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);
1314 /* Target location */
1318 /* Target location for lite breath */
1325 /* Extract the blind-ness */
1326 bool blind = (p_ptr->blind ? TRUE : FALSE);
1328 /* Extract the "see-able-ness" */
1329 bool seen = (!blind && m_ptr->ml);
1331 bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
1332 bool learnable = (seen && maneable && !world_monster);
1334 /* Check "projectable" */
1337 bool in_no_magic_dungeon = (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && dun_level
1338 && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest));
1340 bool can_use_lite_area = FALSE;
1344 /* Cannot cast spells when confused */
1345 if (MON_CONFUSED(m_ptr))
1347 reset_target(m_ptr);
1351 /* Cannot cast spells when nice */
1352 if (m_ptr->mflag & MFLAG_NICE) return (FALSE);
1353 if (!is_hostile(m_ptr)) return (FALSE);
1356 /* Sometimes forbid inate attacks (breaths) */
1357 if (randint0(100) >= (r_ptr->freq_spell * 2)) no_inate = TRUE;
1359 /* XXX XXX XXX Handle "track_target" option (?) */
1362 /* Extract the racial spell flags */
1367 /*** require projectable player ***/
1370 if ((m_ptr->cdis > MAX_RANGE) && !m_ptr->target_y) return (FALSE);
1372 /* Check path for lite breath */
1373 if (f4 & RF4_BR_LITE)
1378 if (los(m_ptr->fy, m_ptr->fx, y_br_lite, x_br_lite))
1380 feature_type *f_ptr = &f_info[cave[y_br_lite][x_br_lite].feat];
1382 if (!have_flag(f_ptr->flags, FF_LOS))
1384 if (have_flag(f_ptr->flags, FF_PROJECT) && one_in_(2)) f4 &= ~(RF4_BR_LITE);
1388 /* Check path to next grid */
1389 else if (!adjacent_grid_check(m_ptr, &y_br_lite, &x_br_lite, FF_LOS, los)) f4 &= ~(RF4_BR_LITE);
1391 /* Don't breath lite to the wall if impossible */
1392 if (!(f4 & RF4_BR_LITE))
1400 if (projectable(m_ptr->fy, m_ptr->fx, y, x))
1402 feature_type *f_ptr = &f_info[cave[y][x].feat];
1404 if (!have_flag(f_ptr->flags, FF_PROJECT))
1406 /* Breath disintegration to the wall if possible */
1407 if ((f4 & RF4_BR_DISI) && have_flag(f_ptr->flags, FF_HURT_DISI) && one_in_(2)) do_spell = DO_SPELL_BR_DISI;
1409 /* Breath lite to the transparent wall if possible */
1410 else if ((f4 & RF4_BR_LITE) && have_flag(f_ptr->flags, FF_LOS) && one_in_(2)) do_spell = DO_SPELL_BR_LITE;
1414 /* Check path to next grid */
1417 bool success = FALSE;
1419 if ((f4 & RF4_BR_DISI) && (m_ptr->cdis < MAX_RANGE/2) &&
1420 in_disintegration_range(m_ptr->fy, m_ptr->fx, y, x) &&
1421 (one_in_(10) || (projectable(y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
1423 do_spell = DO_SPELL_BR_DISI;
1426 else if ((f4 & RF4_BR_LITE) && (m_ptr->cdis < MAX_RANGE/2) &&
1427 los(m_ptr->fy, m_ptr->fx, y, x) && one_in_(5))
1429 do_spell = DO_SPELL_BR_LITE;
1432 else if ((f5 & RF5_BA_LITE) && (m_ptr->cdis <= MAX_RANGE))
1435 get_project_point(m_ptr->fy, m_ptr->fx, &by, &bx, 0L);
1436 if ((distance(by, bx, y, x) <= 3) && los(by, bx, y, x) && one_in_(5))
1438 do_spell = DO_SPELL_BA_LITE;
1443 if (!success) success = adjacent_grid_check(m_ptr, &y, &x, FF_PROJECT, projectable);
1447 if (m_ptr->target_y && m_ptr->target_x)
1449 y = m_ptr->target_y;
1450 x = m_ptr->target_x;
1451 f4 &= (RF4_INDIRECT_MASK);
1452 f5 &= (RF5_INDIRECT_MASK);
1453 f6 &= (RF6_INDIRECT_MASK);
1457 if (y_br_lite && x_br_lite && (m_ptr->cdis < MAX_RANGE/2) && one_in_(5))
1463 do_spell = DO_SPELL_BR_LITE;
1466 else f4 |= (RF4_BR_LITE);
1471 if (!success) return FALSE;
1474 reset_target(m_ptr);
1476 /* Extract the monster level */
1477 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1479 /* Forbid inate attacks sometimes */
1482 f4 &= ~(RF4_NOMAGIC_MASK);
1483 f5 &= ~(RF5_NOMAGIC_MASK);
1484 f6 &= ~(RF6_NOMAGIC_MASK);
1487 if (f6 & RF6_DARKNESS)
1489 if ((p_ptr->pclass == CLASS_NINJA) &&
1490 !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
1491 !(r_ptr->flags7 & RF7_DARK_MASK))
1492 can_use_lite_area = TRUE;
1494 if (!(r_ptr->flags2 & RF2_STUPID))
1496 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
1497 else if ((p_ptr->pclass == CLASS_NINJA) && !can_use_lite_area) f6 &= ~(RF6_DARKNESS);
1501 if (in_no_magic_dungeon && !(r_ptr->flags2 & RF2_STUPID))
1503 f4 &= (RF4_NOMAGIC_MASK);
1504 f5 &= (RF5_NOMAGIC_MASK);
1505 f6 &= (RF6_NOMAGIC_MASK);
1508 if (r_ptr->flags2 & RF2_SMART)
1510 /* Hack -- allow "desperate" spells */
1511 if ((m_ptr->hp < m_ptr->maxhp / 10) &&
1512 (randint0(100) < 50))
1514 /* Require intelligent spells */
1515 f4 &= (RF4_INT_MASK);
1516 f5 &= (RF5_INT_MASK);
1517 f6 &= (RF6_INT_MASK);
1520 /* Hack -- decline "teleport level" in some case */
1521 if ((f6 & RF6_TELE_LEVEL) && TELE_LEVEL_IS_INEFF(0))
1523 f6 &= ~(RF6_TELE_LEVEL);
1527 /* No spells left */
1528 if (!f4 && !f5 && !f6) return (FALSE);
1530 /* Remove the "ineffective" spells */
1531 remove_bad_spells(m_idx, &f4, &f5, &f6);
1533 if (p_ptr->inside_arena || p_ptr->inside_battle)
1535 f4 &= ~(RF4_SUMMON_MASK);
1536 f5 &= ~(RF5_SUMMON_MASK);
1537 f6 &= ~(RF6_SUMMON_MASK | RF6_TELE_LEVEL);
1539 if (m_ptr->r_idx == MON_ROLENTO) f6 &= ~(RF6_SPECIAL);
1542 /* No spells left */
1543 if (!f4 && !f5 && !f6) return (FALSE);
1545 if (!(r_ptr->flags2 & RF2_STUPID))
1547 if (!p_ptr->csp) f5 &= ~(RF5_DRAIN_MANA);
1549 /* Check for a clean bolt shot */
1550 if (((f4 & RF4_BOLT_MASK) ||
1551 (f5 & RF5_BOLT_MASK) ||
1552 (f6 & RF6_BOLT_MASK)) &&
1553 !clean_shot(m_ptr->fy, m_ptr->fx, py, px, FALSE))
1555 /* Remove spells that will only hurt friends */
1556 f4 &= ~(RF4_BOLT_MASK);
1557 f5 &= ~(RF5_BOLT_MASK);
1558 f6 &= ~(RF6_BOLT_MASK);
1561 /* Check for a possible summon */
1562 if (((f4 & RF4_SUMMON_MASK) ||
1563 (f5 & RF5_SUMMON_MASK) ||
1564 (f6 & RF6_SUMMON_MASK)) &&
1565 !(summon_possible(y, x)))
1567 /* Remove summoning spells */
1568 f4 &= ~(RF4_SUMMON_MASK);
1569 f5 &= ~(RF5_SUMMON_MASK);
1570 f6 &= ~(RF6_SUMMON_MASK);
1573 /* Check for a possible raise dead */
1574 if ((f6 & RF6_RAISE_DEAD) && !raise_possible(m_ptr))
1576 /* Remove raise dead spell */
1577 f6 &= ~(RF6_RAISE_DEAD);
1580 /* Special moves restriction */
1581 if (f6 & RF6_SPECIAL)
1583 if ((m_ptr->r_idx == MON_ROLENTO) && !summon_possible(y, x))
1585 f6 &= ~(RF6_SPECIAL);
1589 /* No spells left */
1590 if (!f4 && !f5 && !f6) return (FALSE);
1593 /* Extract the "inate" spells */
1594 for (k = 0; k < 32; k++)
1596 if (f4 & (1L << k)) spell[num++] = k + 32 * 3;
1599 /* Extract the "normal" spells */
1600 for (k = 0; k < 32; k++)
1602 if (f5 & (1L << k)) spell[num++] = k + 32 * 4;
1605 /* Extract the "bizarre" spells */
1606 for (k = 0; k < 32; k++)
1608 if (f6 & (1L << k)) spell[num++] = k + 32 * 5;
1611 /* No spells left */
1612 if (!num) return (FALSE);
1614 /* Stop if player is dead or gone */
1615 if (!p_ptr->playing || p_ptr->is_dead) return (FALSE);
1617 /* Stop if player is leaving */
1618 if (p_ptr->leaving) return (FALSE);
1620 /* Get the monster name (or "it") */
1621 monster_desc(m_name, m_ptr, 0x00);
1624 /* Get the monster possessive ("his"/"her"/"its") */
1625 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
