3 * @brief 青魔法の処理実装 / Blue magic
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
15 #define pseudo_plev() (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 130) /*!< モンスター魔法をプレイヤーが使用する場合の換算レベル */
19 * @brief 文字列に青魔導師の呪文の攻撃力を加える
20 * @param SPELL_NUM 呪文番号
21 * @param plev プレイヤーレベル
23 * @param tmp 返すメッセージを格納する配列
26 void set_bluemage_damage(int SPELL_NUM, PLAYER_LEVEL plev, cptr msg, char* tmp)
28 int base_damage = monspell_bluemage_damage(SPELL_NUM, plev, BASE_DAM);
29 int dice_num = monspell_bluemage_damage(SPELL_NUM, plev, DICE_NUM);
30 int dice_side = monspell_bluemage_damage(SPELL_NUM, plev, DICE_SIDE);
31 int dice_mult = monspell_bluemage_damage(SPELL_NUM, plev, DICE_MULT);
32 int dice_div = monspell_bluemage_damage(SPELL_NUM, plev, DICE_DIV);
34 dice_to_string(base_damage, dice_num, dice_side, dice_mult, dice_div, dmg_str);
35 sprintf(tmp, msg, dmg_str);
39 * @brief 受け取ったモンスター魔法のIDに応じて青魔法の効果情報をまとめたフォーマットを返す
40 * @param p 情報を返す文字列参照ポインタ
41 * @param power モンスター魔法のID
44 static void learned_info(char *p, int power)
46 PLAYER_LEVEL plev = pseudo_plev();
49 cptr s_dam = " 損傷:%s";
52 cptr s_heal = " 回復:%s";
54 cptr s_dam = " dam %s";
56 cptr s_range = "range ";
57 cptr s_heal = " heal %s";
103 set_bluemage_damage((power), plev, s_dam, p); break;
139 set_bluemage_damage((power), plev, s_dam, p); break;
141 set_bluemage_damage((power), plev, s_heal, p); break;
157 case MS_MAGIC_MISSILE:
158 set_bluemage_damage((power), plev, s_dam, p); break;
160 sprintf(p, " %sd%d+%d", s_dur, 20+plev, plev);
163 set_bluemage_damage((power), plev, s_heal, p); break;
165 sprintf(p, " %sd7+7", s_dur);
168 sprintf(p, " %s10", s_range);
171 sprintf(p, " %s%d", s_range, plev * 5);
174 set_bluemage_damage((power), plev, s_dam, p); break;
177 sprintf(p, " %s5", s_range);
186 * @brief 使用可能な青魔法を選択する /
187 * Allow user to choose a imitation.
188 * @param sn 選択したモンスター攻撃ID、キャンセルの場合-1、不正な選択の場合-2を返す
189 * @return 発動可能な魔法を選択した場合TRUE、キャンセル処理か不正な選択が行われた場合FALSEを返す。
191 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
192 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
193 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
195 * The "prompt" should be "cast", "recite", or "study"\n
196 * The "known" should be TRUE for cast/pray, FALSE for study\n
198 * nb: This function has a (trivial) display bug which will be obvious\n
199 * when you run it. It's probably easy to fix but I haven't tried,\n
202 static int get_learned_power(SPELL_IDX *sn)
208 PERCENTAGE minfail = 0;
209 PLAYER_LEVEL plev = p_ptr->lev;
210 PERCENTAGE chance = 0;
211 int ask = TRUE, mode = 0;
212 int spellnum[MAX_MONSPELLS];
217 s32b f4 = 0, f5 = 0, f6 = 0;
218 cptr p = _("魔法", "magic");
222 int menu_line = (use_menu ? 1 : 0);
224 /* Assume cancelled */
227 /* Nothing chosen yet */
233 /* Get the spell, if available */
235 if (repeat_pull(&code))
240 *sn = (SPELL_IDX)code;
249 prt(format(" %s ボルト", (menu_line == 1) ? "》" : " "), 2, 14);
250 prt(format(" %s ボール", (menu_line == 2) ? "》" : " "), 3, 14);
251 prt(format(" %s ブレス", (menu_line == 3) ? "》" : " "), 4, 14);
252 prt(format(" %s 召喚", (menu_line == 4) ? "》" : " "), 5, 14);
253 prt(format(" %s その他", (menu_line == 5) ? "》" : " "), 6, 14);
254 prt("どの種類の魔法を使いますか?", 0, 0);
256 prt(format(" %s bolt", (menu_line == 1) ? "> " : " "), 2, 14);
257 prt(format(" %s ball", (menu_line == 2) ? "> " : " "), 3, 14);
258 prt(format(" %s breath", (menu_line == 3) ? "> " : " "), 4, 14);
259 prt(format(" %s sommoning", (menu_line == 4) ? "> " : " "), 5, 14);
260 prt(format(" %s others", (menu_line == 5) ? "> " : " "), 6, 14);
261 prt("use which type of magic? ", 0, 0);
287 if (menu_line > 5) menu_line -= 5;
293 sprintf(comment, _("[A]ボルト, [B]ボール, [C]ブレス, [D]召喚, [E]その他:", "[A] bolt, [B] ball, [C] breath, [D] summoning, [E] others:"));
296 if (!get_com(comment, &ch, TRUE))
300 if (ch == 'A' || ch == 'a')
305 if (ch == 'B' || ch == 'b')
310 if (ch == 'C' || ch == 'c')
