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);
84 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
86 * @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
87 * @return 効力があった場合TRUEを返す
89 bool detect_traps(POSITION range, bool known)
91 bool detect = detect_feat_flag(range, FF_TRAP, known);
93 if (known) p_ptr->dtrap = TRUE;
95 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
100 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
109 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
111 * @return 効力があった場合TRUEを返す
113 bool detect_doors(POSITION range)
115 bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
117 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
122 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
131 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
133 * @return 効力があった場合TRUEを返す
135 bool detect_stairs(POSITION range)
137 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
139 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
144 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
153 * @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
155 * @return 効力があった場合TRUEを返す
157 bool detect_treasure(POSITION range)
159 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
161 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
166 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!"));
175 * @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
177 * @return 効力があった場合TRUEを返す
179 bool detect_objects_gold(POSITION range)
182 POSITION range2 = range;
186 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
189 for (i = 1; i < o_max; i++)
191 object_type *o_ptr = &o_list[i];
193 /* Skip dead objects */
194 if (!o_ptr->k_idx) continue;
196 /* Skip held objects */
197 if (o_ptr->held_m_idx) continue;
202 /* Only detect nearby objects */
203 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
205 /* Detect "gold" objects */
206 if (o_ptr->tval == TV_GOLD)
208 /* Hack -- memorize it */
209 o_ptr->marked |= OM_FOUND;
215 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
220 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
223 if (detect_monsters_string(range, "$"))
234 * @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
236 * @return 効力があった場合TRUEを返す
238 bool detect_objects_normal(POSITION range)
241 POSITION range2 = range;
245 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
248 for (i = 1; i < o_max; i++)
250 object_type *o_ptr = &o_list[i];
252 /* Skip dead objects */
253 if (!o_ptr->k_idx) continue;
255 /* Skip held objects */
256 if (o_ptr->held_m_idx) continue;
261 /* Only detect nearby objects */
262 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
264 /* Detect "real" objects */
265 if (o_ptr->tval != TV_GOLD)
267 /* Hack -- memorize it */
268 o_ptr->marked |= OM_FOUND;
274 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
279 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
282 if (detect_monsters_string(range, "!=?|/`"))
293 * @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.
295 * @return 効力があった場合TRUEを返す
298 * This will light up all spaces with "magic" items, including artifacts,
299 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
300 * and "enchanted" items of the "good" variety.
302 * It can probably be argued that this function is now too powerful.
305 bool detect_objects_magic(POSITION range)
311 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
313 /* Scan all objects */
314 for (i = 1; i < o_max; i++)
316 object_type *o_ptr = &o_list[i];
318 /* Skip dead objects */
319 if (!o_ptr->k_idx) continue;
321 /* Skip held objects */
322 if (o_ptr->held_m_idx) continue;
327 /* Only detect nearby objects */
328 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
330 /* Examine the tval */
333 /* Artifacts, misc magic items, or enchanted wearables */
334 if (object_is_artifact(o_ptr) ||
335 object_is_ego(o_ptr) ||
336 (tv == TV_WHISTLE) ||
344 (tv == TV_LIFE_BOOK) ||
345 (tv == TV_SORCERY_BOOK) ||
346 (tv == TV_NATURE_BOOK) ||
347 (tv == TV_CHAOS_BOOK) ||
348 (tv == TV_DEATH_BOOK) ||
349 (tv == TV_TRUMP_BOOK) ||
350 (tv == TV_ARCANE_BOOK) ||
351 (tv == TV_CRAFT_BOOK) ||
352 (tv == TV_DAEMON_BOOK) ||
353 (tv == TV_CRUSADE_BOOK) ||
354 (tv == TV_MUSIC_BOOK) ||
355 (tv == TV_HISSATSU_BOOK) ||
356 (tv == TV_HEX_BOOK) ||
357 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
359 /* Memorize the item */
360 o_ptr->marked |= OM_FOUND;
369 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!"));
378 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
380 * @return 効力があった場合TRUEを返す
382 bool detect_monsters_normal(POSITION range)
389 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
392 for (i = 1; i < m_max; i++)
394 monster_type *m_ptr = &m_list[i];
395 monster_race *r_ptr = &r_info[m_ptr->r_idx];
397 /* Skip dead monsters */
398 if (!m_ptr->r_idx) continue;
403 /* Only detect nearby monsters */
404 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
406 /* Detect all non-invisible monsters */
407 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
409 /* Repair visibility later */
410 repair_monsters = TRUE;
412 /* Hack -- Detect monster */
413 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
415 /* Update the monster */
416 update_mon(i, FALSE);
421 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
426 /* Describe result */
427 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
436 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
438 * @return 効力があった場合TRUEを返す
440 bool detect_monsters_invis(POSITION range)
446 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
449 for (i = 1; i < m_max; i++)
451 monster_type *m_ptr = &m_list[i];
452 monster_race *r_ptr = &r_info[m_ptr->r_idx];
454 /* Skip dead monsters */
455 if (!m_ptr->r_idx) continue;
460 /* Only detect nearby monsters */
461 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
463 /* Detect invisible monsters */
464 if (r_ptr->flags2 & RF2_INVISIBLE)
466 /* Update monster recall window */
467 if (p_ptr->monster_race_idx == m_ptr->r_idx)
469 p_ptr->window |= (PW_MONSTER);
472 /* Repair visibility later */
473 repair_monsters = TRUE;
475 /* Hack -- Detect monster */
476 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
478 /* Update the monster */
