3 /* Purpose: Monster spells (attack player) */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
16 #ifdef DRS_SMART_OPTIONS
19 * And now for Intelligent monster attacks (including spells).
21 * Original idea and code by "DRS" (David Reeves Sward).
22 * Major modifications by "BEN" (Ben Harrison).
24 * Give monsters more intelligent attack/spell selection based on
25 * observations of previous attacks on the player, and/or by allowing
26 * the monster to "cheat" and know the player status.
28 * Maintain an idea of the player status, and use that information
29 * to occasionally eliminate "ineffective" spell attacks. We could
30 * also eliminate ineffective normal attacks, but there is no reason
31 * for the monster to do this, since he gains no benefit.
32 * Note that MINDLESS monsters are not allowed to use this code.
33 * And non-INTELLIGENT monsters only use it partially effectively.
35 * Actually learn what the player resists, and use that information
36 * to remove attacks or spells before using them. This will require
37 * much less space, if I am not mistaken. Thus, each monster gets a
38 * set of 32 bit flags, "smart", build from the various "SM_*" flags.
40 * This has the added advantage that attacks and spells are related.
41 * The "smart_learn" option means that the monster "learns" the flags
42 * that should be set, and "smart_cheat" means that he "knows" them.
43 * So "smart_cheat" means that the "smart" field is always up to date,
44 * while "smart_learn" means that the "smart" field is slowly learned.
45 * Both of them have the same effect on the "choose spell" routine.
51 * Internal probability routine
53 static bool int_outof(monster_race *r_ptr, int prob)
55 /* Non-Smart monsters are half as "smart" */
56 if (!(r_ptr->flags2 & RF2_SMART)) prob = prob / 2;
59 return (randint0(100) < prob);
65 * Remove the "bad" spells from a spell list
67 static void remove_bad_spells(int m_idx, u32b *f4p, u32b *f5p, u32b *f6p)
69 monster_type *m_ptr = &m_list[m_idx];
70 monster_race *r_ptr = &r_info[m_ptr->r_idx];
79 /* Too stupid to know anything */
80 if (r_ptr->flags2 & RF2_STUPID) return;
83 /* Must be cheating or learning */
84 if (!smart_cheat && !smart_learn) return;
87 /* Update acquired knowledge */
90 /* Hack -- Occasionally forget player status */
91 if (m_ptr->smart && (randint0(100) < 1)) m_ptr->smart = 0L;
93 /* Use the memorized flags */
98 /* Cheat if requested */
101 /* Know basic info */
102 if (p_ptr->resist_acid) smart |= (SM_RES_ACID);
103 if (p_ptr->oppose_acid) smart |= (SM_OPP_ACID);
104 if (p_ptr->immune_acid) smart |= (SM_IMM_ACID);
105 if (p_ptr->resist_elec) smart |= (SM_RES_ELEC);
106 if (p_ptr->oppose_elec) smart |= (SM_OPP_ELEC);
107 if (p_ptr->immune_elec) smart |= (SM_IMM_ELEC);
108 if (p_ptr->resist_fire) smart |= (SM_RES_FIRE);
109 if (p_ptr->oppose_fire) smart |= (SM_OPP_FIRE);
110 if (p_ptr->immune_fire) smart |= (SM_IMM_FIRE);
111 if (p_ptr->resist_cold) smart |= (SM_RES_COLD);
112 if (p_ptr->oppose_cold) smart |= (SM_OPP_COLD);
113 if (p_ptr->immune_cold) smart |= (SM_IMM_COLD);
115 /* Know poison info */
116 if (p_ptr->resist_pois) smart |= (SM_RES_POIS);
117 if (p_ptr->oppose_pois) smart |= (SM_OPP_POIS);
119 /* Know special resistances */
120 if (p_ptr->resist_neth) smart |= (SM_RES_NETH);
121 if (p_ptr->resist_lite) smart |= (SM_RES_LITE);
122 if (p_ptr->resist_dark) smart |= (SM_RES_DARK);
123 if (p_ptr->resist_fear) smart |= (SM_RES_FEAR);
124 if (p_ptr->resist_conf) smart |= (SM_RES_CONF);
125 if (p_ptr->resist_chaos) smart |= (SM_RES_CHAOS);
126 if (p_ptr->resist_disen) smart |= (SM_RES_DISEN);
127 if (p_ptr->resist_blind) smart |= (SM_RES_BLIND);
128 if (p_ptr->resist_nexus) smart |= (SM_RES_NEXUS);
129 if (p_ptr->resist_sound) smart |= (SM_RES_SOUND);
130 if (p_ptr->resist_shard) smart |= (SM_RES_SHARD);
131 if (p_ptr->reflect) smart |= (SM_IMM_REFLECT);
133 /* Know bizarre "resistances" */
134 if (p_ptr->free_act) smart |= (SM_IMM_FREE);
135 if (!p_ptr->msp) smart |= (SM_IMM_MANA);
143 if (smart & SM_IMM_ACID)
145 f4 &= ~(RF4_BR_ACID);
146 f5 &= ~(RF5_BA_ACID);
147 f5 &= ~(RF5_BO_ACID);
149 else if ((smart & (SM_OPP_ACID)) && (smart & (SM_RES_ACID)))
151 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ACID);
152 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ACID);
153 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ACID);
155 else if ((smart & (SM_OPP_ACID)) || (smart & (SM_RES_ACID)))
157 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ACID);
158 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ACID);
159 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ACID);
163 if (smart & (SM_IMM_ELEC))
165 f4 &= ~(RF4_BR_ELEC);
166 f5 &= ~(RF5_BA_ELEC);
167 f5 &= ~(RF5_BO_ELEC);
169 else if ((smart & (SM_OPP_ELEC)) && (smart & (SM_RES_ELEC)))
171 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ELEC);
172 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ELEC);
173 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ELEC);
175 else if ((smart & (SM_OPP_ELEC)) || (smart & (SM_RES_ELEC)))
177 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ELEC);
178 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ELEC);
179 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ELEC);
183 if (smart & (SM_IMM_FIRE))
185 f4 &= ~(RF4_BR_FIRE);
186 f5 &= ~(RF5_BA_FIRE);
187 f5 &= ~(RF5_BO_FIRE);
189 else if ((smart & (SM_OPP_FIRE)) && (smart & (SM_RES_FIRE)))
191 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_FIRE);
192 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_FIRE);
193 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_FIRE);
195 else if ((smart & (SM_OPP_FIRE)) || (smart & (SM_RES_FIRE)))
197 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_FIRE);
198 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_FIRE);
199 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_FIRE);
203 if (smart & (SM_IMM_COLD))
205 f4 &= ~(RF4_BR_COLD);
206 f5 &= ~(RF5_BA_COLD);
207 f5 &= ~(RF5_BO_COLD);
208 f5 &= ~(RF5_BO_ICEE);
210 else if ((smart & (SM_OPP_COLD)) && (smart & (SM_RES_COLD)))
212 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_COLD);
213 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_COLD);
214 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_COLD);
215 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ICEE);
217 else if ((smart & (SM_OPP_COLD)) || (smart & (SM_RES_COLD)))
219 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_COLD);
220 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_COLD);
221 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_COLD);
222 if (int_outof(r_ptr, 20)) f5 &= ~(RF5_BO_ICEE);
226 if ((smart & (SM_OPP_POIS)) && (smart & (SM_RES_POIS)))
228 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_POIS);
229 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_POIS);
230 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BA_NUKE);
231 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BR_NUKE);
233 else if ((smart & (SM_OPP_POIS)) || (smart & (SM_RES_POIS)))
235 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_POIS);
236 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_POIS);
240 if (smart & (SM_RES_NETH))
242 if (prace_is_(RACE_SPECTRE))
244 f4 &= ~(RF4_BR_NETH);
245 f5 &= ~(RF5_BA_NETH);
246 f5 &= ~(RF5_BO_NETH);
250 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_NETH);
251 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_NETH);
252 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BO_NETH);
256 if (smart & (SM_RES_LITE))
258 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_LITE);
259 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_LITE);
262 if (smart & (SM_RES_DARK))
264 if (prace_is_(RACE_VAMPIRE))
266 f4 &= ~(RF4_BR_DARK);
267 f5 &= ~(RF5_BA_DARK);
271 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_DARK);
272 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_DARK);
276 if (smart & (SM_RES_FEAR))
281 if (smart & (SM_RES_CONF))
284 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_CONF);
287 if (smart & (SM_RES_CHAOS))
289 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_CHAO);
290 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BA_CHAO);
293 if (smart & (SM_RES_DISEN))
295 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_DISE);
298 if (smart & (SM_RES_BLIND))
303 if (smart & (SM_RES_NEXUS))
305 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_NEXU);
306 f6 &= ~(RF6_TELE_LEVEL);
309 if (smart & (SM_RES_SOUND))
311 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_SOUN);
314 if (smart & (SM_RES_SHARD))
316 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_SHAR);
319 if (smart & (SM_IMM_REFLECT))
321 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_COLD);
322 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_FIRE);
323 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ACID);
324 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ELEC);
325 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_NETH);
326 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_WATE);
327 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_MANA);
328 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_PLAS);
329 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ICEE);
330 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_MISSILE);
331 if (int_outof(r_ptr, 150)) f4 &= ~(RF4_SHOOT);
334 if (smart & (SM_IMM_FREE))
340 if (smart & (SM_IMM_MANA))
342 f5 &= ~(RF5_DRAIN_MANA);
345 /* XXX XXX XXX No spells left? */
346 /* if (!f4 && !f5 && !f6) ... */
353 #endif /* DRS_SMART_OPTIONS */
357 * Determine if there is a space near the player in which
358 * a summoned creature can appear
360 bool summon_possible(int y1, int x1)
364 /* Start at the player's location, and check 2 grids in each dir */
365 for (y = y1 - 2; y <= y1 + 2; y++)
367 for (x = x1 - 2; x <= x1 + 2; x++)
369 /* Ignore illegal locations */
370 if (!in_bounds(y, x)) continue;
372 /* Only check a circular area */
373 if (distance(y1, x1, y, x)>2) continue;
375 /* ...nor on the Pattern */
376 if ((cave[y][x].feat >= FEAT_PATTERN_START)
377 && (cave[y][x].feat <= FEAT_PATTERN_XTRA2)) continue;
379 /* Require empty floor grid in line of sight */
380 if ((cave_empty_bold(y, x) || (cave[y][x].feat == FEAT_TREES)) && los(y1, x1, y, x) && los(y, x, y1, x1)) return (TRUE);
388 static bool raise_possible(int y, int x)
391 s16b this_o_idx, next_o_idx = 0;
394 for (xx = x - 5; xx <= x + 5; xx++)
396 for (yy = y - 5; yy <= y + 5; yy++)
398 if (distance(y, x, yy, xx) > 5) continue;
399 if (!los(y, x, yy, xx)) continue;
401 c_ptr = &cave[yy][xx];
402 /* Scan the pile of objects */
403 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
406 object_type *o_ptr = &o_list[this_o_idx];
408 /* Acquire next object */
409 next_o_idx = o_ptr->next_o_idx;
411 /* Known to be worthless? */
412 if (o_ptr->tval == TV_CORPSE)
422 * Originally, it was possible for a friendly to shoot another friendly.
423 * Change it so a "clean shot" means no equally friendly monster is
424 * between the attacker and target.
427 * Determine if a bolt spell will hit the player.
429 * This is exactly like "projectable", but it will
430 * return FALSE if a monster is in the way.
431 * no equally friendly monster is
432 * between the attacker and target.
