3 * @brief 魔法による遠隔処理の実装 / Spell projection
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.
23 #include "object-curse.h"
24 #include "player-damage.h"
25 #include "player-effects.h"
26 #include "player-race.h"
27 #include "player-class.h"
30 #include "monster-status.h"
31 #include "monster-spell.h"
33 #include "spells-status.h"
34 #include "spells-diceroll.h"
35 #include "spells-summon.h"
36 #include "monsterrace-hook.h"
44 #include "player-status.h"
45 #include "player-move.h"
46 #include "realm-hex.h"
47 #include "realm-song.h"
48 #include "object-hook.h"
49 #include "object-broken.h"
50 #include "object-flavor.h"
55 #include "view-mainwindow.h"
59 static int rakubadam_m; /*!< 振り落とされた際のダメージ量 */
60 static int rakubadam_p; /*!< 落馬した際のダメージ量 */
63 int project_length = 0; /*!< 投射の射程距離 */
69 STR_OFFSET cap_nickname;
72 * @brief 歌、剣術、呪術領域情報テーブル
74 const magic_type technic_info[NUM_TECHNIC][32] =
197 * @brief 配置した鏡リストの次を取得する /
198 * Get another mirror. for SEEKER
199 * @param next_y 次の鏡のy座標を返す参照ポインタ
200 * @param next_x 次の鏡のx座標を返す参照ポインタ
201 * @param cury 現在の鏡のy座標
202 * @param curx 現在の鏡のx座標
204 static void next_mirror(player_type *creature_ptr, POSITION* next_y, POSITION* next_x, POSITION cury, POSITION curx)
206 POSITION mirror_x[10], mirror_y[10]; /* 鏡はもっと少ない */
207 int mirror_num = 0; /* 鏡の数 */
211 for (x = 0; x < creature_ptr->current_floor_ptr->width; x++)
213 for (y = 0; y < creature_ptr->current_floor_ptr->height; y++)
215 if (is_mirror_grid(&creature_ptr->current_floor_ptr->grid_array[y][x])) {
216 mirror_y[mirror_num] = y;
217 mirror_x[mirror_num] = x;
224 num = randint0(mirror_num);
225 *next_y = mirror_y[num];
226 *next_x = mirror_x[num];
229 *next_y = cury + randint0(5) - 2;
230 *next_x = curx + randint0(5) - 2;
236 * Mega-Hack -- track "affected" monsters (see "project()" comments)
238 static int project_m_n; /*!< 魔法効果範囲内にいるモンスターの数 */
239 static POSITION project_m_x; /*!< 処理中のモンスターX座標 */
240 static POSITION project_m_y; /*!< 処理中のモンスターY座標 */
241 /* Mega-Hack -- monsters target */
242 static POSITION monster_target_x; /*!< モンスターの攻撃目標X座標 */
243 static POSITION monster_target_y; /*!< モンスターの攻撃目標Y座標 */
247 * @brief 汎用的なビーム/ボルト/ボール系による地形効果処理 / We are called from "project()" to "damage" terrain features
248 * @param who 魔法を発動したモンスター(0ならばプレイヤー) / Index of "source" monster (zero for "player")
249 * @param r 効果半径(ビーム/ボルト = 0 / ボール = 1以上) / Radius of explosion (0 = beam/bolt, 1 to 9 = ball)
250 * @param y 目標Y座標 / Target y location (or location to travel "towards")
251 * @param x 目標X座標 / Target x location (or location to travel "towards")
252 * @param dam 基本威力 / Base damage roll to apply to affected monsters (or player)
253 * @param typ 効果属性 / Type of damage to apply to monsters (and objects)
254 * @return 何か一つでも効力があればTRUEを返す / TRUE if any "effects" of the projection were observed, else FALSE
257 * We are called both for "beam" effects and "ball" effects.
259 * The "r" parameter is the "distance from ground zero".
261 * Note that we determine if the player can "see" anything that happens
262 * by taking into account: blindness, line-of-sight, and illumination.
264 * We return "TRUE" if the effect of the projection is "obvious".
266 * We also "see" grids which are "memorized", probably a hack
268 * Perhaps we should affect doors?
271 static bool project_f(floor_type *floor_ptr, MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ)
273 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
274 feature_type *f_ptr = &f_info[g_ptr->feat];
276 bool obvious = FALSE;
277 bool known = player_has_los_bold(p_ptr, y, x);
281 /* Reduce damage by distance */
282 dam = (dam + r) / (r + 1);
285 if (have_flag(f_ptr->flags, FF_TREE))
293 message = _("枯れた", "was blasted."); break;
295 message = _("縮んだ", "shrank."); break;
297 message = _("溶けた", "melted."); break;
300 message = _("凍り、砕け散った", "was frozen and smashed."); break;
304 message = _("燃えた", "burns up!"); break;
316 message = _("粉砕された", "was crushed."); break;
318 message = NULL; break;
322 msg_format(_("木は%s。", "A tree %s"), message);
323 cave_set_feat(y, x, one_in_(3) ? feat_brake : feat_grass);
326 if (g_ptr->info & (CAVE_MARK)) obvious = TRUE;
330 /* Analyze the type */
333 /* Ignore most effects */
368 /* Destroy Traps (and Locks) */
371 /* Reveal secret doors */
372 if (is_hidden_door(g_ptr))
377 /* Check line of sight */
385 if (is_trap(g_ptr->feat))
387 /* Check line of sight */
390 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
394 /* Destroy the trap */
395 cave_alter_feat(y, x, FF_DISARM);
398 /* Locked doors are unlocked */
399 if (is_closed_door(g_ptr->feat) && f_ptr->power && have_flag(f_ptr->flags, FF_OPEN))
401 FEAT_IDX old_feat = g_ptr->feat;
403 /* Unlock the door */
404 cave_alter_feat(y, x, FF_DISARM);
406 /* Check line of sound */
407 if (known && (old_feat != g_ptr->feat))
409 msg_print(_("カチッと音がした!", "Click!"));
414 /* Remove "unsafe" flag if player is not blind */
415 if (!p_ptr->blind && player_has_los_bold(p_ptr, y, x))
417 g_ptr->info &= ~(CAVE_UNSAFE);
425 /* Destroy Doors (and traps) */
428 /* Destroy all doors and traps */
429 if (is_trap(g_ptr->feat) || have_flag(f_ptr->flags, FF_DOOR))
431 /* Check line of sight */
434 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
438 /* Destroy the feature */
439 cave_alter_feat(y, x, FF_TUNNEL);
442 /* Remove "unsafe" flag if player is not blind */
443 if (!p_ptr->blind && player_has_los_bold(p_ptr, y, x))
445 g_ptr->info &= ~(CAVE_UNSAFE);
453 case GF_JAM_DOOR: /* Jams a door (as if with a spike) */
455 if (have_flag(f_ptr->flags, FF_SPIKE))
457 s16b old_mimic = g_ptr->mimic;
458 feature_type *mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
460 cave_alter_feat(y, x, FF_SPIKE);
461 g_ptr->mimic = old_mimic;
466 /* Check line of sight */
467 if (known && have_flag(mimic_f_ptr->flags, FF_OPEN))
469 msg_format(_("%sに何かがつっかえて開かなくなった。", "The %s seems stuck."), f_name + mimic_f_ptr->name);
476 /* Destroy walls (and doors) */
479 if (have_flag(f_ptr->flags, FF_HURT_ROCK))
481 if (known && (g_ptr->info & (CAVE_MARK)))
483 msg_format(_("%sが溶けて泥になった!", "The %s turns into mud!"), f_name + f_info[get_feat_mimic(g_ptr)].name);
487 /* Destroy the wall */
488 cave_alter_feat(y, x, FF_HURT_ROCK);
489 p_ptr->update |= (PU_FLOW);
497 if (!cave_naked_bold(p_ptr, p_ptr->current_floor_ptr, y, x)) break;
498 if (player_bold(p_ptr, y, x)) break;
499 cave_set_feat(y, x, feat_door[DOOR_DOOR].closed);
500 if (g_ptr->info & (CAVE_MARK)) obvious = TRUE;
506 place_trap(p_ptr->current_floor_ptr, y, x);
512 if (!cave_naked_bold(p_ptr, p_ptr->current_floor_ptr, y, x)) break;
513 if (player_bold(p_ptr, y, x)) break;
514 cave_set_feat(y, x, feat_tree);
515 if (g_ptr->info & (CAVE_MARK)) obvious = TRUE;
521 if (!cave_naked_bold(p_ptr, p_ptr->current_floor_ptr, y, x)) break;
522 g_ptr->info |= CAVE_OBJECT;
523 g_ptr->mimic = feat_glyph;
531 if (!cave_naked_bold(p_ptr, p_ptr->current_floor_ptr, y, x)) break;
532 if (player_bold(p_ptr, y, x)) break;
533 cave_set_feat(y, x, feat_granite);
539 if (have_flag(f_ptr->flags, FF_PERMANENT)) break;
542 if (!have_flag(f_ptr->flags, FF_FLOOR)) break;
543 cave_set_feat(y, x, feat_shallow_lava);
547 cave_set_feat(y, x, feat_deep_lava);
554 if (have_flag(f_ptr->flags, FF_PERMANENT)) break;
557 if (!have_flag(f_ptr->flags, FF_FLOOR)) break;
558 cave_set_feat(y, x, feat_shallow_water);
562 cave_set_feat(y, x, feat_deep_water);
567 /* Lite up the grid */
571 /* Turn on the light */
572 if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
574 g_ptr->info |= (CAVE_GLOW);
577 update_local_illumination(p_ptr, y, x);
580 if (player_can_see_bold(y, x)) obvious = TRUE;
582 /* Mega-Hack -- Update the monster in the affected grid */
583 /* This allows "spear of light" (etc) to work "correctly" */
584 if (g_ptr->m_idx) update_monster(g_ptr->m_idx, FALSE);
586 if (p_ptr->special_defense & NINJA_S_STEALTH)
588 if (player_bold(p_ptr, y, x)) set_superstealth(p_ptr, FALSE);
595 /* Darken the grid */
599 bool do_dark = !p_ptr->phase_out && !is_mirror_grid(g_ptr);
602 /* Turn off the light. */
605 if (floor_ptr->dun_level || !is_daytime())
607 for (j = 0; j < 9; j++)
609 int by = y + ddy_ddd[j];
610 int bx = x + ddx_ddd[j];
612 if (in_bounds2(floor_ptr, by, bx))
614 grid_type *cc_ptr = &floor_ptr->grid_array[by][bx];
616 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
627 g_ptr->info &= ~(CAVE_GLOW);
629 /* Hack -- Forget "boring" grids */
630 if (!have_flag(f_ptr->flags, FF_REMEMBER))
633 g_ptr->info &= ~(CAVE_MARK);
640 update_local_illumination(p_ptr, y, x);
642 if (player_can_see_bold(y, x)) obvious = TRUE;
644 /* Mega-Hack -- Update the monster in the affected grid */
645 /* This allows "spear of light" (etc) to work "correctly" */
646 if (g_ptr->m_idx) update_monster(g_ptr->m_idx, FALSE);
656 if (is_mirror_grid(g_ptr))
658 msg_print(_("鏡が割れた!", "The mirror was crashed!"));
661 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
664 if (have_flag(f_ptr->flags, FF_GLASS) && !have_flag(f_ptr->flags, FF_PERMANENT) && (dam >= 50))
666 if (known && (g_ptr->info & CAVE_MARK))
668 msg_format(_("%sが割れた!", "The %s was crashed!"), f_name + f_info[get_feat_mimic(g_ptr)].name);
672 /* Destroy the wall */
673 cave_alter_feat(y, x, FF_HURT_ROCK);
674 p_ptr->update |= (PU_FLOW);
681 if (is_mirror_grid(g_ptr) && p_ptr->lev < 40)
683 msg_print(_("鏡が割れた!", "The mirror was crashed!"));
686 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
689 if (have_flag(f_ptr->flags, FF_GLASS) && !have_flag(f_ptr->flags, FF_PERMANENT) && (dam >= 200))
691 if (known && (g_ptr->info & CAVE_MARK))
693 msg_format(_("%sが割れた!", "The %s was crashed!"), f_name + f_info[get_feat_mimic(g_ptr)].name);
697 /* Destroy the wall */
698 cave_alter_feat(y, x, FF_HURT_ROCK);
699 p_ptr->update |= (PU_FLOW);
704 case GF_DISINTEGRATE:
706 /* Destroy mirror/glyph */
707 if (is_mirror_grid(g_ptr) || is_glyph_grid(g_ptr) || is_explosive_rune_grid(g_ptr))
710 /* Permanent features don't get effect */
711 /* But not protect monsters and other objects */
712 if (have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT))
714 cave_alter_feat(y, x, FF_HURT_DISI);
716 /* Update some things -- similar to GF_KILL_WALL */
717 p_ptr->update |= (PU_FLOW);
724 /* Return "Anything seen?" */
731 * @brief 汎用的なビーム/ボルト/ボール系によるアイテムオブジェクトへの効果処理 / Handle a beam/bolt/ball causing damage to a monster.
732 * @param who 魔法を発動したモンスター(0ならばプレイヤー) / Index of "source" monster (zero for "player")
733 * @param r 効果半径(ビーム/ボルト = 0 / ボール = 1以上) / Radius of explosion (0 = beam/bolt, 1 to 9 = ball)
734 * @param y 目標Y座標 / Target y location (or location to travel "towards")
735 * @param x 目標X座標 / Target x location (or location to travel "towards")
736 * @param dam 基本威力 / Base damage roll to apply to affected monsters (or player)
737 * @param typ 効果属性 / Type of damage to apply to monsters (and objects)
738 * @return 何か一つでも効力があればTRUEを返す / TRUE if any "effects" of the projection were observed, else FALSE
741 * We are called from "project()" to "damage" objects
743 * We are called both for "beam" effects and "ball" effects.
745 * Perhaps we should only SOMETIMES damage things on the ground.
747 * The "r" parameter is the "distance from ground zero".
749 * Note that we determine if the player can "see" anything that happens
750 * by taking into account: blindness, line-of-sight, and illumination.
752 * We also "see" grids which are "memorized", probably a hack
754 * We return "TRUE" if the effect of the projection is "obvious".
757 static bool project_o(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ)
759 grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
761 OBJECT_IDX this_o_idx, next_o_idx = 0;
763 bool obvious = FALSE;
764 bool known = player_has_los_bold(p_ptr, y, x);
766 BIT_FLAGS flgs[TR_FLAG_SIZE];
768 GAME_TEXT o_name[MAX_NLEN];
770 KIND_OBJECT_IDX k_idx = 0;
771 bool is_potion = FALSE;
776 /* Reduce damage by distance */
777 dam = (dam + r) / (r + 1);
780 /* Scan all objects in the grid */
781 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
783 object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
787 bool do_kill = FALSE;
789 concptr note_kill = NULL;
792 /* Get the "plural"-ness */
793 bool plural = (o_ptr->number > 1);
795 next_o_idx = o_ptr->next_o_idx;
796 object_flags(o_ptr, flgs);
798 /* Check for artifact */
799 if (object_is_artifact(o_ptr)) is_art = TRUE;
801 /* Analyze the type */
804 /* Acid -- Lots of things */
807 if (hates_acid(o_ptr))
810 note_kill = _("融けてしまった!", (plural ? " melt!" : " melts!"));
811 if (have_flag(flgs, TR_IGNORE_ACID)) ignore = TRUE;
816 /* Elec -- Rings and Wands */
819 if (hates_elec(o_ptr))
822 note_kill = _("壊れてしまった!", (plural ? " are destroyed!" : " is destroyed!"));
823 if (have_flag(flgs, TR_IGNORE_ELEC)) ignore = TRUE;
828 /* Fire -- Flammable objects */
831 if (hates_fire(o_ptr))
834 note_kill = _("燃えてしまった!", (plural ? " burn up!" : " burns up!"));
835 if (have_flag(flgs, TR_IGNORE_FIRE)) ignore = TRUE;
840 /* Cold -- potions and flasks */
843 if (hates_cold(o_ptr))
845 note_kill = _("砕け散ってしまった!", (plural ? " shatter!" : " shatters!"));
847 if (have_flag(flgs, TR_IGNORE_COLD)) ignore = TRUE;
855 if (hates_fire(o_ptr))
858 note_kill = _("燃えてしまった!", (plural ? " burn up!" : " burns up!"));
859 if (have_flag(flgs, TR_IGNORE_FIRE)) ignore = TRUE;
861 if (hates_elec(o_ptr))
865 note_kill = _("壊れてしまった!", (plural ? " are destroyed!" : " is destroyed!"));
866 if (have_flag(flgs, TR_IGNORE_ELEC)) ignore = TRUE;
874 if (hates_fire(o_ptr))
877 note_kill = _("燃えてしまった!", (plural ? " burn up!" : " burns up!"));
878 if (have_flag(flgs, TR_IGNORE_FIRE)) ignore = TRUE;
880 if (hates_cold(o_ptr))
884 note_kill = _("砕け散ってしまった!", (plural ? " shatter!" : " shatters!"));
885 if (have_flag(flgs, TR_IGNORE_COLD)) ignore = TRUE;
890 /* Hack -- break potions and such */
896 if (hates_cold(o_ptr))
898 note_kill = _("砕け散ってしまった!", (plural ? " shatter!" : " shatters!"));
904 /* Mana and Chaos -- destroy everything */
910 note_kill = _("壊れてしまった!", (plural ? " are destroyed!" : " is destroyed!"));
914 case GF_DISINTEGRATE:
917 note_kill = _("蒸発してしまった!", (plural ? " evaporate!" : " evaporates!"));
924 note_kill = _("壊れてしまった!", (plural ? " are destroyed!" : " is destroyed!"));
925 if (have_flag(flgs, TR_RES_CHAOS)) ignore = TRUE;
926 else if ((o_ptr->tval == TV_SCROLL) && (o_ptr->sval == SV_SCROLL_CHAOS)) ignore = TRUE;
930 /* Holy Fire and Hell Fire -- destroys cursed non-artifacts */
934 if (object_is_cursed(o_ptr))
937 note_kill = _("壊れてしまった!", (plural ? " are destroyed!" : " is destroyed!"));
944 identify_item(o_ptr);
946 /* Auto-inscription */
947 autopick_alter_item((-this_o_idx), FALSE);
955 /* Chests are noticed only if trapped or locked */
956 if (o_ptr->tval == TV_CHEST)
958 /* Disarm/Unlock traps */
961 /* Disarm or Unlock */
962 o_ptr->pval = (0 - o_ptr->pval);
967 if (known && (o_ptr->marked & OM_FOUND))
969 msg_print(_("カチッと音がした!", "Click!"));
979 if (o_ptr->tval == TV_CORPSE)
984 if (!who || is_pet(&p_ptr->current_floor_ptr->m_list[who]))
985 mode |= PM_FORCE_PET;
987 for (i = 0; i < o_ptr->number ; i++)
989 if (((o_ptr->sval == SV_CORPSE) && (randint1(100) > 80)) ||
990 ((o_ptr->sval == SV_SKELETON) && (randint1(100) > 60)))
994 note_kill = _("灰になった。", (plural ? " become dust." : " becomes dust."));
998 else if (summon_named_creature(who, y, x, o_ptr->pval, mode))
1000 note_kill = _("生き返った。", " revived.");
1002 else if (!note_kill)
1004 note_kill = _("灰になった。", (plural ? " become dust." : " becomes dust."));
1015 /* Attempt to destroy the object */
1018 /* Effect "observed" */
1019 if (known && (o_ptr->marked & OM_FOUND))
1022 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1025 /* Artifacts, and other objects, get to resist */
1026 if (is_art || ignore)
1028 /* Observe the resist */
1029 if (known && (o_ptr->marked & OM_FOUND))
1031 msg_format(_("%sは影響を受けない!",
1032 (plural ? "The %s are unaffected!" : "The %s is unaffected!")), o_name);
1039 /* Describe if needed */
1040 if (known && (o_ptr->marked & OM_FOUND) && note_kill)
1042 msg_format(_("%sは%s", "The %s%s"), o_name, note_kill);
1045 k_idx = o_ptr->k_idx;
1046 is_potion = object_is_potion(o_ptr);
1047 delete_object_idx(this_o_idx);
1049 /* Potions produce effects when 'shattered' */
1052 (void)potion_smash_effect(who, y, x, k_idx);
1060 /* Return "Anything seen?" */
1066 * @brief 汎用的なビーム/ボルト/ボール系によるモンスターへの効果処理 / Handle a beam/bolt/ball causing damage to a monster.
