#include "angband.h"
-#ifdef DRS_SMART_OPTIONS
-
/*
* And now for Intelligent monster attacks (including spells).
*
if (smart_learn)
{
/* Hack -- Occasionally forget player status */
- if (m_ptr->smart && (randint0(100) < 1)) m_ptr->smart = 0L;
+ /* Only save SM_FRIENDLY, SM_PET or SM_CLONED */
+ if (m_ptr->smart && (randint0(100) < 1)) m_ptr->smart &= (SM_FRIENDLY | SM_PET | SM_CLONED);
/* Use the memorized flags */
smart = m_ptr->smart;
(*f6p) = f6;
}
-#endif /* DRS_SMART_OPTIONS */
-
/*
* Determine if there is a space near the player in which
if (distance(y1, x1, y, x)>2) continue;
/* ...nor on the Pattern */
- if ((cave[y][x].feat >= FEAT_PATTERN_START)
- && (cave[y][x].feat <= FEAT_PATTERN_XTRA2)) continue;
+ if (pattern_tile(y, x)) continue;
- /* Require empty floor grid in line of sight */
- if ((cave_empty_bold(y, x) || (cave[y][x].feat == FEAT_TREES)) && los(y1, x1, y, x) && los(y, x, y1, x1)) return (TRUE);
+ /* Require empty floor grid in line of projection */
+ if (cave_empty_bold(y, x) && projectable(y1, x1, y, x) && projectable(y, x, y1, x1)) return (TRUE);
}
}
}
-static bool raise_possible(int y, int x)
+bool raise_possible(monster_type *m_ptr)
{
int xx, yy;
+ int y = m_ptr->fy;
+ int x = m_ptr->fx;
s16b this_o_idx, next_o_idx = 0;
cave_type *c_ptr;
{
if (distance(y, x, yy, xx) > 5) continue;
if (!los(y, x, yy, xx)) continue;
+ if (!projectable(y, x, yy, xx)) continue;
c_ptr = &cave[yy][xx];
/* Scan the pile of objects */
/* Known to be worthless? */
if (o_ptr->tval == TV_CORPSE)
- return TRUE;
+ {
+ if (!monster_has_hostile_align(m_ptr, 0, 0, &r_info[o_ptr->pval])) return TRUE;
+ }
}
}
}
}
}
/* Pets may not shoot through the character - TNB */
- if ((y == py) && (x == px))
+ if (player_bold(y, x))
{
if (friend) return (FALSE);
}
/* Handle breath attacks */
if (breath) rad = 0 - rad;
- if (typ == GF_ROCKET) flg |= PROJECT_STOP;
- if (typ == GF_MIND_BLAST || typ == GF_BRAIN_SMASH ||
- typ == GF_CAUSE_1 || typ == GF_CAUSE_2 || typ == GF_CAUSE_3 ||
- typ == GF_CAUSE_4 || typ == GF_HAND_DOOM) flg |= PROJECT_HIDE;
+ switch (typ)
+ {
+ case GF_ROCKET:
+ flg |= PROJECT_STOP;
+ break;
+ case GF_DRAIN_MANA:
+ case GF_MIND_BLAST:
+ case GF_BRAIN_SMASH:
+ case GF_CAUSE_1:
+ case GF_CAUSE_2:
+ case GF_CAUSE_3:
+ case GF_CAUSE_4:
+ case GF_HAND_DOOM:
+ flg |= (PROJECT_HIDE | PROJECT_AIMED);
+ break;
+ }
/* Target the player with a ball attack */
(void)project(m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
{
if (new_curse & TRC_HEAVY_MASK) continue;
}
- if (((o_ptr->tval < TV_BOW) || (o_ptr->tval > TV_SWORD)) && (new_curse == TRC_LOW_MELEE)) continue;
- if (((o_ptr->tval < TV_BOOTS) || (o_ptr->tval > TV_DRAG_ARMOR)) && (new_curse == TRC_LOW_AC)) continue;
+ if (((o_ptr->tval < TV_WEAPON_BEGIN) || (o_ptr->tval > TV_WEAPON_END)) && (new_curse == TRC_LOW_MELEE)) continue;
+ if (((o_ptr->tval < TV_ARMOR_BEGIN) || (o_ptr->tval > TV_ARMOR_END)) && (new_curse == TRC_LOW_AC)) continue;
break;
}
return new_curse;
object_flags(o_ptr, oflgs);
