-/* File: mspells1.c */
-
-/*
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
- *
- * This software may be copied and distributed for educational, research,
- * and not for profit purposes provided that this copyright and statement
- * are included in all such copies. Other copyrights may also apply.
+/*!
+ * @file mspells1.c
+ * @brief モンスター魔法の実装 / Monster spells (attack player)
+ * @date 2014/01/17
+ * @author
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
+ * This software may be copied and distributed for educational, research,\n
+ * and not for profit purposes provided that this copyright and statement\n
+ * are included in all such copies. Other copyrights may also apply.\n
+ * 2014 Deskull rearranged comment for Doxygen.\n
+ * @details
+ * And now for Intelligent monster attacks (including spells).\n
+ *\n
+ * Original idea and code by "DRS" (David Reeves Sward).\n
+ * Major modifications by "BEN" (Ben Harrison).\n
+ *\n
+ * Give monsters more intelligent attack/spell selection based on\n
+ * observations of previous attacks on the player, and/or by allowing\n
+ * the monster to "cheat" and know the player status.\n
+ *\n
+ * Maintain an idea of the player status, and use that information\n
+ * to occasionally eliminate "ineffective" spell attacks. We could\n
+ * also eliminate ineffective normal attacks, but there is no reason\n
+ * for the monster to do this, since he gains no benefit.\n
+ * Note that MINDLESS monsters are not allowed to use this code.\n
+ * And non-INTELLIGENT monsters only use it partially effectively.\n
+ *\n
+ * Actually learn what the player resists, and use that information\n
+ * to remove attacks or spells before using them. This will require\n
+ * much less space, if I am not mistaken. Thus, each monster gets a\n
+ * set of 32 bit flags, "smart", build from the various "SM_*" flags.\n
+ *\n
+ * This has the added advantage that attacks and spells are related.\n
+ * The "smart_learn" option means that the monster "learns" the flags\n
+ * that should be set, and "smart_cheat" means that he "knows" them.\n
+ * So "smart_cheat" means that the "smart" field is always up to date,\n
+ * while "smart_learn" means that the "smart" field is slowly learned.\n
+ * Both of them have the same effect on the "choose spell" routine.\n
*/
-/* Purpose: Monster spells (attack player) */
-
#include "angband.h"
-/*
- * And now for Intelligent monster attacks (including spells).
- *
- * Original idea and code by "DRS" (David Reeves Sward).
- * Major modifications by "BEN" (Ben Harrison).
- *
- * Give monsters more intelligent attack/spell selection based on
- * observations of previous attacks on the player, and/or by allowing
- * the monster to "cheat" and know the player status.
- *
- * Maintain an idea of the player status, and use that information
- * to occasionally eliminate "ineffective" spell attacks. We could
- * also eliminate ineffective normal attacks, but there is no reason
- * for the monster to do this, since he gains no benefit.
- * Note that MINDLESS monsters are not allowed to use this code.
- * And non-INTELLIGENT monsters only use it partially effectively.
- *
- * Actually learn what the player resists, and use that information
- * to remove attacks or spells before using them. This will require
- * much less space, if I am not mistaken. Thus, each monster gets a
- * set of 32 bit flags, "smart", build from the various "SM_*" flags.
- *
- * This has the added advantage that attacks and spells are related.
- * The "smart_learn" option means that the monster "learns" the flags
- * that should be set, and "smart_cheat" means that he "knows" them.
- * So "smart_cheat" means that the "smart" field is always up to date,
- * while "smart_learn" means that the "smart" field is slowly learned.
- * Both of them have the same effect on the "choose spell" routine.
- */
-
-
-
-/*
+/*!
+ * @brief モンスターがプレイヤーの弱点をついた選択を取るかどうかの判定 /
* Internal probability routine
+ * @param r_ptr モンスター種族の構造体参照ポインタ
+ * @param prob 基本確率(%)
+ * @return 適した選択を取るならばTRUEを返す。
*/
static bool int_outof(monster_race *r_ptr, int prob)
{
}
-
-/*
+/*!
+ * @brief モンスターの魔法一覧から戦術的に適さない魔法を除外する /
* Remove the "bad" spells from a spell list
+ * @param m_idx モンスターの構造体参照ポインタ
+ * @param f4p モンスター魔法のフラグリスト1
+ * @param f5p モンスター魔法のフラグリスト2
+ * @param f6p モンスター魔法のフラグリスト3
+ * @return なし
*/
-static void remove_bad_spells(int m_idx, u32b *f4p, u32b *f5p, u32b *f6p)
+static void remove_bad_spells(MONSTER_IDX m_idx, u32b *f4p, u32b *f5p, u32b *f6p)
{
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_PLAS);
if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ICEE);
if (int_outof(r_ptr, 150)) f5 &= ~(RF5_MISSILE);
- if (int_outof(r_ptr, 150)) f4 &= ~(RF4_SHOOT);
}
if (smart & (SM_IMM_FREE))
}
-/*
- * Determine if there is a space near the player in which
- * a summoned creature can appear
+/*!
+ * @brief モンスターにとって所定の地点が召還に相応しい地点かどうかを返す。 /
+ * Determine if there is a space near the player in which a summoned creature can appear
+ * @param y1 判定を行いたいマスのY座標
+ * @param x1 判定を行いたいマスのX座標
+ * @return 召還に相応しいならばTRUEを返す
*/
bool summon_possible(int y1, int x1)
{
}
+/*!
+ * @brief モンスターにとって死者復活を行うべき状態かどうかを返す /
+ * Determine if there is a space near the player in which a summoned creature can appear
+ * @param m_ptr 判定を行いたいモンスターの構造体参照ポインタ
+ * @return 死者復活が有効な状態ならばTRUEを返す。
+ */
bool raise_possible(monster_type *m_ptr)
{
int xx, yy;
}
-/*
- * Originally, it was possible for a friendly to shoot another friendly.
- * Change it so a "clean shot" means no equally friendly monster is
- * between the attacker and target.
- */
-/*
+
+/*!
+ * @brief モンスターにとってボルト型魔法が有効な状態かを返す /
* Determine if a bolt spell will hit the player.
- *
- * This is exactly like "projectable", but it will
- * return FALSE if a monster is in the way.
- * no equally friendly monster is
- * between the attacker and target.
+ * @param y1 ボルト魔法発射地点のY座標
+ * @param x1 ボルト魔法発射地点のX座標
+ * @param y2 ボルト魔法目標地点のY座標
+ * @param x2 ボルト魔法目標地点のX座標
+ * @param is_friend モンスターがプレイヤーに害意を持たない(ペットか友好的)ならばTRUEをつける
+ * @return ボルト型魔法が有効ならばTRUEを返す。
+ * @details
+ * Originally, it was possible for a friendly to shoot another friendly.\n
+ * Change it so a "clean shot" means no equally friendly monster is\n
+ * between the attacker and target.\n
+ *\n
+ * This is exactly like "projectable", but it will\n
+ * return FALSE if a monster is in the way.\n
+ * no equally friendly monster is\n
+ * between the attacker and target.\n
*/
-bool clean_shot(int y1, int x1, int y2, int x2, bool friend)
+bool clean_shot(int y1, int x1, int y2, int x2, bool is_friend)
{
/* Must be the same as projectable() */
if ((cave[y][x].m_idx > 0) && !((y == y2) && (x == x2)))
{
monster_type *m_ptr = &m_list[cave[y][x].m_idx];
- if (friend == is_pet(m_ptr))
+ if (is_friend == is_pet(m_ptr))
{
return (FALSE);
}
/* Pets may not shoot through the character - TNB */
if (player_bold(y, x))
{
- if (friend) return (FALSE);
+ if (is_friend) return (FALSE);
}
}
return (TRUE);
}
-/*
- * Cast a bolt at the player
- * Stop if we hit a monster
- * Affect monsters and the player
+/*!
+ * @brief モンスターのボルト型魔法処理 /
+ * Cast a bolt at the player Stop if we hit a monster Affect monsters and the player
+ * @param m_idx モンスターのID
+ * @param y 目標のY座標
+ * @param x 目標のX座標
+ * @param typ 効果属性ID
+ * @param dam_hp 威力
+ * @param monspell モンスター魔法のID
+ * @param target_type モンスターからモンスターへ撃つならMONSTER_TO_MONSTER、モンスターからプレイヤーならMONSTER_TO_PLAYER
+ * @return なし
*/
-static void bolt(int m_idx, int typ, int dam_hp, int monspell, bool learnable)
-{
- int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_PLAYER | PROJECT_REFLECTABLE;
+void bolt(MONSTER_IDX m_idx, int y, int x, int typ, int dam_hp, int monspell, int target_type)
+ {
+ BIT_FLAGS flg = 0;
+ bool learnable = spell_learnable(m_idx);
+
+ switch (target_type)
+ {
+ case MONSTER_TO_MONSTER:
+ flg = PROJECT_STOP | PROJECT_KILL;
+ break;
+ case MONSTER_TO_PLAYER:
+ flg = PROJECT_STOP | PROJECT_KILL | PROJECT_PLAYER;
+ break;
+ }
+ if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
/* Target the player with a bolt attack */
- (void)project(m_idx, 0, py, px, dam_hp, typ, flg, (learnable ? monspell : -1));
+ (void)project(m_idx, 0, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
}
-static void beam(int m_idx, int typ, int dam_hp, int monspell, bool learnable)
+/*!
+ * @brief モンスターのビーム型魔法処理 /
+ * @param m_idx モンスターのID
+ * @param y 目標のY座標
+ * @param x 目標のX座標
+ * @param typ 効果属性ID
+ * @param dam_hp 威力
+ * @param monspell モンスター魔法のID
+ * @param target_type モンスターからモンスターへ撃つならMONSTER_TO_MONSTER、モンスターからプレイヤーならMONSTER_TO_PLAYER
+ * @return なし
+ */
+void beam(MONSTER_IDX m_idx, int y, int x, int typ, int dam_hp, int monspell, int target_type)
{
- int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU | PROJECT_PLAYER;
+ BIT_FLAGS flg = 0;
+ bool learnable = spell_learnable(m_idx);
+
+ switch (target_type)
+ {
+ case MONSTER_TO_MONSTER:
+ flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU;
+ break;
+ case MONSTER_TO_PLAYER:
+ flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU | PROJECT_PLAYER;
+ break;
+ }
/* Target the player with a bolt attack */
- (void)project(m_idx, 0, py, px, dam_hp, typ, flg, (learnable ? monspell : -1));
+ (void)project(m_idx, 0, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
}
-/*
- * Cast a breath (or ball) attack at the player
- * Pass over any monsters that may be in the way
- * Affect grids, objects, monsters, and the player
+/*!
+ * @brief モンスターのボール型&ブレス型魔法処理 /
+ * Cast a breath (or ball) attack at the player Pass over any monsters that may be in the way Affect grids, objects, monsters, and the player
+ * @param y 目標地点のY座標
+ * @param x 目標地点のX座標
+ * @param m_idx モンスターのID
+ * @param typ 効果属性ID
+ * @param dam_hp 威力
+ * @param rad 半径
+ * @param breath TRUEならばブ・E構萢・.ALSEならばボー・E萢
+ * @param monspell モンスター魔法のID
+ * @param target_type モンスターからモンスターへ撃つならMONSTER_TO_MONSTER、モンスターからプレイヤーならMONSTER_TO_PLAYER
+ * @return なし
*/
-static void breath(int y, int x, int m_idx, int typ, int dam_hp, int rad, bool breath, int monspell, bool learnable)
+void breath(int y, int x, MONSTER_IDX m_idx, int typ, int dam_hp, int rad, bool breath, int monspell, int target_type)
{
- int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_PLAYER;
-
- monster_type *m_ptr = &m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ monster_type *m_ptr = &m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ bool learnable = spell_learnable(m_idx);
+ BIT_FLAGS flg = 0x00;
+
+ switch (target_type)
+ {
+ case MONSTER_TO_MONSTER:
+ flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+ break;
+ case MONSTER_TO_PLAYER:
+ flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_PLAYER;
+ break;
+ }
/* Determine the radius of the blast */
if ((rad < 1) && breath) rad = (r_ptr->flags2 & (RF2_POWERFUL)) ? 3 : 2;
(void)project(m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
}
-
+/*!
+ * @brief モンスターのボール型&ブレス型魔法処理 /
+ * @param power 呪いの段階
+ * @param o_ptr 呪いをかけられる装備オブジェクトの構造体参照ポインタ
+ * @return 与える呪いのID
+ */
u32b get_curse(int power, object_type *o_ptr)
{
u32b new_curse;
return new_curse;
}
+/*!