1067 * @param who 魔法を発動したモンスター(0ならばプレイヤー) / Index of "source" monster (zero for "player")
1068 * @param r 効果半径(ビーム/ボルト = 0 / ボール = 1以上) / Radius of explosion (0 = beam/bolt, 1 to 9 = ball)
1069 * @param y 目標Y座標 / Target y location (or location to travel "towards")
1070 * @param x 目標X座標 / Target x location (or location to travel "towards")
1071 * @param dam 基本威力 / Base damage roll to apply to affected monsters (or player)
1072 * @param typ 効果属性 / Type of damage to apply to monsters (and objects)
1074 * @param see_s_msg TRUEならばメッセージを表示する
1075 * @return 何か一つでも効力があればTRUEを返す / TRUE if any "effects" of the projection were observed, else FALSE
1078 * This routine takes a "source monster" (by index) which is mostly used to
1079 * determine if the player is causing the damage, and a "radius" (see below),
1080 * which is used to decrease the power of explosions with distance, and a
1081 * location, via integers which are modified by certain types of attacks
1082 * (polymorph and teleport being the obvious ones), a default damage, which
1083 * is modified as needed based on various properties, and finally a "damage
1084 * type" (see below).
1087 * Note that this routine can handle "no damage" attacks (like teleport) by
1088 * taking a "zero" damage, and can even take "parameters" to attacks (like
1089 * confuse) by accepting a "damage", using it to calculate the effect, and
1090 * then setting the damage to zero. Note that the "damage" parameter is
1091 * divided by the radius, so monsters not at the "epicenter" will not take
1092 * as much damage (or whatever)...
1095 * Note that "polymorph" is dangerous, since a failure in "place_monster()"'
1096 * may result in a dereference of an invalid pointer.
1099 * Various messages are produced, and damage is applied.
1102 * Just "casting" a substance (i.e. plasma) does not make you immune, you must
1103 * actually be "made" of that substance, or "breathe" big balls of it.
1104 * We assume that "Plasma" monsters, and "Plasma" breathers, are immune
1106 * We assume "Nether" is an evil, necromantic force, so it doesn't hurt undead,
1107 * and hurts evil less. If can breath nether, then it resists it as well.
1110 * Damage reductions use the following formulas:
1111 * Note that "dam = dam * 6 / (randint1(6) + 6);"
1112 * gives avg damage of .655, ranging from .858 to .500
1113 * Note that "dam = dam * 5 / (randint1(6) + 6);"
1114 * gives avg damage of .544, ranging from .714 to .417
1115 * Note that "dam = dam * 4 / (randint1(6) + 6);"
1116 * gives avg damage of .444, ranging from .556 to .333
1117 * Note that "dam = dam * 3 / (randint1(6) + 6);"
1118 * gives avg damage of .327, ranging from .427 to .250
1119 * Note that "dam = dam * 2 / (randint1(6) + 6);"
1120 * gives something simple.
1123 * In this function, "result" messages are postponed until the end, where
1124 * the "note" string is appended to the monster name, if not NULL. So,
1125 * to make a spell have "no effect" just set "note" to NULL. You should
1126 * also set "notice" to FALSE, or the player will learn what the spell does.
1129 * We attempt to return "TRUE" if the player saw anything "useful" happen.
1133 static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ, BIT_FLAGS flg, bool see_s_msg)
1137 grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
1139 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
1140 monster_type *caster_ptr = (who > 0) ? &p_ptr->current_floor_ptr->m_list[who] : NULL;
1142 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1146 /* Is the monster "seen"? */
1147 bool seen = m_ptr->ml;
1148 bool seen_msg = is_seen(m_ptr);
1150 bool slept = (bool)MON_CSLEEP(m_ptr);
1152 /* Were the effects "obvious" (if seen)? */
1153 bool obvious = FALSE;
1155 /* Can the player know about this effect? */
1156 bool known = ((m_ptr->cdis <= MAX_SIGHT) || p_ptr->phase_out);
1158 /* Were the effects "irrelevant"? */
1159 bool skipped = FALSE;
1161 /* Gets the monster angry at the source of the effect? */
1162 bool get_angry = FALSE;
1164 /* Polymorph setting (true or false) */
1165 bool do_poly = FALSE;
1167 /* Teleport setting (max distance) */
1170 /* Confusion setting (amount to confuse) */
1173 /* Stunning setting (amount to stun) */
1176 /* Sleep amount (amount to sleep) */
1179 /* Fear amount (amount to fear) */
1182 /* Time amount (amount to time) */
1185 bool heal_leper = FALSE;
1187 /* Hold the monster name */
1188 GAME_TEXT m_name[MAX_NLEN];
1191 PARAMETER_VALUE photo = 0;
1193 /* Assume no note */
1194 concptr note = NULL;
1196 /* Assume a default death */
1197 concptr note_dies = extract_note_dies(real_r_idx(m_ptr));
1199 DEPTH caster_lev = (who > 0) ? r_info[caster_ptr->r_idx].level : (p_ptr->lev * 2);
1202 if (!g_ptr->m_idx) return (FALSE);
1204 /* Never affect projector */
1205 if (who && (g_ptr->m_idx == who)) return (FALSE);
1206 if ((g_ptr->m_idx == p_ptr->riding) && !who && !(typ == GF_OLD_HEAL) && !(typ == GF_OLD_SPEED) && !(typ == GF_STAR_HEAL)) return (FALSE);
1207 if (sukekaku && ((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) return FALSE;
1209 /* Don't affect already death monsters */
1210 /* Prevents problems with chain reactions of exploding monsters */
1211 if (m_ptr->hp < 0) return (FALSE);
1213 /* Reduce damage by distance */
1214 dam = (dam + r) / (r + 1);
1217 /* Get the monster name (BEFORE polymorphing) */
1218 monster_desc(m_name, m_ptr, 0);
1220 /* Get the monster possessive ("his"/"her"/"its") */
1221 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
1223 if (p_ptr->riding && (g_ptr->m_idx == p_ptr->riding)) disturb(p_ptr, TRUE, TRUE);
1225 if (r_ptr->flagsr & RFR_RES_ALL &&
1226 typ != GF_OLD_CLONE && typ != GF_STAR_HEAL && typ != GF_OLD_HEAL
1227 && typ != GF_OLD_SPEED && typ != GF_CAPTURE && typ != GF_PHOTO)
1229 note = _("には完全な耐性がある!", " is immune.");
1231 if(is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
1232 if(typ == GF_LITE_WEAK || typ == GF_KILL_WALL) skipped = TRUE;
1236 /* Analyze the damage type */
1239 /* Magic Missile -- pure damage */
1242 if (seen) obvious = TRUE;
1249 if (seen) obvious = TRUE;
1250 if (r_ptr->flagsr & RFR_IM_ACID)
1252 note = _("にはかなり耐性がある!", " resists a lot.");
1254 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_ACID);
1262 if (seen) obvious = TRUE;
1263 if (r_ptr->flagsr & RFR_IM_ELEC)
1265 note = _("にはかなり耐性がある!", " resists a lot.");
1267 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_ELEC);
1275 if (seen) obvious = TRUE;
1276 if (r_ptr->flagsr & RFR_IM_FIRE)
1278 note = _("にはかなり耐性がある!", " resists a lot.");
1280 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_FIRE);
1282 else if (r_ptr->flags3 & (RF3_HURT_FIRE))
1284 note = _("はひどい痛手をうけた。", " is hit hard.");
1286 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_FIRE);
1294 if (seen) obvious = TRUE;
1295 if (r_ptr->flagsr & RFR_IM_COLD)
1297 note = _("にはかなり耐性がある!", " resists a lot.");
1299 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_COLD);
1301 else if (r_ptr->flags3 & (RF3_HURT_COLD))
1303 note = _("はひどい痛手をうけた。", " is hit hard.");
1305 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_COLD);
1313 if (seen) obvious = TRUE;
1314 if (r_ptr->flagsr & RFR_IM_POIS)
1316 note = _("にはかなり耐性がある!", " resists a lot.");
1318 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_POIS);
1326 if (seen) obvious = TRUE;
1327 if (r_ptr->flagsr & RFR_IM_POIS)
1329 note = _("には耐性がある。", " resists.");
1330 dam *= 3; dam /= randint1(6) + 6;
1331 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_POIS);
1333 else if (one_in_(3)) do_poly = TRUE;
1337 /* Hellfire -- hurts Evil */
1340 if (seen) obvious = TRUE;
1341 if (r_ptr->flags3 & RF3_GOOD)
1343 note = _("はひどい痛手をうけた。", " is hit hard.");
1345 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_GOOD);
1350 /* Holy Fire -- hurts Evil, Good are immune, others _resist_ */
1353 if (seen) obvious = TRUE;
1354 if (r_ptr->flags3 & RF3_EVIL)
1357 note = _("はひどい痛手をうけた。", " is hit hard.");
1358 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
1362 note = _("には耐性がある。", " resists.");
1363 dam *= 3; dam /= randint1(6) + 6;
1368 /* Arrow -- XXX no defense */
1371 if (seen) obvious = TRUE;
1375 /* Plasma -- XXX perhaps check ELEC or FIRE */
1378 if (seen) obvious = TRUE;
1379 if (r_ptr->flagsr & RFR_RES_PLAS)
1381 note = _("には耐性がある。", " resists.");
1382 dam *= 3; dam /= randint1(6) + 6;
1383 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_PLAS);
1388 /* Nether -- see above */
1391 if (seen) obvious = TRUE;
1392 if (r_ptr->flagsr & RFR_RES_NETH)
1394 if (r_ptr->flags3 & RF3_UNDEAD)
1396 note = _("には完全な耐性がある!", " is immune.");
1398 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_UNDEAD);
1402 note = _("には耐性がある。", " resists.");
1403 dam *= 3; dam /= randint1(6) + 6;
1405 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_NETH);
1407 else if (r_ptr->flags3 & RF3_EVIL)
1409 note = _("はいくらか耐性を示した。", " resists somewhat.");
1411 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_EVIL);
1416 /* Water (acid) damage -- Water spirits/elementals are immune */
1419 if (seen) obvious = TRUE;
1420 if (r_ptr->flagsr & RFR_RES_WATE)
1422 if ((m_ptr->r_idx == MON_WATER_ELEM) || (m_ptr->r_idx == MON_UNMAKER))
1424 note = _("には完全な耐性がある!", " is immune.");
1429 note = _("には耐性がある。", " resists.");
1430 dam *= 3; dam /= randint1(6) + 6;
1432 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_WATE);
1437 /* Chaos -- Chaos breathers resist */
1440 if (seen) obvious = TRUE;
1441 if (r_ptr->flagsr & RFR_RES_CHAO)
1443 note = _("には耐性がある。", " resists.");
1444 dam *= 3; dam /= randint1(6) + 6;
1445 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_CHAO);
1447 else if ((r_ptr->flags3 & RF3_DEMON) && one_in_(3))
1449 note = _("はいくらか耐性を示した。", " resists somewhat.");
1450 dam *= 3; dam /= randint1(6) + 6;
1451 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_DEMON);
1456 do_conf = (5 + randint1(11) + r) / (r + 1);
1461 /* Shards -- Shard breathers resist */
1464 if (seen) obvious = TRUE;
1465 if (r_ptr->flagsr & RFR_RES_SHAR)
1467 note = _("には耐性がある。", " resists.");
1468 dam *= 3; dam /= randint1(6) + 6;
1469 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_SHAR);
1474 /* Rocket: Shard resistance helps */
1477 if (seen) obvious = TRUE;
1478 if (r_ptr->flagsr & RFR_RES_SHAR)
1480 note = _("はいくらか耐性を示した。", " resists somewhat.");
1482 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_SHAR);
1488 /* Sound -- Sound breathers resist */
1491 if (seen) obvious = TRUE;
1492 if (r_ptr->flagsr & RFR_RES_SOUN)
1494 note = _("には耐性がある。", " resists.");
1495 dam *= 2; dam /= randint1(6) + 6;
1496 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_SOUN);
1498 else do_stun = (10 + randint1(15) + r) / (r + 1);
1505 if (seen) obvious = TRUE;
1506 if (r_ptr->flags3 & RF3_NO_CONF)
1508 note = _("には耐性がある。", " resists.");
1509 dam *= 3; dam /= randint1(6) + 6;
1510 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
1512 else do_conf = (10 + randint1(15) + r) / (r + 1);
1516 /* Disenchantment -- Breathers and Disenchanters resist */
1519 if (seen) obvious = TRUE;
1520 if (r_ptr->flagsr & RFR_RES_DISE)
1522 note = _("には耐性がある。", " resists.");
1523 dam *= 3; dam /= randint1(6) + 6;
1524 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_DISE);
1529 /* Nexus -- Breathers and Existers resist */
1532 if (seen) obvious = TRUE;
1533 if (r_ptr->flagsr & RFR_RES_NEXU)
1535 note = _("には耐性がある。", " resists.");
1536 dam *= 3; dam /= randint1(6) + 6;
1537 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_NEXU);
1545 if (seen) obvious = TRUE;
1546 if (r_ptr->flagsr & RFR_RES_WALL)
1548 note = _("には耐性がある。", " resists.");
1549 dam *= 3; dam /= randint1(6) + 6;
1550 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_WALL);
1552 else do_stun = (randint1(15) + r) / (r + 1);
1556 /* Inertia -- breathers resist */
1559 if (seen) obvious = TRUE;
1560 if (r_ptr->flagsr & RFR_RES_INER)
1562 note = _("には耐性がある。", " resists.");
1563 dam *= 3; dam /= randint1(6) + 6;
1564 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_INER);
1568 /* Powerful monsters can resist */
1569 if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
1570 (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
1574 /* Normal monsters slow down */
1577 if (set_monster_slow(g_ptr->m_idx, MON_SLOW(m_ptr) + 50))
1579 note = _("の動きが遅くなった。", " starts moving slower.");
1586 /* Time -- breathers resist */
1589 if (seen) obvious = TRUE;
1590 if (r_ptr->flagsr & RFR_RES_TIME)
1592 note = _("には耐性がある。", " resists.");
1593 dam *= 3; dam /= randint1(6) + 6;
1594 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_TIME);
1596 else do_time = (dam + 1) / 2;
1600 /* Gravity -- breathers resist */
1603 bool resist_tele = FALSE;
1605 if (seen) obvious = TRUE;
1606 if (r_ptr->flagsr & RFR_RES_TELE)
1608 if (r_ptr->flags1 & (RF1_UNIQUE))
1610 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1611 note = _("には効果がなかった。", " is unaffected!");
1614 else if (r_ptr->level > randint1(100))
1616 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1617 note = _("には耐性がある!", " resists!");
1622 if (!resist_tele) do_dist = 10;
1624 if (p_ptr->riding && (g_ptr->m_idx == p_ptr->riding)) do_dist = 0;
1626 if (r_ptr->flagsr & RFR_RES_GRAV)
1628 note = _("には耐性がある!", " resists!");
1629 dam *= 3; dam /= randint1(6) + 6;
1631 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_GRAV);
1636 /* Powerful monsters can resist */
1637 if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
1638 (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
1642 /* Normal monsters slow down */
1645 if (set_monster_slow(g_ptr->m_idx, MON_SLOW(m_ptr) + 50))
1647 note = _("の動きが遅くなった。", " starts moving slower.");
1652 do_stun = damroll((caster_lev / 20) + 3 , (dam)) + 1;
1654 /* Attempt a saving throw */
1655 if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
1656 (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
1660 /* No obvious effect */
1661 note = _("には効果がなかった。", " is unaffected!");
1673 if (seen) obvious = TRUE;
1679 case GF_DISINTEGRATE:
1681 if (seen) obvious = TRUE;
1682 if (r_ptr->flags3 & RF3_HURT_ROCK)
1684 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_ROCK);
1685 note = _("の皮膚がただれた!", " loses some skin!");
1686 note_dies = _("は蒸発した!", " evaporates!");
1694 if (seen) obvious = TRUE;
1696 /* PSI only works if the monster can see you! -- RG */
1697 if (!(los(p_ptr->current_floor_ptr, m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)))
1700 msg_format(_("%sはあなたが見えないので影響されない!", "%^s can't see you, and isn't affected!"), m_name);
1704 if (r_ptr->flags2 & RF2_EMPTY_MIND)
1707 note = _("には完全な耐性がある!", " is immune.");
1708 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
1711 else if ((r_ptr->flags2 & (RF2_STUPID | RF2_WEIRD_MIND)) ||
1712 (r_ptr->flags3 & RF3_ANIMAL) ||
1713 (r_ptr->level > randint1(3 * dam)))
1715 note = _("には耐性がある!", " resists!");
1719 * Powerful demons & undead can turn a mindcrafter's
1720 * attacks back on them
1722 if ((r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) &&
1723 (r_ptr->level > p_ptr->lev / 2) &&
1727 msg_format(_("%^sの堕落した精神は攻撃を跳ね返した!",
1728 (seen ? "%^s's corrupted mind backlashes your attack!" :
1729 "%^ss corrupted mind backlashes your attack!")), m_name);
1732 if ((randint0(100 + r_ptr->level / 2) < p_ptr->skill_sav) && !CHECK_MULTISHADOW(p_ptr))
1734 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1738 /* Injure +/- confusion */
1739 monster_desc(killer, m_ptr, MD_WRONGDOER_NAME);
1740 take_hit(p_ptr, DAMAGE_ATTACK, dam, killer, -1); /* has already been /3 */
1741 if (one_in_(4) && !CHECK_MULTISHADOW(p_ptr))
1743 switch (randint1(4))
1746 set_confused(p_ptr, p_ptr->confused + 3 + randint1(dam));
1749 set_stun(p_ptr, p_ptr->stun + randint1(dam));
1753 if (r_ptr->flags3 & RF3_NO_FEAR)
1754 note = _("には効果がなかった。", " is unaffected.");
1756 set_afraid(p_ptr, p_ptr->afraid + 3 + randint1(dam));
1760 if (!p_ptr->free_act)
1761 (void)set_paralyzed(p_ptr, p_ptr->paralyzed + randint1(dam));
1770 if ((dam > 0) && one_in_(4))
1772 switch (randint1(4))
1775 do_conf = 3 + randint1(dam);
1778 do_stun = 3 + randint1(dam);
1781 do_fear = 3 + randint1(dam);
1784 note = _("は眠り込んでしまった!", " falls asleep!");
1785 do_sleep = 3 + randint1(dam);
1790 note_dies = _("の精神は崩壊し、肉体は抜け殻となった。", " collapses, a mindless husk.");
1796 if (seen) obvious = TRUE;
1797 if (r_ptr->flags2 & RF2_EMPTY_MIND)
1800 note = _("には完全な耐性がある!", " is immune.");
1802 else if ((r_ptr->flags2 & (RF2_STUPID | RF2_WEIRD_MIND)) ||
1803 (r_ptr->flags3 & RF3_ANIMAL) ||
1804 (r_ptr->level > randint1(3 * dam)))
1806 note = _("には耐性がある!", " resists!");
1810 * Powerful demons & undead can turn a mindcrafter's
1811 * attacks back on them
1813 if ((r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) &&
1814 (r_ptr->level > p_ptr->lev / 2) &&
1818 msg_format(_("%^sの堕落した精神は攻撃を跳ね返した!",
1819 (seen ? "%^s's corrupted mind backlashes your attack!" :
