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[hengband/hengband.git] / src / spell / spells2.c
1 /*!
2  * @file spells2.c
3  * @brief 魔法効果の実装/ Spell code (part 2)
4  * @date 2014/07/15
5  * @author
6  * <pre>
7  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8  * This software may be copied and distributed for educational, research,
9  * and not for profit purposes provided that this copyright and statement
10  * are included in all such copies.  Other copyrights may also apply.
11  * </pre>
12  */
13
14 #include "spell/spells2.h"
15 #include "autopick/autopick.h"
16 #include "cmd-action/cmd-attack.h"
17 #include "cmd-action/cmd-pet.h"
18 #include "cmd-io/cmd-dump.h"
19 #include "combat/combat-options-type.h"
20 #include "core/stuff-handler.h"
21 #include "dungeon/dungeon.h"
22 #include "dungeon/quest.h"
23 #include "effect/effect-characteristics.h"
24 #include "effect/spells-effect-util.h"
25 #include "floor/floor-events.h"
26 #include "floor/floor-object.h"
27 #include "grid/feature.h"
28 #include "grid/grid.h"
29 #include "inventory/player-inventory.h"
30 #include "io/targeting.h"
31 #include "io/write-diary.h"
32 #include "locale/english.h"
33 #include "main/sound-definitions-table.h"
34 #include "monster/creature.h"
35 #include "monster/monster-race.h"
36 #include "monster/monster-status.h"
37 #include "mutation/mutation.h"
38 #include "object-enchant/item-feeling.h"
39 #include "object/item-use-flags.h"
40 #include "perception/object-perception.h"
41 #include "object/object-flavor.h"
42 #include "object/object-generator.h"
43 #include "object/object-kind-hook.h"
44 #include "object/object-mark-types.h"
45 #include "object-enchant/special-object-flags.h"
46 #include "pet/pet-fall-off.h"
47 #include "pet/pet-util.h"
48 #include "perception/simple-perception.h"
49 #include "player/avatar.h"
50 #include "player/player-class.h"
51 #include "player/player-damage.h"
52 #include "player/player-effects.h"
53 #include "player/player-skill.h"
54 #include "player/player-status.h"
55 #include "spell/process-effect.h"
56 #include "spell/spells-diceroll.h"
57 #include "spell/spells-floor.h"
58 #include "spell/spells-genocide.h"
59 #include "spell/spells-launcher.h"
60 #include "spell/spells-lite.h"
61 #include "spell/spells-sight.h"
62 #include "spell/spells-status.h"
63 #include "spell/spells-summon.h"
64 #include "spell/spells-teleport.h"
65 #include "spell/spells-type.h"
66 #include "spell/range-calc.h"
67 #include "spell/spells3.h"
68 #include "sv-definition/sv-food-types.h"
69 #include "system/system-variables.h"
70 #include "util/util.h"
71 #include "view/display-main-window.h"
72 #include "world/world.h"
73
74 /*!
75  * todo ここにこれがあるのは少し違和感、spells-staffonlyとかに分離したい
76  * @brief 聖浄の杖の効果
77  * @param creature_ptr プレーヤーへの参照ポインタ
78  * @magic 魔法の効果である場合TRUE (杖と同じ効果の呪文はあったか? 要調査)
79  * @powerful 効果が増強される時TRUE (TRUEになるタイミングはあるか? 要調査)
80  */
81 bool cleansing_nova(player_type *creature_ptr, bool magic, bool powerful)
82 {
83         bool ident = FALSE;
84         if (dispel_evil(creature_ptr, powerful ? 225 : 150)) ident = TRUE;
85         int k = 3 * creature_ptr->lev;
86         if (set_protevil(creature_ptr, (magic ? 0 : creature_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
87         if (set_poisoned(creature_ptr, 0)) ident = TRUE;
88         if (set_afraid(creature_ptr, 0)) ident = TRUE;
89         if (hp_player(creature_ptr, 50)) ident = TRUE;
90         if (set_stun(creature_ptr, 0)) ident = TRUE;
91         if (set_cut(creature_ptr, 0)) ident = TRUE;
92         return ident;
93 }
94
95
96 /*!
97  * todo ここにこれがあるのは少し違和感、spells-staffonlyとかに分離したい
98  * @brief 魔力の嵐の杖の効果
99  * @param creature_ptr プレーヤーへの参照ポインタ
100  * @powerful 効果が増強される時TRUE (TRUEになるタイミングはあるか? 要調査)
101  */
102 bool unleash_mana_storm(player_type *creature_ptr, bool powerful)
103 {
104         msg_print(_("強力な魔力が敵を引き裂いた!", "Mighty magics rend your enemies!"));
105         project(creature_ptr, 0, (powerful ? 7 : 5), creature_ptr->y, creature_ptr->x,
106                 (randint1(200) + (powerful ? 500 : 300)) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
107
108         bool is_special_class = creature_ptr->pclass != CLASS_MAGE;
109         is_special_class &= creature_ptr->pclass != CLASS_HIGH_MAGE;
110         is_special_class &= creature_ptr->pclass != CLASS_SORCERER;
111         is_special_class &= creature_ptr->pclass != CLASS_MAGIC_EATER;
112         is_special_class &= creature_ptr->pclass != CLASS_BLUE_MAGE;
113         if (is_special_class)
114         {
115                 (void)take_hit(creature_ptr, DAMAGE_NOESCAPE, 50, _("コントロールし難い強力な魔力の解放", "unleashing magics too mighty to control"), -1);
116         }
117
118         return TRUE;
119 }
120
121
122 /*!
123  * @brief 周辺モンスターを調査する / Probe nearby monsters
124  * @return 効力があった場合TRUEを返す
125  */
126 bool probing(player_type *caster_ptr)
127 {
128         bool cu = Term->scr->cu;
129         bool cv = Term->scr->cv;
130         Term->scr->cu = 0;
131         Term->scr->cv = 1;
132
133         bool probe = FALSE;
134         int speed;
135         char buf[256];
136         concptr align;
137         for (int i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
138         {
139                 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
140                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
141                 if (!monster_is_valid(m_ptr)) continue;
142                 if (!player_has_los_bold(caster_ptr, m_ptr->fy, m_ptr->fx)) continue;
143                 if (!m_ptr->ml) continue;
144
145                 GAME_TEXT m_name[MAX_NLEN];
146                 if (!probe) msg_print(_("調査中...", "Probing..."));
147                 msg_print(NULL);
148
149                 if (!is_original_ap(m_ptr))
150                 {
151                         if (m_ptr->mflag2 & MFLAG2_KAGE)
152                                 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
153
154                         m_ptr->ap_r_idx = m_ptr->r_idx;
155                         lite_spot(caster_ptr, m_ptr->fy, m_ptr->fx);
156                 }
157
158                 monster_desc(caster_ptr, m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
159                 speed = m_ptr->mspeed - 110;
160                 if (MON_FAST(m_ptr)) speed += 10;
161                 if (MON_SLOW(m_ptr)) speed -= 10;
162                 if (ironman_nightmare) speed += 5;
163
164                 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
165                 else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
166                 else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
167                 else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = _("中立(善悪)", "neutral(good&evil)");
168                 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
169                 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
170                 else align = _("中立", "neutral");
171
172                 sprintf(buf, _("%s ... 属性:%s HP:%d/%d AC:%d 速度:%s%d 経験:", "%s ... align:%s HP:%d/%d AC:%d speed:%s%d exp:"),
173                         m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
174
175                 if (r_ptr->next_r_idx)
176                 {
177                         strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
178                 }
179                 else
180                 {
181                         strcat(buf, "xxx ");
182                 }
183
184                 if (MON_CSLEEP(m_ptr)) strcat(buf, _("睡眠 ", "sleeping "));
185                 if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
186                 if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
187                 if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
188                 if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
189                 buf[strlen(buf) - 1] = '\0';
190                 prt(buf, 0, 0);
191
192                 message_add(buf);
193                 caster_ptr->window |= (PW_MESSAGE);
194                 handle_stuff(caster_ptr);
195                 move_cursor_relative(m_ptr->fy, m_ptr->fx);
196                 inkey();
197                 Term_erase(0, 0, 255);
198                 if (lore_do_probe(caster_ptr, m_ptr->r_idx))
199                 {
200                         strcpy(buf, (r_name + r_ptr->name));
201 #ifdef JP
202                         msg_format("%sについてさらに詳しくなった気がする。", buf);
203 #else
204                         plural_aux(buf);
205                         msg_format("You now know more about %s.", buf);
206 #endif
207                         msg_print(NULL);
208                 }
209
210                 probe = TRUE;
211         }
212
213         Term->scr->cu = cu;
214         Term->scr->cv = cv;
215         Term_fresh();
216
217         if (probe)
218         {
219                 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
220                 msg_print(_("これで全部です。", "That's all."));
221         }
222
223         return (probe);
224 }
225
226
227 /*!
