#include "angband.h"
-char* monster_name(int m_idx, char* m_name)
+/*!
+* @brief ¥â¥ó¥¹¥¿¡¼ID¤ò¼è¤ê¡¢¥â¥ó¥¹¥¿¡¼Ì¾¤òm_name¤ËÂåÆþ¤¹¤ë /
+* @param m_idx ¥â¥ó¥¹¥¿¡¼ID
+* @param m_name ¥â¥ó¥¹¥¿¡¼Ì¾¤òÆþÎϤ¹¤ëÇÛÎó
+*/
+void monster_name(int m_idx, char* m_name)
{
monster_type *m_ptr = &m_list[m_idx];
monster_desc(m_name, m_ptr, 0x00);
- return m_name;
}
-/* 2 monster each is near by player, return true */
+/*!
+* @brief ¥â¥ó¥¹¥¿¡¼2ÂΤ¬¥×¥ì¥¤¥ä¡¼¤Î¶á¤¯¤Ëµï¤ë¤«¤ÎȽÄê /
+* @param m_idx ¥â¥ó¥¹¥¿¡¼ID°ìÂÎÌÜ
+* @param t_idx ¥â¥ó¥¹¥¿¡¼IDÆóÂÎÌÜ
+* @return ¥â¥ó¥¹¥¿¡¼2ÂΤΤɤÁ¤é¤«¤¬¥×¥ì¥¤¥ä¡¼¤Î¶á¤¯¤Ëµï¤ì¤ÐTRUE¡¢¤É¤Á¤é¤â±ó¤±¤ì¤ÐFALSE¤òÊÖ¤¹¡£
+*/
bool monster_near_player(int m_idx, int t_idx)
{
monster_type *m_ptr = &m_list[m_idx];
return (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
}
-/* player can see monster, return true */
+/*!
+* @brief ¥×¥ì¥¤¥ä¡¼¤¬¥â¥ó¥¹¥¿¡¼¤ò¸«¤ë¤³¤È¤¬¤Ç¤¤ë¤«¤ÎȽÄê /
+* @param m_idx ¥â¥ó¥¹¥¿¡¼ID
+* @return ¥×¥ì¥¤¥ä¡¼¤¬¥â¥ó¥¹¥¿¡¼¤ò¸«¤ë¤³¤È¤¬¤Ç¤¤ë¤Ê¤éTRUE¡¢¤½¤¦¤Ç¤Ê¤±¤ì¤ÐFALSE¤òÊÖ¤¹¡£
+*/
bool see_monster(int m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
return is_seen(m_ptr);
}
+/*!
+* @brief ¥â¥ó¥¹¥¿¡¼¤Î¾§¤¨¤¿¼öʸ¤òÀÄËâË¡¤Ç³Ø½¬¤Ç¤¤ë¤«È½Äꤹ¤ë /
+* @param m_idx ¥â¥ó¥¹¥¿¡¼ID
+* @return ¥×¥ì¥¤¥ä¡¼¤¬ÀÄËâË¡¤Ç³Ø½¬¤Ç¤¤ë¤Ê¤éTRUE¡¢¤½¤¦¤Ç¤Ê¤±¤ì¤ÐFALSE¤òÊÖ¤¹¡£
+*/
bool spell_learnable(int m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
return (seen && maneable && !world_monster);
}
+/*!
+* @brief ¥â¥ó¥¹¥¿¡¼ID¤«¤é¥â¥ó¥¹¥¿¡¼¤Î¥ì¥Ù¥ë¤ò¼èÆÀ¤¹¤ë /
+* @param m_idx ¥â¥ó¥¹¥¿¡¼ID
+* @return ¥â¥ó¥¹¥¿¡¼¤Î¥ì¥Ù¥ë
+*/
int monster_level_idx(int m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
return rlev;
}
+/*!
+* @brief ¥â¥ó¥¹¥¿¡¼ID¤«¤éPOWERFUL¥Õ¥é¥°¤ÎÍ̵¤ò¼èÆÀ¤¹¤ë /
+* @param m_idx ¥â¥ó¥¹¥¿¡¼ID
+* @return POWERFUL¥Õ¥é¥°¤¬¤¢¤ì¤ÐTRUE¡¢¤Ê¤±¤ì¤ÐFALSE¤òÊÖ¤¹¡£
+*/
bool monster_is_powerful(int m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- return (r_ptr->flags2 & RF2_POWERFUL);
+ bool powerful = r_ptr->flags2 & RF2_POWERFUL ? TRUE : FALSE;
+ return powerful;
}
-void monster_wakeup(int t_idx)
+/*!
+* @brief ¥â¥ó¥¹¥¿¡¼¤¬¥æ¥Ë¡¼¥¯¾¤´²Äǽ¤Ç¤¢¤ë¤«¤òȽÄꤹ¤ë /
+* @param m_idx ¥â¥ó¥¹¥¿¡¼ID
+* @return ¾¤´²Äǽ¤Ç¤¢¤ì¤ÐPM_ALLOW_UNIQUE¤òÊÖ¤¹¡£
+*/
+u32b monster_u_mode(int m_idx)
{
- (void)set_monster_csleep(t_idx, 0);
+ u32b u_mode = 0L;
+ monster_type *m_ptr = &m_list[m_idx];
+ bool pet = is_pet(m_ptr);
+ if (!pet) u_mode |= PM_ALLOW_UNIQUE;
+ return u_mode;
}
-void monster_fear_message(int t_idx)
+/*!
+* @brief ¥â¥ó¥¹¥¿¡¼¤òµ¯¤³¤¹ /
+* @param m_idx ¥â¥ó¥¹¥¿¡¼ID
+*/
+void monster_wakeup(int t_idx)
{
- char t_name[80];
- monster_name(t_idx, t_name);
- if (see_monster(t_idx))
- {
- msg_format(_("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", "%^s flees in terror!"), t_name);
- }
+ (void)set_monster_csleep(t_idx, 0);
}
+/*!
+ * @brief ¥â¥ó¥¹¥¿¡¼¤¬¼öʸ¹Ô»È¤¹¤ëºÝ¤Î¥á¥Ã¥»¡¼¥¸¤ò½èÍý¤¹¤ëÈÆÍÑ´Ø¿ô /
+ * @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+ * @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+ * @param msg1 msg_flag¤¬TRUE¤Ç¡¢¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹ç¤Î¥á¥Ã¥»¡¼¥¸
+ * @param msg2 msg_flag¤¬TRUE¤Ç¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹ç¤Î¥á¥Ã¥»¡¼¥¸
+ * @param msg3 msg_flag¤¬FALSE¤Ç¡¢¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹ç¤Î¥á¥Ã¥»¡¼¥¸
+ * @param msg4 msg_flag¤¬FALSE¤Ç¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹ç¤Î¥á¥Ã¥»¡¼¥¸
+ * @param msg_flag ¥á¥Ã¥»¡¼¥¸¤òʬ´ô¤¹¤ë¤¿¤á¤Î¥Õ¥é¥°
+ * @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+ */
void monspell_message_base(int m_idx, int t_idx, cptr msg1, cptr msg2, cptr msg3, cptr msg4, bool msg_flag, int TARGET_TYPE)
{
bool known = monster_near_player(m_idx, t_idx);
mon_fight = TRUE;
}
+/*!
+* @brief ¥â¥ó¥¹¥¿¡¼¤¬¼öʸ¹Ô»È¤¹¤ëºÝ¤Î¥á¥Ã¥»¡¼¥¸¤ò½èÍý¤¹¤ëÈÆÍÑ´Ø¿ô¡£ÌÕÌÜ»þ¤ÈÄ̾ï»þ¤Î¥á¥Ã¥»¡¼¥¸¤òÀÚ¤êÂؤ¨¤ë¡£ /
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param msg1 ¥×¥ì¥¤¥ä¡¼¤¬ÌÕÌܾõÂ֤Υá¥Ã¥»¡¼¥¸
+* @param msg2 ¥×¥ì¥¤¥ä¡¼¤¬ÌÕÌܤǤʤ¯¡¢¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹ç¤Î¥á¥Ã¥»¡¼¥¸
+* @param msg3 ¥×¥ì¥¤¥ä¡¼¤¬ÌÕÌܤǤʤ¯¡¢¥â¥ó¥¹¥¿¡¼ÂоݤȤ¹¤ë¾ì¹ç¤Î¥á¥Ã¥»¡¼¥¸
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+*/
void monspell_message(int m_idx, int t_idx, cptr msg1, cptr msg2, cptr msg3, int TARGET_TYPE)
{
monspell_message_base(m_idx, t_idx, msg1, msg1, msg2, msg3, p_ptr->blind, TARGET_TYPE);
}
+/*!
+* @brief ¥â¥ó¥¹¥¿¡¼¤¬¼öʸ¹Ô»È¤¹¤ëºÝ¤Î¥á¥Ã¥»¡¼¥¸¤ò½èÍý¤¹¤ëÈÆÍÑ´Ø¿ô¡£ÂÐ¥â¥ó¥¹¥¿¡¼¤ÈÂХץ쥤¥ä¡¼¤Î¥á¥Ã¥»¡¼¥¸¤òÀÚ¤êÂؤ¨¤ë¡£ /
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param msg1 ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹ç¤Î¥á¥Ã¥»¡¼¥¸
+* @param msg2 ¥â¥ó¥¹¥¿¡¼ÂоݤȤ¹¤ë¾ì¹ç¤Î¥á¥Ã¥»¡¼¥¸
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+*/
void simple_monspell_message(int m_idx, int t_idx, cptr msg1, cptr msg2, int TARGET_TYPE)
{
- monspell_message_base(m_idx, t_idx, msg1, msg1, msg2, msg2, p_ptr->blind, TARGET_TYPE);
+ monspell_message_base(m_idx, t_idx, msg1, msg2, msg1, msg2, p_ptr->blind, TARGET_TYPE);
}
+/*!
+ * @brief RF4_SHRIEK¤Î½èÍý¡£¶«¤Ó¡£ /
+ * @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+ * @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+ * @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+ */
void spell_RF4_SHRIEK(int m_idx, int t_idx, int TARGET_TYPE)
{
simple_monspell_message(m_idx, t_idx,
}
}
+/*!
+* @brief RF4_DISPEL¤Î½èÍý¡£ËâÎϾõ /
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+*/
void spell_RF4_DISPEL(int m_idx, int t_idx, int TARGET_TYPE)
{
bool known = monster_near_player(m_idx, t_idx);
}
}
+/*!
+* @brief RF4_ROCKET¤Î½èÍý¡£¥í¥±¥Ã¥È¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF4_ROCKET(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
int dam;
- monster_type *m_ptr = &m_list[m_idx];
monspell_message(m_idx, t_idx,
_("%^s¤¬²¿¤«¤ò¼Í¤Ã¤¿¡£", "%^s shoots something."),
_("%^s¤¬%s¤Ë¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£", "%^s fires a rocket at %s."),
TARGET_TYPE);
- dam = (m_ptr->hp / 4) > 800 ? 800 : (m_ptr->hp / 4);
+ dam = monspell_damage((MS_ROCKET), m_idx, DAM_ROLL);
breath(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);
return dam;
}
+/*!
+* @brief RF4_SHOOT¤Î½èÍý¡£¼Í·â¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF4_SHOOT(int y, int x, int m_idx, int t_idx,int TARGET_TYPE)
{
int dam;
- monster_type *m_ptr = &m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
+
monspell_message(m_idx, t_idx,
_("%^s¤¬´ñ̯¤Ê²»¤òȯ¤·¤¿¡£", "%^s makes a strange noise."),
_("%^s¤¬Ìð¤òÊü¤Ã¤¿¡£", "%^s fires an arrow."),
_("%^s¤¬%s¤ËÌð¤òÊü¤Ã¤¿¡£", "%^s fires an arrow at %s."),
TARGET_TYPE);
- dam = damroll(r_ptr->blow[0].d_dice, r_ptr->blow[0].d_side);
+ dam = monspell_damage((MS_SHOOT), m_idx, DAM_ROLL);
bolt(m_idx, y, x, GF_ARROW, dam, MS_SHOOT, TARGET_TYPE);
sound(SOUND_SHOOT);
return dam;
}
+/*!
+* @brief RF4_BR_*¤Î½èÍý¡£³Æ¼ï¥Ö¥ì¥¹¡£ /
+* @param GF_TYPE ¥Ö¥ì¥¹¤Î°À
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF4_BREATH(int GF_TYPE, int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
int dam, ms_type, drs_type;
switch (GF_TYPE)
{
case GF_ACID:
- dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
+ dam = monspell_damage((MS_BR_ACID), m_idx, DAM_ROLL);
type_s = _("»À", "acid");
ms_type = MS_BR_ACID;
drs_type = DRS_ACID;
break;
case GF_ELEC:
- dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
+ dam = monspell_damage((MS_BR_ELEC), m_idx, DAM_ROLL);
type_s = _("°ðºÊ", "lightning");
ms_type = MS_BR_ELEC;
drs_type = DRS_ELEC;
break;
case GF_FIRE:
- dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
+ dam = monspell_damage((MS_BR_FIRE), m_idx, DAM_ROLL);
type_s = _("²Ð±ê", "fire");
ms_type = MS_BR_FIRE;
drs_type = DRS_FIRE;
break;
case GF_COLD:
- dam = ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3));
+ dam = monspell_damage((MS_BR_COLD), m_idx, DAM_ROLL);
type_s = _("Î䵤", "frost");
ms_type = MS_BR_COLD;
drs_type = DRS_COLD;
break;
case GF_POIS:
- dam = ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3));
+ dam = monspell_damage((MS_BR_POIS), m_idx, DAM_ROLL);
type_s = _("¥¬¥¹", "gas");
ms_type = MS_BR_POIS;
drs_type = DRS_POIS;
break;
case GF_NETHER:
- dam = ((m_ptr->hp / 6) > 550 ? 550 : (m_ptr->hp / 6));
+ dam = monspell_damage((MS_BR_NETHER), m_idx, DAM_ROLL);
type_s = _("ÃϹö", "nether");
ms_type = MS_BR_NETHER;
drs_type = DRS_NETH;
break;
case GF_LITE:
- dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6));
+ dam = monspell_damage((MS_BR_LITE), m_idx, DAM_ROLL);
type_s = _("Á®¸÷", "light");
ms_type = MS_BR_LITE;
drs_type = DRS_LITE;
break;
case GF_DARK:
- dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6));
+ dam = monspell_damage((MS_BR_DARK), m_idx, DAM_ROLL);
type_s = _("°Å¹õ", "darkness");
ms_type = MS_BR_DARK;
drs_type = DRS_DARK;
break;
case GF_CONFUSION:
- dam = ((m_ptr->hp / 6) > 450 ? 450 : (m_ptr->hp / 6));
+ dam = monspell_damage((MS_BR_CONF), m_idx, DAM_ROLL);
type_s = _("º®Íð", "confusion");
ms_type = MS_BR_CONF;
drs_type = DRS_CONF;
break;
case GF_SOUND:
- dam = ((m_ptr->hp / 6) > 450 ? 450 : (m_ptr->hp / 6));
+ dam = monspell_damage((MS_BR_SOUND), m_idx, DAM_ROLL);
type_s = _("¹ì²»", "sound");
ms_type = MS_BR_SOUND;
drs_type = DRS_SOUND;
break;
case GF_CHAOS:
- dam = ((m_ptr->hp / 6) > 600 ? 600 : (m_ptr->hp / 6));
+ dam = monspell_damage((MS_BR_CHAOS), m_idx, DAM_ROLL);
type_s = _("¥«¥ª¥¹", "chaos");
ms_type = MS_BR_CHAOS;
drs_type = DRS_CHAOS;
break;
case GF_DISENCHANT:
- dam = ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6));
+ dam = monspell_damage((MS_BR_DISEN), m_idx, DAM_ROLL);
type_s = _("Îô²½", "disenchantment");
ms_type = MS_BR_DISEN;
drs_type = DRS_DISEN;
break;
case GF_NEXUS:
- dam = ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3));
+ dam = monspell_damage((MS_BR_NEXUS), m_idx, DAM_ROLL);
type_s = _("°ø²Ìº®Íð", "nexus");
ms_type = MS_BR_NEXUS;
drs_type = DRS_NEXUS;
break;
case GF_TIME:
- dam = ((m_ptr->hp / 3) > 150 ? 150 : (m_ptr->hp / 3));
+ dam = monspell_damage((MS_BR_TIME), m_idx, DAM_ROLL);
type_s = _("»þ´ÖµÕž", "time");
ms_type = MS_BR_TIME;
smart_learn = FALSE;
break;
case GF_INERTIA:
- dam = ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6));
+ dam = monspell_damage((MS_BR_INERTIA), m_idx, DAM_ROLL);
type_s = _("ÃÙÆß", "inertia");
ms_type = MS_BR_INERTIA;
smart_learn = FALSE;
break;
case GF_GRAVITY:
- dam = ((m_ptr->hp / 3) > 200 ? 200 : (m_ptr->hp / 3));
+ dam = monspell_damage((MS_BR_GRAVITY), m_idx, DAM_ROLL);
type_s = _("½ÅÎÏ", "gravity");
ms_type = MS_BR_GRAVITY;
smart_learn = FALSE;
break;
case GF_SHARDS:
- dam = ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6));
+ dam = monspell_damage((MS_BR_SHARDS), m_idx, DAM_ROLL);
type_s = _("ÇËÊÒ", "shards");
ms_type = MS_BR_SHARDS;
drs_type = DRS_SHARD;
break;
case GF_PLASMA:
- dam = ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6));
+ dam = monspell_damage((MS_BR_PLASMA), m_idx, DAM_ROLL);
type_s = _("¥×¥é¥º¥Þ", "plasma");
ms_type = MS_BR_PLASMA;
smart_learn = FALSE;
break;
case GF_FORCE:
- dam = ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6));
+ dam = monspell_damage((MS_BR_FORCE), m_idx, DAM_ROLL);
type_s = _("¥Õ¥©¡¼¥¹", "force");
ms_type = MS_BR_FORCE;
smart_learn = FALSE;
break;
case GF_MANA:
- dam = ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3));
+ dam = monspell_damage((MS_BR_MANA), m_idx, DAM_ROLL);
type_s = _("ËâÎÏ", "mana");
ms_type = MS_BR_MANA;
smart_learn = FALSE;
break;
case GF_NUKE:
- dam = ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3));
+ dam = monspell_damage((MS_BR_NUKE), m_idx, DAM_ROLL);
type_s = _("Êü¼ÍÀÇÑ´þʪ", "toxic waste");
ms_type = MS_BR_NUKE;
drs_type = DRS_POIS;
break;
case GF_DISINTEGRATE:
- dam = ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6));
+ dam = monspell_damage((MS_BR_DISI), m_idx, DAM_ROLL);
type_s = _("ʬ²ò", "disintegration");
ms_type = MS_BR_DISI;
smart_learn = FALSE;
return dam;
}
+/*!
+* @brief RF4_BA_NUKE¤Î½èÍý¡£Êü¼Íǽµå¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF4_BA_NUKE(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
int dam;
- int rlev = monster_level_idx(m_idx);
monspell_message(m_idx, t_idx,
_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."),
_("%^s¤¬%s¤ËÊü¼Íǽµå¤òÊü¤Ã¤¿¡£", "%^s casts a ball of radiation at %s."),
TARGET_TYPE);
- dam = (rlev + damroll(10, 6)) * (monster_is_powerful(m_idx) ? 2 : 1);
+ dam = monspell_damage((MS_BALL_NUKE), m_idx, DAM_ROLL);
breath(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);
return dam;
}
+/*!
+* @brief RF4_BA_CHAO¤Î½èÍý¡£½ã¥í¥°¥ë¥¹¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF4_BA_CHAO(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
int dam;
- int rlev = monster_level_idx(m_idx);
monspell_message(m_idx, t_idx,
_("%^s¤¬¶²¤í¤·¤²¤Ë¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles frighteningly."),
_("%^s¤¬%s¤Ë½ã¥í¥°¥ë¥¹¤òÊü¤Ã¤¿¡£", "%^s invokes raw Logrus upon %s."),
TARGET_TYPE);
- dam = (monster_is_powerful(m_idx) ? (rlev * 3) : (rlev * 2)) + damroll(10, 10);
-
+ dam = monspell_damage((MS_BALL_CHAOS), m_idx, DAM_ROLL);
breath(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);
return dam;
}
+/*!
