3 * @brief 魔法効果の実装/ Spell code (part 2)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
21 #include "monsterrace-hook.h"
25 #include "spells-summon.h"
30 #include "spells-status.h"
31 #include "spells-floor.h"
32 #include "realm-hex.h"
33 #include "object-flavor.h"
34 #include "object-hook.h"
35 #include "monster-status.h"
36 #include "player-move.h"
37 #include "player-status.h"
38 #include "player-effects.h"
39 #include "player-skill.h"
41 #include "floor-events.h"
43 #include "view-mainwindow.h"
46 * @brief プレイヤー周辺の地形を感知する
49 * @param known 地形から危険フラグを外すならTRUE
50 * @return 効力があった場合TRUEを返す
52 static bool detect_feat_flag(POSITION range, int flag, bool known)
58 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
60 /* Scan the current panel */
61 for (y = 1; y < current_floor_ptr->height - 1; y++)
63 for (x = 1; x <= current_floor_ptr->width - 1; x++)
65 int dist = distance(p_ptr->y, p_ptr->x, y, x);
66 if (dist > range) continue;
67 g_ptr = ¤t_floor_ptr->grid_array[y][x];
72 /* Mark as detected */
73 if (dist <= range && known)
75 if (dist <= range - 1) g_ptr->info |= (CAVE_IN_DETECT);
77 g_ptr->info &= ~(CAVE_UNSAFE);
84 if (cave_have_flag_grid(g_ptr, flag))
89 /* Hack -- Memorize */
90 g_ptr->info |= (CAVE_MARK);
103 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
105 * @param known 感知外範囲を超える警告フラグを立てる場合TRUEを返す
106 * @return 効力があった場合TRUEを返す
108 bool detect_traps(POSITION range, bool known)
110 bool detect = detect_feat_flag(range, FF_TRAP, known);
112 if (known) p_ptr->dtrap = TRUE;
114 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
117 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
124 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
126 * @return 効力があった場合TRUEを返す
128 bool detect_doors(POSITION range)
130 bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
132 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
135 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
142 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
144 * @return 効力があった場合TRUEを返す
146 bool detect_stairs(POSITION range)
148 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
150 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
153 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
160 * @brief プレイヤー周辺の地形財宝を感知する / Detect any treasure on the current panel
162 * @return 効力があった場合TRUEを返す
164 bool detect_treasure(POSITION range)
166 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
168 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
171 msg_print(_("埋蔵された財宝の存在を感じとった!", "You sense the presence of buried treasure!"));
178 * @brief プレイヤー周辺のアイテム財宝を感知する / Detect all "gold" objects on the current panel
180 * @return 効力があった場合TRUEを返す
182 bool detect_objects_gold(POSITION range)
186 POSITION range2 = range;
190 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range2 /= 3;
193 for (i = 1; i < o_max; i++)
195 object_type *o_ptr = ¤t_floor_ptr->o_list[i];
197 /* Skip dead objects */
198 if (!o_ptr->k_idx) continue;
200 /* Skip held objects */
201 if (o_ptr->held_m_idx) continue;
206 /* Only detect nearby objects */
207 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
209 /* Detect "gold" objects */
210 if (o_ptr->tval == TV_GOLD)
212 o_ptr->marked |= OM_FOUND;
218 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
221 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
224 if (detect_monsters_string(range, "$"))
233 * @brief 通常のアイテムオブジェクトを感知する / Detect all "normal" objects on the current panel
235 * @return 効力があった場合TRUEを返す
237 bool detect_objects_normal(POSITION range)
241 POSITION range2 = range;
245 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range2 /= 3;
248 for (i = 1; i < o_max; i++)
250 object_type *o_ptr = ¤t_floor_ptr->o_list[i];
252 /* Skip dead objects */
253 if (!o_ptr->k_idx) continue;
255 /* Skip held objects */
256 if (o_ptr->held_m_idx) continue;
261 /* Only detect nearby objects */
262 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
264 /* Detect "real" objects */
265 if (o_ptr->tval != TV_GOLD)
267 o_ptr->marked |= OM_FOUND;
273 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
276 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
279 if (detect_monsters_string(range, "!=?|/`"))
288 * @brief 魔法効果のあるのアイテムオブジェクトを感知する / Detect all "magic" objects on the current panel.
290 * @return 効力があった場合TRUEを返す
293 * This will light up all spaces with "magic" items, including artifacts,
294 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
295 * and "enchanted" items of the "good" variety.
297 * It can probably be argued that this function is now too powerful.
300 bool detect_objects_magic(POSITION range)
302 OBJECT_TYPE_VALUE tv;
308 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
310 /* Scan all objects */
311 for (i = 1; i < o_max; i++)
313 object_type *o_ptr = ¤t_floor_ptr->o_list[i];
315 /* Skip dead objects */
316 if (!o_ptr->k_idx) continue;
318 /* Skip held objects */
319 if (o_ptr->held_m_idx) continue;
324 /* Only detect nearby objects */
325 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
327 /* Examine the tval */
330 /* Artifacts, misc magic items, or enchanted wearables */
331 if (object_is_artifact(o_ptr) ||
332 object_is_ego(o_ptr) ||
333 (tv == TV_WHISTLE) ||
341 (tv == TV_LIFE_BOOK) ||
342 (tv == TV_SORCERY_BOOK) ||
343 (tv == TV_NATURE_BOOK) ||
344 (tv == TV_CHAOS_BOOK) ||
345 (tv == TV_DEATH_BOOK) ||
346 (tv == TV_TRUMP_BOOK) ||
347 (tv == TV_ARCANE_BOOK) ||
348 (tv == TV_CRAFT_BOOK) ||
349 (tv == TV_DAEMON_BOOK) ||
350 (tv == TV_CRUSADE_BOOK) ||
351 (tv == TV_MUSIC_BOOK) ||
352 (tv == TV_HISSATSU_BOOK) ||
353 (tv == TV_HEX_BOOK) ||
354 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
356 /* Memorize the item */
357 o_ptr->marked |= OM_FOUND;
364 msg_print(_("魔法のアイテムの存在を感じとった!", "You sense the presence of magic objects!"));
373 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
375 * @return 効力があった場合TRUEを返す
377 bool detect_monsters_normal(POSITION range)
383 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
385 for (i = 1; i < m_max; i++)
387 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
388 monster_race *r_ptr = &r_info[m_ptr->r_idx];
389 if (!monster_is_valid(m_ptr)) continue;
394 /* Only detect nearby monsters */
395 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
397 /* Detect all non-invisible monsters */
398 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
400 /* Repair visibility later */
401 repair_monsters = TRUE;
403 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
404 update_monster(i, FALSE);
409 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
412 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
419 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
421 * @return 効力があった場合TRUEを返す
423 bool detect_monsters_invis(POSITION range)
429 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
431 for (i = 1; i < m_max; i++)
433 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
434 monster_race *r_ptr = &r_info[m_ptr->r_idx];
436 if (!monster_is_valid(m_ptr)) continue;
441 /* Only detect nearby monsters */
442 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
444 /* Detect invisible monsters */
445 if (r_ptr->flags2 & RF2_INVISIBLE)
447 /* Update monster recall window */
448 if (p_ptr->monster_race_idx == m_ptr->r_idx)
450 p_ptr->window |= (PW_MONSTER);
453 /* Repair visibility later */
454 repair_monsters = TRUE;
456 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
457 update_monster(i, FALSE);
462 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
465 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
471 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
473 * @return 効力があった場合TRUEを返す
475 bool detect_monsters_evil(POSITION range)
481 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
483 for (i = 1; i < m_max; i++)
485 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
486 monster_race *r_ptr = &r_info[m_ptr->r_idx];
487 if (!monster_is_valid(m_ptr)) continue;
492 /* Only detect nearby monsters */
493 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
495 /* Detect evil monsters */
496 if (r_ptr->flags3 & RF3_EVIL)
498 if (is_original_ap(m_ptr))
500 /* Take note that they are evil */
501 r_ptr->r_flags3 |= (RF3_EVIL);
503 /* Update monster recall window */
504 if (p_ptr->monster_race_idx == m_ptr->r_idx)
506 p_ptr->window |= (PW_MONSTER);
510 /* Repair visibility later */
511 repair_monsters = TRUE;
513 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
514 update_monster(i, FALSE);
520 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
526 * @brief 無生命のモンスターを感知する(アンデッド、悪魔系を含む) / Detect all "nonliving", "undead" or "demonic" monsters on current panel
528 * @return 効力があった場合TRUEを返す
530 bool detect_monsters_nonliving(POSITION range)
536 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
538 for (i = 1; i < m_max; i++)
540 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
541 if (!monster_is_valid(m_ptr)) continue;
546 /* Only detect nearby monsters */
547 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
549 /* Detect non-living monsters */
550 if (!monster_living(m_ptr->r_idx))
552 /* Update monster recall window */
553 if (p_ptr->monster_race_idx == m_ptr->r_idx)
555 p_ptr->window |= (PW_MONSTER);
558 /* Repair visibility later */
559 repair_monsters = TRUE;
561 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
562 update_monster(i, FALSE);
568 msg_print(_("自然でないモンスターの存在を感じた!", "You sense the presence of unnatural beings!"));
574 * @brief 精神のあるモンスターを感知する / Detect all monsters it has mind on current panel
576 * @return 効力があった場合TRUEを返す
578 bool detect_monsters_mind(POSITION range)
584 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
586 for (i = 1; i < m_max; i++)
588 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
589 monster_race *r_ptr = &r_info[m_ptr->r_idx];
590 if (!monster_is_valid(m_ptr)) continue;
595 /* Only detect nearby monsters */
596 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
598 /* Detect non-living monsters */
599 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
601 /* Update monster recall window */
602 if (p_ptr->monster_race_idx == m_ptr->r_idx)
604 p_ptr->window |= (PW_MONSTER);
607 /* Repair visibility later */
608 repair_monsters = TRUE;
610 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
611 update_monster(i, FALSE);
617 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
624 * @brief 該当シンボルのモンスターを感知する / Detect all (string) monsters on current panel
626 * @param Match 対応シンボルの混じったモンスター文字列(複数指定化)
627 * @return 効力があった場合TRUEを返す
629 bool detect_monsters_string(POSITION range, concptr Match)
635 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
637 for (i = 1; i < m_max; i++)
639 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
640 monster_race *r_ptr = &r_info[m_ptr->r_idx];
641 if (!monster_is_valid(m_ptr)) continue;
646 /* Only detect nearby monsters */
647 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
649 /* Detect monsters with the same symbol */
650 if (my_strchr(Match, r_ptr->d_char))
652 /* Update monster recall window */
653 if (p_ptr->monster_race_idx == m_ptr->r_idx)
655 p_ptr->window |= (PW_MONSTER);
658 /* Repair visibility later */
659 repair_monsters = TRUE;
661 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
662 update_monster(i, FALSE);
667 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
670 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
676 * @brief flags3に対応するモンスターを感知する / A "generic" detect monsters routine, tagged to flags3
678 * @param match_flag 感知フラグ
679 * @return 効力があった場合TRUEを返す
681 bool detect_monsters_xxx(POSITION range, u32b match_flag)
686 concptr desc_monsters = _("変なモンスター", "weird monsters");
688 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
690 for (i = 1; i < m_max; i++)
692 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
693 monster_race *r_ptr = &r_info[m_ptr->r_idx];
694 if (!monster_is_valid(m_ptr)) continue;
699 /* Only detect nearby monsters */
700 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
702 /* Detect evil monsters */
703 if (r_ptr->flags3 & (match_flag))
705 if (is_original_ap(m_ptr))
707 /* Take note that they are something */
708 r_ptr->r_flags3 |= (match_flag);
710 /* Update monster recall window */
711 if (p_ptr->monster_race_idx == m_ptr->r_idx)
713 p_ptr->window |= (PW_MONSTER);
717 /* Repair visibility later */
718 repair_monsters = TRUE;
720 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
721 update_monster(i, FALSE);
730 desc_monsters = _("デーモン", "demons");
733 desc_monsters = _("アンデッド", "the undead");
737 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
745 * @brief 全感知処理 / Detect everything
747 * @return 効力があった場合TRUEを返す
749 bool detect_all(POSITION range)
753 /* Detect everything */
754 if (detect_traps(range, TRUE)) detect = TRUE;
755 if (detect_doors(range)) detect = TRUE;
756 if (detect_stairs(range)) detect = TRUE;
758 /* There are too many hidden treasure. So... */
759 /* if (detect_treasure(range)) detect = TRUE; */
761 if (detect_objects_gold(range)) detect = TRUE;
762 if (detect_objects_normal(range)) detect = TRUE;
763 if (detect_monsters_invis(range)) detect = TRUE;
764 if (detect_monsters_normal(range)) detect = TRUE;
770 * @brief 視界内モンスターに魔法効果を与える / Apply a "project()" directly to all viewable monsters
773 * @return 効力があった場合TRUEを返す
776 * Note that affected monsters are NOT auto-tracked by this usage.
