*/
#include "angband.h"
+#include "core.h"
+#include "util.h"
+
+#include "floor.h"
+#include "grid.h"
#include "spells-summon.h"
-#include "projection.h"
#include "avatar.h"
#include "spells-status.h"
#include "cmd-spell.h"
+#include "player-status.h"
+#include "monster-spell.h"
+#include "monster-status.h"
+#include "spells.h"
+#include "cmd-basic.h"
+#include "player-effects.h"
+#include "targeting.h"
+#include "view-mainwindow.h"
+
+ /*!
+ * @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;
+}
-#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 青魔法テーブル
+ * @details
+ * level, smana, %fail, manedam, %manefail, use_stat, name
+ */
+const monster_power monster_powers[MAX_MONSPELLS] =
+{
+#ifdef JP
+{ 1, 1, 10, 0, 15, A_CON, "叫ぶ"},
+{ 10, 4, 35, 89, 40, A_INT, "何か"},
+{ 40, 35, 85, 0, 40, A_INT, "魔力消去"},
+{ 35, 30, 80, 800, 70, A_STR, "ロケット"},
+{ 5, 1, 20, 18, 15, A_DEX, "射撃"},
+{ 10, 4, 35, 89, 40, A_INT, "何か"},
+{ 10, 4, 35, 89, 40, A_INT, "何か"},
+{ 10, 4, 35, 89, 40, A_INT, "何か"},
+{ 20, 15, 55, 1600, 95, A_CON, "酸のブレス"},
+{ 20, 15, 55, 1600, 95, A_CON, "電撃のブレス"},
+{ 20, 15, 55, 1600, 95, A_CON, "炎のブレス"},
+{ 20, 15, 55, 1600, 95, A_CON, "冷気のブレス"},
+{ 20, 15, 55, 800, 95, A_CON, "毒のブレス"},
+{ 20, 15, 70, 550, 95, A_CON, "地獄のブレス"},
+{ 20, 16, 70, 400, 95, A_CON, "閃光のブレス"},
+{ 20, 16, 70, 400, 95, A_CON, "暗黒のブレス"},
+{ 20, 20, 70, 450, 95, A_CON, "混乱のブレス"},
+{ 20, 20, 70, 450, 95, A_CON, "轟音のブレス"},
+{ 20, 20, 70, 600, 95, A_CON, "カオスのブレス"},
+{ 20, 16, 70, 500, 95, A_CON, "劣化のブレス"},
+{ 30, 25, 80, 250, 95, A_CON, "因果混乱のブレス"},
+{ 35, 18, 80, 150, 95, A_CON, "時間逆転のブレス"},
+{ 30, 25, 80, 200, 95, A_CON, "遅鈍のブレス"},
+{ 30, 28, 90, 200, 95, A_CON, "重力のブレス"},
+{ 20, 15, 70, 500, 95, A_CON, "破片のブレス"},
+{ 35, 15, 80, 150, 95, A_CON, "プラズマのブレス"},
+{ 30, 18, 70, 200, 95, A_CON, "フォースのブレス"},
+{ 30, 28, 80, 250, 95, A_CON, "魔力のブレス"},
+{ 25, 20, 95, 320, 80, A_INT, "放射能球"},
+{ 25, 15, 70, 800, 95, A_CON, "放射性廃棄物のブレス"},
+{ 30, 32, 85, 400, 80, A_INT, "純ログルス"},
+{ 35, 40, 95, 150, 95, A_CON, "分解のブレス"},
+{ 18, 13, 55, 630, 80, A_INT, "アシッド・ボール"},
+{ 14, 10, 45, 316, 60, A_INT, "サンダー・ボール"},
+{ 20, 14, 60, 720, 80, A_INT, "ファイア・ボール"},
+{ 15, 11, 50, 320, 60, A_INT, "アイス・ボール"},
+{ 5, 3, 40, 48, 20, A_INT, "悪臭雲"},
+{ 25, 18, 70, 350, 80, A_INT, "地獄球"},
