3 * @brief 青魔法の処理実装 / Blue magic
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
15 #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 */
19 * @brief 文字列に青魔導師の呪文の攻撃力を加える
20 * @param SPELL_NUM 呪文番号
21 * @param plev プレイヤーレベル
23 * @param tmp 返すメッセージを格納する配列
26 void set_bluemage_damage(int SPELL_NUM, PLAYER_LEVEL plev, cptr msg, char* tmp)
28 int base_damage = monspell_bluemage_damage(SPELL_NUM, plev, BASE_DAM);
29 int dice_num = monspell_bluemage_damage(SPELL_NUM, plev, DICE_NUM);
30 int dice_side = monspell_bluemage_damage(SPELL_NUM, plev, DICE_SIDE);
31 int dice_mult = monspell_bluemage_damage(SPELL_NUM, plev, DICE_MULT);
32 int dice_div = monspell_bluemage_damage(SPELL_NUM, plev, DICE_DIV);
34 dice_to_string(base_damage, dice_num, dice_side, dice_mult, dice_div, dmg_str);
35 sprintf(tmp, msg, dmg_str);
39 * @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
40 * @param p 情報を返す文字列参照ポインタ
41 * @param power モンスター魔法のID
44 static void learned_info(char *p, int power)
46 PLAYER_LEVEL plev = pseudo_plev();
49 cptr s_dam = " 損傷:%s";
52 cptr s_heal = " 回復:%s";
54 cptr s_dam = " dam %s";
56 cptr s_range = "range ";
57 cptr s_heal = " heal %s";
103 set_bluemage_damage((power), plev, s_dam, p); break;
139 set_bluemage_damage((power), plev, s_dam, p); break;
141 set_bluemage_damage((power), plev, s_heal, p); break;
157 case MS_MAGIC_MISSILE:
158 set_bluemage_damage((power), plev, s_dam, p); break;
160 sprintf(p, " %sd%d+%d", s_dur, 20+plev, plev);
163 set_bluemage_damage((power), plev, s_heal, p); break;
165 sprintf(p, " %sd7+7", s_dur);
168 sprintf(p, " %s10", s_range);
171 sprintf(p, " %s%d", s_range, plev * 5);
174 set_bluemage_damage((power), plev, s_dam, p); break;
177 sprintf(p, " %s5", s_range);
186 * @brief 使用可能な青魔法を選択する /
187 * Allow user to choose a imitation.
188 * @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
189 * @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。
191 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
192 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
193 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
195 * The "prompt" should be "cast", "recite", or "study"\n
196 * The "known" should be TRUE for cast/pray, FALSE for study\n
198 * nb: This function has a (trivial) display bug which will be obvious\n
199 * when you run it. It's probably easy to fix but I haven't tried,\n
202 static int get_learned_power(SPELL_IDX *sn)
208 PERCENTAGE minfail = 0;
209 PLAYER_LEVEL plev = p_ptr->lev;
210 PERCENTAGE chance = 0;
211 int ask = TRUE, mode = 0;
212 int spellnum[MAX_MONSPELLS];
217 s32b f4 = 0, f5 = 0, f6 = 0;
218 cptr p = _("魔法", "magic");
222 int menu_line = (use_menu ? 1 : 0);
224 /* Assume cancelled */
227 /* Nothing chosen yet */
233 #ifdef ALLOW_REPEAT /* TNB */
235 /* Get the spell, if available */
237 if (repeat_pull(&code))
242 *sn = (SPELL_IDX)code;
244 #endif /* ALLOW_REPEAT -- TNB */
253 prt(format(" %s ボルト", (menu_line == 1) ? "》" : " "), 2, 14);
254 prt(format(" %s ボール", (menu_line == 2) ? "》" : " "), 3, 14);
255 prt(format(" %s ブレス", (menu_line == 3) ? "》" : " "), 4, 14);
256 prt(format(" %s 召喚", (menu_line == 4) ? "》" : " "), 5, 14);
257 prt(format(" %s その他", (menu_line == 5) ? "》" : " "), 6, 14);
258 prt("どの種類の魔法を使いますか?", 0, 0);
260 prt(format(" %s bolt", (menu_line == 1) ? "> " : " "), 2, 14);
261 prt(format(" %s ball", (menu_line == 2) ? "> " : " "), 3, 14);
262 prt(format(" %s breath", (menu_line == 3) ? "> " : " "), 4, 14);
263 prt(format(" %s sommoning", (menu_line == 4) ? "> " : " "), 5, 14);
264 prt(format(" %s others", (menu_line == 5) ? "> " : " "), 6, 14);
265 prt("use which type of magic? ", 0, 0);
291 if (menu_line > 5) menu_line -= 5;
297 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:"));
300 if (!get_com(comment, &ch, TRUE))
304 if (ch == 'A' || ch == 'a')
309 if (ch == 'B' || ch == 'b')
314 if (ch == 'C' || ch == 'c')
319 if (ch == 'D' || ch == 'd')