778 * To avoid misbehavior when monster deaths have side-effects,
779 * this is done in two passes. -- JDL
782 bool project_all_los(EFFECT_ID typ, HIT_POINT dam)
786 BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
787 bool obvious = FALSE;
789 /* Mark all (nearby) monsters */
790 for (i = 1; i < m_max; i++)
792 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
793 if (!monster_is_valid(m_ptr)) continue;
798 /* Require line of sight */
799 if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
801 /* Mark the monster */
802 m_ptr->mflag |= (MFLAG_LOS);
805 /* Affect all marked monsters */
806 for (i = 1; i < m_max; i++)
808 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
810 /* Skip unmarked monsters */
811 if (!(m_ptr->mflag & (MFLAG_LOS))) continue;
814 m_ptr->mflag &= ~(MFLAG_LOS);
819 /* Jump directly to the target monster */
820 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
827 * @brief 視界内モンスターを加速する処理 / Speed monsters
828 * @return 効力があった場合TRUEを返す
830 bool speed_monsters(void)
832 return (project_all_los(GF_OLD_SPEED, p_ptr->lev));
836 * @brief 視界内モンスターを加速する処理 / Slow monsters
837 * @return 効力があった場合TRUEを返す
839 bool slow_monsters(int power)
841 return (project_all_los(GF_OLD_SLOW, power));
845 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
846 * @return 効力があった場合TRUEを返す
848 bool sleep_monsters(int power)
850 return (project_all_los(GF_OLD_SLEEP, power));
854 * @brief 視界内の邪悪なモンスターをテレポート・アウェイさせる処理 / Banish evil monsters
855 * @return 効力があった場合TRUEを返す
857 bool banish_evil(int dist)
859 return (project_all_los(GF_AWAY_EVIL, dist));
863 * @brief 視界内のアンデッド・モンスターを恐怖させる処理 / Turn undead
864 * @return 効力があった場合TRUEを返す
866 bool turn_undead(void)
868 bool tester = (project_all_los(GF_TURN_UNDEAD, p_ptr->lev));
870 chg_virtue(V_UNLIFE, -1);
875 * @brief 視界内のアンデッド・モンスターにダメージを与える処理 / Dispel undead monsters
876 * @return 効力があった場合TRUEを返す
878 bool dispel_undead(HIT_POINT dam)
880 bool tester = (project_all_los(GF_DISP_UNDEAD, dam));
882 chg_virtue(V_UNLIFE, -2);
887 * @brief 視界内の邪悪なモンスターにダメージを与える処理 / Dispel evil monsters
888 * @return 効力があった場合TRUEを返す
890 bool dispel_evil(HIT_POINT dam)
892 return (project_all_los(GF_DISP_EVIL, dam));
896 * @brief 視界内の善良なモンスターにダメージを与える処理 / Dispel good monsters
897 * @return 効力があった場合TRUEを返す
899 bool dispel_good(HIT_POINT dam)
901 return (project_all_los(GF_DISP_GOOD, dam));
905 * @brief 視界内のあらゆるモンスターにダメージを与える処理 / Dispel all monsters
906 * @return 効力があった場合TRUEを返す
908 bool dispel_monsters(HIT_POINT dam)
910 return (project_all_los(GF_DISP_ALL, dam));
913 bool cleansing_nova(player_type *creature_ptr, bool magic, bool powerful)
916 if (dispel_evil(powerful ? 225 : 150)) ident = TRUE;
917 int k = 3 * creature_ptr->lev;
918 if (set_protevil((magic ? 0 : creature_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
919 if (set_poisoned(0)) ident = TRUE;
920 if (set_afraid(0)) ident = TRUE;
921 if (hp_player(50)) ident = TRUE;
922 if (set_stun(0)) ident = TRUE;
923 if (set_cut(0)) ident = TRUE;
927 bool unleash_mana_storm(player_type *creature_ptr, bool powerful)
929 msg_print(_("強力な魔力が敵を引き裂いた!", "Mighty magics rend your enemies!"));
930 project(0, (powerful ? 7 : 5), creature_ptr->y, creature_ptr->x,
931 (randint1(200) + (powerful ? 500 : 300)) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
932 if ((creature_ptr->pclass != CLASS_MAGE) && (creature_ptr->pclass != CLASS_HIGH_MAGE) && (creature_ptr->pclass != CLASS_SORCERER) && (creature_ptr->pclass != CLASS_MAGIC_EATER) && (creature_ptr->pclass != CLASS_BLUE_MAGE))
934 (void)take_hit(DAMAGE_NOESCAPE, 50, _("コントロールし難い強力な魔力の解放", "unleashing magics too mighty to control"), -1);
940 * @brief 視界内の生命のあるモンスターにダメージを与える処理 / Dispel 'living' monsters
941 * @return 効力があった場合TRUEを返す
943 bool dispel_living(HIT_POINT dam)
945 return (project_all_los(GF_DISP_LIVING, dam));
949 * @brief 視界内の悪魔系モンスターにダメージを与える処理 / Dispel 'living' monsters
950 * @return 効力があった場合TRUEを返す
952 bool dispel_demons(HIT_POINT dam)
954 return (project_all_los(GF_DISP_DEMON, dam));
958 * @brief 視界内のモンスターに「聖戦」効果を与える処理
959 * @return 効力があった場合TRUEを返す
963 return (project_all_los(GF_CRUSADE, p_ptr->lev*4));
967 * @brief 視界内モンスターを怒らせる処理 / Wake up all monsters, and speed up "los" monsters.
968 * @param who 怒らせる原因を起こしたモンスター(0ならばプレイヤー)
971 void aggravate_monsters(MONSTER_IDX who)
977 /* Aggravate everyone nearby */
978 for (i = 1; i < m_max; i++)
980 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
981 if (!monster_is_valid(m_ptr)) continue;
983 /* Skip aggravating monster (or player) */
984 if (i == who) continue;
986 /* Wake up nearby sleeping monsters */
987 if (m_ptr->cdis < MAX_SIGHT * 2)
990 if (MON_CSLEEP(m_ptr))
992 (void)set_monster_csleep(i, 0);
995 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
998 /* Speed up monsters in line of sight */
999 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
1003 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
1009 if (speed) msg_print(_("付近で何かが突如興奮したような感じを受けた!", "You feel a sudden stirring nearby!"));
1010 else if (sleep) msg_print(_("何かが突如興奮したような騒々しい音が遠くに聞こえた!", "You hear a sudden stirring in the distance!"));
1011 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
1016 * @brief モンスターへの単体抹殺処理サブルーチン / Delete a non-unique/non-quest monster
1017 * @param m_idx 抹殺するモンスターID
1018 * @param power 抹殺の威力
1019 * @param player_cast プレイヤーの魔法によるものならば TRUE
1020 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
1021 * @param spell_name 抹殺効果を起こした魔法の名前
1022 * @return 効力があった場合TRUEを返す
1024 bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, concptr spell_name)
1026 int msec = delay_factor * delay_factor * delay_factor;
1027 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1028 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1029 bool resist = FALSE;
1031 if (is_pet(m_ptr) && !player_cast) return FALSE;
1033 /* Hack -- Skip Unique Monsters or Quest Monsters */
1034 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1035 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1036 else if (m_idx == p_ptr->riding) resist = TRUE;
1037 else if ((p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
1038 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1039 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1043 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1045 GAME_TEXT m_name[MAX_NLEN];
1047 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1048 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1051 delete_monster_idx(m_idx);
1054 if (resist && player_cast)
1056 bool see_m = is_seen(m_ptr);
1057 GAME_TEXT m_name[MAX_NLEN];
1059 monster_desc(m_name, m_ptr, 0);
1062 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1064 if (MON_CSLEEP(m_ptr))
1066 (void)set_monster_csleep(m_idx, 0);
1069 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1072 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1076 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1080 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1085 take_hit(DAMAGE_GENO, randint1(dam_side), format(_("%^sの呪文を唱えた疲労", "the strain of casting %^s"), spell_name), -1);
1088 /* Visual feedback */
1089 move_cursor_relative(p_ptr->y, p_ptr->x);
1091 p_ptr->redraw |= (PR_HP);
1092 p_ptr->window |= (PW_PLAYER);
1097 Term_xtra(TERM_XTRA_DELAY, msec);
1104 * @brief モンスターへのシンボル抹殺処理ルーチン / Delete all non-unique/non-quest monsters of a given "type" from the level
1105 * @param power 抹殺の威力
1106 * @param player_cast プレイヤーの魔法によるものならば TRUE
1107 * @return 効力があった場合TRUEを返す
1109 bool symbol_genocide(int power, bool player_cast)
1113 bool result = FALSE;
1115 /* Prevent genocide in quest levels */
1116 if ((p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1118 msg_print(_("何も起きないようだ……", "It seems nothing happen here..."));
1122 /* Mega-Hack -- Get a monster symbol */
1123 while (!get_com(_("どの種類(文字)のモンスターを抹殺しますか: ", "Choose a monster race (by symbol) to genocide: "), &typ, FALSE)) ;
1125 /* Delete the monsters of that "type" */
1126 for (i = 1; i < m_max; i++)
1128 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1129 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1130 if (!monster_is_valid(m_ptr)) continue;
1132 /* Skip "wrong" monsters */
1133 if (r_ptr->d_char != typ) continue;
1135 result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
1140 chg_virtue(V_VITALITY, -2);
1141 chg_virtue(V_CHANCE, -1);
1149 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1150 * @param power 抹殺の威力
1151 * @param player_cast プレイヤーの魔法によるものならば TRUE
1152 * @return 効力があった場合TRUEを返す
1154 bool mass_genocide(int power, bool player_cast)
1157 bool result = FALSE;
1159 /* Prevent mass genocide in quest levels */
1160 if ((p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1165 /* Delete the (nearby) monsters */
1166 for (i = 1; i < m_max; i++)
1168 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1169 if (!monster_is_valid(m_ptr)) continue;
1171 /* Skip distant monsters */
1172 if (m_ptr->cdis > MAX_SIGHT) continue;
1175 result |= genocide_aux(i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1180 chg_virtue(V_VITALITY, -2);
1181 chg_virtue(V_CHANCE, -1);
1189 * @brief アンデッド・モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) undead
1190 * @param power 抹殺の威力
1191 * @param player_cast プレイヤーの魔法によるものならば TRUE
1192 * @return 効力があった場合TRUEを返す
1194 bool mass_genocide_undead(int power, bool player_cast)
1197 bool result = FALSE;
1199 /* Prevent mass genocide in quest levels */
1200 if ((p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1205 /* Delete the (nearby) monsters */
1206 for (i = 1; i < m_max; i++)
1208 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1209 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1210 if (!monster_is_valid(m_ptr)) continue;
1212 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1214 /* Skip distant monsters */
1215 if (m_ptr->cdis > MAX_SIGHT) continue;
1218 result |= genocide_aux(i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1223 chg_virtue(V_UNLIFE, -2);
1224 chg_virtue(V_CHANCE, -1);
1232 * @brief 周辺モンスターを調査する / Probe nearby monsters
1233 * @return 効力があった場合TRUEを返す
1238 int speed; /* TODO */
1249 /* Probe all (nearby) monsters */
1250 for (i = 1; i < m_max; i++)
1252 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1253 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1254 if (!monster_is_valid(m_ptr)) continue;
1256 /* Require line of sight */
1257 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
1259 /* Probe visible monsters */
1262 GAME_TEXT m_name[MAX_NLEN];
1264 /* Start the message */
1267 msg_print(_("調査中...", "Probing..."));
1272 if (!is_original_ap(m_ptr))
1274 if (m_ptr->mflag2 & MFLAG2_KAGE)
1275 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1277 m_ptr->ap_r_idx = m_ptr->r_idx;
1278 lite_spot(m_ptr->fy, m_ptr->fx);
1280 /* Get "the monster" or "something" */
1281 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1283 speed = m_ptr->mspeed - 110;
1284 if (MON_FAST(m_ptr)) speed += 10;
1285 if (MON_SLOW(m_ptr)) speed -= 10;
1286 if (ironman_nightmare) speed += 5;
1288 /* Get the monster's alignment */
1289 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
1290 else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
1291 else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
1292 else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) _(align = "中立(善悪)", "neutral(good&evil)");
1293 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
1294 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
1295 else align = _("中立", "neutral");
1297 sprintf(buf,_("%s ... 属性:%s HP:%d/%d AC:%d 速度:%s%d 経験:", "%s ... align:%s HP:%d/%d AC:%d speed:%s%d exp:"),
1298 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1300 if (r_ptr->next_r_idx)
1302 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1306 strcat(buf, "xxx ");
1309 if (MON_CSLEEP(m_ptr)) strcat(buf,_("睡眠 ", "sleeping "));
1310 if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
1311 if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
1312 if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
1313 if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
1314 buf[strlen(buf)-1] = '\0';
1317 /* HACK : Add the line to message buffer */
1320 p_ptr->window |= (PW_MESSAGE);
1323 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
1326 Term_erase(0, 0, 255);
1328 /* Learn everything about this monster */
1329 if (lore_do_probe(m_ptr->r_idx))
1331 /* Get base name of monster */
1332 strcpy(buf, (r_name + r_ptr->name));
1335 /* Note that we learnt some new flags -Mogami- */
1336 msg_format("%sについてさらに詳しくなった気がする。", buf);
1341 /* Note that we learnt some new flags -Mogami- */
1342 msg_format("You now know more about %s.", buf);
1344 /* Clear -more- prompt */
1359 chg_virtue(V_KNOWLEDGE, 1);
1360 msg_print(_("これで全部です。", "That's all."));
1368 * @brief *破壊*処理を行う / The spell of destruction
1369 * @param y1 破壊の中心Y座標
1370 * @param x1 破壊の中心X座標
1372 * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
1373 * @return 効力があった場合TRUEを返す
1376 * This spell "deletes" monsters (instead of "killing" them).
