* @author Habu
*/
-
#include "angband.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
#include "floor.h"
#include "grid.h"
#include "player-class.h"
#include "player-personality.h"
#include "player-damage.h"
-#include "realm-hex.h"
+#include "realm/realm-hex.h"
#include "player-move.h"
#include "monster-spell.h"
#include "monster-status.h"
#include "melee.h"
#include "player-effects.h"
#include "world.h"
-#include "view-mainwindow.h"
-
-
-/*!
-* @brief モンスター2体がプレイヤーの近くに居るかの判定 /
-* @param floor_ptr 現在フロアへの参照ポインタ
-* @param m_idx モンスターID一体目
-* @param t_idx モンスターID二体目
-* @return モンスター2体のどちらかがプレイヤーの近くに居ればTRUE、どちらも遠ければFALSEを返す。
-*/
+#include "view/display-main-window.h"
+
+ /*!
+ * @brief モンスター2体がプレイヤーの近くに居るかの判定 /
+ * @param floor_ptr 現在フロアへの参照ポインタ
+ * @param m_idx モンスターID一体目
+ * @param t_idx モンスターID二体目
+ * @return モンスター2体のどちらかがプレイヤーの近くに居ればTRUE、どちらも遠ければFALSEを返す。
+ */
bool monster_near_player(floor_type *floor_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx)
{
- monster_type *m_ptr = &floor_ptr->m_list[m_idx];
- monster_type *t_ptr = &floor_ptr->m_list[t_idx];
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
+ monster_type *t_ptr = &floor_ptr->m_list[t_idx];
return (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
}
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
- monster_name(m_idx, m_name);
- monster_name(t_idx, t_name);
+ monster_name(target_ptr, m_idx, m_name);
+ monster_name(target_ptr, t_idx, t_name);
if (mon_to_player || (mon_to_mon && known && see_either))
disturb(target_ptr, TRUE, TRUE);
*/
void spell_RF4_SHRIEK(MONSTER_IDX m_idx, player_type *target_ptr, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- // temporary unused
- (target_ptr);
-
simple_monspell_message(target_ptr, m_idx, t_idx,
_("%^sがかん高い金切り声をあげた。", "%^s makes a high pitched shriek."),
_("%^sが%sに向かって叫んだ。", "%^s shrieks at %s."),
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
aggravate_monsters(target_ptr, m_idx);
+ return;
}
- else if (TARGET_TYPE == MONSTER_TO_MONSTER)
+
+ if (TARGET_TYPE == MONSTER_TO_MONSTER)
{
- set_monster_csleep(t_idx, 0);
+ set_monster_csleep(target_ptr, t_idx, 0);
}
}
void spell_RF4_DISPEL(MONSTER_IDX m_idx, player_type *target_ptr, MONSTER_IDX t_idx, int TARGET_TYPE)
{
GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
- monster_name(m_idx, m_name);
- monster_name(t_idx, t_name);
+ monster_name(target_ptr, m_idx, m_name);
+ monster_name(target_ptr, t_idx, t_name);
monspell_message(target_ptr, m_idx, t_idx,
_("%^sが何かを力強くつぶやいた。", "%^s mumbles powerfully."),
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
dispel_player(target_ptr);
- if (target_ptr->riding) dispel_monster_status(target_ptr->riding);
+ if (target_ptr->riding) dispel_monster_status(target_ptr, target_ptr->riding);
- if ((target_ptr->pseikaku == SEIKAKU_COMBAT) || (target_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+ if (IS_ECHIZEN(target_ptr))
msg_print(_("やりやがったな!", ""));
else if ((target_ptr->pseikaku == SEIKAKU_CHARGEMAN))
{
}
learn_spell(target_ptr, MS_DISPEL);
+ return;
}
- else if (TARGET_TYPE == MONSTER_TO_MONSTER)
+
+ if (TARGET_TYPE == MONSTER_TO_MONSTER)
{
if (t_idx == target_ptr->riding) dispel_player(target_ptr);
- dispel_monster_status(t_idx);
+ dispel_monster_status(target_ptr, t_idx);
}
}
_("%^sが%sにロケットを発射した。", "%^s fires a rocket at %s."),
TARGET_TYPE);
- dam = monspell_damage((MS_ROCKET), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_ROCKET), m_idx, DAM_ROLL);
breath(target_ptr, y, x, m_idx, GF_ROCKET, dam, 2, FALSE, MS_ROCKET, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_SHARD);
+ update_smart_learn(target_ptr, m_idx, DRS_SHARD);
return dam;
}
* @param TARGET_TYPE プレイヤーを対象とする場合MONSTER_TO_PLAYER、モンスターを対象とする場合MONSTER_TO_MONSTER
* @return ダメージ量を返す。
*/
-HIT_POINT spell_RF4_SHOOT(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx,int TARGET_TYPE)
+HIT_POINT spell_RF4_SHOOT(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
HIT_POINT dam;
_("%^sが%sに矢を放った。", "%^s fires an arrow at %s."),
TARGET_TYPE);
- dam = monspell_damage((MS_SHOOT), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_SHOOT), m_idx, DAM_ROLL);
bolt(target_ptr, m_idx, y, x, GF_ARROW, dam, MS_SHOOT, TARGET_TYPE);
sound(SOUND_SHOOT);
concptr type_s;
bool smart_learn_aux = TRUE;
floor_type *floor_ptr = target_ptr->current_floor_ptr;
- monster_type *m_ptr = &floor_ptr->m_list[m_idx];
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
bool known = monster_near_player(floor_ptr, m_idx, t_idx);
bool see_either = see_monster(target_ptr->current_floor_ptr, m_idx) || see_monster(target_ptr->current_floor_ptr, t_idx);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
- monster_name(m_idx, m_name);
- monster_name(t_idx, t_name);
+ monster_name(target_ptr, m_idx, m_name);
+ monster_name(target_ptr, t_idx, t_name);
switch (GF_TYPE)
{
case GF_ACID:
- dam = monspell_damage((MS_BR_ACID), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BR_ACID), m_idx, DAM_ROLL);
type_s = _("酸", "acid");
ms_type = MS_BR_ACID;
drs_type = DRS_ACID;
break;
case GF_ELEC:
- dam = monspell_damage((MS_BR_ELEC), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BR_ELEC), m_idx, DAM_ROLL);
type_s = _("稲妻", "lightning");
ms_type = MS_BR_ELEC;
drs_type = DRS_ELEC;
break;
case GF_FIRE:
- dam = monspell_damage((MS_BR_FIRE), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BR_FIRE), m_idx, DAM_ROLL);
type_s = _("火炎", "fire");
ms_type = MS_BR_FIRE;
drs_type = DRS_FIRE;
break;
case GF_COLD:
- dam = monspell_damage((MS_BR_COLD), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BR_COLD), m_idx, DAM_ROLL);
type_s = _("冷気", "frost");
ms_type = MS_BR_COLD;
drs_type = DRS_COLD;
break;
case GF_POIS:
- dam = monspell_damage((MS_BR_POIS), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BR_POIS), m_idx, DAM_ROLL);
type_s = _("ガス", "gas");
ms_type = MS_BR_POIS;
drs_type = DRS_POIS;
break;
case GF_NETHER:
- dam = monspell_damage((MS_BR_NETHER), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BR_NETHER), m_idx, DAM_ROLL);
type_s = _("地獄", "nether");
ms_type = MS_BR_NETHER;
drs_type = DRS_NETH;
break;
case GF_LITE:
- dam = monspell_damage((MS_BR_LITE), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BR_LITE), m_idx, DAM_ROLL);
type_s = _("閃光", "light");
ms_type = MS_BR_LITE;
drs_type = DRS_LITE;
break;
case GF_DARK:
- dam = monspell_damage((MS_BR_DARK), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BR_DARK), m_idx, DAM_ROLL);
type_s = _("暗黒", "darkness");
ms_type = MS_BR_DARK;
drs_type = DRS_DARK;
break;
case GF_CONFUSION:
- dam = monspell_damage((MS_BR_CONF), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BR_CONF), m_idx, DAM_ROLL);
type_s = _("混乱", "confusion");
ms_type = MS_BR_CONF;
drs_type = DRS_CONF;
break;
case GF_SOUND:
- dam = monspell_damage((MS_BR_SOUND), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BR_SOUND), m_idx, DAM_ROLL);
type_s = _("轟音", "sound");
ms_type = MS_BR_SOUND;
drs_type = DRS_SOUND;
break;
case GF_CHAOS:
- dam = monspell_damage((MS_BR_CHAOS), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BR_CHAOS), m_idx, DAM_ROLL);
type_s = _("カオス", "chaos");
ms_type = MS_BR_CHAOS;
drs_type = DRS_CHAOS;
break;
case GF_DISENCHANT:
- dam = monspell_damage((MS_BR_DISEN), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BR_DISEN), m_idx, DAM_ROLL);
type_s = _("劣化", "disenchantment");
ms_type = MS_BR_DISEN;
drs_type = DRS_DISEN;
break;
case GF_NEXUS:
- dam = monspell_damage((MS_BR_NEXUS), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BR_NEXUS), m_idx, DAM_ROLL);
type_s = _("因果混乱", "nexus");
ms_type = MS_BR_NEXUS;
drs_type = DRS_NEXUS;
break;
case GF_TIME:
- dam = monspell_damage((MS_BR_TIME), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BR_TIME), m_idx, DAM_ROLL);
type_s = _("時間逆転", "time");
ms_type = MS_BR_TIME;
smart_learn_aux = FALSE;
break;
case GF_INERTIAL:
- dam = monspell_damage((MS_BR_INERTIA), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BR_INERTIA), m_idx, DAM_ROLL);
type_s = _("遅鈍", "inertia");
ms_type = MS_BR_INERTIA;
smart_learn_aux = FALSE;
break;
case GF_GRAVITY:
- dam = monspell_damage((MS_BR_GRAVITY), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BR_GRAVITY), m_idx, DAM_ROLL);
type_s = _("重力", "gravity");
ms_type = MS_BR_GRAVITY;
smart_learn_aux = FALSE;
break;
case GF_SHARDS:
- dam = monspell_damage((MS_BR_SHARDS), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BR_SHARDS), m_idx, DAM_ROLL);
type_s = _("破片", "shards");
ms_type = MS_BR_SHARDS;
drs_type = DRS_SHARD;
break;
case GF_PLASMA:
- dam = monspell_damage((MS_BR_PLASMA), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BR_PLASMA), m_idx, DAM_ROLL);
type_s = _("プラズマ", "plasma");
ms_type = MS_BR_PLASMA;
smart_learn_aux = FALSE;
break;
case GF_FORCE:
- dam = monspell_damage((MS_BR_FORCE), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BR_FORCE), m_idx, DAM_ROLL);
type_s = _("フォース", "force");
ms_type = MS_BR_FORCE;
smart_learn_aux = FALSE;
break;
case GF_MANA:
- dam = monspell_damage((MS_BR_MANA), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BR_MANA), m_idx, DAM_ROLL);
type_s = _("魔力", "mana");
ms_type = MS_BR_MANA;
smart_learn_aux = FALSE;
break;
case GF_NUKE:
- dam = monspell_damage((MS_BR_NUKE), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BR_NUKE), m_idx, DAM_ROLL);
type_s = _("放射性廃棄物", "toxic waste");
ms_type = MS_BR_NUKE;
drs_type = DRS_POIS;
break;
case GF_DISINTEGRATE:
- dam = monspell_damage((MS_BR_DISI), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BR_DISI), m_idx, DAM_ROLL);
type_s = _("分解", "disintegration");
ms_type = MS_BR_DISI;
smart_learn_aux = FALSE;
else if (mon_to_mon && known && see_either)
{
_(msg_format("%^sが%^sに%^sのブレスを吐いた。", m_name, t_name, type_s),
- msg_format("%^s breathes %^s at %^s.", m_name, type_s, t_name));
+ msg_format("%^s breathes %^s at %^s.", m_name, type_s, t_name));
}
}
sound(SOUND_BREATH);
breath(target_ptr, y, x, m_idx, GF_TYPE, dam, 0, TRUE, ms_type, TARGET_TYPE);
if (smart_learn_aux && mon_to_player)
- update_smart_learn(m_idx, drs_type);
+ update_smart_learn(target_ptr, m_idx, drs_type);
return dam;
}
_("%^sが%sに放射能球を放った。", "%^s casts a ball of radiation at %s."),
TARGET_TYPE);
- dam = monspell_damage((MS_BALL_NUKE), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BALL_NUKE), m_idx, DAM_ROLL);
breath(target_ptr, y, x, m_idx, GF_NUKE, dam, 2, FALSE, MS_BALL_NUKE, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_POIS);
+ update_smart_learn(target_ptr, m_idx, DRS_POIS);
return dam;
}
_("%^sが%sに純ログルスを放った。", "%^s invokes raw Logrus upon %s."),
TARGET_TYPE);
- dam = monspell_damage((MS_BALL_CHAOS), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BALL_CHAOS), m_idx, DAM_ROLL);
breath(target_ptr, y, x, m_idx, GF_CHAOS, dam, 4, FALSE, MS_BALL_CHAOS, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_CHAOS);
+ update_smart_learn(target_ptr, m_idx, DRS_CHAOS);
return dam;
}
_("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sがアシッド・ボールの呪文を唱えた。", "%^s casts an acid ball."),
_("%^sが%sに向かってアシッド・ボールの呪文を唱えた。",
- "%^s casts an acid ball at %s."),
+ "%^s casts an acid ball at %s."),
TARGET_TYPE);
- rad = monster_is_powerful(m_idx) ? 4 : 2;
- dam = monspell_damage((MS_BALL_ACID), m_idx, DAM_ROLL);
+ rad = monster_is_powerful(target_ptr->current_floor_ptr, m_idx) ? 4 : 2;
+ dam = monspell_damage(target_ptr, (MS_BALL_ACID), m_idx, DAM_ROLL);
breath(target_ptr, y, x, m_idx, GF_ACID, dam, rad, FALSE, MS_BALL_ACID, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_ACID);
+ update_smart_learn(target_ptr, m_idx, DRS_ACID);
return dam;
}
monspell_message(target_ptr, m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sがサンダー・・ボールの呪文を唱えた。", "%^s casts a lightning ball."),
- _("%^sが%sに向かってサンダー・ボールの呪文を唱えた。",
- "%^s casts a lightning ball at %s."),
+ _("%^sが%sに向かってサンダー・ボールの呪文を唱えた。",
+ "%^s casts a lightning ball at %s."),
TARGET_TYPE);
- rad = monster_is_powerful(m_idx) ? 4 : 2;
- dam = monspell_damage((MS_BALL_ELEC), m_idx, DAM_ROLL);
+ rad = monster_is_powerful(target_ptr->current_floor_ptr, m_idx) ? 4 : 2;
+ dam = monspell_damage(target_ptr, (MS_BALL_ELEC), m_idx, DAM_ROLL);
breath(target_ptr, y, x, m_idx, GF_ELEC, dam, rad, FALSE, MS_BALL_ELEC, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_ELEC);
+ update_smart_learn(target_ptr, m_idx, DRS_ELEC);
return dam;
}
HIT_POINT spell_RF5_BA_FIRE(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
HIT_POINT dam, rad;
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
+ monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
if (m_ptr->r_idx == MON_ROLENTO)
{
_("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sがファイア・ボールの呪文を唱えた。", "%^s casts a fire ball."),
_("%^sが%sに向かってファイア・ボールの呪文を唱えた。",
- "%^s casts a fire ball at %s."),
+ "%^s casts a fire ball at %s."),
TARGET_TYPE);
}
- rad = monster_is_powerful(m_idx) ? 4 : 2;
- dam = monspell_damage((MS_BALL_FIRE), m_idx, DAM_ROLL);
+ rad = monster_is_powerful(target_ptr->current_floor_ptr, m_idx) ? 4 : 2;
+ dam = monspell_damage(target_ptr, (MS_BALL_FIRE), m_idx, DAM_ROLL);
breath(target_ptr, y, x, m_idx, GF_FIRE, dam, rad, FALSE, MS_BALL_FIRE, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_FIRE);
+ update_smart_learn(target_ptr, m_idx, DRS_FIRE);
return dam;
}
_("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sがアイス・ボールの呪文を唱えた。", "%^s casts a frost ball."),
_("%^sが%sに向かってアイス・ボールの呪文を唱えた。",
- "%^s casts a frost ball at %s."),
+ "%^s casts a frost ball at %s."),
TARGET_TYPE);
- rad = monster_is_powerful(m_idx) ? 4 : 2;
- dam = monspell_damage((MS_BALL_COLD), m_idx, DAM_ROLL);
+ rad = monster_is_powerful(target_ptr->current_floor_ptr, m_idx) ? 4 : 2;
+ dam = monspell_damage(target_ptr, (MS_BALL_COLD), m_idx, DAM_ROLL);
