/* File: mspells3.c */
-/* Purpose: Mane code */
-
/*
- * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
*
- * This software may be copied and distributed for educational, research, and
- * not for profit purposes provided that this copyright and statement are
- * included in all such copies.
+ * This software may be copied and distributed for educational, research,
+ * and not for profit purposes provided that this copyright and statement
+ * are included in all such copies. Other copyrights may also apply.
*/
+/* Purpose: Imitation code */
+
#include "angband.h"
#define pseudo_plev() (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 130)
-void learned_info(char *p, int power)
+static void learned_info(char *p, int power)
{
int plev = pseudo_plev();
int hp = p_ptr->chp;
{
case MS_SHRIEK:
case MS_XXX1:
+ case MS_XXX2:
+ case MS_XXX3:
+ case MS_XXX4:
case MS_SCARE:
case MS_BLIND:
case MS_CONF:
case MS_ROCKET:
sprintf(p, " %s%d", s_dam, hp/4);
break;
- case MS_ARROW_1:
- sprintf(p, " %s2d5", s_dam);
- break;
- case MS_ARROW_2:
- sprintf(p, " %s3d6", s_dam);
- break;
- case MS_ARROW_3:
- sprintf(p, " %s5d6", s_dam);
- break;
- case MS_ARROW_4:
- sprintf(p, " %s7d6", s_dam);
+ case MS_SHOOT:
+ {
+ object_type *o_ptr = NULL;
+ if (buki_motteruka(INVEN_RARM)) o_ptr = &inventory[INVEN_RARM];
+ else if (buki_motteruka(INVEN_LARM)) o_ptr = &inventory[INVEN_LARM];
+ else
+ sprintf(p, " %s1", s_dam);
+ if (o_ptr)
+ sprintf(p, " %s%dd%d+%d", s_dam, o_ptr->dd, o_ptr->ds, o_ptr->to_d);
break;
+ }
case MS_BR_ACID:
case MS_BR_ELEC:
case MS_BR_FIRE:
}
}
- if (mode == 1)
- {
- f4 = ((RF4_BOLT_MASK | RF4_BEAM_MASK) & ~(RF4_ROCKET));
- f5 = RF5_BOLT_MASK | RF5_BEAM_MASK;
- f6 = RF6_BOLT_MASK | RF6_BEAM_MASK;
- }
- else if (mode == 2)
- {
- f4 = (RF4_BALL_MASK & ~(RF4_BREATH_MASK));
- f5 = (RF5_BALL_MASK & ~(RF5_BREATH_MASK));
- f6 = (RF6_BALL_MASK & ~(RF6_BREATH_MASK));
- }
- else if (mode == 3)
- {
- f4 = RF4_BREATH_MASK;
- f5 = RF5_BREATH_MASK;
- f6 = RF6_BREATH_MASK;
- }
- else if (mode == 4)
- {
- f4 = RF4_SUMMON_MASK;
- f5 = RF5_SUMMON_MASK;
- f6 = RF6_SUMMON_MASK;
- }
- else if (mode == 5)
- {
- f4 = ~(RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_SUMMON_MASK | RF4_INDIRECT_MASK | RF4_RIDING_MASK);
- f5 = ~(RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_SUMMON_MASK | RF5_INDIRECT_MASK | RF5_RIDING_MASK);
- f6 = (~(RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_SUMMON_MASK | RF6_INDIRECT_MASK | RF6_RIDING_MASK)) | (RF6_TRAPS | RF6_DARKNESS);
- }
+ set_rf_masks(&f4, &f5, &f6, mode);
for (i = 0, num = 0; i < 32; i++)
{
}
/* Build a prompt (accept all spells) */
+ (void)strnfmt(out_val, 78,
#ifdef JP
-(void) strnfmt(out_val, 78, "(%c-%c, '*'¤Ç°ìÍ÷, ESC) ¤É¤Î%s¤ò¾§¤¨¤Þ¤¹¤«¡©",
+ "(%c-%c, '*'¤Ç°ìÍ÷, ESC) ¤É¤Î%s¤ò¾§¤¨¤Þ¤¹¤«¡©",
#else
- (void)strnfmt(out_val, 78, "(%c-%c, *=List, ESC=exit) Use which %s? ",
+ "(%c-%c, *=List, ESC=exit) Use which %s? ",
#endif
-
- I2A(0), I2A(num - 1), p);
+ I2A(0), I2A(num - 1), p);
if (use_menu) screen_save();
/* Get a spell from the user */
- choice= (always_show_list || use_menu) ? ESCAPE:1 ;
- while (!flag)
- {
+ choice= (always_show_list || use_menu) ? ESCAPE:1 ;
+ while (!flag)
+ {
if(choice==ESCAPE) choice = ' ';
else if( !get_com(out_val, &choice, TRUE) )break;
{
screen_load();
return (FALSE);
- break;
}
case '8':
/* Dump the spells */
for (i = 0; i < num; i++)
{
- int shouhimana;
+ int need_mana;
prt("", y + i + 1, x);
if (!p_ptr->magic_num2[spellnum[i]]) continue;
if (plev > spell.level) chance -= 3 * (plev - spell.level);
else chance += (spell.level - plev);
- if (p_ptr->pseikaku == SEIKAKU_NAMAKE) chance += 10;
- if (p_ptr->pseikaku == SEIKAKU_KIREMONO) chance -= 3;
- if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) chance++;
-
/* Reduce failure rate by INT/WIS adjustment */
chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[A_INT]] - 1);
- if (p_ptr->heavy_spell) chance += 20;
- if(p_ptr->dec_mana || p_ptr->easy_spell) chance-=4;
- else if (p_ptr->easy_spell) chance-=3;
- else if (p_ptr->dec_mana) chance-=2;
+ chance = mod_spell_chance_1(chance);
- shouhimana = monster_powers[spellnum[i]].smana;
- if (p_ptr->dec_mana)
- {
- shouhimana = (shouhimana + 1) * 3 / 4;
- }
+ need_mana = mod_need_mana(monster_powers[spellnum[i]].smana, 0, REALM_NONE);
/* Not enough mana to cast */
- if (shouhimana > p_ptr->csp)
+ if (need_mana > p_ptr->csp)
{
- chance += 5 * (shouhimana - p_ptr->csp);
+ chance += 5 * (need_mana - p_ptr->csp);
}
/* Extract the minimum failure rate */
/* Always a 5 percent chance of working */
if (chance > 95) chance = 95;
- if(p_ptr->dec_mana) chance--;
- if (p_ptr->heavy_spell) chance += 5;
- chance = MAX(chance,0);
+ chance = mod_spell_chance_2(chance);
/* Get info */
learned_info(comment, spellnum[i]);
/* Dump the spell --(-- */
strcat(psi_desc, format(" %-26s %3d %3d%%%s",