324 if (ch == 'E' || ch == 'e')
332 set_rf_masks(&f4, &f5, &f6, mode);
334 for (i = 0, num = 0; i < 32; i++)
336 if ((0x00000001 << i) & f4) spellnum[num++] = i;
340 if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
344 if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
346 for (i = 0; i < num; i++)
348 if (p_ptr->magic_num2[spellnum[i]])
350 if (use_menu) menu_line = i+1;
356 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."));
360 /* Build a prompt (accept all spells) */
361 (void)strnfmt(out_val, 78,
362 _("(%c-%c, '*'で一覧, ESC) どの%sを唱えますか?", "(%c-%c, *=List, ESC=exit) Use which %s? "),
363 I2A(0), I2A(num - 1), p);
365 if (use_menu) screen_save();
367 /* Get a spell from the user */
369 choice= (always_show_list || use_menu) ? ESCAPE:1 ;
372 if(choice==ESCAPE) choice = ' ';
373 else if( !get_com(out_val, &choice, TRUE) )break;
375 if (use_menu && choice != ' ')
391 menu_line += (num-1);
392 if (menu_line > num) menu_line -= num;
393 } while(!p_ptr->magic_num2[spellnum[menu_line-1]]);
404 if (menu_line > num) menu_line -= num;
405 } while(!p_ptr->magic_num2[spellnum[menu_line-1]]);
414 while(!p_ptr->magic_num2[spellnum[menu_line-1]]) menu_line--;
423 while(!p_ptr->magic_num2[spellnum[menu_line-1]]) menu_line++;
438 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
441 if (!redraw || use_menu)
448 /* Save the screen */
449 if (!use_menu) screen_save();
451 /* Display a list of spells */
453 put_str(_("名前", "Name"), y, x + 5);
454 put_str(_("MP 失率 効果", "SP Fail Info"), y, x + 33);
457 /* Dump the spells */
458 for (i = 0; i < num; i++)
462 prt("", y + i + 1, x);
463 if (!p_ptr->magic_num2[spellnum[i]]) continue;
465 /* Access the spell */
466 spell = monster_powers[spellnum[i]];
470 /* Reduce failure rate by "effective" level adjustment */
471 if (plev > spell.level) chance -= 3 * (plev - spell.level);
472 else chance += (spell.level - plev);
474 /* Reduce failure rate by INT/WIS adjustment */
475 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[A_INT]] - 1);
477 chance = mod_spell_chance_1(chance);
479 need_mana = mod_need_mana(monster_powers[spellnum[i]].smana, 0, REALM_NONE);
481 /* Not enough mana to cast */
482 if (need_mana > p_ptr->csp)
484 chance += 5 * (need_mana - p_ptr->csp);
487 /* Extract the minimum failure rate */
488 minfail = adj_mag_fail[p_ptr->stat_ind[A_INT]];
490 /* Minimum failure rate */
491 if (chance < minfail) chance = minfail;
493 /* Stunning makes spells harder */
494 if (p_ptr->stun > 50) chance += 25;
495 else if (p_ptr->stun) chance += 15;
497 /* Always a 5 percent chance of working */
498 if (chance > 95) chance = 95;
500 chance = mod_spell_chance_2(chance);
503 learned_info(comment, spellnum[i]);
507 if (i == (menu_line-1)) strcpy(psi_desc, _(" 》", " > "));
508 else strcpy(psi_desc, " ");
510 else sprintf(psi_desc, " %c)", I2A(i));
512 /* Dump the spell --(-- */
513 strcat(psi_desc, format(" %-26s %3d %3d%%%s",
514 spell.name, need_mana,
516 prt(psi_desc, y + i + 1, x);
519 /* Clear the bottom line */
520 if (y < 22) prt("", y + i + 1, x);
529 /* Restore the screen */
540 ask = isupper(choice);
543 if (ask) choice = (char)tolower(choice);
545 /* Extract request */
546 i = (islower(choice) ? A2I(choice) : -1);
549 /* Totally Illegal */
550 if ((i < 0) || (i >= num) || !p_ptr->magic_num2[spellnum[i]])
556 /* Save the spell index */
557 spell = monster_powers[spellnum[i]];
565 (void) strnfmt(tmp_val, 78, _("%sの魔法を唱えますか?", "Use %s? "), monster_powers[spellnum[i]].name);
567 /* Belay that order */
568 if (!get_check(tmp_val)) continue;
575 /* Restore the screen */
576 if (redraw) screen_load();
579 p_ptr->window |= (PW_SPELL);
583 /* Abort if needed */
584 if (!flag) return (FALSE);
586 /* Save the choice */
589 #ifdef ALLOW_REPEAT /* TNB */
591 repeat_push((COMMAND_CODE)spellnum[i]);
593 #endif /* ALLOW_REPEAT -- TNB */
602 * do_cmd_cast calls this function if the player's class is 'blue-mage'.
