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.
20 * @brief プレイヤー周辺の地形を感知する
23 * @param known 地形から危険フラグを外すならTRUE
24 * @return 効力があった場合TRUEを返す
26 static bool detect_feat_flag(POSITION range, int flag, bool known)
32 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
34 /* Scan the current panel */
35 for (y = 1; y < cur_hgt - 1; y++)
37 for (x = 1; x <= cur_wid - 1; x++)
39 int dist = distance(p_ptr->y, p_ptr->x, y, x);
40 if (dist > range) continue;
48 /* Mark as detected */
49 if (dist <= range && known)
51 if (dist <= range - 1) c_ptr->info |= (CAVE_IN_DETECT);
53 c_ptr->info &= ~(CAVE_UNSAFE);
61 if (cave_have_flag_grid(c_ptr, flag))
66 /* Hack -- Memorize */
67 c_ptr->info |= (CAVE_MARK);
82 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
84 * @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
85 * @return 効力があった場合TRUEを返す
87 bool detect_traps(POSITION range, bool known)
89 bool detect = detect_feat_flag(range, FF_TRAP, known);
91 if (known) p_ptr->dtrap = TRUE;
93 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
98 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
105 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
107 * @return 効力があった場合TRUEを返す
109 bool detect_doors(POSITION range)
111 bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
113 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
118 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
125 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
127 * @return 効力があった場合TRUEを返す
129 bool detect_stairs(POSITION range)
131 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
133 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
138 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
145 * @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
147 * @return 効力があった場合TRUEを返す
149 bool detect_treasure(POSITION range)
151 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
153 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
158 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!"));
165 * @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
167 * @return 効力があった場合TRUEを返す
169 bool detect_objects_gold(POSITION range)
172 POSITION range2 = range;
176 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
179 for (i = 1; i < o_max; i++)
181 object_type *o_ptr = &o_list[i];
183 /* Skip dead objects */
184 if (!o_ptr->k_idx) continue;
186 /* Skip held objects */
187 if (o_ptr->held_m_idx) continue;
192 /* Only detect nearby objects */
193 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
195 /* Detect "gold" objects */
196 if (o_ptr->tval == TV_GOLD)
198 o_ptr->marked |= OM_FOUND;
204 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
209 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
212 if (detect_monsters_string(range, "$"))
221 * @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
223 * @return 効力があった場合TRUEを返す
225 bool detect_objects_normal(POSITION range)
228 POSITION range2 = range;
232 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
235 for (i = 1; i < o_max; i++)
237 object_type *o_ptr = &o_list[i];
239 /* Skip dead objects */
240 if (!o_ptr->k_idx) continue;
242 /* Skip held objects */
243 if (o_ptr->held_m_idx) continue;
248 /* Only detect nearby objects */
249 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
251 /* Detect "real" objects */
252 if (o_ptr->tval != TV_GOLD)
254 o_ptr->marked |= OM_FOUND;
260 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
265 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
268 if (detect_monsters_string(range, "!=?|/`"))
277 * @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.
279 * @return 効力があった場合TRUEを返す
282 * This will light up all spaces with "magic" items, including artifacts,
283 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
284 * and "enchanted" items of the "good" variety.
286 * It can probably be argued that this function is now too powerful.
289 bool detect_objects_magic(POSITION range)
295 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
297 /* Scan all objects */
298 for (i = 1; i < o_max; i++)
300 object_type *o_ptr = &o_list[i];
302 /* Skip dead objects */
303 if (!o_ptr->k_idx) continue;
305 /* Skip held objects */
306 if (o_ptr->held_m_idx) continue;
311 /* Only detect nearby objects */
312 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
314 /* Examine the tval */
317 /* Artifacts, misc magic items, or enchanted wearables */
318 if (object_is_artifact(o_ptr) ||
319 object_is_ego(o_ptr) ||
320 (tv == TV_WHISTLE) ||
328 (tv == TV_LIFE_BOOK) ||
329 (tv == TV_SORCERY_BOOK) ||
330 (tv == TV_NATURE_BOOK) ||
331 (tv == TV_CHAOS_BOOK) ||
332 (tv == TV_DEATH_BOOK) ||
333 (tv == TV_TRUMP_BOOK) ||
334 (tv == TV_ARCANE_BOOK) ||
335 (tv == TV_CRAFT_BOOK) ||
336 (tv == TV_DAEMON_BOOK) ||
337 (tv == TV_CRUSADE_BOOK) ||
338 (tv == TV_MUSIC_BOOK) ||
339 (tv == TV_HISSATSU_BOOK) ||
340 (tv == TV_HEX_BOOK) ||
341 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
343 /* Memorize the item */
344 o_ptr->marked |= OM_FOUND;
353 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!"));
362 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
364 * @return 効力があった場合TRUEを返す
366 bool detect_monsters_normal(POSITION range)
373 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
376 for (i = 1; i < m_max; i++)
378 monster_type *m_ptr = &m_list[i];
379 monster_race *r_ptr = &r_info[m_ptr->r_idx];
381 /* Skip dead monsters */
382 if (!m_ptr->r_idx) continue;
387 /* Only detect nearby monsters */
388 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
390 /* Detect all non-invisible monsters */
391 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
393 /* Repair visibility later */
394 repair_monsters = TRUE;
396 /* Hack -- Detect monster */
397 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
399 /* Update the monster */
400 update_mon(i, FALSE);
405 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
410 /* Describe result */
411 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
418 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
420 * @return 効力があった場合TRUEを返す
422 bool detect_monsters_invis(POSITION range)
428 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
431 for (i = 1; i < m_max; i++)
433 monster_type *m_ptr = &m_list[i];
434 monster_race *r_ptr = &r_info[m_ptr->r_idx];
436 /* Skip dead monsters */
437 if (!m_ptr->r_idx) continue;
442 /* Only detect nearby monsters */
443 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
445 /* Detect invisible monsters */
446 if (r_ptr->flags2 & RF2_INVISIBLE)
448 /* Update monster recall window */
449 if (p_ptr->monster_race_idx == m_ptr->r_idx)
451 p_ptr->window |= (PW_MONSTER);
454 /* Repair visibility later */
455 repair_monsters = TRUE;
457 /* Hack -- Detect monster */
458 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
460 /* Update the monster */
461 update_mon(i, FALSE);
466 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
471 /* Describe result */
472 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
478 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
480 * @return 効力があった場合TRUEを返す
482 bool detect_monsters_evil(POSITION range)
488 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
491 for (i = 1; i < m_max; i++)
493 monster_type *m_ptr = &m_list[i];
494 monster_race *r_ptr = &r_info[m_ptr->r_idx];
496 /* Skip dead monsters */
497 if (!m_ptr->r_idx) continue;
502 /* Only detect nearby monsters */
503 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
505 /* Detect evil monsters */
506 if (r_ptr->flags3 & RF3_EVIL)
508 if (is_original_ap(m_ptr))
510 /* Take note that they are evil */
511 r_ptr->r_flags3 |= (RF3_EVIL);
513 /* Update monster recall window */
514 if (p_ptr->monster_race_idx == m_ptr->r_idx)
516 p_ptr->window |= (PW_MONSTER);
520 /* Repair visibility later */
521 repair_monsters = TRUE;
523 /* Hack -- Detect monster */
524 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
526 /* Update the monster */
527 update_mon(i, FALSE);
535 /* Describe result */
536 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
542 * @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
544 * @return 効力があった場合TRUEを返す
546 bool detect_monsters_nonliving(POSITION range)
552 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
555 for (i = 1; i < m_max; i++)
557 monster_type *m_ptr = &m_list[i];
558 monster_race *r_ptr = &r_info[m_ptr->r_idx];
560 /* Skip dead monsters */
561 if (!m_ptr->r_idx) continue;
566 /* Only detect nearby monsters */
567 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
569 /* Detect non-living monsters */
570 if (!monster_living(r_ptr))
572 /* Update monster recall window */
573 if (p_ptr->monster_race_idx == m_ptr->r_idx)
575 p_ptr->window |= (PW_MONSTER);
578 /* Repair visibility later */
579 repair_monsters = TRUE;
581 /* Hack -- Detect monster */
582 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
584 /* Update the monster */
585 update_mon(i, FALSE);
593 /* Describe result */
594 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!"));
600 * @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
602 * @return 効力があった場合TRUEを返す
604 bool detect_monsters_mind(POSITION range)
610 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
613 for (i = 1; i < m_max; i++)
615 monster_type *m_ptr = &m_list[i];
616 monster_race *r_ptr = &r_info[m_ptr->r_idx];
618 /* Skip dead monsters */
619 if (!m_ptr->r_idx) continue;
624 /* Only detect nearby monsters */
625 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
627 /* Detect non-living monsters */
628 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
630 /* Update monster recall window */
631 if (p_ptr->monster_race_idx == m_ptr->r_idx)
633 p_ptr->window |= (PW_MONSTER);
636 /* Repair visibility later */
637 repair_monsters = TRUE;
639 /* Hack -- Detect monster */
640 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
642 /* Update the monster */
643 update_mon(i, FALSE);
651 /* Describe result */
652 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
659 * @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
661 * @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)
662 * @return 効力があった場合TRUEを返す
664 bool detect_monsters_string(POSITION range, cptr Match)
670 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
673 for (i = 1; i < m_max; i++)
675 monster_type *m_ptr = &m_list[i];
676 monster_race *r_ptr = &r_info[m_ptr->r_idx];
678 /* Skip dead monsters */
679 if (!m_ptr->r_idx) continue;
684 /* Only detect nearby monsters */
685 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
687 /* Detect monsters with the same symbol */
688 if (my_strchr(Match, r_ptr->d_char))
690 /* Update monster recall window */
691 if (p_ptr->monster_race_idx == m_ptr->r_idx)
693 p_ptr->window |= (PW_MONSTER);
696 /* Repair visibility later */
697 repair_monsters = TRUE;
699 /* Hack -- Detect monster */
700 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
702 /* Update the monster */
703 update_mon(i, FALSE);
708 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
713 /* Describe result */
714 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
720 * @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
722 * @param match_flag 感知フラグ
723 * @return 効力があった場合TRUEを返す
725 bool detect_monsters_xxx(POSITION range, u32b match_flag)
730 cptr desc_monsters = _("変なモンスター", "weird monsters");
732 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
735 for (i = 1; i < m_max; i++)
737 monster_type *m_ptr = &m_list[i];
738 monster_race *r_ptr = &r_info[m_ptr->r_idx];
740 /* Skip dead monsters */
741 if (!m_ptr->r_idx) continue;
746 /* Only detect nearby monsters */
747 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
749 /* Detect evil monsters */
750 if (r_ptr->flags3 & (match_flag))
752 if (is_original_ap(m_ptr))
754 /* Take note that they are something */
755 r_ptr->r_flags3 |= (match_flag);
757 /* Update monster recall window */
758 if (p_ptr->monster_race_idx == m_ptr->r_idx)
760 p_ptr->window |= (PW_MONSTER);
764 /* Repair visibility later */
765 repair_monsters = TRUE;
767 /* Hack -- Detect monster */
768 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
770 /* Update the monster */
771 update_mon(i, FALSE);
782 desc_monsters = _("デーモン", "demons");
785 desc_monsters = _("アンデッド", "the undead");
789 /* Describe result */
790 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
798 * @brief 全感知処理 / Detect everything
800 * @return 効力があった場合TRUEを返す
802 bool detect_all(POSITION range)
806 /* Detect everything */
807 if (detect_traps(range, TRUE)) detect = TRUE;
808 if (detect_doors(range)) detect = TRUE;
809 if (detect_stairs(range)) detect = TRUE;
811 /* There are too many hidden treasure. So... */
812 /* if (detect_treasure(range)) detect = TRUE; */
814 if (detect_objects_gold(range)) detect = TRUE;
815 if (detect_objects_normal(range)) detect = TRUE;
816 if (detect_monsters_invis(range)) detect = TRUE;
817 if (detect_monsters_normal(range)) detect = TRUE;
823 * @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
826 * @return 効力があった場合TRUEを返す
829 * Note that affected monsters are NOT auto-tracked by this usage.