479 update_mon(i, FALSE);
484 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
489 /* Describe result */
490 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
498 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
500 * @return 効力があった場合TRUEを返す
502 bool detect_monsters_evil(POSITION range)
508 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
511 for (i = 1; i < m_max; i++)
513 monster_type *m_ptr = &m_list[i];
514 monster_race *r_ptr = &r_info[m_ptr->r_idx];
516 /* Skip dead monsters */
517 if (!m_ptr->r_idx) continue;
522 /* Only detect nearby monsters */
523 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
525 /* Detect evil monsters */
526 if (r_ptr->flags3 & RF3_EVIL)
528 if (is_original_ap(m_ptr))
530 /* Take note that they are evil */
531 r_ptr->r_flags3 |= (RF3_EVIL);
533 /* Update monster recall window */
534 if (p_ptr->monster_race_idx == m_ptr->r_idx)
536 p_ptr->window |= (PW_MONSTER);
540 /* Repair visibility later */
541 repair_monsters = TRUE;
543 /* Hack -- Detect monster */
544 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
546 /* Update the monster */
547 update_mon(i, FALSE);
555 /* Describe result */
556 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
564 * @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
566 * @return 効力があった場合TRUEを返す
568 bool detect_monsters_nonliving(POSITION range)
574 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
577 for (i = 1; i < m_max; i++)
579 monster_type *m_ptr = &m_list[i];
580 monster_race *r_ptr = &r_info[m_ptr->r_idx];
582 /* Skip dead monsters */
583 if (!m_ptr->r_idx) continue;
588 /* Only detect nearby monsters */
589 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
591 /* Detect non-living monsters */
592 if (!monster_living(r_ptr))
594 /* Update monster recall window */
595 if (p_ptr->monster_race_idx == m_ptr->r_idx)
597 p_ptr->window |= (PW_MONSTER);
600 /* Repair visibility later */
601 repair_monsters = TRUE;
603 /* Hack -- Detect monster */
604 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
606 /* Update the monster */
607 update_mon(i, FALSE);
615 /* Describe result */
616 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!"));
624 * @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
626 * @return 効力があった場合TRUEを返す
628 bool detect_monsters_mind(POSITION range)
634 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
637 for (i = 1; i < m_max; i++)
639 monster_type *m_ptr = &m_list[i];
640 monster_race *r_ptr = &r_info[m_ptr->r_idx];
642 /* Skip dead monsters */
643 if (!m_ptr->r_idx) continue;
648 /* Only detect nearby monsters */
649 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
651 /* Detect non-living monsters */
652 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
654 /* Update monster recall window */
655 if (p_ptr->monster_race_idx == m_ptr->r_idx)
657 p_ptr->window |= (PW_MONSTER);
660 /* Repair visibility later */
661 repair_monsters = TRUE;
663 /* Hack -- Detect monster */
664 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
666 /* Update the monster */
667 update_mon(i, FALSE);
675 /* Describe result */
676 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
685 * @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
687 * @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)
688 * @return 効力があった場合TRUEを返す
690 bool detect_monsters_string(POSITION range, cptr Match)
696 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
699 for (i = 1; i < m_max; i++)
701 monster_type *m_ptr = &m_list[i];
702 monster_race *r_ptr = &r_info[m_ptr->r_idx];
704 /* Skip dead monsters */
705 if (!m_ptr->r_idx) continue;
710 /* Only detect nearby monsters */
711 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
713 /* Detect monsters with the same symbol */
714 if (my_strchr(Match, r_ptr->d_char))
716 /* Update monster recall window */
717 if (p_ptr->monster_race_idx == m_ptr->r_idx)
719 p_ptr->window |= (PW_MONSTER);
722 /* Repair visibility later */
723 repair_monsters = TRUE;
725 /* Hack -- Detect monster */
726 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
728 /* Update the monster */
729 update_mon(i, FALSE);
734 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
739 /* Describe result */
740 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
748 * @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
750 * @param match_flag 感知フラグ
751 * @return 効力があった場合TRUEを返す
753 bool detect_monsters_xxx(POSITION range, u32b match_flag)
758 cptr desc_monsters = _("変なモンスター", "weird monsters");
760 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
763 for (i = 1; i < m_max; i++)
765 monster_type *m_ptr = &m_list[i];
766 monster_race *r_ptr = &r_info[m_ptr->r_idx];
768 /* Skip dead monsters */
769 if (!m_ptr->r_idx) continue;
774 /* Only detect nearby monsters */
775 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
777 /* Detect evil monsters */
778 if (r_ptr->flags3 & (match_flag))
780 if (is_original_ap(m_ptr))
782 /* Take note that they are something */
783 r_ptr->r_flags3 |= (match_flag);
785 /* Update monster recall window */
786 if (p_ptr->monster_race_idx == m_ptr->r_idx)
788 p_ptr->window |= (PW_MONSTER);
792 /* Repair visibility later */
793 repair_monsters = TRUE;
795 /* Hack -- Detect monster */
796 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
798 /* Update the monster */
799 update_mon(i, FALSE);
810 desc_monsters = _("デーモン", "demons");
813 desc_monsters = _("アンデッド", "the undead");
817 /* Describe result */
818 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
828 * @brief 全感知処理 / Detect everything
830 * @return 効力があった場合TRUEを返す
832 bool detect_all(POSITION range)
836 /* Detect everything */
837 if (detect_traps(range, TRUE)) detect = TRUE;
838 if (detect_doors(range)) detect = TRUE;
839 if (detect_stairs(range)) detect = TRUE;
841 /* There are too many hidden treasure. So... */
842 /* if (detect_treasure(range)) detect = TRUE; */
844 if (detect_objects_gold(range)) detect = TRUE;
845 if (detect_objects_normal(range)) detect = TRUE;
846 if (detect_monsters_invis(range)) detect = TRUE;
847 if (detect_monsters_normal(range)) detect = TRUE;
855 * @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
858 * @return 効力があった場合TRUEを返す
861 * Note that affected monsters are NOT auto-tracked by this usage.