+ * @brief 装備への呪い付加判定と付加処理 /
+ * @param chance 呪いの基本確率
+ * @param heavy_chance 重い呪いを選択肢に入れるか否か。
+ * @return なし
+ */
void curse_equipment(int chance, int heavy_chance)
{
bool changed = FALSE;
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
/* Extra, biased saving throw for blessed items */
- if (have_flag(oflgs, TR_BLESSED) && (randint1(888) > chance))
+ if (have_flag(oflgs, TR_BLESSED))
{
#ifdef JP
-msg_format("%s¤Ï¼ö¤¤¤òÄ·¤ÍÊÖ¤·¤¿¡ª", o_name,
+ msg_format("祝福された%sは呪いを跳ね返した!", o_name,
#else
- msg_format("Your %s resist%s cursing!", o_name,
+ msg_format("Your blessed %s resist%s cursing!", o_name,
#endif
((o_ptr->number > 1) ? "" : "s"));
if (changed)
{
#ifdef JP
-msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
+msg_format("悪意に満ちた黒いオーラが%sをとりまいた...", o_name);
#else
msg_format("There is a malignant black aura surrounding %s...", o_name);
#endif
}
-/*
+/*!
+ * @brief ID値が正しいモンスター魔法IDかどうかを返す /
* Return TRUE if a spell is good for hurting the player (directly).
+ * @param spell 判定対象のID
+ * @return 正しいIDならばTRUEを返す。
*/
static bool spell_attack(byte spell)
{
}
-/*
+/*!
+ * @brief ID値が退避目的に適したモンスター魔法IDかどうかを返す /
* Return TRUE if a spell is good for escaping.
+ * @param spell 判定対象のID
+ * @return 適した魔法のIDならばTRUEを返す。
*/
static bool spell_escape(byte spell)
{
return (FALSE);
}
-/*
+/*!
+ * @brief ID値が妨害目的に適したモンスター魔法IDかどうかを返す /
* Return TRUE if a spell is good for annoying the player.
+ * @param spell 判定対象のID
+ * @return 適した魔法のIDならばTRUEを返す。
*/
static bool spell_annoy(byte spell)
{
return (FALSE);
}
-/*
- * Return TRUE if a spell summons help.
+/*!
+ * @brief ID値が召喚型のモンスター魔法IDかどうかを返す /
+ * Return TRUE if a spell is good for annoying the player.
+ * @param spell 判定対象のID
+ * @return 召喚型魔法のIDならばTRUEを返す。
*/
static bool spell_summon(byte spell)
{
}
-/*
- * Return TRUE if a spell raise-dead.
+/*!
+ * @brief ID値が死者復活処理かどうかを返す /
+ * Return TRUE if a spell is good for annoying the player.
+ * @param spell 判定対象のID
+ * @return 死者復活の処理ならばTRUEを返す。
*/
static bool spell_raise(byte spell)
{
return (FALSE);
}
-
-/*
+/*!
+ * @brief ID値が戦術的なモンスター魔法IDかどうかを返す /
* Return TRUE if a spell is good in a tactical situation.
+ * @param spell 判定対象のID
+ * @return 戦術的な魔法のIDならばTRUEを返す。
*/
static bool spell_tactic(byte spell)
{
return (FALSE);
}
-/*
+/*!
+ * @brief ID値が無敵化するモンスター魔法IDかどうかを返す /
* Return TRUE if a spell makes invulnerable.
+ * @param spell 判定対象のID
+ * @return 召喚型魔法のIDならばTRUEを返す。
*/
static bool spell_invulner(byte spell)
{
return (FALSE);
}
-/*
+/*!
+ * @brief ID値が加速するモンスター魔法IDかどうかを返す /
* Return TRUE if a spell hastes.
+ * @param spell 判定対象のID
+ * @return 召喚型魔法のIDならばTRUEを返す。
*/
static bool spell_haste(byte spell)
{
}
-/*
+/*!
+ * @brief ID値が時間停止を行うモンスター魔法IDかどうかを返す /
* Return TRUE if a spell world.
+ * @param spell 判定対象のID
+ * @return 時間停止魔法のIDならばTRUEを返す。
*/
static bool spell_world(byte spell)
{
- /* world */
if (spell == 160 + 6) return (TRUE);
-
- /* Not a haste spell */
return (FALSE);
}
-/*
+/*!
+ * @brief ID値が特別効果のモンスター魔法IDかどうかを返す /
* Return TRUE if a spell special.
+ * @param spell 判定対象のID
+ * @return 特別効果魔法のIDならばTRUEを返す。
*/
static bool spell_special(byte spell)
{
if (p_ptr->inside_battle) return FALSE;
-
- /* world */
if (spell == 160 + 7) return (TRUE);
-
- /* Not a haste spell */
return (FALSE);
}
-/*
+/*!
+ * @brief ID値が光の剣のモンスター魔法IDかどうかを返す /
* Return TRUE if a spell psycho-spear.
+ * @param spell 判定対象のID
+ * @return 光の剣のIDならばTRUEを返す。
*/
static bool spell_psy_spe(byte spell)
{
}
-/*
+/*!
+ * @brief ID値が治癒魔法かどうかを返す /
* Return TRUE if a spell is good for healing.
+ * @param spell 判定対象のID
+ * @return 治癒魔法のIDならばTRUEを返す。
*/
static bool spell_heal(byte spell)
{
}
-/*
+/*!
+ * @brief ID値が魔力消去かどうかを返す /
* Return TRUE if a spell is good for dispel.
+ * @param spell 判定対象のID
+ * @return 魔力消去のIDならばTRUEを返す。
*/
static bool spell_dispel(byte spell)
{
}
-/*
+/*!
+ * @brief モンスターがプレイヤーに魔力消去を与えるべきかを判定するルーチン
* Check should monster cast dispel spell.
+ * @param m_idx モンスターの構造体配列ID
+ * @return 魔力消去をかけるべきならTRUEを返す。
*/
-static bool dispel_check(int m_idx)
+bool dispel_check(MONSTER_IDX m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
if (p_ptr->riding && (m_list[p_ptr->riding].mspeed < 135))
{
- if (m_list[p_ptr->riding].fast) return (TRUE);
+ if (MON_FAST(&m_list[p_ptr->riding])) return (TRUE);
}
/* No need to cast dispel spell */
}
-/*
+/*!
+ * @brief モンスターの魔法選択ルーチン
* Have a monster choose a spell from a list of "useful" spells.
- *
- * Note that this list does NOT include spells that will just hit
- * other monsters, and the list is restricted when the monster is
- * "desperate". Should that be the job of this function instead?
- *
- * Stupid monsters will just pick a spell randomly. Smart monsters
- * will choose more "intelligently".
- *
- * Use the helper functions above to put spells into categories.
- *
- * This function may well be an efficiency bottleneck.
+ * @param m_idx モンスターの構造体配列ID
+ * @param spells 候補魔法IDをまとめた配列
+ * @param num spellsの長さ
+ * @return 選択したモンスター魔法のID
+ * @details
+ * Note that this list does NOT include spells that will just hit\n
+ * other monsters, and the list is restricted when the monster is\n
+ * "desperate". Should that be the job of this function instead?\n
+ *\n
+ * Stupid monsters will just pick a spell randomly. Smart monsters\n
+ * will choose more "intelligently".\n
+ *\n
+ * Use the helper functions above to put spells into categories.\n
+ *\n
+ * This function may well be an efficiency bottleneck.\n
*/
-static int choose_attack_spell(int m_idx, byte spells[], byte num)
+static int choose_attack_spell(MONSTER_IDX m_idx, byte spells[], byte num)
{
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
}
/* Hurt badly or afraid, attempt to flee */
- if (((m_ptr->hp < m_ptr->maxhp / 3) || m_ptr->monfear) && one_in_(2))
+ if (((m_ptr->hp < m_ptr->maxhp / 3) || MON_MONFEAR(m_ptr)) && one_in_(2))
{
/* Choose escape spell if possible */
if (escape_num) return (escape[randint0(escape_num)]);
}
/* Player is close and we have attack spells, blink away */
- if ((distance(py, px, m_ptr->fy, m_ptr->fx) < 4) && (attack_num || (r_ptr->flags6 & RF6_TRAPS)) && (randint0(100) < 75) && !world_monster)
+ if ((distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx) < 4) && (attack_num || (r_ptr->a_ability_flags2 & RF6_TRAPS)) && (randint0(100) < 75) && !world_monster)
{
/* Choose tactical spell */
if (tactic_num) return (tactic[randint0(tactic_num)]);
}
/* Cast globe of invulnerability if not already in effect */
- if (invul_num && !(m_ptr->invulner) && (randint0(100) < 50))
+ if (invul_num && !m_ptr->mtimed[MTIMED_INVULNER] && (randint0(100) < 50))
{
/* Choose Globe of Invulnerability */
return (invul[randint0(invul_num)]);
}
/* Haste self if we aren't already somewhat hasted (rarely) */
- if (haste_num && (randint0(100) < 20) && !(m_ptr->fast))
+ if (haste_num && (randint0(100) < 20) && !MON_FAST(m_ptr))
{
/* Choose haste spell */
return (haste[randint0(haste_num)]);
}
-/*
+/*!
+ * @brief ID値が非魔術的な特殊技能かどうかを返す /
* Return TRUE if a spell is inate spell.
+ * @param spell 判定対象のID
+ * @return 非魔術的な特殊技能ならばTRUEを返す。
*/
-bool spell_is_inate(u16b spell)
+bool spell_is_inate(SPELL_IDX spell)
{
if (spell < 32 * 4) /* Set RF4 */
{
}
+/*!
+ * @brief モンスターがプレイヤーにダメージを与えるための最適な座標を算出する /
+ * @param m_ptr 技能を使用するモンスター構造体の参照ポインタ
+ * @param yp 最適な目標地点のY座標を返す参照ポインタ
+ * @param xp 最適な目標地点のX座標を返す参照ポインタ
+ * @param f_flag 射線に入れるのを避ける地形の所持フラグ
+ * @param path_check 射線を判定するための関数ポインタ
+ * @return 有効な座標があった場合TRUEを返す
+ */
+static bool adjacent_grid_check(monster_type *m_ptr, POSITION *yp, POSITION *xp,
+ int f_flag, bool (*path_check)(POSITION, POSITION, POSITION, POSITION))
+{
+ int i;
+ int tonari;
+ static int tonari_y[4][8] = {{-1, -1, -1, 0, 0, 1, 1, 1},
+ {-1, -1, -1, 0, 0, 1, 1, 1},
+ { 1, 1, 1, 0, 0, -1, -1, -1},
+ { 1, 1, 1, 0, 0, -1, -1, -1}};
+ static int tonari_x[4][8] = {{-1, 0, 1, -1, 1, -1, 0, 1},
+ { 1, 0, -1, 1, -1, 1, 0, -1},
+ {-1, 0, 1, -1, 1, -1, 0, 1},
+ { 1, 0, -1, 1, -1, 1, 0, -1}};
+
+ if (m_ptr->fy < p_ptr->y && m_ptr->fx < p_ptr->x) tonari = 0;
+ else if (m_ptr->fy < p_ptr->y) tonari = 1;
+ else if (m_ptr->fx < p_ptr->x) tonari = 2;
+ else tonari = 3;
+
+ for (i = 0; i < 8; i++)
+ {
+ int next_x = *xp + tonari_x[tonari][i];
+ int next_y = *yp + tonari_y[tonari][i];
+ cave_type *c_ptr;
+
+ /* Access the next grid */
+ c_ptr = &cave[next_y][next_x];
+
+ /* Skip this feature */
+ if (!cave_have_flag_grid(c_ptr, f_flag)) continue;
+
+ if (path_check(m_ptr->fy, m_ptr->fx, next_y, next_x))
+ {
+ *yp = next_y;
+ *xp = next_x;
+ return TRUE;
+ }
+ }
+
+ return FALSE;
+}
+
#define DO_SPELL_NONE 0
#define DO_SPELL_BR_LITE 1
#define DO_SPELL_BR_DISI 2
#define DO_SPELL_BA_LITE 3
-/*
+/*!
+ * @brief モンスターの特殊技能メインルーチン /
* Creatures can cast spells, shoot missiles, and breathe.
- *
- * Returns "TRUE" if a spell (or whatever) was (successfully) cast.
- *
- * XXX XXX XXX This function could use some work, but remember to
- * keep it as optimized as possible, while retaining generic code.
- *
- * Verify the various "blind-ness" checks in the code.
- *
- * XXX XXX XXX Note that several effects should really not be "seen"
- * if the player is blind. See also "effects.c" for other "mistakes".
- *
- * Perhaps monsters should breathe at locations *near* the player,
- * since this would allow them to inflict "partial" damage.
- *
- * Perhaps smart monsters should decline to use "bolt" spells if
- * there is a monster in the way, unless they wish to kill it.
- *
- * Note that, to allow the use of the "track_target" option at some
- * later time, certain non-optimal things are done in the code below,
- * including explicit checks against the "direct" variable, which is
- * currently always true by the time it is checked, but which should
- * really be set according to an explicit "projectable()" test, and
- * the use of generic "x,y" locations instead of the player location,
- * with those values being initialized with the player location.
- *
- * It will not be possible to "correctly" handle the case in which a
- * monster attempts to attack a location which is thought to contain
- * the player, but which in fact is nowhere near the player, since this
- * might induce all sorts of messages about the attack itself, and about
- * the effects of the attack, which the player might or might not be in
- * a position to observe. Thus, for simplicity, it is probably best to
- * only allow "faulty" attacks by a monster if one of the important grids
- * (probably the initial or final grid) is in fact in view of the player.