434 bool clean_shot(int y1, int x1, int y2, int x2, bool friend)
436 /* Must be the same as projectable() */
443 /* Check the projection path */
444 grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, 0);
446 /* No grid is ever projectable from itself */
447 if (!grid_n) return (FALSE);
450 y = GRID_Y(grid_g[grid_n-1]);
451 x = GRID_X(grid_g[grid_n-1]);
453 /* May not end in an unrequested grid */
454 if ((y != y2) || (x != x2)) return (FALSE);
456 for (i = 0; i < grid_n; i++)
458 y = GRID_Y(grid_g[i]);
459 x = GRID_X(grid_g[i]);
461 if ((cave[y][x].m_idx > 0) && !((y == y2) && (x == x2)))
463 monster_type *m_ptr = &m_list[cave[y][x].m_idx];
464 if (friend == is_pet(m_ptr))
469 /* Pets may not shoot through the character - TNB */
470 if ((y == py) && (x == px))
472 if (friend) return (FALSE);
480 * Cast a bolt at the player
481 * Stop if we hit a monster
482 * Affect monsters and the player
484 static void bolt(int m_idx, int typ, int dam_hp, int monspell, bool learnable)
486 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_PLAYER | PROJECT_REFLECTABLE;
488 /* Target the player with a bolt attack */
489 (void)project(m_idx, 0, py, px, dam_hp, typ, flg, (learnable ? monspell : -1));
492 static void beam(int m_idx, int typ, int dam_hp, int monspell, bool learnable)
494 int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU | PROJECT_PLAYER;
496 /* Target the player with a bolt attack */
497 (void)project(m_idx, 0, py, px, dam_hp, typ, flg, (learnable ? monspell : -1));
502 * Cast a breath (or ball) attack at the player
503 * Pass over any monsters that may be in the way
504 * Affect grids, objects, monsters, and the player
506 static void breath(int y, int x, int m_idx, int typ, int dam_hp, int rad, bool breath, int monspell, bool learnable)
508 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_PLAYER;
510 monster_type *m_ptr = &m_list[m_idx];
511 monster_race *r_ptr = &r_info[m_ptr->r_idx];
513 /* Determine the radius of the blast */
514 if ((rad < 1) && breath) rad = (r_ptr->flags2 & (RF2_POWERFUL)) ? 3 : 2;
516 /* Handle breath attacks */
517 if (breath) rad = 0 - rad;
519 if (typ == GF_ROCKET) flg |= PROJECT_STOP;
520 if (typ == GF_MIND_BLAST || typ == GF_BRAIN_SMASH ||
521 typ == GF_CAUSE_1 || typ == GF_CAUSE_2 || typ == GF_CAUSE_3 ||
522 typ == GF_CAUSE_4 || typ == GF_HAND_DOOM) flg |= PROJECT_HIDE;
524 /* Target the player with a ball attack */
525 (void)project(m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
529 u32b get_curse(int power, object_type *o_ptr)
535 new_curse = (1 << (randint0(MAX_CURSE)+4));
538 if (!(new_curse & TRC_HEAVY_MASK)) continue;
542 if (new_curse & TRC_SPECIAL_MASK) continue;
546 if (new_curse & TRC_HEAVY_MASK) continue;
548 if (((o_ptr->tval < TV_BOW) || (o_ptr->tval > TV_SWORD)) && (new_curse == TRC_LOW_MELEE)) continue;
549 if (((o_ptr->tval < TV_BOOTS) || (o_ptr->tval > TV_DRAG_ARMOR)) && (new_curse == TRC_LOW_AC)) continue;
555 void curse_equipment(int chance, int heavy_chance)
557 bool changed = FALSE;
560 u32b oflgs[TR_FLAG_SIZE];
561 object_type *o_ptr = &inventory[INVEN_RARM + randint0(12)];
562 char o_name[MAX_NLEN];
564 if (randint1(100) > chance) return;
566 if (!o_ptr->k_idx) return;
568 object_flags(o_ptr, oflgs);
570 object_desc(o_name, o_ptr, FALSE, 0);
572 /* Extra, biased saving throw for blessed items */
573 if (have_flag(oflgs, TR_BLESSED) && (randint1(888) > chance))
576 msg_format("%s¤Ï¼ö¤¤¤òÄ·¤ÍÊÖ¤·¤¿¡ª", o_name,
578 msg_format("Your %s resist%s cursing!", o_name,
581 ((o_ptr->number > 1) ? "" : "s"));
582 /* Hmmm -- can we wear multiple items? If not, this is unnecessary */
586 if ((randint1(100) <= heavy_chance) &&
587 (o_ptr->name1 || o_ptr->name2 || o_ptr->art_name))
589 if (!(o_ptr->curse_flags & TRC_HEAVY_CURSE))
591 o_ptr->curse_flags |= TRC_HEAVY_CURSE;
592 o_ptr->curse_flags |= TRC_CURSED;
597 if (!cursed_p(o_ptr))
599 o_ptr->curse_flags |= TRC_CURSED;
601 if (heavy_chance >= 50) curse_power++;
603 new_curse = get_curse(curse_power, o_ptr);
604 if (!(o_ptr->curse_flags & new_curse))
607 o_ptr->curse_flags |= new_curse;
613 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
615 msg_format("There is a malignant black aura surrounding %s...", o_name);
618 o_ptr->feeling = FEEL_NONE;
620 p_ptr->update |= (PU_BONUS);
625 * Return TRUE if a spell is good for hurting the player (directly).
627 static bool spell_attack(byte spell)
629 /* All RF4 spells hurt (except for shriek and dispel) */
630 if (spell < 128 && spell > 98) return (TRUE);
632 /* Various "ball" spells */
633 if (spell >= 128 && spell <= 128 + 8) return (TRUE);
635 /* "Cause wounds" and "bolt" spells */
636 if (spell >= 128 + 12 && spell < 128 + 27) return (TRUE);
639 if (spell == 160 + 1) return (TRUE);
642 if (spell == 160 + 11) return (TRUE);
650 * Return TRUE if a spell is good for escaping.
652 static bool spell_escape(byte spell)
654 /* Blink or Teleport */
655 if (spell == 160 + 4 || spell == 160 + 5) return (TRUE);
657 /* Teleport the player away */
658 if (spell == 160 + 9 || spell == 160 + 10) return (TRUE);
660 /* Isn't good for escaping */
665 * Return TRUE if a spell is good for annoying the player.
667 static bool spell_annoy(byte spell)
670 if (spell == 96 + 0) return (TRUE);
672 /* Brain smash, et al (added curses) */
673 if (spell >= 128 + 9 && spell <= 128 + 14) return (TRUE);
675 /* Scare, confuse, blind, slow, paralyze */
676 if (spell >= 128 + 27 && spell <= 128 + 31) return (TRUE);
679 if (spell == 160 + 8) return (TRUE);
682 if (spell == 160 + 10) return (TRUE);
684 /* Darkness, make traps, cause amnesia */
685 if (spell >= 160 + 12 && spell <= 160 + 14) return (TRUE);
692 * Return TRUE if a spell summons help.
694 static bool spell_summon(byte spell)
696 /* All summon spells */
697 if (spell >= 160 + 16) return (TRUE);
705 * Return TRUE if a spell raise-dead.
707 static bool spell_raise(byte spell)
709 /* All raise-dead spells */
710 if (spell == 160 + 15) return (TRUE);
718 * Return TRUE if a spell is good in a tactical situation.
720 static bool spell_tactic(byte spell)
723 if (spell == 160 + 4) return (TRUE);
730 * Return TRUE if a spell makes invulnerable.
732 static bool spell_invulner(byte spell)
734 /* Invulnerability */
735 if (spell == 160 + 3) return (TRUE);
737 /* No invulnerability */
742 * Return TRUE if a spell hastes.
744 static bool spell_haste(byte spell)
747 if (spell == 160 + 0) return (TRUE);
749 /* Not a haste spell */
755 * Return TRUE if a spell world.
757 static bool spell_world(byte spell)
760 if (spell == 160 + 6) return (TRUE);
762 /* Not a haste spell */
768 * Return TRUE if a spell special.
770 static bool spell_special(byte spell)
772 if (p_ptr->inside_battle) return FALSE;
775 if (spell == 160 + 7) return (TRUE);
777 /* Not a haste spell */
783 * Return TRUE if a spell psycho-spear.
785 static bool spell_psy_spe(byte spell)
788 if (spell == 160 + 11) return (TRUE);
790 /* Not a haste spell */
796 * Return TRUE if a spell is good for healing.
798 static bool spell_heal(byte spell)
801 if (spell == 160 + 2) return (TRUE);
809 * Return TRUE if a spell is good for dispel.
811 static bool spell_dispel(byte spell)
814 if (spell == 96 + 2) return (TRUE);
822 * Check should monster cast dispel spell.
824 static bool dispel_check(int m_idx)
826 monster_type *m_ptr = &m_list[m_idx];
827 monster_race *r_ptr = &r_info[m_ptr->r_idx];
830 if (p_ptr->invuln) return (TRUE);
833 if (p_ptr->wraith_form) return (TRUE);
836 if (p_ptr->shield) return (TRUE);
839 if (p_ptr->magicdef) return (TRUE);
842 if (p_ptr->multishadow) return (TRUE);
845 if (p_ptr->dustrobe) return (TRUE);
847 /* Berserk Strength */
848 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) return (TRUE);
850 /* Invulnability song */
851 if (music_singing(MUSIC_INVULN)) return (TRUE);
854 if (p_ptr->mimic_form == MIMIC_DEMON_LORD) return (TRUE);
856 /* Elemental resistances */
857 if (r_ptr->flags4 & RF4_BR_ACID)
859 if (!p_ptr->immune_acid && p_ptr->oppose_acid) return (TRUE);
861 if (p_ptr->special_defense & DEFENSE_ACID) return (TRUE);
864 if (r_ptr->flags4 & RF4_BR_FIRE)
866 if (!((p_ptr->prace == RACE_DEMON) && p_ptr->lev > 44))
868 if(!p_ptr->immune_fire && p_ptr->oppose_fire) return (TRUE);
870 if(p_ptr->special_defense & DEFENSE_FIRE) return(TRUE);
874 if (r_ptr->flags4 & RF4_BR_ELEC)
876 if (!p_ptr->immune_elec && p_ptr->oppose_elec) return (TRUE);
878 if (p_ptr->special_defense & DEFENSE_ELEC) return (TRUE);
881 if (r_ptr->flags4 & RF4_BR_COLD)
883 if (!p_ptr->immune_cold && p_ptr->oppose_cold) return (TRUE);
885 if (p_ptr->special_defense & DEFENSE_COLD) return (TRUE);
888 if (r_ptr->flags4 & (RF4_BR_POIS | RF4_BR_NUKE))
890 if (!((p_ptr->pclass == CLASS_NINJA) && p_ptr->lev > 44))
892 if (p_ptr->oppose_pois) return (TRUE);
894 if (p_ptr->special_defense & DEFENSE_POIS) return (TRUE);
898 /* Elemental resist music */
899 if (music_singing(MUSIC_RESIST))
901 if (r_ptr->flags4 & (RF4_BR_ACID | RF4_BR_FIRE | RF4_BR_ELEC | RF4_BR_COLD | RF4_BR_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->flags3 & RF3_IM_ACID)) return (TRUE);
912 if ((p_ptr->special_attack & ATTACK_FIRE) && !(r_ptr->flags3 & RF3_IM_FIRE)) return (TRUE);
913 if ((p_ptr->special_attack & ATTACK_ELEC) && !(r_ptr->flags3 & RF3_IM_ELEC)) return (TRUE);
914 if ((p_ptr->special_attack & ATTACK_COLD) && !(r_ptr->flags3 & RF3_IM_COLD)) return (TRUE);
915 if ((p_ptr->special_attack & ATTACK_POIS) && !(r_ptr->flags3 & RF3_IM_POIS)) return (TRUE);
918 if (p_ptr->pspeed < 145)
920 if (p_ptr->fast) return (TRUE);
922 if (music_singing(MUSIC_SPEED)) return (TRUE);
924 if (music_singing(MUSIC_SHERO)) return (TRUE);
928 if (p_ptr->lightspeed && (m_ptr->mspeed < 136)) return (TRUE);
930 if (p_ptr->riding && (m_list[p_ptr->riding].mspeed < 135))
932 if (m_list[p_ptr->riding].fast) return (TRUE);
935 /* No need to cast dispel spell */
941 * Have a monster choose a spell from a list of "useful" spells.
943 * Note that this list does NOT include spells that will just hit
944 * other monsters, and the list is restricted when the monster is
945 * "desperate". Should that be the job of this function instead?
947 * Stupid monsters will just pick a spell randomly. Smart monsters
948 * will choose more "intelligently".
950 * Use the helper functions above to put spells into categories.
952 * This function may well be an efficiency bottleneck.
