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.
17 #include "monsterrace-hook.h"
21 * @brief プレイヤー周辺の地形を感知する
24 * @param known 地形から危険フラグを外すならTRUE
25 * @return 効力があった場合TRUEを返す
27 static bool detect_feat_flag(POSITION range, int flag, bool known)
33 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
35 /* Scan the current panel */
36 for (y = 1; y < cur_hgt - 1; y++)
38 for (x = 1; x <= cur_wid - 1; x++)
40 int dist = distance(p_ptr->y, p_ptr->x, y, x);
41 if (dist > range) continue;
47 /* Mark as detected */
48 if (dist <= range && known)
50 if (dist <= range - 1) c_ptr->info |= (CAVE_IN_DETECT);
52 c_ptr->info &= ~(CAVE_UNSAFE);
59 if (cave_have_flag_grid(c_ptr, flag))
64 /* Hack -- Memorize */
65 c_ptr->info |= (CAVE_MARK);
78 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
80 * @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
81 * @return 効力があった場合TRUEを返す
83 bool detect_traps(POSITION range, bool known)
85 bool detect = detect_feat_flag(range, FF_TRAP, known);
87 if (known) p_ptr->dtrap = TRUE;
89 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
92 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
99 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
101 * @return 効力があった場合TRUEを返す
103 bool detect_doors(POSITION range)
105 bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
107 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
110 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
117 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
119 * @return 効力があった場合TRUEを返す
121 bool detect_stairs(POSITION range)
123 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
125 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
128 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
135 * @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
137 * @return 効力があった場合TRUEを返す
139 bool detect_treasure(POSITION range)
141 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
143 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
146 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!"));
153 * @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
155 * @return 効力があった場合TRUEを返す
157 bool detect_objects_gold(POSITION range)
161 POSITION range2 = range;
165 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
168 for (i = 1; i < o_max; i++)
170 object_type *o_ptr = &o_list[i];
172 /* Skip dead objects */
173 if (!o_ptr->k_idx) continue;
175 /* Skip held objects */
176 if (o_ptr->held_m_idx) continue;
181 /* Only detect nearby objects */
182 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
184 /* Detect "gold" objects */
185 if (o_ptr->tval == TV_GOLD)
187 o_ptr->marked |= OM_FOUND;
193 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
196 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
199 if (detect_monsters_string(range, "$"))
208 * @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
210 * @return 効力があった場合TRUEを返す
212 bool detect_objects_normal(POSITION range)
216 POSITION range2 = range;
220 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
223 for (i = 1; i < o_max; i++)
225 object_type *o_ptr = &o_list[i];
227 /* Skip dead objects */
228 if (!o_ptr->k_idx) continue;
230 /* Skip held objects */
231 if (o_ptr->held_m_idx) continue;
236 /* Only detect nearby objects */
237 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
239 /* Detect "real" objects */
240 if (o_ptr->tval != TV_GOLD)
242 o_ptr->marked |= OM_FOUND;
248 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
251 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
254 if (detect_monsters_string(range, "!=?|/`"))
263 * @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.
265 * @return 効力があった場合TRUEを返す
268 * This will light up all spaces with "magic" items, including artifacts,
269 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
270 * and "enchanted" items of the "good" variety.
272 * It can probably be argued that this function is now too powerful.
275 bool detect_objects_magic(POSITION range)
277 OBJECT_TYPE_VALUE tv;
283 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
285 /* Scan all objects */
286 for (i = 1; i < o_max; i++)
288 object_type *o_ptr = &o_list[i];
290 /* Skip dead objects */
291 if (!o_ptr->k_idx) continue;
293 /* Skip held objects */
294 if (o_ptr->held_m_idx) continue;
299 /* Only detect nearby objects */
300 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
302 /* Examine the tval */
305 /* Artifacts, misc magic items, or enchanted wearables */
306 if (object_is_artifact(o_ptr) ||
307 object_is_ego(o_ptr) ||
308 (tv == TV_WHISTLE) ||
316 (tv == TV_LIFE_BOOK) ||
317 (tv == TV_SORCERY_BOOK) ||
318 (tv == TV_NATURE_BOOK) ||
319 (tv == TV_CHAOS_BOOK) ||
320 (tv == TV_DEATH_BOOK) ||
321 (tv == TV_TRUMP_BOOK) ||
322 (tv == TV_ARCANE_BOOK) ||
323 (tv == TV_CRAFT_BOOK) ||
324 (tv == TV_DAEMON_BOOK) ||
325 (tv == TV_CRUSADE_BOOK) ||
326 (tv == TV_MUSIC_BOOK) ||
327 (tv == TV_HISSATSU_BOOK) ||
328 (tv == TV_HEX_BOOK) ||
329 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
331 /* Memorize the item */
332 o_ptr->marked |= OM_FOUND;
339 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!"));
348 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
350 * @return 効力があった場合TRUEを返す
352 bool detect_monsters_normal(POSITION range)
359 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
362 for (i = 1; i < m_max; i++)
364 monster_type *m_ptr = &m_list[i];
365 monster_race *r_ptr = &r_info[m_ptr->r_idx];
367 /* Skip dead monsters */
368 if (!m_ptr->r_idx) continue;
373 /* Only detect nearby monsters */
374 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
376 /* Detect all non-invisible monsters */
377 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
379 /* Repair visibility later */
380 repair_monsters = TRUE;
382 /* Hack -- Detect monster */
383 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
384 update_monster(i, FALSE);
389 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
392 /* Describe result */
393 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
400 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
402 * @return 効力があった場合TRUEを返す
404 bool detect_monsters_invis(POSITION range)
410 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
413 for (i = 1; i < m_max; i++)
415 monster_type *m_ptr = &m_list[i];
416 monster_race *r_ptr = &r_info[m_ptr->r_idx];
418 /* Skip dead monsters */
419 if (!m_ptr->r_idx) continue;
424 /* Only detect nearby monsters */
425 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
427 /* Detect invisible monsters */
428 if (r_ptr->flags2 & RF2_INVISIBLE)
430 /* Update monster recall window */
431 if (p_ptr->monster_race_idx == m_ptr->r_idx)
433 p_ptr->window |= (PW_MONSTER);
436 /* Repair visibility later */
437 repair_monsters = TRUE;
439 /* Hack -- Detect monster */
440 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
441 update_monster(i, FALSE);
446 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
449 /* Describe result */
450 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
456 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
458 * @return 効力があった場合TRUEを返す
460 bool detect_monsters_evil(POSITION range)
466 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
469 for (i = 1; i < m_max; i++)
471 monster_type *m_ptr = &m_list[i];
472 monster_race *r_ptr = &r_info[m_ptr->r_idx];
474 /* Skip dead monsters */
475 if (!m_ptr->r_idx) continue;
480 /* Only detect nearby monsters */
481 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
483 /* Detect evil monsters */
484 if (r_ptr->flags3 & RF3_EVIL)
486 if (is_original_ap(m_ptr))
488 /* Take note that they are evil */
489 r_ptr->r_flags3 |= (RF3_EVIL);
491 /* Update monster recall window */
492 if (p_ptr->monster_race_idx == m_ptr->r_idx)
494 p_ptr->window |= (PW_MONSTER);
498 /* Repair visibility later */
499 repair_monsters = TRUE;
501 /* Hack -- Detect monster */
502 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
503 update_monster(i, FALSE);
509 /* Describe result */
510 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
516 * @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
518 * @return 効力があった場合TRUEを返す
520 bool detect_monsters_nonliving(POSITION range)
526 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
529 for (i = 1; i < m_max; i++)
531 monster_type *m_ptr = &m_list[i];
533 /* Skip dead monsters */
534 if (!m_ptr->r_idx) continue;
539 /* Only detect nearby monsters */
540 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
542 /* Detect non-living monsters */
543 if (!monster_living(m_ptr->r_idx))
545 /* Update monster recall window */
546 if (p_ptr->monster_race_idx == m_ptr->r_idx)
548 p_ptr->window |= (PW_MONSTER);
551 /* Repair visibility later */
552 repair_monsters = TRUE;
554 /* Hack -- Detect monster */
555 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
556 update_monster(i, FALSE);
562 /* Describe result */
563 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!"));
569 * @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
571 * @return 効力があった場合TRUEを返す
573 bool detect_monsters_mind(POSITION range)
579 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
582 for (i = 1; i < m_max; i++)
584 monster_type *m_ptr = &m_list[i];
585 monster_race *r_ptr = &r_info[m_ptr->r_idx];
587 /* Skip dead monsters */
588 if (!m_ptr->r_idx) continue;
593 /* Only detect nearby monsters */
594 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
596 /* Detect non-living monsters */
597 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
599 /* Update monster recall window */
600 if (p_ptr->monster_race_idx == m_ptr->r_idx)
602 p_ptr->window |= (PW_MONSTER);
605 /* Repair visibility later */
606 repair_monsters = TRUE;
608 /* Hack -- Detect monster */
609 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
610 update_monster(i, FALSE);
616 /* Describe result */
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, cptr Match)
635 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
638 for (i = 1; i < m_max; i++)
640 monster_type *m_ptr = &m_list[i];
641 monster_race *r_ptr = &r_info[m_ptr->r_idx];
643 /* Skip dead monsters */
644 if (!m_ptr->r_idx) continue;
649 /* Only detect nearby monsters */
650 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
652 /* Detect monsters with the same symbol */
653 if (my_strchr(Match, r_ptr->d_char))
655 /* Update monster recall window */
656 if (p_ptr->monster_race_idx == m_ptr->r_idx)
658 p_ptr->window |= (PW_MONSTER);
661 /* Repair visibility later */
662 repair_monsters = TRUE;
664 /* Hack -- Detect monster */
665 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
666 update_monster(i, FALSE);
671 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
674 /* Describe result */
675 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
681 * @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
683 * @param match_flag 感知フラグ
684 * @return 効力があった場合TRUEを返す
686 bool detect_monsters_xxx(POSITION range, u32b match_flag)
691 cptr desc_monsters = _("変なモンスター", "weird monsters");
693 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
696 for (i = 1; i < m_max; i++)
698 monster_type *m_ptr = &m_list[i];
699 monster_race *r_ptr = &r_info[m_ptr->r_idx];
701 /* Skip dead monsters */
702 if (!m_ptr->r_idx) continue;
707 /* Only detect nearby monsters */
708 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
710 /* Detect evil monsters */
711 if (r_ptr->flags3 & (match_flag))
713 if (is_original_ap(m_ptr))
715 /* Take note that they are something */
716 r_ptr->r_flags3 |= (match_flag);
718 /* Update monster recall window */
719 if (p_ptr->monster_race_idx == m_ptr->r_idx)
721 p_ptr->window |= (PW_MONSTER);
725 /* Repair visibility later */
726 repair_monsters = TRUE;
728 /* Hack -- Detect monster */
729 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
730 update_monster(i, FALSE);
739 desc_monsters = _("デーモン", "demons");
742 desc_monsters = _("アンデッド", "the undead");
746 /* Describe result */
747 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
755 * @brief 全感知処理 / Detect everything
757 * @return 効力があった場合TRUEを返す
759 bool detect_all(POSITION range)
763 /* Detect everything */
764 if (detect_traps(range, TRUE)) detect = TRUE;
765 if (detect_doors(range)) detect = TRUE;
766 if (detect_stairs(range)) detect = TRUE;
768 /* There are too many hidden treasure. So... */
769 /* if (detect_treasure(range)) detect = TRUE; */
771 if (detect_objects_gold(range)) detect = TRUE;
772 if (detect_objects_normal(range)) detect = TRUE;
773 if (detect_monsters_invis(range)) detect = TRUE;
774 if (detect_monsters_normal(range)) detect = TRUE;
780 * @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
783 * @return 効力があった場合TRUEを返す
786 * Note that affected monsters are NOT auto-tracked by this usage.