- * It may be necessary to actually prevent spell attacks except when the
- * monster actually has line of sight to the player. Note that a monster
- * could be left in a bizarre situation after the player ducked behind a
- * pillar and then teleported away, for example.
- *
- * Note that certain spell attacks do not use the "project()" function
- * but "simulate" it via the "direct" variable, which is always at least
- * as restrictive as the "project()" function. This is necessary to
- * prevent "blindness" attacks and such from bending around walls, etc,
- * and to allow the use of the "track_target" option in the future.
- *
- * Note that this function attempts to optimize the use of spells for the
- * cases in which the monster has no spells, or has spells but cannot use
- * them, or has spells but they will have no "useful" effect. Note that
- * this function has been an efficiency bottleneck in the past.
- *
- * Note the special "MFLAG_NICE" flag, which prevents a monster from using
- * any spell attacks until the player has had a single chance to move.
+ * @param m_idx モンスター構造体配列のID
+ * @return 実際に特殊技能を利用したらTRUEを返す
+ * @details
+ * Returns "TRUE" if a spell (or whatever) was (successfully) cast.\n
+ *\n
+ * XXX XXX XXX This function could use some work, but remember to\n
+ * keep it as optimized as possible, while retaining generic code.\n
+ *\n
+ * Verify the various "blind-ness" checks in the code.\n
+ *\n
+ * XXX XXX XXX Note that several effects should really not be "seen"\n
+ * if the player is blind. See also "effects.c" for other "mistakes".\n
+ *\n
+ * Perhaps monsters should breathe at locations *near* the player,\n
+ * since this would allow them to inflict "partial" damage.\n
+ *\n
+ * Perhaps smart monsters should decline to use "bolt" spells if\n
+ * there is a monster in the way, unless they wish to kill it.\n
+ *\n
+ * Note that, to allow the use of the "track_target" option at some\n
+ * later time, certain non-optimal things are done in the code below,\n
+ * including explicit checks against the "direct" variable, which is\n
+ * currently always true by the time it is checked, but which should\n
+ * really be set according to an explicit "projectable()" test, and\n
+ * the use of generic "x,y" locations instead of the player location,\n
+ * with those values being initialized with the player location.\n
+ *\n
+ * It will not be possible to "correctly" handle the case in which a\n
+ * monster attempts to attack a location which is thought to contain\n
+ * the player, but which in fact is nowhere near the player, since this\n
+ * might induce all sorts of messages about the attack itself, and about\n
+ * the effects of the attack, which the player might or might not be in\n
+ * a position to observe. Thus, for simplicity, it is probably best to\n
+ * only allow "faulty" attacks by a monster if one of the important grids\n
+ * (probably the initial or final grid) is in fact in view of the player.\n
+ * It may be necessary to actually prevent spell attacks except when the\n
+ * monster actually has line of sight to the player. Note that a monster\n
+ * could be left in a bizarre situation after the player ducked behind a\n
+ * pillar and then teleported away, for example.\n
+ *\n
+ * @note
+ * that certain spell attacks do not use the "project()" function\n
+ * but "simulate" it via the "direct" variable, which is always at least\n
+ * as restrictive as the "project()" function. This is necessary to\n
+ * prevent "blindness" attacks and such from bending around walls, etc,\n
+ * and to allow the use of the "track_target" option in the future.\n
+ *\n
+ * Note that this function attempts to optimize the use of spells for the\n
+ * cases in which the monster has no spells, or has spells but cannot use\n
+ * them, or has spells but they will have no "useful" effect. Note that\n
+ * this function has been an efficiency bottleneck in the past.\n
+ *\n
+ * Note the special "MFLAG_NICE" flag, which prevents a monster from using\n
+ * any spell attacks until the player has had a single chance to move.\n
*/
-bool make_attack_spell(int m_idx)
+bool make_attack_spell(MONSTER_IDX m_idx)
{
- int k, thrown_spell = 0, rlev, failrate;
+ int k;
+ SPELL_IDX thrown_spell = 0;
+ DEPTH rlev;
+ PERCENTAGE failrate;
byte spell[96], num = 0;
- u32b f4, f5, f6;
+ BIT_FLAGS f4, f5, f6;
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
char m_name[80];
bool no_inate = FALSE;
bool do_spell = DO_SPELL_NONE;
int dam = 0;
- u32b mode = 0L;
- int s_num_6 = (easy_band ? 2 : 6);
- int s_num_4 = (easy_band ? 1 : 4);
/* Target location */
- int x = px;
- int y = py;
-
- /* Summon count */
- int count = 0;
+ POSITION x = p_ptr->x;
+ POSITION y = p_ptr->y;
- /* Extract the blind-ness */
- bool blind = (p_ptr->blind ? TRUE : FALSE);
+ /* Target location for lite breath */
+ POSITION x_br_lite = 0;
+ POSITION y_br_lite = 0;
/* Extract the "see-able-ness" */
- bool seen = (!blind && m_ptr->ml);
-
+ bool seen = (!p_ptr->blind && m_ptr->ml);
bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
- bool learnable = (seen && maneable && !world_monster);
/* Check "projectable" */
bool direct;
bool in_no_magic_dungeon = (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && dun_level
&& (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest));
+ bool can_use_lite_area = FALSE;
+
+ bool can_remember;
+
/* Cannot cast spells when confused */
- if (m_ptr->confused)
+ if (MON_CONFUSED(m_ptr))
{
reset_target(m_ptr);
return (FALSE);
/* Extract the racial spell flags */
f4 = r_ptr->flags4;
- f5 = r_ptr->flags5;
- f6 = r_ptr->flags6;
+ f5 = r_ptr->a_ability_flags1;
+ f6 = r_ptr->a_ability_flags2;
/*** require projectable player ***/
/* Check range */
if ((m_ptr->cdis > MAX_RANGE) && !m_ptr->target_y) return (FALSE);
+ /* Check path for lite breath */
+ if (f4 & RF4_BR_LITE)
+ {
+ y_br_lite = y;
+ x_br_lite = x;
+
+ if (los(m_ptr->fy, m_ptr->fx, y_br_lite, x_br_lite))
+ {
+ feature_type *f_ptr = &f_info[cave[y_br_lite][x_br_lite].feat];
+
+ if (!have_flag(f_ptr->flags, FF_LOS))
+ {
+ if (have_flag(f_ptr->flags, FF_PROJECT) && one_in_(2)) f4 &= ~(RF4_BR_LITE);
+ }
+ }
+
+ /* Check path to next grid */
+ else if (!adjacent_grid_check(m_ptr, &y_br_lite, &x_br_lite, FF_LOS, los)) f4 &= ~(RF4_BR_LITE);
+
+ /* Don't breath lite to the wall if impossible */
+ if (!(f4 & RF4_BR_LITE))
+ {
+ y_br_lite = 0;
+ x_br_lite = 0;
+ }
+ }
+
/* Check path */
if (projectable(m_ptr->fy, m_ptr->fx, y, x))
{
success = TRUE;
}
else if ((f4 & RF4_BR_LITE) && (m_ptr->cdis < MAX_RANGE/2) &&
- los(m_ptr->fy, m_ptr->fx, y, x) &&
- (one_in_(10) || (projectable(y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
+ los(m_ptr->fy, m_ptr->fx, y, x) && one_in_(5))
{
do_spell = DO_SPELL_BR_LITE;
success = TRUE;
{
int by = y, bx = x;
get_project_point(m_ptr->fy, m_ptr->fx, &by, &bx, 0L);
- if ((distance(by, bx, y, x) <= 3) && los(by, bx, y, x) &&
- (one_in_(10) || (projectable(y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
+ if ((distance(by, bx, y, x) <= 3) && los(by, bx, y, x) && one_in_(5))
{
do_spell = DO_SPELL_BA_LITE;
success = TRUE;
}
}
- if (!success)
- {
- int i;
- int tonari;
- int tonari_y[4][8] = {{-1,-1,-1,0,0,1,1,1},
- {-1,-1,-1,0,0,1,1,1},
- {1,1,1,0,0,-1,-1,-1},
- {1,1,1,0,0,-1,-1,-1}};
- int tonari_x[4][8] = {{-1,0,1,-1,1,-1,0,1},
- {1,0,-1,1,-1,1,0,-1},
- {-1,0,1,-1,1,-1,0,1},
- {1,0,-1,1,-1,1,0,-1}};
-
- if (m_ptr->fy < py && m_ptr->fx < px) tonari = 0;
- else if (m_ptr->fy < py) tonari = 1;
- else if (m_ptr->fx < px) tonari = 2;
- else tonari = 3;
-
- for (i = 0; i < 8; i++)
- {
- int next_x = x + tonari_x[tonari][i];
- int next_y = y + tonari_y[tonari][i];
- cave_type *c_ptr;
-
- /* Access the next grid */
- c_ptr = &cave[next_y][next_x];
-
- /* Skip door, rubble, wall, tree, mountain, etc. */
- if (!have_flag(f_flags_grid(c_ptr), FF_PROJECT)) continue;
-
- if (projectable(m_ptr->fy, m_ptr->fx, next_y, next_x))
- {
- y = next_y;
- x = next_x;
- success = TRUE;
- break;
- }
- }
- }
+ if (!success) success = adjacent_grid_check(m_ptr, &y, &x, FF_PROJECT, projectable);
if (!success)
{
f6 &= (RF6_INDIRECT_MASK);
success = TRUE;
}
+
+ if (y_br_lite && x_br_lite && (m_ptr->cdis < MAX_RANGE/2) && one_in_(5))
+ {
+ if (!success)
+ {
+ y = y_br_lite;
+ x = x_br_lite;
+ do_spell = DO_SPELL_BR_LITE;
+ success = TRUE;
+ }
+ else f4 |= (RF4_BR_LITE);
+ }
}
/* No spells */
f6 &= ~(RF6_NOMAGIC_MASK);
}
- if (!p_ptr->csp)
+ if (f6 & RF6_DARKNESS)
{
- f5 &= ~(RF5_DRAIN_MANA);
- }
+ if ((p_ptr->pclass == CLASS_NINJA) &&
+ !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
+ !(r_ptr->flags7 & RF7_DARK_MASK))
+ can_use_lite_area = TRUE;
- if ((p_ptr->pclass == CLASS_NINJA) &&
- ((r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) ||
- (r_ptr->flags7 & RF7_DARK_MASK)))
- {
- f6 &= ~(RF6_DARKNESS);
+ if (!(r_ptr->flags2 & RF2_STUPID))
+ {
+ if (d_info[dungeon_type].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
+ else if ((p_ptr->pclass == CLASS_NINJA) && !can_use_lite_area) f6 &= ~(RF6_DARKNESS);
+ }
}
if (in_no_magic_dungeon && !(r_ptr->flags2 & RF2_STUPID))
if (!(r_ptr->flags2 & RF2_STUPID))
{
+ if (!p_ptr->csp) f5 &= ~(RF5_DRAIN_MANA);
+
/* Check for a clean bolt shot */
if (((f4 & RF4_BOLT_MASK) ||
(f5 & RF5_BOLT_MASK) ||
(f6 & RF6_BOLT_MASK)) &&
- !clean_shot(m_ptr->fy, m_ptr->fx, py, px, FALSE))
+ !clean_shot(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x, FALSE))
{
/* Remove spells that will only hurt friends */
f4 &= ~(RF4_BOLT_MASK);
/* Extract the "inate" spells */
for (k = 0; k < 32; k++)
{
- if (f4 & (1L << k)) spell[num++] = k + 32 * 3;
+ if (f4 & (1L << k)) spell[num++] = k + RF4_SPELL_START;
}
/* Extract the "normal" spells */
for (k = 0; k < 32; k++)
{
- if (f5 & (1L << k)) spell[num++] = k + 32 * 4;
+ if (f5 & (1L << k)) spell[num++] = k + RF5_SPELL_START;
}
/* Extract the "bizarre" spells */
for (k = 0; k < 32; k++)
{
- if (f6 & (1L << k)) spell[num++] = k + 32 * 5;
+ if (f6 & (1L << k)) spell[num++] = k + RF6_SPELL_START;
}
/* No spells left */
/* Check for spell failure (inate attacks never fail) */
if (!spell_is_inate(thrown_spell)
- && (in_no_magic_dungeon || (m_ptr->stunned && one_in_(2)) || (randint0(100) < failrate)))
+ && (in_no_magic_dungeon || (MON_STUNNED(m_ptr) && one_in_(2)) || (randint0(100) < failrate)))
{
- disturb(1, 0);
+ disturb(1, 1);
/* Message */
-#ifdef JP
- msg_format("%^s¤Ï¼öʸ¤ò¾§¤¨¤è¤¦¤È¤·¤¿¤¬¼ºÇÔ¤·¤¿¡£", m_name);
-#else
- msg_format("%^s tries to cast a spell, but fails.", m_name);
-#endif
+ msg_format(_("%^sは呪文を唱えようとしたが失敗した。", "%^s tries to cast a spell, but fails."), m_name);
return (TRUE);
}
- /* Projectable? */
- direct = player_bold(y, x);
-
- /* Cast the spell. */
- switch (thrown_spell)