603 * @param spell 発動するモンスター攻撃のID
604 * @param success TRUEは成功時、FALSEは失敗時の処理を行う
605 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
607 static bool cast_learned_spell(int spell, bool success)
610 PLAYER_LEVEL plev = pseudo_plev();
611 PLAYER_LEVEL summon_lev = p_ptr->lev * 2 / 3 + randint1(p_ptr->lev/2);
612 HIT_POINT damage = 0;
614 bool no_trump = FALSE;
615 BIT_FLAGS p_mode, u_mode = 0L, g_mode;
619 p_mode = PM_FORCE_PET;
625 g_mode = PM_ALLOW_GROUP;
628 if (!success || (randint1(50+plev) < plev/10)) u_mode = PM_ALLOW_UNIQUE;
634 msg_print(_("かん高い金切り声をあげた。", "You make a high pitched shriek."));
635 aggravate_monsters(0);
643 if (!target_set(TARGET_KILL)) return FALSE;
644 m_idx = cave[target_row][target_col].m_idx;
646 if (!player_has_los_bold(target_row, target_col)) break;
647 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
648 dispel_monster_status(m_idx);
652 if (!get_aim_dir(&dir)) return FALSE;
654 msg_print(_("ロケットを発射した。", "You fire a rocket."));
655 damage = monspell_bluemage_damage((MS_ROCKET), plev, DAM_ROLL);
656 fire_rocket(GF_ROCKET, dir, damage, 2);
660 if (!get_aim_dir(&dir)) return FALSE;
662 msg_print(_("矢を放った。", "You fire an arrow."));
663 damage = monspell_bluemage_damage((MS_SHOOT), plev, DAM_ROLL);
664 fire_bolt(GF_ARROW, dir, damage);
674 if (!get_aim_dir(&dir)) return FALSE;
676 msg_print(_("酸のブレスを吐いた。", "You breathe acid."));
677 damage = monspell_bluemage_damage((MS_BR_ACID), plev, DAM_ROLL);
678 fire_breath(GF_ACID, dir, damage, (plev > 40 ? 3 : 2));
681 if (!get_aim_dir(&dir)) return FALSE;
683 msg_print(_("稲妻のブレスを吐いた。", "You breathe lightning."));
684 damage = monspell_bluemage_damage((MS_BR_ELEC), plev, DAM_ROLL);
685 fire_breath(GF_ELEC, dir, damage, (plev > 40 ? 3 : 2));
688 if (!get_aim_dir(&dir)) return FALSE;
690 msg_print(_("火炎のブレスを吐いた。", "You breathe fire."));
691 damage = monspell_bluemage_damage((MS_BR_FIRE), plev, DAM_ROLL);
692 fire_breath(GF_FIRE, dir, damage, (plev > 40 ? 3 : 2));
695 if (!get_aim_dir(&dir)) return FALSE;
697 msg_print(_("冷気のブレスを吐いた。", "You breathe frost."));
698 damage = monspell_bluemage_damage((MS_BR_COLD), plev, DAM_ROLL);
699 fire_breath(GF_COLD, dir, damage, (plev > 40 ? 3 : 2));
702 if (!get_aim_dir(&dir)) return FALSE;
704 msg_print(_("ガスのブレスを吐いた。", "You breathe gas."));
705 damage = monspell_bluemage_damage((MS_BR_POIS), plev, DAM_ROLL);
706 fire_breath(GF_POIS, dir, damage, (plev > 40 ? 3 : 2));
709 if (!get_aim_dir(&dir)) return FALSE;
711 msg_print(_("地獄のブレスを吐いた。", "You breathe nether."));
712 damage = monspell_bluemage_damage((MS_BR_NETHER), plev, DAM_ROLL);
713 fire_breath(GF_NETHER, dir, damage, (plev > 40 ? 3 : 2));
716 if (!get_aim_dir(&dir)) return FALSE;
718 msg_print(_("閃光のブレスを吐いた。", "You breathe light."));
719 damage = monspell_bluemage_damage((MS_BR_LITE), plev, DAM_ROLL);
720 fire_breath(GF_LITE, dir, damage, (plev > 40 ? 3 : 2));
723 if (!get_aim_dir(&dir)) return FALSE;
725 msg_print(_("暗黒のブレスを吐いた。", "You breathe darkness."));
726 damage = monspell_bluemage_damage((MS_BR_DARK), plev, DAM_ROLL);
727 fire_breath(GF_DARK, dir, damage, (plev > 40 ? 3 : 2));
730 if (!get_aim_dir(&dir)) return FALSE;
732 msg_print(_("混乱のブレスを吐いた。", "You breathe confusion."));
733 damage = monspell_bluemage_damage((MS_BR_CONF), plev, DAM_ROLL);
734 fire_breath(GF_CONFUSION, dir, damage, (plev > 40 ? 3 : 2));
737 if (!get_aim_dir(&dir)) return FALSE;
739 msg_print(_("轟音のブレスを吐いた。", "You breathe sound."));
740 damage = monspell_bluemage_damage((MS_BR_SOUND), plev, DAM_ROLL);
741 fire_breath(GF_SOUND, dir, damage, (plev > 40 ? 3 : 2));
744 if (!get_aim_dir(&dir)) return FALSE;
746 msg_print(_("カオスのブレスを吐いた。", "You breathe chaos."));
747 damage = monspell_bluemage_damage((MS_BR_CHAOS), plev, DAM_ROLL);
748 fire_breath(GF_CHAOS, dir, damage, (plev > 40 ? 3 : 2));
751 if (!get_aim_dir(&dir)) return FALSE;
753 msg_print(_("劣化のブレスを吐いた。", "You breathe disenchantment."));
754 damage = monspell_bluemage_damage((MS_BR_DISEN), plev, DAM_ROLL);
755 fire_breath(GF_DISENCHANT, dir, damage, (plev > 40 ? 3 : 2));
758 if (!get_aim_dir(&dir)) return FALSE;
