#include "targeting.h"
#include "view-mainwindow.h"
-#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 */
+ /*!
+ * @brief 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
+ * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param 換算レベル
+ */
+PLAYER_LEVEL get_pseudo_monstetr_level(player_type *caster_ptr)
+{
+ PLAYER_LEVEL monster_level = caster_ptr->lev + 40;
+ return (monster_level * monster_level - 1550) / 130;
+}
/*!
};
+
/*!
* @brief モンスター魔法名テーブル
*/
};
-
/*!
* @brief 文字列に青魔導師の呪文の攻撃力を加える
* @param SPELL_NUM 呪文番号
sprintf(tmp, " %s %s", msg, dmg_str);
}
+
/*!
* @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
+ * @param learner_ptr プレーヤーへの参照ポインタ
* @param p 情報を返す文字列参照ポインタ
* @param power モンスター魔法のID
* @return なし
*/
-static void learned_info(char *p, int power)
+static void learned_info(player_type *learner_ptr, char *p, int power)
{
- PLAYER_LEVEL plev = pseudo_plev();
+ PLAYER_LEVEL plev = get_pseudo_monstetr_level(learner_ptr);
strcpy(p, "");
/*!
* @brief 使用可能な青魔法を選択する /
* Allow user to choose a imitation.
+ * @param caster_ptr プレーヤーへの参照ポインタ
* @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
* @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。
* @details
* when you run it. It's probably easy to fix but I haven't tried,\n
* sorry.\n
*/
-static bool get_learned_power(SPELL_IDX *sn)
+static bool get_learned_power(player_type *caster_ptr, SPELL_IDX *sn)
{
int i = 0;
int num = 0;
TERM_LEN y = 1;
TERM_LEN x = 18;
PERCENTAGE minfail = 0;
- PLAYER_LEVEL plev = p_ptr->lev;
+ PLAYER_LEVEL plev = caster_ptr->lev;
PERCENTAGE chance = 0;
int ask = TRUE, mode = 0;
int spellnum[MAX_MONSPELLS];
if (repeat_pull(&code))
{
*sn = (SPELL_IDX)code;
- return (TRUE);
+ return TRUE;
}
if (use_menu)
}
for (i = 0; i < num; i++)
{
- if (p_ptr->magic_num2[spellnum[i]])
+ if (caster_ptr->magic_num2[spellnum[i]])
{
if (use_menu) menu_line = i+1;
break;
if (i == num)
{
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."));
- return (FALSE);
+ return FALSE;
}
/* Build a prompt (accept all spells) */
case '0':
{
screen_load();
- return (FALSE);
+ return FALSE;
}
case '8':
{
menu_line += (num-1);
if (menu_line > num) menu_line -= num;
- } while(!p_ptr->magic_num2[spellnum[menu_line-1]]);
+ } while(!caster_ptr->magic_num2[spellnum[menu_line-1]]);
break;
}
{
menu_line++;
if (menu_line > num) menu_line -= num;
- } while(!p_ptr->magic_num2[spellnum[menu_line-1]]);
+ } while(!caster_ptr->magic_num2[spellnum[menu_line-1]]);
break;
}
case 'L':
{
menu_line=num;
- while(!p_ptr->magic_num2[spellnum[menu_line-1]]) menu_line--;
+ while(!caster_ptr->magic_num2[spellnum[menu_line-1]]) menu_line--;
break;
}
case 'H':
{
menu_line=1;
- while(!p_ptr->magic_num2[spellnum[menu_line-1]]) menu_line++;
+ while(!caster_ptr->magic_num2[spellnum[menu_line-1]]) menu_line++;
break;
}
int need_mana;
prt("", y + i + 1, x);
- if (!p_ptr->magic_num2[spellnum[i]]) continue;
+ if (!caster_ptr->magic_num2[spellnum[i]]) continue;
/* Access the spell */
spell = monster_powers[spellnum[i]];
else chance += (spell.level - plev);
/* Reduce failure rate by INT/WIS adjustment */
- chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[A_INT]] - 1);
+ chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[A_INT]] - 1);
- chance = mod_spell_chance_1(chance);
+ chance = mod_spell_chance_1(caster_ptr, chance);
- need_mana = mod_need_mana(monster_powers[spellnum[i]].smana, 0, REALM_NONE);
+ need_mana = mod_need_mana(caster_ptr, monster_powers[spellnum[i]].smana, 0, REALM_NONE);
/* Not enough mana to cast */
- if (need_mana > p_ptr->csp)
+ if (need_mana > caster_ptr->csp)
{
- chance += 5 * (need_mana - p_ptr->csp);
+ chance += 5 * (need_mana - caster_ptr->csp);
}
/* Extract the minimum failure rate */
- minfail = adj_mag_fail[p_ptr->stat_ind[A_INT]];
+ minfail = adj_mag_fail[caster_ptr->stat_ind[A_INT]];
/* Minimum failure rate */
if (chance < minfail) chance = minfail;
/* Stunning makes spells harder */
- if (p_ptr->stun > 50) chance += 25;
- else if (p_ptr->stun) chance += 15;
+ if (caster_ptr->stun > 50) chance += 25;
+ else if (caster_ptr->stun) chance += 15;
/* Always a 5 percent chance of working */
if (chance > 95) chance = 95;
- chance = mod_spell_chance_2(chance);
+ chance = mod_spell_chance_2(caster_ptr, chance);
/* Get info */
- learned_info(comment, spellnum[i]);
+ learned_info(caster_ptr, comment, spellnum[i]);
if (use_menu)
{
}
/* Totally Illegal */
- if ((i < 0) || (i >= num) || !p_ptr->magic_num2[spellnum[i]])
+ if ((i < 0) || (i >= num) || !caster_ptr->magic_num2[spellnum[i]])
{
bell();
continue;
/* Stop the loop */
flag = TRUE;
}
+
if (redraw) screen_load();
- p_ptr->window |= (PW_SPELL);
- handle_stuff();
+ caster_ptr->window |= (PW_SPELL);
+ handle_stuff(caster_ptr);
/* Abort if needed */
- if (!flag) return (FALSE);
+ if (!flag) return FALSE;
/* Save the choice */
(*sn) = spellnum[i];
repeat_push((COMMAND_CODE)spellnum[i]);
/* Success */
- return (TRUE);
+ return TRUE;
}
* @param success TRUEは成功時、FALSEは失敗時の処理を行う
* @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