315 if (ch == 'D' || ch == 'd')
320 if (ch == 'E' || ch == 'e')
328 set_rf_masks(&f4, &f5, &f6, mode);
330 for (i = 0, num = 0; i < 32; i++)
332 if ((0x00000001 << i) & f4) spellnum[num++] = i;
336 if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
340 if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
342 for (i = 0; i < num; i++)
344 if (p_ptr->magic_num2[spellnum[i]])
346 if (use_menu) menu_line = i+1;
352 msg_print(_("その種類の魔法は覚えていない!", "You don't know any spell of this type."));
356 /* Build a prompt (accept all spells) */
357 (void)strnfmt(out_val, 78,
358 _("(%c-%c, '*'で一覧, ESC) どの%sを唱えますか?", "(%c-%c, *=List, ESC=exit) Use which %s? "),
359 I2A(0), I2A(num - 1), p);
361 if (use_menu) screen_save();
363 /* Get a spell from the user */
365 choice= (always_show_list || use_menu) ? ESCAPE:1 ;
368 if(choice==ESCAPE) choice = ' ';
369 else if( !get_com(out_val, &choice, TRUE) )break;
371 if (use_menu && choice != ' ')
387 menu_line += (num-1);
388 if (menu_line > num) menu_line -= num;
389 } while(!p_ptr->magic_num2[spellnum[menu_line-1]]);
400 if (menu_line > num) menu_line -= num;
401 } while(!p_ptr->magic_num2[spellnum[menu_line-1]]);
410 while(!p_ptr->magic_num2[spellnum[menu_line-1]]) menu_line--;
419 while(!p_ptr->magic_num2[spellnum[menu_line-1]]) menu_line++;
434 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
437 if (!redraw || use_menu)
444 /* Save the screen */
445 if (!use_menu) screen_save();
447 /* Display a list of spells */
449 put_str(_("名前", "Name"), y, x + 5);
450 put_str(_("MP 失率 効果", "SP Fail Info"), y, x + 33);
453 /* Dump the spells */
454 for (i = 0; i < num; i++)
458 prt("", y + i + 1, x);
459 if (!p_ptr->magic_num2[spellnum[i]]) continue;
461 /* Access the spell */
462 spell = monster_powers[spellnum[i]];
466 /* Reduce failure rate by "effective" level adjustment */
467 if (plev > spell.level) chance -= 3 * (plev - spell.level);
468 else chance += (spell.level - plev);
470 /* Reduce failure rate by INT/WIS adjustment */
471 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[A_INT]] - 1);
473 chance = mod_spell_chance_1(chance);
475 need_mana = mod_need_mana(monster_powers[spellnum[i]].smana, 0, REALM_NONE);
477 /* Not enough mana to cast */
478 if (need_mana > p_ptr->csp)
480 chance += 5 * (need_mana - p_ptr->csp);
483 /* Extract the minimum failure rate */
484 minfail = adj_mag_fail[p_ptr->stat_ind[A_INT]];
486 /* Minimum failure rate */
487 if (chance < minfail) chance = minfail;
489 /* Stunning makes spells harder */
490 if (p_ptr->stun > 50) chance += 25;
491 else if (p_ptr->stun) chance += 15;
493 /* Always a 5 percent chance of working */
494 if (chance > 95) chance = 95;
496 chance = mod_spell_chance_2(chance);
499 learned_info(comment, spellnum[i]);
503 if (i == (menu_line-1)) strcpy(psi_desc, _(" 》", " > "));
504 else strcpy(psi_desc, " ");
506 else sprintf(psi_desc, " %c)", I2A(i));
508 /* Dump the spell --(-- */
509 strcat(psi_desc, format(" %-26s %3d %3d%%%s",
510 spell.name, need_mana,
512 prt(psi_desc, y + i + 1, x);
515 /* Clear the bottom line */
516 if (y < 22) prt("", y + i + 1, x);
525 /* Restore the screen */
536 ask = isupper(choice);
539 if (ask) choice = (char)tolower(choice);
541 /* Extract request */
542 i = (islower(choice) ? A2I(choice) : -1);
545 /* Totally Illegal */
546 if ((i < 0) || (i >= num) || !p_ptr->magic_num2[spellnum[i]])
552 /* Save the spell index */
553 spell = monster_powers[spellnum[i]];
561 (void) strnfmt(tmp_val, 78, _("%sの魔法を唱えますか?", "Use %s? "), monster_powers[spellnum[i]].name);
563 /* Belay that order */
564 if (!get_check(tmp_val)) continue;
571 /* Restore the screen */
572 if (redraw) screen_load();
575 p_ptr->window |= (PW_SPELL);
579 /* Abort if needed */
580 if (!flag) return (FALSE);
582 /* Save the choice */
585 repeat_push((COMMAND_CODE)spellnum[i]);
594 * do_cmd_cast calls this function if the player's class is 'blue-mage'.
