3 * @brief ¥â¥ó¥¹¥¿¡¼ËâË¡¤Î¼ÂÁõ / Monster spells (attack player)
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
12 * And now for Intelligent monster attacks (including spells).\n
14 * Original idea and code by "DRS" (David Reeves Sward).\n
15 * Major modifications by "BEN" (Ben Harrison).\n
17 * Give monsters more intelligent attack/spell selection based on\n
18 * observations of previous attacks on the player, and/or by allowing\n
19 * the monster to "cheat" and know the player status.\n
21 * Maintain an idea of the player status, and use that information\n
22 * to occasionally eliminate "ineffective" spell attacks. We could\n
23 * also eliminate ineffective normal attacks, but there is no reason\n
24 * for the monster to do this, since he gains no benefit.\n
25 * Note that MINDLESS monsters are not allowed to use this code.\n
26 * And non-INTELLIGENT monsters only use it partially effectively.\n
28 * Actually learn what the player resists, and use that information\n
29 * to remove attacks or spells before using them. This will require\n
30 * much less space, if I am not mistaken. Thus, each monster gets a\n
31 * set of 32 bit flags, "smart", build from the various "SM_*" flags.\n
33 * This has the added advantage that attacks and spells are related.\n
34 * The "smart_learn" option means that the monster "learns" the flags\n
35 * that should be set, and "smart_cheat" means that he "knows" them.\n
36 * So "smart_cheat" means that the "smart" field is always up to date,\n
37 * while "smart_learn" means that the "smart" field is slowly learned.\n
38 * Both of them have the same effect on the "choose spell" routine.\n
45 * @brief ¥â¥ó¥¹¥¿¡¼¤¬¥×¥ì¥¤¥ä¡¼¤Î¼åÅÀ¤ò¤Ä¤¤¤¿ÁªÂò¤ò¼è¤ë¤«¤É¤¦¤«¤ÎȽÄê /
46 * Internal probability routine
47 * @param r_ptr ¥â¥ó¥¹¥¿¡¼¼ï²¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
48 * @param prob ´ðËܳÎΨ(%)
49 * @return Ŭ¤·¤¿ÁªÂò¤ò¼è¤ë¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
51 static bool int_outof(monster_race *r_ptr, int prob)
53 /* Non-Smart monsters are half as "smart" */
54 if (!(r_ptr->flags2 & RF2_SMART)) prob = prob / 2;
57 return (randint0(100) < prob);
62 * @brief ¥â¥ó¥¹¥¿¡¼¤ÎËâË¡°ìÍ÷¤«¤éÀï½ÑŪ¤ËŬ¤µ¤Ê¤¤ËâË¡¤ò½ü³°¤¹¤ë /
63 * Remove the "bad" spells from a spell list
64 * @param m_idx ¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
65 * @param f4p ¥â¥ó¥¹¥¿¡¼ËâË¡¤Î¥Õ¥é¥°¥ê¥¹¥È1
66 * @param f5p ¥â¥ó¥¹¥¿¡¼ËâË¡¤Î¥Õ¥é¥°¥ê¥¹¥È2
67 * @param f6p ¥â¥ó¥¹¥¿¡¼ËâË¡¤Î¥Õ¥é¥°¥ê¥¹¥È3
70 static void remove_bad_spells(int m_idx, u32b *f4p, u32b *f5p, u32b *f6p)
72 monster_type *m_ptr = &m_list[m_idx];
73 monster_race *r_ptr = &r_info[m_ptr->r_idx];
82 /* Too stupid to know anything */
83 if (r_ptr->flags2 & RF2_STUPID) return;
86 /* Must be cheating or learning */
87 if (!smart_cheat && !smart_learn) return;
90 /* Update acquired knowledge */
93 /* Hack -- Occasionally forget player status */
94 /* Only save SM_FRIENDLY, SM_PET or SM_CLONED */
95 if (m_ptr->smart && (randint0(100) < 1)) m_ptr->smart &= (SM_FRIENDLY | SM_PET | SM_CLONED);
97 /* Use the memorized flags */
102 /* Cheat if requested */
105 /* Know basic info */
106 if (p_ptr->resist_acid) smart |= (SM_RES_ACID);
107 if (IS_OPPOSE_ACID()) smart |= (SM_OPP_ACID);
108 if (p_ptr->immune_acid) smart |= (SM_IMM_ACID);
109 if (p_ptr->resist_elec) smart |= (SM_RES_ELEC);
110 if (IS_OPPOSE_ELEC()) smart |= (SM_OPP_ELEC);
111 if (p_ptr->immune_elec) smart |= (SM_IMM_ELEC);
112 if (p_ptr->resist_fire) smart |= (SM_RES_FIRE);
113 if (IS_OPPOSE_FIRE()) smart |= (SM_OPP_FIRE);
114 if (p_ptr->immune_fire) smart |= (SM_IMM_FIRE);
115 if (p_ptr->resist_cold) smart |= (SM_RES_COLD);
116 if (IS_OPPOSE_COLD()) smart |= (SM_OPP_COLD);
117 if (p_ptr->immune_cold) smart |= (SM_IMM_COLD);
119 /* Know poison info */
120 if (p_ptr->resist_pois) smart |= (SM_RES_POIS);
121 if (IS_OPPOSE_POIS()) smart |= (SM_OPP_POIS);
123 /* Know special resistances */
124 if (p_ptr->resist_neth) smart |= (SM_RES_NETH);
125 if (p_ptr->resist_lite) smart |= (SM_RES_LITE);
126 if (p_ptr->resist_dark) smart |= (SM_RES_DARK);
127 if (p_ptr->resist_fear) smart |= (SM_RES_FEAR);
128 if (p_ptr->resist_conf) smart |= (SM_RES_CONF);
129 if (p_ptr->resist_chaos) smart |= (SM_RES_CHAOS);
130 if (p_ptr->resist_disen) smart |= (SM_RES_DISEN);
131 if (p_ptr->resist_blind) smart |= (SM_RES_BLIND);
132 if (p_ptr->resist_nexus) smart |= (SM_RES_NEXUS);
133 if (p_ptr->resist_sound) smart |= (SM_RES_SOUND);
134 if (p_ptr->resist_shard) smart |= (SM_RES_SHARD);
135 if (p_ptr->reflect) smart |= (SM_IMM_REFLECT);
137 /* Know bizarre "resistances" */
138 if (p_ptr->free_act) smart |= (SM_IMM_FREE);
139 if (!p_ptr->msp) smart |= (SM_IMM_MANA);
147 if (smart & SM_IMM_ACID)
149 f4 &= ~(RF4_BR_ACID);
150 f5 &= ~(RF5_BA_ACID);
151 f5 &= ~(RF5_BO_ACID);
153 else if ((smart & (SM_OPP_ACID)) && (smart & (SM_RES_ACID)))
155 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ACID);
156 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ACID);
157 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ACID);
159 else if ((smart & (SM_OPP_ACID)) || (smart & (SM_RES_ACID)))
161 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ACID);
162 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ACID);
163 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ACID);
167 if (smart & (SM_IMM_ELEC))
169 f4 &= ~(RF4_BR_ELEC);
170 f5 &= ~(RF5_BA_ELEC);
171 f5 &= ~(RF5_BO_ELEC);
173 else if ((smart & (SM_OPP_ELEC)) && (smart & (SM_RES_ELEC)))
175 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ELEC);
176 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ELEC);
177 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ELEC);
179 else if ((smart & (SM_OPP_ELEC)) || (smart & (SM_RES_ELEC)))
181 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ELEC);
182 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ELEC);
183 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ELEC);
187 if (smart & (SM_IMM_FIRE))
189 f4 &= ~(RF4_BR_FIRE);
190 f5 &= ~(RF5_BA_FIRE);
191 f5 &= ~(RF5_BO_FIRE);
193 else if ((smart & (SM_OPP_FIRE)) && (smart & (SM_RES_FIRE)))
195 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_FIRE);
196 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_FIRE);
197 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_FIRE);
199 else if ((smart & (SM_OPP_FIRE)) || (smart & (SM_RES_FIRE)))
201 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_FIRE);
202 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_FIRE);
203 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_FIRE);
207 if (smart & (SM_IMM_COLD))
209 f4 &= ~(RF4_BR_COLD);
210 f5 &= ~(RF5_BA_COLD);
211 f5 &= ~(RF5_BO_COLD);
212 f5 &= ~(RF5_BO_ICEE);
214 else if ((smart & (SM_OPP_COLD)) && (smart & (SM_RES_COLD)))
216 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_COLD);
217 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_COLD);
218 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_COLD);
219 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ICEE);
221 else if ((smart & (SM_OPP_COLD)) || (smart & (SM_RES_COLD)))
223 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_COLD);
224 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_COLD);
225 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_COLD);
226 if (int_outof(r_ptr, 20)) f5 &= ~(RF5_BO_ICEE);
230 if ((smart & (SM_OPP_POIS)) && (smart & (SM_RES_POIS)))
232 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_POIS);
233 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_POIS);
234 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BA_NUKE);
235 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BR_NUKE);
237 else if ((smart & (SM_OPP_POIS)) || (smart & (SM_RES_POIS)))
239 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_POIS);
240 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_POIS);
244 if (smart & (SM_RES_NETH))
246 if (prace_is_(RACE_SPECTRE))
248 f4 &= ~(RF4_BR_NETH);
249 f5 &= ~(RF5_BA_NETH);
250 f5 &= ~(RF5_BO_NETH);
254 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_NETH);
255 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_NETH);
256 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BO_NETH);
260 if (smart & (SM_RES_LITE))
262 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_LITE);
263 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_LITE);
266 if (smart & (SM_RES_DARK))
268 if (prace_is_(RACE_VAMPIRE))
270 f4 &= ~(RF4_BR_DARK);
271 f5 &= ~(RF5_BA_DARK);
275 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_DARK);
276 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_DARK);
280 if (smart & (SM_RES_FEAR))
285 if (smart & (SM_RES_CONF))
288 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_CONF);
291 if (smart & (SM_RES_CHAOS))
293 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_CHAO);
294 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BA_CHAO);
297 if (smart & (SM_RES_DISEN))
299 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_DISE);
302 if (smart & (SM_RES_BLIND))
307 if (smart & (SM_RES_NEXUS))
309 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_NEXU);
310 f6 &= ~(RF6_TELE_LEVEL);
313 if (smart & (SM_RES_SOUND))
315 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_SOUN);
318 if (smart & (SM_RES_SHARD))
320 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_SHAR);
323 if (smart & (SM_IMM_REFLECT))
325 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_COLD);
326 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_FIRE);
327 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ACID);
328 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ELEC);
329 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_NETH);
330 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_WATE);
331 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_MANA);
332 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_PLAS);
333 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ICEE);
334 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_MISSILE);
335 if (int_outof(r_ptr, 150)) f4 &= ~(RF4_SHOOT);
338 if (smart & (SM_IMM_FREE))
344 if (smart & (SM_IMM_MANA))
346 f5 &= ~(RF5_DRAIN_MANA);
349 /* XXX XXX XXX No spells left? */
350 /* if (!f4 && !f5 && !f6) ... */
359 * @brief ¥â¥ó¥¹¥¿¡¼¤Ë¤È¤Ã¤Æ½êÄê¤ÎÃÏÅÀ¤¬¾¤´Ô¤ËÁê±þ¤·¤¤ÃÏÅÀ¤«¤É¤¦¤«¤òÊÖ¤¹¡£ /
360 * Determine if there is a space near the player in which a summoned creature can appear
361 * @param y1 ȽÄê¤ò¹Ô¤¤¤¿¤¤¥Þ¥¹¤ÎYºÂɸ
362 * @param x1 ȽÄê¤ò¹Ô¤¤¤¿¤¤¥Þ¥¹¤ÎXºÂɸ
363 * @return ¾¤´Ô¤ËÁê±þ¤·¤¤¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
365 bool summon_possible(int y1, int x1)
369 /* Start at the player's location, and check 2 grids in each dir */
370 for (y = y1 - 2; y <= y1 + 2; y++)
372 for (x = x1 - 2; x <= x1 + 2; x++)
374 /* Ignore illegal locations */
375 if (!in_bounds(y, x)) continue;
377 /* Only check a circular area */
378 if (distance(y1, x1, y, x)>2) continue;
380 /* ...nor on the Pattern */
381 if (pattern_tile(y, x)) continue;
383 /* Require empty floor grid in line of projection */
384 if (cave_empty_bold(y, x) && projectable(y1, x1, y, x) && projectable(y, x, y1, x1)) return (TRUE);
393 * @brief ¥â¥ó¥¹¥¿¡¼¤Ë¤È¤Ã¤Æ»à¼ÔÉü³è¤ò¹Ô¤¦¤Ù¤¾õÂÖ¤«¤É¤¦¤«¤òÊÖ¤¹ /
394 * Determine if there is a space near the player in which a summoned creature can appear
395 * @param m_ptr ȽÄê¤ò¹Ô¤¤¤¿¤¤¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
396 * @return »à¼ÔÉü³è¤¬Í¸ú¤Ê¾õÂ֤ʤé¤ÐTRUE¤òÊÖ¤¹¡£
398 bool raise_possible(monster_type *m_ptr)
403 s16b this_o_idx, next_o_idx = 0;
406 for (xx = x - 5; xx <= x + 5; xx++)
408 for (yy = y - 5; yy <= y + 5; yy++)
410 if (distance(y, x, yy, xx) > 5) continue;
411 if (!los(y, x, yy, xx)) continue;
412 if (!projectable(y, x, yy, xx)) continue;
414 c_ptr = &cave[yy][xx];
415 /* Scan the pile of objects */
416 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
419 object_type *o_ptr = &o_list[this_o_idx];
421 /* Acquire next object */
422 next_o_idx = o_ptr->next_o_idx;
424 /* Known to be worthless? */
425 if (o_ptr->tval == TV_CORPSE)
427 if (!monster_has_hostile_align(m_ptr, 0, 0, &r_info[o_ptr->pval])) return TRUE;
438 * @brief ¥â¥ó¥¹¥¿¡¼¤Ë¤È¤Ã¤Æ¥Ü¥ë¥È·¿ËâË¡¤¬Í¸ú¤Ê¾õÂÖ¤«¤òÊÖ¤¹ /
439 * Determine if a bolt spell will hit the player.