+ /* Hex: Anti Magic Barrier */
+ if (!spell_is_inate(thrown_spell) && magic_barrier(m_idx))
{
- /* RF4_SHRIEK */
- case 96+0:
- {
- disturb(1, 0);
-#ifdef JP
-msg_format("%^s¤¬¤«¤ó¹â¤¤¶âÀÚ¤êÀ¼¤ò¤¢¤²¤¿¡£", m_name);
-#else
- msg_format("%^s makes a high pitched shriek.", m_name);
-#endif
-
- aggravate_monsters(m_idx);
- break;
- }
-
- /* RF4_XXX1 */
- case 96+1:
- {
- /* XXX XXX XXX */
- break;
- }
-
- /* RF4_DISPEL */
- case 96+2:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
-#ifdef JP
- if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
- else msg_format("%^s¤¬ËâÎϾõî¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles powerfully.", m_name);
- else msg_format("%^s invokes a dispel magic.", m_name);
-#endif
- set_fast(0, TRUE);
- set_lightspeed(0, TRUE);
- set_slow(0, TRUE);
- set_shield(0, TRUE);
- set_blessed(0, TRUE);
- set_tsuyoshi(0, TRUE);
- set_hero(0, TRUE);
- set_shero(0, TRUE);
- set_protevil(0, TRUE);
- set_invuln(0, TRUE);
- set_wraith_form(0, TRUE);
- set_kabenuke(0, TRUE);
- set_tim_res_nether(0, TRUE);
- set_tim_res_time(0, TRUE);
- /* by henkma */
- set_tim_reflect(0,TRUE);
- set_multishadow(0,TRUE);
- set_dustrobe(0,TRUE);
-
- set_tim_invis(0, TRUE);
- set_tim_infra(0, TRUE);
- set_tim_esp(0, TRUE);
- set_tim_regen(0, TRUE);
- set_tim_stealth(0, TRUE);
- set_tim_levitation(0, TRUE);
- set_tim_sh_touki(0, TRUE);
- set_tim_sh_fire(0, TRUE);
- set_tim_sh_holy(0, TRUE);
- set_tim_eyeeye(0, TRUE);
- set_magicdef(0, TRUE);
- set_resist_magic(0, TRUE);
- set_oppose_acid(0, TRUE);
- set_oppose_elec(0, TRUE);
- set_oppose_fire(0, TRUE);
- set_oppose_cold(0, TRUE);
- set_oppose_pois(0, TRUE);
- set_ultimate_res(0, TRUE);
- set_mimic(0, 0, TRUE);
- set_ele_attack(0, 0);
- set_ele_immune(0, 0);
- /* Cancel glowing hands */
- if (p_ptr->special_attack & ATTACK_CONFUSE)
- {
- p_ptr->special_attack &= ~(ATTACK_CONFUSE);
-#ifdef JP
- msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
-#else
- msg_print("Your hands stop glowing.");
-#endif
-
- }
- if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0]))
- {
- p_ptr->magic_num1[1] = p_ptr->magic_num1[0];
- p_ptr->magic_num1[0] = 0;
-#ifdef JP
- msg_print("²Î¤¬ÅÓÀڤ줿¡£");
-#else
- msg_print("Your singing is interrupted.");
-#endif
- p_ptr->action = ACTION_NONE;
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS | PU_HP);
-
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
-
- /* Update monsters */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
- p_ptr->energy_need += ENERGY_NEED();
- }
- if (p_ptr->riding)
- {
- monster_type *riding_ptr = &m_list[p_ptr->riding];
- if (riding_ptr->invulner)
- {
- riding_ptr->invulner = 0;
- riding_ptr->energy_need += ENERGY_NEED();
- }
- riding_ptr->fast = 0;
- riding_ptr->slow = 0;
- p_ptr->update |= PU_BONUS;
- if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= PR_HEALTH;
- p_ptr->redraw |= (PR_UHEALTH);
- }
-
-#ifdef JP
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_print("¤ä¤ê¤ä¤¬¤Ã¤¿¤Ê¡ª");
-#endif
- learn_spell(MS_DISPEL);
- break;
- }
-
- /* RF4_ROCKET */
- case 96+3:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¼Í¤Ã¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s shoots something.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£", m_name);
-#else
- else msg_format("%^s fires a rocket.", m_name);
-#endif
-
- dam = ((m_ptr->hp / 4) > 800 ? 800 : (m_ptr->hp / 4));
- breath(y, x, m_idx, GF_ROCKET,
- dam, 2, FALSE, MS_ROCKET, learnable);
- update_smart_learn(m_idx, DRS_SHARD);
- break;
- }
-
- /* RF4_SHOOT */
- case 96+4:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬´ñ̯¤Ê²»¤òȯ¤·¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s makes a strange noise.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬Ìð¤òÊü¤Ã¤¿¡£", m_name);
-#else
- else msg_format("%^s fires an arrow.", m_name);
-#endif
-
- dam = damroll(r_ptr->blow[0].d_dice, r_ptr->blow[0].d_side);
- bolt(m_idx, GF_ARROW, dam, MS_SHOOT, learnable);
- update_smart_learn(m_idx, DRS_REFLECT);
- break;
- }
-
- /* RF4_XXX2 */
- case 96+5:
- {
- /* XXX XXX XXX */
- break;
- }
-
- /* RF4_XXX3 */
- case 96+6:
- {
- /* XXX XXX XXX */
- break;
- }
-
- /* RF4_XXX4 */
- case 96+7:
- {
- /* XXX XXX XXX */
- break;
- }
-
- /* RF4_BR_ACID */
- case 96+8:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- else msg_format("%^s breathes acid.", m_name);
-#endif
-
- dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
- breath(y, x, m_idx, GF_ACID, dam, 0, TRUE, MS_BR_ACID, learnable);
- update_smart_learn(m_idx, DRS_ACID);
- break;
- }
-
- /* RF4_BR_ELEC */
- case 96+9:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- else msg_format("%^s breathes lightning.", m_name);
-#endif
-
- dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
- breath(y, x, m_idx, GF_ELEC, dam,0, TRUE, MS_BR_ELEC, learnable);
- update_smart_learn(m_idx, DRS_ELEC);
- break;
- }
-
- /* RF4_BR_FIRE */
- case 96+10:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- else msg_format("%^s breathes fire.", m_name);
-#endif
-
- dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
- breath(y, x, m_idx, GF_FIRE, dam,0, TRUE, MS_BR_FIRE, learnable);
- update_smart_learn(m_idx, DRS_FIRE);
- break;
- }
-
- /* RF4_BR_COLD */
- case 96+11:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬Î䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- else msg_format("%^s breathes frost.", m_name);
-#endif
-
- dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
- breath(y, x, m_idx, GF_COLD, dam,0, TRUE, MS_BR_COLD, learnable);
- update_smart_learn(m_idx, DRS_COLD);
- break;
- }
-
- /* RF4_BR_POIS */
- case 96+12:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- else msg_format("%^s breathes gas.", m_name);
-#endif
-
- dam = ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3));
- breath(y, x, m_idx, GF_POIS, dam, 0, TRUE, MS_BR_POIS, learnable);
- update_smart_learn(m_idx, DRS_POIS);
- break;
- }
-
-
- /* RF4_BR_NETH */
- case 96+13:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ÃϹö¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- else msg_format("%^s breathes nether.", m_name);
-#endif
-
- dam = ((m_ptr->hp / 6) > 550 ? 550 : (m_ptr->hp / 6));
- breath(y, x, m_idx, GF_NETHER, dam,0, TRUE, MS_BR_NETHER, learnable);
- update_smart_learn(m_idx, DRS_NETH);
- break;
- }
-
- /* RF4_BR_LITE */
- case 96+14:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬Á®¸÷¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- else msg_format("%^s breathes light.", m_name);
-#endif
-
- dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6));
- breath(y, x, m_idx, GF_LITE, dam,0, TRUE, MS_BR_LITE, learnable);
- update_smart_learn(m_idx, DRS_LITE);
- break;
- }
-
- /* RF4_BR_DARK */
- case 96+15:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬°Å¹õ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- else msg_format("%^s breathes darkness.", m_name);
-#endif
-
- dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6));
- breath(y, x, m_idx, GF_DARK, dam,0, TRUE, MS_BR_DARK, learnable);
- update_smart_learn(m_idx, DRS_DARK);
- break;
- }
+ msg_format(_("反魔法バリアが%^sの呪文をかき消した。", "Anti magic barrier cancels the spell which %^s casts."), m_name);
+ return (TRUE);
+ }
- /* RF4_BR_CONF */
- case 96+16:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s breathes.", m_name);
-#endif
+ /* Projectable? */
+ direct = player_bold(y, x);
-#ifdef JP
-else msg_format("%^s¤¬º®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- else msg_format("%^s breathes confusion.", m_name);
-#endif
-
- dam = ((m_ptr->hp / 6) > 450 ? 450 : (m_ptr->hp / 6));
- breath(y, x, m_idx, GF_CONFUSION, dam,0, TRUE, MS_BR_CONF, learnable);
- update_smart_learn(m_idx, DRS_CONF);
- break;
- }
-
- /* RF4_BR_SOUN */
- case 96+17:
- {
- disturb(1, 0);
- if (m_ptr->r_idx == MON_JAIAN)
-#ifdef JP
- msg_format("¡Ö¥Ü¥©¥¨¡Á¡Á¡Á¡Á¡Á¡Á¡×");
-#else
- msg_format("'Booooeeeeee'");
-#endif
-#ifdef JP
-else if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- else if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- else msg_format("%^s breathes sound.", m_name);
-#endif
-
- dam = ((m_ptr->hp / 6) > 450 ? 450 : (m_ptr->hp / 6));
- breath(y, x, m_idx, GF_SOUND, dam,0, TRUE, MS_BR_SOUND, learnable);
- update_smart_learn(m_idx, DRS_SOUND);
- break;
- }
-
- /* RF4_BR_CHAO */
- case 96+18:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥«¥ª¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- else msg_format("%^s breathes chaos.", m_name);
-#endif
-
- dam = ((m_ptr->hp / 6) > 600 ? 600 : (m_ptr->hp / 6));
- breath(y, x, m_idx, GF_CHAOS, dam,0, TRUE, MS_BR_CHAOS, learnable);
- update_smart_learn(m_idx, DRS_CHAOS);
- break;
- }
-
- /* RF4_BR_DISE */
- case 96+19:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬Îô²½¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- else msg_format("%^s breathes disenchantment.", m_name);
-#endif
-
- dam = ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6));
- breath(y, x, m_idx, GF_DISENCHANT, dam,0, TRUE, MS_BR_DISEN, learnable);
- update_smart_learn(m_idx, DRS_DISEN);
- break;
- }
-
- /* RF4_BR_NEXU */
- case 96+20:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬°ø²Ìº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- else msg_format("%^s breathes nexus.", m_name);
-#endif
-
- dam = ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3));
- breath(y, x, m_idx, GF_NEXUS, dam,0, TRUE, MS_BR_NEXUS, learnable);
- update_smart_learn(m_idx, DRS_NEXUS);
- break;
- }
-
- /* RF4_BR_TIME */
- case 96+21:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬»þ´ÖµÕž¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- else msg_format("%^s breathes time.", m_name);
-#endif
-
- dam = ((m_ptr->hp / 3) > 150 ? 150 : (m_ptr->hp / 3));
- breath(y, x, m_idx, GF_TIME, dam,0, TRUE, MS_BR_TIME, learnable);
- break;
- }
-
- /* RF4_BR_INER */
- case 96+22:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ÃÙÆߤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
-#else
- else msg_format("%^s breathes inertia.", m_name);
-#endif
-
- dam = ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6));
- breath(y, x, m_idx, GF_INERTIA, dam,0, TRUE, MS_BR_INERTIA, learnable);
- break;
- }
-
- /* RF4_BR_GRAV */
- case 96+23:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬½ÅÎϤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
-#else
- else msg_format("%^s breathes gravity.", m_name);
-#endif
-
- dam = ((m_ptr->hp / 3) > 200 ? 200 : (m_ptr->hp / 3));
- breath(y, x, m_idx, GF_GRAVITY, dam,0, TRUE, MS_BR_GRAVITY, learnable);
- break;
- }
-
- /* RF4_BR_SHAR */
- case 96+24:
- {
- disturb(1, 0);
- if (m_ptr->r_idx == MON_BOTEI)
-#ifdef JP
- msg_format("¡Ö¥ÜÄë¥Ó¥ë¥«¥Ã¥¿¡¼¡ª¡ª¡ª¡×");
-#else
- msg_format("'Boty-Build cutter!!!'");
-#endif
-#ifdef JP