760 msg_print(_("因果混乱のブレスを吐いた。", "You breathe nexus."));
761 damage = monspell_bluemage_damage((MS_BR_NEXUS), plev, DAM_ROLL);
762 fire_breath(GF_NEXUS, dir, damage, (plev > 40 ? 3 : 2));
765 if (!get_aim_dir(&dir)) return FALSE;
767 msg_print(_("時間逆転のブレスを吐いた。", "You breathe time."));
768 damage = monspell_bluemage_damage((MS_BR_TIME), plev, DAM_ROLL);
769 fire_breath(GF_TIME, dir, damage, (plev > 40 ? 3 : 2));
772 if (!get_aim_dir(&dir)) return FALSE;
774 msg_print(_("遅鈍のブレスを吐いた。", "You breathe inertia."));
775 damage = monspell_bluemage_damage((MS_BR_INERTIA), plev, DAM_ROLL);
776 fire_breath(GF_INERTIAL, dir, damage, (plev > 40 ? 3 : 2));
779 if (!get_aim_dir(&dir)) return FALSE;
781 msg_print(_("重力のブレスを吐いた。", "You breathe gravity."));
782 damage = monspell_bluemage_damage((MS_BR_GRAVITY), plev, DAM_ROLL);
783 fire_breath(GF_GRAVITY, dir, damage, (plev > 40 ? 3 : 2));
786 if (!get_aim_dir(&dir)) return FALSE;
788 msg_print(_("破片のブレスを吐いた。", "You breathe shards."));
789 damage = monspell_bluemage_damage((MS_BR_SHARDS), plev, DAM_ROLL);
790 fire_breath(GF_SHARDS, dir, damage, (plev > 40 ? 3 : 2));
793 if (!get_aim_dir(&dir)) return FALSE;
795 msg_print(_("プラズマのブレスを吐いた。", "You breathe plasma."));
796 damage = monspell_bluemage_damage((MS_BR_PLASMA), plev, DAM_ROLL);
797 fire_breath(GF_PLASMA, dir, damage, (plev > 40 ? 3 : 2));
800 if (!get_aim_dir(&dir)) return FALSE;
802 msg_print(_("フォースのブレスを吐いた。", "You breathe force."));
803 damage = monspell_bluemage_damage((MS_BR_FORCE), plev, DAM_ROLL);
804 fire_breath(GF_FORCE, dir, damage, (plev > 40 ? 3 : 2));
807 if (!get_aim_dir(&dir)) return FALSE;
809 msg_print(_("魔力のブレスを吐いた。", "You breathe mana."));
810 damage = monspell_bluemage_damage((MS_BR_MANA), plev, DAM_ROLL);
811 fire_breath(GF_MANA, dir, damage, (plev > 40 ? 3 : 2));
814 if (!get_aim_dir(&dir)) return FALSE;
816 msg_print(_("放射能球を放った。", "You cast a ball of radiation."));
817 damage = monspell_bluemage_damage((MS_BALL_NUKE), plev, DAM_ROLL);
818 fire_ball(GF_NUKE, dir, damage, 2);
821 if (!get_aim_dir(&dir)) return FALSE;
823 msg_print(_("放射性廃棄物のブレスを吐いた。", "You breathe toxic waste."));
824 damage = monspell_bluemage_damage((MS_BR_NUKE), plev, DAM_ROLL);
825 fire_breath(GF_NUKE, dir, damage, (plev > 40 ? 3 : 2));
828 if (!get_aim_dir(&dir)) return FALSE;
830 msg_print(_("純ログルスを放った。", "You invoke a raw Logrus."));
831 damage = monspell_bluemage_damage((MS_BALL_CHAOS), plev, DAM_ROLL);
832 fire_ball(GF_CHAOS, dir, damage, 4);
835 if (!get_aim_dir(&dir)) return FALSE;
837 msg_print(_("分解のブレスを吐いた。", "You breathe disintegration."));
838 damage = monspell_bluemage_damage((MS_BR_DISI), plev, DAM_ROLL);
839 fire_breath(GF_DISINTEGRATE, dir, damage, (plev > 40 ? 3 : 2));
842 if (!get_aim_dir(&dir)) return FALSE;
844 msg_print(_("アシッド・ボールの呪文を唱えた。", "You cast an acid ball."));
845 damage = monspell_bluemage_damage((MS_BALL_ACID), plev, DAM_ROLL);
846 fire_ball(GF_ACID, dir, damage, 2);
849 if (!get_aim_dir(&dir)) return FALSE;
851 msg_print(_("サンダー・ボールの呪文を唱えた。", "You cast a lightning ball."));
852 damage = monspell_bluemage_damage((MS_BALL_ELEC), plev, DAM_ROLL);
853 fire_ball(GF_ELEC, dir, damage, 2);
856 if (!get_aim_dir(&dir)) return FALSE;
858 msg_print(_("ファイア・ボールの呪文を唱えた。", "You cast a fire ball."));
859 damage = monspell_bluemage_damage((MS_BALL_FIRE), plev, DAM_ROLL);
860 fire_ball(GF_FIRE, dir, damage, 2);
863 if (!get_aim_dir(&dir)) return FALSE;
865 msg_print(_("アイス・ボールの呪文を唱えた。", "You cast a frost ball."));
866 damage = monspell_bluemage_damage((MS_BALL_COLD), plev, DAM_ROLL);
867 fire_ball(GF_COLD, dir, damage, 2);
870 if (!get_aim_dir(&dir)) return FALSE;
872 msg_print(_("悪臭雲の呪文を唱えた。", "You cast a stinking cloud."));
873 damage = monspell_bluemage_damage((MS_BALL_POIS), plev, DAM_ROLL);
874 fire_ball(GF_POIS, dir, damage, 2);
877 if (!get_aim_dir(&dir)) return FALSE;
879 msg_print(_("地獄球の呪文を唱えた。", "You cast a nether ball."));
880 damage = monspell_bluemage_damage((MS_BALL_NETHER), plev, DAM_ROLL);
881 fire_ball(GF_NETHER, dir, damage, 2);
884 if (!get_aim_dir(&dir)) return FALSE;
886 msg_print(_("流れるような身振りをした。", "You gesture fluidly."));
