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.
19 * @brief プレイヤー周辺の地形を感知する
22 * @param known 地形から危険フラグを外すならTRUE
23 * @return 効力があった場合TRUEを返す
25 static bool detect_feat_flag(POSITION range, int flag, bool known)
31 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
33 /* Scan the current panel */
34 for (y = 1; y < cur_hgt - 1; y++)
36 for (x = 1; x <= cur_wid - 1; x++)
38 int dist = distance(p_ptr->y, p_ptr->x, y, x);
39 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);
60 if (cave_have_flag_grid(c_ptr, flag))
65 /* Hack -- Memorize */
66 c_ptr->info |= (CAVE_MARK);
83 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
85 * @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
86 * @return 効力があった場合TRUEを返す
88 bool detect_traps(POSITION range, bool known)
90 bool detect = detect_feat_flag(range, FF_TRAP, known);
92 if (known) p_ptr->dtrap = TRUE;
94 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
99 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
108 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
110 * @return 効力があった場合TRUEを返す
112 bool detect_doors(POSITION range)
114 bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
116 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
121 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
130 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
132 * @return 効力があった場合TRUEを返す
134 bool detect_stairs(POSITION range)
136 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
138 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
143 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
152 * @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
154 * @return 効力があった場合TRUEを返す
156 bool detect_treasure(POSITION range)
158 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
160 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
165 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!"));
174 * @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
176 * @return 効力があった場合TRUEを返す
178 bool detect_objects_gold(POSITION range)
181 POSITION range2 = range;
185 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
188 for (i = 1; i < o_max; i++)
190 object_type *o_ptr = &o_list[i];
192 /* Skip dead objects */
193 if (!o_ptr->k_idx) continue;
195 /* Skip held objects */
196 if (o_ptr->held_m_idx) continue;
202 /* Only detect nearby objects */
203 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
205 /* Detect "gold" objects */
206 if (o_ptr->tval == TV_GOLD)
208 /* Hack -- memorize it */
209 o_ptr->marked |= OM_FOUND;
219 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
224 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
227 if (detect_monsters_string(range, "$"))
238 * @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
240 * @return 効力があった場合TRUEを返す
242 bool detect_objects_normal(POSITION range)
245 POSITION range2 = range;
249 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
252 for (i = 1; i < o_max; i++)
254 object_type *o_ptr = &o_list[i];
256 /* Skip dead objects */
257 if (!o_ptr->k_idx) continue;
259 /* Skip held objects */
260 if (o_ptr->held_m_idx) continue;
266 /* Only detect nearby objects */
267 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
269 /* Detect "real" objects */
270 if (o_ptr->tval != TV_GOLD)
272 /* Hack -- memorize it */
273 o_ptr->marked |= OM_FOUND;
283 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
288 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
291 if (detect_monsters_string(range, "!=?|/`"))
302 * @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.
304 * @return 効力があった場合TRUEを返す
307 * This will light up all spaces with "magic" items, including artifacts,
308 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
309 * and "enchanted" items of the "good" variety.
311 * It can probably be argued that this function is now too powerful.
314 bool detect_objects_magic(POSITION range)
320 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
322 /* Scan all objects */
323 for (i = 1; i < o_max; i++)
325 object_type *o_ptr = &o_list[i];
327 /* Skip dead objects */
328 if (!o_ptr->k_idx) continue;
330 /* Skip held objects */
331 if (o_ptr->held_m_idx) continue;
337 /* Only detect nearby objects */
338 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
340 /* Examine the tval */
343 /* Artifacts, misc magic items, or enchanted wearables */
344 if (object_is_artifact(o_ptr) ||
345 object_is_ego(o_ptr) ||
346 (tv == TV_WHISTLE) ||
354 (tv == TV_LIFE_BOOK) ||
355 (tv == TV_SORCERY_BOOK) ||
356 (tv == TV_NATURE_BOOK) ||
357 (tv == TV_CHAOS_BOOK) ||
358 (tv == TV_DEATH_BOOK) ||
359 (tv == TV_TRUMP_BOOK) ||
360 (tv == TV_ARCANE_BOOK) ||
361 (tv == TV_CRAFT_BOOK) ||
362 (tv == TV_DAEMON_BOOK) ||
363 (tv == TV_CRUSADE_BOOK) ||
364 (tv == TV_MUSIC_BOOK) ||
365 (tv == TV_HISSATSU_BOOK) ||
366 (tv == TV_HEX_BOOK) ||
367 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
369 /* Memorize the item */
370 o_ptr->marked |= OM_FOUND;
383 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!"));
392 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
394 * @return 効力があった場合TRUEを返す
396 bool detect_monsters_normal(POSITION range)
403 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
406 for (i = 1; i < m_max; i++)
408 monster_type *m_ptr = &m_list[i];
409 monster_race *r_ptr = &r_info[m_ptr->r_idx];
411 /* Skip dead monsters */
412 if (!m_ptr->r_idx) continue;
418 /* Only detect nearby monsters */
419 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
421 /* Detect all non-invisible monsters */
422 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
424 /* Repair visibility later */
425 repair_monsters = TRUE;
427 /* Hack -- Detect monster */
428 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
430 /* Update the monster */
431 update_mon(i, FALSE);
438 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
443 /* Describe result */
444 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
453 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
455 * @return 効力があった場合TRUEを返す
457 bool detect_monsters_invis(POSITION range)
463 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
466 for (i = 1; i < m_max; i++)
468 monster_type *m_ptr = &m_list[i];
469 monster_race *r_ptr = &r_info[m_ptr->r_idx];
471 /* Skip dead monsters */
472 if (!m_ptr->r_idx) continue;
478 /* Only detect nearby monsters */
479 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
481 /* Detect invisible monsters */
482 if (r_ptr->flags2 & RF2_INVISIBLE)
484 /* Update monster recall window */
485 if (p_ptr->monster_race_idx == m_ptr->r_idx)
488 p_ptr->window |= (PW_MONSTER);
491 /* Repair visibility later */
492 repair_monsters = TRUE;
494 /* Hack -- Detect monster */
495 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
497 /* Update the monster */
498 update_mon(i, FALSE);
505 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
510 /* Describe result */
511 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
519 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
521 * @return 効力があった場合TRUEを返す
523 bool detect_monsters_evil(POSITION range)
529 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
532 for (i = 1; i < m_max; i++)
534 monster_type *m_ptr = &m_list[i];
535 monster_race *r_ptr = &r_info[m_ptr->r_idx];
537 /* Skip dead monsters */
538 if (!m_ptr->r_idx) continue;
544 /* Only detect nearby monsters */
545 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
547 /* Detect evil monsters */
548 if (r_ptr->flags3 & RF3_EVIL)
550 if (is_original_ap(m_ptr))
552 /* Take note that they are evil */
553 r_ptr->r_flags3 |= (RF3_EVIL);
555 /* Update monster recall window */
556 if (p_ptr->monster_race_idx == m_ptr->r_idx)
559 p_ptr->window |= (PW_MONSTER);
563 /* Repair visibility later */
564 repair_monsters = TRUE;
566 /* Hack -- Detect monster */
567 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
569 /* Update the monster */
570 update_mon(i, FALSE);
580 /* Describe result */
581 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
589 * @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
591 * @return 効力があった場合TRUEを返す
593 bool detect_monsters_nonliving(POSITION range)
599 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
602 for (i = 1; i < m_max; i++)
604 monster_type *m_ptr = &m_list[i];
605 monster_race *r_ptr = &r_info[m_ptr->r_idx];
607 /* Skip dead monsters */
608 if (!m_ptr->r_idx) continue;
614 /* Only detect nearby monsters */
615 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
617 /* Detect non-living monsters */
618 if (!monster_living(r_ptr))
620 /* Update monster recall window */
621 if (p_ptr->monster_race_idx == m_ptr->r_idx)
624 p_ptr->window |= (PW_MONSTER);
627 /* Repair visibility later */
628 repair_monsters = TRUE;
630 /* Hack -- Detect monster */
631 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
633 /* Update the monster */
634 update_mon(i, FALSE);
644 /* Describe result */
645 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!"));
653 * @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
655 * @return 効力があった場合TRUEを返す
657 bool detect_monsters_mind(POSITION range)
663 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
666 for (i = 1; i < m_max; i++)
668 monster_type *m_ptr = &m_list[i];
669 monster_race *r_ptr = &r_info[m_ptr->r_idx];
671 /* Skip dead monsters */
672 if (!m_ptr->r_idx) continue;
678 /* Only detect nearby monsters */
679 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
681 /* Detect non-living monsters */
682 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
684 /* Update monster recall window */
685 if (p_ptr->monster_race_idx == m_ptr->r_idx)
688 p_ptr->window |= (PW_MONSTER);
691 /* Repair visibility later */
692 repair_monsters = TRUE;
694 /* Hack -- Detect monster */
695 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
697 /* Update the monster */
698 update_mon(i, FALSE);
708 /* Describe result */
709 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
718 * @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
720 * @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)
721 * @return 効力があった場合TRUEを返す
723 bool detect_monsters_string(POSITION range, cptr Match)
729 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
732 for (i = 1; i < m_max; i++)
734 monster_type *m_ptr = &m_list[i];
735 monster_race *r_ptr = &r_info[m_ptr->r_idx];
737 /* Skip dead monsters */
738 if (!m_ptr->r_idx) continue;
744 /* Only detect nearby monsters */
745 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
747 /* Detect monsters with the same symbol */
748 if (my_strchr(Match, r_ptr->d_char))
750 /* Update monster recall window */
751 if (p_ptr->monster_race_idx == m_ptr->r_idx)
754 p_ptr->window |= (PW_MONSTER);
757 /* Repair visibility later */
758 repair_monsters = TRUE;
760 /* Hack -- Detect monster */
761 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
763 /* Update the monster */
764 update_mon(i, FALSE);
771 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
776 /* Describe result */
777 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
785 * @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
787 * @param match_flag 感知フラグ
788 * @return 効力があった場合TRUEを返す
790 bool detect_monsters_xxx(POSITION range, u32b match_flag)
795 cptr desc_monsters = _("変なモンスター", "weird monsters");
797 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
800 for (i = 1; i < m_max; i++)
802 monster_type *m_ptr = &m_list[i];
803 monster_race *r_ptr = &r_info[m_ptr->r_idx];
805 /* Skip dead monsters */
806 if (!m_ptr->r_idx) continue;
812 /* Only detect nearby monsters */
813 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
815 /* Detect evil monsters */
816 if (r_ptr->flags3 & (match_flag))
818 if (is_original_ap(m_ptr))
820 /* Take note that they are something */
821 r_ptr->r_flags3 |= (match_flag);
823 /* Update monster recall window */
824 if (p_ptr->monster_race_idx == m_ptr->r_idx)
827 p_ptr->window |= (PW_MONSTER);
831 /* Repair visibility later */
832 repair_monsters = TRUE;
834 /* Hack -- Detect monster */
835 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
837 /* Update the monster */
838 update_mon(i, FALSE);
851 desc_monsters = _("デーモン", "demons");
854 desc_monsters = _("アンデッド", "the undead");
858 /* Describe result */
859 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
869 * @brief 全感知処理 / Detect everything
871 * @return 効力があった場合TRUEを返す
873 bool detect_all(POSITION range)
877 /* Detect everything */
878 if (detect_traps(range, TRUE)) detect = TRUE;
879 if (detect_doors(range)) detect = TRUE;
880 if (detect_stairs(range)) detect = TRUE;
882 /* There are too many hidden treasure. So... */
883 /* if (detect_treasure(range)) detect = TRUE; */
885 if (detect_objects_gold(range)) detect = TRUE;
886 if (detect_objects_normal(range)) detect = TRUE;
887 if (detect_monsters_invis(range)) detect = TRUE;
888 if (detect_monsters_normal(range)) detect = TRUE;
896 * @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
899 * @return 効力があった場合TRUEを返す
902 * Note that affected monsters are NOT auto-tracked by this usage.
