3 * @brief 魔法効果の実装/ Spell code (part 2)
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.
14 #include "system/angband.h"
15 #include "system/system-variables.h"
16 #include "core/stuff-handler.h"
18 #include "main/sound-definitions-table.h"
23 #include "io/write-diary.h"
24 #include "cmd/cmd-pet.h"
25 #include "cmd/cmd-dump.h"
26 #include "effect/effect-characteristics.h"
29 #include "monster/monsterrace-hook.h"
31 #include "world/world.h"
32 #include "spell/spells2.h"
33 #include "spell/spells3.h"
34 #include "spell/spells-summon.h"
35 #include "mutation/mutation.h"
39 #include "spell/spells-status.h"
40 #include "spell/spells-floor.h"
41 #include "spell/spells-diceroll.h"
42 #include "realm/realm-hex.h"
43 #include "autopick/autopick.h"
44 #include "object/object-flavor.h"
45 #include "object/object-hook.h"
46 #include "monster/monster-status.h"
47 #include "player/player-move.h"
48 #include "player/player-status.h"
49 #include "player/player-effects.h"
50 #include "player/player-skill.h"
51 #include "player/player-class.h"
52 #include "player/player-damage.h"
53 #include "player-inventory.h"
55 #include "dungeon/dungeon.h"
56 #include "floor/floor-events.h"
58 #include "view/display-main-window.h"
59 #include "object/object-kind.h"
60 #include "monster/monsterrace.h"
61 #include "targeting.h"
62 #include "realm/realm-song.h"
63 #include "locale/english.h"
64 #include "effect/spells-effect-util.h"
65 #include "spell/spells-type.h"
66 #include "spell/process-effect.h"
67 #include "core/player-processor.h"
70 * @brief プレイヤー周辺の地形を感知する
71 * @param caster_ptr プレーヤーへの参照ポインタ
74 * @param known 地形から危険フラグを外すならTRUE
75 * @return 効力があった場合TRUEを返す
77 static bool detect_feat_flag(player_type *caster_ptr, POSITION range, int flag, bool known)
79 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
83 for (POSITION y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++)
85 for (POSITION x = 1; x <= caster_ptr->current_floor_ptr->width - 1; x++)
87 int dist = distance(caster_ptr->y, caster_ptr->x, y, x);
88 if (dist > range) continue;
89 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
92 /* Mark as detected */
93 if (dist <= range && known)
95 if (dist <= range - 1) g_ptr->info |= (CAVE_IN_DETECT);
97 g_ptr->info &= ~(CAVE_UNSAFE);
99 lite_spot(caster_ptr, y, x);
103 if (cave_have_flag_grid(g_ptr, flag))
105 disclose_grid(caster_ptr, y, x);
106 g_ptr->info |= (CAVE_MARK);
107 lite_spot(caster_ptr, y, x);
118 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
119 * @param caster_ptr プレーヤーへの参照ポインタ
121 * @param known 感知外範囲を超える警告フラグを立てる場合TRUEを返す
122 * @return 効力があった場合TRUEを返す
124 bool detect_traps(player_type *caster_ptr, POSITION range, bool known)
126 bool detect = detect_feat_flag(caster_ptr, range, FF_TRAP, known);
128 if (known) caster_ptr->dtrap = TRUE;
130 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 0) detect = FALSE;
133 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
141 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
142 * @param caster_ptr プレーヤーへの参照ポインタ
144 * @return 効力があった場合TRUEを返す
146 bool detect_doors(player_type *caster_ptr, POSITION range)
148 bool detect = detect_feat_flag(caster_ptr, range, FF_DOOR, TRUE);
150 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 0) detect = FALSE;
153 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
161 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
162 * @param caster_ptr プレーヤーへの参照ポインタ
164 * @return 効力があった場合TRUEを返す
166 bool detect_stairs(player_type *caster_ptr, POSITION range)
168 bool detect = detect_feat_flag(caster_ptr, range, FF_STAIRS, TRUE);
170 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 0) detect = FALSE;
173 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
181 * @brief プレイヤー周辺の地形財宝を感知する / Detect any treasure on the current panel
182 * @param caster_ptr プレーヤーへの参照ポインタ
184 * @return 効力があった場合TRUEを返す
186 bool detect_treasure(player_type *caster_ptr, POSITION range)
188 bool detect = detect_feat_flag(caster_ptr, range, FF_HAS_GOLD, TRUE);
190 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 6) detect = FALSE;
193 msg_print(_("埋蔵された財宝の存在を感じとった!", "You sense the presence of buried treasure!"));
201 * @brief プレイヤー周辺のアイテム財宝を感知する / Detect all "gold" objects on the current panel
202 * @param caster_ptr プレーヤーへの参照ポインタ
204 * @return 効力があった場合TRUEを返す
206 bool detect_objects_gold(player_type *caster_ptr, POSITION range)
208 POSITION range2 = range;
209 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range2 /= 3;
214 for (OBJECT_IDX i = 1; i < caster_ptr->current_floor_ptr->o_max; i++)
216 object_type *o_ptr = &caster_ptr->current_floor_ptr->o_list[i];
218 if (!OBJECT_IS_VALID(o_ptr)) continue;
219 if (OBJECT_IS_HELD_MONSTER(o_ptr)) continue;
223 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range2) continue;
225 if (o_ptr->tval == TV_GOLD)
227 o_ptr->marked |= OM_FOUND;
228 lite_spot(caster_ptr, y, x);
233 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 6) detect = FALSE;
236 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
239 if (detect_monsters_string(caster_ptr, range, "$"))
249 * @brief 通常のアイテムオブジェクトを感知する / Detect all "normal" objects on the current panel
250 * @param caster_ptr プレーヤーへの参照ポインタ
252 * @return 効力があった場合TRUEを返す
254 bool detect_objects_normal(player_type *caster_ptr, POSITION range)
256 POSITION range2 = range;
257 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range2 /= 3;
260 for (OBJECT_IDX i = 1; i < caster_ptr->current_floor_ptr->o_max; i++)
262 object_type *o_ptr = &caster_ptr->current_floor_ptr->o_list[i];
264 if (!OBJECT_IS_VALID(o_ptr)) continue;
265 if (OBJECT_IS_HELD_MONSTER(o_ptr)) continue;
267 POSITION y = o_ptr->iy;
268 POSITION x = o_ptr->ix;
270 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range2) continue;
272 if (o_ptr->tval != TV_GOLD)
274 o_ptr->marked |= OM_FOUND;
275 lite_spot(caster_ptr, y, x);
280 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 6) detect = FALSE;
283 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
286 if (detect_monsters_string(caster_ptr, range, "!=?|/`"))
296 * @brief 魔法効果のあるのアイテムオブジェクトを感知する / Detect all "magic" objects on the current panel.
297 * @param caster_ptr プレーヤーへの参照ポインタ
299 * @return 効力があった場合TRUEを返す
302 * This will light up all spaces with "magic" items, including artifacts,
303 * ego-items, potions, scrolls, books, rods, wands, staffs, amulets, rings,
304 * and "enchanted" items of the "good" variety.
306 * It can probably be argued that this function is now too powerful.
309 bool detect_objects_magic(player_type *caster_ptr, POSITION range)
311 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
313 OBJECT_TYPE_VALUE tv;
315 for (OBJECT_IDX i = 1; i < caster_ptr->current_floor_ptr->o_max; i++)
317 object_type *o_ptr = &caster_ptr->current_floor_ptr->o_list[i];
319 if (!OBJECT_IS_VALID(o_ptr)) continue;
320 if (OBJECT_IS_HELD_MONSTER(o_ptr)) continue;
322 POSITION y = o_ptr->iy;
323 POSITION x = o_ptr->ix;
325 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
328 if (object_is_artifact(o_ptr) ||
329 object_is_ego(o_ptr) ||
330 (tv == TV_WHISTLE) ||
338 (tv == TV_LIFE_BOOK) ||
339 (tv == TV_SORCERY_BOOK) ||
340 (tv == TV_NATURE_BOOK) ||
341 (tv == TV_CHAOS_BOOK) ||
342 (tv == TV_DEATH_BOOK) ||
343 (tv == TV_TRUMP_BOOK) ||
344 (tv == TV_ARCANE_BOOK) ||
345 (tv == TV_CRAFT_BOOK) ||
346 (tv == TV_DAEMON_BOOK) ||
347 (tv == TV_CRUSADE_BOOK) ||
348 (tv == TV_MUSIC_BOOK) ||
349 (tv == TV_HISSATSU_BOOK) ||
350 (tv == TV_HEX_BOOK) ||
351 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
353 o_ptr->marked |= OM_FOUND;
354 lite_spot(caster_ptr, y, x);
361 msg_print(_("魔法のアイテムの存在を感じとった!", "You sense the presence of magic objects!"));
369 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
370 * @param caster_ptr プレーヤーへの参照ポインタ
372 * @return 効力があった場合TRUEを返す
374 bool detect_monsters_normal(player_type *caster_ptr, POSITION range)
376 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
379 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
381 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
382 monster_race *r_ptr = &r_info[m_ptr->r_idx];
383 if (!monster_is_valid(m_ptr)) continue;
385 POSITION y = m_ptr->fy;
386 POSITION x = m_ptr->fx;
387 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
389 if (!(r_ptr->flags2 & RF2_INVISIBLE) || caster_ptr->see_inv)
391 repair_monsters = TRUE;
392 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
393 update_monster(caster_ptr, i, FALSE);
398 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 3) flag = FALSE;
401 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
409 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
410 * @param caster_ptr プレーヤーへの参照ポインタ
412 * @return 効力があった場合TRUEを返す
414 bool detect_monsters_invis(player_type *caster_ptr, POSITION range)
416 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
419 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
421 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
422 monster_race *r_ptr = &r_info[m_ptr->r_idx];
424 if (!monster_is_valid(m_ptr)) continue;
426 POSITION y = m_ptr->fy;
427 POSITION x = m_ptr->fx;
429 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
431 if (r_ptr->flags2 & RF2_INVISIBLE)
433 if (caster_ptr->monster_race_idx == m_ptr->r_idx)
435 caster_ptr->window |= (PW_MONSTER);
438 repair_monsters = TRUE;
439 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
440 update_monster(caster_ptr, i, FALSE);
445 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 3) flag = FALSE;
448 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
456 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
457 * @param caster_ptr プレーヤーへの参照ポインタ
459 * @return 効力があった場合TRUEを返す
461 bool detect_monsters_evil(player_type *caster_ptr, POSITION range)
463 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
466 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
468 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
469 monster_race *r_ptr = &r_info[m_ptr->r_idx];
470 if (!monster_is_valid(m_ptr)) continue;
472 POSITION y = m_ptr->fy;
473 POSITION x = m_ptr->fx;
475 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
477 if (r_ptr->flags3 & RF3_EVIL)
479 if (is_original_ap(m_ptr))
481 r_ptr->r_flags3 |= (RF3_EVIL);
482 if (caster_ptr->monster_race_idx == m_ptr->r_idx)
484 caster_ptr->window |= (PW_MONSTER);
488 repair_monsters = TRUE;
489 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
490 update_monster(caster_ptr, i, FALSE);
497 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
505 * @brief 無生命のモンスターを感知する(アンデッド、悪魔系を含む) / Detect all "nonliving", "undead" or "demonic" monsters on current panel
506 * @param caster_ptr プレーヤーへの参照ポインタ
508 * @return 効力があった場合TRUEを返す
510 bool detect_monsters_nonliving(player_type *caster_ptr, POSITION range)
512 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
515 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
517 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
518 if (!monster_is_valid(m_ptr)) continue;
520 POSITION y = m_ptr->fy;
521 POSITION x = m_ptr->fx;
522 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
524 if (!monster_living(m_ptr->r_idx))
526 if (caster_ptr->monster_race_idx == m_ptr->r_idx)
528 caster_ptr->window |= (PW_MONSTER);
531 repair_monsters = TRUE;
532 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
533 update_monster(caster_ptr, i, FALSE);
540 msg_print(_("自然でないモンスターの存在を感じた!", "You sense the presence of unnatural beings!"));
548 * @brief 精神のあるモンスターを感知する / Detect all monsters it has mind on current panel
549 * @param caster_ptr プレーヤーへの参照ポインタ
551 * @return 効力があった場合TRUEを返す
553 bool detect_monsters_mind(player_type *caster_ptr, POSITION range)
555 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
558 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
560 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
561 monster_race *r_ptr = &r_info[m_ptr->r_idx];
562 if (!monster_is_valid(m_ptr)) continue;
564 POSITION y = m_ptr->fy;
565 POSITION x = m_ptr->fx;
567 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
569 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
571 if (caster_ptr->monster_race_idx == m_ptr->r_idx)
573 caster_ptr->window |= (PW_MONSTER);
576 repair_monsters = TRUE;
577 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
578 update_monster(caster_ptr, i, FALSE);
585 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
593 * @brief 該当シンボルのモンスターを感知する / Detect all (string) monsters on current panel
594 * @param caster_ptr プレーヤーへの参照ポインタ
596 * @param Match 対応シンボルの混じったモンスター文字列(複数指定化)
597 * @return 効力があった場合TRUEを返す
599 bool detect_monsters_string(player_type *caster_ptr, POSITION range, concptr Match)
601 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
604 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
606 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
607 monster_race *r_ptr = &r_info[m_ptr->r_idx];
608 if (!monster_is_valid(m_ptr)) continue;
610 POSITION y = m_ptr->fy;
611 POSITION x = m_ptr->fx;
613 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
615 if (my_strchr(Match, r_ptr->d_char))
617 if (caster_ptr->monster_race_idx == m_ptr->r_idx)
619 caster_ptr->window |= (PW_MONSTER);
622 repair_monsters = TRUE;
623 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
624 update_monster(caster_ptr, i, FALSE);
629 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 3) flag = FALSE;
632 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
640 * @brief flags3に対応するモンスターを感知する / A "generic" detect monsters routine, tagged to flags3
641 * @param caster_ptr プレーヤーへの参照ポインタ
643 * @param match_flag 感知フラグ
644 * @return 効力があった場合TRUEを返す
646 bool detect_monsters_xxx(player_type *caster_ptr, POSITION range, u32b match_flag)
648 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
651 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
653 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
654 monster_race *r_ptr = &r_info[m_ptr->r_idx];
655 if (!monster_is_valid(m_ptr)) continue;
657 POSITION y = m_ptr->fy;
658 POSITION x = m_ptr->fx;
660 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
662 if (r_ptr->flags3 & (match_flag))
664 if (is_original_ap(m_ptr))
666 r_ptr->r_flags3 |= (match_flag);
667 if (caster_ptr->monster_race_idx == m_ptr->r_idx)
669 caster_ptr->window |= (PW_MONSTER);
673 repair_monsters = TRUE;
674 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
675 update_monster(caster_ptr, i, FALSE);
680 concptr desc_monsters = _("変なモンスター", "weird monsters");
686 desc_monsters = _("デーモン", "demons");
689 desc_monsters = _("アンデッド", "the undead");
693 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
702 * @brief 全感知処理 / Detect everything
703 * @param caster_ptr プレーヤーへの参照ポインタ
705 * @return 効力があった場合TRUEを返す
707 bool detect_all(player_type *caster_ptr, POSITION range)
710 if (detect_traps(caster_ptr, range, TRUE)) detect = TRUE;
711 if (detect_doors(caster_ptr, range)) detect = TRUE;
712 if (detect_stairs(caster_ptr, range)) detect = TRUE;
713 if (detect_objects_gold(caster_ptr, range)) detect = TRUE;
714 if (detect_objects_normal(caster_ptr, range)) detect = TRUE;
715 if (detect_monsters_invis(caster_ptr, range)) detect = TRUE;
716 if (detect_monsters_normal(caster_ptr, range)) detect = TRUE;
722 * @brief 視界内モンスターに魔法効果を与える / Apply a "project()" directly to all viewable monsters
725 * @return 効力があった場合TRUEを返す
728 * Note that affected monsters are NOT auto-tracked by this usage.
