4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Monster spells (attack player) */
16 #ifdef DRS_SMART_OPTIONS
19 * And now for Intelligent monster attacks (including spells).
21 * Original idea and code by "DRS" (David Reeves Sward).
22 * Major modifications by "BEN" (Ben Harrison).
24 * Give monsters more intelligent attack/spell selection based on
25 * observations of previous attacks on the player, and/or by allowing
26 * the monster to "cheat" and know the player status.
28 * Maintain an idea of the player status, and use that information
29 * to occasionally eliminate "ineffective" spell attacks. We could
30 * also eliminate ineffective normal attacks, but there is no reason
31 * for the monster to do this, since he gains no benefit.
32 * Note that MINDLESS monsters are not allowed to use this code.
33 * And non-INTELLIGENT monsters only use it partially effectively.
35 * Actually learn what the player resists, and use that information
36 * to remove attacks or spells before using them. This will require
37 * much less space, if I am not mistaken. Thus, each monster gets a
38 * set of 32 bit flags, "smart", build from the various "SM_*" flags.
40 * This has the added advantage that attacks and spells are related.
41 * The "smart_learn" option means that the monster "learns" the flags
42 * that should be set, and "smart_cheat" means that he "knows" them.
43 * So "smart_cheat" means that the "smart" field is always up to date,
44 * while "smart_learn" means that the "smart" field is slowly learned.
45 * Both of them have the same effect on the "choose spell" routine.
51 * Internal probability routine
53 static bool int_outof(monster_race *r_ptr, int prob)
55 /* Non-Smart monsters are half as "smart" */
56 if (!(r_ptr->flags2 & RF2_SMART)) prob = prob / 2;
59 return (randint0(100) < prob);
65 * Remove the "bad" spells from a spell list
67 static void remove_bad_spells(int m_idx, u32b *f4p, u32b *f5p, u32b *f6p)
69 monster_type *m_ptr = &m_list[m_idx];
70 monster_race *r_ptr = &r_info[m_ptr->r_idx];
79 /* Too stupid to know anything */
80 if (r_ptr->flags2 & RF2_STUPID) return;
83 /* Must be cheating or learning */
84 if (!smart_cheat && !smart_learn) return;
87 /* Update acquired knowledge */
90 /* Hack -- Occasionally forget player status */
91 /* Only save SM_FRIENDLY, SM_PET or SM_CLONED */
92 if (m_ptr->smart && (randint0(100) < 1)) m_ptr->smart &= (SM_FRIENDLY | SM_PET | SM_CLONED);
94 /* Use the memorized flags */
99 /* Cheat if requested */
102 /* Know basic info */
103 if (p_ptr->resist_acid) smart |= (SM_RES_ACID);
104 if (IS_OPPOSE_ACID()) smart |= (SM_OPP_ACID);
105 if (p_ptr->immune_acid) smart |= (SM_IMM_ACID);
106 if (p_ptr->resist_elec) smart |= (SM_RES_ELEC);
107 if (IS_OPPOSE_ELEC()) smart |= (SM_OPP_ELEC);
108 if (p_ptr->immune_elec) smart |= (SM_IMM_ELEC);
109 if (p_ptr->resist_fire) smart |= (SM_RES_FIRE);
110 if (IS_OPPOSE_FIRE()) smart |= (SM_OPP_FIRE);
111 if (p_ptr->immune_fire) smart |= (SM_IMM_FIRE);
112 if (p_ptr->resist_cold) smart |= (SM_RES_COLD);
113 if (IS_OPPOSE_COLD()) smart |= (SM_OPP_COLD);
114 if (p_ptr->immune_cold) smart |= (SM_IMM_COLD);
116 /* Know poison info */
117 if (p_ptr->resist_pois) smart |= (SM_RES_POIS);
118 if (IS_OPPOSE_POIS()) smart |= (SM_OPP_POIS);
120 /* Know special resistances */
121 if (p_ptr->resist_neth) smart |= (SM_RES_NETH);
122 if (p_ptr->resist_lite) smart |= (SM_RES_LITE);
123 if (p_ptr->resist_dark) smart |= (SM_RES_DARK);
124 if (p_ptr->resist_fear) smart |= (SM_RES_FEAR);
125 if (p_ptr->resist_conf) smart |= (SM_RES_CONF);
126 if (p_ptr->resist_chaos) smart |= (SM_RES_CHAOS);
127 if (p_ptr->resist_disen) smart |= (SM_RES_DISEN);
128 if (p_ptr->resist_blind) smart |= (SM_RES_BLIND);
129 if (p_ptr->resist_nexus) smart |= (SM_RES_NEXUS);
130 if (p_ptr->resist_sound) smart |= (SM_RES_SOUND);
131 if (p_ptr->resist_shard) smart |= (SM_RES_SHARD);
132 if (p_ptr->reflect) smart |= (SM_IMM_REFLECT);
134 /* Know bizarre "resistances" */
135 if (p_ptr->free_act) smart |= (SM_IMM_FREE);
136 if (!p_ptr->msp) smart |= (SM_IMM_MANA);
144 if (smart & SM_IMM_ACID)
146 f4 &= ~(RF4_BR_ACID);
147 f5 &= ~(RF5_BA_ACID);
148 f5 &= ~(RF5_BO_ACID);
150 else if ((smart & (SM_OPP_ACID)) && (smart & (SM_RES_ACID)))
152 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ACID);
153 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ACID);
154 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ACID);
156 else if ((smart & (SM_OPP_ACID)) || (smart & (SM_RES_ACID)))
158 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ACID);
159 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ACID);
160 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ACID);
164 if (smart & (SM_IMM_ELEC))
166 f4 &= ~(RF4_BR_ELEC);
167 f5 &= ~(RF5_BA_ELEC);
168 f5 &= ~(RF5_BO_ELEC);
170 else if ((smart & (SM_OPP_ELEC)) && (smart & (SM_RES_ELEC)))
172 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ELEC);
173 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ELEC);
174 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ELEC);
176 else if ((smart & (SM_OPP_ELEC)) || (smart & (SM_RES_ELEC)))
178 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ELEC);
179 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ELEC);
180 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ELEC);
184 if (smart & (SM_IMM_FIRE))
186 f4 &= ~(RF4_BR_FIRE);
187 f5 &= ~(RF5_BA_FIRE);
188 f5 &= ~(RF5_BO_FIRE);
190 else if ((smart & (SM_OPP_FIRE)) && (smart & (SM_RES_FIRE)))
192 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_FIRE);
193 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_FIRE);
194 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_FIRE);
196 else if ((smart & (SM_OPP_FIRE)) || (smart & (SM_RES_FIRE)))
198 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_FIRE);
199 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_FIRE);
200 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_FIRE);
204 if (smart & (SM_IMM_COLD))
206 f4 &= ~(RF4_BR_COLD);
207 f5 &= ~(RF5_BA_COLD);
208 f5 &= ~(RF5_BO_COLD);
209 f5 &= ~(RF5_BO_ICEE);
211 else if ((smart & (SM_OPP_COLD)) && (smart & (SM_RES_COLD)))
213 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_COLD);
214 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_COLD);
215 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_COLD);
216 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ICEE);
218 else if ((smart & (SM_OPP_COLD)) || (smart & (SM_RES_COLD)))
220 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_COLD);
221 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_COLD);
222 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_COLD);
223 if (int_outof(r_ptr, 20)) f5 &= ~(RF5_BO_ICEE);
227 if ((smart & (SM_OPP_POIS)) && (smart & (SM_RES_POIS)))
229 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_POIS);
230 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_POIS);
231 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BA_NUKE);
232 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BR_NUKE);
234 else if ((smart & (SM_OPP_POIS)) || (smart & (SM_RES_POIS)))
236 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_POIS);
237 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_POIS);
241 if (smart & (SM_RES_NETH))
243 if (prace_is_(RACE_SPECTRE))
245 f4 &= ~(RF4_BR_NETH);
246 f5 &= ~(RF5_BA_NETH);
247 f5 &= ~(RF5_BO_NETH);
251 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_NETH);
252 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_NETH);
253 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BO_NETH);
257 if (smart & (SM_RES_LITE))
259 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_LITE);
260 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_LITE);
263 if (smart & (SM_RES_DARK))
265 if (prace_is_(RACE_VAMPIRE))
267 f4 &= ~(RF4_BR_DARK);
268 f5 &= ~(RF5_BA_DARK);
272 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_DARK);
273 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_DARK);
277 if (smart & (SM_RES_FEAR))
282 if (smart & (SM_RES_CONF))
285 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_CONF);
288 if (smart & (SM_RES_CHAOS))
290 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_CHAO);
291 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BA_CHAO);
294 if (smart & (SM_RES_DISEN))
296 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_DISE);
299 if (smart & (SM_RES_BLIND))
304 if (smart & (SM_RES_NEXUS))
306 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_NEXU);
307 f6 &= ~(RF6_TELE_LEVEL);
310 if (smart & (SM_RES_SOUND))
312 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_SOUN);
315 if (smart & (SM_RES_SHARD))
317 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_SHAR);
320 if (smart & (SM_IMM_REFLECT))
322 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_COLD);
323 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_FIRE);
324 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ACID);
325 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ELEC);
326 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_NETH);
327 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_WATE);
328 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_MANA);
329 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_PLAS);
330 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ICEE);
331 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_MISSILE);
332 if (int_outof(r_ptr, 150)) f4 &= ~(RF4_SHOOT);
335 if (smart & (SM_IMM_FREE))
341 if (smart & (SM_IMM_MANA))
343 f5 &= ~(RF5_DRAIN_MANA);
346 /* XXX XXX XXX No spells left? */
347 /* if (!f4 && !f5 && !f6) ... */
354 #endif /* DRS_SMART_OPTIONS */
358 * Determine if there is a space near the player in which
359 * a summoned creature can appear
361 bool summon_possible(int y1, int x1)
365 /* Start at the player's location, and check 2 grids in each dir */
366 for (y = y1 - 2; y <= y1 + 2; y++)
368 for (x = x1 - 2; x <= x1 + 2; x++)
370 /* Ignore illegal locations */
371 if (!in_bounds(y, x)) continue;
373 /* Only check a circular area */
374 if (distance(y1, x1, y, x)>2) continue;
376 /* ...nor on the Pattern */
377 if ((cave[y][x].feat >= FEAT_PATTERN_START)
378 && (cave[y][x].feat <= FEAT_PATTERN_XTRA2)) continue;
380 /* Require empty floor grid in line of sight */
381 if ((cave_empty_bold(y, x) || (cave[y][x].feat == FEAT_TREES)) && los(y1, x1, y, x) && los(y, x, y1, x1)) return (TRUE);
389 bool raise_possible(monster_type *m_ptr)
394 s16b this_o_idx, next_o_idx = 0;
397 for (xx = x - 5; xx <= x + 5; xx++)
399 for (yy = y - 5; yy <= y + 5; yy++)
401 if (distance(y, x, yy, xx) > 5) continue;
402 if (!los(y, x, yy, xx)) continue;
404 c_ptr = &cave[yy][xx];
405 /* Scan the pile of objects */
406 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
409 object_type *o_ptr = &o_list[this_o_idx];
411 /* Acquire next object */
412 next_o_idx = o_ptr->next_o_idx;
414 /* Known to be worthless? */
415 if (o_ptr->tval == TV_CORPSE)
417 if (!monster_has_hostile_align(m_ptr, 0, 0, &r_info[o_ptr->pval])) return TRUE;
427 * Originally, it was possible for a friendly to shoot another friendly.
428 * Change it so a "clean shot" means no equally friendly monster is
429 * between the attacker and target.
432 * Determine if a bolt spell will hit the player.
434 * This is exactly like "projectable", but it will
435 * return FALSE if a monster is in the way.
436 * no equally friendly monster is
437 * between the attacker and target.