+{ 30, 22, 75, 350, 80, A_INT, "ウォーター・ボール"},
+{ 44, 45, 85, 550, 95, A_INT, "魔力の嵐"},
+{ 40, 42, 90, 550, 95, A_INT, "暗黒の嵐"},
+{ 10, 5, 50, 0, 25, A_INT, "魔力吸収"},
+{ 25, 10, 60, 0, 30, A_INT, "精神攻撃"},
+{ 30, 14, 65, 0, 30, A_INT, "脳攻撃"},
+{ 3, 1, 25, 24, 20, A_INT, "軽傷"},
+{ 12, 2, 35, 64, 25, A_INT, "重傷"},
+{ 22, 6, 50, 150, 30, A_INT, "致命傷"},
+{ 32, 10, 70, 225, 35, A_INT, "秘孔を突く"},
+{ 13, 7, 40, 178, 40, A_INT, "アシッド・ボルト"},
+{ 10, 5, 35, 130, 35, A_INT, "サンダー・ボルト"},
+{ 15, 9, 50, 210, 45, A_INT, "ファイア・ボルト"},
+{ 12, 6, 35, 162, 40, A_INT, "アイス・ボルト"},
+{ 40, 42, 90, 550, 95, A_INT, "スター・バースト"},
+{ 25, 17, 60, 255, 60, A_INT, "地獄の矢"},
+{ 25, 20, 65, 250, 60, A_INT, "ウォーター・ボルト"},
+{ 25, 24, 90, 400, 80, A_INT, "魔力の矢"},
+{ 25, 20, 80, 216, 60, A_INT, "プラズマ・ボルト"},
+{ 25, 16, 60, 186, 60, A_INT, "極寒の矢"},
+{ 3, 1, 25, 12, 20, A_INT, "マジック・ミサイル"},
+{ 5, 3, 35, 0, 20, A_INT, "恐慌"},
+{ 10, 5, 40, 0, 20, A_INT, "盲目"},
+{ 10, 5, 40, 0, 20, A_INT, "パニック・モンスター"},
+{ 10, 5, 40, 0, 20, A_INT, "スロウ・モンスター"},
+{ 10, 5, 40, 0, 20, A_INT, "スリープ・モンスター"},
+{ 20, 10, 70, 0, 40, A_INT, "スピード"},
+{ 45, 120, 95, 0, 60, A_INT, "破滅の手"},
+{ 20, 15, 70, 0, 20, A_WIS, "体力回復"},
+{ 45, 65, 80, 0, 60, A_INT, "無傷の球"},
+{ 5, 1, 30, 0, 20, A_INT, "ショート・テレポート"},
+{ 15, 8, 40, 0, 30, A_INT, "テレポート"},
+{ 40, 999, 99, 0, 80, A_INT, "ザ・ワールド"},
+{ 1, 0, 0, 0, 15, A_INT, "何か"},
+{ 15, 8, 50, 0, 30, A_INT, "引きよせる"},
+{ 20, 13, 80, 0, 30, A_INT, "テレポート・アウェイ"},
+{ 30, 40, 95, 0, 40, A_INT, "テレポート・レベル"},
+{ 35, 30, 80, 350, 70, A_INT, "光の剣"},
+{ 5, 1, 20, 0, 15, A_INT, "暗闇"},
+{ 5, 1, 20, 0, 15, A_DEX, "トラップ創造"},
+{ 15, 3, 40, 0, 30, A_INT, "記憶喪失"},
+{ 30, 30, 70, 0, 40, A_INT, "死者復活"},
+{ 40, 70, 85, 0, 45, A_INT, "援軍を呼ぶ"},
+{ 45, 90, 90, 0, 50, A_INT, "サイバーデーモンの召喚"},
+{ 25, 20, 65, 0, 30, A_INT, "モンスターの召喚"},
+{ 35, 30, 75, 0, 40, A_INT, "複数のモンスターの召喚"},
+{ 25, 25, 65, 0, 25, A_INT, "アリの召喚"},
+{ 25, 20, 60, 0, 25, A_INT, "蜘蛛の召喚"},
+{ 35, 26, 75, 0, 40, A_INT, "ハウンドの召喚"},
+{ 30, 23, 70, 0, 35, A_INT, "ヒドラの召喚"},
+{ 40, 50, 85, 0, 40, A_INT, "天使の召喚"},
+{ 35, 50, 80, 0, 35, A_INT, "デーモンの召喚"},
+{ 30, 30, 75, 0, 35, A_INT, "アンデッドの召喚"},
+{ 39, 70, 80, 0, 40, A_INT, "ドラゴンの召喚"},
+{ 43, 85, 85, 0, 45, A_INT, "上級アンデッドの召喚"},
+{ 46, 90, 85, 0, 45, A_INT, "古代ドラゴンの召喚"},
+{ 48, 120, 90, 0, 50, A_INT, "アンバーの王族の召喚"},
