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.
18 #include "monsterrace-hook.h"
21 #include "projection.h"
22 #include "spells-summon.h"
27 #include "spells-status.h"
30 * @brief プレイヤー周辺の地形を感知する
33 * @param known 地形から危険フラグを外すならTRUE
34 * @return 効力があった場合TRUEを返す
36 static bool detect_feat_flag(POSITION range, int flag, bool known)
42 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
44 /* Scan the current panel */
45 for (y = 1; y < cur_hgt - 1; y++)
47 for (x = 1; x <= cur_wid - 1; x++)
49 int dist = distance(p_ptr->y, p_ptr->x, y, x);
50 if (dist > range) continue;
56 /* Mark as detected */
57 if (dist <= range && known)
59 if (dist <= range - 1) c_ptr->info |= (CAVE_IN_DETECT);
61 c_ptr->info &= ~(CAVE_UNSAFE);
68 if (cave_have_flag_grid(c_ptr, flag))
73 /* Hack -- Memorize */
74 c_ptr->info |= (CAVE_MARK);
87 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
89 * @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
90 * @return 効力があった場合TRUEを返す
92 bool detect_traps(POSITION range, bool known)
94 bool detect = detect_feat_flag(range, FF_TRAP, known);
96 if (known) p_ptr->dtrap = TRUE;
98 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
101 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;
119 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
126 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
128 * @return 効力があった場合TRUEを返す
130 bool detect_stairs(POSITION range)
132 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
134 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
137 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
144 * @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
146 * @return 効力があった場合TRUEを返す
148 bool detect_treasure(POSITION range)
150 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
152 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
155 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!"));
162 * @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
164 * @return 効力があった場合TRUEを返す
166 bool detect_objects_gold(POSITION range)
170 POSITION range2 = range;
174 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
177 for (i = 1; i < o_max; i++)
179 object_type *o_ptr = &o_list[i];
181 /* Skip dead objects */
182 if (!o_ptr->k_idx) continue;
184 /* Skip held objects */
185 if (o_ptr->held_m_idx) continue;
190 /* Only detect nearby objects */
191 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
193 /* Detect "gold" objects */
194 if (o_ptr->tval == TV_GOLD)
196 o_ptr->marked |= OM_FOUND;
202 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
205 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
208 if (detect_monsters_string(range, "$"))
217 * @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
219 * @return 効力があった場合TRUEを返す
221 bool detect_objects_normal(POSITION range)
225 POSITION range2 = range;
229 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
232 for (i = 1; i < o_max; i++)
234 object_type *o_ptr = &o_list[i];
236 /* Skip dead objects */
237 if (!o_ptr->k_idx) continue;
239 /* Skip held objects */
240 if (o_ptr->held_m_idx) continue;
245 /* Only detect nearby objects */
246 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
248 /* Detect "real" objects */
249 if (o_ptr->tval != TV_GOLD)
251 o_ptr->marked |= OM_FOUND;
257 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
260 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
263 if (detect_monsters_string(range, "!=?|/`"))
272 * @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.
274 * @return 効力があった場合TRUEを返す
277 * This will light up all spaces with "magic" items, including artifacts,
278 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
279 * and "enchanted" items of the "good" variety.
281 * It can probably be argued that this function is now too powerful.
284 bool detect_objects_magic(POSITION range)
286 OBJECT_TYPE_VALUE tv;
292 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
294 /* Scan all objects */
295 for (i = 1; i < o_max; i++)
297 object_type *o_ptr = &o_list[i];
299 /* Skip dead objects */
300 if (!o_ptr->k_idx) continue;
302 /* Skip held objects */
303 if (o_ptr->held_m_idx) continue;
308 /* Only detect nearby objects */
309 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
311 /* Examine the tval */
314 /* Artifacts, misc magic items, or enchanted wearables */
315 if (object_is_artifact(o_ptr) ||
316 object_is_ego(o_ptr) ||
317 (tv == TV_WHISTLE) ||
325 (tv == TV_LIFE_BOOK) ||
326 (tv == TV_SORCERY_BOOK) ||
327 (tv == TV_NATURE_BOOK) ||
328 (tv == TV_CHAOS_BOOK) ||
329 (tv == TV_DEATH_BOOK) ||
330 (tv == TV_TRUMP_BOOK) ||
331 (tv == TV_ARCANE_BOOK) ||
332 (tv == TV_CRAFT_BOOK) ||
333 (tv == TV_DAEMON_BOOK) ||
334 (tv == TV_CRUSADE_BOOK) ||
335 (tv == TV_MUSIC_BOOK) ||
336 (tv == TV_HISSATSU_BOOK) ||
337 (tv == TV_HEX_BOOK) ||
338 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
340 /* Memorize the item */
341 o_ptr->marked |= OM_FOUND;
348 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!"));
357 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
359 * @return 効力があった場合TRUEを返す
361 bool detect_monsters_normal(POSITION range)
367 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
369 for (i = 1; i < m_max; i++)
371 monster_type *m_ptr = &m_list[i];
372 monster_race *r_ptr = &r_info[m_ptr->r_idx];
374 /* Skip dead monsters */
375 if (!m_ptr->r_idx) continue;
380 /* Only detect nearby monsters */
381 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
383 /* Detect all non-invisible monsters */
384 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
386 /* Repair visibility later */
387 repair_monsters = TRUE;
389 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
390 update_monster(i, FALSE);
395 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
398 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
405 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
407 * @return 効力があった場合TRUEを返す
409 bool detect_monsters_invis(POSITION range)
415 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
417 for (i = 1; i < m_max; i++)
419 monster_type *m_ptr = &m_list[i];
420 monster_race *r_ptr = &r_info[m_ptr->r_idx];
422 /* Skip dead monsters */
423 if (!m_ptr->r_idx) continue;
428 /* Only detect nearby monsters */
429 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
431 /* Detect invisible monsters */
432 if (r_ptr->flags2 & RF2_INVISIBLE)
434 /* Update monster recall window */
435 if (p_ptr->monster_race_idx == m_ptr->r_idx)
437 p_ptr->window |= (PW_MONSTER);
440 /* Repair visibility later */
441 repair_monsters = TRUE;
443 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
444 update_monster(i, FALSE);
449 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
452 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
458 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
460 * @return 効力があった場合TRUEを返す
462 bool detect_monsters_evil(POSITION range)
468 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
470 for (i = 1; i < m_max; i++)
472 monster_type *m_ptr = &m_list[i];
473 monster_race *r_ptr = &r_info[m_ptr->r_idx];
475 /* Skip dead monsters */
476 if (!m_ptr->r_idx) continue;
481 /* Only detect nearby monsters */
482 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
484 /* Detect evil monsters */
485 if (r_ptr->flags3 & RF3_EVIL)
487 if (is_original_ap(m_ptr))
489 /* Take note that they are evil */
490 r_ptr->r_flags3 |= (RF3_EVIL);
492 /* Update monster recall window */
493 if (p_ptr->monster_race_idx == m_ptr->r_idx)
495 p_ptr->window |= (PW_MONSTER);
499 /* Repair visibility later */
500 repair_monsters = TRUE;
502 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
503 update_monster(i, FALSE);
509 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
515 * @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
517 * @return 効力があった場合TRUEを返す
519 bool detect_monsters_nonliving(POSITION range)
525 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
527 for (i = 1; i < m_max; i++)
529 monster_type *m_ptr = &m_list[i];
531 /* Skip dead monsters */
532 if (!m_ptr->r_idx) continue;
537 /* Only detect nearby monsters */
538 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
540 /* Detect non-living monsters */
541 if (!monster_living(m_ptr->r_idx))
543 /* Update monster recall window */
544 if (p_ptr->monster_race_idx == m_ptr->r_idx)
546 p_ptr->window |= (PW_MONSTER);
549 /* Repair visibility later */
550 repair_monsters = TRUE;
552 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
553 update_monster(i, FALSE);
559 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!"));
565 * @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
567 * @return 効力があった場合TRUEを返す
569 bool detect_monsters_mind(POSITION range)
575 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
577 for (i = 1; i < m_max; i++)
579 monster_type *m_ptr = &m_list[i];
580 monster_race *r_ptr = &r_info[m_ptr->r_idx];
582 /* Skip dead monsters */
583 if (!m_ptr->r_idx) continue;
588 /* Only detect nearby monsters */
589 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
591 /* Detect non-living monsters */
592 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
594 /* Update monster recall window */
595 if (p_ptr->monster_race_idx == m_ptr->r_idx)
597 p_ptr->window |= (PW_MONSTER);
600 /* Repair visibility later */
601 repair_monsters = TRUE;
603 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
604 update_monster(i, FALSE);
610 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
617 * @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
619 * @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)
620 * @return 効力があった場合TRUEを返す
622 bool detect_monsters_string(POSITION range, concptr Match)
628 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
630 for (i = 1; i < m_max; i++)
632 monster_type *m_ptr = &m_list[i];
633 monster_race *r_ptr = &r_info[m_ptr->r_idx];
635 /* Skip dead monsters */
636 if (!m_ptr->r_idx) continue;
641 /* Only detect nearby monsters */
642 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
644 /* Detect monsters with the same symbol */
645 if (my_strchr(Match, r_ptr->d_char))
647 /* Update monster recall window */
648 if (p_ptr->monster_race_idx == m_ptr->r_idx)
650 p_ptr->window |= (PW_MONSTER);
653 /* Repair visibility later */
654 repair_monsters = TRUE;
656 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
657 update_monster(i, FALSE);
662 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
665 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
671 * @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
673 * @param match_flag 感知フラグ
674 * @return 効力があった場合TRUEを返す
676 bool detect_monsters_xxx(POSITION range, u32b match_flag)
681 concptr desc_monsters = _("変なモンスター", "weird monsters");
683 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
685 for (i = 1; i < m_max; i++)
687 monster_type *m_ptr = &m_list[i];
688 monster_race *r_ptr = &r_info[m_ptr->r_idx];
690 /* Skip dead monsters */
691 if (!m_ptr->r_idx) continue;
696 /* Only detect nearby monsters */
697 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
699 /* Detect evil monsters */
700 if (r_ptr->flags3 & (match_flag))
702 if (is_original_ap(m_ptr))
704 /* Take note that they are something */
705 r_ptr->r_flags3 |= (match_flag);
707 /* Update monster recall window */
708 if (p_ptr->monster_race_idx == m_ptr->r_idx)
710 p_ptr->window |= (PW_MONSTER);
714 /* Repair visibility later */
715 repair_monsters = TRUE;
717 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
718 update_monster(i, FALSE);
727 desc_monsters = _("デーモン", "demons");
730 desc_monsters = _("アンデッド", "the undead");
734 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
742 * @brief 全感知処理 / Detect everything
744 * @return 効力があった場合TRUEを返す
746 bool detect_all(POSITION range)
750 /* Detect everything */
751 if (detect_traps(range, TRUE)) detect = TRUE;
752 if (detect_doors(range)) detect = TRUE;
753 if (detect_stairs(range)) detect = TRUE;
755 /* There are too many hidden treasure. So... */
756 /* if (detect_treasure(range)) detect = TRUE; */
758 if (detect_objects_gold(range)) detect = TRUE;
759 if (detect_objects_normal(range)) detect = TRUE;
760 if (detect_monsters_invis(range)) detect = TRUE;
761 if (detect_monsters_normal(range)) detect = TRUE;
767 * @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
770 * @return 効力があった場合TRUEを返す
773 * Note that affected monsters are NOT auto-tracked by this usage.