439 bool clean_shot(int y1, int x1, int y2, int x2, bool friend)
441 /* Must be the same as projectable() */
448 /* Check the projection path */
449 grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, 0);
451 /* No grid is ever projectable from itself */
452 if (!grid_n) return (FALSE);
455 y = GRID_Y(grid_g[grid_n-1]);
456 x = GRID_X(grid_g[grid_n-1]);
458 /* May not end in an unrequested grid */
459 if ((y != y2) || (x != x2)) return (FALSE);
461 for (i = 0; i < grid_n; i++)
463 y = GRID_Y(grid_g[i]);
464 x = GRID_X(grid_g[i]);
466 if ((cave[y][x].m_idx > 0) && !((y == y2) && (x == x2)))
468 monster_type *m_ptr = &m_list[cave[y][x].m_idx];
469 if (friend == is_pet(m_ptr))
474 /* Pets may not shoot through the character - TNB */
475 if (player_bold(y, x))
477 if (friend) return (FALSE);
485 * Cast a bolt at the player
486 * Stop if we hit a monster
487 * Affect monsters and the player
489 static void bolt(int m_idx, int typ, int dam_hp, int monspell, bool learnable)
491 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_PLAYER | PROJECT_REFLECTABLE;
493 /* Target the player with a bolt attack */
494 (void)project(m_idx, 0, py, px, dam_hp, typ, flg, (learnable ? monspell : -1));
497 static void beam(int m_idx, int typ, int dam_hp, int monspell, bool learnable)
499 int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU | PROJECT_PLAYER;
501 /* Target the player with a bolt attack */
502 (void)project(m_idx, 0, py, px, dam_hp, typ, flg, (learnable ? monspell : -1));
507 * Cast a breath (or ball) attack at the player
508 * Pass over any monsters that may be in the way
509 * Affect grids, objects, monsters, and the player
511 static void breath(int y, int x, int m_idx, int typ, int dam_hp, int rad, bool breath, int monspell, bool learnable)
513 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_PLAYER;
515 monster_type *m_ptr = &m_list[m_idx];
516 monster_race *r_ptr = &r_info[m_ptr->r_idx];
518 /* Determine the radius of the blast */
519 if ((rad < 1) && breath) rad = (r_ptr->flags2 & (RF2_POWERFUL)) ? 3 : 2;
521 /* Handle breath attacks */
522 if (breath) rad = 0 - rad;
536 flg |= (PROJECT_HIDE | PROJECT_AIMED);
540 /* Target the player with a ball attack */
541 (void)project(m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
545 u32b get_curse(int power, object_type *o_ptr)
551 new_curse = (1 << (randint0(MAX_CURSE)+4));
554 if (!(new_curse & TRC_HEAVY_MASK)) continue;
558 if (new_curse & TRC_SPECIAL_MASK) continue;
562 if (new_curse & TRC_HEAVY_MASK) continue;
564 if (((o_ptr->tval < TV_BOW) || (o_ptr->tval > TV_SWORD)) && (new_curse == TRC_LOW_MELEE)) continue;
565 if (((o_ptr->tval < TV_BOOTS) || (o_ptr->tval > TV_DRAG_ARMOR)) && (new_curse == TRC_LOW_AC)) continue;
571 void curse_equipment(int chance, int heavy_chance)
573 bool changed = FALSE;
576 u32b oflgs[TR_FLAG_SIZE];
577 object_type *o_ptr = &inventory[INVEN_RARM + randint0(12)];
578 char o_name[MAX_NLEN];
580 if (randint1(100) > chance) return;
582 if (!o_ptr->k_idx) return;
584 object_flags(o_ptr, oflgs);
586 object_desc(o_name, o_ptr, FALSE, 0);
588 /* Extra, biased saving throw for blessed items */
589 if (have_flag(oflgs, TR_BLESSED) && (randint1(888) > chance))
592 msg_format("%s¤Ï¼ö¤¤¤òÄ·¤ÍÊÖ¤·¤¿¡ª", o_name,
594 msg_format("Your %s resist%s cursing!", o_name,
597 ((o_ptr->number > 1) ? "" : "s"));
598 /* Hmmm -- can we wear multiple items? If not, this is unnecessary */
602 if ((randint1(100) <= heavy_chance) &&
603 (o_ptr->name1 || o_ptr->name2 || o_ptr->art_name))
605 if (!(o_ptr->curse_flags & TRC_HEAVY_CURSE))
607 o_ptr->curse_flags |= TRC_HEAVY_CURSE;
608 o_ptr->curse_flags |= TRC_CURSED;
613 if (!cursed_p(o_ptr))
615 o_ptr->curse_flags |= TRC_CURSED;
617 if (heavy_chance >= 50) curse_power++;
619 new_curse = get_curse(curse_power, o_ptr);
620 if (!(o_ptr->curse_flags & new_curse))
623 o_ptr->curse_flags |= new_curse;
629 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
631 msg_format("There is a malignant black aura surrounding %s...", o_name);
634 o_ptr->feeling = FEEL_NONE;
636 p_ptr->update |= (PU_BONUS);
641 * Return TRUE if a spell is good for hurting the player (directly).
643 static bool spell_attack(byte spell)
645 /* All RF4 spells hurt (except for shriek and dispel) */
646 if (spell < 128 && spell > 98) return (TRUE);
648 /* Various "ball" spells */
649 if (spell >= 128 && spell <= 128 + 8) return (TRUE);
651 /* "Cause wounds" and "bolt" spells */
652 if (spell >= 128 + 12 && spell < 128 + 27) return (TRUE);
655 if (spell == 160 + 1) return (TRUE);
658 if (spell == 160 + 11) return (TRUE);
666 * Return TRUE if a spell is good for escaping.
668 static bool spell_escape(byte spell)
670 /* Blink or Teleport */
671 if (spell == 160 + 4 || spell == 160 + 5) return (TRUE);
673 /* Teleport the player away */
674 if (spell == 160 + 9 || spell == 160 + 10) return (TRUE);
676 /* Isn't good for escaping */
681 * Return TRUE if a spell is good for annoying the player.
683 static bool spell_annoy(byte spell)
686 if (spell == 96 + 0) return (TRUE);
688 /* Brain smash, et al (added curses) */
689 if (spell >= 128 + 9 && spell <= 128 + 14) return (TRUE);
691 /* Scare, confuse, blind, slow, paralyze */
692 if (spell >= 128 + 27 && spell <= 128 + 31) return (TRUE);
695 if (spell == 160 + 8) return (TRUE);
698 if (spell == 160 + 10) return (TRUE);
700 /* Darkness, make traps, cause amnesia */
701 if (spell >= 160 + 12 && spell <= 160 + 14) return (TRUE);
708 * Return TRUE if a spell summons help.
710 static bool spell_summon(byte spell)
712 /* All summon spells */
713 if (spell >= 160 + 16) return (TRUE);
721 * Return TRUE if a spell raise-dead.
723 static bool spell_raise(byte spell)
725 /* All raise-dead spells */
726 if (spell == 160 + 15) return (TRUE);
734 * Return TRUE if a spell is good in a tactical situation.
736 static bool spell_tactic(byte spell)
739 if (spell == 160 + 4) return (TRUE);
746 * Return TRUE if a spell makes invulnerable.
748 static bool spell_invulner(byte spell)
750 /* Invulnerability */
751 if (spell == 160 + 3) return (TRUE);
753 /* No invulnerability */
758 * Return TRUE if a spell hastes.
760 static bool spell_haste(byte spell)
763 if (spell == 160 + 0) return (TRUE);
765 /* Not a haste spell */
771 * Return TRUE if a spell world.
773 static bool spell_world(byte spell)
776 if (spell == 160 + 6) return (TRUE);
778 /* Not a haste spell */
784 * Return TRUE if a spell special.
786 static bool spell_special(byte spell)
788 if (p_ptr->inside_battle) return FALSE;
791 if (spell == 160 + 7) return (TRUE);
793 /* Not a haste spell */
799 * Return TRUE if a spell psycho-spear.
801 static bool spell_psy_spe(byte spell)
804 if (spell == 160 + 11) return (TRUE);
806 /* Not a haste spell */
812 * Return TRUE if a spell is good for healing.
814 static bool spell_heal(byte spell)
817 if (spell == 160 + 2) return (TRUE);
825 * Return TRUE if a spell is good for dispel.
827 static bool spell_dispel(byte spell)
830 if (spell == 96 + 2) return (TRUE);
838 * Check should monster cast dispel spell.
840 static bool dispel_check(int m_idx)
842 monster_type *m_ptr = &m_list[m_idx];
843 monster_race *r_ptr = &r_info[m_ptr->r_idx];
845 /* Invulnabilty (including the song) */
846 if (IS_INVULN()) return (TRUE);
849 if (p_ptr->wraith_form) return (TRUE);
852 if (p_ptr->shield) return (TRUE);
855 if (p_ptr->magicdef) return (TRUE);
858 if (p_ptr->multishadow) return (TRUE);
861 if (p_ptr->dustrobe) return (TRUE);
863 /* Berserk Strength */
864 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) return (TRUE);
867 if (p_ptr->mimic_form == MIMIC_DEMON_LORD) return (TRUE);
869 /* Elemental resistances */
870 if (r_ptr->flags4 & RF4_BR_ACID)
872 if (!p_ptr->immune_acid && (p_ptr->oppose_acid || music_singing(MUSIC_RESIST))) return (TRUE);
873 if (p_ptr->special_defense & DEFENSE_ACID) return (TRUE);
876 if (r_ptr->flags4 & RF4_BR_FIRE)
878 if (!((p_ptr->prace == RACE_DEMON) && p_ptr->lev > 44))
880 if (!p_ptr->immune_fire && (p_ptr->oppose_fire || music_singing(MUSIC_RESIST))) return (TRUE);
881 if (p_ptr->special_defense & DEFENSE_FIRE) return (TRUE);
885 if (r_ptr->flags4 & RF4_BR_ELEC)
887 if (!p_ptr->immune_elec && (p_ptr->oppose_elec || music_singing(MUSIC_RESIST))) return (TRUE);
888 if (p_ptr->special_defense & DEFENSE_ELEC) return (TRUE);
891 if (r_ptr->flags4 & RF4_BR_COLD)
893 if (!p_ptr->immune_cold && (p_ptr->oppose_cold || music_singing(MUSIC_RESIST))) return (TRUE);
894 if (p_ptr->special_defense & DEFENSE_COLD) return (TRUE);
897 if (r_ptr->flags4 & (RF4_BR_POIS | RF4_BR_NUKE))
899 if (!((p_ptr->pclass == CLASS_NINJA) && p_ptr->lev > 44))
901 if (p_ptr->oppose_pois || music_singing(MUSIC_RESIST)) return (TRUE);
902 if (p_ptr->special_defense & DEFENSE_POIS) return (TRUE);
906 /* Ultimate resistance */
907 if (p_ptr->ult_res) return (TRUE);
909 /* Potion of Neo Tsuyosi special */
910 if (p_ptr->tsuyoshi) return (TRUE);
912 /* Elemental Brands */
913 if ((p_ptr->special_attack & ATTACK_ACID) && !(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return (TRUE);
914 if ((p_ptr->special_attack & ATTACK_FIRE) && !(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return (TRUE);
915 if ((p_ptr->special_attack & ATTACK_ELEC) && !(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return (TRUE);
916 if ((p_ptr->special_attack & ATTACK_COLD) && !(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return (TRUE);
917 if ((p_ptr->special_attack & ATTACK_POIS) && !(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return (TRUE);
920 if (p_ptr->pspeed < 145)
922 if (IS_FAST()) return (TRUE);
926 if (p_ptr->lightspeed && (m_ptr->mspeed < 136)) return (TRUE);
928 if (p_ptr->riding && (m_list[p_ptr->riding].mspeed < 135))
930 if (m_list[p_ptr->riding].fast) return (TRUE);
933 /* No need to cast dispel spell */
939 * Have a monster choose a spell from a list of "useful" spells.
941 * Note that this list does NOT include spells that will just hit
942 * other monsters, and the list is restricted when the monster is
943 * "desperate". Should that be the job of this function instead?
945 * Stupid monsters will just pick a spell randomly. Smart monsters
946 * will choose more "intelligently".
948 * Use the helper functions above to put spells into categories.
950 * This function may well be an efficiency bottleneck.
