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) */
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 /* Only save SM_FRIENDLY, SM_PET or SM_CLONED */
92 if (m_ptr->smart && (randint0(100) < 1)) m_ptr->smart &= (SM_FRIENDLY | SM_PET | SM_CLONED);
94 /* Use the memorized flags */
99 /* Cheat if requested */
102 /* Know basic info */
103 if (p_ptr->resist_acid) smart |= (SM_RES_ACID);
104 if (IS_OPPOSE_ACID()) smart |= (SM_OPP_ACID);
105 if (p_ptr->immune_acid) smart |= (SM_IMM_ACID);
106 if (p_ptr->resist_elec) smart |= (SM_RES_ELEC);
107 if (IS_OPPOSE_ELEC()) smart |= (SM_OPP_ELEC);
108 if (p_ptr->immune_elec) smart |= (SM_IMM_ELEC);
109 if (p_ptr->resist_fire) smart |= (SM_RES_FIRE);
110 if (IS_OPPOSE_FIRE()) smart |= (SM_OPP_FIRE);
111 if (p_ptr->immune_fire) smart |= (SM_IMM_FIRE);
112 if (p_ptr->resist_cold) smart |= (SM_RES_COLD);
113 if (IS_OPPOSE_COLD()) smart |= (SM_OPP_COLD);
114 if (p_ptr->immune_cold) smart |= (SM_IMM_COLD);
116 /* Know poison info */
117 if (p_ptr->resist_pois) smart |= (SM_RES_POIS);
118 if (IS_OPPOSE_POIS()) smart |= (SM_OPP_POIS);
120 /* Know special resistances */
121 if (p_ptr->resist_neth) smart |= (SM_RES_NETH);
122 if (p_ptr->resist_lite) smart |= (SM_RES_LITE);
123 if (p_ptr->resist_dark) smart |= (SM_RES_DARK);
124 if (p_ptr->resist_fear) smart |= (SM_RES_FEAR);
125 if (p_ptr->resist_conf) smart |= (SM_RES_CONF);
126 if (p_ptr->resist_chaos) smart |= (SM_RES_CHAOS);
127 if (p_ptr->resist_disen) smart |= (SM_RES_DISEN);
128 if (p_ptr->resist_blind) smart |= (SM_RES_BLIND);
129 if (p_ptr->resist_nexus) smart |= (SM_RES_NEXUS);
130 if (p_ptr->resist_sound) smart |= (SM_RES_SOUND);
131 if (p_ptr->resist_shard) smart |= (SM_RES_SHARD);
132 if (p_ptr->reflect) smart |= (SM_IMM_REFLECT);
134 /* Know bizarre "resistances" */
135 if (p_ptr->free_act) smart |= (SM_IMM_FREE);
136 if (!p_ptr->msp) smart |= (SM_IMM_MANA);
144 if (smart & SM_IMM_ACID)
146 f4 &= ~(RF4_BR_ACID);
147 f5 &= ~(RF5_BA_ACID);
148 f5 &= ~(RF5_BO_ACID);
150 else if ((smart & (SM_OPP_ACID)) && (smart & (SM_RES_ACID)))
152 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ACID);
153 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ACID);
154 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ACID);
156 else if ((smart & (SM_OPP_ACID)) || (smart & (SM_RES_ACID)))
158 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ACID);
159 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ACID);
160 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ACID);
164 if (smart & (SM_IMM_ELEC))
166 f4 &= ~(RF4_BR_ELEC);
167 f5 &= ~(RF5_BA_ELEC);
168 f5 &= ~(RF5_BO_ELEC);
170 else if ((smart & (SM_OPP_ELEC)) && (smart & (SM_RES_ELEC)))
172 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ELEC);
173 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ELEC);
174 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ELEC);
176 else if ((smart & (SM_OPP_ELEC)) || (smart & (SM_RES_ELEC)))
178 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ELEC);
179 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ELEC);
180 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ELEC);
184 if (smart & (SM_IMM_FIRE))
186 f4 &= ~(RF4_BR_FIRE);
187 f5 &= ~(RF5_BA_FIRE);
188 f5 &= ~(RF5_BO_FIRE);
190 else if ((smart & (SM_OPP_FIRE)) && (smart & (SM_RES_FIRE)))
192 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_FIRE);
193 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_FIRE);
194 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_FIRE);
196 else if ((smart & (SM_OPP_FIRE)) || (smart & (SM_RES_FIRE)))
198 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_FIRE);
199 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_FIRE);
200 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_FIRE);
204 if (smart & (SM_IMM_COLD))
206 f4 &= ~(RF4_BR_COLD);
207 f5 &= ~(RF5_BA_COLD);
208 f5 &= ~(RF5_BO_COLD);
209 f5 &= ~(RF5_BO_ICEE);
211 else if ((smart & (SM_OPP_COLD)) && (smart & (SM_RES_COLD)))
213 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_COLD);
214 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_COLD);
215 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_COLD);
216 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ICEE);
218 else if ((smart & (SM_OPP_COLD)) || (smart & (SM_RES_COLD)))
220 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_COLD);
221 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_COLD);
222 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_COLD);
223 if (int_outof(r_ptr, 20)) f5 &= ~(RF5_BO_ICEE);
227 if ((smart & (SM_OPP_POIS)) && (smart & (SM_RES_POIS)))
229 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_POIS);
230 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_POIS);
231 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BA_NUKE);
232 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BR_NUKE);
234 else if ((smart & (SM_OPP_POIS)) || (smart & (SM_RES_POIS)))
236 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_POIS);
237 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_POIS);
241 if (smart & (SM_RES_NETH))
243 if (prace_is_(RACE_SPECTRE))
245 f4 &= ~(RF4_BR_NETH);
246 f5 &= ~(RF5_BA_NETH);
247 f5 &= ~(RF5_BO_NETH);
251 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_NETH);
252 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_NETH);
253 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BO_NETH);
257 if (smart & (SM_RES_LITE))
259 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_LITE);
260 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_LITE);
263 if (smart & (SM_RES_DARK))
265 if (prace_is_(RACE_VAMPIRE))
267 f4 &= ~(RF4_BR_DARK);
268 f5 &= ~(RF5_BA_DARK);
272 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_DARK);
273 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_DARK);
277 if (smart & (SM_RES_FEAR))
282 if (smart & (SM_RES_CONF))
285 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_CONF);
288 if (smart & (SM_RES_CHAOS))
290 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_CHAO);
291 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BA_CHAO);
294 if (smart & (SM_RES_DISEN))
296 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_DISE);
299 if (smart & (SM_RES_BLIND))
304 if (smart & (SM_RES_NEXUS))
306 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_NEXU);
307 f6 &= ~(RF6_TELE_LEVEL);
310 if (smart & (SM_RES_SOUND))
312 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_SOUN);
315 if (smart & (SM_RES_SHARD))
317 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_SHAR);
320 if (smart & (SM_IMM_REFLECT))
322 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_COLD);
323 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_FIRE);
324 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ACID);
325 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ELEC);
326 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_NETH);
327 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_WATE);
328 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_MANA);
329 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_PLAS);
330 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ICEE);
331 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_MISSILE);
332 if (int_outof(r_ptr, 150)) f4 &= ~(RF4_SHOOT);
335 if (smart & (SM_IMM_FREE))
341 if (smart & (SM_IMM_MANA))
343 f5 &= ~(RF5_DRAIN_MANA);
346 /* XXX XXX XXX No spells left? */
347 /* if (!f4 && !f5 && !f6) ... */
354 #endif /* DRS_SMART_OPTIONS */
358 * Determine if there is a space near the player in which
359 * a summoned creature can appear
361 bool summon_possible(int y1, int x1)
365 /* Start at the player's location, and check 2 grids in each dir */
366 for (y = y1 - 2; y <= y1 + 2; y++)
368 for (x = x1 - 2; x <= x1 + 2; x++)
370 /* Ignore illegal locations */
371 if (!in_bounds(y, x)) continue;
373 /* Only check a circular area */
374 if (distance(y1, x1, y, x)>2) continue;
376 /* ...nor on the Pattern */
377 if ((cave[y][x].feat >= FEAT_PATTERN_START)
378 && (cave[y][x].feat <= FEAT_PATTERN_XTRA2)) continue;
380 /* Require empty floor grid in line of sight */
381 if ((cave_empty_bold(y, x) || (cave[y][x].feat == FEAT_TREES)) && los(y1, x1, y, x) && los(y, x, y1, x1)) return (TRUE);
389 static bool raise_possible(int y, int x)
392 s16b this_o_idx, next_o_idx = 0;
395 for (xx = x - 5; xx <= x + 5; xx++)
397 for (yy = y - 5; yy <= y + 5; yy++)
399 if (distance(y, x, yy, xx) > 5) continue;
400 if (!los(y, x, yy, xx)) continue;
402 c_ptr = &cave[yy][xx];
403 /* Scan the pile of objects */
404 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
407 object_type *o_ptr = &o_list[this_o_idx];
409 /* Acquire next object */
410 next_o_idx = o_ptr->next_o_idx;
412 /* Known to be worthless? */
413 if (o_ptr->tval == TV_CORPSE)
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;
520 if (typ == GF_ROCKET) flg |= PROJECT_STOP;
521 if (typ == GF_MIND_BLAST || typ == GF_BRAIN_SMASH ||
522 typ == GF_CAUSE_1 || typ == GF_CAUSE_2 || typ == GF_CAUSE_3 ||
523 typ == GF_CAUSE_4 || typ == GF_HAND_DOOM) flg |= PROJECT_HIDE;
525 /* Target the player with a ball attack */
526 (void)project(m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
530 u32b get_curse(int power, object_type *o_ptr)
536 new_curse = (1 << (randint0(MAX_CURSE)+4));
539 if (!(new_curse & TRC_HEAVY_MASK)) continue;
543 if (new_curse & TRC_SPECIAL_MASK) continue;
547 if (new_curse & TRC_HEAVY_MASK) continue;
549 if (((o_ptr->tval < TV_BOW) || (o_ptr->tval > TV_SWORD)) && (new_curse == TRC_LOW_MELEE)) continue;
550 if (((o_ptr->tval < TV_BOOTS) || (o_ptr->tval > TV_DRAG_ARMOR)) && (new_curse == TRC_LOW_AC)) continue;
556 void curse_equipment(int chance, int heavy_chance)
558 bool changed = FALSE;
561 u32b oflgs[TR_FLAG_SIZE];
562 object_type *o_ptr = &inventory[INVEN_RARM + randint0(12)];
563 char o_name[MAX_NLEN];
565 if (randint1(100) > chance) return;
567 if (!o_ptr->k_idx) return;
569 object_flags(o_ptr, oflgs);
571 object_desc(o_name, o_ptr, FALSE, 0);
573 /* Extra, biased saving throw for blessed items */
574 if (have_flag(oflgs, TR_BLESSED) && (randint1(888) > chance))
577 msg_format("%s¤Ï¼ö¤¤¤òÄ·¤ÍÊÖ¤·¤¿¡ª", o_name,
579 msg_format("Your %s resist%s cursing!", o_name,
582 ((o_ptr->number > 1) ? "" : "s"));
583 /* Hmmm -- can we wear multiple items? If not, this is unnecessary */
587 if ((randint1(100) <= heavy_chance) &&
588 (o_ptr->name1 || o_ptr->name2 || o_ptr->art_name))
590 if (!(o_ptr->curse_flags & TRC_HEAVY_CURSE))
592 o_ptr->curse_flags |= TRC_HEAVY_CURSE;
593 o_ptr->curse_flags |= TRC_CURSED;
598 if (!cursed_p(o_ptr))
600 o_ptr->curse_flags |= TRC_CURSED;
602 if (heavy_chance >= 50) curse_power++;
604 new_curse = get_curse(curse_power, o_ptr);
605 if (!(o_ptr->curse_flags & new_curse))
608 o_ptr->curse_flags |= new_curse;
614 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
616 msg_format("There is a malignant black aura surrounding %s...", o_name);
619 o_ptr->feeling = FEEL_NONE;
621 p_ptr->update |= (PU_BONUS);
626 * Return TRUE if a spell is good for hurting the player (directly).