1820 "%^ss corrupted mind backlashes your attack!")), m_name);
1822 if ((randint0(100 + r_ptr->level / 2) < p_ptr->skill_sav) && !CHECK_MULTISHADOW(p_ptr))
1824 msg_print(_("あなたは効力を跳ね返した!", "You resist the effects!"));
1828 /* Injure + mana drain */
1829 monster_desc(killer, m_ptr, MD_WRONGDOER_NAME);
1830 if (!CHECK_MULTISHADOW(p_ptr))
1832 msg_print(_("超能力パワーを吸いとられた!", "Your psychic energy is drained!"));
1833 p_ptr->csp -= damroll(5, dam) / 2;
1834 if (p_ptr->csp < 0) p_ptr->csp = 0;
1835 p_ptr->redraw |= PR_MANA;
1836 p_ptr->window |= (PW_SPELL);
1838 take_hit(p_ptr, DAMAGE_ATTACK, dam, killer, -1); /* has already been /3 */
1845 int b = damroll(5, dam) / 4;
1846 concptr str = (p_ptr->pclass == CLASS_MINDCRAFTER) ? _("超能力パワー", "psychic energy") : _("魔力", "mana");
1847 concptr msg = _("あなたは%sの苦痛を%sに変換した!",
1848 (seen ? "You convert %s's pain into %s!" :
1849 "You convert %ss pain into %s!"));
1850 msg_format(msg, m_name, str);
1852 b = MIN(p_ptr->msp, p_ptr->csp + b);
1854 p_ptr->redraw |= PR_MANA;
1855 p_ptr->window |= (PW_SPELL);
1857 note_dies = _("の精神は崩壊し、肉体は抜け殻となった。", " collapses, a mindless husk.");
1861 case GF_TELEKINESIS:
1863 if (seen) obvious = TRUE;
1866 if (p_ptr->riding && (g_ptr->m_idx == p_ptr->riding)) do_dist = 0;
1871 do_stun = damroll((caster_lev / 20) + 3 , dam) + 1;
1873 /* Attempt a saving throw */
1874 if ((r_ptr->flags1 & RF1_UNIQUE) ||
1875 (r_ptr->level > 5 + randint1(dam)))
1879 /* No obvious effect */
1885 /* Psycho-spear -- powerful magic missile */
1888 if (seen) obvious = TRUE;
1892 /* Meteor -- powerful magic missile */
1895 if (seen) obvious = TRUE;
1901 if (!is_hostile(m_ptr)) break;
1902 if (seen) obvious = TRUE;
1903 /* Attempt a saving throw */
1904 if ((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
1905 (r_ptr->flags3 & RF3_NO_CONF) ||
1906 (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
1908 /* Memorize a flag */
1909 if (r_ptr->flags3 & RF3_NO_CONF)
1911 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
1918 * Powerful demons & undead can turn a mindcrafter's
1919 * attacks back on them
1921 if ((r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) &&
1922 (r_ptr->level > p_ptr->lev / 2) &&
1926 msg_format(_("%^sの堕落した精神は攻撃を跳ね返した!",
1927 (seen ? "%^s's corrupted mind backlashes your attack!" :
1928 "%^ss corrupted mind backlashes your attack!")), m_name);
1931 if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
1933 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1937 /* Confuse, stun, terrify */
1938 switch (randint1(4))
1941 set_stun(p_ptr, p_ptr->stun + dam / 2);
1944 set_confused(p_ptr, p_ptr->confused + dam / 2);
1948 if (r_ptr->flags3 & RF3_NO_FEAR)
1949 note = _("には効果がなかった。", " is unaffected.");
1951 set_afraid(p_ptr, p_ptr->afraid + dam);
1958 /* No obvious effect */
1959 note = _("には効果がなかった。", " is unaffected.");
1965 if (!common_saving_throw_charm(p_ptr, dam, m_ptr))
1967 note = _("があなたに隷属した。", " is in your thrall!");
1972 switch (randint1(4))
1986 /* No "real" damage */
1991 /* Ice -- Cold + Cuts + Stun */
1994 if (seen) obvious = TRUE;
1995 do_stun = (randint1(15) + 1) / (r + 1);
1996 if (r_ptr->flagsr & RFR_IM_COLD)
1998 note = _("にはかなり耐性がある!", " resists a lot.");
2000 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_COLD);
2002 else if (r_ptr->flags3 & (RF3_HURT_COLD))
2004 note = _("はひどい痛手をうけた。", " is hit hard.");
2006 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_COLD);
2013 case GF_HYPODYNAMIA:
2015 if (seen) obvious = TRUE;
2016 if (!monster_living(m_ptr->r_idx))
2018 if (is_original_ap_and_seen(m_ptr))
2020 if (r_ptr->flags3 & RF3_DEMON) r_ptr->r_flags3 |= (RF3_DEMON);
2021 if (r_ptr->flags3 & RF3_UNDEAD) r_ptr->r_flags3 |= (RF3_UNDEAD);
2022 if (r_ptr->flags3 & RF3_NONLIVING) r_ptr->r_flags3 |= (RF3_NONLIVING);
2024 note = _("には効果がなかった。", " is unaffected.");
2028 else do_time = (dam+7)/8;
2036 if (seen) obvious = TRUE;
2037 if (!monster_living(m_ptr->r_idx))
2039 if (is_original_ap_and_seen(m_ptr))
2041 if (r_ptr->flags3 & RF3_DEMON) r_ptr->r_flags3 |= (RF3_DEMON);
2042 if (r_ptr->flags3 & RF3_UNDEAD) r_ptr->r_flags3 |= (RF3_UNDEAD);
2043 if (r_ptr->flags3 & RF3_NONLIVING) r_ptr->r_flags3 |= (RF3_NONLIVING);
2045 note = _("には完全な耐性がある!", " is immune.");
2049 else if (((r_ptr->flags1 & RF1_UNIQUE) &&
2050 (randint1(888) != 666)) ||
2051 (((r_ptr->level + randint1(20)) > randint1((caster_lev / 2) + randint1(10))) &&
2052 randint1(100) != 66))
2054 note = _("には耐性がある!", " resists!");
2062 /* Polymorph monster (Use "dam" as "power") */
2065 if (seen) obvious = TRUE;
2066 /* Attempt to polymorph (see below) */
2069 /* Powerful monsters can resist */
2070 if ((r_ptr->flags1 & RF1_UNIQUE) ||
2071 (r_ptr->flags1 & RF1_QUESTOR) ||
2072 (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
2074 note = _("には効果がなかった。", " is unaffected.");
2079 /* No "real" damage */
2086 /* Clone monsters (Ignore "dam") */
2089 if (seen) obvious = TRUE;
2091 if ((p_ptr->inside_arena) || is_pet(m_ptr) || (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) || (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)))
2093 note = _("には効果がなかった。", " is unaffected.");
2098 m_ptr->hp = m_ptr->maxhp;
2100 /* Attempt to clone. */
2101 if (multiply_monster(g_ptr->m_idx, TRUE, 0L))
2103 note = _("が分裂した!", " spawns!");
2107 /* No "real" damage */
2114 /* Heal Monster (use "dam" as amount of healing) */
2117 if (seen) obvious = TRUE;
2120 (void)set_monster_csleep(g_ptr->m_idx, 0);
2122 if (m_ptr->maxhp < m_ptr->max_maxhp)
2124 if (seen_msg) msg_format(_("%^sの強さが戻った。", "%^s recovers %s vitality."), m_name, m_poss);
2125 m_ptr->maxhp = m_ptr->max_maxhp;
2130 /* Redraw (later) if needed */
2131 if (p_ptr->health_who == g_ptr->m_idx) p_ptr->redraw |= (PR_HEALTH);
2132 if (p_ptr->riding == g_ptr->m_idx) p_ptr->redraw |= (PR_UHEALTH);
2140 if (seen) obvious = TRUE;
2143 (void)set_monster_csleep(g_ptr->m_idx, 0);
2144 if (MON_STUNNED(m_ptr))
2146 if (seen_msg) msg_format(_("%^sは朦朧状態から立ち直った。", "%^s is no longer stunned."), m_name);
2147 (void)set_monster_stunned(g_ptr->m_idx, 0);
2149 if (MON_CONFUSED(m_ptr))
2151 if (seen_msg) msg_format(_("%^sは混乱から立ち直った。", "%^s is no longer confused."), m_name);
2152 (void)set_monster_confused(g_ptr->m_idx, 0);
2154 if (MON_MONFEAR(m_ptr))
2156 if (seen_msg) msg_format(_("%^sは勇気を取り戻した。", "%^s recovers %s courage."), m_name);
2157 (void)set_monster_monfear(g_ptr->m_idx, 0);
2161 if (m_ptr->hp < 30000) m_ptr->hp += dam;
2164 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2168 chg_virtue(p_ptr, V_VITALITY, 1);
2170 if (r_ptr->flags1 & RF1_UNIQUE)
2171 chg_virtue(p_ptr, V_INDIVIDUALISM, 1);
2173 if (is_friendly(m_ptr))
2174 chg_virtue(p_ptr, V_HONOUR, 1);
2175 else if (!(r_ptr->flags3 & RF3_EVIL))
2177 if (r_ptr->flags3 & RF3_GOOD)
2178 chg_virtue(p_ptr, V_COMPASSION, 2);
2180 chg_virtue(p_ptr, V_COMPASSION, 1);
2183 if (r_ptr->flags3 & RF3_ANIMAL)
2184 chg_virtue(p_ptr, V_NATURE, 1);
2187 if (m_ptr->r_idx == MON_LEPER)
2190 if (!who) chg_virtue(p_ptr, V_COMPASSION, 5);
2193 /* Redraw (later) if needed */
2194 if (p_ptr->health_who == g_ptr->m_idx) p_ptr->redraw |= (PR_HEALTH);
2195 if (p_ptr->riding == g_ptr->m_idx) p_ptr->redraw |= (PR_UHEALTH);
2197 note = _("は体力を回復したようだ。", " looks healthier.");
2199 /* No "real" damage */
2205 /* Speed Monster (Ignore "dam") */
2208 if (seen) obvious = TRUE;
2211 if (set_monster_fast(g_ptr->m_idx, MON_FAST(m_ptr) + 100))
2213 note = _("の動きが速くなった。", " starts moving faster.");
2218 if (r_ptr->flags1 & RF1_UNIQUE)
2219 chg_virtue(p_ptr, V_INDIVIDUALISM, 1);
2220 if (is_friendly(m_ptr))
2221 chg_virtue(p_ptr, V_HONOUR, 1);
2224 /* No "real" damage */
2230 /* Slow Monster (Use "dam" as "power") */
2233 if (seen) obvious = TRUE;
2235 /* Powerful monsters can resist */
2236 if ((r_ptr->flags1 & RF1_UNIQUE) ||
2237 (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
2239 note = _("には効果がなかった。", " is unaffected.");
2243 /* Normal monsters slow down */
2246 if (set_monster_slow(g_ptr->m_idx, MON_SLOW(m_ptr) + 50))
2248 note = _("の動きが遅くなった。", " starts moving slower.");
2252 /* No "real" damage */
2258 /* Sleep (Use "dam" as "power") */
2261 if (seen) obvious = TRUE;
2263 /* Attempt a saving throw */
2264 if ((r_ptr->flags1 & RF1_UNIQUE) ||
2265 (r_ptr->flags3 & RF3_NO_SLEEP) ||
2266 (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
2268 /* Memorize a flag */
2269 if (r_ptr->flags3 & RF3_NO_SLEEP)
2271 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_SLEEP);
2273 /* No obvious effect */
2274 note = _("には効果がなかった。", " is unaffected.");
2279 /* Go to sleep (much) later */
2280 note = _("は眠り込んでしまった!", " falls asleep!");
2284 /* No "real" damage */
2290 /* Sleep (Use "dam" as "power") */
2291 case GF_STASIS_EVIL:
2293 if (seen) obvious = TRUE;
2295 /* Attempt a saving throw */
2296 if ((r_ptr->flags1 & RF1_UNIQUE) ||
2297 !(r_ptr->flags3 & RF3_EVIL) ||
2298 (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
2300 note = _("には効果がなかった。", " is unaffected.");
2305 /* Go to sleep (much) later */
2306 note = _("は動けなくなった!", " is suspended!");
2310 /* No "real" damage */
2315 /* Sleep (Use "dam" as "power") */
2318 if (seen) obvious = TRUE;
2320 /* Attempt a saving throw */
2321 if ((r_ptr->flags1 & RF1_UNIQUE) ||
2322 (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
2324 note = _("には効果がなかった。", " is unaffected.");
2329 /* Go to sleep (much) later */
2330 note = _("は動けなくなった!", " is suspended!");
2334 /* No "real" damage */
2343 vir = virtue_number(p_ptr, V_HARMONY);
2346 dam += p_ptr->virtues[vir-1]/10;
2349 vir = virtue_number(p_ptr, V_INDIVIDUALISM);
2352 dam -= p_ptr->virtues[vir-1]/20;
2355 if (seen) obvious = TRUE;
2357 /* Attempt a saving throw */
2358 if (common_saving_throw_charm(p_ptr, dam, m_ptr))
2362 /* No obvious effect */
2363 note = _("には効果がなかった。", " is unaffected.");
2366 if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
2368 else if (p_ptr->cursed & TRC_AGGRAVATE)
2370 note = _("はあなたに敵意を抱いている!", " hates you too much!");
2371 if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
2375 note = _("は突然友好的になったようだ!", " suddenly seems friendly!");
2378 chg_virtue(p_ptr, V_INDIVIDUALISM, -1);
2379 if (r_ptr->flags3 & RF3_ANIMAL)
2380 chg_virtue(p_ptr, V_NATURE, 1);
2383 /* No "real" damage */
2388 /* Control undead */
2389 case GF_CONTROL_UNDEAD:
2392 if (seen) obvious = TRUE;
2394 vir = virtue_number(p_ptr, V_UNLIFE);
2397 dam += p_ptr->virtues[vir-1]/10;
2400 vir = virtue_number(p_ptr, V_INDIVIDUALISM);
2403 dam -= p_ptr->virtues[vir-1]/20;
2406 /* Attempt a saving throw */
2407 if (common_saving_throw_control(p_ptr, dam, m_ptr) ||
2408 !(r_ptr->flags3 & RF3_UNDEAD))
2410 /* No obvious effect */
2411 note = _("には効果がなかった。", " is unaffected.");
2413 if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
2415 else if (p_ptr->cursed & TRC_AGGRAVATE)
2417 note = _("はあなたに敵意を抱いている!", " hates you too much!");
2418 if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
2422 note = _("は既にあなたの奴隷だ!", " is in your thrall!");
2426 /* No "real" damage */
2432 case GF_CONTROL_DEMON:
2435 if (seen) obvious = TRUE;
2437 vir = virtue_number(p_ptr, V_UNLIFE);
2440 dam += p_ptr->virtues[vir-1]/10;
2443 vir = virtue_number(p_ptr, V_INDIVIDUALISM);
2446 dam -= p_ptr->virtues[vir-1]/20;
2449 /* Attempt a saving throw */
2450 if (common_saving_throw_control(p_ptr, dam, m_ptr) ||
2451 !(r_ptr->flags3 & RF3_DEMON))
2453 /* No obvious effect */
2454 note = _("には効果がなかった。", " is unaffected.");
2456 if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
2458 else if (p_ptr->cursed & TRC_AGGRAVATE)
2460 note = _("はあなたに敵意を抱いている!", " hates you too much!");
2461 if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
2465 note = _("は既にあなたの奴隷だ!", " is in your thrall!");
2469 /* No "real" damage */
2475 case GF_CONTROL_ANIMAL:
2478 if (seen) obvious = TRUE;
2480 vir = virtue_number(p_ptr, V_NATURE);
2483 dam += p_ptr->virtues[vir-1]/10;
2486 vir = virtue_number(p_ptr, V_INDIVIDUALISM);
2489 dam -= p_ptr->virtues[vir-1]/20;
2492 /* Attempt a saving throw */
2493 if (common_saving_throw_control(p_ptr, dam, m_ptr) ||
2494 !(r_ptr->flags3 & RF3_ANIMAL))
2497 /* No obvious effect */
2498 note = _("には効果がなかった。", " is unaffected.");
2500 if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
2502 else if (p_ptr->cursed & TRC_AGGRAVATE)
2504 note = _("はあなたに敵意を抱いている!", " hates you too much!");
2505 if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
2509 note = _("はなついた。", " is tamed!");
2511 if (r_ptr->flags3 & RF3_ANIMAL)
2512 chg_virtue(p_ptr, V_NATURE, 1);
2515 /* No "real" damage */
2521 case GF_CHARM_LIVING:
2525 vir = virtue_number(p_ptr, V_UNLIFE);
2526 if (seen) obvious = TRUE;
2528 vir = virtue_number(p_ptr, V_UNLIFE);
2531 dam -= p_ptr->virtues[vir-1]/10;
2534 vir = virtue_number(p_ptr, V_INDIVIDUALISM);
2537 dam -= p_ptr->virtues[vir-1]/20;
2540 msg_format(_("%sを見つめた。", "You stare into %s."), m_name);
2542 /* Attempt a saving throw */
2543 if (common_saving_throw_charm(p_ptr, dam, m_ptr) ||
2544 !monster_living(m_ptr->r_idx))
2547 /* No obvious effect */
2548 note = _("には効果がなかった。", " is unaffected.");
2550 if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
2552 else if (p_ptr->cursed & TRC_AGGRAVATE)
2554 note = _("はあなたに敵意を抱いている!", " hates you too much!");
2555 if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
2559 note = _("を支配した。", " is tamed!");
2561 if (r_ptr->flags3 & RF3_ANIMAL)
2562 chg_virtue(p_ptr, V_NATURE, 1);
2565 /* No "real" damage */
2570 /* Confusion (Use "dam" as "power") */
2573 if (seen) obvious = TRUE;
2575 /* Get confused later */
2576 do_conf = damroll(3, (dam / 2)) + 1;
2578 /* Attempt a saving throw */
2579 if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
2580 (r_ptr->flags3 & (RF3_NO_CONF)) ||
2581 (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
2583 /* Memorize a flag */
2584 if (r_ptr->flags3 & (RF3_NO_CONF))
2586 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
2592 /* No obvious effect */
2593 note = _("には効果がなかった。", " is unaffected.");
2597 /* No "real" damage */
2604 if (seen) obvious = TRUE;
2606 do_stun = damroll((caster_lev / 20) + 3 , (dam)) + 1;
2608 /* Attempt a saving throw */
2609 if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
2610 (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
2615 /* No obvious effect */
2616 note = _("には効果がなかった。", " is unaffected.");
2620 /* No "real" damage */
2625 /* Lite, but only hurts susceptible creatures */
2634 if (r_ptr->flags3 & (RF3_HURT_LITE))
2636 /* Obvious effect */
2637 if (seen) obvious = TRUE;
2639 /* Memorize the effects */
2640 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_LITE);
2642 /* Special effect */
2643 note = _("は光に身をすくめた!", " cringes from the light!");
2644 note_dies = _("は光を受けてしぼんでしまった!", " shrivels away in the light!");
2647 /* Normally no damage */
2659 /* Lite -- opposite of Dark */
2662 if (seen) obvious = TRUE;
2664 if (r_ptr->flagsr & RFR_RES_LITE)
2666 note = _("には耐性がある!", " resists!");
2667 dam *= 2; dam /= (randint1(6)+6);
2668 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_LITE);
2670 else if (r_ptr->flags3 & (RF3_HURT_LITE))
2672 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_LITE);
2673 note = _("は光に身をすくめた!", " cringes from the light!");
2674 note_dies = _("は光を受けてしぼんでしまった!", " shrivels away in the light!");
2681 /* Dark -- opposite of Lite */
2684 if (seen) obvious = TRUE;
2686 if (r_ptr->flagsr & RFR_RES_DARK)
2688 note = _("には耐性がある!", " resists!");
2689 dam *= 2; dam /= (randint1(6)+6);
2690 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_DARK);
2699 /* Hurt by rock remover */
2700 if (r_ptr->flags3 & (RF3_HURT_ROCK))
2703 if (seen) obvious = TRUE;
2705 /* Memorize the effects */
2706 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_ROCK);
2708 /* Cute little message */
2709 note = _("の皮膚がただれた!", " loses some skin!");
2710 note_dies = _("はドロドロに溶けた!", " dissolves!");
2713 /* Usually, ignore the effects */
2724 /* Teleport undead (Use "dam" as "power") */
2725 case GF_AWAY_UNDEAD:
2727 /* Only affect undead */
2728 if (r_ptr->flags3 & (RF3_UNDEAD))
2730 bool resists_tele = FALSE;
2732 if (r_ptr->flagsr & RFR_RES_TELE)
2734 if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
2736 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2737 note = _("には効果がなかった。", " is unaffected.");
2738 resists_tele = TRUE;
2740 else if (r_ptr->level > randint1(100))
2742 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2743 note = _("には耐性がある!", " resists!");
2744 resists_tele = TRUE;
2750 if (seen) obvious = TRUE;
2751 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_UNDEAD);
2763 /* No "real" damage */
2769 /* Teleport evil (Use "dam" as "power") */
2772 /* Only affect evil */
2773 if (r_ptr->flags3 & (RF3_EVIL))
2775 bool resists_tele = FALSE;
2777 if (r_ptr->flagsr & RFR_RES_TELE)
2779 if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
2781 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2782 note = _("には効果がなかった。", " is unaffected.");