*/
-static bool cast_learned_spell(int spell, bool success)
+static bool cast_learned_spell(player_type *caster_ptr, int spell, bool success)
{
DIRECTION dir;
- PLAYER_LEVEL plev = pseudo_plev();
- PLAYER_LEVEL summon_lev = p_ptr->lev * 2 / 3 + randint1(p_ptr->lev/2);
+ PLAYER_LEVEL plev = get_pseudo_monstetr_level(caster_ptr);
+ PLAYER_LEVEL summon_lev = caster_ptr->lev * 2 / 3 + randint1(caster_ptr->lev/2);
HIT_POINT damage = 0;
bool pet = success;
bool no_trump = FALSE;
if (!success || (randint1(50+plev) < plev/10)) u_mode = PM_ALLOW_UNIQUE;
/* spell code */
+ floor_type *floor_ptr = caster_ptr->current_floor_ptr;
switch (spell)
{
case MS_SHRIEK:
msg_print(_("かん高い金切り声をあげた。", "You make a high pitched shriek."));
- aggravate_monsters(0);
+ aggravate_monsters(caster_ptr, 0);
break;
case MS_XXX1:
break;
{
MONSTER_IDX m_idx;
- if (!target_set(TARGET_KILL)) return FALSE;
- m_idx = p_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
+ if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
+ m_idx = floor_ptr->grid_array[target_row][target_col].m_idx;
if (!m_idx) break;
- if (!player_has_los_bold(p_ptr, target_row, target_col)) break;
- if (!projectable(p_ptr->current_floor_ptr, p_ptr->y, p_ptr->x, target_row, target_col)) break;
+ if (!player_has_los_bold(caster_ptr, target_row, target_col)) break;
+ if (!projectable(floor_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) break;
dispel_monster_status(m_idx);
break;
}
msg_print(_("ロケットを発射した。", "You fire a rocket."));
damage = monspell_bluemage_damage((MS_ROCKET), plev, DAM_ROLL);
- fire_rocket(GF_ROCKET, dir, damage, 2);
+ fire_rocket(caster_ptr, GF_ROCKET, dir, damage, 2);
break;
case MS_SHOOT:
{
msg_print(_("矢を放った。", "You fire an arrow."));
damage = monspell_bluemage_damage((MS_SHOOT), plev, DAM_ROLL);
- fire_bolt(GF_ARROW, dir, damage);
+ fire_bolt(caster_ptr, GF_ARROW, dir, damage);
break;
}
case MS_XXX2:
msg_print(_("酸のブレスを吐いた。", "You breathe acid."));
damage = monspell_bluemage_damage((MS_BR_ACID), plev, DAM_ROLL);
- fire_breath(GF_ACID, dir, damage, (plev > 40 ? 3 : 2));
+ fire_breath(caster_ptr, GF_ACID, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_ELEC:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("稲妻のブレスを吐いた。", "You breathe lightning."));
damage = monspell_bluemage_damage((MS_BR_ELEC), plev, DAM_ROLL);
- fire_breath(GF_ELEC, dir, damage, (plev > 40 ? 3 : 2));
+ fire_breath(caster_ptr, GF_ELEC, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_FIRE:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("火炎のブレスを吐いた。", "You breathe fire."));
damage = monspell_bluemage_damage((MS_BR_FIRE), plev, DAM_ROLL);
- fire_breath(GF_FIRE, dir, damage, (plev > 40 ? 3 : 2));
+ fire_breath(caster_ptr, GF_FIRE, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_COLD:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("冷気のブレスを吐いた。", "You breathe frost."));
damage = monspell_bluemage_damage((MS_BR_COLD), plev, DAM_ROLL);
- fire_breath(GF_COLD, dir, damage, (plev > 40 ? 3 : 2));
+ fire_breath(caster_ptr, GF_COLD, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_POIS:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("ガスのブレスを吐いた。", "You breathe gas."));
damage = monspell_bluemage_damage((MS_BR_POIS), plev, DAM_ROLL);
- fire_breath(GF_POIS, dir, damage, (plev > 40 ? 3 : 2));
+ fire_breath(caster_ptr, GF_POIS, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_NETHER:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("地獄のブレスを吐いた。", "You breathe nether."));
damage = monspell_bluemage_damage((MS_BR_NETHER), plev, DAM_ROLL);
- fire_breath(GF_NETHER, dir, damage, (plev > 40 ? 3 : 2));
+ fire_breath(caster_ptr, GF_NETHER, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_LITE:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("閃光のブレスを吐いた。", "You breathe light."));
damage = monspell_bluemage_damage((MS_BR_LITE), plev, DAM_ROLL);
- fire_breath(GF_LITE, dir, damage, (plev > 40 ? 3 : 2));
+ fire_breath(caster_ptr, GF_LITE, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_DARK:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("暗黒のブレスを吐いた。", "You breathe darkness."));
damage = monspell_bluemage_damage((MS_BR_DARK), plev, DAM_ROLL);
- fire_breath(GF_DARK, dir, damage, (plev > 40 ? 3 : 2));
+ fire_breath(caster_ptr, GF_DARK, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_CONF:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("混乱のブレスを吐いた。", "You breathe confusion."));
damage = monspell_bluemage_damage((MS_BR_CONF), plev, DAM_ROLL);
- fire_breath(GF_CONFUSION, dir, damage, (plev > 40 ? 3 : 2));
+ fire_breath(caster_ptr, GF_CONFUSION, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_SOUND:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("轟音のブレスを吐いた。", "You breathe sound."));
damage = monspell_bluemage_damage((MS_BR_SOUND), plev, DAM_ROLL);
- fire_breath(GF_SOUND, dir, damage, (plev > 40 ? 3 : 2));
+ fire_breath(caster_ptr, GF_SOUND, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_CHAOS:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("カオスのブレスを吐いた。", "You breathe chaos."));