904 * To avoid misbehavior when monster deaths have side-effects,
905 * this is done in two passes. -- JDL
908 bool project_hack(int typ, HIT_POINT dam)
911 int flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
912 bool obvious = FALSE;
915 /* Mark all (nearby) monsters */
916 for (i = 1; i < m_max; i++)
918 monster_type *m_ptr = &m_list[i];
920 /* Paranoia -- Skip dead monsters */
921 if (!m_ptr->r_idx) continue;
927 /* Require line of sight */
928 if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
930 /* Mark the monster */
931 m_ptr->mflag |= (MFLAG_TEMP);
934 /* Affect all marked monsters */
935 for (i = 1; i < m_max; i++)
937 monster_type *m_ptr = &m_list[i];
939 /* Skip unmarked monsters */
940 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
943 m_ptr->mflag &= ~(MFLAG_TEMP);
949 /* Jump directly to the target monster */
950 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
959 * @brief 視界内モンスターを加速する処理 / Speed monsters
960 * @return 効力があった場合TRUEを返す
962 bool speed_monsters(void)
964 return (project_hack(GF_OLD_SPEED, p_ptr->lev));
968 * @brief 視界内モンスターを加速する処理 / Slow monsters
969 * @return 効力があった場合TRUEを返す
971 bool slow_monsters(int power)
973 return (project_hack(GF_OLD_SLOW, power));
977 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
978 * @return 効力があった場合TRUEを返す
980 bool sleep_monsters(int power)
982 return (project_hack(GF_OLD_SLEEP, power));
986 * @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
987 * @return 効力があった場合TRUEを返す
989 bool banish_evil(int dist)
991 return (project_hack(GF_AWAY_EVIL, dist));
995 * @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
996 * @return 効力があった場合TRUEを返す
998 bool turn_undead(void)
1000 bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
1002 chg_virtue(V_UNLIFE, -1);
1007 * @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
1008 * @return 効力があった場合TRUEを返す
1010 bool dispel_undead(HIT_POINT dam)
1012 bool tester = (project_hack(GF_DISP_UNDEAD, dam));
1014 chg_virtue(V_UNLIFE, -2);
1019 * @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
1020 * @return 効力があった場合TRUEを返す
1022 bool dispel_evil(HIT_POINT dam)
1024 return (project_hack(GF_DISP_EVIL, dam));
1028 * @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
1029 * @return 効力があった場合TRUEを返す
1031 bool dispel_good(HIT_POINT dam)
1033 return (project_hack(GF_DISP_GOOD, dam));
1037 * @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
1038 * @return 効力があった場合TRUEを返す
1040 bool dispel_monsters(HIT_POINT dam)
1042 return (project_hack(GF_DISP_ALL, dam));
1046 * @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
1047 * @return 効力があった場合TRUEを返す
1049 bool dispel_living(HIT_POINT dam)
1051 return (project_hack(GF_DISP_LIVING, dam));
1055 * @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
1056 * @return 効力があった場合TRUEを返す
1058 bool dispel_demons(HIT_POINT dam)
1060 return (project_hack(GF_DISP_DEMON, dam));
1064 * @brief 視界内のモンスターに「聖戦」効果を与える処理
1065 * @return 効力があった場合TRUEを返す
1069 return (project_hack(GF_CRUSADE, p_ptr->lev*4));
1073 * @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.
1074 * @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)
1077 void aggravate_monsters(MONSTER_IDX who)
1084 /* Aggravate everyone nearby */
1085 for (i = 1; i < m_max; i++)
1087 monster_type *m_ptr = &m_list[i];
1088 /* monster_race *r_ptr = &r_info[m_ptr->r_idx]; */
1090 /* Paranoia -- Skip dead monsters */
1091 if (!m_ptr->r_idx) continue;
1093 /* Skip aggravating monster (or player) */
1094 if (i == who) continue;
1096 /* Wake up nearby sleeping monsters */
1097 if (m_ptr->cdis < MAX_SIGHT * 2)
1100 if (MON_CSLEEP(m_ptr))
1102 (void)set_monster_csleep(i, 0);
1105 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
1108 /* Speed up monsters in line of sight */
1109 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
1113 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
1121 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!");
1122 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!");
1124 if (speed) msg_print("You feel a sudden stirring nearby!");
1125 else if (sleep) msg_print("You hear a sudden stirring in the distance!");
1127 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
1132 * @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
1133 * @param m_idx 抹殺するモンスターID
1134 * @param power 抹殺の威力
1135 * @param player_cast プレイヤーの魔法によるものならば TRUE
1136 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
1137 * @param spell_name 抹殺効果を起こした魔法の名前
1138 * @return 効力があった場合TRUEを返す
1140 bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, cptr spell_name)
1142 int msec = delay_factor * delay_factor * delay_factor;
1143 monster_type *m_ptr = &m_list[m_idx];
1144 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1145 bool resist = FALSE;
1147 if (is_pet(m_ptr) && !player_cast) return FALSE;
1149 /* Hack -- Skip Unique Monsters or Quest Monsters */
1150 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1152 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1154 else if (m_idx == p_ptr->riding) resist = TRUE;
1156 else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
1158 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1160 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1162 /* Delete the monster */
1165 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1169 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1170 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1173 delete_monster_idx(m_idx);
1176 if (resist && player_cast)
1178 bool see_m = is_seen(m_ptr);
1181 monster_desc(m_name, m_ptr, 0);
1184 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1186 if (MON_CSLEEP(m_ptr))
1188 (void)set_monster_csleep(m_idx, 0);
1191 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1194 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1198 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1202 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1208 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);
1211 /* Visual feedback */
1212 move_cursor_relative(p_ptr->y, p_ptr->x);
1215 p_ptr->redraw |= (PR_HP);
1218 p_ptr->window |= (PW_PLAYER);
1227 Term_xtra(TERM_XTRA_DELAY, msec);
1234 * @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
1235 * @param power 抹殺の威力
1236 * @param player_cast プレイヤーの魔法によるものならば TRUE
1237 * @return 効力があった場合TRUEを返す
1239 bool symbol_genocide(int power, bool player_cast)
1243 bool result = FALSE;
1245 /* Prevent genocide in quest levels */
1246 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1251 /* Mega-Hack -- Get a monster symbol */
1252 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)) ;
1254 /* Delete the monsters of that "type" */
1255 for (i = 1; i < m_max; i++)
1257 monster_type *m_ptr = &m_list[i];
1258 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1260 /* Paranoia -- Skip dead monsters */
1261 if (!m_ptr->r_idx) continue;
1263 /* Skip "wrong" monsters */
1264 if (r_ptr->d_char != typ) continue;
1267 result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
1272 chg_virtue(V_VITALITY, -2);
1273 chg_virtue(V_CHANCE, -1);
1281 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1282 * @param power 抹殺の威力
1283 * @param player_cast プレイヤーの魔法によるものならば TRUE
1284 * @return 効力があった場合TRUEを返す
1286 bool mass_genocide(int power, bool player_cast)
1289 bool result = FALSE;
1291 /* Prevent mass genocide in quest levels */
1292 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1297 /* Delete the (nearby) monsters */
1298 for (i = 1; i < m_max; i++)
1300 monster_type *m_ptr = &m_list[i];
1302 /* Paranoia -- Skip dead monsters */
1303 if (!m_ptr->r_idx) continue;
1305 /* Skip distant monsters */
1306 if (m_ptr->cdis > MAX_SIGHT) continue;
1309 result |= genocide_aux(i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1314 chg_virtue(V_VITALITY, -2);
1315 chg_virtue(V_CHANCE, -1);
1323 * @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
1324 * @param power 抹殺の威力
1325 * @param player_cast プレイヤーの魔法によるものならば TRUE
1326 * @return 効力があった場合TRUEを返す
1328 bool mass_genocide_undead(int power, bool player_cast)
1331 bool result = FALSE;
1333 /* Prevent mass genocide in quest levels */
1334 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1339 /* Delete the (nearby) monsters */
1340 for (i = 1; i < m_max; i++)
1342 monster_type *m_ptr = &m_list[i];
1343 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1345 /* Paranoia -- Skip dead monsters */
1346 if (!m_ptr->r_idx) continue;
1348 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1350 /* Skip distant monsters */
1351 if (m_ptr->cdis > MAX_SIGHT) continue;
1354 result |= genocide_aux(i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1359 chg_virtue(V_UNLIFE, -2);
1360 chg_virtue(V_CHANCE, -1);
1368 * @brief 周辺モンスターを調査する / Probe nearby monsters
1369 * @return 効力があった場合TRUEを返す
1384 /* Probe all (nearby) monsters */
1385 for (i = 1; i < m_max; i++)
1387 monster_type *m_ptr = &m_list[i];
1388 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1390 /* Paranoia -- Skip dead monsters */
1391 if (!m_ptr->r_idx) continue;
1393 /* Require line of sight */