952 static int choose_attack_spell(int m_idx, byte spells[], byte num)
954 monster_type *m_ptr = &m_list[m_idx];
955 monster_race *r_ptr = &r_info[m_ptr->r_idx];
957 byte escape[96], escape_num = 0;
958 byte attack[96], attack_num = 0;
959 byte summon[96], summon_num = 0;
960 byte tactic[96], tactic_num = 0;
961 byte annoy[96], annoy_num = 0;
962 byte invul[96], invul_num = 0;
963 byte haste[96], haste_num = 0;
964 byte world[96], world_num = 0;
965 byte special[96], special_num = 0;
966 byte psy_spe[96], psy_spe_num = 0;
967 byte raise[96], raise_num = 0;
968 byte heal[96], heal_num = 0;
969 byte dispel[96], dispel_num = 0;
973 /* Stupid monsters choose randomly */
974 if (r_ptr->flags2 & (RF2_STUPID))
977 return (spells[randint0(num)]);
980 /* Categorize spells */
981 for (i = 0; i < num; i++)
984 if (spell_escape(spells[i])) escape[escape_num++] = spells[i];
987 if (spell_attack(spells[i])) attack[attack_num++] = spells[i];
990 if (spell_summon(spells[i])) summon[summon_num++] = spells[i];
992 /* Tactical spell? */
993 if (spell_tactic(spells[i])) tactic[tactic_num++] = spells[i];
995 /* Annoyance spell? */
996 if (spell_annoy(spells[i])) annoy[annoy_num++] = spells[i];
998 /* Invulnerability spell? */
999 if (spell_invulner(spells[i])) invul[invul_num++] = spells[i];
1002 if (spell_haste(spells[i])) haste[haste_num++] = spells[i];
1005 if (spell_world(spells[i])) world[world_num++] = spells[i];
1007 /* Special spell? */
1008 if (spell_special(spells[i])) special[special_num++] = spells[i];
1010 /* Psycho-spear spell? */
1011 if (spell_psy_spe(spells[i])) psy_spe[psy_spe_num++] = spells[i];
1013 /* Raise-dead spell? */
1014 if (spell_raise(spells[i])) raise[raise_num++] = spells[i];
1017 if (spell_heal(spells[i])) heal[heal_num++] = spells[i];
1020 if (spell_dispel(spells[i])) dispel[dispel_num++] = spells[i];
1023 /*** Try to pick an appropriate spell type ***/
1026 if (world_num && (randint0(100) < 15) && !world_monster)
1028 /* Choose haste spell */
1029 return (world[randint0(world_num)]);
1035 bool success = FALSE;
1036 switch(m_ptr->r_idx)
1040 if ((m_ptr->hp < m_ptr->maxhp / 2) && r_info[MON_BANOR].max_num && r_info[MON_LUPART].max_num) success = TRUE;
1044 if (success) return (special[randint0(special_num)]);
1047 /* Still hurt badly, couldn't flee, attempt to heal */
1048 if (m_ptr->hp < m_ptr->maxhp / 3 && one_in_(2))
1050 /* Choose heal spell if possible */
1051 if (heal_num) return (heal[randint0(heal_num)]);
1054 /* Hurt badly or afraid, attempt to flee */
1055 if (((m_ptr->hp < m_ptr->maxhp / 3) || m_ptr->monfear) && one_in_(2))
1057 /* Choose escape spell if possible */
1058 if (escape_num) return (escape[randint0(escape_num)]);
1064 bool success = FALSE;
1065 switch(m_ptr->r_idx)
1068 if (randint0(100) < 50) success = TRUE;
1070 case MON_BANORLUPART:
1071 if (randint0(100) < 70) success = TRUE;
1077 if (randint0(100) < 50) success = TRUE;
1080 if (success) return (special[randint0(special_num)]);
1083 /* Player is close and we have attack spells, blink away */
1084 if ((distance(py, px, m_ptr->fy, m_ptr->fx) < 4) && (attack_num || (r_ptr->flags6 & RF6_TRAPS)) && (randint0(100) < 75) && !world_monster)
1086 /* Choose tactical spell */
1087 if (tactic_num) return (tactic[randint0(tactic_num)]);
1090 /* Summon if possible (sometimes) */
1091 if (summon_num && (randint0(100) < 40))
1093 /* Choose summon spell */
1094 return (summon[randint0(summon_num)]);
1098 if (dispel_num && one_in_(2))
1100 /* Choose dispel spell if possible */
1101 if (dispel_check(m_idx))
1103 return (dispel[randint0(dispel_num)]);
1107 /* Raise-dead if possible (sometimes) */
1108 if (raise_num && (randint0(100) < 40))
1110 /* Choose raise-dead spell */
1111 return (raise[randint0(raise_num)]);
1114 /* Attack spell (most of the time) */
1117 if (psy_spe_num && (randint0(100) < 50))
1119 /* Choose attack spell */
1120 return (psy_spe[randint0(psy_spe_num)]);
1122 else if (attack_num && (randint0(100) < 40))
1124 /* Choose attack spell */
1125 return (attack[randint0(attack_num)]);
1128 else if (attack_num && (randint0(100) < 85))
1130 /* Choose attack spell */
1131 return (attack[randint0(attack_num)]);
1134 /* Try another tactical spell (sometimes) */
1135 if (tactic_num && (randint0(100) < 50) && !world_monster)
1137 /* Choose tactic spell */
1138 return (tactic[randint0(tactic_num)]);
1141 /* Cast globe of invulnerability if not already in effect */
1142 if (invul_num && !(m_ptr->invulner) && (randint0(100) < 50))
1144 /* Choose Globe of Invulnerability */
1145 return (invul[randint0(invul_num)]);
1148 /* We're hurt (not badly), try to heal */
1149 if ((m_ptr->hp < m_ptr->maxhp * 3 / 4) && (randint0(100) < 25))
1151 /* Choose heal spell if possible */
1152 if (heal_num) return (heal[randint0(heal_num)]);
1155 /* Haste self if we aren't already somewhat hasted (rarely) */
1156 if (haste_num && (randint0(100) < 20) && !(m_ptr->fast))
1158 /* Choose haste spell */
1159 return (haste[randint0(haste_num)]);
1162 /* Annoy player (most of the time) */
1163 if (annoy_num && (randint0(100) < 80))
1165 /* Choose annoyance spell */
1166 return (annoy[randint0(annoy_num)]);
1169 /* Choose no spell */
1175 * Return TRUE if a spell is inate spell.
1177 bool spell_is_inate(u16b spell)
1179 if (spell < 32 * 4) /* Set RF4 */
1181 if ((1L << (spell - 32 * 3)) & RF4_NOMAGIC_MASK) return TRUE;
1183 else if (spell < 32 * 5) /* Set RF5 */
1185 if ((1L << (spell - 32 * 4)) & RF5_NOMAGIC_MASK) return TRUE;
1187 else if (spell < 32 * 6) /* Set RF6 */
1189 if ((1L << (spell - 32 * 5)) & RF6_NOMAGIC_MASK) return TRUE;
1192 /* This spell is not "inate" */
1198 * Creatures can cast spells, shoot missiles, and breathe.
1200 * Returns "TRUE" if a spell (or whatever) was (successfully) cast.
1202 * XXX XXX XXX This function could use some work, but remember to
1203 * keep it as optimized as possible, while retaining generic code.
1205 * Verify the various "blind-ness" checks in the code.
1207 * XXX XXX XXX Note that several effects should really not be "seen"
1208 * if the player is blind. See also "effects.c" for other "mistakes".
1210 * Perhaps monsters should breathe at locations *near* the player,
1211 * since this would allow them to inflict "partial" damage.
1213 * Perhaps smart monsters should decline to use "bolt" spells if
1214 * there is a monster in the way, unless they wish to kill it.
1216 * Note that, to allow the use of the "track_target" option at some
1217 * later time, certain non-optimal things are done in the code below,
1218 * including explicit checks against the "direct" variable, which is
1219 * currently always true by the time it is checked, but which should
1220 * really be set according to an explicit "projectable()" test, and
1221 * the use of generic "x,y" locations instead of the player location,
1222 * with those values being initialized with the player location.
1224 * It will not be possible to "correctly" handle the case in which a
1225 * monster attempts to attack a location which is thought to contain
1226 * the player, but which in fact is nowhere near the player, since this
1227 * might induce all sorts of messages about the attack itself, and about
1228 * the effects of the attack, which the player might or might not be in
1229 * a position to observe. Thus, for simplicity, it is probably best to
1230 * only allow "faulty" attacks by a monster if one of the important grids
1231 * (probably the initial or final grid) is in fact in view of the player.
1232 * It may be necessary to actually prevent spell attacks except when the
1233 * monster actually has line of sight to the player. Note that a monster
1234 * could be left in a bizarre situation after the player ducked behind a
1235 * pillar and then teleported away, for example.
1237 * Note that certain spell attacks do not use the "project()" function
1238 * but "simulate" it via the "direct" variable, which is always at least
1239 * as restrictive as the "project()" function. This is necessary to
1240 * prevent "blindness" attacks and such from bending around walls, etc,
1241 * and to allow the use of the "track_target" option in the future.
1243 * Note that this function attempts to optimize the use of spells for the
1244 * cases in which the monster has no spells, or has spells but cannot use
1245 * them, or has spells but they will have no "useful" effect. Note that
1246 * this function has been an efficiency bottleneck in the past.
1248 * Note the special "MFLAG_NICE" flag, which prevents a monster from using
1249 * any spell attacks until the player has had a single chance to move.
1251 bool make_attack_spell(int m_idx)
1253 int k, thrown_spell = 0, rlev, failrate;
1254 byte spell[96], num = 0;
1256 monster_type *m_ptr = &m_list[m_idx];
1257 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1262 bool no_inate = FALSE;
1263 bool do_disi = FALSE;
1266 int s_num_6 = (easy_band ? 2 : 6);
1267 int s_num_4 = (easy_band ? 1 : 4);
1269 /* Target location */
1276 /* Extract the blind-ness */
1277 bool blind = (p_ptr->blind ? TRUE : FALSE);
1279 /* Extract the "see-able-ness" */
1280 bool seen = (!blind && m_ptr->ml);
1282 bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
1283 bool learnable = (seen && maneable && !world_monster);
1285 /* Check "projectable" */
1288 bool in_no_magic_dungeon = (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && dun_level
1289 && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest));
1291 /* Cannot cast spells when confused */
1292 if (m_ptr->confused)
1294 reset_target(m_ptr);
1298 /* Cannot cast spells when nice */
1299 if (m_ptr->mflag & MFLAG_NICE) return (FALSE);
1300 if (!is_hostile(m_ptr)) return (FALSE);
1303 /* Sometimes forbid inate attacks (breaths) */
1304 if (randint0(100) >= (r_ptr->freq_spell * 2)) no_inate = TRUE;
1306 /* XXX XXX XXX Handle "track_target" option (?) */
1309 /* Extract the racial spell flags */
1314 /*** require projectable player ***/
1317 if ((m_ptr->cdis > MAX_RANGE) && !m_ptr->target_y) return (FALSE);
1320 if (projectable(m_ptr->fy, m_ptr->fx, y, x))
1322 /* Breath disintegration to the glyph if possible */
1323 if ((!cave_floor_bold(y,x)) && (r_ptr->flags4 & RF4_BR_DISI) && one_in_(2)) do_disi = TRUE;
1326 /* Check path to next grid */
1329 bool success = FALSE;
1331 if ((r_ptr->flags4 & RF4_BR_DISI) &&
1332 (m_ptr->cdis < MAX_RANGE/2) &&
1333 in_disintegration_range(m_ptr->fy, m_ptr->fx, y, x) &&
1334 (one_in_(10) || (projectable(y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
1343 int tonari_y[4][8] = {{-1,-1,-1,0,0,1,1,1},
1344 {-1,-1,-1,0,0,1,1,1},
1345 {1,1,1,0,0,-1,-1,-1},
1346 {1,1,1,0,0,-1,-1,-1}};
1347 int tonari_x[4][8] = {{-1,0,1,-1,1,-1,0,1},
1348 {1,0,-1,1,-1,1,0,-1},
1349 {-1,0,1,-1,1,-1,0,1},
1350 {1,0,-1,1,-1,1,0,-1}};
1352 if (m_ptr->fy < py && m_ptr->fx < px) tonari = 0;
1353 else if (m_ptr->fy < py) tonari = 1;
1354 else if (m_ptr->fx < px) tonari = 2;
1357 for (i = 0; i < 8; i++)
1359 int next_x = x + tonari_x[tonari][i];
1360 int next_y = y + tonari_y[tonari][i];
1363 /* Access the next grid */
1364 c_ptr = &cave[next_y][next_x];
1366 /* Skip door, rubble, wall */
1367 if ((c_ptr->feat >= FEAT_DOOR_HEAD) && (c_ptr->feat <= FEAT_PERM_SOLID)) continue;
1370 if (c_ptr->feat == FEAT_TREES) continue;
1373 if (c_ptr->feat == FEAT_MOUNTAIN) continue;