1635 thrown_spell = choose_attack_spell(m_idx, spell, num);
1636 if (thrown_spell) break;
1641 case DO_SPELL_BR_LITE:
1642 thrown_spell = 96+14; /* RF4_BR_LITE */
1645 case DO_SPELL_BR_DISI:
1646 thrown_spell = 96+31; /* RF4_BR_DISI */
1649 case DO_SPELL_BA_LITE:
1650 thrown_spell = 128+20; /* RF5_BA_LITE */
1654 return FALSE; /* Paranoia */
1657 /* Abort if no spell was chosen */
1658 if (!thrown_spell) return (FALSE);
1660 /* Calculate spell failure rate */
1661 failrate = 25 - (rlev + 3) / 4;
1663 /* Hack -- Stupid monsters will never fail (for jellies and such) */
1664 if (r_ptr->flags2 & RF2_STUPID) failrate = 0;
1666 /* Check for spell failure (inate attacks never fail) */
1667 if (!spell_is_inate(thrown_spell)
1668 && (in_no_magic_dungeon || (MON_STUNNED(m_ptr) && one_in_(2)) || (randint0(100) < failrate)))
1673 msg_format("%^s¤Ï¼öʸ¤ò¾§¤¨¤è¤¦¤È¤·¤¿¤¬¼ºÇÔ¤·¤¿¡£", m_name);
1675 msg_format("%^s tries to cast a spell, but fails.", m_name);
1682 direct = player_bold(y, x);
1684 can_remember = is_original_ap_and_seen(m_ptr);
1686 /* Cast the spell. */
1687 switch (thrown_spell)
1694 msg_format("%^s¤¬¤«¤ó¹â¤¤¶âÀÚ¤êÀ¼¤ò¤¢¤²¤¿¡£", m_name);
1696 msg_format("%^s makes a high pitched shriek.", m_name);
1699 aggravate_monsters(m_idx);
1713 if (!direct) return (FALSE);
1716 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
1717 else msg_format("%^s¤¬ËâÎϾõî¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
1719 if (blind) msg_format("%^s mumbles powerfully.", m_name);
1720 else msg_format("%^s invokes a dispel magic.", m_name);
1723 if (p_ptr->riding) dispel_monster_status(p_ptr->riding);
1726 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1727 msg_print("¤ä¤ê¤ä¤¬¤Ã¤¿¤Ê¡ª");
1729 learn_spell(MS_DISPEL);
1738 if (blind) msg_format("%^s¤¬²¿¤«¤ò¼Í¤Ã¤¿¡£", m_name);
1740 if (blind) msg_format("%^s shoots something.", m_name);
1744 else msg_format("%^s¤¬¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£", m_name);
1746 else msg_format("%^s fires a rocket.", m_name);
1749 dam = ((m_ptr->hp / 4) > 800 ? 800 : (m_ptr->hp / 4));
1750 breath(y, x, m_idx, GF_ROCKET,
1751 dam, 2, FALSE, MS_ROCKET, learnable);
1752 update_smart_learn(m_idx, DRS_SHARD);
1759 if (!direct) return (FALSE);
1762 if (blind) msg_format("%^s¤¬´ñ̯¤Ê²»¤òȯ¤·¤¿¡£", m_name);
1764 if (blind) msg_format("%^s makes a strange noise.", m_name);
1768 else msg_format("%^s¤¬Ìð¤òÊü¤Ã¤¿¡£", m_name);
1770 else msg_format("%^s fires an arrow.", m_name);
1773 dam = damroll(r_ptr->blow[0].d_dice, r_ptr->blow[0].d_side);
1774 bolt(m_idx, GF_ARROW, dam, MS_SHOOT, learnable);
1775 update_smart_learn(m_idx, DRS_REFLECT);
1805 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1807 if (blind) msg_format("%^s breathes.", m_name);
1811 else msg_format("%^s¤¬»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1813 else msg_format("%^s breathes acid.", m_name);
1816 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1817 breath(y, x, m_idx, GF_ACID, dam, 0, TRUE, MS_BR_ACID, learnable);
1818 update_smart_learn(m_idx, DRS_ACID);
1827 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1829 if (blind) msg_format("%^s breathes.", m_name);
1833 else msg_format("%^s¤¬°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1835 else msg_format("%^s breathes lightning.", m_name);
1838 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1839 breath(y, x, m_idx, GF_ELEC, dam,0, TRUE, MS_BR_ELEC, learnable);
1840 update_smart_learn(m_idx, DRS_ELEC);
1849 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1851 if (blind) msg_format("%^s breathes.", m_name);
1855 else msg_format("%^s¤¬²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1857 else msg_format("%^s breathes fire.", m_name);
1860 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1861 breath(y, x, m_idx, GF_FIRE, dam,0, TRUE, MS_BR_FIRE, learnable);
1862 update_smart_learn(m_idx, DRS_FIRE);
1871 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1873 if (blind) msg_format("%^s breathes.", m_name);
1877 else msg_format("%^s¤¬Î䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1879 else msg_format("%^s breathes frost.", m_name);
1882 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1883 breath(y, x, m_idx, GF_COLD, dam,0, TRUE, MS_BR_COLD, learnable);
1884 update_smart_learn(m_idx, DRS_COLD);
1893 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1895 if (blind) msg_format("%^s breathes.", m_name);
1899 else msg_format("%^s¤¬¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1901 else msg_format("%^s breathes gas.", m_name);
1904 dam = ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3));
1905 breath(y, x, m_idx, GF_POIS, dam, 0, TRUE, MS_BR_POIS, learnable);
1906 update_smart_learn(m_idx, DRS_POIS);
1916 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1918 if (blind) msg_format("%^s breathes.", m_name);
1922 else msg_format("%^s¤¬ÃϹö¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1924 else msg_format("%^s breathes nether.", m_name);
1927 dam = ((m_ptr->hp / 6) > 550 ? 550 : (m_ptr->hp / 6));
1928 breath(y, x, m_idx, GF_NETHER, dam,0, TRUE, MS_BR_NETHER, learnable);
1929 update_smart_learn(m_idx, DRS_NETH);
1938 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1940 if (blind) msg_format("%^s breathes.", m_name);
1944 else msg_format("%^s¤¬Á®¸÷¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1946 else msg_format("%^s breathes light.", m_name);
1949 dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6));
1950 breath(y_br_lite, x_br_lite, m_idx, GF_LITE, dam,0, TRUE, MS_BR_LITE, learnable);
1951 update_smart_learn(m_idx, DRS_LITE);
1960 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1962 if (blind) msg_format("%^s breathes.", m_name);
1966 else msg_format("%^s¤¬°Å¹õ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1968 else msg_format("%^s breathes darkness.", m_name);
1971 dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6));
1972 breath(y, x, m_idx, GF_DARK, dam,0, TRUE, MS_BR_DARK, learnable);
1973 update_smart_learn(m_idx, DRS_DARK);
1982 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1984 if (blind) msg_format("%^s breathes.", m_name);
1988 else msg_format("%^s¤¬º®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1990 else msg_format("%^s breathes confusion.", m_name);
1993 dam = ((m_ptr->hp / 6) > 450 ? 450 : (m_ptr->hp / 6));
1994 breath(y, x, m_idx, GF_CONFUSION, dam,0, TRUE, MS_BR_CONF, learnable);
1995 update_smart_learn(m_idx, DRS_CONF);
2003 if (m_ptr->r_idx == MON_JAIAN)
2005 msg_format("¡Ö¥Ü¥©¥¨¡Á¡Á¡Á¡Á¡Á¡Á¡×");
2007 msg_format("'Booooeeeeee'");
2010 else if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2012 else if (blind) msg_format("%^s breathes.", m_name);
2016 else msg_format("%^s¤¬¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2018 else msg_format("%^s breathes sound.", m_name);
2021 dam = ((m_ptr->hp / 6) > 450 ? 450 : (m_ptr->hp / 6));
2022 breath(y, x, m_idx, GF_SOUND, dam,0, TRUE, MS_BR_SOUND, learnable);
2023 update_smart_learn(m_idx, DRS_SOUND);