228  * @brief ペット爆破処理 /
229  * @return なし
230  */
231 void discharge_minion(player_type *caster_ptr)
232 {
233         bool okay = TRUE;
234         for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
235         {
236                 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
237                 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
238                 if (m_ptr->nickname) okay = FALSE;
239         }
240
241         if (!okay || caster_ptr->riding)
242         {
243                 if (!get_check(_("本当に全ペットを爆破しますか?", "You will blast all pets. Are you sure? ")))
244                         return;
245         }
246
247         for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
248         {
249                 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
250                 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
251
252                 monster_race *r_ptr;
253                 r_ptr = &r_info[m_ptr->r_idx];
254                 if (r_ptr->flags1 & RF1_UNIQUE)
255                 {
256                         GAME_TEXT m_name[MAX_NLEN];
257                         monster_desc(caster_ptr, m_name, m_ptr, 0x00);
258                         msg_format(_("%sは爆破されるのを嫌がり、勝手に自分の世界へと帰った。", "%^s resists being blasted and runs away."), m_name);
259                         delete_monster_idx(caster_ptr, i);
260                         continue;
261                 }
262
263                 HIT_POINT dam = m_ptr->maxhp / 2;
264                 if (dam > 100) dam = (dam - 100) / 2 + 100;
265                 if (dam > 400) dam = (dam - 400) / 2 + 400;
266                 if (dam > 800) dam = 800;
267                 project(caster_ptr, i, 2 + (r_ptr->level / 20), m_ptr->fy, m_ptr->fx, dam, GF_PLASMA,
268                         PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
269
270                 if (record_named_pet && m_ptr->nickname)
271                 {
272                         GAME_TEXT m_name[MAX_NLEN];
273
274                         monster_desc(caster_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
275                         exe_write_diary(caster_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
276                 }
277
278                 delete_monster_idx(caster_ptr, i);
279         }
280 }
281
282
283 /*!
284  * @brief 衰弱ボルト処理
285  * @param caster_ptr プレーヤーへの参照ポインタ
286  * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
287  * @param dam 威力
288  * @return 作用が実際にあった場合TRUEを返す
289  */
290 bool hypodynamic_bolt(player_type *caster_ptr, DIRECTION dir, HIT_POINT dam)
291 {
292         BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
293         return (project_hook(caster_ptr, GF_HYPODYNAMIA, dir, dam, flg));
294 }
295
296
297 /*!
298  * @brief 岩石溶解処理
299  * @param caster_ptr プレーヤーへの参照ポインタ
300  * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
301  * @param dam 威力
302  * @return 作用が実際にあった場合TRUEを返す
303  */
304 bool wall_to_mud(player_type *caster_ptr, DIRECTION dir, HIT_POINT dam)
305 {
306         BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
307         return (project_hook(caster_ptr, GF_KILL_WALL, dir, dam, flg));
308 }
309
310
311 /*!
312  * @brief 魔法の施錠処理
313  * @param caster_ptr プレーヤーへの参照ポインタ
314  * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
315  * @return 作用が実際にあった場合TRUEを返す
316  */
317 bool wizard_lock(player_type *caster_ptr, DIRECTION dir)
318 {
319         BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
320         return (project_hook(caster_ptr, GF_JAM_DOOR, dir, 20 + randint1(30), flg));
321 }
322
323
324 /*!
325  * @brief ドア破壊処理
326  * @param caster_ptr プレーヤーへの参照ポインタ
327  * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
328  * @return 作用が実際にあった場合TRUEを返す
329  */
330 bool destroy_door(player_type *caster_ptr, DIRECTION dir)
331 {
332         BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
333         return (project_hook(caster_ptr, GF_KILL_DOOR, dir, 0, flg));
334 }
335
336
337 /*!
338  * @brief トラップ解除処理
339  * @param caster_ptr プレーヤーへの参照ポインタ
340  * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
341  * @return 作用が実際にあった場合TRUEを返す
342  */
343 bool disarm_trap(player_type *caster_ptr, DIRECTION dir)
344 {
345         BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
346         return (project_hook(caster_ptr, GF_KILL_TRAP, dir, 0, flg));
347 }
348
349
350 /*!
351  * @brief 死の光線処理
352  * @param caster_ptr プレーヤーへの参照ポインタ
353  * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
354  * @param plev プレイヤーレベル(効力はplev*200)
355  * @return 作用が実際にあった場合TRUEを返す
356  */
357 bool death_ray(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
358 {
359         BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
360         return (project_hook(caster_ptr, GF_DEATH_RAY, dir, plev * 200, flg));
361 }
362
363
364 /*!
365  * @brief ドア生成処理(プレイヤー中心に周囲1マス) / Hooks -- affect adjacent grids (radius 1 ball attack)
366  * @param caster_ptr プレーヤーへの参照ポインタ
367  * @return 作用が実際にあった場合TRUEを返す
368  */
369 bool door_creation(player_type *caster_ptr, POSITION y, POSITION x)
370 {
371         BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
372         return (project(caster_ptr, 0, 1, y, x, 0, GF_MAKE_DOOR, flg, -1));
373 }
374
375
376 /*!
377  * @brief トラップ生成処理(起点から周囲1マス)
378  * @param caster_ptr プレーヤーへの参照ポインタ
379  * @param y 起点Y座標
380  * @param x 起点X座標
381  * @return 作用が実際にあった場合TRUEを返す
382  */
383 bool trap_creation(player_type *caster_ptr, POSITION y, POSITION x)
384 {
385         BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
386         return (project(caster_ptr, 0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
387 }
388
389
390 /*!
391  * @brief 森林生成処理(プレイヤー中心に周囲1マス)
392  * @param caster_ptr プレーヤーへの参照ポインタ
393  * @return 作用が実際にあった場合TRUEを返す
394  */
395 bool tree_creation(player_type *caster_ptr, POSITION y, POSITION x)
396 {
397         BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
398         return (project(caster_ptr, 0, 1, y, x, 0, GF_MAKE_TREE, flg, -1));
399 }
400
401
402 /*!
403  * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
404  * @param caster_ptr プレーヤーへの参照ポインタ
405  * @return 作用が実際にあった場合TRUEを返す
406  */
407 bool glyph_creation(player_type *caster_ptr, POSITION y, POSITION x)
408 {
409         BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
410         return (project(caster_ptr, 0, 1, y, x, 0, GF_MAKE_GLYPH, flg, -1));
411 }
412
413
414 /*!
415  * @brief 壁生成処理(プレイヤー中心に周囲1マス)
416  * @param caster_ptr プレーヤーへの参照ポインタ
417  * @return 作用が実際にあった場合TRUEを返す
418  */
419 bool wall_stone(player_type *caster_ptr)
420 {
421         BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
422         bool dummy = (project(caster_ptr, 0, 1, caster_ptr->y, caster_ptr->x, 0, GF_STONE_WALL, flg, -1));
423         caster_ptr->update |= (PU_FLOW);
424         caster_ptr->redraw |= (PR_MAP);
425         return dummy;
426 }
427
428
429 /*!
430  * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
431  * @param caster_ptr プレーヤーへの参照ポインタ
432  * @return 作用が実際にあった場合TRUEを返す
433  */
434 bool destroy_doors_touch(player_type *caster_ptr)
435 {
436         BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
437         return (project(caster_ptr, 0, 1, caster_ptr->y, caster_ptr->x, 0, GF_KILL_DOOR, flg, -1));
438 }
439
440
441 /*!
442  * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
443  * @param caster_ptr プレーヤーへの参照ポインタ
444  * @return 作用が実際にあった場合TRUEを返す
445  */
446 bool disarm_traps_touch(player_type *caster_ptr)
447 {
448         BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
449         return (project(caster_ptr, 0, 1, caster_ptr->y, caster_ptr->x, 0, GF_KILL_TRAP, flg, -1));
450 }
451
452
453 /*!
454  * @brief スリープモンスター処理(プレイヤー中心に周囲1マス)
455  * @param caster_ptr プレーヤーへの参照ポインタ
456  * @return 作用が実際にあった場合TRUEを返す
457  */
458 bool sleep_monsters_touch(player_type *caster_ptr)
459 {
460         BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
461         return (project(caster_ptr, 0, 1, caster_ptr->y, caster_ptr->x, caster_ptr->lev, GF_OLD_SLEEP, flg, -1));
462 }
463
464
465 /*!
466  * @brief 死者復活処理(起点より周囲5マス)
467  * @param caster_ptr プレーヤーへの参照ポインタ
468  * @param who 術者モンスターID(0ならばプレイヤー)
469  * @param y 起点Y座標
470  * @param x 起点X座標
471  * @return 作用が実際にあった場合TRUEを返す
472  */
473 bool animate_dead(player_type *caster_ptr, MONSTER_IDX who, POSITION y, POSITION x)
474 {
475         BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
476         return (project(caster_ptr, who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
477 }
478
479
480 /*!
481  * @brief 混沌招来処理
482  * @return 作用が実際にあった場合TRUEを返す
483  */
484 void call_chaos(player_type *caster_ptr)
485 {
486         int hurt_types[31] =
487         {
488                 GF_ELEC,      GF_POIS,    GF_ACID,    GF_COLD,
489                 GF_FIRE,      GF_MISSILE, GF_ARROW,   GF_PLASMA,
490                 GF_HOLY_FIRE, GF_WATER,   GF_LITE,    GF_DARK,
491                 GF_FORCE,     GF_INERTIAL, GF_MANA,    GF_METEOR,
492                 GF_ICE,       GF_CHAOS,   GF_NETHER,  GF_DISENCHANT,
493                 GF_SHARDS,    GF_SOUND,   GF_NEXUS,   GF_CONFUSION,
494                 GF_TIME,      GF_GRAVITY, GF_ROCKET,  GF_NUKE,
495                 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
496         };
497
498         int chaos_type = hurt_types[randint0(31)];
499         bool line_chaos = FALSE;
500         if (one_in_(4)) line_chaos = TRUE;
501
502         int dir;
503         if (one_in_(6))
504         {
505                 for (int dummy = 1; dummy < 10; dummy++)
506                 {
507                         if (dummy - 5)
508                         {
509                                 if (line_chaos)
510                                         fire_beam(caster_ptr, chaos_type, dummy, 150);
511                                 else
512                                         fire_ball(caster_ptr, chaos_type, dummy, 150, 2);
513                         }
514                 }
515
516                 return;
517         }
518
519         if (one_in_(3))
520         {
521                 fire_ball(caster_ptr, chaos_type, 0, 500, 8);
522                 return;
523         }
524
525         if (!get_aim_dir(caster_ptr, &dir)) return;
526         if (line_chaos)
527                 fire_beam(caster_ptr, chaos_type, dir, 250);
528         else
529                 fire_ball(caster_ptr, chaos_type, dir, 250, 3 + (caster_ptr->lev / 35));
530 }
531
532
533 /*!