2783 resists_tele = TRUE;
2785 else if (r_ptr->level > randint1(100))
2787 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2788 note = _("には耐性がある!", " resists!");
2789 resists_tele = TRUE;
2795 if (seen) obvious = TRUE;
2796 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_EVIL);
2808 /* No "real" damage */
2814 /* Teleport monster (Use "dam" as "power") */
2817 bool resists_tele = FALSE;
2818 if (r_ptr->flagsr & RFR_RES_TELE)
2820 if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
2822 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2823 note = _("には効果がなかった。", " is unaffected.");
2824 resists_tele = TRUE;
2826 else if (r_ptr->level > randint1(100))
2828 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2829 note = _("には耐性がある!", " resists!");
2830 resists_tele = TRUE;
2836 if (seen) obvious = TRUE;
2838 /* Prepare to teleport */
2842 /* No "real" damage */
2848 /* Turn undead (Use "dam" as "power") */
2849 case GF_TURN_UNDEAD:
2851 /* Only affect undead */
2852 if (r_ptr->flags3 & (RF3_UNDEAD))
2854 if (seen) obvious = TRUE;
2856 /* Learn about type */
2857 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_UNDEAD);
2859 /* Apply some fear */
2860 do_fear = damroll(3, (dam / 2)) + 1;
2862 /* Attempt a saving throw */
2863 if (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10)
2865 /* No obvious effect */
2866 note = _("には効果がなかった。", " is unaffected.");
2879 /* No "real" damage */
2885 /* Turn evil (Use "dam" as "power") */
2888 /* Only affect evil */
2889 if (r_ptr->flags3 & (RF3_EVIL))
2891 if (seen) obvious = TRUE;
2893 /* Learn about type */
2894 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_EVIL);
2896 /* Apply some fear */
2897 do_fear = damroll(3, (dam / 2)) + 1;
2899 /* Attempt a saving throw */
2900 if (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10)
2902 /* No obvious effect */
2903 note = _("には効果がなかった。", " is unaffected.");
2916 /* No "real" damage */
2922 /* Turn monster (Use "dam" as "power") */
2925 if (seen) obvious = TRUE;
2927 /* Apply some fear */
2928 do_fear = damroll(3, (dam / 2)) + 1;
2930 /* Attempt a saving throw */
2931 if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
2932 (r_ptr->flags3 & (RF3_NO_FEAR)) ||
2933 (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
2935 /* No obvious effect */
2936 note = _("には効果がなかった。", " is unaffected.");
2941 /* No "real" damage */
2948 case GF_DISP_UNDEAD:
2950 /* Only affect undead */
2951 if (r_ptr->flags3 & (RF3_UNDEAD))
2953 if (seen) obvious = TRUE;
2955 /* Learn about type */
2956 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_UNDEAD);
2958 note = _("は身震いした。", " shudders.");
2959 note_dies = _("はドロドロに溶けた!", " dissolves!");
2979 /* Only affect evil */
2980 if (r_ptr->flags3 & (RF3_EVIL))
2982 if (seen) obvious = TRUE;
2984 /* Learn about type */
2985 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_EVIL);
2987 note = _("は身震いした。", " shudders.");
2988 note_dies = _("はドロドロに溶けた!", " dissolves!");
3007 /* Only affect good */
3008 if (r_ptr->flags3 & (RF3_GOOD))
3010 if (seen) obvious = TRUE;
3012 /* Learn about type */
3013 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_GOOD);
3015 note = _("は身震いした。", " shudders.");
3016 note_dies = _("はドロドロに溶けた!", " dissolves!");
3033 case GF_DISP_LIVING:
3035 /* Only affect non-undead */
3036 if (monster_living(m_ptr->r_idx))
3038 if (seen) obvious = TRUE;
3040 note = _("は身震いした。", " shudders.");
3041 note_dies = _("はドロドロに溶けた!", " dissolves!");
3060 /* Only affect demons */
3061 if (r_ptr->flags3 & (RF3_DEMON))
3063 if (seen) obvious = TRUE;
3065 /* Learn about type */
3066 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_DEMON);
3068 note = _("は身震いした。", " shudders.");
3069 note_dies = _("はドロドロに溶けた!", " dissolves!");
3085 /* Dispel monster */
3088 if (seen) obvious = TRUE;
3089 note = _("は身震いした。", " shudders.");
3090 note_dies = _("はドロドロに溶けた!", " dissolves!");
3097 if (seen) obvious = TRUE;
3098 if ((r_ptr->flags4 & ~(RF4_NOMAGIC_MASK)) || (r_ptr->a_ability_flags1 & ~(RF5_NOMAGIC_MASK)) || (r_ptr->a_ability_flags2 & ~(RF6_NOMAGIC_MASK)))
3102 /* Heal the monster */
3103 if (caster_ptr->hp < caster_ptr->maxhp)
3106 caster_ptr->hp += dam;
3107 if (caster_ptr->hp > caster_ptr->maxhp) caster_ptr->hp = caster_ptr->maxhp;
3109 /* Redraw (later) if needed */
3110 if (p_ptr->health_who == who) p_ptr->redraw |= (PR_HEALTH);
3111 if (p_ptr->riding == who) p_ptr->redraw |= (PR_UHEALTH);
3113 /* Special message */
3116 monster_desc(killer, caster_ptr, 0);
3117 msg_format(_("%^sは気分が良さそうだ。", "%^s appears healthier."), killer);
3123 msg_format(_("%sから精神エネルギーを吸いとった。", "You draw psychic energy from %s."), m_name);
3124 (void)hp_player(p_ptr, dam);
3129 if (see_s_msg) msg_format(_("%sには効果がなかった。", "%s is unaffected."), m_name);
3138 if (seen) obvious = TRUE;
3139 if (!who) msg_format(_("%sをじっと睨んだ。", "You gaze intently at %s."), m_name);
3140 /* Attempt a saving throw */
3141 if ((r_ptr->flags1 & RF1_UNIQUE) ||
3142 (r_ptr->flags3 & RF3_NO_CONF) ||
3143 (r_ptr->level > randint1((caster_lev - 10) < 1 ? 1 : (caster_lev - 10)) + 10))
3145 /* Memorize a flag */
3146 if (r_ptr->flags3 & (RF3_NO_CONF))
3148 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
3150 note = _("には効果がなかった。", " is unaffected.");
3153 else if (r_ptr->flags2 & RF2_EMPTY_MIND)
3155 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
3156 note = _("には完全な耐性がある!", " is immune.");
3159 else if (r_ptr->flags2 & RF2_WEIRD_MIND)
3161 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
3162 note = _("には耐性がある。", " resists.");
3167 note = _("は精神攻撃を食らった。", " is blasted by psionic energy.");
3168 note_dies = _("の精神は崩壊し、肉体は抜け殻となった。", " collapses, a mindless husk.");
3170 if (who > 0) do_conf = randint0(4) + 4;
3171 else do_conf = randint0(8) + 8;
3177 case GF_BRAIN_SMASH:
3179 if (seen) obvious = TRUE;
3180 if (!who) msg_format(_("%sをじっと睨んだ。", "You gaze intently at %s."), m_name);
3182 /* Attempt a saving throw */
3183 if ((r_ptr->flags1 & RF1_UNIQUE) ||
3184 (r_ptr->flags3 & RF3_NO_CONF) ||
3185 (r_ptr->level > randint1((caster_lev - 10) < 1 ? 1 : (caster_lev - 10)) + 10))
3187 /* Memorize a flag */
3188 if (r_ptr->flags3 & (RF3_NO_CONF))
3190 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
3192 note = _("には効果がなかった。", " is unaffected.");
3195 else if (r_ptr->flags2 & RF2_EMPTY_MIND)
3197 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
3198 note = _("には完全な耐性がある!", " is immune.");
3201 else if (r_ptr->flags2 & RF2_WEIRD_MIND)
3203 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
3204 note = _("には耐性がある!", " resists!");
3209 note = _("は精神攻撃を食らった。", " is blasted by psionic energy.");
3210 note_dies = _("の精神は崩壊し、肉体は抜け殻となった。", " collapses, a mindless husk.");
3214 do_conf = randint0(4) + 4;
3215 do_stun = randint0(4) + 4;
3219 do_conf = randint0(8) + 8;
3220 do_stun = randint0(8) + 8;
3222 (void)set_monster_slow(g_ptr->m_idx, MON_SLOW(m_ptr) + 10);
3230 if (seen) obvious = TRUE;
3231 if (!who) msg_format(_("%sを指差して呪いをかけた。", "You point at %s and curse."), m_name);
3232 /* Attempt a saving throw */
3233 if (randint0(100 + (caster_lev / 2)) < (r_ptr->level + 35))
3235 note = _("には効果がなかった。", " is unaffected.");
3244 if (seen) obvious = TRUE;
3245 if (!who) msg_format(_("%sを指差して恐ろしげに呪いをかけた。", "You point at %s and curse horribly."), m_name);
3246 /* Attempt a saving throw */
3247 if (randint0(100 + (caster_lev / 2)) < (r_ptr->level + 35))
3249 note = _("には効果がなかった。", " is unaffected.");
3258 if (seen) obvious = TRUE;
3259 if (!who) msg_format(_("%sを指差し、恐ろしげに呪文を唱えた!", "You point at %s, incanting terribly!"), m_name);
3260 /* Attempt a saving throw */
3261 if (randint0(100 + (caster_lev / 2)) < (r_ptr->level + 35))
3263 note = _("には効果がなかった。", " is unaffected.");
3272 if (seen) obvious = TRUE;
3274 msg_format(_("%sの秘孔を突いて、「お前は既に死んでいる」と叫んだ。",
3275 "You point at %s, screaming the word, 'DIE!'."), m_name);
3276 /* Attempt a saving throw */
3277 if ((randint0(100 + (caster_lev / 2)) < (r_ptr->level + 35)) && ((who <= 0) || (caster_ptr->r_idx != MON_KENSHIROU)))
3279 note = _("には効果がなかった。", " is unaffected.");
3288 if (seen) obvious = TRUE;
3289 if (r_ptr->flags1 & RF1_UNIQUE)
3291 note = _("には効果がなかった。", " is unaffected.");
3296 if ((who > 0) ? ((caster_lev + randint1(dam)) > (r_ptr->level + 10 + randint1(20))) :
3297 (((caster_lev / 2) + randint1(dam)) > (r_ptr->level + randint1(200))))
3299 dam = ((40 + randint1(20)) * m_ptr->hp) / 100;
3301 if (m_ptr->hp < dam) dam = m_ptr->hp - 1;
3305 note = _("は耐性を持っている!", "resists!");
3312 /* Capture monster */
3316 if ((p_ptr->inside_quest && (quest[p_ptr->inside_quest].type == QUEST_TYPE_KILL_ALL) && !is_pet(m_ptr)) ||
3317 (r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flags7 & (RF7_NAZGUL)) || (r_ptr->flags7 & (RF7_UNIQUE2)) || (r_ptr->flags1 & RF1_QUESTOR) || m_ptr->parent_m_idx)
3319 msg_format(_("%sには効果がなかった。", "%s is unaffected."), m_name);
3324 if (is_pet(m_ptr)) nokori_hp = m_ptr->maxhp * 4L;
3325 else if ((p_ptr->pclass == CLASS_BEASTMASTER) && monster_living(m_ptr->r_idx))
3326 nokori_hp = m_ptr->maxhp * 3 / 10;
3328 nokori_hp = m_ptr->maxhp * 3 / 20;
3330 if (m_ptr->hp >= nokori_hp)
3332 msg_format(_("もっと弱らせないと。", "You need to weaken %s more."), m_name);
3335 else if (m_ptr->hp < randint0(nokori_hp))
3337 if (m_ptr->mflag2 & MFLAG2_CHAMELEON) choose_new_monster(g_ptr->m_idx, FALSE, MON_CHAMELEON);
3338 msg_format(_("%sを捕えた!", "You capture %^s!"), m_name);
3339 cap_mon = m_ptr->r_idx;
3340 cap_mspeed = m_ptr->mspeed;
3342 cap_maxhp = m_ptr->max_maxhp;
3343 cap_nickname = m_ptr->nickname; /* Quark transfer */
3344 if (g_ptr->m_idx == p_ptr->riding)
3346 if (rakuba(p_ptr, -1, FALSE))
3348 msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name);
3352 delete_monster_idx(g_ptr->m_idx);
3358 msg_format(_("うまく捕まえられなかった。", "You failed to capture %s."), m_name);
3364 /* Attack (Use "dam" as attack type) */
3367 /* Return this monster's death */
3368 return py_attack(p_ptr, y, x, dam);
3371 /* Sleep (Use "dam" as "power") */
3377 if (seen) obvious = TRUE;
3378 if (r_ptr->flags2 & RF2_EMPTY_MIND)
3380 note = _("には効果がなかった。", " is unaffected.");
3383 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
3386 if (MON_CSLEEP(m_ptr))
3388 note = _("には効果がなかった。", " is unaffected.");
3394 if (one_in_(5)) effect = 1;
3395 else if (one_in_(4)) effect = 2;
3396 else if (one_in_(3)) effect = 3;
3401 /* Powerful monsters can resist */
3402 if ((r_ptr->flags1 & RF1_UNIQUE) ||
3403 (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
3405 note = _("には効果がなかった。", " is unaffected.");
3409 /* Normal monsters slow down */
3412 if (set_monster_slow(g_ptr->m_idx, MON_SLOW(m_ptr) + 50))
3414 note = _("の動きが遅くなった。", " starts moving slower.");
3419 else if (effect == 2)
3421 do_stun = damroll((p_ptr->lev / 10) + 3 , (dam)) + 1;
3423 /* Attempt a saving throw */
3424 if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
3425 (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
3430 /* No obvious effect */
3431 note = _("には効果がなかった。", " is unaffected.");
3436 else if (effect == 3)
3438 /* Attempt a saving throw */
3439 if ((r_ptr->flags1 & RF1_UNIQUE) ||
3440 (r_ptr->flags3 & RF3_NO_SLEEP) ||
3441 (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
3443 /* Memorize a flag */
3444 if (r_ptr->flags3 & RF3_NO_SLEEP)
3446 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_SLEEP);
3449 /* No obvious effect */
3450 note = _("には効果がなかった。", " is unaffected.");
3455 /* Go to sleep (much) later */
3456 note = _("は眠り込んでしまった!", " falls asleep!");
3463 note = _("には効果がなかった。", " is unaffected.");
3466 /* No "real" damage */
3474 if (seen) obvious = TRUE;
3475 if (genocide_aux(g_ptr->m_idx, dam, !who, (r_ptr->level + 1) / 2, _("モンスター消滅", "Genocide One")))
3477 if (seen_msg) msg_format(_("%sは消滅した!", "%^s disappered!"), m_name);
3478 chg_virtue(p_ptr, V_VITALITY, -1);
3488 if (!who) msg_format(_("%sを写真に撮った。", "You take a photograph of %s."), m_name);
3490 if (r_ptr->flags3 & (RF3_HURT_LITE))
3492 /* Obvious effect */
3493 if (seen) obvious = TRUE;
3495 /* Memorize the effects */
3496 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_LITE);
3498 /* Special effect */
3499 note = _("は光に身をすくめた!", " cringes from the light!");
3500 note_dies = _("は光を受けてしぼんでしまった!", " shrivels away in the light!");
3503 /* Normally no damage */
3510 photo = m_ptr->r_idx;
3517 case GF_BLOOD_CURSE:
3519 if (seen) obvious = TRUE;
3525 bool success = FALSE;
3526 if (seen) obvious = TRUE;
3528 if ((r_ptr->flags3 & (RF3_GOOD)) && !p_ptr->inside_arena)
3530 if (r_ptr->flags3 & (RF3_NO_CONF)) dam -= 50;
3531 if (dam < 1) dam = 1;
3533 /* No need to tame your pet */
3536 note = _("の動きが速くなった。", " starts moving faster.");
3537 (void)set_monster_fast(g_ptr->m_idx, MON_FAST(m_ptr) + 100);
3541 /* Attempt a saving throw */
3542 else if ((r_ptr->flags1 & (RF1_QUESTOR)) ||
3543 (r_ptr->flags1 & (RF1_UNIQUE)) ||
3544 (m_ptr->mflag2 & MFLAG2_NOPET) ||
3545 (p_ptr->cursed & TRC_AGGRAVATE) ||
3546 ((r_ptr->level+10) > randint1(dam)))
3549 if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
3553 note = _("を支配した。", " is tamed!");
3555 (void)set_monster_fast(g_ptr->m_idx, MON_FAST(m_ptr) + 100);
3557 /* Learn about type */
3558 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_GOOD);
3565 if (!(r_ptr->flags3 & RF3_NO_FEAR))
3567 do_fear = randint1(90)+10;
3569 else if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_FEAR);
3572 /* No "real" damage */
3579 if (seen) obvious = TRUE;
3580 /* Attempt a saving throw */
3581 if (randint0(100 + dam) < (r_ptr->level + 50))
3583 note = _("には効果がなかった。", " is unaffected.");
3603 /* Absolutely no effect */
3604 if (skipped) return (FALSE);
3606 /* "Unique" monsters cannot be polymorphed */
3607 if (r_ptr->flags1 & (RF1_UNIQUE)) do_poly = FALSE;
3609 /* Quest monsters cannot be polymorphed */
3610 if (r_ptr->flags1 & RF1_QUESTOR) do_poly = FALSE;
3612 if (p_ptr->riding && (g_ptr->m_idx == p_ptr->riding)) do_poly = FALSE;
3614 /* "Unique" and "quest" monsters can only be "killed" by the player. */
3615 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->phase_out)
3617 if (who && (dam > m_ptr->hp)) dam = m_ptr->hp;
3622 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(p_ptr, V_COMPASSION, -1);
3623 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(p_ptr, V_HONOUR, -1);
3626 /* Modify the damage */
3628 dam = mon_damage_mod(m_ptr, dam, (bool)(typ == GF_PSY_SPEAR));
3629 if ((tmp > 0) && (dam == 0)) note = _("はダメージを受けていない。", " is unharmed.");
3631 /* Check for death */
3632 if (dam > m_ptr->hp)
3634 /* Extract method of death */
3639 /* Sound and Impact resisters never stun */
3641 !(r_ptr->flagsr & (RFR_RES_SOUN | RFR_RES_WALL)) &&
3642 !(r_ptr->flags3 & RF3_NO_STUN))
3644 if (seen) obvious = TRUE;
3647 if (MON_STUNNED(m_ptr))
3649 note = _("はひどくもうろうとした。", " is more dazed.");
3650 tmp = MON_STUNNED(m_ptr) + (do_stun / 2);
3654 note = _("はもうろうとした。", " is dazed.");
3659 (void)set_monster_stunned(g_ptr->m_idx, tmp);
3665 /* Confusion and Chaos resisters (and sleepers) never confuse */
3667 !(r_ptr->flags3 & RF3_NO_CONF) &&
3668 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
3670 if (seen) obvious = TRUE;
3672 /* Already partially confused */
3673 if (MON_CONFUSED(m_ptr))
3675 note = _("はさらに混乱したようだ。", " looks more confused.");
3676 tmp = MON_CONFUSED(m_ptr) + (do_conf / 2);
3679 /* Was not confused */
3682 note = _("は混乱したようだ。", " looks confused.");
3686 /* Apply confusion */
3687 (void)set_monster_confused(g_ptr->m_idx, tmp);
3695 if (seen) obvious = TRUE;
3697 if (do_time >= m_ptr->maxhp) do_time = m_ptr->maxhp - 1;
3701 note = _("は弱くなったようだ。", " seems weakened.");
3702 m_ptr->maxhp -= do_time;
3703 if ((m_ptr->hp - dam) > m_ptr->maxhp) dam = m_ptr->hp - m_ptr->maxhp;
3708 /* Mega-Hack -- Handle "polymorph" -- monsters get a saving throw */
3709 if (do_poly && (randint1(90) > r_ptr->level))
3711 if (polymorph_monster(p_ptr, y, x))
3713 if (seen) obvious = TRUE;
3715 /* Monster polymorphs */
3716 note = _("が変身した!", " changes!");
3718 /* Turn off the damage */
3724 note = _("には効果がなかった。", " is unaffected.");
3727 /* Hack -- Get new monster */
3728 m_ptr = &p_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
3730 /* Hack -- Get new race */
3731 r_ptr = &r_info[m_ptr->r_idx];
3734 /* Handle "teleport" */
3737 if (seen) obvious = TRUE;
3739 note = _("が消え去った!", " disappears!");
3741 if (!who) chg_virtue(p_ptr, V_VALOUR, -1);
3744 teleport_away(p_ptr, g_ptr->m_idx, do_dist,
3745 (!who ? TELEPORT_DEC_VALOUR : 0L) | TELEPORT_PASSIVE);
3747 /* Hack -- get new location */
3751 /* Hack -- get new grid */
3752 g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
3759 (void)set_monster_monfear(g_ptr->m_idx, MON_MONFEAR(m_ptr) + do_fear);
3766 if (typ == GF_DRAIN_MANA)
3768 /* Drain mana does nothing */
3771 /* If another monster did the damage, hurt the monster by hand */
3774 /* Redraw (later) if needed */