2032 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2034 if (blind) msg_format("%^s breathes.", m_name);
2038 else msg_format("%^s¤¬¥«¥ª¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2040 else msg_format("%^s breathes chaos.", m_name);
2043 dam = ((m_ptr->hp / 6) > 600 ? 600 : (m_ptr->hp / 6));
2044 breath(y, x, m_idx, GF_CHAOS, dam,0, TRUE, MS_BR_CHAOS, learnable);
2045 update_smart_learn(m_idx, DRS_CHAOS);
2054 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2056 if (blind) msg_format("%^s breathes.", m_name);
2060 else msg_format("%^s¤¬Îô²½¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2062 else msg_format("%^s breathes disenchantment.", m_name);
2065 dam = ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6));
2066 breath(y, x, m_idx, GF_DISENCHANT, dam,0, TRUE, MS_BR_DISEN, learnable);
2067 update_smart_learn(m_idx, DRS_DISEN);
2076 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2078 if (blind) msg_format("%^s breathes.", m_name);
2082 else msg_format("%^s¤¬°ø²Ìº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2084 else msg_format("%^s breathes nexus.", m_name);
2087 dam = ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3));
2088 breath(y, x, m_idx, GF_NEXUS, dam,0, TRUE, MS_BR_NEXUS, learnable);
2089 update_smart_learn(m_idx, DRS_NEXUS);
2098 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2100 if (blind) msg_format("%^s breathes.", m_name);
2104 else msg_format("%^s¤¬»þ´ÖµÕž¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2106 else msg_format("%^s breathes time.", m_name);
2109 dam = ((m_ptr->hp / 3) > 150 ? 150 : (m_ptr->hp / 3));
2110 breath(y, x, m_idx, GF_TIME, dam,0, TRUE, MS_BR_TIME, learnable);
2119 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2121 if (blind) msg_format("%^s breathes.", m_name);
2125 else msg_format("%^s¤¬ÃÙÆߤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2127 else msg_format("%^s breathes inertia.", m_name);
2130 dam = ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6));
2131 breath(y, x, m_idx, GF_INERTIA, dam,0, TRUE, MS_BR_INERTIA, learnable);
2140 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2142 if (blind) msg_format("%^s breathes.", m_name);
2146 else msg_format("%^s¤¬½ÅÎϤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2148 else msg_format("%^s breathes gravity.", m_name);
2151 dam = ((m_ptr->hp / 3) > 200 ? 200 : (m_ptr->hp / 3));
2152 breath(y, x, m_idx, GF_GRAVITY, dam,0, TRUE, MS_BR_GRAVITY, learnable);
2160 if (m_ptr->r_idx == MON_BOTEI)
2162 msg_format("¡Ö¥ÜÄë¥Ó¥ë¥«¥Ã¥¿¡¼¡ª¡ª¡ª¡×");
2164 msg_format("'Boty-Build cutter!!!'");
2167 else if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2169 else if (blind) msg_format("%^s breathes.", m_name);
2173 else msg_format("%^s¤¬ÇËÊҤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2175 else msg_format("%^s breathes shards.", m_name);
2178 dam = ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6));
2179 breath(y, x, m_idx, GF_SHARDS, dam,0, TRUE, MS_BR_SHARDS, learnable);
2180 update_smart_learn(m_idx, DRS_SHARD);
2189 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2191 if (blind) msg_format("%^s breathes.", m_name);
2195 else msg_format("%^s¤¬¥×¥é¥º¥Þ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2197 else msg_format("%^s breathes plasma.", m_name);
2200 dam = ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6));
2201 breath(y, x, m_idx, GF_PLASMA, dam,0, TRUE, MS_BR_PLASMA, learnable);
2210 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2212 if (blind) msg_format("%^s breathes.", m_name);
2216 else msg_format("%^s¤¬¥Õ¥©¡¼¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2218 else msg_format("%^s breathes force.", m_name);
2221 dam = ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6));
2222 breath(y, x, m_idx, GF_FORCE, dam,0, TRUE, MS_BR_FORCE, learnable);
2231 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2233 if (blind) msg_format("%^s breathes.", m_name);
2237 else msg_format("%^s¤¬ËâÎϤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2239 else msg_format("%^s breathes mana.", m_name);
2241 dam = ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3));
2242 breath(y, x, m_idx, GF_MANA, dam,0, TRUE, MS_BR_MANA, learnable);
2251 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2253 if (blind) msg_format("%^s mumbles.", m_name);
2257 else msg_format("%^s¤¬Êü¼Íǽµå¤òÊü¤Ã¤¿¡£", m_name);
2259 else msg_format("%^s casts a ball of radiation.", m_name);
2262 dam = (rlev + damroll(10, 6)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2263 breath(y, x, m_idx, GF_NUKE, dam, 2, FALSE, MS_BALL_NUKE, learnable);
2264 update_smart_learn(m_idx, DRS_POIS);
2273 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2275 if (blind) msg_format("%^s breathes.", m_name);
2279 else msg_format("%^s¤¬Êü¼ÍÀÇÑ´þʪ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2281 else msg_format("%^s breathes toxic waste.", m_name);
2284 dam = ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3));
2285 breath(y, x, m_idx, GF_NUKE, dam,0, TRUE, MS_BR_NUKE, learnable);
2286 update_smart_learn(m_idx, DRS_POIS);
2295 if (blind) msg_format("%^s¤¬¶²¤í¤·¤²¤Ë¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2297 if (blind) msg_format("%^s mumbles frighteningly.", m_name);
2301 else msg_format("%^s¤¬½ã¥í¥°¥ë¥¹¤òÊü¤Ã¤¿¡£", m_name);/*nuke me*/
2303 else msg_format("%^s invokes a raw Logrus.", m_name);
2306 dam = ((r_ptr->flags2 & RF2_POWERFUL) ? (rlev * 3) : (rlev * 2))+ damroll(10, 10);
2307 breath(y, x, m_idx, GF_CHAOS, dam, 4, FALSE, MS_BALL_CHAOS, learnable);
2308 update_smart_learn(m_idx, DRS_CHAOS);
2317 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2319 if (blind) msg_format("%^s breathes.", m_name);
2323 else msg_format("%^s¤¬Ê¬²ò¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2325 else msg_format("%^s breathes disintegration.", m_name);
2328 dam = ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6));
2329 breath(y, x, m_idx, GF_DISINTEGRATE, dam,0, TRUE, MS_BR_DISI, learnable);
2340 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2342 if (blind) msg_format("%^s mumbles.", m_name);
2346 else msg_format("%^s¤¬¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2348 else msg_format("%^s casts an acid ball.", m_name);
2351 dam = (randint1(rlev * 3) + 15) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2352 breath(y, x, m_idx, GF_ACID, dam, 2, FALSE, MS_BALL_ACID, learnable);
2353 update_smart_learn(m_idx, DRS_ACID);
2362 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2364 if (blind) msg_format("%^s mumbles.", m_name);
2368 else msg_format("%^s¤¬¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2370 else msg_format("%^s casts a lightning ball.", m_name);
2373 dam = (randint1(rlev * 3 / 2) + 8) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2374 breath(y, x, m_idx, GF_ELEC, dam, 2, FALSE, MS_BALL_ELEC, learnable);
2375 update_smart_learn(m_idx, DRS_ELEC);
2384 if (m_ptr->r_idx == MON_ROLENTO)
