X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fmspells1.c;h=ffadad920d674b7cd28e3812bd6f8ca3c5cecd48;hb=d6ec93225ef0e160db3db848787c132153f743d5;hp=2231c5bdc13cfe057b2b8e7c47a9c51d6cacdf82;hpb=054a3e263549454286dcaabef8536b81795ec5bd;p=hengband%2Fhengband.git diff --git a/src/mspells1.c b/src/mspells1.c index 2231c5bdc..ffadad920 100644 --- a/src/mspells1.c +++ b/src/mspells1.c @@ -1,52 +1,52 @@ -/* File: mspells1.c */ - -/* - * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke - * - * This software may be copied and distributed for educational, research, - * and not for profit purposes provided that this copyright and statement - * are included in all such copies. Other copyrights may also apply. +/*! + * @file mspells1.c + * @brief モンスター魔法の実装 / Monster spells (attack player) + * @date 2014/01/17 + * @author + * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n + * This software may be copied and distributed for educational, research,\n + * and not for profit purposes provided that this copyright and statement\n + * are included in all such copies. Other copyrights may also apply.\n + * 2014 Deskull rearranged comment for Doxygen.\n + * @details + * And now for Intelligent monster attacks (including spells).\n + *\n + * Original idea and code by "DRS" (David Reeves Sward).\n + * Major modifications by "BEN" (Ben Harrison).\n + *\n + * Give monsters more intelligent attack/spell selection based on\n + * observations of previous attacks on the player, and/or by allowing\n + * the monster to "cheat" and know the player status.\n + *\n + * Maintain an idea of the player status, and use that information\n + * to occasionally eliminate "ineffective" spell attacks. We could\n + * also eliminate ineffective normal attacks, but there is no reason\n + * for the monster to do this, since he gains no benefit.\n + * Note that MINDLESS monsters are not allowed to use this code.\n + * And non-INTELLIGENT monsters only use it partially effectively.\n + *\n + * Actually learn what the player resists, and use that information\n + * to remove attacks or spells before using them. This will require\n + * much less space, if I am not mistaken. Thus, each monster gets a\n + * set of 32 bit flags, "smart", build from the various "SM_*" flags.\n + *\n + * This has the added advantage that attacks and spells are related.\n + * The "smart_learn" option means that the monster "learns" the flags\n + * that should be set, and "smart_cheat" means that he "knows" them.\n + * So "smart_cheat" means that the "smart" field is always up to date,\n + * while "smart_learn" means that the "smart" field is slowly learned.\n + * Both of them have the same effect on the "choose spell" routine.\n */ -/* Purpose: Monster spells (attack player) */ - #include "angband.h" -/* - * And now for Intelligent monster attacks (including spells). - * - * Original idea and code by "DRS" (David Reeves Sward). - * Major modifications by "BEN" (Ben Harrison). - * - * Give monsters more intelligent attack/spell selection based on - * observations of previous attacks on the player, and/or by allowing - * the monster to "cheat" and know the player status. - * - * Maintain an idea of the player status, and use that information - * to occasionally eliminate "ineffective" spell attacks. We could - * also eliminate ineffective normal attacks, but there is no reason - * for the monster to do this, since he gains no benefit. - * Note that MINDLESS monsters are not allowed to use this code. - * And non-INTELLIGENT monsters only use it partially effectively. - * - * Actually learn what the player resists, and use that information - * to remove attacks or spells before using them. This will require - * much less space, if I am not mistaken. Thus, each monster gets a - * set of 32 bit flags, "smart", build from the various "SM_*" flags. - * - * This has the added advantage that attacks and spells are related. - * The "smart_learn" option means that the monster "learns" the flags - * that should be set, and "smart_cheat" means that he "knows" them. - * So "smart_cheat" means that the "smart" field is always up to date, - * while "smart_learn" means that the "smart" field is slowly learned. - * Both of them have the same effect on the "choose spell" routine. - */ - - - -/* +/*! + * @brief モンスターがプレイヤーの弱点をついた選択を取るかどうかの判定 / * Internal probability routine + * @param r_ptr モンスター種族の構造体参照ポインタ + * @param prob 基本確率(%) + * @return 適した選択を取るならばTRUEを返す。 */ static bool int_outof(monster_race *r_ptr, int prob) { @@ -58,11 +58,16 @@ static bool int_outof(monster_race *r_ptr, int prob) } - -/* +/*! + * @brief モンスターの魔法一覧から戦術的に適さない魔法を除外する / * Remove the "bad" spells from a spell list + * @param m_idx モンスターの構造体参照ポインタ + * @param f4p モンスター魔法のフラグリスト1 + * @param f5p モンスター魔法のフラグリスト2 + * @param f6p モンスター魔法のフラグリスト3 + * @return なし */ -static void remove_bad_spells(int m_idx, u32b *f4p, u32b *f5p, u32b *f6p) +static void remove_bad_spells(MONSTER_IDX m_idx, u32b *f4p, u32b *f5p, u32b *f6p) { monster_type *m_ptr = &m_list[m_idx]; monster_race *r_ptr = &r_info[m_ptr->r_idx]; @@ -327,7 +332,6 @@ 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)) @@ -350,9 +354,12 @@ static void remove_bad_spells(int m_idx, u32b *f4p, u32b *f5p, u32b *f6p) } -/* - * Determine if there is a space near the player in which - * a summoned creature can appear +/*! + * @brief モンスターにとって所定の地点が召還に相応しい地点かどうかを返す。 / + * Determine if there is a space near the player in which a summoned creature can appear + * @param y1 判定を行いたいマスのY座標 + * @param x1 判定を行いたいマスのX座標 + * @return 召還に相応しいならばTRUEを返す */ bool summon_possible(int y1, int x1) { @@ -370,11 +377,10 @@ bool summon_possible(int y1, int x1) 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); } } @@ -382,6 +388,12 @@ bool summon_possible(int y1, int x1) } +/*! + * @brief モンスターにとって死者復活を行うべき状態かどうかを返す / + * Determine if there is a space near the player in which a summoned creature can appear + * @param m_ptr 判定を行いたいモンスターの構造体参照ポインタ + * @return 死者復活が有効な状態ならばTRUEを返す。 + */ bool raise_possible(monster_type *m_ptr) { int xx, yy; @@ -396,6 +408,7 @@ bool raise_possible(monster_type *m_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 */ @@ -419,20 +432,27 @@ bool raise_possible(monster_type *m_ptr) } -/* - * Originally, it was possible for a friendly to shoot another friendly. - * Change it so a "clean shot" means no equally friendly monster is - * between the attacker and target. - */ -/* + +/*! + * @brief モンスターにとってボルト型魔法が有効な状態かを返す / * Determine if a bolt spell will hit the player. - * - * This is exactly like "projectable", but it will - * return FALSE if a monster is in the way. - * no equally friendly monster is - * between the attacker and target. + * @param y1 ボルト魔法発射地点のY座標 + * @param x1 ボルト魔法発射地点のX座標 + * @param y2 ボルト魔法目標地点のY座標 + * @param x2 ボルト魔法目標地点のX座標 + * @param is_friend モンスターがプレイヤーに害意を持たない(ペットか友好的)ならばTRUEをつける + * @return ボルト型魔法が有効ならばTRUEを返す。 + * @details + * Originally, it was possible for a friendly to shoot another friendly.\n + * Change it so a "clean shot" means no equally friendly monster is\n + * between the attacker and target.\n + *\n + * This is exactly like "projectable", but it will\n + * return FALSE if a monster is in the way.\n + * no equally friendly monster is\n + * between the attacker and target.\n */ -bool clean_shot(int y1, int x1, int y2, int x2, bool friend) +bool clean_shot(int y1, int x1, int y2, int x2, bool is_friend) { /* Must be the same as projectable() */ @@ -462,7 +482,7 @@ bool clean_shot(int y1, int x1, int y2, int x2, bool friend) if ((cave[y][x].m_idx > 0) && !((y == y2) && (x == x2))) { monster_type *m_ptr = &m_list[cave[y][x].m_idx]; - if (friend == is_pet(m_ptr)) + if (is_friend == is_pet(m_ptr)) { return (FALSE); } @@ -470,46 +490,106 @@ bool clean_shot(int y1, int x1, int y2, int x2, bool friend) /* Pets may not shoot through the character - TNB */ if (player_bold(y, x)) { - if (friend) return (FALSE); + if (is_friend) return (FALSE); } } return (TRUE); } -/* - * Cast a bolt at the player - * Stop if we hit a monster - * Affect monsters and the player +/*! + * @brief モンスターのボルト型魔法処理 / + * Cast a bolt at the player Stop if we hit a monster Affect monsters and the player + * @param m_idx モンスターのID + * @param y 目標のY座標 + * @param x 目標のX座標 + * @param typ 効果属性ID + * @param dam_hp 威力 + * @param monspell モンスター魔法のID + * @param target_type モンスターからモンスターへ撃つならMONSTER_TO_MONSTER、モンスターからプレイヤーならMONSTER_TO_PLAYER + * @return なし */ -static void bolt(int m_idx, int typ, int dam_hp, int monspell, bool learnable) -{ - int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_PLAYER | PROJECT_REFLECTABLE; +void bolt(MONSTER_IDX m_idx, int y, int x, int typ, int dam_hp, int monspell, int target_type) + { + BIT_FLAGS flg = 0; + bool learnable = spell_learnable(m_idx); + + switch (target_type) + { + case MONSTER_TO_MONSTER: + flg = PROJECT_STOP | PROJECT_KILL; + break; + case MONSTER_TO_PLAYER: + flg = PROJECT_STOP | PROJECT_KILL | PROJECT_PLAYER; + break; + } + if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE; /* Target the player with a bolt attack */ - (void)project(m_idx, 0, py, px, dam_hp, typ, flg, (learnable ? monspell : -1)); + (void)project(m_idx, 0, y, x, dam_hp, typ, flg, (learnable ? monspell : -1)); } -static void beam(int m_idx, int typ, int dam_hp, int monspell, bool learnable) +/*! + * @brief モンスターのビーム型魔法処理 / + * @param m_idx モンスターのID + * @param y 目標のY座標 + * @param x 目標のX座標 + * @param typ 効果属性ID + * @param dam_hp 威力 + * @param monspell モンスター魔法のID + * @param target_type モンスターからモンスターへ撃つならMONSTER_TO_MONSTER、モンスターからプレイヤーならMONSTER_TO_PLAYER + * @return なし + */ +void beam(MONSTER_IDX m_idx, int y, int x, int typ, int dam_hp, int monspell, int target_type) { - int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU | PROJECT_PLAYER; + BIT_FLAGS flg = 0; + bool learnable = spell_learnable(m_idx); + + switch (target_type) + { + case MONSTER_TO_MONSTER: + flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU; + break; + case MONSTER_TO_PLAYER: + flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU | PROJECT_PLAYER; + break; + } /* Target the player with a bolt attack */ - (void)project(m_idx, 0, py, px, dam_hp, typ, flg, (learnable ? monspell : -1)); + (void)project(m_idx, 0, y, x, dam_hp, typ, flg, (learnable ? monspell : -1)); } -/* - * Cast a breath (or ball) attack at the player - * Pass over any monsters that may be in the way - * Affect grids, objects, monsters, and the player +/*! + * @brief モンスターのボール型&ブレス型魔法処理 / + * Cast a breath (or ball) attack at the player Pass over any monsters that may be in the way Affect grids, objects, monsters, and the player + * @param y 目標地点のY座標 + * @param x 目標地点のX座標 + * @param m_idx モンスターのID + * @param typ 効果属性ID + * @param dam_hp 威力 + * @param rad 半径 + * @param breath + * @param monspell モンスター魔法のID + * @param target_type モンスターからモンスターへ撃つならMONSTER_TO_MONSTER、モンスターからプレイヤーならMONSTER_TO_PLAYER + * @return なし */ -static void breath(int y, int x, int m_idx, int typ, int dam_hp, int rad, bool breath, int monspell, bool learnable) +void breath(POSITION y, POSITION x, MONSTER_IDX m_idx, int 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]; + monster_type *m_ptr = &m_list[m_idx]; + monster_race *r_ptr = &r_info[m_ptr->r_idx]; + bool learnable = spell_learnable(m_idx); + BIT_FLAGS flg = 0x00; + + switch (target_type) + { + case MONSTER_TO_MONSTER: + flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL; + break; + case MONSTER_TO_PLAYER: + flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_PLAYER; + break; + } /* Determine the radius of the blast */ if ((rad < 1) && breath) rad = (r_ptr->flags2 & (RF2_POWERFUL)) ? 