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 | PROJECT_REFLECTABLE;
489 /* Target the player with a bolt attack */
490 (void)project(m_idx, 0, py, px, dam_hp, typ, flg, (learnable ? monspell : -1));
493 static void beam(int m_idx, int typ, int dam_hp, int monspell, bool learnable)
495 int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU | PROJECT_PLAYER;
497 /* Target the player with a bolt attack */
498 (void)project(m_idx, 0, py, px, dam_hp, typ, flg, (learnable ? monspell : -1));
503 * Cast a breath (or ball) attack at the player
504 * Pass over any monsters that may be in the way
505 * Affect grids, objects, monsters, and the player
507 static void breath(int y, int x, int m_idx, int typ, int dam_hp, int rad, bool breath, int monspell, bool learnable)
509 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_PLAYER;
511 monster_type *m_ptr = &m_list[m_idx];
512 monster_race *r_ptr = &r_info[m_ptr->r_idx];
514 /* Determine the radius of the blast */
515 if ((rad < 1) && breath) rad = (r_ptr->flags2 & (RF2_POWERFUL)) ? 3 : 2;
517 /* Handle breath attacks */
518 if (breath) rad = 0 - rad;
533 flg |= (PROJECT_HIDE | PROJECT_AIMED);
537 /* Target the player with a ball attack */
538 (void)project(m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
542 u32b get_curse(int power, object_type *o_ptr)
548 new_curse = (1 << (randint0(MAX_CURSE)+4));
551 if (!(new_curse & TRC_HEAVY_MASK)) continue;
555 if (new_curse & TRC_SPECIAL_MASK) continue;
559 if (new_curse & TRC_HEAVY_MASK) continue;
561 if (new_curse == TRC_LOW_MELEE && !object_is_weapon(o_ptr)) continue;
562 if (new_curse == TRC_LOW_AC && !object_is_armour(o_ptr)) continue;
568 void curse_equipment(int chance, int heavy_chance)
570 bool changed = FALSE;
573 u32b oflgs[TR_FLAG_SIZE];
574 object_type *o_ptr = &inventory[INVEN_RARM + randint0(12)];
575 char o_name[MAX_NLEN];
577 if (randint1(100) > chance) return;
579 if (!o_ptr->k_idx) return;
581 object_flags(o_ptr, oflgs);
583 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
585 /* Extra, biased saving throw for blessed items */
586 if (have_flag(oflgs, TR_BLESSED) && (randint1(888) > chance))
589 msg_format("%s¤Ï¼ö¤¤¤òÄ·¤ÍÊÖ¤·¤¿¡ª", o_name,
591 msg_format("Your %s resist%s cursing!", o_name,
594 ((o_ptr->number > 1) ? "" : "s"));
595 /* Hmmm -- can we wear multiple items? If not, this is unnecessary */
599 if ((randint1(100) <= heavy_chance) &&
600 (object_is_artifact(o_ptr) || object_is_ego(o_ptr)))
602 if (!(o_ptr->curse_flags & TRC_HEAVY_CURSE))
604 o_ptr->curse_flags |= TRC_HEAVY_CURSE;
605 o_ptr->curse_flags |= TRC_CURSED;
610 if (!object_is_cursed(o_ptr))
612 o_ptr->curse_flags |= TRC_CURSED;
614 if (heavy_chance >= 50) curse_power++;
616 new_curse = get_curse(curse_power, o_ptr);
617 if (!(o_ptr->curse_flags & new_curse))
620 o_ptr->curse_flags |= new_curse;
626 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
628 msg_format("There is a malignant black aura surrounding %s...", o_name);
631 o_ptr->feeling = FEEL_NONE;
633 p_ptr->update |= (PU_BONUS);
638 * Return TRUE if a spell is good for hurting the player (directly).
640 static bool spell_attack(byte spell)
642 /* All RF4 spells hurt (except for shriek and dispel) */
643 if (spell < 128 && spell > 98) return (TRUE);
645 /* Various "ball" spells */
646 if (spell >= 128 && spell <= 128 + 8) return (TRUE);
648 /* "Cause wounds" and "bolt" spells */
649 if (spell >= 128 + 12 && spell < 128 + 27) return (TRUE);
652 if (spell == 160 + 1) return (TRUE);
655 if (spell == 160 + 11) return (TRUE);
663 * Return TRUE if a spell is good for escaping.
665 static bool spell_escape(byte spell)
667 /* Blink or Teleport */
668 if (spell == 160 + 4 || spell == 160 + 5) return (TRUE);
670 /* Teleport the player away */
671 if (spell == 160 + 9 || spell == 160 + 10) return (TRUE);
673 /* Isn't good for escaping */
678 * Return TRUE if a spell is good for annoying the player.
680 static bool spell_annoy(byte spell)
683 if (spell == 96 + 0) return (TRUE);
685 /* Brain smash, et al (added curses) */
686 if (spell >= 128 + 9 && spell <= 128 + 14) return (TRUE);
688 /* Scare, confuse, blind, slow, paralyze */
689 if (spell >= 128 + 27 && spell <= 128 + 31) return (TRUE);
692 if (spell == 160 + 8) return (TRUE);
695 if (spell == 160 + 10) return (TRUE);
697 /* Darkness, make traps, cause amnesia */
698 if (spell >= 160 + 12 && spell <= 160 + 14) return (TRUE);
705 * Return TRUE if a spell summons help.
707 static bool spell_summon(byte spell)
709 /* All summon spells */
710 if (spell >= 160 + 16) return (TRUE);
718 * Return TRUE if a spell raise-dead.
720 static bool spell_raise(byte spell)
722 /* All raise-dead spells */
723 if (spell == 160 + 15) return (TRUE);
731 * Return TRUE if a spell is good in a tactical situation.
733 static bool spell_tactic(byte spell)
736 if (spell == 160 + 4) return (TRUE);
743 * Return TRUE if a spell makes invulnerable.
745 static bool spell_invulner(byte spell)
747 /* Invulnerability */
748 if (spell == 160 + 3) return (TRUE);
750 /* No invulnerability */
755 * Return TRUE if a spell hastes.
757 static bool spell_haste(byte spell)
760 if (spell == 160 + 0) return (TRUE);
762 /* Not a haste spell */
768 * Return TRUE if a spell world.
770 static bool spell_world(byte spell)
773 if (spell == 160 + 6) return (TRUE);
775 /* Not a haste spell */
781 * Return TRUE if a spell special.
783 static bool spell_special(byte spell)
785 if (p_ptr->inside_battle) return FALSE;
788 if (spell == 160 + 7) return (TRUE);
790 /* Not a haste spell */
796 * Return TRUE if a spell psycho-spear.
798 static bool spell_psy_spe(byte spell)
801 if (spell == 160 + 11) return (TRUE);
803 /* Not a haste spell */
809 * Return TRUE if a spell is good for healing.
811 static bool spell_heal(byte spell)
814 if (spell == 160 + 2) return (TRUE);
822 * Return TRUE if a spell is good for dispel.
824 static bool spell_dispel(byte spell)
827 if (spell == 96 + 2) return (TRUE);
835 * Check should monster cast dispel spell.
837 bool dispel_check(int m_idx)
839 monster_type *m_ptr = &m_list[m_idx];
840 monster_race *r_ptr = &r_info[m_ptr->r_idx];
842 /* Invulnabilty (including the song) */
843 if (IS_INVULN()) return (TRUE);
846 if (p_ptr->wraith_form) return (TRUE);
849 if (p_ptr->shield) return (TRUE);
852 if (p_ptr->magicdef) return (TRUE);
855 if (p_ptr->multishadow) return (TRUE);
858 if (p_ptr->dustrobe) return (TRUE);
860 /* Berserk Strength */
861 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) return (TRUE);
864 if (p_ptr->mimic_form == MIMIC_DEMON_LORD) return (TRUE);
866 /* Elemental resistances */
867 if (r_ptr->flags4 & RF4_BR_ACID)
869 if (!p_ptr->immune_acid && (p_ptr->oppose_acid || music_singing(MUSIC_RESIST))) return (TRUE);
870 if (p_ptr->special_defense & DEFENSE_ACID) return (TRUE);
873 if (r_ptr->flags4 & RF4_BR_FIRE)
875 if (!((p_ptr->prace == RACE_DEMON) && p_ptr->lev > 44))
877 if (!p_ptr->immune_fire && (p_ptr->oppose_fire || music_singing(MUSIC_RESIST))) return (TRUE);
878 if (p_ptr->special_defense & DEFENSE_FIRE) return (TRUE);
882 if (r_ptr->flags4 & RF4_BR_ELEC)
884 if (!p_ptr->immune_elec && (p_ptr->oppose_elec || music_singing(MUSIC_RESIST))) return (TRUE);
885 if (p_ptr->special_defense & DEFENSE_ELEC) return (TRUE);
888 if (r_ptr->flags4 & RF4_BR_COLD)
890 if (!p_ptr->immune_cold && (p_ptr->oppose_cold || music_singing(MUSIC_RESIST))) return (TRUE);
891 if (p_ptr->special_defense & DEFENSE_COLD) return (TRUE);
894 if (r_ptr->flags4 & (RF4_BR_POIS | RF4_BR_NUKE))
896 if (!((p_ptr->pclass == CLASS_NINJA) && p_ptr->lev > 44))
898 if (p_ptr->oppose_pois || music_singing(MUSIC_RESIST)) return (TRUE);
899 if (p_ptr->special_defense & DEFENSE_POIS) return (TRUE);
903 /* Ultimate resistance */
904 if (p_ptr->ult_res) return (TRUE);
906 /* Potion of Neo Tsuyosi special */
907 if (p_ptr->tsuyoshi) return (TRUE);
909 /* Elemental Brands */
910 if ((p_ptr->special_attack & ATTACK_ACID) && !(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return (TRUE);
911 if ((p_ptr->special_attack & ATTACK_FIRE) && !(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return (TRUE);
912 if ((p_ptr->special_attack & ATTACK_ELEC) && !(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return (TRUE);
913 if ((p_ptr->special_attack & ATTACK_COLD) && !(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return (TRUE);
914 if ((p_ptr->special_attack & ATTACK_POIS) && !(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return (TRUE);
917 if (p_ptr->pspeed < 145)
919 if (IS_FAST()) return (TRUE);
923 if (p_ptr->lightspeed && (m_ptr->mspeed < 136)) return (TRUE);
925 if (p_ptr->riding && (m_list[p_ptr->riding].mspeed < 135))
927 if (MON_FAST(&m_list[p_ptr->riding])) return (TRUE);
930 /* No need to cast dispel spell */
936 * Have a monster choose a spell from a list of "useful" spells.
938 * Note that this list does NOT include spells that will just hit
939 * other monsters, and the list is restricted when the monster is
940 * "desperate". Should that be the job of this function instead?
942 * Stupid monsters will just pick a spell randomly. Smart monsters
943 * will choose more "intelligently".
945 * Use the helper functions above to put spells into categories.
947 * This function may well be an efficiency bottleneck.