-else if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- else if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ÇËÊҤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
-#else
- else msg_format("%^s breathes shards.", m_name);
-#endif
-
- dam = ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6));
- breath(y, x, m_idx, GF_SHARDS, dam,0, TRUE, MS_BR_SHARDS, learnable);
- update_smart_learn(m_idx, DRS_SHARD);
- break;
- }
-
- /* RF4_BR_PLAS */
- case 96+25:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥×¥é¥º¥Þ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- else msg_format("%^s breathes plasma.", m_name);
-#endif
-
- dam = ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6));
- breath(y, x, m_idx, GF_PLASMA, dam,0, TRUE, MS_BR_PLASMA, learnable);
- break;
- }
-
- /* RF4_BR_WALL */
- case 96+26:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥Õ¥©¡¼¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- else msg_format("%^s breathes force.", m_name);
-#endif
-
- dam = ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6));
- breath(y, x, m_idx, GF_FORCE, dam,0, TRUE, MS_BR_FORCE, learnable);
- break;
- }
-
- /* RF4_BR_MANA */
- case 96+27:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâÎϤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
-#else
- else msg_format("%^s breathes mana.", m_name);
-#endif
- dam = ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3));
- breath(y, x, m_idx, GF_MANA, dam,0, TRUE, MS_BR_MANA, learnable);
- break;
- }
-
- /* RF4_BA_NUKE */
- case 96+28:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬Êü¼Íǽµå¤òÊü¤Ã¤¿¡£", m_name);
-#else
- else msg_format("%^s casts a ball of radiation.", m_name);
-#endif
-
- dam = (rlev + damroll(10, 6)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
- breath(y, x, m_idx, GF_NUKE, dam, 2, FALSE, MS_BALL_NUKE, learnable);
- update_smart_learn(m_idx, DRS_POIS);
- break;
- }
-
- /* RF4_BR_NUKE */
- case 96+29:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬Êü¼ÍÀÇÑ´þʪ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- else msg_format("%^s breathes toxic waste.", m_name);
-#endif
-
- dam = ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3));
- breath(y, x, m_idx, GF_NUKE, dam,0, TRUE, MS_BR_NUKE, learnable);
- update_smart_learn(m_idx, DRS_POIS);
- break;
- }
-
- /* RF4_BA_CHAO */
- case 96+30:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬¶²¤í¤·¤²¤Ë¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles frighteningly.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬½ã¥í¥°¥ë¥¹¤òÊü¤Ã¤¿¡£", m_name);/*nuke me*/
-#else
- else msg_format("%^s invokes a raw Logrus.", m_name);
-#endif
-
- dam = ((r_ptr->flags2 & RF2_POWERFUL) ? (rlev * 3) : (rlev * 2))+ damroll(10, 10);
- breath(y, x, m_idx, GF_CHAOS, dam, 4, FALSE, MS_BALL_CHAOS, learnable);
- update_smart_learn(m_idx, DRS_CHAOS);
- break;
- }
-
- /* RF4_BR_DISI */
- case 96+31:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬Ê¬²ò¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
- else msg_format("%^s breathes disintegration.", m_name);
-#endif
-
- dam = ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6));
- breath(y, x, m_idx, GF_DISINTEGRATE, dam,0, TRUE, MS_BR_DISI, learnable);
- break;
- }
-
-
-
- /* RF5_BA_ACID */
- case 128+0:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
- else msg_format("%^s casts an acid ball.", m_name);
-#endif
-
- dam = (randint1(rlev * 3) + 15) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
- breath(y, x, m_idx, GF_ACID, dam, 2, FALSE, MS_BALL_ACID, learnable);
- update_smart_learn(m_idx, DRS_ACID);
- break;
- }
-
- /* RF5_BA_ELEC */
- case 128+1:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
- else msg_format("%^s casts a lightning ball.", m_name);
-#endif
-
- dam = (randint1(rlev * 3 / 2) + 8) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
- breath(y, x, m_idx, GF_ELEC, dam, 2, FALSE, MS_BALL_ELEC, learnable);
- update_smart_learn(m_idx, DRS_ELEC);
- break;
- }
-
- /* RF5_BA_FIRE */
- case 128+2:
- {
- disturb(1, 0);
-
- if (m_ptr->r_idx == MON_ROLENTO)
- {
-#ifdef JP
- if (blind)
- msg_format("%s¤¬²¿¤«¤òÅꤲ¤¿¡£", m_name);
- else
- msg_format("%s¤Ï¼êÜØÃƤòÅꤲ¤¿¡£", m_name);
-#else
- if (blind)
- msg_format("%^s throws something.", m_name);
- else
- msg_format("%^s throws a hand grenade.", m_name);
-#endif
- }
- else
- {
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
- else msg_format("%^s casts a fire ball.", m_name);
-#endif
- }
-
- dam = (randint1(rlev * 7 / 2) + 10) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
- breath(y, x, m_idx, GF_FIRE, dam, 2, FALSE, MS_BALL_FIRE, learnable);
- update_smart_learn(m_idx, DRS_FIRE);
- break;
- }
-
- /* RF5_BA_COLD */
- case 128+3:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
- else msg_format("%^s casts a frost ball.", m_name);
-#endif
-
- dam = (randint1(rlev * 3 / 2) + 10) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
- breath(y, x, m_idx, GF_COLD, dam, 2, FALSE, MS_BALL_COLD, learnable);
- update_smart_learn(m_idx, DRS_COLD);
- break;
- }
-
- /* RF5_BA_POIS */
- case 128+4:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬°½±À¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
- else msg_format("%^s casts a stinking cloud.", m_name);
-#endif
-
- dam = damroll(12, 2) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
- breath(y, x, m_idx, GF_POIS, dam, 2, FALSE, MS_BALL_POIS, learnable);
- update_smart_learn(m_idx, DRS_POIS);
- break;
- }
-
- /* RF5_BA_NETH */
- case 128+5:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ÃϹöµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
- else msg_format("%^s casts a nether ball.", m_name);
-#endif
-
- dam = 50 + damroll(10, 10) + (rlev * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1));
- breath(y, x, m_idx, GF_NETHER, dam, 2, FALSE, MS_BALL_NETHER, learnable);
- update_smart_learn(m_idx, DRS_NETH);
- break;
- }
-
- /* RF5_BA_WATE */
- case 128+6:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬Î®¤ì¤ë¤è¤¦¤Ê¿È¿¶¤ê¤ò¤·¤¿¡£", m_name);
-#else
- else msg_format("%^s gestures fluidly.", m_name);
-#endif
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï±²´¬¤¤Ë°û¤ß¹þ¤Þ¤ì¤¿¡£");
-#else
- msg_print("You are engulfed in a whirlpool.");
-#endif
-
- dam = ((r_ptr->flags2 & RF2_POWERFUL) ? randint1(rlev * 3) : randint1(rlev * 2)) + 50;
- breath(y, x, m_idx, GF_WATER, dam, 4, FALSE, MS_BALL_WATER, learnable);
- break;
- }
-
- /* RF5_BA_MANA */
- case 128+7:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles powerfully.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâÎϤÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
-#else
- else msg_format("%^s invokes a mana storm.", m_name);
-#endif
-
- dam = (rlev * 4) + 50 + damroll(10, 10);
- breath(y, x, m_idx, GF_MANA, dam, 4, FALSE, MS_BALL_MANA, learnable);
- break;
- }
-
- /* RF5_BA_DARK */
- case 128+8:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles powerfully.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬°Å¹õ¤ÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
-#else
- else msg_format("%^s invokes a darkness storm.", m_name);
-#endif
-
- dam = (rlev * 4) + 50 + damroll(10, 10);
- breath(y, x, m_idx, GF_DARK, dam, 4, FALSE, MS_BALL_DARK, learnable);
- update_smart_learn(m_idx, DRS_DARK);
- break;
- }
-
- /* RF5_DRAIN_MANA */
- case 128+9:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
-
- dam = (randint1(rlev) / 2) + 1;
- breath(y, x, m_idx, GF_DRAIN_MANA, dam, 0, FALSE, MS_DRAIN_MANA, learnable);
- update_smart_learn(m_idx, DRS_MANA);
- break;
- }
-
- /* RF5_MIND_BLAST */
- case 128+10:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
- if (!seen)
- {
-#ifdef JP
-msg_print("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£");
-#else
- msg_print("You feel something focusing on your mind.");
-#endif
-
- }
- else
- {
-#ifdef JP
-msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¤Ë¤é¤ó¤Ç¤¤¤ë¡£", m_name);
-#else
- msg_format("%^s gazes deep into your eyes.", m_name);
-#endif
-
- }
-
- dam = damroll(7, 7);
- breath(y, x, m_idx, GF_MIND_BLAST, dam, 0, FALSE, MS_MIND_BLAST, learnable);
- break;
- }
-
- /* RF5_BRAIN_SMASH */
- case 128+11:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
- if (!seen)
- {
-#ifdef JP
-msg_print("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£");
-#else
- msg_print("You feel something focusing on your mind.");
-#endif
-
- }
- else
- {
-#ifdef JP
-msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¸«¤Æ¤¤¤ë¡£", m_name);
-#else
- msg_format("%^s looks deep into your eyes.", m_name);
-#endif
-
- }
-
- dam = damroll(12, 12);
- breath(y, x, m_idx, GF_BRAIN_SMASH, dam, 0, FALSE, MS_BRAIN_SMASH, learnable);
- break;
- }
-
- /* RF5_CAUSE_1 */
- case 128+12:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¼ö¤Ã¤¿¡£", m_name);
-#else
- else msg_format("%^s points at you and curses.", m_name);
-#endif
-
- dam = damroll(3, 8);
- breath(y, x, m_idx, GF_CAUSE_1, dam, 0, FALSE, MS_CAUSE_1, learnable);
- break;
- }
-
- /* RF5_CAUSE_2 */
- case 128+13:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼ö¤Ã¤¿¡£", m_name);
-#else
- else msg_format("%^s points at you and curses horribly.", m_name);
-#endif
-
- dam = damroll(8, 8);
- breath(y, x, m_idx, GF_CAUSE_2, dam, 0, FALSE, MS_CAUSE_2, learnable);
- break;
- }
-
- /* RF5_CAUSE_3 */
- case 128+14:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤òÂçÀ¼¤Ç¶«¤ó¤À¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles loudly.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼öʸ¤ò¾§¤¨¤¿¡ª", m_name);
-#else
- else msg_format("%^s points at you, incanting terribly!", m_name);
-#endif
-
- dam = damroll(10, 15);
- breath(y, x, m_idx, GF_CAUSE_3, dam, 0, FALSE, MS_CAUSE_3, learnable);
- break;
- }
-
- /* RF5_CAUSE_4 */
- case 128+15:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", m_name);
-#else
- if (blind) msg_format("%^s screams the word 'DIE!'", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÈ빦¤òÆͤ¤¤Æ¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", m_name);
-#else
- else msg_format("%^s points at you, screaming the word DIE!", m_name);
-#endif
-
- dam = damroll(15, 15);
- breath(y, x, m_idx, GF_CAUSE_4, dam, 0, FALSE, MS_CAUSE_4, learnable);
- break;
- }
-
- /* RF5_BO_ACID */
- case 128+16:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
- else msg_format("%^s casts a acid bolt.", m_name);
-#endif
-
- dam = (damroll(7, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
- bolt(m_idx, GF_ACID, dam, MS_BOLT_ACID, learnable);
- update_smart_learn(m_idx, DRS_ACID);
- update_smart_learn(m_idx, DRS_REFLECT);
- break;
- }
-
- /* RF5_BO_ELEC */
- case 128+17:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
- else msg_format("%^s casts a lightning bolt.", m_name);