534  * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
535  * @param target_ptr プレーヤーへの参照ポインタ
536  * @param stop_ty 再帰処理停止フラグ
537  * @param count 発動回数
538  * @return 作用が実際にあった場合TRUEを返す
539  * @details
540  * <pre>
541  * rr9: Stop the nasty things when a Cyberdemon is summoned
542  * or the player gets paralyzed.
543  * </pre>
544  */
545 bool activate_ty_curse(player_type *target_ptr, bool stop_ty, int *count)
546 {
547         BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
548         bool is_first_curse = TRUE;
549         floor_type *floor_ptr = target_ptr->current_floor_ptr;
550         while (is_first_curse || (one_in_(3) && !stop_ty))
551         {
552                 is_first_curse = FALSE;
553                 switch (randint1(34))
554                 {
555                 case 28: case 29:
556                         if (!(*count))
557                         {
558                                 msg_print(_("地面が揺れた...", "The ground trembles..."));
559                                 earthquake(target_ptr, target_ptr->y, target_ptr->x, 5 + randint0(10), 0);
560                                 if (!one_in_(6)) break;
561                         }
562                         /* Fall through */
563                 case 30: case 31:
564                         if (!(*count))
565                         {
566                                 HIT_POINT dam = damroll(10, 10);
567                                 msg_print(_("純粋な魔力の次元への扉が開いた!", "A portal opens to a plane of raw mana!"));
568                                 project(target_ptr, 0, 8, target_ptr->y, target_ptr->x, dam, GF_MANA, flg, -1);
569                                 take_hit(target_ptr, DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
570                                 if (!one_in_(6)) break;
571                         }
572                         /* Fall through */
573                 case 32: case 33:
574                         if (!(*count))
575                         {
576                                 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
577                                 teleport_player(target_ptr, damroll(10, 10), TELEPORT_PASSIVE);
578                                 if (randint0(13)) (*count) += activate_hi_summon(target_ptr, target_ptr->y, target_ptr->x, FALSE);
579                                 if (!one_in_(6)) break;
580                         }
581                         /* Fall through */
582                 case 34:
583                         msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
584                         wall_breaker(target_ptr);
585                         if (!randint0(7))
586                         {
587                                 project(target_ptr, 0, 7, target_ptr->y, target_ptr->x, 50, GF_KILL_WALL, flg, -1);
588                                 take_hit(target_ptr, DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
589                         }
590
591                         if (!one_in_(6)) break;
592                         /* Fall through */
593                 case 1: case 2: case 3: case 16: case 17:
594                         aggravate_monsters(target_ptr, 0);
595                         if (!one_in_(6)) break;
596                         /* Fall through */
597                 case 4: case 5: case 6:
598                         (*count) += activate_hi_summon(target_ptr, target_ptr->y, target_ptr->x, FALSE);
599                         if (!one_in_(6)) break;
600                         /* Fall through */
601                 case 7: case 8: case 9: case 18:
602                         (*count) += summon_specific(target_ptr, 0, target_ptr->y, target_ptr->x, floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
603                         if (!one_in_(6)) break;
604                         /* Fall through */
605                 case 10: case 11: case 12:
606                         msg_print(_("経験値が体から吸い取られた気がする!", "You feel your experience draining away..."));
607                         lose_exp(target_ptr, target_ptr->exp / 16);
608                         if (!one_in_(6)) break;
609                         /* Fall through */
610                 case 13: case 14: case 15: case 19: case 20:
611                 {
612                         bool is_statue = stop_ty;
613                         is_statue |= target_ptr->free_act && (randint1(125) < target_ptr->skill_sav);
614                         is_statue |= target_ptr->pclass == CLASS_BERSERKER;
615                         if (!is_statue)
616                         {
617                                 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
618                                 if (target_ptr->free_act)
619                                         set_paralyzed(target_ptr, target_ptr->paralyzed + randint1(3));
620                                 else
621                                         set_paralyzed(target_ptr, target_ptr->paralyzed + randint1(13));
622                                 stop_ty = TRUE;
623                         }
624
625                         if (!one_in_(6)) break;
626                 }
627                         /* Fall through */
628                 case 21: case 22: case 23:
629                         (void)do_dec_stat(target_ptr, randint0(6));
630                         if (!one_in_(6)) break;
631                         /* Fall through */
632                 case 24:
633                         msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
634                         lose_all_info(target_ptr);
635                         if (!one_in_(6)) break;
636                         /* Fall through */
637                 case 25:
638                         if ((floor_ptr->dun_level > 65) && !stop_ty)
639                         {
640                                 (*count) += summon_cyber(target_ptr, -1, target_ptr->y, target_ptr->x);
641                                 stop_ty = TRUE;
642                                 break;
643                         }
644
645                         if (!one_in_(6)) break;
646                         /* Fall through */
647                 default:
648                         for (int i = 0; i < A_MAX; i++)
649                         {
650                                 bool is_first_dec_stat = TRUE;
651                                 while (is_first_dec_stat || one_in_(2))
652                                 {
653                                         is_first_dec_stat = FALSE;
654                                         (void)do_dec_stat(target_ptr, i);
655                                 }
656                         }
657                 }
658         }
659
660         return stop_ty;
661 }
662
663
664 /*!
665  * todo 引数にPOSITION x/yは必要か? 要調査
666  * @brief HI_SUMMON(上級召喚)処理発動
667  * @param caster_ptr プレーヤーへの参照ポインタ
668  * @param y 召喚位置Y座標
669  * @param x 召喚位置X座標
670  * @param can_pet プレイヤーのペットとなる可能性があるならばTRUEにする
671  * @return 作用が実際にあった場合TRUEを返す
672  */
673 int activate_hi_summon(player_type *caster_ptr, POSITION y, POSITION x, bool can_pet)
674 {
675         BIT_FLAGS mode = PM_ALLOW_GROUP;
676         bool pet = FALSE;
677         if (can_pet)
678         {
679                 if (one_in_(4))
680                 {
681                         mode |= PM_FORCE_FRIENDLY;
682                 }
683                 else
684                 {
685                         mode |= PM_FORCE_PET;
686                         pet = TRUE;
687                 }
688         }
689
690         if (!pet) mode |= PM_NO_PET;
691
692         DEPTH dungeon_level = caster_ptr->current_floor_ptr->dun_level;
693         DEPTH summon_lev = (pet ? caster_ptr->lev * 2 / 3 + randint1(caster_ptr->lev / 2) : dungeon_level);
694         int count = 0;
695         for (int i = 0; i < (randint1(7) + (dungeon_level / 40)); i++)
696         {
697                 switch (randint1(25) + (dungeon_level / 20))
698                 {
699                 case 1: case 2:
700                         count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
701                         break;
702                 case 3: case 4:
703                         count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
704                         break;
705                 case 5: case 6:
706                         count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
707                         break;
708                 case 7: case 8:
709                         count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
710                         break;
711                 case 9: case 10:
712                         count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
713                         break;
714                 case 11: case 12:
715                         count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
716                         break;
717                 case 13: case 14:
718                         count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
719                         break;
720                 case 15: case 16:
721                         count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
722                         break;
723                 case 17:
724                         if (can_pet) break;
725                         count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
726                         break;
727                 case 18: case 19:
728                         if (can_pet) break;
729                         count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
730                         break;
731                 case 20: case 21:
732                         if (!can_pet) mode |= PM_ALLOW_UNIQUE;
733                         count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
734                         break;
735                 case 22: case 23:
736                         if (!can_pet) mode |= PM_ALLOW_UNIQUE;
737                         count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
738                         break;
739                 case 24:
740                         count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
741                         break;
742                 default:
743                         if (!can_pet) mode |= PM_ALLOW_UNIQUE;
744                         count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
745                 }
746         }
747
748         return count;
749 }
750
751
752 /*!
753  * @brief 周辺破壊効果(プレイヤー中心)
754  * @param caster_ptr プレーヤーへの参照ポインタ
755  * @return 作用が実際にあった場合TRUEを返す
756  */
757 void wall_breaker(player_type *caster_ptr)
758 {
759         POSITION y = 0, x = 0;
760         int attempts = 1000;
761         if (randint1(80 + caster_ptr->lev) < 70)
762         {
763                 while (attempts--)
764                 {
765                         scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, 0);
766
767                         if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)) continue;
768
769                         if (!player_bold(caster_ptr, y, x)) break;
770                 }
771
772                 project(caster_ptr, 0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
773                         (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
774                 return;
775         }
776
777         if (randint1(100) > 30)
778         {
779                 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 1, 0);
780                 return;
781         }
782
783         int num = damroll(5, 3);
784         for (int i = 0; i < num; i++)
785         {
786                 while (TRUE)
787                 {
788                         scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 10, 0);
789
790                         if (!player_bold(caster_ptr, y, x)) break;
791                 }
792
793                 project(caster_ptr, 0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
794                         (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
795         }
796 }
797
798
799 /*!