1394 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
1396 /* Probe visible monsters */
1401 /* Start the message */
1404 msg_print(_("調査中...", "Probing..."));
1409 if (!is_original_ap(m_ptr))
1411 if (m_ptr->mflag2 & MFLAG2_KAGE)
1412 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1414 m_ptr->ap_r_idx = m_ptr->r_idx;
1415 lite_spot(m_ptr->fy, m_ptr->fx);
1417 /* Get "the monster" or "something" */
1418 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1420 speed = m_ptr->mspeed - 110;
1421 if (MON_FAST(m_ptr)) speed += 10;
1422 if (MON_SLOW(m_ptr)) speed -= 10;
1423 if (ironman_nightmare) speed += 5;
1425 /* Get the monster's alignment */
1427 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = "善悪";
1428 else if (r_ptr->flags3 & RF3_EVIL) align = "邪悪";
1429 else if (r_ptr->flags3 & RF3_GOOD) align = "善良";
1430 else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = "中立(善悪)";
1431 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "中立(邪悪)";
1432 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "中立(善良)";
1435 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = "good&evil";
1436 else if (r_ptr->flags3 & RF3_EVIL) align = "evil";
1437 else if (r_ptr->flags3 & RF3_GOOD) align = "good";
1438 else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = "neutral(good&evil)";
1439 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "neutral(evil)";
1440 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "neutral(good)";
1441 else align = "neutral";
1444 /* Describe the monster */
1445 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:"),
1446 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1448 if (r_ptr->next_r_idx)
1450 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1454 strcat(buf, "xxx ");
1458 if (MON_CSLEEP(m_ptr)) strcat(buf,"睡眠 ");
1459 if (MON_STUNNED(m_ptr)) strcat(buf,"朦朧 ");
1460 if (MON_MONFEAR(m_ptr)) strcat(buf,"恐怖 ");
1461 if (MON_CONFUSED(m_ptr)) strcat(buf,"混乱 ");
1462 if (MON_INVULNER(m_ptr)) strcat(buf,"無敵 ");
1464 if (MON_CSLEEP(m_ptr)) strcat(buf,"sleeping ");
1465 if (MON_STUNNED(m_ptr)) strcat(buf,"stunned ");
1466 if (MON_MONFEAR(m_ptr)) strcat(buf,"scared ");
1467 if (MON_CONFUSED(m_ptr)) strcat(buf,"confused ");
1468 if (MON_INVULNER(m_ptr)) strcat(buf,"invulnerable ");
1470 buf[strlen(buf)-1] = '\0';
1473 /* HACK : Add the line to message buffer */
1475 p_ptr->window |= (PW_MESSAGE);
1478 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
1481 Term_erase(0, 0, 255);
1483 /* Learn everything about this monster */
1484 if (lore_do_probe(m_ptr->r_idx))
1486 /* Get base name of monster */
1487 strcpy(buf, (r_name + r_ptr->name));
1490 /* Note that we learnt some new flags -Mogami- */
1491 msg_format("%sについてさらに詳しくなった気がする。", buf);
1496 /* Note that we learnt some new flags -Mogami- */
1497 msg_format("You now know more about %s.", buf);
1499 /* Clear -more- prompt */
1515 chg_virtue(V_KNOWLEDGE, 1);
1516 msg_print(_("これで全部です。", "That's all."));
1526 * @brief *破壊*処理を行う / The spell of destruction
1527 * @param y1 破壊の中心Y座標
1528 * @param x1 破壊の中心X座標
1530 * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
1531 * @return 効力があった場合TRUEを返す
1534 * This spell "deletes" monsters (instead of "killing" them).
1536 * Later we may use one function for both "destruction" and
1537 * "earthquake" by using the "full" to select "destruction".
1540 bool destroy_area(int y1, int x1, int r, bool in_generate)
1546 /* Prevent destruction of quest levels and town */
1547 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1552 /* Lose monster light */
1553 if (!in_generate) clear_mon_lite();
1555 /* Big area of affect */
1556 for (y = (y1 - r); y <= (y1 + r); y++)
1558 for (x = (x1 - r); x <= (x1 + r); x++)
1560 /* Skip illegal grids */
1561 if (!in_bounds(y, x)) continue;
1563 /* Extract the distance */
1564 k = distance(y1, x1, y, x);
1566 /* Stay in the circle of death */
1567 if (k > r) continue;
1569 /* Access the grid */
1570 c_ptr = &cave[y][x];
1572 /* Lose room and vault */
1573 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1575 /* Lose light and knowledge */
1576 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
1578 if (!in_generate) /* Normal */
1581 c_ptr->info &= ~(CAVE_UNSAFE);
1583 /* Hack -- Notice player affect */
1584 if (player_bold(y, x))
1586 /* Hurt the player later */
1589 /* Do not hurt this grid */
1594 /* Hack -- Skip the epicenter */
1595 if ((y == y1) && (x == x1)) continue;
1599 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1600 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1602 if (in_generate) /* In generation */
1604 /* Delete the monster (if any) */
1605 delete_monster(y, x);
1607 else if (r_ptr->flags1 & RF1_QUESTOR)
1609 /* Heal the monster */
1610 m_ptr->hp = m_ptr->maxhp;
1612 /* Try to teleport away quest monsters */
1613 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
1617 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1621 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1622 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
1625 /* Delete the monster (if any) */
1626 delete_monster(y, x);
1630 /* During generation, destroyed artifacts are "preserved" */
1631 if (preserve_mode || in_generate)
1633 s16b this_o_idx, next_o_idx = 0;
1635 /* Scan all objects in the grid */
1636 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1640 /* Acquire object */
1641 o_ptr = &o_list[this_o_idx];
1643 /* Acquire next object */
1644 next_o_idx = o_ptr->next_o_idx;
1646 /* Hack -- Preserve unknown artifacts */
1647 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
1649 /* Mega-Hack -- Preserve the artifact */
1650 a_info[o_ptr->name1].cur_num = 0;
1652 if (in_generate && cheat_peek)
1654 char o_name[MAX_NLEN];
1655 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1656 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);
1659 else if (in_generate && cheat_peek && o_ptr->art_name)
1661 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。",
1662 "One of the random artifacts was *destroyed* during generation."));
1667 /* Delete objects */
1668 delete_object(y, x);
1670 /* Destroy "non-permanent" grids */
1671 if (!cave_perma_grid(c_ptr))
1673 /* Wall (or floor) type */
1676 if (!in_generate) /* Normal */
1680 /* Create granite wall */
1681 cave_set_feat(y, x, feat_granite);
1685 /* Create quartz vein */
1686 cave_set_feat(y, x, feat_quartz_vein);
1690 /* Create magma vein */
1691 cave_set_feat(y, x, feat_magma_vein);
1696 cave_set_feat(y, x, floor_type[randint0(100)]);
1699 else /* In generation */
1703 /* Create granite wall */
1704 place_extra_grid(c_ptr);
1708 /* Create quartz vein */
1709 c_ptr->feat = feat_quartz_vein;
1713 /* Create magma vein */
1714 c_ptr->feat = feat_magma_vein;
1719 place_floor_grid(c_ptr);
1722 /* Clear garbage of hidden trap or door */
1731 /* Process "re-glowing" */
1732 for (y = (y1 - r); y <= (y1 + r); y++)
1734 for (x = (x1 - r); x <= (x1 + r); x++)
1736 /* Skip illegal grids */
1737 if (!in_bounds(y, x)) continue;
1739 /* Extract the distance */
1740 k = distance(y1, x1, y, x);
1742 /* Stay in the circle of death */
1743 if (k > r) continue;
1745 /* Access the grid */
1746 c_ptr = &cave[y][x];
1748 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
1749 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
1754 for (i = 0; i < 9; i++)
1756 yy = y + ddy_ddd[i];
1757 xx = x + ddx_ddd[i];
1758 if (!in_bounds2(yy, xx)) continue;
1759 cc_ptr = &cave[yy][xx];
1760 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1762 c_ptr->info |= CAVE_GLOW;
1770 /* Hack -- Affect player */
1774 msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
1776 /* Blind the player */
1777 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
1780 (void)set_blind(p_ptr->blind + 10 + randint1(10));
1786 /* Mega-Hack -- Forget the view and lite */
1787 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
1790 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1793 p_ptr->redraw |= (PR_MAP);
1796 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1798 if (p_ptr->special_defense & NINJA_S_STEALTH)
1800 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1810 * @brief 地震処理(サブルーチン) /
1811 * Induce an "earthquake" of the given radius at the given location.
1812 * @return 効力があった場合TRUEを返す
1816 * @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)
1820 * This will turn some walls into floors and some floors into walls.
1822 * The player will take damage and "jump" into a safe grid if possible,
1823 * otherwise, he will "tunnel" through the rubble instantaneously.
1825 * Monsters will take damage, and "jump" into a safe grid if possible,
1826 * otherwise they will be "buried" in the rubble, disappearing from
1827 * the level in the same way that they do when genocided.
1829 * Note that thus the player and monsters (except eaters of walls and
1830 * passers through walls) will never occupy the same grid as a wall.
1831 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
1832 * for a single turn, unless that monster can pass_walls or kill_walls.
1833 * This has allowed massive simplification of the "monster" code.
