OSDN Git Service

[Refactor] #37287 #37353 型の置換。 / Type replacement.
[hengband/hengband.git] / src / mspells1.c
index 17b7a7a..ffadad9 100644 (file)
@@ -1,54 +1,52 @@
-/* File: mspells1.c */
-
-/*
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
- *
- * This software may be copied and distributed for educational, research,
- * and not for profit purposes provided that this copyright and statement
- * are included in all such copies.  Other copyrights may also apply.
+/*!
+ * @file mspells1.c
+ * @brief モンスター魔法の実装 / Monster spells (attack player)
+ * @date 2014/01/17
+ * @author
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
+ * This software may be copied and distributed for educational, research,\n
+ * and not for profit purposes provided that this copyright and statement\n
+ * are included in all such copies.  Other copyrights may also apply.\n
+ * 2014 Deskull rearranged comment for Doxygen.\n
+ * @details
+ * And now for Intelligent monster attacks (including spells).\n
+ *\n
+ * Original idea and code by "DRS" (David Reeves Sward).\n
+ * Major modifications by "BEN" (Ben Harrison).\n
+ *\n
+ * Give monsters more intelligent attack/spell selection based on\n
+ * observations of previous attacks on the player, and/or by allowing\n
+ * the monster to "cheat" and know the player status.\n
+ *\n
+ * Maintain an idea of the player status, and use that information\n
+ * to occasionally eliminate "ineffective" spell attacks.  We could\n
+ * also eliminate ineffective normal attacks, but there is no reason\n
+ * for the monster to do this, since he gains no benefit.\n
+ * Note that MINDLESS monsters are not allowed to use this code.\n
+ * And non-INTELLIGENT monsters only use it partially effectively.\n
+ *\n
+ * Actually learn what the player resists, and use that information\n
+ * to remove attacks or spells before using them.  This will require\n
+ * much less space, if I am not mistaken.  Thus, each monster gets a\n
+ * set of 32 bit flags, "smart", build from the various "SM_*" flags.\n
+ *\n
+ * This has the added advantage that attacks and spells are related.\n
+ * The "smart_learn" option means that the monster "learns" the flags\n
+ * that should be set, and "smart_cheat" means that he "knows" them.\n
+ * So "smart_cheat" means that the "smart" field is always up to date,\n
+ * while "smart_learn" means that the "smart" field is slowly learned.\n
+ * Both of them have the same effect on the "choose spell" routine.\n
  */
 
-/* Purpose: Monster spells (attack player) */
-
 #include "angband.h"
 
 
-#ifdef DRS_SMART_OPTIONS
-
-/*
- * And now for Intelligent monster attacks (including spells).
- *
- * Original idea and code by "DRS" (David Reeves Sward).
- * Major modifications by "BEN" (Ben Harrison).
- *
- * Give monsters more intelligent attack/spell selection based on
- * observations of previous attacks on the player, and/or by allowing
- * the monster to "cheat" and know the player status.
- *
- * Maintain an idea of the player status, and use that information
- * to occasionally eliminate "ineffective" spell attacks.  We could
- * also eliminate ineffective normal attacks, but there is no reason
- * for the monster to do this, since he gains no benefit.
- * Note that MINDLESS monsters are not allowed to use this code.
- * And non-INTELLIGENT monsters only use it partially effectively.
- *
- * Actually learn what the player resists, and use that information
- * to remove attacks or spells before using them.  This will require
- * much less space, if I am not mistaken.  Thus, each monster gets a
- * set of 32 bit flags, "smart", build from the various "SM_*" flags.
- *
- * This has the added advantage that attacks and spells are related.
- * The "smart_learn" option means that the monster "learns" the flags
- * that should be set, and "smart_cheat" means that he "knows" them.
- * So "smart_cheat" means that the "smart" field is always up to date,
- * while "smart_learn" means that the "smart" field is slowly learned.
- * Both of them have the same effect on the "choose spell" routine.
- */
-
-
-
-/*
+/*!
+ * @brief モンスターがプレイヤーの弱点をついた選択を取るかどうかの判定 /
  * Internal probability routine
+ * @param r_ptr モンスター種族の構造体参照ポインタ
+ * @param prob 基本確率(%)
+ * @return 適した選択を取るならばTRUEを返す。
  */
 static bool int_outof(monster_race *r_ptr, int prob)
 {
@@ -60,11 +58,16 @@ static bool int_outof(monster_race *r_ptr, int prob)
 }
 
 
-
-/*
+/*!
+ * @brief モンスターの魔法一覧から戦術的に適さない魔法を除外する /
  * Remove the "bad" spells from a spell list
+ * @param m_idx モンスターの構造体参照ポインタ
+ * @param f4p モンスター魔法のフラグリスト1
+ * @param f5p モンスター魔法のフラグリスト2
+ * @param f6p モンスター魔法のフラグリスト3
+ * @return なし
  */
-static void remove_bad_spells(int m_idx, u32b *f4p, u32b *f5p, u32b *f6p)
+static void remove_bad_spells(MONSTER_IDX m_idx, u32b *f4p, u32b *f5p, u32b *f6p)
 {
        monster_type *m_ptr = &m_list[m_idx];
        monster_race *r_ptr = &r_info[m_ptr->r_idx];
@@ -329,7 +332,6 @@ static void remove_bad_spells(int m_idx, u32b *f4p, u32b *f5p, u32b *f6p)
                if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_PLAS);
                if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ICEE);
                if (int_outof(r_ptr, 150)) f5 &= ~(RF5_MISSILE);
-               if (int_outof(r_ptr, 150)) f4 &= ~(RF4_SHOOT);
        }
 
        if (smart & (SM_IMM_FREE))
@@ -351,12 +353,13 @@ static void remove_bad_spells(int m_idx, u32b *f4p, u32b *f5p, u32b *f6p)
        (*f6p) = f6;
 }
 
-#endif /* DRS_SMART_OPTIONS */
 
-
-/*
- * Determine if there is a space near the player in which
- * a summoned creature can appear
+/*!
+ * @brief モンスターにとって所定の地点が召還に相応しい地点かどうかを返す。 /
+ * Determine if there is a space near the player in which a summoned creature can appear
+ * @param y1 判定を行いたいマスのY座標
+ * @param x1 判定を行いたいマスのX座標
+ * @return 召還に相応しいならばTRUEを返す
  */
 bool summon_possible(int y1, int x1)
 {
@@ -374,11 +377,10 @@ bool summon_possible(int y1, int x1)
                        if (distance(y1, x1, y, x)>2) continue;
 
                        /* ...nor on the Pattern */
-                       if ((cave[y][x].feat >= FEAT_PATTERN_START)
-                               && (cave[y][x].feat <= FEAT_PATTERN_XTRA2)) continue;
+                       if (pattern_tile(y, x)) continue;
 
-                       /* Require empty floor grid in line of sight */
-                       if ((cave_empty_bold(y, x) || (cave[y][x].feat == FEAT_TREES)) && los(y1, x1, y, x) && los(y, x, y1, x1)) return (TRUE);
+                       /* Require empty floor grid in line of projection */
+                       if (cave_empty_bold(y, x) && projectable(y1, x1, y, x) && projectable(y, x, y1, x1)) return (TRUE);
                }
        }
 
@@ -386,9 +388,17 @@ bool summon_possible(int y1, int x1)
 }
 
 
-static bool raise_possible(int y, int x)
+/*!
+ * @brief モンスターにとって死者復活を行うべき状態かどうかを返す /
+ * Determine if there is a space near the player in which a summoned creature can appear
+ * @param m_ptr 判定を行いたいモンスターの構造体参照ポインタ
+ * @return 死者復活が有効な状態ならばTRUEを返す。
+ */
+bool raise_possible(monster_type *m_ptr)
 {
        int xx, yy;
+       int y = m_ptr->fy;
+       int x = m_ptr->fx;
        s16b this_o_idx, next_o_idx = 0;
        cave_type *c_ptr;
 
@@ -398,6 +408,7 @@ static bool raise_possible(int y, int x)
                {
                        if (distance(y, x, yy, xx) > 5) continue;
                        if (!los(y, x, yy, xx)) continue;
+                       if (!projectable(y, x, yy, xx)) continue;
 
                        c_ptr = &cave[yy][xx];
                        /* Scan the pile of objects */
@@ -411,7 +422,9 @@ static bool raise_possible(int y, int x)
 
                                /* Known to be worthless? */
                                if (o_ptr->tval == TV_CORPSE)
-                                       return TRUE;
+                               {
+                                       if (!monster_has_hostile_align(m_ptr, 0, 0, &r_info[o_ptr->pval])) return TRUE;
+                               }
                        }
                }
        }
@@ -419,20 +432,27 @@ static bool raise_possible(int y, int x)
 }
 
 
-/*
- * Originally, it was possible for a friendly to shoot another friendly.
- * Change it so a "clean shot" means no equally friendly monster is
- * between the attacker and target.
- */
-/*
+
+/*!
+ * @brief モンスターにとってボルト型魔法が有効な状態かを返す /
  * Determine if a bolt spell will hit the player.
- *
- * This is exactly like "projectable", but it will
- * return FALSE if a monster is in the way.
- * no equally friendly monster is
- * between the attacker and target.
+ * @param y1 ボルト魔法発射地点のY座標
+ * @param x1 ボルト魔法発射地点のX座標
+ * @param y2 ボルト魔法目標地点のY座標
+ * @param x2 ボルト魔法目標地点のX座標
+ * @param is_friend モンスターがプレイヤーに害意を持たない(ペットか友好的)ならばTRUEをつける
+ * @return ボルト型魔法が有効ならばTRUEを返す。
+ * @details
+ * Originally, it was possible for a friendly to shoot another friendly.\n
+ * Change it so a "clean shot" means no equally friendly monster is\n
+ * between the attacker and target.\n
+ *\n
+ * This is exactly like "projectable", but it will\n
+ * return FALSE if a monster is in the way.\n
+ * no equally friendly monster is\n
+ * between the attacker and target.\n
  */
-bool clean_shot(int y1, int x1, int y2, int x2, bool friend)
+bool clean_shot(int y1, int x1, int y2, int x2, bool is_friend)
 {
        /* Must be the same as projectable() */
 
@@ -462,7 +482,7 @@ bool clean_shot(int y1, int x1, int y2, int x2, bool friend)
                if ((cave[y][x].m_idx > 0) && !((y == y2) && (x == x2)))
                {
                        monster_type *m_ptr = &m_list[cave[y][x].m_idx];
-                       if (friend == is_pet(m_ptr))
+                       if (is_friend == is_pet(m_ptr))
                        {
                                return (FALSE);
                        }
@@ -470,46 +490,106 @@ bool clean_shot(int y1, int x1, int y2, int x2, bool friend)
                /* Pets may not shoot through the character - TNB */
                if (player_bold(y, x))
                {
-                       if (friend) return (FALSE);
+                       if (is_friend) return (FALSE);
                }
        }
 
        return (TRUE);
 }
 
-/*
- * Cast a bolt at the player
- * Stop if we hit a monster
- * Affect monsters and the player
+/*!
+ * @brief モンスターのボルト型魔法処理 /
+ * Cast a bolt at the player Stop if we hit a monster Affect monsters and the player
+ * @param m_idx モンスターのID
+ * @param y 目標のY座標
+ * @param x 目標のX座標
+ * @param typ 効果属性ID
+ * @param dam_hp 威力
+ * @param monspell モンスター魔法のID
+ * @param target_type モンスターからモンスターへ撃つならMONSTER_TO_MONSTER、モンスターからプレイヤーならMONSTER_TO_PLAYER
+ * @return なし
  */
-static void bolt(int m_idx, int typ, int dam_hp, int monspell, bool learnable)
-{
-       int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_PLAYER | PROJECT_REFLECTABLE;
+void bolt(MONSTER_IDX m_idx, int y, int x, int typ, int dam_hp, int monspell, int target_type)
+  {
+    BIT_FLAGS flg = 0;
+    bool learnable = spell_learnable(m_idx);
+
+    switch (target_type)
+    {
+    case MONSTER_TO_MONSTER:
+        flg = PROJECT_STOP | PROJECT_KILL;
+        break;
+    case MONSTER_TO_PLAYER:
+        flg = PROJECT_STOP | PROJECT_KILL | PROJECT_PLAYER;
+        break;
+    }
+       if (typ != GF_ARROW) flg  |= PROJECT_REFLECTABLE;
 
        /* Target the player with a bolt attack */
-       (void)project(m_idx, 0, py, px, dam_hp, typ, flg, (learnable ? monspell : -1));
+       (void)project(m_idx, 0, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
 }
 
-static void beam(int m_idx, int typ, int dam_hp, int monspell, bool learnable)
+/*!
+ * @brief モンスターのビーム型魔法処理 /
+ * @param m_idx モンスターのID
+ * @param y 目標のY座標
+ * @param x 目標のX座標
+ * @param typ 効果属性ID
+ * @param dam_hp 威力
+ * @param monspell モンスター魔法のID
+ * @param target_type モンスターからモンスターへ撃つならMONSTER_TO_MONSTER、モンスターからプレイヤーならMONSTER_TO_PLAYER
+ * @return なし
+ */
+void beam(MONSTER_IDX m_idx, int y, int x, int typ, int dam_hp, int monspell, int target_type)
 {
-       int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU | PROJECT_PLAYER;
+    BIT_FLAGS flg = 0;
+    bool learnable = spell_learnable(m_idx);
+
+    switch (target_type)
+    {
+    case MONSTER_TO_MONSTER:
+        flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU;
+        break;
+    case MONSTER_TO_PLAYER:
+        flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU | PROJECT_PLAYER;
+        break;
+    }
 
        /* Target the player with a bolt attack */
-       (void)project(m_idx, 0, py, px, dam_hp, typ, flg, (learnable ? monspell : -1));
+       (void)project(m_idx, 0, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
 }
 
 
-/*
- * 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
+/*!
+ * @brief モンスターのボール型&ブレス型魔法処理 /
+ * 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
+ * @param y 目標地点のY座標
+ * @param x 目標地点のX座標
+ * @param m_idx モンスターのID
+ * @param typ 効果属性ID
+ * @param dam_hp 威力
+ * @param rad 半径
+ * @param breath 
+ * @param monspell モンスター魔法のID
+ * @param target_type モンスターからモンスターへ撃つならMONSTER_TO_MONSTER、モンスターからプレイヤーならMONSTER_TO_PLAYER
+ * @return なし
  */
-static void breath(int y, int x, int m_idx, int typ, int dam_hp, int rad, bool breath, int monspell, bool learnable)
+void breath(POSITION y, POSITION x, MONSTER_IDX m_idx, int typ, int dam_hp, POSITION rad, bool breath, int monspell, int target_type)
 {
-       int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_PLAYER;
-
-       monster_type *m_ptr = &m_list[m_idx];
-       monster_race *r_ptr = &r_info[m_ptr->r_idx];
+    monster_type *m_ptr = &m_list[m_idx];
+    monster_race *r_ptr = &r_info[m_ptr->r_idx];
+    bool learnable = spell_learnable(m_idx);
+       BIT_FLAGS flg = 0x00;
+
+    switch (target_type)
+    {
+        case MONSTER_TO_MONSTER:
+            flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+            break;
+        case MONSTER_TO_PLAYER:
+            flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_PLAYER;
+            break;
+    }
 
        /* Determine the radius of the blast */
        if ((rad < 1) && breath) rad = (r_ptr->flags2 & (RF2_POWERFUL)) ? 3 : 2;
@@ -517,16 +597,33 @@ static void breath(int y, int x, int m_idx, int typ, int dam_hp, int rad, bool b
        /* Handle breath attacks */
        if (breath) rad = 0 - rad;
 
-       if (typ == GF_ROCKET) flg |= PROJECT_STOP;
-       if (typ == GF_MIND_BLAST || typ == GF_BRAIN_SMASH ||
-           typ == GF_CAUSE_1 || typ == GF_CAUSE_2 || typ == GF_CAUSE_3 ||
-           typ == GF_CAUSE_4 || typ == GF_HAND_DOOM) flg |= PROJECT_HIDE;
+       switch (typ)
+       {
+       case GF_ROCKET:
+               flg |= PROJECT_STOP;
+               break;
+       case GF_DRAIN_MANA:
+       case GF_MIND_BLAST:
+       case GF_BRAIN_SMASH:
+       case GF_CAUSE_1:
+       case GF_CAUSE_2:
+       case GF_CAUSE_3:
+       case GF_CAUSE_4:
+       case GF_HAND_DOOM:
+               flg |= (PROJECT_HIDE | PROJECT_AIMED);
+               break;
+       }
 
        /* Target the player with a ball attack */
        (void)project(m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
 }
 