+* @brief RF5_BA_ACID¤Î½èÍý¡£¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF5_BA_ACID(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
int dam, rad;
- int rlev = monster_level_idx(m_idx);
monspell_message(m_idx, t_idx,
_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."),
"%^s casts an acid ball at %s."),
TARGET_TYPE);
- if (monster_is_powerful(m_idx))
- {
- rad = 4;
- dam = (rlev * 4) + 50 + damroll(10, 10);
- }
- else
- {
- rad = 2;
- dam = (randint1(rlev * 3) + 15);
- }
-
+ rad = monster_is_powerful(m_idx) ? 4 : 2;
+ dam = monspell_damage((MS_BALL_ACID), m_idx, DAM_ROLL);
breath(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);
return dam;
}
+/*!
+* @brief RF5_BA_ELEC¤Î½èÍý¡£¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF5_BA_ELEC(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
int dam, rad;
- int rlev = monster_level_idx(m_idx);
monspell_message(m_idx, t_idx,
_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."),
"%^s casts a lightning ball at %s."),
TARGET_TYPE);
- if (monster_is_powerful(m_idx))
- {
- rad = 4;
- dam = (rlev * 4) + 50 + damroll(10, 10);
- }
- else
- {
- rad = 2;
- dam = (randint1(rlev * 3 / 2) + 8);
- }
-
+ rad = monster_is_powerful(m_idx) ? 4 : 2;
+ dam = monspell_damage((MS_BALL_ELEC), m_idx, DAM_ROLL);
breath(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);
return dam;
}
+/*!
+* @brief RF5_BA_FIRE¤Î½èÍý¡£¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF5_BA_FIRE(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
int dam, rad;
monster_type *m_ptr = &m_list[m_idx];
- int rlev = monster_level_idx(m_idx);
if (m_ptr->r_idx == MON_ROLENTO)
{
"%^s casts a fire ball at %s."),
TARGET_TYPE);
}
-
- if (monster_is_powerful(m_idx))
- {
- rad = 4;
- dam = (rlev * 4) + 50 + damroll(10, 10);
- }
- else
- {
- rad = 2;
- dam = (randint1(rlev * 7 / 2) + 10);
- }
-
+ rad = monster_is_powerful(m_idx) ? 4 : 2;
+ dam = monspell_damage((MS_BALL_FIRE), m_idx, DAM_ROLL);
breath(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);
return dam;
}
+/*!
+* @brief RF5_BA_COLD¤Î½èÍý¡£¥¢¥¤¥¹¡¦¥Ü¡¼¥ë¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF5_BA_COLD(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
int dam, rad;
- int rlev = monster_level_idx(m_idx);
monspell_message(m_idx, t_idx,
_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."),
"%^s casts a frost ball at %s."),
TARGET_TYPE);
- if (monster_is_powerful(m_idx))
- {
- rad = 4;
- dam = (rlev * 4) + 50 + damroll(10, 10);
- }
- else
- {
- rad = 2;
- dam = (randint1(rlev * 3 / 2) + 10);
- }
-
+ rad = monster_is_powerful(m_idx) ? 4 : 2;
+ dam = monspell_damage((MS_BALL_COLD), m_idx, DAM_ROLL);
breath(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);
return dam;
}
-
+/*!
+* @brief RF5_BA_POIS¤Î½èÍý¡£°½±À¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF5_BA_POIS(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
int dam;
_("%^s¤¬%s¤Ë¸þ¤«¤Ã¤Æ°½±À¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a stinking cloud at %s."),
TARGET_TYPE);
- dam = damroll(12, 2) * (monster_is_powerful(m_idx) ? 2 : 1);
+ dam = monspell_damage((MS_BALL_POIS), m_idx, DAM_ROLL);
breath(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);
return dam;
}
+/*!
+* @brief RF5_BA_NETH¤Î½èÍý¡£ÃϹöµå¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF5_BA_NETH(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
int dam;
- int rlev = monster_level_idx(m_idx);
monspell_message(m_idx, t_idx,
_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."),
_("%^s¤¬%s¤Ë¸þ¤«¤Ã¤ÆÃϹöµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a nether ball at %s."),
TARGET_TYPE);
- dam = 50 + damroll(10, 10) + (rlev * (monster_is_powerful(m_idx) ? 2 : 1));
+ dam = monspell_damage((MS_BALL_NETHER), m_idx, DAM_ROLL);
breath(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);
return dam;
}
+/*!
+* @brief RF5_BA_WATE¤Î½èÍý¡£¥¦¥©¡¼¥¿¡¼¡¦¥Ü¡¼¥ë¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF5_BA_WATE(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
int dam;
- int rlev = monster_level_idx(m_idx);
bool known = monster_near_player(m_idx, t_idx);
bool see_either = see_monster(m_idx) || see_monster(t_idx);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
msg_format(_("%^s¤Ï±²´¬¤Ë°û¤ß¹þ¤Þ¤ì¤¿¡£", "%^s is engulfed in a whirlpool."), t_name);
}
- dam = (monster_is_powerful(m_idx) ? randint1(rlev * 3) : randint1(rlev * 2)) + 50;
+ dam = monspell_damage((MS_BALL_WATER), m_idx, DAM_ROLL);
breath(y, x, m_idx, GF_WATER, dam, 4, FALSE, MS_BALL_WATER, TARGET_TYPE);
return dam;
}
-
+/*!
+* @brief RF5_BA_MANA¤Î½èÍý¡£ËâÎϤÎÍò¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF5_BA_MANA(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
int dam;
- int rlev = monster_level_idx(m_idx);
monspell_message(m_idx, t_idx,
_("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles powerfully."),
_("%^s¤¬%s¤ËÂФ·¤ÆËâÎϤÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", "%^s invokes a mana storm upon %s."),
TARGET_TYPE);
- dam = (rlev * 4) + 50 + damroll(10, 10);
+ dam = monspell_damage((MS_BALL_MANA), m_idx, DAM_ROLL);
breath(y, x, m_idx, GF_MANA, dam, 4, FALSE, MS_BALL_MANA, TARGET_TYPE);
return dam;
}
+/*!
+* @brief RF5_BA_DARK¤Î½èÍý¡£°Å¹õ¤ÎÍò¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF5_BA_DARK(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
int dam;
- int rlev = monster_level_idx(m_idx);
monspell_message(m_idx, t_idx,
_("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles powerfully."),
_("%^s¤¬%s¤ËÂФ·¤Æ°Å¹õ¤ÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", "%^s invokes a darkness storm upon %s."),
TARGET_TYPE);
- dam = (rlev * 4) + 50 + damroll(10, 10);
+ dam = monspell_damage((MS_BALL_DARK), m_idx, DAM_ROLL);
breath(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);
return dam;
}
+/*!
+* @brief RF5_DRAIN_MANA¤Î½èÍý¡£ËâÎϵۼý¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF5_DRAIN_MANA(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int rlev = monster_level_idx(m_idx);
int dam;
char m_name[80], t_name[80];
monster_name(m_idx, m_name);
msg_format(_("%^s¤ÏÀº¿À¥¨¥Í¥ë¥®¡¼¤ò%s¤«¤éµÛ¤¤¤È¤Ã¤¿¡£", "%^s draws psychic energy from %s."), m_name, t_name);
}
- dam = ((randint1(rlev) / 2) + 1);
+ dam = monspell_damage((MS_DRAIN_MANA), m_idx, DAM_ROLL);
breath(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);
return dam;
}
+/*!
+* @brief RF5_MIND_BLAST¤Î½èÍý¡£Àº¿À¹¶·â¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF5_MIND_BLAST(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
monster_type *m_ptr = &m_list[m_idx];
bool seen = (!p_ptr->blind && m_ptr->ml);
- int rlev = monster_level_idx(m_idx);
int dam;
char m_name[80], t_name[80];
monster_name(m_idx, m_name);
msg_format(_("%^s¤Ï%s¤ò¤¸¤Ã¤Èâˤó¤À¡£", "%^s gazes intently at %s."), m_name, t_name);
}
- dam = damroll(7, 7);
+ dam = monspell_damage((MS_MIND_BLAST), m_idx, DAM_ROLL);
breath(y, x, m_idx, GF_MIND_BLAST, dam, 0, FALSE, MS_MIND_BLAST, TARGET_TYPE);
return dam;
}
+/*!
+* @brief RF5_BRAIN_SMASH¤Î½èÍý¡£Ç¾¹¶·â¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF5_BRAIN_SMASH(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
monster_type *m_ptr = &m_list[m_idx];
bool seen = (!p_ptr->blind && m_ptr->ml);
- int rlev = monster_level_idx(m_idx);
int dam;
char m_name[80], t_name[80];
monster_name(m_idx, m_name);
msg_format(_("%^s¤Ï%s¤ò¤¸¤Ã¤Èâˤó¤À¡£", "%^s gazes intently at %s."), m_name, t_name);
}
- dam = damroll(12, 12);
+ dam = monspell_damage((MS_BRAIN_SMASH), m_idx, DAM_ROLL);
breath(y, x, m_idx, GF_BRAIN_SMASH, dam, 0, FALSE, MS_BRAIN_SMASH, TARGET_TYPE);
return dam;
}
+/*!
+* @brief RF5_CAUSE_*¤Î¥á¥Ã¥»¡¼¥¸½èÍý´Ø¿ô /
+* @param GF_TYPE ¹¶·â¤Ë»ÈÍѤ¹¤ë°À
+* @param dam ¹¶·â¤Ë»ÈÍѤ¹¤ë¥À¥á¡¼¥¸ÎÌ
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param msg1 ÂХץ쥤¥ä¡¼¡¢ÌÕÌÜ»þ¥á¥Ã¥»¡¼¥¸
+* @param msg2 ÂХץ쥤¥ä¡¼¡¢ÈóÌÕÌÜ»þ¥á¥Ã¥»¡¼¥¸
+* @param msg3 ÂÐ¥â¥ó¥¹¥¿¡¼¤Î¥á¥Ã¥»¡¼¥¸
+* @param MS_TYPE ¼öʸ¤ÎÈÖ¹æ
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
void spell_RF5_CAUSE(int GF_TYPE, int dam, int y, int x, int m_idx, int t_idx, cptr msg1, cptr msg2, cptr msg3, int MS_TYPE, int TARGET_TYPE)
{
- int rlev = monster_level_idx(m_idx);
char m_name[80], t_name[80];
monster_name(m_idx, m_name);
monster_name(t_idx, t_name);
breath(y, x, m_idx, GF_TYPE, dam, 0, FALSE, MS_TYPE, TARGET_TYPE);
}
+/*!
+* @brief RF5_CAUSE_1¤Î½èÍý¡£·Ú½ý¤Î¼ö¤¤¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF5_CAUSE_1(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
cptr msg1, msg2, msg3;
- int dam = damroll(3, 8);
+ int dam;
+ dam = monspell_damage((MS_CAUSE_1), m_idx, DAM_ROLL);
msg1 = _("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles.");
msg2 = _("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¼ö¤Ã¤¿¡£", "%^s points at you and curses.");
return dam;
}
+/*!
+* @brief RF5_CAUSE_2¤Î½èÍý¡£½Å½ý¤Î¼ö¤¤¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF5_CAUSE_2(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
cptr msg1, msg2, msg3;
- int dam = damroll(8, 8);
+ int dam;
+ dam = monspell_damage((MS_CAUSE_2), m_idx, DAM_ROLL);
msg1 = _("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles.");
msg2 = _("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼ö¤Ã¤¿¡£", "%^s points at you and curses horribly.");
return dam;
}
+/*!
+* @brief RF5_CAUSE_3¤Î½èÍý¡£Ã×Ì¿½ý¤Î¼ö¤¤¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF5_CAUSE_3(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
cptr msg1, msg2, msg3;
- int dam = damroll(10, 15);
+ int dam;
+ dam = monspell_damage((MS_CAUSE_3), m_idx, DAM_ROLL);
msg1 = _("%^s¤¬²¿¤«¤òÂçÀ¼¤Ç¶«¤ó¤À¡£", "%^s mumbles loudly.");
msg2 = _("%^s¤¬¤¢¤Ê¤¿¤ò»Ø¤µ¤·¤Æ¶²¤í¤·¤²¤Ë¼öʸ¤ò¾§¤¨¤¿¡ª", "%^s points at you, incanting terribly!");
return dam;
}
+/*!
+* @brief RF5_CAUSE_4¤Î½èÍý¡£È빦¤òÆͤ¯¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF5_CAUSE_4(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
cptr msg1, msg2, msg3;
- int dam = damroll(15, 15);
+ int dam;
+ dam = monspell_damage((MS_CAUSE_4), m_idx, DAM_ROLL);
msg1 = _("%^s¤¬¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", "%^s screams the word 'DIE!'");
msg2 = _("%^s¤¬¤¢¤Ê¤¿¤ÎÈ빦¤òÆͤ¤¤Æ¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", "%^s points at you, screaming the word DIE!");
return dam;
}
+/*!
+* @brief RF5_BO_ACID¤Î½èÍý¡£¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF5_BO_ACID(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
int dam;
- int rlev = monster_level_idx(m_idx);
monspell_message(m_idx, t_idx,
_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."),
_("%s¤¬%s¤Ë¸þ¤«¤Ã¤Æ¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts an acid bolt at %s."),
TARGET_TYPE);
- dam = (damroll(7, 8) + (rlev / 3)) * (monster_is_powerful(m_idx) ? 2 : 1);
+ dam = monspell_damage((MS_BOLT_ACID), m_idx, DAM_ROLL);
bolt(m_idx, y, x, GF_ACID, dam, MS_BOLT_ACID, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
return dam;
}
+/*!
+* @brief RF5_BO_ELEC¤Î½èÍý¡£¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF5_BO_ELEC(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
int dam;
- int rlev = monster_level_idx(m_idx);
monspell_message(m_idx, t_idx,
_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."),
_("%^s¤¬%s¤Ë¸þ¤«¤Ã¤Æ¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a lightning bolt at %s."),
TARGET_TYPE);
- dam = (damroll(4, 8) + (rlev / 3)) * (monster_is_powerful(m_idx) ? 2 : 1);
+ dam = monspell_damage((MS_BOLT_ELEC), m_idx, DAM_ROLL);
bolt(m_idx, y, x, GF_ELEC, dam, MS_BOLT_ELEC, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
return dam;
}
+/*!
+* @brief RF5_BO_FIRE¤Î½èÍý¡£¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF5_BO_FIRE(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
int dam;
- int rlev = monster_level_idx(m_idx);
monspell_message(m_idx, t_idx,
_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."),
_("%^s¤¬%s¤Ë¸þ¤«¤Ã¤Æ¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a fire bolt at %s."),
TARGET_TYPE);
- dam = (damroll(9, 8) + (rlev / 3)) * (monster_is_powerful(m_idx) ? 2 : 1);
+ dam = monspell_damage((MS_BOLT_FIRE), m_idx, DAM_ROLL);
bolt(m_idx, y, x, GF_FIRE, dam, MS_BOLT_FIRE, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
return dam;
}
+/*!
+* @brief RF5_BO_COLD¤Î½èÍý¡£¥¢¥¤¥¹¡¦¥Ü¥ë¥È¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF5_BO_COLD(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
int dam;
- int rlev = monster_level_idx(m_idx);
monspell_message(m_idx, t_idx,
_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."),
_("%^s¤¬%s¤Ë¸þ¤«¤Ã¤Æ¥¢¥¤¥¹¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a frost bolt at %s."),
TARGET_TYPE);
- dam = (damroll(6, 8) + (rlev / 3)) * (monster_is_powerful(m_idx) ? 2 : 1);
+ dam = monspell_damage((MS_BOLT_COLD), m_idx, DAM_ROLL);
bolt(m_idx, y, x, GF_COLD, dam, MS_BOLT_COLD, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
return dam;
}
+/*!
+* @brief RF5_BA_LITE¤Î½èÍý¡£¥¹¥¿¡¼¥Ð¡¼¥¹¥È¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF5_BA_LITE(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
int dam;
- int rlev = monster_level_idx(m_idx);
monspell_message(m_idx, t_idx,
_("%^s¤¬²¿¤«¤òÎ϶¯¤¯¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles powerfully."),
_("%^s¤¬%s¤ËÂФ·¤Æ¥¹¥¿¡¼¥Ð¡¼¥¹¥È¤Î¼öʸ¤òÇ°¤¸¤¿¡£", "%^s invokes a starburst upon %s."),
TARGET_TYPE);
- dam = (rlev * 4) + 50 + damroll(10, 10);
+ dam = monspell_damage((MS_STARBURST), m_idx, DAM_ROLL);
breath(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);
return dam;
}
-
+/*!
+* @brief RF5_BO_NETH¤Î½èÍý¡£ÃϹö¤ÎÌð¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF5_BO_NETH(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
int dam;
- int rlev = monster_level_idx(m_idx);
monspell_message(m_idx, t_idx,
_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."),
_("%^s¤¬%s¤Ë¸þ¤«¤Ã¤ÆÃϹö¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a nether bolt at %s."),
TARGET_TYPE);
- dam = 30 + damroll(5, 5) + (rlev * 4) / (monster_is_powerful(m_idx) ? 2 : 3);
+ dam = monspell_damage((MS_BOLT_NETHER), m_idx, DAM_ROLL);
bolt(m_idx, y, x, GF_NETHER, dam, MS_BOLT_NETHER, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
return dam;
}
+/*!
+* @brief RF5_BO_WATE¤Î½èÍý¡£¥¦¥©¡¼¥¿¡¼¡¦¥Ü¥ë¥È¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF5_BO_WATE(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
int dam;
_("%^s¤¬%s¤Ë¸þ¤«¤Ã¤Æ¥¦¥©¡¼¥¿¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a water bolt at %s."),
TARGET_TYPE);
- dam = damroll(10, 10) + (rlev * 3 / (monster_is_powerful(m_idx) ? 2 : 3));
+ dam = monspell_damage((MS_BOLT_WATER), m_idx, DAM_ROLL);
bolt(m_idx, y, x, GF_WATER, dam, MS_BOLT_WATER, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
return dam;
}
+/*!
+* @brief RF5_BO_MANA¤Î½èÍý¡£ËâÎϤÎÌð¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF5_BO_MANA(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
int dam;
_("%^s¤¬%s¤Ë¸þ¤«¤Ã¤ÆËâÎϤÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a mana bolt at %s."),
TARGET_TYPE);
- dam = randint1(rlev * 7 / 2) + 50;
+ dam = monspell_damage((MS_BOLT_MANA), m_idx, DAM_ROLL);
bolt(m_idx, y, x, GF_MANA, dam, MS_BOLT_MANA, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
return dam;
}
+/*!
+* @brief RF5_BO_PLAS¤Î½èÍý¡£¥×¥é¥º¥Þ¡¦¥Ü¥ë¥È¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF5_BO_PLAS(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
int dam;
_("%^s¤¬%s¤Ë¸þ¤«¤Ã¤Æ¥×¥é¥º¥Þ¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a plasma bolt at %s."),
TARGET_TYPE);
- dam = 10 + damroll(8, 7) + (rlev * 3 / (monster_is_powerful(m_idx) ? 2 : 3));
+ dam = monspell_damage((MS_BOLT_PLASMA), m_idx, DAM_ROLL);
bolt(m_idx, y, x, GF_PLASMA, dam, MS_BOLT_PLASMA, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
return dam;
}
+/*!
+* @brief RF5_BO_ICEE¤Î½èÍý¡£¶Ë´¨¤ÎÌð¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF5_BO_ICEE(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
int dam;
_("%^s¤¬%s¤Ë¸þ¤«¤Ã¤Æ¶Ë´¨¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts an ice bolt at %s."),
TARGET_TYPE);
- dam = damroll(6, 6) + (rlev * 3 / (monster_is_powerful(m_idx) ? 2 : 3));
+ dam = monspell_damage((MS_BOLT_ICE), m_idx, DAM_ROLL);
bolt(m_idx, y, x, GF_ICE, dam, MS_BOLT_ICE, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
return dam;
}
+/*!