800  * @brief チャーム・モンスター(1体)
801  * @param caster_ptr プレーヤーへの参照ポインタ
802  * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
803  * @param plev パワー
804  * @return 作用が実際にあった場合TRUEを返す
805  */
806 bool charm_monster(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
807 {
808         BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
809         return (project_hook(caster_ptr, GF_CHARM, dir, plev, flg));
810 }
811
812
813 /*!
814  * @brief アンデッド支配(1体)
815  * @param caster_ptr プレーヤーへの参照ポインタ
816  * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
817  * @param plev パワー
818  * @return 作用が実際にあった場合TRUEを返す
819  */
820 bool control_one_undead(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
821 {
822         BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
823         return (project_hook(caster_ptr, GF_CONTROL_UNDEAD, dir, plev, flg));
824 }
825
826
827 /*!
828  * @brief 悪魔支配(1体)
829  * @param caster_ptr プレーヤーへの参照ポインタ
830  * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
831  * @param plev パワー
832  * @return 作用が実際にあった場合TRUEを返す
833  */
834 bool control_one_demon(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
835 {
836         BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
837         return (project_hook(caster_ptr, GF_CONTROL_DEMON, dir, plev, flg));
838 }
839
840
841 /*!
842  * @brief 動物支配(1体)
843  * @param caster_ptr プレーヤーへの参照ポインタ
844  * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
845  * @param plev パワー
846  * @return 作用が実際にあった場合TRUEを返す
847  */
848 bool charm_animal(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
849 {
850         BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
851         return (project_hook(caster_ptr, GF_CONTROL_ANIMAL, dir, plev, flg));
852 }
853
854
855 /*!
856  * @brief 『一つの指輪』の効果処理 /
857  * Hack -- activate the ring of power
858  * @param caster_ptr プレーヤーへの参照ポインタ
859  * @param dir 発動の方向ID
860  * @return なし
861  */
862 void ring_of_power(player_type *caster_ptr, DIRECTION dir)
863 {
864         switch (randint1(10))
865         {
866         case 1:
867         case 2:
868         {
869                 msg_print(_("あなたは悪性のオーラに包み込まれた。", "You are surrounded by a malignant aura."));
870                 sound(SOUND_EVIL);
871
872                 /* Decrease all stats (permanently) */
873                 (void)dec_stat(caster_ptr, A_STR, 50, TRUE);
874                 (void)dec_stat(caster_ptr, A_INT, 50, TRUE);
875                 (void)dec_stat(caster_ptr, A_WIS, 50, TRUE);
876                 (void)dec_stat(caster_ptr, A_DEX, 50, TRUE);
877                 (void)dec_stat(caster_ptr, A_CON, 50, TRUE);
878                 (void)dec_stat(caster_ptr, A_CHR, 50, TRUE);
879
880                 /* Lose some experience (permanently) */
881                 caster_ptr->exp -= (caster_ptr->exp / 4);
882                 caster_ptr->max_exp -= (caster_ptr->exp / 4);
883                 check_experience(caster_ptr);
884
885                 break;
886         }
887
888         case 3:
889         {
890                 msg_print(_("あなたは強力なオーラに包み込まれた。", "You are surrounded by a powerful aura."));
891                 dispel_monsters(caster_ptr, 1000);
892                 break;
893         }
894
895         case 4:
896         case 5:
897         case 6:
898         {
899                 fire_ball(caster_ptr, GF_MANA, dir, 600, 3);
900                 break;
901         }
902
903         case 7:
904         case 8:
905         case 9:
906         case 10:
907         {
908                 fire_bolt(caster_ptr, GF_MANA, dir, 500);
909                 break;
910         }
911         }
912 }
913
914
915 /*!
916 * @brief 運命の輪、並びにカオス的な効果の発動
917 * @param caster_ptr プレーヤーへの参照ポインタ
918 * @param spell ランダムな効果を選択するための基準ID
919 * @return なし
920 */
921 void wild_magic(player_type *caster_ptr, int spell)
922 {
923         int type = SUMMON_MOLD + randint0(6);
924         if (type < SUMMON_MOLD) type = SUMMON_MOLD;
925         else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
926
927         floor_type *floor_ptr = caster_ptr->current_floor_ptr;
928         switch (randint1(spell) + randint1(8) + 1)
929         {
930         case 1:
931         case 2:
932         case 3:
933                 teleport_player(caster_ptr, 10, TELEPORT_PASSIVE);
934                 break;
935         case 4:
936         case 5:
937         case 6:
938                 teleport_player(caster_ptr, 100, TELEPORT_PASSIVE);
939                 break;
940         case 7:
941         case 8:
942                 teleport_player(caster_ptr, 200, TELEPORT_PASSIVE);
943                 break;
944         case 9:
945         case 10:
946         case 11:
947                 unlite_area(caster_ptr, 10, 3);
948                 break;
949         case 12:
950         case 13:
951         case 14:
952                 lite_area(caster_ptr, damroll(2, 3), 2);
953                 break;
954         case 15:
955                 destroy_doors_touch(caster_ptr);
956                 break;
957         case 16: case 17:
958                 wall_breaker(caster_ptr);
959                 break;
960         case 18:
961                 sleep_monsters_touch(caster_ptr);
962                 break;
963         case 19:
964         case 20:
965                 trap_creation(caster_ptr, caster_ptr->y, caster_ptr->x);
966                 break;
967         case 21:
968         case 22:
969                 door_creation(caster_ptr, caster_ptr->y, caster_ptr->x);
970                 break;
971         case 23:
972         case 24:
973         case 25:
974                 aggravate_monsters(caster_ptr, 0);
975                 break;
976         case 26:
977                 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 5, 0);
978                 break;
979         case 27:
980         case 28:
981                 (void)gain_mutation(caster_ptr, 0);
982                 break;
983         case 29:
984         case 30:
985                 apply_disenchant(caster_ptr, 1);
986                 break;
987         case 31:
988                 lose_all_info(caster_ptr);
989                 break;
990         case 32:
991                 fire_ball(caster_ptr, GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
992                 break;
993         case 33:
994                 wall_stone(caster_ptr);
995                 break;
996         case 34:
997         case 35:
998                 for (int counter = 0; counter < 8; counter++)
999                 {
1000                         (void)summon_specific(caster_ptr, 0, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET));
1001                 }
1002
1003                 break;
1004         case 36:
1005         case 37:
1006                 activate_hi_summon(caster_ptr, caster_ptr->y, caster_ptr->x, FALSE);
1007                 break;
1008         case 38:
1009                 (void)summon_cyber(caster_ptr, -1, caster_ptr->y, caster_ptr->x);
1010                 break;
1011         default:
1012         {
1013                 int count = 0;
1014                 (void)activate_ty_curse(caster_ptr, FALSE, &count);
1015                 break;
1016         }
1017         }
1018 }
1019
1020
1021 /*!
1022 * @brief カオス魔法「流星群」の処理としてプレイヤーを中心に隕石落下処理を10+1d10回繰り返す。
1023 * / Drop 10+1d10 meteor ball at random places near the player
1024 * @param caster_ptr プレーヤーへの参照ポインタ
1025 * @param dam ダメージ
1026 * @param rad 効力の半径
1027 * @return なし
1028 */
1029 void cast_meteor(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
1030 {
1031         int b = 10 + randint1(10);
1032         for (int i = 0; i < b; i++)
1033         {
1034                 POSITION y = 0, x = 0;
1035                 int count;
1036
1037                 for (count = 0; count <= 20; count++)
1038                 {
1039                         int dy, dx, d;
1040
1041                         x = caster_ptr->x - 8 + randint0(17);
1042                         y = caster_ptr->y - 8 + randint0(17);
1043                         dx = (caster_ptr->x > x) ? (caster_ptr->x - x) : (x - caster_ptr->x);
1044                         dy = (caster_ptr->y > y) ? (caster_ptr->y - y) : (y - caster_ptr->y);
1045                         d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
1046
1047                         if (d >= 9) continue;
1048
1049                         floor_type *floor_ptr = caster_ptr->current_floor_ptr;
1050                         if (!in_bounds(floor_ptr, y, x) || !projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x)
1051                                 || !cave_have_flag_bold(floor_ptr, y, x, FF_PROJECT)) continue;
1052
1053                         break;
1054                 }
1055
1056                 if (count > 20) continue;
1057
1058                 project(caster_ptr, 0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
1059         }
1060 }
1061
1062
1063 /*!