2388 msg_format("%s¤¬²¿¤«¤òÅꤲ¤¿¡£", m_name);
2390 msg_format("%s¤Ï¼êÜØÃƤòÅꤲ¤¿¡£", m_name);
2393 msg_format("%^s throws something.", m_name);
2395 msg_format("%^s throws a hand grenade.", m_name);
2401 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2403 if (blind) msg_format("%^s mumbles.", m_name);
2407 else msg_format("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2409 else msg_format("%^s casts a fire ball.", m_name);
2413 dam = (randint1(rlev * 7 / 2) + 10) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2414 breath(y, x, m_idx, GF_FIRE, dam, 2, FALSE, MS_BALL_FIRE, learnable);
2415 update_smart_learn(m_idx, DRS_FIRE);
2424 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2426 if (blind) msg_format("%^s mumbles.", m_name);
2430 else msg_format("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2432 else msg_format("%^s casts a frost ball.", m_name);
2435 dam = (randint1(rlev * 3 / 2) + 10) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2436 breath(y, x, m_idx, GF_COLD, dam, 2, FALSE, MS_BALL_COLD, learnable);
2437 update_smart_learn(m_idx, DRS_COLD);
2446 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2448 if (blind) msg_format("%^s mumbles.", m_name);
2452 else msg_format("%^s¤¬°½±À¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2454 else msg_format("%^s casts a stinking cloud.", m_name);
2457 dam = damroll(12, 2) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2458 breath(y, x, m_idx, GF_POIS, dam, 2, FALSE, MS_BALL_POIS, learnable);
2459 update_smart_learn(m_idx, DRS_POIS);
2468 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2470 if (blind) msg_format("%^s mumbles.", m_name);
2474 else msg_format("%^s¤¬ÃϹöµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2476 else msg_format("%^s casts a nether ball.", m_name);
2479 dam = 50 + damroll(10, 10) + (rlev * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1));
2480 breath(y, x, m_idx, GF_NETHER, dam, 2, FALSE, MS_BALL_NETHER, learnable);
2481 update_smart_learn(m_idx, DRS_NETH);
2490 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2492 if (blind) msg_format("%^s mumbles.", m_name);
2496 else msg_format("%^s¤¬Î®¤ì¤ë¤è¤¦¤Ê¿È¿¶¤ê¤ò¤·¤¿¡£", m_name);
2498 else msg_format("%^s gestures fluidly.", m_name);
2502 msg_print("¤¢¤Ê¤¿¤Ï±²´¬¤¤Ë°û¤ß¹þ¤Þ¤ì¤¿¡£");
2504 msg_print("You are engulfed in a whirlpool.");
2507 dam = ((r_ptr->flags2 & RF2_POWERFUL) ? randint1(rlev * 3) : randint1(rlev * 2)) + 50;
2508 breath(y, x, m_idx, GF_WATER, dam, 4, FALSE, MS_BALL_WATER, learnable);
2517 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2519 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2523 else msg_format("%^s¤¬ËâÎϤÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2525 else msg_format("%^s invokes a mana storm.", m_name);
2528 dam = (rlev * 4) + 50 + damroll(10, 10);
2529 breath(y, x, m_idx, GF_MANA, dam, 4, FALSE, MS_BALL_MANA, learnable);
2538 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2540 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2544 else msg_format("%^s¤¬°Å¹õ¤ÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2546 else msg_format("%^s invokes a darkness storm.", m_name);
2549 dam = (rlev * 4) + 50 + damroll(10, 10);
2550 breath(y, x, m_idx, GF_DARK, dam, 4, FALSE, MS_BALL_DARK, learnable);
2551 update_smart_learn(m_idx, DRS_DARK);
2555 /* RF5_DRAIN_MANA */
2558 if (!direct) return (FALSE);
2561 dam = (randint1(rlev) / 2) + 1;
2562 breath(y, x, m_idx, GF_DRAIN_MANA, dam, 0, FALSE, MS_DRAIN_MANA, learnable);
2563 update_smart_learn(m_idx, DRS_MANA);
2567 /* RF5_MIND_BLAST */
2570 if (!direct) return (FALSE);
2575 msg_print("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£");
2577 msg_print("You feel something focusing on your mind.");
2584 msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¤Ë¤é¤ó¤Ç¤¤¤ë¡£", m_name);
2586 msg_format("%^s gazes deep into your eyes.", m_name);
2591 dam = damroll(7, 7);
2592 breath(y, x, m_idx, GF_MIND_BLAST, dam, 0, FALSE, MS_MIND_BLAST, learnable);
2596 /* RF5_BRAIN_SMASH */
2599 if (!direct) return (FALSE);
2604 msg_print("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£");
2606 msg_print("You feel something focusing on your mind.");
2613 msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¸«¤Æ¤¤¤ë¡£", m_name);
2615 msg_format("%^s looks deep into your eyes.", m_name);
2620 dam = damroll(12, 12);
2621 breath(y, x, m_idx, GF_BRAIN_SMASH, dam, 0, FALSE, MS_BRAIN_SMASH, learnable);
2628 if (!direct) return (FALSE);
2631 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2633 if (blind) msg_format("%^s mumbles.", m_name);
2637 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¼ö¤Ã¤¿¡£", m_name);
2639 else msg_format("%^s points at you and curses.", m_name);
2642 dam = damroll(3, 8);
2643 breath(y, x, m_idx, GF_CAUSE_1, dam, 0, FALSE, MS_CAUSE_1, learnable);
2650 if (!direct) return (FALSE);
2653 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2655 if (blind) msg_format("%^s mumbles.", m_name);
2659 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼ö¤Ã¤¿¡£", m_name);
2661 else msg_format("%^s points at you and curses horribly.", m_name);
2664 dam = damroll(8, 8);
2665 breath(y, x, m_idx, GF_CAUSE_2, dam, 0, FALSE, MS_CAUSE_2, learnable);
2672 if (!direct) return (FALSE);
2675 if (blind) msg_format("%^s¤¬²¿¤«¤òÂçÀ¼¤Ç¶«¤ó¤À¡£", m_name);
2677 if (blind) msg_format("%^s mumbles loudly.", m_name);
2681 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼öʸ¤ò¾§¤¨¤¿¡ª", m_name);
2683 else msg_format("%^s points at you, incanting terribly!", m_name);
2686 dam = damroll(10, 15);
2687 breath(y, x, m_idx, GF_CAUSE_3, dam, 0, FALSE, MS_CAUSE_3, learnable);
2694 if (!direct) return (FALSE);
2697 if (blind) msg_format("%^s¤¬¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", m_name);
2699 if (blind) msg_format("%^s screams the word 'DIE!'", m_name);
2703 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÈ빦¤òÆͤ¤¤Æ¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", m_name);
2705 else msg_format("%^s points at you, screaming the word DIE!", m_name);
2708 dam = damroll(15, 15);
2709 breath(y, x, m_idx, GF_CAUSE_4, dam, 0, FALSE, MS_CAUSE_4, learnable);
2716 if (!direct) return (FALSE);
2719 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2721 if (blind) msg_format("%^s mumbles.", m_name);
2725 else msg_format("%^s¤¬¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2727 else msg_format("%^s casts a acid bolt.", m_name);
2730 dam = (damroll(7, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2731 bolt(m_idx, GF_ACID, dam, MS_BOLT_ACID, learnable);
2732 update_smart_learn(m_idx, DRS_ACID);
2733 update_smart_learn(m_idx, DRS_REFLECT);
2740 if (!direct) return (FALSE);
2743 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2745 if (blind) msg_format("%^s mumbles.", m_name);
2749 else msg_format("%^s¤¬¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2751 else msg_format("%^s casts a lightning bolt.", m_name);
