*/
void monster_name(int m_idx, char* m_name)
{
- monster_type *m_ptr = &m_list[m_idx];
- monster_desc(m_name, m_ptr, 0x00);
+ monster_type *m_ptr = &m_list[m_idx];
+ monster_desc(m_name, m_ptr, 0x00);
}
/*!
*/
bool monster_near_player(int m_idx, int t_idx)
{
- monster_type *m_ptr = &m_list[m_idx];
- monster_type *t_ptr = &m_list[t_idx];
- return (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
+ monster_type *m_ptr = &m_list[m_idx];
+ monster_type *t_ptr = &m_list[t_idx];
+ return (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
}
/*!
*/
bool see_monster(int m_idx)
{
- monster_type *m_ptr = &m_list[m_idx];
- return is_seen(m_ptr);
+ monster_type *m_ptr = &m_list[m_idx];
+ return is_seen(m_ptr);
}
/*!
*/
bool spell_learnable(int m_idx)
{
- monster_type *m_ptr = &m_list[m_idx];
- /* Extract the "see-able-ness" */
- bool seen = (!p_ptr->blind && m_ptr->ml);
+ monster_type *m_ptr = &m_list[m_idx];
+ /* Extract the "see-able-ness" */
+ bool seen = (!p_ptr->blind && m_ptr->ml);
- bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
- return (seen && maneable && !world_monster);
+ bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
+ return (seen && maneable && !world_monster);
}
/*!
*/
int monster_level_idx(int m_idx)
{
- monster_type *m_ptr = &m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
- return rlev;
+ monster_type *m_ptr = &m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
+ return rlev;
}
/*!
*/
bool monster_is_powerful(int m_idx)
{
- monster_type *m_ptr = &m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- bool powerful = r_ptr->flags2 & RF2_POWERFUL ? TRUE : FALSE;
- return powerful;
+ monster_type *m_ptr = &m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ bool powerful = r_ptr->flags2 & RF2_POWERFUL ? TRUE : FALSE;
+ return powerful;
}
/*!
u32b monster_u_mode(int m_idx)
{
u32b u_mode = 0L;
- monster_type *m_ptr = &m_list[m_idx];
+ monster_type *m_ptr = &m_list[m_idx];
bool pet = is_pet(m_ptr);
if (!pet) u_mode |= PM_ALLOW_UNIQUE;
return u_mode;
*/
void monster_wakeup(int t_idx)
{
- (void)set_monster_csleep(t_idx, 0);
+ (void)set_monster_csleep(t_idx, 0);
}
/*!
* @param msg2 msg_flagがTRUEで、モンスターを対象とする場合のメッセージ
* @param msg3 msg_flagがFALSEで、プレイヤーを対象とする場合のメッセージ
* @param msg4 msg_flagがFALSEで、モンスターを対象とする場合のメッセージ
- * @param msg_flag メッセージを分岐するためのフラグ
+ * @param msg_flag_aux メッセージを分岐するためのフラグ
* @param TARGET_TYPE プレイヤーを対象とする場合MONSTER_TO_PLAYER、モンスターを対象とする場合MONSTER_TO_MONSTER
*/
-void monspell_message_base(int m_idx, int t_idx, cptr msg1, cptr msg2, cptr msg3, cptr msg4, bool msg_flag, int TARGET_TYPE)
+static void monspell_message_base(int m_idx, int t_idx, cptr msg1, cptr msg2, cptr msg3, cptr msg4, bool msg_flag_aux, int TARGET_TYPE)
{
- bool known = monster_near_player(m_idx, t_idx);
- bool see_either = see_monster(m_idx) || see_monster(t_idx);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
- bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+ bool known = monster_near_player(m_idx, t_idx);
+ bool see_either = see_monster(m_idx) || see_monster(t_idx);
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
char m_name[80], t_name[80];
- monster_name(m_idx, m_name);
+ monster_name(m_idx, m_name);
monster_name(t_idx, t_name);
- if (mon_to_player || (mon_to_mon && known && see_either))
- disturb(1, 1);
-
- if (msg_flag)
- {
- if (mon_to_player)
- msg_format(msg1, m_name);
- else if (mon_to_mon && known && see_either)
- msg_format(msg2, m_name);
- }
- else
- {
- if (mon_to_player)
- {
- msg_format(msg3, m_name);
- }
- else if (mon_to_mon && known && see_either)
- {
- msg_format(msg4, m_name, t_name);
- }
- }
-
- if (mon_to_mon && known && !see_either)
- mon_fight = TRUE;
+ if (mon_to_player || (mon_to_mon && known && see_either))
+ disturb(1, 1);
+
+ if (msg_flag_aux)
+ {
+ if (mon_to_player)
+ msg_format(msg1, m_name);
+ else if (mon_to_mon && known && see_either)
+ msg_format(msg2, m_name);
+ }
+ else
+ {
+ if (mon_to_player)
+ {
+ msg_format(msg3, m_name);
+ }
+ else if (mon_to_mon && known && see_either)
+ {
+ msg_format(msg4, m_name, t_name);
+ }
+ }
+
+ if (mon_to_mon && known && !see_either)
+ mon_fight = TRUE;
}
/*!
*/
void monspell_message(int m_idx, int t_idx, cptr msg1, cptr msg2, cptr msg3, int TARGET_TYPE)
{
- monspell_message_base(m_idx, t_idx, msg1, msg1, msg2, msg3, p_ptr->blind, TARGET_TYPE);
+ monspell_message_base(m_idx, t_idx, msg1, msg1, msg2, msg3, p_ptr->blind, TARGET_TYPE);
}
/*!
*/
void simple_monspell_message(int m_idx, int t_idx, cptr msg1, cptr msg2, int TARGET_TYPE)
{
- monspell_message_base(m_idx, t_idx, msg1, msg2, msg1, msg2, p_ptr->blind, TARGET_TYPE);
+ monspell_message_base(m_idx, t_idx, msg1, msg2, msg1, msg2, p_ptr->blind, TARGET_TYPE);
}
/*!
*/
void spell_RF4_SHRIEK(int m_idx, int t_idx, int TARGET_TYPE)
{
- simple_monspell_message(m_idx, t_idx,
- _("%^sがかん高い金切り声をあげた。", "%^s makes a high pitched shriek."),
- _("%^sが%sに向かって叫んだ。", "%^s shrieks at %s."),
- TARGET_TYPE);
-
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- {
- aggravate_monsters(m_idx);
- }
- else if (TARGET_TYPE == MONSTER_TO_MONSTER)
- {
- monster_wakeup(t_idx);
- }
+ simple_monspell_message(m_idx, t_idx,
+ _("%^sがかん高い金切り声をあげた。", "%^s makes a high pitched shriek."),
+ _("%^sが%sに向かって叫んだ。", "%^s shrieks at %s."),
+ TARGET_TYPE);
+
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ {
+ aggravate_monsters(m_idx);
+ }
+ else if (TARGET_TYPE == MONSTER_TO_MONSTER)
+ {
+ monster_wakeup(t_idx);
+ }
}
/*!
void spell_RF4_DISPEL(int m_idx, int t_idx, int TARGET_TYPE)
{
char m_name[80], t_name[80];
- monster_name(m_idx, m_name);
+ monster_name(m_idx, m_name);
monster_name(t_idx, t_name);
- monspell_message(m_idx, t_idx,
- _("%^sが何かを力強くつぶやいた。", "%^s mumbles powerfully."),
- _("%^sが魔力消去の呪文を念じた。", "%^s invokes a dispel magic."),
- _("%^sが%sに対して魔力消去の呪文を念じた。", "%^s invokes a dispel magic at %s."),
- TARGET_TYPE);
-
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- {
- dispel_player();
- if (p_ptr->riding) dispel_monster_status(p_ptr->riding);
-
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_print(_("やりやがったな!", ""));
-
- learn_spell(MS_DISPEL);
- }
- else if (TARGET_TYPE == MONSTER_TO_MONSTER)
- {
- if (t_idx == p_ptr->riding) dispel_player();
- dispel_monster_status(t_idx);
- }
+ monspell_message(m_idx, t_idx,
+ _("%^sが何かを力強くつぶやいた。", "%^s mumbles powerfully."),
+ _("%^sが魔力消去の呪文を念じた。", "%^s invokes a dispel magic."),
+ _("%^sが%sに対して魔力消去の呪文を念じた。", "%^s invokes a dispel magic at %s."),
+ TARGET_TYPE);
+
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ {
+ dispel_player();
+ if (p_ptr->riding) dispel_monster_status(p_ptr->riding);
+
+ if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
+ msg_print(_("やりやがったな!", ""));
+
+ learn_spell(MS_DISPEL);
+ }
+ else if (TARGET_TYPE == MONSTER_TO_MONSTER)
+ {
+ if (t_idx == p_ptr->riding) dispel_player();
+ dispel_monster_status(t_idx);
+ }
}
/*!
*/
int spell_RF4_ROCKET(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int dam;
-
- monspell_message(m_idx, t_idx,
- _("%^sが何かを射った。", "%^s shoots something."),
- _("%^sがロケットを発射した。", "%^s fires a rocket."),
- _("%^sが%sにロケットを発射した。", "%^s fires a rocket at %s."),
- TARGET_TYPE);
-
- dam = monspell_damage((MS_ROCKET), m_idx, DAM_ROLL);
- breath(y, x, m_idx, GF_ROCKET, dam, 2, FALSE, MS_ROCKET, TARGET_TYPE);
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_SHARD);
- return dam;
+ int dam;
+
+ monspell_message(m_idx, t_idx,
+ _("%^sが何かを射った。", "%^s shoots something."),
+ _("%^sがロケットを発射した。", "%^s fires a rocket."),
+ _("%^sが%sにロケットを発射した。", "%^s fires a rocket at %s."),
+ TARGET_TYPE);
+
+ dam = monspell_damage((MS_ROCKET), m_idx, DAM_ROLL);
+ breath(y, x, m_idx, GF_ROCKET, dam, 2, FALSE, MS_ROCKET, TARGET_TYPE);
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ update_smart_learn(m_idx, DRS_SHARD);
+ return dam;
}
/*!
*/
int spell_RF4_SHOOT(int y, int x, int m_idx, int t_idx,int TARGET_TYPE)
{
- int dam;
+ int dam;
- monspell_message(m_idx, t_idx,
- _("%^sが奇妙な音を発した。", "%^s makes a strange noise."),
- _("%^sが矢を放った。", "%^s fires an arrow."),
- _("%^sが%sに矢を放った。", "%^s fires an arrow at %s."),
- TARGET_TYPE);
+ monspell_message(m_idx, t_idx,
+ _("%^sが奇妙な音を発した。", "%^s makes a strange noise."),
+ _("%^sが矢を放った。", "%^s fires an arrow."),
+ _("%^sが%sに矢を放った。", "%^s fires an arrow at %s."),
+ TARGET_TYPE);
- dam = monspell_damage((MS_SHOOT), m_idx, DAM_ROLL);
- bolt(m_idx, y, x, GF_ARROW, dam, MS_SHOOT, TARGET_TYPE);
- sound(SOUND_SHOOT);
+ dam = monspell_damage((MS_SHOOT), m_idx, DAM_ROLL);
+ bolt(m_idx, y, x, GF_ARROW, dam, MS_SHOOT, TARGET_TYPE);
+ sound(SOUND_SHOOT);
- return dam;
+ return dam;
}
/*!
*/
int spell_RF4_BREATH(int GF_TYPE, int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int dam, ms_type, drs_type;
- cptr type_s;
- bool smart_learn = TRUE;
- monster_type *m_ptr = &m_list[m_idx];
- bool known = monster_near_player(m_idx, t_idx);
- bool see_either = see_monster(m_idx) || see_monster(t_idx);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
- bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+ int dam, ms_type, drs_type;
+ cptr type_s;
+ bool smart_learn_aux = TRUE;
+ monster_type *m_ptr = &m_list[m_idx];
+ bool known = monster_near_player(m_idx, t_idx);
+ bool see_either = see_monster(m_idx) || see_monster(t_idx);
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
char m_name[80], t_name[80];
- monster_name(m_idx, m_name);
+ monster_name(m_idx, m_name);
monster_name(t_idx, t_name);
- switch (GF_TYPE)
- {
- case GF_ACID:
- dam = monspell_damage((MS_BR_ACID), m_idx, DAM_ROLL);
- type_s = _("酸", "acid");
- ms_type = MS_BR_ACID;
- drs_type = DRS_ACID;
- break;
- case GF_ELEC:
- dam = monspell_damage((MS_BR_ELEC), m_idx, DAM_ROLL);
- type_s = _("稲妻", "lightning");
- ms_type = MS_BR_ELEC;
- drs_type = DRS_ELEC;
- break;
- case GF_FIRE:
- dam = monspell_damage((MS_BR_FIRE), m_idx, DAM_ROLL);
- type_s = _("火炎", "fire");
- ms_type = MS_BR_FIRE;
- drs_type = DRS_FIRE;
- break;
- case GF_COLD:
- dam = monspell_damage((MS_BR_COLD), m_idx, DAM_ROLL);
- type_s = _("冷気", "frost");
- ms_type = MS_BR_COLD;
- drs_type = DRS_COLD;
- break;
- case GF_POIS:
- dam = monspell_damage((MS_BR_POIS), m_idx, DAM_ROLL);
- type_s = _("ガス", "gas");
- ms_type = MS_BR_POIS;
- drs_type = DRS_POIS;
- break;
- case GF_NETHER:
- dam = monspell_damage((MS_BR_NETHER), m_idx, DAM_ROLL);
- type_s = _("地獄", "nether");
- ms_type = MS_BR_NETHER;
- drs_type = DRS_NETH;
- break;
- case GF_LITE:
- dam = monspell_damage((MS_BR_LITE), m_idx, DAM_ROLL);
- type_s = _("閃光", "light");
- ms_type = MS_BR_LITE;
- drs_type = DRS_LITE;
- break;
- case GF_DARK:
- dam = monspell_damage((MS_BR_DARK), m_idx, DAM_ROLL);
- type_s = _("暗黒", "darkness");
- ms_type = MS_BR_DARK;
- drs_type = DRS_DARK;
- break;
- case GF_CONFUSION:
- dam = monspell_damage((MS_BR_CONF), m_idx, DAM_ROLL);
- type_s = _("混乱", "confusion");
- ms_type = MS_BR_CONF;
- drs_type = DRS_CONF;
- break;
- case GF_SOUND:
- dam = monspell_damage((MS_BR_SOUND), m_idx, DAM_ROLL);
- type_s = _("轟音", "sound");
- ms_type = MS_BR_SOUND;
- drs_type = DRS_SOUND;
- break;
- case GF_CHAOS:
- dam = monspell_damage((MS_BR_CHAOS), m_idx, DAM_ROLL);
- type_s = _("カオス", "chaos");
- ms_type = MS_BR_CHAOS;
- drs_type = DRS_CHAOS;
- break;
- case GF_DISENCHANT:
- dam = monspell_damage((MS_BR_DISEN), m_idx, DAM_ROLL);
- type_s = _("劣化", "disenchantment");
- ms_type = MS_BR_DISEN;
- drs_type = DRS_DISEN;
- break;
- case GF_NEXUS:
- dam = monspell_damage((MS_BR_NEXUS), m_idx, DAM_ROLL);
- type_s = _("因果混乱", "nexus");
- ms_type = MS_BR_NEXUS;
- drs_type = DRS_NEXUS;
- break;
- case GF_TIME:
- dam = monspell_damage((MS_BR_TIME), m_idx, DAM_ROLL);
- type_s = _("時間逆転", "time");
- ms_type = MS_BR_TIME;
- smart_learn = FALSE;
- break;
- case GF_INERTIAL:
- dam = monspell_damage((MS_BR_INERTIA), m_idx, DAM_ROLL);
- type_s = _("遅鈍", "inertia");
- ms_type = MS_BR_INERTIA;
- smart_learn = FALSE;
- break;
- case GF_GRAVITY:
- dam = monspell_damage((MS_BR_GRAVITY), m_idx, DAM_ROLL);
- type_s = _("重力", "gravity");
- ms_type = MS_BR_GRAVITY;
- smart_learn = FALSE;
- break;
- case GF_SHARDS:
- dam = monspell_damage((MS_BR_SHARDS), m_idx, DAM_ROLL);
- type_s = _("破片", "shards");
- ms_type = MS_BR_SHARDS;
- drs_type = DRS_SHARD;
- break;
- case GF_PLASMA:
- dam = monspell_damage((MS_BR_PLASMA), m_idx, DAM_ROLL);
- type_s = _("プラズマ", "plasma");
- ms_type = MS_BR_PLASMA;
- smart_learn = FALSE;
- break;
- case GF_FORCE:
- dam = monspell_damage((MS_BR_FORCE), m_idx, DAM_ROLL);
- type_s = _("フォース", "force");
- ms_type = MS_BR_FORCE;
- smart_learn = FALSE;
- break;
- case GF_MANA:
- dam = monspell_damage((MS_BR_MANA), m_idx, DAM_ROLL);
- type_s = _("魔力", "mana");
- ms_type = MS_BR_MANA;
- smart_learn = FALSE;
- break;
- case GF_NUKE:
- dam = monspell_damage((MS_BR_NUKE), m_idx, DAM_ROLL);
- type_s = _("放射性廃棄物", "toxic waste");
- ms_type = MS_BR_NUKE;
- drs_type = DRS_POIS;
- break;
- case GF_DISINTEGRATE:
- dam = monspell_damage((MS_BR_DISI), m_idx, DAM_ROLL);
- type_s = _("分解", "disintegration");
- ms_type = MS_BR_DISI;
- smart_learn = FALSE;
- break;
- default:
- break;
- }
-
- if (mon_to_player || (mon_to_mon && known && see_either))
- disturb(1, 1);
-
- if (m_ptr->r_idx == MON_JAIAN && GF_TYPE == GF_SOUND)
- {
- msg_format(_("「ボォエ~~~~~~」", "'Booooeeeeee'"));
- }
- else if (m_ptr->r_idx == MON_BOTEI && GF_TYPE == GF_SHARDS)
- {
- msg_format(_("「ボ帝ビルカッター!!!」", "'Boty-Build cutter!!!'"));
- }
- else if (p_ptr->blind)
- {
- if (mon_to_player || (mon_to_mon && known && see_either))
- msg_format(_("%^sが何かのブレスを吐いた。", "%^s breathes."), m_name);
- }
- else
- {
- if (mon_to_player)
- {
- msg_format(_("%^sが%^sのブレスを吐いた。", "%^s breathes %^s."), m_name, type_s);
- }
- else if (mon_to_mon && known && see_either)
- {
- _(msg_format("%^sが%^sに%^sのブレスを吐いた。", m_name, t_name, type_s),
- msg_format("%^s breathes %^s at %^s.", m_name, type_s, t_name));
- }
- }
-
- if (mon_to_mon && known && !see_either)
- mon_fight = TRUE;
-
- sound(SOUND_BREATH);
- breath(y, x, m_idx, GF_TYPE, dam, 0, TRUE, ms_type, TARGET_TYPE);
- if (smart_learn && mon_to_player)
- update_smart_learn(m_idx, drs_type);
-
- return dam;
+ switch (GF_TYPE)
+ {
+ case GF_ACID:
+ dam = monspell_damage((MS_BR_ACID), m_idx, DAM_ROLL);
+ type_s = _("酸", "acid");
+ ms_type = MS_BR_ACID;
+ drs_type = DRS_ACID;
+ break;
+ case GF_ELEC:
+ dam = monspell_damage((MS_BR_ELEC), m_idx, DAM_ROLL);
+ type_s = _("稲妻", "lightning");
+ ms_type = MS_BR_ELEC;
+ drs_type = DRS_ELEC;
+ break;
+ case GF_FIRE:
+ dam = monspell_damage((MS_BR_FIRE), m_idx, DAM_ROLL);
+ type_s = _("火炎", "fire");
+ ms_type = MS_BR_FIRE;
+ drs_type = DRS_FIRE;
+ break;
+ case GF_COLD:
+ dam = monspell_damage((MS_BR_COLD), m_idx, DAM_ROLL);
+ type_s = _("冷気", "frost");
+ ms_type = MS_BR_COLD;
+ drs_type = DRS_COLD;
+ break;
+ case GF_POIS:
+ dam = monspell_damage((MS_BR_POIS), m_idx, DAM_ROLL);
+ type_s = _("ガス", "gas");
+ ms_type = MS_BR_POIS;
+ drs_type = DRS_POIS;
+ break;
+ case GF_NETHER:
+ dam = monspell_damage((MS_BR_NETHER), m_idx, DAM_ROLL);
+ type_s = _("地獄", "nether");
+ ms_type = MS_BR_NETHER;
+ drs_type = DRS_NETH;
+ break;
+ case GF_LITE:
+ dam = monspell_damage((MS_BR_LITE), m_idx, DAM_ROLL);
+ type_s = _("閃光", "light");
+ ms_type = MS_BR_LITE;
+ drs_type = DRS_LITE;
+ break;
+ case GF_DARK:
+ dam = monspell_damage((MS_BR_DARK), m_idx, DAM_ROLL);
+ type_s = _("暗黒", "darkness");
+ ms_type = MS_BR_DARK;
+ drs_type = DRS_DARK;
+ break;
+ case GF_CONFUSION:
+ dam = monspell_damage((MS_BR_CONF), m_idx, DAM_ROLL);
+ type_s = _("混乱", "confusion");
+ ms_type = MS_BR_CONF;
+ drs_type = DRS_CONF;
+ break;
+ case GF_SOUND:
+ dam = monspell_damage((MS_BR_SOUND), m_idx, DAM_ROLL);
+ type_s = _("轟音", "sound");
+ ms_type = MS_BR_SOUND;
+ drs_type = DRS_SOUND;
+ break;
+ case GF_CHAOS:
+ dam = monspell_damage((MS_BR_CHAOS), m_idx, DAM_ROLL);
+ type_s = _("カオス", "chaos");
+ ms_type = MS_BR_CHAOS;
+ drs_type = DRS_CHAOS;
+ break;
+ case GF_DISENCHANT:
+ dam = monspell_damage((MS_BR_DISEN), m_idx, DAM_ROLL);
+ type_s = _("劣化", "disenchantment");
+ ms_type = MS_BR_DISEN;
+ drs_type = DRS_DISEN;
+ break;
+ case GF_NEXUS:
+ dam = monspell_damage((MS_BR_NEXUS), m_idx, DAM_ROLL);
+ type_s = _("因果混乱", "nexus");
+ ms_type = MS_BR_NEXUS;
+ drs_type = DRS_NEXUS;
+ break;
+ case GF_TIME:
+ dam = monspell_damage((MS_BR_TIME), m_idx, DAM_ROLL);
+ type_s = _("時間逆転", "time");
+ ms_type = MS_BR_TIME;
+ smart_learn_aux = FALSE;
+ break;
+ case GF_INERTIAL:
+ dam = monspell_damage((MS_BR_INERTIA), m_idx, DAM_ROLL);
+ type_s = _("遅鈍", "inertia");
+ ms_type = MS_BR_INERTIA;
+ smart_learn_aux = FALSE;
+ break;
+ case GF_GRAVITY:
+ dam = monspell_damage((MS_BR_GRAVITY), m_idx, DAM_ROLL);
+ type_s = _("重力", "gravity");
+ ms_type = MS_BR_GRAVITY;
+ smart_learn_aux = FALSE;
+ break;
+ case GF_SHARDS:
+ dam = monspell_damage((MS_BR_SHARDS), m_idx, DAM_ROLL);
+ type_s = _("破片", "shards");
+ ms_type = MS_BR_SHARDS;
+ drs_type = DRS_SHARD;
+ break;
+ case GF_PLASMA:
+ dam = monspell_damage((MS_BR_PLASMA), m_idx, DAM_ROLL);
+ type_s = _("プラズマ", "plasma");
+ ms_type = MS_BR_PLASMA;
+ smart_learn_aux = FALSE;
+ break;
+ case GF_FORCE:
+ dam = monspell_damage((MS_BR_FORCE), m_idx, DAM_ROLL);
+ type_s = _("フォース", "force");
+ ms_type = MS_BR_FORCE;
+ smart_learn_aux = FALSE;
+ break;
+ case GF_MANA:
+ dam = monspell_damage((MS_BR_MANA), m_idx, DAM_ROLL);
+ type_s = _("魔力", "mana");
+ ms_type = MS_BR_MANA;
+ smart_learn_aux = FALSE;
+ break;
+ case GF_NUKE:
+ dam = monspell_damage((MS_BR_NUKE), m_idx, DAM_ROLL);
+ type_s = _("放射性廃棄物", "toxic waste");
+ ms_type = MS_BR_NUKE;
+ drs_type = DRS_POIS;
+ break;
+ case GF_DISINTEGRATE:
+ dam = monspell_damage((MS_BR_DISI), m_idx, DAM_ROLL);
+ type_s = _("分解", "disintegration");
+ ms_type = MS_BR_DISI;
+ smart_learn_aux = FALSE;
+ break;
+ default:
+ break;
+ }
+
+ if (mon_to_player || (mon_to_mon && known && see_either))
+ disturb(1, 1);
+
+ if (m_ptr->r_idx == MON_JAIAN && GF_TYPE == GF_SOUND)
+ {
+ msg_format(_("「ボォエ~~~~~~」", "'Booooeeeeee'"));
+ }
+ else if (m_ptr->r_idx == MON_BOTEI && GF_TYPE == GF_SHARDS)
+ {
+ msg_format(_("「ボ帝ビルカッター!!!」", "'Boty-Build cutter!!!'"));
+ }
+ else if (p_ptr->blind)
+ {
+ if (mon_to_player || (mon_to_mon && known && see_either))
+ msg_format(_("%^sが何かのブレスを吐いた。", "%^s breathes."), m_name);
+ }
+ else
+ {
+ if (mon_to_player)
+ {
+ msg_format(_("%^sが%^sのブレスを吐いた。", "%^s breathes %^s."), m_name, type_s);
+ }
+ else if (mon_to_mon && known && see_either)
+ {
+ _(msg_format("%^sが%^sに%^sのブレスを吐いた。", m_name, t_name, type_s),
+ msg_format("%^s breathes %^s at %^s.", m_name, type_s, t_name));
+ }
+ }
+
+ if (mon_to_mon && known && !see_either)
+ mon_fight = TRUE;
+
+ sound(SOUND_BREATH);
+ breath(y, x, m_idx, GF_TYPE, dam, 0, TRUE, ms_type, TARGET_TYPE);
+ if (smart_learn_aux && mon_to_player)
+ update_smart_learn(m_idx, drs_type);
+
+ return dam;
}
/*!
*/
int spell_RF4_BA_NUKE(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int dam;
+ int dam;
- monspell_message(m_idx, t_idx,
- _("%^sが何かをつぶやいた。", "%^s mumbles."),
- _("%^sが放射能球を放った。", "%^s casts a ball of radiation."),
- _("%^sが%sに放射能球を放った。", "%^s casts a ball of radiation at %s."),
- TARGET_TYPE);
+ monspell_message(m_idx, t_idx,
+ _("%^sが何かをつぶやいた。", "%^s mumbles."),
+ _("%^sが放射能球を放った。", "%^s casts a ball of radiation."),
+ _("%^sが%sに放射能球を放った。", "%^s casts a ball of radiation at %s."),
+ TARGET_TYPE);
- dam = monspell_damage((MS_BALL_NUKE), m_idx, DAM_ROLL);
- breath(y, x, m_idx, GF_NUKE, dam, 2, FALSE, MS_BALL_NUKE, TARGET_TYPE);
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_POIS);
+ dam = monspell_damage((MS_BALL_NUKE), m_idx, DAM_ROLL);
+ breath(y, x, m_idx, GF_NUKE, dam, 2, FALSE, MS_BALL_NUKE, TARGET_TYPE);
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ update_smart_learn(m_idx, DRS_POIS);
- return dam;
+ return dam;
}
/*!