949 static int choose_attack_spell(int m_idx, byte spells[], byte num)
951 monster_type *m_ptr = &m_list[m_idx];
952 monster_race *r_ptr = &r_info[m_ptr->r_idx];
954 byte escape[96], escape_num = 0;
955 byte attack[96], attack_num = 0;
956 byte summon[96], summon_num = 0;
957 byte tactic[96], tactic_num = 0;
958 byte annoy[96], annoy_num = 0;
959 byte invul[96], invul_num = 0;
960 byte haste[96], haste_num = 0;
961 byte world[96], world_num = 0;
962 byte special[96], special_num = 0;
963 byte psy_spe[96], psy_spe_num = 0;
964 byte raise[96], raise_num = 0;
965 byte heal[96], heal_num = 0;
966 byte dispel[96], dispel_num = 0;
970 /* Stupid monsters choose randomly */
971 if (r_ptr->flags2 & (RF2_STUPID))
974 return (spells[randint0(num)]);
977 /* Categorize spells */
978 for (i = 0; i < num; i++)
981 if (spell_escape(spells[i])) escape[escape_num++] = spells[i];
984 if (spell_attack(spells[i])) attack[attack_num++] = spells[i];
987 if (spell_summon(spells[i])) summon[summon_num++] = spells[i];
989 /* Tactical spell? */
990 if (spell_tactic(spells[i])) tactic[tactic_num++] = spells[i];
992 /* Annoyance spell? */
993 if (spell_annoy(spells[i])) annoy[annoy_num++] = spells[i];
995 /* Invulnerability spell? */
996 if (spell_invulner(spells[i])) invul[invul_num++] = spells[i];
999 if (spell_haste(spells[i])) haste[haste_num++] = spells[i];
1002 if (spell_world(spells[i])) world[world_num++] = spells[i];
1004 /* Special spell? */
1005 if (spell_special(spells[i])) special[special_num++] = spells[i];
1007 /* Psycho-spear spell? */
1008 if (spell_psy_spe(spells[i])) psy_spe[psy_spe_num++] = spells[i];
1010 /* Raise-dead spell? */
1011 if (spell_raise(spells[i])) raise[raise_num++] = spells[i];
1014 if (spell_heal(spells[i])) heal[heal_num++] = spells[i];
1017 if (spell_dispel(spells[i])) dispel[dispel_num++] = spells[i];
1020 /*** Try to pick an appropriate spell type ***/
1023 if (world_num && (randint0(100) < 15) && !world_monster)
1025 /* Choose haste spell */
1026 return (world[randint0(world_num)]);
1032 bool success = FALSE;
1033 switch(m_ptr->r_idx)
1037 if ((m_ptr->hp < m_ptr->maxhp / 2) && r_info[MON_BANOR].max_num && r_info[MON_LUPART].max_num) success = TRUE;
1041 if (success) return (special[randint0(special_num)]);
1044 /* Still hurt badly, couldn't flee, attempt to heal */
1045 if (m_ptr->hp < m_ptr->maxhp / 3 && one_in_(2))
1047 /* Choose heal spell if possible */
1048 if (heal_num) return (heal[randint0(heal_num)]);
1051 /* Hurt badly or afraid, attempt to flee */
1052 if (((m_ptr->hp < m_ptr->maxhp / 3) || MON_MONFEAR(m_ptr)) && one_in_(2))
1054 /* Choose escape spell if possible */
1055 if (escape_num) return (escape[randint0(escape_num)]);
1061 bool success = FALSE;
1062 switch (m_ptr->r_idx)
1068 case MON_BANORLUPART:
1069 if (randint0(100) < 70) success = TRUE;
1072 if (randint0(100) < 40) success = TRUE;
1075 if (randint0(100) < 50) success = TRUE;
1078 if (success) return (special[randint0(special_num)]);
1081 /* Player is close and we have attack spells, blink away */
1082 if ((distance(py, px, m_ptr->fy, m_ptr->fx) < 4) && (attack_num || (r_ptr->flags6 & RF6_TRAPS)) && (randint0(100) < 75) && !world_monster)
1084 /* Choose tactical spell */
1085 if (tactic_num) return (tactic[randint0(tactic_num)]);
1088 /* Summon if possible (sometimes) */
1089 if (summon_num && (randint0(100) < 40))
1091 /* Choose summon spell */
1092 return (summon[randint0(summon_num)]);
1096 if (dispel_num && one_in_(2))
1098 /* Choose dispel spell if possible */
1099 if (dispel_check(m_idx))
1101 return (dispel[randint0(dispel_num)]);
1105 /* Raise-dead if possible (sometimes) */
1106 if (raise_num && (randint0(100) < 40))
1108 /* Choose raise-dead spell */
1109 return (raise[randint0(raise_num)]);
1112 /* Attack spell (most of the time) */
1115 if (psy_spe_num && (randint0(100) < 50))
1117 /* Choose attack spell */
1118 return (psy_spe[randint0(psy_spe_num)]);
1120 else if (attack_num && (randint0(100) < 40))
1122 /* Choose attack spell */
1123 return (attack[randint0(attack_num)]);
1126 else if (attack_num && (randint0(100) < 85))
1128 /* Choose attack spell */
1129 return (attack[randint0(attack_num)]);
1132 /* Try another tactical spell (sometimes) */
1133 if (tactic_num && (randint0(100) < 50) && !world_monster)
1135 /* Choose tactic spell */
1136 return (tactic[randint0(tactic_num)]);
1139 /* Cast globe of invulnerability if not already in effect */
1140 if (invul_num && !m_ptr->mtimed[MTIMED_INVULNER] && (randint0(100) < 50))
1142 /* Choose Globe of Invulnerability */
1143 return (invul[randint0(invul_num)]);
1146 /* We're hurt (not badly), try to heal */
1147 if ((m_ptr->hp < m_ptr->maxhp * 3 / 4) && (randint0(100) < 25))
1149 /* Choose heal spell if possible */
1150 if (heal_num) return (heal[randint0(heal_num)]);
1153 /* Haste self if we aren't already somewhat hasted (rarely) */
1154 if (haste_num && (randint0(100) < 20) && !MON_FAST(m_ptr))
1156 /* Choose haste spell */
1157 return (haste[randint0(haste_num)]);
1160 /* Annoy player (most of the time) */
1161 if (annoy_num && (randint0(100) < 80))
1163 /* Choose annoyance spell */
1164 return (annoy[randint0(annoy_num)]);
1167 /* Choose no spell */
1173 * Return TRUE if a spell is inate spell.
1175 bool spell_is_inate(u16b spell)
1177 if (spell < 32 * 4) /* Set RF4 */
1179 if ((1L << (spell - 32 * 3)) & RF4_NOMAGIC_MASK) return TRUE;
1181 else if (spell < 32 * 5) /* Set RF5 */
1183 if ((1L << (spell - 32 * 4)) & RF5_NOMAGIC_MASK) return TRUE;
1185 else if (spell < 32 * 6) /* Set RF6 */
1187 if ((1L << (spell - 32 * 5)) & RF6_NOMAGIC_MASK) return TRUE;
1190 /* This spell is not "inate" */
1195 static bool adjacent_grid_check(monster_type *m_ptr, int *yp, int *xp,
1196 int f_flag, bool (*path_check)(int, int, int, int))
1200 static int tonari_y[4][8] = {{-1, -1, -1, 0, 0, 1, 1, 1},
1201 {-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 static int tonari_x[4][8] = {{-1, 0, 1, -1, 1, -1, 0, 1},
1205 { 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}};
1209 if (m_ptr->fy < py && m_ptr->fx < px) tonari = 0;
1210 else if (m_ptr->fy < py) tonari = 1;
1211 else if (m_ptr->fx < px) tonari = 2;
1214 for (i = 0; i < 8; i++)
1216 int next_x = *xp + tonari_x[tonari][i];
1217 int next_y = *yp + tonari_y[tonari][i];
1220 /* Access the next grid */
1221 c_ptr = &cave[next_y][next_x];
1223 /* Skip this feature */
1224 if (!cave_have_flag_grid(c_ptr, f_flag)) continue;
1226 if (path_check(m_ptr->fy, m_ptr->fx, next_y, next_x))
1237 #define DO_SPELL_NONE 0
1238 #define DO_SPELL_BR_LITE 1
1239 #define DO_SPELL_BR_DISI 2
1240 #define DO_SPELL_BA_LITE 3
1243 * Creatures can cast spells, shoot missiles, and breathe.
1245 * Returns "TRUE" if a spell (or whatever) was (successfully) cast.
1247 * XXX XXX XXX This function could use some work, but remember to
1248 * keep it as optimized as possible, while retaining generic code.
1250 * Verify the various "blind-ness" checks in the code.
1252 * XXX XXX XXX Note that several effects should really not be "seen"
1253 * if the player is blind. See also "effects.c" for other "mistakes".
1255 * Perhaps monsters should breathe at locations *near* the player,
1256 * since this would allow them to inflict "partial" damage.
1258 * Perhaps smart monsters should decline to use "bolt" spells if
1259 * there is a monster in the way, unless they wish to kill it.
1261 * Note that, to allow the use of the "track_target" option at some
1262 * later time, certain non-optimal things are done in the code below,
1263 * including explicit checks against the "direct" variable, which is
1264 * currently always true by the time it is checked, but which should
1265 * really be set according to an explicit "projectable()" test, and
1266 * the use of generic "x,y" locations instead of the player location,
1267 * with those values being initialized with the player location.
1269 * It will not be possible to "correctly" handle the case in which a
1270 * monster attempts to attack a location which is thought to contain
1271 * the player, but which in fact is nowhere near the player, since this
1272 * might induce all sorts of messages about the attack itself, and about
1273 * the effects of the attack, which the player might or might not be in
1274 * a position to observe. Thus, for simplicity, it is probably best to
1275 * only allow "faulty" attacks by a monster if one of the important grids
1276 * (probably the initial or final grid) is in fact in view of the player.
1277 * It may be necessary to actually prevent spell attacks except when the
1278 * monster actually has line of sight to the player. Note that a monster
1279 * could be left in a bizarre situation after the player ducked behind a
1280 * pillar and then teleported away, for example.
1282 * Note that certain spell attacks do not use the "project()" function
1283 * but "simulate" it via the "direct" variable, which is always at least
1284 * as restrictive as the "project()" function. This is necessary to
1285 * prevent "blindness" attacks and such from bending around walls, etc,
1286 * and to allow the use of the "track_target" option in the future.
1288 * Note that this function attempts to optimize the use of spells for the
1289 * cases in which the monster has no spells, or has spells but cannot use
1290 * them, or has spells but they will have no "useful" effect. Note that
1291 * this function has been an efficiency bottleneck in the past.
1293 * Note the special "MFLAG_NICE" flag, which prevents a monster from using
1294 * any spell attacks until the player has had a single chance to move.