954 static int choose_attack_spell(int m_idx, byte spells[], byte num)
956 monster_type *m_ptr = &m_list[m_idx];
957 monster_race *r_ptr = &r_info[m_ptr->r_idx];
959 byte escape[96], escape_num = 0;
960 byte attack[96], attack_num = 0;
961 byte summon[96], summon_num = 0;
962 byte tactic[96], tactic_num = 0;
963 byte annoy[96], annoy_num = 0;
964 byte invul[96], invul_num = 0;
965 byte haste[96], haste_num = 0;
966 byte world[96], world_num = 0;
967 byte special[96], special_num = 0;
968 byte psy_spe[96], psy_spe_num = 0;
969 byte raise[96], raise_num = 0;
970 byte heal[96], heal_num = 0;
971 byte dispel[96], dispel_num = 0;
975 /* Stupid monsters choose randomly */
976 if (r_ptr->flags2 & (RF2_STUPID))
979 return (spells[randint0(num)]);
982 /* Categorize spells */
983 for (i = 0; i < num; i++)
986 if (spell_escape(spells[i])) escape[escape_num++] = spells[i];
989 if (spell_attack(spells[i])) attack[attack_num++] = spells[i];
992 if (spell_summon(spells[i])) summon[summon_num++] = spells[i];
994 /* Tactical spell? */
995 if (spell_tactic(spells[i])) tactic[tactic_num++] = spells[i];
997 /* Annoyance spell? */
998 if (spell_annoy(spells[i])) annoy[annoy_num++] = spells[i];
1000 /* Invulnerability spell? */
1001 if (spell_invulner(spells[i])) invul[invul_num++] = spells[i];
1004 if (spell_haste(spells[i])) haste[haste_num++] = spells[i];
1007 if (spell_world(spells[i])) world[world_num++] = spells[i];
1009 /* Special spell? */
1010 if (spell_special(spells[i])) special[special_num++] = spells[i];
1012 /* Psycho-spear spell? */
1013 if (spell_psy_spe(spells[i])) psy_spe[psy_spe_num++] = spells[i];
1015 /* Raise-dead spell? */
1016 if (spell_raise(spells[i])) raise[raise_num++] = spells[i];
1019 if (spell_heal(spells[i])) heal[heal_num++] = spells[i];
1022 if (spell_dispel(spells[i])) dispel[dispel_num++] = spells[i];
1025 /*** Try to pick an appropriate spell type ***/
1028 if (world_num && (randint0(100) < 15) && !world_monster)
1030 /* Choose haste spell */
1031 return (world[randint0(world_num)]);
1037 bool success = FALSE;
1038 switch(m_ptr->r_idx)
1042 if ((m_ptr->hp < m_ptr->maxhp / 2) && r_info[MON_BANOR].max_num && r_info[MON_LUPART].max_num) success = TRUE;
1046 if (success) return (special[randint0(special_num)]);
1049 /* Still hurt badly, couldn't flee, attempt to heal */
1050 if (m_ptr->hp < m_ptr->maxhp / 3 && one_in_(2))
1052 /* Choose heal spell if possible */
1053 if (heal_num) return (heal[randint0(heal_num)]);
1056 /* Hurt badly or afraid, attempt to flee */
1057 if (((m_ptr->hp < m_ptr->maxhp / 3) || m_ptr->monfear) && one_in_(2))
1059 /* Choose escape spell if possible */
1060 if (escape_num) return (escape[randint0(escape_num)]);
1066 bool success = FALSE;
1067 switch(m_ptr->r_idx)
1070 if (randint0(100) < 50) success = TRUE;
1072 case MON_BANORLUPART:
1073 if (randint0(100) < 70) success = TRUE;
1079 if (randint0(100) < 50) success = TRUE;
1082 if (success) return (special[randint0(special_num)]);
1085 /* Player is close and we have attack spells, blink away */
1086 if ((distance(py, px, m_ptr->fy, m_ptr->fx) < 4) && (attack_num || (r_ptr->flags6 & RF6_TRAPS)) && (randint0(100) < 75) && !world_monster)
1088 /* Choose tactical spell */
1089 if (tactic_num) return (tactic[randint0(tactic_num)]);
1092 /* Summon if possible (sometimes) */
1093 if (summon_num && (randint0(100) < 40))
1095 /* Choose summon spell */
1096 return (summon[randint0(summon_num)]);
1100 if (dispel_num && one_in_(2))
1102 /* Choose dispel spell if possible */
1103 if (dispel_check(m_idx))
1105 return (dispel[randint0(dispel_num)]);
1109 /* Raise-dead if possible (sometimes) */
1110 if (raise_num && (randint0(100) < 40) && raise_possible(m_ptr->fy, m_ptr->fx))
1112 /* Choose raise-dead spell */
1113 return (raise[randint0(raise_num)]);
1116 /* Attack spell (most of the time) */
1119 if (psy_spe_num && (randint0(100) < 50))
1121 /* Choose attack spell */
1122 return (psy_spe[randint0(psy_spe_num)]);
1124 else if (attack_num && (randint0(100) < 40))
1126 /* Choose attack spell */
1127 return (attack[randint0(attack_num)]);
1130 else if (attack_num && (randint0(100) < 85))
1132 /* Choose attack spell */
1133 return (attack[randint0(attack_num)]);
1136 /* Try another tactical spell (sometimes) */
1137 if (tactic_num && (randint0(100) < 50) && !world_monster)
1139 /* Choose tactic spell */
1140 return (tactic[randint0(tactic_num)]);
1143 /* Cast globe of invulnerability if not already in effect */
1144 if (invul_num && !(m_ptr->invulner) && (randint0(100) < 50))
1146 /* Choose Globe of Invulnerability */
1147 return (invul[randint0(invul_num)]);
1150 /* We're hurt (not badly), try to heal */
1151 if ((m_ptr->hp < m_ptr->maxhp * 3 / 4) && (randint0(100) < 25))
1153 /* Choose heal spell if possible */
1154 if (heal_num) return (heal[randint0(heal_num)]);
1157 /* Haste self if we aren't already somewhat hasted (rarely) */
1158 if (haste_num && (randint0(100) < 20) && !(m_ptr->fast))
1160 /* Choose haste spell */
1161 return (haste[randint0(haste_num)]);
1164 /* Annoy player (most of the time) */
1165 if (annoy_num && (randint0(100) < 80))
1167 /* Choose annoyance spell */
1168 return (annoy[randint0(annoy_num)]);
1171 /* Choose no spell */
1177 * Creatures can cast spells, shoot missiles, and breathe.
1179 * Returns "TRUE" if a spell (or whatever) was (successfully) cast.
1181 * XXX XXX XXX This function could use some work, but remember to
1182 * keep it as optimized as possible, while retaining generic code.
1184 * Verify the various "blind-ness" checks in the code.
1186 * XXX XXX XXX Note that several effects should really not be "seen"
1187 * if the player is blind. See also "effects.c" for other "mistakes".
1189 * Perhaps monsters should breathe at locations *near* the player,
1190 * since this would allow them to inflict "partial" damage.
1192 * Perhaps smart monsters should decline to use "bolt" spells if
1193 * there is a monster in the way, unless they wish to kill it.
1195 * Note that, to allow the use of the "track_target" option at some
1196 * later time, certain non-optimal things are done in the code below,
1197 * including explicit checks against the "direct" variable, which is
1198 * currently always true by the time it is checked, but which should
1199 * really be set according to an explicit "projectable()" test, and
1200 * the use of generic "x,y" locations instead of the player location,
1201 * with those values being initialized with the player location.
1203 * It will not be possible to "correctly" handle the case in which a
1204 * monster attempts to attack a location which is thought to contain
1205 * the player, but which in fact is nowhere near the player, since this
1206 * might induce all sorts of messages about the attack itself, and about
1207 * the effects of the attack, which the player might or might not be in
1208 * a position to observe. Thus, for simplicity, it is probably best to
1209 * only allow "faulty" attacks by a monster if one of the important grids
1210 * (probably the initial or final grid) is in fact in view of the player.
1211 * It may be necessary to actually prevent spell attacks except when the
1212 * monster actually has line of sight to the player. Note that a monster
1213 * could be left in a bizarre situation after the player ducked behind a
1214 * pillar and then teleported away, for example.
1216 * Note that certain spell attacks do not use the "project()" function
1217 * but "simulate" it via the "direct" variable, which is always at least
1218 * as restrictive as the "project()" function. This is necessary to
1219 * prevent "blindness" attacks and such from bending around walls, etc,
1220 * and to allow the use of the "track_target" option in the future.
1222 * Note that this function attempts to optimize the use of spells for the
1223 * cases in which the monster has no spells, or has spells but cannot use
1224 * them, or has spells but they will have no "useful" effect. Note that
1225 * this function has been an efficiency bottleneck in the past.
1227 * Note the special "MFLAG_NICE" flag, which prevents a monster from using
1228 * any spell attacks until the player has had a single chance to move.
1230 bool make_attack_spell(int m_idx)
1232 int k, chance, thrown_spell = 0, rlev, failrate;
1233 byte spell[96], num = 0;
1235 monster_type *m_ptr = &m_list[m_idx];
1236 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1240 bool no_inate = FALSE;
1241 bool do_disi = FALSE;
1244 int s_num_6 = (easy_band ? 2 : 6);
1245 int s_num_4 = (easy_band ? 1 : 4);
1247 /* Target location */
1254 /* Extract the blind-ness */
1255 bool blind = (p_ptr->blind ? TRUE : FALSE);
1257 /* Extract the "see-able-ness" */
1258 bool seen = (!blind && m_ptr->ml);
1260 bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
1261 bool learnable = (seen && maneable && !world_monster);
1263 /* Assume "normal" target */
1266 /* Assume "projectable" */
1269 /* Cannot cast spells when confused */
1270 if (m_ptr->confused)
1272 reset_target(m_ptr);
1276 /* Cannot cast spells when nice */
1277 if (m_ptr->mflag & MFLAG_NICE) return (FALSE);
1278 if (!is_hostile(m_ptr)) return (FALSE);
1280 /* Hack -- Extract the spell probability */
1281 chance = (r_ptr->freq_inate + r_ptr->freq_spell) / 2;
1283 /* Not allowed to cast spells */
1284 if (!chance) return (FALSE);
1287 if (stupid_monsters)
1289 /* Only do spells occasionally */
1290 if (randint0(100) >= chance) return (FALSE);
1294 if (randint0(100) >= chance) return (FALSE);
1296 /* Sometimes forbid inate attacks (breaths) */
1297 if (randint0(100) >= (chance * 2)) no_inate = TRUE;
1300 /* XXX XXX XXX Handle "track_target" option (?) */
1303 /* Extract the racial spell flags */
1308 /* Hack -- require projectable player */
1312 if ((m_ptr->cdis > MAX_RANGE) && !m_ptr->target_y) return (FALSE);
1315 if (projectable(m_ptr->fy, m_ptr->fx, y, x))
1317 /* Breath disintegration to the glyph */
1318 if ((!cave_floor_bold(y,x)) && (r_ptr->flags4 & RF4_BR_DISI) && one_in_(2)) do_disi = TRUE;
1321 /* Check path to next grid */
1324 bool success = FALSE;
1326 if ((r_ptr->flags4 & RF4_BR_DISI) &&
1327 (m_ptr->cdis < MAX_RANGE/2) &&
1328 in_disintegration_range(m_ptr->fy, m_ptr->fx, y, x) &&
1329 (one_in_(10) || (projectable(y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
1338 int tonari_y[4][8] = {{-1,-1,-1,0,0,1,1,1},
1339 {-1,-1,-1,0,0,1,1,1},
1340 {1,1,1,0,0,-1,-1,-1},
1341 {1,1,1,0,0,-1,-1,-1}};
1342 int tonari_x[4][8] = {{-1,0,1,-1,1,-1,0,1},
1343 {1,0,-1,1,-1,1,0,-1},
1344 {-1,0,1,-1,1,-1,0,1},
1345 {1,0,-1,1,-1,1,0,-1}};
1347 if (m_ptr->fy < py && m_ptr->fx < px) tonari = 0;
1348 else if (m_ptr->fy < py) tonari = 1;
1349 else if (m_ptr->fx < px) tonari = 2;
1352 for (i = 0; i < 8; i++)
1354 int next_x = x + tonari_x[tonari][i];
1355 int next_y = y + tonari_y[tonari][i];
1358 /* Access the next grid */
1359 c_ptr = &cave[next_y][next_x];
1361 /* Skip door, rubble, wall */
1362 if ((c_ptr->feat >= FEAT_DOOR_HEAD) && (c_ptr->feat <= FEAT_PERM_SOLID)) continue;
1365 if (c_ptr->feat == FEAT_TREES) continue;
1368 if (c_ptr->feat == FEAT_MOUNTAIN) continue;