1375 if (projectable(m_ptr->fy, m_ptr->fx, next_y, next_x))
1387 if (m_ptr->target_y && m_ptr->target_x)
1389 y = m_ptr->target_y;
1390 x = m_ptr->target_x;
1391 f4 &= (RF4_INDIRECT_MASK);
1392 f5 &= (RF5_INDIRECT_MASK);
1393 f6 &= (RF6_INDIRECT_MASK);
1399 if (!success) return FALSE;
1402 reset_target(m_ptr);
1404 /* Extract the monster level */
1405 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1407 /* Forbid inate attacks sometimes */
1410 f4 &= ~(RF4_NOMAGIC_MASK);
1411 f5 &= ~(RF5_NOMAGIC_MASK);
1412 f6 &= ~(RF6_NOMAGIC_MASK);
1417 f5 &= ~(RF5_DRAIN_MANA);
1420 if ((p_ptr->pclass == CLASS_NINJA) &&
1421 ((r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) ||
1422 (r_ptr->flags7 & RF7_DARK_MASK)))
1424 f6 &= ~(RF6_DARKNESS);
1427 if (in_no_magic_dungeon && !(r_ptr->flags2 & RF2_STUPID))
1429 f4 &= (RF4_NOMAGIC_MASK);
1430 f5 &= (RF5_NOMAGIC_MASK);
1431 f6 &= (RF6_NOMAGIC_MASK);
1434 if (r_ptr->flags2 & RF2_SMART)
1436 /* Hack -- allow "desperate" spells */
1437 if ((m_ptr->hp < m_ptr->maxhp / 10) &&
1438 (randint0(100) < 50))
1440 /* Require intelligent spells */
1441 f4 &= (RF4_INT_MASK);
1442 f5 &= (RF5_INT_MASK);
1443 f6 &= (RF6_INT_MASK);
1446 /* Hack -- decline "teleport level" in some case */
1447 if ((f6 & RF6_TELE_LEVEL) && TELE_LEVEL_IS_INEFF(0))
1449 f6 &= ~(RF6_TELE_LEVEL);
1453 /* No spells left */
1454 if (!f4 && !f5 && !f6) return (FALSE);
1456 /* Remove the "ineffective" spells */
1457 remove_bad_spells(m_idx, &f4, &f5, &f6);
1459 if (p_ptr->inside_arena || p_ptr->inside_battle)
1461 f4 &= ~(RF4_SUMMON_MASK);
1462 f5 &= ~(RF5_SUMMON_MASK);
1463 f6 &= ~(RF6_SUMMON_MASK | RF6_TELE_LEVEL);
1466 /* No spells left */
1467 if (!f4 && !f5 && !f6) return (FALSE);
1469 if (!(r_ptr->flags2 & RF2_STUPID))
1471 /* Check for a clean bolt shot */
1472 if (((f4 & RF4_BOLT_MASK) ||
1473 (f5 & RF5_BOLT_MASK) ||
1474 (f6 & RF6_BOLT_MASK)) &&
1475 !clean_shot(m_ptr->fy, m_ptr->fx, py, px, FALSE))
1477 /* Remove spells that will only hurt friends */
1478 f4 &= ~(RF4_BOLT_MASK);
1479 f5 &= ~(RF5_BOLT_MASK);
1480 f6 &= ~(RF6_BOLT_MASK);
1483 /* Check for a possible summon */
1484 if (((f4 & RF4_SUMMON_MASK) ||
1485 (f5 & RF5_SUMMON_MASK) ||
1486 (f6 & RF6_SUMMON_MASK)) &&
1487 !(summon_possible(y, x)))
1489 /* Remove summoning spells */
1490 f4 &= ~(RF4_SUMMON_MASK);
1491 f5 &= ~(RF5_SUMMON_MASK);
1492 f6 &= ~(RF6_SUMMON_MASK);
1495 /* Check for a possible raise dead */
1496 if ((f6 & RF6_RAISE_DEAD) && !raise_possible(m_ptr))
1498 /* Remove raise dead spell */
1499 f6 &= ~(RF6_RAISE_DEAD);
1502 /* No spells left */
1503 if (!f4 && !f5 && !f6) return (FALSE);
1506 /* Extract the "inate" spells */
1507 for (k = 0; k < 32; k++)
1509 if (f4 & (1L << k)) spell[num++] = k + 32 * 3;
1512 /* Extract the "normal" spells */
1513 for (k = 0; k < 32; k++)
1515 if (f5 & (1L << k)) spell[num++] = k + 32 * 4;
1518 /* Extract the "bizarre" spells */
1519 for (k = 0; k < 32; k++)
1521 if (f6 & (1L << k)) spell[num++] = k + 32 * 5;
1524 /* No spells left */
1525 if (!num) return (FALSE);
1527 /* Stop if player is dead or gone */
1528 if (!p_ptr->playing || p_ptr->is_dead) return (FALSE);
1530 /* Stop if player is leaving */
1531 if (p_ptr->leaving) return (FALSE);
1533 /* Get the monster name (or "it") */
1534 monster_desc(m_name, m_ptr, 0x00);
1537 /* Get the monster possessive ("his"/"her"/"its") */
1538 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
1542 thrown_spell = 96+31;
1548 thrown_spell = choose_attack_spell(m_idx, spell, num);
1549 if (thrown_spell) break;
1553 /* Abort if no spell was chosen */
1554 if (!thrown_spell) return (FALSE);
1556 /* Calculate spell failure rate */
1557 failrate = 25 - (rlev + 3) / 4;
1559 /* Hack -- Stupid monsters will never fail (for jellies and such) */
1560 if (r_ptr->flags2 & RF2_STUPID) failrate = 0;
1562 /* Check for spell failure (inate attacks never fail) */
1563 if (!spell_is_inate(thrown_spell)
1564 && (in_no_magic_dungeon || (m_ptr->stunned && one_in_(2)) || (randint0(100) < failrate)))
1569 msg_format("%^s¤Ï¼öʸ¤ò¾§¤¨¤è¤¦¤È¤·¤¿¤¬¼ºÇÔ¤·¤¿¡£", m_name);
1571 msg_format("%^s tries to cast a spell, but fails.", m_name);
1578 direct = player_bold(y, x);
1580 /* Cast the spell. */
1581 switch (thrown_spell)
1588 msg_format("%^s¤¬¤«¤ó¹â¤¤¶âÀÚ¤êÀ¼¤ò¤¢¤²¤¿¡£", m_name);
1590 msg_format("%^s makes a high pitched shriek.", m_name);
1593 aggravate_monsters(m_idx);
1607 if (!direct) return (FALSE);
1610 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
1611 else msg_format("%^s¤¬ËâÎϾõî¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
1613 if (blind) msg_format("%^s mumbles powerfully.", m_name);
1614 else msg_format("%^s invokes a dispel magic.", m_name);
1617 set_lightspeed(0, TRUE);
1619 set_shield(0, TRUE);
1620 set_blessed(0, TRUE);
1621 set_tsuyoshi(0, TRUE);
1624 set_protevil(0, TRUE);
1625 set_invuln(0, TRUE);
1626 set_wraith_form(0, TRUE);
1627 set_kabenuke(0, TRUE);
1628 set_tim_res_nether(0, TRUE);
1629 set_tim_res_time(0, TRUE);
1631 set_tim_reflect(0,TRUE);
1632 set_multishadow(0,TRUE);
1633 set_dustrobe(0,TRUE);
1635 set_tim_invis(0, TRUE);
1636 set_tim_infra(0, TRUE);
1637 set_tim_esp(0, TRUE);
1638 set_tim_regen(0, TRUE);
1639 set_tim_stealth(0, TRUE);
1640 set_tim_ffall(0, TRUE);
1641 set_tim_sh_touki(0, TRUE);
1642 set_tim_sh_fire(0, TRUE);
1643 set_tim_sh_holy(0, TRUE);
1644 set_tim_eyeeye(0, TRUE);
1645 set_magicdef(0, TRUE);
1646 set_resist_magic(0, TRUE);
1647 set_oppose_acid(0, TRUE);
1648 set_oppose_elec(0, TRUE);
1649 set_oppose_fire(0, TRUE);
1650 set_oppose_cold(0, TRUE);
1651 set_oppose_pois(0, TRUE);
1652 set_ultimate_res(0, TRUE);
1653 set_mimic(0, 0, TRUE);
1654 set_ele_attack(0, 0);
1655 set_ele_immune(0, 0);
1656 /* Cancel glowing hands */
1657 if (p_ptr->special_attack & ATTACK_CONFUSE)
1659 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
1661 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
1663 msg_print("Your hands stop glowing.");
1667 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0]))
1669 p_ptr->magic_num1[1] = p_ptr->magic_num1[0];
1670 p_ptr->magic_num1[0] = 0;
1672 msg_print("²Î¤¬ÅÓÀڤ줿¡£");
1674 msg_print("Your singing is interrupted.");
1676 p_ptr->action = ACTION_NONE;
1678 /* Recalculate bonuses */
1679 p_ptr->update |= (PU_BONUS | PU_HP);
1682 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1684 /* Update monsters */
1685 p_ptr->update |= (PU_MONSTERS);
1688 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1690 p_ptr->energy_need += ENERGY_NEED();
1694 monster_type *riding_ptr = &m_list[p_ptr->riding];
1695 if (riding_ptr->invulner)
1697 riding_ptr->invulner = 0;
1698 riding_ptr->energy_need += ENERGY_NEED();
1700 riding_ptr->fast = 0;
1701 riding_ptr->slow = 0;
1702 p_ptr->update |= PU_BONUS;
1703 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= PR_HEALTH;
1704 p_ptr->redraw |= (PR_UHEALTH);
1708 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1709 msg_print("¤ä¤ê¤ä¤¬¤Ã¤¿¤Ê¡ª");
1711 learn_spell(MS_DISPEL);
1720 if (blind) msg_format("%^s¤¬²¿¤«¤ò¼Í¤Ã¤¿¡£", m_name);
1722 if (blind) msg_format("%^s shoots something.", m_name);
1726 else msg_format("%^s¤¬¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£", m_name);
1728 else msg_format("%^s fires a rocket.", m_name);
1731 dam = ((m_ptr->hp / 4) > 800 ? 800 : (m_ptr->hp / 4));
1732 breath(y, x, m_idx, GF_ROCKET,
1733 dam, 2, FALSE, MS_ROCKET, learnable);
1734 update_smart_learn(m_idx, DRS_SHARD);
1741 if (!direct) return (FALSE);
1744 if (blind) msg_format("%^s¤¬´ñ̯¤Ê²»¤òȯ¤·¤¿¡£", m_name);
1746 if (blind) msg_format("%^s makes a strange noise.", m_name);
1750 else msg_format("%^s¤¬Ìð¤òÊü¤Ã¤¿¡£", m_name);
1752 else msg_format("%^s fires an arrow.", m_name);
1755 dam = damroll(r_ptr->blow[0].d_dice, r_ptr->blow[0].d_side);
1756 bolt(m_idx, GF_ARROW, dam, MS_SHOOT, learnable);
1757 update_smart_learn(m_idx, DRS_REFLECT);
1787 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1789 if (blind) msg_format("%^s breathes.", m_name);
1793 else msg_format("%^s¤¬»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1795 else msg_format("%^s breathes acid.", m_name);
1798 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1799 breath(y, x, m_idx, GF_ACID, dam, 0, TRUE, MS_BR_ACID, learnable);
1800 update_smart_learn(m_idx, DRS_ACID);
1809 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1811 if (blind) msg_format("%^s breathes.", m_name);
1815 else msg_format("%^s¤¬°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1817 else msg_format("%^s breathes lightning.", m_name);
1820 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1821 breath(y, x, m_idx, GF_ELEC, dam,0, TRUE, MS_BR_ELEC, learnable);
1822 update_smart_learn(m_idx, DRS_ELEC);
1831 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1833 if (blind) msg_format("%^s breathes.", m_name);
1837 else msg_format("%^s¤¬²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1839 else msg_format("%^s breathes fire.", m_name);
1842 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1843 breath(y, x, m_idx, GF_FIRE, dam,0, TRUE, MS_BR_FIRE, learnable);
1844 update_smart_learn(m_idx, DRS_FIRE);
1853 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1855 if (blind) msg_format("%^s breathes.", m_name);
1859 else msg_format("%^s¤¬Î䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1861 else msg_format("%^s breathes frost.", m_name);
1864 dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
1865 breath(y, x, m_idx, GF_COLD, dam,0, TRUE, MS_BR_COLD, learnable);
1866 update_smart_learn(m_idx, DRS_COLD);
1875 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1877 if (blind) msg_format("%^s breathes.", m_name);
1881 else msg_format("%^s¤¬¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1883 else msg_format("%^s breathes gas.", m_name);
1886 dam = ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3));
1887 breath(y, x, m_idx, GF_POIS, dam, 0, TRUE, MS_BR_POIS, learnable);
1888 update_smart_learn(m_idx, DRS_POIS);
1898 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1900 if (blind) msg_format("%^s breathes.", m_name);
1904 else msg_format("%^s¤¬ÃϹö¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1906 else msg_format("%^s breathes nether.", m_name);
1909 dam = ((m_ptr->hp / 6) > 550 ? 550 : (m_ptr->hp / 6));
1910 breath(y, x, m_idx, GF_NETHER, dam,0, TRUE, MS_BR_NETHER, learnable);
1911 update_smart_learn(m_idx, DRS_NETH);
1920 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1922 if (blind) msg_format("%^s breathes.", m_name);
1926 else msg_format("%^s¤¬Á®¸÷¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1928 else msg_format("%^s breathes light.", m_name);
1931 dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6));
1932 breath(y, x, m_idx, GF_LITE, dam,0, TRUE, MS_BR_LITE, learnable);
1933 update_smart_learn(m_idx, DRS_LITE);
1942 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1944 if (blind) msg_format("%^s breathes.", m_name);
1948 else msg_format("%^s¤¬°Å¹õ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1950 else msg_format("%^s breathes darkness.", m_name);
1953 dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6));
1954 breath(y, x, m_idx, GF_DARK, dam,0, TRUE, MS_BR_DARK, learnable);
1955 update_smart_learn(m_idx, DRS_DARK);