730 * To avoid misbehavior when monster deaths have side-effects,
731 * this is done in two passes. -- JDL
734 bool project_all_los(player_type *caster_ptr, EFFECT_ID typ, HIT_POINT dam)
736 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
738 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
739 if (!monster_is_valid(m_ptr)) continue;
741 POSITION y = m_ptr->fy;
742 POSITION x = m_ptr->fx;
743 if (!player_has_los_bold(caster_ptr, y, x) || !projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x)) continue;
745 m_ptr->mflag |= (MFLAG_LOS);
748 BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
749 bool obvious = FALSE;
750 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
752 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
753 if (!(m_ptr->mflag & (MFLAG_LOS))) continue;
755 m_ptr->mflag &= ~(MFLAG_LOS);
756 POSITION y = m_ptr->fy;
757 POSITION x = m_ptr->fx;
759 if (project(caster_ptr, 0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
767 * @brief 視界内モンスターを加速する処理 / Speed monsters
768 * @param caster_ptr プレーヤーへの参照ポインタ
769 * @return 効力があった場合TRUEを返す
771 bool speed_monsters(player_type *caster_ptr)
773 return (project_all_los(caster_ptr, GF_OLD_SPEED, caster_ptr->lev));
778 * @brief 視界内モンスターを加速する処理 / Slow monsters
779 * @param caster_ptr プレーヤーへの参照ポインタ
780 * @return 効力があった場合TRUEを返す
782 bool slow_monsters(player_type *caster_ptr, int power)
784 return (project_all_los(caster_ptr, GF_OLD_SLOW, power));
789 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
790 * @param caster_ptr プレーヤーへの参照ポインタ
791 * @return 効力があった場合TRUEを返す
793 bool sleep_monsters(player_type *caster_ptr, int power)
795 return (project_all_los(caster_ptr, GF_OLD_SLEEP, power));
800 * @brief 視界内の邪悪なモンスターをテレポート・アウェイさせる処理 / Banish evil monsters
801 * @param caster_ptr プレーヤーへの参照ポインタ
802 * @return 効力があった場合TRUEを返す
804 bool banish_evil(player_type *caster_ptr, int dist)
806 return (project_all_los(caster_ptr, GF_AWAY_EVIL, dist));
811 * @brief 視界内のアンデッド・モンスターを恐怖させる処理 / Turn undead
812 * @return 効力があった場合TRUEを返す
814 bool turn_undead(player_type *caster_ptr)
816 bool tester = (project_all_los(caster_ptr, GF_TURN_UNDEAD, caster_ptr->lev));
818 chg_virtue(caster_ptr, V_UNLIFE, -1);
824 * @brief 視界内のアンデッド・モンスターにダメージを与える処理 / Dispel undead monsters
825 * @param caster_ptr プレーヤーへの参照ポインタ
826 * @return 効力があった場合TRUEを返す
828 bool dispel_undead(player_type *caster_ptr, HIT_POINT dam)
830 bool tester = (project_all_los(caster_ptr, GF_DISP_UNDEAD, dam));
832 chg_virtue(caster_ptr, V_UNLIFE, -2);
838 * @brief 視界内の邪悪なモンスターにダメージを与える処理 / Dispel evil monsters
839 * @param caster_ptr プレーヤーへの参照ポインタ
840 * @return 効力があった場合TRUEを返す
842 bool dispel_evil(player_type *caster_ptr, HIT_POINT dam)
844 return (project_all_los(caster_ptr, GF_DISP_EVIL, dam));
849 * @brief 視界内の善良なモンスターにダメージを与える処理 / Dispel good monsters
850 * @param caster_ptr プレーヤーへの参照ポインタ
851 * @return 効力があった場合TRUEを返す
853 bool dispel_good(player_type *caster_ptr, HIT_POINT dam)
855 return (project_all_los(caster_ptr, GF_DISP_GOOD, dam));
860 * @brief 視界内のあらゆるモンスターにダメージを与える処理 / Dispel all monsters
861 * @param caster_ptr プレーヤーへの参照ポインタ
862 * @return 効力があった場合TRUEを返す
864 bool dispel_monsters(player_type *caster_ptr, HIT_POINT dam)
866 return (project_all_los(caster_ptr, GF_DISP_ALL, dam));
871 * 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
873 * @param creature_ptr プレーヤーへの参照ポインタ
874 * @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)
875 * @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)
877 bool cleansing_nova(player_type *creature_ptr, bool magic, bool powerful)
880 if (dispel_evil(creature_ptr, powerful ? 225 : 150)) ident = TRUE;
881 int k = 3 * creature_ptr->lev;
882 if (set_protevil(creature_ptr, (magic ? 0 : creature_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
883 if (set_poisoned(creature_ptr, 0)) ident = TRUE;
884 if (set_afraid(creature_ptr, 0)) ident = TRUE;
885 if (hp_player(creature_ptr, 50)) ident = TRUE;
886 if (set_stun(creature_ptr, 0)) ident = TRUE;
887 if (set_cut(creature_ptr, 0)) ident = TRUE;
893 * 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
895 * @param creature_ptr プレーヤーへの参照ポインタ
896 * @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)
898 bool unleash_mana_storm(player_type *creature_ptr, bool powerful)
900 msg_print(_("強力な魔力が敵を引き裂いた!", "Mighty magics rend your enemies!"));
901 project(creature_ptr, 0, (powerful ? 7 : 5), creature_ptr->y, creature_ptr->x,
902 (randint1(200) + (powerful ? 500 : 300)) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
904 bool is_special_class = creature_ptr->pclass != CLASS_MAGE;
905 is_special_class &= creature_ptr->pclass != CLASS_HIGH_MAGE;
906 is_special_class &= creature_ptr->pclass != CLASS_SORCERER;
907 is_special_class &= creature_ptr->pclass != CLASS_MAGIC_EATER;
908 is_special_class &= creature_ptr->pclass != CLASS_BLUE_MAGE;
909 if (is_special_class)
911 (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);
919 * @brief 視界内の生命のあるモンスターにダメージを与える処理 / Dispel 'living' monsters
920 * @param caster_ptr プレーヤーへの参照ポインタ
921 * @return 効力があった場合TRUEを返す
923 bool dispel_living(player_type *caster_ptr, HIT_POINT dam)
925 return (project_all_los(caster_ptr, GF_DISP_LIVING, dam));
930 * @brief 視界内の悪魔系モンスターにダメージを与える処理 / Dispel 'living' monsters
931 * @param caster_ptr プレーヤーへの参照ポインタ
932 * @return 効力があった場合TRUEを返す
934 bool dispel_demons(player_type *caster_ptr, HIT_POINT dam)
936 return (project_all_los(caster_ptr, GF_DISP_DEMON, dam));
941 * @brief 視界内のモンスターに「聖戦」効果を与える処理
942 * @param caster_ptr プレーヤーへの参照ポインタ
943 * @return 効力があった場合TRUEを返す
945 bool crusade(player_type *caster_ptr)
947 return (project_all_los(caster_ptr, GF_CRUSADE, caster_ptr->lev * 4));
952 * @brief 視界内モンスターを怒らせる処理 / Wake up all monsters, and speed up "los" monsters.