1378 * Later we may use one function for both "destruction" and
1379 * "earthquake" by using the "full" to select "destruction".
1382 bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
1389 /* Prevent destruction of quest levels and town */
1390 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !current_floor_ptr->dun_level)
1395 /* Lose monster light */
1396 if (!in_generate) clear_mon_lite();
1398 /* Big area of affect */
1399 for (y = (y1 - r); y <= (y1 + r); y++)
1401 for (x = (x1 - r); x <= (x1 + r); x++)
1403 /* Skip illegal grids */
1404 if (!in_bounds(y, x)) continue;
1406 /* Extract the distance */
1407 k = distance(y1, x1, y, x);
1409 /* Stay in the circle of death */
1410 if (k > r) continue;
1411 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1413 /* Lose room and vault */
1414 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1416 /* Lose light and knowledge */
1417 g_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
1419 if (!in_generate) /* Normal */
1422 g_ptr->info &= ~(CAVE_UNSAFE);
1424 /* Hack -- Notice player affect */
1425 if (player_bold(y, x))
1427 /* Hurt the player later */
1430 /* Do not hurt this grid */
1435 /* Hack -- Skip the epicenter */
1436 if ((y == y1) && (x == x1)) continue;
1440 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1441 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1443 if (in_generate) /* In generation */
1445 /* Delete the monster (if any) */
1446 delete_monster(y, x);
1448 else if (r_ptr->flags1 & RF1_QUESTOR)
1450 /* Heal the monster */
1451 m_ptr->hp = m_ptr->maxhp;
1453 /* Try to teleport away quest monsters */
1454 if (!teleport_away(g_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
1458 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1460 GAME_TEXT m_name[MAX_NLEN];
1462 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1463 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
1466 /* Delete the monster (if any) */
1467 delete_monster(y, x);
1471 /* During generation, destroyed artifacts are "preserved" */
1472 if (preserve_mode || in_generate)
1474 OBJECT_IDX this_o_idx, next_o_idx = 0;
1476 /* Scan all objects in the grid */
1477 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1480 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
1481 next_o_idx = o_ptr->next_o_idx;
1483 /* Hack -- Preserve unknown artifacts */
1484 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
1486 /* Mega-Hack -- Preserve the artifact */
1487 a_info[o_ptr->name1].cur_num = 0;
1489 if (in_generate && cheat_peek)
1491 GAME_TEXT o_name[MAX_NLEN];
1492 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1493 msg_format(_("伝説のアイテム (%s) は生成中に*破壊*された。", "Artifact (%s) was *destroyed* during generation."), o_name);
1496 else if (in_generate && cheat_peek && o_ptr->art_name)
1498 msg_print(_("ランダム・アーティファクトの1つは生成中に*破壊*された。",
1499 "One of the random artifacts was *destroyed* during generation."));
1504 delete_object(y, x);
1506 /* Destroy "non-permanent" grids */
1507 if (!cave_perma_grid(g_ptr))
1509 /* Wall (or floor) type */
1512 if (!in_generate) /* Normal */
1516 /* Create granite wall */
1517 cave_set_feat(y, x, feat_granite);
1521 /* Create quartz vein */
1522 cave_set_feat(y, x, feat_quartz_vein);
1526 /* Create magma vein */
1527 cave_set_feat(y, x, feat_magma_vein);
1532 cave_set_feat(y, x, feat_ground_type[randint0(100)]);
1535 else /* In generation */
1539 /* Create granite wall */
1540 place_extra_grid(g_ptr);
1544 /* Create quartz vein */
1545 g_ptr->feat = feat_quartz_vein;
1549 /* Create magma vein */
1550 g_ptr->feat = feat_magma_vein;
1555 place_floor_grid(g_ptr);
1558 /* Clear garbage of hidden trap or door */
1567 /* Process "re-glowing" */
1568 for (y = (y1 - r); y <= (y1 + r); y++)
1570 for (x = (x1 - r); x <= (x1 + r); x++)
1572 /* Skip illegal grids */
1573 if (!in_bounds(y, x)) continue;
1575 /* Extract the distance */
1576 k = distance(y1, x1, y, x);
1578 /* Stay in the circle of death */
1579 if (k > r) continue;
1580 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1582 if (is_mirror_grid(g_ptr)) g_ptr->info |= CAVE_GLOW;
1583 else if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
1589 for (i = 0; i < 9; i++)
1591 yy = y + ddy_ddd[i];
1592 xx = x + ddx_ddd[i];
1593 if (!in_bounds2(yy, xx)) continue;
1594 cc_ptr = ¤t_floor_ptr->grid_array[yy][xx];
1595 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1597 g_ptr->info |= CAVE_GLOW;
1605 /* Hack -- Affect player */
1608 msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
1610 /* Blind the player */
1611 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
1614 (void)set_blind(p_ptr->blind + 10 + randint1(10));
1620 /* Mega-Hack -- Forget the view and lite */
1621 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1622 p_ptr->redraw |= (PR_MAP);
1623 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1625 if (p_ptr->special_defense & NINJA_S_STEALTH)
1627 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1637 * @brief 地震処理(サブルーチン) /
1638 * Induce an "earthquake" of the given radius at the given location.
1639 * @return 効力があった場合TRUEを返す
1643 * @param m_idx 地震を起こしたモンスターID(0ならばプレイヤー)
1647 * This will current_world_ptr->game_turn some walls into floors and some floors into walls.
1649 * The player will take damage and "jump" into a safe grid if possible,
1650 * otherwise, he will "tunnel" through the rubble instantaneously.
1652 * Monsters will take damage, and "jump" into a safe grid if possible,
1653 * otherwise they will be "buried" in the rubble, disappearing from
1654 * the level in the same way that they do when genocided.
1656 * Note that thus the player and monsters (except eaters of walls and
1657 * passers through walls) will never occupy the same grid as a wall.
1658 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
1659 * for a single current_world_ptr->game_turn, unless that monster can pass_walls or kill_walls.
1660 * This has allowed massive simplification of the "monster" code.
1663 bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
1667 POSITION y, x, yy, xx, dy, dx;
1670 POSITION sy = 0, sx = 0;
1675 /* Prevent destruction of quest levels and town */
1676 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !current_floor_ptr->dun_level)
1681 /* Paranoia -- Enforce maximum range */
1684 /* Clear the "maximal blast" area */
1685 for (y = 0; y < 32; y++)
1687 for (x = 0; x < 32; x++)
1693 /* Check around the epicenter */
1694 for (dy = -r; dy <= r; dy++)
1696 for (dx = -r; dx <= r; dx++)
1698 /* Extract the location */
1702 /* Skip illegal grids */
1703 if (!in_bounds(yy, xx)) continue;
1705 /* Skip distant grids */
1706 if (distance(cy, cx, yy, xx) > r) continue;
1707 g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
1709 /* Lose room and vault / Lose light and knowledge */
1710 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
1711 g_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
1713 /* Skip the epicenter */
1714 if (!dx && !dy) continue;
1716 /* Skip most grids */
1717 if (randint0(100) < 85) continue;
1719 /* Damage this grid */
1720 map[16+yy-cy][16+xx-cx] = TRUE;
1722 /* Hack -- Take note of player damage */
1723 if (player_bold(yy, xx)) hurt = TRUE;
1727 /* First, affect the player (if necessary) */
1728 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
1730 /* Check around the player */
1731 for (i = 0; i < 8; i++)
1733 y = p_ptr->y + ddy_ddd[i];
1734 x = p_ptr->x + ddx_ddd[i];
1736 /* Skip non-empty grids */
1737 if (!cave_empty_bold(y, x)) continue;
1739 /* Important -- Skip "quake" grids */
1740 if (map[16+y-cy][16+x-cx]) continue;
1742 if (current_floor_ptr->grid_array[y][x].m_idx) continue;
1744 /* Count "safe" grids */
1747 /* Randomize choice */
1748 if (randint0(sn) > 0) continue;
1750 /* Save the safe location */
1754 /* Random message */
1755 switch (randint1(3))
1759 msg_print(_("ダンジョンの壁が崩れた!", "The current_floor_ptr->grid_array ceiling collapses!"));
1764 msg_print(_("ダンジョンの床が不自然にねじ曲がった!", "The current_floor_ptr->grid_array floor twists in an unnatural way!"));
1769 msg_print(_("ダンジョンが揺れた!崩れた岩が頭に降ってきた!", "The current_floor_ptr->grid_array quakes! You are pummeled with debris!"));
1774 /* Hurt the player a lot */
1777 /* Message and damage */
1778 msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
1782 /* Destroy the grid, and push the player to safety */
1785 /* Calculate results */
1786 switch (randint1(3))
1790 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
1796 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
1797 damage = damroll(10, 4);
1798 (void)set_stun(p_ptr->stun + randint1(50));
1803 msg_print(_("あなたは床と壁との間に挟まれてしまった!", "You are crushed between the floor and ceiling!"));
1804 damage = damroll(10, 4);
1805 (void)set_stun(p_ptr->stun + randint1(50));
1810 /* Move the player to the safe location */
1811 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
1814 /* Important -- no wall on player */
1815 map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
1823 GAME_TEXT m_name[MAX_NLEN];
1824 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1825 monster_desc(m_name, m_ptr, MD_WRONGDOER_NAME);
1826 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
1830 killer = _("地震", "an earthquake");
1833 take_hit(DAMAGE_ATTACK, damage, killer, -1);
1837 /* Examine the quaked region */
1838 for (dy = -r; dy <= r; dy++)
1840 for (dx = -r; dx <= r; dx++)
1842 /* Extract the location */
1846 /* Skip unaffected grids */
1847 if (!map[16+yy-cy][16+xx-cx]) continue;
1848 g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
1850 if (g_ptr->m_idx == p_ptr->riding) continue;
1852 /* Process monsters */
1855 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1856 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1858 /* Quest monsters */
1859 if (r_ptr->flags1 & RF1_QUESTOR)
1861 /* No wall on quest monsters */
1862 map[16+yy-cy][16+xx-cx] = FALSE;
1867 /* Most monsters cannot co-exist with rock */
1868 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
1869 !(r_ptr->flags2 & (RF2_PASS_WALL)))
1871 GAME_TEXT m_name[MAX_NLEN];
1873 /* Assume not safe */
1876 /* Monster can move to escape the wall */
1877 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
1879 /* Look for safety */
1880 for (i = 0; i < 8; i++)
1882 y = yy + ddy_ddd[i];
1883 x = xx + ddx_ddd[i];
1885 /* Skip non-empty grids */
1886 if (!cave_empty_bold(y, x)) continue;
1888 /* Hack -- no safety on glyph of warding */
1889 if (is_glyph_grid(¤t_floor_ptr->grid_array[y][x])) continue;
1890 if (is_explosive_rune_grid(¤t_floor_ptr->grid_array[y][x])) continue;
1892 /* ... nor on the Pattern */
1893 if (pattern_tile(y, x)) continue;
1895 /* Important -- Skip "quake" grids */
1896 if (map[16+y-cy][16+x-cx]) continue;
1898 if (current_floor_ptr->grid_array[y][x].m_idx) continue;
1899 if (player_bold(y, x)) continue;
1901 /* Count "safe" grids */
1904 /* Randomize choice */
1905 if (randint0(sn) > 0) continue;
1907 /* Save the safe grid */
1912 monster_desc(m_name, m_ptr, 0);
1914 /* Scream in pain */
1915 if (!ignore_unview || is_seen(m_ptr)) msg_format(_("%^sは苦痛で泣きわめいた!", "%^s wails out in pain!"), m_name);
1917 /* Take damage from the quake */
1918 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
1920 /* Monster is certainly awake */
1921 (void)set_monster_csleep(g_ptr->m_idx, 0);
1923 /* Apply damage directly */
1924 m_ptr->hp -= damage;
1926 /* Delete (not kill) "dead" monsters */
1929 if (!ignore_unview || is_seen(m_ptr))
1930 msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
1934 if (record_named_pet && is_pet(¤t_floor_ptr->m_list[g_ptr->m_idx]) && current_floor_ptr->m_list[g_ptr->m_idx].nickname)
1936 char m2_name[MAX_NLEN];
1938 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
1939 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
1943 delete_monster(yy, xx);
1945 /* No longer safe */
1949 /* Hack -- Escape from the rock */
1952 IDX m_idx_aux = current_floor_ptr->grid_array[yy][xx].m_idx;
1954 /* Update the old location */
1955 current_floor_ptr->grid_array[yy][xx].m_idx = 0;
1957 /* Update the new location */
1958 current_floor_ptr->grid_array[sy][sx].m_idx = m_idx_aux;
1960 /* Move the monster */
1964 update_monster(m_idx, TRUE);
1973 /* Lose monster light */
1976 /* Examine the quaked region */
1977 for (dy = -r; dy <= r; dy++)
1979 for (dx = -r; dx <= r; dx++)
1981 /* Extract the location */
1985 /* Skip unaffected grids */
1986 if (!map[16+yy-cy][16+xx-cx]) continue;
1988 g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
1990 /* Paranoia -- never affect player */
1991 /* if (player_bold(yy, xx)) continue; */
1993 /* Destroy location (if valid) */
1994 if (cave_valid_bold(yy, xx))
1996 delete_object(yy, xx);
1998 /* Wall (or floor) type */
1999 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
2004 /* Create granite wall */
2005 cave_set_feat(yy, xx, feat_granite);
2011 /* Create quartz vein */
2012 cave_set_feat(yy, xx, feat_quartz_vein);
2018 /* Create magma vein */
2019 cave_set_feat(yy, xx, feat_magma_vein);
2026 cave_set_feat(yy, xx, feat_ground_type[randint0(100)]);
2032 /* Process "re-glowing" */
2033 for (dy = -r; dy <= r; dy++)
2035 for (dx = -r; dx <= r; dx++)
2037 /* Extract the location */
2041 /* Skip illegal grids */
2042 if (!in_bounds(yy, xx)) continue;
2044 /* Skip distant grids */
2045 if (distance(cy, cx, yy, xx) > r) continue;
2046 g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
2048 if (is_mirror_grid(g_ptr)) g_ptr->info |= CAVE_GLOW;
2049 else if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
2055 for (ii = 0; ii < 9; ii++)
2057 yyy = yy + ddy_ddd[ii];
2058 xxx = xx + ddx_ddd[ii];
2059 if (!in_bounds2(yyy, xxx)) continue;
2060 cc_ptr = ¤t_floor_ptr->grid_array[yyy][xxx];
2061 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2063 g_ptr->info |= CAVE_GLOW;
2071 /* Mega-Hack -- Forget the view and lite */
2072 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
2073 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH | PR_MAP);
2074 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2076 if (p_ptr->special_defense & NINJA_S_STEALTH)
2078 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2086 * @brief 地震処理(プレイヤーの中心発動) /
2087 * Induce an "earthquake" of the given radius at the given location.
