#include "blue-magic/blue-magic-ball-bolt.h"
#include "blue-magic/blue-magic-breath.h"
#include "blue-magic/blue-magic-spirit-curse.h"
+#include "blue-magic/blue-magic-status.h"
+#include "blue-magic/blue-magic-summon.h"
#include "blue-magic/blue-magic-util.h"
#include "blue-magic/learnt-info.h"
#include "core/hp-mp-processor.h"
#include "floor/cave.h"
-#include "floor/floor.h"
#include "grid/grid.h"
-#include "io/targeting.h"
-#include "monster-floor/monster-summon.h"
-#include "monster-floor/place-monster-types.h"
#include "monster-race/monster-race.h"
#include "monster-race/race-flags-resistance.h"
#include "monster-race/race-flags1.h"
#include "monster/monster-info.h"
#include "monster/monster-status.h"
#include "mspell/mspell-damage-calculator.h"
-#include "mspell/mspell-type.h"
#include "spell-kind/spells-launcher.h"
#include "spell-kind/spells-lite.h"
#include "spell-kind/spells-neighbor.h"
#include "spell-kind/spells-world.h"
#include "spell/spell-types.h"
#include "spell/spells-status.h"
-#include "spell/spells-summon.h"
#include "status/bad-status-setter.h"
#include "status/body-improvement.h"
#include "status/buff-setter.h"
#include "system/floor-type-definition.h"
+#include "target/projection-path-calculator.h"
+#include "target/target-checker.h"
+#include "target/target-getter.h"
+#include "target/target-setter.h"
+#include "target/target-types.h"
#include "view/display-messages.h"
static bool cast_blue_dispel(player_type *caster_ptr)
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。
- */
-bool cast_learned_spell(player_type *caster_ptr, int spell, const bool success)
+static bool cast_blue_hand_doom(player_type *caster_ptr, bmc_type *bmc_ptr)
{
- bmc_type tmp_bm;
- bmc_type *bmc_ptr = initialize_blue_magic_type(caster_ptr, &tmp_bm, success, get_pseudo_monstetr_level);
+ if (!get_aim_dir(caster_ptr, &bmc_ptr->dir))
+ return FALSE;
+
+ msg_print(_("<破滅の手>を放った!", "You invoke the Hand of Doom!"));
+ fire_ball_hide(caster_ptr, GF_HAND_DOOM, bmc_ptr->dir, bmc_ptr->plev * 3, 0);
+ return TRUE;
+}
+
+static bool exe_blue_teleport_back(player_type *caster_ptr, GAME_TEXT *m_name)
+{
+ monster_type *m_ptr;
+ monster_race *r_ptr;
floor_type *floor_ptr = caster_ptr->current_floor_ptr;
+ if ((floor_ptr->grid_array[target_row][target_col].m_idx == 0) || !player_has_los_bold(caster_ptr, target_row, target_col)
+ || !projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col))
+ return TRUE;
+
+ m_ptr = &floor_ptr->m_list[floor_ptr->grid_array[target_row][target_col].m_idx];
+ r_ptr = &r_info[m_ptr->r_idx];
+ monster_desc(caster_ptr, m_name, m_ptr, 0);
+ if ((r_ptr->flagsr & RFR_RES_TELE) == 0)
+ return FALSE;
+
+ if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flagsr & RFR_RES_ALL)) {
+ if (is_original_ap_and_seen(caster_ptr, 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);
+ return TRUE;
+ }
+
+ if (r_ptr->level <= randint1(100))
+ return FALSE;
+
+ if (is_original_ap_and_seen(caster_ptr, m_ptr))
+ r_ptr->r_flagsr |= RFR_RES_TELE;
+
+ msg_format(_("%sには耐性がある!", "%s resists!"), m_name);
+ return TRUE;
+}
+
+static bool cast_blue_teleport_back(player_type *caster_ptr)
+{
+ if (!target_set(caster_ptr, TARGET_KILL))
+ return FALSE;
+
+ GAME_TEXT m_name[MAX_NLEN];
+ if (exe_blue_teleport_back(caster_ptr, m_name))