- spell.name, shouhimana,
- chance, comment));
+ spell.name, need_mana,
+ chance, comment));
prt(psi_desc, y + i + 1, x);
}
/* Prompt */
#ifdef JP
-(void) strnfmt(tmp_val, 78, "%s¤ÎËâË¡¤ò¾§¤¨¤Þ¤¹¤«¡©", monster_powers[spellnum[i]].name);
+ (void) strnfmt(tmp_val, 78, "%s¤ÎËâË¡¤ò¾§¤¨¤Þ¤¹¤«¡©", monster_powers[spellnum[i]].name);
#else
(void)strnfmt(tmp_val, 78, "Use %s? ", monster_powers[spellnum[i]].name);
#endif
if (redraw) screen_load();
/* Show choices */
- if (show_choices)
- {
- /* Update */
- p_ptr->window |= (PW_SPELL);
+ p_ptr->window |= (PW_SPELL);
- /* Window stuff */
- window_stuff();
- }
+ /* Window stuff */
+ window_stuff();
/* Abort if needed */
if (!flag) return (FALSE);
{
int dir;
int plev = pseudo_plev();
- int summon_lev = p_ptr->lev * 2 / 3 + randint(p_ptr->lev/2);
+ int summon_lev = p_ptr->lev * 2 / 3 + randint1(p_ptr->lev/2);
int hp = p_ptr->chp;
int damage = 0;
- bool unique_okay = FALSE;
bool pet = success;
- bool not_pet = (bool)(!pet);
bool no_trump = FALSE;
+ u32b p_mode, u_mode = 0L, g_mode;
- if (!success || (randint(50+plev) < plev/10)) unique_okay = TRUE;
+ if (pet)
+ {
+ p_mode = PM_FORCE_PET;
+ g_mode = 0;
+ }
+ else
+ {
+ p_mode = PM_NO_PET;
+ g_mode = PM_ALLOW_GROUP;
+ }
+
+ if (!success || (randint1(50+plev) < plev/10)) u_mode = PM_ALLOW_UNIQUE;
/* spell code */
switch (spell)
#ifdef JP
msg_print("¤«¤ó¹â¤¤¶âÀÚ¤êÀ¼¤ò¤¢¤²¤¿¡£");
#else
- msg_print("You makes a high pitched shriek.");
+ msg_print("You make a high pitched shriek.");
#endif
aggravate_monsters(0);
break;
case MS_DISPEL:
{
- monster_type *m_ptr;
- char m_name[80];
+ int m_idx;
if (!target_set(TARGET_KILL)) return FALSE;
- if (!cave[target_row][target_col].m_idx) break;
- if (!los(py, px, target_row, target_col)) break;
- m_ptr = &m_list[cave[target_row][target_col].m_idx];
- monster_desc(m_name, m_ptr, 0);
- if (m_ptr->invulner)
- {
- m_ptr->invulner = 0;
-#ifdef JP
-msg_format("%s¤Ï¤â¤¦ÌµÅ¨¤Ç¤Ï¤Ê¤¤¡£", m_name);
-#else
- msg_format("%^s is no longer invulnerable.", m_name);
-#endif
- m_ptr->energy -= 100;
- }
- if (m_ptr->fast)
- {
- m_ptr->fast = 0;
-#ifdef JP
-msg_format("%s¤Ï¤â¤¦²Ã®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
-#else
- msg_format("%^s is no longer fast.", m_name);
-#endif
- }
- if (m_ptr->slow)
- {
- m_ptr->slow = 0;
-#ifdef JP
-msg_format("%s¤Ï¤â¤¦¸ºÂ®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
-#else
- msg_format("%^s is no longer slow.", m_name);
-#endif
- }
- p_ptr->redraw |= (PR_HEALTH);
- if (p_ptr->riding == cave[target_row][target_col].m_idx) p_ptr->redraw |= (PR_UHEALTH);
-
+ m_idx = cave[target_row][target_col].m_idx;
+ if (!m_idx) break;
+ if (!player_has_los_bold(target_row, target_col)) break;
+ if (!projectable(py, px, target_row, target_col)) break;
+ dispel_monster_status(m_idx);
break;
}
case MS_ROCKET:
#ifdef JP
msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£");
#else
- msg_print("You fires a rocket.");
+ msg_print("You fire a rocket.");
#endif
damage = hp / 4;
fire_rocket(GF_ROCKET, dir, damage, 2);
break;
- case MS_ARROW_1:
+ case MS_SHOOT:
+ {
+ object_type *o_ptr = NULL;
+
if (!get_aim_dir(&dir)) return FALSE;
else
+ {
#ifdef JP
msg_print("Ìð¤òÊü¤Ã¤¿¡£");
#else
- msg_print("You fires an arrow.");
+ msg_print("You fire an arrow.");
#endif
- damage = damroll(2, 5);
- fire_bolt(GF_ARROW, dir, damage);
+ if (buki_motteruka(INVEN_RARM)) o_ptr = &inventory[INVEN_RARM];
+ else if (buki_motteruka(INVEN_LARM)) o_ptr = &inventory[INVEN_LARM];
+ else
+ damage = 1;
+ if (o_ptr)
+ {
+ damage = damroll(o_ptr->dd, o_ptr->ds)+ o_ptr->to_d;
+ if (damage < 1) damage = 1;
+ }
+ fire_bolt(GF_ARROW, dir, damage);
+ }
break;
- case MS_ARROW_2:
- if (!get_aim_dir(&dir)) return FALSE;
- else
-#ifdef JP
-msg_print("Ìð¤òÊü¤Ã¤¿¡£");
-#else
- msg_print("You fires an arrow.");
-#endif
- damage = damroll(3, 6);
- fire_bolt(GF_ARROW, dir, damage);
+ }
+ case MS_XXX2:
break;
- case MS_ARROW_3:
- if (!get_aim_dir(&dir)) return FALSE;
- else
-#ifdef JP
-msg_print("¥Ü¥ë¥È¤ò·â¤Ã¤¿¡£");
-#else
- msg_print("You fires a bolt.");
-#endif
- damage = damroll(5, 6);
- fire_bolt(GF_ARROW, dir, damage);
+ case MS_XXX3:
break;
- case MS_ARROW_4:
- if (!get_aim_dir(&dir)) return FALSE;
- else
-#ifdef JP
-msg_print("¥Ü¥ë¥È¤ò·â¤Ã¤¿¡£");
-#else
- msg_print("You fires a bolt.");
-#endif
- damage = damroll(7, 6);
- fire_bolt(GF_ARROW, dir, damage);
+ case MS_XXX4:
break;
case MS_BR_ACID:
if (!get_aim_dir(&dir)) return FALSE;
#ifdef JP
else msg_print("»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes acid.");
+ else msg_print("You breathe acid.");
#endif
damage = hp / 3;
fire_ball(GF_ACID, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes lightning.");
+ else msg_print("You breathe lightning.");
#endif
damage = hp / 3;
fire_ball(GF_ELEC, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes fire.");
+ else msg_print("You breathe fire.");