2088 * @return 効力があった場合TRUEを返す
2093 bool earthquake(POSITION cy, POSITION cx, POSITION r)
2095 return earthquake_aux(cy, cx, r, 0);
2102 void discharge_minion(void)
2107 for (i = 1; i < m_max; i++)
2109 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
2110 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2111 if (m_ptr->nickname) okay = FALSE;
2113 if (!okay || p_ptr->riding)
2115 if (!get_check(_("本当に全ペットを爆破しますか?", "You will blast all pets. Are you sure? ")))
2118 for (i = 1; i < m_max; i++)
2121 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
2122 monster_race *r_ptr;
2124 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2125 r_ptr = &r_info[m_ptr->r_idx];
2127 /* Uniques resist discharging */
2128 if (r_ptr->flags1 & RF1_UNIQUE)
2130 GAME_TEXT m_name[MAX_NLEN];
2131 monster_desc(m_name, m_ptr, 0x00);
2132 msg_format(_("%sは爆破されるのを嫌がり、勝手に自分の世界へと帰った。", "%^s resists to be blasted, and run away."), m_name);
2133 delete_monster_idx(i);
2136 dam = m_ptr->maxhp / 2;
2137 if (dam > 100) dam = (dam - 100) / 2 + 100;
2138 if (dam > 400) dam = (dam - 400) / 2 + 400;
2139 if (dam > 800) dam = 800;
2140 project(i, 2 + (r_ptr->level / 20), m_ptr->fy, m_ptr->fx, dam, GF_PLASMA,
2141 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
2143 if (record_named_pet && m_ptr->nickname)
2145 GAME_TEXT m_name[MAX_NLEN];
2147 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2148 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
2151 delete_monster_idx(i);
2157 * @brief 部屋全体を照らすサブルーチン
2161 * This routine clears the entire "temp" set.
2162 * This routine will Perma-Lite all "temp" grids.
2163 * This routine is used (only) by "lite_room()"
2164 * Dark grids are illuminated.
2165 * Also, process all affected monsters.
2167 * SMART monsters always wake up when illuminated
2168 * NORMAL monsters wake up 1/4 the time when illuminated
2169 * STUPID monsters wake up 1/10 the time when illuminated
2172 static void cave_temp_room_lite(void)
2176 /* Clear them all */
2177 for (i = 0; i < tmp_pos.n; i++)
2179 POSITION y = tmp_pos.y[i];
2180 POSITION x = tmp_pos.x[i];
2182 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2184 /* No longer in the array */
2185 g_ptr->info &= ~(CAVE_TEMP);
2187 /* Update only non-CAVE_GLOW grids */
2188 /* if (g_ptr->info & (CAVE_GLOW)) continue; */
2191 g_ptr->info |= (CAVE_GLOW);
2193 /* Process affected monsters */
2196 PERCENTAGE chance = 25;
2197 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
2198 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2199 update_monster(g_ptr->m_idx, FALSE);
2201 /* Stupid monsters rarely wake up */
2202 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
2204 /* Smart monsters always wake up */
2205 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
2207 /* Sometimes monsters wake up */
2208 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
2211 (void)set_monster_csleep(g_ptr->m_idx, 0);
2213 /* Notice the "waking up" */
2216 GAME_TEXT m_name[MAX_NLEN];
2217 monster_desc(m_name, m_ptr, 0);
2218 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2225 update_local_illumination(y, x);
2235 * @brief 部屋全体を暗くするサブルーチン
2239 * This routine clears the entire "temp" set.
2240 * This routine will "darken" all "temp" grids.
2241 * In addition, some of these grids will be "unmarked".
2242 * This routine is used (only) by "unlite_room()"
2243 * Also, process all affected monsters
2246 static void cave_temp_room_unlite(void)
2250 /* Clear them all */
2251 for (i = 0; i < tmp_pos.n; i++)
2253 POSITION y = tmp_pos.y[i];
2254 POSITION x = tmp_pos.x[i];
2257 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2258 bool do_dark = !is_mirror_grid(g_ptr);
2260 /* No longer in the array */
2261 g_ptr->info &= ~(CAVE_TEMP);
2263 /* Darken the grid */
2266 if (current_floor_ptr->dun_level || !is_daytime())
2268 for (j = 0; j < 9; j++)
2270 POSITION by = y + ddy_ddd[j];
2271 POSITION bx = x + ddx_ddd[j];
2273 if (in_bounds2(by, bx))
2275 grid_type *cc_ptr = ¤t_floor_ptr->grid_array[by][bx];
2277 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2285 if (!do_dark) continue;
2288 g_ptr->info &= ~(CAVE_GLOW);
2290 /* Hack -- Forget "boring" grids */
2291 if (!have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_REMEMBER))
2293 /* Forget the grid */
2294 if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
2298 /* Process affected monsters */
2301 update_monster(g_ptr->m_idx, FALSE);
2305 update_local_illumination(y, x);
2315 * @brief 周辺に関数ポインタの条件に該当する地形がいくつあるかを計算する / Determine how much contiguous open space this grid is next to
2318 * @param pass_bold 地形条件を返す関数ポインタ
2321 static int next_to_open(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2328 for (i = 0; i < 16; i++)
2330 y = cy + ddy_cdd[i % 8];
2331 x = cx + ddx_cdd[i % 8];
2333 /* Found a wall, break the length */
2334 if (!pass_bold(y, x))
2336 /* Track best length */
2350 return (MAX(len, blen));
2354 * @brief 周辺に関数ポインタの条件に該当する地形がいくつあるかを計算する / Determine how much contiguous open space this grid is next to
2357 * @param pass_bold 地形条件を返す関数ポインタ
2360 static int next_to_walls_adj(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2366 for (i = 0; i < 8; i++)
2368 y = cy + ddy_ddd[i];
2369 x = cx + ddx_ddd[i];
2371 if (!pass_bold(y, x)) c++;
2379 * @brief 部屋内にある一点の周囲に該当する地形数かいくつあるかをグローバル変数tmp_pos.nに返す / Aux function -- see below
2380 * @param y 部屋内のy座標1点
2381 * @param x 部屋内のx座標1点
2382 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
2383 * @param pass_bold 地形条件を返す関数ポインタ
2386 static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pass_bold)(POSITION, POSITION))
2389 g_ptr = ¤t_floor_ptr->grid_array[y][x];
2391 /* Avoid infinite recursion */
2392 if (g_ptr->info & (CAVE_TEMP)) return;
2394 /* Do not "leave" the current room */
2395 if (!(g_ptr->info & (CAVE_ROOM)))
2397 if (only_room) return;
2400 if (!in_bounds2(y, x)) return;
2402 /* Do not exceed the maximum spell range */
2403 if (distance(p_ptr->y, p_ptr->x, y, x) > MAX_RANGE) return;
2405 /* Verify this grid */
2407 * The reason why it is ==6 instead of >5 is that 8 is impossible
2408 * due to the check for cave_bold above.
2409 * 7 lights dead-end corridors (you need to do this for the
2410 * checkboard interesting rooms, so that the boundary is lit
2412 * This leaves only a check for 6 bounding walls!