628 static bool spell_attack(byte spell)
630 /* All RF4 spells hurt (except for shriek and dispel) */
631 if (spell < 128 && spell > 98) return (TRUE);
633 /* Various "ball" spells */
634 if (spell >= 128 && spell <= 128 + 8) return (TRUE);
636 /* "Cause wounds" and "bolt" spells */
637 if (spell >= 128 + 12 && spell < 128 + 27) return (TRUE);
640 if (spell == 160 + 1) return (TRUE);
643 if (spell == 160 + 11) return (TRUE);
651 * Return TRUE if a spell is good for escaping.
653 static bool spell_escape(byte spell)
655 /* Blink or Teleport */
656 if (spell == 160 + 4 || spell == 160 + 5) return (TRUE);
658 /* Teleport the player away */
659 if (spell == 160 + 9 || spell == 160 + 10) return (TRUE);
661 /* Isn't good for escaping */
666 * Return TRUE if a spell is good for annoying the player.
668 static bool spell_annoy(byte spell)
671 if (spell == 96 + 0) return (TRUE);
673 /* Brain smash, et al (added curses) */
674 if (spell >= 128 + 9 && spell <= 128 + 14) return (TRUE);
676 /* Scare, confuse, blind, slow, paralyze */
677 if (spell >= 128 + 27 && spell <= 128 + 31) return (TRUE);
680 if (spell == 160 + 8) return (TRUE);
683 if (spell == 160 + 10) return (TRUE);
685 /* Darkness, make traps, cause amnesia */
686 if (spell >= 160 + 12 && spell <= 160 + 14) return (TRUE);
693 * Return TRUE if a spell summons help.
695 static bool spell_summon(byte spell)
697 /* All summon spells */
698 if (spell >= 160 + 16) return (TRUE);
706 * Return TRUE if a spell raise-dead.
708 static bool spell_raise(byte spell)
710 /* All raise-dead spells */
711 if (spell == 160 + 15) return (TRUE);
719 * Return TRUE if a spell is good in a tactical situation.
721 static bool spell_tactic(byte spell)
724 if (spell == 160 + 4) return (TRUE);
731 * Return TRUE if a spell makes invulnerable.
733 static bool spell_invulner(byte spell)
735 /* Invulnerability */
736 if (spell == 160 + 3) return (TRUE);
738 /* No invulnerability */
743 * Return TRUE if a spell hastes.
745 static bool spell_haste(byte spell)
748 if (spell == 160 + 0) return (TRUE);
750 /* Not a haste spell */
756 * Return TRUE if a spell world.
758 static bool spell_world(byte spell)
761 if (spell == 160 + 6) return (TRUE);
763 /* Not a haste spell */
769 * Return TRUE if a spell special.
771 static bool spell_special(byte spell)
773 if (p_ptr->inside_battle) return FALSE;
776 if (spell == 160 + 7) return (TRUE);
778 /* Not a haste spell */
784 * Return TRUE if a spell psycho-spear.
786 static bool spell_psy_spe(byte spell)
789 if (spell == 160 + 11) return (TRUE);
791 /* Not a haste spell */
797 * Return TRUE if a spell is good for healing.
799 static bool spell_heal(byte spell)
802 if (spell == 160 + 2) return (TRUE);
810 * Return TRUE if a spell is good for dispel.
812 static bool spell_dispel(byte spell)
815 if (spell == 96 + 2) return (TRUE);
823 * Check should monster cast dispel spell.
825 static bool dispel_check(int m_idx)
827 monster_type *m_ptr = &m_list[m_idx];
828 monster_race *r_ptr = &r_info[m_ptr->r_idx];
830 /* Invulnabilty (including the song) */
831 if (IS_INVULN()) return (TRUE);
834 if (p_ptr->wraith_form) return (TRUE);
837 if (p_ptr->shield) return (TRUE);
840 if (p_ptr->magicdef) return (TRUE);
843 if (p_ptr->multishadow) return (TRUE);
846 if (p_ptr->dustrobe) return (TRUE);
848 /* Berserk Strength */
849 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) return (TRUE);
852 if (p_ptr->mimic_form == MIMIC_DEMON_LORD) return (TRUE);
854 /* Elemental resistances */
855 if (r_ptr->flags4 & RF4_BR_ACID)
857 if (!p_ptr->immune_acid && (p_ptr->oppose_acid || music_singing(MUSIC_RESIST))) return (TRUE);
858 if (p_ptr->special_defense & DEFENSE_ACID) return (TRUE);
861 if (r_ptr->flags4 & RF4_BR_FIRE)
863 if (!(prace_is_(RACE_DEMON) && p_ptr->lev > 44))
865 if (!p_ptr->immune_fire && (p_ptr->oppose_fire || music_singing(MUSIC_RESIST))) return (TRUE);
866 if (p_ptr->special_defense & DEFENSE_FIRE) return (TRUE);
870 if (r_ptr->flags4 & RF4_BR_ELEC)
872 if (!p_ptr->immune_elec && (p_ptr->oppose_elec || music_singing(MUSIC_RESIST))) return (TRUE);
873 if (p_ptr->special_defense & DEFENSE_ELEC) return (TRUE);
876 if (r_ptr->flags4 & RF4_BR_COLD)
878 if (!p_ptr->immune_cold && (p_ptr->oppose_cold || music_singing(MUSIC_RESIST))) return (TRUE);
879 if (p_ptr->special_defense & DEFENSE_COLD) return (TRUE);
882 if (r_ptr->flags4 & (RF4_BR_POIS | RF4_BR_NUKE))
884 if (!((p_ptr->pclass == CLASS_NINJA) && p_ptr->lev > 44))
886 if (p_ptr->oppose_pois || music_singing(MUSIC_RESIST)) return (TRUE);
887 if (p_ptr->special_defense & DEFENSE_POIS) return (TRUE);
891 /* Ultimate resistance */
892 if (p_ptr->ult_res) return (TRUE);
894 /* Potion of Neo Tsuyosi special */
895 if (p_ptr->tsuyoshi) return (TRUE);
897 /* Elemental Brands */
898 if ((p_ptr->special_attack & ATTACK_ACID) && !(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return (TRUE);
899 if ((p_ptr->special_attack & ATTACK_FIRE) && !(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return (TRUE);
900 if ((p_ptr->special_attack & ATTACK_ELEC) && !(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return (TRUE);
901 if ((p_ptr->special_attack & ATTACK_COLD) && !(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return (TRUE);
902 if ((p_ptr->special_attack & ATTACK_POIS) && !(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return (TRUE);
905 if (p_ptr->pspeed < 145)
907 if (IS_FAST()) return (TRUE);
911 if (p_ptr->lightspeed && (m_ptr->mspeed < 136)) return (TRUE);
913 if (p_ptr->riding && (m_list[p_ptr->riding].mspeed < 135))
915 if (m_list[p_ptr->riding].fast) return (TRUE);
918 /* No need to cast dispel spell */
924 * Have a monster choose a spell from a list of "useful" spells.
926 * Note that this list does NOT include spells that will just hit
927 * other monsters, and the list is restricted when the monster is
928 * "desperate". Should that be the job of this function instead?
930 * Stupid monsters will just pick a spell randomly. Smart monsters
931 * will choose more "intelligently".
933 * Use the helper functions above to put spells into categories.
935 * This function may well be an efficiency bottleneck.
937 static int choose_attack_spell(int m_idx, byte spells[], byte num)
939 monster_type *m_ptr = &m_list[m_idx];
940 monster_race *r_ptr = &r_info[m_ptr->r_idx];
942 byte escape[96], escape_num = 0;
943 byte attack[96], attack_num = 0;
944 byte summon[96], summon_num = 0;
945 byte tactic[96], tactic_num = 0;
946 byte annoy[96], annoy_num = 0;
947 byte invul[96], invul_num = 0;
948 byte haste[96], haste_num = 0;
949 byte world[96], world_num = 0;
950 byte special[96], special_num = 0;
951 byte psy_spe[96], psy_spe_num = 0;
952 byte raise[96], raise_num = 0;
953 byte heal[96], heal_num = 0;
954 byte dispel[96], dispel_num = 0;
958 /* Stupid monsters choose randomly */
959 if (r_ptr->flags2 & (RF2_STUPID))
962 return (spells[randint0(num)]);
965 /* Categorize spells */
966 for (i = 0; i < num; i++)
969 if (spell_escape(spells[i])) escape[escape_num++] = spells[i];
972 if (spell_attack(spells[i])) attack[attack_num++] = spells[i];
975 if (spell_summon(spells[i])) summon[summon_num++] = spells[i];
977 /* Tactical spell? */
978 if (spell_tactic(spells[i])) tactic[tactic_num++] = spells[i];
980 /* Annoyance spell? */
981 if (spell_annoy(spells[i])) annoy[annoy_num++] = spells[i];
983 /* Invulnerability spell? */
984 if (spell_invulner(spells[i])) invul[invul_num++] = spells[i];
987 if (spell_haste(spells[i])) haste[haste_num++] = spells[i];
990 if (spell_world(spells[i])) world[world_num++] = spells[i];
993 if (spell_special(spells[i])) special[special_num++] = spells[i];
995 /* Psycho-spear spell? */
996 if (spell_psy_spe(spells[i])) psy_spe[psy_spe_num++] = spells[i];
998 /* Raise-dead spell? */
999 if (spell_raise(spells[i])) raise[raise_num++] = spells[i];
1002 if (spell_heal(spells[i])) heal[heal_num++] = spells[i];
1005 if (spell_dispel(spells[i])) dispel[dispel_num++] = spells[i];
1008 /*** Try to pick an appropriate spell type ***/
1011 if (world_num && (randint0(100) < 15) && !world_monster)
1013 /* Choose haste spell */
1014 return (world[randint0(world_num)]);
1020 bool success = FALSE;
1021 switch(m_ptr->r_idx)
1025 if ((m_ptr->hp < m_ptr->maxhp / 2) && r_info[MON_BANOR].max_num && r_info[MON_LUPART].max_num) success = TRUE;
1029 if (success) return (special[randint0(special_num)]);
1032 /* Still hurt badly, couldn't flee, attempt to heal */
1033 if (m_ptr->hp < m_ptr->maxhp / 3 && one_in_(2))
1035 /* Choose heal spell if possible */
1036 if (heal_num) return (heal[randint0(heal_num)]);
1039 /* Hurt badly or afraid, attempt to flee */
1040 if (((m_ptr->hp < m_ptr->maxhp / 3) || m_ptr->monfear) && one_in_(2))
1042 /* Choose escape spell if possible */
1043 if (escape_num) return (escape[randint0(escape_num)]);
1049 bool success = FALSE;
1050 switch(m_ptr->r_idx)
1053 if (randint0(100) < 50) success = TRUE;
1055 case MON_BANORLUPART:
1056 if (randint0(100) < 70) success = TRUE;
1062 if (randint0(100) < 50) success = TRUE;
1065 if (success) return (special[randint0(special_num)]);
1068 /* Player is close and we have attack spells, blink away */
1069 if ((distance(py, px, m_ptr->fy, m_ptr->fx) < 4) && (attack_num || (r_ptr->flags6 & RF6_TRAPS)) && (randint0(100) < 75) && !world_monster)
1071 /* Choose tactical spell */
1072 if (tactic_num) return (tactic[randint0(tactic_num)]);
1075 /* Summon if possible (sometimes) */
1076 if (summon_num && (randint0(100) < 40))
1078 /* Choose summon spell */
1079 return (summon[randint0(summon_num)]);
1083 if (dispel_num && one_in_(2))
1085 /* Choose dispel spell if possible */
1086 if (dispel_check(m_idx))
1088 return (dispel[randint0(dispel_num)]);
1092 /* Raise-dead if possible (sometimes) */
1093 if (raise_num && (randint0(100) < 40) && raise_possible(m_ptr->fy, m_ptr->fx))
1095 /* Choose raise-dead spell */
1096 return (raise[randint0(raise_num)]);
1099 /* Attack spell (most of the time) */
1102 if (psy_spe_num && (randint0(100) < 50))
1104 /* Choose attack spell */
1105 return (psy_spe[randint0(psy_spe_num)]);
1107 else if (attack_num && (randint0(100) < 40))
1109 /* Choose attack spell */
1110 return (attack[randint0(attack_num)]);
1113 else if (attack_num && (randint0(100) < 85))
1115 /* Choose attack spell */
1116 return (attack[randint0(attack_num)]);
1119 /* Try another tactical spell (sometimes) */
1120 if (tactic_num && (randint0(100) < 50) && !world_monster)
1122 /* Choose tactic spell */
1123 return (tactic[randint0(tactic_num)]);
1126 /* Cast globe of invulnerability if not already in effect */
1127 if (invul_num && !(m_ptr->invulner) && (randint0(100) < 50))
1129 /* Choose Globe of Invulnerability */
1130 return (invul[randint0(invul_num)]);
1133 /* We're hurt (not badly), try to heal */
1134 if ((m_ptr->hp < m_ptr->maxhp * 3 / 4) && (randint0(100) < 25))
1136 /* Choose heal spell if possible */
1137 if (heal_num) return (heal[randint0(heal_num)]);
1140 /* Haste self if we aren't already somewhat hasted (rarely) */
1141 if (haste_num && (randint0(100) < 20) && !(m_ptr->fast))
1143 /* Choose haste spell */
1144 return (haste[randint0(haste_num)]);
1147 /* Annoy player (most of the time) */
1148 if (annoy_num && (randint0(100) < 80))
1150 /* Choose annoyance spell */
1151 return (annoy[randint0(annoy_num)]);
1154 /* Choose no spell */
1160 * Return TRUE if a spell is inate spell.
