NETH);
2828 update_smart_learn(m_idx, DRS_REFLECT);
2835 if (x!=px || y!=py) return (FALSE);
2838 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2840 if (blind) msg_format("%^s mumbles.", m_name);
2844 else msg_format("%^s¤¬¥¦¥©¡¼¥¿¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2846 else msg_format("%^s casts a water bolt.", m_name);
2849 dam = damroll(10, 10) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2850 bolt(m_idx, GF_WATER, dam, MS_BOLT_WATER, learnable);
2851 update_smart_learn(m_idx, DRS_REFLECT);
2858 if (x!=px || y!=py) return (FALSE);
2861 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2863 if (blind) msg_format("%^s mumbles.", m_name);
2867 else msg_format("%^s¤¬ËâÎϤÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2869 else msg_format("%^s casts a mana bolt.", m_name);
2872 dam = randint1(rlev * 7 / 2) + 50;
2873 bolt(m_idx, GF_MANA, dam, MS_BOLT_MANA, learnable);
2874 update_smart_learn(m_idx, DRS_REFLECT);
2881 if (x!=px || y!=py) return (FALSE);
2884 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2886 if (blind) msg_format("%^s mumbles.", m_name);
2890 else msg_format("%^s¤¬¥×¥é¥º¥Þ¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2892 else msg_format("%^s casts a plasma bolt.", m_name);
2895 dam = 10 + damroll(8, 7) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2896 bolt(m_idx, GF_PLASMA, dam, MS_BOLT_PLASMA, learnable);
2897 update_smart_learn(m_idx, DRS_REFLECT);
2904 if (x!=px || y!=py) return (FALSE);
2907 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2909 if (blind) msg_format("%^s mumbles.", m_name);
2913 else msg_format("%^s¤¬¶Ë´¨¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2915 else msg_format("%^s casts an ice bolt.", m_name);
2918 dam = damroll(6, 6) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2919 bolt(m_idx, GF_ICE, dam, MS_BOLT_ICE, learnable);
2920 update_smart_learn(m_idx, DRS_COLD);
2921 update_smart_learn(m_idx, DRS_REFLECT);
2928 if (x!=px || y!=py) return (FALSE);
2931 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2933 if (blind) msg_format("%^s mumbles.", m_name);
2937 else msg_format("%^s¤¬¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2939 else msg_format("%^s casts a magic missile.", m_name);
2942 dam = damroll(2, 6) + (rlev / 3);
2943 bolt(m_idx, GF_MISSILE, dam, MS_MAGIC_MISSILE, learnable);
2944 update_smart_learn(m_idx, DRS_REFLECT);
2951 if (x!=px || y!=py) return (FALSE);
2955 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¯¤È¡¢¶²¤í¤·¤²¤Ê²»¤¬Ê¹¤³¤¨¤¿¡£", m_name);
2957 if (blind) msg_format("%^s mumbles, and you hear scary noises.", m_name);
2961 else msg_format("%^s¤¬¶²¤í¤·¤²¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£", m_name);
2963 else msg_format("%^s casts a fearful illusion.", m_name);
2966 if (p_ptr->resist_fear)
2969 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
2971 msg_print("You refuse to be frightened.");
2975 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
2978 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
2980 msg_print("You refuse to be frightened.");
2986 (void)set_afraid(p_ptr->afraid + randint0(4) + 4);
2988 learn_spell(MS_SCARE);
2989 update_smart_learn(m_idx, DRS_FEAR);
2996 if (x!=px || y!=py) return (FALSE);
3000 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3002 if (blind) msg_format("%^s mumbles.", m_name);
3006 else msg_format("%^s¤¬¼öʸ¤ò¾§¤¨¤Æ¤¢¤Ê¤¿¤ÎÌܤò¤¯¤é¤Þ¤·¤¿¡ª", m_name);