831 * To avoid misbehavior when monster deaths have side-effects,
832 * this is done in two passes. -- JDL
835 bool project_hack(EFFECT_ID typ, HIT_POINT dam)
839 BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
840 bool obvious = FALSE;
843 /* Mark all (nearby) monsters */
844 for (i = 1; i < m_max; i++)
846 monster_type *m_ptr = &m_list[i];
848 /* Paranoia -- Skip dead monsters */
849 if (!m_ptr->r_idx) continue;
854 /* Require line of sight */
855 if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
857 /* Mark the monster */
858 m_ptr->mflag |= (MFLAG_TEMP);
861 /* Affect all marked monsters */
862 for (i = 1; i < m_max; i++)
864 monster_type *m_ptr = &m_list[i];
866 /* Skip unmarked monsters */
867 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
870 m_ptr->mflag &= ~(MFLAG_TEMP);
875 /* Jump directly to the target monster */
876 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
883 * @brief 視界内モンスターを加速する処理 / Speed monsters
884 * @return 効力があった場合TRUEを返す
886 bool speed_monsters(void)
888 return (project_hack(GF_OLD_SPEED, p_ptr->lev));
892 * @brief 視界内モンスターを加速する処理 / Slow monsters
893 * @return 効力があった場合TRUEを返す
895 bool slow_monsters(int power)
897 return (project_hack(GF_OLD_SLOW, power));
901 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
902 * @return 効力があった場合TRUEを返す
904 bool sleep_monsters(int power)
906 return (project_hack(GF_OLD_SLEEP, power));
910 * @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
911 * @return 効力があった場合TRUEを返す
913 bool banish_evil(int dist)
915 return (project_hack(GF_AWAY_EVIL, dist));
919 * @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
920 * @return 効力があった場合TRUEを返す
922 bool turn_undead(void)
924 bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
926 chg_virtue(V_UNLIFE, -1);
931 * @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
932 * @return 効力があった場合TRUEを返す
934 bool dispel_undead(HIT_POINT dam)
936 bool tester = (project_hack(GF_DISP_UNDEAD, dam));
938 chg_virtue(V_UNLIFE, -2);
943 * @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
944 * @return 効力があった場合TRUEを返す
946 bool dispel_evil(HIT_POINT dam)
948 return (project_hack(GF_DISP_EVIL, dam));
952 * @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
953 * @return 効力があった場合TRUEを返す
955 bool dispel_good(HIT_POINT dam)
957 return (project_hack(GF_DISP_GOOD, dam));
961 * @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
962 * @return 効力があった場合TRUEを返す
964 bool dispel_monsters(HIT_POINT dam)
966 return (project_hack(GF_DISP_ALL, dam));
970 * @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
971 * @return 効力があった場合TRUEを返す
973 bool dispel_living(HIT_POINT dam)
975 return (project_hack(GF_DISP_LIVING, dam));
979 * @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
980 * @return 効力があった場合TRUEを返す
982 bool dispel_demons(HIT_POINT dam)
984 return (project_hack(GF_DISP_DEMON, dam));
988 * @brief 視界内のモンスターに「聖戦」効果を与える処理
989 * @return 効力があった場合TRUEを返す
993 return (project_hack(GF_CRUSADE, p_ptr->lev*4));
997 * @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.
998 * @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)
1001 void aggravate_monsters(MONSTER_IDX who)
1007 /* Aggravate everyone nearby */
1008 for (i = 1; i < m_max; i++)
1010 monster_type *m_ptr = &m_list[i];
1011 /* monster_race *r_ptr = &r_info[m_ptr->r_idx]; */
1013 /* Paranoia -- Skip dead monsters */
1014 if (!m_ptr->r_idx) continue;
1016 /* Skip aggravating monster (or player) */
1017 if (i == who) continue;
1019 /* Wake up nearby sleeping monsters */
1020 if (m_ptr->cdis < MAX_SIGHT * 2)
1023 if (MON_CSLEEP(m_ptr))
1025 (void)set_monster_csleep(i, 0);
1028 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
1031 /* Speed up monsters in line of sight */
1032 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
1036 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
1042 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!"));
1043 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!"));
1044 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
1049 * @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
1050 * @param m_idx 抹殺するモンスターID
1051 * @param power 抹殺の威力
1052 * @param player_cast プレイヤーの魔法によるものならば TRUE
1053 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
1054 * @param spell_name 抹殺効果を起こした魔法の名前
1055 * @return 効力があった場合TRUEを返す
1057 bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, cptr spell_name)
1059 int msec = delay_factor * delay_factor * delay_factor;
1060 monster_type *m_ptr = &m_list[m_idx];
1061 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1062 bool resist = FALSE;
1064 if (is_pet(m_ptr) && !player_cast) return FALSE;
1066 /* Hack -- Skip Unique Monsters or Quest Monsters */
1067 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1068 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1069 else if (m_idx == p_ptr->riding) resist = TRUE;
1070 else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
1071 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1072 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1077 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1081 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1082 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1085 delete_monster_idx(m_idx);
1088 if (resist && player_cast)
1090 bool see_m = is_seen(m_ptr);
1093 monster_desc(m_name, m_ptr, 0);
1096 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1098 if (MON_CSLEEP(m_ptr))
1100 (void)set_monster_csleep(m_idx, 0);
1103 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1106 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1110 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1114 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1120 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);
1123 /* Visual feedback */
1124 move_cursor_relative(p_ptr->y, p_ptr->x);
1127 p_ptr->redraw |= (PR_HP);
1128 p_ptr->window |= (PW_PLAYER);
1135 Term_xtra(TERM_XTRA_DELAY, msec);
1142 * @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
1143 * @param power 抹殺の威力
1144 * @param player_cast プレイヤーの魔法によるものならば TRUE
1145 * @return 効力があった場合TRUEを返す
1147 bool symbol_genocide(int power, bool player_cast)
1151 bool result = FALSE;
1153 /* Prevent genocide in quest levels */
1154 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1159 /* Mega-Hack -- Get a monster symbol */
1160 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)) ;
1162 /* Delete the monsters of that "type" */
1163 for (i = 1; i < m_max; i++)
1165 monster_type *m_ptr = &m_list[i];
1166 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1168 /* Paranoia -- Skip dead monsters */
1169 if (!m_ptr->r_idx) continue;
1171 /* Skip "wrong" monsters */
1172 if (r_ptr->d_char != typ) continue;
1175 result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
1180 chg_virtue(V_VITALITY, -2);
1181 chg_virtue(V_CHANCE, -1);
1189 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1190 * @param power 抹殺の威力
1191 * @param player_cast プレイヤーの魔法によるものならば TRUE
1192 * @return 効力があった場合TRUEを返す
1194 bool mass_genocide(int power, bool player_cast)
1197 bool result = FALSE;
1199 /* Prevent mass genocide in quest levels */
1200 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1205 /* Delete the (nearby) monsters */
1206 for (i = 1; i < m_max; i++)
1208 monster_type *m_ptr = &m_list[i];
1210 /* Paranoia -- Skip dead monsters */
1211 if (!m_ptr->r_idx) continue;
1213 /* Skip distant monsters */
1214 if (m_ptr->cdis > MAX_SIGHT) continue;
1217 result |= genocide_aux(i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1222 chg_virtue(V_VITALITY, -2);
1223 chg_virtue(V_CHANCE, -1);
1231 * @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
1232 * @param power 抹殺の威力
1233 * @param player_cast プレイヤーの魔法によるものならば TRUE
1234 * @return 効力があった場合TRUEを返す
1236 bool mass_genocide_undead(int power, bool player_cast)
1239 bool result = FALSE;
1241 /* Prevent mass genocide in quest levels */
1242 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1247 /* Delete the (nearby) monsters */
1248 for (i = 1; i < m_max; i++)
1250 monster_type *m_ptr = &m_list[i];
1251 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1253 /* Paranoia -- Skip dead monsters */
1254 if (!m_ptr->r_idx) continue;
1256 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1258 /* Skip distant monsters */
1259 if (m_ptr->cdis > MAX_SIGHT) continue;
1262 result |= genocide_aux(i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1267 chg_virtue(V_UNLIFE, -2);
1268 chg_virtue(V_CHANCE, -1);
1276 * @brief 周辺モンスターを調査する / Probe nearby monsters
1277 * @return 効力があった場合TRUEを返す
1292 /* Probe all (nearby) monsters */
1293 for (i = 1; i < m_max; i++)
1295 monster_type *m_ptr = &m_list[i];
1296 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1298 /* Paranoia -- Skip dead monsters */
1299 if (!m_ptr->r_idx) continue;
1301 /* Require line of sight */
1302 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
1304 /* Probe visible monsters */
1309 /* Start the message */
1312 msg_print(_("調査中...", "Probing..."));
1317 if (!is_original_ap(m_ptr))
1319 if (m_ptr->mflag2 & MFLAG2_KAGE)
1320 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1322 m_ptr->ap_r_idx = m_ptr->r_idx;
1323 lite_spot(m_ptr->fy, m_ptr->fx);
1325 /* Get "the monster" or "something" */
1326 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1328 speed = m_ptr->mspeed - 110;
1329 if (MON_FAST(m_ptr)) speed += 10;
1330 if (MON_SLOW(m_ptr)) speed -= 10;
1331 if (ironman_nightmare) speed += 5;
1333 /* Get the monster's alignment */
1334 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
1335 else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
1336 else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
1337 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)");
1338 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
1339 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
1340 else align = _("中立", "neutral");
1342 /* Describe the monster */
1343 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:"),
1344 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1346 if (r_ptr->next_r_idx)
1348 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1352 strcat(buf, "xxx ");
1355 if (MON_CSLEEP(m_ptr)) strcat(buf,_("睡眠 ", "sleeping "));
1356 if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
1357 if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
1358 if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
1359 if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
1360 buf[strlen(buf)-1] = '\0';
1363 /* HACK : Add the line to message buffer */
1365 p_ptr->window |= (PW_MESSAGE);
1368 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
1371 Term_erase(0, 0, 255);
1373 /* Learn everything about this monster */
1374 if (lore_do_probe(m_ptr->r_idx))
1376 /* Get base name of monster */
1377 strcpy(buf, (r_name + r_ptr->name));
1380 /* Note that we learnt some new flags -Mogami- */
1381 msg_format("%sについてさらに詳しくなった気がする。", buf);
1386 /* Note that we learnt some new flags -Mogami- */
1387 msg_format("You now know more about %s.", buf);
1389 /* Clear -more- prompt */
1404 chg_virtue(V_KNOWLEDGE, 1);
1405 msg_print(_("これで全部です。", "That's all."));
1413 * @brief *破壊*処理を行う / The spell of destruction
1414 * @param y1 破壊の中心Y座標
1415 * @param x1 破壊の中心X座標
1417 * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
1418 * @return 効力があった場合TRUEを返す
1421 * This spell "deletes" monsters (instead of "killing" them).