1162 bool spell_is_inate(u16b spell)
1164 if (spell < 32 * 4) /* Set RF4 */
1166 if ((1L << (spell - 32 * 3)) & RF4_NOMAGIC_MASK) return TRUE;
1168 else if (spell < 32 * 5) /* Set RF5 */
1170 if ((1L << (spell - 32 * 4)) & RF5_NOMAGIC_MASK) return TRUE;
1172 else if (spell < 32 * 6) /* Set RF6 */
1174 if ((1L << (spell - 32 * 5)) & RF6_NOMAGIC_MASK) return TRUE;
1177 /* This spell is not "inate" */
1183 * Creatures can cast spells, shoot missiles, and breathe.
1185 * Returns "TRUE" if a spell (or whatever) was (successfully) cast.
1187 * XXX XXX XXX This function could use some work, but remember to
1188 * keep it as optimized as possible, while retaining generic code.
1190 * Verify the various "blind-ness" checks in the code.
1192 * XXX XXX XXX Note that several effects should really not be "seen"
1193 * if the player is blind. See also "effects.c" for other "mistakes".
1195 * Perhaps monsters should breathe at locations *near* the player,
1196 * since this would allow them to inflict "partial" damage.
1198 * Perhaps smart monsters should decline to use "bolt" spells if
1199 * there is a monster in the way, unless they wish to kill it.
1201 * Note that, to allow the use of the "track_target" option at some
1202 * later time, certain non-optimal things are done in the code below,
1203 * including explicit checks against the "direct" variable, which is
1204 * currently always true by the time it is checked, but which should
1205 * really be set according to an explicit "projectable()" test, and
1206 * the use of generic "x,y" locations instead of the player location,
1207 * with those values being initialized with the player location.
1209 * It will not be possible to "correctly" handle the case in which a
1210 * monster attempts to attack a location which is thought to contain
1211 * the player, but which in fact is nowhere near the player, since this
1212 * might induce all sorts of messages about the attack itself, and about
1213 * the effects of the attack, which the player might or might not be in
1214 * a position to observe. Thus, for simplicity, it is probably best to
1215 * only allow "faulty" attacks by a monster if one of the important grids
1216 * (probably the initial or final grid) is in fact in view of the player.
1217 * It may be necessary to actually prevent spell attacks except when the
1218 * monster actually has line of sight to the player. Note that a monster
1219 * could be left in a bizarre situation after the player ducked behind a
1220 * pillar and then teleported away, for example.
1222 * Note that certain spell attacks do not use the "project()" function
1223 * but "simulate" it via the "direct" variable, which is always at least
1224 * as restrictive as the "project()" function. This is necessary to
1225 * prevent "blindness" attacks and such from bending around walls, etc,
1226 * and to allow the use of the "track_target" option in the future.
1228 * Note that this function attempts to optimize the use of spells for the
1229 * cases in which the monster has no spells, or has spells but cannot use
1230 * them, or has spells but they will have no "useful" effect. Note that
1231 * this function has been an efficiency bottleneck in the past.
1233 * Note the special "MFLAG_NICE" flag, which prevents a monster from using
1234 * any spell attacks until the player has had a single chance to move.
1236 bool make_attack_spell(int m_idx)
1238 int k, thrown_spell = 0, rlev, failrate;
1239 byte spell[96], num = 0;
1241 monster_type *m_ptr = &m_list[m_idx];
1242 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1247 bool no_inate = FALSE;
1248 bool do_disi = FALSE;
1251 int s_num_6 = (easy_band ? 2 : 6);
1252 int s_num_4 = (easy_band ? 1 : 4);
1254 /* Target location */
1261 /* Extract the blind-ness */
1262 bool blind = (p_ptr->blind ? TRUE : FALSE);
1264 /* Extract the "see-able-ness" */
1265 bool seen = (!blind && m_ptr->ml);
1267 bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
1268 bool learnable = (seen && maneable && !world_monster);
1270 /* Check "projectable" */
1273 bool in_no_magic_dungeon = (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && dun_level
1274 && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest));
1276 /* Cannot cast spells when confused */
1277 if (m_ptr->confused)
1279 reset_target(m_ptr);
1283 /* Cannot cast spells when nice */
1284 if (m_ptr->mflag & MFLAG_NICE) return (FALSE);
1285 if (!is_hostile(m_ptr)) return (FALSE);
1288 /* Sometimes forbid inate attacks (breaths) */
1289 if (randint0(100) >= (r_ptr->freq_spell * 2)) no_inate = TRUE;
1291 /* XXX XXX XXX Handle "track_target" option (?) */
1294 /* Extract the racial spell flags */
1299 /*** require projectable player ***/
1302 if ((m_ptr->cdis > MAX_RANGE) && !m_ptr->target_y) return (FALSE);
1305 if (projectable(m_ptr->fy, m_ptr->fx, y, x))
1307 /* Breath disintegration to the glyph if possible */
1308 if ((!cave_floor_bold(y,x)) && (r_ptr->flags4 & RF4_BR_DISI) && one_in_(2)) do_disi = TRUE;
1311 /* Check path to next grid */
1314 bool success = FALSE;
1316 if ((r_ptr->flags4 & RF4_BR_DISI) &&
1317 (m_ptr->cdis < MAX_RANGE/2) &&
1318 in_disintegration_range(m_ptr->fy, m_ptr->fx, y, x) &&
1319 (one_in_(10) || (projectable(y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
1328 int tonari_y[4][8] = {{-1,-1,-1,0,0,1,1,1},
1329 {-1,-1,-1,0,0,1,1,1},
1330 {1,1,1,0,0,-1,-1,-1},
1331 {1,1,1,0,0,-1,-1,-1}};
1332 int tonari_x[4][8] = {{-1,0,1,-1,1,-1,0,1},
1333 {1,0,-1,1,-1,1,0,-1},
1334 {-1,0,1,-1,1,-1,0,1},
1335 {1,0,-1,1,-1,1,0,-1}};
1337 if (m_ptr->fy < py && m_ptr->fx < px) tonari = 0;
1338 else if (m_ptr->fy < py) tonari = 1;
1339 else if (m_ptr->fx < px) tonari = 2;
1342 for (i = 0; i < 8; i++)
1344 int next_x = x + tonari_x[tonari][i];
1345 int next_y = y + tonari_y[tonari][i];
1348 /* Access the next grid */
1349 c_ptr = &cave[next_y][next_x];
1351 /* Skip door, rubble, wall */
1352 if ((c_ptr->feat >= FEAT_DOOR_HEAD) && (c_ptr->feat <= FEAT_PERM_SOLID)) continue;
1355 if (c_ptr->feat == FEAT_TREES) continue;
1358 if (c_ptr->feat == FEAT_MOUNTAIN) continue;
1360 if (projectable(m_ptr->fy, m_ptr->fx, next_y, next_x))
1372 if (m_ptr->target_y && m_ptr->target_x)
1374 y = m_ptr->target_y;
1375 x = m_ptr->target_x;
1376 f4 &= (RF4_INDIRECT_MASK);
1377 f5 &= (RF5_INDIRECT_MASK);
1378 f6 &= (RF6_INDIRECT_MASK);
1384 if (!success) return FALSE;
1387 reset_target(m_ptr);
1389 /* Extract the monster level */
1390 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1392 /* Forbid inate attacks sometimes */
1395 f4 &= ~(RF4_NOMAGIC_MASK);
1396 f5 &= ~(RF5_NOMAGIC_MASK);
1397 f6 &= ~(RF6_NOMAGIC_MASK);
1402 f5 &= ~(RF5_DRAIN_MANA);
1405 if ((p_ptr->pclass == CLASS_NINJA) &&
1406 ((r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) ||
1407 (r_ptr->flags7 & RF7_DARK_MASK)))
1409 f6 &= ~(RF6_DARKNESS);
1412 if (in_no_magic_dungeon && !(r_ptr->flags2 & RF2_STUPID))
1414 f4 &= (RF4_NOMAGIC_MASK);
1415 f5 &= (RF5_NOMAGIC_MASK);
1416 f6 &= (RF6_NOMAGIC_MASK);
1419 /* Hack -- allow "desperate" spells */
1420 if ((r_ptr->flags2 & (RF2_SMART)) &&
1421 (m_ptr->hp < m_ptr->maxhp / 10) &&
1422 (randint0(100) < 50))
1424 /* Require intelligent spells */
1425 f4 &= (RF4_INT_MASK);
1426 f5 &= (RF5_INT_MASK);
1427 f6 &= (RF6_INT_MASK);
1429 /* No spells left */
1430 if (!f4 && !f5 && !f6) return (FALSE);
1433 /* Remove the "ineffective" spells */
1434 remove_bad_spells(m_idx, &f4, &f5, &f6);
1436 if (p_ptr->inside_arena || p_ptr->inside_battle)
1438 f4 &= ~(RF4_SUMMON_MASK);
1439 f5 &= ~(RF5_SUMMON_MASK);
1440 f6 &= ~(RF6_SUMMON_MASK);
1443 /* No spells left */
1444 if (!f4 && !f5 && !f6) return (FALSE);
1446 /* Check for a clean bolt shot */
1447 if (((f4 & RF4_BOLT_MASK) ||
1448 (f5 & RF5_BOLT_MASK) ||
1449 (f6 & RF6_BOLT_MASK)) &&
1450 !(r_ptr->flags2 & RF2_STUPID) &&
1451 !clean_shot(m_ptr->fy, m_ptr->fx, py, px, FALSE))
1453 /* Remove spells that will only hurt friends */
1454 f4 &= ~(RF4_BOLT_MASK);
1455 f5 &= ~(RF5_BOLT_MASK);
1456 f6 &= ~(RF6_BOLT_MASK);
1459 /* Check for a possible summon */
1460 if (((f4 & RF4_SUMMON_MASK) ||
1461 (f5 & RF5_SUMMON_MASK) ||
1462 (f6 & RF6_SUMMON_MASK)) &&
1463 !(r_ptr->flags2 & RF2_STUPID) &&
1464 !(summon_possible(y, x)))
1466 /* Remove summoning spells */
1467 f4 &= ~(RF4_SUMMON_MASK);
1468 f5 &= ~(RF5_SUMMON_MASK);
1469 f6 &= ~(RF6_SUMMON_MASK);
1472 /* No spells left */
1473 if (!f4 && !f5 && !f6) return (FALSE);
1475 /* Extract the "inate" spells */
1476 for (k = 0; k < 32; k++)
1478 if (f4 & (1L << k)) spell[num++] = k + 32 * 3;
1481 /* Extract the "normal" spells */
1482 for (k = 0; k < 32; k++)
1484 if (f5 & (1L << k)) spell[num++] = k + 32 * 4;
1487 /* Extract the "bizarre" spells */
1488 for (k = 0; k < 32; k++)
1490 if (f6 & (1L << k)) spell[num++] = k + 32 * 5;
1493 /* No spells left */
1494 if (!num) return (FALSE);
1496 /* Stop if player is dead or gone */
1497 if (!p_ptr->playing || p_ptr->is_dead) return (FALSE);
1499 /* Stop if player is leaving */
1500 if (p_ptr->leaving) return (FALSE);
1502 /* Get the monster name (or "it") */
1503 monster_desc(m_name, m_ptr, 0x00);
1506 /* Get the monster possessive ("his"/"her"/"its") */
1507 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
1511 thrown_spell = 96+31;
1517 thrown_spell = choose_attack_spell(m_idx, spell, num);
1518 if (thrown_spell) break;
1522 /* Abort if no spell was chosen */
1523 if (!thrown_spell) return (FALSE);
1525 /* Calculate spell failure rate */
1526 failrate = 25 - (rlev + 3) / 4;
1528 /* Hack -- Stupid monsters will never fail (for jellies and such) */
1529 if (r_ptr->flags2 & RF2_STUPID) failrate = 0;
1531 /* Check for spell failure (inate attacks never fail) */
1532 if (!spell_is_inate(thrown_spell)
1533 && (in_no_magic_dungeon || (m_ptr->stunned && one_in_(2)) || (randint0(100) < failrate)))
1538 msg_format("%^s¤Ï¼öʸ¤ò¾§¤¨¤è¤¦¤È¤·¤¿¤¬¼ºÇÔ¤·¤¿¡£", m_name);
1540 msg_format("%^s tries to cast a spell, but fails.", m_name);
1547 direct = player_bold(y, x);
1549 /* Cast the spell. */
1550 switch (thrown_spell)
1557 msg_format("%^s¤¬¤«¤ó¹â¤¤¶âÀÚ¤êÀ¼¤ò¤¢¤²¤¿¡£", m_name);
1559 msg_format("%^s makes a high pitched shriek.", m_name);
1562 aggravate_monsters(m_idx);
1576 if (!direct) return (FALSE);
1579 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