3 : 2; @@ -538,7 +618,12 @@ static void breath(int y, int x, int m_idx, int typ, int dam_hp, int rad, bool b (void)project(m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1)); } - +/*! + * @brief モンスターのボール型&ブレス型魔法処理 / + * @param power 呪いの段階 + * @param o_ptr 呪いをかけられる装備オブジェクトの構造体参照ポインタ + * @return 与える呪いのID + */ u32b get_curse(int power, object_type *o_ptr) { u32b new_curse; @@ -558,13 +643,19 @@ u32b get_curse(int power, object_type *o_ptr) { 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 (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 装備への呪い付加判定と付加処理 / + * @param chance 呪いの基本確率 + * @param heavy_chance 重い呪いを選択肢に入れるか否か。 + * @return なし + */ void curse_equipment(int chance, int heavy_chance) { bool changed = FALSE; @@ -580,15 +671,15 @@ void curse_equipment(int chance, int heavy_chance) 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 (have_flag(oflgs, TR_BLESSED)) { #ifdef JP -msg_format("%s¤Ï¼ö¤¤¤òÄ·¤ÍÊÖ¤·¤¿¡ª", o_name, + msg_format("祝福された%sは呪いを跳ね返した!", o_name, #else - msg_format("Your %s resist%s cursing!", o_name, + msg_format("Your blessed %s resist%s cursing!", o_name, #endif ((o_ptr->number > 1) ? "" : "s")); @@ -597,7 +688,7 @@ msg_format("%s } if ((randint1(100) <= heavy_chance) && - (o_ptr->name1 || o_ptr->name2 || o_ptr->art_name)) + (object_is_artifact(o_ptr) || object_is_ego(o_ptr))) { if (!(o_ptr->curse_flags & TRC_HEAVY_CURSE)) changed = TRUE; @@ -607,7 +698,7 @@ msg_format("%s } else { - if (!cursed_p(o_ptr)) + if (!object_is_cursed(o_ptr)) changed = TRUE; o_ptr->curse_flags |= TRC_CURSED; } @@ -622,20 +713,18 @@ msg_format("%s 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 - + msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding %s..."), o_name); o_ptr->feeling = FEEL_NONE; } p_ptr->update |= (PU_BONUS); } -/* +/*! + * @brief ID値が正しいモンスター魔法IDかどうかを返す / * Return TRUE if a spell is good for hurting the player (directly). + * @param spell 判定対象のID + * @return 正しいIDならばTRUEを返す。 */ static bool spell_attack(byte spell) { @@ -659,8 +748,11 @@ static bool spell_attack(byte spell) } -/* +/*! + * @brief ID値が退避目的に適したモンスター魔法IDかどうかを返す / * Return TRUE if a spell is good for escaping. + * @param spell 判定対象のID + * @return 適した魔法のIDならばTRUEを返す。 */ static bool spell_escape(byte spell) { @@ -674,8 +766,11 @@ static bool spell_escape(byte spell) return (FALSE); } -/* +/*! + * @brief ID値が妨害目的に適したモンスター魔法IDかどうかを返す / * Return TRUE if a spell is good for annoying the player. + * @param spell 判定対象のID + * @return 適した魔法のIDならばTRUEを返す。 */ static bool spell_annoy(byte spell) { @@ -701,8 +796,11 @@ static bool spell_annoy(byte spell) return (FALSE); } -/* - * Return TRUE if a spell summons help. +/*! + * @brief ID値が召喚型のモンスター魔法IDかどうかを返す / + * Return TRUE if a spell is good for annoying the player. + * @param spell 判定対象のID + * @return 召喚型魔法のIDならばTRUEを返す。 */ static bool spell_summon(byte spell) { @@ -714,8 +812,11 @@ static bool spell_summon(byte spell) } -/* - * Return TRUE if a spell raise-dead. +/*! + * @brief ID値が死者復活処理かどうかを返す / + * Return TRUE if a spell is good for annoying the player. + * @param spell 判定対象のID + * @return 死者復活の処理ならばTRUEを返す。 */ static bool spell_raise(byte spell) { @@ -726,9 +827,11 @@ static bool spell_raise(byte spell) return (FALSE); } - -/* +/*! + * @brief ID値が戦術的なモンスター魔法IDかどうかを返す / * Return TRUE if a spell is good in a tactical situation. + * @param spell 判定対象のID + * @return 戦術的な魔法のIDならばTRUEを返す。 */ static bool spell_tactic(byte spell) { @@ -739,8 +842,11 @@ static bool spell_tactic(byte spell) return (FALSE); } -/* +/*! + * @brief ID値が無敵化するモンスター魔法IDかどうかを返す / * Return TRUE if a spell makes invulnerable. + * @param spell 判定対象のID + * @return 召喚型魔法のIDならばTRUEを返す。 */ static bool spell_invulner(byte spell) { @@ -751,8 +857,11 @@ static bool spell_invulner(byte spell) return (FALSE); } -/* +/*! + * @brief ID値が加速するモンスター魔法IDかどうかを返す / * Return TRUE if a spell hastes. + * @param spell 判定対象のID + * @return 召喚型魔法のIDならばTRUEを返す。 */ static bool spell_haste(byte spell) { @@ -764,36 +873,38 @@ static bool spell_haste(byte spell) } -/* +/*! + * @brief ID値が時間停止を行うモンスター魔法IDかどうかを返す / * Return TRUE if a spell world. + * @param spell 判定対象のID + * @return 時間停止魔法のIDならばTRUEを返す。 */ static bool spell_world(byte spell) { - /* world */ if (spell == 160 + 6) return (TRUE); - - /* Not a haste spell */ return (FALSE); } -/* +/*! + * @brief ID値が特別効果のモンスター魔法IDかどうかを返す / * Return TRUE if a spell special. + * @param spell 判定対象のID + * @return 特別効果魔法のIDならばTRUEを返す。 */ static bool spell_special(byte spell) { if (p_ptr->inside_battle) return FALSE; - - /* world */ if (spell == 160 + 7) return (TRUE); - - /* Not a haste spell */ return (FALSE); } -/* +/*! + * @brief ID値が光の剣のモンスター魔法IDかどうかを返す / * Return TRUE if a spell psycho-spear. + * @param spell 判定対象のID + * @return 光の剣のIDならばTRUEを返す。 */ static bool spell_psy_spe(byte spell) { @@ -805,8 +916,11 @@ static bool spell_psy_spe(byte spell) } -/* +/*! + * @brief ID値が治癒魔法かどうかを返す / * Return TRUE if a spell is good for healing. + * @param spell 判定対象のID + * @return 治癒魔法のIDならばTRUEを返す。 */ static bool spell_heal(byte spell) { @@ -818,8 +932,11 @@ static bool spell_heal(byte spell) } -/* +/*! + * @brief ID値が魔力消去かどうかを返す / * Return TRUE if a spell is good for dispel. + * @param spell 判定対象のID + * @return 魔力消去のIDならばTRUEを返す。 */ static bool spell_dispel(byte spell) { @@ -831,10 +948,13 @@ static bool spell_dispel(byte spell) } -/* +/*! + * @brief モンスターがプレイヤーに魔力消去を与えるべきかを判定するルーチン * Check should monster cast dispel spell. + * @param m_idx モンスターの構造体配列ID + * @return 魔力消去をかけるべきならTRUEを返す。 */ -static bool dispel_check(int m_idx) +bool dispel_check(MONSTER_IDX m_idx) { monster_type *m_ptr = &m_list[m_idx]; monster_race *r_ptr = &r_info[m_ptr->r_idx]; @@ -872,7 +992,7 @@ static bool dispel_check(int m_idx) 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); @@ -924,7 +1044,7 @@ static bool dispel_check(int m_idx) if (p_ptr->riding && (m_list[p_ptr->riding].mspeed < 135)) { - if (m_list[p_ptr->riding].fast) return (TRUE); + if (MON_FAST(&m_list[p_ptr->riding])) return (TRUE); } /* No need to cast dispel spell */ @@ -932,21 +1052,26 @@ static bool dispel_check(int m_idx) } -/* +/*! + * @brief モンスターの魔法選択ルーチン * Have a monster choose a spell from a list of "useful" spells. - * - * Note that this list does NOT include spells that will just hit - * other monsters, and the list is restricted when the monster is - * "desperate". Should that be the job of this function instead? - * - * Stupid monsters will just pick a spell randomly. Smart monsters - * will choose more "intelligently". - * - * Use the helper functions above to put spells into categories. - * - * This function may well be an efficiency bottleneck. + * @param m_idx モンスターの構造体配列ID + * @param spells 候補魔法IDをまとめた配列 + * @param num spellsの長さ + * @return 選択したモンスター魔法のID + * @details + * Note that this list does NOT include spells that will just hit\n + * other monsters, and the list is restricted when the monster is\n + * "desperate". Should that be the job of this function instead?\n + *\n + * Stupid monsters will just pick a spell randomly. Smart monsters\n + * will choose more "intelligently".\n + *\n + * Use the helper functions above to put spells into categories.\n + *\n + * This function may well be an efficiency bottleneck.\n */ -static int choose_attack_spell(int m_idx, byte spells[], byte num) +static int choose_attack_spell(MONSTER_IDX m_idx, byte spells[], byte num) { monster_type *m_ptr = &m_list[m_idx]; monster_race *r_ptr = &r_info[m_ptr->r_idx]; @@ -1049,7 +1174,7 @@ static int choose_attack_spell(int m_idx, byte spells[], byte num) } /* Hurt badly or afraid, attempt to flee */ - if (((m_ptr->hp < m_ptr->maxhp / 3) || m_ptr->monfear) && one_in_(2)) + if (((m_ptr->hp < m_ptr->maxhp / 3) || MON_MONFEAR(m_ptr)) && one_in_(2)) { /* Choose escape spell if possible */ if (escape_num) return (escape[randint0(escape_num)]); @@ -1079,7 +1204,7 @@ 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)]); @@ -1137,7 +1262,7 @@ static int choose_attack_spell(int m_idx, byte spells[], byte num) } /* Cast globe of invulnerability if not already in effect */ - if (invul_num && !(m_ptr->invulner) && (randint0(100) < 50)) + if (invul_num && !m_ptr->mtimed[MTIMED_INVULNER] && (randint0(100) < 50)) { /* Choose Globe of Invulnerability */ return (invul[randint0(invul_num)]); @@ -1151,7 +1276,7 @@ static int choose_attack_spell(int m_idx, byte spells[], byte num) } /* Haste self if we aren't already somewhat hasted (rarely) */ - if (haste_num && (randint0(100) < 20) && !(m_ptr->fast)) + if (haste_num && (randint0(100) < 20) && !MON_FAST(m_ptr)) { /* Choose haste spell */ return (haste[randint0(haste_num)]); @@ -1169,10 +1294,13 @@ static int choose_attack_spell(int m_idx, byte spells[], byte num) } -/* +/*! + * @brief ID値が非魔術的な特殊技能かどうかを返す / * Return TRUE if a spell is inate spell. + * @param spell 判定対象のID + * @return 非魔術的な特殊技能ならばTRUEを返す。 */ -bool spell_is_inate(u16b spell) +bool spell_is_inate(SPELL_IDX spell) { if (spell < 32 * 4) /* Set RF4 */ { @@ -1192,93 +1320,149 @@ bool spell_is_inate(u16b spell) } -/* +/*! + * @brief モンスターがプレイヤーにダメージを与えるための最適な座標を算出する / + * @param m_ptr 技能を使用するモンスター構造体の参照ポインタ + * @param yp 最適な目標地点のY座標を返す参照ポインタ + * @param xp 最適な目標地点のX座標を返す参照ポインタ + * @param f_flag 射線に入れるのを避ける地形の所持フラグ + * @param path_check 射線を判定するための関数ポインタ + * @return 有効な座標があった場合TRUEを返す + */ +static bool adjacent_grid_check(monster_type *m_ptr, POSITION *yp, POSITION *xp, + int f_flag, bool (*path_check)(POSITION, POSITION, POSITION, POSITION)) +{ + int i; + int tonari; + static int tonari_y[4][8] = {{-1, -1, -1, 0, 0, 1, 1, 1}, + {-1, -1, -1, 0, 0, 1, 1, 1}, + { 1, 1, 1, 0, 0, -1, -1, -1}, + { 1, 1, 1, 0, 0, -1, -1, -1}}; + static int tonari_x[4][8] = {{-1, 0, 1, -1, 1, -1, 0, 1}, + { 1, 0, -1, 1, -1, 1, 0, -1}, + {-1, 0, 1, -1, 1, -1, 0, 1}, + { 1, 0, -1, 1, -1, 1, 0, -1}}; + + if (m_ptr->fy < p_ptr->y && m_ptr->fx < p_ptr->x) tonari = 0; + else if (m_ptr->fy < p_ptr->y) tonari = 1; + else if (m_ptr->fx < p_ptr->x) tonari = 2; + else tonari = 3; + + for (i = 0; i < 8; i++) + { + int next_x = *xp + tonari_x[tonari][i]; + int next_y = *yp + tonari_y[tonari][i]; + cave_type *c_ptr; + + /* Access the next grid */ + c_ptr = &cave[next_y][next_x]; + + /* Skip this feature */ + if (!cave_have_flag_grid(c_ptr, f_flag)) continue; + + if (path_check(m_ptr->fy, m_ptr->fx, next_y, next_x)) + { + *yp = next_y; + *xp = next_x; + return TRUE; + } + } + + return FALSE; +} + +#define DO_SPELL_NONE 0 +#define DO_SPELL_BR_LITE 1 +#define DO_SPELL_BR_DISI 2 +#define DO_SPELL_BA_LITE 3 + +/*! + * @brief モンスターの特殊技能メインルーチン / * Creatures can cast spells, shoot missiles, and breathe. - * - * Returns "TRUE" if a spell (or whatever) was (successfully) cast. - * - * XXX XXX XXX This function could use some work, but remember to - * keep it as optimized as possible, while retaining generic code. - * - * Verify the various "blind-ness" checks in the code. - * - * XXX XXX XXX Note that several effects should really not be "seen" - * if the player is blind. See also "effects.c" for other "mistakes". - * - * Perhaps monsters should breathe at locations *near* the player, - * since this would allow them to inflict "partial" damage. - * - * Perhaps smart monsters should decline to use "bolt" spells if - * there is a monster in the way, unless they wish to kill it. - * - * Note that, to allow the use of the "track_target" option at some - * later time, certain non-optimal things are done in the code below, - * including explicit checks against the "direct" variable, which is - * currently always true by the time it is checked, but which should - * really be set according to an explicit "projectable()" test, and - * the use of generic "x,y" locations instead of the player location, - * with those values being initialized with the player location. - * - * It will not be possible to "correctly" handle the case in which a - * monster attempts to attack a location which is thought to contain - * the player, but which in fact is nowhere near the player, since this - * might induce all sorts of messages about the attack itself, and about - * the effects of the attack, which the player might or might not be in - * a position to observe. Thus, for simplicity, it is probably best to - * only allow "faulty" attacks by a monster if one of the important grids - * (probably the initial or final grid) is in fact in view of the player. - * It may be necessary to actually prevent spell attacks except when the - * monster actually has line of sight to the player. Note that a monster - * could be left in a bizarre situation after the player ducked behind a - * pillar and then teleported away, for example. - * - * Note that certain spell attacks do not use the "project()" function - * but "simulate" it via the "direct" variable, which is always at least - * as restrictive as the "project()" function. This is necessary to - * prevent "blindness" attacks and such from bending around walls, etc, - * and to allow the use of the "track_target" option in the future. - * - * Note that this function attempts to optimize the use of spells for the - * cases in which the monster has no spells, or has spells but cannot use - * them, or has spells but they will have no "useful" effect. Note that - * this function has been an efficiency bottleneck in the past. - * - * Note the special "MFLAG_NICE" flag, which prevents a monster from using - * any spell attacks until the player has had a single chance to move. + * @param m_idx モンスター構造体配列のID + * @return 実際に特殊技能を利用したらTRUEを返す + * @details + * Returns "TRUE" if a spell (or whatever) was (successfully) cast.\n + *\n + * XXX XXX XXX This function could use some work, but remember to\n + * keep it as optimized as possible, while retaining generic code.\n + *\n + * Verify the various "blind-ness" checks in the code.\n + *\n + * XXX XXX XXX Note that several effects should really not be "seen"\n + * if the player is blind. See also "effects.c" for other "mistakes".\n + *\n + * Perhaps monsters should breathe at locations *near* the player,\n + * since this would allow them to inflict "partial" damage.\n + *\n + * Perhaps smart monsters should decline to use "bolt" spells if\n + * there is a monster in the way, unless they wish to kill it.\n + *\n + * Note that, to allow the use of the "track_target" option at some\n + * later time, certain non-optimal things are done in the code below,\n + * including explicit checks against the "direct" variable, which is\n + * currently always true by the time it is checked, but which should\n + * really be set according to an explicit "projectable()" test, and\n + * the use of generic "x,y" locations instead of the player location,\n + * with those values being initialized with the player location.\n + *\n + * It will not be possible to "correctly" handle the case in which a\n + * monster attempts to attack a location which is thought to contain\n + * the player, but which in fact is nowhere near the player, since this\n + * might induce all sorts of messages about the attack itself, and about\n + * the effects of the attack, which the player might or might not be in\n + * a position to observe. Thus, for simplicity, it is probably best to\n + * only allow "faulty" attacks by a monster if one of the important grids\n + * (probably the initial or final grid) is in fact in view of the player.\n + * It may be necessary to actually prevent spell attacks except when the\n + * monster actually has line of sight to the player. Note that a monster\n + * could be left in a bizarre situation after the player ducked behind a\n + * pillar and then teleported away, for example.\n + *\n + * @note + * that certain spell attacks do not use the "project()" function\n + * but "simulate" it via the "direct" variable, which is always at least\n + * as restrictive as the "project()" function. This is necessary to\n + * prevent "blindness" attacks and such from bending around walls, etc,\n + * and to allow the use of the "track_target" option in the future.\n + *\n + * Note that this function attempts to optimize the use of spells for the\n + * cases in which the monster has no spells, or has spells but cannot use\n + * them, or has spells but they will have no "useful" effect. Note that\n + * this function has been an efficiency bottleneck in the past.\n + *\n + * Note the special "MFLAG_NICE" flag, which prevents a monster from using\n + * any spell attacks until the player has had a single chance to move.\n */ -bool make_attack_spell(int m_idx) +bool make_attack_spell(MONSTER_IDX m_idx) { - int k, thrown_spell = 0, rlev, failrate; + int k; + SPELL_IDX thrown_spell = 0; + DEPTH rlev; + PERCENTAGE failrate; byte spell[96], num = 0; - u32b f4, f5, f6; - 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_disi = FALSE; + bool do_spell = DO_SPELL_NONE; int dam = 0; - u32b mode = 0L; - int s_num_6 = (easy_band ? 2 : 6); - int s_num_4 = (easy_band ? 1 : 4); /* Target location */ - int x = px; - int y = py; + POSITION x = p_ptr->x; + POSITION y = p_ptr->y; - /* Summon count */ - int count = 0; - - /* Extract the blind-ness */ - bool blind = (p_ptr->blind ? TRUE : FALSE); + /* Target location for lite breath */ + POSITION x_br_lite = 0; + POSITION y_br_lite = 0; /* Extract the "see-able-ness" */ - bool seen = (!blind && m_ptr->ml); - + bool seen = (!p_ptr->blind && m_ptr->ml); bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx); - bool learnable = (seen && maneable && !world_monster); /* Check "projectable" */ bool direct; @@ -1286,8 +1470,12 @@ bool make_attack_spell(int m_idx) bool in_no_magic_dungeon = (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && dun_level && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest)); + bool can_use_lite_area = FALSE; + + bool can_remember; + /* Cannot cast spells when confused */ - if (m_ptr->confused) + if (MON_CONFUSED(m_ptr)) { reset_target(m_ptr); return (FALSE); @@ -1306,19 +1494,54 @@ bool make_attack_spell(int m_idx) /* Extract the racial spell flags */ f4 = r_ptr->flags4; - f5 = r_ptr->flags5; - f6 = r_ptr->flags6; + f5 = r_ptr->a_ability_flags1; + f6 = r_ptr->a_ability_flags2; /*** require projectable player ***/ /* Check range */ if ((m_ptr->cdis > MAX_RANGE) && !m_ptr->target_y) return (FALSE); + /* Check path for lite breath */ + if (f4 & RF4_BR_LITE) + { + y_br_lite = y; + x_br_lite = x; + + if (los(m_ptr->fy, m_ptr->fx, y_br_lite, x_br_lite)) + { + feature_type *f_ptr = &f_info[cave[y_br_lite][x_br_lite].feat]; + + if (!have_flag(f_ptr->flags, FF_LOS)) + { + if (have_flag(f_ptr->flags, FF_PROJECT) && one_in_(2)) f4 &= ~(RF4_BR_LITE); + } + } + + /* Check path to next grid */ + else if (!adjacent_grid_check(m_ptr, &y_br_lite, &x_br_lite, FF_LOS, los)) f4 &= ~(RF4_BR_LITE); + + /* Don't breath lite to the wall if impossible */ + if (!(f4 & RF4_BR_LITE)) + { + y_br_lite = 0; + x_br_lite = 0; + } + } + /* Check path */ if (projectable(m_ptr->fy, m_ptr->fx, y, x)) { - /* 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; + feature_type *f_ptr = &f_info[cave[y][x].feat]; + + if (!have_flag(f_ptr->flags, FF_PROJECT)) + { + /* Breath disintegration to the wall if possible */ + if ((f4 & RF4_BR_DISI) && have_flag(f_ptr->flags, FF_HURT_DISI) && one_in_(2)) do_spell = DO_SPELL_BR_DISI; + + /* Breath lite to the transparent wall if possible */ + else if ((f4 & RF4_BR_LITE) && have_flag(f_ptr->flags, FF_LOS) && one_in_(2)) do_spell = DO_SPELL_BR_LITE; + } } /* Check path to next grid */ @@ -1326,60 +1549,32 @@ bool make_attack_spell(int m_idx) { bool success = FALSE; - if ((r_ptr->flags4 & RF4_BR_DISI) && - (m_ptr->cdis < MAX_RANGE/2) && + 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)))) { - do_disi = TRUE; + do_spell = DO_SPELL_BR_DISI; success = TRUE; } - else + else if ((f4 & RF4_BR_LITE) && (m_ptr->cdis < MAX_RANGE/2) && + los(m_ptr->fy, m_ptr->fx, y, x) && one_in_(5)) { - int i; - int tonari; - int tonari_y[4][8] = {{-1,-1,-1,0,0,1,1,1}, - {-1,-1,-1,0,0,1,1,1}, - {1,1,1,0,0,-1,-1,-1}, - {1,1,1,0,0,-1,-1,-1}}; - int tonari_x[4][8] = {{-1,0,1,-1,1,-1,0,1}, - {1,0,-1,1,-1,1,0,-1}, - {-1,0,1,-1,1,-1,0,1}, - {1,0,-1,1,-1,1,0,-1}}; - - if (m_ptr->fy < py && m_ptr->fx < px) tonari = 0; - else if (m_ptr->fy < py) tonari = 1; - else if (m_ptr->fx < px) tonari = 2; - else tonari = 3; - - for (i = 0; i < 8; i++) + do_spell = DO_SPELL_BR_LITE; + success = TRUE; + } + else if ((f5 & RF5_BA_LITE) && (m_ptr->cdis <= MAX_RANGE)) + { + int by = y, bx = x; + get_project_point(m_ptr->fy, m_ptr->fx, &by, &bx, 0L); + if ((distance(by, bx, y, x) <= 3) && los(by, bx, y, x) && one_in_(5)) { - int next_x = x + tonari_x[tonari][i]; - int next_y = y + tonari_y[tonari][i]; - cave_type *c_ptr; - - /* Access the next grid */ - c_ptr = &cave[next_y][next_x]; - - /* Skip door, rubble, wall */ - 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; - - if (projectable(m_ptr->fy, m_ptr->fx, next_y, next_x)) - { - y = next_y; - x = next_x; - success = TRUE; - break; - } + do_spell = DO_SPELL_BA_LITE; + success = TRUE; } } + if (!success) success = adjacent_grid_check(m_ptr, &y, &x, FF_PROJECT, projectable); + if (!success) { if (m_ptr->target_y && m_ptr->target_x) @@ -1391,6 +1586,18 @@ bool make_attack_spell(int m_idx) f6 &= (RF6_INDIRECT_MASK); success = TRUE; } + + if (y_br_lite && x_br_lite && (m_ptr->cdis < MAX_RANGE/2) && one_in_(5)) + { + if (!success) + { + y = y_br_lite; + x = x_br_lite; + do_spell = DO_SPELL_BR_LITE; + success = TRUE; + } + else f4 |= (RF4_BR_LITE); + } } /* No spells */ @@ -1410,16 +1617,18 @@ bool make_attack_spell(int m_idx) f6 &= ~(RF6_NOMAGIC_MASK); } - if (!p_ptr->csp) + if (f6 & RF6_DARKNESS) { - f5 &= ~(RF5_DRAIN_MANA); - } + if ((p_ptr->pclass == CLASS_NINJA) && + !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) && + !(r_ptr->flags7 & RF7_DARK_MASK)) + can_use_lite_area = TRUE; - if ((p_ptr->pclass == CLASS_NINJA) && - ((r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) || - (r_ptr->flags7 & RF7_DARK_MASK))) - { - f6 &= ~(RF6_DARKNESS); + if (!(r_ptr->flags2 & RF2_STUPID)) + { + if (d_info[dungeon_type].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS); + else if ((p_ptr->pclass == CLASS_NINJA) && !can_use_lite_area) f6 &= ~(RF6_DARKNESS); + } } if (in_no_magic_dungeon && !(r_ptr->flags2 & RF2_STUPID)) @@ -1468,11 +1677,13 @@ bool make_attack_spell(int m_idx) if (!