1296 bool make_attack_spell(int m_idx)
1298 int k, thrown_spell = 0, rlev, failrate;
1299 byte spell[96], num = 0;
1301 monster_type *m_ptr = &m_list[m_idx];
1302 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1307 bool no_inate = FALSE;
1308 bool do_spell = DO_SPELL_NONE;
1311 int s_num_6 = (easy_band ? 2 : 6);
1312 int s_num_4 = (easy_band ? 1 : 4);
1313 int rad = 0; //For elemental spells
1315 /* Target location */
1319 /* Target location for lite breath */
1326 /* Extract the blind-ness */
1327 bool blind = (p_ptr->blind ? TRUE : FALSE);
1329 /* Extract the "see-able-ness" */
1330 bool seen = (!blind && m_ptr->ml);
1332 bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
1333 bool learnable = (seen && maneable && !world_monster);
1335 /* Check "projectable" */
1338 bool in_no_magic_dungeon = (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && dun_level
1339 && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest));
1341 bool can_use_lite_area = FALSE;
1345 /* Cannot cast spells when confused */
1346 if (MON_CONFUSED(m_ptr))
1348 reset_target(m_ptr);
1352 /* Cannot cast spells when nice */
1353 if (m_ptr->mflag & MFLAG_NICE) return (FALSE);
1354 if (!is_hostile(m_ptr)) return (FALSE);
1357 /* Sometimes forbid inate attacks (breaths) */
1358 if (randint0(100) >= (r_ptr->freq_spell * 2)) no_inate = TRUE;
1360 /* XXX XXX XXX Handle "track_target" option (?) */
1363 /* Extract the racial spell flags */
1368 /*** require projectable player ***/
1371 if ((m_ptr->cdis > MAX_RANGE) && !m_ptr->target_y) return (FALSE);
1373 /* Check path for lite breath */
1374 if (f4 & RF4_BR_LITE)
1379 if (los(m_ptr->fy, m_ptr->fx, y_br_lite, x_br_lite))
1381 feature_type *f_ptr = &f_info[cave[y_br_lite][x_br_lite].feat];
1383 if (!have_flag(f_ptr->flags, FF_LOS))
1385 if (have_flag(f_ptr->flags, FF_PROJECT) && one_in_(2)) f4 &= ~(RF4_BR_LITE);
1389 /* Check path to next grid */
1390 else if (!adjacent_grid_check(m_ptr, &y_br_lite, &x_br_lite, FF_LOS, los)) f4 &= ~(RF4_BR_LITE);
1392 /* Don't breath lite to the wall if impossible */
1393 if (!(f4 & RF4_BR_LITE))
1401 if (projectable(m_ptr->fy, m_ptr->fx, y, x))
1403 feature_type *f_ptr = &f_info[cave[y][x].feat];
1405 if (!have_flag(f_ptr->flags, FF_PROJECT))
1407 /* Breath disintegration to the wall if possible */
1408 if ((f4 & RF4_BR_DISI) && have_flag(f_ptr->flags, FF_HURT_DISI) && one_in_(2)) do_spell = DO_SPELL_BR_DISI;
1410 /* Breath lite to the transparent wall if possible */
1411 else if ((f4 & RF4_BR_LITE) && have_flag(f_ptr->flags, FF_LOS) && one_in_(2)) do_spell = DO_SPELL_BR_LITE;
1415 /* Check path to next grid */
1418 bool success = FALSE;
1420 if ((f4 & RF4_BR_DISI) && (m_ptr->cdis < MAX_RANGE/2) &&
1421 in_disintegration_range(m_ptr->fy, m_ptr->fx, y, x) &&
1422 (one_in_(10) || (projectable(y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
1424 do_spell = DO_SPELL_BR_DISI;
1427 else if ((f4 & RF4_BR_LITE) && (m_ptr->cdis < MAX_RANGE/2) &&
1428 los(m_ptr->fy, m_ptr->fx, y, x) && one_in_(5))
1430 do_spell = DO_SPELL_BR_LITE;
1433 else if ((f5 & RF5_BA_LITE) && (m_ptr->cdis <= MAX_RANGE))
1436 get_project_point(m_ptr->fy, m_ptr->fx, &by, &bx, 0L);
1437 if ((distance(by, bx, y, x) <= 3) && los(by, bx, y, x) && one_in_(5))
1439 do_spell = DO_SPELL_BA_LITE;
1444 if (!success) success = adjacent_grid_check(m_ptr, &y, &x, FF_PROJECT, projectable);
1448 if (m_ptr->target_y && m_ptr->target_x)
1450 y = m_ptr->target_y;
1451 x = m_ptr->target_x;
1452 f4 &= (RF4_INDIRECT_MASK);
1453 f5 &= (RF5_INDIRECT_MASK);
1454 f6 &= (RF6_INDIRECT_MASK);
1458 if (y_br_lite && x_br_lite && (m_ptr->cdis < MAX_RANGE/2) && one_in_(5))
1464 do_spell = DO_SPELL_BR_LITE;
1467 else f4 |= (RF4_BR_LITE);
1472 if (!success) return FALSE;
1475 reset_target(m_ptr);
1477 /* Extract the monster level */
1478 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1480 /* Forbid inate attacks sometimes */
1483 f4 &= ~(RF4_NOMAGIC_MASK);
1484 f5 &= ~(RF5_NOMAGIC_MASK);
1485 f6 &= ~(RF6_NOMAGIC_MASK);
1488 if (f6 & RF6_DARKNESS)
1490 if ((p_ptr->pclass == CLASS_NINJA) &&
1491 !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
1492 !(r_ptr->flags7 & RF7_DARK_MASK))
1493 can_use_lite_area = TRUE;
1495 if (!(r_ptr->flags2 & RF2_STUPID))
1497 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
1498 else if ((p_ptr->pclass == CLASS_NINJA) && !can_use_lite_area) f6 &= ~(RF6_DARKNESS);
1502 if (in_no_magic_dungeon && !(r_ptr->flags2 & RF2_STUPID))
1504 f4 &= (RF4_NOMAGIC_MASK);
1505 f5 &= (RF5_NOMAGIC_MASK);
1506 f6 &= (RF6_NOMAGIC_MASK);
1509 if (r_ptr->flags2 & RF2_SMART)
1511 /* Hack -- allow "desperate" spells */
1512 if ((m_ptr->hp < m_ptr->maxhp / 10) &&
1513 (randint0(100) < 50))
1515 /* Require intelligent spells */
1516 f4 &= (RF4_INT_MASK);
1517 f5 &= (RF5_INT_MASK);
1518 f6 &= (RF6_INT_MASK);
1521 /* Hack -- decline "teleport level" in some case */
1522 if ((f6 & RF6_TELE_LEVEL) && TELE_LEVEL_IS_INEFF(0))
1524 f6 &= ~(RF6_TELE_LEVEL);
1528 /* No spells left */
1529 if (!f4 && !f5 && !f6) return (FALSE);
1531 /* Remove the "ineffective" spells */
1532 remove_bad_spells(m_idx, &f4, &f5, &f6);
1534 if (p_ptr->inside_arena || p_ptr->inside_battle)
1536 f4 &= ~(RF4_SUMMON_MASK);
1537 f5 &= ~(RF5_SUMMON_MASK);
1538 f6 &= ~(RF6_SUMMON_MASK | RF6_TELE_LEVEL);
1540 if (m_ptr->r_idx == MON_ROLENTO) f6 &= ~(RF6_SPECIAL);
1543 /* No spells left */
1544 if (!f4 && !f5 && !f6) return (FALSE);
1546 if (!(r_ptr->flags2 & RF2_STUPID))
1548 if (!p_ptr->csp) f5 &= ~(RF5_DRAIN_MANA);
1550 /* Check for a clean bolt shot */
1551 if (((f4 & RF4_BOLT_MASK) ||
1552 (f5 & RF5_BOLT_MASK) ||
1553 (f6 & RF6_BOLT_MASK)) &&
1554 !clean_shot(m_ptr->fy, m_ptr->fx, py, px, FALSE))
1556 /* Remove spells that will only hurt friends */
1557 f4 &= ~(RF4_BOLT_MASK);
1558 f5 &= ~(RF5_BOLT_MASK);
1559 f6 &= ~(RF6_BOLT_MASK);
1562 /* Check for a possible summon */
1563 if (((f4 & RF4_SUMMON_MASK) ||
1564 (f5 & RF5_SUMMON_MASK) ||
1565 (f6 & RF6_SUMMON_MASK)) &&
1566 !(summon_possible(y, x)))
1568 /* Remove summoning spells */
1569 f4 &= ~(RF4_SUMMON_MASK);
1570 f5 &= ~(RF5_SUMMON_MASK);
1571 f6 &= ~(RF6_SUMMON_MASK);
1574 /* Check for a possible raise dead */
1575 if ((f6 & RF6_RAISE_DEAD) && !raise_possible(m_ptr))
1577 /* Remove raise dead spell */
1578 f6 &= ~(RF6_RAISE_DEAD);
1581 /* Special moves restriction */
1582 if (f6 & RF6_SPECIAL)
1584 if ((m_ptr->r_idx == MON_ROLENTO) && !summon_possible(y, x))
1586 f6 &= ~(RF6_SPECIAL);
1590 /* No spells left */
1591 if (!f4 && !f5 && !f6) return (FALSE);
1594 /* Extract the "inate" spells */
1595 for (k = 0; k < 32; k++)
1597 if (f4 & (1L << k)) spell[num++] = k + 32 * 3;
1600 /* Extract the "normal" spells */
1601 for (k = 0; k < 32; k++)
1603 if (f5 & (1L << k)) spell[num++] = k + 32 * 4;
1606 /* Extract the "bizarre" spells */
1607 for (k = 0; k < 32; k++)
1609 if (f6 & (1L << k)) spell[num++] = k + 32 * 5;
1612 /* No spells left */
1613 if (!num) return (FALSE);
1615 /* Stop if player is dead or gone */
1616 if (!p_ptr->playing || p_ptr->is_dead) return (FALSE);
1618 /* Stop if player is leaving */
1619 if (p_ptr->leaving) return (FALSE);
1621 /* Get the monster name (or "it") */
1622 monster_desc(m_name, m_ptr, 0x00);
1625 /* Get the monster possessive ("his"/"her"/"its") */
1626 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
1636 thrown_spell = choose_attack_spell(m_idx, spell, num);
1637 if (thrown_spell) break;
1642 case DO_SPELL_BR_LITE:
1643 thrown_spell = 96+14; /* RF4_BR_LITE */
1646 case DO_SPELL_BR_DISI:
1647 thrown_spell = 96+31; /* RF4_BR_DISI */
1650 case DO_SPELL_BA_LITE:
1651 thrown_spell = 128+20; /* RF5_BA_LITE */
1655 return FALSE; /* Paranoia */
1658 /* Abort if no spell was chosen */
1659 if (!thrown_spell) return (FALSE);
1661 /* Calculate spell failure rate */
1662 failrate = 25 - (rlev + 3) / 4;
1664 /* Hack -- Stupid monsters will never fail (for jellies and such) */
1665 if (r_ptr->flags2 & RF2_STUPID) failrate = 0;
1667 /* Check for spell failure (inate attacks never fail) */
1668 if (!spell_is_inate(thrown_spell)
1669 && (in_no_magic_dungeon || (MON_STUNNED(m_ptr) && one_in_(2)) || (randint0(100) < failrate)))
1674 msg_format("%^s¤Ï¼öʸ¤ò¾§¤¨¤è¤¦¤È¤·¤¿¤¬¼ºÇÔ¤·¤¿¡£", m_name);
1676 msg_format("%^s tries to cast a spell, but fails.", m_name);
1682 /* Hex: Anti Magic Barrier */
1683 if (!spell_is_inate(thrown_spell) && magic_barrier(m_idx))
1686 msg_format("È¿ËâË¡¥Ð¥ê¥¢¤¬%^s¤Î¼öʸ¤ò¤«¤¾Ã¤·¤¿¡£", m_name);
1688 msg_format("Anti magic barrier cancels the spell which %^s casts.");
1694 direct = player_bold(y, x);
1696 can_remember = is_original_ap_and_seen(m_ptr);
1698 /* Cast the spell. */
1699 switch (thrown_spell)
1706 msg_format("%^s¤¬¤«¤ó¹â¤¤¶âÀÚ¤êÀ¼¤ò¤¢¤²¤¿¡£", m_name);
1708 msg_format("%^s makes a high pitched shriek.", m_name);
1711 aggravate_monsters(m_idx);
1725 if (!direct) return (FALSE);
1728 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
1729 else msg_format("%^s¤¬ËâÎϾõî¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
1731 if (blind) msg_format("%^s mumbles powerfully.", m_name);
1732 else msg_format("%^s invokes a dispel magic.", m_name);
1735 if (p_ptr->riding) dispel_monster_status(p_ptr->riding);
1738 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1739 msg_print("¤ä¤ê¤ä¤¬¤Ã¤¿¤Ê¡ª");
1741 learn_spell(MS_DISPEL);
1750 if (blind) msg_format("%^s¤¬²¿¤«¤ò¼Í¤Ã¤¿¡£", m_name);
1752 if (blind) msg_format("%^s shoots something.", m_name);
1756 else msg_format("%^s¤¬¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£", m_name);
1758 else msg_format("%^s fires a rocket.", m_name);