2414 if (in_bounds(y, x) && pass_bold(y, x) &&
2415 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
2418 /* Paranoia -- verify space */
2419 if (tmp_pos.n == TEMP_MAX) return;
2421 /* Mark the grid as "seen" */
2422 g_ptr->info |= (CAVE_TEMP);
2424 /* Add it to the "seen" set */
2425 tmp_pos.y[tmp_pos.n] = y;
2426 tmp_pos.x[tmp_pos.n] = x;
2431 * @brief 指定のマスが光を通すか(LOSフラグを持つか)を返す。 / Aux function -- see below
2434 * @return 光を通すならばtrueを返す。
2436 static bool cave_pass_lite_bold(POSITION y, POSITION x)
2438 return cave_los_bold(y, x);
2442 * @brief 部屋内にある一点の周囲がいくつ光を通すかをグローバル変数tmp_pos.nに返す / Aux function -- see below
2447 static void cave_temp_lite_room_aux(POSITION y, POSITION x)
2449 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
2453 * @brief 指定のマスが光を通さず射線のみを通すかを返す。 / Aux function -- see below
2456 * @return 射線を通すならばtrueを返す。
2458 static bool cave_pass_dark_bold(POSITION y, POSITION x)
2460 return cave_have_flag_bold(y, x, FF_PROJECT);
2465 * @brief 部屋内にある一点の周囲がいくつ射線を通すかをグローバル変数tmp_pos.nに返す / Aux function -- see below
2470 static void cave_temp_unlite_room_aux(POSITION y, POSITION x)
2472 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
2477 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
2482 void lite_room(POSITION y1, POSITION x1)
2487 /* Add the initial grid */
2488 cave_temp_lite_room_aux(y1, x1);
2490 /* While grids are in the queue, add their neighbors */
2491 for (i = 0; i < tmp_pos.n; i++)
2493 x = tmp_pos.x[i], y = tmp_pos.y[i];
2495 /* Walls get lit, but stop light */
2496 if (!cave_pass_lite_bold(y, x)) continue;
2498 /* Spread adjacent */
2499 cave_temp_lite_room_aux(y + 1, x);
2500 cave_temp_lite_room_aux(y - 1, x);
2501 cave_temp_lite_room_aux(y, x + 1);
2502 cave_temp_lite_room_aux(y, x - 1);
2504 /* Spread diagonal */
2505 cave_temp_lite_room_aux(y + 1, x + 1);
2506 cave_temp_lite_room_aux(y - 1, x - 1);
2507 cave_temp_lite_room_aux(y - 1, x + 1);
2508 cave_temp_lite_room_aux(y + 1, x - 1);
2511 /* Now, lite them all up at once */
2512 cave_temp_room_lite();
2514 if (p_ptr->special_defense & NINJA_S_STEALTH)
2516 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2522 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
2527 void unlite_room(POSITION y1, POSITION x1)
2532 /* Add the initial grid */
2533 cave_temp_unlite_room_aux(y1, x1);
2535 /* Spread, breadth first */
2536 for (i = 0; i < tmp_pos.n; i++)
2538 x = tmp_pos.x[i], y = tmp_pos.y[i];
2540 /* Walls get dark, but stop darkness */
2541 if (!cave_pass_dark_bold(y, x)) continue;
2543 /* Spread adjacent */
2544 cave_temp_unlite_room_aux(y + 1, x);
2545 cave_temp_unlite_room_aux(y - 1, x);
2546 cave_temp_unlite_room_aux(y, x + 1);
2547 cave_temp_unlite_room_aux(y, x - 1);
2549 /* Spread diagonal */
2550 cave_temp_unlite_room_aux(y + 1, x + 1);
2551 cave_temp_unlite_room_aux(y - 1, x - 1);
2552 cave_temp_unlite_room_aux(y - 1, x + 1);
2553 cave_temp_unlite_room_aux(y + 1, x - 1);
2556 /* Now, darken them all at once */
2557 cave_temp_room_unlite();
2560 bool starlight(bool magic)
2562 HIT_POINT num = damroll(5, 3);
2563 POSITION y = 0, x = 0;
2567 if (!p_ptr->blind && !magic)
2569 msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly..."));
2571 for (k = 0; k < num; k++)
2577 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, PROJECT_LOS);
2578 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2579 if (!player_bold(y, x)) break;
2582 project(0, 0, y, x, damroll(6 + p_ptr->lev / 8, 10), GF_LITE_WEAK,
2583 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL | PROJECT_LOS), -1);
2591 * @brief プレイヤー位置を中心にLITE_WEAK属性を通じた照明処理を行う / Hack -- call light around the player Affect all monsters in the projection radius
2594 * @return 作用が実際にあった場合TRUEを返す
2596 bool lite_area(HIT_POINT dam, POSITION rad)
2598 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2600 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
2602 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
2608 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
2611 /* Hook into the "project()" function */
2612 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1);
2614 lite_room(p_ptr->y, p_ptr->x);
2622 * @brief プレイヤー位置を中心にLITE_DARK属性を通じた消灯処理を行う / Hack -- call light around the player Affect all monsters in the projection radius
2625 * @return 作用が実際にあった場合TRUEを返す
2627 bool unlite_area(HIT_POINT dam, POSITION rad)
2629 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2633 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
2636 /* Hook into the "project()" function */
2637 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1);
2639 unlite_room(p_ptr->y, p_ptr->x);
2648 * @brief ボール系スペルの発動 / Cast a ball spell
2650 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2653 * @return 作用が実際にあった場合TRUEを返す
2656 * Stop if we hit a monster, act as a "ball"
2657 * Allow "target" mode to pass over monsters
2658 * Affect grids, objects, and monsters
2661 bool fire_ball(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2665 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2667 if (typ == GF_CHARM_LIVING) flg|= PROJECT_HIDE;
2668 /* Use the given direction */
2669 tx = p_ptr->x + 99 * ddx[dir];
2670 ty = p_ptr->y + 99 * ddy[dir];
2672 /* Hack -- Use an actual "target" */
2673 if ((dir == 5) && target_okay())
2675 flg &= ~(PROJECT_STOP);
2680 /* Analyze the "dir" and the "target". Hurt items on floor. */
2681 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2685 * @brief ブレス系スペルの発動 / Cast a breath spell
2687 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2690 * @return 作用が実際にあった場合TRUEを返す
2693 * Stop if we hit a monster, act as a "ball"
2694 * Allow "target" mode to pass over monsters
2695 * Affect grids, objects, and monsters
2698 bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2700 return fire_ball(typ, dir, dam, -rad);
2705 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
2707 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2710 * @return 作用が実際にあった場合TRUEを返す
2713 * Stop if we hit a monster, act as a "ball"
2714 * Allow "target" mode to pass over monsters
2715 * Affect grids, objects, and monsters
2718 bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2721 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2723 /* Use the given direction */
2724 tx = p_ptr->x + 99 * ddx[dir];
2725 ty = p_ptr->y + 99 * ddy[dir];
2727 /* Hack -- Use an actual "target" */
2728 if ((dir == 5) && target_okay())
2734 /* Analyze the "dir" and the "target". Hurt items on floor. */
2735 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2740 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
2742 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2745 * @return 作用が実際にあった場合TRUEを返す
2748 * Stop if we hit a monster, act as a "ball"
2749 * Allow "target" mode to pass over monsters
2750 * Affect grids, objects, and monsters
2753 bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2756 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
2758 /* Use the given direction */
2759 tx = p_ptr->x + 99 * ddx[dir];
2760 ty = p_ptr->y + 99 * ddy[dir];
2762 /* Hack -- Use an actual "target" */
2763 if ((dir == 5) && target_okay())
2765 flg &= ~(PROJECT_STOP);
2770 /* Analyze the "dir" and the "target". Hurt items on floor. */
2771 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2776 * @brief メテオ系スペルの発動 / Cast a meteor spell
2777 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
2783 * @return 作用が実際にあった場合TRUEを返す
2786 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
2787 * player, or outside source, that starts out at an arbitrary location, and
2788 * leaving no trail from the "caster" to the target. This function is
2789 * especially useful for bombardments and similar. -LM-
2790 * Option to hurt the player.
2793 bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
2795 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2797 /* Analyze the "target" and the caster. */
2798 return (project(who, rad, y, x, dam, typ, flg, -1));
2803 * @brief ブラスト系スペルの発動 / Cast a blast spell
2805 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2810 * @return 作用が実際にあった場合TRUEを返す
2812 bool fire_blast(EFFECT_ID typ, DIRECTION dir, DICE_NUMBER dd, DICE_SID ds, int num, int dev)
2816 POSITION ty, tx, y, x;
2819 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
2824 /* Use the given direction */
2827 ly = ty = p_ptr->y + 20 * ddy[dir];
2828 lx = tx = p_ptr->x + 20 * ddx[dir];
2831 /* Use an actual "target" */
2832 else /* if (dir == 5) */
2837 lx = 20 * (tx - p_ptr->x) + p_ptr->x;
2838 ly = 20 * (ty - p_ptr->y) + p_ptr->y;
2841 ld = distance(p_ptr->y, p_ptr->x, ly, lx);
2844 for (i = 0; i < num; i++)
2848 /* Get targets for some bolts */
2849 y = rand_spread(ly, ld * dev / 20);
2850 x = rand_spread(lx, ld * dev / 20);
2852 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
2855 /* Analyze the "dir" and the "target". */
2856 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
2867 * @brief モンスターとの位置交換処理 / Switch position with a monster.
2868 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2869 * @return 作用が実際にあった場合TRUEを返す
2871 bool teleport_swap(DIRECTION dir)
2875 monster_type* m_ptr;
2876 monster_race* r_ptr;
2878 if ((dir == 5) && target_okay())
2885 tx = p_ptr->x + ddx[dir];
2886 ty = p_ptr->y + ddy[dir];
2888 g_ptr = ¤t_floor_ptr->grid_array[ty][tx];
2890 if (p_ptr->anti_tele)
2892 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
2896 if (!g_ptr->m_idx || (g_ptr->m_idx == p_ptr->riding))
2898 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
2902 if ((g_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10))
2904 msg_print(_("失敗した。", "Failed to swap."));
2908 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
2909 r_ptr = &r_info[m_ptr->r_idx];
2911 (void)set_monster_csleep(g_ptr->m_idx, 0);
2913 if (r_ptr->flagsr & RFR_RES_TELE)
2915 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
2916 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2920 sound(SOUND_TELEPORT);
2922 /* Swap the player and monster */
2923 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
2931 * @brief 指定方向に飛び道具を飛ばす(フラグ任意指定) / Hack -- apply a "project()" in a direction (or at the target)
2933 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2936 * @return 作用が実際にあった場合TRUEを返す
2938 bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
2942 /* Pass through the target if needed */
2943 flg |= (PROJECT_THRU);
2945 /* Use the given direction */
2946 tx = p_ptr->x + ddx[dir];
2947 ty = p_ptr->y + ddy[dir];
2949 /* Hack -- Use an actual "target" */
2950 if ((dir == 5) && target_okay())
2956 /* Analyze the "dir" and the "target", do NOT explode */
2957 return (project(0, 0, ty, tx, dam, typ, flg, -1));
2962 * @brief ボルト系スペルの発動 / Cast a bolt spell.
2964 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2966 * @return 作用が実際にあった場合TRUEを返す
2969 * Stop if we hit a monster, as a "bolt".
2970 * Affect monsters and grids (not objects).
2973 bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
2975 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
2976 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
2977 return (project_hook(typ, dir, dam, flg));
2982 * @brief ビーム系スペルの発動 / Cast a beam spell.
2984 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2986 * @return 作用が実際にあった場合TRUEを返す
2989 * Pass through monsters, as a "beam".
2990 * Affect monsters, grids and objects.
2993 bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
2995 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
2996 return (project_hook(typ, dir, dam, flg));
3001 * @brief 確率に応じたボルト系/ビーム系スペルの発動 / Cast a bolt spell, or rarely, a beam spell.
3002 * @param prob ビーム化する確率(%)
3004 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3006 * @return 作用が実際にあった場合TRUEを返す
3009 * Pass through monsters, as a "beam".
3010 * Affect monsters, grids and objects.
3013 bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3015 if (randint0(100) < prob)
3017 return (fire_beam(typ, dir, dam));
3021 return (fire_bolt(typ, dir, dam));
3026 * @brief LITE_WEAK属性による光源ビーム処理
3027 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3029 * @return 作用が実際にあった場合TRUEを返す
3031 bool lite_line(DIRECTION dir, HIT_POINT dam)
3033 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
3034 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
3039 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3041 * @return 作用が実際にあった場合TRUEを返す
3043 bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam)
3045 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3046 return (project_hook(GF_HYPODYNAMIA, dir, dam, flg));
3051 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3053 * @return 作用が実際にあった場合TRUEを返す
3055 bool wall_to_mud(DIRECTION dir, HIT_POINT dam)
3057 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3058 return (project_hook(GF_KILL_WALL, dir, dam, flg));
3063 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3064 * @return 作用が実際にあった場合TRUEを返す
3066 bool wizard_lock(DIRECTION dir)
3068 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3069 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
3074 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3075 * @return 作用が実際にあった場合TRUEを返す
3077 bool destroy_door(DIRECTION dir)
3079 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3080 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
3085 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3086 * @return 作用が実際にあった場合TRUEを返す
3088 bool disarm_trap(DIRECTION dir)
3090 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3091 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
3097 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3098 * @param plev プレイヤーレベル(効力はplev*200)
3099 * @return 作用が実際にあった場合TRUEを返す
3101 bool death_ray(DIRECTION dir, PLAYER_LEVEL plev)
3103 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3104 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
3108 * @brief モンスター用テレポート処理
3109 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3110 * @param distance 移動距離
3111 * @return 作用が実際にあった場合TRUEを返す
3113 bool teleport_monster(DIRECTION dir, int distance)
3115 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
3116 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
3120 * @brief ドア生成処理(プレイヤー中心に周囲1マス) / Hooks -- affect adjacent grids (radius 1 ball attack)
3121 * @return 作用が実際にあった場合TRUEを返す
3123 bool door_creation(void)
3125 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3126 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_DOOR, flg, -1));
3130 * @brief トラップ生成処理(起点から周囲1マス)
3133 * @return 作用が実際にあった場合TRUEを返す
3135 bool trap_creation(POSITION y, POSITION x)
3137 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3138 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
3142 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
3143 * @return 作用が実際にあった場合TRUEを返す
3145 bool tree_creation(void)
3147 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3148 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_TREE, flg, -1));
3152 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
3153 * @return 作用が実際にあった場合TRUEを返す
3155 bool glyph_creation(void)
3157 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
3158 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_GLYPH, flg, -1));
3162 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
3163 * @return 作用が実際にあった場合TRUEを返す
3165 bool wall_stone(void)
3167 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3168 bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
3169 p_ptr->update |= (PU_FLOW);
3170 p_ptr->redraw |= (PR_MAP);
3175 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
3176 * @return 作用が実際にあった場合TRUEを返す
3178 bool destroy_doors_touch(void)
3180 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3181 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_DOOR, flg, -1));
3185 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
3186 * @return 作用が実際にあった場合TRUEを返す
3188 bool disarm_traps_touch(void)
3190 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3191 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_TRAP, flg, -1));
3195 * @brief スリープモンスター処理(プレイヤー中心に周囲1マス)
3196 * @return 作用が実際にあった場合TRUEを返す
3198 bool sleep_monsters_touch(void)
3200 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
3201 return (project(0, 1, p_ptr->y, p_ptr->x, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
3206 * @brief 死者復活処理(起点より周囲5マス)
3207 * @param who 術者モンスターID(0ならばプレイヤー)
3210 * @return 作用が実際にあった場合TRUEを返す
3212 bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x)
3214 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
3215 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
3220 * @return 作用が実際にあった場合TRUEを返す
3222 void call_chaos(void)
3224 int Chaos_type, dummy, dir;
3225 PLAYER_LEVEL plev = p_ptr->lev;
3226 bool line_chaos = FALSE;
3228 int hurt_types[31] =
3230 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
3231 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
3232 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
3233 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
3234 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
3235 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
3236 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
3237 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
3240 Chaos_type = hurt_types[randint0(31)];
3241 if (one_in_(4)) line_chaos = TRUE;
3245 for (dummy = 1; dummy < 10; dummy++)
3250 fire_beam(Chaos_type, dummy, 150);
3252 fire_ball(Chaos_type, dummy, 150, 2);
3256 else if (one_in_(3))
3258 fire_ball(Chaos_type, 0, 500, 8);
3262 if (!get_aim_dir(&dir)) return;
3264 fire_beam(Chaos_type, dir, 250);
3266 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
3271 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
3272 * @param stop_ty 再帰処理停止フラグ
3274 * @return 作用が実際にあった場合TRUEを返す
3277 * rr9: Stop the nasty things when a Cyberdemon is summoned
3278 * or the player gets paralyzed.