1370 if (projectable(m_ptr->fy, m_ptr->fx, next_y, next_x))
1382 if (m_ptr->target_y && m_ptr->target_x)
1384 y = m_ptr->target_y;
1385 x = m_ptr->target_x;
1386 f4 &= (RF4_INDIRECT_MASK);
1387 f5 &= (RF5_INDIRECT_MASK);
1388 f6 &= (RF6_INDIRECT_MASK);
1394 if (!success) return FALSE;
1398 reset_target(m_ptr);
1400 /* Extract the monster level */
1401 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1403 if (!stupid_monsters)
1405 /* Forbid inate attacks sometimes */
1406 if (no_inate) f4 &= 0x500000FF;
1411 f5 &= ~(RF5_DRAIN_MANA);
1413 if ((p_ptr->pclass == CLASS_NINJA) && (r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)))
1415 f6 &= ~(RF6_DARKNESS);
1418 if (dun_level && (!p_ptr->inside_quest || (p_ptr->inside_quest < MIN_RANDOM_QUEST)) && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
1420 f4 &= (RF4_NOMAGIC_MASK);
1421 f5 &= (RF5_NOMAGIC_MASK);
1422 f6 &= (RF6_NOMAGIC_MASK);
1425 /* Hack -- allow "desperate" spells */
1426 if ((r_ptr->flags2 & (RF2_SMART)) &&
1427 (m_ptr->hp < m_ptr->maxhp / 10) &&
1428 (randint0(100) < 50))
1430 /* Require intelligent spells */
1431 f4 &= (RF4_INT_MASK);
1432 f5 &= (RF5_INT_MASK);
1433 f6 &= (RF6_INT_MASK);
1435 /* No spells left */
1436 if (!f4 && !f5 && !f6) return (FALSE);
1439 /* Remove the "ineffective" spells */
1440 remove_bad_spells(m_idx, &f4, &f5, &f6);
1442 if (p_ptr->inside_arena)
1444 f4 &= ~(RF4_SUMMON_MASK);
1445 f5 &= ~(RF5_SUMMON_MASK);
1446 f6 &= ~(RF6_SUMMON_MASK);
1449 /* No spells left */
1450 if (!f4 && !f5 && !f6) return (FALSE);
1452 if (!stupid_monsters)
1454 /* Check for a clean bolt shot */
1455 if (((f4 & RF4_BOLT_MASK) ||
1456 (f5 & RF5_BOLT_MASK) ||
1457 (f6 & RF6_BOLT_MASK)) &&
1458 !(r_ptr->flags2 & RF2_STUPID) &&
1459 !clean_shot(m_ptr->fy, m_ptr->fx, py, px, FALSE))
1461 /* Remove spells that will only hurt friends */
1462 f4 &= ~(RF4_BOLT_MASK);
1463 f5 &= ~(RF5_BOLT_MASK);
1464 f6 &= ~(RF6_BOLT_MASK);
1467 /* Check for a possible summon */
1468 if (((f4 & RF4_SUMMON_MASK) ||
1469 (f5 & RF5_SUMMON_MASK) ||
1470 (f6 & RF6_SUMMON_MASK)) &&
1471 !(r_ptr->flags2 & RF2_STUPID) &&
1472 !(summon_possible(y, x)))
1474 /* Remove summoning spells */
1475 f4 &= ~(RF4_SUMMON_MASK);
1476 f5 &= ~(RF5_SUMMON_MASK);
1477 f6 &= ~(RF6_SUMMON_MASK);
1480 /* No spells left */
1481 if (!f4 && !f5 && !f6) return (FALSE);
1484 /* Extract the "inate" spells */
1485 for (k = 0; k < 32; k++)
1487 if (f4 & (1L << k)) spell[num++] = k + 32 * 3;
1490 /* Extract the "normal" spells */
1491 for (k = 0; k < 32; k++)
1493 if (f5 & (1L << k)) spell[num++] = k + 32 * 4;
1496 /* Extract the "bizarre" spells */
1497 for (k = 0; k < 32; k++)
1499 if (f6 & (1L << k)) spell[num++] = k + 32 * 5;
1502 /* No spells left */
1503 if (!num) return (FALSE);
1505 /* Stop if player is dead or gone */
1506 if (!p_ptr->playing || p_ptr->is_dead) return (FALSE);
1508 /* Stop if player is leaving */
1509 if (p_ptr->leaving) return (FALSE);
1511 /* Get the monster name (or "it") */
1512 monster_desc(m_name, m_ptr, 0x00);
1514 /* Get the monster possessive ("his"/"her"/"its") */
1515 monster_desc(m_poss, m_ptr, 0x22);
1517 /* Hack -- Get the "died from" name */
1518 monster_desc(ddesc, m_ptr, 0x288);
1520 if (stupid_monsters)
1522 /* Choose a spell to cast */
1523 thrown_spell = spell[randint0(num)];
1528 if (do_disi) thrown_spell = 96+31;
1533 thrown_spell = choose_attack_spell(m_idx, spell, num);
1534 if (thrown_spell) break;
1538 /* Abort if no spell was chosen */
1539 if (!thrown_spell) return (FALSE);
1541 /* Calculate spell failure rate */
1542 failrate = 25 - (rlev + 3) / 4;
1544 /* Hack -- Stupid monsters will never fail (for jellies and such) */
1545 if (r_ptr->flags2 & RF2_STUPID) failrate = 0;
1547 /* Check for spell failure (inate attacks never fail) */
1548 if ((thrown_spell >= 128) && ((m_ptr->stunned && one_in_(2)) || (randint0(100) < failrate)))
1552 if (thrown_spell != (160+7)) /* Not RF6_SPECIAL */
1555 msg_format("%^s¤Ï¼öʸ¤ò¾§¤¨¤è¤¦¤È¤·¤¿¤¬¼ºÇÔ¤·¤¿¡£", m_name);
1557 msg_format("%^s tries to cast a spell, but fails.", m_name);
1566 /* Cast the spell. */
1567 switch (thrown_spell)
1575 msg_format("%^s¤¬¤«¤ó¹â¤¤¶âÀÚ¤êÀ¼¤ò¤¢¤²¤¿¡£", m_name);
1577 msg_format("%^s makes a high pitched shriek.", m_name);
1580 aggravate_monsters(m_idx);
1594 if (x!=px || y!=py) return (FALSE);
1597 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
1598 else msg_format("%^s¤¬ËâÎϾõî¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
1600 if (blind) msg_format("%^s mumbles powerfully.", m_name);
1601 else msg_format("%^s invokes a dispel magic.", m_name);
1604 set_lightspeed(0, TRUE);
1606 set_shield(0, TRUE);
1607 set_blessed(0, TRUE);
1608 set_tsuyoshi(0, TRUE);
1611 set_protevil(0, TRUE);
1612 set_invuln(0, TRUE);
1613 set_wraith_form(0, TRUE);
1614 set_kabenuke(0, TRUE);
1615 set_tim_res_nether(0, TRUE);
1616 set_tim_res_time(0, TRUE);
1618 set_tim_reflect(0,TRUE);
1619 set_multishadow(0,TRUE);
1620 set_dustrobe(0,TRUE);
1622 set_tim_invis(0, TRUE);
1623 set_tim_infra(0, TRUE);
1624 set_tim_esp(0, TRUE);
1625 set_tim_regen(0, TRUE);
1626 set_tim_stealth(0, TRUE);
1627 set_tim_ffall(0, TRUE);
1628 set_tim_sh_touki(0, TRUE);
1629 set_tim_sh_fire(0, TRUE);
1630 set_tim_sh_holy(0, TRUE);
1631 set_tim_eyeeye(0, TRUE);
1632 set_magicdef(0, TRUE);
1633 set_resist_magic(0, TRUE);
1634 set_oppose_acid(0, TRUE);
1635 set_oppose_elec(0, TRUE);
1636 set_oppose_fire(0, TRUE);
1637 set_oppose_cold(0, TRUE);
1638 set_oppose_pois(0, TRUE);
1639 set_ultimate_res(0, TRUE);
1640 set_mimic(0, 0, TRUE);
1641 set_ele_attack(0, 0);
1642 set_ele_immune(0, 0);
1643 /* Cancel glowing hands */
1644 if (p_ptr->special_attack & ATTACK_CONFUSE)
1646 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
1648 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
1650 msg_print("Your hands stop glowing.");
1654 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0]))
1656 p_ptr->magic_num1[1] = p_ptr->magic_num1[0];
1657 p_ptr->magic_num1[0] = 0;
1659 msg_print("²Î¤¬ÅÓÀڤ줿¡£");
1661 msg_print("Your singing is interrupted.");
1663 p_ptr->action = ACTION_NONE;
1665 /* Recalculate bonuses */
1666 p_ptr->update |= (PU_BONUS | PU_HP);
1669 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1671 /* Update monsters */
1672 p_ptr->update |= (PU_MONSTERS);
1675 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1677 p_ptr->energy_need += ENERGY_NEED();
1681 m_list[p_ptr->riding].invulner = 0;
1682 m_list[p_ptr->riding].fast = 0;
1683 m_list[p_ptr->riding].slow = 0;
1684 p_ptr->update |= PU_BONUS;
1685 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= PR_HEALTH;
1686 p_ptr->redraw |= (PR_UHEALTH);
1690 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1691 msg_print("¤ä¤ê¤ä¤¬¤Ã¤¿¤Ê¡ª");
1693 learn_spell(MS_DISPEL);
1702 if (blind) msg_format("%^s¤¬²¿¤«¤ò¼Í¤Ã¤¿¡£", m_name);
1704 if (blind) msg_format("%^s shoots something.", m_name);
1708 else msg_format("%^s¤¬¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£", m_name);
1710 else msg_format("%^s fires a rocket.", m_name);
1713 dam = ((m_ptr->hp / 4) > 800 ? 800 : (m_ptr->hp / 4));
1714 breath(y, x, m_idx, GF_ROCKET,
1715 dam, 2, FALSE, MS_ROCKET, learnable);
1716 update_smart_learn(m_idx, DRS_SHARD);
1723 if (x!=px || y!=py) return (FALSE);
1726 if (blind) msg_format("%^s¤¬´ñ̯¤Ê²»¤òȯ¤·¤¿¡£", m_name);
1728 if (blind) msg_format("%^s makes a strange noise.", m_name);
1732 else msg_format("%^s¤¬Ìð¤òÊü¤Ã¤¿¡£", m_name);
1734 else msg_format("%^s fires an arrow.", m_name);
1737 dam = damroll(r_ptr->blow[0].d_dice, r_ptr->blow[0].d_side);
1738 bolt(m_idx, GF_ARROW, dam, MS_SHOOT, learnable);
1739 update_smart_learn(m_idx, DRS_REFLECT);
1769 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1771 if (blind) msg_format("%^s breathes.", m_name);
1775 else msg_format("%^s¤¬»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1777 else msg_format("%^s breathes acid.", m_name);
1780 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1781 breath(y, x, m_idx, GF_ACID, dam, 0, TRUE, MS_BR_ACID, learnable);
1782 update_smart_learn(m_idx, DRS_ACID);
1791 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1793 if (blind) msg_format("%^s breathes.", m_name);
1797 else msg_format("%^s¤¬°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1799 else msg_format("%^s breathes lightning.", m_name);
1802 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1803 breath(y, x, m_idx, GF_ELEC, dam,0, TRUE, MS_BR_ELEC, learnable);
1804 update_smart_learn(m_idx, DRS_ELEC);
1813 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1815 if (blind) msg_format("%^s breathes.", m_name);
1819 else msg_format("%^s¤¬²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1821 else msg_format("%^s breathes fire.", m_name);
1824 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1825 breath(y, x, m_idx, GF_FIRE, dam,0, TRUE, MS_BR_FIRE, learnable);
1826 update_smart_learn(m_idx, DRS_FIRE);
1835 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1837 if (blind) msg_format("%^s breathes.", m_name);
1841 else msg_format("%^s¤¬Î䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1843 else msg_format("%^s breathes frost.", m_name);
1846 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1847 breath(y, x, m_idx, GF_COLD, dam,0, TRUE, MS_BR_COLD, learnable);
1848 update_smart_learn(m_idx, DRS_COLD);
1857 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1859 if (blind) msg_format("%^s breathes.", m_name);
1863 else msg_format("%^s¤¬¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1865 else msg_format("%^s breathes gas.", m_name);
1868 dam = ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3));
1869 breath(y, x, m_idx, GF_POIS, dam, 0, TRUE, MS_BR_POIS, learnable);
1870 update_smart_learn(m_idx, DRS_POIS);
1880 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1882 if (blind) msg_format("%^s breathes.", m_name);
1886 else msg_format("%^s¤¬ÃϹö¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1888 else msg_format("%^s breathes nether.", m_name);
1891 dam = ((m_ptr->hp / 6) > 550 ? 550 : (m_ptr->hp / 6));
1892 breath(y, x, m_idx, GF_NETHER, dam,0, TRUE, MS_BR_NETHER, learnable);
1893 update_smart_learn(m_idx, DRS_NETH);
1902 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1904 if (blind) msg_format("%^s breathes.", m_name);
1908 else msg_format("%^s¤¬Á®¸÷¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1910 else msg_format("%^s breathes light.", m_name);
1913 dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6));
1914 breath(y, x, m_idx, GF_LITE, dam,0, TRUE, MS_BR_LITE, learnable);
1915 update_smart_learn(m_idx, DRS_LITE);
1924 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1926 if (blind) msg_format("%^s breathes.", m_name);
1930 else msg_format("%^s¤¬°Å¹õ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1932 else msg_format("%^s breathes darkness.", m_name);
1935 dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6));
1936 breath(y, x, m_idx, GF_DARK, dam,0, TRUE, MS_BR_DARK, learnable);
1937 update_smart_learn(m_idx, DRS_DARK);
1946 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1948 if (blind) msg_format("%^s breathes.", m_name);
