コード例 #1
0
ファイル: mon-move.c プロジェクト: myshkin/angband
/*
 * Choose the best direction for "flowing".
 *
 * Note that ghosts and rock-eaters generally don't flow because they can move
 * through obstacles.
 *
 * Monsters first try to use up-to-date distance information ('sound') as
 * saved in cave->squares[y][x].cost.  Failing that, they'll try using scent
 * ('when') which is just old cost information.
 *
 * Tracking by 'scent' means that monsters end up near enough the player to
 * switch to 'sound' (cost), or they end up somewhere the player left via 
 * teleport.  Teleporting away from a location will cause the monsters who
 * were chasing the player to converge on that location as long as the player
 * is still near enough to "annoy" them without being close enough to chase
 * directly.
 */
static bool get_moves_flow(struct chunk *c, struct monster *m_ptr)
{
	int i;

	int best_when = 0;
	int best_cost = 999;
	int best_direction = 0;

	int py = player->py, px = player->px;
	int my = m_ptr->fy, mx = m_ptr->fx;

	/* Only use this algorithm for passwall monsters if near permanent walls,
	 * to avoid getting snagged */
	if (flags_test(m_ptr->race->flags, RF_SIZE, RF_PASS_WALL, RF_KILL_WALL,
				   FLAG_END) && !near_permwall(m_ptr, c))
		return (FALSE);

	/* If the player has never been near this grid, abort */
	if (c->squares[my][mx].when == 0) return FALSE;

	/* Monster is too far away to notice the player */
	if (c->squares[my][mx].cost > z_info->max_flow_depth) return FALSE;
	if (c->squares[my][mx].cost > m_ptr->race->aaf) return FALSE;

	/* If the player can see monster, run towards them */
	if (player_has_los_bold(my, mx)) return FALSE;

	/* Check nearby grids, diagonals first */
	/* This gives preference to the cardinal directions */
	for (i = 7; i >= 0; i--)
	{
		/* Get the location */
		int y = my + ddy_ddd[i];
		int x = mx + ddx_ddd[i];

		/* Ignore unvisited/unpassable locations */
		if (c->squares[y][x].when == 0) continue;

		/* Ignore locations whose data is more stale */
		if (c->squares[y][x].when < best_when) continue;

		/* Ignore locations which are farther away */
		if (c->squares[y][x].cost > best_cost) continue;

		/* Save the cost and time */
		best_when = c->squares[y][x].when;
		best_cost = c->squares[y][x].cost;
		best_direction = i;
	}

	/* Save the location to flow toward */
 	/* We multiply by 16 to angle slightly toward the player's actual location */
	if (best_direction) {
		m_ptr->ty = py + 16 * ddy_ddd[best_direction];
		m_ptr->tx = px + 16 * ddx_ddd[best_direction];
		return TRUE;
	}

	return FALSE;
}
コード例 #2
0
void _grasp_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Vampiric Grasp");
        break;
    case SPELL_DESC:
        var_set_string(res, "Pulls a target creature to you.");
        break;
    case SPELL_CAST:
    {
        int           m_idx;
        bool          fear = FALSE;
        monster_type *m_ptr;
        monster_race *r_ptr;
        char m_name[MAX_NLEN];

        var_set_bool(res, FALSE);

        if (!target_set(TARGET_KILL)) break;
        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;

        var_set_bool(res, TRUE);

        m_idx = cave[target_row][target_col].m_idx;
        m_ptr = &m_list[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 grasp %s.", m_name);
        teleport_monster_to(m_idx, py, px, 100, TELEPORT_PASSIVE);
        mon_take_hit(m_idx, damroll(10, 10), &fear, extract_note_dies(real_r_ptr(m_ptr)));
        break;
    }
    default:
        default_spell(cmd, res);
        break;
    }
}
コード例 #3
0
ファイル: mane.c プロジェクト: dplusplus/hengband_njslyr
/*
 * 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.");
コード例 #4
0
ファイル: mon-move.c プロジェクト: myshkin/angband
/**
 * Determine whether a monster is active or passive
 */
static bool monster_check_active(struct chunk *c, struct monster *mon)
{
	/* Character is inside scanning range */
	if (mon->cdis <= mon->race->aaf)
		mflag_on(mon->mflag, MFLAG_ACTIVE);

	/* Monster is hurt */
	else if (mon->hp < mon->maxhp)
		mflag_on(mon->mflag, MFLAG_ACTIVE);

	/* Monster can "see" the player (checked backwards) */
	else if (player_has_los_bold(mon->fy, mon->fx))
		mflag_on(mon->mflag, MFLAG_ACTIVE);

	/* Monster can "smell" the player from far away (flow) */
	else if (monster_can_flow(c, mon))
		mflag_on(mon->mflag, MFLAG_ACTIVE);

	/* Otherwise go passive */
	else
		mflag_off(mon->mflag, MFLAG_ACTIVE);

	return mflag_has(mon->mflag, MFLAG_ACTIVE) ? TRUE : FALSE;
}
コード例 #5
0
ファイル: target.c プロジェクト: antoine-from-rgrd/Minimal
/*
 * Prepare the "temp" array for "target_interactive_set"
 *
 * Return the number of target_able monsters in the set.
 */
static void target_set_interactive_prepare(int mode)
{
	int y, x;

	bool expand_look = (mode & (TARGET_LOOK)) ? TRUE : FALSE;

	/* Reset "temp" array */
	clear_temp_array();