1064 * @brief 破邪魔法「神の怒り」の処理としてターゲットを指定した後分解のボールを最大20回発生させる。
1065 * @param caster_ptr プレーヤーへの参照ポインタ
1066 * @param dam ダメージ
1067 * @param rad 効力の半径
1068 * @return ターゲットを指定し、実行したならばTRUEを返す。
1069 */
1070 bool cast_wrath_of_the_god(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
1071 {
1072         DIRECTION dir;
1073         if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1074
1075         POSITION tx = caster_ptr->x + 99 * ddx[dir];
1076         POSITION ty = caster_ptr->y + 99 * ddy[dir];
1077         if ((dir == 5) && target_okay(caster_ptr))
1078         {
1079                 tx = target_col;
1080                 ty = target_row;
1081         }
1082
1083         POSITION x = caster_ptr->x;
1084         POSITION y = caster_ptr->y;
1085         POSITION nx, ny;
1086         while (TRUE)
1087         {
1088                 if ((y == ty) && (x == tx)) break;
1089
1090                 ny = y;
1091                 nx = x;
1092                 mmove2(&ny, &nx, caster_ptr->y, caster_ptr->x, ty, tx);
1093                 if (MAX_RANGE <= distance(caster_ptr->y, caster_ptr->x, ny, nx)) break;
1094                 if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, ny, nx, FF_PROJECT)) break;
1095                 if ((dir != 5) && caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx != 0) break;
1096
1097                 x = nx;
1098                 y = ny;
1099         }
1100
1101         tx = x;
1102         ty = y;
1103
1104         int b = 10 + randint1(10);
1105         for (int i = 0; i < b; i++)
1106         {
1107                 int count = 20, d = 0;
1108
1109                 while (count--)
1110                 {
1111                         int dx, dy;
1112
1113                         x = tx - 5 + randint0(11);
1114                         y = ty - 5 + randint0(11);
1115
1116                         dx = (tx > x) ? (tx - x) : (x - tx);
1117                         dy = (ty > y) ? (ty - y) : (y - ty);
1118
1119                         d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
1120                         if (d < 5) break;
1121                 }
1122
1123                 if (count < 0) continue;
1124
1125                 if (!in_bounds(caster_ptr->current_floor_ptr, y, x) ||
1126                         cave_stop_disintegration(caster_ptr->current_floor_ptr, y, x) ||
1127                         !in_disintegration_range(caster_ptr->current_floor_ptr, ty, tx, y, x))
1128                         continue;
1129
1130                 project(caster_ptr, 0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
1131         }
1132
1133         return TRUE;
1134 }
1135
1136
1137 /*!
1138 * @brief 「ワンダー」のランダムな効果を決定して処理する。
1139 * @param caster_ptr プレーヤーへの参照ポインタ
1140 * @param dir 方向ID
1141 * @return なし
1142 * @details
1143 * This spell should become more useful (more controlled) as the\n
1144 * player gains experience levels.  Thus, add 1/5 of the player's\n
1145 * level to the die roll.  This eliminates the worst effects later on,\n
1146 * while keeping the results quite random.  It also allows some potent\n
1147 * effects only at high level.
1148 */
1149 void cast_wonder(player_type *caster_ptr, DIRECTION dir)
1150 {
1151         PLAYER_LEVEL plev = caster_ptr->lev;
1152         int die = randint1(100) + plev / 5;
1153         int vir = virtue_number(caster_ptr, V_CHANCE);
1154         if (vir)
1155         {
1156                 if (caster_ptr->virtues[vir - 1] > 0)
1157                 {
1158                         while (randint1(400) < caster_ptr->virtues[vir - 1]) die++;
1159                 }
1160                 else
1161                 {
1162                         while (randint1(400) < (0 - caster_ptr->virtues[vir - 1])) die--;
1163                 }
1164         }
1165
1166         if (die < 26)
1167         {
1168                 chg_virtue(caster_ptr, V_CHANCE, 1);
1169         }
1170
1171         if (die > 100)
1172         {
1173                 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
1174         }
1175
1176         if (die < 8)
1177         {
1178                 clone_monster(caster_ptr, dir);
1179                 return;
1180         }
1181
1182         if (die < 14)
1183         {
1184                 speed_monster(caster_ptr, dir, plev);
1185                 return;
1186         }
1187
1188         if (die < 26)
1189         {
1190                 heal_monster(caster_ptr, dir, damroll(4, 6));
1191                 return;
1192         }
1193
1194         if (die < 31)
1195         {
1196                 poly_monster(caster_ptr, dir, plev);
1197                 return;
1198         }
1199
1200         if (die < 36)
1201         {
1202                 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_MISSILE, dir,
1203                         damroll(3 + ((plev - 1) / 5), 4));
1204                 return;
1205         }
1206
1207         if (die < 41)
1208         {
1209                 confuse_monster(caster_ptr, dir, plev);
1210                 return;
1211         }
1212
1213         if (die < 46)
1214         {
1215                 fire_ball(caster_ptr, GF_POIS, dir, 20 + (plev / 2), 3);
1216                 return;
1217         }
1218
1219         if (die < 51)
1220         {
1221                 (void)lite_line(caster_ptr, dir, damroll(6, 8));
1222                 return;
1223         }
1224
1225         if (die < 56)
1226         {
1227                 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_ELEC, dir,
1228                         damroll(3 + ((plev - 5) / 4), 8));
1229                 return;
1230         }
1231
1232         if (die < 61)
1233         {
1234                 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_COLD, dir,
1235                         damroll(5 + ((plev - 5) / 4), 8));
1236                 return;
1237         }
1238
1239         if (die < 66)
1240         {
1241                 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_ACID, dir,
1242                         damroll(6 + ((plev - 5) / 4), 8));
1243                 return;
1244         }
1245
1246         if (die < 71)
1247         {
1248                 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_FIRE, dir,
1249                         damroll(8 + ((plev - 5) / 4), 8));
1250                 return;
1251         }
1252
1253         if (die < 76)
1254         {
1255                 hypodynamic_bolt(caster_ptr, dir, 75);
1256                 return;
1257         }
1258
1259         if (die < 81)
1260         {
1261                 fire_ball(caster_ptr, GF_ELEC, dir, 30 + plev / 2, 2);
1262                 return;
1263         }
1264
1265         if (die < 86)
1266         {
1267                 fire_ball(caster_ptr, GF_ACID, dir, 40 + plev, 2);
1268                 return;
1269         }
1270
1271         if (die < 91)
1272         {
1273                 fire_ball(caster_ptr, GF_ICE, dir, 70 + plev, 3);
1274                 return;
1275         }
1276
1277         if (die < 96)
1278         {
1279                 fire_ball(caster_ptr, GF_FIRE, dir, 80 + plev, 3);
1280                 return;
1281         }
1282
1283         if (die < 101)
1284         {
1285                 hypodynamic_bolt(caster_ptr, dir, 100 + plev);
1286                 return;
1287         }
1288
1289         if (die < 104)
1290         {
1291                 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 12, 0);
1292                 return;
1293         }
1294
1295         if (die < 106)
1296         {
1297                 (void)destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 13 + randint0(5), FALSE);
1298                 return;
1299         }
1300
1301         if (die < 108)
1302         {
1303                 symbol_genocide(caster_ptr, plev + 50, TRUE);
1304                 return;
1305         }
1306
1307         if (die < 110)
1308         {
1309                 dispel_monsters(caster_ptr, 120);
1310                 return;
1311         }
1312
1313         dispel_monsters(caster_ptr, 150);
1314         slow_monsters(caster_ptr, plev);
1315         sleep_monsters(caster_ptr, plev);
1316         hp_player(caster_ptr, 300);
1317 }
1318
1319
1320 /*!