+ return TRUE;
+
+ msg_format(_("%sを引き戻した。", "You command %s to return."), m_name);
+ teleport_monster_to(
+ caster_ptr, caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx, caster_ptr->y, caster_ptr->x, 100, TELEPORT_PASSIVE);
+ return TRUE;
+}
+
+static bool cast_blue_teleport_away(player_type *caster_ptr, bmc_type *bmc_ptr)
+{
+ if (!get_aim_dir(caster_ptr, &bmc_ptr->dir))
+ return FALSE;
+
+ (void)fire_beam(caster_ptr, GF_AWAY_ALL, bmc_ptr->dir, 100);
+ return TRUE;
+}
+
+static bool cast_blue_psy_spear(player_type *caster_ptr, bmc_type *bmc_ptr)
+{
+ if (!get_aim_dir(caster_ptr, &bmc_ptr->dir))
+ return FALSE;
+
+ msg_print(_("光の剣を放った。", "You throw a psycho-spear."));
+ bmc_ptr->damage = monspell_bluemage_damage(caster_ptr, (MS_PSY_SPEAR), bmc_ptr->plev, DAM_ROLL);
+ (void)fire_beam(caster_ptr, GF_PSY_SPEAR, bmc_ptr->dir, bmc_ptr->damage);
+ return TRUE;
+}
+
+static bool cast_blue_make_trap(player_type *caster_ptr)
+{
+ if (!target_set(caster_ptr, 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(caster_ptr, target_row, target_col);
+ return TRUE;
+}
+
+bool switch_cast_blue_magic(player_type *caster_ptr, bmc_type *bmc_ptr, SPELL_IDX spell)
+{
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(caster_ptr, 0);
- break; // 関数分割後に'return TRUE;' に差し替え.
+ return TRUE;
case MS_XXX1:
case MS_XXX2:
case MS_XXX3:
case MS_XXX4:
- break; // 関数分割後に'return TRUE;' に差し替え.
+ return TRUE;
case MS_DISPEL:
- if (!cast_blue_dispel(caster_ptr))
- return FALSE;
-
- break;
+ return cast_blue_dispel(caster_ptr);
case MS_ROCKET:
- if (!cast_blue_rocket(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_rocket(caster_ptr, bmc_ptr);
case MS_SHOOT:
- if (!cast_blue_shoot(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_shoot(caster_ptr, bmc_ptr);
case MS_BR_ACID:
- if (!cast_blue_breath_acid(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_breath_acid(caster_ptr, bmc_ptr);
case MS_BR_ELEC:
- if (!cast_blue_breath_elec(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_breath_elec(caster_ptr, bmc_ptr);
case MS_BR_FIRE:
- if (!cast_blue_breath_fire(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_breath_fire(caster_ptr, bmc_ptr);
case MS_BR_COLD:
- if (!cast_blue_breath_cold(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_breath_cold(caster_ptr, bmc_ptr);
case MS_BR_POIS:
- if (!cast_blue_breath_pois(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_breath_pois(caster_ptr, bmc_ptr);
case MS_BR_NETHER:
- if (!cast_blue_breath_nether(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_breath_nether(caster_ptr, bmc_ptr);
case MS_BR_LITE:
- if (!cast_blue_breath_lite(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_breath_lite(caster_ptr, bmc_ptr);
case MS_BR_DARK:
- if (!cast_blue_breath_dark(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_breath_dark(caster_ptr, bmc_ptr);
case MS_BR_CONF:
- if (!cast_blue_breath_conf(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_breath_conf(caster_ptr, bmc_ptr);
case MS_BR_SOUND:
- if (!cast_blue_breath_sound(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_breath_sound(caster_ptr, bmc_ptr);
case MS_BR_CHAOS:
- if (!cast_blue_breath_chaos(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_breath_chaos(caster_ptr, bmc_ptr);
case MS_BR_DISEN:
- if (!cast_blue_breath_disenchant(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_breath_disenchant(caster_ptr, bmc_ptr);
case MS_BR_NEXUS:
- if (!cast_blue_breath_nexus(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_breath_nexus(caster_ptr, bmc_ptr);
case MS_BR_TIME:
- if (!cast_blue_breath_time(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_breath_time(caster_ptr, bmc_ptr);
case MS_BR_INERTIA:
- if (!cast_blue_breath_inertia(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_breath_inertia(caster_ptr, bmc_ptr);
case MS_BR_GRAVITY:
- if (!cast_blue_breath_gravity(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_breath_gravity(caster_ptr, bmc_ptr);
case MS_BR_SHARDS:
- if (!cast_blue_breath_shards(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_breath_shards(caster_ptr, bmc_ptr);
case MS_BR_PLASMA:
- if (!cast_blue_breath_plasma(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_breath_plasma(caster_ptr, bmc_ptr);
case MS_BR_FORCE:
- if (!cast_blue_breath_force(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_breath_force(caster_ptr, bmc_ptr);
case MS_BR_MANA:
- if (!cast_blue_breath_mana(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_breath_mana(caster_ptr, bmc_ptr);
case MS_BR_NUKE:
- if (!cast_blue_breath_nuke(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_breath_nuke(caster_ptr, bmc_ptr);
case MS_BR_DISI:
- if (!cast_blue_breath_disintegration(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_breath_disintegration(caster_ptr, bmc_ptr);
case MS_BALL_ACID:
- if (!cast_blue_ball_acid(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_ball_acid(caster_ptr, bmc_ptr);
case MS_BALL_ELEC:
- if (!cast_blue_ball_elec(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_ball_elec(caster_ptr, bmc_ptr);
case MS_BALL_FIRE:
- if (!cast_blue_ball_fire(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_ball_fire(caster_ptr, bmc_ptr);
case MS_BALL_COLD:
- if (!cast_blue_ball_cold(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_ball_cold(caster_ptr, bmc_ptr);
case MS_BALL_POIS:
- if (!cast_blue_ball_pois(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_ball_pois(caster_ptr, bmc_ptr);
case MS_BALL_NUKE:
- if (!cast_blue_ball_nuke(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_ball_nuke(caster_ptr, bmc_ptr);
case MS_BALL_NETHER:
- if (!cast_blue_ball_nether(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_ball_nether(caster_ptr, bmc_ptr);
case MS_BALL_CHAOS:
- if (!cast_blue_ball_chaos(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_ball_chaos(caster_ptr, bmc_ptr);
case MS_BALL_WATER:
- if (!cast_blue_ball_water(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_ball_water(caster_ptr, bmc_ptr);
case MS_STARBURST:
- if (!cast_blue_ball_star_burst(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_ball_star_burst(caster_ptr, bmc_ptr);
case MS_BALL_DARK:
- if (!cast_blue_ball_dark_storm(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_ball_dark_storm(caster_ptr, bmc_ptr);
case MS_BALL_MANA:
- if (!cast_blue_ball_mana_storm(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_ball_mana_storm(caster_ptr, bmc_ptr);
case MS_DRAIN_MANA:
- if (!cast_blue_drain_mana(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_drain_mana(caster_ptr, bmc_ptr);
