#include "angband.h"
#include "cmd-spell.h"
+#include "projection.h"
+#include "spells-summon.h"
* @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
* @return SPELL_NAME / SPELL_DESC / SPELL_INFO 時には文字列ポインタを返す。SPELL_CAST時はNULL文字列を返す。
*/
-cptr do_death_spell(SPELL_IDX spell, BIT_FLAGS mode)
+concptr do_death_spell(SPELL_IDX spell, BIT_FLAGS mode)
{
bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
- static const char s_dam[] = _("損傷:", "dam ");
- 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)
{
"Fires a tiny ball of evil power which hurts good monsters greatly.");
{
- int dice = 3 + (plev - 1) / 5;
- int sides = 4;
+ DICE_NUMBER dice = 3 + (plev - 1) / 5;
+ DICE_SID sides = 4;
POSITION rad = 0;
if (info) return info_damage(dice, sides, 0);
{
if (!get_aim_dir(&dir)) return NULL;
- fear_monster(dir, power);
- stun_monster(dir, power);
+ fear_monster(dir, plev);
+ stun_monster(dir, plev);
}
}
break;
{
if (!get_aim_dir(&dir)) return NULL;
- control_one_undead(dir, power);
+ control_one_undead(dir, plev);
}
}
break;
if (desc) return _("生命のある者のHPと最大HP双方にダメージを与える効果のある球を放つ。", "Fires a ball which damages to both HP and MaxHP of living monsters.");
{
- int dice = 3;
- int sides = 6;
+ DICE_NUMBER dice = 3;
+ DICE_SID sides = 6;
POSITION rad = (plev < 30) ? 2 : 3;
int base;
if (desc) return _("地獄のボルトもしくはビームを放つ。", "Fires a bolt or beam of nether.");
{
- 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);
"Absorbs some HP from a monster and gives them to you by bolt. You will also gain nutritional sustenance from this.");
{
- int dice = 1;
- int sides = plev * 2;
+ DICE_NUMBER dice = 1;
+ DICE_SID sides = plev * 2;
int base = plev * 2;
if (info) return info_damage(dice, sides, base);
if (desc) return _("暗黒のボルトもしくはビームを放つ。", "Fires a bolt or beam of darkness.");
{
- int dice = 4 + (plev - 5) / 4;
- int sides = 8;
+ DICE_NUMBER dice = 4 + (plev - 5) / 4;
+ DICE_SID sides = 8;
if (info) return info_damage(dice, sides, 0);
if (desc) return _("視界内の生命のあるモンスターにダメージを与える。", "Damages all living monsters in sight.");
{
- int sides = plev * 3;
+ DICE_SID sides = plev * 3;
if (info) return info_damage(1, sides, 0);
if (pet) flg |= PM_FORCE_PET;
else flg |= (PM_ALLOW_UNIQUE | PM_NO_PET);
- if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, (plev * 3) / 2, type, flg))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, (plev * 3) / 2, type, flg, '\0'))
{
msg_print(_("冷たい風があなたの周りに吹き始めた。それは腐敗臭を運んでいる...",
"Cold winds begin to blow around you, carrying with them the stench of decay..."));