953 * @param caster_ptr プレーヤーへの参照ポインタ
954 * @param who 怒らせる原因を起こしたモンスター(0ならばプレイヤー)
957 void aggravate_monsters(player_type *caster_ptr, MONSTER_IDX who)
961 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
963 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
964 if (!monster_is_valid(m_ptr)) continue;
965 if (i == who) continue;
967 if (m_ptr->cdis < MAX_SIGHT * 2)
969 if (MON_CSLEEP(m_ptr))
971 (void)set_monster_csleep(caster_ptr, i, 0);
975 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
978 if (player_has_los_bold(caster_ptr, m_ptr->fy, m_ptr->fx))
982 (void)set_monster_fast(caster_ptr, i, MON_FAST(m_ptr) + 100);
988 if (speed) msg_print(_("付近で何かが突如興奮したような感じを受けた!", "You feel a sudden stirring nearby!"));
989 else if (sleep) msg_print(_("何かが突如興奮したような騒々しい音が遠くに聞こえた!", "You hear a sudden stirring in the distance!"));
990 if (caster_ptr->riding) caster_ptr->update |= PU_BONUS;
995 * @brief モンスターへの単体抹殺処理サブルーチン / Delete a non-unique/non-quest monster
996 * @param m_idx 抹殺するモンスターID
998 * @param player_cast プレイヤーの魔法によるものならば TRUE
999 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
1000 * @param spell_name 抹殺効果を起こした魔法の名前
1001 * @return 効力があった場合TRUEを返す
1003 bool genocide_aux(player_type *caster_ptr, MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, concptr spell_name)
1005 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
1006 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1007 if (is_pet(m_ptr) && !player_cast) return FALSE;
1009 bool resist = FALSE;
1010 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1011 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1012 else if (m_idx == caster_ptr->riding) resist = TRUE;
1013 else if ((caster_ptr->current_floor_ptr->inside_quest && !random_quest_number(caster_ptr, caster_ptr->current_floor_ptr->dun_level)) || caster_ptr->current_floor_ptr->inside_arena || caster_ptr->phase_out) resist = TRUE;
1014 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1015 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1018 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1020 GAME_TEXT m_name[MAX_NLEN];
1021 monster_desc(caster_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
1022 exe_write_diary(caster_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1025 delete_monster_idx(caster_ptr, m_idx);
1028 if (resist && player_cast)
1030 bool see_m = is_seen(m_ptr);
1031 GAME_TEXT m_name[MAX_NLEN];
1032 monster_desc(caster_ptr, m_name, m_ptr, 0);
1035 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1038 if (MON_CSLEEP(m_ptr))
1040 (void)set_monster_csleep(caster_ptr, m_idx, 0);
1043 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1047 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1051 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1054 set_hostile(caster_ptr, m_ptr);
1057 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1062 take_hit(caster_ptr, DAMAGE_GENO, randint1(dam_side), format(_("%^sの呪文を唱えた疲労", "the strain of casting %^s"), spell_name), -1);
1065 move_cursor_relative(caster_ptr->y, caster_ptr->x);
1066 caster_ptr->redraw |= (PR_HP);
1067 caster_ptr->window |= (PW_PLAYER);
1068 handle_stuff(caster_ptr);
1071 int msec = delay_factor * delay_factor * delay_factor;
1072 Term_xtra(TERM_XTRA_DELAY, msec);
1079 * @brief モンスターへのシンボル抹殺処理ルーチン / Delete all non-unique/non-quest monsters of a given "type" from the level
1080 * @param power 抹殺の威力
1081 * @param player_cast プレイヤーの魔法によるものならば TRUE
1082 * @return 効力があった場合TRUEを返す
1084 bool symbol_genocide(player_type *caster_ptr, int power, bool player_cast)
1086 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
1087 bool is_special_floor = floor_ptr->inside_quest && !random_quest_number(caster_ptr, floor_ptr->dun_level);
1088 is_special_floor |= caster_ptr->current_floor_ptr->inside_arena;
1089 is_special_floor |= caster_ptr->phase_out;
1090 if (is_special_floor)
1092 msg_print(_("何も起きないようだ……", "It seems nothing happen here..."));
1097 while (!get_com(_("どの種類(文字)のモンスターを抹殺しますか: ", "Choose a monster race (by symbol) to genocide: "), &typ, FALSE));
1098 bool result = FALSE;
1099 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
1101 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
1102 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1103 if (!monster_is_valid(m_ptr)) continue;
1104 if (r_ptr->d_char != typ) continue;
1106 result |= genocide_aux(caster_ptr, i, power, player_cast, 4, _("抹殺", "Genocide"));
1111 chg_virtue(caster_ptr, V_VITALITY, -2);
1112 chg_virtue(caster_ptr, V_CHANCE, -1);
1120 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1121 * @param power 抹殺の威力
1122 * @param player_cast プレイヤーの魔法によるものならば TRUE
1123 * @return 効力があった場合TRUEを返す
1125 bool mass_genocide(player_type *caster_ptr, int power, bool player_cast)
1127 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
1128 bool is_special_floor = floor_ptr->inside_quest && !random_quest_number(caster_ptr, floor_ptr->dun_level);
1129 is_special_floor |= caster_ptr->current_floor_ptr->inside_arena;
1130 is_special_floor |= caster_ptr->phase_out;
1131 if (is_special_floor)
1136 bool result = FALSE;
1137 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
1139 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
1140 if (!monster_is_valid(m_ptr)) continue;
1141 if (m_ptr->cdis > MAX_SIGHT) continue;
1143 result |= genocide_aux(caster_ptr, i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1148 chg_virtue(caster_ptr, V_VITALITY, -2);
1149 chg_virtue(caster_ptr, V_CHANCE, -1);
1157 * @brief アンデッド・モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) undead
1158 * @param power 抹殺の威力
1159 * @param player_cast プレイヤーの魔法によるものならば TRUE
1160 * @return 効力があった場合TRUEを返す
1162 bool mass_genocide_undead(player_type *caster_ptr, int power, bool player_cast)
1164 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
1165 bool is_special_floor = floor_ptr->inside_quest && !random_quest_number(caster_ptr, floor_ptr->dun_level);
1166 is_special_floor |= caster_ptr->current_floor_ptr->inside_arena;
1167 is_special_floor |= caster_ptr->phase_out;
1168 if (is_special_floor)
1173 bool result = FALSE;
1174 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
1176 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
1177 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1178 if (!monster_is_valid(m_ptr)) continue;
1179 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1180 if (m_ptr->cdis > MAX_SIGHT) continue;
1182 result |= genocide_aux(caster_ptr, i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1187 chg_virtue(caster_ptr, V_UNLIFE, -2);
1188 chg_virtue(caster_ptr, V_CHANCE, -1);
1196 * @brief 周辺モンスターを調査する / Probe nearby monsters
1197 * @return 効力があった場合TRUEを返す
1199 bool probing(player_type *caster_ptr)
1201 bool_hack cu = Term->scr->cu;
1202 bool_hack cv = Term->scr->cv;
1210 for (int i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
1212 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
1213 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1214 if (!monster_is_valid(m_ptr)) continue;
1215 if (!player_has_los_bold(caster_ptr, m_ptr->fy, m_ptr->fx)) continue;
1216 if (!m_ptr->ml) continue;
1218 GAME_TEXT m_name[MAX_NLEN];
1219 if (!probe) msg_print(_("調査中...", "Probing..."));
1222 if (!is_original_ap(m_ptr))
1224 if (m_ptr->mflag2 & MFLAG2_KAGE)
1225 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1227 m_ptr->ap_r_idx = m_ptr->r_idx;
1228 lite_spot(caster_ptr, m_ptr->fy, m_ptr->fx);
1231 monster_desc(caster_ptr, m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1232 speed = m_ptr->mspeed - 110;
1233 if (MON_FAST(m_ptr)) speed += 10;
1234 if (MON_SLOW(m_ptr)) speed -= 10;
1235 if (ironman_nightmare) speed += 5;
1237 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
1238 else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
1239 else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
1240 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)");
1241 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
1242 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
1243 else align = _("中立", "neutral");
1245 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:"),
1246 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1248 if (r_ptr->next_r_idx)
1250 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1254 strcat(buf, "xxx ");
1257 if (MON_CSLEEP(m_ptr)) strcat(buf, _("睡眠 ", "sleeping "));
1258 if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
1259 if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
1260 if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
1261 if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
1262 buf[strlen(buf) - 1] = '\0';
1266 caster_ptr->window |= (PW_MESSAGE);
1267 handle_stuff(caster_ptr);
1268 move_cursor_relative(m_ptr->fy, m_ptr->fx);
1270 Term_erase(0, 0, 255);
1271 if (lore_do_probe(caster_ptr, m_ptr->r_idx))
1273 strcpy(buf, (r_name + r_ptr->name));
1275 msg_format("%sについてさらに詳しくなった気がする。", buf);
1278 msg_format("You now know more about %s.", buf);
1292 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
1293 msg_print(_("これで全部です。", "That's all."));
1304 void discharge_minion(player_type *caster_ptr)
1307 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
1309 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
1310 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
1311 if (m_ptr->nickname) okay = FALSE;
1314 if (!okay || caster_ptr->riding)
1316 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? ")))
1320 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
1322 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
1323 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
1325 monster_race *r_ptr;
1326 r_ptr = &r_info[m_ptr->r_idx];
1327 if (r_ptr->flags1 & RF1_UNIQUE)
1329 GAME_TEXT m_name[MAX_NLEN];
1330 monster_desc(caster_ptr, m_name, m_ptr, 0x00);
1331 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);
1332 delete_monster_idx(caster_ptr, i);
1336 HIT_POINT dam = m_ptr->maxhp / 2;
1337 if (dam > 100) dam = (dam - 100) / 2 + 100;
1338 if (dam > 400) dam = (dam - 400) / 2 + 400;
1339 if (dam > 800) dam = 800;
1340 project(caster_ptr, i, 2 + (r_ptr->level / 20), m_ptr->fy, m_ptr->fx, dam, GF_PLASMA,
1341 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
1343 if (record_named_pet && m_ptr->nickname)
1345 GAME_TEXT m_name[MAX_NLEN];
1347 monster_desc(caster_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
1348 exe_write_diary(caster_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
1351 delete_monster_idx(caster_ptr, i);
1357 * todo この辺、xとyが引数になっているが、caster_ptr->xとcaster_ptr->yで全て置き換えが効くはず……
1358 * @brief 部屋全体を照らすサブルーチン
1359 * @param caster_ptr プレーヤーへの参照ポインタ
1363 * This routine clears the entire "temp" set.
1364 * This routine will Perma-Lite all "temp" grids.
1365 * This routine is used (only) by "lite_room()"
1366 * Dark grids are illuminated.
1367 * Also, process all affected monsters.
1369 * SMART monsters always wake up when illuminated
1370 * NORMAL monsters wake up 1/4 the time when illuminated
1371 * STUPID monsters wake up 1/10 the time when illuminated
1374 static void cave_temp_room_lite(player_type *caster_ptr)
1376 for (int i = 0; i < tmp_pos.n; i++)
1378 POSITION y = tmp_pos.y[i];
1379 POSITION x = tmp_pos.x[i];
1380 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
1381 g_ptr->info &= ~(CAVE_TEMP);
1382 g_ptr->info |= (CAVE_GLOW);
1385 PERCENTAGE chance = 25;
1386 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
1387 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1388 update_monster(caster_ptr, g_ptr->m_idx, FALSE);
1389 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
1390 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
1392 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
1394 (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
1397 GAME_TEXT m_name[MAX_NLEN];
1398 monster_desc(caster_ptr, m_name, m_ptr, 0);
1399 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1404 note_spot(caster_ptr, y, x);
1405 lite_spot(caster_ptr, y, x);
1406 update_local_illumination(caster_ptr, y, x);
1414 * todo この辺、xとyが引数になっているが、caster_ptr->xとcaster_ptr->yで全て置き換えが効くはず……
1415 * @brief 部屋全体を暗くするサブルーチン
1416 * @param caster_ptr プレーヤーへの参照ポインタ
1420 * This routine clears the entire "temp" set.
1421 * This routine will "darken" all "temp" grids.
1422 * In addition, some of these grids will be "unmarked".
1423 * This routine is used (only) by "unlite_room()"
1424 * Also, process all affected monsters
1427 static void cave_temp_room_unlite(player_type *caster_ptr)
1429 for (int i = 0; i < tmp_pos.n; i++)
1431 POSITION y = tmp_pos.y[i];
1432 POSITION x = tmp_pos.x[i];
1433 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
1434 bool do_dark = !is_mirror_grid(g_ptr);
1435 g_ptr->info &= ~(CAVE_TEMP);
1436 if (!do_dark) continue;
1438 if (caster_ptr->current_floor_ptr->dun_level || !is_daytime())
1440 for (int j = 0; j < 9; j++)
1442 POSITION by = y + ddy_ddd[j];
1443 POSITION bx = x + ddx_ddd[j];
1445 if (in_bounds2(caster_ptr->current_floor_ptr, by, bx))
1447 grid_type *cc_ptr = &caster_ptr->current_floor_ptr->grid_array[by][bx];
1449 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1457 if (!do_dark) continue;
1460 g_ptr->info &= ~(CAVE_GLOW);
1461 if (!have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_REMEMBER))
1463 if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
1464 note_spot(caster_ptr, y, x);
1469 update_monster(caster_ptr, g_ptr->m_idx, FALSE);
1472 lite_spot(caster_ptr, y, x);
1473 update_local_illumination(caster_ptr, y, x);
1481 * @brief 周辺に関数ポインタの条件に該当する地形がいくつあるかを計算する / Determine how much contiguous open space this grid is next to
1482 * @param floor_ptr 配置するフロアの参照ポインタ
1485 * @param pass_bold 地形条件を返す関数ポインタ
1488 static int next_to_open(floor_type *floor_ptr, POSITION cy, POSITION cx, bool(*pass_bold)(floor_type*, POSITION, POSITION))
1492 for (int i = 0; i < 16; i++)
1494 POSITION y = cy + ddy_cdd[i % 8];
1495 POSITION x = cx + ddx_cdd[i % 8];
1496 if (!pass_bold(floor_ptr, y, x))
1511 return MAX(len, blen);
1516 * @brief 周辺に関数ポインタの条件に該当する地形がいくつあるかを計算する / Determine how much contiguous open space this grid is next to
1517 * @param floor_ptr 配置するフロアの参照ポインタ
1520 * @param pass_bold 地形条件を返す関数ポインタ
1523 static int next_to_walls_adj(floor_type *floor_ptr, POSITION cy, POSITION cx, bool(*pass_bold)(floor_type*, POSITION, POSITION))
1527 for (DIRECTION i = 0; i < 8; i++)
1529 y = cy + ddy_ddd[i];
1530 x = cx + ddx_ddd[i];
1532 if (!pass_bold(floor_ptr, y, x)) c++;
1540 * @brief 部屋内にある一点の周囲に該当する地形数かいくつあるかをグローバル変数tmp_pos.nに返す / Aux function -- see below
1541 * @param caster_ptr プレーヤーへの参照ポインタ
1542 * @param y 部屋内のy座標1点
1543 * @param x 部屋内のx座標1点
1544 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
1545 * @param pass_bold 地形条件を返す関数ポインタ
1548 static void cave_temp_room_aux(player_type *caster_ptr, POSITION y, POSITION x, bool only_room, bool(*pass_bold)(floor_type*, POSITION, POSITION))
1551 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
1552 g_ptr = &floor_ptr->grid_array[y][x];
1553 if (g_ptr->info & (CAVE_TEMP)) return;
1555 if (!(g_ptr->info & (CAVE_ROOM)))
1557 if (only_room) return;
1558 if (!in_bounds2(floor_ptr, y, x)) return;
1559 if (distance(caster_ptr->y, caster_ptr->x, y, x) > MAX_RANGE) return;
1561 /* Verify this grid */
1563 * The reason why it is ==6 instead of >5 is that 8 is impossible
1564 * due to the check for cave_bold above.
1565 * 7 lights dead-end corridors (you need to do this for the
1566 * checkboard interesting rooms, so that the boundary is lit
1568 * This leaves only a check for 6 bounding walls!