2754 dam = (damroll(4, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2755 bolt(m_idx, GF_ELEC, dam, MS_BOLT_ELEC, learnable);
2756 update_smart_learn(m_idx, DRS_ELEC);
2757 update_smart_learn(m_idx, DRS_REFLECT);
2764 if (!direct) return (FALSE);
2767 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2769 if (blind) msg_format("%^s mumbles.", m_name);
2773 else msg_format("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2775 else msg_format("%^s casts a fire bolt.", m_name);
2778 dam = (damroll(9, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2779 bolt(m_idx, GF_FIRE, dam, MS_BOLT_FIRE, learnable);
2780 update_smart_learn(m_idx, DRS_FIRE);
2781 update_smart_learn(m_idx, DRS_REFLECT);
2788 if (!direct) return (FALSE);
2791 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2793 if (blind) msg_format("%^s mumbles.", m_name);
2797 else msg_format("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2799 else msg_format("%^s casts a frost bolt.", m_name);
2802 dam = (damroll(6, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2803 bolt(m_idx, GF_COLD, dam, MS_BOLT_COLD, learnable);
2804 update_smart_learn(m_idx, DRS_COLD);
2805 update_smart_learn(m_idx, DRS_REFLECT);
2814 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2816 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2820 else msg_format("%^s¤¬¥¹¥¿¡¼¥Ð¡¼¥¹¥È¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2822 else msg_format("%^s invokes a starburst.", m_name);
2825 dam = (rlev * 4) + 50 + damroll(10, 10);
2826 breath(y, x, m_idx, GF_LITE, dam, 4, FALSE, MS_STARBURST, learnable);
2827 update_smart_learn(m_idx, DRS_LITE);
2834 if (!direct) return (FALSE);
2837 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2839 if (blind) msg_format("%^s mumbles.", m_name);
2843 else msg_format("%^s¤¬ÃϹö¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2845 else msg_format("%^s casts a nether bolt.", m_name);
2848 dam = 30 + damroll(5, 5) + (rlev * 4) / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3);
2849 bolt(m_idx, GF_NETHER, dam, MS_BOLT_NETHER, learnable);
2850 update_smart_learn(m_idx, DRS_NETH);
2851 update_smart_learn(m_idx, DRS_REFLECT);
2858 if (!direct) return (FALSE);
2861 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2863 if (blind) msg_format("%^s mumbles.", m_name);
2867 else msg_format("%^s¤¬¥¦¥©¡¼¥¿¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2869 else msg_format("%^s casts a water bolt.", m_name);
2872 dam = damroll(10, 10) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2873 bolt(m_idx, GF_WATER, dam, MS_BOLT_WATER, learnable);
2874 update_smart_learn(m_idx, DRS_REFLECT);
2881 if (!direct) return (FALSE);
2884 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2886 if (blind) msg_format("%^s mumbles.", m_name);
2890 else msg_format("%^s¤¬ËâÎϤÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2892 else msg_format("%^s casts a mana bolt.", m_name);
2895 dam = randint1(rlev * 7 / 2) + 50;
2896 bolt(m_idx, GF_MANA, dam, MS_BOLT_MANA, learnable);
2897 update_smart_learn(m_idx, DRS_REFLECT);
2904 if (!direct) return (FALSE);
2907 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2909 if (blind) msg_format("%^s mumbles.", m_name);
2913 else msg_format("%^s¤¬¥×¥é¥º¥Þ¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2915 else msg_format("%^s casts a plasma bolt.", m_name);
2918 dam = 10 + damroll(8, 7) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2919 bolt(m_idx, GF_PLASMA, dam, MS_BOLT_PLASMA, learnable);
2920 update_smart_learn(m_idx, DRS_REFLECT);
2927 if (!direct) return (FALSE);
2930 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2932 if (blind) msg_format("%^s mumbles.", m_name);
2936 else msg_format("%^s¤¬¶Ë´¨¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2938 else msg_format("%^s casts an ice bolt.", m_name);
2941 dam = damroll(6, 6) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2942 bolt(m_idx, GF_ICE, dam, MS_BOLT_ICE, learnable);
2943 update_smart_learn(m_idx, DRS_COLD);
2944 update_smart_learn(m_idx, DRS_REFLECT);
2951 if (!direct) return (FALSE);
2954 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2956 if (blind) msg_format("%^s mumbles.", m_name);
2960 else msg_format("%^s¤¬¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2962 else msg_format("%^s casts a magic missile.", m_name);
2965 dam = damroll(2, 6) + (rlev / 3);
2966 bolt(m_idx, GF_MISSILE, dam, MS_MAGIC_MISSILE, learnable);
2967 update_smart_learn(m_idx, DRS_REFLECT);
2974 if (!direct) return (FALSE);
2977 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¯¤È¡¢¶²¤í¤·¤²¤Ê²»¤¬Ê¹¤³¤¨¤¿¡£", m_name);
2979 if (blind) msg_format("%^s mumbles, and you hear scary noises.", m_name);
2983 else msg_format("%^s¤¬¶²¤í¤·¤²¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£", m_name);
2985 else msg_format("%^s casts a fearful illusion.", m_name);
2988 if (p_ptr->resist_fear)
2991 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
2993 msg_print("You refuse to be frightened.");
2997 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3000 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3002 msg_print("You refuse to be frightened.");
3008 (void)set_afraid(p_ptr->afraid + randint0(4) + 4);
3010 learn_spell(MS_SCARE);
3011 update_smart_learn(m_idx, DRS_FEAR);
3018 if (!direct) return (FALSE);
3021 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3023 if (blind) msg_format("%^s mumbles.", m_name);
3027 else msg_format("%^s¤¬¼öʸ¤ò¾§¤¨¤Æ¤¢¤Ê¤¿¤ÎÌܤò¤¯¤é¤Þ¤·¤¿¡ª", m_name);
3029 else msg_format("%^s casts a spell, burning your eyes!", m_name);
3032 if (p_ptr->resist_blind)
3035 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3037 msg_print("You are unaffected!");
3041 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3044 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3046 msg_print("You resist the effects!");
3052 (void)set_blind(12 + randint0(4));
3054 learn_spell(MS_BLIND);
3055 update_smart_learn(m_idx, DRS_BLIND);
3062 if (!direct) return (FALSE);
3065 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¯¤È¡¢Æ¬¤òǺ¤Þ¤¹²»¤¬¤·¤¿¡£", m_name);
3067 if (blind) msg_format("%^s mumbles, and you hear puzzling noises.", m_name);
3071 else msg_format("%^s¤¬Í¶ÏÇŪ¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£", m_name);
3073 else msg_format("%^s creates a mesmerising illusion.", m_name);
3076 if (p_ptr->resist_conf)
3079 msg_print("¤·¤«¤·¸¸³Ð¤Ë¤Ï¤À¤Þ¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3081 msg_print("You disbelieve the feeble spell.");
3085 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3088 msg_print("¤·¤«¤·¸¸³Ð¤Ë¤Ï¤À¤Þ¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3090 msg_print("You disbelieve the feeble spell.");
3096 (void)set_confused(p_ptr->confused + randint0(4) + 4);
3098 learn_spell(MS_CONF);
3099 update_smart_learn(m_idx, DRS_CONF);
3106 if (!direct) return (FALSE);
3109 msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¶ÚÎϤòµÛ¤¤¼è¤í¤¦¤È¤·¤¿¡ª", m_name);