595 * @param spell 発動するモンスター攻撃のID
596 * @param success TRUEは成功時、FALSEは失敗時の処理を行う
597 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
599 static bool cast_learned_spell(int spell, bool success)
602 PLAYER_LEVEL plev = pseudo_plev();
603 PLAYER_LEVEL summon_lev = p_ptr->lev * 2 / 3 + randint1(p_ptr->lev/2);
604 HIT_POINT damage = 0;
606 bool no_trump = FALSE;
607 BIT_FLAGS p_mode, u_mode = 0L, g_mode;
611 p_mode = PM_FORCE_PET;
617 g_mode = PM_ALLOW_GROUP;
620 if (!success || (randint1(50+plev) < plev/10)) u_mode = PM_ALLOW_UNIQUE;
626 msg_print(_("かん高い金切り声をあげた。", "You make a high pitched shriek."));
627 aggravate_monsters(0);
635 if (!target_set(TARGET_KILL)) return FALSE;
636 m_idx = cave[target_row][target_col].m_idx;
638 if (!player_has_los_bold(target_row, target_col)) break;
639 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
640 dispel_monster_status(m_idx);
644 if (!get_aim_dir(&dir)) return FALSE;
646 msg_print(_("ロケットを発射した。", "You fire a rocket."));
647 damage = monspell_bluemage_damage((MS_ROCKET), plev, DAM_ROLL);
648 fire_rocket(GF_ROCKET, dir, damage, 2);
652 if (!get_aim_dir(&dir)) return FALSE;
654 msg_print(_("矢を放った。", "You fire an arrow."));
655 damage = monspell_bluemage_damage((MS_SHOOT), plev, DAM_ROLL);
656 fire_bolt(GF_ARROW, dir, damage);
666 if (!get_aim_dir(&dir)) return FALSE;
668 msg_print(_("酸のブレスを吐いた。", "You breathe acid."));
669 damage = monspell_bluemage_damage((MS_BR_ACID), plev, DAM_ROLL);
670 fire_breath(GF_ACID, dir, damage, (plev > 40 ? 3 : 2));
673 if (!get_aim_dir(&dir)) return FALSE;
675 msg_print(_("稲妻のブレスを吐いた。", "You breathe lightning."));
676 damage = monspell_bluemage_damage((MS_BR_ELEC), plev, DAM_ROLL);
677 fire_breath(GF_ELEC, dir, damage, (plev > 40 ? 3 : 2));
680 if (!get_aim_dir(&dir)) return FALSE;
682 msg_print(_("火炎のブレスを吐いた。", "You breathe fire."));
683 damage = monspell_bluemage_damage((MS_BR_FIRE), plev, DAM_ROLL);
684 fire_breath(GF_FIRE, dir, damage, (plev > 40 ? 3 : 2));
687 if (!get_aim_dir(&dir)) return FALSE;
689 msg_print(_("冷気のブレスを吐いた。", "You breathe frost."));
690 damage = monspell_bluemage_damage((MS_BR_COLD), plev, DAM_ROLL);
691 fire_breath(GF_COLD, dir, damage, (plev > 40 ? 3 : 2));
694 if (!get_aim_dir(&dir)) return FALSE;
696 msg_print(_("ガスのブレスを吐いた。", "You breathe gas."));
697 damage = monspell_bluemage_damage((MS_BR_POIS), plev, DAM_ROLL);
698 fire_breath(GF_POIS, dir, damage, (plev > 40 ? 3 : 2));
701 if (!get_aim_dir(&dir)) return FALSE;
703 msg_print(_("地獄のブレスを吐いた。", "You breathe nether."));
704 damage = monspell_bluemage_damage((MS_BR_NETHER), plev, DAM_ROLL);
705 fire_breath(GF_NETHER, dir, damage, (plev > 40 ? 3 : 2));
708 if (!get_aim_dir(&dir)) return FALSE;
710 msg_print(_("閃光のブレスを吐いた。", "You breathe light."));
711 damage = monspell_bluemage_damage((MS_BR_LITE), plev, DAM_ROLL);
712 fire_breath(GF_LITE, dir, damage, (plev > 40 ? 3 : 2));
715 if (!get_aim_dir(&dir)) return FALSE;
717 msg_print(_("暗黒のブレスを吐いた。", "You breathe darkness."));
718 damage = monspell_bluemage_damage((MS_BR_DARK), plev, DAM_ROLL);
719 fire_breath(GF_DARK, dir, damage, (plev > 40 ? 3 : 2));
722 if (!get_aim_dir(&dir)) return FALSE;
724 msg_print(_("混乱のブレスを吐いた。", "You breathe confusion."));
725 damage = monspell_bluemage_damage((MS_BR_CONF), plev, DAM_ROLL);
726 fire_breath(GF_CONFUSION, dir, damage, (plev > 40 ? 3 : 2));
729 if (!get_aim_dir(&dir)) return FALSE;
731 msg_print(_("轟音のブレスを吐いた。", "You breathe sound."));
732 damage = monspell_bluemage_damage((MS_BR_SOUND), plev, DAM_ROLL);
733 fire_breath(GF_SOUND, dir, damage, (plev > 40 ? 3 : 2));
736 if (!get_aim_dir(&dir)) return FALSE;
738 msg_print(_("カオスのブレスを吐いた。", "You breathe chaos."));
739 damage = monspell_bluemage_damage((MS_BR_CHAOS), plev, DAM_ROLL);
740 fire_breath(GF_CHAOS, dir, damage, (plev > 40 ? 3 : 2));
743 if (!get_aim_dir(&dir)) return FALSE;
745 msg_print(_("劣化のブレスを吐いた。", "You breathe disenchantment."));
746 damage = monspell_bluemage_damage((MS_BR_DISEN), plev, DAM_ROLL);
747 fire_breath(GF_DISENCHANT, dir, damage, (plev > 40 ? 3 : 2));
750 if (!get_aim_dir(&dir)) return FALSE;