breath(target_ptr, y, x, m_idx, GF_COLD, dam, rad, FALSE, MS_BALL_COLD, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_COLD);
+ update_smart_learn(target_ptr, m_idx, DRS_COLD);
return dam;
}
_("%^sが%sに向かって悪臭雲の呪文を唱えた。", "%^s casts a stinking cloud at %s."),
TARGET_TYPE);
- dam = monspell_damage((MS_BALL_POIS), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BALL_POIS), m_idx, DAM_ROLL);
breath(target_ptr, y, x, m_idx, GF_POIS, dam, 2, FALSE, MS_BALL_POIS, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_POIS);
+ update_smart_learn(target_ptr, m_idx, DRS_POIS);
return dam;
}
_("%^sが%sに向かって地獄球の呪文を唱えた。", "%^s casts a nether ball at %s."),
TARGET_TYPE);
- dam = monspell_damage((MS_BALL_NETHER), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BALL_NETHER), m_idx, DAM_ROLL);
breath(target_ptr, y, x, m_idx, GF_NETHER, dam, 2, FALSE, MS_BALL_NETHER, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_NETH);
+ update_smart_learn(target_ptr, m_idx, DRS_NETH);
return dam;
}
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
GAME_TEXT t_name[MAX_NLEN];
- monster_name(t_idx, t_name);
+ monster_name(target_ptr, t_idx, t_name);
monspell_message(target_ptr, m_idx, t_idx,
{
msg_format(_("あなたは渦巻きに飲み込まれた。", "You are engulfed in a whirlpool."));
}
- else if (mon_to_mon && known && see_either && !p_ptr->blind)
+ else if (mon_to_mon && known && see_either && !target_ptr->blind)
{
msg_format(_("%^sは渦巻に飲み込まれた。", "%^s is engulfed in a whirlpool."), t_name);
}
- dam = monspell_damage((MS_BALL_WATER), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BALL_WATER), m_idx, DAM_ROLL);
breath(target_ptr, y, x, m_idx, GF_WATER, dam, 4, FALSE, MS_BALL_WATER, TARGET_TYPE);
return dam;
}
_("%^sが%sに対して魔力の嵐の呪文を念じた。", "%^s invokes a mana storm upon %s."),
TARGET_TYPE);
- dam = monspell_damage((MS_BALL_MANA), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BALL_MANA), m_idx, DAM_ROLL);
breath(target_ptr, y, x, m_idx, GF_MANA, dam, 4, FALSE, MS_BALL_MANA, TARGET_TYPE);
return dam;
}
_("%^sが%sに対して暗黒の嵐の呪文を念じた。", "%^s invokes a darkness storm upon %s."),
TARGET_TYPE);
- dam = monspell_damage((MS_BALL_DARK), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BALL_DARK), m_idx, DAM_ROLL);
breath(target_ptr, y, x, m_idx, GF_DARK, dam, 4, FALSE, MS_BALL_DARK, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_DARK);
+ update_smart_learn(target_ptr, m_idx, DRS_DARK);
return dam;
}
{
HIT_POINT dam;
GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
- monster_name(m_idx, m_name);
- monster_name(t_idx, t_name);
+ monster_name(target_ptr, m_idx, m_name);
+ monster_name(target_ptr, t_idx, t_name);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- disturb(p_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, TRUE);
}
else if (TARGET_TYPE == MONSTER_TO_MONSTER && see_monster(target_ptr->current_floor_ptr, m_idx))
- {
+ {
/* Basic message */
msg_format(_("%^sは精神エネルギーを%sから吸いとった。", "%^s draws psychic energy from %s."), m_name, t_name);
}
- dam = monspell_damage((MS_DRAIN_MANA), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_DRAIN_MANA), m_idx, DAM_ROLL);
breath(target_ptr, y, x, m_idx, GF_DRAIN_MANA, dam, 0, FALSE, MS_DRAIN_MANA, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_MANA);
-
+ update_smart_learn(target_ptr, m_idx, DRS_MANA);
+
return dam;
}
*/
HIT_POINT spell_RF5_MIND_BLAST(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
- bool seen = (!p_ptr->blind && m_ptr->ml);
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
+ bool seen = (!target_ptr->blind && m_ptr->ml);
HIT_POINT dam;
GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
- monster_name(m_idx, m_name);
- monster_name(t_idx, t_name);
+ monster_name(target_ptr, m_idx, m_name);
+ monster_name(target_ptr, t_idx, t_name);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- disturb(p_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, TRUE);
if (!seen)
msg_print(_("何かがあなたの精神に念を放っているようだ。", "You feel something focusing on your mind."));
else
msg_format(_("%^sがあなたの瞳をじっとにらんでいる。", "%^s gazes deep into your eyes."), m_name);
}
- else if (TARGET_TYPE == MONSTER_TO_MONSTER && see_monster(target_ptr->current_floor_ptr, m_idx))
+ else if (TARGET_TYPE == MONSTER_TO_MONSTER && see_monster(floor_ptr, m_idx))
{
msg_format(_("%^sは%sをじっと睨んだ。", "%^s gazes intently at %s."), m_name, t_name);
}
- dam = monspell_damage((MS_MIND_BLAST), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_MIND_BLAST), m_idx, DAM_ROLL);
breath(target_ptr, y, x, m_idx, GF_MIND_BLAST, dam, 0, FALSE, MS_MIND_BLAST, TARGET_TYPE);
return dam;
}
*/
HIT_POINT spell_RF5_BRAIN_SMASH(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
- bool seen = (!p_ptr->blind && m_ptr->ml);
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
+ bool seen = (!target_ptr->blind && m_ptr->ml);
HIT_POINT dam;
GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
- monster_name(m_idx, m_name);
- monster_name(t_idx, t_name);
+ monster_name(target_ptr, m_idx, m_name);
+ monster_name(target_ptr, t_idx, t_name);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- disturb(p_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, TRUE);
if (!seen)
msg_print(_("何かがあなたの精神に念を放っているようだ。", "You feel something focusing on your mind."));
else
msg_format(_("%^sがあなたの瞳をじっとにらんでいる。", "%^s gazes deep into your eyes."), m_name);
}
- else if (TARGET_TYPE == MONSTER_TO_MONSTER && see_monster(target_ptr->current_floor_ptr, m_idx))
+ else if (TARGET_TYPE == MONSTER_TO_MONSTER && see_monster(floor_ptr, m_idx))
{
msg_format(_("%^sは%sをじっと睨んだ。", "%^s gazes intently at %s."), m_name, t_name);
}
- dam = monspell_damage((MS_BRAIN_SMASH), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BRAIN_SMASH), m_idx, DAM_ROLL);
breath(target_ptr, y, x, m_idx, GF_BRAIN_SMASH, dam, 0, FALSE, MS_BRAIN_SMASH, TARGET_TYPE);
return dam;
}
void spell_RF5_CAUSE(player_type *target_ptr, int GF_TYPE, HIT_POINT dam, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, concptr msg1, concptr msg2, concptr msg3, int MS_TYPE, int TARGET_TYPE)
{
GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
- monster_name(m_idx, m_name);
- monster_name(t_idx, t_name);
+ monster_name(target_ptr, m_idx, m_name);
+ monster_name(target_ptr, t_idx, t_name);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- disturb(p_ptr, TRUE, TRUE);
- if (p_ptr->blind)
+ disturb(target_ptr, TRUE, TRUE);
+ if (target_ptr->blind)
msg_format(msg1, m_name);
else
msg_format(msg2, m_name);
+ breath(target_ptr, y, x, m_idx, GF_TYPE, dam, 0, FALSE, MS_TYPE, TARGET_TYPE);
+ return;
}
- else if (TARGET_TYPE == MONSTER_TO_MONSTER)
+
+ if (TARGET_TYPE == MONSTER_TO_MONSTER)
{
if (see_monster(target_ptr->current_floor_ptr, m_idx))
{
}
else
{
- p_ptr->current_floor_ptr->monster_noise = TRUE;
+ target_ptr->current_floor_ptr->monster_noise = TRUE;
}
}
{
concptr msg1, msg2, msg3;
HIT_POINT dam;
- dam = monspell_damage((MS_CAUSE_1), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_CAUSE_1), m_idx, DAM_ROLL);
msg1 = _("%^sが何かをつぶやいた。", "%^s mumbles.");
msg2 = _("%^sがあなたを指さして呪った。", "%^s points at you and curses.");
msg3 = _("%^sは%sを指さして呪いをかけた。", "%^s points at %s and curses.");
-
+
spell_RF5_CAUSE(target_ptr, GF_CAUSE_1, dam, y, x, m_idx, t_idx, msg1, msg2, msg3, MS_CAUSE_1, TARGET_TYPE);
return dam;
}
{
concptr msg1, msg2, msg3;
HIT_POINT dam;
- dam = monspell_damage((MS_CAUSE_2), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_CAUSE_2), m_idx, DAM_ROLL);
msg1 = _("%^sが何かをつぶやいた。", "%^s mumbles.");
msg2 = _("%^sがあなたを指さして恐ろしげに呪った。", "%^s points at you and curses horribly.");
{
concptr msg1, msg2, msg3;
HIT_POINT dam;
- dam = monspell_damage((MS_CAUSE_3), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_CAUSE_3), m_idx, DAM_ROLL);
msg1 = _("%^sが何かを大声で叫んだ。", "%^s mumbles loudly.");
msg2 = _("%^sがあなたを指さして恐ろしげに呪文を唱えた!", "%^s points at you, incanting terribly!");
{
concptr msg1, msg2, msg3;
HIT_POINT dam;
- dam = monspell_damage((MS_CAUSE_4), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_CAUSE_4), m_idx, DAM_ROLL);
msg1 = _("%^sが「お前は既に死んでいる」と叫んだ。", "%^s screams the word 'DIE!'");
msg2 = _("%^sがあなたの秘孔を突いて「お前は既に死んでいる」と叫んだ。", "%^s points at you, screaming the word DIE!");
_("%sが%sに向かってアシッド・ボルトの呪文を唱えた。", "%^s casts an acid bolt at %s."),
TARGET_TYPE);
- dam = monspell_damage((MS_BOLT_ACID), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BOLT_ACID), m_idx, DAM_ROLL);
bolt(target_ptr, m_idx, y, x, GF_ACID, dam, MS_BOLT_ACID, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- update_smart_learn(m_idx, DRS_ACID);
- update_smart_learn(m_idx, DRS_REFLECT);
+ update_smart_learn(target_ptr, m_idx, DRS_ACID);
+ update_smart_learn(target_ptr, m_idx, DRS_REFLECT);
}
return dam;
_("%^sが%sに向かってサンダー・ボルトの呪文を唱えた。", "%^s casts a lightning bolt at %s."),
TARGET_TYPE);
- dam = monspell_damage((MS_BOLT_ELEC), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BOLT_ELEC), m_idx, DAM_ROLL);
bolt(target_ptr, m_idx, y, x, GF_ELEC, dam, MS_BOLT_ELEC, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- update_smart_learn(m_idx, DRS_ELEC);
- update_smart_learn(m_idx, DRS_REFLECT);
+ update_smart_learn(target_ptr, m_idx, DRS_ELEC);
+ update_smart_learn(target_ptr, m_idx, DRS_REFLECT);
}
return dam;
_("%^sが%sに向かってファイア・ボルトの呪文を唱えた。", "%^s casts a fire bolt at %s."),
TARGET_TYPE);
- dam = monspell_damage((MS_BOLT_FIRE), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BOLT_FIRE), m_idx, DAM_ROLL);
bolt(target_ptr, m_idx, y, x, GF_FIRE, dam, MS_BOLT_FIRE, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- update_smart_learn(m_idx, DRS_FIRE);
- update_smart_learn(m_idx, DRS_REFLECT);
+ update_smart_learn(target_ptr, m_idx, DRS_FIRE);
+ update_smart_learn(target_ptr, m_idx, DRS_REFLECT);
}
return dam;
_("%^sが%sに向かってアイス・ボルトの呪文を唱えた。", "%^s casts a frost bolt at %s."),
TARGET_TYPE);
- dam = monspell_damage((MS_BOLT_COLD), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BOLT_COLD), m_idx, DAM_ROLL);
bolt(target_ptr, m_idx, y, x, GF_COLD, dam, MS_BOLT_COLD, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- update_smart_learn(m_idx, DRS_COLD);
- update_smart_learn(m_idx, DRS_REFLECT);
+ update_smart_learn(target_ptr, m_idx, DRS_COLD);
+ update_smart_learn(target_ptr, m_idx, DRS_REFLECT);
}
return dam;
_("%^sが%sに対してスターバーストの呪文を念じた。", "%^s invokes a starburst upon %s."),
TARGET_TYPE);
- dam = monspell_damage((MS_STARBURST), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_STARBURST), m_idx, DAM_ROLL);
breath(target_ptr, y, x, m_idx, GF_LITE, dam, 4, FALSE, MS_STARBURST, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_LITE);
+ update_smart_learn(target_ptr, m_idx, DRS_LITE);
return dam;
}
_("%^sが%sに向かって地獄の矢の呪文を唱えた。", "%^s casts a nether bolt at %s."),
TARGET_TYPE);
- dam = monspell_damage((MS_BOLT_NETHER), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BOLT_NETHER), m_idx, DAM_ROLL);
bolt(target_ptr, m_idx, y, x, GF_NETHER, dam, MS_BOLT_NETHER, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- update_smart_learn(m_idx, DRS_NETH);
- update_smart_learn(m_idx, DRS_REFLECT);
+ update_smart_learn(target_ptr, m_idx, DRS_NETH);
+ update_smart_learn(target_ptr, m_idx, DRS_REFLECT);
}
return dam;
_("%^sが%sに向かってウォーター・ボルトの呪文を唱えた。", "%^s casts a water bolt at %s."),
TARGET_TYPE);
- dam = monspell_damage((MS_BOLT_WATER), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BOLT_WATER), m_idx, DAM_ROLL);
bolt(target_ptr, m_idx, y, x, GF_WATER, dam, MS_BOLT_WATER, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- update_smart_learn(m_idx, DRS_REFLECT);
+ update_smart_learn(target_ptr, m_idx, DRS_REFLECT);
}
return dam;
_("%^sが%sに向かって魔力の矢の呪文を唱えた。", "%^s casts a mana bolt at %s."),
TARGET_TYPE);
- dam = monspell_damage((MS_BOLT_MANA), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BOLT_MANA), m_idx, DAM_ROLL);
bolt(target_ptr, m_idx, y, x, GF_MANA, dam, MS_BOLT_MANA, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- update_smart_learn(m_idx, DRS_REFLECT);
+ update_smart_learn(target_ptr, m_idx, DRS_REFLECT);
}
return dam;
_("%^sが%sに向かってプラズマ・ボルトの呪文を唱えた。", "%^s casts a plasma bolt at %s."),
TARGET_TYPE);
- dam = monspell_damage((MS_BOLT_PLASMA), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BOLT_PLASMA), m_idx, DAM_ROLL);
bolt(target_ptr, m_idx, y, x, GF_PLASMA, dam, MS_BOLT_PLASMA, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- update_smart_learn(m_idx, DRS_REFLECT);
+ update_smart_learn(target_ptr, m_idx, DRS_REFLECT);
}
return dam;
_("%^sが%sに向かって極寒の矢の呪文を唱えた。", "%^s casts an ice bolt at %s."),
TARGET_TYPE);
- dam = monspell_damage((MS_BOLT_ICE), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_BOLT_ICE), m_idx, DAM_ROLL);
bolt(target_ptr, m_idx, y, x, GF_ICE, dam, MS_BOLT_ICE, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- update_smart_learn(m_idx, DRS_COLD);
- update_smart_learn(m_idx, DRS_REFLECT);
+ update_smart_learn(target_ptr, m_idx, DRS_COLD);
+ update_smart_learn(target_ptr, m_idx, DRS_REFLECT);
}
return dam;
_("%^sが%sに向かってマジック・ミサイルの呪文を唱えた。", "%^s casts a magic missile at %s."),
TARGET_TYPE);
- dam = monspell_damage((MS_MAGIC_MISSILE), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_MAGIC_MISSILE), m_idx, DAM_ROLL);
bolt(target_ptr, m_idx, y, x, GF_MISSILE, dam, MS_MAGIC_MISSILE, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- update_smart_learn(m_idx, DRS_REFLECT);
+ update_smart_learn(target_ptr, m_idx, DRS_REFLECT);
}
return dam;
*/
void spell_badstatus_message(player_type *target_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx, concptr msg1, concptr msg2, concptr msg3, concptr msg4, bool resist, bool saving_throw, int TARGET_TYPE)
{
- bool see_either = see_monster(target_ptr->current_floor_ptr, m_idx) || see_monster(target_ptr->current_floor_ptr, t_idx);