-
+/*!
+ * @brief モンスターのボール型&ブレス型魔法処理 /
+ * @param power 呪いの段階
+ * @param o_ptr 呪いをかけられる装備オブジェクトの構造体参照ポインタ
+ * @return 与える呪いのID
+ */
 u32b get_curse(int power, object_type *o_ptr)
 {
        u32b new_curse;
@@ -546,13 +643,19 @@ u32b get_curse(int power, object_type *o_ptr)
                {
                        if (new_curse & TRC_HEAVY_MASK) continue;
                }
-               if (((o_ptr->tval < TV_BOW) || (o_ptr->tval > TV_SWORD)) && (new_curse == TRC_LOW_MELEE)) continue;
-               if (((o_ptr->tval < TV_BOOTS) || (o_ptr->tval > TV_DRAG_ARMOR)) && (new_curse == TRC_LOW_AC)) continue;
+               if (new_curse == TRC_LOW_MELEE && !object_is_weapon(o_ptr)) continue;
+               if (new_curse == TRC_LOW_AC && !object_is_armour(o_ptr)) continue;
                break;
        }
        return new_curse;
 }
 
+/*!
+ * @brief 装備への呪い付加判定と付加処理 /
+ * @param chance 呪いの基本確率
+ * @param heavy_chance 重い呪いを選択肢に入れるか否か。
+ * @return なし
+ */
 void curse_equipment(int chance, int heavy_chance)
 {
        bool        changed = FALSE;
@@ -568,15 +671,15 @@ void curse_equipment(int chance, int heavy_chance)
 
        object_flags(o_ptr, oflgs);
 
-       object_desc(o_name, o_ptr, FALSE, 0);
+       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
        /* Extra, biased saving throw for blessed items */
-       if (have_flag(oflgs, TR_BLESSED) && (randint1(888) > chance))
+       if (have_flag(oflgs, TR_BLESSED))
        {
 #ifdef JP
-msg_format("%s¤Ï¼ö¤¤¤òÄ·¤ÍÊÖ¤·¤¿¡ª", o_name,
+               msg_format("祝福された%sは呪いを跳ね返した!", o_name,
 #else
-               msg_format("Your %s resist%s cursing!", o_name,
+               msg_format("Your blessed %s resist%s cursing!", o_name,
 #endif
 
                        ((o_ptr->number > 1) ? "" : "s"));
@@ -585,7 +688,7 @@ msg_format("%s
        }
 
        if ((randint1(100) <= heavy_chance) &&
-               (o_ptr->name1 || o_ptr->name2 || o_ptr->art_name))
+           (object_is_artifact(o_ptr) || object_is_ego(o_ptr)))
        {
                if (!(o_ptr->curse_flags & TRC_HEAVY_CURSE))
                        changed = TRUE;
@@ -595,7 +698,7 @@ msg_format("%s
        }
        else
        {
-               if (!cursed_p(o_ptr))
+               if (!object_is_cursed(o_ptr))
                        changed = TRUE;
                o_ptr->curse_flags |= TRC_CURSED;
        }
@@ -610,20 +713,18 @@ msg_format("%s
 
        if (changed)
        {
-#ifdef JP
-msg_format("°­°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
-#else
-               msg_format("There is a malignant black aura surrounding %s...", o_name);
-#endif
-
+               msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding %s..."), o_name);
                o_ptr->feeling = FEEL_NONE;
        }
        p_ptr->update |= (PU_BONUS);
 }
 
 
-/*
+/*!
+ * @brief ID値が正しいモンスター魔法IDかどうかを返す /
  * Return TRUE if a spell is good for hurting the player (directly).
+ * @param spell 判定対象のID
+ * @return 正しいIDならばTRUEを返す。
  */
 static bool spell_attack(byte spell)
 {
@@ -647,8 +748,11 @@ static bool spell_attack(byte spell)
 }
 
 
-/*
+/*!
+ * @brief ID値が退避目的に適したモンスター魔法IDかどうかを返す /
  * Return TRUE if a spell is good for escaping.
+ * @param spell 判定対象のID
+ * @return 適した魔法のIDならばTRUEを返す。
  */
 static bool spell_escape(byte spell)
 {
@@ -662,8 +766,11 @@ static bool spell_escape(byte spell)
        return (FALSE);
 }
 
-/*
+/*!
+ * @brief ID値が妨害目的に適したモンスター魔法IDかどうかを返す /
  * Return TRUE if a spell is good for annoying the player.
+ * @param spell 判定対象のID
+ * @return 適した魔法のIDならばTRUEを返す。
  */
 static bool spell_annoy(byte spell)
 {
@@ -689,8 +796,11 @@ static bool spell_annoy(byte spell)
        return (FALSE);
 }
 
-/*
- * Return TRUE if a spell summons help.
+/*!
+ * @brief ID値が召喚型のモンスター魔法IDかどうかを返す /
+ * Return TRUE if a spell is good for annoying the player.
+ * @param spell 判定対象のID
+ * @return 召喚型魔法のIDならばTRUEを返す。
  */
 static bool spell_summon(byte spell)
 {
@@ -702,8 +812,11 @@ static bool spell_summon(byte spell)
 }
 
 
-/*
- * Return TRUE if a spell raise-dead.
+/*!
+ * @brief ID値が死者復活処理かどうかを返す /
+ * Return TRUE if a spell is good for annoying the player.
+ * @param spell 判定対象のID
+ * @return 死者復活の処理ならばTRUEを返す。
  */
 static bool spell_raise(byte spell)
 {
@@ -714,9 +827,11 @@ static bool spell_raise(byte spell)
        return (FALSE);
 }
 
-
-/*
+/*!
+ * @brief ID値が戦術的なモンスター魔法IDかどうかを返す /
  * Return TRUE if a spell is good in a tactical situation.
+ * @param spell 判定対象のID
+ * @return 戦術的な魔法のIDならばTRUEを返す。
  */
 static bool spell_tactic(byte spell)
 {
@@ -727,8 +842,11 @@ static bool spell_tactic(byte spell)
        return (FALSE);
 }
 
-/*
+/*!
+ * @brief ID値が無敵化するモンスター魔法IDかどうかを返す /
  * Return TRUE if a spell makes invulnerable.
+ * @param spell 判定対象のID
+ * @return 召喚型魔法のIDならばTRUEを返す。
  */
 static bool spell_invulner(byte spell)
 {
@@ -739,8 +857,11 @@ static bool spell_invulner(byte spell)
        return (FALSE);
 }
 
-/*
+/*!
+ * @brief ID値が加速するモンスター魔法IDかどうかを返す /
  * Return TRUE if a spell hastes.
+ * @param spell 判定対象のID
+ * @return 召喚型魔法のIDならばTRUEを返す。
  */
 static bool spell_haste(byte spell)
 {
@@ -752,36 +873,38 @@ static bool spell_haste(byte spell)
 }
 
 
-/*
+/*!
+ * @brief ID値が時間停止を行うモンスター魔法IDかどうかを返す /
  * Return TRUE if a spell world.
+ * @param spell 判定対象のID
+ * @return 時間停止魔法のIDならばTRUEを返す。
  */
 static bool spell_world(byte spell)
 {
-       /* world */
        if (spell == 160 + 6) return (TRUE);
-
-       /* Not a haste spell */
        return (FALSE);
 }
 
 
-/*
+/*!
+ * @brief ID値が特別効果のモンスター魔法IDかどうかを返す /
  * Return TRUE if a spell special.
+ * @param spell 判定対象のID
+ * @return 特別効果魔法のIDならばTRUEを返す。
  */
 static bool spell_special(byte spell)
 {
        if (p_ptr->inside_battle) return FALSE;
-
-       /* world */
        if (spell == 160 + 7) return (TRUE);
-
-       /* Not a haste spell */
        return (FALSE);
 }
 
 
-/*
+/*!
+ * @brief ID値が光の剣のモンスター魔法IDかどうかを返す /
  * Return TRUE if a spell psycho-spear.
+ * @param spell 判定対象のID
+ * @return 光の剣のIDならばTRUEを返す。
  */
 static bool spell_psy_spe(byte spell)
 {
@@ -793,8 +916,11 @@ static bool spell_psy_spe(byte spell)
 }
 
 
-/*
+/*!
+ * @brief ID値が治癒魔法かどうかを返す /
  * Return TRUE if a spell is good for healing.
+ * @param spell 判定対象のID
+ * @return 治癒魔法のIDならばTRUEを返す。
  */
 static bool spell_heal(byte spell)
 {
@@ -806,8 +932,11 @@ static bool spell_heal(byte spell)
 }
 
 
-/*
+/*!
+ * @brief ID値が魔力消去かどうかを返す /
  * Return TRUE if a spell is good for dispel.
+ * @param spell 判定対象のID
+ * @return 魔力消去のIDならばTRUEを返す。
  */
 static bool spell_dispel(byte spell)
 {
@@ -819,10 +948,13 @@ static bool spell_dispel(byte spell)
 }
 
 
-/*
+/*!
+ * @brief モンスターがプレイヤーに魔力消去を与えるべきかを判定するルーチン
  * Check should monster cast dispel spell.
+ * @param m_idx モンスターの構造体配列ID
+ * @return 魔力消去をかけるべきならTRUEを返す。
  */
-static bool dispel_check(int m_idx)
+bool dispel_check(MONSTER_IDX m_idx)
 {
        monster_type *m_ptr = &m_list[m_idx];
        monster_race *r_ptr = &r_info[m_ptr->r_idx];
@@ -860,7 +992,7 @@ static bool dispel_check(int m_idx)
 
        if (r_ptr->flags4 & RF4_BR_FIRE)
        {
-               if (!(prace_is_(RACE_DEMON) && p_ptr->lev > 44))
+               if (!((p_ptr->prace == RACE_DEMON) && p_ptr->lev > 44))
                {
                        if (!p_ptr->immune_fire && (p_ptr->oppose_fire || music_singing(MUSIC_RESIST))) return (TRUE);
                        if (p_ptr->special_defense & DEFENSE_FIRE) return (TRUE);
@@ -912,7 +1044,7 @@ static bool dispel_check(int m_idx)
 
        if (p_ptr->riding && (m_list[p_ptr->riding].mspeed < 135))
        {
-               if (m_list[p_ptr->riding].fast) return (TRUE);
+               if (MON_FAST(&m_list[p_ptr->riding])) return (TRUE);
        }
 
        /* No need to cast dispel spell */
@@ -920,21 +1052,26 @@ static bool dispel_check(int m_idx)
 }
 
 
-/*
+/*!
+ * @brief モンスターの魔法選択ルーチン
  * Have a monster choose a spell from a list of "useful" spells.
- *
- * Note that this list does NOT include spells that will just hit
- * other monsters, and the list is restricted when the monster is
- * "desperate".  Should that be the job of this function instead?
- *
- * Stupid monsters will just pick a spell randomly.  Smart monsters
- * will choose more "intelligently".
- *
- * Use the helper functions above to put spells into categories.
- *
- * This function may well be an efficiency bottleneck.
+ * @param m_idx モンスターの構造体配列ID
+ * @param spells 候補魔法IDをまとめた配列
+ * @param num spellsの長さ
+ * @return 選択したモンスター魔法のID
+ * @details
+ * Note that this list does NOT include spells that will just hit\n
+ * other monsters, and the list is restricted when the monster is\n
+ * "desperate".  Should that be the job of this function instead?\n
+ *\n
+ * Stupid monsters will just pick a spell randomly.  Smart monsters\n
+ * will choose more "intelligently".\n
+ *\n
+ * Use the helper functions above to put spells into categories.\n
+ *\n
+ * This function may well be an efficiency bottleneck.\n
  */
-static int choose_attack_spell(int m_idx, byte spells[], byte num)
+static int choose_attack_spell(MONSTER_IDX m_idx, byte spells[], byte num)
 {
        monster_type *m_ptr = &m_list[m_idx];
        monster_race *r_ptr = &r_info[m_ptr->r_idx];
@@ -1037,7 +1174,7 @@ static int choose_attack_spell(int m_idx, byte spells[], byte num)
        }
 
        /* Hurt badly or afraid, attempt to flee */
-       if (((m_ptr->hp < m_ptr->maxhp / 3) || m_ptr->monfear) && one_in_(2))
+       if (((m_ptr->hp < m_ptr->maxhp / 3) || MON_MONFEAR(m_ptr)) && one_in_(2))
        {
                /* Choose escape spell if possible */
                if (escape_num) return (escape[randint0(escape_num)]);
@@ -1047,16 +1184,17 @@ static int choose_attack_spell(int m_idx, byte spells[], byte num)
        if (special_num)
        {
                bool success = FALSE;
-               switch(m_ptr->r_idx)
+               switch (m_ptr->r_idx)
                {
                        case MON_OHMU:
-                               if (randint0(100) < 50) success = TRUE;
+                       case MON_BANOR:
+                       case MON_LUPART:
                                break;
                        case MON_BANORLUPART:
                                if (randint0(100) < 70) success = TRUE;
                                break;
-                       case MON_BANOR:
-                       case MON_LUPART:
+                       case MON_ROLENTO:
+                               if (randint0(100) < 40) success = TRUE;
                                break;
                        default:
                                if (randint0(100) < 50) success = TRUE;
@@ -1066,7 +1204,7 @@ static int choose_attack_spell(int m_idx, byte spells[], byte num)
        }
 
        /* Player is close and we have attack spells, blink away */
-       if ((distance(py, px, m_ptr->fy, m_ptr->fx) < 4) && (attack_num || (r_ptr->flags6 & RF6_TRAPS)) && (randint0(100) < 75) && !world_monster)
+       if ((distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx) < 4) && (attack_num || (r_ptr->a_ability_flags2 & RF6_TRAPS)) && (randint0(100) < 75) && !world_monster)
        {
                /* Choose tactical spell */
                if (tactic_num) return (tactic[randint0(tactic_num)]);
@@ -1090,7 +1228,7 @@ static int choose_attack_spell(int m_idx, byte spells[], byte num)
        }
 
        /* Raise-dead if possible (sometimes) */
-       if (raise_num && (randint0(100) < 40) && raise_possible(m_ptr->fy, m_ptr->fx))
+       if (raise_num && (randint0(100) < 40))
        {
                /* Choose raise-dead spell */
                return (raise[randint0(raise_num)]);
@@ -1124,7 +1262,7 @@ static int choose_attack_spell(int m_idx, byte spells[], byte num)
        }
 
        /* Cast globe of invulnerability if not already in effect */
-       if (invul_num && !(m_ptr->invulner) && (randint0(100) < 50))
+       if (invul_num && !m_ptr->mtimed[MTIMED_INVULNER] && (randint0(100) < 50))
        {
                /* Choose Globe of Invulnerability */
                return (invul[randint0(invul_num)]);
@@ -1138,7 +1276,7 @@ static int choose_attack_spell(int m_idx, byte spells[], byte num)
        }
 
        /* Haste self if we aren't already somewhat hasted (rarely) */
-       if (haste_num && (randint0(100) < 20) && !(m_ptr->fast))
+       if (haste_num && (randint0(100) < 20) && !MON_FAST(m_ptr))
        {
                /* Choose haste spell */
                return (haste[randint0(haste_num)]);
@@ -1156,10 +1294,13 @@ static int choose_attack_spell(int m_idx, byte spells[], byte num)
 }
 
 
-/*
+/*!
+ * @brief ID値が非魔術的な特殊技能かどうかを返す /
  * Return TRUE if a spell is inate spell.
+ * @param spell 判定対象のID
+ * @return 非魔術的な特殊技能ならばTRUEを返す。
  */
-bool spell_is_inate(u16b spell)
+bool spell_is_inate(SPELL_IDX spell)
 {
        if (spell < 32 * 4) /* Set RF4 */
        {
@@ -1179,93 +1320,149 @@ bool spell_is_inate(u16b spell)
 }
 
