4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Monster spells (attack player) */
17 * And now for Intelligent monster attacks (including spells).
19 * Original idea and code by "DRS" (David Reeves Sward).
20 * Major modifications by "BEN" (Ben Harrison).
22 * Give monsters more intelligent attack/spell selection based on
23 * observations of previous attacks on the player, and/or by allowing
24 * the monster to "cheat" and know the player status.
26 * Maintain an idea of the player status, and use that information
27 * to occasionally eliminate "ineffective" spell attacks. We could
28 * also eliminate ineffective normal attacks, but there is no reason
29 * for the monster to do this, since he gains no benefit.
30 * Note that MINDLESS monsters are not allowed to use this code.
31 * And non-INTELLIGENT monsters only use it partially effectively.
33 * Actually learn what the player resists, and use that information
34 * to remove attacks or spells before using them. This will require
35 * much less space, if I am not mistaken. Thus, each monster gets a
36 * set of 32 bit flags, "smart", build from the various "SM_*" flags.
38 * This has the added advantage that attacks and spells are related.
39 * The "smart_learn" option means that the monster "learns" the flags
40 * that should be set, and "smart_cheat" means that he "knows" them.
41 * So "smart_cheat" means that the "smart" field is always up to date,
42 * while "smart_learn" means that the "smart" field is slowly learned.
43 * Both of them have the same effect on the "choose spell" routine.
49 * Internal probability routine
51 static bool int_outof(monster_race *r_ptr, int prob)
53 /* Non-Smart monsters are half as "smart" */
54 if (!(r_ptr->flags2 & RF2_SMART)) prob = prob / 2;
57 return (randint0(100) < prob);
63 * Remove the "bad" spells from a spell list
65 static void remove_bad_spells(int m_idx, u32b *f4p, u32b *f5p, u32b *f6p)
67 monster_type *m_ptr = &m_list[m_idx];
68 monster_race *r_ptr = &r_info[m_ptr->r_idx];
77 /* Too stupid to know anything */
78 if (r_ptr->flags2 & RF2_STUPID) return;
81 /* Must be cheating or learning */
82 if (!smart_cheat && !smart_learn) return;
85 /* Update acquired knowledge */
88 /* Hack -- Occasionally forget player status */
89 /* Only save SM_FRIENDLY, SM_PET or SM_CLONED */
90 if (m_ptr->smart && (randint0(100) < 1)) m_ptr->smart &= (SM_FRIENDLY | SM_PET | SM_CLONED);
92 /* Use the memorized flags */
97 /* Cheat if requested */
100 /* Know basic info */
101 if (p_ptr->resist_acid) smart |= (SM_RES_ACID);
102 if (IS_OPPOSE_ACID()) smart |= (SM_OPP_ACID);
103 if (p_ptr->immune_acid) smart |= (SM_IMM_ACID);
104 if (p_ptr->resist_elec) smart |= (SM_RES_ELEC);
105 if (IS_OPPOSE_ELEC()) smart |= (SM_OPP_ELEC);
106 if (p_ptr->immune_elec) smart |= (SM_IMM_ELEC);
107 if (p_ptr->resist_fire) smart |= (SM_RES_FIRE);
108 if (IS_OPPOSE_FIRE()) smart |= (SM_OPP_FIRE);
109 if (p_ptr->immune_fire) smart |= (SM_IMM_FIRE);
110 if (p_ptr->resist_cold) smart |= (SM_RES_COLD);
111 if (IS_OPPOSE_COLD()) smart |= (SM_OPP_COLD);
112 if (p_ptr->immune_cold) smart |= (SM_IMM_COLD);
114 /* Know poison info */
115 if (p_ptr->resist_pois) smart |= (SM_RES_POIS);
116 if (IS_OPPOSE_POIS()) smart |= (SM_OPP_POIS);
118 /* Know special resistances */
119 if (p_ptr->resist_neth) smart |= (SM_RES_NETH);
120 if (p_ptr->resist_lite) smart |= (SM_RES_LITE);
121 if (p_ptr->resist_dark) smart |= (SM_RES_DARK);
122 if (p_ptr->resist_fear) smart |= (SM_RES_FEAR);
123 if (p_ptr->resist_conf) smart |= (SM_RES_CONF);
124 if (p_ptr->resist_chaos) smart |= (SM_RES_CHAOS);
125 if (p_ptr->resist_disen) smart |= (SM_RES_DISEN);
126 if (p_ptr->resist_blind) smart |= (SM_RES_BLIND);
127 if (p_ptr->resist_nexus) smart |= (SM_RES_NEXUS);
128 if (p_ptr->resist_sound) smart |= (SM_RES_SOUND);
129 if (p_ptr->resist_shard) smart |= (SM_RES_SHARD);
130 if (p_ptr->reflect) smart |= (SM_IMM_REFLECT);
132 /* Know bizarre "resistances" */
133 if (p_ptr->free_act) smart |= (SM_IMM_FREE);
134 if (!p_ptr->msp) smart |= (SM_IMM_MANA);
142 if (smart & SM_IMM_ACID)
144 f4 &= ~(RF4_BR_ACID);
145 f5 &= ~(RF5_BA_ACID);
146 f5 &= ~(RF5_BO_ACID);
148 else if ((smart & (SM_OPP_ACID)) && (smart & (SM_RES_ACID)))
150 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ACID);
151 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ACID);
152 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ACID);
154 else if ((smart & (SM_OPP_ACID)) || (smart & (SM_RES_ACID)))
156 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ACID);
157 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ACID);
158 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ACID);
162 if (smart & (SM_IMM_ELEC))
164 f4 &= ~(RF4_BR_ELEC);
165 f5 &= ~(RF5_BA_ELEC);
166 f5 &= ~(RF5_BO_ELEC);
168 else if ((smart & (SM_OPP_ELEC)) && (smart & (SM_RES_ELEC)))
170 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ELEC);
171 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ELEC);
172 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ELEC);
174 else if ((smart & (SM_OPP_ELEC)) || (smart & (SM_RES_ELEC)))
176 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ELEC);
177 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ELEC);
178 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ELEC);
182 if (smart & (SM_IMM_FIRE))
184 f4 &= ~(RF4_BR_FIRE);
185 f5 &= ~(RF5_BA_FIRE);
186 f5 &= ~(RF5_BO_FIRE);
188 else if ((smart & (SM_OPP_FIRE)) && (smart & (SM_RES_FIRE)))
190 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_FIRE);
191 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_FIRE);
192 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_FIRE);
194 else if ((smart & (SM_OPP_FIRE)) || (smart & (SM_RES_FIRE)))
196 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_FIRE);
197 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_FIRE);
198 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_FIRE);
202 if (smart & (SM_IMM_COLD))
204 f4 &= ~(RF4_BR_COLD);
205 f5 &= ~(RF5_BA_COLD);
206 f5 &= ~(RF5_BO_COLD);
207 f5 &= ~(RF5_BO_ICEE);
209 else if ((smart & (SM_OPP_COLD)) && (smart & (SM_RES_COLD)))
211 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_COLD);
212 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_COLD);
213 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_COLD);
214 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ICEE);
216 else if ((smart & (SM_OPP_COLD)) || (smart & (SM_RES_COLD)))
218 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_COLD);
219 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_COLD);
220 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_COLD);
221 if (int_outof(r_ptr, 20)) f5 &= ~(RF5_BO_ICEE);
225 if ((smart & (SM_OPP_POIS)) && (smart & (SM_RES_POIS)))
227 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_POIS);
228 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_POIS);
229 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BA_NUKE);
230 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BR_NUKE);
232 else if ((smart & (SM_OPP_POIS)) || (smart & (SM_RES_POIS)))
234 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_POIS);
235 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_POIS);
239 if (smart & (SM_RES_NETH))
241 if (prace_is_(RACE_SPECTRE))
243 f4 &= ~(RF4_BR_NETH);
244 f5 &= ~(RF5_BA_NETH);
245 f5 &= ~(RF5_BO_NETH);
249 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_NETH);
250 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_NETH);
251 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BO_NETH);
255 if (smart & (SM_RES_LITE))
257 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_LITE);
258 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_LITE);
261 if (smart & (SM_RES_DARK))
263 if (prace_is_(RACE_VAMPIRE))
265 f4 &= ~(RF4_BR_DARK);
266 f5 &= ~(RF5_BA_DARK);
270 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_DARK);
271 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_DARK);
275 if (smart & (SM_RES_FEAR))
280 if (smart & (SM_RES_CONF))
283 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_CONF);
286 if (smart & (SM_RES_CHAOS))
288 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_CHAO);
289 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BA_CHAO);
292 if (smart & (SM_RES_DISEN))
294 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_DISE);
297 if (smart & (SM_RES_BLIND))
302 if (smart & (SM_RES_NEXUS))
304 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_NEXU);
305 f6 &= ~(RF6_TELE_LEVEL);
308 if (smart & (SM_RES_SOUND))
310 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_SOUN);
313 if (smart & (SM_RES_SHARD))
315 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_SHAR);
318 if (smart & (SM_IMM_REFLECT))
320 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_COLD);
321 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_FIRE);
322 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ACID);
323 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ELEC);
324 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_NETH);
325 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_WATE);
326 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_MANA);
327 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_PLAS);
328 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ICEE);
329 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_MISSILE);
330 if (int_outof(r_ptr, 150)) f4 &= ~(RF4_SHOOT);
333 if (smart & (SM_IMM_FREE))
339 if (smart & (SM_IMM_MANA))
341 f5 &= ~(RF5_DRAIN_MANA);
344 /* XXX XXX XXX No spells left? */
345 /* if (!f4 && !f5 && !f6) ... */
354 * Determine if there is a space near the player in which
355 * a summoned creature can appear
357 bool summon_possible(int y1, int x1)
361 /* Start at the player's location, and check 2 grids in each dir */
362 for (y = y1 - 2; y <= y1 + 2; y++)
364 for (x = x1 - 2; x <= x1 + 2; x++)
366 /* Ignore illegal locations */
367 if (!in_bounds(y, x)) continue;
369 /* Only check a circular area */
370 if (distance(y1, x1, y, x)>2) continue;
372 /* ...nor on the Pattern */
373 if (pattern_tile(y, x)) continue;
375 /* Require empty floor grid in line of projection */
376 if (cave_empty_bold(y, x) && projectable(y1, x1, y, x) && projectable(y, x, y1, x1)) return (TRUE);
384 bool raise_possible(monster_type *m_ptr)
389 s16b this_o_idx, next_o_idx = 0;
392 for (xx = x - 5; xx <= x + 5; xx++)
394 for (yy = y - 5; yy <= y + 5; yy++)
396 if (distance(y, x, yy, xx) > 5) continue;
397 if (!los(y, x, yy, xx)) continue;
398 if (!projectable(y, x, yy, xx)) continue;
400 c_ptr = &cave[yy][xx];
401 /* Scan the pile of objects */
402 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
405 object_type *o_ptr = &o_list[this_o_idx];
407 /* Acquire next object */
408 next_o_idx = o_ptr->next_o_idx;
410 /* Known to be worthless? */
411 if (o_ptr->tval == TV_CORPSE)
413 if (!monster_has_hostile_align(m_ptr, 0, 0, &r_info[o_ptr->pval])) return TRUE;
423 * Originally, it was possible for a friendly to shoot another friendly.
424 * Change it so a "clean shot" means no equally friendly monster is
425 * between the attacker and target.
428 * Determine if a bolt spell will hit the player.
430 * This is exactly like "projectable", but it will
431 * return FALSE if a monster is in the way.
432 * no equally friendly monster is
433 * between the attacker and target.