*/
int spell_RF4_BA_CHAO(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int dam;
+ int dam;
- monspell_message(m_idx, t_idx,
- _("%^sが恐ろしげにつぶやいた。", "%^s mumbles frighteningly."),
- _("%^sが純ログルスを放った。", "%^s invokes a raw Logrus."),
- _("%^sが%sに純ログルスを放った。", "%^s invokes raw Logrus upon %s."),
- TARGET_TYPE);
+ monspell_message(m_idx, t_idx,
+ _("%^sが恐ろしげにつぶやいた。", "%^s mumbles frighteningly."),
+ _("%^sが純ログルスを放った。", "%^s invokes a raw Logrus."),
+ _("%^sが%sに純ログルスを放った。", "%^s invokes raw Logrus upon %s."),
+ TARGET_TYPE);
- dam = monspell_damage((MS_BALL_CHAOS), m_idx, DAM_ROLL);
- breath(y, x, m_idx, GF_CHAOS, dam, 4, FALSE, MS_BALL_CHAOS, TARGET_TYPE);
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_CHAOS);
+ dam = monspell_damage((MS_BALL_CHAOS), m_idx, DAM_ROLL);
+ breath(y, x, m_idx, GF_CHAOS, dam, 4, FALSE, MS_BALL_CHAOS, TARGET_TYPE);
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ update_smart_learn(m_idx, DRS_CHAOS);
- return dam;
+ return dam;
}
/*!
*/
int spell_RF5_BA_ACID(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int dam, rad;
-
- monspell_message(m_idx, t_idx,
- _("%^sが何かをつぶやいた。", "%^s mumbles."),
- _("%^sがアシッド・ボールの呪文を唱えた。", "%^s casts an acid ball."),
- _("%^sが%sに向かってアシッド・ボールの呪文を唱えた。",
- "%^s casts an acid ball at %s."),
- TARGET_TYPE);
-
- rad = monster_is_powerful(m_idx) ? 4 : 2;
- dam = monspell_damage((MS_BALL_ACID), m_idx, DAM_ROLL);
- breath(y, x, m_idx, GF_ACID, dam, rad, FALSE, MS_BALL_ACID, TARGET_TYPE);
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_ACID);
-
- return dam;
+ int dam, rad;
+
+ monspell_message(m_idx, t_idx,
+ _("%^sが何かをつぶやいた。", "%^s mumbles."),
+ _("%^sがアシッド・ボールの呪文を唱えた。", "%^s casts an acid ball."),
+ _("%^sが%sに向かってアシッド・ボールの呪文を唱えた。",
+ "%^s casts an acid ball at %s."),
+ TARGET_TYPE);
+
+ rad = monster_is_powerful(m_idx) ? 4 : 2;
+ dam = monspell_damage((MS_BALL_ACID), m_idx, DAM_ROLL);
+ breath(y, x, m_idx, GF_ACID, dam, rad, FALSE, MS_BALL_ACID, TARGET_TYPE);
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ update_smart_learn(m_idx, DRS_ACID);
+
+ return dam;
}
/*!
*/
int spell_RF5_BA_ELEC(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int dam, rad;
-
- monspell_message(m_idx, t_idx,
- _("%^sが何かをつぶやいた。", "%^s mumbles."),
- _("%^sがサンダー・・ボールの呪文を唱えた。", "%^s casts a lightning ball."),
- _("%^sが%sに向かってサンダー・ボールの呪文を唱えた。",
- "%^s casts a lightning ball at %s."),
- TARGET_TYPE);
-
- rad = monster_is_powerful(m_idx) ? 4 : 2;
- dam = monspell_damage((MS_BALL_ELEC), m_idx, DAM_ROLL);
- breath(y, x, m_idx, GF_ELEC, dam, rad, FALSE, MS_BALL_ELEC, TARGET_TYPE);
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_ELEC);
-
- return dam;
+ int dam, rad;
+
+ monspell_message(m_idx, t_idx,
+ _("%^sが何かをつぶやいた。", "%^s mumbles."),
+ _("%^sがサンダー・・ボールの呪文を唱えた。", "%^s casts a lightning ball."),
+ _("%^sが%sに向かってサンダー・ボールの呪文を唱えた。",
+ "%^s casts a lightning ball at %s."),
+ TARGET_TYPE);
+
+ rad = monster_is_powerful(m_idx) ? 4 : 2;
+ dam = monspell_damage((MS_BALL_ELEC), m_idx, DAM_ROLL);
+ breath(y, x, m_idx, GF_ELEC, dam, rad, FALSE, MS_BALL_ELEC, TARGET_TYPE);
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ update_smart_learn(m_idx, DRS_ELEC);
+
+ return dam;
}
/*!
*/
int spell_RF5_BA_FIRE(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int dam, rad;
- monster_type *m_ptr = &m_list[m_idx];
-
- if (m_ptr->r_idx == MON_ROLENTO)
- {
- monspell_message(m_idx, t_idx,
- _("%sが何かを投げた。", "%^s throws something."),
- _("%sは手榴弾を投げた。", "%^s throws a hand grenade."),
- _("%^sが%^sに向かって手榴弾を投げた。", "%^s throws a hand grenade."),
- TARGET_TYPE);
- }
- else
- {
- monspell_message(m_idx, t_idx,
- _("%^sが何かをつぶやいた。", "%^s mumbles."),
- _("%^sがファイア・ボールの呪文を唱えた。", "%^s casts a fire ball."),
- _("%^sが%sに向かってファイア・ボールの呪文を唱えた。",
- "%^s casts a fire ball at %s."),
- TARGET_TYPE);
- }
- rad = monster_is_powerful(m_idx) ? 4 : 2;
- dam = monspell_damage((MS_BALL_FIRE), m_idx, DAM_ROLL);
- breath(y, x, m_idx, GF_FIRE, dam, rad, FALSE, MS_BALL_FIRE, TARGET_TYPE);
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_FIRE);
-
- return dam;
+ int dam, rad;
+ monster_type *m_ptr = &m_list[m_idx];
+
+ if (m_ptr->r_idx == MON_ROLENTO)
+ {
+ monspell_message(m_idx, t_idx,
+ _("%sが何かを投げた。", "%^s throws something."),
+ _("%sは手榴弾を投げた。", "%^s throws a hand grenade."),
+ _("%^sが%^sに向かって手榴弾を投げた。", "%^s throws a hand grenade."),
+ TARGET_TYPE);
+ }
+ else
+ {
+ monspell_message(m_idx, t_idx,
+ _("%^sが何かをつぶやいた。", "%^s mumbles."),
+ _("%^sがファイア・ボールの呪文を唱えた。", "%^s casts a fire ball."),
+ _("%^sが%sに向かってファイア・ボールの呪文を唱えた。",
+ "%^s casts a fire ball at %s."),
+ TARGET_TYPE);
+ }
+ rad = monster_is_powerful(m_idx) ? 4 : 2;
+ dam = monspell_damage((MS_BALL_FIRE), m_idx, DAM_ROLL);
+ breath(y, x, m_idx, GF_FIRE, dam, rad, FALSE, MS_BALL_FIRE, TARGET_TYPE);
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ update_smart_learn(m_idx, DRS_FIRE);
+
+ return dam;
}
/*!
*/
int spell_RF5_BA_COLD(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int dam, rad;
-
- monspell_message(m_idx, t_idx,
- _("%^sが何かをつぶやいた。", "%^s mumbles."),
- _("%^sがアイス・ボールの呪文を唱えた。", "%^s casts a frost ball."),
- _("%^sが%sに向かってアイス・ボールの呪文を唱えた。",
- "%^s casts a frost ball at %s."),
- TARGET_TYPE);
-
- rad = monster_is_powerful(m_idx) ? 4 : 2;
- dam = monspell_damage((MS_BALL_COLD), m_idx, DAM_ROLL);
- breath(y, x, m_idx, GF_COLD, dam, rad, FALSE, MS_BALL_COLD, TARGET_TYPE);
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_COLD);
-
- return dam;
+ int dam, rad;
+
+ monspell_message(m_idx, t_idx,
+ _("%^sが何かをつぶやいた。", "%^s mumbles."),
+ _("%^sがアイス・ボールの呪文を唱えた。", "%^s casts a frost ball."),
+ _("%^sが%sに向かってアイス・ボールの呪文を唱えた。",
+ "%^s casts a frost ball at %s."),
+ TARGET_TYPE);
+
+ rad = monster_is_powerful(m_idx) ? 4 : 2;
+ dam = monspell_damage((MS_BALL_COLD), m_idx, DAM_ROLL);
+ breath(y, x, m_idx, GF_COLD, dam, rad, FALSE, MS_BALL_COLD, TARGET_TYPE);
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ update_smart_learn(m_idx, DRS_COLD);
+
+ return dam;
}
/*!
*/
int spell_RF5_BA_POIS(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int dam;
+ int dam;
- monspell_message(m_idx, t_idx,
- _("%^sが何かをつぶやいた。", "%^s mumbles."),
- _("%^sが悪臭雲の呪文を唱えた。", "%^s casts a stinking cloud."),
- _("%^sが%sに向かって悪臭雲の呪文を唱えた。", "%^s casts a stinking cloud at %s."),
- TARGET_TYPE);
+ monspell_message(m_idx, t_idx,
+ _("%^sが何かをつぶやいた。", "%^s mumbles."),
+ _("%^sが悪臭雲の呪文を唱えた。", "%^s casts a stinking cloud."),
+ _("%^sが%sに向かって悪臭雲の呪文を唱えた。", "%^s casts a stinking cloud at %s."),
+ TARGET_TYPE);
- dam = monspell_damage((MS_BALL_POIS), m_idx, DAM_ROLL);
- breath(y, x, m_idx, GF_POIS, dam, 2, FALSE, MS_BALL_POIS, TARGET_TYPE);
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_POIS);
+ dam = monspell_damage((MS_BALL_POIS), m_idx, DAM_ROLL);
+ breath(y, x, m_idx, GF_POIS, dam, 2, FALSE, MS_BALL_POIS, TARGET_TYPE);
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ update_smart_learn(m_idx, DRS_POIS);
- return dam;
+ return dam;
}
/*!
*/
int spell_RF5_BA_NETH(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int dam;
+ int dam;
- monspell_message(m_idx, t_idx,
- _("%^sが何かをつぶやいた。", "%^s mumbles."),
- _("%^sが地獄球の呪文を唱えた。", "%^s casts a nether ball."),
- _("%^sが%sに向かって地獄球の呪文を唱えた。", "%^s casts a nether ball at %s."),
- TARGET_TYPE);
+ monspell_message(m_idx, t_idx,
+ _("%^sが何かをつぶやいた。", "%^s mumbles."),
+ _("%^sが地獄球の呪文を唱えた。", "%^s casts a nether ball."),
+ _("%^sが%sに向かって地獄球の呪文を唱えた。", "%^s casts a nether ball at %s."),
+ TARGET_TYPE);
- dam = monspell_damage((MS_BALL_NETHER), m_idx, DAM_ROLL);
- breath(y, x, m_idx, GF_NETHER, dam, 2, FALSE, MS_BALL_NETHER, TARGET_TYPE);
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_NETH);
+ dam = monspell_damage((MS_BALL_NETHER), m_idx, DAM_ROLL);
+ breath(y, x, m_idx, GF_NETHER, dam, 2, FALSE, MS_BALL_NETHER, TARGET_TYPE);
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ update_smart_learn(m_idx, DRS_NETH);
- return dam;
+ return dam;
}
/*!
*/
int spell_RF5_BA_WATE(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int dam;
- bool known = monster_near_player(m_idx, t_idx);
- bool see_either = see_monster(m_idx) || see_monster(t_idx);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
- bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+ int dam;
+ bool known = monster_near_player(m_idx, t_idx);
+ bool see_either = see_monster(m_idx) || see_monster(t_idx);
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
char t_name[80];
- monster_name(t_idx, t_name);
-
-
- monspell_message(m_idx, t_idx,
- _("%^sが何かをつぶやいた。", "%^s mumbles."),
- _("%^sが流れるような身振りをした。", "%^s gestures fluidly."),
- _("%^sが%sに対して流れるような身振りをした。", "%^s gestures fluidly at %s."),
- TARGET_TYPE);
-
- if (mon_to_player)
- {
- msg_format(_("あなたは渦巻きに飲み込まれた。", "You are engulfed in a whirlpool."));
- }
- else if (mon_to_mon && known && see_either && !p_ptr->blind)
- {
- msg_format(_("%^sは渦巻に飲み込まれた。", "%^s is engulfed in a whirlpool."), t_name);
- }
-
- dam = monspell_damage((MS_BALL_WATER), m_idx, DAM_ROLL);
- breath(y, x, m_idx, GF_WATER, dam, 4, FALSE, MS_BALL_WATER, TARGET_TYPE);
- return dam;
+ monster_name(t_idx, t_name);
+
+
+ monspell_message(m_idx, t_idx,
+ _("%^sが何かをつぶやいた。", "%^s mumbles."),
+ _("%^sが流れるような身振りをした。", "%^s gestures fluidly."),
+ _("%^sが%sに対して流れるような身振りをした。", "%^s gestures fluidly at %s."),
+ TARGET_TYPE);
+
+ if (mon_to_player)
+ {
+ msg_format(_("あなたは渦巻きに飲み込まれた。", "You are engulfed in a whirlpool."));
+ }
+ else if (mon_to_mon && known && see_either && !p_ptr->blind)
+ {
+ msg_format(_("%^sは渦巻に飲み込まれた。", "%^s is engulfed in a whirlpool."), t_name);
+ }
+
+ dam = monspell_damage((MS_BALL_WATER), m_idx, DAM_ROLL);
+ breath(y, x, m_idx, GF_WATER, dam, 4, FALSE, MS_BALL_WATER, TARGET_TYPE);
+ return dam;
}
/*!
*/
int spell_RF5_BA_MANA(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int dam;
+ int dam;
- monspell_message(m_idx, t_idx,
- _("%^sが何かを力強くつぶやいた。", "%^s mumbles powerfully."),
- _("%^sが魔力の嵐の呪文を念じた。", "%^s invokes a mana storm."),
- _("%^sが%sに対して魔力の嵐の呪文を念じた。", "%^s invokes a mana storm upon %s."),
- TARGET_TYPE);
+ monspell_message(m_idx, t_idx,
+ _("%^sが何かを力強くつぶやいた。", "%^s mumbles powerfully."),
+ _("%^sが魔力の嵐の呪文を念じた。", "%^s invokes a mana storm."),
+ _("%^sが%sに対して魔力の嵐の呪文を念じた。", "%^s invokes a mana storm upon %s."),
+ TARGET_TYPE);
- dam = monspell_damage((MS_BALL_MANA), m_idx, DAM_ROLL);
- breath(y, x, m_idx, GF_MANA, dam, 4, FALSE, MS_BALL_MANA, TARGET_TYPE);
- return dam;
+ dam = monspell_damage((MS_BALL_MANA), m_idx, DAM_ROLL);
+ breath(y, x, m_idx, GF_MANA, dam, 4, FALSE, MS_BALL_MANA, TARGET_TYPE);
+ return dam;
}
/*!
*/
int spell_RF5_BA_DARK(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int dam;
+ int dam;
- monspell_message(m_idx, t_idx,
- _("%^sが何かを力強くつぶやいた。", "%^s mumbles powerfully."),
- _("%^sが暗黒の嵐の呪文を念じた。", "%^s invokes a darkness storm."),
- _("%^sが%sに対して暗黒の嵐の呪文を念じた。", "%^s invokes a darkness storm upon %s."),
- TARGET_TYPE);
+ monspell_message(m_idx, t_idx,
+ _("%^sが何かを力強くつぶやいた。", "%^s mumbles powerfully."),
+ _("%^sが暗黒の嵐の呪文を念じた。", "%^s invokes a darkness storm."),
+ _("%^sが%sに対して暗黒の嵐の呪文を念じた。", "%^s invokes a darkness storm upon %s."),
+ TARGET_TYPE);
- dam = monspell_damage((MS_BALL_DARK), m_idx, DAM_ROLL);
- breath(y, x, m_idx, GF_DARK, dam, 4, FALSE, MS_BALL_DARK, TARGET_TYPE);
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_DARK);
+ dam = monspell_damage((MS_BALL_DARK), m_idx, DAM_ROLL);
+ breath(y, x, m_idx, GF_DARK, dam, 4, FALSE, MS_BALL_DARK, TARGET_TYPE);
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ update_smart_learn(m_idx, DRS_DARK);
- return dam;
+ return dam;
}
/*!
*/
int spell_RF5_DRAIN_MANA(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int dam;
+ int dam;
char m_name[80], t_name[80];
- monster_name(m_idx, m_name);
+ monster_name(m_idx, m_name);
monster_name(t_idx, t_name);
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- {
- disturb(1, 1);
- }
- else if (TARGET_TYPE == MONSTER_TO_MONSTER && see_monster(m_idx))
- {
- /* Basic message */
- msg_format(_("%^sは精神エネルギーを%sから吸いとった。", "%^s draws psychic energy from %s."), m_name, t_name);
- }
-
- dam = monspell_damage((MS_DRAIN_MANA), m_idx, DAM_ROLL);
- breath(y, x, m_idx, GF_DRAIN_MANA, dam, 0, FALSE, MS_DRAIN_MANA, TARGET_TYPE);
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_MANA);
-
- return dam;
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ {
+ disturb(1, 1);
+ }
+ else if (TARGET_TYPE == MONSTER_TO_MONSTER && see_monster(m_idx))
+ {
+ /* Basic message */
+ msg_format(_("%^sは精神エネルギーを%sから吸いとった。", "%^s draws psychic energy from %s."), m_name, t_name);
+ }
+
+ dam = monspell_damage((MS_DRAIN_MANA), m_idx, DAM_ROLL);
+ breath(y, x, m_idx, GF_DRAIN_MANA, dam, 0, FALSE, MS_DRAIN_MANA, TARGET_TYPE);
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ update_smart_learn(m_idx, DRS_MANA);
+
+ return dam;
}
/*!
*/
int spell_RF5_MIND_BLAST(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- monster_type *m_ptr = &m_list[m_idx];
- bool seen = (!p_ptr->blind && m_ptr->ml);
- int dam;
+ monster_type *m_ptr = &m_list[m_idx];
+ bool seen = (!p_ptr->blind && m_ptr->ml);
+ int dam;
char m_name[80], t_name[80];
- monster_name(m_idx, m_name);
+ monster_name(m_idx, m_name);
monster_name(t_idx, t_name);
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- {
- disturb(1, 1);
- if (!seen)
- msg_print(_("何かがあなたの精神に念を放っているようだ。", "You feel something focusing on your mind."));
- else
- msg_format(_("%^sがあなたの瞳をじっとにらんでいる。", "%^s gazes deep into your eyes."), m_name);
- }
- else if (TARGET_TYPE == MONSTER_TO_MONSTER && see_monster(m_idx))
- {
- msg_format(_("%^sは%sをじっと睨んだ。", "%^s gazes intently at %s."), m_name, t_name);
- }
-
- dam = monspell_damage((MS_MIND_BLAST), m_idx, DAM_ROLL);
- breath(y, x, m_idx, GF_MIND_BLAST, dam, 0, FALSE, MS_MIND_BLAST, TARGET_TYPE);
- return dam;
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ {
+ disturb(1, 1);
+ if (!seen)
+ msg_print(_("何かがあなたの精神に念を放っているようだ。", "You feel something focusing on your mind."));
+ else
+ msg_format(_("%^sがあなたの瞳をじっとにらんでいる。", "%^s gazes deep into your eyes."), m_name);
+ }
+ else if (TARGET_TYPE == MONSTER_TO_MONSTER && see_monster(m_idx))
+ {
+ msg_format(_("%^sは%sをじっと睨んだ。", "%^s gazes intently at %s."), m_name, t_name);
+ }
+
+ dam = monspell_damage((MS_MIND_BLAST), m_idx, DAM_ROLL);
+ breath(y, x, m_idx, GF_MIND_BLAST, dam, 0, FALSE, MS_MIND_BLAST, TARGET_TYPE);
+ return dam;
}
/*!
*/
int spell_RF5_BRAIN_SMASH(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- monster_type *m_ptr = &m_list[m_idx];
- bool seen = (!p_ptr->blind && m_ptr->ml);
- int dam;
+ monster_type *m_ptr = &m_list[m_idx];
+ bool seen = (!p_ptr->blind && m_ptr->ml);
+ int dam;
char m_name[80], t_name[80];
- monster_name(m_idx, m_name);
+ monster_name(m_idx, m_name);
monster_name(t_idx, t_name);
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- {
- disturb(1, 1);
- if (!seen)
- msg_print(_("何かがあなたの精神に念を放っているようだ。", "You feel something focusing on your mind."));
- else
- msg_format(_("%^sがあなたの瞳をじっとにらんでいる。", "%^s gazes deep into your eyes."), m_name);
- }
- else if (TARGET_TYPE == MONSTER_TO_MONSTER && see_monster(m_idx))
- {
- msg_format(_("%^sは%sをじっと睨んだ。", "%^s gazes intently at %s."), m_name, t_name);
- }
-
- dam = monspell_damage((MS_BRAIN_SMASH), m_idx, DAM_ROLL);
- breath(y, x, m_idx, GF_BRAIN_SMASH, dam, 0, FALSE, MS_BRAIN_SMASH, TARGET_TYPE);
- return dam;
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ {
+ disturb(1, 1);
+ if (!seen)
+ msg_print(_("何かがあなたの精神に念を放っているようだ。", "You feel something focusing on your mind."));
+ else
+ msg_format(_("%^sがあなたの瞳をじっとにらんでいる。", "%^s gazes deep into your eyes."), m_name);
+ }
+ else if (TARGET_TYPE == MONSTER_TO_MONSTER && see_monster(m_idx))
+ {
+ msg_format(_("%^sは%sをじっと睨んだ。", "%^s gazes intently at %s."), m_name, t_name);
+ }
+
+ dam = monspell_damage((MS_BRAIN_SMASH), m_idx, DAM_ROLL);
+ breath(y, x, m_idx, GF_BRAIN_SMASH, dam, 0, FALSE, MS_BRAIN_SMASH, TARGET_TYPE);
+ return dam;
}
/*!
void spell_RF5_CAUSE(int GF_TYPE, int dam, int y, int x, int m_idx, int t_idx, cptr msg1, cptr msg2, cptr msg3, int MS_TYPE, int TARGET_TYPE)
{
char m_name[80], t_name[80];
- monster_name(m_idx, m_name);
+ monster_name(m_idx, m_name);
monster_name(t_idx, t_name);
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- {
- disturb(1, 1);
- if (p_ptr->blind)
- msg_format(msg1, m_name);
- else
- msg_format(msg2, m_name);
- }
- else if (TARGET_TYPE == MONSTER_TO_MONSTER)
- {
- if (see_monster(m_idx))
- {
- msg_format(msg3, m_name, t_name);
- }
- else
- {
- mon_fight = TRUE;
- }
- }
- breath(y, x, m_idx, GF_TYPE, dam, 0, FALSE, MS_TYPE, TARGET_TYPE);
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ {
+ disturb(1, 1);
+ if (p_ptr->blind)
+ msg_format(msg1, m_name);
+ else
+ msg_format(msg2, m_name);
+ }
+ else if (TARGET_TYPE == MONSTER_TO_MONSTER)
+ {
+ if (see_monster(m_idx))
+ {
+ msg_format(msg3, m_name, t_name);
+ }
+ else
+ {
+ mon_fight = TRUE;
+ }
+ }
+ breath(y, x, m_idx, GF_TYPE, dam, 0, FALSE, MS_TYPE, TARGET_TYPE);
}
/*!
*/
int spell_RF5_CAUSE_1(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- cptr msg1, msg2, msg3;
- int dam;
- dam = monspell_damage((MS_CAUSE_1), m_idx, DAM_ROLL);
-
- msg1 = _("%^sが何かをつぶやいた。", "%^s mumbles.");
- msg2 = _("%^sがあなたを指さして呪った。", "%^s points at you and curses.");
- msg3 = _("%^sは%sを指さして呪いをかけた。", "%^s points at %s and curses.");
-
- spell_RF5_CAUSE(GF_CAUSE_1, dam, y, x, m_idx, t_idx, msg1, msg2, msg3, MS_CAUSE_1, TARGET_TYPE);
- return dam;
+ cptr msg1, msg2, msg3;
+ int dam;
+ dam = monspell_damage((MS_CAUSE_1), m_idx, DAM_ROLL);
+
+ msg1 = _("%^sが何かをつぶやいた。", "%^s mumbles.");
+ msg2 = _("%^sがあなたを指さして呪った。", "%^s points at you and curses.");
+ msg3 = _("%^sは%sを指さして呪いをかけた。", "%^s points at %s and curses.");
+
+ spell_RF5_CAUSE(GF_CAUSE_1, dam, y, x, m_idx, t_idx, msg1, msg2, msg3, MS_CAUSE_1, TARGET_TYPE);
+ return dam;
}
/*!
*/
int spell_RF5_CAUSE_2(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- cptr msg1, msg2, msg3;
- int dam;
- dam = monspell_damage((MS_CAUSE_2), m_idx, DAM_ROLL);
+ cptr msg1, msg2, msg3;
+ int dam;
+ dam = monspell_damage((MS_CAUSE_2), m_idx, DAM_ROLL);
- msg1 = _("%^sが何かをつぶやいた。", "%^s mumbles.");
- msg2 = _("%^sがあなたを指さして恐ろしげに呪った。", "%^s points at you and curses horribly.");
- msg3 = _("%^sは%sを指さして恐ろしげに呪いをかけた。", "%^s points at %s and curses horribly.");
+ msg1 = _("%^sが何かをつぶやいた。", "%^s mumbles.");
+ msg2 = _("%^sがあなたを指さして恐ろしげに呪った。", "%^s points at you and curses horribly.");
+ msg3 = _("%^sは%sを指さして恐ろしげに呪いをかけた。", "%^s points at %s and curses horribly.");
- spell_RF5_CAUSE(GF_CAUSE_2, dam, y, x, m_idx, t_idx, msg1, msg2, msg3, MS_CAUSE_2, TARGET_TYPE);
- return dam;
+ spell_RF5_CAUSE(GF_CAUSE_2, dam, y, x, m_idx, t_idx, msg1, msg2, msg3, MS_CAUSE_2, TARGET_TYPE);
+ return dam;
}
/*!
*/
int spell_RF5_CAUSE_3(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- cptr msg1, msg2, msg3;
- int dam;
- dam = monspell_damage((MS_CAUSE_3), m_idx, DAM_ROLL);
+ cptr msg1, msg2, msg3;
+ int dam;
+ dam = monspell_damage((MS_CAUSE_3), m_idx, DAM_ROLL);
- msg1 = _("%^sが何かを大声で叫んだ。", "%^s mumbles loudly.");
- msg2 = _("%^sがあなたを指さして恐ろしげに呪文を唱えた!", "%^s points at you, incanting terribly!");
- msg3 = _("%^sは%sを指さし、恐ろしげに呪文を唱えた!", "%^s points at %s, incanting terribly!");
+ msg1 = _("%^sが何かを大声で叫んだ。", "%^s mumbles loudly.");
+ msg2 = _("%^sがあなたを指さして恐ろしげに呪文を唱えた!", "%^s points at you, incanting terribly!");
+ msg3 = _("%^sは%sを指さし、恐ろしげに呪文を唱えた!", "%^s points at %s, incanting terribly!");
- spell_RF5_CAUSE(GF_CAUSE_3, dam, y, x, m_idx, t_idx, msg1, msg2, msg3, MS_CAUSE_3, TARGET_TYPE);
- return dam;
+ spell_RF5_CAUSE(GF_CAUSE_3, dam, y, x, m_idx, t_idx, msg1, msg2, msg3, MS_CAUSE_3, TARGET_TYPE);
+ return dam;
}
/*!