1580 else msg_format("%^s¤¬ËâÎϾõî¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
1582 if (blind) msg_format("%^s mumbles powerfully.", m_name);
1583 else msg_format("%^s invokes a dispel magic.", m_name);
1586 set_lightspeed(0, TRUE);
1588 set_shield(0, TRUE);
1589 set_blessed(0, TRUE);
1590 set_tsuyoshi(0, TRUE);
1593 set_protevil(0, TRUE);
1594 set_invuln(0, TRUE);
1595 set_wraith_form(0, TRUE);
1596 set_kabenuke(0, TRUE);
1597 set_tim_res_nether(0, TRUE);
1598 set_tim_res_time(0, TRUE);
1600 set_tim_reflect(0,TRUE);
1601 set_multishadow(0,TRUE);
1602 set_dustrobe(0,TRUE);
1604 set_tim_invis(0, TRUE);
1605 set_tim_infra(0, TRUE);
1606 set_tim_esp(0, TRUE);
1607 set_tim_regen(0, TRUE);
1608 set_tim_stealth(0, TRUE);
1609 set_tim_ffall(0, TRUE);
1610 set_tim_sh_touki(0, TRUE);
1611 set_tim_sh_fire(0, TRUE);
1612 set_tim_sh_holy(0, TRUE);
1613 set_tim_eyeeye(0, TRUE);
1614 set_magicdef(0, TRUE);
1615 set_resist_magic(0, TRUE);
1616 set_oppose_acid(0, TRUE);
1617 set_oppose_elec(0, TRUE);
1618 set_oppose_fire(0, TRUE);
1619 set_oppose_cold(0, TRUE);
1620 set_oppose_pois(0, TRUE);
1621 set_ultimate_res(0, TRUE);
1622 set_mimic(0, 0, TRUE);
1623 set_ele_attack(0, 0);
1624 set_ele_immune(0, 0);
1625 /* Cancel glowing hands */
1626 if (p_ptr->special_attack & ATTACK_CONFUSE)
1628 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
1630 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
1632 msg_print("Your hands stop glowing.");
1636 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0]))
1638 p_ptr->magic_num1[1] = p_ptr->magic_num1[0];
1639 p_ptr->magic_num1[0] = 0;
1641 msg_print("²Î¤¬ÅÓÀڤ줿¡£");
1643 msg_print("Your singing is interrupted.");
1645 p_ptr->action = ACTION_NONE;
1647 /* Recalculate bonuses */
1648 p_ptr->update |= (PU_BONUS | PU_HP);
1651 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1653 /* Update monsters */
1654 p_ptr->update |= (PU_MONSTERS);
1657 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1659 p_ptr->energy_need += ENERGY_NEED();
1663 monster_type *riding_ptr = &m_list[p_ptr->riding];
1664 if (riding_ptr->invulner)
1666 riding_ptr->invulner = 0;
1667 riding_ptr->energy_need += ENERGY_NEED();
1669 riding_ptr->fast = 0;
1670 riding_ptr->slow = 0;
1671 p_ptr->update |= PU_BONUS;
1672 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= PR_HEALTH;
1673 p_ptr->redraw |= (PR_UHEALTH);
1677 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1678 msg_print("¤ä¤ê¤ä¤¬¤Ã¤¿¤Ê¡ª");
1680 learn_spell(MS_DISPEL);
1689 if (blind) msg_format("%^s¤¬²¿¤«¤ò¼Í¤Ã¤¿¡£", m_name);
1691 if (blind) msg_format("%^s shoots something.", m_name);
1695 else msg_format("%^s¤¬¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£", m_name);
1697 else msg_format("%^s fires a rocket.", m_name);
1700 dam = ((m_ptr->hp / 4) > 800 ? 800 : (m_ptr->hp / 4));
1701 breath(y, x, m_idx, GF_ROCKET,
1702 dam, 2, FALSE, MS_ROCKET, learnable);
1703 update_smart_learn(m_idx, DRS_SHARD);
1710 if (!direct) return (FALSE);
1713 if (blind) msg_format("%^s¤¬´ñ̯¤Ê²»¤òȯ¤·¤¿¡£", m_name);
1715 if (blind) msg_format("%^s makes a strange noise.", m_name);
1719 else msg_format("%^s¤¬Ìð¤òÊü¤Ã¤¿¡£", m_name);
1721 else msg_format("%^s fires an arrow.", m_name);
1724 dam = damroll(r_ptr->blow[0].d_dice, r_ptr->blow[0].d_side);
1725 bolt(m_idx, GF_ARROW, dam, MS_SHOOT, learnable);
1726 update_smart_learn(m_idx, DRS_REFLECT);
1756 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1758 if (blind) msg_format("%^s breathes.", m_name);
1762 else msg_format("%^s¤¬»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1764 else msg_format("%^s breathes acid.", m_name);
1767 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1768 breath(y, x, m_idx, GF_ACID, dam, 0, TRUE, MS_BR_ACID, learnable);
1769 update_smart_learn(m_idx, DRS_ACID);
1778 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1780 if (blind) msg_format("%^s breathes.", m_name);
1784 else msg_format("%^s¤¬°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1786 else msg_format("%^s breathes lightning.", m_name);
1789 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1790 breath(y, x, m_idx, GF_ELEC, dam,0, TRUE, MS_BR_ELEC, learnable);
1791 update_smart_learn(m_idx, DRS_ELEC);
1800 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1802 if (blind) msg_format("%^s breathes.", m_name);
1806 else msg_format("%^s¤¬²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1808 else msg_format("%^s breathes fire.", m_name);
1811 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1812 breath(y, x, m_idx, GF_FIRE, dam,0, TRUE, MS_BR_FIRE, learnable);
1813 update_smart_learn(m_idx, DRS_FIRE);
1822 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1824 if (blind) msg_format("%^s breathes.", m_name);
1828 else msg_format("%^s¤¬Î䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1830 else msg_format("%^s breathes frost.", m_name);
1833 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1834 breath(y, x, m_idx, GF_COLD, dam,0, TRUE, MS_BR_COLD, learnable);
1835 update_smart_learn(m_idx, DRS_COLD);
1844 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1846 if (blind) msg_format("%^s breathes.", m_name);
1850 else msg_format("%^s¤¬¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1852 else msg_format("%^s breathes gas.", m_name);
1855 dam = ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3));
1856 breath(y, x, m_idx, GF_POIS, dam, 0, TRUE, MS_BR_POIS, learnable);
1857 update_smart_learn(m_idx, DRS_POIS);
1867 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1869 if (blind) msg_format("%^s breathes.", m_name);
1873 else msg_format("%^s¤¬ÃϹö¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1875 else msg_format("%^s breathes nether.", m_name);
1878 dam = ((m_ptr->hp / 6) > 550 ? 550 : (m_ptr->hp / 6));
1879 breath(y, x, m_idx, GF_NETHER, dam,0, TRUE, MS_BR_NETHER, learnable);
1880 update_smart_learn(m_idx, DRS_NETH);
1889 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1891 if (blind) msg_format("%^s breathes.", m_name);
1895 else msg_format("%^s¤¬Á®¸÷¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1897 else msg_format("%^s breathes light.", m_name);
1900 dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6));
1901 breath(y, x, m_idx, GF_LITE, dam,0, TRUE, MS_BR_LITE, learnable);
1902 update_smart_learn(m_idx, DRS_LITE);
1911 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1913 if (blind) msg_format("%^s breathes.", m_name);
1917 else msg_format("%^s¤¬°Å¹õ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1919 else msg_format("%^s breathes darkness.", m_name);
1922 dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6));
1923 breath(y, x, m_idx, GF_DARK, dam,0, TRUE, MS_BR_DARK, learnable);
1924 update_smart_learn(m_idx, DRS_DARK);
1933 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1935 if (blind) msg_format("%^s breathes.", m_name);
1939 else msg_format("%^s¤¬º®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1941 else msg_format("%^s breathes confusion.", m_name);
1944 dam = ((m_ptr->hp / 6) > 450 ? 450 : (m_ptr->hp / 6));
1945 breath(y, x, m_idx, GF_CONFUSION, dam,0, TRUE, MS_BR_CONF, learnable);
1946 update_smart_learn(m_idx, DRS_CONF);
1954 if (m_ptr->r_idx == MON_JAIAN)
1956 msg_format("¡Ö¥Ü¥©¥¨¡Á¡Á¡Á¡Á¡Á¡Á¡×");
1958 msg_format("'Booooeeeeee'");
1961 else if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1963 else if (blind) msg_format("%^s breathes.", m_name);
1967 else msg_format("%^s¤¬¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1969 else msg_format("%^s breathes sound.", m_name);
1972 dam = ((m_ptr->hp / 6) > 450 ? 450 : (m_ptr->hp / 6));
1973 breath(y, x, m_idx, GF_SOUND, dam,0, TRUE, MS_BR_SOUND, learnable);
1974 update_smart_learn(m_idx, DRS_SOUND);
1983 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1985 if (blind) msg_format("%^s breathes.", m_name);
1989 else msg_format("%^s¤¬¥«¥ª¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1991 else msg_format("%^s breathes chaos.", m_name);
1994 dam = ((m_ptr->hp / 6) > 600 ? 600 : (m_ptr->hp / 6));
1995 breath(y, x, m_idx, GF_CHAOS, dam,0, TRUE, MS_BR_CHAOS, learnable);
1996 update_smart_learn(m_idx, DRS_CHAOS);
2005 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2007 if (blind) msg_format("%^s breathes.", m_name);
2011 else msg_format("%^s¤¬Îô²½¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2013 else msg_format("%^s breathes disenchantment.", m_name);
2016 dam = ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6));
2017 breath(y, x, m_idx, GF_DISENCHANT, dam,0, TRUE, MS_BR_DISEN, learnable);
2018 update_smart_learn(m_idx, DRS_DISEN);
2027 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2029 if (blind) msg_format("%^s breathes.", m_name);
2033 else msg_format("%^s¤¬°ø²Ìº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2035 else msg_format("%^s breathes nexus.", m_name);
2038 dam = ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3));
2039 breath(y, x, m_idx, GF_NEXUS, dam,0, TRUE, MS_BR_NEXUS, learnable);
2040 update_smart_learn(m_idx, DRS_NEXUS);
2049 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2051 if (blind) msg_format("%^s breathes.", m_name);
2055 else msg_format("%^s¤¬»þ´ÖµÕž¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2057 else msg_format("%^s breathes time.", m_name);
2060 dam = ((m_ptr->hp / 3) > 150 ? 150 : (m_ptr->hp / 3));
2061 breath(y, x, m_idx, GF_TIME, dam,0, TRUE, MS_BR_TIME, learnable);
2070 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2072 if (blind) msg_format("%^s breathes.", m_name);
2076 else msg_format("%^s¤¬ÃÙÆߤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2078 else msg_format("%^s breathes inertia.", m_name);
2081 dam = ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6));
2082 breath(y, x, m_idx, GF_INERTIA, dam,0, TRUE, MS_BR_INERTIA, learnable);
2091 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2093 if (blind) msg_format("%^s breathes.", m_name);
2097 else msg_format("%^s¤¬½ÅÎϤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2099 else msg_format("%^s breathes gravity.", m_name);
2102 dam = ((m_ptr->hp / 3) > 200 ? 200 : (m_ptr->hp / 3));
2103 breath(y, x, m_idx, GF_GRAVITY, dam,0, TRUE, MS_BR_GRAVITY, learnable);
2111 if (m_ptr->r_idx == MON_BOTEI)
2113 msg_format("¡Ö¥ÜÄë¥Ó¥ë¥«¥Ã¥¿¡¼¡ª¡ª¡ª¡×");
2115 msg_format("'Boty-Build cutter!!!'");
