X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fmspells3.c;h=c41456b67661c1002eaabc804cab351dc6a05792;hb=refs%2Fheads%2Fmaster;hp=34a79bc323bd724c56472a8f5cdb0196b20e92b3;hpb=85a7ef1d097c9742b3561b0397229a29d4edfd87;p=hengband%2Fhengband.git diff --git a/src/mspells3.c b/src/mspells3.c deleted file mode 100644 index 34a79bc32..000000000 --- a/src/mspells3.c +++ /dev/null @@ -1,1846 +0,0 @@ -/*! - * @file mspells3.c - * @brief 青魔法の処理実装 / Blue magic - * @date 2014/01/15 - * @author - * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n - * This software may be copied and distributed for educational, research,\n - * and not for profit purposes provided that this copyright and statement\n - * are included in all such copies. Other copyrights may also apply.\n - * 2014 Deskull rearranged comment for Doxygen.\n - */ - -#include "angband.h" -#include "core.h" -#include "util.h" - -#include "floor.h" -#include "grid.h" -#include "spells-summon.h" -#include "avatar.h" -#include "spells-status.h" -#include "cmd-spell.h" -#include "player-status.h" -#include "monster-spell.h" -#include "monster-status.h" -#include "spells.h" -#include "cmd-basic.h" -#include "player-effects.h" -#include "targeting.h" -#include "view-mainwindow.h" - -#define pseudo_plev() (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 130) /*!< モンスター魔法をプレイヤーが使用する場合の換算レベル */ - - - /*! - * @brief 青魔法テーブル - * @details - * level, smana, %fail, manedam, %manefail, use_stat, name - */ -const monster_power monster_powers[MAX_MONSPELLS] = -{ -#ifdef JP -{ 1, 1, 10, 0, 15, A_CON, "叫ぶ"}, -{ 10, 4, 35, 89, 40, A_INT, "何か"}, -{ 40, 35, 85, 0, 40, A_INT, "魔力消去"}, -{ 35, 30, 80, 800, 70, A_STR, "ロケット"}, -{ 5, 1, 20, 18, 15, A_DEX, "射撃"}, -{ 10, 4, 35, 89, 40, A_INT, "何か"}, -{ 10, 4, 35, 89, 40, A_INT, "何か"}, -{ 10, 4, 35, 89, 40, A_INT, "何か"}, -{ 20, 15, 55, 1600, 95, A_CON, "酸のブレス"}, -{ 20, 15, 55, 1600, 95, A_CON, "電撃のブレス"}, -{ 20, 15, 55, 1600, 95, A_CON, "炎のブレス"}, -{ 20, 15, 55, 1600, 95, A_CON, "冷気のブレス"}, -{ 20, 15, 55, 800, 95, A_CON, "毒のブレス"}, -{ 20, 15, 70, 550, 95, A_CON, "地獄のブレス"}, -{ 20, 16, 70, 400, 95, A_CON, "閃光のブレス"}, -{ 20, 16, 70, 400, 95, A_CON, "暗黒のブレス"}, -{ 20, 20, 70, 450, 95, A_CON, "混乱のブレス"}, -{ 20, 20, 70, 450, 95, A_CON, "轟音のブレス"}, -{ 20, 20, 70, 600, 95, A_CON, "カオスのブレス"}, -{ 20, 16, 70, 500, 95, A_CON, "劣化のブレス"}, -{ 30, 25, 80, 250, 95, A_CON, "因果混乱のブレス"}, -{ 35, 18, 80, 150, 95, A_CON, "時間逆転のブレス"}, -{ 30, 25, 80, 200, 95, A_CON, "遅鈍のブレス"}, -{ 30, 28, 90, 200, 95, A_CON, "重力のブレス"}, -{ 20, 15, 70, 500, 95, A_CON, "破片のブレス"}, -{ 35, 15, 80, 150, 95, A_CON, "プラズマのブレス"}, -{ 30, 18, 70, 200, 95, A_CON, "フォースのブレス"}, -{ 30, 28, 80, 250, 95, A_CON, "魔力のブレス"}, -{ 25, 20, 95, 320, 80, A_INT, "放射能球"}, -{ 25, 15, 70, 800, 95, A_CON, "放射性廃棄物のブレス"}, -{ 30, 32, 85, 400, 80, A_INT, "純ログルス"}, -{ 35, 40, 95, 150, 95, A_CON, "分解のブレス"}, -{ 18, 13, 55, 630, 80, A_INT, "アシッド・ボール"}, -{ 14, 10, 45, 316, 60, A_INT, "サンダー・ボール"}, -{ 20, 14, 60, 720, 80, A_INT, "ファイア・ボール"}, -{ 15, 11, 50, 320, 60, A_INT, "アイス・ボール"}, -{ 5, 3, 40, 48, 20, A_INT, "悪臭雲"}, -{ 25, 18, 70, 350, 80, A_INT, "地獄球"}, -{ 30, 22, 75, 350, 80, A_INT, "ウォーター・ボール"}, -{ 44, 45, 85, 550, 95, A_INT, "魔力の嵐"}, -{ 40, 42, 90, 550, 95, A_INT, "暗黒の嵐"}, -{ 10, 5, 50, 0, 25, A_INT, "魔力吸収"}, -{ 25, 10, 60, 0, 30, A_INT, "精神攻撃"}, -{ 30, 14, 65, 0, 30, A_INT, "脳攻撃"}, -{ 3, 1, 25, 24, 20, A_INT, "軽傷"}, -{ 12, 2, 35, 64, 25, A_INT, "重傷"}, -{ 22, 6, 50, 150, 30, A_INT, "致命傷"}, -{ 32, 10, 70, 225, 35, A_INT, "秘孔を突く"}, -{ 13, 7, 40, 178, 40, A_INT, "アシッド・ボルト"}, -{ 10, 5, 35, 130, 35, A_INT, "サンダー・ボルト"}, -{ 15, 9, 50, 210, 45, A_INT, "ファイア・ボルト"}, -{ 12, 6, 35, 162, 40, A_INT, "アイス・ボルト"}, -{ 40, 42, 90, 550, 95, A_INT, "スター・バースト"}, -{ 25, 17, 60, 255, 60, A_INT, "地獄の矢"}, -{ 25, 20, 65, 250, 60, A_INT, "ウォーター・ボルト"}, -{ 25, 24, 90, 400, 80, A_INT, "魔力の矢"}, -{ 25, 20, 80, 216, 60, A_INT, "プラズマ・ボルト"}, -{ 25, 16, 60, 186, 60, A_INT, "極寒の矢"}, -{ 3, 1, 25, 12, 20, A_INT, "マジック・ミサイル"}, -{ 5, 3, 35, 0, 20, A_INT, "恐慌"}, -{ 10, 5, 40, 0, 20, A_INT, "盲目"}, -{ 10, 5, 40, 0, 20, A_INT, "パニック・モンスター"}, -{ 10, 5, 40, 0, 20, A_INT, "スロウ・モンスター"}, -{ 10, 5, 40, 0, 20, A_INT, "スリープ・モンスター"}, -{ 20, 10, 70, 0, 40, A_INT, "スピード"}, -{ 45, 120, 95, 0, 60, A_INT, "破滅の手"}, -{ 20, 15, 70, 0, 20, A_WIS, "体力回復"}, -{ 45, 65, 80, 0, 60, A_INT, "無傷の球"}, -{ 5, 1, 30, 0, 20, A_INT, "ショート・テレポート"}, -{ 15, 8, 40, 0, 30, A_INT, "テレポート"}, -{ 40, 999, 99, 0, 80, A_INT, "ザ・ワールド"}, -{ 1, 0, 0, 0, 15, A_INT, "何か"}, -{ 15, 8, 50, 0, 30, A_INT, "引きよせる"}, -{ 20, 13, 80, 0, 30, A_INT, "テレポート・アウェイ"}, -{ 30, 40, 95, 0, 40, A_INT, "テレポート・レベル"}, -{ 35, 30, 80, 350, 70, A_INT, "光の剣"}, -{ 5, 1, 20, 0, 15, A_INT, "暗闇"}, -{ 5, 1, 20, 0, 15, A_DEX, "トラップ創造"}, -{ 15, 3, 40, 0, 30, A_INT, "記憶喪失"}, -{ 30, 30, 70, 0, 40, A_INT, "死者復活"}, -{ 40, 70, 85, 0, 45, A_INT, "援軍を呼ぶ"}, -{ 45, 90, 90, 0, 50, A_INT, "サイバーデーモンの召喚"}, -{ 25, 20, 65, 0, 30, A_INT, "モンスターの召喚"}, -{ 35, 30, 75, 0, 40, A_INT, "複数のモンスターの召喚"}, -{ 25, 25, 65, 0, 25, A_INT, "アリの召喚"}, -{ 25, 20, 60, 0, 25, A_INT, "蜘蛛の召喚"}, -{ 35, 26, 75, 0, 40, A_INT, "ハウンドの召喚"}, -{ 30, 23, 70, 0, 35, A_INT, "ヒドラの召喚"}, -{ 40, 50, 85, 0, 40, A_INT, "天使の召喚"}, -{ 35, 50, 80, 0, 35, A_INT, "デーモンの召喚"}, -{ 30, 30, 75, 0, 35, A_INT, "アンデッドの召喚"}, -{ 39, 70, 80, 0, 40, A_INT, "ドラゴンの召喚"}, -{ 43, 85, 85, 0, 45, A_INT, "上級アンデッドの召喚"}, -{ 46, 90, 85, 0, 45, A_INT, "古代ドラゴンの召喚"}, -{ 48, 120, 90, 0, 50, A_INT, "アンバーの王族の召喚"}, -{ 50, 150, 95, 0, 50, A_INT, "ユニークモンスターの召喚"}, -#else -{ 1, 1, 10, 0, 15, A_CON, "shriek"}, -{ 10, 4, 35, 89, 40, A_INT, "something"}, -{ 40, 35, 85, 0, 40, A_INT, "dispel-magic"}, -{ 35, 30, 80, 800, 70, A_STR, "rocket"}, -{ 2, 1, 15, 10, 15, A_DEX, "arrow"}, -{ 5, 2, 20, 18, 20, A_DEX, "arrows"}, -{ 12, 3, 25, 30, 25, A_DEX, "missile"}, -{ 16, 4, 30, 42, 30, A_DEX, "missiles"}, -{ 20, 15, 55, 1600, 95, A_CON, "breath acid"}, -{ 20, 15, 55, 1600, 95, A_CON, "breath lightning"}, -{ 20, 15, 55, 1600, 95, A_CON, "breath fire"}, -{ 20, 15, 55, 1600, 95, A_CON, "breath cold"}, -{ 20, 15, 55, 800, 95, A_CON, "breath poison"}, -{ 20, 15, 70, 550, 95, A_CON, "breath nether"}, -{ 20, 16, 70, 400, 95, A_CON, "breath light"}, -{ 20, 16, 70, 400, 95, A_CON, "breath dark"}, -{ 20, 20, 70, 450, 95, A_CON, "breath confusion"}, -{ 20, 20, 70, 450, 95, A_CON, "breath sound"}, -{ 20, 20, 70, 600, 95, A_CON, "breath chaos"}, -{ 20, 16, 70, 500, 95, A_CON, "breath disenchantment"}, -{ 30, 25, 80, 250, 95, A_CON, "breath nexus"}, -{ 35, 