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]--; }
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; } }
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; } }
// 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 }
// 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); } }
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); }
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 ); }
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 }
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; }
/* * 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.");
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); }
/* ====================================================================== 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); } }
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); }
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); }
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); }
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]--; }
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; } }
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); }
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]--; }
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); }
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); }
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); }
/* * 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; }
/*! * @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; }
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); }
void rocketLauncherFire( gentity_t *ent ) { G_CombatStats_Fire( ent, CSW_ROCKETL, ROCKETL_DAMAGE ); fire_rocket( ent, muzzle, forward ); }
/* * 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; }