+{ 50, 150, 95, 0, 50, A_INT, "ユニークモンスターの召喚"},
+#else
+{ 1, 1, 10, 0, 15, A_CON, "shriek"},
+{ 10, 4, 35, 89, 40, A_INT, "something"},
+{ 40, 35, 85, 0, 40, A_INT, "dispel-magic"},
+{ 35, 30, 80, 800, 70, A_STR, "rocket"},
+{ 2, 1, 15, 10, 15, A_DEX, "arrow"},
+{ 5, 2, 20, 18, 20, A_DEX, "arrows"},
+{ 12, 3, 25, 30, 25, A_DEX, "missile"},
+{ 16, 4, 30, 42, 30, A_DEX, "missiles"},
+{ 20, 15, 55, 1600, 95, A_CON, "breath acid"},
+{ 20, 15, 55, 1600, 95, A_CON, "breath lightning"},
+{ 20, 15, 55, 1600, 95, A_CON, "breath fire"},
+{ 20, 15, 55, 1600, 95, A_CON, "breath cold"},
+{ 20, 15, 55, 800, 95, A_CON, "breath poison"},
+{ 20, 15, 70, 550, 95, A_CON, "breath nether"},
+{ 20, 16, 70, 400, 95, A_CON, "breath light"},
+{ 20, 16, 70, 400, 95, A_CON, "breath dark"},
+{ 20, 20, 70, 450, 95, A_CON, "breath confusion"},
+{ 20, 20, 70, 450, 95, A_CON, "breath sound"},
+{ 20, 20, 70, 600, 95, A_CON, "breath chaos"},
+{ 20, 16, 70, 500, 95, A_CON, "breath disenchantment"},
+{ 30, 25, 80, 250, 95, A_CON, "breath nexus"},
+{ 35, 18, 80, 150, 95, A_CON, "breath time"},
+{ 30, 25, 80, 200, 95, A_CON, "breath inertia"},
+{ 30, 28, 90, 200, 95, A_CON, "breath gravity"},
+{ 20, 15, 70, 500, 95, A_CON, "breath shards"},
+{ 35, 15, 80, 150, 95, A_CON, "breath plasma"},
+{ 30, 18, 70, 200, 95, A_CON, "breath force"},
+{ 30, 28, 80, 250, 95, A_CON, "breath mana"},
+{ 25, 20, 95, 320, 80, A_INT, "nuke ball"},
+{ 25, 15, 70, 800, 95, A_CON, "breath nuke"},
+{ 30, 32, 85, 400, 80, A_INT, "raw Logrus"},
+{ 35, 40, 95, 150, 95, A_CON, "breath disintegrate"},
+{ 18, 13, 55, 630, 80, A_INT, "acid ball"},
+{ 14, 10, 45, 316, 60, A_INT, "lightning ball"},
+{ 20, 14, 60, 720, 80, A_INT, "fire ball"},
+{ 15, 11, 50, 320, 60, A_INT, "frost ball"},
+{ 5, 3, 40, 48, 20, A_INT, "stinking cloud"},
+{ 25, 18, 70, 350, 80, A_INT, "nether ball"},
+{ 30, 22, 75, 350, 80, A_INT, "water ball"},
+{ 44, 45, 85, 550, 95, A_INT, "mana storm"},
+{ 40, 42, 90, 550, 95, A_INT, "darkness storm"},
+{ 10, 5, 50, 0, 25, A_INT, "drain mana"},
+{ 25, 10, 60, 0, 30, A_INT, "mind blast"},
+{ 30, 14, 65, 0, 30, A_INT, "brain smash"},
+{ 3, 1, 25, 24, 20, A_INT, "cause light wounds"},
+{ 12, 2, 35, 64, 25, A_INT, "cause serious wounds"},
+{ 22, 6, 50, 150, 30, A_INT, "cause critical wounds"},