1423 * Later we may use one function for both "destruction" and
1424 * "earthquake" by using the "full" to select "destruction".
1427 bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
1434 /* Prevent destruction of quest levels and town */
1435 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1440 /* Lose monster light */
1441 if (!in_generate) clear_mon_lite();
1443 /* Big area of affect */
1444 for (y = (y1 - r); y <= (y1 + r); y++)
1446 for (x = (x1 - r); x <= (x1 + r); x++)
1448 /* Skip illegal grids */
1449 if (!in_bounds(y, x)) continue;
1451 /* Extract the distance */
1452 k = distance(y1, x1, y, x);
1454 /* Stay in the circle of death */
1455 if (k > r) continue;
1457 /* Access the grid */
1458 c_ptr = &cave[y][x];
1460 /* Lose room and vault */
1461 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1463 /* Lose light and knowledge */
1464 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
1466 if (!in_generate) /* Normal */
1469 c_ptr->info &= ~(CAVE_UNSAFE);
1471 /* Hack -- Notice player affect */
1472 if (player_bold(y, x))
1474 /* Hurt the player later */
1477 /* Do not hurt this grid */
1482 /* Hack -- Skip the epicenter */
1483 if ((y == y1) && (x == x1)) continue;
1487 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1488 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1490 if (in_generate) /* In generation */
1492 /* Delete the monster (if any) */
1493 delete_monster(y, x);
1495 else if (r_ptr->flags1 & RF1_QUESTOR)
1497 /* Heal the monster */
1498 m_ptr->hp = m_ptr->maxhp;
1500 /* Try to teleport away quest monsters */
1501 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
1505 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1509 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1510 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
1513 /* Delete the monster (if any) */
1514 delete_monster(y, x);
1518 /* During generation, destroyed artifacts are "preserved" */
1519 if (preserve_mode || in_generate)
1521 OBJECT_IDX this_o_idx, next_o_idx = 0;
1523 /* Scan all objects in the grid */
1524 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1528 /* Acquire object */
1529 o_ptr = &o_list[this_o_idx];
1531 /* Acquire next object */
1532 next_o_idx = o_ptr->next_o_idx;
1534 /* Hack -- Preserve unknown artifacts */
1535 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
1537 /* Mega-Hack -- Preserve the artifact */
1538 a_info[o_ptr->name1].cur_num = 0;
1540 if (in_generate && cheat_peek)
1542 char o_name[MAX_NLEN];
1543 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1544 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);
1547 else if (in_generate && cheat_peek && o_ptr->art_name)
1549 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。",
1550 "One of the random artifacts was *destroyed* during generation."));
1555 /* Delete objects */
1556 delete_object(y, x);
1558 /* Destroy "non-permanent" grids */
1559 if (!cave_perma_grid(c_ptr))
1561 /* Wall (or floor) type */
1564 if (!in_generate) /* Normal */
1568 /* Create granite wall */
1569 cave_set_feat(y, x, feat_granite);
1573 /* Create quartz vein */
1574 cave_set_feat(y, x, feat_quartz_vein);
1578 /* Create magma vein */
1579 cave_set_feat(y, x, feat_magma_vein);
1584 cave_set_feat(y, x, floor_type[randint0(100)]);
1587 else /* In generation */
1591 /* Create granite wall */
1592 place_extra_grid(c_ptr);
1596 /* Create quartz vein */
1597 c_ptr->feat = feat_quartz_vein;
1601 /* Create magma vein */
1602 c_ptr->feat = feat_magma_vein;
1607 place_floor_grid(c_ptr);
1610 /* Clear garbage of hidden trap or door */
1619 /* Process "re-glowing" */
1620 for (y = (y1 - r); y <= (y1 + r); y++)
1622 for (x = (x1 - r); x <= (x1 + r); x++)
1624 /* Skip illegal grids */
1625 if (!in_bounds(y, x)) continue;
1627 /* Extract the distance */
1628 k = distance(y1, x1, y, x);
1630 /* Stay in the circle of death */
1631 if (k > r) continue;
1633 /* Access the grid */
1634 c_ptr = &cave[y][x];
1636 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
1637 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
1642 for (i = 0; i < 9; i++)
1644 yy = y + ddy_ddd[i];
1645 xx = x + ddx_ddd[i];
1646 if (!in_bounds2(yy, xx)) continue;
1647 cc_ptr = &cave[yy][xx];
1648 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1650 c_ptr->info |= CAVE_GLOW;
1658 /* Hack -- Affect player */
1661 msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
1663 /* Blind the player */
1664 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
1667 (void)set_blind(p_ptr->blind + 10 + randint1(10));
1673 /* Mega-Hack -- Forget the view and lite */
1674 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
1676 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1679 p_ptr->redraw |= (PR_MAP);
1681 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1683 if (p_ptr->special_defense & NINJA_S_STEALTH)
1685 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1695 * @brief 地震処理(サブルーチン) /
1696 * Induce an "earthquake" of the given radius at the given location.
1697 * @return 効力があった場合TRUEを返す
1701 * @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)
1705 * This will turn some walls into floors and some floors into walls.
1707 * The player will take damage and "jump" into a safe grid if possible,
1708 * otherwise, he will "tunnel" through the rubble instantaneously.
1710 * Monsters will take damage, and "jump" into a safe grid if possible,
1711 * otherwise they will be "buried" in the rubble, disappearing from
1712 * the level in the same way that they do when genocided.
1714 * Note that thus the player and monsters (except eaters of walls and
1715 * passers through walls) will never occupy the same grid as a wall.
1716 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
1717 * for a single turn, unless that monster can pass_walls or kill_walls.
1718 * This has allowed massive simplification of the "monster" code.
1721 bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
1725 POSITION y, x, yy, xx, dy, dx;
1728 POSITION sy = 0, sx = 0;
1734 /* Prevent destruction of quest levels and town */
1735 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1740 /* Paranoia -- Enforce maximum range */
1743 /* Clear the "maximal blast" area */
1744 for (y = 0; y < 32; y++)
1746 for (x = 0; x < 32; x++)
1752 /* Check around the epicenter */
1753 for (dy = -r; dy <= r; dy++)
1755 for (dx = -r; dx <= r; dx++)
1757 /* Extract the location */
1761 /* Skip illegal grids */
1762 if (!in_bounds(yy, xx)) continue;
1764 /* Skip distant grids */
1765 if (distance(cy, cx, yy, xx) > r) continue;
1767 /* Access the grid */
1768 c_ptr = &cave[yy][xx];
1770 /* Lose room and vault */
1771 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
1773 /* Lose light and knowledge */
1774 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
1776 /* Skip the epicenter */
1777 if (!dx && !dy) continue;
1779 /* Skip most grids */
1780 if (randint0(100) < 85) continue;
1782 /* Damage this grid */
1783 map[16+yy-cy][16+xx-cx] = TRUE;
1785 /* Hack -- Take note of player damage */
1786 if (player_bold(yy, xx)) hurt = TRUE;
1790 /* First, affect the player (if necessary) */
1791 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
1793 /* Check around the player */
1794 for (i = 0; i < 8; i++)
1796 /* Access the location */
1797 y = p_ptr->y + ddy_ddd[i];
1798 x = p_ptr->x + ddx_ddd[i];
1800 /* Skip non-empty grids */
1801 if (!cave_empty_bold(y, x)) continue;
1803 /* Important -- Skip "quake" grids */
1804 if (map[16+y-cy][16+x-cx]) continue;
1806 if (cave[y][x].m_idx) continue;
1808 /* Count "safe" grids */
1811 /* Randomize choice */
1812 if (randint0(sn) > 0) continue;
1814 /* Save the safe location */
1818 /* Random message */
1819 switch (randint1(3))
1823 msg_print(_("ダンジョンの壁が崩れた!", "The cave ceiling collapses!"));
1828 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!"));
1833 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!"));
1838 /* Hurt the player a lot */
1841 /* Message and damage */
1842 msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
1846 /* Destroy the grid, and push the player to safety */
1849 /* Calculate results */
1850 switch (randint1(3))
1854 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
1860 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
1861 damage = damroll(10, 4);
1862 (void)set_stun(p_ptr->stun + randint1(50));
1867 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!"));
1868 damage = damroll(10, 4);
1869 (void)set_stun(p_ptr->stun + randint1(50));
1874 /* Move the player to the safe location */
1875 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
1878 /* Important -- no wall on player */
1879 map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
1881 /* Take some damage */
1889 monster_type *m_ptr = &m_list[m_idx];
1891 /* Get the monster's real name */
1892 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1894 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
1898 killer = _("地震", "an earthquake");
1901 take_hit(DAMAGE_ATTACK, damage, killer, -1);
1905 /* Examine the quaked region */
1906 for (dy = -r; dy <= r; dy++)
1908 for (dx = -r; dx <= r; dx++)
1910 /* Extract the location */
1914 /* Skip unaffected grids */
1915 if (!map[16+yy-cy][16+xx-cx]) continue;
1917 /* Access the grid */
1918 c_ptr = &cave[yy][xx];
1920 if (c_ptr->m_idx == p_ptr->riding) continue;
1922 /* Process monsters */
1925 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1926 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1928 /* Quest monsters */
1929 if (r_ptr->flags1 & RF1_QUESTOR)
1931 /* No wall on quest monsters */
1932 map[16+yy-cy][16+xx-cx] = FALSE;
1937 /* Most monsters cannot co-exist with rock */
1938 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
1939 !(r_ptr->flags2 & (RF2_PASS_WALL)))
1943 /* Assume not safe */
1946 /* Monster can move to escape the wall */
1947 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
1949 /* Look for safety */