1964 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1966 if (blind) msg_format("%^s breathes.", m_name);
1970 else msg_format("%^s¤¬º®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1972 else msg_format("%^s breathes confusion.", m_name);
1975 dam = ((m_ptr->hp / 6) > 450 ? 450 : (m_ptr->hp / 6));
1976 breath(y, x, m_idx, GF_CONFUSION, dam,0, TRUE, MS_BR_CONF, learnable);
1977 update_smart_learn(m_idx, DRS_CONF);
1985 if (m_ptr->r_idx == MON_JAIAN)
1987 msg_format("¡Ö¥Ü¥©¥¨¡Á¡Á¡Á¡Á¡Á¡Á¡×");
1989 msg_format("'Booooeeeeee'");
1992 else if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
1994 else if (blind) msg_format("%^s breathes.", m_name);
1998 else msg_format("%^s¤¬¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2000 else msg_format("%^s breathes sound.", m_name);
2003 dam = ((m_ptr->hp / 6) > 450 ? 450 : (m_ptr->hp / 6));
2004 breath(y, x, m_idx, GF_SOUND, dam,0, TRUE, MS_BR_SOUND, learnable);
2005 update_smart_learn(m_idx, DRS_SOUND);
2014 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2016 if (blind) msg_format("%^s breathes.", m_name);
2020 else msg_format("%^s¤¬¥«¥ª¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2022 else msg_format("%^s breathes chaos.", m_name);
2025 dam = ((m_ptr->hp / 6) > 600 ? 600 : (m_ptr->hp / 6));
2026 breath(y, x, m_idx, GF_CHAOS, dam,0, TRUE, MS_BR_CHAOS, learnable);
2027 update_smart_learn(m_idx, DRS_CHAOS);
2036 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2038 if (blind) msg_format("%^s breathes.", m_name);
2042 else msg_format("%^s¤¬Îô²½¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2044 else msg_format("%^s breathes disenchantment.", m_name);
2047 dam = ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6));
2048 breath(y, x, m_idx, GF_DISENCHANT, dam,0, TRUE, MS_BR_DISEN, learnable);
2049 update_smart_learn(m_idx, DRS_DISEN);
2058 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2060 if (blind) msg_format("%^s breathes.", m_name);
2064 else msg_format("%^s¤¬°ø²Ìº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2066 else msg_format("%^s breathes nexus.", m_name);
2069 dam = ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3));
2070 breath(y, x, m_idx, GF_NEXUS, dam,0, TRUE, MS_BR_NEXUS, learnable);
2071 update_smart_learn(m_idx, DRS_NEXUS);
2080 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2082 if (blind) msg_format("%^s breathes.", m_name);
2086 else msg_format("%^s¤¬»þ´ÖµÕž¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2088 else msg_format("%^s breathes time.", m_name);
2091 dam = ((m_ptr->hp / 3) > 150 ? 150 : (m_ptr->hp / 3));
2092 breath(y, x, m_idx, GF_TIME, dam,0, TRUE, MS_BR_TIME, learnable);
2101 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2103 if (blind) msg_format("%^s breathes.", m_name);
2107 else msg_format("%^s¤¬ÃÙÆߤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2109 else msg_format("%^s breathes inertia.", m_name);
2112 dam = ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6));
2113 breath(y, x, m_idx, GF_INERTIA, dam,0, TRUE, MS_BR_INERTIA, learnable);
2122 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2124 if (blind) msg_format("%^s breathes.", m_name);
2128 else msg_format("%^s¤¬½ÅÎϤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2130 else msg_format("%^s breathes gravity.", m_name);
2133 dam = ((m_ptr->hp / 3) > 200 ? 200 : (m_ptr->hp / 3));
2134 breath(y, x, m_idx, GF_GRAVITY, dam,0, TRUE, MS_BR_GRAVITY, learnable);
2142 if (m_ptr->r_idx == MON_BOTEI)
2144 msg_format("¡Ö¥ÜÄë¥Ó¥ë¥«¥Ã¥¿¡¼¡ª¡ª¡ª¡×");
2146 msg_format("'Boty-Build cutter!!!'");
2149 else if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2151 else if (blind) msg_format("%^s breathes.", m_name);
2155 else msg_format("%^s¤¬ÇËÊҤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2157 else msg_format("%^s breathes shards.", m_name);
2160 dam = ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6));
2161 breath(y, x, m_idx, GF_SHARDS, dam,0, TRUE, MS_BR_SHARDS, learnable);
2162 update_smart_learn(m_idx, DRS_SHARD);
2171 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2173 if (blind) msg_format("%^s breathes.", m_name);
2177 else msg_format("%^s¤¬¥×¥é¥º¥Þ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2179 else msg_format("%^s breathes plasma.", m_name);
2182 dam = ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6));
2183 breath(y, x, m_idx, GF_PLASMA, dam,0, TRUE, MS_BR_PLASMA, learnable);
2192 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2194 if (blind) msg_format("%^s breathes.", m_name);
2198 else msg_format("%^s¤¬¥Õ¥©¡¼¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2200 else msg_format("%^s breathes force.", m_name);
2203 dam = ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6));
2204 breath(y, x, m_idx, GF_FORCE, dam,0, TRUE, MS_BR_FORCE, learnable);
2213 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2215 if (blind) msg_format("%^s breathes.", m_name);
2219 else msg_format("%^s¤¬ËâÎϤΥ֥쥹¤òÅǤ¤¤¿¡£", m_name);
2221 else msg_format("%^s breathes mana.", m_name);
2223 dam = ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3));
2224 breath(y, x, m_idx, GF_MANA, dam,0, TRUE, MS_BR_MANA, learnable);
2233 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2235 if (blind) msg_format("%^s mumbles.", m_name);
2239 else msg_format("%^s¤¬Êü¼Íǽµå¤òÊü¤Ã¤¿¡£", m_name);
2241 else msg_format("%^s casts a ball of radiation.", m_name);
2244 dam = (rlev + damroll(10, 6)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2245 breath(y, x, m_idx, GF_NUKE, dam, 2, FALSE, MS_BALL_NUKE, learnable);
2246 update_smart_learn(m_idx, DRS_POIS);
2255 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2257 if (blind) msg_format("%^s breathes.", m_name);
2261 else msg_format("%^s¤¬Êü¼ÍÀÇÑ´þʪ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2263 else msg_format("%^s breathes toxic waste.", m_name);
2266 dam = ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3));
2267 breath(y, x, m_idx, GF_NUKE, dam,0, TRUE, MS_BR_NUKE, learnable);
2268 update_smart_learn(m_idx, DRS_POIS);
2277 if (blind) msg_format("%^s¤¬¶²¤í¤·¤²¤Ë¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2279 if (blind) msg_format("%^s mumbles frighteningly.", m_name);
2283 else msg_format("%^s¤¬½ã¥í¥°¥ë¥¹¤òÊü¤Ã¤¿¡£", m_name);/*nuke me*/
2285 else msg_format("%^s invokes a raw Logrus.", m_name);
2288 dam = ((r_ptr->flags2 & RF2_POWERFUL) ? (rlev * 3) : (rlev * 2))+ damroll(10, 10);
2289 breath(y, x, m_idx, GF_CHAOS, dam, 4, FALSE, MS_BALL_CHAOS, learnable);
2290 update_smart_learn(m_idx, DRS_CHAOS);
2299 if (blind) msg_format("%^s¤¬²¿¤«¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2301 if (blind) msg_format("%^s breathes.", m_name);
2305 else msg_format("%^s¤¬Ê¬²ò¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", m_name);
2307 else msg_format("%^s breathes disintegration.", m_name);
2310 dam = ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6));
2311 breath(y, x, m_idx, GF_DISINTEGRATE, dam,0, TRUE, MS_BR_DISI, learnable);
2322 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2324 if (blind) msg_format("%^s mumbles.", m_name);
2328 else msg_format("%^s¤¬¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2330 else msg_format("%^s casts an acid ball.", m_name);
2333 dam = (randint1(rlev * 3) + 15) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2334 breath(y, x, m_idx, GF_ACID, dam, 2, FALSE, MS_BALL_ACID, learnable);
2335 update_smart_learn(m_idx, DRS_ACID);
2344 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2346 if (blind) msg_format("%^s mumbles.", m_name);
2350 else msg_format("%^s¤¬¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2352 else msg_format("%^s casts a lightning ball.", m_name);
2355 dam = (randint1(rlev * 3 / 2) + 8) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2356 breath(y, x, m_idx, GF_ELEC, dam, 2, FALSE, MS_BALL_ELEC, learnable);
2357 update_smart_learn(m_idx, DRS_ELEC);
2366 if (m_ptr->r_idx == MON_ROLENTO)
2370 msg_format("%s¤¬²¿¤«¤òÅꤲ¤¿¡£", m_name);
2372 msg_format("%s¤Ï¼êÜØÃƤòÅꤲ¤¿¡£", m_name);
2375 msg_format("%^s throws something.", m_name);
2377 msg_format("%^s throws a hand grenade.", m_name);
2383 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2385 if (blind) msg_format("%^s mumbles.", m_name);
2389 else msg_format("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2391 else msg_format("%^s casts a fire ball.", m_name);
2395 dam = (randint1(rlev * 7 / 2) + 10) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2396 breath(y, x, m_idx, GF_FIRE, dam, 2, FALSE, MS_BALL_FIRE, learnable);
2397 update_smart_learn(m_idx, DRS_FIRE);
2406 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2408 if (blind) msg_format("%^s mumbles.", m_name);
2412 else msg_format("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2414 else msg_format("%^s casts a frost ball.", m_name);
2417 dam = (randint1(rlev * 3 / 2) + 10) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2418 breath(y, x, m_idx, GF_COLD, dam, 2, FALSE, MS_BALL_COLD, learnable);
2419 update_smart_learn(m_idx, DRS_COLD);
2428 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2430 if (blind) msg_format("%^s mumbles.", m_name);
2434 else msg_format("%^s¤¬°½±À¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2436 else msg_format("%^s casts a stinking cloud.", m_name);
2439 dam = damroll(12, 2) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2440 breath(y, x, m_idx, GF_POIS, dam, 2, FALSE, MS_BALL_POIS, learnable);
2441 update_smart_learn(m_idx, DRS_POIS);
2450 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2452 if (blind) msg_format("%^s mumbles.", m_name);
2456 else msg_format("%^s¤¬ÃϹöµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2458 else msg_format("%^s casts a nether ball.", m_name);
2461 dam = 50 + damroll(10, 10) + (rlev * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1));
2462 breath(y, x, m_idx, GF_NETHER, dam, 2, FALSE, MS_BALL_NETHER, learnable);
2463 update_smart_learn(m_idx, DRS_NETH);
2472 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2474 if (blind) msg_format("%^s mumbles.", m_name);
2478 else msg_format("%^s¤¬Î®¤ì¤ë¤è¤¦¤Ê¿È¿¶¤ê¤ò¤·¤¿¡£", m_name);
2480 else msg_format("%^s gestures fluidly.", m_name);
2484 msg_print("¤¢¤Ê¤¿¤Ï±²´¬¤¤Ë°û¤ß¹þ¤Þ¤ì¤¿¡£");
2486 msg_print("You are engulfed in a whirlpool.");
2489 dam = ((r_ptr->flags2 & RF2_POWERFUL) ? randint1(rlev * 3) : randint1(rlev * 2)) + 50;
2490 breath(y, x, m_idx, GF_WATER, dam, 4, FALSE, MS_BALL_WATER, learnable);
2499 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2501 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2505 else msg_format("%^s¤¬ËâÎϤÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2507 else msg_format("%^s invokes a mana storm.", m_name);
2510 dam = (rlev * 4) + 50 + damroll(10, 10);
2511 breath(y, x, m_idx, GF_MANA, dam, 4, FALSE, MS_BALL_MANA, learnable);
2520 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2522 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2526 else msg_format("%^s¤¬°Å¹õ¤ÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2528 else msg_format("%^s invokes a darkness storm.", m_name);
2531 dam = (rlev * 4) + 50 + damroll(10, 10);
2532 breath(y, x, m_idx, GF_DARK, dam, 4, FALSE, MS_BALL_DARK, learnable);
2533 update_smart_learn(m_idx, DRS_DARK);
2537 /* RF5_DRAIN_MANA */
2540 if (!direct) return (FALSE);