+* @brief RF5_MISSILE¤Î½èÍý¡£¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF5_MISSILE(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
int dam;
_("%^s¤¬%s¤Ë¸þ¤«¤Ã¤Æ¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a magic missile at %s."),
TARGET_TYPE);
- dam = damroll(2, 6) + (rlev / 3);
+ dam = monspell_damage((MS_MAGIC_MISSILE), m_idx, DAM_ROLL);
bolt(m_idx, y, x, GF_MISSILE, dam, MS_MAGIC_MISSILE, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
return dam;
}
+/*!
+* @brief ¾õÂÖ°Û¾ï¼öʸ¤Î¥á¥Ã¥»¡¼¥¸½èÍý´Ø¿ô¡£ /
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param msg1 ÂХץ쥤¥ä¡¼¤Ê¤éÌÕÌÜ»þ¥á¥Ã¥»¡¼¥¸¡£ÂÐ¥â¥ó¥¹¥¿¡¼¤Ê¤éÄ̾ï»þ¥á¥Ã¥»¡¼¥¸¡£
+* @param msg2 ÂХץ쥤¥ä¡¼¤Ê¤éÈóÌÕÌÜ»þ¥á¥Ã¥»¡¼¥¸¡£ÂÐ¥â¥ó¥¹¥¿¡¼¤Ê¤éÂÑÀÍ¥á¥Ã¥»¡¼¥¸¡£
+* @param msg3 ÂХץ쥤¥ä¡¼¤Ê¤éÂÑÀÍ¥á¥Ã¥»¡¼¥¸¡£ÂÐ¥â¥ó¥¹¥¿¡¼¤Ê¤éÄñ¹³»þ¥á¥Ã¥»¡¼¥¸¡£
+* @param msg4 ÂХץ쥤¥ä¡¼¤Ê¤éÄñ¹³»þ¥á¥Ã¥»¡¼¥¸¡£ÂÐ¥â¥ó¥¹¥¿¡¼¤Ê¤éÀ®¸ù»þ¥á¥Ã¥»¡¼¥¸¡£
+* @param resist ÂÑÀ¤ÎÍ̵¤òȽÊ̤¹¤ë¥Õ¥é¥°
+* @param saving_throw Äñ¹³¤ËÀ®¸ù¤·¤¿¤«È½Ê̤¹¤ë¥Õ¥é¥°
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+*/
void spell_badstatus_message(int m_idx, int t_idx, cptr msg1, cptr msg2, cptr msg3, cptr msg4, bool resist, bool saving_throw, int TARGET_TYPE)
{
bool see_either = see_monster(m_idx) || see_monster(t_idx);
}
}
+/*!
+* @brief RF5_SCARE¤Î½èÍý¡£¶²ÉÝ¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+*/
void spell_RF5_SCARE(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
monster_type *t_ptr = &m_list[t_idx];
}
}
+/*!
+* @brief RF5_BLIND¤Î½èÍý¡£ÌÕÌÜ¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+*/
void spell_RF5_BLIND(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
monster_type *t_ptr = &m_list[t_idx];
}
}
+/*!
+* @brief RF5_CONF¤Î½èÍý¡£º®Íð¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+*/
void spell_RF5_CONF(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
monster_type *t_ptr = &m_list[t_idx];
}
}
-
+/*!
+* @brief RF5_SLOW¤Î½èÍý¡£¸ºÂ®¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+*/
void spell_RF5_SLOW(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
monster_type *t_ptr = &m_list[t_idx];
}
}
+/*!
+* @brief RF5_HOLD¤Î½èÍý¡£Ëãáã¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+*/
void spell_RF5_HOLD(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
monster_type *t_ptr = &m_list[t_idx];
}
}
+/*!
+* @brief RF6_HASTE¤Î½èÍý¡£²Ã®¡£ /
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+*/
void spell_RF6_HASTE(int m_idx, int t_idx, int TARGET_TYPE)
{
bool see_m = see_monster(m_idx);
}
}
+/*!
+* @brief RF6_HAND_DOOM¤Î½èÍý¡£ÇËÌǤμꡣ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
int spell_RF6_HAND_DOOM(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
int dam;
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- dam = (((s32b)((40 + randint1(20)) * (p_ptr->chp))) / 100);
+ dam = monspell_damage((MS_HAND_DOOM), m_idx, DAM_ROLL);
breath(y, x, m_idx, GF_HAND_DOOM, dam, 0, FALSE, MS_HAND_DOOM, MONSTER_TO_PLAYER);
}
else if (TARGET_TYPE == MONSTER_TO_MONSTER)
return dam;
}
+/*!
+* @brief RF6_HEAL¤Î½èÍý¡£¼£Ìþ¡£ /
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+*/
void spell_RF6_HEAL(int m_idx, int t_idx, int TARGET_TYPE)
{
monster_type *m_ptr = &m_list[m_idx];
msg_format(_("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", "%^s recovers %s courage."), m_name);
}
}
+
+/*!
+* @brief RF6_INVULNER¤Î½èÍý¡£ÌµÅ¨¡£ /
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+*/
void spell_RF6_INVULNER(int m_idx, int t_idx, int TARGET_TYPE)
{
monster_type *m_ptr = &m_list[m_idx];
if (!MON_INVULNER(m_ptr)) (void)set_monster_invulner(m_idx, randint1(4) + 4, FALSE);
}
+/*!
+* @brief RF6_BLINK¤Î½èÍý¡£¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È¡£ /
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+*/
void spell_RF6_BLINK(int m_idx, int TARGET_TYPE)
{
char m_name[80];
}
}
+/*!
+* @brief RF6_TPORT¤Î½èÍý¡£¥Æ¥ì¥Ý¡¼¥È¡£ /
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+*/
void spell_RF6_TPORT(int m_idx, int TARGET_TYPE)
{
char m_name[80];
}
}
+/*!
+* @brief RF6_WORLD¤Î½èÍý¡£»þ¤ò»ß¤á¤ë¡£ /
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+*/
int spell_RF6_WORLD(int m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
return who;
}
-int spell_RF6_SPECIAL(int y, int x, int m_idx)
+/*!
+* @brief ¥Ð¡¼¥Î¡¼¥ë¡¦¥ë¥Ñ¡¼¥È¤ÎRF6_SPECIAL¤Î½èÍý¡£Ê¬Îö¡¦¹çÂΡ£ /
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+*/
+int spell_RF6_SPECIAL_BANORLUPART(int m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ int dummy_hp, dummy_maxhp, k;
+ int dummy_y = m_ptr->fy;
+ int dummy_x = m_ptr->fx;
u32b mode = 0L;
- bool direct = player_bold(y, x);
- int k, dam, count=0;
- char m_name[80];
- monster_name(m_idx, m_name);
-
- disturb(1, 1);
- switch (m_ptr->r_idx)
- {
- case MON_OHMU:
- /* Moved to process_monster(), like multiplication */
- return -1;
- case MON_BANORLUPART:
- {
- int dummy_hp = (m_ptr->hp + 1) / 2;
- int dummy_maxhp = m_ptr->maxhp / 2;
- int dummy_y = m_ptr->fy;
- int dummy_x = m_ptr->fx;
-
- if (p_ptr->inside_arena || p_ptr->inside_battle || !summon_possible(m_ptr->fy, m_ptr->fx)) return -1;
- delete_monster_idx(cave[m_ptr->fy][m_ptr->fx].m_idx);
- summon_named_creature(0, dummy_y, dummy_x, MON_BANOR, mode);
- m_list[hack_m_idx_ii].hp = dummy_hp;
- m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
- summon_named_creature(0, dummy_y, dummy_x, MON_LUPART, mode);
- m_list[hack_m_idx_ii].hp = dummy_hp;
- m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
-
- msg_print(_("¡Ø¥Ð¡¼¥Î¡¼¥ë¡¦¥ë¥Ñ¡¼¥È¡Ù¤¬Ê¬Îö¤·¤¿¡ª","Banor=Rupart splits in two person!"));
- break;
- }
+ switch(m_ptr->r_idx)
+ {
+ case MON_BANORLUPART:
+ dummy_hp = (m_ptr->hp + 1) / 2;
+ dummy_maxhp = m_ptr->maxhp / 2;
+
+ if (p_ptr->inside_arena || p_ptr->inside_battle || !summon_possible(m_ptr->fy, m_ptr->fx))
+ return -1;
+
+ delete_monster_idx(cave[m_ptr->fy][m_ptr->fx].m_idx);
+ summon_named_creature(0, dummy_y, dummy_x, MON_BANOR, mode);
+ m_list[hack_m_idx_ii].hp = dummy_hp;
+ m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
+ summon_named_creature(0, dummy_y, dummy_x, MON_LUPART, mode);
+ m_list[hack_m_idx_ii].hp = dummy_hp;
+ m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
+
+ msg_print(_("¡Ø¥Ð¡¼¥Î¡¼¥ë¡¦¥ë¥Ñ¡¼¥È¡Ù¤¬Ê¬Îö¤·¤¿¡ª","Banor=Rupart splits in two person!"));
+ break;
+
case MON_BANOR:
case MON_LUPART:
- {
- int dummy_hp = 0;
- int dummy_maxhp = 0;
- int dummy_y = m_ptr->fy;
- int dummy_x = m_ptr->fx;
+ dummy_hp = 0;
+ dummy_maxhp = 0;
+
+ if (!r_info[MON_BANOR].cur_num || !r_info[MON_LUPART].cur_num)
+ return -1;
- if (!r_info[MON_BANOR].cur_num || !r_info[MON_LUPART].cur_num) return (FALSE);
for (k = 1; k < m_max; k++)
{
if (m_list[k].r_idx == MON_BANOR || m_list[k].r_idx == MON_LUPART)
msg_print(_("¡Ø¥Ð¡¼¥Î¡¼¥ë¡Ù¤È¡Ø¥ë¥Ñ¡¼¥È¡Ù¤¬¹çÂΤ·¤¿¡ª", "Banor and Rupart combine into one!"));
break;
- }
+ }
+ return 0;
+}
- case MON_ROLENTO:
- if (p_ptr->blind)
- msg_format(_("%^s¤¬²¿¤«ÂçÎ̤ËÅꤲ¤¿¡£", "%^s spreads something."), m_name);
- else
- msg_format(_("%^s¤Ï¼êÜØÃƤò¤Ð¤é¤Þ¤¤¤¿¡£", "%^s throws some hand grenades."), m_name);
+/*!
+* @brief ¥í¥ì¥ó¥È¤ÎRF6_SPECIAL¤Î½èÍý¡£¼êÜØÃƤξ¤´¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
+int spell_RF6_SPECIAL_ROLENTO(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
+{
+ int count = 0, k;
+ int num = 1 + randint1(3);
+ u32b mode = 0L;
+
+ monspell_message(m_idx, t_idx,
+ _("%^s¤¬²¿¤«ÂçÎ̤ËÅꤲ¤¿¡£", "%^s spreads something."),
+ _("%^s¤Ï¼êÜØÃƤò¤Ð¤é¤Þ¤¤¤¿¡£", "%^s throws some hand grenades."),
+ _("%^s¤Ï¼êÜØÃƤò¤Ð¤é¤Þ¤¤¤¿¡£", "%^s throws some hand grenades."),
+ TARGET_TYPE);
- {
- int num = 1 + randint1(3);
+ for (k = 0; k < num; k++)
+ {
+ count += summon_named_creature(m_idx, y, x, MON_SHURYUUDAN, mode);
+ }
+
+ if (p_ptr->blind && count)
+ msg_print(_("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¤Ð¤é¤Þ¤«¤ì¤ë²»¤¬¤¹¤ë¡£", "You hear many things are scattered nearby."));
+
+ return 0;
+}
- for (k = 0; k < num; k++)
- {
- count += summon_named_creature(m_idx, y, x, MON_SHURYUUDAN, mode);
- }
- }
+/*!
+* @brief B¥·¥ó¥Ü¥ë¤ÎRF6_SPECIAL¤Î½èÍý¡£ÅꤲÍî¤È¤¹¹¶·â¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
+int spell_RF6_SPECIAL_B(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
+{
+ int dam;
+ monster_type *m_ptr = &m_list[m_idx];
+ monster_type *t_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(y, x);
+ char m_name[80];
+ monster_name(m_idx, m_name);
- if (p_ptr->blind && count)
- msg_print(_("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¤Ð¤é¤Þ¤«¤ì¤ë²»¤¬¤¹¤ë¡£", "You hear many things are scattered nearby."));
+ disturb(1, 1);
+ if (one_in_(3) || !direct)
+ {
+ simple_monspell_message(m_idx, t_idx,
+ _("%^s¤ÏÆÍÁ³»ë³¦¤«¤é¾Ã¤¨¤¿!", "%^s suddenly go out of your sight!"),
+ _("%^s¤ÏÆÍÁ³µÞ¾å¾º¤·¤Æ»ë³¦¤«¤é¾Ã¤¨¤¿!", "%^s suddenly go out of your sight!"),
+ TARGET_TYPE);
+
+ teleport_away(m_idx, 10, TELEPORT_NONMAGICAL);
+ p_ptr->update |= (PU_MONSTERS);
+ }
+ else
+ {
+ int get_damage = 0;
+ bool fear; /* dummy */
+
+ simple_monspell_message(m_idx, t_idx,
+ _("%^s¤¬¤¢¤Ê¤¿¤òÄϤó¤Ç¶õÃ椫¤éÅꤲÍî¤È¤·¤¿¡£", "%^s holds you, and drops from the sky."),
+ _("%^s¤¬%s¤òÄϤó¤Ç¶õÃ椫¤éÅꤲÍî¤È¤·¤¿¡£", "%^s holds %s, and drops from the sky."),
+ TARGET_TYPE);
+
+ dam = damroll(4, 8);
+
+ if (monster_to_player || t_idx == p_ptr->riding)
+ teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
+ else
+ teleport_monster_to(t_idx, m_ptr->fy, m_ptr->fx, 100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
+
+ sound(SOUND_FALL);
+
+ if ((monster_to_player && p_ptr->levitation) ||
+ (monster_to_monster && (tr_ptr->flags7 & RF7_CAN_FLY)))
+ {
+ simple_monspell_message(m_idx, t_idx,
+ _("¤¢¤Ê¤¿¤ÏÀŤ«¤ËÃåÃϤ·¤¿¡£", "You float gently down to the ground."),
+ _("%^s¤ÏÀŤ«¤ËÃåÃϤ·¤¿¡£", "%^s floats gently down to the ground."),
+ TARGET_TYPE);
+ }
+ else
+ {
+ simple_monspell_message(m_idx, t_idx,
+ _("¤¢¤Ê¤¿¤ÏÃÏÌ̤ËᤤĤ±¤é¤ì¤¿¡£", "You crashed into the ground."),
+ _("%^s¤ÏÃÏÌ̤ËᤤĤ±¤é¤ì¤¿¡£", "%^s crashed into the ground."),
+ TARGET_TYPE);
+ dam += damroll(6, 8);
+ }
+
+ if(monster_to_player ||
+ (monster_to_monster && p_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(DAMAGE_NOESCAPE, dam, m_name, -1);
+ if (p_ptr->tim_eyeeye && get_damage > 0 && !p_ptr->is_dead)
+ {
+ char m_name_self[80];
+ /* hisself */
+ monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
+
+ msg_format(_("¹¶·â¤¬%s¼«¿È¤ò½ý¤Ä¤±¤¿¡ª", "The attack of %s has wounded %s!"), m_name, m_name_self);
+
+ project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
+ set_tim_eyeeye(p_ptr->tim_eyeeye - 5, TRUE);
+ }
+ }
+
+ if(monster_to_player && p_ptr->riding)
+ mon_take_hit_mon(p_ptr->riding, dam, &fear, extract_note_dies(real_r_ptr(&m_list[p_ptr->riding])), m_idx);
+
+ if(monster_to_monster)
+ mon_take_hit_mon(t_idx, dam, &fear, extract_note_dies(real_r_ptr(t_ptr)), m_idx);
+ }
+ return dam;
+}
+
+/*!
+* @brief RF6_SPECIAL¤Î½èÍý¡£¥â¥ó¥¹¥¿¡¼¤Î¼ïÎà¤Ë¤è¤Ã¤Æ¼Â½èÍý¤Ë¿¶¤êʬ¤±¤ë¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
+int spell_RF6_SPECIAL(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
+{
+ monster_type *m_ptr = &m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ u32b mode = 0L;
+ int count=0;
+
+ disturb(1, 1);
+ switch (m_ptr->r_idx)
+ {
+ case MON_OHMU:
+ /* Moved to process_monster(), like multiplication */
+ return -1;
+
+ case MON_BANORLUPART:
+ case MON_BANOR:
+ case MON_LUPART:
+ return spell_RF6_SPECIAL_BANORLUPART(m_idx);
+ case MON_ROLENTO:
+ return spell_RF6_SPECIAL_ROLENTO(y, x, m_idx, t_idx, TARGET_TYPE);
break;
default:
if (r_ptr->d_char == 'B')
{
- disturb(1, 1);
- if (one_in_(3) || !direct)
- {
- msg_format(_("%^s¤ÏÆÍÁ³»ë³¦¤«¤é¾Ã¤¨¤¿!", "%^s suddenly go out of your sight!"), m_name);
- teleport_away(m_idx, 10, TELEPORT_NONMAGICAL);
- p_ptr->update |= (PU_MONSTERS);
- }
- else
- {
- int get_damage = 0;
- bool fear; /* dummy */
-
- msg_format(_("%^s¤¬¤¢¤Ê¤¿¤òÄϤó¤Ç¶õÃ椫¤éÅꤲÍî¤È¤·¤¿¡£",
- "%^s holds you, and drops from the sky."), m_name);
- dam = damroll(4, 8);
- teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
-
- sound(SOUND_FALL);
-
- if (p_ptr->levitation)
- {
- msg_print(_("¤¢¤Ê¤¿¤ÏÀŤ«¤ËÃåÃϤ·¤¿¡£", "You float gently down to the ground."));
- }
- else
- {
- msg_print(_("¤¢¤Ê¤¿¤ÏÃÏÌ̤ËᤤĤ±¤é¤ì¤¿¡£", "You crashed into the ground."));
- dam += damroll(6, 8);
- }
-
- /* Mega hack -- this special action deals damage to the player. Therefore the code of "eyeeye" is necessary.
- -- henkma
- */
- get_damage = take_hit(DAMAGE_NOESCAPE, dam, m_name, -1);
- if (p_ptr->tim_eyeeye && get_damage > 0 && !p_ptr->is_dead)
- {
-#ifdef JP
- msg_format("¹¶·â¤¬%s¼«¿È¤ò½ý¤Ä¤±¤¿¡ª", m_name);
-#else
- char m_name_self[80];
-
- /* hisself */
- monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
-
- msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
-#endif
- project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
- set_tim_eyeeye(p_ptr->tim_eyeeye - 5, TRUE);
- }
-
- if (p_ptr->riding) mon_take_hit_mon(p_ptr->riding, dam, &fear, extract_note_dies(real_r_ptr(&m_list[p_ptr->riding])), m_idx);
- }
+ return spell_RF6_SPECIAL_B(y, x, m_idx, t_idx, TARGET_TYPE);
break;
}
/* Something is wrong */
else return -1;
}
- return dam;
}
-
-void spell_RF6_TELE_TO(int m_idx)
+/*!