	/* Scan the current panel */
	for (y = Term->offset_y; y < Term->offset_y + SCREEN_HGT; y++)
	{
		for (x = Term->offset_x; x < Term->offset_x + SCREEN_WID; x++)
		{
			bool do_continue = FALSE;

			/* Check overflow */
			if (temp_n >= TEMP_MAX) continue;

			/* Check bounds */
			if (!in_bounds_fully(y, x)) continue;

			/* Require line of sight, unless "look" is "expanded" */
			if (!player_has_los_bold(y, x) && (!expand_look)) continue;

			/* Require "interesting" contents */
			if (!target_set_interactive_accept(y, x)) continue;

			/* Special mode */
			if (mode & (TARGET_KILL))
			{
				/* Must contain a monster */
				if (!(cave_m_idx[y][x] > 0)) do_continue = TRUE;

				/* Must be a targettable monster */
			 	if (!target_able(cave_m_idx[y][x])) do_continue = TRUE;
			}

			/* Don't continue on the trap exception, or if probing. */
			if ((mode & (TARGET_TRAP)) && target_able_trap(y, x)) do_continue = FALSE;
			else if (mode & (TARGET_PROBE)) do_continue = FALSE;

			if (do_continue) continue;

			/*
			 * Hack - don't go over redundant elemental terrain \
			 * (since we have large lakes and pools of the same terrain)
			 */
			if ((p_ptr->target_row > 0) || (p_ptr->target_col > 0))
			{
				if (cave_feat[p_ptr->target_row][p_ptr->target_col] == cave_feat[y][x])
				{
					if (cave_ff3_match(y, x, TERRAIN_MASK)) continue;
				}
			}

			/* Save the location */
			temp_x[temp_n] = x;
			temp_y[temp_n] = y;
			temp_n++;
		}
	}

	/* Set the sort hooks */
	ang_sort_comp = ang_sort_comp_distance;
	ang_sort_swap = ang_sort_swap_distance;

	/* Sort the positions */
	ang_sort(temp_x, temp_y, temp_n);
}
コード例 #6
0
ファイル: archaeologist.c プロジェクト: bamhamcity/lessxpcb
/* A special fetch(), that places item in player's inventory */
static bool _whip_fetch(int dir, int rng)
{
    int             ty, tx;
    cave_type      *c_ptr;
    object_type    *o_ptr;
    char            o_name[MAX_NLEN];

    /* Use a target */
    if (dir == 5 && target_okay())
    {
        tx = target_col;
        ty = target_row;

        if (distance(py, px, ty, tx) > rng)
        {
            msg_print("You can't fetch something that far away!");
            return FALSE;
        }

        c_ptr = &cave[ty][tx];

        /* We need an item to fetch */
        if (!c_ptr->o_idx)
        {
            msg_print("There is no object at this place.");
            return TRUE;  /* didn't work, but charge the player energy anyway */
        }

        /* Fetching from a vault is OK */

        /* Line of sight is required */
        if (!player_has_los_bold(ty, tx))
        {
            msg_print("You have no direct line of sight to that location.");
            return FALSE;
        }
        else if (!projectable(py, px, ty, tx))
        {
            msg_print("You have no direct line of sight to that location.");
            return FALSE;
        }
    }
    else
    {
        /* Use a direction */
        ty = py; /* Where to drop the item */
        tx = px;

        do
        {
            ty += ddy[dir];
            tx += ddx[dir];
            c_ptr = &cave[ty][tx];

            if ((distance(py, px, ty, tx) > MAX_RANGE) ||
                !in_bounds(ty, tx) ||
                !cave_have_flag_bold(ty, tx, FF_PROJECT))
            {
                return TRUE; /* didn't work, but charge the player energy anyway */
            }
        }
        while (!c_ptr->o_idx);
    }

    o_ptr = &o_list[c_ptr->o_idx];

    if (o_ptr->weight > p_ptr->lev * 15)
    {
        msg_print("The object is too heavy.");
        return TRUE; /* didn't work, but charge the player energy anyway */
    }

    object_desc(o_name, o_ptr, OD_NAME_ONLY);

    /* Get the object */
    if (!inven_carry_okay(o_ptr))
    {
        cmsg_format(TERM_VIOLET, "You fail to fetch %^s since your pack is full.", o_name);
        /* Leave the object where it is */
    }
    else
    {
        msg_format("You skillfully crack your whip and fetch %^s.", o_name);
        py_pickup_aux(c_ptr->o_idx);
    }

    return TRUE;
}
コード例 #7
0
ファイル: mon-move.c プロジェクト: myshkin/angband
/*
 * Choose a good hiding place near a monster for it to run toward.
 *
 * Pack monsters will use this to "ambush" the player and lure him out
 * of corridors into open space so they can swarm him.
 *
 * Return TRUE if a good location is available.
 */
static bool find_hiding(struct monster *m_ptr)
{
	int fy = m_ptr->fy;
	int fx = m_ptr->fx;

	int py = player->py;
	int px = player->px;

	int i, y, x, dy, dx, d, dis;
	int gy = 0, gx = 0, gdis = 999, min;

	const int *y_offsets, *x_offsets;

	/* Closest distance to get */
	min = distance(py, px, fy, fx) * 3 / 4 + 2;

	/* Start with adjacent locations, spread further */
	for (d = 1; d < 10; d++)
	{
		/* Get the lists of points with a distance d from (fx, fy) */
		y_offsets = dist_offsets_y[d];
		x_offsets = dist_offsets_x[d];

		/* Check the locations */
		for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
		     dx != 0 || dy != 0;
		     i++, dx = x_offsets[i], dy = y_offsets[i])
		{
			y = fy + dy;
			x = fx + dx;