- object_desc(o_name, o_ptr, FALSE, 0);
+ 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 (r_ptr->flags4 & RF4_BR_FIRE)
{
- if (!(prace_is_(RACE_DEMON) && p_ptr->lev > 44))
+ if (!((p_ptr->prace == RACE_DEMON) && p_ptr->lev > 44))
{
if (!p_ptr->immune_fire && (p_ptr->oppose_fire || music_singing(MUSIC_RESIST))) return (TRUE);
if (p_ptr->special_defense & DEFENSE_FIRE) return (TRUE);
if (p_ptr->tsuyoshi) return (TRUE);
/* Elemental Brands */
- if ((p_ptr->special_attack & ATTACK_ACID) && !(r_ptr->flags3 & RF3_IM_ACID)) return (TRUE);
- if ((p_ptr->special_attack & ATTACK_FIRE) && !(r_ptr->flags3 & RF3_IM_FIRE)) return (TRUE);
- if ((p_ptr->special_attack & ATTACK_ELEC) && !(r_ptr->flags3 & RF3_IM_ELEC)) return (TRUE);
- if ((p_ptr->special_attack & ATTACK_COLD) && !(r_ptr->flags3 & RF3_IM_COLD)) return (TRUE);
- if ((p_ptr->special_attack & ATTACK_POIS) && !(r_ptr->flags3 & RF3_IM_POIS)) return (TRUE);
+ if ((p_ptr->special_attack & ATTACK_ACID) && !(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return (TRUE);
+ if ((p_ptr->special_attack & ATTACK_FIRE) && !(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return (TRUE);
+ if ((p_ptr->special_attack & ATTACK_ELEC) && !(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return (TRUE);
+ if ((p_ptr->special_attack & ATTACK_COLD) && !(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return (TRUE);
+ if ((p_ptr->special_attack & ATTACK_POIS) && !(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return (TRUE);
/* Speed */
if (p_ptr->pspeed < 145)
if (special_num)
{
bool success = FALSE;
- switch(m_ptr->r_idx)
+ switch (m_ptr->r_idx)
{
case MON_OHMU:
- if (randint0(100) < 50) success = TRUE;
+ case MON_BANOR:
+ case MON_LUPART:
break;
case MON_BANORLUPART:
if (randint0(100) < 70) success = TRUE;
break;
- case MON_BANOR:
- case MON_LUPART:
+ case MON_ROLENTO:
+ if (randint0(100) < 40) success = TRUE;
break;
default:
if (randint0(100) < 50) success = TRUE;
}
/* Raise-dead if possible (sometimes) */
- if (raise_num && (randint0(100) < 40) && raise_possible(m_ptr->fy, m_ptr->fx))
+ if (raise_num && (randint0(100) < 40))
{
/* Choose raise-dead spell */
return (raise[randint0(raise_num)]);
if (projectable(m_ptr->fy, m_ptr->fx, y, x))
{
/* Breath disintegration to the glyph if possible */
- if ((!cave_floor_bold(y,x)) && (r_ptr->flags4 & RF4_BR_DISI) && one_in_(2)) do_disi = TRUE;
+ if (!have_flag(f_flags_bold(y, x), FF_PROJECT) && (f4 & RF4_BR_DISI) && one_in_(2)) do_disi = TRUE;
}
/* Check path to next grid */
{
bool success = FALSE;
- if ((r_ptr->flags4 & RF4_BR_DISI) &&
+ if ((f4 & RF4_BR_DISI) &&
(m_ptr->cdis < MAX_RANGE/2) &&
in_disintegration_range(m_ptr->fy, m_ptr->fx, y, x) &&
(one_in_(10) || (projectable(y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
/* Access the next grid */
c_ptr = &cave[next_y][next_x];
- /* Skip door, rubble, wall */
- if ((c_ptr->feat >= FEAT_DOOR_HEAD) && (c_ptr->feat <= FEAT_PERM_SOLID)) continue;
-
- /* Skip tree */
- if (c_ptr->feat == FEAT_TREES) continue;
