#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;
}
+/*!
+* @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)
{
u32b u_mode = 0L;
return u_mode;
}
+/*!
+* @brief ¥â¥ó¥¹¥¿¡¼¤òµ¯¤³¤¹ /
+* @param m_idx ¥â¥ó¥¹¥¿¡¼ID
+*/
void monster_wakeup(int t_idx)
{
(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, 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_BANORLUPART(int m_idx, int mode)
+/*!
+* @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];
int dummy_hp, dummy_maxhp, k;
int dummy_y = m_ptr->fy;
- int dummy_x = m_ptr->fx;
+ int dummy_x = m_ptr->fx;
+ u32b mode = 0L;
switch(m_ptr->r_idx)
{
return 0;
}
-
-int spell_RF6_SPECIAL_ROLENTO(int y, int x, int m_idx, int t_idx, int mode, int TARGET_TYPE)
+/*!
+* @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);
+ int num = 1 + randint1(3);
+ u32b mode = 0L;
monspell_message(m_idx, t_idx,
_("%^s¤¬²¿¤«ÂçÎ̤ËÅꤲ¤¿¡£", "%^s spreads something."),
return 0;
}
+/*!
+* @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;
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];
case MON_BANORLUPART:
case MON_BANOR:
case MON_LUPART:
- return spell_RF6_SPECIAL_BANORLUPART(m_idx, mode);
+ return spell_RF6_SPECIAL_BANORLUPART(m_idx);
case MON_ROLENTO:
- return spell_RF6_SPECIAL_ROLENTO(y, x, m_idx, t_idx, mode, TARGET_TYPE);
+ return spell_RF6_SPECIAL_ROLENTO(y, x, m_idx, t_idx, TARGET_TYPE);
break;
default:
}
}
+/*!
+* @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];
}
}
+/*!
+* @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)
{
monster_type *m_ptr = &m_list[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];
}
}
+/*!
+* @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)
{
int dam;
_("%^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 = monster_is_powerful(m_idx) ? (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;
}
+/*!
+* @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];
}
}
+/*!
+* @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);
}
+
+/*!
+* @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];
animate_dead(m_idx, m_ptr->fy, m_ptr->fx);
}
+
+/*!
+* @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)
{
int k, count = 0;
return count;
}
-int summon_IE(int y, int x, int rlev, int m_idx, int mode)
+/*!
+* @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++)
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;
return count;
}
-int summon_LOCK_CLONE(int y, int x, int rlev, int m_idx, int mode)
+/*!
+* @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)
{
- int k, count = 0;
+ u32b mode = 0L;
+ int k, count = 0;
int num = randint1(3);
for (k = 0; k < num; k++)
{
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;
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;
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);
break;
case MON_BULLGATES:
- count += summon_IE(y, x, rlev, m_idx, mode);
+ count += summon_IE(y, x, rlev, m_idx);
break;
case MON_SERPENT:
break;
case MON_CALDARM:
- count += summon_LOCK_CLONE(y, x, rlev, m_idx, mode);
+ count += summon_LOCK_CLONE(y, x, rlev, m_idx);
break;
case MON_LOUSY:
mon_fight = TRUE;
}
+/*!
+* @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;
mon_fight = TRUE;
}
-
+/*!
+* @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;
mon_fight = TRUE;
}
+/*!
+* @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;
mon_fight = TRUE;
}
+/*!
+* @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;
mon_fight = TRUE;
}
+/*!
+* @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;
mon_fight = TRUE;
}
+/*!
+* @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;
mon_fight = TRUE;
}
+/*!
+* @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;
mon_fight = TRUE;
}
+/*!
+* @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;
mon_fight = TRUE;
}
+/*!
+* @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;
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;
mon_fight = TRUE;
}
+/*!
+* @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;
mon_fight = TRUE;
}
-int summon_NAZGUL(int y, int x, int m_idx, int mode)
+/*!
+* @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)
{
+ u32b mode = 0L;
int count = 0, k;
int cy = y;
int cx = x;
return count;
}
+/*!
+* @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)
{
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
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);
((r_info[MON_NAZGUL].cur_num + 2) < r_info[MON_NAZGUL].max_num) &&
mon_to_player)
{
- count += summon_NAZGUL(y, x, m_idx, mode);
+ count += summon_NAZGUL(y, x, m_idx);
}
else
{
mon_fight = TRUE;
}
+/*!