435 bool clean_shot(int y1, int x1, int y2, int x2, bool friend)
437 /* Must be the same as projectable() */
444 /* Check the projection path */
445 grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, 0);
447 /* No grid is ever projectable from itself */
448 if (!grid_n) return (FALSE);
451 y = GRID_Y(grid_g[grid_n-1]);
452 x = GRID_X(grid_g[grid_n-1]);
454 /* May not end in an unrequested grid */
455 if ((y != y2) || (x != x2)) return (FALSE);
457 for (i = 0; i < grid_n; i++)
459 y = GRID_Y(grid_g[i]);
460 x = GRID_X(grid_g[i]);
462 if ((cave[y][x].m_idx > 0) && !((y == y2) && (x == x2)))
464 monster_type *m_ptr = &m_list[cave[y][x].m_idx];
465 if (friend == is_pet(m_ptr))
470 /* Pets may not shoot through the character - TNB */
471 if (player_bold(y, x))
473 if (friend) return (FALSE);
481 * Cast a bolt at the player
482 * Stop if we hit a monster
483 * Affect monsters and the player
485 static void bolt(int m_idx, int typ, int dam_hp, int monspell, bool learnable)
487 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_PLAYER;
488 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
490 /* Target the player with a bolt attack */
491 (void)project(m_idx, 0, py, px, dam_hp, typ, flg, (learnable ? monspell : -1));
494 static void beam(int m_idx, int typ, int dam_hp, int monspell, bool learnable)
496 int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU | PROJECT_PLAYER;
498 /* Target the player with a bolt attack */
499 (void)project(m_idx, 0, py, px, dam_hp, typ, flg, (learnable ? monspell : -1));
504 * Cast a breath (or ball) attack at the player
505 * Pass over any monsters that may be in the way
506 * Affect grids, objects, monsters, and the player
508 static void breath(int y, int x, int m_idx, int typ, int dam_hp, int rad, bool breath, int monspell, bool learnable)
510 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_PLAYER;
512 monster_type *m_ptr = &m_list[m_idx];
513 monster_race *r_ptr = &r_info[m_ptr->r_idx];
515 /* Determine the radius of the blast */
516 if ((rad < 1) && breath) rad = (r_ptr->flags2 & (RF2_POWERFUL)) ? 3 : 2;
518 /* Handle breath attacks */
519 if (breath) rad = 0 - rad;
534 flg |= (PROJECT_HIDE | PROJECT_AIMED);
538 /* Target the player with a ball attack */
539 (void)project(m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
543 u32b get_curse(int power, object_type *o_ptr)
549 new_curse = (1 << (randint0(MAX_CURSE)+4));
552 if (!(new_curse & TRC_HEAVY_MASK)) continue;
556 if (new_curse & TRC_SPECIAL_MASK) continue;
560 if (new_curse & TRC_HEAVY_MASK) continue;
562 if (new_curse == TRC_LOW_MELEE && !object_is_weapon(o_ptr)) continue;
563 if (new_curse == TRC_LOW_AC && !object_is_armour(o_ptr)) continue;
569 void curse_equipment(int chance, int heavy_chance)
571 bool changed = FALSE;
574 u32b oflgs[TR_FLAG_SIZE];
575 object_type *o_ptr = &inventory[INVEN_RARM + randint0(12)];
576 char o_name[MAX_NLEN];
578 if (randint1(100) > chance) return;
580 if (!o_ptr->k_idx) return;
582 object_flags(o_ptr, oflgs);
584 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
586 /* Extra, biased saving throw for blessed items */
587 if (have_flag(oflgs, TR_BLESSED) && (randint1(888) > chance))
590 msg_format("%s¤Ï¼ö¤¤¤òÄ·¤ÍÊÖ¤·¤¿¡ª", o_name,
592 msg_format("Your %s resist%s cursing!", o_name,
595 ((o_ptr->number > 1) ? "" : "s"));
596 /* Hmmm -- can we wear multiple items? If not, this is unnecessary */
600 if ((randint1(100) <= heavy_chance) &&
601 (object_is_artifact(o_ptr) || object_is_ego(o_ptr)))
603 if (!(o_ptr->curse_flags & TRC_HEAVY_CURSE))
605 o_ptr->curse_flags |= TRC_HEAVY_CURSE;
606 o_ptr->curse_flags |= TRC_CURSED;
611 if (!object_is_cursed(o_ptr))
613 o_ptr->curse_flags |= TRC_CURSED;
615 if (heavy_chance >= 50) curse_power++;
617 new_curse = get_curse(curse_power, o_ptr);
618 if (!(o_ptr->curse_flags & new_curse))
621 o_ptr->curse_flags |= new_curse;
627 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
629 msg_format("There is a malignant black aura surrounding %s...", o_name);
632 o_ptr->feeling = FEEL_NONE;
634 p_ptr->update |= (PU_BONUS);
639 * Return TRUE if a spell is good for hurting the player (directly).
641 static bool spell_attack(byte spell)
643 /* All RF4 spells hurt (except for shriek and dispel) */
644 if (spell < 128 && spell > 98) return (TRUE);
646 /* Various "ball" spells */
647 if (spell >= 128 && spell <= 128 + 8) return (TRUE);
649 /* "Cause wounds" and "bolt" spells */
650 if (spell >= 128 + 12 && spell < 128 + 27) return (TRUE);
653 if (spell == 160 + 1) return (TRUE);
656 if (spell == 160 + 11) return (TRUE);
664 * Return TRUE if a spell is good for escaping.
666 static bool spell_escape(byte spell)
668 /* Blink or Teleport */
669 if (spell == 160 + 4 || spell == 160 + 5) return (TRUE);
671 /* Teleport the player away */
672 if (spell == 160 + 9 || spell == 160 + 10) return (TRUE);
674 /* Isn't good for escaping */
679 * Return TRUE if a spell is good for annoying the player.
681 static bool spell_annoy(byte spell)
684 if (spell == 96 + 0) return (TRUE);
686 /* Brain smash, et al (added curses) */
687 if (spell >= 128 + 9 && spell <= 128 + 14) return (TRUE);
689 /* Scare, confuse, blind, slow, paralyze */
690 if (spell >= 128 + 27 && spell <= 128 + 31) return (TRUE);
693 if (spell == 160 + 8) return (TRUE);
696 if (spell == 160 + 10) return (TRUE);
698 /* Darkness, make traps, cause amnesia */
699 if (spell >= 160 + 12 && spell <= 160 + 14) return (TRUE);
706 * Return TRUE if a spell summons help.
708 static bool spell_summon(byte spell)
710 /* All summon spells */
711 if (spell >= 160 + 16) return (TRUE);
719 * Return TRUE if a spell raise-dead.
721 static bool spell_raise(byte spell)
723 /* All raise-dead spells */
724 if (spell == 160 + 15) return (TRUE);
732 * Return TRUE if a spell is good in a tactical situation.
734 static bool spell_tactic(byte spell)
737 if (spell == 160 + 4) return (TRUE);
744 * Return TRUE if a spell makes invulnerable.
746 static bool spell_invulner(byte spell)
748 /* Invulnerability */
749 if (spell == 160 + 3) return (TRUE);
751 /* No invulnerability */
756 * Return TRUE if a spell hastes.
758 static bool spell_haste(byte spell)
761 if (spell == 160 + 0) return (TRUE);
763 /* Not a haste spell */
769 * Return TRUE if a spell world.
771 static bool spell_world(byte spell)
774 if (spell == 160 + 6) return (TRUE);
776 /* Not a haste spell */
782 * Return TRUE if a spell special.
784 static bool spell_special(byte spell)
786 if (p_ptr->inside_battle) return FALSE;
789 if (spell == 160 + 7) return (TRUE);
791 /* Not a haste spell */
797 * Return TRUE if a spell psycho-spear.
799 static bool spell_psy_spe(byte spell)
802 if (spell == 160 + 11) return (TRUE);
804 /* Not a haste spell */
810 * Return TRUE if a spell is good for healing.
812 static bool spell_heal(byte spell)
815 if (spell == 160 + 2) return (TRUE);
823 * Return TRUE if a spell is good for dispel.
825 static bool spell_dispel(byte spell)
828 if (spell == 96 + 2) return (TRUE);
836 * Check should monster cast dispel spell.
838 bool dispel_check(int m_idx)
840 monster_type *m_ptr = &m_list[m_idx];
841 monster_race *r_ptr = &r_info[m_ptr->r_idx];
843 /* Invulnabilty (including the song) */
844 if (IS_INVULN()) return (TRUE);
847 if (p_ptr->wraith_form) return (TRUE);
850 if (p_ptr->shield) return (TRUE);
853 if (p_ptr->magicdef) return (TRUE);
856 if (p_ptr->multishadow) return (TRUE);
859 if (p_ptr->dustrobe) return (TRUE);
861 /* Berserk Strength */
862 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) return (TRUE);
865 if (p_ptr->mimic_form == MIMIC_DEMON_LORD) return (TRUE);
867 /* Elemental resistances */
868 if (r_ptr->flags4 & RF4_BR_ACID)
870 if (!p_ptr->immune_acid && (p_ptr->oppose_acid || music_singing(MUSIC_RESIST))) return (TRUE);
871 if (p_ptr->special_defense & DEFENSE_ACID) return (TRUE);
874 if (r_ptr->flags4 & RF4_BR_FIRE)
876 if (!((p_ptr->prace == RACE_DEMON) && p_ptr->lev > 44))
878 if (!p_ptr->immune_fire && (p_ptr->oppose_fire || music_singing(MUSIC_RESIST))) return (TRUE);
879 if (p_ptr->special_defense & DEFENSE_FIRE) return (TRUE);
883 if (r_ptr->flags4 & RF4_BR_ELEC)
885 if (!p_ptr->immune_elec && (p_ptr->oppose_elec || music_singing(MUSIC_RESIST))) return (TRUE);
886 if (p_ptr->special_defense & DEFENSE_ELEC) return (TRUE);
889 if (r_ptr->flags4 & RF4_BR_COLD)
891 if (!p_ptr->immune_cold && (p_ptr->oppose_cold || music_singing(MUSIC_RESIST))) return (TRUE);
892 if (p_ptr->special_defense & DEFENSE_COLD) return (TRUE);
895 if (r_ptr->flags4 & (RF4_BR_POIS | RF4_BR_NUKE))
897 if (!((p_ptr->pclass == CLASS_NINJA) && p_ptr->lev > 44))
899 if (p_ptr->oppose_pois || music_singing(MUSIC_RESIST)) return (TRUE);
900 if (p_ptr->special_defense & DEFENSE_POIS) return (TRUE);
904 /* Ultimate resistance */
905 if (p_ptr->ult_res) return (TRUE);
907 /* Potion of Neo Tsuyosi special */
908 if (p_ptr->tsuyoshi) return (TRUE);
910 /* Elemental Brands */
911 if ((p_ptr->special_attack & ATTACK_ACID) && !(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return (TRUE);
912 if ((p_ptr->special_attack & ATTACK_FIRE) && !(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return (TRUE);
913 if ((p_ptr->special_attack & ATTACK_ELEC) && !(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return (TRUE);
914 if ((p_ptr->special_attack & ATTACK_COLD) && !(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return (TRUE);
915 if ((p_ptr->special_attack & ATTACK_POIS) && !(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return (TRUE);
918 if (p_ptr->pspeed < 145)
920 if (IS_FAST()) return (TRUE);
924 if (p_ptr->lightspeed && (m_ptr->mspeed < 136)) return (TRUE);
926 if (p_ptr->riding && (m_list[p_ptr->riding].mspeed < 135))
928 if (MON_FAST(&m_list[p_ptr->riding])) return (TRUE);
931 /* No need to cast dispel spell */
937 * Have a monster choose a spell from a list of "useful" spells.
939 * Note that this list does NOT include spells that will just hit
940 * other monsters, and the list is restricted when the monster is
941 * "desperate". Should that be the job of this function instead?
943 * Stupid monsters will just pick a spell randomly. Smart monsters
944 * will choose more "intelligently".
946 * Use the helper functions above to put spells into categories.
948 * This function may well be an efficiency bottleneck.
