Ejemplo n.º 1
0
void Weapon_RocketLauncher_Fire (edict_t *ent)
{
	vec3_t	offset, start;
	vec3_t	forward, right;
	int		damage;
	float	damage_radius;
	int		radius_damage;

	damage = 100 + (int)(random() * 20.0);
	radius_damage = 120;
	damage_radius = 120;
	if (is_quad)
	{
		damage *= 4;
		radius_damage *= 4;
	}

	AngleVectors (ent->client->v_angle, forward, right, NULL);

	VectorScale (forward, -2, ent->client->kick_origin);
	ent->client->kick_angles[0] = -1;

	VectorSet(offset, 8, 8, ent->viewheight-8);
	P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
	fire_rocket (ent, start, forward, damage, 650, damage_radius, radius_damage);

	VectorSet(offset, 8, -8, ent->viewheight-8);
	P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
	fire_rocket (ent, start, forward, damage, 650, damage_radius, radius_damage);

	VectorSet(offset, 8, 0, ent->viewheight-16);
	P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
	fire_rocket (ent, start, forward, damage, 650, damage_radius, radius_damage);

	VectorSet(offset, 8, 0, ent->viewheight -1);
	P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
	fire_rocket (ent, start, forward, damage, 650, damage_radius, radius_damage);

	// send muzzle flash
	gi.WriteByte (svc_muzzleflash);
	gi.WriteShort (ent-g_edicts);
	gi.WriteByte (MZ_ROCKET | is_silenced);
	gi.multicast (ent->s.origin, MULTICAST_PVS);

	ent->client->ps.gunframe++;

	PlayerNoise(ent, start, PNOISE_WEAPON);

	if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
		ent->client->pers.inventory[ent->client->ammo_index]--;
}
Ejemplo n.º 2
0
void android_rocket_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Rocket Launcher");
        break;
    case SPELL_DESC:
        var_set_string(res, "Launches a powerful rocket at your opponent.");
        break;
    case SPELL_INFO:
        var_set_string(res, info_damage(0, 0, spell_power(p_ptr->lev * 7)));
        break;
    case SPELL_CAST:
    {
        int dir = 0;
        var_set_bool(res, FALSE);
        if (!get_aim_dir(&dir)) return;

        msg_print("You launch a rocket.");
        fire_rocket(GF_ROCKET, dir, spell_power(p_ptr->lev * 7), 2);

        var_set_bool(res, TRUE);
        break;
    }
    default:
        default_spell(cmd, res);
        break;
    }
}
Ejemplo n.º 3
0
void _cyber_rocket_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Rocket");
        break;
    case SPELL_DESC:
        var_set_string(res, "Launches a powerful rocket at your opponent.");
        break;
    case SPELL_INFO:
        var_set_string(res, info_damage(0, 0, _rocket_amount()));
        break;
    case SPELL_CAST:
    {
        int dir = 0;
        var_set_bool(res, FALSE);
        if (!get_aim_dir(&dir)) return;

        msg_print("You launch a rocket.");
        fire_rocket(GF_ROCKET, dir, _rocket_amount(), 2);

        var_set_bool(res, TRUE);
        break;
    }
    case SPELL_COST_EXTRA:
        var_set_int(res, p_ptr->lev*19/50 + p_ptr->lev*p_ptr->lev*19/2500);
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
Ejemplo n.º 4
0
// otty: teleporting a rocket is more expensive than freeing the old and creating a new one. just keep the owner and lifetime
void TeleportEntity(gentity_t * ent, vec3_t origin, vec3_t angles)
{
	// Tr3B: this needs to be recoded for secondary firemode projectiles
#if 0
	vec3_t          dir;

	gentity_t      *telep = NULL;

	AngleVectors(angles, dir, NULL, NULL);

	switch (ent->s.weapon)
	{
		default:
			return;

		case WP_ROCKET_LAUNCHER:
			telep = fire_rocket(&g_entities[ent->r.ownerNum], origin, dir);
			break;

		/*
		case WP_FLAK_CANNON:
			telep = fire_grenade(&g_entities[ent->r.ownerNum], origin, dir);
			break;
		*/

	}

	if(telep)
		telep->nextthink = ent->nextthink;

	G_FreeEntity(ent);
#endif
}
Ejemplo n.º 5
0
// Rocket Launcher
void actorRocket (edict_t *self)
{
	vec3_t	start, target;
	vec3_t	forward, right, up;
	int		damage = 80;

	if(!self->enemy || !self->enemy->inuse)
		return;

	AngleVectors (self->s.angles, forward, right, up);
	if(self->monsterinfo.aiflags & AI_TWO_GUNS)
	{
		if(self->framenumbers % 2)
			G_ProjectSource2 (self->s.origin, self->muzzle2, forward, right, up, start);
		else
			G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start);
		self->framenumbers++;
	}
	else
		G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start);
	ActorTarget(self,target);
	VectorSubtract (target, start, forward);
	VectorNormalize (forward);
	fire_rocket (self, start, forward, damage, 550, damage+20, damage, 
		( (self->spawnflags & SF_MONSTER_SPECIAL) ? self->enemy : NULL) );

	gi.positioned_sound(start,self,CHAN_WEAPON,gi.soundindex("weapons/rocklf1a.wav"),1,ATTN_NORM,0);

	if(developer->value)
	{
		if (!(self->monsterinfo.aiflags & AI_TWO_GUNS) || (self->framenumbers % 2))
			TraceAimPoint(start,target);
	}
}
Ejemplo n.º 6
0
void monster_fire_rocket(edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype){
	fire_rocket(self, start, dir, damage, speed, damage + 20, damage);
	
	gi.WriteByte(svc_muzzleflash2);
	gi.WriteShort(self - g_edicts);
	gi.WriteByte(flashtype);
	gi.multicast(start, MULTICAST_PVS);
}
Ejemplo n.º 7
0
void Use_Shooter( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
	vec3_t		dir;
	float		deg;
	vec3_t		up, right;
#ifdef SMOKINGUNS
	gentity_t	*missile ;
#endif

	// see if we have a target
	if ( ent->enemy ) {
		VectorSubtract( ent->enemy->r.currentOrigin, ent->s.origin, dir );
		VectorNormalize( dir );
	} else {
		VectorCopy( ent->movedir, dir );
	}

	// randomize a bit
	PerpendicularVector( up, dir );
	CrossProduct( up, dir, right );

	deg = crandom() * ent->random;
	VectorMA( dir, deg, up, dir );

	deg = crandom() * ent->random;
	VectorMA( dir, deg, right, dir );

	VectorNormalize( dir );

	switch ( ent->s.weapon ) {
#ifndef SMOKINGUNS
	case WP_GRENADE_LAUNCHER:
		fire_grenade( ent, ent->s.origin, dir );
		break;
	case WP_ROCKET_LAUNCHER:
		fire_rocket( ent, ent->s.origin, dir );
		break;
	case WP_PLASMAGUN:
		fire_plasma( ent, ent->s.origin, dir );
		break;
#else
	case WP_DYNAMITE:
		missile = fire_dynamite( ent, ent->s.origin, dir, ent->speed ? (int)ent->speed : 700 );
		// Tequila: Set the explode time from wait attribut
		if (ent->wait)
			missile->nextthink = level.time + (int)(ent->wait*1000);
		// Tequila: Lit the dynamite
		missile->s.apos.trDelta[0] = missile->nextthink;
		break;
	case WP_MOLOTOV:
		missile = fire_molotov( ent, ent->s.origin, dir, ent->speed ? (int)ent->speed : 700 );
		// Tequila: Lit the molotov
		missile->s.apos.trDelta[0] = 1;
		break;
#endif
	}

	G_AddEvent( ent, EV_FIRE_WEAPON, 0 );
}
Ejemplo n.º 8
0
void Weapon_RocketLauncher_Fire (gentity_t *ent) {
	gentity_t	*m;

	m = fire_rocket (ent, muzzle, forward);
	m->damage *= s_quadFactor;
	m->splashDamage *= s_quadFactor;

//	VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta );	// "real" physics
}
Ejemplo n.º 9
0
void
Weapon_RocketLauncher_Fire(Gentity *ent)
{
	Gentity *m;
	Vec3 fw;
	Scalar s;
	
	m = fire_rocket(ent, muzzle, forward);
	m->damage *= s_quadFactor;
	m->splashDamage *= s_quadFactor;
}
Ejemplo n.º 10
0
/*
 * do_cmd_cast calls this function if the player's class
 * is 'imitator'.
 */
static bool use_mane(int spell)
{
	int             dir;
	int             plev = p_ptr->lev;
	u32b mode = (PM_ALLOW_GROUP | PM_FORCE_PET);
	u32b u_mode = 0L;

	if (randint1(50+plev) < plev/10) u_mode = PM_ALLOW_UNIQUE;


	/* spell code */
	switch (spell)
	{
	case MS_SHRIEK:
#ifdef JP
msg_print("かん高い金切り声をあげた。");
#else
		msg_print("You make a high pitched shriek.");
#endif

		aggravate_monsters(0);
		break;
	case MS_XXX1:
		break;
	case MS_DISPEL:
	{
		int m_idx;

		if (!target_set(TARGET_KILL)) return FALSE;
		m_idx = cave[target_row][target_col].m_idx;
		if (!m_idx) break;
		if (!player_has_los_bold(target_row, target_col)) break;
		if (!projectable(py, px, target_row, target_col)) break;
		dispel_monster_status(m_idx);
		break;
	}
	case MS_ROCKET:
		if (!get_aim_dir(&dir)) return FALSE;
#ifdef JP
else msg_print("ロケットを発射した。");
#else
			else msg_print("You fire a rocket.");
#endif
		
			fire_rocket(GF_ROCKET, dir, damage, 2);
		break;
	case MS_SHOOT:
		if (!get_aim_dir(&dir)) return FALSE;
#ifdef JP
else msg_print("矢を放った。");
#else
			else msg_print("You fire an arrow.");
Ejemplo n.º 11
0
void rocket_mirv_think(edict_t *ent)
{
	vec3_t	offset, start;
	vec3_t	forward, right;
	vec3_t  old_v_angle;
	int		damage;
	float	damage_radius;
	int		radius_damage;

	damage = 40 + (int)(random() * 20.0);
	radius_damage = 75;
	damage_radius = 100;

	old_v_angle[0] = ent->s.angles[0];
	old_v_angle[1] = ent->s.angles[1];

	AngleVectors(ent->s.angles, forward, right, NULL);

	VectorSet(offset, 8, 8, ent->viewheight - 8);
	G_ProjectSource(ent->s.origin, offset, forward, right, start);
	fire_rocket(ent, start, forward, damage, 450, damage_radius, radius_damage);

	for (int i = 0; i < 15; i++)
	{
		ent->s.angles[0] = old_v_angle[0];
		ent->s.angles[1] = old_v_angle[1];
		ent->s.angles[0] += -15 + (int)(random() * 30.0);
		ent->s.angles[1] += -15 + (int)(random() * 30.0);

		AngleVectors(ent->s.angles, forward, right, NULL);

		VectorSet(offset, 8, 8, ent->viewheight - 8);
		G_ProjectSource(ent->s.origin, offset, forward, right, start);
		fire_rocket(ent, start, forward, damage, 450, damage_radius, radius_damage);
	}

	G_FreeEdict(ent);

}
Ejemplo n.º 12
0
/*
======================================================================

ROCKET

======================================================================
*/
void Weapon_RocketLauncher_Fire (edict_t *ent)
{
	vec3_t	offset, start;
	vec3_t	forward, right;
	int		damage;
	float	damage_radius;
	int		radius_damage;

	damage = 100 + (int)(random() * 20.0);
	radius_damage = 120;
	damage_radius = 120;
	if (is_quad)
	{
		damage *= 4;
		radius_damage *= 4;
	}

	ent->client->ps.gunframe++;

