예제 #1
0
파일: floors.c 프로젝트: tanguband/tang_mac
/*!
 * @brief フロア移動時のペット保存処理 / Preserve_pets
 * @return なし
 */
static void preserve_pet(void)
{
	int num;
	MONSTER_IDX i;

	for (num = 0; num < MAX_PARTY_MON; num++)
	{
		party_mon[num].r_idx = 0;
	}

	if (p_ptr->riding)
	{
		monster_type *m_ptr = &m_list[p_ptr->riding];

		/* Pet of other pet don't follow. */
		if (m_ptr->parent_m_idx)
		{
			p_ptr->riding = 0;
			p_ptr->pet_extra_flags &= ~(PF_RYOUTE);
			p_ptr->riding_ryoute = p_ptr->old_riding_ryoute = FALSE;
		}
		else
		{
			/* Preserve the mount */
			(void)COPY(&party_mon[0], m_ptr, monster_type);

			/* Delete from this floor */
			delete_monster_idx(p_ptr->riding);
		}
	}

	/*
	 * If player is in wild mode, no pets are preserved
	 * except a monster whom player riding
	 */
	if (!p_ptr->wild_mode && !p_ptr->inside_arena && !p_ptr->inside_battle)
	{
		for (i = m_max - 1, num = 1; (i >= 1 && num < MAX_PARTY_MON); i--)
		{
			monster_type *m_ptr = &m_list[i];

			if (!m_ptr->r_idx) continue;
			if (!is_pet(m_ptr)) continue;
			if (i == p_ptr->riding) continue;

			if (reinit_wilderness)
			{
				/* Don't lose sight of pets when getting a Quest */
			}
			else
			{
				int dis = distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx);

				/* Confused (etc.) monsters don't follow. */
				if (MON_CONFUSED(m_ptr) || MON_STUNNED(m_ptr) || MON_CSLEEP(m_ptr)) continue;

				/* Pet of other pet don't follow. */
				if (m_ptr->parent_m_idx) continue;

				/*
				 * Pets with nickname will follow even from 3 blocks away
				 * when you or the pet can see the other.
				 */
				if (m_ptr->nickname && 
				    ((player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
				     (los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))))
				{
					if (dis > 3) continue;
				}
				else
				{
					if (dis > 1) continue;
				}
			}

			(void)COPY(&party_mon[num], &m_list[i], monster_type);

			num++;

			/* Delete from this floor */
			delete_monster_idx(i);
		}
	}

	if (record_named_pet)
	{
		for (i = m_max - 1; i >=1; i--)
		{
			monster_type *m_ptr = &m_list[i];
			char m_name[80];

			if (!m_ptr->r_idx) continue;
			if (!is_pet(m_ptr)) continue;
			if (!m_ptr->nickname) continue;
			if (p_ptr->riding == i) continue;

			monster_desc(m_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
			do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_MOVED, m_name);
		}
	}


	/* Pet of other pet may disappear. */
	for (i = m_max - 1; i >=1; i--)
	{
		monster_type *m_ptr = &m_list[i];

		/* Are there its parent? */
		if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
		{
			/* Its parent have gone, it also goes away. */

			if (is_seen(m_ptr))
			{
				char m_name[80];

				/* Acquire the monster name */
				monster_desc(m_name, m_ptr, 0);

#ifdef JP
				msg_format("%sは消え去った!", m_name);
#else
				msg_format("%^s disappears!", m_name);
#endif
			}