#endif
damage = hp / 3;
fire_ball(GF_FIRE, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("Î䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes frost.");
+ else msg_print("You breathe frost.");
#endif
damage = hp / 3;
fire_ball(GF_COLD, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes gas.");
+ else msg_print("You breathe gas.");
#endif
damage = hp / 3;
fire_ball(GF_POIS, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("ÃϹö¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes nether.");
+ else msg_print("You breathe nether.");
#endif
damage = hp / 6;
fire_ball(GF_NETHER, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("Á®¸÷¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes light.");
+ else msg_print("You breathe light.");
#endif
damage = hp / 6;
fire_ball(GF_LITE, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("°Å¹õ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes darkness.");
+ else msg_print("You breathe darkness.");
#endif
damage = hp / 6;
fire_ball(GF_DARK, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("º®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes confusion.");
+ else msg_print("You breathe confusion.");
#endif
damage = hp / 6;
fire_ball(GF_CONFUSION, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes sound.");
+ else msg_print("You breathe sound.");
#endif
damage = hp / 6;
fire_ball(GF_SOUND, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("¥«¥ª¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes chaos.");
+ else msg_print("You breathe chaos.");
#endif
damage = hp / 6;
fire_ball(GF_CHAOS, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("Îô²½¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes disenchantment.");
+ else msg_print("You breathe disenchantment.");
#endif
damage = hp / 6;
fire_ball(GF_DISENCHANT, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("°ø²Ìº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes nexus.");
+ else msg_print("You breathe nexus.");
#endif
damage = MIN(hp / 3, 250);
fire_ball(GF_NEXUS, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("»þ´ÖµÕž¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes time.");
+ else msg_print("You breathe time.");
#endif
damage = MIN(hp / 3, 150);
fire_ball(GF_TIME, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("ÃÙÆߤΥ֥쥹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes inertia.");
+ else msg_print("You breathe inertia.");
#endif
damage = MIN(hp / 6, 200);
fire_ball(GF_INERTIA, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("½ÅÎϤΥ֥쥹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes gravity.");
+ else msg_print("You breathe gravity.");
#endif
damage = MIN(hp / 3, 200);
fire_ball(GF_GRAVITY, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("ÇËÊҤΥ֥쥹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes shards.");
+ else msg_print("You breathe shards.");
#endif
damage = hp / 6;
fire_ball(GF_SHARDS, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("¥×¥é¥º¥Þ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes plasma.");
+ else msg_print("You breathe plasma.");
#endif
damage = MIN(hp / 6, 150);
fire_ball(GF_PLASMA, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("¥Õ¥©¡¼¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes force.");
+ else msg_print("You breathe force.");
#endif
damage = MIN(hp / 6, 200);
fire_ball(GF_FORCE, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("ËâÎϤΥ֥쥹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes mana.");
+ else msg_print("You breathe mana.");
#endif
damage = MIN(hp / 3, 250);
#ifdef JP
else msg_print("Êü¼Íǽµå¤òÊü¤Ã¤¿¡£");
#else
- else msg_print("You casts a ball of radiation.");
+ else msg_print("You cast a ball of radiation.");
#endif
damage = plev * 2 + damroll(10, 6);
fire_ball(GF_NUKE, dir, damage, 2);
#ifdef JP
else msg_print("Êü¼ÍÀÇÑ´þʪ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes toxic waste.");
+ else msg_print("You breathe toxic waste.");
#endif
damage = hp / 3;
fire_ball(GF_NUKE, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("½ã¥í¥°¥ë¥¹¤òÊü¤Ã¤¿¡£");
#else
- else msg_print("You invokes a raw Logrus.");
+ else msg_print("You invoke a raw Logrus.");
#endif
damage = plev * 4 + damroll(10, 10);
fire_ball(GF_CHAOS, dir, damage, 4);
#ifdef JP
else msg_print("ʬ²ò¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes disintegration.");
+ else msg_print("You breathe disintegration.");
#endif
damage = MIN(hp / 6, 150);
fire_ball(GF_DISINTEGRATE, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts an acid ball.");
+ else msg_print("You cast an acid ball.");
#endif
- damage = randint(plev * 6) + 15;
+ damage = randint1(plev * 6) + 15;
fire_ball(GF_ACID, dir, damage, 2);
break;
case MS_BALL_ELEC:
#ifdef JP
else msg_print("¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts a lightning ball.");