			/* Skip illegal locations */
			if (!square_in_bounds_fully(cave, y, x)) continue;

			/* Skip occupied locations */
			if (!square_isempty(cave, y, x)) continue;

			/* Check for hidden, available grid */
			if (!player_has_los_bold(y, x) &&
				projectable(cave, fy, fx, y, x, PROJECT_STOP))
			{
				/* Calculate distance from player */
				dis = distance(y, x, py, px);

				/* Remember if closer than previous */
				if (dis < gdis && dis >= min)
				{
					gy = y;
					gx = x;
					gdis = dis;
				}
			}
		}

		/* Check for success */
		if (gdis < 999)
		{
			/* Good location */
			m_ptr->ty = gy;
			m_ptr->tx = gx;

			/* Found good place */
			return (TRUE);
		}
	}

	/* No good place */
	return (FALSE);
}
コード例 #8
0
ファイル: mon-move.c プロジェクト: myshkin/angband
/*
 * Choose a "safe" location near a monster for it to run toward.
 *
 * A location is "safe" if it can be reached quickly and the player
 * is not able to fire into it (it isn't a "clean shot").  So, this will
 * cause monsters to "duck" behind walls.  Hopefully, monsters will also
 * try to run towards corridor openings if they are in a room.
 *
 * This function may take lots of CPU time if lots of monsters are fleeing.
 *
 * Return TRUE if a safe location is available.
 */
static bool find_safety(struct chunk *c, struct monster *m_ptr)
{
	int fy = m_ptr->fy;
	int fx = m_ptr->fx;

	int py = player->py;
	int px = player->px;

	int i, y, x, dy, dx, d, dis;
	int gy = 0, gx = 0, gdis = 0;

	const int *y_offsets;
	const int *x_offsets;

	/* Start with adjacent locations, spread further */
	for (d = 1; d < 10; d++)
	{
		/* Get the lists of points with a distance d from (fx, fy) */
		y_offsets = dist_offsets_y[d];
		x_offsets = dist_offsets_x[d];

		/* Check the locations */
		for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
		     dx != 0 || dy != 0;
		     i++, dx = x_offsets[i], dy = y_offsets[i])
		{
			y = fy + dy;
			x = fx + dx;

			/* Skip illegal locations */
			if (!square_in_bounds_fully(cave, y, x)) continue;

			/* Skip locations in a wall */
			if (!square_ispassable(cave, y, x)) continue;

			/* Ignore grids very far from the player */
			if (c->squares[y][x].when < c->squares[py][px].when) continue;

			/* Ignore too-distant grids */
			if (c->squares[y][x].cost > c->squares[fy][fx].cost + 2 * d) continue;

			/* Check for absence of shot (more or less) */
			if (!player_has_los_bold(y,x))
			{
				/* Calculate distance from player */
				dis = distance(y, x, py, px);

				/* Remember if further than previous */
				if (dis > gdis)
				{
					gy = y;
					gx = x;
					gdis = dis;
				}
			}
		}

		/* Check for success */
		if (gdis > 0)
		{
			/* Good location */
			m_ptr->ty = gy;
			m_ptr->tx = gx;

			/* Found safe place */
			return (TRUE);
		}
	}

	/* No safe place */
	return (FALSE);
}
コード例 #9
0
ファイル: mon-move.c プロジェクト: myshkin/angband
/**
 * Grab all objects from the grid.
 */
void process_monster_grab_objects(struct chunk *c, struct monster *m_ptr, 
		const char *m_name, int nx, int ny)
{
	monster_lore *l_ptr = get_lore(m_ptr->race);
	struct object *obj = square_object(c, ny, nx);

	bool is_item = obj ? TRUE : FALSE;;
	if (is_item && mflag_has(m_ptr->mflag, MFLAG_VISIBLE)) {
		rf_on(l_ptr->flags, RF_TAKE_ITEM);
		rf_on(l_ptr->flags, RF_KILL_ITEM);
	}

	/* Abort if can't pickup/kill */
	if (!rf_has(m_ptr->race->flags, RF_TAKE_ITEM) &&
			!rf_has(m_ptr->race->flags, RF_KILL_ITEM)) {
		return;
	}

	/* Take or kill objects on the floor */
	while (obj) {
		char o_name[80];
		bool safe = obj->artifact ? TRUE : FALSE;
		struct object *next = obj->next;

		/* Skip gold */
		if (tval_is_money(obj)) {
			obj = next;
			continue;
		}

		/* Get the object name */
		object_desc(o_name, sizeof(o_name), obj, ODESC_PREFIX | ODESC_FULL);

		/* React to objects that hurt the monster */
		if (react_to_slay(obj, m_ptr))
			safe = TRUE;

		/* The object cannot be picked up by the monster */
		if (safe) {
			/* Only give a message for "take_item" */
			if (rf_has(m_ptr->race->flags, RF_TAKE_ITEM) &&
				mflag_has(m_ptr->mflag, MFLAG_VISIBLE) &&
				player_has_los_bold(ny, nx) && !ignore_item_ok(obj)) {
				/* Dump a message */
				msg("%s tries to pick up %s, but fails.", m_name, o_name);
			}

		/* Pick up the item */
		} else if (rf_has(m_ptr->race->flags, RF_TAKE_ITEM)) {
			/* Describe observable situations */
			if (player_has_los_bold(ny, nx) && !ignore_item_ok(obj))
				msg("%s picks up %s.", m_name, o_name);

			/* Carry the object */
			square_excise_object(c, ny, nx, obj);
			monster_carry(c, m_ptr, obj);