(r_ptr->flags2 & RF2_STUPID)) { + if (!p_ptr->csp) f5 &= ~(RF5_DRAIN_MANA); + /* Check for a clean bolt shot */ if (((f4 & RF4_BOLT_MASK) || (f5 & RF5_BOLT_MASK) || (f6 & RF6_BOLT_MASK)) && - !clean_shot(m_ptr->fy, m_ptr->fx, py, px, FALSE)) + !clean_shot(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x, FALSE)) { /* Remove spells that will only hurt friends */ f4 &= ~(RF4_BOLT_MASK); @@ -1515,19 +1726,19 @@ 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 */ @@ -1547,16 +1758,33 @@ bool make_attack_spell(int m_idx) monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE); #endif - if (do_disi) - thrown_spell = 96+31; - else + switch (do_spell) { - int attempt = 10; - while(attempt--) + case DO_SPELL_NONE: { - thrown_spell = choose_attack_spell(m_idx, spell, num); - if (thrown_spell) break; + int attempt = 10; + while (attempt--) + { + thrown_spell = choose_attack_spell(m_idx, spell, num); + if (thrown_spell) break; + } } + break; + + case DO_SPELL_BR_LITE: + thrown_spell = 96+14; /* RF4_BR_LITE */ + break; + + case DO_SPELL_BR_DISI: + thrown_spell = 96+31; /* RF4_BR_DISI */ + break; + + case DO_SPELL_BA_LITE: + thrown_spell = 128+20; /* RF5_BA_LITE */ + break; + + default: + return FALSE; /* Paranoia */ } /* Abort if no spell was chosen */ @@ -1570,2919 +1798,69 @@ bool make_attack_spell(int m_idx) /* Check for spell failure (inate attacks never fail) */ if (!spell_is_inate(thrown_spell) - && (in_no_magic_dungeon || (m_ptr->stunned && one_in_(2)) || (randint0(100) < failrate))) + && (in_no_magic_dungeon || (MON_STUNNED(m_ptr) && one_in_(2)) || (randint0(100) < failrate))) { - disturb(1, 0); + disturb(1, 1); /* Message */ -#ifdef JP - msg_format("%^s¤Ï¼öʸ¤ò¾§¤¨¤è¤¦¤È¤·¤¿¤¬¼ºÇÔ¤·¤¿¡£", m_name); -#else - msg_format("%^s tries to cast a spell, but fails.", m_name); -#endif + msg_format(_("%^sは呪文を唱えようとしたが失敗した。", "%^s tries to cast a spell, but fails."), m_name); return (TRUE); } - /* Projectable? */ - direct = player_bold(y, x); - - /* Cast the spell. */ - switch (thrown_spell) + /* Hex: Anti Magic Barrier */ + if (!spell_is_inate(thrown_spell) && magic_barrier(m_idx)) { - /* RF4_SHRIEK */ - case 96+0: - { - disturb(1, 0); -#ifdef JP -msg_format("%^s¤¬¤«¤ó¹â¤¤¶âÀÚ¤êÀ¼¤ò¤¢¤²¤¿¡£", m_name); -#else - msg_format("%^s makes a high pitched shriek.", m_name); -#endif - - aggravate_monsters(m_idx); - break; - } - - /* RF4_XXX1 */ - case 96+1: - { - /* XXX XXX XXX */ - break; - } - - /* RF4_DISPEL */ - case 96+2: - { - if (!direct) return (FALSE); - disturb(1, 0); -#ifdef JP - if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); - else msg_format("%^s¤¬ËâÎϾõî¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles powerfully.", m_name); - else msg_format("%^s invokes a dispel magic.", m_name); -#endif - set_fast(0, TRUE); - set_lightspeed(0, TRUE); - set_slow(0, TRUE); - set_shield(0, TRUE); - set_blessed(0, TRUE); - set_tsuyoshi(0, TRUE); - set_hero(0, TRUE); - set_shero(0, TRUE); - set_protevil(0, TRUE); - set_invuln(0, TRUE); - set_wraith_form(0, TRUE); - set_kabenuke(0, TRUE); - set_tim_res_nether(0, TRUE); - set_tim_res_time(0, TRUE); - /* by henkma */ - set_tim_reflect(0,TRUE); - set_multishadow(0,TRUE); - set_dustrobe(0,TRUE); - - set_tim_invis(0, TRUE); - set_tim_infra(0, TRUE); - set_tim_esp(0, TRUE); - set_tim_regen(0, TRUE); - set_tim_stealth(0, TRUE); - set_tim_ffall(0, TRUE); - set_tim_sh_touki(0, TRUE); - set_tim_sh_fire(0, TRUE); - set_tim_sh_holy(0, TRUE); - set_tim_eyeeye(0, TRUE); - set_magicdef(0, TRUE); - set_resist_magic(0, TRUE); - set_oppose_acid(0, TRUE); - set_oppose_elec(0, TRUE); - set_oppose_fire(0, TRUE); - set_oppose_cold(0, TRUE); - set_oppose_pois(0, TRUE); - set_ultimate_res(0, TRUE); - set_mimic(0, 0, TRUE); - set_ele_attack(0, 0); - set_ele_immune(0, 0); - /* Cancel glowing hands */ - if (p_ptr->special_attack & ATTACK_CONFUSE) - { - p_ptr->special_attack &= ~(ATTACK_CONFUSE); -#ifdef JP - msg_print("¼ê¤Îµ±¤­¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£"); -#else - msg_print("Your hands stop glowing."); -#endif - - } - if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0])) - { - p_ptr->magic_num1[1] = p_ptr->magic_num1[0]; - p_ptr->magic_num1[0] = 0; -#ifdef JP - msg_print("²Î¤¬ÅÓÀڤ줿¡£"); -#else - msg_print("Your singing is interrupted."); -#endif - p_ptr->action = ACTION_NONE; - - /* Recalculate bonuses */ - p_ptr->update |= (PU_BONUS | PU_HP); - - /* Redraw map */ - p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE); - - /* Update monsters */ - p_ptr->update |= (PU_MONSTERS); - - /* Window stuff */ - p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); - - p_ptr->energy_need += ENERGY_NEED(); - } - if (p_ptr->riding) - { - monster_type *riding_ptr = &m_list[p_ptr->riding]; - if (riding_ptr->invulner) - { - riding_ptr->invulner = 0; - riding_ptr->energy_need += ENERGY_NEED(); - } - riding_ptr->fast = 0; - riding_ptr->slow = 0; - p_ptr->update |= PU_BONUS; - if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= PR_HEALTH; - p_ptr->redraw |= (PR_UHEALTH); - } - -#ifdef JP - if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON)) - msg_print("¤ä¤ê¤ä¤¬¤Ã¤¿¤Ê¡ª"); -#endif - learn_spell(MS_DISPEL); - break; - } - - /* RF4_ROCKET */ - case 96+3: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¼Í¤Ã¤¿¡£", m_name); -#else - if (blind) msg_format("%^s shoots something.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£", m_name); -#else - else msg_format("%^s fires a rocket.", m_name); -#endif - - dam = ((m_ptr->hp / 4) > 800 ? 800 : (m_ptr->hp / 4)); - breath(y, x, m_idx, GF_ROCKET, - dam, 2, FALSE, MS_ROCKET, learnable); - update_smart_learn(m_idx, DRS_SHARD); - break; - } - - /* RF4_SHOOT */ - case 96+4: - { - if (!direct) return (FALSE); - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬´ñ̯¤Ê²»¤òȯ¤·¤¿¡£", m_name); -#else - if (blind) msg_format("%^s makes a strange noise.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬Ìð¤òÊü¤Ã¤¿¡£", m_name); -#else - else msg_format("%^s fires an arrow.", m_name); -#endif - - dam = damroll(r_ptr->blow[0].d_dice, r_ptr->blow[0].d_side); - bolt(m_idx, GF_ARROW, dam, MS_SHOOT, learnable); - update_smart_learn(m_idx, DRS_REFLECT); - break; - } - - /* RF4_XXX2 */ - case 96+5: - { - /* XXX XXX XXX */ - break; - } - - /* RF4_XXX3 */ - case 96+6: - { - /* XXX XXX XXX */ - break; - } - - /* RF4_XXX4 */ - case 96+7: - { - /* XXX XXX XXX */ - break; - } - - /* RF4_BR_ACID */ - case 96+8: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s breathes.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - else msg_format("%^s breathes acid.", m_name); -#endif - - dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3)); - breath(y, x, m_idx, GF_ACID, dam, 0, TRUE, MS_BR_ACID, learnable); - update_smart_learn(m_idx, DRS_ACID); - break; - } - - /* RF4_BR_ELEC */ - case 96+9: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s breathes.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - else msg_format("%^s breathes lightning.", m_name); -#endif - - dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3)); - breath(y, x, m_idx, GF_ELEC, dam,0, TRUE, MS_BR_ELEC, learnable); - update_smart_learn(m_idx, DRS_ELEC); - break; - } - - /* RF4_BR_FIRE */ - case 96+10: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s breathes.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - else msg_format("%^s breathes fire.", m_name); -#endif - - dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3)); - breath(y, x, m_idx, GF_FIRE, dam,0, TRUE, MS_BR_FIRE, learnable); - update_smart_learn(m_idx, DRS_FIRE); - break; - } - - /* RF4_BR_COLD */ - case 96+11: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s breathes.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬Î䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - else msg_format("%^s breathes frost.", m_name); -#endif - - dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3)); - breath(y, x, m_idx, GF_COLD, dam,0, TRUE, MS_BR_COLD, learnable); - update_smart_learn(m_idx, DRS_COLD); - break; - } - - /* RF4_BR_POIS */ - case 96+12: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s breathes.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - else msg_format("%^s breathes gas.", m_name); -#endif - - dam = ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3)); - breath(y, x, m_idx, GF_POIS, dam, 0, TRUE, MS_BR_POIS, learnable); - update_smart_learn(m_idx, DRS_POIS); - break; - } - - - /* RF4_BR_NETH */ - case 96+13: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s breathes.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬ÃϹö¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - else msg_format("%^s breathes nether.", m_name); -#endif + 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); + } - dam = ((m_ptr->hp / 6) > 550 ? 550 : (m_ptr->hp / 6)); - breath(y, x, m_idx, GF_NETHER, dam,0, TRUE, MS_BR_NETHER, learnable); - update_smart_learn(m_idx, DRS_NETH); - break; - } + /* Projectable? */ + direct = player_bold(y, x); - /* RF4_BR_LITE */ - case 96+14: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s breathes.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬Á®¸÷¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - else msg_format("%^s breathes light.", m_name); -#endif - - dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6)); - breath(y, x, m_idx, GF_LITE, dam,0, TRUE, MS_BR_LITE, learnable); - update_smart_learn(m_idx, DRS_LITE); - break; - } - - /* RF4_BR_DARK */ - case 96+15: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s breathes.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬°Å¹õ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - else msg_format("%^s breathes darkness.", m_name); -#endif - - dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6)); - breath(y, x, m_idx, GF_DARK, dam,0, TRUE, MS_BR_DARK, learnable); - update_smart_learn(m_idx, DRS_DARK); - break; - } - - /* RF4_BR_CONF */ - case 96+16: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s breathes.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬º®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - else msg_format("%^s breathes confusion.", m_name); -#endif - - dam = ((m_ptr->hp / 6) > 450 ? 450 : (m_ptr->hp / 6)); - breath(y, x, m_idx, GF_CONFUSION, dam,0, TRUE, MS_BR_CONF, learnable); - update_smart_learn(m_idx, DRS_CONF); - break; - } - - /* RF4_BR_SOUN */ - case 96+17: - { - disturb(1, 0); - if (m_ptr->r_idx == MON_JAIAN) -#ifdef JP - msg_format("¡Ö¥Ü¥©¥¨¡Á¡Á¡Á¡Á¡Á¡Á¡×"); -#else - msg_format("'Booooeeeeee'"); -#endif -#ifdef JP -else if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - else if (blind) msg_format("%^s breathes.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - else msg_format("%^s breathes sound.", m_name); -#endif - - dam = ((m_ptr->hp / 6) > 450 ? 450 : (m_ptr->hp / 6)); - breath(y, x, m_idx, GF_SOUND, dam,0, TRUE, MS_BR_SOUND, learnable); - update_smart_learn(m_idx, DRS_SOUND); - break; - } - - /* RF4_BR_CHAO */ - case 96+18: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s breathes.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¥«¥ª¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - else msg_format("%^s breathes chaos.", m_name); -#endif - - dam = ((m_ptr->hp / 6) > 600 ? 600 : (m_ptr->hp / 6)); - breath(y, x, m_idx, GF_CHAOS, dam,0, TRUE, MS_BR_CHAOS, learnable); - update_smart_learn(m_idx, DRS_CHAOS); - break; - } - - /* RF4_BR_DISE */ - case 96+19: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s breathes.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬Îô²½¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - else msg_format("%^s breathes disenchantment.", m_name); -#endif - - dam = ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6)); - breath(y, x, m_idx, GF_DISENCHANT, dam,0, TRUE, MS_BR_DISEN, learnable); - update_smart_learn(m_idx, DRS_DISEN); - break; - } - - /* RF4_BR_NEXU */ - case 96+20: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s breathes.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬°ø²Ìº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - else msg_format("%^s breathes nexus.", m_name); -#endif - - dam = ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3)); - breath(y, x, m_idx, GF_NEXUS, dam,0, TRUE, MS_BR_NEXUS, learnable); - update_smart_learn(m_idx, DRS_NEXUS); - break; - } - - /* RF4_BR_TIME */ - case 96+21: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s breathes.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬»þ´ÖµÕž¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - else msg_format("%^s breathes time.", m_name); -#endif - - dam = ((m_ptr->hp / 3) > 150 ? 