case MS_MIND_BLAST:
- if (!cast_blue_mind_blast(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_mind_blast(caster_ptr, bmc_ptr);
case MS_BRAIN_SMASH:
- if (!cast_blue_brain_smash(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_brain_smash(caster_ptr, bmc_ptr);
case MS_CAUSE_1:
- if (!cast_blue_curse_1(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_curse_1(caster_ptr, bmc_ptr);
case MS_CAUSE_2:
- if (!cast_blue_curse_2(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_curse_2(caster_ptr, bmc_ptr);
case MS_CAUSE_3:
- if (!cast_blue_curse_3(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_curse_3(caster_ptr, bmc_ptr);
case MS_CAUSE_4:
- if (!cast_blue_curse_4(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_curse_4(caster_ptr, bmc_ptr);
case MS_BOLT_ACID:
- if (!cast_blue_bolt_acid(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_bolt_acid(caster_ptr, bmc_ptr);
case MS_BOLT_ELEC:
- if (!cast_blue_bolt_elec(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_bolt_elec(caster_ptr, bmc_ptr);
case MS_BOLT_FIRE:
- if (!cast_blue_bolt_fire(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return !cast_blue_bolt_fire(caster_ptr, bmc_ptr);
case MS_BOLT_COLD:
- if (!cast_blue_bolt_cold(caster_ptr, bmc_ptr))
- return FALSE;
-
- break;
+ return cast_blue_bolt_cold(caster_ptr, bmc_ptr);
case MS_BOLT_NETHER:
- if (!get_aim_dir(caster_ptr, &bmc_ptr->dir))
- return FALSE;
-
- msg_print(_("地獄の矢の呪文を唱えた。", "You cast a nether bolt."));
- bmc_ptr->damage = monspell_bluemage_damage(caster_ptr, (MS_BOLT_NETHER), bmc_ptr->plev, DAM_ROLL);
- fire_bolt(caster_ptr, GF_NETHER, bmc_ptr->dir, bmc_ptr->damage);
- break;
+ return cast_blue_bolt_nether(caster_ptr, bmc_ptr);
case MS_BOLT_WATER:
- if (!get_aim_dir(caster_ptr, &bmc_ptr->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."));
- bmc_ptr->damage = monspell_bluemage_damage(caster_ptr, (MS_BOLT_WATER), bmc_ptr->plev, DAM_ROLL);
- fire_bolt(caster_ptr, GF_WATER, bmc_ptr->dir, bmc_ptr->damage);
- break;
+ return cast_blue_bolt_water(caster_ptr, bmc_ptr);
case MS_BOLT_MANA:
- if (!get_aim_dir(caster_ptr, &bmc_ptr->dir))
- return FALSE;
-
- msg_print(_("魔力の矢の呪文を唱えた。", "You cast a mana bolt."));
- bmc_ptr->damage = monspell_bluemage_damage(caster_ptr, (MS_BOLT_MANA), bmc_ptr->plev, DAM_ROLL);
- fire_bolt(caster_ptr, GF_MANA, bmc_ptr->dir, bmc_ptr->damage);
- break;
+ return cast_blue_bolt_mana(caster_ptr, bmc_ptr);
case MS_BOLT_PLASMA:
- if (!get_aim_dir(caster_ptr, &bmc_ptr->dir))
- return FALSE;
-
- msg_print(_("プラズマ・ボルトの呪文を唱えた。", "You cast a plasma bolt."));
- bmc_ptr->damage = monspell_bluemage_damage(caster_ptr, (MS_BOLT_PLASMA), bmc_ptr->plev, DAM_ROLL);
- fire_bolt(caster_ptr, GF_PLASMA, bmc_ptr->dir, bmc_ptr->damage);
- break;
+ return cast_blue_bolt_plasma(caster_ptr, bmc_ptr);
case MS_BOLT_ICE:
- if (!get_aim_dir(caster_ptr, &bmc_ptr->dir))
- return FALSE;
-
- msg_print(_("極寒の矢の呪文を唱えた。", "You cast a ice bolt."));
- bmc_ptr->damage = monspell_bluemage_damage(caster_ptr, (MS_BOLT_ICE), bmc_ptr->plev, DAM_ROLL);
- fire_bolt(caster_ptr, GF_ICE, bmc_ptr->dir, bmc_ptr->damage);
- break;
+ return cast_blue_bolt_icee(caster_ptr, bmc_ptr);
case MS_MAGIC_MISSILE:
- if (!get_aim_dir(caster_ptr, &bmc_ptr->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."));