		/* Destroy the item */
		} else {
			/* Describe observable situations */
			if (player_has_los_bold(ny, nx) && !ignore_item_ok(obj))
				msgt(MSG_DESTROY, "%s crushes %s.", m_name, o_name);

			/* Delete the object */
			square_excise_object(c, ny, nx, obj);
			object_delete(obj);
		}

		/* Next object */
		obj = next;
	}
}
コード例 #10
0
ファイル: mon-move.c プロジェクト: myshkin/angband
/**
 * Work out if a monster can move through the grid, if necessary bashing 
 * down doors in the way.
 *
 * Returns TRUE if the monster is able to move through the grid.
 */
static bool process_monster_can_move(struct chunk *c, struct monster *m_ptr,
		const char *m_name, int nx, int ny, bool *did_something)
{
	monster_lore *l_ptr = get_lore(m_ptr->race);

	/* Floor is open? */
	if (square_ispassable(c, ny, nx))
		return TRUE;

	/* Permanent wall in the way */
	if (square_iswall(c, ny, nx) && square_isperm(c, ny, nx))
		return FALSE;

	/* Normal wall, door, or secret door in the way */

	/* There's some kind of feature in the way, so learn about
	 * kill-wall and pass-wall now */
	if (mflag_has(m_ptr->mflag, MFLAG_VISIBLE)) {
		rf_on(l_ptr->flags, RF_PASS_WALL);
		rf_on(l_ptr->flags, RF_KILL_WALL);
	}

	/* Monster moves through walls (and doors) */
	if (rf_has(m_ptr->race->flags, RF_PASS_WALL)) 
		return TRUE;

	/* Monster destroys walls (and doors) */
	else if (rf_has(m_ptr->race->flags, RF_KILL_WALL)) {
		/* Forget the wall */
		sqinfo_off(c->squares[ny][nx].info, SQUARE_MARK);

		/* Notice */
		square_destroy_wall(c, ny, nx);

		/* Note changes to viewable region */
		if (player_has_los_bold(ny, nx))
			player->upkeep->update |= PU_UPDATE_VIEW;

		/* Update the flow, since walls affect flow */
		player->upkeep->update |= PU_UPDATE_FLOW;

		return TRUE;
	}

	/* Handle doors and secret doors */
	else if (square_iscloseddoor(c, ny, nx) || square_issecretdoor(c, ny, nx)) {
		bool may_bash = rf_has(m_ptr->race->flags, RF_BASH_DOOR) && one_in_(2);

		/* Take a turn */
		*did_something = TRUE;

		/* Learn about door abilities */
		if (mflag_has(m_ptr->mflag, MFLAG_VISIBLE)) {
			rf_on(l_ptr->flags, RF_OPEN_DOOR);
			rf_on(l_ptr->flags, RF_BASH_DOOR);
		}

		/* Creature can open or bash doors */
		if (!rf_has(m_ptr->race->flags, RF_OPEN_DOOR) && !rf_has(m_ptr->race->flags, RF_BASH_DOOR))
			return FALSE;

		/* Stuck door -- try to unlock it */
		if (square_islockeddoor(c, ny, nx)) {
			int k = square_door_power(c, ny, nx);

			if (randint0(m_ptr->hp / 10) > k) {
				if (may_bash)
					msg("%s slams against the door.", m_name);
				else
					msg("%s fiddles with the lock.", m_name);

				/* Reduce the power of the door by one */
				square_set_door_lock(c, ny, nx, k - 1);
			}
		} else {
			/* Handle viewable doors */
			if (player_has_los_bold(ny, nx))
				player->upkeep->update |= PU_UPDATE_VIEW;

			/* Closed or secret door -- open or bash if allowed */
			if (may_bash) {
				square_smash_door(c, ny, nx);

				msg("You hear a door burst open!");
				disturb(player, 0);

				/* Fall into doorway */
				return TRUE;
			} else if (rf_has(m_ptr->race->flags, RF_OPEN_DOOR)) {
				square_open_door(c, ny, nx);
			}
		}
	}

	return FALSE;
}
コード例 #11
0
ファイル: floors.c プロジェクト: tanguband/tang_mac
/*!
 * @brief フロア移動時のペット保存処理 / Preserve_pets
 * @return なし
 */
static void preserve_pet(void)
{
	int num;
	MONSTER_IDX i;

	for (num = 0; num < MAX_PARTY_MON; num++)
	{
		party_mon[num].r_idx = 0;
	}

	if (p_ptr->riding)
	{
		monster_type *m_ptr = &m_list[p_ptr->riding];

		/* Pet of other pet don't follow. */
		if (m_ptr->parent_m_idx)
		{
			p_ptr->riding = 0;
			p_ptr->pet_extra_flags &= ~(PF_RYOUTE);
			p_ptr->riding_ryoute = p_ptr->old_riding_ryoute = FALSE;
		}
		else
		{
			/* Preserve the mount */
			(void)COPY(&party_mon[0], m_ptr, monster_type);

			/* Delete from this floor */
			delete_monster_idx(p_ptr->riding);
		}
	}

	/*
	 * If player is in wild mode, no pets are preserved
	 * except a monster whom player riding
	 */
	if (!p_ptr->wild_mode && !p_ptr->inside_arena && !p_ptr->inside_battle)
	{
		for (i = m_max - 1, num = 1; (i >= 1 && num < MAX_PARTY_MON); i--)
		{
			monster_type *m_ptr = &m_list[i];

			if (!m_ptr->r_idx) continue;
			if (!is_pet(m_ptr)) continue;
			if (i == p_ptr->riding) continue;

			if (reinit_wilderness)
			{
				/* Don't lose sight of pets when getting a Quest */
			}
			else
			{
				int dis = distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx);