+ else msg_print("You cast a lightning ball.");
#endif
- damage = randint(plev * 3) + 8;
+ damage = randint1(plev * 3) + 8;
fire_ball(GF_ELEC, dir, damage, 2);
break;
case MS_BALL_FIRE:
#ifdef JP
else msg_print("¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts a fire ball.");
+ else msg_print("You cast a fire ball.");
#endif
- damage = randint(plev * 7) + 10;
+ damage = randint1(plev * 7) + 10;
fire_ball(GF_FIRE, dir, damage, 2);
break;
case MS_BALL_COLD:
#ifdef JP
else msg_print("¥¢¥¤¥¹¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts a frost ball.");
+ else msg_print("You cast a frost ball.");
#endif
- damage = randint(plev * 3) + 10;
+ damage = randint1(plev * 3) + 10;
fire_ball(GF_COLD, dir, damage, 2);
break;
case MS_BALL_POIS:
#ifdef JP
else msg_print("°½±À¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts a stinking cloud.");
+ else msg_print("You cast a stinking cloud.");
#endif
damage = damroll(12,2);
fire_ball(GF_POIS, dir, damage, 2);
#ifdef JP
else msg_print("ÃϹöµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts a nether ball.");
+ else msg_print("You cast a nether ball.");
#endif
damage = plev * 2 + 50 + damroll(10, 10);
fire_ball(GF_NETHER, dir, damage, 2);
#ifdef JP
else msg_print("ή¤ì¤ë¤è¤¦¤Ê¿È¿¶¤ê¤ò¤·¤¿¡£");
#else
- else msg_print("You gestures fluidly.");
+ else msg_print("You gesture fluidly.");
#endif
- damage = randint(plev * 4) + 50;
+ damage = randint1(plev * 4) + 50;
fire_ball(GF_WATER, dir, damage, 4);
break;
case MS_BALL_MANA:
#ifdef JP
else msg_print("ËâÎϤÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£");
#else
- else msg_print("You invokes a mana storm.");
+ else msg_print("You invoke a mana storm.");
#endif
damage = plev * 8 + 50 + damroll(10, 10);
fire_ball(GF_MANA, dir, damage, 4);
#ifdef JP
else msg_print("°Å¹õ¤ÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£");
#else
- else msg_print("You invokes a darkness storm.");
+ else msg_print("You invoke a darkness storm.");
#endif
damage = plev * 8 + 50 + damroll(10, 10);
fire_ball(GF_DARK, dir, damage, 4);
break;
case MS_DRAIN_MANA:
if (!get_aim_dir(&dir)) return FALSE;
- fire_ball_hide(GF_DRAIN_MANA, dir, randint(plev)+plev, 0);
+ fire_ball_hide(GF_DRAIN_MANA, dir, randint1(plev)+plev, 0);
break;
case MS_MIND_BLAST:
if (!get_aim_dir(&dir)) return FALSE;
#ifdef JP
else msg_print("¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts an acid bolt.");
+ else msg_print("You cast an acid bolt.");
#endif
damage = damroll(7, 8) + plev * 2 / 3;
fire_bolt(GF_ACID, dir, damage);
#ifdef JP
else msg_print("¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts a lightning bolt.");
+ else msg_print("You cast a lightning bolt.");
#endif
damage = damroll(4, 8) + plev * 2 / 3;
fire_bolt(GF_ELEC, dir, damage);
#ifdef JP
else msg_print("¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts a fire bolt.");
+ else msg_print("You cast a fire bolt.");
#endif
damage = damroll(9, 8) + plev * 2 / 3;
fire_bolt(GF_FIRE, dir, damage);
#ifdef JP
else msg_print("¥¢¥¤¥¹¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts a frost bolt.");
+ else msg_print("You cast a frost bolt.");
#endif
damage = damroll(6, 8) + plev * 2 / 3;
fire_bolt(GF_COLD, dir, damage);
#ifdef JP
msg_print("¥¹¥¿¡¼¥Ð¡¼¥¹¥È¤Î¼öʸ¤òÇ°¤¸¤¿¡£");
#else
- msg_print("You invokes a starburst.");
+ msg_print("You invoke a starburst.");
#endif
damage = plev * 8 + 50 + damroll(10, 10);
fire_ball(GF_LITE, dir, damage, 4);
#ifdef JP
else msg_print("ÃϹö¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts a nether bolt.");
+ else msg_print("You cast a nether bolt.");
#endif
damage = 30 + damroll(5, 5) + plev * 8 / 3;
fire_bolt(GF_NETHER, dir, damage);
#ifdef JP
else msg_print("¥¦¥©¡¼¥¿¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts a water bolt.");
+ else msg_print("You cast a water bolt.");
#endif
damage = damroll(10, 10) + plev * 2;
fire_bolt(GF_WATER, dir, damage);
#ifdef JP
else msg_print("ËâÎϤÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts a mana bolt.");
+ else msg_print("You cast a mana bolt.");
#endif
- damage = randint(plev * 7) + 50;
+ damage = randint1(plev * 7) + 50;
fire_bolt(GF_MANA, dir, damage);
break;
case MS_BOLT_PLASMA:
#ifdef JP
else msg_print("¥×¥é¥º¥Þ¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts a plasma bolt.");
+ else msg_print("You cast a plasma bolt.");
#endif
damage = 10 + damroll(8, 7) + plev * 2;
fire_bolt(GF_PLASMA, dir, damage);
#ifdef JP
else msg_print("¶Ë´¨¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts a ice bolt.");
+ else msg_print("You cast a ice bolt.");
#endif
damage = damroll(6, 6) + plev * 2;
fire_bolt(GF_ICE, dir, damage);
#ifdef JP
else msg_print("¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts a magic missile.");
+ else msg_print("You cast a magic missile.");
#endif
damage = damroll(2, 6) + plev * 2 / 3;