440 * @param y1 ¥Ü¥ë¥ÈËâˡȯ¼ÍÃÏÅÀ¤ÎYºÂɸ
441 * @param x1 ¥Ü¥ë¥ÈËâˡȯ¼ÍÃÏÅÀ¤ÎXºÂɸ
442 * @param y2 ¥Ü¥ë¥ÈËâË¡ÌÜɸÃÏÅÀ¤ÎYºÂɸ
443 * @param x2 ¥Ü¥ë¥ÈËâË¡ÌÜɸÃÏÅÀ¤ÎXºÂɸ
444 * @param is_friend ¥â¥ó¥¹¥¿¡¼¤¬¥×¥ì¥¤¥ä¡¼¤Ë³²°Õ¤ò»ý¤¿¤Ê¤¤(¥Ú¥Ã¥È¤«Í§¹¥Åª)¤Ê¤é¤ÐTRUE¤ò¤Ä¤±¤ë
445 * @return ¥Ü¥ë¥È·¿ËâË¡¤¬Í¸ú¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
447 * Originally, it was possible for a friendly to shoot another friendly.\n
448 * Change it so a "clean shot" means no equally friendly monster is\n
449 * between the attacker and target.\n
451 * This is exactly like "projectable", but it will\n
452 * return FALSE if a monster is in the way.\n
453 * no equally friendly monster is\n
454 * between the attacker and target.\n
456 bool clean_shot(int y1, int x1, int y2, int x2, bool is_friend)
458 /* Must be the same as projectable() */
465 /* Check the projection path */
466 grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, 0);
468 /* No grid is ever projectable from itself */
469 if (!grid_n) return (FALSE);
472 y = GRID_Y(grid_g[grid_n-1]);
473 x = GRID_X(grid_g[grid_n-1]);
475 /* May not end in an unrequested grid */
476 if ((y != y2) || (x != x2)) return (FALSE);
478 for (i = 0; i < grid_n; i++)
480 y = GRID_Y(grid_g[i]);
481 x = GRID_X(grid_g[i]);
483 if ((cave[y][x].m_idx > 0) && !((y == y2) && (x == x2)))
485 monster_type *m_ptr = &m_list[cave[y][x].m_idx];
486 if (is_friend == is_pet(m_ptr))
491 /* Pets may not shoot through the character - TNB */
492 if (player_bold(y, x))
494 if (is_friend) return (FALSE);
502 * @brief ¥â¥ó¥¹¥¿¡¼¤Î¥Ü¥ë¥È·¿ËâË¡½èÍý /
503 * Cast a bolt at the player Stop if we hit a monster Affect monsters and the player
504 * @param m_idx ¥â¥ó¥¹¥¿¡¼¤ÎID
505 * @param typ ¸ú²Ì°ÀID
507 * @param monspell ¥â¥ó¥¹¥¿¡¼ËâË¡¤ÎID
508 * @param learnable ¥é¡¼¥Ë¥ó¥°²Äǽ¤«Èݤ«
511 void bolt(int m_idx, int typ, int dam_hp, int monspell, bool learnable)
513 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_PLAYER;
514 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
516 /* Target the player with a bolt attack */
517 (void)project(m_idx, 0, py, px, dam_hp, typ, flg, (learnable ? monspell : -1));
521 * @brief ¥â¥ó¥¹¥¿¡¼¤Î¥Ó¡¼¥à·¿ËâË¡½èÍý /
522 * @param m_idx ¥â¥ó¥¹¥¿¡¼¤ÎID
523 * @param typ ¸ú²Ì°ÀID
525 * @param monspell ¥â¥ó¥¹¥¿¡¼ËâË¡¤ÎID
526 * @param learnable ¥é¡¼¥Ë¥ó¥°²Äǽ¤«Èݤ«
529 static void beam(int m_idx, int typ, int dam_hp, int monspell, bool learnable)
531 int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU | PROJECT_PLAYER;
533 /* Target the player with a bolt attack */
534 (void)project(m_idx, 0, py, px, dam_hp, typ, flg, (learnable ? monspell : -1));
539 * @brief ¥â¥ó¥¹¥¿¡¼¤Î¥Ü¡¼¥ë·¿¡õ¥Ö¥ì¥¹·¿ËâË¡½èÍý /
540 * Cast a breath (or ball) attack at the player Pass over any monsters that may be in the way Affect grids, objects, monsters, and the player
541 * @param y ÌÜɸÃÏÅÀ¤ÎYºÂɸ
542 * @param x ÌÜɸÃÏÅÀ¤ÎXºÂɸ
543 * @param m_idx ¥â¥ó¥¹¥¿¡¼¤ÎID
544 * @param typ ¸ú²Ì°ÀID
547 * @param breath TRUE¤Ê¤é¤Ð¥Ö¥ì¥¹½èÍý¡¢FALSE¤Ê¤é¤Ð¥Ü¡¼¥ë½èÍý
548 * @param monspell ¥â¥ó¥¹¥¿¡¼ËâË¡¤ÎID
549 * @param learnable ¥é¡¼¥Ë¥ó¥°²Äǽ¤«Èݤ«
552 void breath(int y, int x, int m_idx, int typ, int dam_hp, int rad, bool breath, int monspell, bool learnable)
554 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_PLAYER;
556 monster_type *m_ptr = &m_list[m_idx];
557 monster_race *r_ptr = &r_info[m_ptr->r_idx];
559 /* Determine the radius of the blast */
560 if ((rad < 1) && breath) rad = (r_ptr->flags2 & (RF2_POWERFUL)) ? 3 : 2;
562 /* Handle breath attacks */
563 if (breath) rad = 0 - rad;
578 flg |= (PROJECT_HIDE | PROJECT_AIMED);
582 /* Target the player with a ball attack */
583 (void)project(m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
587 * @brief ¥â¥ó¥¹¥¿¡¼¤Î¥Ü¡¼¥ë·¿¡õ¥Ö¥ì¥¹·¿ËâË¡½èÍý /
588 * @param power ¼ö¤¤¤ÎÃʳ¬
589 * @param o_ptr ¼ö¤¤¤ò¤«¤±¤é¤ì¤ëÁõÈ÷¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
590 * @return Í¿¤¨¤ë¼ö¤¤¤ÎID
592 u32b get_curse(int power, object_type *o_ptr)
598 new_curse = (1 << (randint0(MAX_CURSE)+4));
601 if (!(new_curse & TRC_HEAVY_MASK)) continue;
605 if (new_curse & TRC_SPECIAL_MASK) continue;
609 if (new_curse & TRC_HEAVY_MASK) continue;
611 if (new_curse == TRC_LOW_MELEE && !object_is_weapon(o_ptr)) continue;
612 if (new_curse == TRC_LOW_AC && !object_is_armour(o_ptr)) continue;
619 * @brief ÁõÈ÷¤Ø¤Î¼ö¤¤ÉÕ²ÃȽÄê¤ÈÉղýèÍý /
620 * @param chance ¼ö¤¤¤Î´ðËܳÎΨ
621 * @param heavy_chance ½Å¤¤¼ö¤¤¤òÁªÂò»è¤ËÆþ¤ì¤ë¤«Èݤ«¡£
624 void curse_equipment(int chance, int heavy_chance)
626 bool changed = FALSE;
629 u32b oflgs[TR_FLAG_SIZE];
630 object_type *o_ptr = &inventory[INVEN_RARM + randint0(12)];
631 char o_name[MAX_NLEN];
633 if (randint1(100) > chance) return;
635 if (!o_ptr->k_idx) return;
637 object_flags(o_ptr, oflgs);
639 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
641 /* Extra, biased saving throw for blessed items */
642 if (have_flag(oflgs, TR_BLESSED) && (randint1(888) > chance))
645 msg_format("%s¤Ï¼ö¤¤¤òÄ·¤ÍÊÖ¤·¤¿¡ª", o_name,
647 msg_format("Your %s resist%s cursing!", o_name,
650 ((o_ptr->number > 1) ? "" : "s"));
651 /* Hmmm -- can we wear multiple items? If not, this is unnecessary */
655 if ((randint1(100) <= heavy_chance) &&
656 (object_is_artifact(o_ptr) || object_is_ego(o_ptr)))
658 if (!(o_ptr->curse_flags & TRC_HEAVY_CURSE))
660 o_ptr->curse_flags |= TRC_HEAVY_CURSE;
661 o_ptr->curse_flags |= TRC_CURSED;
666 if (!object_is_cursed(o_ptr))
668 o_ptr->curse_flags |= TRC_CURSED;
670 if (heavy_chance >= 50) curse_power++;
672 new_curse = get_curse(curse_power, o_ptr);
673 if (!(o_ptr->curse_flags & new_curse))
676 o_ptr->curse_flags |= new_curse;
682 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
684 msg_format("There is a malignant black aura surrounding %s...", o_name);
687 o_ptr->feeling = FEEL_NONE;
689 p_ptr->update |= (PU_BONUS);
694 * @brief IDÃͤ¬Àµ¤·¤¤¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ /
695 * Return TRUE if a spell is good for hurting the player (directly).
696 * @param spell ȽÄêÂоݤÎID
697 * @return Àµ¤·¤¤ID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
699 static bool spell_attack(byte spell)
701 /* All RF4 spells hurt (except for shriek and dispel) */
702 if (spell < 128 && spell > 98) return (TRUE);
704 /* Various "ball" spells */
705 if (spell >= 128 && spell <= 128 + 8) return (TRUE);
707 /* "Cause wounds" and "bolt" spells */
708 if (spell >= 128 + 12 && spell < 128 + 27) return (TRUE);
711 if (spell == 160 + 1) return (TRUE);
714 if (spell == 160 + 11) return (TRUE);
722 * @brief IDÃͤ¬ÂàÈòÌÜŪ¤ËŬ¤·¤¿¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ /
723 * Return TRUE if a spell is good for escaping.
724 * @param spell ȽÄêÂоݤÎID
725 * @return Ŭ¤·¤¿ËâË¡¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
727 static bool spell_escape(byte spell)
729 /* Blink or Teleport */
730 if (spell == 160 + 4 || spell == 160 + 5) return (TRUE);
732 /* Teleport the player away */
733 if (spell == 160 + 9 || spell == 160 + 10) return (TRUE);
735 /* Isn't good for escaping */
740 * @brief IDÃͤ¬Ë¸³²ÌÜŪ¤ËŬ¤·¤¿¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ /
741 * Return TRUE if a spell is good for annoying the player.
742 * @param spell ȽÄêÂоݤÎID
743 * @return Ŭ¤·¤¿ËâË¡¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
745 static bool spell_annoy(byte spell)
748 if (spell == 96 + 0) return (TRUE);
750 /* Brain smash, et al (added curses) */
751 if (spell >= 128 + 9 && spell <= 128 + 14) return (TRUE);
753 /* Scare, confuse, blind, slow, paralyze */
754 if (spell >= 128 + 27 && spell <= 128 + 31) return (TRUE);
757 if (spell == 160 + 8) return (TRUE);
760 if (spell == 160 + 10) return (TRUE);
762 /* Darkness, make traps, cause amnesia */
763 if (spell >= 160 + 12 && spell <= 160 + 14) return (TRUE);
770 * @brief IDÃͤ¬¾¤´·¿¤Î¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ /
771 * Return TRUE if a spell is good for annoying the player.
772 * @param spell ȽÄêÂоݤÎID
773 * @return ¾¤´·¿ËâË¡¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
775 static bool spell_summon(byte spell)
777 /* All summon spells */
778 if (spell >= 160 + 16) return (TRUE);
786 * @brief IDÃͤ¬»à¼ÔÉü³è½èÍý¤«¤É¤¦¤«¤òÊÖ¤¹ /
787 * Return TRUE if a spell is good for annoying the player.
788 * @param spell ȽÄêÂоݤÎID
789 * @return »à¼ÔÉü³è¤Î½èÍý¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
791 static bool spell_raise(byte spell)
793 /* All raise-dead spells */
794 if (spell == 160 + 15) return (TRUE);
801 * @brief IDÃͤ¬Àï½ÑŪ¤Ê¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ /
802 * Return TRUE if a spell is good in a tactical situation.
803 * @param spell ȽÄêÂоݤÎID
804 * @return Àï½ÑŪ¤ÊËâË¡¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
806 static bool spell_tactic(byte spell)
809 if (spell == 160 + 4) return (TRUE);
816 * @brief IDÃͤ¬ÌµÅ¨²½¤¹¤ë¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ /
817 * Return TRUE if a spell makes invulnerable.