1952 else msg_format("%^s¤¬º®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1954 else msg_format("%^s breathes confusion.", m_name);
1957 dam = ((m_ptr->hp / 6) > 450 ? 450 : (m_ptr->hp / 6));
1958 breath(y, x, m_idx, GF_CONFUSION, dam,0, TRUE, MS_BR_CONF, learnable);
1959 update_smart_learn(m_idx, DRS_CONF);
1967 if (m_ptr->r_idx == MON_JAIAN)
1969 msg_format("¡Ö¥Ü¥©¥¨¡Á¡Á¡Á¡Á¡Á¡Á¡×");
1971 msg_format("'Booooeeeeee'");
1974 else if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1976 else if (blind) msg_format("%^s breathes.", m_name);
1980 else msg_format("%^s¤¬¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1982 else msg_format("%^s breathes sound.", m_name);
1985 dam = ((m_ptr->hp / 6) > 450 ? 450 : (m_ptr->hp / 6));
1986 breath(y, x, m_idx, GF_SOUND, dam,0, TRUE, MS_BR_SOUND, learnable);
1987 update_smart_learn(m_idx, DRS_SOUND);
1996 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1998 if (blind) msg_format("%^s breathes.", m_name);
2002 else msg_format("%^s¤¬¥«¥ª¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2004 else msg_format("%^s breathes chaos.", m_name);
2007 dam = ((m_ptr->hp / 6) > 600 ? 600 : (m_ptr->hp / 6));
2008 breath(y, x, m_idx, GF_CHAOS, dam,0, TRUE, MS_BR_CHAOS, learnable);
2009 update_smart_learn(m_idx, DRS_CHAOS);
2018 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2020 if (blind) msg_format("%^s breathes.", m_name);
2024 else msg_format("%^s¤¬Îô²½¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2026 else msg_format("%^s breathes disenchantment.", m_name);
2029 dam = ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6));
2030 breath(y, x, m_idx, GF_DISENCHANT, dam,0, TRUE, MS_BR_DISEN, learnable);
2031 update_smart_learn(m_idx, DRS_DISEN);
2040 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2042 if (blind) msg_format("%^s breathes.", m_name);
2046 else msg_format("%^s¤¬°ø²Ìº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2048 else msg_format("%^s breathes nexus.", m_name);
2051 dam = ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3));
2052 breath(y, x, m_idx, GF_NEXUS, dam,0, TRUE, MS_BR_NEXUS, learnable);
2053 update_smart_learn(m_idx, DRS_NEXUS);
2062 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2064 if (blind) msg_format("%^s breathes.", m_name);
2068 else msg_format("%^s¤¬»þ´ÖµÕž¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2070 else msg_format("%^s breathes time.", m_name);
2073 dam = ((m_ptr->hp / 3) > 150 ? 150 : (m_ptr->hp / 3));
2074 breath(y, x, m_idx, GF_TIME, dam,0, TRUE, MS_BR_TIME, learnable);
2083 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2085 if (blind) msg_format("%^s breathes.", m_name);
2089 else msg_format("%^s¤¬ÃÙÆߤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2091 else msg_format("%^s breathes inertia.", m_name);
2094 dam = ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6));
2095 breath(y, x, m_idx, GF_INERTIA, dam,0, TRUE, MS_BR_INERTIA, learnable);
2104 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2106 if (blind) msg_format("%^s breathes.", m_name);
2110 else msg_format("%^s¤¬½ÅÎϤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2112 else msg_format("%^s breathes gravity.", m_name);
2115 dam = ((m_ptr->hp / 3) > 200 ? 200 : (m_ptr->hp / 3));
2116 breath(y, x, m_idx, GF_GRAVITY, dam,0, TRUE, MS_BR_GRAVITY, learnable);
2124 if (m_ptr->r_idx == MON_BOTEI)
2126 msg_format("¡Ö¥ÜÄë¥Ó¥ë¥«¥Ã¥¿¡¼¡ª¡ª¡ª¡×");
2128 msg_format("'Boty-Build cutter!!!'");
2131 else if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2133 else if (blind) msg_format("%^s breathes.", m_name);
2137 else msg_format("%^s¤¬ÇËÊҤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2139 else msg_format("%^s breathes shards.", m_name);
2142 dam = ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6));
2143 breath(y, x, m_idx, GF_SHARDS, dam,0, TRUE, MS_BR_SHARDS, learnable);
2144 update_smart_learn(m_idx, DRS_SHARD);
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¤¬¥×¥é¥º¥Þ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2161 else msg_format("%^s breathes plasma.", m_name);
2164 dam = ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6));
2165 breath(y, x, m_idx, GF_PLASMA, dam,0, TRUE, MS_BR_PLASMA, learnable);
2174 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2176 if (blind) msg_format("%^s breathes.", m_name);
2180 else msg_format("%^s¤¬¥Õ¥©¡¼¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2182 else msg_format("%^s breathes force.", m_name);
2185 dam = ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6));
2186 breath(y, x, m_idx, GF_FORCE, dam,0, TRUE, MS_BR_FORCE, learnable);
2195 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2197 if (blind) msg_format("%^s breathes.", m_name);
2201 else msg_format("%^s¤¬ËâÎϤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2203 else msg_format("%^s breathes mana.", m_name);
2205 dam = ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3));
2206 breath(y, x, m_idx, GF_MANA, dam,0, TRUE, MS_BR_MANA, learnable);
2215 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2217 if (blind) msg_format("%^s mumbles.", m_name);
2221 else msg_format("%^s¤¬Êü¼Íǽµå¤òÊü¤Ã¤¿¡£", m_name);
2223 else msg_format("%^s casts a ball of radiation.", m_name);
2226 dam = (rlev + damroll(10, 6)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2227 breath(y, x, m_idx, GF_NUKE, dam, 2, FALSE, MS_BALL_NUKE, learnable);
2228 update_smart_learn(m_idx, DRS_POIS);
2237 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2239 if (blind) msg_format("%^s breathes.", m_name);
2243 else msg_format("%^s¤¬Êü¼ÍÀÇÑ´þʪ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2245 else msg_format("%^s breathes toxic waste.", m_name);
2248 dam = ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3));
2249 breath(y, x, m_idx, GF_NUKE, dam,0, TRUE, MS_BR_NUKE, learnable);
2250 update_smart_learn(m_idx, DRS_POIS);
2259 if (blind) msg_format("%^s¤¬¶²¤í¤·¤²¤Ë¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2261 if (blind) msg_format("%^s mumbles frighteningly.", m_name);
2265 else msg_format("%^s¤¬½ã¥í¥°¥ë¥¹¤òÊü¤Ã¤¿¡£", m_name);/*nuke me*/
2267 else msg_format("%^s invokes a raw Logrus.", m_name);
2270 dam = ((r_ptr->flags2 & RF2_POWERFUL) ? (rlev * 3) : (rlev * 2))+ damroll(10, 10);
2271 breath(y, x, m_idx, GF_CHAOS, dam, 4, FALSE, MS_BALL_CHAOS, learnable);
2272 update_smart_learn(m_idx, DRS_CHAOS);
2281 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2283 if (blind) msg_format("%^s breathes.", m_name);
2287 else msg_format("%^s¤¬Ê¬²ò¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2289 else msg_format("%^s breathes disintegration.", m_name);
2292 dam = ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6));
2293 breath(y, x, m_idx, GF_DISINTEGRATE, dam,0, TRUE, MS_BR_DISI, learnable);
2304 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2306 if (blind) msg_format("%^s mumbles.", m_name);
2310 else msg_format("%^s¤¬¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2312 else msg_format("%^s casts an acid ball.", m_name);
2315 dam = (randint1(rlev * 3) + 15) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2316 breath(y, x, m_idx, GF_ACID, dam, 2, FALSE, MS_BALL_ACID, learnable);
2317 update_smart_learn(m_idx, DRS_ACID);
2326 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2328 if (blind) msg_format("%^s mumbles.", m_name);
2332 else msg_format("%^s¤¬¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2334 else msg_format("%^s casts a lightning ball.", m_name);
2337 dam = (randint1(rlev * 3 / 2) + 8) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2338 breath(y, x, m_idx, GF_ELEC, dam, 2, FALSE, MS_BALL_ELEC, learnable);
2339 update_smart_learn(m_idx, DRS_ELEC);
2348 if (m_ptr->r_idx == MON_ROLENTO)
2352 msg_format("%s¤¬²¿¤«¤òÅꤲ¤¿¡£", m_name);
2354 msg_format("%s¤Ï¼êÜØÃƤòÅꤲ¤¿¡£", m_name);
2357 msg_format("%^s throws something.", m_name);
2359 msg_format("%^s throws a hand grenade.", m_name);
2365 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2367 if (blind) msg_format("%^s mumbles.", m_name);
2371 else msg_format("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2373 else msg_format("%^s casts a fire ball.", m_name);
2377 dam = (randint1(rlev * 7 / 2) + 10) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2378 breath(y, x, m_idx, GF_FIRE, dam, 2, FALSE, MS_BALL_FIRE, learnable);
2379 update_smart_learn(m_idx, DRS_FIRE);
2388 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2390 if (blind) msg_format("%^s mumbles.", m_name);
2394 else msg_format("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2396 else msg_format("%^s casts a frost ball.", m_name);
2399 dam = (randint1(rlev * 3 / 2) + 10) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2400 breath(y, x, m_idx, GF_COLD, dam, 2, FALSE, MS_BALL_COLD, learnable);
2401 update_smart_learn(m_idx, DRS_COLD);
2410 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2412 if (blind) msg_format("%^s mumbles.", m_name);
2416 else msg_format("%^s¤¬°½±À¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2418 else msg_format("%^s casts a stinking cloud.", m_name);
2421 dam = damroll(12, 2) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2422 breath(y, x, m_idx, GF_POIS, dam, 2, FALSE, MS_BALL_POIS, learnable);
2423 update_smart_learn(m_idx, DRS_POIS);
2432 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2434 if (blind) msg_format("%^s mumbles.", m_name);
2438 else msg_format("%^s¤¬ÃϹöµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2440 else msg_format("%^s casts a nether ball.", m_name);
2443 dam = 50 + damroll(10, 10) + (rlev * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1));
2444 breath(y, x, m_idx, GF_NETHER, dam, 2, FALSE, MS_BALL_NETHER, learnable);
2445 update_smart_learn(m_idx, DRS_NETH);
2454 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2456 if (blind) msg_format("%^s mumbles.", m_name);
2460 else msg_format("%^s¤¬Î®¤ì¤ë¤è¤¦¤Ê¿È¿¶¤ê¤ò¤·¤¿¡£", m_name);
2462 else msg_format("%^s gestures fluidly.", m_name);
2466 msg_print("¤¢¤Ê¤¿¤Ï±²´¬¤¤Ë°û¤ß¹þ¤Þ¤ì¤¿¡£");
2468 msg_print("You are engulfed in a whirlpool.");
2471 dam = ((r_ptr->flags2 & RF2_POWERFUL) ? randint1(rlev * 3) : randint1(rlev * 2)) + 50;
2472 breath(y, x, m_idx, GF_WATER, dam, 4, FALSE, MS_BALL_WATER, learnable);
2481 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2483 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2487 else msg_format("%^s¤¬ËâÎϤÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2489 else msg_format("%^s invokes a mana storm.", m_name);
2492 dam = (rlev * 4) + 50 + damroll(10, 10);
2493 breath(y, x, m_idx, GF_MANA, dam, 4, FALSE, MS_BALL_MANA, learnable);
2502 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2504 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2508 else msg_format("%^s¤¬°Å¹õ¤ÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2510 else msg_format("%^s invokes a darkness storm.", m_name);
2513 dam = (rlev * 4) + 50 + damroll(10, 10);
2514 breath(y, x, m_idx, GF_DARK, dam, 4, FALSE, MS_BALL_DARK, learnable);
2515 update_smart_learn(m_idx, DRS_DARK);
2519 /* RF5_DRAIN_MANA */
2522 if (x!=px || y!=py) return (FALSE);