775 * To avoid misbehavior when monster deaths have side-effects,
776 * this is done in two passes. -- JDL
779 bool project_all_los(EFFECT_ID typ, HIT_POINT dam)
783 BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
784 bool obvious = FALSE;
787 /* Mark all (nearby) monsters */
788 for (i = 1; i < m_max; i++)
790 monster_type *m_ptr = &m_list[i];
792 /* Paranoia -- Skip dead monsters */
793 if (!m_ptr->r_idx) continue;
798 /* Require line of sight */
799 if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
801 /* Mark the monster */
802 m_ptr->mflag |= (MFLAG_TEMP);
805 /* Affect all marked monsters */
806 for (i = 1; i < m_max; i++)
808 monster_type *m_ptr = &m_list[i];
810 /* Skip unmarked monsters */
811 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
814 m_ptr->mflag &= ~(MFLAG_TEMP);
819 /* Jump directly to the target monster */
820 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
827 * @brief 視界内モンスターを加速する処理 / Speed monsters
828 * @return 効力があった場合TRUEを返す
830 bool speed_monsters(void)
832 return (project_all_los(GF_OLD_SPEED, p_ptr->lev));
836 * @brief 視界内モンスターを加速する処理 / Slow monsters
837 * @return 効力があった場合TRUEを返す
839 bool slow_monsters(int power)
841 return (project_all_los(GF_OLD_SLOW, power));
845 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
846 * @return 効力があった場合TRUEを返す
848 bool sleep_monsters(int power)
850 return (project_all_los(GF_OLD_SLEEP, power));
854 * @brief 視界内の邪悪なモンスターをテレポート・アウェイさせる処理 / Banish evil monsters
855 * @return 効力があった場合TRUEを返す
857 bool banish_evil(int dist)
859 return (project_all_los(GF_AWAY_EVIL, dist));
863 * @brief 視界内のアンデッド・モンスターを恐怖させる処理 / Turn undead
864 * @return 効力があった場合TRUEを返す
866 bool turn_undead(void)
868 bool tester = (project_all_los(GF_TURN_UNDEAD, p_ptr->lev));
870 chg_virtue(V_UNLIFE, -1);
875 * @brief 視界内のアンデッド・モンスターにダメージを与える処理 / Dispel undead monsters
876 * @return 効力があった場合TRUEを返す
878 bool dispel_undead(HIT_POINT dam)
880 bool tester = (project_all_los(GF_DISP_UNDEAD, dam));
882 chg_virtue(V_UNLIFE, -2);
887 * @brief 視界内の邪悪なモンスターにダメージを与える処理 / Dispel evil monsters
888 * @return 効力があった場合TRUEを返す
890 bool dispel_evil(HIT_POINT dam)
892 return (project_all_los(GF_DISP_EVIL, dam));
896 * @brief 視界内の善良なモンスターにダメージを与える処理 / Dispel good monsters
897 * @return 効力があった場合TRUEを返す
899 bool dispel_good(HIT_POINT dam)
901 return (project_all_los(GF_DISP_GOOD, dam));
905 * @brief 視界内のあらゆるモンスターにダメージを与える処理 / Dispel all monsters
906 * @return 効力があった場合TRUEを返す
908 bool dispel_monsters(HIT_POINT dam)
910 return (project_all_los(GF_DISP_ALL, dam));
913 bool cleansing_nova(player_type *creature_ptr, bool magic, bool powerful)
916 if (dispel_evil(powerful ? 225 : 150)) ident = TRUE;
917 int k = 3 * creature_ptr->lev;
918 if (set_protevil((magic ? 0 : creature_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
919 if (set_poisoned(0)) ident = TRUE;
920 if (set_afraid(0)) ident = TRUE;
921 if (hp_player(50)) ident = TRUE;
922 if (set_stun(0)) ident = TRUE;
923 if (set_cut(0)) ident = TRUE;
927 bool unleash_mana_storm(player_type *creature_ptr, bool powerful)
929 msg_print(_("強力な魔力が敵を引き裂いた!", "Mighty magics rend your enemies!"));
930 project(0, (powerful ? 7 : 5), p_ptr->y, p_ptr->x,
931 (randint1(200) + (powerful ? 500 : 300)) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
932 if ((p_ptr->pclass != CLASS_MAGE) && (p_ptr->pclass != CLASS_HIGH_MAGE) && (p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_MAGIC_EATER) && (p_ptr->pclass != CLASS_BLUE_MAGE))
934 (void)take_hit(DAMAGE_NOESCAPE, 50, _("コントロールし難い強力な魔力の解放", "unleashing magics too mighty to control"), -1);
940 * @brief 視界内の生命のあるモンスターにダメージを与える処理 / Dispel 'living' monsters
941 * @return 効力があった場合TRUEを返す
943 bool dispel_living(HIT_POINT dam)
945 return (project_all_los(GF_DISP_LIVING, dam));
949 * @brief 視界内の悪魔系モンスターにダメージを与える処理 / Dispel 'living' monsters
950 * @return 効力があった場合TRUEを返す
952 bool dispel_demons(HIT_POINT dam)
954 return (project_all_los(GF_DISP_DEMON, dam));
958 * @brief 視界内のモンスターに「聖戦」効果を与える処理
959 * @return 効力があった場合TRUEを返す
963 return (project_all_los(GF_CRUSADE, p_ptr->lev*4));
967 * @brief 視界内モンスターを怒らせる処理 / Wake up all monsters, and speed up "los" monsters.
968 * @param who 怒らせる原因を起こしたモンスター(0ならばプレイヤー)
971 void aggravate_monsters(MONSTER_IDX who)
977 /* Aggravate everyone nearby */
978 for (i = 1; i < m_max; i++)
980 monster_type *m_ptr = &m_list[i];
982 /* Paranoia -- Skip dead monsters */
983 if (!m_ptr->r_idx) continue;
985 /* Skip aggravating monster (or player) */
986 if (i == who) continue;
988 /* Wake up nearby sleeping monsters */
989 if (m_ptr->cdis < MAX_SIGHT * 2)
992 if (MON_CSLEEP(m_ptr))
994 (void)set_monster_csleep(i, 0);
997 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
1000 /* Speed up monsters in line of sight */
1001 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
1005 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
1011 if (speed) msg_print(_("付近で何かが突如興奮したような感じを受けた!", "You feel a sudden stirring nearby!"));
1012 else if (sleep) msg_print(_("何かが突如興奮したような騒々しい音が遠くに聞こえた!", "You hear a sudden stirring in the distance!"));
1013 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
1018 * @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
1019 * @param m_idx 抹殺するモンスターID
1020 * @param power 抹殺の威力
1021 * @param player_cast プレイヤーの魔法によるものならば TRUE
1022 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
1023 * @param spell_name 抹殺効果を起こした魔法の名前
1024 * @return 効力があった場合TRUEを返す
1026 bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, concptr spell_name)
1028 int msec = delay_factor * delay_factor * delay_factor;
1029 monster_type *m_ptr = &m_list[m_idx];
1030 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1031 bool resist = FALSE;
1033 if (is_pet(m_ptr) && !player_cast) return FALSE;
1035 /* Hack -- Skip Unique Monsters or Quest Monsters */
1036 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1037 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1038 else if (m_idx == p_ptr->riding) resist = TRUE;
1039 else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
1040 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1041 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1045 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1047 GAME_TEXT m_name[MAX_NLEN];
1049 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1050 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1053 delete_monster_idx(m_idx);
1056 if (resist && player_cast)
1058 bool see_m = is_seen(m_ptr);
1059 GAME_TEXT m_name[MAX_NLEN];
1061 monster_desc(m_name, m_ptr, 0);
1064 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1066 if (MON_CSLEEP(m_ptr))
1068 (void)set_monster_csleep(m_idx, 0);
1071 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1074 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1078 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1082 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1087 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);
1090 /* Visual feedback */
1091 move_cursor_relative(p_ptr->y, p_ptr->x);
1093 p_ptr->redraw |= (PR_HP);
1094 p_ptr->window |= (PW_PLAYER);
1099 Term_xtra(TERM_XTRA_DELAY, msec);
1106 * @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
1107 * @param power 抹殺の威力
1108 * @param player_cast プレイヤーの魔法によるものならば TRUE
1109 * @return 効力があった場合TRUEを返す
1111 bool symbol_genocide(int power, bool player_cast)
1115 bool result = FALSE;
1117 /* Prevent genocide in quest levels */
1118 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1120 msg_print(_("何も起きないようだ……", "It seems nothing happen here..."));
1124 /* Mega-Hack -- Get a monster symbol */
1125 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)) ;
1127 /* Delete the monsters of that "type" */
1128 for (i = 1; i < m_max; i++)
1130 monster_type *m_ptr = &m_list[i];
1131 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1133 /* Paranoia -- Skip dead monsters */
1134 if (!m_ptr->r_idx) continue;
1136 /* Skip "wrong" monsters */
1137 if (r_ptr->d_char != typ) continue;
1139 result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
1144 chg_virtue(V_VITALITY, -2);
1145 chg_virtue(V_CHANCE, -1);
1153 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1154 * @param power 抹殺の威力
1155 * @param player_cast プレイヤーの魔法によるものならば TRUE
1156 * @return 効力があった場合TRUEを返す
1158 bool mass_genocide(int power, bool player_cast)
1161 bool result = FALSE;
1163 /* Prevent mass genocide in quest levels */
1164 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1169 /* Delete the (nearby) monsters */
1170 for (i = 1; i < m_max; i++)
1172 monster_type *m_ptr = &m_list[i];
1174 /* Paranoia -- Skip dead monsters */
1175 if (!m_ptr->r_idx) continue;
1177 /* Skip distant monsters */
1178 if (m_ptr->cdis > MAX_SIGHT) continue;
1181 result |= genocide_aux(i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1186 chg_virtue(V_VITALITY, -2);
1187 chg_virtue(V_CHANCE, -1);
1195 * @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
1196 * @param power 抹殺の威力
1197 * @param player_cast プレイヤーの魔法によるものならば TRUE
1198 * @return 効力があった場合TRUEを返す
1200 bool mass_genocide_undead(int power, bool player_cast)
1203 bool result = FALSE;
1205 /* Prevent mass genocide in quest levels */
1206 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1211 /* Delete the (nearby) monsters */
1212 for (i = 1; i < m_max; i++)
1214 monster_type *m_ptr = &m_list[i];
1215 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1217 /* Paranoia -- Skip dead monsters */
1218 if (!m_ptr->r_idx) continue;
1220 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1222 /* Skip distant monsters */
1223 if (m_ptr->cdis > MAX_SIGHT) continue;
1226 result |= genocide_aux(i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1231 chg_virtue(V_UNLIFE, -2);
1232 chg_virtue(V_CHANCE, -1);
1240 * @brief 周辺モンスターを調査する / Probe nearby monsters
1241 * @return 効力があった場合TRUEを返す
1246 int speed; /* TODO */
1257 /* Probe all (nearby) monsters */
1258 for (i = 1; i < m_max; i++)
1260 monster_type *m_ptr = &m_list[i];
1261 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1263 /* Paranoia -- Skip dead monsters */
1264 if (!m_ptr->r_idx) continue;
1266 /* Require line of sight */
1267 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
1269 /* Probe visible monsters */
1272 GAME_TEXT m_name[MAX_NLEN];
1274 /* Start the message */
1277 msg_print(_("調査中...", "Probing..."));
1282 if (!is_original_ap(m_ptr))
1284 if (m_ptr->mflag2 & MFLAG2_KAGE)
1285 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1287 m_ptr->ap_r_idx = m_ptr->r_idx;
1288 lite_spot(m_ptr->fy, m_ptr->fx);
1290 /* Get "the monster" or "something" */
1291 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1293 speed = m_ptr->mspeed - 110;
1294 if (MON_FAST(m_ptr)) speed += 10;
1295 if (MON_SLOW(m_ptr)) speed -= 10;
1296 if (ironman_nightmare) speed += 5;
1298 /* Get the monster's alignment */
1299 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
1300 else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
1301 else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
1302 else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) _(align = "中立(善悪)", "neutral(good&evil)");
1303 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
1304 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
1305 else align = _("中立", "neutral");
1307 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:"),
1308 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1310 if (r_ptr->next_r_idx)
1312 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1316 strcat(buf, "xxx ");
1319 if (MON_CSLEEP(m_ptr)) strcat(buf,_("睡眠 ", "sleeping "));
1320 if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
1321 if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
1322 if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
1323 if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
1324 buf[strlen(buf)-1] = '\0';
1327 /* HACK : Add the line to message buffer */
1330 p_ptr->window |= (PW_MESSAGE);
1333 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
1336 Term_erase(0, 0, 255);
1338 /* Learn everything about this monster */
1339 if (lore_do_probe(m_ptr->r_idx))
1341 /* Get base name of monster */
1342 strcpy(buf, (r_name + r_ptr->name));
1345 /* Note that we learnt some new flags -Mogami- */
1346 msg_format("%sについてさらに詳しくなった気がする。", buf);
1351 /* Note that we learnt some new flags -Mogami- */
1352 msg_format("You now know more about %s.", buf);
1354 /* Clear -more- prompt */
1369 chg_virtue(V_KNOWLEDGE, 1);
1370 msg_print(_("これで全部です。", "That's all."));
1378 * @brief *破壊*処理を行う / The spell of destruction
1379 * @param y1 破壊の中心Y座標
1380 * @param x1 破壊の中心X座標
1382 * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
1383 * @return 効力があった場合TRUEを返す
1386 * This spell "deletes" monsters (instead of "killing" them).