818 * @param spell ȽÄêÂоݤÎID
819 * @return ¾¤´·¿ËâË¡¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
821 static bool spell_invulner(byte spell)
823 /* Invulnerability */
824 if (spell == 160 + 3) return (TRUE);
826 /* No invulnerability */
831 * @brief IDÃͤ¬²Ã®¤¹¤ë¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ /
832 * Return TRUE if a spell hastes.
833 * @param spell ȽÄêÂоݤÎID
834 * @return ¾¤´·¿ËâË¡¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
836 static bool spell_haste(byte spell)
839 if (spell == 160 + 0) return (TRUE);
841 /* Not a haste spell */
847 * @brief IDÃͤ¬»þ´ÖÄä»ß¤ò¹Ô¤¦¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ /
848 * Return TRUE if a spell world.
849 * @param spell ȽÄêÂоݤÎID
850 * @return »þ´ÖÄä»ßËâË¡¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
852 static bool spell_world(byte spell)
854 if (spell == 160 + 6) return (TRUE);
860 * @brief IDÃͤ¬ÆÃÊ̸ú²Ì¤Î¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ /
861 * Return TRUE if a spell special.
862 * @param spell ȽÄêÂоݤÎID
863 * @return ÆÃÊ̸ú²ÌËâË¡¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
865 static bool spell_special(byte spell)
867 if (p_ptr->inside_battle) return FALSE;
868 if (spell == 160 + 7) return (TRUE);
874 * @brief IDÃͤ¬¸÷¤Î·õ¤Î¥â¥ó¥¹¥¿¡¼ËâË¡ID¤«¤É¤¦¤«¤òÊÖ¤¹ /
875 * Return TRUE if a spell psycho-spear.
876 * @param spell ȽÄêÂоݤÎID
877 * @return ¸÷¤Î·õ¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
879 static bool spell_psy_spe(byte spell)
882 if (spell == 160 + 11) return (TRUE);
884 /* Not a haste spell */
890 * @brief IDÃͤ¬¼£ÌþËâË¡¤«¤É¤¦¤«¤òÊÖ¤¹ /
891 * Return TRUE if a spell is good for healing.
892 * @param spell ȽÄêÂоݤÎID
893 * @return ¼£ÌþËâË¡¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
895 static bool spell_heal(byte spell)
898 if (spell == 160 + 2) return (TRUE);
906 * @brief IDÃͤ¬ËâÎϾõ¤É¤¦¤«¤òÊÖ¤¹ /
907 * Return TRUE if a spell is good for dispel.
908 * @param spell ȽÄêÂоݤÎID
909 * @return ËâÎϾõî¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
911 static bool spell_dispel(byte spell)
914 if (spell == 96 + 2) return (TRUE);
922 * @brief ¥â¥ó¥¹¥¿¡¼¤¬¥×¥ì¥¤¥ä¡¼¤ËËâÎϾõî¤òÍ¿¤¨¤ë¤Ù¤¤«¤òȽÄꤹ¤ë¥ë¡¼¥Á¥ó
923 * Check should monster cast dispel spell.
924 * @param m_idx ¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤ÂÎÇÛÎóID
925 * @return ËâÎϾõî¤ò¤«¤±¤ë¤Ù¤¤Ê¤éTRUE¤òÊÖ¤¹¡£
927 bool dispel_check(int m_idx)
929 monster_type *m_ptr = &m_list[m_idx];
930 monster_race *r_ptr = &r_info[m_ptr->r_idx];
932 /* Invulnabilty (including the song) */
933 if (IS_INVULN()) return (TRUE);
936 if (p_ptr->wraith_form) return (TRUE);
939 if (p_ptr->shield) return (TRUE);
942 if (p_ptr->magicdef) return (TRUE);
945 if (p_ptr->multishadow) return (TRUE);
948 if (p_ptr->dustrobe) return (TRUE);
950 /* Berserk Strength */
951 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) return (TRUE);
954 if (p_ptr->mimic_form == MIMIC_DEMON_LORD) return (TRUE);
956 /* Elemental resistances */
957 if (r_ptr->flags4 & RF4_BR_ACID)
959 if (!p_ptr->immune_acid && (p_ptr->oppose_acid || music_singing(MUSIC_RESIST))) return (TRUE);
960 if (p_ptr->special_defense & DEFENSE_ACID) return (TRUE);
963 if (r_ptr->flags4 & RF4_BR_FIRE)
965 if (!((p_ptr->prace == RACE_DEMON) && p_ptr->lev > 44))
967 if (!p_ptr->immune_fire && (p_ptr->oppose_fire || music_singing(MUSIC_RESIST))) return (TRUE);
968 if (p_ptr->special_defense & DEFENSE_FIRE) return (TRUE);
972 if (r_ptr->flags4 & RF4_BR_ELEC)
974 if (!p_ptr->immune_elec && (p_ptr->oppose_elec || music_singing(MUSIC_RESIST))) return (TRUE);
975 if (p_ptr->special_defense & DEFENSE_ELEC) return (TRUE);
978 if (r_ptr->flags4 & RF4_BR_COLD)
980 if (!p_ptr->immune_cold && (p_ptr->oppose_cold || music_singing(MUSIC_RESIST))) return (TRUE);
981 if (p_ptr->special_defense & DEFENSE_COLD) return (TRUE);
984 if (r_ptr->flags4 & (RF4_BR_POIS | RF4_BR_NUKE))
986 if (!((p_ptr->pclass == CLASS_NINJA) && p_ptr->lev > 44))
988 if (p_ptr->oppose_pois || music_singing(MUSIC_RESIST)) return (TRUE);
989 if (p_ptr->special_defense & DEFENSE_POIS) return (TRUE);
993 /* Ultimate resistance */
994 if (p_ptr->ult_res) return (TRUE);
996 /* Potion of Neo Tsuyosi special */
997 if (p_ptr->tsuyoshi) return (TRUE);
999 /* Elemental Brands */
1000 if ((p_ptr->special_attack & ATTACK_ACID) && !(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return (TRUE);
1001 if ((p_ptr->special_attack & ATTACK_FIRE) && !(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return (TRUE);
1002 if ((p_ptr->special_attack & ATTACK_ELEC) && !(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return (TRUE);
1003 if ((p_ptr->special_attack & ATTACK_COLD) && !(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return (TRUE);
1004 if ((p_ptr->special_attack & ATTACK_POIS) && !(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return (TRUE);
1007 if (p_ptr->pspeed < 145)
1009 if (IS_FAST()) return (TRUE);
1013 if (p_ptr->lightspeed && (m_ptr->mspeed < 136)) return (TRUE);
1015 if (p_ptr->riding && (m_list[p_ptr->riding].mspeed < 135))
1017 if (MON_FAST(&m_list[p_ptr->riding])) return (TRUE);
1020 /* No need to cast dispel spell */
1026 * @brief ¥â¥ó¥¹¥¿¡¼¤ÎËâË¡ÁªÂò¥ë¡¼¥Á¥ó
1027 * Have a monster choose a spell from a list of "useful" spells.
1028 * @param m_idx ¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤ÂÎÇÛÎóID
1029 * @param spells ¸õÊäËâË¡ID¤ò¤Þ¤È¤á¤¿ÇÛÎó
1030 * @param num spells¤ÎŤµ
1031 * @return ÁªÂò¤·¤¿¥â¥ó¥¹¥¿¡¼ËâË¡¤ÎID
1033 * Note that this list does NOT include spells that will just hit\n
1034 * other monsters, and the list is restricted when the monster is\n
1035 * "desperate". Should that be the job of this function instead?\n
1037 * Stupid monsters will just pick a spell randomly. Smart monsters\n
1038 * will choose more "intelligently".\n
1040 * Use the helper functions above to put spells into categories.\n
1042 * This function may well be an efficiency bottleneck.\n
1044 static int choose_attack_spell(int m_idx, byte spells[], byte num)
1046 monster_type *m_ptr = &m_list[m_idx];
1047 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1049 byte escape[96], escape_num = 0;
1050 byte attack[96], attack_num = 0;
1051 byte summon[96], summon_num = 0;
1052 byte tactic[96], tactic_num = 0;
1053 byte annoy[96], annoy_num = 0;
1054 byte invul[96], invul_num = 0;
1055 byte haste[96], haste_num = 0;
1056 byte world[96], world_num = 0;
1057 byte special[96], special_num = 0;
1058 byte psy_spe[96], psy_spe_num = 0;
1059 byte raise[96], raise_num = 0;
1060 byte heal[96], heal_num = 0;
1061 byte dispel[96], dispel_num = 0;
1065 /* Stupid monsters choose randomly */
1066 if (r_ptr->flags2 & (RF2_STUPID))
1068 /* Pick at random */
1069 return (spells[randint0(num)]);
1072 /* Categorize spells */
1073 for (i = 0; i < num; i++)
1076 if (spell_escape(spells[i])) escape[escape_num++] = spells[i];
1079 if (spell_attack(spells[i])) attack[attack_num++] = spells[i];
1082 if (spell_summon(spells[i])) summon[summon_num++] = spells[i];
1084 /* Tactical spell? */
1085 if (spell_tactic(spells[i])) tactic[tactic_num++] = spells[i];
1087 /* Annoyance spell? */
1088 if (spell_annoy(spells[i])) annoy[annoy_num++] = spells[i];
1090 /* Invulnerability spell? */
1091 if (spell_invulner(spells[i])) invul[invul_num++] = spells[i];
1094 if (spell_haste(spells[i])) haste[haste_num++] = spells[i];
1097 if (spell_world(spells[i])) world[world_num++] = spells[i];
1099 /* Special spell? */
1100 if (spell_special(spells[i])) special[special_num++] = spells[i];
1102 /* Psycho-spear spell? */
1103 if (spell_psy_spe(spells[i])) psy_spe[psy_spe_num++] = spells[i];
1105 /* Raise-dead spell? */
1106 if (spell_raise(spells[i])) raise[raise_num++] = spells[i];
1109 if (spell_heal(spells[i])) heal[heal_num++] = spells[i];
1112 if (spell_dispel(spells[i])) dispel[dispel_num++] = spells[i];
1115 /*** Try to pick an appropriate spell type ***/
1118 if (world_num && (randint0(100) < 15) && !world_monster)
1120 /* Choose haste spell */
1121 return (world[randint0(world_num)]);
1127 bool success = FALSE;
1128 switch(m_ptr->r_idx)
1132 if ((m_ptr->hp < m_ptr->maxhp / 2) && r_info[MON_BANOR].max_num && r_info[MON_LUPART].max_num) success = TRUE;
1136 if (success) return (special[randint0(special_num)]);
1139 /* Still hurt badly, couldn't flee, attempt to heal */
1140 if (m_ptr->hp < m_ptr->maxhp / 3 && one_in_(2))
1142 /* Choose heal spell if possible */
1143 if (heal_num) return (heal[randint0(heal_num)]);
1146 /* Hurt badly or afraid, attempt to flee */
1147 if (((m_ptr->hp < m_ptr->maxhp / 3) || MON_MONFEAR(m_ptr)) && one_in_(2))
1149 /* Choose escape spell if possible */
1150 if (escape_num) return (escape[randint0(escape_num)]);
1156 bool success = FALSE;
1157 switch (m_ptr->r_idx)
1163 case MON_BANORLUPART:
1164 if (randint0(100) < 70) success = TRUE;
1167 if (randint0(100) < 40) success = TRUE;
1170 if (randint0(100) < 50) success = TRUE;
1173 if (success) return (special[randint0(special_num)]);
1176 /* Player is close and we have attack spells, blink away */
1177 if ((distance(py, px, m_ptr->fy, m_ptr->fx) < 4) && (attack_num || (r_ptr->flags6 & RF6_TRAPS)) && (randint0(100) < 75) && !world_monster)
1179 /* Choose tactical spell */
1180 if (tactic_num) return (tactic[randint0(tactic_num)]);
1183 /* Summon if possible (sometimes) */
1184 if (summon_num && (randint0(100) < 40))
1186 /* Choose summon spell */
1187 return (summon[randint0(summon_num)]);
1191 if (dispel_num && one_in_(2))
1193 /* Choose dispel spell if possible */
1194 if (dispel_check(m_idx))
1196 return (dispel[randint0(dispel_num)]);
1200 /* Raise-dead if possible (sometimes) */
1201 if (raise_num && (randint0(100) < 40))
1203 /* Choose raise-dead spell */
1204 return (raise[randint0(raise_num)]);
1207 /* Attack spell (most of the time) */
1210 if (psy_spe_num && (randint0(100) < 50))
1212 /* Choose attack spell */
1213 return (psy_spe[randint0(psy_spe_num)]);
1215 else if (attack_num && (randint0(100) < 40))
1217 /* Choose attack spell */
1218 return (attack[randint0(attack_num)]);
1221 else if (attack_num && (randint0(100) < 85))
1223 /* Choose attack spell */
1224 return (attack[randint0(attack_num)]);
1227 /* Try another tactical spell (sometimes) */
1228 if (tactic_num && (randint0(100) < 50) && !world_monster)
1230 /* Choose tactic spell */
1231 return (tactic[randint0(tactic_num)]);
1234 /* Cast globe of invulnerability if not already in effect */
1235 if (invul_num && !m_ptr->mtimed[MTIMED_INVULNER] && (randint0(100) < 50))
1237 /* Choose Globe of Invulnerability */
1238 return (invul[randint0(invul_num)]);
1241 /* We're hurt (not badly), try to heal */
1242 if ((m_ptr->hp < m_ptr->maxhp * 3 / 4) && (randint0(100) < 25))
1244 /* Choose heal spell if possible */
1245 if (heal_num) return (heal[randint0(heal_num)]);
1248 /* Haste self if we aren't already somewhat hasted (rarely) */
1249 if (haste_num && (randint0(100) < 20) && !MON_FAST(m_ptr))
1251 /* Choose haste spell */
1252 return (haste[randint0(haste_num)]);
1255 /* Annoy player (most of the time) */
1256 if (annoy_num && (randint0(100) < 80))
1258 /* Choose annoyance spell */
1259 return (annoy[randint0(annoy_num)]);
1262 /* Choose no spell */
1268 * @brief IDÃͤ¬ÈóËâ½ÑŪ¤ÊÆü쵻ǽ¤«¤É¤¦¤«¤òÊÖ¤¹ /
1269 * Return TRUE if a spell is inate spell.
