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 bool raise_possible(monster_type *m_ptr)
394 s16b this_o_idx, next_o_idx = 0;
397 for (xx = x - 5; xx <= x + 5; xx++)
399 for (yy = y - 5; yy <= y + 5; yy++)
401 if (distance(y, x, yy, xx) > 5) continue;
402 if (!los(y, x, yy, xx)) continue;
404 c_ptr = &cave[yy][xx];
405 /* Scan the pile of objects */
406 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
409 object_type *o_ptr = &o_list[this_o_idx];
411 /* Acquire next object */
412 next_o_idx = o_ptr->next_o_idx;
414 /* Known to be worthless? */
415 if (o_ptr->tval == TV_CORPSE)
417 if (!monster_has_hostile_align(m_ptr, 0, 0, &r_info[o_ptr->pval])) return TRUE;
427 * Originally, it was possible for a friendly to shoot another friendly.
428 * Change it so a "clean shot" means no equally friendly monster is
429 * between the attacker and target.
432 * Determine if a bolt spell will hit the player.
434 * This is exactly like "projectable", but it will
435 * return FALSE if a monster is in the way.
436 * no equally friendly monster is
437 * between the attacker and target.
439 bool clean_shot(int y1, int x1, int y2, int x2, bool friend)
441 /* Must be the same as projectable() */
448 /* Check the projection path */
449 grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, 0);
451 /* No grid is ever projectable from itself */
452 if (!grid_n) return (FALSE);
455 y = GRID_Y(grid_g[grid_n-1]);
456 x = GRID_X(grid_g[grid_n-1]);
458 /* May not end in an unrequested grid */
459 if ((y != y2) || (x != x2)) return (FALSE);
461 for (i = 0; i < grid_n; i++)
463 y = GRID_Y(grid_g[i]);
464 x = GRID_X(grid_g[i]);
466 if ((cave[y][x].m_idx > 0) && !((y == y2) && (x == x2)))
468 monster_type *m_ptr = &m_list[cave[y][x].m_idx];
469 if (friend == is_pet(m_ptr))
474 /* Pets may not shoot through the character - TNB */
475 if (player_bold(y, x))
477 if (friend) return (FALSE);
485 * Cast a bolt at the player
486 * Stop if we hit a monster
487 * Affect monsters and the player
489 static void bolt(int m_idx, int typ, int dam_hp, int monspell, bool learnable)
491 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_PLAYER | PROJECT_REFLECTABLE;
493 /* Target the player with a bolt attack */
494 (void)project(m_idx, 0, py, px, dam_hp, typ, flg, (learnable ? monspell : -1));
497 static void beam(int m_idx, int typ, int dam_hp, int monspell, bool learnable)
499 int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU | PROJECT_PLAYER;
501 /* Target the player with a bolt attack */
502 (void)project(m_idx, 0, py, px, dam_hp, typ, flg, (learnable ? monspell : -1));
507 * Cast a breath (or ball) attack at the player
508 * Pass over any monsters that may be in the way
509 * Affect grids, objects, monsters, and the player
511 static void breath(int y, int x, int m_idx, int typ, int dam_hp, int rad, bool breath, int monspell, bool learnable)
513 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_PLAYER;
515 monster_type *m_ptr = &m_list[m_idx];
516 monster_race *r_ptr = &r_info[m_ptr->r_idx];
518 /* Determine the radius of the blast */
519 if ((rad < 1) && breath) rad = (r_ptr->flags2 & (RF2_POWERFUL)) ? 3 : 2;
521 /* Handle breath attacks */
522 if (breath) rad = 0 - rad;
524 if (typ == GF_ROCKET) flg |= PROJECT_STOP;
525 if (typ == GF_MIND_BLAST || typ == GF_BRAIN_SMASH ||
526 typ == GF_CAUSE_1 || typ == GF_CAUSE_2 || typ == GF_CAUSE_3 ||
527 typ == GF_CAUSE_4 || typ == GF_HAND_DOOM) flg |= PROJECT_HIDE;
529 /* Target the player with a ball attack */
530 (void)project(m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
534 u32b get_curse(int power, object_type *o_ptr)
540 new_curse = (1 << (randint0(MAX_CURSE)+4));
543 if (!(new_curse & TRC_HEAVY_MASK)) continue;
547 if (new_curse & TRC_SPECIAL_MASK) continue;
551 if (new_curse & TRC_HEAVY_MASK) continue;
553 if (((o_ptr->tval < TV_BOW) || (o_ptr->tval > TV_SWORD)) && (new_curse == TRC_LOW_MELEE)) continue;
554 if (((o_ptr->tval < TV_BOOTS) || (o_ptr->tval > TV_DRAG_ARMOR)) && (new_curse == TRC_LOW_AC)) continue;
560 void curse_equipment(int chance, int heavy_chance)
562 bool changed = FALSE;
565 u32b oflgs[TR_FLAG_SIZE];
566 object_type *o_ptr = &inventory[INVEN_RARM + randint0(12)];
567 char o_name[MAX_NLEN];
569 if (randint1(100) > chance) return;
571 if (!o_ptr->k_idx) return;
573 object_flags(o_ptr, oflgs);
575 object_desc(o_name, o_ptr, FALSE, 0);
577 /* Extra, biased saving throw for blessed items */
578 if (have_flag(oflgs, TR_BLESSED) && (randint1(888) > chance))
581 msg_format("%s¤Ï¼ö¤¤¤òÄ·¤ÍÊÖ¤·¤¿¡ª", o_name,
583 msg_format("Your %s resist%s cursing!", o_name,
586 ((o_ptr->number > 1) ? "" : "s"));
587 /* Hmmm -- can we wear multiple items? If not, this is unnecessary */
591 if ((randint1(100) <= heavy_chance) &&
592 (o_ptr->name1 || o_ptr->name2 || o_ptr->art_name))
594 if (!(o_ptr->curse_flags & TRC_HEAVY_CURSE))
596 o_ptr->curse_flags |= TRC_HEAVY_CURSE;
597 o_ptr->curse_flags |= TRC_CURSED;
602 if (!cursed_p(o_ptr))
604 o_ptr->curse_flags |= TRC_CURSED;
606 if (heavy_chance >= 50) curse_power++;
608 new_curse = get_curse(curse_power, o_ptr);
609 if (!(o_ptr->curse_flags & new_curse))
612 o_ptr->curse_flags |= new_curse;
618 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
620 msg_format("There is a malignant black aura surrounding %s...", o_name);
623 o_ptr->feeling = FEEL_NONE;
625 p_ptr->update |= (PU_BONUS);
630 * Return TRUE if a spell is good for hurting the player (directly).
632 static bool spell_attack(byte spell)
634 /* All RF4 spells hurt (except for shriek and dispel) */
635 if (spell < 128 && spell > 98) return (TRUE);
637 /* Various "ball" spells */
638 if (spell >= 128 && spell <= 128 + 8) return (TRUE);
640 /* "Cause wounds" and "bolt" spells */
641 if (spell >= 128 + 12 && spell < 128 + 27) return (TRUE);
644 if (spell == 160 + 1) return (TRUE);
647 if (spell == 160 + 11) return (TRUE);
655 * Return TRUE if a spell is good for escaping.
657 static bool spell_escape(byte spell)
659 /* Blink or Teleport */
660 if (spell == 160 + 4 || spell == 160 + 5) return (TRUE);
662 /* Teleport the player away */
663 if (spell == 160 + 9 || spell == 160 + 10) return (TRUE);
665 /* Isn't good for escaping */
670 * Return TRUE if a spell is good for annoying the player.
672 static bool spell_annoy(byte spell)
675 if (spell == 96 + 0) return (TRUE);
677 /* Brain smash, et al (added curses) */
678 if (spell >= 128 + 9 && spell <= 128 + 14) return (TRUE);
680 /* Scare, confuse, blind, slow, paralyze */
681 if (spell >= 128 + 27 && spell <= 128 + 31) return (TRUE);
684 if (spell == 160 + 8) return (TRUE);
687 if (spell == 160 + 10) return (TRUE);
689 /* Darkness, make traps, cause amnesia */
690 if (spell >= 160 + 12 && spell <= 160 + 14) return (TRUE);
697 * Return TRUE if a spell summons help.
699 static bool spell_summon(byte spell)
701 /* All summon spells */
702 if (spell >= 160 + 16) return (TRUE);
710 * Return TRUE if a spell raise-dead.
712 static bool spell_raise(byte spell)
714 /* All raise-dead spells */
715 if (spell == 160 + 15) return (TRUE);
723 * Return TRUE if a spell is good in a tactical situation.
725 static bool spell_tactic(byte spell)
728 if (spell == 160 + 4) return (TRUE);
735 * Return TRUE if a spell makes invulnerable.
737 static bool spell_invulner(byte spell)
739 /* Invulnerability */
740 if (spell == 160 + 3) return (TRUE);
742 /* No invulnerability */
747 * Return TRUE if a spell hastes.
749 static bool spell_haste(byte spell)
752 if (spell == 160 + 0) return (TRUE);
754 /* Not a haste spell */
760 * Return TRUE if a spell world.
762 static bool spell_world(byte spell)
765 if (spell == 160 + 6) return (TRUE);
767 /* Not a haste spell */
773 * Return TRUE if a spell special.
775 static bool spell_special(byte spell)
777 if (p_ptr->inside_battle) return FALSE;
780 if (spell == 160 + 7) return (TRUE);
782 /* Not a haste spell */
788 * Return TRUE if a spell psycho-spear.
790 static bool spell_psy_spe(byte spell)
793 if (spell == 160 + 11) return (TRUE);
795 /* Not a haste spell */
801 * Return TRUE if a spell is good for healing.
803 static bool spell_heal(byte spell)
806 if (spell == 160 + 2) return (TRUE);
814 * Return TRUE if a spell is good for dispel.
816 static bool spell_dispel(byte spell)
819 if (spell == 96 + 2) return (TRUE);
827 * Check should monster cast dispel spell.
829 static bool dispel_check(int m_idx)
831 monster_type *m_ptr = &m_list[m_idx];
832 monster_race *r_ptr = &r_info[m_ptr->r_idx];
834 /* Invulnabilty (including the song) */
835 if (IS_INVULN()) return (TRUE);
838 if (p_ptr->wraith_form) return (TRUE);
841 if (p_ptr->shield) return (TRUE);
844 if (p_ptr->magicdef) return (TRUE);
847 if (p_ptr->multishadow) return (TRUE);
850 if (p_ptr->dustrobe) return (TRUE);
852 /* Berserk Strength */
853 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) return (TRUE);
856 if (p_ptr->mimic_form == MIMIC_DEMON_LORD) return (TRUE);
858 /* Elemental resistances */
859 if (r_ptr->flags4 & RF4_BR_ACID)
861 if (!p_ptr->immune_acid && (p_ptr->oppose_acid || music_singing(MUSIC_RESIST))) return (TRUE);
862 if (p_ptr->special_defense & DEFENSE_ACID) return (TRUE);
865 if (r_ptr->flags4 & RF4_BR_FIRE)
867 if (!(prace_is_(RACE_DEMON) && p_ptr->lev > 44))
869 if (!p_ptr->immune_fire && (p_ptr->oppose_fire || music_singing(MUSIC_RESIST))) return (TRUE);
870 if (p_ptr->special_defense & DEFENSE_FIRE) return (TRUE);
874 if (r_ptr->flags4 & RF4_BR_ELEC)
876 if (!p_ptr->immune_elec && (p_ptr->oppose_elec || music_singing(MUSIC_RESIST))) return (TRUE);
877 if (p_ptr->special_defense & DEFENSE_ELEC) return (TRUE);
880 if (r_ptr->flags4 & RF4_BR_COLD)
882 if (!p_ptr->immune_cold && (p_ptr->oppose_cold || music_singing(MUSIC_RESIST))) return (TRUE);
883 if (p_ptr->special_defense & DEFENSE_COLD) return (TRUE);
886 if (r_ptr->flags4 & (RF4_BR_POIS | RF4_BR_NUKE))
888 if (!((p_ptr->pclass == CLASS_NINJA) && p_ptr->lev > 44))
890 if (p_ptr->oppose_pois || music_singing(MUSIC_RESIST)) return (TRUE);
891 if (p_ptr->special_defense & DEFENSE_POIS) return (TRUE);
895 /* Ultimate resistance */
896 if (p_ptr->ult_res) return (TRUE);
898 /* Potion of Neo Tsuyosi special */
899 if (p_ptr->tsuyoshi) return (TRUE);
901 /* Elemental Brands */
902 if ((p_ptr->special_attack & ATTACK_ACID) && !(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return (TRUE);
903 if ((p_ptr->special_attack & ATTACK_FIRE) && !(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return (TRUE);
904 if ((p_ptr->special_attack & ATTACK_ELEC) && !(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return (TRUE);
905 if ((p_ptr->special_attack & ATTACK_COLD) && !(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return (TRUE);
906 if ((p_ptr->special_attack & ATTACK_POIS) && !(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return (TRUE);
909 if (p_ptr->pspeed < 145)
911 if (IS_FAST()) return (TRUE);
915 if (p_ptr->lightspeed && (m_ptr->mspeed < 136)) return (TRUE);
917 if (p_ptr->riding && (m_list[p_ptr->riding].mspeed < 135))
919 if (m_list[p_ptr->riding].fast) return (TRUE);
922 /* No need to cast dispel spell */
928 * Have a monster choose a spell from a list of "useful" spells.