3111 msg_format("%^s drains power from your muscles!", m_name);
3114 if (p_ptr->free_act)
3117 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3119 msg_print("You are unaffected!");
3123 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3126 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3128 msg_print("You resist the effects!");
3134 (void)set_slow(p_ptr->slow + randint0(4) + 4, FALSE);
3136 learn_spell(MS_SLOW);
3137 update_smart_learn(m_idx, DRS_FREE);
3144 if (!direct) return (FALSE);
3147 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3149 if (blind) msg_format("%^s mumbles.", m_name);
3153 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÌܤò¤¸¤Ã¤È¸«¤Ä¤á¤¿¡ª", m_name);
3155 else msg_format("%^s stares deep into your eyes!", m_name);
3158 if (p_ptr->free_act)
3161 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3163 msg_print("You are unaffected!");
3167 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3170 msg_format("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3172 msg_format("You resist the effects!");
3178 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
3180 learn_spell(MS_SLEEP);
3181 update_smart_learn(m_idx, DRS_FREE);
3192 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3194 msg_format("%^s mumbles.", m_name);
3201 msg_format("%^s¤¬¼«Ê¬¤ÎÂΤËÇ°¤òÁ÷¤Ã¤¿¡£", m_name);
3203 msg_format("%^s concentrates on %s body.", m_name, m_poss);
3208 /* Allow quick speed increases to base+10 */
3209 if (set_monster_fast(m_idx, MON_FAST(m_ptr) + 100))
3212 msg_format("%^s¤ÎÆ°¤¤¬Â®¤¯¤Ê¤Ã¤¿¡£", m_name);
3214 msg_format("%^s starts moving faster.", m_name);
3223 if (!direct) return (FALSE);
3226 msg_format("%^s¤¬<ÇËÌǤμê>¤òÊü¤Ã¤¿¡ª", m_name);
3228 msg_format("%^s invokes the Hand of Doom!", m_name);
3230 dam = (((s32b) ((40 + randint1(20)) * (p_ptr->chp))) / 100);
3231 breath(y, x, m_idx, GF_HAND_DOOM, dam, 0, FALSE, MS_HAND_DOOM, learnable);
3244 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3246 msg_format("%^s mumbles.", m_name);
3253 msg_format("%^s¤¬¼«Ê¬¤Î½ý¤Ë½¸Ã椷¤¿¡£", m_name);
3255 msg_format("%^s concentrates on %s wounds.", m_name, m_poss);
3261 m_ptr->hp += (rlev * 6);
3264 if (m_ptr->hp >= m_ptr->maxhp)
3267 m_ptr->hp = m_ptr->maxhp;
3273 msg_format("%^s¤Ï´°Á´¤Ë¼£¤Ã¤¿¡ª", m_name);
3275 msg_format("%^s looks completely healed!", m_name);
3282 msg_format("%^s¤Ï´°Á´¤Ë¼£¤Ã¤¿¤è¤¦¤À¡ª", m_name);
3284 msg_format("%^s sounds completely healed!", m_name);
3290 /* Partially healed */
3297 msg_format("%^s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
3299 msg_format("%^s looks healthier.", m_name);
3306 msg_format("%^s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
3308 msg_format("%^s sounds healthier.", m_name);
3314 /* Redraw (later) if needed */
3315 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3316 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3319 if (MON_MONFEAR(m_ptr))
3322 (void)set_monster_monfear(m_idx, 0);
3326 msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name);
3328 msg_format("%^s recovers %s courage.", m_name, m_poss);
3343 msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3345 msg_format("%^s mumbles powerfully.", m_name);
3352 msg_format("%s¤Ï̵½ý¤Îµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3354 msg_format("%^s casts a Globe of Invulnerability.", m_name);
3359 if (!MON_INVULNER(m_ptr)) (void)set_monster_invulner(m_idx, randint1(4) + 4, FALSE);
3368 msg_format("%^s¤¬½Ö»þ¤Ë¾Ã¤¨¤¿¡£", m_name);
3370 msg_format("%^s blinks away.", m_name);
3373 teleport_away(m_idx, 10, 0L);
3374 p_ptr->update |= (PU_MONSTERS);
3383 msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¤·¤¿¡£", m_name);
3385 msg_format("%^s teleports away.", m_name);
3388 teleport_away_followable(m_idx);
3397 if(m_ptr->r_idx == MON_DIO) who = 1;
3398 else if(m_ptr->r_idx == MON_WONG) who = 3;
3400 if (!process_the_world(randint1(2)+2, who, TRUE)) return (FALSE);
3410 switch (m_ptr->r_idx)
3413 /* Moved to process_monster(), like multiplication */
3416 case MON_BANORLUPART:
3418 int dummy_hp = (m_ptr->hp + 1) / 2;
3419 int dummy_maxhp = m_ptr->maxhp/2;
3420 int dummy_y = m_ptr->fy;
3421 int dummy_x = m_ptr->fx;
3423 if (p_ptr->inside_arena || p_ptr->inside_battle || !summon_possible(m_ptr->fy, m_ptr->fx)) return FALSE;
3424 delete_monster_idx(cave[m_ptr->fy][m_ptr->fx].m_idx);
3425 summon_named_creature(0, dummy_y, dummy_x, MON_BANOR, mode);
3426 m_list[hack_m_idx_ii].hp = dummy_hp;
3427 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3428 summon_named_creature(0, dummy_y, dummy_x, MON_LUPART, mode);
3429 m_list[hack_m_idx_ii].hp = dummy_hp;
3430 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3433 msg_print("¡Ø¥Ð¡¼¥Î¡¼¥ë¡¦¥ë¥Ñ¡¼¥È¡Ù¤¬Ê¬Îö¤·¤¿¡ª");
3435 msg_print("Banor=Rupart splits in two person!");
3445 int dummy_maxhp = 0;
3446 int dummy_y = m_ptr->fy;
3447 int dummy_x = m_ptr->fx;
3449 if (!r_info[MON_BANOR].cur_num || !r_info[MON_LUPART].cur_num) return (FALSE);
3450 for (k = 1; k < m_max; k++)
3452 if (m_list[k].r_idx == MON_BANOR || m_list[k].r_idx == MON_LUPART)
3454 dummy_hp += m_list[k].hp;
3455 dummy_maxhp += m_list[k].maxhp;
3456 if (m_list[k].r_idx != m_ptr->r_idx)
3458 dummy_y = m_list[k].fy;
3459 dummy_x = m_list[k].fx;
3461 delete_monster_idx(k);
3464 summon_named_creature(0, dummy_y, dummy_x, MON_BANORLUPART, mode);
3465 m_list[hack_m_idx_ii].hp = dummy_hp;
3466 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3469 msg_print("¡Ø¥Ð¡¼¥Î¡¼¥ë¡Ù¤È¡Ø¥ë¥Ñ¡¼¥È¡Ù¤¬¹çÂΤ·¤¿¡ª");
3471 msg_print("Banor and Rupart combine into one!");
3479 if (blind) msg_format("%^s¤¬²¿¤«ÂçÎ̤ËÅꤲ¤¿¡£", m_name);
3480 else msg_format("%^s¤Ï¼êÜØÃƤò¤Ð¤é¤Þ¤¤¤¿¡£", m_name);
3482 if (blind) msg_format("%^s spreads something.", m_name);
3483 else msg_format("%^s throws some hand grenades.", m_name);
3487 int num = 1 + randint1(3);
3489 for (k = 0; k < num; k++)
3491 count += summon_named_creature(m_idx, y, x, MON_SHURYUUDAN, mode);
3495 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¤Ð¤é¤Þ¤«¤ì¤ë²»¤¬¤¹¤ë¡£");
3497 if (blind && count) msg_print("You hear many things are scattered nearby.");
3502 if (r_ptr->d_char == 'B')
3505 if (one_in_(3) || !direct)
3508 msg_format("%^s¤ÏÆÍÁ³»ë³¦¤«¤é¾Ã¤¨¤¿!", m_name);
3510 msg_format("%^s suddenly go out of your sight!", m_name);
3512 teleport_away(m_idx, 10, TELEPORT_NONMAGICAL);
3513 p_ptr->update |= (PU_MONSTERS);
3518 bool fear; /* dummy */
3521 msg_format("%^s¤¬¤¢¤Ê¤¿¤òÄϤó¤Ç¶õÃ椫¤éÅꤲÍî¤È¤·¤¿¡£", m_name);
3523 msg_format("%^s holds you, and drops from the sky.", m_name);
3525 dam = damroll(4, 8);
3526 teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
3530 if (p_ptr->levitation)
3533 msg_print("¤¢¤Ê¤¿¤ÏÀŤ«¤ËÃåÃϤ·¤¿¡£");
3535 msg_print("You float gently down to the ground.");
3541 msg_print("¤¢¤Ê¤¿¤ÏÃÏÌ̤ËᤤĤ±¤é¤ì¤¿¡£");
3543 msg_print("You crashed into the ground.");
3545 dam += damroll(6, 8);
3548 /* Mega hack -- this special action deals damage to the player. Therefore the code of "eyeeye" is necessary.