 
-/*
+/*!
+ * @brief モンスターがプレイヤーにダメージを与えるための最適な座標を算出する /
+ * @param m_ptr 技能を使用するモンスター構造体の参照ポインタ
+ * @param yp 最適な目標地点のY座標を返す参照ポインタ
+ * @param xp 最適な目標地点のX座標を返す参照ポインタ
+ * @param f_flag 射線に入れるのを避ける地形の所持フラグ
+ * @param path_check 射線を判定するための関数ポインタ
+ * @return 有効な座標があった場合TRUEを返す
+ */
+static bool adjacent_grid_check(monster_type *m_ptr, POSITION *yp, POSITION *xp,
+       int f_flag, bool (*path_check)(POSITION, POSITION, POSITION, POSITION))
+{
+       int i;
+       int tonari;
+       static int tonari_y[4][8] = {{-1, -1, -1,  0,  0,  1,  1,  1},
+                                            {-1, -1, -1,  0,  0,  1,  1,  1},
+                                            { 1,  1,  1,  0,  0, -1, -1, -1},
+                                            { 1,  1,  1,  0,  0, -1, -1, -1}};
+       static int tonari_x[4][8] = {{-1,  0,  1, -1,  1, -1,  0,  1},
+                                            { 1,  0, -1,  1, -1,  1,  0, -1},
+                                            {-1,  0,  1, -1,  1, -1,  0,  1},
+                                            { 1,  0, -1,  1, -1,  1,  0, -1}};
+
+       if (m_ptr->fy < p_ptr->y && m_ptr->fx < p_ptr->x) tonari = 0;
+       else if (m_ptr->fy < p_ptr->y) tonari = 1;
+       else if (m_ptr->fx < p_ptr->x) tonari = 2;
+       else tonari = 3;
+
+       for (i = 0; i < 8; i++)
+       {
+               int next_x = *xp + tonari_x[tonari][i];
+               int next_y = *yp + tonari_y[tonari][i];
+               cave_type *c_ptr;
+
+               /* Access the next grid */
+               c_ptr = &cave[next_y][next_x];
+
+               /* Skip this feature */
+               if (!cave_have_flag_grid(c_ptr, f_flag)) continue;
+
+               if (path_check(m_ptr->fy, m_ptr->fx, next_y, next_x))
+               {
+                       *yp = next_y;
+                       *xp = next_x;
+                       return TRUE;
+               }
+       }
+
+       return FALSE;
+}
+
+#define DO_SPELL_NONE    0
+#define DO_SPELL_BR_LITE 1
+#define DO_SPELL_BR_DISI 2
+#define DO_SPELL_BA_LITE 3
+
+/*!
+ * @brief モンスターの特殊技能メインルーチン /
  * Creatures can cast spells, shoot missiles, and breathe.
- *
- * Returns "TRUE" if a spell (or whatever) was (successfully) cast.
- *
- * XXX XXX XXX This function could use some work, but remember to
- * keep it as optimized as possible, while retaining generic code.
- *
- * Verify the various "blind-ness" checks in the code.
- *
- * XXX XXX XXX Note that several effects should really not be "seen"
- * if the player is blind.  See also "effects.c" for other "mistakes".
- *
- * Perhaps monsters should breathe at locations *near* the player,
- * since this would allow them to inflict "partial" damage.
- *
- * Perhaps smart monsters should decline to use "bolt" spells if
- * there is a monster in the way, unless they wish to kill it.
- *
- * Note that, to allow the use of the "track_target" option at some
- * later time, certain non-optimal things are done in the code below,
- * including explicit checks against the "direct" variable, which is
- * currently always true by the time it is checked, but which should
- * really be set according to an explicit "projectable()" test, and
- * the use of generic "x,y" locations instead of the player location,
- * with those values being initialized with the player location.
- *
- * It will not be possible to "correctly" handle the case in which a
- * monster attempts to attack a location which is thought to contain
- * the player, but which in fact is nowhere near the player, since this
- * might induce all sorts of messages about the attack itself, and about
- * the effects of the attack, which the player might or might not be in
- * a position to observe.  Thus, for simplicity, it is probably best to
- * only allow "faulty" attacks by a monster if one of the important grids
- * (probably the initial or final grid) is in fact in view of the player.
- * It may be necessary to actually prevent spell attacks except when the
- * monster actually has line of sight to the player.  Note that a monster
- * could be left in a bizarre situation after the player ducked behind a
- * pillar and then teleported away, for example.
- *
- * Note that certain spell attacks do not use the "project()" function
- * but "simulate" it via the "direct" variable, which is always at least
- * as restrictive as the "project()" function.  This is necessary to
- * prevent "blindness" attacks and such from bending around walls, etc,
- * and to allow the use of the "track_target" option in the future.
- *
- * Note that this function attempts to optimize the use of spells for the
- * cases in which the monster has no spells, or has spells but cannot use
- * them, or has spells but they will have no "useful" effect.  Note that
- * this function has been an efficiency bottleneck in the past.
- *
- * Note the special "MFLAG_NICE" flag, which prevents a monster from using
- * any spell attacks until the player has had a single chance to move.
+ * @param m_idx モンスター構造体配列のID
+ * @return 実際に特殊技能を利用したらTRUEを返す
+ * @details
+ * Returns "TRUE" if a spell (or whatever) was (successfully) cast.\n
+ *\n
+ * XXX XXX XXX This function could use some work, but remember to\n
+ * keep it as optimized as possible, while retaining generic code.\n
+ *\n
+ * Verify the various "blind-ness" checks in the code.\n
+ *\n
+ * XXX XXX XXX Note that several effects should really not be "seen"\n
+ * if the player is blind.  See also "effects.c" for other "mistakes".\n
+ *\n
+ * Perhaps monsters should breathe at locations *near* the player,\n
+ * since this would allow them to inflict "partial" damage.\n
+ *\n
+ * Perhaps smart monsters should decline to use "bolt" spells if\n
+ * there is a monster in the way, unless they wish to kill it.\n
+ *\n
+ * Note that, to allow the use of the "track_target" option at some\n
+ * later time, certain non-optimal things are done in the code below,\n
+ * including explicit checks against the "direct" variable, which is\n
+ * currently always true by the time it is checked, but which should\n
+ * really be set according to an explicit "projectable()" test, and\n
+ * the use of generic "x,y" locations instead of the player location,\n
+ * with those values being initialized with the player location.\n
+ *\n
+ * It will not be possible to "correctly" handle the case in which a\n
+ * monster attempts to attack a location which is thought to contain\n
+ * the player, but which in fact is nowhere near the player, since this\n
+ * might induce all sorts of messages about the attack itself, and about\n
+ * the effects of the attack, which the player might or might not be in\n
+ * a position to observe.  Thus, for simplicity, it is probably best to\n
+ * only allow "faulty" attacks by a monster if one of the important grids\n
+ * (probably the initial or final grid) is in fact in view of the player.\n
+ * It may be necessary to actually prevent spell attacks except when the\n
+ * monster actually has line of sight to the player.  Note that a monster\n
+ * could be left in a bizarre situation after the player ducked behind a\n
+ * pillar and then teleported away, for example.\n
+ *\n
+ * @note
+ * that certain spell attacks do not use the "project()" function\n
+ * but "simulate" it via the "direct" variable, which is always at least\n
+ * as restrictive as the "project()" function.  This is necessary to\n
+ * prevent "blindness" attacks and such from bending around walls, etc,\n
+ * and to allow the use of the "track_target" option in the future.\n
+ *\n
+ * Note that this function attempts to optimize the use of spells for the\n
+ * cases in which the monster has no spells, or has spells but cannot use\n
+ * them, or has spells but they will have no "useful" effect.  Note that\n
+ * this function has been an efficiency bottleneck in the past.\n
+ *\n
+ * Note the special "MFLAG_NICE" flag, which prevents a monster from using\n
+ * any spell attacks until the player has had a single chance to move.\n
  */
-bool make_attack_spell(int m_idx)
+bool make_attack_spell(MONSTER_IDX m_idx)
 {
-       int             k, thrown_spell = 0, rlev, failrate;
+       int k;
+       SPELL_IDX thrown_spell = 0;
+       DEPTH rlev;
+       PERCENTAGE failrate;
        byte            spell[96], num = 0;
-       u32b            f4, f5, f6;
-       monster_type    *m_ptr = &m_list[m_idx];
-       monster_race    *r_ptr = &r_info[m_ptr->r_idx];
-       char            m_name[80];
+       BIT_FLAGS f4, f5, f6;
+       monster_type *m_ptr = &m_list[m_idx];
+       monster_race *r_ptr = &r_info[m_ptr->r_idx];
+       char m_name[80];
 #ifndef JP
-       char            m_poss[80];
+       char m_poss[80];
 #endif
        bool            no_inate = FALSE;
-       bool            do_disi = FALSE;
+       bool            do_spell = DO_SPELL_NONE;
        int             dam = 0;
-       u32b mode = 0L;
-       int s_num_6 = (easy_band ? 2 : 6);
-       int s_num_4 = (easy_band ? 1 : 4);
 
        /* Target location */
-       int x = px;
-       int y = py;
-
-       /* Summon count */
-       int count = 0;
+       POSITION x = p_ptr->x;
+       POSITION y = p_ptr->y;
 
-       /* Extract the blind-ness */
-       bool blind = (p_ptr->blind ? TRUE : FALSE);
+       /* Target location for lite breath */
+       POSITION x_br_lite = 0;
+       POSITION y_br_lite = 0;
 
        /* Extract the "see-able-ness" */
-       bool seen = (!blind && m_ptr->ml);
-
+    bool seen = (!p_ptr->blind && m_ptr->ml);
        bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
-       bool learnable = (seen && maneable && !world_monster);
 
        /* Check "projectable" */
        bool direct;
@@ -1273,8 +1470,12 @@ bool make_attack_spell(int m_idx)
        bool in_no_magic_dungeon = (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && dun_level
                && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest));
 
+       bool can_use_lite_area = FALSE;
+
+       bool can_remember;
+
        /* Cannot cast spells when confused */
-       if (m_ptr->confused)
+       if (MON_CONFUSED(m_ptr))
        {
                reset_target(m_ptr);
                return (FALSE);
@@ -1293,19 +1494,54 @@ bool make_attack_spell(int m_idx)
 
        /* Extract the racial spell flags */
        f4 = r_ptr->flags4;
-       f5 = r_ptr->flags5;
-       f6 = r_ptr->flags6;
+       f5 = r_ptr->a_ability_flags1;
+       f6 = r_ptr->a_ability_flags2;
 
        /*** require projectable player ***/
 
        /* Check range */
        if ((m_ptr->cdis > MAX_RANGE) && !m_ptr->target_y) return (FALSE);
 
+       /* Check path for lite breath */
+       if (f4 & RF4_BR_LITE)
+       {
+               y_br_lite = y;
+               x_br_lite = x;
+
+               if (los(m_ptr->fy, m_ptr->fx, y_br_lite, x_br_lite))
+               {
+                       feature_type *f_ptr = &f_info[cave[y_br_lite][x_br_lite].feat];
+
+                       if (!have_flag(f_ptr->flags, FF_LOS))
+                       {
+                               if (have_flag(f_ptr->flags, FF_PROJECT) && one_in_(2)) f4 &= ~(RF4_BR_LITE);
+                       }
+               }
+
+               /* Check path to next grid */
+               else if (!adjacent_grid_check(m_ptr, &y_br_lite, &x_br_lite, FF_LOS, los)) f4 &= ~(RF4_BR_LITE);
+
+               /* Don't breath lite to the wall if impossible */
+               if (!(f4 & RF4_BR_LITE))
+               {
+                       y_br_lite = 0;
+                       x_br_lite = 0;
+               }
+       }
+
        /* Check path */
        if (projectable(m_ptr->fy, m_ptr->fx, y, x))
        {
-               /* Breath disintegration to the glyph if possible */
-               if ((!cave_floor_bold(y,x)) && (r_ptr->flags4 & RF4_BR_DISI) && one_in_(2)) do_disi = TRUE;
+               feature_type *f_ptr = &f_info[cave[y][x].feat];
+
+               if (!have_flag(f_ptr->flags, FF_PROJECT))
+               {
+                       /* Breath disintegration to the wall if possible */
+                       if ((f4 & RF4_BR_DISI) && have_flag(f_ptr->flags, FF_HURT_DISI) && one_in_(2)) do_spell = DO_SPELL_BR_DISI;
+
+                       /* Breath lite to the transparent wall if possible */
+                       else if ((f4 & RF4_BR_LITE) && have_flag(f_ptr->flags, FF_LOS) && one_in_(2)) do_spell = DO_SPELL_BR_LITE;
+               }
        }
 
        /* Check path to next grid */
@@ -1313,60 +1549,32 @@ bool make_attack_spell(int m_idx)
        {
                bool success = FALSE;
 
-               if ((r_ptr->flags4 & RF4_BR_DISI) &&
-                   (m_ptr->cdis < MAX_RANGE/2) &&
+               if ((f4 & RF4_BR_DISI) && (m_ptr->cdis < MAX_RANGE/2) &&
                    in_disintegration_range(m_ptr->fy, m_ptr->fx, y, x) &&
                    (one_in_(10) || (projectable(y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
                {
-                       do_disi = TRUE;
+                       do_spell = DO_SPELL_BR_DISI;
                        success = TRUE;
                }
-               else
+               else if ((f4 & RF4_BR_LITE) && (m_ptr->cdis < MAX_RANGE/2) &&
+                   los(m_ptr->fy, m_ptr->fx, y, x) && one_in_(5))
+               {
+                       do_spell = DO_SPELL_BR_LITE;
+                       success = TRUE;
+               }
+               else if ((f5 & RF5_BA_LITE) && (m_ptr->cdis <= MAX_RANGE))
                {
-                       int i;
-                       int tonari;
-                       int tonari_y[4][8] = {{-1,-1,-1,0,0,1,1,1},
-                                             {-1,-1,-1,0,0,1,1,1},
-                                             {1,1,1,0,0,-1,-1,-1},
-                                             {1,1,1,0,0,-1,-1,-1}};
-                       int tonari_x[4][8] = {{-1,0,1,-1,1,-1,0,1},
-                                             {1,0,-1,1,-1,1,0,-1},
-                                             {-1,0,1,-1,1,-1,0,1},
-                                             {1,0,-1,1,-1,1,0,-1}};
-
-                       if (m_ptr->fy < py && m_ptr->fx < px) tonari = 0;
-                       else if (m_ptr->fy < py) tonari = 1;
-                       else if (m_ptr->fx < px) tonari = 2;
-                       else tonari = 3;
-
-                       for (i = 0; i < 8; i++)
+                       int by = y, bx = x;
+                       get_project_point(m_ptr->fy, m_ptr->fx, &by, &bx, 0L);
+                       if ((distance(by, bx, y, x) <= 3) && los(by, bx, y, x) && one_in_(5))
                        {
-                               int next_x = x + tonari_x[tonari][i];
-                               int next_y = y + tonari_y[tonari][i];
-                               cave_type *c_ptr;
-
-                               /* Access the next grid */
-                               c_ptr = &cave[next_y][next_x];
-
-                               /* Skip door, rubble, wall */
-                               if ((c_ptr->feat >= FEAT_DOOR_HEAD) && (c_ptr->feat <= FEAT_PERM_SOLID)) continue;
-
-                               /* Skip tree */
-                               if (c_ptr->feat == FEAT_TREES) continue;
-
-                               /* Skip mountain */
-                               if (c_ptr->feat == FEAT_MOUNTAIN) continue;
-
-                               if (projectable(m_ptr->fy, m_ptr->fx, next_y, next_x))
-                               {
-                                       y = next_y;
-                                       x = next_x;
-                                       success = TRUE;
-                                       break;
-                               }
+                               do_spell = DO_SPELL_BA_LITE;
+                               success = TRUE;
                        }
                }
 
+               if (!success) success = adjacent_grid_check(m_ptr, &y, &x, FF_PROJECT, projectable);
+
                if (!success)
                {
                        if (m_ptr->target_y && m_ptr->target_x)
@@ -1378,6 +1586,18 @@ bool make_attack_spell(int m_idx)
                                f6 &= (RF6_INDIRECT_MASK);
                                success = TRUE;
                        }
+
+                       if (y_br_lite && x_br_lite && (m_ptr->cdis < MAX_RANGE/2) && one_in_(5))
+                       {
+                               if (!success)
+                               {
+                                       y = y_br_lite;
+                                       x = x_br_lite;
+                                       do_spell = DO_SPELL_BR_LITE;
+                                       success = TRUE;
+                               }
+                               else f4 |= (RF4_BR_LITE);
+                       }
                }
 
                /* No spells */
@@ -1397,16 +1617,18 @@ bool make_attack_spell(int m_idx)
                f6 &= ~(RF6_NOMAGIC_MASK);
        }
 
-       if (!p_ptr->csp)
+       if (f6 & RF6_DARKNESS)
        {
-               f5 &= ~(RF5_DRAIN_MANA);
-       }
+               if ((p_ptr->pclass == CLASS_NINJA) &&
+                   !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
+                   !(r_ptr->flags7 & RF7_DARK_MASK))
+                       can_use_lite_area = TRUE;
 
-       if ((p_ptr->pclass == CLASS_NINJA) &&
-           ((r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) ||
-            (r_ptr->flags7 & RF7_DARK_MASK)))
-       {
-               f6 &= ~(RF6_DARKNESS);
+               if (!(r_ptr->flags2 & RF2_STUPID))
+               {
+                       if (d_info[dungeon_type].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
+                       else if ((p_ptr->pclass == CLASS_NINJA) && !can_use_lite_area) f6 &= ~(RF6_DARKNESS);
+               }
        }
 
        if (in_no_magic_dungeon && !(r_ptr->flags2 & RF2_STUPID))
@@ -1416,78 +1638,107 @@ bool make_attack_spell(int m_idx)
                f6 &= (RF6_NOMAGIC_MASK);
        }
 