2118 else if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2120 else if (blind) msg_format("%^s breathes.", m_name);
2124 else msg_format("%^s¤¬ÇËÊҤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2126 else msg_format("%^s breathes shards.", m_name);
2129 dam = ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6));
2130 breath(y, x, m_idx, GF_SHARDS, dam,0, TRUE, MS_BR_SHARDS, learnable);
2131 update_smart_learn(m_idx, DRS_SHARD);
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¤¬¥×¥é¥º¥Þ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2148 else msg_format("%^s breathes plasma.", m_name);
2151 dam = ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6));
2152 breath(y, x, m_idx, GF_PLASMA, dam,0, TRUE, MS_BR_PLASMA, learnable);
2161 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2163 if (blind) msg_format("%^s breathes.", m_name);
2167 else msg_format("%^s¤¬¥Õ¥©¡¼¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2169 else msg_format("%^s breathes force.", m_name);
2172 dam = ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6));
2173 breath(y, x, m_idx, GF_FORCE, dam,0, TRUE, MS_BR_FORCE, learnable);
2182 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2184 if (blind) msg_format("%^s breathes.", m_name);
2188 else msg_format("%^s¤¬ËâÎϤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2190 else msg_format("%^s breathes mana.", m_name);
2192 dam = ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3));
2193 breath(y, x, m_idx, GF_MANA, dam,0, TRUE, MS_BR_MANA, learnable);
2202 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2204 if (blind) msg_format("%^s mumbles.", m_name);
2208 else msg_format("%^s¤¬Êü¼Íǽµå¤òÊü¤Ã¤¿¡£", m_name);
2210 else msg_format("%^s casts a ball of radiation.", m_name);
2213 dam = (rlev + damroll(10, 6)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2214 breath(y, x, m_idx, GF_NUKE, dam, 2, FALSE, MS_BALL_NUKE, learnable);
2215 update_smart_learn(m_idx, DRS_POIS);
2224 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2226 if (blind) msg_format("%^s breathes.", m_name);
2230 else msg_format("%^s¤¬Êü¼ÍÀÇÑ´þʪ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2232 else msg_format("%^s breathes toxic waste.", m_name);
2235 dam = ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3));
2236 breath(y, x, m_idx, GF_NUKE, dam,0, TRUE, MS_BR_NUKE, learnable);
2237 update_smart_learn(m_idx, DRS_POIS);
2246 if (blind) msg_format("%^s¤¬¶²¤í¤·¤²¤Ë¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2248 if (blind) msg_format("%^s mumbles frighteningly.", m_name);
2252 else msg_format("%^s¤¬½ã¥í¥°¥ë¥¹¤òÊü¤Ã¤¿¡£", m_name);/*nuke me*/
2254 else msg_format("%^s invokes a raw Logrus.", m_name);
2257 dam = ((r_ptr->flags2 & RF2_POWERFUL) ? (rlev * 3) : (rlev * 2))+ damroll(10, 10);
2258 breath(y, x, m_idx, GF_CHAOS, dam, 4, FALSE, MS_BALL_CHAOS, learnable);
2259 update_smart_learn(m_idx, DRS_CHAOS);
2268 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2270 if (blind) msg_format("%^s breathes.", m_name);
2274 else msg_format("%^s¤¬Ê¬²ò¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2276 else msg_format("%^s breathes disintegration.", m_name);
2279 dam = ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6));
2280 breath(y, x, m_idx, GF_DISINTEGRATE, dam,0, TRUE, MS_BR_DISI, learnable);
2291 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2293 if (blind) msg_format("%^s mumbles.", m_name);
2297 else msg_format("%^s¤¬¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2299 else msg_format("%^s casts an acid ball.", m_name);
2302 dam = (randint1(rlev * 3) + 15) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2303 breath(y, x, m_idx, GF_ACID, dam, 2, FALSE, MS_BALL_ACID, learnable);
2304 update_smart_learn(m_idx, DRS_ACID);
2313 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2315 if (blind) msg_format("%^s mumbles.", m_name);
2319 else msg_format("%^s¤¬¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2321 else msg_format("%^s casts a lightning ball.", m_name);
2324 dam = (randint1(rlev * 3 / 2) + 8) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2325 breath(y, x, m_idx, GF_ELEC, dam, 2, FALSE, MS_BALL_ELEC, learnable);
2326 update_smart_learn(m_idx, DRS_ELEC);
2335 if (m_ptr->r_idx == MON_ROLENTO)
2339 msg_format("%s¤¬²¿¤«¤òÅꤲ¤¿¡£", m_name);
2341 msg_format("%s¤Ï¼êÜØÃƤòÅꤲ¤¿¡£", m_name);
2344 msg_format("%^s throws something.", m_name);
2346 msg_format("%^s throws a hand grenade.", m_name);
2352 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2354 if (blind) msg_format("%^s mumbles.", m_name);
2358 else msg_format("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2360 else msg_format("%^s casts a fire ball.", m_name);
2364 dam = (randint1(rlev * 7 / 2) + 10) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2365 breath(y, x, m_idx, GF_FIRE, dam, 2, FALSE, MS_BALL_FIRE, learnable);
2366 update_smart_learn(m_idx, DRS_FIRE);
2375 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2377 if (blind) msg_format("%^s mumbles.", m_name);
2381 else msg_format("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2383 else msg_format("%^s casts a frost ball.", m_name);
2386 dam = (randint1(rlev * 3 / 2) + 10) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2387 breath(y, x, m_idx, GF_COLD, dam, 2, FALSE, MS_BALL_COLD, learnable);
2388 update_smart_learn(m_idx, DRS_COLD);
2397 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2399 if (blind) msg_format("%^s mumbles.", m_name);
2403 else msg_format("%^s¤¬°½±À¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2405 else msg_format("%^s casts a stinking cloud.", m_name);
2408 dam = damroll(12, 2) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2409 breath(y, x, m_idx, GF_POIS, dam, 2, FALSE, MS_BALL_POIS, learnable);
2410 update_smart_learn(m_idx, DRS_POIS);
2419 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2421 if (blind) msg_format("%^s mumbles.", m_name);
2425 else msg_format("%^s¤¬ÃϹöµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2427 else msg_format("%^s casts a nether ball.", m_name);
2430 dam = 50 + damroll(10, 10) + (rlev * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1));
2431 breath(y, x, m_idx, GF_NETHER, dam, 2, FALSE, MS_BALL_NETHER, learnable);
2432 update_smart_learn(m_idx, DRS_NETH);
2441 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2443 if (blind) msg_format("%^s mumbles.", m_name);
2447 else msg_format("%^s¤¬Î®¤ì¤ë¤è¤¦¤Ê¿È¿¶¤ê¤ò¤·¤¿¡£", m_name);
2449 else msg_format("%^s gestures fluidly.", m_name);
2453 msg_print("¤¢¤Ê¤¿¤Ï±²´¬¤¤Ë°û¤ß¹þ¤Þ¤ì¤¿¡£");
2455 msg_print("You are engulfed in a whirlpool.");
2458 dam = ((r_ptr->flags2 & RF2_POWERFUL) ? randint1(rlev * 3) : randint1(rlev * 2)) + 50;
2459 breath(y, x, m_idx, GF_WATER, dam, 4, FALSE, MS_BALL_WATER, learnable);
2468 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2470 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2474 else msg_format("%^s¤¬ËâÎϤÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2476 else msg_format("%^s invokes a mana storm.", m_name);
2479 dam = (rlev * 4) + 50 + damroll(10, 10);
2480 breath(y, x, m_idx, GF_MANA, dam, 4, FALSE, MS_BALL_MANA, learnable);
2489 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2491 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2495 else msg_format("%^s¤¬°Å¹õ¤ÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2497 else msg_format("%^s invokes a darkness storm.", m_name);
2500 dam = (rlev * 4) + 50 + damroll(10, 10);
2501 breath(y, x, m_idx, GF_DARK, dam, 4, FALSE, MS_BALL_DARK, learnable);
2502 update_smart_learn(m_idx, DRS_DARK);
2506 /* RF5_DRAIN_MANA */
2509 if (!direct) return (FALSE);
2517 msg_format("%^s¤ËÀº¿À¥¨¥Í¥ë¥®¡¼¤òµÛ¤¤¼è¤é¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
2519 msg_format("%^s draws psychic energy from you!", m_name);
2524 r1 = (randint1(rlev) / 2) + 1;
2527 if (r1 >= p_ptr->csp)
2531 p_ptr->csp_frac = 0;
2540 learn_spell(MS_DRAIN_MANA);
2543 p_ptr->redraw |= (PR_MANA);
2546 p_ptr->window |= (PW_PLAYER);
2547 p_ptr->window |= (PW_SPELL);
2549 /* Heal the monster */
2550 if (m_ptr->hp < m_ptr->maxhp)
2553 m_ptr->hp += (6 * r1);
2554 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2556 /* Redraw (later) if needed */
2557 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2558 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2560 /* Special message */
2564 msg_format("%^s¤Ïµ¤Ê¬¤¬Îɤµ¤½¤¦¤À¡£", m_name);
2566 msg_format("%^s appears healthier.", m_name);
2572 update_smart_learn(m_idx, DRS_MANA);
2576 /* RF5_MIND_BLAST */
2579 if (!direct) return (FALSE);
2584 msg_print("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£");
2586 msg_print("You feel something focusing on your mind.");
2593 msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¤Ë¤é¤ó¤Ç¤¤¤ë¡£", m_name);
2595 msg_format("%^s gazes deep into your eyes.", m_name);
2600 dam = damroll(7, 7);
2601 breath(y, x, m_idx, GF_MIND_BLAST, dam, 0, FALSE, MS_MIND_BLAST, learnable);
2605 /* RF5_BRAIN_SMASH */
2608 if (!direct) return (FALSE);
2613 msg_print("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£");
2615 msg_print("You feel something focusing on your mind.");
2622 msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¸«¤Æ¤¤¤ë¡£", m_name);
2624 msg_format("%^s looks deep into your eyes.", m_name);
2629 dam = damroll(12, 12);
2630 breath(y, x, m_idx, GF_BRAIN_SMASH, dam, 0, FALSE, MS_BRAIN_SMASH, learnable);
2637 if (!direct) return (FALSE);
2640 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2642 if (blind) msg_format("%^s mumbles.", m_name);
2646 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¼ö¤Ã¤¿¡£", m_name);
2648 else msg_format("%^s points at you and curses.", m_name);
2651 dam = damroll(3, 8);
2652 breath(y, x, m_idx, GF_CAUSE_1, dam, 0, FALSE, MS_CAUSE_1, learnable);
2659 if (!direct) return (FALSE);
2662 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2664 if (blind) msg_format("%^s mumbles.", m_name);
2668 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼ö¤Ã¤¿¡£", m_name);
2670 else msg_format("%^s points at you and curses horribly.", m_name);
2673 dam = damroll(8, 8);
2674 breath(y, x, m_idx, GF_CAUSE_2, dam, 0, FALSE, MS_CAUSE_2, learnable);
2681 if (!direct) return (FALSE);
2684 if (blind) msg_format("%^s¤¬²¿¤«¤òÂçÀ¼¤Ç¶«¤ó¤À¡£", m_name);