1270 * @param spell ȽÄêÂоݤÎID
1271 * @return ÈóËâ½ÑŪ¤ÊÆü쵻ǽ¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
1273 bool spell_is_inate(u16b spell)
1275 if (spell < 32 * 4) /* Set RF4 */
1277 if ((1L << (spell - 32 * 3)) & RF4_NOMAGIC_MASK) return TRUE;
1279 else if (spell < 32 * 5) /* Set RF5 */
1281 if ((1L << (spell - 32 * 4)) & RF5_NOMAGIC_MASK) return TRUE;
1283 else if (spell < 32 * 6) /* Set RF6 */
1285 if ((1L << (spell - 32 * 5)) & RF6_NOMAGIC_MASK) return TRUE;
1288 /* This spell is not "inate" */
1294 * @brief ¥â¥ó¥¹¥¿¡¼¤¬¥×¥ì¥¤¥ä¡¼¤Ë¥À¥á¡¼¥¸¤òÍ¿¤¨¤ë¤¿¤á¤ÎºÇŬ¤ÊºÂɸ¤ò»»½Ð¤¹¤ë /
1295 * @param m_ptr µ»Ç½¤ò»ÈÍѤ¹¤ë¥â¥ó¥¹¥¿¡¼¹½Â¤ÂΤλ²¾È¥Ý¥¤¥ó¥¿
1296 * @param yp ºÇŬ¤ÊÌÜɸÃÏÅÀ¤ÎYºÂɸ¤òÊÖ¤¹»²¾È¥Ý¥¤¥ó¥¿
1297 * @param xp ºÇŬ¤ÊÌÜɸÃÏÅÀ¤ÎXºÂɸ¤òÊÖ¤¹»²¾È¥Ý¥¤¥ó¥¿
1298 * @param f_flag ¼ÍÀþ¤ËÆþ¤ì¤ë¤Î¤òÈò¤±¤ëÃÏ·Á¤Î½ê»ý¥Õ¥é¥°
1299 * @param path_check ¼ÍÀþ¤òȽÄꤹ¤ë¤¿¤á¤Î´Ø¿ô¥Ý¥¤¥ó¥¿
1300 * @return ͸ú¤ÊºÂɸ¤¬¤¢¤Ã¤¿¾ì¹çTRUE¤òÊÖ¤¹
1302 static bool adjacent_grid_check(monster_type *m_ptr, int *yp, int *xp,
1303 int f_flag, bool (*path_check)(int, int, int, int))
1307 static int tonari_y[4][8] = {{-1, -1, -1, 0, 0, 1, 1, 1},
1308 {-1, -1, -1, 0, 0, 1, 1, 1},
1309 { 1, 1, 1, 0, 0, -1, -1, -1},
1310 { 1, 1, 1, 0, 0, -1, -1, -1}};
1311 static int tonari_x[4][8] = {{-1, 0, 1, -1, 1, -1, 0, 1},
1312 { 1, 0, -1, 1, -1, 1, 0, -1},
1313 {-1, 0, 1, -1, 1, -1, 0, 1},
1314 { 1, 0, -1, 1, -1, 1, 0, -1}};
1316 if (m_ptr->fy < py && m_ptr->fx < px) tonari = 0;
1317 else if (m_ptr->fy < py) tonari = 1;
1318 else if (m_ptr->fx < px) tonari = 2;
1321 for (i = 0; i < 8; i++)
1323 int next_x = *xp + tonari_x[tonari][i];
1324 int next_y = *yp + tonari_y[tonari][i];
1327 /* Access the next grid */
1328 c_ptr = &cave[next_y][next_x];
1330 /* Skip this feature */
1331 if (!cave_have_flag_grid(c_ptr, f_flag)) continue;
1333 if (path_check(m_ptr->fy, m_ptr->fx, next_y, next_x))
1344 #define DO_SPELL_NONE 0
1345 #define DO_SPELL_BR_LITE 1
1346 #define DO_SPELL_BR_DISI 2
1347 #define DO_SPELL_BA_LITE 3
1350 * @brief ¥â¥ó¥¹¥¿¡¼¤ÎÆü쵻ǽ¥á¥¤¥ó¥ë¡¼¥Á¥ó /
1351 * Creatures can cast spells, shoot missiles, and breathe.
1352 * @param m_idx ¥â¥ó¥¹¥¿¡¼¹½Â¤ÂÎÇÛÎó¤ÎID
1353 * @return ¼ÂºÝ¤ËÆü쵻ǽ¤òÍøÍѤ·¤¿¤éTRUE¤òÊÖ¤¹
1355 * Returns "TRUE" if a spell (or whatever) was (successfully) cast.\n
1357 * XXX XXX XXX This function could use some work, but remember to\n
1358 * keep it as optimized as possible, while retaining generic code.\n
1360 * Verify the various "blind-ness" checks in the code.\n
1362 * XXX XXX XXX Note that several effects should really not be "seen"\n
1363 * if the player is blind. See also "effects.c" for other "mistakes".\n
1365 * Perhaps monsters should breathe at locations *near* the player,\n
1366 * since this would allow them to inflict "partial" damage.\n
1368 * Perhaps smart monsters should decline to use "bolt" spells if\n
1369 * there is a monster in the way, unless they wish to kill it.\n
1371 * Note that, to allow the use of the "track_target" option at some\n
1372 * later time, certain non-optimal things are done in the code below,\n
1373 * including explicit checks against the "direct" variable, which is\n
1374 * currently always true by the time it is checked, but which should\n
1375 * really be set according to an explicit "projectable()" test, and\n
1376 * the use of generic "x,y" locations instead of the player location,\n
1377 * with those values being initialized with the player location.\n
1379 * It will not be possible to "correctly" handle the case in which a\n
1380 * monster attempts to attack a location which is thought to contain\n
1381 * the player, but which in fact is nowhere near the player, since this\n
1382 * might induce all sorts of messages about the attack itself, and about\n
1383 * the effects of the attack, which the player might or might not be in\n
1384 * a position to observe. Thus, for simplicity, it is probably best to\n
1385 * only allow "faulty" attacks by a monster if one of the important grids\n
1386 * (probably the initial or final grid) is in fact in view of the player.\n
1387 * It may be necessary to actually prevent spell attacks except when the\n
1388 * monster actually has line of sight to the player. Note that a monster\n
1389 * could be left in a bizarre situation after the player ducked behind a\n
1390 * pillar and then teleported away, for example.\n
1393 * that certain spell attacks do not use the "project()" function\n
1394 * but "simulate" it via the "direct" variable, which is always at least\n
1395 * as restrictive as the "project()" function. This is necessary to\n
1396 * prevent "blindness" attacks and such from bending around walls, etc,\n
1397 * and to allow the use of the "track_target" option in the future.\n
1399 * Note that this function attempts to optimize the use of spells for the\n
1400 * cases in which the monster has no spells, or has spells but cannot use\n
1401 * them, or has spells but they will have no "useful" effect. Note that\n
1402 * this function has been an efficiency bottleneck in the past.\n
1404 * Note the special "MFLAG_NICE" flag, which prevents a monster from using\n
1405 * any spell attacks until the player has had a single chance to move.\n
1407 bool make_attack_spell(int m_idx)
1409 int k, thrown_spell = 0, rlev, failrate;
1410 byte spell[96], num = 0;
1412 monster_type *m_ptr = &m_list[m_idx];
1413 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1418 bool no_inate = FALSE;
1419 bool do_spell = DO_SPELL_NONE;
1422 int s_num_6 = (easy_band ? 2 : 6);
1423 int s_num_4 = (easy_band ? 1 : 4);
1424 int rad = 0; //For elemental spells
1426 /* Target location */
1430 /* Target location for lite breath */
1437 /* Extract the blind-ness */
1438 bool blind = (p_ptr->blind ? TRUE : FALSE);
1440 /* Extract the "see-able-ness" */
1441 bool seen = (!blind && m_ptr->ml);
1443 bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
1444 bool learnable = (seen && maneable && !world_monster);
1446 /* Check "projectable" */
1449 bool in_no_magic_dungeon = (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && dun_level
1450 && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest));
1452 bool can_use_lite_area = FALSE;
1456 /* Cannot cast spells when confused */
1457 if (MON_CONFUSED(m_ptr))
1459 reset_target(m_ptr);
1463 /* Cannot cast spells when nice */
1464 if (m_ptr->mflag & MFLAG_NICE) return (FALSE);
1465 if (!is_hostile(m_ptr)) return (FALSE);
1468 /* Sometimes forbid inate attacks (breaths) */
1469 if (randint0(100) >= (r_ptr->freq_spell * 2)) no_inate = TRUE;
1471 /* XXX XXX XXX Handle "track_target" option (?) */
1474 /* Extract the racial spell flags */
1479 /*** require projectable player ***/
1482 if ((m_ptr->cdis > MAX_RANGE) && !m_ptr->target_y) return (FALSE);
1484 /* Check path for lite breath */
1485 if (f4 & RF4_BR_LITE)
1490 if (los(m_ptr->fy, m_ptr->fx, y_br_lite, x_br_lite))
1492 feature_type *f_ptr = &f_info[cave[y_br_lite][x_br_lite].feat];
1494 if (!have_flag(f_ptr->flags, FF_LOS))
1496 if (have_flag(f_ptr->flags, FF_PROJECT) && one_in_(2)) f4 &= ~(RF4_BR_LITE);
1500 /* Check path to next grid */
1501 else if (!adjacent_grid_check(m_ptr, &y_br_lite, &x_br_lite, FF_LOS, los)) f4 &= ~(RF4_BR_LITE);
1503 /* Don't breath lite to the wall if impossible */
1504 if (!(f4 & RF4_BR_LITE))
1512 if (projectable(m_ptr->fy, m_ptr->fx, y, x))
1514 feature_type *f_ptr = &f_info[cave[y][x].feat];
1516 if (!have_flag(f_ptr->flags, FF_PROJECT))
1518 /* Breath disintegration to the wall if possible */
1519 if ((f4 & RF4_BR_DISI) && have_flag(f_ptr->flags, FF_HURT_DISI) && one_in_(2)) do_spell = DO_SPELL_BR_DISI;
1521 /* Breath lite to the transparent wall if possible */
1522 else if ((f4 & RF4_BR_LITE) && have_flag(f_ptr->flags, FF_LOS) && one_in_(2)) do_spell = DO_SPELL_BR_LITE;
1526 /* Check path to next grid */
1529 bool success = FALSE;
1531 if ((f4 & RF4_BR_DISI) && (m_ptr->cdis < MAX_RANGE/2) &&
1532 in_disintegration_range(m_ptr->fy, m_ptr->fx, y, x) &&
1533 (one_in_(10) || (projectable(y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
1535 do_spell = DO_SPELL_BR_DISI;
1538 else if ((f4 & RF4_BR_LITE) && (m_ptr->cdis < MAX_RANGE/2) &&
1539 los(m_ptr->fy, m_ptr->fx, y, x) && one_in_(5))
1541 do_spell = DO_SPELL_BR_LITE;
1544 else if ((f5 & RF5_BA_LITE) && (m_ptr->cdis <= MAX_RANGE))
1547 get_project_point(m_ptr->fy, m_ptr->fx, &by, &bx, 0L);
1548 if ((distance(by, bx, y, x) <= 3) && los(by, bx, y, x) && one_in_(5))
1550 do_spell = DO_SPELL_BA_LITE;
1555 if (!success) success = adjacent_grid_check(m_ptr, &y, &x, FF_PROJECT, projectable);
1559 if (m_ptr->target_y && m_ptr->target_x)
1561 y = m_ptr->target_y;
1562 x = m_ptr->target_x;
1563 f4 &= (RF4_INDIRECT_MASK);
1564 f5 &= (RF5_INDIRECT_MASK);
1565 f6 &= (RF6_INDIRECT_MASK);
1569 if (y_br_lite && x_br_lite && (m_ptr->cdis < MAX_RANGE/2) && one_in_(5))
1575 do_spell = DO_SPELL_BR_LITE;
1578 else f4 |= (RF4_BR_LITE);
1583 if (!success) return FALSE;
1586 reset_target(m_ptr);
1588 /* Extract the monster level */
1589 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1591 /* Forbid inate attacks sometimes */
1594 f4 &= ~(RF4_NOMAGIC_MASK);
1595 f5 &= ~(RF5_NOMAGIC_MASK);
1596 f6 &= ~(RF6_NOMAGIC_MASK);
1599 if (f6 & RF6_DARKNESS)
1601 if ((p_ptr->pclass == CLASS_NINJA) &&
1602 !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
1603 !(r_ptr->flags7 & RF7_DARK_MASK))
1604 can_use_lite_area = TRUE;
1606 if (!(r_ptr->flags2 & RF2_STUPID))
1608 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
1609 else if ((p_ptr->pclass == CLASS_NINJA) && !can_use_lite_area) f6 &= ~(RF6_DARKNESS);
1613 if (in_no_magic_dungeon && !(r_ptr->flags2 & RF2_STUPID))
1615 f4 &= (RF4_NOMAGIC_MASK);
1616 f5 &= (RF5_NOMAGIC_MASK);
1617 f6 &= (RF6_NOMAGIC_MASK);
1620 if (r_ptr->flags2 & RF2_SMART)
1622 /* Hack -- allow "desperate" spells */
1623 if ((m_ptr->hp < m_ptr->maxhp / 10) &&
1624 (randint0(100) < 50))
1626 /* Require intelligent spells */
1627 f4 &= (RF4_INT_MASK);
1628 f5 &= (RF5_INT_MASK);
1629 f6 &= (RF6_INT_MASK);
1632 /* Hack -- decline "teleport level" in some case */
1633 if ((f6 & RF6_TELE_LEVEL) && TELE_LEVEL_IS_INEFF(0))
1635 f6 &= ~(RF6_TELE_LEVEL);
1639 /* No spells left */
1640 if (!f4 && !f5 && !f6) return (FALSE);
1642 /* Remove the "ineffective" spells */
1643 remove_bad_spells(m_idx, &f4, &f5, &f6);
1645 if (p_ptr->inside_arena || p_ptr->inside_battle)
1647 f4 &= ~(RF4_SUMMON_MASK);
1648 f5 &= ~(RF5_SUMMON_MASK);
1649 f6 &= ~(RF6_SUMMON_MASK | RF6_TELE_LEVEL);
1651 if (m_ptr->r_idx == MON_ROLENTO) f6 &= ~(RF6_SPECIAL);
1654 /* No spells left */