- bool see_t = see_monster(target_ptr->current_floor_ptr, t_idx);
- bool known = monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx);
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ bool see_either = see_monster(floor_ptr, m_idx) || see_monster(floor_ptr, t_idx);
+ bool see_t = see_monster(floor_ptr, t_idx);
+ bool known = monster_near_player(floor_ptr, m_idx, t_idx);
GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
- monster_name(m_idx, m_name);
- monster_name(t_idx, t_name);
+ monster_name(target_ptr, m_idx, m_name);
+ monster_name(target_ptr, t_idx, t_name);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- disturb(p_ptr, TRUE, TRUE);
- if (p_ptr->blind)
+ disturb(target_ptr, TRUE, TRUE);
+ if (target_ptr->blind)
msg_format(msg1, m_name);
else
msg_format(msg2, m_name);
{
msg_print(msg4);
}
+
+ return;
}
- else if (TARGET_TYPE == MONSTER_TO_MONSTER)
- {
- if (known)
- {
- if (see_either)
- {
- msg_format(msg1, m_name, t_name);
- }
- else
- {
- p_ptr->current_floor_ptr->monster_noise = TRUE;
- }
- }
- if (resist)
- {
- if (see_t) msg_format(msg2, t_name);
- }
- else if (saving_throw)
+ if (TARGET_TYPE != MONSTER_TO_MONSTER) return;
+
+ if (known)
+ {
+ if (see_either)
{
- if (see_t) msg_format(msg3, t_name);
+ msg_format(msg1, m_name, t_name);
}
else
{
- if (see_t) msg_format(msg4, t_name);
+ floor_ptr->monster_noise = TRUE;
}
- set_monster_csleep(t_idx, 0);
}
+
+ if (resist)
+ {
+ if (see_t) msg_format(msg2, t_name);
+ }
+ else if (saving_throw)
+ {
+ if (see_t) msg_format(msg3, t_name);
+ }
+ else
+ {
+ if (see_t) msg_format(msg4, t_name);
+ }
+
+ set_monster_csleep(target_ptr, t_idx, 0);
}
*/
void spell_RF5_SCARE(MONSTER_IDX m_idx, player_type *target_ptr, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- monster_type *t_ptr = &target_ptr->current_floor_ptr->m_list[t_idx];
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ monster_type *t_ptr = &floor_ptr->m_list[t_idx];
monster_race *tr_ptr = &r_info[t_ptr->r_idx];
- DEPTH rlev = monster_level_idx(m_idx);
+ DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
bool resist, saving_throw;
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
(void)set_afraid(target_ptr, target_ptr->afraid + randint0(4) + 4);
}
+
learn_spell(target_ptr, MS_SCARE);
- update_smart_learn(m_idx, DRS_FEAR);
+ update_smart_learn(target_ptr, m_idx, DRS_FEAR);
+ return;
}
- else if (TARGET_TYPE == MONSTER_TO_MONSTER)
- {
- resist = tr_ptr->flags3 & RF3_NO_FEAR;
- saving_throw = (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10);
-
- spell_badstatus_message(target_ptr, m_idx, t_idx,
- _("%^sが恐ろしげな幻覚を作り出した。", "%^s casts a fearful illusion in front of %s."),
- _("%^sは恐怖を感じない。", "%^s refuses to be frightened."),
- _("%^sは恐怖を感じない。", "%^s refuses to be frightened."),
- _("%^sは恐怖して逃げ出した!", "%^s flees in terror!"),
- resist, saving_throw, TARGET_TYPE);
- if (!resist && !saving_throw)
- {
- set_monster_monfear(t_idx, MON_MONFEAR(t_ptr) + randint0(4) + 4);
- }
+ if (TARGET_TYPE != MONSTER_TO_MONSTER) return;
+
+ resist = tr_ptr->flags3 & RF3_NO_FEAR;
+ saving_throw = (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10);
+
+ spell_badstatus_message(target_ptr, m_idx, t_idx,
+ _("%^sが恐ろしげな幻覚を作り出した。", "%^s casts a fearful illusion in front of %s."),
+ _("%^sは恐怖を感じない。", "%^s refuses to be frightened."),
+ _("%^sは恐怖を感じない。", "%^s refuses to be frightened."),
+ _("%^sは恐怖して逃げ出した!", "%^s flees in terror!"),
+ resist, saving_throw, TARGET_TYPE);
+
+ if (!resist && !saving_throw)
+ {
+ set_monster_monfear(target_ptr, t_idx, MON_MONFEAR(t_ptr) + randint0(4) + 4);
}
}
*/
void spell_RF5_BLIND(MONSTER_IDX m_idx, player_type *target_ptr, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- monster_type *t_ptr = &target_ptr->current_floor_ptr->m_list[t_idx];
- monster_race *tr_ptr = &r_info[t_ptr->r_idx];
- DEPTH rlev = monster_level_idx(m_idx);
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ monster_type *t_ptr = &floor_ptr->m_list[t_idx];
+ monster_race *tr_ptr = &r_info[t_ptr->r_idx];
+ DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
bool resist, saving_throw;
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
(void)set_blind(target_ptr, 12 + randint0(4));
}
+
learn_spell(target_ptr, MS_BLIND);
- update_smart_learn(m_idx, DRS_BLIND);
+ update_smart_learn(target_ptr, m_idx, DRS_BLIND);
+ return;
}
- else if (TARGET_TYPE == MONSTER_TO_MONSTER)
+
+ if (TARGET_TYPE != MONSTER_TO_MONSTER) return;
+
+ concptr msg1;
+ GAME_TEXT t_name[MAX_NLEN];
+ monster_name(target_ptr, t_idx, t_name);
+
+ if (streq(t_name, "it"))
{
- concptr msg1;
- GAME_TEXT t_name[MAX_NLEN];
- monster_name(t_idx, t_name);
-
- if (streq(t_name, "it"))
- {
- msg1 = _("%sは呪文を唱えて%sの目を焼き付かせた。", "%^s casts a spell, burning %ss eyes.");
- }
- else
- {
- msg1 = _("%sは呪文を唱えて%sの目を焼き付かせた。", "%^s casts a spell, burning %s's eyes.");
- }
+ msg1 = _("%sは呪文を唱えて%sの目を焼き付かせた。", "%^s casts a spell, burning %ss eyes.");
+ }
+ else
+ {
+ msg1 = _("%sは呪文を唱えて%sの目を焼き付かせた。", "%^s casts a spell, burning %s's eyes.");
+ }
- resist = tr_ptr->flags3 & RF3_NO_CONF;
- saving_throw = (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10);
+ resist = tr_ptr->flags3 & RF3_NO_CONF;
+ saving_throw = (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10);
- spell_badstatus_message(target_ptr, m_idx, t_idx,
- msg1,
- _("%^sには効果がなかった。", "%^s is unaffected."),
- _("%^sには効果がなかった。", "%^s is unaffected."),
- _("%^sは目が見えなくなった! ", "%^s is blinded!"),
- resist, saving_throw, TARGET_TYPE);
+ spell_badstatus_message(target_ptr, m_idx, t_idx,
+ msg1,
+ _("%^sには効果がなかった。", "%^s is unaffected."),
+ _("%^sには効果がなかった。", "%^s is unaffected."),
+ _("%^sは目が見えなくなった! ", "%^s is blinded!"),
+ resist, saving_throw, TARGET_TYPE);
- if (!resist && !saving_throw)
- {
- (void)set_monster_confused(t_idx, MON_CONFUSED(t_ptr) + 12 + randint0(4));
- }
+ if (!resist && !saving_throw)
+ {
+ (void)set_monster_confused(target_ptr, t_idx, MON_CONFUSED(t_ptr) + 12 + randint0(4));
}
}
*/
void spell_RF5_CONF(MONSTER_IDX m_idx, player_type *target_ptr, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- monster_type *t_ptr = &target_ptr->current_floor_ptr->m_list[t_idx];
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ monster_type *t_ptr = &floor_ptr->m_list[t_idx];
monster_race *tr_ptr = &r_info[t_ptr->r_idx];
- DEPTH rlev = monster_level_idx(m_idx);
+ DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
bool resist, saving_throw;
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
(void)set_confused(target_ptr, target_ptr->confused + randint0(4) + 4);
}
+
learn_spell(target_ptr, MS_CONF);
- update_smart_learn(m_idx, DRS_CONF);
+ update_smart_learn(target_ptr, m_idx, DRS_CONF);
+ return;
}
- else if (TARGET_TYPE == MONSTER_TO_MONSTER)
- {
- resist = tr_ptr->flags3 & RF3_NO_CONF;
- saving_throw = (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10);
- spell_badstatus_message(target_ptr, m_idx, t_idx,
- _("%^sが%sの前に幻惑的な幻をつくり出した。", "%^s casts a mesmerizing illusion in front of %s."),
- _("%^sは惑わされなかった。", "%^s disbelieves the feeble spell."),
- _("%^sは惑わされなかった。", "%^s disbelieves the feeble spell."),
- _("%^sは混乱したようだ。", "%^s seems confused."),
- resist, saving_throw, TARGET_TYPE);
+ if (TARGET_TYPE != MONSTER_TO_MONSTER) return;
- if (!resist && !saving_throw)
- {
- (void)set_monster_confused(t_idx, MON_CONFUSED(t_ptr) + 12 + randint0(4));
- }
+ resist = tr_ptr->flags3 & RF3_NO_CONF;
+ saving_throw = (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10);
+
+ spell_badstatus_message(target_ptr, m_idx, t_idx,
+ _("%^sが%sの前に幻惑的な幻をつくり出した。", "%^s casts a mesmerizing illusion in front of %s."),
+ _("%^sは惑わされなかった。", "%^s disbelieves the feeble spell."),
+ _("%^sは惑わされなかった。", "%^s disbelieves the feeble spell."),
+ _("%^sは混乱したようだ。", "%^s seems confused."),
+ resist, saving_throw, TARGET_TYPE);
+
+ if (!resist && !saving_throw)
+ {
+ (void)set_monster_confused(target_ptr, t_idx, MON_CONFUSED(t_ptr) + 12 + randint0(4));
}
}
*/
void spell_RF5_SLOW(MONSTER_IDX m_idx, player_type *target_ptr, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- monster_type *t_ptr = &target_ptr->current_floor_ptr->m_list[t_idx];
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ monster_type *t_ptr = &floor_ptr->m_list[t_idx];
monster_race *tr_ptr = &r_info[t_ptr->r_idx];
- DEPTH rlev = monster_level_idx(m_idx);
+ DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
bool resist, saving_throw;
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
(void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, FALSE);
}
+
learn_spell(target_ptr, MS_SLOW);
- update_smart_learn(m_idx, DRS_FREE);
+ update_smart_learn(target_ptr, m_idx, DRS_FREE);
+ return;
}
- else if (TARGET_TYPE == MONSTER_TO_MONSTER)
- {
- concptr msg1;
- GAME_TEXT t_name[MAX_NLEN];
- monster_name(t_idx, t_name);
- if (streq(t_name, "it"))
- {
- msg1 = _("%sが%sの筋肉から力を吸いとった。", "%^s drains power from %ss muscles.");
- }
- else
- {
- msg1 = _("%sが%sの筋肉から力を吸いとった。", "%^s drains power from %s's muscles.");
- }
+ if (TARGET_TYPE != MONSTER_TO_MONSTER) return;
- resist = tr_ptr->flags1 & RF1_UNIQUE;
- saving_throw = (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10);
+ concptr msg1;
+ GAME_TEXT t_name[MAX_NLEN];
+ monster_name(target_ptr, t_idx, t_name);
- spell_badstatus_message(target_ptr, m_idx, t_idx,
- msg1,
- _("%^sには効果がなかった。", "%^s is unaffected."),
- _("%^sには効果がなかった。", "%^s is unaffected."),
- _("%sの動きが遅くなった。", "%^s starts moving slower."),
- resist, saving_throw, TARGET_TYPE);
+ if (streq(t_name, "it"))
+ {
+ msg1 = _("%sが%sの筋肉から力を吸いとった。", "%^s drains power from %ss muscles.");
+ }
+ else
+ {
+ msg1 = _("%sが%sの筋肉から力を吸いとった。", "%^s drains power from %s's muscles.");
+ }
- if (!resist && !saving_throw)
- {
- set_monster_slow(t_idx, MON_SLOW(t_ptr) + 50);
- }
+ resist = tr_ptr->flags1 & RF1_UNIQUE;
+ saving_throw = (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10);
+
+ spell_badstatus_message(target_ptr, m_idx, t_idx,
+ msg1,
+ _("%^sには効果がなかった。", "%^s is unaffected."),
+ _("%^sには効果がなかった。", "%^s is unaffected."),
+ _("%sの動きが遅くなった。", "%^s starts moving slower."),
+ resist, saving_throw, TARGET_TYPE);
+
+ if (!resist && !saving_throw)
+ {
+ set_monster_slow(target_ptr, t_idx, MON_SLOW(t_ptr) + 50);
}
}
*/
void spell_RF5_HOLD(MONSTER_IDX m_idx, player_type *target_ptr, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- monster_type *t_ptr = &target_ptr->current_floor_ptr->m_list[t_idx];
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ monster_type *t_ptr = &floor_ptr->m_list[t_idx];
monster_race *tr_ptr = &r_info[t_ptr->r_idx];
- DEPTH rlev = monster_level_idx(m_idx);
+ DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
bool resist, saving_throw;
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
(void)set_paralyzed(target_ptr, target_ptr->paralyzed + randint0(4) + 4);
}
+
learn_spell(target_ptr, MS_SLEEP);
- update_smart_learn(m_idx, DRS_FREE);
+ update_smart_learn(target_ptr, m_idx, DRS_FREE);
+ return;
}
- else if (TARGET_TYPE == MONSTER_TO_MONSTER)
- {
- resist = (tr_ptr->flags1 & RF1_UNIQUE) || (tr_ptr->flags3 & RF3_NO_STUN);
- saving_throw = (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10);
- spell_badstatus_message(target_ptr, m_idx, t_idx,
- _("%^sは%sをじっと見つめた。", "%^s stares intently at %s."),
- _("%^sには効果がなかった。", "%^s is unaffected."),
- _("%^sには効果がなかった。", "%^s is unaffected."),
- _("%^sは麻痺した!", "%^s is paralyzed!"),
- resist, saving_throw, TARGET_TYPE);
+ if (TARGET_TYPE != MONSTER_TO_MONSTER) return;
- if (!resist && !saving_throw)
- {
- (void)set_monster_stunned(t_idx, MON_STUNNED(t_ptr) + randint1(4) + 4);
- }
+ resist = (tr_ptr->flags1 & RF1_UNIQUE) || (tr_ptr->flags3 & RF3_NO_STUN);
+ saving_throw = (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10);
+
+ spell_badstatus_message(target_ptr, m_idx, t_idx,
+ _("%^sは%sをじっと見つめた。", "%^s stares intently at %s."),
+ _("%^sには効果がなかった。", "%^s is unaffected."),
+ _("%^sには効果がなかった。", "%^s is unaffected."),
+ _("%^sは麻痺した!", "%^s is paralyzed!"),
+ resist, saving_throw, TARGET_TYPE);
+
+ if (!resist && !saving_throw)
+ {
+ (void)set_monster_stunned(target_ptr, t_idx, MON_STUNNED(t_ptr) + randint1(4) + 4);
}
}
*/
void spell_RF6_HASTE(player_type *target_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- bool see_m = see_monster(target_ptr->current_floor_ptr, m_idx);
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ bool see_m = see_monster(floor_ptr, m_idx);
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
GAME_TEXT m_name[MAX_NLEN];
- monster_name(m_idx, m_name);
+ monster_name(target_ptr, m_idx, m_name);
+ char m_poss[10];
+ monster_desc(target_ptr, m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
monspell_message_base(target_ptr, m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
- _("%^sが自分の体に念を送った。", "%^s concentrates on %s body."),
- _("%^sが自分の体に念を送った。", "%^s concentrates on %s body."),
- _("%^sが自分の体に念を送った。", "%^s concentrates on %s body."),
- p_ptr->blind > 0, TARGET_TYPE);
+ _("%^sが自分の体に念を送った。", format("%%^s concentrates on %s body.", m_poss)),
+ _("%^sが自分の体に念を送った。", format("%%^s concentrates on %s body.", m_poss)),
+ _("%^sが自分の体に念を送った。", format("%%^s concentrates on %s body.", m_poss)),
+ target_ptr->blind > 0, TARGET_TYPE);
- /* Allow quick speed increases to base+10 */
- if (set_monster_fast(m_idx, MON_FAST(m_ptr) + 100))
+ if (set_monster_fast(target_ptr, m_idx, MON_FAST(m_ptr) + 100))
{
if (TARGET_TYPE == MONSTER_TO_PLAYER ||
(TARGET_TYPE == MONSTER_TO_MONSTER && see_m))
*/
HIT_POINT spell_RF6_HAND_DOOM(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- HIT_POINT dam = 0;
-