1836 bool earthquake_aux(int cy, int cx, int r, MONSTER_IDX m_idx)
1838 int i, t, y, x, yy, xx, dy, dx;
1841 POSITION sy = 0, sx = 0;
1847 /* Prevent destruction of quest levels and town */
1848 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1853 /* Paranoia -- Enforce maximum range */
1856 /* Clear the "maximal blast" area */
1857 for (y = 0; y < 32; y++)
1859 for (x = 0; x < 32; x++)
1865 /* Check around the epicenter */
1866 for (dy = -r; dy <= r; dy++)
1868 for (dx = -r; dx <= r; dx++)
1870 /* Extract the location */
1874 /* Skip illegal grids */
1875 if (!in_bounds(yy, xx)) continue;
1877 /* Skip distant grids */
1878 if (distance(cy, cx, yy, xx) > r) continue;
1880 /* Access the grid */
1881 c_ptr = &cave[yy][xx];
1883 /* Lose room and vault */
1884 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
1886 /* Lose light and knowledge */
1887 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
1889 /* Skip the epicenter */
1890 if (!dx && !dy) continue;
1892 /* Skip most grids */
1893 if (randint0(100) < 85) continue;
1895 /* Damage this grid */
1896 map[16+yy-cy][16+xx-cx] = TRUE;
1898 /* Hack -- Take note of player damage */
1899 if (player_bold(yy, xx)) hurt = TRUE;
1903 /* First, affect the player (if necessary) */
1904 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
1906 /* Check around the player */
1907 for (i = 0; i < 8; i++)
1909 /* Access the location */
1910 y = p_ptr->y + ddy_ddd[i];
1911 x = p_ptr->x + ddx_ddd[i];
1913 /* Skip non-empty grids */
1914 if (!cave_empty_bold(y, x)) continue;
1916 /* Important -- Skip "quake" grids */
1917 if (map[16+y-cy][16+x-cx]) continue;
1919 if (cave[y][x].m_idx) continue;
1921 /* Count "safe" grids */
1924 /* Randomize choice */
1925 if (randint0(sn) > 0) continue;
1927 /* Save the safe location */
1931 /* Random message */
1932 switch (randint1(3))
1936 msg_print(_("ダンジョンの壁が崩れた!", "The cave ceiling collapses!"));
1941 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!"));
1946 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!"));
1951 /* Hurt the player a lot */
1954 /* Message and damage */
1955 msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
1959 /* Destroy the grid, and push the player to safety */
1962 /* Calculate results */
1963 switch (randint1(3))
1967 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
1973 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
1974 damage = damroll(10, 4);
1975 (void)set_stun(p_ptr->stun + randint1(50));
1980 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!"));
1981 damage = damroll(10, 4);
1982 (void)set_stun(p_ptr->stun + randint1(50));
1987 /* Move the player to the safe location */
1988 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
1991 /* Important -- no wall on player */
1992 map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
1994 /* Take some damage */
2002 monster_type *m_ptr = &m_list[m_idx];
2004 /* Get the monster's real name */
2005 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
2007 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
2011 killer = _("地震", "an earthquake");
2014 take_hit(DAMAGE_ATTACK, damage, killer, -1);
2018 /* Examine the quaked region */
2019 for (dy = -r; dy <= r; dy++)
2021 for (dx = -r; dx <= r; dx++)
2023 /* Extract the location */
2027 /* Skip unaffected grids */
2028 if (!map[16+yy-cy][16+xx-cx]) continue;
2030 /* Access the grid */
2031 c_ptr = &cave[yy][xx];
2033 if (c_ptr->m_idx == p_ptr->riding) continue;
2035 /* Process monsters */
2038 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2039 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2041 /* Quest monsters */
2042 if (r_ptr->flags1 & RF1_QUESTOR)
2044 /* No wall on quest monsters */
2045 map[16+yy-cy][16+xx-cx] = FALSE;
2050 /* Most monsters cannot co-exist with rock */
2051 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
2052 !(r_ptr->flags2 & (RF2_PASS_WALL)))
2056 /* Assume not safe */
2059 /* Monster can move to escape the wall */
2060 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
2062 /* Look for safety */
2063 for (i = 0; i < 8; i++)
2065 /* Access the grid */
2066 y = yy + ddy_ddd[i];
2067 x = xx + ddx_ddd[i];
2069 /* Skip non-empty grids */
2070 if (!cave_empty_bold(y, x)) continue;
2072 /* Hack -- no safety on glyph of warding */
2073 if (is_glyph_grid(&cave[y][x])) continue;
2074 if (is_explosive_rune_grid(&cave[y][x])) continue;
2076 /* ... nor on the Pattern */
2077 if (pattern_tile(y, x)) continue;
2079 /* Important -- Skip "quake" grids */
2080 if (map[16+y-cy][16+x-cx]) continue;
2082 if (cave[y][x].m_idx) continue;
2083 if (player_bold(y, x)) continue;
2085 /* Count "safe" grids */
2088 /* Randomize choice */
2089 if (randint0(sn) > 0) continue;
2091 /* Save the safe grid */
2096 /* Describe the monster */
2097 monster_desc(m_name, m_ptr, 0);
2099 /* Scream in pain */
2100 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);
2102 /* Take damage from the quake */
2103 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
2105 /* Monster is certainly awake */
2106 (void)set_monster_csleep(c_ptr->m_idx, 0);
2108 /* Apply damage directly */
2109 m_ptr->hp -= damage;
2111 /* Delete (not kill) "dead" monsters */
2115 if (!ignore_unview || is_seen(m_ptr))
2116 msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
2120 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
2124 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
2125 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
2129 /* Delete the monster */
2130 delete_monster(yy, xx);
2132 /* No longer safe */
2136 /* Hack -- Escape from the rock */
2139 IDX m_idx_aux = cave[yy][xx].m_idx;
2141 /* Update the old location */
2142 cave[yy][xx].m_idx = 0;
2144 /* Update the new location */
2145 cave[sy][sx].m_idx = m_idx_aux;
2147 /* Move the monster */
2151 /* Update the monster (new location) */
2152 update_mon(m_idx, TRUE);
2154 /* Redraw the old grid */
2157 /* Redraw the new grid */
2165 /* Lose monster light */
2168 /* Examine the quaked region */
2169 for (dy = -r; dy <= r; dy++)
2171 for (dx = -r; dx <= r; dx++)
2173 /* Extract the location */
2177 /* Skip unaffected grids */
2178 if (!map[16+yy-cy][16+xx-cx]) continue;
2180 /* Access the cave grid */
2181 c_ptr = &cave[yy][xx];
2183 /* Paranoia -- never affect player */
2184 /* if (player_bold(yy, xx)) continue; */
2186 /* Destroy location (if valid) */
2187 if (cave_valid_bold(yy, xx))
2189 /* Delete objects */
2190 delete_object(yy, xx);
2192 /* Wall (or floor) type */
2193 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
2198 /* Create granite wall */
2199 cave_set_feat(yy, xx, feat_granite);
2205 /* Create quartz vein */
2206 cave_set_feat(yy, xx, feat_quartz_vein);
2212 /* Create magma vein */
2213 cave_set_feat(yy, xx, feat_magma_vein);
2220 cave_set_feat(yy, xx, floor_type[randint0(100)]);
2227 /* Process "re-glowing" */
2228 for (dy = -r; dy <= r; dy++)
2230 for (dx = -r; dx <= r; dx++)
2232 /* Extract the location */
2236 /* Skip illegal grids */
2237 if (!in_bounds(yy, xx)) continue;
2239 /* Skip distant grids */
2240 if (distance(cy, cx, yy, xx) > r) continue;
2242 /* Access the grid */
2243 c_ptr = &cave[yy][xx];
2245 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
2246 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
2251 for (ii = 0; ii < 9; ii++)
2253 yyy = yy + ddy_ddd[ii];
2254 xxx = xx + ddx_ddd[ii];
2255 if (!in_bounds2(yyy, xxx)) continue;
2256 cc_ptr = &cave[yyy][xxx];
2257 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2259 c_ptr->info |= CAVE_GLOW;
2268 /* Mega-Hack -- Forget the view and lite */
2269 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2272 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
2274 /* Update the health bar */
2275 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
2278 p_ptr->redraw |= (PR_MAP);
2281 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2283 if (p_ptr->special_defense & NINJA_S_STEALTH)
2285 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2293 * @brief 地震処理(プレイヤーの中心発動) /
2294 * Induce an "earthquake" of the given radius at the given location.
2295 * @return 効力があった場合TRUEを返す
2300 bool earthquake(int cy, int cx, int r)
2302 return earthquake_aux(cy, cx, r, 0);
2309 void discharge_minion(void)
2314 for (i = 1; i < m_max; i++)
2316 monster_type *m_ptr = &m_list[i];
2317 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2318 if (m_ptr->nickname) okay = FALSE;
2320 if (!okay || p_ptr->riding)
2322 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? ")))
2325 for (i = 1; i < m_max; i++)
2328 monster_type *m_ptr = &m_list[i];
2329 monster_race *r_ptr;
2331 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2332 r_ptr = &r_info[m_ptr->r_idx];
2334 /* Uniques resist discharging */
2335 if (r_ptr->flags1 & RF1_UNIQUE)
2338 monster_desc(m_name, m_ptr, 0x00);
2339 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);
2340 delete_monster_idx(i);
2343 dam = m_ptr->maxhp / 2;
2344 if (dam > 100) dam = (dam-100)/2 + 100;
2345 if (dam > 400) dam = (dam-400)/2 + 400;
2346 if (dam > 800) dam = 800;
2347 project(i, 2+(r_ptr->level/20), m_ptr->fy,
2348 m_ptr->fx, dam, GF_PLASMA,
2349 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
2351 if (record_named_pet && m_ptr->nickname)
2355 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2356 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
2359 delete_monster_idx(i);
2365 * @brief 部屋全体を照らすサブルーチン
2369 * This routine clears the entire "temp" set.
2370 * This routine will Perma-Lite all "temp" grids.
2371 * This routine is used (only) by "lite_room()"
2372 * Dark grids are illuminated.
2373 * Also, process all affected monsters.
2375 * SMART monsters always wake up when illuminated
2376 * NORMAL monsters wake up 1/4 the time when illuminated
2377 * STUPID monsters wake up 1/10 the time when illuminated
2380 static void cave_temp_room_lite(void)
2384 /* Clear them all */
2385 for (i = 0; i < temp_n; i++)
2390 cave_type *c_ptr = &cave[y][x];
2392 /* No longer in the array */
2393 c_ptr->info &= ~(CAVE_TEMP);
2395 /* Update only non-CAVE_GLOW grids */
2396 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
2399 c_ptr->info |= (CAVE_GLOW);
2401 /* Process affected monsters */
2406 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2408 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2410 /* Update the monster */
2411 update_mon(c_ptr->m_idx, FALSE);
2413 /* Stupid monsters rarely wake up */
2414 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
2416 /* Smart monsters always wake up */
2417 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
2419 /* Sometimes monsters wake up */
2420 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
2423 (void)set_monster_csleep(c_ptr->m_idx, 0);
2425 /* Notice the "waking up" */
2430 /* Acquire the monster name */
2431 monster_desc(m_name, m_ptr, 0);
2433 /* Dump a message */
2434 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2445 update_local_illumination(y, x);
2455 * @brief 部屋全体を暗くするサブルーチン
2459 * This routine clears the entire "temp" set.
2460 * This routine will "darken" all "temp" grids.
2461 * In addition, some of these grids will be "unmarked".