1388 * Later we may use one function for both "destruction" and
1389 * "earthquake" by using the "full" to select "destruction".
1392 bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
1399 /* Prevent destruction of quest levels and town */
1400 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1405 /* Lose monster light */
1406 if (!in_generate) clear_mon_lite();
1408 /* Big area of affect */
1409 for (y = (y1 - r); y <= (y1 + r); y++)
1411 for (x = (x1 - r); x <= (x1 + r); x++)
1413 /* Skip illegal grids */
1414 if (!in_bounds(y, x)) continue;
1416 /* Extract the distance */
1417 k = distance(y1, x1, y, x);
1419 /* Stay in the circle of death */
1420 if (k > r) continue;
1421 c_ptr = &cave[y][x];
1423 /* Lose room and vault */
1424 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1426 /* Lose light and knowledge */
1427 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
1429 if (!in_generate) /* Normal */
1432 c_ptr->info &= ~(CAVE_UNSAFE);
1434 /* Hack -- Notice player affect */
1435 if (player_bold(y, x))
1437 /* Hurt the player later */
1440 /* Do not hurt this grid */
1445 /* Hack -- Skip the epicenter */
1446 if ((y == y1) && (x == x1)) continue;
1450 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1451 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1453 if (in_generate) /* In generation */
1455 /* Delete the monster (if any) */
1456 delete_monster(y, x);
1458 else if (r_ptr->flags1 & RF1_QUESTOR)
1460 /* Heal the monster */
1461 m_ptr->hp = m_ptr->maxhp;
1463 /* Try to teleport away quest monsters */
1464 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
1468 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1470 GAME_TEXT m_name[MAX_NLEN];
1472 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1473 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
1476 /* Delete the monster (if any) */
1477 delete_monster(y, x);
1481 /* During generation, destroyed artifacts are "preserved" */
1482 if (preserve_mode || in_generate)
1484 OBJECT_IDX this_o_idx, next_o_idx = 0;
1486 /* Scan all objects in the grid */
1487 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1490 o_ptr = &o_list[this_o_idx];
1492 /* Acquire next object */
1493 next_o_idx = o_ptr->next_o_idx;
1495 /* Hack -- Preserve unknown artifacts */
1496 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
1498 /* Mega-Hack -- Preserve the artifact */
1499 a_info[o_ptr->name1].cur_num = 0;
1501 if (in_generate && cheat_peek)
1503 GAME_TEXT o_name[MAX_NLEN];
1504 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1505 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);
1508 else if (in_generate && cheat_peek && o_ptr->art_name)
1510 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。",
1511 "One of the random artifacts was *destroyed* during generation."));
1516 delete_object(y, x);
1518 /* Destroy "non-permanent" grids */
1519 if (!cave_perma_grid(c_ptr))
1521 /* Wall (or floor) type */
1524 if (!in_generate) /* Normal */
1528 /* Create granite wall */
1529 cave_set_feat(y, x, feat_granite);
1533 /* Create quartz vein */
1534 cave_set_feat(y, x, feat_quartz_vein);
1538 /* Create magma vein */
1539 cave_set_feat(y, x, feat_magma_vein);
1544 cave_set_feat(y, x, floor_type[randint0(100)]);
1547 else /* In generation */
1551 /* Create granite wall */
1552 place_extra_grid(c_ptr);
1556 /* Create quartz vein */
1557 c_ptr->feat = feat_quartz_vein;
1561 /* Create magma vein */
1562 c_ptr->feat = feat_magma_vein;
1567 place_floor_grid(c_ptr);
1570 /* Clear garbage of hidden trap or door */
1579 /* Process "re-glowing" */
1580 for (y = (y1 - r); y <= (y1 + r); y++)
1582 for (x = (x1 - r); x <= (x1 + r); x++)
1584 /* Skip illegal grids */
1585 if (!in_bounds(y, x)) continue;
1587 /* Extract the distance */
1588 k = distance(y1, x1, y, x);
1590 /* Stay in the circle of death */
1591 if (k > r) continue;
1592 c_ptr = &cave[y][x];
1594 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
1595 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
1601 for (i = 0; i < 9; i++)
1603 yy = y + ddy_ddd[i];
1604 xx = x + ddx_ddd[i];
1605 if (!in_bounds2(yy, xx)) continue;
1606 cc_ptr = &cave[yy][xx];
1607 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1609 c_ptr->info |= CAVE_GLOW;
1617 /* Hack -- Affect player */
1620 msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
1622 /* Blind the player */
1623 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
1626 (void)set_blind(p_ptr->blind + 10 + randint1(10));
1632 /* Mega-Hack -- Forget the view and lite */
1633 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1634 p_ptr->redraw |= (PR_MAP);
1635 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1637 if (p_ptr->special_defense & NINJA_S_STEALTH)
1639 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1649 * @brief 地震処理(サブルーチン) /
1650 * Induce an "earthquake" of the given radius at the given location.
1651 * @return 効力があった場合TRUEを返す
1655 * @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)
1659 * This will turn some walls into floors and some floors into walls.
1661 * The player will take damage and "jump" into a safe grid if possible,
1662 * otherwise, he will "tunnel" through the rubble instantaneously.
1664 * Monsters will take damage, and "jump" into a safe grid if possible,
1665 * otherwise they will be "buried" in the rubble, disappearing from
1666 * the level in the same way that they do when genocided.
1668 * Note that thus the player and monsters (except eaters of walls and
1669 * passers through walls) will never occupy the same grid as a wall.
1670 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
1671 * for a single turn, unless that monster can pass_walls or kill_walls.
1672 * This has allowed massive simplification of the "monster" code.
1675 bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
1679 POSITION y, x, yy, xx, dy, dx;
1682 POSITION sy = 0, sx = 0;
1687 /* Prevent destruction of quest levels and town */
1688 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1693 /* Paranoia -- Enforce maximum range */
1696 /* Clear the "maximal blast" area */
1697 for (y = 0; y < 32; y++)
1699 for (x = 0; x < 32; x++)
1705 /* Check around the epicenter */
1706 for (dy = -r; dy <= r; dy++)
1708 for (dx = -r; dx <= r; dx++)
1710 /* Extract the location */
1714 /* Skip illegal grids */
1715 if (!in_bounds(yy, xx)) continue;
1717 /* Skip distant grids */
1718 if (distance(cy, cx, yy, xx) > r) continue;
1719 c_ptr = &cave[yy][xx];
1721 /* Lose room and vault / Lose light and knowledge */
1722 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
1723 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
1725 /* Skip the epicenter */
1726 if (!dx && !dy) continue;
1728 /* Skip most grids */
1729 if (randint0(100) < 85) continue;
1731 /* Damage this grid */
1732 map[16+yy-cy][16+xx-cx] = TRUE;
1734 /* Hack -- Take note of player damage */
1735 if (player_bold(yy, xx)) hurt = TRUE;
1739 /* First, affect the player (if necessary) */
1740 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
1742 /* Check around the player */
1743 for (i = 0; i < 8; i++)
1745 /* Access the location */
1746 y = p_ptr->y + ddy_ddd[i];
1747 x = p_ptr->x + ddx_ddd[i];
1749 /* Skip non-empty grids */
1750 if (!cave_empty_bold(y, x)) continue;
1752 /* Important -- Skip "quake" grids */
1753 if (map[16+y-cy][16+x-cx]) continue;
1755 if (cave[y][x].m_idx) continue;
1757 /* Count "safe" grids */
1760 /* Randomize choice */
1761 if (randint0(sn) > 0) continue;
1763 /* Save the safe location */
1767 /* Random message */
1768 switch (randint1(3))
1772 msg_print(_("ダンジョンの壁が崩れた!", "The cave ceiling collapses!"));
1777 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!"));
1782 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!"));
1787 /* Hurt the player a lot */
1790 /* Message and damage */
1791 msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
1795 /* Destroy the grid, and push the player to safety */
1798 /* Calculate results */
1799 switch (randint1(3))
1803 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
1809 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
1810 damage = damroll(10, 4);
1811 (void)set_stun(p_ptr->stun + randint1(50));
1816 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!"));
1817 damage = damroll(10, 4);
1818 (void)set_stun(p_ptr->stun + randint1(50));
1823 /* Move the player to the safe location */
1824 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
1827 /* Important -- no wall on player */
1828 map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
1836 GAME_TEXT m_name[MAX_NLEN];
1837 monster_type *m_ptr = &m_list[m_idx];
1839 /* Get the monster's real name */
1840 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1842 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
1846 killer = _("地震", "an earthquake");
1849 take_hit(DAMAGE_ATTACK, damage, killer, -1);
1853 /* Examine the quaked region */
1854 for (dy = -r; dy <= r; dy++)
1856 for (dx = -r; dx <= r; dx++)
1858 /* Extract the location */
1862 /* Skip unaffected grids */
1863 if (!map[16+yy-cy][16+xx-cx]) continue;
1864 c_ptr = &cave[yy][xx];
1866 if (c_ptr->m_idx == p_ptr->riding) continue;
1868 /* Process monsters */
1871 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1872 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1874 /* Quest monsters */
1875 if (r_ptr->flags1 & RF1_QUESTOR)
1877 /* No wall on quest monsters */
1878 map[16+yy-cy][16+xx-cx] = FALSE;
1883 /* Most monsters cannot co-exist with rock */
1884 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
1885 !(r_ptr->flags2 & (RF2_PASS_WALL)))
1887 GAME_TEXT m_name[MAX_NLEN];
1889 /* Assume not safe */
1892 /* Monster can move to escape the wall */
1893 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
1895 /* Look for safety */
1896 for (i = 0; i < 8; i++)
1898 y = yy + ddy_ddd[i];
1899 x = xx + ddx_ddd[i];
1901 /* Skip non-empty grids */
1902 if (!cave_empty_bold(y, x)) continue;
1904 /* Hack -- no safety on glyph of warding */
1905 if (is_glyph_grid(&cave[y][x])) continue;
1906 if (is_explosive_rune_grid(&cave[y][x])) continue;
1908 /* ... nor on the Pattern */
1909 if (pattern_tile(y, x)) continue;
1911 /* Important -- Skip "quake" grids */
1912 if (map[16+y-cy][16+x-cx]) continue;
1914 if (cave[y][x].m_idx) continue;
1915 if (player_bold(y, x)) continue;
1917 /* Count "safe" grids */
1920 /* Randomize choice */
1921 if (randint0(sn) > 0) continue;
1923 /* Save the safe grid */
1928 monster_desc(m_name, m_ptr, 0);
1930 /* Scream in pain */
1931 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);
1933 /* Take damage from the quake */
1934 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
1936 /* Monster is certainly awake */
1937 (void)set_monster_csleep(c_ptr->m_idx, 0);
1939 /* Apply damage directly */
1940 m_ptr->hp -= damage;
1942 /* Delete (not kill) "dead" monsters */
1945 if (!ignore_unview || is_seen(m_ptr))
1946 msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
1950 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
1952 char m2_name[MAX_NLEN];
1954 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
1955 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
1959 delete_monster(yy, xx);
1961 /* No longer safe */
1965 /* Hack -- Escape from the rock */
1968 IDX m_idx_aux = cave[yy][xx].m_idx;
1970 /* Update the old location */
1971 cave[yy][xx].m_idx = 0;
1973 /* Update the new location */
1974 cave[sy][sx].m_idx = m_idx_aux;
1976 /* Move the monster */
1980 update_monster(m_idx, TRUE);
1989 /* Lose monster light */
1992 /* Examine the quaked region */
1993 for (dy = -r; dy <= r; dy++)
1995 for (dx = -r; dx <= r; dx++)
1997 /* Extract the location */
2001 /* Skip unaffected grids */
2002 if (!map[16+yy-cy][16+xx-cx]) continue;
2004 c_ptr = &cave[yy][xx];
2006 /* Paranoia -- never affect player */
2007 /* if (player_bold(yy, xx)) continue; */
2009 /* Destroy location (if valid) */
2010 if (cave_valid_bold(yy, xx))
2012 delete_object(yy, xx);
2014 /* Wall (or floor) type */
2015 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
2020 /* Create granite wall */
2021 cave_set_feat(yy, xx, feat_granite);
2027 /* Create quartz vein */
2028 cave_set_feat(yy, xx, feat_quartz_vein);
2034 /* Create magma vein */
2035 cave_set_feat(yy, xx, feat_magma_vein);
2042 cave_set_feat(yy, xx, floor_type[randint0(100)]);
2048 /* Process "re-glowing" */
2049 for (dy = -r; dy <= r; dy++)
2051 for (dx = -r; dx <= r; dx++)
2053 /* Extract the location */
2057 /* Skip illegal grids */
2058 if (!in_bounds(yy, xx)) continue;
2060 /* Skip distant grids */
2061 if (distance(cy, cx, yy, xx) > r) continue;
2062 c_ptr = &cave[yy][xx];
2064 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
2065 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
2071 for (ii = 0; ii < 9; ii++)
2073 yyy = yy + ddy_ddd[ii];
2074 xxx = xx + ddx_ddd[ii];
2075 if (!in_bounds2(yyy, xxx)) continue;
2076 cc_ptr = &cave[yyy][xxx];
2077 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2079 c_ptr->info |= CAVE_GLOW;
2087 /* Mega-Hack -- Forget the view and lite */
2088 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
2089 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH | PR_MAP);
2090 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2092 if (p_ptr->special_defense & NINJA_S_STEALTH)
2094 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2102 * @brief 地震処理(プレイヤーの中心発動) /
2103 * Induce an "earthquake" of the given radius at the given location.