*/
int spell_RF5_CAUSE_4(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- cptr msg1, msg2, msg3;
- int dam;
- dam = monspell_damage((MS_CAUSE_4), m_idx, DAM_ROLL);
+ cptr msg1, msg2, msg3;
+ int dam;
+ dam = monspell_damage((MS_CAUSE_4), m_idx, DAM_ROLL);
- msg1 = _("%^sが「お前は既に死んでいる」と叫んだ。", "%^s screams the word 'DIE!'");
- msg2 = _("%^sがあなたの秘孔を突いて「お前は既に死んでいる」と叫んだ。", "%^s points at you, screaming the word DIE!");
- msg3 = _("%^sが%sの秘孔を突いて、「お前は既に死んでいる」と叫んだ。", "%^s points at %s, screaming the word, 'DIE!'");
+ msg1 = _("%^sが「お前は既に死んでいる」と叫んだ。", "%^s screams the word 'DIE!'");
+ msg2 = _("%^sがあなたの秘孔を突いて「お前は既に死んでいる」と叫んだ。", "%^s points at you, screaming the word DIE!");
+ msg3 = _("%^sが%sの秘孔を突いて、「お前は既に死んでいる」と叫んだ。", "%^s points at %s, screaming the word, 'DIE!'");
- spell_RF5_CAUSE(GF_CAUSE_4, dam, y, x, m_idx, t_idx, msg1, msg2, msg3, MS_CAUSE_4, TARGET_TYPE);
- return dam;
+ spell_RF5_CAUSE(GF_CAUSE_4, dam, y, x, m_idx, t_idx, msg1, msg2, msg3, MS_CAUSE_4, TARGET_TYPE);
+ return dam;
}
/*!
*/
int spell_RF5_BO_ACID(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int dam;
-
- monspell_message(m_idx, t_idx,
- _("%^sが何かをつぶやいた。", "%^s mumbles."),
- _("%^sがアシッド・ボルトの呪文を唱えた。", "%^s casts a acid bolt."),
- _("%sが%sに向かってアシッド・ボルトの呪文を唱えた。", "%^s casts an acid bolt at %s."),
- TARGET_TYPE);
-
- dam = monspell_damage((MS_BOLT_ACID), m_idx, DAM_ROLL);
- bolt(m_idx, y, x, GF_ACID, dam, MS_BOLT_ACID, TARGET_TYPE);
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- {
- update_smart_learn(m_idx, DRS_ACID);
- update_smart_learn(m_idx, DRS_REFLECT);
- }
- return dam;
+ int dam;
+
+ monspell_message(m_idx, t_idx,
+ _("%^sが何かをつぶやいた。", "%^s mumbles."),
+ _("%^sがアシッド・ボルトの呪文を唱えた。", "%^s casts a acid bolt."),
+ _("%sが%sに向かってアシッド・ボルトの呪文を唱えた。", "%^s casts an acid bolt at %s."),
+ TARGET_TYPE);
+
+ dam = monspell_damage((MS_BOLT_ACID), m_idx, DAM_ROLL);
+ bolt(m_idx, y, x, GF_ACID, dam, MS_BOLT_ACID, TARGET_TYPE);
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ {
+ update_smart_learn(m_idx, DRS_ACID);
+ update_smart_learn(m_idx, DRS_REFLECT);
+ }
+ return dam;
}
/*!
*/
int spell_RF5_BO_ELEC(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int dam;
-
- monspell_message(m_idx, t_idx,
- _("%^sが何かをつぶやいた。", "%^s mumbles."),
- _("%^sがサンダー・ボルトの呪文を唱えた。", "%^s casts a lightning bolt."),
- _("%^sが%sに向かってサンダー・ボルトの呪文を唱えた。", "%^s casts a lightning bolt at %s."),
- TARGET_TYPE);
-
- dam = monspell_damage((MS_BOLT_ELEC), m_idx, DAM_ROLL);
- bolt(m_idx, y, x, GF_ELEC, dam, MS_BOLT_ELEC, TARGET_TYPE);
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- {
- update_smart_learn(m_idx, DRS_ELEC);
- update_smart_learn(m_idx, DRS_REFLECT);
- }
- return dam;
+ int dam;
+
+ monspell_message(m_idx, t_idx,
+ _("%^sが何かをつぶやいた。", "%^s mumbles."),
+ _("%^sがサンダー・ボルトの呪文を唱えた。", "%^s casts a lightning bolt."),
+ _("%^sが%sに向かってサンダー・ボルトの呪文を唱えた。", "%^s casts a lightning bolt at %s."),
+ TARGET_TYPE);
+
+ dam = monspell_damage((MS_BOLT_ELEC), m_idx, DAM_ROLL);
+ bolt(m_idx, y, x, GF_ELEC, dam, MS_BOLT_ELEC, TARGET_TYPE);
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ {
+ update_smart_learn(m_idx, DRS_ELEC);
+ update_smart_learn(m_idx, DRS_REFLECT);
+ }
+ return dam;
}
/*!
*/
int spell_RF5_BO_FIRE(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int dam;
-
- monspell_message(m_idx, t_idx,
- _("%^sが何かをつぶやいた。", "%^s mumbles."),
- _("%^sがファイア・ボルトの呪文を唱えた。", "%^s casts a fire bolt."),
- _("%^sが%sに向かってファイア・ボルトの呪文を唱えた。", "%^s casts a fire bolt at %s."),
- TARGET_TYPE);
-
- dam = monspell_damage((MS_BOLT_FIRE), m_idx, DAM_ROLL);
- bolt(m_idx, y, x, GF_FIRE, dam, MS_BOLT_FIRE, TARGET_TYPE);
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- {
- update_smart_learn(m_idx, DRS_FIRE);
- update_smart_learn(m_idx, DRS_REFLECT);
- }
- return dam;
+ int dam;
+
+ monspell_message(m_idx, t_idx,
+ _("%^sが何かをつぶやいた。", "%^s mumbles."),
+ _("%^sがファイア・ボルトの呪文を唱えた。", "%^s casts a fire bolt."),
+ _("%^sが%sに向かってファイア・ボルトの呪文を唱えた。", "%^s casts a fire bolt at %s."),
+ TARGET_TYPE);
+
+ dam = monspell_damage((MS_BOLT_FIRE), m_idx, DAM_ROLL);
+ bolt(m_idx, y, x, GF_FIRE, dam, MS_BOLT_FIRE, TARGET_TYPE);
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ {
+ update_smart_learn(m_idx, DRS_FIRE);
+ update_smart_learn(m_idx, DRS_REFLECT);
+ }
+ return dam;
}
/*!
*/
int spell_RF5_BO_COLD(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int dam;
-
- monspell_message(m_idx, t_idx,
- _("%^sが何かをつぶやいた。", "%^s mumbles."),
- _("%^sがアイス・ボルトの呪文を唱えた。", "%^s casts a frost bolt."),
- _("%^sが%sに向かってアイス・ボルトの呪文を唱えた。", "%^s casts a frost bolt at %s."),
- TARGET_TYPE);
-
- dam = monspell_damage((MS_BOLT_COLD), m_idx, DAM_ROLL);
- bolt(m_idx, y, x, GF_COLD, dam, MS_BOLT_COLD, TARGET_TYPE);
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- {
- update_smart_learn(m_idx, DRS_COLD);
- update_smart_learn(m_idx, DRS_REFLECT);
- }
- return dam;
+ int dam;
+
+ monspell_message(m_idx, t_idx,
+ _("%^sが何かをつぶやいた。", "%^s mumbles."),
+ _("%^sがアイス・ボルトの呪文を唱えた。", "%^s casts a frost bolt."),
+ _("%^sが%sに向かってアイス・ボルトの呪文を唱えた。", "%^s casts a frost bolt at %s."),
+ TARGET_TYPE);
+
+ dam = monspell_damage((MS_BOLT_COLD), m_idx, DAM_ROLL);
+ bolt(m_idx, y, x, GF_COLD, dam, MS_BOLT_COLD, TARGET_TYPE);
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ {
+ update_smart_learn(m_idx, DRS_COLD);
+ update_smart_learn(m_idx, DRS_REFLECT);
+ }
+ return dam;
}
/*!
*/
int spell_RF5_BA_LITE(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int dam;
+ int dam;
- monspell_message(m_idx, t_idx,
- _("%^sが何かを力強くつぶやいた。", "%^s mumbles powerfully."),
- _("%^sがスターバーストの呪文を念じた。", "%^s invokes a starburst."),
- _("%^sが%sに対してスターバーストの呪文を念じた。", "%^s invokes a starburst upon %s."),
- TARGET_TYPE);
+ monspell_message(m_idx, t_idx,
+ _("%^sが何かを力強くつぶやいた。", "%^s mumbles powerfully."),
+ _("%^sがスターバーストの呪文を念じた。", "%^s invokes a starburst."),
+ _("%^sが%sに対してスターバーストの呪文を念じた。", "%^s invokes a starburst upon %s."),
+ TARGET_TYPE);
- dam = monspell_damage((MS_STARBURST), m_idx, DAM_ROLL);
- breath(y, x, m_idx, GF_LITE, dam, 4, FALSE, MS_STARBURST, TARGET_TYPE);
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_LITE);
+ dam = monspell_damage((MS_STARBURST), m_idx, DAM_ROLL);
+ breath(y, x, m_idx, GF_LITE, dam, 4, FALSE, MS_STARBURST, TARGET_TYPE);
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ update_smart_learn(m_idx, DRS_LITE);
- return dam;
+ return dam;
}
/*!
*/
int spell_RF5_BO_NETH(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int dam;
-
- monspell_message(m_idx, t_idx,
- _("%^sが何かをつぶやいた。", "%^s mumbles."),
- _("%^sが地獄の矢の呪文を唱えた。", "%^s casts a nether bolt."),
- _("%^sが%sに向かって地獄の矢の呪文を唱えた。", "%^s casts a nether bolt at %s."),
- TARGET_TYPE);
-
- dam = monspell_damage((MS_BOLT_NETHER), m_idx, DAM_ROLL);
- bolt(m_idx, y, x, GF_NETHER, dam, MS_BOLT_NETHER, TARGET_TYPE);
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- {
- update_smart_learn(m_idx, DRS_NETH);
- update_smart_learn(m_idx, DRS_REFLECT);
- }
- return dam;
+ int dam;
+
+ monspell_message(m_idx, t_idx,
+ _("%^sが何かをつぶやいた。", "%^s mumbles."),
+ _("%^sが地獄の矢の呪文を唱えた。", "%^s casts a nether bolt."),
+ _("%^sが%sに向かって地獄の矢の呪文を唱えた。", "%^s casts a nether bolt at %s."),
+ TARGET_TYPE);
+
+ dam = monspell_damage((MS_BOLT_NETHER), m_idx, DAM_ROLL);
+ bolt(m_idx, y, x, GF_NETHER, dam, MS_BOLT_NETHER, TARGET_TYPE);
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ {
+ update_smart_learn(m_idx, DRS_NETH);
+ update_smart_learn(m_idx, DRS_REFLECT);
+ }
+ return dam;
}
/*!
*/
int spell_RF5_BO_WATE(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int dam;
-
- monspell_message(m_idx, t_idx,
- _("%^sが何かをつぶやいた。", "%^s mumbles."),
- _("%^sがウォーター・ボルトの呪文を唱えた。", "%^s casts a water bolt."),
- _("%^sが%sに向かってウォーター・ボルトの呪文を唱えた。", "%^s casts a water bolt at %s."),
- TARGET_TYPE);
-
- dam = monspell_damage((MS_BOLT_WATER), m_idx, DAM_ROLL);
- bolt(m_idx, y, x, GF_WATER, dam, MS_BOLT_WATER, TARGET_TYPE);
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- {
- update_smart_learn(m_idx, DRS_REFLECT);
- }
- return dam;
+ int dam;
+
+ monspell_message(m_idx, t_idx,
+ _("%^sが何かをつぶやいた。", "%^s mumbles."),
+ _("%^sがウォーター・ボルトの呪文を唱えた。", "%^s casts a water bolt."),
+ _("%^sが%sに向かってウォーター・ボルトの呪文を唱えた。", "%^s casts a water bolt at %s."),
+ TARGET_TYPE);
+
+ dam = monspell_damage((MS_BOLT_WATER), m_idx, DAM_ROLL);
+ bolt(m_idx, y, x, GF_WATER, dam, MS_BOLT_WATER, TARGET_TYPE);
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ {
+ update_smart_learn(m_idx, DRS_REFLECT);
+ }
+ return dam;
}
/*!
*/
int spell_RF5_BO_MANA(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int dam;
-
- monspell_message(m_idx, t_idx,
- _("%^sが何かをつぶやいた。", "%^s mumbles."),
- _("%^sが魔力の矢の呪文を唱えた。", "%^s casts a mana bolt."),
- _("%^sが%sに向かって魔力の矢の呪文を唱えた。", "%^s casts a mana bolt at %s."),
- TARGET_TYPE);
-
- dam = monspell_damage((MS_BOLT_MANA), m_idx, DAM_ROLL);
- bolt(m_idx, y, x, GF_MANA, dam, MS_BOLT_MANA, TARGET_TYPE);
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- {
- update_smart_learn(m_idx, DRS_REFLECT);
- }
- return dam;
+ int dam;
+
+ monspell_message(m_idx, t_idx,
+ _("%^sが何かをつぶやいた。", "%^s mumbles."),
+ _("%^sが魔力の矢の呪文を唱えた。", "%^s casts a mana bolt."),
+ _("%^sが%sに向かって魔力の矢の呪文を唱えた。", "%^s casts a mana bolt at %s."),
+ TARGET_TYPE);
+
+ dam = monspell_damage((MS_BOLT_MANA), m_idx, DAM_ROLL);
+ bolt(m_idx, y, x, GF_MANA, dam, MS_BOLT_MANA, TARGET_TYPE);
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ {
+ update_smart_learn(m_idx, DRS_REFLECT);
+ }
+ return dam;
}
/*!
*/
int spell_RF5_BO_PLAS(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int dam;
-
- monspell_message(m_idx, t_idx,
- _("%^sが何かをつぶやいた。", "%^s mumbles."),
- _("%^sがプラズマ・ボルトの呪文を唱えた。", "%^s casts a plasma bolt."),
- _("%^sが%sに向かってプラズマ・ボルトの呪文を唱えた。", "%^s casts a plasma bolt at %s."),
- TARGET_TYPE);
-
- dam = monspell_damage((MS_BOLT_PLASMA), m_idx, DAM_ROLL);
- bolt(m_idx, y, x, GF_PLASMA, dam, MS_BOLT_PLASMA, TARGET_TYPE);
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- {
- update_smart_learn(m_idx, DRS_REFLECT);
- }
- return dam;
+ int dam;
+
+ monspell_message(m_idx, t_idx,
+ _("%^sが何かをつぶやいた。", "%^s mumbles."),
+ _("%^sがプラズマ・ボルトの呪文を唱えた。", "%^s casts a plasma bolt."),
+ _("%^sが%sに向かってプラズマ・ボルトの呪文を唱えた。", "%^s casts a plasma bolt at %s."),
+ TARGET_TYPE);
+
+ dam = monspell_damage((MS_BOLT_PLASMA), m_idx, DAM_ROLL);
+ bolt(m_idx, y, x, GF_PLASMA, dam, MS_BOLT_PLASMA, TARGET_TYPE);
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ {
+ update_smart_learn(m_idx, DRS_REFLECT);
+ }
+ return dam;
}
/*!
*/
int spell_RF5_BO_ICEE(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int dam;
-
- monspell_message(m_idx, t_idx,
- _("%^sが何かをつぶやいた。", "%^s mumbles."),
- _("%^sが極寒の矢の呪文を唱えた。", "%^s casts an ice bolt."),
- _("%^sが%sに向かって極寒の矢の呪文を唱えた。", "%^s casts an ice bolt at %s."),
- TARGET_TYPE);
-
- dam = monspell_damage((MS_BOLT_ICE), m_idx, DAM_ROLL);
- bolt(m_idx, y, x, GF_ICE, dam, MS_BOLT_ICE, TARGET_TYPE);
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- {
- update_smart_learn(m_idx, DRS_COLD);
- update_smart_learn(m_idx, DRS_REFLECT);
- }
- return dam;
+ int dam;
+
+ monspell_message(m_idx, t_idx,
+ _("%^sが何かをつぶやいた。", "%^s mumbles."),
+ _("%^sが極寒の矢の呪文を唱えた。", "%^s casts an ice bolt."),
+ _("%^sが%sに向かって極寒の矢の呪文を唱えた。", "%^s casts an ice bolt at %s."),
+ TARGET_TYPE);
+
+ dam = monspell_damage((MS_BOLT_ICE), m_idx, DAM_ROLL);
+ bolt(m_idx, y, x, GF_ICE, dam, MS_BOLT_ICE, TARGET_TYPE);
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ {
+ update_smart_learn(m_idx, DRS_COLD);
+ update_smart_learn(m_idx, DRS_REFLECT);
+ }
+ return dam;
}
/*!
*/
int spell_RF5_MISSILE(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int dam;
-
- monspell_message(m_idx, t_idx,
- _("%^sが何かをつぶやいた。", "%^s mumbles."),
- _("%^sがマジック・ミサイルの呪文を唱えた。", "%^s casts a magic missile."),
- _("%^sが%sに向かってマジック・ミサイルの呪文を唱えた。", "%^s casts a magic missile at %s."),
- TARGET_TYPE);
-
- dam = monspell_damage((MS_MAGIC_MISSILE), m_idx, DAM_ROLL);
- bolt(m_idx, y, x, GF_MISSILE, dam, MS_MAGIC_MISSILE, TARGET_TYPE);
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- {
- update_smart_learn(m_idx, DRS_REFLECT);
- }
- return dam;
+ int dam;
+
+ monspell_message(m_idx, t_idx,
+ _("%^sが何かをつぶやいた。", "%^s mumbles."),
+ _("%^sがマジック・ミサイルの呪文を唱えた。", "%^s casts a magic missile."),
+ _("%^sが%sに向かってマジック・ミサイルの呪文を唱えた。", "%^s casts a magic missile at %s."),
+ TARGET_TYPE);
+
+ dam = monspell_damage((MS_MAGIC_MISSILE), m_idx, DAM_ROLL);
+ bolt(m_idx, y, x, GF_MISSILE, dam, MS_MAGIC_MISSILE, TARGET_TYPE);
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ {
+ update_smart_learn(m_idx, DRS_REFLECT);
+ }
+ return dam;
}
/*!
*/
void spell_badstatus_message(int m_idx, int t_idx, cptr msg1, cptr msg2, cptr msg3, cptr msg4, bool resist, bool saving_throw, int TARGET_TYPE)
{
- bool see_either = see_monster(m_idx) || see_monster(t_idx);
- bool see_t = see_monster(t_idx);
- bool known = monster_near_player(m_idx, t_idx);
- char m_name[80], t_name[80];
- monster_name(m_idx, m_name);
- monster_name(t_idx, t_name);
-
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- {
- disturb(1, 1);
- if (p_ptr->blind)
- msg_format(msg1, m_name);
- else
- msg_format(msg2, m_name);
-
- if (resist)
- {
- msg_print(msg3);
- }
- else if (saving_throw)
- {
- msg_print(msg4);
- }
- }
- else if (TARGET_TYPE == MONSTER_TO_MONSTER)
- {
- if (known)
- {
- if (see_either)
- {
- msg_format(msg1, m_name, t_name);
- }
- else
- {
- mon_fight = TRUE;
- }
- }
-
- if (resist)
- {
- if (see_t) msg_format(msg2, t_name);
- }
- else if (saving_throw)
- {
- if (see_t) msg_format(msg3, t_name);
- }
- else
- {
- if (see_t) msg_format(msg4, t_name);
- }
- monster_wakeup(t_idx);
- }
+ bool see_either = see_monster(m_idx) || see_monster(t_idx);
+ bool see_t = see_monster(t_idx);
+ bool known = monster_near_player(m_idx, t_idx);
+ char m_name[80], t_name[80];
+ monster_name(m_idx, m_name);
+ monster_name(t_idx, t_name);
+
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ {
+ disturb(1, 1);
+ if (p_ptr->blind)
+ msg_format(msg1, m_name);
+ else
+ msg_format(msg2, m_name);
+
+ if (resist)
+ {
+ msg_print(msg3);
+ }
+ else if (saving_throw)
+ {
+ msg_print(msg4);
+ }
+ }
+ else if (TARGET_TYPE == MONSTER_TO_MONSTER)
+ {
+ if (known)
+ {
+ if (see_either)
+ {
+ msg_format(msg1, m_name, t_name);
+ }
+ else
+ {
+ mon_fight = TRUE;
+ }
+ }
+
+ if (resist)
+ {
+ if (see_t) msg_format(msg2, t_name);
+ }
+ else if (saving_throw)
+ {
+ if (see_t) msg_format(msg3, t_name);
+ }
+ else
+ {
+ if (see_t) msg_format(msg4, t_name);
+ }
+ monster_wakeup(t_idx);
+ }
}
/*!
*/
void spell_RF5_SCARE(int m_idx, int t_idx, int TARGET_TYPE)
{
- monster_type *t_ptr = &m_list[t_idx];
- monster_race *tr_ptr = &r_info[t_ptr->r_idx];
- int rlev = monster_level_idx(m_idx);
- bool resist, saving_throw;
-
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- {
- resist = p_ptr->resist_fear;
- saving_throw = (randint0(100 + rlev / 2) < p_ptr->skill_sav);
- spell_badstatus_message(m_idx, t_idx,
- _("%^sが何かをつぶやくと、恐ろしげな音が聞こえた。", "%^s mumbles, and you hear scary noises."),
- _("%^sが恐ろしげな幻覚を作り出した。", "%^s casts a fearful illusion."),
- _("しかし恐怖に侵されなかった。", "You refuse to be frightened."),
- _("しかし恐怖に侵されなかった。", "You refuse to be frightened."),
- resist, saving_throw, TARGET_TYPE);
-
- if (!resist && !saving_throw)
- {
- (void)set_afraid(p_ptr->afraid + randint0(4) + 4);
- }
- learn_spell(MS_SCARE);
- update_smart_learn(m_idx, DRS_FEAR);
- }
- else if (TARGET_TYPE == MONSTER_TO_MONSTER)
- {
- resist = tr_ptr->flags3 & RF3_NO_FEAR;
- saving_throw = (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10);
-
- spell_badstatus_message(m_idx, t_idx,
- _("%^sが恐ろしげな幻覚を作り出した。", "%^s casts a fearful illusion in front of %s."),
- _("%^sは恐怖を感じない。", "%^s refuses to be frightened."),
- _("%^sは恐怖を感じない。", "%^s refuses to be frightened."),
- _("%^sは恐怖して逃げ出した!", "%^s flees in terror!"),
- resist, saving_throw, TARGET_TYPE);
-
- if (!resist && !saving_throw)
- {
- set_monster_monfear(t_idx, MON_MONFEAR(t_ptr) + randint0(4) + 4);
- }
- }
+ monster_type *t_ptr = &m_list[t_idx];
+ monster_race *tr_ptr = &r_info[t_ptr->r_idx];
+ int rlev = monster_level_idx(m_idx);
+ bool resist, saving_throw;
+
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ {
+ resist = p_ptr->resist_fear;
+ saving_throw = (randint0(100 + rlev / 2) < p_ptr->skill_sav);
+ spell_badstatus_message(m_idx, t_idx,
+ _("%^sが何かをつぶやくと、恐ろしげな音が聞こえた。", "%^s mumbles, and you hear scary noises."),
+ _("%^sが恐ろしげな幻覚を作り出した。", "%^s casts a fearful illusion."),
+ _("しかし恐怖に侵されなかった。", "You refuse to be frightened."),
+ _("しかし恐怖に侵されなかった。", "You refuse to be frightened."),
+ resist, saving_throw, TARGET_TYPE);
+
+ if (!resist && !saving_throw)
+ {
+ (void)set_afraid(p_ptr->afraid + randint0(4) + 4);
+ }
+ learn_spell(MS_SCARE);
+ update_smart_learn(m_idx, DRS_FEAR);
+ }
+ else if (TARGET_TYPE == MONSTER_TO_MONSTER)
+ {
+ resist = tr_ptr->flags3 & RF3_NO_FEAR;
+ saving_throw = (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10);
+
+ spell_badstatus_message(m_idx, t_idx,
+ _("%^sが恐ろしげな幻覚を作り出した。", "%^s casts a fearful illusion in front of %s."),
+ _("%^sは恐怖を感じない。", "%^s refuses to be frightened."),
+ _("%^sは恐怖を感じない。", "%^s refuses to be frightened."),
+ _("%^sは恐怖して逃げ出した!", "%^s flees in terror!"),
+ resist, saving_throw, TARGET_TYPE);
+
+ if (!resist && !saving_throw)
+ {
+ set_monster_monfear(t_idx, MON_MONFEAR(t_ptr) + randint0(4) + 4);
+ }
+ }
}
/*!
*/
void spell_RF5_BLIND(int m_idx, int t_idx, int TARGET_TYPE)
{
- monster_type *t_ptr = &m_list[t_idx];
- monster_race *tr_ptr = &r_info[t_ptr->r_idx];
- int rlev = monster_level_idx(m_idx);
- bool resist, saving_throw;
-
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- {
- resist = p_ptr->resist_blind;
- saving_throw = (randint0(100 + rlev / 2) < p_ptr->skill_sav);
- spell_badstatus_message(m_idx, t_idx,
- _("%^sが何かをつぶやいた。", "%^s mumbles."),
- _("%^sが呪文を唱えてあなたの目をくらました!", "%^s casts a spell, burning your eyes!"),
- _("しかし効果がなかった!", "You are unaffected!"),
- _("しかし効力を跳ね返した!", "You resist the effects!"),
- resist, saving_throw, TARGET_TYPE);
-
- if (!resist && !saving_throw)
- {
- (void)set_blind(12 + randint0(4));
- }
- learn_spell(MS_BLIND);
- update_smart_learn(m_idx, DRS_BLIND);
- }
- else if (TARGET_TYPE == MONSTER_TO_MONSTER)
- {
- cptr msg1;
- char t_name[80];
- monster_name(t_idx, t_name);
-
- if (streq(t_name, "it"))
- {
- msg1 = _("%sは呪文を唱えて%sの目を焼き付かせた。", "%^s casts a spell, burning %ss eyes.");
- }
- else
- {
- msg1 = _("%sは呪文を唱えて%sの目を焼き付かせた。", "%^s casts a spell, burning %s's eyes.");
- }
-
- resist = tr_ptr->flags3 & RF3_NO_CONF;
- saving_throw = (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10);
-
- spell_badstatus_message(m_idx, t_idx,
- msg1,
- _("%^sには効果がなかった。", "%^s is unaffected."),
- _("%^sには効果がなかった。", "%^s is unaffected."),
- _("%^sは目が見えなくなった! ", "%^s is blinded!"),
- resist, saving_throw, TARGET_TYPE);
-
- if (!resist && !saving_throw)
- {
- (void)set_monster_confused(t_idx, MON_CONFUSED(t_ptr) + 12 + randint0(4));
- }
- }
+ monster_type *t_ptr = &m_list[t_idx];
+ monster_race *tr_ptr = &r_info[t_ptr->r_idx];
+ int rlev = monster_level_idx(m_idx);
+ bool resist, saving_throw;
+
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ {
+ resist = p_ptr->resist_blind;
+ saving_throw = (randint0(100 + rlev / 2) < p_ptr->skill_sav);
+ spell_badstatus_message(m_idx, t_idx,
+ _("%^sが何かをつぶやいた。", "%^s mumbles."),
+ _("%^sが呪文を唱えてあなたの目をくらました!", "%^s casts a spell, burning your eyes!"),
+ _("しかし効果がなかった!", "You are unaffected!"),
+ _("しかし効力を跳ね返した!", "You resist the effects!"),
+ resist, saving_throw, TARGET_TYPE);
+
+ if (!resist && !saving_throw)
+ {
+ (void)set_blind(12 + randint0(4));
+ }
+ learn_spell(MS_BLIND);
+ update_smart_learn(m_idx, DRS_BLIND);
+ }
+ else if (TARGET_TYPE == MONSTER_TO_MONSTER)
+ {
+ cptr msg1;
+ char t_name[80];
+ monster_name(t_idx, t_name);
+
+ if (streq(t_name, "it"))
+ {
+ msg1 = _("%sは呪文を唱えて%sの目を焼き付かせた。", "%^s casts a spell, burning %ss eyes.");
+ }
+ else
+ {
+ msg1 = _("%sは呪文を唱えて%sの目を焼き付かせた。", "%^s casts a spell, burning %s's eyes.");
+ }
+
+ resist = tr_ptr->flags3 & RF3_NO_CONF;
+ saving_throw = (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10);
+
+ spell_badstatus_message(m_idx, t_idx,
+ msg1,
+ _("%^sには効果がなかった。", "%^s is unaffected."),
+ _("%^sには効果がなかった。", "%^s is unaffected."),
+ _("%^sは目が見えなくなった! ", "%^s is blinded!"),
+ resist, saving_throw, TARGET_TYPE);
+
+ if (!resist && !saving_throw)
+ {
+ (void)set_monster_confused(t_idx, MON_CONFUSED(t_ptr) + 12 + randint0(4));
+ }
+ }
}
/*!
