t = randint0(n);
msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
- fire_breath(type[t], dir, 250, 4);
+ fire_breath(user_ptr, type[t], dir, 250, 4);
return TRUE;
}
{
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
- fire_breath(GF_MISSILE, dir, 300, 4);
+ fire_breath(user_ptr, GF_MISSILE, dir, 300, 4);
break;
}
{
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
- fire_breath(GF_MISSILE, dir, 300, 4);
+ fire_breath(user_ptr, GF_MISSILE, dir, 300, 4);
msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
(void)set_afraid(user_ptr, 0);
(void)set_hero(user_ptr, randint1(50) + 50, FALSE);
case ACT_BR_FIRE:
{
if (!get_aim_dir(&dir)) return FALSE;
- fire_breath(GF_FIRE, dir, 200, 2);
+ fire_breath(user_ptr, GF_FIRE, dir, 200, 2);
if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
{
(void)set_oppose_fire(user_ptr, randint1(20) + 20, FALSE);
case ACT_BR_COLD:
{
if (!get_aim_dir(&dir)) return FALSE;
- fire_breath(GF_COLD, dir, 200, 2);
+ fire_breath(user_ptr, GF_COLD, dir, 200, 2);
if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
{
(void)set_oppose_cold(user_ptr, randint1(20) + 20, FALSE);
case MS_BR_ACID:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("酸のブレスを吐いた。", "You breathe acid."));
- fire_breath(GF_ACID, dir, damage, (plev > 35 ? 3 : 2));
+ fire_breath(caster_ptr, GF_ACID, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_ELEC:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("稲妻のブレスを吐いた。", "You breathe lightning."));
- fire_breath(GF_ELEC, dir, damage, (plev > 35 ? 3 : 2));
+ fire_breath(caster_ptr, GF_ELEC, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_FIRE:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("火炎のブレスを吐いた。", "You breathe fire."));
- fire_breath(GF_FIRE, dir, damage, (plev > 35 ? 3 : 2));
+ fire_breath(caster_ptr, GF_FIRE, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_COLD:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("冷気のブレスを吐いた。", "You breathe frost."));
- fire_breath(GF_COLD, dir, damage, (plev > 35 ? 3 : 2));
+ fire_breath(caster_ptr, GF_COLD, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_POIS:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("ガスのブレスを吐いた。", "You breathe gas."));
- fire_breath(GF_POIS, dir, damage, (plev > 35 ? 3 : 2));
+ fire_breath(caster_ptr, GF_POIS, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_NETHER:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("地獄のブレスを吐いた。", "You breathe nether."));
- fire_breath(GF_NETHER, dir, damage, (plev > 35 ? 3 : 2));
+ fire_breath(caster_ptr, GF_NETHER, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_LITE:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("閃光のブレスを吐いた。", "You breathe light."));
- fire_breath(GF_LITE, dir, damage, (plev > 35 ? 3 : 2));
+ fire_breath(caster_ptr, GF_LITE, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_DARK:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("暗黒のブレスを吐いた。", "You breathe darkness."));
- fire_breath(GF_DARK, dir, damage, (plev > 35 ? 3 : 2));
+ fire_breath(caster_ptr, GF_DARK, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_CONF:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("混乱のブレスを吐いた。", "You breathe confusion."));
- fire_breath(GF_CONFUSION, dir, damage, (plev > 35 ? 3 : 2));
+ fire_breath(caster_ptr, GF_CONFUSION, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_SOUND:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("轟音のブレスを吐いた。", "You breathe sound."));
- fire_breath(GF_SOUND, dir, damage, (plev > 35 ? 3 : 2));
+ fire_breath(caster_ptr, GF_SOUND, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_CHAOS:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("カオスのブレスを吐いた。", "You breathe chaos."));
- fire_breath(GF_CHAOS, dir, damage, (plev > 35 ? 3 : 2));
+ fire_breath(caster_ptr, GF_CHAOS, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_DISEN:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("劣化のブレスを吐いた。", "You breathe disenchantment."));
- fire_breath(GF_DISENCHANT, dir, damage, (plev > 35 ? 3 : 2));
+ fire_breath(caster_ptr, GF_DISENCHANT, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_NEXUS:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("因果混乱のブレスを吐いた。", "You breathe nexus."));
- fire_breath(GF_NEXUS, dir, damage, (plev > 35 ? 3 : 2));
+ fire_breath(caster_ptr, GF_NEXUS, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_TIME:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("時間逆転のブレスを吐いた。", "You breathe time."));
- fire_breath(GF_TIME, dir, damage, (plev > 35 ? 3 : 2));
+ fire_breath(caster_ptr, GF_TIME, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_INERTIA:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("遅鈍のブレスを吐いた。", "You breathe inertia."));
- fire_breath(GF_INERTIAL, dir, damage, (plev > 35 ? 3 : 2));
+ fire_breath(caster_ptr, GF_INERTIAL, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_GRAVITY:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("重力のブレスを吐いた。", "You breathe gravity."));
- fire_breath(GF_GRAVITY, dir, damage, (plev > 35 ? 3 : 2));
+ fire_breath(caster_ptr, GF_GRAVITY, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_SHARDS:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("破片のブレスを吐いた。", "You breathe shards."));
- fire_breath(GF_SHARDS, dir, damage, (plev > 35 ? 3 : 2));
+ fire_breath(caster_ptr, GF_SHARDS, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_PLASMA:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("プラズマのブレスを吐いた。", "You breathe plasma."));