3281 bool activate_ty_curse(bool stop_ty, int *count)
3284 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3288 switch (randint1(34))
3293 msg_print(_("地面が揺れた...", "The ground trembles..."));
3294 earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
3295 if (!one_in_(6)) break;
3300 HIT_POINT dam = damroll(10, 10);
3301 msg_print(_("純粋な魔力の次元への扉が開いた!", "A portal opens to a plane of raw mana!"));
3302 project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1);
3303 take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
3304 if (!one_in_(6)) break;
3309 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
3310 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
3311 if (randint0(13)) (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3312 if (!one_in_(6)) break;
3315 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3319 project(0, 7, p_ptr->y, p_ptr->x, 50, GF_KILL_WALL, flg, -1);
3320 take_hit(DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
3322 if (!one_in_(6)) break;
3323 case 1: case 2: case 3: case 16: case 17:
3324 aggravate_monsters(0);
3325 if (!one_in_(6)) break;
3326 case 4: case 5: case 6:
3327 (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3328 if (!one_in_(6)) break;
3329 case 7: case 8: case 9: case 18:
3330 (*count) += summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
3331 if (!one_in_(6)) break;
3332 case 10: case 11: case 12:
3333 msg_print(_("経験値が体から吸い取られた気がする!", "You feel your experience draining away..."));
3334 lose_exp(p_ptr->exp / 16);
3335 if (!one_in_(6)) break;
3336 case 13: case 14: case 15: case 19: case 20:
3337 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
3343 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
3344 if (p_ptr->free_act)
3345 set_paralyzed(p_ptr->paralyzed + randint1(3));
3347 set_paralyzed(p_ptr->paralyzed + randint1(13));
3350 if (!one_in_(6)) break;
3351 case 21: case 22: case 23:
3352 (void)do_dec_stat(randint0(6));
3353 if (!one_in_(6)) break;
3355 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
3357 if (!one_in_(6)) break;
3360 * Only summon Cyberdemons deep in the dungeon.
3362 if ((current_floor_ptr->dun_level > 65) && !stop_ty)
3364 (*count) += summon_cyber(-1, p_ptr->y, p_ptr->x);
3368 if (!one_in_(6)) break;
3374 (void)do_dec_stat(i);
3382 while (one_in_(3) && !stop_ty);
3388 * @brief HI_SUMMON(上級召喚)処理発動
3391 * @param can_pet プレイヤーのペットとなる可能性があるならばTRUEにする
3392 * @return 作用が実際にあった場合TRUEを返す
3394 int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
3399 BIT_FLAGS mode = PM_ALLOW_GROUP;
3406 mode |= PM_FORCE_FRIENDLY;
3410 mode |= PM_FORCE_PET;
3415 if (!pet) mode |= PM_NO_PET;
3417 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : current_floor_ptr->dun_level);
3419 for (i = 0; i < (randint1(7) + (current_floor_ptr->dun_level / 40)); i++)
3421 switch (randint1(25) + (current_floor_ptr->dun_level / 20))
3424 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode, '\0');
3427 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode, '\0');
3430 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode, '\0');
3433 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode, '\0');
3436 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode, '\0');
3439 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode, '\0');
3442 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode, '\0');
3445 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode, '\0');
3449 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE), '\0');
3453 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE), '\0');
3456 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3457 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode, '\0');
3460 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3461 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode, '\0');
3464 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode, '\0');
3467 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3468 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode, '\0');
3476 * @brief 周辺破壊効果(プレイヤー中心)
3477 * @return 作用が実際にあった場合TRUEを返す
3479 void wall_breaker(void)
3482 POSITION y = 0, x = 0;
3483 int attempts = 1000;
3485 if (randint1(80 + p_ptr->lev) < 70)
3489 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
3491 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
3493 if (!player_bold(y, x)) break;
3496 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3497 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3499 else if (randint1(100) > 30)
3501 earthquake(p_ptr->y, p_ptr->x, 1);
3505 int num = damroll(5, 3);
3507 for (i = 0; i < num; i++)
3511 scatter(&y, &x, p_ptr->y, p_ptr->x, 10, 0);
3513 if (!player_bold(y, x)) break;
3516 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3517 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3524 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
3526 * @return 作用が実際にあった場合TRUEを返す
3528 bool confuse_monsters(HIT_POINT dam)
3530 return (project_all_los(GF_OLD_CONF, dam));
3535 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
3537 * @return 作用が実際にあった場合TRUEを返す
3539 bool charm_monsters(HIT_POINT dam)
3541 return (project_all_los(GF_CHARM, dam));
3546 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
3548 * @return 作用が実際にあった場合TRUEを返す
3550 bool charm_animals(HIT_POINT dam)
3552 return (project_all_los(GF_CONTROL_ANIMAL, dam));
3557 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
3559 * @return 作用が実際にあった場合TRUEを返す
3561 bool stun_monsters(HIT_POINT dam)
3563 return (project_all_los(GF_STUN, dam));
3568 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
3570 * @return 作用が実際にあった場合TRUEを返す
3572 bool stasis_monsters(HIT_POINT dam)
3574 return (project_all_los(GF_STASIS, dam));
3579 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
3581 * @return 作用が実際にあった場合TRUEを返す
3583 bool mindblast_monsters(HIT_POINT dam)
3585 return (project_all_los(GF_PSI, dam));
3590 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
3591 * @param dist 効力(距離)
3592 * @return 作用が実際にあった場合TRUEを返す
3594 bool banish_monsters(int dist)
3596 return (project_all_los(GF_AWAY_ALL, dist));
3601 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
3603 * @return 作用が実際にあった場合TRUEを返す
3605 bool turn_evil(HIT_POINT dam)
3607 return (project_all_los(GF_TURN_EVIL, dam));
3612 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
3614 * @return 作用が実際にあった場合TRUEを返す
3616 bool turn_monsters(HIT_POINT dam)
3618 return (project_all_los(GF_TURN_ALL, dam));
3623 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
3624 * @return 作用が実際にあった場合TRUEを返す
3626 bool deathray_monsters(void)
3628 return (project_all_los(GF_DEATH_RAY, p_ptr->lev * 200));
3632 * @brief チャーム・モンスター(1体)
3633 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3635 * @return 作用が実際にあった場合TRUEを返す
3637 bool charm_monster(DIRECTION dir, PLAYER_LEVEL plev)
3639 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3640 return (project_hook(GF_CHARM, dir, plev, flg));
3644 * @brief アンデッド支配(1体)
3645 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3647 * @return 作用が実際にあった場合TRUEを返す
3649 bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev)
3651 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3652 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
3657 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3659 * @return 作用が実際にあった場合TRUEを返す
3661 bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev)
3663 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3664 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
3669 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3671 * @return 作用が実際にあった場合TRUEを返す
3673 bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev)
3675 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3676 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
3682 * @param success 判定成功上の処理ならばTRUE
3683 * @return 作用が実際にあった場合TRUEを返す
3685 bool kawarimi(bool success)
3688 object_type *q_ptr = &forge;
3691 if (p_ptr->is_dead) return FALSE;
3692 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
3693 if (randint0(200) < p_ptr->stun) return FALSE;
3695 if (!success && one_in_(3))
3697 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
3698 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3699 p_ptr->redraw |= (PR_STATUS);
3706 teleport_player(10 + randint1(90), 0L);
3708 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
3710 q_ptr->pval = MON_NINJA;
3711 (void)drop_near(q_ptr, -1, y, x);
3713 if (success) msg_print(_("攻撃を受ける前に素早く身をひるがえした。", "You have turned around just before the attack hit you."));
3714 else msg_print(_("失敗!攻撃を受けてしまった。", "Failed! You are hit by the attack."));
3716 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3717 p_ptr->redraw |= (PR_STATUS);
3725 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
3726 * @param mdeath 目標モンスターが死亡したかを返す
3727 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
3729 bool rush_attack(bool *mdeath)
3736 bool tmp_mdeath = FALSE;
3739 if (mdeath) *mdeath = FALSE;
3742 if (!get_aim_dir(&dir)) return FALSE;
3744 /* Use the given direction */
3745 tx = p_ptr->x + project_length * ddx[dir];
3746 ty = p_ptr->y + project_length * ddy[dir];
3748 /* Hack -- Use an actual "target" */
3749 if ((dir == 5) && target_okay())
3755 if (in_bounds(ty, tx)) tm_idx = current_floor_ptr->grid_array[ty][tx].m_idx;
3757 path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
3760 /* No need to move */
3761 if (!path_n) return TRUE;
3763 /* Use ty and tx as to-move point */
3767 /* Project along the path */
3768 for (i = 0; i < path_n; i++)
3770 monster_type *m_ptr;
3772 int ny = GRID_Y(path_g[i]);
3773 int nx = GRID_X(path_g[i]);
3775 if (cave_empty_bold(ny, nx) && player_can_enter(current_floor_ptr->grid_array[ny][nx].feat, 0))
3780 /* Go to next grid */
3784 if (!current_floor_ptr->grid_array[ny][nx].m_idx)
3788 msg_print(_("失敗!", "Failed!"));
3792 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
3799 /* Move player before updating the monster */
3800 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3801 update_monster(current_floor_ptr->grid_array[ny][nx].m_idx, TRUE);
3803 /* Found a monster */
3804 m_ptr = ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[ny][nx].m_idx];
3806 if (tm_idx != current_floor_ptr->grid_array[ny][nx].m_idx)
3809 msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "", m_ptr->ml ? "モンスター" : "何か");
3811 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
3814 else if (!player_bold(ty, tx))
3816 /* Hold the monster name */
3817 GAME_TEXT m_name[MAX_NLEN];
3819 /* Get the monster name (BEFORE polymorphing) */
3820 monster_desc(m_name, m_ptr, 0);
3821 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
3824 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3826 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
3831 if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3833 if (mdeath) *mdeath = tmp_mdeath;
3839 * @brief 全鏡の消去 / Remove all mirrors in this floor
3840 * @param explode 爆発処理を伴うならばTRUE
3843 void remove_all_mirrors(bool explode)
3847 for (x = 0; x < current_floor_ptr->width; x++)
3849 for (y = 0; y < current_floor_ptr->height; y++)
3851 if (is_mirror_grid(¤t_floor_ptr->grid_array[y][x]))
3853 remove_mirror(y, x);
3855 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
3856 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
3863 * @brief 『一つの指輪』の効果処理 /
3864 * Hack -- activate the ring of power
3865 * @param dir 発動の方向ID
3868 void ring_of_power(DIRECTION dir)
3870 /* Pick a random effect */
3871 switch (randint1(10))
3876 msg_print(_("あなたは悪性のオーラに包み込まれた。", "You are surrounded by a malignant aura."));
3879 /* Decrease all stats (permanently) */
3880 (void)dec_stat(A_STR, 50, TRUE);
3881 (void)dec_stat(A_INT, 50, TRUE);
3882 (void)dec_stat(A_WIS, 50, TRUE);
3883 (void)dec_stat(A_DEX, 50, TRUE);