2462 * This routine is used (only) by "unlite_room()"
2463 * Also, process all affected monsters
2466 static void cave_temp_room_unlite(void)
2470 /* Clear them all */
2471 for (i = 0; i < temp_n; i++)
2477 cave_type *c_ptr = &cave[y][x];
2478 bool do_dark = !is_mirror_grid(c_ptr);
2480 /* No longer in the array */
2481 c_ptr->info &= ~(CAVE_TEMP);
2483 /* Darken the grid */
2486 if (dun_level || !is_daytime())
2488 for (j = 0; j < 9; j++)
2490 int by = y + ddy_ddd[j];
2491 int bx = x + ddx_ddd[j];
2493 if (in_bounds2(by, bx))
2495 cave_type *cc_ptr = &cave[by][bx];
2497 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2505 if (!do_dark) continue;
2508 c_ptr->info &= ~(CAVE_GLOW);
2510 /* Hack -- Forget "boring" grids */
2511 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
2513 /* Forget the grid */
2514 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
2520 /* Process affected monsters */
2523 /* Update the monster */
2524 update_mon(c_ptr->m_idx, FALSE);
2530 update_local_illumination(y, x);
2540 * @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
2543 * @param pass_bold 地形条件を返す関数ポインタ
2546 static int next_to_open(int cy, int cx, bool (*pass_bold)(int, int))
2555 for (i = 0; i < 16; i++)
2557 y = cy + ddy_cdd[i % 8];
2558 x = cx + ddx_cdd[i % 8];
2560 /* Found a wall, break the length */
2561 if (!pass_bold(y, x))
2563 /* Track best length */
2577 return (MAX(len, blen));
2581 * @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
2584 * @param pass_bold 地形条件を返す関数ポインタ
2587 static int next_to_walls_adj(int cy, int cx, bool (*pass_bold)(int, int))
2595 for (i = 0; i < 8; i++)
2597 y = cy + ddy_ddd[i];
2598 x = cx + ddx_ddd[i];
2600 if (!pass_bold(y, x)) c++;
2608 * @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
2609 * @param y 部屋内のy座標1点
2610 * @param x 部屋内のx座標1点
2611 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
2612 * @param pass_bold 地形条件を返す関数ポインタ
2615 static void cave_temp_room_aux(int y, int x, bool only_room, bool (*pass_bold)(int, int))
2620 c_ptr = &cave[y][x];
2622 /* Avoid infinite recursion */
2623 if (c_ptr->info & (CAVE_TEMP)) return;
2625 /* Do not "leave" the current room */
2626 if (!(c_ptr->info & (CAVE_ROOM)))
2628 if (only_room) return;
2631 if (!in_bounds2(y, x)) return;
2633 /* Do not exceed the maximum spell range */
2634 if (distance(p_ptr->y, p_ptr->x, y, x) > MAX_RANGE) return;
2636 /* Verify this grid */
2638 * The reason why it is ==6 instead of >5 is that 8 is impossible
2639 * due to the check for cave_bold above.
2640 * 7 lights dead-end corridors (you need to do this for the
2641 * checkboard interesting rooms, so that the boundary is lit
2643 * This leaves only a check for 6 bounding walls!
2645 if (in_bounds(y, x) && pass_bold(y, x) &&
2646 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
2649 /* Paranoia -- verify space */
2650 if (temp_n == TEMP_MAX) return;
2652 /* Mark the grid as "seen" */
2653 c_ptr->info |= (CAVE_TEMP);
2655 /* Add it to the "seen" set */
2662 * @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
2665 * @return 光を通すならばtrueを返す。
2667 static bool cave_pass_lite_bold(int y, int x)
2669 return cave_los_bold(y, x);
2673 * @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
2678 static void cave_temp_lite_room_aux(int y, int x)
2680 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
2684 * @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
2687 * @return 射線を通すならばtrueを返す。
2689 static bool cave_pass_dark_bold(int y, int x)
2691 return cave_have_flag_bold(y, x, FF_PROJECT);
2696 * @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
2701 static void cave_temp_unlite_room_aux(int y, int x)
2703 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
2708 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
2713 void lite_room(int y1, int x1)
2717 /* Add the initial grid */
2718 cave_temp_lite_room_aux(y1, x1);
2720 /* While grids are in the queue, add their neighbors */
2721 for (i = 0; i < temp_n; i++)
2723 x = temp_x[i], y = temp_y[i];
2725 /* Walls get lit, but stop light */
2726 if (!cave_pass_lite_bold(y, x)) continue;
2728 /* Spread adjacent */
2729 cave_temp_lite_room_aux(y + 1, x);
2730 cave_temp_lite_room_aux(y - 1, x);
2731 cave_temp_lite_room_aux(y, x + 1);
2732 cave_temp_lite_room_aux(y, x - 1);
2734 /* Spread diagonal */
2735 cave_temp_lite_room_aux(y + 1, x + 1);
2736 cave_temp_lite_room_aux(y - 1, x - 1);
2737 cave_temp_lite_room_aux(y - 1, x + 1);
2738 cave_temp_lite_room_aux(y + 1, x - 1);
2741 /* Now, lite them all up at once */
2742 cave_temp_room_lite();
2744 if (p_ptr->special_defense & NINJA_S_STEALTH)
2746 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2752 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
2757 void unlite_room(int y1, int x1)
2761 /* Add the initial grid */
2762 cave_temp_unlite_room_aux(y1, x1);
2764 /* Spread, breadth first */
2765 for (i = 0; i < temp_n; i++)
2767 x = temp_x[i], y = temp_y[i];
2769 /* Walls get dark, but stop darkness */
2770 if (!cave_pass_dark_bold(y, x)) continue;
2772 /* Spread adjacent */
2773 cave_temp_unlite_room_aux(y + 1, x);
2774 cave_temp_unlite_room_aux(y - 1, x);
2775 cave_temp_unlite_room_aux(y, x + 1);
2776 cave_temp_unlite_room_aux(y, x - 1);
2778 /* Spread diagonal */
2779 cave_temp_unlite_room_aux(y + 1, x + 1);
2780 cave_temp_unlite_room_aux(y - 1, x - 1);
2781 cave_temp_unlite_room_aux(y - 1, x + 1);
2782 cave_temp_unlite_room_aux(y + 1, x - 1);
2785 /* Now, darken them all at once */
2786 cave_temp_room_unlite();
2792 * @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
2795 * @return 作用が実際にあった場合TRUEを返す
2797 bool lite_area(HIT_POINT dam, int rad)
2799 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2801 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
2803 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
2807 /* Hack -- Message */
2810 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
2813 /* Hook into the "project()" function */
2814 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1);
2816 /* Lite up the room */
2817 lite_room(p_ptr->y, p_ptr->x);
2825 * @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
2828 * @return 作用が実際にあった場合TRUEを返す
2830 bool unlite_area(HIT_POINT dam, int rad)
2832 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2834 /* Hack -- Message */
2837 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
2840 /* Hook into the "project()" function */
2841 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1);
2843 /* Lite up the room */
2844 unlite_room(p_ptr->y, p_ptr->x);
2853 * @brief ボール系スペルの発動 / Cast a ball spell
2855 * @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)
2858 * @return 作用が実際にあった場合TRUEを返す
2861 * Stop if we hit a monster, act as a "ball"
2862 * Allow "target" mode to pass over monsters
2863 * Affect grids, objects, and monsters
2866 bool fire_ball(int typ, int dir, HIT_POINT dam, int rad)
2870 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2872 if (typ == GF_CHARM_LIVING) flg|= PROJECT_HIDE;
2873 /* Use the given direction */
2874 tx = p_ptr->x + 99 * ddx[dir];
2875 ty = p_ptr->y + 99 * ddy[dir];
2877 /* Hack -- Use an actual "target" */
2878 if ((dir == 5) && target_okay())
2880 flg &= ~(PROJECT_STOP);
2885 /* Analyze the "dir" and the "target". Hurt items on floor. */
2886 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2890 * @brief ブレス系スペルの発動 / Cast a breath spell
2892 * @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)
2895 * @return 作用が実際にあった場合TRUEを返す
2898 * Stop if we hit a monster, act as a "ball"
2899 * Allow "target" mode to pass over monsters
2900 * Affect grids, objects, and monsters
2903 bool fire_breath(int typ, int dir, HIT_POINT dam, int rad)
2905 return fire_ball(typ, dir, dam, -rad);
2910 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
2912 * @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)
2915 * @return 作用が実際にあった場合TRUEを返す
2918 * Stop if we hit a monster, act as a "ball"
2919 * Allow "target" mode to pass over monsters
2920 * Affect grids, objects, and monsters
2923 bool fire_rocket(int typ, int dir, HIT_POINT dam, int rad)
2927 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2929 /* Use the given direction */
2930 tx = p_ptr->x + 99 * ddx[dir];
2931 ty = p_ptr->y + 99 * ddy[dir];
2933 /* Hack -- Use an actual "target" */
2934 if ((dir == 5) && target_okay())
2940 /* Analyze the "dir" and the "target". Hurt items on floor. */
2941 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2946 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
2948 * @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)
2951 * @return 作用が実際にあった場合TRUEを返す
2954 * Stop if we hit a monster, act as a "ball"
2955 * Allow "target" mode to pass over monsters
2956 * Affect grids, objects, and monsters
2959 bool fire_ball_hide(int typ, int dir, HIT_POINT dam, int rad)
2963 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
2965 /* Use the given direction */
2966 tx = p_ptr->x + 99 * ddx[dir];
2967 ty = p_ptr->y + 99 * ddy[dir];
2969 /* Hack -- Use an actual "target" */
2970 if ((dir == 5) && target_okay())
2972 flg &= ~(PROJECT_STOP);
2977 /* Analyze the "dir" and the "target". Hurt items on floor. */
2978 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2983 * @brief メテオ系スペルの発動 / Cast a meteor spell
2984 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
2990 * @return 作用が実際にあった場合TRUEを返す
2993 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
2994 * player, or outside source, that starts out at an arbitrary location, and
2995 * leaving no trail from the "caster" to the target. This function is
2996 * especially useful for bombardments and similar. -LM-
2997 * Option to hurt the player.
3000 bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
3002 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3004 /* Analyze the "target" and the caster. */
3005 return (project(who, rad, y, x, dam, typ, flg, -1));
3010 * @brief ブラスト系スペルの発動 / Cast a blast spell
3012 * @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)
3017 * @return 作用が実際にあった場合TRUEを返す
3019 bool fire_blast(int typ, int dir, int dd, int ds, int num, int dev)
3025 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
3030 /* Use the given direction */
3033 ly = ty = p_ptr->y + 20 * ddy[dir];
3034 lx = tx = p_ptr->x + 20 * ddx[dir];
3037 /* Use an actual "target" */
3038 else /* if (dir == 5) */
3043 lx = 20 * (tx - p_ptr->x) + p_ptr->x;
3044 ly = 20 * (ty - p_ptr->y) + p_ptr->y;
3047 ld = distance(p_ptr->y, p_ptr->x, ly, lx);
3050 for (i = 0; i < num; i++)
3054 /* Get targets for some bolts */
3055 y = rand_spread(ly, ld * dev / 20);
3056 x = rand_spread(lx, ld * dev / 20);
3058 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
3061 /* Analyze the "dir" and the "target". */
3062 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
3073 * @brief モンスターとの位置交換処理 / Switch position with a monster.