863 * To avoid misbehavior when monster deaths have side-effects,
864 * this is done in two passes. -- JDL
867 bool project_hack(EFFECT_ID typ, HIT_POINT dam)
871 BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
872 bool obvious = FALSE;
875 /* Mark all (nearby) monsters */
876 for (i = 1; i < m_max; i++)
878 monster_type *m_ptr = &m_list[i];
880 /* Paranoia -- Skip dead monsters */
881 if (!m_ptr->r_idx) continue;
886 /* Require line of sight */
887 if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
889 /* Mark the monster */
890 m_ptr->mflag |= (MFLAG_TEMP);
893 /* Affect all marked monsters */
894 for (i = 1; i < m_max; i++)
896 monster_type *m_ptr = &m_list[i];
898 /* Skip unmarked monsters */
899 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
902 m_ptr->mflag &= ~(MFLAG_TEMP);
907 /* Jump directly to the target monster */
908 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
917 * @brief 視界内モンスターを加速する処理 / Speed monsters
918 * @return 効力があった場合TRUEを返す
920 bool speed_monsters(void)
922 return (project_hack(GF_OLD_SPEED, p_ptr->lev));
926 * @brief 視界内モンスターを加速する処理 / Slow monsters
927 * @return 効力があった場合TRUEを返す
929 bool slow_monsters(int power)
931 return (project_hack(GF_OLD_SLOW, power));
935 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
936 * @return 効力があった場合TRUEを返す
938 bool sleep_monsters(int power)
940 return (project_hack(GF_OLD_SLEEP, power));
944 * @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
945 * @return 効力があった場合TRUEを返す
947 bool banish_evil(int dist)
949 return (project_hack(GF_AWAY_EVIL, dist));
953 * @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
954 * @return 効力があった場合TRUEを返す
956 bool turn_undead(void)
958 bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
960 chg_virtue(V_UNLIFE, -1);
965 * @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
966 * @return 効力があった場合TRUEを返す
968 bool dispel_undead(HIT_POINT dam)
970 bool tester = (project_hack(GF_DISP_UNDEAD, dam));
972 chg_virtue(V_UNLIFE, -2);
977 * @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
978 * @return 効力があった場合TRUEを返す
980 bool dispel_evil(HIT_POINT dam)
982 return (project_hack(GF_DISP_EVIL, dam));
986 * @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
987 * @return 効力があった場合TRUEを返す
989 bool dispel_good(HIT_POINT dam)
991 return (project_hack(GF_DISP_GOOD, dam));
995 * @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
996 * @return 効力があった場合TRUEを返す
998 bool dispel_monsters(HIT_POINT dam)
1000 return (project_hack(GF_DISP_ALL, dam));
1004 * @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
1005 * @return 効力があった場合TRUEを返す
1007 bool dispel_living(HIT_POINT dam)
1009 return (project_hack(GF_DISP_LIVING, dam));
1013 * @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
1014 * @return 効力があった場合TRUEを返す
1016 bool dispel_demons(HIT_POINT dam)
1018 return (project_hack(GF_DISP_DEMON, dam));
1022 * @brief 視界内のモンスターに「聖戦」効果を与える処理
1023 * @return 効力があった場合TRUEを返す
1027 return (project_hack(GF_CRUSADE, p_ptr->lev*4));
1031 * @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.
1032 * @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)
1035 void aggravate_monsters(MONSTER_IDX who)
1041 /* Aggravate everyone nearby */
1042 for (i = 1; i < m_max; i++)
1044 monster_type *m_ptr = &m_list[i];
1045 /* monster_race *r_ptr = &r_info[m_ptr->r_idx]; */
1047 /* Paranoia -- Skip dead monsters */
1048 if (!m_ptr->r_idx) continue;
1050 /* Skip aggravating monster (or player) */
1051 if (i == who) continue;
1053 /* Wake up nearby sleeping monsters */
1054 if (m_ptr->cdis < MAX_SIGHT * 2)
1057 if (MON_CSLEEP(m_ptr))
1059 (void)set_monster_csleep(i, 0);
1062 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
1065 /* Speed up monsters in line of sight */
1066 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
1070 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
1076 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!"));
1077 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!"));
1078 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
1083 * @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
1084 * @param m_idx 抹殺するモンスターID
1085 * @param power 抹殺の威力
1086 * @param player_cast プレイヤーの魔法によるものならば TRUE
1087 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
1088 * @param spell_name 抹殺効果を起こした魔法の名前
1089 * @return 効力があった場合TRUEを返す
1091 bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, cptr spell_name)
1093 int msec = delay_factor * delay_factor * delay_factor;
1094 monster_type *m_ptr = &m_list[m_idx];
1095 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1096 bool resist = FALSE;
1098 if (is_pet(m_ptr) && !player_cast) return FALSE;
1100 /* Hack -- Skip Unique Monsters or Quest Monsters */
1101 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1102 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1103 else if (m_idx == p_ptr->riding) resist = TRUE;
1104 else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
1105 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1106 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1111 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1115 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1116 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1119 delete_monster_idx(m_idx);
1122 if (resist && player_cast)
1124 bool see_m = is_seen(m_ptr);
1127 monster_desc(m_name, m_ptr, 0);
1130 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1132 if (MON_CSLEEP(m_ptr))
1134 (void)set_monster_csleep(m_idx, 0);
1137 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1140 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1144 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1148 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1154 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);