fire_bolt(GF_MISSILE, dir, damage);
#ifdef JP
else msg_print("¶²¤í¤·¤²¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£");
#else
- else msg_print("You casts a fearful illusion.");
+ else msg_print("You cast a fearful illusion.");
#endif
fear_monster(dir, plev+10);
break;
#ifdef JP
else msg_print("ͶÏÇŪ¤Ê¸¸³Ð¤ò¤Ä¤¯¤ê½Ð¤·¤¿¡£");
#else
- else msg_print("You casts a mesmerizing illusion.");
+ else msg_print("You cast a mesmerizing illusion.");
#endif
confuse_monster(dir, plev * 2);
break;
case MS_SLOW:
if (!get_aim_dir(&dir)) return FALSE;
- slow_monster(dir);
+ slow_monster(dir, plev);
break;
case MS_SLEEP:
if (!get_aim_dir(&dir)) return FALSE;
- sleep_monster(dir);
+ sleep_monster(dir, plev);
break;
case MS_SPEED:
- (void)set_fast(randint(20 + plev) + plev, FALSE);
+ (void)set_fast(randint1(20 + plev) + plev, FALSE);
break;
case MS_HAND_DOOM:
{
#ifdef JP
else msg_print("<ÇËÌǤμê>¤òÊü¤Ã¤¿¡ª");
#else
- else msg_print("You invokes the Hand of Doom!");
+ else msg_print("You invoke the Hand of Doom!");
#endif
fire_ball_hide(GF_HAND_DOOM, dir, plev * 3, 0);
#ifdef JP
msg_print("¼«Ê¬¤Î½ý¤ËÇ°¤ò½¸Ã椷¤¿¡£");
#else
- msg_print("You concentrates on your wounds!");
+ msg_print("You concentrate on your wounds!");
#endif
(void)hp_player(plev*4);
(void)set_stun(0);
#ifdef JP
msg_print("̵½ý¤Îµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- msg_print("You casts a Globe of Invulnerability.");
+ msg_print("You cast a Globe of Invulnerability.");
#endif
- (void)set_invuln(randint(4) + 4, FALSE);
+ (void)set_invuln(randint1(4) + 4, FALSE);
break;
case MS_BLINK:
- teleport_player(10);
+ teleport_player(10, 0L);
break;
case MS_TELEPORT:
- teleport_player(plev * 5);
+ teleport_player(plev * 5, 0L);
break;
case MS_WORLD:
world_player = TRUE;
#endif
msg_print(NULL);
- p_ptr->energy += (randint(200)+1200);
+ /* Hack */
+ p_ptr->energy_need -= 1000 + (100 + randint1(200)+200)*TURNS_PER_TICK/10;
/* Redraw map */
p_ptr->redraw |= (PR_MAP);
if (!target_set(TARGET_KILL)) return FALSE;
if (!cave[target_row][target_col].m_idx) break;
if (!player_has_los_bold(target_row, target_col)) break;
+ if (!projectable(py, px, target_row, target_col)) break;
m_ptr = &m_list[cave[target_row][target_col].m_idx];
r_ptr = &r_info[m_ptr->r_idx];
monster_desc(m_name, m_ptr, 0);
- if (r_ptr->flags3 & (RF3_RES_TELE))
+ if (r_ptr->flagsr & RFR_RES_TELE)
{
- if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flags3 & (RF3_RES_ALL)))
+ if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
{
- r_ptr->r_flags3 |= RF3_RES_TELE;
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
#ifdef JP
-msg_format("%s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª", m_name);
+ msg_format("%s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª", m_name);
#else
msg_format("%s is unaffected!", m_name);
#endif
break;
}
- else if (r_ptr->level > randint(100))
+ else if (r_ptr->level > randint1(100))
{
- r_ptr->r_flags3 |= RF3_RES_TELE;
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
#ifdef JP
-msg_format("%s¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡ª", m_name);
+ msg_format("%s¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡ª", m_name);
#else
msg_format("%s resists!", m_name);
#endif
msg_format("You command %s to return.", m_name);
#endif
- teleport_to_player(cave[target_row][target_col].m_idx, 100);
+ teleport_monster_to(cave[target_row][target_col].m_idx, py, px, 100, TELEPORT_PASSIVE);
break;
}
case MS_TELE_AWAY:
break;
case MS_TELE_LEVEL:
{
+ int target_m_idx;
monster_type *m_ptr;
monster_race *r_ptr;
char m_name[80];
if (!target_set(TARGET_KILL)) return FALSE;
- if (!cave[target_row][target_col].m_idx) break;
- if (!los(py, px, target_row, target_col)) break;
- m_ptr = &m_list[cave[target_row][target_col].m_idx];
+ target_m_idx = cave[target_row][target_col].m_idx;
+ if (!target_m_idx) break;
+ if (!player_has_los_bold(target_row, target_col)) break;
+ if (!projectable(py, px, target_row, target_col)) break;
+ m_ptr = &m_list[target_m_idx];
r_ptr = &r_info[m_ptr->r_idx];
monster_desc(m_name, m_ptr, 0);
#ifdef JP
-msg_format("%s¤Î¤ò»Ø¤µ¤·¤¿¡£", m_name);
+ msg_format("%^s¤Î¤ò»Ø¤µ¤·¤¿¡£", m_name);
#else
- msg_format("You gestures at %s's feet.", m_name);
+ msg_format("You gesture at %^s's feet.", m_name);
#endif
- if ((r_ptr->flags3 & RF3_RES_TELE) || (r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint(50) > plev + randint(60)))
+ if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) ||
+ (r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > plev + randint1(60)))
{
#ifdef JP
-msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
+ msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
#else
- msg_format("%s are unaffected!", m_name);
+ msg_format("%^s is unaffected!", m_name);
#endif
-
- }
- else if (randint(2) == 1)
- {
-#ifdef JP
-msg_format("%s¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤Ã¤¿¡£", m_name);