1570 if (in_bounds(floor_ptr, y, x) && pass_bold(floor_ptr, y, x) &&
1571 (next_to_walls_adj(floor_ptr, y, x, pass_bold) == 6) && (next_to_open(floor_ptr, y, x, pass_bold) <= 1)) return;
1574 if (tmp_pos.n == TEMP_MAX) return;
1576 g_ptr->info |= (CAVE_TEMP);
1577 tmp_pos.y[tmp_pos.n] = y;
1578 tmp_pos.x[tmp_pos.n] = x;
1584 * @brief 部屋内にある一点の周囲がいくつ光を通すかをグローバル変数tmp_pos.nに返す / Aux function -- see below
1585 * @param caster_ptr プレーヤーへの参照ポインタ
1590 static void cave_temp_lite_room_aux(player_type *caster_ptr, POSITION y, POSITION x)
1592 cave_temp_room_aux(caster_ptr, y, x, FALSE, cave_los_bold);
1597 * @brief 指定のマスが光を通さず射線のみを通すかを返す。 / Aux function -- see below
1598 * @param floor_ptr 配置するフロアの参照ポインタ
1601 * @return 射線を通すならばtrueを返す。
1603 static bool cave_pass_dark_bold(floor_type *floor_ptr, POSITION y, POSITION x)
1605 return cave_have_flag_bold(floor_ptr, y, x, FF_PROJECT);
1610 * @brief 部屋内にある一点の周囲がいくつ射線を通すかをグローバル変数tmp_pos.nに返す / Aux function -- see below
1611 * @param caster_ptr プレーヤーへの参照ポインタ
1616 static void cave_temp_unlite_room_aux(player_type *caster_ptr, POSITION y, POSITION x)
1618 cave_temp_room_aux(caster_ptr, y, x, TRUE, cave_pass_dark_bold);
1623 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
1624 * @param caster_ptr プレーヤーへの参照ポインタ
1629 void lite_room(player_type *caster_ptr, POSITION y1, POSITION x1)
1631 cave_temp_lite_room_aux(caster_ptr, y1, x1);
1632 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
1633 for (int i = 0; i < tmp_pos.n; i++)
1635 POSITION x = tmp_pos.x[i];
1636 POSITION y = tmp_pos.y[i];
1638 if (!cave_los_bold(floor_ptr, y, x)) continue;
1640 cave_temp_lite_room_aux(caster_ptr, y + 1, x);
1641 cave_temp_lite_room_aux(caster_ptr, y - 1, x);
1642 cave_temp_lite_room_aux(caster_ptr, y, x + 1);
1643 cave_temp_lite_room_aux(caster_ptr, y, x - 1);
1645 cave_temp_lite_room_aux(caster_ptr, y + 1, x + 1);
1646 cave_temp_lite_room_aux(caster_ptr, y - 1, x - 1);
1647 cave_temp_lite_room_aux(caster_ptr, y - 1, x + 1);
1648 cave_temp_lite_room_aux(caster_ptr, y + 1, x - 1);
1651 cave_temp_room_lite(caster_ptr);
1652 if (caster_ptr->special_defense & NINJA_S_STEALTH)
1654 if (floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].info & CAVE_GLOW)
1655 set_superstealth(caster_ptr, FALSE);
1661 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
1662 * @param caster_ptr プレーヤーへの参照ポインタ
1667 void unlite_room(player_type *caster_ptr, POSITION y1, POSITION x1)
1669 cave_temp_unlite_room_aux(caster_ptr, y1, x1);
1670 for (int i = 0; i < tmp_pos.n; i++)
1672 POSITION x = tmp_pos.x[i];
1673 POSITION y = tmp_pos.y[i];
1674 if (!cave_pass_dark_bold(caster_ptr->current_floor_ptr, y, x)) continue;
1676 cave_temp_unlite_room_aux(caster_ptr, y + 1, x);
1677 cave_temp_unlite_room_aux(caster_ptr, y - 1, x);
1678 cave_temp_unlite_room_aux(caster_ptr, y, x + 1);
1679 cave_temp_unlite_room_aux(caster_ptr, y, x - 1);
1681 cave_temp_unlite_room_aux(caster_ptr, y + 1, x + 1);
1682 cave_temp_unlite_room_aux(caster_ptr, y - 1, x - 1);
1683 cave_temp_unlite_room_aux(caster_ptr, y - 1, x + 1);
1684 cave_temp_unlite_room_aux(caster_ptr, y + 1, x - 1);
1687 cave_temp_room_unlite(caster_ptr);
1692 * @brief スターライトの効果を発生させる
1693 * @param caster_ptr プレーヤーへの参照ポインタ
1694 * @param magic 魔法による効果であればTRUE、スターライトの杖による効果であればFALSE
1697 bool starlight(player_type *caster_ptr, bool magic)
1699 if (!caster_ptr->blind && !magic)
1701 msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly..."));
1704 HIT_POINT num = damroll(5, 3);
1706 POSITION y = 0, x = 0;
1707 for (int k = 0; k < num; k++)
1713 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, PROJECT_LOS);
1714 if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)) continue;
1715 if (!player_bold(caster_ptr, y, x)) break;
1718 project(caster_ptr, 0, 0, y, x, damroll(6 + caster_ptr->lev / 8, 10), GF_LITE_WEAK,
1719 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL | PROJECT_LOS), -1);
1727 * @brief プレイヤー位置を中心にLITE_WEAK属性を通じた照明処理を行う / Hack -- call light around the player Affect all monsters in the projection radius
1728 * @param caster_ptr プレーヤーへの参照ポインタ
1731 * @return 作用が実際にあった場合TRUEを返す
1733 bool lite_area(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
1735 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
1737 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorbs your light."));
1741 if (!caster_ptr->blind)
1743 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
1746 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
1747 (void)project(caster_ptr, 0, rad, caster_ptr->y, caster_ptr->x, dam, GF_LITE_WEAK, flg, -1);
1749 lite_room(caster_ptr, caster_ptr->y, caster_ptr->x);
1756 * @brief プレイヤー位置を中心にLITE_DARK属性を通じた消灯処理を行う / Hack -- call light around the player Affect all monsters in the projection radius
1757 * @param caster_ptr プレーヤーへの参照ポインタ
1760 * @return 作用が実際にあった場合TRUEを返す
1762 bool unlite_area(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
1764 if (!caster_ptr->blind)
1766 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
1769 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
1770 (void)project(caster_ptr, 0, rad, caster_ptr->y, caster_ptr->x, dam, GF_DARK_WEAK, flg, -1);
1772 unlite_room(caster_ptr, caster_ptr->y, caster_ptr->x);
1779 * @brief ボール系スペルの発動 / Cast a ball spell
1780 * @param caster_ptr プレーヤーへの参照ポインタ
1782 * @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)
1785 * @return 作用が実際にあった場合TRUEを返す
1788 * Stop if we hit a monster, act as a "ball"
1789 * Allow "target" mode to pass over monsters
1790 * Affect grids, objects, and monsters
1793 bool fire_ball(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
1795 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1796 if (typ == GF_CHARM_LIVING) flg |= PROJECT_HIDE;
1798 POSITION tx = caster_ptr->x + 99 * ddx[dir];
1799 POSITION ty = caster_ptr->y + 99 * ddy[dir];
1801 if ((dir == 5) && target_okay(caster_ptr))
1803 flg &= ~(PROJECT_STOP);
1808 return project(caster_ptr, 0, rad, ty, tx, dam, typ, flg, -1);
1813 * @brief ブレス系スペルの発動 / Cast a breath spell
1814 * @param caster_ptr プレーヤーへの参照ポインタ
1816 * @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)
1819 * @return 作用が実際にあった場合TRUEを返す
1822 * Stop if we hit a monster, act as a "ball"
1823 * Allow "target" mode to pass over monsters
1824 * Affect grids, objects, and monsters
1827 bool fire_breath(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
1829 return fire_ball(caster_ptr, typ, dir, dam, -rad);
1834 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
1835 * @param caster_ptr プレーヤーへの参照ポインタ
1837 * @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)
1840 * @return 作用が実際にあった場合TRUEを返す
1843 * Stop if we hit a monster, act as a "ball"
1844 * Allow "target" mode to pass over monsters
1845 * Affect grids, objects, and monsters
1848 bool fire_rocket(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
1850 POSITION tx = caster_ptr->x + 99 * ddx[dir];
1851 POSITION ty = caster_ptr->y + 99 * ddy[dir];
1852 if ((dir == 5) && target_okay(caster_ptr))
1858 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1859 return (project(caster_ptr, 0, rad, ty, tx, dam, typ, flg, -1));
1864 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
1865 * @param caster_ptr プレーヤーへの参照ポインタ
1867 * @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)
1870 * @return 作用が実際にあった場合TRUEを返す
1873 * Stop if we hit a monster, act as a "ball"
1874 * Allow "target" mode to pass over monsters
1875 * Affect grids, objects, and monsters
1878 bool fire_ball_hide(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
1880 POSITION tx = caster_ptr->x + 99 * ddx[dir];
1881 POSITION ty = caster_ptr->y + 99 * ddy[dir];
1882 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
1883 if ((dir == 5) && target_okay(caster_ptr))
1885 flg &= ~(PROJECT_STOP);
1890 return (project(caster_ptr, 0, rad, ty, tx, dam, typ, flg, -1));
1895 * @brief メテオ系スペルの発動 / Cast a meteor spell
1896 * @param caster_ptr プレーヤーへの参照ポインタ
1897 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
1903 * @return 作用が実際にあった場合TRUEを返す
1906 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
1907 * player, or outside source, that starts out at an arbitrary location, and
1908 * leaving no trail from the "caster" to the target. This function is
1909 * especially useful for bombardments and similar. -LM-
1910 * Option to hurt the player.
1913 bool fire_meteor(player_type *caster_ptr, MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
1915 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1916 return (project(caster_ptr, who, rad, y, x, dam, typ, flg, -1));
1921 * @brief ブラスト系スペルの発動 / Cast a blast spell
1922 * @param caster_ptr プレーヤーへの参照ポインタ
1924 * @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)
1929 * @return 作用が実際にあった場合TRUEを返す
1931 bool fire_blast(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, DICE_NUMBER dd, DICE_SID ds, int num, int dev)
1933 POSITION ty, tx, y, x;
1940 lx = 20 * (tx - caster_ptr->x) + caster_ptr->x;
1941 ly = 20 * (ty - caster_ptr->y) + caster_ptr->y;
1945 ly = ty = caster_ptr->y + 20 * ddy[dir];
1946 lx = tx = caster_ptr->x + 20 * ddx[dir];
1949 int ld = distance(caster_ptr->y, caster_ptr->x, ly, lx);
1950 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
1952 for (int i = 0; i < num; i++)
1956 /* Get targets for some bolts */
1957 y = rand_spread(ly, ld * dev / 20);
1958 x = rand_spread(lx, ld * dev / 20);
1960 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
1963 /* Analyze the "dir" and the "target". */
1964 if (!project(caster_ptr, 0, 0, y, x, damroll(dd, ds), typ, flg, -1))
1975 * @brief モンスターとの位置交換処理 / Switch position with a monster.
1976 * @param caster_ptr プレーヤーへの参照ポインタ
1977 * @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)
1978 * @return 作用が実際にあった場合TRUEを返す
1980 bool teleport_swap(player_type *caster_ptr, DIRECTION dir)
1983 if ((dir == 5) && target_okay(caster_ptr))
1990 tx = caster_ptr->x + ddx[dir];
1991 ty = caster_ptr->y + ddy[dir];
1994 if (caster_ptr->anti_tele)
1996 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
2001 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
2002 if (!g_ptr->m_idx || (g_ptr->m_idx == caster_ptr->riding))
2004 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
2008 if ((g_ptr->info & CAVE_ICKY) || (distance(ty, tx, caster_ptr->y, caster_ptr->x) > caster_ptr->lev * 3 / 2 + 10))
2010 msg_print(_("失敗した。", "Failed to swap."));
2014 monster_type* m_ptr;
2015 monster_race* r_ptr;
2016 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2017 r_ptr = &r_info[m_ptr->r_idx];
2019 (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
2021 if (r_ptr->flagsr & RFR_RES_TELE)
2023 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
2024 if (is_original_ap_and_seen(caster_ptr, m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2028 sound(SOUND_TELEPORT);
2029 (void)move_player_effect(caster_ptr, ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
2035 * @brief 指定方向に飛び道具を飛ばす(フラグ任意指定) / Hack -- apply a "project()" in a direction (or at the target)
2036 * @param caster_ptr プレーヤーへの参照ポインタ
2038 * @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)
2041 * @return 作用が実際にあった場合TRUEを返す
2043 bool project_hook(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
2045 flg |= (PROJECT_THRU);
2046 POSITION tx = caster_ptr->x + ddx[dir];
2047 POSITION ty = caster_ptr->y + ddy[dir];
2048 if ((dir == 5) && target_okay(caster_ptr))
2054 return (project(caster_ptr, 0, 0, ty, tx, dam, typ, flg, -1));
2059 * @brief ボルト系スペルの発動 / Cast a bolt spell.
2060 * @param caster_ptr プレーヤーへの参照ポインタ
2062 * @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)
2064 * @return 作用が実際にあった場合TRUEを返す
2067 * Stop if we hit a monster, as a "bolt".
2068 * Affect monsters and grids (not objects).
2071 bool fire_bolt(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
2073 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
2074 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
2075 return (project_hook(caster_ptr, typ, dir, dam, flg));
2080 * @brief ビーム系スペルの発動 / Cast a beam spell.
2081 * @param caster_ptr プレーヤーへの参照ポインタ
2083 * @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)
2085 * @return 作用が実際にあった場合TRUEを返す
2088 * Pass through monsters, as a "beam".