1950 for (i = 0; i < 8; i++)
1952 /* Access the grid */
1953 y = yy + ddy_ddd[i];
1954 x = xx + ddx_ddd[i];
1956 /* Skip non-empty grids */
1957 if (!cave_empty_bold(y, x)) continue;
1959 /* Hack -- no safety on glyph of warding */
1960 if (is_glyph_grid(&cave[y][x])) continue;
1961 if (is_explosive_rune_grid(&cave[y][x])) continue;
1963 /* ... nor on the Pattern */
1964 if (pattern_tile(y, x)) continue;
1966 /* Important -- Skip "quake" grids */
1967 if (map[16+y-cy][16+x-cx]) continue;
1969 if (cave[y][x].m_idx) continue;
1970 if (player_bold(y, x)) continue;
1972 /* Count "safe" grids */
1975 /* Randomize choice */
1976 if (randint0(sn) > 0) continue;
1978 /* Save the safe grid */
1983 /* Describe the monster */
1984 monster_desc(m_name, m_ptr, 0);
1986 /* Scream in pain */
1987 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);
1989 /* Take damage from the quake */
1990 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
1992 /* Monster is certainly awake */
1993 (void)set_monster_csleep(c_ptr->m_idx, 0);
1995 /* Apply damage directly */
1996 m_ptr->hp -= damage;
1998 /* Delete (not kill) "dead" monsters */
2001 if (!ignore_unview || is_seen(m_ptr))
2002 msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
2006 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
2010 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
2011 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
2016 delete_monster(yy, xx);
2018 /* No longer safe */
2022 /* Hack -- Escape from the rock */
2025 IDX m_idx_aux = cave[yy][xx].m_idx;
2027 /* Update the old location */
2028 cave[yy][xx].m_idx = 0;
2030 /* Update the new location */
2031 cave[sy][sx].m_idx = m_idx_aux;
2033 /* Move the monster */
2037 /* Update the monster (new location) */
2038 update_mon(m_idx, TRUE);
2040 /* Redraw the old grid */
2043 /* Redraw the new grid */
2051 /* Lose monster light */
2054 /* Examine the quaked region */
2055 for (dy = -r; dy <= r; dy++)
2057 for (dx = -r; dx <= r; dx++)
2059 /* Extract the location */
2063 /* Skip unaffected grids */
2064 if (!map[16+yy-cy][16+xx-cx]) continue;
2066 /* Access the cave grid */
2067 c_ptr = &cave[yy][xx];
2069 /* Paranoia -- never affect player */
2070 /* if (player_bold(yy, xx)) continue; */
2072 /* Destroy location (if valid) */
2073 if (cave_valid_bold(yy, xx))
2075 /* Delete objects */
2076 delete_object(yy, xx);
2078 /* Wall (or floor) type */
2079 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
2084 /* Create granite wall */
2085 cave_set_feat(yy, xx, feat_granite);
2091 /* Create quartz vein */
2092 cave_set_feat(yy, xx, feat_quartz_vein);
2098 /* Create magma vein */
2099 cave_set_feat(yy, xx, feat_magma_vein);
2106 cave_set_feat(yy, xx, floor_type[randint0(100)]);
2113 /* Process "re-glowing" */
2114 for (dy = -r; dy <= r; dy++)
2116 for (dx = -r; dx <= r; dx++)
2118 /* Extract the location */
2122 /* Skip illegal grids */
2123 if (!in_bounds(yy, xx)) continue;
2125 /* Skip distant grids */
2126 if (distance(cy, cx, yy, xx) > r) continue;
2128 /* Access the grid */
2129 c_ptr = &cave[yy][xx];
2131 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
2132 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
2137 for (ii = 0; ii < 9; ii++)
2139 yyy = yy + ddy_ddd[ii];
2140 xxx = xx + ddx_ddd[ii];
2141 if (!in_bounds2(yyy, xxx)) continue;
2142 cc_ptr = &cave[yyy][xxx];
2143 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2145 c_ptr->info |= CAVE_GLOW;
2154 /* Mega-Hack -- Forget the view and lite */
2155 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2157 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
2159 /* Update the health bar */
2160 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
2163 p_ptr->redraw |= (PR_MAP);
2165 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2167 if (p_ptr->special_defense & NINJA_S_STEALTH)
2169 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2177 * @brief 地震処理(プレイヤーの中心発動) /
2178 * Induce an "earthquake" of the given radius at the given location.
2179 * @return 効力があった場合TRUEを返す
2184 bool earthquake(POSITION cy, POSITION cx, POSITION r)
2186 return earthquake_aux(cy, cx, r, 0);
2193 void discharge_minion(void)
2198 for (i = 1; i < m_max; i++)
2200 monster_type *m_ptr = &m_list[i];
2201 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2202 if (m_ptr->nickname) okay = FALSE;
2204 if (!okay || p_ptr->riding)
2206 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? ")))
2209 for (i = 1; i < m_max; i++)
2212 monster_type *m_ptr = &m_list[i];
2213 monster_race *r_ptr;
2215 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2216 r_ptr = &r_info[m_ptr->r_idx];
2218 /* Uniques resist discharging */
2219 if (r_ptr->flags1 & RF1_UNIQUE)
2222 monster_desc(m_name, m_ptr, 0x00);
2223 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);
2224 delete_monster_idx(i);
2227 dam = m_ptr->maxhp / 2;
2228 if (dam > 100) dam = (dam-100)/2 + 100;
2229 if (dam > 400) dam = (dam-400)/2 + 400;
2230 if (dam > 800) dam = 800;
2231 project(i, 2+(r_ptr->level/20), m_ptr->fy,
2232 m_ptr->fx, dam, GF_PLASMA,
2233 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
2235 if (record_named_pet && m_ptr->nickname)
2239 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2240 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
2243 delete_monster_idx(i);
2249 * @brief 部屋全体を照らすサブルーチン
2253 * This routine clears the entire "temp" set.
2254 * This routine will Perma-Lite all "temp" grids.
2255 * This routine is used (only) by "lite_room()"
2256 * Dark grids are illuminated.
2257 * Also, process all affected monsters.
2259 * SMART monsters always wake up when illuminated
2260 * NORMAL monsters wake up 1/4 the time when illuminated
2261 * STUPID monsters wake up 1/10 the time when illuminated
2264 static void cave_temp_room_lite(void)
2268 /* Clear them all */
2269 for (i = 0; i < temp_n; i++)
2271 POSITION y = temp_y[i];
2272 POSITION x = temp_x[i];
2274 cave_type *c_ptr = &cave[y][x];
2276 /* No longer in the array */
2277 c_ptr->info &= ~(CAVE_TEMP);
2279 /* Update only non-CAVE_GLOW grids */
2280 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
2283 c_ptr->info |= (CAVE_GLOW);
2285 /* Process affected monsters */
2290 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2292 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2294 /* Update the monster */
2295 update_mon(c_ptr->m_idx, FALSE);
2297 /* Stupid monsters rarely wake up */
2298 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
2300 /* Smart monsters always wake up */
2301 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
2303 /* Sometimes monsters wake up */
2304 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
2307 (void)set_monster_csleep(c_ptr->m_idx, 0);
2309 /* Notice the "waking up" */
2314 /* Acquire the monster name */
2315 monster_desc(m_name, m_ptr, 0);
2317 /* Dump a message */
2318 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2329 update_local_illumination(y, x);
2339 * @brief 部屋全体を暗くするサブルーチン
2343 * This routine clears the entire "temp" set.
2344 * This routine will "darken" all "temp" grids.
2345 * In addition, some of these grids will be "unmarked".
2346 * This routine is used (only) by "unlite_room()"
2347 * Also, process all affected monsters
2350 static void cave_temp_room_unlite(void)
2354 /* Clear them all */
2355 for (i = 0; i < temp_n; i++)
2357 POSITION y = temp_y[i];
2358 POSITION x = temp_x[i];
2361 cave_type *c_ptr = &cave[y][x];
2362 bool do_dark = !is_mirror_grid(c_ptr);
2364 /* No longer in the array */
2365 c_ptr->info &= ~(CAVE_TEMP);
2367 /* Darken the grid */
2370 if (dun_level || !is_daytime())
2372 for (j = 0; j < 9; j++)
2374 int by = y + ddy_ddd[j];
2375 int bx = x + ddx_ddd[j];
2377 if (in_bounds2(by, bx))
2379 cave_type *cc_ptr = &cave[by][bx];
2381 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2389 if (!do_dark) continue;
2392 c_ptr->info &= ~(CAVE_GLOW);
2394 /* Hack -- Forget "boring" grids */
2395 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
2397 /* Forget the grid */
2398 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
2403 /* Process affected monsters */
2406 /* Update the monster */
2407 update_mon(c_ptr->m_idx, FALSE);
2413 update_local_illumination(y, x);
2423 * @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
2426 * @param pass_bold 地形条件を返す関数ポインタ
2429 static int next_to_open(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2436 for (i = 0; i < 16; i++)
2438 y = cy + ddy_cdd[i % 8];
2439 x = cx + ddx_cdd[i % 8];
2441 /* Found a wall, break the length */
2442 if (!pass_bold(y, x))
2444 /* Track best length */
2458 return (MAX(len, blen));
2462 * @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
2465 * @param pass_bold 地形条件を返す関数ポインタ
2468 static int next_to_walls_adj(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2474 for (i = 0; i < 8; i++)
2476 y = cy + ddy_ddd[i];
2477 x = cx + ddx_ddd[i];
2479 if (!pass_bold(y, x)) c++;
2487 * @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
2488 * @param y 部屋内のy座標1点
2489 * @param x 部屋内のx座標1点
2490 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
2491 * @param pass_bold 地形条件を返す関数ポインタ
2494 static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pass_bold)(POSITION, POSITION))
2499 c_ptr = &cave[y][x];
2501 /* Avoid infinite recursion */
2502 if (c_ptr->info & (CAVE_TEMP)) return;
2504 /* Do not "leave" the current room */
2505 if (!(c_ptr->info & (CAVE_ROOM)))
2507 if (only_room) return;
2510 if (!in_bounds2(y, x)) return;
2512 /* Do not exceed the maximum spell range */
2513 if (distance(p_ptr->y, p_ptr->x, y, x) > MAX_RANGE) return;
2515 /* Verify this grid */
2517 * The reason why it is ==6 instead of >5 is that 8 is impossible
2518 * due to the check for cave_bold above.
2519 * 7 lights dead-end corridors (you need to do this for the
2520 * checkboard interesting rooms, so that the boundary is lit
2522 * This leaves only a check for 6 bounding walls!