3884 (void)dec_stat(A_CON, 50, TRUE);
3885 (void)dec_stat(A_CHR, 50, TRUE);
3887 /* Lose some experience (permanently) */
3888 p_ptr->exp -= (p_ptr->exp / 4);
3889 p_ptr->max_exp -= (p_ptr->exp / 4);
3897 msg_print(_("あなたは強力なオーラに包み込まれた。", "You are surrounded by a powerful aura."));
3898 dispel_monsters(1000);
3906 fire_ball(GF_MANA, dir, 600, 3);
3915 fire_bolt(GF_MANA, dir, 500);
3922 * @brief 運命の輪、並びにカオス的な効果の発動
3923 * @param spell ランダムな効果を選択するための基準ID
3926 void wild_magic(int spell)
3929 int type = SUMMON_MOLD + randint0(6);
3931 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
3932 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
3934 switch (randint1(spell) + randint1(8) + 1)
3939 teleport_player(10, TELEPORT_PASSIVE);
3944 teleport_player(100, TELEPORT_PASSIVE);
3948 teleport_player(200, TELEPORT_PASSIVE);
3958 lite_area(damroll(2, 3), 2);
3961 destroy_doors_touch();
3966 sleep_monsters_touch();
3970 trap_creation(p_ptr->y, p_ptr->x);
3979 aggravate_monsters(0);
3982 earthquake(p_ptr->y, p_ptr->x, 5);
3986 (void)gain_mutation(p_ptr, 0);
3990 apply_disenchant(1);
3996 fire_ball(GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
4003 while (counter++ < 8)
4005 (void)summon_specific(0, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET), '\0');
4010 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4013 (void)summon_cyber(-1, p_ptr->y, p_ptr->x);
4018 (void)activate_ty_curse(FALSE, &count);
4027 * @brief カオス魔法「流星群」の処理としてプレイヤーを中心に隕石落下処理を10+1d10回繰り返す。
4028 * / Drop 10+1d10 meteor ball at random places near the player
4033 void cast_meteor(HIT_POINT dam, POSITION rad)
4036 int b = 10 + randint1(10);
4038 for (i = 0; i < b; i++)
4040 POSITION y = 0, x = 0;
4043 for (count = 0; count <= 20; count++)
4047 x = p_ptr->x - 8 + randint0(17);
4048 y = p_ptr->y - 8 + randint0(17);
4050 dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
4051 dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
4053 /* Approximate distance */
4054 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4056 if (d >= 9) continue;
4058 if (!in_bounds(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)
4059 || !cave_have_flag_bold(y, x, FF_PROJECT)) continue;
4061 /* Valid position */
4065 if (count > 20) continue;
4067 project(0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
4073 * @brief 破邪魔法「神の怒り」の処理としてターゲットを指定した後分解のボールを最大20回発生させる。
4076 * @return ターゲットを指定し、実行したならばTRUEを返す。
4078 bool cast_wrath_of_the_god(HIT_POINT dam, POSITION rad)
4080 POSITION x, y, tx, ty;
4084 int b = 10 + randint1(10);
4086 if (!get_aim_dir(&dir)) return FALSE;
4088 /* Use the given direction */
4089 tx = p_ptr->x + 99 * ddx[dir];
4090 ty = p_ptr->y + 99 * ddy[dir];
4092 /* Hack -- Use an actual "target" */
4093 if ((dir == 5) && target_okay())
4104 /* Hack -- Stop at the target */
4105 if ((y == ty) && (x == tx)) break;
4109 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
4111 /* Stop at maximum range */
4112 if (MAX_RANGE <= distance(p_ptr->y, p_ptr->x, ny, nx)) break;
4114 /* Stopped by walls/doors */
4115 if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
4117 /* Stopped by monsters */
4118 if ((dir != 5) && current_floor_ptr->grid_array[ny][nx].m_idx != 0) break;
4120 /* Save the new location */
4127 for (i = 0; i < b; i++)
4129 int count = 20, d = 0;
4135 x = tx - 5 + randint0(11);
4136 y = ty - 5 + randint0(11);
4138 dx = (tx > x) ? (tx - x) : (x - tx);
4139 dy = (ty > y) ? (ty - y) : (y - ty);
4141 /* Approximate distance */
4142 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4143 /* Within the radius */
4147 if (count < 0) continue;
4149 /* Cannot penetrate perm walls */
4150 if (!in_bounds(y, x) ||
4151 cave_stop_disintegration(y, x) ||
4152 !in_disintegration_range(ty, tx, y, x))
4155 project(0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
4162 * @brief 「ワンダー」のランダムな効果を決定して処理する。
4166 * This spell should become more useful (more controlled) as the\n
4167 * player gains experience levels. Thus, add 1/5 of the player's\n
4168 * level to the die roll. This eliminates the worst effects later on,\n
4169 * while keeping the results quite random. It also allows some potent\n
4170 * effects only at high level.
4172 void cast_wonder(DIRECTION dir)
4174 PLAYER_LEVEL plev = p_ptr->lev;
4175 int die = randint1(100) + plev / 5;
4176 int vir = virtue_number(V_CHANCE);
4180 if (p_ptr->virtues[vir - 1] > 0)
4182 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4186 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4191 chg_virtue(V_CHANCE, 1);
4195 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
4198 if (die < 8) clone_monster(dir);
4199 else if (die < 14) speed_monster(dir, plev);
4200 else if (die < 26) heal_monster(dir, damroll(4, 6));
4201 else if (die < 31) poly_monster(dir, plev);
4203 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4204 damroll(3 + ((plev - 1) / 5), 4));
4205 else if (die < 41) confuse_monster(dir, plev);
4206 else if (die < 46) fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4207 else if (die < 51) (void)lite_line(dir, damroll(6, 8));
4209 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4210 damroll(3 + ((plev - 5) / 4), 8));
4212 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4213 damroll(5 + ((plev - 5) / 4), 8));
4215 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4216 damroll(6 + ((plev - 5) / 4), 8));
4218 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4219 damroll(8 + ((plev - 5) / 4), 8));
4220 else if (die < 76) hypodynamic_bolt(dir, 75);
4221 else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4222 else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
4223 else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
4224 else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
4225 else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
4228 earthquake(p_ptr->y, p_ptr->x, 12);
4232 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4236 symbol_genocide(plev + 50, TRUE);
4238 else if (die < 110) dispel_monsters(120);
4241 dispel_monsters(150);
4242 slow_monsters(plev);
4243 sleep_monsters(plev);
4250 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
4254 void cast_invoke_spirits(DIRECTION dir)
4256 PLAYER_LEVEL plev = p_ptr->lev;
4257 int die = randint1(100) + plev / 5;
4258 int vir = virtue_number(V_CHANCE);
4262 if (p_ptr->virtues[vir - 1] > 0)
4264 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4268 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4272 msg_print(_("あなたは死者たちの力を招集した...", "You call on the power of the dead..."));
4274 chg_virtue(V_CHANCE, 1);
4278 msg_print(_("あなたはおどろおどろしい力のうねりを感じた!", "You feel a surge of eldritch force!"));
4283 msg_print(_("なんてこった!あなたの周りの地面から朽ちた人影が立ち上がってきた!",
4284 "Oh no! Mouldering forms rise from the earth around you!"));
4286 (void)summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4287 chg_virtue(V_UNLIFE, 1);
4291 msg_print(_("名状し難い邪悪な存在があなたの心を通り過ぎて行った...", "An unnamable evil brushes against your mind..."));
4293 set_afraid(p_ptr->afraid + randint1(4) + 4);
4297 msg_print(_("あなたの頭に大量の幽霊たちの騒々しい声が押し寄せてきた...",
4298 "Your head is invaded by a horde of gibbering spectral voices..."));
4300 set_confused(p_ptr->confused + randint1(4) + 4);
4304 poly_monster(dir, plev);
4308 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4309 damroll(3 + ((plev - 1) / 5), 4));
4313 confuse_monster(dir, plev);
4317 fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4321 (void)lite_line(dir, damroll(6, 8));
4325 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4326 damroll(3 + ((plev - 5) / 4), 8));
4330 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4331 damroll(5 + ((plev - 5) / 4), 8));
4335 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4336 damroll(6 + ((plev - 5) / 4), 8));
4340 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4341 damroll(8 + ((plev - 5) / 4), 8));
4345 hypodynamic_bolt(dir, 75);
4349 fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4353 fire_ball(GF_ACID, dir, 40 + plev, 2);
4357 fire_ball(GF_ICE, dir, 70 + plev, 3);
4361 fire_ball(GF_FIRE, dir, 80 + plev, 3);
4365 hypodynamic_bolt(dir, 100 + plev);
4369 earthquake(p_ptr->y, p_ptr->x, 12);
4373 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4377 symbol_genocide(plev + 50, TRUE);
4381 dispel_monsters(120);
4385 dispel_monsters(150);
4386 slow_monsters(plev);
4387 sleep_monsters(plev);
4393 msg_print(_("陰欝な声がクスクス笑う。「もうすぐおまえは我々の仲間になるだろう。弱き者よ。」",
4394 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
4399 * @brief トランプ領域の「シャッフル」の効果をランダムに決めて処理する。
4402 void cast_shuffle(void)
4404 PLAYER_LEVEL plev = p_ptr->lev;
4407 int vir = virtue_number(V_CHANCE);
4410 /* Card sharks and high mages get a level bonus */
4411 if ((p_ptr->pclass == CLASS_ROGUE) ||
4412 (p_ptr->pclass == CLASS_HIGH_MAGE) ||
4413 (p_ptr->pclass == CLASS_SORCERER))
4414 die = (randint1(110)) + plev / 5;
4416 die = randint1(120);
4421 if (p_ptr->virtues[vir - 1] > 0)
4423 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4427 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4431 msg_print(_("あなたはカードを切って一枚引いた...", "You shuffle the deck and draw a card..."));
4434 chg_virtue(V_CHANCE, 1);
4438 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
4440 for (i = 0; i < randint1(3); i++)
4441 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4445 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
4446 summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4451 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
4452 activate_ty_curse(FALSE, &count);
4456 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
4457 aggravate_monsters(0);
4461 msg_print(_("《愚者》だ。", "It's the Fool."));
4467 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
4468 trump_summoning(1, FALSE, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
4472 msg_print(_("《月》だ。", "It's the Moon."));
4477 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
4478 wild_magic(randint0(32));
4482 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4483 teleport_player(10, TELEPORT_PASSIVE);
4487 msg_print(_("《正義》だ。", "It's Justice."));
4488 set_blessed(p_ptr->lev, FALSE);
4492 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4493 teleport_player(100, TELEPORT_PASSIVE);
4497 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4498 teleport_player(200, TELEPORT_PASSIVE);
4502 msg_print(_("《塔》だ。", "It's the Tower."));
4507 msg_print(_("《節制》だ。", "It's Temperance."));
4508 sleep_monsters_touch();
4512 msg_print(_("《塔》だ。", "It's the Tower."));
4514 earthquake(p_ptr->y, p_ptr->x, 5);
4518 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4519 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3 / 2), SUMMON_MOLD, 0L);
4523 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4524 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3 / 2), SUMMON_BAT, 0L);
4528 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4529 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3 / 2), SUMMON_VORTEX, 0L);
4533 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4534 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
4538 msg_print(_("《恋人》だ。", "It's the Lovers."));
4540 if (get_aim_dir(&dir))
4541 charm_monster(dir, MIN(p_ptr->lev, 20));
4545 msg_print(_("《隠者》だ。", "It's the Hermit."));
4550 msg_print(_("《審判》だ。", "It's the Judgement."));
4551 roll_hitdice(p_ptr, 0L);
4552 lose_all_mutations();
4556 msg_print(_("《太陽》だ。", "It's the Sun."));
4557 chg_virtue(V_KNOWLEDGE, 1);
4558 chg_virtue(V_ENLIGHTEN, 1);
4563 msg_print(_("《世界》だ。", "It's the World."));
4564 if (p_ptr->exp < PY_MAX_EXP)
4566 s32b ee = (p_ptr->exp / 25) + 1;
4567 if (ee > 5000) ee = 5000;
4568 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4575 * @brief 口を使う継続的な処理を中断する
4578 void stop_mouth(void)
4580 if (music_singing_any()) stop_singing(p_ptr);