18, 80, 150, 95, A_CON, "breath time"}, -{ 30, 25, 80, 200, 95, A_CON, "breath inertia"}, -{ 30, 28, 90, 200, 95, A_CON, "breath gravity"}, -{ 20, 15, 70, 500, 95, A_CON, "breath shards"}, -{ 35, 15, 80, 150, 95, A_CON, "breath plasma"}, -{ 30, 18, 70, 200, 95, A_CON, "breath force"}, -{ 30, 28, 80, 250, 95, A_CON, "breath mana"}, -{ 25, 20, 95, 320, 80, A_INT, "nuke ball"}, -{ 25, 15, 70, 800, 95, A_CON, "breath nuke"}, -{ 30, 32, 85, 400, 80, A_INT, "raw Logrus"}, -{ 35, 40, 95, 150, 95, A_CON, "breath disintegrate"}, -{ 18, 13, 55, 630, 80, A_INT, "acid ball"}, -{ 14, 10, 45, 316, 60, A_INT, "lightning ball"}, -{ 20, 14, 60, 720, 80, A_INT, "fire ball"}, -{ 15, 11, 50, 320, 60, A_INT, "frost ball"}, -{ 5, 3, 40, 48, 20, A_INT, "stinking cloud"}, -{ 25, 18, 70, 350, 80, A_INT, "nether ball"}, -{ 30, 22, 75, 350, 80, A_INT, "water ball"}, -{ 44, 45, 85, 550, 95, A_INT, "mana storm"}, -{ 40, 42, 90, 550, 95, A_INT, "darkness storm"}, -{ 10, 5, 50, 0, 25, A_INT, "drain mana"}, -{ 25, 10, 60, 0, 30, A_INT, "mind blast"}, -{ 30, 14, 65, 0, 30, A_INT, "brain smash"}, -{ 3, 1, 25, 24, 20, A_INT, "cause light wounds"}, -{ 12, 2, 35, 64, 25, A_INT, "cause serious wounds"}, -{ 22, 6, 50, 150, 30, A_INT, "cause critical wounds"}, -{ 32, 10, 70, 225, 35, A_INT, "cause mortal wounds"}, -{ 13, 7, 40, 178, 40, A_INT, "acid bolt"}, -{ 10, 5, 35, 130, 35, A_INT, "lightning bolt"}, -{ 15, 9, 50, 210, 45, A_INT, "fire bolt"}, -{ 12, 6, 35, 162, 40, A_INT, "frost bolt"}, -{ 40, 42, 90, 550, 95, A_INT, "starburst"}, -{ 25, 17, 60, 255, 60, A_INT, "nether bolt"}, -{ 25, 20, 65, 250, 60, A_INT, "water bolt"}, -{ 25, 24, 90, 400, 80, A_INT, "mana bolt"}, -{ 25, 20, 80, 216, 60, A_INT, "plasma bolt"}, -{ 25, 16, 60, 186, 60, A_INT, "ice bolt"}, -{ 3, 1, 25, 12, 20, A_INT, "magic missile"}, -{ 5, 3, 35, 0, 20, A_INT, "scare"}, -{ 10, 5, 40, 0, 20, A_INT, "blind"}, -{ 10, 5, 40, 0, 20, A_INT, "confuse"}, -{ 10, 5, 40, 0, 20, A_INT, "slow"}, -{ 10, 5, 40, 0, 20, A_INT, "sleep"}, -{ 20, 10, 70, 0, 40, A_INT, "speed"}, -{ 45, 120, 95, 0, 60, A_INT, "the Hand of Doom"}, -{ 20, 15, 70, 0, 20, A_WIS, "heal-self"}, -{ 45, 65, 80, 0, 60, A_INT, "make invulnerable"}, -{ 5, 1, 30, 0, 20, A_INT, "blink-self"}, -{ 15, 8, 40, 0, 30, A_INT, "teleport-self"}, -{ 40, 999, 99, 0, 80, A_INT, "The world"}, -{ 1, 0, 0, 0, 15, A_INT, "something"}, -{ 15, 8, 50, 0, 30, A_INT, "teleport to"}, -{ 20, 13, 80, 0, 30, A_INT, "teleport away"}, -{ 30, 40, 95, 0, 40, A_INT, "teleport level"}, -{ 35, 30, 80, 350, 70, A_INT, "psycho-spear"}, -{ 5, 1, 20, 0, 15, A_INT, "create darkness"}, -{ 5, 1, 20, 0, 15, A_DEX, "create traps"}, -{ 15, 3, 40, 0, 30, A_INT, "cause amnesia"}, -{ 30, 30, 70, 0, 40, A_INT, "raise dead"}, -{ 40, 70, 85, 0, 45, A_INT, "summon aid"}, -{ 45, 90, 90, 0, 50, A_INT, "summon Cyberdemons"}, -{ 25, 20, 65, 0, 30, A_INT, "summon a monster"}, -{ 35, 30, 75, 0, 40, A_INT, "summon monsters"}, -{ 25, 25, 65, 0, 25, A_INT, "summon ants"}, -{ 25, 20, 60, 0, 25, A_INT, "summon spiders"}, -{ 35, 26, 75, 0, 40, A_INT, "summon hounds"}, -{ 30, 23, 70, 0, 35, A_INT, "summon hydras"}, -{ 40, 50, 85, 0, 40, A_INT, "summon an angel"}, -{ 35, 50, 80, 0, 35, A_INT, "summon a daemon"}, -{ 30, 30, 75, 0, 35, A_INT, "summon an undead"}, -{ 39, 70, 80, 0, 40, A_INT, "summon a dragon"}, -{ 43, 85, 85, 0, 45, A_INT, "summon Greater Undead"}, -{ 46, 90, 85, 0, 45, A_INT, "summon Ancient Dragon"}, -{ 48, 120, 90, 0, 50, A_INT, "summon Lords of Amber"}, -{ 50, 150, 95, 0, 50, A_INT, "summon Unique Monsters"}, -#endif - -}; - -/*! - * @brief モンスター魔法名テーブル - */ -const concptr monster_powers_short[MAX_MONSPELLS] = { -#ifdef JP - - "叫ぶ", "何か", "魔力消去", "ロケット", "射撃", "何か", "何か", "何か", - "酸", "電撃", "火炎", "冷気", "毒", "地獄", "閃光", "暗黒", - "æ··ä¹±", "轟音", "カオス", "劣化", "因果混乱", "時間逆転", "遅鈍", "重力", - "破片", "プラズマ", "フォース", "魔力", "放射能球", "放射性廃棄物", "純ログルス", "分解", - - "酸", "電撃", "火炎", "冷気", "悪臭雲", "地獄球", "ウォーター", "魔力の嵐", - "暗黒の嵐", "魔力吸収", "精神攻撃", "脳攻撃", "軽傷", "重傷", "致命傷", "秘孔を突く", - "酸", "電撃", "火炎", "冷気", "スターバースト", "地獄の矢", "ウォーター", "魔力の矢", - "プラズマ", "極寒", "マジックミサイル", "恐慌", "盲目", "æ··ä¹±", "減速", "睡眠", - - "加速", "破滅の手", "体力回復", "無傷の球", "ショートテレポート", "テレポート", "時を止める", "何か", - "引きよせる", "テレポートアウェイ", "テレポートレベル", "光の剣", "暗闇", "トラップ創造", "記憶喪失", "死者復活", - "援軍", "サイバーデーモン", "モンスター", "複数のモンスター", "蟻", "蜘蛛", "ハウンド", "ヒドラ", - "天使", "悪魔", "アンデッド", "ドラゴン", "上級アンデッド", "古代ドラゴン", "アンバーの王族", "ユニーク" - -#else - - "Shriek", "Something", "Dispel-magic", "Rocket", "Arrow", "Arrows", "Missile", "Missiles", - "Acid", "Lightning", "Fire", "Cold", "Poison", "Nether", "Light", "Dark", - "Confusion", "Sound", "Chaos", "Disenchantment", "Nexus", "Time", "Inertia", "Gravity", - "Shards", "Plasma", "Force", "Mana", "Nuke", "Nuke", "Logrus", "Disintergrate", - - "Acid", "Lightning", "Fire", "Frost", "Stinking Cloud", "Nether", "Water", "Mana storm", - "Darkness storm", "Drain mana", "Mind blast", "Brain smash", "Cause Light Wound", "Cause Serious Wound", "Cause Critical Wound", "Cause Mortal Wound", - "Acid", "Lightning", "Fire", "Frost", "Starburst", "Nether", "Water", "Mana", - "Plasm", "Ice", "Magic missile", "Scare", "Blind", "Confuse", "Slow", "Sleep", - - "Speed", "Hand of doom", "Heal-self", "Invulnerable", "Blink", "Teleport", "The world", "Something", - "Teleport to", "Teleport away", "Teleport level", "Psycho-spear", "Create darkness", "Create traps", "Amnesia", "Raise dead", - "Aid", "Cyberdeamons", "A monster", "Monsters", "Ants", "Spiders", "Hounds", "Hydras", - "Angel", "Daemon", "Undead", "Dragon", "Greater Undead", "Ancient Dragon", "Lords of Amber", "Unique monsters" - -#endif -}; - - - -/*! -* @brief 文字列に青魔導師の呪文の攻撃力を加える -* @param SPELL_NUM 呪文番号 -* @param plev プレイヤーレベル -* @param msg 表示する文字列 -* @param tmp 返すメッセージを格納する配列 -* @return なし -*/ -void set_bluemage_damage(int SPELL_NUM, PLAYER_LEVEL plev, concptr msg, char* tmp) -{ - int base_damage = monspell_bluemage_damage(SPELL_NUM, plev, BASE_DAM); - int dice_num = monspell_bluemage_damage(SPELL_NUM, plev, DICE_NUM); - int dice_side = monspell_bluemage_damage(SPELL_NUM, plev, DICE_SIDE); - int dice_mult = monspell_bluemage_damage(SPELL_NUM, plev, DICE_MULT); - int dice_div = monspell_bluemage_damage(SPELL_NUM, plev, DICE_DIV); - char dmg_str[80]; - dice_to_string(base_damage, dice_num, dice_side, dice_mult, dice_div, dmg_str); - sprintf(tmp, " %s %s", msg, dmg_str); -} - -/*! - * @brief 受け取ったモンスター魔法のIDに応じて青魔法の効果情報をまとめたフォーマットを返す - * @param p 情報を返す文字列参照ポインタ - * @param power モンスター魔法のID - * @return なし - */ -static void learned_info(char *p, int power) -{ - PLAYER_LEVEL plev = pseudo_plev(); - - strcpy(p, ""); - - switch (power) - { - case MS_SHRIEK: - case MS_XXX1: - case MS_XXX2: - case MS_XXX3: - case MS_XXX4: - case MS_SCARE: - case MS_BLIND: - case MS_CONF: - case MS_SLOW: - case MS_SLEEP: - case MS_HAND_DOOM: - case MS_WORLD: - case MS_SPECIAL: - case MS_TELE_TO: - case MS_TELE_AWAY: - case MS_TELE_LEVEL: - case MS_DARKNESS: - case MS_MAKE_TRAP: - case MS_FORGET: - case MS_S_KIN: - case MS_S_CYBER: - case MS_S_MONSTER: - case MS_S_MONSTERS: - case MS_S_ANT: - case MS_S_SPIDER: - case MS_S_HOUND: - case MS_S_HYDRA: - case MS_S_ANGEL: - case MS_S_DEMON: - case MS_S_UNDEAD: - case MS_S_DRAGON: - case MS_S_HI_UNDEAD: - case MS_S_HI_DRAGON: - case MS_S_AMBERITE: - case MS_S_UNIQUE: - break; - case MS_BALL_MANA: - case MS_BALL_DARK: - case MS_STARBURST: - set_bluemage_damage((power), plev, KWD_DAM, p); break; - case MS_DISPEL: - break; - case MS_ROCKET: - case MS_SHOOT: - case MS_BR_ACID: - case MS_BR_ELEC: - case MS_BR_FIRE: - case MS_BR_COLD: - case MS_BR_POIS: - case MS_BR_NUKE: - case MS_BR_NEXUS: - case MS_BR_TIME: - case MS_BR_GRAVITY: - case MS_BR_MANA: - case MS_BR_NETHER: - case MS_BR_LITE: - case MS_BR_DARK: - case MS_BR_CONF: - case MS_BR_SOUND: - case MS_BR_CHAOS: - case MS_BR_DISEN: - case MS_BR_SHARDS: - case MS_BR_PLASMA: - case MS_BR_INERTIA: - case MS_BR_FORCE: - case MS_BR_DISI: - case MS_BALL_NUKE: - case MS_BALL_CHAOS: - case MS_BALL_ACID: - case MS_BALL_ELEC: - case MS_BALL_FIRE: - case MS_BALL_COLD: - case MS_BALL_POIS: - case MS_BALL_NETHER: - case MS_BALL_WATER: - set_bluemage_damage((power), plev, KWD_DAM, p); break; - case MS_DRAIN_MANA: - set_bluemage_damage((power), plev, KWD_HEAL, p); break; - case MS_MIND_BLAST: - case MS_BRAIN_SMASH: - case MS_CAUSE_1: - case MS_CAUSE_2: - case MS_CAUSE_3: - case MS_CAUSE_4: - case MS_BOLT_ACID: - case MS_BOLT_ELEC: - case MS_BOLT_FIRE: - case MS_BOLT_COLD: - case MS_BOLT_NETHER: - case MS_BOLT_WATER: - case MS_BOLT_MANA: - case MS_BOLT_PLASMA: - case MS_BOLT_ICE: - case MS_MAGIC_MISSILE: - set_bluemage_damage((power), plev, KWD_DAM, p); break; - case MS_SPEED: - sprintf(p, " %sd%d+%d", KWD_DURATION, 20+plev, plev); - break; - case MS_HEAL: - set_bluemage_damage((power), plev, KWD_HEAL, p); break; - case MS_INVULNER: - sprintf(p, " %sd7+7", KWD_DURATION); - break; - case MS_BLINK: - sprintf(p, " %s10", KWD_SPHERE); - break; - case MS_TELEPORT: - sprintf(p, " %s%d", KWD_SPHERE, plev * 5); - break; - case MS_PSY_SPEAR: - set_bluemage_damage((power), plev, KWD_DAM, p); break; - break; - case MS_RAISE_DEAD: - sprintf(p, " %s5", KWD_SPHERE); - break; - default: - break; - } -} - - -/*! - * @brief 使用可能な青魔法を選択する / - * Allow user to choose a imitation. - * @param sn 選択したモンスター攻撃ID、キャンセルの場合-1、不正な選択の場合-2を返す - * @return 発動可能な魔法を選択した場合TRUE、キャンセル処理か不正な選択が行われた場合FALSEを返す。 - * @details - * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n - * If the user hits escape, returns FALSE, and set '*sn' to -1\n - * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n - *\n - * The "prompt" should be "cast", "recite", or "study"\n - * The "known" should be TRUE for cast/pray, FALSE for study\n - *\n - * nb: This function has a (trivial) display bug which will be obvious\n - * when you run it. It's probably easy to fix but I haven't tried,\n - * sorry.\n - */ -static bool get_learned_power(SPELL_IDX *sn) -{ - int i = 0; - int num = 0; - TERM_LEN y = 1; - TERM_LEN x = 18; - PERCENTAGE minfail = 0; - PLAYER_LEVEL plev = p_ptr->lev; - PERCENTAGE chance = 0; - int ask = TRUE, mode = 0; - int spellnum[MAX_MONSPELLS]; - char ch; - char choice; - char out_val[160]; - char comment[80]; - BIT_FLAGS f4 = 0L, f5 = 0L, f6 = 0L; - concptr p = _("魔法", "magic"); - COMMAND_CODE code; - monster_power spell; - bool flag, redraw; - int menu_line = (use_menu ? 1 : 0); - - /* Assume cancelled */ - *sn = (-1); - - /* Nothing chosen yet */ - flag = FALSE; - - /* No redraw yet */ - redraw = FALSE; - - /* Get the spell, if available */ - - if (repeat_pull(&code)) - { - *sn = (SPELL_IDX)code; - return (TRUE); - } - - if (use_menu) - { - screen_save(); - - while(!mode) - { - prt(format(_(" %s ボルト", " %s bolt"), (menu_line == 1) ? _("》", "> ") : " "), 2, 14); - prt(format(_(" %s ボール", " %s ball"), (menu_line == 2) ? _("》", "> ") : " "), 3, 14); - prt(format(_(" %s ブレス", " %s breath"), (menu_line == 3) ? _("》", "> ") : " "), 4, 14); - prt(format(_(" %s 召喚", " %s sommoning"), (menu_line == 4) ? _("》", "> ") : " "), 5, 14); - prt(format(_(" %s その他", " %s others"), (menu_line == 5) ? _("》", "> ") : " "), 6, 14); - prt(_("どの種類の魔法を使いますか?", "use which type of magic? "), 0, 0); - - choice = inkey(); - switch(choice) - { - case ESCAPE: - case 'z': - case 'Z': - screen_load(); - return FALSE; - case '2': - case 'j': - case 'J': - menu_line++; - break; - case '8': - case 'k': - case 'K': - menu_line+= 4; - break; - case '\r': - case 'x': - case 'X': - mode = menu_line; - break; - } - if (menu_line > 5) menu_line -= 5; - } - screen_load(); - } - else - { - sprintf(comment, _("[A]ボルト, [B]ボール, [C]ブレス, [D]召喚, [E]その他:", "[A] bolt, [B] ball, [C] breath, [D] summoning, [E] others:")); - while (TRUE) - { - if (!get_com(comment, &ch, TRUE)) - { - return FALSE; - } - if (ch == 'A' || ch == 'a') - { - mode = 1; - break; - } - if (ch == 'B' || ch == 'b') - { - mode = 2; - break; - } - if (ch == 'C' || ch == 'c') - { - mode = 3; - break; - } - if (ch == 'D' || ch == 'd') - { - mode = 4; - break; - } - if (ch == 'E' || ch == 'e') - { - mode = 5; - break; - } - } - } - - set_rf_masks(&f4, &f5, &f6, mode); - - for (i = 0, num = 0; i < 32; i++) - { - if ((0x00000001 << i) & f4) spellnum[num++] = i; - } - for (; i < 64; i++) - { - if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i; - } - for (; i < 96; i++) - { - if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i; - } - for (i = 0; i < num; i++) - { - if (p_ptr->magic_num2[spellnum[i]]) - { - if (use_menu) menu_line = i+1; - break; - } - } - if (i == num) - { - msg_print(_("その種類の魔法は覚えていない!", "You don't know any spell of this type.")); - return (FALSE); - } - - /* Build a prompt (accept all spells) */ - (void)strnfmt(out_val, 78, _("(%c-%c, '*'で一覧, ESC) どの%sを唱えますか?", "(%c-%c, *=List, ESC=exit) Use which %s? "), - I2A(0), I2A(num - 1), p); - - if (use_menu) screen_save(); - - choice= (always_show_list || use_menu) ? ESCAPE:1 ; - while (!flag) - { - if(choice==ESCAPE) choice = ' '; - else if( !get_com(out_val, &choice, TRUE) )break; - - if (use_menu && choice != ' ') - { - switch(choice) - { - case '0': - { - screen_load(); - return (FALSE); - } - - case '8': - case 'k': - case 'K': - { - do - { - menu_line += (num-1); - if (menu_line > num) menu_line -= num; - } while(!p_ptr->magic_num2[spellnum[menu_line-1]]); - break; - } - - case '2': - case 'j': - case 'J': - { - do - { - menu_line++; - if (menu_line > num) menu_line -= num; - } while(!p_ptr->magic_num2[spellnum[menu_line-1]]); - break; - } - - case '6': - case 'l': - case 'L': - { - menu_line=num; - while(!p_ptr->magic_num2[spellnum[menu_line-1]]) menu_line--; - break; - } - - case '4': - case 'h': - case 'H': - { - menu_line=1; - while(!p_ptr->magic_num2[spellnum[menu_line-1]]) menu_line++; - break; - } - - case 'x': - case 'X': - case '\r': - { - i = menu_line - 1; - ask = FALSE; - break; - } - } - } - /* Request redraw */ - if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask)) - { - /* Show the list */ - if (!redraw || use_menu) - { - char psi_desc[80]; - redraw = TRUE; - if (!use_menu) screen_save(); - - /* Display a list of spells */ - prt("", y, x); - put_str(_("名前", "Name"), y, x + 5); - put_str(_("MP 失率 効果", "SP Fail Info"), y, x + 33); - - - /* Dump the spells */ - for (i = 0; i < num; i++) - { - int need_mana; - - prt("", y + i + 1, x); - if (!p_ptr->magic_num2[spellnum[i]]) continue; - - /* Access the spell */ - spell = monster_powers[spellnum[i]]; - - chance = spell.fail; - - /* Reduce failure rate by "effective" level adjustment */ - if (plev > spell.level) chance -= 3 * (plev - spell.level); - else chance += (spell.level - plev); - - /* Reduce failure rate by INT/WIS adjustment */ - chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[A_INT]] - 1); - - chance = mod_spell_chance_1(chance); - - need_mana = mod_need_mana(monster_powers[spellnum[i]].smana, 0, REALM_NONE); - - /* Not enough mana to cast */ - if (need_mana > p_ptr->csp) - { - chance += 5 * (need_mana - p_ptr->csp); - } - - /* Extract the minimum failure rate */ - minfail = adj_mag_fail[p_ptr->stat_ind[A_INT]]; - - /* Minimum failure rate */ - if (chance < minfail) chance = minfail; - - /* Stunning makes spells harder */ - if (p_ptr->stun > 50) chance += 25; - else if (p_ptr->stun) chance += 15; - - /* Always a 5 percent chance of working */ - if (chance > 95) chance = 95; - - chance = mod_spell_chance_2(chance); - - /* Get info */ - learned_info(comment, spellnum[i]); - - if (use_menu) - { - if (i == (menu_line-1)) strcpy(psi_desc, _(" 》", " > ")); - else strcpy(psi_desc, " "); - } - else sprintf(psi_desc, " %c)", I2A(i)); - - /* Dump the spell --(-- */ - strcat(psi_desc, format(" %-26s %3d %3d%%%s", - spell.name, need_mana, - chance, comment)); - prt(psi_desc, y + i + 1, x); - } - - /* Clear the bottom line */ - if (y < 22) prt("", y + i + 1, x); - } - - /* Hide the list */ - else - { - /* Hide list */ - redraw = FALSE; - screen_load(); - } - - /* Redo asking */ - continue; - } - - if (!use_menu) - { - /* Note verify */ - ask = isupper(choice); - - /* Lowercase */ - if (ask) choice = (char)tolower(choice); - - /* Extract request */ - i = (islower(choice) ? A2I(choice) : -1); - } - - /* Totally Illegal */ - if ((i < 0) || (i >= num) || !p_ptr->magic_num2[spellnum[i]]) - { - bell(); - continue; - } - - /* Save the spell index */ - spell = monster_powers[spellnum[i]]; - - /* Verify it */ - if (ask) - { - char tmp_val[160]; - - /* Prompt */ - (void) strnfmt(tmp_val, 78, _("%sの魔法を唱えますか?", "Use %s? "), monster_powers[spellnum[i]].name); - - /* Belay that order */ - if (!get_check(tmp_val)) continue; - } - - /* Stop the loop */ - flag = TRUE; - } - if (redraw) screen_load(); - - p_ptr->window |= (PW_SPELL); - handle_stuff(); - - /* Abort if needed */ - if (!flag) return (FALSE); - - /* Save the choice */ - (*sn) = spellnum[i]; - - repeat_push((COMMAND_CODE)spellnum[i]); - - /* Success */ - return (TRUE); -} - - -/*! - * @brief 青魔法の発動 / - * do_cmd_cast calls this function if the player's class is 'blue-mage'. - * @param spell 発動するモンスター攻撃のID - * @param success TRUEは成功時、FALSEは失敗時の処理を行う - * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。 - */ -static bool cast_learned_spell(int spell, bool success) -{ - DIRECTION dir; - PLAYER_LEVEL plev = pseudo_plev(); - PLAYER_LEVEL summon_lev = p_ptr->lev * 2 / 3 + randint1(p_ptr->lev/2); - HIT_POINT damage = 0; - bool pet = success; - bool no_trump = FALSE; - BIT_FLAGS p_mode, u_mode = 0L, g_mode; - - if (pet) - { - p_mode = PM_FORCE_PET; - g_mode = 0; - } - else - { - p_mode = PM_NO_PET; - g_mode = PM_ALLOW_GROUP; - } - - if (!success || (randint1(50+plev) < plev/10)) u_mode = PM_ALLOW_UNIQUE; - - /* spell code */ - switch (spell) - { - case MS_SHRIEK: - msg_print(_("かん高い金切り声をあげた。", "You make a high pitched shriek.")); - aggravate_monsters(0); - break; - case MS_XXX1: - break; - case MS_DISPEL: - { - MONSTER_IDX m_idx; - - if (!target_set(TARGET_KILL)) return FALSE; - m_idx = current_floor_ptr->grid_array[target_row][target_col].m_idx; - if (!m_idx) break; - if (!player_has_los_bold(target_row, target_col)) break; - if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break; - dispel_monster_status(m_idx); - break; - } - case MS_ROCKET: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("ロケットを発射した。", "You fire a rocket.")); - damage = monspell_bluemage_damage((MS_ROCKET), plev, DAM_ROLL); - fire_rocket(GF_ROCKET, dir, damage, 2); - break; - case MS_SHOOT: - { - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("矢を放った。", "You fire an arrow.")); - damage = monspell_bluemage_damage((MS_SHOOT), plev, DAM_ROLL); - fire_bolt(GF_ARROW, dir, damage); - break; - } - case MS_XXX2: - break; - case MS_XXX3: - break; - case MS_XXX4: - break; - case MS_BR_ACID: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("酸のブレスを吐いた。", "You breathe acid.")); - damage = monspell_bluemage_damage((MS_BR_ACID), plev, DAM_ROLL); - fire_breath(GF_ACID, dir, damage, (plev > 40 ? 3 : 2)); - break; - case MS_BR_ELEC: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("稲妻のブレスを吐いた。", "You breathe lightning.")); - damage = monspell_bluemage_damage((MS_BR_ELEC), plev, DAM_ROLL); - fire_breath(GF_ELEC, dir, damage, (plev > 40 ? 3 : 2)); - break; - case MS_BR_FIRE: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("火炎のブレスを吐いた。", "You breathe fire.")); - damage = monspell_bluemage_damage((MS_BR_FIRE), plev, DAM_ROLL); - fire_breath(GF_FIRE, dir, damage, (plev > 40 ? 