752 msg_print(_("因果混乱のブレスを吐いた。", "You breathe nexus."));
753 damage = monspell_bluemage_damage((MS_BR_NEXUS), plev, DAM_ROLL);
754 fire_breath(GF_NEXUS, dir, damage, (plev > 40 ? 3 : 2));
757 if (!get_aim_dir(&dir)) return FALSE;
759 msg_print(_("時間逆転のブレスを吐いた。", "You breathe time."));
760 damage = monspell_bluemage_damage((MS_BR_TIME), plev, DAM_ROLL);
761 fire_breath(GF_TIME, dir, damage, (plev > 40 ? 3 : 2));
764 if (!get_aim_dir(&dir)) return FALSE;
766 msg_print(_("遅鈍のブレスを吐いた。", "You breathe inertia."));
767 damage = monspell_bluemage_damage((MS_BR_INERTIA), plev, DAM_ROLL);
768 fire_breath(GF_INERTIAL, dir, damage, (plev > 40 ? 3 : 2));
771 if (!get_aim_dir(&dir)) return FALSE;
773 msg_print(_("重力のブレスを吐いた。", "You breathe gravity."));
774 damage = monspell_bluemage_damage((MS_BR_GRAVITY), plev, DAM_ROLL);
775 fire_breath(GF_GRAVITY, dir, damage, (plev > 40 ? 3 : 2));
778 if (!get_aim_dir(&dir)) return FALSE;
780 msg_print(_("破片のブレスを吐いた。", "You breathe shards."));
781 damage = monspell_bluemage_damage((MS_BR_SHARDS), plev, DAM_ROLL);
782 fire_breath(GF_SHARDS, dir, damage, (plev > 40 ? 3 : 2));
785 if (!get_aim_dir(&dir)) return FALSE;
787 msg_print(_("プラズマのブレスを吐いた。", "You breathe plasma."));
788 damage = monspell_bluemage_damage((MS_BR_PLASMA), plev, DAM_ROLL);
789 fire_breath(GF_PLASMA, dir, damage, (plev > 40 ? 3 : 2));
792 if (!get_aim_dir(&dir)) return FALSE;
794 msg_print(_("フォースのブレスを吐いた。", "You breathe force."));
795 damage = monspell_bluemage_damage((MS_BR_FORCE), plev, DAM_ROLL);
796 fire_breath(GF_FORCE, dir, damage, (plev > 40 ? 3 : 2));
799 if (!get_aim_dir(&dir)) return FALSE;
801 msg_print(_("魔力のブレスを吐いた。", "You breathe mana."));
802 damage = monspell_bluemage_damage((MS_BR_MANA), plev, DAM_ROLL);
803 fire_breath(GF_MANA, dir, damage, (plev > 40 ? 3 : 2));
806 if (!get_aim_dir(&dir)) return FALSE;
808 msg_print(_("放射能球を放った。", "You cast a ball of radiation."));
809 damage = monspell_bluemage_damage((MS_BALL_NUKE), plev, DAM_ROLL);
810 fire_ball(GF_NUKE, dir, damage, 2);
813 if (!get_aim_dir(&dir)) return FALSE;
815 msg_print(_("放射性廃棄物のブレスを吐いた。", "You breathe toxic waste."));
816 damage = monspell_bluemage_damage((MS_BR_NUKE), plev, DAM_ROLL);
817 fire_breath(GF_NUKE, dir, damage, (plev > 40 ? 3 : 2));
820 if (!get_aim_dir(&dir)) return FALSE;
822 msg_print(_("純ログルスを放った。", "You invoke a raw Logrus."));
823 damage = monspell_bluemage_damage((MS_BALL_CHAOS), plev, DAM_ROLL);
824 fire_ball(GF_CHAOS, dir, damage, 4);
827 if (!get_aim_dir(&dir)) return FALSE;
829 msg_print(_("分解のブレスを吐いた。", "You breathe disintegration."));
830 damage = monspell_bluemage_damage((MS_BR_DISI), plev, DAM_ROLL);
831 fire_breath(GF_DISINTEGRATE, dir, damage, (plev > 40 ? 3 : 2));
834 if (!get_aim_dir(&dir)) return FALSE;
836 msg_print(_("アシッド・ボールの呪文を唱えた。", "You cast an acid ball."));
837 damage = monspell_bluemage_damage((MS_BALL_ACID), plev, DAM_ROLL);
838 fire_ball(GF_ACID, dir, damage, 2);
841 if (!get_aim_dir(&dir)) return FALSE;
843 msg_print(_("サンダー・ボールの呪文を唱えた。", "You cast a lightning ball."));
844 damage = monspell_bluemage_damage((MS_BALL_ELEC), plev, DAM_ROLL);
845 fire_ball(GF_ELEC, dir, damage, 2);
848 if (!get_aim_dir(&dir)) return FALSE;
850 msg_print(_("ファイア・ボールの呪文を唱えた。", "You cast a fire ball."));
851 damage = monspell_bluemage_damage((MS_BALL_FIRE), plev, DAM_ROLL);
852 fire_ball(GF_FIRE, dir, damage, 2);
855 if (!get_aim_dir(&dir)) return FALSE;
857 msg_print(_("アイス・ボールの呪文を唱えた。", "You cast a frost ball."));
858 damage = monspell_bluemage_damage((MS_BALL_COLD), plev, DAM_ROLL);
859 fire_ball(GF_COLD, dir, damage, 2);
862 if (!get_aim_dir(&dir)) return FALSE;
864 msg_print(_("悪臭雲の呪文を唱えた。", "You cast a stinking cloud."));
865 damage = monspell_bluemage_damage((MS_BALL_POIS), plev, DAM_ROLL);
866 fire_ball(GF_POIS, dir, damage, 2);
869 if (!get_aim_dir(&dir)) return FALSE;
871 msg_print(_("地獄球の呪文を唱えた。", "You cast a nether ball."));
872 damage = monspell_bluemage_damage((MS_BALL_NETHER), plev, DAM_ROLL);
873 fire_ball(GF_NETHER, dir, damage, 2);
876 if (!get_aim_dir(&dir)) return FALSE;
878 msg_print(_("流れるような身振りをした。", "You gesture fluidly."));