1761 dam = ((m_ptr->hp / 4) > 800 ? 800 : (m_ptr->hp / 4));
1762 breath(y, x, m_idx, GF_ROCKET,
1763 dam, 2, FALSE, MS_ROCKET, learnable);
1764 update_smart_learn(m_idx, DRS_SHARD);
1771 if (!direct) return (FALSE);
1774 if (blind) msg_format("%^s¤¬´ñ̯¤Ê²»¤òȯ¤·¤¿¡£", m_name);
1776 if (blind) msg_format("%^s makes a strange noise.", m_name);
1780 else msg_format("%^s¤¬Ìð¤òÊü¤Ã¤¿¡£", m_name);
1782 else msg_format("%^s fires an arrow.", m_name);
1785 dam = damroll(r_ptr->blow[0].d_dice, r_ptr->blow[0].d_side);
1786 bolt(m_idx, GF_ARROW, dam, MS_SHOOT, learnable);
1787 update_smart_learn(m_idx, DRS_REFLECT);
1817 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1819 if (blind) msg_format("%^s breathes.", m_name);
1823 else msg_format("%^s¤¬»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1825 else msg_format("%^s breathes acid.", m_name);
1828 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1829 breath(y, x, m_idx, GF_ACID, dam, 0, TRUE, MS_BR_ACID, learnable);
1830 update_smart_learn(m_idx, DRS_ACID);
1839 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1841 if (blind) msg_format("%^s breathes.", m_name);
1845 else msg_format("%^s¤¬°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1847 else msg_format("%^s breathes lightning.", m_name);
1850 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1851 breath(y, x, m_idx, GF_ELEC, dam,0, TRUE, MS_BR_ELEC, learnable);
1852 update_smart_learn(m_idx, DRS_ELEC);
1861 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1863 if (blind) msg_format("%^s breathes.", m_name);
1867 else msg_format("%^s¤¬²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1869 else msg_format("%^s breathes fire.", m_name);
1872 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1873 breath(y, x, m_idx, GF_FIRE, dam,0, TRUE, MS_BR_FIRE, learnable);
1874 update_smart_learn(m_idx, DRS_FIRE);
1883 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1885 if (blind) msg_format("%^s breathes.", m_name);
1889 else msg_format("%^s¤¬Î䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1891 else msg_format("%^s breathes frost.", m_name);
1894 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1895 breath(y, x, m_idx, GF_COLD, dam,0, TRUE, MS_BR_COLD, learnable);
1896 update_smart_learn(m_idx, DRS_COLD);
1905 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1907 if (blind) msg_format("%^s breathes.", m_name);
1911 else msg_format("%^s¤¬¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1913 else msg_format("%^s breathes gas.", m_name);
1916 dam = ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3));
1917 breath(y, x, m_idx, GF_POIS, dam, 0, TRUE, MS_BR_POIS, learnable);
1918 update_smart_learn(m_idx, DRS_POIS);
1928 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1930 if (blind) msg_format("%^s breathes.", m_name);
1934 else msg_format("%^s¤¬ÃϹö¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1936 else msg_format("%^s breathes nether.", m_name);
1939 dam = ((m_ptr->hp / 6) > 550 ? 550 : (m_ptr->hp / 6));
1940 breath(y, x, m_idx, GF_NETHER, dam,0, TRUE, MS_BR_NETHER, learnable);
1941 update_smart_learn(m_idx, DRS_NETH);
1950 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1952 if (blind) msg_format("%^s breathes.", m_name);
1956 else msg_format("%^s¤¬Á®¸÷¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1958 else msg_format("%^s breathes light.", m_name);
1961 dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6));
1962 breath(y_br_lite, x_br_lite, m_idx, GF_LITE, dam,0, TRUE, MS_BR_LITE, learnable);
1963 update_smart_learn(m_idx, DRS_LITE);
1972 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1974 if (blind) msg_format("%^s breathes.", m_name);
1978 else msg_format("%^s¤¬°Å¹õ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1980 else msg_format("%^s breathes darkness.", m_name);
1983 dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6));
1984 breath(y, x, m_idx, GF_DARK, dam,0, TRUE, MS_BR_DARK, learnable);
1985 update_smart_learn(m_idx, DRS_DARK);
1994 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1996 if (blind) msg_format("%^s breathes.", m_name);
2000 else msg_format("%^s¤¬º®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2002 else msg_format("%^s breathes confusion.", m_name);
2005 dam = ((m_ptr->hp / 6) > 450 ? 450 : (m_ptr->hp / 6));
2006 breath(y, x, m_idx, GF_CONFUSION, dam,0, TRUE, MS_BR_CONF, learnable);
2007 update_smart_learn(m_idx, DRS_CONF);
2015 if (m_ptr->r_idx == MON_JAIAN)
2017 msg_format("¡Ö¥Ü¥©¥¨¡Á¡Á¡Á¡Á¡Á¡Á¡×");
2019 msg_format("'Booooeeeeee'");
2022 else if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2024 else if (blind) msg_format("%^s breathes.", m_name);
2028 else msg_format("%^s¤¬¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2030 else msg_format("%^s breathes sound.", m_name);
2033 dam = ((m_ptr->hp / 6) > 450 ? 450 : (m_ptr->hp / 6));
2034 breath(y, x, m_idx, GF_SOUND, dam,0, TRUE, MS_BR_SOUND, learnable);
2035 update_smart_learn(m_idx, DRS_SOUND);
2044 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2046 if (blind) msg_format("%^s breathes.", m_name);
2050 else msg_format("%^s¤¬¥«¥ª¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2052 else msg_format("%^s breathes chaos.", m_name);
2055 dam = ((m_ptr->hp / 6) > 600 ? 600 : (m_ptr->hp / 6));
2056 breath(y, x, m_idx, GF_CHAOS, dam,0, TRUE, MS_BR_CHAOS, learnable);
2057 update_smart_learn(m_idx, DRS_CHAOS);
2066 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2068 if (blind) msg_format("%^s breathes.", m_name);
2072 else msg_format("%^s¤¬Îô²½¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2074 else msg_format("%^s breathes disenchantment.", m_name);
2077 dam = ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6));
2078 breath(y, x, m_idx, GF_DISENCHANT, dam,0, TRUE, MS_BR_DISEN, learnable);
2079 update_smart_learn(m_idx, DRS_DISEN);
2088 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2090 if (blind) msg_format("%^s breathes.", m_name);
2094 else msg_format("%^s¤¬°ø²Ìº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2096 else msg_format("%^s breathes nexus.", m_name);
2099 dam = ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3));
2100 breath(y, x, m_idx, GF_NEXUS, dam,0, TRUE, MS_BR_NEXUS, learnable);
2101 update_smart_learn(m_idx, DRS_NEXUS);
2110 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2112 if (blind) msg_format("%^s breathes.", m_name);
2116 else msg_format("%^s¤¬»þ´ÖµÕž¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2118 else msg_format("%^s breathes time.", m_name);
2121 dam = ((m_ptr->hp / 3) > 150 ? 150 : (m_ptr->hp / 3));
2122 breath(y, x, m_idx, GF_TIME, dam,0, TRUE, MS_BR_TIME, learnable);
2131 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2133 if (blind) msg_format("%^s breathes.", m_name);
2137 else msg_format("%^s¤¬ÃÙÆߤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2139 else msg_format("%^s breathes inertia.", m_name);
2142 dam = ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6));
2143 breath(y, x, m_idx, GF_INERTIA, dam,0, TRUE, MS_BR_INERTIA, learnable);
2152 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2154 if (blind) msg_format("%^s breathes.", m_name);
2158 else msg_format("%^s¤¬½ÅÎϤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2160 else msg_format("%^s breathes gravity.", m_name);
2163 dam = ((m_ptr->hp / 3) > 200 ? 200 : (m_ptr->hp / 3));
2164 breath(y, x, m_idx, GF_GRAVITY, dam,0, TRUE, MS_BR_GRAVITY, learnable);
2172 if (m_ptr->r_idx == MON_BOTEI)
2174 msg_format("¡Ö¥ÜÄë¥Ó¥ë¥«¥Ã¥¿¡¼¡ª¡ª¡ª¡×");
2176 msg_format("'Boty-Build cutter!!!'");
2179 else if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2181 else if (blind) msg_format("%^s breathes.", m_name);
2185 else msg_format("%^s¤¬ÇËÊҤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2187 else msg_format("%^s breathes shards.", m_name);
2190 dam = ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6));
2191 breath(y, x, m_idx, GF_SHARDS, dam,0, TRUE, MS_BR_SHARDS, learnable);
2192 update_smart_learn(m_idx, DRS_SHARD);
2201 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2203 if (blind) msg_format("%^s breathes.", m_name);
2207 else msg_format("%^s¤¬¥×¥é¥º¥Þ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2209 else msg_format("%^s breathes plasma.", m_name);
2212 dam = ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6));
2213 breath(y, x, m_idx, GF_PLASMA, dam,0, TRUE, MS_BR_PLASMA, learnable);
2222 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2224 if (blind) msg_format("%^s breathes.", m_name);
2228 else msg_format("%^s¤¬¥Õ¥©¡¼¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2230 else msg_format("%^s breathes force.", m_name);
2233 dam = ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6));
2234 breath(y, x, m_idx, GF_FORCE, dam,0, TRUE, MS_BR_FORCE, learnable);
2243 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2245 if (blind) msg_format("%^s breathes.", m_name);
2249 else msg_format("%^s¤¬ËâÎϤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2251 else msg_format("%^s breathes mana.", m_name);
2253 dam = ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3));
2254 breath(y, x, m_idx, GF_MANA, dam,0, TRUE, MS_BR_MANA, learnable);
2263 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2265 if (blind) msg_format("%^s mumbles.", m_name);
2269 else msg_format("%^s¤¬Êü¼Íǽµå¤òÊü¤Ã¤¿¡£", m_name);
2271 else msg_format("%^s casts a ball of radiation.", m_name);