			/* Delete the monster */
			delete_monster_idx(i);
		}
	}
}
예제 #2
0
파일: save.c 프로젝트: dis-/hengband
/*!
 * @brief モンスター情報を書き込む / Write a "monster" record
 * @param m_ptr モンスター情報保存元ポインタ
 * @return なし
 */
static void wr_monster(monster_type *m_ptr)
{
	u32b flags = 0x00000000;
	byte tmp8u;

	if (!is_original_ap(m_ptr)) flags |= SAVE_MON_AP_R_IDX;
	if (m_ptr->sub_align) flags |= SAVE_MON_SUB_ALIGN;
	if (MON_CSLEEP(m_ptr)) flags |= SAVE_MON_CSLEEP;
	if (MON_FAST(m_ptr)) flags |= SAVE_MON_FAST;
	if (MON_SLOW(m_ptr)) flags |= SAVE_MON_SLOW;
	if (MON_STUNNED(m_ptr)) flags |= SAVE_MON_STUNNED;
	if (MON_CONFUSED(m_ptr)) flags |= SAVE_MON_CONFUSED;
	if (MON_MONFEAR(m_ptr)) flags |= SAVE_MON_MONFEAR;
	if (m_ptr->target_y) flags |= SAVE_MON_TARGET_Y;
	if (m_ptr->target_x) flags |= SAVE_MON_TARGET_X;
	if (MON_INVULNER(m_ptr)) flags |= SAVE_MON_INVULNER;
	if (m_ptr->smart) flags |= SAVE_MON_SMART;
	if (m_ptr->exp) flags |= SAVE_MON_EXP;
	if (m_ptr->mflag2) flags |= SAVE_MON_MFLAG2;
	if (m_ptr->nickname) flags |= SAVE_MON_NICKNAME;
	if (m_ptr->parent_m_idx) flags |= SAVE_MON_PARENT;

	/*** Monster save flags ***/
	wr_u32b(flags);

	/*** Write only un-obvious elements ***/
	wr_s16b(m_ptr->r_idx);
	wr_byte(m_ptr->fy);
	wr_byte(m_ptr->fx);
	wr_s16b(m_ptr->hp);
	wr_s16b(m_ptr->maxhp);
	wr_s16b(m_ptr->max_maxhp);
	wr_u32b(m_ptr->dealt_damage);
	

	/* Monster race index of its appearance */
	if (flags & SAVE_MON_AP_R_IDX) wr_s16b(m_ptr->ap_r_idx);

	if (flags & SAVE_MON_SUB_ALIGN) wr_byte(m_ptr->sub_align);
	if (flags & SAVE_MON_CSLEEP) wr_s16b(m_ptr->mtimed[MTIMED_CSLEEP]);

	wr_byte(m_ptr->mspeed);
	wr_s16b(m_ptr->energy_need);

	if (flags & SAVE_MON_FAST)
	{
		tmp8u = (byte)m_ptr->mtimed[MTIMED_FAST];
		wr_byte(tmp8u);
	}
	if (flags & SAVE_MON_SLOW)
	{
		tmp8u = (byte)m_ptr->mtimed[MTIMED_SLOW];
		wr_byte(tmp8u);
	}
	if (flags & SAVE_MON_STUNNED)
	{
		tmp8u = (byte)m_ptr->mtimed[MTIMED_STUNNED];
		wr_byte(tmp8u);
	}
	if (flags & SAVE_MON_CONFUSED)
	{
		tmp8u = (byte)m_ptr->mtimed[MTIMED_CONFUSED];
		wr_byte(tmp8u);
	}
	if (flags & SAVE_MON_MONFEAR)
	{
		tmp8u = (byte)m_ptr->mtimed[MTIMED_MONFEAR];
		wr_byte(tmp8u);
	}
	if (flags & SAVE_MON_TARGET_Y) wr_s16b(m_ptr->target_y);
	if (flags & SAVE_MON_TARGET_X) wr_s16b(m_ptr->target_x);
	if (flags & SAVE_MON_INVULNER)
	{
		tmp8u = (byte)m_ptr->mtimed[MTIMED_INVULNER];
		wr_byte(tmp8u);
	}
	if (flags & SAVE_MON_SMART) wr_u32b(m_ptr->smart);
	if (flags & SAVE_MON_EXP) wr_u32b(m_ptr->exp);
	if (flags & SAVE_MON_MFLAG2) wr_byte(m_ptr->mflag2);
	if (flags & SAVE_MON_NICKNAME) wr_string(quark_str(m_ptr->nickname));
	if (flags & SAVE_MON_PARENT) wr_s16b(m_ptr->parent_m_idx);
}
예제 #3
0
/*!
 * @brief モンスターが敵モンスターに特殊能力を使う処理のメインルーチン /
 * Monster tries to 'cast a spell' (or breath, etc) at another monster.
 * @param m_idx 術者のモンスターID
 * @return 実際に特殊能力を使った場合TRUEを返す
 * @details
 * The player is only disturbed if able to be affected by the spell.
 */
bool monst_spell_monst(int m_idx)
{
	int y = 0, x = 0;
	int i, k, t_idx = 0;
	int thrown_spell;
	int dam = 0;
	int start;
	int plus = 1;