-       /* Hack -- allow "desperate" spells */
-       if ((r_ptr->flags2 & (RF2_SMART)) &&
-               (m_ptr->hp < m_ptr->maxhp / 10) &&
-               (randint0(100) < 50))
+       if (r_ptr->flags2 & RF2_SMART)
        {
-               /* Require intelligent spells */
-               f4 &= (RF4_INT_MASK);
-               f5 &= (RF5_INT_MASK);
-               f6 &= (RF6_INT_MASK);
+               /* Hack -- allow "desperate" spells */
+               if ((m_ptr->hp < m_ptr->maxhp / 10) &&
+                       (randint0(100) < 50))
+               {
+                       /* Require intelligent spells */
+                       f4 &= (RF4_INT_MASK);
+                       f5 &= (RF5_INT_MASK);
+                       f6 &= (RF6_INT_MASK);
+               }
 
-               /* No spells left */
-               if (!f4 && !f5 && !f6) return (FALSE);
+               /* Hack -- decline "teleport level" in some case */
+               if ((f6 & RF6_TELE_LEVEL) && TELE_LEVEL_IS_INEFF(0))
+               {
+                       f6 &= ~(RF6_TELE_LEVEL);
+               }
        }
 
+       /* No spells left */
+       if (!f4 && !f5 && !f6) return (FALSE);
+
        /* Remove the "ineffective" spells */
        remove_bad_spells(m_idx, &f4, &f5, &f6);
 
-       if (p_ptr->inside_arena)
+       if (p_ptr->inside_arena || p_ptr->inside_battle)
        {
                f4 &= ~(RF4_SUMMON_MASK);
                f5 &= ~(RF5_SUMMON_MASK);
-               f6 &= ~(RF6_SUMMON_MASK);
+               f6 &= ~(RF6_SUMMON_MASK | RF6_TELE_LEVEL);
+
+               if (m_ptr->r_idx == MON_ROLENTO) f6 &= ~(RF6_SPECIAL);
        }
 
        /* No spells left */
        if (!f4 && !f5 && !f6) return (FALSE);
 
-       /* Check for a clean bolt shot */
-       if (((f4 & RF4_BOLT_MASK) ||
-            (f5 & RF5_BOLT_MASK) ||
-            (f6 & RF6_BOLT_MASK)) &&
-           !(r_ptr->flags2 & RF2_STUPID) &&
-           !clean_shot(m_ptr->fy, m_ptr->fx, py, px, FALSE))
+       if (!(r_ptr->flags2 & RF2_STUPID))
        {
-               /* Remove spells that will only hurt friends */
-               f4 &= ~(RF4_BOLT_MASK);
-               f5 &= ~(RF5_BOLT_MASK);
-               f6 &= ~(RF6_BOLT_MASK);
-       }
+               if (!p_ptr->csp) f5 &= ~(RF5_DRAIN_MANA);
 
-       /* Check for a possible summon */
-       if (((f4 & RF4_SUMMON_MASK) ||
-            (f5 & RF5_SUMMON_MASK) ||
-            (f6 & RF6_SUMMON_MASK)) &&
-           !(r_ptr->flags2 & RF2_STUPID) &&
-           !(summon_possible(y, x)))
-       {
-               /* Remove summoning spells */
-               f4 &= ~(RF4_SUMMON_MASK);
-               f5 &= ~(RF5_SUMMON_MASK);
-               f6 &= ~(RF6_SUMMON_MASK);
-       }
+               /* Check for a clean bolt shot */
+               if (((f4 & RF4_BOLT_MASK) ||
+                    (f5 & RF5_BOLT_MASK) ||
+                    (f6 & RF6_BOLT_MASK)) &&
+                   !clean_shot(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x, FALSE))
+               {
+                       /* Remove spells that will only hurt friends */
+                       f4 &= ~(RF4_BOLT_MASK);
+                       f5 &= ~(RF5_BOLT_MASK);
+                       f6 &= ~(RF6_BOLT_MASK);
+               }
 
-       /* No spells left */
-       if (!f4 && !f5 && !f6) return (FALSE);
+               /* Check for a possible summon */
+               if (((f4 & RF4_SUMMON_MASK) ||
+                    (f5 & RF5_SUMMON_MASK) ||
+                    (f6 & RF6_SUMMON_MASK)) &&
+                   !(summon_possible(y, x)))
+               {
+                       /* Remove summoning spells */
+                       f4 &= ~(RF4_SUMMON_MASK);
+                       f5 &= ~(RF5_SUMMON_MASK);
+                       f6 &= ~(RF6_SUMMON_MASK);
+               }
+
+               /* Check for a possible raise dead */
+               if ((f6 & RF6_RAISE_DEAD) && !raise_possible(m_ptr))
+               {
+                       /* Remove raise dead spell */
+                       f6 &= ~(RF6_RAISE_DEAD);
+               }
+
+               /* Special moves restriction */
+               if (f6 & RF6_SPECIAL)
+               {
+                       if ((m_ptr->r_idx == MON_ROLENTO) && !summon_possible(y, x))
+                       {
+                               f6 &= ~(RF6_SPECIAL);
+                       }
+               }
+
+               /* No spells left */
+               if (!f4 && !f5 && !f6) return (FALSE);
+       }
 
        /* Extract the "inate" spells */
        for (k = 0; k < 32; k++)
        {
-               if (f4 & (1L << k)) spell[num++] = k + 32 * 3;
+        if (f4 & (1L << k)) spell[num++] = k + RF4_SPELL_START;
        }
 
        /* Extract the "normal" spells */
        for (k = 0; k < 32; k++)
        {
-               if (f5 & (1L << k)) spell[num++] = k + 32 * 4;
+        if (f5 & (1L << k)) spell[num++] = k + RF5_SPELL_START;
        }
 
        /* Extract the "bizarre" spells */
        for (k = 0; k < 32; k++)
        {
-               if (f6 & (1L << k)) spell[num++] = k + 32 * 5;
+        if (f6 & (1L << k)) spell[num++] = k + RF6_SPELL_START;
        }
 
        /* No spells left */
@@ -1507,16 +1758,33 @@ bool make_attack_spell(int m_idx)
        monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
 #endif
 
-       if (do_disi)
-               thrown_spell = 96+31;
-       else
+       switch (do_spell)
        {
-               int attempt = 10;
-               while(attempt--)
+       case DO_SPELL_NONE:
                {
-                       thrown_spell = choose_attack_spell(m_idx, spell, num);
-                       if (thrown_spell) break;
+                       int attempt = 10;
+                       while (attempt--)
+                       {
+                               thrown_spell = choose_attack_spell(m_idx, spell, num);
+                               if (thrown_spell) break;
+                       }
                }
+               break;
+
+       case DO_SPELL_BR_LITE:
+               thrown_spell = 96+14; /* RF4_BR_LITE */
+               break;
+
+       case DO_SPELL_BR_DISI:
+               thrown_spell = 96+31; /* RF4_BR_DISI */
+               break;
+
+       case DO_SPELL_BA_LITE:
+               thrown_spell = 128+20; /* RF5_BA_LITE */
+               break;
+
+       default:
+               return FALSE; /* Paranoia */
        }
 
        /* Abort if no spell was chosen */
@@ -1530,2960 +1798,69 @@ bool make_attack_spell(int m_idx)
 
        /* Check for spell failure (inate attacks never fail) */
        if (!spell_is_inate(thrown_spell)
-           && (in_no_magic_dungeon || (m_ptr->stunned && one_in_(2)) || (randint0(100) < failrate)))
+           && (in_no_magic_dungeon || (MON_STUNNED(m_ptr) && one_in_(2)) || (randint0(100) < failrate)))
        {
-               disturb(1, 0);
+               disturb(1, 1);
                /* Message */
-#ifdef JP
-               msg_format("%^s¤Ï¼öʸ¤ò¾§¤¨¤è¤¦¤È¤·¤¿¤¬¼ºÇÔ¤·¤¿¡£", m_name);
-#else
-               msg_format("%^s tries to cast a spell, but fails.", m_name);
-#endif
+               msg_format(_("%^sは呪文を唱えようとしたが失敗した。", "%^s tries to cast a spell, but fails."), m_name);
 
                return (TRUE);
        }
 
-       /* Projectable? */
-       direct = player_bold(y, x);
-
-       /* Cast the spell. */
-       switch (thrown_spell)
+       /* Hex: Anti Magic Barrier */
+       if (!spell_is_inate(thrown_spell) && magic_barrier(m_idx))
        {
-               /* RF4_SHRIEK */
-               case 96+0:
-               {
-                       disturb(1, 0);
-#ifdef JP
-msg_format("%^s¤¬¤«¤ó¹â¤¤¶âÀÚ¤êÀ¼¤ò¤¢¤²¤¿¡£", m_name);
-#else
-                       msg_format("%^s makes a high pitched shriek.", m_name);
-#endif
-
-                       aggravate_monsters(m_idx);
-                       break;
-               }
-
-               /* RF4_XXX1 */
-               case 96+1:
-               {
-                       /* XXX XXX XXX */
-                       break;
-               }
-
-               /* RF4_DISPEL */
-               case 96+2:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-#ifdef JP
-                       if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-                       else msg_format("%^s¤¬ËâÎϾõî¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles powerfully.", m_name);
-                       else msg_format("%^s invokes a dispel magic.", m_name);
-#endif
-                       set_fast(0, TRUE);
-                       set_lightspeed(0, TRUE);
-                       set_slow(0, TRUE);
-                       set_shield(0, TRUE);
-                       set_blessed(0, TRUE);
-                       set_tsuyoshi(0, TRUE);
-                       set_hero(0, TRUE);
-                       set_shero(0, TRUE);
-                       set_protevil(0, TRUE);
-                       set_invuln(0, TRUE);
-                       set_wraith_form(0, TRUE);
-                       set_kabenuke(0, TRUE);
-                       set_tim_res_nether(0, TRUE);
-                       set_tim_res_time(0, TRUE);
-                       /* by henkma */
-                       set_tim_reflect(0,TRUE);
-                       set_multishadow(0,TRUE);
-                       set_dustrobe(0,TRUE);
-
-                       set_tim_invis(0, TRUE);
-                       set_tim_infra(0, TRUE);
-                       set_tim_esp(0, TRUE);
-                       set_tim_regen(0, TRUE);
-                       set_tim_stealth(0, TRUE);
-                       set_tim_ffall(0, TRUE);
-                       set_tim_sh_touki(0, TRUE);
-                       set_tim_sh_fire(0, TRUE);
-                       set_tim_sh_holy(0, TRUE);
-                       set_tim_eyeeye(0, TRUE);
-                       set_magicdef(0, TRUE);
-                       set_resist_magic(0, TRUE);
-                       set_oppose_acid(0, TRUE);
-                       set_oppose_elec(0, TRUE);
-                       set_oppose_fire(0, TRUE);
-                       set_oppose_cold(0, TRUE);
-                       set_oppose_pois(0, TRUE);
-                       set_ultimate_res(0, TRUE);
-                       set_mimic(0, 0, TRUE);
-                       set_ele_attack(0, 0);
-                       set_ele_immune(0, 0);
-                       /* Cancel glowing hands */
-                       if (p_ptr->special_attack & ATTACK_CONFUSE)
-                       {
-                               p_ptr->special_attack &= ~(ATTACK_CONFUSE);
-#ifdef JP
-                               msg_print("¼ê¤Îµ±¤­¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
-#else
-                               msg_print("Your hands stop glowing.");
-#endif
-
-                       }
-                       if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0]))
-                       {
-                               p_ptr->magic_num1[1] = p_ptr->magic_num1[0];
-                               p_ptr->magic_num1[0] = 0;
-#ifdef JP
-                               msg_print("²Î¤¬ÅÓÀڤ줿¡£");
-#else
-                               msg_print("Your singing is interrupted.");
-#endif
-                               p_ptr->action = ACTION_NONE;
-
-                               /* Recalculate bonuses */
-                               p_ptr->update |= (PU_BONUS | PU_HP);
-
-                               /* Redraw map */
-                               p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
-
-                               /* Update monsters */
-                               p_ptr->update |= (PU_MONSTERS);
-
-                               /* Window stuff */
-                               p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
-                               p_ptr->energy_need += ENERGY_NEED();
-                       }
-                       if (p_ptr->riding)
-                       {
-                               monster_type *riding_ptr = &m_list[p_ptr->riding];
-                               if (riding_ptr->invulner)
-                               {
-                                       riding_ptr->invulner = 0;
-                                       riding_ptr->energy_need += ENERGY_NEED();
-                               }
-                               riding_ptr->fast = 0;
-                               riding_ptr->slow = 0;
-                               p_ptr->update |= PU_BONUS;
-                               if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= PR_HEALTH;
-                               p_ptr->redraw |= (PR_UHEALTH);
-                       }
-
-#ifdef JP
-                       if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-                               msg_print("¤ä¤ê¤ä¤¬¤Ã¤¿¤Ê¡ª");
-#endif
-                       learn_spell(MS_DISPEL);
-                       break;
-               }
-
-               /* RF4_XXX4X4 */
-               case 96+3:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¼Í¤Ã¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s shoots something.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£", m_name);
-#else
-                       else msg_format("%^s fires a rocket.", m_name);
-#endif
-
-                       dam = ((m_ptr->hp / 4) > 800 ? 800 : (m_ptr->hp / 4));
-                       breath(y, x, m_idx, GF_ROCKET,
-                               dam, 2, FALSE, MS_ROCKET, learnable);
-                       update_smart_learn(m_idx, DRS_SHARD);
-                       break;
-               }
-
-               /* RF4_SHOOT */
-               case 96+4:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬´ñ̯¤Ê²»¤òȯ¤·¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s makes a strange noise.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬Ìð¤òÊü¤Ã¤¿¡£", m_name);
-#else
-                       else msg_format("%^s fires an arrow.", m_name);
-#endif
-
-                       dam = damroll(r_ptr->blow[0].d_dice, r_ptr->blow[0].d_side);
-                       bolt(m_idx, GF_ARROW, dam, MS_SHOOT, learnable);
-                       update_smart_learn(m_idx, DRS_REFLECT);
-                       break;
-               }
-
-               /* RF4_XXX2 */
-               case 96+5:
-               {
-                       /* XXX XXX XXX */
-                       break;
-               }
-
-               /* RF4_XXX3 */
-               case 96+6:
-               {
-                       /* XXX XXX XXX */
-                       break;
-               }
-
-               /* RF4_XXX4 */
-               case 96+7:
-               {
-                       /* XXX XXX XXX */
-                       break;
-               }
-
-               /* RF4_BR_ACID */
-               case 96+8:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       else msg_format("%^s breathes acid.", m_name);
-#endif
-
-                       dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
-                       breath(y, x, m_idx, GF_ACID, dam, 0, TRUE, MS_BR_ACID, learnable);
-                       update_smart_learn(m_idx, DRS_ACID);
-                       break;
-               }
-
-               /* RF4_BR_ELEC */
-               case 96+9:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       else msg_format("%^s breathes lightning.", m_name);
-#endif
+               msg_format(_("反魔法バリアが%^sの呪文をかき消した。", "Anti magic barrier cancels the spell which %^s casts."), m_name);
+               return (TRUE);
+       }
 
-                       dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
-                       breath(y, x, m_idx, GF_ELEC, dam,0, TRUE, MS_BR_ELEC, learnable);
-                       update_smart_learn(m_idx, DRS_ELEC);
-                       break;
-               }
+       /* Projectable? */
+       direct = player_bold(y, x);
 