879 damage = monspell_bluemage_damage((MS_BALL_WATER), plev, DAM_ROLL);
880 fire_ball(GF_WATER, dir, damage, 4);
883 if (!get_aim_dir(&dir)) return FALSE;
885 msg_print(_("魔力の嵐の呪文を念じた。", "You invoke a mana storm."));
886 damage = monspell_bluemage_damage((MS_BALL_MANA), plev, DAM_ROLL);
887 fire_ball(GF_MANA, dir, damage, 4);
890 if (!get_aim_dir(&dir)) return FALSE;
892 msg_print(_("暗黒の嵐の呪文を念じた。", "You invoke a darkness storm."));
893 damage = monspell_bluemage_damage((MS_BALL_DARK), plev, DAM_ROLL);
894 fire_ball(GF_DARK, dir, damage, 4);
897 if (!get_aim_dir(&dir)) return FALSE;
899 damage = monspell_bluemage_damage((MS_DRAIN_MANA), plev, DAM_ROLL);
900 fire_ball_hide(GF_DRAIN_MANA, dir, damage, 0);
903 if (!get_aim_dir(&dir)) return FALSE;
905 damage = monspell_bluemage_damage((MS_MIND_BLAST), plev, DAM_ROLL);
906 fire_ball_hide(GF_MIND_BLAST, dir, damage, 0);
909 if (!get_aim_dir(&dir)) return FALSE;
911 damage = monspell_bluemage_damage((MS_BRAIN_SMASH), plev, DAM_ROLL);
912 fire_ball_hide(GF_BRAIN_SMASH, dir, damage, 0);
915 if (!get_aim_dir(&dir)) return FALSE;
917 damage = monspell_bluemage_damage((MS_CAUSE_1), plev, DAM_ROLL);
918 fire_ball_hide(GF_CAUSE_1, dir, damage, 0);
921 if (!get_aim_dir(&dir)) return FALSE;
923 damage = monspell_bluemage_damage((MS_CAUSE_2), plev, DAM_ROLL);
924 fire_ball_hide(GF_CAUSE_2, dir, damage, 0);
927 if (!get_aim_dir(&dir)) return FALSE;
929 damage = monspell_bluemage_damage((MS_CAUSE_3), plev, DAM_ROLL);
930 fire_ball_hide(GF_CAUSE_3, dir, damage, 0);
933 if (!get_aim_dir(&dir)) return FALSE;
935 damage = monspell_bluemage_damage((MS_CAUSE_4), plev, DAM_ROLL);
936 fire_ball_hide(GF_CAUSE_4, dir, damage, 0);
939 if (!get_aim_dir(&dir)) return FALSE;
941 msg_print(_("アシッド・ボルトの呪文を唱えた。", "You cast an acid bolt."));
942 damage = monspell_bluemage_damage((MS_BOLT_ACID), plev, DAM_ROLL);
943 fire_bolt(GF_ACID, dir, damage);
946 if (!get_aim_dir(&dir)) return FALSE;
948 msg_print(_("サンダー・ボルトの呪文を唱えた。", "You cast a lightning bolt."));
949 damage = monspell_bluemage_damage((MS_BOLT_ELEC), plev, DAM_ROLL);
950 fire_bolt(GF_ELEC, dir, damage);
953 if (!get_aim_dir(&dir)) return FALSE;
955 msg_print(_("ファイア・ボルトの呪文を唱えた。", "You cast a fire bolt."));
956 damage = monspell_bluemage_damage((MS_BOLT_FIRE), plev, DAM_ROLL);
957 fire_bolt(GF_FIRE, dir, damage);
960 if (!get_aim_dir(&dir)) return FALSE;
962 msg_print(_("アイス・ボルトの呪文を唱えた。", "You cast a frost bolt."));
963 damage = monspell_bluemage_damage((MS_BOLT_COLD), plev, DAM_ROLL);
964 fire_bolt(GF_COLD, dir, damage);
967 if (!get_aim_dir(&dir)) return FALSE;
969 msg_print(_("スターバーストの呪文を念じた。", "You invoke a starburst."));
970 damage = monspell_bluemage_damage((MS_STARBURST), plev, DAM_ROLL);
971 fire_ball(GF_LITE, dir, damage, 4);
974 if (!get_aim_dir(&dir)) return FALSE;
976 msg_print(_("地獄の矢の呪文を唱えた。", "You cast a nether bolt."));
977 damage = monspell_bluemage_damage((MS_BOLT_NETHER), plev, DAM_ROLL);
978 fire_bolt(GF_NETHER, dir, damage);
981 if (!get_aim_dir(&dir)) return FALSE;
983 msg_print(_("ウォーター・ボルトの呪文を唱えた。", "You cast a water bolt."));
984 damage = monspell_bluemage_damage((MS_BOLT_WATER), plev, DAM_ROLL);
985 fire_bolt(GF_WATER, dir, damage);
988 if (!get_aim_dir(&dir)) return FALSE;
990 msg_print(_("魔力の矢の呪文を唱えた。", "You cast a mana bolt."));
991 damage = monspell_bluemage_damage((MS_BOLT_MANA), plev, DAM_ROLL);
992 fire_bolt(GF_MANA, dir, damage);
995 if (!get_aim_dir(&dir)) return FALSE;
997 msg_print(_("プラズマ・ボルトの呪文を唱えた。", "You cast a plasma bolt."));
998 damage = monspell_bluemage_damage((MS_BOLT_PLASMA), plev, DAM_ROLL);
999 fire_bolt(GF_PLASMA, dir, damage);
1002 if (!get_aim_dir(&dir)) return FALSE;
1004 msg_print(_("極寒の矢の呪文を唱えた。", "You cast a ice bolt."));
1005 damage = monspell_bluemage_damage((MS_BOLT_ICE), plev, DAM_ROLL);
1006 fire_bolt(GF_ICE, dir, damage);
1008 case MS_MAGIC_MISSILE:
1009 if (!get_aim_dir(&dir)) return FALSE;
1011 msg_print(_("マジック・ミサイルの呪文を唱えた。", "You cast a magic missile."));
1012 damage = monspell_bluemage_damage((MS_MAGIC_MISSILE), plev, DAM_ROLL);
1013 fire_bolt(GF_MISSILE, dir, damage);
1016 if (!get_aim_dir(&dir)) return FALSE;