3074 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3075 * @return 作用が実際にあった場合TRUEを返す
3077 bool teleport_swap(int dir)
3081 monster_type * m_ptr;
3082 monster_race * r_ptr;
3084 if ((dir == 5) && target_okay())
3091 tx = p_ptr->x + ddx[dir];
3092 ty = p_ptr->y + ddy[dir];
3094 c_ptr = &cave[ty][tx];
3096 if (p_ptr->anti_tele)
3098 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
3102 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
3104 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
3110 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10))
3112 msg_print(_("失敗した。", "Failed to swap."));
3118 m_ptr = &m_list[c_ptr->m_idx];
3119 r_ptr = &r_info[m_ptr->r_idx];
3121 (void)set_monster_csleep(c_ptr->m_idx, 0);
3123 if (r_ptr->flagsr & RFR_RES_TELE)
3125 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
3127 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
3133 sound(SOUND_TELEPORT);
3135 /* Swap the player and monster */
3136 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
3144 * @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)
3146 * @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)
3149 * @return 作用が実際にあった場合TRUEを返す
3151 bool project_hook(int typ, int dir, HIT_POINT dam, BIT_FLAGS flg)
3155 /* Pass through the target if needed */
3156 flg |= (PROJECT_THRU);
3158 /* Use the given direction */
3159 tx = p_ptr->x + ddx[dir];
3160 ty = p_ptr->y + ddy[dir];
3162 /* Hack -- Use an actual "target" */
3163 if ((dir == 5) && target_okay())
3169 /* Analyze the "dir" and the "target", do NOT explode */
3170 return (project(0, 0, ty, tx, dam, typ, flg, -1));
3175 * @brief ボルト系スペルの発動 / Cast a bolt spell.
3177 * @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
3182 * Stop if we hit a monster, as a "bolt".
3183 * Affect monsters and grids (not objects).
3186 bool fire_bolt(int typ, int dir, HIT_POINT dam)
3188 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
3189 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
3190 return (project_hook(typ, dir, dam, flg));
3195 * @brief ビーム系スペルの発動 / Cast a beam spell.
3197 * @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)
3199 * @return 作用が実際にあった場合TRUEを返す
3202 * Pass through monsters, as a "beam".
3203 * Affect monsters, grids and objects.
3206 bool fire_beam(int typ, int dir, HIT_POINT dam)
3208 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
3209 return (project_hook(typ, dir, dam, flg));
3214 * @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.
3215 * @param prob ビーム化する確率(%)
3217 * @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)
3219 * @return 作用が実際にあった場合TRUEを返す
3222 * Pass through monsters, as a "beam".
3223 * Affect monsters, grids and objects.
3226 bool fire_bolt_or_beam(int prob, int typ, int dir, HIT_POINT dam)
3228 if (randint0(100) < prob)
3230 return (fire_beam(typ, dir, dam));
3234 return (fire_bolt(typ, dir, dam));
3239 * @brief LITE_WEAK属性による光源ビーム処理
3240 * @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)
3242 * @return 作用が実際にあった場合TRUEを返す
3244 bool lite_line(int dir, HIT_POINT dam)
3246 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
3247 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
3252 * @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)
3254 * @return 作用が実際にあった場合TRUEを返す
3256 bool hypodynamic_bolt(int dir, HIT_POINT dam)
3258 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3259 return (project_hook(GF_HYPODYNAMIA, dir, dam, flg));
3264 * @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)
3266 * @return 作用が実際にあった場合TRUEを返す
3268 bool wall_to_mud(int dir, HIT_POINT dam)
3270 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3271 return (project_hook(GF_KILL_WALL, dir, dam, flg));
3276 * @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)
3277 * @return 作用が実際にあった場合TRUEを返す
3279 bool wizard_lock(int dir)
3281 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3282 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
3287 * @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)
3288 * @return 作用が実際にあった場合TRUEを返す
3290 bool destroy_door(int dir)
3292 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3293 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
3298 * @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)
3299 * @return 作用が実際にあった場合TRUEを返す
3301 bool disarm_trap(int dir)
3303 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3304 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
3309 * @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)
3311 * @return 作用が実際にあった場合TRUEを返す
3313 bool heal_monster(int dir, HIT_POINT dam)
3315 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3316 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
3321 * @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)
3323 * @return 作用が実際にあった場合TRUEを返す
3325 bool speed_monster(int dir, int power)
3327 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3328 return (project_hook(GF_OLD_SPEED, dir, power, flg));
3333 * @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)
3335 * @return 作用が実際にあった場合TRUEを返す
3337 bool slow_monster(int dir, int power)
3339 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3340 return (project_hook(GF_OLD_SLOW, dir, power, flg));
3345 * @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)
3347 * @return 作用が実際にあった場合TRUEを返す
3349 bool sleep_monster(int dir, int power)
3351 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3352 return (project_hook(GF_OLD_SLEEP, dir, power, flg));
3356 * @brief モンスター拘束(STASIS)処理
3357 * @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)
3358 * @return 作用が実際にあった場合TRUEを返す
3359 * @details 威力はプレイヤーレベル*2に固定
3361 bool stasis_monster(int dir)
3363 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
3367 * @brief 邪悪なモンスター拘束(STASIS)処理
3368 * @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)
3369 * @return 作用が実際にあった場合TRUEを返す
3370 * @details 威力はプレイヤーレベル*2に固定
3372 bool stasis_evil(int dir)
3374 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
3379 * @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)
3380 * @param plev プレイヤーレベル(=効力)
3381 * @return 作用が実際にあった場合TRUEを返す
3383 bool confuse_monster(int dir, int plev)
3385 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3386 return (project_hook(GF_OLD_CONF, dir, plev, flg));
3391 * @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)
3392 * @param plev プレイヤーレベル(=効力)
3393 * @return 作用が実際にあった場合TRUEを返す
3395 bool stun_monster(int dir, int plev)
3397 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3398 return (project_hook(GF_STUN, dir, plev, flg));
3402 * @brief チェンジモンスター処理
3403 * @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)
3405 * @return 作用が実際にあった場合TRUEを返す
3407 bool poly_monster(int dir, int power)
3409 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3410 bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
3412 chg_virtue(V_CHANCE, 1);
3417 * @brief クローンモンスター処理
3418 * @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)
3419 * @return 作用が実際にあった場合TRUEを返す
3421 bool clone_monster(int dir)
3423 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3424 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
3429 * @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)
3430 * @param plev プレイヤーレベル(=効力)
3431 * @return 作用が実際にあった場合TRUEを返す
3433 bool fear_monster(int dir, int plev)
3435 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3436 return (project_hook(GF_TURN_ALL, dir, plev, flg));
3441 * @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)
3442 * @param plev プレイヤーレベル(効力はplev*200)
3443 * @return 作用が実際にあった場合TRUEを返す
3445 bool death_ray(int dir, int plev)
3447 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3448 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
3452 * @brief モンスター用テレポート処理
3453 * @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)
3454 * @param distance 移動距離
3455 * @return 作用が実際にあった場合TRUEを返す
3457 bool teleport_monster(int dir, int distance)
3459 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
3460 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
3464 * @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)
3465 * @return 作用が実際にあった場合TRUEを返す
3467 bool door_creation(void)
3469 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3470 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_DOOR, flg, -1));
3474 * @brief トラップ生成処理(起点から周囲1マス)
3477 * @return 作用が実際にあった場合TRUEを返す
3479 bool trap_creation(int y, int x)
3481 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3482 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
3486 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
3487 * @return 作用が実際にあった場合TRUEを返す
3489 bool tree_creation(void)
3491 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3492 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_TREE, flg, -1));
3496 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
3497 * @return 作用が実際にあった場合TRUEを返す
3499 bool glyph_creation(void)
3501 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
3502 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_GLYPH, flg, -1));
3506 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
3507 * @return 作用が実際にあった場合TRUEを返す
3509 bool wall_stone(void)
3511 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3513 bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
3516 p_ptr->update |= (PU_FLOW);
3519 p_ptr->redraw |= (PR_MAP);
3525 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
3526 * @return 作用が実際にあった場合TRUEを返す
3528 bool destroy_doors_touch(void)
3530 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3531 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_DOOR, flg, -1));
3535 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
3536 * @return 作用が実際にあった場合TRUEを返す
3538 bool disarm_traps_touch(void)
3540 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3541 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_TRAP, flg, -1));
3545 * @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)
3546 * @return 作用が実際にあった場合TRUEを返す
3548 bool sleep_monsters_touch(void)
3550 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
3551 return (project(0, 1, p_ptr->y, p_ptr->x, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
3556 * @brief 死者復活処理(起点より周囲5マス)
3557 * @param who 術者モンスターID(0ならばプレイやー)
3560 * @return 作用が実際にあった場合TRUEを返す
3562 bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x)
3564 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
3565 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
3570 * @return 作用が実際にあった場合TRUEを返す
3572 void call_chaos(void)
3574 int Chaos_type, dummy, dir;
3575 int plev = p_ptr->lev;
3576 bool line_chaos = FALSE;
3578 int hurt_types[31] =
3580 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
3581 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
3582 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
3583 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
3584 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
3585 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
3586 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
3587 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
3590 Chaos_type = hurt_types[randint0(31)];
3591 if (one_in_(4)) line_chaos = TRUE;
3595 for (dummy = 1; dummy < 10; dummy++)
3600 fire_beam(Chaos_type, dummy, 150);
3602 fire_ball(Chaos_type, dummy, 150, 2);
3606 else if (one_in_(3))
3608 fire_ball(Chaos_type, 0, 500, 8);
3612 if (!get_aim_dir(&dir)) return;
3614 fire_beam(Chaos_type, dir, 250);
3616 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
3621 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
3622 * @param stop_ty 再帰処理停止フラグ
3624 * @return 作用が実際にあった場合TRUEを返す
3627 * rr9: Stop the nasty things when a Cyberdemon is summoned
3628 * or the player gets paralyzed.