-               /* RF4_BR_FIRE */
-               case 96+10:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       else msg_format("%^s breathes fire.", m_name);
-#endif
-
-                       dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
-                       breath(y, x, m_idx, GF_FIRE, dam,0, TRUE, MS_BR_FIRE, learnable);
-                       update_smart_learn(m_idx, DRS_FIRE);
-                       break;
-               }
-
-               /* RF4_BR_COLD */
-               case 96+11:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬Î䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       else msg_format("%^s breathes frost.", m_name);
-#endif
-
-                       dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
-                       breath(y, x, m_idx, GF_COLD, dam,0, TRUE, MS_BR_COLD, learnable);
-                       update_smart_learn(m_idx, DRS_COLD);
-                       break;
-               }
-
-               /* RF4_BR_POIS */
-               case 96+12:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       else msg_format("%^s breathes gas.", m_name);
-#endif
-
-                       dam = ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3));
-                       breath(y, x, m_idx, GF_POIS, dam, 0, TRUE, MS_BR_POIS, learnable);
-                       update_smart_learn(m_idx, DRS_POIS);
-                       break;
-               }
-
-
-               /* RF4_BR_NETH */
-               case 96+13:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ÃϹö¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       else msg_format("%^s breathes nether.", m_name);
-#endif
-
-                       dam = ((m_ptr->hp / 6) > 550 ? 550 : (m_ptr->hp / 6));
-                       breath(y, x, m_idx, GF_NETHER, dam,0, TRUE, MS_BR_NETHER, learnable);
-                       update_smart_learn(m_idx, DRS_NETH);
-                       break;
-               }
-
-               /* RF4_BR_LITE */
-               case 96+14:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬Á®¸÷¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       else msg_format("%^s breathes light.", m_name);
-#endif
-
-                       dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6));
-                       breath(y, x, m_idx, GF_LITE, dam,0, TRUE, MS_BR_LITE, learnable);
-                       update_smart_learn(m_idx, DRS_LITE);
-                       break;
-               }
-
-               /* RF4_BR_DARK */
-               case 96+15:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬°Å¹õ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       else msg_format("%^s breathes darkness.", m_name);
-#endif
-
-                       dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6));
-                       breath(y, x, m_idx, GF_DARK, dam,0, TRUE, MS_BR_DARK, learnable);
-                       update_smart_learn(m_idx, DRS_DARK);
-                       break;
-               }
-
-               /* RF4_BR_CONF */
-               case 96+16:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬º®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       else msg_format("%^s breathes confusion.", m_name);
-#endif
-
-                       dam = ((m_ptr->hp / 6) > 450 ? 450 : (m_ptr->hp / 6));
-                       breath(y, x, m_idx, GF_CONFUSION, dam,0, TRUE, MS_BR_CONF, learnable);
-                       update_smart_learn(m_idx, DRS_CONF);
-                       break;
-               }
-
-               /* RF4_BR_SOUN */
-               case 96+17:
-               {
-                       disturb(1, 0);
-                       if (m_ptr->r_idx == MON_JAIAN)
-#ifdef JP
-                               msg_format("¡Ö¥Ü¥©¥¨¡Á¡Á¡Á¡Á¡Á¡Á¡×");
-#else
-                               msg_format("'Booooeeeeee'");
-#endif
-#ifdef JP
-else if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       else if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       else msg_format("%^s breathes sound.", m_name);
-#endif
-
-                       dam = ((m_ptr->hp / 6) > 450 ? 450 : (m_ptr->hp / 6));
-                       breath(y, x, m_idx, GF_SOUND, dam,0, TRUE, MS_BR_SOUND, learnable);
-                       update_smart_learn(m_idx, DRS_SOUND);
-                       break;
-               }
-
-               /* RF4_BR_CHAO */
-               case 96+18:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥«¥ª¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       else msg_format("%^s breathes chaos.", m_name);
-#endif
-
-                       dam = ((m_ptr->hp / 6) > 600 ? 600 : (m_ptr->hp / 6));
-                       breath(y, x, m_idx, GF_CHAOS, dam,0, TRUE, MS_BR_CHAOS, learnable);
-                       update_smart_learn(m_idx, DRS_CHAOS);
-                       break;
-               }
-
-               /* RF4_BR_DISE */
-               case 96+19:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬Îô²½¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       else msg_format("%^s breathes disenchantment.", m_name);
-#endif
-
-                       dam = ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6));
-                       breath(y, x, m_idx, GF_DISENCHANT, dam,0, TRUE, MS_BR_DISEN, learnable);
-                       update_smart_learn(m_idx, DRS_DISEN);
-                       break;
-               }
-
-               /* RF4_BR_NEXU */
-               case 96+20:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬°ø²Ìº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       else msg_format("%^s breathes nexus.", m_name);
-#endif
-
-                       dam = ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3));
-                       breath(y, x, m_idx, GF_NEXUS, dam,0, TRUE, MS_BR_NEXUS, learnable);
-                       update_smart_learn(m_idx, DRS_NEXUS);
-                       break;
-               }
-
-               /* RF4_BR_TIME */
-               case 96+21:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬»þ´ÖµÕž¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       else msg_format("%^s breathes time.", m_name);
-#endif
-
-                       dam = ((m_ptr->hp / 3) > 150 ? 150 : (m_ptr->hp / 3));
-                       breath(y, x, m_idx, GF_TIME, dam,0, TRUE, MS_BR_TIME, learnable);
-                       break;
-               }
-
-               /* RF4_BR_INER */
-               case 96+22:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ÃÙÆߤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       else msg_format("%^s breathes inertia.", m_name);
-#endif
-
-                       dam = ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6));
-                       breath(y, x, m_idx, GF_INERTIA, dam,0, TRUE, MS_BR_INERTIA, learnable);
-                       break;
-               }
-
-               /* RF4_BR_GRAV */
-               case 96+23:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬½ÅÎϤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       else msg_format("%^s breathes gravity.", m_name);
-#endif
-
-                       dam = ((m_ptr->hp / 3) > 200 ? 200 : (m_ptr->hp / 3));
-                       breath(y, x, m_idx, GF_GRAVITY, dam,0, TRUE, MS_BR_GRAVITY, learnable);
-                       break;
-               }
-
-               /* RF4_BR_SHAR */
-               case 96+24:
-               {
-                       disturb(1, 0);
-                       if (m_ptr->r_idx == MON_BOTEI)
-#ifdef JP
-                               msg_format("¡Ö¥ÜÄë¥Ó¥ë¥«¥Ã¥¿¡¼¡ª¡ª¡ª¡×");
-#else
-                               msg_format("'Boty-Build cutter!!!'");
-#endif
-#ifdef JP
-else if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       else if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ÇËÊҤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       else msg_format("%^s breathes shards.", m_name);
-#endif
-
-                       dam = ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6));
-                       breath(y, x, m_idx, GF_SHARDS, dam,0, TRUE, MS_BR_SHARDS, learnable);
-                       update_smart_learn(m_idx, DRS_SHARD);
-                       break;
-               }
-
-               /* RF4_BR_PLAS */
-               case 96+25:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥×¥é¥º¥Þ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       else msg_format("%^s breathes plasma.", m_name);
-#endif
-
-                       dam = ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6));
-                       breath(y, x, m_idx, GF_PLASMA, dam,0, TRUE, MS_BR_PLASMA, learnable);
-                       break;
-               }
-
-               /* RF4_BR_WALL */
-               case 96+26:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥Õ¥©¡¼¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       else msg_format("%^s breathes force.", m_name);
-#endif
-
-                       dam = ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6));
-                       breath(y, x, m_idx, GF_FORCE, dam,0, TRUE, MS_BR_FORCE, learnable);
-                       break;
-               }
-
-               /* RF4_BR_MANA */
-               case 96+27:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâÎϤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       else msg_format("%^s breathes mana.", m_name);
-#endif
-                       dam = ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3));
-                       breath(y, x, m_idx, GF_MANA, dam,0, TRUE, MS_BR_MANA, learnable);
-                       break;
-               }
-
-               /* RF4_BA_NUKE */
-               case 96+28:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬Êü¼Íǽµå¤òÊü¤Ã¤¿¡£", m_name);
-#else
-                       else msg_format("%^s casts a ball of radiation.", m_name);
-#endif
-
-                       dam = (rlev + damroll(10, 6)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
-                       breath(y, x, m_idx, GF_NUKE, dam, 2, FALSE, MS_BALL_NUKE, learnable);
-                       update_smart_learn(m_idx, DRS_POIS);
-                       break;
-               }
-
-               /* RF4_BR_NUKE */
-               case 96+29:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬Êü¼ÍÀ­ÇÑ´þʪ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       else msg_format("%^s breathes toxic waste.", m_name);
-#endif
-
-                       dam = ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3));
-                       breath(y, x, m_idx, GF_NUKE, dam,0, TRUE, MS_BR_NUKE, learnable);
-                       update_smart_learn(m_idx, DRS_POIS);
-                       break;
-               }
-
-               /* RF4_BA_CHAO */
-               case 96+30:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬¶²¤í¤·¤²¤Ë¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles frighteningly.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬½ã¥í¥°¥ë¥¹¤òÊü¤Ã¤¿¡£", m_name);/*nuke me*/
-#else
-                       else msg_format("%^s invokes a raw Logrus.", m_name);
-#endif
-
-                       dam = ((r_ptr->flags2 & RF2_POWERFUL) ? (rlev * 3) : (rlev * 2))+ damroll(10, 10);
-                       breath(y, x, m_idx, GF_CHAOS, dam, 4, FALSE, MS_BALL_CHAOS, learnable);
-                       update_smart_learn(m_idx, DRS_CHAOS);
-                       break;
-               }
-
-               /* RF4_BR_DISI */
-               case 96+31:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s breathes.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬Ê¬²ò¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
-#else
-                       else msg_format("%^s breathes disintegration.", m_name);
-#endif
-
-                       dam = ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6));
-                       breath(y, x, m_idx, GF_DISINTEGRATE, dam,0, TRUE, MS_BR_DISI, learnable);
-                       break;
-               }
-
-
-
-               /* RF5_BA_ACID */
-               case 128+0:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
-                       else msg_format("%^s casts an acid ball.", m_name);
-#endif
-
-                       dam = (randint1(rlev * 3) + 15) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
-                       breath(y, x, m_idx, GF_ACID, dam, 2, FALSE, MS_BALL_ACID, learnable);
-                       update_smart_learn(m_idx, DRS_ACID);
-                       break;
-               }
-
-               /* RF5_BA_ELEC */
-               case 128+1:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
-                       else msg_format("%^s casts a lightning ball.", m_name);
-#endif
-
-                       dam = (randint1(rlev * 3 / 2) + 8) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
-                       breath(y, x, m_idx, GF_ELEC, dam, 2, FALSE, MS_BALL_ELEC, learnable);
-                       update_smart_learn(m_idx, DRS_ELEC);
-                       break;
-               }
-
-               /* RF5_BA_FIRE */
-               case 128+2:
-               {
-                       disturb(1, 0);
-
-                       if (m_ptr->r_idx == MON_ROLENTO)
-                       {
-#ifdef JP
-                               if (blind)
-                                       msg_format("%s¤¬²¿¤«¤òÅꤲ¤¿¡£", m_name);
-                               else 
-                                       msg_format("%s¤Ï¼êÜØÃƤòÅꤲ¤¿¡£", m_name);
-#else
-                               if (blind)
-                                       msg_format("%^s throws something.", m_name);
-                               else
-                                       msg_format("%^s throws a hand grenade.", m_name);
-#endif
-                       }
-                       else
-                       {
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                               if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
-                               else msg_format("%^s casts a fire ball.", m_name);
-#endif
-                       }
-
-                       dam = (randint1(rlev * 7 / 2) + 10) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
-                       breath(y, x, m_idx, GF_FIRE, dam, 2, FALSE, MS_BALL_FIRE, learnable);
-                       update_smart_learn(m_idx, DRS_FIRE);
-                       break;
-               }
-
-               /* RF5_BA_COLD */
-               case 128+3:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
-                       else msg_format("%^s casts a frost ball.", m_name);
-#endif
-
-                       dam = (randint1(rlev * 3 / 2) + 10) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
-                       breath(y, x, m_idx, GF_COLD, dam, 2, FALSE, MS_BALL_COLD, learnable);
-                       update_smart_learn(m_idx, DRS_COLD);
-                       break;
-               }
-
-               /* RF5_BA_POIS */
-               case 128+4:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬°­½­±À¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
-                       else msg_format("%^s casts a stinking cloud.", m_name);
-#endif
-
-                       dam = damroll(12, 2) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
-                       breath(y, x, m_idx, GF_POIS, dam, 2, FALSE, MS_BALL_POIS, learnable);
-                       update_smart_learn(m_idx, DRS_POIS);
-                       break;
-               }
-
-               /* RF5_BA_NETH */
-               case 128+5:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ÃϹöµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
-                       else msg_format("%^s casts a nether ball.", m_name);
-#endif
-
-                       dam = 50 + damroll(10, 10) + (rlev * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1));
-                       breath(y, x, m_idx, GF_NETHER, dam, 2, FALSE, MS_BALL_NETHER, learnable);
-                       update_smart_learn(m_idx, DRS_NETH);
-                       break;
-               }
-
-               /* RF5_BA_WATE */
-               case 128+6:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬Î®¤ì¤ë¤è¤¦¤Ê¿È¿¶¤ê¤ò¤·¤¿¡£", m_name);
-#else
-                       else msg_format("%^s gestures fluidly.", m_name);
-#endif
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï±²´¬¤­¤Ë°û¤ß¹þ¤Þ¤ì¤¿¡£");
-#else
-                       msg_print("You are engulfed in a whirlpool.");
-#endif
-
-                       dam = ((r_ptr->flags2 & RF2_POWERFUL) ? randint1(rlev * 3) : randint1(rlev * 2)) + 50;
-                       breath(y, x, m_idx, GF_WATER, dam, 4, FALSE, MS_BALL_WATER, learnable);
-                       break;
-               }
-
-               /* RF5_BA_MANA */
-               case 128+7:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles powerfully.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâÎϤÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
-#else
-                       else msg_format("%^s invokes a mana storm.", m_name);
-#endif
-
-                       dam = (rlev * 4) + 50 + damroll(10, 10);
-                       breath(y, x, m_idx, GF_MANA, dam, 4, FALSE, MS_BALL_MANA, learnable);
-                       break;
-               }
-
-               /* RF5_BA_DARK */
-               case 128+8:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles powerfully.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬°Å¹õ¤ÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
-#else
-                       else msg_format("%^s invokes a darkness storm.", m_name);
-#endif
-
-                       dam = (rlev * 4) + 50 + damroll(10, 10);
-                       breath(y, x, m_idx, GF_DARK, dam, 4, FALSE, MS_BALL_DARK, learnable);
-                       update_smart_learn(m_idx, DRS_DARK);
-                       break;
-               }
-
-               /* RF5_DRAIN_MANA */
-               case 128+9:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-                       if (p_ptr->csp)
-                       {
-                               int r1;
-
-                               /* Basic message */
-#ifdef JP
-msg_format("%^s¤ËÀº¿À¥¨¥Í¥ë¥®¡¼¤òµÛ¤¤¼è¤é¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
-#else
-                               msg_format("%^s draws psychic energy from you!", m_name);
-#endif
-
-
-                               /* Attack power */
-                               r1 = (randint1(rlev) / 2) + 1;
-
-                               /* Full drain */
-                               if (r1 >= p_ptr->csp)
-                               {
-                                       r1 = p_ptr->csp;
-                                       p_ptr->csp = 0;
-                                       p_ptr->csp_frac = 0;
-                               }
-
-                               /* Partial drain */
-                               else
-                               {
-                                       p_ptr->csp -= r1;
-                               }
-
-                               learn_spell(MS_DRAIN_MANA);
-
-                               /* Redraw mana */
-                               p_ptr->redraw |= (PR_MANA);
-
-                               /* Window stuff */
-                               p_ptr->window |= (PW_PLAYER);
-                               p_ptr->window |= (PW_SPELL);
-
-                               /* Heal the monster */
-                               if (m_ptr->hp < m_ptr->maxhp)
-                               {
-                                       /* Heal */
-                                       m_ptr->hp += (6 * r1);
-                                       if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
-
-                                       /* Redraw (later) if needed */
-                                       if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
-                                       if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
-
-                                       /* Special message */
-                                       if (seen)
-                                       {
-#ifdef JP
-msg_format("%^s¤Ïµ¤Ê¬¤¬Îɤµ¤½¤¦¤À¡£", m_name);
-#else
-                                               msg_format("%^s appears healthier.", m_name);
-#endif
-
-                                       }
-                               }
-                       }
-                       update_smart_learn(m_idx, DRS_MANA);
-                       break;
-               }
-
-               /* RF5_MIND_BLAST */