3008 else msg_format("%^s casts a spell, burning your eyes!", m_name);
3011 if (p_ptr->resist_blind)
3014 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3016 msg_print("You are unaffected!");
3020 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3023 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3025 msg_print("You resist the effects!");
3031 (void)set_blind(12 + randint0(4));
3033 learn_spell(MS_BLIND);
3034 update_smart_learn(m_idx, DRS_BLIND);
3041 if (x!=px || y!=py) return (FALSE);
3045 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¯¤È¡¢Æ¬¤òǺ¤Þ¤¹²»¤¬¤·¤¿¡£", m_name);
3047 if (blind) msg_format("%^s mumbles, and you hear puzzling noises.", m_name);
3051 else msg_format("%^s¤¬Í¶ÏÇŪ¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£", m_name);
3053 else msg_format("%^s creates a mesmerising illusion.", m_name);
3056 if (p_ptr->resist_conf)
3059 msg_print("¤·¤«¤·¸¸³Ð¤Ë¤Ï¤À¤Þ¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3061 msg_print("You disbelieve the feeble spell.");
3065 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3068 msg_print("¤·¤«¤·¸¸³Ð¤Ë¤Ï¤À¤Þ¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3070 msg_print("You disbelieve the feeble spell.");
3076 (void)set_confused(p_ptr->confused + randint0(4) + 4);
3078 learn_spell(MS_CONF);
3079 update_smart_learn(m_idx, DRS_CONF);
3086 if (x!=px || y!=py) return (FALSE);
3090 msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¶ÚÎϤòµÛ¤¤¼è¤í¤¦¤È¤·¤¿¡ª", m_name);
3092 msg_format("%^s drains power from your muscles!", m_name);
3095 if (p_ptr->free_act)
3098 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3100 msg_print("You are unaffected!");
3104 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3107 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3109 msg_print("You resist the effects!");
3115 (void)set_slow(p_ptr->slow + randint0(4) + 4, FALSE);
3117 learn_spell(MS_SLOW);
3118 update_smart_learn(m_idx, DRS_FREE);
3125 if (x!=px || y!=py) return (FALSE);
3129 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3131 if (blind) msg_format("%^s mumbles.", m_name);
3135 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÌܤò¤¸¤Ã¤È¸«¤Ä¤á¤¿¡ª", m_name);
3137 else msg_format("%^s stares deep into your eyes!", m_name);
3140 if (p_ptr->free_act)
3143 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3145 msg_print("You are unaffected!");
3149 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3152 msg_format("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3154 msg_format("You resist the effects!");
3160 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
3162 learn_spell(MS_SLEEP);
3163 update_smart_learn(m_idx, DRS_FREE);
3174 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3176 msg_format("%^s mumbles.", m_name);
3183 msg_format("%^s¤¬¼«Ê¬¤ÎÂΤËÇ°¤òÁ÷¤Ã¤¿¡£", m_name, m_poss);
3185 msg_format("%^s concentrates on %s body.", m_name, m_poss);
3190 /* Allow quick speed increases to base+10 */
3194 msg_format("%^s¤ÎÆ°¤¤¬Â®¤¯¤Ê¤Ã¤¿¡£", m_name);
3196 msg_format("%^s starts moving faster.", m_name);
3199 m_ptr->fast = MIN(200, m_ptr->fast + 100);
3200 if (p_ptr->riding == m_idx) p_ptr->update |= PU_BONUS;
3207 if (x!=px || y!=py) return (FALSE);
3210 msg_format("%^s¤¬ÇËÌǤμê¤òÊü¤Ã¤¿¡ª", m_name);
3212 msg_format("%^s invokes the Hand of Doom!", m_name);
3214 dam = (((s32b) ((40 + randint1(20)) * (p_ptr->chp))) / 100);