3631 bool activate_ty_curse(bool stop_ty, int *count)
3635 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3639 switch (randint1(34))
3644 msg_print(_("地面が揺れた...", "The ground trembles..."));
3645 earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
3646 if (!one_in_(6)) break;
3651 HIT_POINT dam = damroll(10, 10);
3652 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!"));
3653 project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1);
3654 take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
3655 if (!one_in_(6)) break;
3660 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
3661 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
3662 if (randint0(13)) (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3663 if (!one_in_(6)) break;
3666 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3670 project(0, 7, p_ptr->y, p_ptr->x, 50, GF_KILL_WALL, flg, -1);
3671 take_hit(DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
3673 if (!one_in_(6)) break;
3674 case 1: case 2: case 3: case 16: case 17:
3675 aggravate_monsters(0);
3676 if (!one_in_(6)) break;
3677 case 4: case 5: case 6:
3678 (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3679 if (!one_in_(6)) break;
3680 case 7: case 8: case 9: case 18:
3681 (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
3682 if (!one_in_(6)) break;
3683 case 10: case 11: case 12:
3684 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..."));
3685 lose_exp(p_ptr->exp / 16);
3686 if (!one_in_(6)) break;
3687 case 13: case 14: case 15: case 19: case 20:
3688 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
3694 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
3695 if (p_ptr->free_act)
3696 set_paralyzed(p_ptr->paralyzed + randint1(3));
3698 set_paralyzed(p_ptr->paralyzed + randint1(13));
3701 if (!one_in_(6)) break;
3702 case 21: case 22: case 23:
3703 (void)do_dec_stat(randint0(6));
3704 if (!one_in_(6)) break;
3706 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
3708 if (!one_in_(6)) break;
3711 * Only summon Cyberdemons deep in the dungeon.
3713 if ((dun_level > 65) && !stop_ty)
3715 (*count) += summon_cyber(-1, p_ptr->y, p_ptr->x);
3719 if (!one_in_(6)) break;
3725 (void)do_dec_stat(i);
3733 while (one_in_(3) && !stop_ty);
3739 * @brief HI_SUMMON(上級召喚)処理発動
3742 * @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
3743 * @return 作用が実際にあった場合TRUEを返す
3745 int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
3750 BIT_FLAGS mode = PM_ALLOW_GROUP;
3757 mode |= PM_FORCE_FRIENDLY;
3761 mode |= PM_FORCE_PET;
3766 if (!pet) mode |= PM_NO_PET;
3768 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
3770 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
3772 switch (randint1(25) + (dun_level / 20))
3775 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
3778 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
3781 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
3784 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
3787 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
3790 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
3793 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
3796 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
3800 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
3804 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
3807 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3808 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
3811 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3812 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
3815 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
3818 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3819 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
3828 * @brief サイバーデーモンの召喚
3829 * @param who 召喚主のモンスターID(0ならばプレイヤー)
3832 * @return 作用が実際にあった場合TRUEを返す
3834 int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x)
3837 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
3839 BIT_FLAGS mode = PM_ALLOW_GROUP;
3841 /* Summoned by a monster */
3844 monster_type *m_ptr = &m_list[who];
3845 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
3848 if (max_cyber > 4) max_cyber = 4;
3850 for (i = 0; i < max_cyber; i++)
3852 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode);
3859 * @brief 周辺破壊効果(プレイヤー中心)
3860 * @return 作用が実際にあった場合TRUEを返す
3862 void wall_breaker(void)
3865 POSITION y = 0, x = 0;
3866 int attempts = 1000;
3868 if (randint1(80 + p_ptr->lev) < 70)
3872 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
3874 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
3876 if (!player_bold(y, x)) break;
3879 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3880 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3882 else if (randint1(100) > 30)
3884 earthquake(p_ptr->y, p_ptr->x, 1);
3888 int num = damroll(5, 3);
3890 for (i = 0; i < num; i++)
3894 scatter(&y, &x, p_ptr->y, p_ptr->x, 10, 0);
3896 if (!player_bold(y, x)) break;
3899 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3900 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3907 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
3909 * @return 作用が実際にあった場合TRUEを返す
3911 bool confuse_monsters(HIT_POINT dam)
3913 return (project_hack(GF_OLD_CONF, dam));
3918 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
3920 * @return 作用が実際にあった場合TRUEを返す
3922 bool charm_monsters(HIT_POINT dam)
3924 return (project_hack(GF_CHARM, dam));
3929 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
3931 * @return 作用が実際にあった場合TRUEを返す
3933 bool charm_animals(HIT_POINT dam)
3935 return (project_hack(GF_CONTROL_ANIMAL, dam));
3940 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
3942 * @return 作用が実際にあった場合TRUEを返す
3944 bool stun_monsters(HIT_POINT dam)
3946 return (project_hack(GF_STUN, dam));
3951 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
3953 * @return 作用が実際にあった場合TRUEを返す
3955 bool stasis_monsters(HIT_POINT dam)
3957 return (project_hack(GF_STASIS, dam));
3962 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
3964 * @return 作用が実際にあった場合TRUEを返す
3966 bool mindblast_monsters(HIT_POINT dam)
3968 return (project_hack(GF_PSI, dam));
3973 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
3974 * @param dist 効力(距離)
3975 * @return 作用が実際にあった場合TRUEを返す
3977 bool banish_monsters(int dist)
3979 return (project_hack(GF_AWAY_ALL, dist));
3984 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
3986 * @return 作用が実際にあった場合TRUEを返す
3988 bool turn_evil(HIT_POINT dam)
3990 return (project_hack(GF_TURN_EVIL, dam));
3995 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
3997 * @return 作用が実際にあった場合TRUEを返す
3999 bool turn_monsters(HIT_POINT dam)
4001 return (project_hack(GF_TURN_ALL, dam));
4006 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
4007 * @return 作用が実際にあった場合TRUEを返す
4009 bool deathray_monsters(void)
4011 return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
4015 * @brief チャーム・モンスター(1体)
4016 * @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)
4018 * @return 作用が実際にあった場合TRUEを返す
4020 bool charm_monster(int dir, int plev)
4022 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
4023 return (project_hook(GF_CHARM, dir, plev, flg));
4027 * @brief アンデッド支配(1体)
4028 * @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)
4030 * @return 作用が実際にあった場合TRUEを返す
4032 bool control_one_undead(int dir, int plev)
4034 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
4035 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
4040 * @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)
4042 * @return 作用が実際にあった場合TRUEを返す
4044 bool control_one_demon(int dir, int plev)
4046 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
4047 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
4052 * @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)
4054 * @return 作用が実際にあった場合TRUEを返す
4056 bool charm_animal(int dir, int plev)
4058 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
4059 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
4065 * @param success 判定成功上の処理ならばTRUE
4066 * @return 作用が実際にあった場合TRUEを返す
4068 bool kawarimi(bool success)
4071 object_type *q_ptr = &forge;
4074 if (p_ptr->is_dead) return FALSE;
4075 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
4076 if (randint0(200) < p_ptr->stun) return FALSE;
4078 if (!success && one_in_(3))
4080 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
4081 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
4082 p_ptr->redraw |= (PR_STATUS);
4089 teleport_player(10 + randint1(90), 0L);
4093 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
4095 q_ptr->pval = MON_NINJA;
4097 /* Drop it in the dungeon */
4098 (void)drop_near(q_ptr, -1, y, x);
4101 if (success) msg_print("攻撃を受ける前に素早く身をひるがえした。");
4102 else msg_print("失敗!攻撃を受けてしまった。");
4104 if (success) msg_print("You have turned around just before the attack hit you.");
4105 else msg_print("Failed! You are hit by the attack.");
4108 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
4109 p_ptr->redraw |= (PR_STATUS);
4117 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
4118 * @param mdeath 目標モンスターが死亡したかを返す
4119 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
4121 bool rush_attack(bool *mdeath)
4128 bool tmp_mdeath = FALSE;
4131 if (mdeath) *mdeath = FALSE;
4134 if (!get_aim_dir(&dir)) return FALSE;
4136 /* Use the given direction */
4137 tx = p_ptr->x + project_length * ddx[dir];
4138 ty = p_ptr->y + project_length * ddy[dir];
4140 /* Hack -- Use an actual "target" */
4141 if ((dir == 5) && target_okay())
4147 if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
4149 path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
4152 /* No need to move */
4153 if (!path_n) return TRUE;
4155 /* Use ty and tx as to-move point */
4159 /* Project along the path */
4160 for (i = 0; i < path_n; i++)
4162 monster_type *m_ptr;
4164 int ny = GRID_Y(path_g[i]);
4165 int nx = GRID_X(path_g[i]);
4167 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
4172 /* Go to next grid */
4176 if (!cave[ny][nx].m_idx)
4180 msg_print(_("失敗!", "Failed!"));
4184 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
4191 /* Move player before updating the monster */
4192 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4194 /* Update the monster */
4195 update_mon(cave[ny][nx].m_idx, TRUE);
4197 /* Found a monster */
4198 m_ptr = &m_list[cave[ny][nx].m_idx];
4200 if (tm_idx != cave[ny][nx].m_idx)
4203 msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "",
4204 m_ptr->ml ? "モンスター" : "何か");
4206 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
4209 else if (!player_bold(ty, tx))
4211 /* Hold the monster name */
4214 /* Get the monster name (BEFORE polymorphing) */
4215 monster_desc(m_name, m_ptr, 0);
4216 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
4219 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4221 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
4226 if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4228 if (mdeath) *mdeath = tmp_mdeath;
4234 * @brief 全鏡の消去 / Remove all mirrors in this floor
4235 * @param explode 爆発処理を伴うならばTRUE
4238 void remove_all_mirrors(bool explode)
4242 for (x = 0; x < cur_wid; x++)
4244 for (y = 0; y < cur_hgt; y++)
4246 if (is_mirror_grid(&cave[y][x]))
4248 remove_mirror(y, x);
4250 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
4251 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
4258 * @brief 『一つの指輪』の効果処理 /
4259 * Hack -- activate the ring of power
4260 * @param dir 発動の方向ID
4263 void ring_of_power(int dir)
4265 /* Pick a random effect */
4266 switch (randint1(10))
4272 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."));
4275 /* Decrease all stats (permanently) */