-               case 128+10:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-                       if (!seen)
-                       {
-#ifdef JP
-msg_print("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£");
-#else
-                               msg_print("You feel something focusing on your mind.");
-#endif
-
-                       }
-                       else
-                       {
-#ifdef JP
-msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¤Ë¤é¤ó¤Ç¤¤¤ë¡£", m_name);
-#else
-                               msg_format("%^s gazes deep into your eyes.", m_name);
-#endif
-
-                       }
-
-                       dam = damroll(7, 7);
-                       breath(y, x, m_idx, GF_MIND_BLAST, dam, 0, FALSE, MS_MIND_BLAST, learnable);
-                       break;
-               }
-
-               /* RF5_BRAIN_SMASH */
-               case 128+11:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-                       if (!seen)
-                       {
-#ifdef JP
-msg_print("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£");
-#else
-                               msg_print("You feel something focusing on your mind.");
-#endif
-
-                       }
-                       else
-                       {
-#ifdef JP
-msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¸«¤Æ¤¤¤ë¡£", m_name);
-#else
-                               msg_format("%^s looks deep into your eyes.", m_name);
-#endif
-
-                       }
-
-                       dam = damroll(12, 12);
-                       breath(y, x, m_idx, GF_BRAIN_SMASH, dam, 0, FALSE, MS_BRAIN_SMASH, learnable);
-                       break;
-               }
-
-               /* RF5_CAUSE_1 */
-               case 128+12:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¼ö¤Ã¤¿¡£", m_name);
-#else
-                       else msg_format("%^s points at you and curses.", m_name);
-#endif
-
-                       dam = damroll(3, 8);
-                       breath(y, x, m_idx, GF_CAUSE_1, dam, 0, FALSE, MS_CAUSE_1, learnable);
-                       break;
-               }
-
-               /* RF5_CAUSE_2 */
-               case 128+13:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼ö¤Ã¤¿¡£", m_name);
-#else
-                       else msg_format("%^s points at you and curses horribly.", m_name);
-#endif
-
-                       dam = damroll(8, 8);
-                       breath(y, x, m_idx, GF_CAUSE_2, dam, 0, FALSE, MS_CAUSE_2, learnable);
-                       break;
-               }
-
-               /* RF5_CAUSE_3 */
-               case 128+14:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤òÂçÀ¼¤Ç¶«¤ó¤À¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles loudly.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼öʸ¤ò¾§¤¨¤¿¡ª", m_name);
-#else
-                       else msg_format("%^s points at you, incanting terribly!", m_name);
-#endif
-
-                       dam = damroll(10, 15);
-                       breath(y, x, m_idx, GF_CAUSE_3, dam, 0, FALSE, MS_CAUSE_3, learnable);
-                       break;
-               }
-
-               /* RF5_CAUSE_4 */
-               case 128+15:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", m_name);
-#else
-                       if (blind) msg_format("%^s screams the word 'DIE!'", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÈ빦¤òÆͤ¤¤Æ¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", m_name);
-#else
-                       else msg_format("%^s points at you, screaming the word DIE!", m_name);
-#endif
-
-                       dam = damroll(15, 15);
-                       breath(y, x, m_idx, GF_CAUSE_4, dam, 0, FALSE, MS_CAUSE_4, learnable);
-                       break;
-               }
-
-               /* RF5_BO_ACID */
-               case 128+16:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
-                       else msg_format("%^s casts a acid bolt.", m_name);
-#endif
-
-                       dam = (damroll(7, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
-                       bolt(m_idx, GF_ACID, dam, MS_BOLT_ACID, learnable);
-                       update_smart_learn(m_idx, DRS_ACID);
-                       update_smart_learn(m_idx, DRS_REFLECT);
-                       break;
-               }
-
-               /* RF5_BO_ELEC */
-               case 128+17:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
-                       else msg_format("%^s casts a lightning bolt.", m_name);
-#endif
-
-                       dam = (damroll(4, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
-                       bolt(m_idx, GF_ELEC, dam, MS_BOLT_ELEC, learnable);
-                       update_smart_learn(m_idx, DRS_ELEC);
-                       update_smart_learn(m_idx, DRS_REFLECT);
-                       break;
-               }
-
-               /* RF5_BO_FIRE */
-               case 128+18:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
-                       else msg_format("%^s casts a fire bolt.", m_name);
-#endif
-
-                       dam = (damroll(9, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
-                       bolt(m_idx, GF_FIRE, dam, MS_BOLT_FIRE, learnable);
-                       update_smart_learn(m_idx, DRS_FIRE);
-                       update_smart_learn(m_idx, DRS_REFLECT);
-                       break;
-               }
-
-               /* RF5_BO_COLD */
-               case 128+19:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
-                       else msg_format("%^s casts a frost bolt.", m_name);
-#endif
-
-                       dam = (damroll(6, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
-                       bolt(m_idx, GF_COLD, dam, MS_BOLT_COLD, learnable);
-                       update_smart_learn(m_idx, DRS_COLD);
-                       update_smart_learn(m_idx, DRS_REFLECT);
-                       break;
-               }
-
-               /* RF5_BA_LITE */
-               case 128+20:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles powerfully.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥¹¥¿¡¼¥Ð¡¼¥¹¥È¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
-#else
-                       else msg_format("%^s invokes a starburst.", m_name);
-#endif
-
-                       dam = (rlev * 4) + 50 + damroll(10, 10);
-                       breath(y, x, m_idx, GF_LITE, dam, 4, FALSE, MS_STARBURST, learnable);
-                       update_smart_learn(m_idx, DRS_LITE);
-                       break;
-               }
-
-               /* RF5_BO_NETH */
-               case 128+21:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ÃϹö¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
-                       else msg_format("%^s casts a nether bolt.", m_name);
-#endif
-
-                       dam = 30 + damroll(5, 5) + (rlev * 4) / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3);
-                       bolt(m_idx, GF_NETHER, dam, MS_BOLT_NETHER, learnable);
-                       update_smart_learn(m_idx, DRS_NETH);
-                       update_smart_learn(m_idx, DRS_REFLECT);
-                       break;
-               }
-
-               /* RF5_BO_WATE */
-               case 128+22:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥¦¥©¡¼¥¿¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
-                       else msg_format("%^s casts a water bolt.", m_name);
-#endif
-
-                       dam = damroll(10, 10) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
-                       bolt(m_idx, GF_WATER, dam, MS_BOLT_WATER, learnable);
-                       update_smart_learn(m_idx, DRS_REFLECT);
-                       break;
-               }
-
-               /* RF5_BO_MANA */
-               case 128+23:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâÎϤÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
-                       else msg_format("%^s casts a mana bolt.", m_name);
-#endif
-
-                       dam = randint1(rlev * 7 / 2) + 50;
-                       bolt(m_idx, GF_MANA, dam, MS_BOLT_MANA, learnable);
-                       update_smart_learn(m_idx, DRS_REFLECT);
-                       break;
-               }
-
-               /* RF5_BO_PLAS */
-               case 128+24:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥×¥é¥º¥Þ¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
-                       else msg_format("%^s casts a plasma bolt.", m_name);
-#endif
-
-                       dam = 10 + damroll(8, 7) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
-                       bolt(m_idx, GF_PLASMA, dam, MS_BOLT_PLASMA, learnable);
-                       update_smart_learn(m_idx, DRS_REFLECT);
-                       break;
-               }
-
-               /* RF5_BO_ICEE */
-               case 128+25:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¶Ë´¨¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
-                       else msg_format("%^s casts an ice bolt.", m_name);
-#endif
-
-                       dam = damroll(6, 6) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
-                       bolt(m_idx, GF_ICE, dam, MS_BOLT_ICE, learnable);
-                       update_smart_learn(m_idx, DRS_COLD);
-                       update_smart_learn(m_idx, DRS_REFLECT);
-                       break;
-               }
-
-               /* RF5_MISSILE */
-               case 128+26:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
-                       else msg_format("%^s casts a magic missile.", m_name);
-#endif
-
-                       dam = damroll(2, 6) + (rlev / 3);
-                       bolt(m_idx, GF_MISSILE, dam, MS_MAGIC_MISSILE, learnable);
-                       update_smart_learn(m_idx, DRS_REFLECT);
-                       break;
-               }
-
-               /* RF5_SCARE */
-               case 128+27:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¯¤È¡¢¶²¤í¤·¤²¤Ê²»¤¬Ê¹¤³¤¨¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles, and you hear scary noises.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¶²¤í¤·¤²¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£", m_name);
-#else
-                       else msg_format("%^s casts a fearful illusion.", m_name);
-#endif
-
-                       if (p_ptr->resist_fear)
-                       {
-#ifdef JP
-msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
-#else
-                               msg_print("You refuse to be frightened.");
-#endif
-
-                       }
-                       else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
-                       {
-#ifdef JP
-msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
-#else
-                               msg_print("You refuse to be frightened.");
-#endif
-
-                       }
-                       else
-                       {
-                               (void)set_afraid(p_ptr->afraid + randint0(4) + 4);
-                       }
-                       learn_spell(MS_SCARE);
-                       update_smart_learn(m_idx, DRS_FEAR);
-                       break;
-               }
-
-               /* RF5_BLIND */
-               case 128+28:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¼öʸ¤ò¾§¤¨¤Æ¤¢¤Ê¤¿¤ÎÌܤò¤¯¤é¤Þ¤·¤¿¡ª", m_name);
-#else
-                       else msg_format("%^s casts a spell, burning your eyes!", m_name);
-#endif
-
-                       if (p_ptr->resist_blind)
-                       {
-#ifdef JP
-msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
-#else
-                               msg_print("You are unaffected!");
-#endif
-
-                       }
-                       else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
-                       {
-#ifdef JP
-msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
-#else
-                               msg_print("You resist the effects!");
-#endif
-
-                       }
-                       else
-                       {
-                               (void)set_blind(12 + randint0(4));
-                       }
-                       learn_spell(MS_BLIND);
-                       update_smart_learn(m_idx, DRS_BLIND);
-                       break;
-               }
-
-               /* RF5_CONF */
-               case 128+29:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¯¤È¡¢Æ¬¤òǺ¤Þ¤¹²»¤¬¤·¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles, and you hear puzzling noises.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬Í¶ÏÇŪ¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£", m_name);
-#else
-                       else msg_format("%^s creates a mesmerising illusion.", m_name);
-#endif
-
-                       if (p_ptr->resist_conf)
-                       {
-#ifdef JP
-msg_print("¤·¤«¤·¸¸³Ð¤Ë¤Ï¤À¤Þ¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
-#else
-                               msg_print("You disbelieve the feeble spell.");
-#endif
-
-                       }
-                       else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
-                       {
-#ifdef JP
-msg_print("¤·¤«¤·¸¸³Ð¤Ë¤Ï¤À¤Þ¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
-#else
-                               msg_print("You disbelieve the feeble spell.");
-#endif
-
-                       }
-                       else
-                       {
-                               (void)set_confused(p_ptr->confused + randint0(4) + 4);
-                       }
-                       learn_spell(MS_CONF);
-                       update_smart_learn(m_idx, DRS_CONF);
-                       break;
-               }
-
-               /* RF5_SLOW */
-               case 128+30:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-#ifdef JP
-msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¶ÚÎϤòµÛ¤¤¼è¤í¤¦¤È¤·¤¿¡ª", m_name);
-#else
-                       msg_format("%^s drains power from your muscles!", m_name);
-#endif
-
-                       if (p_ptr->free_act)
-                       {
-#ifdef JP
-msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
-#else
-                               msg_print("You are unaffected!");
-#endif
-
-                       }
-                       else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
-                       {
-#ifdef JP
-msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
-#else
-                               msg_print("You resist the effects!");
-#endif
-
-                       }
-                       else
-                       {
-                               (void)set_slow(p_ptr->slow + randint0(4) + 4, FALSE);
-                       }
-                       learn_spell(MS_SLOW);
-                       update_smart_learn(m_idx, DRS_FREE);
-                       break;
-               }
-
-               /* RF5_HOLD */
-               case 128+31:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÌܤò¤¸¤Ã¤È¸«¤Ä¤á¤¿¡ª", m_name);
-#else
-                       else msg_format("%^s stares deep into your eyes!", m_name);
-#endif
-
-                       if (p_ptr->free_act)
-                       {
-#ifdef JP
-msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
-#else
-                               msg_print("You are unaffected!");
-#endif
-
-                       }
-                       else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
-                       {
-#ifdef JP
-msg_format("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
-#else
-                               msg_format("You resist the effects!");
-#endif
-
-                       }
-                       else
-                       {
-                               (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
-                       }
-                       learn_spell(MS_SLEEP);
-                       update_smart_learn(m_idx, DRS_FREE);
-                       break;
-               }
-
-               /* RF6_HASTE */
-               case 160+0:
-               {
-                       disturb(1, 0);
-                       if (blind)
-                       {
-#ifdef JP
-msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                               msg_format("%^s mumbles.", m_name);
-#endif
-
-                       }
-                       else
-                       {
-#ifdef JP
-msg_format("%^s¤¬¼«Ê¬¤ÎÂΤËÇ°¤òÁ÷¤Ã¤¿¡£", m_name);
-#else
-                               msg_format("%^s concentrates on %s body.", m_name, m_poss);
-#endif
-
-                       }
-
-                       /* Allow quick speed increases to base+10 */
-                       if (!m_ptr->fast)
-                       {
-#ifdef JP
-msg_format("%^s¤ÎÆ°¤­¤¬Â®¤¯¤Ê¤Ã¤¿¡£", m_name);
-#else
-                               msg_format("%^s starts moving faster.", m_name);
-#endif
-                       }
-                       m_ptr->fast = MIN(200, m_ptr->fast + 100);
-                       if (p_ptr->riding == m_idx) p_ptr->update |= PU_BONUS;
-                       break;
-               }
-
-               /* RF6_HAND_DOOM */
-               case 160+1:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-#ifdef JP
-msg_format("%^s¤¬ÇËÌǤμê¤òÊü¤Ã¤¿¡ª", m_name);
-#else
-                       msg_format("%^s invokes the Hand of Doom!", m_name);
-#endif
-                       dam = (((s32b) ((40 + randint1(20)) * (p_ptr->chp))) / 100);
-                       breath(y, x, m_idx, GF_HAND_DOOM, dam, 0, FALSE, MS_HAND_DOOM, learnable);
-                       break;
-               }
-
-               /* RF6_HEAL */
-               case 160+2:
-               {
-                       disturb(1, 0);
-
-                       /* Message */
-                       if (blind)
-                       {
-#ifdef JP
-msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                               msg_format("%^s mumbles.", m_name);
-#endif
-
-                       }
-                       else
-                       {
-#ifdef JP
-msg_format("%^s¤¬¼«Ê¬¤Î½ý¤Ë½¸Ã椷¤¿¡£", m_name);
-#else
-                               msg_format("%^s concentrates on %s wounds.", m_name, m_poss);
-#endif
-
-                       }
-
-                       /* Heal some */
-                       m_ptr->hp += (rlev * 6);
-
-                       /* Fully healed */
-                       if (m_ptr->hp >= m_ptr->maxhp)
-                       {
-                               /* Fully healed */
-                               m_ptr->hp = m_ptr->maxhp;
-
-                               /* Message */
-                               if (seen)
-                               {
-#ifdef JP
-msg_format("%^s¤Ï´°Á´¤Ë¼£¤Ã¤¿¡ª", m_name);
-#else
-                                       msg_format("%^s looks completely healed!", m_name);
-#endif
-
-                               }
-                               else
-                               {
-#ifdef JP
-msg_format("%^s¤Ï´°Á´¤Ë¼£¤Ã¤¿¤è¤¦¤À¡ª", m_name);
-#else
-                                       msg_format("%^s sounds completely healed!", m_name);
-#endif
-
-                               }
-                       }
-
-                       /* Partially healed */
-                       else
-                       {
-                               /* Message */
-                               if (seen)
-                               {
-#ifdef JP
-msg_format("%^s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
-#else
-                                       msg_format("%^s looks healthier.", m_name);
-#endif
-
-                               }
-                               else
-                               {
-#ifdef JP
-msg_format("%^s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
-#else
-                                       msg_format("%^s sounds healthier.", m_name);
-#endif
-
-                               }
-                       }
-
-                       /* Redraw (later) if needed */
-                       if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
-                       if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
-
-                       /* Cancel fear */
-                       if (m_ptr->monfear)
-                       {
-                               /* Cancel fear */
-                               m_ptr->monfear = 0;
-
-                               /* Message */
-#ifdef JP
-msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name);
-#else
-                               msg_format("%^s recovers %s courage.", m_name, m_poss);
-#endif
-
-                       }
-                       break;
-               }
-
-               /* RF6_INVULNER */