+* @brief RF6_TELE_TO¤Î½èÍý¡£¥Æ¥ì¥Ý¡¼¥È¡¦¥Ð¥Ã¥¯¡£ /
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
+void spell_RF6_TELE_TO(int m_idx, int t_idx, int TARGET_TYPE)
{
monster_type *m_ptr = &m_list[m_idx];
- char m_name[80];
- monster_name(m_idx, m_name);
-
- disturb(1, 1);
- msg_format(_("%^s¤¬¤¢¤Ê¤¿¤ò°ú¤Ìᤷ¤¿¡£", "%^s commands you to return."), m_name);
+ monster_type *t_ptr = &m_list[t_idx];
+ monster_race *tr_ptr = &r_info[t_ptr->r_idx];
- teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
- learn_spell(MS_TELE_TO);
+ simple_monspell_message(m_idx, t_idx,
+ _("%^s¤¬¤¢¤Ê¤¿¤ò°ú¤Ìᤷ¤¿¡£", "%^s commands you to return."),
+ _("%^s¤¬%s¤ò°ú¤Ìᤷ¤¿¡£", "%^s commands %s to return."),
+ TARGET_TYPE);
+
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ {
+ teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
+ learn_spell(MS_TELE_TO);
+ }
+ else if (TARGET_TYPE == MONSTER_TO_MONSTER)
+ {
+ bool resists_tele = FALSE;
+ char t_name[80];
+ monster_name(t_idx, t_name);
+
+ if (tr_ptr->flagsr & RFR_RES_TELE)
+ {
+ 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(t_idx))
+ {
+ msg_format(_("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", "%^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(t_idx))
+ {
+ msg_format(_("%^s¤ÏÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡ª", "%^s resists!"), t_name);
+ }
+ resists_tele = TRUE;
+ }
+ }
+
+ if (!resists_tele)
+ {
+ if (t_idx == p_ptr->riding)
+ teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
+ else
+ teleport_monster_to(t_idx, m_ptr->fy, m_ptr->fx, 100, TELEPORT_PASSIVE);
+ }
+ monster_wakeup(t_idx);
+ }
}
-void spell_RF6_TELE_AWAY(int m_idx)
+/*!
+* @brief RF6_TELE_AWAY¤Î½èÍý¡£¥Æ¥ì¥Ý¡¼¥È¡¦¥¢¥¦¥§¥¤¡£ /
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
+void spell_RF6_TELE_AWAY(int m_idx, int t_idx, int TARGET_TYPE)
{
- char m_name[80];
- monster_name(m_idx, m_name);
- disturb(1, 1);
-
- msg_format(_("%^s¤Ë¥Æ¥ì¥Ý¡¼¥È¤µ¤»¤é¤ì¤¿¡£", "%^s teleports you away."), m_name);
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_print(_("¤¯¤Ã¤½¡Á", ""));
+ monster_type *m_ptr = &m_list[m_idx];
+ monster_type *t_ptr = &m_list[t_idx];
+ monster_race *tr_ptr = &r_info[t_ptr->r_idx];
- learn_spell(MS_TELE_AWAY);
- teleport_player_away(m_idx, 100);
+ simple_monspell_message(m_idx, t_idx,
+ _("%^s¤Ë¥Æ¥ì¥Ý¡¼¥È¤µ¤»¤é¤ì¤¿¡£", "%^s teleports you away."),
+ _("%^s¤Ï%s¤ò¥Æ¥ì¥Ý¡¼¥È¤µ¤»¤¿¡£", "%^s teleports %s away."),
+ TARGET_TYPE);
+
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ {
+ if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
+ msg_print(_("¤¯¤Ã¤½¡Á", ""));
+
+ learn_spell(MS_TELE_AWAY);
+ teleport_player_away(m_idx, 100);
+ }
+ else if (TARGET_TYPE == MONSTER_TO_MONSTER)
+ {
+ bool resists_tele = FALSE;
+ char t_name[80];
+ monster_name(t_idx, t_name);
+
+ if (tr_ptr->flagsr & RFR_RES_TELE)
+ {
+ 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(t_idx))
+ {
+ msg_format(_("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", "%^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(t_idx))
+ {
+ msg_format(_("%^s¤ÏÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡ª", "%^s resists!"), t_name);
+ }
+ resists_tele = TRUE;
+ }
+ }
+
+ if (!resists_tele)
+ {
+ if (t_idx == p_ptr->riding)
+ teleport_player_away(m_idx, MAX_SIGHT * 2 + 5);
+ else
+ teleport_away(t_idx, MAX_SIGHT * 2 + 5, TELEPORT_PASSIVE);
+ }
+ monster_wakeup(t_idx);
+ }
}
-void spell_RF6_TELE_LEVEL(int m_idx)
+/*!
+* @brief RF6_TELE_LEVEL¤Î½èÍý¡£¥Æ¥ì¥Ý¡¼¥È¡¦¥ì¥Ù¥ë¡£ /
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
+void spell_RF6_TELE_LEVEL(int m_idx, int t_idx, int TARGET_TYPE)
{
+ monster_type *t_ptr = &m_list[t_idx];
+ monster_race *tr_ptr = &r_info[t_ptr->r_idx];
int rlev = monster_level_idx(m_idx);
- char m_name[80];
- monster_name(m_idx, m_name);
-
- disturb(1, 1);
-
- if (p_ptr->blind)
- msg_format(_("%^s¤¬²¿¤«´ñ̯¤Ê¸ÀÍÕ¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles strangely."), m_name);
- else
- msg_format(_("%^s¤¬¤¢¤Ê¤¿¤Î¤ò»Ø¤µ¤·¤¿¡£", "%^s gestures at your feet."), m_name);
+ bool resist, saving_throw;
- if (p_ptr->resist_nexus)
- {
- msg_print(_("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª", "You are unaffected!"));
- }
- else if (randint0(100 + rlev / 2) < p_ptr->skill_sav)
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- msg_print(_("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª", "You resist the effects!"));
+ resist = p_ptr->resist_nexus;
+ saving_throw = (randint0(100 + rlev / 2) < p_ptr->skill_sav);
+ spell_badstatus_message(m_idx, t_idx,
+ _("%^s¤¬²¿¤«´ñ̯¤Ê¸ÀÍÕ¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles strangely."),
+ _("%^s¤¬¤¢¤Ê¤¿¤Î¤ò»Ø¤µ¤·¤¿¡£", "%^s gestures at your feet."),
+ _("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª", "You are unaffected!"),
+ _("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª", "You resist the effects!"),
+ resist, saving_throw, TARGET_TYPE);
+
+ if (!resist && !saving_throw)
+ {
+ teleport_level(0);
+ }
+ learn_spell(MS_TELE_LEVEL);
+ update_smart_learn(m_idx, DRS_NEXUS);
}
- else
+ else if (TARGET_TYPE == MONSTER_TO_MONSTER)
{
- teleport_level(0);
+ 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(m_idx, t_idx,
+ _("%^s¤¬%s¤Î¤ò»Ø¤µ¤·¤¿¡£", "%^s gestures at %s's feet."),
+ _("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", "%^s is unaffected!"),
+ _("%^s¤Ï¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª", "%^s resist the effects!"),
+ "",
+ resist, saving_throw, TARGET_TYPE);
+
+ if (!resist && !saving_throw)
+ {
+ teleport_level((t_idx == p_ptr->riding) ? 0 : t_idx);
+ }
}
- learn_spell(MS_TELE_LEVEL);
- update_smart_learn(m_idx, DRS_NEXUS);
}
-int spell_RF6_PSY_SPEAR(int y, int x, int m_idx)
+/*!
+* @brief RF6_PSY_SPEAR¤Î½èÍý¡£¸÷¤Î·õ¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¥À¥á¡¼¥¸Î̤òÊÖ¤¹¡£
+*/
+int spell_RF6_PSY_SPEAR(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- monster_type *m_ptr = &m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- int rlev = monster_level_idx(m_idx);
int dam;
- char m_name[80];
- monster_name(m_idx, m_name);
+ int rlev = monster_level_idx(m_idx);
- disturb(1, 1);
- if (p_ptr->blind)
- msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
- else
- msg_format(_("%^s¤¬¸÷¤Î·õ¤òÊü¤Ã¤¿¡£", "%^s throw a Psycho-Spear."), m_name);
+ monspell_message(m_idx, t_idx,
+ _("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."),
+ _("%^s¤¬¸÷¤Î·õ¤òÊü¤Ã¤¿¡£", "%^s throw a Psycho-Spear."),
+ _("%^s¤¬%s¤Ë¸þ¤«¤Ã¤Æ¸÷¤Î·õ¤òÊü¤Ã¤¿¡£", "%^s throw a Psycho-spear at %s."),
+ TARGET_TYPE);
- dam = (r_ptr->flags2 & RF2_POWERFUL) ? (randint1(rlev * 2) + 150) : (randint1(rlev * 3 / 2) + 100);
+ dam = monspell_damage((MS_PSY_SPEAR), m_idx, DAM_ROLL);
beam(m_idx, y, x, GF_PSY_SPEAR, dam, MS_PSY_SPEAR, MONSTER_TO_PLAYER);
return dam;
}
-void spell_RF6_DARKNESS(int m_idx)
+/*!
+* @brief RF6_DARKNESS¤Î½èÍý¡£°Å°ÇorÁ®¸÷¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+*/
+void spell_RF6_DARKNESS(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
monster_type *m_ptr = &m_list[m_idx];
+ monster_type *t_ptr = &m_list[t_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
bool can_use_lite_area = FALSE;
- char m_name[80];
- monster_name(m_idx, m_name);
+ bool monster_to_monster = TARGET_TYPE == MONSTER_TO_MONSTER;
+ bool monster_to_player = TARGET_TYPE == MONSTER_TO_PLAYER;
+ char t_name[80];
+ monster_name(t_idx, t_name);
if ((p_ptr->pclass == CLASS_NINJA) &&
!(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
!(r_ptr->flags7 & RF7_DARK_MASK))
can_use_lite_area = TRUE;
- disturb(1, 1);
- if (p_ptr->blind)
- msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
- else if (can_use_lite_area)
- msg_format(_("%^s¤¬ÊÕ¤ê¤òÌÀ¤ë¤¯¾È¤é¤·¤¿¡£", "%^s cast a spell to light up."), m_name);
- else
- msg_format(_("%^s¤¬°Å°Ç¤ÎÃæ¤Ç¼ê¤ò¿¶¤Ã¤¿¡£", "%^s gestures in shadow."), m_name);
+ if(monster_to_monster && !is_hostile(t_ptr))
+ can_use_lite_area = FALSE;
- if (can_use_lite_area)
- {
- (void)lite_area(0, 3);
- }
- else
- {
- learn_spell(MS_DARKNESS);
- (void)unlite_area(0, 3);
- }
+
+ if (can_use_lite_area)
+ {
+ monspell_message(m_idx, t_idx,
+ _("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."),
+ _("%^s¤¬ÊÕ¤ê¤òÌÀ¤ë¤¯¾È¤é¤·¤¿¡£", "%^s cast a spell to light up."),
+ _("%^s¤¬ÊÕ¤ê¤òÌÀ¤ë¤¯¾È¤é¤·¤¿¡£", "%^s cast a spell to light up."),
+ TARGET_TYPE);
+
+ if (see_monster(t_idx) && monster_to_monster)
+ {
+ msg_format(_("%^s¤ÏÇò¤¤¸÷¤ËÊñ¤Þ¤ì¤¿¡£", "%^s is surrounded by a white light."), t_name);
+ }
+ }
+ else
+ {
+ monspell_message(m_idx, t_idx,
+ _("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."),
+ _("%^s¤¬°Å°Ç¤ÎÃæ¤Ç¼ê¤ò¿¶¤Ã¤¿¡£", "%^s gestures in shadow."),
+ _("%^s¤¬°Å°Ç¤ÎÃæ¤Ç¼ê¤ò¿¶¤Ã¤¿¡£", "%^s gestures in shadow."),
+ TARGET_TYPE);
+
+ if (see_monster(t_idx) && monster_to_monster)
+ {
+ msg_format(_("%^s¤Ï°Å°Ç¤ËÊñ¤Þ¤ì¤¿¡£", "%^s is surrounded by darkness."), t_name);
+ }
+ }
+
+ if(monster_to_player)
+ {
+ if (can_use_lite_area)
+ {
+ (void)lite_area(0, 3);
+ }
+ else
+ {
+ learn_spell(MS_DARKNESS);
+ (void)unlite_area(0, 3);
+ }
+ }
+ else if(monster_to_monster)
+ {
+ if (can_use_lite_area)
+ {
+ (void)project(m_idx, 3, y, x, 0, GF_LITE_WEAK, PROJECT_GRID | PROJECT_KILL, -1);
+ lite_room(y, x);
+ }
+ else
+ {
+ (void)project(m_idx, 3, y, x, 0, GF_DARK_WEAK, PROJECT_GRID | PROJECT_KILL, MS_DARKNESS);
+ unlite_room(y, x);
+ }
+ }
}
+/*!
+* @brief RF6_TRAPS¤Î½èÍý¡£¥È¥é¥Ã¥×¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+*/
void spell_RF6_TRAPS(int y, int x, int m_idx)
{
char m_name[80];
(void)trap_creation(y, x);
}
+/*!
+* @brief RF6_FORGET¤Î½èÍý¡£µ²±¾Ãµî¡£ /
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+*/
void spell_RF6_FORGET(int m_idx)
{
int rlev = monster_level_idx(m_idx);
learn_spell(MS_FORGET);
}
-void spell_RF6_RAISE_DEAD(int m_idx)
+
+/*!
+* @brief RF6_RAISE_DEAD¤Î½èÍý¡£»à¼ÔÉü³è¡£ /
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param t_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID¡£¥×¥ì¥¤¥ä¡¼¤Î¾ì¹ç¤Ïdummy¤Ç0¤È¤¹¤ë¡£
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+*/
+void spell_RF6_RAISE_DEAD(int m_idx, int t_idx, int TARGET_TYPE)
{
monster_type *m_ptr = &m_list[m_idx];
- char m_name[80];
- monster_name(m_idx, m_name);
- disturb(1, 1);
-
- if (p_ptr->blind)
- msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
- else
- msg_format(_("%^s¤¬»à¼ÔÉü³è¤Î¼öʸ¤ò¾§¤¨¤¿¡£",
- "%^s casts a spell to revive corpses."), m_name);
+ monspell_message(m_idx, t_idx,
+ _("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."),
+ _("%^s¤¬»à¼ÔÉü³è¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a spell to revive corpses."),
+ _("%^s¤¬»à¼ÔÉü³è¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "%^s casts a spell to revive corpses."),
+ TARGET_TYPE);
animate_dead(m_idx, m_ptr->fy, m_ptr->fx);
}
-void spell_RF6_S_KIN(int y, int x, int m_idx)
+
+/*!
+* @brief Â뾤´¤Î½èÍý¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param rlev ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼¤Î¥ì¥Ù¥ë
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @return ¾¤´¤·¤¿¥â¥ó¥¹¥¿¡¼¤Î¿ô¤òÊÖ¤¹¡£
+*/
+int summon_EAGLE(int y, int x, int rlev, int m_idx)
{
- monster_type *m_ptr = &m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- int rlev = monster_level_idx(m_idx);
- int count = 0, k;
- u32b mode = 0L;
- char m_name[80];
- monster_name(m_idx, m_name);
+ int k, count = 0;
+ int num = 4 + randint1(3);
+ for (k = 0; k < num; k++)
+ {
+ count += summon_specific(m_idx, y, x, rlev, SUMMON_EAGLES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+ }
+ return count;
+}
- disturb(1, 1);
- if (m_ptr->r_idx == MON_SERPENT || m_ptr->r_idx == MON_ZOMBI_SERPENT)
+/*!
+* @brief ¥¤¥ó¥¿¡¼¥Í¥Ã¥È¡¦¥¨¥¯¥¹¥×¥í¡¼¥À¡¼¾¤´¤Î½èÍý¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param rlev ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼¤Î¥ì¥Ù¥ë
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @return ¾¤´¤·¤¿¥â¥ó¥¹¥¿¡¼¤Î¿ô¤òÊÖ¤¹¡£
+*/
+int summon_IE(int y, int x, int rlev, int m_idx)
+{
+ u32b mode = 0L;
+ int k, count = 0;
+ int num = 2 + randint1(3);
+ for (k = 0; k < num; k++)
{
- if (p_ptr->blind)
- msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
- else
- msg_format(_("%^s¤¬¥À¥ó¥¸¥ç¥ó¤Î¼ç¤ò¾¤´¤·¤¿¡£",
- "%^s magically summons guardians of dungeons."), m_name);
+ count += summon_named_creature(m_idx, y, x, MON_IE, mode);
}
- else
- {
- if (p_ptr->blind)
- msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
- else
-#ifdef JP
- msg_format("%^s¤ÏËâË¡¤Ç%s¤ò¾¤´¤·¤¿¡£",
- m_name,
- ((r_ptr->flags1) & RF1_UNIQUE ?
- "¼ê²¼" : "Ãç´Ö"));
-#else
- msg_format("%^s magically summons %s %s.",
- m_name, m_poss,
- ((r_ptr->flags1) & RF1_UNIQUE ?
- "minions" : "kin"));
-#endif
+ return count;
+}
+
+/*!
+* @brief ¥À¥ó¥¸¥ç¥ó¡¦¥¬¡¼¥Ç¥£¥¢¥ó¾¤´¤Î½èÍý¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param rlev ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼¤Î¥ì¥Ù¥ë
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param m_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¾¤´¤·¤¿¥â¥ó¥¹¥¿¡¼¤Î¿ô¤òÊÖ¤¹¡£
+*/
+int summon_Guardian(int y, int x, int rlev, int m_idx, int 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);
+
+ if (r_info[MON_JORMUNGAND].cur_num < r_info[MON_JORMUNGAND].max_num && one_in_(6))
+ {
+ simple_monspell_message(m_idx, t_idx,
+ _("ÃÏÌ̤«¤é¿å¤¬¿á¤½Ð¤·¤¿¡ª", "Water blew off from the ground!"),
+ _("ÃÏÌ̤«¤é¿å¤¬¿á¤½Ð¤·¤¿¡ª", "Water blew off from the ground!"),
+ TARGET_TYPE);
+
+ if(mon_to_player)
+ fire_ball_hide(GF_WATER_FLOW, 0, 3, 8);
+ else if(mon_to_mon)
+ project(t_idx, 8, y, x, 3, GF_WATER_FLOW, PROJECT_GRID | PROJECT_HIDE, -1);
+ }
+
+ for (k = 0; k < num; k++)
+ {
+ count += summon_specific(m_idx, y, x, rlev, SUMMON_GUARDIANS, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+ }
+ return count;
+}
+
+/*!
+* @brief ¥í¥Ã¥¯¤Î¥¯¥í¡¼¥ó¾¤´¤Î½èÍý¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param rlev ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼¤Î¥ì¥Ù¥ë
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @return ¾¤´¤·¤¿¥â¥ó¥¹¥¿¡¼¤Î¿ô¤òÊÖ¤¹¡£
+*/
+int summon_LOCK_CLONE(int y, int x, int rlev, int m_idx)
+{
+ u32b mode = 0L;
+ int k, count = 0;
+ int num = randint1(3);
+ for (k = 0; k < num; k++)
+ {
+ count += summon_named_creature(m_idx, y, x, MON_LOCKE_CLONE, mode);
+ }
+ return count;
+}
+
+/*!
+* @brief ¥·¥é¥ß¾¤´¤Î½èÍý¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param rlev ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼¤Î¥ì¥Ù¥ë
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @return ¾¤´¤·¤¿¥â¥ó¥¹¥¿¡¼¤Î¿ô¤òÊÖ¤¹¡£
+*/
+int summon_LOUSE(int y, int x, int rlev, int m_idx)
+{
+ int k, count = 0;
+ int num = 2 + randint1(3);
+ for (k = 0; k < num; k++)
+ {
+ count += summon_specific(m_idx, y, x, rlev, SUMMON_LOUSE, PM_ALLOW_GROUP);
+ }
+ return count;
+}
+
+/*!
+* @brief µß±ç¾¤´¤ÎÄ̾ï½èÍý¡£Æ±¥·¥ó¥Ü¥ë¤Î¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤¹¤ë¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param rlev ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼¤Î¥ì¥Ù¥ë
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @return ¾¤´¤·¤¿¥â¥ó¥¹¥¿¡¼¤Î¿ô¤òÊÖ¤¹¡£
+*/
+int summon_Kin(int y, int x, int rlev, int m_idx)
+{
+ int k, count = 0;
+ monster_type *m_ptr = &m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ summon_kin_type = r_ptr->d_char; /* Big hack */
+
+ for (k = 0; k < 4; k++)
+ {
+ count += summon_specific(m_idx, y, x, rlev, SUMMON_KIN, PM_ALLOW_GROUP);
+ }
+ return count;
+}
+
+/*!