788 * To avoid misbehavior when monster deaths have side-effects,
789 * this is done in two passes. -- JDL
792 bool project_hack(EFFECT_ID typ, HIT_POINT dam)
796 BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
797 bool obvious = FALSE;
800 /* Mark all (nearby) monsters */
801 for (i = 1; i < m_max; i++)
803 monster_type *m_ptr = &m_list[i];
805 /* Paranoia -- Skip dead monsters */
806 if (!m_ptr->r_idx) continue;
811 /* Require line of sight */
812 if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
814 /* Mark the monster */
815 m_ptr->mflag |= (MFLAG_TEMP);
818 /* Affect all marked monsters */
819 for (i = 1; i < m_max; i++)
821 monster_type *m_ptr = &m_list[i];
823 /* Skip unmarked monsters */
824 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
827 m_ptr->mflag &= ~(MFLAG_TEMP);
832 /* Jump directly to the target monster */
833 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
840 * @brief 視界内モンスターを加速する処理 / Speed monsters
841 * @return 効力があった場合TRUEを返す
843 bool speed_monsters(void)
845 return (project_hack(GF_OLD_SPEED, p_ptr->lev));
849 * @brief 視界内モンスターを加速する処理 / Slow monsters
850 * @return 効力があった場合TRUEを返す
852 bool slow_monsters(int power)
854 return (project_hack(GF_OLD_SLOW, power));
858 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
859 * @return 効力があった場合TRUEを返す
861 bool sleep_monsters(int power)
863 return (project_hack(GF_OLD_SLEEP, power));
867 * @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
868 * @return 効力があった場合TRUEを返す
870 bool banish_evil(int dist)
872 return (project_hack(GF_AWAY_EVIL, dist));
876 * @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
877 * @return 効力があった場合TRUEを返す
879 bool turn_undead(void)
881 bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
883 chg_virtue(V_UNLIFE, -1);
888 * @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
889 * @return 効力があった場合TRUEを返す
891 bool dispel_undead(HIT_POINT dam)
893 bool tester = (project_hack(GF_DISP_UNDEAD, dam));
895 chg_virtue(V_UNLIFE, -2);
900 * @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
901 * @return 効力があった場合TRUEを返す
903 bool dispel_evil(HIT_POINT dam)
905 return (project_hack(GF_DISP_EVIL, dam));
909 * @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
910 * @return 効力があった場合TRUEを返す
912 bool dispel_good(HIT_POINT dam)
914 return (project_hack(GF_DISP_GOOD, dam));
918 * @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
919 * @return 効力があった場合TRUEを返す
921 bool dispel_monsters(HIT_POINT dam)
923 return (project_hack(GF_DISP_ALL, dam));
927 * @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
928 * @return 効力があった場合TRUEを返す
930 bool dispel_living(HIT_POINT dam)
932 return (project_hack(GF_DISP_LIVING, dam));
936 * @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
937 * @return 効力があった場合TRUEを返す
939 bool dispel_demons(HIT_POINT dam)
941 return (project_hack(GF_DISP_DEMON, dam));
945 * @brief 視界内のモンスターに「聖戦」効果を与える処理
946 * @return 効力があった場合TRUEを返す
950 return (project_hack(GF_CRUSADE, p_ptr->lev*4));
954 * @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.
955 * @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)
958 void aggravate_monsters(MONSTER_IDX who)
964 /* Aggravate everyone nearby */
965 for (i = 1; i < m_max; i++)
967 monster_type *m_ptr = &m_list[i];
969 /* Paranoia -- Skip dead monsters */
970 if (!m_ptr->r_idx) continue;
972 /* Skip aggravating monster (or player) */
973 if (i == who) continue;
975 /* Wake up nearby sleeping monsters */
976 if (m_ptr->cdis < MAX_SIGHT * 2)
979 if (MON_CSLEEP(m_ptr))
981 (void)set_monster_csleep(i, 0);
984 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
987 /* Speed up monsters in line of sight */
988 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
992 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
998 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!"));
999 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!"));
1000 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
1005 * @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
1006 * @param m_idx 抹殺するモンスターID
1007 * @param power 抹殺の威力
1008 * @param player_cast プレイヤーの魔法によるものならば TRUE
1009 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
1010 * @param spell_name 抹殺効果を起こした魔法の名前
1011 * @return 効力があった場合TRUEを返す
1013 bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, cptr spell_name)
1015 int msec = delay_factor * delay_factor * delay_factor;
1016 monster_type *m_ptr = &m_list[m_idx];
1017 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1018 bool resist = FALSE;
1020 if (is_pet(m_ptr) && !player_cast) return FALSE;
1022 /* Hack -- Skip Unique Monsters or Quest Monsters */
1023 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1024 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1025 else if (m_idx == p_ptr->riding) resist = TRUE;
1026 else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
1027 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1028 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1033 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1037 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1038 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1041 delete_monster_idx(m_idx);
1044 if (resist && player_cast)
1046 bool see_m = is_seen(m_ptr);
1049 monster_desc(m_name, m_ptr, 0);
1052 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1054 if (MON_CSLEEP(m_ptr))
1056 (void)set_monster_csleep(m_idx, 0);
1059 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1062 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1066 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1070 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1075 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);
1078 /* Visual feedback */
1079 move_cursor_relative(p_ptr->y, p_ptr->x);
1081 p_ptr->redraw |= (PR_HP);
1082 p_ptr->window |= (PW_PLAYER);
1088 Term_xtra(TERM_XTRA_DELAY, msec);
1095 * @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
1096 * @param power 抹殺の威力
1097 * @param player_cast プレイヤーの魔法によるものならば TRUE
1098 * @return 効力があった場合TRUEを返す
1100 bool symbol_genocide(int power, bool player_cast)
1104 bool result = FALSE;
1106 /* Prevent genocide in quest levels */
1107 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1112 /* Mega-Hack -- Get a monster symbol */
1113 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)) ;
1115 /* Delete the monsters of that "type" */
1116 for (i = 1; i < m_max; i++)
1118 monster_type *m_ptr = &m_list[i];
1119 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1121 /* Paranoia -- Skip dead monsters */
1122 if (!m_ptr->r_idx) continue;
1124 /* Skip "wrong" monsters */
1125 if (r_ptr->d_char != typ) continue;
1128 result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
1133 chg_virtue(V_VITALITY, -2);
1134 chg_virtue(V_CHANCE, -1);
1142 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1143 * @param power 抹殺の威力
1144 * @param player_cast プレイヤーの魔法によるものならば TRUE
1145 * @return 効力があった場合TRUEを返す
1147 bool mass_genocide(int power, bool player_cast)
1150 bool result = FALSE;
1152 /* Prevent mass genocide in quest levels */
1153 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1158 /* Delete the (nearby) monsters */
1159 for (i = 1; i < m_max; i++)
1161 monster_type *m_ptr = &m_list[i];
1163 /* Paranoia -- Skip dead monsters */
1164 if (!m_ptr->r_idx) continue;
1166 /* Skip distant monsters */
1167 if (m_ptr->cdis > MAX_SIGHT) continue;
1170 result |= genocide_aux(i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1175 chg_virtue(V_VITALITY, -2);
1176 chg_virtue(V_CHANCE, -1);
1184 * @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
1185 * @param power 抹殺の威力
1186 * @param player_cast プレイヤーの魔法によるものならば TRUE
1187 * @return 効力があった場合TRUEを返す
1189 bool mass_genocide_undead(int power, bool player_cast)
1192 bool result = FALSE;
1194 /* Prevent mass genocide in quest levels */
1195 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1200 /* Delete the (nearby) monsters */
1201 for (i = 1; i < m_max; i++)
1203 monster_type *m_ptr = &m_list[i];
1204 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1206 /* Paranoia -- Skip dead monsters */
1207 if (!m_ptr->r_idx) continue;
1209 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1211 /* Skip distant monsters */
1212 if (m_ptr->cdis > MAX_SIGHT) continue;
1215 result |= genocide_aux(i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1220 chg_virtue(V_UNLIFE, -2);
1221 chg_virtue(V_CHANCE, -1);
1229 * @brief 周辺モンスターを調査する / Probe nearby monsters
1230 * @return 効力があった場合TRUEを返す
1246 /* Probe all (nearby) monsters */
1247 for (i = 1; i < m_max; i++)
1249 monster_type *m_ptr = &m_list[i];
1250 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1252 /* Paranoia -- Skip dead monsters */
1253 if (!m_ptr->r_idx) continue;
1255 /* Require line of sight */
1256 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
1258 /* Probe visible monsters */
1263 /* Start the message */
1266 msg_print(_("調査中...", "Probing..."));
1271 if (!is_original_ap(m_ptr))
1273 if (m_ptr->mflag2 & MFLAG2_KAGE)
1274 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1276 m_ptr->ap_r_idx = m_ptr->r_idx;
1277 lite_spot(m_ptr->fy, m_ptr->fx);
1279 /* Get "the monster" or "something" */
1280 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1282 speed = m_ptr->mspeed - 110;
1283 if (MON_FAST(m_ptr)) speed += 10;
1284 if (MON_SLOW(m_ptr)) speed -= 10;
1285 if (ironman_nightmare) speed += 5;
1287 /* Get the monster's alignment */
1288 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
1289 else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
1290 else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
1291 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)");
1292 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
1293 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
1294 else align = _("中立", "neutral");
1296 /* Describe the monster */
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)) || !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 c_ptr = &cave[y][x];
1413 /* Lose room and vault */
1414 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1416 /* Lose light and knowledge */
1417 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
1419 if (!in_generate) /* Normal */
1422 c_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 = &m_list[c_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(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
1458 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
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 = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1480 o_ptr = &o_list[this_o_idx];
1482 /* Acquire next object */
1483 next_o_idx = o_ptr->next_o_idx;
1485 /* Hack -- Preserve unknown artifacts */
1486 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
1488 /* Mega-Hack -- Preserve the artifact */
1489 a_info[o_ptr->name1].cur_num = 0;
1491 if (in_generate && cheat_peek)
1493 char o_name[MAX_NLEN];
1494 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1495 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);
1498 else if (in_generate && cheat_peek && o_ptr->art_name)
1500 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。",
1501 "One of the random artifacts was *destroyed* during generation."));
1506 /* Delete objects */
1507 delete_object(y, x);
1509 /* Destroy "non-permanent" grids */
1510 if (!cave_perma_grid(c_ptr))
1512 /* Wall (or floor) type */
1515 if (!in_generate) /* Normal */
1519 /* Create granite wall */
1520 cave_set_feat(y, x, feat_granite);
1524 /* Create quartz vein */
1525 cave_set_feat(y, x, feat_quartz_vein);
1529 /* Create magma vein */
1530 cave_set_feat(y, x, feat_magma_vein);
1535 cave_set_feat(y, x, floor_type[randint0(100)]);
1538 else /* In generation */
1542 /* Create granite wall */
1543 place_extra_grid(c_ptr);
1547 /* Create quartz vein */
1548 c_ptr->feat = feat_quartz_vein;
1552 /* Create magma vein */
1553 c_ptr->feat = feat_magma_vein;
1558 place_floor_grid(c_ptr);
1561 /* Clear garbage of hidden trap or door */
1570 /* Process "re-glowing" */
1571 for (y = (y1 - r); y <= (y1 + r); y++)
1573 for (x = (x1 - r); x <= (x1 + r); x++)
1575 /* Skip illegal grids */
1576 if (!in_bounds(y, x)) continue;
1578 /* Extract the distance */
1579 k = distance(y1, x1, y, x);
1581 /* Stay in the circle of death */
1582 if (k > r) continue;
1583 c_ptr = &cave[y][x];
1585 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
1586 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
1591 for (i = 0; i < 9; i++)
1593 yy = y + ddy_ddd[i];
1594 xx = x + ddx_ddd[i];
1595 if (!in_bounds2(yy, xx)) continue;
1596 cc_ptr = &cave[yy][xx];
1597 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1599 c_ptr->info |= CAVE_GLOW;
1607 /* Hack -- Affect player */
1610 msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
1612 /* Blind the player */
1613 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
1616 (void)set_blind(p_ptr->blind + 10 + randint1(10));
1622 /* Mega-Hack -- Forget the view and lite */
1623 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
1625 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1627 p_ptr->redraw |= (PR_MAP);
1629 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1631 if (p_ptr->special_defense & NINJA_S_STEALTH)
1633 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1643 * @brief 地震処理(サブルーチン) /
1644 * Induce an "earthquake" of the given radius at the given location.