3215 breath(y, x, m_idx, GF_HAND_DOOM, dam, 0, FALSE, MS_HAND_DOOM, learnable);
3228 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3230 msg_format("%^s mumbles.", m_name);
3237 msg_format("%^s¤¬¼«Ê¬¤Î½ý¤Ë½¸Ã椷¤¿¡£", m_name);
3239 msg_format("%^s concentrates on %s wounds.", m_name, m_poss);
3245 m_ptr->hp += (rlev * 6);
3248 if (m_ptr->hp >= m_ptr->maxhp)
3251 m_ptr->hp = m_ptr->maxhp;
3257 msg_format("%^s¤Ï´°Á´¤Ë¼£¤Ã¤¿¡ª", m_name);
3259 msg_format("%^s looks completely healed!", m_name);
3266 msg_format("%^s¤Ï´°Á´¤Ë¼£¤Ã¤¿¤è¤¦¤À¡ª", m_name);
3268 msg_format("%^s sounds completely healed!", m_name);
3274 /* Partially healed */
3281 msg_format("%^s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
3283 msg_format("%^s looks healthier.", m_name);
3290 msg_format("%^s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
3292 msg_format("%^s sounds healthier.", m_name);
3298 /* Redraw (later) if needed */
3299 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3300 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3310 msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name, m_poss);
3312 msg_format("%^s recovers %s courage.", m_name, m_poss);
3328 msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3330 msg_format("%^s mumbles powerfully.", m_name);
3337 msg_format("%s¤Ï̵½ý¤Îµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3339 msg_format("%^s casts a Globe of Invulnerability.", m_name);
3344 if (!(m_ptr->invulner))
3345 m_ptr->invulner = randint1(4) + 4;
3347 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3348 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3357 msg_format("%^s¤¬½Ö»þ¤Ë¾Ã¤¨¤¿¡£", m_name);
3359 msg_format("%^s blinks away.", m_name);
3362 teleport_away(m_idx, 10, FALSE);
3363 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
3370 int i, oldfy, oldfx;
3371 u32b flgs[TR_FLAG_SIZE];
3379 msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¤·¤¿¡£", m_name);
3381 msg_format("%^s teleports away.", m_name);
3384 teleport_away(m_idx, MAX_SIGHT * 2 + 5, FALSE);
3386 if (los(py, px, oldfy, oldfx) && !world_monster)
3388 for (i=INVEN_RARM;i<INVEN_TOTAL;i++)
3390 o_ptr = &inventory[i];
3391 if(!cursed_p(o_ptr))
3393 object_flags(o_ptr, flgs);
3395 if((have_flag(flgs, TR_TELEPORT)) || (p_ptr->muta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR))
3398 if(get_check_strict("¤Ä¤¤¤Æ¤¤¤¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
3400 if(get_check_strict("Do you follow it? ", CHECK_OKAY_CANCEL))
3405 teleport_player(200);
3407 msg_print("¼ºÇÔ¡ª");
3409 msg_print("Failed!");
3412 else teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE);
3413 p_ptr->energy_need += ENERGY_NEED();
3428 if(m_ptr->r_idx == MON_DIO) who = 1;
3429 else if(m_ptr->r_idx == MON_WONG) who = 3;
3431 if (!process_the_world(randint1(2)+2, who, TRUE)) return (FALSE);
3441 switch(m_ptr->r_idx)
3444 if (p_ptr->inside_arena || p_ptr->inside_battle) return FALSE;
3445 for (k = 0; k < 6; k++)
3447 count += summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_BIZARRE1, PM_ALLOW_GROUP);
3451 case MON_BANORLUPART:
3453 int dummy_hp = (m_ptr->hp + 1) / 2;
3454 int dummy_maxhp = m_ptr->maxhp/2;
3455 int dummy_y = m_ptr->fy;
3456 int dummy_x = m_ptr->fx;
3458 if (p_ptr->inside_arena || p_ptr->inside_battle || !summon_possible(m_ptr->fy, m_ptr->fx)) return FALSE;
3459 delete_monster_idx(cave[m_ptr->fy][m_ptr->fx].m_idx);