930 * Note that this list does NOT include spells that will just hit
931 * other monsters, and the list is restricted when the monster is
932 * "desperate". Should that be the job of this function instead?
934 * Stupid monsters will just pick a spell randomly. Smart monsters
935 * will choose more "intelligently".
937 * Use the helper functions above to put spells into categories.
939 * This function may well be an efficiency bottleneck.
941 static int choose_attack_spell(int m_idx, byte spells[], byte num)
943 monster_type *m_ptr = &m_list[m_idx];
944 monster_race *r_ptr = &r_info[m_ptr->r_idx];
946 byte escape[96], escape_num = 0;
947 byte attack[96], attack_num = 0;
948 byte summon[96], summon_num = 0;
949 byte tactic[96], tactic_num = 0;
950 byte annoy[96], annoy_num = 0;
951 byte invul[96], invul_num = 0;
952 byte haste[96], haste_num = 0;
953 byte world[96], world_num = 0;
954 byte special[96], special_num = 0;
955 byte psy_spe[96], psy_spe_num = 0;
956 byte raise[96], raise_num = 0;
957 byte heal[96], heal_num = 0;
958 byte dispel[96], dispel_num = 0;
962 /* Stupid monsters choose randomly */
963 if (r_ptr->flags2 & (RF2_STUPID))
966 return (spells[randint0(num)]);
969 /* Categorize spells */
970 for (i = 0; i < num; i++)
973 if (spell_escape(spells[i])) escape[escape_num++] = spells[i];
976 if (spell_attack(spells[i])) attack[attack_num++] = spells[i];
979 if (spell_summon(spells[i])) summon[summon_num++] = spells[i];
981 /* Tactical spell? */
982 if (spell_tactic(spells[i])) tactic[tactic_num++] = spells[i];
984 /* Annoyance spell? */
985 if (spell_annoy(spells[i])) annoy[annoy_num++] = spells[i];
987 /* Invulnerability spell? */
988 if (spell_invulner(spells[i])) invul[invul_num++] = spells[i];
991 if (spell_haste(spells[i])) haste[haste_num++] = spells[i];
994 if (spell_world(spells[i])) world[world_num++] = spells[i];
997 if (spell_special(spells[i])) special[special_num++] = spells[i];
999 /* Psycho-spear spell? */
1000 if (spell_psy_spe(spells[i])) psy_spe[psy_spe_num++] = spells[i];
1002 /* Raise-dead spell? */
1003 if (spell_raise(spells[i])) raise[raise_num++] = spells[i];
1006 if (spell_heal(spells[i])) heal[heal_num++] = spells[i];
1009 if (spell_dispel(spells[i])) dispel[dispel_num++] = spells[i];
1012 /*** Try to pick an appropriate spell type ***/
1015 if (world_num && (randint0(100) < 15) && !world_monster)
1017 /* Choose haste spell */
1018 return (world[randint0(world_num)]);
1024 bool success = FALSE;
1025 switch(m_ptr->r_idx)
1029 if ((m_ptr->hp < m_ptr->maxhp / 2) && r_info[MON_BANOR].max_num && r_info[MON_LUPART].max_num) success = TRUE;
1033 if (success) return (special[randint0(special_num)]);
1036 /* Still hurt badly, couldn't flee, attempt to heal */
1037 if (m_ptr->hp < m_ptr->maxhp / 3 && one_in_(2))
1039 /* Choose heal spell if possible */
1040 if (heal_num) return (heal[randint0(heal_num)]);
1043 /* Hurt badly or afraid, attempt to flee */
1044 if (((m_ptr->hp < m_ptr->maxhp / 3) || m_ptr->monfear) && one_in_(2))
1046 /* Choose escape spell if possible */
1047 if (escape_num) return (escape[randint0(escape_num)]);
1053 bool success = FALSE;
1054 switch(m_ptr->r_idx)
1057 if (randint0(100) < 50) success = TRUE;
1059 case MON_BANORLUPART:
1060 if (randint0(100) < 70) success = TRUE;
1066 if (randint0(100) < 50) success = TRUE;
1069 if (success) return (special[randint0(special_num)]);
1072 /* Player is close and we have attack spells, blink away */
1073 if ((distance(py, px, m_ptr->fy, m_ptr->fx) < 4) && (attack_num || (r_ptr->flags6 & RF6_TRAPS)) && (randint0(100) < 75) && !world_monster)
1075 /* Choose tactical spell */
1076 if (tactic_num) return (tactic[randint0(tactic_num)]);
1079 /* Summon if possible (sometimes) */
1080 if (summon_num && (randint0(100) < 40))
1082 /* Choose summon spell */
1083 return (summon[randint0(summon_num)]);
1087 if (dispel_num && one_in_(2))
1089 /* Choose dispel spell if possible */
1090 if (dispel_check(m_idx))
1092 return (dispel[randint0(dispel_num)]);
1096 /* Raise-dead if possible (sometimes) */
1097 if (raise_num && (randint0(100) < 40))
1099 /* Choose raise-dead spell */
1100 return (raise[randint0(raise_num)]);
1103 /* Attack spell (most of the time) */
1106 if (psy_spe_num && (randint0(100) < 50))
1108 /* Choose attack spell */
1109 return (psy_spe[randint0(psy_spe_num)]);
1111 else if (attack_num && (randint0(100) < 40))
1113 /* Choose attack spell */
1114 return (attack[randint0(attack_num)]);
1117 else if (attack_num && (randint0(100) < 85))
1119 /* Choose attack spell */
1120 return (attack[randint0(attack_num)]);
1123 /* Try another tactical spell (sometimes) */
1124 if (tactic_num && (randint0(100) < 50) && !world_monster)
1126 /* Choose tactic spell */
1127 return (tactic[randint0(tactic_num)]);
1130 /* Cast globe of invulnerability if not already in effect */
1131 if (invul_num && !(m_ptr->invulner) && (randint0(100) < 50))
1133 /* Choose Globe of Invulnerability */
1134 return (invul[randint0(invul_num)]);
1137 /* We're hurt (not badly), try to heal */
1138 if ((m_ptr->hp < m_ptr->maxhp * 3 / 4) && (randint0(100) < 25))
1140 /* Choose heal spell if possible */
1141 if (heal_num) return (heal[randint0(heal_num)]);
1144 /* Haste self if we aren't already somewhat hasted (rarely) */
1145 if (haste_num && (randint0(100) < 20) && !(m_ptr->fast))
1147 /* Choose haste spell */
1148 return (haste[randint0(haste_num)]);
1151 /* Annoy player (most of the time) */
1152 if (annoy_num && (randint0(100) < 80))
1154 /* Choose annoyance spell */
1155 return (annoy[randint0(annoy_num)]);
1158 /* Choose no spell */
1164 * Return TRUE if a spell is inate spell.
1166 bool spell_is_inate(u16b spell)
1168 if (spell < 32 * 4) /* Set RF4 */
1170 if ((1L << (spell - 32 * 3)) & RF4_NOMAGIC_MASK) return TRUE;
1172 else if (spell < 32 * 5) /* Set RF5 */
1174 if ((1L << (spell - 32 * 4)) & RF5_NOMAGIC_MASK) return TRUE;
1176 else if (spell < 32 * 6) /* Set RF6 */
1178 if ((1L << (spell - 32 * 5)) & RF6_NOMAGIC_MASK) return TRUE;
1181 /* This spell is not "inate" */
1187 * Creatures can cast spells, shoot missiles, and breathe.
1189 * Returns "TRUE" if a spell (or whatever) was (successfully) cast.
1191 * XXX XXX XXX This function could use some work, but remember to
1192 * keep it as optimized as possible, while retaining generic code.
1194 * Verify the various "blind-ness" checks in the code.
1196 * XXX XXX XXX Note that several effects should really not be "seen"
1197 * if the player is blind. See also "effects.c" for other "mistakes".
1199 * Perhaps monsters should breathe at locations *near* the player,
1200 * since this would allow them to inflict "partial" damage.
1202 * Perhaps smart monsters should decline to use "bolt" spells if
1203 * there is a monster in the way, unless they wish to kill it.
1205 * Note that, to allow the use of the "track_target" option at some
1206 * later time, certain non-optimal things are done in the code below,
1207 * including explicit checks against the "direct" variable, which is
1208 * currently always true by the time it is checked, but which should
1209 * really be set according to an explicit "projectable()" test, and
1210 * the use of generic "x,y" locations instead of the player location,
1211 * with those values being initialized with the player location.
1213 * It will not be possible to "correctly" handle the case in which a
1214 * monster attempts to attack a location which is thought to contain
1215 * the player, but which in fact is nowhere near the player, since this
1216 * might induce all sorts of messages about the attack itself, and about
1217 * the effects of the attack, which the player might or might not be in
1218 * a position to observe. Thus, for simplicity, it is probably best to
1219 * only allow "faulty" attacks by a monster if one of the important grids
1220 * (probably the initial or final grid) is in fact in view of the player.
1221 * It may be necessary to actually prevent spell attacks except when the
1222 * monster actually has line of sight to the player. Note that a monster
1223 * could be left in a bizarre situation after the player ducked behind a
1224 * pillar and then teleported away, for example.
1226 * Note that certain spell attacks do not use the "project()" function
1227 * but "simulate" it via the "direct" variable, which is always at least
1228 * as restrictive as the "project()" function. This is necessary to
1229 * prevent "blindness" attacks and such from bending around walls, etc,
1230 * and to allow the use of the "track_target" option in the future.
1232 * Note that this function attempts to optimize the use of spells for the
1233 * cases in which the monster has no spells, or has spells but cannot use
1234 * them, or has spells but they will have no "useful" effect. Note that
1235 * this function has been an efficiency bottleneck in the past.
1237 * Note the special "MFLAG_NICE" flag, which prevents a monster from using
1238 * any spell attacks until the player has had a single chance to move.