2274 dam = (rlev + damroll(10, 6)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2275 breath(y, x, m_idx, GF_NUKE, dam, 2, FALSE, MS_BALL_NUKE, learnable);
2276 update_smart_learn(m_idx, DRS_POIS);
2285 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2287 if (blind) msg_format("%^s breathes.", m_name);
2291 else msg_format("%^s¤¬Êü¼ÍÀÇÑ´þʪ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2293 else msg_format("%^s breathes toxic waste.", m_name);
2296 dam = ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3));
2297 breath(y, x, m_idx, GF_NUKE, dam,0, TRUE, MS_BR_NUKE, learnable);
2298 update_smart_learn(m_idx, DRS_POIS);
2307 if (blind) msg_format("%^s¤¬¶²¤í¤·¤²¤Ë¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2309 if (blind) msg_format("%^s mumbles frighteningly.", m_name);
2313 else msg_format("%^s¤¬½ã¥í¥°¥ë¥¹¤òÊü¤Ã¤¿¡£", m_name);/*nuke me*/
2315 else msg_format("%^s invokes a raw Logrus.", m_name);
2318 dam = ((r_ptr->flags2 & RF2_POWERFUL) ? (rlev * 3) : (rlev * 2))+ damroll(10, 10);
2319 breath(y, x, m_idx, GF_CHAOS, dam, 4, FALSE, MS_BALL_CHAOS, learnable);
2320 update_smart_learn(m_idx, DRS_CHAOS);
2329 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2331 if (blind) msg_format("%^s breathes.", m_name);
2335 else msg_format("%^s¤¬Ê¬²ò¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2337 else msg_format("%^s breathes disintegration.", m_name);
2340 dam = ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6));
2341 breath(y, x, m_idx, GF_DISINTEGRATE, dam,0, TRUE, MS_BR_DISI, learnable);
2352 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2353 else msg_format("%^s¤¬¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2355 if (blind) msg_format("%^s mumbles.", m_name);
2356 else msg_format("%^s casts an acid ball.", m_name);
2358 if (r_ptr->flags2 & RF2_POWERFUL)
2361 dam = (rlev * 4) + 50 + damroll(10, 10);
2366 dam = (randint1(rlev * 3) + 15);
2368 breath(y, x, m_idx, GF_ACID, dam, rad, FALSE, MS_BALL_ACID, learnable);
2369 update_smart_learn(m_idx, DRS_ACID);
2376 int rad = (r_ptr->flags2 & RF2_POWERFUL) ? 4 : 2;
2379 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2380 else msg_format("%^s¤¬¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2382 if (blind) msg_format("%^s mumbles.", m_name);
2383 else msg_format("%^s casts a lightning ball.", m_name);
2385 if (r_ptr->flags2 & RF2_POWERFUL)
2388 dam = (rlev * 4) + 50 + damroll(10, 10);
2393 dam = (randint1(rlev * 3 / 2) + 8);
2395 breath(y, x, m_idx, GF_ELEC, dam, rad, FALSE, MS_BALL_ELEC, learnable);
2396 update_smart_learn(m_idx, DRS_ELEC);
2403 int rad = (r_ptr->flags2 & RF2_POWERFUL) ? 4 : 2;
2406 if (m_ptr->r_idx == MON_ROLENTO)
2410 msg_format("%s¤¬²¿¤«¤òÅꤲ¤¿¡£", m_name);
2412 msg_format("%s¤Ï¼êÜØÃƤòÅꤲ¤¿¡£", m_name);
2415 msg_format("%^s throws something.", m_name);
2417 msg_format("%^s throws a hand grenade.", m_name);
2423 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2424 else msg_format("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2426 if (blind) msg_format("%^s mumbles.", m_name);
2427 else msg_format("%^s casts a fire ball.", m_name);
2431 if (r_ptr->flags2 & RF2_POWERFUL)
2434 dam = (rlev * 4) + 50 + damroll(10, 10);
2439 dam = (randint1(rlev * 7 / 2) + 10);
2441 breath(y, x, m_idx, GF_FIRE, dam, rad, FALSE, MS_BALL_FIRE, learnable);
2442 update_smart_learn(m_idx, DRS_FIRE);
2449 int rad = (r_ptr->flags2 & RF2_POWERFUL) ? 4 : 2;
2452 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2453 else msg_format("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2455 if (blind) msg_format("%^s mumbles.", m_name);
2456 else msg_format("%^s casts a frost ball.", m_name);
2458 if (r_ptr->flags2 & RF2_POWERFUL)
2461 dam = (rlev * 4) + 50 + damroll(10, 10);
2466 dam = (randint1(rlev * 3 / 2) + 10);
2468 breath(y, x, m_idx, GF_COLD, dam, rad, FALSE, MS_BALL_COLD, learnable);
2469 update_smart_learn(m_idx, DRS_COLD);
2478 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2480 if (blind) msg_format("%^s mumbles.", m_name);
2484 else msg_format("%^s¤¬°½±À¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2486 else msg_format("%^s casts a stinking cloud.", m_name);
2489 dam = damroll(12, 2) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2490 breath(y, x, m_idx, GF_POIS, dam, 2, FALSE, MS_BALL_POIS, learnable);
2491 update_smart_learn(m_idx, DRS_POIS);
2500 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2502 if (blind) msg_format("%^s mumbles.", m_name);
2506 else msg_format("%^s¤¬ÃϹöµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2508 else msg_format("%^s casts a nether ball.", m_name);
2511 dam = 50 + damroll(10, 10) + (rlev * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1));
2512 breath(y, x, m_idx, GF_NETHER, dam, 2, FALSE, MS_BALL_NETHER, learnable);
2513 update_smart_learn(m_idx, DRS_NETH);
2522 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2524 if (blind) msg_format("%^s mumbles.", m_name);
2528 else msg_format("%^s¤¬Î®¤ì¤ë¤è¤¦¤Ê¿È¿¶¤ê¤ò¤·¤¿¡£", m_name);
2530 else msg_format("%^s gestures fluidly.", m_name);
2534 msg_print("¤¢¤Ê¤¿¤Ï±²´¬¤¤Ë°û¤ß¹þ¤Þ¤ì¤¿¡£");
2536 msg_print("You are engulfed in a whirlpool.");
2539 dam = ((r_ptr->flags2 & RF2_POWERFUL) ? randint1(rlev * 3) : randint1(rlev * 2)) + 50;
2540 breath(y, x, m_idx, GF_WATER, dam, 4, FALSE, MS_BALL_WATER, learnable);
2549 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2551 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2555 else msg_format("%^s¤¬ËâÎϤÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2557 else msg_format("%^s invokes a mana storm.", m_name);
2560 dam = (rlev * 4) + 50 + damroll(10, 10);
2561 breath(y, x, m_idx, GF_MANA, dam, 4, FALSE, MS_BALL_MANA, learnable);
2570 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2572 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2576 else msg_format("%^s¤¬°Å¹õ¤ÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2578 else msg_format("%^s invokes a darkness storm.", m_name);
2581 dam = (rlev * 4) + 50 + damroll(10, 10);
2582 breath(y, x, m_idx, GF_DARK, dam, 4, FALSE, MS_BALL_DARK, learnable);
2583 update_smart_learn(m_idx, DRS_DARK);
2587 /* RF5_DRAIN_MANA */
2590 if (!direct) return (FALSE);
2593 dam = (randint1(rlev) / 2) + 1;
2594 breath(y, x, m_idx, GF_DRAIN_MANA, dam, 0, FALSE, MS_DRAIN_MANA, learnable);
2595 update_smart_learn(m_idx, DRS_MANA);
2599 /* RF5_MIND_BLAST */
2602 if (!direct) return (FALSE);
2607 msg_print("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£");
2609 msg_print("You feel something focusing on your mind.");
2616 msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¤Ë¤é¤ó¤Ç¤¤¤ë¡£", m_name);
2618 msg_format("%^s gazes deep into your eyes.", m_name);
2623 dam = damroll(7, 7);
2624 breath(y, x, m_idx, GF_MIND_BLAST, dam, 0, FALSE, MS_MIND_BLAST, learnable);
2628 /* RF5_BRAIN_SMASH */
2631 if (!direct) return (FALSE);
2636 msg_print("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£");
2638 msg_print("You feel something focusing on your mind.");
2645 msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¸«¤Æ¤¤¤ë¡£", m_name);
2647 msg_format("%^s looks deep into your eyes.", m_name);
2652 dam = damroll(12, 12);
2653 breath(y, x, m_idx, GF_BRAIN_SMASH, dam, 0, FALSE, MS_BRAIN_SMASH, learnable);
2660 if (!direct) return (FALSE);
2663 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2665 if (blind) msg_format("%^s mumbles.", m_name);
2669 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¼ö¤Ã¤¿¡£", m_name);
2671 else msg_format("%^s points at you and curses.", m_name);
2674 dam = damroll(3, 8);
2675 breath(y, x, m_idx, GF_CAUSE_1, dam, 0, FALSE, MS_CAUSE_1, learnable);
2682 if (!direct) return (FALSE);
2685 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2687 if (blind) msg_format("%^s mumbles.", m_name);
2691 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼ö¤Ã¤¿¡£", m_name);
2693 else msg_format("%^s points at you and curses horribly.", m_name);
2696 dam = damroll(8, 8);
2697 breath(y, x, m_idx, GF_CAUSE_2, dam, 0, FALSE, MS_CAUSE_2, learnable);
2704 if (!direct) return (FALSE);
2707 if (blind) msg_format("%^s¤¬²¿¤«¤òÂçÀ¼¤Ç¶«¤ó¤À¡£", m_name);
2709 if (blind) msg_format("%^s mumbles loudly.", m_name);
2713 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼öʸ¤ò¾§¤¨¤¿¡ª", m_name);
2715 else msg_format("%^s points at you, incanting terribly!", m_name);
2718 dam = damroll(10, 15);
2719 breath(y, x, m_idx, GF_CAUSE_3, dam, 0, FALSE, MS_CAUSE_3, learnable);
2726 if (!direct) return (FALSE);
2729 if (blind) msg_format("%^s¤¬¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", m_name);
2731 if (blind) msg_format("%^s screams the word 'DIE!'", m_name);
2735 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÈ빦¤òÆͤ¤¤Æ¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", m_name);
2737 else msg_format("%^s points at you, screaming the word DIE!", m_name);
2740 dam = damroll(15, 15);
2741 breath(y, x, m_idx, GF_CAUSE_4, dam, 0, FALSE, MS_CAUSE_4, learnable);
2748 if (!direct) return (FALSE);
2751 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2753 if (blind) msg_format("%^s mumbles.", m_name);
2757 else msg_format("%^s¤¬¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2759 else msg_format("%^s casts a acid bolt.", m_name);
2762 dam = (damroll(7, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2763 bolt(m_idx, GF_ACID, dam, MS_BOLT_ACID, learnable);
2764 update_smart_learn(m_idx, DRS_ACID);
2765 update_smart_learn(m_idx, DRS_REFLECT);
2772 if (!direct) return (FALSE);
2775 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2777 if (blind) msg_format("%^s mumbles.", m_name);