3460 summon_named_creature(0, dummy_y, dummy_x, MON_BANOR, mode);
3461 m_list[hack_m_idx_ii].hp = dummy_hp;
3462 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3463 summon_named_creature(0, dummy_y, dummy_x, MON_LUPART, mode);
3464 m_list[hack_m_idx_ii].hp = dummy_hp;
3465 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3468 msg_print("¡Ø¥Ð¡¼¥Î¡¼¥ë¡¦¥ë¥Ñ¡¼¥È¡Ù¤¬Ê¬Îö¤·¤¿¡ª");
3470 msg_print("Banor=Rupart splits in two person!");
3479 int dummy_maxhp = 0;
3480 int dummy_y = m_ptr->fy;
3481 int dummy_x = m_ptr->fx;
3483 if (!r_info[MON_BANOR].cur_num || !r_info[MON_LUPART].cur_num) return (FALSE);
3484 for (k = 1; k < m_max; k++)
3486 if (m_list[k].r_idx == MON_BANOR || m_list[k].r_idx == MON_LUPART)
3488 dummy_hp += m_list[k].hp;
3489 dummy_maxhp += m_list[k].maxhp;
3490 if (m_list[k].r_idx != m_ptr->r_idx)
3492 dummy_y = m_list[k].fy;
3493 dummy_x = m_list[k].fx;
3495 delete_monster_idx(k);
3498 summon_named_creature(0, dummy_y, dummy_x, MON_BANORLUPART, mode);
3499 m_list[hack_m_idx_ii].hp = dummy_hp;
3500 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3503 msg_print("¡Ø¥Ð¡¼¥Î¡¼¥ë¡Ù¤È¡Ø¥ë¥Ñ¡¼¥È¡Ù¤¬¹çÂΤ·¤¿¡ª");
3505 msg_print("Banor and Rupart combine into one!");
3512 if (r_ptr->d_char == 'B')
3516 if (one_in_(3) || x!=px || y!=py)
3519 msg_format("%^s¤ÏÆÍÁ³»ë³¦¤«¤é¾Ã¤¨¤¿!", m_name);
3521 msg_format("%^s suddenly go out of your sight!", m_name);
3523 teleport_away(m_idx, 10, FALSE);
3524 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
3528 int dam = damroll(4, 8);
3531 msg_format("%^s¤¬¤¢¤Ê¤¿¤òÄϤó¤Ç¶õÃ椫¤éÅꤲÍ¤¿¡£", m_name);
3533 msg_format("%^s holds you, and drops from the sky.", m_name);
3535 teleport_player_to(m_ptr->fy, m_ptr->fx, FALSE);
3542 msg_print("¤¢¤Ê¤¿¤ÏÀŤ«¤ËÃåÃϤ·¤¿¡£");
3544 msg_print("You float gently down to the ground.");
3550 msg_print("¤¢¤Ê¤¿¤ÏÃÏÌ̤ËᤤĤ±¤é¤ì¤¿¡£");
3552 msg_print("You crashed into the ground.");
3554 dam += damroll(6, 8);
3557 /* Mega hack -- this special action deals damage to the player. Therefore the code of "eyeeye" is necessary.
3560 get_damage = take_hit(DAMAGE_NOESCAPE, dam, m_name, -1);
3561 if (p_ptr->tim_eyeeye && get_damage > 0 && !p_ptr->is_dead)
3564 msg_format("¹¶·â¤¬%s¼«¿È¤ò½ý¤Ä¤±¤¿¡ª", m_name);
3566 char m_name_self[80];
3569 monster_desc(m_name_self, m_ptr, 0x23);
3571 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
3573 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
3574 set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
3580 /* Something is wrong */
3589 if (x!=px || y!=py) return (FALSE);
3593 msg_format("%^s¤¬¤¢¤Ê¤¿¤ò°ú¤Ìᤷ¤¿¡£", m_name);
3595 msg_format("%^s commands you to return.", m_name);
3598 teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE);
3599 learn_spell(MS_TELE_TO);
3606 if (x!=px || y!=py) return (FALSE);
3610 msg_format("%^s¤Ë¥Æ¥ì¥Ý¡¼¥È¤µ¤»¤é¤ì¤¿¡£", m_name);
3611 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
3612 msg_print("¤¯¤Ã¤½¡Á");
3614 msg_format("%^s teleports you away.", m_name);
3617 learn_spell(MS_TELE_AWAY);
3618 teleport_player(100);
3622 /* RF6_TELE_LEVEL */
3625 if (x!=px || y!=py) return (FALSE);
3629 if (blind) msg_format("%^s¤¬²¿¤«´ñ̯¤Ê¸ÀÍÕ¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3631 if (blind) msg_format("%^s mumbles strangely.", m_name);
3635 else msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¤ò»Ø¤µ¤·¤¿¡£", m_name);
3637 else msg_format("%^s gestures at your feet.", m_name);