simple_monspell_message(target_ptr, m_idx, t_idx,
_("%^sが<破滅の手>を放った!", "%^s invokes the Hand of Doom!"),
_("%^sが%sに<破滅の手>を放った!", "%^s invokes the Hand of Doom upon %s!"),
TARGET_TYPE);
+ HIT_POINT dam = 0;
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- dam = monspell_damage((MS_HAND_DOOM), m_idx, DAM_ROLL);
+ dam = monspell_damage(target_ptr, (MS_HAND_DOOM), m_idx, DAM_ROLL);
breath(target_ptr, y, x, m_idx, GF_HAND_DOOM, dam, 0, FALSE, MS_HAND_DOOM, MONSTER_TO_PLAYER);
}
else if (TARGET_TYPE == MONSTER_TO_MONSTER)
dam = 20; /* Dummy power */
breath(target_ptr, y, x, m_idx, GF_HAND_DOOM, dam, 0, FALSE, MS_HAND_DOOM, MONSTER_TO_MONSTER);
}
+
return dam;
}
*/
void spell_RF6_HEAL(player_type *target_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
- DEPTH rlev = monster_level_idx(m_idx);
- bool seen = (!p_ptr->blind && m_ptr->ml);
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
+ DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
+ bool seen = (!target_ptr->blind && m_ptr->ml);
GAME_TEXT m_name[MAX_NLEN];
- monster_name(m_idx, m_name);
+ monster_name(target_ptr, m_idx, m_name);
+ char m_poss[10];
+ monster_desc(target_ptr, m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
- disturb(p_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, TRUE);
monspell_message_base(target_ptr, m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
- _("%^sは自分の傷に念を集中した。", "%^s concentrates on %s wounds."),
- _("%^sが自分の傷に集中した。", "%^s concentrates on %s wounds."),
- _("%^sは自分の傷に念を集中した。", "%^s concentrates on %s wounds."),
- p_ptr->blind > 0, TARGET_TYPE);
+ _("%^sは自分の傷に念を集中した。", format("%%^s concentrates on %s wounds.", m_poss)),
+ _("%^sが自分の傷に集中した。", format("%%^s concentrates on %s wounds.", m_poss)),
+ _("%^sは自分の傷に念を集中した。", format("%%^s concentrates on %s wounds.", m_poss)),
+ target_ptr->blind > 0, TARGET_TYPE);
- /* Heal some */
m_ptr->hp += (rlev * 6);
-
- /* Fully healed */
if (m_ptr->hp >= m_ptr->maxhp)
{
/* Fully healed */
_("%^sは完全に治った!", "%^s looks completely healed!"),
!seen, TARGET_TYPE);
}
-
- /* Partially healed */
else
{
monspell_message_base(target_ptr, m_idx, t_idx,
!seen, TARGET_TYPE);
}
- /* Redraw (later) if needed */
- if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
- if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
+ if (target_ptr->health_who == m_idx) target_ptr->redraw |= (PR_HEALTH);
+ if (target_ptr->riding == m_idx) target_ptr->redraw |= (PR_UHEALTH);
- /* Cancel fear */
- if (MON_MONFEAR(m_ptr))
- {
- /* Cancel fear */
- (void)set_monster_monfear(m_idx, 0);
+ if (!MON_MONFEAR(m_ptr)) return;
- if (see_monster(target_ptr->current_floor_ptr, m_idx))
- msg_format(_("%^sは勇気を取り戻した。", "%^s recovers %s courage."), m_name);
- }
+ (void)set_monster_monfear(target_ptr, m_idx, 0);
+
+ if (see_monster(floor_ptr, m_idx))
+ msg_format(_("%^sは勇気を取り戻した。", format("%%^s recovers %s courage.", m_poss)), m_name);
}
*/
void spell_RF6_INVULNER(player_type *target_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
+ monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
bool seen = (!target_ptr->blind && m_ptr->ml);
monspell_message_base(target_ptr, m_idx, t_idx,
- _("%^sが何かを力強くつぶやいた。", "%^s mumbles powerfully."),
- _("%^sが何かを力強くつぶやいた。", "%^s mumbles powerfully."),
- _("%sは無傷の球の呪文を唱えた。", "%^s casts a Globe of Invulnerability."),
- _("%sは無傷の球の呪文を唱えた。", "%^s casts a Globe of Invulnerability."),
- !seen, TARGET_TYPE);
+ _("%^sが何かを力強くつぶやいた。", "%^s mumbles powerfully."),
+ _("%^sが何かを力強くつぶやいた。", "%^s mumbles powerfully."),
+ _("%sは無傷の球の呪文を唱えた。", "%^s casts a Globe of Invulnerability."),
+ _("%sは無傷の球の呪文を唱えた。", "%^s casts a Globe of Invulnerability."),
+ !seen, TARGET_TYPE);
- if (!MON_INVULNER(m_ptr)) (void)set_monster_invulner(m_idx, randint1(4) + 4, FALSE);
+ if (!MON_INVULNER(m_ptr)) (void)set_monster_invulner(target_ptr, m_idx, randint1(4) + 4, FALSE);
}
* @brief RF6_BLINKの処理。ショート・テレポート。 /
* @param target_ptr プレーヤーへの参照ポインタ
* @param m_idx 呪文を唱えるモンスターID
+* @param is_quantum_effect 量子的効果によるショート・テレポートの場合時TRUE
* @param TARGET_TYPE プレイヤーを対象とする場合MONSTER_TO_PLAYER、モンスターを対象とする場合MONSTER_TO_MONSTER
*/
-void spell_RF6_BLINK(player_type *target_ptr, MONSTER_IDX m_idx, int TARGET_TYPE)
+void spell_RF6_BLINK(player_type *target_ptr, MONSTER_IDX m_idx, int TARGET_TYPE, bool is_quantum_effect)
{
GAME_TEXT m_name[MAX_NLEN];
- monster_name(m_idx, m_name);
-
- if (TARGET_TYPE==MONSTER_TO_PLAYER)
- disturb(p_ptr, TRUE, TRUE);
+ monster_name(target_ptr, m_idx, m_name);
+
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ disturb(target_ptr, TRUE, TRUE);
- if (teleport_barrier(p_ptr, m_idx))
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ if (!is_quantum_effect && teleport_barrier(target_ptr, m_idx))
{
- if(see_monster(target_ptr->current_floor_ptr, m_idx))
+ if (see_monster(floor_ptr, m_idx))
msg_format(_("魔法のバリアが%^sのテレポートを邪魔した。",
- "Magic barrier obstructs teleporting of %^s."), m_name);
+ "Magic barrier obstructs teleporting of %^s."), m_name);
+ return;
}
- else
- {
- if(see_monster(target_ptr->current_floor_ptr, m_idx))
- msg_format(_("%^sが瞬時に消えた。", "%^s blinks away."), m_name);
- teleport_away(p_ptr, m_idx, 10, 0L);
+ if (see_monster(floor_ptr, m_idx))
+ msg_format(_("%^sが瞬時に消えた。", "%^s blinks away."), m_name);
- if (TARGET_TYPE==MONSTER_TO_PLAYER)
- p_ptr->update |= (PU_MONSTERS);
- }
+ teleport_away(target_ptr, m_idx, 10, 0L);
+
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ target_ptr->update |= (PU_MONSTERS);
}
* @param TARGET_TYPE プレイヤーを対象とする場合MONSTER_TO_PLAYER、モンスターを対象とする場合MONSTER_TO_MONSTER
*/
void spell_RF6_TPORT(player_type *target_ptr, MONSTER_IDX m_idx, int TARGET_TYPE)
-{
+{
GAME_TEXT m_name[MAX_NLEN];
- monster_name(m_idx, m_name);
-
- if (TARGET_TYPE==MONSTER_TO_PLAYER)
- disturb(p_ptr, TRUE, TRUE);
- if (teleport_barrier(p_ptr, m_idx))
+ monster_name(target_ptr, m_idx, m_name);
+
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ disturb(target_ptr, TRUE, TRUE);
+ if (teleport_barrier(target_ptr, m_idx))
{
- if(see_monster(target_ptr->current_floor_ptr, m_idx))
+ if (see_monster(floor_ptr, m_idx))
msg_format(_("魔法のバリアが%^sのテレポートを邪魔した。",
- "Magic barrier obstructs teleporting of %^s."), m_name);
+ "Magic barrier obstructs teleporting of %^s."), m_name);
+ return;
}
- else
- {
- if(see_monster(target_ptr->current_floor_ptr, m_idx))
- msg_format(_("%^sがテレポートした。", "%^s teleports away."), m_name);
- teleport_away_followable(p_ptr, m_idx);
- }
+ if (see_monster(floor_ptr, m_idx))
+ msg_format(_("%^sがテレポートした。", "%^s teleports away."), m_name);
+
+ teleport_away_followable(target_ptr, m_idx);
}
monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
MONSTER_IDX who = 0;
GAME_TEXT m_name[MAX_NLEN];
- monster_name(m_idx, m_name);
+ monster_name(target_ptr, m_idx, m_name);
disturb(target_ptr, TRUE, TRUE);
if (m_ptr->r_idx == MON_DIO) who = 1;
POSITION dummy_x = m_ptr->fx;
BIT_FLAGS mode = 0L;
- switch(m_ptr->r_idx)
+ switch (m_ptr->r_idx)
{
- case MON_BANORLUPART:
- dummy_hp = (m_ptr->hp + 1) / 2;
- dummy_maxhp = m_ptr->maxhp / 2;
-
- if (floor_ptr->inside_arena || target_ptr->phase_out || !summon_possible(floor_ptr, m_ptr->fy, m_ptr->fx))
- return -1;
-
- delete_monster_idx(floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].m_idx);
- summon_named_creature(0, dummy_y, dummy_x, MON_BANOR, mode);
- floor_ptr->m_list[hack_m_idx_ii].hp = dummy_hp;
- floor_ptr->m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
- summon_named_creature(0, dummy_y, dummy_x, MON_LUPART, mode);
- floor_ptr->m_list[hack_m_idx_ii].hp = dummy_hp;
- floor_ptr->m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
-
- msg_print(_("『バーノール・ルパート』が分裂した!","Banor=Rupart splits in two person!"));
- break;
-
- case MON_BANOR:
- case MON_LUPART:
- dummy_hp = 0;
- dummy_maxhp = 0;
+ case MON_BANORLUPART:
+ dummy_hp = (m_ptr->hp + 1) / 2;
+ dummy_maxhp = m_ptr->maxhp / 2;
+
+ if (floor_ptr->inside_arena || target_ptr->phase_out || !summon_possible(target_ptr, m_ptr->fy, m_ptr->fx))
+ return -1;
- if (!r_info[MON_BANOR].cur_num || !r_info[MON_LUPART].cur_num)
- return -1;
+ delete_monster_idx(target_ptr, floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].m_idx);
+ summon_named_creature(target_ptr, 0, dummy_y, dummy_x, MON_BANOR, mode);
+ floor_ptr->m_list[hack_m_idx_ii].hp = dummy_hp;
+ floor_ptr->m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
+ summon_named_creature(target_ptr, 0, dummy_y, dummy_x, MON_LUPART, mode);
+ floor_ptr->m_list[hack_m_idx_ii].hp = dummy_hp;
+ floor_ptr->m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
- for (k = 1; k < floor_ptr->m_max; k++)
+ msg_print(_("『バーノール・ルパート』が分裂した!", "Banor=Rupart splits into two persons!"));
+ break;
+
+ case MON_BANOR:
+ case MON_LUPART:
+ dummy_hp = 0;
+ dummy_maxhp = 0;
+
+ if (!r_info[MON_BANOR].cur_num || !r_info[MON_LUPART].cur_num)
+ return -1;
+
+ for (k = 1; k < floor_ptr->m_max; k++)
+ {
+ if (floor_ptr->m_list[k].r_idx == MON_BANOR || floor_ptr->m_list[k].r_idx == MON_LUPART)
{
- if (floor_ptr->m_list[k].r_idx == MON_BANOR || floor_ptr->m_list[k].r_idx == MON_LUPART)
+ dummy_hp += floor_ptr->m_list[k].hp;
+ dummy_maxhp += floor_ptr->m_list[k].maxhp;
+ if (floor_ptr->m_list[k].r_idx != m_ptr->r_idx)
{
- dummy_hp += floor_ptr->m_list[k].hp;
- dummy_maxhp += floor_ptr->m_list[k].maxhp;
- if (floor_ptr->m_list[k].r_idx != m_ptr->r_idx)
- {
- dummy_y = floor_ptr->m_list[k].fy;
- dummy_x = floor_ptr->m_list[k].fx;
- }
- delete_monster_idx(k);
+ dummy_y = floor_ptr->m_list[k].fy;
+ dummy_x = floor_ptr->m_list[k].fx;
}
+ delete_monster_idx(target_ptr, k);
}
- summon_named_creature(0, dummy_y, dummy_x, MON_BANORLUPART, mode);
- floor_ptr->m_list[hack_m_idx_ii].hp = dummy_hp;
- floor_ptr->m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
+ }
+ summon_named_creature(target_ptr, 0, dummy_y, dummy_x, MON_BANORLUPART, mode);
+ floor_ptr->m_list[hack_m_idx_ii].hp = dummy_hp;
+ floor_ptr->m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
- msg_print(_("『バーノール』と『ルパート』が合体した!", "Banor and Rupart combine into one!"));
- break;
+ msg_print(_("『バーノール』と『ルパート』が合体した!", "Banor and Rupart combine into one!"));
+ break;
}
return 0;
int count = 0, k;
int num = 1 + randint1(3);
BIT_FLAGS mode = 0L;
-
+
monspell_message(target_ptr, m_idx, t_idx,
_("%^sが何か大量に投げた。", "%^s spreads something."),
_("%^sは手榴弾をばらまいた。", "%^s throws some hand grenades."),
for (k = 0; k < num; k++)
{
- count += summon_named_creature(m_idx, y, x, MON_SHURYUUDAN, mode);
+ count += summon_named_creature(target_ptr, m_idx, y, x, MON_GRENADE, mode);
}
-
if (target_ptr->blind && count)
- msg_print(_("多くのものが間近にばらまかれる音がする。", "You hear many things are scattered nearby."));
-
+ {
+ msg_print(_("多くのものが間近にばらまかれる音がする。", "You hear many things scattered nearby."));
+ }
return 0;
}
{
HIT_POINT dam = -1;
floor_type *floor_ptr = target_ptr->current_floor_ptr;
- monster_type *m_ptr = &floor_ptr->m_list[m_idx];
- monster_type *t_ptr = &floor_ptr->m_list[t_idx];
- monster_race *tr_ptr = &r_info[t_ptr->r_idx];
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
+ monster_type *t_ptr = &floor_ptr->m_list[t_idx];
+ monster_race *tr_ptr = &r_info[t_ptr->r_idx];
bool monster_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
bool monster_to_monster = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool direct = player_bold(target_ptr, y, x);
GAME_TEXT m_name[MAX_NLEN];
- monster_name(m_idx, m_name);
+ monster_name(target_ptr, m_idx, m_name);
disturb(target_ptr, TRUE, TRUE);
if (one_in_(3) || !direct)
- {
+ {
simple_monspell_message(target_ptr, m_idx, t_idx,
_("%^sは突然視界から消えた!", "%^s suddenly go out of your sight!"),
_("%^sは突然急上昇して視界から消えた!", "%^s suddenly go out of your sight!"),
TARGET_TYPE);
-
+
teleport_away(target_ptr, m_idx, 10, TELEPORT_NONMAGICAL);
target_ptr->update |= (PU_MONSTERS);
+ return dam;
}
- else
- {
- int get_damage = 0;
- bool fear, dead; /* dummy */
-
- simple_monspell_message(target_ptr, m_idx, t_idx,
- _("%^sがあなたを掴んで空中から投げ落とした。", "%^s holds you, and drops from the sky."),
- _("%^sが%sを掴んで空中から投げ落とした。", "%^s holds %s, and drops from the sky."),
- TARGET_TYPE);
- dam = damroll(4, 8);
+ int get_damage = 0;
+ bool fear, dead; /* dummy */
- if (monster_to_player || t_idx == target_ptr->riding)
- teleport_player_to(target_ptr, m_ptr->fy, m_ptr->fx, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
- else
- teleport_monster_to(target_ptr, t_idx, m_ptr->fy, m_ptr->fx, 100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
+ simple_monspell_message(target_ptr, m_idx, t_idx,
+ _("%^sがあなたを掴んで空中から投げ落とした。", "%^s holds you, and drops from the sky."),
+ _("%^sが%sを掴んで空中から投げ落とした。", "%^s holds %s, and drops from the sky."),
+ TARGET_TYPE);
- sound(SOUND_FALL);
+ dam = damroll(4, 8);
- if ((monster_to_player && target_ptr->levitation) ||
- (monster_to_monster && (tr_ptr->flags7 & RF7_CAN_FLY)))
- {
- simple_monspell_message(target_ptr, m_idx, t_idx,
- _("あなたは静かに着地した。", "You float gently down to the ground."),
- _("%^sは静かに着地した。", "%^s floats gently down to the ground."),
- TARGET_TYPE);
- }
- else
- {
- simple_monspell_message(target_ptr, m_idx, t_idx,
- _("あなたは地面に叩きつけられた。", "You crashed into the ground."),
- _("%^sは地面に叩きつけられた。", "%^s crashed into the ground."),
- TARGET_TYPE);
- dam += damroll(6, 8);
- }
+ if (monster_to_player || t_idx == target_ptr->riding)
+ teleport_player_to(target_ptr, m_ptr->fy, m_ptr->fx, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
+ else
+ teleport_monster_to(target_ptr, t_idx, m_ptr->fy, m_ptr->fx, 100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
- if(monster_to_player ||
- (monster_to_monster && target_ptr->riding == t_idx))
- {
- /* Mega hack -- this special action deals damage to the player. Therefore the code of "eyeeye" is necessary.