1240 bool make_attack_spell(int m_idx)
1242 int k, thrown_spell = 0, rlev, failrate;
1243 byte spell[96], num = 0;
1245 monster_type *m_ptr = &m_list[m_idx];
1246 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1251 bool no_inate = FALSE;
1252 bool do_disi = FALSE;
1255 int s_num_6 = (easy_band ? 2 : 6);
1256 int s_num_4 = (easy_band ? 1 : 4);
1258 /* Target location */
1265 /* Extract the blind-ness */
1266 bool blind = (p_ptr->blind ? TRUE : FALSE);
1268 /* Extract the "see-able-ness" */
1269 bool seen = (!blind && m_ptr->ml);
1271 bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
1272 bool learnable = (seen && maneable && !world_monster);
1274 /* Check "projectable" */
1277 bool in_no_magic_dungeon = (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && dun_level
1278 && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest));
1280 /* Cannot cast spells when confused */
1281 if (m_ptr->confused)
1283 reset_target(m_ptr);
1287 /* Cannot cast spells when nice */
1288 if (m_ptr->mflag & MFLAG_NICE) return (FALSE);
1289 if (!is_hostile(m_ptr)) return (FALSE);
1292 /* Sometimes forbid inate attacks (breaths) */
1293 if (randint0(100) >= (r_ptr->freq_spell * 2)) no_inate = TRUE;
1295 /* XXX XXX XXX Handle "track_target" option (?) */
1298 /* Extract the racial spell flags */
1303 /*** require projectable player ***/
1306 if ((m_ptr->cdis > MAX_RANGE) && !m_ptr->target_y) return (FALSE);
1309 if (projectable(m_ptr->fy, m_ptr->fx, y, x))
1311 /* Breath disintegration to the glyph if possible */
1312 if ((!cave_floor_bold(y,x)) && (r_ptr->flags4 & RF4_BR_DISI) && one_in_(2)) do_disi = TRUE;
1315 /* Check path to next grid */
1318 bool success = FALSE;
1320 if ((r_ptr->flags4 & RF4_BR_DISI) &&
1321 (m_ptr->cdis < MAX_RANGE/2) &&
1322 in_disintegration_range(m_ptr->fy, m_ptr->fx, y, x) &&
1323 (one_in_(10) || (projectable(y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
1332 int tonari_y[4][8] = {{-1,-1,-1,0,0,1,1,1},
1333 {-1,-1,-1,0,0,1,1,1},
1334 {1,1,1,0,0,-1,-1,-1},
1335 {1,1,1,0,0,-1,-1,-1}};
1336 int tonari_x[4][8] = {{-1,0,1,-1,1,-1,0,1},
1337 {1,0,-1,1,-1,1,0,-1},
1338 {-1,0,1,-1,1,-1,0,1},
1339 {1,0,-1,1,-1,1,0,-1}};
1341 if (m_ptr->fy < py && m_ptr->fx < px) tonari = 0;
1342 else if (m_ptr->fy < py) tonari = 1;
1343 else if (m_ptr->fx < px) tonari = 2;
1346 for (i = 0; i < 8; i++)
1348 int next_x = x + tonari_x[tonari][i];
1349 int next_y = y + tonari_y[tonari][i];
1352 /* Access the next grid */
1353 c_ptr = &cave[next_y][next_x];
1355 /* Skip door, rubble, wall */
1356 if ((c_ptr->feat >= FEAT_DOOR_HEAD) && (c_ptr->feat <= FEAT_PERM_SOLID)) continue;
1359 if (c_ptr->feat == FEAT_TREES) continue;
1362 if (c_ptr->feat == FEAT_MOUNTAIN) continue;
1364 if (projectable(m_ptr->fy, m_ptr->fx, next_y, next_x))
1376 if (m_ptr->target_y && m_ptr->target_x)
1378 y = m_ptr->target_y;
1379 x = m_ptr->target_x;
1380 f4 &= (RF4_INDIRECT_MASK);
1381 f5 &= (RF5_INDIRECT_MASK);
1382 f6 &= (RF6_INDIRECT_MASK);
1388 if (!success) return FALSE;
1391 reset_target(m_ptr);
1393 /* Extract the monster level */
1394 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1396 /* Forbid inate attacks sometimes */
1399 f4 &= ~(RF4_NOMAGIC_MASK);
1400 f5 &= ~(RF5_NOMAGIC_MASK);
1401 f6 &= ~(RF6_NOMAGIC_MASK);
1406 f5 &= ~(RF5_DRAIN_MANA);
1409 if ((p_ptr->pclass == CLASS_NINJA) &&
1410 ((r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) ||
1411 (r_ptr->flags7 & RF7_DARK_MASK)))
1413 f6 &= ~(RF6_DARKNESS);
1416 if (in_no_magic_dungeon && !(r_ptr->flags2 & RF2_STUPID))
1418 f4 &= (RF4_NOMAGIC_MASK);
1419 f5 &= (RF5_NOMAGIC_MASK);
1420 f6 &= (RF6_NOMAGIC_MASK);
1423 if (r_ptr->flags2 & RF2_SMART)
1425 /* Hack -- allow "desperate" spells */
1426 if ((m_ptr->hp < m_ptr->maxhp / 10) &&
1427 (randint0(100) < 50))
1429 /* Require intelligent spells */
1430 f4 &= (RF4_INT_MASK);
1431 f5 &= (RF5_INT_MASK);
1432 f6 &= (RF6_INT_MASK);
1435 /* Hack -- decline "teleport level" in some case */
1436 if ((f6 & RF6_TELE_LEVEL) && TELE_LEVEL_IS_INEFF(0))
1438 f6 &= ~(RF6_TELE_LEVEL);
1442 /* No spells left */
1443 if (!f4 && !f5 && !f6) return (FALSE);
1445 /* Remove the "ineffective" spells */
1446 remove_bad_spells(m_idx, &f4, &f5, &f6);
1448 if (p_ptr->inside_arena || p_ptr->inside_battle)
1450 f4 &= ~(RF4_SUMMON_MASK);
1451 f5 &= ~(RF5_SUMMON_MASK);
1452 f6 &= ~(RF6_SUMMON_MASK | RF6_TELE_LEVEL);
1455 /* No spells left */
1456 if (!f4 && !f5 && !f6) return (FALSE);
1458 if (!(r_ptr->flags2 & RF2_STUPID))
1460 /* Check for a clean bolt shot */
1461 if (((f4 & RF4_BOLT_MASK) ||
1462 (f5 & RF5_BOLT_MASK) ||
1463 (f6 & RF6_BOLT_MASK)) &&
1464 !clean_shot(m_ptr->fy, m_ptr->fx, py, px, FALSE))
1466 /* Remove spells that will only hurt friends */
1467 f4 &= ~(RF4_BOLT_MASK);
1468 f5 &= ~(RF5_BOLT_MASK);
1469 f6 &= ~(RF6_BOLT_MASK);
1472 /* Check for a possible summon */
1473 if (((f4 & RF4_SUMMON_MASK) ||
1474 (f5 & RF5_SUMMON_MASK) ||
1475 (f6 & RF6_SUMMON_MASK)) &&
1476 !(summon_possible(y, x)))
1478 /* Remove summoning spells */
1479 f4 &= ~(RF4_SUMMON_MASK);
1480 f5 &= ~(RF5_SUMMON_MASK);
1481 f6 &= ~(RF6_SUMMON_MASK);
1484 /* Check for a possible raise dead */
1485 if ((f6 & RF6_RAISE_DEAD) && !raise_possible(m_ptr))
1487 /* Remove raise dead spell */
1488 f6 &= ~(RF6_RAISE_DEAD);
1491 /* No spells left */
1492 if (!f4 && !f5 && !f6) return (FALSE);
1495 /* Extract the "inate" spells */
1496 for (k = 0; k < 32; k++)
1498 if (f4 & (1L << k)) spell[num++] = k + 32 * 3;
1501 /* Extract the "normal" spells */
1502 for (k = 0; k < 32; k++)
1504 if (f5 & (1L << k)) spell[num++] = k + 32 * 4;
1507 /* Extract the "bizarre" spells */
1508 for (k = 0; k < 32; k++)
1510 if (f6 & (1L << k)) spell[num++] = k + 32 * 5;
1513 /* No spells left */
1514 if (!num) return (FALSE);
1516 /* Stop if player is dead or gone */
1517 if (!p_ptr->playing || p_ptr->is_dead) return (FALSE);
1519 /* Stop if player is leaving */
1520 if (p_ptr->leaving) return (FALSE);
1522 /* Get the monster name (or "it") */
1523 monster_desc(m_name, m_ptr, 0x00);
1526 /* Get the monster possessive ("his"/"her"/"its") */
1527 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
1531 thrown_spell = 96+31;
1537 thrown_spell = choose_attack_spell(m_idx, spell, num);
1538 if (thrown_spell) break;
1542 /* Abort if no spell was chosen */
1543 if (!thrown_spell) return (FALSE);
1545 /* Calculate spell failure rate */
1546 failrate = 25 - (rlev + 3) / 4;
1548 /* Hack -- Stupid monsters will never fail (for jellies and such) */
1549 if (r_ptr->flags2 & RF2_STUPID) failrate = 0;
1551 /* Check for spell failure (inate attacks never fail) */
1552 if (!spell_is_inate(thrown_spell)
1553 && (in_no_magic_dungeon || (m_ptr->stunned && one_in_(2)) || (randint0(100) < failrate)))
1558 msg_format("%^s¤Ï¼öʸ¤ò¾§¤¨¤è¤¦¤È¤·¤¿¤¬¼ºÇÔ¤·¤¿¡£", m_name);
1560 msg_format("%^s tries to cast a spell, but fails.", m_name);
1567 direct = player_bold(y, x);
1569 /* Cast the spell. */
1570 switch (thrown_spell)
1577 msg_format("%^s¤¬¤«¤ó¹â¤¤¶âÀÚ¤êÀ¼¤ò¤¢¤²¤¿¡£", m_name);
1579 msg_format("%^s makes a high pitched shriek.", m_name);
1582 aggravate_monsters(m_idx);
1596 if (!direct) return (FALSE);
1599 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
1600 else msg_format("%^s¤¬ËâÎϾõî¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
1602 if (blind) msg_format("%^s mumbles powerfully.", m_name);
1603 else msg_format("%^s invokes a dispel magic.", m_name);
1606 set_lightspeed(0, TRUE);
1608 set_shield(0, TRUE);
1609 set_blessed(0, TRUE);
1610 set_tsuyoshi(0, TRUE);
1613 set_protevil(0, TRUE);
1614 set_invuln(0, TRUE);
1615 set_wraith_form(0, TRUE);
1616 set_kabenuke(0, TRUE);
1617 set_tim_res_nether(0, TRUE);
1618 set_tim_res_time(0, TRUE);
1620 set_tim_reflect(0,TRUE);
1621 set_multishadow(0,TRUE);
1622 set_dustrobe(0,TRUE);
1624 set_tim_invis(0, TRUE);
1625 set_tim_infra(0, TRUE);
1626 set_tim_esp(0, TRUE);
1627 set_tim_regen(0, TRUE);
1628 set_tim_stealth(0, TRUE);
1629 set_tim_ffall(0, TRUE);
1630 set_tim_sh_touki(0, TRUE);
1631 set_tim_sh_fire(0, TRUE);
1632 set_tim_sh_holy(0, TRUE);
1633 set_tim_eyeeye(0, TRUE);
1634 set_magicdef(0, TRUE);
1635 set_resist_magic(0, TRUE);
1636 set_oppose_acid(0, TRUE);
1637 set_oppose_elec(0, TRUE);
1638 set_oppose_fire(0, TRUE);
1639 set_oppose_cold(0, TRUE);
1640 set_oppose_pois(0, TRUE);
1641 set_ultimate_res(0, TRUE);
1642 set_mimic(0, 0, TRUE);
1643 set_ele_attack(0, 0);
1644 set_ele_immune(0, 0);
1645 /* Cancel glowing hands */
1646 if (p_ptr->special_attack & ATTACK_CONFUSE)
1648 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
1650 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
1652 msg_print("Your hands stop glowing.");
1656 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0]))
1658 p_ptr->magic_num1[1] = p_ptr->magic_num1[0];
1659 p_ptr->magic_num1[0] = 0;
1661 msg_print("²Î¤¬ÅÓÀڤ줿¡£");
1663 msg_print("Your singing is interrupted.");
1665 p_ptr->action = ACTION_NONE;
1667 /* Recalculate bonuses */
1668 p_ptr->update |= (PU_BONUS | PU_HP);
1671 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1673 /* Update monsters */
1674 p_ptr->update |= (PU_MONSTERS);
1677 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1679 p_ptr->energy_need += ENERGY_NEED();
1683 monster_type *riding_ptr = &m_list[p_ptr->riding];
1684 if (riding_ptr->invulner)
1686 riding_ptr->invulner = 0;
1687 riding_ptr->energy_need += ENERGY_NEED();
1689 riding_ptr->fast = 0;
1690 riding_ptr->slow = 0;
1691 p_ptr->update |= PU_BONUS;
1692 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= PR_HEALTH;
1693 p_ptr->redraw |= (PR_UHEALTH);
1697 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1698 msg_print("¤ä¤ê¤ä¤¬¤Ã¤¿¤Ê¡ª");
1700 learn_spell(MS_DISPEL);
1709 if (blind) msg_format("%^s¤¬²¿¤«¤ò¼Í¤Ã¤¿¡£", m_name);
1711 if (blind) msg_format("%^s shoots something.", m_name);
1715 else msg_format("%^s¤¬¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£", m_name);
1717 else msg_format("%^s fires a rocket.", m_name);
1720 dam = ((m_ptr->hp / 4) > 800 ? 800 : (m_ptr->hp / 4));
1721 breath(y, x, m_idx, GF_ROCKET,
1722 dam, 2, FALSE, MS_ROCKET, learnable);
1723 update_smart_learn(m_idx, DRS_SHARD);
1730 if (!direct) return (FALSE);
1733 if (blind) msg_format("%^s¤¬´ñ̯¤Ê²»¤òȯ¤·¤¿¡£", m_name);
1735 if (blind) msg_format("%^s makes a strange noise.", m_name);
1739 else msg_format("%^s¤¬Ìð¤òÊü¤Ã¤¿¡£", m_name);
1741 else msg_format("%^s fires an arrow.", m_name);
1744 dam = damroll(r_ptr->blow[0].d_dice, r_ptr->blow[0].d_side);
1745 bolt(m_idx, GF_ARROW, dam, MS_SHOOT, learnable);
1746 update_smart_learn(m_idx, DRS_REFLECT);
1776 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1778 if (blind) msg_format("%^s breathes.", m_name);
1782 else msg_format("%^s¤¬»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1784 else msg_format("%^s breathes acid.", m_name);
1787 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1788 breath(y, x, m_idx, GF_ACID, dam, 0, TRUE, MS_BR_ACID, learnable);