3640 if (p_ptr->resist_nexus)
3643 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3645 msg_print("You are unaffected!");
3649 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3652 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3654 msg_print("You resist the effects!");
3660 teleport_player_level();
3662 learn_spell(MS_TELE_LEVEL);
3663 update_smart_learn(m_idx, DRS_NEXUS);
3670 if (x!=px || y!=py) return (FALSE);
3673 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3675 if (blind) msg_format("%^s mumbles.", m_name);
3679 else msg_format("%^s¤¬¸÷¤Î·õ¤òÊü¤Ã¤¿¡£", m_name);
3681 else msg_format("%^s throw a Psycho-Spear.", m_name);
3684 dam = (r_ptr->flags2 & RF2_POWERFUL) ? (randint1(rlev * 2) + 150) : (randint1(rlev * 3 / 2) + 100);
3685 beam(m_idx, GF_PSY_SPEAR, dam, MS_PSY_SPEAR, learnable);
3692 if (x!=px || y!=py) 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 if (p_ptr->pclass == CLASS_NINJA) msg_format("%^s¤¬ÊÕ¤ê¤òÌÀ¤ë¤¯¾È¤é¤·¤¿¡£", m_name);
3703 else msg_format("%^s¤¬°Å°Ç¤ÎÃæ¤Ç¼ê¤ò¿¶¤Ã¤¿¡£", m_name);
3705 else if (p_ptr->pclass == CLASS_NINJA)
3706 msg_format("%^s cast a spell to light up.", m_name);
3707 else msg_format("%^s gestures in shadow.", m_name);
3710 learn_spell(MS_DARKNESS);
3711 if (p_ptr->pclass == CLASS_NINJA)
3712 (void)lite_area(0, 3);
3714 (void)unlite_area(0, 3);
3724 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤Æ¼Ù°¤ËÈù¾Ð¤ó¤À¡£", m_name);
3726 if (blind) msg_format("%^s mumbles, and then cackles evilly.", m_name);
3730 else msg_format("%^s¤¬¼öʸ¤ò¾§¤¨¤Æ¼Ù°¤ËÈù¾Ð¤ó¤À¡£", m_name);
3732 else msg_format("%^s casts a spell and cackles evilly.", m_name);
3735 learn_spell(MS_MAKE_TRAP);
3736 (void)trap_creation(y, x);
3743 if (x!=px || y!=py) return (FALSE);
3747 msg_format("%^s¤¬¤¢¤Ê¤¿¤Îµ²±¤ò¾Ãµî¤·¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", m_name);
3749 msg_format("%^s tries to blank your mind.", m_name);
3753 if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3756 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3758 msg_print("You resist the effects!");
3762 else if (lose_all_info())
3765 msg_print("µ²±¤¬Çö¤ì¤Æ¤·¤Þ¤Ã¤¿¡£");
3767 msg_print("Your memories fade away.");
3771 learn_spell(MS_FORGET);
3775 /* RF6_RAISE_DEAD */
3780 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3782 if (blind) msg_format("%^s mumbles.", m_name);
3786 else msg_format("%^s¤¬»à¼ÔÉü³è¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3788 else msg_format("%^s casts a spell to revive corpses.", m_name);
3790 animate_dead(m_idx, m_ptr->fy, m_ptr->fx);
3794 /* RF6_SUMMON_KIN */
3798 if (m_ptr->r_idx == MON_ROLENTO)
3802 msg_format("%^s¤¬²¿¤«ÂçÎ̤ËÅꤲ¤¿¡£", m_name);
3804 msg_format("%^s¤Ï¼êÜØÃƤò¤Ð¤é¤Þ¤¤¤¿¡£", m_name);
3807 msg_format("%^s spreads something.", m_name);
3809 msg_format("%^s throws some hand grenades.", m_name);
3812 else if (m_ptr->r_idx == MON_SERPENT || m_ptr->r_idx == MON_ZOMBI_SERPENT)
3816 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3818 msg_format("%^s¤¬¥À¥ó¥¸¥ç¥ó¤Î¼ç¤ò¾¤´¤·¤¿¡£", m_name);
3821 msg_format("%^s mumbles.", m_name);
3823 msg_format("%^s magically summons guardians of dungeons.", m_name);
3830 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3832 msg_format("%^s¤ÏËâË¡¤Ç%s¤ò¾¤´¤·¤¿¡£",
3834 ((r_ptr->flags1) & RF1_UNIQUE ?
3838 msg_format("%^s mumbles.", m_name);
3840 msg_format("%^s magically summons %s %s.",
3842 ((r_ptr->flags1) & RF1_UNIQUE ?