2781 else msg_format("%^s¤¬¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2783 else msg_format("%^s casts a lightning bolt.", m_name);
2786 dam = (damroll(4, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2787 bolt(m_idx, GF_ELEC, dam, MS_BOLT_ELEC, learnable);
2788 update_smart_learn(m_idx, DRS_ELEC);
2789 update_smart_learn(m_idx, DRS_REFLECT);
2796 if (!direct) return (FALSE);
2799 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2801 if (blind) msg_format("%^s mumbles.", m_name);
2805 else msg_format("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2807 else msg_format("%^s casts a fire bolt.", m_name);
2810 dam = (damroll(9, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2811 bolt(m_idx, GF_FIRE, dam, MS_BOLT_FIRE, learnable);
2812 update_smart_learn(m_idx, DRS_FIRE);
2813 update_smart_learn(m_idx, DRS_REFLECT);
2820 if (!direct) return (FALSE);
2823 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2825 if (blind) msg_format("%^s mumbles.", m_name);
2829 else msg_format("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2831 else msg_format("%^s casts a frost bolt.", m_name);
2834 dam = (damroll(6, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2835 bolt(m_idx, GF_COLD, dam, MS_BOLT_COLD, learnable);
2836 update_smart_learn(m_idx, DRS_COLD);
2837 update_smart_learn(m_idx, DRS_REFLECT);
2846 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2848 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2852 else msg_format("%^s¤¬¥¹¥¿¡¼¥Ð¡¼¥¹¥È¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2854 else msg_format("%^s invokes a starburst.", m_name);
2857 dam = (rlev * 4) + 50 + damroll(10, 10);
2858 breath(y, x, m_idx, GF_LITE, dam, 4, FALSE, MS_STARBURST, learnable);
2859 update_smart_learn(m_idx, DRS_LITE);
2866 if (!direct) return (FALSE);
2869 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2871 if (blind) msg_format("%^s mumbles.", m_name);
2875 else msg_format("%^s¤¬ÃϹö¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2877 else msg_format("%^s casts a nether bolt.", m_name);
2880 dam = 30 + damroll(5, 5) + (rlev * 4) / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3);
2881 bolt(m_idx, GF_NETHER, dam, MS_BOLT_NETHER, learnable);
2882 update_smart_learn(m_idx, DRS_NETH);
2883 update_smart_learn(m_idx, DRS_REFLECT);
2890 if (!direct) return (FALSE);
2893 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2895 if (blind) msg_format("%^s mumbles.", m_name);
2899 else msg_format("%^s¤¬¥¦¥©¡¼¥¿¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2901 else msg_format("%^s casts a water bolt.", m_name);
2904 dam = damroll(10, 10) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2905 bolt(m_idx, GF_WATER, dam, MS_BOLT_WATER, learnable);
2906 update_smart_learn(m_idx, DRS_REFLECT);
2913 if (!direct) return (FALSE);
2916 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2918 if (blind) msg_format("%^s mumbles.", m_name);
2922 else msg_format("%^s¤¬ËâÎϤÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2924 else msg_format("%^s casts a mana bolt.", m_name);
2927 dam = randint1(rlev * 7 / 2) + 50;
2928 bolt(m_idx, GF_MANA, dam, MS_BOLT_MANA, learnable);
2929 update_smart_learn(m_idx, DRS_REFLECT);
2936 if (!direct) return (FALSE);
2939 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2941 if (blind) msg_format("%^s mumbles.", m_name);
2945 else msg_format("%^s¤¬¥×¥é¥º¥Þ¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2947 else msg_format("%^s casts a plasma bolt.", m_name);
2950 dam = 10 + damroll(8, 7) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2951 bolt(m_idx, GF_PLASMA, dam, MS_BOLT_PLASMA, learnable);
2952 update_smart_learn(m_idx, DRS_REFLECT);
2959 if (!direct) return (FALSE);
2962 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2964 if (blind) msg_format("%^s mumbles.", m_name);
2968 else msg_format("%^s¤¬¶Ë´¨¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2970 else msg_format("%^s casts an ice bolt.", m_name);
2973 dam = damroll(6, 6) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2974 bolt(m_idx, GF_ICE, dam, MS_BOLT_ICE, learnable);
2975 update_smart_learn(m_idx, DRS_COLD);
2976 update_smart_learn(m_idx, DRS_REFLECT);
2983 if (!direct) return (FALSE);
2986 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2988 if (blind) msg_format("%^s mumbles.", m_name);
2992 else msg_format("%^s¤¬¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2994 else msg_format("%^s casts a magic missile.", m_name);
2997 dam = damroll(2, 6) + (rlev / 3);
2998 bolt(m_idx, GF_MISSILE, dam, MS_MAGIC_MISSILE, learnable);
2999 update_smart_learn(m_idx, DRS_REFLECT);
3006 if (!direct) return (FALSE);
3009 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¯¤È¡¢¶²¤í¤·¤²¤Ê²»¤¬Ê¹¤³¤¨¤¿¡£", m_name);
3011 if (blind) msg_format("%^s mumbles, and you hear scary noises.", m_name);
3015 else msg_format("%^s¤¬¶²¤í¤·¤²¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£", m_name);
3017 else msg_format("%^s casts a fearful illusion.", m_name);
3020 if (p_ptr->resist_fear)
3023 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3025 msg_print("You refuse to be frightened.");
3029 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3032 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3034 msg_print("You refuse to be frightened.");
3040 (void)set_afraid(p_ptr->afraid + randint0(4) + 4);
3042 learn_spell(MS_SCARE);
3043 update_smart_learn(m_idx, DRS_FEAR);
3050 if (!direct) return (FALSE);
3053 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3055 if (blind) msg_format("%^s mumbles.", m_name);
3059 else msg_format("%^s¤¬¼öʸ¤ò¾§¤¨¤Æ¤¢¤Ê¤¿¤ÎÌܤò¤¯¤é¤Þ¤·¤¿¡ª", m_name);
3061 else msg_format("%^s casts a spell, burning your eyes!", m_name);
3064 if (p_ptr->resist_blind)
3067 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3069 msg_print("You are unaffected!");
3073 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3076 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3078 msg_print("You resist the effects!");
3084 (void)set_blind(12 + randint0(4));
3086 learn_spell(MS_BLIND);
3087 update_smart_learn(m_idx, DRS_BLIND);
3094 if (!direct) return (FALSE);
3097 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¯¤È¡¢Æ¬¤òǺ¤Þ¤¹²»¤¬¤·¤¿¡£", m_name);
3099 if (blind) msg_format("%^s mumbles, and you hear puzzling noises.", m_name);
3103 else msg_format("%^s¤¬Í¶ÏÇŪ¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£", m_name);
3105 else msg_format("%^s creates a mesmerising illusion.", m_name);
3108 if (p_ptr->resist_conf)
3111 msg_print("¤·¤«¤·¸¸³Ð¤Ë¤Ï¤À¤Þ¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3113 msg_print("You disbelieve the feeble spell.");
3117 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3120 msg_print("¤·¤«¤·¸¸³Ð¤Ë¤Ï¤À¤Þ¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3122 msg_print("You disbelieve the feeble spell.");
3128 (void)set_confused(p_ptr->confused + randint0(4) + 4);
3130 learn_spell(MS_CONF);
3131 update_smart_learn(m_idx, DRS_CONF);
3138 if (!direct) return (FALSE);
3141 msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¶ÚÎϤòµÛ¤¤¼è¤í¤¦¤È¤·¤¿¡ª", m_name);
3143 msg_format("%^s drains power from your muscles!", m_name);
3146 if (p_ptr->free_act)
3149 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3151 msg_print("You are unaffected!");
3155 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3158 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3160 msg_print("You resist the effects!");
3166 (void)set_slow(p_ptr->slow + randint0(4) + 4, FALSE);
3168 learn_spell(MS_SLOW);
3169 update_smart_learn(m_idx, DRS_FREE);
3176 if (!direct) return (FALSE);
3179 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3181 if (blind) msg_format("%^s mumbles.", m_name);
3185 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÌܤò¤¸¤Ã¤È¸«¤Ä¤á¤¿¡ª", m_name);
3187 else msg_format("%^s stares deep into your eyes!", m_name);
3190 if (p_ptr->free_act)
3193 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3195 msg_print("You are unaffected!");
3199 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3202 msg_format("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3204 msg_format("You resist the effects!");
3210 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
3212 learn_spell(MS_SLEEP);
3213 update_smart_learn(m_idx, DRS_FREE);
3224 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3226 msg_format("%^s mumbles.", m_name);
3233 msg_format("%^s¤¬¼«Ê¬¤ÎÂΤËÇ°¤òÁ÷¤Ã¤¿¡£", m_name);
3235 msg_format("%^s concentrates on %s body.", m_name, m_poss);
3240 /* Allow quick speed increases to base+10 */
3241 if (set_monster_fast(m_idx, MON_FAST(m_ptr) + 100))
3244 msg_format("%^s¤ÎÆ°¤¤¬Â®¤¯¤Ê¤Ã¤¿¡£", m_name);
3246 msg_format("%^s starts moving faster.", m_name);
3255 if (!direct) return (FALSE);
3258 msg_format("%^s¤¬<ÇËÌǤμê>¤òÊü¤Ã¤¿¡ª", m_name);
3260 msg_format("%^s invokes the Hand of Doom!", m_name);
3262 dam = (((s32b) ((40 + randint1(20)) * (p_ptr->chp))) / 100);
3263 breath(y, x, m_idx, GF_HAND_DOOM, dam, 0, FALSE, MS_HAND_DOOM, learnable);
3276 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3278 msg_format("%^s mumbles.", m_name);
3285 msg_format("%^s¤¬¼«Ê¬¤Î½ý¤Ë½¸Ã椷¤¿¡£", m_name);
3287 msg_format("%^s concentrates on %s wounds.", m_name, m_poss);
3293 m_ptr->hp += (rlev * 6);
3296 if (m_ptr->hp >= m_ptr->maxhp)
3299 m_ptr->hp = m_ptr->maxhp;
3305 msg_format("%^s¤Ï´°Á´¤Ë¼£¤Ã¤¿¡ª", m_name);
3307 msg_format("%^s looks completely healed!", m_name);
3314 msg_format("%^s¤Ï´°Á´¤Ë¼£¤Ã¤¿¤è¤¦¤À¡ª", m_name);