	byte spell[96], num = 0;

	char m_name[160];
	char t_name[160];

#ifndef JP
	char m_poss[160];
#endif

	monster_type *m_ptr = &m_list[m_idx];
	monster_type *t_ptr = NULL;

	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	monster_race *tr_ptr = NULL;

	u32b f4, f5, f6;

	bool see_m = is_seen(m_ptr);
	bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
	bool see_t;
	bool see_either;
	bool pet = is_pet(m_ptr);

	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 (MON_CONFUSED(m_ptr)) return (FALSE);

	/* Extract the racial spell flags */
	f4 = r_ptr->flags4;
	f5 = r_ptr->a_ability_flags1;
	f6 = r_ptr->a_ability_flags2;

	/* Target is given for pet? */
	if (pet_t_m_idx && pet)
	{
		t_idx = pet_t_m_idx;
		t_ptr = &m_list[t_idx];

		/* Cancel if not projectable (for now) */
		if ((m_idx == t_idx) || !projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
		{
			t_idx = 0;
		}
	}

	/* Is there counter attack target? */
	if (!t_idx && m_ptr->target_y)
	{
		t_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;

		if (t_idx)
		{
			t_ptr = &m_list[t_idx];

			/* Cancel if neither enemy nor a given target */
			if ((m_idx == t_idx) ||
			    ((t_idx != pet_t_m_idx) && !are_enemies(m_ptr, t_ptr)))
			{
				t_idx = 0;
			}

			/* Allow only summoning etc.. if not projectable */
			else if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
			{
				f4 &= (RF4_INDIRECT_MASK);
				f5 &= (RF5_INDIRECT_MASK);
				f6 &= (RF6_INDIRECT_MASK);
			}
		}
	}

	/* Look for enemies normally */
	if (!t_idx)
	{
		bool success = FALSE;

		if (p_ptr->inside_battle)
		{
			start = randint1(m_max-1) + m_max;
			if (randint0(2)) plus = -1;
		}
		else start = m_max + 1;

		/* Scan thru all monsters */
		for (i = start; ((i < start + m_max) && (i > start - m_max)); i += plus)
		{
			int dummy = (i % m_max);
			if (!dummy) continue;

			t_idx = dummy;
			t_ptr = &m_list[t_idx];

			/* Skip dead monsters */
			if (!t_ptr->r_idx) continue;

			/* Monster must be 'an enemy' */
			if ((m_idx == t_idx) || !are_enemies(m_ptr, t_ptr)) continue;

			/* Monster must be projectable */
			if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;

			/* Get it */
			success = TRUE;
			break;
		}

		/* No enemy found */
		if (!success) return FALSE;
	}


	/* OK -- we've got a target */
	y = t_ptr->fy;
	x = t_ptr->fx;
	tr_ptr = &r_info[t_ptr->r_idx];

	/* Forget old counter attack target */
	reset_target(m_ptr);

	/* Remove unimplemented spells */
	f6 &= ~(RF6_WORLD | RF6_TRAPS | RF6_FORGET);

	if (f4 & RF4_BR_LITE)
	{
		if (!los(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
			f4 &= ~(RF4_BR_LITE);
	}