1018 msg_print(_("恐ろしげな幻覚を作り出した。", "You cast a fearful illusion."));
1019 fear_monster(dir, plev+10);
1022 if (!get_aim_dir(&dir)) return FALSE;
1023 confuse_monster(dir, plev * 2);
1026 if (!get_aim_dir(&dir)) return FALSE;
1028 msg_print(_("誘惑的な幻覚をつくり出した。", "You cast a mesmerizing illusion."));
1029 confuse_monster(dir, plev * 2);
1032 if (!get_aim_dir(&dir)) return FALSE;
1033 slow_monster(dir, plev);
1036 if (!get_aim_dir(&dir)) return FALSE;
1037 sleep_monster(dir, plev);
1040 (void)set_fast(randint1(20 + plev) + plev, FALSE);
1044 if (!get_aim_dir(&dir)) return FALSE;
1046 msg_print(_("<破滅の手>を放った!", "You invoke the Hand of Doom!"));
1047 fire_ball_hide(GF_HAND_DOOM, dir, plev * 3, 0);
1051 msg_print(_("自分の傷に念を集中した。", "You concentrate on your wounds!"));
1052 (void)hp_player(plev*4);
1057 msg_print(_("無傷の球の呪文を唱えた。", "You cast a Globe of Invulnerability."));
1058 (void)set_invuln(randint1(4) + 4, FALSE);
1061 teleport_player(10, 0L);
1064 teleport_player(plev * 5, 0L);
1067 world_player = TRUE;
1068 msg_print(_("「時よ!」", "'Time!'"));
1072 p_ptr->energy_need -= 1000 + (100 + randint1(200)+200)*TURNS_PER_TICK/10;
1075 p_ptr->redraw |= (PR_MAP);
1077 /* Update monsters */
1078 p_ptr->update |= (PU_MONSTERS);
1080 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1088 monster_type *m_ptr;
1089 monster_race *r_ptr;
1092 if (!target_set(TARGET_KILL)) return FALSE;
1093 if (!cave[target_row][target_col].m_idx) break;
1094 if (!player_has_los_bold(target_row, target_col)) break;
1095 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1096 m_ptr = &m_list[cave[target_row][target_col].m_idx];
1097 r_ptr = &r_info[m_ptr->r_idx];
1098 monster_desc(m_name, m_ptr, 0);
1099 if (r_ptr->flagsr & RFR_RES_TELE)
1101 if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
1103 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1104 msg_format(_("%sには効果がなかった!", "%s is unaffected!"), m_name);
1107 else if (r_ptr->level > randint1(100))
1109 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1110 msg_format(_("%sには耐性がある!", "%s resists!"), m_name);
1114 msg_format(_("%sを引き戻した。", "You command %s to return."), m_name);
1115 teleport_monster_to(cave[target_row][target_col].m_idx, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE);
1119 if (!get_aim_dir(&dir)) return FALSE;
1121 (void)fire_beam(GF_AWAY_ALL, dir, 100);
1125 MONSTER_IDX target_m_idx;
1126 monster_type *m_ptr;
1127 monster_race *r_ptr;
1130 if (!target_set(TARGET_KILL)) return FALSE;
1131 target_m_idx = cave[target_row][target_col].m_idx;
1132 if (!target_m_idx) break;
1133 if (!player_has_los_bold(target_row, target_col)) break;
1134 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1135 m_ptr = &m_list[target_m_idx];
1136 r_ptr = &r_info[m_ptr->r_idx];
1137 monster_desc(m_name, m_ptr, 0);
1138 msg_format(_("%^sの足を指さした。", "You gesture at %^s's feet."), m_name);
1140 if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) ||
1141 (r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > plev + randint1(60)))
1143 msg_format(_("しかし効果がなかった!", "%^s is unaffected!"), m_name);
1145 else teleport_level(target_m_idx);
1149 if (!get_aim_dir(&dir)) return FALSE;
1151 msg_print(_("光の剣を放った。", "You throw a psycho-spear."));
1152 damage = monspell_bluemage_damage((MS_PSY_SPEAR), plev, DAM_ROLL);
1153 (void)fire_beam(GF_PSY_SPEAR, dir, damage);
1157 msg_print(_("暗闇の中で手を振った。", "You gesture in shadow."));
1158 (void)unlite_area(10, 3);
1161 if (!target_set(TARGET_KILL)) return FALSE;
1163 msg_print(_("呪文を唱えて邪悪に微笑んだ。", "You cast a spell and cackle evilly."));
1164 trap_creation(target_row, target_col);
1167 msg_print(_("しかし何も起きなかった。", "Nothing happen."));
1170 msg_print(_("死者復活の呪文を唱えた。", "You cast a animate dead."));
1171 (void)animate_dead(0, p_ptr->y, p_ptr->x);
1177 msg_print(_("援軍を召喚した。", "You summon minions."));
1178 for (k = 0;k < 1; k++)
1180 if (summon_kin_player(summon_lev, p_ptr->y, p_ptr->x, (pet ? PM_FORCE_PET : 0L)))
1182 if (!pet) msg_print(_("召喚された仲間は怒っている!", "Summoned fellows are angry!"));
1195 msg_print(_("サイバーデーモンを召喚した!", "You summon a Cyberdemon!"));
1196 for (k = 0 ;k < 1 ; k++)