damage = monspell_bluemage_damage((MS_BR_CHAOS), plev, DAM_ROLL);
- fire_breath(GF_CHAOS, dir, damage, (plev > 40 ? 3 : 2));
+ fire_breath(caster_ptr, GF_CHAOS, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_DISEN:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("劣化のブレスを吐いた。", "You breathe disenchantment."));
damage = monspell_bluemage_damage((MS_BR_DISEN), plev, DAM_ROLL);
- fire_breath(GF_DISENCHANT, dir, damage, (plev > 40 ? 3 : 2));
+ fire_breath(caster_ptr, GF_DISENCHANT, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_NEXUS:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("因果混乱のブレスを吐いた。", "You breathe nexus."));
damage = monspell_bluemage_damage((MS_BR_NEXUS), plev, DAM_ROLL);
- fire_breath(GF_NEXUS, dir, damage, (plev > 40 ? 3 : 2));
+ fire_breath(caster_ptr, GF_NEXUS, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_TIME:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("時間逆転のブレスを吐いた。", "You breathe time."));
damage = monspell_bluemage_damage((MS_BR_TIME), plev, DAM_ROLL);
- fire_breath(GF_TIME, dir, damage, (plev > 40 ? 3 : 2));
+ fire_breath(caster_ptr, GF_TIME, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_INERTIA:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("遅鈍のブレスを吐いた。", "You breathe inertia."));
damage = monspell_bluemage_damage((MS_BR_INERTIA), plev, DAM_ROLL);
- fire_breath(GF_INERTIAL, dir, damage, (plev > 40 ? 3 : 2));
+ fire_breath(caster_ptr, GF_INERTIAL, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_GRAVITY:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("重力のブレスを吐いた。", "You breathe gravity."));
damage = monspell_bluemage_damage((MS_BR_GRAVITY), plev, DAM_ROLL);
- fire_breath(GF_GRAVITY, dir, damage, (plev > 40 ? 3 : 2));
+ fire_breath(caster_ptr, GF_GRAVITY, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_SHARDS:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("破片のブレスを吐いた。", "You breathe shards."));
damage = monspell_bluemage_damage((MS_BR_SHARDS), plev, DAM_ROLL);
- fire_breath(GF_SHARDS, dir, damage, (plev > 40 ? 3 : 2));
+ fire_breath(caster_ptr, GF_SHARDS, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_PLASMA:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("プラズマのブレスを吐いた。", "You breathe plasma."));
damage = monspell_bluemage_damage((MS_BR_PLASMA), plev, DAM_ROLL);
- fire_breath(GF_PLASMA, dir, damage, (plev > 40 ? 3 : 2));
+ fire_breath(caster_ptr, GF_PLASMA, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_FORCE:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("フォースのブレスを吐いた。", "You breathe force."));
damage = monspell_bluemage_damage((MS_BR_FORCE), plev, DAM_ROLL);
- fire_breath(GF_FORCE, dir, damage, (plev > 40 ? 3 : 2));
+ fire_breath(caster_ptr, GF_FORCE, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_MANA:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("魔力のブレスを吐いた。", "You breathe mana."));
damage = monspell_bluemage_damage((MS_BR_MANA), plev, DAM_ROLL);
- fire_breath(GF_MANA, dir, damage, (plev > 40 ? 3 : 2));
+ fire_breath(caster_ptr, GF_MANA, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BALL_NUKE:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("放射能球を放った。", "You cast a ball of radiation."));
damage = monspell_bluemage_damage((MS_BALL_NUKE), plev, DAM_ROLL);
- fire_ball(GF_NUKE, dir, damage, 2);
+ fire_ball(caster_ptr, GF_NUKE, dir, damage, 2);
break;
case MS_BR_NUKE:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("放射性廃棄物のブレスを吐いた。", "You breathe toxic waste."));
damage = monspell_bluemage_damage((MS_BR_NUKE), plev, DAM_ROLL);
- fire_breath(GF_NUKE, dir, damage, (plev > 40 ? 3 : 2));
+ fire_breath(caster_ptr, GF_NUKE, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BALL_CHAOS:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("純ログルスを放った。", "You invoke a raw Logrus."));
damage = monspell_bluemage_damage((MS_BALL_CHAOS), plev, DAM_ROLL);
- fire_ball(GF_CHAOS, dir, damage, 4);
+ fire_ball(caster_ptr, GF_CHAOS, dir, damage, 4);
break;
case MS_BR_DISI:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("分解のブレスを吐いた。", "You breathe disintegration."));
damage = monspell_bluemage_damage((MS_BR_DISI), plev, DAM_ROLL);
- fire_breath(GF_DISINTEGRATE, dir, damage, (plev > 40 ? 3 : 2));
+ fire_breath(caster_ptr, GF_DISINTEGRATE, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BALL_ACID:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("アシッド・ボールの呪文を唱えた。", "You cast an acid ball."));
damage = monspell_bluemage_damage((MS_BALL_ACID), plev, DAM_ROLL);
- fire_ball(GF_ACID, dir, damage, 2);
+ fire_ball(caster_ptr, GF_ACID, dir, damage, 2);
break;
case MS_BALL_ELEC:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("サンダー・ボールの呪文を唱えた。", "You cast a lightning ball."));
damage = monspell_bluemage_damage((MS_BALL_ELEC), plev, DAM_ROLL);
- fire_ball(GF_ELEC, dir, damage, 2);
+ fire_ball(caster_ptr, GF_ELEC, dir, damage, 2);
break;
case MS_BALL_FIRE:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("ファイア・ボールの呪文を唱えた。", "You cast a fire ball."));