1645 * @return 効力があった場合TRUEを返す
1649 * @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)
1653 * This will turn some walls into floors and some floors into walls.
1655 * The player will take damage and "jump" into a safe grid if possible,
1656 * otherwise, he will "tunnel" through the rubble instantaneously.
1658 * Monsters will take damage, and "jump" into a safe grid if possible,
1659 * otherwise they will be "buried" in the rubble, disappearing from
1660 * the level in the same way that they do when genocided.
1662 * Note that thus the player and monsters (except eaters of walls and
1663 * passers through walls) will never occupy the same grid as a wall.
1664 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
1665 * for a single turn, unless that monster can pass_walls or kill_walls.
1666 * This has allowed massive simplification of the "monster" code.
1669 bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
1673 POSITION y, x, yy, xx, dy, dx;
1676 POSITION sy = 0, sx = 0;
1682 /* Prevent destruction of quest levels and town */
1683 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1688 /* Paranoia -- Enforce maximum range */
1691 /* Clear the "maximal blast" area */
1692 for (y = 0; y < 32; y++)
1694 for (x = 0; x < 32; x++)
1700 /* Check around the epicenter */
1701 for (dy = -r; dy <= r; dy++)
1703 for (dx = -r; dx <= r; dx++)
1705 /* Extract the location */
1709 /* Skip illegal grids */
1710 if (!in_bounds(yy, xx)) continue;
1712 /* Skip distant grids */
1713 if (distance(cy, cx, yy, xx) > r) continue;
1714 c_ptr = &cave[yy][xx];
1716 /* Lose room and vault */
1717 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
1719 /* Lose light and knowledge */
1720 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
1722 /* Skip the epicenter */
1723 if (!dx && !dy) continue;
1725 /* Skip most grids */
1726 if (randint0(100) < 85) continue;
1728 /* Damage this grid */
1729 map[16+yy-cy][16+xx-cx] = TRUE;
1731 /* Hack -- Take note of player damage */
1732 if (player_bold(yy, xx)) hurt = TRUE;
1736 /* First, affect the player (if necessary) */
1737 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
1739 /* Check around the player */
1740 for (i = 0; i < 8; i++)
1742 /* Access the location */
1743 y = p_ptr->y + ddy_ddd[i];
1744 x = p_ptr->x + ddx_ddd[i];
1746 /* Skip non-empty grids */
1747 if (!cave_empty_bold(y, x)) continue;
1749 /* Important -- Skip "quake" grids */
1750 if (map[16+y-cy][16+x-cx]) continue;
1752 if (cave[y][x].m_idx) continue;
1754 /* Count "safe" grids */
1757 /* Randomize choice */
1758 if (randint0(sn) > 0) continue;
1760 /* Save the safe location */
1764 /* Random message */
1765 switch (randint1(3))
1769 msg_print(_("ダンジョンの壁が崩れた!", "The cave ceiling collapses!"));
1774 msg_print(_("ダンジョンの床が不自然にねじ曲がった!", "The cave floor twists in an unnatural way!"));
1779 msg_print(_("ダンジョンが揺れた!崩れた岩が頭に降ってきた!", "The cave quakes! You are pummeled with debris!"));
1784 /* Hurt the player a lot */
1787 /* Message and damage */
1788 msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
1792 /* Destroy the grid, and push the player to safety */
1795 /* Calculate results */
1796 switch (randint1(3))
1800 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
1806 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
1807 damage = damroll(10, 4);
1808 (void)set_stun(p_ptr->stun + randint1(50));
1813 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!"));
1814 damage = damroll(10, 4);
1815 (void)set_stun(p_ptr->stun + randint1(50));
1820 /* Move the player to the safe location */
1821 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
1824 /* Important -- no wall on player */
1825 map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
1834 monster_type *m_ptr = &m_list[m_idx];
1836 /* Get the monster's real name */
1837 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1839 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
1843 killer = _("地震", "an earthquake");
1846 take_hit(DAMAGE_ATTACK, damage, killer, -1);
1850 /* Examine the quaked region */
1851 for (dy = -r; dy <= r; dy++)
1853 for (dx = -r; dx <= r; dx++)
1855 /* Extract the location */
1859 /* Skip unaffected grids */
1860 if (!map[16+yy-cy][16+xx-cx]) continue;
1861 c_ptr = &cave[yy][xx];
1863 if (c_ptr->m_idx == p_ptr->riding) continue;
1865 /* Process monsters */
1868 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1869 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1871 /* Quest monsters */
1872 if (r_ptr->flags1 & RF1_QUESTOR)
1874 /* No wall on quest monsters */
1875 map[16+yy-cy][16+xx-cx] = FALSE;
1880 /* Most monsters cannot co-exist with rock */
1881 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
1882 !(r_ptr->flags2 & (RF2_PASS_WALL)))
1886 /* Assume not safe */
1889 /* Monster can move to escape the wall */
1890 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
1892 /* Look for safety */
1893 for (i = 0; i < 8; i++)
1895 y = yy + ddy_ddd[i];
1896 x = xx + ddx_ddd[i];
1898 /* Skip non-empty grids */
1899 if (!cave_empty_bold(y, x)) continue;
1901 /* Hack -- no safety on glyph of warding */
1902 if (is_glyph_grid(&cave[y][x])) continue;
1903 if (is_explosive_rune_grid(&cave[y][x])) continue;
1905 /* ... nor on the Pattern */
1906 if (pattern_tile(y, x)) continue;
1908 /* Important -- Skip "quake" grids */
1909 if (map[16+y-cy][16+x-cx]) continue;
1911 if (cave[y][x].m_idx) continue;
1912 if (player_bold(y, x)) continue;
1914 /* Count "safe" grids */
1917 /* Randomize choice */
1918 if (randint0(sn) > 0) continue;
1920 /* Save the safe grid */
1925 /* Describe the monster */
1926 monster_desc(m_name, m_ptr, 0);
1928 /* Scream in pain */
1929 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);
1931 /* Take damage from the quake */
1932 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
1934 /* Monster is certainly awake */
1935 (void)set_monster_csleep(c_ptr->m_idx, 0);
1937 /* Apply damage directly */
1938 m_ptr->hp -= damage;
1940 /* Delete (not kill) "dead" monsters */
1943 if (!ignore_unview || is_seen(m_ptr))
1944 msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
1948 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
1952 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
1953 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
1958 delete_monster(yy, xx);
1960 /* No longer safe */
1964 /* Hack -- Escape from the rock */
1967 IDX m_idx_aux = cave[yy][xx].m_idx;
1969 /* Update the old location */
1970 cave[yy][xx].m_idx = 0;
1972 /* Update the new location */
1973 cave[sy][sx].m_idx = m_idx_aux;
1975 /* Move the monster */
1979 /* Update the monster (new location) */
1980 update_monster(m_idx, TRUE);
1982 /* Redraw the old grid */
1985 /* Redraw the new grid */
1993 /* Lose monster light */
1996 /* Examine the quaked region */
1997 for (dy = -r; dy <= r; dy++)
1999 for (dx = -r; dx <= r; dx++)
2001 /* Extract the location */
2005 /* Skip unaffected grids */
2006 if (!map[16+yy-cy][16+xx-cx]) continue;
2008 /* Access the cave grid */
2009 c_ptr = &cave[yy][xx];
2011 /* Paranoia -- never affect player */
2012 /* if (player_bold(yy, xx)) continue; */
2014 /* Destroy location (if valid) */
2015 if (cave_valid_bold(yy, xx))
2017 /* Delete objects */
2018 delete_object(yy, xx);
2020 /* Wall (or floor) type */
2021 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
2026 /* Create granite wall */
2027 cave_set_feat(yy, xx, feat_granite);
2033 /* Create quartz vein */
2034 cave_set_feat(yy, xx, feat_quartz_vein);
2040 /* Create magma vein */
2041 cave_set_feat(yy, xx, feat_magma_vein);
2048 cave_set_feat(yy, xx, floor_type[randint0(100)]);
2055 /* Process "re-glowing" */
2056 for (dy = -r; dy <= r; dy++)
2058 for (dx = -r; dx <= r; dx++)
2060 /* Extract the location */
2064 /* Skip illegal grids */
2065 if (!in_bounds(yy, xx)) continue;
2067 /* Skip distant grids */
2068 if (distance(cy, cx, yy, xx) > r) continue;
2069 c_ptr = &cave[yy][xx];
2071 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
2072 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
2077 for (ii = 0; ii < 9; ii++)
2079 yyy = yy + ddy_ddd[ii];
2080 xxx = xx + ddx_ddd[ii];
2081 if (!in_bounds2(yyy, xxx)) continue;
2082 cc_ptr = &cave[yyy][xxx];
2083 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2085 c_ptr->info |= CAVE_GLOW;
2094 /* Mega-Hack -- Forget the view and lite */
2095 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2097 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
2099 /* Update the health bar */
2100 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
2102 p_ptr->redraw |= (PR_MAP);
2104 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2106 if (p_ptr->special_defense & NINJA_S_STEALTH)
2108 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2116 * @brief 地震処理(プレイヤーの中心発動) /
2117 * Induce an "earthquake" of the given radius at the given location.