2524 if (in_bounds(y, x) && pass_bold(y, x) &&
2525 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
2528 /* Paranoia -- verify space */
2529 if (temp_n == TEMP_MAX) return;
2531 /* Mark the grid as "seen" */
2532 c_ptr->info |= (CAVE_TEMP);
2534 /* Add it to the "seen" set */
2541 * @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
2544 * @return 光を通すならばtrueを返す。
2546 static bool cave_pass_lite_bold(POSITION y, POSITION x)
2548 return cave_los_bold(y, x);
2552 * @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
2557 static void cave_temp_lite_room_aux(POSITION y, POSITION x)
2559 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
2563 * @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
2566 * @return 射線を通すならばtrueを返す。
2568 static bool cave_pass_dark_bold(POSITION y, POSITION x)
2570 return cave_have_flag_bold(y, x, FF_PROJECT);
2575 * @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
2580 static void cave_temp_unlite_room_aux(POSITION y, POSITION x)
2582 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
2587 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
2592 void lite_room(POSITION y1, POSITION x1)
2597 /* Add the initial grid */
2598 cave_temp_lite_room_aux(y1, x1);
2600 /* While grids are in the queue, add their neighbors */
2601 for (i = 0; i < temp_n; i++)
2603 x = temp_x[i], y = temp_y[i];
2605 /* Walls get lit, but stop light */
2606 if (!cave_pass_lite_bold(y, x)) continue;
2608 /* Spread adjacent */
2609 cave_temp_lite_room_aux(y + 1, x);
2610 cave_temp_lite_room_aux(y - 1, x);
2611 cave_temp_lite_room_aux(y, x + 1);
2612 cave_temp_lite_room_aux(y, x - 1);
2614 /* Spread diagonal */
2615 cave_temp_lite_room_aux(y + 1, x + 1);
2616 cave_temp_lite_room_aux(y - 1, x - 1);
2617 cave_temp_lite_room_aux(y - 1, x + 1);
2618 cave_temp_lite_room_aux(y + 1, x - 1);
2621 /* Now, lite them all up at once */
2622 cave_temp_room_lite();
2624 if (p_ptr->special_defense & NINJA_S_STEALTH)
2626 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2632 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
2637 void unlite_room(POSITION y1, POSITION x1)
2642 /* Add the initial grid */
2643 cave_temp_unlite_room_aux(y1, x1);
2645 /* Spread, breadth first */
2646 for (i = 0; i < temp_n; i++)
2648 x = temp_x[i], y = temp_y[i];
2650 /* Walls get dark, but stop darkness */
2651 if (!cave_pass_dark_bold(y, x)) continue;
2653 /* Spread adjacent */
2654 cave_temp_unlite_room_aux(y + 1, x);
2655 cave_temp_unlite_room_aux(y - 1, x);
2656 cave_temp_unlite_room_aux(y, x + 1);
2657 cave_temp_unlite_room_aux(y, x - 1);
2659 /* Spread diagonal */
2660 cave_temp_unlite_room_aux(y + 1, x + 1);
2661 cave_temp_unlite_room_aux(y - 1, x - 1);
2662 cave_temp_unlite_room_aux(y - 1, x + 1);
2663 cave_temp_unlite_room_aux(y + 1, x - 1);
2666 /* Now, darken them all at once */
2667 cave_temp_room_unlite();
2673 * @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
2676 * @return 作用が実際にあった場合TRUEを返す
2678 bool lite_area(HIT_POINT dam, POSITION rad)
2680 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2682 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
2684 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
2688 /* Hack -- Message */
2691 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
2694 /* Hook into the "project()" function */
2695 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1);
2697 /* Lite up the room */
2698 lite_room(p_ptr->y, p_ptr->x);
2706 * @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
2709 * @return 作用が実際にあった場合TRUEを返す
2711 bool unlite_area(HIT_POINT dam, POSITION rad)
2713 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2715 /* Hack -- Message */
2718 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
2721 /* Hook into the "project()" function */
2722 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1);
2724 /* Lite up the room */
2725 unlite_room(p_ptr->y, p_ptr->x);
2734 * @brief ボール系スペルの発動 / Cast a ball spell
2736 * @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)
2739 * @return 作用が実際にあった場合TRUEを返す
2742 * Stop if we hit a monster, act as a "ball"
2743 * Allow "target" mode to pass over monsters
2744 * Affect grids, objects, and monsters
2747 bool fire_ball(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2751 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2753 if (typ == GF_CHARM_LIVING) flg|= PROJECT_HIDE;
2754 /* Use the given direction */
2755 tx = p_ptr->x + 99 * ddx[dir];
2756 ty = p_ptr->y + 99 * ddy[dir];
2758 /* Hack -- Use an actual "target" */
2759 if ((dir == 5) && target_okay())
2761 flg &= ~(PROJECT_STOP);
2766 /* Analyze the "dir" and the "target". Hurt items on floor. */
2767 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2771 * @brief ブレス系スペルの発動 / Cast a breath spell
2773 * @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)
2776 * @return 作用が実際にあった場合TRUEを返す
2779 * Stop if we hit a monster, act as a "ball"
2780 * Allow "target" mode to pass over monsters
2781 * Affect grids, objects, and monsters
2784 bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2786 return fire_ball(typ, dir, dam, -rad);
2791 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
2793 * @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)
2796 * @return 作用が実際にあった場合TRUEを返す
2799 * Stop if we hit a monster, act as a "ball"
2800 * Allow "target" mode to pass over monsters
2801 * Affect grids, objects, and monsters
2804 bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2807 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2809 /* Use the given direction */
2810 tx = p_ptr->x + 99 * ddx[dir];
2811 ty = p_ptr->y + 99 * ddy[dir];
2813 /* Hack -- Use an actual "target" */
2814 if ((dir == 5) && target_okay())
2820 /* Analyze the "dir" and the "target". Hurt items on floor. */
2821 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2826 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
2828 * @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)
2831 * @return 作用が実際にあった場合TRUEを返す
2834 * Stop if we hit a monster, act as a "ball"
2835 * Allow "target" mode to pass over monsters
2836 * Affect grids, objects, and monsters
2839 bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2842 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
2844 /* Use the given direction */
2845 tx = p_ptr->x + 99 * ddx[dir];
2846 ty = p_ptr->y + 99 * ddy[dir];
2848 /* Hack -- Use an actual "target" */
2849 if ((dir == 5) && target_okay())
2851 flg &= ~(PROJECT_STOP);
2856 /* Analyze the "dir" and the "target". Hurt items on floor. */
2857 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2862 * @brief メテオ系スペルの発動 / Cast a meteor spell
2863 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
2869 * @return 作用が実際にあった場合TRUEを返す
2872 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
2873 * player, or outside source, that starts out at an arbitrary location, and
2874 * leaving no trail from the "caster" to the target. This function is
2875 * especially useful for bombardments and similar. -LM-
2876 * Option to hurt the player.
2879 bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
2881 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2883 /* Analyze the "target" and the caster. */
2884 return (project(who, rad, y, x, dam, typ, flg, -1));
2889 * @brief ブラスト系スペルの発動 / Cast a blast spell
2891 * @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)
2896 * @return 作用が実際にあった場合TRUEを返す
2898 bool fire_blast(EFFECT_ID typ, DIRECTION dir, int dd, int ds, int num, int dev)
2902 POSITION ty, tx, y, x;
2905 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
2910 /* Use the given direction */
2913 ly = ty = p_ptr->y + 20 * ddy[dir];
2914 lx = tx = p_ptr->x + 20 * ddx[dir];
2917 /* Use an actual "target" */
2918 else /* if (dir == 5) */
2923 lx = 20 * (tx - p_ptr->x) + p_ptr->x;
2924 ly = 20 * (ty - p_ptr->y) + p_ptr->y;
2927 ld = distance(p_ptr->y, p_ptr->x, ly, lx);
2930 for (i = 0; i < num; i++)
2934 /* Get targets for some bolts */
2935 y = rand_spread(ly, ld * dev / 20);
2936 x = rand_spread(lx, ld * dev / 20);
2938 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
2941 /* Analyze the "dir" and the "target". */
2942 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
2953 * @brief モンスターとの位置交換処理 / Switch position with a monster.
2954 * @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)
2955 * @return 作用が実際にあった場合TRUEを返す
2957 bool teleport_swap(DIRECTION dir)
2961 monster_type* m_ptr;
2962 monster_race* r_ptr;
2964 if ((dir == 5) && target_okay())
2971 tx = p_ptr->x + ddx[dir];
2972 ty = p_ptr->y + ddy[dir];
2974 c_ptr = &cave[ty][tx];
2976 if (p_ptr->anti_tele)
2978 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
2982 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
2984 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
2990 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10))
2992 msg_print(_("失敗した。", "Failed to swap."));
2998 m_ptr = &m_list[c_ptr->m_idx];
2999 r_ptr = &r_info[m_ptr->r_idx];
3001 (void)set_monster_csleep(c_ptr->m_idx, 0);
3003 if (r_ptr->flagsr & RFR_RES_TELE)
3005 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
3007 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
3013 sound(SOUND_TELEPORT);
3015 /* Swap the player and monster */
3016 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
3024 * @brief 指定方向に飛び道具を飛ばす(フラグ任意指定) / Hack -- apply a "projection()" in a direction (or at the target)
3026 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3029 * @return 作用が実際にあった場合TRUEを返す
3031 bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
3035 /* Pass through the target if needed */
3036 flg |= (PROJECT_THRU);
3038 /* Use the given direction */
3039 tx = p_ptr->x + ddx[dir];
3040 ty = p_ptr->y + ddy[dir];
3042 /* Hack -- Use an actual "target" */
3043 if ((dir == 5) && target_okay())
3049 /* Analyze the "dir" and the "target", do NOT explode */
3050 return (project(0, 0, ty, tx, dam, typ, flg, -1));
3055 * @brief ボルト系スペルの発動 / Cast a bolt spell.
3057 * @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)
3059 * @return 作用が実際にあった場合TRUEを返す
3062 * Stop if we hit a monster, as a "bolt".
3063 * Affect monsters and grids (not objects).
3066 bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3068 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
3069 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
3070 return (project_hook(typ, dir, dam, flg));
3075 * @brief ビーム系スペルの発動 / Cast a beam spell.
3077 * @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)
3079 * @return 作用が実際にあった場合TRUEを返す
3082 * Pass through monsters, as a "beam".
3083 * Affect monsters, grids and objects.
3086 bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3088 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
3089 return (project_hook(typ, dir, dam, flg));
3094 * @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.
3095 * @param prob ビーム化する確率(%)
3097 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3099 * @return 作用が実際にあった場合TRUEを返す
3102 * Pass through monsters, as a "beam".
3103 * Affect monsters, grids and objects.
