Separate shock_power() from cast_force_spell().
extern bool summon_kin_player(DEPTH level, POSITION y, POSITION x, BIT_FLAGS mode);
extern void massacre(void);
extern bool eat_lock(void);
+extern bool shock_power(void);
/* store.c */
extern bool combine_and_reorder_home(int store_num);
* @param parse_info_txt_line パース関数
* @return エラーコード
*/
-errr init_info_txt(FILE *fp, char *buf, header *head,
- parse_info_txt_func parse_info_txt_line)
+errr init_info_txt(FILE *fp, char *buf, header *head, parse_info_txt_func parse_info_txt_line)
{
errr err;
{
SPELL_IDX i;
int num = 0;
- int y = 1;
- int x = 10;
+ TERM_LEN y = 1;
+ TERM_LEN x = 10;
int minfail = 0;
PLAYER_LEVEL plev = p_ptr->lev;
int chance = 0;
set_tim_sh_touki(randint1(plev / 2) + 15 + boost / 7, FALSE);
break;
case 7:
- {
- int y, x, dam;
- project_length = 1;
- if (!get_aim_dir(&dir)) return FALSE;
-
- y = p_ptr->y + ddy[dir];
- x = p_ptr->x + ddx[dir];
- dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
- fire_beam(GF_MISSILE, dir, dam);
- if (cave[y][x].m_idx)
- {
- int i;
- int ty = y, tx = x;
- int oy = y, ox = x;
- MONSTER_IDX m_idx = cave[y][x].m_idx;
- monster_type *m_ptr = &m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- char m_name[80];
-
- monster_desc(m_name, m_ptr, 0);
-
- if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam/2)
- {
- msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
- }
- else
- {
- for (i = 0; i < 5; i++)
- {
- y += ddy[dir];
- x += ddx[dir];
- if (cave_empty_bold(y, x))
- {
- ty = y;
- tx = x;
- }
- else break;
- }
- if ((ty != oy) || (tx != ox))
- {
- msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
- cave[oy][ox].m_idx = 0;
- cave[ty][tx].m_idx = (s16b)m_idx;
- m_ptr->fy = (byte_hack)ty;
- m_ptr->fx = (byte_hack)tx;
-
- update_mon(m_idx, TRUE);
- lite_spot(oy, ox);
- lite_spot(ty, tx);
-
- if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
- p_ptr->update |= (PU_MON_LITE);
- }
- }
- }
+ return shock_power();
break;
- }
case 8:
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
(void)move_player_effect(y, x, MPE_DONT_PICKUP);
return TRUE;
}
+
+
+bool shock_power(void)
+{
+ DIRECTION dir;
+ POSITION y, x;
+ HIT_POINT dam;
+ PLAYER_LEVEL plev = p_ptr->lev;
+ int boost = P_PTR_KI;
+ if (heavy_armor()) boost /= 2;
+
+ project_length = 1;
+ if (!get_aim_dir(&dir)) return FALSE;
+
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
+ dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
+ fire_beam(GF_MISSILE, dir, dam);
+ if (cave[y][x].m_idx)
+ {
+ int i;
+ int ty = y, tx = x;
+ int oy = y, ox = x;
+ MONSTER_IDX m_idx = cave[y][x].m_idx;
+ monster_type *m_ptr = &m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ char m_name[80];
+
+ monster_desc(m_name, m_ptr, 0);
+
+ if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
+ {
+ msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
+ }
+ else
+ {
+ for (i = 0; i < 5; i++)
+ {
+ y += ddy[dir];
+ x += ddx[dir];
+ if (cave_empty_bold(y, x))
+ {
+ ty = y;
+ tx = x;
+ }
+ else break;
+ }
+ if ((ty != oy) || (tx != ox))
+ {
+ msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
+ cave[oy][ox].m_idx = 0;
+ cave[ty][tx].m_idx = (s16b)m_idx;
+ m_ptr->fy = (byte_hack)ty;
+ m_ptr->fx = (byte_hack)tx;
+
+ update_mon(m_idx, TRUE);
+ lite_spot(oy, ox);
+ lite_spot(ty, tx);
+
+ if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
+ p_ptr->update |= (PU_MON_LITE);
+ }
+ }
+ }
+ return TRUE;
+}
\ No newline at end of file