	AngleVectors (ent->client->v_angle, forward, right, NULL);

	VectorScale (forward, -2, ent->client->kick_origin);
	ent->client->kick_angles[0] = -1;

	VectorSet(offset, 8, 8, ent->viewheight-8);
	P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);

	if(EMPNukeCheck(ent, start))
	{
		gi.sound (ent, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0);
	}
	else
	{
		if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
			ent->client->pers.inventory[ent->client->ammo_index]--;

		fire_rocket (ent, start, forward, damage, 650, damage_radius, radius_damage);

		// send muzzle flash
		gi.WriteByte (svc_muzzleflash);
		gi.WriteShort (ent-g_edicts);
		gi.WriteByte (MZ_ROCKET | is_silenced);
		gi.multicast (ent->s.origin, MULTICAST_PVS);

		PlayerNoise(ent, start, PNOISE_WEAPON);

		// play quad damage sound
		playQuadSound(ent);
	}
}
Ejemplo n.º 13
0
void monster_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype)
{
	if(EMPNukeCheck(self, start))
	{
		gi.sound (self, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0);
		return;
	}

	ANIM_AIM(self, dir);
	fire_rocket (self, start, dir, damage, speed, damage+20, damage);

	gi.WriteByte (svc_muzzleflash2);
	gi.WriteShort (self - g_edicts);
	gi.WriteByte (flashtype);
	gi.multicast (start, MULTICAST_PVS);
}	
Ejemplo n.º 14
0
void turret_breach_fire(edict_t *self){
	vec3_t	f, r, u;
	vec3_t	start;
	int	damage;
	int	speed;
	
	AngleVectors(self->s.angles, f, r, u);
	VectorMA(self->s.origin, self->move_origin[0], f, start);
	VectorMA(start, self->move_origin[1], r, start);
	VectorMA(start, self->move_origin[2], u, start);
	
	damage = 100 + random() * 50;
	speed = 550 + 50 * skill->value;
	fire_rocket(self->teammaster->owner, start, f, damage, speed, 150, damage);
	gi.positioned_sound(start, self, CHAN_WEAPON, gi.soundindex("weapons/rocklf1a.wav"), 1, ATTN_NORM, 0);
}
Ejemplo n.º 15
0
Archivo: z_boss.c Proyecto: ZwS/qudos
void FireDeadRocket4(edict_t *self)
{
	vec3_t	forward, right, up;
	vec3_t	start;
	vec3_t	rocketoffset	= {-8, -16, 17};

	AngleVectors (self->s.angles, forward, right, up);

	G_ProjectSource (self->s.origin, rocketoffset, forward, right, start);
	
	fire_rocket (self, start, up, 70, 500, 70+20, 70);

	gi.WriteByte (svc_muzzleflash2);
	gi.WriteShort (self - g_edicts);
	gi.WriteByte (MZ2_BOSS2_ROCKET_1);
	gi.multicast (start, MULTICAST_PVS);
}
Ejemplo n.º 16
0
Archivo: p_weapon.c Proyecto: qbism/tmg
void Weapon_RocketLauncher_Fire (edict_t *ent)
{
	vec3_t	offset, start;
	vec3_t	forward, right;
	int		damage;
	float	damage_radius;
	int		radius_damage;

	damage = rl_damage->value + (int)(random() * 20.0);
	radius_damage = rl_radius_damage->value;;
	damage_radius = rl_radius->value;;
	if (is_quad)
	{
		damage *= 4;
		radius_damage *= 4;
	}
//DB
  if (is_strength)
		damage *= 2;
//DB
	AngleVectors (ent->client->v_angle, forward, right, NULL);

	VectorScale (forward, -2, ent->client->kick_origin);
	ent->client->kick_angles[0] = -1;

	VectorSet(offset, 8, 8, ent->viewheight-8);
	P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
	fire_rocket (ent, start, forward, damage, rocket_speed->value, damage_radius, radius_damage);

	// send muzzle flash
	gi.WriteByte (svc_muzzleflash);
	gi.WriteShort (ent-g_edicts);
	gi.WriteByte (MZ_ROCKET | is_silenced);
	gi.multicast (ent->s.origin, MULTICAST_PVS);

	ent->client->ps.gunframe++;
//RAV
	//allow for camper checking
	ent->client->check_camping = true;
//
	PlayerNoise(ent, start, PNOISE_WEAPON);

	if (! ( dmflag & DF_INFINITE_AMMO ) )
		ent->client->pers.inventory[ent->client->ammo_index]--;
}
Ejemplo n.º 17
0
void monster_autocannon_fire(edict_t *self)
{
	vec3_t forward, right, start;

	// fire straight ahead
	AngleVectors (self->s.angles, forward, right, NULL);
	if (self->onFloor)
		VectorNegate(right, right);
	VectorMA(self->s.origin, 24, forward, start);
	G_ProjectSource (self->s.origin, fireOffset[self->style], forward, right, start);

	if(EMPNukeCheck(self, start))
	{
		gi.sound (self, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0);
		return;
	}

	// what to fire?
	switch(self->style)
	{
	case 1:
	default:
		fire_bullet(self, start, forward, AC_BULLET_DMG, AC_BULLET_KICK, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_AUTOCANNON);
		gi.WriteByte (svc_muzzleflash);
		gi.WriteShort (self - g_edicts);
		gi.WriteByte (MZ_CHAINGUN2);
		gi.multicast (self->s.origin, MULTICAST_PVS);
		break;
	case 2:
		fire_rocket(self, start, forward, AC_ROCKET_DMG, AC_ROCKET_SPEED, AC_ROCKET_RADIUS_DMG, AC_ROCKET_DMG_RADIUS);
		gi.WriteByte (svc_muzzleflash);
		gi.WriteShort (self - g_edicts);
		gi.WriteByte (MZ_ROCKET);
		gi.multicast (self->s.origin, MULTICAST_PVS);
		break;
	case 3:
	case 4:
		fire_blaster (self, start, forward, AC_BLASTER_DMG, AC_BLASTER_SPEED, EF_HYPERBLASTER, true);
		gi.WriteByte (svc_muzzleflash);
		gi.WriteShort (self - g_edicts);
		gi.WriteByte (MZ_HYPERBLASTER);
		gi.multicast (self->s.origin, MULTICAST_PVS);
		break;
	}
}
Ejemplo n.º 18
0
Archivo: g_misc.c Proyecto: otty/cake3
void Use_Shooter(gentity_t * ent, gentity_t * other, gentity_t * activator)
{
	vec3_t          dir;
	float           deg;
	vec3_t          up, right;

	// see if we have a target
	if(ent->enemy)
	{
		VectorSubtract(ent->enemy->r.currentOrigin, ent->s.origin, dir);
		VectorNormalize(dir);
	}
	else
	{
		VectorCopy(ent->movedir, dir);
	}

	// randomize a bit
	PerpendicularVector(up, dir);
	CrossProduct(up, dir, right);

	deg = crandom() * ent->random;
	VectorMA(dir, deg, up, dir);

	deg = crandom() * ent->random;
	VectorMA(dir, deg, right, dir);

	VectorNormalize(dir);

	switch (ent->s.weapon)
	{
		case WP_GRENADE_LAUNCHER:
			fire_grenade(ent, ent->s.origin, dir);
			break;
		case WP_ROCKET_LAUNCHER:
			fire_rocket(ent, ent->s.origin, dir);
			break;
		case WP_PLASMAGUN:
			fire_plasma(ent, ent->s.origin, dir);
			break;
	}

	G_AddEvent(ent, EV_FIRE_WEAPON, 0);
}
Ejemplo n.º 19
0
void Weapon_RocketLauncher_Fire (edict_t *ent)
{
	vec3_t	offset, start;
	vec3_t	forward, right;
	int		damage;
	float	damage_radius;
	int		radius_damage;
	int		dmg_lvl = ent->client->pers.skill[1];
	iteminfo_t *info = getWornItemInfo(ent, 0);

	damage = info->arg1 + info->arg2 * dmg_lvl;
	radius_damage = damage;
	damage_radius = info->arg4 + info->arg5 * dmg_lvl;
	damage = applyWeaponBonuses(ent, damage, 1);
	if (is_quad)
		radius_damage *= 4;

	AngleVectors (ent->client->v_angle, forward, right, NULL);

	VectorScale (forward, -2, ent->client->kick_origin);
	ent->client->kick_angles[0] = -1;

	VectorSet(offset, 8, 8, ent->viewheight-8);
	P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
	fire_rocket (ent, start, forward, damage, info->arg6 + info->arg7 * ent->client->pers.skill[7], damage_radius, radius_damage);
	ent->client->silencer_shots-=6;

	// send muzzle flash
	if ((ent->client->silencer_shots > 0) && (ent->client->pers.skill[58] > 7)) {
		ent->client->silencer_shots -= 1;
	} else {
		gi.WriteByte (svc_muzzleflash);
		gi.WriteShort (ent-g_edicts);
		gi.WriteByte (MZ_ROCKET | is_silenced);
		gi.multicast (ent->s.origin, MULTICAST_PVS);
	}

	ent->client->ps.gunframe++;

	PlayerNoise(ent, start, PNOISE_WEAPON);

//	if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
		ent->client->pers.inventory[ent->client->ammo_index]--;
}
Ejemplo n.º 20
0
void boss_tank_attack (edict_t *ent)
{
	int		damage, flash_number;
	vec3_t	forward, start;

	if ((flash_number=p_tank_getFirePos(ent, start, forward))==-1)
		return;

	ent->owner->client->idle_frames = 0; // you're not idle if you're attacking!

	// punch attack
	if (ent->owner->client->weapon_mode)
	{
		//begin attack
		if (ent->s.frame == TANK_FRAMES_START_PUNCH)
		{
			if (boss_findtarget(ent) && (entdist(ent, ent->enemy) > TANK_PUNCH_RADIUS))
			{
				if (TeleportNearTarget(ent, ent->enemy, 16))
					boss_locktarget(ent, 0, forward, start);
			}
			gi.sound (ent, CHAN_WEAPON, gi.soundindex ("tank/tnkatck4.wav"), 1, ATTN_NORM, 0);
		}
		else if (ent->s.frame == TANK_FRAMES_END_PUNCH)
			boss_punch(ent);
		return;
	}

	if (!flash_number) // not a firing frame
		return;

	damage = TANK_ROCKET_INITIAL_DAMAGE+TANK_ROCKET_ADDON_DAMAGE*ent->monsterinfo.level;

	fire_rocket(ent, start, forward, damage, TANK_ROCKET_SPEED, damage, damage);

	gi.WriteByte(svc_muzzleflash2);
	gi.WriteShort(ent-g_edicts);
	gi.WriteByte(flash_number);
	gi.multicast(start, MULTICAST_PVS);
}
Ejemplo n.º 21
0
Archivo: z_boss.c Proyecto: ZwS/qudos
void FireRocket(edict_t *self)
{
	vec3_t	forward, right;
	vec3_t	start;
	vec3_t	dir;
	vec3_t	vec;

	int offset = (self->s.frame - 71) / 3;

	AngleVectors (self->s.angles, forward, right, NULL);

	G_ProjectSource (self->s.origin, rocketoffset[offset], forward, right, start);

	if(self->monsterinfo.aiflags & AI_ONESHOTTARGET)
	{
		VectorCopy(	self->monsterinfo.shottarget, vec );
	}
	else
	{
		VectorCopy (self->enemy->s.origin, vec);
		vec[2] += self->enemy->viewheight;
	}

	vec[0] += (100 - (200 * random()));
	vec[1] += (100 - (200 * random()));
	vec[2] += (40 - (80 * random()));
	VectorSubtract (vec, start, dir);
	VectorNormalize (dir);