+{ 32, 10, 70, 225, 35, A_INT, "cause mortal wounds"},
+{ 13, 7, 40, 178, 40, A_INT, "acid bolt"},
+{ 10, 5, 35, 130, 35, A_INT, "lightning bolt"},
+{ 15, 9, 50, 210, 45, A_INT, "fire bolt"},
+{ 12, 6, 35, 162, 40, A_INT, "frost bolt"},
+{ 40, 42, 90, 550, 95, A_INT, "starburst"},
+{ 25, 17, 60, 255, 60, A_INT, "nether bolt"},
+{ 25, 20, 65, 250, 60, A_INT, "water bolt"},
+{ 25, 24, 90, 400, 80, A_INT, "mana bolt"},
+{ 25, 20, 80, 216, 60, A_INT, "plasma bolt"},
+{ 25, 16, 60, 186, 60, A_INT, "ice bolt"},
+{ 3, 1, 25, 12, 20, A_INT, "magic missile"},
+{ 5, 3, 35, 0, 20, A_INT, "scare"},
+{ 10, 5, 40, 0, 20, A_INT, "blind"},
+{ 10, 5, 40, 0, 20, A_INT, "confuse"},
+{ 10, 5, 40, 0, 20, A_INT, "slow"},
+{ 10, 5, 40, 0, 20, A_INT, "sleep"},
+{ 20, 10, 70, 0, 40, A_INT, "speed"},
+{ 45, 120, 95, 0, 60, A_INT, "the Hand of Doom"},
+{ 20, 15, 70, 0, 20, A_WIS, "heal-self"},
+{ 45, 65, 80, 0, 60, A_INT, "make invulnerable"},
+{ 5, 1, 30, 0, 20, A_INT, "blink-self"},
+{ 15, 8, 40, 0, 30, A_INT, "teleport-self"},
+{ 40, 999, 99, 0, 80, A_INT, "The world"},
+{ 1, 0, 0, 0, 15, A_INT, "something"},
+{ 15, 8, 50, 0, 30, A_INT, "teleport to"},
+{ 20, 13, 80, 0, 30, A_INT, "teleport away"},
+{ 30, 40, 95, 0, 40, A_INT, "teleport level"},
+{ 35, 30, 80, 350, 70, A_INT, "psycho-spear"},
+{ 5, 1, 20, 0, 15, A_INT, "create darkness"},
+{ 5, 1, 20, 0, 15, A_DEX, "create traps"},
+{ 15, 3, 40, 0, 30, A_INT, "cause amnesia"},
+{ 30, 30, 70, 0, 40, A_INT, "raise dead"},
+{ 40, 70, 85, 0, 45, A_INT, "summon aid"},
+{ 45, 90, 90, 0, 50, A_INT, "summon Cyberdemons"},
+{ 25, 20, 65, 0, 30, A_INT, "summon a monster"},
+{ 35, 30, 75, 0, 40, A_INT, "summon monsters"},
+{ 25, 25, 65, 0, 25, A_INT, "summon ants"},
+{ 25, 20, 60, 0, 25, A_INT, "summon spiders"},
+{ 35, 26, 75, 0, 40, A_INT, "summon hounds"},
+{ 30, 23, 70, 0, 35, A_INT, "summon hydras"},
+{ 40, 50, 85, 0, 40, A_INT, "summon an angel"},
+{ 35, 50, 80, 0, 35, A_INT, "summon a daemon"},
+{ 30, 30, 75, 0, 35, A_INT, "summon an undead"},
+{ 39, 70, 80, 0, 40, A_INT, "summon a dragon"},
+{ 43, 85, 85, 0, 45, A_INT, "summon Greater Undead"},
+{ 46, 90, 85, 0, 45, A_INT, "summon Ancient Dragon"},
+{ 48, 120, 90, 0, 50, A_INT, "summon Lords of Amber"},
+{ 50, 150, 95, 0, 50, A_INT, "summon Unique Monsters"},
+#endif
+
+};
+
+
+/*!