*/
void spell_RF5_CONF(int m_idx, int t_idx, int TARGET_TYPE)
{
- monster_type *t_ptr = &m_list[t_idx];
- monster_race *tr_ptr = &r_info[t_ptr->r_idx];
- int rlev = monster_level_idx(m_idx);
- bool resist, saving_throw;
-
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- {
- resist = p_ptr->resist_conf;
- saving_throw = (randint0(100 + rlev / 2) < p_ptr->skill_sav);
- spell_badstatus_message(m_idx, t_idx,
- _("%^sが何かをつぶやくと、頭を悩ます音がした。", "%^s mumbles, and you hear puzzling noises."),
- _("%^sが誘惑的な幻覚を作り出した。", "%^s creates a mesmerising illusion."),
- _("しかし幻覚にはだまされなかった。", "You disbelieve the feeble spell."),
- _("しかし幻覚にはだまされなかった。", "You disbelieve the feeble spell."),
- resist, saving_throw, TARGET_TYPE);
-
- if (!resist && !saving_throw)
- {
- (void)set_confused(p_ptr->confused + randint0(4) + 4);
- }
- learn_spell(MS_CONF);
- update_smart_learn(m_idx, DRS_CONF);
- }
- else if (TARGET_TYPE == MONSTER_TO_MONSTER)
- {
- resist = tr_ptr->flags3 & RF3_NO_CONF;
- saving_throw = (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10);
-
- spell_badstatus_message(m_idx, t_idx,
- _("%^sが%sの前に幻惑的な幻をつくり出した。", "%^s casts a mesmerizing illusion in front of %s."),
- _("%^sは惑わされなかった。", "%^s disbelieves the feeble spell."),
- _("%^sは惑わされなかった。", "%^s disbelieves the feeble spell."),
- _("%^sは混乱したようだ。", "%^s seems confused."),
- resist, saving_throw, TARGET_TYPE);
-
- if (!resist && !saving_throw)
- {
- (void)set_monster_confused(t_idx, MON_CONFUSED(t_ptr) + 12 + randint0(4));
- }
- }
+ monster_type *t_ptr = &m_list[t_idx];
+ monster_race *tr_ptr = &r_info[t_ptr->r_idx];
+ int rlev = monster_level_idx(m_idx);
+ bool resist, saving_throw;
+
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ {
+ resist = p_ptr->resist_conf;
+ saving_throw = (randint0(100 + rlev / 2) < p_ptr->skill_sav);
+ spell_badstatus_message(m_idx, t_idx,
+ _("%^sが何かをつぶやくと、頭を悩ます音がした。", "%^s mumbles, and you hear puzzling noises."),
+ _("%^sが誘惑的な幻覚を作り出した。", "%^s creates a mesmerising illusion."),
+ _("しかし幻覚にはだまされなかった。", "You disbelieve the feeble spell."),
+ _("しかし幻覚にはだまされなかった。", "You disbelieve the feeble spell."),
+ resist, saving_throw, TARGET_TYPE);
+
+ if (!resist && !saving_throw)
+ {
+ (void)set_confused(p_ptr->confused + randint0(4) + 4);
+ }
+ learn_spell(MS_CONF);
+ update_smart_learn(m_idx, DRS_CONF);
+ }
+ else if (TARGET_TYPE == MONSTER_TO_MONSTER)
+ {
+ resist = tr_ptr->flags3 & RF3_NO_CONF;
+ saving_throw = (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10);
+
+ spell_badstatus_message(m_idx, t_idx,
+ _("%^sが%sの前に幻惑的な幻をつくり出した。", "%^s casts a mesmerizing illusion in front of %s."),
+ _("%^sは惑わされなかった。", "%^s disbelieves the feeble spell."),
+ _("%^sは惑わされなかった。", "%^s disbelieves the feeble spell."),
+ _("%^sは混乱したようだ。", "%^s seems confused."),
+ resist, saving_throw, TARGET_TYPE);
+
+ if (!resist && !saving_throw)
+ {
+ (void)set_monster_confused(t_idx, MON_CONFUSED(t_ptr) + 12 + randint0(4));
+ }
+ }
}
/*!
*/
void spell_RF5_SLOW(int m_idx, int t_idx, int TARGET_TYPE)
{
- monster_type *t_ptr = &m_list[t_idx];
- monster_race *tr_ptr = &r_info[t_ptr->r_idx];
- int rlev = monster_level_idx(m_idx);
- bool resist, saving_throw;
-
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- {
- resist = p_ptr->resist_conf;
- saving_throw = (randint0(100 + rlev / 2) < p_ptr->skill_sav);
- spell_badstatus_message(m_idx, t_idx,
- _("%^sがあなたの筋力を吸い取ろうとした!", "%^s drains power from your muscles!"),
- _("%^sがあなたの筋力を吸い取ろうとした!", "%^s drains power from your muscles!"),
- _("しかし効果がなかった!", "You are unaffected!"),
- _("しかし効力を跳ね返した!", "You resist the effects!"),
- resist, saving_throw, TARGET_TYPE);
-
- if (!resist && !saving_throw)
- {
- (void)set_slow(p_ptr->slow + randint0(4) + 4, FALSE);
- }
- learn_spell(MS_SLOW);
- update_smart_learn(m_idx, DRS_FREE);
- }
- else if (TARGET_TYPE == MONSTER_TO_MONSTER)
- {
- cptr msg1;
- char t_name[80];
- monster_name(t_idx, t_name);
-
- if (streq(t_name, "it"))
- {
- msg1 = _("%sが%sの筋肉から力を吸いとった。", "%^s drains power from %ss muscles.");
- }
- else
- {
- msg1 = _("%sが%sの筋肉から力を吸いとった。", "%^s drains power from %s's muscles.");
- }
-
- resist = tr_ptr->flags1 & RF1_UNIQUE;
- saving_throw = (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10);
-
- spell_badstatus_message(m_idx, t_idx,
- msg1,
- _("%^sには効果がなかった。", "%^s is unaffected."),
- _("%^sには効果がなかった。", "%^s is unaffected."),
- _("%sの動きが遅くなった。", "%^s starts moving slower."),
- resist, saving_throw, TARGET_TYPE);
-
- if (!resist && !saving_throw)
- {
- set_monster_slow(t_idx, MON_SLOW(t_ptr) + 50);
- }
- }
+ monster_type *t_ptr = &m_list[t_idx];
+ monster_race *tr_ptr = &r_info[t_ptr->r_idx];
+ int rlev = monster_level_idx(m_idx);
+ bool resist, saving_throw;
+
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ {
+ resist = p_ptr->resist_conf;
+ saving_throw = (randint0(100 + rlev / 2) < p_ptr->skill_sav);
+ spell_badstatus_message(m_idx, t_idx,
+ _("%^sがあなたの筋力を吸い取ろうとした!", "%^s drains power from your muscles!"),
+ _("%^sがあなたの筋力を吸い取ろうとした!", "%^s drains power from your muscles!"),
+ _("しかし効果がなかった!", "You are unaffected!"),
+ _("しかし効力を跳ね返した!", "You resist the effects!"),
+ resist, saving_throw, TARGET_TYPE);
+
+ if (!resist && !saving_throw)
+ {
+ (void)set_slow(p_ptr->slow + randint0(4) + 4, FALSE);
+ }
+ learn_spell(MS_SLOW);
+ update_smart_learn(m_idx, DRS_FREE);
+ }
+ else if (TARGET_TYPE == MONSTER_TO_MONSTER)
+ {
+ cptr msg1;
+ char t_name[80];
+ monster_name(t_idx, t_name);
+
+ if (streq(t_name, "it"))
+ {
+ msg1 = _("%sが%sの筋肉から力を吸いとった。", "%^s drains power from %ss muscles.");
+ }
+ else
+ {
+ msg1 = _("%sが%sの筋肉から力を吸いとった。", "%^s drains power from %s's muscles.");
+ }
+
+ resist = tr_ptr->flags1 & RF1_UNIQUE;
+ saving_throw = (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10);
+
+ spell_badstatus_message(m_idx, t_idx,
+ msg1,
+ _("%^sには効果がなかった。", "%^s is unaffected."),
+ _("%^sには効果がなかった。", "%^s is unaffected."),
+ _("%sの動きが遅くなった。", "%^s starts moving slower."),
+ resist, saving_throw, TARGET_TYPE);
+
+ if (!resist && !saving_throw)
+ {
+ set_monster_slow(t_idx, MON_SLOW(t_ptr) + 50);
+ }
+ }
}
/*!
*/
void spell_RF5_HOLD(int m_idx, int t_idx, int TARGET_TYPE)
{
- monster_type *t_ptr = &m_list[t_idx];
- monster_race *tr_ptr = &r_info[t_ptr->r_idx];
- int rlev = monster_level_idx(m_idx);
- bool resist, saving_throw;
-
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- {
- resist = p_ptr->free_act;
- saving_throw = (randint0(100 + rlev / 2) < p_ptr->skill_sav);
- spell_badstatus_message(m_idx, t_idx,
- _("%^sが何かをつぶやいた。", "%^s mumbles."),
- _("%^sがあなたの目をじっと見つめた!", "%^s stares deep into your eyes!"),
- _("しかし効果がなかった!", "You are unaffected!"),
- _("しかし効力を跳ね返した!", "You resist the effects!"),
- resist, saving_throw, TARGET_TYPE);
-
- if (!resist && !saving_throw)
- {
- (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
- }
- learn_spell(MS_SLEEP);
- update_smart_learn(m_idx, DRS_FREE);
- }
- else if (TARGET_TYPE == MONSTER_TO_MONSTER)
- {
- resist = (tr_ptr->flags1 & RF1_UNIQUE) || (tr_ptr->flags3 & RF3_NO_STUN);
- saving_throw = (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10);
-
- spell_badstatus_message(m_idx, t_idx,
- _("%^sは%sをじっと見つめた。", "%^s stares intently at %s."),
- _("%^sには効果がなかった。", "%^s is unaffected."),
- _("%^sには効果がなかった。", "%^s is unaffected."),
- _("%^sは麻痺した!", "%^s is paralyzed!"),
- resist, saving_throw, TARGET_TYPE);
-
- if (!resist && !saving_throw)
- {
- (void)set_monster_stunned(t_idx, MON_STUNNED(t_ptr) + randint1(4) + 4);
- }
- }
+ monster_type *t_ptr = &m_list[t_idx];
+ monster_race *tr_ptr = &r_info[t_ptr->r_idx];
+ int rlev = monster_level_idx(m_idx);
+ bool resist, saving_throw;
+
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ {
+ resist = p_ptr->free_act;
+ saving_throw = (randint0(100 + rlev / 2) < p_ptr->skill_sav);
+ spell_badstatus_message(m_idx, t_idx,
+ _("%^sが何かをつぶやいた。", "%^s mumbles."),
+ _("%^sがあなたの目をじっと見つめた!", "%^s stares deep into your eyes!"),
+ _("しかし効果がなかった!", "You are unaffected!"),
+ _("しかし効力を跳ね返した!", "You resist the effects!"),
+ resist, saving_throw, TARGET_TYPE);
+
+ if (!resist && !saving_throw)
+ {
+ (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
+ }
+ learn_spell(MS_SLEEP);
+ update_smart_learn(m_idx, DRS_FREE);
+ }
+ else if (TARGET_TYPE == MONSTER_TO_MONSTER)
+ {
+ resist = (tr_ptr->flags1 & RF1_UNIQUE) || (tr_ptr->flags3 & RF3_NO_STUN);
+ saving_throw = (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10);
+
+ spell_badstatus_message(m_idx, t_idx,
+ _("%^sは%sをじっと見つめた。", "%^s stares intently at %s."),
+ _("%^sには効果がなかった。", "%^s is unaffected."),
+ _("%^sには効果がなかった。", "%^s is unaffected."),
+ _("%^sは麻痺した!", "%^s is paralyzed!"),
+ resist, saving_throw, TARGET_TYPE);
+
+ if (!resist && !saving_throw)
+ {
+ (void)set_monster_stunned(t_idx, MON_STUNNED(t_ptr) + randint1(4) + 4);
+ }
+ }
}
/*!
*/
void spell_RF6_HASTE(int m_idx, int t_idx, int TARGET_TYPE)
{
- bool see_m = see_monster(m_idx);
- monster_type *m_ptr = &m_list[m_idx];
+ bool see_m = see_monster(m_idx);
+ monster_type *m_ptr = &m_list[m_idx];
char m_name[80];
- monster_name(m_idx, m_name);
-
- monspell_message_base(m_idx, t_idx,
- _("%^sが何かをつぶやいた。", "%^s mumbles."),
- _("%^sが自分の体に念を送った。", "%^s concentrates on %s body."),
- _("%^sが自分の体に念を送った。", "%^s concentrates on %s body."),
- _("%^sが自分の体に念を送った。", "%^s concentrates on %s body."),
- p_ptr->blind, TARGET_TYPE);
-
- /* Allow quick speed increases to base+10 */
- if (set_monster_fast(m_idx, MON_FAST(m_ptr) + 100))
- {
- if (TARGET_TYPE == MONSTER_TO_PLAYER ||
- (TARGET_TYPE == MONSTER_TO_MONSTER && see_m))
- msg_format(_("%^sの動きが速くなった。", "%^s starts moving faster."), m_name);
- }
+ monster_name(m_idx, m_name);
+
+ monspell_message_base(m_idx, t_idx,
+ _("%^sが何かをつぶやいた。", "%^s mumbles."),
+ _("%^sが自分の体に念を送った。", "%^s concentrates on %s body."),
+ _("%^sが自分の体に念を送った。", "%^s concentrates on %s body."),
+ _("%^sが自分の体に念を送った。", "%^s concentrates on %s body."),
+ p_ptr->blind, TARGET_TYPE);
+
+ /* Allow quick speed increases to base+10 */
+ if (set_monster_fast(m_idx, MON_FAST(m_ptr) + 100))
+ {
+ if (TARGET_TYPE == MONSTER_TO_PLAYER ||
+ (TARGET_TYPE == MONSTER_TO_MONSTER && see_m))
+ msg_format(_("%^sの動きが速くなった。", "%^s starts moving faster."), m_name);
+ }
}
/*!
*/
int spell_RF6_HAND_DOOM(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int dam = 0;
-
- simple_monspell_message(m_idx, t_idx,
- _("%^sが<破滅の手>を放った!", "%^s invokes the Hand of Doom!"),
- _("%^sが%sに<破滅の手>を放った!", "%^s invokes the Hand of Doom upon %s!"),
- TARGET_TYPE);
-
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- {
- dam = monspell_damage((MS_HAND_DOOM), m_idx, DAM_ROLL);
- breath(y, x, m_idx, GF_HAND_DOOM, dam, 0, FALSE, MS_HAND_DOOM, MONSTER_TO_PLAYER);
- }
- else if (TARGET_TYPE == MONSTER_TO_MONSTER)
- {
- dam = 20; /* Dummy power */
- breath(y, x, m_idx, GF_HAND_DOOM, dam, 0, FALSE, MS_HAND_DOOM, MONSTER_TO_MONSTER);
- }
- return dam;
+ int dam = 0;
+
+ simple_monspell_message(m_idx, t_idx,
+ _("%^sが<破滅の手>を放った!", "%^s invokes the Hand of Doom!"),
+ _("%^sが%sに<破滅の手>を放った!", "%^s invokes the Hand of Doom upon %s!"),
+ TARGET_TYPE);
+
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ {
+ dam = monspell_damage((MS_HAND_DOOM), m_idx, DAM_ROLL);
+ breath(y, x, m_idx, GF_HAND_DOOM, dam, 0, FALSE, MS_HAND_DOOM, MONSTER_TO_PLAYER);
+ }
+ else if (TARGET_TYPE == MONSTER_TO_MONSTER)
+ {
+ dam = 20; /* Dummy power */
+ breath(y, x, m_idx, GF_HAND_DOOM, dam, 0, FALSE, MS_HAND_DOOM, MONSTER_TO_MONSTER);
+ }
+ return dam;
}
/*!
*/
void spell_RF6_HEAL(int m_idx, int t_idx, int TARGET_TYPE)
{
- monster_type *m_ptr = &m_list[m_idx];
- int rlev = monster_level_idx(m_idx);
- bool seen = (!p_ptr->blind && m_ptr->ml);
+ monster_type *m_ptr = &m_list[m_idx];
+ int rlev = monster_level_idx(m_idx);
+ bool seen = (!p_ptr->blind && m_ptr->ml);
char m_name[80];
- monster_name(m_idx, m_name);
-
- disturb(1, 1);
-
- /* Message */
- monspell_message_base(m_idx, t_idx,
- _("%^sが何かをつぶやいた。", "%^s mumbles."),
- _("%^sは自分の傷に念を集中した。", "%^s concentrates on %s wounds."),
- _("%^sが自分の傷に集中した。", "%^s concentrates on %s wounds."),
- _("%^sは自分の傷に念を集中した。", "%^s concentrates on %s wounds."),
- p_ptr->blind, TARGET_TYPE);
-
- /* Heal some */
- m_ptr->hp += (rlev * 6);
-
- /* Fully healed */
- if (m_ptr->hp >= m_ptr->maxhp)
- {
- /* Fully healed */
- m_ptr->hp = m_ptr->maxhp;
-
- /* Message */
- monspell_message_base(m_idx, t_idx,
- _("%^sは完全に治ったようだ!", "%^s sounds completely healed!"),
- _("%^sは完全に治ったようだ!", "%^s sounds completely healed!"),
- _("%^sは完全に治った!", "%^s looks completely healed!"),
- _("%^sは完全に治った!", "%^s looks completely healed!"),
- !seen, TARGET_TYPE);
- }
-
- /* Partially healed */
- else
- {
- /* Message */
- monspell_message_base(m_idx, t_idx,
- _("%^sは体力を回復したようだ。", "%^s sounds healthier."),
- _("%^sは体力を回復したようだ。", "%^s sounds healthier."),
- _("%^sは体力を回復したようだ。", "%^s looks healthier."),
- _("%^sは体力を回復したようだ。", "%^s looks healthier."),
- !seen, TARGET_TYPE);
- }
-
- /* Redraw (later) if needed */
- if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
- if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
-
- /* Cancel fear */
- if (MON_MONFEAR(m_ptr))
- {
- /* Cancel fear */
- (void)set_monster_monfear(m_idx, 0);
-
- /* Message */
- if (see_monster(m_idx))
- msg_format(_("%^sは勇気を取り戻した。", "%^s recovers %s courage."), m_name);
- }
+ monster_name(m_idx, m_name);
+
+ disturb(1, 1);
+
+ /* Message */
+ monspell_message_base(m_idx, t_idx,
+ _("%^sが何かをつぶやいた。", "%^s mumbles."),
+ _("%^sは自分の傷に念を集中した。", "%^s concentrates on %s wounds."),
+ _("%^sが自分の傷に集中した。", "%^s concentrates on %s wounds."),
+ _("%^sは自分の傷に念を集中した。", "%^s concentrates on %s wounds."),
+ p_ptr->blind, TARGET_TYPE);
+
+ /* Heal some */
+ m_ptr->hp += (rlev * 6);
+
+ /* Fully healed */
+ if (m_ptr->hp >= m_ptr->maxhp)
+ {
+ /* Fully healed */
+ m_ptr->hp = m_ptr->maxhp;
+
+ /* Message */
+ monspell_message_base(m_idx, t_idx,
+ _("%^sは完全に治ったようだ!", "%^s sounds completely healed!"),
+ _("%^sは完全に治ったようだ!", "%^s sounds completely healed!"),
+ _("%^sは完全に治った!", "%^s looks completely healed!"),
+ _("%^sは完全に治った!", "%^s looks completely healed!"),
+ !seen, TARGET_TYPE);
+ }
+
+ /* Partially healed */
+ else
+ {
+ /* Message */
+ monspell_message_base(m_idx, t_idx,
+ _("%^sは体力を回復したようだ。", "%^s sounds healthier."),
+ _("%^sは体力を回復したようだ。", "%^s sounds healthier."),
+ _("%^sは体力を回復したようだ。", "%^s looks healthier."),
+ _("%^sは体力を回復したようだ。", "%^s looks healthier."),
+ !seen, TARGET_TYPE);
+ }
+
+ /* Redraw (later) if needed */
+ if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
+
+ /* Cancel fear */
+ if (MON_MONFEAR(m_ptr))
+ {
+ /* Cancel fear */
+ (void)set_monster_monfear(m_idx, 0);
+
+ /* Message */
+ if (see_monster(m_idx))
+ msg_format(_("%^sは勇気を取り戻した。", "%^s recovers %s courage."), m_name);
+ }
}
/*!
*/
void spell_RF6_INVULNER(int m_idx, int t_idx, int TARGET_TYPE)
{
- monster_type *m_ptr = &m_list[m_idx];
- bool seen = (!p_ptr->blind && m_ptr->ml);
+ monster_type *m_ptr = &m_list[m_idx];
+ bool seen = (!p_ptr->blind && m_ptr->ml);
- /* Message */
+ /* Message */
monspell_message_base(m_idx, t_idx,
- _("%^sが何かを力強くつぶやいた。", "%^s mumbles powerfully."),
- _("%^sが何かを力強くつぶやいた。", "%^s mumbles powerfully."),
- _("%sは無傷の球の呪文を唱えた。", "%^s casts a Globe of Invulnerability."),
- _("%sは無傷の球の呪文を唱えた。", "%^s casts a Globe of Invulnerability."),
- !seen, TARGET_TYPE);
+ _("%^sが何かを力強くつぶやいた。", "%^s mumbles powerfully."),
+ _("%^sが何かを力強くつぶやいた。", "%^s mumbles powerfully."),
+ _("%sは無傷の球の呪文を唱えた。", "%^s casts a Globe of Invulnerability."),
+ _("%sは無傷の球の呪文を唱えた。", "%^s casts a Globe of Invulnerability."),
+ !seen, TARGET_TYPE);
- if (!MON_INVULNER(m_ptr)) (void)set_monster_invulner(m_idx, randint1(4) + 4, FALSE);
+ if (!MON_INVULNER(m_ptr)) (void)set_monster_invulner(m_idx, randint1(4) + 4, FALSE);
}
/*!
void spell_RF6_BLINK(int m_idx, int TARGET_TYPE)
{
char m_name[80];
- monster_name(m_idx, m_name);
+ monster_name(m_idx, m_name);
if (TARGET_TYPE==MONSTER_TO_PLAYER)
disturb(1, 1);
- if (teleport_barrier(m_idx))
- {
+ if (teleport_barrier(m_idx))
+ {
if(see_monster(m_idx))
- msg_format(_("魔法のバリアが%^sのテレポートを邪魔した。",
+ msg_format(_("魔法のバリアが%^sのテレポートを邪魔した。",
"Magic barrier obstructs teleporting of %^s."), m_name);
- }
- else
- {
+ }
+ else
+ {
if(see_monster(m_idx))
- msg_format(_("%^sが瞬時に消えた。", "%^s blinks away."), m_name);
+ msg_format(_("%^sが瞬時に消えた。", "%^s blinks away."), m_name);
- teleport_away(m_idx, 10, 0L);
+ teleport_away(m_idx, 10, 0L);
if (TARGET_TYPE==MONSTER_TO_PLAYER)
- p_ptr->update |= (PU_MONSTERS);
- }
+ p_ptr->update |= (PU_MONSTERS);
+ }
}
/*!
void spell_RF6_TPORT(int m_idx, int TARGET_TYPE)
{
char m_name[80];
- monster_name(m_idx, m_name);
+ monster_name(m_idx, m_name);
if (TARGET_TYPE==MONSTER_TO_PLAYER)
disturb(1, 1);
- if (teleport_barrier(m_idx))
- {
+ if (teleport_barrier(m_idx))
+ {
if(see_monster(m_idx))
msg_format(_("魔法のバリアが%^sのテレポートを邪魔した。",
"Magic barrier obstructs teleporting of %^s."), m_name);
- }
- else
- {
+ }
+ else
+ {
if(see_monster(m_idx))
msg_format(_("%^sがテレポートした。", "%^s teleports away."), m_name);
- teleport_away_followable(m_idx);
- }
+ teleport_away_followable(m_idx);
+ }
}
/*!
*/
int spell_RF6_WORLD(int m_idx)
{
- monster_type *m_ptr = &m_list[m_idx];
- int who = 0;
+ monster_type *m_ptr = &m_list[m_idx];
+ int who = 0;
char m_name[80];
- monster_name(m_idx, m_name);
+ monster_name(m_idx, m_name);
- disturb(1, 1);
- if (m_ptr->r_idx == MON_DIO) who = 1;
- else if (m_ptr->r_idx == MON_WONG) who = 3;
- if (!process_the_world(randint1(2) + 2, who, TRUE)) return (FALSE);
- return who;
+ disturb(1, 1);
+ if (m_ptr->r_idx == MON_DIO) who = 1;
+ else if (m_ptr->r_idx == MON_WONG) who = 3;
+ if (!process_the_world(randint1(2) + 2, who, TRUE)) return (FALSE);
+ return who;
}
/*!