3106 bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3108 if (randint0(100) < prob)
3110 return (fire_beam(typ, dir, dam));
3114 return (fire_bolt(typ, dir, dam));
3119 * @brief LITE_WEAK属性による光源ビーム処理
3120 * @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)
3122 * @return 作用が実際にあった場合TRUEを返す
3124 bool lite_line(DIRECTION dir, HIT_POINT dam)
3126 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
3127 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
3132 * @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)
3134 * @return 作用が実際にあった場合TRUEを返す
3136 bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam)
3138 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3139 return (project_hook(GF_HYPODYNAMIA, dir, dam, flg));
3144 * @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)
3146 * @return 作用が実際にあった場合TRUEを返す
3148 bool wall_to_mud(DIRECTION dir, HIT_POINT dam)
3150 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3151 return (project_hook(GF_KILL_WALL, dir, dam, flg));
3156 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3157 * @return 作用が実際にあった場合TRUEを返す
3159 bool wizard_lock(DIRECTION dir)
3161 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3162 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
3167 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3168 * @return 作用が実際にあった場合TRUEを返す
3170 bool destroy_door(DIRECTION dir)
3172 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3173 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
3178 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3179 * @return 作用が実際にあった場合TRUEを返す
3181 bool disarm_trap(DIRECTION dir)
3183 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3184 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
3189 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3191 * @return 作用が実際にあった場合TRUEを返す
3193 bool heal_monster(DIRECTION dir, HIT_POINT dam)
3195 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3196 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
3201 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3203 * @return 作用が実際にあった場合TRUEを返す
3205 bool speed_monster(DIRECTION dir, int power)
3207 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3208 return (project_hook(GF_OLD_SPEED, dir, power, flg));
3213 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3215 * @return 作用が実際にあった場合TRUEを返す
3217 bool slow_monster(DIRECTION dir, int power)
3219 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3220 return (project_hook(GF_OLD_SLOW, dir, power, flg));
3225 * @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)
3227 * @return 作用が実際にあった場合TRUEを返す
3229 bool sleep_monster(DIRECTION dir, int power)
3231 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3232 return (project_hook(GF_OLD_SLEEP, dir, power, flg));
3236 * @brief モンスター拘束(STASIS)処理
3237 * @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)
3238 * @return 作用が実際にあった場合TRUEを返す
3239 * @details 威力はプレイヤーレベル*2に固定
3241 bool stasis_monster(DIRECTION dir)
3243 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
3247 * @brief 邪悪なモンスター拘束(STASIS)処理
3248 * @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)
3249 * @return 作用が実際にあった場合TRUEを返す
3250 * @details 威力はプレイヤーレベル*2に固定
3252 bool stasis_evil(DIRECTION dir)
3254 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
3259 * @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)
3260 * @param plev プレイヤーレベル(=効力)
3261 * @return 作用が実際にあった場合TRUEを返す
3263 bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev)
3265 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3266 return (project_hook(GF_OLD_CONF, dir, plev, flg));
3271 * @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)
3272 * @param plev プレイヤーレベル(=効力)
3273 * @return 作用が実際にあった場合TRUEを返す
3275 bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev)
3277 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3278 return (project_hook(GF_STUN, dir, plev, flg));
3282 * @brief チェンジモンスター処理
3283 * @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)
3285 * @return 作用が実際にあった場合TRUEを返す
3287 bool poly_monster(DIRECTION dir, int power)
3289 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3290 bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
3292 chg_virtue(V_CHANCE, 1);
3297 * @brief クローンモンスター処理
3298 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3299 * @return 作用が実際にあった場合TRUEを返す
3301 bool clone_monster(DIRECTION dir)
3303 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3304 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
3309 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3310 * @param plev プレイヤーレベル(=効力)
3311 * @return 作用が実際にあった場合TRUEを返す
3313 bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev)
3315 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3316 return (project_hook(GF_TURN_ALL, dir, plev, flg));
3321 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3322 * @param plev プレイヤーレベル(効力はplev*200)
3323 * @return 作用が実際にあった場合TRUEを返す
3325 bool death_ray(DIRECTION dir, PLAYER_LEVEL plev)
3327 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3328 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
3332 * @brief モンスター用テレポート処理
3333 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3334 * @param distance 移動距離
3335 * @return 作用が実際にあった場合TRUEを返す
3337 bool teleport_monster(DIRECTION dir, int distance)
3339 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
3340 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
3344 * @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)
3345 * @return 作用が実際にあった場合TRUEを返す
3347 bool door_creation(void)
3349 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3350 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_DOOR, flg, -1));
3354 * @brief トラップ生成処理(起点から周囲1マス)
3357 * @return 作用が実際にあった場合TRUEを返す
3359 bool trap_creation(POSITION y, POSITION x)
3361 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3362 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
3366 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
3367 * @return 作用が実際にあった場合TRUEを返す
3369 bool tree_creation(void)
3371 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3372 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_TREE, flg, -1));
3376 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
3377 * @return 作用が実際にあった場合TRUEを返す
3379 bool glyph_creation(void)
3381 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
3382 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_GLYPH, flg, -1));
3386 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
3387 * @return 作用が実際にあった場合TRUEを返す
3389 bool wall_stone(void)
3391 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3393 bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
3395 p_ptr->update |= (PU_FLOW);
3398 p_ptr->redraw |= (PR_MAP);
3404 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
3405 * @return 作用が実際にあった場合TRUEを返す
3407 bool destroy_doors_touch(void)
3409 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3410 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_DOOR, flg, -1));
3414 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
3415 * @return 作用が実際にあった場合TRUEを返す
3417 bool disarm_traps_touch(void)
3419 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3420 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_TRAP, flg, -1));
3424 * @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)
3425 * @return 作用が実際にあった場合TRUEを返す
3427 bool sleep_monsters_touch(void)
3429 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
3430 return (project(0, 1, p_ptr->y, p_ptr->x, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
3435 * @brief 死者復活処理(起点より周囲5マス)
3436 * @param who 術者モンスターID(0ならばプレイヤー)
3439 * @return 作用が実際にあった場合TRUEを返す
3441 bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x)
3443 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
3444 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
3449 * @return 作用が実際にあった場合TRUEを返す
3451 void call_chaos(void)
3453 int Chaos_type, dummy, dir;
3454 PLAYER_LEVEL plev = p_ptr->lev;
3455 bool line_chaos = FALSE;
3457 int hurt_types[31] =
3459 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
3460 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
3461 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
3462 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
3463 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
3464 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
3465 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
3466 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
3469 Chaos_type = hurt_types[randint0(31)];
3470 if (one_in_(4)) line_chaos = TRUE;
3474 for (dummy = 1; dummy < 10; dummy++)
3479 fire_beam(Chaos_type, dummy, 150);
3481 fire_ball(Chaos_type, dummy, 150, 2);
3485 else if (one_in_(3))
3487 fire_ball(Chaos_type, 0, 500, 8);
3491 if (!get_aim_dir(&dir)) return;
3493 fire_beam(Chaos_type, dir, 250);
3495 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
3500 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
3501 * @param stop_ty 再帰処理停止フラグ
3503 * @return 作用が実際にあった場合TRUEを返す
3506 * rr9: Stop the nasty things when a Cyberdemon is summoned
3507 * or the player gets paralyzed.
3510 bool activate_ty_curse(bool stop_ty, int *count)
3514 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3518 switch (randint1(34))
3523 msg_print(_("地面が揺れた...", "The ground trembles..."));
3524 earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
3525 if (!one_in_(6)) break;
3530 HIT_POINT dam = damroll(10, 10);
3531 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!"));
3532 project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1);
3533 take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
3534 if (!one_in_(6)) break;
3539 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
3540 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
3541 if (randint0(13)) (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3542 if (!one_in_(6)) break;
3545 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3549 project(0, 7, p_ptr->y, p_ptr->x, 50, GF_KILL_WALL, flg, -1);
3550 take_hit(DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
3552 if (!one_in_(6)) break;
3553 case 1: case 2: case 3: case 16: case 17:
3554 aggravate_monsters(0);
3555 if (!one_in_(6)) break;
3556 case 4: case 5: case 6:
3557 (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3558 if (!one_in_(6)) break;
3559 case 7: case 8: case 9: case 18:
3560 (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
3561 if (!one_in_(6)) break;
3562 case 10: case 11: case 12:
3563 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..."));
3564 lose_exp(p_ptr->exp / 16);
3565 if (!one_in_(6)) break;
3566 case 13: case 14: case 15: case 19: case 20:
3567 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
3573 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
3574 if (p_ptr->free_act)
3575 set_paralyzed(p_ptr->paralyzed + randint1(3));
3577 set_paralyzed(p_ptr->paralyzed + randint1(13));
3580 if (!one_in_(6)) break;
3581 case 21: case 22: case 23:
3582 (void)do_dec_stat(randint0(6));
3583 if (!one_in_(6)) break;
3585 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
3587 if (!one_in_(6)) break;
3590 * Only summon Cyberdemons deep in the dungeon.
3592 if ((dun_level > 65) && !stop_ty)
3594 (*count) += summon_cyber(-1, p_ptr->y, p_ptr->x);
3598 if (!one_in_(6)) break;
3604 (void)do_dec_stat(i);
3612 while (one_in_(3) && !stop_ty);
3618 * @brief HI_SUMMON(上級召喚)処理発動
3621 * @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
3622 * @return 作用が実際にあった場合TRUEを返す
3624 int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
3629 BIT_FLAGS mode = PM_ALLOW_GROUP;
3636 mode |= PM_FORCE_FRIENDLY;
3640 mode |= PM_FORCE_PET;
3645 if (!pet) mode |= PM_NO_PET;
3647 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
3649 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
3651 switch (randint1(25) + (dun_level / 20))
3654 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
3657 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
3660 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
3663 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
3666 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
3669 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
3672 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
3675 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
3679 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
3683 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
3686 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3687 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