damage = monspell_bluemage_damage((MS_BALL_FIRE), plev, DAM_ROLL);
- fire_ball(GF_FIRE, dir, damage, 2);
+ fire_ball(caster_ptr, GF_FIRE, dir, damage, 2);
break;
case MS_BALL_COLD:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("アイス・ボールの呪文を唱えた。", "You cast a frost ball."));
damage = monspell_bluemage_damage((MS_BALL_COLD), plev, DAM_ROLL);
- fire_ball(GF_COLD, dir, damage, 2);
+ fire_ball(caster_ptr, GF_COLD, dir, damage, 2);
break;
case MS_BALL_POIS:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("悪臭雲の呪文を唱えた。", "You cast a stinking cloud."));
damage = monspell_bluemage_damage((MS_BALL_POIS), plev, DAM_ROLL);
- fire_ball(GF_POIS, dir, damage, 2);
+ fire_ball(caster_ptr, GF_POIS, dir, damage, 2);
break;
case MS_BALL_NETHER:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("地獄球の呪文を唱えた。", "You cast a nether ball."));
damage = monspell_bluemage_damage((MS_BALL_NETHER), plev, DAM_ROLL);
- fire_ball(GF_NETHER, dir, damage, 2);
+ fire_ball(caster_ptr, GF_NETHER, dir, damage, 2);
break;
case MS_BALL_WATER:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("流れるような身振りをした。", "You gesture fluidly."));
damage = monspell_bluemage_damage((MS_BALL_WATER), plev, DAM_ROLL);
- fire_ball(GF_WATER, dir, damage, 4);
+ fire_ball(caster_ptr, GF_WATER, dir, damage, 4);
break;
case MS_BALL_MANA:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("魔力の嵐の呪文を念じた。", "You invoke a mana storm."));
damage = monspell_bluemage_damage((MS_BALL_MANA), plev, DAM_ROLL);
- fire_ball(GF_MANA, dir, damage, 4);
+ fire_ball(caster_ptr, GF_MANA, dir, damage, 4);
break;
case MS_BALL_DARK:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("暗黒の嵐の呪文を念じた。", "You invoke a darkness storm."));
damage = monspell_bluemage_damage((MS_BALL_DARK), plev, DAM_ROLL);
- fire_ball(GF_DARK, dir, damage, 4);
+ fire_ball(caster_ptr, GF_DARK, dir, damage, 4);
break;
case MS_DRAIN_MANA:
if (!get_aim_dir(&dir)) return FALSE;
damage = monspell_bluemage_damage((MS_DRAIN_MANA), plev, DAM_ROLL);
- fire_ball_hide(GF_DRAIN_MANA, dir, damage, 0);
+ fire_ball_hide(caster_ptr, GF_DRAIN_MANA, dir, damage, 0);
break;
case MS_MIND_BLAST:
if (!get_aim_dir(&dir)) return FALSE;
damage = monspell_bluemage_damage((MS_MIND_BLAST), plev, DAM_ROLL);
- fire_ball_hide(GF_MIND_BLAST, dir, damage, 0);
+ fire_ball_hide(caster_ptr, GF_MIND_BLAST, dir, damage, 0);
break;
case MS_BRAIN_SMASH:
if (!get_aim_dir(&dir)) return FALSE;
damage = monspell_bluemage_damage((MS_BRAIN_SMASH), plev, DAM_ROLL);
- fire_ball_hide(GF_BRAIN_SMASH, dir, damage, 0);
+ fire_ball_hide(caster_ptr, GF_BRAIN_SMASH, dir, damage, 0);
break;
case MS_CAUSE_1:
if (!get_aim_dir(&dir)) return FALSE;
damage = monspell_bluemage_damage((MS_CAUSE_1), plev, DAM_ROLL);
- fire_ball_hide(GF_CAUSE_1, dir, damage, 0);
+ fire_ball_hide(caster_ptr, GF_CAUSE_1, dir, damage, 0);
break;
case MS_CAUSE_2:
if (!get_aim_dir(&dir)) return FALSE;
damage = monspell_bluemage_damage((MS_CAUSE_2), plev, DAM_ROLL);
- fire_ball_hide(GF_CAUSE_2, dir, damage, 0);
+ fire_ball_hide(caster_ptr, GF_CAUSE_2, dir, damage, 0);
break;
case MS_CAUSE_3:
if (!get_aim_dir(&dir)) return FALSE;
damage = monspell_bluemage_damage((MS_CAUSE_3), plev, DAM_ROLL);
- fire_ball_hide(GF_CAUSE_3, dir, damage, 0);
+ fire_ball_hide(caster_ptr, GF_CAUSE_3, dir, damage, 0);
break;
case MS_CAUSE_4:
if (!get_aim_dir(&dir)) return FALSE;
damage = monspell_bluemage_damage((MS_CAUSE_4), plev, DAM_ROLL);
- fire_ball_hide(GF_CAUSE_4, dir, damage, 0);
+ fire_ball_hide(caster_ptr, GF_CAUSE_4, dir, damage, 0);
break;
case MS_BOLT_ACID:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("アシッド・ボルトの呪文を唱えた。", "You cast an acid bolt."));
damage = monspell_bluemage_damage((MS_BOLT_ACID), plev, DAM_ROLL);
- fire_bolt(GF_ACID, dir, damage);
+ fire_bolt(caster_ptr, GF_ACID, dir, damage);
break;
case MS_BOLT_ELEC:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("サンダー・ボルトの呪文を唱えた。", "You cast a lightning bolt."));
damage = monspell_bluemage_damage((MS_BOLT_ELEC), plev, DAM_ROLL);
- fire_bolt(GF_ELEC, dir, damage);
+ fire_bolt(caster_ptr, GF_ELEC, dir, damage);
break;
case MS_BOLT_FIRE:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("ファイア・ボルトの呪文を唱えた。", "You cast a fire bolt."));
damage = monspell_bluemage_damage((MS_BOLT_FIRE), plev, DAM_ROLL);
- fire_bolt(GF_FIRE, dir, damage);
+ fire_bolt(caster_ptr, GF_FIRE, dir, damage);
break;
case MS_BOLT_COLD:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("アイス・ボルトの呪文を唱えた。", "You cast a frost bolt."));
damage = monspell_bluemage_damage((MS_BOLT_COLD), plev, DAM_ROLL);
- fire_bolt(GF_COLD, dir, damage);
+ fire_bolt(caster_ptr, GF_COLD, dir, damage);
break;
case MS_STARBURST:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("スターバーストの呪文を念じた。", "You invoke a starburst."));
damage = monspell_bluemage_damage((MS_STARBURST), plev, DAM_ROLL);
- fire_ball(GF_LITE, dir, damage, 4);
+ fire_ball(caster_ptr, GF_LITE, dir, damage, 4);
break;
case MS_BOLT_NETHER:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("地獄の矢の呪文を唱えた。", "You cast a nether bolt."));