2089 * Affect monsters, grids and objects.
2092 bool fire_beam(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
2094 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
2095 return (project_hook(caster_ptr, typ, dir, dam, flg));
2100 * @brief 確率に応じたボルト系/ビーム系スペルの発動 / Cast a bolt spell, or rarely, a beam spell.
2101 * @param caster_ptr プレーヤーへの参照ポインタ
2102 * @param prob ビーム化する確率(%)
2104 * @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)
2106 * @return 作用が実際にあった場合TRUEを返す
2109 * Pass through monsters, as a "beam".
2110 * Affect monsters, grids and objects.
2113 bool fire_bolt_or_beam(player_type *caster_ptr, PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
2115 if (randint0(100) < prob)
2117 return (fire_beam(caster_ptr, typ, dir, dam));
2120 return (fire_bolt(caster_ptr, typ, dir, dam));
2125 * @brief LITE_WEAK属性による光源ビーム処理
2126 * @param caster_ptr プレーヤーへの参照ポインタ
2127 * @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)
2129 * @return 作用が実際にあった場合TRUEを返す
2131 bool lite_line(player_type *caster_ptr, DIRECTION dir, HIT_POINT dam)
2133 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
2134 return (project_hook(caster_ptr, GF_LITE_WEAK, dir, dam, flg));
2140 * @param caster_ptr プレーヤーへの参照ポインタ
2141 * @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)
2143 * @return 作用が実際にあった場合TRUEを返す
2145 bool hypodynamic_bolt(player_type *caster_ptr, DIRECTION dir, HIT_POINT dam)
2147 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
2148 return (project_hook(caster_ptr, GF_HYPODYNAMIA, dir, dam, flg));
2154 * @param caster_ptr プレーヤーへの参照ポインタ
2155 * @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)
2157 * @return 作用が実際にあった場合TRUEを返す
2159 bool wall_to_mud(player_type *caster_ptr, DIRECTION dir, HIT_POINT dam)
2161 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2162 return (project_hook(caster_ptr, GF_KILL_WALL, dir, dam, flg));
2168 * @param caster_ptr プレーヤーへの参照ポインタ
2169 * @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)
2170 * @return 作用が実際にあった場合TRUEを返す
2172 bool wizard_lock(player_type *caster_ptr, DIRECTION dir)
2174 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2175 return (project_hook(caster_ptr, GF_JAM_DOOR, dir, 20 + randint1(30), flg));
2181 * @param caster_ptr プレーヤーへの参照ポインタ
2182 * @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)
2183 * @return 作用が実際にあった場合TRUEを返す
2185 bool destroy_door(player_type *caster_ptr, DIRECTION dir)
2187 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
2188 return (project_hook(caster_ptr, GF_KILL_DOOR, dir, 0, flg));
2194 * @param caster_ptr プレーヤーへの参照ポインタ
2195 * @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)
2196 * @return 作用が実際にあった場合TRUEを返す
2198 bool disarm_trap(player_type *caster_ptr, DIRECTION dir)
2200 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
2201 return (project_hook(caster_ptr, GF_KILL_TRAP, dir, 0, flg));
2207 * @param caster_ptr プレーヤーへの参照ポインタ
2208 * @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)
2209 * @param plev プレイヤーレベル(効力はplev*200)
2210 * @return 作用が実際にあった場合TRUEを返す
2212 bool death_ray(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
2214 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
2215 return (project_hook(caster_ptr, GF_DEATH_RAY, dir, plev * 200, flg));
2220 * @brief モンスター用テレポート処理
2221 * @param caster_ptr プレーヤーへの参照ポインタ
2222 * @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)
2223 * @param distance 移動距離
2224 * @return 作用が実際にあった場合TRUEを返す
2226 bool teleport_monster(player_type *caster_ptr, DIRECTION dir, int distance)
2228 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
2229 return (project_hook(caster_ptr, GF_AWAY_ALL, dir, distance, flg));
2234 * @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)
2235 * @param caster_ptr プレーヤーへの参照ポインタ
2236 * @return 作用が実際にあった場合TRUEを返す
2238 bool door_creation(player_type *caster_ptr, POSITION y, POSITION x)
2240 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
2241 return (project(caster_ptr, 0, 1, y, x, 0, GF_MAKE_DOOR, flg, -1));
2246 * @brief トラップ生成処理(起点から周囲1マス)
2247 * @param caster_ptr プレーヤーへの参照ポインタ
2250 * @return 作用が実際にあった場合TRUEを返す
2252 bool trap_creation(player_type *caster_ptr, POSITION y, POSITION x)
2254 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
2255 return (project(caster_ptr, 0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
2260 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
2261 * @param caster_ptr プレーヤーへの参照ポインタ
2262 * @return 作用が実際にあった場合TRUEを返す
2264 bool tree_creation(player_type *caster_ptr, POSITION y, POSITION x)
2266 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
2267 return (project(caster_ptr, 0, 1, y, x, 0, GF_MAKE_TREE, flg, -1));
2272 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
2273 * @param caster_ptr プレーヤーへの参照ポインタ
2274 * @return 作用が実際にあった場合TRUEを返す
2276 bool glyph_creation(player_type *caster_ptr, POSITION y, POSITION x)
2278 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
2279 return (project(caster_ptr, 0, 1, y, x, 0, GF_MAKE_GLYPH, flg, -1));
2284 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
2285 * @param caster_ptr プレーヤーへの参照ポインタ
2286 * @return 作用が実際にあった場合TRUEを返す
2288 bool wall_stone(player_type *caster_ptr)
2290 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
2291 bool dummy = (project(caster_ptr, 0, 1, caster_ptr->y, caster_ptr->x, 0, GF_STONE_WALL, flg, -1));
2292 caster_ptr->update |= (PU_FLOW);
2293 caster_ptr->redraw |= (PR_MAP);
2299 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
2300 * @param caster_ptr プレーヤーへの参照ポインタ
2301 * @return 作用が実際にあった場合TRUEを返す
2303 bool destroy_doors_touch(player_type *caster_ptr)
2305 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
2306 return (project(caster_ptr, 0, 1, caster_ptr->y, caster_ptr->x, 0, GF_KILL_DOOR, flg, -1));
2311 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
2312 * @param caster_ptr プレーヤーへの参照ポインタ
2313 * @return 作用が実際にあった場合TRUEを返す
2315 bool disarm_traps_touch(player_type *caster_ptr)
2317 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
2318 return (project(caster_ptr, 0, 1, caster_ptr->y, caster_ptr->x, 0, GF_KILL_TRAP, flg, -1));
2323 * @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)
2324 * @param caster_ptr プレーヤーへの参照ポインタ
2325 * @return 作用が実際にあった場合TRUEを返す
2327 bool sleep_monsters_touch(player_type *caster_ptr)
2329 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
2330 return (project(caster_ptr, 0, 1, caster_ptr->y, caster_ptr->x, caster_ptr->lev, GF_OLD_SLEEP, flg, -1));
2335 * @brief 死者復活処理(起点より周囲5マス)
2336 * @param caster_ptr プレーヤーへの参照ポインタ
2337 * @param who 術者モンスターID(0ならばプレイヤー)
2340 * @return 作用が実際にあった場合TRUEを返す
2342 bool animate_dead(player_type *caster_ptr, MONSTER_IDX who, POSITION y, POSITION x)
2344 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
2345 return (project(caster_ptr, who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
2351 * @return 作用が実際にあった場合TRUEを返す
2353 void call_chaos(player_type *caster_ptr)
2355 int hurt_types[31] =
2357 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
2358 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
2359 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
2360 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
2361 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
2362 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
2363 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
2364 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
2367 int chaos_type = hurt_types[randint0(31)];
2368 bool line_chaos = FALSE;
2369 if (one_in_(4)) line_chaos = TRUE;
2374 for (int dummy = 1; dummy < 10; dummy++)
2379 fire_beam(caster_ptr, chaos_type, dummy, 150);
2381 fire_ball(caster_ptr, chaos_type, dummy, 150, 2);
2390 fire_ball(caster_ptr, chaos_type, 0, 500, 8);
2394 if (!get_aim_dir(caster_ptr, &dir)) return;
2396 fire_beam(caster_ptr, chaos_type, dir, 250);
2398 fire_ball(caster_ptr, chaos_type, dir, 250, 3 + (caster_ptr->lev / 35));
2403 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
2404 * @param target_ptr プレーヤーへの参照ポインタ
2405 * @param stop_ty 再帰処理停止フラグ
2407 * @return 作用が実際にあった場合TRUEを返す
2410 * rr9: Stop the nasty things when a Cyberdemon is summoned
2411 * or the player gets paralyzed.
2414 bool activate_ty_curse(player_type *target_ptr, bool stop_ty, int *count)
2416 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
2417 bool is_first_curse = TRUE;
2418 floor_type *floor_ptr = target_ptr->current_floor_ptr;
2419 while (is_first_curse || (one_in_(3) && !stop_ty))
2421 is_first_curse = FALSE;
2422 switch (randint1(34))
2427 msg_print(_("地面が揺れた...", "The ground trembles..."));
2428 earthquake(target_ptr, target_ptr->y, target_ptr->x, 5 + randint0(10), 0);
2429 if (!one_in_(6)) break;
2435 HIT_POINT dam = damroll(10, 10);
2436 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!"));
2437 project(target_ptr, 0, 8, target_ptr->y, target_ptr->x, dam, GF_MANA, flg, -1);
2438 take_hit(target_ptr, DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
2439 if (!one_in_(6)) break;
2445 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
2446 teleport_player(target_ptr, damroll(10, 10), TELEPORT_PASSIVE);
2447 if (randint0(13)) (*count) += activate_hi_summon(target_ptr, target_ptr->y, target_ptr->x, FALSE);
2448 if (!one_in_(6)) break;
2452 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
2453 wall_breaker(target_ptr);
2456 project(target_ptr, 0, 7, target_ptr->y, target_ptr->x, 50, GF_KILL_WALL, flg, -1);
2457 take_hit(target_ptr, DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
2460 if (!one_in_(6)) break;
2462 case 1: case 2: case 3: case 16: case 17:
2463 aggravate_monsters(target_ptr, 0);
2464 if (!one_in_(6)) break;
2466 case 4: case 5: case 6:
2467 (*count) += activate_hi_summon(target_ptr, target_ptr->y, target_ptr->x, FALSE);
2468 if (!one_in_(6)) break;
2470 case 7: case 8: case 9: case 18:
2471 (*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));
2472 if (!one_in_(6)) break;
2474 case 10: case 11: case 12:
2475 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..."));
2476 lose_exp(target_ptr, target_ptr->exp / 16);
2477 if (!one_in_(6)) break;
2479 case 13: case 14: case 15: case 19: case 20:
2481 bool is_statue = stop_ty;
2482 is_statue |= target_ptr->free_act && (randint1(125) < target_ptr->skill_sav);
2483 is_statue |= target_ptr->pclass == CLASS_BERSERKER;
2486 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
2487 if (target_ptr->free_act)
2488 set_paralyzed(target_ptr, target_ptr->paralyzed + randint1(3));
2490 set_paralyzed(target_ptr, target_ptr->paralyzed + randint1(13));
2494 if (!one_in_(6)) break;
2497 case 21: case 22: case 23:
2498 (void)do_dec_stat(target_ptr, randint0(6));
2499 if (!one_in_(6)) break;
2502 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
2503 lose_all_info(target_ptr);
2504 if (!one_in_(6)) break;
2507 if ((floor_ptr->dun_level > 65) && !stop_ty)
2509 (*count) += summon_cyber(target_ptr, -1, target_ptr->y, target_ptr->x);
2514 if (!one_in_(6)) break;
2517 for (int i = 0; i < A_MAX; i++)
2519 bool is_first_dec_stat = TRUE;
2520 while (is_first_dec_stat || one_in_(2))
2522 is_first_dec_stat = FALSE;
2523 (void)do_dec_stat(target_ptr, i);
2534 * todo 引数にPOSITION x/yは必要か? 要調査
2535 * @brief HI_SUMMON(上級召喚)処理発動
2536 * @param caster_ptr プレーヤーへの参照ポインタ
2539 * @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
2540 * @return 作用が実際にあった場合TRUEを返す
2542 int activate_hi_summon(player_type *caster_ptr, POSITION y, POSITION x, bool can_pet)
2544 BIT_FLAGS mode = PM_ALLOW_GROUP;
2550 mode |= PM_FORCE_FRIENDLY;
2554 mode |= PM_FORCE_PET;
2559 if (!pet) mode |= PM_NO_PET;
2561 DEPTH dungeon_level = caster_ptr->current_floor_ptr->dun_level;
2562 DEPTH summon_lev = (pet ? caster_ptr->lev * 2 / 3 + randint1(caster_ptr->lev / 2) : dungeon_level);
2564 for (int i = 0; i < (randint1(7) + (dungeon_level / 40)); i++)
2566 switch (randint1(25) + (dungeon_level / 20))
2569 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
2572 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
2575 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
2578 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
2581 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
2584 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
2587 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
2590 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
2594 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
2598 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
2601 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
2602 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
2605 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
2606 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
2609 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
2612 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
2613 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
2622 * @brief 周辺破壊効果(プレイヤー中心)
2623 * @param caster_ptr プレーヤーへの参照ポインタ
2624 * @return 作用が実際にあった場合TRUEを返す
2626 void wall_breaker(player_type *caster_ptr)
2628 POSITION y = 0, x = 0;
2629 int attempts = 1000;
2630 if (randint1(80 + caster_ptr->lev) < 70)
2634 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, 0);
2636 if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)) continue;
2638 if (!player_bold(caster_ptr, y, x)) break;
2641 project(caster_ptr, 0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
2642 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2646 if (randint1(100) > 30)
2648 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 1, 0);
2652 int num = damroll(5, 3);
2653 for (int i = 0; i < num; i++)
2657 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 10, 0);
2659 if (!player_bold(caster_ptr, y, x)) break;