1789 update_smart_learn(m_idx, DRS_ACID);
1798 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1800 if (blind) msg_format("%^s breathes.", m_name);
1804 else msg_format("%^s¤¬°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1806 else msg_format("%^s breathes lightning.", m_name);
1809 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1810 breath(y, x, m_idx, GF_ELEC, dam,0, TRUE, MS_BR_ELEC, learnable);
1811 update_smart_learn(m_idx, DRS_ELEC);
1820 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1822 if (blind) msg_format("%^s breathes.", m_name);
1826 else msg_format("%^s¤¬²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1828 else msg_format("%^s breathes fire.", m_name);
1831 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1832 breath(y, x, m_idx, GF_FIRE, dam,0, TRUE, MS_BR_FIRE, learnable);
1833 update_smart_learn(m_idx, DRS_FIRE);
1842 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1844 if (blind) msg_format("%^s breathes.", m_name);
1848 else msg_format("%^s¤¬Î䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1850 else msg_format("%^s breathes frost.", m_name);
1853 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1854 breath(y, x, m_idx, GF_COLD, dam,0, TRUE, MS_BR_COLD, learnable);
1855 update_smart_learn(m_idx, DRS_COLD);
1864 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1866 if (blind) msg_format("%^s breathes.", m_name);
1870 else msg_format("%^s¤¬¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1872 else msg_format("%^s breathes gas.", m_name);
1875 dam = ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3));
1876 breath(y, x, m_idx, GF_POIS, dam, 0, TRUE, MS_BR_POIS, learnable);
1877 update_smart_learn(m_idx, DRS_POIS);
1887 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1889 if (blind) msg_format("%^s breathes.", m_name);
1893 else msg_format("%^s¤¬ÃϹö¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1895 else msg_format("%^s breathes nether.", m_name);
1898 dam = ((m_ptr->hp / 6) > 550 ? 550 : (m_ptr->hp / 6));
1899 breath(y, x, m_idx, GF_NETHER, dam,0, TRUE, MS_BR_NETHER, learnable);
1900 update_smart_learn(m_idx, DRS_NETH);
1909 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1911 if (blind) msg_format("%^s breathes.", m_name);
1915 else msg_format("%^s¤¬Á®¸÷¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1917 else msg_format("%^s breathes light.", m_name);
1920 dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6));
1921 breath(y, x, m_idx, GF_LITE, dam,0, TRUE, MS_BR_LITE, learnable);
1922 update_smart_learn(m_idx, DRS_LITE);
1931 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1933 if (blind) msg_format("%^s breathes.", m_name);
1937 else msg_format("%^s¤¬°Å¹õ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1939 else msg_format("%^s breathes darkness.", m_name);
1942 dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6));
1943 breath(y, x, m_idx, GF_DARK, dam,0, TRUE, MS_BR_DARK, learnable);
1944 update_smart_learn(m_idx, DRS_DARK);
1953 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1955 if (blind) msg_format("%^s breathes.", m_name);
1959 else msg_format("%^s¤¬º®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1961 else msg_format("%^s breathes confusion.", m_name);
1964 dam = ((m_ptr->hp / 6) > 450 ? 450 : (m_ptr->hp / 6));
1965 breath(y, x, m_idx, GF_CONFUSION, dam,0, TRUE, MS_BR_CONF, learnable);
1966 update_smart_learn(m_idx, DRS_CONF);
1974 if (m_ptr->r_idx == MON_JAIAN)
1976 msg_format("¡Ö¥Ü¥©¥¨¡Á¡Á¡Á¡Á¡Á¡Á¡×");
1978 msg_format("'Booooeeeeee'");
1981 else if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1983 else if (blind) msg_format("%^s breathes.", m_name);
1987 else msg_format("%^s¤¬¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1989 else msg_format("%^s breathes sound.", m_name);
1992 dam = ((m_ptr->hp / 6) > 450 ? 450 : (m_ptr->hp / 6));
1993 breath(y, x, m_idx, GF_SOUND, dam,0, TRUE, MS_BR_SOUND, learnable);
1994 update_smart_learn(m_idx, DRS_SOUND);
2003 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2005 if (blind) msg_format("%^s breathes.", m_name);
2009 else msg_format("%^s¤¬¥«¥ª¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2011 else msg_format("%^s breathes chaos.", m_name);
2014 dam = ((m_ptr->hp / 6) > 600 ? 600 : (m_ptr->hp / 6));
2015 breath(y, x, m_idx, GF_CHAOS, dam,0, TRUE, MS_BR_CHAOS, learnable);
2016 update_smart_learn(m_idx, DRS_CHAOS);
2025 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2027 if (blind) msg_format("%^s breathes.", m_name);
2031 else msg_format("%^s¤¬Îô²½¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2033 else msg_format("%^s breathes disenchantment.", m_name);
2036 dam = ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6));
2037 breath(y, x, m_idx, GF_DISENCHANT, dam,0, TRUE, MS_BR_DISEN, learnable);
2038 update_smart_learn(m_idx, DRS_DISEN);
2047 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2049 if (blind) msg_format("%^s breathes.", m_name);
2053 else msg_format("%^s¤¬°ø²Ìº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2055 else msg_format("%^s breathes nexus.", m_name);
2058 dam = ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3));
2059 breath(y, x, m_idx, GF_NEXUS, dam,0, TRUE, MS_BR_NEXUS, learnable);
2060 update_smart_learn(m_idx, DRS_NEXUS);
2069 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2071 if (blind) msg_format("%^s breathes.", m_name);
2075 else msg_format("%^s¤¬»þ´ÖµÕž¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2077 else msg_format("%^s breathes time.", m_name);
2080 dam = ((m_ptr->hp / 3) > 150 ? 150 : (m_ptr->hp / 3));
2081 breath(y, x, m_idx, GF_TIME, dam,0, TRUE, MS_BR_TIME, learnable);
2090 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2092 if (blind) msg_format("%^s breathes.", m_name);
2096 else msg_format("%^s¤¬ÃÙÆߤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2098 else msg_format("%^s breathes inertia.", m_name);
2101 dam = ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6));
2102 breath(y, x, m_idx, GF_INERTIA, dam,0, TRUE, MS_BR_INERTIA, learnable);
2111 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2113 if (blind) msg_format("%^s breathes.", m_name);
2117 else msg_format("%^s¤¬½ÅÎϤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2119 else msg_format("%^s breathes gravity.", m_name);
2122 dam = ((m_ptr->hp / 3) > 200 ? 200 : (m_ptr->hp / 3));
2123 breath(y, x, m_idx, GF_GRAVITY, dam,0, TRUE, MS_BR_GRAVITY, learnable);
2131 if (m_ptr->r_idx == MON_BOTEI)
2133 msg_format("¡Ö¥ÜÄë¥Ó¥ë¥«¥Ã¥¿¡¼¡ª¡ª¡ª¡×");
2135 msg_format("'Boty-Build cutter!!!'");
2138 else if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2140 else if (blind) msg_format("%^s breathes.", m_name);
2144 else msg_format("%^s¤¬ÇËÊҤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2146 else msg_format("%^s breathes shards.", m_name);
2149 dam = ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6));
2150 breath(y, x, m_idx, GF_SHARDS, dam,0, TRUE, MS_BR_SHARDS, learnable);
2151 update_smart_learn(m_idx, DRS_SHARD);
2160 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2162 if (blind) msg_format("%^s breathes.", m_name);
2166 else msg_format("%^s¤¬¥×¥é¥º¥Þ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2168 else msg_format("%^s breathes plasma.", m_name);
2171 dam = ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6));
2172 breath(y, x, m_idx, GF_PLASMA, dam,0, TRUE, MS_BR_PLASMA, learnable);
2181 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2183 if (blind) msg_format("%^s breathes.", m_name);
2187 else msg_format("%^s¤¬¥Õ¥©¡¼¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2189 else msg_format("%^s breathes force.", m_name);
2192 dam = ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6));
2193 breath(y, x, m_idx, GF_FORCE, dam,0, TRUE, MS_BR_FORCE, learnable);
2202 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2204 if (blind) msg_format("%^s breathes.", m_name);
2208 else msg_format("%^s¤¬ËâÎϤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2210 else msg_format("%^s breathes mana.", m_name);
2212 dam = ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3));
2213 breath(y, x, m_idx, GF_MANA, dam,0, TRUE, MS_BR_MANA, learnable);
2222 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2224 if (blind) msg_format("%^s mumbles.", m_name);
2228 else msg_format("%^s¤¬Êü¼Íǽµå¤òÊü¤Ã¤¿¡£", m_name);
2230 else msg_format("%^s casts a ball of radiation.", m_name);
2233 dam = (rlev + damroll(10, 6)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2234 breath(y, x, m_idx, GF_NUKE, dam, 2, FALSE, MS_BALL_NUKE, learnable);
2235 update_smart_learn(m_idx, DRS_POIS);
2244 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2246 if (blind) msg_format("%^s breathes.", m_name);
2250 else msg_format("%^s¤¬Êü¼ÍÀÇÑ´þʪ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2252 else msg_format("%^s breathes toxic waste.", m_name);
2255 dam = ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3));
2256 breath(y, x, m_idx, GF_NUKE, dam,0, TRUE, MS_BR_NUKE, learnable);
2257 update_smart_learn(m_idx, DRS_POIS);
2266 if (blind) msg_format("%^s¤¬¶²¤í¤·¤²¤Ë¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2268 if (blind) msg_format("%^s mumbles frighteningly.", m_name);
2272 else msg_format("%^s¤¬½ã¥í¥°¥ë¥¹¤òÊü¤Ã¤¿¡£", m_name);/*nuke me*/
2274 else msg_format("%^s invokes a raw Logrus.", m_name);
2277 dam = ((r_ptr->flags2 & RF2_POWERFUL) ? (rlev * 3) : (rlev * 2))+ damroll(10, 10);
2278 breath(y, x, m_idx, GF_CHAOS, dam, 4, FALSE, MS_BALL_CHAOS, learnable);
2279 update_smart_learn(m_idx, DRS_CHAOS);
2288 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2290 if (blind) msg_format("%^s breathes.", m_name);
2294 else msg_format("%^s¤¬Ê¬²ò¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2296 else msg_format("%^s breathes disintegration.", m_name);
2299 dam = ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6));
2300 breath(y, x, m_idx, GF_DISINTEGRATE, dam,0, TRUE, MS_BR_DISI, learnable);
2311 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2313 if (blind) msg_format("%^s mumbles.", m_name);
2317 else msg_format("%^s¤¬¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2319 else msg_format("%^s casts an acid ball.", m_name);
2322 dam = (randint1(rlev * 3) + 15) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2323 breath(y, x, m_idx, GF_ACID, dam, 2, FALSE, MS_BALL_ACID, learnable);
2324 update_smart_learn(m_idx, DRS_ACID);
2333 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2335 if (blind) msg_format("%^s mumbles.", m_name);
2339 else msg_format("%^s¤¬¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2341 else msg_format("%^s casts a lightning ball.", m_name);
2344 dam = (randint1(rlev * 3 / 2) + 8) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2345 breath(y, x, m_idx, GF_ELEC, dam, 2, FALSE, MS_BALL_ELEC, learnable);