damage = monspell_bluemage_damage((MS_BOLT_NETHER), plev, DAM_ROLL);
- fire_bolt(GF_NETHER, dir, damage);
+ fire_bolt(caster_ptr, GF_NETHER, dir, damage);
break;
case MS_BOLT_WATER:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("ウォーター・ボルトの呪文を唱えた。", "You cast a water bolt."));
damage = monspell_bluemage_damage((MS_BOLT_WATER), plev, DAM_ROLL);
- fire_bolt(GF_WATER, dir, damage);
+ fire_bolt(caster_ptr, GF_WATER, dir, damage);
break;
case MS_BOLT_MANA:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("魔力の矢の呪文を唱えた。", "You cast a mana bolt."));
damage = monspell_bluemage_damage((MS_BOLT_MANA), plev, DAM_ROLL);
- fire_bolt(GF_MANA, dir, damage);
+ fire_bolt(caster_ptr, GF_MANA, dir, damage);
break;
case MS_BOLT_PLASMA:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("プラズマ・ボルトの呪文を唱えた。", "You cast a plasma bolt."));
damage = monspell_bluemage_damage((MS_BOLT_PLASMA), plev, DAM_ROLL);
- fire_bolt(GF_PLASMA, dir, damage);
+ fire_bolt(caster_ptr, GF_PLASMA, dir, damage);
break;
case MS_BOLT_ICE:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("極寒の矢の呪文を唱えた。", "You cast a ice bolt."));
damage = monspell_bluemage_damage((MS_BOLT_ICE), plev, DAM_ROLL);
- fire_bolt(GF_ICE, dir, damage);
+ fire_bolt(caster_ptr, GF_ICE, dir, damage);
break;
case MS_MAGIC_MISSILE:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("マジック・ミサイルの呪文を唱えた。", "You cast a magic missile."));
damage = monspell_bluemage_damage((MS_MAGIC_MISSILE), plev, DAM_ROLL);
- fire_bolt(GF_MISSILE, dir, damage);
+ fire_bolt(caster_ptr, GF_MISSILE, dir, damage);
break;
case MS_SCARE:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("恐ろしげな幻覚を作り出した。", "You cast a fearful illusion."));
- fear_monster(dir, plev+10);
+ fear_monster(caster_ptr, dir, plev+10);
break;
case MS_BLIND:
if (!get_aim_dir(&dir)) return FALSE;
- confuse_monster(dir, plev * 2);
+ confuse_monster(caster_ptr, dir, plev * 2);
break;
case MS_CONF:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("誘惑的な幻覚をつくり出した。", "You cast a mesmerizing illusion."));
- confuse_monster(dir, plev * 2);
+ confuse_monster(caster_ptr, dir, plev * 2);
break;
case MS_SLOW:
if (!get_aim_dir(&dir)) return FALSE;
- slow_monster(dir, plev);
+ slow_monster(caster_ptr, dir, plev);
break;
case MS_SLEEP:
if (!get_aim_dir(&dir)) return FALSE;
- sleep_monster(dir, plev);
+ sleep_monster(caster_ptr, dir, plev);
break;
case MS_SPEED:
- (void)set_fast(p_ptr, randint1(20 + plev) + plev, FALSE);
+ (void)set_fast(caster_ptr, randint1(20 + plev) + plev, FALSE);
break;
case MS_HAND_DOOM:
{
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("<破滅の手>を放った!", "You invoke the Hand of Doom!"));
- fire_ball_hide(GF_HAND_DOOM, dir, plev * 3, 0);
+ fire_ball_hide(caster_ptr, GF_HAND_DOOM, dir, plev * 3, 0);
break;
}
case MS_HEAL:
msg_print(_("自分の傷に念を集中した。", "You concentrate on your wounds!"));
- (void)hp_player(p_ptr, plev*4);
- (void)set_stun(p_ptr, 0);
- (void)set_cut(p_ptr,0);
+ (void)hp_player(caster_ptr, plev*4);
+ (void)set_stun(caster_ptr, 0);
+ (void)set_cut(caster_ptr,0);
break;
case MS_INVULNER:
msg_print(_("無傷の球の呪文を唱えた。", "You cast a Globe of Invulnerability."));
- (void)set_invuln(p_ptr, randint1(4) + 4, FALSE);
+ (void)set_invuln(caster_ptr, randint1(4) + 4, FALSE);
break;
case MS_BLINK:
- teleport_player(10, 0L);
+ teleport_player(caster_ptr, 10, 0L);
break;
case MS_TELEPORT:
- teleport_player(plev * 5, 0L);
+ teleport_player(caster_ptr, plev * 5, 0L);
break;
case MS_WORLD:
- (void)time_walk(p_ptr);
+ (void)time_walk(caster_ptr);
break;
case MS_SPECIAL:
break;
monster_race *r_ptr;
GAME_TEXT m_name[MAX_NLEN];
- if (!target_set(TARGET_KILL)) return FALSE;
- if (!p_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx) break;
- if (!player_has_los_bold(p_ptr, target_row, target_col)) break;
- if (!projectable(p_ptr->current_floor_ptr, p_ptr->y, p_ptr->x, target_row, target_col)) break;
- m_ptr = &p_ptr->current_floor_ptr->m_list[p_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx];
+ if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
+ if (!floor_ptr->grid_array[target_row][target_col].m_idx) break;
+ if (!player_has_los_bold(caster_ptr, target_row, target_col)) break;
+ if (!projectable(floor_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) break;
+ m_ptr = &floor_ptr->m_list[floor_ptr->grid_array[target_row][target_col].m_idx];
r_ptr = &r_info[m_ptr->r_idx];
monster_desc(m_name, m_ptr, 0);
if (r_ptr->flagsr & RFR_RES_TELE)
break;
}
}
+
msg_format(_("%sを引き戻した。", "You command %s to return."), m_name);
- teleport_monster_to(p_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE);
+ teleport_monster_to(caster_ptr, floor_ptr->grid_array[target_row][target_col].m_idx, caster_ptr->y, caster_ptr->x, 100, TELEPORT_PASSIVE);
break;
}
case MS_TELE_AWAY:
if (!get_aim_dir(&dir)) return FALSE;
- (void)fire_beam(GF_AWAY_ALL, dir, 100);
+ (void)fire_beam(caster_ptr, GF_AWAY_ALL, dir, 100);
break;
case MS_TELE_LEVEL:
- return teleport_level_other(p_ptr);
+ return teleport_level_other(caster_ptr);