- -- henkma
- */
- get_damage = take_hit(target_ptr, DAMAGE_NOESCAPE, dam, m_name, -1);
- if (target_ptr->tim_eyeeye && get_damage > 0 && !target_ptr->is_dead)
- {
- GAME_TEXT m_name_self[80];
- /* hisself */
- monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
+ sound(SOUND_FALL);
- msg_format(_("攻撃が%s自身を傷つけた!", "The attack of %s has wounded %s!"), m_name, m_name_self);
+ if ((monster_to_player && target_ptr->levitation) ||
+ (monster_to_monster && (tr_ptr->flags7 & RF7_CAN_FLY)))
+ {
+ simple_monspell_message(target_ptr, m_idx, t_idx,
+ _("あなたは静かに着地した。", "You float gently down to the ground."),
+ _("%^sは静かに着地した。", "%^s floats gently down to the ground."),
+ TARGET_TYPE);
+ }
+ else
+ {
+ simple_monspell_message(target_ptr, m_idx, t_idx,
+ _("あなたは地面に叩きつけられた。", "You crashed into the ground."),
+ _("%^sは地面に叩きつけられた。", "%^s crashed into the ground."),
+ TARGET_TYPE);
+ dam += damroll(6, 8);
+ }
- project(target_ptr, 0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
- set_tim_eyeeye(target_ptr, target_ptr->tim_eyeeye - 5, TRUE);
- }
+ if (monster_to_player ||
+ (monster_to_monster && target_ptr->riding == t_idx))
+ {
+ get_damage = take_hit(target_ptr, DAMAGE_NOESCAPE, dam, m_name, -1);
+ if (target_ptr->tim_eyeeye && get_damage > 0 && !target_ptr->is_dead)
+ {
+ GAME_TEXT m_name_self[80];
+ monster_desc(target_ptr, m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
+ msg_format(_("攻撃が%s自身を傷つけた!", "The attack of %s has wounded %s!"), m_name, m_name_self);
+ project(target_ptr, 0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
+ set_tim_eyeeye(target_ptr, target_ptr->tim_eyeeye - 5, TRUE);
}
-
- if(monster_to_player && target_ptr->riding)
- mon_take_hit_mon(target_ptr->riding, dam, &dead, &fear, extract_note_dies(real_r_idx(&floor_ptr->m_list[target_ptr->riding])), m_idx);
-
- if(monster_to_monster)
- mon_take_hit_mon(t_idx, dam, &dead, &fear, extract_note_dies(real_r_idx(t_ptr)), m_idx);
}
+ if (monster_to_player && target_ptr->riding)
+ mon_take_hit_mon(target_ptr, target_ptr->riding, dam, &dead, &fear, extract_note_dies(real_r_idx(&floor_ptr->m_list[target_ptr->riding])), m_idx);
+
+ if (monster_to_monster)
+ mon_take_hit_mon(target_ptr, t_idx, dam, &dead, &fear, extract_note_dies(real_r_idx(t_ptr)), m_idx);
return dam;
}
HIT_POINT spell_RF6_SPECIAL(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
floor_type *floor_ptr = target_ptr->current_floor_ptr;
- monster_type *m_ptr = &floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
disturb(target_ptr, TRUE, TRUE);
switch (m_ptr->r_idx)
{
- case MON_OHMU:
- /* Moved to process_monster(), like multiplication */
- return -1;
+ case MON_OHMU:
+ return -1;
- case MON_BANORLUPART:
- case MON_BANOR:
- case MON_LUPART:
- return spell_RF6_SPECIAL_BANORLUPART(target_ptr, m_idx);
+ case MON_BANORLUPART:
+ case MON_BANOR:
+ case MON_LUPART:
+ return spell_RF6_SPECIAL_BANORLUPART(target_ptr, m_idx);
- case MON_ROLENTO:
- return spell_RF6_SPECIAL_ROLENTO(target_ptr, y, x, m_idx, t_idx, TARGET_TYPE);
- break;
+ case MON_ROLENTO:
+ return spell_RF6_SPECIAL_ROLENTO(target_ptr, y, x, m_idx, t_idx, TARGET_TYPE);
+ break;
- default:
+ default:
if (r_ptr->d_char == 'B')
{
return spell_RF6_SPECIAL_B(target_ptr, y, x, m_idx, t_idx, TARGET_TYPE);
break;
}
- /* Something is wrong */
else return -1;
}
}
void spell_RF6_TELE_TO(player_type *target_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
floor_type *floor_ptr = target_ptr->current_floor_ptr;
- monster_type *m_ptr = &floor_ptr->m_list[m_idx];
- monster_type *t_ptr = &floor_ptr->m_list[t_idx];
- monster_race *tr_ptr = &r_info[t_ptr->r_idx];
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
+ monster_type *t_ptr = &floor_ptr->m_list[t_idx];
+ monster_race *tr_ptr = &r_info[t_ptr->r_idx];
simple_monspell_message(target_ptr, m_idx, t_idx,
_("%^sがあなたを引き戻した。", "%^s commands you to return."),
_("%^sが%sを引き戻した。", "%^s commands %s to return."),
TARGET_TYPE);
-
+
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
teleport_player_to(target_ptr, m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
learn_spell(target_ptr, MS_TELE_TO);
+ return;
}
- else if (TARGET_TYPE == MONSTER_TO_MONSTER)
- {
- bool resists_tele = FALSE;
- GAME_TEXT t_name[MAX_NLEN];
- monster_name(t_idx, t_name);
- if (tr_ptr->flagsr & RFR_RES_TELE)
+ if (TARGET_TYPE != MONSTER_TO_MONSTER) return;
+
+ bool resists_tele = FALSE;
+ GAME_TEXT t_name[MAX_NLEN];
+ monster_name(target_ptr, t_idx, t_name);
+
+ if (tr_ptr->flagsr & RFR_RES_TELE)
+ {
+ if ((tr_ptr->flags1 & RF1_UNIQUE) || (tr_ptr->flagsr & RFR_RES_ALL))
{
- if ((tr_ptr->flags1 & RF1_UNIQUE) || (tr_ptr->flagsr & RFR_RES_ALL))
- {
- if (is_original_ap_and_seen(t_ptr)) tr_ptr->r_flagsr |= RFR_RES_TELE;
- if (see_monster(target_ptr->current_floor_ptr, t_idx))
- {
- msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), t_name);
- }
- resists_tele = TRUE;
- }
- else if (tr_ptr->level > randint1(100))
+ if (is_original_ap_and_seen(target_ptr, t_ptr)) tr_ptr->r_flagsr |= RFR_RES_TELE;
+ if (see_monster(floor_ptr, t_idx))
{
- if (is_original_ap_and_seen(t_ptr)) tr_ptr->r_flagsr |= RFR_RES_TELE;
- if (see_monster(target_ptr->current_floor_ptr, t_idx))
- {
- msg_format(_("%^sは耐性を持っている!", "%^s resists!"), t_name);
- }
- resists_tele = TRUE;
+ msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), t_name);
}
+ resists_tele = TRUE;
}
-
- if (!resists_tele)
+ else if (tr_ptr->level > randint1(100))
{
- if (t_idx == target_ptr->riding)
- teleport_player_to(target_ptr, m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
- else
- teleport_monster_to(target_ptr, t_idx, m_ptr->fy, m_ptr->fx, 100, TELEPORT_PASSIVE);
+ if (is_original_ap_and_seen(target_ptr, t_ptr)) tr_ptr->r_flagsr |= RFR_RES_TELE;
+ if (see_monster(floor_ptr, t_idx))
+ {
+ msg_format(_("%^sは耐性を持っている!", "%^s resists!"), t_name);
+ }
+ resists_tele = TRUE;
}
+ }
- set_monster_csleep(t_idx, 0);
+ if (resists_tele)
+ {
+ set_monster_csleep(target_ptr, t_idx, 0);
+ return;
}
+
+ if (t_idx == target_ptr->riding)
+ teleport_player_to(target_ptr, m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
+ else
+ teleport_monster_to(target_ptr, t_idx, m_ptr->fy, m_ptr->fx, 100, TELEPORT_PASSIVE);
+ set_monster_csleep(target_ptr, t_idx, 0);
}
*/
void spell_RF6_TELE_AWAY(player_type *target_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- monster_type *t_ptr = &target_ptr->current_floor_ptr->m_list[t_idx];
- monster_race *tr_ptr = &r_info[t_ptr->r_idx];
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ monster_type *t_ptr = &floor_ptr->m_list[t_idx];
+ monster_race *tr_ptr = &r_info[t_ptr->r_idx];
simple_monspell_message(target_ptr, m_idx, t_idx,
_("%^sにテレポートさせられた。", "%^s teleports you away."),
_("%^sは%sをテレポートさせた。", "%^s teleports %s away."),
TARGET_TYPE);
-
+
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- if ((target_ptr->pseikaku == SEIKAKU_COMBAT) || (target_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+ if (IS_ECHIZEN(target_ptr))
msg_print(_("くっそ~", ""));
else if ((target_ptr->pseikaku == SEIKAKU_CHARGEMAN))
{
}
learn_spell(target_ptr, MS_TELE_AWAY);
- teleport_player_away(m_idx, target_ptr, 100);
+ teleport_player_away(m_idx, target_ptr, 100, FALSE);
+ return;
}
- else if (TARGET_TYPE == MONSTER_TO_MONSTER)
- {
- bool resists_tele = FALSE;
- GAME_TEXT t_name[MAX_NLEN];
- monster_name(t_idx, t_name);
- if (tr_ptr->flagsr & RFR_RES_TELE)
+ if (TARGET_TYPE != MONSTER_TO_MONSTER) return;
+
+ bool resists_tele = FALSE;
+ GAME_TEXT t_name[MAX_NLEN];
+ monster_name(target_ptr, t_idx, t_name);
+
+ if (tr_ptr->flagsr & RFR_RES_TELE)
+ {
+ if ((tr_ptr->flags1 & RF1_UNIQUE) || (tr_ptr->flagsr & RFR_RES_ALL))
{
- if ((tr_ptr->flags1 & RF1_UNIQUE) || (tr_ptr->flagsr & RFR_RES_ALL))
+ if (is_original_ap_and_seen(target_ptr, t_ptr)) tr_ptr->r_flagsr |= RFR_RES_TELE;
+ if (see_monster(floor_ptr, t_idx))
{
- if (is_original_ap_and_seen(t_ptr)) tr_ptr->r_flagsr |= RFR_RES_TELE;
- if (see_monster(target_ptr->current_floor_ptr, t_idx))
- {
- msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), t_name);
- }
- resists_tele = TRUE;
- }
- else if (tr_ptr->level > randint1(100))
- {
- if (is_original_ap_and_seen(t_ptr)) tr_ptr->r_flagsr |= RFR_RES_TELE;
- if (see_monster(target_ptr->current_floor_ptr, t_idx))
- {
- msg_format(_("%^sは耐性を持っている!", "%^s resists!"), t_name);
- }
- resists_tele = TRUE;
+ msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), t_name);
}
+ resists_tele = TRUE;
}
-
- if (!resists_tele)
+ else if (tr_ptr->level > randint1(100))
{
- if (t_idx == target_ptr->riding)
- teleport_player_away(m_idx, target_ptr, MAX_SIGHT * 2 + 5);
- else
- teleport_away(target_ptr, t_idx, MAX_SIGHT * 2 + 5, TELEPORT_PASSIVE);
+ if (is_original_ap_and_seen(target_ptr, t_ptr)) tr_ptr->r_flagsr |= RFR_RES_TELE;
+ if (see_monster(floor_ptr, t_idx))
+ {
+ msg_format(_("%^sは耐性を持っている!", "%^s resists!"), t_name);
+ }
+ resists_tele = TRUE;
}
+ }
- set_monster_csleep(t_idx, 0);
+ if (resists_tele)
+ {
+ set_monster_csleep(target_ptr, t_idx, 0);
+ return;
}
+
+ if (t_idx == target_ptr->riding)
+ teleport_player_away(m_idx, target_ptr, MAX_SIGHT * 2 + 5, FALSE);
+ else
+ teleport_away(target_ptr, t_idx, MAX_SIGHT * 2 + 5, TELEPORT_PASSIVE);
+ set_monster_csleep(target_ptr, t_idx, 0);
}
*/
void spell_RF6_TELE_LEVEL(player_type *target_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- monster_type *t_ptr = &target_ptr->current_floor_ptr->m_list[t_idx];
- monster_race *tr_ptr = &r_info[t_ptr->r_idx];
- DEPTH rlev = monster_level_idx(m_idx);
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ monster_type *t_ptr = &floor_ptr->m_list[t_idx];
+ monster_race *tr_ptr = &r_info[t_ptr->r_idx];
+ DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
bool resist, saving_throw;
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
teleport_level(target_ptr, 0);
}
+
learn_spell(target_ptr, MS_TELE_LEVEL);
- update_smart_learn(m_idx, DRS_NEXUS);
+ update_smart_learn(target_ptr, m_idx, DRS_NEXUS);
+ return;
}
- else if (TARGET_TYPE == MONSTER_TO_MONSTER)
- {
- resist = tr_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE);
- saving_throw = (tr_ptr->flags1 & RF1_QUESTOR) ||
- (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10);
-
- spell_badstatus_message(target_ptr, m_idx, t_idx,
- _("%^sが%sの足を指さした。", "%^s gestures at %s's feet."),
- _("%^sには効果がなかった。", "%^s is unaffected!"),
- _("%^sは効力を跳ね返した!", "%^s resist the effects!"),
- "",
- resist, saving_throw, TARGET_TYPE);
- if (!resist && !saving_throw)
- {
- teleport_level(target_ptr, (t_idx == target_ptr->riding) ? 0 : t_idx);
- }
+ if (TARGET_TYPE != MONSTER_TO_MONSTER) return;
+
+ resist = tr_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE);
+ saving_throw = (tr_ptr->flags1 & RF1_QUESTOR) ||
+ (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10);
+
+ spell_badstatus_message(target_ptr, m_idx, t_idx,
+ _("%^sが%sの足を指さした。", "%^s gestures at %s's feet."),
+ _("%^sには効果がなかった。", "%^s is unaffected!"),
+ _("%^sは効力を跳ね返した!", "%^s resist the effects!"),
+ "",
+ resist, saving_throw, TARGET_TYPE);
+
+ if (!resist && !saving_throw)
+ {
+ teleport_level(target_ptr, (t_idx == target_ptr->riding) ? 0 : t_idx);
}
}
*/
HIT_POINT spell_RF6_PSY_SPEAR(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- HIT_POINT dam;
-
monspell_message(target_ptr, m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sが光の剣を放った。", "%^s throw a Psycho-Spear."),
_("%^sが%sに向かって光の剣を放った。", "%^s throw a Psycho-spear at %s."),
TARGET_TYPE);
- dam = monspell_damage((MS_PSY_SPEAR), m_idx, DAM_ROLL);
+ HIT_POINT dam = monspell_damage(target_ptr, (MS_PSY_SPEAR), m_idx, DAM_ROLL);
beam(target_ptr, m_idx, y, x, GF_PSY_SPEAR, dam, MS_PSY_SPEAR, MONSTER_TO_PLAYER);
return dam;
}
*/
void spell_RF6_DARKNESS(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
- monster_type *t_ptr = &target_ptr->current_floor_ptr->m_list[t_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
+ monster_type *t_ptr = &floor_ptr->m_list[t_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
bool can_use_lite_area = FALSE;
bool monster_to_monster = TARGET_TYPE == MONSTER_TO_MONSTER;
bool monster_to_player = TARGET_TYPE == MONSTER_TO_PLAYER;
GAME_TEXT t_name[MAX_NLEN];
- monster_name(t_idx, t_name);
+ monster_name(target_ptr, t_idx, t_name);
if ((target_ptr->pclass == CLASS_NINJA) &&
!(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
!(r_ptr->flags7 & RF7_DARK_MASK))
can_use_lite_area = TRUE;
- if(monster_to_monster && !is_hostile(t_ptr))
+ if (monster_to_monster && !is_hostile(t_ptr))
can_use_lite_area = FALSE;
-
+
if (can_use_lite_area)
{
monspell_message(target_ptr, m_idx, t_idx,
_("%^sが辺りを明るく照らした。", "%^s cast a spell to light up."),
TARGET_TYPE);
- if (see_monster(target_ptr->current_floor_ptr, t_idx) && monster_to_monster)
+ if (see_monster(floor_ptr, t_idx) && monster_to_monster)
{
msg_format(_("%^sは白い光に包まれた。", "%^s is surrounded by a white light."), t_name);
}
_("%^sが暗闇の中で手を振った。", "%^s gestures in shadow."),
TARGET_TYPE);
- if (see_monster(target_ptr->current_floor_ptr, t_idx) && monster_to_monster)
+ if (see_monster(floor_ptr, t_idx) && monster_to_monster)
{
msg_format(_("%^sは暗闇に包まれた。", "%^s is surrounded by darkness."), t_name);
}
}
- if(monster_to_player)
+ if (monster_to_player)
{
if (can_use_lite_area)
{
}
if (!monster_to_monster) return;
-
- if (can_use_lite_area)
- {
- (void)project(target_ptr, m_idx, 3, y, x, 0, GF_LITE_WEAK, PROJECT_GRID | PROJECT_KILL, -1);
- lite_room(target_ptr, y, x);
- }
- else
- {
- (void)project(target_ptr, m_idx, 3, y, x, 0, GF_DARK_WEAK, PROJECT_GRID | PROJECT_KILL, MS_DARKNESS);
- unlite_room(target_ptr, y, x);
- }
+
+ int lite_area = can_use_lite_area ? -1 : MS_DARKNESS;
+ (void)project(target_ptr, m_idx, 3, y, x, 0, GF_LITE_WEAK, PROJECT_GRID | PROJECT_KILL, lite_area);
+ lite_room(target_ptr, y, x);
}
/*!
* @brief RF6_TRAPSの処理。トラップ。 /
+* @param target_ptr プレーヤーへの参照ポインタ
* @param y 対象の地点のy座標
* @param x 対象の地点のx座標
* @param m_idx 呪文を唱えるモンスターID
+* @param なし
*/
-void spell_RF6_TRAPS(POSITION y, POSITION x, MONSTER_IDX m_idx)
+void spell_RF6_TRAPS(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx)
{
GAME_TEXT m_name[MAX_NLEN];
- monster_name(m_idx, m_name);
- disturb(p_ptr, TRUE, TRUE);
+ monster_name(target_ptr, m_idx, m_name);
+ disturb(target_ptr, TRUE, TRUE);
- if (p_ptr->blind)
+ if (target_ptr->blind)
msg_format(_("%^sが何かをつぶやいて邪悪に微笑んだ。",
- "%^s mumbles, and then cackles evilly."), m_name);
+ "%^s mumbles, and then cackles evilly."), m_name);
else
msg_format(_("%^sが呪文を唱えて邪悪に微笑んだ。",
- "%^s casts a spell and cackles evilly."), m_name);
+ "%^s casts a spell and cackles evilly."), m_name);
- learn_spell(p_ptr, MS_MAKE_TRAP);
- (void)trap_creation(p_ptr, y, x);
+ learn_spell(target_ptr, MS_MAKE_TRAP);
+ (void)trap_creation(target_ptr, y, x);
}
/*!
* @brief RF6_FORGETの処理。記憶消去。 /
+* @param target_ptr プレーヤーへの参照ポインタ
* @param m_idx 呪文を唱えるモンスターID
+* @param なし
*/
-void spell_RF6_FORGET(MONSTER_IDX m_idx)
+void spell_RF6_FORGET(player_type *target_ptr, MONSTER_IDX m_idx)
{
- DEPTH rlev = monster_level_idx(m_idx);
+ DEPTH rlev = monster_level_idx(target_ptr->current_floor_ptr, m_idx);
GAME_TEXT m_name[MAX_NLEN];
- monster_name(m_idx, m_name);
+ monster_name(target_ptr, m_idx, m_name);
- disturb(p_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, TRUE);
msg_format(_("%^sがあなたの記憶を消去しようとしている。",
"%^s tries to blank your mind."), m_name);
- if (randint0(100 + rlev / 2) < p_ptr->skill_sav)
+ if (randint0(100 + rlev / 2) < target_ptr->skill_sav)
{
msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
}
- else if (lose_all_info(p_ptr))
+ else if (lose_all_info(target_ptr))
{
msg_print(_("記憶が薄れてしまった。", "Your memories fade away."));
}
- learn_spell(p_ptr, MS_FORGET);
+
+ learn_spell(target_ptr, MS_FORGET);
}
/*!
