X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fmspells1.c;h=24f3f4a85b88aefe24ddc8a354eb8410e670ab6c;hb=cf0661432289b1f1f5e40fc32a69057abfaa388c;hp=dcd789ca373e97223257379e5a46282cf708e38a;hpb=f74bda11bcc1c354121e3c96360d366856694f3e;p=hengband%2Fhengband.git diff --git a/src/mspells1.c b/src/mspells1.c index dcd789ca3..24f3f4a85 100644 --- a/src/mspells1.c +++ b/src/mspells1.c @@ -1,6 +1,6 @@ -/*! +/*! * @file mspells1.c - * @brief ¥â¥ó¥¹¥¿¡¼ËâË¡¤Î¼ÂÁõ / Monster spells (attack player) + * @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 @@ -39,16 +39,17 @@ */ #include "angband.h" +#include "object-curse.h" /*! - * @brief ¥â¥ó¥¹¥¿¡¼¤¬¥×¥ì¥¤¥ä¡¼¤Î¼åÅÀ¤ò¤Ä¤¤¤¿ÁªÂò¤ò¼è¤ë¤«¤É¤¦¤«¤ÎȽÄê / + * @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 ¥â¥ó¥¹¥¿¡¼¼ï²¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿ - * @param prob ´ðËܳÎΨ(%) - * @return Ŭ¤·¤¿ÁªÂò¤ò¼è¤ë¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£ + * @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) +static bool int_outof(monster_race *r_ptr, PERCENTAGE prob) { /* Non-Smart monsters are half as "smart" */ if (!(r_ptr->flags2 & RF2_SMART)) prob = prob / 2; @@ -59,15 +60,15 @@ static bool int_outof(monster_race *r_ptr, int prob) /*! - * @brief ¥â¥ó¥¹¥¿¡¼¤ÎËâË¡°ìÍ÷¤«¤éÀï½ÑŪ¤ËŬ¤µ¤Ê¤¤ËâË¡¤ò½ü³°¤¹¤ë / + * @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 ¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿ - * @param f4p ¥â¥ó¥¹¥¿¡¼ËâË¡¤Î¥Õ¥é¥°¥ê¥¹¥È1 - * @param f5p ¥â¥ó¥¹¥¿¡¼ËâË¡¤Î¥Õ¥é¥°¥ê¥¹¥È2 - * @param f6p ¥â¥ó¥¹¥¿¡¼ËâË¡¤Î¥Õ¥é¥°¥ê¥¹¥È3 - * @return ¤Ê¤· + * @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]; @@ -332,7 +333,6 @@ static void remove_bad_spells(int m_idx, u32b *f4p, u32b *f5p, u32b *f6p) 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)) @@ -346,7 +346,7 @@ static void remove_bad_spells(int m_idx, u32b *f4p, u32b *f5p, u32b *f6p) f5 &= ~(RF5_DRAIN_MANA); } - /* XXX XXX XXX No spells left? */ + /* No spells left? */ /* if (!f4 && !f5 && !f6) ... */ (*f4p) = f4; @@ -356,15 +356,15 @@ static void remove_bad_spells(int m_idx, u32b *f4p, u32b *f5p, u32b *f6p) /*! - * @brief ¥â¥ó¥¹¥¿¡¼¤Ë¤È¤Ã¤Æ½êÄê¤ÎÃÏÅÀ¤¬¾¤´Ô¤ËÁê±þ¤·¤¤ÃÏÅÀ¤«¤É¤¦¤«¤òÊÖ¤¹¡£ / + * @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 ȽÄê¤ò¹Ô¤¤¤¿¤¤¥Þ¥¹¤ÎYºÂɸ - * @param x1 ȽÄê¤ò¹Ô¤¤¤¿¤¤¥Þ¥¹¤ÎXºÂɸ - * @return ¾¤´Ô¤ËÁê±þ¤·¤¤¤Ê¤é¤ÐTRUE¤òÊÖ¤¹ + * @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) +bool summon_possible(POSITION y1, POSITION x1) { - int y, x; + POSITION y, x; /* Start at the player's location, and check 2 grids in each dir */ for (y = y1 - 2; y <= y1 + 2; y++) @@ -390,17 +390,17 @@ bool summon_possible(int y1, int x1) /*! - * @brief ¥â¥ó¥¹¥¿¡¼¤Ë¤È¤Ã¤Æ»à¼ÔÉü³è¤ò¹Ô¤¦¤Ù¤­¾õÂÖ¤«¤É¤¦¤«¤òÊÖ¤¹ / + * @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 ȽÄê¤ò¹Ô¤¤¤¿¤¤¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿ - * @return »à¼ÔÉü³è¤¬Í­¸ú¤Ê¾õÂ֤ʤé¤ÐTRUE¤òÊÖ¤¹¡£ + * @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; - int y = m_ptr->fy; - int x = m_ptr->fx; - s16b this_o_idx, next_o_idx = 0; + POSITION xx, yy; + POSITION y = m_ptr->fy; + POSITION x = m_ptr->fx; + OBJECT_IDX this_o_idx, next_o_idx = 0; cave_type *c_ptr; for (xx = x - 5; xx <= x + 5; xx++) @@ -435,14 +435,14 @@ bool raise_possible(monster_type *m_ptr) /*! - * @brief ¥â¥ó¥¹¥¿¡¼¤Ë¤È¤Ã¤Æ¥Ü¥ë¥È·¿ËâË¡¤¬Í­¸ú¤Ê¾õÂÖ¤«¤òÊÖ¤¹ / + * @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. - * @param y1 ¥Ü¥ë¥ÈËâˡȯ¼ÍÃÏÅÀ¤ÎYºÂɸ - * @param x1 ¥Ü¥ë¥ÈËâˡȯ¼ÍÃÏÅÀ¤ÎXºÂɸ - * @param y2 ¥Ü¥ë¥ÈËâË¡ÌÜɸÃÏÅÀ¤ÎYºÂɸ - * @param x2 ¥Ü¥ë¥ÈËâË¡ÌÜɸÃÏÅÀ¤ÎXºÂɸ - * @param is_friend ¥â¥ó¥¹¥¿¡¼¤¬¥×¥ì¥¤¥ä¡¼¤Ë³²°Õ¤ò»ý¤¿¤Ê¤¤(¥Ú¥Ã¥È¤«Í§¹¥Åª)¤Ê¤é¤ÐTRUE¤ò¤Ä¤±¤ë - * @return ¥Ü¥ë¥È·¿ËâË¡¤¬Í­¸ú¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£ + * @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 @@ -453,11 +453,12 @@ bool raise_possible(monster_type *m_ptr) * no equally friendly monster is\n * between the attacker and target.