2346 update_smart_learn(m_idx, DRS_ELEC);
2355 if (m_ptr->r_idx == MON_ROLENTO)
2359 msg_format("%s¤¬²¿¤«¤òÅꤲ¤¿¡£", m_name);
2361 msg_format("%s¤Ï¼êÜØÃƤòÅꤲ¤¿¡£", m_name);
2364 msg_format("%^s throws something.", m_name);
2366 msg_format("%^s throws a hand grenade.", m_name);
2372 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2374 if (blind) msg_format("%^s mumbles.", m_name);
2378 else msg_format("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2380 else msg_format("%^s casts a fire ball.", m_name);
2384 dam = (randint1(rlev * 7 / 2) + 10) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2385 breath(y, x, m_idx, GF_FIRE, dam, 2, FALSE, MS_BALL_FIRE, learnable);
2386 update_smart_learn(m_idx, DRS_FIRE);
2395 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2397 if (blind) msg_format("%^s mumbles.", m_name);
2401 else msg_format("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2403 else msg_format("%^s casts a frost ball.", m_name);
2406 dam = (randint1(rlev * 3 / 2) + 10) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2407 breath(y, x, m_idx, GF_COLD, dam, 2, FALSE, MS_BALL_COLD, learnable);
2408 update_smart_learn(m_idx, DRS_COLD);
2417 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2419 if (blind) msg_format("%^s mumbles.", m_name);
2423 else msg_format("%^s¤¬°½±À¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2425 else msg_format("%^s casts a stinking cloud.", m_name);
2428 dam = damroll(12, 2) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2429 breath(y, x, m_idx, GF_POIS, dam, 2, FALSE, MS_BALL_POIS, learnable);
2430 update_smart_learn(m_idx, DRS_POIS);
2439 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2441 if (blind) msg_format("%^s mumbles.", m_name);
2445 else msg_format("%^s¤¬ÃϹöµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2447 else msg_format("%^s casts a nether ball.", m_name);
2450 dam = 50 + damroll(10, 10) + (rlev * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1));
2451 breath(y, x, m_idx, GF_NETHER, dam, 2, FALSE, MS_BALL_NETHER, learnable);
2452 update_smart_learn(m_idx, DRS_NETH);
2461 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2463 if (blind) msg_format("%^s mumbles.", m_name);
2467 else msg_format("%^s¤¬Î®¤ì¤ë¤è¤¦¤Ê¿È¿¶¤ê¤ò¤·¤¿¡£", m_name);
2469 else msg_format("%^s gestures fluidly.", m_name);
2473 msg_print("¤¢¤Ê¤¿¤Ï±²´¬¤¤Ë°û¤ß¹þ¤Þ¤ì¤¿¡£");
2475 msg_print("You are engulfed in a whirlpool.");
2478 dam = ((r_ptr->flags2 & RF2_POWERFUL) ? randint1(rlev * 3) : randint1(rlev * 2)) + 50;
2479 breath(y, x, m_idx, GF_WATER, dam, 4, FALSE, MS_BALL_WATER, learnable);
2488 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2490 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2494 else msg_format("%^s¤¬ËâÎϤÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2496 else msg_format("%^s invokes a mana storm.", m_name);
2499 dam = (rlev * 4) + 50 + damroll(10, 10);
2500 breath(y, x, m_idx, GF_MANA, dam, 4, FALSE, MS_BALL_MANA, learnable);
2509 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2511 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2515 else msg_format("%^s¤¬°Å¹õ¤ÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2517 else msg_format("%^s invokes a darkness storm.", m_name);
2520 dam = (rlev * 4) + 50 + damroll(10, 10);
2521 breath(y, x, m_idx, GF_DARK, dam, 4, FALSE, MS_BALL_DARK, learnable);
2522 update_smart_learn(m_idx, DRS_DARK);
2526 /* RF5_DRAIN_MANA */
2529 if (!direct) return (FALSE);
2537 msg_format("%^s¤ËÀº¿À¥¨¥Í¥ë¥®¡¼¤òµÛ¤¤¼è¤é¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
2539 msg_format("%^s draws psychic energy from you!", m_name);
2544 r1 = (randint1(rlev) / 2) + 1;
2547 if (r1 >= p_ptr->csp)
2551 p_ptr->csp_frac = 0;
2560 learn_spell(MS_DRAIN_MANA);
2563 p_ptr->redraw |= (PR_MANA);
2566 p_ptr->window |= (PW_PLAYER);
2567 p_ptr->window |= (PW_SPELL);
2569 /* Heal the monster */
2570 if (m_ptr->hp < m_ptr->maxhp)
2573 m_ptr->hp += (6 * r1);
2574 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2576 /* Redraw (later) if needed */
2577 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2578 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2580 /* Special message */
2584 msg_format("%^s¤Ïµ¤Ê¬¤¬Îɤµ¤½¤¦¤À¡£", m_name);
2586 msg_format("%^s appears healthier.", m_name);
2592 update_smart_learn(m_idx, DRS_MANA);
2596 /* RF5_MIND_BLAST */
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¤Ë¤é¤ó¤Ç¤¤¤ë¡£", m_name);
2615 msg_format("%^s gazes deep into your eyes.", m_name);
2620 dam = damroll(7, 7);
2621 breath(y, x, m_idx, GF_MIND_BLAST, dam, 0, FALSE, MS_MIND_BLAST, learnable);
2625 /* RF5_BRAIN_SMASH */
2628 if (!direct) return (FALSE);
2633 msg_print("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£");
2635 msg_print("You feel something focusing on your mind.");
2642 msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¸«¤Æ¤¤¤ë¡£", m_name);
2644 msg_format("%^s looks deep into your eyes.", m_name);
2649 dam = damroll(12, 12);
2650 breath(y, x, m_idx, GF_BRAIN_SMASH, dam, 0, FALSE, MS_BRAIN_SMASH, learnable);
2657 if (!direct) return (FALSE);
2660 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2662 if (blind) msg_format("%^s mumbles.", m_name);
2666 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¼ö¤Ã¤¿¡£", m_name);
2668 else msg_format("%^s points at you and curses.", m_name);
2671 dam = damroll(3, 8);
2672 breath(y, x, m_idx, GF_CAUSE_1, dam, 0, FALSE, MS_CAUSE_1, learnable);
2679 if (!direct) return (FALSE);
2682 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2684 if (blind) msg_format("%^s mumbles.", m_name);
2688 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼ö¤Ã¤¿¡£", m_name);
2690 else msg_format("%^s points at you and curses horribly.", m_name);
2693 dam = damroll(8, 8);
2694 breath(y, x, m_idx, GF_CAUSE_2, dam, 0, FALSE, MS_CAUSE_2, learnable);
2701 if (!direct) return (FALSE);
2704 if (blind) msg_format("%^s¤¬²¿¤«¤òÂçÀ¼¤Ç¶«¤ó¤À¡£", m_name);
2706 if (blind) msg_format("%^s mumbles loudly.", m_name);
2710 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼öʸ¤ò¾§¤¨¤¿¡ª", m_name);
2712 else msg_format("%^s points at you, incanting terribly!", m_name);
2715 dam = damroll(10, 15);
2716 breath(y, x, m_idx, GF_CAUSE_3, dam, 0, FALSE, MS_CAUSE_3, learnable);
2723 if (!direct) return (FALSE);
2726 if (blind) msg_format("%^s¤¬¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", m_name);
2728 if (blind) msg_format("%^s screams the word 'DIE!'", m_name);
2732 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÈ빦¤òÆͤ¤¤Æ¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", m_name);
2734 else msg_format("%^s points at you, screaming the word DIE!", m_name);
2737 dam = damroll(15, 15);
2738 breath(y, x, m_idx, GF_CAUSE_4, dam, 0, FALSE, MS_CAUSE_4, learnable);
2745 if (!direct) return (FALSE);
2748 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2750 if (blind) msg_format("%^s mumbles.", m_name);
2754 else msg_format("%^s¤¬¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2756 else msg_format("%^s casts a acid bolt.", m_name);
2759 dam = (damroll(7, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2760 bolt(m_idx, GF_ACID, dam, MS_BOLT_ACID, learnable);
2761 update_smart_learn(m_idx, DRS_ACID);
2762 update_smart_learn(m_idx, DRS_REFLECT);
2769 if (!direct) return (FALSE);
2772 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2774 if (blind) msg_format("%^s mumbles.", m_name);
2778 else msg_format("%^s¤¬¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2780 else msg_format("%^s casts a lightning bolt.", m_name);
2783 dam = (damroll(4, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2784 bolt(m_idx, GF_ELEC, dam, MS_BOLT_ELEC, learnable);
2785 update_smart_learn(m_idx, DRS_ELEC);
2786 update_smart_learn(m_idx, DRS_REFLECT);
2793 if (!direct) return (FALSE);
2796 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2798 if (blind) msg_format("%^s mumbles.", m_name);
2802 else msg_format("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2804 else msg_format("%^s casts a fire bolt.", m_name);
2807 dam = (damroll(9, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2808 bolt(m_idx, GF_FIRE, dam, MS_BOLT_FIRE, learnable);
2809 update_smart_learn(m_idx, DRS_FIRE);
2810 update_smart_learn(m_idx, DRS_REFLECT);
2817 if (!direct) return (FALSE);
2820 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2822 if (blind) msg_format("%^s mumbles.", m_name);
2826 else msg_format("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2828 else msg_format("%^s casts a frost bolt.", m_name);
2831 dam = (damroll(6, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2832 bolt(m_idx, GF_COLD, dam, MS_BOLT_COLD, learnable);
2833 update_smart_learn(m_idx, DRS_COLD);
2834 update_smart_learn(m_idx, DRS_REFLECT);
2843 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2845 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2849 else msg_format("%^s¤¬¥¹¥¿¡¼¥Ð¡¼¥¹¥È¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2851 else msg_format("%^s invokes a starburst.", m_name);
2854 dam = (rlev * 4) + 50 + damroll(10, 10);
2855 breath(y, x, m_idx, GF_LITE, dam, 4, FALSE, MS_STARBURST, learnable);
2856 update_smart_learn(m_idx, DRS_LITE);
2863 if (!direct) return (FALSE);
2866 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2868 if (blind) msg_format("%^s mumbles.", m_name);
2872 else msg_format("%^s¤¬ÃϹö¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2874 else msg_format("%^s casts a nether bolt.", m_name);
2877 dam = 30 + damroll(5, 5) + (rlev * 4) / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3);
2878 bolt(m_idx, GF_NETHER, dam, MS_BOLT_NETHER, learnable);
2879 update_smart_learn(m_idx, DRS_NETH);
2880 update_smart_learn(m_idx, DRS_REFLECT);
2887 if (!direct) return (FALSE);
2890 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2892 if (blind) msg_format("%^s mumbles.", m_name);
2896 else msg_format("%^s¤¬¥¦¥©¡¼¥¿¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2898 else msg_format("%^s casts a water bolt.", m_name);
2901 dam = damroll(10, 10) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2902 bolt(m_idx, GF_WATER, dam, MS_BOLT_WATER, learnable);
2903 update_smart_learn(m_idx, DRS_REFLECT);
2910 if (!direct) return (FALSE);
2913 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2915 if (blind) msg_format("%^s mumbles.", m_name);
2919 else msg_format("%^s¤¬ËâÎϤÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2921 else msg_format("%^s casts a mana bolt.", m_name);
2924 dam = randint1(rlev * 7 / 2) + 50;
2925 bolt(m_idx, GF_MANA, dam, MS_BOLT_MANA, learnable);
2926 update_smart_learn(m_idx, DRS_REFLECT);
2933 if (!direct) return (FALSE);
2936 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2938 if (blind) msg_format("%^s mumbles.", m_name);