2548 msg_format("%^s¤ËÀº¿À¥¨¥Í¥ë¥®¡¼¤òµÛ¤¤¼è¤é¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
2550 msg_format("%^s draws psychic energy from you!", m_name);
2555 r1 = (randint1(rlev) / 2) + 1;
2558 if (r1 >= p_ptr->csp)
2562 p_ptr->csp_frac = 0;
2571 learn_spell(MS_DRAIN_MANA);
2574 p_ptr->redraw |= (PR_MANA);
2577 p_ptr->window |= (PW_PLAYER);
2578 p_ptr->window |= (PW_SPELL);
2580 /* Heal the monster */
2581 if (m_ptr->hp < m_ptr->maxhp)
2584 m_ptr->hp += (6 * r1);
2585 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2587 /* Redraw (later) if needed */
2588 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2589 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2591 /* Special message */
2595 msg_format("%^s¤Ïµ¤Ê¬¤¬Îɤµ¤½¤¦¤À¡£", m_name);
2597 msg_format("%^s appears healthier.", m_name);
2603 update_smart_learn(m_idx, DRS_MANA);
2607 /* RF5_MIND_BLAST */
2610 if (!direct) return (FALSE);
2615 msg_print("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£");
2617 msg_print("You feel something focusing on your mind.");
2624 msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¤Ë¤é¤ó¤Ç¤¤¤ë¡£", m_name);
2626 msg_format("%^s gazes deep into your eyes.", m_name);
2631 dam = damroll(7, 7);
2632 breath(y, x, m_idx, GF_MIND_BLAST, dam, 0, FALSE, MS_MIND_BLAST, learnable);
2636 /* RF5_BRAIN_SMASH */
2639 if (!direct) return (FALSE);
2644 msg_print("²¿¤«¤¬¤¢¤Ê¤¿¤ÎÀº¿À¤ËÇ°¤òÊü¤Ã¤Æ¤¤¤ë¤è¤¦¤À¡£");
2646 msg_print("You feel something focusing on your mind.");
2653 msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÆ·¤ò¤¸¤Ã¤È¸«¤Æ¤¤¤ë¡£", m_name);
2655 msg_format("%^s looks deep into your eyes.", m_name);
2660 dam = damroll(12, 12);
2661 breath(y, x, m_idx, GF_BRAIN_SMASH, dam, 0, FALSE, MS_BRAIN_SMASH, learnable);
2668 if (!direct) return (FALSE);
2671 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2673 if (blind) msg_format("%^s mumbles.", m_name);
2677 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¼ö¤Ã¤¿¡£", m_name);
2679 else msg_format("%^s points at you and curses.", m_name);
2682 dam = damroll(3, 8);
2683 breath(y, x, m_idx, GF_CAUSE_1, dam, 0, FALSE, MS_CAUSE_1, learnable);
2690 if (!direct) return (FALSE);
2693 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2695 if (blind) msg_format("%^s mumbles.", m_name);
2699 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼ö¤Ã¤¿¡£", m_name);
2701 else msg_format("%^s points at you and curses horribly.", m_name);
2704 dam = damroll(8, 8);
2705 breath(y, x, m_idx, GF_CAUSE_2, dam, 0, FALSE, MS_CAUSE_2, learnable);
2712 if (!direct) return (FALSE);
2715 if (blind) msg_format("%^s¤¬²¿¤«¤òÂçÀ¼¤Ç¶«¤ó¤À¡£", m_name);
2717 if (blind) msg_format("%^s mumbles loudly.", m_name);
2721 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼öʸ¤ò¾§¤¨¤¿¡ª", m_name);
2723 else msg_format("%^s points at you, incanting terribly!", m_name);
2726 dam = damroll(10, 15);
2727 breath(y, x, m_idx, GF_CAUSE_3, dam, 0, FALSE, MS_CAUSE_3, learnable);
2734 if (!direct) return (FALSE);
2737 if (blind) msg_format("%^s¤¬¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", m_name);
2739 if (blind) msg_format("%^s screams the word 'DIE!'", m_name);
2743 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÈ빦¤òÆͤ¤¤Æ¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", m_name);
2745 else msg_format("%^s points at you, screaming the word DIE!", m_name);
2748 dam = damroll(15, 15);
2749 breath(y, x, m_idx, GF_CAUSE_4, dam, 0, FALSE, MS_CAUSE_4, learnable);
2756 if (!direct) return (FALSE);
2759 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2761 if (blind) msg_format("%^s mumbles.", m_name);
2765 else msg_format("%^s¤¬¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2767 else msg_format("%^s casts a acid bolt.", m_name);
2770 dam = (damroll(7, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2771 bolt(m_idx, GF_ACID, dam, MS_BOLT_ACID, learnable);
2772 update_smart_learn(m_idx, DRS_ACID);
2773 update_smart_learn(m_idx, DRS_REFLECT);
2780 if (!direct) return (FALSE);
2783 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2785 if (blind) msg_format("%^s mumbles.", m_name);
2789 else msg_format("%^s¤¬¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2791 else msg_format("%^s casts a lightning bolt.", m_name);
2794 dam = (damroll(4, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2795 bolt(m_idx, GF_ELEC, dam, MS_BOLT_ELEC, learnable);
2796 update_smart_learn(m_idx, DRS_ELEC);
2797 update_smart_learn(m_idx, DRS_REFLECT);
2804 if (!direct) return (FALSE);
2807 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2809 if (blind) msg_format("%^s mumbles.", m_name);
2813 else msg_format("%^s¤¬¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2815 else msg_format("%^s casts a fire bolt.", m_name);
2818 dam = (damroll(9, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2819 bolt(m_idx, GF_FIRE, dam, MS_BOLT_FIRE, learnable);
2820 update_smart_learn(m_idx, DRS_FIRE);
2821 update_smart_learn(m_idx, DRS_REFLECT);
2828 if (!direct) return (FALSE);
2831 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2833 if (blind) msg_format("%^s mumbles.", m_name);
2837 else msg_format("%^s¤¬¥¢¥¤¥¹¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2839 else msg_format("%^s casts a frost bolt.", m_name);
2842 dam = (damroll(6, 8) + (rlev / 3)) * ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 1);
2843 bolt(m_idx, GF_COLD, dam, MS_BOLT_COLD, learnable);
2844 update_smart_learn(m_idx, DRS_COLD);
2845 update_smart_learn(m_idx, DRS_REFLECT);
2854 if (blind) msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2856 if (blind) msg_format("%^s mumbles powerfully.", m_name);
2860 else msg_format("%^s¤¬¥¹¥¿¡¼¥Ð¡¼¥¹¥È¤Î¼öʸ¤òÇ°¤¸¤¿¡£", m_name);
2862 else msg_format("%^s invokes a starburst.", m_name);
2865 dam = (rlev * 4) + 50 + damroll(10, 10);
2866 breath(y, x, m_idx, GF_LITE, dam, 4, FALSE, MS_STARBURST, learnable);
2867 update_smart_learn(m_idx, DRS_LITE);
2874 if (!direct) return (FALSE);
2877 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2879 if (blind) msg_format("%^s mumbles.", m_name);
2883 else msg_format("%^s¤¬ÃϹö¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2885 else msg_format("%^s casts a nether bolt.", m_name);
2888 dam = 30 + damroll(5, 5) + (rlev * 4) / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3);
2889 bolt(m_idx, GF_NETHER, dam, MS_BOLT_NETHER, learnable);
2890 update_smart_learn(m_idx, DRS_NETH);
2891 update_smart_learn(m_idx, DRS_REFLECT);
2898 if (!direct) return (FALSE);
2901 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2903 if (blind) msg_format("%^s mumbles.", m_name);
2907 else msg_format("%^s¤¬¥¦¥©¡¼¥¿¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2909 else msg_format("%^s casts a water bolt.", m_name);
2912 dam = damroll(10, 10) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2913 bolt(m_idx, GF_WATER, dam, MS_BOLT_WATER, learnable);
2914 update_smart_learn(m_idx, DRS_REFLECT);
2921 if (!direct) return (FALSE);
2924 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2926 if (blind) msg_format("%^s mumbles.", m_name);
2930 else msg_format("%^s¤¬ËâÎϤÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2932 else msg_format("%^s casts a mana bolt.", m_name);
2935 dam = randint1(rlev * 7 / 2) + 50;
2936 bolt(m_idx, GF_MANA, dam, MS_BOLT_MANA, learnable);
2937 update_smart_learn(m_idx, DRS_REFLECT);
2944 if (!direct) return (FALSE);
2947 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2949 if (blind) msg_format("%^s mumbles.", m_name);
2953 else msg_format("%^s¤¬¥×¥é¥º¥Þ¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2955 else msg_format("%^s casts a plasma bolt.", m_name);
2958 dam = 10 + damroll(8, 7) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2959 bolt(m_idx, GF_PLASMA, dam, MS_BOLT_PLASMA, learnable);
2960 update_smart_learn(m_idx, DRS_REFLECT);
2967 if (!direct) return (FALSE);
2970 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2972 if (blind) msg_format("%^s mumbles.", m_name);
2976 else msg_format("%^s¤¬¶Ë´¨¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
2978 else msg_format("%^s casts an ice bolt.", m_name);
2981 dam = damroll(6, 6) + (rlev * 3 / ((r_ptr->flags2 & RF2_POWERFUL) ? 2 : 3));
2982 bolt(m_idx, GF_ICE, dam, MS_BOLT_ICE, learnable);
2983 update_smart_learn(m_idx, DRS_COLD);
2984 update_smart_learn(m_idx, DRS_REFLECT);
2991 if (!direct) return (FALSE);
2994 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
2996 if (blind) msg_format("%^s mumbles.", m_name);
3000 else msg_format("%^s¤¬¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3002 else msg_format("%^s casts a magic missile.", m_name);
3005 dam = damroll(2, 6) + (rlev / 3);
3006 bolt(m_idx, GF_MISSILE, dam, MS_MAGIC_MISSILE, learnable);
3007 update_smart_learn(m_idx, DRS_REFLECT);
3014 if (!direct) return (FALSE);
3017 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¯¤È¡¢¶²¤í¤·¤²¤Ê²»¤¬Ê¹¤³¤¨¤¿¡£", m_name);
3019 if (blind) msg_format("%^s mumbles, and you hear scary noises.", m_name);
3023 else msg_format("%^s¤¬¶²¤í¤·¤²¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£", m_name);
3025 else msg_format("%^s casts a fearful illusion.", m_name);
3028 if (p_ptr->resist_fear)
3031 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3033 msg_print("You refuse to be frightened.");
3037 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3040 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3042 msg_print("You refuse to be frightened.");
3048 (void)set_afraid(p_ptr->afraid + randint0(4) + 4);
3050 learn_spell(MS_SCARE);
3051 update_smart_learn(m_idx, DRS_FEAR);
3058 if (!direct) return (FALSE);
3061 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3063 if (blind) msg_format("%^s mumbles.", m_name);
3067 else msg_format("%^s¤¬¼öʸ¤ò¾§¤¨¤Æ¤¢¤Ê¤¿¤ÎÌܤò¤¯¤é¤Þ¤·¤¿¡ª", m_name);
3069 else msg_format("%^s casts a spell, burning your eyes!", m_name);
3072 if (p_ptr->resist_blind)
3075 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3077 msg_print("You are unaffected!");
3081 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3084 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3086 msg_print("You resist the effects!");
3092 (void)set_blind(12 + randint0(4));
3094 learn_spell(MS_BLIND);
3095 update_smart_learn(m_idx, DRS_BLIND);
3102 if (!direct) return (FALSE);
3105 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¯¤È¡¢Æ¬¤òǺ¤Þ¤¹²»¤¬¤·¤¿¡£", m_name);
3107 if (blind) msg_format("%^s mumbles, and you hear puzzling noises.", m_name);
3111 else msg_format("%^s¤¬Í¶ÏÇŪ¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£", m_name);
3113 else msg_format("%^s creates a mesmerising illusion.", m_name);
3116 if (p_ptr->resist_conf)
3119 msg_print("¤·¤«¤·¸¸³Ð¤Ë¤Ï¤À¤Þ¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3121 msg_print("You disbelieve the feeble spell.");
3125 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3128 msg_print("¤·¤«¤·¸¸³Ð¤Ë¤Ï¤À¤Þ¤µ¤ì¤Ê¤«¤Ã¤¿¡£");
3130 msg_print("You disbelieve the feeble spell.");
3136 (void)set_confused(p_ptr->confused + randint0(4) + 4);
3138 learn_spell(MS_CONF);
3139 update_smart_learn(m_idx, DRS_CONF);
3146 if (!direct) return (FALSE);
3149 msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¶ÚÎϤòµÛ¤¤¼è¤í¤¦¤È¤·¤¿¡ª", m_name);
3151 msg_format("%^s drains power from your muscles!", m_name);