\n */ -bool clean_shot(int y1, int x1, int y2, int x2, bool is_friend) +bool clean_shot(POSITION y1, POSITION x1, POSITION y2, POSITION x2, bool is_friend) { /* Must be the same as projectable() */ - int i, y, x; + int i; + POSITION y, x; int grid_n = 0; u16b grid_g[512]; @@ -499,62 +500,98 @@ bool clean_shot(int y1, int x1, int y2, int x2, bool is_friend) } /*! - * @brief ¥â¥ó¥¹¥¿¡¼¤Î¥Ü¥ë¥È·¿ËâË¡½èÍý / + * @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 ¥â¥ó¥¹¥¿¡¼¤ÎID - * @param typ ¸ú²Ì°À­ID - * @param dam_hp °ÒÎÏ - * @param monspell ¥â¥ó¥¹¥¿¡¼ËâË¡¤ÎID - * @param learnable ¥é¡¼¥Ë¥ó¥°²Äǽ¤«Èݤ« - * @return ¤Ê¤· + * @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 bolt(int m_idx, int typ, int dam_hp, int monspell, bool learnable) -{ - int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_PLAYER; +void bolt(MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID 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)); } /*! - * @brief ¥â¥ó¥¹¥¿¡¼¤Î¥Ó¡¼¥à·¿ËâË¡½èÍý / - * @param m_idx ¥â¥ó¥¹¥¿¡¼¤ÎID - * @param typ ¸ú²Ì°À­ID - * @param dam_hp °ÒÎÏ - * @param monspell ¥â¥ó¥¹¥¿¡¼ËâË¡¤ÎID - * @param learnable ¥é¡¼¥Ë¥ó¥°²Äǽ¤«Èݤ« - * @return ¤Ê¤· + * @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 */ -static void beam(int m_idx, int typ, int dam_hp, int monspell, bool learnable) +void beam(MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID 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)); } /*! - * @brief ¥â¥ó¥¹¥¿¡¼¤Î¥Ü¡¼¥ë·¿¡õ¥Ö¥ì¥¹·¿ËâË¡½èÍý / + * @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 ÌÜɸÃÏÅÀ¤ÎYºÂɸ - * @param x ÌÜɸÃÏÅÀ¤ÎXºÂɸ - * @param m_idx ¥â¥ó¥¹¥¿¡¼¤ÎID - * @param typ ¸ú²Ì°À­ID - * @param dam_hp °ÒÎÏ - * @param rad Ⱦ·Â - * @param breath TRUE¤Ê¤é¤Ð¥Ö¥ì¥¹½èÍý¡¢FALSE¤Ê¤é¤Ð¥Ü¡¼¥ë½èÍý - * @param monspell ¥â¥ó¥¹¥¿¡¼ËâË¡¤ÎID - * @param learnable ¥é¡¼¥Ë¥ó¥°²Äǽ¤«Èݤ« - * @return ¤Ê¤· + * @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 + * @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 breath(int y, int x, int m_idx, int typ, int dam_hp, int rad, bool breath, int monspell, bool learnable) +void breath(POSITION y, POSITION x, MONSTER_IDX m_idx, EFFECT_ID typ, int dam_hp, POSITION 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]; + bool learnable = spell_learnable(m_idx); + BIT_FLAGS flg = 0x00; - monster_type *m_ptr = &m_list[m_idx]; - monster_race *r_ptr = &r_info[m_ptr->r_idx]; + 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; @@ -583,118 +620,14 @@ void breath(int y, int x, int m_idx, int typ, int dam_hp, int rad, bool breath, (void)project(m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1)); } -/*! - * @brief ¥â¥ó¥¹¥¿¡¼¤Î¥Ü¡¼¥ë·¿¡õ¥Ö¥ì¥¹·¿ËâË¡½èÍý / - * @param power ¼ö¤¤¤ÎÃʳ¬ - * @param o_ptr ¼ö¤¤¤ò¤«¤±¤é¤ì¤ëÁõÈ÷¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿ - * @return Í¿¤¨¤ë¼ö¤¤¤ÎID - */ -u32b get_curse(int power, object_type *o_ptr) -{ - u32b new_curse; - - while(1) - { - new_curse = (1 << (randint0(MAX_CURSE)+4)); - if (power == 2) - { - if (!(new_curse & TRC_HEAVY_MASK)) continue; - } - else if (power == 1) - { - if (new_curse & TRC_SPECIAL_MASK) continue; - } - else if (power == 0) - { - if (new_curse & TRC_HEAVY_MASK) continue; - } - if (new_curse == TRC_LOW_MELEE && !object_is_weapon(o_ptr)) continue; - if (new_curse == TRC_LOW_AC && !object_is_armour(o_ptr)) continue; - break; - } - return new_curse; -} - -/*! - * @brief ÁõÈ÷¤Ø¤Î¼ö¤¤ÉÕ²ÃȽÄê¤ÈÉղýèÍý / - * @param chance ¼ö¤¤¤Î´ðËܳÎΨ - * @param heavy_chance ½Å¤¤¼ö¤¤¤òÁªÂò»è¤ËÆþ¤ì¤ë¤«Èݤ«¡£ - * @return ¤Ê¤· - */ -void curse_equipment(int chance, int heavy_chance) -{ - bool changed = FALSE; - int curse_power = 0; - u32b new_curse; - u32b oflgs[TR_FLAG_SIZE]; - object_type *o_ptr = &inventory[INVEN_RARM + randint0(12)]; - char o_name[MAX_NLEN]; - - if (randint1(100) > chance) return; - if (!o_ptr->k_idx) return; - - object_flags(o_ptr, oflgs); - - 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)) - { -#ifdef JP -msg_format("%s¤Ï¼ö¤¤¤òÄ·¤ÍÊÖ¤·¤¿¡ª", o_name, -#else - msg_format("Your %s resist%s cursing!", o_name, -#endif - - ((o_ptr->number > 1) ? "" : "s")); - /* Hmmm -- can we wear multiple items? If not, this is unnecessary */ - return; - } - - if ((randint1(100) <= heavy_chance) && - (object_is_artifact(o_ptr) || object_is_ego(o_ptr))) - { - if (!(o_ptr->curse_flags & TRC_HEAVY_CURSE)) - changed = TRUE; - o_ptr->curse_flags |= TRC_HEAVY_CURSE; - o_ptr->curse_flags |= TRC_CURSED; - curse_power++; - } - else - { - if (!object_is_cursed(o_ptr)) - changed = TRUE; - o_ptr->curse_flags |= TRC_CURSED; - } - if (heavy_chance >= 50) curse_power++; - - new_curse = get_curse(curse_power, o_ptr); - if (!