950 static int choose_attack_spell(int m_idx, byte spells[], byte num)
952 monster_type *m_ptr = &m_list[m_idx];
953 monster_race *r_ptr = &r_info[m_ptr->r_idx];
955 byte escape[96], escape_num = 0;
956 byte attack[96], attack_num = 0;
957 byte summon[96], summon_num = 0;
958 byte tactic[96], tactic_num = 0;
959 byte annoy[96], annoy_num = 0;
960 byte invul[96], invul_num = 0;
961 byte haste[96], haste_num = 0;
962 byte world[96], world_num = 0;
963 byte special[96], special_num = 0;
964 byte psy_spe[96], psy_spe_num = 0;
965 byte raise[96], raise_num = 0;
966 byte heal[96], heal_num = 0;
967 byte dispel[96], dispel_num = 0;
971 /* Stupid monsters choose randomly */
972 if (r_ptr->flags2 & (RF2_STUPID))
975 return (spells[randint0(num)]);
978 /* Categorize spells */
979 for (i = 0; i < num; i++)
982 if (spell_escape(spells[i])) escape[escape_num++] = spells[i];
985 if (spell_attack(spells[i])) attack[attack_num++] = spells[i];
988 if (spell_summon(spells[i])) summon[summon_num++] = spells[i];
990 /* Tactical spell? */
991 if (spell_tactic(spells[i])) tactic[tactic_num++] = spells[i];
993 /* Annoyance spell? */
994 if (spell_annoy(spells[i])) annoy[annoy_num++] = spells[i];
996 /* Invulnerability spell? */
997 if (spell_invulner(spells[i])) invul[invul_num++] = spells[i];
1000 if (spell_haste(spells[i])) haste[haste_num++] = spells[i];
1003 if (spell_world(spells[i])) world[world_num++] = spells[i];
1005 /* Special spell? */
1006 if (spell_special(spells[i])) special[special_num++] = spells[i];
1008 /* Psycho-spear spell? */
1009 if (spell_psy_spe(spells[i])) psy_spe[psy_spe_num++] = spells[i];
1011 /* Raise-dead spell? */
1012 if (spell_raise(spells[i])) raise[raise_num++] = spells[i];
1015 if (spell_heal(spells[i])) heal[heal_num++] = spells[i];
1018 if (spell_dispel(spells[i])) dispel[dispel_num++] = spells[i];
1021 /*** Try to pick an appropriate spell type ***/
1024 if (world_num && (randint0(100) < 15) && !world_monster)
1026 /* Choose haste spell */
1027 return (world[randint0(world_num)]);
1033 bool success = FALSE;
1034 switch(m_ptr->r_idx)
1038 if ((m_ptr->hp < m_ptr->maxhp / 2) && r_info[MON_BANOR].max_num && r_info[MON_LUPART].max_num) success = TRUE;
1042 if (success) return (special[randint0(special_num)]);
1045 /* Still hurt badly, couldn't flee, attempt to heal */
1046 if (m_ptr->hp < m_ptr->maxhp / 3 && one_in_(2))
1048 /* Choose heal spell if possible */
1049 if (heal_num) return (heal[randint0(heal_num)]);
1052 /* Hurt badly or afraid, attempt to flee */
1053 if (((m_ptr->hp < m_ptr->maxhp / 3) || MON_MONFEAR(m_ptr)) && one_in_(2))
1055 /* Choose escape spell if possible */
1056 if (escape_num) return (escape[randint0(escape_num)]);
1062 bool success = FALSE;
1063 switch (m_ptr->r_idx)
1069 case MON_BANORLUPART:
1070 if (randint0(100) < 70) success = TRUE;
1073 if (randint0(100) < 40) success = TRUE;
1076 if (randint0(100) < 50) success = TRUE;
1079 if (success) return (special[randint0(special_num)]);
1082 /* Player is close and we have attack spells, blink away */
1083 if ((distance(py, px, m_ptr->fy, m_ptr->fx) < 4) && (attack_num || (r_ptr->flags6 & RF6_TRAPS)) && (randint0(100) < 75) && !world_monster)
1085 /* Choose tactical spell */
1086 if (tactic_num) return (tactic[randint0(tactic_num)]);
1089 /* Summon if possible (sometimes) */
1090 if (summon_num && (randint0(100) < 40))
1092 /* Choose summon spell */
1093 return (summon[randint0(summon_num)]);
1097 if (dispel_num && one_in_(2))
1099 /* Choose dispel spell if possible */
1100 if (dispel_check(m_idx))
1102 return (dispel[randint0(dispel_num)]);
1106 /* Raise-dead if possible (sometimes) */
1107 if (raise_num && (randint0(100) < 40))
1109 /* Choose raise-dead spell */
1110 return (raise[randint0(raise_num)]);
1113 /* Attack spell (most of the time) */
1116 if (psy_spe_num && (randint0(100) < 50))
1118 /* Choose attack spell */
1119 return (psy_spe[randint0(psy_spe_num)]);
1121 else if (attack_num && (randint0(100) < 40))
1123 /* Choose attack spell */
1124 return (attack[randint0(attack_num)]);
1127 else if (attack_num && (randint0(100) < 85))
1129 /* Choose attack spell */
1130 return (attack[randint0(attack_num)]);
1133 /* Try another tactical spell (sometimes) */
1134 if (tactic_num && (randint0(100) < 50) && !world_monster)
1136 /* Choose tactic spell */
1137 return (tactic[randint0(tactic_num)]);
1140 /* Cast globe of invulnerability if not already in effect */
1141 if (invul_num && !m_ptr->mtimed[MTIMED_INVULNER] && (randint0(100) < 50))
1143 /* Choose Globe of Invulnerability */
1144 return (invul[randint0(invul_num)]);
1147 /* We're hurt (not badly), try to heal */
1148 if ((m_ptr->hp < m_ptr->maxhp * 3 / 4) && (randint0(100) < 25))
1150 /* Choose heal spell if possible */
1151 if (heal_num) return (heal[randint0(heal_num)]);
1154 /* Haste self if we aren't already somewhat hasted (rarely) */
1155 if (haste_num && (randint0(100) < 20) && !MON_FAST(m_ptr))
1157 /* Choose haste spell */
1158 return (haste[randint0(haste_num)]);
1161 /* Annoy player (most of the time) */
1162 if (annoy_num && (randint0(100) < 80))
1164 /* Choose annoyance spell */
1165 return (annoy[randint0(annoy_num)]);
1168 /* Choose no spell */
1174 * Return TRUE if a spell is inate spell.
1176 bool spell_is_inate(u16b spell)
1178 if (spell < 32 * 4) /* Set RF4 */
1180 if ((1L << (spell - 32 * 3)) & RF4_NOMAGIC_MASK) return TRUE;
1182 else if (spell < 32 * 5) /* Set RF5 */
1184 if ((1L << (spell - 32 * 4)) & RF5_NOMAGIC_MASK) return TRUE;
1186 else if (spell < 32 * 6) /* Set RF6 */
1188 if ((1L << (spell - 32 * 5)) & RF6_NOMAGIC_MASK) return TRUE;
1191 /* This spell is not "inate" */
1196 static bool adjacent_grid_check(monster_type *m_ptr, int *yp, int *xp,
1197 int f_flag, bool (*path_check)(int, int, int, int))
1201 static int tonari_y[4][8] = {{-1, -1, -1, 0, 0, 1, 1, 1},
1202 {-1, -1, -1, 0, 0, 1, 1, 1},
1203 { 1, 1, 1, 0, 0, -1, -1, -1},
1204 { 1, 1, 1, 0, 0, -1, -1, -1}};
1205 static int tonari_x[4][8] = {{-1, 0, 1, -1, 1, -1, 0, 1},
1206 { 1, 0, -1, 1, -1, 1, 0, -1},
1207 {-1, 0, 1, -1, 1, -1, 0, 1},
1208 { 1, 0, -1, 1, -1, 1, 0, -1}};
1210 if (m_ptr->fy < py && m_ptr->fx < px) tonari = 0;
1211 else if (m_ptr->fy < py) tonari = 1;
1212 else if (m_ptr->fx < px) tonari = 2;
1215 for (i = 0; i < 8; i++)
1217 int next_x = *xp + tonari_x[tonari][i];
1218 int next_y = *yp + tonari_y[tonari][i];
1221 /* Access the next grid */
1222 c_ptr = &cave[next_y][next_x];
1224 /* Skip this feature */
1225 if (!cave_have_flag_grid(c_ptr, f_flag)) continue;
1227 if (path_check(m_ptr->fy, m_ptr->fx, next_y, next_x))
1238 #define DO_SPELL_NONE 0
1239 #define DO_SPELL_BR_LITE 1
1240 #define DO_SPELL_BR_DISI 2
1241 #define DO_SPELL_BA_LITE 3
1244 * Creatures can cast spells, shoot missiles, and breathe.
1246 * Returns "TRUE" if a spell (or whatever) was (successfully) cast.
1248 * XXX XXX XXX This function could use some work, but remember to
1249 * keep it as optimized as possible, while retaining generic code.
1251 * Verify the various "blind-ness" checks in the code.
1253 * XXX XXX XXX Note that several effects should really not be "seen"
1254 * if the player is blind. See also "effects.c" for other "mistakes".
1256 * Perhaps monsters should breathe at locations *near* the player,
1257 * since this would allow them to inflict "partial" damage.
1259 * Perhaps smart monsters should decline to use "bolt" spells if
1260 * there is a monster in the way, unless they wish to kill it.
1262 * Note that, to allow the use of the "track_target" option at some
1263 * later time, certain non-optimal things are done in the code below,
1264 * including explicit checks against the "direct" variable, which is
1265 * currently always true by the time it is checked, but which should
1266 * really be set according to an explicit "projectable()" test, and
1267 * the use of generic "x,y" locations instead of the player location,
1268 * with those values being initialized with the player location.
1270 * It will not be possible to "correctly" handle the case in which a
1271 * monster attempts to attack a location which is thought to contain
1272 * the player, but which in fact is nowhere near the player, since this
1273 * might induce all sorts of messages about the attack itself, and about
1274 * the effects of the attack, which the player might or might not be in
1275 * a position to observe. Thus, for simplicity, it is probably best to
1276 * only allow "faulty" attacks by a monster if one of the important grids
1277 * (probably the initial or final grid) is in fact in view of the player.
1278 * It may be necessary to actually prevent spell attacks except when the
1279 * monster actually has line of sight to the player. Note that a monster
1280 * could be left in a bizarre situation after the player ducked behind a
1281 * pillar and then teleported away, for example.
1283 * Note that certain spell attacks do not use the "project()" function
1284 * but "simulate" it via the "direct" variable, which is always at least
1285 * as restrictive as the "project()" function. This is necessary to
1286 * prevent "blindness" attacks and such from bending around walls, etc,
1287 * and to allow the use of the "track_target" option in the future.
1289 * Note that this function attempts to optimize the use of spells for the
1290 * cases in which the monster has no spells, or has spells but cannot use
1291 * them, or has spells but they will have no "useful" effect. Note that
1292 * this function has been an efficiency bottleneck in the past.
1294 * Note the special "MFLAG_NICE" flag, which prevents a monster from using
1295 * any spell attacks until the player has had a single chance to move.
1297 bool make_attack_spell(int m_idx)
1299 int k, thrown_spell = 0, rlev, failrate;
1300 byte spell[96], num = 0;
1302 monster_type *m_ptr = &m_list[m_idx];
1303 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1308 bool no_inate = FALSE;
1309 bool do_spell = DO_SPELL_NONE;
1312 int s_num_6 = (easy_band ? 2 : 6);
1313 int s_num_4 = (easy_band ? 1 : 4);
1314 int rad = 0; //For elemental spells
1316 /* Target location */
1320 /* Target location for lite breath */
1327 /* Extract the blind-ness */
1328 bool blind = (p_ptr->blind ? TRUE : FALSE);
1330 /* Extract the "see-able-ness" */
1331 bool seen = (!blind && m_ptr->ml);
1333 bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
1334 bool learnable = (seen && maneable && !world_monster);
1336 /* Check "projectable" */
1339 bool in_no_magic_dungeon = (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && dun_level
1340 && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest));
1342 bool can_use_lite_area = FALSE;
1346 /* Cannot cast spells when confused */
1347 if (MON_CONFUSED(m_ptr))
1349 reset_target(m_ptr);
1353 /* Cannot cast spells when nice */
1354 if (m_ptr->mflag & MFLAG_NICE) return (FALSE);
1355 if (!is_hostile(m_ptr)) return (FALSE);
1358 /* Sometimes forbid inate attacks (breaths) */
1359 if (randint0(100) >= (r_ptr->freq_spell * 2)) no_inate = TRUE;
1361 /* XXX XXX XXX Handle "track_target" option (?) */
1364 /* Extract the racial spell flags */
1369 /*** require projectable player ***/
1372 if ((m_ptr->cdis > MAX_RANGE) && !m_ptr->target_y) return (FALSE);
1374 /* Check path for lite breath */
1375 if (f4 & RF4_BR_LITE)
1380 if (los(m_ptr->fy, m_ptr->fx, y_br_lite, x_br_lite))
1382 feature_type *f_ptr = &f_info[cave[y_br_lite][x_br_lite].feat];
1384 if (!have_flag(f_ptr->flags, FF_LOS))