2118 * @return 効力があった場合TRUEを返す
2123 bool earthquake(POSITION cy, POSITION cx, POSITION r)
2125 return earthquake_aux(cy, cx, r, 0);
2132 void discharge_minion(void)
2137 for (i = 1; i < m_max; i++)
2139 monster_type *m_ptr = &m_list[i];
2140 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2141 if (m_ptr->nickname) okay = FALSE;
2143 if (!okay || p_ptr->riding)
2145 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? ")))
2148 for (i = 1; i < m_max; i++)
2151 monster_type *m_ptr = &m_list[i];
2152 monster_race *r_ptr;
2154 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2155 r_ptr = &r_info[m_ptr->r_idx];
2157 /* Uniques resist discharging */
2158 if (r_ptr->flags1 & RF1_UNIQUE)
2161 monster_desc(m_name, m_ptr, 0x00);
2162 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);
2163 delete_monster_idx(i);
2166 dam = m_ptr->maxhp / 2;
2167 if (dam > 100) dam = (dam-100)/2 + 100;
2168 if (dam > 400) dam = (dam-400)/2 + 400;
2169 if (dam > 800) dam = 800;
2170 project(i, 2+(r_ptr->level/20), m_ptr->fy,
2171 m_ptr->fx, dam, GF_PLASMA,
2172 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
2174 if (record_named_pet && m_ptr->nickname)
2178 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2179 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
2182 delete_monster_idx(i);
2188 * @brief 部屋全体を照らすサブルーチン
2192 * This routine clears the entire "temp" set.
2193 * This routine will Perma-Lite all "temp" grids.
2194 * This routine is used (only) by "lite_room()"
2195 * Dark grids are illuminated.
2196 * Also, process all affected monsters.
2198 * SMART monsters always wake up when illuminated
2199 * NORMAL monsters wake up 1/4 the time when illuminated
2200 * STUPID monsters wake up 1/10 the time when illuminated
2203 static void cave_temp_room_lite(void)
2207 /* Clear them all */
2208 for (i = 0; i < temp_n; i++)
2210 POSITION y = temp_y[i];
2211 POSITION x = temp_x[i];
2213 cave_type *c_ptr = &cave[y][x];
2215 /* No longer in the array */
2216 c_ptr->info &= ~(CAVE_TEMP);
2218 /* Update only non-CAVE_GLOW grids */
2219 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
2222 c_ptr->info |= (CAVE_GLOW);
2224 /* Process affected monsters */
2229 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2231 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2232 update_monster(c_ptr->m_idx, FALSE);
2234 /* Stupid monsters rarely wake up */
2235 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
2237 /* Smart monsters always wake up */
2238 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
2240 /* Sometimes monsters wake up */
2241 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
2244 (void)set_monster_csleep(c_ptr->m_idx, 0);
2246 /* Notice the "waking up" */
2250 monster_desc(m_name, m_ptr, 0);
2251 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2261 update_local_illumination(y, x);
2271 * @brief 部屋全体を暗くするサブルーチン
2275 * This routine clears the entire "temp" set.
2276 * This routine will "darken" all "temp" grids.
2277 * In addition, some of these grids will be "unmarked".
2278 * This routine is used (only) by "unlite_room()"
2279 * Also, process all affected monsters
2282 static void cave_temp_room_unlite(void)
2286 /* Clear them all */
2287 for (i = 0; i < temp_n; i++)
2289 POSITION y = temp_y[i];
2290 POSITION x = temp_x[i];
2293 cave_type *c_ptr = &cave[y][x];
2294 bool do_dark = !is_mirror_grid(c_ptr);
2296 /* No longer in the array */
2297 c_ptr->info &= ~(CAVE_TEMP);
2299 /* Darken the grid */
2302 if (dun_level || !is_daytime())
2304 for (j = 0; j < 9; j++)
2306 int by = y + ddy_ddd[j];
2307 int bx = x + ddx_ddd[j];
2309 if (in_bounds2(by, bx))
2311 cave_type *cc_ptr = &cave[by][bx];
2313 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2321 if (!do_dark) continue;
2324 c_ptr->info &= ~(CAVE_GLOW);
2326 /* Hack -- Forget "boring" grids */
2327 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
2329 /* Forget the grid */
2330 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
2335 /* Process affected monsters */
2338 update_monster(c_ptr->m_idx, FALSE);
2343 update_local_illumination(y, x);
2353 * @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
2356 * @param pass_bold 地形条件を返す関数ポインタ
2359 static int next_to_open(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2366 for (i = 0; i < 16; i++)
2368 y = cy + ddy_cdd[i % 8];
2369 x = cx + ddx_cdd[i % 8];
2371 /* Found a wall, break the length */
2372 if (!pass_bold(y, x))
2374 /* Track best length */
2388 return (MAX(len, blen));
2392 * @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
2395 * @param pass_bold 地形条件を返す関数ポインタ
2398 static int next_to_walls_adj(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2404 for (i = 0; i < 8; i++)
2406 y = cy + ddy_ddd[i];
2407 x = cx + ddx_ddd[i];
2409 if (!pass_bold(y, x)) c++;
2417 * @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temp_nに返す / Aux function -- see below
2418 * @param y 部屋内のy座標1点
2419 * @param x 部屋内のx座標1点
2420 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
2421 * @param pass_bold 地形条件を返す関数ポインタ
2424 static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pass_bold)(POSITION, POSITION))
2429 c_ptr = &cave[y][x];
2431 /* Avoid infinite recursion */
2432 if (c_ptr->info & (CAVE_TEMP)) return;
2434 /* Do not "leave" the current room */
2435 if (!(c_ptr->info & (CAVE_ROOM)))
2437 if (only_room) return;
2440 if (!in_bounds2(y, x)) return;
2442 /* Do not exceed the maximum spell range */
2443 if (distance(p_ptr->y, p_ptr->x, y, x) > MAX_RANGE) return;
2445 /* Verify this grid */
2447 * The reason why it is ==6 instead of >5 is that 8 is impossible
2448 * due to the check for cave_bold above.
2449 * 7 lights dead-end corridors (you need to do this for the
2450 * checkboard interesting rooms, so that the boundary is lit
2452 * This leaves only a check for 6 bounding walls!
2454 if (in_bounds(y, x) && pass_bold(y, x) &&
2455 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
2458 /* Paranoia -- verify space */
2459 if (temp_n == TEMP_MAX) return;
2461 /* Mark the grid as "seen" */
2462 c_ptr->info |= (CAVE_TEMP);
2464 /* Add it to the "seen" set */
2471 * @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
2474 * @return 光を通すならばtrueを返す。
2476 static bool cave_pass_lite_bold(POSITION y, POSITION x)
2478 return cave_los_bold(y, x);
2482 * @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temp_nに返す / Aux function -- see below
2487 static void cave_temp_lite_room_aux(POSITION y, POSITION x)
2489 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
2493 * @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
2496 * @return 射線を通すならばtrueを返す。
2498 static bool cave_pass_dark_bold(POSITION y, POSITION x)
2500 return cave_have_flag_bold(y, x, FF_PROJECT);
2505 * @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temp_nに返す / Aux function -- see below
2510 static void cave_temp_unlite_room_aux(POSITION y, POSITION x)
2512 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
2517 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
2522 void lite_room(POSITION y1, POSITION x1)
2527 /* Add the initial grid */
2528 cave_temp_lite_room_aux(y1, x1);
2530 /* While grids are in the queue, add their neighbors */
2531 for (i = 0; i < temp_n; i++)
2533 x = temp_x[i], y = temp_y[i];
2535 /* Walls get lit, but stop light */
2536 if (!cave_pass_lite_bold(y, x)) continue;
2538 /* Spread adjacent */
2539 cave_temp_lite_room_aux(y + 1, x);
2540 cave_temp_lite_room_aux(y - 1, x);
2541 cave_temp_lite_room_aux(y, x + 1);
2542 cave_temp_lite_room_aux(y, x - 1);
2544 /* Spread diagonal */
2545 cave_temp_lite_room_aux(y + 1, x + 1);
2546 cave_temp_lite_room_aux(y - 1, x - 1);
2547 cave_temp_lite_room_aux(y - 1, x + 1);
2548 cave_temp_lite_room_aux(y + 1, x - 1);
2551 /* Now, lite them all up at once */
2552 cave_temp_room_lite();
2554 if (p_ptr->special_defense & NINJA_S_STEALTH)
2556 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2562 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
2567 void unlite_room(POSITION y1, POSITION x1)
2572 /* Add the initial grid */
2573 cave_temp_unlite_room_aux(y1, x1);
2575 /* Spread, breadth first */
2576 for (i = 0; i < temp_n; i++)
2578 x = temp_x[i], y = temp_y[i];
2580 /* Walls get dark, but stop darkness */
2581 if (!cave_pass_dark_bold(y, x)) continue;
2583 /* Spread adjacent */
2584 cave_temp_unlite_room_aux(y + 1, x);
2585 cave_temp_unlite_room_aux(y - 1, x);
2586 cave_temp_unlite_room_aux(y, x + 1);
2587 cave_temp_unlite_room_aux(y, x - 1);
2589 /* Spread diagonal */
2590 cave_temp_unlite_room_aux(y + 1, x + 1);
2591 cave_temp_unlite_room_aux(y - 1, x - 1);
2592 cave_temp_unlite_room_aux(y - 1, x + 1);
2593 cave_temp_unlite_room_aux(y + 1, x - 1);
2596 /* Now, darken them all at once */
2597 cave_temp_room_unlite();
2603 * @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
2606 * @return 作用が実際にあった場合TRUEを返す
2608 bool lite_area(HIT_POINT dam, POSITION rad)
2610 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2612 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
2614 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
2618 /* Hack -- Message */
2621 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
2624 /* Hook into the "project()" function */
2625 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1);
2627 /* Lite up the room */
2628 lite_room(p_ptr->y, p_ptr->x);
2636 * @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
2639 * @return 作用が実際にあった場合TRUEを返す
2641 bool unlite_area(HIT_POINT dam, POSITION rad)
2643 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2645 /* Hack -- Message */
2648 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
2651 /* Hook into the "project()" function */
2652 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1);
2654 /* Lite up the room */
2655 unlite_room(p_ptr->y, p_ptr->x);
2664 * @brief ボール系スペルの発動 / Cast a ball spell
2666 * @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)
2669 * @return 作用が実際にあった場合TRUEを返す
2672 * Stop if we hit a monster, act as a "ball"
2673 * Allow "target" mode to pass over monsters
2674 * Affect grids, objects, and monsters
2677 bool fire_ball(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2681 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2683 if (typ == GF_CHARM_LIVING) flg|= PROJECT_HIDE;
2684 /* Use the given direction */
2685 tx = p_ptr->x + 99 * ddx[dir];
2686 ty = p_ptr->y + 99 * ddy[dir];
2688 /* Hack -- Use an actual "target" */
2689 if ((dir == 5) && target_okay())
2691 flg &= ~(PROJECT_STOP);