1321 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
1322 * @param caster_ptr プレーヤーへの参照ポインタ
1323 * @param dir 方向ID
1324 * @return なし
1325 */
1326 void cast_invoke_spirits(player_type *caster_ptr, DIRECTION dir)
1327 {
1328         PLAYER_LEVEL plev = caster_ptr->lev;
1329         int die = randint1(100) + plev / 5;
1330         int vir = virtue_number(caster_ptr, V_CHANCE);
1331
1332         if (vir != 0)
1333         {
1334                 if (caster_ptr->virtues[vir - 1] > 0)
1335                 {
1336                         while (randint1(400) < caster_ptr->virtues[vir - 1]) die++;
1337                 }
1338                 else
1339                 {
1340                         while (randint1(400) < (0 - caster_ptr->virtues[vir - 1])) die--;
1341                 }
1342         }
1343
1344         msg_print(_("あなたは死者たちの力を招集した...", "You call on the power of the dead..."));
1345         if (die < 26)
1346                 chg_virtue(caster_ptr, V_CHANCE, 1);
1347
1348         if (die > 100)
1349         {
1350                 msg_print(_("あなたはおどろおどろしい力のうねりを感じた!", "You feel a surge of eldritch force!"));
1351         }
1352
1353         if (die < 8)
1354         {
1355                 msg_print(_("なんてこった!あなたの周りの地面から朽ちた人影が立ち上がってきた!",
1356                         "Oh no! Mouldering forms rise from the earth around you!"));
1357
1358                 (void)summon_specific(caster_ptr, 0, caster_ptr->y, caster_ptr->x, caster_ptr->current_floor_ptr->dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1359                 chg_virtue(caster_ptr, V_UNLIFE, 1);
1360         }
1361         else if (die < 14)
1362         {
1363                 msg_print(_("名状し難い邪悪な存在があなたの心を通り過ぎて行った...", "An unnamable evil brushes against your mind..."));
1364
1365                 set_afraid(caster_ptr, caster_ptr->afraid + randint1(4) + 4);
1366         }
1367         else if (die < 26)
1368         {
1369                 msg_print(_("あなたの頭に大量の幽霊たちの騒々しい声が押し寄せてきた...",
1370                         "Your head is invaded by a horde of gibbering spectral voices..."));
1371
1372                 set_confused(caster_ptr, caster_ptr->confused + randint1(4) + 4);
1373         }
1374         else if (die < 31)
1375         {
1376                 poly_monster(caster_ptr, dir, plev);
1377         }
1378         else if (die < 36)
1379         {
1380                 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_MISSILE, dir,
1381                         damroll(3 + ((plev - 1) / 5), 4));
1382         }
1383         else if (die < 41)
1384         {
1385                 confuse_monster(caster_ptr, dir, plev);
1386         }
1387         else if (die < 46)
1388         {
1389                 fire_ball(caster_ptr, GF_POIS, dir, 20 + (plev / 2), 3);
1390         }
1391         else if (die < 51)
1392         {
1393                 (void)lite_line(caster_ptr, dir, damroll(6, 8));
1394         }
1395         else if (die < 56)
1396         {
1397                 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_ELEC, dir,
1398                         damroll(3 + ((plev - 5) / 4), 8));
1399         }
1400         else if (die < 61)
1401         {
1402                 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_COLD, dir,
1403                         damroll(5 + ((plev - 5) / 4), 8));
1404         }
1405         else if (die < 66)
1406         {
1407                 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_ACID, dir,
1408                         damroll(6 + ((plev - 5) / 4), 8));
1409         }
1410         else if (die < 71)
1411         {
1412                 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_FIRE, dir,
1413                         damroll(8 + ((plev - 5) / 4), 8));
1414         }
1415         else if (die < 76)
1416         {
1417                 hypodynamic_bolt(caster_ptr, dir, 75);
1418         }
1419         else if (die < 81)
1420         {
1421                 fire_ball(caster_ptr, GF_ELEC, dir, 30 + plev / 2, 2);
1422         }
1423         else if (die < 86)
1424         {
1425                 fire_ball(caster_ptr, GF_ACID, dir, 40 + plev, 2);
1426         }
1427         else if (die < 91)
1428         {
1429                 fire_ball(caster_ptr, GF_ICE, dir, 70 + plev, 3);
1430         }
1431         else if (die < 96)
1432         {
1433                 fire_ball(caster_ptr, GF_FIRE, dir, 80 + plev, 3);
1434         }
1435         else if (die < 101)
1436         {
1437                 hypodynamic_bolt(caster_ptr, dir, 100 + plev);
1438         }
1439         else if (die < 104)
1440         {
1441                 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 12, 0);
1442         }
1443         else if (die < 106)
1444         {
1445                 (void)destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 13 + randint0(5), FALSE);
1446         }
1447         else if (die < 108)
1448         {
1449                 symbol_genocide(caster_ptr, plev + 50, TRUE);
1450         }
1451         else if (die < 110)
1452         {
1453                 dispel_monsters(caster_ptr, 120);
1454         }
1455         else
1456         {
1457                 dispel_monsters(caster_ptr, 150);
1458                 slow_monsters(caster_ptr, plev);
1459                 sleep_monsters(caster_ptr, plev);
1460                 hp_player(caster_ptr, 300);
1461         }
1462
1463         if (die < 31)
1464         {
1465                 msg_print(_("陰欝な声がクスクス笑う。「もうすぐおまえは我々の仲間になるだろう。弱き者よ。」",
1466                         "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
1467         }
1468 }
1469
1470
1471 /*!
1472 * @brief トランプ領域の「シャッフル」の効果をランダムに決めて処理する。
1473 * @param caster_ptr プレーヤーへの参照ポインタ
1474 * @return なし
1475 */
1476 void cast_shuffle(player_type *caster_ptr)
1477 {
1478         PLAYER_LEVEL plev = caster_ptr->lev;
1479         DIRECTION dir;
1480         int die;
1481         int vir = virtue_number(caster_ptr, V_CHANCE);
1482         int i;
1483
1484         if ((caster_ptr->pclass == CLASS_ROGUE) ||
1485                 (caster_ptr->pclass == CLASS_HIGH_MAGE) ||
1486                 (caster_ptr->pclass == CLASS_SORCERER))
1487                 die = (randint1(110)) + plev / 5;
1488         else
1489                 die = randint1(120);
1490
1491         if (vir)
1492         {
1493                 if (caster_ptr->virtues[vir - 1] > 0)
1494                 {
1495                         while (randint1(400) < caster_ptr->virtues[vir - 1]) die++;
1496                 }
1497                 else
1498                 {
1499                         while (randint1(400) < (0 - caster_ptr->virtues[vir - 1])) die--;
1500                 }
1501         }
1502
1503         msg_print(_("あなたはカードを切って一枚引いた...", "You shuffle the deck and draw a card..."));
1504
1505         if (die < 30)
1506         {
1507                 chg_virtue(caster_ptr, V_CHANCE, 1);
1508         }
1509
1510         floor_type *floor_ptr = caster_ptr->current_floor_ptr;
1511         if (die < 7)
1512         {
1513                 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
1514
1515                 for (i = 0; i < randint1(3); i++)
1516                 {
1517                         activate_hi_summon(caster_ptr, caster_ptr->y, caster_ptr->x, FALSE);
1518                 }
1519
1520                 return;
1521         }
1522
1523         if (die < 14)
1524         {
1525                 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
1526                 summon_specific(caster_ptr, 0, caster_ptr->y, caster_ptr->x, floor_ptr->dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1527                 return;
1528         }
1529
1530         if (die < 18)
1531         {
1532                 int count = 0;
1533                 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
1534                 activate_ty_curse(caster_ptr, FALSE, &count);
1535                 return;
1536         }
1537
1538         if (die < 22)
1539         {
1540                 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
1541                 aggravate_monsters(caster_ptr, 0);
1542                 return;
1543         }
1544
1545         if (die < 26)
1546         {
1547                 msg_print(_("《愚者》だ。", "It's the Fool."));
1548                 do_dec_stat(caster_ptr, A_INT);
1549                 do_dec_stat(caster_ptr, A_WIS);
1550                 return;
1551         }
1552
1553         if (die < 30)
1554         {
1555                 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
1556                 trump_summoning(caster_ptr, 1, FALSE, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
1557                 return;
1558         }
1559
1560         if (die < 33)
1561         {
1562                 msg_print(_("《月》だ。", "It's the Moon."));
1563                 unlite_area(caster_ptr, 10, 3);
1564                 return;
1565         }
1566
1567         if (die < 38)
1568         {
1569                 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
1570                 wild_magic(caster_ptr, randint0(32));
1571                 return;
1572         }
1573
1574         if (die < 40)
1575         {
1576                 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
1577                 teleport_player(caster_ptr, 10, TELEPORT_PASSIVE);
1578                 return;
1579         }
1580
1581         if (die < 42)
1582         {
1583                 msg_print(_("《正義》だ。", "It's Justice."));
1584                 set_blessed(caster_ptr, caster_ptr->lev, FALSE);
1585                 return;
1586         }
1587
1588         if (die < 47)
1589         {
1590                 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
1591                 teleport_player(caster_ptr, 100, TELEPORT_PASSIVE);
1592                 return;
1593         }
1594
1595         if (die < 52)
1596         {
1597                 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
1598                 teleport_player(caster_ptr, 200, TELEPORT_PASSIVE);
1599                 return;
1600         }
1601
1602         if (die < 60)
1603         {
1604                 msg_print(_("《塔》だ。", "It's the Tower."));
1605                 wall_breaker(caster_ptr);
1606                 return;
1607         }
1608
1609         if (die < 72)
1610         {
1611                 msg_print(_("《節制》だ。", "It's Temperance."));
1612                 sleep_monsters_touch(caster_ptr);
1613                 return;
1614         }
1615
1616         if (die < 80)
1617         {
1618                 msg_print(_("《塔》だ。", "It's the Tower."));
1619                 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 5, 0);
1620                 return;
1621         }
1622
1623         if (die < 82)
1624         {
1625                 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
1626                 trump_summoning(caster_ptr, 1, TRUE, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3 / 2), SUMMON_MOLD, 0L);
1627                 return;
1628         }
1629
1630         if (die < 84)
1631         {
1632                 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
1633                 trump_summoning(caster_ptr, 1, TRUE, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3 / 2), SUMMON_BAT, 0L);
1634                 return;
1635         }
1636
1637         if (die < 86)
1638         {
1639                 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
1640                 trump_summoning(caster_ptr, 1, TRUE, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3 / 2), SUMMON_VORTEX, 0L);
1641                 return;
1642         }
1643
1644         if (die < 88)
1645         {
1646                 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
1647                 trump_summoning(caster_ptr, 1, TRUE, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
1648                 return;
1649         }
1650
1651         if (die < 96)
1652         {
1653                 msg_print(_("《恋人》だ。", "It's the Lovers."));
1654
1655                 if (get_aim_dir(caster_ptr, &dir))
1656                 {
1657                         charm_monster(caster_ptr, dir, MIN(caster_ptr->lev, 20));
1658                 }
1659
1660                 return;
1661         }
1662
1663         if (die < 101)
1664         {
1665                 msg_print(_("《隠者》だ。", "It's the Hermit."));
1666                 wall_stone(caster_ptr);
1667                 return;
1668         }
1669
1670         if (die < 111)
1671         {
1672                 msg_print(_("《審判》だ。", "It's the Judgement."));
1673                 roll_hitdice(caster_ptr, 0L);
1674                 lose_all_mutations(caster_ptr);
1675                 return;
1676         }
1677
1678         if (die < 120)
1679         {
1680                 msg_print(_("《太陽》だ。", "It's the Sun."));
1681                 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
1682                 chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
1683                 wiz_lite(caster_ptr, FALSE);
1684                 return;
1685         }
1686
1687         msg_print(_("《世界》だ。", "It's the World."));
1688         if (caster_ptr->exp >= PY_MAX_EXP)
1689         {
1690                 return;
1691         }
1692
1693         s32b ee = (caster_ptr->exp / 25) + 1;
1694         if (ee > 5000) ee = 5000;
1695         msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
1696         gain_exp(caster_ptr, ee);
1697 }
1698
1699
1700 bool vampirism(player_type *caster_ptr)
1701 {
1702         if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
1703         {
1704                 msg_print(_("なぜか攻撃することができない。", "Something prevents you from attacking."));
1705                 return FALSE;
1706         }
1707
1708         DIRECTION dir;
1709         if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
1710
1711         POSITION y = caster_ptr->y + ddy[dir];
1712         POSITION x = caster_ptr->x + ddx[dir];
1713         grid_type *g_ptr;
1714         g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
1715         stop_mouth(caster_ptr);
1716         if (!(g_ptr->m_idx))
1717         {
1718                 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
1719                 return FALSE;
1720         }
1721
1722         msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
1723
1724         int dummy = caster_ptr->lev * 2;
1725         if (!hypodynamic_bolt(caster_ptr, dir, dummy))
1726         {
1727                 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
1728                 return TRUE;
1729         }
1730
1731         if (caster_ptr->food < PY_FOOD_FULL)
1732                 (void)hp_player(caster_ptr, dummy);
1733         else
1734                 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
1735
1736         /* Gain nutritional sustenance: 150/hp drained */
1737         /* A Food ration gives 5000 food points (by contrast) */
1738         /* Don't ever get more than "Full" this way */
1739         /* But if we ARE Gorged,  it won't cure us */
1740         dummy = caster_ptr->food + MIN(5000, 100 * dummy);
1741         if (caster_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1742                 (void)set_food(caster_ptr, dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1743         return TRUE;
1744 }
1745
1746
1747 /*!