2942 else msg_format("%^s¤¬¥×¥é¥º¥Þ¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2944 else msg_format("%^s casts a plasma bolt.", m_name);
2947 dam = 10 + damroll(8, 7) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2948 bolt(m_idx, GF_PLASMA, dam, MS_BOLT_PLASMA, learnable);
2949 update_smart_learn(m_idx, DRS_REFLECT);
2956 if (!direct) return (FALSE);
2959 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2961 if (blind) msg_format("%^s mumbles.", m_name);
2965 else msg_format("%^s¤¬¶Ë´¨¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2967 else msg_format("%^s casts an ice bolt.", m_name);
2970 dam = damroll(6, 6) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2971 bolt(m_idx, GF_ICE, dam, MS_BOLT_ICE, learnable);
2972 update_smart_learn(m_idx, DRS_COLD);
2973 update_smart_learn(m_idx, DRS_REFLECT);
2980 if (!direct) return (FALSE);
2983 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2985 if (blind) msg_format("%^s mumbles.", m_name);
2989 else msg_format("%^s¤¬¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2991 else msg_format("%^s casts a magic missile.", m_name);
2994 dam = damroll(2, 6) + (rlev / 3);
2995 bolt(m_idx, GF_MISSILE, dam, MS_MAGIC_MISSILE, learnable);
2996 update_smart_learn(m_idx, DRS_REFLECT);
3003 if (!direct) return (FALSE);
3006 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¯¤È¡¢¶²¤í¤·¤²¤Ê²»¤¬Ê¹¤³¤¨¤¿¡£", m_name);
3008 if (blind) msg_format("%^s mumbles, and you hear scary noises.", m_name);
3012 else msg_format("%^s¤¬¶²¤í¤·¤²¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£", m_name);
3014 else msg_format("%^s casts a fearful illusion.", m_name);
3017 if (p_ptr->resist_fear)
3020 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3022 msg_print("You refuse to be frightened.");
3026 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3029 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3031 msg_print("You refuse to be frightened.");
3037 (void)set_afraid(p_ptr->afraid + randint0(4) + 4);
3039 learn_spell(MS_SCARE);
3040 update_smart_learn(m_idx, DRS_FEAR);
3047 if (!direct) return (FALSE);
3050 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3052 if (blind) msg_format("%^s mumbles.", m_name);
3056 else msg_format("%^s¤¬¼öʸ¤ò¾§¤¨¤Æ¤¢¤Ê¤¿¤ÎÌܤò¤¯¤é¤Þ¤·¤¿¡ª", m_name);
3058 else msg_format("%^s casts a spell, burning your eyes!", m_name);
3061 if (p_ptr->resist_blind)
3064 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3066 msg_print("You are unaffected!");
3070 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3073 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3075 msg_print("You resist the effects!");
3081 (void)set_blind(12 + randint0(4));
3083 learn_spell(MS_BLIND);
3084 update_smart_learn(m_idx, DRS_BLIND);
3091 if (!direct) return (FALSE);
3094 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¯¤È¡¢Æ¬¤òǺ¤Þ¤¹²»¤¬¤·¤¿¡£", m_name);
3096 if (blind) msg_format("%^s mumbles, and you hear puzzling noises.", m_name);
3100 else msg_format("%^s¤¬Í¶ÏÇŪ¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£", m_name);
3102 else msg_format("%^s creates a mesmerising illusion.", m_name);
3105 if (p_ptr->resist_conf)
3108 msg_print("¤·¤«¤·¸¸³Ð¤Ë¤Ï¤À¤Þ¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3110 msg_print("You disbelieve the feeble spell.");
3114 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3117 msg_print("¤·¤«¤·¸¸³Ð¤Ë¤Ï¤À¤Þ¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3119 msg_print("You disbelieve the feeble spell.");
3125 (void)set_confused(p_ptr->confused + randint0(4) + 4);
3127 learn_spell(MS_CONF);
3128 update_smart_learn(m_idx, DRS_CONF);
3135 if (!direct) return (FALSE);
3138 msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¶ÚÎϤòµÛ¤¤¼è¤í¤¦¤È¤·¤¿¡ª", m_name);
3140 msg_format("%^s drains power from your muscles!", m_name);
3143 if (p_ptr->free_act)
3146 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3148 msg_print("You are unaffected!");
3152 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3155 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3157 msg_print("You resist the effects!");
3163 (void)set_slow(p_ptr->slow + randint0(4) + 4, FALSE);
3165 learn_spell(MS_SLOW);
3166 update_smart_learn(m_idx, DRS_FREE);
3173 if (!direct) return (FALSE);
3176 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3178 if (blind) msg_format("%^s mumbles.", m_name);
3182 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÌܤò¤¸¤Ã¤È¸«¤Ä¤á¤¿¡ª", m_name);
3184 else msg_format("%^s stares deep into your eyes!", m_name);
3187 if (p_ptr->free_act)
3190 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3192 msg_print("You are unaffected!");
3196 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3199 msg_format("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3201 msg_format("You resist the effects!");
3207 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
3209 learn_spell(MS_SLEEP);
3210 update_smart_learn(m_idx, DRS_FREE);
3221 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3223 msg_format("%^s mumbles.", m_name);
3230 msg_format("%^s¤¬¼«Ê¬¤ÎÂΤËÇ°¤òÁ÷¤Ã¤¿¡£", m_name);
3232 msg_format("%^s concentrates on %s body.", m_name, m_poss);
3237 /* Allow quick speed increases to base+10 */
3241 msg_format("%^s¤ÎÆ°¤¤¬Â®¤¯¤Ê¤Ã¤¿¡£", m_name);
3243 msg_format("%^s starts moving faster.", m_name);
3246 m_ptr->fast = MIN(200, m_ptr->fast + 100);
3247 if (p_ptr->riding == m_idx) p_ptr->update |= PU_BONUS;
3254 if (!direct) return (FALSE);
3257 msg_format("%^s¤¬ÇËÌǤμê¤òÊü¤Ã¤¿¡ª", m_name);
3259 msg_format("%^s invokes the Hand of Doom!", m_name);
3261 dam = (((s32b) ((40 + randint1(20)) * (p_ptr->chp))) / 100);
3262 breath(y, x, m_idx, GF_HAND_DOOM, dam, 0, FALSE, MS_HAND_DOOM, learnable);
3275 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3277 msg_format("%^s mumbles.", m_name);
3284 msg_format("%^s¤¬¼«Ê¬¤Î½ý¤Ë½¸Ã椷¤¿¡£", m_name);
3286 msg_format("%^s concentrates on %s wounds.", m_name, m_poss);
3292 m_ptr->hp += (rlev * 6);
3295 if (m_ptr->hp >= m_ptr->maxhp)
3298 m_ptr->hp = m_ptr->maxhp;
3304 msg_format("%^s¤Ï´°Á´¤Ë¼£¤Ã¤¿¡ª", m_name);
3306 msg_format("%^s looks completely healed!", m_name);
3313 msg_format("%^s¤Ï´°Á´¤Ë¼£¤Ã¤¿¤è¤¦¤À¡ª", m_name);
3315 msg_format("%^s sounds completely healed!", m_name);
3321 /* Partially healed */
3328 msg_format("%^s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
3330 msg_format("%^s looks healthier.", m_name);
3337 msg_format("%^s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
3339 msg_format("%^s sounds healthier.", m_name);
3345 /* Redraw (later) if needed */
3346 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3347 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3357 msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name);
3359 msg_format("%^s recovers %s courage.", m_name, m_poss);
3375 msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3377 msg_format("%^s mumbles powerfully.", m_name);
3384 msg_format("%s¤Ï̵½ý¤Îµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3386 msg_format("%^s casts a Globe of Invulnerability.", m_name);
3391 if (!(m_ptr->invulner))
3392 m_ptr->invulner = randint1(4) + 4;
3394 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3395 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3404 msg_format("%^s¤¬½Ö»þ¤Ë¾Ã¤¨¤¿¡£", m_name);
3406 msg_format("%^s blinks away.", m_name);
3409 teleport_away(m_idx, 10, FALSE);
3410 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
3417 int i, oldfy, oldfx;
3418 u32b flgs[TR_FLAG_SIZE];
3426 msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¤·¤¿¡£", m_name);
3428 msg_format("%^s teleports away.", m_name);
3431 teleport_away(m_idx, MAX_SIGHT * 2 + 5, FALSE);
3433 if (los(py, px, oldfy, oldfx) && !world_monster)
3435 for (i=INVEN_RARM;i<INVEN_TOTAL;i++)
3437 o_ptr = &inventory[i];
3438 if(!cursed_p(o_ptr))
3440 object_flags(o_ptr, flgs);
3442 if((have_flag(flgs, TR_TELEPORT)) || (p_ptr->muta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR))
3445 if(get_check_strict("¤Ä¤¤¤Æ¤¤¤¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
3447 if(get_check_strict("Do you follow it? ", CHECK_OKAY_CANCEL))
3452 teleport_player(200);
3454 msg_print("¼ºÇÔ¡ª");
3456 msg_print("Failed!");
3459 else teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE);
3460 p_ptr->energy_need += ENERGY_NEED();
3475 if(m_ptr->r_idx == MON_DIO) who = 1;
3476 else if(m_ptr->r_idx == MON_WONG) who = 3;
3478 if (!process_the_world(randint1(2)+2, who, TRUE)) return (FALSE);
3488 switch(m_ptr->r_idx)
3491 /* Moved to process_monster(), like multiplication */
3494 case MON_BANORLUPART:
3496 int dummy_hp = (m_ptr->hp + 1) / 2;
3497 int dummy_maxhp = m_ptr->maxhp/2;
3498 int dummy_y = m_ptr->fy;
3499 int dummy_x = m_ptr->fx;
3501 if (p_ptr->inside_arena || p_ptr->inside_battle || !summon_possible(m_ptr->fy, m_ptr->fx)) return FALSE;
3502 delete_monster_idx(cave[m_ptr->fy][m_ptr->fx].m_idx);
3503 summon_named_creature(0, dummy_y, dummy_x, MON_BANOR, mode);
3504 m_list[hack_m_idx_ii].hp = dummy_hp;
3505 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3506 summon_named_creature(0, dummy_y, dummy_x, MON_LUPART, mode);
3507 m_list[hack_m_idx_ii].hp = dummy_hp;
3508 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3511 msg_print("¡Ø¥Ð¡¼¥Î¡¼¥ë¡¦¥ë¥Ñ¡¼¥È¡Ù¤¬Ê¬Îö¤·¤¿¡ª");
3513 msg_print("Banor=Rupart splits in two person!");
3522 int dummy_maxhp = 0;
3523 int dummy_y = m_ptr->fy;
3524 int dummy_x = m_ptr->fx;
3526 if (!r_info[MON_BANOR].cur_num || !r_info[MON_LUPART].cur_num) return (FALSE);
3527 for (k = 1; k < m_max; k++)
3529 if (m_list[k].r_idx == MON_BANOR || m_list[k].r_idx == MON_LUPART)
3531 dummy_hp += m_list[k].hp;
3532 dummy_maxhp += m_list[k].maxhp;
3533 if (m_list[k].r_idx != m_ptr->r_idx)
3535 dummy_y = m_list[k].fy;
3536 dummy_x = m_list[k].fx;
3538 delete_monster_idx(k);
3541 summon_named_creature(0, dummy_y, dummy_x, MON_BANORLUPART, mode);
3542 m_list[hack_m_idx_ii].hp = dummy_hp;
3543 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3546 msg_print("¡Ø¥Ð¡¼¥Î¡¼¥ë¡Ù¤È¡Ø¥ë¥Ñ¡¼¥È¡Ù¤¬¹çÂΤ·¤¿¡ª");
3548 msg_print("Banor and Rupart combine into one!");
3555 if (r_ptr->d_char == 'B')
3558 if (one_in_(3) || !direct)
3561 msg_format("%^s¤ÏÆÍÁ³»ë³¦¤«¤é¾Ã¤¨¤¿!", m_name);
3563 msg_format("%^s suddenly go out of your sight!", m_name);
3565 teleport_away(m_idx, 10, FALSE);
3566 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
3571 bool fear; /* dummy */
3574 msg_format("%^s¤¬¤¢¤Ê¤¿¤òÄϤó¤Ç¶õÃ椫¤éÅꤲÍ¤¿¡£", m_name);
3576 msg_format("%^s holds you, and drops from the sky.", m_name);
3578 dam = damroll(4, 8);
3579 teleport_player_to(m_ptr->fy, m_ptr->fx, FALSE);
3586 msg_print("¤¢¤Ê¤¿¤ÏÀŤ«¤ËÃåÃϤ·¤¿¡£");
3588 msg_print("You float gently down to the ground.");
3594 msg_print("¤¢¤Ê¤¿¤ÏÃÏÌ̤ËᤤĤ±¤é¤ì¤¿¡£");
3596 msg_print("You crashed into the ground.");
3598 dam += damroll(6, 8);
3601 /* Mega hack -- this special action deals damage to the player. Therefore the code of "eyeeye" is necessary.