2696 /* Analyze the "dir" and the "target". Hurt items on floor. */
2697 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2701 * @brief ブレス系スペルの発動 / Cast a breath spell
2703 * @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)
2706 * @return 作用が実際にあった場合TRUEを返す
2709 * Stop if we hit a monster, act as a "ball"
2710 * Allow "target" mode to pass over monsters
2711 * Affect grids, objects, and monsters
2714 bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2716 return fire_ball(typ, dir, dam, -rad);
2721 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
2723 * @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)
2726 * @return 作用が実際にあった場合TRUEを返す
2729 * Stop if we hit a monster, act as a "ball"
2730 * Allow "target" mode to pass over monsters
2731 * Affect grids, objects, and monsters
2734 bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2737 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2739 /* Use the given direction */
2740 tx = p_ptr->x + 99 * ddx[dir];
2741 ty = p_ptr->y + 99 * ddy[dir];
2743 /* Hack -- Use an actual "target" */
2744 if ((dir == 5) && target_okay())
2750 /* Analyze the "dir" and the "target". Hurt items on floor. */
2751 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2756 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
2758 * @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)
2761 * @return 作用が実際にあった場合TRUEを返す
2764 * Stop if we hit a monster, act as a "ball"
2765 * Allow "target" mode to pass over monsters
2766 * Affect grids, objects, and monsters
2769 bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2772 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
2774 /* Use the given direction */
2775 tx = p_ptr->x + 99 * ddx[dir];
2776 ty = p_ptr->y + 99 * ddy[dir];
2778 /* Hack -- Use an actual "target" */
2779 if ((dir == 5) && target_okay())
2781 flg &= ~(PROJECT_STOP);
2786 /* Analyze the "dir" and the "target". Hurt items on floor. */
2787 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2792 * @brief メテオ系スペルの発動 / Cast a meteor spell
2793 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
2799 * @return 作用が実際にあった場合TRUEを返す
2802 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
2803 * player, or outside source, that starts out at an arbitrary location, and
2804 * leaving no trail from the "caster" to the target. This function is
2805 * especially useful for bombardments and similar. -LM-
2806 * Option to hurt the player.
2809 bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
2811 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2813 /* Analyze the "target" and the caster. */
2814 return (project(who, rad, y, x, dam, typ, flg, -1));
2819 * @brief ブラスト系スペルの発動 / Cast a blast spell
2821 * @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)
2826 * @return 作用が実際にあった場合TRUEを返す
2828 bool fire_blast(EFFECT_ID typ, DIRECTION dir, int dd, int ds, int num, int dev)
2832 POSITION ty, tx, y, x;
2835 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
2840 /* Use the given direction */
2843 ly = ty = p_ptr->y + 20 * ddy[dir];
2844 lx = tx = p_ptr->x + 20 * ddx[dir];
2847 /* Use an actual "target" */
2848 else /* if (dir == 5) */
2853 lx = 20 * (tx - p_ptr->x) + p_ptr->x;
2854 ly = 20 * (ty - p_ptr->y) + p_ptr->y;
2857 ld = distance(p_ptr->y, p_ptr->x, ly, lx);
2860 for (i = 0; i < num; i++)
2864 /* Get targets for some bolts */
2865 y = rand_spread(ly, ld * dev / 20);
2866 x = rand_spread(lx, ld * dev / 20);
2868 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
2871 /* Analyze the "dir" and the "target". */
2872 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
2883 * @brief モンスターとの位置交換処理 / Switch position with a monster.
2884 * @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)
2885 * @return 作用が実際にあった場合TRUEを返す
2887 bool teleport_swap(DIRECTION dir)
2891 monster_type* m_ptr;
2892 monster_race* r_ptr;
2894 if ((dir == 5) && target_okay())
2901 tx = p_ptr->x + ddx[dir];
2902 ty = p_ptr->y + ddy[dir];
2904 c_ptr = &cave[ty][tx];
2906 if (p_ptr->anti_tele)
2908 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
2912 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
2914 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
2920 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10))
2922 msg_print(_("失敗した。", "Failed to swap."));
2928 m_ptr = &m_list[c_ptr->m_idx];
2929 r_ptr = &r_info[m_ptr->r_idx];
2931 (void)set_monster_csleep(c_ptr->m_idx, 0);
2933 if (r_ptr->flagsr & RFR_RES_TELE)
2935 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
2937 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2943 sound(SOUND_TELEPORT);
2945 /* Swap the player and monster */
2946 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
2954 * @brief 指定方向に飛び道具を飛ばす(フラグ任意指定) / Hack -- apply a "projection()" in a direction (or at the target)
2956 * @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)
2959 * @return 作用が実際にあった場合TRUEを返す
2961 bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
2965 /* Pass through the target if needed */
2966 flg |= (PROJECT_THRU);
2968 /* Use the given direction */
2969 tx = p_ptr->x + ddx[dir];
2970 ty = p_ptr->y + ddy[dir];
2972 /* Hack -- Use an actual "target" */
2973 if ((dir == 5) && target_okay())
2979 /* Analyze the "dir" and the "target", do NOT explode */
2980 return (project(0, 0, ty, tx, dam, typ, flg, -1));
2985 * @brief ボルト系スペルの発動 / Cast a bolt spell.
2987 * @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)
2989 * @return 作用が実際にあった場合TRUEを返す
2992 * Stop if we hit a monster, as a "bolt".
2993 * Affect monsters and grids (not objects).
2996 bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
2998 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
2999 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
3000 return (project_hook(typ, dir, dam, flg));
3005 * @brief ビーム系スペルの発動 / Cast a beam spell.
3007 * @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)
3009 * @return 作用が実際にあった場合TRUEを返す
3012 * Pass through monsters, as a "beam".
3013 * Affect monsters, grids and objects.
3016 bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3018 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
3019 return (project_hook(typ, dir, dam, flg));
3024 * @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.
3025 * @param prob ビーム化する確率(%)
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
3032 * Pass through monsters, as a "beam".
3033 * Affect monsters, grids and objects.
3036 bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3038 if (randint0(100) < prob)
3040 return (fire_beam(typ, dir, dam));
3044 return (fire_bolt(typ, dir, dam));
3049 * @brief LITE_WEAK属性による光源ビーム処理
3050 * @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)
3052 * @return 作用が実際にあった場合TRUEを返す
3054 bool lite_line(DIRECTION dir, HIT_POINT dam)
3056 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
3057 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
3062 * @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 hypodynamic_bolt(DIRECTION dir, HIT_POINT dam)
3068 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3069 return (project_hook(GF_HYPODYNAMIA, dir, dam, 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)
3076 * @return 作用が実際にあった場合TRUEを返す
3078 bool wall_to_mud(DIRECTION dir, HIT_POINT dam)
3080 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3081 return (project_hook(GF_KILL_WALL, dir, dam, flg));
3086 * @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)
3087 * @return 作用が実際にあった場合TRUEを返す
3089 bool wizard_lock(DIRECTION dir)
3091 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3092 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), 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 * @return 作用が実際にあった場合TRUEを返す
3100 bool destroy_door(DIRECTION dir)
3102 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3103 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
3108 * @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)
3109 * @return 作用が実際にあった場合TRUEを返す
3111 bool disarm_trap(DIRECTION dir)
3113 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3114 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
3119 * @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)
3121 * @return 作用が実際にあった場合TRUEを返す
3123 bool heal_monster(DIRECTION dir, HIT_POINT dam)
3125 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3126 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
3131 * @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)
3133 * @return 作用が実際にあった場合TRUEを返す
3135 bool speed_monster(DIRECTION dir, int power)
3137 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3138 return (project_hook(GF_OLD_SPEED, dir, power, flg));
3143 * @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)
3145 * @return 作用が実際にあった場合TRUEを返す
3147 bool slow_monster(DIRECTION dir, int power)
3149 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3150 return (project_hook(GF_OLD_SLOW, dir, power, flg));
3155 * @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)
3157 * @return 作用が実際にあった場合TRUEを返す
3159 bool sleep_monster(DIRECTION dir, int power)
3161 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3162 return (project_hook(GF_OLD_SLEEP, dir, power, flg));
3166 * @brief モンスター拘束(STASIS)処理
3167 * @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)
3168 * @return 作用が実際にあった場合TRUEを返す
3169 * @details 威力はプレイヤーレベル*2に固定
3171 bool stasis_monster(DIRECTION dir)
3173 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
3177 * @brief 邪悪なモンスター拘束(STASIS)処理
3178 * @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)
3179 * @return 作用が実際にあった場合TRUEを返す
3180 * @details 威力はプレイヤーレベル*2に固定
3182 bool stasis_evil(DIRECTION dir)
3184 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
3189 * @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)
3190 * @param plev プレイヤーレベル(=効力)
3191 * @return 作用が実際にあった場合TRUEを返す
3193 bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev)
3195 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3196 return (project_hook(GF_OLD_CONF, dir, plev, flg));
3201 * @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)
3202 * @param plev プレイヤーレベル(=効力)
3203 * @return 作用が実際にあった場合TRUEを返す
3205 bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev)
3207 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3208 return (project_hook(GF_STUN, dir, plev, flg));
3212 * @brief チェンジモンスター処理
3213 * @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)
3215 * @return 作用が実際にあった場合TRUEを返す
3217 bool poly_monster(DIRECTION dir, int power)