	
//  ANIM_AIM(self, dir);
	fire_rocket (self, start, dir, 70, 500, 70+20, 70);

	gi.WriteByte (svc_muzzleflash2);
	gi.WriteShort (self - g_edicts);
	gi.WriteByte (MZ2_BOSS2_ROCKET_1);
	gi.multicast (start, MULTICAST_PVS);
}
Ejemplo n.º 22
0
void monster_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype)
{
	float	radius, chance;

	// holy freeze reduces firing rate by 50%
	if (que_typeexists(self->curses, AURA_HOLYFREEZE))
	{
		if (random() <= 0.5)
			return;
	}

	// chill effect reduces attack rate/refire
	if (self->chill_time > level.time)
	{
		chance = 1 / (1 + CHILL_DEFAULT_BASE + CHILL_DEFAULT_ADDON * self->chill_level);
		if (random() > chance)
			return;
	}

	radius = damage;

	// cap damage radius
	if (damage > 125)
		radius = 125;

	// cap speed
	if (speed > 1000)
		speed = 1000;

	damage = monster_increaseDamageByTalent(self->activator, damage);
	fire_rocket (self, start, dir, damage, speed, radius, damage);

	gi.WriteByte (svc_muzzleflash2);
	gi.WriteShort (self - g_edicts);
	gi.WriteByte (flashtype);
	gi.multicast (start, MULTICAST_PVS);
}	
Ejemplo n.º 23
0
/*
 * do_cmd_cast calls this function if the player's class
 * is 'imitator'.
 */
static bool use_mane(int spell)
{
    int             dir;
    int             plev = p_ptr->lev;
    u32b mode = (PM_ALLOW_GROUP | PM_FORCE_PET);
    u32b u_mode = 0L;

    if (randint1(50+plev) < plev/10) u_mode = PM_ALLOW_UNIQUE;

    /* spell code */
    switch (spell)
    {
    case MS_SHRIEK:
        msg_print("You make a high pitched shriek.");
        aggravate_monsters(0);
        break;
    case MS_XXX1:
        break;
    case MS_DISPEL:
    {
        int m_idx;

        if (!target_set(TARGET_KILL)) return FALSE;
        m_idx = cave[target_row][target_col].m_idx;
        if (!m_idx) break;
        if (!player_has_los_bold(target_row, target_col)) break;
        if (!projectable(py, px, target_row, target_col)) break;
        dispel_monster_status(m_idx);
        break;
    }
    case MS_ROCKET:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You fire a rocket.");
        fire_rocket(GF_ROCKET, dir, damage, 2);
        break;
    case MS_SHOOT:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You fire an arrow.");
        fire_bolt(GF_ARROW, dir, damage);
        break;
    case MS_XXX2:
        break;
    case MS_XXX3:
        break;
    case MS_BR_STORM:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe storm.");
        fire_ball(GF_STORM, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_ACID:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe acid.");
        fire_ball(GF_ACID, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_ELEC:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe lightning.");
        fire_ball(GF_ELEC, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_FIRE:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe fire.");
        fire_ball(GF_FIRE, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_COLD:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe frost.");
        fire_ball(GF_COLD, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_POIS:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe gas.");
        fire_ball(GF_POIS, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_NETHER:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe nether.");
        fire_ball(GF_NETHER, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_LITE:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe light.");
        fire_ball(GF_LITE, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_DARK:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe darkness.");
        fire_ball(GF_DARK, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_CONF:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe confusion.");
        fire_ball(GF_CONFUSION, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_SOUND:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe sound.");
        fire_ball(GF_SOUND, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_CHAOS:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe chaos.");
        fire_ball(GF_CHAOS, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_DISEN:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe disenchantment.");
        fire_ball(GF_DISENCHANT, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_NEXUS:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe nexus.");
        fire_ball(GF_NEXUS, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_TIME:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe time.");
        fire_ball(GF_TIME, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_INERTIA:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe inertia.");
        fire_ball(GF_INERT, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_GRAVITY:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe gravity.");
        fire_ball(GF_GRAVITY, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_SHARDS:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe shards.");
        fire_ball(GF_SHARDS, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_PLASMA:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe plasma.");
        fire_ball(GF_PLASMA, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_FORCE:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe force.");
        fire_ball(GF_FORCE, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_MANA:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe mana.");
        fire_ball(GF_MANA, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BALL_NUKE:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a ball of radiation.");
        fire_ball(GF_NUKE, dir, damage, 2);
        break;
    case MS_BR_NUKE:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe toxic waste.");
        fire_ball(GF_NUKE, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BALL_CHAOS:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You invoke a raw Logrus.");
        fire_ball(GF_CHAOS, dir, damage, 4);
        break;
    case MS_BR_DISI:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe disintegration.");
        fire_ball(GF_DISINTEGRATE, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BALL_ACID:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast an acid ball.");
        fire_ball(GF_ACID, dir, damage, 2);
        break;
    case MS_BALL_ELEC:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a lightning ball.");
        fire_ball(GF_ELEC, dir, damage, 2);
        break;
    case MS_BALL_FIRE:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a fire ball.");
        fire_ball(GF_FIRE, dir, damage, 2);
        break;
    case MS_BALL_COLD:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a frost ball.");
        fire_ball(GF_COLD, dir, damage, 2);
        break;
    case MS_BALL_POIS:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a stinking cloud.");
        fire_ball(GF_POIS, dir, damage, 2);
        break;
    case MS_BALL_NETHER:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a nether ball.");
        fire_ball(GF_NETHER, dir, damage, 2);
        break;
    case MS_BALL_WATER:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You gesture fluidly.");
        fire_ball(GF_WATER, dir, damage, 4);
        break;
    case MS_BALL_MANA:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You invoke a mana storm.");
        fire_ball(GF_MANA, dir, damage, 4);
        break;
    case MS_BALL_DARK:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You invoke a darkness storm.");
        fire_ball(GF_DARK, dir, damage, 4);
        break;
    case MS_DRAIN_MANA:
        if (!get_aim_dir(&dir)) return FALSE;
        fire_ball_hide(GF_DRAIN_MANA, dir, randint1(plev*3)+plev, 0);
        break;
    case MS_MIND_BLAST:
        if (!get_aim_dir(&dir)) return FALSE;
        fire_ball_hide(GF_MIND_BLAST, dir, damage, 0);
        break;
    case MS_BRAIN_SMASH:
        if (!get_aim_dir(&dir)) return FALSE;
        fire_ball_hide(GF_BRAIN_SMASH, dir, damage, 0);
        break;
    case MS_CAUSE_1:
        if (!get_aim_dir(&dir)) return FALSE;
        fire_ball_hide(GF_CAUSE_1, dir, damage, 0);
        break;
    case MS_CAUSE_2:
        if (!get_aim_dir(&dir)) return FALSE;
        fire_ball_hide(GF_CAUSE_2, dir, damage, 0);
        break;
    case MS_CAUSE_3:
        if (!get_aim_dir(&dir)) return FALSE;
        fire_ball_hide(GF_CAUSE_3, dir, damage, 0);
        break;
    case MS_CAUSE_4:
        if (!get_aim_dir(&dir)) return FALSE;
        fire_ball_hide(GF_CAUSE_4, dir, damage, 0);
        break;
    case MS_BOLT_ACID:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast an acid bolt.");
        fire_bolt(GF_ACID, dir, damage);
        break;
    case MS_BOLT_ELEC:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a lightning bolt.");
        fire_bolt(GF_ELEC, dir, damage);
        break;
    case MS_BOLT_FIRE:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a fire bolt.");
        fire_bolt(GF_FIRE, dir, damage);
        break;
    case MS_BOLT_COLD:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a frost bolt.");
        fire_bolt(GF_COLD, dir, damage);
        break;
    case MS_STARBURST:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You invoke a starburst.");
        fire_ball(GF_LITE, dir, damage, 4);
        break;
    case MS_BOLT_NETHER:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a nether bolt.");
        fire_bolt(GF_NETHER, dir, damage);
        break;
    case MS_BOLT_WATER:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a water bolt.");
        fire_bolt(GF_WATER, dir, damage);
        break;
    case MS_BOLT_MANA:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a mana bolt.");
        fire_bolt(GF_MANA, dir, damage);
        break;
    case MS_BOLT_PLASMA:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a plasma bolt.");
        fire_bolt(GF_PLASMA, dir, damage);
        break;
    case MS_BOLT_ICE:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a ice bolt.");
        fire_bolt(GF_ICE, dir, damage);
        break;
    case MS_MAGIC_MISSILE:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a magic missile.");
        fire_bolt(GF_MISSILE, dir, damage);
        break;
    case MS_SCARE:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a fearful illusion.");
        fear_monster(dir, plev+10);
        break;
    case MS_BLIND:
        if (!get_aim_dir(&dir)) return FALSE;
        confuse_monster(dir, plev * 2);
        break;
    case MS_CONF:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a mesmerizing illusion.");
        confuse_monster(dir, plev * 2);
        break;
    case MS_SLOW:
        if (!get_aim_dir(&dir)) return FALSE;
        slow_monster(dir);
        break;
    case MS_SLEEP:
        if (!get_aim_dir(&dir)) return FALSE;
        sleep_monster(dir, plev*3);
        break;
    case MS_SPEED:
        (void)set_fast(randint1(20 + plev) + plev, FALSE);
        break;
    case MS_HAND_DOOM:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You invoke the Hand of Doom!");
        fire_ball_hide(GF_HAND_DOOM, dir, 200, 0);
        break;
    case MS_HEAL:
        msg_print("You concentrate on your wounds!");
        (void)hp_player(plev*6);
        (void)set_stun(0, TRUE);
        (void)set_cut(0, TRUE);
        break;
    case MS_INVULNER:
        msg_print("You cast a Globe of Invulnerability.");
        (void)set_invuln(randint1(7) + 7, FALSE);
        break;
    case MS_BLINK:
        if (mut_present(MUT_ASTRAL_GUIDE))
            energy_use = 30;
        teleport_player(10, 0L);
        break;
    case MS_TELEPORT:
        if (mut_present(MUT_ASTRAL_GUIDE))
            energy_use = 30;
        teleport_player(plev * 5, 0L);
        break;
    case MS_WORLD:
        world_player = TRUE;
        if (damage == 1 || damage == 2)
            msg_print("You yell 'The World! Time has stopped!'");
        else if (damage == 3 || damage == 6)
            msg_print("You yell 'Time!'");
        else
            msg_print("hek!");
        msg_print(NULL);

        p_ptr->energy_need -= 1000 + (100 + randint1(200)+200)*TURNS_PER_TICK/10;
        p_ptr->redraw |= (PR_MAP);
        p_ptr->update |= (PU_MONSTERS);
        p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
        handle_stuff();
        break;
    case MS_SPECIAL:
        break;
    case MS_TELE_TO:
    {
        monster_type *m_ptr;
        monster_race *r_ptr;
        char m_name[80];