3 : 2)); - break; - case MS_BR_COLD: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("冷気のブレスを吐いた。", "You breathe frost.")); - damage = monspell_bluemage_damage((MS_BR_COLD), plev, DAM_ROLL); - fire_breath(GF_COLD, dir, damage, (plev > 40 ? 3 : 2)); - break; - case MS_BR_POIS: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("ガスのブレスを吐いた。", "You breathe gas.")); - damage = monspell_bluemage_damage((MS_BR_POIS), plev, DAM_ROLL); - fire_breath(GF_POIS, dir, damage, (plev > 40 ? 3 : 2)); - break; - case MS_BR_NETHER: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("地獄のブレスを吐いた。", "You breathe nether.")); - damage = monspell_bluemage_damage((MS_BR_NETHER), plev, DAM_ROLL); - fire_breath(GF_NETHER, dir, damage, (plev > 40 ? 3 : 2)); - break; - case MS_BR_LITE: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("閃光のブレスを吐いた。", "You breathe light.")); - damage = monspell_bluemage_damage((MS_BR_LITE), plev, DAM_ROLL); - fire_breath(GF_LITE, dir, damage, (plev > 40 ? 3 : 2)); - break; - case MS_BR_DARK: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("暗黒のブレスを吐いた。", "You breathe darkness.")); - damage = monspell_bluemage_damage((MS_BR_DARK), plev, DAM_ROLL); - fire_breath(GF_DARK, dir, damage, (plev > 40 ? 3 : 2)); - break; - case MS_BR_CONF: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("混乱のブレスを吐いた。", "You breathe confusion.")); - damage = monspell_bluemage_damage((MS_BR_CONF), plev, DAM_ROLL); - fire_breath(GF_CONFUSION, dir, damage, (plev > 40 ? 3 : 2)); - break; - case MS_BR_SOUND: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("轟音のブレスを吐いた。", "You breathe sound.")); - damage = monspell_bluemage_damage((MS_BR_SOUND), plev, DAM_ROLL); - fire_breath(GF_SOUND, dir, damage, (plev > 40 ? 3 : 2)); - break; - case MS_BR_CHAOS: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("カオスのブレスを吐いた。", "You breathe chaos.")); - damage = monspell_bluemage_damage((MS_BR_CHAOS), plev, DAM_ROLL); - fire_breath(GF_CHAOS, dir, damage, (plev > 40 ? 3 : 2)); - break; - case MS_BR_DISEN: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("劣化のブレスを吐いた。", "You breathe disenchantment.")); - damage = monspell_bluemage_damage((MS_BR_DISEN), plev, DAM_ROLL); - fire_breath(GF_DISENCHANT, dir, damage, (plev > 40 ? 3 : 2)); - break; - case MS_BR_NEXUS: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("因果混乱のブレスを吐いた。", "You breathe nexus.")); - damage = monspell_bluemage_damage((MS_BR_NEXUS), plev, DAM_ROLL); - fire_breath(GF_NEXUS, dir, damage, (plev > 40 ? 3 : 2)); - break; - case MS_BR_TIME: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("時間逆転のブレスを吐いた。", "You breathe time.")); - damage = monspell_bluemage_damage((MS_BR_TIME), plev, DAM_ROLL); - fire_breath(GF_TIME, dir, damage, (plev > 40 ? 3 : 2)); - break; - case MS_BR_INERTIA: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("遅鈍のブレスを吐いた。", "You breathe inertia.")); - damage = monspell_bluemage_damage((MS_BR_INERTIA), plev, DAM_ROLL); - fire_breath(GF_INERTIAL, dir, damage, (plev > 40 ? 3 : 2)); - break; - case MS_BR_GRAVITY: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("重力のブレスを吐いた。", "You breathe gravity.")); - damage = monspell_bluemage_damage((MS_BR_GRAVITY), plev, DAM_ROLL); - fire_breath(GF_GRAVITY, dir, damage, (plev > 40 ? 3 : 2)); - break; - case MS_BR_SHARDS: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("破片のブレスを吐いた。", "You breathe shards.")); - damage = monspell_bluemage_damage((MS_BR_SHARDS), plev, DAM_ROLL); - fire_breath(GF_SHARDS, dir, damage, (plev > 40 ? 3 : 2)); - break; - case MS_BR_PLASMA: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("プラズマのブレスを吐いた。", "You breathe plasma.")); - damage = monspell_bluemage_damage((MS_BR_PLASMA), plev, DAM_ROLL); - fire_breath(GF_PLASMA, dir, damage, (plev > 40 ? 3 : 2)); - break; - case MS_BR_FORCE: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("フォースのブレスを吐いた。", "You breathe force.")); - damage = monspell_bluemage_damage((MS_BR_FORCE), plev, DAM_ROLL); - fire_breath(GF_FORCE, dir, damage, (plev > 40 ? 3 : 2)); - break; - case MS_BR_MANA: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("魔力のブレスを吐いた。", "You breathe mana.")); - damage = monspell_bluemage_damage((MS_BR_MANA), plev, DAM_ROLL); - fire_breath(GF_MANA, dir, damage, (plev > 40 ? 3 : 2)); - break; - case MS_BALL_NUKE: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("放射能球を放った。", "You cast a ball of radiation.")); - damage = monspell_bluemage_damage((MS_BALL_NUKE), plev, DAM_ROLL); - fire_ball(GF_NUKE, dir, damage, 2); - break; - case MS_BR_NUKE: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("放射性廃棄物のブレスを吐いた。", "You breathe toxic waste.")); - damage = monspell_bluemage_damage((MS_BR_NUKE), plev, DAM_ROLL); - fire_breath(GF_NUKE, dir, damage, (plev > 40 ? 3 : 2)); - break; - case MS_BALL_CHAOS: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("純ログルスを放った。", "You invoke a raw Logrus.")); - damage = monspell_bluemage_damage((MS_BALL_CHAOS), plev, DAM_ROLL); - fire_ball(GF_CHAOS, dir, damage, 4); - break; - case MS_BR_DISI: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("分解のブレスを吐いた。", "You breathe disintegration.")); - damage = monspell_bluemage_damage((MS_BR_DISI), plev, DAM_ROLL); - fire_breath(GF_DISINTEGRATE, dir, damage, (plev > 40 ? 3 : 2)); - break; - case MS_BALL_ACID: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("アシッド・ボールの呪文を唱えた。", "You cast an acid ball.")); - damage = monspell_bluemage_damage((MS_BALL_ACID), plev, DAM_ROLL); - fire_ball(GF_ACID, dir, damage, 2); - break; - case MS_BALL_ELEC: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("サンダー・ボールの呪文を唱えた。", "You cast a lightning ball.")); - damage = monspell_bluemage_damage((MS_BALL_ELEC), plev, DAM_ROLL); - fire_ball(GF_ELEC, dir, damage, 2); - break; - case MS_BALL_FIRE: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("ファイア・ボールの呪文を唱えた。", "You cast a fire ball.")); - damage = monspell_bluemage_damage((MS_BALL_FIRE), plev, DAM_ROLL); - fire_ball(GF_FIRE, dir, damage, 2); - break; - case MS_BALL_COLD: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("アイス・ボールの呪文を唱えた。", "You cast a frost ball.")); - damage = monspell_bluemage_damage((MS_BALL_COLD), plev, DAM_ROLL); - fire_ball(GF_COLD, dir, damage, 2); - break; - case MS_BALL_POIS: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("悪臭雲の呪文を唱えた。", "You cast a stinking