*/
int spell_RF6_SPECIAL_BANORLUPART(int m_idx)
{
- monster_type *m_ptr = &m_list[m_idx];
+ monster_type *m_ptr = &m_list[m_idx];
int dummy_hp, dummy_maxhp, k;
int dummy_y = m_ptr->fy;
- int dummy_x = m_ptr->fx;
- u32b mode = 0L;
+ int dummy_x = m_ptr->fx;
+ u32b mode = 0L;
switch(m_ptr->r_idx)
{
msg_print(_("『バーノール・ルパート』が分裂した!","Banor=Rupart splits in two person!"));
break;
- case MON_BANOR:
- case MON_LUPART:
- dummy_hp = 0;
- dummy_maxhp = 0;
+ case MON_BANOR:
+ case MON_LUPART:
+ dummy_hp = 0;
+ dummy_maxhp = 0;
- if (!r_info[MON_BANOR].cur_num || !r_info[MON_LUPART].cur_num)
+ if (!r_info[MON_BANOR].cur_num || !r_info[MON_LUPART].cur_num)
return -1;
- for (k = 1; k < m_max; k++)
- {
- if (m_list[k].r_idx == MON_BANOR || m_list[k].r_idx == MON_LUPART)
- {
- dummy_hp += m_list[k].hp;
- dummy_maxhp += m_list[k].maxhp;
- if (m_list[k].r_idx != m_ptr->r_idx)
- {
- dummy_y = m_list[k].fy;
- dummy_x = m_list[k].fx;
- }
- delete_monster_idx(k);
- }
- }
- summon_named_creature(0, dummy_y, dummy_x, MON_BANORLUPART, mode);
- m_list[hack_m_idx_ii].hp = dummy_hp;
- m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
-
- msg_print(_("『バーノール』と『ルパート』が合体した!", "Banor and Rupart combine into one!"));
- break;
+ for (k = 1; k < m_max; k++)
+ {
+ if (m_list[k].r_idx == MON_BANOR || m_list[k].r_idx == MON_LUPART)
+ {
+ dummy_hp += m_list[k].hp;
+ dummy_maxhp += m_list[k].maxhp;
+ if (m_list[k].r_idx != m_ptr->r_idx)
+ {
+ dummy_y = m_list[k].fy;
+ dummy_x = m_list[k].fx;
+ }
+ delete_monster_idx(k);
+ }
+ }
+ summon_named_creature(0, dummy_y, dummy_x, MON_BANORLUPART, mode);
+ m_list[hack_m_idx_ii].hp = dummy_hp;
+ m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
+
+ msg_print(_("『バーノール』と『ルパート』が合体した!", "Banor and Rupart combine into one!"));
+ break;
}
return 0;
}
int spell_RF6_SPECIAL_ROLENTO(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
int count = 0, k;
- int num = 1 + randint1(3);
- u32b mode = 0L;
+ int num = 1 + randint1(3);
+ u32b mode = 0L;
monspell_message(m_idx, t_idx,
_("%^sが何か大量に投げた。", "%^s spreads something."),
_("%^sは手榴弾をばらまいた。", "%^s throws some hand grenades."),
- _("%^sは手榴弾をばらまいた。", "%^s throws some hand grenades."),
- TARGET_TYPE);
+ _("%^sは手榴弾をばらまいた。", "%^s throws some hand grenades."),
+ TARGET_TYPE);
for (k = 0; k < num; k++)
{
int spell_RF6_SPECIAL_B(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
int dam;
- monster_type *m_ptr = &m_list[m_idx];
- monster_type *t_ptr = &m_list[t_idx];
- monster_race *tr_ptr = &r_info[t_ptr->r_idx];
+ monster_type *m_ptr = &m_list[m_idx];
+ monster_type *t_ptr = &m_list[t_idx];
+ monster_race *tr_ptr = &r_info[t_ptr->r_idx];
bool monster_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
bool monster_to_monster = (TARGET_TYPE == MONSTER_TO_MONSTER);
- bool direct = player_bold(y, x);
+ bool direct = player_bold(y, x);
char m_name[80];
- monster_name(m_idx, m_name);
+ monster_name(m_idx, m_name);
disturb(1, 1);
if (one_in_(3) || !direct)
*/
int spell_RF6_SPECIAL(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- monster_type *m_ptr = &m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- disturb(1, 1);
- switch (m_ptr->r_idx)
- {
- case MON_OHMU:
- /* Moved to process_monster(), like multiplication */
- return -1;
-
- case MON_BANORLUPART:
- case MON_BANOR:
- case MON_LUPART:
+ monster_type *m_ptr = &m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+ disturb(1, 1);
+ switch (m_ptr->r_idx)
+ {
+ case MON_OHMU:
+ /* Moved to process_monster(), like multiplication */
+ return -1;
+
+ case MON_BANORLUPART:
+ case MON_BANOR:
+ case MON_LUPART:
return spell_RF6_SPECIAL_BANORLUPART(m_idx);
- case MON_ROLENTO:
+ case MON_ROLENTO:
return spell_RF6_SPECIAL_ROLENTO(y, x, m_idx, t_idx, TARGET_TYPE);
- break;
-
- default:
- if (r_ptr->d_char == 'B')
- {
- return spell_RF6_SPECIAL_B(y, x, m_idx, t_idx, TARGET_TYPE);
- break;
- }
-
- /* Something is wrong */
- else return -1;
- }
+ break;
+
+ default:
+ if (r_ptr->d_char == 'B')
+ {
+ return spell_RF6_SPECIAL_B(y, x, m_idx, t_idx, TARGET_TYPE);
+ break;
+ }
+
+ /* Something is wrong */
+ else return -1;
+ }
}
/*!
*/
void spell_RF6_TELE_TO(int m_idx, int t_idx, int TARGET_TYPE)
{
- monster_type *m_ptr = &m_list[m_idx];
- monster_type *t_ptr = &m_list[t_idx];
- monster_race *tr_ptr = &r_info[t_ptr->r_idx];
+ monster_type *m_ptr = &m_list[m_idx];
+ monster_type *t_ptr = &m_list[t_idx];
+ monster_race *tr_ptr = &r_info[t_ptr->r_idx];
simple_monspell_message(m_idx, t_idx,
_("%^sがあなたを引き戻した。", "%^s commands you to return."),
else
teleport_monster_to(t_idx, m_ptr->fy, m_ptr->fx, 100, TELEPORT_PASSIVE);
}
- monster_wakeup(t_idx);
+ monster_wakeup(t_idx);
}
}
*/
void spell_RF6_TELE_AWAY(int m_idx, int t_idx, int TARGET_TYPE)
{
- monster_type *t_ptr = &m_list[t_idx];
- monster_race *tr_ptr = &r_info[t_ptr->r_idx];
+ monster_type *t_ptr = &m_list[t_idx];
+ monster_race *tr_ptr = &r_info[t_ptr->r_idx];
simple_monspell_message(m_idx, t_idx,
_("%^sにテレポートさせられた。", "%^s teleports you away."),
else
teleport_away(t_idx, MAX_SIGHT * 2 + 5, TELEPORT_PASSIVE);
}
- monster_wakeup(t_idx);
+ monster_wakeup(t_idx);
}
}
*/
void spell_RF6_TELE_LEVEL(int m_idx, int t_idx, int TARGET_TYPE)
{
- monster_type *t_ptr = &m_list[t_idx];
- monster_race *tr_ptr = &r_info[t_ptr->r_idx];
- int rlev = monster_level_idx(m_idx);
- bool resist, saving_throw;
-
- if (TARGET_TYPE == MONSTER_TO_PLAYER)
- {
- resist = p_ptr->resist_nexus;
- saving_throw = (randint0(100 + rlev / 2) < p_ptr->skill_sav);
- spell_badstatus_message(m_idx, t_idx,
- _("%^sが何か奇妙な言葉をつぶやいた。", "%^s mumbles strangely."),
- _("%^sがあなたの足を指さした。", "%^s gestures at your feet."),
- _("しかし効果がなかった!", "You are unaffected!"),
- _("しかし効力を跳ね返した!", "You resist the effects!"),
- resist, saving_throw, TARGET_TYPE);
-
- if (!resist && !saving_throw)
- {
+ monster_type *t_ptr = &m_list[t_idx];
+ monster_race *tr_ptr = &r_info[t_ptr->r_idx];
+ int rlev = monster_level_idx(m_idx);
+ bool resist, saving_throw;
+
+ if (TARGET_TYPE == MONSTER_TO_PLAYER)
+ {
+ resist = p_ptr->resist_nexus;
+ saving_throw = (randint0(100 + rlev / 2) < p_ptr->skill_sav);
+ spell_badstatus_message(m_idx, t_idx,
+ _("%^sが何か奇妙な言葉をつぶやいた。", "%^s mumbles strangely."),
+ _("%^sがあなたの足を指さした。", "%^s gestures at your feet."),
+ _("しかし効果がなかった!", "You are unaffected!"),
+ _("しかし効力を跳ね返した!", "You resist the effects!"),
+ resist, saving_throw, TARGET_TYPE);
+
+ if (!resist && !saving_throw)
+ {
teleport_level(0);
- }
+ }
learn_spell(MS_TELE_LEVEL);
update_smart_learn(m_idx, DRS_NEXUS);
- }
- else if (TARGET_TYPE == MONSTER_TO_MONSTER)
- {
- resist = tr_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE);
- saving_throw = (tr_ptr->flags1 & RF1_QUESTOR) ||
- (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10);
-
- spell_badstatus_message(m_idx, t_idx,
- _("%^sが%sの足を指さした。", "%^s gestures at %s's feet."),
- _("%^sには効果がなかった。", "%^s is unaffected!"),
- _("%^sは効力を跳ね返した!", "%^s resist the effects!"),
- "",
- resist, saving_throw, TARGET_TYPE);
-
- if (!resist && !saving_throw)
- {
+ }
+ else if (TARGET_TYPE == MONSTER_TO_MONSTER)
+ {
+ resist = tr_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE);
+ saving_throw = (tr_ptr->flags1 & RF1_QUESTOR) ||
+ (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10);
+
+ spell_badstatus_message(m_idx, t_idx,
+ _("%^sが%sの足を指さした。", "%^s gestures at %s's feet."),
+ _("%^sには効果がなかった。", "%^s is unaffected!"),
+ _("%^sは効力を跳ね返した!", "%^s resist the effects!"),
+ "",
+ resist, saving_throw, TARGET_TYPE);
+
+ if (!resist && !saving_throw)
+ {
teleport_level((t_idx == p_ptr->riding) ? 0 : t_idx);
- }
- }
+ }
+ }
}
/*!
*/
int spell_RF6_PSY_SPEAR(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int dam;
+ int dam;
- monspell_message(m_idx, t_idx,
- _("%^sが何かをつぶやいた。", "%^s mumbles."),
- _("%^sが光の剣を放った。", "%^s throw a Psycho-Spear."),
- _("%^sが%sに向かって光の剣を放った。", "%^s throw a Psycho-spear at %s."),
- TARGET_TYPE);
+ monspell_message(m_idx, t_idx,
+ _("%^sが何かをつぶやいた。", "%^s mumbles."),
+ _("%^sが光の剣を放った。", "%^s throw a Psycho-Spear."),
+ _("%^sが%sに向かって光の剣を放った。", "%^s throw a Psycho-spear at %s."),
+ TARGET_TYPE);
- dam = monspell_damage((MS_PSY_SPEAR), m_idx, DAM_ROLL);
- beam(m_idx, y, x, GF_PSY_SPEAR, dam, MS_PSY_SPEAR, MONSTER_TO_PLAYER);
- return dam;
+ dam = monspell_damage((MS_PSY_SPEAR), m_idx, DAM_ROLL);
+ beam(m_idx, y, x, GF_PSY_SPEAR, dam, MS_PSY_SPEAR, MONSTER_TO_PLAYER);
+ return dam;
}
/*!
*/
void spell_RF6_DARKNESS(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- monster_type *m_ptr = &m_list[m_idx];
- monster_type *t_ptr = &m_list[t_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- bool can_use_lite_area = FALSE;
+ monster_type *m_ptr = &m_list[m_idx];
+ monster_type *t_ptr = &m_list[t_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ bool can_use_lite_area = FALSE;
bool monster_to_monster = TARGET_TYPE == MONSTER_TO_MONSTER;
bool monster_to_player = TARGET_TYPE == MONSTER_TO_PLAYER;
char t_name[80];
monster_name(t_idx, t_name);
- if ((p_ptr->pclass == CLASS_NINJA) &&
- !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
- !(r_ptr->flags7 & RF7_DARK_MASK))
- can_use_lite_area = TRUE;
+ if ((p_ptr->pclass == CLASS_NINJA) &&
+ !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
+ !(r_ptr->flags7 & RF7_DARK_MASK))
+ can_use_lite_area = TRUE;
if(monster_to_monster && !is_hostile(t_ptr))
- can_use_lite_area = FALSE;
+ can_use_lite_area = FALSE;
if (can_use_lite_area)
void spell_RF6_TRAPS(int y, int x, int m_idx)
{
char m_name[80];
- monster_name(m_idx, m_name);
- disturb(1, 1);
-
- if (p_ptr->blind)
- msg_format(_("%^sが何かをつぶやいて邪悪に微笑んだ。",
- "%^s mumbles, and then cackles evilly."), m_name);
- else
- msg_format(_("%^sが呪文を唱えて邪悪に微笑んだ。",
- "%^s casts a spell and cackles evilly."), m_name);
-
- learn_spell(MS_MAKE_TRAP);
- (void)trap_creation(y, x);
+ monster_name(m_idx, m_name);
+ disturb(1, 1);
+
+ if (p_ptr->blind)
+ msg_format(_("%^sが何かをつぶやいて邪悪に微笑んだ。",
+ "%^s mumbles, and then cackles evilly."), m_name);
+ else
+ msg_format(_("%^sが呪文を唱えて邪悪に微笑んだ。",
+ "%^s casts a spell and cackles evilly."), m_name);
+
+ learn_spell(MS_MAKE_TRAP);
+ (void)trap_creation(y, x);
}
/*!
*/
void spell_RF6_FORGET(int m_idx)
{
- int rlev = monster_level_idx(m_idx);
+ int rlev = monster_level_idx(m_idx);
char m_name[80];
- monster_name(m_idx, m_name);
-
- disturb(1, 1);
-
- msg_format(_("%^sがあなたの記憶を消去しようとしている。",
- "%^s tries to blank your mind."), m_name);
-
- if (randint0(100 + rlev / 2) < p_ptr->skill_sav)
- {
- msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
- }
- else if (lose_all_info())
- {
- msg_print(_("記憶が薄れてしまった。", "Your memories fade away."));
- }
- learn_spell(MS_FORGET);
+ monster_name(m_idx, m_name);
+
+ disturb(1, 1);
+
+ msg_format(_("%^sがあなたの記憶を消去しようとしている。",
+ "%^s tries to blank your mind."), m_name);
+
+ if (randint0(100 + rlev / 2) < p_ptr->skill_sav)
+ {
+ msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
+ }
+ else if (lose_all_info())
+ {
+ msg_print(_("記憶が薄れてしまった。", "Your memories fade away."));
+ }
+ learn_spell(MS_FORGET);
}
*/
void spell_RF6_RAISE_DEAD(int m_idx, int t_idx, int TARGET_TYPE)
{
- monster_type *m_ptr = &m_list[m_idx];
+ monster_type *m_ptr = &m_list[m_idx];
- monspell_message(m_idx, t_idx,
- _("%^sが何かをつぶやいた。", "%^s mumbles."),
- _("%^sが死者復活の呪文を唱えた。", "%^s casts a spell to revive corpses."),
- _("%^sが死者復活の呪文を唱えた。", "%^s casts a spell to revive corpses."),
- TARGET_TYPE);
+ monspell_message(m_idx, t_idx,
+ _("%^sが何かをつぶやいた。", "%^s mumbles."),
+ _("%^sが死者復活の呪文を唱えた。", "%^s casts a spell to revive corpses."),
+ _("%^sが死者復活の呪文を唱えた。", "%^s casts a spell to revive corpses."),
+ TARGET_TYPE);
- animate_dead(m_idx, m_ptr->fy, m_ptr->fx);
+ animate_dead(m_idx, m_ptr->fy, m_ptr->fx);
}
*/
int summon_IE(int y, int x, int rlev, int m_idx)
{
- u32b mode = 0L;
+ u32b mode = 0L;
int k, count = 0;
int num = 2 + randint1(3);
- for (k = 0; k < num; k++)
- {
- count += summon_named_creature(m_idx, y, x, MON_IE, mode);
- }
+ rlev;
+ for (k = 0; k < num; k++)
+ {
+ count += summon_named_creature(m_idx, y, x, MON_IE, mode);
+ }
return count;
}
{
int k, count = 0;
int num = 2 + randint1(3);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
- bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
- if (r_info[MON_JORMUNGAND].cur_num < r_info[MON_JORMUNGAND].max_num && one_in_(6))
- {
+ if (r_info[MON_JORMUNGAND].cur_num < r_info[MON_JORMUNGAND].max_num && one_in_(6))
+ {
simple_monspell_message(m_idx, t_idx,
_("地面から水が吹き出した!", "Water blew off from the ground!"),
_("地面から水が吹き出した!", "Water blew off from the ground!"),
TARGET_TYPE);
if(mon_to_player)
- fire_ball_hide(GF_WATER_FLOW, 0, 3, 8);
+ fire_ball_hide(GF_WATER_FLOW, 0, 3, 8);
else if(mon_to_mon)
project(t_idx, 8, y, x, 3, GF_WATER_FLOW, PROJECT_GRID | PROJECT_HIDE, -1);
- }
+ }
- for (k = 0; k < num; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_GUARDIANS, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
- }
+ for (k = 0; k < num; k++)
+ {
+ count += summon_specific(m_idx, y, x, rlev, SUMMON_GUARDIANS, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+ }
return count;
}
*/
int summon_LOCK_CLONE(int y, int x, int rlev, int m_idx)
{
- u32b mode = 0L;
+ u32b mode = 0L;
int k, count = 0;
int num = randint1(3);
- for (k = 0; k < num; k++)
- {
- count += summon_named_creature(m_idx, y, x, MON_LOCKE_CLONE, mode);
- }
+ rlev;
+ for (k = 0; k < num; k++)
+ {
+ count += summon_named_creature(m_idx, y, x, MON_LOCKE_CLONE, mode);
+ }
return count;
}
{
int k, count = 0;
int num = 2 + randint1(3);
- for (k = 0; k < num; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_LOUSE, PM_ALLOW_GROUP);
- }
+ for (k = 0; k < num; k++)
+ {
+ count += summon_specific(m_idx, y, x, rlev, SUMMON_LOUSE, PM_ALLOW_GROUP);
+ }
return count;
}
int summon_Kin(int y, int x, int rlev, int m_idx)
{
int k, count = 0;
- monster_type *m_ptr = &m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ monster_type *m_ptr = &m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
summon_kin_type = r_ptr->d_char; /* Big hack */
for (k = 0; k < 4; k++)
void spell_RF6_S_KIN(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
bool known = monster_near_player(m_idx, t_idx);
- bool see_either = see_monster(m_idx) || see_monster(t_idx);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
- bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
- monster_type *m_ptr = &m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- int rlev = monster_level_idx(m_idx);
- int count = 0;
+ bool see_either = see_monster(m_idx) || see_monster(t_idx);
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+ monster_type *m_ptr = &m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ int rlev = monster_level_idx(m_idx);
+ int count = 0;
char m_name[80], t_name[80], m_poss[80];
- monster_name(m_idx, m_name);
+ monster_name(m_idx, m_name);
monster_name(t_idx, t_name);
monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
- disturb(1, 1);
- if (m_ptr->r_idx == MON_SERPENT || m_ptr->r_idx == MON_ZOMBI_SERPENT)
- {
+ disturb(1, 1);
+ if (m_ptr->r_idx == MON_SERPENT || m_ptr->r_idx == MON_ZOMBI_SERPENT)
+ {
monspell_message(m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sがダンジョンの主を召喚した。", "%^s magically summons guardians of dungeons."),
_("%^sがダンジョンの主を召喚した。", "%^s magically summons guardians of dungeons."),
TARGET_TYPE);
- }
- else
- {
+ }
+ else
+ {
if (mon_to_player || (mon_to_mon && known && see_either))
disturb(1, 1);
if (mon_to_mon && known && !see_either)
mon_fight = TRUE;
- }
+ }
- switch (m_ptr->r_idx)
- {
- case MON_MENELDOR:
- case MON_GWAIHIR:
- case MON_THORONDOR:
+ switch (m_ptr->r_idx)
+ {
+ case MON_MENELDOR:
+ case MON_GWAIHIR:
+ case MON_THORONDOR:
count += summon_EAGLE(y, x, rlev, m_idx);
break;
- case MON_BULLGATES:
+ case MON_BULLGATES:
count += summon_IE(y, x, rlev, m_idx);
- break;
+ break;
- case MON_SERPENT:
- case MON_ZOMBI_SERPENT:
+ case MON_SERPENT:
+ case MON_ZOMBI_SERPENT:
count += summon_Guardian(y, x, rlev, m_idx, t_idx, TARGET_TYPE);
- break;
+ break;
- case MON_CALDARM:
+ case MON_CALDARM:
count += summon_LOCK_CLONE(y, x, rlev, m_idx);
break;
- case MON_LOUSY:
+ case MON_LOUSY:
count += summon_LOUSE(y, x, rlev, m_idx);
- break;
+ break;
- default:
+ default:
count += summon_Kin(y, x, rlev, m_idx);
break;
- }
-
- if (p_ptr->blind && count && mon_to_player)
- msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
+ }
+
+ if (p_ptr->blind && count && mon_to_player)
+ msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
if (known && !see_monster(t_idx) && count && mon_to_mon)
mon_fight = TRUE;
*/
void spell_RF6_S_CYBER(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int count = 0;
- monster_type *m_ptr = &m_list[m_idx];
- int rlev = monster_level_idx(m_idx);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
- bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+ int count = 0;
+ monster_type *m_ptr = &m_list[m_idx];
+ int rlev = monster_level_idx(m_idx);
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
monspell_message(m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
count += summon_cyber(m_idx, y, x);
}
- if (p_ptr->blind && count && mon_to_player)
- msg_print(_("重厚な足音が近くで聞こえる。", "You hear heavy steps nearby."));
+ if (p_ptr->blind && count && mon_to_player)
+ msg_print(_("重厚な足音が近くで聞こえる。", "You hear heavy steps nearby."));
if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
mon_fight = TRUE;
*/
void spell_RF6_S_MONSTER(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int count = 0, k;
- int rlev = monster_level_idx(m_idx);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
- bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+ int count = 0, k;
+ int rlev = monster_level_idx(m_idx);
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
monspell_message(m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sが魔法で仲間を召喚した!", "%^s magically summons help!"),
TARGET_TYPE);
- for (k = 0; k < 1; k++)
- {
+ for (k = 0; k < 1; k++)
+ {
if(mon_to_player)
- count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+ count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
if(mon_to_mon)
count += summon_specific(m_idx, y, x, rlev, 0, (monster_u_mode(m_idx)));
- }
+ }
- if (p_ptr->blind && count && mon_to_player)
- msg_print(_("何かが間近に現れた音がする。", "You hear something appear nearby."));
+ if (p_ptr->blind && count && mon_to_player)
+ msg_print(_("何かが間近に現れた音がする。", "You hear something appear nearby."));
if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
mon_fight = TRUE;
*/
void spell_RF6_S_MONSTERS(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int count = 0, k;
- int rlev = monster_level_idx(m_idx);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
- bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+ int count = 0, k;
+ int rlev = monster_level_idx(m_idx);
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
monspell_message(m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sが魔法でモンスターを召喚した!", "%^s magically summons monsters!"),
TARGET_TYPE);
- for (k = 0; k < S_NUM_6; k++)
- {
+ for (k = 0; k < S_NUM_6; k++)
+ {
if(mon_to_player)
count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
if(mon_to_mon)
count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | monster_u_mode(m_idx)));
- }
+ }
- if (p_ptr->blind && count && mon_to_player)
- msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
+ if (p_ptr->blind && count && mon_to_player)
+ msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
mon_fight = TRUE;
*/
void spell_RF6_S_ANT(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int count = 0, k;
- int rlev = monster_level_idx(m_idx);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
- bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+ int count = 0, k;
+ int rlev = monster_level_idx(m_idx);
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
monspell_message(m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sが魔法でアリを召喚した。", "%^s magically summons ants."),
TARGET_TYPE);
- for (k = 0; k < S_NUM_6; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_ANT, PM_ALLOW_GROUP);
- }
+ for (k = 0; k < S_NUM_6; k++)
+ {
+ count += summon_specific(m_idx, y, x, rlev, SUMMON_ANT, PM_ALLOW_GROUP);
+ }
- if (p_ptr->blind && count && mon_to_player)
- msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
+ if (p_ptr->blind && count && mon_to_player)
+ msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
mon_fight = TRUE;
*/
void spell_RF6_S_SPIDER(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int count = 0, k;
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
- bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
- int rlev = monster_level_idx(m_idx);
+ int count = 0, k;
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+ int rlev = monster_level_idx(m_idx);
monspell_message(m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sが魔法でクモを召喚した。", "%^s magically summons spiders."),
TARGET_TYPE);
- for (k = 0; k < S_NUM_6; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_SPIDER, PM_ALLOW_GROUP);
- }
+ for (k = 0; k < S_NUM_6; k++)
+ {
+ count += summon_specific(m_idx, y, x, rlev, SUMMON_SPIDER, PM_ALLOW_GROUP);
+ }
- if (p_ptr->blind && count && mon_to_player)
- msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
+ if (p_ptr->blind && count && mon_to_player)
+ msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
mon_fight = TRUE;
*/
void spell_RF6_S_HOUND(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int count = 0, k;
- int rlev = monster_level_idx(m_idx);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
- bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+ int count = 0, k;
+ int rlev = monster_level_idx(m_idx);
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
monspell_message(m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
TARGET_TYPE);
for (k = 0; k < S_NUM_4; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_HOUND, PM_ALLOW_GROUP);
- }
+ {
+ count += summon_specific(m_idx, y, x, rlev, SUMMON_HOUND, PM_ALLOW_GROUP);
+ }
- if (p_ptr->blind && count && mon_to_player)
- msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
+ if (p_ptr->blind && count && mon_to_player)
+ msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
mon_fight = TRUE;
*/
void spell_RF6_S_HYDRA(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int count = 0, k;
- int rlev = monster_level_idx(m_idx);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
- bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+ int count = 0, k;
+ int rlev = monster_level_idx(m_idx);
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
monspell_message(m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
TARGET_TYPE);
for (k = 0; k < S_NUM_4; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_HYDRA, PM_ALLOW_GROUP);
- }
+ {
+ count += summon_specific(m_idx, y, x, rlev, SUMMON_HYDRA, PM_ALLOW_GROUP);
+ }
- if (p_ptr->blind && count && mon_to_player)
- msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
+ if (p_ptr->blind && count && mon_to_player)
+ msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
mon_fight = TRUE;
*/
void spell_RF6_S_ANGEL(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int count = 0, k;
- int num = 1;
- monster_type *m_ptr = &m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- int rlev = monster_level_idx(m_idx);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ int count = 0, k;
+ int num = 1;
+ monster_type *m_ptr = &m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ int rlev = monster_level_idx(m_idx);
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
monspell_message(m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sが魔法で天使を召喚した!", "%^s magically summons an angel!"),
TARGET_TYPE);
- if ((r_ptr->flags1 & RF1_UNIQUE) && !easy_band)
- {
- num += r_ptr->level / 40;
- }
+ if ((r_ptr->flags1 & RF1_UNIQUE) && !easy_band)
+ {
+ num += r_ptr->level / 40;
+ }
for (k = 0; k < num; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, PM_ALLOW_GROUP);
+ count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, PM_ALLOW_GROUP);
}
- if (count < 2)
- {
- if (p_ptr->blind && count)
- msg_print(_("何かが間近に現れた音がする。", "You hear something appear nearby."));
- }
- else
- {
- if (p_ptr->blind)
- msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
- }
+ if (count < 2)
+ {
+ if (p_ptr->blind && count)
+ msg_print(_("何かが間近に現れた音がする。", "You hear something appear nearby."));
+ }
+ else
+ {
+ if (p_ptr->blind)
+ msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
+ }
if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
mon_fight = TRUE;
*/
void spell_RF6_S_DEMON(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int count = 0, k;
- int rlev = monster_level_idx(m_idx);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ int count = 0, k;
+ int rlev = monster_level_idx(m_idx);
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
monspell_message(m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
for (k = 0; k < 1; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_DEMON, PM_ALLOW_GROUP);
+ count += summon_specific(m_idx, y, x, rlev, SUMMON_DEMON, PM_ALLOW_GROUP);
}
- if (p_ptr->blind && count)
- msg_print(_("何かが間近に現れた音がする。", "You hear something appear nearby."));
+ if (p_ptr->blind && count)
+ msg_print(_("何かが間近に現れた音がする。", "You hear something appear nearby."));
if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
mon_fight = TRUE;
*/
void spell_RF6_S_UNDEAD(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int count = 0, k;
- int rlev = monster_level_idx(m_idx);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ int count = 0, k;
+ int rlev = monster_level_idx(m_idx);
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
monspell_message(m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
for (k = 0; k < 1; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_UNDEAD, PM_ALLOW_GROUP);
+ count += summon_specific(m_idx, y, x, rlev, SUMMON_UNDEAD, PM_ALLOW_GROUP);
}
- if (p_ptr->blind && count)
- msg_print(_("何かが間近に現れた音がする。", "You hear something appear nearby."));
+ if (p_ptr->blind && count)
+ msg_print(_("何かが間近に現れた音がする。", "You hear something appear nearby."));
if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
mon_fight = TRUE;
*/
void spell_RF6_S_DRAGON(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int count = 0, k;
- int rlev = monster_level_idx(m_idx);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ int count = 0, k;
+ int rlev = monster_level_idx(m_idx);
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
monspell_message(m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
for (k = 0; k < 1; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_DRAGON, PM_ALLOW_GROUP);
+ count += summon_specific(m_idx, y, x, rlev, SUMMON_DRAGON, PM_ALLOW_GROUP);
}
- if (p_ptr->blind && count)
- msg_print(_("何かが間近に現れた音がする。", "You hear something appear nearby."));
+ if (p_ptr->blind && count)
+ msg_print(_("何かが間近に現れた音がする。", "You hear something appear nearby."));
if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
mon_fight = TRUE;
*/
int summon_NAZGUL(int y, int x, int m_idx)
{
- u32b mode = 0L;
+ u32b mode = 0L;
int count = 0, k;
int cy = y;
- int cx = x;
+ int cx = x;
char m_name[80];
- monster_name(m_idx, m_name);
-
- if (p_ptr->blind)
- msg_format(_("%^sが何かをつぶやいた。", "%^s mumbles."), m_name);
- else
- msg_format(_("%^sが魔法で幽鬼戦隊を召喚した!", "%^s magically summons rangers of Nazgul!"), m_name);
-
- msg_print(NULL);
-
- for (k = 0; k < 30; k++)
- {
- if (!summon_possible(cy, cx) || !cave_empty_bold(cy, cx))
- {
- int j;
- for (j = 100; j > 0; j--)
- {
- scatter(&cy, &cx, y, x, 2, 0);
- if (cave_empty_bold(cy, cx)) break;
- }
- if (!j) break;
- }
- if (!cave_empty_bold(cy, cx)) continue;
-
- if (summon_named_creature(m_idx, cy, cx, MON_NAZGUL, mode))
- {
- y = cy;
- x = cx;
- count++;
- if (count == 1)
- msg_format(_("「幽鬼戦隊%d号、ナズグル・ブラック!」",
- "A Nazgul says 'Nazgul-Rangers Number %d, Nazgul-Black!'"), count);
- else
- msg_format(_("「同じく%d号、ナズグル・ブラック!」",
- "Another one says 'Number %d, Nazgul-Black!'"), count);
-
- msg_print(NULL);
- }
- }
- msg_format(_("「%d人そろって、リングレンジャー!」",
- "They say 'The %d meets! We are the Ring-Ranger!'."), count);
- msg_print(NULL);
+ monster_name(m_idx, m_name);
+
+ if (p_ptr->blind)
+ msg_format(_("%^sが何かをつぶやいた。", "%^s mumbles."), m_name);
+ else
+ msg_format(_("%^sが魔法で幽鬼戦隊を召喚した!", "%^s magically summons rangers of Nazgul!"), m_name);
+
+ msg_print(NULL);
+
+ for (k = 0; k < 30; k++)
+ {
+ if (!summon_possible(cy, cx) || !cave_empty_bold(cy, cx))
+ {
+ int j;
+ for (j = 100; j > 0; j--)
+ {
+ scatter(&cy, &cx, y, x, 2, 0);
+ if (cave_empty_bold(cy, cx)) break;
+ }
+ if (!j) break;
+ }
+ if (!cave_empty_bold(cy, cx)) continue;
+
+ if (summon_named_creature(m_idx, cy, cx, MON_NAZGUL, mode))