3551 get_damage = take_hit(DAMAGE_NOESCAPE, dam, m_name, -1);
3552 if (p_ptr->tim_eyeeye && get_damage > 0 && !p_ptr->is_dead)
3555 msg_format("¹¶·â¤¬%s¼«¿È¤ò½ý¤Ä¤±¤¿¡ª", m_name);
3557 char m_name_self[80];
3560 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
3562 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
3564 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
3565 set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
3568 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);
3573 /* Something is wrong */
3582 if (!direct) return (FALSE);
3585 msg_format("%^s¤¬¤¢¤Ê¤¿¤ò°ú¤Ìᤷ¤¿¡£", m_name);
3587 msg_format("%^s commands you to return.", m_name);
3590 teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
3591 learn_spell(MS_TELE_TO);
3598 if (!direct) return (FALSE);
3601 msg_format("%^s¤Ë¥Æ¥ì¥Ý¡¼¥È¤µ¤»¤é¤ì¤¿¡£", m_name);
3602 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
3603 msg_print("¤¯¤Ã¤½¡Á");
3605 msg_format("%^s teleports you away.", m_name);
3608 learn_spell(MS_TELE_AWAY);
3609 teleport_player_away(m_idx, 100);
3613 /* RF6_TELE_LEVEL */
3616 if (!direct) return (FALSE);
3619 if (blind) msg_format("%^s¤¬²¿¤«´ñ̯¤Ê¸ÀÍÕ¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3621 if (blind) msg_format("%^s mumbles strangely.", m_name);
3625 else msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¤ò»Ø¤µ¤·¤¿¡£", m_name);
3627 else msg_format("%^s gestures at your feet.", m_name);
3630 if (p_ptr->resist_nexus)
3633 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3635 msg_print("You are unaffected!");
3639 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3642 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3644 msg_print("You resist the effects!");
3652 learn_spell(MS_TELE_LEVEL);
3653 update_smart_learn(m_idx, DRS_NEXUS);
3660 if (!direct) return (FALSE);
3663 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3665 if (blind) msg_format("%^s mumbles.", m_name);
3669 else msg_format("%^s¤¬¸÷¤Î·õ¤òÊü¤Ã¤¿¡£", m_name);
3671 else msg_format("%^s throw a Psycho-Spear.", m_name);
3674 dam = (r_ptr->flags2 & RF2_POWERFUL) ? (randint1(rlev * 2) + 150) : (randint1(rlev * 3 / 2) + 100);
3675 beam(m_idx, GF_PSY_SPEAR, dam, MS_PSY_SPEAR, learnable);
3682 if (!direct) return (FALSE);
3685 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3687 if (blind) msg_format("%^s mumbles.", m_name);
3691 else if (can_use_lite_area) msg_format("%^s¤¬ÊÕ¤ê¤òÌÀ¤ë¤¯¾È¤é¤·¤¿¡£", m_name);
3692 else msg_format("%^s¤¬°Å°Ç¤ÎÃæ¤Ç¼ê¤ò¿¶¤Ã¤¿¡£", m_name);
3694 else if (can_use_lite_area) msg_format("%^s cast a spell to light up.", m_name);
3695 else msg_format("%^s gestures in shadow.", m_name);
3698 if (can_use_lite_area) (void)lite_area(0, 3);
3701 learn_spell(MS_DARKNESS);
3702 (void)unlite_area(0, 3);
3712 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤Æ¼Ù°¤ËÈù¾Ð¤ó¤À¡£", m_name);
3714 if (blind) msg_format("%^s mumbles, and then cackles evilly.", m_name);
3718 else msg_format("%^s¤¬¼öʸ¤ò¾§¤¨¤Æ¼Ù°¤ËÈù¾Ð¤ó¤À¡£", m_name);
3720 else msg_format("%^s casts a spell and cackles evilly.", m_name);
3723 learn_spell(MS_MAKE_TRAP);
3724 (void)trap_creation(y, x);
3731 if (!direct) return (FALSE);
3734 msg_format("%^s¤¬¤¢¤Ê¤¿¤Îµ²±¤ò¾Ãµî¤·¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", m_name);
3736 msg_format("%^s tries to blank your mind.", m_name);
3740 if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3743 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3745 msg_print("You resist the effects!");
3749 else if (lose_all_info())
3752 msg_print("µ²±¤¬Çö¤ì¤Æ¤·¤Þ¤Ã¤¿¡£");
3754 msg_print("Your memories fade away.");
3758 learn_spell(MS_FORGET);
3762 /* RF6_RAISE_DEAD */
3767 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3769 if (blind) msg_format("%^s mumbles.", m_name);
3773 else msg_format("%^s¤¬»à¼ÔÉü³è¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3775 else msg_format("%^s casts a spell to revive corpses.", m_name);
3777 animate_dead(m_idx, m_ptr->fy, m_ptr->fx);
3785 if (m_ptr->r_idx == MON_SERPENT || m_ptr->r_idx == MON_ZOMBI_SERPENT)
3789 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3791 msg_format("%^s¤¬¥À¥ó¥¸¥ç¥ó¤Î¼ç¤ò¾¤´¤·¤¿¡£", m_name);
3794 msg_format("%^s mumbles.", m_name);
3796 msg_format("%^s magically summons guardians of dungeons.", m_name);
3803 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3805 msg_format("%^s¤ÏËâË¡¤Ç%s¤ò¾¤´¤·¤¿¡£",
3807 ((r_ptr->flags1) & RF1_UNIQUE ?
3811 msg_format("%^s mumbles.", m_name);
3813 msg_format("%^s magically summons %s %s.",
3815 ((r_ptr->flags1) & RF1_UNIQUE ?
3816 "minions" : "kin"));
3820 switch (m_ptr->r_idx)
3826 int num = 4 + randint1(3);
3827 for (k = 0; k < num; k++)
3829 count += summon_specific(m_idx, y, x, rlev, SUMMON_EAGLES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3836 int num = 2 + randint1(3);
3837 for (k = 0; k < num; k++)
3839 count += summon_named_creature(m_idx, y, x, MON_IE, mode);
3845 case MON_ZOMBI_SERPENT:
3847 int num = 2 + randint1(3);
3849 if (r_info[MON_JORMUNGAND].cur_num < r_info[MON_JORMUNGAND].max_num && one_in_(6))
3852 msg_print("ÃÏÌ̤«¤é¿å¤¬¿á¤½Ð¤·¤¿¡ª");
3854 msg_print("Water blew off from the ground!");
3856 fire_ball_hide(GF_WATER_FLOW, 0, 3, 8);
3859 for (k = 0; k < num; k++)
3861 count += summon_specific(m_idx, y, x, rlev, SUMMON_GUARDIANS, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3868 int num = randint1(3);
3869 for (k = 0; k < num; k++)
3871 count += summon_named_creature(m_idx, y, x, MON_LOCKE_CLONE, mode);
3878 int num = 2 + randint1(3);
3879 for (k = 0; k < num; k++)
3881 count += summon_specific(m_idx, y, x, rlev, SUMMON_LOUSE, PM_ALLOW_GROUP);
3887 summon_kin_type = r_ptr->d_char; /* Big hack */
3889 for (k = 0; k < 4; k++)
3891 count += summon_specific(m_idx, y, x, rlev, SUMMON_KIN, PM_ALLOW_GROUP);
3896 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
3898 if (blind && count) msg_print("You hear many things appear nearby.");
3909 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3911 if (blind) msg_format("%^s mumbles.", m_name);
3915 else msg_format("%^s¤¬¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
3917 else msg_format("%^s magically summons Cyberdemons!", m_name);
3921 if (blind && count) msg_print("½Å¸ü¤Ê²»¤¬¶á¤¯¤Çʹ¤³¤¨¤ë¡£");
3923 if (blind && count) msg_print("You hear heavy steps nearby.");
3926 summon_cyber(m_idx, y, x);
3935 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3937 if (blind) msg_format("%^s mumbles.", m_name);
3941 else msg_format("%^s¤¬ËâË¡¤ÇÃç´Ö¤ò¾¤´¤·¤¿¡ª", m_name);
3943 else msg_format("%^s magically summons help!", m_name);
3946 for (k = 0; k < 1; k++)
3948 count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3951 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
3953 if (blind && count) msg_print("You hear something appear nearby.");
3959 /* RF6_S_MONSTERS */
3964 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3966 if (blind) msg_format("%^s mumbles.", m_name);
3970 else msg_format("%^s¤¬ËâË¡¤Ç¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤·¤¿¡ª", m_name);
3972 else msg_format("%^s magically summons monsters!", m_name);
3975 for (k = 0; k < s_num_6; k++)
3977 count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3980 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
3982 if (blind && count) msg_print("You hear many things appear nearby.");
3993 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3995 if (blind) msg_format("%^s mumbles.", m_name);
3999 else msg_format("%^s¤¬ËâË¡¤Ç¥¢¥ê¤ò¾¤´¤·¤¿¡£", m_name);
4001 else msg_format("%^s magically summons ants.", m_name);
4004 for (k = 0; k < s_num_6; k++)
4006 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANT, PM_ALLOW_GROUP);
4009 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4011 if (blind && count) msg_print("You hear many things appear nearby.");
4022 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4024 if (blind) msg_format("%^s mumbles.", m_name);
4028 else msg_format("%^s¤¬ËâË¡¤Ç¥¯¥â¤ò¾¤´¤·¤¿¡£", m_name);
4030 else msg_format("%^s magically summons spiders.", m_name);
4033 for (k = 0; k < s_num_6; k++)
4035 count += summon_specific(m_idx, y, x, rlev, SUMMON_SPIDER, PM_ALLOW_GROUP);
4038 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4040 if (blind && count) msg_print("You hear many things appear nearby.");