+ * @brief モンスター魔法名テーブル
+ */
+const concptr monster_powers_short[MAX_MONSPELLS] = {
+#ifdef JP
+
+ "叫ぶ", "何か", "魔力消去", "ロケット", "射撃", "何か", "何か", "何か",
+ "酸", "電撃", "火炎", "冷気", "毒", "地獄", "閃光", "暗黒",
+ "混乱", "轟音", "カオス", "劣化", "因果混乱", "時間逆転", "遅鈍", "重力",
+ "破片", "プラズマ", "フォース", "魔力", "放射能球", "放射性廃棄物", "純ログルス", "分解",
+
+ "酸", "電撃", "火炎", "冷気", "悪臭雲", "地獄球", "ウォーター", "魔力の嵐",
+ "暗黒の嵐", "魔力吸収", "精神攻撃", "脳攻撃", "軽傷", "重傷", "致命傷", "秘孔を突く",
+ "酸", "電撃", "火炎", "冷気", "スターバースト", "地獄の矢", "ウォーター", "魔力の矢",
+ "プラズマ", "極寒", "マジックミサイル", "恐慌", "盲目", "混乱", "減速", "睡眠",
+
+ "加速", "破滅の手", "体力回復", "無傷の球", "ショートテレポート", "テレポート", "時を止める", "何か",
+ "引きよせる", "テレポートアウェイ", "テレポートレベル", "光の剣", "暗闇", "トラップ創造", "記憶喪失", "死者復活",
+ "援軍", "サイバーデーモン", "モンスター", "複数のモンスター", "蟻", "蜘蛛", "ハウンド", "ヒドラ",
+ "天使", "悪魔", "アンデッド", "ドラゴン", "上級アンデッド", "古代ドラゴン", "アンバーの王族", "ユニーク"
+
+#else
+
+ "Shriek", "Something", "Dispel-magic", "Rocket", "Arrow", "Arrows", "Missile", "Missiles",
+ "Acid", "Lightning", "Fire", "Cold", "Poison", "Nether", "Light", "Dark",
+ "Confusion", "Sound", "Chaos", "Disenchantment", "Nexus", "Time", "Inertia", "Gravity",
+ "Shards", "Plasma", "Force", "Mana", "Nuke", "Nuke", "Logrus", "Disintergrate",
+
+ "Acid", "Lightning", "Fire", "Frost", "Stinking Cloud", "Nether", "Water", "Mana storm",
+ "Darkness storm", "Drain mana", "Mind blast", "Brain smash", "Cause Light Wound", "Cause Serious Wound", "Cause Critical Wound", "Cause Mortal Wound",
+ "Acid", "Lightning", "Fire", "Frost", "Starburst", "Nether", "Water", "Mana",
+ "Plasm", "Ice", "Magic missile", "Scare", "Blind", "Confuse", "Slow", "Sleep",
+
+ "Speed", "Hand of doom", "Heal-self", "Invulnerable", "Blink", "Teleport", "The world", "Something",
+ "Teleport to", "Teleport away", "Teleport level", "Psycho-spear", "Create darkness", "Create traps", "Amnesia", "Raise dead",
+ "Aid", "Cyberdeamons", "A monster", "Monsters", "Ants", "Spiders", "Hounds", "Hydras",
+ "Angel", "Daemon", "Undead", "Dragon", "Greater Undead", "Ancient Dragon", "Lords of Amber", "Unique monsters"
+
+#endif
+};
/*!
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, "");
case MS_BALL_MANA:
case MS_BALL_DARK:
case MS_STARBURST:
- set_bluemage_damage((power), plev, s_dam, p); break;
+ set_bluemage_damage((power), plev, KWD_DAM, p); break;
case MS_DISPEL:
break;
case MS_ROCKET:
case MS_BALL_POIS:
case MS_BALL_NETHER:
case MS_BALL_WATER:
- set_bluemage_damage((power), plev, s_dam, p); break;
+ set_bluemage_damage((power), plev, KWD_DAM, p); break;
case MS_DRAIN_MANA:
- set_bluemage_damage((power), plev, s_heal, p); break;
+ set_bluemage_damage((power), plev, KWD_HEAL, p); break;
case MS_MIND_BLAST:
case MS_BRAIN_SMASH:
case MS_CAUSE_1:
case MS_BOLT_PLASMA:
case MS_BOLT_ICE:
case MS_MAGIC_MISSILE:
- set_bluemage_damage((power), plev, s_dam, p); break;
+ set_bluemage_damage((power), plev, KWD_DAM, p); break;
case MS_SPEED:
- sprintf(p, " %sd%d+%d", s_dur, 20+plev, plev);
+ sprintf(p, " %sd%d+%d", KWD_DURATION, 20+plev, plev);
break;
case MS_HEAL:
- set_bluemage_damage((power), plev, s_heal, p); break;
+ set_bluemage_damage((power), plev, KWD_HEAL, p); break;
case MS_INVULNER:
- sprintf(p, " %sd7+7", s_dur);
+ sprintf(p, " %sd7+7", KWD_DURATION);
break;
case MS_BLINK:
- sprintf(p, " %s10", s_range);
+ sprintf(p, " %s10", KWD_SPHERE);
break;
case MS_TELEPORT:
- sprintf(p, " %s%d", s_range, plev * 5);
+ sprintf(p, " %s%d", KWD_SPHERE, plev * 5);
break;
case MS_PSY_SPEAR:
- set_bluemage_damage((power), plev, s_dam, p); break;
+ set_bluemage_damage((power), plev, KWD_DAM, p); break;
break;
case MS_RAISE_DEAD:
- sprintf(p, " %s5", s_range);
+ sprintf(p, " %s5", KWD_SPHERE);
break;
default:
break;
/*!