2104 * @return 効力があった場合TRUEを返す
2109 bool earthquake(POSITION cy, POSITION cx, POSITION r)
2111 return earthquake_aux(cy, cx, r, 0);
2118 void discharge_minion(void)
2123 for (i = 1; i < m_max; i++)
2125 monster_type *m_ptr = &m_list[i];
2126 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2127 if (m_ptr->nickname) okay = FALSE;
2129 if (!okay || p_ptr->riding)
2131 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? ")))
2134 for (i = 1; i < m_max; i++)
2137 monster_type *m_ptr = &m_list[i];
2138 monster_race *r_ptr;
2140 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2141 r_ptr = &r_info[m_ptr->r_idx];
2143 /* Uniques resist discharging */
2144 if (r_ptr->flags1 & RF1_UNIQUE)
2146 GAME_TEXT m_name[MAX_NLEN];
2147 monster_desc(m_name, m_ptr, 0x00);
2148 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);
2149 delete_monster_idx(i);
2152 dam = m_ptr->maxhp / 2;
2153 if (dam > 100) dam = (dam - 100) / 2 + 100;
2154 if (dam > 400) dam = (dam - 400) / 2 + 400;
2155 if (dam > 800) dam = 800;
2156 project(i, 2 + (r_ptr->level / 20), m_ptr->fy, m_ptr->fx, dam, GF_PLASMA,
2157 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
2159 if (record_named_pet && m_ptr->nickname)
2161 GAME_TEXT m_name[MAX_NLEN];
2163 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2164 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
2167 delete_monster_idx(i);
2173 * @brief 部屋全体を照らすサブルーチン
2177 * This routine clears the entire "temp" set.
2178 * This routine will Perma-Lite all "temp" grids.
2179 * This routine is used (only) by "lite_room()"
2180 * Dark grids are illuminated.
2181 * Also, process all affected monsters.
2183 * SMART monsters always wake up when illuminated
2184 * NORMAL monsters wake up 1/4 the time when illuminated
2185 * STUPID monsters wake up 1/10 the time when illuminated
2188 static void cave_temp_room_lite(void)
2192 /* Clear them all */
2193 for (i = 0; i < temp_n; i++)
2195 POSITION y = temp_y[i];
2196 POSITION x = temp_x[i];
2198 cave_type *c_ptr = &cave[y][x];
2200 /* No longer in the array */
2201 c_ptr->info &= ~(CAVE_TEMP);
2203 /* Update only non-CAVE_GLOW grids */
2204 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
2207 c_ptr->info |= (CAVE_GLOW);
2209 /* Process affected monsters */
2213 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2214 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2215 update_monster(c_ptr->m_idx, FALSE);
2217 /* Stupid monsters rarely wake up */
2218 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
2220 /* Smart monsters always wake up */
2221 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
2223 /* Sometimes monsters wake up */
2224 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
2227 (void)set_monster_csleep(c_ptr->m_idx, 0);
2229 /* Notice the "waking up" */
2232 GAME_TEXT m_name[MAX_NLEN];
2233 monster_desc(m_name, m_ptr, 0);
2234 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2241 update_local_illumination(y, x);
2251 * @brief 部屋全体を暗くするサブルーチン
2255 * This routine clears the entire "temp" set.
2256 * This routine will "darken" all "temp" grids.
2257 * In addition, some of these grids will be "unmarked".
2258 * This routine is used (only) by "unlite_room()"
2259 * Also, process all affected monsters
2262 static void cave_temp_room_unlite(void)
2266 /* Clear them all */
2267 for (i = 0; i < temp_n; i++)
2269 POSITION y = temp_y[i];
2270 POSITION x = temp_x[i];
2273 cave_type *c_ptr = &cave[y][x];
2274 bool do_dark = !is_mirror_grid(c_ptr);
2276 /* No longer in the array */
2277 c_ptr->info &= ~(CAVE_TEMP);
2279 /* Darken the grid */
2282 if (dun_level || !is_daytime())
2284 for (j = 0; j < 9; j++)
2286 POSITION by = y + ddy_ddd[j];
2287 POSITION bx = x + ddx_ddd[j];
2289 if (in_bounds2(by, bx))
2291 cave_type *cc_ptr = &cave[by][bx];
2293 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2301 if (!do_dark) continue;
2304 c_ptr->info &= ~(CAVE_GLOW);
2306 /* Hack -- Forget "boring" grids */
2307 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
2309 /* Forget the grid */
2310 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
2314 /* Process affected monsters */
2317 update_monster(c_ptr->m_idx, FALSE);
2321 update_local_illumination(y, x);
2331 * @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
2334 * @param pass_bold 地形条件を返す関数ポインタ
2337 static int next_to_open(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2344 for (i = 0; i < 16; i++)
2346 y = cy + ddy_cdd[i % 8];
2347 x = cx + ddx_cdd[i % 8];
2349 /* Found a wall, break the length */
2350 if (!pass_bold(y, x))
2352 /* Track best length */
2366 return (MAX(len, blen));
2370 * @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
2373 * @param pass_bold 地形条件を返す関数ポインタ
2376 static int next_to_walls_adj(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2382 for (i = 0; i < 8; i++)
2384 y = cy + ddy_ddd[i];
2385 x = cx + ddx_ddd[i];
2387 if (!pass_bold(y, x)) c++;
2395 * @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
2396 * @param y 部屋内のy座標1点
2397 * @param x 部屋内のx座標1点
2398 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
2399 * @param pass_bold 地形条件を返す関数ポインタ
2402 static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pass_bold)(POSITION, POSITION))
2407 c_ptr = &cave[y][x];
2409 /* Avoid infinite recursion */
2410 if (c_ptr->info & (CAVE_TEMP)) return;
2412 /* Do not "leave" the current room */
2413 if (!(c_ptr->info & (CAVE_ROOM)))
2415 if (only_room) return;
2418 if (!in_bounds2(y, x)) return;
2420 /* Do not exceed the maximum spell range */
2421 if (distance(p_ptr->y, p_ptr->x, y, x) > MAX_RANGE) return;
2423 /* Verify this grid */
2425 * The reason why it is ==6 instead of >5 is that 8 is impossible
2426 * due to the check for cave_bold above.
2427 * 7 lights dead-end corridors (you need to do this for the
2428 * checkboard interesting rooms, so that the boundary is lit
2430 * This leaves only a check for 6 bounding walls!
2432 if (in_bounds(y, x) && pass_bold(y, x) &&
2433 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
2436 /* Paranoia -- verify space */
2437 if (temp_n == TEMP_MAX) return;
2439 /* Mark the grid as "seen" */
2440 c_ptr->info |= (CAVE_TEMP);
2442 /* Add it to the "seen" set */
2449 * @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
2452 * @return 光を通すならばtrueを返す。
2454 static bool cave_pass_lite_bold(POSITION y, POSITION x)
2456 return cave_los_bold(y, x);
2460 * @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
2465 static void cave_temp_lite_room_aux(POSITION y, POSITION x)
2467 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
2471 * @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
2474 * @return 射線を通すならばtrueを返す。
2476 static bool cave_pass_dark_bold(POSITION y, POSITION x)
2478 return cave_have_flag_bold(y, x, FF_PROJECT);
2483 * @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
2488 static void cave_temp_unlite_room_aux(POSITION y, POSITION x)
2490 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
2495 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
2500 void lite_room(POSITION y1, POSITION x1)
2505 /* Add the initial grid */
2506 cave_temp_lite_room_aux(y1, x1);
2508 /* While grids are in the queue, add their neighbors */
2509 for (i = 0; i < temp_n; i++)
2511 x = temp_x[i], y = temp_y[i];
2513 /* Walls get lit, but stop light */
2514 if (!cave_pass_lite_bold(y, x)) continue;
2516 /* Spread adjacent */
2517 cave_temp_lite_room_aux(y + 1, x);
2518 cave_temp_lite_room_aux(y - 1, x);
2519 cave_temp_lite_room_aux(y, x + 1);
2520 cave_temp_lite_room_aux(y, x - 1);
2522 /* Spread diagonal */
2523 cave_temp_lite_room_aux(y + 1, x + 1);
2524 cave_temp_lite_room_aux(y - 1, x - 1);
2525 cave_temp_lite_room_aux(y - 1, x + 1);
2526 cave_temp_lite_room_aux(y + 1, x - 1);
2529 /* Now, lite them all up at once */
2530 cave_temp_room_lite();
2532 if (p_ptr->special_defense & NINJA_S_STEALTH)
2534 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2540 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
2545 void unlite_room(POSITION y1, POSITION x1)
2550 /* Add the initial grid */
2551 cave_temp_unlite_room_aux(y1, x1);
2553 /* Spread, breadth first */
2554 for (i = 0; i < temp_n; i++)
2556 x = temp_x[i], y = temp_y[i];
2558 /* Walls get dark, but stop darkness */
2559 if (!cave_pass_dark_bold(y, x)) continue;
2561 /* Spread adjacent */
2562 cave_temp_unlite_room_aux(y + 1, x);
2563 cave_temp_unlite_room_aux(y - 1, x);
2564 cave_temp_unlite_room_aux(y, x + 1);
2565 cave_temp_unlite_room_aux(y, x - 1);
2567 /* Spread diagonal */
2568 cave_temp_unlite_room_aux(y + 1, x + 1);
2569 cave_temp_unlite_room_aux(y - 1, x - 1);
2570 cave_temp_unlite_room_aux(y - 1, x + 1);
2571 cave_temp_unlite_room_aux(y + 1, x - 1);
2574 /* Now, darken them all at once */
2575 cave_temp_room_unlite();
2578 bool starlight(bool magic)
2580 HIT_POINT num = damroll(5, 3);
2581 POSITION y = 0, x = 0;
2585 if (!p_ptr->blind && !magic)
2587 msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly..."));
2589 for (k = 0; k < num; k++)
2595 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, PROJECT_LOS);
2596 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2597 if (!player_bold(y, x)) break;
2600 project(0, 0, p_ptr->y, p_ptr->x, damroll(6 + p_ptr->lev / 8, 10), GF_LITE_WEAK,
2601 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL | PROJECT_LOS), -1);
2609 * @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
2612 * @return 作用が実際にあった場合TRUEを返す
2614 bool lite_area(HIT_POINT dam, POSITION rad)
2616 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2618 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
2620 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
2624 /* Hack -- Message */
2627 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
2630 /* Hook into the "project()" function */
2631 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1);
2633 /* Lite up the room */
2634 lite_room(p_ptr->y, p_ptr->x);
2642 * @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
2645 * @return 作用が実際にあった場合TRUEを返す
2647 bool unlite_area(HIT_POINT dam, POSITION rad)
2649 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2651 /* Hack -- Message */
2654 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
2657 /* Hook into the "project()" function */
2658 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1);
2660 /* Lite up the room */
2661 unlite_room(p_ptr->y, p_ptr->x);
2670 * @brief ボール系スペルの発動 / Cast a ball spell
2672 * @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)
2675 * @return 作用が実際にあった場合TRUEを返す
2678 * Stop if we hit a monster, act as a "ball"
2679 * Allow "target" mode to pass over monsters
2680 * Affect grids, objects, and monsters
2683 bool fire_ball(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2687 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2689 if (typ == GF_CHARM_LIVING) flg|= PROJECT_HIDE;
2690 /* Use the given direction */
2691 tx = p_ptr->x + 99 * ddx[dir];
2692 ty = p_ptr->y + 99 * ddy[dir];
2694 /* Hack -- Use an actual "target" */
2695 if ((dir == 5) && target_okay())
2697 flg &= ~(PROJECT_STOP);
2702 /* Analyze the "dir" and the "target". Hurt items on floor. */
2703 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2707 * @brief ブレス系スペルの発動 / Cast a breath spell
2709 * @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)
2712 * @return 作用が実際にあった場合TRUEを返す
2715 * Stop if we hit a monster, act as a "ball"
2716 * Allow "target" mode to pass over monsters
2717 * Affect grids, objects, and monsters
2720 bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2722 return fire_ball(typ, dir, dam, -rad);
2727 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
2729 * @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)
2732 * @return 作用が実際にあった場合TRUEを返す
2735 * Stop if we hit a monster, act as a "ball"
2736 * Allow "target" mode to pass over monsters
2737 * Affect grids, objects, and monsters
2740 bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2743 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2745 /* Use the given direction */
2746 tx = p_ptr->x + 99 * ddx[dir];
2747 ty = p_ptr->y + 99 * ddy[dir];
2749 /* Hack -- Use an actual "target" */
2750 if ((dir == 5) && target_okay())
2756 /* Analyze the "dir" and the "target". Hurt items on floor. */
2757 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2762 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
2764 * @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)
2767 * @return 作用が実際にあった場合TRUEを返す
2770 * Stop if we hit a monster, act as a "ball"
2771 * Allow "target" mode to pass over monsters
2772 * Affect grids, objects, and monsters
2775 bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2778 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
2780 /* Use the given direction */
2781 tx = p_ptr->x + 99 * ddx[dir];
2782 ty = p_ptr->y + 99 * ddy[dir];
2784 /* Hack -- Use an actual "target" */
2785 if ((dir == 5) && target_okay())
2787 flg &= ~(PROJECT_STOP);
2792 /* Analyze the "dir" and the "target". Hurt items on floor. */
2793 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2798 * @brief メテオ系スペルの発動 / Cast a meteor spell
2799 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
2805 * @return 作用が実際にあった場合TRUEを返す
2808 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
2809 * player, or outside source, that starts out at an arbitrary location, and
2810 * leaving no trail from the "caster" to the target. This function is
2811 * especially useful for bombardments and similar. -LM-
2812 * Option to hurt the player.