break;
case MS_PSY_SPEAR:
msg_print(_("光の剣を放った。", "You throw a psycho-spear."));
damage = monspell_bluemage_damage((MS_PSY_SPEAR), plev, DAM_ROLL);
- (void)fire_beam(GF_PSY_SPEAR, dir, damage);
+ (void)fire_beam(caster_ptr, GF_PSY_SPEAR, dir, damage);
break;
case MS_DARKNESS:
msg_print(_("暗闇の中で手を振った。", "You gesture in shadow."));
- (void)unlite_area(10, 3);
+ (void)unlite_area(caster_ptr, 10, 3);
break;
case MS_MAKE_TRAP:
- if (!target_set(TARGET_KILL)) return FALSE;
+ if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
msg_print(_("呪文を唱えて邪悪に微笑んだ。", "You cast a spell and cackle evilly."));
- trap_creation(target_row, target_col);
+ trap_creation(caster_ptr, target_row, target_col);
break;
case MS_FORGET:
msg_print(_("しかし何も起きなかった。", "Nothing happen."));
break;
case MS_RAISE_DEAD:
msg_print(_("死者復活の呪文を唱えた。", "You cast a animate dead."));
- (void)animate_dead(0, p_ptr->y, p_ptr->x);
+ (void)animate_dead(caster_ptr, 0, caster_ptr->y, caster_ptr->x);
break;
case MS_S_KIN:
{
- int k;
-
msg_print(_("援軍を召喚した。", "You summon minions."));
- for (k = 0;k < 1; k++)
+ for (int k = 0;k < 1; k++)
{
- if (summon_kin_player(summon_lev, p_ptr->y, p_ptr->x, (pet ? PM_FORCE_PET : 0L)))
+ if (summon_kin_player(summon_lev, caster_ptr->y, caster_ptr->x, (pet ? PM_FORCE_PET : 0L)))
{
if (!pet) msg_print(_("召喚された仲間は怒っている!", "Summoned fellows are angry!"));
}
no_trump = TRUE;
}
}
+
break;
}
case MS_S_CYBER:
{
- int k;
-
msg_print(_("サイバーデーモンを召喚した!", "You summon a Cyberdemon!"));
- for (k = 0 ;k < 1 ; k++)
- if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_CYBER, p_mode))
+ for (int k = 0; k < 1; k++)
+ {
+ if (summon_specific((pet ? -1 : 0), caster_ptr->y, caster_ptr->x, summon_lev, SUMMON_CYBER, p_mode))
{
- if (!pet)
- 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!"));
+ if (!pet)
+ 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!"));
}
else
{
no_trump = TRUE;
}
+ }
break;
}
case MS_S_MONSTER:
{
- int k;
msg_print(_("仲間を召喚した。", "You summon help."));
- for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, 0, p_mode))
+ for (int k = 0; k < 1; k++)
+ {
+ if (summon_specific((pet ? -1 : 0), caster_ptr->y, caster_ptr->x, summon_lev, 0, p_mode))
{
- if (!pet)
- msg_print(_("召喚されたモンスターは怒っている!", "The summoned monster is angry!"));
+ if (!pet)
+ msg_print(_("召喚されたモンスターは怒っている!", "The summoned monster is angry!"));
}
else
{
no_trump = TRUE;
}
+ }
+
break;
}
case MS_S_MONSTERS:
{
- int k;
msg_print(_("モンスターを召喚した!", "You summon monsters!"));
- for (k = 0;k < plev / 15 + 2; k++)
- if(summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, 0, (p_mode | u_mode)))
+ for (int k = 0; k < plev / 15 + 2; k++)
+ {
+ if (summon_specific((pet ? -1 : 0), caster_ptr->y, caster_ptr->x, summon_lev, 0, (p_mode | u_mode)))
{
- if (!pet)
- msg_print(_("召喚されたモンスターは怒っている!", "The summoned monsters are angry!"));
+ if (!pet)
+ msg_print(_("召喚されたモンスターは怒っている!", "The summoned monsters are angry!"));
}
else
{
no_trump = TRUE;
}
+ }
+
break;
}
case MS_S_ANT:
{
- int k;
msg_print(_("アリを召喚した。", "You summon ants."));
- for (k = 0; k < 1; k++)
- if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_ANT, (PM_ALLOW_GROUP | p_mode)))
- {
- if (!pet)
- msg_print(_("召喚されたアリは怒っている!", "The summoned ants are angry!"));
- }
- else
- {
- no_trump = TRUE;
- }
+ if (summon_specific((pet ? -1 : 0), caster_ptr->y, caster_ptr->x, summon_lev, SUMMON_ANT, (PM_ALLOW_GROUP | p_mode)))
+ {
+ if (!pet)
+ msg_print(_("召喚されたアリは怒っている!", "The summoned ants are angry!"));
+ }
+ else
+ {
+ no_trump = TRUE;
+ }
break;
}
case MS_S_SPIDER:
{
- int k;
msg_print(_("蜘蛛を召喚した。", "You summon spiders."));
- for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_SPIDER, (PM_ALLOW_GROUP | p_mode)))
- {
- if (!pet)
- msg_print(_("召喚された蜘蛛は怒っている!", "Summoned spiders are angry!"));
- }
- else
- {
- no_trump = TRUE;
- }
+ if (summon_specific((pet ? -1 : 0), caster_ptr->y, caster_ptr->x, summon_lev, SUMMON_SPIDER, (PM_ALLOW_GROUP | p_mode)))
+ {
+ if (!pet)
+ msg_print(_("召喚された蜘蛛は怒っている!", "Summoned spiders are angry!"));
+ }
+ else
+ {
+ no_trump = TRUE;
+ }
+
break;
}
case MS_S_HOUND:
{
- int k;
msg_print(_("ハウンドを召喚した。", "You summon hounds."));
- for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HOUND, (PM_ALLOW_GROUP | p_mode)))
- {
- if (!pet)
- msg_print(_("召喚されたハウンドは怒っている!", "Summoned hounds are angry!"));
- }
- else
- {
- no_trump = TRUE;
- }
+ if (summon_specific((pet ? -1 : 0), caster_ptr->y, caster_ptr->x, summon_lev, SUMMON_HOUND, (PM_ALLOW_GROUP | p_mode)))
+ {
+ if (!pet)
+ msg_print(_("召喚されたハウンドは怒っている!", "Summoned hounds are angry!"));
+ }
+ else
+ {
+ no_trump = TRUE;
+ }
+
break;
}
case MS_S_HYDRA:
{
- int k;
msg_print(_("ヒドラを召喚した。", "You summon a hydras."));
- for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HYDRA, (g_mode | p_mode)))
- {
- if (!pet)
- msg_print(_("召喚されたヒドラは怒っている!", "Summoned hydras are angry!"));
- }
- else
- {
- no_trump = TRUE;
- }
+ if (summon_specific((pet ? -1 : 0), caster_ptr->y, caster_ptr->x, summon_lev, SUMMON_HYDRA, (g_mode | p_mode)))