3316 msg_format("%^s sounds completely healed!", m_name);
3322 /* Partially healed */
3329 msg_format("%^s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
3331 msg_format("%^s looks healthier.", m_name);
3338 msg_format("%^s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
3340 msg_format("%^s sounds healthier.", m_name);
3346 /* Redraw (later) if needed */
3347 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3348 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3351 if (MON_MONFEAR(m_ptr))
3354 (void)set_monster_monfear(m_idx, 0);
3358 msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name);
3360 msg_format("%^s recovers %s courage.", m_name, m_poss);
3375 msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3377 msg_format("%^s mumbles powerfully.", m_name);
3384 msg_format("%s¤Ï̵½ý¤Îµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3386 msg_format("%^s casts a Globe of Invulnerability.", m_name);
3391 if (!MON_INVULNER(m_ptr)) (void)set_monster_invulner(m_idx, randint1(4) + 4, FALSE);
3399 if (teleport_barrier(m_idx))
3402 msg_format("ËâË¡¤Î¥Ð¥ê¥¢¤¬%^s¤Î¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤷¤¿¡£", m_name);
3404 msg_format("Magic barrier obstructs teleporting of %^s.", m_name);
3410 msg_format("%^s¤¬½Ö»þ¤Ë¾Ã¤¨¤¿¡£", m_name);
3412 msg_format("%^s blinks away.", m_name);
3414 teleport_away(m_idx, 10, 0L);
3415 p_ptr->update |= (PU_MONSTERS);
3424 if (teleport_barrier(m_idx))
3427 msg_format("ËâË¡¤Î¥Ð¥ê¥¢¤¬%^s¤Î¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤷¤¿¡£", m_name);
3429 msg_format("Magic barrier obstructs teleporting of %^s.", m_name);
3435 msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¤·¤¿¡£", m_name);
3437 msg_format("%^s teleports away.", m_name);
3439 teleport_away_followable(m_idx);
3449 if(m_ptr->r_idx == MON_DIO) who = 1;
3450 else if(m_ptr->r_idx == MON_WONG) who = 3;
3452 if (!process_the_world(randint1(2)+2, who, TRUE)) return (FALSE);
3462 switch (m_ptr->r_idx)
3465 /* Moved to process_monster(), like multiplication */
3468 case MON_BANORLUPART:
3470 int dummy_hp = (m_ptr->hp + 1) / 2;
3471 int dummy_maxhp = m_ptr->maxhp/2;
3472 int dummy_y = m_ptr->fy;
3473 int dummy_x = m_ptr->fx;
3475 if (p_ptr->inside_arena || p_ptr->inside_battle || !summon_possible(m_ptr->fy, m_ptr->fx)) return FALSE;
3476 delete_monster_idx(cave[m_ptr->fy][m_ptr->fx].m_idx);
3477 summon_named_creature(0, dummy_y, dummy_x, MON_BANOR, mode);
3478 m_list[hack_m_idx_ii].hp = dummy_hp;
3479 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3480 summon_named_creature(0, dummy_y, dummy_x, MON_LUPART, mode);
3481 m_list[hack_m_idx_ii].hp = dummy_hp;
3482 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3485 msg_print("¡Ø¥Ð¡¼¥Î¡¼¥ë¡¦¥ë¥Ñ¡¼¥È¡Ù¤¬Ê¬Îö¤·¤¿¡ª");
3487 msg_print("Banor=Rupart splits in two person!");
3497 int dummy_maxhp = 0;
3498 int dummy_y = m_ptr->fy;
3499 int dummy_x = m_ptr->fx;
3501 if (!r_info[MON_BANOR].cur_num || !r_info[MON_LUPART].cur_num) return (FALSE);
3502 for (k = 1; k < m_max; k++)
3504 if (m_list[k].r_idx == MON_BANOR || m_list[k].r_idx == MON_LUPART)
3506 dummy_hp += m_list[k].hp;
3507 dummy_maxhp += m_list[k].maxhp;
3508 if (m_list[k].r_idx != m_ptr->r_idx)
3510 dummy_y = m_list[k].fy;
3511 dummy_x = m_list[k].fx;
3513 delete_monster_idx(k);
3516 summon_named_creature(0, dummy_y, dummy_x, MON_BANORLUPART, mode);
3517 m_list[hack_m_idx_ii].hp = dummy_hp;
3518 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3521 msg_print("¡Ø¥Ð¡¼¥Î¡¼¥ë¡Ù¤È¡Ø¥ë¥Ñ¡¼¥È¡Ù¤¬¹çÂΤ·¤¿¡ª");
3523 msg_print("Banor and Rupart combine into one!");
3531 if (blind) msg_format("%^s¤¬²¿¤«ÂçÎ̤ËÅꤲ¤¿¡£", m_name);
3532 else msg_format("%^s¤Ï¼êÜØÃƤò¤Ð¤é¤Þ¤¤¤¿¡£", m_name);
3534 if (blind) msg_format("%^s spreads something.", m_name);
3535 else msg_format("%^s throws some hand grenades.", m_name);
3539 int num = 1 + randint1(3);
3541 for (k = 0; k < num; k++)
3543 count += summon_named_creature(m_idx, y, x, MON_SHURYUUDAN, mode);
3547 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¤Ð¤é¤Þ¤«¤ì¤ë²»¤¬¤¹¤ë¡£");
3549 if (blind && count) msg_print("You hear many things are scattered nearby.");
3554 if (r_ptr->d_char == 'B')
3557 if (one_in_(3) || !direct)
3560 msg_format("%^s¤ÏÆÍÁ³»ë³¦¤«¤é¾Ã¤¨¤¿!", m_name);
3562 msg_format("%^s suddenly go out of your sight!", m_name);
3564 teleport_away(m_idx, 10, TELEPORT_NONMAGICAL);
3565 p_ptr->update |= (PU_MONSTERS);
3570 bool fear; /* dummy */
3573 msg_format("%^s¤¬¤¢¤Ê¤¿¤òÄϤó¤Ç¶õÃ椫¤éÅꤲÍî¤È¤·¤¿¡£", m_name);
3575 msg_format("%^s holds you, and drops from the sky.", m_name);
3577 dam = damroll(4, 8);
3578 teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
3582 if (p_ptr->levitation)
3585 msg_print("¤¢¤Ê¤¿¤ÏÀŤ«¤ËÃåÃϤ·¤¿¡£");
3587 msg_print("You float gently down to the ground.");
3593 msg_print("¤¢¤Ê¤¿¤ÏÃÏÌ̤ËᤤĤ±¤é¤ì¤¿¡£");
3595 msg_print("You crashed into the ground.");
3597 dam += damroll(6, 8);
3600 /* Mega hack -- this special action deals damage to the player. Therefore the code of "eyeeye" is necessary.
3603 get_damage = take_hit(DAMAGE_NOESCAPE, dam, m_name, -1);
3604 if (p_ptr->tim_eyeeye && get_damage > 0 && !p_ptr->is_dead)
3607 msg_format("¹¶·â¤¬%s¼«¿È¤ò½ý¤Ä¤±¤¿¡ª", m_name);
3609 char m_name_self[80];
3612 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
3614 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
3616 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
3617 set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
3620 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);
3625 /* Something is wrong */
3634 if (!direct) return (FALSE);
3637 msg_format("%^s¤¬¤¢¤Ê¤¿¤ò°ú¤Ìᤷ¤¿¡£", m_name);
3639 msg_format("%^s commands you to return.", m_name);
3642 teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
3643 learn_spell(MS_TELE_TO);
3650 if (!direct) return (FALSE);
3653 msg_format("%^s¤Ë¥Æ¥ì¥Ý¡¼¥È¤µ¤»¤é¤ì¤¿¡£", m_name);
3654 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
3655 msg_print("¤¯¤Ã¤½¡Á");
3657 msg_format("%^s teleports you away.", m_name);
3660 learn_spell(MS_TELE_AWAY);
3661 teleport_player_away(m_idx, 100);
3665 /* RF6_TELE_LEVEL */
3668 if (!direct) return (FALSE);
3671 if (blind) msg_format("%^s¤¬²¿¤«´ñ̯¤Ê¸ÀÍÕ¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3673 if (blind) msg_format("%^s mumbles strangely.", m_name);
3677 else msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¤ò»Ø¤µ¤·¤¿¡£", m_name);
3679 else msg_format("%^s gestures at your feet.", m_name);
3682 if (p_ptr->resist_nexus)
3685 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3687 msg_print("You are unaffected!");
3691 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3694 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3696 msg_print("You resist the effects!");
3704 learn_spell(MS_TELE_LEVEL);
3705 update_smart_learn(m_idx, DRS_NEXUS);
3712 if (!direct) return (FALSE);
3715 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3717 if (blind) msg_format("%^s mumbles.", m_name);
3721 else msg_format("%^s¤¬¸÷¤Î·õ¤òÊü¤Ã¤¿¡£", m_name);
3723 else msg_format("%^s throw a Psycho-Spear.", m_name);
3726 dam = (r_ptr->flags2 & RF2_POWERFUL) ? (randint1(rlev * 2) + 150) : (randint1(rlev * 3 / 2) + 100);
3727 beam(m_idx, GF_PSY_SPEAR, dam, MS_PSY_SPEAR, learnable);
3734 if (!direct) return (FALSE);
3737 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3739 if (blind) msg_format("%^s mumbles.", m_name);
3743 else if (can_use_lite_area) msg_format("%^s¤¬ÊÕ¤ê¤òÌÀ¤ë¤¯¾È¤é¤·¤¿¡£", m_name);
3744 else msg_format("%^s¤¬°Å°Ç¤ÎÃæ¤Ç¼ê¤ò¿¶¤Ã¤¿¡£", m_name);
3746 else if (can_use_lite_area) msg_format("%^s cast a spell to light up.", m_name);
3747 else msg_format("%^s gestures in shadow.", m_name);
3750 if (can_use_lite_area) (void)lite_area(0, 3);
3753 learn_spell(MS_DARKNESS);
3754 (void)unlite_area(0, 3);
3764 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤Æ¼Ù°¤ËÈù¾Ð¤ó¤À¡£", m_name);
3766 if (blind) msg_format("%^s mumbles, and then cackles evilly.", m_name);
3770 else msg_format("%^s¤¬¼öʸ¤ò¾§¤¨¤Æ¼Ù°¤ËÈù¾Ð¤ó¤À¡£", m_name);
3772 else msg_format("%^s casts a spell and cackles evilly.", m_name);
3775 learn_spell(MS_MAKE_TRAP);
3776 (void)trap_creation(y, x);
3783 if (!direct) return (FALSE);
3786 msg_format("%^s¤¬¤¢¤Ê¤¿¤Îµ²±¤ò¾Ãµî¤·¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", m_name);
3788 msg_format("%^s tries to blank your mind.", m_name);
3792 if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3795 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3797 msg_print("You resist the effects!");
3801 else if (lose_all_info())
3804 msg_print("µ²±¤¬Çö¤ì¤Æ¤·¤Þ¤Ã¤¿¡£");
3806 msg_print("Your memories fade away.");
3810 learn_spell(MS_FORGET);
3814 /* RF6_RAISE_DEAD */
3819 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3821 if (blind) msg_format("%^s mumbles.", m_name);
3825 else msg_format("%^s¤¬»à¼ÔÉü³è¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3827 else msg_format("%^s casts a spell to revive corpses.", m_name);
3829 animate_dead(m_idx, m_ptr->fy, m_ptr->fx);
3837 if (m_ptr->r_idx == MON_SERPENT || m_ptr->r_idx == MON_ZOMBI_SERPENT)
3841 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3843 msg_format("%^s¤¬¥À¥ó¥¸¥ç¥ó¤Î¼ç¤ò¾¤´¤·¤¿¡£", m_name);
3846 msg_format("%^s mumbles.", m_name);
3848 msg_format("%^s magically summons guardians of dungeons.", m_name);
3855 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3857 msg_format("%^s¤ÏËâË¡¤Ç%s¤ò¾¤´¤·¤¿¡£",
3859 ((r_ptr->flags1) & RF1_UNIQUE ?
3863 msg_format("%^s mumbles.", m_name);
3865 msg_format("%^s magically summons %s %s.",
3867 ((r_ptr->flags1) & RF1_UNIQUE ?