-#endif
-
- dam = (damroll(4, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
- bolt(m_idx, GF_ELEC, dam, MS_BOLT_ELEC, learnable);
- update_smart_learn(m_idx, DRS_ELEC);
- update_smart_learn(m_idx, DRS_REFLECT);
- break;
- }
-
- /* RF5_BO_FIRE */
- case 128+18:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
- else msg_format("%^s casts a fire bolt.", m_name);
-#endif
-
- dam = (damroll(9, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
- bolt(m_idx, GF_FIRE, dam, MS_BOLT_FIRE, learnable);
- update_smart_learn(m_idx, DRS_FIRE);
- update_smart_learn(m_idx, DRS_REFLECT);
- break;
- }
-
- /* RF5_BO_COLD */
- case 128+19:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
- else msg_format("%^s casts a frost bolt.", m_name);
-#endif
-
- dam = (damroll(6, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
- bolt(m_idx, GF_COLD, dam, MS_BOLT_COLD, learnable);
- update_smart_learn(m_idx, DRS_COLD);
- update_smart_learn(m_idx, DRS_REFLECT);
- break;
- }
-
- /* RF5_BA_LITE */
- case 128+20:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles powerfully.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥¹¥¿¡¼¥Ð¡¼¥¹¥È¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
-#else
- else msg_format("%^s invokes a starburst.", m_name);
-#endif
-
- dam = (rlev * 4) + 50 + damroll(10, 10);
- breath(y, x, m_idx, GF_LITE, dam, 4, FALSE, MS_STARBURST, learnable);
- update_smart_learn(m_idx, DRS_LITE);
- break;
- }
-
- /* RF5_BO_NETH */
- case 128+21:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ÃϹö¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
- else msg_format("%^s casts a nether bolt.", m_name);
-#endif
-
- dam = 30 + damroll(5, 5) + (rlev * 4) / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3);
- bolt(m_idx, GF_NETHER, dam, MS_BOLT_NETHER, learnable);
- update_smart_learn(m_idx, DRS_NETH);
- update_smart_learn(m_idx, DRS_REFLECT);
- break;
- }
-
- /* RF5_BO_WATE */
- case 128+22:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥¦¥©¡¼¥¿¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
- else msg_format("%^s casts a water bolt.", m_name);
-#endif
-
- dam = damroll(10, 10) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
- bolt(m_idx, GF_WATER, dam, MS_BOLT_WATER, learnable);
- update_smart_learn(m_idx, DRS_REFLECT);
- break;
- }
-
- /* RF5_BO_MANA */
- case 128+23:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâÎϤÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
- else msg_format("%^s casts a mana bolt.", m_name);
-#endif
-
- dam = randint1(rlev * 7 / 2) + 50;
- bolt(m_idx, GF_MANA, dam, MS_BOLT_MANA, learnable);
- update_smart_learn(m_idx, DRS_REFLECT);
- break;
- }
-
- /* RF5_BO_PLAS */
- case 128+24:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥×¥é¥º¥Þ¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
- else msg_format("%^s casts a plasma bolt.", m_name);
-#endif
-
- dam = 10 + damroll(8, 7) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
- bolt(m_idx, GF_PLASMA, dam, MS_BOLT_PLASMA, learnable);
- update_smart_learn(m_idx, DRS_REFLECT);
- break;
- }
-
- /* RF5_BO_ICEE */
- case 128+25:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¶Ë´¨¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
- else msg_format("%^s casts an ice bolt.", m_name);
-#endif
-
- dam = damroll(6, 6) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
- bolt(m_idx, GF_ICE, dam, MS_BOLT_ICE, learnable);
- update_smart_learn(m_idx, DRS_COLD);
- update_smart_learn(m_idx, DRS_REFLECT);
- break;
- }
-
- /* RF5_MISSILE */
- case 128+26:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
- else msg_format("%^s casts a magic missile.", m_name);
-#endif
-
- dam = damroll(2, 6) + (rlev / 3);
- bolt(m_idx, GF_MISSILE, dam, MS_MAGIC_MISSILE, learnable);
- update_smart_learn(m_idx, DRS_REFLECT);
- break;
- }
-
- /* RF5_SCARE */
- case 128+27:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¯¤È¡¢¶²¤í¤·¤²¤Ê²»¤¬Ê¹¤³¤¨¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles, and you hear scary noises.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¶²¤í¤·¤²¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£", m_name);
-#else
- else msg_format("%^s casts a fearful illusion.", m_name);
-#endif
-
- if (p_ptr->resist_fear)
- {
-#ifdef JP
-msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("You refuse to be frightened.");
-#endif
-
- }
- else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
- {
-#ifdef JP
-msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("You refuse to be frightened.");
-#endif
-
- }
- else
- {
- (void)set_afraid(p_ptr->afraid + randint0(4) + 4);
- }
- learn_spell(MS_SCARE);
- update_smart_learn(m_idx, DRS_FEAR);
- break;
- }
-
- /* RF5_BLIND */
- case 128+28:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¼öʸ¤ò¾§¤¨¤Æ¤¢¤Ê¤¿¤ÎÌܤò¤¯¤é¤Þ¤·¤¿¡ª", m_name);
-#else
- else msg_format("%^s casts a spell, burning your eyes!", m_name);
-#endif
-
- if (p_ptr->resist_blind)
- {
-#ifdef JP
-msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
-#else
- msg_print("You are unaffected!");
-#endif
-
- }
- else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
- {
-#ifdef JP
-msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
-#else
- msg_print("You resist the effects!");
-#endif
-
- }
- else
- {
- (void)set_blind(12 + randint0(4));
- }
- learn_spell(MS_BLIND);
- update_smart_learn(m_idx, DRS_BLIND);
- break;
- }
-
- /* RF5_CONF */
- case 128+29:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¯¤È¡¢Æ¬¤òǺ¤Þ¤¹²»¤¬¤·¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles, and you hear puzzling noises.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬Í¶ÏÇŪ¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£", m_name);
-#else
- else msg_format("%^s creates a mesmerising illusion.", m_name);
-#endif
-
- if (p_ptr->resist_conf)
- {
-#ifdef JP
-msg_print("¤·¤«¤·¸¸³Ð¤Ë¤Ï¤À¤Þ¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("You disbelieve the feeble spell.");
-#endif
-
- }
- else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
- {
-#ifdef JP
-msg_print("¤·¤«¤·¸¸³Ð¤Ë¤Ï¤À¤Þ¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("You disbelieve the feeble spell.");
-#endif
-
- }
- else
- {
- (void)set_confused(p_ptr->confused + randint0(4) + 4);
- }
- learn_spell(MS_CONF);
- update_smart_learn(m_idx, DRS_CONF);
- break;
- }
-
- /* RF5_SLOW */
- case 128+30:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
-#ifdef JP
-msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¶ÚÎϤòµÛ¤¤¼è¤í¤¦¤È¤·¤¿¡ª", m_name);
-#else
- msg_format("%^s drains power from your muscles!", m_name);
-#endif
-
- if (p_ptr->free_act)
- {
-#ifdef JP
-msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
-#else
- msg_print("You are unaffected!");
-#endif
-
- }
- else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
- {
-#ifdef JP
-msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
-#else
- msg_print("You resist the effects!");
-#endif
-
- }
- else
- {
- (void)set_slow(p_ptr->slow + randint0(4) + 4, FALSE);
- }
- learn_spell(MS_SLOW);
- update_smart_learn(m_idx, DRS_FREE);
- break;
- }
-
- /* RF5_HOLD */
- case 128+31:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÌܤò¤¸¤Ã¤È¸«¤Ä¤á¤¿¡ª", m_name);
-#else
- else msg_format("%^s stares deep into your eyes!", m_name);
-#endif
-
- if (p_ptr->free_act)
- {
-#ifdef JP
-msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
-#else
- msg_print("You are unaffected!");
-#endif
-
- }
- else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
- {
-#ifdef JP
-msg_format("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
-#else
- msg_format("You resist the effects!");
-#endif
-
- }
- else
- {
- (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
- }
- learn_spell(MS_SLEEP);
- update_smart_learn(m_idx, DRS_FREE);
- break;
- }
-
- /* RF6_HASTE */
- case 160+0:
- {
- disturb(1, 0);
- if (blind)
- {
-#ifdef JP
-msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- msg_format("%^s mumbles.", m_name);
-#endif
-
- }
- else
- {
-#ifdef JP
-msg_format("%^s¤¬¼«Ê¬¤ÎÂΤËÇ°¤òÁ÷¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s concentrates on %s body.", m_name, m_poss);
-#endif
-
- }
-
- /* Allow quick speed increases to base+10 */
- if (!m_ptr->fast)
- {
-#ifdef JP
-msg_format("%^s¤ÎÆ°¤¤¬Â®¤¯¤Ê¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s starts moving faster.", m_name);
-#endif
- }
- m_ptr->fast = MIN(200, m_ptr->fast + 100);
- if (p_ptr->riding == m_idx) p_ptr->update |= PU_BONUS;
- break;
- }
-
- /* RF6_HAND_DOOM */
- case 160+1:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
-#ifdef JP
-msg_format("%^s¤¬<ÇËÌǤμê>¤òÊü¤Ã¤¿¡ª", m_name);
-#else
- msg_format("%^s invokes the Hand of Doom!", m_name);
-#endif
- dam = (((s32b) ((40 + randint1(20)) * (p_ptr->chp))) / 100);
- breath(y, x, m_idx, GF_HAND_DOOM, dam, 0, FALSE, MS_HAND_DOOM, learnable);
- break;
- }
-
- /* RF6_HEAL */
- case 160+2:
- {
- disturb(1, 0);
-
- /* Message */
- if (blind)
- {
-#ifdef JP
-msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- msg_format("%^s mumbles.", m_name);
-#endif
-
- }
- else
- {
-#ifdef JP
-msg_format("%^s¤¬¼«Ê¬¤Î½ý¤Ë½¸Ã椷¤¿¡£", m_name);
-#else
- msg_format("%^s concentrates on %s wounds.", m_name, m_poss);
-#endif
-
- }
-
- /* Heal some */
- m_ptr->hp += (rlev * 6);
-
- /* Fully healed */
- if (m_ptr->hp >= m_ptr->maxhp)
- {
- /* Fully healed */
- m_ptr->hp = m_ptr->maxhp;
-
- /* Message */
- if (seen)
- {
-#ifdef JP
-msg_format("%^s¤Ï´°Á´¤Ë¼£¤Ã¤¿¡ª", m_name);
-#else
- msg_format("%^s looks completely healed!", m_name);
-#endif
-
- }
- else
- {
-#ifdef JP
-msg_format("%^s¤Ï´°Á´¤Ë¼£¤Ã¤¿¤è¤¦¤À¡ª", m_name);
-#else
- msg_format("%^s sounds completely healed!", m_name);
-#endif
-
- }
- }
-
- /* Partially healed */
- else
- {
- /* Message */
- if (seen)
- {
-#ifdef JP
-msg_format("%^s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
-#else
- msg_format("%^s looks healthier.", m_name);
-#endif
-
- }
- else
- {
-#ifdef JP
-msg_format("%^s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
-#else
- msg_format("%^s sounds healthier.", m_name);
-#endif
-
- }
- }
-
- /* Redraw (later) if needed */
- if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
- if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
-
- /* Cancel fear */
- if (m_ptr->monfear)
- {
- /* Cancel fear */
- m_ptr->monfear = 0;
-
- /* Message */
-#ifdef JP
-msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name);
-#else
- msg_format("%^s recovers %s courage.", m_name, m_poss);
-#endif
-
- }
- break;
- }
-
- /* RF6_INVULNER */
- case 160+3:
- {
- disturb(1, 0);
-
- /* Message */
- if (!seen)
- {
-#ifdef JP
-msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- msg_format("%^s mumbles powerfully.", m_name);
-#endif
-
- }