3775 if (p_ptr->health_who == g_ptr->m_idx) p_ptr->redraw |= (PR_HEALTH);
3776 if (p_ptr->riding == g_ptr->m_idx) p_ptr->redraw |= (PR_UHEALTH);
3778 /* Wake the monster up */
3779 (void)set_monster_csleep(g_ptr->m_idx, 0);
3781 /* Hurt the monster */
3789 if (is_pet(m_ptr) && !(m_ptr->ml))
3792 /* Give detailed messages if destroyed */
3795 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
3798 msg_format("%^s%s", m_name, note);
3802 p_ptr->current_floor_ptr->monster_noise = TRUE;
3806 if (who > 0) monster_gain_exp(who, m_ptr->r_idx);
3808 /* Generate treasure, etc */
3809 monster_death(g_ptr->m_idx, FALSE);
3812 delete_monster_idx(g_ptr->m_idx);
3816 msg_print(_("少し悲しい気分がした。", "You feel sad for a moment."));
3820 /* Damaged monster */
3823 /* Give detailed messages if visible or destroyed */
3824 if (note && seen_msg) msg_format("%^s%s", m_name, note);
3826 /* Hack -- Pain message */
3829 message_pain(g_ptr->m_idx, dam);
3833 p_ptr->current_floor_ptr->monster_noise = TRUE;
3836 /* Hack -- handle sleep */
3837 if (do_sleep) (void)set_monster_csleep(g_ptr->m_idx, do_sleep);
3841 else if (heal_leper)
3843 if (seen_msg) msg_print(_("不潔な病人は病気が治った!", "The Mangy looking leper is healed!"));
3845 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
3847 char m2_name[MAX_NLEN];
3849 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
3850 exe_write_diary(p_ptr, NIKKI_NAMED_PET, RECORD_NAMED_PET_HEAL_LEPER, m2_name);
3853 delete_monster_idx(g_ptr->m_idx);
3856 /* If the player did it, give him experience, check fear */
3861 /* Hurt the monster, check for fear and death */
3862 if (mon_take_hit(g_ptr->m_idx, dam, &fear, note_dies))
3867 /* Damaged monster */
3870 /* HACK - anger the monster before showing the sleep message */
3871 if (do_sleep) anger_monster(m_ptr);
3873 /* Give detailed messages if visible or destroyed */
3874 if (note && seen_msg)
3875 msg_format(_("%s%s", "%^s%s"), m_name, note);
3877 /* Hack -- Pain message */
3878 else if (known && (dam || !do_fear))
3880 message_pain(g_ptr->m_idx, dam);
3883 /* Anger monsters */
3884 if (((dam > 0) || get_angry) && !do_sleep)
3885 anger_monster(m_ptr);
3887 if ((fear || do_fear) && seen)
3890 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
3893 /* Hack -- handle sleep */
3894 if (do_sleep) (void)set_monster_csleep(g_ptr->m_idx, do_sleep);
3898 if ((typ == GF_BLOOD_CURSE) && one_in_(4))
3900 blood_curse_to_enemy(who);
3903 if (p_ptr->phase_out)
3905 p_ptr->health_who = g_ptr->m_idx;
3906 p_ptr->redraw |= (PR_HEALTH);
3910 /* Verify this code */
3911 if (m_ptr->r_idx) update_monster(g_ptr->m_idx, FALSE);
3913 /* Redraw the monster grid */
3916 /* Update monster recall window */
3917 if ((p_ptr->monster_race_idx == m_ptr->r_idx) && (seen || !m_ptr->r_idx))
3919 p_ptr->window |= (PW_MONSTER);
3922 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr))
3926 if (!(flg & PROJECT_NO_HANGEKI))
3928 set_target(m_ptr, monster_target_y, monster_target_x);
3931 else if ((who > 0) && is_pet(caster_ptr) && !player_bold(p_ptr, m_ptr->target_y, m_ptr->target_x))
3933 set_target(m_ptr, caster_ptr->fy, caster_ptr->fx);
3937 if (p_ptr->riding && (p_ptr->riding == g_ptr->m_idx) && (dam > 0))
3939 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
3940 rakubadam_m = (dam > 200) ? 200 : dam;
3950 /* Prepare to make a Blade of Chaos */
3951 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_PHOTO));
3953 q_ptr->pval = photo;
3955 /* Mark the item as fully known */
3956 q_ptr->ident |= (IDENT_MENTAL);
3957 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
3965 /* Return "Anything seen?" */
3970 * @brief 汎用的なビーム/ボルト/ボール系によるプレイヤーへの効果処理 / Helper function for "project()" below.
3971 * @param who 魔法を発動したモンスター(0ならばプレイヤー) / Index of "source" monster (zero for "player")
3972 * @param who_name 効果を起こしたモンスターの名前
3973 * @param r 効果半径(ビーム/ボルト = 0 / ボール = 1以上) / Radius of explosion (0 = beam/bolt, 1 to 9 = ball)
3974 * @param y 目標Y座標 / Target y location (or location to travel "towards")
3975 * @param x 目標X座標 / Target x location (or location to travel "towards")
3976 * @param dam 基本威力 / Base damage roll to apply to affected monsters (or player)
3977 * @param typ 効果属性 / Type of damage to apply to monsters (and objects)
3979 * @param monspell 効果元のモンスター魔法ID
3980 * @return 何か一つでも効力があればTRUEを返す / TRUE if any "effects" of the projection were observed, else FALSE
3982 * Handle a beam/bolt/ball causing damage to the player.
3983 * This routine takes a "source monster" (by index), a "distance", a default
3984 * "damage", and a "damage type". See "project_m()" above.
3985 * If "rad" is non-zero, then the blast was centered elsewhere, and the damage
3986 * is reduced (see "project_m()" above). This can happen if a monster breathes
3987 * at the player and hits a wall instead.
3988 * NOTE (Zangband): 'Bolt' attacks can be reflected back, so we need
3989 * to know if this is actually a ball or a bolt spell
3990 * We return "TRUE" if any "obvious" effects were observed. XXX XXX Actually,
3991 * we just assume that the effects were obvious, for historical reasons.
3993 static bool project_p(MONSTER_IDX who, player_type *target_ptr, concptr who_name, int r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ, BIT_FLAGS flg, int monspell)
3998 /* Hack -- assume obvious */
3999 bool obvious = TRUE;
4001 /* Player blind-ness */
4002 bool blind = (target_ptr->blind ? TRUE : FALSE);
4004 /* Player needs a "description" (he is blind) */
4007 /* Source monster */
4008 monster_type *m_ptr = NULL;
4010 /* Monster name (for attacks) */
4011 GAME_TEXT m_name[MAX_NLEN];
4013 /* Monster name (for damage) */
4016 /* Hack -- messages */
4022 /* Player is not here */
4023 if (!player_bold(p_ptr, y, x)) return (FALSE);
4025 if ((target_ptr->special_defense & NINJA_KAWARIMI) && dam && (randint0(55) < (target_ptr->lev * 3 / 5 + 20)) && who && (who != target_ptr->riding))
4027 if (kawarimi(TRUE)) return FALSE;
4030 /* Player cannot hurt himself */
4031 if (!who) return (FALSE);
4032 if (who == target_ptr->riding) return (FALSE);
4034 if ((target_ptr->reflect || ((target_ptr->special_defense & KATA_FUUJIN) && !target_ptr->blind)) && (flg & PROJECT_REFLECTABLE) && !one_in_(10))
4037 int max_attempts = 10;
4038 sound(SOUND_REFLECT);
4041 msg_print(_("何かが跳ね返った!", "Something bounces!"));
4042 else if (target_ptr->special_defense & KATA_FUUJIN)
4043 msg_print(_("風の如く武器を振るって弾き返した!", "The attack bounces!"));
4045 msg_print(_("攻撃が跳ね返った!", "The attack bounces!"));
4048 /* Choose 'new' target */
4053 t_y = target_ptr->current_floor_ptr->m_list[who].fy - 1 + randint1(3);
4054 t_x = target_ptr->current_floor_ptr->m_list[who].fx - 1 + randint1(3);
4056 } while (max_attempts && in_bounds2u(target_ptr->current_floor_ptr, t_y, t_x) && !projectable(target_ptr->current_floor_ptr, target_ptr->y, target_ptr->x, t_y, t_x));
4058 if (max_attempts < 1)
4060 t_y = target_ptr->current_floor_ptr->m_list[who].fy;
4061 t_x = target_ptr->current_floor_ptr->m_list[who].fx;
4066 t_y = target_ptr->y - 1 + randint1(3);
4067 t_x = target_ptr->x - 1 + randint1(3);
4070 project(0, 0, t_y, t_x, dam, typ, (PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE), monspell);
4072 disturb(target_ptr, TRUE, TRUE);
4076 /* Limit maximum damage */
4077 if (dam > 1600) dam = 1600;
4079 /* Reduce damage by distance */
4080 dam = (dam + r) / (r + 1);
4083 /* If the player is blind, be more descriptive */
4084 if (blind) fuzzy = TRUE;
4089 m_ptr = &target_ptr->current_floor_ptr->m_list[who];
4090 rlev = (((&r_info[m_ptr->r_idx])->level >= 1) ? (&r_info[m_ptr->r_idx])->level : 1);
4091 monster_desc(m_name, m_ptr, 0);
4093 /* Get the monster's real name (gotten before polymorph!) */
4094 strcpy(killer, who_name);
4100 case PROJECT_WHO_UNCTRL_POWER:
4101 strcpy(killer, _("制御できない力の氾流", "uncontrollable power storm"));
4104 case PROJECT_WHO_GLASS_SHARDS:
4105 strcpy(killer, _("ガラスの破片", "shards of glass"));
4109 strcpy(killer, _("罠", "a trap"));
4112 strcpy(m_name, killer);
4115 /* Analyze the damage */
4118 /* Standard damage -- hurts target_ptr->inventory_list too */
4121 if (fuzzy) msg_print(_("酸で攻撃された!", "You are hit by acid!"));
4122 get_damage = acid_dam(dam, killer, monspell, FALSE);
4126 /* Standard damage -- hurts target_ptr->inventory_list too */
4129 if (fuzzy) msg_print(_("火炎で攻撃された!", "You are hit by fire!"));
4130 get_damage = fire_dam(dam, killer, monspell, FALSE);
4134 /* Standard damage -- hurts target_ptr->inventory_list too */
4137 if (fuzzy) msg_print(_("冷気で攻撃された!", "You are hit by cold!"));
4138 get_damage = cold_dam(dam, killer, monspell, FALSE);
4142 /* Standard damage -- hurts target_ptr->inventory_list too */
4145 if (fuzzy) msg_print(_("電撃で攻撃された!", "You are hit by lightning!"));
4146 get_damage = elec_dam(dam, killer, monspell, FALSE);
4150 /* Standard damage -- also poisons player */
4153 bool double_resist = IS_OPPOSE_POIS();
4154 if (fuzzy) msg_print(_("毒で攻撃された!", "You are hit by poison!"));
4156 if (target_ptr->resist_pois) dam = (dam + 2) / 3;
4157 if (double_resist) dam = (dam + 2) / 3;
4159 if ((!(double_resist || target_ptr->resist_pois)) && one_in_(HURT_CHANCE) && !CHECK_MULTISHADOW(target_ptr))
4161 do_dec_stat(target_ptr, A_CON);
4164 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4166 if (!(double_resist || target_ptr->resist_pois) && !CHECK_MULTISHADOW(target_ptr))
4168 set_poisoned(target_ptr, target_ptr->poisoned + randint0(dam) + 10);
4173 /* Standard damage -- also poisons / mutates player */
4176 bool double_resist = IS_OPPOSE_POIS();
4177 if (fuzzy) msg_print(_("放射能で攻撃された!", "You are hit by radiation!"));
4179 if (target_ptr->resist_pois) dam = (2 * dam + 2) / 5;
4180 if (double_resist) dam = (2 * dam + 2) / 5;
4181 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4182 if (!(double_resist || target_ptr->resist_pois) && !CHECK_MULTISHADOW(target_ptr))
4184 set_poisoned(target_ptr, target_ptr->poisoned + randint0(dam) + 10);
4186 if (one_in_(5)) /* 6 */
4188 msg_print(_("奇形的な変身を遂げた!", "You undergo a freakish metamorphosis!"));
4189 if (one_in_(4)) /* 4 */
4190 do_poly_self(target_ptr);
4192 status_shuffle(target_ptr);
4197 inven_damage(set_acid_destroy, 2);
4203 /* Standard damage */
4206 if (fuzzy) msg_print(_("何かで攻撃された!", "You are hit by something!"));
4207 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4211 /* Holy Orb -- Player only takes partial damage */
4214 if (fuzzy) msg_print(_("何かで攻撃された!", "You are hit by something!"));
4215 if (target_ptr->align > 10)
4217 else if (target_ptr->align < -10)
4219 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4225 if (fuzzy) msg_print(_("何かで攻撃された!", "You are hit by something!"));
4226 if (target_ptr->align > 10)
4228 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4232 /* Arrow -- XXX no dodging */
4237 msg_print(_("何か鋭いもので攻撃された!", "You are hit by something sharp!"));
4239 else if ((target_ptr->inventory_list[INVEN_RARM].name1 == ART_ZANTETSU) || (target_ptr->inventory_list[INVEN_LARM].name1 == ART_ZANTETSU))
4241 msg_print(_("矢を斬り捨てた!", "You cut down the arrow!"));
4244 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4248 /* Plasma -- XXX No resist */
4251 if (fuzzy) msg_print(_("何かとても熱いもので攻撃された!", "You are hit by something *HOT*!"));
4252 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4254 if (!target_ptr->resist_sound && !CHECK_MULTISHADOW(target_ptr))
4256 int plus_stun = (randint1((dam > 40) ? 35 : (dam * 3 / 4 + 5)));
4257 (void)set_stun(target_ptr, target_ptr->stun + plus_stun);
4260 if (!(target_ptr->resist_fire || IS_OPPOSE_FIRE() || target_ptr->immune_fire))
4262 inven_damage(set_acid_destroy, 3);
4268 /* Nether -- drain experience */
4271 if (fuzzy) msg_print(_("地獄の力で攻撃された!", "You are hit by nether forces!"));
4272 if (target_ptr->resist_neth)
4274 if (!PRACE_IS_(target_ptr, RACE_SPECTRE))
4276 dam *= 6; dam /= (randint1(4) + 7);
4279 else if (!CHECK_MULTISHADOW(target_ptr)) drain_exp(target_ptr, 200 + (target_ptr->exp / 100), 200 + (target_ptr->exp / 1000), 75);
4281 if (PRACE_IS_(target_ptr, RACE_SPECTRE) && !CHECK_MULTISHADOW(target_ptr))
4283 msg_print(_("気分がよくなった。", "You feel invigorated!"));
4284 hp_player(target_ptr, dam / 4);
4285 learn_spell(monspell);
4289 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4295 /* Water -- stun/confuse */
4298 if (fuzzy) msg_print(_("何か湿ったもので攻撃された!", "You are hit by something wet!"));
4299 if (!CHECK_MULTISHADOW(target_ptr))
4301 if (!target_ptr->resist_sound && !target_ptr->resist_water)
4303 set_stun(target_ptr, target_ptr->stun + randint1(40));
4305 if (!target_ptr->resist_conf && !target_ptr->resist_water)
4307 set_confused(target_ptr, target_ptr->confused + randint1(5) + 5);
4310 if (one_in_(5) && !target_ptr->resist_water)
4312 inven_damage(set_cold_destroy, 3);
4315 if (target_ptr->resist_water) get_damage /= 4;
4318 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4322 /* Chaos -- many effects */
4325 if (fuzzy) msg_print(_("無秩序の波動で攻撃された!", "You are hit by a wave of anarchy!"));
4326 if (target_ptr->resist_chaos)
4328 dam *= 6; dam /= (randint1(4) + 7);
4331 if (!CHECK_MULTISHADOW(target_ptr))
4333 if (!target_ptr->resist_conf)
4335 (void)set_confused(target_ptr, target_ptr->confused + randint0(20) + 10);
4337 if (!target_ptr->resist_chaos)
4339 (void)set_image(target_ptr, target_ptr->image + randint1(10));
4342 msg_print(_("あなたの身体はカオスの力で捻じ曲げられた!", "Your body is twisted by chaos!"));
4343 (void)gain_mutation(target_ptr, 0);
4346 if (!target_ptr->resist_neth && !target_ptr->resist_chaos)
4348 drain_exp(target_ptr, 5000 + (target_ptr->exp / 100), 500 + (target_ptr->exp / 1000), 75);
4351 if (!target_ptr->resist_chaos || one_in_(9))
4353 inven_damage(set_elec_destroy, 2);
4354 inven_damage(set_fire_destroy, 2);
4358 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4362 /* Shards -- mostly cutting */
4365 if (fuzzy) msg_print(_("何か鋭いもので攻撃された!", "You are hit by something sharp!"));
4366 if (target_ptr->resist_shard)
4368 dam *= 6; dam /= (randint1(4) + 7);
4370 else if (!CHECK_MULTISHADOW(target_ptr))
4372 (void)set_cut(target_ptr, target_ptr->cut + dam);
4375 if (!target_ptr->resist_shard || one_in_(13))
4377 inven_damage(set_cold_destroy, 2);
4380 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4384 /* Sound -- mostly stunning */
4387 if (fuzzy) msg_print(_("轟音で攻撃された!", "You are hit by a loud noise!"));
4388 if (target_ptr->resist_sound)
4390 dam *= 5; dam /= (randint1(4) + 7);
4392 else if (!CHECK_MULTISHADOW(target_ptr))
4394 int plus_stun = (randint1((dam > 90) ? 35 : (dam / 3 + 5)));
4395 (void)set_stun(target_ptr, target_ptr->stun + plus_stun);
4398 if (!target_ptr->resist_sound || one_in_(13))
4400 inven_damage(set_cold_destroy, 2);
4403 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4407 /* Pure confusion */
4410 if (fuzzy) msg_print(_("何か混乱するもので攻撃された!", "You are hit by something puzzling!"));
4411 if (target_ptr->resist_conf)
4413 dam *= 5; dam /= (randint1(4) + 7);
4415 else if (!CHECK_MULTISHADOW(target_ptr))
4417 (void)set_confused(target_ptr, target_ptr->confused + randint1(20) + 10);
4419 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4423 /* Disenchantment -- see above */
4426 if (fuzzy) msg_print(_("何かさえないもので攻撃された!", "You are hit by something static!"));
4427 if (target_ptr->resist_disen)
4429 dam *= 6; dam /= (randint1(4) + 7);
4431 else if (!CHECK_MULTISHADOW(target_ptr))
4433 (void)apply_disenchant(target_ptr, 0);
4435 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4439 /* Nexus -- see above */
4442 if (fuzzy) msg_print(_("何か奇妙なもので攻撃された!", "You are hit by something strange!"));
4443 if (target_ptr->resist_nexus)
4445 dam *= 6; dam /= (randint1(4) + 7);
4447 else if (!CHECK_MULTISHADOW(target_ptr))
4449 apply_nexus(m_ptr, target_ptr);
4451 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4455 /* Force -- mostly stun */
4458 if (fuzzy) msg_print(_("運動エネルギーで攻撃された!", "You are hit by kinetic force!"));
4459 if (!target_ptr->resist_sound && !CHECK_MULTISHADOW(target_ptr))
4461 (void)set_stun(target_ptr, target_ptr->stun + randint1(20));
4463 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4468 /* Rocket -- stun, cut */
4471 if (fuzzy) msg_print(_("爆発があった!", "There is an explosion!"));
4472 if (!target_ptr->resist_sound && !CHECK_MULTISHADOW(target_ptr))
4474 (void)set_stun(target_ptr, target_ptr->stun + randint1(20));
4477 if (target_ptr->resist_shard)
4481 else if (!CHECK_MULTISHADOW(target_ptr))
4483 (void)set_cut(target_ptr, target_ptr->cut + (dam / 2));
4486 if (!target_ptr->resist_shard || one_in_(12))
4488 inven_damage(set_cold_destroy, 3);
4491 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4495 /* Inertia -- slowness */
4498 if (fuzzy) msg_print(_("何か遅いもので攻撃された!", "You are hit by something slow!"));
4499 if (!CHECK_MULTISHADOW(target_ptr)) (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, FALSE);
4500 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4504 /* Lite -- blinding */