887 damage = monspell_bluemage_damage((MS_BALL_WATER), plev, DAM_ROLL);
888 fire_ball(GF_WATER, dir, damage, 4);
891 if (!get_aim_dir(&dir)) return FALSE;
893 msg_print(_("魔力の嵐の呪文を念じた。", "You invoke a mana storm."));
894 damage = monspell_bluemage_damage((MS_BALL_MANA), plev, DAM_ROLL);
895 fire_ball(GF_MANA, dir, damage, 4);
898 if (!get_aim_dir(&dir)) return FALSE;
900 msg_print(_("暗黒の嵐の呪文を念じた。", "You invoke a darkness storm."));
901 damage = monspell_bluemage_damage((MS_BALL_DARK), plev, DAM_ROLL);
902 fire_ball(GF_DARK, dir, damage, 4);
905 if (!get_aim_dir(&dir)) return FALSE;
907 damage = monspell_bluemage_damage((MS_DRAIN_MANA), plev, DAM_ROLL);
908 fire_ball_hide(GF_DRAIN_MANA, dir, damage, 0);
911 if (!get_aim_dir(&dir)) return FALSE;
913 damage = monspell_bluemage_damage((MS_MIND_BLAST), plev, DAM_ROLL);
914 fire_ball_hide(GF_MIND_BLAST, dir, damage, 0);
917 if (!get_aim_dir(&dir)) return FALSE;
919 damage = monspell_bluemage_damage((MS_BRAIN_SMASH), plev, DAM_ROLL);
920 fire_ball_hide(GF_BRAIN_SMASH, dir, damage, 0);
923 if (!get_aim_dir(&dir)) return FALSE;
925 damage = monspell_bluemage_damage((MS_CAUSE_1), plev, DAM_ROLL);
926 fire_ball_hide(GF_CAUSE_1, dir, damage, 0);
929 if (!get_aim_dir(&dir)) return FALSE;
931 damage = monspell_bluemage_damage((MS_CAUSE_2), plev, DAM_ROLL);
932 fire_ball_hide(GF_CAUSE_2, dir, damage, 0);
935 if (!get_aim_dir(&dir)) return FALSE;
937 damage = monspell_bluemage_damage((MS_CAUSE_3), plev, DAM_ROLL);
938 fire_ball_hide(GF_CAUSE_3, dir, damage, 0);
941 if (!get_aim_dir(&dir)) return FALSE;
943 damage = monspell_bluemage_damage((MS_CAUSE_4), plev, DAM_ROLL);
944 fire_ball_hide(GF_CAUSE_4, dir, damage, 0);
947 if (!get_aim_dir(&dir)) return FALSE;
949 msg_print(_("アシッド・ボルトの呪文を唱えた。", "You cast an acid bolt."));
950 damage = monspell_bluemage_damage((MS_BOLT_ACID), plev, DAM_ROLL);
951 fire_bolt(GF_ACID, dir, damage);
954 if (!get_aim_dir(&dir)) return FALSE;
956 msg_print(_("サンダー・ボルトの呪文を唱えた。", "You cast a lightning bolt."));
957 damage = monspell_bluemage_damage((MS_BOLT_ELEC), plev, DAM_ROLL);
958 fire_bolt(GF_ELEC, dir, damage);
961 if (!get_aim_dir(&dir)) return FALSE;
963 msg_print(_("ファイア・ボルトの呪文を唱えた。", "You cast a fire bolt."));
964 damage = monspell_bluemage_damage((MS_BOLT_FIRE), plev, DAM_ROLL);
965 fire_bolt(GF_FIRE, dir, damage);
968 if (!get_aim_dir(&dir)) return FALSE;
970 msg_print(_("アイス・ボルトの呪文を唱えた。", "You cast a frost bolt."));
971 damage = monspell_bluemage_damage((MS_BOLT_COLD), plev, DAM_ROLL);
972 fire_bolt(GF_COLD, dir, damage);
975 if (!get_aim_dir(&dir)) return FALSE;
977 msg_print(_("スターバーストの呪文を念じた。", "You invoke a starburst."));
978 damage = monspell_bluemage_damage((MS_STARBURST), plev, DAM_ROLL);
979 fire_ball(GF_LITE, dir, damage, 4);
982 if (!get_aim_dir(&dir)) return FALSE;
984 msg_print(_("地獄の矢の呪文を唱えた。", "You cast a nether bolt."));
985 damage = monspell_bluemage_damage((MS_BOLT_NETHER), plev, DAM_ROLL);
986 fire_bolt(GF_NETHER, dir, damage);
989 if (!get_aim_dir(&dir)) return FALSE;
991 msg_print(_("ウォーター・ボルトの呪文を唱えた。", "You cast a water bolt."));
992 damage = monspell_bluemage_damage((MS_BOLT_WATER), plev, DAM_ROLL);
993 fire_bolt(GF_WATER, dir, damage);
996 if (!get_aim_dir(&dir)) return FALSE;
998 msg_print(_("魔力の矢の呪文を唱えた。", "You cast a mana bolt."));
999 damage = monspell_bluemage_damage((MS_BOLT_MANA), plev, DAM_ROLL);
1000 fire_bolt(GF_MANA, dir, damage);
1002 case MS_BOLT_PLASMA:
1003 if (!get_aim_dir(&dir)) return FALSE;
1005 msg_print(_("プラズマ・ボルトの呪文を唱えた。", "You cast a plasma bolt."));
1006 damage = monspell_bluemage_damage((MS_BOLT_PLASMA), plev, DAM_ROLL);
1007 fire_bolt(GF_PLASMA, dir, damage);
1010 if (!get_aim_dir(&dir)) return FALSE;
1012 msg_print(_("極寒の矢の呪文を唱えた。", "You cast a ice bolt."));
1013 damage = monspell_bluemage_damage((MS_BOLT_ICE), plev, DAM_ROLL);
1014 fire_bolt(GF_ICE, dir, damage);
1016 case MS_MAGIC_MISSILE:
1017 if (!get_aim_dir(&dir)) return FALSE;
1019 msg_print(_("マジック・ミサイルの呪文を唱えた。", "You cast a magic missile."));
1020 damage = monspell_bluemage_damage((MS_MAGIC_MISSILE), plev, DAM_ROLL);