3843 "minions" : "kin"));
3847 if(m_ptr->r_idx == MON_ROLENTO)
3849 int num = 1 + randint1(3);
3851 for (k = 0; k < num; k++)
3853 count += summon_named_creature(m_idx, y, x, MON_SHURYUUDAN, mode);
3856 else if(m_ptr->r_idx == MON_THORONDOR ||
3857 m_ptr->r_idx == MON_GWAIHIR ||
3858 m_ptr->r_idx == MON_MENELDOR)
3860 int num = 4 + randint1(3);
3861 for (k = 0; k < num; k++)
3863 count += summon_specific(m_idx, y, x, rlev, SUMMON_EAGLES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3866 else if(m_ptr->r_idx == MON_LOUSY)
3868 int num = 2 + randint1(3);
3869 for (k = 0; k < num; k++)
3871 count += summon_specific(m_idx, y, x, rlev, SUMMON_LOUSE, PM_ALLOW_GROUP);
3874 else if(m_ptr->r_idx == MON_BULLGATES)
3876 int num = 2 + randint1(3);
3877 for (k = 0; k < num; k++)
3879 count += summon_named_creature(m_idx, y, x, 921, mode);
3882 else if (m_ptr->r_idx == MON_CALDARM)
3884 int num = randint1(3);
3885 for (k = 0; k < num; k++)
3887 count += summon_named_creature(m_idx, y, x, 930, mode);
3890 else if (m_ptr->r_idx == MON_SERPENT || m_ptr->r_idx == MON_ZOMBI_SERPENT)
3892 int num = 2 + randint1(3);
3894 if (r_info[MON_JORMUNGAND].cur_num < r_info[MON_JORMUNGAND].max_num && one_in_(6))
3897 msg_print("ÃÏÌ̤«¤é¿å¤¬¿á¤½Ð¤·¤¿¡ª");
3899 msg_print("Water blew off from the ground!");
3901 fire_ball_hide(GF_WATER_FLOW, 0, 3, 8);
3904 for (k = 0; k < num; k++)
3906 count += summon_specific(m_idx, y, x, rlev, SUMMON_GUARDIANS, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3912 summon_kin_type = r_ptr->d_char; /* Big hack */
3914 for (k = 0; k < 4; k++)
3916 count += summon_specific(m_idx, y, x, rlev, SUMMON_KIN, PM_ALLOW_GROUP);
3920 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
3922 if (blind && count) msg_print("You hear many things appear nearby.");
3934 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3936 if (blind) msg_format("%^s mumbles.", m_name);
3940 else msg_format("%^s¤¬¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
3942 else msg_format("%^s magically summons Cyberdemons!", m_name);
3946 if (blind && count) msg_print("½Å¸ü¤Ê²»¤¬¶á¤¯¤Çʹ¤³¤¨¤ë¡£");
3948 if (blind && count) msg_print("You hear heavy steps nearby.");
3951 summon_cyber(m_idx, y, x);
3960 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3962 if (blind) msg_format("%^s mumbles.", m_name);
3966 else msg_format("%^s¤¬ËâË¡¤ÇÃç´Ö¤ò¾¤´¤·¤¿¡ª", m_name);
3968 else msg_format("%^s magically summons help!", m_name);
3971 for (k = 0; k < 1; k++)
3973 count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3976 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
3978 if (blind && count) msg_print("You hear something appear nearby.");
3984 /* RF6_S_MONSTERS */
3989 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3991 if (blind) msg_format("%^s mumbles.", m_name);
3995 else msg_format("%^s¤¬ËâË¡¤Ç¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤·¤¿¡ª", m_name);
3997 else msg_format("%^s magically summons monsters!", m_name);
4000 for (k = 0; k < s_num_6; k++)
4002 count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4005 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4007 if (blind && count) msg_print("You hear many things appear nearby.");
4018 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4020 if (blind) msg_format("%^s mumbles.", m_name);
4024 else msg_format("%^s¤¬ËâË¡¤Ç¥¢¥ê¤ò¾¤´¤·¤¿¡£", m_name);
4026 else msg_format("%^s magically summons ants.", m_name);
4029 for (k = 0; k < s_num_6; k++)
4031 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANT, PM_ALLOW_GROUP);
4034 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4036 if (blind && count) msg_print("You hear many things appear nearby.");
4047 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4049 if (blind) msg_format("%^s mumbles.", m_name);
4053 else msg_format("%^s¤¬ËâË¡¤Ç¥¯¥â¤ò¾¤´¤·¤¿¡£", m_name);
4055 else msg_format("%^s magically summons spiders.", m_name);
4058 for (k = 0; k < s_num_6; k++)