        if (!target_set(TARGET_KILL)) return FALSE;
        if (!cave[target_row][target_col].m_idx) break;
        if (!player_has_los_bold(target_row, target_col)) break;
        if (!projectable(py, px, target_row, target_col)) break;
        m_ptr = &m_list[cave[target_row][target_col].m_idx];
        r_ptr = &r_info[m_ptr->r_idx];
        monster_desc(m_name, m_ptr, 0);
        if (r_ptr->flagsr & RFR_RES_TELE)
        {
            if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
            {
                if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
                msg_format("%s is unaffected!", m_name);
                break;
            }
            else if (r_ptr->level > randint1(100))
            {
                if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
                msg_format("%s resists!", m_name);
                break;
            }
        }
        msg_format("You command %s to return.", m_name);
        teleport_monster_to(cave[target_row][target_col].m_idx, py, px, 100, TELEPORT_PASSIVE);
        break;
    }
    case MS_TELE_AWAY:
        if (!get_aim_dir(&dir)) return FALSE;
        (void)fire_beam(GF_AWAY_ALL, dir, plev);
        break;
    case MS_TELE_LEVEL:
    {
        int target_m_idx;
        monster_type *m_ptr;
        monster_race *r_ptr;
        char m_name[80];

        if (!target_set(TARGET_KILL)) return FALSE;
        target_m_idx = cave[target_row][target_col].m_idx;
        if (!target_m_idx) break;
        if (!player_has_los_bold(target_row, target_col)) break;
        if (!projectable(py, px, target_row, target_col)) break;
        m_ptr = &m_list[target_m_idx];
        r_ptr = &r_info[m_ptr->r_idx];
        monster_desc(m_name, m_ptr, 0);
        msg_format("You gesture at %^s's feet.", m_name);
        if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) ||
            (r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > plev + randint1(60)))
        {
            msg_format("%^s is unaffected!", m_name);
        }
        else teleport_level(target_m_idx);
        break;
    }
    case MS_PSY_SPEAR:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You throw a psycho-spear.");
        fire_beam(GF_PSY_SPEAR, dir, damage);
        break;
    case MS_DARKNESS:
        msg_print("You gesture in shadow.");
        unlite_area(10, 3);
        break;
    case MS_MAKE_TRAP:
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You cast a spell and cackle evilly.");
        trap_creation(target_row, target_col);
        break;
    case MS_FORGET:
        msg_print("Nothing happens.");
        /* TODO: forget_spell(m_idx) ... */
        break;
    case MS_RAISE_DEAD:
        msg_print("You cast a animate dead.");
        animate_dead(0, py, px);
        break;
    case MS_S_KIN:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon minions.");
        for (k = 0;k < 4; k++)
        {
            (void)summon_kin_player(plev, target_row, target_col, (PM_FORCE_PET | PM_ALLOW_GROUP));
        }
        break;
    }
    case MS_S_CYBER:
    {
        int k;
        int max_cyber = (dun_level / 50) + randint1(3);
        if (!target_set(TARGET_KILL)) return FALSE;
            msg_print("You summon Cyberdemons!");
        if (max_cyber > 4) max_cyber = 4;
        for (k = 0;k < max_cyber; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_CYBER, mode);
        break;
    }
    case MS_S_MONSTER:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon help.");
        for (k = 0;k < 1; k++)
            summon_specific(-1, target_row, target_col, plev, 0, (mode | u_mode));
        break;
    }
    case MS_S_MONSTERS:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
            msg_print("You summon monsters!");
        for (k = 0;k < 6; k++)
            summon_specific(-1, target_row, target_col, plev, 0, (mode | u_mode));
        break;
    }
    case MS_S_ANT:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon ants.");
        for (k = 0;k < 6; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_ANT, mode);
        break;
    }
    case MS_S_SPIDER:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon spiders.");
        for (k = 0;k < 6; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_SPIDER, mode);
        break;
    }
    case MS_S_HOUND:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon hounds.");
        for (k = 0;k < 4; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_HOUND, mode);
        break;
    }
    case MS_S_HYDRA:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon hydras.");
        for (k = 0;k < 4; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_HYDRA, mode);
        break;
    }
    case MS_S_ANGEL:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon angel!");
        for (k = 0;k < 1; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_ANGEL, mode);
        break;
    }
    case MS_S_DEMON:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon a demon from the Courts of Chaos!");
        for (k = 0;k < 1; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_DEMON, (mode | u_mode));
        break;
    }
    case MS_S_UNDEAD:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon an undead adversary!");
        for (k = 0;k < 1; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_UNDEAD, (mode | u_mode));
        break;
    }
    case MS_S_DRAGON:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon dragon!");
        for (k = 0;k < 1; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_DRAGON, (mode | u_mode));
        break;
    }
    case MS_S_HI_UNDEAD:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon greater undead!");
        for (k = 0;k < 6; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_HI_UNDEAD, (mode | u_mode));
        break;
    }
    case MS_S_HI_DRAGON:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon ancient dragons!");
        for (k = 0;k < 4; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_HI_DRAGON, (mode | u_mode));
        break;
    }
    case MS_S_AMBERITE:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon Lords of Amber!");
        for (k = 0;k < 4; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_AMBERITE, (mode | PM_ALLOW_UNIQUE));
        break;
    }
    case MS_S_UNIQUE:
    {
        int k, count = 0;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon special opponents!");
        for (k = 0;k < 4; k++)
            if (summon_specific(-1, target_row, target_col, plev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE))) count++;
        for (k = count;k < 4; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_HI_UNDEAD, (mode | u_mode));
        break;
    }
    default:
        msg_print("hoge?");
    }

    return TRUE;
}
Ejemplo n.º 24
0
/*!
 * @brief 青魔法の発動 /
 * do_cmd_cast calls this function if the player's class is 'blue-mage'.
 * @param spell 発動するモンスター攻撃のID
 * @param success TRUEは成功時、FALSEは失敗時の処理を行う
 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
 */
static bool cast_learned_spell(int spell, bool success)
{
	int             dir;
	int             plev = pseudo_plev();
	int     summon_lev = p_ptr->lev * 2 / 3 + randint1(p_ptr->lev/2);
	int             damage = 0;
	bool   pet = success;
	bool   no_trump = FALSE;
	u32b p_mode, u_mode = 0L, g_mode;

	if (pet)
	{
		p_mode = PM_FORCE_PET;
		g_mode = 0;
	}
	else
	{
		p_mode = PM_NO_PET;
		g_mode = PM_ALLOW_GROUP;
	}

	if (!success || (randint1(50+plev) < plev/10)) u_mode = PM_ALLOW_UNIQUE;

	/* spell code */
	switch (spell)
	{
	case MS_SHRIEK:
        msg_print(_("かん高い金切り声をあげた。", "You make a high pitched shriek."));
		aggravate_monsters(0);
		break;
	case MS_XXX1:
		break;
	case MS_DISPEL:
	{
		int m_idx;

		if (!target_set(TARGET_KILL)) return FALSE;
		m_idx = cave[target_row][target_col].m_idx;
		if (!m_idx) break;
		if (!player_has_los_bold(target_row, target_col)) break;
		if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
		dispel_monster_status(m_idx);
		break;
	}
	case MS_ROCKET:
		if (!get_aim_dir(&dir)) return FALSE;
		
        msg_print(_("ロケットを発射した。", "You fire a rocket."));
        damage = monspell_bluemage_damage((MS_ROCKET), plev, DAM_ROLL);
		fire_rocket(GF_ROCKET, dir, damage, 2);
		break;
	case MS_SHOOT:
	{
		if (!get_aim_dir(&dir)) return FALSE;
		
        msg_print(_("矢を放った。", "You fire an arrow."));
        damage = monspell_bluemage_damage((MS_SHOOT), plev, DAM_ROLL);
		fire_bolt(GF_ARROW, dir, damage);
		break;
	}
	case MS_XXX2:
		break;
	case MS_XXX3:
		break;
	case MS_XXX4:
		break;
	case MS_BR_ACID:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("酸のブレスを吐いた。", "You breathe acid."));
        damage = monspell_bluemage_damage((MS_BR_ACID), plev, DAM_ROLL);
		fire_ball(GF_ACID, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_ELEC:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("稲妻のブレスを吐いた。", "You breathe lightning."));
        damage = monspell_bluemage_damage((MS_BR_ELEC), plev, DAM_ROLL);
		fire_ball(GF_ELEC, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_FIRE:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("火炎のブレスを吐いた。", "You breathe fire."));
        damage = monspell_bluemage_damage((MS_BR_FIRE), plev, DAM_ROLL);
		fire_ball(GF_FIRE, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_COLD:
        if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("冷気のブレスを吐いた。", "You breathe frost."));
        damage = monspell_bluemage_damage((MS_BR_COLD), plev, DAM_ROLL);
		fire_ball(GF_COLD, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_POIS:
        if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("ガスのブレスを吐いた。", "You breathe gas."));
        damage = monspell_bluemage_damage((MS_BR_POIS), plev, DAM_ROLL);
		fire_ball(GF_POIS, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_NETHER:
        if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("地獄のブレスを吐いた。", "You breathe nether."));
        damage = monspell_bluemage_damage((MS_BR_NETHER), plev, DAM_ROLL);
		fire_ball(GF_NETHER, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_LITE:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("閃光のブレスを吐いた。", "You breathe light."));
        damage = monspell_bluemage_damage((MS_BR_LITE), plev, DAM_ROLL);
		fire_ball(GF_LITE, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_DARK:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("暗黒のブレスを吐いた。", "You breathe darkness."));
        damage = monspell_bluemage_damage((MS_BR_DARK), plev, DAM_ROLL);
		fire_ball(GF_DARK, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_CONF:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("混乱のブレスを吐いた。", "You breathe confusion."));
        damage = monspell_bluemage_damage((MS_BR_CONF), plev, DAM_ROLL);
		fire_ball(GF_CONFUSION, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_SOUND:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("轟音のブレスを吐いた。", "You breathe sound."));
        damage = monspell_bluemage_damage((MS_BR_SOUND), plev, DAM_ROLL);
		fire_ball(GF_SOUND, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_CHAOS:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("カオスのブレスを吐いた。", "You breathe chaos."));
        damage = monspell_bluemage_damage((MS_BR_CHAOS), plev, DAM_ROLL);
		fire_ball(GF_CHAOS, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_DISEN:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("劣化のブレスを吐いた。", "You breathe disenchantment."));
        damage = monspell_bluemage_damage((MS_BR_DISEN), plev, DAM_ROLL);
		fire_ball(GF_DISENCHANT, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_NEXUS:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("因果混乱のブレスを吐いた。", "You breathe nexus."));
        damage = monspell_bluemage_damage((MS_BR_NEXUS), plev, DAM_ROLL);
		fire_ball(GF_NEXUS, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_TIME:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("時間逆転のブレスを吐いた。", "You breathe time."));
        damage = monspell_bluemage_damage((MS_BR_TIME), plev, DAM_ROLL);
		fire_ball(GF_TIME, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_INERTIA:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("遅鈍のブレスを吐いた。", "You breathe inertia."));
        damage = monspell_bluemage_damage((MS_BR_INERTIA), plev, DAM_ROLL);
		fire_ball(GF_INERTIAL, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_GRAVITY:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("重力のブレスを吐いた。", "You breathe gravity."));
        damage = monspell_bluemage_damage((MS_BR_GRAVITY), plev, DAM_ROLL);
		fire_ball(GF_GRAVITY, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_SHARDS:
        if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("破片のブレスを吐いた。", "You breathe shards."));
        damage = monspell_bluemage_damage((MS_BR_SHARDS), plev, DAM_ROLL);
		fire_ball(GF_SHARDS, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_PLASMA:
        if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("プラズマのブレスを吐いた。", "You breathe plasma."));
        damage = monspell_bluemage_damage((MS_BR_PLASMA), plev, DAM_ROLL);
		fire_ball(GF_PLASMA, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_FORCE:
        if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("フォースのブレスを吐いた。", "You breathe force."));
        damage = monspell_bluemage_damage((MS_BR_FORCE), plev, DAM_ROLL);
		fire_ball(GF_FORCE, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_MANA:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("魔力のブレスを吐いた。", "You breathe mana."));
        damage = monspell_bluemage_damage((MS_BR_MANA), plev, DAM_ROLL);
		fire_ball(GF_MANA, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BALL_NUKE:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("放射能球を放った。", "You cast a ball of radiation."));
        damage = monspell_bluemage_damage((MS_BALL_NUKE), plev, DAM_ROLL);
		fire_ball(GF_NUKE, dir, damage, 2);
		break;
	case MS_BR_NUKE:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("放射性廃棄物のブレスを吐いた。", "You breathe toxic waste."));
        damage = monspell_bluemage_damage((MS_BR_NUKE), plev, DAM_ROLL);
		fire_ball(GF_NUKE, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BALL_CHAOS:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("純ログルスを放った。", "You invoke a raw Logrus."));
        damage = monspell_bluemage_damage((MS_BALL_CHAOS), plev, DAM_ROLL);
		fire_ball(GF_CHAOS, dir, damage, 4);
		break;
	case MS_BR_DISI:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("分解のブレスを吐いた。", "You breathe disintegration."));
        damage = monspell_bluemage_damage((MS_BR_DISI), plev, DAM_ROLL);
		fire_ball(GF_DISINTEGRATE, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BALL_ACID:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("アシッド・ボールの呪文を唱えた。", "You cast an acid ball."));
        damage = monspell_bluemage_damage((MS_BALL_ACID), plev, DAM_ROLL);
		fire_ball(GF_ACID, dir, damage, 2);
		break;
	case MS_BALL_ELEC:
        if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("サンダー・ボールの呪文を唱えた。", "You cast a lightning ball."));
        damage = monspell_bluemage_damage((MS_BALL_ELEC), plev, DAM_ROLL);
		fire_ball(GF_ELEC, dir, damage, 2);
		break;
	case MS_BALL_FIRE:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("ファイア・ボールの呪文を唱えた。", "You cast a fire ball."));
        damage = monspell_bluemage_damage((MS_BALL_FIRE), plev, DAM_ROLL);
		fire_ball(GF_FIRE, dir, damage, 2);
		break;
	case MS_BALL_COLD:
        if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("アイス・ボールの呪文を唱えた。", "You cast a frost ball."));
        damage = monspell_bluemage_damage((MS_BALL_COLD), plev, DAM_ROLL);
		fire_ball(GF_COLD, dir, damage, 2);
		break;
	case MS_BALL_POIS:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("悪臭雲の呪文を唱えた。", "You cast a stinking cloud."));
        damage = monspell_bluemage_damage((MS_BALL_POIS), plev, DAM_ROLL);
		fire_ball(GF_POIS, dir, damage, 2);
		break;
	case MS_BALL_NETHER:
        if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("地獄球の呪文を唱えた。", "You cast a nether ball."));
        damage = monspell_bluemage_damage((MS_BALL_NETHER), plev, DAM_ROLL);
		fire_ball(GF_NETHER, dir, damage, 2);
		break;
	case MS_BALL_WATER:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("流れるような身振りをした。", "You gesture fluidly."));
        damage = monspell_bluemage_damage((MS_BALL_WATER), plev, DAM_ROLL);
		fire_ball(GF_WATER, dir, damage, 4);
		break;
	case MS_BALL_MANA:
        if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("魔力の嵐の呪文を念じた。", "You invoke a mana storm."));
        damage = monspell_bluemage_damage((MS_BALL_MANA), plev, DAM_ROLL);
		fire_ball(GF_MANA, dir, damage, 4);
		break;
	case MS_BALL_DARK:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("暗黒の嵐の呪文を念じた。", "You invoke a darkness storm."));
        damage = monspell_bluemage_damage((MS_BALL_DARK), plev, DAM_ROLL);
		fire_ball(GF_DARK, dir, damage, 4);
		break;
	case MS_DRAIN_MANA:
		if (!get_aim_dir(&dir)) return FALSE;