(o_ptr->curse_flags & new_curse)) - { - changed = TRUE; - o_ptr->curse_flags |= new_curse; - } - - if (changed) - { -#ifdef JP -msg_format("°­°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name); -#else - msg_format("There is a malignant black aura surrounding %s...", o_name); -#endif - - o_ptr->feeling = FEEL_NONE; - } - p_ptr->update |= (PU_BONUS); -} /*! - * @brief IDÃͤ¬Àµ¤·¤¤¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ / + * @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 ȽÄêÂоݤÎID - * @return Àµ¤·¤¤ID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£ + * @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) { @@ -719,10 +652,10 @@ static bool spell_attack(byte spell) /*! - * @brief IDÃͤ¬ÂàÈòÌÜŪ¤ËŬ¤·¤¿¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ / + * @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 ȽÄêÂоݤÎID - * @return Ŭ¤·¤¿ËâË¡¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£ + * @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) { @@ -737,10 +670,10 @@ static bool spell_escape(byte spell) } /*! - * @brief IDÃͤ¬Ë¸³²ÌÜŪ¤ËŬ¤·¤¿¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ / + * @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 ȽÄêÂоݤÎID - * @return Ŭ¤·¤¿ËâË¡¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£ + * @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) { @@ -767,10 +700,10 @@ static bool spell_annoy(byte spell) } /*! - * @brief IDÃͤ¬¾¤´­·¿¤Î¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ / + * @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 ȽÄêÂоݤÎID - * @return ¾¤´­·¿ËâË¡¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£ + * @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) { @@ -783,10 +716,10 @@ static bool spell_summon(byte spell) /*! - * @brief IDÃͤ¬»à¼ÔÉü³è½èÍý¤«¤É¤¦¤«¤òÊÖ¤¹ / + * @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 ȽÄêÂоݤÎID - * @return »à¼ÔÉü³è¤Î½èÍý¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£ + * @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) { @@ -798,10 +731,10 @@ static bool spell_raise(byte spell) } /*! - * @brief IDÃͤ¬Àï½ÑŪ¤Ê¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ / + * @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 ȽÄêÂоݤÎID - * @return Àï½ÑŪ¤ÊËâË¡¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£ + * @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) { @@ -813,10 +746,10 @@ static bool spell_tactic(byte spell) } /*! - * @brief IDÃͤ¬ÌµÅ¨²½¤¹¤ë¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ / + * @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 ȽÄêÂоݤÎID - * @return ¾¤´­·¿ËâË¡¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£ + * @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) { @@ -828,10 +761,10 @@ static bool spell_invulner(byte spell) } /*! - * @brief IDÃͤ¬²Ã®¤¹¤ë¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ / + * @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 ȽÄêÂоݤÎID - * @return ¾¤´­·¿ËâË¡¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£ + * @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) { @@ -844,10 +777,10 @@ static bool spell_haste(byte spell) /*! - * @brief IDÃͤ¬»þ´ÖÄä»ß¤ò¹Ô¤¦¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ / + * @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 ȽÄêÂоݤÎID - * @return »þ´ÖÄä»ßËâË¡¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£ + * @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) { @@ -857,10 +790,10 @@ static bool spell_world(byte spell) /*! - * @brief IDÃͤ¬ÆÃÊ̸ú²Ì¤Î¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ / + * @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 ȽÄêÂоݤÎID - * @return ÆÃÊ̸ú²ÌËâË¡¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£ + * @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) { @@ -871,10 +804,10 @@ static bool spell_special(byte spell) /*! - * @brief IDÃͤ¬¸÷¤Î·õ¤Î¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ / + * @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 ȽÄêÂоݤÎID - * @return ¸÷¤Î·õ¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£ + * @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) { @@ -887,10 +820,10 @@ static bool spell_psy_spe(byte spell) /*! - * @brief IDÃͤ¬¼£ÌþËâË¡¤«¤É¤¦¤«¤òÊÖ¤¹ / + * @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 ȽÄêÂоݤÎID - * @return ¼£ÌþËâË¡¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£ + * @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) { @@ -903,10 +836,10 @@ static bool spell_heal(byte spell) /*! - * @brief IDÃͤ¬ËâÎϾõ¤É¤¦¤«¤òÊÖ¤¹ / + * @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 ȽÄêÂоݤÎID - * @return ËâÎϾõî¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£ + * @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) { @@ -919,12 +852,12 @@ static bool spell_dispel(byte spell) /*! - * @brief ¥â¥ó¥¹¥¿¡¼¤¬¥×¥ì¥¤¥ä¡¼¤ËËâÎϾõî¤òÍ¿¤¨¤ë¤Ù¤­¤«¤òȽÄꤹ¤ë¥ë¡¼¥Á¥ó + * @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 ¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤ÂÎÇÛÎóID - * @return ËâÎϾõî¤ò¤«¤±¤ë¤Ù¤­¤Ê¤éTRUE¤òÊÖ¤¹¡£ + * @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。 */ -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]; @@ -1023,12 +956,12 @@ bool dispel_check(int m_idx) /*! - * @brief ¥â¥ó¥¹¥¿¡¼¤ÎËâË¡ÁªÂò¥ë¡¼¥Á¥ó + * @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. - * @param m_idx ¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤ÂÎÇÛÎóID - * @param spells ¸õÊäËâË¡ID¤ò¤Þ¤È¤á¤¿ÇÛÎó - * @param num spells¤ÎŤµ - * @return ÁªÂò¤·¤¿¥â¥ó¥¹¥¿¡¼ËâË¡¤ÎID + * @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 @@ -1041,7 +974,7 @@ bool dispel_check(int m_idx) *\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]; @@ -1174,7 +1107,7 @@ static int choose_attack_spell(int m_idx, byte spells[], byte 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)]); @@ -1265,12 +1198,12 @@ static int choose_attack_spell(int m_idx, byte spells[], byte num) /*! - * @brief IDÃͤ¬ÈóËâ½ÑŪ¤ÊÆü쵻ǽ¤«¤É¤¦¤«¤òÊÖ¤¹ / + * @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 ȽÄêÂоݤÎID - * @return ÈóËâ½ÑŪ¤ÊÆü쵻ǽ¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£ + * @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 */ { @@ -1291,16 +1224,16 @@ bool spell_is_inate(u16b spell) /*! - * @brief ¥â¥ó¥¹¥¿¡¼¤¬¥×¥ì¥¤¥ä¡¼¤Ë¥À¥á¡¼¥¸¤òÍ¿¤¨¤ë¤¿¤á¤ÎºÇŬ¤ÊºÂɸ¤ò»»½Ð¤¹¤ë / - * @param m_ptr µ»Ç½¤ò»ÈÍѤ¹¤ë¥â¥ó¥¹¥¿¡¼¹½Â¤ÂΤλ²¾È¥Ý¥¤¥ó¥¿ - * @param yp ºÇŬ¤ÊÌÜɸÃÏÅÀ¤ÎYºÂɸ¤òÊÖ¤¹»²¾È¥Ý¥¤¥ó¥¿ - * @param xp ºÇŬ¤ÊÌÜɸÃÏÅÀ¤ÎXºÂɸ¤òÊÖ¤¹»²¾È¥Ý¥¤¥ó¥¿ - * @param f_flag ¼ÍÀþ¤ËÆþ¤ì¤ë¤Î¤òÈò¤±¤ëÃÏ·Á¤Î½ê»ý¥Õ¥é¥° - * @param path_check ¼ÍÀþ¤òȽÄꤹ¤ë¤¿¤á¤Î´Ø¿ô¥Ý¥¤¥ó¥¿ - * @return Í­¸ú¤ÊºÂɸ¤¬¤¢¤Ã¤¿¾ì¹çTRUE¤òÊÖ¤¹ + * @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, int *yp, int *xp, - int f_flag, bool (*path_check)(int, int, int, int)) +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; @@ -1313,9 +1246,9 @@ static bool adjacent_grid_check(monster_type *m_ptr, int *yp, int *xp, {-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; + 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++) @@ -1347,19 +1280,19 @@ static bool adjacent_grid_check(monster_type *m_ptr, int *yp, int *xp, #define DO_SPELL_BA_LITE 3 /*! - * @brief ¥â¥ó¥¹¥¿¡¼¤ÎÆü쵻ǽ¥á¥¤¥ó¥ë¡¼¥Á¥ó / + * @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. - * @param m_idx ¥â¥ó¥¹¥¿¡¼¹½Â¤ÂÎÇÛÎó¤ÎID - * @return ¼ÂºÝ¤ËÆü쵻ǽ¤òÍøÍѤ·¤¿¤éTRUE¤òÊÖ¤¹ + * @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 + * 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 + * 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 @@ -1404,44 +1337,35 @@ static bool adjacent_grid_check(monster_type *m_ptr, int *yp, int *xp, * 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; - monster_type *m_ptr = &m_list[m_idx]; - monster_race *r_ptr = &r_info[m_ptr->r_idx]; - char m_name[80]; + 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]; #ifndef JP - char m_poss[80]; + char m_poss[80]; #endif 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); - int rad = 0; //For elemental spells /* Target location */ - int x = px; - int y = py; + POSITION x = p_ptr->x; + POSITION y = p_ptr->y; /* Target location for lite breath */ - int x_br_lite = 0; - int y_br_lite = 0; - - /* Summon count */ - int count = 0; - - /* Extract the blind-ness */ - bool blind = (p_ptr->blind ? TRUE : FALSE); + 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; @@ -1468,13 +1392,13 @@ bool make_attack_spell(int m_idx) /* Sometimes forbid inate attacks (breaths) */ if (randint0(100) >= (r_ptr->freq_spell * 2)) no_inate = TRUE; - /* XXX XXX XXX Handle "track_target" option (?) */ + /* Handle "track_target" option (?) */ /* 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 ***/ @@ -1543,7 +1467,7 @@ bool make_attack_spell(int m_idx) } else if ((f5 & RF5_BA_LITE) && (m_ptr->cdis <= MAX_RANGE)) { - int by = y, bx = x; + POSITION 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_(5)) { @@ -1662,7 +1586,7 @@ bool make_attack_spell(int m_idx) 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); @@ -1705,19 +1629,19 @@ bool