-
- /* Skip mountain */
- if (c_ptr->feat == FEAT_MOUNTAIN) continue;
+ /* 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))
{
{
f5 &= ~(RF5_DRAIN_MANA);
}
- if ((p_ptr->pclass == CLASS_NINJA) && (r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)))
+
+ if ((p_ptr->pclass == CLASS_NINJA) &&
+ ((r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) ||
+ (r_ptr->flags7 & RF7_DARK_MASK)))
{
f6 &= ~(RF6_DARKNESS);
}
f6 &= (RF6_NOMAGIC_MASK);
}
- /* Hack -- allow "desperate" spells */
- if ((r_ptr->flags2 & (RF2_SMART)) &&
- (m_ptr->hp < m_ptr->maxhp / 10) &&
- (randint0(100) < 50))
+ if (r_ptr->flags2 & RF2_SMART)
{
- /* Require intelligent spells */
- f4 &= (RF4_INT_MASK);
- f5 &= (RF5_INT_MASK);
- f6 &= (RF6_INT_MASK);
+ /* Hack -- allow "desperate" spells */
+ if ((m_ptr->hp < m_ptr->maxhp / 10) &&
+ (randint0(100) < 50))
+ {
+ /* Require intelligent spells */
+ f4 &= (RF4_INT_MASK);
+ f5 &= (RF5_INT_MASK);
+ f6 &= (RF6_INT_MASK);
+ }
- /* No spells left */
- if (!f4 && !f5 && !f6) return (FALSE);
+ /* Hack -- decline "teleport level" in some case */
+ if ((f6 & RF6_TELE_LEVEL) && TELE_LEVEL_IS_INEFF(0))
+ {
+ f6 &= ~(RF6_TELE_LEVEL);
+ }
}
+ /* No spells left */
+ if (!f4 && !f5 && !f6) return (FALSE);
+
/* Remove the "ineffective" spells */
remove_bad_spells(m_idx, &f4, &f5, &f6);
- if (p_ptr->inside_arena)
+ if (p_ptr->inside_arena || p_ptr->inside_battle)
{
f4 &= ~(RF4_SUMMON_MASK);
f5 &= ~(RF5_SUMMON_MASK);
- f6 &= ~(RF6_SUMMON_MASK);
+ f6 &= ~(RF6_SUMMON_MASK | RF6_TELE_LEVEL);
+
+ if (m_ptr->r_idx == MON_ROLENTO) f6 &= ~(RF6_SPECIAL);
}
/* No spells left */
if (!f4 && !f5 && !f6) return (FALSE);
- /* Check for a clean bolt shot */
- if (((f4 & RF4_BOLT_MASK) ||
- (f5 & RF5_BOLT_MASK) ||
- (f6 & RF6_BOLT_MASK)) &&
- !(r_ptr->flags2 & RF2_STUPID) &&
- !clean_shot(m_ptr->fy, m_ptr->fx, py, px, FALSE))
+ if (!(r_ptr->flags2 & RF2_STUPID))
{
- /* Remove spells that will only hurt friends */
- f4 &= ~(RF4_BOLT_MASK);
- f5 &= ~(RF5_BOLT_MASK);
- f6 &= ~(RF6_BOLT_MASK);
- }
+ /* 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))
+ {
+ /* Remove spells that will only hurt friends */
+ f4 &= ~(RF4_BOLT_MASK);
+ f5 &= ~(RF5_BOLT_MASK);
+ f6 &= ~(RF6_BOLT_MASK);
+ }
- /* Check for a possible summon */
- if (((f4 & RF4_SUMMON_MASK) ||
- (f5 & RF5_SUMMON_MASK) ||
- (f6 & RF6_SUMMON_MASK)) &&
- !(r_ptr->flags2 & RF2_STUPID) &&
- !(summon_possible(y, x)))
- {
- /* Remove summoning spells */
- f4 &= ~(RF4_SUMMON_MASK);
- f5 &= ~(RF5_SUMMON_MASK);
- f6 &= ~(RF6_SUMMON_MASK);
- }
+ /* Check for a possible summon */
+ if (((f4 & RF4_SUMMON_MASK) ||
+ (f5 & RF5_SUMMON_MASK) ||
+ (f6 & RF6_SUMMON_MASK)) &&
+ !(summon_possible(y, x)))
+ {
+ /* Remove summoning spells */
+ f4 &= ~(RF4_SUMMON_MASK);
+ f5 &= ~(RF5_SUMMON_MASK);
+ f6 &= ~(RF6_SUMMON_MASK);
+ }
- /* No spells left */
- if (!f4 && !f5 && !f6) return (FALSE);
+ /* Check for a possible raise dead */
+ if ((f6 & RF6_RAISE_DEAD) && !raise_possible(m_ptr))
+ {
+ /* Remove raise dead spell */