150 : (m_ptr->hp / 3)); - breath(y, x, m_idx, GF_TIME, dam,0, TRUE, MS_BR_TIME, learnable); - break; - } - - /* RF4_BR_INER */ - case 96+22: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s breathes.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬ÃÙÆߤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name); -#else - else msg_format("%^s breathes inertia.", m_name); -#endif - - dam = ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6)); - breath(y, x, m_idx, GF_INERTIA, dam,0, TRUE, MS_BR_INERTIA, learnable); - break; - } - - /* RF4_BR_GRAV */ - case 96+23: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s breathes.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬½ÅÎϤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name); -#else - else msg_format("%^s breathes gravity.", m_name); -#endif - - dam = ((m_ptr->hp / 3) > 200 ? 200 : (m_ptr->hp / 3)); - breath(y, x, m_idx, GF_GRAVITY, dam,0, TRUE, MS_BR_GRAVITY, learnable); - break; - } - - /* RF4_BR_SHAR */ - case 96+24: - { - disturb(1, 0); - if (m_ptr->r_idx == MON_BOTEI) -#ifdef JP - msg_format("¡Ö¥ÜÄë¥Ó¥ë¥«¥Ã¥¿¡¼¡ª¡ª¡ª¡×"); -#else - msg_format("'Boty-Build cutter!!!'"); -#endif -#ifdef JP -else if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - else if (blind) msg_format("%^s breathes.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬ÇËÊҤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name); -#else - else msg_format("%^s breathes shards.", m_name); -#endif - - dam = ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6)); - breath(y, x, m_idx, GF_SHARDS, dam,0, TRUE, MS_BR_SHARDS, learnable); - update_smart_learn(m_idx, DRS_SHARD); - break; - } - - /* RF4_BR_PLAS */ - case 96+25: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s breathes.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¥×¥é¥º¥Þ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - else msg_format("%^s breathes plasma.", m_name); -#endif - - dam = ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6)); - breath(y, x, m_idx, GF_PLASMA, dam,0, TRUE, MS_BR_PLASMA, learnable); - break; - } - - /* RF4_BR_WALL */ - case 96+26: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s breathes.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¥Õ¥©¡¼¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - else msg_format("%^s breathes force.", m_name); -#endif - - dam = ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6)); - breath(y, x, m_idx, GF_FORCE, dam,0, TRUE, MS_BR_FORCE, learnable); - break; - } - - /* RF4_BR_MANA */ - case 96+27: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s breathes.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬ËâÎϤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name); -#else - else msg_format("%^s breathes mana.", m_name); -#endif - dam = ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3)); - breath(y, x, m_idx, GF_MANA, dam,0, TRUE, MS_BR_MANA, learnable); - break; - } - - /* RF4_BA_NUKE */ - case 96+28: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬Êü¼Íǽµå¤òÊü¤Ã¤¿¡£", m_name); -#else - else msg_format("%^s casts a ball of radiation.", m_name); -#endif - - dam = (rlev + damroll(10, 6)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1); - breath(y, x, m_idx, GF_NUKE, dam, 2, FALSE, MS_BALL_NUKE, learnable); - update_smart_learn(m_idx, DRS_POIS); - break; - } - - /* RF4_BR_NUKE */ - case 96+29: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s breathes.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬Êü¼ÍÀ­ÇÑ´þʪ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - else msg_format("%^s breathes toxic waste.", m_name); -#endif - - dam = ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3)); - breath(y, x, m_idx, GF_NUKE, dam,0, TRUE, MS_BR_NUKE, learnable); - update_smart_learn(m_idx, DRS_POIS); - break; - } - - /* RF4_BA_CHAO */ - case 96+30: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬¶²¤í¤·¤²¤Ë¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles frighteningly.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬½ã¥í¥°¥ë¥¹¤òÊü¤Ã¤¿¡£", m_name);/*nuke me*/ -#else - else msg_format("%^s invokes a raw Logrus.", m_name); -#endif - - dam = ((r_ptr->flags2 & RF2_POWERFUL) ? (rlev * 3) : (rlev * 2))+ damroll(10, 10); - breath(y, x, m_idx, GF_CHAOS, dam, 4, FALSE, MS_BALL_CHAOS, learnable); - update_smart_learn(m_idx, DRS_CHAOS); - break; - } - - /* RF4_BR_DISI */ - case 96+31: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s breathes.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬Ê¬²ò¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name); -#else - else msg_format("%^s breathes disintegration.", m_name); -#endif - - dam = ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6)); - breath(y, x, m_idx, GF_DISINTEGRATE, dam,0, TRUE, MS_BR_DISI, learnable); - break; - } - - - - /* RF5_BA_ACID */ - case 128+0: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name); -#else - else msg_format("%^s casts an acid ball.", m_name); -#endif - - dam = (randint1(rlev * 3) + 15) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1); - breath(y, x, m_idx, GF_ACID, dam, 2, FALSE, MS_BALL_ACID, learnable); - update_smart_learn(m_idx, DRS_ACID); - break; - } - - /* RF5_BA_ELEC */ - case 128+1: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name); -#else - else msg_format("%^s casts a lightning ball.", m_name); -#endif - - dam = (randint1(rlev * 3 / 2) + 8) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1); - breath(y, x, m_idx, GF_ELEC, dam, 2, FALSE, MS_BALL_ELEC, learnable); - update_smart_learn(m_idx, DRS_ELEC); - break; - } - - /* RF5_BA_FIRE */ - case 128+2: - { - disturb(1, 0); - - if (m_ptr->r_idx == MON_ROLENTO) - { -#ifdef JP - if (blind) - msg_format("%s¤¬²¿¤«¤òÅꤲ¤¿¡£", m_name); - else - msg_format("%s¤Ï¼êÜØÃƤòÅꤲ¤¿¡£", m_name); -#else - if (blind) - msg_format("%^s throws something.", m_name); - else - msg_format("%^s throws a hand grenade.", m_name); -#endif - } - else - { -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name); -#else - else msg_format("%^s casts a fire ball.", m_name); -#endif - } - - dam = (randint1(rlev * 7 / 2) + 10) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1); - breath(y, x, m_idx, GF_FIRE, dam, 2, FALSE, MS_BALL_FIRE, learnable); - update_smart_learn(m_idx, DRS_FIRE); - break; - } - - /* RF5_BA_COLD */ - case 128+3: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name); -#else - else msg_format("%^s casts a frost ball.", m_name); -#endif - - dam = (randint1(rlev * 3 / 2) + 10) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1); - breath(y, x, m_idx, GF_COLD, dam, 2, FALSE, MS_BALL_COLD, learnable); - update_smart_learn(m_idx, DRS_COLD); - break; - } - - /* RF5_BA_POIS */ - case 128+4: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬°­½­±À¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name); -#else - else msg_format("%^s casts a stinking cloud.", m_name); -#endif - - dam = damroll(12, 2) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1); - breath(y, x, m_idx, GF_POIS, dam, 2, FALSE, MS_BALL_POIS, learnable); - update_smart_learn(m_idx, DRS_POIS); - break; - } - - /* RF5_BA_NETH */ - case 128+5: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬ÃϹöµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name); -#else - else msg_format("%^s casts a nether ball.", m_name); -#endif - - dam = 50 + damroll(10, 10) + (rlev * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1)); - breath(y, x, m_idx, GF_NETHER, dam, 2, FALSE, MS_BALL_NETHER, learnable); - update_smart_learn(m_idx, DRS_NETH); - break; - } - - /* RF5_BA_WATE */ - case 128+6: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬Î®¤ì¤ë¤è¤¦¤Ê¿È¿¶¤ê¤ò¤·¤¿¡£", m_name); -#else - else msg_format("%^s gestures fluidly.", m_name); -#endif - -#ifdef JP -msg_print("¤¢¤Ê¤¿¤Ï±²´¬¤­¤Ë°û¤ß¹þ¤Þ¤ì¤¿¡£"); -#else - msg_print("You are engulfed in a whirlpool."); -#endif - - dam = ((r_ptr->flags2 & RF2_POWERFUL) ? randint1(rlev * 3) : randint1(rlev * 2)) + 50; - breath(y, x, m_idx, GF_WATER, dam, 4, FALSE, MS_BALL_WATER, learnable); - break; - } - - /* RF5_BA_MANA */ - case 128+7: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles powerfully.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬ËâÎϤÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name); -#else - else msg_format("%^s invokes a mana storm.", m_name); -#endif - - dam = (rlev * 4) + 50 + damroll(10, 10); - breath(y, x, m_idx, GF_MANA, dam, 4, FALSE, MS_BALL_MANA, learnable); - break; - } - - /* RF5_BA_DARK */ - case 128+8: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles powerfully.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬°Å¹õ¤ÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name); -#else - else msg_format("%^s invokes a darkness storm.", m_name); -#endif - - dam = (rlev * 4) + 50 + damroll(10, 10); - breath(y, x, m_idx, GF_DARK, dam, 4, FALSE, MS_BALL_DARK, learnable); - update_smart_learn(m_idx, DRS_DARK); - break; - } - - /* RF5_DRAIN_MANA */ - case 128+9: - { - if (!direct) return (FALSE); - disturb(1, 0); - - dam = (randint1(rlev) / 2) + 1; - breath(y, x, m_idx, GF_DRAIN_MANA, dam, 0, FALSE, MS_DRAIN_MANA, learnable); - update_smart_learn(m_idx, DRS_MANA); - break; - } - - /* RF5_MIND_BLAST */ - case 128+10: - { - if (!direct) return (FALSE); - disturb(1, 0); - if (!seen) - { -#ifdef JP -msg_print("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£"); -#else - msg_print("You feel something focusing on your mind."); -#endif - - } - else - { -#ifdef JP -msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¤Ë¤é¤ó¤Ç¤¤¤ë¡£", m_name); -#else - msg_format("%^s gazes deep into your eyes.", m_name); -#endif - - } - - dam = damroll(7, 7); - breath(y, x, m_idx, GF_MIND_BLAST, dam, 0, FALSE, MS_MIND_BLAST, learnable); - break; - } - - /* RF5_BRAIN_SMASH */ - case 128+11: - { - if (!direct) return (FALSE); - disturb(1, 0); - if (!seen) - { -#ifdef JP -msg_print("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£"); -#else - msg_print("You feel something focusing on your mind."); -#endif - - } - else - { -#ifdef JP -msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¸«¤Æ¤¤¤ë¡£", m_name); -#else - msg_format("%^s looks deep into your eyes.", m_name); -#endif - - } - - dam = damroll(12, 12); - breath(y, x, m_idx, GF_BRAIN_SMASH, dam, 0, FALSE, MS_BRAIN_SMASH, learnable); - break; - } - - /* RF5_CAUSE_1 */ - case 128+12: - { - if (!direct) return (FALSE); - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¼ö¤Ã¤¿¡£", m_name); -#else - else msg_format("%^s points at you and curses.", m_name); -#endif - - dam = damroll(3, 8); - breath(y, x, m_idx, GF_CAUSE_1, dam, 0, FALSE, MS_CAUSE_1, learnable); - break; - } - - /* RF5_CAUSE_2 */ - case 128+13: - { - if (!direct) return (FALSE); - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼ö¤Ã¤¿¡£", m_name); -#else - else msg_format("%^s points at you and curses horribly.", m_name); -#endif - - dam = damroll(8, 8); - breath(y, x, m_idx, GF_CAUSE_2, dam, 0, FALSE, MS_CAUSE_2, learnable); - break; - } - - /* RF5_CAUSE_3 */ - case 128+14: - { - if (!direct) return (FALSE); - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤òÂçÀ¼¤Ç¶«¤ó¤À¡£", m_name); -#else - if (blind) msg_format("%^s mumbles loudly.