2531 msg_format("%^s¤ËÀº¿À¥¨¥Í¥ë¥®¡¼¤òµÛ¤¤¼è¤é¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
2533 msg_format("%^s draws psychic energy from you!", m_name);
2538 r1 = (randint1(rlev) / 2) + 1;
2541 if (r1 >= p_ptr->csp)
2545 p_ptr->csp_frac = 0;
2554 learn_spell(MS_DRAIN_MANA);
2557 p_ptr->redraw |= (PR_MANA);
2560 p_ptr->window |= (PW_PLAYER);
2561 p_ptr->window |= (PW_SPELL);
2563 /* Heal the monster */
2564 if (m_ptr->hp < m_ptr->maxhp)
2567 m_ptr->hp += (6 * r1);
2568 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2570 /* Redraw (later) if needed */
2571 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2572 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2574 /* Special message */
2578 msg_format("%^s¤Ïµ¤Ê¬¤¬Îɤµ¤½¤¦¤À¡£", m_name);
2580 msg_format("%^s appears healthier.", m_name);
2586 update_smart_learn(m_idx, DRS_MANA);
2590 /* RF5_MIND_BLAST */
2593 if (x!=px || y!=py) return (FALSE);
2599 msg_print("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£");
2601 msg_print("You feel something focusing on your mind.");
2608 msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¤Ë¤é¤ó¤Ç¤¤¤ë¡£", m_name);
2610 msg_format("%^s gazes deep into your eyes.", m_name);
2615 dam = damroll(7, 7);
2616 breath(y, x, m_idx, GF_MIND_BLAST, dam, 0, FALSE, MS_MIND_BLAST, learnable);
2620 /* RF5_BRAIN_SMASH */
2623 if (x!=px || y!=py) return (FALSE);
2629 msg_print("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£");
2631 msg_print("You feel something focusing on your mind.");
2638 msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¸«¤Æ¤¤¤ë¡£", m_name);
2640 msg_format("%^s looks deep into your eyes.", m_name);
2645 dam = damroll(12, 12);
2646 breath(y, x, m_idx, GF_BRAIN_SMASH, dam, 0, FALSE, MS_BRAIN_SMASH, learnable);
2653 if (x!=px || y!=py) return (FALSE);
2657 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2659 if (blind) msg_format("%^s mumbles.", m_name);
2663 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¼ö¤Ã¤¿¡£", m_name);
2665 else msg_format("%^s points at you and curses.", m_name);
2668 dam = damroll(3, 8);
2669 breath(y, x, m_idx, GF_CAUSE_1, dam, 0, FALSE, MS_CAUSE_1, learnable);
2676 if (x!=px || y!=py) return (FALSE);
2680 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2682 if (blind) msg_format("%^s mumbles.", m_name);
2686 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼ö¤Ã¤¿¡£", m_name);
2688 else msg_format("%^s points at you and curses horribly.", m_name);
2691 dam = damroll(8, 8);
2692 breath(y, x, m_idx, GF_CAUSE_2, dam, 0, FALSE, MS_CAUSE_2, learnable);
2699 if (x!=px || y!=py) return (FALSE);
2703 if (blind) msg_format("%^s¤¬²¿¤«¤òÂçÀ¼¤Ç¶«¤ó¤À¡£", m_name);
2705 if (blind) msg_format("%^s mumbles loudly.", m_name);
2709 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼öʸ¤ò¾§¤¨¤¿¡ª", m_name);
2711 else msg_format("%^s points at you, incanting terribly!", m_name);
2714 dam = damroll(10, 15);
2715 breath(y, x, m_idx, GF_CAUSE_3, dam, 0, FALSE, MS_CAUSE_3, learnable);
2722 if (x!=px || y!=py) return (FALSE);
2726 if (blind) msg_format("%^s¤¬¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", m_name);
2728 if (blind) msg_format("%^s screams the word 'DIE!'", m_name);
2732 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÈ빦¤òÆͤ¤¤Æ¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", m_name);
2734 else msg_format("%^s points at you, screaming the word DIE!", m_name);
2737 dam = damroll(15, 15);
2738 breath(y, x, m_idx, GF_CAUSE_4, dam, 0, FALSE, MS_CAUSE_4, learnable);
2745 if (x!=px || y!=py) return (FALSE);
2748 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2750 if (blind) msg_format("%^s mumbles.", m_name);
2754 else msg_format("%^s¤¬¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2756 else msg_format("%^s casts a acid bolt.", m_name);
2759 dam = (damroll(7, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2760 bolt(m_idx, GF_ACID, dam, MS_BOLT_ACID, learnable);
2761 update_smart_learn(m_idx, DRS_ACID);
2762 update_smart_learn(m_idx, DRS_REFLECT);
2769 if (x!=px || y!=py) return (FALSE);
2772 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2774 if (blind) msg_format("%^s mumbles.", m_name);
2778 else msg_format("%^s¤¬¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2780 else msg_format("%^s casts a lightning bolt.", m_name);
2783 dam = (damroll(4, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2784 bolt(m_idx, GF_ELEC, dam, MS_BOLT_ELEC, learnable);
2785 update_smart_learn(m_idx, DRS_ELEC);
2786 update_smart_learn(m_idx, DRS_REFLECT);
2793 if (x!=px || y!=py) return (FALSE);
2796 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2798 if (blind) msg_format("%^s mumbles.", m_name);
2802 else msg_format("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2804 else msg_format("%^s casts a fire bolt.", m_name);
2807 dam = (damroll(9, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2808 bolt(m_idx, GF_FIRE, dam, MS_BOLT_FIRE, learnable);
2809 update_smart_learn(m_idx, DRS_FIRE);
2810 update_smart_learn(m_idx, DRS_REFLECT);
2817 if (x!=px || y!=py) return (FALSE);
2820 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2822 if (blind) msg_format("%^s mumbles.", m_name);
2826 else msg_format("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2828 else msg_format("%^s casts a frost bolt.", m_name);
2831 dam = (damroll(6, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2832 bolt(m_idx, GF_COLD, dam, MS_BOLT_COLD, learnable);
2833 update_smart_learn(m_idx, DRS_COLD);
2834 update_smart_learn(m_idx, DRS_REFLECT);
2843 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2845 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2849 else msg_format("%^s¤¬¥¹¥¿¡¼¥Ð¡¼¥¹¥È¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2851 else msg_format("%^s invokes a starburst.", m_name);
2854 dam = (rlev * 4) + 50 + damroll(10, 10);
2855 breath(y, x, m_idx, GF_LITE, dam, 4, FALSE, MS_STARBURST, learnable);
2856 update_smart_learn(m_idx, DRS_LITE);
2863 if (x!=px || y!=py) return (FALSE);
2866 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2868 if (blind) msg_format("%^s mumbles.", m_name);
2872 else msg_format("%^s¤¬ÃϹö¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2874 else msg_format("%^s casts a nether bolt.", m_name);
2877 dam = 30 + damroll(5, 5) + (rlev * 4) / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3);
2878 bolt(m_idx, GF_NETHER, dam, MS_BOLT_NETHER, learnable);
2879 update_smart_learn(m_idx, DRS_NETH);
2880 update_smart_learn(m_idx, DRS_REFLECT);
2887 if (x!=px || y!=py) return (FALSE);
2890 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2892 if (blind) msg_format("%^s mumbles.", m_name);
2896 else msg_format("%^s¤¬¥¦¥©¡¼¥¿¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2898 else msg_format("%^s casts a water bolt.", m_name);
2901 dam = damroll(10, 10) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2902 bolt(m_idx, GF_WATER, dam, MS_BOLT_WATER, learnable);
2903 update_smart_learn(m_idx, DRS_REFLECT);
2910 if (x!=px || y!=py) return (FALSE);
2913 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2915 if (blind) msg_format("%^s mumbles.", m_name);
2919 else msg_format("%^s¤¬ËâÎϤÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2921 else msg_format("%^s casts a mana bolt.", m_name);
2924 dam = randint1(rlev * 7 / 2) + 50;
2925 bolt(m_idx, GF_MANA, dam, MS_BOLT_MANA, learnable);
2926 update_smart_learn(m_idx, DRS_REFLECT);
2933 if (x!=px || y!=py) return (FALSE);
2936 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2938 if (blind) msg_format("%^s mumbles.", m_name);
2942 else msg_format("%^s¤¬¥×¥é¥º¥Þ¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2944 else msg_format("%^s casts a plasma bolt.", m_name);
2947 dam = 10 + damroll(8, 7) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2948 bolt(m_idx, GF_PLASMA, dam, MS_BOLT_PLASMA, learnable);
2949 update_smart_learn(m_idx, DRS_REFLECT);
2956 if (x!=px || y!=py) return (FALSE);
2959 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2961 if (blind) msg_format("%^s mumbles.", m_name);
2965 else msg_format("%^s¤¬¶Ë´¨¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2967 else msg_format("%^s casts an ice bolt.", m_name);
2970 dam = damroll(6, 6) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2971 bolt(m_idx, GF_ICE, dam, MS_BOLT_ICE, learnable);
2972 update_smart_learn(m_idx, DRS_COLD);
2973 update_smart_learn(m_idx, DRS_REFLECT);
2980 if (x!=px || y!=py) return (FALSE);
2983 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2985 if (blind) msg_format("%^s mumbles.", m_name);
2989 else msg_format("%^s¤¬¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2991 else msg_format("%^s casts a magic missile.", m_name);
2994 dam = damroll(2, 6) + (rlev / 3);
2995 bolt(m_idx, GF_MISSILE, dam, MS_MAGIC_MISSILE, learnable);
2996 update_smart_learn(m_idx, DRS_REFLECT);
3003 if (x!=px || y!=py) return (FALSE);
3007 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¯¤È¡¢¶²¤í¤·¤²¤Ê²»¤¬Ê¹¤³¤¨¤¿¡£", m_name);
3009 if (blind) msg_format("%^s mumbles, and you hear scary noises.", m_name);
3013 else msg_format("%^s¤¬¶²¤í¤·¤²¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£", m_name);
3015 else msg_format("%^s casts a fearful illusion.", m_name);
3018 if (p_ptr->resist_fear)
3021 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3023 msg_print("You refuse to be frightened.");
3027 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3030 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3032 msg_print("You refuse to be frightened.");
3038 (void)set_afraid(p_ptr->afraid + randint0(4) + 4);
3040 learn_spell(MS_SCARE);
3041 update_smart_learn(m_idx, DRS_FEAR);
3048 if (x!=px || y!=py) return (FALSE);
3052 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3054 if (blind) msg_format("%^s mumbles.", m_name);
3058 else msg_format("%^s¤¬¼öʸ¤ò¾§¤¨¤Æ¤¢¤Ê¤¿¤ÎÌܤò¤¯¤é¤Þ¤·¤¿¡ª", m_name);
3060 else msg_format("%^s casts a spell, burning your eyes!", m_name);
3063 if (p_ptr->resist_blind)
3066 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3068 msg_print("You are unaffected!");
3072 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3075 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3077 msg_print("You resist the effects!");
3083 (void)set_blind(12 + randint0(4));
3085 learn_spell(MS_BLIND);
3086 update_smart_learn(m_idx, DRS_BLIND);
3093 if (x!=px || y!=py) 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 (x!=px || y!=py) 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 (x!=px || y!=py) return (FALSE);
3181 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3183 if (blind) msg_format("%^s mumbles.", m_name);
3187 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÌܤò¤¸¤Ã¤È¸«¤Ä¤á¤¿¡ª", m_name);
3189 else msg_format("%^s stares deep into your eyes!", m_name);
3192 if (p_ptr->free_act)
3195 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3197 msg_print("You are unaffected!");
3201 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3204 msg_format("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3206 msg_format("You resist the effects!");