1021 fire_bolt(GF_MISSILE, dir, damage);
1024 if (!get_aim_dir(&dir)) return FALSE;
1026 msg_print(_("恐ろしげな幻覚を作り出した。", "You cast a fearful illusion."));
1027 fear_monster(dir, plev+10);
1030 if (!get_aim_dir(&dir)) return FALSE;
1031 confuse_monster(dir, plev * 2);
1034 if (!get_aim_dir(&dir)) return FALSE;
1036 msg_print(_("誘惑的な幻覚をつくり出した。", "You cast a mesmerizing illusion."));
1037 confuse_monster(dir, plev * 2);
1040 if (!get_aim_dir(&dir)) return FALSE;
1041 slow_monster(dir, plev);
1044 if (!get_aim_dir(&dir)) return FALSE;
1045 sleep_monster(dir, plev);
1048 (void)set_fast(randint1(20 + plev) + plev, FALSE);
1052 if (!get_aim_dir(&dir)) return FALSE;
1054 msg_print(_("<破滅の手>を放った!", "You invoke the Hand of Doom!"));
1055 fire_ball_hide(GF_HAND_DOOM, dir, plev * 3, 0);
1059 msg_print(_("自分の傷に念を集中した。", "You concentrate on your wounds!"));
1060 (void)hp_player(plev*4);
1065 msg_print(_("無傷の球の呪文を唱えた。", "You cast a Globe of Invulnerability."));
1066 (void)set_invuln(randint1(4) + 4, FALSE);
1069 teleport_player(10, 0L);
1072 teleport_player(plev * 5, 0L);
1075 world_player = TRUE;
1076 msg_print(_("「時よ!」", "'Time!'"));
1080 p_ptr->energy_need -= 1000 + (100 + randint1(200)+200)*TURNS_PER_TICK/10;
1083 p_ptr->redraw |= (PR_MAP);
1085 /* Update monsters */
1086 p_ptr->update |= (PU_MONSTERS);
1088 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1096 monster_type *m_ptr;
1097 monster_race *r_ptr;
1100 if (!target_set(TARGET_KILL)) return FALSE;
1101 if (!cave[target_row][target_col].m_idx) break;
1102 if (!player_has_los_bold(target_row, target_col)) break;
1103 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1104 m_ptr = &m_list[cave[target_row][target_col].m_idx];
1105 r_ptr = &r_info[m_ptr->r_idx];
1106 monster_desc(m_name, m_ptr, 0);
1107 if (r_ptr->flagsr & RFR_RES_TELE)
1109 if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
1111 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1112 msg_format(_("%sには効果がなかった!", "%s is unaffected!"), m_name);
1115 else if (r_ptr->level > randint1(100))
1117 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1118 msg_format(_("%sには耐性がある!", "%s resists!"), m_name);
1122 msg_format(_("%sを引き戻した。", "You command %s to return."), m_name);
1123 teleport_monster_to(cave[target_row][target_col].m_idx, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE);
1127 if (!get_aim_dir(&dir)) return FALSE;
1129 (void)fire_beam(GF_AWAY_ALL, dir, 100);
1133 MONSTER_IDX target_m_idx;
1134 monster_type *m_ptr;
1135 monster_race *r_ptr;
1138 if (!target_set(TARGET_KILL)) return FALSE;
1139 target_m_idx = cave[target_row][target_col].m_idx;
1140 if (!target_m_idx) break;
1141 if (!player_has_los_bold(target_row, target_col)) break;
1142 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1143 m_ptr = &m_list[target_m_idx];
1144 r_ptr = &r_info[m_ptr->r_idx];
1145 monster_desc(m_name, m_ptr, 0);
1146 msg_format(_("%^sの足を指さした。", "You gesture at %^s's feet."), m_name);
1148 if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) ||
1149 (r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > plev + randint1(60)))
1151 msg_format(_("しかし効果がなかった!", "%^s is unaffected!"), m_name);
1153 else teleport_level(target_m_idx);
1157 if (!get_aim_dir(&dir)) return FALSE;
1159 msg_print(_("光の剣を放った。", "You throw a psycho-spear."));
1160 damage = monspell_bluemage_damage((MS_PSY_SPEAR), plev, DAM_ROLL);
1161 (void)fire_beam(GF_PSY_SPEAR, dir, damage);
1165 msg_print(_("暗闇の中で手を振った。", "You gesture in shadow."));
1166 (void)unlite_area(10, 3);
1169 if (!target_set(TARGET_KILL)) return FALSE;
1171 msg_print(_("呪文を唱えて邪悪に微笑んだ。", "You cast a spell and cackle evilly."));
1172 trap_creation(target_row, target_col);
1175 msg_print(_("しかし何も起きなかった。", "Nothing happen."));
1178 msg_print(_("死者復活の呪文を唱えた。", "You cast a animate dead."));
1179 (void)animate_dead(0, p_ptr->y, p_ptr->x);
1185 msg_print(_("援軍を召喚した。", "You summon minions."));
1186 for (k = 0;k < 1; k++)
1188 if (summon_kin_player(summon_lev, p_ptr->y, p_ptr->x, (pet ? PM_FORCE_PET : 0L)))
1190 if (!pet) msg_print(_("召喚された仲間は怒っている!", "Summoned fellows are angry!"));