+* @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)
{
int count = 0, k;
mon_fight = TRUE;
}
+/*!
+* @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)
{
int count = 0, k;
mon_fight = TRUE;
}
+/*!
+* @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)
{
int count = 0, k;
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, 0, MONSTER_TO_PLAYER); /* RF6_SPECIAL */
- case 160 + 8: spell_RF6_TELE_TO(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_TELE_TO */
- case 160 + 9: spell_RF6_TELE_AWAY(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_TELE_AWAY */
- case 160 + 10: spell_RF6_TELE_LEVEL(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_TELE_LEVEL */
- case 160 + 11: spell_RF6_PSY_SPEAR(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_PSY_SPEAR */
- case 160 + 12: spell_RF6_DARKNESS(y, x, m_idx, 0, MONSTER_TO_PLAYER); 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, 0, MONSTER_TO_PLAYER); break; /* RF6_RAISE_DEAD */
- case 160 + 16: spell_RF6_S_KIN(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_KIN */
- case 160 + 17: spell_RF6_S_CYBER(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_CYBER */
- case 160 + 18: spell_RF6_S_MONSTER(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_MONSTER */
- case 160 + 19: spell_RF6_S_MONSTERS(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_MONSTER */
- case 160 + 20: spell_RF6_S_ANT(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_ANT */
- case 160 + 21: spell_RF6_S_SPIDER(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_SPIDER */
- case 160 + 22: spell_RF6_S_HOUND(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_HOUND */
- case 160 + 23: spell_RF6_S_HYDRA(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_HYDRA */
- case 160 + 24: spell_RF6_S_ANGEL(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_ANGEL */
- case 160 + 25: spell_RF6_S_DEMON(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_DEMON */
- case 160 + 26: spell_RF6_S_UNDEAD(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_UNDEAD */
- case 160 + 27: spell_RF6_S_DRAGON(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_DRAGON */
- case 160 + 28: spell_RF6_S_HI_UNDEAD(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_HI_UNDEAD */
- case 160 + 29: spell_RF6_S_HI_DRAGON(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_HI_DRAGON */
- case 160 + 30: spell_RF6_S_AMBERITES(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_AMBERITES */
- case 160 + 31: spell_RF6_S_UNIQUE(y, x, m_idx, 0, MONSTER_TO_PLAYER); 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 160 + 7: return spell_RF6_SPECIAL(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF6_SPECIAL */
- case 160 + 8: spell_RF6_TELE_TO(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_TELE_TO */
- case 160 + 9: spell_RF6_TELE_AWAY(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_TELE_AWAY */
- case 160 + 10: spell_RF6_TELE_LEVEL(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_TELE_LEVEL */
- case 160 + 11: spell_RF6_PSY_SPEAR(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_PSY_SPEAR */
- case 160 + 12: spell_RF6_DARKNESS(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_DARKNESS */
- case 160 + 13: return -1; /* RF6_TRAPS */
- case 160 + 14: return -1; /* RF6_FORGET */
- case 160 + 15: spell_RF6_RAISE_DEAD(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_RAISE_DEAD */
- case 160 + 16: spell_RF6_S_KIN(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_KIN */
- case 160 + 17: spell_RF6_S_CYBER(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_CYBER */
- case 160 + 18: spell_RF6_S_MONSTER(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_MONSTER */
- case 160 + 19: spell_RF6_S_MONSTERS(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_MONSTER */
- case 160 + 20: spell_RF6_S_ANT(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_ANT */
- case 160 + 21: spell_RF6_S_SPIDER(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_SPIDER */
- case 160 + 22: spell_RF6_S_HOUND(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_HOUND */
- case 160 + 23: spell_RF6_S_HYDRA(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_HYDRA */
- case 160 + 24: spell_RF6_S_ANGEL(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_ANGEL */
- case 160 + 25: spell_RF6_S_DEMON(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_DEMON */
- case 160 + 26: spell_RF6_S_UNDEAD(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_UNDEAD */
- case 160 + 27: spell_RF6_S_DRAGON(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_DRAGON */
- case 160 + 28: spell_RF6_S_HI_UNDEAD(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_HI_UNDEAD */
- case 160 + 29: spell_RF6_S_HI_DRAGON(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_HI_DRAGON */
- case 160 + 30: spell_RF6_S_AMBERITES(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_AMBERITES */
- case 160 + 31: spell_RF6_S_UNIQUE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_UNIQUE */
+ 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