- bmc_ptr->damage = monspell_bluemage_damage(caster_ptr, (MS_MAGIC_MISSILE), bmc_ptr->plev, DAM_ROLL);
- fire_bolt(caster_ptr, GF_MISSILE, bmc_ptr->dir, bmc_ptr->damage);
- break;
+ return cast_blue_bolt_missile(caster_ptr, bmc_ptr);
case MS_SCARE:
- if (!get_aim_dir(caster_ptr, &bmc_ptr->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(caster_ptr, bmc_ptr->dir, bmc_ptr->plev + 10);
- break;
+ return cast_blue_scare(caster_ptr, bmc_ptr);
case MS_BLIND:
- if (!get_aim_dir(caster_ptr, &bmc_ptr->dir))
- return FALSE;
-
- confuse_monster(caster_ptr, bmc_ptr->dir, bmc_ptr->plev * 2);
- break;
+ return cast_blue_blind(caster_ptr, bmc_ptr);
case MS_CONF:
- if (!get_aim_dir(caster_ptr, &bmc_ptr->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(caster_ptr, bmc_ptr->dir, bmc_ptr->plev * 2);
- break;
+ return cast_blue_confusion(caster_ptr, bmc_ptr);
case MS_SLOW:
- if (!get_aim_dir(caster_ptr, &bmc_ptr->dir))
- return FALSE;
-
- slow_monster(caster_ptr, bmc_ptr->dir, bmc_ptr->plev);
- break;
+ return cast_blue_slow(caster_ptr, bmc_ptr);
case MS_SLEEP:
- if (!get_aim_dir(caster_ptr, &bmc_ptr->dir))
- return FALSE;
-
- sleep_monster(caster_ptr, bmc_ptr->dir, bmc_ptr->plev);
- break;
+ return cast_blue_sleep(caster_ptr, bmc_ptr);
case MS_SPEED:
(void)set_fast(caster_ptr, randint1(20 + bmc_ptr->plev) + bmc_ptr->plev, FALSE);
- break; // 関数分割後に'return TRUE;' に差し替え
- case MS_HAND_DOOM: {
- if (!get_aim_dir(caster_ptr, &bmc_ptr->dir))
- return FALSE;
-
- msg_print(_("<破滅の手>を放った!", "You invoke the Hand of Doom!"));
- fire_ball_hide(caster_ptr, GF_HAND_DOOM, bmc_ptr->dir, bmc_ptr->plev * 3, 0);
- break;
- }
+ return TRUE;
+ case MS_HAND_DOOM:
+ return cast_blue_hand_doom(caster_ptr, bmc_ptr);
case MS_HEAL:
msg_print(_("自分の傷に念を集中した。", "You concentrate on your wounds!"));
(void)hp_player(caster_ptr, bmc_ptr->plev * 4);
(void)set_stun(caster_ptr, 0);
(void)set_cut(caster_ptr, 0);
- break;
+ return TRUE;
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(caster_ptr, randint1(4) + 4, FALSE);
- break;
+ return TRUE;
case MS_BLINK:
teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
- break; // 関数分割後に'return TRUE;' に差し替え
+ return TRUE;
case MS_TELEPORT:
teleport_player(caster_ptr, bmc_ptr->plev * 5, TELEPORT_SPONTANEOUS);
- break; // 関数分割後に'return TRUE;' に差し替え
+ return TRUE;
case MS_WORLD:
(void)time_walk(caster_ptr);
- break; // 関数分割後に'return TRUE;' に差し替え
+ return TRUE;
case MS_SPECIAL:
- break; // 関数分割後に'return TRUE;' に差し替え
- case MS_TELE_TO: {
- monster_type *m_ptr;
- monster_race *r_ptr;
- GAME_TEXT m_name[MAX_NLEN];
-
- if (!target_set(caster_ptr, TARGET_KILL))
- return FALSE;
-
- if (!floor_ptr->grid_array[target_row][target_col].m_idx)
- break;
-
- if (!player_has_los_bold(caster_ptr, target_row, target_col))
- break;
-
- if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col))
- break;
-
- m_ptr = &floor_ptr->m_list[floor_ptr->grid_array[target_row][target_col].m_idx];
- r_ptr = &r_info[m_ptr->r_idx];
- monster_desc(caster_ptr, 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(caster_ptr, 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(caster_ptr, 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(caster_ptr, floor_ptr->grid_array[target_row][target_col].m_idx, caster_ptr->y, caster_ptr->x, 100, TELEPORT_PASSIVE);