* @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];
/* Assume cancelled */
*sn = (-1);
- /* Nothing chosen yet */
flag = FALSE;
-
- /* No redraw yet */
redraw = FALSE;
/* Get the spell, if available */
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) */
if (use_menu) screen_save();
- /* Get a spell from the user */
-
choice= (always_show_list || use_menu) ? ESCAPE:1 ;
while (!flag)
{
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;
}
if (!redraw || use_menu)
{
char psi_desc[80];
-
- /* Show list */
redraw = TRUE;
if (!use_menu) screen_save();
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 = cave[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(target_row, target_col)) break;
- if (!projectable(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(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(plev*4);
- (void)set_stun(0);
- (void)set_cut(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(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 (!cave[target_row][target_col].m_idx) break;
- if (!player_has_los_bold(target_row, target_col)) break;
- if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
- m_ptr = &m_list[cave[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(cave[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:
- {
- MONSTER_IDX target_m_idx;
- monster_type *m_ptr;
- monster_race *r_ptr;
- GAME_TEXT m_name[MAX_NLEN];
- if (!target_set(TARGET_KILL)) return FALSE;
- 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(p_ptr->y, p_ptr->x, 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);
- msg_format(_("%^sの足を指さした。", "You gesture at %^s's feet."), m_name);
-
- 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)))
- {
- msg_format(_("しかし効果がなかった!", "%^s is unaffected!"), m_name);
- }
- else teleport_level(target_m_idx);
+ case MS_TELE_LEVEL:
+ return teleport_level_other(caster_ptr);
break;
- }
+
case MS_PSY_SPEAR:
if (!get_aim_dir(&dir)) return FALSE;
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, '\0'))
+ 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, '\0'))
+ 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), '\0'))
+ 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), '\0'))
- {
- 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), '\0'))
- {
- 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), '\0'))
- {
- 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), '\0'))
- {
- 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), '\0'))
- {
- 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), '\0'))
- {
- 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), '\0'))
- {
- 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), '\0'))
- {
- 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), '\0'))
- {
- 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), '\0'))
- {
- 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), '\0'))
- {
- 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), '\0'))
+ 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), '\0'))
+ }
+
+ 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(caster_ptr)) return FALSE;
- /* not if confused */
- if (p_ptr->confused)
- {
- msg_print(_("混乱していて唱えられない!", "You are too confused!"));
- return TRUE;
- }
-
- /* get power */
- 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 the spell */
- cast = cast_learned_spell(n, FALSE);
+ cast = cast_learned_spell(caster_ptr, n, FALSE);
}
else
{
sound(SOUND_ZAP);
-
- /* Cast the spell */
- 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->paralyzed + randint1(5 * oops + 1));
+ (void)set_paralyzed(caster_ptr, caster_ptr->paralyzed + randint1(5 * oops + 1));
- chg_virtue(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(A_CON, 15 + randint1(10), perm);
+ (void)dec_stat(caster_ptr, A_CON, 15 + randint1(10), perm);
}
}
- p_ptr->energy_use = 100;
+ take_turn(caster_ptr, 100);
- p_ptr->redraw |= (PR_MANA);
- p_ptr->window |= (PW_PLAYER);
- p_ptr->window |= (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 (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 (randint1(p_ptr->lev + 70) > monster_powers[monspell].level + 40)
+ if (learner_ptr->action != ACTION_LEARN) return;
+ if (monspell < 0) return;
+ 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(monster_powers[monspell].level * monster_powers[monspell].smana);
+ gain_exp(learner_ptr, monster_powers[monspell].level * monster_powers[monspell].smana);
sound(SOUND_STUDY);
- 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;
}