1386 if (have_flag(f_ptr->flags, FF_PROJECT) && one_in_(2)) f4 &= ~(RF4_BR_LITE);
1390 /* Check path to next grid */
1391 else if (!adjacent_grid_check(m_ptr, &y_br_lite, &x_br_lite, FF_LOS, los)) f4 &= ~(RF4_BR_LITE);
1393 /* Don't breath lite to the wall if impossible */
1394 if (!(f4 & RF4_BR_LITE))
1402 if (projectable(m_ptr->fy, m_ptr->fx, y, x))
1404 feature_type *f_ptr = &f_info[cave[y][x].feat];
1406 if (!have_flag(f_ptr->flags, FF_PROJECT))
1408 /* Breath disintegration to the wall if possible */
1409 if ((f4 & RF4_BR_DISI) && have_flag(f_ptr->flags, FF_HURT_DISI) && one_in_(2)) do_spell = DO_SPELL_BR_DISI;
1411 /* Breath lite to the transparent wall if possible */
1412 else if ((f4 & RF4_BR_LITE) && have_flag(f_ptr->flags, FF_LOS) && one_in_(2)) do_spell = DO_SPELL_BR_LITE;
1416 /* Check path to next grid */
1419 bool success = FALSE;
1421 if ((f4 & RF4_BR_DISI) && (m_ptr->cdis < MAX_RANGE/2) &&
1422 in_disintegration_range(m_ptr->fy, m_ptr->fx, y, x) &&
1423 (one_in_(10) || (projectable(y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
1425 do_spell = DO_SPELL_BR_DISI;
1428 else if ((f4 & RF4_BR_LITE) && (m_ptr->cdis < MAX_RANGE/2) &&
1429 los(m_ptr->fy, m_ptr->fx, y, x) && one_in_(5))
1431 do_spell = DO_SPELL_BR_LITE;
1434 else if ((f5 & RF5_BA_LITE) && (m_ptr->cdis <= MAX_RANGE))
1437 get_project_point(m_ptr->fy, m_ptr->fx, &by, &bx, 0L);
1438 if ((distance(by, bx, y, x) <= 3) && los(by, bx, y, x) && one_in_(5))
1440 do_spell = DO_SPELL_BA_LITE;
1445 if (!success) success = adjacent_grid_check(m_ptr, &y, &x, FF_PROJECT, projectable);
1449 if (m_ptr->target_y && m_ptr->target_x)
1451 y = m_ptr->target_y;
1452 x = m_ptr->target_x;
1453 f4 &= (RF4_INDIRECT_MASK);
1454 f5 &= (RF5_INDIRECT_MASK);
1455 f6 &= (RF6_INDIRECT_MASK);
1459 if (y_br_lite && x_br_lite && (m_ptr->cdis < MAX_RANGE/2) && one_in_(5))
1465 do_spell = DO_SPELL_BR_LITE;
1468 else f4 |= (RF4_BR_LITE);
1473 if (!success) return FALSE;
1476 reset_target(m_ptr);
1478 /* Extract the monster level */
1479 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1481 /* Forbid inate attacks sometimes */
1484 f4 &= ~(RF4_NOMAGIC_MASK);
1485 f5 &= ~(RF5_NOMAGIC_MASK);
1486 f6 &= ~(RF6_NOMAGIC_MASK);
1489 if (f6 & RF6_DARKNESS)
1491 if ((p_ptr->pclass == CLASS_NINJA) &&
1492 !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
1493 !(r_ptr->flags7 & RF7_DARK_MASK))
1494 can_use_lite_area = TRUE;
1496 if (!(r_ptr->flags2 & RF2_STUPID))
1498 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
1499 else if ((p_ptr->pclass == CLASS_NINJA) && !can_use_lite_area) f6 &= ~(RF6_DARKNESS);
1503 if (in_no_magic_dungeon && !(r_ptr->flags2 & RF2_STUPID))
1505 f4 &= (RF4_NOMAGIC_MASK);
1506 f5 &= (RF5_NOMAGIC_MASK);
1507 f6 &= (RF6_NOMAGIC_MASK);
1510 if (r_ptr->flags2 & RF2_SMART)
1512 /* Hack -- allow "desperate" spells */
1513 if ((m_ptr->hp < m_ptr->maxhp / 10) &&
1514 (randint0(100) < 50))
1516 /* Require intelligent spells */
1517 f4 &= (RF4_INT_MASK);
1518 f5 &= (RF5_INT_MASK);
1519 f6 &= (RF6_INT_MASK);
1522 /* Hack -- decline "teleport level" in some case */
1523 if ((f6 & RF6_TELE_LEVEL) && TELE_LEVEL_IS_INEFF(0))
1525 f6 &= ~(RF6_TELE_LEVEL);
1529 /* No spells left */
1530 if (!f4 && !f5 && !f6) return (FALSE);
1532 /* Remove the "ineffective" spells */
1533 remove_bad_spells(m_idx, &f4, &f5, &f6);
1535 if (p_ptr->inside_arena || p_ptr->inside_battle)
1537 f4 &= ~(RF4_SUMMON_MASK);
1538 f5 &= ~(RF5_SUMMON_MASK);
1539 f6 &= ~(RF6_SUMMON_MASK | RF6_TELE_LEVEL);
1541 if (m_ptr->r_idx == MON_ROLENTO) f6 &= ~(RF6_SPECIAL);
1544 /* No spells left */
1545 if (!f4 && !f5 && !f6) return (FALSE);
1547 if (!(r_ptr->flags2 & RF2_STUPID))
1549 if (!p_ptr->csp) f5 &= ~(RF5_DRAIN_MANA);
1551 /* Check for a clean bolt shot */
1552 if (((f4 & RF4_BOLT_MASK) ||
1553 (f5 & RF5_BOLT_MASK) ||
1554 (f6 & RF6_BOLT_MASK)) &&
1555 !clean_shot(m_ptr->fy, m_ptr->fx, py, px, FALSE))
1557 /* Remove spells that will only hurt friends */
1558 f4 &= ~(RF4_BOLT_MASK);
1559 f5 &= ~(RF5_BOLT_MASK);
1560 f6 &= ~(RF6_BOLT_MASK);
1563 /* Check for a possible summon */
1564 if (((f4 & RF4_SUMMON_MASK) ||
1565 (f5 & RF5_SUMMON_MASK) ||
1566 (f6 & RF6_SUMMON_MASK)) &&
1567 !(summon_possible(y, x)))
1569 /* Remove summoning spells */
1570 f4 &= ~(RF4_SUMMON_MASK);
1571 f5 &= ~(RF5_SUMMON_MASK);
1572 f6 &= ~(RF6_SUMMON_MASK);
1575 /* Check for a possible raise dead */
1576 if ((f6 & RF6_RAISE_DEAD) && !raise_possible(m_ptr))
1578 /* Remove raise dead spell */
1579 f6 &= ~(RF6_RAISE_DEAD);
1582 /* Special moves restriction */
1583 if (f6 & RF6_SPECIAL)
1585 if ((m_ptr->r_idx == MON_ROLENTO) && !summon_possible(y, x))
1587 f6 &= ~(RF6_SPECIAL);
1591 /* No spells left */
1592 if (!f4 && !f5 && !f6) return (FALSE);
1595 /* Extract the "inate" spells */
1596 for (k = 0; k < 32; k++)
1598 if (f4 & (1L << k)) spell[num++] = k + 32 * 3;
1601 /* Extract the "normal" spells */
1602 for (k = 0; k < 32; k++)
1604 if (f5 & (1L << k)) spell[num++] = k + 32 * 4;
1607 /* Extract the "bizarre" spells */
1608 for (k = 0; k < 32; k++)
1610 if (f6 & (1L << k)) spell[num++] = k + 32 * 5;
1613 /* No spells left */
1614 if (!num) return (FALSE);
1616 /* Stop if player is dead or gone */
1617 if (!p_ptr->playing || p_ptr->is_dead) return (FALSE);
1619 /* Stop if player is leaving */
1620 if (p_ptr->leaving) return (FALSE);
1622 /* Get the monster name (or "it") */
1623 monster_desc(m_name, m_ptr, 0x00);
1626 /* Get the monster possessive ("his"/"her"/"its") */
1627 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
1637 thrown_spell = choose_attack_spell(m_idx, spell, num);
1638 if (thrown_spell) break;
1643 case DO_SPELL_BR_LITE:
1644 thrown_spell = 96+14; /* RF4_BR_LITE */
1647 case DO_SPELL_BR_DISI:
1648 thrown_spell = 96+31; /* RF4_BR_DISI */
1651 case DO_SPELL_BA_LITE:
1652 thrown_spell = 128+20; /* RF5_BA_LITE */
1656 return FALSE; /* Paranoia */
1659 /* Abort if no spell was chosen */
1660 if (!thrown_spell) return (FALSE);
1662 /* Calculate spell failure rate */
1663 failrate = 25 - (rlev + 3) / 4;
1665 /* Hack -- Stupid monsters will never fail (for jellies and such) */
1666 if (r_ptr->flags2 & RF2_STUPID) failrate = 0;
1668 /* Check for spell failure (inate attacks never fail) */
1669 if (!spell_is_inate(thrown_spell)
1670 && (in_no_magic_dungeon || (MON_STUNNED(m_ptr) && one_in_(2)) || (randint0(100) < failrate)))
1675 msg_format("%^s¤Ï¼öʸ¤ò¾§¤¨¤è¤¦¤È¤·¤¿¤¬¼ºÇÔ¤·¤¿¡£", m_name);
1677 msg_format("%^s tries to cast a spell, but fails.", m_name);
1683 /* Hex: Anti Magic Barrier */
1684 if (!spell_is_inate(thrown_spell) && magic_barrier(m_idx))
1687 msg_format("È¿ËâË¡¥Ð¥ê¥¢¤¬%^s¤Î¼öʸ¤ò¤«¤¾Ã¤·¤¿¡£", m_name);
1689 msg_format("Anti magic barrier cancels the spell which %^s casts.");
1695 direct = player_bold(y, x);
1697 can_remember = is_original_ap_and_seen(m_ptr);
1699 /* Cast the spell. */
1700 switch (thrown_spell)
1707 msg_format("%^s¤¬¤«¤ó¹â¤¤¶âÀÚ¤êÀ¼¤ò¤¢¤²¤¿¡£", m_name);
1709 msg_format("%^s makes a high pitched shriek.", m_name);
1712 aggravate_monsters(m_idx);
1726 if (!direct) return (FALSE);
1729 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
1730 else msg_format("%^s¤¬ËâÎϾõî¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
1732 if (blind) msg_format("%^s mumbles powerfully.", m_name);
1733 else msg_format("%^s invokes a dispel magic.", m_name);
1736 if (p_ptr->riding) dispel_monster_status(p_ptr->riding);
1739 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1740 msg_print("¤ä¤ê¤ä¤¬¤Ã¤¿¤Ê¡ª");
1742 learn_spell(MS_DISPEL);
1751 if (blind) msg_format("%^s¤¬²¿¤«¤ò¼Í¤Ã¤¿¡£", m_name);
1753 if (blind) msg_format("%^s shoots something.", m_name);
1757 else msg_format("%^s¤¬¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£", m_name);
1759 else msg_format("%^s fires a rocket.", m_name);
1762 dam = ((m_ptr->hp / 4) > 800 ? 800 : (m_ptr->hp / 4));
1763 breath(y, x, m_idx, GF_ROCKET,
1764 dam, 2, FALSE, MS_ROCKET, learnable);
1765 update_smart_learn(m_idx, DRS_SHARD);
1772 if (!direct) return (FALSE);
1775 if (blind) msg_format("%^s¤¬´ñ̯¤Ê²»¤òȯ¤·¤¿¡£", m_name);
1777 if (blind) msg_format("%^s makes a strange noise.", m_name);
1781 else msg_format("%^s¤¬Ìð¤òÊü¤Ã¤¿¡£", m_name);
1783 else msg_format("%^s fires an arrow.", m_name);
1786 dam = damroll(r_ptr->blow[0].d_dice, r_ptr->blow[0].d_side);
1787 bolt(m_idx, GF_ARROW, dam, MS_SHOOT, learnable);
1788 update_smart_learn(m_idx, DRS_REFLECT);
1818 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1820 if (blind) msg_format("%^s breathes.", m_name);
1824 else msg_format("%^s¤¬»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1826 else msg_format("%^s breathes acid.", m_name);
1829 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1830 breath(y, x, m_idx, GF_ACID, dam, 0, TRUE, MS_BR_ACID, learnable);
1831 update_smart_learn(m_idx, DRS_ACID);
1840 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1842 if (blind) msg_format("%^s breathes.", m_name);
1846 else msg_format("%^s¤¬°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1848 else msg_format("%^s breathes lightning.", m_name);
1851 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1852 breath(y, x, m_idx, GF_ELEC, dam,0, TRUE, MS_BR_ELEC, learnable);
1853 update_smart_learn(m_idx, DRS_ELEC);
1862 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1864 if (blind) msg_format("%^s breathes.", m_name);
1868 else msg_format("%^s¤¬²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1870 else msg_format("%^s breathes fire.", m_name);
1873 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1874 breath(y, x, m_idx, GF_FIRE, dam,0, TRUE, MS_BR_FIRE, learnable);
1875 update_smart_learn(m_idx, DRS_FIRE);
1884 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1886 if (blind) msg_format("%^s breathes.", m_name);
1890 else msg_format("%^s¤¬Î䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1892 else msg_format("%^s breathes frost.", m_name);
1895 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1896 breath(y, x, m_idx, GF_COLD, dam,0, TRUE, MS_BR_COLD, learnable);
1897 update_smart_learn(m_idx, DRS_COLD);
1906 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1908 if (blind) msg_format("%^s breathes.", m_name);
1912 else msg_format("%^s¤¬¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1914 else msg_format("%^s breathes gas.", m_name);
1917 dam = ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3));
1918 breath(y, x, m_idx, GF_POIS, dam, 0, TRUE, MS_BR_POIS, learnable);
1919 update_smart_learn(m_idx, DRS_POIS);
1929 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1931 if (blind) msg_format("%^s breathes.", m_name);
1935 else msg_format("%^s¤¬ÃϹö¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1937 else msg_format("%^s breathes nether.", m_name);
1940 dam = ((m_ptr->hp / 6) > 550 ? 550 : (m_ptr->hp / 6));
1941 breath(y, x, m_idx, GF_NETHER, dam,0, TRUE, MS_BR_NETHER, learnable);
1942 update_smart_learn(m_idx, DRS_NETH);
1951 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1953 if (blind) msg_format("%^s breathes.", m_name);
1957 else msg_format("%^s¤¬Á®¸÷¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1959 else msg_format("%^s breathes light.", m_name);
1962 dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6));
1963 breath(y_br_lite, x_br_lite, m_idx, GF_LITE, dam,0, TRUE, MS_BR_LITE, learnable);
1964 update_smart_learn(m_idx, DRS_LITE);
1973 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1975 if (blind) msg_format("%^s breathes.", m_name);