2662 project(caster_ptr, 0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
2663 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2669 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
2670 * @param caster_ptr プレーヤーへの参照ポインタ
2672 * @return 作用が実際にあった場合TRUEを返す
2674 bool confuse_monsters(player_type *caster_ptr, HIT_POINT dam)
2676 return (project_all_los(caster_ptr, GF_OLD_CONF, dam));
2681 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
2682 * @param caster_ptr プレーヤーへの参照ポインタ
2684 * @return 作用が実際にあった場合TRUEを返す
2686 bool charm_monsters(player_type *caster_ptr, HIT_POINT dam)
2688 return (project_all_los(caster_ptr, GF_CHARM, dam));
2693 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
2694 * @param caster_ptr プレーヤーへの参照ポインタ
2696 * @return 作用が実際にあった場合TRUEを返す
2698 bool charm_animals(player_type *caster_ptr, HIT_POINT dam)
2700 return (project_all_los(caster_ptr, GF_CONTROL_ANIMAL, dam));
2705 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
2706 * @param caster_ptr プレーヤーへの参照ポインタ
2708 * @return 作用が実際にあった場合TRUEを返す
2710 bool stun_monsters(player_type *caster_ptr, HIT_POINT dam)
2712 return (project_all_los(caster_ptr, GF_STUN, dam));
2717 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
2718 * @param caster_ptr プレーヤーへの参照ポインタ
2720 * @return 作用が実際にあった場合TRUEを返す
2722 bool stasis_monsters(player_type *caster_ptr, HIT_POINT dam)
2724 return (project_all_los(caster_ptr, GF_STASIS, dam));
2729 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
2730 * @param caster_ptr プレーヤーへの参照ポインタ
2732 * @return 作用が実際にあった場合TRUEを返す
2734 bool mindblast_monsters(player_type *caster_ptr, HIT_POINT dam)
2736 return (project_all_los(caster_ptr, GF_PSI, dam));
2741 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
2742 * @param caster_ptr プレーヤーへの参照ポインタ
2743 * @param dist 効力(距離)
2744 * @return 作用が実際にあった場合TRUEを返す
2746 bool banish_monsters(player_type *caster_ptr, int dist)
2748 return (project_all_los(caster_ptr, GF_AWAY_ALL, dist));
2753 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
2754 * @param caster_ptr プレーヤーへの参照ポインタ
2756 * @return 作用が実際にあった場合TRUEを返す
2758 bool turn_evil(player_type *caster_ptr, HIT_POINT dam)
2760 return (project_all_los(caster_ptr, GF_TURN_EVIL, dam));
2765 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
2766 * @param caster_ptr プレーヤーへの参照ポインタ
2768 * @return 作用が実際にあった場合TRUEを返す
2770 bool turn_monsters(player_type *caster_ptr, HIT_POINT dam)
2772 return (project_all_los(caster_ptr, GF_TURN_ALL, dam));
2777 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
2778 * @param caster_ptr プレーヤーへの参照ポインタ
2779 * @return 作用が実際にあった場合TRUEを返す
2781 bool deathray_monsters(player_type *caster_ptr)
2783 return (project_all_los(caster_ptr, GF_DEATH_RAY, caster_ptr->lev * 200));
2788 * @brief チャーム・モンスター(1体)
2789 * @param caster_ptr プレーヤーへの参照ポインタ
2790 * @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)
2792 * @return 作用が実際にあった場合TRUEを返す
2794 bool charm_monster(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
2796 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
2797 return (project_hook(caster_ptr, GF_CHARM, dir, plev, flg));
2802 * @brief アンデッド支配(1体)
2803 * @param caster_ptr プレーヤーへの参照ポインタ
2804 * @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)
2806 * @return 作用が実際にあった場合TRUEを返す
2808 bool control_one_undead(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
2810 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
2811 return (project_hook(caster_ptr, GF_CONTROL_UNDEAD, dir, plev, flg));
2817 * @param caster_ptr プレーヤーへの参照ポインタ
2818 * @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)
2820 * @return 作用が実際にあった場合TRUEを返す
2822 bool control_one_demon(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
2824 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
2825 return (project_hook(caster_ptr, GF_CONTROL_DEMON, dir, plev, flg));
2831 * @param caster_ptr プレーヤーへの参照ポインタ
2832 * @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)
2834 * @return 作用が実際にあった場合TRUEを返す
2836 bool charm_animal(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
2838 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
2839 return (project_hook(caster_ptr, GF_CONTROL_ANIMAL, dir, plev, flg));
2845 * @param caster_ptr プレーヤーへの参照ポインタ
2846 * @param success 判定成功上の処理ならばTRUE
2847 * @return 作用が実際にあった場合TRUEを返す
2849 bool kawarimi(player_type *caster_ptr, bool success)
2852 object_type *q_ptr = &forge;
2854 if (caster_ptr->is_dead) return FALSE;
2855 if (caster_ptr->confused || caster_ptr->blind || caster_ptr->paralyzed || caster_ptr->image) return FALSE;
2856 if (randint0(200) < caster_ptr->stun) return FALSE;
2858 if (!success && one_in_(3))
2860 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
2861 caster_ptr->special_defense &= ~(NINJA_KAWARIMI);
2862 caster_ptr->redraw |= (PR_STATUS);
2866 POSITION y = caster_ptr->y;
2867 POSITION x = caster_ptr->x;
2869 teleport_player(caster_ptr, 10 + randint1(90), TELEPORT_SPONTANEOUS);
2871 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
2873 q_ptr->pval = MON_NINJA;
2874 (void)drop_near(caster_ptr, q_ptr, -1, y, x);
2876 if (success) msg_print(_("攻撃を受ける前に素早く身をひるがえした。", "You have turned around just before the attack hit you."));
2877 else msg_print(_("失敗!攻撃を受けてしまった。", "Failed! You are hit by the attack."));
2879 caster_ptr->special_defense &= ~(NINJA_KAWARIMI);
2880 caster_ptr->redraw |= (PR_STATUS);
2886 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
2887 * @param caster_ptr プレーヤーへの参照ポインタ
2888 * @param mdeath 目標モンスターが死亡したかを返す
2889 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
2891 bool rush_attack(player_type *attacker_ptr, bool *mdeath)
2893 if (mdeath) *mdeath = FALSE;
2897 if (!get_aim_dir(attacker_ptr, &dir)) return FALSE;
2899 int tx = attacker_ptr->x + project_length * ddx[dir];
2900 int ty = attacker_ptr->y + project_length * ddy[dir];
2902 if ((dir == 5) && target_okay(attacker_ptr))
2909 floor_type *floor_ptr = attacker_ptr->current_floor_ptr;
2910 if (in_bounds(floor_ptr, ty, tx)) tm_idx = floor_ptr->grid_array[ty][tx].m_idx;
2913 int path_n = project_path(attacker_ptr, path_g, project_length, attacker_ptr->y, attacker_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
2915 if (!path_n) return TRUE;
2917 ty = attacker_ptr->y;
2918 tx = attacker_ptr->x;
2919 bool tmp_mdeath = FALSE;
2921 for (int i = 0; i < path_n; i++)
2923 monster_type *m_ptr;
2925 int ny = GRID_Y(path_g[i]);
2926 int nx = GRID_X(path_g[i]);
2928 if (is_cave_empty_bold(attacker_ptr, ny, nx) && player_can_enter(attacker_ptr, floor_ptr->grid_array[ny][nx].feat, 0))
2935 if (!floor_ptr->grid_array[ny][nx].m_idx)
2939 msg_print(_("失敗!", "Failed!"));
2943 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
2949 if (!player_bold(attacker_ptr, ty, tx)) teleport_player_to(attacker_ptr, ty, tx, TELEPORT_NONMAGICAL);
2950 update_monster(attacker_ptr, floor_ptr->grid_array[ny][nx].m_idx, TRUE);
2952 m_ptr = &floor_ptr->m_list[floor_ptr->grid_array[ny][nx].m_idx];
2953 if (tm_idx != floor_ptr->grid_array[ny][nx].m_idx)
2956 msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "", m_ptr->ml ? "モンスター" : "何か");
2958 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
2961 else if (!player_bold(attacker_ptr, ty, tx))
2963 GAME_TEXT m_name[MAX_NLEN];
2964 monster_desc(attacker_ptr, m_name, m_ptr, 0);
2965 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
2968 if (!player_bold(attacker_ptr, ty, tx)) teleport_player_to(attacker_ptr, ty, tx, TELEPORT_NONMAGICAL);
2970 tmp_mdeath = py_attack(attacker_ptr, ny, nx, HISSATSU_NYUSIN);
2975 if (!moved && !player_bold(attacker_ptr, ty, tx)) teleport_player_to(attacker_ptr, ty, tx, TELEPORT_NONMAGICAL);
2977 if (mdeath) *mdeath = tmp_mdeath;
2983 * @brief 全鏡の消去 / Remove all mirrors in this floor
2984 * @param caster_ptr プレーヤーへの参照ポインタ
2985 * @param explode 爆発処理を伴うならばTRUE
2988 void remove_all_mirrors(player_type *caster_ptr, bool explode)
2990 for (POSITION x = 0; x < caster_ptr->current_floor_ptr->width; x++)
2992 for (POSITION y = 0; y < caster_ptr->current_floor_ptr->height; y++)
2994 if (!is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x]))
2997 remove_mirror(caster_ptr, y, x);
2998 if (!explode) continue;
3000 project(caster_ptr, 0, 2, y, x, caster_ptr->lev / 2 + 5, GF_SHARDS,
3001 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
3008 * @brief 『一つの指輪』の効果処理 /
3009 * Hack -- activate the ring of power
3010 * @param caster_ptr プレーヤーへの参照ポインタ
3011 * @param dir 発動の方向ID
3014 void ring_of_power(player_type *caster_ptr, DIRECTION dir)
3016 switch (randint1(10))
3021 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."));
3024 /* Decrease all stats (permanently) */
3025 (void)dec_stat(caster_ptr, A_STR, 50, TRUE);
3026 (void)dec_stat(caster_ptr, A_INT, 50, TRUE);
3027 (void)dec_stat(caster_ptr, A_WIS, 50, TRUE);
3028 (void)dec_stat(caster_ptr, A_DEX, 50, TRUE);
3029 (void)dec_stat(caster_ptr, A_CON, 50, TRUE);
3030 (void)dec_stat(caster_ptr, A_CHR, 50, TRUE);
3032 /* Lose some experience (permanently) */
3033 caster_ptr->exp -= (caster_ptr->exp / 4);
3034 caster_ptr->max_exp -= (caster_ptr->exp / 4);
3035 check_experience(caster_ptr);
3042 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."));
3043 dispel_monsters(caster_ptr, 1000);
3051 fire_ball(caster_ptr, GF_MANA, dir, 600, 3);
3060 fire_bolt(caster_ptr, GF_MANA, dir, 500);
3068 * @brief 運命の輪、並びにカオス的な効果の発動
3069 * @param caster_ptr プレーヤーへの参照ポインタ
3070 * @param spell ランダムな効果を選択するための基準ID
3073 void wild_magic(player_type *caster_ptr, int spell)
3075 int type = SUMMON_MOLD + randint0(6);
3076 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
3077 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
3079 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
3080 switch (randint1(spell) + randint1(8) + 1)
3085 teleport_player(caster_ptr, 10, TELEPORT_PASSIVE);
3090 teleport_player(caster_ptr, 100, TELEPORT_PASSIVE);
3094 teleport_player(caster_ptr, 200, TELEPORT_PASSIVE);
3099 unlite_area(caster_ptr, 10, 3);
3104 lite_area(caster_ptr, damroll(2, 3), 2);
3107 destroy_doors_touch(caster_ptr);
3110 wall_breaker(caster_ptr);
3113 sleep_monsters_touch(caster_ptr);
3117 trap_creation(caster_ptr, caster_ptr->y, caster_ptr->x);
3121 door_creation(caster_ptr, caster_ptr->y, caster_ptr->x);
3126 aggravate_monsters(caster_ptr, 0);
3129 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 5, 0);
3133 (void)gain_mutation(caster_ptr, 0);
3137 apply_disenchant(caster_ptr, 1);
3140 lose_all_info(caster_ptr);
3143 fire_ball(caster_ptr, GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
3146 wall_stone(caster_ptr);
3150 for (int counter = 0; counter < 8; counter++)
3152 (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));
3158 activate_hi_summon(caster_ptr, caster_ptr->y, caster_ptr->x, FALSE);
3161 (void)summon_cyber(caster_ptr, -1, caster_ptr->y, caster_ptr->x);
3166 (void)activate_ty_curse(caster_ptr, FALSE, &count);
3174 * @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。
3175 * / Drop 10+1d10 meteor ball at random places near the player
3176 * @param caster_ptr プレーヤーへの参照ポインタ
3181 void cast_meteor(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
3183 int b = 10 + randint1(10);
3184 for (int i = 0; i < b; i++)
3186 POSITION y = 0, x = 0;
3189 for (count = 0; count <= 20; count++)
3193 x = caster_ptr->x - 8 + randint0(17);
3194 y = caster_ptr->y - 8 + randint0(17);
3195 dx = (caster_ptr->x > x) ? (caster_ptr->x - x) : (x - caster_ptr->x);
3196 dy = (caster_ptr->y > y) ? (caster_ptr->y - y) : (y - caster_ptr->y);
3197 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
3199 if (d >= 9) continue;
3201 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
3202 if (!in_bounds(floor_ptr, y, x) || !projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x)
3203 || !cave_have_flag_bold(floor_ptr, y, x, FF_PROJECT)) continue;
3208 if (count > 20) continue;
3210 project(caster_ptr, 0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
3216 * @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。
3217 * @param caster_ptr プレーヤーへの参照ポインタ
3220 * @return ターゲットを指定し、実行したならばTRUEを返す。
3222 bool cast_wrath_of_the_god(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
3225 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
3227 POSITION tx = caster_ptr->x + 99 * ddx[dir];
3228 POSITION ty = caster_ptr->y + 99 * ddy[dir];
3229 if ((dir == 5) && target_okay(caster_ptr))
3235 POSITION x = caster_ptr->x;
3236 POSITION y = caster_ptr->y;
3240 if ((y == ty) && (x == tx)) break;
3244 mmove2(&ny, &nx, caster_ptr->y, caster_ptr->x, ty, tx);
3245 if (MAX_RANGE <= distance(caster_ptr->y, caster_ptr->x, ny, nx)) break;
3246 if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, ny, nx, FF_PROJECT)) break;
3247 if ((dir != 5) && caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx != 0) break;
3256 int b = 10 + randint1(10);
3257 for (int i = 0; i < b; i++)
3259 int count = 20, d = 0;
3265 x = tx - 5 + randint0(11);
3266 y = ty - 5 + randint0(11);
3268 dx = (tx > x) ? (tx - x) : (x - tx);
3269 dy = (ty > y) ? (ty - y) : (y - ty);
3271 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
3275 if (count < 0) continue;
3277 if (!in_bounds(caster_ptr->current_floor_ptr, y, x) ||
3278 cave_stop_disintegration(caster_ptr->current_floor_ptr, y, x) ||
3279 !in_disintegration_range(caster_ptr->current_floor_ptr, ty, tx, y, x))
3282 project(caster_ptr, 0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
3290 * @brief 「ワンダー」のランダムな効果を決定して処理する。
3291 * @param caster_ptr プレーヤーへの参照ポインタ
3295 * This spell should become more useful (more controlled) as the\n
3296 * player gains experience levels. Thus, add 1/5 of the player's\n
3297 * level to the die roll. This eliminates the worst effects later on,\n
3298 * while keeping the results quite random. It also allows some potent\n
3299 * effects only at high level.