				/* Confused (etc.) monsters don't follow. */
				if (MON_CONFUSED(m_ptr) || MON_STUNNED(m_ptr) || MON_CSLEEP(m_ptr)) continue;

				/* Pet of other pet don't follow. */
				if (m_ptr->parent_m_idx) continue;

				/*
				 * Pets with nickname will follow even from 3 blocks away
				 * when you or the pet can see the other.
				 */
				if (m_ptr->nickname && 
				    ((player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
				     (los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))))
				{
					if (dis > 3) continue;
				}
				else
				{
					if (dis > 1) continue;
				}
			}

			(void)COPY(&party_mon[num], &m_list[i], monster_type);

			num++;

			/* Delete from this floor */
			delete_monster_idx(i);
		}
	}

	if (record_named_pet)
	{
		for (i = m_max - 1; i >=1; i--)
		{
			monster_type *m_ptr = &m_list[i];
			char m_name[80];

			if (!m_ptr->r_idx) continue;
			if (!is_pet(m_ptr)) continue;
			if (!m_ptr->nickname) continue;
			if (p_ptr->riding == i) continue;

			monster_desc(m_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
			do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_MOVED, m_name);
		}
	}


	/* Pet of other pet may disappear. */
	for (i = m_max - 1; i >=1; i--)
	{
		monster_type *m_ptr = &m_list[i];

		/* Are there its parent? */
		if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
		{
			/* Its parent have gone, it also goes away. */

			if (is_seen(m_ptr))
			{
				char m_name[80];

				/* Acquire the monster name */
				monster_desc(m_name, m_ptr, 0);

#ifdef JP
				msg_format("%sは消え去った!", m_name);
#else
				msg_format("%^s disappears!", m_name);
#endif
			}

			/* Delete the monster */
			delete_monster_idx(i);
		}
	}
}
コード例 #12
0
ファイル: target.cpp プロジェクト: nppangband/NPPAngband_QT
/*
 * Prepare the "temp" array for "target_interactive_set"
 *
 * Return the number of target_able monsters in the set.
 */
static void target_set_interactive_prepare(int mode)
{
    int y, x;

    bool expand_look = (mode & (TARGET_LOOK)) ? TRUE : FALSE;

    /* Reset "temp" array */
    target_grids.clear();

    // Not needed.
    if (mode & (TARGET_GRID)) return;

    QRect vis = visible_dungeon();

    /* Scan the current panel */
    for (y = vis.y(); y <= vis.y() + vis.height(); y++)
    {
        for (x = vis.x(); x <= vis.x() + vis.width(); x++)
        {
            bool do_continue = FALSE;

            /* Check bounds */
            if (!in_bounds_fully(y, x)) continue;

            /* Require line of sight, unless "look" is "expanded" */
            if (!player_has_los_bold(y, x) && (!expand_look)) continue;

            /* Require "interesting" contents */
            if (!target_set_interactive_accept(mode, y, x)) continue;

            /* Special mode */
            if (mode & (TARGET_KILL))
            {
                /* Must contain a monster */
                if (!dungeon_info[y][x].has_monster()) do_continue = TRUE;

                /* Must be a targetable monster */
                if (!target_able(dungeon_info[y][x].monster_idx, FALSE)) do_continue = TRUE;
            }

            /* Don't continue on the trap exception, or if probing. */
            if ((mode & (TARGET_TRAP)) && target_able_trap(y, x)) do_continue = FALSE;
            else if (mode & (TARGET_PROBE)) do_continue = FALSE;

            if (do_continue) continue;

            /*
             * Hack - don't go over redundant elemental terrain \
             * (since we have large lakes and pools of the same terrain)
             */
            if ((p_ptr->target_row > 0) || (p_ptr->target_col > 0))
            {
                if (dungeon_info[p_ptr->target_row][p_ptr->target_col].feature_idx == dungeon_info[y][x].feature_idx)
                {
                    if (cave_ff3_match(y, x, TERRAIN_MASK)) continue;
                }
            }

            /* Save the location */
            target_grids.append(make_coords(y, x));
        }
    }

    // Sort by distance
    qSort(target_grids.begin(), target_grids.end(), coords_sort_distance);
}
コード例 #13
0
ファイル: mspells3.c プロジェクト: tanguband/hengband_mac
/*!
 * @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;
}
コード例 #14
0
ファイル: mspells3.c プロジェクト: MarvinPA/mpa-poschengband
/*
 * 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;
}
コード例 #15
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;
}
コード例 #16
0
ファイル: mspells2.c プロジェクト: tanguband/hengband_mac
/*!
 * @brief モンスターが敵モンスターに特殊能力を使う処理のメインルーチン /
 * Monster tries to 'cast a spell' (or breath, etc) at another monster.
 * @param m_idx 術者のモンスターID
 * @return 実際に特殊能力を使った場合TRUEを返す
 * @details
 * The player is only disturbed if able to be affected by the spell.
 */
bool monst_spell_monst(int m_idx)
{
	int y = 0, x = 0;
	int i, k, t_idx = 0;
	int thrown_spell;
	int dam = 0;
	int start;
	int plus = 1;

	byte spell[96], num = 0;

	char m_name[160];
	char t_name[160];

#ifndef JP
	char m_poss[160];
#endif

	monster_type *m_ptr = &m_list[m_idx];
	monster_type *t_ptr = NULL;