1979 else msg_format("%^s¤¬°Å¹õ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1981 else msg_format("%^s breathes darkness.", m_name);
1984 dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6));
1985 breath(y, x, m_idx, GF_DARK, dam,0, TRUE, MS_BR_DARK, learnable);
1986 update_smart_learn(m_idx, DRS_DARK);
1995 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1997 if (blind) msg_format("%^s breathes.", m_name);
2001 else msg_format("%^s¤¬º®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2003 else msg_format("%^s breathes confusion.", m_name);
2006 dam = ((m_ptr->hp / 6) > 450 ? 450 : (m_ptr->hp / 6));
2007 breath(y, x, m_idx, GF_CONFUSION, dam,0, TRUE, MS_BR_CONF, learnable);
2008 update_smart_learn(m_idx, DRS_CONF);
2016 if (m_ptr->r_idx == MON_JAIAN)
2018 msg_format("¡Ö¥Ü¥©¥¨¡Á¡Á¡Á¡Á¡Á¡Á¡×");
2020 msg_format("'Booooeeeeee'");
2023 else if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2025 else if (blind) msg_format("%^s breathes.", m_name);
2029 else msg_format("%^s¤¬¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2031 else msg_format("%^s breathes sound.", m_name);
2034 dam = ((m_ptr->hp / 6) > 450 ? 450 : (m_ptr->hp / 6));
2035 breath(y, x, m_idx, GF_SOUND, dam,0, TRUE, MS_BR_SOUND, learnable);
2036 update_smart_learn(m_idx, DRS_SOUND);
2045 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2047 if (blind) msg_format("%^s breathes.", m_name);
2051 else msg_format("%^s¤¬¥«¥ª¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2053 else msg_format("%^s breathes chaos.", m_name);
2056 dam = ((m_ptr->hp / 6) > 600 ? 600 : (m_ptr->hp / 6));
2057 breath(y, x, m_idx, GF_CHAOS, dam,0, TRUE, MS_BR_CHAOS, learnable);
2058 update_smart_learn(m_idx, DRS_CHAOS);
2067 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2069 if (blind) msg_format("%^s breathes.", m_name);
2073 else msg_format("%^s¤¬Îô²½¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2075 else msg_format("%^s breathes disenchantment.", m_name);
2078 dam = ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6));
2079 breath(y, x, m_idx, GF_DISENCHANT, dam,0, TRUE, MS_BR_DISEN, learnable);
2080 update_smart_learn(m_idx, DRS_DISEN);
2089 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2091 if (blind) msg_format("%^s breathes.", m_name);
2095 else msg_format("%^s¤¬°ø²Ìº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2097 else msg_format("%^s breathes nexus.", m_name);
2100 dam = ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3));
2101 breath(y, x, m_idx, GF_NEXUS, dam,0, TRUE, MS_BR_NEXUS, learnable);
2102 update_smart_learn(m_idx, DRS_NEXUS);
2111 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2113 if (blind) msg_format("%^s breathes.", m_name);
2117 else msg_format("%^s¤¬»þ´ÖµÕž¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2119 else msg_format("%^s breathes time.", m_name);
2122 dam = ((m_ptr->hp / 3) > 150 ? 150 : (m_ptr->hp / 3));
2123 breath(y, x, m_idx, GF_TIME, dam,0, TRUE, MS_BR_TIME, learnable);
2132 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2134 if (blind) msg_format("%^s breathes.", m_name);
2138 else msg_format("%^s¤¬ÃÙÆߤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2140 else msg_format("%^s breathes inertia.", m_name);
2143 dam = ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6));
2144 breath(y, x, m_idx, GF_INERTIA, dam,0, TRUE, MS_BR_INERTIA, learnable);
2153 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2155 if (blind) msg_format("%^s breathes.", m_name);
2159 else msg_format("%^s¤¬½ÅÎϤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2161 else msg_format("%^s breathes gravity.", m_name);
2164 dam = ((m_ptr->hp / 3) > 200 ? 200 : (m_ptr->hp / 3));
2165 breath(y, x, m_idx, GF_GRAVITY, dam,0, TRUE, MS_BR_GRAVITY, learnable);
2173 if (m_ptr->r_idx == MON_BOTEI)
2175 msg_format("¡Ö¥ÜÄë¥Ó¥ë¥«¥Ã¥¿¡¼¡ª¡ª¡ª¡×");
2177 msg_format("'Boty-Build cutter!!!'");
2180 else if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2182 else if (blind) msg_format("%^s breathes.", m_name);
2186 else msg_format("%^s¤¬ÇËÊҤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2188 else msg_format("%^s breathes shards.", m_name);
2191 dam = ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6));
2192 breath(y, x, m_idx, GF_SHARDS, dam,0, TRUE, MS_BR_SHARDS, learnable);
2193 update_smart_learn(m_idx, DRS_SHARD);
2202 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2204 if (blind) msg_format("%^s breathes.", m_name);
2208 else msg_format("%^s¤¬¥×¥é¥º¥Þ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2210 else msg_format("%^s breathes plasma.", m_name);
2213 dam = ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6));
2214 breath(y, x, m_idx, GF_PLASMA, dam,0, TRUE, MS_BR_PLASMA, learnable);
2223 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2225 if (blind) msg_format("%^s breathes.", m_name);
2229 else msg_format("%^s¤¬¥Õ¥©¡¼¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2231 else msg_format("%^s breathes force.", m_name);
2234 dam = ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6));
2235 breath(y, x, m_idx, GF_FORCE, dam,0, TRUE, MS_BR_FORCE, learnable);
2244 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2246 if (blind) msg_format("%^s breathes.", m_name);
2250 else msg_format("%^s¤¬ËâÎϤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2252 else msg_format("%^s breathes mana.", m_name);
2254 dam = ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3));
2255 breath(y, x, m_idx, GF_MANA, dam,0, TRUE, MS_BR_MANA, learnable);
2264 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2266 if (blind) msg_format("%^s mumbles.", m_name);
2270 else msg_format("%^s¤¬Êü¼Íǽµå¤òÊü¤Ã¤¿¡£", m_name);
2272 else msg_format("%^s casts a ball of radiation.", m_name);
2275 dam = (rlev + damroll(10, 6)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2276 breath(y, x, m_idx, GF_NUKE, dam, 2, FALSE, MS_BALL_NUKE, learnable);
2277 update_smart_learn(m_idx, DRS_POIS);
2286 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2288 if (blind) msg_format("%^s breathes.", m_name);
2292 else msg_format("%^s¤¬Êü¼ÍÀÇÑ´þʪ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2294 else msg_format("%^s breathes toxic waste.", m_name);
2297 dam = ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3));
2298 breath(y, x, m_idx, GF_NUKE, dam,0, TRUE, MS_BR_NUKE, learnable);
2299 update_smart_learn(m_idx, DRS_POIS);
2308 if (blind) msg_format("%^s¤¬¶²¤í¤·¤²¤Ë¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2310 if (blind) msg_format("%^s mumbles frighteningly.", m_name);
2314 else msg_format("%^s¤¬½ã¥í¥°¥ë¥¹¤òÊü¤Ã¤¿¡£", m_name);/*nuke me*/
2316 else msg_format("%^s invokes a raw Logrus.", m_name);
2319 dam = ((r_ptr->flags2 & RF2_POWERFUL) ? (rlev * 3) : (rlev * 2))+ damroll(10, 10);
2320 breath(y, x, m_idx, GF_CHAOS, dam, 4, FALSE, MS_BALL_CHAOS, learnable);
2321 update_smart_learn(m_idx, DRS_CHAOS);
2330 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2332 if (blind) msg_format("%^s breathes.", m_name);
2336 else msg_format("%^s¤¬Ê¬²ò¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2338 else msg_format("%^s breathes disintegration.", m_name);
2341 dam = ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6));
2342 breath(y, x, m_idx, GF_DISINTEGRATE, dam,0, TRUE, MS_BR_DISI, learnable);
2353 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2354 else msg_format("%^s¤¬¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2356 if (blind) msg_format("%^s mumbles.", m_name);
2357 else msg_format("%^s casts an acid ball.", m_name);
2359 if (r_ptr->flags2 & RF2_POWERFUL)
2362 dam = (rlev * 4) + 50 + damroll(10, 10);
2367 dam = (randint1(rlev * 3) + 15);
2369 breath(y, x, m_idx, GF_ACID, dam, rad, FALSE, MS_BALL_ACID, learnable);
2370 update_smart_learn(m_idx, DRS_ACID);
2377 int rad = (r_ptr->flags2 & RF2_POWERFUL) ? 4 : 2;
2380 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2381 else msg_format("%^s¤¬¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2383 if (blind) msg_format("%^s mumbles.", m_name);
2384 else msg_format("%^s casts a lightning ball.", m_name);
2386 if (r_ptr->flags2 & RF2_POWERFUL)
2389 dam = (rlev * 4) + 50 + damroll(10, 10);
2394 dam = (randint1(rlev * 3 / 2) + 8);
2396 breath(y, x, m_idx, GF_ELEC, dam, rad, FALSE, MS_BALL_ELEC, learnable);
2397 update_smart_learn(m_idx, DRS_ELEC);
2404 int rad = (r_ptr->flags2 & RF2_POWERFUL) ? 4 : 2;
2407 if (m_ptr->r_idx == MON_ROLENTO)
2411 msg_format("%s¤¬²¿¤«¤òÅꤲ¤¿¡£", m_name);
2413 msg_format("%s¤Ï¼êÜØÃƤòÅꤲ¤¿¡£", m_name);
2416 msg_format("%^s throws something.", m_name);
2418 msg_format("%^s throws a hand grenade.", m_name);
2424 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2425 else msg_format("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2427 if (blind) msg_format("%^s mumbles.", m_name);
2428 else msg_format("%^s casts a fire ball.", m_name);
2432 if (r_ptr->flags2 & RF2_POWERFUL)
2435 dam = (rlev * 4) + 50 + damroll(10, 10);
2440 dam = (randint1(rlev * 7 / 2) + 10);
2442 breath(y, x, m_idx, GF_FIRE, dam, rad, FALSE, MS_BALL_FIRE, learnable);
2443 update_smart_learn(m_idx, DRS_FIRE);
2450 int rad = (r_ptr->flags2 & RF2_POWERFUL) ? 4 : 2;
2453 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2454 else msg_format("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2456 if (blind) msg_format("%^s mumbles.", m_name);
2457 else msg_format("%^s casts a frost ball.", m_name);
2459 if (r_ptr->flags2 & RF2_POWERFUL)
2462 dam = (rlev * 4) + 50 + damroll(10, 10);
2467 dam = (randint1(rlev * 3 / 2) + 10);
2469 breath(y, x, m_idx, GF_COLD, dam, rad, FALSE, MS_BALL_COLD, learnable);
2470 update_smart_learn(m_idx, DRS_COLD);
2479 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2481 if (blind) msg_format("%^s mumbles.", m_name);
2485 else msg_format("%^s¤¬°½±À¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2487 else msg_format("%^s casts a stinking cloud.", m_name);
2490 dam = damroll(12, 2) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2491 breath(y, x, m_idx, GF_POIS, dam, 2, FALSE, MS_BALL_POIS, learnable);
2492 update_smart_learn(m_idx, DRS_POIS);
2501 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2503 if (blind) msg_format("%^s mumbles.", m_name);
2507 else msg_format("%^s¤¬ÃϹöµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2509 else msg_format("%^s casts a nether ball.", m_name);
2512 dam = 50 + damroll(10, 10) + (rlev * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1));
2513 breath(y, x, m_idx, GF_NETHER, dam, 2, FALSE, MS_BALL_NETHER, learnable);
2514 update_smart_learn(m_idx, DRS_NETH);
2523 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2525 if (blind) msg_format("%^s mumbles.", m_name);
2529 else msg_format("%^s¤¬Î®¤ì¤ë¤è¤¦¤Ê¿È¿¶¤ê¤ò¤·¤¿¡£", m_name);
2531 else msg_format("%^s gestures fluidly.", m_name);
2535 msg_print("¤¢¤Ê¤¿¤Ï±²´¬¤¤Ë°û¤ß¹þ¤Þ¤ì¤¿¡£");
2537 msg_print("You are engulfed in a whirlpool.");
2540 dam = ((r_ptr->flags2 & RF2_POWERFUL) ? randint1(rlev * 3) : randint1(rlev * 2)) + 50;
2541 breath(y, x, m_idx, GF_WATER, dam, 4, FALSE, MS_BALL_WATER, learnable);
2550 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2552 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2556 else msg_format("%^s¤¬ËâÎϤÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2558 else msg_format("%^s invokes a mana storm.", m_name);
2561 dam = (rlev * 4) + 50 + damroll(10, 10);
2562 breath(y, x, m_idx, GF_MANA, dam, 4, FALSE, MS_BALL_MANA, learnable);