4051 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4053 if (blind) msg_format("%^s mumbles.", m_name);
4057 else msg_format("%^s¤¬ËâË¡¤Ç¥Ï¥¦¥ó¥É¤ò¾¤´¤·¤¿¡£", m_name);
4059 else msg_format("%^s magically summons hounds.", m_name);
4062 for (k = 0; k < s_num_4; k++)
4064 count += summon_specific(m_idx, y, x, rlev, SUMMON_HOUND, PM_ALLOW_GROUP);
4067 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4069 if (blind && count) msg_print("You hear many things appear nearby.");
4080 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4082 if (blind) msg_format("%^s mumbles.", m_name);
4086 else msg_format("%^s¤¬ËâË¡¤Ç¥Ò¥É¥é¤ò¾¤´¤·¤¿¡£", m_name);
4088 else msg_format("%^s magically summons hydras.", m_name);
4091 for (k = 0; k < s_num_4; k++)
4093 count += summon_specific(m_idx, y, x, rlev, SUMMON_HYDRA, PM_ALLOW_GROUP);
4096 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4098 if (blind && count) msg_print("You hear many things appear nearby.");
4111 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4113 if (blind) msg_format("%^s mumbles.", m_name);
4117 else msg_format("%^s¤¬ËâË¡¤ÇÅ·»È¤ò¾¤´¤·¤¿¡ª", m_name);
4119 else msg_format("%^s magically summons an angel!", m_name);
4122 if ((r_ptr->flags1 & RF1_UNIQUE) && !easy_band)
4124 num += r_ptr->level/40;
4127 for (k = 0; k < num; k++)
4129 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, PM_ALLOW_GROUP);
4135 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4137 if (blind && count) msg_print("You hear something appear nearby.");
4143 if (blind) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4145 if (blind) msg_print("You hear many things appear nearby.");
4157 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4159 if (blind) msg_format("%^s mumbles.", m_name);
4163 else msg_format("%^s¤ÏËâË¡¤Çº®Æ٤εÜÄ¤é°Ëâ¤ò¾¤´¤·¤¿¡ª", m_name);
4165 else msg_format("%^s magically summons a demon from the Courts of Chaos!", m_name);
4168 for (k = 0; k < 1; k++)
4170 count += summon_specific(m_idx, y, x, rlev, SUMMON_DEMON, PM_ALLOW_GROUP);
4173 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4175 if (blind && count) msg_print("You hear something appear nearby.");
4186 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4188 if (blind) msg_format("%^s mumbles.", m_name);
4192 else msg_format("%^s¤¬ËâË¡¤Ç¥¢¥ó¥Ç¥Ã¥É¤Î¶¯Å¨¤ò¾¤´¤·¤¿¡ª", m_name);
4194 else msg_format("%^s magically summons an undead adversary!", m_name);
4197 for (k = 0; k < 1; k++)
4199 count += summon_specific(m_idx, y, x, rlev, SUMMON_UNDEAD, PM_ALLOW_GROUP);
4202 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4204 if (blind && count) msg_print("You hear something appear nearby.");
4215 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4217 if (blind) msg_format("%^s mumbles.", m_name);
4221 else msg_format("%^s¤¬ËâË¡¤Ç¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
4223 else msg_format("%^s magically summons a dragon!", m_name);
4226 for (k = 0; k < 1; k++)
4228 count += summon_specific(m_idx, y, x, rlev, SUMMON_DRAGON, PM_ALLOW_GROUP);
4231 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4233 if (blind && count) msg_print("You hear something appear nearby.");
4239 /* RF6_S_HI_UNDEAD */
4244 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))
4250 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4252 if (blind) msg_format("%^s mumbles.", m_name);
4256 else msg_format("%^s¤¬ËâË¡¤ÇÍ©µ´ÀïÂâ¤ò¾¤´¤·¤¿¡ª", m_name);
4258 else msg_format("%^s magically summons rangers of Nazgul!", m_name);
4262 for (k = 0; k < 30; k++)
4264 if (!summon_possible(cy, cx) || !cave_empty_bold(cy, cx))
4267 for (j = 100; j > 0; j--)
4269 scatter(&cy, &cx, y, x, 2, 0);
4270 if (cave_empty_bold(cy, cx)) break;
4274 if (!cave_empty_bold(cy, cx)) continue;
4276 if (summon_named_creature(m_idx, cy, cx, MON_NAZGUL, mode))
4283 msg_format("¡ÖÍ©µ´ÀïÂâ%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×", count);
4285 msg_format("A Nazgul says 'Nazgul-Rangers Number %d, Nazgul-Black!'",count);
4289 msg_format("¡ÖƱ¤¸¤¯%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×", count);
4291 msg_format("Another one says 'Number %d, Nazgul-Black!'",count);
4297 msg_format("¡Ö%d¿Í¤½¤í¤Ã¤Æ¡¢¥ê¥ó¥°¥ì¥ó¥¸¥ã¡¼¡ª¡×", count);
4299 msg_format("They say 'The %d meets! We are the Ring-Ranger!'.", count);
4306 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4308 if (blind) msg_format("%^s mumbles.", m_name);
4312 else msg_format("%^s¤¬ËâË¡¤Ç¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¤ò¾¤´¤·¤¿¡ª", m_name);
4314 else msg_format("%^s magically summons greater undead!", m_name);
4317 for (k = 0; k < s_num_6; k++)
4319 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4325 msg_print("´Ö¶á¤Ç²¿¤«Â¿¤¯¤Î¤â¤Î¤¬Ç礤²ó¤ë²»¤¬Ê¹¤³¤¨¤ë¡£");
4327 msg_print("You hear many creepy things appear nearby.");
4334 /* RF6_S_HI_DRAGON */
4339 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4341 if (blind) msg_format("%^s mumbles.", m_name);
4345 else msg_format("%^s¤¬ËâË¡¤Ç¸ÅÂå¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
4347 else msg_format("%^s magically summons ancient dragons!", m_name);
4350 for (k = 0; k < s_num_4; k++)
4352 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4357 msg_print("¿¤¯¤ÎÎ϶¯¤¤¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£");
4359 msg_print("You hear many powerful things appear nearby.");
4366 /* RF6_S_AMBERITES */
4371 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4373 if (blind) msg_format("%^s mumbles.", m_name);
4377 else msg_format("%^s¤¬¥¢¥ó¥Ð¡¼¤Î²¦Â²¤ò¾¤´¤·¤¿¡ª", m_name);
4379 else msg_format("%^s magically summons Lords of Amber!", m_name);
4384 for (k = 0; k < s_num_4; k++)
4386 count += summon_specific(m_idx, y, x, rlev, SUMMON_AMBERITES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4391 msg_print("ÉÔ»à¤Î¼Ô¤¬¶á¤¯¤Ë¸½¤ì¤ë¤Î¤¬Ê¹¤³¤¨¤¿¡£");
4393 msg_print("You hear immortal beings appear nearby.");
4403 bool uniques_are_summoned = FALSE;
4404 int non_unique_type = SUMMON_HI_UNDEAD;
4408 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4410 if (blind) msg_format("%^s mumbles.", m_name);
4414 else msg_format("%^s¤¬ËâË¡¤ÇÆÃÊ̤ʶ¯Å¨¤ò¾¤´¤·¤¿¡ª", m_name);
4416 else msg_format("%^s magically summons special opponents!", m_name);
4419 for (k = 0; k < s_num_4; k++)
4421 count += summon_specific(m_idx, y, x, rlev, SUMMON_UNIQUE, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4424 if (count) uniques_are_summoned = TRUE;
4426 if ((m_ptr->sub_align & (SUB_ALIGN_GOOD | SUB_ALIGN_EVIL)) == (SUB_ALIGN_GOOD | SUB_ALIGN_EVIL))
4427 non_unique_type = 0;
4428 else if (m_ptr->sub_align & SUB_ALIGN_GOOD)
4429 non_unique_type = SUMMON_ANGEL;
4431 for (k = count; k < s_num_4; k++)
4433 count += summon_specific(m_idx, y, x, rlev, non_unique_type, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4439 msg_format("¿¤¯¤Î%s¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£", uniques_are_summoned ? "Î϶¯¤¤¤â¤Î" : "¤â¤Î");
4441 msg_format("You hear many %s appear nearby.", uniques_are_summoned ? "powerful things" : "things");
4448 if ((p_ptr->action == ACTION_LEARN) && thrown_spell > 175)
4450 learn_spell(thrown_spell - 96);
4453 if (seen && maneable && !world_monster && (p_ptr->pclass == CLASS_IMITATOR))
4455 if (thrown_spell != 167) /* Not RF6_SPECIAL */
4457 if (p_ptr->mane_num == MAX_MANE)
4461 for (i = 0;i < p_ptr->mane_num;i++)
4463 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
4464 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
4467 p_ptr->mane_spell[p_ptr->mane_num] = thrown_spell - 96;
4468 p_ptr->mane_dam[p_ptr->mane_num] = dam;
4472 p_ptr->redraw |= (PR_IMITATION);
4476 /* Remember what the monster did to us */
4480 if (thrown_spell < 32 * 4)
4482 r_ptr->r_flags4 |= (1L << (thrown_spell - 32 * 3));
4483 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4487 else if (thrown_spell < 32 * 5)
4489 r_ptr->r_flags5 |= (1L << (thrown_spell - 32 * 4));
4490 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4494 else if (thrown_spell < 32 * 6)
4496 r_ptr->r_flags6 |= (1L << (thrown_spell - 32 * 5));
4497 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4502 /* Always take note of monsters that kill you */
4503 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
4505 r_ptr->r_deaths++; /* Ignore appearance difference */
4508 /* A spell was cast */