1197 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_CYBER, p_mode))
1200 msg_print(_("召喚されたサイバーデーモンは怒っている!", "The summoned Cyberdemon are angry!"));
1211 msg_print(_("仲間を召喚した。", "You summon help."));
1212 for (k = 0;k < 1; k++)
1213 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, 0, p_mode))
1216 msg_print(_("召喚されたモンスターは怒っている!", "The summoned monster is angry!"));
1227 msg_print(_("モンスターを召喚した!", "You summon monsters!"));
1228 for (k = 0;k < plev / 15 + 2; k++)
1229 if(summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, 0, (p_mode | u_mode)))
1232 msg_print(_("召喚されたモンスターは怒っている!", "The summoned monsters are angry!"));
1243 msg_print(_("アリを召喚した。", "You summon ants."));
1244 for (k = 0;k < 1; k++)
1245 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_ANT, (PM_ALLOW_GROUP | p_mode)))
1248 msg_print(_("召喚されたアリは怒っている!", "The summoned ants are angry!"));
1259 msg_print(_("蜘蛛を召喚した。", "You summon spiders."));
1260 for (k = 0;k < 1; k++)
1261 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_SPIDER, (PM_ALLOW_GROUP | p_mode)))
1264 msg_print(_("召喚された蜘蛛は怒っている!", "Summoned spiders are angry!"));
1275 msg_print(_("ハウンドを召喚した。", "You summon hounds."));
1276 for (k = 0;k < 1; k++)
1277 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HOUND, (PM_ALLOW_GROUP | p_mode)))
1280 msg_print(_("召喚されたハウンドは怒っている!", "Summoned hounds are angry!"));
1291 msg_print(_("ヒドラを召喚した。", "You summon a hydras."));
1292 for (k = 0;k < 1; k++)
1293 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HYDRA, (g_mode | p_mode)))
1296 msg_print(_("召喚されたヒドラは怒っている!", "Summoned hydras are angry!"));
1307 msg_print(_("天使を召喚した!", "You summon an angel!"));
1308 for (k = 0;k < 1; k++)
1309 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_ANGEL, (g_mode | p_mode)))
1312 msg_print(_("召喚された天使は怒っている!", "Summoned angels are angry!"));
1323 msg_print(_("混沌の宮廷から悪魔を召喚した!", "You summon a demon from the Courts of Chaos!"));
1324 for (k = 0;k < 1; k++)
1325 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_DEMON, (g_mode | p_mode)))
1328 msg_print(_("召喚されたデーモンは怒っている!", "Summoned demons are angry!"));
1339 msg_print(_("アンデッドの強敵を召喚した!", "You summon an undead adversary!"));
1340 for (k = 0;k < 1; k++)
1341 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_UNDEAD, (g_mode | p_mode)))
1344 msg_print(_("召喚されたアンデッドは怒っている!", "Summoned undeads are angry!"));
1355 msg_print(_("ドラゴンを召喚した!", "You summon a dragon!"));
1356 for (k = 0;k < 1; k++)
1357 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_DRAGON, (g_mode | p_mode)))
1360 msg_print(_("召喚されたドラゴンは怒っている!", "Summoned dragons are angry!"));
1368 case MS_S_HI_UNDEAD:
1371 msg_print(_("強力なアンデッドを召喚した!", "You summon a greater undead!"));
1372 for (k = 0;k < 1; k++)
1373 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | u_mode)))
1376 msg_print(_("召喚された上級アンデッドは怒っている!", "Summoned greater undeads are angry!"));
1384 case MS_S_HI_DRAGON:
1387 msg_print(_("古代ドラゴンを召喚した!", "You summon an ancient dragon!"));
1388 for (k = 0;k < 1; k++)
1389 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HI_DRAGON, (g_mode | p_mode | u_mode)))
1392 msg_print(_("召喚された古代ドラゴンは怒っている!", "Summoned ancient dragons are angry!"));
1403 msg_print(_("アンバーの王族を召喚した!", "You summon a Lord of Amber!"));
1404 for (k = 0;k < 1; k++)
1405 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_AMBERITES, (g_mode | p_mode | u_mode)))
1408 msg_print(_("召喚されたアンバーの王族は怒っている!", "Summoned Lords of Amber are angry!"));
1419 msg_print(_("特別な強敵を召喚した!", "You summon a special opponent!"));
1420 for (k = 0;k < 1; k++)
1421 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_UNIQUE, (g_mode | p_mode | PM_ALLOW_UNIQUE)))
1425 msg_print(_("召喚されたユニーク・モンスターは怒っている!", "Summoned special opponents are angry!"));
1427 for (k = count;k < 1; k++)
1428 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | PM_ALLOW_UNIQUE)))
1432 msg_print(_("召喚された上級アンデッドは怒っている!", "Summoned greater undeads are angry!"));
1445 msg_print(_("何も現れなかった。", "No one have appeared."));
1452 * @brief 青魔法コマンドのメインルーチン /
1453 * do_cmd_cast calls this function if the player's class is 'Blue-Mage'.