2571 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2573 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2577 else msg_format("%^s¤¬°Å¹õ¤ÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2579 else msg_format("%^s invokes a darkness storm.", m_name);
2582 dam = (rlev * 4) + 50 + damroll(10, 10);
2583 breath(y, x, m_idx, GF_DARK, dam, 4, FALSE, MS_BALL_DARK, learnable);
2584 update_smart_learn(m_idx, DRS_DARK);
2588 /* RF5_DRAIN_MANA */
2591 if (!direct) return (FALSE);
2594 dam = (randint1(rlev) / 2) + 1;
2595 breath(y, x, m_idx, GF_DRAIN_MANA, dam, 0, FALSE, MS_DRAIN_MANA, learnable);
2596 update_smart_learn(m_idx, DRS_MANA);
2600 /* RF5_MIND_BLAST */
2603 if (!direct) return (FALSE);
2608 msg_print("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£");
2610 msg_print("You feel something focusing on your mind.");
2617 msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¤Ë¤é¤ó¤Ç¤¤¤ë¡£", m_name);
2619 msg_format("%^s gazes deep into your eyes.", m_name);
2624 dam = damroll(7, 7);
2625 breath(y, x, m_idx, GF_MIND_BLAST, dam, 0, FALSE, MS_MIND_BLAST, learnable);
2629 /* RF5_BRAIN_SMASH */
2632 if (!direct) return (FALSE);
2637 msg_print("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£");
2639 msg_print("You feel something focusing on your mind.");
2646 msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¸«¤Æ¤¤¤ë¡£", m_name);
2648 msg_format("%^s looks deep into your eyes.", m_name);
2653 dam = damroll(12, 12);
2654 breath(y, x, m_idx, GF_BRAIN_SMASH, dam, 0, FALSE, MS_BRAIN_SMASH, learnable);
2661 if (!direct) return (FALSE);
2664 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2666 if (blind) msg_format("%^s mumbles.", m_name);
2670 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¼ö¤Ã¤¿¡£", m_name);
2672 else msg_format("%^s points at you and curses.", m_name);
2675 dam = damroll(3, 8);
2676 breath(y, x, m_idx, GF_CAUSE_1, dam, 0, FALSE, MS_CAUSE_1, learnable);
2683 if (!direct) return (FALSE);
2686 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2688 if (blind) msg_format("%^s mumbles.", m_name);
2692 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼ö¤Ã¤¿¡£", m_name);
2694 else msg_format("%^s points at you and curses horribly.", m_name);
2697 dam = damroll(8, 8);
2698 breath(y, x, m_idx, GF_CAUSE_2, dam, 0, FALSE, MS_CAUSE_2, learnable);
2705 if (!direct) return (FALSE);
2708 if (blind) msg_format("%^s¤¬²¿¤«¤òÂçÀ¼¤Ç¶«¤ó¤À¡£", m_name);
2710 if (blind) msg_format("%^s mumbles loudly.", m_name);
2714 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼öʸ¤ò¾§¤¨¤¿¡ª", m_name);
2716 else msg_format("%^s points at you, incanting terribly!", m_name);
2719 dam = damroll(10, 15);
2720 breath(y, x, m_idx, GF_CAUSE_3, dam, 0, FALSE, MS_CAUSE_3, learnable);
2727 if (!direct) return (FALSE);
2730 if (blind) msg_format("%^s¤¬¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", m_name);
2732 if (blind) msg_format("%^s screams the word 'DIE!'", m_name);
2736 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÈ빦¤òÆͤ¤¤Æ¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", m_name);
2738 else msg_format("%^s points at you, screaming the word DIE!", m_name);
2741 dam = damroll(15, 15);
2742 breath(y, x, m_idx, GF_CAUSE_4, dam, 0, FALSE, MS_CAUSE_4, learnable);
2749 if (!direct) return (FALSE);
2752 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2754 if (blind) msg_format("%^s mumbles.", m_name);
2758 else msg_format("%^s¤¬¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2760 else msg_format("%^s casts a acid bolt.", m_name);
2763 dam = (damroll(7, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2764 bolt(m_idx, GF_ACID, dam, MS_BOLT_ACID, learnable);
2765 update_smart_learn(m_idx, DRS_ACID);
2766 update_smart_learn(m_idx, DRS_REFLECT);
2773 if (!direct) return (FALSE);
2776 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2778 if (blind) msg_format("%^s mumbles.", m_name);
2782 else msg_format("%^s¤¬¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2784 else msg_format("%^s casts a lightning bolt.", m_name);
2787 dam = (damroll(4, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2788 bolt(m_idx, GF_ELEC, dam, MS_BOLT_ELEC, learnable);
2789 update_smart_learn(m_idx, DRS_ELEC);
2790 update_smart_learn(m_idx, DRS_REFLECT);
2797 if (!direct) return (FALSE);
2800 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2802 if (blind) msg_format("%^s mumbles.", m_name);
2806 else msg_format("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2808 else msg_format("%^s casts a fire bolt.", m_name);
2811 dam = (damroll(9, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2812 bolt(m_idx, GF_FIRE, dam, MS_BOLT_FIRE, learnable);
2813 update_smart_learn(m_idx, DRS_FIRE);
2814 update_smart_learn(m_idx, DRS_REFLECT);
2821 if (!direct) return (FALSE);
2824 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2826 if (blind) msg_format("%^s mumbles.", m_name);
2830 else msg_format("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2832 else msg_format("%^s casts a frost bolt.", m_name);
2835 dam = (damroll(6, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2836 bolt(m_idx, GF_COLD, dam, MS_BOLT_COLD, learnable);
2837 update_smart_learn(m_idx, DRS_COLD);
2838 update_smart_learn(m_idx, DRS_REFLECT);
2847 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2849 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2853 else msg_format("%^s¤¬¥¹¥¿¡¼¥Ð¡¼¥¹¥È¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2855 else msg_format("%^s invokes a starburst.", m_name);
2858 dam = (rlev * 4) + 50 + damroll(10, 10);
2859 breath(y, x, m_idx, GF_LITE, dam, 4, FALSE, MS_STARBURST, learnable);
2860 update_smart_learn(m_idx, DRS_LITE);
2867 if (!direct) return (FALSE);
2870 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2872 if (blind) msg_format("%^s mumbles.", m_name);
2876 else msg_format("%^s¤¬ÃϹö¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2878 else msg_format("%^s casts a nether bolt.", m_name);
2881 dam = 30 + damroll(5, 5) + (rlev * 4) / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3);
2882 bolt(m_idx, GF_NETHER, dam, MS_BOLT_NETHER, learnable);
2883 update_smart_learn(m_idx, DRS_NETH);
2884 update_smart_learn(m_idx, DRS_REFLECT);
2891 if (!direct) return (FALSE);
2894 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2896 if (blind) msg_format("%^s mumbles.", m_name);
2900 else msg_format("%^s¤¬¥¦¥©¡¼¥¿¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2902 else msg_format("%^s casts a water bolt.", m_name);
2905 dam = damroll(10, 10) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2906 bolt(m_idx, GF_WATER, dam, MS_BOLT_WATER, learnable);
2907 update_smart_learn(m_idx, DRS_REFLECT);
2914 if (!direct) return (FALSE);
2917 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2919 if (blind) msg_format("%^s mumbles.", m_name);
2923 else msg_format("%^s¤¬ËâÎϤÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2925 else msg_format("%^s casts a mana bolt.", m_name);
2928 dam = randint1(rlev * 7 / 2) + 50;
2929 bolt(m_idx, GF_MANA, dam, MS_BOLT_MANA, learnable);
2930 update_smart_learn(m_idx, DRS_REFLECT);
2937 if (!direct) return (FALSE);
2940 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2942 if (blind) msg_format("%^s mumbles.", m_name);
2946 else msg_format("%^s¤¬¥×¥é¥º¥Þ¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2948 else msg_format("%^s casts a plasma bolt.", m_name);
2951 dam = 10 + damroll(8, 7) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2952 bolt(m_idx, GF_PLASMA, dam, MS_BOLT_PLASMA, learnable);
2953 update_smart_learn(m_idx, DRS_REFLECT);
2960 if (!direct) return (FALSE);
2963 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2965 if (blind) msg_format("%^s mumbles.", m_name);
2969 else msg_format("%^s¤¬¶Ë´¨¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2971 else msg_format("%^s casts an ice bolt.", m_name);
2974 dam = damroll(6, 6) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2975 bolt(m_idx, GF_ICE, dam, MS_BOLT_ICE, learnable);
2976 update_smart_learn(m_idx, DRS_COLD);
2977 update_smart_learn(m_idx, DRS_REFLECT);
2984 if (!direct) return (FALSE);
2987 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2989 if (blind) msg_format("%^s mumbles.", m_name);
2993 else msg_format("%^s¤¬¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2995 else msg_format("%^s casts a magic missile.", m_name);
2998 dam = damroll(2, 6) + (rlev / 3);
2999 bolt(m_idx, GF_MISSILE, dam, MS_MAGIC_MISSILE, learnable);
3000 update_smart_learn(m_idx, DRS_REFLECT);
3007 if (!direct) return (FALSE);
3010 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¯¤È¡¢¶²¤í¤·¤²¤Ê²»¤¬Ê¹¤³¤¨¤¿¡£", m_name);
3012 if (blind) msg_format("%^s mumbles, and you hear scary noises.", m_name);
3016 else msg_format("%^s¤¬¶²¤í¤·¤²¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£", m_name);
3018 else msg_format("%^s casts a fearful illusion.", m_name);
3021 if (p_ptr->resist_fear)
3024 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3026 msg_print("You refuse to be frightened.");
3030 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3033 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3035 msg_print("You refuse to be frightened.");
3041 (void)set_afraid(p_ptr->afraid + randint0(4) + 4);
3043 learn_spell(MS_SCARE);
3044 update_smart_learn(m_idx, DRS_FEAR);
3051 if (!direct) return (FALSE);
3054 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3056 if (blind) msg_format("%^s mumbles.", m_name);
3060 else msg_format("%^s¤¬¼öʸ¤ò¾§¤¨¤Æ¤¢¤Ê¤¿¤ÎÌܤò¤¯¤é¤Þ¤·¤¿¡ª", m_name);
3062 else msg_format("%^s casts a spell, burning your eyes!", m_name);
3065 if (p_ptr->resist_blind)
3068 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3070 msg_print("You are unaffected!");
3074 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3077 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3079 msg_print("You resist the effects!");
3085 (void)set_blind(12 + randint0(4));
3087 learn_spell(MS_BLIND);
3088 update_smart_learn(m_idx, DRS_BLIND);
3095 if (!direct) return (FALSE);
3098 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¯¤È¡¢Æ¬¤òǺ¤Þ¤¹²»¤¬¤·¤¿¡£", m_name);
3100 if (blind) msg_format("%^s mumbles, and you hear puzzling noises.", m_name);
3104 else msg_format("%^s¤¬Í¶ÏÇŪ¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£", m_name);
3106 else msg_format("%^s creates a mesmerising illusion.", m_name);
3109 if (p_ptr->resist_conf)
3112 msg_print("¤·¤«¤·¸¸³Ð¤Ë¤Ï¤À¤Þ¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3114 msg_print("You disbelieve the feeble spell.");
3118 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3121 msg_print("¤·¤«¤·¸¸³Ð¤Ë¤Ï¤À¤Þ¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3123 msg_print("You disbelieve the feeble spell.");
3129 (void)set_confused(p_ptr->confused + randint0(4) + 4);
3131 learn_spell(MS_CONF);
3132 update_smart_learn(m_idx, DRS_CONF);
3139 if (!direct) return (FALSE);
3142 msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¶ÚÎϤòµÛ¤¤¼è¤í¤¦¤È¤·¤¿¡ª", m_name);
3144 msg_format("%^s drains power from your muscles!", m_name);
3147 if (p_ptr->free_act)
3150 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3152 msg_print("You are unaffected!");
3156 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3159 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3161 msg_print("You resist the effects!");
3167 (void)set_slow(p_ptr->slow + randint0(4) + 4, FALSE);
3169 learn_spell(MS_SLOW);
3170 update_smart_learn(m_idx, DRS_FREE);