3301 void cast_wonder(player_type *caster_ptr, DIRECTION dir)
3303 PLAYER_LEVEL plev = caster_ptr->lev;
3304 int die = randint1(100) + plev / 5;
3305 int vir = virtue_number(caster_ptr, V_CHANCE);
3308 if (caster_ptr->virtues[vir - 1] > 0)
3310 while (randint1(400) < caster_ptr->virtues[vir - 1]) die++;
3314 while (randint1(400) < (0 - caster_ptr->virtues[vir - 1])) die--;
3320 chg_virtue(caster_ptr, V_CHANCE, 1);
3325 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
3330 clone_monster(caster_ptr, dir);
3336 speed_monster(caster_ptr, dir, plev);
3342 heal_monster(caster_ptr, dir, damroll(4, 6));
3348 poly_monster(caster_ptr, dir, plev);
3354 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_MISSILE, dir,
3355 damroll(3 + ((plev - 1) / 5), 4));
3361 confuse_monster(caster_ptr, dir, plev);
3367 fire_ball(caster_ptr, GF_POIS, dir, 20 + (plev / 2), 3);
3373 (void)lite_line(caster_ptr, dir, damroll(6, 8));
3379 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_ELEC, dir,
3380 damroll(3 + ((plev - 5) / 4), 8));
3386 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_COLD, dir,
3387 damroll(5 + ((plev - 5) / 4), 8));
3393 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_ACID, dir,
3394 damroll(6 + ((plev - 5) / 4), 8));
3400 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_FIRE, dir,
3401 damroll(8 + ((plev - 5) / 4), 8));
3407 hypodynamic_bolt(caster_ptr, dir, 75);
3413 fire_ball(caster_ptr, GF_ELEC, dir, 30 + plev / 2, 2);
3419 fire_ball(caster_ptr, GF_ACID, dir, 40 + plev, 2);
3425 fire_ball(caster_ptr, GF_ICE, dir, 70 + plev, 3);
3431 fire_ball(caster_ptr, GF_FIRE, dir, 80 + plev, 3);
3437 hypodynamic_bolt(caster_ptr, dir, 100 + plev);
3443 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 12, 0);
3449 (void)destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 13 + randint0(5), FALSE);
3455 symbol_genocide(caster_ptr, plev + 50, TRUE);
3461 dispel_monsters(caster_ptr, 120);
3465 dispel_monsters(caster_ptr, 150);
3466 slow_monsters(caster_ptr, plev);
3467 sleep_monsters(caster_ptr, plev);
3468 hp_player(caster_ptr, 300);
3473 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
3474 * @param caster_ptr プレーヤーへの参照ポインタ
3478 void cast_invoke_spirits(player_type *caster_ptr, DIRECTION dir)
3480 PLAYER_LEVEL plev = caster_ptr->lev;
3481 int die = randint1(100) + plev / 5;
3482 int vir = virtue_number(caster_ptr, V_CHANCE);
3486 if (caster_ptr->virtues[vir - 1] > 0)
3488 while (randint1(400) < caster_ptr->virtues[vir - 1]) die++;
3492 while (randint1(400) < (0 - caster_ptr->virtues[vir - 1])) die--;
3496 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..."));
3498 chg_virtue(caster_ptr, V_CHANCE, 1);
3502 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!"));
3507 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!",
3508 "Oh no! Mouldering forms rise from the earth around you!"));
3510 (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));
3511 chg_virtue(caster_ptr, V_UNLIFE, 1);
3515 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..."));
3517 set_afraid(caster_ptr, caster_ptr->afraid + randint1(4) + 4);
3521 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...",
3522 "Your head is invaded by a horde of gibbering spectral voices..."));
3524 set_confused(caster_ptr, caster_ptr->confused + randint1(4) + 4);
3528 poly_monster(caster_ptr, dir, plev);
3532 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_MISSILE, dir,
3533 damroll(3 + ((plev - 1) / 5), 4));
3537 confuse_monster(caster_ptr, dir, plev);
3541 fire_ball(caster_ptr, GF_POIS, dir, 20 + (plev / 2), 3);
3545 (void)lite_line(caster_ptr, dir, damroll(6, 8));
3549 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_ELEC, dir,
3550 damroll(3 + ((plev - 5) / 4), 8));
3554 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_COLD, dir,
3555 damroll(5 + ((plev - 5) / 4), 8));
3559 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_ACID, dir,
3560 damroll(6 + ((plev - 5) / 4), 8));
3564 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_FIRE, dir,
3565 damroll(8 + ((plev - 5) / 4), 8));
3569 hypodynamic_bolt(caster_ptr, dir, 75);
3573 fire_ball(caster_ptr, GF_ELEC, dir, 30 + plev / 2, 2);
3577 fire_ball(caster_ptr, GF_ACID, dir, 40 + plev, 2);
3581 fire_ball(caster_ptr, GF_ICE, dir, 70 + plev, 3);
3585 fire_ball(caster_ptr, GF_FIRE, dir, 80 + plev, 3);
3589 hypodynamic_bolt(caster_ptr, dir, 100 + plev);
3593 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 12, 0);
3597 (void)destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 13 + randint0(5), FALSE);
3601 symbol_genocide(caster_ptr, plev + 50, TRUE);
3605 dispel_monsters(caster_ptr, 120);
3609 dispel_monsters(caster_ptr, 150);
3610 slow_monsters(caster_ptr, plev);
3611 sleep_monsters(caster_ptr, plev);
3612 hp_player(caster_ptr, 300);
3617 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。」",
3618 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
3624 * @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。
3625 * @param caster_ptr プレーヤーへの参照ポインタ
3628 void cast_shuffle(player_type *caster_ptr)
3630 PLAYER_LEVEL plev = caster_ptr->lev;
3633 int vir = virtue_number(caster_ptr, V_CHANCE);
3636 if ((caster_ptr->pclass == CLASS_ROGUE) ||
3637 (caster_ptr->pclass == CLASS_HIGH_MAGE) ||
3638 (caster_ptr->pclass == CLASS_SORCERER))
3639 die = (randint1(110)) + plev / 5;
3641 die = randint1(120);
3645 if (caster_ptr->virtues[vir - 1] > 0)
3647 while (randint1(400) < caster_ptr->virtues[vir - 1]) die++;
3651 while (randint1(400) < (0 - caster_ptr->virtues[vir - 1])) die--;
3655 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..."));
3659 chg_virtue(caster_ptr, V_CHANCE, 1);
3662 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
3665 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
3667 for (i = 0; i < randint1(3); i++)
3669 activate_hi_summon(caster_ptr, caster_ptr->y, caster_ptr->x, FALSE);
3677 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
3678 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));
3685 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
3686 activate_ty_curse(caster_ptr, FALSE, &count);
3692 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
3693 aggravate_monsters(caster_ptr, 0);
3699 msg_print(_("《愚者》だ。", "It's the Fool."));
3700 do_dec_stat(caster_ptr, A_INT);
3701 do_dec_stat(caster_ptr, A_WIS);
3707 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
3708 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);
3714 msg_print(_("《月》だ。", "It's the Moon."));
3715 unlite_area(caster_ptr, 10, 3);
3721 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
3722 wild_magic(caster_ptr, randint0(32));
3728 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
3729 teleport_player(caster_ptr, 10, TELEPORT_PASSIVE);
3735 msg_print(_("《正義》だ。", "It's Justice."));
3736 set_blessed(caster_ptr, caster_ptr->lev, FALSE);
3742 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
3743 teleport_player(caster_ptr, 100, TELEPORT_PASSIVE);
3749 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
3750 teleport_player(caster_ptr, 200, TELEPORT_PASSIVE);
3756 msg_print(_("《塔》だ。", "It's the Tower."));
3757 wall_breaker(caster_ptr);
3763 msg_print(_("《節制》だ。", "It's Temperance."));
3764 sleep_monsters_touch(caster_ptr);
3770 msg_print(_("《塔》だ。", "It's the Tower."));
3771 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 5, 0);
3777 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
3778 trump_summoning(caster_ptr, 1, TRUE, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3 / 2), SUMMON_MOLD, 0L);
3784 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
3785 trump_summoning(caster_ptr, 1, TRUE, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3 / 2), SUMMON_BAT, 0L);
3791 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
3792 trump_summoning(caster_ptr, 1, TRUE, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3 / 2), SUMMON_VORTEX, 0L);
3798 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
3799 trump_summoning(caster_ptr, 1, TRUE, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
3805 msg_print(_("《恋人》だ。", "It's the Lovers."));
3807 if (get_aim_dir(caster_ptr, &dir))
3809 charm_monster(caster_ptr, dir, MIN(caster_ptr->lev, 20));
3817 msg_print(_("《隠者》だ。", "It's the Hermit."));
3818 wall_stone(caster_ptr);
3824 msg_print(_("《審判》だ。", "It's the Judgement."));
3825 roll_hitdice(caster_ptr, 0L);
3826 lose_all_mutations(caster_ptr);
3832 msg_print(_("《太陽》だ。", "It's the Sun."));
3833 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
3834 chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
3835 wiz_lite(caster_ptr, FALSE);
3839 msg_print(_("《世界》だ。", "It's the World."));
3840 if (caster_ptr->exp >= PY_MAX_EXP)
3845 s32b ee = (caster_ptr->exp / 25) + 1;
3846 if (ee > 5000) ee = 5000;
3847 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
3848 gain_exp(caster_ptr, ee);
3852 bool_hack vampirism(player_type *caster_ptr)
3854 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
3856 msg_print(_("なぜか攻撃することができない。", "Something prevents you from attacking."));
3861 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
3863 POSITION y = caster_ptr->y + ddy[dir];
3864 POSITION x = caster_ptr->x + ddx[dir];
3866 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
3867 stop_mouth(caster_ptr);
3868 if (!(g_ptr->m_idx))
3870 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
3874 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
3876 int dummy = caster_ptr->lev * 2;
3877 if (!hypodynamic_bolt(caster_ptr, dir, dummy))
3879 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
3883 if (caster_ptr->food < PY_FOOD_FULL)
3884 (void)hp_player(caster_ptr, dummy);
3886 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
3888 /* Gain nutritional sustenance: 150/hp drained */
3889 /* A Food ration gives 5000 food points (by contrast) */
3890 /* Don't ever get more than "Full" this way */
3891 /* But if we ARE Gorged, it won't cure us */
3892 dummy = caster_ptr->food + MIN(5000, 100 * dummy);
3893 if (caster_ptr->food < PY_FOOD_MAX) /* Not gorged already */
3894 (void)set_food(caster_ptr, dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
3900 * ヒット&アウェイのレイシャルパワー/突然変異
3901 * @param caster_ptr プレーヤーへの参照ポインタ
3902 * @return コマンドの入力先にモンスターがいたらTRUE
3904 bool hit_and_away(player_type *caster_ptr)
3907 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
3908 POSITION y = caster_ptr->y + ddy[dir];
3909 POSITION x = caster_ptr->x + ddx[dir];
3910 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
3912 py_attack(caster_ptr, y, x, 0);
3913 if (randint0(caster_ptr->skill_dis) < 7)
3914 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
3916 teleport_player(caster_ptr, 30, TELEPORT_SPONTANEOUS);
3920 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"));
3927 * @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)