2815 bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
2817 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2819 /* Analyze the "target" and the caster. */
2820 return (project(who, rad, y, x, dam, typ, flg, -1));
2825 * @brief ブラスト系スペルの発動 / Cast a blast spell
2827 * @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)
2832 * @return 作用が実際にあった場合TRUEを返す
2834 bool fire_blast(EFFECT_ID typ, DIRECTION dir, DICE_NUMBER dd, DICE_SID ds, int num, int dev)
2838 POSITION ty, tx, y, x;
2841 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
2846 /* Use the given direction */
2849 ly = ty = p_ptr->y + 20 * ddy[dir];
2850 lx = tx = p_ptr->x + 20 * ddx[dir];
2853 /* Use an actual "target" */
2854 else /* if (dir == 5) */
2859 lx = 20 * (tx - p_ptr->x) + p_ptr->x;
2860 ly = 20 * (ty - p_ptr->y) + p_ptr->y;
2863 ld = distance(p_ptr->y, p_ptr->x, ly, lx);
2866 for (i = 0; i < num; i++)
2870 /* Get targets for some bolts */
2871 y = rand_spread(ly, ld * dev / 20);
2872 x = rand_spread(lx, ld * dev / 20);
2874 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
2877 /* Analyze the "dir" and the "target". */
2878 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
2889 * @brief モンスターとの位置交換処理 / Switch position with a monster.
2890 * @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)
2891 * @return 作用が実際にあった場合TRUEを返す
2893 bool teleport_swap(DIRECTION dir)
2897 monster_type* m_ptr;
2898 monster_race* r_ptr;
2900 if ((dir == 5) && target_okay())
2907 tx = p_ptr->x + ddx[dir];
2908 ty = p_ptr->y + ddy[dir];
2910 c_ptr = &cave[ty][tx];
2912 if (p_ptr->anti_tele)
2914 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
2918 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
2920 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
2926 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10))
2928 msg_print(_("失敗した。", "Failed to swap."));
2934 m_ptr = &m_list[c_ptr->m_idx];
2935 r_ptr = &r_info[m_ptr->r_idx];
2937 (void)set_monster_csleep(c_ptr->m_idx, 0);
2939 if (r_ptr->flagsr & RFR_RES_TELE)
2941 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
2943 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2949 sound(SOUND_TELEPORT);
2951 /* Swap the player and monster */
2952 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
2960 * @brief 指定方向に飛び道具を飛ばす(フラグ任意指定) / Hack -- apply a "project()" in a direction (or at the target)
2962 * @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)
2965 * @return 作用が実際にあった場合TRUEを返す
2967 bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
2971 /* Pass through the target if needed */
2972 flg |= (PROJECT_THRU);
2974 /* Use the given direction */
2975 tx = p_ptr->x + ddx[dir];
2976 ty = p_ptr->y + ddy[dir];
2978 /* Hack -- Use an actual "target" */
2979 if ((dir == 5) && target_okay())
2985 /* Analyze the "dir" and the "target", do NOT explode */
2986 return (project(0, 0, ty, tx, dam, typ, flg, -1));
2991 * @brief ボルト系スペルの発動 / Cast a bolt spell.
2993 * @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)
2995 * @return 作用が実際にあった場合TRUEを返す
2998 * Stop if we hit a monster, as a "bolt".
2999 * Affect monsters and grids (not objects).
3002 bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3004 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
3005 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
3006 return (project_hook(typ, dir, dam, flg));
3011 * @brief ビーム系スペルの発動 / Cast a beam spell.
3013 * @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)
3015 * @return 作用が実際にあった場合TRUEを返す
3018 * Pass through monsters, as a "beam".
3019 * Affect monsters, grids and objects.
3022 bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3024 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
3025 return (project_hook(typ, dir, dam, flg));
3030 * @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.
3031 * @param prob ビーム化する確率(%)
3033 * @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)
3035 * @return 作用が実際にあった場合TRUEを返す
3038 * Pass through monsters, as a "beam".
3039 * Affect monsters, grids and objects.
3042 bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3044 if (randint0(100) < prob)
3046 return (fire_beam(typ, dir, dam));
3050 return (fire_bolt(typ, dir, dam));
3055 * @brief LITE_WEAK属性による光源ビーム処理
3056 * @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)
3058 * @return 作用が実際にあった場合TRUEを返す
3060 bool lite_line(DIRECTION dir, HIT_POINT dam)
3062 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
3063 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
3068 * @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)
3070 * @return 作用が実際にあった場合TRUEを返す
3072 bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam)
3074 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3075 return (project_hook(GF_HYPODYNAMIA, dir, dam, flg));
3080 * @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)
3082 * @return 作用が実際にあった場合TRUEを返す
3084 bool wall_to_mud(DIRECTION dir, HIT_POINT dam)
3086 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3087 return (project_hook(GF_KILL_WALL, dir, dam, flg));
3092 * @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)
3093 * @return 作用が実際にあった場合TRUEを返す
3095 bool wizard_lock(DIRECTION dir)
3097 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3098 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
3103 * @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)
3104 * @return 作用が実際にあった場合TRUEを返す
3106 bool destroy_door(DIRECTION dir)
3108 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3109 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
3114 * @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)
3115 * @return 作用が実際にあった場合TRUEを返す
3117 bool disarm_trap(DIRECTION dir)
3119 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3120 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
3126 * @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)
3127 * @param plev プレイヤーレベル(効力はplev*200)
3128 * @return 作用が実際にあった場合TRUEを返す
3130 bool death_ray(DIRECTION dir, PLAYER_LEVEL plev)
3132 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3133 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
3137 * @brief モンスター用テレポート処理
3138 * @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)
3139 * @param distance 移動距離
3140 * @return 作用が実際にあった場合TRUEを返す
3142 bool teleport_monster(DIRECTION dir, int distance)
3144 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
3145 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
3149 * @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)
3150 * @return 作用が実際にあった場合TRUEを返す
3152 bool door_creation(void)
3154 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3155 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_DOOR, flg, -1));
3159 * @brief トラップ生成処理(起点から周囲1マス)
3162 * @return 作用が実際にあった場合TRUEを返す
3164 bool trap_creation(POSITION y, POSITION x)
3166 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3167 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
3171 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
3172 * @return 作用が実際にあった場合TRUEを返す
3174 bool tree_creation(void)
3176 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3177 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_TREE, flg, -1));
3181 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
3182 * @return 作用が実際にあった場合TRUEを返す
3184 bool glyph_creation(void)
3186 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
3187 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_GLYPH, flg, -1));
3191 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
3192 * @return 作用が実際にあった場合TRUEを返す
3194 bool wall_stone(void)
3196 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3198 bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
3200 p_ptr->update |= (PU_FLOW);
3202 p_ptr->redraw |= (PR_MAP);
3208 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
3209 * @return 作用が実際にあった場合TRUEを返す
3211 bool destroy_doors_touch(void)
3213 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3214 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_DOOR, flg, -1));
3218 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
3219 * @return 作用が実際にあった場合TRUEを返す
3221 bool disarm_traps_touch(void)
3223 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3224 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_TRAP, flg, -1));
3228 * @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)
3229 * @return 作用が実際にあった場合TRUEを返す
3231 bool sleep_monsters_touch(void)
3233 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
3234 return (project(0, 1, p_ptr->y, p_ptr->x, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
3239 * @brief 死者復活処理(起点より周囲5マス)
3240 * @param who 術者モンスターID(0ならばプレイヤー)
3243 * @return 作用が実際にあった場合TRUEを返す
3245 bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x)
3247 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
3248 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
3253 * @return 作用が実際にあった場合TRUEを返す
3255 void call_chaos(void)
3257 int Chaos_type, dummy, dir;
3258 PLAYER_LEVEL plev = p_ptr->lev;
3259 bool line_chaos = FALSE;
3261 int hurt_types[31] =
3263 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
3264 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
3265 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
3266 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
3267 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
3268 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
3269 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
3270 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
3273 Chaos_type = hurt_types[randint0(31)];
3274 if (one_in_(4)) line_chaos = TRUE;
3278 for (dummy = 1; dummy < 10; dummy++)
3283 fire_beam(Chaos_type, dummy, 150);
3285 fire_ball(Chaos_type, dummy, 150, 2);
3289 else if (one_in_(3))
3291 fire_ball(Chaos_type, 0, 500, 8);
3295 if (!get_aim_dir(&dir)) return;
3297 fire_beam(Chaos_type, dir, 250);
3299 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
3304 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
3305 * @param stop_ty 再帰処理停止フラグ
3307 * @return 作用が実際にあった場合TRUEを返す
3310 * rr9: Stop the nasty things when a Cyberdemon is summoned
3311 * or the player gets paralyzed.
3314 bool activate_ty_curse(bool stop_ty, int *count)
3318 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3322 switch (randint1(34))
3327 msg_print(_("地面が揺れた...", "The ground trembles..."));
3328 earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
3329 if (!one_in_(6)) break;
3334 HIT_POINT dam = damroll(10, 10);
3335 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!"));
3336 project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1);
3337 take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
3338 if (!one_in_(6)) break;
3343 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
3344 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
3345 if (randint0(13)) (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3346 if (!one_in_(6)) break;
3349 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3353 project(0, 7, p_ptr->y, p_ptr->x, 50, GF_KILL_WALL, flg, -1);
3354 take_hit(DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
3356 if (!one_in_(6)) break;
3357 case 1: case 2: case 3: case 16: case 17:
3358 aggravate_monsters(0);
3359 if (!one_in_(6)) break;
3360 case 4: case 5: case 6:
3361 (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3362 if (!one_in_(6)) break;
3363 case 7: case 8: case 9: case 18:
3364 (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
3365 if (!one_in_(6)) break;
3366 case 10: case 11: case 12:
3367 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..."));
3368 lose_exp(p_ptr->exp / 16);
3369 if (!one_in_(6)) break;
3370 case 13: case 14: case 15: case 19: case 20:
3371 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
3377 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
3378 if (p_ptr->free_act)
3379 set_paralyzed(p_ptr->paralyzed + randint1(3));
3381 set_paralyzed(p_ptr->paralyzed + randint1(13));
3384 if (!one_in_(6)) break;
3385 case 21: case 22: case 23:
3386 (void)do_dec_stat(randint0(6));
3387 if (!one_in_(6)) break;
3389 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
3391 if (!one_in_(6)) break;
3394 * Only summon Cyberdemons deep in the dungeon.