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼öʸ¤ò¾§¤¨¤¿¡ª", m_name); -#else - else msg_format("%^s points at you, incanting terribly!", m_name); -#endif - - dam = damroll(10, 15); - breath(y, x, m_idx, GF_CAUSE_3, dam, 0, FALSE, MS_CAUSE_3, learnable); - break; - } - - /* RF5_CAUSE_4 */ - case 128+15: - { - if (!direct) return (FALSE); - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", m_name); -#else - if (blind) msg_format("%^s screams the word 'DIE!'", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÈ빦¤òÆͤ¤¤Æ¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", m_name); -#else - else msg_format("%^s points at you, screaming the word DIE!", m_name); -#endif - - dam = damroll(15, 15); - breath(y, x, m_idx, GF_CAUSE_4, dam, 0, FALSE, MS_CAUSE_4, learnable); - break; - } - - /* RF5_BO_ACID */ - case 128+16: - { - if (!direct) return (FALSE); - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name); -#else - else msg_format("%^s casts a acid bolt.", m_name); -#endif - - dam = (damroll(7, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1); - bolt(m_idx, GF_ACID, dam, MS_BOLT_ACID, learnable); - update_smart_learn(m_idx, DRS_ACID); - update_smart_learn(m_idx, DRS_REFLECT); - break; - } - - /* RF5_BO_ELEC */ - case 128+17: - { - if (!direct) return (FALSE); - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name); -#else - else msg_format("%^s casts a lightning bolt.", m_name); -#endif - - dam = (damroll(4, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1); - bolt(m_idx, GF_ELEC, dam, MS_BOLT_ELEC, learnable); - update_smart_learn(m_idx, DRS_ELEC); - update_smart_learn(m_idx, DRS_REFLECT); - break; - } - - /* RF5_BO_FIRE */ - case 128+18: - { - if (!direct) return (FALSE); - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name); -#else - else msg_format("%^s casts a fire bolt.", m_name); -#endif - - dam = (damroll(9, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1); - bolt(m_idx, GF_FIRE, dam, MS_BOLT_FIRE, learnable); - update_smart_learn(m_idx, DRS_FIRE); - update_smart_learn(m_idx, DRS_REFLECT); - break; - } - - /* RF5_BO_COLD */ - case 128+19: - { - if (!direct) return (FALSE); - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name); -#else - else msg_format("%^s casts a frost bolt.", m_name); -#endif - - dam = (damroll(6, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1); - bolt(m_idx, GF_COLD, dam, MS_BOLT_COLD, learnable); - update_smart_learn(m_idx, DRS_COLD); - update_smart_learn(m_idx, DRS_REFLECT); - break; - } - - /* RF5_BA_LITE */ - case 128+20: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles powerfully.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¥¹¥¿¡¼¥Ð¡¼¥¹¥È¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name); -#else - else msg_format("%^s invokes a starburst.", m_name); -#endif - - dam = (rlev * 4) + 50 + damroll(10, 10); - breath(y, x, m_idx, GF_LITE, dam, 4, FALSE, MS_STARBURST, learnable); - update_smart_learn(m_idx, DRS_LITE); - break; - } - - /* RF5_BO_NETH */ - case 128+21: - { - if (!direct) return (FALSE); - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬ÃϹö¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name); -#else - else msg_format("%^s casts a nether bolt.", m_name); -#endif - - dam = 30 + damroll(5, 5) + (rlev * 4) / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3); - bolt(m_idx, GF_NETHER, dam, MS_BOLT_NETHER, learnable); - update_smart_learn(m_idx, DRS_NETH); - update_smart_learn(m_idx, DRS_REFLECT); - break; - } - - /* RF5_BO_WATE */ - case 128+22: - { - if (!direct) return (FALSE); - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¥¦¥©¡¼¥¿¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name); -#else - else msg_format("%^s casts a water bolt.", m_name); -#endif - - dam = damroll(10, 10) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3)); - bolt(m_idx, GF_WATER, dam, MS_BOLT_WATER, learnable); - update_smart_learn(m_idx, DRS_REFLECT); - break; - } - - /* RF5_BO_MANA */ - case 128+23: - { - if (!direct) return (FALSE); - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬ËâÎϤÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name); -#else - else msg_format("%^s casts a mana bolt.", m_name); -#endif - - dam = randint1(rlev * 7 / 2) + 50; - bolt(m_idx, GF_MANA, dam, MS_BOLT_MANA, learnable); - update_smart_learn(m_idx, DRS_REFLECT); - break; - } - - /* RF5_BO_PLAS */ - case 128+24: - { - if (!direct) return (FALSE); - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¥×¥é¥º¥Þ¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name); -#else - else msg_format("%^s casts a plasma bolt.", m_name); -#endif - - dam = 10 + damroll(8, 7) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3)); - bolt(m_idx, GF_PLASMA, dam, MS_BOLT_PLASMA, learnable); - update_smart_learn(m_idx, DRS_REFLECT); - break; - } - - /* RF5_BO_ICEE */ - case 128+25: - { - if (!direct) return (FALSE); - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¶Ë´¨¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name); -#else - else msg_format("%^s casts an ice bolt.", m_name); -#endif - - dam = damroll(6, 6) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3)); - bolt(m_idx, GF_ICE, dam, MS_BOLT_ICE, learnable); - update_smart_learn(m_idx, DRS_COLD); - update_smart_learn(m_idx, DRS_REFLECT); - break; - } - - /* RF5_MISSILE */ - case 128+26: - { - if (!direct) return (FALSE); - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name); -#else - else msg_format("%^s casts a magic missile.", m_name); -#endif - - dam = damroll(2, 6) + (rlev / 3); - bolt(m_idx, GF_MISSILE, dam, MS_MAGIC_MISSILE, learnable); - update_smart_learn(m_idx, DRS_REFLECT); - break; - } - - /* RF5_SCARE */ - case 128+27: - { - if (!direct) return (FALSE); - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¯¤È¡¢¶²¤í¤·¤²¤Ê²»¤¬Ê¹¤³¤¨¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles, and you hear scary noises.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¶²¤í¤·¤²¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£", m_name); -#else - else msg_format("%^s casts a fearful illusion.", m_name); -#endif - - if (p_ptr->resist_fear) - { -#ifdef JP -msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡£"); -#else - msg_print("You refuse to be frightened."); -#endif - - } - else if (randint0(100 + rlev/2) < p_ptr->skill_sav) - { -#ifdef JP -msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡£"); -#else - msg_print("You refuse to be frightened."); -#endif - - } - else - { - (void)set_afraid(p_ptr->afraid + randint0(4) + 4); - } - learn_spell(MS_SCARE); - update_smart_learn(m_idx, DRS_FEAR); - break; - } - - /* RF5_BLIND */ - case 128+28: - { - if (!direct) return (FALSE); - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¼öʸ¤ò¾§¤¨¤Æ¤¢¤Ê¤¿¤ÎÌܤò¤¯¤é¤Þ¤·¤¿¡ª", m_name); -#else - else msg_format("%^s casts a spell, burning your eyes!", m_name); -#endif - - if (p_ptr->resist_blind) - { -#ifdef JP -msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª"); -#else - msg_print("You are unaffected!"); -#endif - - } - else if (randint0(100 + rlev/2) < p_ptr->skill_sav) - { -#ifdef JP -msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª"); -#else - msg_print("You resist the effects!"); -#endif - - } - else - { - (void)set_blind(12 + randint0(4)); - } - learn_spell(MS_BLIND); - update_smart_learn(m_idx, DRS_BLIND); - break; - } - - /* RF5_CONF */ - case 128+29: - { - if (!direct) return (FALSE); - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¯¤È¡¢Æ¬¤òǺ¤Þ¤¹²»¤¬¤·¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles, and you hear puzzling noises.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬Í¶ÏÇŪ¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£", m_name); -#else - else msg_format("%^s creates a mesmerising illusion.", m_name); -#endif - - if (p_ptr->resist_conf) - { -#ifdef JP -msg_print("¤·¤«¤·¸¸³Ð¤Ë¤Ï¤À¤Þ¤µ¤ì¤Ê¤«¤Ã¤¿¡£"); -#else - msg_print("You disbelieve the feeble spell."); -#endif - - } - else if (randint0(100 + rlev/2) < p_ptr->skill_sav) - { -#ifdef JP -msg_print("¤·¤«¤·¸¸³Ð¤Ë¤Ï¤À¤Þ¤µ¤ì¤Ê¤«¤Ã¤¿¡£"); -#else - msg_print("You disbelieve the feeble spell."); -#endif - - } - else - { - (void)set_confused(p_ptr->confused + randint0(4) + 4); - } - learn_spell(MS_CONF); - update_smart_learn(m_idx, DRS_CONF); - break; - } - - /* RF5_SLOW */ - case 128+30: - { - if (!direct) return (FALSE); - disturb(1, 0); -#ifdef JP -msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¶ÚÎϤòµÛ¤¤¼è¤í¤¦¤È¤·¤¿¡ª", m_name); -#else - msg_format("%^s drains power from your muscles!", m_name); -#endif - - if (p_ptr->free_act) - { -#ifdef JP -msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª"); -#else - msg_print("You are unaffected!"); -#endif - - } - else if (randint0(100 + rlev/2) < p_ptr->skill_sav) - { -#ifdef JP -msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª"); -#else - msg_print("You resist the effects!"); -#endif - - } - else - { - (void)set_slow(p_ptr->slow + randint0(4) + 4, FALSE); - } - learn_spell(MS_SLOW); - update_smart_learn(m_idx, DRS_FREE); - break; - } - - /* RF5_HOLD */ - case 128+31: - { - if (!direct) return (FALSE); - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÌܤò¤¸¤Ã¤È¸«¤Ä¤á¤¿¡ª", m_name); -#else - else msg_format("%^s stares deep into your eyes!", m_name); -#endif - - if (p_ptr->free_act) - { -#ifdef JP -msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª"); -#else - msg_print("You are unaffected!"); -#endif - - } - else if (randint0(100 + rlev/2) < p_ptr->skill_sav) - { -#ifdef JP -msg_format("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª"); -#else - msg_format("You resist the effects!"); -#endif - - } - else - { - (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4); - } - learn_spell(MS_SLEEP); - update_smart_learn(m_idx, DRS_FREE); - break; - } - - /* RF6_HASTE */ - case 160+0: - { - disturb(1, 0); - if (blind) - { -#ifdef JP -msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - msg_format("%^s mumbles.", m_name); -#endif - - } - else - { -#ifdef JP -msg_format("%^s¤¬¼«Ê¬¤ÎÂΤËÇ°¤òÁ÷¤Ã¤¿¡£", m_name); -#else - msg_format("%^s concentrates on %s body.", m_name, m_poss); -#endif - - } - - /* Allow quick speed increases to base+10 */ - if (!m_ptr->fast) - { -#ifdef JP -msg_format("%^s¤ÎÆ°¤­¤¬Â®¤¯¤Ê¤Ã¤¿¡£", m_name); -#else - msg_format("%^s starts moving faster.", m_name); -#endif - } - m_ptr->fast = MIN(200, m_ptr->fast + 100); - if (p_ptr->riding == m_idx) p_ptr->update |= PU_BONUS; - break; - } - - /* RF6_HAND_DOOM */ - case 160+1: - { - if (!direct) return (FALSE); - disturb(1, 0); -#ifdef JP -msg_format("%^s¤¬<ÇËÌǤμê>¤òÊü¤Ã¤¿¡ª", m_name); -#else - msg_format("%^s invokes the Hand of Doom!", m_name); -#endif - dam = (((s32b) ((40 + randint1(20)) * (p_ptr->chp))) / 100); - breath(y, x, m_idx, GF_HAND_DOOM, dam, 0, FALSE, MS_HAND_DOOM, learnable); - break; - } - - /* RF6_HEAL */ - case 160+2: - { - disturb(1, 0); - - /* Message */ - if (blind) - { -#ifdef JP -msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - msg_format("%^s mumbles.", m_name); -#endif - - } - else - { -#ifdef JP -msg_format("%^s¤¬¼«Ê¬¤Î½ý¤Ë½¸Ã椷¤¿¡£", m_name); -#else - msg_format("%^s concentrates on %s wounds.", m_name, m_poss); -#endif - - } - - /* Heal some */ - m_ptr->hp += (rlev * 6); - - /* Fully healed */ - if (m_ptr->hp >= m_ptr->maxhp) - { - /* Fully healed */ - m_ptr->hp = m_ptr->maxhp; - - /* Message */ - if (seen) - { -#ifdef JP -msg_format("%^s¤Ï´°Á´¤Ë¼£¤Ã¤¿¡ª", m_name); -#else - msg_format("%^s looks completely healed!", m_name); -#endif - - } - else - { -#ifdef JP -msg_format("%^s¤Ï´°Á´¤Ë¼£¤Ã¤¿¤è¤¦¤À¡ª", m_name); -#else - msg_format("%^s sounds completely healed!", m_name); -#endif - - } - } - - /* Partially healed */ - else - { - /* Message */ - if (seen) - { -#ifdef JP -msg_format("%^s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name); -#else - msg_format("%^s looks healthier.", m_name); -#endif - - } - else - { -#ifdef JP -msg_format("%^s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name); -#else - msg_format("%^s sounds healthier.", m_name); -#endif - - } - } - - /* Redraw (later) if needed */ - if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH); - if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH); - - /* Cancel fear */ - if (m_ptr->monfear) - { - /* Cancel fear */ - m_ptr->monfear = 0; - - /* Message */ -#ifdef JP -msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name); -#else - msg_format("%^s recovers %s courage.", m_name, m_poss); -#endif - - } - break; - } - - /* RF6_INVULNER */ - case 160+3: - { - disturb(1, 0); - - /* Message */ - if (!seen) - { -#ifdef JP -msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - msg_format("%^s mumbles powerfully.", m_name); -#endif - - } - else - { -#ifdef JP -msg_format("%s¤Ï̵½ý¤Îµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name); -#else - msg_format("%^s casts a Globe of Invulnerability.", m_name); -#endif - - } - - if (!