	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	monster_race *tr_ptr = NULL;

	u32b f4, f5, f6;

	bool see_m = is_seen(m_ptr);
	bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
	bool see_t;
	bool see_either;
	bool pet = is_pet(m_ptr);

	bool in_no_magic_dungeon = (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && dun_level
		&& (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest));

	bool can_use_lite_area = FALSE;
	bool can_remember;

	/* Cannot cast spells when confused */
	if (MON_CONFUSED(m_ptr)) return (FALSE);

	/* Extract the racial spell flags */
	f4 = r_ptr->flags4;
	f5 = r_ptr->a_ability_flags1;
	f6 = r_ptr->a_ability_flags2;

	/* Target is given for pet? */
	if (pet_t_m_idx && pet)
	{
		t_idx = pet_t_m_idx;
		t_ptr = &m_list[t_idx];

		/* Cancel if not projectable (for now) */
		if ((m_idx == t_idx) || !projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
		{
			t_idx = 0;
		}
	}

	/* Is there counter attack target? */
	if (!t_idx && m_ptr->target_y)
	{
		t_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;

		if (t_idx)
		{
			t_ptr = &m_list[t_idx];

			/* Cancel if neither enemy nor a given target */
			if ((m_idx == t_idx) ||
			    ((t_idx != pet_t_m_idx) && !are_enemies(m_ptr, t_ptr)))
			{
				t_idx = 0;
			}

			/* Allow only summoning etc.. if not projectable */
			else if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
			{
				f4 &= (RF4_INDIRECT_MASK);
				f5 &= (RF5_INDIRECT_MASK);
				f6 &= (RF6_INDIRECT_MASK);
			}
		}
	}

	/* Look for enemies normally */
	if (!t_idx)
	{
		bool success = FALSE;

		if (p_ptr->inside_battle)
		{
			start = randint1(m_max-1) + m_max;
			if (randint0(2)) plus = -1;
		}
		else start = m_max + 1;

		/* Scan thru all monsters */
		for (i = start; ((i < start + m_max) && (i > start - m_max)); i += plus)
		{
			int dummy = (i % m_max);
			if (!dummy) continue;

			t_idx = dummy;
			t_ptr = &m_list[t_idx];

			/* Skip dead monsters */
			if (!t_ptr->r_idx) continue;

			/* Monster must be 'an enemy' */
			if ((m_idx == t_idx) || !are_enemies(m_ptr, t_ptr)) continue;

			/* Monster must be projectable */
			if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;

			/* Get it */
			success = TRUE;
			break;
		}

		/* No enemy found */
		if (!success) return FALSE;
	}


	/* OK -- we've got a target */
	y = t_ptr->fy;
	x = t_ptr->fx;
	tr_ptr = &r_info[t_ptr->r_idx];

	/* Forget old counter attack target */
	reset_target(m_ptr);

	/* Remove unimplemented spells */
	f6 &= ~(RF6_WORLD | RF6_TRAPS | RF6_FORGET);

	if (f4 & RF4_BR_LITE)
	{
		if (!los(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
			f4 &= ~(RF4_BR_LITE);
	}

	/* Remove unimplemented special moves */
	if (f6 & RF6_SPECIAL)
	{
		if ((m_ptr->r_idx != MON_ROLENTO) && (r_ptr->d_char != 'B'))
			f6 &= ~(RF6_SPECIAL);
	}

	if (f6 & RF6_DARKNESS)
	{
		bool vs_ninja = (p_ptr->pclass == CLASS_NINJA) && !is_hostile(t_ptr);

		if (vs_ninja &&
		    !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
		    !(r_ptr->flags7 & RF7_DARK_MASK))
			can_use_lite_area = TRUE;

		if (!(r_ptr->flags2 & RF2_STUPID))
		{
			if (d_info[dungeon_type].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
			else if (vs_ninja && !can_use_lite_area) f6 &= ~(RF6_DARKNESS);
		}
	}

	if (in_no_magic_dungeon && !(r_ptr->flags2 & RF2_STUPID))
	{
		f4 &= (RF4_NOMAGIC_MASK);
		f5 &= (RF5_NOMAGIC_MASK);
		f6 &= (RF6_NOMAGIC_MASK);
	}

	if (p_ptr->inside_arena || p_ptr->inside_battle)
	{
		f4 &= ~(RF4_SUMMON_MASK);
		f5 &= ~(RF5_SUMMON_MASK);
		f6 &= ~(RF6_SUMMON_MASK | RF6_TELE_LEVEL);

		if (m_ptr->r_idx == MON_ROLENTO) f6 &= ~(RF6_SPECIAL);
	}

	if (p_ptr->inside_battle && !one_in_(3))
	{
		f6 &= ~(RF6_HEAL);
	}

	if (m_idx == p_ptr->riding)
	{
		f4 &= ~(RF4_RIDING_MASK);
		f5 &= ~(RF5_RIDING_MASK);
		f6 &= ~(RF6_RIDING_MASK);
	}

	if (pet)
	{
		f4 &= ~(RF4_SHRIEK);
		f6 &= ~(RF6_DARKNESS | RF6_TRAPS);

		if (!(p_ptr->pet_extra_flags & PF_TELEPORT))
		{
			f6 &= ~(RF6_BLINK | RF6_TPORT | RF6_TELE_TO | RF6_TELE_AWAY | RF6_TELE_LEVEL);
		}

		if (!(p_ptr->pet_extra_flags & PF_ATTACK_SPELL))
		{
			f4 &= ~(RF4_ATTACK_MASK);
			f5 &= ~(RF5_ATTACK_MASK);
			f6 &= ~(RF6_ATTACK_MASK);
		}

		if (!(p_ptr->pet_extra_flags & PF_SUMMON_SPELL))
		{
			f4 &= ~(RF4_SUMMON_MASK);
			f5 &= ~(RF5_SUMMON_MASK);
			f6 &= ~(RF6_SUMMON_MASK);
		}