- break;
- }
+ return TRUE;
+ case MS_TELE_TO:
+ return cast_blue_teleport_back(caster_ptr);
case MS_TELE_AWAY:
- if (!get_aim_dir(caster_ptr, &bmc_ptr->dir))
- return FALSE;
-
- (void)fire_beam(caster_ptr, GF_AWAY_ALL, bmc_ptr->dir, 100);
- break;
+ return cast_blue_teleport_away(caster_ptr, bmc_ptr);
case MS_TELE_LEVEL:
return teleport_level_other(caster_ptr);
case MS_PSY_SPEAR:
- if (!get_aim_dir(caster_ptr, &bmc_ptr->dir))
- return FALSE;
-
- msg_print(_("光の剣を放った。", "You throw a psycho-spear."));
- bmc_ptr->damage = monspell_bluemage_damage(caster_ptr, (MS_PSY_SPEAR), bmc_ptr->plev, DAM_ROLL);
- (void)fire_beam(caster_ptr, GF_PSY_SPEAR, bmc_ptr->dir, bmc_ptr->damage);
- break;
+ return cast_blue_psy_spear(caster_ptr, bmc_ptr);
case MS_DARKNESS:
-
msg_print(_("暗闇の中で手を振った。", "You gesture in shadow."));
(void)unlite_area(caster_ptr, 10, 3);
- break;
+ return TRUE;
case MS_MAKE_TRAP:
- if (!target_set(caster_ptr, 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(caster_ptr, target_row, target_col);
- break;
+ return cast_blue_make_trap(caster_ptr);
case MS_FORGET:
msg_print(_("しかし何も起きなかった。", "Nothing happen."));
- break; // 関数分割後に'return TRUE;' に差し替え
+ return TRUE;
case MS_RAISE_DEAD:
msg_print(_("死者復活の呪文を唱えた。", "You animate the dead."));
(void)animate_dead(caster_ptr, 0, caster_ptr->y, caster_ptr->x);
- break; // 関数分割後に'return TRUE;' に差し替え
- case MS_S_KIN: {
- msg_print(_("援軍を召喚した。", "You summon one of your kin."));
- for (int k = 0; k < 1; k++) {
- if (summon_kin_player(caster_ptr, bmc_ptr->summon_lev, caster_ptr->y, caster_ptr->x, (bmc_ptr->pet ? PM_FORCE_PET : 0L))) {
- if (!bmc_ptr->pet)
- msg_print(_("召喚された仲間は怒っている!", "The summoned companion is angry!"));
- } else {
- bmc_ptr->no_trump = TRUE;
- }
- }
-
- break;
- }
- case MS_S_CYBER: {
- msg_print(_("サイバーデーモンを召喚した!", "You summon a Cyberdemon!"));
- for (int k = 0; k < 1; k++) {
- if (summon_specific(caster_ptr, (bmc_ptr->pet ? -1 : 0), caster_ptr->y, caster_ptr->x, bmc_ptr->summon_lev, SUMMON_CYBER, bmc_ptr->p_mode)) {
- if (!bmc_ptr->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 {
- bmc_ptr->no_trump = TRUE;
- }
- }
-
- break;
- }
- case MS_S_MONSTER: {
- msg_print(_("仲間を召喚した。", "You summon help."));
- for (int k = 0; k < 1; k++) {
- if (summon_specific(caster_ptr, (bmc_ptr->pet ? -1 : 0), caster_ptr->y, caster_ptr->x, bmc_ptr->summon_lev, 0, bmc_ptr->p_mode)) {
- if (!bmc_ptr->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 {
- bmc_ptr->no_trump = TRUE;
- }
- }
-
- break;
- }
- case MS_S_MONSTERS: {
- msg_print(_("モンスターを召喚した!", "You summon monsters!"));
- for (int k = 0; k < bmc_ptr->plev / 15 + 2; k++) {
- if (summon_specific(caster_ptr, (bmc_ptr->pet ? -1 : 0), caster_ptr->y, caster_ptr->x, bmc_ptr->summon_lev, 0, (bmc_ptr->p_mode | bmc_ptr->u_mode))) {
- if (!bmc_ptr->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 {
- bmc_ptr->no_trump = TRUE;
- }
- }
-
- break;
- }
- case MS_S_ANT: {
- msg_print(_("アリを召喚した。", "You summon ants."));
- if (summon_specific(
- caster_ptr, (bmc_ptr->pet ? -1 : 0), caster_ptr->y, caster_ptr->x, bmc_ptr->summon_lev, SUMMON_ANT, (PM_ALLOW_GROUP | bmc_ptr->p_mode))) {
- if (!bmc_ptr->pet)
- msg_print(_("召喚されたアリは怒っている!", "The summoned ants are angry!"));
- } else {
- bmc_ptr->no_trump = TRUE;
- }
-
- break;