make_attack_spell(int m_idx) /* 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 */ @@ -1779,9 +1703,8 @@ bool make_attack_spell(int m_idx) if (!spell_is_inate(thrown_spell) && (in_no_magic_dungeon || (MON_STUNNED(m_ptr) && one_in_(2)) || (randint0(100) < failrate))) { - disturb(1, 1); - /* Message */ - msg_format(_("%^s¤Ï¼öʸ¤ò¾§¤¨¤è¤¦¤È¤·¤¿¤¬¼ºÇÔ¤·¤¿¡£", "%^s tries to cast a spell, but fails."), m_name); + disturb(TRUE, TRUE); + 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); } @@ -1789,7 +1712,7 @@ bool make_attack_spell(int m_idx) /* Hex: Anti Magic Barrier */ if (!spell_is_inate(thrown_spell) && magic_barrier(m_idx)) { - msg_format(_("È¿ËâË¡¥Ð¥ê¥¢¤¬%^s¤Î¼öʸ¤ò¤«¤­¾Ã¤·¤¿¡£", "Anti magic barrier cancels the spell which %^s casts."), m_name); + 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); } @@ -1802,2040 +1725,44 @@ bool make_attack_spell(int m_idx) { switch (thrown_spell) { - case 96 + 2: /* RF4_DISPEL */ - case 96 + 4: /* RF4_SHOOT */ + 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. */ - switch (thrown_spell) - { - case 96 + 0: spell_RF4_SHRIEK(m_idx, m_name); break; /* RF4_SHRIEK */ - case 96 + 1: break; /* RF4_XXX1 */ - case 96 + 2: spell_RF4_DISPEL(blind, m_name); break; /* RF4_DISPEL */ - case 96 + 3: spell_RF4_ROCKET(blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_ROCKET */ - case 96 + 4: spell_RF4_SHOOT(blind, m_name, r_ptr, m_idx, learnable); break; /* RF4_SHOOT */ - case 96 + 5: break; /* RF4_XXX2 */ - case 96 + 6: break; /* RF4_XXX3 */ - case 96 + 7: break; /* RF4_XXX4 */ - case 96 + 8: spell_RF4_BREATH(GF_ACID, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_ACID */ - case 96 + 9: spell_RF4_BREATH(GF_ELEC, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_ELEC */ - case 96 + 10: spell_RF4_BREATH(GF_FIRE, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_FIRE */ - case 96 + 11: spell_RF4_BREATH(GF_COLD, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_COLD */ - case 96 + 12: spell_RF4_BREATH(GF_POIS, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_POIS */ - case 96 + 13: spell_RF4_BREATH(GF_NETHER, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_NETH */ - case 96 + 14: spell_RF4_BREATH(GF_LITE, blind, m_name, m_ptr, y_br_lite, x_br_lite, m_idx, learnable); break; /* RF4_BR_LITE */ - case 96 + 15: spell_RF4_BREATH(GF_DARK, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_DARK */ - case 96 + 16: spell_RF4_BREATH(GF_CONFUSION, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_CONF */ - case 96 + 17: spell_RF4_BREATH(GF_SOUND, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_SOUN */ - case 96 + 18: spell_RF4_BREATH(GF_CHAOS, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_CHAO */ - case 96 + 19: spell_RF4_BREATH(GF_DISENCHANT, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_DISE */ - case 96 + 20: spell_RF4_BREATH(GF_NEXUS, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_NEXU */ - case 96 + 21: spell_RF4_BREATH(GF_TIME, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_TIME */ - case 96 + 22: spell_RF4_BREATH(GF_INERTIA, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_INER */ - case 96 + 23: spell_RF4_BREATH(GF_GRAVITY, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_GRAV */ - case 96 + 24: spell_RF4_BREATH(GF_SHARDS, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_SHAR */ - case 96 + 25: spell_RF4_BREATH(GF_PLASMA, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_PLAS */ - case 96 + 26: spell_RF4_BREATH(GF_FORCE, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_WALL */ - case 96 + 27: spell_RF4_BREATH(GF_MANA, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_MANA */ - case 96 + 28: spell_RF4_BA_NUKE(blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF4_BA_NUKE */ - case 96 + 29: spell_RF4_BREATH(GF_NUKE, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_NUKE */ - case 96 + 30: spell_RF4_BA_CHAO(blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF4_BA_CHAO */ - case 96 + 31: spell_RF4_BREATH(GF_DISINTEGRATE, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_DISI */ - case 128 + 0: spell_RF5_BA_ACID(GF_DISINTEGRATE, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_DISI */ - - /* RF5_BA_ELEC */ - case 128+1: - { - int rad = (r_ptr->flags2 & RF2_POWERFUL) ? 