3690 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3691 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
3694 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
3697 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3698 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
3707 * @brief サイバーデーモンの召喚
3708 * @param who 召喚主のモンスターID(0ならばプレイヤー)
3711 * @return 作用が実際にあった場合TRUEを返す
3713 int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x)
3716 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
3718 BIT_FLAGS mode = PM_ALLOW_GROUP;
3720 /* Summoned by a monster */
3723 monster_type *m_ptr = &m_list[who];
3724 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
3727 if (max_cyber > 4) max_cyber = 4;
3729 for (i = 0; i < max_cyber; i++)
3731 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode);
3738 * @brief 周辺破壊効果(プレイヤー中心)
3739 * @return 作用が実際にあった場合TRUEを返す
3741 void wall_breaker(void)
3744 POSITION y = 0, x = 0;
3745 int attempts = 1000;
3747 if (randint1(80 + p_ptr->lev) < 70)
3751 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
3753 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
3755 if (!player_bold(y, x)) break;
3758 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3759 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3761 else if (randint1(100) > 30)
3763 earthquake(p_ptr->y, p_ptr->x, 1);
3767 int num = damroll(5, 3);
3769 for (i = 0; i < num; i++)
3773 scatter(&y, &x, p_ptr->y, p_ptr->x, 10, 0);
3775 if (!player_bold(y, x)) break;
3778 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3779 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3786 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
3788 * @return 作用が実際にあった場合TRUEを返す
3790 bool confuse_monsters(HIT_POINT dam)
3792 return (project_hack(GF_OLD_CONF, dam));
3797 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
3799 * @return 作用が実際にあった場合TRUEを返す
3801 bool charm_monsters(HIT_POINT dam)
3803 return (project_hack(GF_CHARM, dam));
3808 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
3810 * @return 作用が実際にあった場合TRUEを返す
3812 bool charm_animals(HIT_POINT dam)
3814 return (project_hack(GF_CONTROL_ANIMAL, dam));
3819 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
3821 * @return 作用が実際にあった場合TRUEを返す
3823 bool stun_monsters(HIT_POINT dam)
3825 return (project_hack(GF_STUN, dam));
3830 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
3832 * @return 作用が実際にあった場合TRUEを返す
3834 bool stasis_monsters(HIT_POINT dam)
3836 return (project_hack(GF_STASIS, dam));
3841 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
3843 * @return 作用が実際にあった場合TRUEを返す
3845 bool mindblast_monsters(HIT_POINT dam)
3847 return (project_hack(GF_PSI, dam));
3852 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
3853 * @param dist 効力(距離)
3854 * @return 作用が実際にあった場合TRUEを返す
3856 bool banish_monsters(int dist)
3858 return (project_hack(GF_AWAY_ALL, dist));
3863 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
3865 * @return 作用が実際にあった場合TRUEを返す
3867 bool turn_evil(HIT_POINT dam)
3869 return (project_hack(GF_TURN_EVIL, dam));
3874 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
3876 * @return 作用が実際にあった場合TRUEを返す
3878 bool turn_monsters(HIT_POINT dam)
3880 return (project_hack(GF_TURN_ALL, dam));
3885 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
3886 * @return 作用が実際にあった場合TRUEを返す
3888 bool deathray_monsters(void)
3890 return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
3894 * @brief チャーム・モンスター(1体)
3895 * @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)
3897 * @return 作用が実際にあった場合TRUEを返す
3899 bool charm_monster(DIRECTION dir, PLAYER_LEVEL plev)
3901 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3902 return (project_hook(GF_CHARM, dir, plev, flg));
3906 * @brief アンデッド支配(1体)
3907 * @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)
3909 * @return 作用が実際にあった場合TRUEを返す
3911 bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev)
3913 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3914 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
3919 * @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)
3921 * @return 作用が実際にあった場合TRUEを返す
3923 bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev)
3925 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3926 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
3931 * @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)
3933 * @return 作用が実際にあった場合TRUEを返す
3935 bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev)
3937 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3938 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
3944 * @param success 判定成功上の処理ならばTRUE
3945 * @return 作用が実際にあった場合TRUEを返す
3947 bool kawarimi(bool success)
3950 object_type *q_ptr = &forge;
3953 if (p_ptr->is_dead) return FALSE;
3954 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
3955 if (randint0(200) < p_ptr->stun) return FALSE;
3957 if (!success && one_in_(3))
3959 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
3960 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3961 p_ptr->redraw |= (PR_STATUS);
3968 teleport_player(10 + randint1(90), 0L);
3972 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
3974 q_ptr->pval = MON_NINJA;
3976 /* Drop it in the dungeon */
3977 (void)drop_near(q_ptr, -1, y, x);
3980 if (success) msg_print("攻撃を受ける前に素早く身をひるがえした。");
3981 else msg_print("失敗!攻撃を受けてしまった。");
3983 if (success) msg_print("You have turned around just before the attack hit you.");
3984 else msg_print("Failed! You are hit by the attack.");
3987 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3988 p_ptr->redraw |= (PR_STATUS);
3996 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
3997 * @param mdeath 目標モンスターが死亡したかを返す
3998 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
4000 bool rush_attack(bool *mdeath)
4007 bool tmp_mdeath = FALSE;
4010 if (mdeath) *mdeath = FALSE;
4013 if (!get_aim_dir(&dir)) return FALSE;
4015 /* Use the given direction */
4016 tx = p_ptr->x + project_length * ddx[dir];
4017 ty = p_ptr->y + project_length * ddy[dir];
4019 /* Hack -- Use an actual "target" */
4020 if ((dir == 5) && target_okay())
4026 if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
4028 path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
4031 /* No need to move */
4032 if (!path_n) return TRUE;
4034 /* Use ty and tx as to-move point */
4038 /* Project along the path */
4039 for (i = 0; i < path_n; i++)
4041 monster_type *m_ptr;
4043 int ny = GRID_Y(path_g[i]);
4044 int nx = GRID_X(path_g[i]);
4046 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
4051 /* Go to next grid */
4055 if (!cave[ny][nx].m_idx)
4059 msg_print(_("失敗!", "Failed!"));
4063 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
4070 /* Move player before updating the monster */
4071 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4073 /* Update the monster */
4074 update_mon(cave[ny][nx].m_idx, TRUE);
4076 /* Found a monster */
4077 m_ptr = &m_list[cave[ny][nx].m_idx];
4079 if (tm_idx != cave[ny][nx].m_idx)
4082 msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "",
4083 m_ptr->ml ? "モンスター" : "何か");
4085 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
4088 else if (!player_bold(ty, tx))
4090 /* Hold the monster name */
4093 /* Get the monster name (BEFORE polymorphing) */
4094 monster_desc(m_name, m_ptr, 0);
4095 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
4098 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4100 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
4105 if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4107 if (mdeath) *mdeath = tmp_mdeath;
4113 * @brief 全鏡の消去 / Remove all mirrors in this floor
4114 * @param explode 爆発処理を伴うならばTRUE
4117 void remove_all_mirrors(bool explode)
4121 for (x = 0; x < cur_wid; x++)
4123 for (y = 0; y < cur_hgt; y++)
4125 if (is_mirror_grid(&cave[y][x]))
4127 remove_mirror(y, x);
4129 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
4130 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
4137 * @brief 『一つの指輪』の効果処理 /
4138 * Hack -- activate the ring of power
4139 * @param dir 発動の方向ID
4142 void ring_of_power(DIRECTION dir)
4144 /* Pick a random effect */
4145 switch (randint1(10))
4150 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."));
4153 /* Decrease all stats (permanently) */
4154 (void)dec_stat(A_STR, 50, TRUE);
4155 (void)dec_stat(A_INT, 50, TRUE);
4156 (void)dec_stat(A_WIS, 50, TRUE);
4157 (void)dec_stat(A_DEX, 50, TRUE);
4158 (void)dec_stat(A_CON, 50, TRUE);
4159 (void)dec_stat(A_CHR, 50, TRUE);
4161 /* Lose some experience (permanently) */
4162 p_ptr->exp -= (p_ptr->exp / 4);
4163 p_ptr->max_exp -= (p_ptr->exp / 4);
4171 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."));
4173 /* Dispel monsters */
4174 dispel_monsters(1000);
4184 fire_ball(GF_MANA, dir, 600, 3);
4195 fire_bolt(GF_MANA, dir, 500);
4203 * @brief 運命の輪、並びにカオス的な効果の発動
4204 * @param spell ランダムな効果を選択するための基準ID
4207 void wild_magic(int spell)
4210 int type = SUMMON_MOLD + randint0(6);
4212 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
4213 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
4215 switch (randint1(spell) + randint1(8) + 1)
4220 teleport_player(10, TELEPORT_PASSIVE);
4225 teleport_player(100, TELEPORT_PASSIVE);
4229 teleport_player(200, TELEPORT_PASSIVE);
4239 lite_area(damroll(2, 3), 2);
4242 destroy_doors_touch();
4247 sleep_monsters_touch();
4251 trap_creation(p_ptr->y, p_ptr->x);
4260 aggravate_monsters(0);
4263 earthquake(p_ptr->y, p_ptr->x, 5);
4267 (void)gain_random_mutation(0);
4271 apply_disenchant(1);
4277 fire_ball(GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
4284 while (counter++ < 8)
4286 (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET));
4291 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4294 (void)summon_cyber(-1, p_ptr->y, p_ptr->x);
4299 (void)activate_ty_curse(FALSE, &count);
4308 * @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。
4309 * / Drop 10+1d10 meteor ball at random places near the player
4314 void cast_meteor(HIT_POINT dam, POSITION rad)
4317 int b = 10 + randint1(10);
4319 for (i = 0; i < b; i++)
4321 POSITION y = 0, x = 0;
4324 for (count = 0; count <= 20; count++)
4328 x = p_ptr->x - 8 + randint0(17);
4329 y = p_ptr->y - 8 + randint0(17);
4331 dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
4332 dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
4334 /* Approximate distance */
4335 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4337 if (d >= 9) continue;
4339 if (!in_bounds(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)
4340 || !cave_have_flag_bold(y, x, FF_PROJECT)) continue;
4342 /* Valid position */
4346 if (count > 20) continue;
4348 project(0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
4354 * @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。
4357 * @return ターゲットを指定し、実行したならばTRUEを返す。
4359 bool cast_wrath_of_the_god(HIT_POINT dam, POSITION rad)
4361 POSITION x, y, tx, ty;
4365 int b = 10 + randint1(10);
4367 if (!get_aim_dir(&dir)) return FALSE;
4369 /* Use the given direction */
4370 tx = p_ptr->x + 99 * ddx[dir];
4371 ty = p_ptr->y + 99 * ddy[dir];
4373 /* Hack -- Use an actual "target" */
4374 if ((dir == 5) && target_okay())
4385 /* Hack -- Stop at the target */
4386 if ((y == ty) && (x == tx)) break;
4390 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
4392 /* Stop at maximum range */
4393 if (MAX_RANGE <= distance(p_ptr->y, p_ptr->x, ny, nx)) break;
4395 /* Stopped by walls/doors */
4396 if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
4398 /* Stopped by monsters */
4399 if ((dir != 5) && cave[ny][nx].m_idx != 0) break;
4401 /* Save the new location */
4408 for (i = 0; i < b; i++)
4410 int count = 20, d = 0;
4416 x = tx - 5 + randint0(11);
4417 y = ty - 5 + randint0(11);
4419 dx = (tx > x) ? (tx - x) : (x - tx);
4420 dy = (ty > y) ? (ty - y) : (y - ty);
4422 /* Approximate distance */
4423 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4424 /* Within the radius */
4428 if (count < 0) continue;
4430 /* Cannot penetrate perm walls */
4431 if (!in_bounds(y, x) ||
4432 cave_stop_disintegration(y, x) ||
4433 !in_disintegration_range(ty, tx, y, x))
4436 project(0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
4443 * @brief 「ワンダー」のランダムな効果を決定して処理する。
4447 * This spell should become more useful (more controlled) as the\n
4448 * player gains experience levels. Thus, add 1/5 of the player's\n
4449 * level to the die roll. This eliminates the worst effects later on,\n
4450 * while keeping the results quite random. It also allows some potent\n
4451 * effects only at high level.
