+++ /dev/null
-/*!
- * @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 "spells-summon.h"
-#include "projection.h"
-#include "avatar.h"
-#include "spells-status.h"
-#include "cmd-spell.h"
-#include "player-status.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 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();
-
- /* Get a spell from the user */
-
- 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];
-
- /* Show list */
- 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(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(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(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, '\0'))
- {
- 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, '\0'))
- {
- 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), '\0'))
- {
- 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), '\0'))
- {
- 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), '\0'))
- {
- 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), '\0'))
- {
- 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), '\0'))
- {
- 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), '\0'))
- {
- 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), '\0'))
- {
- 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), '\0'))
- {
- 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), '\0'))
- {
- 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), '\0'))
- {
- 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), '\0'))
- {
- 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), '\0'))
- {
- 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), '\0'))
- {
- 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), '\0'))
- {
- 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;
-
- /* get power */
- 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 the spell */
- cast = cast_learned_spell(n, FALSE);
- }
- else
- {
- sound(SOUND_ZAP);
-
- /* Cast the spell */
- 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->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(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; /* Paranoia */
- 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);
-
- 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;
-}