1157 /* Visual feedback */
1158 move_cursor_relative(p_ptr->y, p_ptr->x);
1161 p_ptr->redraw |= (PR_HP);
1163 p_ptr->window |= (PW_PLAYER);
1172 Term_xtra(TERM_XTRA_DELAY, msec);
1179 * @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
1180 * @param power 抹殺の威力
1181 * @param player_cast プレイヤーの魔法によるものならば TRUE
1182 * @return 効力があった場合TRUEを返す
1184 bool symbol_genocide(int power, bool player_cast)
1188 bool result = FALSE;
1190 /* Prevent genocide in quest levels */
1191 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1196 /* Mega-Hack -- Get a monster symbol */
1197 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)) ;
1199 /* Delete the monsters of that "type" */
1200 for (i = 1; i < m_max; i++)
1202 monster_type *m_ptr = &m_list[i];
1203 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1205 /* Paranoia -- Skip dead monsters */
1206 if (!m_ptr->r_idx) continue;
1208 /* Skip "wrong" monsters */
1209 if (r_ptr->d_char != typ) continue;
1212 result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
1217 chg_virtue(V_VITALITY, -2);
1218 chg_virtue(V_CHANCE, -1);
1226 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1227 * @param power 抹殺の威力
1228 * @param player_cast プレイヤーの魔法によるものならば TRUE
1229 * @return 効力があった場合TRUEを返す
1231 bool mass_genocide(int power, bool player_cast)
1234 bool result = FALSE;
1236 /* Prevent mass genocide in quest levels */
1237 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1242 /* Delete the (nearby) monsters */
1243 for (i = 1; i < m_max; i++)
1245 monster_type *m_ptr = &m_list[i];
1247 /* Paranoia -- Skip dead monsters */
1248 if (!m_ptr->r_idx) continue;
1250 /* Skip distant monsters */
1251 if (m_ptr->cdis > MAX_SIGHT) continue;
1254 result |= genocide_aux(i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1259 chg_virtue(V_VITALITY, -2);
1260 chg_virtue(V_CHANCE, -1);
1268 * @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
1269 * @param power 抹殺の威力
1270 * @param player_cast プレイヤーの魔法によるものならば TRUE
1271 * @return 効力があった場合TRUEを返す
1273 bool mass_genocide_undead(int power, bool player_cast)
1276 bool result = FALSE;
1278 /* Prevent mass genocide in quest levels */
1279 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1284 /* Delete the (nearby) monsters */
1285 for (i = 1; i < m_max; i++)
1287 monster_type *m_ptr = &m_list[i];
1288 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1290 /* Paranoia -- Skip dead monsters */
1291 if (!m_ptr->r_idx) continue;
1293 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1295 /* Skip distant monsters */
1296 if (m_ptr->cdis > MAX_SIGHT) continue;
1299 result |= genocide_aux(i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1304 chg_virtue(V_UNLIFE, -2);
1305 chg_virtue(V_CHANCE, -1);
1313 * @brief 周辺モンスターを調査する / Probe nearby monsters
1314 * @return 効力があった場合TRUEを返す
1329 /* Probe all (nearby) monsters */
1330 for (i = 1; i < m_max; i++)
1332 monster_type *m_ptr = &m_list[i];
1333 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1335 /* Paranoia -- Skip dead monsters */
1336 if (!m_ptr->r_idx) continue;
1338 /* Require line of sight */
1339 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
1341 /* Probe visible monsters */
1346 /* Start the message */
1349 msg_print(_("調査中...", "Probing..."));
1354 if (!is_original_ap(m_ptr))
1356 if (m_ptr->mflag2 & MFLAG2_KAGE)
1357 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1359 m_ptr->ap_r_idx = m_ptr->r_idx;
1360 lite_spot(m_ptr->fy, m_ptr->fx);
1362 /* Get "the monster" or "something" */
1363 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1365 speed = m_ptr->mspeed - 110;
1366 if (MON_FAST(m_ptr)) speed += 10;
1367 if (MON_SLOW(m_ptr)) speed -= 10;
1368 if (ironman_nightmare) speed += 5;
1370 /* Get the monster's alignment */
1371 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
1372 else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
1373 else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
1374 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)");
1375 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
1376 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
1377 else align = _("中立", "neutral");
1379 /* Describe the monster */
1380 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:"),
1381 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1383 if (r_ptr->next_r_idx)
1385 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1389 strcat(buf, "xxx ");
1392 if (MON_CSLEEP(m_ptr)) strcat(buf,_("睡眠 ", "sleeping "));
1393 if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
1394 if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
1395 if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
1396 if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
1397 buf[strlen(buf)-1] = '\0';
1400 /* HACK : Add the line to message buffer */
1402 p_ptr->window |= (PW_MESSAGE);
1405 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
1408 Term_erase(0, 0, 255);
1410 /* Learn everything about this monster */
1411 if (lore_do_probe(m_ptr->r_idx))
1413 /* Get base name of monster */
1414 strcpy(buf, (r_name + r_ptr->name));
1417 /* Note that we learnt some new flags -Mogami- */
1418 msg_format("%sについてさらに詳しくなった気がする。", buf);
1423 /* Note that we learnt some new flags -Mogami- */
1424 msg_format("You now know more about %s.", buf);
1426 /* Clear -more- prompt */
1441 chg_virtue(V_KNOWLEDGE, 1);
1442 msg_print(_("これで全部です。", "That's all."));
1452 * @brief *破壊*処理を行う / The spell of destruction
1453 * @param y1 破壊の中心Y座標
1454 * @param x1 破壊の中心X座標
1456 * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
1457 * @return 効力があった場合TRUEを返す
1460 * This spell "deletes" monsters (instead of "killing" them).
1462 * Later we may use one function for both "destruction" and
1463 * "earthquake" by using the "full" to select "destruction".