3396 if ((dun_level > 65) && !stop_ty)
3398 (*count) += summon_cyber(-1, p_ptr->y, p_ptr->x);
3402 if (!one_in_(6)) break;
3408 (void)do_dec_stat(i);
3416 while (one_in_(3) && !stop_ty);
3422 * @brief HI_SUMMON(上級召喚)処理発動
3425 * @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
3426 * @return 作用が実際にあった場合TRUEを返す
3428 int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
3433 BIT_FLAGS mode = PM_ALLOW_GROUP;
3440 mode |= PM_FORCE_FRIENDLY;
3444 mode |= PM_FORCE_PET;
3449 if (!pet) mode |= PM_NO_PET;
3451 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
3453 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
3455 switch (randint1(25) + (dun_level / 20))
3458 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode, '\0');
3461 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode, '\0');
3464 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode, '\0');
3467 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode, '\0');
3470 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode, '\0');
3473 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode, '\0');
3476 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode, '\0');
3479 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode, '\0');
3483 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE), '\0');
3487 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE), '\0');
3490 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3491 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode, '\0');
3494 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3495 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode, '\0');
3498 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode, '\0');
3501 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3502 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode, '\0');
3511 * @brief サイバーデーモンの召喚
3512 * @param who 召喚主のモンスターID(0ならばプレイヤー)
3515 * @return 作用が実際にあった場合TRUEを返す
3517 int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x)
3520 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
3522 BIT_FLAGS mode = PM_ALLOW_GROUP;
3524 /* Summoned by a monster */
3527 monster_type *m_ptr = &m_list[who];
3528 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
3531 if (max_cyber > 4) max_cyber = 4;
3533 for (i = 0; i < max_cyber; i++)
3535 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode, '\0');
3542 * @brief 周辺破壊効果(プレイヤー中心)
3543 * @return 作用が実際にあった場合TRUEを返す
3545 void wall_breaker(void)
3548 POSITION y = 0, x = 0;
3549 int attempts = 1000;
3551 if (randint1(80 + p_ptr->lev) < 70)
3555 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
3557 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
3559 if (!player_bold(y, x)) break;
3562 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3563 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3565 else if (randint1(100) > 30)
3567 earthquake(p_ptr->y, p_ptr->x, 1);
3571 int num = damroll(5, 3);
3573 for (i = 0; i < num; i++)
3577 scatter(&y, &x, p_ptr->y, p_ptr->x, 10, 0);
3579 if (!player_bold(y, x)) break;
3582 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3583 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3590 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
3592 * @return 作用が実際にあった場合TRUEを返す
3594 bool confuse_monsters(HIT_POINT dam)
3596 return (project_all_los(GF_OLD_CONF, dam));
3601 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
3603 * @return 作用が実際にあった場合TRUEを返す
3605 bool charm_monsters(HIT_POINT dam)
3607 return (project_all_los(GF_CHARM, dam));
3612 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
3614 * @return 作用が実際にあった場合TRUEを返す
3616 bool charm_animals(HIT_POINT dam)
3618 return (project_all_los(GF_CONTROL_ANIMAL, dam));
3623 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
3625 * @return 作用が実際にあった場合TRUEを返す
3627 bool stun_monsters(HIT_POINT dam)
3629 return (project_all_los(GF_STUN, dam));
3634 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
3636 * @return 作用が実際にあった場合TRUEを返す
3638 bool stasis_monsters(HIT_POINT dam)
3640 return (project_all_los(GF_STASIS, dam));
3645 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
3647 * @return 作用が実際にあった場合TRUEを返す
3649 bool mindblast_monsters(HIT_POINT dam)
3651 return (project_all_los(GF_PSI, dam));
3656 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
3657 * @param dist 効力(距離)
3658 * @return 作用が実際にあった場合TRUEを返す
3660 bool banish_monsters(int dist)
3662 return (project_all_los(GF_AWAY_ALL, dist));
3667 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
3669 * @return 作用が実際にあった場合TRUEを返す
3671 bool turn_evil(HIT_POINT dam)
3673 return (project_all_los(GF_TURN_EVIL, dam));
3678 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
3680 * @return 作用が実際にあった場合TRUEを返す
3682 bool turn_monsters(HIT_POINT dam)
3684 return (project_all_los(GF_TURN_ALL, dam));
3689 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
3690 * @return 作用が実際にあった場合TRUEを返す
3692 bool deathray_monsters(void)
3694 return (project_all_los(GF_DEATH_RAY, p_ptr->lev * 200));
3698 * @brief チャーム・モンスター(1体)
3699 * @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)
3701 * @return 作用が実際にあった場合TRUEを返す
3703 bool charm_monster(DIRECTION dir, PLAYER_LEVEL plev)
3705 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3706 return (project_hook(GF_CHARM, dir, plev, flg));
3710 * @brief アンデッド支配(1体)
3711 * @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)
3713 * @return 作用が実際にあった場合TRUEを返す
3715 bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev)
3717 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3718 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
3723 * @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)
3725 * @return 作用が実際にあった場合TRUEを返す
3727 bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev)
3729 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3730 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
3735 * @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)
3737 * @return 作用が実際にあった場合TRUEを返す
3739 bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev)
3741 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3742 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
3748 * @param success 判定成功上の処理ならばTRUE
3749 * @return 作用が実際にあった場合TRUEを返す
3751 bool kawarimi(bool success)
3754 object_type *q_ptr = &forge;
3757 if (p_ptr->is_dead) return FALSE;
3758 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
3759 if (randint0(200) < p_ptr->stun) return FALSE;
3761 if (!success && one_in_(3))
3763 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
3764 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3765 p_ptr->redraw |= (PR_STATUS);
3772 teleport_player(10 + randint1(90), 0L);
3774 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
3776 q_ptr->pval = MON_NINJA;
3777 (void)drop_near(q_ptr, -1, y, x);
3779 if (success) msg_print(_("攻撃を受ける前に素早く身をひるがえした。", "You have turned around just before the attack hit you."));
3780 else msg_print(_("失敗!攻撃を受けてしまった。", "Failed! You are hit by the attack."));
3782 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3783 p_ptr->redraw |= (PR_STATUS);
3791 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
3792 * @param mdeath 目標モンスターが死亡したかを返す
3793 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
3795 bool rush_attack(bool *mdeath)
3802 bool tmp_mdeath = FALSE;
3805 if (mdeath) *mdeath = FALSE;
3808 if (!get_aim_dir(&dir)) return FALSE;
3810 /* Use the given direction */
3811 tx = p_ptr->x + project_length * ddx[dir];
3812 ty = p_ptr->y + project_length * ddy[dir];
3814 /* Hack -- Use an actual "target" */
3815 if ((dir == 5) && target_okay())
3821 if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
3823 path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
3826 /* No need to move */
3827 if (!path_n) return TRUE;
3829 /* Use ty and tx as to-move point */
3833 /* Project along the path */
3834 for (i = 0; i < path_n; i++)
3836 monster_type *m_ptr;
3838 int ny = GRID_Y(path_g[i]);
3839 int nx = GRID_X(path_g[i]);
3841 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
3846 /* Go to next grid */
3850 if (!cave[ny][nx].m_idx)
3854 msg_print(_("失敗!", "Failed!"));
3858 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
3865 /* Move player before updating the monster */
3866 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3867 update_monster(cave[ny][nx].m_idx, TRUE);
3869 /* Found a monster */
3870 m_ptr = &m_list[cave[ny][nx].m_idx];
3872 if (tm_idx != cave[ny][nx].m_idx)
3875 msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "", m_ptr->ml ? "モンスター" : "何か");
3877 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
3880 else if (!player_bold(ty, tx))
3882 /* Hold the monster name */
3883 GAME_TEXT m_name[MAX_NLEN];
3885 /* Get the monster name (BEFORE polymorphing) */
3886 monster_desc(m_name, m_ptr, 0);
3887 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
3890 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3892 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
3897 if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3899 if (mdeath) *mdeath = tmp_mdeath;
3905 * @brief 全鏡の消去 / Remove all mirrors in this floor
3906 * @param explode 爆発処理を伴うならばTRUE
3909 void remove_all_mirrors(bool explode)
3913 for (x = 0; x < cur_wid; x++)
3915 for (y = 0; y < cur_hgt; y++)
3917 if (is_mirror_grid(&cave[y][x]))
3919 remove_mirror(y, x);
3921 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
3922 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
3929 * @brief 『一つの指輪』の効果処理 /
3930 * Hack -- activate the ring of power
3931 * @param dir 発動の方向ID
3934 void ring_of_power(DIRECTION dir)
3936 /* Pick a random effect */
3937 switch (randint1(10))
3942 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."));
3945 /* Decrease all stats (permanently) */
3946 (void)dec_stat(A_STR, 50, TRUE);
3947 (void)dec_stat(A_INT, 50, TRUE);
3948 (void)dec_stat(A_WIS, 50, TRUE);
3949 (void)dec_stat(A_DEX, 50, TRUE);
3950 (void)dec_stat(A_CON, 50, TRUE);
3951 (void)dec_stat(A_CHR, 50, TRUE);
3953 /* Lose some experience (permanently) */
3954 p_ptr->exp -= (p_ptr->exp / 4);
3955 p_ptr->max_exp -= (p_ptr->exp / 4);
3963 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."));
3965 /* Dispel monsters */
3966 dispel_monsters(1000);
3976 fire_ball(GF_MANA, dir, 600, 3);
3987 fire_bolt(GF_MANA, dir, 500);
3995 * @brief 運命の輪、並びにカオス的な効果の発動
3996 * @param spell ランダムな効果を選択するための基準ID
3999 void wild_magic(int spell)
4002 int type = SUMMON_MOLD + randint0(6);
4004 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
4005 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
4007 switch (randint1(spell) + randint1(8) + 1)
4012 teleport_player(10, TELEPORT_PASSIVE);
4017 teleport_player(100, TELEPORT_PASSIVE);
4021 teleport_player(200, TELEPORT_PASSIVE);
4031 lite_area(damroll(2, 3), 2);
4034 destroy_doors_touch();
4039 sleep_monsters_touch();
4043 trap_creation(p_ptr->y, p_ptr->x);
4052 aggravate_monsters(0);
4055 earthquake(p_ptr->y, p_ptr->x, 5);
4059 (void)gain_random_mutation(0);
4063 apply_disenchant(1);
4069 fire_ball(GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
4076 while (counter++ < 8)
4078 (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET), '\0');
4083 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4086 (void)summon_cyber(-1, p_ptr->y, p_ptr->x);
4091 (void)activate_ty_curse(FALSE, &count);
4100 * @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。
4101 * / Drop 10+1d10 meteor ball at random places near the player
4106 void cast_meteor(HIT_POINT dam, POSITION rad)
4109 int b = 10 + randint1(10);
4111 for (i = 0; i < b; i++)
4113 POSITION y = 0, x = 0;
4116 for (count = 0; count <= 20; count++)
4120 x = p_ptr->x - 8 + randint0(17);
4121 y = p_ptr->y - 8 + randint0(17);
4123 dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
4124 dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
4126 /* Approximate distance */
4127 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4129 if (d >= 9) continue;
4131 if (!in_bounds(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)
4132 || !cave_have_flag_bold(y, x, FF_PROJECT)) continue;
4134 /* Valid position */
4138 if (count > 20) continue;
4140 project(0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
4146 * @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。
4149 * @return ターゲットを指定し、実行したならばTRUEを返す。
4151 bool cast_wrath_of_the_god(HIT_POINT dam, POSITION rad)
4153 POSITION x, y, tx, ty;
4157 int b = 10 + randint1(10);
4159 if (!get_aim_dir(&dir)) return FALSE;
4161 /* Use the given direction */
4162 tx = p_ptr->x + 99 * ddx[dir];
4163 ty = p_ptr->y + 99 * ddy[dir];
4165 /* Hack -- Use an actual "target" */
4166 if ((dir == 5) && target_okay())
4177 /* Hack -- Stop at the target */
4178 if ((y == ty) && (x == tx)) break;
4182 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
4184 /* Stop at maximum range */
4185 if (MAX_RANGE <= distance(p_ptr->y, p_ptr->x, ny, nx)) break;
4187 /* Stopped by walls/doors */
4188 if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
4190 /* Stopped by monsters */
4191 if ((dir != 5) && cave[ny][nx].m_idx != 0) break;
4193 /* Save the new location */
4200 for (i = 0; i < b; i++)
4202 int count = 20, d = 0;
4208 x = tx - 5 + randint0(11);
4209 y = ty - 5 + randint0(11);
4211 dx = (tx > x) ? (tx - x) : (x - tx);
4212 dy = (ty > y) ? (ty - y) : (y - ty);
4214 /* Approximate distance */
4215 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4216 /* Within the radius */
4220 if (count < 0) continue;
4222 /* Cannot penetrate perm walls */
4223 if (!in_bounds(y, x) ||
4224 cave_stop_disintegration(y, x) ||
4225 !in_disintegration_range(ty, tx, y, x))
4228 project(0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
4235 * @brief 「ワンダー」のランダムな効果を決定して処理する。
4239 * This spell should become more useful (more controlled) as the\n
4240 * player gains experience levels. Thus, add 1/5 of the player's\n
4241 * level to the die roll. This eliminates the worst effects later on,\n
4242 * while keeping the results quite random. It also allows some potent\n
4243 * effects only at high level.