3177 if (!direct) return (FALSE);
3180 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3182 if (blind) msg_format("%^s mumbles.", m_name);
3186 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÌܤò¤¸¤Ã¤È¸«¤Ä¤á¤¿¡ª", m_name);
3188 else msg_format("%^s stares deep into your eyes!", m_name);
3191 if (p_ptr->free_act)
3194 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3196 msg_print("You are unaffected!");
3200 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3203 msg_format("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3205 msg_format("You resist the effects!");
3211 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
3213 learn_spell(MS_SLEEP);
3214 update_smart_learn(m_idx, DRS_FREE);
3225 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3227 msg_format("%^s mumbles.", m_name);
3234 msg_format("%^s¤¬¼«Ê¬¤ÎÂΤËÇ°¤òÁ÷¤Ã¤¿¡£", m_name);
3236 msg_format("%^s concentrates on %s body.", m_name, m_poss);
3241 /* Allow quick speed increases to base+10 */
3242 if (set_monster_fast(m_idx, MON_FAST(m_ptr) + 100))
3245 msg_format("%^s¤ÎÆ°¤¤¬Â®¤¯¤Ê¤Ã¤¿¡£", m_name);
3247 msg_format("%^s starts moving faster.", m_name);
3256 if (!direct) return (FALSE);
3259 msg_format("%^s¤¬<ÇËÌǤμê>¤òÊü¤Ã¤¿¡ª", m_name);
3261 msg_format("%^s invokes the Hand of Doom!", m_name);
3263 dam = (((s32b) ((40 + randint1(20)) * (p_ptr->chp))) / 100);
3264 breath(y, x, m_idx, GF_HAND_DOOM, dam, 0, FALSE, MS_HAND_DOOM, learnable);
3277 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3279 msg_format("%^s mumbles.", m_name);
3286 msg_format("%^s¤¬¼«Ê¬¤Î½ý¤Ë½¸Ã椷¤¿¡£", m_name);
3288 msg_format("%^s concentrates on %s wounds.", m_name, m_poss);
3294 m_ptr->hp += (rlev * 6);
3297 if (m_ptr->hp >= m_ptr->maxhp)
3300 m_ptr->hp = m_ptr->maxhp;
3306 msg_format("%^s¤Ï´°Á´¤Ë¼£¤Ã¤¿¡ª", m_name);
3308 msg_format("%^s looks completely healed!", m_name);
3315 msg_format("%^s¤Ï´°Á´¤Ë¼£¤Ã¤¿¤è¤¦¤À¡ª", m_name);
3317 msg_format("%^s sounds completely healed!", m_name);
3323 /* Partially healed */
3330 msg_format("%^s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
3332 msg_format("%^s looks healthier.", m_name);
3339 msg_format("%^s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
3341 msg_format("%^s sounds healthier.", m_name);
3347 /* Redraw (later) if needed */
3348 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3349 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3352 if (MON_MONFEAR(m_ptr))
3355 (void)set_monster_monfear(m_idx, 0);
3359 msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name);
3361 msg_format("%^s recovers %s courage.", m_name, m_poss);
3376 msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3378 msg_format("%^s mumbles powerfully.", m_name);
3385 msg_format("%s¤Ï̵½ý¤Îµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3387 msg_format("%^s casts a Globe of Invulnerability.", m_name);
3392 if (!MON_INVULNER(m_ptr)) (void)set_monster_invulner(m_idx, randint1(4) + 4, FALSE);
3400 if (teleport_barrier(m_idx))
3403 msg_format("ËâË¡¤Î¥Ð¥ê¥¢¤¬%^s¤Î¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤷¤¿¡£", m_name);
3405 msg_format("Magic barrier obstructs teleporting of %^s.", m_name);
3411 msg_format("%^s¤¬½Ö»þ¤Ë¾Ã¤¨¤¿¡£", m_name);
3413 msg_format("%^s blinks away.", m_name);
3415 teleport_away(m_idx, 10, 0L);
3416 p_ptr->update |= (PU_MONSTERS);
3425 if (teleport_barrier(m_idx))
3428 msg_format("ËâË¡¤Î¥Ð¥ê¥¢¤¬%^s¤Î¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤷¤¿¡£", m_name);
3430 msg_format("Magic barrier obstructs teleporting of %^s.", m_name);
3436 msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¤·¤¿¡£", m_name);
3438 msg_format("%^s teleports away.", m_name);
3440 teleport_away_followable(m_idx);
3450 if(m_ptr->r_idx == MON_DIO) who = 1;
3451 else if(m_ptr->r_idx == MON_WONG) who = 3;
3453 if (!process_the_world(randint1(2)+2, who, TRUE)) return (FALSE);
3463 switch (m_ptr->r_idx)
3466 /* Moved to process_monster(), like multiplication */
3469 case MON_BANORLUPART:
3471 int dummy_hp = (m_ptr->hp + 1) / 2;
3472 int dummy_maxhp = m_ptr->maxhp/2;
3473 int dummy_y = m_ptr->fy;
3474 int dummy_x = m_ptr->fx;
3476 if (p_ptr->inside_arena || p_ptr->inside_battle || !summon_possible(m_ptr->fy, m_ptr->fx)) return FALSE;
3477 delete_monster_idx(cave[m_ptr->fy][m_ptr->fx].m_idx);
3478 summon_named_creature(0, dummy_y, dummy_x, MON_BANOR, mode);
3479 m_list[hack_m_idx_ii].hp = dummy_hp;
3480 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3481 summon_named_creature(0, dummy_y, dummy_x, MON_LUPART, mode);
3482 m_list[hack_m_idx_ii].hp = dummy_hp;
3483 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3486 msg_print("¡Ø¥Ð¡¼¥Î¡¼¥ë¡¦¥ë¥Ñ¡¼¥È¡Ù¤¬Ê¬Îö¤·¤¿¡ª");
3488 msg_print("Banor=Rupart splits in two person!");
3498 int dummy_maxhp = 0;
3499 int dummy_y = m_ptr->fy;
3500 int dummy_x = m_ptr->fx;
3502 if (!r_info[MON_BANOR].cur_num || !r_info[MON_LUPART].cur_num) return (FALSE);
3503 for (k = 1; k < m_max; k++)
3505 if (m_list[k].r_idx == MON_BANOR || m_list[k].r_idx == MON_LUPART)
3507 dummy_hp += m_list[k].hp;
3508 dummy_maxhp += m_list[k].maxhp;
3509 if (m_list[k].r_idx != m_ptr->r_idx)
3511 dummy_y = m_list[k].fy;
3512 dummy_x = m_list[k].fx;
3514 delete_monster_idx(k);
3517 summon_named_creature(0, dummy_y, dummy_x, MON_BANORLUPART, mode);
3518 m_list[hack_m_idx_ii].hp = dummy_hp;
3519 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3522 msg_print("¡Ø¥Ð¡¼¥Î¡¼¥ë¡Ù¤È¡Ø¥ë¥Ñ¡¼¥È¡Ù¤¬¹çÂΤ·¤¿¡ª");
3524 msg_print("Banor and Rupart combine into one!");
3532 if (blind) msg_format("%^s¤¬²¿¤«ÂçÎ̤ËÅꤲ¤¿¡£", m_name);
3533 else msg_format("%^s¤Ï¼êÜØÃƤò¤Ð¤é¤Þ¤¤¤¿¡£", m_name);
3535 if (blind) msg_format("%^s spreads something.", m_name);
3536 else msg_format("%^s throws some hand grenades.", m_name);
3540 int num = 1 + randint1(3);
3542 for (k = 0; k < num; k++)
3544 count += summon_named_creature(m_idx, y, x, MON_SHURYUUDAN, mode);
3548 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¤Ð¤é¤Þ¤«¤ì¤ë²»¤¬¤¹¤ë¡£");
3550 if (blind && count) msg_print("You hear many things are scattered nearby.");
3555 if (r_ptr->d_char == 'B')
3558 if (one_in_(3) || !direct)
3561 msg_format("%^s¤ÏÆÍÁ³»ë³¦¤«¤é¾Ã¤¨¤¿!", m_name);
3563 msg_format("%^s suddenly go out of your sight!", m_name);
3565 teleport_away(m_idx, 10, TELEPORT_NONMAGICAL);
3566 p_ptr->update |= (PU_MONSTERS);
3571 bool fear; /* dummy */
3574 msg_format("%^s¤¬¤¢¤Ê¤¿¤òÄϤó¤Ç¶õÃ椫¤éÅꤲÍî¤È¤·¤¿¡£", m_name);
3576 msg_format("%^s holds you, and drops from the sky.", m_name);
3578 dam = damroll(4, 8);
3579 teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
3583 if (p_ptr->levitation)
3586 msg_print("¤¢¤Ê¤¿¤ÏÀŤ«¤ËÃåÃϤ·¤¿¡£");
3588 msg_print("You float gently down to the ground.");
3594 msg_print("¤¢¤Ê¤¿¤ÏÃÏÌ̤ËᤤĤ±¤é¤ì¤¿¡£");
3596 msg_print("You crashed into the ground.");
3598 dam += damroll(6, 8);
3601 /* Mega hack -- this special action deals damage to the player. Therefore the code of "eyeeye" is necessary.
3604 get_damage = take_hit(DAMAGE_NOESCAPE, dam, m_name, -1);
3605 if (p_ptr->tim_eyeeye && get_damage > 0 && !p_ptr->is_dead)
3608 msg_format("¹¶·â¤¬%s¼«¿È¤ò½ý¤Ä¤±¤¿¡ª", m_name);
3610 char m_name_self[80];
3613 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
3615 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
3617 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
3618 set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
3621 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);
3626 /* Something is wrong */
3635 if (!direct) return (FALSE);
3638 msg_format("%^s¤¬¤¢¤Ê¤¿¤ò°ú¤Ìᤷ¤¿¡£", m_name);
3640 msg_format("%^s commands you to return.", m_name);
3643 teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
3644 learn_spell(MS_TELE_TO);
3651 if (!direct) return (FALSE);
3654 msg_format("%^s¤Ë¥Æ¥ì¥Ý¡¼¥È¤µ¤»¤é¤ì¤¿¡£", m_name);
3655 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
3656 msg_print("¤¯¤Ã¤½¡Á");
3658 msg_format("%^s teleports you away.", m_name);
3661 learn_spell(MS_TELE_AWAY);
3662 teleport_player_away(m_idx, 100);
3666 /* RF6_TELE_LEVEL */
3669 if (!direct) return (FALSE);
3672 if (blind) msg_format("%^s¤¬²¿¤«´ñ̯¤Ê¸ÀÍÕ¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3674 if (blind) msg_format("%^s mumbles strangely.", m_name);
3678 else msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¤ò»Ø¤µ¤·¤¿¡£", m_name);
3680 else msg_format("%^s gestures at your feet.", m_name);
3683 if (p_ptr->resist_nexus)
3686 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3688 msg_print("You are unaffected!");
3692 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3695 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3697 msg_print("You resist the effects!");
3705 learn_spell(MS_TELE_LEVEL);
3706 update_smart_learn(m_idx, DRS_NEXUS);
3713 if (!direct) return (FALSE);
3716 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3718 if (blind) msg_format("%^s mumbles.", m_name);
3722 else msg_format("%^s¤¬¸÷¤Î·õ¤òÊü¤Ã¤¿¡£", m_name);
3724 else msg_format("%^s throw a Psycho-Spear.", m_name);
3727 dam = (r_ptr->flags2 & RF2_POWERFUL) ? (randint1(rlev * 2) + 150) : (randint1(rlev * 3 / 2) + 100);
3728 beam(m_idx, GF_PSY_SPEAR, dam, MS_PSY_SPEAR, learnable);
3735 if (!direct) return (FALSE);
3738 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3740 if (blind) msg_format("%^s mumbles.", m_name);
3744 else if (can_use_lite_area) msg_format("%^s¤¬ÊÕ¤ê¤òÌÀ¤ë¤¯¾È¤é¤·¤¿¡£", m_name);
3745 else msg_format("%^s¤¬°Å°Ç¤ÎÃæ¤Ç¼ê¤ò¿¶¤Ã¤¿¡£", m_name);
3747 else if (can_use_lite_area) msg_format("%^s cast a spell to light up.", m_name);
3748 else msg_format("%^s gestures in shadow.", m_name);
3751 if (can_use_lite_area) (void)lite_area(0, 3);
3754 learn_spell(MS_DARKNESS);
3755 (void)unlite_area(0, 3);
3765 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤Æ¼Ù°¤ËÈù¾Ð¤ó¤À¡£", m_name);
3767 if (blind) msg_format("%^s mumbles, and then cackles evilly.", m_name);
3771 else msg_format("%^s¤¬¼öʸ¤ò¾§¤¨¤Æ¼Ù°¤ËÈù¾Ð¤ó¤À¡£", m_name);
3773 else msg_format("%^s casts a spell and cackles evilly.", m_name);
3776 learn_spell(MS_MAKE_TRAP);
3777 (void)trap_creation(y, x);
3784 if (!direct) return (FALSE);
3787 msg_format("%^s¤¬¤¢¤Ê¤¿¤Îµ²±¤ò¾Ãµî¤·¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", m_name);
3789 msg_format("%^s tries to blank your mind.", m_name);
3793 if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3796 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3798 msg_print("You resist the effects!");
3802 else if (lose_all_info())
3805 msg_print("µ²±¤¬Çö¤ì¤Æ¤·¤Þ¤Ã¤¿¡£");
3807 msg_print("Your memories fade away.");
3811 learn_spell(MS_FORGET);
3815 /* RF6_RAISE_DEAD */
3820 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3822 if (blind) msg_format("%^s mumbles.", m_name);
3826 else msg_format("%^s¤¬»à¼ÔÉü³è¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3828 else msg_format("%^s casts a spell to revive corpses.", m_name);
3830 animate_dead(m_idx, m_ptr->fy, m_ptr->fx);
3838 if (m_ptr->r_idx == MON_SERPENT || m_ptr->r_idx == MON_ZOMBI_SERPENT)
3842 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3844 msg_format("%^s¤¬¥À¥ó¥¸¥ç¥ó¤Î¼ç¤ò¾¤´¤·¤¿¡£", m_name);
3847 msg_format("%^s mumbles.", m_name);
3849 msg_format("%^s magically summons guardians of dungeons.", m_name);
3856 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3858 msg_format("%^s¤ÏËâË¡¤Ç%s¤ò¾¤´¤·¤¿¡£",
3860 ((r_ptr->flags1) & RF1_UNIQUE ?
3864 msg_format("%^s mumbles.", m_name);
3866 msg_format("%^s magically summons %s %s.",
3868 ((r_ptr->flags1) & RF1_UNIQUE ?