4507 if (fuzzy) msg_print(_("何かで攻撃された!", "You are hit by something!"));
4508 if (target_ptr->resist_lite)
4510 dam *= 4; dam /= (randint1(4) + 7);
4512 else if (!blind && !target_ptr->resist_blind && !CHECK_MULTISHADOW(target_ptr))
4514 (void)set_blind(target_ptr, target_ptr->blind + randint1(5) + 2);
4517 if (PRACE_IS_(target_ptr, RACE_VAMPIRE) || (target_ptr->mimic_form == MIMIC_VAMPIRE))
4519 if (!CHECK_MULTISHADOW(target_ptr)) msg_print(_("光で肉体が焦がされた!", "The light scorches your flesh!"));
4522 else if (PRACE_IS_(target_ptr, RACE_S_FAIRY))
4527 if (target_ptr->wraith_form) dam *= 2;
4528 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4530 if (target_ptr->wraith_form && !CHECK_MULTISHADOW(target_ptr))
4532 target_ptr->wraith_form = 0;
4533 msg_print(_("閃光のため非物質的な影の存在でいられなくなった。",
4534 "The light forces you out of your incorporeal shadow form."));
4536 target_ptr->redraw |= (PR_MAP | PR_STATUS);
4537 target_ptr->update |= (PU_MONSTERS);
4538 target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4544 /* Dark -- blinding */
4547 if (fuzzy) msg_print(_("何かで攻撃された!", "You are hit by something!"));
4548 if (target_ptr->resist_dark)
4550 dam *= 4; dam /= (randint1(4) + 7);
4552 if (PRACE_IS_(target_ptr, RACE_VAMPIRE) || (target_ptr->mimic_form == MIMIC_VAMPIRE) || target_ptr->wraith_form) dam = 0;
4554 else if (!blind && !target_ptr->resist_blind && !CHECK_MULTISHADOW(target_ptr))
4556 (void)set_blind(target_ptr, target_ptr->blind + randint1(5) + 2);
4558 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4562 /* Time -- bolt fewer effects XXX */
4565 if (fuzzy) msg_print(_("過去からの衝撃に攻撃された!", "You are hit by a blast from the past!"));
4566 if (target_ptr->resist_time)
4569 dam /= (randint1(4) + 7);
4570 msg_print(_("時間が通り過ぎていく気がする。", "You feel as if time is passing you by."));
4572 else if (!CHECK_MULTISHADOW(target_ptr))
4574 switch (randint1(10))
4576 case 1: case 2: case 3: case 4: case 5:
4578 if (target_ptr->prace == RACE_ANDROID) break;
4579 msg_print(_("人生が逆戻りした気がする。", "You feel life has clocked back."));
4580 lose_exp(target_ptr, 100 + (target_ptr->exp / 100) * MON_DRAIN_LIFE);
4584 case 6: case 7: case 8: case 9:
4586 switch (randint1(6))
4588 case 1: k = A_STR; act = _("強く", "strong"); break;
4589 case 2: k = A_INT; act = _("聡明で", "bright"); break;
4590 case 3: k = A_WIS; act = _("賢明で", "wise"); break;
4591 case 4: k = A_DEX; act = _("器用で", "agile"); break;
4592 case 5: k = A_CON; act = _("健康で", "hale"); break;
4593 case 6: k = A_CHR; act = _("美しく", "beautiful"); break;
4596 msg_format(_("あなたは以前ほど%sなくなってしまった...。",
4597 "You're not as %s as you used to be..."), act);
4599 target_ptr->stat_cur[k] = (target_ptr->stat_cur[k] * 3) / 4;
4600 if (target_ptr->stat_cur[k] < 3) target_ptr->stat_cur[k] = 3;
4601 target_ptr->update |= (PU_BONUS);
4607 msg_print(_("あなたは以前ほど力強くなくなってしまった...。",
4608 "You're not as powerful as you used to be..."));
4610 for (k = 0; k < A_MAX; k++)
4612 target_ptr->stat_cur[k] = (target_ptr->stat_cur[k] * 7) / 8;
4613 if (target_ptr->stat_cur[k] < 3) target_ptr->stat_cur[k] = 3;
4615 target_ptr->update |= (PU_BONUS);
4621 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4625 /* Gravity -- stun plus slowness plus teleport */
4628 if (fuzzy) msg_print(_("何か重いもので攻撃された!", "You are hit by something heavy!"));
4629 msg_print(_("周辺の重力がゆがんだ。", "Gravity warps around you."));
4631 if (!CHECK_MULTISHADOW(target_ptr))
4633 teleport_player(5, TELEPORT_PASSIVE);
4634 if (!target_ptr->levitation)
4635 (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, FALSE);
4636 if (!(target_ptr->resist_sound || target_ptr->levitation))
4638 int plus_stun = (randint1((dam > 90) ? 35 : (dam / 3 + 5)));
4639 (void)set_stun(target_ptr, target_ptr->stun + plus_stun);
4642 if (target_ptr->levitation)
4644 dam = (dam * 2) / 3;
4647 if (!target_ptr->levitation || one_in_(13))
4649 inven_damage(set_cold_destroy, 2);
4652 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4656 /* Standard damage */
4657 case GF_DISINTEGRATE:
4659 if (fuzzy) msg_print(_("純粋なエネルギーで攻撃された!", "You are hit by pure energy!"));
4661 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4667 if (fuzzy) msg_print(_("何らかの攻撃によって気分がよくなった。", "You are hit by something invigorating!"));
4669 (void)hp_player(target_ptr, dam);
4676 if (fuzzy) msg_print(_("何かで攻撃された!", "You are hit by something!"));
4677 (void)set_fast(target_ptr, target_ptr->fast + randint1(5), FALSE);
4684 if (fuzzy) msg_print(_("何か遅いもので攻撃された!", "You are hit by something slow!"));
4685 (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, FALSE);
4691 if (target_ptr->free_act) break;
4692 if (fuzzy) msg_print(_("眠ってしまった!", "You fall asleep!"));
4694 if (ironman_nightmare)
4696 msg_print(_("恐ろしい光景が頭に浮かんできた。", "A horrible vision enters your mind."));
4697 /* Have some nightmares */
4698 sanity_blast(target_ptr, NULL, FALSE);
4701 set_paralyzed(target_ptr, target_ptr->paralyzed + dam);
4711 if (fuzzy) msg_print(_("魔法のオーラで攻撃された!", "You are hit by an aura of magic!"));
4712 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4719 if (fuzzy) msg_print(_("エネルギーの塊で攻撃された!", "You are hit by an energy!"));
4720 get_damage = take_hit(target_ptr, DAMAGE_FORCE, dam, killer, monspell);
4727 if (fuzzy) msg_print(_("何かが空からあなたの頭上に落ちてきた!", "Something falls from the sky on you!"));
4729 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4730 if (!target_ptr->resist_shard || one_in_(13))
4732 if (!target_ptr->immune_fire) inven_damage(set_fire_destroy, 2);
4733 inven_damage(set_cold_destroy, 2);
4739 /* Ice -- cold plus stun plus cuts */
4742 if (fuzzy) msg_print(_("何か鋭く冷たいもので攻撃された!", "You are hit by something sharp and cold!"));
4743 get_damage = cold_dam(dam, killer, monspell, FALSE);
4744 if (!CHECK_MULTISHADOW(target_ptr))
4746 if (!target_ptr->resist_shard)
4748 (void)set_cut(target_ptr, target_ptr->cut + damroll(5, 8));
4750 if (!target_ptr->resist_sound)
4752 (void)set_stun(target_ptr, target_ptr->stun + randint1(15));
4755 if ((!(target_ptr->resist_cold || IS_OPPOSE_COLD())) || one_in_(12))
4757 if (!target_ptr->immune_cold) inven_damage(set_cold_destroy, 3);
4767 if (fuzzy) msg_print(_("何か非常に冷たいもので攻撃された!", "You are hit by something extremely cold!"));
4769 if (target_ptr->mimic_form)
4771 if (!(mimic_info[target_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING))
4772 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4777 switch (target_ptr->prace)
4779 /* Some races are immune */
4793 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4805 if (CHECK_MULTISHADOW(target_ptr))
4807 msg_print(_("攻撃は幻影に命中し、あなたには届かなかった。", "The attack hits Shadow, you are unharmed!"));
4809 else if (target_ptr->csp)
4813 msg_format(_("%^sに精神エネルギーを吸い取られてしまった!", "%^s draws psychic energy from you!"), m_name);
4815 msg_print(_("精神エネルギーを吸い取られてしまった!", "Your psychic energy is drawn!"));
4818 if (dam >= target_ptr->csp)
4820 dam = target_ptr->csp;
4821 target_ptr->csp = 0;
4822 target_ptr->csp_frac = 0;
4828 target_ptr->csp -= dam;
4831 learn_spell(monspell);
4832 target_ptr->redraw |= (PR_MANA);
4833 target_ptr->window |= (PW_PLAYER | PW_SPELL);
4837 /* Heal the monster */
4838 if (m_ptr->hp < m_ptr->maxhp)
4842 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
4844 /* Redraw (later) if needed */
4845 if (target_ptr->health_who == who) target_ptr->redraw |= (PR_HEALTH);
4846 if (target_ptr->riding == who) target_ptr->redraw |= (PR_UHEALTH);
4848 /* Special message */
4851 msg_format(_("%^sは気分が良さそうだ。", "%^s appears healthier."), m_name);
4864 if ((randint0(100 + rlev / 2) < MAX(5, target_ptr->skill_sav)) && !CHECK_MULTISHADOW(target_ptr))
4866 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
4867 learn_spell(monspell);
4871 if (!CHECK_MULTISHADOW(target_ptr))
4873 msg_print(_("霊的エネルギーで精神が攻撃された。", "Your mind is blasted by psyonic energy."));
4875 if (!target_ptr->resist_conf)
4877 (void)set_confused(target_ptr, target_ptr->confused + randint0(4) + 4);
4880 if (!target_ptr->resist_chaos && one_in_(3))
4882 (void)set_image(target_ptr, target_ptr->image + randint0(250) + 150);
4885 target_ptr->csp -= 50;
4886 if (target_ptr->csp < 0)
4888 target_ptr->csp = 0;
4889 target_ptr->csp_frac = 0;
4891 target_ptr->redraw |= PR_MANA;
4894 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4900 case GF_BRAIN_SMASH:
4902 if ((randint0(100 + rlev / 2) < MAX(5, target_ptr->skill_sav)) && !CHECK_MULTISHADOW(target_ptr))
4904 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
4905 learn_spell(monspell);
4909 if (!CHECK_MULTISHADOW(target_ptr))
4911 msg_print(_("霊的エネルギーで精神が攻撃された。", "Your mind is blasted by psyonic energy."));
4913 target_ptr->csp -= 100;
4914 if (target_ptr->csp < 0)
4916 target_ptr->csp = 0;
4917 target_ptr->csp_frac = 0;
4919 target_ptr->redraw |= PR_MANA;
4922 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4923 if (!CHECK_MULTISHADOW(target_ptr))
4925 if (!target_ptr->resist_blind)
4927 (void)set_blind(target_ptr, target_ptr->blind + 8 + randint0(8));
4929 if (!target_ptr->resist_conf)
4931 (void)set_confused(target_ptr, target_ptr->confused + randint0(4) + 4);
4933 if (!target_ptr->free_act)
4935 (void)set_paralyzed(target_ptr, target_ptr->paralyzed + randint0(4) + 4);
4937 (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, FALSE);
4939 while (randint0(100 + rlev / 2) > (MAX(5, target_ptr->skill_sav)))
4940 (void)do_dec_stat(target_ptr, A_INT);
4941 while (randint0(100 + rlev / 2) > (MAX(5, target_ptr->skill_sav)))
4942 (void)do_dec_stat(target_ptr, A_WIS);
4944 if (!target_ptr->resist_chaos)
4946 (void)set_image(target_ptr, target_ptr->image + randint0(250) + 150);
4956 if ((randint0(100 + rlev / 2) < target_ptr->skill_sav) && !CHECK_MULTISHADOW(target_ptr))
4958 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
4959 learn_spell(monspell);
4963 if (!CHECK_MULTISHADOW(target_ptr)) curse_equipment(15, 0);
4964 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4972 if ((randint0(100 + rlev / 2) < target_ptr->skill_sav) && !CHECK_MULTISHADOW(target_ptr))
4974 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
4975 learn_spell(monspell);
4979 if (!CHECK_MULTISHADOW(target_ptr)) curse_equipment(25, MIN(rlev / 2 - 15, 5));
4980 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4988 if ((randint0(100 + rlev / 2) < target_ptr->skill_sav) && !CHECK_MULTISHADOW(target_ptr))
4990 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
4991 learn_spell(monspell);
4995 if (!CHECK_MULTISHADOW(target_ptr)) curse_equipment(33, MIN(rlev / 2 - 15, 15));
4996 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
5004 if ((randint0(100 + rlev / 2) < target_ptr->skill_sav) && !(m_ptr->r_idx == MON_KENSHIROU) && !CHECK_MULTISHADOW(target_ptr))
5006 msg_print(_("しかし秘孔を跳ね返した!", "You resist the effects!"));
5007 learn_spell(monspell);
5011 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
5012 if (!CHECK_MULTISHADOW(target_ptr)) (void)set_cut(target_ptr, target_ptr->cut + damroll(10, 10));
5020 if ((randint0(100 + rlev / 2) < target_ptr->skill_sav) && !CHECK_MULTISHADOW(target_ptr))
5022 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
5023 learn_spell(monspell);
5027 if (!CHECK_MULTISHADOW(target_ptr))
5029 msg_print(_("あなたは命が薄まっていくように感じた!", "You feel your life fade away!"));
5030 curse_equipment(40, 20);
5033 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, m_name, monspell);
5035 if (target_ptr->chp < 1) target_ptr->chp = 1;
5050 /* Hex - revenge damage stored */
5051 revenge_store(get_damage);
5053 if ((target_ptr->tim_eyeeye || hex_spelling(HEX_EYE_FOR_EYE))
5054 && (get_damage > 0) && !target_ptr->is_dead && (who > 0))
5056 GAME_TEXT m_name_self[80];
5059 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
5061 msg_format(_("攻撃が%s自身を傷つけた!", "The attack of %s has wounded %s!"), m_name, m_name_self);
5062 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
5063 if (target_ptr->tim_eyeeye) set_tim_eyeeye(target_ptr, target_ptr->tim_eyeeye - 5, TRUE);
5066 if (target_ptr->riding && dam > 0)
5068 rakubadam_p = (dam > 200) ? 200 : dam;
5072 disturb(target_ptr, TRUE, TRUE);
5075 if ((target_ptr->special_defense & NINJA_KAWARIMI) && dam && who && (who != target_ptr->riding))
5077 (void)kawarimi(FALSE);
5080 /* Return "Anything seen?" */
5086 * Find the distance from (x, y) to a line.
5088 POSITION dist_to_line(POSITION y, POSITION x, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
5090 /* Vector from (x, y) to (x1, y1) */
5091 POSITION py = y1 - y;
5092 POSITION px = x1 - x;
5095 POSITION ny = x2 - x1;
5096 POSITION nx = y1 - y2;
5099 POSITION pd = distance(y1, x1, y, x);
5100 POSITION nd = distance(y1, x1, y2, x2);
5102 if (pd > nd) return distance(y, x, y2, x2);
5104 /* Component of P on N */
5105 nd = ((nd) ? ((py * ny + px * nx) / nd) : 0);
5107 /* Absolute value */
5108 return((nd >= 0) ? nd : 0 - nd);
5115 * Modified version of los() for calculation of disintegration balls.
5116 * Disintegration effects are stopped by permanent walls.
5118 bool in_disintegration_range(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
5120 POSITION dx, dy; /* Delta */
5121 POSITION ax, ay; /* Absolute */
5122 POSITION sx, sy; /* Signs */
5123 POSITION qx, qy; /* Fractions */
5124 POSITION tx, ty; /* Scanners */
5125 POSITION f1, f2; /* Scale factors */
5126 POSITION m; /* Slope, or 1/Slope, of LOS */
5128 /* Extract the offset */
5132 /* Extract the absolute offset */
5136 /* Handle adjacent (or identical) grids */
5137 if ((ax < 2) && (ay < 2)) return (TRUE);
5139 /* Paranoia -- require "safe" origin */
5140 /* if (!in_bounds(p_ptr->current_floor_ptr, y1, x1)) return (FALSE); */
5142 /* Directly South/North */
5145 /* South -- check for walls */
5148 for (ty = y1 + 1; ty < y2; ty++)
5150 if (cave_stop_disintegration(ty, x1)) return (FALSE);
5154 /* North -- check for walls */
5157 for (ty = y1 - 1; ty > y2; ty--)
5159 if (cave_stop_disintegration(ty, x1)) return (FALSE);
5167 /* Directly East/West */
5170 /* East -- check for walls */
5173 for (tx = x1 + 1; tx < x2; tx++)
5175 if (cave_stop_disintegration(y1, tx)) return (FALSE);
5179 /* West -- check for walls */
5182 for (tx = x1 - 1; tx > x2; tx--)
5184 if (cave_stop_disintegration(y1, tx)) return (FALSE);
5192 /* Extract some signs */
5193 sx = (dx < 0) ? -1 : 1;
5194 sy = (dy < 0) ? -1 : 1;
5196 /* Vertical "knights" */
5201 if (!cave_stop_disintegration(y1 + sy, x1)) return (TRUE);
5205 /* Horizontal "knights" */
5210 if (!cave_stop_disintegration(y1, x1 + sx)) return (TRUE);
5214 /* Calculate scale factor div 2 */
5217 /* Calculate scale factor */
5221 /* Travel horizontally */
5224 /* Let m = dy / dx * 2 * (dy * dx) = 2 * dy * dy */
5230 /* Consider the special case where slope == 1. */
5241 /* Note (below) the case (qy == f2), where */
5242 /* the LOS exactly meets the corner of a tile. */
5245 if (cave_stop_disintegration(ty, tx)) return (FALSE);
5256 if (cave_stop_disintegration(ty, tx)) return (FALSE);
5269 /* Travel vertically */
5272 /* Let m = dx / dy * 2 * (dx * dy) = 2 * dx * dx */
5288 /* Note (below) the case (qx == f2), where */
5289 /* the LOS exactly meets the corner of a tile. */
5292 if (cave_stop_disintegration(ty, tx)) return (FALSE);
5303 if (cave_stop_disintegration(ty, tx)) return (FALSE);
5324 void breath_shape(u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *gy, POSITION *gm, POSITION *pgm_rad, POSITION rad, POSITION y1, POSITION x1, POSITION y2, POSITION x2, EFFECT_ID typ)
5329 int brev = rad * rad / dist;
5333 int mdis = distance(y1, x1, y2, x2) + rad;
5335 while (bdis <= mdis)
5339 if ((0 < dist) && (path_n < dist))
5341 POSITION ny = GRID_Y(path_g[path_n]);
5342 POSITION nx = GRID_X(path_g[path_n]);
5343 POSITION nd = distance(ny, nx, y1, x1);
5345 /* Get next base point */
5354 /* Travel from center outward */
5355 for (cdis = 0; cdis <= brad; cdis++)
5357 /* Scan the maximal blast area of radius "cdis" */
5358 for (y = by - cdis; y <= by + cdis; y++)
5360 for (x = bx - cdis; x <= bx + cdis; x++)
5362 /* Ignore "illegal" locations */
5363 if (!in_bounds(p_ptr->current_floor_ptr, y, x)) continue;
5365 /* Enforce a circular "ripple" */
5366 if (distance(y1, x1, y, x) != bdis) continue;
5368 /* Enforce an arc */
5369 if (distance(by, bx, y, x) != cdis) continue;
5375 /* Lights are stopped by opaque terrains */
5376 if (!los(p_ptr->current_floor_ptr, by, bx, y, x)) continue;
5378 case GF_DISINTEGRATE:
5379 /* Disintegration are stopped only by perma-walls */
5380 if (!in_disintegration_range(by, bx, y, x)) continue;
5383 /* Ball explosions are stopped by walls */
5384 if (!projectable(p_ptr->current_floor_ptr, by, bx, y, x)) continue;
5388 /* Save this grid */
5396 /* Encode some more "radius" info */
5397 gm[bdis + 1] = *pgrids;
5399 /* Increase the size */
5400 brad = rad * (path_n + brev) / (dist + brev);
5402 /* Find the next ripple */
5406 /* Store the effect size */
5412 * @brief 汎用的なビーム/ボルト/ボール系処理のルーチン Generic "beam"/"bolt"/"ball" projection routine.