3219 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3220 bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
3222 chg_virtue(V_CHANCE, 1);
3227 * @brief クローンモンスター処理
3228 * @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)
3229 * @return 作用が実際にあった場合TRUEを返す
3231 bool clone_monster(DIRECTION dir)
3233 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3234 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
3239 * @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)
3240 * @param plev プレイヤーレベル(=効力)
3241 * @return 作用が実際にあった場合TRUEを返す
3243 bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev)
3245 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3246 return (project_hook(GF_TURN_ALL, dir, plev, flg));
3251 * @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)
3252 * @param plev プレイヤーレベル(効力はplev*200)
3253 * @return 作用が実際にあった場合TRUEを返す
3255 bool death_ray(DIRECTION dir, PLAYER_LEVEL plev)
3257 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3258 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
3262 * @brief モンスター用テレポート処理
3263 * @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)
3264 * @param distance 移動距離
3265 * @return 作用が実際にあった場合TRUEを返す
3267 bool teleport_monster(DIRECTION dir, int distance)
3269 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
3270 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
3274 * @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)
3275 * @return 作用が実際にあった場合TRUEを返す
3277 bool door_creation(void)
3279 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3280 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_DOOR, flg, -1));
3284 * @brief トラップ生成処理(起点から周囲1マス)
3287 * @return 作用が実際にあった場合TRUEを返す
3289 bool trap_creation(POSITION y, POSITION x)
3291 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3292 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
3296 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
3297 * @return 作用が実際にあった場合TRUEを返す
3299 bool tree_creation(void)
3301 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3302 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_TREE, flg, -1));
3306 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
3307 * @return 作用が実際にあった場合TRUEを返す
3309 bool glyph_creation(void)
3311 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
3312 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_GLYPH, flg, -1));
3316 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
3317 * @return 作用が実際にあった場合TRUEを返す
3319 bool wall_stone(void)
3321 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3323 bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
3325 p_ptr->update |= (PU_FLOW);
3327 p_ptr->redraw |= (PR_MAP);
3333 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
3334 * @return 作用が実際にあった場合TRUEを返す
3336 bool destroy_doors_touch(void)
3338 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3339 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_DOOR, flg, -1));
3343 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
3344 * @return 作用が実際にあった場合TRUEを返す
3346 bool disarm_traps_touch(void)
3348 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3349 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_TRAP, flg, -1));
3353 * @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)
3354 * @return 作用が実際にあった場合TRUEを返す
3356 bool sleep_monsters_touch(void)
3358 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
3359 return (project(0, 1, p_ptr->y, p_ptr->x, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
3364 * @brief 死者復活処理(起点より周囲5マス)
3365 * @param who 術者モンスターID(0ならばプレイヤー)
3368 * @return 作用が実際にあった場合TRUEを返す
3370 bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x)
3372 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
3373 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
3378 * @return 作用が実際にあった場合TRUEを返す
3380 void call_chaos(void)
3382 int Chaos_type, dummy, dir;
3383 PLAYER_LEVEL plev = p_ptr->lev;
3384 bool line_chaos = FALSE;
3386 int hurt_types[31] =
3388 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
3389 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
3390 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
3391 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
3392 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
3393 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
3394 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
3395 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
3398 Chaos_type = hurt_types[randint0(31)];
3399 if (one_in_(4)) line_chaos = TRUE;
3403 for (dummy = 1; dummy < 10; dummy++)
3408 fire_beam(Chaos_type, dummy, 150);
3410 fire_ball(Chaos_type, dummy, 150, 2);
3414 else if (one_in_(3))
3416 fire_ball(Chaos_type, 0, 500, 8);
3420 if (!get_aim_dir(&dir)) return;
3422 fire_beam(Chaos_type, dir, 250);
3424 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
3429 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
3430 * @param stop_ty 再帰処理停止フラグ
3432 * @return 作用が実際にあった場合TRUEを返す
3435 * rr9: Stop the nasty things when a Cyberdemon is summoned
3436 * or the player gets paralyzed.
3439 bool activate_ty_curse(bool stop_ty, int *count)
3443 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3447 switch (randint1(34))
3452 msg_print(_("地面が揺れた...", "The ground trembles..."));
3453 earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
3454 if (!one_in_(6)) break;
3459 HIT_POINT dam = damroll(10, 10);
3460 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!"));
3461 project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1);
3462 take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
3463 if (!one_in_(6)) break;
3468 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
3469 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
3470 if (randint0(13)) (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3471 if (!one_in_(6)) break;
3474 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3478 project(0, 7, p_ptr->y, p_ptr->x, 50, GF_KILL_WALL, flg, -1);
3479 take_hit(DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
3481 if (!one_in_(6)) break;
3482 case 1: case 2: case 3: case 16: case 17:
3483 aggravate_monsters(0);
3484 if (!one_in_(6)) break;
3485 case 4: case 5: case 6:
3486 (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3487 if (!one_in_(6)) break;
3488 case 7: case 8: case 9: case 18:
3489 (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
3490 if (!one_in_(6)) break;
3491 case 10: case 11: case 12:
3492 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..."));
3493 lose_exp(p_ptr->exp / 16);
3494 if (!one_in_(6)) break;
3495 case 13: case 14: case 15: case 19: case 20:
3496 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
3502 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
3503 if (p_ptr->free_act)
3504 set_paralyzed(p_ptr->paralyzed + randint1(3));
3506 set_paralyzed(p_ptr->paralyzed + randint1(13));
3509 if (!one_in_(6)) break;
3510 case 21: case 22: case 23:
3511 (void)do_dec_stat(randint0(6));
3512 if (!one_in_(6)) break;
3514 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
3516 if (!one_in_(6)) break;
3519 * Only summon Cyberdemons deep in the dungeon.
3521 if ((dun_level > 65) && !stop_ty)
3523 (*count) += summon_cyber(-1, p_ptr->y, p_ptr->x);
3527 if (!one_in_(6)) break;
3533 (void)do_dec_stat(i);
3541 while (one_in_(3) && !stop_ty);
3547 * @brief HI_SUMMON(上級召喚)処理発動
3550 * @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
3551 * @return 作用が実際にあった場合TRUEを返す
3553 int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
3558 BIT_FLAGS mode = PM_ALLOW_GROUP;
3565 mode |= PM_FORCE_FRIENDLY;
3569 mode |= PM_FORCE_PET;
3574 if (!pet) mode |= PM_NO_PET;
3576 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
3578 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
3580 switch (randint1(25) + (dun_level / 20))
3583 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
3586 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
3589 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
3592 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
3595 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
3598 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
3601 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
3604 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
3608 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
3612 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
3615 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3616 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
3619 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3620 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
3623 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
3626 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3627 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
3636 * @brief サイバーデーモンの召喚
3637 * @param who 召喚主のモンスターID(0ならばプレイヤー)
3640 * @return 作用が実際にあった場合TRUEを返す
3642 int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x)
3645 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
3647 BIT_FLAGS mode = PM_ALLOW_GROUP;
3649 /* Summoned by a monster */
3652 monster_type *m_ptr = &m_list[who];
3653 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
3656 if (max_cyber > 4) max_cyber = 4;
3658 for (i = 0; i < max_cyber; i++)
3660 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode);
3667 * @brief 周辺破壊効果(プレイヤー中心)
3668 * @return 作用が実際にあった場合TRUEを返す
3670 void wall_breaker(void)
3673 POSITION y = 0, x = 0;
3674 int attempts = 1000;
3676 if (randint1(80 + p_ptr->lev) < 70)
3680 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
3682 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
3684 if (!player_bold(y, x)) break;
3687 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3688 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3690 else if (randint1(100) > 30)
3692 earthquake(p_ptr->y, p_ptr->x, 1);
3696 int num = damroll(5, 3);
3698 for (i = 0; i < num; i++)
3702 scatter(&y, &x, p_ptr->y, p_ptr->x, 10, 0);
3704 if (!player_bold(y, x)) break;
3707 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3708 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3715 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
3717 * @return 作用が実際にあった場合TRUEを返す
3719 bool confuse_monsters(HIT_POINT dam)
3721 return (project_hack(GF_OLD_CONF, dam));
3726 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
3728 * @return 作用が実際にあった場合TRUEを返す
3730 bool charm_monsters(HIT_POINT dam)
3732 return (project_hack(GF_CHARM, dam));
3737 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