1454 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1456 bool do_cmd_cast_learned(void)
1460 PERCENTAGE minfail = 0;
1461 PLAYER_LEVEL plev = p_ptr->lev;
1462 monster_power spell;
1464 MANA_POINT need_mana;
1467 /* not if confused */
1468 if (p_ptr->confused)
1470 msg_print(_("混乱していて唱えられない!", "You are too confused!"));
1475 if (!get_learned_power(&n)) return FALSE;
1477 spell = monster_powers[n];
1479 need_mana = mod_need_mana(spell.smana, 0, REALM_NONE);
1481 /* Verify "dangerous" spells */
1482 if (need_mana > p_ptr->csp)
1485 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1487 if (!over_exert) return FALSE;
1490 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return FALSE;
1493 /* Spell failure chance */
1494 chance = spell.fail;
1496 /* Reduce failure rate by "effective" level adjustment */
1497 if (plev > spell.level) chance -= 3 * (plev - spell.level);
1498 else chance += (spell.level - plev);
1500 /* Reduce failure rate by INT/WIS adjustment */
1501 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[A_INT]] - 1);
1503 chance = mod_spell_chance_1(chance);
1505 /* Not enough mana to cast */
1506 if (need_mana > p_ptr->csp)
1508 chance += 5 * (need_mana - p_ptr->csp);
1511 /* Extract the minimum failure rate */
1512 minfail = adj_mag_fail[p_ptr->stat_ind[A_INT]];
1514 /* Minimum failure rate */
1515 if (chance < minfail) chance = minfail;
1517 /* Stunning makes spells harder */
1518 if (p_ptr->stun > 50) chance += 25;
1519 else if (p_ptr->stun) chance += 15;
1521 /* Always a 5 percent chance of working */
1522 if (chance > 95) chance = 95;
1524 chance = mod_spell_chance_2(chance);
1527 if (randint0(100) < chance)
1529 if (flush_failure) flush();
1530 msg_print(_("魔法をうまく唱えられなかった。", "You failed to concentrate hard enough!"));
1535 /* Cast the spell */
1536 cast = cast_learned_spell(n, FALSE);
1542 /* Cast the spell */
1543 cast = cast_learned_spell(n, TRUE);
1545 if (!cast) return FALSE;
1548 /* Sufficient mana */
1549 if (need_mana <= p_ptr->csp)
1552 p_ptr->csp -= need_mana;
1556 int oops = need_mana;
1560 p_ptr->csp_frac = 0;
1562 msg_print(_("精神を集中しすぎて気を失ってしまった!", "You faint from the effort!"));
1564 /* Hack -- Bypass free action */
1565 (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));
1567 chg_virtue(V_KNOWLEDGE, -10);
1569 /* Damage CON (possibly permanently) */
1570 if (randint0(100) < 50)
1572 bool perm = (randint0(100) < 25);
1574 msg_print(_("体を悪くしてしまった!", "You have damaged your health!"));
1576 /* Reduce constitution */
1577 (void)dec_stat(A_CON, 15 + randint1(10), perm);
1581 p_ptr->energy_use = 100;
1583 p_ptr->redraw |= (PR_MANA);
1584 p_ptr->window |= (PW_PLAYER);
1585 p_ptr->window |= (PW_SPELL);
1591 * @brief 青魔法のラーニング判定と成功した場合のラーニング処理
1592 * @param monspell ラーニングを試みるモンスター攻撃のID
1595 void learn_spell(int monspell)
1597 if (p_ptr->action != ACTION_LEARN) return;
1598 if (monspell < 0) return; /* Paranoia */
1599 if (p_ptr->magic_num2[monspell]) return;
1600 if (p_ptr->confused || p_ptr->blind || p_ptr->image || p_ptr->stun || p_ptr->paralyzed) return;
1601 if (randint1(p_ptr->lev + 70) > monster_powers[monspell].level + 40)
1603 p_ptr->magic_num2[monspell] = 1;
1604 msg_format(_("%sを学習した!", "You have learned %s!"), monster_powers[monspell].name);
1605 gain_exp(monster_powers[monspell].level * monster_powers[monspell].smana);
1610 p_ptr->redraw |= (PR_STATE);
1616 * @brief モンスター特殊能力のフラグ配列から特定条件の魔法だけを抜き出す処理
1617 * Extract monster spells mask for the given mode
1618 * @param f4 モンスター特殊能力の4番目のフラグ配列
1619 * @param f5 モンスター特殊能力の5番目のフラグ配列
1620 * @param f6 モンスター特殊能力の6番目のフラグ配列
1621 * @param mode 抜き出したい条件
1626 void set_rf_masks(s32b *f4, s32b *f5, s32b *f6, BIT_FLAGS mode)
1630 case MONSPELL_TYPE_BOLT:
1631 *f4 = ((RF4_BOLT_MASK | RF4_BEAM_MASK) & ~(RF4_ROCKET));
1632 *f5 = RF5_BOLT_MASK | RF5_BEAM_MASK;
1633 *f6 = RF6_BOLT_MASK | RF6_BEAM_MASK;
1636 case MONSPELL_TYPE_BALL:
1637 *f4 = (RF4_BALL_MASK & ~(RF4_BREATH_MASK));
1638 *f5 = (RF5_BALL_MASK & ~(RF5_BREATH_MASK));
1639 *f6 = (RF6_BALL_MASK & ~(RF6_BREATH_MASK));
1642 case MONSPELL_TYPE_BREATH:
1643 *f4 = RF4_BREATH_MASK;
1644 *f5 = RF5_BREATH_MASK;
1645 *f6 = RF6_BREATH_MASK;
1648 case MONSPELL_TYPE_SUMMON:
1649 *f4 = RF4_SUMMON_MASK;
1650 *f5 = RF5_SUMMON_MASK;
1651 *f6 = RF6_SUMMON_MASK;
1654 case MONSPELL_TYPE_OTHER:
1655 *f4 = RF4_ATTACK_MASK & ~(RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_INDIRECT_MASK);
1656 *f5 = RF5_ATTACK_MASK & ~(RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_INDIRECT_MASK);
1657 *f6 = RF6_ATTACK_MASK & ~(RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_INDIRECT_MASK);