+* @brief RF6_S_KIN¤Î½èÍý¡£µß±ç¾¤´¡£»ÈÍѤ¹¤ë¥â¥ó¥¹¥¿¡¼¤Î¼ïÎà¤Ë¤è¤ê¡¢¼Â½èÍý¤Ëʬ´ô¤µ¤»¤ë¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param m_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¾¤´¤·¤¿¥â¥ó¥¹¥¿¡¼¤Î¿ô¤òÊÖ¤¹¡£
+*/
+void spell_RF6_S_KIN(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
+{
+ bool known = monster_near_player(m_idx, t_idx);
+ bool see_either = see_monster(m_idx) || see_monster(t_idx);
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+ monster_type *m_ptr = &m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ int rlev = monster_level_idx(m_idx);
+ int count = 0;
+ u32b mode = 0L;
+ char m_name[80], t_name[80], 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);
+
+ disturb(1, 1);
+ if (m_ptr->r_idx == MON_SERPENT || m_ptr->r_idx == MON_ZOMBI_SERPENT)
+ {
+ monspell_message(m_idx, t_idx,
+ _("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."),
+ _("%^s¤¬¥À¥ó¥¸¥ç¥ó¤Î¼ç¤ò¾¤´¤·¤¿¡£", "%^s magically summons guardians of dungeons."),
+ _("%^s¤¬¥À¥ó¥¸¥ç¥ó¤Î¼ç¤ò¾¤´¤·¤¿¡£", "%^s magically summons guardians of dungeons."),
+ TARGET_TYPE);
+ }
+ else
+ {
+ if (mon_to_player || (mon_to_mon && known && see_either))
+ disturb(1, 1);
+
+ if (p_ptr->blind)
+ {
+ if (mon_to_player)
+ msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
+ }
+ else
+ {
+ if (mon_to_player || (mon_to_mon && known && see_either))
+ {
+ _(msg_format("%s¤¬ËâË¡¤Ç%s¤ò¾¤´¤·¤¿¡£", m_name, ((r_ptr->flags1 & RF1_UNIQUE) ? "¼ê²¼" : "Ãç´Ö")),
+ msg_format("%^s magically summons %s %s.", m_name, m_poss, ((r_ptr->flags1 & RF1_UNIQUE) ? "minions" : "kin")));
+ }
+ }
+
+ if (mon_to_mon && known && !see_either)
+ mon_fight = TRUE;
}
switch (m_ptr->r_idx)
case MON_MENELDOR:
case MON_GWAIHIR:
case MON_THORONDOR:
- {
- int num = 4 + randint1(3);
- for (k = 0; k < num; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_EAGLES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
- }
- }
- break;
+ count += summon_EAGLE(y, x, rlev, m_idx);
+ break;
case MON_BULLGATES:
- {
- int num = 2 + randint1(3);
- for (k = 0; k < num; k++)
- {
- count += summon_named_creature(m_idx, y, x, MON_IE, mode);
- }
- }
- break;
+ count += summon_IE(y, x, rlev, m_idx);
+ break;
case MON_SERPENT:
case MON_ZOMBI_SERPENT:
- {
- int num = 2 + randint1(3);
-
- if (r_info[MON_JORMUNGAND].cur_num < r_info[MON_JORMUNGAND].max_num && one_in_(6))
- {
- msg_print(_("ÃÏÌ̤«¤é¿å¤¬¿á¤½Ð¤·¤¿¡ª", "Water blew off from the ground!"));
- fire_ball_hide(GF_WATER_FLOW, 0, 3, 8);
- }
-
- for (k = 0; k < num; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_GUARDIANS, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
- }
- }
- break;
-
+ count += summon_Guardian(y, x, rlev, m_idx, t_idx, TARGET_TYPE);
+ break;
+
case MON_CALDARM:
- {
- int num = randint1(3);
- for (k = 0; k < num; k++)
- {
- count += summon_named_creature(m_idx, y, x, MON_LOCKE_CLONE, mode);
- }
- }
- break;
+ count += summon_LOCK_CLONE(y, x, rlev, m_idx);
+ break;
case MON_LOUSY:
- {
- int num = 2 + randint1(3);
- for (k = 0; k < num; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_LOUSE, PM_ALLOW_GROUP);
- }
- }
- break;
+ count += summon_LOUSE(y, x, rlev, m_idx);
+ break;
default:
- summon_kin_type = r_ptr->d_char; /* Big hack */
-
- for (k = 0; k < 4; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_KIN, PM_ALLOW_GROUP);
- }
- break;
+ count += summon_Kin(y, x, rlev, m_idx);
+ break;
}
- if (p_ptr->blind && count)
+ if (p_ptr->blind && count && mon_to_player)
msg_print(_("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£", "You hear many things appear nearby."));
+
+ if (known && !see_monster(t_idx) && count && mon_to_mon)
+ mon_fight = TRUE;
}
-void spell_RF6_S_CYBER(int y, int x, int m_idx)
+/*!
+* @brief RF6_S_CYBER¤Î½èÍý¡£¥µ¥¤¥Ð¡¼¡¦¥Ç¡¼¥â¥ó¾¤´¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param m_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¾¤´¤·¤¿¥â¥ó¥¹¥¿¡¼¤Î¿ô¤òÊÖ¤¹¡£
+*/
+void spell_RF6_S_CYBER(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
int count = 0;
- char m_name[80];
- monster_name(m_idx, m_name);
-
- disturb(1, 1);
-
- if (p_ptr->blind)
- msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
- else
- msg_format(_("%^s¤¬¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ò¾¤´¤·¤¿¡ª",
- "%^s magically summons Cyberdemons!"), m_name);
-
- count = summon_cyber(m_idx, y, x);
-
- if (p_ptr->blind && count)
+ monster_type *m_ptr = &m_list[m_idx];
+ int 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(m_idx, t_idx,
+ _("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."),
+ _("%^s¤¬¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ò¾¤´¤·¤¿¡ª", "%^s magically summons Cyberdemons!"),
+ _("%^s¤¬¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ò¾¤´¤·¤¿¡ª", "%^s magically summons Cyberdemons!"),
+ TARGET_TYPE);
+
+ if (is_friendly(m_ptr) && mon_to_mon)
+ {
+ count += summon_specific(m_idx, y, x, rlev, SUMMON_CYBER, (PM_ALLOW_GROUP));
+ }
+ else
+ {
+ count += summon_cyber(m_idx, y, x);
+ }
+
+ if (p_ptr->blind && count && mon_to_player)
msg_print(_("½Å¸ü¤Ê²»¤¬¶á¤¯¤Çʹ¤³¤¨¤ë¡£", "You hear heavy steps nearby."));
+
+ if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
+ mon_fight = TRUE;
}
-void spell_RF6_S_MONSTER(int y, int x, int m_idx)
+/*!
+* @brief RF6_S_MONSTER¤Î½èÍý¡£¥â¥ó¥¹¥¿¡¼°ìÂξ¤´¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param m_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¾¤´¤·¤¿¥â¥ó¥¹¥¿¡¼¤Î¿ô¤òÊÖ¤¹¡£
+*/
+void spell_RF6_S_MONSTER(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
+ int count = 0, k;
+ monster_type *m_ptr = &m_list[m_idx];
int rlev = monster_level_idx(m_idx);
- int k, count = 0;
- char m_name[80];
- monster_name(m_idx, m_name);
-
- disturb(1, 1);
-
- if (p_ptr->blind)
- msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
- else
- msg_format(_("%^s¤¬ËâË¡¤ÇÃç´Ö¤ò¾¤´¤·¤¿¡ª", "%^s magically summons help!"), m_name);
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+
+ monspell_message(m_idx, t_idx,
+ _("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."),
+ _("%^s¤¬ËâË¡¤ÇÃç´Ö¤ò¾¤´¤·¤¿¡ª", "%^s magically summons help!"),
+ _("%^s¤¬ËâË¡¤ÇÃç´Ö¤ò¾¤´¤·¤¿¡ª", "%^s magically summons help!"),
+ TARGET_TYPE);
for (k = 0; k < 1; k++)
{
- count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+ if(mon_to_player)
+ count += summon_specific(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(m_idx)));
}
- if (p_ptr->blind && count)
+
+ if (p_ptr->blind && count && mon_to_player)
msg_print(_("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£", "You hear something appear nearby."));
+
+ if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
+ mon_fight = TRUE;
}
-void spell_RF6_S_MONSTERS(int y, int x, int m_idx)
+/*!
+* @brief RF6_S_MONSTERS¤Î½èÍý¡£¥â¥ó¥¹¥¿¡¼Ê£¿ô¾¤´¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param m_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¾¤´¤·¤¿¥â¥ó¥¹¥¿¡¼¤Î¿ô¤òÊÖ¤¹¡£
+*/
+void spell_RF6_S_MONSTERS(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
+ int count = 0, k;
+ monster_type *m_ptr = &m_list[m_idx];
int rlev = monster_level_idx(m_idx);
- int k, count = 0;
- char m_name[80];
- monster_name(m_idx, m_name);
-
- disturb(1, 1);
-
- if (p_ptr->blind)
- msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
- else
- msg_format(_("%^s¤¬ËâË¡¤Ç¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤·¤¿¡ª", "%^s magically summons monsters!"), m_name);
-
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+
+ monspell_message(m_idx, t_idx,
+ _("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."),
+ _("%^s¤¬ËâË¡¤Ç¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤·¤¿¡ª", "%^s magically summons monsters!"),
+ _("%^s¤¬ËâË¡¤Ç¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤·¤¿¡ª", "%^s magically summons monsters!"),
+ TARGET_TYPE);
+
for (k = 0; k < S_NUM_6; k++)
{
- count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+ if(mon_to_player)
+ count += summon_specific(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(m_idx)));
}
- if (p_ptr->blind && count)
+ if (p_ptr->blind && count && mon_to_player)
msg_print(_("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£", "You hear many things appear nearby."));
+
+ if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
+ mon_fight = TRUE;
}
-void spell_RF6_S_ANT(int y, int x, int m_idx)
+/*!
+* @brief RF6_S_ANT¤Î½èÍý¡£¥¢¥ê¾¤´¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param m_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¾¤´¤·¤¿¥â¥ó¥¹¥¿¡¼¤Î¿ô¤òÊÖ¤¹¡£
+*/
+void spell_RF6_S_ANT(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
+ int count = 0, k;
+ monster_type *m_ptr = &m_list[m_idx];
int rlev = monster_level_idx(m_idx);
- int k, count = 0;
- char m_name[80];
- monster_name(m_idx, m_name);
-
- disturb(1, 1);
-
- if (p_ptr->blind)
- msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
- else
- msg_format(_("%^s¤¬ËâË¡¤Ç¥¢¥ê¤ò¾¤´¤·¤¿¡£", "%^s magically summons ants."), m_name);
-
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+
+ monspell_message(m_idx, t_idx,
+ _("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."),
+ _("%^s¤¬ËâË¡¤Ç¥¢¥ê¤ò¾¤´¤·¤¿¡£", "%^s magically summons ants."),
+ _("%^s¤¬ËâË¡¤Ç¥¢¥ê¤ò¾¤´¤·¤¿¡£", "%^s magically summons ants."),
+ TARGET_TYPE);
+
for (k = 0; k < S_NUM_6; k++)
{
count += summon_specific(m_idx, y, x, rlev, SUMMON_ANT, PM_ALLOW_GROUP);
}
- if (p_ptr->blind && count)
+ if (p_ptr->blind && count && mon_to_player)
msg_print(_("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£", "You hear many things appear nearby."));
+
+ if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
+ mon_fight = TRUE;
}
-void spell_RF6_S_SPIDER(int y, int x, int m_idx)
+/*!
+* @brief RF6_S_SPIDER¤Î½èÍý¡£¥¯¥â¾¤´¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param m_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¾¤´¤·¤¿¥â¥ó¥¹¥¿¡¼¤Î¿ô¤òÊÖ¤¹¡£
+*/
+void spell_RF6_S_SPIDER(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
+ int count = 0, k;
+ monster_type *m_ptr = &m_list[m_idx];
int rlev = monster_level_idx(m_idx);
- int k, count = 0;
- char m_name[80];
- monster_name(m_idx, m_name);
-
- disturb(1, 1);
-
- if (p_ptr->blind)
- msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
- else
- msg_format(_("%^s¤¬ËâË¡¤Ç¥¯¥â¤ò¾¤´¤·¤¿¡£", "%^s magically summons spiders."), m_name);
-
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+
+ monspell_message(m_idx, t_idx,
+ _("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."),
+ _("%^s¤¬ËâË¡¤Ç¥¯¥â¤ò¾¤´¤·¤¿¡£", "%^s magically summons spiders."),
+ _("%^s¤¬ËâË¡¤Ç¥¯¥â¤ò¾¤´¤·¤¿¡£", "%^s magically summons spiders."),
+ TARGET_TYPE);
+
for (k = 0; k < S_NUM_6; k++)
{
count += summon_specific(m_idx, y, x, rlev, SUMMON_SPIDER, PM_ALLOW_GROUP);
}
- if (p_ptr->blind && count)
+ if (p_ptr->blind && count && mon_to_player)
msg_print(_("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£", "You hear many things appear nearby."));
+
+ if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
+ mon_fight = TRUE;
}
-void spell_RF6_S_HOUND(int y, int x, int m_idx)
+/*!
+* @brief RF6_S_HOUND¤Î½èÍý¡£¥Ï¥¦¥ó¥É¾¤´¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param m_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¾¤´¤·¤¿¥â¥ó¥¹¥¿¡¼¤Î¿ô¤òÊÖ¤¹¡£
+*/
+void spell_RF6_S_HOUND(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
+ int count = 0, k;
+ monster_type *m_ptr = &m_list[m_idx];
int rlev = monster_level_idx(m_idx);
- int k, count = 0;
- char m_name[80];
- monster_name(m_idx, m_name);
-
- disturb(1, 1);
-
- if (p_ptr->blind)
- msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
- else
- msg_format(_("%^s¤¬ËâË¡¤Ç¥Ï¥¦¥ó¥É¤ò¾¤´¤·¤¿¡£", "%^s magically summons hounds."), m_name);
-
- for (k = 0; k < S_NUM_4; k++)
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+
+ monspell_message(m_idx, t_idx,
+ _("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."),
+ _("%^s¤¬ËâË¡¤Ç¥Ï¥¦¥ó¥É¤ò¾¤´¤·¤¿¡£", "%^s magically summons hounds."),
+ _("%^s¤¬ËâË¡¤Ç¥Ï¥¦¥ó¥É¤ò¾¤´¤·¤¿¡£", "%^s magically summons hounds."),
+ TARGET_TYPE);
+
+ for (k = 0; k < S_NUM_4; k++)
{
count += summon_specific(m_idx, y, x, rlev, SUMMON_HOUND, PM_ALLOW_GROUP);
}
- if (p_ptr->blind && count)
+ if (p_ptr->blind && count && mon_to_player)
msg_print(_("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£", "You hear many things appear nearby."));
+
+ if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
+ mon_fight = TRUE;
}
-void spell_RF6_S_HYDRA(int y, int x, int m_idx)
+/*!
+* @brief RF6_S_HYDRA¤Î½èÍý¡£¥Ò¥É¥é¾¤´¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param m_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¾¤´¤·¤¿¥â¥ó¥¹¥¿¡¼¤Î¿ô¤òÊÖ¤¹¡£
+*/
+void spell_RF6_S_HYDRA(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
+ int count = 0, k;
+ monster_type *m_ptr = &m_list[m_idx];
int rlev = monster_level_idx(m_idx);
- int k, count = 0;
- char m_name[80];
- monster_name(m_idx, m_name);
-
- disturb(1, 1);
-
- if (p_ptr->blind)
- msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
- else
- msg_format(_("%^s¤¬ËâË¡¤Ç¥Ò¥É¥é¤ò¾¤´¤·¤¿¡£", "%^s magically summons hydras."), m_name);
-
- for (k = 0; k < S_NUM_4; k++)
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+
+ monspell_message(m_idx, t_idx,
+ _("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."),
+ _("%^s¤¬ËâË¡¤Ç¥Ò¥É¥é¤ò¾¤´¤·¤¿¡£", "%^s magically summons hydras."),
+ _("%^s¤¬ËâË¡¤Ç¥Ò¥É¥é¤ò¾¤´¤·¤¿¡£", "%^s magically summons hydras."),
+ TARGET_TYPE);
+
+ for (k = 0; k < S_NUM_4; k++)
{
count += summon_specific(m_idx, y, x, rlev, SUMMON_HYDRA, PM_ALLOW_GROUP);
}
- if (p_ptr->blind && count)
+
+ if (p_ptr->blind && count && mon_to_player)
msg_print(_("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£", "You hear many things appear nearby."));
+
+ if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
+ mon_fight = TRUE;
}
-void spell_RF6_S_ANGEL(int y, int x, int m_idx)
+/*!
+* @brief RF6_S_ANGEL¤Î½èÍý¡£Å·»È°ìÂξ¤´¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param m_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¾¤´¤·¤¿¥â¥ó¥¹¥¿¡¼¤Î¿ô¤òÊÖ¤¹¡£
+*/
+void spell_RF6_S_ANGEL(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
+ int count = 0, k;
+ int num = 1;
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
int rlev = monster_level_idx(m_idx);
- int k, count = 0;
- int num = 1;
- char m_name[80];
- monster_name(m_idx, m_name);
-
- disturb(1, 1);
-
- if (p_ptr->blind)
- msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
- else
- msg_format(_("%^s¤¬ËâË¡¤ÇÅ·»È¤ò¾¤´¤·¤¿¡ª", "%^s magically summons an angel!"), m_name);
-
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+
+ monspell_message(m_idx, t_idx,
+ _("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."),
+ _("%^s¤¬ËâË¡¤ÇÅ·»È¤ò¾¤´¤·¤¿¡ª", "%^s magically summons an angel!"),
+ _("%^s¤¬ËâË¡¤ÇÅ·»È¤ò¾¤´¤·¤¿¡ª", "%^s magically summons an angel!"),
+ TARGET_TYPE);
+
if ((r_ptr->flags1 & RF1_UNIQUE) && !easy_band)
{
num += r_ptr->level / 40;
}
-
- for (k = 0; k < num; k++)
- {
+
+ for (k = 0; k < num; k++)
+ {
count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, PM_ALLOW_GROUP);
- }
-
+ }
+
if (count < 2)
{
if (p_ptr->blind && count)
if (p_ptr->blind)
msg_print(_("¿¤¯¤Î¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£", "You hear many things appear nearby."));
}
+
+ if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
+ mon_fight = TRUE;
}
-void spell_RF6_S_DEMON(int y, int x, int m_idx)
+/*!
+* @brief RF6_S_DEMON¤Î½èÍý¡£¥Ç¡¼¥â¥ó°ìÂξ¤´¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param m_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¾¤´¤·¤¿¥â¥ó¥¹¥¿¡¼¤Î¿ô¤òÊÖ¤¹¡£
+*/
+void spell_RF6_S_DEMON(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
+ int count = 0, k;
+ monster_type *m_ptr = &m_list[m_idx];
int rlev = monster_level_idx(m_idx);
- int k, count = 0;
- char m_name[80];
- monster_name(m_idx, m_name);
-
- disturb(1, 1);
-
- if (p_ptr->blind)
- msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
- else
- msg_format(_("%^s¤ÏËâË¡¤Çº®Æ٤εÜÄ¤é°Ëâ¤ò¾¤´¤·¤¿¡ª",
- "%^s magically summons a demon from the Courts of Chaos!"), m_name);
-
- for (k = 0; k < 1; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_DEMON, PM_ALLOW_GROUP);
- }
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+
+ monspell_message(m_idx, t_idx,
+ _("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."),
+ _("%^s¤ÏËâË¡¤Çº®Æ٤εÜÄ¤é°Ëâ¤ò¾¤´¤·¤¿¡ª", "%^s magically summons a demon from the Courts of Chaos!"),
+ _("%^s¤ÏËâË¡¤Çº®Æ٤εÜÄ¤é°Ëâ¤ò¾¤´¤·¤¿¡ª", "%^s magically summons a demon from the Courts of Chaos!"),
+ TARGET_TYPE);
+
+ for (k = 0; k < 1; k++)
+ {
+ count += summon_specific(m_idx, y, x, rlev, SUMMON_DEMON, PM_ALLOW_GROUP);
+ }
+
+ if (p_ptr->blind && count)
+ msg_print(_("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£", "You hear something appear nearby."));
+
+ if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
+ mon_fight = TRUE;
+}
+/*!