3604 get_damage = take_hit(DAMAGE_NOESCAPE, dam, m_name, -1);
3605 if (p_ptr->tim_eyeeye && get_damage > 0 && !p_ptr->is_dead)
3608 msg_format("¹¶·â¤¬%s¼«¿È¤ò½ý¤Ä¤±¤¿¡ª", m_name);
3610 char m_name_self[80];
3613 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
3615 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
3617 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
3618 set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
3621 if (p_ptr->riding) mon_take_hit_mon(p_ptr->riding, dam, &fear, extract_note_dies(real_r_ptr(&m_list[p_ptr->riding])), m_idx);
3626 /* Something is wrong */
3635 if (!direct) return (FALSE);
3638 msg_format("%^s¤¬¤¢¤Ê¤¿¤ò°ú¤Ìᤷ¤¿¡£", m_name);
3640 msg_format("%^s commands you to return.", m_name);
3643 teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE);
3644 learn_spell(MS_TELE_TO);
3651 if (!direct) return (FALSE);
3654 msg_format("%^s¤Ë¥Æ¥ì¥Ý¡¼¥È¤µ¤»¤é¤ì¤¿¡£", m_name);
3655 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
3656 msg_print("¤¯¤Ã¤½¡Á");
3658 msg_format("%^s teleports you away.", m_name);
3661 learn_spell(MS_TELE_AWAY);
3662 teleport_player(100);
3666 /* RF6_TELE_LEVEL */
3669 if (!direct) return (FALSE);
3672 if (blind) msg_format("%^s¤¬²¿¤«´ñ̯¤Ê¸ÀÍÕ¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3674 if (blind) msg_format("%^s mumbles strangely.", m_name);
3678 else msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¤ò»Ø¤µ¤·¤¿¡£", m_name);
3680 else msg_format("%^s gestures at your feet.", m_name);
3683 if (p_ptr->resist_nexus)
3686 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3688 msg_print("You are unaffected!");
3692 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3695 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3697 msg_print("You resist the effects!");
3705 learn_spell(MS_TELE_LEVEL);
3706 update_smart_learn(m_idx, DRS_NEXUS);
3713 if (!direct) return (FALSE);
3716 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3718 if (blind) msg_format("%^s mumbles.", m_name);
3722 else msg_format("%^s¤¬¸÷¤Î·õ¤òÊü¤Ã¤¿¡£", m_name);
3724 else msg_format("%^s throw a Psycho-Spear.", m_name);
3727 dam = (r_ptr->flags2 & RF2_POWERFUL) ? (randint1(rlev * 2) + 150) : (randint1(rlev * 3 / 2) + 100);
3728 beam(m_idx, GF_PSY_SPEAR, dam, MS_PSY_SPEAR, learnable);
3735 if (!direct) return (FALSE);
3738 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3740 if (blind) msg_format("%^s mumbles.", m_name);
3744 else if (p_ptr->pclass == CLASS_NINJA) msg_format("%^s¤¬ÊÕ¤ê¤òÌÀ¤ë¤¯¾È¤é¤·¤¿¡£", m_name);
3745 else msg_format("%^s¤¬°Å°Ç¤ÎÃæ¤Ç¼ê¤ò¿¶¤Ã¤¿¡£", m_name);
3747 else if (p_ptr->pclass == CLASS_NINJA)
3748 msg_format("%^s cast a spell to light up.", m_name);
3749 else msg_format("%^s gestures in shadow.", m_name);
3752 learn_spell(MS_DARKNESS);
3753 if (p_ptr->pclass == CLASS_NINJA)
3754 (void)lite_area(0, 3);
3756 (void)unlite_area(0, 3);
3765 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤Æ¼Ù°¤ËÈù¾Ð¤ó¤À¡£", m_name);
3767 if (blind) msg_format("%^s mumbles, and then cackles evilly.", m_name);
3771 else msg_format("%^s¤¬¼öʸ¤ò¾§¤¨¤Æ¼Ù°¤ËÈù¾Ð¤ó¤À¡£", m_name);
3773 else msg_format("%^s casts a spell and cackles evilly.", m_name);
3776 learn_spell(MS_MAKE_TRAP);
3777 (void)trap_creation(y, x);
3784 if (!direct) return (FALSE);
3787 msg_format("%^s¤¬¤¢¤Ê¤¿¤Îµ²±¤ò¾Ãµî¤·¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", m_name);
3789 msg_format("%^s tries to blank your mind.", m_name);
3793 if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3796 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3798 msg_print("You resist the effects!");
3802 else if (lose_all_info())
3805 msg_print("µ²±¤¬Çö¤ì¤Æ¤·¤Þ¤Ã¤¿¡£");
3807 msg_print("Your memories fade away.");
3811 learn_spell(MS_FORGET);
3815 /* RF6_RAISE_DEAD */
3820 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3822 if (blind) msg_format("%^s mumbles.", m_name);
3826 else msg_format("%^s¤¬»à¼ÔÉü³è¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3828 else msg_format("%^s casts a spell to revive corpses.", m_name);
3830 animate_dead(m_idx, m_ptr->fy, m_ptr->fx);
3834 /* RF6_SUMMON_KIN */
3838 if (m_ptr->r_idx == MON_ROLENTO)
3842 msg_format("%^s¤¬²¿¤«ÂçÎ̤ËÅꤲ¤¿¡£", m_name);
3844 msg_format("%^s¤Ï¼êÜØÃƤò¤Ð¤é¤Þ¤¤¤¿¡£", m_name);
3847 msg_format("%^s spreads something.", m_name);
3849 msg_format("%^s throws some hand grenades.", m_name);
3852 else if (m_ptr->r_idx == MON_SERPENT || m_ptr->r_idx == MON_ZOMBI_SERPENT)
3856 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3858 msg_format("%^s¤¬¥À¥ó¥¸¥ç¥ó¤Î¼ç¤ò¾¤´¤·¤¿¡£", m_name);
3861 msg_format("%^s mumbles.", m_name);
3863 msg_format("%^s magically summons guardians of dungeons.", m_name);
3870 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3872 msg_format("%^s¤ÏËâË¡¤Ç%s¤ò¾¤´¤·¤¿¡£",
3874 ((r_ptr->flags1) & RF1_UNIQUE ?
3878 msg_format("%^s mumbles.", m_name);
3880 msg_format("%^s magically summons %s %s.",
3882 ((r_ptr->flags1) & RF1_UNIQUE ?
3883 "minions" : "kin"));
3887 if(m_ptr->r_idx == MON_ROLENTO)
3889 int num = 1 + randint1(3);
3891 for (k = 0; k < num; k++)
3893 count += summon_named_creature(m_idx, y, x, MON_SHURYUUDAN, mode);
3896 else if(m_ptr->r_idx == MON_THORONDOR ||
3897 m_ptr->r_idx == MON_GWAIHIR ||
3898 m_ptr->r_idx == MON_MENELDOR)
3900 int num = 4 + randint1(3);
3901 for (k = 0; k < num; k++)
3903 count += summon_specific(m_idx, y, x, rlev, SUMMON_EAGLES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3906 else if(m_ptr->r_idx == MON_LOUSY)
3908 int num = 2 + randint1(3);
3909 for (k = 0; k < num; k++)
3911 count += summon_specific(m_idx, y, x, rlev, SUMMON_LOUSE, PM_ALLOW_GROUP);
3914 else if(m_ptr->r_idx == MON_BULLGATES)
3916 int num = 2 + randint1(3);
3917 for (k = 0; k < num; k++)
3919 count += summon_named_creature(m_idx, y, x, 921, mode);
3922 else if (m_ptr->r_idx == MON_CALDARM)
3924 int num = randint1(3);
3925 for (k = 0; k < num; k++)
3927 count += summon_named_creature(m_idx, y, x, 930, mode);
3930 else if (m_ptr->r_idx == MON_SERPENT || m_ptr->r_idx == MON_ZOMBI_SERPENT)
3932 int num = 2 + randint1(3);
3934 if (r_info[MON_JORMUNGAND].cur_num < r_info[MON_JORMUNGAND].max_num && one_in_(6))
3937 msg_print("ÃÏÌ̤«¤é¿å¤¬¿á¤½Ð¤·¤¿¡ª");
3939 msg_print("Water blew off from the ground!");
3941 fire_ball_hide(GF_WATER_FLOW, 0, 3, 8);
3944 for (k = 0; k < num; k++)
3946 count += summon_specific(m_idx, y, x, rlev, SUMMON_GUARDIANS, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3952 summon_kin_type = r_ptr->d_char; /* Big hack */
3954 for (k = 0; k < 4; k++)
3956 count += summon_specific(m_idx, y, x, rlev, SUMMON_KIN, PM_ALLOW_GROUP);
3960 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
3962 if (blind && count) msg_print("You hear many things appear nearby.");
3974 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3976 if (blind) msg_format("%^s mumbles.", m_name);
3980 else msg_format("%^s¤¬¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
3982 else msg_format("%^s magically summons Cyberdemons!", m_name);
3986 if (blind && count) msg_print("½Å¸ü¤Ê²»¤¬¶á¤¯¤Çʹ¤³¤¨¤ë¡£");
3988 if (blind && count) msg_print("You hear heavy steps nearby.");
3991 summon_cyber(m_idx, y, x);
4000 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4002 if (blind) msg_format("%^s mumbles.", m_name);
4006 else msg_format("%^s¤¬ËâË¡¤ÇÃç´Ö¤ò¾¤´¤·¤¿¡ª", m_name);
4008 else msg_format("%^s magically summons help!", m_name);
4011 for (k = 0; k < 1; k++)
4013 count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4016 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4018 if (blind && count) msg_print("You hear something appear nearby.");
4024 /* RF6_S_MONSTERS */
4029 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4031 if (blind) msg_format("%^s mumbles.", m_name);
4035 else msg_format("%^s¤¬ËâË¡¤Ç¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤·¤¿¡ª", m_name);
4037 else msg_format("%^s magically summons monsters!", m_name);
4040 for (k = 0; k < s_num_6; k++)
4042 count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4045 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4047 if (blind && count) msg_print("You hear many things appear nearby.");
4058 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4060 if (blind) msg_format("%^s mumbles.", m_name);
4064 else msg_format("%^s¤¬ËâË¡¤Ç¥¢¥ê¤ò¾¤´¤·¤¿¡£", m_name);
4066 else msg_format("%^s magically summons ants.", m_name);
4069 for (k = 0; k < s_num_6; k++)
4071 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANT, PM_ALLOW_GROUP);
4074 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4076 if (blind && count) msg_print("You hear many things appear nearby.");
4087 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4089 if (blind) msg_format("%^s mumbles.", m_name);
4093 else msg_format("%^s¤¬ËâË¡¤Ç¥¯¥â¤ò¾¤´¤·¤¿¡£", m_name);
4095 else msg_format("%^s magically summons spiders.", m_name);
4098 for (k = 0; k < s_num_6; k++)
4100 count += summon_specific(m_idx, y, x, rlev, SUMMON_SPIDER, PM_ALLOW_GROUP);
4103 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4105 if (blind && count) msg_print("You hear many things appear nearby.");
4116 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4118 if (blind) msg_format("%^s mumbles.", m_name);
4122 else msg_format("%^s¤¬ËâË¡¤Ç¥Ï¥¦¥ó¥É¤ò¾¤´¤·¤¿¡£", m_name);
4124 else msg_format("%^s magically summons hounds.", m_name);
4127 for (k = 0; k < s_num_4; k++)
4129 count += summon_specific(m_idx, y, x, rlev, SUMMON_HOUND, PM_ALLOW_GROUP);
4132 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4134 if (blind && count) msg_print("You hear many things appear nearby.");
4145 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4147 if (blind) msg_format("%^s mumbles.", m_name);
4151 else msg_format("%^s¤¬ËâË¡¤Ç¥Ò¥É¥é¤ò¾¤´¤·¤¿¡£", m_name);
4153 else msg_format("%^s magically summons hydras.", m_name);
4156 for (k = 0; k < s_num_4; k++)
4158 count += summon_specific(m_idx, y, x, rlev, SUMMON_HYDRA, PM_ALLOW_GROUP);
4161 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4163 if (blind && count) msg_print("You hear many things appear nearby.");
4176 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4178 if (blind) msg_format("%^s mumbles.", m_name);
4182 else msg_format("%^s¤¬ËâË¡¤ÇÅ·»È¤ò¾¤´¤·¤¿¡ª", m_name);
4184 else msg_format("%^s magically summons an angel!", m_name);
4187 if ((r_ptr->flags1 & RF1_UNIQUE) && !easy_band)
4189 num += r_ptr->level/40;
4192 for (k = 0; k < num; k++)
4194 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, PM_ALLOW_GROUP);
4200 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4202 if (blind && count) msg_print("You hear something appear nearby.");
4208 if (blind) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4210 if (blind) msg_print("You hear many things appear nearby.");
4222 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4224 if (blind) msg_format("%^s mumbles.", m_name);
4228 else msg_format("%^s¤ÏËâË¡¤Çº®Æ٤εÜÄ¤é°Ëâ¤ò¾¤´¤·¤¿¡ª", m_name);
4230 else msg_format("%^s magically summons a demon from the Courts of Chaos!", m_name);
4233 for (k = 0; k < 1; k++)
4235 count += summon_specific(m_idx, y, x, rlev, SUMMON_DEMON, PM_ALLOW_GROUP);
4238 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4240 if (blind && count) msg_print("You hear something appear nearby.");
4251 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4253 if (blind) msg_format("%^s mumbles.", m_name);
4257 else msg_format("%^s¤¬ËâË¡¤Ç¥¢¥ó¥Ç¥Ã¥É¤Î¶¯Å¨¤ò¾¤´¤·¤¿¡ª", m_name);
4259 else msg_format("%^s magically summons an undead adversary!", m_name);
4262 for (k = 0; k < 1; k++)
4264 count += summon_specific(m_idx, y, x, rlev, SUMMON_UNDEAD, PM_ALLOW_GROUP);
4267 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4269 if (blind && count) msg_print("You hear something appear nearby.");
4280 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4282 if (blind) msg_format("%^s mumbles.", m_name);
4286 else msg_format("%^s¤¬ËâË¡¤Ç¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
4288 else msg_format("%^s magically summons a dragon!", m_name);
4291 for (k = 0; k < 1; k++)
4293 count += summon_specific(m_idx, y, x, rlev, SUMMON_DRAGON, PM_ALLOW_GROUP);
4296 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4298 if (blind && count) msg_print("You hear something appear nearby.");
4304 /* RF6_S_HI_UNDEAD */
4309 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))
4315 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4317 if (blind) msg_format("%^s mumbles.", m_name);
4321 else msg_format("%^s¤¬ËâË¡¤ÇÍ©µ´ÀïÂâ¤ò¾¤´¤·¤¿¡ª", m_name);
4323 else msg_format("%^s magically summons rangers of Nazgul!", m_name);
4327 for (k = 0; k < 30; k++)
4329 if (!summon_possible(cy, cx) || !cave_floor_bold(cy, cx))
4332 for (j = 100; j > 0; j--)
4334 scatter(&cy, &cx, y, x, 2, 0);
4335 if (cave_floor_bold(cy, cx)) break;
4339 if (!cave_floor_bold(cy, cx)) continue;
4341 if (summon_named_creature(m_idx, cy, cx, MON_NAZGUL, mode))
4348 msg_format("¡ÖÍ©µ´ÀïÂâ%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×", count);
4350 msg_format("A Nazgul says 'Nazgul-Rangers Number %d, Nazgul-Black!'",count);
4354 msg_format("¡ÖƱ¤¸¤¯%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×", count);
4356 msg_format("Another one says 'Number %d, Nazgul-Black!'",count);
4362 msg_format("¡Ö%d¿Í¤½¤í¤Ã¤Æ¡¢¥ê¥ó¥°¥ì¥ó¥¸¥ã¡¼¡ª¡×", count);
4364 msg_format("They say 'The %d meets! We are the Ring-Ranger!'.", count);
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¤¬ËâË¡¤Ç¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¤ò¾¤´¤·¤¿¡ª", m_name);
4379 else msg_format("%^s magically summons greater undead!", m_name);
4382 for (k = 0; k < s_num_6; k++)
4384 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4390 msg_print("´Ö¶á¤Ç²¿¤«Â¿¤¯¤Î¤â¤Î¤¬Ç礤²ó¤ë²»¤¬Ê¹¤³¤¨¤ë¡£");
4392 msg_print("You hear many creepy things appear nearby.");
4399 /* RF6_S_HI_DRAGON */
4404 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4406 if (blind) msg_format("%^s mumbles.", m_name);
4410 else msg_format("%^s¤¬ËâË¡¤Ç¸ÅÂå¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
4412 else msg_format("%^s magically summons ancient dragons!", m_name);
4415 for (k = 0; k < s_num_4; k++)
4417 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4422 msg_print("¿¤¯¤ÎÎ϶¯¤¤¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£");
4424 msg_print("You hear many powerful things appear nearby.");
4431 /* RF6_S_AMBERITES */
4436 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4438 if (blind) msg_format("%^s mumbles.", m_name);
4442 else msg_format("%^s¤¬¥¢¥ó¥Ð¡¼¤Î²¦Â²¤ò¾¤´¤·¤¿¡ª", m_name);
4444 else msg_format("%^s magically summons Lords of Amber!", m_name);
4449 for (k = 0; k < s_num_4; k++)
4451 count += summon_specific(m_idx, y, x, rlev, SUMMON_AMBERITES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4456 msg_print("ÉÔ»à¤Î¼Ô¤¬¶á¤¯¤Ë¸½¤ì¤ë¤Î¤¬Ê¹¤³¤¨¤¿¡£");
4458 msg_print("You hear immortal beings appear nearby.");
4470 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4472 if (blind) msg_format("%^s mumbles.", m_name);
4476 else msg_format("%^s¤¬ËâË¡¤ÇÆÃÊ̤ʶ¯Å¨¤ò¾¤´¤·¤¿¡ª", m_name);
4478 else msg_format("%^s magically summons special opponents!", m_name);
4481 for (k = 0; k < s_num_4; k++)
4483 count += summon_specific(m_idx, y, x, rlev, SUMMON_UNIQUE, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4485 if (r_ptr->flags3 & RF3_GOOD)
4487 for (k = count; k < s_num_4; k++)
4489 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4494 for (k = count; k < s_num_4; k++)
4496 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4502 msg_print("¿¤¯¤ÎÎ϶¯¤¤¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£");
4504 msg_print("You hear many powerful things appear nearby.");
4512 if ((p_ptr->action == ACTION_LEARN) && thrown_spell > 175)
4514 learn_spell(thrown_spell - 96);
4517 if (seen && maneable && !world_monster && (p_ptr->pclass == CLASS_IMITATOR))
4519 if (thrown_spell != 167) /* Not RF6_SPECIAL */
4521 if (p_ptr->mane_num == MAX_MANE)
4525 for (i = 0;i < p_ptr->mane_num;i++)
4527 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
4528 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
4531 p_ptr->mane_spell[p_ptr->mane_num] = thrown_spell - 96;
4532 p_ptr->mane_dam[p_ptr->mane_num] = dam;
4536 p_ptr->redraw |= (PR_MANE);
4540 /* Remember what the monster did to us */
4541 if (seen && is_original_ap(m_ptr))
4544 if (thrown_spell < 32 * 4)
4546 r_ptr->r_flags4 |= (1L << (thrown_spell - 32 * 3));
4547 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4551 else if (thrown_spell < 32 * 5)
4553 r_ptr->r_flags5 |= (1L << (thrown_spell - 32 * 4));
4554 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4558 else if (thrown_spell < 32 * 6)
4560 r_ptr->r_flags6 |= (1L << (thrown_spell - 32 * 5));
4561 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4566 /* Always take note of monsters that kill you */
4567 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
4569 r_ptr->r_deaths++; /* Ignore appearance difference */
4572 /* A spell was cast */