1655 if (!f4 && !f5 && !f6) return (FALSE);
1657 if (!(r_ptr->flags2 & RF2_STUPID))
1659 if (!p_ptr->csp) f5 &= ~(RF5_DRAIN_MANA);
1661 /* Check for a clean bolt shot */
1662 if (((f4 & RF4_BOLT_MASK) ||
1663 (f5 & RF5_BOLT_MASK) ||
1664 (f6 & RF6_BOLT_MASK)) &&
1665 !clean_shot(m_ptr->fy, m_ptr->fx, py, px, FALSE))
1667 /* Remove spells that will only hurt friends */
1668 f4 &= ~(RF4_BOLT_MASK);
1669 f5 &= ~(RF5_BOLT_MASK);
1670 f6 &= ~(RF6_BOLT_MASK);
1673 /* Check for a possible summon */
1674 if (((f4 & RF4_SUMMON_MASK) ||
1675 (f5 & RF5_SUMMON_MASK) ||
1676 (f6 & RF6_SUMMON_MASK)) &&
1677 !(summon_possible(y, x)))
1679 /* Remove summoning spells */
1680 f4 &= ~(RF4_SUMMON_MASK);
1681 f5 &= ~(RF5_SUMMON_MASK);
1682 f6 &= ~(RF6_SUMMON_MASK);
1685 /* Check for a possible raise dead */
1686 if ((f6 & RF6_RAISE_DEAD) && !raise_possible(m_ptr))
1688 /* Remove raise dead spell */
1689 f6 &= ~(RF6_RAISE_DEAD);
1692 /* Special moves restriction */
1693 if (f6 & RF6_SPECIAL)
1695 if ((m_ptr->r_idx == MON_ROLENTO) && !summon_possible(y, x))
1697 f6 &= ~(RF6_SPECIAL);
1701 /* No spells left */
1702 if (!f4 && !f5 && !f6) return (FALSE);
1705 /* Extract the "inate" spells */
1706 for (k = 0; k < 32; k++)
1708 if (f4 & (1L << k)) spell[num++] = k + 32 * 3;
1711 /* Extract the "normal" spells */
1712 for (k = 0; k < 32; k++)
1714 if (f5 & (1L << k)) spell[num++] = k + 32 * 4;
1717 /* Extract the "bizarre" spells */
1718 for (k = 0; k < 32; k++)
1720 if (f6 & (1L << k)) spell[num++] = k + 32 * 5;
1723 /* No spells left */
1724 if (!num) return (FALSE);
1726 /* Stop if player is dead or gone */
1727 if (!p_ptr->playing || p_ptr->is_dead) return (FALSE);
1729 /* Stop if player is leaving */
1730 if (p_ptr->leaving) return (FALSE);
1732 /* Get the monster name (or "it") */
1733 monster_desc(m_name, m_ptr, 0x00);
1736 /* Get the monster possessive ("his"/"her"/"its") */
1737 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
1747 thrown_spell = choose_attack_spell(m_idx, spell, num);
1748 if (thrown_spell) break;
1753 case DO_SPELL_BR_LITE:
1754 thrown_spell = 96+14; /* RF4_BR_LITE */
1757 case DO_SPELL_BR_DISI:
1758 thrown_spell = 96+31; /* RF4_BR_DISI */
1761 case DO_SPELL_BA_LITE:
1762 thrown_spell = 128+20; /* RF5_BA_LITE */
1766 return FALSE; /* Paranoia */
1769 /* Abort if no spell was chosen */
1770 if (!thrown_spell) return (FALSE);
1772 /* Calculate spell failure rate */
1773 failrate = 25 - (rlev + 3) / 4;
1775 /* Hack -- Stupid monsters will never fail (for jellies and such) */
1776 if (r_ptr->flags2 & RF2_STUPID) failrate = 0;
1778 /* Check for spell failure (inate attacks never fail) */
1779 if (!spell_is_inate(thrown_spell)
1780 && (in_no_magic_dungeon || (MON_STUNNED(m_ptr) && one_in_(2)) || (randint0(100) < failrate)))
1784 msg_format(_("%^s¤Ï¼öʸ¤ò¾§¤¨¤è¤¦¤È¤·¤¿¤¬¼ºÇÔ¤·¤¿¡£", "%^s tries to cast a spell, but fails."), m_name);
1789 /* Hex: Anti Magic Barrier */
1790 if (!spell_is_inate(thrown_spell) && magic_barrier(m_idx))
1792 msg_format(_("È¿ËâË¡¥Ð¥ê¥¢¤¬%^s¤Î¼öʸ¤ò¤«¤¾Ã¤·¤¿¡£", "Anti magic barrier cancels the spell which %^s casts."), m_name);
1797 direct = player_bold(y, x);
1799 can_remember = is_original_ap_and_seen(m_ptr);
1803 switch (thrown_spell)
1805 case 96 + 2: /* RF4_DISPEL */
1806 case 96 + 4: /* RF4_SHOOT */
1811 /* Cast the spell. */
1812 switch (thrown_spell)
1814 case 96 + 0: spell_RF4_SHRIEK(m_idx, m_name); break; /* RF4_SHRIEK */
1815 case 96 + 1: break; /* RF4_XXX1 */
1816 case 96 + 2: spell_RF4_DISPEL(blind, m_name); break; /* RF4_DISPEL */
1817 case 96 + 3: spell_RF4_ROCKET(blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_ROCKET */
1818 case 96 + 4: spell_RF4_SHOOT(blind, m_name, r_ptr, m_idx, learnable); break; /* RF4_SHOOT */
1819 case 96 + 5: break; /* RF4_XXX2 */
1820 case 96 + 6: break; /* RF4_XXX3 */
1821 case 96 + 7: break; /* RF4_XXX4 */
1822 case 96 + 8: spell_RF4_BREATH(GF_ACID, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_ACID */
1823 case 96 + 9: spell_RF4_BREATH(GF_ELEC, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_ELEC */
1824 case 96 + 10: spell_RF4_BREATH(GF_FIRE, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_FIRE */
1825 case 96 + 11: spell_RF4_BREATH(GF_COLD, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_COLD */
1826 case 96 + 12: spell_RF4_BREATH(GF_POIS, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_POIS */
1827 case 96 + 13: spell_RF4_BREATH(GF_NETHER, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_NETH */
1828 case 96 + 14: spell_RF4_BREATH(GF_LITE, blind, m_name, m_ptr, y_br_lite, x_br_lite, m_idx, learnable); break; /* RF4_BR_LITE */
1829 case 96 + 15: spell_RF4_BREATH(GF_DARK, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_DARK */
1830 case 96 + 16: spell_RF4_BREATH(GF_CONFUSION, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_CONF */
1831 case 96 + 17: spell_RF4_BREATH(GF_SOUND, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_SOUN */
1832 case 96 + 18: spell_RF4_BREATH(GF_CHAOS, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_CHAO */
1833 case 96 + 19: spell_RF4_BREATH(GF_DISENCHANT, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_DISE */
1834 case 96 + 20: spell_RF4_BREATH(GF_NEXUS, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_NEXU */
1835 case 96 + 21: spell_RF4_BREATH(GF_TIME, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_TIME */
1836 case 96 + 22: spell_RF4_BREATH(GF_INERTIA, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_INER */
1837 case 96 + 23: spell_RF4_BREATH(GF_GRAVITY, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_GRAV */
1838 case 96 + 24: spell_RF4_BREATH(GF_SHARDS, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_SHAR */
1839 case 96 + 25: spell_RF4_BREATH(GF_PLASMA, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_PLAS */
1840 case 96 + 26: spell_RF4_BREATH(GF_FORCE, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_WALL */
1841 case 96 + 27: spell_RF4_BREATH(GF_MANA, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_MANA */
1842 case 96 + 28: spell_RF4_BA_NUKE(blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF4_BA_NUKE */
1843 case 96 + 29: spell_RF4_BREATH(GF_NUKE, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_NUKE */
1844 case 96 + 30: spell_RF4_BA_CHAO(blind, m_name, r_ptr, rlev, y, x, m_idx, learnable); break; /* RF4_BA_CHAO */
1845 case 96 + 31: spell_RF4_BREATH(GF_DISINTEGRATE, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_DISI */
1846 case 128 + 0: spell_RF5_BA_ACID(GF_DISINTEGRATE, blind, m_name, m_ptr, y, x, m_idx, learnable); break; /* RF4_BR_DISI */
1851 int rad = (r_ptr->flags2 & RF2_POWERFUL) ? 4 : 2;
1856 msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
1860 msg_format(_("%^s¤¬¥µ¥ó¥À¡¼¡¦¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a lightning ball."), m_name);
1863 if (r_ptr->flags2 & RF2_POWERFUL)
1866 dam = (rlev * 4) + 50 + damroll(10, 10);
1871 dam = (randint1(rlev * 3 / 2) + 8);
1873 breath(y, x, m_idx, GF_ELEC, dam, rad, FALSE, MS_BALL_ELEC, learnable);
1874 update_smart_learn(m_idx, DRS_ELEC);
1881 int rad = (r_ptr->flags2 & RF2_POWERFUL) ? 4 : 2;
1884 if (m_ptr->r_idx == MON_ROLENTO)
1887 msg_format(_("%s¤¬²¿¤«¤òÅꤲ¤¿¡£", "%^s throws something."), m_name);
1889 msg_format(_("%s¤Ï¼êÜØÃƤòÅꤲ¤¿¡£", "%^s throws a hand grenade."), m_name);
1894 msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
1896 msg_format(_("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a fire ball."), m_name);
1899 if (r_ptr->flags2 & RF2_POWERFUL)
1902 dam = (rlev * 4) + 50 + damroll(10, 10);
1907 dam = (randint1(rlev * 7 / 2) + 10);
1909 breath(y, x, m_idx, GF_FIRE, dam, rad, FALSE, MS_BALL_FIRE, learnable);
1910 update_smart_learn(m_idx, DRS_FIRE);
1917 int rad = (r_ptr->flags2 & RF2_POWERFUL) ? 4 : 2;
1922 msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
1924 msg_format(_("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a frost ball."), m_name);
1926 if (r_ptr->flags2 & RF2_POWERFUL)
1929 dam = (rlev * 4) + 50 + damroll(10, 10);
1934 dam = (randint1(rlev * 3 / 2) + 10);
1936 breath(y, x, m_idx, GF_COLD, dam, rad, FALSE, MS_BALL_COLD, learnable);
1937 update_smart_learn(m_idx, DRS_COLD);
1947 msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
1949 msg_format(_("%^s¤¬°½±À¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a stinking cloud."), m_name);
1951 dam = damroll(12, 2) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
1952 breath(y, x, m_idx, GF_POIS, dam, 2, FALSE, MS_BALL_POIS, learnable);
1953 update_smart_learn(m_idx, DRS_POIS);
1962 msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
1964 msg_format(_("%^s¤¬ÃϹöµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a nether ball."), m_name);
1966 dam = 50 + damroll(10, 10) + (rlev * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1));
1967 breath(y, x, m_idx, GF_NETHER, dam, 2, FALSE, MS_BALL_NETHER, learnable);
1968 update_smart_learn(m_idx, DRS_NETH);
1978 msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
1980 msg_format(_("%^s¤¬Î®¤ì¤ë¤è¤¦¤Ê¿È¿¶¤ê¤ò¤·¤¿¡£", "%^s gestures fluidly."), m_name);
1982 msg_print(_("¤¢¤Ê¤¿¤Ï±²´¬¤¤Ë°û¤ß¹þ¤Þ¤ì¤¿¡£", "You are engulfed in a whirlpool."));
1984 dam = ((r_ptr->flags2 & RF2_POWERFUL) ? randint1(rlev * 3) : randint1(rlev * 2)) + 50;
1985 breath(y, x, m_idx, GF_WATER, dam, 4, FALSE, MS_BALL_WATER, learnable);
1994 msg_format(_("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles powerfully."), m_name);
1996 msg_format(_("%^s¤¬ËâÎϤÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", "%^s invokes a mana storm."), m_name);
1998 dam = (rlev * 4) + 50 + damroll(10, 10);
1999 breath(y, x, m_idx, GF_MANA, dam, 4, FALSE, MS_BALL_MANA, learnable);
2009 msg_format(_("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles powerfully."), m_name);
2011 msg_format(_("%^s¤¬°Å¹õ¤ÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", "%^s invokes a darkness storm."), m_name);
2013 dam = (rlev * 4) + 50 + damroll(10, 10);
2014 breath(y, x, m_idx, GF_DARK, dam, 4, FALSE, MS_BALL_DARK, learnable);
2015 update_smart_learn(m_idx, DRS_DARK);
2019 /* RF5_DRAIN_MANA */
2022 if (!direct) return (FALSE);
2025 dam = (randint1(rlev) / 2) + 1;
2026 breath(y, x, m_idx, GF_DRAIN_MANA, dam, 0, FALSE, MS_DRAIN_MANA, learnable);
2027 update_smart_learn(m_idx, DRS_MANA);
2031 /* RF5_MIND_BLAST */
2034 if (!direct) return (FALSE);
2038 msg_print(_("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£", "You feel something focusing on your mind."));