2686 if (blind) msg_format("%^s mumbles loudly.", m_name);
2690 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼öʸ¤ò¾§¤¨¤¿¡ª", m_name);
2692 else msg_format("%^s points at you, incanting terribly!", m_name);
2695 dam = damroll(10, 15);
2696 breath(y, x, m_idx, GF_CAUSE_3, dam, 0, FALSE, MS_CAUSE_3, learnable);
2703 if (!direct) return (FALSE);
2706 if (blind) msg_format("%^s¤¬¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", m_name);
2708 if (blind) msg_format("%^s screams the word 'DIE!'", m_name);
2712 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÈ빦¤òÆͤ¤¤Æ¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", m_name);
2714 else msg_format("%^s points at you, screaming the word DIE!", m_name);
2717 dam = damroll(15, 15);
2718 breath(y, x, m_idx, GF_CAUSE_4, dam, 0, FALSE, MS_CAUSE_4, learnable);
2725 if (!direct) return (FALSE);
2728 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2730 if (blind) msg_format("%^s mumbles.", m_name);
2734 else msg_format("%^s¤¬¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2736 else msg_format("%^s casts a acid bolt.", m_name);
2739 dam = (damroll(7, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2740 bolt(m_idx, GF_ACID, dam, MS_BOLT_ACID, learnable);
2741 update_smart_learn(m_idx, DRS_ACID);
2742 update_smart_learn(m_idx, DRS_REFLECT);
2749 if (!direct) return (FALSE);
2752 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2754 if (blind) msg_format("%^s mumbles.", m_name);
2758 else msg_format("%^s¤¬¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2760 else msg_format("%^s casts a lightning bolt.", m_name);
2763 dam = (damroll(4, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2764 bolt(m_idx, GF_ELEC, dam, MS_BOLT_ELEC, learnable);
2765 update_smart_learn(m_idx, DRS_ELEC);
2766 update_smart_learn(m_idx, DRS_REFLECT);
2773 if (!direct) return (FALSE);
2776 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2778 if (blind) msg_format("%^s mumbles.", m_name);
2782 else msg_format("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2784 else msg_format("%^s casts a fire bolt.", m_name);
2787 dam = (damroll(9, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2788 bolt(m_idx, GF_FIRE, dam, MS_BOLT_FIRE, learnable);
2789 update_smart_learn(m_idx, DRS_FIRE);
2790 update_smart_learn(m_idx, DRS_REFLECT);
2797 if (!direct) return (FALSE);
2800 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2802 if (blind) msg_format("%^s mumbles.", m_name);
2806 else msg_format("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2808 else msg_format("%^s casts a frost bolt.", m_name);
2811 dam = (damroll(6, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2812 bolt(m_idx, GF_COLD, dam, MS_BOLT_COLD, learnable);
2813 update_smart_learn(m_idx, DRS_COLD);
2814 update_smart_learn(m_idx, DRS_REFLECT);
2823 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2825 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2829 else msg_format("%^s¤¬¥¹¥¿¡¼¥Ð¡¼¥¹¥È¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2831 else msg_format("%^s invokes a starburst.", m_name);
2834 dam = (rlev * 4) + 50 + damroll(10, 10);
2835 breath(y, x, m_idx, GF_LITE, dam, 4, FALSE, MS_STARBURST, learnable);
2836 update_smart_learn(m_idx, DRS_LITE);
2843 if (!direct) return (FALSE);
2846 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2848 if (blind) msg_format("%^s mumbles.", m_name);
2852 else msg_format("%^s¤¬ÃϹö¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2854 else msg_format("%^s casts a nether bolt.", m_name);
2857 dam = 30 + damroll(5, 5) + (rlev * 4) / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3);
2858 bolt(m_idx, GF_NETHER, dam, MS_BOLT_NETHER, learnable);
2859 update_smart_learn(m_idx, DRS_NETH);
2860 update_smart_learn(m_idx, DRS_REFLECT);
2867 if (!direct) return (FALSE);
2870 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2872 if (blind) msg_format("%^s mumbles.", m_name);
2876 else msg_format("%^s¤¬¥¦¥©¡¼¥¿¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2878 else msg_format("%^s casts a water bolt.", m_name);
2881 dam = damroll(10, 10) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2882 bolt(m_idx, GF_WATER, dam, MS_BOLT_WATER, learnable);
2883 update_smart_learn(m_idx, DRS_REFLECT);
2890 if (!direct) return (FALSE);
2893 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2895 if (blind) msg_format("%^s mumbles.", m_name);
2899 else msg_format("%^s¤¬ËâÎϤÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2901 else msg_format("%^s casts a mana bolt.", m_name);
2904 dam = randint1(rlev * 7 / 2) + 50;
2905 bolt(m_idx, GF_MANA, dam, MS_BOLT_MANA, learnable);
2906 update_smart_learn(m_idx, DRS_REFLECT);
2913 if (!direct) return (FALSE);
2916 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2918 if (blind) msg_format("%^s mumbles.", m_name);
2922 else msg_format("%^s¤¬¥×¥é¥º¥Þ¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2924 else msg_format("%^s casts a plasma bolt.", m_name);
2927 dam = 10 + damroll(8, 7) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2928 bolt(m_idx, GF_PLASMA, dam, MS_BOLT_PLASMA, learnable);
2929 update_smart_learn(m_idx, DRS_REFLECT);
2936 if (!direct) return (FALSE);
2939 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2941 if (blind) msg_format("%^s mumbles.", m_name);
2945 else msg_format("%^s¤¬¶Ë´¨¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2947 else msg_format("%^s casts an ice bolt.", m_name);
2950 dam = damroll(6, 6) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2951 bolt(m_idx, GF_ICE, dam, MS_BOLT_ICE, learnable);
2952 update_smart_learn(m_idx, DRS_COLD);
2953 update_smart_learn(m_idx, DRS_REFLECT);
2960 if (!direct) return (FALSE);
2963 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2965 if (blind) msg_format("%^s mumbles.", m_name);
2969 else msg_format("%^s¤¬¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2971 else msg_format("%^s casts a magic missile.", m_name);
2974 dam = damroll(2, 6) + (rlev / 3);
2975 bolt(m_idx, GF_MISSILE, dam, MS_MAGIC_MISSILE, learnable);
2976 update_smart_learn(m_idx, DRS_REFLECT);
2983 if (!direct) return (FALSE);
2986 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¯¤È¡¢¶²¤í¤·¤²¤Ê²»¤¬Ê¹¤³¤¨¤¿¡£", m_name);
2988 if (blind) msg_format("%^s mumbles, and you hear scary noises.", m_name);
2992 else msg_format("%^s¤¬¶²¤í¤·¤²¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£", m_name);
2994 else msg_format("%^s casts a fearful illusion.", m_name);
2997 if (p_ptr->resist_fear)
3000 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3002 msg_print("You refuse to be frightened.");
3006 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3009 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3011 msg_print("You refuse to be frightened.");
3017 (void)set_afraid(p_ptr->afraid + randint0(4) + 4);
3019 learn_spell(MS_SCARE);
3020 update_smart_learn(m_idx, DRS_FEAR);
3027 if (!direct) return (FALSE);
3030 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3032 if (blind) msg_format("%^s mumbles.", m_name);
3036 else msg_format("%^s¤¬¼öʸ¤ò¾§¤¨¤Æ¤¢¤Ê¤¿¤ÎÌܤò¤¯¤é¤Þ¤·¤¿¡ª", m_name);
3038 else msg_format("%^s casts a spell, burning your eyes!", m_name);
3041 if (p_ptr->resist_blind)
3044 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3046 msg_print("You are unaffected!");
3050 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3053 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3055 msg_print("You resist the effects!");
3061 (void)set_blind(12 + randint0(4));
3063 learn_spell(MS_BLIND);
3064 update_smart_learn(m_idx, DRS_BLIND);
3071 if (!direct) return (FALSE);
3074 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¯¤È¡¢Æ¬¤òǺ¤Þ¤¹²»¤¬¤·¤¿¡£", m_name);
3076 if (blind) msg_format("%^s mumbles, and you hear puzzling noises.", m_name);
3080 else msg_format("%^s¤¬Í¶ÏÇŪ¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£", m_name);
3082 else msg_format("%^s creates a mesmerising illusion.", m_name);
3085 if (p_ptr->resist_conf)
3088 msg_print("¤·¤«¤·¸¸³Ð¤Ë¤Ï¤À¤Þ¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3090 msg_print("You disbelieve the feeble spell.");
3094 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3097 msg_print("¤·¤«¤·¸¸³Ð¤Ë¤Ï¤À¤Þ¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3099 msg_print("You disbelieve the feeble spell.");
3105 (void)set_confused(p_ptr->confused + randint0(4) + 4);
3107 learn_spell(MS_CONF);
3108 update_smart_learn(m_idx, DRS_CONF);
3115 if (!direct) return (FALSE);
3118 msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¶ÚÎϤòµÛ¤¤¼è¤í¤¦¤È¤·¤¿¡ª", m_name);
3120 msg_format("%^s drains power from your muscles!", m_name);
3123 if (p_ptr->free_act)
3126 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3128 msg_print("You are unaffected!");
3132 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3135 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3137 msg_print("You resist the effects!");
3143 (void)set_slow(p_ptr->slow + randint0(4) + 4, FALSE);
3145 learn_spell(MS_SLOW);
3146 update_smart_learn(m_idx, DRS_FREE);
3153 if (!direct) return (FALSE);
3156 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3158 if (blind) msg_format("%^s mumbles.", m_name);
3162 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÌܤò¤¸¤Ã¤È¸«¤Ä¤á¤¿¡ª", m_name);
3164 else msg_format("%^s stares deep into your eyes!", m_name);
3167 if (p_ptr->free_act)
3170 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3172 msg_print("You are unaffected!");
3176 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3179 msg_format("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3181 msg_format("You resist the effects!");
3187 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
3189 learn_spell(MS_SLEEP);
3190 update_smart_learn(m_idx, DRS_FREE);
3201 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3203 msg_format("%^s mumbles.", m_name);
3210 msg_format("%^s¤¬¼«Ê¬¤ÎÂΤËÇ°¤òÁ÷¤Ã¤¿¡£", m_name);
3212 msg_format("%^s concentrates on %s body.", m_name, m_poss);
3217 /* Allow quick speed increases to base+10 */
3221 msg_format("%^s¤ÎÆ°¤¤¬Â®¤¯¤Ê¤Ã¤¿¡£", m_name);
3223 msg_format("%^s starts moving faster.", m_name);
3226 m_ptr->fast = MIN(200, m_ptr->fast + 100);
3227 if (p_ptr->riding == m_idx) p_ptr->update |= PU_BONUS;