+ {
+ y = cy;
+ x = cx;
+ count++;
+ if (count == 1)
+ msg_format(_("「幽鬼戦隊%d号、ナズグル・ブラック!」",
+ "A Nazgul says 'Nazgul-Rangers Number %d, Nazgul-Black!'"), count);
+ else
+ msg_format(_("「同じく%d号、ナズグル・ブラック!」",
+ "Another one says 'Number %d, Nazgul-Black!'"), count);
+
+ msg_print(NULL);
+ }
+ }
+ msg_format(_("「%d人そろって、リングレンジャー!」",
+ "They say 'The %d meets! We are the Ring-Ranger!'."), count);
+ msg_print(NULL);
return count;
}
*/
void spell_RF6_S_HI_UNDEAD(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
- bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
- monster_type *m_ptr = &m_list[m_idx];
- int rlev = monster_level_idx(m_idx);
- int k, count = 0;
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+ monster_type *m_ptr = &m_list[m_idx];
+ int rlev = monster_level_idx(m_idx);
+ int k, count = 0;
char m_name[80];
- monster_name(m_idx, m_name);
+ monster_name(m_idx, m_name);
- disturb(1, 1);
+ disturb(1, 1);
- if (((m_ptr->r_idx == MON_MORGOTH) || (m_ptr->r_idx == MON_SAURON) || (m_ptr->r_idx == MON_ANGMAR)) &&
+ if (((m_ptr->r_idx == MON_MORGOTH) || (m_ptr->r_idx == MON_SAURON) || (m_ptr->r_idx == MON_ANGMAR)) &&
((r_info[MON_NAZGUL].cur_num + 2) < r_info[MON_NAZGUL].max_num) &&
mon_to_player)
- {
- count += summon_NAZGUL(y, x, m_idx);
- }
- else
- {
+ {
+ count += summon_NAZGUL(y, x, m_idx);
+ }
+ else
+ {
monspell_message(m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sが魔法で強力なアンデッドを召喚した!", "%^s magically summons greater undead!"),
_("%sが魔法でアンデッドを召喚した。", "%^s magically summons undead."),
TARGET_TYPE);
- for (k = 0; k < S_NUM_6; k++)
- {
+ for (k = 0; k < S_NUM_6; k++)
+ {
if(mon_to_player)
- count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+ count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
if(mon_to_mon)
count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | monster_u_mode(m_idx)));
- }
- }
- if (p_ptr->blind && count && mon_to_player)
- {
- msg_print(_("間近で何か多くのものが這い回る音が聞こえる。", "You hear many creepy things appear nearby."));
- }
+ }
+ }
+ if (p_ptr->blind && count && mon_to_player)
+ {
+ msg_print(_("間近で何か多くのものが這い回る音が聞こえる。", "You hear many creepy things appear nearby."));
+ }
if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
mon_fight = TRUE;
*/
void spell_RF6_S_HI_DRAGON(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int count = 0, k;
- int rlev = monster_level_idx(m_idx);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
- bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+ int count = 0, k;
+ int rlev = monster_level_idx(m_idx);
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
monspell_message(m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sが魔法で古代ドラゴンを召喚した!", "%^s magically summons ancient dragons!"),
TARGET_TYPE);
- for (k = 0; k < S_NUM_4; k++)
- {
+ for (k = 0; k < S_NUM_4; k++)
+ {
if(mon_to_player)
count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
if(mon_to_mon)
count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_DRAGON, (PM_ALLOW_GROUP | monster_u_mode(m_idx)));
- }
+ }
- if (p_ptr->blind && count && mon_to_player)
- {
- msg_print(_("多くの力強いものが間近に現れた音が聞こえる。", "You hear many powerful things appear nearby."));
- }
+ if (p_ptr->blind && count && mon_to_player)
+ {
+ msg_print(_("多くの力強いものが間近に現れた音が聞こえる。", "You hear many powerful things appear nearby."));
+ }
if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
mon_fight = TRUE;
*/
void spell_RF6_S_AMBERITES(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int count = 0, k;
- int rlev = monster_level_idx(m_idx);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
- bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+ int count = 0, k;
+ int rlev = monster_level_idx(m_idx);
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
monspell_message(m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sがアンバーの王族を召喚した!", "%^s magically summons Lords of Amber!"),
TARGET_TYPE);
- for (k = 0; k < S_NUM_4; k++)
- {
+ for (k = 0; k < S_NUM_4; k++)
+ {
count += summon_specific(m_idx, y, x, rlev, SUMMON_AMBERITES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
- }
+ }
- if (p_ptr->blind && count && mon_to_player)
- {
- msg_print(_("不死の者が近くに現れるのが聞こえた。", "You hear immortal beings appear nearby."));
- }
+ if (p_ptr->blind && count && mon_to_player)
+ {
+ msg_print(_("不死の者が近くに現れるのが聞こえた。", "You hear immortal beings appear nearby."));
+ }
if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
mon_fight = TRUE;
*/
void spell_RF6_S_UNIQUE(int y, int x, int m_idx, int t_idx, int TARGET_TYPE)
{
- int count = 0, k;
- monster_type *m_ptr = &m_list[m_idx];
- int rlev = monster_level_idx(m_idx);
- bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
- bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
- bool uniques_are_summoned = FALSE;
- int non_unique_type = SUMMON_HI_UNDEAD;
+ int count = 0, k;
+ monster_type *m_ptr = &m_list[m_idx];
+ int rlev = monster_level_idx(m_idx);
+ bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
+ bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
+ bool uniques_are_summoned = FALSE;
+ int non_unique_type = SUMMON_HI_UNDEAD;
monspell_message(m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sが魔法で特別な強敵を召喚した!", "%^s magically summons special opponents!"),
TARGET_TYPE);
- for (k = 0; k < S_NUM_4; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_UNIQUE, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
- }
+ for (k = 0; k < S_NUM_4; k++)
+ {
+ count += summon_specific(m_idx, y, x, rlev, SUMMON_UNIQUE, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+ }
- if (count) uniques_are_summoned = TRUE;
-
- if ((m_ptr->sub_align & (SUB_ALIGN_GOOD | SUB_ALIGN_EVIL)) == (SUB_ALIGN_GOOD | SUB_ALIGN_EVIL))
- non_unique_type = 0;
- else if (m_ptr->sub_align & SUB_ALIGN_GOOD)
- non_unique_type = SUMMON_ANGEL;
-
- for (k = count; k < S_NUM_4; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, non_unique_type, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
- }
-
- if (p_ptr->blind && count && mon_to_player)
- {
- msg_format(_("多くの%sが間近に現れた音が聞こえる。", "You hear many %s appear nearby."),
- uniques_are_summoned ? _("力強いもの", "powerful things") : _("もの", "things"));
- }
+ if (count) uniques_are_summoned = TRUE;
+
+ if ((m_ptr->sub_align & (SUB_ALIGN_GOOD | SUB_ALIGN_EVIL)) == (SUB_ALIGN_GOOD | SUB_ALIGN_EVIL))
+ non_unique_type = 0;
+ else if (m_ptr->sub_align & SUB_ALIGN_GOOD)
+ non_unique_type = SUMMON_ANGEL;
+
+ for (k = count; k < S_NUM_4; k++)
+ {
+ count += summon_specific(m_idx, y, x, rlev, non_unique_type, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+ }
+
+ if (p_ptr->blind && count && mon_to_player)
+ {
+ msg_format(_("多くの%sが間近に現れた音が聞こえる。", "You hear many %s appear nearby."),
+ uniques_are_summoned ? _("力強いもの", "powerful things") : _("もの", "things"));
+ }
if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
mon_fight = TRUE;
*/
int monspell_to_player(int SPELL_NUM, int y, int x, int m_idx)
{
- switch (SPELL_NUM)
- {
- case RF4_SPELL_START + 0: spell_RF4_SHRIEK(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF4_SHRIEK */
- case RF4_SPELL_START + 1: break; /* RF4_XXX1 */
- case RF4_SPELL_START + 2: spell_RF4_DISPEL(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF4_DISPEL */
- case RF4_SPELL_START + 3: return spell_RF4_ROCKET(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_ROCKET */
- case RF4_SPELL_START + 4: return spell_RF4_SHOOT(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_SHOOT */
- case RF4_SPELL_START + 5: break; /* RF4_XXX2 */
- case RF4_SPELL_START + 6: break; /* RF4_XXX3 */
- case RF4_SPELL_START + 7: break; /* RF4_XXX4 */
- case RF4_SPELL_START + 8: return spell_RF4_BREATH(GF_ACID, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_ACID */
- case RF4_SPELL_START + 9: return spell_RF4_BREATH(GF_ELEC, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_ELEC */
- case RF4_SPELL_START + 10: return spell_RF4_BREATH(GF_FIRE, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_FIRE */
- case RF4_SPELL_START + 11: return spell_RF4_BREATH(GF_COLD, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_COLD */
- case RF4_SPELL_START + 12: return spell_RF4_BREATH(GF_POIS, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_POIS */
- case RF4_SPELL_START + 13: return spell_RF4_BREATH(GF_NETHER, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_NETH */
- case RF4_SPELL_START + 14: return spell_RF4_BREATH(GF_LITE, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_LITE */
- case RF4_SPELL_START + 15: return spell_RF4_BREATH(GF_DARK, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_DARK */
- case RF4_SPELL_START + 16: return spell_RF4_BREATH(GF_CONFUSION, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_CONF */
- case RF4_SPELL_START + 17: return spell_RF4_BREATH(GF_SOUND, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_SOUN */
- case RF4_SPELL_START + 18: return spell_RF4_BREATH(GF_CHAOS, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_CHAO */
- case RF4_SPELL_START + 19: return spell_RF4_BREATH(GF_DISENCHANT, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_DISE */
- case RF4_SPELL_START + 20: return spell_RF4_BREATH(GF_NEXUS, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_NEXU */
- case RF4_SPELL_START + 21: return spell_RF4_BREATH(GF_TIME, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_TIME */
- case RF4_SPELL_START + 22: return spell_RF4_BREATH(GF_INERTIAL, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_INER */
- case RF4_SPELL_START + 23: return spell_RF4_BREATH(GF_GRAVITY, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_GRAV */
- case RF4_SPELL_START + 24: return spell_RF4_BREATH(GF_SHARDS, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_SHAR */
- case RF4_SPELL_START + 25: return spell_RF4_BREATH(GF_PLASMA, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_PLAS */
- case RF4_SPELL_START + 26: return spell_RF4_BREATH(GF_FORCE, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_WALL */
- case RF4_SPELL_START + 27: return spell_RF4_BREATH(GF_MANA, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_MANA */
- case RF4_SPELL_START + 28: return spell_RF4_BA_NUKE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BA_NUKE */
- case RF4_SPELL_START + 29: return spell_RF4_BREATH(GF_NUKE, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_NUKE */
- case RF4_SPELL_START + 30: return spell_RF4_BA_CHAO(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BA_CHAO */
- case RF4_SPELL_START + 31: return spell_RF4_BREATH(GF_DISINTEGRATE, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_DISI */
- case RF5_SPELL_START + 0: return spell_RF5_BA_ACID(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_ACID */
- case RF5_SPELL_START + 1: return spell_RF5_BA_ELEC(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_ELEC */
- case RF5_SPELL_START + 2: return spell_RF5_BA_FIRE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_FIRE */
- case RF5_SPELL_START + 3: return spell_RF5_BA_COLD(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_COLD */
- case RF5_SPELL_START + 4: return spell_RF5_BA_POIS(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_POIS */
- case RF5_SPELL_START + 5: return spell_RF5_BA_NETH(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_NETH */
- case RF5_SPELL_START + 6: return spell_RF5_BA_WATE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_WATE */
- case RF5_SPELL_START + 7: return spell_RF5_BA_MANA(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_MANA */
- case RF5_SPELL_START + 8: return spell_RF5_BA_DARK(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_DARK */
- case RF5_SPELL_START + 9: return spell_RF5_DRAIN_MANA(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_DRAIN_MANA */
- case RF5_SPELL_START + 10: return spell_RF5_MIND_BLAST(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_MIND_BLAST */
- case RF5_SPELL_START + 11: return spell_RF5_BRAIN_SMASH(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_MIND_BLAST */
- case RF5_SPELL_START + 12: return spell_RF5_CAUSE_1(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_CAUSE_1 */
- case RF5_SPELL_START + 13: return spell_RF5_CAUSE_2(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_CAUSE_2 */
- case RF5_SPELL_START + 14: return spell_RF5_CAUSE_3(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_CAUSE_3 */
- case RF5_SPELL_START + 15: return spell_RF5_CAUSE_4(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_CAUSE_4 */
- case RF5_SPELL_START + 16: return spell_RF5_BO_ACID(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_ACID */
- case RF5_SPELL_START + 17: return spell_RF5_BO_ELEC(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_ELEC */
- case RF5_SPELL_START + 18: return spell_RF5_BO_FIRE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_FIRE */
- case RF5_SPELL_START + 19: return spell_RF5_BO_COLD(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_COLD */
- case RF5_SPELL_START + 20: return spell_RF5_BA_LITE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_LITE */
- case RF5_SPELL_START + 21: return spell_RF5_BO_NETH(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_NETH */
- case RF5_SPELL_START + 22: return spell_RF5_BO_WATE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_WATE */
- case RF5_SPELL_START + 23: return spell_RF5_BO_MANA(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_MANA */
- case RF5_SPELL_START + 24: return spell_RF5_BO_PLAS(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_PLAS */
- case RF5_SPELL_START + 25: return spell_RF5_BO_ICEE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_ICEE */
- case RF5_SPELL_START + 26: return spell_RF5_MISSILE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_MISSILE */
- case RF5_SPELL_START + 27: spell_RF5_SCARE(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF5_SCARE */
- case RF5_SPELL_START + 28: spell_RF5_BLIND(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF5_BLIND */
- case RF5_SPELL_START + 29: spell_RF5_CONF(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF5_CONF */
- case RF5_SPELL_START + 30: spell_RF5_SLOW(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF5_SLOW */
- case RF5_SPELL_START + 31: spell_RF5_HOLD(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF5_HOLD */
- case RF6_SPELL_START + 0: spell_RF6_HASTE(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_HASTE */
- case RF6_SPELL_START + 1: return spell_RF6_HAND_DOOM(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF6_HAND_DOOM */
- case RF6_SPELL_START + 2: spell_RF6_HEAL(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_HEAL */
- case RF6_SPELL_START + 3: spell_RF6_INVULNER(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_INVULNER */
- case RF6_SPELL_START + 4: spell_RF6_BLINK(m_idx, MONSTER_TO_PLAYER); break; /* RF6_BLINK */
- case RF6_SPELL_START + 5: spell_RF6_TPORT(m_idx, MONSTER_TO_PLAYER); break; /* RF6_TPORT */
- case RF6_SPELL_START + 6: return spell_RF6_WORLD(m_idx); break; /* RF6_WORLD */
- case RF6_SPELL_START + 7: return spell_RF6_SPECIAL(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF6_SPECIAL */
- case RF6_SPELL_START + 8: spell_RF6_TELE_TO(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_TELE_TO */
- case RF6_SPELL_START + 9: spell_RF6_TELE_AWAY(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_TELE_AWAY */
- case RF6_SPELL_START + 10: spell_RF6_TELE_LEVEL(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_TELE_LEVEL */
- case RF6_SPELL_START + 11: spell_RF6_PSY_SPEAR(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_PSY_SPEAR */
- case RF6_SPELL_START + 12: spell_RF6_DARKNESS(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_DARKNESS */
- case RF6_SPELL_START + 13: spell_RF6_TRAPS(y, x, m_idx); break; /* RF6_TRAPS */
- case RF6_SPELL_START + 14: spell_RF6_FORGET(m_idx); break; /* RF6_FORGET */
- case RF6_SPELL_START + 15: spell_RF6_RAISE_DEAD(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_RAISE_DEAD */
- case RF6_SPELL_START + 16: spell_RF6_S_KIN(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_KIN */
- case RF6_SPELL_START + 17: spell_RF6_S_CYBER(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_CYBER */
- case RF6_SPELL_START + 18: spell_RF6_S_MONSTER(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_MONSTER */
- case RF6_SPELL_START + 19: spell_RF6_S_MONSTERS(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_MONSTER */
- case RF6_SPELL_START + 20: spell_RF6_S_ANT(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_ANT */
- case RF6_SPELL_START + 21: spell_RF6_S_SPIDER(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_SPIDER */
- case RF6_SPELL_START + 22: spell_RF6_S_HOUND(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_HOUND */
- case RF6_SPELL_START + 23: spell_RF6_S_HYDRA(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_HYDRA */
- case RF6_SPELL_START + 24: spell_RF6_S_ANGEL(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_ANGEL */
- case RF6_SPELL_START + 25: spell_RF6_S_DEMON(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_DEMON */
- case RF6_SPELL_START + 26: spell_RF6_S_UNDEAD(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_UNDEAD */
- case RF6_SPELL_START + 27: spell_RF6_S_DRAGON(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_DRAGON */
- case RF6_SPELL_START + 28: spell_RF6_S_HI_UNDEAD(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_HI_UNDEAD */
- case RF6_SPELL_START + 29: spell_RF6_S_HI_DRAGON(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_HI_DRAGON */
- case RF6_SPELL_START + 30: spell_RF6_S_AMBERITES(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_AMBERITES */
- case RF6_SPELL_START + 31: spell_RF6_S_UNIQUE(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_UNIQUE */
- }
- return 0;
+ switch (SPELL_NUM)
+ {
+ case RF4_SPELL_START + 0: spell_RF4_SHRIEK(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF4_SHRIEK */
+ case RF4_SPELL_START + 1: break; /* RF4_XXX1 */
+ case RF4_SPELL_START + 2: spell_RF4_DISPEL(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF4_DISPEL */
+ case RF4_SPELL_START + 3: return spell_RF4_ROCKET(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_ROCKET */
+ case RF4_SPELL_START + 4: return spell_RF4_SHOOT(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_SHOOT */
+ case RF4_SPELL_START + 5: break; /* RF4_XXX2 */
+ case RF4_SPELL_START + 6: break; /* RF4_XXX3 */
+ case RF4_SPELL_START + 7: break; /* RF4_XXX4 */
+ case RF4_SPELL_START + 8: return spell_RF4_BREATH(GF_ACID, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_ACID */
+ case RF4_SPELL_START + 9: return spell_RF4_BREATH(GF_ELEC, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_ELEC */
+ case RF4_SPELL_START + 10: return spell_RF4_BREATH(GF_FIRE, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_FIRE */
+ case RF4_SPELL_START + 11: return spell_RF4_BREATH(GF_COLD, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_COLD */
+ case RF4_SPELL_START + 12: return spell_RF4_BREATH(GF_POIS, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_POIS */
+ case RF4_SPELL_START + 13: return spell_RF4_BREATH(GF_NETHER, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_NETH */
+ case RF4_SPELL_START + 14: return spell_RF4_BREATH(GF_LITE, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_LITE */
+ case RF4_SPELL_START + 15: return spell_RF4_BREATH(GF_DARK, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_DARK */
+ case RF4_SPELL_START + 16: return spell_RF4_BREATH(GF_CONFUSION, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_CONF */
+ case RF4_SPELL_START + 17: return spell_RF4_BREATH(GF_SOUND, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_SOUN */
+ case RF4_SPELL_START + 18: return spell_RF4_BREATH(GF_CHAOS, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_CHAO */
+ case RF4_SPELL_START + 19: return spell_RF4_BREATH(GF_DISENCHANT, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_DISE */
+ case RF4_SPELL_START + 20: return spell_RF4_BREATH(GF_NEXUS, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_NEXU */
+ case RF4_SPELL_START + 21: return spell_RF4_BREATH(GF_TIME, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_TIME */
+ case RF4_SPELL_START + 22: return spell_RF4_BREATH(GF_INERTIAL, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_INER */
+ case RF4_SPELL_START + 23: return spell_RF4_BREATH(GF_GRAVITY, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_GRAV */
+ case RF4_SPELL_START + 24: return spell_RF4_BREATH(GF_SHARDS, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_SHAR */
+ case RF4_SPELL_START + 25: return spell_RF4_BREATH(GF_PLASMA, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_PLAS */
+ case RF4_SPELL_START + 26: return spell_RF4_BREATH(GF_FORCE, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_WALL */
+ case RF4_SPELL_START + 27: return spell_RF4_BREATH(GF_MANA, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_MANA */
+ case RF4_SPELL_START + 28: return spell_RF4_BA_NUKE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BA_NUKE */
+ case RF4_SPELL_START + 29: return spell_RF4_BREATH(GF_NUKE, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_NUKE */
+ case RF4_SPELL_START + 30: return spell_RF4_BA_CHAO(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BA_CHAO */
+ case RF4_SPELL_START + 31: return spell_RF4_BREATH(GF_DISINTEGRATE, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF4_BR_DISI */
+ case RF5_SPELL_START + 0: return spell_RF5_BA_ACID(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_ACID */
+ case RF5_SPELL_START + 1: return spell_RF5_BA_ELEC(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_ELEC */
+ case RF5_SPELL_START + 2: return spell_RF5_BA_FIRE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_FIRE */
+ case RF5_SPELL_START + 3: return spell_RF5_BA_COLD(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_COLD */
+ case RF5_SPELL_START + 4: return spell_RF5_BA_POIS(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_POIS */
+ case RF5_SPELL_START + 5: return spell_RF5_BA_NETH(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_NETH */
+ case RF5_SPELL_START + 6: return spell_RF5_BA_WATE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_WATE */
+ case RF5_SPELL_START + 7: return spell_RF5_BA_MANA(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_MANA */
+ case RF5_SPELL_START + 8: return spell_RF5_BA_DARK(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_DARK */
+ case RF5_SPELL_START + 9: return spell_RF5_DRAIN_MANA(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_DRAIN_MANA */
+ case RF5_SPELL_START + 10: return spell_RF5_MIND_BLAST(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_MIND_BLAST */
+ case RF5_SPELL_START + 11: return spell_RF5_BRAIN_SMASH(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_MIND_BLAST */
+ case RF5_SPELL_START + 12: return spell_RF5_CAUSE_1(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_CAUSE_1 */
+ case RF5_SPELL_START + 13: return spell_RF5_CAUSE_2(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_CAUSE_2 */
+ case RF5_SPELL_START + 14: return spell_RF5_CAUSE_3(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_CAUSE_3 */
+ case RF5_SPELL_START + 15: return spell_RF5_CAUSE_4(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_CAUSE_4 */
+ case RF5_SPELL_START + 16: return spell_RF5_BO_ACID(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_ACID */
+ case RF5_SPELL_START + 17: return spell_RF5_BO_ELEC(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_ELEC */
+ case RF5_SPELL_START + 18: return spell_RF5_BO_FIRE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_FIRE */
+ case RF5_SPELL_START + 19: return spell_RF5_BO_COLD(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_COLD */
+ case RF5_SPELL_START + 20: return spell_RF5_BA_LITE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BA_LITE */
+ case RF5_SPELL_START + 21: return spell_RF5_BO_NETH(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_NETH */
+ case RF5_SPELL_START + 22: return spell_RF5_BO_WATE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_WATE */
+ case RF5_SPELL_START + 23: return spell_RF5_BO_MANA(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_MANA */
+ case RF5_SPELL_START + 24: return spell_RF5_BO_PLAS(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_PLAS */
+ case RF5_SPELL_START + 25: return spell_RF5_BO_ICEE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_BO_ICEE */
+ case RF5_SPELL_START + 26: return spell_RF5_MISSILE(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF5_MISSILE */
+ case RF5_SPELL_START + 27: spell_RF5_SCARE(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF5_SCARE */
+ case RF5_SPELL_START + 28: spell_RF5_BLIND(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF5_BLIND */
+ case RF5_SPELL_START + 29: spell_RF5_CONF(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF5_CONF */
+ case RF5_SPELL_START + 30: spell_RF5_SLOW(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF5_SLOW */
+ case RF5_SPELL_START + 31: spell_RF5_HOLD(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF5_HOLD */
+ case RF6_SPELL_START + 0: spell_RF6_HASTE(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_HASTE */
+ case RF6_SPELL_START + 1: return spell_RF6_HAND_DOOM(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF6_HAND_DOOM */
+ case RF6_SPELL_START + 2: spell_RF6_HEAL(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_HEAL */
+ case RF6_SPELL_START + 3: spell_RF6_INVULNER(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_INVULNER */
+ case RF6_SPELL_START + 4: spell_RF6_BLINK(m_idx, MONSTER_TO_PLAYER); break; /* RF6_BLINK */
+ case RF6_SPELL_START + 5: spell_RF6_TPORT(m_idx, MONSTER_TO_PLAYER); break; /* RF6_TPORT */
+ case RF6_SPELL_START + 6: return spell_RF6_WORLD(m_idx); break; /* RF6_WORLD */
+ case RF6_SPELL_START + 7: return spell_RF6_SPECIAL(y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF6_SPECIAL */
+ case RF6_SPELL_START + 8: spell_RF6_TELE_TO(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_TELE_TO */
+ case RF6_SPELL_START + 9: spell_RF6_TELE_AWAY(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_TELE_AWAY */
+ case RF6_SPELL_START + 10: spell_RF6_TELE_LEVEL(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_TELE_LEVEL */
+ case RF6_SPELL_START + 11: spell_RF6_PSY_SPEAR(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_PSY_SPEAR */
+ case RF6_SPELL_START + 12: spell_RF6_DARKNESS(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_DARKNESS */
+ case RF6_SPELL_START + 13: spell_RF6_TRAPS(y, x, m_idx); break; /* RF6_TRAPS */
+ case RF6_SPELL_START + 14: spell_RF6_FORGET(m_idx); break; /* RF6_FORGET */
+ case RF6_SPELL_START + 15: spell_RF6_RAISE_DEAD(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_RAISE_DEAD */
+ case RF6_SPELL_START + 16: spell_RF6_S_KIN(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_KIN */
+ case RF6_SPELL_START + 17: spell_RF6_S_CYBER(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_CYBER */
+ case RF6_SPELL_START + 18: spell_RF6_S_MONSTER(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_MONSTER */
+ case RF6_SPELL_START + 19: spell_RF6_S_MONSTERS(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_MONSTER */
+ case RF6_SPELL_START + 20: spell_RF6_S_ANT(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_ANT */
+ case RF6_SPELL_START + 21: spell_RF6_S_SPIDER(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_SPIDER */
+ case RF6_SPELL_START + 22: spell_RF6_S_HOUND(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_HOUND */
+ case RF6_SPELL_START + 23: spell_RF6_S_HYDRA(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_HYDRA */
+ case RF6_SPELL_START + 24: spell_RF6_S_ANGEL(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_ANGEL */
+ case RF6_SPELL_START + 25: spell_RF6_S_DEMON(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_DEMON */
+ case RF6_SPELL_START + 26: spell_RF6_S_UNDEAD(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_UNDEAD */
+ case RF6_SPELL_START + 27: spell_RF6_S_DRAGON(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_DRAGON */
+ case RF6_SPELL_START + 28: spell_RF6_S_HI_UNDEAD(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_HI_UNDEAD */
+ case RF6_SPELL_START + 29: spell_RF6_S_HI_DRAGON(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_HI_DRAGON */
+ case RF6_SPELL_START + 30: spell_RF6_S_AMBERITES(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_AMBERITES */
+ case RF6_SPELL_START + 31: spell_RF6_S_UNIQUE(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_UNIQUE */
+ }
+ return 0;
}
/*!