-#else
- msg_format("%s sink through the floor.", m_name);
-#endif
- delete_monster_idx(cave[target_row][target_col].m_idx);
- }
- else
- {
-#ifdef JP
-msg_format("%s¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤Ã¤¿¡£",m_name);
-#else
- msg_format("%s rise up through the ceiling.", m_name);
-#endif
- delete_monster_idx(cave[target_row][target_col].m_idx);
}
+ else teleport_level(target_m_idx);
break;
}
case MS_PSY_SPEAR:
#ifdef JP
else msg_print("¸÷¤Î·õ¤òÊü¤Ã¤¿¡£");
#else
- else msg_print("You throws a psycho-spear.");
+ else msg_print("You throw a psycho-spear.");
#endif
- damage = randint(plev * 3) + 100;
+ damage = randint1(plev * 3) + 100;
(void)fire_beam(GF_PSY_SPEAR, dir, damage);
break;
case MS_DARKNESS:
#ifdef JP
msg_print("°Å°Ç¤ÎÃæ¤Ç¼ê¤ò¿¶¤Ã¤¿¡£");
#else
- msg_print("You gestures in shadow.");
+ msg_print("You gesture in shadow.");
#endif
(void)unlite_area(10, 3);
break;
#ifdef JP
msg_print("¼öʸ¤ò¾§¤¨¤Æ¼Ù°¤ËÈù¾Ð¤ó¤À¡£");
#else
- msg_print("You casts a spell and cackles evilly.");
+ msg_print("You cast a spell and cackle evilly.");
#endif
trap_creation(target_row, target_col);
break;
#ifdef JP
msg_print("»à¼ÔÉü³è¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- msg_print("You casts a animate dead.");
+ msg_print("You cast a animate dead.");
#endif
(void)animate_dead(0, py, px);
break;
#ifdef JP
msg_print("±ç·³¤ò¾¤´¤·¤¿¡£");
#else
- msg_print("You summons minions.");
+ msg_print("You summon minions.");
#endif
for (k = 0;k < 1; k++)
{
- if (summon_kin_player(pet, summon_lev, py, px, FALSE))
+ if (summon_kin_player(summon_lev, py, px, (pet ? PM_FORCE_PET : 0L)))
{
if (!pet)
#ifdef JP
-msg_print("¾¤´Ô¤µ¤ì¤¿Ãç´Ö¤ÏÅܤäƤ¤¤ë¡ª");
+msg_print("¾¤´¤µ¤ì¤¿Ãç´Ö¤ÏÅܤäƤ¤¤ë¡ª");
#else
-msg_print("Summoned fellows is angry!");
+msg_print("Summoned fellows are angry!");
#endif
}
else
#ifdef JP
msg_print("¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ò¾¤´¤·¤¿¡ª");
#else
- msg_print("You summons Cyberdemons!");
+ msg_print("You summon a Cyberdemon!");
#endif
for (k = 0 ;k < 1 ; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_CYBER, FALSE, FALSE, pet, FALSE, not_pet))
+ if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_CYBER, p_mode))
{
if (!pet)
#ifdef JP
-msg_print("¾¤´Ô¤µ¤ì¤¿¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ÏÅܤäƤ¤¤ë¡ª");
+msg_print("¾¤´¤µ¤ì¤¿¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ÏÅܤäƤ¤¤ë¡ª");
#else
-msg_print("Summoned Cyberdemons are angry!");
+msg_print("The summoned Cyberdemon are angry!");
#endif
}
else
#ifdef JP
msg_print("Ãç´Ö¤ò¾¤´¤·¤¿¡£");
#else
- msg_print("You summons help.");
+ msg_print("You summon help.");
#endif
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, 0, FALSE, FALSE, pet, FALSE, not_pet))
+ if (summon_specific((pet ? -1 : 0), py, px, summon_lev, 0, p_mode))
{
if (!pet)
#ifdef JP
-msg_print("¾¤´Ô¤µ¤ì¤¿¥â¥ó¥¹¥¿¡¼¤ÏÅܤäƤ¤¤ë¡ª");
+msg_print("¾¤´¤µ¤ì¤¿¥â¥ó¥¹¥¿¡¼¤ÏÅܤäƤ¤¤ë¡ª");
#else
-msg_print("Summoned monster is angry!");
+msg_print("The summoned monster is angry!");
#endif
}
else
#ifdef JP
msg_print("¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤·¤¿¡ª");
#else
- msg_print("You summons monsters!");
+ msg_print("You summon monsters!");
#endif
for (k = 0;k < plev / 15 + 2; k++)
- if(summon_specific((pet ? -1 : 0), py, px, summon_lev, 0, FALSE, FALSE, pet, unique_okay, not_pet))
+ if(summon_specific((pet ? -1 : 0), py, px, summon_lev, 0, (p_mode | u_mode)))
{
if (!pet)
#ifdef JP
-msg_print("¾¤´Ô¤µ¤ì¤¿¥â¥ó¥¹¥¿¡¼¤ÏÅܤäƤ¤¤ë¡ª");
+msg_print("¾¤´¤µ¤ì¤¿¥â¥ó¥¹¥¿¡¼¤ÏÅܤäƤ¤¤ë¡ª");
#else
msg_print("Summoned monsters are angry!");
#endif
#ifdef JP
msg_print("¥¢¥ê¤ò¾¤´¤·¤¿¡£");
#else
- msg_print("You summons ants.");
+ msg_print("You summon ants.");
#endif
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_ANT, TRUE, FALSE, pet, FALSE, not_pet))
+ if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_ANT, (PM_ALLOW_GROUP | p_mode)))
{
if (!pet)
#ifdef JP
-msg_print("¾¤´Ô¤µ¤ì¤¿¥¢¥ê¤ÏÅܤäƤ¤¤ë¡ª");
+msg_print("¾¤´¤µ¤ì¤¿¥¢¥ê¤ÏÅܤäƤ¤¤ë¡ª");
#else
msg_print("Summoned ants are angry!");
#endif
#ifdef JP
msg_print("ÃØéá¤ò¾¤´¤·¤¿¡£");
#else
- msg_print("You summons spiders.");
+ msg_print("You summon spiders.");
#endif
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_SPIDER, TRUE, FALSE, pet, FALSE, not_pet))
+ if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_SPIDER, (PM_ALLOW_GROUP | p_mode)))
{
if (!pet)
#ifdef JP
-msg_print("¾¤´Ô¤µ¤ì¤¿ÃØéá¤ÏÅܤäƤ¤¤ë¡ª");
+msg_print("¾¤´¤µ¤ì¤¿ÃØéá¤ÏÅܤäƤ¤¤ë¡ª");
#else
msg_print("Summoned spiders are angry!");
#endif
#ifdef JP
msg_print("¥Ï¥¦¥ó¥É¤ò¾¤´¤·¤¿¡£");
#else
- msg_print("You summons hounds.");
+ msg_print("You summon hounds.");
#endif
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HOUND, TRUE, FALSE, pet, FALSE, not_pet))
+ if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HOUND, (PM_ALLOW_GROUP | p_mode)))