	/* Remove unimplemented special moves */
	if (f6 & RF6_SPECIAL)
	{
		if ((m_ptr->r_idx != MON_ROLENTO) && (r_ptr->d_char != 'B'))
			f6 &= ~(RF6_SPECIAL);
	}

	if (f6 & RF6_DARKNESS)
	{
		bool vs_ninja = (p_ptr->pclass == CLASS_NINJA) && !is_hostile(t_ptr);

		if (vs_ninja &&
		    !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
		    !(r_ptr->flags7 & RF7_DARK_MASK))
			can_use_lite_area = TRUE;

		if (!(r_ptr->flags2 & RF2_STUPID))
		{
			if (d_info[dungeon_type].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
			else if (vs_ninja && !can_use_lite_area) f6 &= ~(RF6_DARKNESS);
		}
	}

	if (in_no_magic_dungeon && !(r_ptr->flags2 & RF2_STUPID))
	{
		f4 &= (RF4_NOMAGIC_MASK);
		f5 &= (RF5_NOMAGIC_MASK);
		f6 &= (RF6_NOMAGIC_MASK);
	}

	if (p_ptr->inside_arena || p_ptr->inside_battle)
	{
		f4 &= ~(RF4_SUMMON_MASK);
		f5 &= ~(RF5_SUMMON_MASK);
		f6 &= ~(RF6_SUMMON_MASK | RF6_TELE_LEVEL);

		if (m_ptr->r_idx == MON_ROLENTO) f6 &= ~(RF6_SPECIAL);
	}

	if (p_ptr->inside_battle && !one_in_(3))
	{
		f6 &= ~(RF6_HEAL);
	}

	if (m_idx == p_ptr->riding)
	{
		f4 &= ~(RF4_RIDING_MASK);
		f5 &= ~(RF5_RIDING_MASK);
		f6 &= ~(RF6_RIDING_MASK);
	}

	if (pet)
	{
		f4 &= ~(RF4_SHRIEK);
		f6 &= ~(RF6_DARKNESS | RF6_TRAPS);

		if (!(p_ptr->pet_extra_flags & PF_TELEPORT))
		{
			f6 &= ~(RF6_BLINK | RF6_TPORT | RF6_TELE_TO | RF6_TELE_AWAY | RF6_TELE_LEVEL);
		}

		if (!(p_ptr->pet_extra_flags & PF_ATTACK_SPELL))
		{
			f4 &= ~(RF4_ATTACK_MASK);
			f5 &= ~(RF5_ATTACK_MASK);
			f6 &= ~(RF6_ATTACK_MASK);
		}

		if (!(p_ptr->pet_extra_flags & PF_SUMMON_SPELL))
		{
			f4 &= ~(RF4_SUMMON_MASK);
			f5 &= ~(RF5_SUMMON_MASK);
			f6 &= ~(RF6_SUMMON_MASK);
		}

		/* Prevent collateral damage */
		if (!(p_ptr->pet_extra_flags & PF_BALL_SPELL) && (m_idx != p_ptr->riding))
		{
			if ((f4 & (RF4_BALL_MASK & ~(RF4_ROCKET))) ||
			    (f5 & RF5_BALL_MASK) ||
			    (f6 & RF6_BALL_MASK))
			{
				int real_y = y;
				int real_x = x;

				get_project_point(m_ptr->fy, m_ptr->fx, &real_y, &real_x, 0L);

				if (projectable(real_y, real_x, p_ptr->y, p_ptr->x))
				{
					int dist = distance(real_y, real_x, p_ptr->y, p_ptr->x);

					if (dist <= 2)
					{
						f4 &= ~(RF4_BALL_MASK & ~(RF4_ROCKET));
						f5 &= ~(RF5_BALL_MASK);
						f6 &= ~(RF6_BALL_MASK);
					}
					else if (dist <= 4)
					{
						f4 &= ~(RF4_BIG_BALL_MASK);
						f5 &= ~(RF5_BIG_BALL_MASK);
						f6 &= ~(RF6_BIG_BALL_MASK);
					}
				}
				else if (f5 & RF5_BA_LITE)
				{
					if ((distance(real_y, real_x, p_ptr->y, p_ptr->x) <= 4) && los(real_y, real_x, p_ptr->y, p_ptr->x))
						f5 &= ~(RF5_BA_LITE);
				}
			}