*/
int monspell_to_monster(int SPELL_NUM, int y, int x, int m_idx, int t_idx)
{
- switch (SPELL_NUM)
- {
- case RF4_SPELL_START + 0: spell_RF4_SHRIEK(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF4_SHRIEK */
- case RF4_SPELL_START + 1: return -1; /* RF4_XXX1 */
- case RF4_SPELL_START + 2: spell_RF4_DISPEL(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF4_DISPEL */
- case RF4_SPELL_START + 3: return spell_RF4_ROCKET(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_ROCKET */
- case RF4_SPELL_START + 4: return spell_RF4_SHOOT(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_SHOOT */
- case RF4_SPELL_START + 5: return -1; /* RF4_XXX2 */
- case RF4_SPELL_START + 6: return -1; /* RF4_XXX3 */
- case RF4_SPELL_START + 7: return -1; /* RF4_XXX4 */
- case RF4_SPELL_START + 8: return spell_RF4_BREATH(GF_ACID, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_ACID */
- case RF4_SPELL_START + 9: return spell_RF4_BREATH(GF_ELEC, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_ELEC */
- case RF4_SPELL_START + 10: return spell_RF4_BREATH(GF_FIRE, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_FIRE */
- case RF4_SPELL_START + 11: return spell_RF4_BREATH(GF_COLD, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_COLD */
- case RF4_SPELL_START + 12: return spell_RF4_BREATH(GF_POIS, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_POIS */
- case RF4_SPELL_START + 13: return spell_RF4_BREATH(GF_NETHER, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_NETH */
- case RF4_SPELL_START + 14: return spell_RF4_BREATH(GF_LITE, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_LITE */
- case RF4_SPELL_START + 15: return spell_RF4_BREATH(GF_DARK, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_DARK */
- case RF4_SPELL_START + 16: return spell_RF4_BREATH(GF_CONFUSION, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_CONF */
- case RF4_SPELL_START + 17: return spell_RF4_BREATH(GF_SOUND, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_SOUN */
- case RF4_SPELL_START + 18: return spell_RF4_BREATH(GF_CHAOS, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_CHAO */
- case RF4_SPELL_START + 19: return spell_RF4_BREATH(GF_DISENCHANT, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_DISE */
- case RF4_SPELL_START + 20: return spell_RF4_BREATH(GF_NEXUS, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_NEXU */
- case RF4_SPELL_START + 21: return spell_RF4_BREATH(GF_TIME, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_TIME */
- case RF4_SPELL_START + 22: return spell_RF4_BREATH(GF_INERTIAL, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_INER */
- case RF4_SPELL_START + 23: return spell_RF4_BREATH(GF_GRAVITY, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_GRAV */
- case RF4_SPELL_START + 24: return spell_RF4_BREATH(GF_SHARDS, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_SHAR */
- case RF4_SPELL_START + 25: return spell_RF4_BREATH(GF_PLASMA, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_PLAS */
- case RF4_SPELL_START + 26: return spell_RF4_BREATH(GF_FORCE, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_WALL */
- case RF4_SPELL_START + 27: return spell_RF4_BREATH(GF_MANA, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_MANA */
- case RF4_SPELL_START + 28: return spell_RF4_BA_NUKE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BA_NUKE */
- case RF4_SPELL_START + 29: return spell_RF4_BREATH(GF_NUKE, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_NUKE */
- case RF4_SPELL_START + 30: return spell_RF4_BA_CHAO(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BA_CHAO */
- case RF4_SPELL_START + 31: return spell_RF4_BREATH(GF_DISINTEGRATE, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_DISI */
- case RF5_SPELL_START + 0: return spell_RF5_BA_ACID(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_ACID */
- case RF5_SPELL_START + 1: return spell_RF5_BA_ELEC(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_ELEC */
- case RF5_SPELL_START + 2: return spell_RF5_BA_FIRE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_FIRE */
- case RF5_SPELL_START + 3: return spell_RF5_BA_COLD(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_COLD */
- case RF5_SPELL_START + 4: return spell_RF5_BA_POIS(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_POIS */
- case RF5_SPELL_START + 5: return spell_RF5_BA_NETH(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_NETH */
- case RF5_SPELL_START + 6: return spell_RF5_BA_WATE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_WATE */
- case RF5_SPELL_START + 7: return spell_RF5_BA_MANA(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_MANA */
- case RF5_SPELL_START + 8: return spell_RF5_BA_DARK(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_DARK */
- case RF5_SPELL_START + 9: return spell_RF5_DRAIN_MANA(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_DRAIN_MANA */
- case RF5_SPELL_START + 10: return spell_RF5_MIND_BLAST(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_MIND_BLAST */
- case RF5_SPELL_START + 11: return spell_RF5_BRAIN_SMASH(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BRAIN_SMASH */
- case RF5_SPELL_START + 12: return spell_RF5_CAUSE_1(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_CAUSE_1 */
- case RF5_SPELL_START + 13: return spell_RF5_CAUSE_2(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_CAUSE_2 */
- case RF5_SPELL_START + 14: return spell_RF5_CAUSE_3(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_CAUSE_3 */
- case RF5_SPELL_START + 15: return spell_RF5_CAUSE_4(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_CAUSE_4 */
- case RF5_SPELL_START + 16: return spell_RF5_BO_ACID(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_ACID */
- case RF5_SPELL_START + 17: return spell_RF5_BO_ELEC(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_ELEC */
- case RF5_SPELL_START + 18: return spell_RF5_BO_FIRE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_FIRE */
- case RF5_SPELL_START + 19: return spell_RF5_BO_COLD(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_COLD */
- case RF5_SPELL_START + 20: return spell_RF5_BA_LITE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_LITE */
- case RF5_SPELL_START + 21: return spell_RF5_BO_NETH(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_NETH */
- case RF5_SPELL_START + 22: return spell_RF5_BO_WATE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_WATE */
- case RF5_SPELL_START + 23: return spell_RF5_BO_MANA(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_MANA */
- case RF5_SPELL_START + 24: return spell_RF5_BO_PLAS(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_PLAS */
- case RF5_SPELL_START + 25: return spell_RF5_BO_ICEE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_ICEE */
- case RF5_SPELL_START + 26: return spell_RF5_MISSILE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_MISSILE */
- case RF5_SPELL_START + 27: spell_RF5_SCARE(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF5_SCARE */
- case RF5_SPELL_START + 28: spell_RF5_BLIND(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF5_BLIND */
- case RF5_SPELL_START + 29: spell_RF5_CONF(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF5_CONF */
- case RF5_SPELL_START + 30: spell_RF5_SLOW(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF5_SLOW */
- case RF5_SPELL_START + 31: spell_RF5_HOLD(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF5_HOLD */
- case RF6_SPELL_START + 0: spell_RF6_HASTE(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_HASTE */
- case RF6_SPELL_START + 1: return spell_RF6_HAND_DOOM(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF6_HAND_DOOM */
- case RF6_SPELL_START + 2: spell_RF6_HEAL(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_HEAL */
- case RF6_SPELL_START + 3: spell_RF6_INVULNER(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_INVULNER */
- case RF6_SPELL_START + 4: spell_RF6_BLINK(m_idx, MONSTER_TO_MONSTER); break; /* RF6_BLINK */
- case RF6_SPELL_START + 5: spell_RF6_TPORT(m_idx, MONSTER_TO_MONSTER); break; /* RF6_TPORT */
- case RF6_SPELL_START + 6: return -1; break; /* RF6_WORLD */
- case RF6_SPELL_START + 7: return spell_RF6_SPECIAL(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF6_SPECIAL */
- case RF6_SPELL_START + 8: spell_RF6_TELE_TO(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_TELE_TO */
- case RF6_SPELL_START + 9: spell_RF6_TELE_AWAY(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_TELE_AWAY */
- case RF6_SPELL_START + 10: spell_RF6_TELE_LEVEL(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_TELE_LEVEL */
- case RF6_SPELL_START + 11: spell_RF6_PSY_SPEAR(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_PSY_SPEAR */
- case RF6_SPELL_START + 12: spell_RF6_DARKNESS(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_DARKNESS */
- case RF6_SPELL_START + 13: return -1; /* RF6_TRAPS */
- case RF6_SPELL_START + 14: return -1; /* RF6_FORGET */
- case RF6_SPELL_START + 15: spell_RF6_RAISE_DEAD(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_RAISE_DEAD */
- case RF6_SPELL_START + 16: spell_RF6_S_KIN(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_KIN */
- case RF6_SPELL_START + 17: spell_RF6_S_CYBER(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_CYBER */
- case RF6_SPELL_START + 18: spell_RF6_S_MONSTER(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_MONSTER */
- case RF6_SPELL_START + 19: spell_RF6_S_MONSTERS(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_MONSTER */
- case RF6_SPELL_START + 20: spell_RF6_S_ANT(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_ANT */
- case RF6_SPELL_START + 21: spell_RF6_S_SPIDER(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_SPIDER */
- case RF6_SPELL_START + 22: spell_RF6_S_HOUND(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_HOUND */
- case RF6_SPELL_START + 23: spell_RF6_S_HYDRA(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_HYDRA */
- case RF6_SPELL_START + 24: spell_RF6_S_ANGEL(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_ANGEL */
- case RF6_SPELL_START + 25: spell_RF6_S_DEMON(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_DEMON */
- case RF6_SPELL_START + 26: spell_RF6_S_UNDEAD(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_UNDEAD */
- case RF6_SPELL_START + 27: spell_RF6_S_DRAGON(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_DRAGON */
- case RF6_SPELL_START + 28: spell_RF6_S_HI_UNDEAD(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_HI_UNDEAD */
- case RF6_SPELL_START + 29: spell_RF6_S_HI_DRAGON(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_HI_DRAGON */
- case RF6_SPELL_START + 30: spell_RF6_S_AMBERITES(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_AMBERITES */
- case RF6_SPELL_START + 31: spell_RF6_S_UNIQUE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_UNIQUE */
- }
- return 0;
+ switch (SPELL_NUM)
+ {
+ case RF4_SPELL_START + 0: spell_RF4_SHRIEK(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF4_SHRIEK */
+ case RF4_SPELL_START + 1: return -1; /* RF4_XXX1 */
+ case RF4_SPELL_START + 2: spell_RF4_DISPEL(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF4_DISPEL */
+ case RF4_SPELL_START + 3: return spell_RF4_ROCKET(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_ROCKET */
+ case RF4_SPELL_START + 4: return spell_RF4_SHOOT(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_SHOOT */
+ case RF4_SPELL_START + 5: return -1; /* RF4_XXX2 */
+ case RF4_SPELL_START + 6: return -1; /* RF4_XXX3 */
+ case RF4_SPELL_START + 7: return -1; /* RF4_XXX4 */
+ case RF4_SPELL_START + 8: return spell_RF4_BREATH(GF_ACID, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_ACID */
+ case RF4_SPELL_START + 9: return spell_RF4_BREATH(GF_ELEC, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_ELEC */
+ case RF4_SPELL_START + 10: return spell_RF4_BREATH(GF_FIRE, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_FIRE */
+ case RF4_SPELL_START + 11: return spell_RF4_BREATH(GF_COLD, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_COLD */
+ case RF4_SPELL_START + 12: return spell_RF4_BREATH(GF_POIS, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_POIS */
+ case RF4_SPELL_START + 13: return spell_RF4_BREATH(GF_NETHER, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_NETH */
+ case RF4_SPELL_START + 14: return spell_RF4_BREATH(GF_LITE, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_LITE */
+ case RF4_SPELL_START + 15: return spell_RF4_BREATH(GF_DARK, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_DARK */
+ case RF4_SPELL_START + 16: return spell_RF4_BREATH(GF_CONFUSION, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_CONF */
+ case RF4_SPELL_START + 17: return spell_RF4_BREATH(GF_SOUND, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_SOUN */
+ case RF4_SPELL_START + 18: return spell_RF4_BREATH(GF_CHAOS, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_CHAO */
+ case RF4_SPELL_START + 19: return spell_RF4_BREATH(GF_DISENCHANT, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_DISE */
+ case RF4_SPELL_START + 20: return spell_RF4_BREATH(GF_NEXUS, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_NEXU */
+ case RF4_SPELL_START + 21: return spell_RF4_BREATH(GF_TIME, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_TIME */
+ case RF4_SPELL_START + 22: return spell_RF4_BREATH(GF_INERTIAL, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_INER */
+ case RF4_SPELL_START + 23: return spell_RF4_BREATH(GF_GRAVITY, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_GRAV */
+ case RF4_SPELL_START + 24: return spell_RF4_BREATH(GF_SHARDS, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_SHAR */
+ case RF4_SPELL_START + 25: return spell_RF4_BREATH(GF_PLASMA, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_PLAS */
+ case RF4_SPELL_START + 26: return spell_RF4_BREATH(GF_FORCE, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_WALL */
+ case RF4_SPELL_START + 27: return spell_RF4_BREATH(GF_MANA, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_MANA */
+ case RF4_SPELL_START + 28: return spell_RF4_BA_NUKE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BA_NUKE */
+ case RF4_SPELL_START + 29: return spell_RF4_BREATH(GF_NUKE, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_NUKE */
+ case RF4_SPELL_START + 30: return spell_RF4_BA_CHAO(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BA_CHAO */
+ case RF4_SPELL_START + 31: return spell_RF4_BREATH(GF_DISINTEGRATE, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF4_BR_DISI */
+ case RF5_SPELL_START + 0: return spell_RF5_BA_ACID(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_ACID */
+ case RF5_SPELL_START + 1: return spell_RF5_BA_ELEC(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_ELEC */
+ case RF5_SPELL_START + 2: return spell_RF5_BA_FIRE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_FIRE */
+ case RF5_SPELL_START + 3: return spell_RF5_BA_COLD(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_COLD */
+ case RF5_SPELL_START + 4: return spell_RF5_BA_POIS(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_POIS */
+ case RF5_SPELL_START + 5: return spell_RF5_BA_NETH(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_NETH */
+ case RF5_SPELL_START + 6: return spell_RF5_BA_WATE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_WATE */
+ case RF5_SPELL_START + 7: return spell_RF5_BA_MANA(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_MANA */
+ case RF5_SPELL_START + 8: return spell_RF5_BA_DARK(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_DARK */
+ case RF5_SPELL_START + 9: return spell_RF5_DRAIN_MANA(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_DRAIN_MANA */
+ case RF5_SPELL_START + 10: return spell_RF5_MIND_BLAST(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_MIND_BLAST */
+ case RF5_SPELL_START + 11: return spell_RF5_BRAIN_SMASH(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BRAIN_SMASH */
+ case RF5_SPELL_START + 12: return spell_RF5_CAUSE_1(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_CAUSE_1 */
+ case RF5_SPELL_START + 13: return spell_RF5_CAUSE_2(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_CAUSE_2 */
+ case RF5_SPELL_START + 14: return spell_RF5_CAUSE_3(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_CAUSE_3 */
+ case RF5_SPELL_START + 15: return spell_RF5_CAUSE_4(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_CAUSE_4 */
+ case RF5_SPELL_START + 16: return spell_RF5_BO_ACID(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_ACID */
+ case RF5_SPELL_START + 17: return spell_RF5_BO_ELEC(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_ELEC */
+ case RF5_SPELL_START + 18: return spell_RF5_BO_FIRE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_FIRE */
+ case RF5_SPELL_START + 19: return spell_RF5_BO_COLD(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_COLD */
+ case RF5_SPELL_START + 20: return spell_RF5_BA_LITE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BA_LITE */
+ case RF5_SPELL_START + 21: return spell_RF5_BO_NETH(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_NETH */
+ case RF5_SPELL_START + 22: return spell_RF5_BO_WATE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_WATE */
+ case RF5_SPELL_START + 23: return spell_RF5_BO_MANA(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_MANA */
+ case RF5_SPELL_START + 24: return spell_RF5_BO_PLAS(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_PLAS */
+ case RF5_SPELL_START + 25: return spell_RF5_BO_ICEE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_BO_ICEE */
+ case RF5_SPELL_START + 26: return spell_RF5_MISSILE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF5_MISSILE */
+ case RF5_SPELL_START + 27: spell_RF5_SCARE(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF5_SCARE */
+ case RF5_SPELL_START + 28: spell_RF5_BLIND(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF5_BLIND */
+ case RF5_SPELL_START + 29: spell_RF5_CONF(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF5_CONF */
+ case RF5_SPELL_START + 30: spell_RF5_SLOW(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF5_SLOW */
+ case RF5_SPELL_START + 31: spell_RF5_HOLD(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF5_HOLD */
+ case RF6_SPELL_START + 0: spell_RF6_HASTE(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_HASTE */
+ case RF6_SPELL_START + 1: return spell_RF6_HAND_DOOM(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF6_HAND_DOOM */
+ case RF6_SPELL_START + 2: spell_RF6_HEAL(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_HEAL */
+ case RF6_SPELL_START + 3: spell_RF6_INVULNER(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_INVULNER */
+ case RF6_SPELL_START + 4: spell_RF6_BLINK(m_idx, MONSTER_TO_MONSTER); break; /* RF6_BLINK */
+ case RF6_SPELL_START + 5: spell_RF6_TPORT(m_idx, MONSTER_TO_MONSTER); break; /* RF6_TPORT */
+ case RF6_SPELL_START + 6: return -1; break; /* RF6_WORLD */
+ case RF6_SPELL_START + 7: return spell_RF6_SPECIAL(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); /* RF6_SPECIAL */
+ case RF6_SPELL_START + 8: spell_RF6_TELE_TO(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_TELE_TO */
+ case RF6_SPELL_START + 9: spell_RF6_TELE_AWAY(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_TELE_AWAY */
+ case RF6_SPELL_START + 10: spell_RF6_TELE_LEVEL(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_TELE_LEVEL */
+ case RF6_SPELL_START + 11: spell_RF6_PSY_SPEAR(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_PSY_SPEAR */
+ case RF6_SPELL_START + 12: spell_RF6_DARKNESS(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_DARKNESS */
+ case RF6_SPELL_START + 13: return -1; /* RF6_TRAPS */
+ case RF6_SPELL_START + 14: return -1; /* RF6_FORGET */
+ case RF6_SPELL_START + 15: spell_RF6_RAISE_DEAD(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_RAISE_DEAD */
+ case RF6_SPELL_START + 16: spell_RF6_S_KIN(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_KIN */
+ case RF6_SPELL_START + 17: spell_RF6_S_CYBER(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_CYBER */
+ case RF6_SPELL_START + 18: spell_RF6_S_MONSTER(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_MONSTER */
+ case RF6_SPELL_START + 19: spell_RF6_S_MONSTERS(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_MONSTER */
+ case RF6_SPELL_START + 20: spell_RF6_S_ANT(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_ANT */
+ case RF6_SPELL_START + 21: spell_RF6_S_SPIDER(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_SPIDER */
+ case RF6_SPELL_START + 22: spell_RF6_S_HOUND(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_HOUND */
+ case RF6_SPELL_START + 23: spell_RF6_S_HYDRA(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_HYDRA */
+ case RF6_SPELL_START + 24: spell_RF6_S_ANGEL(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_ANGEL */
+ case RF6_SPELL_START + 25: spell_RF6_S_DEMON(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_DEMON */
+ case RF6_SPELL_START + 26: spell_RF6_S_UNDEAD(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_UNDEAD */
+ case RF6_SPELL_START + 27: spell_RF6_S_DRAGON(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_DRAGON */
+ case RF6_SPELL_START + 28: spell_RF6_S_HI_UNDEAD(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_HI_UNDEAD */
+ case RF6_SPELL_START + 29: spell_RF6_S_HI_DRAGON(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_HI_DRAGON */
+ case RF6_SPELL_START + 30: spell_RF6_S_AMBERITES(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_AMBERITES */
+ case RF6_SPELL_START + 31: spell_RF6_S_UNIQUE(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_S_UNIQUE */
+ }
+ return 0;
}
/*!
*/
int monspell_damage_roll(int dam, int dice_num, int dice_side, int mult, int div, int TYPE)
{
- switch (TYPE)
- {
- case DAM_MAX: dam += maxroll(dice_num, dice_side) * mult / div; break;
- case DAM_MIN: dam += dice_num * 1 * mult / div; break;
- case DAM_ROLL: dam += damroll(dice_num, dice_side) * mult / div; break;
- case DICE_NUM: return dice_num;
- case DICE_SIDE: return dice_side;
- case DICE_MULT: return mult;
- case DICE_DIV: return div;
- case BASE_DAM: return dam;
- }
- if (dam < 1) dam = 1;
- return dam;
+ switch (TYPE)
+ {
+ case DAM_MAX: dam += maxroll(dice_num, dice_side) * mult / div; break;
+ case DAM_MIN: dam += dice_num * 1 * mult / div; break;
+ case DAM_ROLL: dam += damroll(dice_num, dice_side) * mult / div; break;
+ case DICE_NUM: return dice_num;
+ case DICE_SIDE: return dice_side;
+ case DICE_MULT: return mult;
+ case DICE_DIV: return div;
+ case BASE_DAM: return dam;
+ }
+ if (dam < 1) dam = 1;
+ return dam;
}
/*!