2042 msg_format(_("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¤Ë¤é¤ó¤Ç¤¤¤ë¡£", "%^s gazes deep into your eyes."), m_name);
2045 dam = damroll(7, 7);
2046 breath(y, x, m_idx, GF_MIND_BLAST, dam, 0, FALSE, MS_MIND_BLAST, learnable);
2050 /* RF5_BRAIN_SMASH */
2053 if (!direct) return (FALSE);
2057 msg_print(_("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£", "You feel something focusing on your mind."));
2061 msg_format(_("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¸«¤Æ¤¤¤ë¡£", "%^s looks deep into your eyes."), m_name);
2064 dam = damroll(12, 12);
2065 breath(y, x, m_idx, GF_BRAIN_SMASH, dam, 0, FALSE, MS_BRAIN_SMASH, learnable);
2072 if (!direct) return (FALSE);
2076 msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
2078 msg_format(_("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¼ö¤Ã¤¿¡£", "%^s points at you and curses."), m_name);
2080 dam = damroll(3, 8);
2081 breath(y, x, m_idx, GF_CAUSE_1, dam, 0, FALSE, MS_CAUSE_1, learnable);
2088 if (!direct) return (FALSE);
2092 msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
2094 msg_format(_("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼ö¤Ã¤¿¡£", "%^s points at you and curses horribly."), m_name);
2096 dam = damroll(8, 8);
2097 breath(y, x, m_idx, GF_CAUSE_2, dam, 0, FALSE, MS_CAUSE_2, learnable);
2104 if (!direct) return (FALSE);
2108 msg_format(_("%^s¤¬²¿¤«¤òÂçÀ¼¤Ç¶«¤ó¤À¡£", "%^s mumbles loudly."), m_name);
2110 msg_format(_("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼öʸ¤ò¾§¤¨¤¿¡ª", "%^s points at you, incanting terribly!"), m_name);
2112 dam = damroll(10, 15);
2113 breath(y, x, m_idx, GF_CAUSE_3, dam, 0, FALSE, MS_CAUSE_3, learnable);
2120 if (!direct) return (FALSE);
2124 msg_format(_("%^s¤¬¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", "%^s screams the word 'DIE!'"), m_name);
2126 msg_format(_("%^s¤¬¤¢¤Ê¤¿¤ÎÈ빦¤òÆͤ¤¤Æ¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£",
2127 "%^s points at you, screaming the word DIE!"), m_name);
2129 dam = damroll(15, 15);
2130 breath(y, x, m_idx, GF_CAUSE_4, dam, 0, FALSE, MS_CAUSE_4, learnable);
2137 if (!direct) return (FALSE);
2141 msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
2143 msg_format(_("%^s¤¬¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a acid bolt."), m_name);
2145 dam = (damroll(7, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2146 bolt(m_idx, GF_ACID, dam, MS_BOLT_ACID, learnable);
2147 update_smart_learn(m_idx, DRS_ACID);
2148 update_smart_learn(m_idx, DRS_REFLECT);
2155 if (!direct) return (FALSE);
2159 msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
2161 msg_format(_("%^s¤¬¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a lightning bolt."), m_name);
2163 dam = (damroll(4, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2164 bolt(m_idx, GF_ELEC, dam, MS_BOLT_ELEC, learnable);
2165 update_smart_learn(m_idx, DRS_ELEC);
2166 update_smart_learn(m_idx, DRS_REFLECT);
2173 if (!direct) return (FALSE);
2177 msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
2179 msg_format(_("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a fire bolt."), m_name);
2181 dam = (damroll(9, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2182 bolt(m_idx, GF_FIRE, dam, MS_BOLT_FIRE, learnable);
2183 update_smart_learn(m_idx, DRS_FIRE);
2184 update_smart_learn(m_idx, DRS_REFLECT);
2191 if (!direct) return (FALSE);
2195 msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
2197 msg_format(_("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a frost bolt."), m_name);
2199 dam = (damroll(6, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2200 bolt(m_idx, GF_COLD, dam, MS_BOLT_COLD, learnable);
2201 update_smart_learn(m_idx, DRS_COLD);
2202 update_smart_learn(m_idx, DRS_REFLECT);
2212 msg_format(_("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles powerfully."), m_name);
2214 msg_format(_("%^s¤¬¥¹¥¿¡¼¥Ð¡¼¥¹¥È¤Î¼öʸ¤òÇ°¤¸¤¿¡£", "%^s invokes a starburst."), m_name);
2216 dam = (rlev * 4) + 50 + damroll(10, 10);
2217 breath(y, x, m_idx, GF_LITE, dam, 4, FALSE, MS_STARBURST, learnable);
2218 update_smart_learn(m_idx, DRS_LITE);
2225 if (!direct) return (FALSE);
2229 msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
2231 msg_format(_("%^s¤¬ÃϹö¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a nether bolt."), m_name);
2233 dam = 30 + damroll(5, 5) + (rlev * 4) / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3);
2234 bolt(m_idx, GF_NETHER, dam, MS_BOLT_NETHER, learnable);
2235 update_smart_learn(m_idx, DRS_NETH);
2236 update_smart_learn(m_idx, DRS_REFLECT);
2243 if (!direct) return (FALSE);
2247 msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
2249 msg_format(_("%^s¤¬¥¦¥©¡¼¥¿¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a water bolt."), m_name);
2251 dam = damroll(10, 10) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2252 bolt(m_idx, GF_WATER, dam, MS_BOLT_WATER, learnable);
2253 update_smart_learn(m_idx, DRS_REFLECT);
2260 if (!direct) return (FALSE);
2263 msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
2265 msg_format(_("%^s¤¬ËâÎϤÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a mana bolt."), m_name);
2267 dam = randint1(rlev * 7 / 2) + 50;
2268 bolt(m_idx, GF_MANA, dam, MS_BOLT_MANA, learnable);
2269 update_smart_learn(m_idx, DRS_REFLECT);
2276 if (!direct) return (FALSE);
2279 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2281 if (blind) msg_format("%^s mumbles.", m_name);
2285 else msg_format("%^s¤¬¥×¥é¥º¥Þ¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2287 else msg_format("%^s casts a plasma bolt.", m_name);
2290 dam = 10 + damroll(8, 7) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2291 bolt(m_idx, GF_PLASMA, dam, MS_BOLT_PLASMA, learnable);
2292 update_smart_learn(m_idx, DRS_REFLECT);
2299 if (!direct) return (FALSE);
2302 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2304 if (blind) msg_format("%^s mumbles.", m_name);
2308 else msg_format("%^s¤¬¶Ë´¨¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2310 else msg_format("%^s casts an ice bolt.", m_name);
2313 dam = damroll(6, 6) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2314 bolt(m_idx, GF_ICE, dam, MS_BOLT_ICE, learnable);
2315 update_smart_learn(m_idx, DRS_COLD);
2316 update_smart_learn(m_idx, DRS_REFLECT);
2323 if (!direct) return (FALSE);
2326 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2328 if (blind) msg_format("%^s mumbles.", m_name);
2332 else msg_format("%^s¤¬¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2334 else msg_format("%^s casts a magic missile.", m_name);
2337 dam = damroll(2, 6) + (rlev / 3);
2338 bolt(m_idx, GF_MISSILE, dam, MS_MAGIC_MISSILE, learnable);
2339 update_smart_learn(m_idx, DRS_REFLECT);
2346 if (!direct) return (FALSE);
2349 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¯¤È¡¢¶²¤í¤·¤²¤Ê²»¤¬Ê¹¤³¤¨¤¿¡£", m_name);
2351 if (blind) msg_format("%^s mumbles, and you hear scary noises.", m_name);
2355 else msg_format("%^s¤¬¶²¤í¤·¤²¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£", m_name);
2357 else msg_format("%^s casts a fearful illusion.", m_name);
2360 if (p_ptr->resist_fear)
2363 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
2365 msg_print("You refuse to be frightened.");
2369 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
2372 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
2374 msg_print("You refuse to be frightened.");
2380 (void)set_afraid(p_ptr->afraid + randint0(4) + 4);
2382 learn_spell(MS_SCARE);
2383 update_smart_learn(m_idx, DRS_FEAR);
2390 if (!direct) return (FALSE);
2393 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2395 if (blind) msg_format("%^s mumbles.", m_name);
2399 else msg_format("%^s¤¬¼öʸ¤ò¾§¤¨¤Æ¤¢¤Ê¤¿¤ÎÌܤò¤¯¤é¤Þ¤·¤¿¡ª", m_name);
2401 else msg_format("%^s casts a spell, burning your eyes!", m_name);
2404 if (p_ptr->resist_blind)
2407 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
2409 msg_print("You are unaffected!");
2413 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
2416 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
2418 msg_print("You resist the effects!");
2424 (void)set_blind(12 + randint0(4));
2426 learn_spell(MS_BLIND);
2427 update_smart_learn(m_idx, DRS_BLIND);
2434 if (!direct) return (FALSE);
2437 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¯¤È¡¢Æ¬¤òǺ¤Þ¤¹²»¤¬¤·¤¿¡£", m_name);
2439 if (blind) msg_format("%^s mumbles, and you hear puzzling noises.", m_name);
2443 else msg_format("%^s¤¬Í¶ÏÇŪ¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£", m_name);
2445 else msg_format("%^s creates a mesmerising illusion.", m_name);
2448 if (p_ptr->resist_conf)
2451 msg_print("¤·¤«¤·¸¸³Ð¤Ë¤Ï¤À¤Þ¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
2453 msg_print("You disbelieve the feeble spell.");
2457 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
2460 msg_print("¤·¤«¤·¸¸³Ð¤Ë¤Ï¤À¤Þ¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
2462 msg_print("You disbelieve the feeble spell.");
2468 (void)set_confused(p_ptr->confused + randint0(4) + 4);
2470 learn_spell(MS_CONF);
2471 update_smart_learn(m_idx, DRS_CONF);
2478 if (!direct) return (FALSE);
2481 msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¶ÚÎϤòµÛ¤¤¼è¤í¤¦¤È¤·¤¿¡ª", m_name);
2483 msg_format("%^s drains power from your muscles!", m_name);
2486 if (p_ptr->free_act)
2489 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
2491 msg_print("You are unaffected!");
2495 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
2498 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
2500 msg_print("You resist the effects!");
2506 (void)set_slow(p_ptr->slow + randint0(4) + 4, FALSE);
2508 learn_spell(MS_SLOW);
2509 update_smart_learn(m_idx, DRS_FREE);
2516 if (!direct) return (FALSE);
2519 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2521 if (blind) msg_format("%^s mumbles.", m_name);
2525 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÌܤò¤¸¤Ã¤È¸«¤Ä¤á¤¿¡ª", m_name);
2527 else msg_format("%^s stares deep into your eyes!", m_name);
2530 if (p_ptr->free_act)
2533 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
2535 msg_print("You are unaffected!");
2539 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
2542 msg_format("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
2544 msg_format("You resist the effects!");
2550 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
2552 learn_spell(MS_SLEEP);
2553 update_smart_learn(m_idx, DRS_FREE);
2564 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2566 msg_format("%^s mumbles.", m_name);
2573 msg_format("%^s¤¬¼«Ê¬¤ÎÂΤËÇ°¤òÁ÷¤Ã¤¿¡£", m_name);
2575 msg_format("%^s concentrates on %s body.", m_name, m_poss);