1466 bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
1473 /* Prevent destruction of quest levels and town */
1474 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1479 /* Lose monster light */
1480 if (!in_generate) clear_mon_lite();
1482 /* Big area of affect */
1483 for (y = (y1 - r); y <= (y1 + r); y++)
1485 for (x = (x1 - r); x <= (x1 + r); x++)
1487 /* Skip illegal grids */
1488 if (!in_bounds(y, x)) continue;
1490 /* Extract the distance */
1491 k = distance(y1, x1, y, x);
1493 /* Stay in the circle of death */
1494 if (k > r) continue;
1496 /* Access the grid */
1497 c_ptr = &cave[y][x];
1499 /* Lose room and vault */
1500 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1502 /* Lose light and knowledge */
1503 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
1505 if (!in_generate) /* Normal */
1508 c_ptr->info &= ~(CAVE_UNSAFE);
1510 /* Hack -- Notice player affect */
1511 if (player_bold(y, x))
1513 /* Hurt the player later */
1516 /* Do not hurt this grid */
1521 /* Hack -- Skip the epicenter */
1522 if ((y == y1) && (x == x1)) continue;
1526 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1527 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1529 if (in_generate) /* In generation */
1531 /* Delete the monster (if any) */
1532 delete_monster(y, x);
1534 else if (r_ptr->flags1 & RF1_QUESTOR)
1536 /* Heal the monster */
1537 m_ptr->hp = m_ptr->maxhp;
1539 /* Try to teleport away quest monsters */
1540 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
1544 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1548 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1549 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
1552 /* Delete the monster (if any) */
1553 delete_monster(y, x);
1557 /* During generation, destroyed artifacts are "preserved" */
1558 if (preserve_mode || in_generate)
1560 OBJECT_IDX this_o_idx, next_o_idx = 0;
1562 /* Scan all objects in the grid */
1563 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1567 /* Acquire object */
1568 o_ptr = &o_list[this_o_idx];
1570 /* Acquire next object */
1571 next_o_idx = o_ptr->next_o_idx;
1573 /* Hack -- Preserve unknown artifacts */
1574 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
1576 /* Mega-Hack -- Preserve the artifact */
1577 a_info[o_ptr->name1].cur_num = 0;
1579 if (in_generate && cheat_peek)
1581 char o_name[MAX_NLEN];
1582 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1583 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);
1586 else if (in_generate && cheat_peek && o_ptr->art_name)
1588 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。",
1589 "One of the random artifacts was *destroyed* during generation."));
1594 /* Delete objects */
1595 delete_object(y, x);
1597 /* Destroy "non-permanent" grids */
1598 if (!cave_perma_grid(c_ptr))
1600 /* Wall (or floor) type */
1603 if (!in_generate) /* Normal */
1607 /* Create granite wall */
1608 cave_set_feat(y, x, feat_granite);
1612 /* Create quartz vein */
1613 cave_set_feat(y, x, feat_quartz_vein);
1617 /* Create magma vein */
1618 cave_set_feat(y, x, feat_magma_vein);
1623 cave_set_feat(y, x, floor_type[randint0(100)]);
1626 else /* In generation */
1630 /* Create granite wall */
1631 place_extra_grid(c_ptr);
1635 /* Create quartz vein */
1636 c_ptr->feat = feat_quartz_vein;
1640 /* Create magma vein */
1641 c_ptr->feat = feat_magma_vein;
1646 place_floor_grid(c_ptr);
1649 /* Clear garbage of hidden trap or door */
1658 /* Process "re-glowing" */
1659 for (y = (y1 - r); y <= (y1 + r); y++)
1661 for (x = (x1 - r); x <= (x1 + r); x++)
1663 /* Skip illegal grids */
1664 if (!in_bounds(y, x)) continue;
1666 /* Extract the distance */
1667 k = distance(y1, x1, y, x);
1669 /* Stay in the circle of death */
1670 if (k > r) continue;
1672 /* Access the grid */
1673 c_ptr = &cave[y][x];
1675 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
1676 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
1681 for (i = 0; i < 9; i++)
1683 yy = y + ddy_ddd[i];
1684 xx = x + ddx_ddd[i];
1685 if (!in_bounds2(yy, xx)) continue;
1686 cc_ptr = &cave[yy][xx];
1687 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1689 c_ptr->info |= CAVE_GLOW;
1697 /* Hack -- Affect player */
1700 msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
1702 /* Blind the player */
1703 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
1706 (void)set_blind(p_ptr->blind + 10 + randint1(10));
1712 /* Mega-Hack -- Forget the view and lite */
1713 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
1715 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1718 p_ptr->redraw |= (PR_MAP);
1720 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1722 if (p_ptr->special_defense & NINJA_S_STEALTH)
1724 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1734 * @brief 地震処理(サブルーチン) /
1735 * Induce an "earthquake" of the given radius at the given location.
1736 * @return 効力があった場合TRUEを返す
1740 * @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)
1744 * This will turn some walls into floors and some floors into walls.
1746 * The player will take damage and "jump" into a safe grid if possible,
1747 * otherwise, he will "tunnel" through the rubble instantaneously.
1749 * Monsters will take damage, and "jump" into a safe grid if possible,
1750 * otherwise they will be "buried" in the rubble, disappearing from
1751 * the level in the same way that they do when genocided.
1753 * Note that thus the player and monsters (except eaters of walls and
1754 * passers through walls) will never occupy the same grid as a wall.
1755 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
1756 * for a single turn, unless that monster can pass_walls or kill_walls.
1757 * This has allowed massive simplification of the "monster" code.
1760 bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
1764 POSITION y, x, yy, xx, dy, dx;
1767 POSITION sy = 0, sx = 0;
1773 /* Prevent destruction of quest levels and town */
1774 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1779 /* Paranoia -- Enforce maximum range */
1782 /* Clear the "maximal blast" area */
1783 for (y = 0; y < 32; y++)
1785 for (x = 0; x < 32; x++)
1791 /* Check around the epicenter */
1792 for (dy = -r; dy <= r; dy++)
1794 for (dx = -r; dx <= r; dx++)
1796 /* Extract the location */
1800 /* Skip illegal grids */
1801 if (!in_bounds(yy, xx)) continue;
1803 /* Skip distant grids */
1804 if (distance(cy, cx, yy, xx) > r) continue;
1806 /* Access the grid */
1807 c_ptr = &cave[yy][xx];
1809 /* Lose room and vault */
1810 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
1812 /* Lose light and knowledge */
1813 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
1815 /* Skip the epicenter */
1816 if (!dx && !dy) continue;
1818 /* Skip most grids */
1819 if (randint0(100) < 85) continue;
1821 /* Damage this grid */
1822 map[16+yy-cy][16+xx-cx] = TRUE;
1824 /* Hack -- Take note of player damage */