        damage = monspell_bluemage_damage((MS_DRAIN_MANA), plev, DAM_ROLL);
        fire_ball_hide(GF_DRAIN_MANA, dir, damage, 0);
		break;
	case MS_MIND_BLAST:
		if (!get_aim_dir(&dir)) return FALSE;

        damage = monspell_bluemage_damage((MS_MIND_BLAST), plev, DAM_ROLL);
		fire_ball_hide(GF_MIND_BLAST, dir, damage, 0);
		break;
	case MS_BRAIN_SMASH:
        if (!get_aim_dir(&dir)) return FALSE;

        damage = monspell_bluemage_damage((MS_BRAIN_SMASH), plev, DAM_ROLL);
		fire_ball_hide(GF_BRAIN_SMASH, dir, damage, 0);
		break;
	case MS_CAUSE_1:
		if (!get_aim_dir(&dir)) return FALSE;

        damage = monspell_bluemage_damage((MS_CAUSE_1), plev, DAM_ROLL);
		fire_ball_hide(GF_CAUSE_1, dir, damage, 0);
		break;
	case MS_CAUSE_2:
		if (!get_aim_dir(&dir)) return FALSE;

        damage = monspell_bluemage_damage((MS_CAUSE_2), plev, DAM_ROLL);
		fire_ball_hide(GF_CAUSE_2, dir, damage, 0);
		break;
	case MS_CAUSE_3:
		if (!get_aim_dir(&dir)) return FALSE;

        damage = monspell_bluemage_damage((MS_CAUSE_3), plev, DAM_ROLL);
		fire_ball_hide(GF_CAUSE_3, dir, damage, 0);
		break;
	case MS_CAUSE_4:
		if (!get_aim_dir(&dir)) return FALSE;

        damage = monspell_bluemage_damage((MS_CAUSE_4), plev, DAM_ROLL);
		fire_ball_hide(GF_CAUSE_4, dir, damage, 0);
		break;
	case MS_BOLT_ACID:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("アシッド・ボルトの呪文を唱えた。", "You cast an acid bolt."));
        damage = monspell_bluemage_damage((MS_BOLT_ACID), plev, DAM_ROLL);
        fire_bolt(GF_ACID, dir, damage);
		break;
	case MS_BOLT_ELEC:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("サンダー・ボルトの呪文を唱えた。", "You cast a lightning bolt."));
        damage = monspell_bluemage_damage((MS_BOLT_ELEC), plev, DAM_ROLL);
		fire_bolt(GF_ELEC, dir, damage);
		break;
	case MS_BOLT_FIRE:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("ファイア・ボルトの呪文を唱えた。", "You cast a fire bolt."));
        damage = monspell_bluemage_damage((MS_BOLT_FIRE), plev, DAM_ROLL);
		fire_bolt(GF_FIRE, dir, damage);
		break;
	case MS_BOLT_COLD:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("アイス・ボルトの呪文を唱えた。", "You cast a frost bolt."));
        damage = monspell_bluemage_damage((MS_BOLT_COLD), plev, DAM_ROLL);
		fire_bolt(GF_COLD, dir, damage);
		break;
	case MS_STARBURST:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("スターバーストの呪文を念じた。", "You invoke a starburst."));
        damage = monspell_bluemage_damage((MS_STARBURST), plev, DAM_ROLL);
		fire_ball(GF_LITE, dir, damage, 4);
		break;
	case MS_BOLT_NETHER:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("地獄の矢の呪文を唱えた。", "You cast a nether bolt."));
        damage = monspell_bluemage_damage((MS_BOLT_NETHER), plev, DAM_ROLL);
		fire_bolt(GF_NETHER, dir, damage);
		break;
	case MS_BOLT_WATER:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("ウォーター・ボルトの呪文を唱えた。", "You cast a water bolt."));
        damage = monspell_bluemage_damage((MS_BOLT_WATER), plev, DAM_ROLL);
		fire_bolt(GF_WATER, dir, damage);
		break;
	case MS_BOLT_MANA:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("魔力の矢の呪文を唱えた。", "You cast a mana bolt."));
        damage = monspell_bluemage_damage((MS_BOLT_MANA), plev, DAM_ROLL);
		fire_bolt(GF_MANA, dir, damage);
		break;
	case MS_BOLT_PLASMA:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("プラズマ・ボルトの呪文を唱えた。", "You cast a plasma bolt."));
        damage = monspell_bluemage_damage((MS_BOLT_PLASMA), plev, DAM_ROLL);
		fire_bolt(GF_PLASMA, dir, damage);
		break;
	case MS_BOLT_ICE:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("極寒の矢の呪文を唱えた。", "You cast a ice bolt."));
        damage = monspell_bluemage_damage((MS_BOLT_ICE), plev, DAM_ROLL);
		fire_bolt(GF_ICE, dir, damage);
		break;
	case MS_MAGIC_MISSILE:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("マジック・ミサイルの呪文を唱えた。", "You cast a magic missile."));
        damage = monspell_bluemage_damage((MS_MAGIC_MISSILE), plev, DAM_ROLL);
		fire_bolt(GF_MISSILE, dir, damage);
		break;
	case MS_SCARE:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("恐ろしげな幻覚を作り出した。", "You cast a fearful illusion."));
		fear_monster(dir, plev+10);
		break;
	case MS_BLIND:
		if (!get_aim_dir(&dir)) return FALSE;
		confuse_monster(dir, plev * 2);
		break;
	case MS_CONF:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("誘惑的な幻覚をつくり出した。", "You cast a mesmerizing illusion."));
		confuse_monster(dir, plev * 2);
		break;
	case MS_SLOW:
		if (!get_aim_dir(&dir)) return FALSE;
		slow_monster(dir, plev);
		break;
	case MS_SLEEP:
		if (!get_aim_dir(&dir)) return FALSE;
		sleep_monster(dir, plev);
		break;
	case MS_SPEED:
		(void)set_fast(randint1(20 + plev) + plev, FALSE);
		break;
	case MS_HAND_DOOM:
	{
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("<破滅の手>を放った!", "You invoke the Hand of Doom!"));
		fire_ball_hide(GF_HAND_DOOM, dir, plev * 3, 0);
		break;
	}
	case MS_HEAL:
        msg_print(_("自分の傷に念を集中した。", "You concentrate on your wounds!"));
		(void)hp_player(plev*4);
		(void)set_stun(0);
		(void)set_cut(0);
		break;
	case MS_INVULNER:
        msg_print(_("無傷の球の呪文を唱えた。", "You cast a Globe of Invulnerability."));
		(void)set_invuln(randint1(4) + 4, FALSE);
		break;
	case MS_BLINK:
		teleport_player(10, 0L);
		break;
	case MS_TELEPORT:
		teleport_player(plev * 5, 0L);
		break;
	case MS_WORLD:
        world_player = TRUE;
        msg_print(_("「時よ!」", "'Time!'"));
		msg_print(NULL);

		/* Hack */
		p_ptr->energy_need -= 1000 + (100 + randint1(200)+200)*TURNS_PER_TICK/10;

		/* Redraw map */
		p_ptr->redraw |= (PR_MAP);

		/* Update monsters */
		p_ptr->update |= (PU_MONSTERS);