3739 * @return 作用が実際にあった場合TRUEを返す
3741 bool charm_animals(HIT_POINT dam)
3743 return (project_hack(GF_CONTROL_ANIMAL, dam));
3748 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
3750 * @return 作用が実際にあった場合TRUEを返す
3752 bool stun_monsters(HIT_POINT dam)
3754 return (project_hack(GF_STUN, dam));
3759 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
3761 * @return 作用が実際にあった場合TRUEを返す
3763 bool stasis_monsters(HIT_POINT dam)
3765 return (project_hack(GF_STASIS, dam));
3770 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
3772 * @return 作用が実際にあった場合TRUEを返す
3774 bool mindblast_monsters(HIT_POINT dam)
3776 return (project_hack(GF_PSI, dam));
3781 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
3782 * @param dist 効力(距離)
3783 * @return 作用が実際にあった場合TRUEを返す
3785 bool banish_monsters(int dist)
3787 return (project_hack(GF_AWAY_ALL, dist));
3792 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
3794 * @return 作用が実際にあった場合TRUEを返す
3796 bool turn_evil(HIT_POINT dam)
3798 return (project_hack(GF_TURN_EVIL, dam));
3803 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
3805 * @return 作用が実際にあった場合TRUEを返す
3807 bool turn_monsters(HIT_POINT dam)
3809 return (project_hack(GF_TURN_ALL, dam));
3814 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
3815 * @return 作用が実際にあった場合TRUEを返す
3817 bool deathray_monsters(void)
3819 return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
3823 * @brief チャーム・モンスター(1体)
3824 * @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)
3826 * @return 作用が実際にあった場合TRUEを返す
3828 bool charm_monster(DIRECTION dir, PLAYER_LEVEL plev)
3830 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3831 return (project_hook(GF_CHARM, dir, plev, flg));
3835 * @brief アンデッド支配(1体)
3836 * @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)
3838 * @return 作用が実際にあった場合TRUEを返す
3840 bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev)
3842 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3843 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
3848 * @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)
3850 * @return 作用が実際にあった場合TRUEを返す
3852 bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev)
3854 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3855 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
3860 * @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)
3862 * @return 作用が実際にあった場合TRUEを返す
3864 bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev)
3866 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3867 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
3873 * @param success 判定成功上の処理ならばTRUE
3874 * @return 作用が実際にあった場合TRUEを返す
3876 bool kawarimi(bool success)
3879 object_type *q_ptr = &forge;
3882 if (p_ptr->is_dead) return FALSE;
3883 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
3884 if (randint0(200) < p_ptr->stun) return FALSE;
3886 if (!success && one_in_(3))
3888 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
3889 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3890 p_ptr->redraw |= (PR_STATUS);
3897 teleport_player(10 + randint1(90), 0L);
3901 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
3903 q_ptr->pval = MON_NINJA;
3905 /* Drop it in the dungeon */
3906 (void)drop_near(q_ptr, -1, y, x);
3909 if (success) msg_print("攻撃を受ける前に素早く身をひるがえした。");
3910 else msg_print("失敗!攻撃を受けてしまった。");
3912 if (success) msg_print("You have turned around just before the attack hit you.");
3913 else msg_print("Failed! You are hit by the attack.");
3916 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3917 p_ptr->redraw |= (PR_STATUS);
3925 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
3926 * @param mdeath 目標モンスターが死亡したかを返す
3927 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
3929 bool rush_attack(bool *mdeath)
3936 bool tmp_mdeath = FALSE;
3939 if (mdeath) *mdeath = FALSE;
3942 if (!get_aim_dir(&dir)) return FALSE;
3944 /* Use the given direction */
3945 tx = p_ptr->x + project_length * ddx[dir];
3946 ty = p_ptr->y + project_length * ddy[dir];
3948 /* Hack -- Use an actual "target" */
3949 if ((dir == 5) && target_okay())
3955 if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
3957 path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
3960 /* No need to move */
3961 if (!path_n) return TRUE;
3963 /* Use ty and tx as to-move point */
3967 /* Project along the path */
3968 for (i = 0; i < path_n; i++)
3970 monster_type *m_ptr;
3972 int ny = GRID_Y(path_g[i]);
3973 int nx = GRID_X(path_g[i]);
3975 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
3980 /* Go to next grid */
3984 if (!cave[ny][nx].m_idx)
3988 msg_print(_("失敗!", "Failed!"));
3992 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
3999 /* Move player before updating the monster */
4000 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4001 update_monster(cave[ny][nx].m_idx, TRUE);
4003 /* Found a monster */
4004 m_ptr = &m_list[cave[ny][nx].m_idx];
4006 if (tm_idx != cave[ny][nx].m_idx)
4009 msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "",
4010 m_ptr->ml ? "モンスター" : "何か");
4012 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
4015 else if (!player_bold(ty, tx))
4017 /* Hold the monster name */
4020 /* Get the monster name (BEFORE polymorphing) */
4021 monster_desc(m_name, m_ptr, 0);
4022 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
4025 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4027 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
4032 if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4034 if (mdeath) *mdeath = tmp_mdeath;
4040 * @brief 全鏡の消去 / Remove all mirrors in this floor
4041 * @param explode 爆発処理を伴うならばTRUE
4044 void remove_all_mirrors(bool explode)
4048 for (x = 0; x < cur_wid; x++)
4050 for (y = 0; y < cur_hgt; y++)
4052 if (is_mirror_grid(&cave[y][x]))
4054 remove_mirror(y, x);
4056 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
4057 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
4064 * @brief 『一つの指輪』の効果処理 /
4065 * Hack -- activate the ring of power
4066 * @param dir 発動の方向ID
4069 void ring_of_power(DIRECTION dir)
4071 /* Pick a random effect */
4072 switch (randint1(10))
4077 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."));
4080 /* Decrease all stats (permanently) */
4081 (void)dec_stat(A_STR, 50, TRUE);
4082 (void)dec_stat(A_INT, 50, TRUE);
4083 (void)dec_stat(A_WIS, 50, TRUE);
4084 (void)dec_stat(A_DEX, 50, TRUE);
4085 (void)dec_stat(A_CON, 50, TRUE);
4086 (void)dec_stat(A_CHR, 50, TRUE);
4088 /* Lose some experience (permanently) */
4089 p_ptr->exp -= (p_ptr->exp / 4);
4090 p_ptr->max_exp -= (p_ptr->exp / 4);
4098 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."));
4100 /* Dispel monsters */
4101 dispel_monsters(1000);
4111 fire_ball(GF_MANA, dir, 600, 3);
4122 fire_bolt(GF_MANA, dir, 500);
4130 * @brief 運命の輪、並びにカオス的な効果の発動
4131 * @param spell ランダムな効果を選択するための基準ID
4134 void wild_magic(int spell)
4137 int type = SUMMON_MOLD + randint0(6);
4139 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
4140 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
4142 switch (randint1(spell) + randint1(8) + 1)
4147 teleport_player(10, TELEPORT_PASSIVE);
4152 teleport_player(100, TELEPORT_PASSIVE);
4156 teleport_player(200, TELEPORT_PASSIVE);
4166 lite_area(damroll(2, 3), 2);
4169 destroy_doors_touch();
4174 sleep_monsters_touch();
4178 trap_creation(p_ptr->y, p_ptr->x);
4187 aggravate_monsters(0);
4190 earthquake(p_ptr->y, p_ptr->x, 5);
4194 (void)gain_random_mutation(0);
4198 apply_disenchant(1);
4204 fire_ball(GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
4211 while (counter++ < 8)
4213 (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET));
4218 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4221 (void)summon_cyber(-1, p_ptr->y, p_ptr->x);
4226 (void)activate_ty_curse(FALSE, &count);
4235 * @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。
4236 * / Drop 10+1d10 meteor ball at random places near the player
4241 void cast_meteor(HIT_POINT dam, POSITION rad)
4244 int b = 10 + randint1(10);
4246 for (i = 0; i < b; i++)
4248 POSITION y = 0, x = 0;
4251 for (count = 0; count <= 20; count++)
4255 x = p_ptr->x - 8 + randint0(17);
4256 y = p_ptr->y - 8 + randint0(17);
4258 dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
4259 dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
4261 /* Approximate distance */
4262 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4264 if (d >= 9) continue;
4266 if (!in_bounds(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)
4267 || !cave_have_flag_bold(y, x, FF_PROJECT)) continue;
4269 /* Valid position */
4273 if (count > 20) continue;
4275 project(0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
4281 * @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。
4284 * @return ターゲットを指定し、実行したならばTRUEを返す。
4286 bool cast_wrath_of_the_god(HIT_POINT dam, POSITION rad)
4288 POSITION x, y, tx, ty;
4292 int b = 10 + randint1(10);
4294 if (!get_aim_dir(&dir)) return FALSE;
4296 /* Use the given direction */
4297 tx = p_ptr->x + 99 * ddx[dir];
4298 ty = p_ptr->y + 99 * ddy[dir];
4300 /* Hack -- Use an actual "target" */
4301 if ((dir == 5) && target_okay())
4312 /* Hack -- Stop at the target */
4313 if ((y == ty) && (x == tx)) break;
4317 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
4319 /* Stop at maximum range */
4320 if (MAX_RANGE <= distance(p_ptr->y, p_ptr->x, ny, nx)) break;
4322 /* Stopped by walls/doors */
4323 if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
4325 /* Stopped by monsters */
4326 if ((dir != 5) && cave[ny][nx].m_idx != 0) break;
4328 /* Save the new location */
4335 for (i = 0; i < b; i++)
4337 int count = 20, d = 0;
4343 x = tx - 5 + randint0(11);
4344 y = ty - 5 + randint0(11);
4346 dx = (tx > x) ? (tx - x) : (x - tx);
4347 dy = (ty > y) ? (ty - y) : (y - ty);
4349 /* Approximate distance */
4350 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4351 /* Within the radius */
4355 if (count < 0) continue;
4357 /* Cannot penetrate perm walls */
4358 if (!in_bounds(y, x) ||
4359 cave_stop_disintegration(y, x) ||
4360 !in_disintegration_range(ty, tx, y, x))
4363 project(0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
4370 * @brief 「ワンダー」のランダムな効果を決定して処理する。
4374 * This spell should become more useful (more controlled) as the\n
4375 * player gains experience levels. Thus, add 1/5 of the player's\n
4376 * level to the die roll. This eliminates the worst effects later on,\n
4377 * while keeping the results quite random. It also allows some potent\n
4378 * effects only at high level.