			if (f4 & RF4_ROCKET)
			{
				int real_y = y;
				int real_x = x;

				get_project_point(m_ptr->fy, m_ptr->fx, &real_y, &real_x, PROJECT_STOP);
				if (projectable(real_y, real_x, p_ptr->y, p_ptr->x) && (distance(real_y, real_x, p_ptr->y, p_ptr->x) <= 2))
					f4 &= ~(RF4_ROCKET);
			}

			if (((f4 & RF4_BEAM_MASK) ||
			     (f5 & RF5_BEAM_MASK) ||
			     (f6 & RF6_BEAM_MASK)) &&
			    !direct_beam(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, m_ptr))
			{
				f4 &= ~(RF4_BEAM_MASK);
				f5 &= ~(RF5_BEAM_MASK);
				f6 &= ~(RF6_BEAM_MASK);
			}

			if ((f4 & RF4_BREATH_MASK) ||
			    (f5 & RF5_BREATH_MASK) ||
			    (f6 & RF6_BREATH_MASK))
			{
				/* Expected breath radius */
				int rad = (r_ptr->flags2 & RF2_POWERFUL) ? 3 : 2;

				if (!breath_direct(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, rad, 0, TRUE))
				{
					f4 &= ~(RF4_BREATH_MASK);
					f5 &= ~(RF5_BREATH_MASK);
					f6 &= ~(RF6_BREATH_MASK);
				}
				else if ((f4 & RF4_BR_LITE) &&
					 !breath_direct(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, rad, GF_LITE, TRUE))
				{
					f4 &= ~(RF4_BR_LITE);
				}
				else if ((f4 & RF4_BR_DISI) &&
					 !breath_direct(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, rad, GF_DISINTEGRATE, TRUE))
				{
					f4 &= ~(RF4_BR_DISI);
				}
			}
		}

		/* Special moves restriction */
		if (f6 & RF6_SPECIAL)
		{
			if (m_ptr->r_idx == MON_ROLENTO)
			{
				if ((p_ptr->pet_extra_flags & (PF_ATTACK_SPELL | PF_SUMMON_SPELL)) != (PF_ATTACK_SPELL | PF_SUMMON_SPELL))
					f6 &= ~(RF6_SPECIAL);
			}
			else if (r_ptr->d_char == 'B')
			{
				if ((p_ptr->pet_extra_flags & (PF_ATTACK_SPELL | PF_TELEPORT)) != (PF_ATTACK_SPELL | PF_TELEPORT))
					f6 &= ~(RF6_SPECIAL);
			}
			else f6 &= ~(RF6_SPECIAL);
		}
	}

	/* Remove some spells if necessary */

	if (!(r_ptr->flags2 & RF2_STUPID))
	{
		/* 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, t_ptr->fy, t_ptr->fx, pet))
		{
			f4 &= ~(RF4_BOLT_MASK);
			f5 &= ~(RF5_BOLT_MASK);
			f6 &= ~(RF6_BOLT_MASK);
		}

		/* Check for a possible summon */
		if (((f4 & RF4_SUMMON_MASK) ||
		     (f5 & RF5_SUMMON_MASK) ||
		     (f6 & RF6_SUMMON_MASK)) &&
		    !(summon_possible(t_ptr->fy, t_ptr->fx)))
		{
			/* Remove summoning spells */
			f4 &= ~(RF4_SUMMON_MASK);
			f5 &= ~(RF5_SUMMON_MASK);
			f6 &= ~(RF6_SUMMON_MASK);
		}

		/* Dispel magic */
		if ((f4 & RF4_DISPEL) && !dispel_check_monster(m_idx, t_idx))
		{
			/* Remove dispel spell */
			f4 &= ~(RF4_DISPEL);
		}