3212 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
3214 learn_spell(MS_SLEEP);
3215 update_smart_learn(m_idx, DRS_FREE);
3226 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3228 msg_format("%^s mumbles.", m_name);
3235 msg_format("%^s¤¬¼«Ê¬¤ÎÂΤËÇ°¤òÁ÷¤Ã¤¿¡£", m_name, m_poss);
3237 msg_format("%^s concentrates on %s body.", m_name, m_poss);
3242 /* Allow quick speed increases to base+10 */
3246 msg_format("%^s¤ÎÆ°¤¤¬Â®¤¯¤Ê¤Ã¤¿¡£", m_name);
3248 msg_format("%^s starts moving faster.", m_name);
3251 m_ptr->fast = MIN(200, m_ptr->fast + 100);
3252 if (p_ptr->riding == m_idx) p_ptr->update |= PU_BONUS;
3259 if (x!=px || y!=py) return (FALSE);
3262 msg_format("%^s¤¬ÇËÌǤμê¤òÊü¤Ã¤¿¡ª", m_name);
3264 msg_format("%^s invokes the Hand of Doom!", m_name);
3266 dam = (((s32b) ((40 + randint1(20)) * (p_ptr->chp))) / 100);
3267 breath(y, x, m_idx, GF_HAND_DOOM, dam, 0, FALSE, MS_HAND_DOOM, learnable);
3280 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3282 msg_format("%^s mumbles.", m_name);
3289 msg_format("%^s¤¬¼«Ê¬¤Î½ý¤Ë½¸Ã椷¤¿¡£", m_name);
3291 msg_format("%^s concentrates on %s wounds.", m_name, m_poss);
3297 m_ptr->hp += (rlev * 6);
3300 if (m_ptr->hp >= m_ptr->maxhp)
3303 m_ptr->hp = m_ptr->maxhp;
3309 msg_format("%^s¤Ï´°Á´¤Ë¼£¤Ã¤¿¡ª", m_name);
3311 msg_format("%^s looks completely healed!", m_name);
3318 msg_format("%^s¤Ï´°Á´¤Ë¼£¤Ã¤¿¤è¤¦¤À¡ª", m_name);
3320 msg_format("%^s sounds completely healed!", m_name);
3326 /* Partially healed */
3333 msg_format("%^s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
3335 msg_format("%^s looks healthier.", m_name);
3342 msg_format("%^s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
3344 msg_format("%^s sounds healthier.", m_name);
3350 /* Redraw (later) if needed */
3351 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3352 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3362 msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name, m_poss);
3364 msg_format("%^s recovers %s courage.", m_name, m_poss);
3380 msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3382 msg_format("%^s mumbles powerfully.", m_name);
3389 msg_format("%s¤Ï̵½ý¤Îµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3391 msg_format("%^s casts a Globe of Invulnerability.", m_name);
3396 if (!(m_ptr->invulner))
3397 m_ptr->invulner = randint1(4) + 4;
3399 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3400 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3409 msg_format("%^s¤¬½Ö»þ¤Ë¾Ã¤¨¤¿¡£", m_name);
3411 msg_format("%^s blinks away.", m_name);
3414 teleport_away(m_idx, 10, FALSE);
3415 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
3422 int i, oldfy, oldfx;
3423 u32b flgs[TR_FLAG_SIZE];
3431 msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¤·¤¿¡£", m_name);
3433 msg_format("%^s teleports away.", m_name);
3436 teleport_away(m_idx, MAX_SIGHT * 2 + 5, FALSE);
3438 if (los(py, px, oldfy, oldfx) && !world_monster)
3440 for (i=INVEN_RARM;i<INVEN_TOTAL;i++)
3442 o_ptr = &inventory[i];
3443 if(!cursed_p(o_ptr))
3445 object_flags(o_ptr, flgs);
3447 if((have_flag(flgs, TR_TELEPORT)) || (p_ptr->muta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR))
3450 if(get_check_strict("¤Ä¤¤¤Æ¤¤¤¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
3452 if(get_check_strict("Do you follow it? ", CHECK_OKAY_CANCEL))
3457 teleport_player(200);
3459 msg_print("¼ºÇÔ¡ª");
3461 msg_print("Failed!");
3464 else teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE);
3465 p_ptr->energy_need += ENERGY_NEED();
3480 if(m_ptr->r_idx == MON_DIO) who = 1;
3481 else if(m_ptr->r_idx == MON_WONG) who = 3;
3483 if (!process_the_world(randint1(2)+2, who, TRUE)) return (FALSE);
3493 switch(m_ptr->r_idx)
3496 if (p_ptr->inside_arena || p_ptr->inside_battle) return FALSE;
3497 for (k = 0; k < 6; k++)
3499 count += summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_BIZARRE1, PM_ALLOW_GROUP);
3503 case MON_BANORLUPART:
3505 int dummy_hp = (m_ptr->hp + 1) / 2;
3506 int dummy_maxhp = m_ptr->maxhp/2;
3507 int dummy_y = m_ptr->fy;
3508 int dummy_x = m_ptr->fx;
3510 if (p_ptr->inside_arena || p_ptr->inside_battle || !summon_possible(m_ptr->fy, m_ptr->fx)) return FALSE;
3511 delete_monster_idx(cave[m_ptr->fy][m_ptr->fx].m_idx);
3512 summon_named_creature(0, dummy_y, dummy_x, MON_BANOR, mode);
3513 m_list[hack_m_idx_ii].hp = dummy_hp;
3514 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3515 summon_named_creature(0, dummy_y, dummy_x, MON_LUPART, mode);
3516 m_list[hack_m_idx_ii].hp = dummy_hp;
3517 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3520 msg_print("¡Ø¥Ð¡¼¥Î¡¼¥ë¡¦¥ë¥Ñ¡¼¥È¡Ù¤¬Ê¬Îö¤·¤¿¡ª");
3522 msg_print("Banor=Rupart splits in two person!");
3531 int dummy_maxhp = 0;
3532 int dummy_y = m_ptr->fy;
3533 int dummy_x = m_ptr->fx;
3535 if (!r_info[MON_BANOR].cur_num || !r_info[MON_LUPART].cur_num) return (FALSE);
3536 for (k = 1; k < m_max; k++)
3538 if (m_list[k].r_idx == MON_BANOR || m_list[k].r_idx == MON_LUPART)
3540 dummy_hp += m_list[k].hp;
3541 dummy_maxhp += m_list[k].maxhp;
3542 if (m_list[k].r_idx != m_ptr->r_idx)
3544 dummy_y = m_list[k].fy;
3545 dummy_x = m_list[k].fx;
3547 delete_monster_idx(k);
3550 summon_named_creature(0, dummy_y, dummy_x, MON_BANORLUPART, mode);
3551 m_list[hack_m_idx_ii].hp = dummy_hp;
3552 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3555 msg_print("¡Ø¥Ð¡¼¥Î¡¼¥ë¡Ù¤È¡Ø¥ë¥Ñ¡¼¥È¡Ù¤¬¹çÂΤ·¤¿¡ª");
3557 msg_print("Banor and Rupart combine into one!");
3564 if (r_ptr->d_char == 'B')
3568 if (one_in_(3) || x!=px || y!=py)
3571 msg_format("%^s¤ÏÆÍÁ³»ë³¦¤«¤é¾Ã¤¨¤¿!", m_name);
3573 msg_format("%^s suddenly go out of your sight!", m_name);
3575 teleport_away(m_idx, 10, FALSE);
3576 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
3581 int dam = damroll(4, 8);
3584 msg_format("%^s¤¬¤¢¤Ê¤¿¤òÄϤó¤Ç¶õÃ椫¤éÅꤲÍ¤¿¡£", m_name);
3586 msg_format("%^s holds you, and drops from the sky.", m_name);
3588 teleport_player_to(m_ptr->fy, m_ptr->fx, FALSE);
3595 msg_print("¤¢¤Ê¤¿¤ÏÀŤ«¤ËÃåÃϤ·¤¿¡£");
3597 msg_print("You float gently down to the ground.");
3603 msg_print("¤¢¤Ê¤¿¤ÏÃÏÌ̤ËᤤĤ±¤é¤ì¤¿¡£");
3605 msg_print("You crashed into the ground.");
3607 dam += damroll(6, 8);
3610 /* Mega hack -- this special action deals damage to the player. Therefore the code of "eyeeye" is necessary.
3613 get_damage = take_hit(DAMAGE_NOESCAPE, dam, m_name, -1);
3614 if (p_ptr->tim_eyeeye && get_damage > 0 && !p_ptr->is_dead)
3617 msg_format("¹¶·â¤¬%s¼«¿È¤ò½ý¤Ä¤±¤¿¡ª", m_name);
3619 char m_name_self[80];
3622 monster_desc(m_name_self, m_ptr, 0x23);
3624 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
3626 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
3627 set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
3633 /* Something is wrong */
3642 if (x!=px || y!=py) return (FALSE);
3646 msg_format("%^s¤¬¤¢¤Ê¤¿¤ò°ú¤Ìᤷ¤¿¡£", m_name);
3648 msg_format("%^s commands you to return.", m_name);
3651 teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE);
3652 learn_spell(MS_TELE_TO);
3659 if (x!=px || y!=py) return (FALSE);
3663 msg_format("%^s¤Ë¥Æ¥ì¥Ý¡¼¥È¤µ¤»¤é¤ì¤¿¡£", m_name);
3664 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
3665 msg_print("¤¯¤Ã¤½¡Á");
3667 msg_format("%^s teleports you away.", m_name);
3670 learn_spell(MS_TELE_AWAY);
3671 teleport_player(100);
3675 /* RF6_TELE_LEVEL */
3678 if (x!=px || y!=py) return (FALSE);
3682 if (blind) msg_format("%^s¤¬²¿¤«´ñ̯¤Ê¸ÀÍÕ¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3684 if (blind) msg_format("%^s mumbles strangely.", m_name);
3688 else msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¤ò»Ø¤µ¤·¤¿¡£", m_name);
3690 else msg_format("%^s gestures at your feet.", m_name);
3693 if (p_ptr->resist_nexus)
3696 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3698 msg_print("You are unaffected!");
3702 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3705 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3707 msg_print("You resist the effects!");
3713 teleport_player_level();
3715 learn_spell(MS_TELE_LEVEL);
3716 update_smart_learn(m_idx, DRS_NEXUS);
3723 if (x!=px || y!=py) return (FALSE);
3726 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3728 if (blind) msg_format("%^s mumbles.", m_name);
3732 else msg_format("%^s¤¬¸÷¤Î·õ¤òÊü¤Ã¤¿¡£", m_name);
3734 else msg_format("%^s throw a Psycho-Spear.", m_name);
3737 dam = (r_ptr->flags2 & RF2_POWERFUL) ? (randint1(rlev * 2) + 150) : (randint1(rlev * 3 / 2) + 100);
3738 beam(m_idx, GF_PSY_SPEAR, dam, MS_PSY_SPEAR, learnable);
3745 if (x!=px || y!=py) return (FALSE);
3749 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3751 if (blind) msg_format("%^s mumbles.", m_name);
3755 else if (p_ptr->pclass == CLASS_NINJA) msg_format("%^s¤¬ÊÕ¤ê¤òÌÀ¤ë¤¯¾È¤é¤·¤¿¡£", m_name);
3756 else msg_format("%^s¤¬°Å°Ç¤ÎÃæ¤Ç¼ê¤ò¿¶¤Ã¤¿¡£", m_name);
3758 else if (p_ptr->pclass == CLASS_NINJA)
3759 msg_format("%^s cast a spell to light up.", m_name);
3760 else msg_format("%^s gestures in shadow.", m_name);
3763 learn_spell(MS_DARKNESS);
3764 if (p_ptr->pclass == CLASS_NINJA)
3765 (void)lite_area(0, 3);
3767 (void)unlite_area(0, 3);
3777 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤Æ¼Ù°¤ËÈù¾Ð¤ó¤À¡£", m_name);
3779 if (blind) msg_format("%^s mumbles, and then cackles evilly.", m_name);
3783 else msg_format("%^s¤¬¼öʸ¤ò¾§¤¨¤Æ¼Ù°¤ËÈù¾Ð¤ó¤À¡£", m_name);
3785 else msg_format("%^s casts a spell and cackles evilly.", m_name);
3788 learn_spell(MS_MAKE_TRAP);
3789 (void)trap_creation(y, x);
3796 if (x!=px || y!=py) return (FALSE);
3800 msg_format("%^s¤¬¤¢¤Ê¤¿¤Îµ²±¤ò¾Ãµî¤·¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", m_name);
3802 msg_format("%^s tries to blank your mind.", m_name);
3806 if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3809 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3811 msg_print("You resist the effects!");
3815 else if (lose_all_info())
3818 msg_print("µ²±¤¬Çö¤ì¤Æ¤·¤Þ¤Ã¤¿¡£");
3820 msg_print("Your memories fade away.");
3824 learn_spell(MS_FORGET);
3828 /* RF6_RAISE_DEAD */
3833 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3835 if (blind) msg_format("%^s mumbles.", m_name);
3839 else msg_format("%^s¤¬»à¼ÔÉü³è¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3841 else msg_format("%^s casts a spell to revive corpses.", m_name);
3843 animate_dead(m_idx, m_ptr->fy, m_ptr->fx);
3847 /* RF6_SUMMON_KIN */
3851 if (m_ptr->r_idx == MON_ROLENTO)
3855 msg_format("%^s¤¬²¿¤«ÂçÎ̤ËÅꤲ¤¿¡£", m_name);
3857 msg_format("%^s¤Ï¼êÜØÃƤò¤Ð¤é¤Þ¤¤¤¿¡£", m_name);
3860 msg_format("%^s spreads something.", m_name);
3862 msg_format("%^s throws some hand grenades.", m_name);
3865 else if (m_ptr->r_idx == MON_SERPENT || m_ptr->r_idx == MON_ZOMBI_SERPENT)
3869 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3871 msg_format("%^s¤¬¥À¥ó¥¸¥ç¥ó¤Î¼ç¤ò¾¤´¤·¤¿¡£", m_name);
3874 msg_format("%^s mumbles.", m_name);
3876 msg_format("%^s magically summons guardians of dungeons.", m_name);
3883 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3885 msg_format("%^s¤ÏËâË¡¤Ç%s¤ò¾¤´¤·¤¿¡£",
3887 ((r_ptr->flags1) & RF1_UNIQUE ?
3891 msg_format("%^s mumbles.", m_name);
3893 msg_format("%^s magically summons %s %s.",
3895 ((r_ptr->flags1) & RF1_UNIQUE ?