3234 if (!direct) return (FALSE);
3237 msg_format("%^s¤¬ÇËÌǤμê¤òÊü¤Ã¤¿¡ª", m_name);
3239 msg_format("%^s invokes the Hand of Doom!", m_name);
3241 dam = (((s32b) ((40 + randint1(20)) * (p_ptr->chp))) / 100);
3242 breath(y, x, m_idx, GF_HAND_DOOM, dam, 0, FALSE, MS_HAND_DOOM, learnable);
3255 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3257 msg_format("%^s mumbles.", m_name);
3264 msg_format("%^s¤¬¼«Ê¬¤Î½ý¤Ë½¸Ã椷¤¿¡£", m_name);
3266 msg_format("%^s concentrates on %s wounds.", m_name, m_poss);
3272 m_ptr->hp += (rlev * 6);
3275 if (m_ptr->hp >= m_ptr->maxhp)
3278 m_ptr->hp = m_ptr->maxhp;
3284 msg_format("%^s¤Ï´°Á´¤Ë¼£¤Ã¤¿¡ª", m_name);
3286 msg_format("%^s looks completely healed!", m_name);
3293 msg_format("%^s¤Ï´°Á´¤Ë¼£¤Ã¤¿¤è¤¦¤À¡ª", m_name);
3295 msg_format("%^s sounds completely healed!", m_name);
3301 /* Partially healed */
3308 msg_format("%^s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
3310 msg_format("%^s looks healthier.", m_name);
3317 msg_format("%^s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
3319 msg_format("%^s sounds healthier.", m_name);
3325 /* Redraw (later) if needed */
3326 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3327 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3337 msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name);
3339 msg_format("%^s recovers %s courage.", m_name, m_poss);
3355 msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3357 msg_format("%^s mumbles powerfully.", m_name);
3364 msg_format("%s¤Ï̵½ý¤Îµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3366 msg_format("%^s casts a Globe of Invulnerability.", m_name);
3371 if (!(m_ptr->invulner))
3372 m_ptr->invulner = randint1(4) + 4;
3374 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3375 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3384 msg_format("%^s¤¬½Ö»þ¤Ë¾Ã¤¨¤¿¡£", m_name);
3386 msg_format("%^s blinks away.", m_name);
3389 teleport_away(m_idx, 10, FALSE);
3390 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
3397 int i, oldfy, oldfx;
3398 u32b flgs[TR_FLAG_SIZE];
3406 msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¤·¤¿¡£", m_name);
3408 msg_format("%^s teleports away.", m_name);
3411 teleport_away(m_idx, MAX_SIGHT * 2 + 5, FALSE);
3413 if (los(py, px, oldfy, oldfx) && !world_monster)
3415 for (i=INVEN_RARM;i<INVEN_TOTAL;i++)
3417 o_ptr = &inventory[i];
3418 if(!cursed_p(o_ptr))
3420 object_flags(o_ptr, flgs);
3422 if((have_flag(flgs, TR_TELEPORT)) || (p_ptr->muta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR))
3425 if(get_check_strict("¤Ä¤¤¤Æ¤¤¤¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
3427 if(get_check_strict("Do you follow it? ", CHECK_OKAY_CANCEL))
3432 teleport_player(200);
3434 msg_print("¼ºÇÔ¡ª");
3436 msg_print("Failed!");
3439 else teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE);
3440 p_ptr->energy_need += ENERGY_NEED();
3455 if(m_ptr->r_idx == MON_DIO) who = 1;
3456 else if(m_ptr->r_idx == MON_WONG) who = 3;
3458 if (!process_the_world(randint1(2)+2, who, TRUE)) return (FALSE);
3468 switch(m_ptr->r_idx)
3471 /* Moved to process_monster(), like multiplication */
3474 case MON_BANORLUPART:
3476 int dummy_hp = (m_ptr->hp + 1) / 2;
3477 int dummy_maxhp = m_ptr->maxhp/2;
3478 int dummy_y = m_ptr->fy;
3479 int dummy_x = m_ptr->fx;
3481 if (p_ptr->inside_arena || p_ptr->inside_battle || !summon_possible(m_ptr->fy, m_ptr->fx)) return FALSE;
3482 delete_monster_idx(cave[m_ptr->fy][m_ptr->fx].m_idx);
3483 summon_named_creature(0, dummy_y, dummy_x, MON_BANOR, mode);
3484 m_list[hack_m_idx_ii].hp = dummy_hp;
3485 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3486 summon_named_creature(0, dummy_y, dummy_x, MON_LUPART, mode);
3487 m_list[hack_m_idx_ii].hp = dummy_hp;
3488 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3491 msg_print("¡Ø¥Ð¡¼¥Î¡¼¥ë¡¦¥ë¥Ñ¡¼¥È¡Ù¤¬Ê¬Îö¤·¤¿¡ª");
3493 msg_print("Banor=Rupart splits in two person!");
3502 int dummy_maxhp = 0;
3503 int dummy_y = m_ptr->fy;
3504 int dummy_x = m_ptr->fx;
3506 if (!r_info[MON_BANOR].cur_num || !r_info[MON_LUPART].cur_num) return (FALSE);
3507 for (k = 1; k < m_max; k++)
3509 if (m_list[k].r_idx == MON_BANOR || m_list[k].r_idx == MON_LUPART)
3511 dummy_hp += m_list[k].hp;
3512 dummy_maxhp += m_list[k].maxhp;
3513 if (m_list[k].r_idx != m_ptr->r_idx)
3515 dummy_y = m_list[k].fy;
3516 dummy_x = m_list[k].fx;
3518 delete_monster_idx(k);
3521 summon_named_creature(0, dummy_y, dummy_x, MON_BANORLUPART, mode);
3522 m_list[hack_m_idx_ii].hp = dummy_hp;
3523 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3526 msg_print("¡Ø¥Ð¡¼¥Î¡¼¥ë¡Ù¤È¡Ø¥ë¥Ñ¡¼¥È¡Ù¤¬¹çÂΤ·¤¿¡ª");
3528 msg_print("Banor and Rupart combine into one!");
3535 if (r_ptr->d_char == 'B')
3538 if (one_in_(3) || !direct)
3541 msg_format("%^s¤ÏÆÍÁ³»ë³¦¤«¤é¾Ã¤¨¤¿!", m_name);
3543 msg_format("%^s suddenly go out of your sight!", m_name);
3545 teleport_away(m_idx, 10, FALSE);
3546 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
3550 int dam = damroll(4, 8);
3553 msg_format("%^s¤¬¤¢¤Ê¤¿¤òÄϤó¤Ç¶õÃ椫¤éÅꤲÍ¤¿¡£", m_name);
3555 msg_format("%^s holds you, and drops from the sky.", m_name);
3557 teleport_player_to(m_ptr->fy, m_ptr->fx, FALSE);
3564 msg_print("¤¢¤Ê¤¿¤ÏÀŤ«¤ËÃåÃϤ·¤¿¡£");
3566 msg_print("You float gently down to the ground.");
3572 msg_print("¤¢¤Ê¤¿¤ÏÃÏÌ̤ËᤤĤ±¤é¤ì¤¿¡£");
3574 msg_print("You crashed into the ground.");
3576 dam += damroll(6, 8);
3579 /* Mega hack -- this special action deals damage to the player. Therefore the code of "eyeeye" is necessary.
3582 get_damage = take_hit(DAMAGE_NOESCAPE, dam, m_name, -1);
3583 if (p_ptr->tim_eyeeye && get_damage > 0 && !p_ptr->is_dead)
3586 msg_format("¹¶·â¤¬%s¼«¿È¤ò½ý¤Ä¤±¤¿¡ª", m_name);
3588 char m_name_self[80];
3591 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
3593 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
3595 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
3596 set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
3602 /* Something is wrong */
3611 if (!direct) return (FALSE);
3614 msg_format("%^s¤¬¤¢¤Ê¤¿¤ò°ú¤Ìᤷ¤¿¡£", m_name);
3616 msg_format("%^s commands you to return.", m_name);
3619 teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE);
3620 learn_spell(MS_TELE_TO);
3627 if (!direct) return (FALSE);
3630 msg_format("%^s¤Ë¥Æ¥ì¥Ý¡¼¥È¤µ¤»¤é¤ì¤¿¡£", m_name);
3631 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
3632 msg_print("¤¯¤Ã¤½¡Á");
3634 msg_format("%^s teleports you away.", m_name);
3637 learn_spell(MS_TELE_AWAY);
3638 teleport_player(100);
3642 /* RF6_TELE_LEVEL */
3645 if (!direct) return (FALSE);
3648 if (blind) msg_format("%^s¤¬²¿¤«´ñ̯¤Ê¸ÀÍÕ¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3650 if (blind) msg_format("%^s mumbles strangely.", m_name);
3654 else msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¤ò»Ø¤µ¤·¤¿¡£", m_name);
3656 else msg_format("%^s gestures at your feet.", m_name);
3659 if (p_ptr->resist_nexus)
3662 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3664 msg_print("You are unaffected!");
3668 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3671 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3673 msg_print("You resist the effects!");
3681 learn_spell(MS_TELE_LEVEL);
3682 update_smart_learn(m_idx, DRS_NEXUS);
3689 if (!direct) return (FALSE);
3692 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3694 if (blind) msg_format("%^s mumbles.", m_name);
3698 else msg_format("%^s¤¬¸÷¤Î·õ¤òÊü¤Ã¤¿¡£", m_name);
3700 else msg_format("%^s throw a Psycho-Spear.", m_name);
3703 dam = (r_ptr->flags2 & RF2_POWERFUL) ? (randint1(rlev * 2) + 150) : (randint1(rlev * 3 / 2) + 100);
3704 beam(m_idx, GF_PSY_SPEAR, dam, MS_PSY_SPEAR, learnable);
3711 if (!direct) return (FALSE);
3714 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3716 if (blind) msg_format("%^s mumbles.", m_name);
3720 else if (p_ptr->pclass == CLASS_NINJA) msg_format("%^s¤¬ÊÕ¤ê¤òÌÀ¤ë¤¯¾È¤é¤·¤¿¡£", m_name);
3721 else msg_format("%^s¤¬°Å°Ç¤ÎÃæ¤Ç¼ê¤ò¿¶¤Ã¤¿¡£", m_name);
3723 else if (p_ptr->pclass == CLASS_NINJA)
3724 msg_format("%^s cast a spell to light up.", m_name);
3725 else msg_format("%^s gestures in shadow.", m_name);
3728 learn_spell(MS_DARKNESS);
3729 if (p_ptr->pclass == CLASS_NINJA)
3730 (void)lite_area(0, 3);
3732 (void)unlite_area(0, 3);
3741 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤Æ¼Ù°¤ËÈù¾Ð¤ó¤À¡£", m_name);
3743 if (blind) msg_format("%^s mumbles, and then cackles evilly.", m_name);
3747 else msg_format("%^s¤¬¼öʸ¤ò¾§¤¨¤Æ¼Ù°¤ËÈù¾Ð¤ó¤À¡£", m_name);
3749 else msg_format("%^s casts a spell and cackles evilly.", m_name);
3752 learn_spell(MS_MAKE_TRAP);
3753 (void)trap_creation(y, x);
3760 if (!direct) return (FALSE);
3763 msg_format("%^s¤¬¤¢¤Ê¤¿¤Îµ²±¤ò¾Ãµî¤·¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", m_name);
3765 msg_format("%^s tries to blank your mind.", m_name);
3769 if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3772 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3774 msg_print("You resist the effects!");
3778 else if (lose_all_info())
3781 msg_print("µ²±¤¬Çö¤ì¤Æ¤·¤Þ¤Ã¤¿¡£");
3783 msg_print("Your memories fade away.");
3787 learn_spell(MS_FORGET);
3791 /* RF6_RAISE_DEAD */
3796 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3798 if (blind) msg_format("%^s mumbles.", m_name);
3802 else msg_format("%^s¤¬»à¼ÔÉü³è¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3804 else msg_format("%^s casts a spell to revive corpses.", m_name);
3806 animate_dead(m_idx, m_ptr->fy, m_ptr->fx);
3810 /* RF6_SUMMON_KIN */
3814 if (m_ptr->r_idx == MON_ROLENTO)
3818 msg_format("%^s¤¬²¿¤«ÂçÎ̤ËÅꤲ¤¿¡£", m_name);
3820 msg_format("%^s¤Ï¼êÜØÃƤò¤Ð¤é¤Þ¤¤¤¿¡£", m_name);
3823 msg_format("%^s spreads something.", m_name);
3825 msg_format("%^s throws some hand grenades.", m_name);
3828 else if (m_ptr->r_idx == MON_SERPENT || m_ptr->r_idx == MON_ZOMBI_SERPENT)
3832 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3834 msg_format("%^s¤¬¥À¥ó¥¸¥ç¥ó¤Î¼ç¤ò¾¤´¤·¤¿¡£", m_name);
3837 msg_format("%^s mumbles.", m_name);
3839 msg_format("%^s magically summons guardians of dungeons.", m_name);
3846 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3848 msg_format("%^s¤ÏËâË¡¤Ç%s¤ò¾¤´¤·¤¿¡£",
3850 ((r_ptr->flags1) & RF1_UNIQUE ?
3854 msg_format("%^s mumbles.", m_name);
3856 msg_format("%^s magically summons %s %s.",
3858 ((r_ptr->flags1) & RF1_UNIQUE ?