1203 msg_print(_("サイバーデーモンを召喚した!", "You summon a Cyberdemon!"));
1204 for (k = 0 ;k < 1 ; k++)
1205 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_CYBER, p_mode))
1208 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!"));
1219 msg_print(_("仲間を召喚した。", "You summon help."));
1220 for (k = 0;k < 1; k++)
1221 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, 0, p_mode))
1224 msg_print(_("召喚されたモンスターは怒っている!", "The summoned monster is angry!"));
1235 msg_print(_("モンスターを召喚した!", "You summon monsters!"));
1236 for (k = 0;k < plev / 15 + 2; k++)
1237 if(summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, 0, (p_mode | u_mode)))
1240 msg_print(_("召喚されたモンスターは怒っている!", "The summoned monsters are angry!"));
1251 msg_print(_("アリを召喚した。", "You summon ants."));
1252 for (k = 0;k < 1; k++)
1253 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_ANT, (PM_ALLOW_GROUP | p_mode)))
1256 msg_print(_("召喚されたアリは怒っている!", "The summoned ants are angry!"));
1267 msg_print(_("蜘蛛を召喚した。", "You summon spiders."));
1268 for (k = 0;k < 1; k++)
1269 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_SPIDER, (PM_ALLOW_GROUP | p_mode)))
1272 msg_print(_("召喚された蜘蛛は怒っている!", "Summoned spiders are angry!"));
1283 msg_print(_("ハウンドを召喚した。", "You summon hounds."));
1284 for (k = 0;k < 1; k++)
1285 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HOUND, (PM_ALLOW_GROUP | p_mode)))
1288 msg_print(_("召喚されたハウンドは怒っている!", "Summoned hounds are angry!"));
1299 msg_print(_("ヒドラを召喚した。", "You summon a hydras."));
1300 for (k = 0;k < 1; k++)
1301 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HYDRA, (g_mode | p_mode)))
1304 msg_print(_("召喚されたヒドラは怒っている!", "Summoned hydras are angry!"));
1315 msg_print(_("天使を召喚した!", "You summon an angel!"));
1316 for (k = 0;k < 1; k++)
1317 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_ANGEL, (g_mode | p_mode)))
1320 msg_print(_("召喚された天使は怒っている!", "Summoned angels are angry!"));
1331 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!"));
1332 for (k = 0;k < 1; k++)
1333 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_DEMON, (g_mode | p_mode)))
1336 msg_print(_("召喚されたデーモンは怒っている!", "Summoned demons are angry!"));
1347 msg_print(_("アンデッドの強敵を召喚した!", "You summon an undead adversary!"));
1348 for (k = 0;k < 1; k++)
1349 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_UNDEAD, (g_mode | p_mode)))
1352 msg_print(_("召喚されたアンデッドは怒っている!", "Summoned undeads are angry!"));
1363 msg_print(_("ドラゴンを召喚した!", "You summon a dragon!"));
1364 for (k = 0;k < 1; k++)
1365 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_DRAGON, (g_mode | p_mode)))
1368 msg_print(_("召喚されたドラゴンは怒っている!", "Summoned dragons are angry!"));
1376 case MS_S_HI_UNDEAD:
1379 msg_print(_("強力なアンデッドを召喚した!", "You summon a greater undead!"));
1380 for (k = 0;k < 1; k++)
1381 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | u_mode)))
1384 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!"));
1392 case MS_S_HI_DRAGON:
1395 msg_print(_("古代ドラゴンを召喚した!", "You summon an ancient dragon!"));
1396 for (k = 0;k < 1; k++)
1397 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HI_DRAGON, (g_mode | p_mode | u_mode)))
1400 msg_print(_("召喚された古代ドラゴンは怒っている!", "Summoned ancient dragons are angry!"));
1411 msg_print(_("アンバーの王族を召喚した!", "You summon a Lord of Amber!"));
1412 for (k = 0;k < 1; k++)
1413 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_AMBERITES, (g_mode | p_mode | u_mode)))
1416 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!"));
1427 msg_print(_("特別な強敵を召喚した!", "You summon a special opponent!"));
1428 for (k = 0;k < 1; k++)
1429 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_UNIQUE, (g_mode | p_mode | PM_ALLOW_UNIQUE)))
1433 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!"));
1435 for (k = count;k < 1; k++)
1436 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | PM_ALLOW_UNIQUE)))
1440 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!"));
1453 msg_print(_("何も現れなかった。", "No one have appeared."));
1460 * @brief 青魔法コマンドのメインルーチン /
1461 * do_cmd_cast calls this function if the player's class is 'Blue-Mage'.