3869 "minions" : "kin"));
3873 switch (m_ptr->r_idx)
3879 int num = 4 + randint1(3);
3880 for (k = 0; k < num; k++)
3882 count += summon_specific(m_idx, y, x, rlev, SUMMON_EAGLES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3889 int num = 2 + randint1(3);
3890 for (k = 0; k < num; k++)
3892 count += summon_named_creature(m_idx, y, x, MON_IE, mode);
3898 case MON_ZOMBI_SERPENT:
3900 int num = 2 + randint1(3);
3902 if (r_info[MON_JORMUNGAND].cur_num < r_info[MON_JORMUNGAND].max_num && one_in_(6))
3905 msg_print("ÃÏÌ̤«¤é¿å¤¬¿á¤½Ð¤·¤¿¡ª");
3907 msg_print("Water blew off from the ground!");
3909 fire_ball_hide(GF_WATER_FLOW, 0, 3, 8);
3912 for (k = 0; k < num; k++)
3914 count += summon_specific(m_idx, y, x, rlev, SUMMON_GUARDIANS, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3921 int num = randint1(3);
3922 for (k = 0; k < num; k++)
3924 count += summon_named_creature(m_idx, y, x, MON_LOCKE_CLONE, mode);
3931 int num = 2 + randint1(3);
3932 for (k = 0; k < num; k++)
3934 count += summon_specific(m_idx, y, x, rlev, SUMMON_LOUSE, PM_ALLOW_GROUP);
3940 summon_kin_type = r_ptr->d_char; /* Big hack */
3942 for (k = 0; k < 4; k++)
3944 count += summon_specific(m_idx, y, x, rlev, SUMMON_KIN, PM_ALLOW_GROUP);
3949 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
3951 if (blind && count) msg_print("You hear many things appear nearby.");
3962 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3964 if (blind) msg_format("%^s mumbles.", m_name);
3968 else msg_format("%^s¤¬¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
3970 else msg_format("%^s magically summons Cyberdemons!", m_name);
3974 if (blind && count) msg_print("½Å¸ü¤Ê²»¤¬¶á¤¯¤Çʹ¤³¤¨¤ë¡£");
3976 if (blind && count) msg_print("You hear heavy steps nearby.");
3979 summon_cyber(m_idx, y, x);
3988 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3990 if (blind) msg_format("%^s mumbles.", m_name);
3994 else msg_format("%^s¤¬ËâË¡¤ÇÃç´Ö¤ò¾¤´¤·¤¿¡ª", m_name);
3996 else msg_format("%^s magically summons help!", m_name);
3999 for (k = 0; k < 1; k++)
4001 count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4004 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4006 if (blind && count) msg_print("You hear something appear nearby.");
4012 /* RF6_S_MONSTERS */
4017 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4019 if (blind) msg_format("%^s mumbles.", m_name);
4023 else msg_format("%^s¤¬ËâË¡¤Ç¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤·¤¿¡ª", m_name);
4025 else msg_format("%^s magically summons monsters!", m_name);
4028 for (k = 0; k < s_num_6; k++)
4030 count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4033 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4035 if (blind && count) msg_print("You hear many things appear nearby.");
4046 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4048 if (blind) msg_format("%^s mumbles.", m_name);
4052 else msg_format("%^s¤¬ËâË¡¤Ç¥¢¥ê¤ò¾¤´¤·¤¿¡£", m_name);
4054 else msg_format("%^s magically summons ants.", m_name);
4057 for (k = 0; k < s_num_6; k++)
4059 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANT, PM_ALLOW_GROUP);
4062 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4064 if (blind && count) msg_print("You hear many things appear nearby.");
4075 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4077 if (blind) msg_format("%^s mumbles.", m_name);
4081 else msg_format("%^s¤¬ËâË¡¤Ç¥¯¥â¤ò¾¤´¤·¤¿¡£", m_name);
4083 else msg_format("%^s magically summons spiders.", m_name);
4086 for (k = 0; k < s_num_6; k++)
4088 count += summon_specific(m_idx, y, x, rlev, SUMMON_SPIDER, PM_ALLOW_GROUP);
4091 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4093 if (blind && count) msg_print("You hear many things appear nearby.");
4104 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4106 if (blind) msg_format("%^s mumbles.", m_name);
4110 else msg_format("%^s¤¬ËâË¡¤Ç¥Ï¥¦¥ó¥É¤ò¾¤´¤·¤¿¡£", m_name);
4112 else msg_format("%^s magically summons hounds.", m_name);
4115 for (k = 0; k < s_num_4; k++)
4117 count += summon_specific(m_idx, y, x, rlev, SUMMON_HOUND, PM_ALLOW_GROUP);
4120 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4122 if (blind && count) msg_print("You hear many things appear nearby.");
4133 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4135 if (blind) msg_format("%^s mumbles.", m_name);
4139 else msg_format("%^s¤¬ËâË¡¤Ç¥Ò¥É¥é¤ò¾¤´¤·¤¿¡£", m_name);
4141 else msg_format("%^s magically summons hydras.", m_name);
4144 for (k = 0; k < s_num_4; k++)
4146 count += summon_specific(m_idx, y, x, rlev, SUMMON_HYDRA, PM_ALLOW_GROUP);
4149 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4151 if (blind && count) msg_print("You hear many things appear nearby.");
4164 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4166 if (blind) msg_format("%^s mumbles.", m_name);
4170 else msg_format("%^s¤¬ËâË¡¤ÇÅ·»È¤ò¾¤´¤·¤¿¡ª", m_name);
4172 else msg_format("%^s magically summons an angel!", m_name);
4175 if ((r_ptr->flags1 & RF1_UNIQUE) && !easy_band)
4177 num += r_ptr->level/40;
4180 for (k = 0; k < num; k++)
4182 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, PM_ALLOW_GROUP);
4188 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4190 if (blind && count) msg_print("You hear something appear nearby.");
4196 if (blind) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4198 if (blind) msg_print("You hear many things appear nearby.");
4210 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4212 if (blind) msg_format("%^s mumbles.", m_name);
4216 else msg_format("%^s¤ÏËâË¡¤Çº®Æ٤εÜÄ¤é°Ëâ¤ò¾¤´¤·¤¿¡ª", m_name);
4218 else msg_format("%^s magically summons a demon from the Courts of Chaos!", m_name);
4221 for (k = 0; k < 1; k++)
4223 count += summon_specific(m_idx, y, x, rlev, SUMMON_DEMON, PM_ALLOW_GROUP);
4226 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4228 if (blind && count) msg_print("You hear something appear nearby.");
4239 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4241 if (blind) msg_format("%^s mumbles.", m_name);
4245 else msg_format("%^s¤¬ËâË¡¤Ç¥¢¥ó¥Ç¥Ã¥É¤Î¶¯Å¨¤ò¾¤´¤·¤¿¡ª", m_name);
4247 else msg_format("%^s magically summons an undead adversary!", m_name);
4250 for (k = 0; k < 1; k++)
4252 count += summon_specific(m_idx, y, x, rlev, SUMMON_UNDEAD, PM_ALLOW_GROUP);
4255 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4257 if (blind && count) msg_print("You hear something appear nearby.");
4268 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4270 if (blind) msg_format("%^s mumbles.", m_name);
4274 else msg_format("%^s¤¬ËâË¡¤Ç¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
4276 else msg_format("%^s magically summons a dragon!", m_name);
4279 for (k = 0; k < 1; k++)
4281 count += summon_specific(m_idx, y, x, rlev, SUMMON_DRAGON, PM_ALLOW_GROUP);
4284 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4286 if (blind && count) msg_print("You hear something appear nearby.");
4292 /* RF6_S_HI_UNDEAD */
4297 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))
4303 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4305 if (blind) msg_format("%^s mumbles.", m_name);
4309 else msg_format("%^s¤¬ËâË¡¤ÇÍ©µ´ÀïÂâ¤ò¾¤´¤·¤¿¡ª", m_name);
4311 else msg_format("%^s magically summons rangers of Nazgul!", m_name);
4315 for (k = 0; k < 30; k++)
4317 if (!summon_possible(cy, cx) || !cave_empty_bold(cy, cx))
4320 for (j = 100; j > 0; j--)
4322 scatter(&cy, &cx, y, x, 2, 0);
4323 if (cave_empty_bold(cy, cx)) break;
4327 if (!cave_empty_bold(cy, cx)) continue;
4329 if (summon_named_creature(m_idx, cy, cx, MON_NAZGUL, mode))
4336 msg_format("¡ÖÍ©µ´ÀïÂâ%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×", count);
4338 msg_format("A Nazgul says 'Nazgul-Rangers Number %d, Nazgul-Black!'",count);
4342 msg_format("¡ÖƱ¤¸¤¯%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×", count);
4344 msg_format("Another one says 'Number %d, Nazgul-Black!'",count);
4350 msg_format("¡Ö%d¿Í¤½¤í¤Ã¤Æ¡¢¥ê¥ó¥°¥ì¥ó¥¸¥ã¡¼¡ª¡×", count);
4352 msg_format("They say 'The %d meets! We are the Ring-Ranger!'.", count);
4359 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4361 if (blind) msg_format("%^s mumbles.", m_name);
4365 else msg_format("%^s¤¬ËâË¡¤Ç¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¤ò¾¤´¤·¤¿¡ª", m_name);
4367 else msg_format("%^s magically summons greater undead!", m_name);
4370 for (k = 0; k < s_num_6; k++)
4372 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4378 msg_print("´Ö¶á¤Ç²¿¤«Â¿¤¯¤Î¤â¤Î¤¬Ç礤²ó¤ë²»¤¬Ê¹¤³¤¨¤ë¡£");
4380 msg_print("You hear many creepy things appear nearby.");
4387 /* RF6_S_HI_DRAGON */
4392 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4394 if (blind) msg_format("%^s mumbles.", m_name);
4398 else msg_format("%^s¤¬ËâË¡¤Ç¸ÅÂå¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
4400 else msg_format("%^s magically summons ancient dragons!", m_name);
4403 for (k = 0; k < s_num_4; k++)
4405 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4410 msg_print("¿¤¯¤ÎÎ϶¯¤¤¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£");
4412 msg_print("You hear many powerful things appear nearby.");
4419 /* RF6_S_AMBERITES */
4424 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4426 if (blind) msg_format("%^s mumbles.", m_name);
4430 else msg_format("%^s¤¬¥¢¥ó¥Ð¡¼¤Î²¦Â²¤ò¾¤´¤·¤¿¡ª", m_name);
4432 else msg_format("%^s magically summons Lords of Amber!", m_name);
4437 for (k = 0; k < s_num_4; k++)
4439 count += summon_specific(m_idx, y, x, rlev, SUMMON_AMBERITES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4444 msg_print("ÉÔ»à¤Î¼Ô¤¬¶á¤¯¤Ë¸½¤ì¤ë¤Î¤¬Ê¹¤³¤¨¤¿¡£");
4446 msg_print("You hear immortal beings appear nearby.");
4456 bool uniques_are_summoned = FALSE;
4457 int non_unique_type = SUMMON_HI_UNDEAD;
4461 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4463 if (blind) msg_format("%^s mumbles.", m_name);
4467 else msg_format("%^s¤¬ËâË¡¤ÇÆÃÊ̤ʶ¯Å¨¤ò¾¤´¤·¤¿¡ª", m_name);
4469 else msg_format("%^s magically summons special opponents!", m_name);
4472 for (k = 0; k < s_num_4; k++)
4474 count += summon_specific(m_idx, y, x, rlev, SUMMON_UNIQUE, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4477 if (count) uniques_are_summoned = TRUE;
4479 if ((m_ptr->sub_align & (SUB_ALIGN_GOOD | SUB_ALIGN_EVIL)) == (SUB_ALIGN_GOOD | SUB_ALIGN_EVIL))
4480 non_unique_type = 0;
4481 else if (m_ptr->sub_align & SUB_ALIGN_GOOD)
4482 non_unique_type = SUMMON_ANGEL;
4484 for (k = count; k < s_num_4; k++)
4486 count += summon_specific(m_idx, y, x, rlev, non_unique_type, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4492 msg_format("¿¤¯¤Î%s¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£", uniques_are_summoned ? "Î϶¯¤¤¤â¤Î" : "¤â¤Î");
4494 msg_format("You hear many %s appear nearby.", uniques_are_summoned ? "powerful things" : "things");
4501 if ((p_ptr->action == ACTION_LEARN) && thrown_spell > 175)
4503 learn_spell(thrown_spell - 96);
4506 if (seen && maneable && !world_monster && (p_ptr->pclass == CLASS_IMITATOR))
4508 if (thrown_spell != 167) /* Not RF6_SPECIAL */
4510 if (p_ptr->mane_num == MAX_MANE)
4514 for (i = 0;i < p_ptr->mane_num;i++)
4516 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
4517 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
4520 p_ptr->mane_spell[p_ptr->mane_num] = thrown_spell - 96;
4521 p_ptr->mane_dam[p_ptr->mane_num] = dam;
4525 p_ptr->redraw |= (PR_IMITATION);
4529 /* Remember what the monster did to us */
4533 if (thrown_spell < 32 * 4)
4535 r_ptr->r_flags4 |= (1L << (thrown_spell - 32 * 3));
4536 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4540 else if (thrown_spell < 32 * 5)
4542 r_ptr->r_flags5 |= (1L << (thrown_spell - 32 * 4));
4543 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4547 else if (thrown_spell < 32 * 6)
4549 r_ptr->r_flags6 |= (1L << (thrown_spell - 32 * 5));
4550 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4555 /* Always take note of monsters that kill you */
4556 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
4558 r_ptr->r_deaths++; /* Ignore appearance difference */
4561 /* A spell was cast */