4245 void cast_wonder(DIRECTION dir)
4247 PLAYER_LEVEL plev = p_ptr->lev;
4248 int die = randint1(100) + plev / 5;
4249 int vir = virtue_number(V_CHANCE);
4253 if (p_ptr->virtues[vir - 1] > 0)
4255 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4259 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4264 chg_virtue(V_CHANCE, 1);
4268 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
4271 if (die < 8) clone_monster(dir);
4272 else if (die < 14) speed_monster(dir, plev);
4273 else if (die < 26) heal_monster(dir, damroll(4, 6));
4274 else if (die < 31) poly_monster(dir, plev);
4276 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4277 damroll(3 + ((plev - 1) / 5), 4));
4278 else if (die < 41) confuse_monster(dir, plev);
4279 else if (die < 46) fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4280 else if (die < 51) (void)lite_line(dir, damroll(6, 8));
4282 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4283 damroll(3 + ((plev - 5) / 4), 8));
4285 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4286 damroll(5 + ((plev - 5) / 4), 8));
4288 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4289 damroll(6 + ((plev - 5) / 4), 8));
4291 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4292 damroll(8 + ((plev - 5) / 4), 8));
4293 else if (die < 76) hypodynamic_bolt(dir, 75);
4294 else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4295 else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
4296 else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
4297 else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
4298 else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
4301 earthquake(p_ptr->y, p_ptr->x, 12);
4305 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4309 symbol_genocide(plev + 50, TRUE);
4311 else if (die < 110) dispel_monsters(120);
4314 dispel_monsters(150);
4315 slow_monsters(plev);
4316 sleep_monsters(plev);
4323 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
4327 void cast_invoke_spirits(DIRECTION dir)
4329 PLAYER_LEVEL plev = p_ptr->lev;
4330 int die = randint1(100) + plev / 5;
4331 int vir = virtue_number(V_CHANCE);
4335 if (p_ptr->virtues[vir - 1] > 0)
4337 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4341 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4345 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..."));
4347 chg_virtue(V_CHANCE, 1);
4351 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!"));
4356 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!",
4357 "Oh no! Mouldering forms rise from the earth around you!"));
4359 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4360 chg_virtue(V_UNLIFE, 1);
4364 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..."));
4366 set_afraid(p_ptr->afraid + randint1(4) + 4);
4370 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...",
4371 "Your head is invaded by a horde of gibbering spectral voices..."));
4373 set_confused(p_ptr->confused + randint1(4) + 4);
4377 poly_monster(dir, plev);
4381 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4382 damroll(3 + ((plev - 1) / 5), 4));
4386 confuse_monster(dir, plev);
4390 fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4394 (void)lite_line(dir, damroll(6, 8));
4398 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4399 damroll(3 + ((plev - 5) / 4), 8));
4403 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4404 damroll(5 + ((plev - 5) / 4), 8));
4408 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4409 damroll(6 + ((plev - 5) / 4), 8));
4413 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4414 damroll(8 + ((plev - 5) / 4), 8));
4418 hypodynamic_bolt(dir, 75);
4422 fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4426 fire_ball(GF_ACID, dir, 40 + plev, 2);
4430 fire_ball(GF_ICE, dir, 70 + plev, 3);
4434 fire_ball(GF_FIRE, dir, 80 + plev, 3);
4438 hypodynamic_bolt(dir, 100 + plev);
4442 earthquake(p_ptr->y, p_ptr->x, 12);
4446 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4450 symbol_genocide(plev + 50, TRUE);
4454 dispel_monsters(120);
4458 dispel_monsters(150);
4459 slow_monsters(plev);
4460 sleep_monsters(plev);
4466 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。」",
4467 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
4472 * @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。
4475 void cast_shuffle(void)
4477 PLAYER_LEVEL plev = p_ptr->lev;
4480 int vir = virtue_number(V_CHANCE);
4483 /* Card sharks and high mages get a level bonus */
4484 if ((p_ptr->pclass == CLASS_ROGUE) ||
4485 (p_ptr->pclass == CLASS_HIGH_MAGE) ||
4486 (p_ptr->pclass == CLASS_SORCERER))
4487 die = (randint1(110)) + plev / 5;
4489 die = randint1(120);
4494 if (p_ptr->virtues[vir - 1] > 0)
4496 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4500 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4504 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..."));
4507 chg_virtue(V_CHANCE, 1);
4511 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
4513 for (i = 0; i < randint1(3); i++)
4514 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4518 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
4519 summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4524 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
4525 activate_ty_curse(FALSE, &count);
4529 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
4530 aggravate_monsters(0);
4534 msg_print(_("《愚者》だ。", "It's the Fool."));
4540 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
4541 trump_summoning(1, FALSE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
4545 msg_print(_("《月》だ。", "It's the Moon."));
4550 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
4551 wild_magic(randint0(32));
4555 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4556 teleport_player(10, TELEPORT_PASSIVE);
4560 msg_print(_("《正義》だ。", "It's Justice."));
4561 set_blessed(p_ptr->lev, FALSE);
4565 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4566 teleport_player(100, TELEPORT_PASSIVE);
4570 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4571 teleport_player(200, TELEPORT_PASSIVE);
4575 msg_print(_("《塔》だ。", "It's the Tower."));
4580 msg_print(_("《節制》だ。", "It's Temperance."));
4581 sleep_monsters_touch();
4585 msg_print(_("《塔》だ。", "It's the Tower."));
4587 earthquake(p_ptr->y, p_ptr->x, 5);
4591 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4592 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_MOLD, 0L);
4596 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4597 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_BAT, 0L);
4601 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4602 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_VORTEX, 0L);
4606 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4607 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
4611 msg_print(_("《恋人》だ。", "It's the Lovers."));
4613 if (get_aim_dir(&dir))
4614 charm_monster(dir, MIN(p_ptr->lev, 20));
4618 msg_print(_("《隠者》だ。", "It's the Hermit."));
4623 msg_print(_("《審判》だ。", "It's the Judgement."));
4624 do_cmd_rerate(FALSE);
4625 lose_all_mutations();
4629 msg_print(_("《太陽》だ。", "It's the Sun."));
4630 chg_virtue(V_KNOWLEDGE, 1);
4631 chg_virtue(V_ENLIGHTEN, 1);
4636 msg_print(_("《世界》だ。", "It's the World."));
4637 if (p_ptr->exp < PY_MAX_EXP)
4639 s32b ee = (p_ptr->exp / 25) + 1;
4640 if (ee > 5000) ee = 5000;
4641 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4647 bool_hack life_stream(bool_hack message, bool_hack virtue_change)
4651 chg_virtue(V_VITALITY, 1);
4652 chg_virtue(V_UNLIFE, -5);
4656 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
4659 (void)set_poisoned(0);
4661 (void)set_confused(0);
4665 (void)restore_all_status();
4666 (void)set_shero(0, TRUE);
4673 bool_hack heroism(int base)
4675 bool_hack ident = FALSE;
4676 if(set_afraid(0)) ident = TRUE;
4677 if(set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4678 if(hp_player(10)) ident = TRUE;
4682 bool_hack berserk(int base)
4684 bool_hack ident = FALSE;
4685 if (set_afraid(0)) ident = TRUE;
4686 if (set_shero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4687 if (hp_player(30)) ident = TRUE;
4691 bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
4693 bool_hack ident = FALSE;
4694 if (hp_player(damroll(dice, sides))) ident = TRUE;
4695 if (set_blind(0)) ident = TRUE;
4696 if (set_cut(p_ptr->cut - 10)) ident = TRUE;
4697 if (set_shero(0, TRUE)) ident = TRUE;
4701 bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
4703 bool_hack ident = FALSE;
4704 if (hp_player(damroll(dice, sides))) ident = TRUE;
4705 if (set_blind(0)) ident = TRUE;
4706 if (set_confused(0)) ident = TRUE;
4707 if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
4708 if (set_shero(0, TRUE)) ident = TRUE;
4712 bool_hack cure_critical_wounds(HIT_POINT pow)
4714 bool_hack ident = FALSE;
4715 if (hp_player(pow)) ident = TRUE;
4716 if (set_blind(0)) ident = TRUE;
4717 if (set_confused(0)) ident = TRUE;
4718 if (set_poisoned(0)) ident = TRUE;
4719 if (set_stun(0)) ident = TRUE;
4720 if (set_cut(0)) ident = TRUE;
4721 if (set_shero(0, TRUE)) ident = TRUE;
4725 bool_hack true_healing(HIT_POINT pow)
4727 bool_hack ident = FALSE;
4728 if (hp_player(pow)) ident = TRUE;
4729 if (set_blind(0)) ident = TRUE;
4730 if (set_confused(0)) ident = TRUE;
4731 if (set_poisoned(0)) ident = TRUE;
4732 if (set_stun(0)) ident = TRUE;
4733 if (set_cut(0)) ident = TRUE;
4734 if (set_image(0)) ident = TRUE;
4738 bool_hack restore_mana(bool_hack magic_eater)
4740 bool_hack ident = FALSE;
4742 if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
4745 for (i = 0; i < EATER_EXT * 2; i++)
4747 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
4748 if (p_ptr->magic_num1[i] > p_ptr->magic_num2[i] * EATER_CHARGE) p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
4750 for (; i < EATER_EXT * 3; i++)
4752 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
4753 p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_ROD_CHARGE / 3)*k_info[k_idx].pval;
4754 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
4756 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4757 p_ptr->window |= (PW_PLAYER);
4760 else if (p_ptr->csp < p_ptr->msp)
4762 p_ptr->csp = p_ptr->msp;
4763 p_ptr->csp_frac = 0;
4764 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4765 p_ptr->redraw |= (PR_MANA);
4766 p_ptr->window |= (PW_PLAYER);
4767 p_ptr->window |= (PW_SPELL);
4774 bool restore_all_status(void)
4777 if (do_res_stat(A_STR)) ident = TRUE;
4778 if (do_res_stat(A_INT)) ident = TRUE;
4779 if (do_res_stat(A_WIS)) ident = TRUE;
4780 if (do_res_stat(A_DEX)) ident = TRUE;
4781 if (do_res_stat(A_CON)) ident = TRUE;
4782 if (do_res_stat(A_CHR)) ident = TRUE;
4787 * @brief 口を使う継続的な処理を中断する
4790 void stop_mouth(void)
4792 if (music_singing_any()) stop_singing();
4793 if (hex_spelling_any()) stop_hex_spell_all();
4797 bool_hack vampirism(void)
4804 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
4806 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
4810 /* Only works on adjacent monsters */
4811 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4812 y = p_ptr->y + ddy[dir];
4813 x = p_ptr->x + ddx[dir];
4814 c_ptr = &cave[y][x];
4818 if (!(c_ptr->m_idx))
4820 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