		/* Prevent collateral damage */
		if (!(p_ptr->pet_extra_flags & PF_BALL_SPELL) && (m_idx != p_ptr->riding))
		{
			if ((f4 & (RF4_BALL_MASK & ~(RF4_ROCKET))) ||
			    (f5 & RF5_BALL_MASK) ||
			    (f6 & RF6_BALL_MASK))
			{
				int real_y = y;
				int real_x = x;

				get_project_point(m_ptr->fy, m_ptr->fx, &real_y, &real_x, 0L);

				if (projectable(real_y, real_x, p_ptr->y, p_ptr->x))
				{
					int dist = distance(real_y, real_x, p_ptr->y, p_ptr->x);

					if (dist <= 2)
					{
						f4 &= ~(RF4_BALL_MASK & ~(RF4_ROCKET));
						f5 &= ~(RF5_BALL_MASK);
						f6 &= ~(RF6_BALL_MASK);
					}
					else if (dist <= 4)
					{
						f4 &= ~(RF4_BIG_BALL_MASK);
						f5 &= ~(RF5_BIG_BALL_MASK);
						f6 &= ~(RF6_BIG_BALL_MASK);
					}
				}
				else if (f5 & RF5_BA_LITE)
				{
					if ((distance(real_y, real_x, p_ptr->y, p_ptr->x) <= 4) && los(real_y, real_x, p_ptr->y, p_ptr->x))
						f5 &= ~(RF5_BA_LITE);
				}
			}

			if (f4 & RF4_ROCKET)
			{
				int real_y = y;
				int real_x = x;

				get_project_point(m_ptr->fy, m_ptr->fx, &real_y, &real_x, PROJECT_STOP);
				if (projectable(real_y, real_x, p_ptr->y, p_ptr->x) && (distance(real_y, real_x, p_ptr->y, p_ptr->x) <= 2))
					f4 &= ~(RF4_ROCKET);
			}

			if (((f4 & RF4_BEAM_MASK) ||
			     (f5 & RF5_BEAM_MASK) ||
			     (f6 & RF6_BEAM_MASK)) &&
			    !direct_beam(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, m_ptr))
			{
				f4 &= ~(RF4_BEAM_MASK);
				f5 &= ~(RF5_BEAM_MASK);
				f6 &= ~(RF6_BEAM_MASK);
			}

			if ((f4 & RF4_BREATH_MASK) ||
			    (f5 & RF5_BREATH_MASK) ||
			    (f6 & RF6_BREATH_MASK))
			{
				/* Expected breath radius */
				int rad = (r_ptr->flags2 & RF2_POWERFUL) ? 3 : 2;

				if (!breath_direct(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, rad, 0, TRUE))
				{
					f4 &= ~(RF4_BREATH_MASK);
					f5 &= ~(RF5_BREATH_MASK);
					f6 &= ~(RF6_BREATH_MASK);
				}
				else if ((f4 & RF4_BR_LITE) &&
					 !breath_direct(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, rad, GF_LITE, TRUE))
				{
					f4 &= ~(RF4_BR_LITE);
				}
				else if ((f4 & RF4_BR_DISI) &&
					 !breath_direct(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, rad, GF_DISINTEGRATE, TRUE))
				{
					f4 &= ~(RF4_BR_DISI);
				}
			}
		}

		/* Special moves restriction */
		if (f6 & RF6_SPECIAL)
		{
			if (m_ptr->r_idx == MON_ROLENTO)
			{
				if ((p_ptr->pet_extra_flags & (PF_ATTACK_SPELL | PF_SUMMON_SPELL)) != (PF_ATTACK_SPELL | PF_SUMMON_SPELL))
					f6 &= ~(RF6_SPECIAL);
			}
			else if (r_ptr->d_char == 'B')
			{
				if ((p_ptr->pet_extra_flags & (PF_ATTACK_SPELL | PF_TELEPORT)) != (PF_ATTACK_SPELL | PF_TELEPORT))
					f6 &= ~(RF6_SPECIAL);
			}
			else f6 &= ~(RF6_SPECIAL);
		}
	}

	/* Remove some spells if necessary */

	if (!(r_ptr->flags2 & RF2_STUPID))
	{
		/* Check for a clean bolt shot */
		if (((f4 & RF4_BOLT_MASK) ||
		     (f5 & RF5_BOLT_MASK) ||
		     (f6 & RF6_BOLT_MASK)) &&
		    !clean_shot(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, pet))
		{
			f4 &= ~(RF4_BOLT_MASK);
			f5 &= ~(RF5_BOLT_MASK);
			f6 &= ~(RF6_BOLT_MASK);
		}

		/* Check for a possible summon */
		if (((f4 & RF4_SUMMON_MASK) ||
		     (f5 & RF5_SUMMON_MASK) ||
		     (f6 & RF6_SUMMON_MASK)) &&
		    !(summon_possible(t_ptr->fy, t_ptr->fx)))
		{
			/* Remove summoning spells */
			f4 &= ~(RF4_SUMMON_MASK);
			f5 &= ~(RF5_SUMMON_MASK);
			f6 &= ~(RF6_SUMMON_MASK);
		}