4276 (void)dec_stat(A_STR, 50, TRUE);
4277 (void)dec_stat(A_INT, 50, TRUE);
4278 (void)dec_stat(A_WIS, 50, TRUE);
4279 (void)dec_stat(A_DEX, 50, TRUE);
4280 (void)dec_stat(A_CON, 50, TRUE);
4281 (void)dec_stat(A_CHR, 50, TRUE);
4283 /* Lose some experience (permanently) */
4284 p_ptr->exp -= (p_ptr->exp / 4);
4285 p_ptr->max_exp -= (p_ptr->exp / 4);
4294 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."));
4296 /* Dispel monsters */
4297 dispel_monsters(1000);
4307 fire_ball(GF_MANA, dir, 600, 3);
4318 fire_bolt(GF_MANA, dir, 500);
4326 * @brief 運命の輪、並びにカオス的な効果の発動
4327 * @param spell ランダムな効果を選択するための基準ID
4330 void wild_magic(int spell)
4333 int type = SUMMON_MOLD + randint0(6);
4335 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
4336 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
4338 switch (randint1(spell) + randint1(8) + 1)
4343 teleport_player(10, TELEPORT_PASSIVE);
4348 teleport_player(100, TELEPORT_PASSIVE);
4352 teleport_player(200, TELEPORT_PASSIVE);
4362 lite_area(damroll(2, 3), 2);
4365 destroy_doors_touch();
4370 sleep_monsters_touch();
4374 trap_creation(p_ptr->y, p_ptr->x);
4383 aggravate_monsters(0);
4386 earthquake(p_ptr->y, p_ptr->x, 5);
4390 (void)gain_random_mutation(0);
4394 apply_disenchant(1);
4400 fire_ball(GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
4407 while (counter++ < 8)
4409 (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET));
4414 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4417 (void)summon_cyber(-1, p_ptr->y, p_ptr->x);
4422 (void)activate_ty_curse(FALSE, &count);
4431 * @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。
4432 * / Drop 10+1d10 meteor ball at random places near the player
4437 void cast_meteor(HIT_POINT dam, int rad)
4440 int b = 10 + randint1(10);
4442 for (i = 0; i < b; i++)
4444 POSITION y = 0, x = 0;
4447 for (count = 0; count <= 20; count++)
4451 x = p_ptr->x - 8 + randint0(17);
4452 y = p_ptr->y - 8 + randint0(17);
4454 dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
4455 dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
4457 /* Approximate distance */
4458 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4460 if (d >= 9) continue;
4462 if (!in_bounds(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)
4463 || !cave_have_flag_bold(y, x, FF_PROJECT)) continue;
4465 /* Valid position */
4469 if (count > 20) continue;
4471 project(0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
4477 * @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。
4480 * @return ターゲットを指定し、実行したならばTRUEを返す。
4482 bool cast_wrath_of_the_god(HIT_POINT dam, int rad)
4487 int b = 10 + randint1(10);
4489 if (!get_aim_dir(&dir)) return FALSE;
4491 /* Use the given direction */
4492 tx = p_ptr->x + 99 * ddx[dir];
4493 ty = p_ptr->y + 99 * ddy[dir];
4495 /* Hack -- Use an actual "target" */
4496 if ((dir == 5) && target_okay())
4507 /* Hack -- Stop at the target */
4508 if ((y == ty) && (x == tx)) break;
4512 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
4514 /* Stop at maximum range */
4515 if (MAX_RANGE <= distance(p_ptr->y, p_ptr->x, ny, nx)) break;
4517 /* Stopped by walls/doors */
4518 if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
4520 /* Stopped by monsters */
4521 if ((dir != 5) && cave[ny][nx].m_idx != 0) break;
4523 /* Save the new location */
4530 for (i = 0; i < b; i++)
4532 int count = 20, d = 0;
4538 x = tx - 5 + randint0(11);
4539 y = ty - 5 + randint0(11);
4541 dx = (tx > x) ? (tx - x) : (x - tx);
4542 dy = (ty > y) ? (ty - y) : (y - ty);
4544 /* Approximate distance */
4545 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4546 /* Within the radius */
4550 if (count < 0) continue;
4552 /* Cannot penetrate perm walls */
4553 if (!in_bounds(y, x) ||
4554 cave_stop_disintegration(y, x) ||
4555 !in_disintegration_range(ty, tx, y, x))
4558 project(0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
4565 * @brief 「ワンダー」のランダムな効果を決定して処理する。
4569 * This spell should become more useful (more controlled) as the\n
4570 * player gains experience levels. Thus, add 1/5 of the player's\n
4571 * level to the die roll. This eliminates the worst effects later on,\n
4572 * while keeping the results quite random. It also allows some potent\n
4573 * effects only at high level.
4575 void cast_wonder(int dir)
4577 int plev = p_ptr->lev;
4578 int die = randint1(100) + plev / 5;
4579 int vir = virtue_number(V_CHANCE);
4583 if (p_ptr->virtues[vir - 1] > 0)
4585 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4589 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4594 chg_virtue(V_CHANCE, 1);
4598 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
4601 if (die < 8) clone_monster(dir);
4602 else if (die < 14) speed_monster(dir, plev);
4603 else if (die < 26) heal_monster(dir, damroll(4, 6));
4604 else if (die < 31) poly_monster(dir, plev);
4606 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4607 damroll(3 + ((plev - 1) / 5), 4));
4608 else if (die < 41) confuse_monster(dir, plev);
4609 else if (die < 46) fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4610 else if (die < 51) (void)lite_line(dir, damroll(6, 8));
4612 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4613 damroll(3 + ((plev - 5) / 4), 8));
4615 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4616 damroll(5 + ((plev - 5) / 4), 8));
4618 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4619 damroll(6 + ((plev - 5) / 4), 8));
4621 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4622 damroll(8 + ((plev - 5) / 4), 8));
4623 else if (die < 76) hypodynamic_bolt(dir, 75);
4624 else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4625 else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
4626 else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
4627 else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
4628 else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
4631 earthquake(p_ptr->y, p_ptr->x, 12);
4635 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4639 symbol_genocide(plev + 50, TRUE);
4641 else if (die < 110) dispel_monsters(120);
4644 dispel_monsters(150);
4645 slow_monsters(plev);
4646 sleep_monsters(plev);
4653 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
4657 void cast_invoke_spirits(int dir)
4659 int plev = p_ptr->lev;
4660 int die = randint1(100) + plev / 5;
4661 int vir = virtue_number(V_CHANCE);
4665 if (p_ptr->virtues[vir - 1] > 0)
4667 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4671 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4675 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..."));
4677 chg_virtue(V_CHANCE, 1);
4681 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!"));
4686 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!",
4687 "Oh no! Mouldering forms rise from the earth around you!"));
4689 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4690 chg_virtue(V_UNLIFE, 1);
4694 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..."));
4696 set_afraid(p_ptr->afraid + randint1(4) + 4);
4700 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...",
4701 "Your head is invaded by a horde of gibbering spectral voices..."));
4703 set_confused(p_ptr->confused + randint1(4) + 4);
4707 poly_monster(dir, plev);
4711 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4712 damroll(3 + ((plev - 1) / 5), 4));
4716 confuse_monster(dir, plev);
4720 fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4724 (void)lite_line(dir, damroll(6, 8));
4728 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4729 damroll(3 + ((plev - 5) / 4), 8));
4733 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4734 damroll(5 + ((plev - 5) / 4), 8));
4738 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4739 damroll(6 + ((plev - 5) / 4), 8));
4743 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4744 damroll(8 + ((plev - 5) / 4), 8));
4748 hypodynamic_bolt(dir, 75);
4752 fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4756 fire_ball(GF_ACID, dir, 40 + plev, 2);
4760 fire_ball(GF_ICE, dir, 70 + plev, 3);
4764 fire_ball(GF_FIRE, dir, 80 + plev, 3);
4768 hypodynamic_bolt(dir, 100 + plev);
4772 earthquake(p_ptr->y, p_ptr->x, 12);
4776 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4780 symbol_genocide(plev + 50, TRUE);
4784 dispel_monsters(120);
4788 dispel_monsters(150);
4789 slow_monsters(plev);
4790 sleep_monsters(plev);
4796 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。」",
4797 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
4802 * @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。
4805 void cast_shuffle(void)
4807 int plev = p_ptr->lev;
4810 int vir = virtue_number(V_CHANCE);
4813 /* Card sharks and high mages get a level bonus */
4814 if ((p_ptr->pclass == CLASS_ROGUE) ||
4815 (p_ptr->pclass == CLASS_HIGH_MAGE) ||
4816 (p_ptr->pclass == CLASS_SORCERER))
4817 die = (randint1(110)) + plev / 5;
4819 die = randint1(120);
4824 if (p_ptr->virtues[vir - 1] > 0)
4826 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4830 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4834 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..."));
4837 chg_virtue(V_CHANCE, 1);
4841 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
4843 for (i = 0; i < randint1(3); i++)
4844 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4848 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
4849 summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4854 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
4855 activate_ty_curse(FALSE, &count);
4859 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
4860 aggravate_monsters(0);
4864 msg_print(_("《愚者》だ。", "It's the Fool."));
4870 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
4871 trump_summoning(1, FALSE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
4875 msg_print(_("《月》だ。", "It's the Moon."));
4880 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
4881 wild_magic(randint0(32));
4885 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4886 teleport_player(10, TELEPORT_PASSIVE);
4890 msg_print(_("《正義》だ。", "It's Justice."));
4891 set_blessed(p_ptr->lev, FALSE);
4895 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4896 teleport_player(100, TELEPORT_PASSIVE);
4900 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4901 teleport_player(200, TELEPORT_PASSIVE);
4905 msg_print(_("《塔》だ。", "It's the Tower."));
4910 msg_print(_("《節制》だ。", "It's Temperance."));
4911 sleep_monsters_touch();
4915 msg_print(_("《塔》だ。", "It's the Tower."));
4917 earthquake(p_ptr->y, p_ptr->x, 5);
4921 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4922 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_MOLD, 0L);
4926 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4927 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_BAT, 0L);
4931 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4932 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_VORTEX, 0L);
4936 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4937 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
4941 msg_print(_("《恋人》だ。", "It's the Lovers."));
4943 if (get_aim_dir(&dir))
4944 charm_monster(dir, MIN(p_ptr->lev, 20));
4948 msg_print(_("《隠者》だ。", "It's the Hermit."));
4953 msg_print(_("《審判》だ。", "It's the Judgement."));
4954 do_cmd_rerate(FALSE);
4955 lose_all_mutations();
4959 msg_print(_("《太陽》だ。", "It's the Sun."));
4960 chg_virtue(V_KNOWLEDGE, 1);
4961 chg_virtue(V_ENLIGHTEN, 1);
4966 msg_print(_("《世界》だ。", "It's the World."));
4967 if (p_ptr->exp < PY_MAX_EXP)
4969 s32b ee = (p_ptr->exp / 25) + 1;
4970 if (ee > 5000) ee = 5000;
4971 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));