4824 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
4826 dummy = p_ptr->lev * 2;
4828 if (hypodynamic_bolt(dir, dummy))
4830 if (p_ptr->food < PY_FOOD_FULL)
4831 /* No heal if we are "full" */
4832 (void)hp_player(dummy);
4834 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
4836 /* Gain nutritional sustenance: 150/hp drained */
4837 /* A Food ration gives 5000 food points (by contrast) */
4838 /* Don't ever get more than "Full" this way */
4839 /* But if we ARE Gorged, it won't cure us */
4840 dummy = p_ptr->food + MIN(5000, 100 * dummy);
4841 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
4842 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
4845 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
4849 bool panic_hit(void)
4854 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4855 y = p_ptr->y + ddy[dir];
4856 x = p_ptr->x + ddx[dir];
4857 if (cave[y][x].m_idx)
4860 if (randint0(p_ptr->skill_dis) < 7)
4861 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
4863 teleport_player(30, 0L);
4868 msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
4876 * @brief 超能力者のサイコメトリー処理/ Forcibly pseudo-identify an object in the inventory (or on the floor)
4879 * currently this function allows pseudo-id of any object,
4880 * including silly ones like potions & scrolls, which always
4881 * get '{average}'. This should be changed, either to stop such
4882 * items from being pseudo-id'd, or to allow psychometry to
4883 * detect whether the unidentified potion/scroll/etc is
4884 * good (Cure Light Wounds, Restore Strength, etc) or
4885 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
4887 bool psychometry(void)
4891 GAME_TEXT o_name[MAX_NLEN];
4896 q = _("どのアイテムを調べますか?", "Meditate on which item? ");
4897 s = _("調べるアイテムがありません。", "You have nothing appropriate.");
4899 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
4900 if (!o_ptr) return (FALSE);
4902 /* It is fully known, no information needed */
4903 if (object_is_known(o_ptr))
4905 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
4909 /* Check for a feeling */
4910 feel = value_check_aux1(o_ptr);
4912 /* Get an object description */
4913 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4915 /* Skip non-feelings */
4918 msg_format(_("%sからは特に変わった事は感じとれなかった。", "You do not perceive anything unusual about the %s."), o_name);
4923 msg_format("%sは%sという感じがする...", o_name, game_inscriptions[feel]);
4925 msg_format("You feel that the %s %s %s...",
4926 o_name, ((o_ptr->number == 1) ? "is" : "are"), game_inscriptions[feel]);
4930 o_ptr->ident |= (IDENT_SENSE);
4931 o_ptr->feeling = feel;
4932 o_ptr->marked |= OM_TOUCHED;
4934 p_ptr->update |= (PU_COMBINE | PU_REORDER);
4935 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4937 /* Valid "tval" codes */
4938 switch (o_ptr->tval)
4966 /* Auto-inscription/destroy */
4967 autopick_alter_item(item, (bool)(okay && destroy_feeling));
4969 /* Something happened */
4974 bool draconian_breath(player_type *creature_ptr)
4977 int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
4978 concptr Type_desc = ((Type == GF_COLD) ? _("冷気", "cold") : _("炎", "fire"));
4980 if (!get_aim_dir(&dir)) return FALSE;
4982 if (randint1(100) < creature_ptr->lev)
4984 switch (creature_ptr->pclass)
4987 case CLASS_BERSERKER:
4990 case CLASS_IMITATOR:
4996 Type_desc = _("エレメント", "the elements");
5001 Type_desc = _("破片", "shards");
5005 case CLASS_WARRIOR_MAGE:
5006 case CLASS_HIGH_MAGE:
5007 case CLASS_SORCERER:
5008 case CLASS_MAGIC_EATER:
5009 case CLASS_RED_MAGE:
5010 case CLASS_BLUE_MAGE:
5011 case CLASS_MIRROR_MASTER:
5015 Type_desc = _("魔力", "mana");
5019 Type = GF_DISENCHANT;
5020 Type_desc = _("劣化", "disenchantment");
5023 case CLASS_CHAOS_WARRIOR:
5026 Type = GF_CONFUSION;
5027 Type_desc = _("混乱", "confusion");
5032 Type_desc = _("カオス", "chaos");
5037 case CLASS_FORCETRAINER:
5040 Type = GF_CONFUSION;
5041 Type_desc = _("混乱", "confusion");
5046 Type_desc = _("轟音", "sound");
5049 case CLASS_MINDCRAFTER:
5052 Type = GF_CONFUSION;
5053 Type_desc = _("混乱", "confusion");
5058 Type_desc = _("精神エネルギー", "mental energy");
5065 Type = GF_HELL_FIRE;
5066 Type_desc = _("地獄の劫火", "hellfire");
5070 Type = GF_HOLY_FIRE;
5071 Type_desc = _("聖なる炎", "holy fire");
5079 Type_desc = _("暗黒", "darkness");
5084 Type_desc = _("毒", "poison");
5091 Type_desc = _("轟音", "sound");
5095 Type = GF_CONFUSION;
5096 Type_desc = _("混乱", "confusion");
5103 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
5105 fire_breath(Type, dir, creature_ptr->lev * 2, (creature_ptr->lev / 15) + 1);
5109 bool android_inside_weapon(player_type *creature_ptr)
5112 if (!get_aim_dir(&dir)) return FALSE;
5113 if (creature_ptr->lev < 10)
5115 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
5116 fire_bolt(GF_MISSILE, dir, (creature_ptr->lev + 1) / 2);
5118 else if (creature_ptr->lev < 25)
5120 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
5121 fire_bolt(GF_MISSILE, dir, creature_ptr->lev);
5123 else if (creature_ptr->lev < 35)
5125 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
5126 fire_ball(GF_MISSILE, dir, creature_ptr->lev * 2, 2);
5128 else if (creature_ptr->lev < 45)
5130 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
5131 fire_beam(GF_MISSILE, dir, creature_ptr->lev * 2);
5135 msg_print(_("ロケットを発射した。", "You fire a rocket."));
5136 fire_rocket(GF_ROCKET, dir, creature_ptr->lev * 5, 2);
5141 bool create_ration(player_type *crature_ptr)
5147 /* Create the food ration */
5148 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
5150 /* Drop the object from heaven */
5151 (void)drop_near(q_ptr, -1, crature_ptr->y, crature_ptr->x);
5152 msg_print(_("食事を料理して作った。", "You cook some food."));
5156 void hayagake(player_type *creature_ptr)
5158 if (creature_ptr->action == ACTION_HAYAGAKE)
5160 set_action(ACTION_NONE);
5164 cave_type *c_ptr = &cave[creature_ptr->y][creature_ptr->x];
5165 feature_type *f_ptr = &f_info[c_ptr->feat];
5167 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
5168 (!creature_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
5170 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
5174 set_action(ACTION_HAYAGAKE);
5177 creature_ptr->energy_use = 0;
5180 bool double_attack(player_type *creature_ptr)
5185 if (!get_rep_dir(&dir, FALSE)) return FALSE;
5186 y = creature_ptr->y + ddy[dir];
5187 x = creature_ptr->x + ddx[dir];
5188 if (cave[y][x].m_idx)
5191 msg_print(_("あーたたたたたたたたたたたたたたたたたたたたたた!!!",
5192 "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
5194 msg_print(_("無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄!!!",
5195 "Mudamudamudamudamudamudamudamudamudamudamudamudamuda!!!!"));
5197 msg_print(_("オラオラオラオラオラオラオラオラオラオラオラオラ!!!",
5198 "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
5201 if (cave[y][x].m_idx)
5206 creature_ptr->energy_need += ENERGY_NEED();
5210 msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
5216 bool comvert_hp_to_mp(player_type *creature_ptr)
5218 int gain_sp = take_hit(DAMAGE_USELIFE, creature_ptr->lev, _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
5221 creature_ptr->csp += gain_sp;
5222 if (creature_ptr->csp > creature_ptr->msp)
5224 creature_ptr->csp = creature_ptr->msp;
5225 creature_ptr->csp_frac = 0;
5230 msg_print(_("変換に失敗した。", "You failed to convert."));
5232 creature_ptr->redraw |= (PR_HP | PR_MANA);
5236 bool comvert_mp_to_hp(player_type *creature_ptr)
5238 if (creature_ptr->csp >= creature_ptr->lev / 5)
5240 creature_ptr->csp -= creature_ptr->lev / 5;
5241 hp_player(creature_ptr->lev);
5245 msg_print(_("変換に失敗した。", "You failed to convert."));
5247 /* Redraw mana and hp */
5248 creature_ptr->redraw |= (PR_HP | PR_MANA);
5252 bool demonic_breath(player_type *creature_ptr)
5255 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
5256 if (!get_aim_dir(&dir)) return FALSE;
5258 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), ((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
5259 fire_breath(type, dir, creature_ptr->lev * 3, (creature_ptr->lev / 15) + 1);
5263 bool mirror_concentration(player_type *creature_ptr)
5267 msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
5270 if (is_mirror_grid(&cave[creature_ptr->y][creature_ptr->x]))
5272 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
5274 creature_ptr->csp += (5 + creature_ptr->lev * creature_ptr->lev / 100);
5275 if (creature_ptr->csp >= creature_ptr->msp)
5277 creature_ptr->csp = creature_ptr->msp;
5278 creature_ptr->csp_frac = 0;
5280 creature_ptr->redraw |= (PR_MANA);
5284 msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
5289 bool sword_dancing(player_type *creature_ptr)
5292 POSITION y = 0, x = 0;
5296 for (i = 0; i < 6; i++)
5299 y = creature_ptr->y + ddy_ddd[dir];
5300 x = creature_ptr->x + ddx_ddd[dir];
5301 c_ptr = &cave[y][x];
5303 /* Hack -- attack monsters */
5308 msg_print(_("攻撃が空をきった。", "You attack the empty air."));
5314 bool confusing_light(player_type *creature_ptr)
5316 msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
5317 slow_monsters(p_ptr->lev);
5318 stun_monsters(p_ptr->lev * 4);
5319 confuse_monsters(p_ptr->lev * 4);
5320 turn_monsters(p_ptr->lev * 4);
5321 stasis_monsters(p_ptr->lev * 4);
5325 bool rodeo(player_type *creature_ptr)
5327 GAME_TEXT m_name[MAX_NLEN];
5328 monster_type *m_ptr;
5329 monster_race *r_ptr;
5332 if (creature_ptr->riding)
5334 msg_print(_("今は乗馬中だ。", "You ARE riding."));
5337 if (!do_riding(TRUE)) return TRUE;
5339 m_ptr = &m_list[creature_ptr->riding];
5340 r_ptr = &r_info[m_ptr->r_idx];
5341 monster_desc(m_name, m_ptr, 0);
5342 msg_format(_("%sに乗った。", "You ride on %s."), m_name);
5344 if (is_pet(m_ptr)) return TRUE;
5346 rlev = r_ptr->level;
5348 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
5349 if (rlev > 60) rlev = 60 + (rlev - 60) / 2;
5350 if ((randint1(creature_ptr->skill_exp[GINOU_RIDING] / 120 + creature_ptr->lev * 2 / 3) > rlev)
5351 && one_in_(2) && !creature_ptr->inside_arena && !creature_ptr->inside_battle
5352 && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
5353 && (rlev < creature_ptr->lev * 3 / 2 + randint0(creature_ptr->lev / 5)))
5355 msg_format(_("%sを手なずけた。", "You tame %s."), m_name);
5360 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."), m_name);
5364 /* 落馬処理に失敗してもとにかく乗馬解除 */
5365 creature_ptr->riding = 0;
5370 bool clear_mind(player_type *creature_ptr)
5374 msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
5377 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
5379 creature_ptr->csp += (3 + creature_ptr->lev / 20);
5380 if (creature_ptr->csp >= creature_ptr->msp)
5382 creature_ptr->csp = creature_ptr->msp;
5383 creature_ptr->csp_frac = 0;
5385 creature_ptr->redraw |= (PR_MANA);
5389 bool concentration(player_type *creature_ptr)
5391 int max_csp = MAX(creature_ptr->msp * 4, creature_ptr->lev * 5 + 5);
5395 msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
5398 if (creature_ptr->special_defense & KATA_MASK)
5400 msg_print(_("今は構えに集中している。", "You need concentration on your form."));
5403 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
5405 creature_ptr->csp += creature_ptr->msp / 2;
5406 if (creature_ptr->csp >= max_csp)
5408 creature_ptr->csp = max_csp;
5409 creature_ptr->csp_frac = 0;
5411 creature_ptr->redraw |= (PR_MANA);