4581 if (hex_spelling_any()) stop_hex_spell_all();
4585 bool_hack vampirism(void)
4592 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
4594 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
4598 /* Only works on adjacent monsters */
4599 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4600 y = p_ptr->y + ddy[dir];
4601 x = p_ptr->x + ddx[dir];
4602 g_ptr = ¤t_floor_ptr->grid_array[y][x];
4606 if (!(g_ptr->m_idx))
4608 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
4612 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
4614 dummy = p_ptr->lev * 2;
4616 if (hypodynamic_bolt(dir, dummy))
4618 if (p_ptr->food < PY_FOOD_FULL)
4619 /* No heal if we are "full" */
4620 (void)hp_player(dummy);
4622 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
4624 /* Gain nutritional sustenance: 150/hp drained */
4625 /* A Food ration gives 5000 food points (by contrast) */
4626 /* Don't ever get more than "Full" this way */
4627 /* But if we ARE Gorged, it won't cure us */
4628 dummy = p_ptr->food + MIN(5000, 100 * dummy);
4629 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
4630 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
4633 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
4637 bool panic_hit(void)
4642 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4643 y = p_ptr->y + ddy[dir];
4644 x = p_ptr->x + ddx[dir];
4645 if (current_floor_ptr->grid_array[y][x].m_idx)
4648 if (randint0(p_ptr->skill_dis) < 7)
4649 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
4651 teleport_player(30, 0L);
4656 msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
4664 * @brief 超能力者のサイコメトリー処理/ Forcibly pseudo-identify an object in the inventory (or on the floor)
4667 * currently this function allows pseudo-id of any object,
4668 * including silly ones like potions & scrolls, which always
4669 * get '{average}'. This should be changed, either to stop such
4670 * items from being pseudo-id'd, or to allow psychometry to
4671 * detect whether the unidentified potion/scroll/etc is
4672 * good (Cure Light Wounds, Restore Strength, etc) or
4673 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
4675 bool psychometry(void)
4679 GAME_TEXT o_name[MAX_NLEN];
4684 q = _("どのアイテムを調べますか?", "Meditate on which item? ");
4685 s = _("調べるアイテムがありません。", "You have nothing appropriate.");
4687 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
4688 if (!o_ptr) return (FALSE);
4690 /* It is fully known, no information needed */
4691 if (object_is_known(o_ptr))
4693 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
4697 /* Check for a feeling */
4698 feel = value_check_aux1(o_ptr);
4700 /* Get an object description */
4701 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4703 /* Skip non-feelings */
4706 msg_format(_("%sからは特に変わった事は感じとれなかった。", "You do not perceive anything unusual about the %s."), o_name);
4711 msg_format("%sは%sという感じがする...", o_name, game_inscriptions[feel]);
4713 msg_format("You feel that the %s %s %s...",
4714 o_name, ((o_ptr->number == 1) ? "is" : "are"), game_inscriptions[feel]);
4718 o_ptr->ident |= (IDENT_SENSE);
4719 o_ptr->feeling = feel;
4720 o_ptr->marked |= OM_TOUCHED;
4722 p_ptr->update |= (PU_COMBINE | PU_REORDER);
4723 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4725 /* Valid "tval" codes */
4726 switch (o_ptr->tval)
4754 /* Auto-inscription/destroy */
4755 autopick_alter_item(item, (bool)(okay && destroy_feeling));
4757 /* Something happened */
4762 bool draconian_breath(player_type *creature_ptr)
4765 int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
4766 concptr Type_desc = ((Type == GF_COLD) ? _("冷気", "cold") : _("炎", "fire"));
4768 if (!get_aim_dir(&dir)) return FALSE;
4770 if (randint1(100) < creature_ptr->lev)
4772 switch (creature_ptr->pclass)
4775 case CLASS_BERSERKER:
4778 case CLASS_IMITATOR:
4784 Type_desc = _("エレメント", "the elements");
4789 Type_desc = _("破片", "shards");
4793 case CLASS_WARRIOR_MAGE:
4794 case CLASS_HIGH_MAGE:
4795 case CLASS_SORCERER:
4796 case CLASS_MAGIC_EATER:
4797 case CLASS_RED_MAGE:
4798 case CLASS_BLUE_MAGE:
4799 case CLASS_MIRROR_MASTER:
4803 Type_desc = _("魔力", "mana");
4807 Type = GF_DISENCHANT;
4808 Type_desc = _("劣化", "disenchantment");
4811 case CLASS_CHAOS_WARRIOR:
4814 Type = GF_CONFUSION;
4815 Type_desc = _("混乱", "confusion");
4820 Type_desc = _("カオス", "chaos");
4825 case CLASS_FORCETRAINER:
4828 Type = GF_CONFUSION;
4829 Type_desc = _("混乱", "confusion");
4834 Type_desc = _("轟音", "sound");
4837 case CLASS_MINDCRAFTER:
4840 Type = GF_CONFUSION;
4841 Type_desc = _("混乱", "confusion");
4846 Type_desc = _("精神エネルギー", "mental energy");
4853 Type = GF_HELL_FIRE;
4854 Type_desc = _("地獄の劫火", "hellfire");
4858 Type = GF_HOLY_FIRE;
4859 Type_desc = _("聖なる炎", "holy fire");
4867 Type_desc = _("暗黒", "darkness");
4872 Type_desc = _("毒", "poison");
4879 Type_desc = _("轟音", "sound");
4883 Type = GF_CONFUSION;
4884 Type_desc = _("混乱", "confusion");
4891 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
4893 fire_breath(Type, dir, creature_ptr->lev * 2, (creature_ptr->lev / 15) + 1);
4897 bool android_inside_weapon(player_type *creature_ptr)
4900 if (!get_aim_dir(&dir)) return FALSE;
4901 if (creature_ptr->lev < 10)
4903 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
4904 fire_bolt(GF_MISSILE, dir, (creature_ptr->lev + 1) / 2);
4906 else if (creature_ptr->lev < 25)
4908 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
4909 fire_bolt(GF_MISSILE, dir, creature_ptr->lev);
4911 else if (creature_ptr->lev < 35)
4913 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
4914 fire_ball(GF_MISSILE, dir, creature_ptr->lev * 2, 2);
4916 else if (creature_ptr->lev < 45)
4918 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
4919 fire_beam(GF_MISSILE, dir, creature_ptr->lev * 2);
4923 msg_print(_("ロケットを発射した。", "You fire a rocket."));
4924 fire_rocket(GF_ROCKET, dir, creature_ptr->lev * 5, 2);
4929 bool create_ration(player_type *crature_ptr)
4935 /* Create the food ration */
4936 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
4938 /* Drop the object from heaven */
4939 (void)drop_near(q_ptr, -1, crature_ptr->y, crature_ptr->x);
4940 msg_print(_("食事を料理して作った。", "You cook some food."));
4944 void hayagake(player_type *creature_ptr)
4946 if (creature_ptr->action == ACTION_HAYAGAKE)
4948 set_action(ACTION_NONE);
4952 grid_type *g_ptr = ¤t_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
4953 feature_type *f_ptr = &f_info[g_ptr->feat];
4955 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
4956 (!creature_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
4958 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
4962 set_action(ACTION_HAYAGAKE);
4965 creature_ptr->energy_use = 0;
4968 bool double_attack(player_type *creature_ptr)
4973 if (!get_rep_dir(&dir, FALSE)) return FALSE;
4974 y = creature_ptr->y + ddy[dir];
4975 x = creature_ptr->x + ddx[dir];
4976 if (current_floor_ptr->grid_array[y][x].m_idx)
4979 msg_print(_("あーたたたたたたたたたたたたたたたたたたたたたた!!!",
4980 "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
4982 msg_print(_("無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄!!!",
4983 "Mudamudamudamudamudamudamudamudamudamudamudamudamuda!!!!"));
4985 msg_print(_("オラオラオラオラオラオラオラオラオラオラオラオラ!!!",
4986 "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
4989 if (current_floor_ptr->grid_array[y][x].m_idx)
4994 creature_ptr->energy_need += ENERGY_NEED();
4998 msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
5004 bool comvert_hp_to_mp(player_type *creature_ptr)
5006 int gain_sp = take_hit(DAMAGE_USELIFE, creature_ptr->lev, _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
5009 creature_ptr->csp += gain_sp;
5010 if (creature_ptr->csp > creature_ptr->msp)
5012 creature_ptr->csp = creature_ptr->msp;
5013 creature_ptr->csp_frac = 0;
5018 msg_print(_("変換に失敗した。", "You failed to convert."));
5020 creature_ptr->redraw |= (PR_HP | PR_MANA);
5024 bool comvert_mp_to_hp(player_type *creature_ptr)
5026 if (creature_ptr->csp >= creature_ptr->lev / 5)
5028 creature_ptr->csp -= creature_ptr->lev / 5;
5029 hp_player(creature_ptr->lev);
5033 msg_print(_("変換に失敗した。", "You failed to convert."));
5035 creature_ptr->redraw |= (PR_HP | PR_MANA);
5039 bool demonic_breath(player_type *creature_ptr)
5042 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
5043 if (!get_aim_dir(&dir)) return FALSE;
5045 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), ((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
5046 fire_breath(type, dir, creature_ptr->lev * 3, (creature_ptr->lev / 15) + 1);
5050 bool mirror_concentration(player_type *creature_ptr)
5054 msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
5057 if (is_mirror_grid(¤t_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x]))
5059 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
5061 creature_ptr->csp += (5 + creature_ptr->lev * creature_ptr->lev / 100);
5062 if (creature_ptr->csp >= creature_ptr->msp)
5064 creature_ptr->csp = creature_ptr->msp;
5065 creature_ptr->csp_frac = 0;
5067 creature_ptr->redraw |= (PR_MANA);
5071 msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
5076 bool sword_dancing(player_type *creature_ptr)
5079 POSITION y = 0, x = 0;
5083 for (i = 0; i < 6; i++)
5086 y = creature_ptr->y + ddy_ddd[dir];
5087 x = creature_ptr->x + ddx_ddd[dir];
5088 g_ptr = ¤t_floor_ptr->grid_array[y][x];
5090 /* Hack -- attack monsters */
5095 msg_print(_("攻撃が空をきった。", "You attack the empty air."));
5101 bool confusing_light(player_type *creature_ptr)
5103 msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
5104 slow_monsters(creature_ptr->lev);
5105 stun_monsters(creature_ptr->lev * 4);
5106 confuse_monsters(creature_ptr->lev * 4);
5107 turn_monsters(creature_ptr->lev * 4);
5108 stasis_monsters(creature_ptr->lev * 4);
5112 bool rodeo(player_type *creature_ptr)
5114 GAME_TEXT m_name[MAX_NLEN];
5115 monster_type *m_ptr;
5116 monster_race *r_ptr;
5119 if (creature_ptr->riding)
5121 msg_print(_("今は乗馬中だ。", "You ARE riding."));
5124 if (!do_riding(TRUE)) return TRUE;
5126 m_ptr = ¤t_floor_ptr->m_list[creature_ptr->riding];
5127 r_ptr = &r_info[m_ptr->r_idx];
5128 monster_desc(m_name, m_ptr, 0);
5129 msg_format(_("%sに乗った。", "You ride on %s."), m_name);
5131 if (is_pet(m_ptr)) return TRUE;
5133 rlev = r_ptr->level;
5135 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
5136 if (rlev > 60) rlev = 60 + (rlev - 60) / 2;
5137 if ((randint1(creature_ptr->skill_exp[GINOU_RIDING] / 120 + creature_ptr->lev * 2 / 3) > rlev)
5138 && one_in_(2) && !creature_ptr->inside_arena && !creature_ptr->inside_battle
5139 && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
5140 && (rlev < creature_ptr->lev * 3 / 2 + randint0(creature_ptr->lev / 5)))
5142 msg_format(_("%sを手なずけた。", "You tame %s."), m_name);
5147 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."), m_name);
5149 /* 落馬処理に失敗してもとにかく乗馬解除 */
5150 creature_ptr->riding = 0;
5155 bool clear_mind(player_type *creature_ptr)
5159 msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
5162 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
5164 creature_ptr->csp += (3 + creature_ptr->lev / 20);
5165 if (creature_ptr->csp >= creature_ptr->msp)
5167 creature_ptr->csp = creature_ptr->msp;
5168 creature_ptr->csp_frac = 0;
5170 creature_ptr->redraw |= (PR_MANA);
5174 bool concentration(player_type *creature_ptr)
5176 int max_csp = MAX(creature_ptr->msp * 4, creature_ptr->lev * 5 + 5);
5180 msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
5183 if (creature_ptr->special_defense & KATA_MASK)
5185 msg_print(_("今は構えに集中している。", "You need concentration on your form."));
5188 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
5190 creature_ptr->csp += creature_ptr->msp / 2;
5191 if (creature_ptr->csp >= max_csp)
5193 creature_ptr->csp = max_csp;
5194 creature_ptr->csp_frac = 0;
5196 creature_ptr->redraw |= (PR_MANA);