-               case 160+3:
-               {
-                       disturb(1, 0);
-
-                       /* Message */
-                       if (!seen)
-                       {
-#ifdef JP
-msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                               msg_format("%^s mumbles powerfully.", m_name);
-#endif
-
-                       }
-                       else
-                       {
-#ifdef JP
-msg_format("%s¤Ï̵½ý¤Îµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
-                               msg_format("%^s casts a Globe of Invulnerability.", m_name);
-#endif
-
-                       }
-
-                       if (!(m_ptr->invulner))
-                               m_ptr->invulner = randint1(4) + 4;
-
-                       if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
-                       if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
-                       break;
-               }
-
-               /* RF6_BLINK */
-               case 160+4:
-               {
-                       disturb(1, 0);
-#ifdef JP
-msg_format("%^s¤¬½Ö»þ¤Ë¾Ã¤¨¤¿¡£", m_name);
-#else
-                       msg_format("%^s blinks away.", m_name);
-#endif
-
-                       teleport_away(m_idx, 10, FALSE);
-                       p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
-                       break;
-               }
-
-               /* RF6_TPORT */
-               case 160+5:
-               {
-                       int i, oldfy, oldfx;
-                       u32b flgs[TR_FLAG_SIZE];
-                       object_type *o_ptr;
-
-                       oldfy = m_ptr->fy;
-                       oldfx = m_ptr->fx;
-
-                       disturb(1, 0);
-#ifdef JP
-msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¤·¤¿¡£", m_name);
-#else
-                       msg_format("%^s teleports away.", m_name);
-#endif
-
-                       teleport_away(m_idx, MAX_SIGHT * 2 + 5, FALSE);
-
-                       if (los(py, px, oldfy, oldfx) && !world_monster)
-                       {
-                               for (i=INVEN_RARM;i<INVEN_TOTAL;i++)
-                               {
-                                       o_ptr = &inventory[i];
-                                       if(!cursed_p(o_ptr))
-                                       {
-                                               object_flags(o_ptr, flgs);
-
-                                               if((have_flag(flgs, TR_TELEPORT)) || (p_ptr->muta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR))
-                                               {
-#ifdef JP
-                                                       if(get_check_strict("¤Ä¤¤¤Æ¤¤¤­¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
-#else
-                                                       if(get_check_strict("Do you follow it? ", CHECK_OKAY_CANCEL))
-#endif
-                                                       {
-                                                               if (one_in_(3))
-                                                               {
-                                                                       teleport_player(200);
-#ifdef JP
-                                                                       msg_print("¼ºÇÔ¡ª");
-#else
-                                                                       msg_print("Failed!");
-#endif
-                                                               }
-                                                               else teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE);
-                                                               p_ptr->energy_need += ENERGY_NEED();
-                                                       }
-                                                       break;
-                                               }
-                                       }
-                               }
-                       }
-                       break;
-               }
-
-               /* RF6_WORLD */
-               case 160+6:
-               {
-                       int who = 0;
-                       disturb(1, 0);
-                       if(m_ptr->r_idx == MON_DIO) who = 1;
-                       else if(m_ptr->r_idx == MON_WONG) who = 3;
-                       dam = who;
-                       if (!process_the_world(randint1(2)+2, who, TRUE)) return (FALSE);
-                       break;
-               }
-
-               /* RF6_SPECIAL */
-               case 160+7:
-               {
-                       int k;
-
-                       disturb(1, 0);
-                       switch(m_ptr->r_idx)
-                       {
-                       case MON_OHMU:
-                               /* Moved to process_monster(), like multiplication */
-                               return FALSE;
-
-                       case MON_BANORLUPART:
-                               {
-                                       int dummy_hp = (m_ptr->hp + 1) / 2;
-                                       int dummy_maxhp = m_ptr->maxhp/2;
-                                       int dummy_y = m_ptr->fy;
-                                       int dummy_x = m_ptr->fx;
-
-                                       if (p_ptr->inside_arena || p_ptr->inside_battle || !summon_possible(m_ptr->fy, m_ptr->fx)) return FALSE;
-                                       delete_monster_idx(cave[m_ptr->fy][m_ptr->fx].m_idx);
-                                       summon_named_creature(0, dummy_y, dummy_x, MON_BANOR, mode);
-                                       m_list[hack_m_idx_ii].hp = dummy_hp;
-                                       m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
-                                       summon_named_creature(0, dummy_y, dummy_x, MON_LUPART, mode);
-                                       m_list[hack_m_idx_ii].hp = dummy_hp;
-                                       m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
-
-#ifdef JP
-                                       msg_print("¡Ø¥Ð¡¼¥Î¡¼¥ë¡¦¥ë¥Ñ¡¼¥È¡Ù¤¬Ê¬Îö¤·¤¿¡ª");
-#else
-                                       msg_print("Banor=Rupart splits in two person!");
-#endif
-
-                                       break;
-                               }
-                               case MON_BANOR:
-                               case MON_LUPART:
-                               {
-                                       int dummy_hp = 0;
-                                       int dummy_maxhp = 0;
-                                       int dummy_y = m_ptr->fy;
-                                       int dummy_x = m_ptr->fx;
-
-                                       if (!r_info[MON_BANOR].cur_num || !r_info[MON_LUPART].cur_num) return (FALSE);
-                                       for (k = 1; k < m_max; k++)
-                                       {
-                                               if (m_list[k].r_idx == MON_BANOR || m_list[k].r_idx == MON_LUPART)
-                                               {
-                                                       dummy_hp += m_list[k].hp;
-                                                       dummy_maxhp += m_list[k].maxhp;
-                                                       if (m_list[k].r_idx != m_ptr->r_idx)
-                                                       {
-                                                               dummy_y = m_list[k].fy;
-                                                               dummy_x = m_list[k].fx;
-                                                       }
-                                                       delete_monster_idx(k);
-                                               }
-                                       }
-                                       summon_named_creature(0, dummy_y, dummy_x, MON_BANORLUPART, mode);
-                                       m_list[hack_m_idx_ii].hp = dummy_hp;
-                                       m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
-
-#ifdef JP
-                                       msg_print("¡Ø¥Ð¡¼¥Î¡¼¥ë¡Ù¤È¡Ø¥ë¥Ñ¡¼¥È¡Ù¤¬¹çÂΤ·¤¿¡ª");
-#else
-                                       msg_print("Banor and Rupart combine into one!");
-#endif
-
-                                       break;
-                               }
-
-                       default:
-                               if (r_ptr->d_char == 'B')
-                               {
-                                       disturb(1, 0);
-                                       if (one_in_(3) || !direct)
-                                       {
-#ifdef JP
-                                               msg_format("%^s¤ÏÆÍÁ³»ë³¦¤«¤é¾Ã¤¨¤¿!", m_name);
-#else
-                                               msg_format("%^s suddenly go out of your sight!", m_name);
-#endif
-                                               teleport_away(m_idx, 10, FALSE);
-                                               p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
-                                       }
-                                       else
-                                       {
-                                               int dam = damroll(4, 8);
-                                               int get_damage = 0;
-#ifdef JP
-                                               msg_format("%^s¤¬¤¢¤Ê¤¿¤òÄϤó¤Ç¶õÃ椫¤éÅꤲÍ¤¿¡£", m_name);
-#else
-                                               msg_format("%^s holds you, and drops from the sky.", m_name);
-#endif
-                                               teleport_player_to(m_ptr->fy, m_ptr->fx, FALSE);
-
-                                               sound(SOUND_FALL);
-
-                                               if (p_ptr->ffall)
-                                               {
-#ifdef JP
-                                                       msg_print("¤¢¤Ê¤¿¤ÏÀŤ«¤ËÃåÃϤ·¤¿¡£");
-#else
-                                                       msg_print("You float gently down to the ground.");
-#endif
-                                               }
-                                               else
-                                               {
-#ifdef JP
-                                                       msg_print("¤¢¤Ê¤¿¤ÏÃÏÌ̤Ë᤭¤Ä¤±¤é¤ì¤¿¡£");
-#else
-                                                       msg_print("You crashed into the ground.");
-#endif
-                                                       dam += damroll(6, 8);
-                                               }
-
-                                               /* Mega hack -- this special action deals damage to the player. Therefore the code of "eyeeye" is necessary.
-                                                  -- henkma
-                                                */
-                                               get_damage = take_hit(DAMAGE_NOESCAPE, dam, m_name, -1);
-                                               if (p_ptr->tim_eyeeye && get_damage > 0 && !p_ptr->is_dead)
-                                               {
-#ifdef JP
-                                                       msg_format("¹¶·â¤¬%s¼«¿È¤ò½ý¤Ä¤±¤¿¡ª", m_name);
-#else
-                                                       char m_name_self[80];
-
-                                                       /* hisself */
-                                                       monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
-
-                                                       msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
-#endif
-                                                       project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
-                                                       set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
-                                               }
-                                       }
-                                       break;
-                               }
-
-                               /* Something is wrong */
-                               else return FALSE;
-                       }
-                       break;
-               }
-
-               /* RF6_TELE_TO */
-               case 160+8:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-#ifdef JP
-msg_format("%^s¤¬¤¢¤Ê¤¿¤ò°ú¤­Ìᤷ¤¿¡£", m_name);
-#else
-                       msg_format("%^s commands you to return.", m_name);
-#endif
-
-                       teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE);
-                       learn_spell(MS_TELE_TO);
-                       break;
-               }
-
-               /* RF6_TELE_AWAY */
-               case 160+9:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-#ifdef JP
-msg_format("%^s¤Ë¥Æ¥ì¥Ý¡¼¥È¤µ¤»¤é¤ì¤¿¡£", m_name);
-                       if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-                               msg_print("¤¯¤Ã¤½¡Á");
-#else
-                       msg_format("%^s teleports you away.", m_name);
-#endif
-
-                       learn_spell(MS_TELE_AWAY);
-                       teleport_player(100);
-                       break;
-               }
-
-               /* RF6_TELE_LEVEL */
-               case 160+10:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«´ñ̯¤Ê¸ÀÍÕ¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles strangely.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¤¢¤Ê¤¿¤Î­¤ò»Ø¤µ¤·¤¿¡£", m_name);
-#else
-                       else msg_format("%^s gestures at your feet.", m_name);
-#endif
-
-                       if (p_ptr->resist_nexus)
-                       {
-#ifdef JP
-msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
-#else
-                               msg_print("You are unaffected!");
-#endif
-
-                       }
-                       else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
-                       {
-#ifdef JP
-msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
-#else
-                               msg_print("You resist the effects!");
-#endif
-
-                       }
-                       else
-                       {
-                               teleport_player_level();
-                       }
-                       learn_spell(MS_TELE_LEVEL);
-                       update_smart_learn(m_idx, DRS_NEXUS);
-                       break;
-               }
-
-               /* RF6_PSY_SPEAR */
-               case 160+11:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¸÷¤Î·õ¤òÊü¤Ã¤¿¡£", m_name);
-#else
-                       else msg_format("%^s throw a Psycho-Spear.", m_name);
-#endif
-
-                       dam = (r_ptr->flags2 & RF2_POWERFUL) ? (randint1(rlev * 2) + 150) : (randint1(rlev * 3 / 2) + 100);
-                       beam(m_idx, GF_PSY_SPEAR, dam, MS_PSY_SPEAR, learnable);
-                       break;
-               }
-
-               /* RF6_DARKNESS */
-               case 160+12:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else if (p_ptr->pclass == CLASS_NINJA) msg_format("%^s¤¬ÊÕ¤ê¤òÌÀ¤ë¤¯¾È¤é¤·¤¿¡£", m_name);
-else msg_format("%^s¤¬°Å°Ç¤ÎÃæ¤Ç¼ê¤ò¿¶¤Ã¤¿¡£", m_name);
-#else
-                       else if (p_ptr->pclass == CLASS_NINJA)
-                               msg_format("%^s cast a spell to light up.", m_name);
-                       else msg_format("%^s gestures in shadow.", m_name);
-#endif
-
-                       learn_spell(MS_DARKNESS);
-                       if (p_ptr->pclass == CLASS_NINJA)
-                               (void)lite_area(0, 3);
-                       else
-                               (void)unlite_area(0, 3);
-                       break;
-               }
-
-               /* RF6_TRAPS */
-               case 160+13:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤Æ¼Ù°­¤ËÈù¾Ð¤ó¤À¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles, and then cackles evilly.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¼öʸ¤ò¾§¤¨¤Æ¼Ù°­¤ËÈù¾Ð¤ó¤À¡£", m_name);
-#else
-                       else msg_format("%^s casts a spell and cackles evilly.", m_name);
-#endif
-
-                       learn_spell(MS_MAKE_TRAP);
-                       (void)trap_creation(y, x);
-                       break;
-               }
-
-               /* RF6_FORGET */
-               case 160+14:
-               {
-                       if (!direct) return (FALSE);
-                       disturb(1, 0);
-#ifdef JP
-msg_format("%^s¤¬¤¢¤Ê¤¿¤Îµ­²±¤ò¾Ãµî¤·¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", m_name);
-#else
-                       msg_format("%^s tries to blank your mind.", m_name);
-#endif
-
-
-                       if (randint0(100 + rlev/2) < p_ptr->skill_sav)
-                       {
-#ifdef JP
-msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
-#else
-                               msg_print("You resist the effects!");
-#endif
-
-                       }
-                       else if (lose_all_info())
-                       {
-#ifdef JP
-msg_print("µ­²±¤¬Çö¤ì¤Æ¤·¤Þ¤Ã¤¿¡£");
-#else
-                               msg_print("Your memories fade away.");
-#endif
-
-                       }
-                       learn_spell(MS_FORGET);
-                       break;
-               }
-
-               /* RF6_RAISE_DEAD */
-               case 160+15:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬»à¼ÔÉü³è¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
-#else
-                       else msg_format("%^s casts a spell to revive corpses.", m_name);
-#endif
-                       animate_dead(m_idx, m_ptr->fy, m_ptr->fx);
-                       break;
-               }
-
-               /* RF6_SUMMON_KIN */
-               case 160+16:
-               {
-                       disturb(1, 0);
-                       if (m_ptr->r_idx == MON_ROLENTO)
-                       {
-#ifdef JP
-                               if (blind)
-                                       msg_format("%^s¤¬²¿¤«ÂçÎ̤ËÅꤲ¤¿¡£", m_name);
-                               else 
-                                       msg_format("%^s¤Ï¼êÜØÃƤò¤Ð¤é¤Þ¤¤¤¿¡£", m_name);
-#else
-                               if (blind)
-                                       msg_format("%^s spreads something.", m_name);
-                               else
-                                       msg_format("%^s throws some hand grenades.", m_name);
-#endif
-                       }
-                       else if (m_ptr->r_idx == MON_SERPENT || m_ptr->r_idx == MON_ZOMBI_SERPENT)
-                       {
-#ifdef JP
-                               if (blind)
-                                       msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-                               else
-                                       msg_format("%^s¤¬¥À¥ó¥¸¥ç¥ó¤Î¼ç¤ò¾¤´­¤·¤¿¡£", m_name);
-#else
-                               if (blind)
-                                       msg_format("%^s mumbles.", m_name);
-                               else
-                                       msg_format("%^s magically summons guardians of dungeons.", m_name);
-#endif
-                       }
-                       else
-                       {
-#ifdef JP
-                               if (blind)
-                                       msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-                               else
-                                       msg_format("%^s¤ÏËâË¡¤Ç%s¤ò¾¤´­¤·¤¿¡£",
-                                       m_name,
-                                       ((r_ptr->flags1) & RF1_UNIQUE ?
-                                       "¼ê²¼" : "Ãç´Ö"));
-#else
-                               if (blind)
-                                       msg_format("%^s mumbles.", m_name);
-                               else
-                                       msg_format("%^s magically summons %s %s.",
-                                       m_name, m_poss,
-                                       ((r_ptr->flags1) & RF1_UNIQUE ?
-                                       "minions" : "kin"));
-#endif
-                       }
-
-                       if(m_ptr->r_idx == MON_ROLENTO)
-                       {
-                               int num = 1 + randint1(3);
-
-                               for (k = 0; k < num; k++)
-                               {
-                                       count += summon_named_creature(m_idx, y, x, MON_SHURYUUDAN, mode);
-                               }
-                       }
-                       else if(m_ptr->r_idx == MON_THORONDOR ||