* @brief 鷹召喚の処理。 /
+* @param target_ptr プレーヤーへの参照ポインタ
* @param y 対象の地点のy座標
* @param x 対象の地点のx座標
* @param rlev 呪文を唱えるモンスターのレベル
* @param m_idx 呪文を唱えるモンスターID
* @return 召喚したモンスターの数を返す。
*/
-MONSTER_NUMBER summon_EAGLE(POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx)
+MONSTER_NUMBER summon_EAGLE(player_type *target_ptr, POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx)
{
- int k, count = 0;
+ int count = 0;
int num = 4 + randint1(3);
- for (k = 0; k < num; k++)
+ for (int k = 0; k < num; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_EAGLES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_EAGLES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
}
return count;
/*!
* @brief インターネット・エクスプローダー召喚の処理。 /
+ * @param target_ptr プレーヤーへの参照ポインタ
* @param y 対象の地点のy座標
* @param x 対象の地点のx座標
* @param rlev 呪文を唱えるモンスターのレベル
* @param m_idx 呪文を唱えるモンスターID
* @return 召喚したモンスターの数を返す。
*/
-MONSTER_NUMBER summon_IE(POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx)
+MONSTER_NUMBER summon_IE(player_type *target_ptr, POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx)
{
BIT_FLAGS mode = 0L;
- int k, count = 0;
+ int count = 0;
int num = 2 + randint1(1 + rlev / 20);
- for (k = 0; k < num; k++)
+ for (int k = 0; k < num; k++)
{
- count += summon_named_creature(m_idx, y, x, MON_IE, mode);
+ count += summon_named_creature(target_ptr, m_idx, y, x, MON_IE, mode);
}
return count;
*/
MONSTER_NUMBER summon_guardian(player_type *target_ptr, POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- int k, count = 0;
int num = 2 + randint1(3);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
_("地面から水が吹き出した!", "Water blew off from the ground!"),
TARGET_TYPE);
- if(mon_to_player)
+ if (mon_to_player)
fire_ball_hide(target_ptr, GF_WATER_FLOW, 0, 3, 8);
- else if(mon_to_mon)
+ else if (mon_to_mon)
project(target_ptr, t_idx, 8, y, x, 3, GF_WATER_FLOW, PROJECT_GRID | PROJECT_HIDE, -1);
}
- for (k = 0; k < num; k++)
+ int count = 0;
+ for (int k = 0; k < num; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_GUARDIANS, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_GUARDIANS, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
}
return count;
/*!
* @brief ロックのクローン召喚の処理。 /
+* @param target_ptr プレーヤーへの参照ポインタ
* @param y 対象の地点のy座標
* @param x 対象の地点のx座標
-* @param rlev 呪文を唱えるモンスターのレベル
* @param m_idx 呪文を唱えるモンスターID
* @return 召喚したモンスターの数を返す。
*/
-MONSTER_NUMBER summon_LOCK_CLONE(POSITION y, POSITION x, DEPTH rlev, MONSTER_IDX m_idx)
+MONSTER_NUMBER summon_LOCKE_CLONE(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx)
{
BIT_FLAGS mode = 0L;
- int k, count = 0;
+ int count = 0;
int num = randint1(3);
- rlev = rlev;
- for (k = 0; k < num; k++)
+ for (int k = 0; k < num; k++)
{
- count += summon_named_creature(m_idx, y, x, MON_LOCKE_CLONE, mode);
+ count += summon_named_creature(target_ptr, m_idx, y, x, MON_LOCKE_CLONE, mode);
}
return count;
/*!
* @brief シラミ召喚の処理。 /
+* @param target_ptr プレーヤーへの参照ポインタ
* @param y 対象の地点のy座標
* @param x 対象の地点のx座標
* @param rlev 呪文を唱えるモンスターのレベル
* @param m_idx 呪文を唱えるモンスターID
* @return 召喚したモンスターの数を返す。
*/
-MONSTER_NUMBER summon_LOUSE(POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx)
+MONSTER_NUMBER summon_LOUSE(player_type *target_ptr, POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx)
{
- int k, count = 0;
+ int count = 0;
int num = 2 + randint1(3);
- for (k = 0; k < num; k++)
+ for (int k = 0; k < num; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_LOUSE, PM_ALLOW_GROUP);
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_LOUSE, PM_ALLOW_GROUP);
}
return count;
/*!
* @brief 救援召喚の通常処理。同シンボルのモンスターを召喚する。 /
+* @param target_ptr プレーヤーへの参照ポインタ
* @param y 対象の地点のy座標
* @param x 対象の地点のx座標
* @param rlev 呪文を唱えるモンスターのレベル
* @param m_idx 呪文を唱えるモンスターID
* @return 召喚したモンスターの数を返す。
*/
-MONSTER_NUMBER summon_Kin(POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx)
+MONSTER_NUMBER summon_Kin(player_type *target_ptr, POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx)
{
- int k, count = 0;
-
- for (k = 0; k < 4; k++)
+ int count = 0;
+ for (int k = 0; k < 4; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_KIN, PM_ALLOW_GROUP);
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_KIN, PM_ALLOW_GROUP);
}
return count;
*/
void spell_RF6_S_KIN(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- bool known = monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx);
- bool see_either = see_monster(target_ptr->current_floor_ptr, m_idx) || see_monster(target_ptr->current_floor_ptr, t_idx);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
- bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
floor_type *floor_ptr = target_ptr->current_floor_ptr;
- monster_type *m_ptr = &floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- DEPTH rlev = monster_level_idx(m_idx);
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
int count = 0;
GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN], m_poss[80];
- monster_name(m_idx, m_name);
- monster_name(t_idx, t_name);
- monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
+ monster_name(target_ptr, m_idx, m_name);
+ monster_name(target_ptr, t_idx, t_name);
+ monster_desc(target_ptr, m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
disturb(target_ptr, TRUE, TRUE);
+ bool known = monster_near_player(floor_ptr, m_idx, t_idx);
+ bool see_either = see_monster(floor_ptr, m_idx) || see_monster(floor_ptr, t_idx);
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
if (m_ptr->r_idx == MON_SERPENT || m_ptr->r_idx == MON_ZOMBI_SERPENT)
{
monspell_message(target_ptr, m_idx, t_idx,
if (mon_to_player || (mon_to_mon && known && see_either))
{
_(msg_format("%sが魔法で%sを召喚した。", m_name, ((r_ptr->flags1 & RF1_UNIQUE) ? "手下" : "仲間")),
- msg_format("%^s magically summons %s %s.", m_name, m_poss, ((r_ptr->flags1 & RF1_UNIQUE) ? "minions" : "kin")));
+ msg_format("%^s magically summons %s %s.", m_name, m_poss, ((r_ptr->flags1 & RF1_UNIQUE) ? "minions" : "kin")));
}
}
switch (m_ptr->r_idx)
{
- case MON_MENELDOR:
- case MON_GWAIHIR:
- case MON_THORONDOR:
- count += summon_EAGLE(y, x, rlev, m_idx);
- break;
+ case MON_MENELDOR:
+ case MON_GWAIHIR:
+ case MON_THORONDOR:
+ count += summon_EAGLE(target_ptr, y, x, rlev, m_idx);
+ break;
- case MON_BULLGATES:
- count += summon_IE(y, x, rlev, m_idx);
- break;
+ case MON_BULLGATES:
+ count += summon_IE(target_ptr, y, x, rlev, m_idx);
+ break;
- case MON_SERPENT:
- case MON_ZOMBI_SERPENT:
- count += summon_guardian(target_ptr, y, x, rlev, m_idx, t_idx, TARGET_TYPE);
- break;
-
- case MON_CALDARM:
- count += summon_LOCK_CLONE(y, x, rlev, m_idx);
- break;
+ case MON_SERPENT:
+ case MON_ZOMBI_SERPENT:
+ count += summon_guardian(target_ptr, y, x, rlev, m_idx, t_idx, TARGET_TYPE);
+ break;
- case MON_LOUSY:
- count += summon_LOUSE(y, x, rlev, m_idx);
- break;
+ case MON_CALDARM:
+ count += summon_LOCKE_CLONE(target_ptr, y, x, m_idx);
+ break;
- default:
- count += summon_Kin(y, x, rlev, m_idx);
- break;
+ case MON_LOUSY:
+ count += summon_LOUSE(target_ptr, y, x, rlev, m_idx);
+ break;
+
+ default:
+ count += summon_Kin(target_ptr, y, x, rlev, m_idx);
+ break;
}
-
+
if (target_ptr->blind && count && mon_to_player)
msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
- if (known && !see_monster(target_ptr->current_floor_ptr, t_idx) && count && mon_to_mon)
+ if (known && !see_monster(floor_ptr, t_idx) && count && mon_to_mon)
floor_ptr->monster_noise = TRUE;
}
{
int count = 0;
floor_type *floor_ptr = target_ptr->current_floor_ptr;
- monster_type *m_ptr = &floor_ptr->m_list[m_idx];
- DEPTH rlev = monster_level_idx(m_idx);
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
+ DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
-
+
monspell_message(target_ptr, m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sがサイバーデーモンを召喚した!", "%^s magically summons Cyberdemons!"),
if (is_friendly(m_ptr) && mon_to_mon)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_CYBER, (PM_ALLOW_GROUP));
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_CYBER, (PM_ALLOW_GROUP));
}
else
{
- count += summon_cyber(m_idx, y, x);
+ count += summon_cyber(target_ptr, m_idx, y, x);
}
if (target_ptr->blind && count && mon_to_player)
msg_print(_("重厚な足音が近くで聞こえる。", "You hear heavy steps nearby."));
-
- if (monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx) && !see_monster(target_ptr->current_floor_ptr, t_idx) && count && mon_to_mon)
+
+ if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon)
floor_ptr->monster_noise = TRUE;
}
+
/*!
* @brief RF6_S_MONSTERの処理。モンスター一体召喚。 /
* @param target_ptr プレーヤーへの参照ポインタ
*/
void spell_RF6_S_MONSTER(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- int count = 0, k;
- DEPTH rlev = monster_level_idx(m_idx);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
- bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
-
monspell_message(target_ptr, m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sが魔法で仲間を召喚した!", "%^s magically summons help!"),
TARGET_TYPE);
floor_type *floor_ptr = target_ptr->current_floor_ptr;
- for (k = 0; k < 1; k++)
+ int count = 0;
+ DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+ for (int k = 0; k < 1; k++)
{
- if(mon_to_player)
- count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+ if (mon_to_player)
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
- if(mon_to_mon)
- count += summon_specific(m_idx, y, x, rlev, 0, (monster_u_mode(floor_ptr, m_idx)));
+ if (mon_to_mon)
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, 0, (monster_u_mode(floor_ptr, m_idx)));
}
if (target_ptr->blind && count && mon_to_player)
msg_print(_("何かが間近に現れた音がする。", "You hear something appear nearby."));
-
+
if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon)
floor_ptr->monster_noise = TRUE;
}
*/
void spell_RF6_S_MONSTERS(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- int count = 0, k;
- DEPTH rlev = monster_level_idx(m_idx);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
- bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
-
monspell_message(target_ptr, m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sが魔法でモンスターを召喚した!", "%^s magically summons monsters!"),
_("%^sが魔法でモンスターを召喚した!", "%^s magically summons monsters!"),
TARGET_TYPE);
-
+
floor_type *floor_ptr = target_ptr->current_floor_ptr;
- for (k = 0; k < S_NUM_6; k++)
+ int count = 0;
+ DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+ for (int k = 0; k < S_NUM_6; k++)
{
- if(mon_to_player)
- count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+ if (mon_to_player)
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
- if(mon_to_mon)
- count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | monster_u_mode(floor_ptr, m_idx)));
+ if (mon_to_mon)
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | monster_u_mode(floor_ptr, m_idx)));
}
if (target_ptr->blind && count && mon_to_player)
msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
-
- if (monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon)
+
+ if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon)
floor_ptr->monster_noise = TRUE;
}
*/
void spell_RF6_S_ANT(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- int count = 0, k;
- DEPTH rlev = monster_level_idx(m_idx);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
- bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
-
monspell_message(target_ptr, m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sが魔法でアリを召喚した。", "%^s magically summons ants."),
_("%^sが魔法でアリを召喚した。", "%^s magically summons ants."),
TARGET_TYPE);
-
- for (k = 0; k < S_NUM_6; k++)
+
+ int count = 0;
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+ for (int k = 0; k < S_NUM_6; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_ANT, PM_ALLOW_GROUP);
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_ANT, PM_ALLOW_GROUP);
}
if (target_ptr->blind && count && mon_to_player)
msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
-
- if (monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx) && !see_monster(target_ptr->current_floor_ptr, t_idx) && count && mon_to_mon)
- target_ptr->current_floor_ptr->monster_noise = TRUE;
+
+ if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon)
+ floor_ptr->monster_noise = TRUE;
}
*/
void spell_RF6_S_SPIDER(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- int count = 0, k;
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
- bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
- DEPTH rlev = monster_level_idx(m_idx);
-
monspell_message(target_ptr, m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sが魔法でクモを召喚した。", "%^s magically summons spiders."),
_("%^sが魔法でクモを召喚した。", "%^s magically summons spiders."),
TARGET_TYPE);
-
- for (k = 0; k < S_NUM_6; k++)
+
+ int count = 0;
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
+ for (int k = 0; k < S_NUM_6; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_SPIDER, PM_ALLOW_GROUP);
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_SPIDER, PM_ALLOW_GROUP);
}
if (target_ptr->blind && count && mon_to_player)
msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
-
- if (monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx) && !see_monster(target_ptr->current_floor_ptr, t_idx) && count && mon_to_mon)
- target_ptr->current_floor_ptr->monster_noise = TRUE;
+
+ if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon)
+ floor_ptr->monster_noise = TRUE;
}
*/
void spell_RF6_S_HOUND(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- int count = 0, k;
- DEPTH rlev = monster_level_idx(m_idx);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
- bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
-
monspell_message(target_ptr, m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sが魔法でハウンドを召喚した。", "%^s magically summons hounds."),
_("%^sが魔法でハウンドを召喚した。", "%^s magically summons hounds."),
TARGET_TYPE);
-
- for (k = 0; k < S_NUM_4; k++)
+
+ int count = 0;
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+ for (int k = 0; k < S_NUM_4; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_HOUND, PM_ALLOW_GROUP);
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_HOUND, PM_ALLOW_GROUP);
}
if (target_ptr->blind && count && mon_to_player)
msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
-
- if (monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx) && !see_monster(target_ptr->current_floor_ptr, t_idx) && count && mon_to_mon)
- target_ptr->current_floor_ptr->monster_noise = TRUE;
+
+ if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon)
+ floor_ptr->monster_noise = TRUE;
}
*/
void spell_RF6_S_HYDRA(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- int count = 0, k;
- DEPTH rlev = monster_level_idx(m_idx);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
- bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
-
monspell_message(target_ptr, m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sが魔法でヒドラを召喚した。", "%^s magically summons hydras."),
_("%^sが魔法でヒドラを召喚した。", "%^s magically summons hydras."),
TARGET_TYPE);
-
- for (k = 0; k < S_NUM_4; k++)
+
+ int count = 0;
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+ for (int k = 0; k < S_NUM_4; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_HYDRA, PM_ALLOW_GROUP);
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_HYDRA, PM_ALLOW_GROUP);
}
if (target_ptr->blind && count && mon_to_player)
msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
-
- if (monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx) && !see_monster(target_ptr->current_floor_ptr, t_idx) && count && mon_to_mon)
- target_ptr->current_floor_ptr->monster_noise = TRUE;
+
+ if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon)
+ floor_ptr->monster_noise = TRUE;
}
*/
void spell_RF6_S_ANGEL(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- int count = 0, k;
- int num = 1;
- floor_type *floor_ptr = target_ptr->current_floor_ptr;
- monster_type *m_ptr = &floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- DEPTH rlev = monster_level_idx(m_idx);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
-
monspell_message(target_ptr, m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sが魔法で天使を召喚した!", "%^s magically summons an angel!"),
_("%^sが魔法で天使を召喚した!", "%^s magically summons an angel!"),
TARGET_TYPE);
-
+
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ int num = 1;
if ((r_ptr->flags1 & RF1_UNIQUE) && !easy_band)
{
num += r_ptr->level / 40;
}
-
- for (k = 0; k < num; k++)
+
+ DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
+ int count = 0;
+ for (int k = 0; k < num; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, PM_ALLOW_GROUP);