3868 "minions" : "kin"));
3872 switch (m_ptr->r_idx)
3878 int num = 4 + randint1(3);
3879 for (k = 0; k < num; k++)
3881 count += summon_specific(m_idx, y, x, rlev, SUMMON_EAGLES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3888 int num = 2 + randint1(3);
3889 for (k = 0; k < num; k++)
3891 count += summon_named_creature(m_idx, y, x, MON_IE, mode);
3897 case MON_ZOMBI_SERPENT:
3899 int num = 2 + randint1(3);
3901 if (r_info[MON_JORMUNGAND].cur_num < r_info[MON_JORMUNGAND].max_num && one_in_(6))
3904 msg_print("ÃÏÌ̤«¤é¿å¤¬¿á¤½Ð¤·¤¿¡ª");
3906 msg_print("Water blew off from the ground!");
3908 fire_ball_hide(GF_WATER_FLOW, 0, 3, 8);
3911 for (k = 0; k < num; k++)
3913 count += summon_specific(m_idx, y, x, rlev, SUMMON_GUARDIANS, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3920 int num = randint1(3);
3921 for (k = 0; k < num; k++)
3923 count += summon_named_creature(m_idx, y, x, MON_LOCKE_CLONE, mode);
3930 int num = 2 + randint1(3);
3931 for (k = 0; k < num; k++)
3933 count += summon_specific(m_idx, y, x, rlev, SUMMON_LOUSE, PM_ALLOW_GROUP);
3939 summon_kin_type = r_ptr->d_char; /* Big hack */
3941 for (k = 0; k < 4; k++)
3943 count += summon_specific(m_idx, y, x, rlev, SUMMON_KIN, PM_ALLOW_GROUP);
3948 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
3950 if (blind && count) msg_print("You hear many things appear nearby.");
3961 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3963 if (blind) msg_format("%^s mumbles.", m_name);
3967 else msg_format("%^s¤¬¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
3969 else msg_format("%^s magically summons Cyberdemons!", m_name);
3973 if (blind && count) msg_print("½Å¸ü¤Ê²»¤¬¶á¤¯¤Çʹ¤³¤¨¤ë¡£");
3975 if (blind && count) msg_print("You hear heavy steps nearby.");
3978 summon_cyber(m_idx, y, x);
3987 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3989 if (blind) msg_format("%^s mumbles.", m_name);
3993 else msg_format("%^s¤¬ËâË¡¤ÇÃç´Ö¤ò¾¤´¤·¤¿¡ª", m_name);
3995 else msg_format("%^s magically summons help!", m_name);
3998 for (k = 0; k < 1; k++)
4000 count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4003 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4005 if (blind && count) msg_print("You hear something appear nearby.");
4011 /* RF6_S_MONSTERS */
4016 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4018 if (blind) msg_format("%^s mumbles.", m_name);
4022 else msg_format("%^s¤¬ËâË¡¤Ç¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤·¤¿¡ª", m_name);
4024 else msg_format("%^s magically summons monsters!", m_name);
4027 for (k = 0; k < s_num_6; k++)
4029 count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4032 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4034 if (blind && count) msg_print("You hear many things appear nearby.");
4045 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4047 if (blind) msg_format("%^s mumbles.", m_name);
4051 else msg_format("%^s¤¬ËâË¡¤Ç¥¢¥ê¤ò¾¤´¤·¤¿¡£", m_name);
4053 else msg_format("%^s magically summons ants.", m_name);
4056 for (k = 0; k < s_num_6; k++)
4058 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANT, PM_ALLOW_GROUP);
4061 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4063 if (blind && count) msg_print("You hear many things appear nearby.");
4074 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4076 if (blind) msg_format("%^s mumbles.", m_name);
4080 else msg_format("%^s¤¬ËâË¡¤Ç¥¯¥â¤ò¾¤´¤·¤¿¡£", m_name);
4082 else msg_format("%^s magically summons spiders.", m_name);
4085 for (k = 0; k < s_num_6; k++)
4087 count += summon_specific(m_idx, y, x, rlev, SUMMON_SPIDER, PM_ALLOW_GROUP);
4090 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4092 if (blind && count) msg_print("You hear many things appear nearby.");
4103 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4105 if (blind) msg_format("%^s mumbles.", m_name);
4109 else msg_format("%^s¤¬ËâË¡¤Ç¥Ï¥¦¥ó¥É¤ò¾¤´¤·¤¿¡£", m_name);
4111 else msg_format("%^s magically summons hounds.", m_name);
4114 for (k = 0; k < s_num_4; k++)
4116 count += summon_specific(m_idx, y, x, rlev, SUMMON_HOUND, PM_ALLOW_GROUP);
4119 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4121 if (blind && count) msg_print("You hear many things appear nearby.");
4132 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4134 if (blind) msg_format("%^s mumbles.", m_name);
4138 else msg_format("%^s¤¬ËâË¡¤Ç¥Ò¥É¥é¤ò¾¤´¤·¤¿¡£", m_name);
4140 else msg_format("%^s magically summons hydras.", m_name);
4143 for (k = 0; k < s_num_4; k++)
4145 count += summon_specific(m_idx, y, x, rlev, SUMMON_HYDRA, PM_ALLOW_GROUP);
4148 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4150 if (blind && count) msg_print("You hear many things appear nearby.");
4163 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4165 if (blind) msg_format("%^s mumbles.", m_name);
4169 else msg_format("%^s¤¬ËâË¡¤ÇÅ·»È¤ò¾¤´¤·¤¿¡ª", m_name);
4171 else msg_format("%^s magically summons an angel!", m_name);
4174 if ((r_ptr->flags1 & RF1_UNIQUE) && !easy_band)
4176 num += r_ptr->level/40;
4179 for (k = 0; k < num; k++)
4181 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, PM_ALLOW_GROUP);
4187 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4189 if (blind && count) msg_print("You hear something appear nearby.");
4195 if (blind) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4197 if (blind) msg_print("You hear many things appear nearby.");
4209 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4211 if (blind) msg_format("%^s mumbles.", m_name);
4215 else msg_format("%^s¤ÏËâË¡¤Çº®Æ٤εÜÄ¤é°Ëâ¤ò¾¤´¤·¤¿¡ª", m_name);
4217 else msg_format("%^s magically summons a demon from the Courts of Chaos!", m_name);
4220 for (k = 0; k < 1; k++)
4222 count += summon_specific(m_idx, y, x, rlev, SUMMON_DEMON, PM_ALLOW_GROUP);
4225 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4227 if (blind && count) msg_print("You hear something appear nearby.");
4238 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4240 if (blind) msg_format("%^s mumbles.", m_name);
4244 else msg_format("%^s¤¬ËâË¡¤Ç¥¢¥ó¥Ç¥Ã¥É¤Î¶¯Å¨¤ò¾¤´¤·¤¿¡ª", m_name);
4246 else msg_format("%^s magically summons an undead adversary!", m_name);
4249 for (k = 0; k < 1; k++)
4251 count += summon_specific(m_idx, y, x, rlev, SUMMON_UNDEAD, PM_ALLOW_GROUP);
4254 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4256 if (blind && count) msg_print("You hear something appear nearby.");
4267 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4269 if (blind) msg_format("%^s mumbles.", m_name);
4273 else msg_format("%^s¤¬ËâË¡¤Ç¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
4275 else msg_format("%^s magically summons a dragon!", m_name);
4278 for (k = 0; k < 1; k++)
4280 count += summon_specific(m_idx, y, x, rlev, SUMMON_DRAGON, PM_ALLOW_GROUP);
4283 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4285 if (blind && count) msg_print("You hear something appear nearby.");
4291 /* RF6_S_HI_UNDEAD */
4296 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))
4302 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4304 if (blind) msg_format("%^s mumbles.", m_name);
4308 else msg_format("%^s¤¬ËâË¡¤ÇÍ©µ´ÀïÂâ¤ò¾¤´¤·¤¿¡ª", m_name);
4310 else msg_format("%^s magically summons rangers of Nazgul!", m_name);
4314 for (k = 0; k < 30; k++)
4316 if (!summon_possible(cy, cx) || !cave_empty_bold(cy, cx))
4319 for (j = 100; j > 0; j--)
4321 scatter(&cy, &cx, y, x, 2, 0);
4322 if (cave_empty_bold(cy, cx)) break;
4326 if (!cave_empty_bold(cy, cx)) continue;
4328 if (summon_named_creature(m_idx, cy, cx, MON_NAZGUL, mode))
4335 msg_format("¡ÖÍ©µ´ÀïÂâ%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×", count);
4337 msg_format("A Nazgul says 'Nazgul-Rangers Number %d, Nazgul-Black!'",count);
4341 msg_format("¡ÖƱ¤¸¤¯%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×", count);
4343 msg_format("Another one says 'Number %d, Nazgul-Black!'",count);
4349 msg_format("¡Ö%d¿Í¤½¤í¤Ã¤Æ¡¢¥ê¥ó¥°¥ì¥ó¥¸¥ã¡¼¡ª¡×", count);
4351 msg_format("They say 'The %d meets! We are the Ring-Ranger!'.", count);
4358 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4360 if (blind) msg_format("%^s mumbles.", m_name);
4364 else msg_format("%^s¤¬ËâË¡¤Ç¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¤ò¾¤´¤·¤¿¡ª", m_name);
4366 else msg_format("%^s magically summons greater undead!", m_name);
4369 for (k = 0; k < s_num_6; k++)
4371 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4377 msg_print("´Ö¶á¤Ç²¿¤«Â¿¤¯¤Î¤â¤Î¤¬Ç礤²ó¤ë²»¤¬Ê¹¤³¤¨¤ë¡£");
4379 msg_print("You hear many creepy things appear nearby.");
4386 /* RF6_S_HI_DRAGON */
4391 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4393 if (blind) msg_format("%^s mumbles.", m_name);
4397 else msg_format("%^s¤¬ËâË¡¤Ç¸ÅÂå¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
4399 else msg_format("%^s magically summons ancient dragons!", m_name);
4402 for (k = 0; k < s_num_4; k++)
4404 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4409 msg_print("¿¤¯¤ÎÎ϶¯¤¤¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£");
4411 msg_print("You hear many powerful things appear nearby.");
4418 /* RF6_S_AMBERITES */
4423 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4425 if (blind) msg_format("%^s mumbles.", m_name);
4429 else msg_format("%^s¤¬¥¢¥ó¥Ð¡¼¤Î²¦Â²¤ò¾¤´¤·¤¿¡ª", m_name);
4431 else msg_format("%^s magically summons Lords of Amber!", m_name);
4436 for (k = 0; k < s_num_4; k++)
4438 count += summon_specific(m_idx, y, x, rlev, SUMMON_AMBERITES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4443 msg_print("ÉÔ»à¤Î¼Ô¤¬¶á¤¯¤Ë¸½¤ì¤ë¤Î¤¬Ê¹¤³¤¨¤¿¡£");
4445 msg_print("You hear immortal beings appear nearby.");
4455 bool uniques_are_summoned = FALSE;
4456 int non_unique_type = SUMMON_HI_UNDEAD;
4460 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4462 if (blind) msg_format("%^s mumbles.", m_name);
4466 else msg_format("%^s¤¬ËâË¡¤ÇÆÃÊ̤ʶ¯Å¨¤ò¾¤´¤·¤¿¡ª", m_name);
4468 else msg_format("%^s magically summons special opponents!", m_name);
4471 for (k = 0; k < s_num_4; k++)
4473 count += summon_specific(m_idx, y, x, rlev, SUMMON_UNIQUE, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4476 if (count) uniques_are_summoned = TRUE;
4478 if ((m_ptr->sub_align & (SUB_ALIGN_GOOD | SUB_ALIGN_EVIL)) == (SUB_ALIGN_GOOD | SUB_ALIGN_EVIL))
4479 non_unique_type = 0;
4480 else if (m_ptr->sub_align & SUB_ALIGN_GOOD)
4481 non_unique_type = SUMMON_ANGEL;
4483 for (k = count; k < s_num_4; k++)
4485 count += summon_specific(m_idx, y, x, rlev, non_unique_type, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4491 msg_format("¿¤¯¤Î%s¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£", uniques_are_summoned ? "Î϶¯¤¤¤â¤Î" : "¤â¤Î");
4493 msg_format("You hear many %s appear nearby.", uniques_are_summoned ? "powerful things" : "things");
4500 if ((p_ptr->action == ACTION_LEARN) && thrown_spell > 175)
4502 learn_spell(thrown_spell - 96);
4505 if (seen && maneable && !world_monster && (p_ptr->pclass == CLASS_IMITATOR))
4507 if (thrown_spell != 167) /* Not RF6_SPECIAL */
4509 if (p_ptr->mane_num == MAX_MANE)
4513 for (i = 0;i < p_ptr->mane_num;i++)
4515 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
4516 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
4519 p_ptr->mane_spell[p_ptr->mane_num] = thrown_spell - 96;
4520 p_ptr->mane_dam[p_ptr->mane_num] = dam;
4524 p_ptr->redraw |= (PR_IMITATION);
4528 /* Remember what the monster did to us */
4532 if (thrown_spell < 32 * 4)
4534 r_ptr->r_flags4 |= (1L << (thrown_spell - 32 * 3));
4535 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4539 else if (thrown_spell < 32 * 5)
4541 r_ptr->r_flags5 |= (1L << (thrown_spell - 32 * 4));
4542 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4546 else if (thrown_spell < 32 * 6)
4548 r_ptr->r_flags6 |= (1L << (thrown_spell - 32 * 5));
4549 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4554 /* Always take note of monsters that kill you */
4555 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
4557 r_ptr->r_deaths++; /* Ignore appearance difference */
4560 /* A spell was cast */