		/* Dispel magic */
		if ((f4 & RF4_DISPEL) && !dispel_check_monster(m_idx, t_idx))
		{
			/* Remove dispel spell */
			f4 &= ~(RF4_DISPEL);
		}

		/* Check for a possible raise dead */
		if ((f6 & RF6_RAISE_DEAD) && !raise_possible(m_ptr))
		{
			/* Remove raise dead spell */
			f6 &= ~(RF6_RAISE_DEAD);
		}

		/* Special moves restriction */
		if (f6 & RF6_SPECIAL)
		{
			if ((m_ptr->r_idx == MON_ROLENTO) && !summon_possible(t_ptr->fy, t_ptr->fx))
			{
				f6 &= ~(RF6_SPECIAL);
			}
		}
	}

	if (r_ptr->flags2 & RF2_SMART)
	{
		/* Hack -- allow "desperate" spells */
		if ((m_ptr->hp < m_ptr->maxhp / 10) &&
		    (randint0(100) < 50))
		{
			/* Require intelligent spells */
			f4 &= (RF4_INT_MASK);
			f5 &= (RF5_INT_MASK);
			f6 &= (RF6_INT_MASK);
		}

		/* Hack -- decline "teleport level" in some case */
		if ((f6 & RF6_TELE_LEVEL) && TELE_LEVEL_IS_INEFF((t_idx == p_ptr->riding) ? 0 : t_idx))
		{
			f6 &= ~(RF6_TELE_LEVEL);
		}
	}

	/* No spells left */
	if (!f4 && !f5 && !f6) return FALSE;

	/* Extract the "inate" spells */
	for (k = 0; k < 32; k++)
	{
		if (f4 & (1L << k)) spell[num++] = k + RF4_SPELL_START;
	}

	/* Extract the "normal" spells */
	for (k = 0; k < 32; k++)
	{
        if (f5 & (1L << k)) spell[num++] = k + RF5_SPELL_START;
	}

	/* Extract the "bizarre" spells */
	for (k = 0; k < 32; k++)
	{
        if (f6 & (1L << k)) spell[num++] = k + RF6_SPELL_START;
	}

	/* No spells left */
	if (!num) return (FALSE);

	/* Stop if player is dead or gone */
	if (!p_ptr->playing || p_ptr->is_dead) return (FALSE);

	/* Handle "leaving" */
	if (p_ptr->leaving) return (FALSE);

	/* Get the monster name (or "it") */
	monster_desc(m_name, m_ptr, 0x00);

#ifndef JP
	/* Get the monster possessive ("his"/"her"/"its") */
	monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
#endif

	/* Get the target's name (or "it") */
	monster_desc(t_name, t_ptr, 0x00);

	/* Choose a spell to cast */
	thrown_spell = spell[randint0(num)];

	see_t = is_seen(t_ptr);
	see_either = (see_m || see_t);

	if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 1);

	/* Check for spell failure (inate attacks never fail) */
	if (!spell_is_inate(thrown_spell) && (in_no_magic_dungeon || (MON_STUNNED(m_ptr) && one_in_(2))))
	{
		disturb(1, 1);
		/* Message */
		if (see_m) msg_format(_("%^sは呪文を唱えようとしたが失敗した。", 
			                    "%^s tries to cast a spell, but fails."), m_name);

		return (TRUE);
	}

	/* Hex: Anti Magic Barrier */
	if (!spell_is_inate(thrown_spell) && magic_barrier(m_idx))
	{
		if (see_m) msg_format(_("反魔法バリアが%^sの呪文をかき消した。", 
			                    "Anti magic barrier cancels the spell which %^s casts."), m_name);
		return (TRUE);
	}

	can_remember = is_original_ap_and_seen(m_ptr);

    dam = monspell_to_monster(thrown_spell, y, x, m_idx, t_idx);
    if (dam < 0)return FALSE;

	if (m_ptr->ml && maneable && !world_monster && !p_ptr->blind && (p_ptr->pclass == CLASS_IMITATOR))
	{
		if (thrown_spell != 167) /* Not RF6_SPECIAL */
		{
			if (p_ptr->mane_num == MAX_MANE)
			{
				p_ptr->mane_num--;
				for (i = 0; i < p_ptr->mane_num - 1; i++)
				{
					p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
					p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
				}
			}
			p_ptr->mane_spell[p_ptr->mane_num] = thrown_spell - RF4_SPELL_START;
			p_ptr->mane_dam[p_ptr->mane_num] = dam;
			p_ptr->mane_num++;
			new_mane = TRUE;

			p_ptr->redraw |= (PR_IMITATION);
		}
	}

	/* Remember what the monster did, if we saw it */
	if (can_remember)
	{
		/* Inate spell */
        if (thrown_spell < RF4_SPELL_START + RF4_SPELL_SIZE)
		{
            r_ptr->r_flags4 |= (1L << (thrown_spell - RF4_SPELL_START));
			if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
		}

		/* Bolt or Ball */
        else if (thrown_spell < RF5_SPELL_START + RF5_SPELL_SIZE)
		{
            r_ptr->r_flags5 |= (1L << (thrown_spell - RF5_SPELL_START));
			if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
		}

		/* Special spell */
        else if (thrown_spell < RF6_SPELL_START + RF6_SPELL_SIZE)
		{
            r_ptr->r_flags6 |= (1L << (thrown_spell - RF6_SPELL_START));
			if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
		}
	}

	/* Always take note of monsters that kill you */
	if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
	{
		r_ptr->r_deaths++; /* Ignore appearance difference */
	}

	/* A spell was cast */
	return TRUE;
}