(m_ptr->invulner)) - m_ptr->invulner = randint1(4) + 4; - - if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH); - if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH); - break; - } - - /* RF6_BLINK */ - case 160+4: - { - disturb(1, 0); -#ifdef JP -msg_format("%^s¤¬½Ö»þ¤Ë¾Ã¤¨¤¿¡£", m_name); -#else - msg_format("%^s blinks away.", m_name); -#endif - - teleport_away(m_idx, 10, FALSE); - p_ptr->update |= (PU_MONSTERS | PU_MON_LITE); - break; - } - - /* RF6_TPORT */ - case 160+5: - { - int i, oldfy, oldfx; - u32b flgs[TR_FLAG_SIZE]; - object_type *o_ptr; - - oldfy = m_ptr->fy; - oldfx = m_ptr->fx; - - disturb(1, 0); -#ifdef JP -msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¤·¤¿¡£", m_name); -#else - msg_format("%^s teleports away.", m_name); -#endif - - teleport_away(m_idx, MAX_SIGHT * 2 + 5, FALSE); - - if (los(py, px, oldfy, oldfx) && !world_monster) - { - for (i=INVEN_RARM;imuta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR)) - { -#ifdef JP - if(get_check_strict("¤Ä¤¤¤Æ¤¤¤­¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL)) -#else - if(get_check_strict("Do you follow it? ", CHECK_OKAY_CANCEL)) -#endif - { - if (one_in_(3)) - { - teleport_player(200); -#ifdef JP - msg_print("¼ºÇÔ¡ª"); -#else - msg_print("Failed!"); -#endif - } - else teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE); - p_ptr->energy_need += ENERGY_NEED(); - } - break; - } - } - } - } - break; - } - - /* RF6_WORLD */ - case 160+6: - { - int who = 0; - disturb(1, 0); - if(m_ptr->r_idx == MON_DIO) who = 1; - else if(m_ptr->r_idx == MON_WONG) who = 3; - dam = who; - if (!process_the_world(randint1(2)+2, who, TRUE)) return (FALSE); - break; - } - - /* RF6_SPECIAL */ - case 160+7: - { - int k; - - disturb(1, 0); - switch (m_ptr->r_idx) - { - case MON_OHMU: - /* Moved to process_monster(), like multiplication */ - return FALSE; - - case MON_BANORLUPART: - { - int dummy_hp = (m_ptr->hp + 1) / 2; - int dummy_maxhp = m_ptr->maxhp/2; - int dummy_y = m_ptr->fy; - int dummy_x = m_ptr->fx; - - if (p_ptr->inside_arena || p_ptr->inside_battle || !summon_possible(m_ptr->fy, m_ptr->fx)) return FALSE; - delete_monster_idx(cave[m_ptr->fy][m_ptr->fx].m_idx); - summon_named_creature(0, dummy_y, dummy_x, MON_BANOR, mode); - m_list[hack_m_idx_ii].hp = dummy_hp; - m_list[hack_m_idx_ii].maxhp = dummy_maxhp; - summon_named_creature(0, dummy_y, dummy_x, MON_LUPART, mode); - m_list[hack_m_idx_ii].hp = dummy_hp; - m_list[hack_m_idx_ii].maxhp = dummy_maxhp; - -#ifdef JP - msg_print("¡Ø¥Ð¡¼¥Î¡¼¥ë¡¦¥ë¥Ñ¡¼¥È¡Ù¤¬Ê¬Îö¤·¤¿¡ª"); -#else - msg_print("Banor=Rupart splits in two person!"); -#endif - - break; - } - - case MON_BANOR: - case MON_LUPART: - { - int dummy_hp = 0; - int dummy_maxhp = 0; - int dummy_y = m_ptr->fy; - int dummy_x = m_ptr->fx; - - if (!r_info[MON_BANOR].cur_num || !r_info[MON_LUPART].cur_num) return (FALSE); - for (k = 1; k < m_max; k++) - { - if (m_list[k].r_idx == MON_BANOR || m_list[k].r_idx == MON_LUPART) - { - dummy_hp += m_list[k].hp; - dummy_maxhp += m_list[k].maxhp; - if (m_list[k].r_idx != m_ptr->r_idx) - { - dummy_y = m_list[k].fy; - dummy_x = m_list[k].fx; - } - delete_monster_idx(k); - } - } - summon_named_creature(0, dummy_y, dummy_x, MON_BANORLUPART, mode); - m_list[hack_m_idx_ii].hp = dummy_hp; - m_list[hack_m_idx_ii].maxhp = dummy_maxhp; - -#ifdef JP - msg_print("¡Ø¥Ð¡¼¥Î¡¼¥ë¡Ù¤È¡Ø¥ë¥Ñ¡¼¥È¡Ù¤¬¹çÂΤ·¤¿¡ª"); -#else - msg_print("Banor and Rupart combine into one!"); -#endif - - break; - } - - case MON_ROLENTO: -#ifdef JP - if (blind) msg_format("%^s¤¬²¿¤«ÂçÎ̤ËÅꤲ¤¿¡£", m_name); - else msg_format("%^s¤Ï¼êÜØÃƤò¤Ð¤é¤Þ¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s spreads something.", m_name); - else msg_format("%^s throws some hand grenades.", m_name); -#endif - - { - int num = 1 + randint1(3); - - for (k = 0; k < num; k++) - { - count += summon_named_creature(m_idx, y, x, MON_SHURYUUDAN, mode); - } - } -#ifdef JP - if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¤Ð¤é¤Þ¤«¤ì¤ë²»¤¬¤¹¤ë¡£"); -#else - if (blind && count) msg_print("You hear many things are scattered nearby."); -#endif - break; - - default: - if (r_ptr->d_char == 'B') - { - disturb(1, 0); - if (one_in_(3) || !direct) - { -#ifdef JP - msg_format("%^s¤ÏÆÍÁ³»ë³¦¤«¤é¾Ã¤¨¤¿!", m_name); -#else - msg_format("%^s suddenly go out of your sight!", m_name); -#endif - teleport_away(m_idx, 10, FALSE); - p_ptr->update |= (PU_MONSTERS | PU_MON_LITE); - } - else - { - int get_damage = 0; - bool fear; /* dummy */ - -#ifdef JP - msg_format("%^s¤¬¤¢¤Ê¤¿¤òÄϤó¤Ç¶õÃ椫¤éÅꤲÍ¤¿¡£", m_name); -#else - msg_format("%^s holds you, and drops from the sky.", m_name); -#endif - dam = damroll(4, 8); - teleport_player_to(m_ptr->fy, m_ptr->fx, FALSE); - - sound(SOUND_FALL); - - if (p_ptr->ffall) - { -#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, 0); -#ifdef JP -msg_format("%^s¤¬¤¢¤Ê¤¿¤ò°ú¤­Ìᤷ¤¿¡£", m_name); -#else - msg_format("%^s commands you to return.", m_name); -#endif - - teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE); - learn_spell(MS_TELE_TO); - break; - } - - /* RF6_TELE_AWAY */ - case 160+9: - { - if (!direct) return (FALSE); - disturb(1, 0); -#ifdef JP -msg_format("%^s¤Ë¥Æ¥ì¥Ý¡¼¥È¤µ¤»¤é¤ì¤¿¡£", m_name); - if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON)) - msg_print("¤¯¤Ã¤½¡Á"); -#else - msg_format("%^s teleports you away.", m_name); -#endif - - learn_spell(MS_TELE_AWAY); - teleport_player(100); - break; - } - - /* RF6_TELE_LEVEL */ - case 160+10: - { - if (!direct) return (FALSE); - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«´ñ̯¤Ê¸ÀÍÕ¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles strangely.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¤¢¤Ê¤¿¤Î­¤ò»Ø¤µ¤·¤¿¡£", m_name); -#else - else msg_format("%^s gestures at your feet.", m_name); -#endif - - if (p_ptr->resist_nexus) - { -#ifdef JP -msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª"); -#else - msg_print("You are unaffected!"); -#endif - - } - else if (randint0(100 + rlev/2) < p_ptr->skill_sav) - { -#ifdef JP -msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª"); -#else - msg_print("You resist the effects!"); -#endif - - } - else - { - teleport_level(0); - } - learn_spell(MS_TELE_LEVEL); - update_smart_learn(m_idx, DRS_NEXUS); - break; - } - - /* RF6_PSY_SPEAR */ - case 160+11: - { - if (!direct) return (FALSE); - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¸÷¤Î·õ¤òÊü¤Ã¤¿¡£", m_name); -#else - else msg_format("%^s throw a Psycho-Spear.", m_name); -#endif - - dam = (r_ptr->flags2 & RF2_POWERFUL) ? (randint1(rlev * 2) + 150) : (randint1(rlev * 3 / 2) + 100); - beam(m_idx, GF_PSY_SPEAR, dam, MS_PSY_SPEAR, learnable); - break; - } - - /* RF6_DARKNESS */ - case 160+12: - { - if (!direct) return (FALSE); - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else if (p_ptr->pclass == CLASS_NINJA) msg_format("%^s¤¬ÊÕ¤ê¤òÌÀ¤ë¤¯¾È¤é¤·¤¿¡£", m_name); -else msg_format("%^s¤¬°Å°Ç¤ÎÃæ¤Ç¼ê¤ò¿¶¤Ã¤¿¡£", m_name); -#else - else if (p_ptr->pclass == CLASS_NINJA) - msg_format("%^s cast a spell to light up.", m_name); - else msg_format("%^s gestures in shadow.", m_name); -#endif - - learn_spell(MS_DARKNESS); - if (p_ptr->pclass == CLASS_NINJA) - (void)lite_area(0, 3); - else - (void)unlite_area(0, 3); - break; - } - - /* RF6_TRAPS */ - case 160+13: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤Æ¼Ù°­¤ËÈù¾Ð¤ó¤À¡£", m_name); -#else - if (blind) msg_format("%^s mumbles, and then cackles evilly.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¼öʸ¤ò¾§¤¨¤Æ¼Ù°­¤ËÈù¾Ð¤ó¤À¡£", m_name); -#else - else msg_format("%^s casts a spell and cackles evilly.", m_name); -#endif - - learn_spell(MS_MAKE_TRAP); - (void)trap_creation(y, x); - break; - } - - /* RF6_FORGET */ - case 160+14: - { - if (!direct) return (FALSE); - disturb(1, 0); -#ifdef JP -msg_format("%^s¤¬¤¢¤Ê¤¿¤Îµ­²±¤ò¾Ãµî¤·¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", m_name); -#else - msg_format("%^s tries to blank your mind.", m_name); -#endif - - - if (randint0(100 + rlev/2) < p_ptr->skill_sav) - { -#ifdef JP -msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª"); -#else - msg_print("You resist the effects!"); -#endif - - } - else if (lose_all_info()) - { -#ifdef JP -msg_print("µ­²±¤¬Çö¤ì¤Æ¤·¤Þ¤Ã¤¿¡£"); -#else - msg_print("Your memories fade away."); -#endif - - } - learn_spell(MS_FORGET); - break; - } - - /* RF6_RAISE_DEAD */ - case 160+15: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬»à¼ÔÉü³è¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name); -#else - else msg_format("%^s casts a spell to revive corpses.", m_name); -#endif - animate_dead(m_idx, m_ptr->fy, m_ptr->fx); - break; - } - - /* RF6_S_KIN */ - case 160+16: - { - disturb(1, 0); - if (m_ptr->r_idx == MON_SERPENT || m_ptr->r_idx == MON_ZOMBI_SERPENT) - { -#ifdef JP - if (blind) - msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); - else - msg_format("%^s¤¬¥À¥ó¥¸¥ç¥ó¤Î¼ç¤ò¾¤´­¤·¤¿¡£", m_name); -#else - if (blind) - msg_format("%^s mumbles.", m_name); - else - msg_format("%^s magically summons guardians of dungeons.", m_name); -#endif - } - else - { -#ifdef JP - if (blind) - msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); - else - msg_format("%^s¤ÏËâË¡¤Ç%s¤ò¾¤´­¤·¤¿¡£", - m_name, - ((r_ptr->flags1) & RF1_UNIQUE ? - "¼ê²¼" : "Ãç´Ö")); -#else - if (blind) - msg_format("%^s mumbles.", m_name); - else - msg_format("%^s magically summons %s %s.", - m_name, m_poss, - ((r_ptr->flags1) & RF1_UNIQUE ? - "minions" : "kin")); -#endif - } - - switch (m_ptr->r_idx) - { - case MON_MENELDOR: - case MON_GWAIHIR: - case MON_THORONDOR: - { - int num = 4 + randint1(3); - for (k = 0; k < num; k++) - { - count += summon_specific(m_idx, y, x, rlev, SUMMON_EAGLES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE)); - } - } - break; - - case MON_BULLGATES: - { - int num = 2 + randint1(3); - for (k = 0; k < num; k++) - { - count += summon_named_creature(m_idx, y, x, MON_IE, mode); - } - } - break; - - case MON_SERPENT: - case MON_ZOMBI_SERPENT: - { - int num = 2 + randint1(3); - - if (r_info[MON_JORMUNGAND].cur_num < r_info[MON_JORMUNGAND].max_num && one_in_(6)) - { -#ifdef JP - msg_print("ÃÏÌ̤«¤é¿å¤¬¿á¤­½Ð¤·¤¿¡ª"); -#else - msg_print("Water blew off from the ground!"); -#endif - fire_ball_hide(GF_WATER_FLOW, 0, 3, 8); - } - - for (k = 0; k < num; k++) - { - count += summon_specific(m_idx, y, x, rlev, SUMMON_GUARDIANS, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE)); - } - } - break; - - case MON_CALDARM: - { - int num = randint1(3); - for (k = 0; k < num; k++) - { - count += summon_named_creature(m_idx, y, x, MON_LOCKE_CLONE, mode); - } - } - break; - - case MON_LOUSY: - { - int num = 2 + randint1(3); - for (k = 0; k < num; k++) - { - count += summon_specific(m_idx, y, x, rlev, SUMMON_LOUSE, PM_ALLOW_GROUP); - } - } - break; - - default: - summon_kin_type = r_ptr->d_char; /* Big hack */ - - for (k = 0; k < 4; k++) - { - count += summon_specific(m_idx, y, x, rlev, SUMMON_KIN, PM_ALLOW_GROUP); - } - break; - } -#ifdef JP - if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£"); -#else - if (blind && count) msg_print("You hear many things appear nearby."); -#endif - - break; - } - - /* RF6_S_CYBER */ - case 160+17: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ò¾¤´­¤·¤¿¡ª", m_name); -#else - else msg_format("%^s magically summons Cyberdemons!", m_name); -#endif - -#ifdef JP -if (blind && count) msg_print("½Å¸ü¤Ê­²»¤¬¶á¤¯¤Çʹ¤³¤¨¤ë¡£"); -#else - if (blind && count) msg_print("You hear heavy steps nearby."); -#endif - - summon_cyber(m_idx, y, x); - break; - } - - /* RF6_S_MONSTER */ - case 160+18: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬ËâË¡¤ÇÃç´Ö¤ò¾¤´­¤·¤¿¡ª", m_name); -#else - else msg_format("%^s magically summons help!", m_name); -#endif - - for (k = 0; k < 1; k++) - { - count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE)); - } -#ifdef JP -if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£"); -#else - if (blind && count) msg_print("You hear something appear nearby."); -#endif - - break; - } - - /* RF6_S_MONSTERS */ - case 160+19: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬ËâË¡¤Ç¥â¥ó¥¹¥¿¡¼¤ò¾¤´­¤·¤¿¡ª", m_name); -#else - else msg_format("%^s magically summons monsters!", m_name); -#endif - - for (k = 0; k < s_num_6; k++) - { - count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE)); - } -#ifdef JP -if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£"); -#else - if (blind && count) msg_print("You hear many things appear nearby."); -#endif - - break; - } - - /* RF6_S_ANT */ - case 160+20: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬ËâË¡¤Ç¥¢¥ê¤ò¾¤´­¤·¤¿¡£", m_name); -#else - else msg_format("%^s magically summons ants.", m_name); -#endif - - for (k = 0; k < s_num_6; k++) - { - count += summon_specific(m_idx, y, x, rlev, SUMMON_ANT, PM_ALLOW_GROUP); - } -#ifdef JP -if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£"); -#else - if (blind && count) msg_print("You hear many things appear nearby."); -#endif - - break; - } - - /* RF6_S_SPIDER */ - case 160+21: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬ËâË¡¤Ç¥¯¥â¤ò¾¤´­¤·¤¿¡£", m_name); -#else - else msg_format("%^s magically summons spiders.", m_name); -#endif - - for (k = 0; k < s_num_6; k++) - { - count += summon_specific(m_idx, y, x, rlev, SUMMON_SPIDER, PM_ALLOW_GROUP); - } -#ifdef JP -if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£"); -#else - if (blind && count) msg_print("You hear many things appear nearby."); -#endif - - break; - } - - /* RF6_S_HOUND */ - case 160+22: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬ËâË¡¤Ç¥Ï¥¦¥ó¥É¤ò¾¤´­¤·¤¿¡£", m_name); -#else - else msg_format("%^s magically summons hounds.", m_name); -#endif - - for (k = 0; k < s_num_4; k++) - { - count += summon_specific(m_idx, y, x, rlev, SUMMON_HOUND, PM_ALLOW_GROUP); - } -#ifdef JP -if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£"); -#else - if (blind && count) msg_print("You hear many things appear nearby."); -#endif - - break; - } - - /* RF6_S_HYDRA */ - case 160+23: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬ËâË¡¤Ç¥Ò¥É¥é¤ò¾¤´­¤·¤¿¡£", m_name); -#else - else msg_format("%^s magically summons hydras.", m_name); -#endif - - for (k = 0; k < s_num_4; k++) - { - count += summon_specific(m_idx, y, x, rlev, SUMMON_HYDRA, PM_ALLOW_GROUP); - } -#ifdef JP -if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£"); -#else - if (blind && count) msg_print("You hear many things appear nearby."); -#endif - - break; - } - - /* RF6_S_ANGEL */ - case 160+24: - { - int num = 1; - - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬ËâË¡¤ÇÅ·»È¤ò¾¤´­¤·¤¿¡ª", m_name); -#else - else msg_format("%^s magically summons an angel!", m_name); -#endif - - if ((r_ptr->flags1 & RF1_UNIQUE) && !easy_band) - { - num += r_ptr->level/40; - } - - for (k = 0; k < num; k++) - { - count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, PM_ALLOW_GROUP); - } - - if (count < 2) - { -#ifdef JP -if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£"); -#else - if (blind && count) msg_print("You hear something appear nearby."); -#endif - } - else - { -#ifdef JP -if (blind) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£"); -#else - if (blind) msg_print("You hear many things appear nearby."); -#endif - } - - break; - } - - /* RF6_S_DEMON */ - case 160+25: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤ÏËâË¡¤Çº®Æ٤εÜÄ¤é°­Ëâ¤ò¾¤´­¤·¤¿¡ª", m_name); -#else - else msg_format("%^s magically summons a demon from the Courts of Chaos!", m_name); -#endif - - for (k = 0; k < 1; k++) - { - count += summon_specific(m_idx, y, x, rlev, SUMMON_DEMON, PM_ALLOW_GROUP); - } -#ifdef JP -if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£"); -#else - if (blind && count) msg_print("You hear something appear nearby."); -#endif - - break; - } - - /* RF6_S_UNDEAD */ - case 160+26: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬ËâË¡¤Ç¥¢¥ó¥Ç¥Ã¥É¤Î¶¯Å¨¤ò¾¤´­¤·¤¿¡ª", m_name); -#else - else msg_format("%^s magically summons an undead adversary!", m_name); -#endif - - for (k = 0; k < 1; k++) - { - count += summon_specific(m_idx, y, x, rlev, SUMMON_UNDEAD, PM_ALLOW_GROUP); - } -#ifdef JP -if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£"); -#else - if (blind && count) msg_print("You hear something appear nearby."); -#endif - - break; - } - - /* RF6_S_DRAGON */ - case 160+27: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬ËâË¡¤Ç¥É¥é¥´¥ó¤ò¾¤´­¤·¤¿¡ª", m_name); -#else - else msg_format("%^s magically summons a dragon!", m_name); -#endif - - for (k = 0; k < 1; k++) - { - count += summon_specific(m_idx, y, x, rlev, SUMMON_DRAGON, PM_ALLOW_GROUP); - } -#ifdef JP -if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£"); -#else - if (blind && count) msg_print("You hear something appear nearby."); -#endif - - break; - } - - /* RF6_S_HI_UNDEAD */ - case 160+28: - { - disturb(1, 0); - - if (((m_ptr->r_idx == MON_MORGOTH) || (m_ptr->r_idx == MON_SAURON) || (m_ptr->r_idx == MON_ANGMAR)) && ((r_info[MON_NAZGUL].cur_num+2) < r_info[MON_NAZGUL].max_num)) - { - int cy = y; - int cx = x; - -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬ËâË¡¤ÇÍ©µ´ÀïÂâ¤ò¾¤´­¤·¤¿¡ª", m_name); -#else - else msg_format("%^s magically summons rangers of Nazgul!", m_name); -#endif - msg_print(NULL); - - for (k = 0; k < 30; k++) - { - if (!summon_possible(cy, cx) || !cave_floor_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 (!j) break; - } - if (!cave_floor_bold(cy, cx)) continue; - - if (summon_named_creature(m_idx, cy, cx, MON_NAZGUL, mode)) - { - y = cy; - x = cx; - count++; - if (count == 1) -#ifdef JP -msg_format("¡ÖÍ©µ´ÀïÂâ%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×", count); -#else - msg_format("A Nazgul says 'Nazgul-Rangers Number %d, Nazgul-Black!'",count); -#endif - else -#ifdef JP -msg_format("¡ÖƱ¤¸¤¯%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×", count); -#else - msg_format("Another one says 'Number %d, Nazgul-Black!'",count); -#endif - msg_print(NULL); - } - } -#ifdef JP -msg_format("¡Ö%d¿Í¤½¤í¤Ã¤Æ¡¢¥ê¥ó¥°¥ì¥ó¥¸¥ã¡¼¡ª¡×", count); -#else -msg_format("They say 'The %d meets! We are the Ring-Ranger!'.", count); -#endif - msg_print(NULL); - } - else - { -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬ËâË¡¤Ç¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¤ò¾¤´­¤·¤¿¡ª", m_name); -#else - else msg_format("%^s magically summons greater undead!", m_name); -#endif - - for (k = 0; k < s_num_6; k++) - { - count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE)); - } - } - if (blind && count) - { -#ifdef JP -msg_print("´Ö¶á¤Ç²¿¤«Â¿¤¯¤Î¤â¤Î¤¬Ç礤²ó¤ë²»¤¬Ê¹¤³¤¨¤ë¡£"); -#else - msg_print("You hear many creepy things appear nearby."); -#endif - - } - break; - } - - /* RF6_S_HI_DRAGON */ - case 160+29: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬ËâË¡¤Ç¸ÅÂå¥É¥é¥´¥ó¤ò¾¤´­¤·¤¿¡ª", m_name); -#else - else msg_format("%^s magically summons ancient dragons!", m_name); -#endif - - for (k = 0; k < s_num_4; k++) - { - count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE)); - } - if (blind && count) - { -#ifdef JP -msg_print("¿¤¯¤ÎÎ϶¯¤¤¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£"); -#else - msg_print("You hear many powerful things appear nearby."); -#endif - - } - break; - } - - /* RF6_S_AMBERITES */ - case 160+30: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬¥¢¥ó¥Ð¡¼¤Î²¦Â²¤ò¾¤´­¤·¤¿¡ª", m_name); -#else - else msg_format("%^s magically summons Lords of Amber!", m_name); -#endif - - - - for (k = 0; k < s_num_4; k++) - { - count += summon_specific(m_idx, y, x, rlev, SUMMON_AMBERITES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE)); - } - if (blind && count) - { -#ifdef JP -msg_print("ÉÔ»à¤Î¼Ô¤¬¶á¤¯¤Ë¸½¤ì¤ë¤Î¤¬Ê¹¤³¤¨¤¿¡£"); -#else - msg_print("You hear immortal beings appear nearby."); -#endif - - } - break; - } - - /* RF6_S_UNIQUE */ - case 160+31: - { - disturb(1, 0); -#ifdef JP -if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name); -#else - if (blind) msg_format("%^s mumbles.", m_name); -#endif - -#ifdef JP -else msg_format("%^s¤¬ËâË¡¤ÇÆÃÊ̤ʶ¯Å¨¤ò¾¤´­¤·¤¿¡ª", m_name); -#else - else msg_format("%^s magically summons special opponents!", m_name); -#endif - - for (k = 0; k < s_num_4; k++) - { - count += summon_specific(m_idx, y, x, rlev, SUMMON_UNIQUE, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE)); - } - if (r_ptr->flags3 & RF3_GOOD) - { - for (k = count; k < s_num_4; k++) - { - count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE)); - } - } - else - { - for (k = count; k < s_num_4; k++) - { - count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE)); - } - } - if (blind && count) - { -#ifdef JP -msg_print("¿¤¯¤ÎÎ϶¯¤¤¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£"); -#else - msg_print("You hear many powerful things appear nearby."); -#endif - - } - break; - } - } + can_remember = is_original_ap_and_seen(m_ptr); + + if (!direct) + { + switch (thrown_spell) + { + case 96 + 2: /* RF4_DISPEL */ + case 96 + 4: /* RF4_SHOOT */ + case 128 + 9: /* RF5_DRAIN_MANA */ + case 128 + 10: /* RF5_MIND_BLAST */ + case 128 + 11: /* RF5_BRAIN_SMASH */ + case 128 + 12: /* RF5_CAUSE_1 */ + case 128 + 13: /* RF5_CAUSE_2 */ + case 128 + 14: /* RF5_CAUSE_3 */ + case 128 + 15: /* RF5_CAUSE_4 */ + case 128 + 16: /* RF5_BO_ACID */ + case 128 + 17: /* RF5_BO_ELEC */ + case 128 + 18: /* RF5_BO_FIRE */ + case 128 + 19: /* RF5_BO_COLD */ + case 128 + 21: /* RF5_BO_NETH */ + case 128 + 22: /* RF5_BO_WATE */ + case 128 + 23: /* RF5_BO_MANA */ + case 128 + 24: /* RF5_BO_PLAS */ + case 128 + 25: /* RF5_BO_ICEE */ + case 128 + 26: /* RF5_MISSILE */ + case 128 + 27: /* RF5_SCARE */ + case 128 + 28: /* RF5_BLIND */ + case 128 + 29: /* RF5_CONF */ + case 128 + 30: /* RF5_SLOW */ + case 128 + 31: /* RF5_HOLD */ + case 160 + 1: /* RF6_HAND_DOOM */ + case 160 + 8: /* RF6_TELE_TO */ + case 160 + 9: /* RF6_TELE_AWAY */ + case 160 + 10: /* RF6_TELE_LEVEL */ + case 160 + 11: /* RF6_PSY_SPEAR */ + case 160 + 12: /* RF6_DARKNESS */ + case 160 + 14: /* RF6_FORGET */ + return (FALSE); + } + } + + /* Cast the spell. */ + dam = monspell_to_player(thrown_spell, y, x, m_idx); + if (dam < 0) return FALSE; if ((p_ptr->action == ACTION_LEARN) && thrown_spell > 175) { @@ -4508,12 +1886,12 @@ msg_print("¿ p_ptr->mane_num++; new_mane = TRUE; - p_ptr->redraw |= (PR_MANE); + p_ptr->redraw |= (PR_IMITATION); } } /* Remember what the monster did to us */ - if (seen && is_original_ap(m_ptr)) + if (can_remember) { /* Inate spell */ if (thrown_spell < 32 * 4)