*/
int monspell_damage_base(int SPELL_NUM, int hp, int rlev, bool powerful, int shoot_dd, int shoot_ds, int shoot_base, int TYPE)
{
- int dam = 0, dice_num = 0, dice_side = 0, mult = 1, div = 1;
-
- switch (SPELL_NUM)
- {
- case MS_SHRIEK: return -1; /* RF4_SHRIEK */
- case MS_XXX1: return -1; /* RF4_XXX1 */
- case MS_DISPEL: return -1; /* RF4_DISPEL */
-
- /* RF4_ROCKET */
- case MS_ROCKET:
- dam = (hp / 4) > 800 ? 800 : (hp / 4);
- break;
-
- /* RF4_SHOOT */
- case MS_SHOOT:
- dice_num = shoot_dd;
- dice_side = shoot_ds;
- dam = shoot_base;
- break;
- case MS_XXX2: return -1; /* RF4_XXX2 */
- case MS_XXX3: return -1; /* RF4_XXX3 */
- case MS_XXX4: return -1; /* RF4_XXX4 */
-
- /* RF4_BR_ACID */
- /* RF4_BR_ELEC */
- /* RF4_BR_FIRE */
- /* RF4_BR_COLD */
- case MS_BR_ACID:
- case MS_BR_ELEC:
- case MS_BR_FIRE:
- case MS_BR_COLD:
- dam = ((hp / 3) > 1600 ? 1600 : (hp / 3));
- break;
-
- /* RF4_BR_POIS */
- case MS_BR_POIS:
- dam = ((hp / 3) > 800 ? 800 : (hp / 3));
- break;
-
- /* RF4_BR_NETH */
- case MS_BR_NETHER:
- dam = ((hp / 6) > 550 ? 550 : (hp / 6));
- break;
-
- /* RF4_BR_LITE */
- /* RF4_BR_DARK */
- case MS_BR_LITE:
- case MS_BR_DARK:
- dam = ((hp / 6) > 400 ? 400 : (hp / 6));
- break;
-
- /* RF4_BR_CONF */
- /* RF4_BR_SOUN */
- case MS_BR_CONF:
- case MS_BR_SOUND:
- dam = ((hp / 6) > 450 ? 450 : (hp / 6));
- break;
-
- /* RF4_BR_CHAO */
- case MS_BR_CHAOS:
- dam = ((hp / 6) > 600 ? 600 : (hp / 6));
- break;
-
- /* RF4_BR_DISE */
- case MS_BR_DISEN:
- dam = ((hp / 6) > 500 ? 500 : (hp / 6));
- break;
-
- /* RF4_BR_NEXU */
- case MS_BR_NEXUS:
- dam = ((hp / 3) > 250 ? 250 : (hp / 3));
- break;
-
- /* RF4_BR_TIME */
- case MS_BR_TIME:
- dam = ((hp / 3) > 150 ? 150 : (hp / 3));
- break;
-
- /* RF4_BR_INER */
- /* RF4_BR_GRAV */
- case MS_BR_INERTIA:
- case MS_BR_GRAVITY:
- dam = ((hp / 6) > 200 ? 200 : (hp / 6));
- break;
-
- /* RF4_BR_SHAR */
- case MS_BR_SHARDS:
- dam = ((hp / 6) > 500 ? 500 : (hp / 6));
- break;
-
- /* RF4_BR_PLAS */
- case MS_BR_PLASMA:
- dam = ((hp / 6) > 150 ? 150 : (hp / 6));
- break;
-
- /* RF4_BR_WALL */
- case MS_BR_FORCE:
- dam = ((hp / 6) > 200 ? 200 : (hp / 6));
- break;
-
- /* RF4_BR_MANA */
- case MS_BR_MANA:
- dam = ((hp / 3) > 250 ? 250 : (hp / 3));
- break;
-
- /* RF4_BA_NUKE */
- case MS_BALL_NUKE:
- mult = powerful ? 2 : 1;
- dam = rlev * (mult / div);
- dice_num = 10;
- dice_side = 6;
- break;
-
- /* RF4_BR_NUKE */
- case MS_BR_NUKE:
- dam = ((hp / 3) > 800 ? 800 : (hp / 3));
- break;
-
- /* RF4_BA_CHAO */
- case MS_BALL_CHAOS:
- dam = (powerful ? (rlev * 3) : (rlev * 2));
- dice_num = 10;
- dice_side = 10;
- break;
-
- /* RF4_BR_DISI */
- case MS_BR_DISI:
- dam = ((hp / 6) > 150 ? 150 : (hp / 6));
- break;
-
- /* RF5_BA_ACID */
- case MS_BALL_ACID:
- if (powerful)
- {
- dam = (rlev * 4) + 50;
- dice_num = 10;
- dice_side = 10;
- }
- else
- {
- dam = 15;
- dice_num = 1;
- dice_side = rlev * 3;
- }
- break;
-
- /* RF5_BA_ELEC */
- case MS_BALL_ELEC:
- if (powerful)
- {
- dam = (rlev * 4) + 50;
- dice_num = 10;
- dice_side = 10;
- }
- else
- {
- dam = 8;
- dice_num = 1;
- dice_side = rlev * 3 / 2;
- }
- break;
-
- /* RF5_BA_FIRE */
- case MS_BALL_FIRE:
- if (powerful)
- {
- dam = (rlev * 4) + 50;
- dice_num = 10;
- dice_side = 10;
- }
- else
- {
- dam = 10;
- dice_num = 1;
- dice_side = rlev * 7 / 2;
- }
- break;
-
- /* RF5_BA_COLD */
- case MS_BALL_COLD:
- if (powerful)
- {
- dam = (rlev * 4) + 50;
- dice_num = 10;
- dice_side = 10;
- }
- else
- {
- dam = 10;
- dice_num = 1;
- dice_side = rlev * 3 / 2;
- }
- break;
-
- /* RF5_BA_POIS */
- case MS_BALL_POIS:
- mult = powerful ? 2 : 1;
- dice_num = 12;
- dice_side = 2;
- break;
-
- /* RF5_BA_NETH */
- case MS_BALL_NETHER:
- dam = 50 + rlev * (powerful ? 2 : 1);
- dice_num = 10;
- dice_side = 10;
- break;
-
- /* RF5_BA_WATE */
- case MS_BALL_WATER:
- dam = 50;
- dice_num = 1;
- dice_side = powerful ? (rlev * 3) : (rlev * 2);
- break;
-
- /* RF5_BA_MANA */
- /* RF5_BA_DARK */
- case MS_BALL_MANA:
- case MS_BALL_DARK:
- dam = (rlev * 4) + 50;
- dice_num = 10;
- dice_side = 10;
- break;
-
- /* RF5_DRAIN_MANA */
- case MS_DRAIN_MANA:
- dam = rlev;
- div = 1;
- dice_num = 1;
- dice_side = rlev;
- break;
-
- /* RF5_MIND_BLAST */
- case MS_MIND_BLAST:
- dice_num = 7;
- dice_side = 7;
- break;
-
- /* RF5_BRAIN_SMASH */
- case MS_BRAIN_SMASH:
- dice_num = 12;
- dice_side = 12;
- break;
-
- /* RF5_CAUSE_1 */
- case MS_CAUSE_1:
- dice_num = 3;
- dice_side = 8;
- break;
-
- /* RF5_CAUSE_2 */
- case MS_CAUSE_2:
- dice_num = 8;
- dice_side = 8;
- break;
-
- /* RF5_CAUSE_3 */
- case MS_CAUSE_3:
- dice_num = 10;
- dice_side = 15;
- break;
-
- /* RF5_CAUSE_4 */
- case MS_CAUSE_4:
- dice_num = 15;
- dice_side = 15;
- break;
-
- /* RF5_BO_ACID */
- case MS_BOLT_ACID:
- mult = powerful ? 2 : 1;
- dam = rlev / 3 * (mult / div);
- dice_num = 7;
- dice_side = 8;
- break;
-
- /* RF5_BO_ELEC */
- case MS_BOLT_ELEC:
- mult = powerful ? 2 : 1;
- dam = rlev / 3 * (mult / div);
- dice_num = 4;
- dice_side = 8;
- break;
-
- /* RF5_BO_FIRE */
- case MS_BOLT_FIRE:
- mult = powerful ? 2 : 1;
- dam = rlev / 3 * (mult / div);
- dice_num = 9;
- dice_side = 8;
- break;
-
- /* RF5_BO_COLD */
- case MS_BOLT_COLD:
- mult = powerful ? 2 : 1;
- dam = rlev / 3 * (mult / div);
- dice_num = 6;
- dice_side = 8;
- break;
-
- /* RF5_BA_LITE */
- case MS_STARBURST:
- dam = (rlev * 4) + 50;
- dice_num = 10;
- dice_side = 10;
- break;
-
- /* RF5_BO_NETH */
- case MS_BOLT_NETHER:
- dam = 30 + (rlev * 4) / (powerful ? 2 : 3);
- dice_num = 5;
- dice_side = 5;
- break;
-
- /* RF5_BO_WATE */
- case MS_BOLT_WATER:
- dam = (rlev * 3 / (powerful ? 2 : 3));
- dice_num = 10;
- dice_side = 10;
- break;
-
- /* RF5_BO_MANA */
- case MS_BOLT_MANA:
- dam = 50;
- dice_num = 1;
- dice_side = rlev * 7 / 2;
- break;
-
- /* RF5_BO_PLAS */
- case MS_BOLT_PLASMA:
- dam = 10 + (rlev * 3 / (powerful ? 2 : 3));
- dice_num = 8;
- dice_side = 7;
- break;
-
- /* RF5_BO_ICEE */
- case MS_BOLT_ICE:
- dam = (rlev * 3 / (powerful ? 2 : 3));
- dice_num = 6;
- dice_side = 6;
- break;
-
- /* RF5_MISSILE */
- case MS_MAGIC_MISSILE:
- dam = (rlev / 3);
- dice_num = 2;
- dice_side = 6;
- break;
-
- case MS_SCARE: return -1; /* RF5_SCARE */
- case MS_BLIND: return -1; /* RF5_BLIND */
- case MS_CONF: return -1; /* RF5_CONF */
- case MS_SLOW: return -1; /* RF5_SLOW */
- case MS_SLEEP: return -1; /* RF5_HOLD */
- case MS_SPEED: return -1; /* RF6_HASTE */
-
- /* RF6_HAND_DOOM */
- case MS_HAND_DOOM:
- mult = p_ptr->chp;
- div = 100;
- dam = 40 * (mult / div);
- dice_num = 1;
- dice_side = 20;
- break;
-
- case MS_HEAL: return -1; /* RF6_HEAL */
- case MS_INVULNER: return -1; /* RF6_INVULNER */
- case MS_BLINK: return -1; /* RF6_BLINK */
- case MS_TELEPORT: return -1; /* RF6_TPORT */
- case MS_WORLD: return -1; /* RF6_WORLD */
- case MS_SPECIAL: return -1; /* RF6_SPECIAL */
- case MS_TELE_TO: return -1; /* RF6_TELE_TO */
- case MS_TELE_AWAY: return -1; /* RF6_TELE_AWAY */
- case MS_TELE_LEVEL: return -1; /* RF6_TELE_LEVEL */
-
- /* RF6_PSY_SPEAR */
- case MS_PSY_SPEAR:
- dam = powerful ? 150 : 100;
- dice_num = 1;
- dice_side = powerful ? (rlev * 2) : (rlev * 3 / 2);
- break;
-
- case MS_DARKNESS: return -1; /* RF6_DARKNESS */
- case MS_MAKE_TRAP: return -1; /* RF6_TRAPS */
- case MS_FORGET: return -1; /* RF6_FORGET */
- case MS_RAISE_DEAD: return -1; /* RF6_RAISE_DEAD */
- case MS_S_KIN: return -1; /* RF6_S_KIN */
- case MS_S_CYBER: return -1; /* RF6_S_CYBER */
- case MS_S_MONSTER: return -1; /* RF6_S_MONSTER */
- case MS_S_MONSTERS: return -1; /* RF6_S_MONSTER */
- case MS_S_ANT: return -1; /* RF6_S_ANT */
- case MS_S_SPIDER: return -1; /* RF6_S_SPIDER */
- case MS_S_HOUND: return -1; /* RF6_S_HOUND */
- case MS_S_HYDRA: return -1; /* RF6_S_HYDRA */
- case MS_S_ANGEL: return -1; /* RF6_S_ANGEL */
- case MS_S_DEMON: return -1; /* RF6_S_DEMON */
- case MS_S_UNDEAD: return -1; /* RF6_S_UNDEAD */
- case MS_S_DRAGON: return -1; /* RF6_S_DRAGON */
- case MS_S_HI_UNDEAD: return -1; /* RF6_S_HI_UNDEAD */
- case MS_S_HI_DRAGON: return -1; /* RF6_S_HI_DRAGON */
- case MS_S_AMBERITE: return -1; /* RF6_S_AMBERITES */
- case MS_S_UNIQUE: return -1; /* RF6_S_UNIQUE */
- }
-
- return monspell_damage_roll(dam, dice_num, dice_side, mult, div, TYPE);
+ int dam = 0, dice_num = 0, dice_side = 0, mult = 1, div = 1;
+
+ switch (SPELL_NUM)
+ {
+ case MS_SHRIEK: return -1; /* RF4_SHRIEK */
+ case MS_XXX1: return -1; /* RF4_XXX1 */
+ case MS_DISPEL: return -1; /* RF4_DISPEL */
+
+ /* RF4_ROCKET */
+ case MS_ROCKET:
+ dam = (hp / 4) > 800 ? 800 : (hp / 4);
+ break;
+
+ /* RF4_SHOOT */
+ case MS_SHOOT:
+ dice_num = shoot_dd;
+ dice_side = shoot_ds;
+ dam = shoot_base;
+ break;
+ case MS_XXX2: return -1; /* RF4_XXX2 */
+ case MS_XXX3: return -1; /* RF4_XXX3 */
+ case MS_XXX4: return -1; /* RF4_XXX4 */
+
+ /* RF4_BR_ACID */
+ /* RF4_BR_ELEC */
+ /* RF4_BR_FIRE */
+ /* RF4_BR_COLD */
+ case MS_BR_ACID:
+ case MS_BR_ELEC:
+ case MS_BR_FIRE:
+ case MS_BR_COLD:
+ dam = ((hp / 3) > 1600 ? 1600 : (hp / 3));
+ break;
+
+ /* RF4_BR_POIS */
+ case MS_BR_POIS:
+ dam = ((hp / 3) > 800 ? 800 : (hp / 3));
+ break;
+
+ /* RF4_BR_NETH */
+ case MS_BR_NETHER:
+ dam = ((hp / 6) > 550 ? 550 : (hp / 6));
+ break;
+
+ /* RF4_BR_LITE */
+ /* RF4_BR_DARK */
+ case MS_BR_LITE:
+ case MS_BR_DARK:
+ dam = ((hp / 6) > 400 ? 400 : (hp / 6));
+ break;
+
+ /* RF4_BR_CONF */
+ /* RF4_BR_SOUN */
+ case MS_BR_CONF:
+ case MS_BR_SOUND:
+ dam = ((hp / 6) > 450 ? 450 : (hp / 6));
+ break;
+
+ /* RF4_BR_CHAO */
+ case MS_BR_CHAOS:
+ dam = ((hp / 6) > 600 ? 600 : (hp / 6));
+ break;
+
+ /* RF4_BR_DISE */
+ case MS_BR_DISEN:
+ dam = ((hp / 6) > 500 ? 500 : (hp / 6));
+ break;
+
+ /* RF4_BR_NEXU */
+ case MS_BR_NEXUS:
+ dam = ((hp / 3) > 250 ? 250 : (hp / 3));
+ break;
+
+ /* RF4_BR_TIME */
+ case MS_BR_TIME:
+ dam = ((hp / 3) > 150 ? 150 : (hp / 3));
+ break;
+
+ /* RF4_BR_INER */
+ /* RF4_BR_GRAV */
+ case MS_BR_INERTIA:
+ case MS_BR_GRAVITY:
+ dam = ((hp / 6) > 200 ? 200 : (hp / 6));
+ break;
+
+ /* RF4_BR_SHAR */
+ case MS_BR_SHARDS:
+ dam = ((hp / 6) > 500 ? 500 : (hp / 6));
+ break;
+
+ /* RF4_BR_PLAS */
+ case MS_BR_PLASMA:
+ dam = ((hp / 6) > 150 ? 150 : (hp / 6));
+ break;
+
+ /* RF4_BR_WALL */
+ case MS_BR_FORCE:
+ dam = ((hp / 6) > 200 ? 200 : (hp / 6));
+ break;
+
+ /* RF4_BR_MANA */
+ case MS_BR_MANA:
+ dam = ((hp / 3) > 250 ? 250 : (hp / 3));
+ break;
+
+ /* RF4_BA_NUKE */
+ case MS_BALL_NUKE:
+ mult = powerful ? 2 : 1;
+ dam = rlev * (mult / div);
+ dice_num = 10;
+ dice_side = 6;
+ break;
+
+ /* RF4_BR_NUKE */
+ case MS_BR_NUKE:
+ dam = ((hp / 3) > 800 ? 800 : (hp / 3));
+ break;
+
+ /* RF4_BA_CHAO */
+ case MS_BALL_CHAOS:
+ dam = (powerful ? (rlev * 3) : (rlev * 2));
+ dice_num = 10;
+ dice_side = 10;
+ break;
+
+ /* RF4_BR_DISI */
+ case MS_BR_DISI:
+ dam = ((hp / 6) > 150 ? 150 : (hp / 6));
+ break;
+
+ /* RF5_BA_ACID */
+ case MS_BALL_ACID:
+ if (powerful)
+ {
+ dam = (rlev * 4) + 50;
+ dice_num = 10;
+ dice_side = 10;
+ }
+ else
+ {
+ dam = 15;
+ dice_num = 1;
+ dice_side = rlev * 3;
+ }
+ break;
+
+ /* RF5_BA_ELEC */
+ case MS_BALL_ELEC:
+ if (powerful)
+ {
+ dam = (rlev * 4) + 50;
+ dice_num = 10;
+ dice_side = 10;
+ }
+ else
+ {
+ dam = 8;
+ dice_num = 1;
+ dice_side = rlev * 3 / 2;
+ }
+ break;
+
+ /* RF5_BA_FIRE */
+ case MS_BALL_FIRE:
+ if (powerful)
+ {
+ dam = (rlev * 4) + 50;
+ dice_num = 10;
+ dice_side = 10;
+ }
+ else
+ {
+ dam = 10;
+ dice_num = 1;
+ dice_side = rlev * 7 / 2;
+ }
+ break;
+
+ /* RF5_BA_COLD */
+ case MS_BALL_COLD:
+ if (powerful)
+ {
+ dam = (rlev * 4) + 50;
+ dice_num = 10;
+ dice_side = 10;
+ }
+ else
+ {
+ dam = 10;
+ dice_num = 1;
+ dice_side = rlev * 3 / 2;
+ }
+ break;
+
+ /* RF5_BA_POIS */
+ case MS_BALL_POIS:
+ mult = powerful ? 2 : 1;
+ dice_num = 12;
+ dice_side = 2;
+ break;
+
+ /* RF5_BA_NETH */
+ case MS_BALL_NETHER:
+ dam = 50 + rlev * (powerful ? 2 : 1);
+ dice_num = 10;
+ dice_side = 10;
+ break;
+
+ /* RF5_BA_WATE */
+ case MS_BALL_WATER:
+ dam = 50;
+ dice_num = 1;
+ dice_side = powerful ? (rlev * 3) : (rlev * 2);
+ break;
+
+ /* RF5_BA_MANA */
+ /* RF5_BA_DARK */
+ case MS_BALL_MANA:
+ case MS_BALL_DARK:
+ dam = (rlev * 4) + 50;
+ dice_num = 10;
+ dice_side = 10;
+ break;
+
+ /* RF5_DRAIN_MANA */
+ case MS_DRAIN_MANA:
+ dam = rlev;
+ div = 1;
+ dice_num = 1;
+ dice_side = rlev;
+ break;
+
+ /* RF5_MIND_BLAST */
+ case MS_MIND_BLAST:
+ dice_num = 7;
+ dice_side = 7;
+ break;
+
+ /* RF5_BRAIN_SMASH */
+ case MS_BRAIN_SMASH:
+ dice_num = 12;
+ dice_side = 12;
+ break;
+
+ /* RF5_CAUSE_1 */
+ case MS_CAUSE_1:
+ dice_num = 3;
+ dice_side = 8;
+ break;
+
+ /* RF5_CAUSE_2 */
+ case MS_CAUSE_2:
+ dice_num = 8;
+ dice_side = 8;
+ break;
+
+ /* RF5_CAUSE_3 */
+ case MS_CAUSE_3:
+ dice_num = 10;
+ dice_side = 15;
+ break;
+
+ /* RF5_CAUSE_4 */
+ case MS_CAUSE_4:
+ dice_num = 15;
+ dice_side = 15;
+ break;
+
+ /* RF5_BO_ACID */
+ case MS_BOLT_ACID:
+ mult = powerful ? 2 : 1;
+ dam = rlev / 3 * (mult / div);
+ dice_num = 7;
+ dice_side = 8;
+ break;
+
+ /* RF5_BO_ELEC */
+ case MS_BOLT_ELEC:
+ mult = powerful ? 2 : 1;
+ dam = rlev / 3 * (mult / div);
+ dice_num = 4;
+ dice_side = 8;
+ break;
+
+ /* RF5_BO_FIRE */
+ case MS_BOLT_FIRE:
+ mult = powerful ? 2 : 1;
+ dam = rlev / 3 * (mult / div);
+ dice_num = 9;
+ dice_side = 8;
+ break;
+
+ /* RF5_BO_COLD */
+ case MS_BOLT_COLD:
+ mult = powerful ? 2 : 1;
+ dam = rlev / 3 * (mult / div);
+ dice_num = 6;
+ dice_side = 8;
+ break;
+
+ /* RF5_BA_LITE */
+ case MS_STARBURST:
+ dam = (rlev * 4) + 50;
+ dice_num = 10;
+ dice_side = 10;
+ break;
+
+ /* RF5_BO_NETH */
+ case MS_BOLT_NETHER:
+ dam = 30 + (rlev * 4) / (powerful ? 2 : 3);
+ dice_num = 5;
+ dice_side = 5;
+ break;
+
+ /* RF5_BO_WATE */
+ case MS_BOLT_WATER:
+ dam = (rlev * 3 / (powerful ? 2 : 3));
+ dice_num = 10;
+ dice_side = 10;
+ break;
+
+ /* RF5_BO_MANA */
+ case MS_BOLT_MANA:
+ dam = 50;
+ dice_num = 1;
+ dice_side = rlev * 7 / 2;
+ break;
+
+ /* RF5_BO_PLAS */
+ case MS_BOLT_PLASMA:
+ dam = 10 + (rlev * 3 / (powerful ? 2 : 3));
+ dice_num = 8;
+ dice_side = 7;
+ break;
+
+ /* RF5_BO_ICEE */
+ case MS_BOLT_ICE:
+ dam = (rlev * 3 / (powerful ? 2 : 3));
+ dice_num = 6;
+ dice_side = 6;
+ break;
+
+ /* RF5_MISSILE */
+ case MS_MAGIC_MISSILE:
+ dam = (rlev / 3);
+ dice_num = 2;
+ dice_side = 6;
+ break;
+
+ case MS_SCARE: return -1; /* RF5_SCARE */
+ case MS_BLIND: return -1; /* RF5_BLIND */
+ case MS_CONF: return -1; /* RF5_CONF */
+ case MS_SLOW: return -1; /* RF5_SLOW */
+ case MS_SLEEP: return -1; /* RF5_HOLD */
+ case MS_SPEED: return -1; /* RF6_HASTE */
+
+ /* RF6_HAND_DOOM */
+ case MS_HAND_DOOM:
+ mult = p_ptr->chp;
+ div = 100;
+ dam = 40 * (mult / div);
+ dice_num = 1;
+ dice_side = 20;
+ break;
+
+ case MS_HEAL: return -1; /* RF6_HEAL */
+ case MS_INVULNER: return -1; /* RF6_INVULNER */
+ case MS_BLINK: return -1; /* RF6_BLINK */
+ case MS_TELEPORT: return -1; /* RF6_TPORT */
+ case MS_WORLD: return -1; /* RF6_WORLD */
+ case MS_SPECIAL: return -1; /* RF6_SPECIAL */
+ case MS_TELE_TO: return -1; /* RF6_TELE_TO */
+ case MS_TELE_AWAY: return -1; /* RF6_TELE_AWAY */
+ case MS_TELE_LEVEL: return -1; /* RF6_TELE_LEVEL */
+
+ /* RF6_PSY_SPEAR */
+ case MS_PSY_SPEAR:
+ dam = powerful ? 150 : 100;
+ dice_num = 1;
+ dice_side = powerful ? (rlev * 2) : (rlev * 3 / 2);
+ break;
+
+ case MS_DARKNESS: return -1; /* RF6_DARKNESS */
+ case MS_MAKE_TRAP: return -1; /* RF6_TRAPS */
+ case MS_FORGET: return -1; /* RF6_FORGET */
+ case MS_RAISE_DEAD: return -1; /* RF6_RAISE_DEAD */
+ case MS_S_KIN: return -1; /* RF6_S_KIN */
+ case MS_S_CYBER: return -1; /* RF6_S_CYBER */
+ case MS_S_MONSTER: return -1; /* RF6_S_MONSTER */
+ case MS_S_MONSTERS: return -1; /* RF6_S_MONSTER */
+ case MS_S_ANT: return -1; /* RF6_S_ANT */
+ case MS_S_SPIDER: return -1; /* RF6_S_SPIDER */
+ case MS_S_HOUND: return -1; /* RF6_S_HOUND */
+ case MS_S_HYDRA: return -1; /* RF6_S_HYDRA */
+ case MS_S_ANGEL: return -1; /* RF6_S_ANGEL */
+ case MS_S_DEMON: return -1; /* RF6_S_DEMON */
+ case MS_S_UNDEAD: return -1; /* RF6_S_UNDEAD */
+ case MS_S_DRAGON: return -1; /* RF6_S_DRAGON */
+ case MS_S_HI_UNDEAD: return -1; /* RF6_S_HI_UNDEAD */
+ case MS_S_HI_DRAGON: return -1; /* RF6_S_HI_DRAGON */
+ case MS_S_AMBERITE: return -1; /* RF6_S_AMBERITES */
+ case MS_S_UNIQUE: return -1; /* RF6_S_UNIQUE */
+ }
+
+ return monspell_damage_roll(dam, dice_num, dice_side, mult, div, TYPE);
}
*/
int monspell_damage(int SPELL_NUM, int m_idx, int TYPE)
{
- monster_type *m_ptr = &m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- int hp;
- int rlev = monster_level_idx(m_idx);
- int shoot_dd = r_ptr->blow[0].d_dice;
- int shoot_ds = r_ptr->blow[0].d_side;
-
- if (TYPE == DAM_ROLL)
- {
- hp = m_ptr->hp;
- }
- else
- {
- hp = m_ptr->max_maxhp;
- }
- return monspell_damage_base(SPELL_NUM, hp, rlev, monster_is_powerful(m_idx), shoot_dd, shoot_ds, 0, TYPE);
+ monster_type *m_ptr = &m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ int hp;
+ int rlev = monster_level_idx(m_idx);
+ int shoot_dd = r_ptr->blow[0].d_dice;
+ int shoot_ds = r_ptr->blow[0].d_side;
+
+ if (TYPE == DAM_ROLL)
+ {
+ hp = m_ptr->hp;
+ }
+ else
+ {
+ hp = m_ptr->max_maxhp;
+ }
+ return monspell_damage_base(SPELL_NUM, hp, rlev, monster_is_powerful(m_idx), shoot_dd, shoot_ds, 0, TYPE);
}
/*!
*/
int monspell_race_damage(int SPELL_NUM, int r_idx, int TYPE)
{
- monster_race *r_ptr = &r_info[r_idx];
- int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
- bool powerful = r_ptr->flags2 & RF2_POWERFUL ? TRUE : FALSE;
- u32b hp = r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside;
- int shoot_dd = r_ptr->blow[0].d_dice;
- int shoot_ds = r_ptr->blow[0].d_side;
-
- return monspell_damage_base(SPELL_NUM, MIN(30000, hp), rlev, powerful, shoot_dd, shoot_ds, 0, TYPE);
+ monster_race *r_ptr = &r_info[r_idx];
+ int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
+ bool powerful = r_ptr->flags2 & RF2_POWERFUL ? TRUE : FALSE;
+ u32b hp = r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside;
+ int shoot_dd = r_ptr->blow[0].d_dice;
+ int shoot_ds = r_ptr->blow[0].d_side;
+
+ return monspell_damage_base(SPELL_NUM, MIN(30000, hp), rlev, powerful, shoot_dd, shoot_ds, 0, TYPE);
}
/*!
*/
int monspell_bluemage_damage(int SPELL_NUM, int plev, int TYPE)
{
- int hp = p_ptr->chp;
- int shoot_dd = 1, shoot_ds = 1, shoot_base = 0;
- object_type *o_ptr = NULL;
-
- if (buki_motteruka(INVEN_RARM)) o_ptr = &inventory[INVEN_RARM];
- else if (buki_motteruka(INVEN_LARM)) o_ptr = &inventory[INVEN_LARM];
-
- if (o_ptr)
- {
- shoot_dd = o_ptr->dd;
- shoot_ds = o_ptr->ds;
- shoot_base = o_ptr->to_d;
- }
- return monspell_damage_base(SPELL_NUM, hp, plev * 2, FALSE, shoot_dd, shoot_ds, shoot_base, TYPE);
+ int hp = p_ptr->chp;
+ int shoot_dd = 1, shoot_ds = 1, shoot_base = 0;
+ object_type *o_ptr = NULL;
+
+ if (buki_motteruka(INVEN_RARM)) o_ptr = &inventory[INVEN_RARM];
+ else if (buki_motteruka(INVEN_LARM)) o_ptr = &inventory[INVEN_LARM];
+
+ if (o_ptr)
+ {
+ shoot_dd = o_ptr->dd;
+ shoot_ds = o_ptr->ds;
+ shoot_base = o_ptr->to_d;
+ }
+ return monspell_damage_base(SPELL_NUM, hp, plev * 2, FALSE, shoot_dd, shoot_ds, shoot_base, TYPE);
}
\ No newline at end of file