{
if (!pet)
#ifdef JP
-msg_print("¾¤´Ô¤µ¤ì¤¿¥Ï¥¦¥ó¥É¤ÏÅܤäƤ¤¤ë¡ª");
+msg_print("¾¤´¤µ¤ì¤¿¥Ï¥¦¥ó¥É¤ÏÅܤäƤ¤¤ë¡ª");
#else
msg_print("Summoned hounds are angry!");
#endif
#ifdef JP
msg_print("¥Ò¥É¥é¤ò¾¤´¤·¤¿¡£");
#else
- msg_print("You summons hydras.");
+ msg_print("You summon a hydras.");
#endif
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HYDRA, not_pet, FALSE, pet, FALSE, not_pet))
+ if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HYDRA, (g_mode | p_mode)))
{
if (!pet)
#ifdef JP
-msg_print("¾¤´Ô¤µ¤ì¤¿¥Ò¥É¥é¤ÏÅܤäƤ¤¤ë¡ª");
+msg_print("¾¤´¤µ¤ì¤¿¥Ò¥É¥é¤ÏÅܤäƤ¤¤ë¡ª");
#else
msg_print("Summoned hydras are angry!");
#endif
#ifdef JP
msg_print("Å·»È¤ò¾¤´¤·¤¿¡ª");
#else
- msg_print("You summons angel!");
+ msg_print("You summon an angel!");
#endif
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_ANGEL, not_pet, FALSE, pet, FALSE, not_pet))
+ if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_ANGEL, (g_mode | p_mode)))
{
if (!pet)
#ifdef JP
-msg_print("¾¤´Ô¤µ¤ì¤¿Å·»È¤ÏÅܤäƤ¤¤ë¡ª");
+msg_print("¾¤´¤µ¤ì¤¿Å·»È¤ÏÅܤäƤ¤¤ë¡ª");
#else
-msg_print("Summoned angel is angry!");
+msg_print("Summoned angels are angry!");
#endif
}
else
#ifdef JP
msg_print("º®Æ٤εÜÄ¤é°Ëâ¤ò¾¤´¤·¤¿¡ª");
#else
- msg_print("You summons a demon from the Courts of Chaos!");
+ msg_print("You summon a demon from the Courts of Chaos!");
#endif
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_DEMON, not_pet, FALSE, pet, FALSE, not_pet))
+ if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_DEMON, (g_mode | p_mode)))
{
if (!pet)
#ifdef JP
-msg_print("¾¤´Ô¤µ¤ì¤¿¥Ç¡¼¥â¥ó¤ÏÅܤäƤ¤¤ë¡ª");
+msg_print("¾¤´¤µ¤ì¤¿¥Ç¡¼¥â¥ó¤ÏÅܤäƤ¤¤ë¡ª");
#else
-msg_print("Summoned demon is angry!");
+msg_print("Summoned demons are angry!");
#endif
}
else
#ifdef JP
msg_print("¥¢¥ó¥Ç¥Ã¥É¤Î¶¯Å¨¤ò¾¤´¤·¤¿¡ª");
#else
- msg_print("You summons an undead adversary!");
+ msg_print("You summon an undead adversary!");
#endif
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_UNDEAD, not_pet, FALSE, pet, FALSE, not_pet))
+ if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_UNDEAD, (g_mode | p_mode)))
{
if (!pet)
#ifdef JP
-msg_print("¾¤´Ô¤µ¤ì¤¿¥¢¥ó¥Ç¥Ã¥É¤ÏÅܤäƤ¤¤ë¡ª");
+msg_print("¾¤´¤µ¤ì¤¿¥¢¥ó¥Ç¥Ã¥É¤ÏÅܤäƤ¤¤ë¡ª");
#else
-msg_print("Summoned undead is angry!");
+msg_print("Summoned undeads are angry!");
#endif
}
else
#ifdef JP
msg_print("¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª");
#else
- msg_print("You summons dragon!");
+ msg_print("You summon a dragon!");
#endif
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_DRAGON, not_pet, FALSE, pet, FALSE, not_pet))
+ if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_DRAGON, (g_mode | p_mode)))
{
if (!pet)
#ifdef JP
-msg_print("¾¤´Ô¤µ¤ì¤¿¥É¥é¥´¥ó¤ÏÅܤäƤ¤¤ë¡ª");
+msg_print("¾¤´¤µ¤ì¤¿¥É¥é¥´¥ó¤ÏÅܤäƤ¤¤ë¡ª");
#else
-msg_print("Summoned dragon is angry!");
+msg_print("Summoned dragons are angry!");
#endif
}
else
#ifdef JP
msg_print("¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¤ò¾¤´¤·¤¿¡ª");
#else
- msg_print("You summons greater undead!");
+ msg_print("You summon a greater undead!");
#endif
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HI_UNDEAD, not_pet, FALSE, pet, unique_okay, not_pet))
+ if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | u_mode)))
{
if (!pet)
#ifdef JP
-msg_print("¾¤´Ô¤µ¤ì¤¿¾åµé¥¢¥ó¥Ç¥Ã¥É¤ÏÅܤäƤ¤¤ë¡ª");
+msg_print("¾¤´¤µ¤ì¤¿¾åµé¥¢¥ó¥Ç¥Ã¥É¤ÏÅܤäƤ¤¤ë¡ª");
#else
-msg_print("Summoned greater undead is angry!");
+msg_print("Summoned greater undeads are angry!");
#endif
}
else
#ifdef JP
msg_print("¸ÅÂå¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª");
#else
- msg_print("You summons ancient dragons!");
+ msg_print("You summon an ancient dragon!");
#endif
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HI_DRAGON, not_pet, FALSE, pet, unique_okay, not_pet))
+ if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HI_DRAGON, (g_mode | p_mode | u_mode)))
{
if (!pet)
#ifdef JP
-msg_print("¾¤´Ô¤µ¤ì¤¿¸ÅÂå¥É¥é¥´¥ó¤ÏÅܤäƤ¤¤ë¡ª");
+msg_print("¾¤´¤µ¤ì¤¿¸ÅÂå¥É¥é¥´¥ó¤ÏÅܤäƤ¤¤ë¡ª");
#else
-msg_print("Summoned ancient dragon is angry!");
+msg_print("Summoned ancient dragons are angry!");
#endif
}
else
{
int k;
#ifdef JP
-msg_print("¥¢¥ó¥Ð¡¼¤Î²¦¤ò¾¤´¤·¤¿¡ª");
+msg_print("¥¢¥ó¥Ð¡¼¤Î²¦²¤ò¾¤´¤·¤¿¡ª");
#else
- msg_print("You summons Lords of Amber!");
+ msg_print("You summon a Lord of Amber!");
#endif
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_AMBERITES, not_pet, FALSE, pet, unique_okay, not_pet))
+ if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_AMBERITES, (g_mode | p_mode | u_mode)))
{
if (!pet)
#ifdef JP
-msg_print("¾¤´Ô¤µ¤ì¤¿¥¢¥ó¥Ð¡¼¤Î²¦¤ÏÅܤäƤ¤¤ë¡ª");
+msg_print("¾¤´¤µ¤ì¤¿¥¢¥ó¥Ð¡¼¤Î²¦Â²¤ÏÅܤäƤ¤¤ë¡ª");
#else
msg_print("Summoned Lords of Amber are angry!");
#endif
#ifdef JP
msg_print("ÆÃÊ̤ʶ¯Å¨¤ò¾¤´¤·¤¿¡ª");
#else
- msg_print("You summons special opponents!");
+ msg_print("You summon a special opponent!");