+ f6 &= ~(RF6_RAISE_DEAD);
+ }
+
+ /* Special moves restriction */
+ if (f6 & RF6_SPECIAL)
+ {
+ if ((m_ptr->r_idx == MON_ROLENTO) && !summon_possible(y, x))
+ {
+ f6 &= ~(RF6_SPECIAL);
+ }
+ }
+
+ /* No spells left */
+ if (!f4 && !f5 && !f6) return (FALSE);
+ }
/* Extract the "inate" spells */
for (k = 0; k < 32; k++)
}
/* Projectable? */
- direct = ((x == px) && (y == py));
+ direct = player_bold(y, x);
/* Cast the spell. */
switch (thrown_spell)
break;
}
- /* RF4_XXX4X4 */
+ /* RF4_ROCKET */
case 96+3:
{
disturb(1, 0);
{
if (!direct) return (FALSE);
disturb(1, 0);
- if (p_ptr->csp)
- {
- int r1;
-
- /* Basic message */
-#ifdef JP
-msg_format("%^s¤ËÀº¿À¥¨¥Í¥ë¥®¡¼¤òµÛ¤¤¼è¤é¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
-#else
- msg_format("%^s draws psychic energy from you!", m_name);
-#endif
-
-
- /* Attack power */
- r1 = (randint1(rlev) / 2) + 1;
-
- /* Full drain */
- if (r1 >= p_ptr->csp)
- {
- r1 = p_ptr->csp;
- p_ptr->csp = 0;
- p_ptr->csp_frac = 0;
- }
-
- /* Partial drain */
- else
- {
- p_ptr->csp -= r1;
- }
- learn_spell(MS_DRAIN_MANA);
-
- /* Redraw mana */
- p_ptr->redraw |= (PR_MANA);
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
- p_ptr->window |= (PW_SPELL);
-
- /* Heal the monster */
- if (m_ptr->hp < m_ptr->maxhp)
- {
- /* Heal */
- m_ptr->hp += (6 * r1);
- if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
-
- /* 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);
-
- /* Special message */
- if (seen)
- {
-#ifdef JP
-msg_format("%^s¤Ïµ¤Ê¬¤¬Îɤµ¤½¤¦¤À¡£", m_name);
-#else
- msg_format("%^s appears healthier.", m_name);
-#endif
-
- }
- }
- }
+ 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;
}
if (!direct) return (FALSE);
disturb(1, 0);
#ifdef JP
-msg_format("%^s¤¬ÇËÌǤμê¤òÊü¤Ã¤¿¡ª", m_name);
+msg_format("%^s¤¬<ÇËÌǤμê>¤òÊü¤Ã¤¿¡ª", m_name);
#else
msg_format("%^s invokes the Hand of Doom!", m_name);
#endif
#endif
teleport_away(m_idx, 10, FALSE);
- p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
+ p_ptr->update |= (PU_MONSTERS);
break;
}
int k;
disturb(1, 0);
- switch(m_ptr->r_idx)
+ switch (m_ptr->r_idx)
{
case MON_OHMU:
/* Moved to process_monster(), like multiplication */
break;
}
- case MON_BANOR:
- case MON_LUPART:
+
+ case MON_BANOR:
+ case MON_LUPART:
{
int dummy_hp = 0;
int dummy_maxhp = 0;
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')
{
msg_format("%^s suddenly go out of your sight!", m_name);
#endif
teleport_away(m_idx, 10, FALSE);
- p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
+ p_ptr->update |= (PU_MONSTERS);
}
else
{
- int dam = damroll(4, 8);
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);
sound(SOUND_FALL);
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;
}
}
else
{
- teleport_player_level();
+ teleport_level(0);
}
learn_spell(MS_TELE_LEVEL);
update_smart_learn(m_idx, DRS_NEXUS);
break;
}
- /* RF6_SUMMON_KIN */
+ /* RF6_S_KIN */
case 160+16:
{
disturb(1, 0);
- if (m_ptr->r_idx == 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
- }