3154 if (p_ptr->free_act)
3157 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3159 msg_print("You are unaffected!");
3163 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3166 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3168 msg_print("You resist the effects!");
3174 (void)set_slow(p_ptr->slow + randint0(4) + 4, FALSE);
3176 learn_spell(MS_SLOW);
3177 update_smart_learn(m_idx, DRS_FREE);
3184 if (!direct) return (FALSE);
3187 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3189 if (blind) msg_format("%^s mumbles.", m_name);
3193 else msg_format("%^s¤¬¤¢¤Ê¤¿¤ÎÌܤò¤¸¤Ã¤È¸«¤Ä¤á¤¿¡ª", m_name);
3195 else msg_format("%^s stares deep into your eyes!", m_name);
3198 if (p_ptr->free_act)
3201 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3203 msg_print("You are unaffected!");
3207 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3210 msg_format("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3212 msg_format("You resist the effects!");
3218 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
3220 learn_spell(MS_SLEEP);
3221 update_smart_learn(m_idx, DRS_FREE);
3232 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3234 msg_format("%^s mumbles.", m_name);
3241 msg_format("%^s¤¬¼«Ê¬¤ÎÂΤËÇ°¤òÁ÷¤Ã¤¿¡£", m_name);
3243 msg_format("%^s concentrates on %s body.", m_name, m_poss);
3248 /* Allow quick speed increases to base+10 */
3252 msg_format("%^s¤ÎÆ°¤¤¬Â®¤¯¤Ê¤Ã¤¿¡£", m_name);
3254 msg_format("%^s starts moving faster.", m_name);
3257 m_ptr->fast = MIN(200, m_ptr->fast + 100);
3258 if (p_ptr->riding == m_idx) p_ptr->update |= PU_BONUS;
3265 if (!direct) return (FALSE);
3268 msg_format("%^s¤¬ÇËÌǤμê¤òÊü¤Ã¤¿¡ª", m_name);
3270 msg_format("%^s invokes the Hand of Doom!", m_name);
3272 dam = (((s32b) ((40 + randint1(20)) * (p_ptr->chp))) / 100);
3273 breath(y, x, m_idx, GF_HAND_DOOM, dam, 0, FALSE, MS_HAND_DOOM, learnable);
3286 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3288 msg_format("%^s mumbles.", m_name);
3295 msg_format("%^s¤¬¼«Ê¬¤Î½ý¤Ë½¸Ã椷¤¿¡£", m_name);
3297 msg_format("%^s concentrates on %s wounds.", m_name, m_poss);
3303 m_ptr->hp += (rlev * 6);
3306 if (m_ptr->hp >= m_ptr->maxhp)
3309 m_ptr->hp = m_ptr->maxhp;
3315 msg_format("%^s¤Ï´°Á´¤Ë¼£¤Ã¤¿¡ª", m_name);
3317 msg_format("%^s looks completely healed!", m_name);
3324 msg_format("%^s¤Ï´°Á´¤Ë¼£¤Ã¤¿¤è¤¦¤À¡ª", m_name);
3326 msg_format("%^s sounds completely healed!", m_name);
3332 /* Partially healed */
3339 msg_format("%^s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
3341 msg_format("%^s looks healthier.", m_name);
3348 msg_format("%^s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
3350 msg_format("%^s sounds healthier.", m_name);
3356 /* Redraw (later) if needed */
3357 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3358 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3368 msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name);
3370 msg_format("%^s recovers %s courage.", m_name, m_poss);
3386 msg_format("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3388 msg_format("%^s mumbles powerfully.", m_name);
3395 msg_format("%s¤Ï̵½ý¤Îµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3397 msg_format("%^s casts a Globe of Invulnerability.", m_name);
3402 if (!(m_ptr->invulner))
3403 m_ptr->invulner = randint1(4) + 4;
3405 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3406 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3415 msg_format("%^s¤¬½Ö»þ¤Ë¾Ã¤¨¤¿¡£", m_name);
3417 msg_format("%^s blinks away.", m_name);
3420 teleport_away(m_idx, 10, FALSE);
3421 p_ptr->update |= (PU_MONSTERS);
3430 msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¤·¤¿¡£", m_name);
3432 msg_format("%^s teleports away.", m_name);
3435 teleport_away_followable(m_idx);
3444 if(m_ptr->r_idx == MON_DIO) who = 1;
3445 else if(m_ptr->r_idx == MON_WONG) who = 3;
3447 if (!process_the_world(randint1(2)+2, who, TRUE)) return (FALSE);
3457 switch(m_ptr->r_idx)
3460 /* Moved to process_monster(), like multiplication */
3463 case MON_BANORLUPART:
3465 int dummy_hp = (m_ptr->hp + 1) / 2;
3466 int dummy_maxhp = m_ptr->maxhp/2;
3467 int dummy_y = m_ptr->fy;
3468 int dummy_x = m_ptr->fx;
3470 if (p_ptr->inside_arena || p_ptr->inside_battle || !summon_possible(m_ptr->fy, m_ptr->fx)) return FALSE;
3471 delete_monster_idx(cave[m_ptr->fy][m_ptr->fx].m_idx);
3472 summon_named_creature(0, dummy_y, dummy_x, MON_BANOR, mode);
3473 m_list[hack_m_idx_ii].hp = dummy_hp;
3474 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3475 summon_named_creature(0, dummy_y, dummy_x, MON_LUPART, mode);
3476 m_list[hack_m_idx_ii].hp = dummy_hp;
3477 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3480 msg_print("¡Ø¥Ð¡¼¥Î¡¼¥ë¡¦¥ë¥Ñ¡¼¥È¡Ù¤¬Ê¬Îö¤·¤¿¡ª");
3482 msg_print("Banor=Rupart splits in two person!");
3491 int dummy_maxhp = 0;
3492 int dummy_y = m_ptr->fy;
3493 int dummy_x = m_ptr->fx;
3495 if (!r_info[MON_BANOR].cur_num || !r_info[MON_LUPART].cur_num) return (FALSE);
3496 for (k = 1; k < m_max; k++)
3498 if (m_list[k].r_idx == MON_BANOR || m_list[k].r_idx == MON_LUPART)
3500 dummy_hp += m_list[k].hp;
3501 dummy_maxhp += m_list[k].maxhp;
3502 if (m_list[k].r_idx != m_ptr->r_idx)
3504 dummy_y = m_list[k].fy;
3505 dummy_x = m_list[k].fx;
3507 delete_monster_idx(k);
3510 summon_named_creature(0, dummy_y, dummy_x, MON_BANORLUPART, mode);
3511 m_list[hack_m_idx_ii].hp = dummy_hp;
3512 m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
3515 msg_print("¡Ø¥Ð¡¼¥Î¡¼¥ë¡Ù¤È¡Ø¥ë¥Ñ¡¼¥È¡Ù¤¬¹çÂΤ·¤¿¡ª");
3517 msg_print("Banor and Rupart combine into one!");
3524 if (r_ptr->d_char == 'B')
3527 if (one_in_(3) || !direct)
3530 msg_format("%^s¤ÏÆÍÁ³»ë³¦¤«¤é¾Ã¤¨¤¿!", m_name);
3532 msg_format("%^s suddenly go out of your sight!", m_name);
3534 teleport_away(m_idx, 10, FALSE);
3535 p_ptr->update |= (PU_MONSTERS);
3540 bool fear; /* dummy */
3543 msg_format("%^s¤¬¤¢¤Ê¤¿¤òÄϤó¤Ç¶õÃ椫¤éÅꤲÍî¤È¤·¤¿¡£", m_name);
3545 msg_format("%^s holds you, and drops from the sky.", m_name);
3547 dam = damroll(4, 8);
3548 teleport_player_to(m_ptr->fy, m_ptr->fx, FALSE);
3555 msg_print("¤¢¤Ê¤¿¤ÏÀŤ«¤ËÃåÃϤ·¤¿¡£");
3557 msg_print("You float gently down to the ground.");
3563 msg_print("¤¢¤Ê¤¿¤ÏÃÏÌ̤ËᤤĤ±¤é¤ì¤¿¡£");
3565 msg_print("You crashed into the ground.");
3567 dam += damroll(6, 8);
3570 /* Mega hack -- this special action deals damage to the player. Therefore the code of "eyeeye" is necessary.
3573 get_damage = take_hit(DAMAGE_NOESCAPE, dam, m_name, -1);
3574 if (p_ptr->tim_eyeeye && get_damage > 0 && !p_ptr->is_dead)
3577 msg_format("¹¶·â¤¬%s¼«¿È¤ò½ý¤Ä¤±¤¿¡ª", m_name);
3579 char m_name_self[80];
3582 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
3584 msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
3586 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
3587 set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
3590 if (p_ptr->riding) mon_take_hit_mon(p_ptr->riding, dam, &fear, extract_note_dies(real_r_ptr(&m_list[p_ptr->riding])), m_idx);
3595 /* Something is wrong */
3604 if (!direct) return (FALSE);
3607 msg_format("%^s¤¬¤¢¤Ê¤¿¤ò°ú¤Ìᤷ¤¿¡£", m_name);
3609 msg_format("%^s commands you to return.", m_name);
3612 teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE);
3613 learn_spell(MS_TELE_TO);
3620 if (!direct) return (FALSE);
3623 msg_format("%^s¤Ë¥Æ¥ì¥Ý¡¼¥È¤µ¤»¤é¤ì¤¿¡£", m_name);
3624 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
3625 msg_print("¤¯¤Ã¤½¡Á");
3627 msg_format("%^s teleports you away.", m_name);
3630 learn_spell(MS_TELE_AWAY);
3631 teleport_player_away(m_idx, 100);
3635 /* RF6_TELE_LEVEL */
3638 if (!direct) return (FALSE);
3641 if (blind) msg_format("%^s¤¬²¿¤«´ñ̯¤Ê¸ÀÍÕ¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3643 if (blind) msg_format("%^s mumbles strangely.", m_name);
3647 else msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¤ò»Ø¤µ¤·¤¿¡£", m_name);
3649 else msg_format("%^s gestures at your feet.", m_name);
3652 if (p_ptr->resist_nexus)
3655 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
3657 msg_print("You are unaffected!");
3661 else if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3664 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3666 msg_print("You resist the effects!");
3674 learn_spell(MS_TELE_LEVEL);
3675 update_smart_learn(m_idx, DRS_NEXUS);
3682 if (!direct) return (FALSE);
3685 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3687 if (blind) msg_format("%^s mumbles.", m_name);
3691 else msg_format("%^s¤¬¸÷¤Î·õ¤òÊü¤Ã¤¿¡£", m_name);
3693 else msg_format("%^s throw a Psycho-Spear.", m_name);
3696 dam = (r_ptr->flags2 & RF2_POWERFUL) ? (randint1(rlev * 2) + 150) : (randint1(rlev * 3 / 2) + 100);
3697 beam(m_idx, GF_PSY_SPEAR, dam, MS_PSY_SPEAR, learnable);
3704 if (!direct) return (FALSE);
3707 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3709 if (blind) msg_format("%^s mumbles.", m_name);
3713 else if (p_ptr->pclass == CLASS_NINJA) msg_format("%^s¤¬ÊÕ¤ê¤òÌÀ¤ë¤¯¾È¤é¤·¤¿¡£", m_name);
3714 else msg_format("%^s¤¬°Å°Ç¤ÎÃæ¤Ç¼ê¤ò¿¶¤Ã¤¿¡£", m_name);
3716 else if (p_ptr->pclass == CLASS_NINJA)
3717 msg_format("%^s cast a spell to light up.", m_name);
3718 else msg_format("%^s gestures in shadow.", m_name);
3721 learn_spell(MS_DARKNESS);
3722 if (p_ptr->pclass == CLASS_NINJA)
3723 (void)lite_area(0, 3);
3725 (void)unlite_area(0, 3);
3734 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤Æ¼Ù°¤ËÈù¾Ð¤ó¤À¡£", m_name);
3736 if (blind) msg_format("%^s mumbles, and then cackles evilly.", m_name);
3740 else msg_format("%^s¤¬¼öʸ¤ò¾§¤¨¤Æ¼Ù°¤ËÈù¾Ð¤ó¤À¡£", m_name);
3742 else msg_format("%^s casts a spell and cackles evilly.", m_name);
3745 learn_spell(MS_MAKE_TRAP);
3746 (void)trap_creation(y, x);
3753 if (!direct) return (FALSE);
3756 msg_format("%^s¤¬¤¢¤Ê¤¿¤Îµ²±¤ò¾Ãµî¤·¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", m_name);
3758 msg_format("%^s tries to blank your mind.", m_name);
3762 if (randint0(100 + rlev/2) < p_ptr->skill_sav)
3765 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
3767 msg_print("You resist the effects!");
3771 else if (lose_all_info())
3774 msg_print("µ²±¤¬Çö¤ì¤Æ¤·¤Þ¤Ã¤¿¡£");
3776 msg_print("Your memories fade away.");
3780 learn_spell(MS_FORGET);
3784 /* RF6_RAISE_DEAD */
3789 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3791 if (blind) msg_format("%^s mumbles.", m_name);
3795 else msg_format("%^s¤¬»à¼ÔÉü³è¤Î¼öʸ¤ò¾§¤¨¤¿¡£", m_name);
3797 else msg_format("%^s casts a spell to revive corpses.", m_name);
3799 animate_dead(m_idx, m_ptr->fy, m_ptr->fx);
3803 /* RF6_SUMMON_KIN */
3807 if (m_ptr->r_idx == MON_ROLENTO)
3811 msg_format("%^s¤¬²¿¤«ÂçÎ̤ËÅꤲ¤¿¡£", m_name);
3813 msg_format("%^s¤Ï¼êÜØÃƤò¤Ð¤é¤Þ¤¤¤¿¡£", m_name);
3816 msg_format("%^s spreads something.", m_name);
3818 msg_format("%^s throws some hand grenades.", m_name);
3821 else if (m_ptr->r_idx == MON_SERPENT || m_ptr->r_idx == MON_ZOMBI_SERPENT)
3825 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3827 msg_format("%^s¤¬¥À¥ó¥¸¥ç¥ó¤Î¼ç¤ò¾¤´¤·¤¿¡£", m_name);
3830 msg_format("%^s mumbles.", m_name);
3832 msg_format("%^s magically summons guardians of dungeons.", m_name);
3839 msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3841 msg_format("%^s¤ÏËâË¡¤Ç%s¤ò¾¤´¤·¤¿¡£",
3843 ((r_ptr->flags1) & RF1_UNIQUE ?
3847 msg_format("%^s mumbles.", m_name);
3849 msg_format("%^s magically summons %s %s.",
3851 ((r_ptr->flags1) & RF1_UNIQUE ?