- fire_breath(GF_PLASMA, dir, damage, (plev > 35 ? 3 : 2));
+ fire_breath(caster_ptr, GF_PLASMA, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_FORCE:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("フォースのブレスを吐いた。", "You breathe force."));
- fire_breath(GF_FORCE, dir, damage, (plev > 35 ? 3 : 2));
+ fire_breath(caster_ptr, GF_FORCE, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_MANA:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("魔力のブレスを吐いた。", "You breathe mana."));
- fire_breath(GF_MANA, dir, damage, (plev > 35 ? 3 : 2));
+ fire_breath(caster_ptr, GF_MANA, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BALL_NUKE:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("放射性廃棄物のブレスを吐いた。", "You breathe toxic waste."));
- fire_breath(GF_NUKE, dir, damage, (plev > 35 ? 3 : 2));
+ fire_breath(caster_ptr, GF_NUKE, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BALL_CHAOS:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("分解のブレスを吐いた。", "You breathe disintegration."));
- fire_breath(GF_DISINTEGRATE, dir, damage, (plev > 35 ? 3 : 2));
+ fire_breath(caster_ptr, GF_DISINTEGRATE, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BALL_ACID:
if (!get_aim_dir(&dir)) return FALSE;
case SV_WAND_DRAGON_FIRE:
{
- fire_breath(GF_FIRE, dir, (powerful ? 300 : 200), 3);
+ fire_breath(creature_ptr, GF_FIRE, dir, (powerful ? 300 : 200), 3);
ident = TRUE;
break;
}
case SV_WAND_DRAGON_COLD:
{
- fire_breath(GF_COLD, dir, (powerful ? 270 : 180), 3);
+ fire_breath(creature_ptr, GF_COLD, dir, (powerful ? 270 : 180), 3);
ident = TRUE;
break;
}
if (powerful) dam = (dam * 3) / 2;
- fire_breath(typ, dir, dam, 3);
+ fire_breath(creature_ptr, typ, dir, dam, 3);
ident = TRUE;
break;
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));
+ fire_breath(p_ptr, 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));
+ fire_breath(p_ptr, 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));
+ fire_breath(p_ptr, 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));
+ fire_breath(p_ptr, 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));
+ fire_breath(p_ptr, 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));
+ fire_breath(p_ptr, 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));
+ fire_breath(p_ptr, 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));
+ fire_breath(p_ptr, 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));
+ fire_breath(p_ptr, 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));
+ fire_breath(p_ptr, 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));
+ fire_breath(p_ptr, 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));
+ fire_breath(p_ptr, 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));
+ fire_breath(p_ptr, 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));
+ fire_breath(p_ptr, 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));
+ fire_breath(p_ptr, 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));
+ fire_breath(p_ptr, 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));
+ fire_breath(p_ptr, 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));
+ fire_breath(p_ptr, 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));
+ fire_breath(p_ptr, 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));
+ fire_breath(p_ptr, GF_MANA, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BALL_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));
+ fire_breath(p_ptr, GF_NUKE, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BALL_CHAOS:
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));
+ fire_breath(p_ptr, GF_DISINTEGRATE, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BALL_ACID:
if (!get_aim_dir(&dir)) return FALSE;
if (!get_aim_dir(&dir)) return FALSE;
stop_mouth();
msg_print(_("あなたは火炎のブレスを吐いた...", "You breathe fire..."));
- fire_breath(GF_FIRE, dir, lvl * 2, 1 + (lvl / 20));
+ fire_breath(creature_ptr, GF_FIRE, dir, lvl * 2, 1 + (lvl / 20));
break;
case MUT1_HYPN_GAZE:
extern bool lite_area(HIT_POINT dam, POSITION rad);
extern bool unlite_area(HIT_POINT dam, POSITION rad);
extern bool fire_ball(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad);
-extern bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad);
+extern bool fire_breath(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad);
extern bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad);
extern bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad);
extern bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION x, POSITION y, HIT_POINT dam, POSITION rad);
* Affect grids, objects, and monsters
* </pre>
*/
-bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
+bool fire_breath(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
{
- return fire_ball(p_ptr, typ, dir, dam, -rad);
+ return fire_ball(caster_ptr, typ, dir, dam, -rad);
}
stop_mouth();
msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
- fire_breath(Type, dir, creature_ptr->lev * 2, (creature_ptr->lev / 15) + 1);
+ fire_breath(creature_ptr, Type, dir, creature_ptr->lev * 2, (creature_ptr->lev / 15) + 1);
return TRUE;
}
if (!get_aim_dir(&dir)) return FALSE;
stop_mouth();
msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), ((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
- fire_breath(type, dir, creature_ptr->lev * 3, (creature_ptr->lev / 15) + 1);
+ fire_breath(creature_ptr, type, dir, creature_ptr->lev * 3, (creature_ptr->lev / 15) + 1);
return TRUE;
}