		/* 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(t_ptr->fy, t_ptr->fx))
			{
				f6 &= ~(RF6_SPECIAL);
			}
		}
	}

	if (r_ptr->flags2 & RF2_SMART)
	{
		/* 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);
		}

		/* Hack -- decline "teleport level" in some case */
		if ((f6 & RF6_TELE_LEVEL) && TELE_LEVEL_IS_INEFF((t_idx == p_ptr->riding) ? 0 : t_idx))
		{
			f6 &= ~(RF6_TELE_LEVEL);
		}
	}

	/* 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 + RF4_SPELL_START;
	}

	/* Extract the "normal" spells */
	for (k = 0; k < 32; k++)
	{
        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 + RF6_SPELL_START;
	}

	/* No spells left */
	if (!num) return (FALSE);

	/* Stop if player is dead or gone */
	if (!p_ptr->playing || p_ptr->is_dead) return (FALSE);

	/* Handle "leaving" */
	if (p_ptr->leaving) return (FALSE);

	/* Get the monster name (or "it") */
	monster_desc(m_name, m_ptr, 0x00);

#ifndef JP
	/* Get the monster possessive ("his"/"her"/"its") */
	monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
#endif

	/* Get the target's name (or "it") */
	monster_desc(t_name, t_ptr, 0x00);

	/* Choose a spell to cast */
	thrown_spell = spell[randint0(num)];

	see_t = is_seen(t_ptr);
	see_either = (see_m || see_t);

	if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 1);

	/* Check for spell failure (inate attacks never fail) */
	if (!spell_is_inate(thrown_spell) && (in_no_magic_dungeon || (MON_STUNNED(m_ptr) && one_in_(2))))
	{
		disturb(1, 1);
		/* Message */
		if (see_m) 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);
	}

	/* Hex: Anti Magic Barrier */
	if (!spell_is_inate(thrown_spell) && magic_barrier(m_idx))
	{
		if (see_m) 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);
	}

	can_remember = is_original_ap_and_seen(m_ptr);

    dam = monspell_to_monster(thrown_spell, y, x, m_idx, t_idx);
    if (dam < 0)return FALSE;

	if (m_ptr->ml && maneable && !world_monster && !p_ptr->blind && (p_ptr->pclass == CLASS_IMITATOR))
	{
		if (thrown_spell != 167) /* Not RF6_SPECIAL */
		{
			if (p_ptr->mane_num == MAX_MANE)
			{
				p_ptr->mane_num--;
				for (i = 0; i < p_ptr->mane_num - 1; i++)
				{
					p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
					p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
				}
			}
			p_ptr->mane_spell[p_ptr->mane_num] = thrown_spell - RF4_SPELL_START;
			p_ptr->mane_dam[p_ptr->mane_num] = dam;
			p_ptr->mane_num++;
			new_mane = TRUE;

			p_ptr->redraw |= (PR_IMITATION);
		}
	}

	/* Remember what the monster did, if we saw it */
	if (can_remember)
	{
		/* Inate spell */
        if (thrown_spell < RF4_SPELL_START + RF4_SPELL_SIZE)
		{
            r_ptr->r_flags4 |= (1L << (thrown_spell - RF4_SPELL_START));
			if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
		}

		/* Bolt or Ball */
        else if (thrown_spell < RF5_SPELL_START + RF5_SPELL_SIZE)
		{
            r_ptr->r_flags5 |= (1L << (thrown_spell - RF5_SPELL_START));
			if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
		}

		/* Special spell */
        else if (thrown_spell < RF6_SPELL_START + RF6_SPELL_SIZE)
		{
            r_ptr->r_flags6 |= (1L << (thrown_spell - RF6_SPELL_START));
			if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
		}
	}

	/* Always take note of monsters that kill you */
	if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
	{
		r_ptr->r_deaths++; /* Ignore appearance difference */
	}

	/* A spell was cast */
	return TRUE;
}