4060 count += summon_specific(m_idx, y, x, rlev, SUMMON_SPIDER, PM_ALLOW_GROUP);
4063 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4065 if (blind && count) msg_print("You hear many things appear nearby.");
4076 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4078 if (blind) msg_format("%^s mumbles.", m_name);
4082 else msg_format("%^s¤¬ËâË¡¤Ç¥Ï¥¦¥ó¥É¤ò¾¤´¤·¤¿¡£", m_name);
4084 else msg_format("%^s magically summons hounds.", m_name);
4087 for (k = 0; k < s_num_4; k++)
4089 count += summon_specific(m_idx, y, x, rlev, SUMMON_HOUND, PM_ALLOW_GROUP);
4092 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4094 if (blind && count) msg_print("You hear many things appear nearby.");
4105 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4107 if (blind) msg_format("%^s mumbles.", m_name);
4111 else msg_format("%^s¤¬ËâË¡¤Ç¥Ò¥É¥é¤ò¾¤´¤·¤¿¡£", m_name);
4113 else msg_format("%^s magically summons hydras.", m_name);
4116 for (k = 0; k < s_num_4; k++)
4118 count += summon_specific(m_idx, y, x, rlev, SUMMON_HYDRA, PM_ALLOW_GROUP);
4121 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4123 if (blind && count) msg_print("You hear many things appear nearby.");
4136 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4138 if (blind) msg_format("%^s mumbles.", m_name);
4142 else msg_format("%^s¤¬ËâË¡¤ÇÅ·»È¤ò¾¤´¤·¤¿¡ª", m_name);
4144 else msg_format("%^s magically summons an angel!", m_name);
4147 if ((r_ptr->flags1 & RF1_UNIQUE) && !easy_band)
4149 num += r_ptr->level/40;
4152 for (k = 0; k < num; k++)
4154 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, PM_ALLOW_GROUP);
4160 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4162 if (blind && count) msg_print("You hear something appear nearby.");
4168 if (blind) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4170 if (blind) msg_print("You hear many things appear nearby.");
4182 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4184 if (blind) msg_format("%^s mumbles.", m_name);
4188 else msg_format("%^s¤ÏËâË¡¤Çº®Æ٤εÜÄ¤é°Ëâ¤ò¾¤´¤·¤¿¡ª", m_name);
4190 else msg_format("%^s magically summons a demon from the Courts of Chaos!", m_name);
4193 for (k = 0; k < 1; k++)
4195 count += summon_specific(m_idx, y, x, rlev, SUMMON_DEMON, PM_ALLOW_GROUP);
4198 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4200 if (blind && count) msg_print("You hear something appear nearby.");
4211 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4213 if (blind) msg_format("%^s mumbles.", m_name);
4217 else msg_format("%^s¤¬ËâË¡¤Ç¥¢¥ó¥Ç¥Ã¥É¤Î¶¯Å¨¤ò¾¤´¤·¤¿¡ª", m_name);
4219 else msg_format("%^s magically summons an undead adversary!", m_name);
4222 for (k = 0; k < 1; k++)
4224 count += summon_specific(m_idx, y, x, rlev, SUMMON_UNDEAD, 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.");
4240 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4242 if (blind) msg_format("%^s mumbles.", m_name);
4246 else msg_format("%^s¤¬ËâË¡¤Ç¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
4248 else msg_format("%^s magically summons a dragon!", m_name);
4251 for (k = 0; k < 1; k++)
4253 count += summon_specific(m_idx, y, x, rlev, SUMMON_DRAGON, PM_ALLOW_GROUP);
4256 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4258 if (blind && count) msg_print("You hear something appear nearby.");
4264 /* RF6_S_HI_UNDEAD */
4269 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))
4275 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4277 if (blind) msg_format("%^s mumbles.", m_name);
4281 else msg_format("%^s¤¬ËâË¡¤ÇÍ©µ´ÀïÂâ¤ò¾¤´¤·¤¿¡ª", m_name);
4283 else msg_format("%^s magically summons rangers of Nazgul!", m_name);
4287 for (k = 0; k < 30; k++)
4289 if (!summon_possible(cy, cx) || !cave_floor_bold(cy, cx))
4292 for (j = 100; j > 0; j--)
4294 scatter(&cy, &cx, y, x, 2, 0);
4295 if (cave_floor_bold(cy, cx)) break;
4299 if (!cave_floor_bold(cy, cx)) continue;
4301 if (summon_named_creature(m_idx, cy, cx, MON_NAZGUL, mode))
4308 msg_format("¡ÖÍ©µ´ÀïÂâ%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×", count);