- else
- {
-#ifdef JP
-msg_format("%s¤Ï̵½ý¤Îµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
- msg_format("%^s casts a Globe of Invulnerability.", m_name);
-#endif
-
- }
-
- if (!(m_ptr->invulner))
- m_ptr->invulner = randint1(4) + 4;
-
- if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
- if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
- break;
- }
-
- /* RF6_BLINK */
- case 160+4:
- {
- disturb(1, 0);
-#ifdef JP
-msg_format("%^s¤¬½Ö»þ¤Ë¾Ã¤¨¤¿¡£", m_name);
-#else
- msg_format("%^s blinks away.", m_name);
-#endif
-
- teleport_away(m_idx, 10, FALSE, FALSE);
- p_ptr->update |= (PU_MONSTERS);
- break;
- }
-
- /* RF6_TPORT */
- case 160+5:
- {
- int i, oldfy, oldfx;
- u32b flgs[TR_FLAG_SIZE];
- object_type *o_ptr;
-
- oldfy = m_ptr->fy;
- oldfx = m_ptr->fx;
-
- disturb(1, 0);
-#ifdef JP
-msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¤·¤¿¡£", m_name);
-#else
- msg_format("%^s teleports away.", m_name);
-#endif
-
- teleport_away(m_idx, MAX_SIGHT * 2 + 5, FALSE, FALSE);
-
- if (los(py, px, oldfy, oldfx) && !world_monster)
- {
- for (i=INVEN_RARM;i<INVEN_TOTAL;i++)
- {
- o_ptr = &inventory[i];
- if (!object_is_cursed(o_ptr))
- {
- object_flags(o_ptr, flgs);
-
- if ((have_flag(flgs, TR_TELEPORT)) || (p_ptr->muta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR))
- {
-#ifdef JP
- if (get_check_strict("¤Ä¤¤¤Æ¤¤¤¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
-#else
- if (get_check_strict("Do you follow it? ", CHECK_OKAY_CANCEL))
-#endif
- {
- if (one_in_(3))
- {
- teleport_player(200, TRUE);
-#ifdef JP
- msg_print("¼ºÇÔ¡ª");
-#else
- msg_print("Failed!");
-#endif
- }
- else teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE, FALSE);
- p_ptr->energy_need += ENERGY_NEED();
- }
- break;
- }
- }
- }
- }
- break;
- }
-
- /* RF6_WORLD */
- case 160+6:
- {
- int who = 0;
- disturb(1, 0);
- if(m_ptr->r_idx == MON_DIO) who = 1;
- else if(m_ptr->r_idx == MON_WONG) who = 3;
- dam = who;
- if (!process_the_world(randint1(2)+2, who, TRUE)) return (FALSE);
- break;
- }
-
- /* RF6_SPECIAL */
- case 160+7:
- {
- int k;
-
- disturb(1, 0);
- switch (m_ptr->r_idx)
- {
- case MON_OHMU:
- /* Moved to process_monster(), like multiplication */
- return FALSE;
-
- case MON_BANORLUPART:
- {
- int dummy_hp = (m_ptr->hp + 1) / 2;
- int dummy_maxhp = m_ptr->maxhp/2;
- int dummy_y = m_ptr->fy;
- int dummy_x = m_ptr->fx;
-
- if (p_ptr->inside_arena || p_ptr->inside_battle || !summon_possible(m_ptr->fy, m_ptr->fx)) return FALSE;
- delete_monster_idx(cave[m_ptr->fy][m_ptr->fx].m_idx);
- summon_named_creature(0, dummy_y, dummy_x, MON_BANOR, mode);
- m_list[hack_m_idx_ii].hp = dummy_hp;
- m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
- summon_named_creature(0, dummy_y, dummy_x, MON_LUPART, mode);
- m_list[hack_m_idx_ii].hp = dummy_hp;
- m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
-
-#ifdef JP
- msg_print("¡Ø¥Ð¡¼¥Î¡¼¥ë¡¦¥ë¥Ñ¡¼¥È¡Ù¤¬Ê¬Îö¤·¤¿¡ª");
-#else
- msg_print("Banor=Rupart splits in two person!");
-#endif
-
- break;
- }
-
- case MON_BANOR:
- case MON_LUPART:
- {
- int dummy_hp = 0;
- int dummy_maxhp = 0;
- int dummy_y = m_ptr->fy;
- int dummy_x = m_ptr->fx;
-
- if (!r_info[MON_BANOR].cur_num || !r_info[MON_LUPART].cur_num) return (FALSE);
- for (k = 1; k < m_max; k++)
- {
- if (m_list[k].r_idx == MON_BANOR || m_list[k].r_idx == MON_LUPART)
- {
- dummy_hp += m_list[k].hp;
- dummy_maxhp += m_list[k].maxhp;
- if (m_list[k].r_idx != m_ptr->r_idx)
- {
- dummy_y = m_list[k].fy;
- dummy_x = m_list[k].fx;
- }
- delete_monster_idx(k);
- }
- }
- summon_named_creature(0, dummy_y, dummy_x, MON_BANORLUPART, mode);
- m_list[hack_m_idx_ii].hp = dummy_hp;
- m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
-
-#ifdef JP
- msg_print("¡Ø¥Ð¡¼¥Î¡¼¥ë¡Ù¤È¡Ø¥ë¥Ñ¡¼¥È¡Ù¤¬¹çÂΤ·¤¿¡ª");
-#else
- msg_print("Banor and Rupart combine into one!");
-#endif
-
- break;
- }
-
- case MON_ROLENTO:
-#ifdef JP
- if (blind) msg_format("%^s¤¬²¿¤«ÂçÎ̤ËÅꤲ¤¿¡£", m_name);
- else msg_format("%^s¤Ï¼êÜØÃƤò¤Ð¤é¤Þ¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s spreads something.", m_name);
- else msg_format("%^s throws some hand grenades.", m_name);
-#endif
-
- {
- int num = 1 + randint1(3);
-
- for (k = 0; k < num; k++)
- {
- count += summon_named_creature(m_idx, y, x, MON_SHURYUUDAN, mode);
- }
- }
-#ifdef JP
- if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¤Ð¤é¤Þ¤«¤ì¤ë²»¤¬¤¹¤ë¡£");
-#else
- if (blind && count) msg_print("You hear many things are scattered nearby.");
-#endif
- break;
-
- default:
- if (r_ptr->d_char == 'B')
- {
- disturb(1, 0);
- if (one_in_(3) || !direct)
- {
-#ifdef JP
- msg_format("%^s¤ÏÆÍÁ³»ë³¦¤«¤é¾Ã¤¨¤¿!", m_name);
-#else
- msg_format("%^s suddenly go out of your sight!", m_name);
-#endif
- teleport_away(m_idx, 10, FALSE, FALSE);
- p_ptr->update |= (PU_MONSTERS);
- }
- else
- {
- int get_damage = 0;
- bool fear; /* dummy */
-
-#ifdef JP
- msg_format("%^s¤¬¤¢¤Ê¤¿¤òÄϤó¤Ç¶õÃ椫¤éÅꤲÍ¤¿¡£", m_name);
-#else
- msg_format("%^s holds you, and drops from the sky.", m_name);
-#endif
- dam = damroll(4, 8);
- teleport_player_to(m_ptr->fy, m_ptr->fx, FALSE, TRUE);
-
- sound(SOUND_FALL);
-
- if (p_ptr->levitation)
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤ÏÀŤ«¤ËÃåÃϤ·¤¿¡£");
-#else
- msg_print("You float gently down to the ground.");
-#endif
- }
- else
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤ÏÃÏÌ̤ËᤤĤ±¤é¤ì¤¿¡£");
-#else
- msg_print("You crashed into the ground.");
-#endif
- dam += damroll(6, 8);
- }
-
- /* Mega hack -- this special action deals damage to the player. Therefore the code of "eyeeye" is necessary.
- -- henkma
- */
- get_damage = take_hit(DAMAGE_NOESCAPE, dam, m_name, -1);
- if (p_ptr->tim_eyeeye && get_damage > 0 && !p_ptr->is_dead)
- {
-#ifdef JP
- msg_format("¹¶·â¤¬%s¼«¿È¤ò½ý¤Ä¤±¤¿¡ª", m_name);
-#else
- char m_name_self[80];
-
- /* hisself */
- monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
-
- msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
-#endif
- project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
- set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
- }
-
- 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);
- }
- break;
- }
-
- /* Something is wrong */
- else return FALSE;
- }
- break;
- }
-
- /* RF6_TELE_TO */
- case 160+8:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
-#ifdef JP
-msg_format("%^s¤¬¤¢¤Ê¤¿¤ò°ú¤Ìᤷ¤¿¡£", m_name);
-#else
- msg_format("%^s commands you to return.", m_name);
-#endif
-
- teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE, TRUE);
- learn_spell(MS_TELE_TO);
- break;
- }
-
- /* RF6_TELE_AWAY */
- case 160+9:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
-#ifdef JP
-msg_format("%^s¤Ë¥Æ¥ì¥Ý¡¼¥È¤µ¤»¤é¤ì¤¿¡£", m_name);
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_print("¤¯¤Ã¤½¡Á");
-#else
- msg_format("%^s teleports you away.", m_name);
-#endif
-
- learn_spell(MS_TELE_AWAY);
- teleport_player(100, TRUE);
- break;
- }
-
- /* RF6_TELE_LEVEL */
- case 160+10:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«´ñ̯¤Ê¸ÀÍÕ¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles strangely.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¤ò»Ø¤µ¤·¤¿¡£", m_name);
-#else
- else msg_format("%^s gestures at your feet.", m_name);
-#endif
-
- if (p_ptr->resist_nexus)
- {
-#ifdef JP
-msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
-#else
- msg_print("You are unaffected!");
-#endif
-
- }
- else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
- {
-#ifdef JP
-msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
-#else
- msg_print("You resist the effects!");
-#endif
-
- }
- else
- {
- teleport_level(0);
- }
- learn_spell(MS_TELE_LEVEL);
- update_smart_learn(m_idx, DRS_NEXUS);
- break;
- }
-
- /* RF6_PSY_SPEAR */
- case 160+11:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¸÷¤Î·õ¤òÊü¤Ã¤¿¡£", m_name);
-#else
- else msg_format("%^s throw a Psycho-Spear.", m_name);
-#endif
-
- dam = (r_ptr->flags2 & RF2_POWERFUL) ? (randint1(rlev * 2) + 150) : (randint1(rlev * 3 / 2) + 100);
- beam(m_idx, GF_PSY_SPEAR, dam, MS_PSY_SPEAR, learnable);
- break;
- }
-
- /* RF6_DARKNESS */
- case 160+12:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else if (p_ptr->pclass == CLASS_NINJA) msg_format("%^s¤¬ÊÕ¤ê¤òÌÀ¤ë¤¯¾È¤é¤·¤¿¡£", m_name);
-else msg_format("%^s¤¬°Å°Ç¤ÎÃæ¤Ç¼ê¤ò¿¶¤Ã¤¿¡£", m_name);
-#else
- else if (p_ptr->pclass == CLASS_NINJA)
- msg_format("%^s cast a spell to light up.", m_name);
- else msg_format("%^s gestures in shadow.", m_name);
-#endif
-
- learn_spell(MS_DARKNESS);
- if (p_ptr->pclass == CLASS_NINJA)
- (void)lite_area(0, 3);
- else
- (void)unlite_area(0, 3);
- break;
- }
-
- /* RF6_TRAPS */
- case 160+13:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤Æ¼Ù°¤ËÈù¾Ð¤ó¤À¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles, and then cackles evilly.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¼öʸ¤ò¾§¤¨¤Æ¼Ù°¤ËÈù¾Ð¤ó¤À¡£", m_name);
-#else
- else msg_format("%^s casts a spell and cackles evilly.", m_name);
-#endif
-
- learn_spell(MS_MAKE_TRAP);
- (void)trap_creation(y, x);
- break;
- }
-
- /* RF6_FORGET */
- case 160+14:
- {
- if (!direct) return (FALSE);
- disturb(1, 0);
-#ifdef JP
-msg_format("%^s¤¬¤¢¤Ê¤¿¤Îµ²±¤ò¾Ãµî¤·¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", m_name);
-#else
- msg_format("%^s tries to blank your mind.", m_name);
-#endif
-
-
- if (randint0(100 + rlev/2) < p_ptr->skill_sav)
- {
-#ifdef JP
-msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
-#else
- msg_print("You resist the effects!");
-#endif
-
- }
- else if (lose_all_info())
- {
-#ifdef JP
-msg_print("µ²±¤¬Çö¤ì¤Æ¤·¤Þ¤Ã¤¿¡£");
-#else
- msg_print("Your memories fade away.");
-#endif
-
- }
- learn_spell(MS_FORGET);
- break;
- }
-
- /* RF6_RAISE_DEAD */
- case 160+15:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬»à¼ÔÉü³è¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
- else msg_format("%^s casts a spell to revive corpses.", m_name);
-#endif
- animate_dead(m_idx, m_ptr->fy, m_ptr->fx);
- break;
- }
-
- /* RF6_S_KIN */
- case 160+16:
- {
- disturb(1, 0);
- if (m_ptr->r_idx == MON_SERPENT || m_ptr->r_idx == MON_ZOMBI_SERPENT)
- {
-#ifdef JP
- if (blind)
- msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
- else
- msg_format("%^s¤¬¥À¥ó¥¸¥ç¥ó¤Î¼ç¤ò¾¤´¤·¤¿¡£", m_name);
-#else
- if (blind)
- msg_format("%^s mumbles.", m_name);
- else
- msg_format("%^s magically summons guardians of dungeons.", m_name);
-#endif
- }
- else
- {
-#ifdef JP
- if (blind)
- msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
- else
- msg_format("%^s¤ÏËâË¡¤Ç%s¤ò¾¤´¤·¤¿¡£",
- m_name,
- ((r_ptr->flags1) & RF1_UNIQUE ?
- "¼ê²¼" : "Ãç´Ö"));
-#else
- if (blind)
- msg_format("%^s mumbles.", m_name);
- else
- msg_format("%^s magically summons %s %s.",
- m_name, m_poss,
- ((r_ptr->flags1) & RF1_UNIQUE ?