- else if (m_ptr->r_idx == MON_SERPENT || m_ptr->r_idx == MON_ZOMBI_SERPENT)
+ if (m_ptr->r_idx == MON_SERPENT || m_ptr->r_idx == MON_ZOMBI_SERPENT)
{
#ifdef JP
if (blind)
#endif
}
- if(m_ptr->r_idx == MON_ROLENTO)
- {
- int num = 1 + randint1(3);
-
- for (k = 0; k < num; k++)
- {
- count += summon_named_creature(m_idx, y, x, MON_SHURYUUDAN, mode);
- }
- }
- else if(m_ptr->r_idx == MON_THORONDOR ||
- m_ptr->r_idx == MON_GWAIHIR ||
- m_ptr->r_idx == MON_MENELDOR)
- {
- 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));
- }
- }
- else if(m_ptr->r_idx == MON_LOUSY)
+ switch (m_ptr->r_idx)
{
- int num = 2 + randint1(3);
- for (k = 0; k < num; k++)
+ case MON_MENELDOR:
+ case MON_GWAIHIR:
+ case MON_THORONDOR:
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_LOUSE, PM_ALLOW_GROUP);
- }
- }
- else if(m_ptr->r_idx == MON_BULLGATES)
- {
- int num = 2 + randint1(3);
- for (k = 0; k < num; k++)
- {
- count += summon_named_creature(m_idx, y, x, 921, mode);
+ 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));
+ }
}
- }
- else if (m_ptr->r_idx == MON_CALDARM)
- {
- int num = randint1(3);
- for (k = 0; k < num; k++)
+ break;
+
+ case MON_BULLGATES:
{
- count += summon_named_creature(m_idx, y, x, 930, mode);
+ int num = 2 + randint1(3);
+ for (k = 0; k < num; k++)
+ {
+ count += summon_named_creature(m_idx, y, x, MON_IE, mode);
+ }
}
- }
- else if (m_ptr->r_idx == MON_SERPENT || m_ptr->r_idx == MON_ZOMBI_SERPENT)
- {
- int num = 2 + randint1(3);
+ break;
- if (r_info[MON_JORMUNGAND].cur_num < r_info[MON_JORMUNGAND].max_num && one_in_(6))
+ 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");
+ msg_print("ÃÏÌ̤«¤é¿å¤¬¿á¤½Ð¤·¤¿¡ª");
#else
- msg_print("Water blew off from the ground!");
+ msg_print("Water blew off from the ground!");
#endif
- fire_ball_hide(GF_WATER_FLOW, 0, 3, 8);
+ 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;
- for (k = 0; k < num; k++)
+ case MON_CALDARM:
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_GUARDIANS, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+ int num = randint1(3);
+ for (k = 0; k < num; k++)
+ {
+ count += summon_named_creature(m_idx, y, x, MON_LOCKE_CLONE, mode);
+ }
}
- }
- else
- {
+ 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¡£");
+ 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;
}
for (k = 0; k < 30; k++)
{
- if (!summon_possible(cy, cx) || !cave_floor_bold(cy, cx))
+ 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_floor_bold(cy, cx)) break;
+ if (cave_empty_bold(cy, cx)) break;
}
if (!j) break;
}
- if (!cave_floor_bold(cy, cx)) continue;
+ if (!cave_empty_bold(cy, cx)) continue;
if (summon_named_creature(m_idx, cy, cx, MON_NAZGUL, mode))
{
}
/* Remember what the monster did to us */
- if (seen)
+ if (seen && is_original_ap(m_ptr))
{
/* Inate spell */
if (thrown_spell < 32 * 4)
/* Always take note of monsters that kill you */
if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
{
- r_ptr->r_deaths++;
+ r_ptr->r_deaths++; /* Ignore appearance difference */
}
/* A spell was cast */