1825 if (player_bold(yy, xx)) hurt = TRUE;
1829 /* First, affect the player (if necessary) */
1830 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
1832 /* Check around the player */
1833 for (i = 0; i < 8; i++)
1835 /* Access the location */
1836 y = p_ptr->y + ddy_ddd[i];
1837 x = p_ptr->x + ddx_ddd[i];
1839 /* Skip non-empty grids */
1840 if (!cave_empty_bold(y, x)) continue;
1842 /* Important -- Skip "quake" grids */
1843 if (map[16+y-cy][16+x-cx]) continue;
1845 if (cave[y][x].m_idx) continue;
1847 /* Count "safe" grids */
1850 /* Randomize choice */
1851 if (randint0(sn) > 0) continue;
1853 /* Save the safe location */
1857 /* Random message */
1858 switch (randint1(3))
1862 msg_print(_("ダンジョンの壁が崩れた!", "The cave ceiling collapses!"));
1867 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!"));
1872 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!"));
1877 /* Hurt the player a lot */
1880 /* Message and damage */
1881 msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
1885 /* Destroy the grid, and push the player to safety */
1888 /* Calculate results */
1889 switch (randint1(3))
1893 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
1899 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
1900 damage = damroll(10, 4);
1901 (void)set_stun(p_ptr->stun + randint1(50));
1906 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!"));
1907 damage = damroll(10, 4);
1908 (void)set_stun(p_ptr->stun + randint1(50));
1913 /* Move the player to the safe location */
1914 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
1917 /* Important -- no wall on player */
1918 map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
1920 /* Take some damage */
1928 monster_type *m_ptr = &m_list[m_idx];
1930 /* Get the monster's real name */
1931 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1933 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
1937 killer = _("地震", "an earthquake");
1940 take_hit(DAMAGE_ATTACK, damage, killer, -1);
1944 /* Examine the quaked region */
1945 for (dy = -r; dy <= r; dy++)
1947 for (dx = -r; dx <= r; dx++)
1949 /* Extract the location */
1953 /* Skip unaffected grids */
1954 if (!map[16+yy-cy][16+xx-cx]) continue;
1956 /* Access the grid */
1957 c_ptr = &cave[yy][xx];
1959 if (c_ptr->m_idx == p_ptr->riding) continue;
1961 /* Process monsters */
1964 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1965 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1967 /* Quest monsters */
1968 if (r_ptr->flags1 & RF1_QUESTOR)
1970 /* No wall on quest monsters */
1971 map[16+yy-cy][16+xx-cx] = FALSE;
1976 /* Most monsters cannot co-exist with rock */
1977 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
1978 !(r_ptr->flags2 & (RF2_PASS_WALL)))
1982 /* Assume not safe */
1985 /* Monster can move to escape the wall */
1986 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
1988 /* Look for safety */
1989 for (i = 0; i < 8; i++)
1991 /* Access the grid */
1992 y = yy + ddy_ddd[i];
1993 x = xx + ddx_ddd[i];
1995 /* Skip non-empty grids */
1996 if (!cave_empty_bold(y, x)) continue;
1998 /* Hack -- no safety on glyph of warding */
1999 if (is_glyph_grid(&cave[y][x])) continue;
2000 if (is_explosive_rune_grid(&cave[y][x])) continue;
2002 /* ... nor on the Pattern */
2003 if (pattern_tile(y, x)) continue;
2005 /* Important -- Skip "quake" grids */
2006 if (map[16+y-cy][16+x-cx]) continue;
2008 if (cave[y][x].m_idx) continue;
2009 if (player_bold(y, x)) continue;
2011 /* Count "safe" grids */
2014 /* Randomize choice */
2015 if (randint0(sn) > 0) continue;
2017 /* Save the safe grid */
2022 /* Describe the monster */
2023 monster_desc(m_name, m_ptr, 0);
2025 /* Scream in pain */
2026 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);
2028 /* Take damage from the quake */
2029 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
2031 /* Monster is certainly awake */
2032 (void)set_monster_csleep(c_ptr->m_idx, 0);
2034 /* Apply damage directly */
2035 m_ptr->hp -= damage;
2037 /* Delete (not kill) "dead" monsters */
2040 if (!ignore_unview || is_seen(m_ptr))
2041 msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
2045 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
2049 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
2050 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
2055 delete_monster(yy, xx);
2057 /* No longer safe */
2061 /* Hack -- Escape from the rock */
2064 IDX m_idx_aux = cave[yy][xx].m_idx;
2066 /* Update the old location */
2067 cave[yy][xx].m_idx = 0;
2069 /* Update the new location */
2070 cave[sy][sx].m_idx = m_idx_aux;
2072 /* Move the monster */
2076 /* Update the monster (new location) */
2077 update_mon(m_idx, TRUE);
2079 /* Redraw the old grid */
2082 /* Redraw the new grid */
2090 /* Lose monster light */
2093 /* Examine the quaked region */
2094 for (dy = -r; dy <= r; dy++)
2096 for (dx = -r; dx <= r; dx++)
2098 /* Extract the location */
2102 /* Skip unaffected grids */
2103 if (!map[16+yy-cy][16+xx-cx]) continue;
2105 /* Access the cave grid */
2106 c_ptr = &cave[yy][xx];
2108 /* Paranoia -- never affect player */
2109 /* if (player_bold(yy, xx)) continue; */
2111 /* Destroy location (if valid) */
2112 if (cave_valid_bold(yy, xx))
2114 /* Delete objects */
2115 delete_object(yy, xx);
2117 /* Wall (or floor) type */
2118 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
2123 /* Create granite wall */
2124 cave_set_feat(yy, xx, feat_granite);
2130 /* Create quartz vein */
2131 cave_set_feat(yy, xx, feat_quartz_vein);
2137 /* Create magma vein */
2138 cave_set_feat(yy, xx, feat_magma_vein);
2145 cave_set_feat(yy, xx, floor_type[randint0(100)]);
2152 /* Process "re-glowing" */
2153 for (dy = -r; dy <= r; dy++)
2155 for (dx = -r; dx <= r; dx++)
2157 /* Extract the location */
2161 /* Skip illegal grids */
2162 if (!in_bounds(yy, xx)) continue;
2164 /* Skip distant grids */
2165 if (distance(cy, cx, yy, xx) > r) continue;
2167 /* Access the grid */
2168 c_ptr = &cave[yy][xx];
2170 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
2171 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
2176 for (ii = 0; ii < 9; ii++)
2178 yyy = yy + ddy_ddd[ii];
2179 xxx = xx + ddx_ddd[ii];
2180 if (!in_bounds2(yyy, xxx)) continue;
2181 cc_ptr = &cave[yyy][xxx];
2182 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2184 c_ptr->info |= CAVE_GLOW;
2193 /* Mega-Hack -- Forget the view and lite */
2194 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2196 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
2198 /* Update the health bar */
2199 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
2202 p_ptr->redraw |= (PR_MAP);
2204 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2206 if (p_ptr->special_defense & NINJA_S_STEALTH)
2208 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2216 * @brief 地震処理(プレイヤーの中心発動) /
2217 * Induce an "earthquake" of the given radius at the given location.