2580 /* Allow quick speed increases to base+10 */
2581 if (set_monster_fast(m_idx, MON_FAST(m_ptr) + 100))
2584 msg_format("%^s¤ÎÆ°¤¤¬Â®¤¯¤Ê¤Ã¤¿¡£", m_name);
2586 msg_format("%^s starts moving faster.", m_name);
2595 if (!direct) return (FALSE);
2598 msg_format("%^s¤¬<ÇËÌǤμê>¤òÊü¤Ã¤¿¡ª", m_name);
2600 msg_format("%^s invokes the Hand of Doom!", m_name);
2602 dam = (((s32b) ((40 + randint1(20)) * (p_ptr->chp))) / 100);
2603 breath(y, x, m_idx, GF_HAND_DOOM, dam, 0, FALSE, MS_HAND_DOOM, learnable);
2616 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2618 msg_format("%^s mumbles.", m_name);
2625 msg_format("%^s¤¬¼«Ê¬¤Î½ý¤Ë½¸Ã椷¤¿¡£", m_name);
2627 msg_format("%^s concentrates on %s wounds.", m_name, m_poss);
2633 m_ptr->hp += (rlev * 6);
2636 if (m_ptr->hp >= m_ptr->maxhp)
2639 m_ptr->hp = m_ptr->maxhp;
2645 msg_format("%^s¤Ï´°Á´¤Ë¼£¤Ã¤¿¡ª", m_name);
2647 msg_format("%^s looks completely healed!", m_name);
2654 msg_format("%^s¤Ï´°Á´¤Ë¼£¤Ã¤¿¤è¤¦¤À¡ª", m_name);
2656 msg_format("%^s sounds completely healed!", m_name);
2662 /* Partially healed */
2669 msg_format("%^s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
2671 msg_format("%^s looks healthier.", m_name);
2678 msg_format("%^s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
2680 msg_format("%^s sounds healthier.", m_name);
2686 /* Redraw (later) if needed */
2687 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2688 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2691 if (MON_MONFEAR(m_ptr))
2694 (void)set_monster_monfear(m_idx, 0);
2698 msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name);
2700 msg_format("%^s recovers %s courage.", m_name, m_poss);
2715 msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2717 msg_format("%^s mumbles powerfully.", m_name);
2724 msg_format("%s¤Ï̵½ý¤Îµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2726 msg_format("%^s casts a Globe of Invulnerability.", m_name);
2731 if (!MON_INVULNER(m_ptr)) (void)set_monster_invulner(m_idx, randint1(4) + 4, FALSE);
2739 if (teleport_barrier(m_idx))
2742 msg_format("ËâË¡¤Î¥Ð¥ê¥¢¤¬%^s¤Î¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤷¤¿¡£", m_name);
2744 msg_format("Magic barrier obstructs teleporting of %^s.", m_name);
2750 msg_format("%^s¤¬½Ö»þ¤Ë¾Ã¤¨¤¿¡£", m_name);
2752 msg_format("%^s blinks away.", m_name);
2754 teleport_away(m_idx, 10, 0L);
2755 p_ptr->update |= (PU_MONSTERS);
2764 if (teleport_barrier(m_idx))
2767 msg_format("ËâË¡¤Î¥Ð¥ê¥¢¤¬%^s¤Î¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤷¤¿¡£", m_name);
2769 msg_format("Magic barrier obstructs teleporting of %^s.", m_name);
2775 msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¤·¤¿¡£", m_name);
2777 msg_format("%^s teleports away.", m_name);
2779 teleport_away_followable(m_idx);
2789 if(m_ptr->r_idx == MON_DIO) who = 1;
2790 else if(m_ptr->r_idx == MON_WONG) who = 3;
2792 if (!process_the_world(randint1(2)+2, who, TRUE)) return (FALSE);
2802 switch (m_ptr->r_idx)
2805 /* Moved to process_monster(), like multiplication */
2808 case MON_BANORLUPART:
2810 int dummy_hp = (m_ptr->hp + 1) / 2;
2811 int dummy_maxhp = m_ptr->maxhp/2;
2812 int dummy_y = m_ptr->fy;
2813 int dummy_x = m_ptr->fx;
2815 if (p_ptr->inside_arena || p_ptr->inside_battle || !summon_possible(m_ptr->fy, m_ptr->fx)) return FALSE;
2816 delete_monster_idx(cave[m_ptr->fy][m_ptr->fx].m_idx);
2817 summon_named_creature(0, dummy_y, dummy_x, MON_BANOR, mode);
2818 m_list[hack_m_idx_ii].hp = dummy_hp;
2819 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
2820 summon_named_creature(0, dummy_y, dummy_x, MON_LUPART, mode);
2821 m_list[hack_m_idx_ii].hp = dummy_hp;
2822 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
2825 msg_print("¡Ø¥Ð¡¼¥Î¡¼¥ë¡¦¥ë¥Ñ¡¼¥È¡Ù¤¬Ê¬Îö¤·¤¿¡ª");
2827 msg_print("Banor=Rupart splits in two person!");
2837 int dummy_maxhp = 0;
2838 int dummy_y = m_ptr->fy;
2839 int dummy_x = m_ptr->fx;
2841 if (!r_info[MON_BANOR].cur_num || !r_info[MON_LUPART].cur_num) return (FALSE);
2842 for (k = 1; k < m_max; k++)
2844 if (m_list[k].r_idx == MON_BANOR || m_list[k].r_idx == MON_LUPART)
2846 dummy_hp += m_list[k].hp;
2847 dummy_maxhp += m_list[k].maxhp;
2848 if (m_list[k].r_idx != m_ptr->r_idx)
2850 dummy_y = m_list[k].fy;
2851 dummy_x = m_list[k].fx;
2853 delete_monster_idx(k);
2856 summon_named_creature(0, dummy_y, dummy_x, MON_BANORLUPART, mode);
2857 m_list[hack_m_idx_ii].hp = dummy_hp;
2858 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
2861 msg_print("¡Ø¥Ð¡¼¥Î¡¼¥ë¡Ù¤È¡Ø¥ë¥Ñ¡¼¥È¡Ù¤¬¹çÂΤ·¤¿¡ª");
2863 msg_print("Banor and Rupart combine into one!");
2871 if (blind) msg_format("%^s¤¬²¿¤«ÂçÎ̤ËÅꤲ¤¿¡£", m_name);
2872 else msg_format("%^s¤Ï¼êÜØÃƤò¤Ð¤é¤Þ¤¤¤¿¡£", m_name);
2874 if (blind) msg_format("%^s spreads something.", m_name);
2875 else msg_format("%^s throws some hand grenades.", m_name);
2879 int num = 1 + randint1(3);
2881 for (k = 0; k < num; k++)
2883 count += summon_named_creature(m_idx, y, x, MON_SHURYUUDAN, mode);
2887 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¤Ð¤é¤Þ¤«¤ì¤ë²»¤¬¤¹¤ë¡£");
2889 if (blind && count) msg_print("You hear many things are scattered nearby.");
2894 if (r_ptr->d_char == 'B')
2897 if (one_in_(3) || !direct)
2900 msg_format("%^s¤ÏÆÍÁ³»ë³¦¤«¤é¾Ã¤¨¤¿!", m_name);
2902 msg_format("%^s suddenly go out of your sight!", m_name);
2904 teleport_away(m_idx, 10, TELEPORT_NONMAGICAL);
2905 p_ptr->update |= (PU_MONSTERS);
2910 bool fear; /* dummy */
2913 msg_format("%^s¤¬¤¢¤Ê¤¿¤òÄϤó¤Ç¶õÃ椫¤éÅꤲÍî¤È¤·¤¿¡£", m_name);
2915 msg_format("%^s holds you, and drops from the sky.", m_name);
2917 dam = damroll(4, 8);
2918 teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2922 if (p_ptr->levitation)
2925 msg_print("¤¢¤Ê¤¿¤ÏÀŤ«¤ËÃåÃϤ·¤¿¡£");
2927 msg_print("You float gently down to the ground.");
2933 msg_print("¤¢¤Ê¤¿¤ÏÃÏÌ̤ËᤤĤ±¤é¤ì¤¿¡£");
2935 msg_print("You crashed into the ground.");
2937 dam += damroll(6, 8);
2940 /* Mega hack -- this special action deals damage to the player. Therefore the code of "eyeeye" is necessary.
2943 get_damage = take_hit(DAMAGE_NOESCAPE, dam, m_name, -1);
2944 if (p_ptr->tim_eyeeye && get_damage > 0 && !p_ptr->is_dead)
2947 msg_format("¹¶·â¤¬%s¼«¿È¤ò½ý¤Ä¤±¤¿¡ª", m_name);
2949 char m_name_self[80];
2952 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
2954 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
2956 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
2957 set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
2960 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);
2965 /* Something is wrong */
2974 if (!direct) return (FALSE);
2977 msg_format("%^s¤¬¤¢¤Ê¤¿¤ò°ú¤Ìᤷ¤¿¡£", m_name);
2979 msg_format("%^s commands you to return.", m_name);
2982 teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
2983 learn_spell(MS_TELE_TO);
2990 if (!direct) return (FALSE);
2993 msg_format("%^s¤Ë¥Æ¥ì¥Ý¡¼¥È¤µ¤»¤é¤ì¤¿¡£", m_name);
2994 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
2995 msg_print("¤¯¤Ã¤½¡Á");
2997 msg_format("%^s teleports you away.", m_name);
3000 learn_spell(MS_TELE_AWAY);
3001 teleport_player_away(m_idx, 100);
3005 /* RF6_TELE_LEVEL */
3008 if (!direct) return (FALSE);
3011 if (blind) msg_format("%^s¤¬²¿¤«´ñ̯¤Ê¸ÀÍÕ¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3013 if (blind) msg_format("%^s mumbles strangely.", m_name);
3017 else msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¤ò»Ø¤µ¤·¤¿¡£", m_name);
3019 else msg_format("%^s gestures at your feet.", m_name);
3022 if (p_ptr->resist_nexus)
3025 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3027 msg_print("You are unaffected!");
3031 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3034 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3036 msg_print("You resist the effects!");
3044 learn_spell(MS_TELE_LEVEL);
3045 update_smart_learn(m_idx, DRS_NEXUS);
3052 if (!direct) return (FALSE);
3055 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3057 if (blind) msg_format("%^s mumbles.", m_name);
3061 else msg_format("%^s¤¬¸÷¤Î·õ¤òÊü¤Ã¤¿¡£", m_name);
3063 else msg_format("%^s throw a Psycho-Spear.", m_name);
3066 dam = (r_ptr->flags2 & RF2_POWERFUL) ? (randint1(rlev * 2) + 150) : (randint1(rlev * 3 / 2) + 100);
3067 beam(m_idx, GF_PSY_SPEAR, dam, MS_PSY_SPEAR, learnable);
3074 if (!direct) return (FALSE);
3077 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3079 if (blind) msg_format("%^s mumbles.", m_name);
3083 else if (can_use_lite_area) msg_format("%^s¤¬ÊÕ¤ê¤òÌÀ¤ë¤¯¾È¤é¤·¤¿¡£", m_name);
3084 else msg_format("%^s¤¬°Å°Ç¤ÎÃæ¤Ç¼ê¤ò¿¶¤Ã¤¿¡£", m_name);
3086 else if (can_use_lite_area) msg_format("%^s cast a spell to light up.", m_name);
3087 else msg_format("%^s gestures in shadow.", m_name);
3090 if (can_use_lite_area) (void)lite_area(0, 3);
3093 learn_spell(MS_DARKNESS);
3094 (void)unlite_area(0, 3);
3104 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤Æ¼Ù°¤ËÈù¾Ð¤ó¤À¡£", m_name);
3106 if (blind) msg_format("%^s mumbles, and then cackles evilly.", m_name);
3110 else msg_format("%^s¤¬¼öʸ¤ò¾§¤¨¤Æ¼Ù°¤ËÈù¾Ð¤ó¤À¡£", m_name);
3112 else msg_format("%^s casts a spell and cackles evilly.", m_name);
3115 learn_spell(MS_MAKE_TRAP);
3116 (void)trap_creation(y, x);
3123 if (!direct) return (FALSE);
3126 msg_format("%^s¤¬¤¢¤Ê¤¿¤Îµ²±¤ò¾Ãµî¤·¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", m_name);
3128 msg_format("%^s tries to blank your mind.", m_name);
3132 if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3135 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3137 msg_print("You resist the effects!");
3141 else if (lose_all_info())
3144 msg_print("µ²±¤¬Çö¤ì¤Æ¤·¤Þ¤Ã¤¿¡£");
3146 msg_print("Your memories fade away.");
3150 learn_spell(MS_FORGET);
3154 /* RF6_RAISE_DEAD */
3159 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3161 if (blind) msg_format("%^s mumbles.", m_name);
3165 else msg_format("%^s¤¬»à¼ÔÉü³è¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3167 else msg_format("%^s casts a spell to revive corpses.", m_name);
3169 animate_dead(m_idx, m_ptr->fy, m_ptr->fx);
3177 if (m_ptr->r_idx == MON_SERPENT || m_ptr->r_idx == MON_ZOMBI_SERPENT)
3181 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3183 msg_format("%^s¤¬¥À¥ó¥¸¥ç¥ó¤Î¼ç¤ò¾¤´¤·¤¿¡£", m_name);
3186 msg_format("%^s mumbles.", m_name);
3188 msg_format("%^s magically summons guardians of dungeons.", m_name);
3195 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3197 msg_format("%^s¤ÏËâË¡¤Ç%s¤ò¾¤´¤·¤¿¡£",
3199 ((r_ptr->flags1) & RF1_UNIQUE ?
3203 msg_format("%^s mumbles.", m_name);
3205 msg_format("%^s magically summons %s %s.",
3207 ((r_ptr->flags1) & RF1_UNIQUE ?