4380 void cast_wonder(DIRECTION dir)
4382 PLAYER_LEVEL plev = p_ptr->lev;
4383 int die = randint1(100) + plev / 5;
4384 int vir = virtue_number(V_CHANCE);
4388 if (p_ptr->virtues[vir - 1] > 0)
4390 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4394 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4399 chg_virtue(V_CHANCE, 1);
4403 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
4406 if (die < 8) clone_monster(dir);
4407 else if (die < 14) speed_monster(dir, plev);
4408 else if (die < 26) heal_monster(dir, damroll(4, 6));
4409 else if (die < 31) poly_monster(dir, plev);
4411 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4412 damroll(3 + ((plev - 1) / 5), 4));
4413 else if (die < 41) confuse_monster(dir, plev);
4414 else if (die < 46) fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4415 else if (die < 51) (void)lite_line(dir, damroll(6, 8));
4417 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4418 damroll(3 + ((plev - 5) / 4), 8));
4420 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4421 damroll(5 + ((plev - 5) / 4), 8));
4423 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4424 damroll(6 + ((plev - 5) / 4), 8));
4426 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4427 damroll(8 + ((plev - 5) / 4), 8));
4428 else if (die < 76) hypodynamic_bolt(dir, 75);
4429 else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4430 else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
4431 else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
4432 else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
4433 else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
4436 earthquake(p_ptr->y, p_ptr->x, 12);
4440 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4444 symbol_genocide(plev + 50, TRUE);
4446 else if (die < 110) dispel_monsters(120);
4449 dispel_monsters(150);
4450 slow_monsters(plev);
4451 sleep_monsters(plev);
4458 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
4462 void cast_invoke_spirits(DIRECTION dir)
4464 PLAYER_LEVEL plev = p_ptr->lev;
4465 int die = randint1(100) + plev / 5;
4466 int vir = virtue_number(V_CHANCE);
4470 if (p_ptr->virtues[vir - 1] > 0)
4472 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4476 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4480 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..."));
4482 chg_virtue(V_CHANCE, 1);
4486 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!"));
4491 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!",
4492 "Oh no! Mouldering forms rise from the earth around you!"));
4494 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4495 chg_virtue(V_UNLIFE, 1);
4499 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..."));
4501 set_afraid(p_ptr->afraid + randint1(4) + 4);
4505 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...",
4506 "Your head is invaded by a horde of gibbering spectral voices..."));
4508 set_confused(p_ptr->confused + randint1(4) + 4);
4512 poly_monster(dir, plev);
4516 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4517 damroll(3 + ((plev - 1) / 5), 4));
4521 confuse_monster(dir, plev);
4525 fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4529 (void)lite_line(dir, damroll(6, 8));
4533 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4534 damroll(3 + ((plev - 5) / 4), 8));
4538 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4539 damroll(5 + ((plev - 5) / 4), 8));
4543 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4544 damroll(6 + ((plev - 5) / 4), 8));
4548 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4549 damroll(8 + ((plev - 5) / 4), 8));
4553 hypodynamic_bolt(dir, 75);
4557 fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4561 fire_ball(GF_ACID, dir, 40 + plev, 2);
4565 fire_ball(GF_ICE, dir, 70 + plev, 3);
4569 fire_ball(GF_FIRE, dir, 80 + plev, 3);
4573 hypodynamic_bolt(dir, 100 + plev);
4577 earthquake(p_ptr->y, p_ptr->x, 12);
4581 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4585 symbol_genocide(plev + 50, TRUE);
4589 dispel_monsters(120);
4593 dispel_monsters(150);
4594 slow_monsters(plev);
4595 sleep_monsters(plev);
4601 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。」",
4602 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
4607 * @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。
4610 void cast_shuffle(void)
4612 PLAYER_LEVEL plev = p_ptr->lev;
4615 int vir = virtue_number(V_CHANCE);
4618 /* Card sharks and high mages get a level bonus */
4619 if ((p_ptr->pclass == CLASS_ROGUE) ||
4620 (p_ptr->pclass == CLASS_HIGH_MAGE) ||
4621 (p_ptr->pclass == CLASS_SORCERER))
4622 die = (randint1(110)) + plev / 5;
4624 die = randint1(120);
4629 if (p_ptr->virtues[vir - 1] > 0)
4631 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4635 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4639 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..."));
4642 chg_virtue(V_CHANCE, 1);
4646 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
4648 for (i = 0; i < randint1(3); i++)
4649 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4653 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
4654 summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4659 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
4660 activate_ty_curse(FALSE, &count);
4664 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
4665 aggravate_monsters(0);
4669 msg_print(_("《愚者》だ。", "It's the Fool."));
4675 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
4676 trump_summoning(1, FALSE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
4680 msg_print(_("《月》だ。", "It's the Moon."));
4685 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
4686 wild_magic(randint0(32));
4690 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4691 teleport_player(10, TELEPORT_PASSIVE);
4695 msg_print(_("《正義》だ。", "It's Justice."));
4696 set_blessed(p_ptr->lev, FALSE);
4700 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4701 teleport_player(100, TELEPORT_PASSIVE);
4705 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4706 teleport_player(200, TELEPORT_PASSIVE);
4710 msg_print(_("《塔》だ。", "It's the Tower."));
4715 msg_print(_("《節制》だ。", "It's Temperance."));
4716 sleep_monsters_touch();
4720 msg_print(_("《塔》だ。", "It's the Tower."));
4722 earthquake(p_ptr->y, p_ptr->x, 5);
4726 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4727 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_MOLD, 0L);
4731 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4732 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_BAT, 0L);
4736 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4737 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_VORTEX, 0L);
4741 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4742 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
4746 msg_print(_("《恋人》だ。", "It's the Lovers."));
4748 if (get_aim_dir(&dir))
4749 charm_monster(dir, MIN(p_ptr->lev, 20));
4753 msg_print(_("《隠者》だ。", "It's the Hermit."));
4758 msg_print(_("《審判》だ。", "It's the Judgement."));
4759 do_cmd_rerate(FALSE);
4760 lose_all_mutations();
4764 msg_print(_("《太陽》だ。", "It's the Sun."));
4765 chg_virtue(V_KNOWLEDGE, 1);
4766 chg_virtue(V_ENLIGHTEN, 1);
4771 msg_print(_("《世界》だ。", "It's the World."));
4772 if (p_ptr->exp < PY_MAX_EXP)
4774 s32b ee = (p_ptr->exp / 25) + 1;
4775 if (ee > 5000) ee = 5000;
4776 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4782 bool_hack life_stream(bool_hack message, bool_hack virtue)
4786 chg_virtue(V_VITALITY, 1);
4787 chg_virtue(V_UNLIFE, -5);
4791 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
4794 (void)set_poisoned(0);
4796 (void)set_confused(0);
4800 (void)restore_all_status();
4801 (void)set_shero(0, TRUE);
4808 bool_hack heroism(int base)
4810 bool_hack ident = FALSE;
4811 if(set_afraid(0)) ident = TRUE;
4812 if(set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4813 if(hp_player(10)) ident = TRUE;
4817 bool_hack berserk(int base)
4819 bool_hack ident = FALSE;
4820 if (set_afraid(0)) ident = TRUE;
4821 if (set_shero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4822 if (hp_player(30)) ident = TRUE;
4826 bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
4828 bool_hack ident = FALSE;
4829 if (hp_player(damroll(dice, sides))) ident = TRUE;
4830 if (set_blind(0)) ident = TRUE;
4831 if (set_cut(p_ptr->cut - 10)) ident = TRUE;
4832 if (set_shero(0, TRUE)) ident = TRUE;
4836 bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
4838 bool_hack ident = FALSE;
4839 if (hp_player(damroll(dice, sides))) ident = TRUE;
4840 if (set_blind(0)) ident = TRUE;
4841 if (set_confused(0)) ident = TRUE;
4842 if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
4843 if (set_shero(0, TRUE)) ident = TRUE;
4847 bool_hack cure_critical_wounds(HIT_POINT pow)
4849 bool_hack ident = FALSE;
4850 if (hp_player(pow)) ident = TRUE;
4851 if (set_blind(0)) ident = TRUE;
4852 if (set_confused(0)) ident = TRUE;
4853 if (set_poisoned(0)) ident = TRUE;
4854 if (set_stun(0)) ident = TRUE;
4855 if (set_cut(0)) ident = TRUE;
4856 if (set_shero(0, TRUE)) ident = TRUE;
4860 bool_hack true_healing(HIT_POINT pow)
4862 bool_hack ident = FALSE;
4863 if (hp_player(pow)) ident = TRUE;
4864 if (set_blind(0)) ident = TRUE;
4865 if (set_confused(0)) ident = TRUE;
4866 if (set_poisoned(0)) ident = TRUE;
4867 if (set_stun(0)) ident = TRUE;
4868 if (set_cut(0)) ident = TRUE;
4869 if (set_image(0)) ident = TRUE;
4873 bool_hack restore_mana(bool_hack magic_eater)
4875 bool_hack ident = FALSE;
4877 if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
4880 for (i = 0; i < EATER_EXT * 2; i++)
4882 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
4883 if (p_ptr->magic_num1[i] > p_ptr->magic_num2[i] * EATER_CHARGE) p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
4885 for (; i < EATER_EXT * 3; i++)
4887 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
4888 p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_ROD_CHARGE / 3)*k_info[k_idx].pval;
4889 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
4891 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4892 p_ptr->window |= (PW_PLAYER);
4895 else if (p_ptr->csp < p_ptr->msp)
4897 p_ptr->csp = p_ptr->msp;
4898 p_ptr->csp_frac = 0;
4899 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4900 p_ptr->redraw |= (PR_MANA);
4901 p_ptr->window |= (PW_PLAYER);
4902 p_ptr->window |= (PW_SPELL);
4909 bool restore_all_status(void)
4912 if (do_res_stat(A_STR)) ident = TRUE;
4913 if (do_res_stat(A_INT)) ident = TRUE;
4914 if (do_res_stat(A_WIS)) ident = TRUE;
4915 if (do_res_stat(A_DEX)) ident = TRUE;
4916 if (do_res_stat(A_CON)) ident = TRUE;
4917 if (do_res_stat(A_CHR)) ident = TRUE;
4922 * @brief 口を使う継続的な処理を中断する
4925 void stop_mouth(void)
4927 if (music_singing_any()) stop_singing();
4928 if (hex_spelling_any()) stop_hex_spell_all();
4932 bool_hack vampirism(void)
4939 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
4941 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
4945 /* Only works on adjacent monsters */
4946 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4947 y = p_ptr->y + ddy[dir];
4948 x = p_ptr->x + ddx[dir];
4949 c_ptr = &cave[y][x];
4953 if (!(c_ptr->m_idx))
4955 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
4959 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
4961 dummy = p_ptr->lev * 2;
4963 if (hypodynamic_bolt(dir, dummy))
4965 if (p_ptr->food < PY_FOOD_FULL)
4966 /* No heal if we are "full" */
4967 (void)hp_player(dummy);
4969 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
4971 /* Gain nutritional sustenance: 150/hp drained */
4972 /* A Food ration gives 5000 food points (by contrast) */
4973 /* Don't ever get more than "Full" this way */
4974 /* But if we ARE Gorged, it won't cure us */
4975 dummy = p_ptr->food + MIN(5000, 100 * dummy);
4976 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
4977 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
4980 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
4984 bool panic_hit(void)
4989 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4990 y = p_ptr->y + ddy[dir];
4991 x = p_ptr->x + ddx[dir];
4992 if (cave[y][x].m_idx)
4995 if (randint0(p_ptr->skill_dis) < 7)
4996 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
4998 teleport_player(30, 0L);
5003 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"));
5011 * @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)
5014 * currently this function allows pseudo-id of any object,
5015 * including silly ones like potions & scrolls, which always
5016 * get '{average}'. This should be changed, either to stop such
5017 * items from being pseudo-id'd, or to allow psychometry to
5018 * detect whether the unidentified potion/scroll/etc is
5019 * good (Cure Light Wounds, Restore Strength, etc) or
5020 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
5022 bool psychometry(void)
5026 char o_name[MAX_NLEN];
5031 item_tester_no_ryoute = TRUE;
5032 q = _("どのアイテムを調べますか?", "Meditate on which item? ");
5033 s = _("調べるアイテムがありません。", "You have nothing appropriate.");
5035 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
5037 /* Get the item (in the pack) */
5040 o_ptr = &inventory[item];
5043 /* Get the item (on the floor) */
5046 o_ptr = &o_list[0 - item];
5049 /* It is fully known, no information needed */
5050 if (object_is_known(o_ptr))
5052 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
5056 /* Check for a feeling */
5057 feel = value_check_aux1(o_ptr);
5059 /* Get an object description */
5060 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5062 /* Skip non-feelings */
5065 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);
5070 msg_format("%sは%sという感じがする...",
5071 o_name, game_inscriptions[feel]);
5073 msg_format("You feel that the %s %s %s...",
5074 o_name, ((o_ptr->number == 1) ? "is" : "are"),
5075 game_inscriptions[feel]);
5079 /* We have "felt" it */
5080 o_ptr->ident |= (IDENT_SENSE);
5083 o_ptr->feeling = feel;
5085 /* Player touches it */
5086 o_ptr->marked |= OM_TOUCHED;
5088 /* Combine / Reorder the pack (later) */
5089 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5091 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5093 /* Valid "tval" codes */
5094 switch (o_ptr->tval)
5122 /* Auto-inscription/destroy */
5123 autopick_alter_item(item, (bool)(okay && destroy_feeling));
5125 /* Something happened */