		/* Window stuff */
		p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);

		handle_stuff();
		break;
	case MS_SPECIAL:
		break;
	case MS_TELE_TO:
	{
		monster_type *m_ptr;
		monster_race *r_ptr;
		char m_name[80];

		if (!target_set(TARGET_KILL)) return FALSE;
		if (!cave[target_row][target_col].m_idx) break;
		if (!player_has_los_bold(target_row, target_col)) break;
		if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
		m_ptr = &m_list[cave[target_row][target_col].m_idx];
		r_ptr = &r_info[m_ptr->r_idx];
		monster_desc(m_name, m_ptr, 0);
		if (r_ptr->flagsr & RFR_RES_TELE)
		{
			if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
			{
				if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
                msg_format(_("%sには効果がなかった!", "%s is unaffected!"), m_name);
				break;
			}
			else if (r_ptr->level > randint1(100))
			{
				if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
                msg_format(_("%sには耐性がある!", "%s resists!"), m_name);
				break;
			}
		}
        msg_format(_("%sを引き戻した。", "You command %s to return."), m_name);
		teleport_monster_to(cave[target_row][target_col].m_idx, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE);
		break;
	}
	case MS_TELE_AWAY:
		if (!get_aim_dir(&dir)) return FALSE;

		(void)fire_beam(GF_AWAY_ALL, dir, 100);
		break;
	case MS_TELE_LEVEL:
	{
		int target_m_idx;
		monster_type *m_ptr;
		monster_race *r_ptr;
		char m_name[80];

		if (!target_set(TARGET_KILL)) return FALSE;
		target_m_idx = cave[target_row][target_col].m_idx;
		if (!target_m_idx) break;
		if (!player_has_los_bold(target_row, target_col)) break;
		if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
		m_ptr = &m_list[target_m_idx];
		r_ptr = &r_info[m_ptr->r_idx];
		monster_desc(m_name, m_ptr, 0);
        msg_format(_("%^sの足を指さした。", "You gesture at %^s's feet."), m_name);

		if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) ||
			(r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > plev + randint1(60)))
		{
            msg_format(_("しかし効果がなかった!", "%^s is unaffected!"), m_name);
		}
		else teleport_level(target_m_idx);
		break;
	}
	case MS_PSY_SPEAR:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("光の剣を放った。", "You throw a psycho-spear."));
        damage = monspell_bluemage_damage((MS_PSY_SPEAR), plev, DAM_ROLL);
		(void)fire_beam(GF_PSY_SPEAR, dir, damage);
		break;
	case MS_DARKNESS:

        msg_print(_("暗闇の中で手を振った。", "You gesture in shadow."));
		(void)unlite_area(10, 3);
		break;
	case MS_MAKE_TRAP:
		if (!target_set(TARGET_KILL)) return FALSE;

        msg_print(_("呪文を唱えて邪悪に微笑んだ。", "You cast a spell and cackle evilly."));
		trap_creation(target_row, target_col);
		break;
	case MS_FORGET:
        msg_print(_("しかし何も起きなかった。", "Nothing happen."));
		break;
    case MS_RAISE_DEAD:
        msg_print(_("死者復活の呪文を唱えた。", "You cast a animate dead."));
		(void)animate_dead(0, p_ptr->y, p_ptr->x);
		break;
	case MS_S_KIN:
	{
		int k;

        msg_print(_("援軍を召喚した。", "You summon minions."));
		for (k = 0;k < 1; k++)
		{
			if (summon_kin_player(summon_lev, p_ptr->y, p_ptr->x, (pet ? PM_FORCE_PET : 0L)))
			{
				if (!pet) msg_print(_("召喚された仲間は怒っている!", "Summoned fellows are angry!"));
			}
			else
			{
				no_trump = TRUE;
			}
		}
		break;
	}
	case MS_S_CYBER:
	{
		int k;

        msg_print(_("サイバーデーモンを召喚した!", "You summon a Cyberdemon!"));
		for (k = 0 ;k < 1 ; k++)
			if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_CYBER, p_mode))
			{
                if (!pet)
                    msg_print(_("召喚されたサイバーデーモンは怒っている!", "The summoned Cyberdemon are angry!"));
			}
			else
			{
				no_trump = TRUE;
			}
		break;
	}
	case MS_S_MONSTER:
	{
		int k;
        msg_print(_("仲間を召喚した。", "You summon help."));
		for (k = 0;k < 1; k++)
			if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, 0, p_mode))
			{
                if (!pet)
                    msg_print(_("召喚されたモンスターは怒っている!", "The summoned monster is angry!"));
			}
			else
			{
				no_trump = TRUE;
			}
		break;
	}
	case MS_S_MONSTERS:
	{
		int k;
        msg_print(_("モンスターを召喚した!", "You summon monsters!"));
		for (k = 0;k < plev / 15 + 2; k++)
			if(summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, 0, (p_mode | u_mode)))
			{
                if (!pet)
                    msg_print(_("召喚されたモンスターは怒っている!", "The summoned monsters are angry!"));
			}
			else
			{
				no_trump = TRUE;
			}
		break;
	}
	case MS_S_ANT:
	{
		int k;
        msg_print(_("アリを召喚した。", "You summon ants."));
		for (k = 0;k < 1; k++)
			if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_ANT, (PM_ALLOW_GROUP | p_mode)))
			{
                if (!pet)
                    msg_print(_("召喚されたアリは怒っている!", "The summoned ants are angry!"));
			}
			else
			{
				no_trump = TRUE;
			}
		break;
	}
	case MS_S_SPIDER:
	{
		int k;
        msg_print(_("蜘蛛を召喚した。", "You summon spiders."));
		for (k = 0;k < 1; k++)
			if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_SPIDER, (PM_ALLOW_GROUP | p_mode)))
			{
                if (!pet)
                    msg_print(_("召喚された蜘蛛は怒っている!", "Summoned spiders are angry!"));
			}
			else
			{
				no_trump = TRUE;
			}
		break;
	}
	case MS_S_HOUND:
	{
		int k;
        msg_print(_("ハウンドを召喚した。", "You summon hounds."));
		for (k = 0;k < 1; k++)
			if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HOUND, (PM_ALLOW_GROUP | p_mode)))
			{
                if (!pet)
                    msg_print(_("召喚されたハウンドは怒っている!", "Summoned hounds are angry!"));
			}
			else
			{
				no_trump = TRUE;
			}
		break;
	}
	case MS_S_HYDRA:
	{
		int k;
        msg_print(_("ヒドラを召喚した。", "You summon a hydras."));
		for (k = 0;k < 1; k++)
			if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HYDRA, (g_mode | p_mode)))
			{
                if (!pet)
                    msg_print(_("召喚されたヒドラは怒っている!", "Summoned hydras are angry!"));
			}
			else
			{
				no_trump = TRUE;
			}
		break;
	}
	case MS_S_ANGEL:
	{
		int k;
        msg_print(_("天使を召喚した!", "You summon an angel!"));
		for (k = 0;k < 1; k++)
			if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_ANGEL, (g_mode | p_mode)))
			{
                if (!pet)
                    msg_print(_("召喚された天使は怒っている!", "Summoned angels are angry!"));
			}
			else
			{
				no_trump = TRUE;
			}
		break;
	}
	case MS_S_DEMON:
	{
		int k;
        msg_print(_("混沌の宮廷から悪魔を召喚した!", "You summon a demon from the Courts of Chaos!"));
		for (k = 0;k < 1; k++)
			if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_DEMON, (g_mode | p_mode)))
			{
                if (!pet)
                    msg_print(_("召喚されたデーモンは怒っている!", "Summoned demons are angry!"));
			}
			else
			{
				no_trump = TRUE;
			}
		break;
	}
	case MS_S_UNDEAD:
	{
		int k;
        msg_print(_("アンデッドの強敵を召喚した!", "You summon an undead adversary!"));
		for (k = 0;k < 1; k++)
			if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_UNDEAD, (g_mode | p_mode)))
			{
                if (!pet)
                    msg_print(_("召喚されたアンデッドは怒っている!", "Summoned undeads are angry!"));
			}
			else
			{
				no_trump = TRUE;
			}
		break;
	}
	case MS_S_DRAGON:
	{
		int k;
        msg_print(_("ドラゴンを召喚した!", "You summon a dragon!"));
		for (k = 0;k < 1; k++)
			if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_DRAGON, (g_mode | p_mode)))
			{
                if (!pet)
                    msg_print(_("召喚されたドラゴンは怒っている!", "Summoned dragons are angry!"));
			}
			else
			{
				no_trump = TRUE;
			}
		break;
	}
	case MS_S_HI_UNDEAD:
	{
		int k;
        msg_print(_("強力なアンデッドを召喚した!", "You summon a greater undead!"));
		for (k = 0;k < 1; k++)
			if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | u_mode)))
			{
                if (!pet)
                    msg_print(_("召喚された上級アンデッドは怒っている!", "Summoned greater undeads are angry!"));
			}
			else
			{
				no_trump = TRUE;
			}
		break;
	}
	case MS_S_HI_DRAGON:
	{
		int k;
        msg_print(_("古代ドラゴンを召喚した!", "You summon an ancient dragon!"));
		for (k = 0;k < 1; k++)
			if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HI_DRAGON, (g_mode | p_mode | u_mode)))
			{
                if (!pet)
                    msg_print(_("召喚された古代ドラゴンは怒っている!", "Summoned ancient dragons are angry!"));
			}
			else
			{
				no_trump = TRUE;
			}
		break;
	}
	case MS_S_AMBERITE:
	{
		int k;
        msg_print(_("アンバーの王族を召喚した!", "You summon a Lord of Amber!"));
		for (k = 0;k < 1; k++)
			if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_AMBERITES, (g_mode | p_mode | u_mode)))
			{
                if (!pet)
                    msg_print(_("召喚されたアンバーの王族は怒っている!", "Summoned Lords of Amber are angry!"));
			}
			else
			{
				no_trump = TRUE;
			}
		break;
	}
	case MS_S_UNIQUE:
	{
		int k, count = 0;
		msg_print(_("特別な強敵を召喚した!", "You summon a special opponent!"));
		for (k = 0;k < 1; k++)
			if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_UNIQUE, (g_mode | p_mode | PM_ALLOW_UNIQUE)))
			{
				count++;
				if (!pet)
					msg_print(_("召喚されたユニーク・モンスターは怒っている!", "Summoned special opponents are angry!"));
			}
		for (k = count;k < 1; k++)
			if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | PM_ALLOW_UNIQUE)))
			{
				count++;
				if (!pet)
					msg_print(_("召喚された上級アンデッドは怒っている!", "Summoned greater undeads are angry!"));
			}
		if (!count)
		{
			no_trump = TRUE;
		}
		break;
	}
	default:
		msg_print("hoge?");
	}
	if (no_trump)
    {
        msg_print(_("何も現れなかった。", "No one have appeared."));
	}

	return TRUE;
}
Ejemplo n.º 25
0
void minisentry_attack (edict_t *self)
{
	int			speed, dmg_radius;
	float		chance;
	vec3_t		forward, start, aim;
	qboolean	slowed=false;

	minisentry_lockon(self);
	if (self->light_level < 1)
		return; // out of ammo
	// are we affected by holy freeze?
	//if (HasActiveCurse(self, AURA_HOLYFREEZE))
	if (que_typeexists(self->curses, AURA_HOLYFREEZE))
		slowed = true;
	
	// calculate muzzle location
	AngleVectors(self->s.angles, forward, NULL, NULL);
	VectorCopy(self->s.origin, start);
	if (self->owner && self->owner->style == SENTRY_FLIPPED)
		start[2] -= abs(self->mins[2]);
	else
		start[2] += self->maxs[2];
	VectorMA(start, (self->maxs[0] + 16), forward, start);

	if ((level.time > self->wait) && infov(self, self->enemy, 30))
	{
		speed = 650 + 35*self->creator->myskills.abilities[BUILD_SENTRY].current_level;
		MonsterAim(self, -1, speed, true, 0, aim, start);
		dmg_radius = self->radius_dmg;
		if (dmg_radius > 150)
			dmg_radius = 150;
		fire_rocket (self, start, aim, self->radius_dmg, speed, dmg_radius, self->radius_dmg);
		if (slowed)
			self->wait = level.time + 2.0;
		else if (self->chill_time > level.time)
			self->wait = level.time + (1.0 * (1 + CHILL_DEFAULT_BASE + CHILL_DEFAULT_ADDON * self->chill_level));
		else
			self->wait = level.time + 1.0;
	