3208 "minions" : "kin"));
3212 switch (m_ptr->r_idx)
3218 int num = 4 + randint1(3);
3219 for (k = 0; k < num; k++)
3221 count += summon_specific(m_idx, y, x, rlev, SUMMON_EAGLES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3228 int num = 2 + randint1(3);
3229 for (k = 0; k < num; k++)
3231 count += summon_named_creature(m_idx, y, x, MON_IE, mode);
3237 case MON_ZOMBI_SERPENT:
3239 int num = 2 + randint1(3);
3241 if (r_info[MON_JORMUNGAND].cur_num < r_info[MON_JORMUNGAND].max_num && one_in_(6))
3244 msg_print("ÃÏÌ̤«¤é¿å¤¬¿á¤½Ð¤·¤¿¡ª");
3246 msg_print("Water blew off from the ground!");
3248 fire_ball_hide(GF_WATER_FLOW, 0, 3, 8);
3251 for (k = 0; k < num; k++)
3253 count += summon_specific(m_idx, y, x, rlev, SUMMON_GUARDIANS, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3260 int num = randint1(3);
3261 for (k = 0; k < num; k++)
3263 count += summon_named_creature(m_idx, y, x, MON_LOCKE_CLONE, mode);
3270 int num = 2 + randint1(3);
3271 for (k = 0; k < num; k++)
3273 count += summon_specific(m_idx, y, x, rlev, SUMMON_LOUSE, PM_ALLOW_GROUP);
3279 summon_kin_type = r_ptr->d_char; /* Big hack */
3281 for (k = 0; k < 4; k++)
3283 count += summon_specific(m_idx, y, x, rlev, SUMMON_KIN, PM_ALLOW_GROUP);
3288 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
3290 if (blind && count) msg_print("You hear many things appear nearby.");
3301 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3303 if (blind) msg_format("%^s mumbles.", m_name);
3307 else msg_format("%^s¤¬¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
3309 else msg_format("%^s magically summons Cyberdemons!", m_name);
3313 if (blind && count) msg_print("½Å¸ü¤Ê²»¤¬¶á¤¯¤Çʹ¤³¤¨¤ë¡£");
3315 if (blind && count) msg_print("You hear heavy steps nearby.");
3318 summon_cyber(m_idx, y, x);
3327 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3329 if (blind) msg_format("%^s mumbles.", m_name);
3333 else msg_format("%^s¤¬ËâË¡¤ÇÃç´Ö¤ò¾¤´¤·¤¿¡ª", m_name);
3335 else msg_format("%^s magically summons help!", m_name);
3338 for (k = 0; k < 1; k++)
3340 count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3343 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
3345 if (blind && count) msg_print("You hear something appear nearby.");
3351 /* RF6_S_MONSTERS */
3356 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3358 if (blind) msg_format("%^s mumbles.", m_name);
3362 else msg_format("%^s¤¬ËâË¡¤Ç¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤·¤¿¡ª", m_name);
3364 else msg_format("%^s magically summons monsters!", m_name);
3367 for (k = 0; k < s_num_6; k++)
3369 count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3372 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
3374 if (blind && count) msg_print("You hear many things appear nearby.");
3385 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3387 if (blind) msg_format("%^s mumbles.", m_name);
3391 else msg_format("%^s¤¬ËâË¡¤Ç¥¢¥ê¤ò¾¤´¤·¤¿¡£", m_name);
3393 else msg_format("%^s magically summons ants.", m_name);
3396 for (k = 0; k < s_num_6; k++)
3398 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANT, PM_ALLOW_GROUP);
3401 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
3403 if (blind && count) msg_print("You hear many things appear nearby.");
3414 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3416 if (blind) msg_format("%^s mumbles.", m_name);
3420 else msg_format("%^s¤¬ËâË¡¤Ç¥¯¥â¤ò¾¤´¤·¤¿¡£", m_name);
3422 else msg_format("%^s magically summons spiders.", m_name);
3425 for (k = 0; k < s_num_6; k++)
3427 count += summon_specific(m_idx, y, x, rlev, SUMMON_SPIDER, PM_ALLOW_GROUP);
3430 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
3432 if (blind && count) msg_print("You hear many things appear nearby.");
3443 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3445 if (blind) msg_format("%^s mumbles.", m_name);
3449 else msg_format("%^s¤¬ËâË¡¤Ç¥Ï¥¦¥ó¥É¤ò¾¤´¤·¤¿¡£", m_name);
3451 else msg_format("%^s magically summons hounds.", m_name);
3454 for (k = 0; k < s_num_4; k++)
3456 count += summon_specific(m_idx, y, x, rlev, SUMMON_HOUND, PM_ALLOW_GROUP);
3459 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
3461 if (blind && count) msg_print("You hear many things appear nearby.");
3472 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3474 if (blind) msg_format("%^s mumbles.", m_name);
3478 else msg_format("%^s¤¬ËâË¡¤Ç¥Ò¥É¥é¤ò¾¤´¤·¤¿¡£", m_name);
3480 else msg_format("%^s magically summons hydras.", m_name);
3483 for (k = 0; k < s_num_4; k++)
3485 count += summon_specific(m_idx, y, x, rlev, SUMMON_HYDRA, PM_ALLOW_GROUP);
3488 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
3490 if (blind && count) msg_print("You hear many things appear nearby.");
3503 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3505 if (blind) msg_format("%^s mumbles.", m_name);
3509 else msg_format("%^s¤¬ËâË¡¤ÇÅ·»È¤ò¾¤´¤·¤¿¡ª", m_name);
3511 else msg_format("%^s magically summons an angel!", m_name);
3514 if ((r_ptr->flags1 & RF1_UNIQUE) && !easy_band)
3516 num += r_ptr->level/40;
3519 for (k = 0; k < num; k++)
3521 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, PM_ALLOW_GROUP);
3527 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
3529 if (blind && count) msg_print("You hear something appear nearby.");
3535 if (blind) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
3537 if (blind) msg_print("You hear many things appear nearby.");
3549 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3551 if (blind) msg_format("%^s mumbles.", m_name);
3555 else msg_format("%^s¤ÏËâË¡¤Çº®Æ٤εÜÄ¤é°Ëâ¤ò¾¤´¤·¤¿¡ª", m_name);
3557 else msg_format("%^s magically summons a demon from the Courts of Chaos!", m_name);
3560 for (k = 0; k < 1; k++)
3562 count += summon_specific(m_idx, y, x, rlev, SUMMON_DEMON, PM_ALLOW_GROUP);
3565 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
3567 if (blind && count) msg_print("You hear something appear nearby.");
3578 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3580 if (blind) msg_format("%^s mumbles.", m_name);
3584 else msg_format("%^s¤¬ËâË¡¤Ç¥¢¥ó¥Ç¥Ã¥É¤Î¶¯Å¨¤ò¾¤´¤·¤¿¡ª", m_name);
3586 else msg_format("%^s magically summons an undead adversary!", m_name);
3589 for (k = 0; k < 1; k++)
3591 count += summon_specific(m_idx, y, x, rlev, SUMMON_UNDEAD, PM_ALLOW_GROUP);
3594 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
3596 if (blind && count) msg_print("You hear something appear nearby.");
3607 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3609 if (blind) msg_format("%^s mumbles.", m_name);
3613 else msg_format("%^s¤¬ËâË¡¤Ç¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
3615 else msg_format("%^s magically summons a dragon!", m_name);
3618 for (k = 0; k < 1; k++)
3620 count += summon_specific(m_idx, y, x, rlev, SUMMON_DRAGON, PM_ALLOW_GROUP);
3623 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
3625 if (blind && count) msg_print("You hear something appear nearby.");
3631 /* RF6_S_HI_UNDEAD */
3636 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))
3642 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3644 if (blind) msg_format("%^s mumbles.", m_name);
3648 else msg_format("%^s¤¬ËâË¡¤ÇÍ©µ´ÀïÂâ¤ò¾¤´¤·¤¿¡ª", m_name);
3650 else msg_format("%^s magically summons rangers of Nazgul!", m_name);
3654 for (k = 0; k < 30; k++)
3656 if (!summon_possible(cy, cx) || !cave_empty_bold(cy, cx))
3659 for (j = 100; j > 0; j--)
3661 scatter(&cy, &cx, y, x, 2, 0);
3662 if (cave_empty_bold(cy, cx)) break;
3666 if (!cave_empty_bold(cy, cx)) continue;
3668 if (summon_named_creature(m_idx, cy, cx, MON_NAZGUL, mode))
3675 msg_format("¡ÖÍ©µ´ÀïÂâ%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×", count);
3677 msg_format("A Nazgul says 'Nazgul-Rangers Number %d, Nazgul-Black!'",count);
3681 msg_format("¡ÖƱ¤¸¤¯%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×", count);
3683 msg_format("Another one says 'Number %d, Nazgul-Black!'",count);
3689 msg_format("¡Ö%d¿Í¤½¤í¤Ã¤Æ¡¢¥ê¥ó¥°¥ì¥ó¥¸¥ã¡¼¡ª¡×", count);
3691 msg_format("They say 'The %d meets! We are the Ring-Ranger!'.", count);
3698 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3700 if (blind) msg_format("%^s mumbles.", m_name);
3704 else msg_format("%^s¤¬ËâË¡¤Ç¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¤ò¾¤´¤·¤¿¡ª", m_name);
3706 else msg_format("%^s magically summons greater undead!", m_name);
3709 for (k = 0; k < s_num_6; k++)
3711 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3717 msg_print("´Ö¶á¤Ç²¿¤«Â¿¤¯¤Î¤â¤Î¤¬Ç礤²ó¤ë²»¤¬Ê¹¤³¤¨¤ë¡£");
3719 msg_print("You hear many creepy things appear nearby.");
3726 /* RF6_S_HI_DRAGON */
3731 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3733 if (blind) msg_format("%^s mumbles.", m_name);
3737 else msg_format("%^s¤¬ËâË¡¤Ç¸ÅÂå¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
3739 else msg_format("%^s magically summons ancient dragons!", m_name);
3742 for (k = 0; k < s_num_4; k++)
3744 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3749 msg_print("¿¤¯¤ÎÎ϶¯¤¤¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£");
3751 msg_print("You hear many powerful things appear nearby.");
3758 /* RF6_S_AMBERITES */
3763 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3765 if (blind) msg_format("%^s mumbles.", m_name);
3769 else msg_format("%^s¤¬¥¢¥ó¥Ð¡¼¤Î²¦Â²¤ò¾¤´¤·¤¿¡ª", m_name);
3771 else msg_format("%^s magically summons Lords of Amber!", m_name);
3776 for (k = 0; k < s_num_4; k++)
3778 count += summon_specific(m_idx, y, x, rlev, SUMMON_AMBERITES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3783 msg_print("ÉÔ»à¤Î¼Ô¤¬¶á¤¯¤Ë¸½¤ì¤ë¤Î¤¬Ê¹¤³¤¨¤¿¡£");
3785 msg_print("You hear immortal beings appear nearby.");
3795 bool uniques_are_summoned = FALSE;
3796 int non_unique_type = SUMMON_HI_UNDEAD;
3800 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3802 if (blind) msg_format("%^s mumbles.", m_name);
3806 else msg_format("%^s¤¬ËâË¡¤ÇÆÃÊ̤ʶ¯Å¨¤ò¾¤´¤·¤¿¡ª", m_name);
3808 else msg_format("%^s magically summons special opponents!", m_name);
3811 for (k = 0; k < s_num_4; k++)
3813 count += summon_specific(m_idx, y, x, rlev, SUMMON_UNIQUE, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3816 if (count) uniques_are_summoned = TRUE;
3818 if ((m_ptr->sub_align & (SUB_ALIGN_GOOD | SUB_ALIGN_EVIL)) == (SUB_ALIGN_GOOD | SUB_ALIGN_EVIL))
3819 non_unique_type = 0;
3820 else if (m_ptr->sub_align & SUB_ALIGN_GOOD)
3821 non_unique_type = SUMMON_ANGEL;
3823 for (k = count; k < s_num_4; k++)
3825 count += summon_specific(m_idx, y, x, rlev, non_unique_type, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3831 msg_format("¿¤¯¤Î%s¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£", uniques_are_summoned ? "Î϶¯¤¤¤â¤Î" : "¤â¤Î");
3833 msg_format("You hear many %s appear nearby.", uniques_are_summoned ? "powerful things" : "things");
3840 if ((p_ptr->action == ACTION_LEARN) && thrown_spell > 175)
3842 learn_spell(thrown_spell - 96);
3845 if (seen && maneable && !world_monster && (p_ptr->pclass == CLASS_IMITATOR))
3847 if (thrown_spell != 167) /* Not RF6_SPECIAL */
3849 if (p_ptr->mane_num == MAX_MANE)
3853 for (i = 0;i < p_ptr->mane_num;i++)
3855 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
3856 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
3859 p_ptr->mane_spell[p_ptr->mane_num] = thrown_spell - 96;
3860 p_ptr->mane_dam[p_ptr->mane_num] = dam;
3864 p_ptr->redraw |= (PR_IMITATION);
3868 /* Remember what the monster did to us */
3872 if (thrown_spell < 32 * 4)
3874 r_ptr->r_flags4 |= (1L << (thrown_spell - 32 * 3));
3875 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
3879 else if (thrown_spell < 32 * 5)
3881 r_ptr->r_flags5 |= (1L << (thrown_spell - 32 * 4));
3882 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
3886 else if (thrown_spell < 32 * 6)
3888 r_ptr->r_flags6 |= (1L << (thrown_spell - 32 * 5));
3889 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
3894 /* Always take note of monsters that kill you */
3895 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
3897 r_ptr->r_deaths++; /* Ignore appearance difference */
3900 /* A spell was cast */