-                               m_ptr->r_idx == MON_GWAIHIR ||
-                               m_ptr->r_idx == MON_MENELDOR)
-                       {
-                               int num = 4 + randint1(3);
-                               for (k = 0; k < num; k++)
-                               {
-                                       count += summon_specific(m_idx, y, x, rlev, SUMMON_EAGLES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
-                               }
-                       }
-                       else if(m_ptr->r_idx == MON_LOUSY)
-                       {
-                               int num = 2 + randint1(3);
-                               for (k = 0; k < num; k++)
-                               {
-                                       count += summon_specific(m_idx, y, x, rlev, SUMMON_LOUSE, PM_ALLOW_GROUP);
-                               }
-                       }
-                       else if(m_ptr->r_idx == MON_BULLGATES)
-                       {
-                               int num = 2 + randint1(3);
-                               for (k = 0; k < num; k++)
-                               {
-                                       count += summon_named_creature(m_idx, y, x, 921, mode);
-                               }
-                       }
-                       else if (m_ptr->r_idx == MON_CALDARM)
-                       {
-                               int num = randint1(3);
-                               for (k = 0; k < num; k++)
-                               {
-                                       count += summon_named_creature(m_idx, y, x, 930, mode);
-                               }
-                       }
-                       else if (m_ptr->r_idx == MON_SERPENT || m_ptr->r_idx == MON_ZOMBI_SERPENT)
-                       {
-                               int num = 2 + randint1(3);
-
-                               if (r_info[MON_JORMUNGAND].cur_num < r_info[MON_JORMUNGAND].max_num && one_in_(6))
-                               {
-#ifdef JP
-                                       msg_print("ÃÏÌ̤«¤é¿å¤¬¿á¤­½Ð¤·¤¿¡ª");
-#else
-                                       msg_print("Water blew off from the ground!");
-#endif
-                                       fire_ball_hide(GF_WATER_FLOW, 0, 3, 8);
-                               }
-
-                               for (k = 0; k < num; k++)
-                               {
-                                       count += summon_specific(m_idx, y, x, rlev, SUMMON_GUARDIANS, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
-                               }
-                       }
-                       else
-                       {
-
-                               summon_kin_type = r_ptr->d_char; /* Big hack */
-
-                               for (k = 0; k < 4; k++)
-                               {
-                                       count += summon_specific(m_idx, y, x, rlev, SUMMON_KIN, PM_ALLOW_GROUP);
-                               }
-                       }
-#ifdef JP
-if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
-#else
-                       if (blind && count) msg_print("You hear many things appear nearby.");
-#endif
-
-
-                       break;
-               }
-
-               /* RF6_S_CYBER */
-               case 160+17:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ò¾¤´­¤·¤¿¡ª", m_name);
-#else
-                       else msg_format("%^s magically summons Cyberdemons!", m_name);
-#endif
-
-#ifdef JP
-if (blind && count) msg_print("½Å¸ü¤Ê­²»¤¬¶á¤¯¤Çʹ¤³¤¨¤ë¡£");
-#else
-                       if (blind && count) msg_print("You hear heavy steps nearby.");
-#endif
-
-                       summon_cyber(m_idx, y, x);
-                       break;
-               }
-
-               /* RF6_S_MONSTER */
-               case 160+18:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâË¡¤ÇÃç´Ö¤ò¾¤´­¤·¤¿¡ª", m_name);
-#else
-                       else msg_format("%^s magically summons help!", m_name);
-#endif
-
-                       for (k = 0; k < 1; k++)
-                       {
-                               count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
-                       }
-#ifdef JP
-if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
-#else
-                       if (blind && count) msg_print("You hear something appear nearby.");
-#endif
-
-                       break;
-               }
-
-               /* RF6_S_MONSTERS */
-               case 160+19:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâË¡¤Ç¥â¥ó¥¹¥¿¡¼¤ò¾¤´­¤·¤¿¡ª", m_name);
-#else
-                       else msg_format("%^s magically summons monsters!", m_name);
-#endif
-
-                       for (k = 0; k < s_num_6; k++)
-                       {
-                               count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
-                       }
-#ifdef JP
-if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
-#else
-                       if (blind && count) msg_print("You hear many things appear nearby.");
-#endif
-
-                       break;
-               }
-
-               /* RF6_S_ANT */
-               case 160+20:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâË¡¤Ç¥¢¥ê¤ò¾¤´­¤·¤¿¡£", m_name);
-#else
-                       else msg_format("%^s magically summons ants.", m_name);
-#endif
-
-                       for (k = 0; k < s_num_6; k++)
-                       {
-                               count += summon_specific(m_idx, y, x, rlev, SUMMON_ANT, PM_ALLOW_GROUP);
-                       }
-#ifdef JP
-if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
-#else
-                       if (blind && count) msg_print("You hear many things appear nearby.");
-#endif
-
-                       break;
-               }
-
-               /* RF6_S_SPIDER */
-               case 160+21:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâË¡¤Ç¥¯¥â¤ò¾¤´­¤·¤¿¡£", m_name);
-#else
-                       else msg_format("%^s magically summons spiders.", m_name);
-#endif
-
-                       for (k = 0; k < s_num_6; k++)
-                       {
-                               count += summon_specific(m_idx, y, x, rlev, SUMMON_SPIDER, PM_ALLOW_GROUP);
-                       }
-#ifdef JP
-if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
-#else
-                       if (blind && count) msg_print("You hear many things appear nearby.");
-#endif
-
-                       break;
-               }
-
-               /* RF6_S_HOUND */
-               case 160+22:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâË¡¤Ç¥Ï¥¦¥ó¥É¤ò¾¤´­¤·¤¿¡£", m_name);
-#else
-                       else msg_format("%^s magically summons hounds.", m_name);
-#endif
-
-                       for (k = 0; k < s_num_4; k++)
-                       {
-                               count += summon_specific(m_idx, y, x, rlev, SUMMON_HOUND, PM_ALLOW_GROUP);
-                       }
-#ifdef JP
-if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
-#else
-                       if (blind && count) msg_print("You hear many things appear nearby.");
-#endif
-
-                       break;
-               }
-
-               /* RF6_S_HYDRA */
-               case 160+23:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâË¡¤Ç¥Ò¥É¥é¤ò¾¤´­¤·¤¿¡£", m_name);
-#else
-                       else msg_format("%^s magically summons hydras.", m_name);
-#endif
-
-                       for (k = 0; k < s_num_4; k++)
-                       {
-                               count += summon_specific(m_idx, y, x, rlev, SUMMON_HYDRA, PM_ALLOW_GROUP);
-                       }
-#ifdef JP
-if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
-#else
-                       if (blind && count) msg_print("You hear many things appear nearby.");
-#endif
-
-                       break;
-               }
-
-               /* RF6_S_ANGEL */
-               case 160+24:
-               {
-                       int num = 1;
-
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâË¡¤ÇÅ·»È¤ò¾¤´­¤·¤¿¡ª", m_name);
-#else
-                       else msg_format("%^s magically summons an angel!", m_name);
-#endif
-
-                       if ((r_ptr->flags1 & RF1_UNIQUE) && !easy_band)
-                       {
-                               num += r_ptr->level/40;
-                       }
-
-                       for (k = 0; k < num; k++)
-                       {
-                               count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, PM_ALLOW_GROUP);
-                       }
-
-                       if (count < 2)
-                       {
-#ifdef JP
-if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
-#else
-                               if (blind && count) msg_print("You hear something appear nearby.");
-#endif
-                       }
-                       else
-                       {
-#ifdef JP
-if (blind) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
-#else
-                               if (blind) msg_print("You hear many things appear nearby.");
-#endif
-                       }
-
-                       break;
-               }
-
-               /* RF6_S_DEMON */
-               case 160+25:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤ÏËâË¡¤Çº®Æ٤εÜÄ¤é°­Ëâ¤ò¾¤´­¤·¤¿¡ª", m_name);
-#else
-                       else msg_format("%^s magically summons a demon from the Courts of Chaos!", m_name);
-#endif
-
-                       for (k = 0; k < 1; k++)
-                       {
-                               count += summon_specific(m_idx, y, x, rlev, SUMMON_DEMON, PM_ALLOW_GROUP);
-                       }
-#ifdef JP
-if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
-#else
-                       if (blind && count) msg_print("You hear something appear nearby.");
-#endif
-
-                       break;
-               }
-
-               /* RF6_S_UNDEAD */
-               case 160+26:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâË¡¤Ç¥¢¥ó¥Ç¥Ã¥É¤Î¶¯Å¨¤ò¾¤´­¤·¤¿¡ª", m_name);
-#else
-                       else msg_format("%^s magically summons an undead adversary!", m_name);
-#endif
-
-                       for (k = 0; k < 1; k++)
-                       {
-                               count += summon_specific(m_idx, y, x, rlev, SUMMON_UNDEAD, PM_ALLOW_GROUP);
-                       }
-#ifdef JP
-if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
-#else
-                       if (blind && count) msg_print("You hear something appear nearby.");
-#endif
-
-                       break;
-               }
-
-               /* RF6_S_DRAGON */
-               case 160+27:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâË¡¤Ç¥É¥é¥´¥ó¤ò¾¤´­¤·¤¿¡ª", m_name);
-#else
-                       else msg_format("%^s magically summons a dragon!", m_name);
-#endif
-
-                       for (k = 0; k < 1; k++)
-                       {
-                               count += summon_specific(m_idx, y, x, rlev, SUMMON_DRAGON, PM_ALLOW_GROUP);
-                       }
-#ifdef JP
-if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
-#else
-                       if (blind && count) msg_print("You hear something appear nearby.");
-#endif
-
-                       break;
-               }
-
-               /* RF6_S_HI_UNDEAD */
-               case 160+28:
-               {
-                       disturb(1, 0);
-
-                       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))
-                       {
-                               int cy = y;
-                               int cx = x;
-
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                               if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâË¡¤ÇÍ©µ´ÀïÂâ¤ò¾¤´­¤·¤¿¡ª", m_name);
-#else
-                               else msg_format("%^s magically summons rangers of Nazgul!", m_name);
-#endif
-                               msg_print(NULL);
-
-                               for (k = 0; k < 30; k++)
-                               {
-                                       if (!summon_possible(cy, cx) || !cave_floor_bold(cy, cx))
-                                       {
-                                               int j;
-                                               for (j = 100; j > 0; j--)
-                                               {
-                                                       scatter(&cy, &cx, y, x, 2, 0);
-                                                       if (cave_floor_bold(cy, cx)) break;
-                                               }
-                                               if (!j) break;
-                                       }
-                                       if (!cave_floor_bold(cy, cx)) continue;
-
-                                       if (summon_named_creature(m_idx, cy, cx, MON_NAZGUL, mode))
-                                       {
-                                               y = cy;
-                                               x = cx;
-                                               count++;
-                                               if (count == 1)
-#ifdef JP
-msg_format("¡ÖÍ©µ´ÀïÂâ%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×", count);
-#else
-                                                       msg_format("A Nazgul says 'Nazgul-Rangers Number %d, Nazgul-Black!'",count);
-#endif
-                                               else
-#ifdef JP
-msg_format("¡ÖƱ¤¸¤¯%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×", count);
-#else
-                                                       msg_format("Another one says 'Number %d, Nazgul-Black!'",count);
-#endif
-                                               msg_print(NULL);
-                                       }
-                               }
-#ifdef JP
-msg_format("¡Ö%d¿Í¤½¤í¤Ã¤Æ¡¢¥ê¥ó¥°¥ì¥ó¥¸¥ã¡¼¡ª¡×", count);
-#else
-msg_format("They say 'The %d meets! We are the Ring-Ranger!'.", count);
-#endif
-                               msg_print(NULL);
-                       }
-                       else
-                       {
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                               if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâË¡¤Ç¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¤ò¾¤´­¤·¤¿¡ª", m_name);
-#else
-                               else msg_format("%^s magically summons greater undead!", m_name);
-#endif
-
-                               for (k = 0; k < s_num_6; k++)
-                               {
-                                       count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
-                               }
-                       }
-                       if (blind && count)
-                       {
-#ifdef JP
-msg_print("´Ö¶á¤Ç²¿¤«Â¿¤¯¤Î¤â¤Î¤¬Ç礤²ó¤ë²»¤¬Ê¹¤³¤¨¤ë¡£");
-#else
-                               msg_print("You hear many creepy things appear nearby.");
-#endif
-
-                       }
-                       break;
-               }
-
-               /* RF6_S_HI_DRAGON */
-               case 160+29:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâË¡¤Ç¸ÅÂå¥É¥é¥´¥ó¤ò¾¤´­¤·¤¿¡ª", m_name);
-#else
-                       else msg_format("%^s magically summons ancient dragons!", m_name);
-#endif
-
-                       for (k = 0; k < s_num_4; k++)
-                       {
-                               count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
-                       }
-                       if (blind && count)
-                       {
-#ifdef JP
-msg_print("¿¤¯¤ÎÎ϶¯¤¤¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£");
-#else
-                               msg_print("You hear many powerful things appear nearby.");
-#endif
-
-                       }
-                       break;
-               }
-
-               /* RF6_S_AMBERITES */
-               case 160+30:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬¥¢¥ó¥Ð¡¼¤Î²¦Â²¤ò¾¤´­¤·¤¿¡ª", m_name);
-#else
-                       else msg_format("%^s magically summons Lords of Amber!", m_name);
-#endif
-
-
-
-                       for (k = 0; k < s_num_4; k++)
-                       {
-                               count += summon_specific(m_idx, y, x, rlev, SUMMON_AMBERITES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
-                       }
-                       if (blind && count)
-                       {
-#ifdef JP
-msg_print("ÉÔ»à¤Î¼Ô¤¬¶á¤¯¤Ë¸½¤ì¤ë¤Î¤¬Ê¹¤³¤¨¤¿¡£");
-#else
-                               msg_print("You hear immortal beings appear nearby.");
-#endif
-
-                       }
-                       break;
-               }
-
-               /* RF6_S_UNIQUE */
-               case 160+31:
-               {
-                       disturb(1, 0);
-#ifdef JP
-if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
-#else
-                       if (blind) msg_format("%^s mumbles.", m_name);
-#endif
-
-#ifdef JP
-else msg_format("%^s¤¬ËâË¡¤ÇÆÃÊ̤ʶ¯Å¨¤ò¾¤´­¤·¤¿¡ª", m_name);
-#else
-                       else msg_format("%^s magically summons special opponents!", m_name);
-#endif
-
-                       for (k = 0; k < s_num_4; k++)
-                       {
-                               count += summon_specific(m_idx, y, x, rlev, SUMMON_UNIQUE, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
-                       }
-                       if (r_ptr->flags3 & RF3_GOOD)
-                       {
-                               for (k = count; k < s_num_4; k++)
-                               {
-                                       count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
-                               }
-                       }
-                       else
-                       {
-                               for (k = count; k < s_num_4; k++)
-                               {
-                                       count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
-                               }
-                       }
-                       if (blind && count)
-                       {
-#ifdef JP
-msg_print("¿¤¯¤ÎÎ϶¯¤¤¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£");
-#else
-                               msg_print("You hear many powerful things appear nearby.");
-#endif
-
-                       }
-                       break;
-               }
-       }
+       can_remember = is_original_ap_and_seen(m_ptr);
+
+    if (!direct)
+    {
+        switch (thrown_spell)
+        {
+            case 96 + 2:    /* RF4_DISPEL */
+            case 96 + 4:    /* RF4_SHOOT */
+            case 128 + 9:   /* RF5_DRAIN_MANA */
+            case 128 + 10:  /* RF5_MIND_BLAST */
+            case 128 + 11:  /* RF5_BRAIN_SMASH */
+            case 128 + 12:  /* RF5_CAUSE_1 */
+            case 128 + 13:  /* RF5_CAUSE_2 */
+            case 128 + 14:  /* RF5_CAUSE_3 */
+            case 128 + 15:  /* RF5_CAUSE_4 */
+            case 128 + 16:  /* RF5_BO_ACID */
+            case 128 + 17:  /* RF5_BO_ELEC */
+            case 128 + 18:  /* RF5_BO_FIRE */
+            case 128 + 19:  /* RF5_BO_COLD */
+            case 128 + 21:  /* RF5_BO_NETH */
+            case 128 + 22:  /* RF5_BO_WATE */
+            case 128 + 23:  /* RF5_BO_MANA */
+            case 128 + 24:  /* RF5_BO_PLAS */
+            case 128 + 25:  /* RF5_BO_ICEE */
+            case 128 + 26:  /* RF5_MISSILE */
+            case 128 + 27:  /* RF5_SCARE */
+            case 128 + 28:  /* RF5_BLIND */
+            case 128 + 29:  /* RF5_CONF */
+            case 128 + 30:  /* RF5_SLOW */
+            case 128 + 31:  /* RF5_HOLD */
+            case 160 + 1:   /* RF6_HAND_DOOM */
+            case 160 + 8:   /* RF6_TELE_TO */
+            case 160 + 9:   /* RF6_TELE_AWAY */
+            case 160 + 10:  /* RF6_TELE_LEVEL */
+            case 160 + 11:  /* RF6_PSY_SPEAR */
+            case 160 + 12:  /* RF6_DARKNESS */
+            case 160 + 14:  /* RF6_FORGET */
+                return (FALSE);
+        }
+    }
+
+    /* Cast the spell. */
+    dam = monspell_to_player(thrown_spell, y, x, m_idx);
+    if (dam < 0) return FALSE;
 
        if ((p_ptr->action == ACTION_LEARN) && thrown_spell > 175)
        {
@@ -4509,12 +1886,12 @@ msg_print("¿
                        p_ptr->mane_num++;
                        new_mane = TRUE;
 
-                       p_ptr->redraw |= (PR_MANE);
+                       p_ptr->redraw |= (PR_IMITATION);
                }
        }
 
        /* Remember what the monster did to us */
-       if (seen && is_original_ap(m_ptr))
+       if (can_remember)
        {
                /* Inate spell */
                if (thrown_spell < 32 * 4)