- "minions" : "kin"));
-#endif
- }
-
- switch (m_ptr->r_idx)
- {
- case MON_MENELDOR:
- case MON_GWAIHIR:
- case MON_THORONDOR:
- {
- int num = 4 + randint1(3);
- for (k = 0; k < num; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_EAGLES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
- }
- }
- break;
-
- case MON_BULLGATES:
- {
- int num = 2 + randint1(3);
- for (k = 0; k < num; k++)
- {
- count += summon_named_creature(m_idx, y, x, MON_IE, mode);
- }
- }
- break;
-
- case MON_SERPENT:
- case MON_ZOMBI_SERPENT:
- {
- int num = 2 + randint1(3);
-
- if (r_info[MON_JORMUNGAND].cur_num < r_info[MON_JORMUNGAND].max_num && one_in_(6))
- {
-#ifdef JP
- msg_print("ÃÏÌ̤«¤é¿å¤¬¿á¤½Ð¤·¤¿¡ª");
-#else
- msg_print("Water blew off from the ground!");
-#endif
- fire_ball_hide(GF_WATER_FLOW, 0, 3, 8);
- }
-
- for (k = 0; k < num; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_GUARDIANS, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
- }
- }
- break;
-
- case MON_CALDARM:
- {
- int num = randint1(3);
- for (k = 0; k < num; k++)
- {
- count += summon_named_creature(m_idx, y, x, MON_LOCKE_CLONE, mode);
- }
- }
- break;
-
- case MON_LOUSY:
- {
- int num = 2 + randint1(3);
- for (k = 0; k < num; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_LOUSE, PM_ALLOW_GROUP);
- }
- }
- break;
-
- default:
- summon_kin_type = r_ptr->d_char; /* Big hack */
-
- for (k = 0; k < 4; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_KIN, PM_ALLOW_GROUP);
- }
- break;
- }
-#ifdef JP
- if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
-#else
- if (blind && count) msg_print("You hear many things appear nearby.");
-#endif
-
- break;
- }
-
- /* RF6_S_CYBER */
- case 160+17:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
-#else
- else msg_format("%^s magically summons Cyberdemons!", m_name);
-#endif
-
-#ifdef JP
-if (blind && count) msg_print("½Å¸ü¤Ê²»¤¬¶á¤¯¤Çʹ¤³¤¨¤ë¡£");
-#else
- if (blind && count) msg_print("You hear heavy steps nearby.");
-#endif
-
- summon_cyber(m_idx, y, x);
- break;
- }
-
- /* RF6_S_MONSTER */
- case 160+18:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâË¡¤ÇÃç´Ö¤ò¾¤´¤·¤¿¡ª", m_name);
-#else
- else msg_format("%^s magically summons help!", m_name);
-#endif
-
- for (k = 0; k < 1; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
- }
-#ifdef JP
-if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
-#else
- if (blind && count) msg_print("You hear something appear nearby.");
-#endif
-
- break;
- }
-
- /* RF6_S_MONSTERS */
- case 160+19:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâË¡¤Ç¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤·¤¿¡ª", m_name);
-#else
- else msg_format("%^s magically summons monsters!", m_name);
-#endif
-
- for (k = 0; k < s_num_6; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
- }
-#ifdef JP
-if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
-#else
- if (blind && count) msg_print("You hear many things appear nearby.");
-#endif
-
- break;
- }
-
- /* RF6_S_ANT */
- case 160+20:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâË¡¤Ç¥¢¥ê¤ò¾¤´¤·¤¿¡£", m_name);
-#else
- else msg_format("%^s magically summons ants.", m_name);
-#endif
-
- for (k = 0; k < s_num_6; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_ANT, PM_ALLOW_GROUP);
- }
-#ifdef JP
-if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
-#else
- if (blind && count) msg_print("You hear many things appear nearby.");
-#endif
-
- break;
- }
-
- /* RF6_S_SPIDER */
- case 160+21:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâË¡¤Ç¥¯¥â¤ò¾¤´¤·¤¿¡£", m_name);
-#else
- else msg_format("%^s magically summons spiders.", m_name);
-#endif
-
- for (k = 0; k < s_num_6; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_SPIDER, PM_ALLOW_GROUP);
- }
-#ifdef JP
-if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
-#else
- if (blind && count) msg_print("You hear many things appear nearby.");
-#endif
-
- break;
- }
-
- /* RF6_S_HOUND */
- case 160+22:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâË¡¤Ç¥Ï¥¦¥ó¥É¤ò¾¤´¤·¤¿¡£", m_name);
-#else
- else msg_format("%^s magically summons hounds.", m_name);
-#endif
-
- for (k = 0; k < s_num_4; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_HOUND, PM_ALLOW_GROUP);
- }
-#ifdef JP
-if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
-#else
- if (blind && count) msg_print("You hear many things appear nearby.");
-#endif
-
- break;
- }
-
- /* RF6_S_HYDRA */
- case 160+23:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâË¡¤Ç¥Ò¥É¥é¤ò¾¤´¤·¤¿¡£", m_name);
-#else
- else msg_format("%^s magically summons hydras.", m_name);
-#endif
-
- for (k = 0; k < s_num_4; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_HYDRA, PM_ALLOW_GROUP);
- }
-#ifdef JP
-if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
-#else
- if (blind && count) msg_print("You hear many things appear nearby.");
-#endif
-
- break;
- }
-
- /* RF6_S_ANGEL */
- case 160+24:
- {
- int num = 1;
-
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâË¡¤ÇÅ·»È¤ò¾¤´¤·¤¿¡ª", m_name);
-#else
- else msg_format("%^s magically summons an angel!", m_name);
-#endif
-
- if ((r_ptr->flags1 & RF1_UNIQUE) && !easy_band)
- {
- num += r_ptr->level/40;
- }
-
- for (k = 0; k < num; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, PM_ALLOW_GROUP);
- }
-
- if (count < 2)
- {
-#ifdef JP
-if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
-#else
- if (blind && count) msg_print("You hear something appear nearby.");
-#endif
- }
- else
- {
-#ifdef JP
-if (blind) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
-#else
- if (blind) msg_print("You hear many things appear nearby.");
-#endif
- }
-
- break;
- }
-
- /* RF6_S_DEMON */
- case 160+25:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤ÏËâË¡¤Çº®Æ٤εÜÄ¤é°Ëâ¤ò¾¤´¤·¤¿¡ª", m_name);
-#else
- else msg_format("%^s magically summons a demon from the Courts of Chaos!", m_name);
-#endif
-
- for (k = 0; k < 1; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_DEMON, PM_ALLOW_GROUP);
- }
-#ifdef JP
-if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
-#else
- if (blind && count) msg_print("You hear something appear nearby.");
-#endif
-
- break;
- }
-
- /* RF6_S_UNDEAD */
- case 160+26:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâË¡¤Ç¥¢¥ó¥Ç¥Ã¥É¤Î¶¯Å¨¤ò¾¤´¤·¤¿¡ª", m_name);
-#else
- else msg_format("%^s magically summons an undead adversary!", m_name);
-#endif
-
- for (k = 0; k < 1; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_UNDEAD, PM_ALLOW_GROUP);
- }
-#ifdef JP
-if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
-#else
- if (blind && count) msg_print("You hear something appear nearby.");
-#endif
-
- break;
- }
-
- /* RF6_S_DRAGON */
- case 160+27:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâË¡¤Ç¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
-#else
- else msg_format("%^s magically summons a dragon!", m_name);
-#endif
-
- for (k = 0; k < 1; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_DRAGON, PM_ALLOW_GROUP);
- }
-#ifdef JP
-if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
-#else
- if (blind && count) msg_print("You hear something appear nearby.");
-#endif
-
- break;
- }
-
- /* RF6_S_HI_UNDEAD */
- case 160+28:
- {
- disturb(1, 0);
-
- 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))
- {
- int cy = y;
- int cx = x;
-
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâË¡¤ÇÍ©µ´ÀïÂâ¤ò¾¤´¤·¤¿¡ª", m_name);
-#else
- else msg_format("%^s magically summons rangers of Nazgul!", m_name);
-#endif
- msg_print(NULL);
-
- for (k = 0; k < 30; k++)
- {
- if (!summon_possible(cy, cx) || !cave_empty_bold(cy, cx))
- {
- int j;
- for (j = 100; j > 0; j--)
- {
- scatter(&cy, &cx, y, x, 2, 0);
- if (cave_empty_bold(cy, cx)) break;
- }
- if (!j) break;
- }
- if (!cave_empty_bold(cy, cx)) continue;
-
- if (summon_named_creature(m_idx, cy, cx, MON_NAZGUL, mode))
- {
- y = cy;
- x = cx;
- count++;
- if (count == 1)
-#ifdef JP
-msg_format("¡ÖÍ©µ´ÀïÂâ%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×", count);
-#else
- msg_format("A Nazgul says 'Nazgul-Rangers Number %d, Nazgul-Black!'",count);
-#endif
- else
-#ifdef JP
-msg_format("¡ÖƱ¤¸¤¯%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×", count);
-#else
- msg_format("Another one says 'Number %d, Nazgul-Black!'",count);
-#endif
- msg_print(NULL);
- }
- }
-#ifdef JP
-msg_format("¡Ö%d¿Í¤½¤í¤Ã¤Æ¡¢¥ê¥ó¥°¥ì¥ó¥¸¥ã¡¼¡ª¡×", count);
-#else
-msg_format("They say 'The %d meets! We are the Ring-Ranger!'.", count);
-#endif
- msg_print(NULL);
- }
- else
- {
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâË¡¤Ç¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¤ò¾¤´¤·¤¿¡ª", m_name);
-#else
- else msg_format("%^s magically summons greater undead!", m_name);
-#endif
-
- for (k = 0; k < s_num_6; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
- }
- }
- if (blind && count)
- {
-#ifdef JP
-msg_print("´Ö¶á¤Ç²¿¤«Â¿¤¯¤Î¤â¤Î¤¬Ç礤²ó¤ë²»¤¬Ê¹¤³¤¨¤ë¡£");
-#else
- msg_print("You hear many creepy things appear nearby.");
-#endif
-
- }
- break;
- }
-
- /* RF6_S_HI_DRAGON */
- case 160+29:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâË¡¤Ç¸ÅÂå¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
-#else
- else msg_format("%^s magically summons ancient dragons!", m_name);
-#endif
-
- for (k = 0; k < s_num_4; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
- }
- if (blind && count)
- {
-#ifdef JP
-msg_print("¿¤¯¤ÎÎ϶¯¤¤¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£");
-#else
- msg_print("You hear many powerful things appear nearby.");
-#endif
-
- }
- break;
- }
-
- /* RF6_S_AMBERITES */
- case 160+30:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥¢¥ó¥Ð¡¼¤Î²¦Â²¤ò¾¤´¤·¤¿¡ª", m_name);
-#else
- else msg_format("%^s magically summons Lords of Amber!", m_name);
-#endif
-
-
-
- for (k = 0; k < s_num_4; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_AMBERITES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
- }
- if (blind && count)
- {
-#ifdef JP
-msg_print("ÉÔ»à¤Î¼Ô¤¬¶á¤¯¤Ë¸½¤ì¤ë¤Î¤¬Ê¹¤³¤¨¤¿¡£");
-#else
- msg_print("You hear immortal beings appear nearby.");
-#endif
-
- }
- break;
- }
-
- /* RF6_S_UNIQUE */
- case 160+31:
- {
- disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
- if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâË¡¤ÇÆÃÊ̤ʶ¯Å¨¤ò¾¤´¤·¤¿¡ª", m_name);
-#else
- else msg_format("%^s magically summons special opponents!", m_name);
-#endif
-
- for (k = 0; k < s_num_4; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_UNIQUE, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
- }
- if (r_ptr->flags3 & RF3_GOOD)
- {
- for (k = count; k < s_num_4; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
- }
- }
- else
- {
- for (k = count; k < s_num_4; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
- }
- }
- if (blind && count)
- {
-#ifdef JP
-msg_print("¿¤¯¤ÎÎ϶¯¤¤¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£");
-#else
- msg_print("You hear many powerful things appear nearby.");
-#endif
-
- }
- break;
- }
- }
+ can_remember = is_original_ap_and_seen(m_ptr);
+
+ if (!direct)
+ {
+ switch (thrown_spell)
+ {
+ case 96 + 2: /* RF4_DISPEL */
+ case 96 + 4: /* RF4_SHOOT */
+ case 128 + 9: /* RF5_DRAIN_MANA */
+ case 128 + 10: /* RF5_MIND_BLAST */
+ case 128 + 11: /* RF5_BRAIN_SMASH */
+ case 128 + 12: /* RF5_CAUSE_1 */
+ case 128 + 13: /* RF5_CAUSE_2 */
+ case 128 + 14: /* RF5_CAUSE_3 */
+ case 128 + 15: /* RF5_CAUSE_4 */
+ case 128 + 16: /* RF5_BO_ACID */
+ case 128 + 17: /* RF5_BO_ELEC */
+ case 128 + 18: /* RF5_BO_FIRE */
+ case 128 + 19: /* RF5_BO_COLD */
+ case 128 + 21: /* RF5_BO_NETH */
+ case 128 + 22: /* RF5_BO_WATE */
+ case 128 + 23: /* RF5_BO_MANA */
+ case 128 + 24: /* RF5_BO_PLAS */
+ case 128 + 25: /* RF5_BO_ICEE */
+ case 128 + 26: /* RF5_MISSILE */
+ case 128 + 27: /* RF5_SCARE */
+ case 128 + 28: /* RF5_BLIND */
+ case 128 + 29: /* RF5_CONF */
+ case 128 + 30: /* RF5_SLOW */
+ case 128 + 31: /* RF5_HOLD */
+ case 160 + 1: /* RF6_HAND_DOOM */
+ case 160 + 8: /* RF6_TELE_TO */
+ case 160 + 9: /* RF6_TELE_AWAY */
+ case 160 + 10: /* RF6_TELE_LEVEL */
+ case 160 + 11: /* RF6_PSY_SPEAR */
+ case 160 + 12: /* RF6_DARKNESS */
+ case 160 + 14: /* RF6_FORGET */
+ return (FALSE);
+ }
+ }
+
+ /* Cast the spell. */
+ dam = monspell_to_player(thrown_spell, y, x, m_idx);
+ if (dam < 0) return FALSE;
if ((p_ptr->action == ACTION_LEARN) && thrown_spell > 175)
{
p_ptr->mane_num++;
new_mane = TRUE;
- p_ptr->redraw |= (PR_MANE);
+ p_ptr->redraw |= (PR_IMITATION);
}
}
/* Remember what the monster did to us */
- if (seen && is_original_ap(m_ptr))
+ if (can_remember)
{
/* Inate spell */
if (thrown_spell < 32 * 4)