1748 * ヒット&アウェイのレイシャルパワー/突然変異
1749 * @param caster_ptr プレーヤーへの参照ポインタ
1750 * @return コマンドの入力先にモンスターがいたらTRUE
1751 */
1752 bool hit_and_away(player_type *caster_ptr)
1753 {
1754         DIRECTION dir;
1755         if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
1756         POSITION y = caster_ptr->y + ddy[dir];
1757         POSITION x = caster_ptr->x + ddx[dir];
1758         if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
1759         {
1760                 do_cmd_attack(caster_ptr, y, x, 0);
1761                 if (randint0(caster_ptr->skill_dis) < 7)
1762                         msg_print(_("うまく逃げられなかった。", "You failed to run away."));
1763                 else
1764                         teleport_player(caster_ptr, 30, TELEPORT_SPONTANEOUS);
1765                 return TRUE;
1766         }
1767
1768         msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
1769         msg_print(NULL);
1770         return FALSE;
1771 }
1772
1773
1774 /*!
1775 * @brief 超能力者のサイコメトリー処理/ Forcibly pseudo-identify an object in the inventory (or on the floor)
1776 * @param caster_ptr プレーヤーへの参照ポインタ
1777 * @return なし
1778 * @note
1779 * currently this function allows pseudo-id of any object,
1780 * including silly ones like potions & scrolls, which always
1781 * get '{average}'. This should be changed, either to stop such
1782 * items from being pseudo-id'd, or to allow psychometry to
1783 * detect whether the unidentified potion/scroll/etc is
1784 * good (Cure Light Wounds, Restore Strength, etc) or
1785 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
1786 */
1787 bool psychometry(player_type *caster_ptr)
1788 {
1789         concptr q = _("どのアイテムを調べますか?", "Meditate on which item? ");
1790         concptr s = _("調べるアイテムがありません。", "You have nothing appropriate.");
1791         object_type *o_ptr;
1792         OBJECT_IDX item;
1793         o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1794         if (!o_ptr) return FALSE;
1795
1796         if (object_is_known(o_ptr))
1797         {
1798                 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
1799                 return TRUE;
1800         }
1801
1802         item_feel_type feel = pseudo_value_check_heavy(o_ptr);
1803         GAME_TEXT o_name[MAX_NLEN];
1804         object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1805
1806         if (!feel)
1807         {
1808                 msg_format(_("%sからは特に変わった事は感じとれなかった。", "You do not perceive anything unusual about the %s."), o_name);
1809                 return TRUE;
1810         }
1811
1812 #ifdef JP
1813         msg_format("%sは%sという感じがする...", o_name, game_inscriptions[feel]);
1814 #else
1815         msg_format("You feel that the %s %s %s...",
1816                 o_name, ((o_ptr->number == 1) ? "is" : "are"), game_inscriptions[feel]);
1817 #endif
1818
1819         o_ptr->ident |= (IDENT_SENSE);
1820         o_ptr->feeling = feel;
1821         o_ptr->marked |= OM_TOUCHED;
1822
1823         caster_ptr->update |= (PU_COMBINE | PU_REORDER);
1824         caster_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1825
1826         bool okay = FALSE;
1827         switch (o_ptr->tval)
1828         {
1829         case TV_SHOT:
1830         case TV_ARROW:
1831         case TV_BOLT:
1832         case TV_BOW:
1833         case TV_DIGGING:
1834         case TV_HAFTED:
1835         case TV_POLEARM:
1836         case TV_SWORD:
1837         case TV_BOOTS:
1838         case TV_GLOVES:
1839         case TV_HELM:
1840         case TV_CROWN:
1841         case TV_SHIELD:
1842         case TV_CLOAK:
1843         case TV_SOFT_ARMOR:
1844         case TV_HARD_ARMOR:
1845         case TV_DRAG_ARMOR:
1846         case TV_CARD:
1847         case TV_RING:
1848         case TV_AMULET:
1849         case TV_LITE:
1850         case TV_FIGURINE:
1851                 okay = TRUE;
1852                 break;
1853         }
1854
1855         autopick_alter_item(caster_ptr, item, (bool)(okay && destroy_feeling));
1856         return TRUE;
1857 }
1858
1859
1860 bool draconian_breath(player_type *creature_ptr)
1861 {
1862         int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1863         concptr Type_desc = ((Type == GF_COLD) ? _("冷気", "cold") : _("炎", "fire"));
1864         DIRECTION dir;
1865         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
1866
1867         if (randint1(100) < creature_ptr->lev)
1868         {
1869                 switch (creature_ptr->pclass)
1870                 {
1871                 case CLASS_WARRIOR:
1872                 case CLASS_BERSERKER:
1873                 case CLASS_RANGER:
1874                 case CLASS_TOURIST:
1875                 case CLASS_IMITATOR:
1876                 case CLASS_ARCHER:
1877                 case CLASS_SMITH:
1878                         if (one_in_(3))
1879                         {
1880                                 Type = GF_MISSILE;
1881                                 Type_desc = _("エレメント", "the elements");
1882                         }
1883                         else
1884                         {
1885                                 Type = GF_SHARDS;
1886                                 Type_desc = _("破片", "shards");
1887                         }
1888
1889                         break;
1890                 case CLASS_MAGE:
1891                 case CLASS_WARRIOR_MAGE:
1892                 case CLASS_HIGH_MAGE:
1893                 case CLASS_SORCERER:
1894                 case CLASS_MAGIC_EATER:
1895                 case CLASS_RED_MAGE:
1896                 case CLASS_BLUE_MAGE:
1897                 case CLASS_MIRROR_MASTER:
1898                         if (one_in_(3))
1899                         {
1900                                 Type = GF_MANA;
1901                                 Type_desc = _("魔力", "mana");
1902                         }
1903                         else
1904                         {
1905                                 Type = GF_DISENCHANT;
1906                                 Type_desc = _("劣化", "disenchantment");
1907                         }
1908
1909                         break;
1910                 case CLASS_CHAOS_WARRIOR:
1911                         if (!one_in_(3))
1912                         {
1913                                 Type = GF_CONFUSION;
1914                                 Type_desc = _("混乱", "confusion");
1915                         }
1916                         else
1917                         {
1918                                 Type = GF_CHAOS;
1919                                 Type_desc = _("カオス", "chaos");
1920                         }
1921
1922                         break;
1923                 case CLASS_MONK:
1924                 case CLASS_SAMURAI:
1925                 case CLASS_FORCETRAINER:
1926                         if (!one_in_(3))
1927                         {
1928                                 Type = GF_CONFUSION;
1929                                 Type_desc = _("混乱", "confusion");
1930                         }
1931                         else
1932                         {
1933                                 Type = GF_SOUND;
1934                                 Type_desc = _("轟音", "sound");
1935                         }
1936
1937                         break;
1938                 case CLASS_MINDCRAFTER:
1939                         if (!one_in_(3))
1940                         {
1941                                 Type = GF_CONFUSION;
1942                                 Type_desc = _("混乱", "confusion");
1943                         }
1944                         else
1945                         {
1946                                 Type = GF_PSI;
1947                                 Type_desc = _("精神エネルギー", "mental energy");
1948                         }
1949
1950                         break;
1951                 case CLASS_PRIEST:
1952                 case CLASS_PALADIN:
1953                         if (one_in_(3))
1954                         {
1955                                 Type = GF_HELL_FIRE;
1956                                 Type_desc = _("地獄の劫火", "hellfire");
1957                         }
1958                         else
1959                         {
1960                                 Type = GF_HOLY_FIRE;
1961                                 Type_desc = _("聖なる炎", "holy fire");
1962                         }
1963
1964                         break;
1965                 case CLASS_ROGUE:
1966                 case CLASS_NINJA:
1967                         if (one_in_(3))
1968                         {
1969                                 Type = GF_DARK;
1970                                 Type_desc = _("暗黒", "darkness");
1971                         }
1972                         else
1973                         {
1974                                 Type = GF_POIS;
1975                                 Type_desc = _("毒", "poison");
1976                         }
1977
1978                         break;
1979                 case CLASS_BARD:
1980                         if (!one_in_(3))