5413 * @param who 魔法を発動したモンスター(0ならばプレイヤー) / Index of "source" monster (zero for "player")
5414 * @param rad 効果半径(ビーム/ボルト = 0 / ボール = 1以上) / Radius of explosion (0 = beam/bolt, 1 to 9 = ball)
5415 * @param y 目標Y座標 / Target y location (or location to travel "towards")
5416 * @param x 目標X座標 / Target x location (or location to travel "towards")
5417 * @param dam 基本威力 / Base damage roll to apply to affected monsters (or player)
5418 * @param typ 効果属性 / Type of damage to apply to monsters (and objects)
5419 * @param flg 効果フラグ / Extra bit flags (see PROJECT_xxxx)
5420 * @param monspell 効果元のモンスター魔法ID
5421 * @return 何か一つでも効力があればTRUEを返す / TRUE if any "effects" of the projection were observed, else FALSE
5424 * Allows a monster (or player) to project a beam/bolt/ball of a given kind
5425 * towards a given location (optionally passing over the heads of interposing
5426 * monsters), and have it do a given amount of damage to the monsters (and
5427 * optionally objects) within the given radius of the final location.
5429 * A "bolt" travels from source to target and affects only the target grid.
5430 * A "beam" travels from source to target, affecting all grids passed through.
5431 * A "ball" travels from source to the target, exploding at the target, and
5432 * affecting everything within the given radius of the target location.
5434 * Traditionally, a "bolt" does not affect anything on the ground, and does
5435 * not pass over the heads of interposing monsters, much like a traditional
5436 * missile, and will "stop" abruptly at the "target" even if no monster is
5437 * positioned there, while a "ball", on the other hand, passes over the heads
5438 * of monsters between the source and target, and affects everything except
5439 * the source monster which lies within the final radius, while a "beam"
5440 * affects every monster between the source and target, except for the casting
5441 * monster (or player), and rarely affects things on the ground.
5443 * Two special flags allow us to use this function in special ways, the
5444 * "PROJECT_HIDE" flag allows us to perform "invisible" projections, while
5445 * the "PROJECT_JUMP" flag allows us to affect a specific grid, without
5446 * actually projecting from the source monster (or player).
5448 * The player will only get "experience" for monsters killed by himself
5449 * Unique monsters can only be destroyed by attacks from the player
5451 * Only 256 grids can be affected per projection, limiting the effective
5452 * "radius" of standard ball attacks to nine units (diameter nineteen).
5454 * One can project in a given "direction" by combining PROJECT_THRU with small
5455 * offsets to the initial location (see "line_spell()"), or by calculating
5456 * "virtual targets" far away from the player.
5458 * One can also use PROJECT_THRU to send a beam/bolt along an angled path,
5459 * continuing until it actually hits somethings (useful for "stone to mud").
5461 * Bolts and Beams explode INSIDE walls, so that they can destroy doors.
5463 * Balls must explode BEFORE hitting walls, or they would affect monsters
5464 * on both sides of a wall. Some bug reports indicate that this is still
5465 * happening in 2.7.8 for Windows, though it appears to be impossible.
5467 * We "pre-calculate" the blast area only in part for efficiency.
5468 * More importantly, this lets us do "explosions" from the "inside" out.
5469 * This results in a more logical distribution of "blast" treasure.
5470 * It also produces a better (in my opinion) animation of the explosion.
5471 * It could be (but is not) used to have the treasure dropped by monsters
5472 * in the middle of the explosion fall "outwards", and then be damaged by
5473 * the blast as it spreads outwards towards the treasure drop location.
5475 * Walls and doors are included in the blast area, so that they can be
5476 * "burned" or "melted" in later versions.
5478 * This algorithm is intended to maximize simplicity, not necessarily
5479 * efficiency, since this function is not a bottleneck in the code.
5481 * We apply the blast effect from ground zero outwards, in several passes,
5482 * first affecting features, then objects, then monsters, then the player.
5483 * This allows walls to be removed before checking the object or monster
5484 * in the wall, and protects objects which are dropped by monsters killed
5485 * in the blast, and allows the player to see all affects before he is
5486 * killed or teleported away. The semantics of this method are open to
5487 * various interpretations, but they seem to work well in practice.
5489 * We process the blast area from ground-zero outwards to allow for better
5490 * distribution of treasure dropped by monsters, and because it provides a
5491 * pleasing visual effect at low cost.
5493 * Note that the damage done by "ball" explosions decreases with distance.
5494 * This decrease is rapid, grids at radius "dist" take "1/dist" damage.
5496 * Notice the "napalm" effect of "beam" weapons. First they "project" to
5497 * the target, and then the damage "flows" along this beam of destruction.
5498 * The damage at every grid is the same as at the "center" of a "ball"
5499 * explosion, since the "beam" grids are treated as if they ARE at the
5500 * center of a "ball" explosion.
5502 * Currently, specifying "beam" plus "ball" means that locations which are
5503 * covered by the initial "beam", and also covered by the final "ball", except
5504 * for the final grid (the epicenter of the ball), will be "hit twice", once
5505 * by the initial beam, and once by the exploding ball. For the grid right
5506 * next to the epicenter, this results in 150% damage being done. The center
5507 * does not have this problem, for the same reason the final grid in a "beam"
5508 * plus "bolt" does not -- it is explicitly removed. Simply removing "beam"
5509 * grids which are covered by the "ball" will NOT work, as then they will
5510 * receive LESS damage than they should. Do not combine "beam" with "ball".
5512 * The array "gy[],gx[]" with current size "grids" is used to hold the
5513 * collected locations of all grids in the "blast area" plus "beam path".
5515 * Note the rather complex usage of the "gm[]" array. First, gm[0] is always
5516 * zero. Second, for N>1, gm[N] is always the index (in gy[],gx[]) of the
5517 * first blast grid (see above) with radius "N" from the blast center. Note
5518 * that only the first gm[1] grids in the blast area thus take full damage.
5519 * Also, note that gm[rad+1] is always equal to "grids", which is the total
5520 * number of blast grids.
5522 * Note that once the projection is complete, (y2,x2) holds the final location
5523 * of bolts/beams, and the "epicenter" of balls.
5525 * Note also that "rad" specifies the "inclusive" radius of projection blast,
5526 * so that a "rad" of "one" actually covers 5 or 9 grids, depending on the
5527 * implementation of the "distance" function. Also, a bolt can be properly
5528 * viewed as a "ball" with a "rad" of "zero".
5530 * Note that if no "target" is reached before the beam/bolt/ball travels the
5531 * maximum distance allowed (MAX_RANGE), no "blast" will be induced. This
5532 * may be relevant even for bolts, since they have a "1x1" mini-blast.
5534 * Note that for consistency, we "pretend" that the bolt actually takes "time"
5535 * to move from point A to point B, even if the player cannot see part of the
5536 * projection path. Note that in general, the player will *always* see part
5537 * of the path, since it either starts at the player or ends on the player.
5539 * Hack -- we assume that every "projection" is "self-illuminating".
5541 * Hack -- when only a single monster is affected, we automatically track
5542 * (and recall) that monster, unless "PROJECT_JUMP" is used.
5544 * Note that all projections now "explode" at their final destination, even
5545 * if they were being projected at a more distant destination. This means
5546 * that "ball" spells will *always* explode.
5548 * Note that we must call "handle_stuff()" after affecting terrain features
5549 * in the blast radius, in case the "illumination" of the grid was changed,
5550 * and "update_view()" and "update_monsters()" need to be called.
5553 bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ, BIT_FLAGS flg, int monspell)
5563 POSITION y_saver, x_saver; /* For reflecting monsters */
5565 int msec = delay_factor * delay_factor * delay_factor;
5567 /* Assume the player sees nothing */
5568 bool notice = FALSE;
5570 /* Assume the player has seen nothing */
5571 bool visual = FALSE;
5573 /* Assume the player has seen no blast grids */
5576 /* Assume to be a normal ball spell */
5577 bool breath = FALSE;
5579 /* Is the player blind? */
5580 bool blind = (p_ptr->blind ? TRUE : FALSE);
5582 bool old_hide = FALSE;
5584 /* Number of grids in the "path" */
5587 /* Actual grids in the "path" */
5590 /* Number of grids in the "blast area" (including the "beam" path) */
5593 /* Coordinates of the affected grids */
5594 POSITION gx[1024], gy[1024];
5596 /* Encoded "radius" info (see above) */
5599 /* Actual radius encoded in gm[] */
5600 POSITION gm_rad = rad;
5604 /* Attacker's name (prepared before polymorph)*/
5605 GAME_TEXT who_name[MAX_NLEN];
5607 /* Can the player see the source of this effect? */
5608 bool see_s_msg = TRUE;
5610 /* Initialize by null string */
5616 /* Default target of monsterspell is player */
5617 monster_target_y = p_ptr->y;
5618 monster_target_x = p_ptr->x;
5620 /* Hack -- Jump to target */
5621 if (flg & (PROJECT_JUMP))
5626 /* Clear the flag */
5627 flg &= ~(PROJECT_JUMP);
5632 /* Start at player */
5639 /* Start at monster */
5642 x1 = p_ptr->current_floor_ptr->m_list[who].fx;
5643 y1 = p_ptr->current_floor_ptr->m_list[who].fy;
5644 monster_desc(who_name, &p_ptr->current_floor_ptr->m_list[who], MD_WRONGDOER_NAME);
5656 /* Default "destination" */
5661 /* Hack -- verify stuff */
5662 if (flg & (PROJECT_THRU))
5664 if ((x1 == x2) && (y1 == y2))
5666 flg &= ~(PROJECT_THRU);
5670 /* Handle a breath attack */
5675 if (flg & PROJECT_HIDE) old_hide = TRUE;
5676 flg |= PROJECT_HIDE;
5680 /* Hack -- Assume there will be no blast (max radius 32) */
5681 for (dist = 0; dist < 32; dist++) gm[dist] = 0;
5689 /* Collect beam grids */
5690 if (flg & (PROJECT_BEAM))
5701 if (breath || (flg & PROJECT_BEAM)) flg |= (PROJECT_LOS);
5703 case GF_DISINTEGRATE:
5704 flg |= (PROJECT_GRID);
5705 if (breath || (flg & PROJECT_BEAM)) flg |= (PROJECT_DISI);
5709 /* Calculate the projection path */
5711 path_n = project_path(path_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, flg);
5714 /* Giga-Hack SEEKER & SUPER_RAY */
5716 if( typ == GF_SEEKER )
5726 for (i = 0; i < path_n; ++i)
5731 POSITION ny = GRID_Y(path_g[i]);
5732 POSITION nx = GRID_X(path_g[i]);
5743 /* Only do visuals if requested */
5744 if (!blind && !(flg & (PROJECT_HIDE)))
5746 /* Only do visuals if the player can "see" the bolt */
5747 if (panel_contains(y, x) && player_has_los_bold(p_ptr, y, x))
5754 /* Obtain the bolt pict */
5755 p = bolt_pict(oy, ox, y, x, typ);
5757 /* Extract attr/char */
5761 /* Visual effects */
5762 print_rel(c, a, y, x);
5763 move_cursor_relative(y, x);
5764 /*if (fresh_before)*/ Term_fresh();
5765 Term_xtra(TERM_XTRA_DELAY, msec);
5767 /*if (fresh_before)*/ Term_fresh();
5769 /* Display "beam" grids */
5770 if (flg & (PROJECT_BEAM))
5772 /* Obtain the explosion pict */
5773 p = bolt_pict(y, x, y, x, typ);
5775 /* Extract attr/char */
5779 /* Visual effects */
5780 print_rel(c, a, y, x);
5783 /* Hack -- Activate delay */
5787 /* Hack -- delay anyway for consistency */
5790 /* Delay for consistency */
5791 Term_xtra(TERM_XTRA_DELAY, msec);
5794 if (project_o(0, 0, y, x, dam, GF_SEEKER))notice = TRUE;
5795 if (is_mirror_grid(&p_ptr->current_floor_ptr->grid_array[y][x]))
5797 /* The target of monsterspell becomes tha mirror(broken) */
5798 monster_target_y = y;
5799 monster_target_x = x;
5801 remove_mirror(y, x);
5802 next_mirror(p_ptr, &oy, &ox, y, x);
5804 path_n = i + project_path(&(path_g[i + 1]), (project_length ? project_length : MAX_RANGE), y, x, oy, ox, flg);
5805 for (j = last_i; j <= i; j++)
5807 y = GRID_Y(path_g[j]);
5808 x = GRID_X(path_g[j]);
5809 if (project_m(0, 0, y, x, dam, GF_SEEKER, flg, TRUE)) notice = TRUE;
5810 if (!who && (project_m_n == 1) && !jump) {
5811 if (p_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx > 0) {
5812 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[p_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx];
5816 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
5817 health_track(p_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx);
5821 (void)project_f(p_ptr->current_floor_ptr, 0, 0, y, x, dam, GF_SEEKER);
5826 for(i = last_i ; i < path_n ; i++)
5829 py = GRID_Y(path_g[i]);
5830 px = GRID_X(path_g[i]);
5831 if (project_m(0, 0, py, px, dam, GF_SEEKER, flg, TRUE))
5833 if (!who && (project_m_n == 1) && !jump) {
5834 if (p_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx > 0)
5836 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[p_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx];
5840 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
5841 health_track(p_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx);
5845 (void)project_f(p_ptr->current_floor_ptr, 0, 0, py, px, dam, GF_SEEKER);
5849 else if(typ == GF_SUPER_RAY){
5851 int second_step = 0;
5858 for (i = 0; i < path_n; ++i)
5863 POSITION ny = GRID_Y(path_g[i]);
5864 POSITION nx = GRID_X(path_g[i]);
5875 /* Only do visuals if requested */
5876 if (!blind && !(flg & (PROJECT_HIDE)))
5878 /* Only do visuals if the player can "see" the bolt */
5879 if (panel_contains(y, x) && player_has_los_bold(p_ptr, y, x))
5886 /* Obtain the bolt pict */
5887 p = bolt_pict(oy, ox, y, x, typ);
5889 /* Extract attr/char */
5893 /* Visual effects */
5894 print_rel(c, a, y, x);
5895 move_cursor_relative(y, x);
5896 /*if (fresh_before)*/ Term_fresh();
5897 Term_xtra(TERM_XTRA_DELAY, msec);
5899 /*if (fresh_before)*/ Term_fresh();
5901 /* Display "beam" grids */
5902 if (flg & (PROJECT_BEAM))
5904 /* Obtain the explosion pict */
5905 p = bolt_pict(y, x, y, x, typ);
5907 /* Extract attr/char */
5911 /* Visual effects */
5912 print_rel(c, a, y, x);
5915 /* Hack -- Activate delay */
5919 /* Hack -- delay anyway for consistency */
5922 /* Delay for consistency */
5923 Term_xtra(TERM_XTRA_DELAY, msec);
5926 if(project_o(0,0,y,x,dam,GF_SUPER_RAY) )notice=TRUE;
5927 if (!cave_have_flag_bold(y, x, FF_PROJECT))
5929 if( second_step )continue;
5932 if( is_mirror_grid(&p_ptr->current_floor_ptr->grid_array[y][x]) && !second_step )
5934 /* The target of monsterspell becomes tha mirror(broken) */
5935 monster_target_y = y;
5936 monster_target_x = x;
5939 for( j = 0; j <=i ; j++ )
5941 y = GRID_Y(path_g[j]);
5942 x = GRID_X(path_g[j]);
5943 (void)project_f(p_ptr->current_floor_ptr, 0,0,y,x,dam,GF_SUPER_RAY);
5947 path_n += project_path(&(path_g[path_n+1]), (project_length ? project_length : MAX_RANGE), y, x, y-1, x-1, flg);
5948 path_n += project_path(&(path_g[path_n+1]), (project_length ? project_length : MAX_RANGE), y, x, y-1, x , flg);
5949 path_n += project_path(&(path_g[path_n+1]), (project_length ? project_length : MAX_RANGE), y, x, y-1, x+1, flg);
5950 path_n += project_path(&(path_g[path_n+1]), (project_length ? project_length : MAX_RANGE), y, x, y , x-1, flg);
5951 path_n += project_path(&(path_g[path_n+1]), (project_length ? project_length : MAX_RANGE), y, x, y , x+1, flg);
5952 path_n += project_path(&(path_g[path_n+1]), (project_length ? project_length : MAX_RANGE), y, x, y+1, x-1, flg);
5953 path_n += project_path(&(path_g[path_n+1]), (project_length ? project_length : MAX_RANGE), y, x, y+1, x , flg);
5954 path_n += project_path(&(path_g[path_n+1]), (project_length ? project_length : MAX_RANGE), y, x, y+1, x+1, flg);
5957 for( i = 0; i < path_n ; i++ )
5960 py = GRID_Y(path_g[i]);
5961 px = GRID_X(path_g[i]);
5962 (void)project_m(0, 0, py, px, dam, GF_SUPER_RAY, flg, TRUE);
5963 if(!who && (project_m_n == 1) && !jump){
5964 if(p_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx >0 ){
5965 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[p_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx];
5969 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
5970 health_track(p_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx);