3852 "minions" : "kin"));
3856 if(m_ptr->r_idx == MON_ROLENTO)
3858 int num = 1 + randint1(3);
3860 for (k = 0; k < num; k++)
3862 count += summon_named_creature(m_idx, y, x, MON_SHURYUUDAN, mode);
3865 else if(m_ptr->r_idx == MON_THORONDOR ||
3866 m_ptr->r_idx == MON_GWAIHIR ||
3867 m_ptr->r_idx == MON_MENELDOR)
3869 int num = 4 + randint1(3);
3870 for (k = 0; k < num; k++)
3872 count += summon_specific(m_idx, y, x, rlev, SUMMON_EAGLES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3875 else if(m_ptr->r_idx == MON_LOUSY)
3877 int num = 2 + randint1(3);
3878 for (k = 0; k < num; k++)
3880 count += summon_specific(m_idx, y, x, rlev, SUMMON_LOUSE, PM_ALLOW_GROUP);
3883 else if(m_ptr->r_idx == MON_BULLGATES)
3885 int num = 2 + randint1(3);
3886 for (k = 0; k < num; k++)
3888 count += summon_named_creature(m_idx, y, x, 921, mode);
3891 else if (m_ptr->r_idx == MON_CALDARM)
3893 int num = randint1(3);
3894 for (k = 0; k < num; k++)
3896 count += summon_named_creature(m_idx, y, x, 930, mode);
3899 else if (m_ptr->r_idx == MON_SERPENT || m_ptr->r_idx == MON_ZOMBI_SERPENT)
3901 int num = 2 + randint1(3);
3903 if (r_info[MON_JORMUNGAND].cur_num < r_info[MON_JORMUNGAND].max_num && one_in_(6))
3906 msg_print("ÃÏÌ̤«¤é¿å¤¬¿á¤½Ð¤·¤¿¡ª");
3908 msg_print("Water blew off from the ground!");
3910 fire_ball_hide(GF_WATER_FLOW, 0, 3, 8);
3913 for (k = 0; k < num; k++)
3915 count += summon_specific(m_idx, y, x, rlev, SUMMON_GUARDIANS, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3921 summon_kin_type = r_ptr->d_char; /* Big hack */
3923 for (k = 0; k < 4; k++)
3925 count += summon_specific(m_idx, y, x, rlev, SUMMON_KIN, PM_ALLOW_GROUP);
3929 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
3931 if (blind && count) msg_print("You hear many things appear nearby.");
3943 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3945 if (blind) msg_format("%^s mumbles.", m_name);
3949 else msg_format("%^s¤¬¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
3951 else msg_format("%^s magically summons Cyberdemons!", m_name);
3955 if (blind && count) msg_print("½Å¸ü¤Ê²»¤¬¶á¤¯¤Çʹ¤³¤¨¤ë¡£");
3957 if (blind && count) msg_print("You hear heavy steps nearby.");
3960 summon_cyber(m_idx, y, x);
3969 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
3971 if (blind) msg_format("%^s mumbles.", m_name);
3975 else msg_format("%^s¤¬ËâË¡¤ÇÃç´Ö¤ò¾¤´¤·¤¿¡ª", m_name);
3977 else msg_format("%^s magically summons help!", m_name);
3980 for (k = 0; k < 1; k++)
3982 count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
3985 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
3987 if (blind && count) msg_print("You hear something appear nearby.");
3993 /* RF6_S_MONSTERS */
3998 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4000 if (blind) msg_format("%^s mumbles.", m_name);
4004 else msg_format("%^s¤¬ËâË¡¤Ç¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤·¤¿¡ª", m_name);
4006 else msg_format("%^s magically summons monsters!", m_name);
4009 for (k = 0; k < s_num_6; k++)
4011 count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4014 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4016 if (blind && count) msg_print("You hear many things appear nearby.");
4027 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4029 if (blind) msg_format("%^s mumbles.", m_name);
4033 else msg_format("%^s¤¬ËâË¡¤Ç¥¢¥ê¤ò¾¤´¤·¤¿¡£", m_name);
4035 else msg_format("%^s magically summons ants.", m_name);
4038 for (k = 0; k < s_num_6; k++)
4040 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANT, PM_ALLOW_GROUP);
4043 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4045 if (blind && count) msg_print("You hear many things appear nearby.");
4056 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4058 if (blind) msg_format("%^s mumbles.", m_name);
4062 else msg_format("%^s¤¬ËâË¡¤Ç¥¯¥â¤ò¾¤´¤·¤¿¡£", m_name);
4064 else msg_format("%^s magically summons spiders.", m_name);
4067 for (k = 0; k < s_num_6; k++)
4069 count += summon_specific(m_idx, y, x, rlev, SUMMON_SPIDER, PM_ALLOW_GROUP);
4072 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4074 if (blind && count) msg_print("You hear many things appear nearby.");
4085 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4087 if (blind) msg_format("%^s mumbles.", m_name);
4091 else msg_format("%^s¤¬ËâË¡¤Ç¥Ï¥¦¥ó¥É¤ò¾¤´¤·¤¿¡£", m_name);
4093 else msg_format("%^s magically summons hounds.", m_name);
4096 for (k = 0; k < s_num_4; k++)
4098 count += summon_specific(m_idx, y, x, rlev, SUMMON_HOUND, PM_ALLOW_GROUP);
4101 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4103 if (blind && count) msg_print("You hear many things appear nearby.");
4114 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4116 if (blind) msg_format("%^s mumbles.", m_name);
4120 else msg_format("%^s¤¬ËâË¡¤Ç¥Ò¥É¥é¤ò¾¤´¤·¤¿¡£", m_name);
4122 else msg_format("%^s magically summons hydras.", m_name);
4125 for (k = 0; k < s_num_4; k++)
4127 count += summon_specific(m_idx, y, x, rlev, SUMMON_HYDRA, PM_ALLOW_GROUP);
4130 if (blind && count) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4132 if (blind && count) msg_print("You hear many things appear nearby.");
4145 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4147 if (blind) msg_format("%^s mumbles.", m_name);
4151 else msg_format("%^s¤¬ËâË¡¤ÇÅ·»È¤ò¾¤´¤·¤¿¡ª", m_name);
4153 else msg_format("%^s magically summons an angel!", m_name);
4156 if ((r_ptr->flags1 & RF1_UNIQUE) && !easy_band)
4158 num += r_ptr->level/40;
4161 for (k = 0; k < num; k++)
4163 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, PM_ALLOW_GROUP);
4169 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4171 if (blind && count) msg_print("You hear something appear nearby.");
4177 if (blind) msg_print("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4179 if (blind) msg_print("You hear many things appear nearby.");
4191 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4193 if (blind) msg_format("%^s mumbles.", m_name);
4197 else msg_format("%^s¤ÏËâË¡¤Çº®Æ٤εÜÄ¤é°Ëâ¤ò¾¤´¤·¤¿¡ª", m_name);
4199 else msg_format("%^s magically summons a demon from the Courts of Chaos!", m_name);
4202 for (k = 0; k < 1; k++)
4204 count += summon_specific(m_idx, y, x, rlev, SUMMON_DEMON, PM_ALLOW_GROUP);
4207 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4209 if (blind && count) msg_print("You hear something appear nearby.");
4220 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4222 if (blind) msg_format("%^s mumbles.", m_name);
4226 else msg_format("%^s¤¬ËâË¡¤Ç¥¢¥ó¥Ç¥Ã¥É¤Î¶¯Å¨¤ò¾¤´¤·¤¿¡ª", m_name);
4228 else msg_format("%^s magically summons an undead adversary!", m_name);
4231 for (k = 0; k < 1; k++)
4233 count += summon_specific(m_idx, y, x, rlev, SUMMON_UNDEAD, PM_ALLOW_GROUP);
4236 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4238 if (blind && count) msg_print("You hear something appear nearby.");
4249 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4251 if (blind) msg_format("%^s mumbles.", m_name);
4255 else msg_format("%^s¤¬ËâË¡¤Ç¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
4257 else msg_format("%^s magically summons a dragon!", m_name);
4260 for (k = 0; k < 1; k++)
4262 count += summon_specific(m_idx, y, x, rlev, SUMMON_DRAGON, PM_ALLOW_GROUP);
4265 if (blind && count) msg_print("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£");
4267 if (blind && count) msg_print("You hear something appear nearby.");
4273 /* RF6_S_HI_UNDEAD */
4278 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))
4284 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4286 if (blind) msg_format("%^s mumbles.", m_name);
4290 else msg_format("%^s¤¬ËâË¡¤ÇÍ©µ´ÀïÂâ¤ò¾¤´¤·¤¿¡ª", m_name);
4292 else msg_format("%^s magically summons rangers of Nazgul!", m_name);
4296 for (k = 0; k < 30; k++)
4298 if (!summon_possible(cy, cx) || !cave_floor_bold(cy, cx))
4301 for (j = 100; j > 0; j--)
4303 scatter(&cy, &cx, y, x, 2, 0);
4304 if (cave_floor_bold(cy, cx)) break;
4308 if (!cave_floor_bold(cy, cx)) continue;
4310 if (summon_named_creature(m_idx, cy, cx, MON_NAZGUL, mode))
4317 msg_format("¡ÖÍ©µ´ÀïÂâ%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×", count);
4319 msg_format("A Nazgul says 'Nazgul-Rangers Number %d, Nazgul-Black!'",count);
4323 msg_format("¡ÖƱ¤¸¤¯%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×", count);
4325 msg_format("Another one says 'Number %d, Nazgul-Black!'",count);
4331 msg_format("¡Ö%d¿Í¤½¤í¤Ã¤Æ¡¢¥ê¥ó¥°¥ì¥ó¥¸¥ã¡¼¡ª¡×", count);
4333 msg_format("They say 'The %d meets! We are the Ring-Ranger!'.", count);
4340 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4342 if (blind) msg_format("%^s mumbles.", m_name);
4346 else msg_format("%^s¤¬ËâË¡¤Ç¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¤ò¾¤´¤·¤¿¡ª", m_name);
4348 else msg_format("%^s magically summons greater undead!", m_name);
4351 for (k = 0; k < s_num_6; k++)
4353 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4359 msg_print("´Ö¶á¤Ç²¿¤«Â¿¤¯¤Î¤â¤Î¤¬Ç礤²ó¤ë²»¤¬Ê¹¤³¤¨¤ë¡£");
4361 msg_print("You hear many creepy things appear nearby.");
4368 /* RF6_S_HI_DRAGON */
4373 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4375 if (blind) msg_format("%^s mumbles.", m_name);
4379 else msg_format("%^s¤¬ËâË¡¤Ç¸ÅÂå¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", m_name);
4381 else msg_format("%^s magically summons ancient dragons!", m_name);
4384 for (k = 0; k < s_num_4; k++)
4386 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4391 msg_print("¿¤¯¤ÎÎ϶¯¤¤¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£");
4393 msg_print("You hear many powerful things appear nearby.");
4400 /* RF6_S_AMBERITES */
4405 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4407 if (blind) msg_format("%^s mumbles.", m_name);
4411 else msg_format("%^s¤¬¥¢¥ó¥Ð¡¼¤Î²¦Â²¤ò¾¤´¤·¤¿¡ª", m_name);
4413 else msg_format("%^s magically summons Lords of Amber!", m_name);
4418 for (k = 0; k < s_num_4; k++)
4420 count += summon_specific(m_idx, y, x, rlev, SUMMON_AMBERITES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4425 msg_print("ÉÔ»à¤Î¼Ô¤¬¶á¤¯¤Ë¸½¤ì¤ë¤Î¤¬Ê¹¤³¤¨¤¿¡£");
4427 msg_print("You hear immortal beings appear nearby.");
4439 if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
4441 if (blind) msg_format("%^s mumbles.", m_name);
4445 else msg_format("%^s¤¬ËâË¡¤ÇÆÃÊ̤ʶ¯Å¨¤ò¾¤´¤·¤¿¡ª", m_name);
4447 else msg_format("%^s magically summons special opponents!", m_name);
4450 for (k = 0; k < s_num_4; k++)
4452 count += summon_specific(m_idx, y, x, rlev, SUMMON_UNIQUE, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4454 if (r_ptr->flags3 & RF3_GOOD)
4456 for (k = count; k < s_num_4; k++)
4458 count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4463 for (k = count; k < s_num_4; k++)
4465 count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
4471 msg_print("¿¤¯¤ÎÎ϶¯¤¤¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£");
4473 msg_print("You hear many powerful things appear nearby.");
4481 if ((p_ptr->action == ACTION_LEARN) && thrown_spell > 175)
4483 learn_spell(thrown_spell - 96);
4486 if (seen && maneable && !world_monster && (p_ptr->pclass == CLASS_IMITATOR))
4488 if (thrown_spell != 167) /* Not RF6_SPECIAL */
4490 if (p_ptr->mane_num == MAX_MANE)
4494 for (i = 0;i < p_ptr->mane_num;i++)
4496 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
4497 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
4500 p_ptr->mane_spell[p_ptr->mane_num] = thrown_spell - 96;
4501 p_ptr->mane_dam[p_ptr->mane_num] = dam;
4505 p_ptr->redraw |= (PR_IMITATION);
4509 /* Remember what the monster did to us */
4510 if (seen && is_original_ap(m_ptr))
4513 if (thrown_spell < 32 * 4)
4515 r_ptr->r_flags4 |= (1L << (thrown_spell - 32 * 3));
4516 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4520 else if (thrown_spell < 32 * 5)
4522 r_ptr->r_flags5 |= (1L << (thrown_spell - 32 * 4));
4523 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4527 else if (thrown_spell < 32 * 6)
4529 r_ptr->r_flags6 |= (1L << (thrown_spell - 32 * 5));
4530 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
4535 /* Always take note of monsters that kill you */
4536 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
4538 r_ptr->r_deaths++; /* Ignore appearance difference */
4541 /* A spell was cast */