2218 * @return 効力があった場合TRUEを返す
2223 bool earthquake(POSITION cy, POSITION cx, POSITION r)
2225 return earthquake_aux(cy, cx, r, 0);
2232 void discharge_minion(void)
2237 for (i = 1; i < m_max; i++)
2239 monster_type *m_ptr = &m_list[i];
2240 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2241 if (m_ptr->nickname) okay = FALSE;
2243 if (!okay || p_ptr->riding)
2245 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? ")))
2248 for (i = 1; i < m_max; i++)
2251 monster_type *m_ptr = &m_list[i];
2252 monster_race *r_ptr;
2254 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2255 r_ptr = &r_info[m_ptr->r_idx];
2257 /* Uniques resist discharging */
2258 if (r_ptr->flags1 & RF1_UNIQUE)
2261 monster_desc(m_name, m_ptr, 0x00);
2262 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);
2263 delete_monster_idx(i);
2266 dam = m_ptr->maxhp / 2;
2267 if (dam > 100) dam = (dam-100)/2 + 100;
2268 if (dam > 400) dam = (dam-400)/2 + 400;
2269 if (dam > 800) dam = 800;
2270 project(i, 2+(r_ptr->level/20), m_ptr->fy,
2271 m_ptr->fx, dam, GF_PLASMA,
2272 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
2274 if (record_named_pet && m_ptr->nickname)
2278 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2279 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
2282 delete_monster_idx(i);
2288 * @brief 部屋全体を照らすサブルーチン
2292 * This routine clears the entire "temp" set.
2293 * This routine will Perma-Lite all "temp" grids.
2294 * This routine is used (only) by "lite_room()"
2295 * Dark grids are illuminated.
2296 * Also, process all affected monsters.
2298 * SMART monsters always wake up when illuminated
2299 * NORMAL monsters wake up 1/4 the time when illuminated
2300 * STUPID monsters wake up 1/10 the time when illuminated
2303 static void cave_temp_room_lite(void)
2307 /* Clear them all */
2308 for (i = 0; i < temp_n; i++)
2310 POSITION y = temp_y[i];
2311 POSITION x = temp_x[i];
2313 cave_type *c_ptr = &cave[y][x];
2315 /* No longer in the array */
2316 c_ptr->info &= ~(CAVE_TEMP);
2318 /* Update only non-CAVE_GLOW grids */
2319 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
2322 c_ptr->info |= (CAVE_GLOW);
2324 /* Process affected monsters */
2329 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2331 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2333 /* Update the monster */
2334 update_mon(c_ptr->m_idx, FALSE);
2336 /* Stupid monsters rarely wake up */
2337 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
2339 /* Smart monsters always wake up */
2340 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
2342 /* Sometimes monsters wake up */
2343 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
2346 (void)set_monster_csleep(c_ptr->m_idx, 0);
2348 /* Notice the "waking up" */
2353 /* Acquire the monster name */
2354 monster_desc(m_name, m_ptr, 0);
2356 /* Dump a message */
2357 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2368 update_local_illumination(y, x);
2378 * @brief 部屋全体を暗くするサブルーチン
2382 * This routine clears the entire "temp" set.
2383 * This routine will "darken" all "temp" grids.
2384 * In addition, some of these grids will be "unmarked".
2385 * This routine is used (only) by "unlite_room()"
2386 * Also, process all affected monsters
2389 static void cave_temp_room_unlite(void)
2393 /* Clear them all */
2394 for (i = 0; i < temp_n; i++)
2396 POSITION y = temp_y[i];
2397 POSITION x = temp_x[i];
2400 cave_type *c_ptr = &cave[y][x];
2401 bool do_dark = !is_mirror_grid(c_ptr);
2403 /* No longer in the array */
2404 c_ptr->info &= ~(CAVE_TEMP);
2406 /* Darken the grid */
2409 if (dun_level || !is_daytime())
2411 for (j = 0; j < 9; j++)
2413 int by = y + ddy_ddd[j];
2414 int bx = x + ddx_ddd[j];
2416 if (in_bounds2(by, bx))
2418 cave_type *cc_ptr = &cave[by][bx];
2420 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2428 if (!do_dark) continue;
2431 c_ptr->info &= ~(CAVE_GLOW);
2433 /* Hack -- Forget "boring" grids */
2434 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
2436 /* Forget the grid */
2437 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
2442 /* Process affected monsters */
2445 /* Update the monster */
2446 update_mon(c_ptr->m_idx, FALSE);
2452 update_local_illumination(y, x);
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_open(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2475 for (i = 0; i < 16; i++)
2477 y = cy + ddy_cdd[i % 8];
2478 x = cx + ddx_cdd[i % 8];
2480 /* Found a wall, break the length */
2481 if (!pass_bold(y, x))
2483 /* Track best length */
2497 return (MAX(len, blen));
2501 * @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
2504 * @param pass_bold 地形条件を返す関数ポインタ
2507 static int next_to_walls_adj(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2513 for (i = 0; i < 8; i++)
2515 y = cy + ddy_ddd[i];
2516 x = cx + ddx_ddd[i];
2518 if (!pass_bold(y, x)) c++;
2526 * @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
2527 * @param y 部屋内のy座標1点
2528 * @param x 部屋内のx座標1点
2529 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
2530 * @param pass_bold 地形条件を返す関数ポインタ
2533 static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pass_bold)(POSITION, POSITION))
2538 c_ptr = &cave[y][x];
2540 /* Avoid infinite recursion */
2541 if (c_ptr->info & (CAVE_TEMP)) return;
2543 /* Do not "leave" the current room */
2544 if (!(c_ptr->info & (CAVE_ROOM)))
2546 if (only_room) return;
2549 if (!in_bounds2(y, x)) return;
2551 /* Do not exceed the maximum spell range */
2552 if (distance(p_ptr->y, p_ptr->x, y, x) > MAX_RANGE) return;
2554 /* Verify this grid */
2556 * The reason why it is ==6 instead of >5 is that 8 is impossible
2557 * due to the check for cave_bold above.