1462 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1464 bool do_cmd_cast_learned(void)
1468 PERCENTAGE minfail = 0;
1469 PLAYER_LEVEL plev = p_ptr->lev;
1470 monster_power spell;
1472 MANA_POINT need_mana;
1475 /* not if confused */
1476 if (p_ptr->confused)
1478 msg_print(_("混乱していて唱えられない!", "You are too confused!"));
1483 if (!get_learned_power(&n)) return FALSE;
1485 spell = monster_powers[n];
1487 need_mana = mod_need_mana(spell.smana, 0, REALM_NONE);
1489 /* Verify "dangerous" spells */
1490 if (need_mana > p_ptr->csp)
1493 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1495 if (!over_exert) return FALSE;
1498 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return FALSE;
1501 /* Spell failure chance */
1502 chance = spell.fail;
1504 /* Reduce failure rate by "effective" level adjustment */
1505 if (plev > spell.level) chance -= 3 * (plev - spell.level);
1506 else chance += (spell.level - plev);
1508 /* Reduce failure rate by INT/WIS adjustment */
1509 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[A_INT]] - 1);
1511 chance = mod_spell_chance_1(chance);
1513 /* Not enough mana to cast */
1514 if (need_mana > p_ptr->csp)
1516 chance += 5 * (need_mana - p_ptr->csp);
1519 /* Extract the minimum failure rate */
1520 minfail = adj_mag_fail[p_ptr->stat_ind[A_INT]];
1522 /* Minimum failure rate */
1523 if (chance < minfail) chance = minfail;
1525 /* Stunning makes spells harder */
1526 if (p_ptr->stun > 50) chance += 25;
1527 else if (p_ptr->stun) chance += 15;
1529 /* Always a 5 percent chance of working */
1530 if (chance > 95) chance = 95;
1532 chance = mod_spell_chance_2(chance);
1535 if (randint0(100) < chance)
1537 if (flush_failure) flush();
1538 msg_print(_("魔法をうまく唱えられなかった。", "You failed to concentrate hard enough!"));
1543 /* Cast the spell */
1544 cast = cast_learned_spell(n, FALSE);
1550 /* Cast the spell */
1551 cast = cast_learned_spell(n, TRUE);
1553 if (!cast) return FALSE;
1556 /* Sufficient mana */
1557 if (need_mana <= p_ptr->csp)
1560 p_ptr->csp -= need_mana;
1564 int oops = need_mana;
1568 p_ptr->csp_frac = 0;
1570 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!"));
1572 /* Hack -- Bypass free action */
1573 (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));
1575 chg_virtue(V_KNOWLEDGE, -10);
1577 /* Damage CON (possibly permanently) */
1578 if (randint0(100) < 50)
1580 bool perm = (randint0(100) < 25);
1582 msg_print(_("体を悪くしてしまった!", "You have damaged your health!"));
1584 /* Reduce constitution */
1585 (void)dec_stat(A_CON, 15 + randint1(10), perm);
1589 p_ptr->energy_use = 100;
1591 p_ptr->redraw |= (PR_MANA);
1592 p_ptr->window |= (PW_PLAYER);
1593 p_ptr->window |= (PW_SPELL);
1599 * @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
1600 * @param monspell ラーニングを試みるモンスター攻撃のID
1603 void learn_spell(int monspell)
1605 if (p_ptr->action != ACTION_LEARN) return;
1606 if (monspell < 0) return; /* Paranoia */
1607 if (p_ptr->magic_num2[monspell]) return;
1608 if (p_ptr->confused || p_ptr->blind || p_ptr->image || p_ptr->stun || p_ptr->paralyzed) return;
1609 if (randint1(p_ptr->lev + 70) > monster_powers[monspell].level + 40)
1611 p_ptr->magic_num2[monspell] = 1;
1612 msg_format(_("%sを学習した!", "You have learned %s!"), monster_powers[monspell].name);
1613 gain_exp(monster_powers[monspell].level * monster_powers[monspell].smana);
1618 p_ptr->redraw |= (PR_STATE);
1624 * @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
1625 * Extract monster spells mask for the given mode
1626 * @param f4 モンスター特殊能力の4番目のフラグ配列
1627 * @param f5 モンスター特殊能力の5番目のフラグ配列
1628 * @param f6 モンスター特殊能力の6番目のフラグ配列
1629 * @param mode 抜き出したい条件
1634 void set_rf_masks(s32b *f4, s32b *f5, s32b *f6, BIT_FLAGS mode)
1638 case MONSPELL_TYPE_BOLT:
1639 *f4 = ((RF4_BOLT_MASK | RF4_BEAM_MASK) & ~(RF4_ROCKET));
1640 *f5 = RF5_BOLT_MASK | RF5_BEAM_MASK;
1641 *f6 = RF6_BOLT_MASK | RF6_BEAM_MASK;
1644 case MONSPELL_TYPE_BALL:
1645 *f4 = (RF4_BALL_MASK & ~(RF4_BREATH_MASK));
1646 *f5 = (RF5_BALL_MASK & ~(RF5_BREATH_MASK));
1647 *f6 = (RF6_BALL_MASK & ~(RF6_BREATH_MASK));
1650 case MONSPELL_TYPE_BREATH:
1651 *f4 = RF4_BREATH_MASK;
1652 *f5 = RF5_BREATH_MASK;
1653 *f6 = RF6_BREATH_MASK;
1656 case MONSPELL_TYPE_SUMMON:
1657 *f4 = RF4_SUMMON_MASK;
1658 *f5 = RF5_SUMMON_MASK;
1659 *f6 = RF6_SUMMON_MASK;
1662 case MONSPELL_TYPE_OTHER:
1663 *f4 = RF4_ATTACK_MASK & ~(RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_INDIRECT_MASK);
1664 *f5 = RF5_ATTACK_MASK & ~(RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_INDIRECT_MASK);
1665 *f6 = RF6_ATTACK_MASK & ~(RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_INDIRECT_MASK);