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_ANGEL, PM_ALLOW_GROUP);
}
-
+
if (count < 2)
{
if (target_ptr->blind && count)
if (target_ptr->blind)
msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
}
-
- if (monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx) && !see_monster(target_ptr->current_floor_ptr, t_idx) && count && mon_to_mon)
+
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon)
floor_ptr->monster_noise = TRUE;
}
*/
void spell_RF6_S_DEMON(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- int count = 0, k;
- DEPTH rlev = monster_level_idx(m_idx);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
-
monspell_message(target_ptr, m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sは魔法で混沌の宮廷から悪魔を召喚した!", "%^s magically summons a demon from the Courts of Chaos!"),
_("%^sは魔法で混沌の宮廷から悪魔を召喚した!", "%^s magically summons a demon from the Courts of Chaos!"),
TARGET_TYPE);
-
- for (k = 0; k < 1; k++)
+
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
+ int count = 0;
+ for (int k = 0; k < 1; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_DEMON, PM_ALLOW_GROUP);
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_DEMON, PM_ALLOW_GROUP);
}
-
+
if (target_ptr->blind && count)
msg_print(_("何かが間近に現れた音がする。", "You hear something appear nearby."));
-
- if (monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx) && !see_monster(target_ptr->current_floor_ptr, t_idx) && count && mon_to_mon)
- target_ptr->current_floor_ptr->monster_noise = TRUE;
+
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon)
+ floor_ptr->monster_noise = TRUE;
}
*/
void spell_RF6_S_UNDEAD(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- int count = 0, k;
- DEPTH rlev = monster_level_idx(m_idx);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
-
monspell_message(target_ptr, m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sが魔法でアンデッドの強敵を召喚した!", "%^s magically summons an undead adversary!"),
_("%sが魔法でアンデッドを召喚した。", "%^s magically summons undead."),
TARGET_TYPE);
-
- for (k = 0; k < 1; k++)
+
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
+ int count = 0;
+ for (int k = 0; k < 1; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_UNDEAD, PM_ALLOW_GROUP);
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_UNDEAD, PM_ALLOW_GROUP);
}
-
+
if (target_ptr->blind && count)
msg_print(_("何かが間近に現れた音がする。", "You hear something appear nearby."));
-
- if (monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx) && !see_monster(target_ptr->current_floor_ptr, t_idx) && count && mon_to_mon)
- target_ptr->current_floor_ptr->monster_noise = TRUE;
+
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon)
+ floor_ptr->monster_noise = TRUE;
}
*/
void spell_RF6_S_DRAGON(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- int count = 0, k;
- DEPTH rlev = monster_level_idx(m_idx);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
-
monspell_message(target_ptr, m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sが魔法でドラゴンを召喚した!", "%^s magically summons a dragon!"),
_("%^sが魔法でドラゴンを召喚した!", "%^s magically summons a dragon!"),
TARGET_TYPE);
-
- for (k = 0; k < 1; k++)
+
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
+ int count = 0;
+ for (int k = 0; k < 1; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_DRAGON, PM_ALLOW_GROUP);
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_DRAGON, PM_ALLOW_GROUP);
}
-
+
if (target_ptr->blind && count)
msg_print(_("何かが間近に現れた音がする。", "You hear something appear nearby."));
-
- if (monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx) && !see_monster(target_ptr->current_floor_ptr, t_idx) && count && mon_to_mon)
- target_ptr->current_floor_ptr->monster_noise = TRUE;
+
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon)
+ floor_ptr->monster_noise = TRUE;
}
MONSTER_NUMBER summon_NAZGUL(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx)
{
BIT_FLAGS mode = 0L;
- int count = 0, k;
POSITION cy = y;
POSITION cx = x;
GAME_TEXT m_name[MAX_NLEN];
- monster_name(m_idx, m_name);
+ monster_name(target_ptr, m_idx, m_name);
if (target_ptr->blind)
msg_format(_("%^sが何かをつぶやいた。", "%^s mumbles."), m_name);
msg_print(NULL);
- floor_type *floor_ptr = target_ptr->current_floor_ptr;
- for (k = 0; k < 30; k++)
+ int count = 0;
+ for (int k = 0; k < 30; k++)
{
- if (!summon_possible(floor_ptr, cy, cx) || !cave_empty_bold(floor_ptr, cy, cx))
+ if (!summon_possible(target_ptr, cy, cx) || !is_cave_empty_bold(target_ptr, cy, cx))
{
int j;
for (j = 100; j > 0; j--)
{
- scatter(floor_ptr, &cy, &cx, y, x, 2, 0);
- if (cave_empty_bold(floor_ptr, cy, cx)) break;
+ scatter(target_ptr, &cy, &cx, y, x, 2, 0);
+ if (is_cave_empty_bold(target_ptr, cy, cx)) break;
}
+
if (!j) break;
}
- if (!cave_empty_bold(floor_ptr, cy, cx)) continue;
- if (summon_named_creature(m_idx, cy, cx, MON_NAZGUL, mode))
- {
- y = cy;
- x = cx;
- count++;
- if (count == 1)
- msg_format(_("「幽鬼戦隊%d号、ナズグル・ブラック!」",
+ if (!is_cave_empty_bold(target_ptr, cy, cx)) continue;
+
+ if (!summon_named_creature(target_ptr, m_idx, cy, cx, MON_NAZGUL, mode)) continue;
+
+ y = cy;
+ x = cx;
+ count++;
+ if (count == 1)
+ msg_format(_("「幽鬼戦隊%d号、ナズグル・ブラック!」",
"A Nazgul says 'Nazgul-Rangers Number %d, Nazgul-Black!'"), count);
- else
- msg_format(_("「同じく%d号、ナズグル・ブラック!」",
+ else
+ msg_format(_("「同じく%d号、ナズグル・ブラック!」",
"Another one says 'Number %d, Nazgul-Black!'"), count);
- msg_print(NULL);
- }
+ msg_print(NULL);
}
+
msg_format(_("「%d人そろって、リングレンジャー!」",
"They say 'The %d meets! We are the Ring-Ranger!'."), count);
msg_print(NULL);
*/
void spell_RF6_S_HI_UNDEAD(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
- bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
- floor_type *floor_ptr = target_ptr->current_floor_ptr;
- monster_type *m_ptr = &floor_ptr->m_list[m_idx];
- DEPTH rlev = monster_level_idx(m_idx);
- int k, count = 0;
GAME_TEXT m_name[MAX_NLEN];
- monster_name(m_idx, m_name);
+ monster_name(target_ptr, m_idx, m_name);
disturb(target_ptr, TRUE, TRUE);
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ int count = 0;
if (((m_ptr->r_idx == MON_MORGOTH) || (m_ptr->r_idx == MON_SAURON) || (m_ptr->r_idx == MON_ANGMAR)) &&
((r_info[MON_NAZGUL].cur_num + 2) < r_info[MON_NAZGUL].max_num) &&
mon_to_player)
{
- count += summon_NAZGUL(target_ptr, y, x, m_idx);
+ count += summon_NAZGUL(target_ptr, y, x, m_idx);
}
else
- {
+ {
monspell_message(target_ptr, m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sが魔法で強力なアンデッドを召喚した!", "%^s magically summons greater undead!"),
_("%sが魔法でアンデッドを召喚した。", "%^s magically summons undead."),
TARGET_TYPE);
- for (k = 0; k < S_NUM_6; k++)
+ DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
+ for (int k = 0; k < S_NUM_6; k++)
{
- if(mon_to_player)
- count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+ if (mon_to_player)
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
- if(mon_to_mon)
- count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | monster_u_mode(floor_ptr, m_idx)));
+ if (mon_to_mon)
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | monster_u_mode(floor_ptr, m_idx)));
}
}
{
msg_print(_("間近で何か多くのものが這い回る音が聞こえる。", "You hear many creepy things appear nearby."));
}
-
+
if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon)
floor_ptr->monster_noise = TRUE;
}
*/
void spell_RF6_S_HI_DRAGON(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- int count = 0, k;
- DEPTH rlev = monster_level_idx(m_idx);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
- bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
-
monspell_message(target_ptr, m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sが魔法で古代ドラゴンを召喚した!", "%^s magically summons ancient dragons!"),
_("%^sが魔法で古代ドラゴンを召喚した!", "%^s magically summons ancient dragons!"),
TARGET_TYPE);
-
+
floor_type *floor_ptr = target_ptr->current_floor_ptr;
- for (k = 0; k < S_NUM_4; k++)
- {
- if(mon_to_player)
- count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+ DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+ int count = 0;
+ for (int k = 0; k < S_NUM_4; k++)
+ {
+ if (mon_to_player)
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_HI_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
- if(mon_to_mon)
- count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_DRAGON, (PM_ALLOW_GROUP | monster_u_mode(floor_ptr, m_idx)));
+ if (mon_to_mon)
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_HI_DRAGON, (PM_ALLOW_GROUP | monster_u_mode(floor_ptr, m_idx)));
}
-
+
if (target_ptr->blind && count && mon_to_player)
{
msg_print(_("多くの力強いものが間近に現れた音が聞こえる。", "You hear many powerful things appear nearby."));
}
-
+
if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon)
floor_ptr->monster_noise = TRUE;
}
*/
void spell_RF6_S_AMBERITES(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- int count = 0, k;
- DEPTH rlev = monster_level_idx(m_idx);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
- bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
-
monspell_message(target_ptr, m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sがアンバーの王族を召喚した!", "%^s magically summons Lords of Amber!"),
_("%^sがアンバーの王族を召喚した!", "%^s magically summons Lords of Amber!"),
TARGET_TYPE);
-
- for (k = 0; k < S_NUM_4; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_AMBERITES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+
+ int count = 0;
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+ for (int k = 0; k < S_NUM_4; k++)
+ {
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_AMBERITES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
}
-
+
if (target_ptr->blind && count && mon_to_player)
{
msg_print(_("不死の者が近くに現れるのが聞こえた。", "You hear immortal beings appear nearby."));
}
-
- if (monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx) && !see_monster(target_ptr->current_floor_ptr, t_idx) && count && mon_to_mon)
- target_ptr->current_floor_ptr->monster_noise = TRUE;
+
+ if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon)
+ floor_ptr->monster_noise = TRUE;
}
*/
void spell_RF6_S_UNIQUE(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- int count = 0, k;
- floor_type *floor_ptr = target_ptr->current_floor_ptr;
- monster_type *m_ptr = &floor_ptr->m_list[m_idx];
- DEPTH rlev = monster_level_idx(m_idx);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
- bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
- bool uniques_are_summoned = FALSE;
- int non_unique_type = SUMMON_HI_UNDEAD;
-
monspell_message(target_ptr, m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sが魔法で特別な強敵を召喚した!", "%^s magically summons special opponents!"),
_("%^sが魔法で特別な強敵を召喚した!", "%^s magically summons special opponents!"),
TARGET_TYPE);
-
- for (k = 0; k < S_NUM_4; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_UNIQUE, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
+ DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+ bool uniques_are_summoned = FALSE;
+ int count = 0;
+ for (int k = 0; k < S_NUM_4; k++)
+ {
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_UNIQUE, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
}
-
+
if (count) uniques_are_summoned = TRUE;
+ int non_unique_type = SUMMON_HI_UNDEAD;
if ((m_ptr->sub_align & (SUB_ALIGN_GOOD | SUB_ALIGN_EVIL)) == (SUB_ALIGN_GOOD | SUB_ALIGN_EVIL))
non_unique_type = 0;
else if (m_ptr->sub_align & SUB_ALIGN_GOOD)
non_unique_type = SUMMON_ANGEL;
- for (k = count; k < S_NUM_4; k++)
+ for (int k = count; k < S_NUM_4; k++)
{
- count += summon_specific(m_idx, y, x, rlev, non_unique_type, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, non_unique_type, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
}
if (target_ptr->blind && count && mon_to_player)
msg_format(_("多くの%sが間近に現れた音が聞こえる。", "You hear many %s appear nearby."),
uniques_are_summoned ? _("力強いもの", "powerful things") : _("もの", "things"));
}
-
- if (monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx) && !see_monster(target_ptr->current_floor_ptr, t_idx) && count && mon_to_mon)
+
+ if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon)
floor_ptr->monster_noise = TRUE;
}
* @param m_idx 呪文を唱えるモンスターID
* @return 攻撃呪文のダメージ、または召喚したモンスターの数を返す。その他の場合0。以降の処理を中断するなら-1を返す。
*/
-HIT_POINT monspell_to_player(int SPELL_NUM, player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx)
+HIT_POINT monspell_to_player(player_type *target_ptr, int SPELL_NUM, POSITION y, POSITION x, MONSTER_IDX m_idx)
{
switch (SPELL_NUM)
{
case RF6_SPELL_START + 1: return spell_RF6_HAND_DOOM(target_ptr, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF6_HAND_DOOM */
case RF6_SPELL_START + 2: spell_RF6_HEAL(target_ptr, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_HEAL */
case RF6_SPELL_START + 3: spell_RF6_INVULNER(target_ptr, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_INVULNER */
- case RF6_SPELL_START + 4: spell_RF6_BLINK(target_ptr, m_idx, MONSTER_TO_PLAYER); break; /* RF6_BLINK */
+ case RF6_SPELL_START + 4: spell_RF6_BLINK(target_ptr, m_idx, MONSTER_TO_PLAYER, FALSE); break; /* RF6_BLINK */
case RF6_SPELL_START + 5: spell_RF6_TPORT(target_ptr, m_idx, MONSTER_TO_PLAYER); break; /* RF6_TPORT */
case RF6_SPELL_START + 6: return spell_RF6_WORLD(target_ptr, m_idx); break; /* RF6_WORLD */
case RF6_SPELL_START + 7: return spell_RF6_SPECIAL(target_ptr, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF6_SPECIAL */
case RF6_SPELL_START + 10: spell_RF6_TELE_LEVEL(target_ptr, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_TELE_LEVEL */
case RF6_SPELL_START + 11: spell_RF6_PSY_SPEAR(target_ptr, y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_PSY_SPEAR */
case RF6_SPELL_START + 12: spell_RF6_DARKNESS(target_ptr, y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_DARKNESS */
- case RF6_SPELL_START + 13: spell_RF6_TRAPS(y, x, m_idx); break; /* RF6_TRAPS */
- case RF6_SPELL_START + 14: spell_RF6_FORGET(m_idx); break; /* RF6_FORGET */
+ case RF6_SPELL_START + 13: spell_RF6_TRAPS(target_ptr, y, x, m_idx); break; /* RF6_TRAPS */
+ case RF6_SPELL_START + 14: spell_RF6_FORGET(target_ptr, m_idx); break; /* RF6_FORGET */
case RF6_SPELL_START + 15: spell_RF6_RAISE_DEAD(target_ptr, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_RAISE_DEAD */
case RF6_SPELL_START + 16: spell_RF6_S_KIN(target_ptr, y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_KIN */
case RF6_SPELL_START + 17: spell_RF6_S_CYBER(target_ptr, y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_CYBER */
* @param x 対象の地点のx座標
* @param m_idx 呪文を唱えるモンスターID
* @param t_idx 呪文を受けるモンスターID。プレイヤーの場合はdummyで0とする。
+* @param is_special_spell 特殊な行動である時TRUE
* @return 攻撃呪文のダメージ、または召喚したモンスターの数を返す。その他の場合0。以降の処理を中断するなら-1を返す。
*/
-HIT_POINT monspell_to_monster(player_type *target_ptr, int SPELL_NUM, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx)
+HIT_POINT monspell_to_monster(player_type *target_ptr, int SPELL_NUM, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, bool is_special_spell)
{
switch (SPELL_NUM)
{
case RF6_SPELL_START + 1: return spell_RF6_HAND_DOOM(target_ptr, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF6_HAND_DOOM */
case RF6_SPELL_START + 2: spell_RF6_HEAL(target_ptr, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_HEAL */
case RF6_SPELL_START + 3: spell_RF6_INVULNER(target_ptr, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_INVULNER */
- case RF6_SPELL_START + 4: spell_RF6_BLINK(target_ptr, m_idx, MONSTER_TO_MONSTER); break; /* RF6_BLINK */
+ case RF6_SPELL_START + 4: spell_RF6_BLINK(target_ptr, m_idx, MONSTER_TO_MONSTER, is_special_spell); break; /* RF6_BLINK */
case RF6_SPELL_START + 5: spell_RF6_TPORT(target_ptr, m_idx, MONSTER_TO_MONSTER); break; /* RF6_TPORT */
case RF6_SPELL_START + 6: return -1; break; /* RF6_WORLD */
case RF6_SPELL_START + 7: return spell_RF6_SPECIAL(target_ptr, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF6_SPECIAL */
{
switch (TYPE)
{
- case DAM_MAX: dam += maxroll(dice_num, dice_side) * mult / div; break;
- case DAM_MIN: dam += dice_num * 1 * mult / div; break;
- case DAM_ROLL: dam += damroll(dice_num, dice_side) * mult / div; break;
- case DICE_NUM: return dice_num;
- case DICE_SIDE: return dice_side;
- case DICE_MULT: return mult;
- case DICE_DIV: return div;
- case BASE_DAM: return dam;
+ case DAM_MAX: dam += maxroll(dice_num, dice_side) * mult / div; break;
+ case DAM_MIN: dam += dice_num * 1 * mult / div; break;
+ case DAM_ROLL: dam += damroll(dice_num, dice_side) * mult / div; break;
+ case DICE_NUM: return dice_num;
+ case DICE_SIDE: return dice_side;
+ case DICE_MULT: return mult;
+ case DICE_DIV: return div;
+ case BASE_DAM: return dam;
}
+
if (dam < 1) dam = 1;
return dam;
}
/*!