5974 (void)project_f(p_ptr->current_floor_ptr, 0, 0, py, px, dam, GF_SUPER_RAY);
5979 /* Project along the path */
5980 for (i = 0; i < path_n; ++i)
5985 POSITION ny = GRID_Y(path_g[i]);
5986 POSITION nx = GRID_X(path_g[i]);
5988 if (flg & PROJECT_DISI)
5990 /* Hack -- Balls explode before reaching walls */
5991 if (cave_stop_disintegration(ny, nx) && (rad > 0)) break;
5993 else if (flg & PROJECT_LOS)
5995 /* Hack -- Balls explode before reaching walls */
5996 if (!cave_los_bold(p_ptr->current_floor_ptr, ny, nx) && (rad > 0)) break;
6000 /* Hack -- Balls explode before reaching walls */
6001 if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && (rad > 0)) break;
6008 /* Collect beam grids */
6009 if (flg & (PROJECT_BEAM))
6016 /* Only do visuals if requested */
6017 if (!blind && !(flg & (PROJECT_HIDE | PROJECT_FAST)))
6019 /* Only do visuals if the player can "see" the bolt */
6020 if (panel_contains(y, x) && player_has_los_bold(p_ptr, y, x))
6027 /* Obtain the bolt pict */
6028 p = bolt_pict(oy, ox, y, x, typ);
6030 /* Extract attr/char */
6034 /* Visual effects */
6035 print_rel(c, a, y, x);
6036 move_cursor_relative(y, x);
6037 /*if (fresh_before)*/ Term_fresh();
6038 Term_xtra(TERM_XTRA_DELAY, msec);
6040 /*if (fresh_before)*/ Term_fresh();
6042 /* Display "beam" grids */
6043 if (flg & (PROJECT_BEAM))
6045 /* Obtain the explosion pict */
6046 p = bolt_pict(y, x, y, x, typ);
6048 /* Extract attr/char */
6052 /* Visual effects */
6053 print_rel(c, a, y, x);
6056 /* Hack -- Activate delay */
6060 /* Hack -- delay anyway for consistency */
6063 /* Delay for consistency */
6064 Term_xtra(TERM_XTRA_DELAY, msec);
6071 /* Save the "blast epicenter" */
6075 if (breath && !path_n)
6081 flg &= ~(PROJECT_HIDE);
6085 /* Start the "explosion" */
6088 /* Hack -- make sure beams get to "explode" */
6096 /* If we found a "target", explode there */
6097 if (dist <= MAX_RANGE)
6099 /* Mega-Hack -- remove the final "beam" grid */
6100 if ((flg & (PROJECT_BEAM)) && (grids > 0)) grids--;
6103 * Create a conical breath attack
6114 flg &= ~(PROJECT_HIDE);
6116 breath_shape(path_g, dist, &grids, gx, gy, gm, &gm_rad, rad, y1, x1, by, bx, typ);
6120 /* Determine the blast area, work from the inside out */
6121 for (dist = 0; dist <= rad; dist++)
6123 /* Scan the maximal blast area of radius "dist" */
6124 for (y = by - dist; y <= by + dist; y++)
6126 for (x = bx - dist; x <= bx + dist; x++)
6128 /* Ignore "illegal" locations */
6129 if (!in_bounds2(p_ptr->current_floor_ptr, y, x)) continue;
6131 /* Enforce a "circular" explosion */
6132 if (distance(by, bx, y, x) != dist) continue;
6138 /* Lights are stopped by opaque terrains */
6139 if (!los(p_ptr->current_floor_ptr, by, bx, y, x)) continue;
6141 case GF_DISINTEGRATE:
6142 /* Disintegration are stopped only by perma-walls */
6143 if (!in_disintegration_range(by, bx, y, x)) continue;
6146 /* Ball explosions are stopped by walls */
6147 if (!projectable(p_ptr->current_floor_ptr, by, bx, y, x)) continue;
6151 /* Save this grid */
6158 /* Encode some more "radius" info */
6164 /* Speed -- ignore "non-explosions" */
6165 if (!grids) return (FALSE);
6168 /* Display the "blast area" if requested */
6169 if (!blind && !(flg & (PROJECT_HIDE)))
6171 /* Then do the "blast", from inside out */
6172 for (t = 0; t <= gm_rad; t++)
6174 /* Dump everything with this radius */
6175 for (i = gm[t]; i < gm[t+1]; i++)
6180 /* Only do visuals if the player can "see" the blast */
6181 if (panel_contains(y, x) && player_has_los_bold(p_ptr, y, x))
6190 /* Obtain the explosion pict */
6191 p = bolt_pict(y, x, y, x, typ);
6193 /* Extract attr/char */
6197 /* Visual effects -- Display */
6198 print_rel(c, a, y, x);
6202 /* Hack -- center the cursor */
6203 move_cursor_relative(by, bx);
6205 /* Flush each "radius" seperately */
6206 /*if (fresh_before)*/ Term_fresh();
6208 /* Delay (efficiently) */
6209 if (visual || drawn)
6211 Term_xtra(TERM_XTRA_DELAY, msec);
6215 /* Flush the erasing */
6218 /* Erase the explosion drawn above */
6219 for (i = 0; i < grids; i++)
6224 /* Hack -- Erase if needed */
6225 if (panel_contains(y, x) && player_has_los_bold(p_ptr, y, x))
6231 /* Hack -- center the cursor */
6232 move_cursor_relative(by, bx);
6234 /* Flush the explosion */
6235 /*if (fresh_before)*/ Term_fresh();
6239 update_creature(p_ptr);
6241 if (flg & PROJECT_KILL)
6243 see_s_msg = (who > 0) ? is_seen(&p_ptr->current_floor_ptr->m_list[who]) :
6244 (!who ? TRUE : (player_can_see_bold(y1, x1) && projectable(p_ptr->current_floor_ptr, p_ptr->y, p_ptr->x, y1, x1)));
6248 /* Check features */
6249 if (flg & (PROJECT_GRID))
6251 /* Start with "dist" of zero */
6254 /* Scan for features */
6255 for (i = 0; i < grids; i++)
6257 /* Hack -- Notice new "dist" values */
6258 if (gm[dist+1] == i) dist++;
6260 /* Get the grid location */
6264 /* Find the closest point in the blast */
6267 int d = dist_to_line(y, x, y1, x1, by, bx);
6269 /* Affect the grid */
6270 if (project_f(p_ptr->current_floor_ptr, who, d, y, x, dam, typ)) notice = TRUE;
6274 /* Affect the grid */
6275 if (project_f(p_ptr->current_floor_ptr, who, dist, y, x, dam, typ)) notice = TRUE;
6280 update_creature(p_ptr);
6283 if (flg & (PROJECT_ITEM))
6285 /* Start with "dist" of zero */
6288 /* Scan for objects */
6289 for (i = 0; i < grids; i++)
6291 /* Hack -- Notice new "dist" values */
6292 if (gm[dist+1] == i) dist++;
6294 /* Get the grid location */
6298 /* Find the closest point in the blast */
6301 int d = dist_to_line(y, x, y1, x1, by, bx);
6303 /* Affect the object in the grid */
6304 if (project_o(who, d, y, x, dam, typ)) notice = TRUE;
6308 /* Affect the object in the grid */
6309 if (project_o(who, dist, y, x, dam, typ)) notice = TRUE;
6315 /* Check monsters */
6316 if (flg & (PROJECT_KILL))
6323 /* Start with "dist" of zero */
6326 /* Scan for monsters */
6327 for (i = 0; i < grids; i++)
6331 /* Hack -- Notice new "dist" values */
6332 if (gm[dist + 1] == i) dist++;
6334 /* Get the grid location */
6338 /* A single bolt may be reflected */
6341 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[p_ptr->current_floor_ptr->grid_array[y][x].m_idx];
6342 monster_race *ref_ptr = &r_info[m_ptr->r_idx];
6344 if ((flg & PROJECT_REFLECTABLE) && p_ptr->current_floor_ptr->grid_array[y][x].m_idx && (ref_ptr->flags2 & RF2_REFLECTING) &&
6345 ((p_ptr->current_floor_ptr->grid_array[y][x].m_idx != p_ptr->riding) || !(flg & PROJECT_PLAYER)) &&
6346 (!who || dist_hack > 1) && !one_in_(10))
6349 int max_attempts = 10;
6351 /* Choose 'new' target */
6354 t_y = y_saver - 1 + randint1(3);
6355 t_x = x_saver - 1 + randint1(3);
6358 while (max_attempts && in_bounds2u(p_ptr->current_floor_ptr, t_y, t_x) && !projectable(p_ptr->current_floor_ptr, y, x, t_y, t_x));
6360 if (max_attempts < 1)
6366 sound(SOUND_REFLECT);
6369 if ((m_ptr->r_idx == MON_KENSHIROU) || (m_ptr->r_idx == MON_RAOU))
6370 msg_print(_("「北斗神拳奥義・二指真空把!」", "The attack bounces!"));
6371 else if (m_ptr->r_idx == MON_DIO)
6372 msg_print(_("ディオ・ブランドーは指一本で攻撃を弾き返した!", "The attack bounces!"));
6374 msg_print(_("攻撃は跳ね返った!", "The attack bounces!"));
6376 if (is_original_ap_and_seen(m_ptr)) ref_ptr->r_flags2 |= RF2_REFLECTING;
6378 /* Reflected bolts randomly target either one */
6379 if (player_bold(p_ptr, y, x) || one_in_(2)) flg &= ~(PROJECT_PLAYER);
6380 else flg |= PROJECT_PLAYER;
6382 /* The bolt is reflected */
6383 project(p_ptr->current_floor_ptr->grid_array[y][x].m_idx, 0, t_y, t_x, dam, typ, flg, monspell);
6385 /* Don't affect the monster any longer */
6391 /* Find the closest point in the blast */
6394 effective_dist = dist_to_line(y, x, y1, x1, by, bx);
6398 effective_dist = dist;
6402 /* There is the riding player on this monster */
6403 if (p_ptr->riding && player_bold(p_ptr, y, x))
6405 /* Aimed on the player */
6406 if (flg & PROJECT_PLAYER)
6408 if (flg & (PROJECT_BEAM | PROJECT_REFLECTABLE | PROJECT_AIMED))
6411 * A beam or bolt is well aimed
6413 * So don't affects the mount.
6420 * The spell is not well aimed,
6421 * So partly affect the mount too.
6428 * This grid is the original target.
6429 * Or aimed on your horse.
6431 else if (((y == y2) && (x == x2)) || (flg & PROJECT_AIMED))
6433 /* Hit the mount with full damage */
6437 * Otherwise this grid is not the
6438 * original target, it means that line
6439 * of fire is obstructed by this
6443 * A beam or bolt will hit either
6444 * player or mount. Choose randomly.
6446 else if (flg & (PROJECT_BEAM | PROJECT_REFLECTABLE))
6450 /* Hit the mount with full damage */
6454 /* Hit the player later */
6455 flg |= PROJECT_PLAYER;
6457 /* Don't affect the mount */
6463 * The spell is not well aimed, so
6464 * partly affect both player and
6473 /* Affect the monster in the grid */
6474 if (project_m(who, effective_dist, y, x, dam, typ, flg, see_s_msg)) notice = TRUE;
6478 /* Player affected one monster (without "jumping") */
6479 if (!who && (project_m_n == 1) && !jump)
6484 /* Track if possible */
6485 if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx > 0)
6487 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[p_ptr->current_floor_ptr->grid_array[y][x].m_idx];
6491 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
6492 health_track(p_ptr->current_floor_ptr->grid_array[y][x].m_idx);
6500 if (flg & (PROJECT_KILL))
6502 /* Start with "dist" of zero */
6505 /* Scan for player */
6506 for (i = 0; i < grids; i++)
6510 /* Hack -- Notice new "dist" values */
6511 if (gm[dist+1] == i) dist++;
6513 /* Get the grid location */
6517 /* Affect the player? */
6518 if (!player_bold(p_ptr, y, x)) continue;
6520 /* Find the closest point in the blast */
6523 effective_dist = dist_to_line(y, x, y1, x1, by, bx);
6527 effective_dist = dist;
6530 /* Target may be your horse */
6533 /* Aimed on the player */
6534 if (flg & PROJECT_PLAYER)
6536 /* Hit the player with full damage */
6540 * Hack -- When this grid was not the
6541 * original target, a beam or bolt
6542 * would hit either player or mount,
6543 * and should be choosen randomly.
6545 * But already choosen to hit the
6546 * mount at this point.
6548 * Or aimed on your horse.
6550 else if (flg & (PROJECT_BEAM | PROJECT_REFLECTABLE | PROJECT_AIMED))
6553 * A beam or bolt is well aimed
6555 * So don't affects the player.
6562 * The spell is not well aimed,
6563 * So partly affect the player too.
6569 /* Affect the player */
6570 if (project_p(who, p_ptr, who_name, effective_dist, y, x, dam, typ, flg, monspell)) notice = TRUE;
6576 GAME_TEXT m_name[MAX_NLEN];
6578 monster_desc(m_name, &p_ptr->current_floor_ptr->m_list[p_ptr->riding], 0);
6580 if (rakubadam_m > 0)
6582 if (rakuba(p_ptr, rakubadam_m, FALSE))
6584 msg_format(_("%^sに振り落とされた!", "%^s has thrown you off!"), m_name);
6587 if (p_ptr->riding && rakubadam_p > 0)
6589 if(rakuba(p_ptr, rakubadam_p, FALSE))
6591 msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_name);
6596 /* Return "something was noticed" */
6601 * @brief 鏡魔法「封魔結界」の効果処理
6603 * @return 効果があったらTRUEを返す
6605 bool binding_field(player_type *caster_ptr, HIT_POINT dam)
6607 POSITION mirror_x[10], mirror_y[10]; /* 鏡はもっと少ない */
6608 int mirror_num = 0; /* 鏡の数 */
6610 POSITION centersign;
6611 POSITION x1, x2, y1, y2;
6613 int msec = delay_factor*delay_factor*delay_factor;
6616 POSITION point_x[3];
6617 POSITION point_y[3];
6619 /* Default target of monsterspell is player */
6620 monster_target_y = caster_ptr->y;
6621 monster_target_x = caster_ptr->x;
6623 for (x = 0; x < caster_ptr->current_floor_ptr->width; x++)
6625 for (y = 0; y < caster_ptr->current_floor_ptr->height; y++)
6627 if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x]) &&
6628 distance(caster_ptr->y, caster_ptr->x, y, x) <= MAX_RANGE &&
6629 distance(caster_ptr->y, caster_ptr->x, y, x) != 0 &&
6630 player_has_los_bold(caster_ptr, y, x) &&
6631 projectable(caster_ptr->current_floor_ptr, caster_ptr->y, caster_ptr->x, y, x)
6633 mirror_y[mirror_num] = y;
6634 mirror_x[mirror_num] = x;
6640 if (mirror_num < 2)return FALSE;
6642 point_x[0] = randint0(mirror_num);
6644 point_x[1] = randint0(mirror_num);
6645 } while (point_x[0] == point_x[1]);
6647 point_y[0] = mirror_y[point_x[0]];
6648 point_x[0] = mirror_x[point_x[0]];
6649 point_y[1] = mirror_y[point_x[1]];
6650 point_x[1] = mirror_x[point_x[1]];
6651 point_y[2] = caster_ptr->y;
6652 point_x[2] = caster_ptr->x;
6654 x = point_x[0] + point_x[1] + point_x[2];
6655 y = point_y[0] + point_y[1] + point_y[2];
6657 centersign = (point_x[0] * 3 - x)*(point_y[1] * 3 - y)
6658 - (point_y[0] * 3 - y)*(point_x[1] * 3 - x);
6659 if (centersign == 0)return FALSE;
6661 x1 = point_x[0] < point_x[1] ? point_x[0] : point_x[1];
6662 x1 = x1 < point_x[2] ? x1 : point_x[2];
6663 y1 = point_y[0] < point_y[1] ? point_y[0] : point_y[1];
6664 y1 = y1 < point_y[2] ? y1 : point_y[2];
6666 x2 = point_x[0] > point_x[1] ? point_x[0] : point_x[1];
6667 x2 = x2 > point_x[2] ? x2 : point_x[2];
6668 y2 = point_y[0] > point_y[1] ? point_y[0] : point_y[1];
6669 y2 = y2 > point_y[2] ? y2 : point_y[2];
6671 for (y = y1; y <= y2; y++) {
6672 for (x = x1; x <= x2; x++) {
6673 if (centersign*((point_x[0] - x)*(point_y[1] - y)
6674 - (point_y[0] - y)*(point_x[1] - x)) >= 0 &&
6675 centersign*((point_x[1] - x)*(point_y[2] - y)
6676 - (point_y[1] - y)*(point_x[2] - x)) >= 0 &&
6677 centersign*((point_x[2] - x)*(point_y[0] - y)
6678 - (point_y[2] - y)*(point_x[0] - x)) >= 0)
6680 if (player_has_los_bold(caster_ptr, y, x) && projectable(caster_ptr->current_floor_ptr, caster_ptr->y, caster_ptr->x, y, x)) {
6681 /* Visual effects */
6682 if (!(caster_ptr->blind)
6683 && panel_contains(y, x)) {
6684 p = bolt_pict(y, x, y, x, GF_MANA);
6685 print_rel(PICT_C(p), PICT_A(p), y, x);
6686 move_cursor_relative(y, x);
6687 /*if (fresh_before)*/ Term_fresh();
6688 Term_xtra(TERM_XTRA_DELAY, msec);
6694 for (y = y1; y <= y2; y++) {
6695 for (x = x1; x <= x2; x++) {
6696 if (centersign*((point_x[0] - x)*(point_y[1] - y)
6697 - (point_y[0] - y)*(point_x[1] - x)) >= 0 &&
6698 centersign*((point_x[1] - x)*(point_y[2] - y)
6699 - (point_y[1] - y)*(point_x[2] - x)) >= 0 &&
6700 centersign*((point_x[2] - x)*(point_y[0] - y)
6701 - (point_y[2] - y)*(point_x[0] - x)) >= 0)
6703 if (player_has_los_bold(caster_ptr, y, x) && projectable(caster_ptr->current_floor_ptr, caster_ptr->y, caster_ptr->x, y, x)) {
6704 (void)project_f(caster_ptr->current_floor_ptr, 0, 0, y, x, dam, GF_MANA);
6709 for (y = y1; y <= y2; y++) {
6710 for (x = x1; x <= x2; x++) {
6711 if (centersign*((point_x[0] - x)*(point_y[1] - y)
6712 - (point_y[0] - y)*(point_x[1] - x)) >= 0 &&
6713 centersign*((point_x[1] - x)*(point_y[2] - y)
6714 - (point_y[1] - y)*(point_x[2] - x)) >= 0 &&
6715 centersign*((point_x[2] - x)*(point_y[0] - y)
6716 - (point_y[2] - y)*(point_x[0] - x)) >= 0)
6718 if (player_has_los_bold(caster_ptr, y, x) && projectable(caster_ptr->current_floor_ptr, caster_ptr->y, caster_ptr->x, y, x)) {
6719 (void)project_o(0, 0, y, x, dam, GF_MANA);
6724 for (y = y1; y <= y2; y++) {
6725 for (x = x1; x <= x2; x++) {
6726 if (centersign*((point_x[0] - x)*(point_y[1] - y)
6727 - (point_y[0] - y)*(point_x[1] - x)) >= 0 &&
6728 centersign*((point_x[1] - x)*(point_y[2] - y)
6729 - (point_y[1] - y)*(point_x[2] - x)) >= 0 &&
6730 centersign*((point_x[2] - x)*(point_y[0] - y)
6731 - (point_y[2] - y)*(point_x[0] - x)) >= 0)
6733 if (player_has_los_bold(caster_ptr, y, x) && projectable(caster_ptr->current_floor_ptr, caster_ptr->y, caster_ptr->x, y, x)) {
6734 (void)project_m(0, 0, y, x, dam, GF_MANA,
6735 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP), TRUE);
6741 msg_print(_("鏡が結界に耐えきれず、壊れてしまった。", "The field broke a mirror"));
6742 remove_mirror(point_y[0], point_x[0]);
6749 * @brief 鏡魔法「鏡の封印」の効果処理
6751 * @return 効果があったらTRUEを返す
6753 void seal_of_mirror(HIT_POINT dam)
6757 for (x = 0; x < p_ptr->current_floor_ptr->width; x++)
6759 for (y = 0; y < p_ptr->current_floor_ptr->height; y++)
6761 if (is_mirror_grid(&p_ptr->current_floor_ptr->grid_array[y][x]))
6763 if (project_m(0, 0, y, x, dam, GF_GENOCIDE,
6764 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP), TRUE))
6766 if (!p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
6768 remove_mirror(y, x);
6780 * @brief 領域魔法に応じて技能の名称を返す。
6781 * @param tval 魔法書のtval
6782 * @return 領域魔法の技能名称を保管した文字列ポインタ
6784 concptr spell_category_name(OBJECT_TYPE_VALUE tval)
6788 case TV_HISSATSU_BOOK:
6789 return _("必殺技", "art");
6791 return _("祈り", "prayer");
6793 return _("歌", "song");
6795 return _("呪文", "spell");