3896 "minions" : "kin"));
3900 if(m_ptr->r_idx == MON_ROLENTO)
3902 int num = 1 + randint1(3);
3904 for (k = 0; k < num; k++)
3906 count += summon_named_creature(m_idx, y, x, MON_SHURYUUDAN, mode);
3909 else if(m_ptr->r_idx == MON_THORONDOR ||
3910 m_ptr->r_idx == MON_GWAIHIR ||
3911 m_ptr->r_idx == MON_MENELDOR)
3913 int num = 4 + randint1(3);
3914 for (k = 0; k < num; k++)
3916 count += summon_specific(m_idx, y, x, rlev, SUMMON_EAGLES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3919 else if(m_ptr->r_idx == MON_LOUSY)
3921 int num = 2 + randint1(3);
3922 for (k = 0; k < num; k++)
3924 count += summon_specific(m_idx, y, x, rlev, SUMMON_LOUSE, PM_ALLOW_GROUP);
3927 else if(m_ptr->r_idx == MON_BULLGATES)
3929 int num = 2 + randint1(3);
3930 for (k = 0; k < num; k++)
3932 count += summon_named_creature(m_idx, y, x, 921, mode);
3935 else if (m_ptr->r_idx == MON_CALDARM)
3937 int num = randint1(3);
3938 for (k = 0; k < num; k++)
3940 count += summon_named_creature(m_idx, y, x, 930, mode);
3943 else if (m_ptr->r_idx == MON_SERPENT || m_ptr->r_idx == MON_ZOMBI_SERPENT)
3945 int num = 2 + randint1(3);
3947 if (r_info[MON_JORMUNGAND].cur_num < r_info[MON_JORMUNGAND].max_num && one_in_(6))
3950 msg_print("ÃÏÌ̤«¤é¿å¤¬¿á¤½Ð¤·¤¿¡ª");
3952 msg_print("Water blew off from the ground!");
3954 fire_ball_hide(GF_WATER_FLOW, 0, 3, 8);
3957 for (k = 0; k < num; k++)
3959 count += summon_specific(m_idx, y, x, rlev, SUMMON_GUARDIANS, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3965 summon_kin_type = r_ptr->d_char; /* Big hack */
3967 for (k = 0; k < 4; k++)
3969 count += summon_specific(m_idx, y, x, rlev, SUMMON_KIN, PM_ALLOW_GROUP);
3973 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
3975 if (blind && count) msg_print("You hear many things appear nearby.");
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¤¬¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
3995 else msg_format("%^s magically summons Cyberdemons!", m_name);
3999 if (blind && count) msg_print("½Å¸ü¤Ê²»¤¬¶á¤¯¤Çʹ¤³¤¨¤ë¡£");
4001 if (blind && count) msg_print("You hear heavy steps nearby.");
4004 summon_cyber(m_idx, y, x);
4013 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4015 if (blind) msg_format("%^s mumbles.", m_name);
4019 else msg_format("%^s¤¬ËâË¡¤ÇÃç´Ö¤ò¾¤´¤·¤¿¡ª", m_name);
4021 else msg_format("%^s magically summons help!", m_name);
4024 for (k = 0; k < 1; k++)
4026 count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4029 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4031 if (blind && count) msg_print("You hear something appear nearby.");
4037 /* RF6_S_MONSTERS */
4042 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4044 if (blind) msg_format("%^s mumbles.", m_name);
4048 else msg_format("%^s¤¬ËâË¡¤Ç¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤·¤¿¡ª", m_name);
4050 else msg_format("%^s magically summons monsters!", m_name);
4053 for (k = 0; k < s_num_6; k++)
4055 count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4058 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4060 if (blind && count) msg_print("You hear many things appear nearby.");
4071 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4073 if (blind) msg_format("%^s mumbles.", m_name);
4077 else msg_format("%^s¤¬ËâË¡¤Ç¥¢¥ê¤ò¾¤´¤·¤¿¡£", m_name);
4079 else msg_format("%^s magically summons ants.", m_name);
4082 for (k = 0; k < s_num_6; k++)
4084 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANT, PM_ALLOW_GROUP);
4087 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4089 if (blind && count) msg_print("You hear many things appear nearby.");
4100 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4102 if (blind) msg_format("%^s mumbles.", m_name);
4106 else msg_format("%^s¤¬ËâË¡¤Ç¥¯¥â¤ò¾¤´¤·¤¿¡£", m_name);
4108 else msg_format("%^s magically summons spiders.", m_name);
4111 for (k = 0; k < s_num_6; k++)
4113 count += summon_specific(m_idx, y, x, rlev, SUMMON_SPIDER, PM_ALLOW_GROUP);
4116 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4118 if (blind && count) msg_print("You hear many things appear nearby.");
4129 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4131 if (blind) msg_format("%^s mumbles.", m_name);
4135 else msg_format("%^s¤¬ËâË¡¤Ç¥Ï¥¦¥ó¥É¤ò¾¤´¤·¤¿¡£", m_name);
4137 else msg_format("%^s magically summons hounds.", m_name);
4140 for (k = 0; k < s_num_4; k++)
4142 count += summon_specific(m_idx, y, x, rlev, SUMMON_HOUND, PM_ALLOW_GROUP);
4145 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4147 if (blind && count) msg_print("You hear many things appear nearby.");
4158 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4160 if (blind) msg_format("%^s mumbles.", m_name);
4164 else msg_format("%^s¤¬ËâË¡¤Ç¥Ò¥É¥é¤ò¾¤´¤·¤¿¡£", m_name);
4166 else msg_format("%^s magically summons hydras.", m_name);
4169 for (k = 0; k < s_num_4; k++)
4171 count += summon_specific(m_idx, y, x, rlev, SUMMON_HYDRA, PM_ALLOW_GROUP);
4174 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4176 if (blind && count) msg_print("You hear many things appear nearby.");
4189 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4191 if (blind) msg_format("%^s mumbles.", m_name);
4195 else msg_format("%^s¤¬ËâË¡¤ÇÅ·»È¤ò¾¤´¤·¤¿¡ª", m_name);
4197 else msg_format("%^s magically summons an angel!", m_name);
4200 if ((r_ptr->flags1 & RF1_UNIQUE) && !easy_band)
4202 num += r_ptr->level/40;
4205 for (k = 0; k < num; k++)
4207 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, PM_ALLOW_GROUP);
4213 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4215 if (blind && count) msg_print("You hear something appear nearby.");
4221 if (blind) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4223 if (blind) msg_print("You hear many things appear nearby.");
4235 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4237 if (blind) msg_format("%^s mumbles.", m_name);
4241 else msg_format("%^s¤ÏËâË¡¤Çº®Æ٤εÜÄ¤é°Ëâ¤ò¾¤´¤·¤¿¡ª", m_name);
4243 else msg_format("%^s magically summons a demon from the Courts of Chaos!", m_name);
4246 for (k = 0; k < 1; k++)
4248 count += summon_specific(m_idx, y, x, rlev, SUMMON_DEMON, PM_ALLOW_GROUP);
4251 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4253 if (blind && count) msg_print("You hear something appear nearby.");
4264 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4266 if (blind) msg_format("%^s mumbles.", m_name);
4270 else msg_format("%^s¤¬ËâË¡¤Ç¥¢¥ó¥Ç¥Ã¥É¤Î¶¯Å¨¤ò¾¤´¤·¤¿¡ª", m_name);
4272 else msg_format("%^s magically summons an undead adversary!", m_name);
4275 for (k = 0; k < 1; k++)
4277 count += summon_specific(m_idx, y, x, rlev, SUMMON_UNDEAD, PM_ALLOW_GROUP);
4280 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4282 if (blind && count) msg_print("You hear something appear nearby.");
4293 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4295 if (blind) msg_format("%^s mumbles.", m_name);
4299 else msg_format("%^s¤¬ËâË¡¤Ç¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
4301 else msg_format("%^s magically summons a dragon!", m_name);
4304 for (k = 0; k < 1; k++)
4306 count += summon_specific(m_idx, y, x, rlev, SUMMON_DRAGON, PM_ALLOW_GROUP);
4309 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4311 if (blind && count) msg_print("You hear something appear nearby.");
4317 /* RF6_S_HI_UNDEAD */
4322 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))
4328 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4330 if (blind) msg_format("%^s mumbles.", m_name);
4334 else msg_format("%^s¤¬ËâË¡¤ÇÍ©µ´ÀïÂâ¤ò¾¤´¤·¤¿¡ª", m_name);
4336 else msg_format("%^s magically summons rangers of Nazgul!", m_name);
4340 for (k = 0; k < 30; k++)
4342 if (!summon_possible(cy, cx) || !cave_floor_bold(cy, cx))
4345 for (j = 100; j > 0; j--)
4347 scatter(&cy, &cx, y, x, 2, 0);
4348 if (cave_floor_bold(cy, cx)) break;
4352 if (!cave_floor_bold(cy, cx)) continue;
4354 if (summon_named_creature(m_idx, cy, cx, MON_NAZGUL, mode))
4361 msg_format("¡ÖÍ©µ´ÀïÂâ%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×", count);
4363 msg_format("A Nazgul says 'Nazgul-Rangers Number %d, Nazgul-Black!'",count);
4367 msg_format("¡ÖƱ¤¸¤¯%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×", count);
4369 msg_format("Another one says 'Number %d, Nazgul-Black!'",count);
4375 msg_format("¡Ö%dɤ¤½¤í¤Ã¤Æ¡¢¥ê¥ó¥°¥ì¥ó¥¸¥ã¡¼¡ª¡×", count);
4377 msg_format("They say 'The %d meets! We are the Ring-Ranger!'.", count);
4384 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4386 if (blind) msg_format("%^s mumbles.", m_name);
4390 else msg_format("%^s¤¬ËâË¡¤Ç¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¤ò¾¤´¤·¤¿¡ª", m_name);
4392 else msg_format("%^s magically summons greater undead!", m_name);
4395 for (k = 0; k < s_num_6; k++)
4397 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4403 msg_print("´Ö¶á¤Ç²¿¤«Â¿¤¯¤Î¤â¤Î¤¬Ç礤²ó¤ë²»¤¬Ê¹¤³¤¨¤ë¡£");
4405 msg_print("You hear many creepy things appear nearby.");
4412 /* RF6_S_HI_DRAGON */
4417 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4419 if (blind) msg_format("%^s mumbles.", m_name);
4423 else msg_format("%^s¤¬ËâË¡¤Ç¸ÅÂå¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
4425 else msg_format("%^s magically summons ancient dragons!", m_name);
4428 for (k = 0; k < s_num_4; k++)
4430 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4435 msg_print("¿¤¯¤ÎÎ϶¯¤¤¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£");
4437 msg_print("You hear many powerful things appear nearby.");
4444 /* RF6_S_AMBERITES */
4449 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4451 if (blind) msg_format("%^s mumbles.", m_name);
4455 else msg_format("%^s¤¬¥¢¥ó¥Ð¡¼¤Î²¦Â²¤ò¾¤´¤·¤¿¡ª", m_name);
4457 else msg_format("%^s magically summons Lords of Amber!", m_name);
4462 for (k = 0; k < s_num_4; k++)
4464 count += summon_specific(m_idx, y, x, rlev, SUMMON_AMBERITES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4469 msg_print("ÉÔ»à¤Î¼Ô¤¬¶á¤¯¤Ë¸½¤ì¤ë¤Î¤¬Ê¹¤³¤¨¤¿¡£");
4471 msg_print("You hear immortal beings appear nearby.");
4483 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4485 if (blind) msg_format("%^s mumbles.", m_name);
4489 else msg_format("%^s¤¬ËâË¡¤ÇÆÃÊ̤ʶ¯Å¨¤ò¾¤´¤·¤¿¡ª", m_name);
4491 else msg_format("%^s magically summons special opponents!", m_name);
4494 for (k = 0; k < s_num_4; k++)
4496 count += summon_specific(m_idx, y, x, rlev, SUMMON_UNIQUE, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4498 if (r_ptr->flags3 & RF3_GOOD)
4500 for (k = count; k < s_num_4; k++)
4502 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4507 for (k = count; k < s_num_4; k++)
4509 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4515 msg_print("¿¤¯¤ÎÎ϶¯¤¤¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£");
4517 msg_print("You hear many powerful things appear nearby.");
4525 if ((p_ptr->action == ACTION_LEARN) && thrown_spell > 175)
4527 learn_spell(thrown_spell - 96);
4530 if (seen && maneable && !world_monster && (p_ptr->pclass == CLASS_IMITATOR))
4532 if (thrown_spell != 167)
4534 if (p_ptr->mane_num == MAX_MANE)
4538 for (i = 0;i < p_ptr->mane_num;i++)
4540 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
4541 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
4544 p_ptr->mane_spell[p_ptr->mane_num] = thrown_spell - 96;
4545 p_ptr->mane_dam[p_ptr->mane_num] = dam;
4549 p_ptr->redraw |= (PR_MANE);
4553 /* Remember what the monster did to us */
4557 if (thrown_spell < 32 * 4)
4559 r_ptr->r_flags4 |= (1L << (thrown_spell - 32 * 3));
4560 if (r_ptr->r_cast_inate < MAX_UCHAR) r_ptr->r_cast_inate++;
4564 else if (thrown_spell < 32 * 5)
4566 r_ptr->r_flags5 |= (1L << (thrown_spell - 32 * 4));
4567 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4571 else if (thrown_spell < 32 * 6)
4573 r_ptr->r_flags6 |= (1L << (thrown_spell - 32 * 5));
4574 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4579 /* Always take note of monsters that kill you */
4580 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
4585 /* A spell was cast */