cloud.")); - damage = monspell_bluemage_damage((MS_BALL_POIS), plev, DAM_ROLL); - fire_ball(GF_POIS, dir, damage, 2); - break; - case MS_BALL_NETHER: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("地獄球の呪文を唱えた。", "You cast a nether ball.")); - damage = monspell_bluemage_damage((MS_BALL_NETHER), plev, DAM_ROLL); - fire_ball(GF_NETHER, dir, damage, 2); - break; - case MS_BALL_WATER: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("流れるような身振りをした。", "You gesture fluidly.")); - damage = monspell_bluemage_damage((MS_BALL_WATER), plev, DAM_ROLL); - fire_ball(GF_WATER, dir, damage, 4); - break; - case MS_BALL_MANA: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("魔力の嵐の呪文を念じた。", "You invoke a mana storm.")); - damage = monspell_bluemage_damage((MS_BALL_MANA), plev, DAM_ROLL); - fire_ball(GF_MANA, dir, damage, 4); - break; - case MS_BALL_DARK: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("暗黒の嵐の呪文を念じた。", "You invoke a darkness storm.")); - damage = monspell_bluemage_damage((MS_BALL_DARK), plev, DAM_ROLL); - fire_ball(GF_DARK, dir, damage, 4); - break; - case MS_DRAIN_MANA: - if (!get_aim_dir(&dir)) return FALSE; - - damage = monspell_bluemage_damage((MS_DRAIN_MANA), plev, DAM_ROLL); - fire_ball_hide(GF_DRAIN_MANA, dir, damage, 0); - break; - case MS_MIND_BLAST: - if (!get_aim_dir(&dir)) return FALSE; - - damage = monspell_bluemage_damage((MS_MIND_BLAST), plev, DAM_ROLL); - fire_ball_hide(GF_MIND_BLAST, dir, damage, 0); - break; - case MS_BRAIN_SMASH: - if (!get_aim_dir(&dir)) return FALSE; - - damage = monspell_bluemage_damage((MS_BRAIN_SMASH), plev, DAM_ROLL); - fire_ball_hide(GF_BRAIN_SMASH, dir, damage, 0); - break; - case MS_CAUSE_1: - if (!get_aim_dir(&dir)) return FALSE; - - damage = monspell_bluemage_damage((MS_CAUSE_1), plev, DAM_ROLL); - fire_ball_hide(GF_CAUSE_1, dir, damage, 0); - break; - case MS_CAUSE_2: - if (!get_aim_dir(&dir)) return FALSE; - - damage = monspell_bluemage_damage((MS_CAUSE_2), plev, DAM_ROLL); - fire_ball_hide(GF_CAUSE_2, dir, damage, 0); - break; - case MS_CAUSE_3: - if (!get_aim_dir(&dir)) return FALSE; - - damage = monspell_bluemage_damage((MS_CAUSE_3), plev, DAM_ROLL); - fire_ball_hide(GF_CAUSE_3, dir, damage, 0); - break; - case MS_CAUSE_4: - if (!get_aim_dir(&dir)) return FALSE; - - damage = monspell_bluemage_damage((MS_CAUSE_4), plev, DAM_ROLL); - fire_ball_hide(GF_CAUSE_4, dir, damage, 0); - break; - case MS_BOLT_ACID: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("アシッド・ボルトの呪文を唱えた。", "You cast an acid bolt.")); - damage = monspell_bluemage_damage((MS_BOLT_ACID), plev, DAM_ROLL); - fire_bolt(GF_ACID, dir, damage); - break; - case MS_BOLT_ELEC: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("サンダー・ボルトの呪文を唱えた。", "You cast a lightning bolt.")); - damage = monspell_bluemage_damage((MS_BOLT_ELEC), plev, DAM_ROLL); - fire_bolt(GF_ELEC, dir, damage); - break; - case MS_BOLT_FIRE: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("ファイア・ボルトの呪文を唱えた。", "You cast a fire bolt.")); - damage = monspell_bluemage_damage((MS_BOLT_FIRE), plev, DAM_ROLL); - fire_bolt(GF_FIRE, dir, damage); - break; - case MS_BOLT_COLD: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("アイス・ボルトの呪文を唱えた。", "You cast a frost bolt.")); - damage = monspell_bluemage_damage((MS_BOLT_COLD), plev, DAM_ROLL); - fire_bolt(GF_COLD, dir, damage); - break; - case MS_STARBURST: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("スターバーストの呪文を念じた。", "You invoke a starburst.")); - damage = monspell_bluemage_damage((MS_STARBURST), plev, DAM_ROLL); - fire_ball(GF_LITE, dir, damage, 4); - break; - case MS_BOLT_NETHER: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("地獄の矢の呪文を唱えた。", "You cast a nether bolt.")); - damage = monspell_bluemage_damage((MS_BOLT_NETHER), plev, DAM_ROLL); - fire_bolt(GF_NETHER, dir, damage); - break; - case MS_BOLT_WATER: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("ウォーター・ボルトの呪文を唱えた。", "You cast a water bolt.")); - damage = monspell_bluemage_damage((MS_BOLT_WATER), plev, DAM_ROLL); - fire_bolt(GF_WATER, dir, damage); - break; - case MS_BOLT_MANA: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("魔力の矢の呪文を唱えた。", "You cast a mana bolt.")); - damage = monspell_bluemage_damage((MS_BOLT_MANA), plev, DAM_ROLL); - fire_bolt(GF_MANA, dir, damage); - break; - case MS_BOLT_PLASMA: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("プラズマ・ボルトの呪文を唱えた。", "You cast a plasma bolt.")); - damage = monspell_bluemage_damage((MS_BOLT_PLASMA), plev, DAM_ROLL); - fire_bolt(GF_PLASMA, dir, damage); - break; - case MS_BOLT_ICE: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("極寒の矢の呪文を唱えた。", "You cast a ice bolt.")); - damage = monspell_bluemage_damage((MS_BOLT_ICE), plev, DAM_ROLL); - fire_bolt(GF_ICE, dir, damage); - break; - case MS_MAGIC_MISSILE: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("マジック・ミサイルの呪文を唱えた。", "You cast a magic missile.")); - damage = monspell_bluemage_damage((MS_MAGIC_MISSILE), plev, DAM_ROLL); - fire_bolt(GF_MISSILE, dir, damage); - break; - case MS_SCARE: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("恐ろしげな幻覚を作り出した。", "You cast a fearful illusion.")); - fear_monster(dir, plev+10); - break; - case MS_BLIND: - if (!get_aim_dir(&dir)) return FALSE; - confuse_monster(dir, plev * 2); - break; - case MS_CONF: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("誘惑的な幻覚をつくり出した。", "You cast a mesmerizing illusion.")); - confuse_monster(dir, plev * 2); - break; - case MS_SLOW: - if (!get_aim_dir(&dir)) return FALSE; - slow_monster(dir, plev); - break; - case MS_SLEEP: - if (!get_aim_dir(&dir)) return FALSE; - sleep_monster(dir, plev); - break; - case MS_SPEED: - (void)set_fast(p_ptr, randint1(20 + plev) + plev, FALSE); - break; - case MS_HAND_DOOM: - { - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("<破滅の手>を放った!", "You invoke the Hand of Doom!")); - fire_ball_hide(GF_HAND_DOOM, dir, plev * 3, 0); - break; - } - case MS_HEAL: - msg_print(_("自分の傷に念を集中した。", "You concentrate on your wounds!")); - (void)hp_player(p_ptr, plev*4); - (void)set_stun(0); - (void)set_cut(0); - break; - case MS_INVULNER: - msg_print(_("無傷の球の呪文を唱えた。", "You cast a Globe of Invulnerability.")); - (void)set_invuln(p_ptr, randint1(4) + 4, FALSE); - break; - case MS_BLINK: - teleport_player(10, 0L); - break; - case MS_TELEPORT: - teleport_player(plev * 5, 0L); - break; - case MS_WORLD: - (void)time_walk(p_ptr); - break; - case MS_SPECIAL: - break; - case MS_TELE_TO: - { - monster_type *m_ptr; - monster_race *r_ptr; - GAME_TEXT m_name[MAX_NLEN]; - - if (!target_set(TARGET_KILL)) return FALSE; - if (!current_floor_ptr->grid_array[target_row][target_col].m_idx) break; - if (!player_has_los_bold(target_row, target_col)) break; - if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break; - m_ptr = ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[target_row][target_col].m_idx]; - r_ptr = &r_info[m_ptr->r_idx]; - monster_desc(m_name, m_ptr, 0); - if (r_ptr->flagsr & RFR_RES_TELE) - { - if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL)) - { - if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE; - msg_format(_("%sには効果がなかった!", "%s is unaffected!"), m_name); - break; - } - else if (r_ptr->level > randint1(100)) - { - if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE; - msg_format(_("%sには耐性がある!", "%s resists!"), m_name); - break; - } - } - msg_format(_("%sを引き戻した。", "You command %s to return."), m_name); - teleport_monster_to(current_floor_ptr->grid_array[target_row][target_col].m_idx, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE); - break; - } - case MS_TELE_AWAY: - if (!get_aim_dir(&dir)) return FALSE; - - (void)fire_beam(GF_AWAY_ALL, dir, 100); - break; - - case MS_TELE_LEVEL: - return teleport_level_other(p_ptr); - break; - - case MS_PSY_SPEAR: - if (!get_aim_dir(&dir)) return FALSE; - - msg_print(_("光の剣を放った。", "You throw a psycho-spear.")); - damage = monspell_bluemage_damage((MS_PSY_SPEAR), plev, DAM_ROLL); - (void)fire_beam(GF_PSY_SPEAR, dir, damage); - break; - case MS_DARKNESS: - - msg_print(_("暗闇の中で手を振った。", "You gesture in shadow.")); - (void)unlite_area(10, 3); - break; - case MS_MAKE_TRAP: - if (!target_set(TARGET_KILL)) return FALSE; - - msg_print(_("呪文を唱えて邪悪に微笑んだ。", "You cast a spell and cackle evilly.")); - trap_creation(target_row, target_col); - break; - case MS_FORGET: - msg_print(_("しかし何も起きなかった。", "Nothing happen.")); - break; - case MS_RAISE_DEAD: - msg_print(_("死者復活の呪文を唱えた。", "You cast a animate dead.")); - (void)animate_dead(0, p_ptr->y, p_ptr->x); - break; - case MS_S_KIN: - { - int k; - - msg_print(_("援軍を召喚した。", "You summon minions.")); - for (k = 0;k < 1; k++) - { - if (summon_kin_player(summon_lev, p_ptr->y, p_ptr->x, (pet ? PM_FORCE_PET : 0L))) - { - if (!pet) msg_print(_("召喚された仲間は怒っている!", "Summoned fellows are angry!")); - } - else - { - no_trump = TRUE; - } - } - break; - } - case MS_S_CYBER: - { - int k; - - msg_print(_("サイバーデーモンを召喚した!", "You summon a Cyberdemon!")); - for (k = 0 ;k < 1 ; k++) - if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_CYBER, p_mode)) - { - if (!pet) - msg_print(_("召喚されたサイバーデーモンは怒っている!", "The summoned Cyberdemon are angry!")); - } - else - { - no_trump = TRUE; - } - break; - } - case MS_S_MONSTER: - { - int k; - msg_print(_("仲間を召喚した。", "You summon help.")); - for (k = 0;k < 1; k++) - if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, 0, p_mode)) - { - if (!pet) - msg_print(_("召喚されたモンスターは怒っている!", "The summoned monster is angry!")); - } - else - { - no_trump = TRUE; - } - break; - } - case MS_S_MONSTERS: - { - int k; - msg_print(_("モンスターを召喚した!", "You summon monsters!")); - for (k = 0;k < plev / 15 + 2; k++) - if(summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, 0, (p_mode | u_mode))) - { - if (!pet) - msg_print(_("召喚されたモンスターは怒っている!", "The summoned monsters are angry!")); - } - else - { - no_trump = TRUE; - } - break; - } - case MS_S_ANT: - { - int k; - msg_print(_("アリを召喚した。", "You summon ants.")); - for (k = 0; k < 1; k++) - if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_ANT, (PM_ALLOW_GROUP | p_mode))) - { - if (!pet) - msg_print(_("召喚されたアリは怒っている!", "The summoned ants are angry!")); - } - else - { - no_trump = TRUE; - } - break; - } - case MS_S_SPIDER: - { - int k; - msg_print(_("蜘蛛を召喚した。", "You summon spiders.")); - for (k = 0;k < 1; k++) - if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_SPIDER, (PM_ALLOW_GROUP | p_mode))) - { - if (!pet) - msg_print(_("召喚された蜘蛛は怒っている!", "Summoned spiders are angry!")); - } - else - { - no_trump = TRUE; - } - break; - } - case MS_S_HOUND: - { - int k; - msg_print(_("ハウンドを召喚した。", "You summon hounds.")); - for (k = 0;k < 1; k++) - if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HOUND, (PM_ALLOW_GROUP | p_mode))) - { - if (!pet) - msg_print(_("召喚されたハウンドは怒っている!", "Summoned hounds are angry!")); - } - else - { - no_trump = TRUE; - } - break; - } - case MS_S_HYDRA: - { - int k; - msg_print(_("ヒドラを召喚した。", "You summon a hydras.")); - for (k = 0;k < 1; k++) - if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HYDRA, (g_mode | p_mode))) - { - if (!pet) - msg_print(_("召喚されたヒドラは怒っている!", "Summoned hydras are angry!")); - } - else - { - no_trump = TRUE; - } - break; - } - case MS_S_ANGEL: - { - int k; - msg_print(_("天使を召喚した!", "You summon an angel!")); - for (k = 0;k < 1; k++) - if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_ANGEL, (g_mode | p_mode))) - { - if (!pet) - msg_print(_("召喚された天使は怒っている!", "Summoned angels are angry!")); - } - else - { - no_trump = TRUE; - } - break; - } - case MS_S_DEMON: - { - int k; - msg_print(_("混沌の宮廷から悪魔を召喚した!", "You summon a demon from the Courts of Chaos!")); - for (k = 0;k < 1; k++) - if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_DEMON, (g_mode | p_mode))) - { - if (!pet) - msg_print(_("召喚されたデーモンは怒っている!", "Summoned demons are angry!")); - } - else - { - no_trump = TRUE; - } - break; - } - case MS_S_UNDEAD: - { - int k; - msg_print(_("アンデッドの強敵を召喚した!", "You summon an undead adversary!")); - for (k = 0;k < 1; k++) - if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_UNDEAD, (g_mode | p_mode))) - { - if (!pet) - msg_print(_("召喚されたアンデッドは怒っている!", "Summoned undeads are angry!")); - } - else - { - no_trump = TRUE; - } - break; - } - case MS_S_DRAGON: - { - int k; - msg_print(_("ドラゴンを召喚した!", "You summon a dragon!")); - for (k = 0;k < 1; k++) - if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_DRAGON, (g_mode | p_mode))) - { - if (!pet) - msg_print(_("召喚されたドラゴンは怒っている!", "Summoned dragons are angry!")); - } - else - { - no_trump = TRUE; - } - break; - } - case MS_S_HI_UNDEAD: - { - int k; - msg_print(_("強力なアンデッドを召喚した!", "You summon a greater undead!")); - for (k = 0;k < 1; k++) - if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | u_mode))) - { - if (!pet) - msg_print(_("召喚された上級アンデッドは怒っている!", "Summoned greater undeads are angry!")); - } - else - { - no_trump = TRUE; - } - break; - } - case MS_S_HI_DRAGON: - { - int k; - msg_print(_("古代ドラゴンを召喚した!", "You summon an ancient dragon!")); - for (k = 0;k < 1; k++) - if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HI_DRAGON, (g_mode | p_mode | u_mode))) - { - if (!pet) - msg_print(_("召喚された古代ドラゴンは怒っている!", "Summoned ancient dragons are angry!")); - } - else - { - no_trump = TRUE; - } - break; - } - case MS_S_AMBERITE: - { - int k; - msg_print(_("アンバーの王族を召喚した!", "You summon a Lord of Amber!")); - for (k = 0;k < 1; k++) - if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_AMBERITES, (g_mode | p_mode | u_mode))) - { - if (!pet) - msg_print(_("召喚されたアンバーの王族は怒っている!", "Summoned Lords of Amber are angry!")); - } - else - { - no_trump = TRUE; - } - break; - } - case MS_S_UNIQUE: - { - int k, count = 0; - msg_print(_("特別な強敵を召喚した!", "You summon a special opponent!")); - for (k = 0;k < 1; k++) - if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_UNIQUE, (g_mode | p_mode | PM_ALLOW_UNIQUE))) - { - count++; - if (!pet) - msg_print(_("召喚されたユニーク・モンスターは怒っている!", "Summoned special opponents are angry!")); - } - for (k = count;k < 1; k++) - if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | PM_ALLOW_UNIQUE))) - { - count++; - if (!pet) - msg_print(_("召喚された上級アンデッドは怒っている!", "Summoned greater undeads are angry!")); - } - if (!count) - { - no_trump = TRUE; - } - break; - } - default: - msg_print("hoge?"); - } - if (no_trump) - { - msg_print(_("何も現れなかった。", "No one have appeared.")); - } - - return TRUE; -} - -/*! - * @brief 青魔法コマンドのメインルーチン / - * do_cmd_cast calls this function if the player's class is 'Blue-Mage'. - * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。 - */ -bool do_cmd_cast_learned(void) -{ - SPELL_IDX n = 0; - PERCENTAGE chance; - PERCENTAGE minfail = 0; - PLAYER_LEVEL plev = p_ptr->lev; - monster_power spell; - bool cast; - MANA_POINT need_mana; - - if (cmd_limit_confused(p_ptr)) return FALSE; - - if (!get_learned_power(&n)) return FALSE; - - spell = monster_powers[n]; - - need_mana = mod_need_mana(spell.smana, 0, REALM_NONE); - - /* Verify "dangerous" spells */ - if (need_mana > p_ptr->csp) - { - /* Warning */ - msg_print(_("MPが足りません。", "You do not have enough mana to use this power.")); - - if (!over_exert) return FALSE; - - /* Verify */ - if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return FALSE; - } - - /* Spell failure chance */ - chance = spell.fail; - - /* Reduce failure rate by "effective" level adjustment */ - if (plev > spell.level) chance -= 3 * (plev - spell.level); - else chance += (spell.level - plev); - - /* Reduce failure rate by INT/WIS adjustment */ - chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[A_INT]] - 1); - - chance = mod_spell_chance_1(chance); - - /* Not enough mana to cast */ - if (need_mana > p_ptr->csp) - { - chance += 5 * (need_mana - p_ptr->csp); - } - - /* Extract the minimum failure rate */ - minfail = adj_mag_fail[p_ptr->stat_ind[A_INT]]; - - /* Minimum failure rate */ - if (chance < minfail) chance = minfail; - - /* Stunning makes spells harder */ - if (p_ptr->stun > 50) chance += 25; - else if (p_ptr->stun) chance += 15; - - /* Always a 5 percent chance of working */ - if (chance > 95) chance = 95; - - chance = mod_spell_chance_2(chance); - - /* Failed spell */ - if (randint0(100) < chance) - { - if (flush_failure) flush(); - msg_print(_("魔法をうまく唱えられなかった。", "You failed to concentrate hard enough!")); - - sound(SOUND_FAIL); - - if (n >= MS_S_KIN) - cast = cast_learned_spell(n, FALSE); - } - else - { - sound(SOUND_ZAP); - cast = cast_learned_spell(n, TRUE); - if (!cast) return FALSE; - } - - /* Sufficient mana */ - if (need_mana <= p_ptr->csp) - { - /* Use some mana */ - p_ptr->csp -= need_mana; - } - else - { - int oops = need_mana; - - /* No mana left */ - p_ptr->csp = 0; - p_ptr->csp_frac = 0; - - msg_print(_("精神を集中しすぎて気を失ってしまった!", "You faint from the effort!")); - - /* Hack -- Bypass free action */ - (void)set_paralyzed(p_ptr, p_ptr->paralyzed + randint1(5 * oops + 1)); - - chg_virtue(V_KNOWLEDGE, -10); - - /* Damage CON (possibly permanently) */ - if (randint0(100) < 50) - { - bool perm = (randint0(100) < 25); - - msg_print(_("体を悪くしてしまった!", "You have damaged your health!")); - - /* Reduce constitution */ - (void)dec_stat(p_ptr, A_CON, 15 + randint1(10), perm); - } - } - - take_turn(p_ptr, 100); - - p_ptr->redraw |= (PR_MANA); - p_ptr->window |= (PW_PLAYER | PW_SPELL); - - return TRUE; -} - -/*! - * @brief 青魔法のラーニング判定と成功した場合のラーニング処理 - * @param monspell ラーニングを試みるモンスター攻撃のID - * @return なし - */ -void learn_spell(int monspell) -{ - if (p_ptr->action != ACTION_LEARN) return; - if (monspell < 0) return; - if (p_ptr->magic_num2[monspell]) return; - if (p_ptr->confused || p_ptr->blind || p_ptr->image || p_ptr->stun || p_ptr->paralyzed) return; - if (randint1(p_ptr->lev + 70) > monster_powers[monspell].level + 40) - { - p_ptr->magic_num2[monspell] = 1; - msg_format(_("%sを学習した!", "You have learned %s!"), monster_powers[monspell].name); - gain_exp(monster_powers[monspell].level * monster_powers[monspell].smana); - - sound(SOUND_STUDY); - - p_ptr->new_mane = TRUE; - p_ptr->redraw |= (PR_STATE); - } -} - - -/*! - * @brief モンスター特殊能力のフラグ配列から特定条件の魔法だけを抜き出す処理 - * Extract monster spells mask for the given mode - * @param f4 モンスター特殊能力の4番目のフラグ配列 - * @param f5 モンスター特殊能力の5番目のフラグ配列 - * @param f6 モンスター特殊能力の6番目のフラグ配列 - * @param mode 抜き出したい条件 - * @return なし - */ -/* - */ -void set_rf_masks(BIT_FLAGS *f4, BIT_FLAGS *f5, BIT_FLAGS *f6, BIT_FLAGS mode) -{ - switch (mode) - { - case MONSPELL_TYPE_BOLT: - *f4 = ((RF4_BOLT_MASK | RF4_BEAM_MASK) & ~(RF4_ROCKET)); - *f5 = RF5_BOLT_MASK | RF5_BEAM_MASK; - *f6 = RF6_BOLT_MASK | RF6_BEAM_MASK; - break; - - case MONSPELL_TYPE_BALL: - *f4 = (RF4_BALL_MASK & ~(RF4_BREATH_MASK)); - *f5 = (RF5_BALL_MASK & ~(RF5_BREATH_MASK)); - *f6 = (RF6_BALL_MASK & ~(RF6_BREATH_MASK)); - break; - - case MONSPELL_TYPE_BREATH: - *f4 = RF4_BREATH_MASK; - *f5 = RF5_BREATH_MASK; - *f6 = RF6_BREATH_MASK; - break; - - case MONSPELL_TYPE_SUMMON: - *f4 = RF4_SUMMON_MASK; - *f5 = RF5_SUMMON_MASK; - *f6 = RF6_SUMMON_MASK; - break; - - case MONSPELL_TYPE_OTHER: - *f4 = RF4_ATTACK_MASK & ~(RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_INDIRECT_MASK); - *f5 = RF5_ATTACK_MASK & ~(RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_INDIRECT_MASK); - *f6 = RF6_ATTACK_MASK & ~(RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_INDIRECT_MASK); - break; - } - - return; -}