* @brief モンスターの使う呪文の威力を返す /
+* @param target_ptr プレーヤーへの参照ポインタ (破滅の手用)
* @param SPELL_NUM 呪文番号
* @param hp 呪文を唱えるモンスターの体力
* @param rlev 呪文を唱えるモンスターのレベル
* @param TYPE DAM_MAXで最大値を返し、DAM_MINで最小値を返す。DAM_ROLLはダイスを振って値を決定する。
* @return 攻撃呪文のダメージを返す。攻撃呪文以外は-1を返す。
*/
-HIT_POINT monspell_damage_base(int SPELL_NUM, int hp, int rlev, bool powerful, int shoot_dd, int shoot_ds, int shoot_base, int TYPE)
+HIT_POINT monspell_damage_base(player_type *target_ptr, int SPELL_NUM, int hp, int rlev, bool powerful, int shoot_dd, int shoot_ds, int shoot_base, int TYPE)
{
HIT_POINT dam = 0, dice_num = 0, dice_side = 0, mult = 1, div = 1;
switch (SPELL_NUM)
{
- case MS_SHRIEK: return -1; /* RF4_SHRIEK */
- case MS_XXX1: return -1; /* RF4_XXX1 */
- case MS_DISPEL: return -1; /* RF4_DISPEL */
-
- /* RF4_ROCKET */
+ case MS_SHRIEK: return -1;
+ case MS_XXX1: return -1;
+ case MS_DISPEL: return -1;
case MS_ROCKET:
dam = (hp / 4) > 800 ? 800 : (hp / 4);
break;
-
- /* RF4_SHOOT */
case MS_SHOOT:
dice_num = shoot_dd;
dice_side = shoot_ds;
dam = shoot_base;
break;
- case MS_XXX2: return -1; /* RF4_XXX2 */
- case MS_XXX3: return -1; /* RF4_XXX3 */
- case MS_XXX4: return -1; /* RF4_XXX4 */
-
- /* RF4_BR_ACID */
- /* RF4_BR_ELEC */
- /* RF4_BR_FIRE */
- /* RF4_BR_COLD */
+ case MS_XXX2: return -1;
+ case MS_XXX3: return -1;
+ case MS_XXX4: return -1;
+
case MS_BR_ACID:
case MS_BR_ELEC:
case MS_BR_FIRE:
case MS_BR_COLD:
dam = ((hp / 3) > 1600 ? 1600 : (hp / 3));
break;
-
- /* RF4_BR_POIS */
case MS_BR_POIS:
dam = ((hp / 3) > 800 ? 800 : (hp / 3));
break;
-
- /* RF4_BR_NETH */
case MS_BR_NETHER:
dam = ((hp / 6) > 550 ? 550 : (hp / 6));
break;
-
- /* RF4_BR_LITE */
- /* RF4_BR_DARK */
case MS_BR_LITE:
case MS_BR_DARK:
dam = ((hp / 6) > 400 ? 400 : (hp / 6));
break;
-
- /* RF4_BR_CONF */
- /* RF4_BR_SOUN */
case MS_BR_CONF:
case MS_BR_SOUND:
dam = ((hp / 6) > 450 ? 450 : (hp / 6));
break;
-
- /* RF4_BR_CHAO */
case MS_BR_CHAOS:
dam = ((hp / 6) > 600 ? 600 : (hp / 6));
break;
-
- /* RF4_BR_DISE */
case MS_BR_DISEN:
dam = ((hp / 6) > 500 ? 500 : (hp / 6));
break;
-
- /* RF4_BR_NEXU */
case MS_BR_NEXUS:
dam = ((hp / 3) > 250 ? 250 : (hp / 3));
break;
-
- /* RF4_BR_TIME */
case MS_BR_TIME:
dam = ((hp / 3) > 150 ? 150 : (hp / 3));
break;
-
- /* RF4_BR_INER */
- /* RF4_BR_GRAV */
case MS_BR_INERTIA:
case MS_BR_GRAVITY:
dam = ((hp / 6) > 200 ? 200 : (hp / 6));
break;
-
- /* RF4_BR_SHAR */
case MS_BR_SHARDS:
dam = ((hp / 6) > 500 ? 500 : (hp / 6));
break;
-
- /* RF4_BR_PLAS */
case MS_BR_PLASMA:
dam = ((hp / 6) > 150 ? 150 : (hp / 6));
break;
-
- /* RF4_BR_WALL */
case MS_BR_FORCE:
dam = ((hp / 6) > 200 ? 200 : (hp / 6));
break;
-
- /* RF4_BR_MANA */
case MS_BR_MANA:
dam = ((hp / 3) > 250 ? 250 : (hp / 3));
break;
-
- /* RF4_BA_NUKE */
case MS_BALL_NUKE:
mult = powerful ? 2 : 1;
dam = rlev * (mult / div);
dice_num = 10;
dice_side = 6;
break;
-
- /* RF4_BR_NUKE */
case MS_BR_NUKE:
dam = ((hp / 3) > 800 ? 800 : (hp / 3));
break;
-
- /* RF4_BA_CHAO */
case MS_BALL_CHAOS:
dam = (powerful ? (rlev * 3) : (rlev * 2));
dice_num = 10;
dice_side = 10;
break;
-
- /* RF4_BR_DISI */
case MS_BR_DISI:
dam = ((hp / 6) > 150 ? 150 : (hp / 6));
break;
-
- /* RF5_BA_ACID */
case MS_BALL_ACID:
if (powerful)
{
dice_num = 1;
dice_side = rlev * 3;
}
- break;
- /* RF5_BA_ELEC */
+ break;
case MS_BALL_ELEC:
if (powerful)
{
dice_num = 1;
dice_side = rlev * 3 / 2;
}
- break;
- /* RF5_BA_FIRE */
+ break;
case MS_BALL_FIRE:
if (powerful)
{
dice_num = 1;
dice_side = rlev * 7 / 2;
}
- break;
- /* RF5_BA_COLD */
+ break;
case MS_BALL_COLD:
if (powerful)
{
dice_num = 1;
dice_side = rlev * 3 / 2;
}
- break;
- /* RF5_BA_POIS */
+ break;
case MS_BALL_POIS:
mult = powerful ? 2 : 1;
dice_num = 12;
dice_side = 2;
break;
-
- /* RF5_BA_NETH */
case MS_BALL_NETHER:
dam = 50 + rlev * (powerful ? 2 : 1);
dice_num = 10;
dice_side = 10;
break;
-
- /* RF5_BA_WATE */
case MS_BALL_WATER:
dam = 50;
dice_num = 1;
dice_side = powerful ? (rlev * 3) : (rlev * 2);
break;
-
- /* RF5_BA_MANA */
- /* RF5_BA_DARK */
case MS_BALL_MANA:
case MS_BALL_DARK:
dam = (rlev * 4) + 50;
dice_num = 10;
dice_side = 10;
break;
-
- /* RF5_DRAIN_MANA */
case MS_DRAIN_MANA:
dam = rlev;
div = 1;
dice_num = 1;
dice_side = rlev;
break;
-
- /* RF5_MIND_BLAST */
case MS_MIND_BLAST:
dice_num = 7;
dice_side = 7;
break;
-
- /* RF5_BRAIN_SMASH */
case MS_BRAIN_SMASH:
dice_num = 12;
dice_side = 12;
break;
-
- /* RF5_CAUSE_1 */
case MS_CAUSE_1:
dice_num = 3;
dice_side = 8;
break;
-
- /* RF5_CAUSE_2 */
case MS_CAUSE_2:
dice_num = 8;
dice_side = 8;
break;
-
- /* RF5_CAUSE_3 */
case MS_CAUSE_3:
dice_num = 10;
dice_side = 15;
break;
-
- /* RF5_CAUSE_4 */
case MS_CAUSE_4:
dice_num = 15;
dice_side = 15;
break;
-
- /* RF5_BO_ACID */
case MS_BOLT_ACID:
mult = powerful ? 2 : 1;
dam = rlev / 3 * (mult / div);
dice_num = 7;
dice_side = 8;
break;
-
- /* RF5_BO_ELEC */
case MS_BOLT_ELEC:
mult = powerful ? 2 : 1;
dam = rlev / 3 * (mult / div);
dice_num = 4;
dice_side = 8;
break;
-
- /* RF5_BO_FIRE */
case MS_BOLT_FIRE:
mult = powerful ? 2 : 1;
dam = rlev / 3 * (mult / div);
dice_num = 9;
dice_side = 8;
break;
-
- /* RF5_BO_COLD */
case MS_BOLT_COLD:
mult = powerful ? 2 : 1;
dam = rlev / 3 * (mult / div);
dice_num = 6;
dice_side = 8;
break;
-
- /* RF5_BA_LITE */
case MS_STARBURST:
dam = (rlev * 4) + 50;
dice_num = 10;
dice_side = 10;
break;
-
- /* RF5_BO_NETH */
case MS_BOLT_NETHER:
dam = 30 + (rlev * 4) / (powerful ? 2 : 3);
dice_num = 5;
dice_side = 5;
break;
-
- /* RF5_BO_WATE */
case MS_BOLT_WATER:
dam = (rlev * 3 / (powerful ? 2 : 3));
dice_num = 10;
dice_side = 10;
break;
-
- /* RF5_BO_MANA */
case MS_BOLT_MANA:
dam = 50;
dice_num = 1;
dice_side = rlev * 7 / 2;
break;
-
- /* RF5_BO_PLAS */
case MS_BOLT_PLASMA:
dam = 10 + (rlev * 3 / (powerful ? 2 : 3));
dice_num = 8;
dice_side = 7;
break;
-
- /* RF5_BO_ICEE */
case MS_BOLT_ICE:
dam = (rlev * 3 / (powerful ? 2 : 3));
dice_num = 6;
dice_side = 6;
break;
-
- /* RF5_MISSILE */
case MS_MAGIC_MISSILE:
dam = (rlev / 3);
dice_num = 2;
dice_side = 6;
break;
+ case MS_SCARE: return -1;
+ case MS_BLIND: return -1;
+ case MS_CONF: return -1;
+ case MS_SLOW: return -1;
+ case MS_SLEEP: return -1;
+ case MS_SPEED: return -1;
- case MS_SCARE: return -1; /* RF5_SCARE */
- case MS_BLIND: return -1; /* RF5_BLIND */
- case MS_CONF: return -1; /* RF5_CONF */
- case MS_SLOW: return -1; /* RF5_SLOW */
- case MS_SLEEP: return -1; /* RF5_HOLD */
- case MS_SPEED: return -1; /* RF6_HASTE */
-
- /* RF6_HAND_DOOM */
case MS_HAND_DOOM:
- mult = p_ptr->chp;
+ mult = target_ptr->chp;
div = 100;
dam = 40 * (mult / div);
dice_num = 1;
dice_side = 20;
break;
- case MS_HEAL: return -1; /* RF6_HEAL */
- case MS_INVULNER: return -1; /* RF6_INVULNER */
- case MS_BLINK: return -1; /* RF6_BLINK */
- case MS_TELEPORT: return -1; /* RF6_TPORT */
- case MS_WORLD: return -1; /* RF6_WORLD */
- case MS_SPECIAL: return -1; /* RF6_SPECIAL */
- case MS_TELE_TO: return -1; /* RF6_TELE_TO */
- case MS_TELE_AWAY: return -1; /* RF6_TELE_AWAY */
- case MS_TELE_LEVEL: return -1; /* RF6_TELE_LEVEL */
-
- /* RF6_PSY_SPEAR */
+ case MS_HEAL: return -1;
+ case MS_INVULNER: return -1;
+ case MS_BLINK: return -1;
+ case MS_TELEPORT: return -1;
+ case MS_WORLD: return -1;
+ case MS_SPECIAL: return -1;
+ case MS_TELE_TO: return -1;
+ case MS_TELE_AWAY: return -1;
+ case MS_TELE_LEVEL: return -1;
+
case MS_PSY_SPEAR:
dam = powerful ? 150 : 100;
dice_num = 1;
dice_side = powerful ? (rlev * 2) : (rlev * 3 / 2);
break;
- case MS_DARKNESS: return -1; /* RF6_DARKNESS */
- case MS_MAKE_TRAP: return -1; /* RF6_TRAPS */
- case MS_FORGET: return -1; /* RF6_FORGET */
- case MS_RAISE_DEAD: return -1; /* RF6_RAISE_DEAD */
- case MS_S_KIN: return -1; /* RF6_S_KIN */
- case MS_S_CYBER: return -1; /* RF6_S_CYBER */
- case MS_S_MONSTER: return -1; /* RF6_S_MONSTER */
- case MS_S_MONSTERS: return -1; /* RF6_S_MONSTER */
- case MS_S_ANT: return -1; /* RF6_S_ANT */
- case MS_S_SPIDER: return -1; /* RF6_S_SPIDER */
- case MS_S_HOUND: return -1; /* RF6_S_HOUND */
- case MS_S_HYDRA: return -1; /* RF6_S_HYDRA */
- case MS_S_ANGEL: return -1; /* RF6_S_ANGEL */
- case MS_S_DEMON: return -1; /* RF6_S_DEMON */
- case MS_S_UNDEAD: return -1; /* RF6_S_UNDEAD */
- case MS_S_DRAGON: return -1; /* RF6_S_DRAGON */
- case MS_S_HI_UNDEAD: return -1; /* RF6_S_HI_UNDEAD */
- case MS_S_HI_DRAGON: return -1; /* RF6_S_HI_DRAGON */
- case MS_S_AMBERITE: return -1; /* RF6_S_AMBERITES */
- case MS_S_UNIQUE: return -1; /* RF6_S_UNIQUE */
+ case MS_DARKNESS: return -1;
+ case MS_MAKE_TRAP: return -1;
+ case MS_FORGET: return -1;
+ case MS_RAISE_DEAD: return -1;
+ case MS_S_KIN: return -1;
+ case MS_S_CYBER: return -1;
+ case MS_S_MONSTER: return -1;
+ case MS_S_MONSTERS: return -1;
+ case MS_S_ANT: return -1;
+ case MS_S_SPIDER: return -1;
+ case MS_S_HOUND: return -1;
+ case MS_S_HYDRA: return -1;
+ case MS_S_ANGEL: return -1;
+ case MS_S_DEMON: return -1;
+ case MS_S_UNDEAD: return -1;
+ case MS_S_DRAGON: return -1;
+ case MS_S_HI_UNDEAD: return -1;
+ case MS_S_HI_DRAGON: return -1;
+ case MS_S_AMBERITE: return -1;
+ case MS_S_UNIQUE: return -1;
}
return monspell_damage_roll(dam, dice_num, dice_side, mult, div, TYPE);
/*!
* @brief モンスターの使う呪文の威力を返す /
+* @param target_ptr プレーヤーへの参照ポインタ
* @param SPELL_NUM 呪文番号
* @param m_idx 呪文を唱えるモンスターID
* @param TYPE DAM_MAXで最大値を返し、DAM_MINで最小値を返す。DAM_ROLLはダイスを振って値を決定する。
* @return 攻撃呪文のダメージを返す。攻撃呪文以外は-1を返す。
*/
-HIT_POINT monspell_damage(int SPELL_NUM, MONSTER_IDX m_idx, int TYPE)
+HIT_POINT monspell_damage(player_type *target_ptr, int SPELL_NUM, MONSTER_IDX m_idx, int TYPE)
{
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
int hp;
- DEPTH rlev = monster_level_idx(m_idx);
+ DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
int shoot_dd = r_ptr->blow[0].d_dice;
int shoot_ds = r_ptr->blow[0].d_side;
- if (TYPE == DAM_ROLL)
- {
- hp = m_ptr->hp;
- }
- else
- {
- hp = m_ptr->max_maxhp;
- }
-
- return monspell_damage_base(SPELL_NUM, hp, rlev, monster_is_powerful(m_idx), shoot_dd, shoot_ds, 0, TYPE);
+ hp = (TYPE == DAM_ROLL) ? m_ptr->hp : m_ptr->max_maxhp;
+ return monspell_damage_base(target_ptr, SPELL_NUM, hp, rlev, monster_is_powerful(floor_ptr, m_idx), shoot_dd, shoot_ds, 0, TYPE);
}
/*!
* @brief モンスターの使う呪文の威力を返す /
+* @param target_ptr プレーヤーへの参照ポインタ
* @param SPELL_NUM 呪文番号
* @param r_idx 呪文を唱えるモンスターの種族ID
* @param TYPE DAM_MAXで最大値を返し、DAM_MINで最小値を返す。DAM_ROLLはダイスを振って値を決定する。
* @return 攻撃呪文のダメージを返す。攻撃呪文以外は-1を返す。
*/
-HIT_POINT monspell_race_damage(int SPELL_NUM, MONRACE_IDX r_idx, int TYPE)
+HIT_POINT monspell_race_damage(player_type *target_ptr, int SPELL_NUM, MONRACE_IDX r_idx, int TYPE)
{
monster_race *r_ptr = &r_info[r_idx];
int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
int shoot_dd = r_ptr->blow[0].d_dice;
int shoot_ds = r_ptr->blow[0].d_side;
- return monspell_damage_base(SPELL_NUM, MIN(30000, hp), rlev, powerful, shoot_dd, shoot_ds, 0, TYPE);
+ return monspell_damage_base(target_ptr, SPELL_NUM, MIN(30000, hp), rlev, powerful, shoot_dd, shoot_ds, 0, TYPE);
}
/*!
* @brief 青魔導師の使う呪文の威力を返す /
+* @param target_ptr プレーヤーへの参照ポインタ
* @param SPELL_NUM 呪文番号
* @param plev 使用するレベル。2倍して扱う。
* @param TYPE DAM_MAXで最大値を返し、DAM_MINで最小値を返す。DAM_ROLLはダイスを振って値を決定する。
* @return 攻撃呪文のダメージを返す。攻撃呪文以外は-1を返す。
*/
-HIT_POINT monspell_bluemage_damage(int SPELL_NUM, PLAYER_LEVEL plev, int TYPE)
+HIT_POINT monspell_bluemage_damage(player_type *target_ptr, int SPELL_NUM, PLAYER_LEVEL plev, int TYPE)
{
- int hp = p_ptr->chp;
+ int hp = target_ptr->chp;
int shoot_dd = 1, shoot_ds = 1, shoot_base = 0;
object_type *o_ptr = NULL;
- if (has_melee_weapon(p_ptr, INVEN_RARM)) o_ptr = &p_ptr->inventory_list[INVEN_RARM];
- else if (has_melee_weapon(p_ptr, INVEN_LARM)) o_ptr = &p_ptr->inventory_list[INVEN_LARM];
+ if (has_melee_weapon(target_ptr, INVEN_RARM)) o_ptr = &target_ptr->inventory_list[INVEN_RARM];
+ else if (has_melee_weapon(target_ptr, INVEN_LARM)) o_ptr = &target_ptr->inventory_list[INVEN_LARM];
if (o_ptr)
{
shoot_base = o_ptr->to_d;
}
- return monspell_damage_base(SPELL_NUM, hp, plev * 2, FALSE, shoot_dd, shoot_ds, shoot_base, TYPE);
+ return monspell_damage_base(target_ptr, SPELL_NUM, hp, plev * 2, FALSE, shoot_dd, shoot_ds, shoot_base, TYPE);
}