#include "angband.h"
#include "cmd-spell.h"
+#include "spells-summon.h"
/*!
* @brief カオス領域魔法の各処理を行う
static const char s_random[] = _("ランダム", "random");
DIRECTION dir;
- int plev = p_ptr->lev;
+ PLAYER_LEVEL plev = p_ptr->lev;
switch (spell)
{
if (desc) return _("弱い魔法の矢を放つ。", "Fires a weak bolt of magic.");
{
- int dice = 3 + ((plev - 1) / 5);
- int sides = 4;
+ DICE_NUMBER dice = 3 + ((plev - 1) / 5);
+ DICE_SID sides = 4;
if (info) return info_damage(dice, sides, 0);
if (desc) return _("隣接する罠と扉を破壊する。", "Destroys all traps in adjacent squares.");
{
- int rad = 1;
+ POSITION rad = 1;
if (info) return info_radius(rad);
if (desc) return _("光源が照らしている範囲か部屋全体を永久に明るくする。", "Lights up nearby area and the inside of a room permanently.");
{
- int dice = 2;
- int sides = plev / 2;
- int rad = (plev / 10) + 1;
+ DICE_NUMBER dice = 2;
+ DICE_SID sides = plev / 2;
+ POSITION rad = (plev / 10) + 1;
if (info) return info_damage(dice, sides, 0);
if (desc) return _("魔法の球を放つ。", "Fires a ball of magic.");
{
- int dice = 3;
- int sides = 5;
- int rad = (plev < 30) ? 2 : 3;
+ DICE_NUMBER dice = 3;
+ DICE_SID sides = 5;
+ POSITION rad = (plev < 30) ? 2 : 3;
int base;
if (IS_WIZARD_CLASS())
if (desc) return _("炎のボルトもしくはビームを放つ。", "Fires a bolt or beam of fire.");
{
- int dice = 8 + (plev - 5) / 4;
- int sides = 8;
+ DICE_NUMBER dice = 8 + (plev - 5) / 4;
+ DICE_SID sides = 8;
if (info) return info_damage(dice, sides, 0);
if (desc) return _("ごく小さな分解の球を放つ。", "Fires a tiny ball of disintegration.");
{
- int dice = 8 + ((plev - 5) / 4);
- int sides = 8;
+ DICE_NUMBER dice = 8 + ((plev - 5) / 4);
+ DICE_SID sides = 8;
if (info) return info_damage(dice, sides, 0);
if (desc) return _("カオスのボルトもしくはビームを放つ。", "Fires a bolt or ball of chaos.");
{
- int dice = 10 + (plev - 5) / 4;
- int sides = 8;
+ DICE_NUMBER dice = 10 + (plev - 5) / 4;
+ DICE_SID sides = 8;
if (info) return info_damage(dice, sides, 0);
{
HIT_POINT dam = 60 + plev;
- int rad = plev / 10 + 2;
+ POSITION rad = plev / 10 + 2;
if (info) return info_damage(0, 0, dam / 2);
if (desc) return _("純粋な魔力のビームを放つ。", "Fires a beam of pure mana.");
{
- int dice = 11 + (plev - 5) / 4;
- int sides = 8;
+ DICE_NUMBER dice = 11 + (plev - 5) / 4;
+ DICE_SID sides = 8;
if (info) return info_damage(dice, sides, 0);
{
HIT_POINT dam = plev + 55;
- int rad = 2;
+ POSITION rad = 2;
if (info) return info_damage(0, 0, dam);
{
int base = 12;
- int sides = 4;
+ DICE_SID sides = 4;
if (cast)
{
{
HIT_POINT dam = plev * 2 + 99;
- int rad = plev / 5;
+ POSITION rad = plev / 5;
if (info) return info_damage(0, 0, dam);
if (desc) return _("全方向に対して電撃のビームを放つ。", "Fires lightning beams in all directions.");
{
- int dice = 5 + plev / 10;
- int sides = 8;
+ DICE_NUMBER dice = 5 + plev / 10;
+ DICE_SID sides = 8;
if (info) return info_damage(dice, sides, 0);
{
HIT_POINT dam = plev + 70;
- int rad = 3 + plev / 40;
+ POSITION rad = 3 + plev / 40;
if (info) return info_damage(0, 0, dam);
{
int base = 15;
- int sides = 20;
+ DICE_SID sides = 20;
if (info) return info_delay(base, sides);
{
HIT_POINT dam = 120 + plev * 2;
- int rad = 2;
+ POSITION rad = 2;
if (info) return info_damage(0, 0, dam);
{
if (cast)
{
- u32b flg = 0L;
- bool pet = !one_in_(3);
-
- if (pet) flg |= PM_FORCE_PET;
- else flg |= PM_NO_PET;
- if (!(pet && (plev < 50))) flg |= PM_ALLOW_GROUP;
-
- if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, (plev * 3) / 2, SUMMON_DEMON, flg))
- {
- msg_print(_("硫黄の悪臭が充満した。", "The area fills with a stench of sulphur and brimstone."));
- if (pet)
- {
- msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'"));
- }
- else
- {
- msg_print(_("「卑しき者よ、我は汝の下僕にあらず! お前の魂を頂くぞ!」",
- "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
- }
- }
+ cast_summon_demon((plev * 3) / 2);
}
}
break;
if (desc) return _("重力のビームを放つ。", "Fires a beam of gravity.");
{
- int dice = 9 + (plev - 5) / 4;
- int sides = 8;
+ DICE_NUMBER dice = 9 + (plev - 5) / 4;
+ DICE_SID sides = 8;
if (info) return info_damage(dice, sides, 0);
{
HIT_POINT dam = plev * 2;
- int rad = 2;
+ POSITION rad = 2;
if (info) return info_multi_damage(dam);
{
HIT_POINT dam = 300 + 3 * plev;
- int rad = 8;
+ POSITION rad = 8;
if (info) return info_damage(0, 0, dam / 2);
{
HIT_POINT dam = 300 + plev * 4;
- int rad = 4;
+ POSITION rad = 4;
if (info) return info_damage(0, 0, dam);
{
HIT_POINT dam = p_ptr->chp;
- int rad = 2;
+ POSITION rad = 2;
if (info) return info_damage(0, 0, dam);