+ {
+ if (!pet)
+ msg_print(_("召喚されたヒドラは怒っている!", "Summoned hydras are angry!"));
+ }
+ else
+ {
+ no_trump = TRUE;
+ }
+
break;
}
case MS_S_ANGEL:
{
- int k;
msg_print(_("天使を召喚した!", "You summon an angel!"));
- for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_ANGEL, (g_mode | p_mode)))
- {
- if (!pet)
- msg_print(_("召喚された天使は怒っている!", "Summoned angels are angry!"));
- }
- else
- {
- no_trump = TRUE;
- }
+ if (summon_specific((pet ? -1 : 0), caster_ptr->y, caster_ptr->x, summon_lev, SUMMON_ANGEL, (g_mode | p_mode)))
+ {
+ if (!pet)
+ msg_print(_("召喚された天使は怒っている!", "Summoned angels are angry!"));
+ }
+ else
+ {
+ no_trump = TRUE;
+ }
+
break;
}
case MS_S_DEMON:
{
- int k;
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!"));
- for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_DEMON, (g_mode | p_mode)))
- {
- if (!pet)
- msg_print(_("召喚されたデーモンは怒っている!", "Summoned demons are angry!"));
- }
- else
- {
- no_trump = TRUE;
- }
+ if (summon_specific((pet ? -1 : 0), caster_ptr->y, caster_ptr->x, summon_lev, SUMMON_DEMON, (g_mode | p_mode)))
+ {
+ if (!pet)
+ msg_print(_("召喚されたデーモンは怒っている!", "Summoned demons are angry!"));
+ }
+ else
+ {
+ no_trump = TRUE;
+ }
+
break;
}
case MS_S_UNDEAD:
{
- int k;
msg_print(_("アンデッドの強敵を召喚した!", "You summon an undead adversary!"));
- for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_UNDEAD, (g_mode | p_mode)))
- {
- if (!pet)
- msg_print(_("召喚されたアンデッドは怒っている!", "Summoned undeads are angry!"));
- }
- else
- {
- no_trump = TRUE;
- }
+ if (summon_specific((pet ? -1 : 0), caster_ptr->y, caster_ptr->x, summon_lev, SUMMON_UNDEAD, (g_mode | p_mode)))
+ {
+ if (!pet)
+ msg_print(_("召喚されたアンデッドは怒っている!", "Summoned undeads are angry!"));
+ }
+ else
+ {
+ no_trump = TRUE;
+ }
+
break;
}
case MS_S_DRAGON:
{
- int k;
msg_print(_("ドラゴンを召喚した!", "You summon a dragon!"));
- for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_DRAGON, (g_mode | p_mode)))
- {
- if (!pet)
- msg_print(_("召喚されたドラゴンは怒っている!", "Summoned dragons are angry!"));
- }
- else
- {
- no_trump = TRUE;
- }
+ if (summon_specific((pet ? -1 : 0), caster_ptr->y, caster_ptr->x, summon_lev, SUMMON_DRAGON, (g_mode | p_mode)))
+ {
+ if (!pet)
+ msg_print(_("召喚されたドラゴンは怒っている!", "Summoned dragons are angry!"));
+ }
+ else
+ {
+ no_trump = TRUE;
+ }
+
break;
}
case MS_S_HI_UNDEAD:
{
- int k;
msg_print(_("強力なアンデッドを召喚した!", "You summon a greater undead!"));
- for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | u_mode)))
- {
- if (!pet)
- 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!"));
- }
- else
- {
- no_trump = TRUE;
- }
+ if (summon_specific((pet ? -1 : 0), caster_ptr->y, caster_ptr->x, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | u_mode)))
+ {
+ if (!pet)
+ 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!"));
+ }
+ else
+ {
+ no_trump = TRUE;
+ }
+
break;
}
case MS_S_HI_DRAGON:
{
- int k;
- msg_print(_("古代ドラゴンを召喚した!", "You summon an ancient dragon!"));
- for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HI_DRAGON, (g_mode | p_mode | u_mode)))
- {
- if (!pet)
- msg_print(_("召喚された古代ドラゴンは怒っている!", "Summoned ancient dragons are angry!"));
- }
- else
- {
- no_trump = TRUE;
- }
+ msg_print(_("古代ドラゴンを召喚した!", "You summon an ancient dragon!"));
+ if (summon_specific((pet ? -1 : 0), caster_ptr->y, caster_ptr->x, summon_lev, SUMMON_HI_DRAGON, (g_mode | p_mode | u_mode)))
+ {
+ if (!pet)
+ msg_print(_("召喚された古代ドラゴンは怒っている!", "Summoned ancient dragons are angry!"));
+ }
+ else
+ {
+ no_trump = TRUE;
+ }
+
break;
}
case MS_S_AMBERITE:
{
- int k;
msg_print(_("アンバーの王族を召喚した!", "You summon a Lord of Amber!"));
- for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_AMBERITES, (g_mode | p_mode | u_mode)))
- {
- if (!pet)
- 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!"));
- }
- else
- {
- no_trump = TRUE;
- }
+ if (summon_specific((pet ? -1 : 0), caster_ptr->y, caster_ptr->x, summon_lev, SUMMON_AMBERITES, (g_mode | p_mode | u_mode)))
+ {
+ if (!pet)
+ 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!"));
+ }
+ else
+ {
+ no_trump = TRUE;
+ }
break;
}
case MS_S_UNIQUE:
{
int k, count = 0;
msg_print(_("特別な強敵を召喚した!", "You summon a special opponent!"));
- for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_UNIQUE, (g_mode | p_mode | PM_ALLOW_UNIQUE)))
+ for (k = 0; k < 1; k++)
+ {
+ if (summon_specific((pet ? -1 : 0), caster_ptr->y, caster_ptr->x, summon_lev, SUMMON_UNIQUE, (g_mode | p_mode | PM_ALLOW_UNIQUE)))
{
count++;
if (!pet)
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!"));
}
- for (k = count;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | PM_ALLOW_UNIQUE)))
+ }
+
+ for (k = count; k < 1; k++)
+ {
+ if (summon_specific((pet ? -1 : 0), caster_ptr->y, caster_ptr->x, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | PM_ALLOW_UNIQUE)))
{
count++;
if (!pet)
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!"));
}
+ }
+
if (!count)
{
no_trump = TRUE;
}
+
break;
}
default:
msg_print("hoge?");
}
+
if (no_trump)
{
msg_print(_("何も現れなかった。", "No one have appeared."));
return TRUE;
}
+
/*!