	}
	self->light_level--; // decrease ammo
	
	if (slowed && !(level.framenum%2))
		return;

	// chill effect reduces attack rate/refire
	if (self->chill_time > level.time)
	{
		chance = 1 / (1 + CHILL_DEFAULT_BASE + CHILL_DEFAULT_ADDON * self->chill_level);
		if (random() > chance)
			return;
	}

	fire_bullet (self, start, forward, self->dmg, 2*self->dmg, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_SENTRY);
	gi.sound(self, CHAN_WEAPON, gi.soundindex("weapons/plaser.wav"), 1, ATTN_NORM, 0);

	gi.WriteByte (svc_muzzleflash);
	gi.WriteShort (self-g_edicts);
	gi.WriteByte (MZ_IONRIPPER|MZ_SILENCED);
	gi.multicast (start, MULTICAST_PVS);
}
Ejemplo n.º 26
0
void rocketLauncherFire( gentity_t *ent )
{
  G_CombatStats_Fire( ent, CSW_ROCKETL, ROCKETL_DAMAGE );
  fire_rocket( ent, muzzle, forward );
}
Ejemplo n.º 27
0
/*
 * do_cmd_cast calls this function if the player's class
 * is 'imitator'.
 */
static bool cast_learned_spell(int spell, bool success)
{
    int             dir;
    int             plev = pseudo_plev();
    int     summon_lev = p_ptr->lev * 2 / 3 + randint1(p_ptr->lev/2);
    int             hp = p_ptr->chp;
    int             damage = 0;
    bool   pet = success;
    bool   no_trump = FALSE;
    u32b p_mode, u_mode = 0L, g_mode;

    if (pet)
    {
        p_mode = PM_FORCE_PET;
        g_mode = 0;
    }
    else
    {
        p_mode = PM_NO_PET;
        g_mode = PM_ALLOW_GROUP;
    }

    if (!success || (randint1(50+plev) < plev/10)) u_mode = PM_ALLOW_UNIQUE;

    /* spell code */
    switch (spell)
    {
    case MS_SHRIEK:
        msg_print("You make a high pitched shriek.");

        aggravate_monsters(0);
        break;
    case MS_XXX1:
        break;
    case MS_DISPEL:
    {
        int m_idx;

        if (!target_set(TARGET_KILL)) return FALSE;
        m_idx = cave[target_row][target_col].m_idx;
        if (!m_idx) break;
        if (!player_has_los_bold(target_row, target_col)) break;
        if (!projectable(py, px, target_row, target_col)) break;
        dispel_monster_status(m_idx);
        break;
    }
    case MS_ROCKET:
        if (!get_aim_dir(&dir)) return FALSE;
        else
            msg_print("You fire a rocket.");
        damage = hp / 4;
        fire_rocket(GF_ROCKET, dir, spell_power(damage), 2);
        break;
    case MS_SHOOT:
    {
        int slot;
        if (!get_aim_dir(&dir)) return FALSE;

        msg_print("You fire an arrow.");
        damage = 1;
        slot = equip_find_first(object_is_melee_weapon);
        if (slot)
        {
            object_type *o_ptr = equip_obj(slot);
            damage = damroll(o_ptr->dd, o_ptr->ds)+ o_ptr->to_d;
            if (damage < 1) damage = 1;
        }
        fire_bolt(GF_ARROW, dir, spell_power(damage));
        break;
    }
    case MS_XXX2:
        break;
    case MS_XXX3:
        break;
    case MS_BR_STORM:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe storm.");
        damage = MIN(hp / 3, 300);
        fire_ball(GF_STORM, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_ACID:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe acid.");
        damage = hp / 3;
        fire_ball(GF_ACID, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_ELEC:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe lightning.");
        damage = hp / 3;
        fire_ball(GF_ELEC, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_FIRE:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe fire.");
        damage = hp / 3;
        fire_ball(GF_FIRE, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_COLD:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe frost.");
        damage = hp / 3;
        fire_ball(GF_COLD, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_POIS:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe gas.");
        damage = hp / 3;
        fire_ball(GF_POIS, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_NETHER:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe nether.");
        damage = hp / 6;
        fire_ball(GF_NETHER, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_LITE:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe light.");
        damage = hp / 6;
        fire_ball(GF_LITE, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_DARK:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe darkness.");
        damage = hp / 6;
        fire_ball(GF_DARK, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_CONF:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe confusion.");
        damage = hp / 6;
        fire_ball(GF_CONFUSION, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_SOUND:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe sound.");
        damage = hp / 6;
        fire_ball(GF_SOUND, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_CHAOS:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe chaos.");
        damage = hp / 6;
        fire_ball(GF_CHAOS, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_DISEN:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe disenchantment.");
        damage = hp / 6;
        fire_ball(GF_DISENCHANT, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_NEXUS:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe nexus.");
        damage = MIN(hp / 3, 250);
        fire_ball(GF_NEXUS, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_TIME:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe time.");
        damage = MIN(hp / 3, 150);
        fire_ball(GF_TIME, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_INERTIA:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe inertia.");
        damage = MIN(hp / 6, 200);
        fire_ball(GF_INERT, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_GRAVITY:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe gravity.");
        damage = MIN(hp / 3, 200);
        fire_ball(GF_GRAVITY, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_SHARDS:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe shards.");
        damage = hp / 6;
        fire_ball(GF_SHARDS, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_PLASMA:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe plasma.");
        damage = MIN(hp / 6, 150);
        fire_ball(GF_PLASMA, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_FORCE:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe force.");
        damage = MIN(hp / 6, 200);
        fire_ball(GF_FORCE, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_MANA:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe mana.");
        
        damage = MIN(hp / 3, 250);
        fire_ball(GF_MANA, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BALL_NUKE:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a ball of radiation.");
        damage = plev * 2 + damroll(10, 6);
        fire_ball(GF_NUKE, dir, spell_power(damage), 2);
        break;
    case MS_BR_NUKE:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe toxic waste.");
        damage = hp / 3;
        fire_ball(GF_NUKE, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BALL_CHAOS:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You invoke a raw Logrus.");
        damage = plev * 4 + damroll(10, 10);
        fire_ball(GF_CHAOS, dir, spell_power(damage), 4);
        break;
    case MS_BR_DISI:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe disintegration.");
        damage = MIN(hp / 6, 150);
        fire_ball(GF_DISINTEGRATE, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BALL_ACID:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast an acid ball.");
        damage = randint1(plev * 6) + 15;
        fire_ball(GF_ACID, dir, spell_power(damage), 2);
        break;
    case MS_BALL_ELEC:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a lightning ball.");
        damage = randint1(plev * 3) + 8;
        fire_ball(GF_ELEC, dir, spell_power(damage), 2);
        break;
    case MS_BALL_FIRE:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a fire ball.");
        damage = randint1(plev * 7) + 10;
        fire_ball(GF_FIRE, dir, spell_power(damage), 2);
        break;
    case MS_BALL_COLD:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a frost ball.");
        damage = randint1(plev * 3) + 10;
        fire_ball(GF_COLD, dir, spell_power(damage), 2);
        break;
    case MS_BALL_POIS:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a stinking cloud.");
        damage = damroll(12,2);
        fire_ball(GF_POIS, dir, spell_power(damage), 2);
        break;
    case MS_BALL_NETHER:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a nether ball.");
        damage = plev * 2 + 50 + damroll(10, 10);
        fire_ball(GF_NETHER, dir, spell_power(damage), 2);
        break;
    case MS_BALL_WATER:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You gesture fluidly.");
        damage = randint1(plev * 4) + 50;
        fire_ball(GF_WATER, dir, spell_power(damage), 4);
        break;
    case MS_BALL_MANA:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You invoke a mana storm.");
        damage = plev * 8 + 50 + damroll(10, 10);
        fire_ball(GF_MANA, dir, spell_power(damage), 4);
        break;
    case MS_BALL_DARK:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You invoke a darkness storm.");
        damage = plev * 8 + 50 + damroll(10, 10);
        fire_ball(GF_DARK, dir, spell_power(damage), 4);
        break;
    case MS_DRAIN_MANA:
        if (!get_aim_dir(&dir)) return FALSE;
        fire_ball_hide(GF_DRAIN_MANA, dir, spell_power(randint1(plev)+plev), 0);
        break;
    case MS_MIND_BLAST:
        if (!get_aim_dir(&dir)) return FALSE;
        damage = damroll(7, 7);
        fire_ball_hide(GF_MIND_BLAST, dir, spell_power(damage), 0);
        break;
    case MS_BRAIN_SMASH:
        if (!get_aim_dir(&dir)) return FALSE;
        damage = damroll(12, 12);
        fire_ball_hide(GF_BRAIN_SMASH, dir, spell_power(damage), 0);
        break;
    case MS_CAUSE_1:
        if (!get_aim_dir(&dir)) return FALSE;
        damage = damroll(3, 8);
        fire_ball_hide(GF_CAUSE_1, dir, spell_power(damage), 0);
        break;
    case MS_CAUSE_2:
        if (!get_aim_dir(&dir)) return FALSE;
        damage = damroll(8, 8);
        fire_ball_hide(GF_CAUSE_2, dir, spell_power(damage), 0);
        break;
    case MS_CAUSE_3:
        if (!get_aim_dir(&dir)) return FALSE;
        damage = damroll(10, 15);
        fire_ball_hide(GF_CAUSE_3, dir, spell_power(damage), 0);
        break;
    case MS_CAUSE_4:
        if (!get_aim_dir(&dir)) return FALSE;
        damage = damroll(15, 15);
        fire_ball_hide(GF_CAUSE_4, dir, spell_power(damage), 0);
        break;
    case MS_BOLT_ACID:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast an acid bolt.");
        damage = damroll(7, 8) + plev * 2 / 3;
        fire_bolt(GF_ACID, dir, spell_power(damage));
        break;
    case MS_BOLT_ELEC:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a lightning bolt.");
        damage = damroll(4, 8) + plev * 2 / 3;
        fire_bolt(GF_ELEC, dir, spell_power(damage));
        break;
    case MS_BOLT_FIRE:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a fire bolt.");
        damage = damroll(9, 8) + plev * 2 / 3;
        fire_bolt(GF_FIRE, dir, spell_power(damage));
        break;
    case MS_BOLT_COLD:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a frost bolt.");
        damage = damroll(6, 8) + plev * 2 / 3;
        fire_bolt(GF_COLD, dir, spell_power(damage));
        break;
    case MS_STARBURST:
        if (!get_aim_dir(&dir)) return FALSE;
        else
            msg_print("You invoke a starburst.");
        damage = plev * 8 + 50 + damroll(10, 10);
        fire_ball(GF_LITE, dir, spell_power(damage), 4);
        break;
    case MS_BOLT_NETHER:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a nether bolt.");
        damage = 30 + damroll(5, 5) + plev * 8 / 3;
        fire_bolt(GF_NETHER, dir, spell_power(damage));
        break;
    case MS_BOLT_WATER:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a water bolt.");
        damage = damroll(10, 10) + plev * 2;
        fire_bolt(GF_WATER, dir, spell_power(damage));
        break;
    case MS_BOLT_MANA:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a mana bolt.");
        damage = randint1(plev * 7) + 50;
        fire_bolt(GF_MANA, dir, spell_power(damage));
        break;
    case MS_BOLT_PLASMA:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a plasma bolt.");
        damage = 10 + damroll(8, 7) + plev * 2;
        fire_bolt(GF_PLASMA, dir, spell_power(damage));
        break;
    case MS_BOLT_ICE:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a ice bolt.");
        damage = damroll(6, 6) + plev * 2;
        fire_bolt(GF_ICE, dir, spell_power(damage));
        break;
    case MS_MAGIC_MISSILE:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a magic missile.");
        damage = damroll(2, 6) + plev * 2 / 3;
        fire_bolt(GF_MISSILE, dir, spell_power(damage));
        break;
    case MS_SCARE:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a fearful illusion.");
        fear_monster(dir, spell_power(plev+10));
        break;
    case MS_BLIND:
        if (!get_aim_dir(&dir)) return FALSE;
        confuse_monster(dir, spell_power(plev * 2));
        break;
    case MS_CONF:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a mesmerizing illusion.");
        confuse_monster(dir, spell_power(plev * 2));
        break;
    case MS_SLOW:
        if (!get_aim_dir(&dir)) return FALSE;
        slow_monster(dir);
        break;
    case MS_SLEEP:
        if (!get_aim_dir(&dir)) return FALSE;
        sleep_monster(dir, plev*3);
        break;
    case MS_SPEED:
        (void)set_fast(randint1(20 + plev) + plev, FALSE);
        break;
    case MS_HAND_DOOM:
    {
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You invoke the Hand of Doom!");