- }
- case MS_S_SPIDER: {
- msg_print(_("蜘蛛を召喚した。", "You summon spiders."));
- if (summon_specific(
- caster_ptr, (bmc_ptr->pet ? -1 : 0), caster_ptr->y, caster_ptr->x, bmc_ptr->summon_lev, SUMMON_SPIDER, (PM_ALLOW_GROUP | bmc_ptr->p_mode))) {
- if (!bmc_ptr->pet)
- msg_print(_("召喚された蜘蛛は怒っている!", "Summoned spiders are angry!"));
- } else {
- bmc_ptr->no_trump = TRUE;
- }
-
- break;
- }
- case MS_S_HOUND: {
- msg_print(_("ハウンドを召喚した。", "You summon hounds."));
- if (summon_specific(
- caster_ptr, (bmc_ptr->pet ? -1 : 0), caster_ptr->y, caster_ptr->x, bmc_ptr->summon_lev, SUMMON_HOUND, (PM_ALLOW_GROUP | bmc_ptr->p_mode))) {
- if (!bmc_ptr->pet)
- msg_print(_("召喚されたハウンドは怒っている!", "Summoned hounds are angry!"));
- } else {
- bmc_ptr->no_trump = TRUE;
- }
-
- break;
- }
- case MS_S_HYDRA: {
- msg_print(_("ヒドラを召喚した。", "You summon a hydras."));
- if (summon_specific(
- caster_ptr, (bmc_ptr->pet ? -1 : 0), caster_ptr->y, caster_ptr->x, bmc_ptr->summon_lev, SUMMON_HYDRA, (bmc_ptr->g_mode | bmc_ptr->p_mode))) {
- if (!bmc_ptr->pet)
- msg_print(_("召喚されたヒドラは怒っている!", "Summoned hydras are angry!"));
- } else {
- bmc_ptr->no_trump = TRUE;
- }
-
- break;
- }
- case MS_S_ANGEL: {
- msg_print(_("天使を召喚した!", "You summon an angel!"));
- if (summon_specific(
- caster_ptr, (bmc_ptr->pet ? -1 : 0), caster_ptr->y, caster_ptr->x, bmc_ptr->summon_lev, SUMMON_ANGEL, (bmc_ptr->g_mode | bmc_ptr->p_mode))) {
- if (!bmc_ptr->pet)
- msg_print(_("召喚された天使は怒っている!", "The summoned angel is angry!"));
- } else {
- bmc_ptr->no_trump = TRUE;
- }
-
- break;
- }
- case MS_S_DEMON: {
- 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!"));
- if (summon_specific(
- caster_ptr, (bmc_ptr->pet ? -1 : 0), caster_ptr->y, caster_ptr->x, bmc_ptr->summon_lev, SUMMON_DEMON, (bmc_ptr->g_mode | bmc_ptr->p_mode))) {
- if (!bmc_ptr->pet)
- msg_print(_("召喚されたデーモンは怒っている!", "The summoned demon is angry!"));
- } else {
- bmc_ptr->no_trump = TRUE;
- }
-
- break;
- }
- case MS_S_UNDEAD: {
- msg_print(_("アンデッドの強敵を召喚した!", "You summon an undead adversary!"));
- if (summon_specific(
- caster_ptr, (bmc_ptr->pet ? -1 : 0), caster_ptr->y, caster_ptr->x, bmc_ptr->summon_lev, SUMMON_UNDEAD, (bmc_ptr->g_mode | bmc_ptr->p_mode))) {
- if (!bmc_ptr->pet)
- msg_print(_("召喚されたアンデッドは怒っている!", "The summoned undead is angry!"));
- } else {
- bmc_ptr->no_trump = TRUE;
- }
-
- break;
- }
- case MS_S_DRAGON: {
- msg_print(_("ドラゴンを召喚した!", "You summon a dragon!"));
- if (summon_specific(
- caster_ptr, (bmc_ptr->pet ? -1 : 0), caster_ptr->y, caster_ptr->x, bmc_ptr->summon_lev, SUMMON_DRAGON, (bmc_ptr->g_mode | bmc_ptr->p_mode))) {
- if (!bmc_ptr->pet)
- msg_print(_("召喚されたドラゴンは怒っている!", "The summoned dragon is angry!"));
- } else {
- bmc_ptr->no_trump = TRUE;
- }
-
- break;
- }
- case MS_S_HI_UNDEAD: {
- msg_print(_("強力なアンデッドを召喚した!", "You summon a greater undead!"));
- if (summon_specific(caster_ptr, (bmc_ptr->pet ? -1 : 0), caster_ptr->y, caster_ptr->x, bmc_ptr->summon_lev, SUMMON_HI_UNDEAD,
- (bmc_ptr->g_mode | bmc_ptr->p_mode | bmc_ptr->u_mode))) {
- if (!bmc_ptr->pet)
- msg_print(_("召喚された上級アンデッドは怒っている!", "The summoned greater undead is angry!"));
- } else {
- bmc_ptr->no_trump = TRUE;
- }
-
- break;
- }
- case MS_S_HI_DRAGON: {
- msg_print(_("古代ドラゴンを召喚した!", "You summon an ancient dragon!"));