4310 msg_format("A Nazgul says 'Nazgul-Rangers Number %d, Nazgul-Black!'",count);
4314 msg_format("¡ÖƱ¤¸¤¯%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×", count);
4316 msg_format("Another one says 'Number %d, Nazgul-Black!'",count);
4322 msg_format("¡Ö%dɤ¤½¤í¤Ã¤Æ¡¢¥ê¥ó¥°¥ì¥ó¥¸¥ã¡¼¡ª¡×", count);
4324 msg_format("They say 'The %d meets! We are the Ring-Ranger!'.", count);
4331 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4333 if (blind) msg_format("%^s mumbles.", m_name);
4337 else msg_format("%^s¤¬ËâË¡¤Ç¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¤ò¾¤´¤·¤¿¡ª", m_name);
4339 else msg_format("%^s magically summons greater undead!", m_name);
4342 for (k = 0; k < s_num_6; k++)
4344 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4350 msg_print("´Ö¶á¤Ç²¿¤«Â¿¤¯¤Î¤â¤Î¤¬Ç礤²ó¤ë²»¤¬Ê¹¤³¤¨¤ë¡£");
4352 msg_print("You hear many creepy things appear nearby.");
4359 /* RF6_S_HI_DRAGON */
4364 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4366 if (blind) msg_format("%^s mumbles.", m_name);
4370 else msg_format("%^s¤¬ËâË¡¤Ç¸ÅÂå¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
4372 else msg_format("%^s magically summons ancient dragons!", m_name);
4375 for (k = 0; k < s_num_4; k++)
4377 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4382 msg_print("¿¤¯¤ÎÎ϶¯¤¤¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£");
4384 msg_print("You hear many powerful things appear nearby.");
4391 /* RF6_S_AMBERITES */
4396 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4398 if (blind) msg_format("%^s mumbles.", m_name);
4402 else msg_format("%^s¤¬¥¢¥ó¥Ð¡¼¤Î²¦Â²¤ò¾¤´¤·¤¿¡ª", m_name);
4404 else msg_format("%^s magically summons Lords of Amber!", m_name);
4409 for (k = 0; k < s_num_4; k++)
4411 count += summon_specific(m_idx, y, x, rlev, SUMMON_AMBERITES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4416 msg_print("ÉÔ»à¤Î¼Ô¤¬¶á¤¯¤Ë¸½¤ì¤ë¤Î¤¬Ê¹¤³¤¨¤¿¡£");
4418 msg_print("You hear immortal beings appear nearby.");
4430 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4432 if (blind) msg_format("%^s mumbles.", m_name);
4436 else msg_format("%^s¤¬ËâË¡¤ÇÆÃÊ̤ʶ¯Å¨¤ò¾¤´¤·¤¿¡ª", m_name);
4438 else msg_format("%^s magically summons special opponents!", m_name);
4441 for (k = 0; k < s_num_4; k++)
4443 count += summon_specific(m_idx, y, x, rlev, SUMMON_UNIQUE, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4445 if (r_ptr->flags3 & RF3_GOOD)
4447 for (k = count; k < s_num_4; k++)
4449 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4454 for (k = count; k < s_num_4; k++)
4456 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4462 msg_print("¿¤¯¤ÎÎ϶¯¤¤¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£");
4464 msg_print("You hear many powerful things appear nearby.");
4472 if ((p_ptr->action == ACTION_LEARN) && thrown_spell > 175)
4474 learn_spell(thrown_spell - 96);
4477 if (seen && maneable && !world_monster && (p_ptr->pclass == CLASS_IMITATOR))
4479 if (thrown_spell != 167)
4481 if (p_ptr->mane_num == MAX_MANE)
4485 for (i = 0;i < p_ptr->mane_num;i++)
4487 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
4488 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
4491 p_ptr->mane_spell[p_ptr->mane_num] = thrown_spell - 96;
4492 p_ptr->mane_dam[p_ptr->mane_num] = dam;
4496 p_ptr->redraw |= (PR_MANE);
4500 /* Remember what the monster did to us */
4504 if (thrown_spell < 32 * 4)
4506 r_ptr->r_flags4 |= (1L << (thrown_spell - 32 * 3));
4507 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4511 else if (thrown_spell < 32 * 5)
4513 r_ptr->r_flags5 |= (1L << (thrown_spell - 32 * 4));
4514 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4518 else if (thrown_spell < 32 * 6)
4520 r_ptr->r_flags6 |= (1L << (thrown_spell - 32 * 5));
4521 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4526 /* Always take note of monsters that kill you */
4527 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
4532 /* A spell was cast */