        fire_ball_hide(GF_HAND_DOOM, dir, spell_power(plev * 3), 0);
        break;
    }
    case MS_HEAL:
            msg_print("You concentrate on your wounds!");
        (void)hp_player(spell_power(plev*4));
        (void)set_stun(0, TRUE);
        (void)set_cut(0, TRUE);
        break;
    case MS_INVULNER:
            msg_print("You cast a Globe of Invulnerability.");
        (void)set_invuln(spell_power(randint1(4) + 4), FALSE);
        break;
    case MS_BLINK:
        teleport_player(10, 0L);
        break;
    case MS_TELEPORT:
        teleport_player(plev * 5, 0L);
        break;
    case MS_WORLD:
        world_player = TRUE;
        msg_print("'Time!'");
        msg_print(NULL);

        /* Hack */
        p_ptr->energy_need -= 1000 + (100 + randint1(200)+200)*TURNS_PER_TICK/10;

        /* Redraw map */
        p_ptr->redraw |= (PR_MAP | PR_STATUS);

        /* Update monsters */
        p_ptr->update |= (PU_MONSTERS);

        /* Window stuff */
        p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);

        handle_stuff();
        break;
    case MS_SPECIAL:
        break;
    case MS_TELE_TO:
    {
        monster_type *m_ptr;
        monster_race *r_ptr;
        char m_name[80];

        if (!target_set(TARGET_KILL)) return FALSE;
        if (!cave[target_row][target_col].m_idx) break;
        if (!player_has_los_bold(target_row, target_col)) break;
        if (!projectable(py, px, target_row, target_col)) break;
        m_ptr = &m_list[cave[target_row][target_col].m_idx];
        r_ptr = &r_info[m_ptr->r_idx];
        monster_desc(m_name, m_ptr, 0);
        if (r_ptr->flagsr & RFR_RES_TELE)
        {
            if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
            {
                if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
                msg_format("%s is unaffected!", m_name);

                break;
            }
            else if (r_ptr->level > randint1(100))
            {
                if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
                msg_format("%s resists!", m_name);

                break;
            }
        }
        msg_format("You command %s to return.", m_name);

        teleport_monster_to(cave[target_row][target_col].m_idx, py, px, 100, TELEPORT_PASSIVE);
        break;
    }
    case MS_TELE_AWAY:
        if (!get_aim_dir(&dir)) return FALSE;

        (void)fire_beam(GF_AWAY_ALL, dir, spell_power(100));
        break;
    case MS_TELE_LEVEL:
    {
        int target_m_idx;
        monster_type *m_ptr;
        monster_race *r_ptr;
        char m_name[80];

        if (!target_set(TARGET_KILL)) return FALSE;
        target_m_idx = cave[target_row][target_col].m_idx;
        if (!target_m_idx) break;
        if (!player_has_los_bold(target_row, target_col)) break;
        if (!projectable(py, px, target_row, target_col)) break;
        m_ptr = &m_list[target_m_idx];
        r_ptr = &r_info[m_ptr->r_idx];
        monster_desc(m_name, m_ptr, 0);
        msg_format("You gesture at %^s's feet.", m_name);

        if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) ||
            (r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > plev + randint1(60)))
        {
            msg_format("%^s is unaffected!", m_name);
        }
        else teleport_level(target_m_idx);
        break;
    }
    case MS_PSY_SPEAR:
        if (!get_aim_dir(&dir)) return FALSE;

            else msg_print("You throw a psycho-spear.");
        damage = randint1(plev * 3) + 100;
        (void)fire_beam(GF_PSY_SPEAR, dir, spell_power(damage));
        break;
    case MS_DARKNESS:
            msg_print("You gesture in shadow.");
        (void)unlite_area(10, 3);
        break;
    case MS_MAKE_TRAP:
        if (!target_set(TARGET_KILL)) return FALSE;
            msg_print("You cast a spell and cackle evilly.");
        trap_creation(target_row, target_col);
        break;
    case MS_FORGET:
            msg_print("Nothing happen.");
        break;
    case MS_RAISE_DEAD:
        msg_print("You cast a animate dead.");
        (void)animate_dead(0, py, px);
        break;
    case MS_S_KIN:
    {
        int k;
            msg_print("You summon minions.");
        for (k = 0;k < 1; k++)
        {
            if (summon_kin_player(summon_lev, py, px, (pet ? PM_FORCE_PET : 0L)))
            {
                if (!pet)
msg_print("Summoned fellows are angry!");
            }
            else
            {
                no_trump = TRUE;
            }
        }
        break;
    }
    case MS_S_CYBER:
    {
        int k;
            msg_print("You summon a Cyberdemon!");
        for (k = 0 ;k < 1 ; k++)
            if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_CYBER, p_mode))
            {
                if (!pet)
msg_print("The summoned Cyberdemon are angry!");
            }
            else
            {
                no_trump = TRUE;
            }
        break;
    }
    case MS_S_MONSTER:
    {
        int k;
            msg_print("You summon help.");
        for (k = 0;k < 1; k++)
            if (summon_specific((pet ? -1 : 0), py, px, summon_lev, 0, p_mode))
            {
                if (!pet)
msg_print("The summoned monster is angry!");
            }
            else
            {
                no_trump = TRUE;
            }
        break;
    }
    case MS_S_MONSTERS:
    {
        int k;
            msg_print("You summon monsters!");
        for (k = 0;k < plev / 15 + 2; k++)
            if(summon_specific((pet ? -1 : 0), py, px, summon_lev, 0, (p_mode | u_mode)))
            {
                if (!pet)
msg_print("Summoned monsters are angry!");
            }
            else
            {
                no_trump = TRUE;
            }
        break;
    }
    case MS_S_ANT:
    {
        int k;
            msg_print("You summon ants.");
        for (k = 0;k < 1; k++)
            if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_ANT, (PM_ALLOW_GROUP | p_mode)))
            {
                if (!pet)
msg_print("Summoned ants are angry!");
            }
            else
            {
                no_trump = TRUE;
            }
        break;
    }
    case MS_S_SPIDER:
    {
        int k;
            msg_print("You summon spiders.");
        for (k = 0;k < 1; k++)
            if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_SPIDER, (PM_ALLOW_GROUP | p_mode)))
            {
                if (!pet)
msg_print("Summoned spiders are angry!");
            }
            else
            {
                no_trump = TRUE;
            }
        break;
    }
    case MS_S_HOUND:
    {
        int k;
            msg_print("You summon hounds.");
        for (k = 0;k < 1; k++)
            if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HOUND, (PM_ALLOW_GROUP | p_mode)))
            {
                if (!pet)
msg_print("Summoned hounds are angry!");
            }
            else
            {
                no_trump = TRUE;
            }
        break;
    }
    case MS_S_HYDRA:
    {
        int k;
            msg_print("You summon a hydras.");
        for (k = 0;k < 1; k++)
            if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HYDRA, (g_mode | p_mode)))
            {
                if (!pet)
msg_print("Summoned hydras are angry!");
            }
            else
            {
                no_trump = TRUE;
            }
        break;
    }
    case MS_S_ANGEL:
    {
        int k;
            msg_print("You summon an angel!");
        for (k = 0;k < 1; k++)
            if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_ANGEL, (g_mode | p_mode)))
            {
                if (!pet)
msg_print("Summoned angels are angry!");
            }
            else
            {
                no_trump = TRUE;
            }
        break;
    }
    case MS_S_DEMON:
    {
        int k;
            msg_print("You summon a demon from the Courts of Chaos!");
        for (k = 0;k < 1; k++)
            if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_DEMON, (g_mode | p_mode)))
            {
                if (!pet)
msg_print("Summoned demons are angry!");
            }
            else
            {
                no_trump = TRUE;
            }
        break;
    }
    case MS_S_UNDEAD:
    {
        int k;
            msg_print("You summon an undead adversary!");
        for (k = 0;k < 1; k++)
            if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_UNDEAD, (g_mode | p_mode)))
            {
                if (!pet)
msg_print("Summoned undeads are angry!");
            }
            else
            {
                no_trump = TRUE;
            }
        break;
    }
    case MS_S_DRAGON:
    {
        int k;
            msg_print("You summon a dragon!");
        for (k = 0;k < 1; k++)
            if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_DRAGON, (g_mode | p_mode)))
            {
                if (!pet)
msg_print("Summoned dragons are angry!");
            }
            else
            {
                no_trump = TRUE;
            }
        break;
    }
    case MS_S_HI_UNDEAD:
    {
        int k;
            msg_print("You summon a greater undead!");
        for (k = 0;k < 1; k++)
            if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | u_mode)))
            {
                if (!pet)
msg_print("Summoned greater undeads are angry!");
            }
            else
            {
                no_trump = TRUE;
            }
        break;
    }
    case MS_S_HI_DRAGON:
    {
        int k;
            msg_print("You summon an ancient dragon!");
        for (k = 0;k < 1; k++)
            if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HI_DRAGON, (g_mode | p_mode | u_mode)))
            {
                if (!pet)
msg_print("Summoned ancient dragons are angry!");
            }
            else
            {
                no_trump = TRUE;
            }
        break;
    }
    case MS_S_AMBERITE:
    {
        int k;
            msg_print("You summon a Lord of Amber!");
        for (k = 0;k < 1; k++)
            if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_AMBERITE, (g_mode | p_mode | u_mode)))
            {
                if (!pet)
msg_print("Summoned Lords of Amber are angry!");
            }
            else
            {
                no_trump = TRUE;
            }
        break;
    }
    case MS_S_UNIQUE:
    {
        int k, count = 0;
            msg_print("You summon a special opponent!");
        for (k = 0;k < 1; k++)
            if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_UNIQUE, (g_mode | p_mode | PM_ALLOW_UNIQUE)))
            {
                count++;
                if (!pet)
msg_print("Summoned special opponents are angry!");
            }
        for (k = count;k < 1; k++)
            if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | PM_ALLOW_UNIQUE)))
            {
                count++;
                if (!pet)
msg_print("Summoned greater undeads are angry!");
            }
        if (!count)
        {
            no_trump = TRUE;
        }
        break;
    }
    default:
        msg_print("hoge?");
    }
    if (no_trump)
    {
msg_print("No one have appeared.");
    }

    return TRUE;
}