- if (summon_specific(caster_ptr, (bmc_ptr->pet ? -1 : 0), caster_ptr->y, caster_ptr->x, bmc_ptr->summon_lev, SUMMON_HI_DRAGON,
- (bmc_ptr->g_mode | bmc_ptr->p_mode | bmc_ptr->u_mode))) {
- if (!bmc_ptr->pet)
- msg_print(_("召喚された古代ドラゴンは怒っている!", "The summoned ancient dragon is angry!"));
- } else {
- bmc_ptr->no_trump = TRUE;
- }
-
- break;
- }
- case MS_S_AMBERITE: {
- msg_print(_("アンバーの王族を召喚した!", "You summon a Lord of Amber!"));
- if (summon_specific(caster_ptr, (bmc_ptr->pet ? -1 : 0), caster_ptr->y, caster_ptr->x, bmc_ptr->summon_lev, SUMMON_AMBERITES,
- (bmc_ptr->g_mode | bmc_ptr->p_mode | bmc_ptr->u_mode))) {
- if (!bmc_ptr->pet)
- msg_print(_("召喚されたアンバーの王族は怒っている!", "The summoned Lord of Amber is angry!"));
- } else {
- bmc_ptr->no_trump = TRUE;
- }
-
- break;
- }
- case MS_S_UNIQUE: {
- int count = 0;
- msg_print(_("特別な強敵を召喚した!", "You summon a special opponent!"));
- for (int k = 0; k < 1; k++) {
- if (summon_specific(caster_ptr, (bmc_ptr->pet ? -1 : 0), caster_ptr->y, caster_ptr->x, bmc_ptr->summon_lev, SUMMON_UNIQUE,
- (bmc_ptr->g_mode | bmc_ptr->p_mode | PM_ALLOW_UNIQUE))) {
- count++;
- if (!bmc_ptr->pet)
- msg_print(_("召喚されたユニーク・モンスターは怒っている!", "The summoned special opponent is angry!"));
- }
- }
-
- for (int k = count; k < 1; k++) {
- if (summon_specific(caster_ptr, (bmc_ptr->pet ? -1 : 0), caster_ptr->y, caster_ptr->x, bmc_ptr->summon_lev, SUMMON_HI_UNDEAD,
- (bmc_ptr->g_mode | bmc_ptr->p_mode | PM_ALLOW_UNIQUE))) {
- count++;
- if (!bmc_ptr->pet)
- msg_print(_("召喚された上級アンデッドは怒っている!", "The summoned greater undead is angry!"));
- }
- }
-
- if (!count)
- bmc_ptr->no_trump = TRUE;
-
- break;
- }
+ return TRUE;
+ case MS_S_KIN:
+ return cast_blue_summon_kin(caster_ptr, bmc_ptr);
+ case MS_S_CYBER:
+ return cast_blue_summon_cyber(caster_ptr, bmc_ptr);
+ case MS_S_MONSTER:
+ return cast_blue_summon_monster(caster_ptr, bmc_ptr);
+ case MS_S_MONSTERS:
+ return cast_blue_summon_monsters(caster_ptr, bmc_ptr);
+ case MS_S_ANT:
+ return cast_blue_summon_ant(caster_ptr, bmc_ptr);
+ case MS_S_SPIDER:
+ return cast_blue_summon_spider(caster_ptr, bmc_ptr);
+ case MS_S_HOUND:
+ return cast_blue_summon_hound(caster_ptr, bmc_ptr);
+ case MS_S_HYDRA:
+ return cast_blue_summon_hydra(caster_ptr, bmc_ptr);
+ case MS_S_ANGEL:
+ return cast_blue_summon_angel(caster_ptr, bmc_ptr);
+ case MS_S_DEMON:
+ return cast_blue_summon_demon(caster_ptr, bmc_ptr);
+ case MS_S_UNDEAD:
+ return cast_blue_summon_undead(caster_ptr, bmc_ptr);
+ case MS_S_DRAGON:
+ return cast_blue_summon_dragon(caster_ptr, bmc_ptr);
+ case MS_S_HI_UNDEAD:
+ return cast_blue_summon_high_undead(caster_ptr, bmc_ptr);
+ case MS_S_HI_DRAGON:
+ return cast_blue_summon_high_dragon(caster_ptr, bmc_ptr);
+ case MS_S_AMBERITE:
+ return cast_blue_summon_amberite(caster_ptr, bmc_ptr);
+ case MS_S_UNIQUE:
+ return cast_blue_summon_unique(caster_ptr, bmc_ptr);
default:
msg_print("hoge?");
+ 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。
+ */
+bool cast_learned_spell(player_type *caster_ptr, SPELL_IDX spell, const bool success)
+{
+ bmc_type tmp_bm;
+ bmc_type *bmc_ptr = initialize_blue_magic_type(caster_ptr, &tmp_bm, success, get_pseudo_monstetr_level);
+ if (switch_cast_blue_magic(caster_ptr, bmc_ptr, spell))
+ return FALSE;
if (bmc_ptr->no_trump)
msg_print(_("何も現れなかった。", "No one appeared."));