+* @brief RF6_S_UNDEAD¤Î½èÍý¡£¥¢¥ó¥Ç¥Ã¥É°ìÂξ¤´¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param m_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¾¤´¤·¤¿¥â¥ó¥¹¥¿¡¼¤Î¿ô¤òÊÖ¤¹¡£
+*/
+void spell_RF6_S_UNDEAD(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
+{
+ int count = 0, k;
+ monster_type *m_ptr = &m_list[m_idx];
+ int 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(m_idx, t_idx,
+ _("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."),
+ _("%^s¤¬ËâË¡¤Ç¥¢¥ó¥Ç¥Ã¥É¤Î¶¯Å¨¤ò¾¤´¤·¤¿¡ª", "%^s magically summons an undead adversary!"),
+ _("%s¤¬ËâË¡¤Ç¥¢¥ó¥Ç¥Ã¥É¤ò¾¤´¤·¤¿¡£", "%^s magically summons undead."),
+ TARGET_TYPE);
+
+ for (k = 0; k < 1; k++)
+ {
+ count += summon_specific(m_idx, y, x, rlev, SUMMON_UNDEAD, PM_ALLOW_GROUP);
+ }
+
if (p_ptr->blind && count)
msg_print(_("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£", "You hear something appear nearby."));
+
+ if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
+ mon_fight = TRUE;
}
-void spell_RF6_S_UNDEAD(int y, int x, int m_idx)
+/*!
+* @brief RF6_S_DRAGON¤Î½èÍý¡£¥É¥é¥´¥ó°ìÂξ¤´¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param m_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¾¤´¤·¤¿¥â¥ó¥¹¥¿¡¼¤Î¿ô¤òÊÖ¤¹¡£
+*/
+void spell_RF6_S_DRAGON(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
+ int count = 0, k;
+ monster_type *m_ptr = &m_list[m_idx];
int rlev = monster_level_idx(m_idx);
- int k, count = 0;
- char m_name[80];
- monster_name(m_idx, m_name);
-
- disturb(1, 1);
-
- if (p_ptr->blind)
- msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
- else
- msg_format(_("%^s¤¬ËâË¡¤Ç¥¢¥ó¥Ç¥Ã¥É¤Î¶¯Å¨¤ò¾¤´¤·¤¿¡ª",
- "%^s magically summons an undead adversary!"), m_name);
-
- for (k = 0; k < 1; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_UNDEAD, PM_ALLOW_GROUP);
- }
-
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+
+ monspell_message(m_idx, t_idx,
+ _("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."),
+ _("%^s¤¬ËâË¡¤Ç¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", "%^s magically summons a dragon!"),
+ _("%^s¤¬ËâË¡¤Ç¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", "%^s magically summons a dragon!"),
+ TARGET_TYPE);
+
+ for (k = 0; k < 1; k++)
+ {
+ count += summon_specific(m_idx, y, x, rlev, SUMMON_DRAGON, PM_ALLOW_GROUP);
+ }
+
if (p_ptr->blind && count)
msg_print(_("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£", "You hear something appear nearby."));
+
+ if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
+ mon_fight = TRUE;
}
-void spell_RF6_S_DRAGON(int y, int x, int m_idx)
+/*!
+* @brief ¥Ê¥º¥°¥ëÀïÂ⾤´¤Î½èÍý¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @return ¾¤´¤·¤¿¥â¥ó¥¹¥¿¡¼¤Î¿ô¤òÊÖ¤¹¡£
+*/
+int summon_NAZGUL(int y, int x, int m_idx)
{
- int rlev = monster_level_idx(m_idx);
- int k, count = 0;
+ u32b mode = 0L;
+ int count = 0, k;
+ int cy = y;
+ int cx = x;
char m_name[80];
monster_name(m_idx, m_name);
- disturb(1, 1);
-
if (p_ptr->blind)
msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
else
- msg_format(_("%^s¤¬ËâË¡¤Ç¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", "%^s magically summons a dragon!"), m_name);
+ msg_format(_("%^s¤¬ËâË¡¤ÇÍ©µ´ÀïÂâ¤ò¾¤´¤·¤¿¡ª", "%^s magically summons rangers of Nazgul!"), m_name);
- for (k = 0; k < 1; k++)
+ msg_print(NULL);
+
+ for (k = 0; k < 30; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_DRAGON, PM_ALLOW_GROUP);
+ if (!summon_possible(cy, cx) || !cave_empty_bold(cy, cx))
+ {
+ int j;
+ for (j = 100; j > 0; j--)
+ {
+ scatter(&cy, &cx, y, x, 2, 0);
+ if (cave_empty_bold(cy, cx)) break;
+ }
+ if (!j) break;
+ }
+ if (!cave_empty_bold(cy, cx)) continue;
+
+ if (summon_named_creature(m_idx, cy, cx, MON_NAZGUL, mode))
+ {
+ y = cy;
+ x = cx;
+ count++;
+ if (count == 1)
+ msg_format(_("¡ÖÍ©µ´ÀïÂâ%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×",
+ "A Nazgul says 'Nazgul-Rangers Number %d, Nazgul-Black!'"), count);
+ else
+ msg_format(_("¡ÖƱ¤¸¤¯%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×",
+ "Another one says 'Number %d, Nazgul-Black!'"), count);
+
+ msg_print(NULL);
+ }
}
- if (p_ptr->blind && count)
- msg_print(_("²¿¤«¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬¤¹¤ë¡£", "You hear something appear nearby."));
+ msg_format(_("¡Ö%d¿Í¤½¤í¤Ã¤Æ¡¢¥ê¥ó¥°¥ì¥ó¥¸¥ã¡¼¡ª¡×",
+ "They say 'The %d meets! We are the Ring-Ranger!'."), count);
+ msg_print(NULL);
+ return count;
}
-void spell_RF6_S_HI_UNDEAD(int y, int x, int m_idx)
+/*!
+* @brief RF6_S_HI_UNDEAD¤Î½èÍý¡£¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¾¤´¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param m_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¾¤´¤·¤¿¥â¥ó¥¹¥¿¡¼¤Î¿ô¤òÊÖ¤¹¡£
+*/
+void spell_RF6_S_HI_UNDEAD(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- char* m_name = monster_name(m_idx, "");
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
int rlev = monster_level_idx(m_idx);
- u32b mode = 0L;
int k, count = 0;
+ char m_name[80];
+ monster_name(m_idx, m_name);
+
disturb(1, 1);
- 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))
+ 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)
{
- int cy = y;
- int cx = x;
-
- if (p_ptr->blind)
- msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
- else
- msg_format(_("%^s¤¬ËâË¡¤ÇÍ©µ´ÀïÂâ¤ò¾¤´¤·¤¿¡ª", "%^s magically summons rangers of Nazgul!"), m_name);
-
- msg_print(NULL);
-
- for (k = 0; k < 30; k++)
- {
- if (!summon_possible(cy, cx) || !cave_empty_bold(cy, cx))
- {
- int j;
- for (j = 100; j > 0; j--)
- {
- scatter(&cy, &cx, y, x, 2, 0);
- if (cave_empty_bold(cy, cx)) break;
- }
- if (!j) break;
- }
- if (!cave_empty_bold(cy, cx)) continue;
-
- if (summon_named_creature(m_idx, cy, cx, MON_NAZGUL, mode))
- {
- y = cy;
- x = cx;
- count++;
- if (count == 1)
- msg_format(_("¡ÖÍ©µ´ÀïÂâ%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×",
- "A Nazgul says 'Nazgul-Rangers Number %d, Nazgul-Black!'"), count);
- else
- msg_format(_("¡ÖƱ¤¸¤¯%d¹æ¡¢¥Ê¥º¥°¥ë¡¦¥Ö¥é¥Ã¥¯¡ª¡×",
- "Another one says 'Number %d, Nazgul-Black!'"), count);
-
- msg_print(NULL);
- }
- }
- msg_format(_("¡Ö%d¿Í¤½¤í¤Ã¤Æ¡¢¥ê¥ó¥°¥ì¥ó¥¸¥ã¡¼¡ª¡×",
- "They say 'The %d meets! We are the Ring-Ranger!'."), count);
- msg_print(NULL);
+ count += summon_NAZGUL(y, x, m_idx);
}
else
- {
- if (p_ptr->blind)
- msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
- else
- msg_format(_("%^s¤¬ËâË¡¤Ç¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¤ò¾¤´¤·¤¿¡ª",
- "%^s magically summons greater undead!"), m_name);
+ {
+ monspell_message(m_idx, t_idx,
+ _("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."),
+ _("%^s¤¬ËâË¡¤Ç¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¤ò¾¤´¤·¤¿¡ª", "%^s magically summons greater undead!"),
+ _("%s¤¬ËâË¡¤Ç¥¢¥ó¥Ç¥Ã¥É¤ò¾¤´¤·¤¿¡£", "%^s magically summons undead."),
+ TARGET_TYPE);
for (k = 0; k < S_NUM_6; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+ if(mon_to_player)
+ count += summon_specific(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(m_idx)));
}
}
- if (p_ptr->blind && count)
+ if (p_ptr->blind && count && mon_to_player)
{
- msg_print(_("´Ö¶á¤Ç²¿¤«Â¿¤¯¤Î¤â¤Î¤¬Ç礤²ó¤ë²»¤¬Ê¹¤³¤¨¤ë¡£",
- "You hear many creepy things appear nearby."));
+ msg_print(_("´Ö¶á¤Ç²¿¤«Â¿¤¯¤Î¤â¤Î¤¬Ç礤²ó¤ë²»¤¬Ê¹¤³¤¨¤ë¡£", "You hear many creepy things appear nearby."));
}
+
+ if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
+ mon_fight = TRUE;
}
-
-void spell_RF6_S_HI_DRAGON(int y, int x, int m_idx)
+/*!
+* @brief RF6_S_HI_DRAGON¤Î½èÍý¡£¸ÅÂå¥É¥é¥´¥ó¾¤´¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param m_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¾¤´¤·¤¿¥â¥ó¥¹¥¿¡¼¤Î¿ô¤òÊÖ¤¹¡£
+*/
+void spell_RF6_S_HI_DRAGON(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- char* m_name = monster_name(m_idx, "");
+ int count = 0, k;
+ monster_type *m_ptr = &m_list[m_idx];
int rlev = monster_level_idx(m_idx);
- int k, count = 0;
- disturb(1, 1);
-
- if (p_ptr->blind)
- msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
- else
- msg_format(_("%^s¤¬ËâË¡¤Ç¸ÅÂå¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", "%^s magically summons ancient dragons!"), m_name);
-
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+
+ monspell_message(m_idx, t_idx,
+ _("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."),
+ _("%^s¤¬ËâË¡¤Ç¸ÅÂå¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", "%^s magically summons ancient dragons!"),
+ _("%^s¤¬ËâË¡¤Ç¸ÅÂå¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", "%^s magically summons ancient dragons!"),
+ TARGET_TYPE);
+
for (k = 0; k < S_NUM_4; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+ {
+ if(mon_to_player)
+ count += summon_specific(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(m_idx)));
}
- if (p_ptr->blind && count)
+
+ if (p_ptr->blind && count && mon_to_player)
{
- msg_print(_("¿¤¯¤ÎÎ϶¯¤¤¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£",
- "You hear many powerful things appear nearby."));
+ msg_print(_("¿¤¯¤ÎÎ϶¯¤¤¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£", "You hear many powerful things appear nearby."));
}
+
+ if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
+ mon_fight = TRUE;
}
-void spell_RF6_S_AMBERITES(int y, int x, int m_idx)
+/*!
+* @brief RF6_S_AMBERITES¤Î½èÍý¡£¥¢¥ó¥Ð¡¼¤Î²¦Â²¾¤´¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param m_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¾¤´¤·¤¿¥â¥ó¥¹¥¿¡¼¤Î¿ô¤òÊÖ¤¹¡£
+*/
+void spell_RF6_S_AMBERITES(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- char* m_name = monster_name(m_idx, "");
+ int count = 0, k;
+ monster_type *m_ptr = &m_list[m_idx];
int rlev = monster_level_idx(m_idx);
- int k, count = 0;
- disturb(1, 1);
-
- if (p_ptr->blind)
- msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
- else
- msg_format(_("%^s¤¬¥¢¥ó¥Ð¡¼¤Î²¦Â²¤ò¾¤´¤·¤¿¡ª", "%^s magically summons Lords of Amber!"), m_name);
-
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+
+ monspell_message(m_idx, t_idx,
+ _("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."),
+ _("%^s¤¬¥¢¥ó¥Ð¡¼¤Î²¦Â²¤ò¾¤´¤·¤¿¡ª", "%^s magically summons Lords of Amber!"),
+ _("%^s¤¬¥¢¥ó¥Ð¡¼¤Î²¦Â²¤ò¾¤´¤·¤¿¡ª", "%^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));
+ {
+ count += summon_specific(m_idx, y, x, rlev, SUMMON_AMBERITES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
}
- if (p_ptr->blind && count)
+
+ if (p_ptr->blind && count && mon_to_player)
{
msg_print(_("ÉÔ»à¤Î¼Ô¤¬¶á¤¯¤Ë¸½¤ì¤ë¤Î¤¬Ê¹¤³¤¨¤¿¡£", "You hear immortal beings appear nearby."));
}
+
+ if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
+ mon_fight = TRUE;
}
-void spell_RF6_S_UNIQUE(int y, int x, int m_idx)
+/*!
+* @brief RF6_S_UNIQUE¤Î½èÍý¡£¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¾¤´¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param m_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param TARGET_TYPE ¥×¥ì¥¤¥ä¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_PLAYER¡¢¥â¥ó¥¹¥¿¡¼¤òÂоݤȤ¹¤ë¾ì¹çMONSTER_TO_MONSTER
+* @return ¾¤´¤·¤¿¥â¥ó¥¹¥¿¡¼¤Î¿ô¤òÊÖ¤¹¡£
+*/
+void spell_RF6_S_UNIQUE(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- char* m_name = monster_name(m_idx, "");
+ int count = 0, k;
monster_type *m_ptr = &m_list[m_idx];
int rlev = monster_level_idx(m_idx);
- int k, count = 0;
+ 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;
-
- disturb(1, 1);
-
- if (p_ptr->blind)
- msg_format(_("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."), m_name);
- else
- msg_format(_("%^s¤¬ËâË¡¤ÇÆÃÊ̤ʶ¯Å¨¤ò¾¤´¤·¤¿¡ª", "%^s magically summons special opponents!"), m_name);
-
+
+ monspell_message(m_idx, t_idx,
+ _("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", "%^s mumbles."),
+ _("%^s¤¬ËâË¡¤ÇÆÃÊ̤ʶ¯Å¨¤ò¾¤´¤·¤¿¡ª", "%^s magically summons special opponents!"),
+ _("%^s¤¬ËâË¡¤ÇÆÃÊ̤ʶ¯Å¨¤ò¾¤´¤·¤¿¡ª", "%^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));
}
-
+
if (count) uniques_are_summoned = TRUE;
if ((m_ptr->sub_align & (SUB_ALIGN_GOOD | SUB_ALIGN_EVIL)) == (SUB_ALIGN_GOOD | SUB_ALIGN_EVIL))
count += summon_specific(m_idx, y, x, rlev, non_unique_type, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
}
- if (p_ptr->blind && count)
+ if (p_ptr->blind && count && mon_to_player)
{
msg_format(_("¿¤¯¤Î%s¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£", "You hear many %s appear nearby."),
uniques_are_summoned ? _("Î϶¯¤¤¤â¤Î", "powerful things") : _("¤â¤Î", "things"));
}
+
+ if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
+ mon_fight = TRUE;
}
+
+/*!