4 : 2; - disturb(1, 1); - - if (blind) - { - msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name); - } - else - { - msg_format(_("%^s¤¬¥µ¥ó¥À¡¼¡¦¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a lightning ball."), m_name); - } - - if (r_ptr->flags2 & RF2_POWERFUL) - { - rad = 4; - dam = (rlev * 4) + 50 + damroll(10, 10); - } - else - { - rad = 2; - dam = (randint1(rlev * 3 / 2) + 8); - } - breath(y, x, m_idx, GF_ELEC, dam, rad, FALSE, MS_BALL_ELEC, learnable); - update_smart_learn(m_idx, DRS_ELEC); - break; - } - - /* RF5_BA_FIRE */ - case 128+2: - { - int rad = (r_ptr->flags2 & RF2_POWERFUL) ? 4 : 2; - disturb(1, 1); - - if (m_ptr->r_idx == MON_ROLENTO) - { - if (blind) - msg_format(_("%s¤¬²¿¤«¤òÅꤲ¤¿¡£", "%^s throws something."), m_name); - else - msg_format(_("%s¤Ï¼êÜØÃƤòÅꤲ¤¿¡£", "%^s throws a hand grenade."), m_name); - } - else - { - if (blind) - msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name); - else - msg_format(_("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a fire ball."), m_name); - } - - if (r_ptr->flags2 & RF2_POWERFUL) - { - rad = 4; - dam = (rlev * 4) + 50 + damroll(10, 10); - } - else - { - rad = 2; - dam = (randint1(rlev * 7 / 2) + 10); - } - breath(y, x, m_idx, GF_FIRE, dam, rad, FALSE, MS_BALL_FIRE, learnable); - update_smart_learn(m_idx, DRS_FIRE); - break; - } - - /* RF5_BA_COLD */ - case 128+3: - { - int rad = (r_ptr->flags2 & RF2_POWERFUL) ? 4 : 2; - disturb(1, 1); - - - if (blind) - msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name); - else - msg_format(_("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a frost ball."), m_name); - - if (r_ptr->flags2 & RF2_POWERFUL) - { - rad = 4; - dam = (rlev * 4) + 50 + damroll(10, 10); - } - else - { - rad = 2; - dam = (randint1(rlev * 3 / 2) + 10); - } - breath(y, x, m_idx, GF_COLD, dam, rad, FALSE, MS_BALL_COLD, learnable); - update_smart_learn(m_idx, DRS_COLD); - break; - } - - /* RF5_BA_POIS */ - case 128+4: - { - disturb(1, 1); - - if (blind) - msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name); - else - msg_format(_("%^s¤¬°­½­±À¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a stinking cloud."), m_name); - - 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, 1); - if (blind) - msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name); - else - msg_format(_("%^s¤¬ÃϹöµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a nether ball."), m_name); - - 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, 1); - - if (blind) - msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name); - else - msg_format(_("%^s¤¬Î®¤ì¤ë¤è¤¦¤Ê¿È¿¶¤ê¤ò¤·¤¿¡£", "%^s gestures fluidly."), m_name); - - msg_print(_("¤¢¤Ê¤¿¤Ï±²´¬¤­¤Ë°û¤ß¹þ¤Þ¤ì¤¿¡£", "You are engulfed in a whirlpool.")); - - 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, 1); - if (blind) - msg_format(_("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles powerfully."), m_name); - else - msg_format(_("%^s¤¬ËâÎϤÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", "%^s invokes a mana storm."), m_name); - - 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, 1); - - if (blind) - msg_format(_("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles powerfully."), m_name); - else - msg_format(_("%^s¤¬°Å¹õ¤ÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", "%^s invokes a darkness storm."), m_name); - - 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, 1); - - 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, 1); - if (!seen) - { - msg_print(_("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£", "You feel something focusing on your mind.")); - } - else - { - msg_format(_("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¤Ë¤é¤ó¤Ç¤¤¤ë¡£", "%^s gazes deep into your eyes."), m_name); - } - - 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, 1); - if (!seen) - { - msg_print(_("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£", "You feel something focusing on your mind.")); - } - else - { - msg_format(_("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¸«¤Æ¤¤¤ë¡£", "%^s looks deep into your eyes."), m_name); - } - - 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, 1); - - if (blind) - msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name); - else - msg_format(_("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¼ö¤Ã¤¿¡£", "%^s points at you and curses."), m_name); - - 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, 1); - - if (blind) - msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name); - else - msg_format(_("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼ö¤Ã¤¿¡£", "%^s points at you and curses horribly."), m_name); - - 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, 1); - - if (blind) - msg_format(_("%^s¤¬²¿¤«¤òÂçÀ¼¤Ç¶«¤ó¤À¡£", "%^s mumbles loudly."), m_name); - else - msg_format(_("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼öʸ¤ò¾§¤¨¤¿¡ª", "%^s points at you, incanting terribly!"), m_name); - - 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, 1); - - if (blind) - msg_format(_("%^s¤¬¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", "%^s screams the word 'DIE!'"), m_name); - else - msg_format(_("%^s¤¬¤¢¤Ê¤¿¤ÎÈ빦¤òÆͤ¤¤Æ¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", - "%^s points at you, screaming the word DIE!"), m_name); - - 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, 1); - - if (blind) - msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name); - else - msg_format(_("%^s¤¬¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a acid bolt."), m_name); - - 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, 1); - - if (blind) - msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name); - else - msg_format(_("%^s¤¬¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a lightning bolt."), m_name); - - 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, 1); - - if (blind) - msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name); - else - msg_format(_("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a fire bolt."), m_name); - - 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, 1); - - if (blind) - msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name); - else - msg_format(_("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a frost bolt."), m_name); - - 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, 1); - - if (blind) - msg_format(_("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles powerfully."), m_name); - else - msg_format(_("%^s¤¬¥¹¥¿¡¼¥Ð¡¼¥¹¥È¤Î¼öʸ¤òÇ°¤¸¤¿¡£", "%^s invokes a starburst."), m_name); - - 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, 1); - - if (blind) - msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name); - else - msg_format(_("%^s¤¬ÃϹö¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a nether bolt."), m_name); - - 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, 1); - - if (blind) - msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name); - else - msg_format(_("%^s¤¬¥¦¥©¡¼¥¿¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a water bolt."), m_name); - - 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, 1); - if (blind) - msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name); - else - msg_format(_("%^s¤¬ËâÎϤÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a mana bolt."), m_name); - - 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, 1); -#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, 1); -#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, 1); -#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, 1); -#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, 1); -#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, 1); -#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, 1); -#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, 1); -#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, 1); - 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 (set_monster_fast(m_idx, MON_FAST(m_ptr) + 100)) - { -#ifdef JP - msg_format("%^s¤ÎÆ°¤­¤¬Â®¤¯¤Ê¤Ã¤¿¡£", m_name); -#else - msg_format("%^s starts moving faster.", m_name); -#endif - } - break; - } - - /* RF6_HAND_DOOM */ - case 160+1: - { - if (!direct) return (FALSE); - disturb(1, 1); -#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, 1); - - /* 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 (MON_MONFEAR(m_ptr)) - { - /* Cancel fear */ - (void)set_monster_monfear(m_idx, 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, 1); - - /* 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 (!MON_INVULNER(m_ptr)) (void)set_monster_invulner(m_idx, randint1(4) + 4, FALSE); - break; - } - - /* RF6_BLINK */ - case 160+4: - { - disturb(1, 1); - if (teleport_barrier(m_idx)) - { -#ifdef JP - msg_format("ËâË¡¤Î¥Ð¥ê¥¢¤¬%^s¤Î¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤷¤¿¡£", m_name); -#else - msg_format("Magic barrier obstructs teleporting of %^s.", m_name); -#endif - } - else - { -#ifdef JP - msg_format("%^s¤¬½Ö»þ¤Ë¾Ã¤¨¤¿¡£", m_name); -#else - msg_format("%^s blinks away.", m_name); -#endif - teleport_away(m_idx, 10, 0L); - p_ptr->update |= (PU_MONSTERS); - } - break; - } - - /* RF6_TPORT */ - case 160+5: - { - disturb(1, 1); - if (teleport_barrier(m_idx)) - { -#ifdef JP - msg_format("ËâË¡¤Î¥Ð¥ê¥¢¤¬%^s¤Î¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤷¤¿¡£", m_name); -#else - msg_format("Magic barrier obstructs teleporting of %^s.", m_name); -#endif - } - else - { -#ifdef JP - msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¤·¤¿¡£", m_name); -#else - msg_format("%^s teleports away.", m_name); -#endif - teleport_away_followable(m_idx); - } - break; - } - - /* RF6_WORLD */ - case 160+6: - { - int who = 0; - disturb(1, 1); - 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, 1); - 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, 1); - 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, TELEPORT_NONMAGICAL); - p_ptr->update |= (PU_MONSTERS); - } - else - { - int get_damage = 0; - bool fear; /* dummy */ - -#ifdef JP - msg_format("%^s¤¬¤¢¤Ê¤¿¤òÄϤó¤Ç¶õÃ椫¤éÅꤲÍî¤È¤·¤¿¡£", 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, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE); - - 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¤¿¤ÏÃÏÌ̤Ë᤭¤Ä¤±¤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, 1); -#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, TELEPORT_PASSIVE); - learn_spell(MS_TELE_TO); - break; - } - - /* RF6_TELE_AWAY */ - case 160+9: - { - if (!direct) return (FALSE); - disturb(1, 1); -#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_away(m_idx, 100); - break; - } - - /* RF6_TELE_LEVEL */ - case 160+10: - { - if (!direct) return (FALSE); - disturb(1, 1); -#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, 1); -#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, 1); -#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 (can_use_lite_area) 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 (can_use_lite_area) msg_format("%^s cast a spell to light up.", m_name); - else msg_format("%^s gestures in shadow.", m_name); -#endif - - if (can_use_lite_area) (void)lite_area(0, 3); - else - { - learn_spell(MS_DARKNESS); - (void)unlite_area(0, 3); - } - break; - } - - /* RF6_TRAPS */ - case 160+13: - { - disturb(1, 1); -#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, 1); -#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, 1); -#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, 1); - 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, 1); -#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, 1); -#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, 1); -#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, 1); -#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, 1); -#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, 1); -#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, 1); -#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, 1); -#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, 1); -#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, 1); -#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, 1); -#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, 1); - - 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, 1); -#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, 1); -#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: - { - bool uniques_are_summoned = FALSE; - int non_unique_type = SUMMON_HI_UNDEAD; - - disturb(1, 1); -#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 (count) uniques_are_summoned = TRUE; - - if ((m_ptr->sub_align & (SUB_ALIGN_GOOD | SUB_ALIGN_EVIL)) == (SUB_ALIGN_GOOD | SUB_ALIGN_EVIL)) - non_unique_type = 0; - else if (m_ptr->sub_align & SUB_ALIGN_GOOD) - non_unique_type = SUMMON_ANGEL; - - for (k = count; k < s_num_4; k++) - { - count += summon_specific(m_idx, y, x, rlev, non_unique_type, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE)); - } - - if (blind && count) - { -#ifdef JP - msg_format("¿¤¯¤Î%s¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£", uniques_are_summoned ? "Î϶¯¤¤¤â¤Î" : "¤â¤Î"); -#else - msg_format("You hear many %s appear nearby.", uniques_are_summoned ? "powerful things" : "things"); -#endif - } - break; - } - } + /* 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) {