1981                         {
1982                                 Type = GF_SOUND;
1983                                 Type_desc = _("轟音", "sound");
1984                         }
1985                         else
1986                         {
1987                                 Type = GF_CONFUSION;
1988                                 Type_desc = _("混乱", "confusion");
1989                         }
1990
1991                         break;
1992                 }
1993         }
1994
1995         stop_mouth(creature_ptr);
1996         msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
1997
1998         fire_breath(creature_ptr, Type, dir, creature_ptr->lev * 2, (creature_ptr->lev / 15) + 1);
1999         return TRUE;
2000 }
2001
2002
2003 bool android_inside_weapon(player_type *creature_ptr)
2004 {
2005         DIRECTION dir;
2006         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
2007
2008         if (creature_ptr->lev < 10)
2009         {
2010                 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
2011                 fire_bolt(creature_ptr, GF_MISSILE, dir, (creature_ptr->lev + 1) / 2);
2012                 return TRUE;
2013         }
2014
2015         if (creature_ptr->lev < 25)
2016         {
2017                 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
2018                 fire_bolt(creature_ptr, GF_MISSILE, dir, creature_ptr->lev);
2019                 return TRUE;
2020         }
2021
2022         if (creature_ptr->lev < 35)
2023         {
2024                 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
2025                 fire_ball(creature_ptr, GF_MISSILE, dir, creature_ptr->lev * 2, 2);
2026                 return TRUE;
2027         }
2028
2029         if (creature_ptr->lev < 45)
2030         {
2031                 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
2032                 fire_beam(creature_ptr, GF_MISSILE, dir, creature_ptr->lev * 2);
2033                 return TRUE;
2034         }
2035
2036         msg_print(_("ロケットを発射した。", "You fire a rocket."));
2037         fire_rocket(creature_ptr, GF_ROCKET, dir, creature_ptr->lev * 5, 2);
2038         return TRUE;
2039 }
2040
2041
2042 bool create_ration(player_type *creature_ptr)
2043 {
2044         object_type *q_ptr;
2045         object_type forge;
2046         q_ptr = &forge;
2047
2048         /* Create the food ration */
2049         object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
2050
2051         /* Drop the object from heaven */
2052         (void)drop_near(creature_ptr, q_ptr, -1, creature_ptr->y, creature_ptr->x);
2053         msg_print(_("食事を料理して作った。", "You cook some food."));
2054         return TRUE;
2055 }
2056
2057
2058 void hayagake(player_type *creature_ptr)
2059 {
2060         if (creature_ptr->action == ACTION_HAYAGAKE)
2061         {
2062                 set_action(creature_ptr, ACTION_NONE);
2063                 creature_ptr->energy_use = 0;
2064                 return;
2065         }
2066
2067         grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
2068         feature_type *f_ptr = &f_info[g_ptr->feat];
2069
2070         if (!have_flag(f_ptr->flags, FF_PROJECT) ||
2071                 (!creature_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
2072         {
2073                 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
2074         }
2075         else
2076         {
2077                 set_action(creature_ptr, ACTION_HAYAGAKE);
2078         }
2079
2080         creature_ptr->energy_use = 0;
2081 }
2082
2083
2084 bool double_attack(player_type *creature_ptr)
2085 {
2086         DIRECTION dir;
2087         if (!get_rep_dir(creature_ptr, &dir, FALSE)) return FALSE;
2088         POSITION y = creature_ptr->y + ddy[dir];
2089         POSITION x = creature_ptr->x + ddx[dir];
2090         if (!creature_ptr->current_floor_ptr->grid_array[y][x].m_idx)
2091         {
2092                 msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
2093                 msg_print(NULL);
2094                 return TRUE;
2095         }
2096
2097         if (one_in_(3))
2098                 msg_print(_("あーたたたたたたたたたたたたたたたたたたたたたた!!!",
2099                         "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
2100         else if (one_in_(2))
2101                 msg_print(_("無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄!!!",
2102                         "Mudamudamudamudamudamudamudamudamudamudamudamudamuda!!!!"));
2103         else
2104                 msg_print(_("オラオラオラオラオラオラオラオラオラオラオラオラ!!!",
2105                         "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
2106
2107         do_cmd_attack(creature_ptr, y, x, 0);
2108         if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx)
2109         {
2110                 handle_stuff(creature_ptr);
2111                 do_cmd_attack(creature_ptr, y, x, 0);
2112         }
2113
2114         creature_ptr->energy_need += ENERGY_NEED();
2115         return TRUE;
2116 }
2117
2118
2119 bool comvert_hp_to_mp(player_type *creature_ptr)
2120 {
2121         int gain_sp = take_hit(creature_ptr, DAMAGE_USELIFE, creature_ptr->lev, _("HPからMPへの無謀な変換", "thoughtless conversion from HP to SP"), -1) / 5;
2122         if (!gain_sp)
2123         {
2124                 msg_print(_("変換に失敗した。", "You failed to convert."));
2125                 creature_ptr->redraw |= (PR_HP | PR_MANA);
2126                 return TRUE;
2127         }
2128
2129         creature_ptr->csp += gain_sp;
2130         if (creature_ptr->csp > creature_ptr->msp)
2131         {
2132                 creature_ptr->csp = creature_ptr->msp;
2133                 creature_ptr->csp_frac = 0;
2134         }
2135
2136         creature_ptr->redraw |= (PR_HP | PR_MANA);
2137         return TRUE;
2138 }
2139
2140
2141 bool comvert_mp_to_hp(player_type *creature_ptr)
2142 {
2143         if (creature_ptr->csp >= creature_ptr->lev / 5)
2144         {
2145                 creature_ptr->csp -= creature_ptr->lev / 5;
2146                 hp_player(creature_ptr, creature_ptr->lev);
2147         }
2148         else
2149         {
2150                 msg_print(_("変換に失敗した。", "You failed to convert."));
2151         }
2152
2153         creature_ptr->redraw |= (PR_HP | PR_MANA);
2154         return TRUE;
2155 }
2156
2157
2158 bool demonic_breath(player_type *creature_ptr)
2159 {
2160         DIRECTION dir;
2161         int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
2162         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
2163         stop_mouth(creature_ptr);
2164         msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), ((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
2165         fire_breath(creature_ptr, type, dir, creature_ptr->lev * 3, (creature_ptr->lev / 15) + 1);
2166         return TRUE;
2167 }
2168
2169
2170 /*!
2171  * 剣の舞い
2172  * @param creature_ptr プレーヤーへの参照ポインタ
2173  * @return 常にTRUE
2174 */
2175 bool sword_dancing(player_type *creature_ptr)
2176 {
2177         DIRECTION dir;
2178         POSITION y = 0, x = 0;
2179         grid_type *g_ptr;
2180         for (int i = 0; i < 6; i++)
2181         {
2182                 dir = randint0(8);
2183                 y = creature_ptr->y + ddy_ddd[dir];
2184                 x = creature_ptr->x + ddx_ddd[dir];
2185                 g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
2186
2187                 /* Hack -- attack monsters */
2188                 if (g_ptr->m_idx)
2189                         do_cmd_attack(creature_ptr, y, x, 0);
2190                 else
2191                 {
2192                         msg_print(_("攻撃が空をきった。", "You attack the empty air."));
2193                 }
2194         }
2195
2196         return TRUE;
2197 }
2198
2199
2200 /*!
2201  * 幻惑の光
2202  * @param creature_ptr プレーヤーへの参照ポインタ
2203  * @return 常にTRUE
2204 */
2205 bool confusing_light(player_type *creature_ptr)
2206 {
2207         msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
2208         slow_monsters(creature_ptr, creature_ptr->lev);
2209         stun_monsters(creature_ptr, creature_ptr->lev * 4);
2210         confuse_monsters(creature_ptr, creature_ptr->lev * 4);
2211         turn_monsters(creature_ptr, creature_ptr->lev * 4);
2212         stasis_monsters(creature_ptr, creature_ptr->lev * 4);
2213         return TRUE;
2214 }
2215
2216
2217 bool clear_mind(player_type *creature_ptr)
2218 {
2219         if (total_friends)
2220         {
2221                 msg_print(_("今はペットを操ることに集中していないと。", "Your pets demand all of your attention."));
2222                 return FALSE;
2223         }
2224
2225         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
2226
2227         creature_ptr->csp += (3 + creature_ptr->lev / 20);
2228         if (creature_ptr->csp >= creature_ptr->msp)
2229         {
2230                 creature_ptr->csp = creature_ptr->msp;
2231                 creature_ptr->csp_frac = 0;
2232         }
2233
2234         creature_ptr->redraw |= (PR_MANA);
2235         return TRUE;
2236 }