+* @brief ¥â¥ó¥¹¥¿¡¼¤«¤é¥×¥ì¥¤¥ä¡¼¤Ø¤Î¼öʸ¤Î¿¶¤êʬ¤±´Ø¿ô¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @return ¹¶·â¼öʸ¤Î¥À¥á¡¼¥¸¡¢¤Þ¤¿¤Ï¾¤´¤·¤¿¥â¥ó¥¹¥¿¡¼¤Î¿ô¤òÊÖ¤¹¡£¤½¤Î¾¤Î¾ì¹ç0¡£°Ê¹ß¤Î½èÍý¤òÃæÃǤ¹¤ë¤Ê¤é-1¤òÊÖ¤¹¡£
+*/
int monspell_to_player(int SPELL_NUM, int y, int x, int m_idx)
{
switch (SPELL_NUM)
{
- case 96 + 0: spell_RF4_SHRIEK(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF4_SHRIEK */
- case 96 + 1: break; /* RF4_XXX1 */
- case 96 + 2: spell_RF4_DISPEL(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF4_DISPEL */
- case 96 + 3: return spell_RF4_ROCKET(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_ROCKET */
- case 96 + 4: return spell_RF4_SHOOT(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_SHOOT */
- case 96 + 5: break; /* RF4_XXX2 */
- case 96 + 6: break; /* RF4_XXX3 */
- case 96 + 7: break; /* RF4_XXX4 */
- case 96 + 8: return spell_RF4_BREATH(GF_ACID, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_ACID */
- case 96 + 9: return spell_RF4_BREATH(GF_ELEC, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_ELEC */
- case 96 + 10: return spell_RF4_BREATH(GF_FIRE, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_FIRE */
- case 96 + 11: return spell_RF4_BREATH(GF_COLD, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_COLD */
- case 96 + 12: return spell_RF4_BREATH(GF_POIS, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_POIS */
- case 96 + 13: return spell_RF4_BREATH(GF_NETHER, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_NETH */
- case 96 + 14: return spell_RF4_BREATH(GF_LITE, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_LITE */
- case 96 + 15: return spell_RF4_BREATH(GF_DARK, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_DARK */
- case 96 + 16: return spell_RF4_BREATH(GF_CONFUSION, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_CONF */
- case 96 + 17: return spell_RF4_BREATH(GF_SOUND, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_SOUN */
- case 96 + 18: return spell_RF4_BREATH(GF_CHAOS, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_CHAO */
- case 96 + 19: return spell_RF4_BREATH(GF_DISENCHANT, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_DISE */
- case 96 + 20: return spell_RF4_BREATH(GF_NEXUS, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_NEXU */
- case 96 + 21: return spell_RF4_BREATH(GF_TIME, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_TIME */
- case 96 + 22: return spell_RF4_BREATH(GF_INERTIA, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_INER */
- case 96 + 23: return spell_RF4_BREATH(GF_GRAVITY, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_GRAV */
- case 96 + 24: return spell_RF4_BREATH(GF_SHARDS, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_SHAR */
- case 96 + 25: return spell_RF4_BREATH(GF_PLASMA, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_PLAS */
- case 96 + 26: return spell_RF4_BREATH(GF_FORCE, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_WALL */
- case 96 + 27: return spell_RF4_BREATH(GF_MANA, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_MANA */
- case 96 + 28: return spell_RF4_BA_NUKE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BA_NUKE */
- case 96 + 29: return spell_RF4_BREATH(GF_NUKE, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_NUKE */
- case 96 + 30: return spell_RF4_BA_CHAO(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BA_CHAO */
- case 96 + 31: return spell_RF4_BREATH(GF_DISINTEGRATE, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_DISI */
- case 128 + 0: return spell_RF5_BA_ACID(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_ACID */
- case 128 + 1: return spell_RF5_BA_ELEC(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_ELEC */
- case 128 + 2: return spell_RF5_BA_FIRE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_FIRE */
- case 128 + 3: return spell_RF5_BA_COLD(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_COLD */
- case 128 + 4: return spell_RF5_BA_POIS(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_POIS */
- case 128 + 5: return spell_RF5_BA_NETH(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_NETH */
- case 128 + 6: return spell_RF5_BA_WATE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_WATE */
- case 128 + 7: return spell_RF5_BA_MANA(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_MANA */
- case 128 + 8: return spell_RF5_BA_DARK(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_DARK */
- case 128 + 9: return spell_RF5_DRAIN_MANA(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_DRAIN_MANA */
- case 128 + 10: return spell_RF5_MIND_BLAST(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_MIND_BLAST */
- case 128 + 11: return spell_RF5_BRAIN_SMASH(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_MIND_BLAST */
- case 128 + 12: return spell_RF5_CAUSE_1(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_CAUSE_1 */
- case 128 + 13: return spell_RF5_CAUSE_2(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_CAUSE_2 */
- case 128 + 14: return spell_RF5_CAUSE_3(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_CAUSE_3 */
- case 128 + 15: return spell_RF5_CAUSE_4(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_CAUSE_4 */
- case 128 + 16: return spell_RF5_BO_ACID(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_ACID */
- case 128 + 17: return spell_RF5_BO_ELEC(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_ELEC */
- case 128 + 18: return spell_RF5_BO_FIRE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_FIRE */
- case 128 + 19: return spell_RF5_BO_COLD(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_COLD */
- case 128 + 20: return spell_RF5_BA_LITE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_LITE */
- case 128 + 21: return spell_RF5_BO_NETH(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_NETH */
- case 128 + 22: return spell_RF5_BO_WATE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_WATE */
- case 128 + 23: return spell_RF5_BO_MANA(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_MANA */
- case 128 + 24: return spell_RF5_BO_PLAS(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_PLAS */
- case 128 + 25: return spell_RF5_BO_ICEE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_ICEE */
- case 128 + 26: return spell_RF5_MISSILE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_MISSILE */
- case 128 + 27: spell_RF5_SCARE(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF5_SCARE */
- case 128 + 28: spell_RF5_BLIND(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF5_BLIND */
- case 128 + 29: spell_RF5_CONF(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF5_CONF */
- case 128 + 30: spell_RF5_SLOW(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF5_SLOW */
- case 128 + 31: spell_RF5_HOLD(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF5_HOLD */
- case 160 + 0: spell_RF6_HASTE(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_HASTE */
- case 160 + 1: return spell_RF6_HAND_DOOM(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF6_HAND_DOOM */
- case 160 + 2: spell_RF6_HEAL(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_HEAL */
- case 160 + 3: spell_RF6_INVULNER(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_INVULNER */
- case 160 + 4: spell_RF6_BLINK(m_idx, MONSTER_TO_PLAYER); break; /* RF6_BLINK */
- case 160 + 5: spell_RF6_TPORT(m_idx, MONSTER_TO_PLAYER); break; /* RF6_TPORT */
- case 160 + 6: return spell_RF6_WORLD(m_idx); break; /* RF6_WORLD */
- case 160 + 7: return spell_RF6_SPECIAL(y, x, m_idx); /* RF6_SPECIAL */
- case 160 + 8: spell_RF6_TELE_TO(m_idx); break; /* RF6_TELE_TO */
- case 160 + 9: spell_RF6_TELE_AWAY(m_idx); break; /* RF6_TELE_AWAY */
- case 160 + 10: spell_RF6_TELE_LEVEL(m_idx); break; /* RF6_TELE_LEVEL */
- case 160 + 11: spell_RF6_PSY_SPEAR(y, x, m_idx); break; /* RF6_PSY_SPEAR */
- case 160 + 12: spell_RF6_DARKNESS(m_idx); break; /* RF6_DARKNESS */
- case 160 + 13: spell_RF6_TRAPS(y, x, m_idx); break; /* RF6_TRAPS */
- case 160 + 14: spell_RF6_FORGET(m_idx); break; /* RF6_FORGET */
- case 160 + 15: spell_RF6_RAISE_DEAD(m_idx); break; /* RF6_RAISE_DEAD */
- case 160 + 16: spell_RF6_S_KIN(y, x, m_idx); break; /* RF6_S_KIN */
- case 160 + 17: spell_RF6_S_CYBER(y, x, m_idx); break; /* RF6_S_CYBER */
- case 160 + 18: spell_RF6_S_MONSTER(y, x, m_idx); break; /* RF6_S_MONSTER */
- case 160 + 19: spell_RF6_S_MONSTERS(y, x, m_idx); break; /* RF6_S_MONSTER */
- case 160 + 20: spell_RF6_S_ANT(y, x, m_idx); break; /* RF6_S_ANT */
- case 160 + 21: spell_RF6_S_SPIDER(y, x, m_idx); break; /* RF6_S_SPIDER */
- case 160 + 22: spell_RF6_S_HOUND(y, x, m_idx); break; /* RF6_S_HOUND */
- case 160 + 23: spell_RF6_S_HYDRA(y, x, m_idx); break; /* RF6_S_HYDRA */
- case 160 + 24: spell_RF6_S_ANGEL(y, x, m_idx); break; /* RF6_S_ANGEL */
- case 160 + 25: spell_RF6_S_DEMON(y, x, m_idx); break; /* RF6_S_DEMON */
- case 160 + 26: spell_RF6_S_UNDEAD(y, x, m_idx); break; /* RF6_S_UNDEAD */
- case 160 + 27: spell_RF6_S_DRAGON(y, x, m_idx); break; /* RF6_S_DRAGON */
- case 160 + 28: spell_RF6_S_HI_UNDEAD(y, x, m_idx); break; /* RF6_S_HI_UNDEAD */
- case 160 + 29: spell_RF6_S_HI_DRAGON(y, x, m_idx); break; /* RF6_S_HI_DRAGON */
- case 160 + 30: spell_RF6_S_AMBERITES(y, x, m_idx); break; /* RF6_S_AMBERITES */
- case 160 + 31: spell_RF6_S_UNIQUE(y, x, m_idx); break; /* RF6_S_UNIQUE */
+ case RF4_SPELL_START + 0: spell_RF4_SHRIEK(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF4_SHRIEK */
+ case RF4_SPELL_START + 1: break; /* RF4_XXX1 */
+ case RF4_SPELL_START + 2: spell_RF4_DISPEL(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF4_DISPEL */
+ case RF4_SPELL_START + 3: return spell_RF4_ROCKET(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_ROCKET */
+ case RF4_SPELL_START + 4: return spell_RF4_SHOOT(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_SHOOT */
+ case RF4_SPELL_START + 5: break; /* RF4_XXX2 */
+ case RF4_SPELL_START + 6: break; /* RF4_XXX3 */
+ case RF4_SPELL_START + 7: break; /* RF4_XXX4 */
+ case RF4_SPELL_START + 8: return spell_RF4_BREATH(GF_ACID, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_ACID */
+ case RF4_SPELL_START + 9: return spell_RF4_BREATH(GF_ELEC, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_ELEC */
+ case RF4_SPELL_START + 10: return spell_RF4_BREATH(GF_FIRE, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_FIRE */
+ case RF4_SPELL_START + 11: return spell_RF4_BREATH(GF_COLD, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_COLD */
+ case RF4_SPELL_START + 12: return spell_RF4_BREATH(GF_POIS, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_POIS */
+ case RF4_SPELL_START + 13: return spell_RF4_BREATH(GF_NETHER, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_NETH */
+ case RF4_SPELL_START + 14: return spell_RF4_BREATH(GF_LITE, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_LITE */
+ case RF4_SPELL_START + 15: return spell_RF4_BREATH(GF_DARK, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_DARK */
+ case RF4_SPELL_START + 16: return spell_RF4_BREATH(GF_CONFUSION, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_CONF */
+ case RF4_SPELL_START + 17: return spell_RF4_BREATH(GF_SOUND, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_SOUN */
+ case RF4_SPELL_START + 18: return spell_RF4_BREATH(GF_CHAOS, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_CHAO */
+ case RF4_SPELL_START + 19: return spell_RF4_BREATH(GF_DISENCHANT, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_DISE */
+ case RF4_SPELL_START + 20: return spell_RF4_BREATH(GF_NEXUS, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_NEXU */
+ case RF4_SPELL_START + 21: return spell_RF4_BREATH(GF_TIME, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_TIME */
+ case RF4_SPELL_START + 22: return spell_RF4_BREATH(GF_INERTIA, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_INER */
+ case RF4_SPELL_START + 23: return spell_RF4_BREATH(GF_GRAVITY, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_GRAV */
+ case RF4_SPELL_START + 24: return spell_RF4_BREATH(GF_SHARDS, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_SHAR */
+ case RF4_SPELL_START + 25: return spell_RF4_BREATH(GF_PLASMA, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_PLAS */
+ case RF4_SPELL_START + 26: return spell_RF4_BREATH(GF_FORCE, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_WALL */
+ case RF4_SPELL_START + 27: return spell_RF4_BREATH(GF_MANA, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_MANA */
+ case RF4_SPELL_START + 28: return spell_RF4_BA_NUKE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BA_NUKE */
+ case RF4_SPELL_START + 29: return spell_RF4_BREATH(GF_NUKE, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_NUKE */
+ case RF4_SPELL_START + 30: return spell_RF4_BA_CHAO(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BA_CHAO */
+ case RF4_SPELL_START + 31: return spell_RF4_BREATH(GF_DISINTEGRATE, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_DISI */
+ case RF5_SPELL_START + 0: return spell_RF5_BA_ACID(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_ACID */
+ case RF5_SPELL_START + 1: return spell_RF5_BA_ELEC(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_ELEC */
+ case RF5_SPELL_START + 2: return spell_RF5_BA_FIRE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_FIRE */
+ case RF5_SPELL_START + 3: return spell_RF5_BA_COLD(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_COLD */
+ case RF5_SPELL_START + 4: return spell_RF5_BA_POIS(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_POIS */
+ case RF5_SPELL_START + 5: return spell_RF5_BA_NETH(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_NETH */
+ case RF5_SPELL_START + 6: return spell_RF5_BA_WATE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_WATE */
+ case RF5_SPELL_START + 7: return spell_RF5_BA_MANA(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_MANA */
+ case RF5_SPELL_START + 8: return spell_RF5_BA_DARK(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_DARK */
+ case RF5_SPELL_START + 9: return spell_RF5_DRAIN_MANA(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_DRAIN_MANA */
+ case RF5_SPELL_START + 10: return spell_RF5_MIND_BLAST(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_MIND_BLAST */
+ case RF5_SPELL_START + 11: return spell_RF5_BRAIN_SMASH(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_MIND_BLAST */
+ case RF5_SPELL_START + 12: return spell_RF5_CAUSE_1(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_CAUSE_1 */
+ case RF5_SPELL_START + 13: return spell_RF5_CAUSE_2(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_CAUSE_2 */
+ case RF5_SPELL_START + 14: return spell_RF5_CAUSE_3(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_CAUSE_3 */
+ case RF5_SPELL_START + 15: return spell_RF5_CAUSE_4(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_CAUSE_4 */
+ case RF5_SPELL_START + 16: return spell_RF5_BO_ACID(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_ACID */
+ case RF5_SPELL_START + 17: return spell_RF5_BO_ELEC(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_ELEC */
+ case RF5_SPELL_START + 18: return spell_RF5_BO_FIRE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_FIRE */
+ case RF5_SPELL_START + 19: return spell_RF5_BO_COLD(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_COLD */
+ case RF5_SPELL_START + 20: return spell_RF5_BA_LITE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_LITE */
+ case RF5_SPELL_START + 21: return spell_RF5_BO_NETH(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_NETH */
+ case RF5_SPELL_START + 22: return spell_RF5_BO_WATE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_WATE */
+ case RF5_SPELL_START + 23: return spell_RF5_BO_MANA(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_MANA */
+ case RF5_SPELL_START + 24: return spell_RF5_BO_PLAS(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_PLAS */
+ case RF5_SPELL_START + 25: return spell_RF5_BO_ICEE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_ICEE */
+ case RF5_SPELL_START + 26: return spell_RF5_MISSILE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_MISSILE */
+ case RF5_SPELL_START + 27: spell_RF5_SCARE(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF5_SCARE */
+ case RF5_SPELL_START + 28: spell_RF5_BLIND(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF5_BLIND */
+ case RF5_SPELL_START + 29: spell_RF5_CONF(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF5_CONF */
+ case RF5_SPELL_START + 30: spell_RF5_SLOW(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF5_SLOW */
+ case RF5_SPELL_START + 31: spell_RF5_HOLD(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF5_HOLD */
+ case RF6_SPELL_START + 0: spell_RF6_HASTE(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_HASTE */
+ case RF6_SPELL_START + 1: return spell_RF6_HAND_DOOM(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF6_HAND_DOOM */
+ case RF6_SPELL_START + 2: spell_RF6_HEAL(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_HEAL */
+ case RF6_SPELL_START + 3: spell_RF6_INVULNER(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_INVULNER */
+ case RF6_SPELL_START + 4: spell_RF6_BLINK(m_idx, MONSTER_TO_PLAYER); break; /* RF6_BLINK */
+ case RF6_SPELL_START + 5: spell_RF6_TPORT(m_idx, MONSTER_TO_PLAYER); break; /* RF6_TPORT */
+ case RF6_SPELL_START + 6: return spell_RF6_WORLD(m_idx); break; /* RF6_WORLD */
+ case RF6_SPELL_START + 7: return spell_RF6_SPECIAL(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF6_SPECIAL */
+ case RF6_SPELL_START + 8: spell_RF6_TELE_TO(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_TELE_TO */
+ case RF6_SPELL_START + 9: spell_RF6_TELE_AWAY(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_TELE_AWAY */
+ case RF6_SPELL_START + 10: spell_RF6_TELE_LEVEL(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_TELE_LEVEL */
+ case RF6_SPELL_START + 11: spell_RF6_PSY_SPEAR(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_PSY_SPEAR */
+ case RF6_SPELL_START + 12: spell_RF6_DARKNESS(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 + 15: spell_RF6_RAISE_DEAD(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_RAISE_DEAD */
+ case RF6_SPELL_START + 16: spell_RF6_S_KIN(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_KIN */
+ case RF6_SPELL_START + 17: spell_RF6_S_CYBER(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_CYBER */
+ case RF6_SPELL_START + 18: spell_RF6_S_MONSTER(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_MONSTER */
+ case RF6_SPELL_START + 19: spell_RF6_S_MONSTERS(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_MONSTER */
+ case RF6_SPELL_START + 20: spell_RF6_S_ANT(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_ANT */
+ case RF6_SPELL_START + 21: spell_RF6_S_SPIDER(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_SPIDER */
+ case RF6_SPELL_START + 22: spell_RF6_S_HOUND(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_HOUND */
+ case RF6_SPELL_START + 23: spell_RF6_S_HYDRA(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_HYDRA */
+ case RF6_SPELL_START + 24: spell_RF6_S_ANGEL(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_ANGEL */
+ case RF6_SPELL_START + 25: spell_RF6_S_DEMON(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_DEMON */
+ case RF6_SPELL_START + 26: spell_RF6_S_UNDEAD(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_UNDEAD */
+ case RF6_SPELL_START + 27: spell_RF6_S_DRAGON(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_DRAGON */
+ case RF6_SPELL_START + 28: spell_RF6_S_HI_UNDEAD(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_HI_UNDEAD */
+ case RF6_SPELL_START + 29: spell_RF6_S_HI_DRAGON(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_HI_DRAGON */
+ case RF6_SPELL_START + 30: spell_RF6_S_AMBERITES(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_AMBERITES */
+ case RF6_SPELL_START + 31: spell_RF6_S_UNIQUE(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_UNIQUE */
}
return 0;
}
+/*!