* @brief 青魔法コマンドのメインルーチン /
* do_cmd_cast calls this function if the player's class is 'Blue-Mage'.
* @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
*/
-bool do_cmd_cast_learned(void)
+bool do_cmd_cast_learned(player_type *caster_ptr)
{
SPELL_IDX n = 0;
PERCENTAGE chance;
PERCENTAGE minfail = 0;
- PLAYER_LEVEL plev = p_ptr->lev;
+ PLAYER_LEVEL plev = caster_ptr->lev;
monster_power spell;
bool cast;
MANA_POINT need_mana;
- if (cmd_limit_confused(p_ptr)) return FALSE;
+ if (cmd_limit_confused(caster_ptr)) return FALSE;
- if (!get_learned_power(&n)) return FALSE;
+ if (!get_learned_power(caster_ptr, &n)) return FALSE;
spell = monster_powers[n];
- need_mana = mod_need_mana(spell.smana, 0, REALM_NONE);
+ need_mana = mod_need_mana(caster_ptr, spell.smana, 0, REALM_NONE);
/* Verify "dangerous" spells */
- if (need_mana > p_ptr->csp)
+ if (need_mana > caster_ptr->csp)
{
/* Warning */
msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
else chance += (spell.level - plev);
/* Reduce failure rate by INT/WIS adjustment */
- chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[A_INT]] - 1);
+ chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[A_INT]] - 1);
- chance = mod_spell_chance_1(chance);
+ chance = mod_spell_chance_1(caster_ptr, chance);
/* Not enough mana to cast */
- if (need_mana > p_ptr->csp)
+ if (need_mana > caster_ptr->csp)
{
- chance += 5 * (need_mana - p_ptr->csp);
+ chance += 5 * (need_mana - caster_ptr->csp);
}
/* Extract the minimum failure rate */
- minfail = adj_mag_fail[p_ptr->stat_ind[A_INT]];
+ minfail = adj_mag_fail[caster_ptr->stat_ind[A_INT]];
/* Minimum failure rate */
if (chance < minfail) chance = minfail;
/* Stunning makes spells harder */
- if (p_ptr->stun > 50) chance += 25;
- else if (p_ptr->stun) chance += 15;
+ if (caster_ptr->stun > 50) chance += 25;
+ else if (caster_ptr->stun) chance += 15;
/* Always a 5 percent chance of working */
if (chance > 95) chance = 95;
- chance = mod_spell_chance_2(chance);
+ chance = mod_spell_chance_2(caster_ptr, chance);
/* Failed spell */
if (randint0(100) < chance)
sound(SOUND_FAIL);
if (n >= MS_S_KIN)
- cast = cast_learned_spell(n, FALSE);
+ cast = cast_learned_spell(caster_ptr, n, FALSE);
}
else
{
sound(SOUND_ZAP);
- cast = cast_learned_spell(n, TRUE);
+ cast = cast_learned_spell(caster_ptr, n, TRUE);
if (!cast) return FALSE;
}
/* Sufficient mana */
- if (need_mana <= p_ptr->csp)
+ if (need_mana <= caster_ptr->csp)
{
/* Use some mana */
- p_ptr->csp -= need_mana;
+ caster_ptr->csp -= need_mana;
}
else
{
int oops = need_mana;
/* No mana left */
- p_ptr->csp = 0;
- p_ptr->csp_frac = 0;
+ caster_ptr->csp = 0;
+ caster_ptr->csp_frac = 0;
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!"));
/* Hack -- Bypass free action */
- (void)set_paralyzed(p_ptr, p_ptr->paralyzed + randint1(5 * oops + 1));
+ (void)set_paralyzed(caster_ptr, caster_ptr->paralyzed + randint1(5 * oops + 1));
- chg_virtue(p_ptr, V_KNOWLEDGE, -10);
+ chg_virtue(caster_ptr, V_KNOWLEDGE, -10);
/* Damage CON (possibly permanently) */
if (randint0(100) < 50)
msg_print(_("体を悪くしてしまった!", "You have damaged your health!"));
/* Reduce constitution */
- (void)dec_stat(p_ptr, A_CON, 15 + randint1(10), perm);
+ (void)dec_stat(caster_ptr, A_CON, 15 + randint1(10), perm);
}
}
- take_turn(p_ptr, 100);
+ take_turn(caster_ptr, 100);
- p_ptr->redraw |= (PR_MANA);
- p_ptr->window |= (PW_PLAYER | PW_SPELL);
+ caster_ptr->redraw |= (PR_MANA);
+ caster_ptr->window |= (PW_PLAYER | PW_SPELL);
return TRUE;
}
+
/*!
* @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
* @param monspell ラーニングを試みるモンスター攻撃のID
* @return なし
*/
-void learn_spell(int monspell)
+void learn_spell(player_type *learner_ptr, int monspell)
{
- if (p_ptr->action != ACTION_LEARN) return;
+ if (learner_ptr->action != ACTION_LEARN) return;
if (monspell < 0) return;
- 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 (randint1(p_ptr->lev + 70) > monster_powers[monspell].level + 40)
+ if (learner_ptr->magic_num2[monspell]) return;
+ if (learner_ptr->confused || learner_ptr->blind || learner_ptr->image || learner_ptr->stun || learner_ptr->paralyzed) return;
+ if (randint1(learner_ptr->lev + 70) > monster_powers[monspell].level + 40)
{
- p_ptr->magic_num2[monspell] = 1;
+ learner_ptr->magic_num2[monspell] = 1;
msg_format(_("%sを学習した!", "You have learned %s!"), monster_powers[monspell].name);
- gain_exp(p_ptr, monster_powers[monspell].level * monster_powers[monspell].smana);
+ gain_exp(learner_ptr, monster_powers[monspell].level * monster_powers[monspell].smana);
sound(SOUND_STUDY);
- p_ptr->new_mane = TRUE;
- p_ptr->redraw |= (PR_STATE);
+ learner_ptr->new_mane = TRUE;
+ learner_ptr->redraw |= (PR_STATE);
}
}
*f6 = RF6_ATTACK_MASK & ~(RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_INDIRECT_MASK);
break;
}
-
- return;
}