3859 "minions" : "kin"));
3863 if(m_ptr->r_idx == MON_ROLENTO)
3865 int num = 1 + randint1(3);
3867 for (k = 0; k < num; k++)
3869 count += summon_named_creature(m_idx, y, x, MON_SHURYUUDAN, mode);
3872 else if(m_ptr->r_idx == MON_THORONDOR ||
3873 m_ptr->r_idx == MON_GWAIHIR ||
3874 m_ptr->r_idx == MON_MENELDOR)
3876 int num = 4 + randint1(3);
3877 for (k = 0; k < num; k++)
3879 count += summon_specific(m_idx, y, x, rlev, SUMMON_EAGLES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3882 else if(m_ptr->r_idx == MON_LOUSY)
3884 int num = 2 + randint1(3);
3885 for (k = 0; k < num; k++)
3887 count += summon_specific(m_idx, y, x, rlev, SUMMON_LOUSE, PM_ALLOW_GROUP);
3890 else if(m_ptr->r_idx == MON_BULLGATES)
3892 int num = 2 + randint1(3);
3893 for (k = 0; k < num; k++)
3895 count += summon_named_creature(m_idx, y, x, 921, mode);
3898 else if (m_ptr->r_idx == MON_CALDARM)
3900 int num = randint1(3);
3901 for (k = 0; k < num; k++)
3903 count += summon_named_creature(m_idx, y, x, 930, mode);
3906 else if (m_ptr->r_idx == MON_SERPENT || m_ptr->r_idx == MON_ZOMBI_SERPENT)
3908 int num = 2 + randint1(3);
3910 if (r_info[MON_JORMUNGAND].cur_num < r_info[MON_JORMUNGAND].max_num && one_in_(6))
3913 msg_print("ÃÏÌ̤«¤é¿å¤¬¿á¤½Ð¤·¤¿¡ª");
3915 msg_print("Water blew off from the ground!");
3917 fire_ball_hide(GF_WATER_FLOW, 0, 3, 8);
3920 for (k = 0; k < num; k++)
3922 count += summon_specific(m_idx, y, x, rlev, SUMMON_GUARDIANS, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3928 summon_kin_type = r_ptr->d_char; /* Big hack */
3930 for (k = 0; k < 4; k++)
3932 count += summon_specific(m_idx, y, x, rlev, SUMMON_KIN, PM_ALLOW_GROUP);
3936 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
3938 if (blind && count) msg_print("You hear many things appear nearby.");
3950 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3952 if (blind) msg_format("%^s mumbles.", m_name);
3956 else msg_format("%^s¤¬¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
3958 else msg_format("%^s magically summons Cyberdemons!", m_name);
3962 if (blind && count) msg_print("½Å¸ü¤Ê²»¤¬¶á¤¯¤Çʹ¤³¤¨¤ë¡£");
3964 if (blind && count) msg_print("You hear heavy steps nearby.");
3967 summon_cyber(m_idx, y, x);
3976 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3978 if (blind) msg_format("%^s mumbles.", m_name);
3982 else msg_format("%^s¤¬ËâË¡¤ÇÃç´Ö¤ò¾¤´¤·¤¿¡ª", m_name);
3984 else msg_format("%^s magically summons help!", m_name);
3987 for (k = 0; k < 1; k++)
3989 count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3992 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
3994 if (blind && count) msg_print("You hear something appear nearby.");
4000 /* RF6_S_MONSTERS */
4005 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4007 if (blind) msg_format("%^s mumbles.", m_name);
4011 else msg_format("%^s¤¬ËâË¡¤Ç¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤·¤¿¡ª", m_name);
4013 else msg_format("%^s magically summons monsters!", m_name);
4016 for (k = 0; k < s_num_6; k++)
4018 count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4021 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4023 if (blind && count) msg_print("You hear many things appear nearby.");
4034 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4036 if (blind) msg_format("%^s mumbles.", m_name);
4040 else msg_format("%^s¤¬ËâË¡¤Ç¥¢¥ê¤ò¾¤´¤·¤¿¡£", m_name);
4042 else msg_format("%^s magically summons ants.", m_name);
4045 for (k = 0; k < s_num_6; k++)
4047 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANT, PM_ALLOW_GROUP);
4050 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4052 if (blind && count) msg_print("You hear many things appear nearby.");
4063 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4065 if (blind) msg_format("%^s mumbles.", m_name);
4069 else msg_format("%^s¤¬ËâË¡¤Ç¥¯¥â¤ò¾¤´¤·¤¿¡£", m_name);
4071 else msg_format("%^s magically summons spiders.", m_name);
4074 for (k = 0; k < s_num_6; k++)
4076 count += summon_specific(m_idx, y, x, rlev, SUMMON_SPIDER, PM_ALLOW_GROUP);
4079 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4081 if (blind && count) msg_print("You hear many things appear nearby.");
4092 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4094 if (blind) msg_format("%^s mumbles.", m_name);
4098 else msg_format("%^s¤¬ËâË¡¤Ç¥Ï¥¦¥ó¥É¤ò¾¤´¤·¤¿¡£", m_name);
4100 else msg_format("%^s magically summons hounds.", m_name);
4103 for (k = 0; k < s_num_4; k++)
4105 count += summon_specific(m_idx, y, x, rlev, SUMMON_HOUND, PM_ALLOW_GROUP);
4108 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4110 if (blind && count) msg_print("You hear many things appear nearby.");
4121 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4123 if (blind) msg_format("%^s mumbles.", m_name);
4127 else msg_format("%^s¤¬ËâË¡¤Ç¥Ò¥É¥é¤ò¾¤´¤·¤¿¡£", m_name);
4129 else msg_format("%^s magically summons hydras.", m_name);
4132 for (k = 0; k < s_num_4; k++)
4134 count += summon_specific(m_idx, y, x, rlev, SUMMON_HYDRA, PM_ALLOW_GROUP);
4137 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4139 if (blind && count) msg_print("You hear many things appear nearby.");
4152 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4154 if (blind) msg_format("%^s mumbles.", m_name);
4158 else msg_format("%^s¤¬ËâË¡¤ÇÅ·»È¤ò¾¤´¤·¤¿¡ª", m_name);
4160 else msg_format("%^s magically summons an angel!", m_name);
4163 if ((r_ptr->flags1 & RF1_UNIQUE) && !easy_band)
4165 num += r_ptr->level/40;
4168 for (k = 0; k < num; k++)
4170 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, PM_ALLOW_GROUP);
4176 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4178 if (blind && count) msg_print("You hear something appear nearby.");
4184 if (blind) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4186 if (blind) msg_print("You hear many things appear nearby.");
4198 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4200 if (blind) msg_format("%^s mumbles.", m_name);
4204 else msg_format("%^s¤ÏËâË¡¤Çº®Æ٤εÜÄ¤é°Ëâ¤ò¾¤´¤·¤¿¡ª", m_name);
4206 else msg_format("%^s magically summons a demon from the Courts of Chaos!", m_name);
4209 for (k = 0; k < 1; k++)
4211 count += summon_specific(m_idx, y, x, rlev, SUMMON_DEMON, PM_ALLOW_GROUP);
4214 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4216 if (blind && count) msg_print("You hear something appear nearby.");
4227 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4229 if (blind) msg_format("%^s mumbles.", m_name);
4233 else msg_format("%^s¤¬ËâË¡¤Ç¥¢¥ó¥Ç¥Ã¥É¤Î¶¯Å¨¤ò¾¤´¤·¤¿¡ª", m_name);
4235 else msg_format("%^s magically summons an undead adversary!", m_name);
4238 for (k = 0; k < 1; k++)
4240 count += summon_specific(m_idx, y, x, rlev, SUMMON_UNDEAD, PM_ALLOW_GROUP);
4243 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4245 if (blind && count) msg_print("You hear something appear nearby.");
4256 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4258 if (blind) msg_format("%^s mumbles.", m_name);
4262 else msg_format("%^s¤¬ËâË¡¤Ç¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
4264 else msg_format("%^s magically summons a dragon!", m_name);
4267 for (k = 0; k < 1; k++)
4269 count += summon_specific(m_idx, y, x, rlev, SUMMON_DRAGON, PM_ALLOW_GROUP);
4272 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4274 if (blind && count) msg_print("You hear something appear nearby.");
4280 /* RF6_S_HI_UNDEAD */
4285 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))
4291 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4293 if (blind) msg_format("%^s mumbles.", m_name);
4297 else msg_format("%^s¤¬ËâË¡¤ÇÍ©µ´ÀïÂâ¤ò¾¤´¤·¤¿¡ª", m_name);
4299 else msg_format("%^s magically summons rangers of Nazgul!", m_name);
4303 for (k = 0; k < 30; k++)
4305 if (!summon_possible(cy, cx) || !cave_floor_bold(cy, cx))
4308 for (j = 100; j > 0; j--)
4310 scatter(&cy, &cx, y, x, 2, 0);
4311 if (cave_floor_bold(cy, cx)) break;
4315 if (!cave_floor_bold(cy, cx)) continue;
4317 if (summon_named_creature(m_idx, cy, cx, MON_NAZGUL, mode))
4324 msg_format("¡ÖÍ©µ´ÀïÂâ%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×", count);
4326 msg_format("A Nazgul says 'Nazgul-Rangers Number %d, Nazgul-Black!'",count);
4330 msg_format("¡ÖƱ¤¸¤¯%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×", count);
4332 msg_format("Another one says 'Number %d, Nazgul-Black!'",count);
4338 msg_format("¡Ö%d¿Í¤½¤í¤Ã¤Æ¡¢¥ê¥ó¥°¥ì¥ó¥¸¥ã¡¼¡ª¡×", count);
4340 msg_format("They say 'The %d meets! We are the Ring-Ranger!'.", count);
4347 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4349 if (blind) msg_format("%^s mumbles.", m_name);
4353 else msg_format("%^s¤¬ËâË¡¤Ç¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¤ò¾¤´¤·¤¿¡ª", m_name);
4355 else msg_format("%^s magically summons greater undead!", m_name);
4358 for (k = 0; k < s_num_6; k++)
4360 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4366 msg_print("´Ö¶á¤Ç²¿¤«Â¿¤¯¤Î¤â¤Î¤¬Ç礤²ó¤ë²»¤¬Ê¹¤³¤¨¤ë¡£");
4368 msg_print("You hear many creepy things appear nearby.");
4375 /* RF6_S_HI_DRAGON */
4380 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4382 if (blind) msg_format("%^s mumbles.", m_name);
4386 else msg_format("%^s¤¬ËâË¡¤Ç¸ÅÂå¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
4388 else msg_format("%^s magically summons ancient dragons!", m_name);
4391 for (k = 0; k < s_num_4; k++)
4393 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4398 msg_print("¿¤¯¤ÎÎ϶¯¤¤¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£");
4400 msg_print("You hear many powerful things appear nearby.");
4407 /* RF6_S_AMBERITES */
4412 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4414 if (blind) msg_format("%^s mumbles.", m_name);
4418 else msg_format("%^s¤¬¥¢¥ó¥Ð¡¼¤Î²¦Â²¤ò¾¤´¤·¤¿¡ª", m_name);
4420 else msg_format("%^s magically summons Lords of Amber!", m_name);
4425 for (k = 0; k < s_num_4; k++)
4427 count += summon_specific(m_idx, y, x, rlev, SUMMON_AMBERITES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4432 msg_print("ÉÔ»à¤Î¼Ô¤¬¶á¤¯¤Ë¸½¤ì¤ë¤Î¤¬Ê¹¤³¤¨¤¿¡£");
4434 msg_print("You hear immortal beings appear nearby.");
4446 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4448 if (blind) msg_format("%^s mumbles.", m_name);
4452 else msg_format("%^s¤¬ËâË¡¤ÇÆÃÊ̤ʶ¯Å¨¤ò¾¤´¤·¤¿¡ª", m_name);
4454 else msg_format("%^s magically summons special opponents!", m_name);
4457 for (k = 0; k < s_num_4; k++)
4459 count += summon_specific(m_idx, y, x, rlev, SUMMON_UNIQUE, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4461 if (r_ptr->flags3 & RF3_GOOD)
4463 for (k = count; k < s_num_4; k++)
4465 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4470 for (k = count; k < s_num_4; k++)
4472 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4478 msg_print("¿¤¯¤ÎÎ϶¯¤¤¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£");
4480 msg_print("You hear many powerful things appear nearby.");
4488 if ((p_ptr->action == ACTION_LEARN) && thrown_spell > 175)
4490 learn_spell(thrown_spell - 96);
4493 if (seen && maneable && !world_monster && (p_ptr->pclass == CLASS_IMITATOR))
4495 if (thrown_spell != 167) /* Not RF6_SPECIAL */
4497 if (p_ptr->mane_num == MAX_MANE)
4501 for (i = 0;i < p_ptr->mane_num;i++)
4503 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
4504 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
4507 p_ptr->mane_spell[p_ptr->mane_num] = thrown_spell - 96;
4508 p_ptr->mane_dam[p_ptr->mane_num] = dam;
4512 p_ptr->redraw |= (PR_MANE);
4516 /* Remember what the monster did to us */
4517 if (seen && is_original_ap(m_ptr))
4520 if (thrown_spell < 32 * 4)
4522 r_ptr->r_flags4 |= (1L << (thrown_spell - 32 * 3));
4523 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4527 else if (thrown_spell < 32 * 5)
4529 r_ptr->r_flags5 |= (1L << (thrown_spell - 32 * 4));
4530 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4534 else if (thrown_spell < 32 * 6)
4536 r_ptr->r_flags6 |= (1L << (thrown_spell - 32 * 5));
4537 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4542 /* Always take note of monsters that kill you */
4543 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
4545 r_ptr->r_deaths++; /* Ignore appearance difference */
4548 /* A spell was cast */