+* @brief ¥â¥ó¥¹¥¿¡¼¤«¤é¥â¥ó¥¹¥¿¡¼¤Ø¤Î¼öʸ¤Î¿¶¤êʬ¤±´Ø¿ô¡£ /
+* @param y ÂоݤÎÃÏÅÀ¤ÎyºÂɸ
+* @param x ÂоݤÎÃÏÅÀ¤ÎxºÂɸ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param m_idx ¼öʸ¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼ID
+* @return ¹¶·â¼öʸ¤Î¥À¥á¡¼¥¸¡¢¤Þ¤¿¤Ï¾¤´¤·¤¿¥â¥ó¥¹¥¿¡¼¤Î¿ô¤òÊÖ¤¹¡£¤½¤Î¾¤Î¾ì¹ç0¡£°Ê¹ß¤Î½èÍý¤òÃæÃǤ¹¤ë¤Ê¤é-1¤òÊÖ¤¹¡£
+*/
int monspell_to_monster(int SPELL_NUM, int y, int x, int m_idx, int t_idx)
{
switch (SPELL_NUM)
{
- case 96 + 0: spell_RF4_SHRIEK(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF4_SHRIEK */
- case 96 + 1: return -1; /* RF4_XXX1 */
- case 96 + 2: spell_RF4_DISPEL(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF4_DISPEL */
- case 96 + 3: return spell_RF4_ROCKET(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_ROCKET */
- case 96 + 4: return spell_RF4_SHOOT(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_SHOOT */
- case 96 + 5: return -1; /* RF4_XXX2 */
- case 96 + 6: return -1; /* RF4_XXX3 */
- case 96 + 7: return -1; /* RF4_XXX4 */
- case 96 + 8: return spell_RF4_BREATH(GF_ACID, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_ACID */
- case 96 + 9: return spell_RF4_BREATH(GF_ELEC, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_ELEC */
- case 96 + 10: return spell_RF4_BREATH(GF_FIRE, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_FIRE */
- case 96 + 11: return spell_RF4_BREATH(GF_COLD, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_COLD */
- case 96 + 12: return spell_RF4_BREATH(GF_POIS, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_POIS */
- case 96 + 13: return spell_RF4_BREATH(GF_NETHER, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_NETH */
- case 96 + 14: return spell_RF4_BREATH(GF_LITE, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_LITE */
- case 96 + 15: return spell_RF4_BREATH(GF_DARK, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_DARK */
- case 96 + 16: return spell_RF4_BREATH(GF_CONFUSION, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_CONF */
- case 96 + 17: return spell_RF4_BREATH(GF_SOUND, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_SOUN */
- case 96 + 18: return spell_RF4_BREATH(GF_CHAOS, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_CHAO */
- case 96 + 19: return spell_RF4_BREATH(GF_DISENCHANT, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_DISE */
- case 96 + 20: return spell_RF4_BREATH(GF_NEXUS, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_NEXU */
- case 96 + 21: return spell_RF4_BREATH(GF_TIME, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_TIME */
- case 96 + 22: return spell_RF4_BREATH(GF_INERTIA, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_INER */
- case 96 + 23: return spell_RF4_BREATH(GF_GRAVITY, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_GRAV */
- case 96 + 24: return spell_RF4_BREATH(GF_SHARDS, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_SHAR */
- case 96 + 25: return spell_RF4_BREATH(GF_PLASMA, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_PLAS */
- case 96 + 26: return spell_RF4_BREATH(GF_FORCE, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_WALL */
- case 96 + 27: return spell_RF4_BREATH(GF_MANA, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_MANA */
- case 96 + 28: return spell_RF4_BA_NUKE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BA_NUKE */
- case 96 + 29: return spell_RF4_BREATH(GF_NUKE, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_NUKE */
- case 96 + 30: return spell_RF4_BA_CHAO(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BA_CHAO */
- case 96 + 31: return spell_RF4_BREATH(GF_DISINTEGRATE, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_DISI */
- case 128 + 0: return spell_RF5_BA_ACID(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_ACID */
- case 128 + 1: return spell_RF5_BA_ELEC(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_ELEC */
- case 128 + 2: return spell_RF5_BA_FIRE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_FIRE */
- case 128 + 3: return spell_RF5_BA_COLD(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_COLD */
- case 128 + 4: return spell_RF5_BA_POIS(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_POIS */
- case 128 + 5: return spell_RF5_BA_NETH(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_NETH */
- case 128 + 6: return spell_RF5_BA_WATE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_WATE */
- case 128 + 7: return spell_RF5_BA_MANA(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_MANA */
- case 128 + 8: return spell_RF5_BA_DARK(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_DARK */
- case 128 + 9: return spell_RF5_DRAIN_MANA(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_DRAIN_MANA */
- case 128 + 10: return spell_RF5_MIND_BLAST(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_MIND_BLAST */
- case 128 + 11: return spell_RF5_BRAIN_SMASH(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BRAIN_SMASH */
- case 128 + 12: return spell_RF5_CAUSE_1(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_CAUSE_1 */
- case 128 + 13: return spell_RF5_CAUSE_2(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_CAUSE_2 */
- case 128 + 14: return spell_RF5_CAUSE_3(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_CAUSE_3 */
- case 128 + 15: return spell_RF5_CAUSE_4(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_CAUSE_4 */
- case 128 + 16: return spell_RF5_BO_ACID(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_ACID */
- case 128 + 17: return spell_RF5_BO_ELEC(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_ELEC */
- case 128 + 18: return spell_RF5_BO_FIRE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_FIRE */
- case 128 + 19: return spell_RF5_BO_COLD(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_COLD */
- case 128 + 20: return spell_RF5_BA_LITE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_LITE */
- case 128 + 21: return spell_RF5_BO_NETH(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_NETH */
- case 128 + 22: return spell_RF5_BO_WATE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_WATE */
- case 128 + 23: return spell_RF5_BO_MANA(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_MANA */
- case 128 + 24: return spell_RF5_BO_PLAS(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_PLAS */
- case 128 + 25: return spell_RF5_BO_ICEE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_ICEE */
- case 128 + 26: return spell_RF5_MISSILE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_MISSILE */
- case 128 + 27: spell_RF5_SCARE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF5_SCARE */
- case 128 + 28: spell_RF5_BLIND(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF5_BLIND */
- case 128 + 29: spell_RF5_CONF(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF5_CONF */
- case 128 + 30: spell_RF5_SLOW(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF5_SLOW */
- case 128 + 31: spell_RF5_HOLD(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF5_HOLD */
- case 160 + 0: spell_RF6_HASTE(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_HASTE */
- case 160 + 1: return spell_RF6_HAND_DOOM(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF6_HAND_DOOM */
- case 160 + 2: spell_RF6_HEAL(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_HEAL */
- case 160 + 3: spell_RF6_INVULNER(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_INVULNER */
- case 160 + 4: spell_RF6_BLINK(m_idx, MONSTER_TO_MONSTER); break; /* RF6_BLINK */
- case 160 + 5: spell_RF6_TPORT(m_idx, MONSTER_TO_MONSTER); break; /* RF6_TPORT */
- case 160 + 6: return -1; break; /* RF6_WORLD */
+ case RF4_SPELL_START + 0: spell_RF4_SHRIEK(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF4_SHRIEK */
+ case RF4_SPELL_START + 1: return -1; /* RF4_XXX1 */
+ case RF4_SPELL_START + 2: spell_RF4_DISPEL(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF4_DISPEL */
+ case RF4_SPELL_START + 3: return spell_RF4_ROCKET(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_ROCKET */
+ case RF4_SPELL_START + 4: return spell_RF4_SHOOT(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_SHOOT */
+ case RF4_SPELL_START + 5: return -1; /* RF4_XXX2 */
+ case RF4_SPELL_START + 6: return -1; /* RF4_XXX3 */
+ case RF4_SPELL_START + 7: return -1; /* RF4_XXX4 */
+ case RF4_SPELL_START + 8: return spell_RF4_BREATH(GF_ACID, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_ACID */
+ case RF4_SPELL_START + 9: return spell_RF4_BREATH(GF_ELEC, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_ELEC */
+ case RF4_SPELL_START + 10: return spell_RF4_BREATH(GF_FIRE, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_FIRE */
+ case RF4_SPELL_START + 11: return spell_RF4_BREATH(GF_COLD, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_COLD */
+ case RF4_SPELL_START + 12: return spell_RF4_BREATH(GF_POIS, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_POIS */
+ case RF4_SPELL_START + 13: return spell_RF4_BREATH(GF_NETHER, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_NETH */
+ case RF4_SPELL_START + 14: return spell_RF4_BREATH(GF_LITE, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_LITE */
+ case RF4_SPELL_START + 15: return spell_RF4_BREATH(GF_DARK, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_DARK */
+ case RF4_SPELL_START + 16: return spell_RF4_BREATH(GF_CONFUSION, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_CONF */
+ case RF4_SPELL_START + 17: return spell_RF4_BREATH(GF_SOUND, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_SOUN */
+ case RF4_SPELL_START + 18: return spell_RF4_BREATH(GF_CHAOS, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_CHAO */
+ case RF4_SPELL_START + 19: return spell_RF4_BREATH(GF_DISENCHANT, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_DISE */
+ case RF4_SPELL_START + 20: return spell_RF4_BREATH(GF_NEXUS, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_NEXU */
+ case RF4_SPELL_START + 21: return spell_RF4_BREATH(GF_TIME, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_TIME */
+ case RF4_SPELL_START + 22: return spell_RF4_BREATH(GF_INERTIA, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_INER */
+ case RF4_SPELL_START + 23: return spell_RF4_BREATH(GF_GRAVITY, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_GRAV */
+ case RF4_SPELL_START + 24: return spell_RF4_BREATH(GF_SHARDS, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_SHAR */
+ case RF4_SPELL_START + 25: return spell_RF4_BREATH(GF_PLASMA, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_PLAS */
+ case RF4_SPELL_START + 26: return spell_RF4_BREATH(GF_FORCE, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_WALL */
+ case RF4_SPELL_START + 27: return spell_RF4_BREATH(GF_MANA, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_MANA */
+ case RF4_SPELL_START + 28: return spell_RF4_BA_NUKE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BA_NUKE */
+ case RF4_SPELL_START + 29: return spell_RF4_BREATH(GF_NUKE, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_NUKE */
+ case RF4_SPELL_START + 30: return spell_RF4_BA_CHAO(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BA_CHAO */
+ case RF4_SPELL_START + 31: return spell_RF4_BREATH(GF_DISINTEGRATE, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_DISI */
+ case RF5_SPELL_START + 0: return spell_RF5_BA_ACID(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_ACID */
+ case RF5_SPELL_START + 1: return spell_RF5_BA_ELEC(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_ELEC */
+ case RF5_SPELL_START + 2: return spell_RF5_BA_FIRE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_FIRE */
+ case RF5_SPELL_START + 3: return spell_RF5_BA_COLD(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_COLD */
+ case RF5_SPELL_START + 4: return spell_RF5_BA_POIS(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_POIS */
+ case RF5_SPELL_START + 5: return spell_RF5_BA_NETH(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_NETH */
+ case RF5_SPELL_START + 6: return spell_RF5_BA_WATE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_WATE */
+ case RF5_SPELL_START + 7: return spell_RF5_BA_MANA(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_MANA */
+ case RF5_SPELL_START + 8: return spell_RF5_BA_DARK(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_DARK */
+ case RF5_SPELL_START + 9: return spell_RF5_DRAIN_MANA(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_DRAIN_MANA */
+ case RF5_SPELL_START + 10: return spell_RF5_MIND_BLAST(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_MIND_BLAST */
+ case RF5_SPELL_START + 11: return spell_RF5_BRAIN_SMASH(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BRAIN_SMASH */
+ case RF5_SPELL_START + 12: return spell_RF5_CAUSE_1(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_CAUSE_1 */
+ case RF5_SPELL_START + 13: return spell_RF5_CAUSE_2(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_CAUSE_2 */
+ case RF5_SPELL_START + 14: return spell_RF5_CAUSE_3(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_CAUSE_3 */
+ case RF5_SPELL_START + 15: return spell_RF5_CAUSE_4(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_CAUSE_4 */
+ case RF5_SPELL_START + 16: return spell_RF5_BO_ACID(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_ACID */
+ case RF5_SPELL_START + 17: return spell_RF5_BO_ELEC(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_ELEC */
+ case RF5_SPELL_START + 18: return spell_RF5_BO_FIRE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_FIRE */
+ case RF5_SPELL_START + 19: return spell_RF5_BO_COLD(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_COLD */
+ case RF5_SPELL_START + 20: return spell_RF5_BA_LITE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_LITE */
+ case RF5_SPELL_START + 21: return spell_RF5_BO_NETH(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_NETH */
+ case RF5_SPELL_START + 22: return spell_RF5_BO_WATE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_WATE */
+ case RF5_SPELL_START + 23: return spell_RF5_BO_MANA(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_MANA */
+ case RF5_SPELL_START + 24: return spell_RF5_BO_PLAS(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_PLAS */
+ case RF5_SPELL_START + 25: return spell_RF5_BO_ICEE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_ICEE */
+ case RF5_SPELL_START + 26: return spell_RF5_MISSILE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_MISSILE */
+ case RF5_SPELL_START + 27: spell_RF5_SCARE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF5_SCARE */
+ case RF5_SPELL_START + 28: spell_RF5_BLIND(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF5_BLIND */
+ case RF5_SPELL_START + 29: spell_RF5_CONF(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF5_CONF */
+ case RF5_SPELL_START + 30: spell_RF5_SLOW(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF5_SLOW */
+ case RF5_SPELL_START + 31: spell_RF5_HOLD(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF5_HOLD */
+ case RF6_SPELL_START + 0: spell_RF6_HASTE(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_HASTE */
+ case RF6_SPELL_START + 1: return spell_RF6_HAND_DOOM(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF6_HAND_DOOM */
+ case RF6_SPELL_START + 2: spell_RF6_HEAL(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_HEAL */
+ case RF6_SPELL_START + 3: spell_RF6_INVULNER(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_INVULNER */
+ case RF6_SPELL_START + 4: spell_RF6_BLINK(m_idx, MONSTER_TO_MONSTER); break; /* RF6_BLINK */
+ case RF6_SPELL_START + 5: spell_RF6_TPORT(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(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF6_SPECIAL */
+ case RF6_SPELL_START + 8: spell_RF6_TELE_TO(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_TELE_TO */
+ case RF6_SPELL_START + 9: spell_RF6_TELE_AWAY(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_TELE_AWAY */
+ case RF6_SPELL_START + 10: spell_RF6_TELE_LEVEL(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_TELE_LEVEL */
+ case RF6_SPELL_START + 11: spell_RF6_PSY_SPEAR(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_PSY_SPEAR */
+ case RF6_SPELL_START + 12: spell_RF6_DARKNESS(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_DARKNESS */
+ case RF6_SPELL_START + 13: return -1; /* RF6_TRAPS */
+ case RF6_SPELL_START + 14: return -1; /* RF6_FORGET */
+ case RF6_SPELL_START + 15: spell_RF6_RAISE_DEAD(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_RAISE_DEAD */
+ case RF6_SPELL_START + 16: spell_RF6_S_KIN(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_KIN */
+ case RF6_SPELL_START + 17: spell_RF6_S_CYBER(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_CYBER */
+ case RF6_SPELL_START + 18: spell_RF6_S_MONSTER(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_MONSTER */
+ case RF6_SPELL_START + 19: spell_RF6_S_MONSTERS(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_MONSTER */
+ case RF6_SPELL_START + 20: spell_RF6_S_ANT(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_ANT */
+ case RF6_SPELL_START + 21: spell_RF6_S_SPIDER(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_SPIDER */
+ case RF6_SPELL_START + 22: spell_RF6_S_HOUND(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_HOUND */
+ case RF6_SPELL_START + 23: spell_RF6_S_HYDRA(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_HYDRA */
+ case RF6_SPELL_START + 24: spell_RF6_S_ANGEL(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_ANGEL */
+ case RF6_SPELL_START + 25: spell_RF6_S_DEMON(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_DEMON */
+ case RF6_SPELL_START + 26: spell_RF6_S_UNDEAD(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_UNDEAD */
+ case RF6_SPELL_START + 27: spell_RF6_S_DRAGON(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_DRAGON */
+ case RF6_SPELL_START + 28: spell_RF6_S_HI_UNDEAD(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_HI_UNDEAD */
+ case RF6_SPELL_START + 29: spell_RF6_S_HI_DRAGON(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_HI_DRAGON */
+ case RF6_SPELL_START + 30: spell_RF6_S_AMBERITES(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_AMBERITES */
+ case RF6_SPELL_START + 31: spell_RF6_S_UNIQUE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_UNIQUE */
}
return 0;
+}
+
+/*!
+* @brief ¥â¥ó¥¹¥¿¡¼¤Î»È¤¦¼öʸ¤Î°ÒÎϤò·èÄꤹ¤ë /
+* @param dam Äê¿ôÃÍ
+* @param dice_num ¥À¥¤¥¹¿ô
+* @param dice_side ¥À¥¤¥¹ÌÌ
+* @param mult ¥À¥¤¥¹ÇÜΨ
+* @param div ¥À¥¤¥¹ÇÜΨ
+* @param TYPE DAM_MAX¤ÇºÇÂçÃͤòÊÖ¤·¡¢DAM_MIN¤ÇºÇ¾®ÃͤòÊÖ¤¹¡£DAM_ROLL¤Ï¥À¥¤¥¹¤ò¿¶¤Ã¤ÆÃͤò·èÄꤹ¤ë¡£
+* @return ¹¶·â¼öʸ¤Î¥À¥á¡¼¥¸¤òÊÖ¤¹¡£¹¶·â¼öʸ°Ê³°¤Ï-1¤òÊÖ¤¹¡£
+*/
+int monspell_damage_roll(int dam, int dice_num, int dice_side, int mult, int div, int TYPE)
+{
+ 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;
+ }
+ if (dam < 1) dam = 1;
+ return dam;
+}
+
+/*!
+* @brief ¥â¥ó¥¹¥¿¡¼¤Î»È¤¦¼öʸ¤Î°ÒÎϤòÊÖ¤¹ /
+* @param SPELL_NUM ¼öʸÈÖ¹æ
+* @param hp ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼¤ÎÂÎÎÏ
+* @param rlev ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼¤Î¥ì¥Ù¥ë
+* @param powerful ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼¤Îpowerful¥Õ¥é¥°
+* @param shoot_dd ¼Í·â¤Î¥À¥¤¥¹¿ô
+* @param shoot_ds ¼Í·â¤Î¥À¥¤¥¹ÌÌ
+* @param TYPE DAM_MAX¤ÇºÇÂçÃͤòÊÖ¤·¡¢DAM_MIN¤ÇºÇ¾®ÃͤòÊÖ¤¹¡£DAM_ROLL¤Ï¥À¥¤¥¹¤ò¿¶¤Ã¤ÆÃͤò·èÄꤹ¤ë¡£
+* @return ¹¶·â¼öʸ¤Î¥À¥á¡¼¥¸¤òÊÖ¤¹¡£¹¶·â¼öʸ°Ê³°¤Ï-1¤òÊÖ¤¹¡£
+*/
+int monspell_damage_base(int SPELL_NUM, int hp, int rlev, bool powerful, int shoot_dd, int shoot_ds, int shoot_base, int TYPE)
+{
+ int 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_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_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)
+ {
+ dam = (rlev * 4) + 50;
+ dice_num = 10;
+ dice_side = 10;
+ }
+ else
+ {
+ dam = 15;
+ dice_num = 1;
+ dice_side = rlev * 3;
+ }
+ break;
+
+ /* RF5_BA_ELEC */
+ case MS_BALL_ELEC:
+ if (powerful)
+ {
+ dam = (rlev * 4) + 50;
+ dice_num = 10;
+ dice_side = 10;
+ }
+ else
+ {
+ dam = 8;
+ dice_num = 1;
+ dice_side = rlev * 3 / 2;
+ }
+ break;
+
+ /* RF5_BA_FIRE */
+ case MS_BALL_FIRE:
+ if (powerful)
+ {
+ dam = (rlev * 4) + 50;
+ dice_num = 10;
+ dice_side = 10;
+ }
+ else
+ {
+ dam = 10;
+ dice_num = 1;
+ dice_side = rlev * 7 / 2;
+ }
+ break;
+
+ /* RF5_BA_COLD */
+ case MS_BALL_COLD:
+ if (powerful)
+ {
+ dam = (rlev * 4) + 50;
+ dice_num = 10;
+ dice_side = 10;
+ }
+ else
+ {
+ dam = 10;
+ dice_num = 1;
+ dice_side = rlev * 3 / 2;
+ }
+ break;
+
+ /* RF5_BA_POIS */
+ 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; /* 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;
+ 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_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 */
+ }
+
+ return monspell_damage_roll(dam, dice_num, dice_side, mult, div, TYPE);
+}
+
+
+/*!
+* @brief ¥â¥ó¥¹¥¿¡¼¤Î»È¤¦¼öʸ¤Î°ÒÎϤòÊÖ¤¹ /
+* @param SPELL_NUM ¼öʸÈÖ¹æ
+* @param m_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼ID
+* @param TYPE DAM_MAX¤ÇºÇÂçÃͤòÊÖ¤·¡¢DAM_MIN¤ÇºÇ¾®ÃͤòÊÖ¤¹¡£DAM_ROLL¤Ï¥À¥¤¥¹¤ò¿¶¤Ã¤ÆÃͤò·èÄꤹ¤ë¡£
+* @return ¹¶·â¼öʸ¤Î¥À¥á¡¼¥¸¤òÊÖ¤¹¡£¹¶·â¼öʸ°Ê³°¤Ï-1¤òÊÖ¤¹¡£
+*/
+int monspell_damage(int SPELL_NUM, int m_idx, int TYPE)
+{
+ monster_type *m_ptr = &m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ int hp;
+ int rlev = monster_level_idx(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);
+}
+
+/*!
+* @brief ¥â¥ó¥¹¥¿¡¼¤Î»È¤¦¼öʸ¤Î°ÒÎϤòÊÖ¤¹ /
+* @param SPELL_NUM ¼öʸÈÖ¹æ
+* @param r_idx ¼öʸ¤ò¾§¤¨¤ë¥â¥ó¥¹¥¿¡¼¤Î¼ï²ID
+* @param TYPE DAM_MAX¤ÇºÇÂçÃͤòÊÖ¤·¡¢DAM_MIN¤ÇºÇ¾®ÃͤòÊÖ¤¹¡£DAM_ROLL¤Ï¥À¥¤¥¹¤ò¿¶¤Ã¤ÆÃͤò·èÄꤹ¤ë¡£
+* @return ¹¶·â¼öʸ¤Î¥À¥á¡¼¥¸¤òÊÖ¤¹¡£¹¶·â¼öʸ°Ê³°¤Ï-1¤òÊÖ¤¹¡£
+*/
+int monspell_race_damage(int SPELL_NUM, int r_idx, int TYPE)
+{
+ monster_race *r_ptr = &r_info[r_idx];
+ int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
+ bool powerful = r_ptr->flags2 & RF2_POWERFUL ? TRUE : FALSE;
+ u32b hp = r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside;
+ 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);
+}
+
+/*!
+* @brief ÀÄËâƳ»Õ¤Î»È¤¦¼öʸ¤Î°ÒÎϤòÊÖ¤¹ /
+* @param SPELL_NUM ¼öʸÈÖ¹æ
+* @param plev »ÈÍѤ¹¤ë¥ì¥Ù¥ë¡£2Çܤ·¤Æ°·¤¦¡£
+* @param TYPE DAM_MAX¤ÇºÇÂçÃͤòÊÖ¤·¡¢DAM_MIN¤ÇºÇ¾®ÃͤòÊÖ¤¹¡£DAM_ROLL¤Ï¥À¥¤¥¹¤ò¿¶¤Ã¤ÆÃͤò·èÄꤹ¤ë¡£
+* @return ¹¶·â¼öʸ¤Î¥À¥á¡¼¥¸¤òÊÖ¤¹¡£¹¶·â¼öʸ°Ê³°¤Ï-1¤òÊÖ¤¹¡£
+*/
+int monspell_bluemage_damage(int SPELL_NUM, int plev, int TYPE)
+{
+ int hp = p_ptr->chp;
+ int shoot_dd = 1, shoot_ds = 1, shoot_base = 0;
+ object_type *o_ptr = NULL;
+
+ if (buki_motteruka(INVEN_RARM)) o_ptr = &inventory[INVEN_RARM];
+ else if (buki_motteruka(INVEN_LARM)) o_ptr = &inventory[INVEN_LARM];
+
+ if (o_ptr)
+ {
+ shoot_dd = o_ptr->dd;
+ shoot_ds = o_ptr->ds;
+ shoot_base = o_ptr->to_d;
+ }
+ return monspell_damage_base(SPELL_NUM, hp, plev * 2, FALSE, shoot_dd, shoot_ds, shoot_base, TYPE);
}
\ No newline at end of file