3928 * @param caster_ptr プレーヤーへの参照ポインタ
3931 * currently this function allows pseudo-id of any object,
3932 * including silly ones like potions & scrolls, which always
3933 * get '{average}'. This should be changed, either to stop such
3934 * items from being pseudo-id'd, or to allow psychometry to
3935 * detect whether the unidentified potion/scroll/etc is
3936 * good (Cure Light Wounds, Restore Strength, etc) or
3937 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
3939 bool psychometry(player_type *caster_ptr)
3941 concptr q = _("どのアイテムを調べますか?", "Meditate on which item? ");
3942 concptr s = _("調べるアイテムがありません。", "You have nothing appropriate.");
3945 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
3946 if (!o_ptr) return FALSE;
3948 if (object_is_known(o_ptr))
3950 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
3954 byte feel = value_check_aux1(o_ptr);
3955 GAME_TEXT o_name[MAX_NLEN];
3956 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3960 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);
3965 msg_format("%sは%sという感じがする...", o_name, game_inscriptions[feel]);
3967 msg_format("You feel that the %s %s %s...",
3968 o_name, ((o_ptr->number == 1) ? "is" : "are"), game_inscriptions[feel]);
3971 o_ptr->ident |= (IDENT_SENSE);
3972 o_ptr->feeling = feel;
3973 o_ptr->marked |= OM_TOUCHED;
3975 caster_ptr->update |= (PU_COMBINE | PU_REORDER);
3976 caster_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3979 switch (o_ptr->tval)
4007 autopick_alter_item(caster_ptr, item, (bool)(okay && destroy_feeling));
4012 bool draconian_breath(player_type *creature_ptr)
4014 int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
4015 concptr Type_desc = ((Type == GF_COLD) ? _("冷気", "cold") : _("炎", "fire"));
4017 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
4019 if (randint1(100) < creature_ptr->lev)
4021 switch (creature_ptr->pclass)
4024 case CLASS_BERSERKER:
4027 case CLASS_IMITATOR:
4033 Type_desc = _("エレメント", "the elements");
4038 Type_desc = _("破片", "shards");
4043 case CLASS_WARRIOR_MAGE:
4044 case CLASS_HIGH_MAGE:
4045 case CLASS_SORCERER:
4046 case CLASS_MAGIC_EATER:
4047 case CLASS_RED_MAGE:
4048 case CLASS_BLUE_MAGE:
4049 case CLASS_MIRROR_MASTER:
4053 Type_desc = _("魔力", "mana");
4057 Type = GF_DISENCHANT;
4058 Type_desc = _("劣化", "disenchantment");
4062 case CLASS_CHAOS_WARRIOR:
4065 Type = GF_CONFUSION;
4066 Type_desc = _("混乱", "confusion");
4071 Type_desc = _("カオス", "chaos");
4077 case CLASS_FORCETRAINER:
4080 Type = GF_CONFUSION;
4081 Type_desc = _("混乱", "confusion");
4086 Type_desc = _("轟音", "sound");
4090 case CLASS_MINDCRAFTER:
4093 Type = GF_CONFUSION;
4094 Type_desc = _("混乱", "confusion");
4099 Type_desc = _("精神エネルギー", "mental energy");
4107 Type = GF_HELL_FIRE;
4108 Type_desc = _("地獄の劫火", "hellfire");
4112 Type = GF_HOLY_FIRE;
4113 Type_desc = _("聖なる炎", "holy fire");
4122 Type_desc = _("暗黒", "darkness");
4127 Type_desc = _("毒", "poison");
4135 Type_desc = _("轟音", "sound");
4139 Type = GF_CONFUSION;
4140 Type_desc = _("混乱", "confusion");
4147 stop_mouth(creature_ptr);
4148 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
4150 fire_breath(creature_ptr, Type, dir, creature_ptr->lev * 2, (creature_ptr->lev / 15) + 1);
4155 bool android_inside_weapon(player_type *creature_ptr)
4158 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
4160 if (creature_ptr->lev < 10)
4162 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
4163 fire_bolt(creature_ptr, GF_MISSILE, dir, (creature_ptr->lev + 1) / 2);
4167 if (creature_ptr->lev < 25)
4169 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
4170 fire_bolt(creature_ptr, GF_MISSILE, dir, creature_ptr->lev);
4174 if (creature_ptr->lev < 35)
4176 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
4177 fire_ball(creature_ptr, GF_MISSILE, dir, creature_ptr->lev * 2, 2);
4181 if (creature_ptr->lev < 45)
4183 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
4184 fire_beam(creature_ptr, GF_MISSILE, dir, creature_ptr->lev * 2);
4188 msg_print(_("ロケットを発射した。", "You fire a rocket."));
4189 fire_rocket(creature_ptr, GF_ROCKET, dir, creature_ptr->lev * 5, 2);
4194 bool create_ration(player_type *creature_ptr)
4200 /* Create the food ration */
4201 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
4203 /* Drop the object from heaven */
4204 (void)drop_near(creature_ptr, q_ptr, -1, creature_ptr->y, creature_ptr->x);
4205 msg_print(_("食事を料理して作った。", "You cook some food."));
4210 void hayagake(player_type *creature_ptr)
4212 if (creature_ptr->action == ACTION_HAYAGAKE)
4214 set_action(creature_ptr, ACTION_NONE);
4215 creature_ptr->energy_use = 0;
4219 grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
4220 feature_type *f_ptr = &f_info[g_ptr->feat];
4222 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
4223 (!creature_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
4225 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
4229 set_action(creature_ptr, ACTION_HAYAGAKE);
4232 creature_ptr->energy_use = 0;
4236 bool double_attack(player_type *creature_ptr)
4239 if (!get_rep_dir(creature_ptr, &dir, FALSE)) return FALSE;
4240 POSITION y = creature_ptr->y + ddy[dir];
4241 POSITION x = creature_ptr->x + ddx[dir];
4242 if (!creature_ptr->current_floor_ptr->grid_array[y][x].m_idx)
4244 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"));
4250 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!!!",
4251 "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
4252 else if (one_in_(2))
4253 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!!!",
4254 "Mudamudamudamudamudamudamudamudamudamudamudamudamuda!!!!"));
4256 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!!!",
4257 "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
4259 py_attack(creature_ptr, y, x, 0);
4260 if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx)
4262 handle_stuff(creature_ptr);
4263 py_attack(creature_ptr, y, x, 0);
4266 creature_ptr->energy_need += ENERGY_NEED();
4271 bool comvert_hp_to_mp(player_type *creature_ptr)
4273 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;
4276 msg_print(_("変換に失敗した。", "You failed to convert."));
4277 creature_ptr->redraw |= (PR_HP | PR_MANA);
4281 creature_ptr->csp += gain_sp;
4282 if (creature_ptr->csp > creature_ptr->msp)
4284 creature_ptr->csp = creature_ptr->msp;
4285 creature_ptr->csp_frac = 0;
4288 creature_ptr->redraw |= (PR_HP | PR_MANA);
4293 bool comvert_mp_to_hp(player_type *creature_ptr)
4295 if (creature_ptr->csp >= creature_ptr->lev / 5)
4297 creature_ptr->csp -= creature_ptr->lev / 5;
4298 hp_player(creature_ptr, creature_ptr->lev);
4302 msg_print(_("変換に失敗した。", "You failed to convert."));
4305 creature_ptr->redraw |= (PR_HP | PR_MANA);
4310 bool demonic_breath(player_type *creature_ptr)
4313 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
4314 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
4315 stop_mouth(creature_ptr);
4316 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")));
4317 fire_breath(creature_ptr, type, dir, creature_ptr->lev * 3, (creature_ptr->lev / 15) + 1);
4324 * @param creature_ptr プレーヤーへの参照ポインタ
4325 * @return ペットを操っている場合を除きTRUE
4327 bool mirror_concentration(player_type *creature_ptr)
4331 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."));
4335 if (!is_mirror_grid(&creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x]))
4337 msg_print(_("鏡の上でないと集中できない!", "There's no mirror here!"));
4341 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
4343 creature_ptr->csp += (5 + creature_ptr->lev * creature_ptr->lev / 100);
4344 if (creature_ptr->csp >= creature_ptr->msp)
4346 creature_ptr->csp = creature_ptr->msp;
4347 creature_ptr->csp_frac = 0;
4350 creature_ptr->redraw |= PR_MANA;
4357 * @param creature_ptr プレーヤーへの参照ポインタ
4360 bool sword_dancing(player_type *creature_ptr)
4363 POSITION y = 0, x = 0;
4365 for (int i = 0; i < 6; i++)
4368 y = creature_ptr->y + ddy_ddd[dir];
4369 x = creature_ptr->x + ddx_ddd[dir];
4370 g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
4372 /* Hack -- attack monsters */
4374 py_attack(creature_ptr, y, x, 0);
4377 msg_print(_("攻撃が空をきった。", "You attack the empty air."));
4387 * @param creature_ptr プレーヤーへの参照ポインタ
4390 bool confusing_light(player_type *creature_ptr)
4392 msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
4393 slow_monsters(creature_ptr, creature_ptr->lev);
4394 stun_monsters(creature_ptr, creature_ptr->lev * 4);
4395 confuse_monsters(creature_ptr, creature_ptr->lev * 4);
4396 turn_monsters(creature_ptr, creature_ptr->lev * 4);
4397 stasis_monsters(creature_ptr, creature_ptr->lev * 4);
4404 * @param creature_ptr プレーヤーへの参照ポインタ
4405 * @return 結果はどうあれ騎乗したらTRUE
4407 bool rodeo(player_type *creature_ptr)
4409 GAME_TEXT m_name[MAX_NLEN];
4410 monster_type *m_ptr;
4411 monster_race *r_ptr;
4414 if (creature_ptr->riding)
4416 msg_print(_("今は乗馬中だ。", "You ARE riding."));
4420 if (!do_cmd_riding(creature_ptr, TRUE)) return TRUE;
4422 m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->riding];
4423 r_ptr = &r_info[m_ptr->r_idx];
4424 monster_desc(creature_ptr, m_name, m_ptr, 0);
4425 msg_format(_("%sに乗った。", "You ride on %s."), m_name);
4427 if (is_pet(m_ptr)) return TRUE;
4429 rlev = r_ptr->level;
4431 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
4432 if (rlev > 60) rlev = 60 + (rlev - 60) / 2;
4433 if ((randint1(creature_ptr->skill_exp[GINOU_RIDING] / 120 + creature_ptr->lev * 2 / 3) > rlev)
4434 && one_in_(2) && !creature_ptr->current_floor_ptr->inside_arena && !creature_ptr->phase_out
4435 && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
4436 && (rlev < creature_ptr->lev * 3 / 2 + randint0(creature_ptr->lev / 5)))
4438 msg_format(_("%sを手なずけた。", "You tame %s."), m_name);
4439 set_pet(creature_ptr, m_ptr);
4443 msg_format(_("%sに振り落とされた!", "You have been thrown off by %s."), m_name);
4444 rakuba(creature_ptr, 1, TRUE);
4446 /* 落馬処理に失敗してもとにかく乗馬解除 */
4447 creature_ptr->riding = 0;
4454 bool clear_mind(player_type *creature_ptr)
4458 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."));
4462 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
4464 creature_ptr->csp += (3 + creature_ptr->lev / 20);
4465 if (creature_ptr->csp >= creature_ptr->msp)
4467 creature_ptr->csp = creature_ptr->msp;
4468 creature_ptr->csp_frac = 0;
4471 creature_ptr->redraw |= (PR_MANA);
4476 bool concentration(player_type *creature_ptr)
4478 int max_csp = MAX(creature_ptr->msp * 4, creature_ptr->lev * 5 + 5);
4482 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."));
4486 if (creature_ptr->special_defense & KATA_MASK)
4488 msg_print(_("今は構えに集中している。", "You're already concentrating on your stance."));
4492 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
4494 creature_ptr->csp += creature_ptr->msp / 2;
4495 if (creature_ptr->csp >= max_csp)
4497 creature_ptr->csp = max_csp;
4498 creature_ptr->csp_frac = 0;
4501 creature_ptr->redraw |= PR_MANA;