4453 void cast_wonder(DIRECTION dir)
4455 PLAYER_LEVEL plev = p_ptr->lev;
4456 int die = randint1(100) + plev / 5;
4457 int vir = virtue_number(V_CHANCE);
4461 if (p_ptr->virtues[vir - 1] > 0)
4463 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4467 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4472 chg_virtue(V_CHANCE, 1);
4476 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
4479 if (die < 8) clone_monster(dir);
4480 else if (die < 14) speed_monster(dir, plev);
4481 else if (die < 26) heal_monster(dir, damroll(4, 6));
4482 else if (die < 31) poly_monster(dir, plev);
4484 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4485 damroll(3 + ((plev - 1) / 5), 4));
4486 else if (die < 41) confuse_monster(dir, plev);
4487 else if (die < 46) fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4488 else if (die < 51) (void)lite_line(dir, damroll(6, 8));
4490 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4491 damroll(3 + ((plev - 5) / 4), 8));
4493 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4494 damroll(5 + ((plev - 5) / 4), 8));
4496 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4497 damroll(6 + ((plev - 5) / 4), 8));
4499 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4500 damroll(8 + ((plev - 5) / 4), 8));
4501 else if (die < 76) hypodynamic_bolt(dir, 75);
4502 else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4503 else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
4504 else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
4505 else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
4506 else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
4509 earthquake(p_ptr->y, p_ptr->x, 12);
4513 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4517 symbol_genocide(plev + 50, TRUE);
4519 else if (die < 110) dispel_monsters(120);
4522 dispel_monsters(150);
4523 slow_monsters(plev);
4524 sleep_monsters(plev);
4531 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
4535 void cast_invoke_spirits(DIRECTION dir)
4537 PLAYER_LEVEL plev = p_ptr->lev;
4538 int die = randint1(100) + plev / 5;
4539 int vir = virtue_number(V_CHANCE);
4543 if (p_ptr->virtues[vir - 1] > 0)
4545 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4549 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4553 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..."));
4555 chg_virtue(V_CHANCE, 1);
4559 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!"));
4564 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!",
4565 "Oh no! Mouldering forms rise from the earth around you!"));
4567 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4568 chg_virtue(V_UNLIFE, 1);
4572 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..."));
4574 set_afraid(p_ptr->afraid + randint1(4) + 4);
4578 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...",
4579 "Your head is invaded by a horde of gibbering spectral voices..."));
4581 set_confused(p_ptr->confused + randint1(4) + 4);
4585 poly_monster(dir, plev);
4589 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4590 damroll(3 + ((plev - 1) / 5), 4));
4594 confuse_monster(dir, plev);
4598 fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4602 (void)lite_line(dir, damroll(6, 8));
4606 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4607 damroll(3 + ((plev - 5) / 4), 8));
4611 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4612 damroll(5 + ((plev - 5) / 4), 8));
4616 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4617 damroll(6 + ((plev - 5) / 4), 8));
4621 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4622 damroll(8 + ((plev - 5) / 4), 8));
4626 hypodynamic_bolt(dir, 75);
4630 fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4634 fire_ball(GF_ACID, dir, 40 + plev, 2);
4638 fire_ball(GF_ICE, dir, 70 + plev, 3);
4642 fire_ball(GF_FIRE, dir, 80 + plev, 3);
4646 hypodynamic_bolt(dir, 100 + plev);
4650 earthquake(p_ptr->y, p_ptr->x, 12);
4654 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4658 symbol_genocide(plev + 50, TRUE);
4662 dispel_monsters(120);
4666 dispel_monsters(150);
4667 slow_monsters(plev);
4668 sleep_monsters(plev);
4674 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。」",
4675 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
4680 * @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。
4683 void cast_shuffle(void)
4685 PLAYER_LEVEL plev = p_ptr->lev;
4688 int vir = virtue_number(V_CHANCE);
4691 /* Card sharks and high mages get a level bonus */
4692 if ((p_ptr->pclass == CLASS_ROGUE) ||
4693 (p_ptr->pclass == CLASS_HIGH_MAGE) ||
4694 (p_ptr->pclass == CLASS_SORCERER))
4695 die = (randint1(110)) + plev / 5;
4697 die = randint1(120);
4702 if (p_ptr->virtues[vir - 1] > 0)
4704 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4708 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4712 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..."));
4715 chg_virtue(V_CHANCE, 1);
4719 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
4721 for (i = 0; i < randint1(3); i++)
4722 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4726 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
4727 summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4732 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
4733 activate_ty_curse(FALSE, &count);
4737 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
4738 aggravate_monsters(0);
4742 msg_print(_("《愚者》だ。", "It's the Fool."));
4748 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
4749 trump_summoning(1, FALSE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
4753 msg_print(_("《月》だ。", "It's the Moon."));
4758 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
4759 wild_magic(randint0(32));
4763 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4764 teleport_player(10, TELEPORT_PASSIVE);
4768 msg_print(_("《正義》だ。", "It's Justice."));
4769 set_blessed(p_ptr->lev, FALSE);
4773 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4774 teleport_player(100, TELEPORT_PASSIVE);
4778 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4779 teleport_player(200, TELEPORT_PASSIVE);
4783 msg_print(_("《塔》だ。", "It's the Tower."));
4788 msg_print(_("《節制》だ。", "It's Temperance."));
4789 sleep_monsters_touch();
4793 msg_print(_("《塔》だ。", "It's the Tower."));
4795 earthquake(p_ptr->y, p_ptr->x, 5);
4799 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4800 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_MOLD, 0L);
4804 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4805 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_BAT, 0L);
4809 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4810 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_VORTEX, 0L);
4814 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4815 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
4819 msg_print(_("《恋人》だ。", "It's the Lovers."));
4821 if (get_aim_dir(&dir))
4822 charm_monster(dir, MIN(p_ptr->lev, 20));
4826 msg_print(_("《隠者》だ。", "It's the Hermit."));
4831 msg_print(_("《審判》だ。", "It's the Judgement."));
4832 do_cmd_rerate(FALSE);
4833 lose_all_mutations();
4837 msg_print(_("《太陽》だ。", "It's the Sun."));
4838 chg_virtue(V_KNOWLEDGE, 1);
4839 chg_virtue(V_ENLIGHTEN, 1);
4844 msg_print(_("《世界》だ。", "It's the World."));
4845 if (p_ptr->exp < PY_MAX_EXP)
4847 s32b ee = (p_ptr->exp / 25) + 1;
4848 if (ee > 5000) ee = 5000;
4849 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4855 bool_hack life_stream(bool_hack message, bool_hack virtue)
4859 chg_virtue(V_VITALITY, 1);
4860 chg_virtue(V_UNLIFE, -5);
4864 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
4867 (void)set_poisoned(0);
4869 (void)set_confused(0);
4873 (void)restore_all_status();
4874 (void)set_shero(0, TRUE);
4881 bool_hack heroism(int base)
4883 bool_hack ident = FALSE;
4884 if(set_afraid(0)) ident = TRUE;
4885 if(set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4886 if(hp_player(10)) ident = TRUE;
4890 bool_hack berserk(int base)
4892 bool_hack ident = FALSE;
4893 if (set_afraid(0)) ident = TRUE;
4894 if (set_shero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4895 if (hp_player(30)) ident = TRUE;
4899 bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
4901 bool_hack ident = FALSE;
4902 if (hp_player(damroll(dice, sides))) ident = TRUE;
4903 if (set_blind(0)) ident = TRUE;
4904 if (set_cut(p_ptr->cut - 10)) ident = TRUE;
4905 if (set_shero(0, TRUE)) ident = TRUE;
4909 bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
4911 bool_hack ident = FALSE;
4912 if (hp_player(damroll(dice, sides))) ident = TRUE;
4913 if (set_blind(0)) ident = TRUE;
4914 if (set_confused(0)) ident = TRUE;
4915 if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
4916 if (set_shero(0, TRUE)) ident = TRUE;
4920 bool_hack cure_critical_wounds(HIT_POINT pow)
4922 bool_hack ident = FALSE;
4923 if (hp_player(pow)) ident = TRUE;
4924 if (set_blind(0)) ident = TRUE;
4925 if (set_confused(0)) ident = TRUE;
4926 if (set_poisoned(0)) ident = TRUE;
4927 if (set_stun(0)) ident = TRUE;
4928 if (set_cut(0)) ident = TRUE;
4929 if (set_shero(0, TRUE)) ident = TRUE;
4933 bool_hack true_healing(HIT_POINT pow)
4935 bool_hack ident = FALSE;
4936 if (hp_player(pow)) ident = TRUE;
4937 if (set_blind(0)) ident = TRUE;
4938 if (set_confused(0)) ident = TRUE;
4939 if (set_poisoned(0)) ident = TRUE;
4940 if (set_stun(0)) ident = TRUE;
4941 if (set_cut(0)) ident = TRUE;
4942 if (set_image(0)) ident = TRUE;
4946 bool_hack restore_mana(bool_hack magic_eater)
4948 bool_hack ident = FALSE;
4950 if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
4953 for (i = 0; i < EATER_EXT * 2; i++)
4955 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
4956 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;
4958 for (; i < EATER_EXT * 3; i++)
4960 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
4961 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;
4962 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
4964 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4965 p_ptr->window |= (PW_PLAYER);
4968 else if (p_ptr->csp < p_ptr->msp)
4970 p_ptr->csp = p_ptr->msp;
4971 p_ptr->csp_frac = 0;
4972 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4973 p_ptr->redraw |= (PR_MANA);
4974 p_ptr->window |= (PW_PLAYER);
4975 p_ptr->window |= (PW_SPELL);
4982 bool restore_all_status(void)
4985 if (do_res_stat(A_STR)) ident = TRUE;
4986 if (do_res_stat(A_INT)) ident = TRUE;
4987 if (do_res_stat(A_WIS)) ident = TRUE;
4988 if (do_res_stat(A_DEX)) ident = TRUE;
4989 if (do_res_stat(A_CON)) ident = TRUE;
4990 if (do_res_stat(A_CHR)) ident = TRUE;
4995 * @brief 口を使う継続的な処理を中断する
4998 void stop_mouth(void)
5000 if (music_singing_any()) stop_singing();
5001 if (hex_spelling_any()) stop_hex_spell_all();
5005 bool_hack vampirism(void)
5012 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
5014 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
5018 /* Only works on adjacent monsters */
5019 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
5020 y = p_ptr->y + ddy[dir];
5021 x = p_ptr->x + ddx[dir];
5022 c_ptr = &cave[y][x];
5026 if (!(c_ptr->m_idx))
5028 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
5032 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
5034 dummy = p_ptr->lev * 2;
5036 if (hypodynamic_bolt(dir, dummy))
5038 if (p_ptr->food < PY_FOOD_FULL)
5039 /* No heal if we are "full" */
5040 (void)hp_player(dummy);
5042 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
5044 /* Gain nutritional sustenance: 150/hp drained */
5045 /* A Food ration gives 5000 food points (by contrast) */
5046 /* Don't ever get more than "Full" this way */
5047 /* But if we ARE Gorged, it won't cure us */
5048 dummy = p_ptr->food + MIN(5000, 100 * dummy);
5049 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
5050 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
5053 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
5057 bool panic_hit(void)
5062 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
5063 y = p_ptr->y + ddy[dir];
5064 x = p_ptr->x + ddx[dir];
5065 if (cave[y][x].m_idx)
5068 if (randint0(p_ptr->skill_dis) < 7)
5069 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
5071 teleport_player(30, 0L);
5076 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"));
5084 * @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)
5087 * currently this function allows pseudo-id of any object,
5088 * including silly ones like potions & scrolls, which always
5089 * get '{average}'. This should be changed, either to stop such
5090 * items from being pseudo-id'd, or to allow psychometry to
5091 * detect whether the unidentified potion/scroll/etc is
5092 * good (Cure Light Wounds, Restore Strength, etc) or
5093 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
5095 bool psychometry(void)
5099 char o_name[MAX_NLEN];
5104 item_tester_no_ryoute = TRUE;
5105 q = _("どのアイテムを調べますか?", "Meditate on which item? ");
5106 s = _("調べるアイテムがありません。", "You have nothing appropriate.");
5108 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
5110 /* Get the item (in the pack) */
5113 o_ptr = &inventory[item];
5116 /* Get the item (on the floor) */
5119 o_ptr = &o_list[0 - item];
5122 /* It is fully known, no information needed */
5123 if (object_is_known(o_ptr))
5125 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
5129 /* Check for a feeling */
5130 feel = value_check_aux1(o_ptr);
5132 /* Get an object description */
5133 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5135 /* Skip non-feelings */
5138 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);
5143 msg_format("%sは%sという感じがする...",
5144 o_name, game_inscriptions[feel]);
5146 msg_format("You feel that the %s %s %s...",
5147 o_name, ((o_ptr->number == 1) ? "is" : "are"),
5148 game_inscriptions[feel]);
5152 /* We have "felt" it */
5153 o_ptr->ident |= (IDENT_SENSE);
5156 o_ptr->feeling = feel;
5158 /* Player touches it */
5159 o_ptr->marked |= OM_TOUCHED;
5161 /* Combine / Reorder the pack (later) */
5162 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5164 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5166 /* Valid "tval" codes */
5167 switch (o_ptr->tval)
5195 /* Auto-inscription/destroy */
5196 autopick_alter_item(item, (bool)(okay && destroy_feeling));
5198 /* Something happened */