#endif
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_UNIQUE, not_pet, FALSE, pet, TRUE, not_pet))
+ if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_UNIQUE, (g_mode | p_mode | PM_ALLOW_UNIQUE)))
{
count++;
if (!pet)
#ifdef JP
-msg_print("¾¤´Ô¤µ¤ì¤¿¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤ÏÅܤäƤ¤¤ë¡ª");
+msg_print("¾¤´¤µ¤ì¤¿¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤ÏÅܤäƤ¤¤ë¡ª");
#else
msg_print("Summoned special opponents are angry!");
#endif
}
for (k = count;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HI_UNDEAD, not_pet, FALSE, pet, TRUE, not_pet))
+ if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | PM_ALLOW_UNIQUE)))
{
count++;
if (!pet)
#ifdef JP
-msg_print("¾¤´Ô¤µ¤ì¤¿¾åµé¥¢¥ó¥Ç¥Ã¥É¤ÏÅܤäƤ¤¤ë¡ª");
+msg_print("¾¤´¤µ¤ì¤¿¾åµé¥¢¥ó¥Ç¥Ã¥É¤ÏÅܤäƤ¤¤ë¡ª");
#else
-msg_print("Summoned greater undead are angry!");
+msg_print("Summoned greater undeads are angry!");
#endif
}
if (!count)
int plev = p_ptr->lev;
monster_power spell;
bool cast;
- int shouhimana;
+ int need_mana;
/* not if confused */
spell = monster_powers[n];
- shouhimana = spell.smana;
-
- if (p_ptr->dec_mana)
- {
- shouhimana = (shouhimana + 1) * 3 / 4;
- }
+ need_mana = mod_need_mana(spell.smana, 0, REALM_NONE);
/* Verify "dangerous" spells */
- if (shouhimana > p_ptr->csp)
+ if (need_mana > p_ptr->csp)
{
/* Warning */
#ifdef JP
if (plev > spell.level) chance -= 3 * (plev - spell.level);
else chance += (spell.level - plev);
- if (p_ptr->pseikaku == SEIKAKU_NAMAKE) chance += 10;
- if (p_ptr->pseikaku == SEIKAKU_KIREMONO) chance -= 3;
- if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) chance++;
-
/* Reduce failure rate by INT/WIS adjustment */
chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[A_INT]] - 1);
- if (p_ptr->heavy_spell) chance += 20;
- if(p_ptr->dec_mana && p_ptr->easy_spell) chance-=4;
- else if (p_ptr->easy_spell) chance-=3;
- else if (p_ptr->dec_mana) chance-=2;
+ chance = mod_spell_chance_1(chance);
/* Not enough mana to cast */
- if (shouhimana > p_ptr->csp)
+ if (need_mana > p_ptr->csp)
{
- chance += 5 * (shouhimana - p_ptr->csp);
+ chance += 5 * (need_mana - p_ptr->csp);
}
/* Extract the minimum failure rate */
/* Always a 5 percent chance of working */
if (chance > 95) chance = 95;
- if(p_ptr->dec_mana) chance--;
- if (p_ptr->heavy_spell) chance += 5;
- chance = MAX(chance,0);
+ chance = mod_spell_chance_2(chance);
/* Failed spell */
- if (rand_int(100) < chance)
+ if (randint0(100) < chance)
{
if (flush_failure) flush();
#ifdef JP
}
/* Sufficient mana */
- if (shouhimana <= p_ptr->csp)
+ if (need_mana <= p_ptr->csp)
{
/* Use some mana */
- p_ptr->csp -= shouhimana;
+ p_ptr->csp -= need_mana;
}
else
{
- int oops = shouhimana;
+ int oops = need_mana;
/* No mana left */
p_ptr->csp = 0;
/* Hack -- Bypass free action */
- (void)set_paralyzed(p_ptr->paralyzed + randint(5 * oops + 1));
+ (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));
chg_virtue(V_KNOWLEDGE, -10);
/* Damage CON (possibly permanently) */
- if (rand_int(100) < 50)
+ if (randint0(100) < 50)
{
- bool perm = (rand_int(100) < 25);
+ bool perm = (randint0(100) < 25);
/* Message */
#ifdef JP
/* Reduce constitution */
- (void)dec_stat(A_CON, 15 + randint(10), perm);
+ (void)dec_stat(A_CON, 15 + randint1(10), perm);
}
}
void learn_spell(int monspell)
{
if (p_ptr->action != ACTION_LEARN) return;
+ if (monspell < 0) return; /* Paranoia */
if (p_ptr->magic_num2[monspell]) return;
if (p_ptr->confused || p_ptr->blind || p_ptr->image || p_ptr->stun || p_ptr->paralyzed) return;
- if (randint(p_ptr->lev + 70) > monster_powers[monspell].level + 40)
+ if (randint1(p_ptr->lev + 70) > monster_powers[monspell].level + 40)
{
p_ptr->magic_num2[monspell] = 1;
#ifdef JP
p_ptr->redraw |= (PR_STATE);
}
}
+
+
+/*
+ * Extract monster spells mask for the given mode
+ */
+void set_rf_masks(s32b *f4, s32b *f5, s32b *f6, int mode)
+{
+ switch (mode)
+ {
+ case MONSPELL_TYPE_BOLT:
+ *f4 = ((RF4_BOLT_MASK | RF4_BEAM_MASK) & ~(RF4_ROCKET));
+ *f5 = RF5_BOLT_MASK | RF5_BEAM_MASK;
+ *f6 = RF6_BOLT_MASK | RF6_BEAM_MASK;
+ break;
+
+ case MONSPELL_TYPE_BALL:
+ *f4 = (RF4_BALL_MASK & ~(RF4_BREATH_MASK));
+ *f5 = (RF5_BALL_MASK & ~(RF5_BREATH_MASK));
+ *f6 = (RF6_BALL_MASK & ~(RF6_BREATH_MASK));
+ break;
+
+ case MONSPELL_TYPE_BREATH:
+ *f4 = RF4_BREATH_MASK;
+ *f5 = RF5_BREATH_MASK;
+ *f6 = RF6_BREATH_MASK;
+ break;
+
+ case MONSPELL_TYPE_SUMMON:
+ *f4 = RF4_SUMMON_MASK;
+ *f5 = RF5_SUMMON_MASK;
+ *f6 = RF6_SUMMON_MASK;
+ break;
+
+ case MONSPELL_TYPE_OTHER:
+ *f4 = RF4_ATTACK_MASK & ~(RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_INDIRECT_MASK);
+ *f5 = RF5_ATTACK_MASK & ~(RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_INDIRECT_MASK);
+ *f6 = RF6_ATTACK_MASK & ~(RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_INDIRECT_MASK);
+ break;
+ }
+
+ return;
+}