2558 * 7 lights dead-end corridors (you need to do this for the
2559 * checkboard interesting rooms, so that the boundary is lit
2561 * This leaves only a check for 6 bounding walls!
2563 if (in_bounds(y, x) && pass_bold(y, x) &&
2564 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
2567 /* Paranoia -- verify space */
2568 if (temp_n == TEMP_MAX) return;
2570 /* Mark the grid as "seen" */
2571 c_ptr->info |= (CAVE_TEMP);
2573 /* Add it to the "seen" set */
2580 * @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
2583 * @return 光を通すならばtrueを返す。
2585 static bool cave_pass_lite_bold(POSITION y, POSITION x)
2587 return cave_los_bold(y, x);
2591 * @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
2596 static void cave_temp_lite_room_aux(POSITION y, POSITION x)
2598 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
2602 * @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
2605 * @return 射線を通すならばtrueを返す。
2607 static bool cave_pass_dark_bold(POSITION y, POSITION x)
2609 return cave_have_flag_bold(y, x, FF_PROJECT);
2614 * @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
2619 static void cave_temp_unlite_room_aux(POSITION y, POSITION x)
2621 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
2626 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
2631 void lite_room(POSITION y1, POSITION x1)
2636 /* Add the initial grid */
2637 cave_temp_lite_room_aux(y1, x1);
2639 /* While grids are in the queue, add their neighbors */
2640 for (i = 0; i < temp_n; i++)
2642 x = temp_x[i], y = temp_y[i];
2644 /* Walls get lit, but stop light */
2645 if (!cave_pass_lite_bold(y, x)) continue;
2647 /* Spread adjacent */
2648 cave_temp_lite_room_aux(y + 1, x);
2649 cave_temp_lite_room_aux(y - 1, x);
2650 cave_temp_lite_room_aux(y, x + 1);
2651 cave_temp_lite_room_aux(y, x - 1);
2653 /* Spread diagonal */
2654 cave_temp_lite_room_aux(y + 1, x + 1);
2655 cave_temp_lite_room_aux(y - 1, x - 1);
2656 cave_temp_lite_room_aux(y - 1, x + 1);
2657 cave_temp_lite_room_aux(y + 1, x - 1);
2660 /* Now, lite them all up at once */
2661 cave_temp_room_lite();
2663 if (p_ptr->special_defense & NINJA_S_STEALTH)
2665 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2671 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
2676 void unlite_room(POSITION y1, POSITION x1)
2681 /* Add the initial grid */
2682 cave_temp_unlite_room_aux(y1, x1);
2684 /* Spread, breadth first */
2685 for (i = 0; i < temp_n; i++)
2687 x = temp_x[i], y = temp_y[i];
2689 /* Walls get dark, but stop darkness */
2690 if (!cave_pass_dark_bold(y, x)) continue;
2692 /* Spread adjacent */
2693 cave_temp_unlite_room_aux(y + 1, x);
2694 cave_temp_unlite_room_aux(y - 1, x);
2695 cave_temp_unlite_room_aux(y, x + 1);
2696 cave_temp_unlite_room_aux(y, x - 1);
2698 /* Spread diagonal */
2699 cave_temp_unlite_room_aux(y + 1, x + 1);
2700 cave_temp_unlite_room_aux(y - 1, x - 1);
2701 cave_temp_unlite_room_aux(y - 1, x + 1);
2702 cave_temp_unlite_room_aux(y + 1, x - 1);
2705 /* Now, darken them all at once */
2706 cave_temp_room_unlite();
2712 * @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
2715 * @return 作用が実際にあった場合TRUEを返す
2717 bool lite_area(HIT_POINT dam, POSITION rad)
2719 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2721 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
2723 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
2727 /* Hack -- Message */
2730 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
2733 /* Hook into the "project()" function */
2734 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1);
2736 /* Lite up the room */
2737 lite_room(p_ptr->y, p_ptr->x);
2745 * @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
2748 * @return 作用が実際にあった場合TRUEを返す
2750 bool unlite_area(HIT_POINT dam, POSITION rad)
2752 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2754 /* Hack -- Message */
2757 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
2760 /* Hook into the "project()" function */
2761 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1);
2763 /* Lite up the room */
2764 unlite_room(p_ptr->y, p_ptr->x);
2773 * @brief ボール系スペルの発動 / Cast a ball spell
2775 * @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)
2778 * @return 作用が実際にあった場合TRUEを返す
2781 * Stop if we hit a monster, act as a "ball"
2782 * Allow "target" mode to pass over monsters
2783 * Affect grids, objects, and monsters
2786 bool fire_ball(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2790 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2792 if (typ == GF_CHARM_LIVING) flg|= PROJECT_HIDE;
2793 /* Use the given direction */
2794 tx = p_ptr->x + 99 * ddx[dir];
2795 ty = p_ptr->y + 99 * ddy[dir];
2797 /* Hack -- Use an actual "target" */
2798 if ((dir == 5) && target_okay())
2800 flg &= ~(PROJECT_STOP);
2805 /* Analyze the "dir" and the "target". Hurt items on floor. */
2806 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2810 * @brief ブレス系スペルの発動 / Cast a breath spell
2812 * @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)
2815 * @return 作用が実際にあった場合TRUEを返す
2818 * Stop if we hit a monster, act as a "ball"
2819 * Allow "target" mode to pass over monsters
2820 * Affect grids, objects, and monsters
2823 bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2825 return fire_ball(typ, dir, dam, -rad);
2830 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
2832 * @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)
2835 * @return 作用が実際にあった場合TRUEを返す
2838 * Stop if we hit a monster, act as a "ball"
2839 * Allow "target" mode to pass over monsters
2840 * Affect grids, objects, and monsters
2843 bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2846 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2848 /* Use the given direction */
2849 tx = p_ptr->x + 99 * ddx[dir];
2850 ty = p_ptr->y + 99 * ddy[dir];
2852 /* Hack -- Use an actual "target" */
2853 if ((dir == 5) && target_okay())
2859 /* Analyze the "dir" and the "target". Hurt items on floor. */
2860 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2865 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
2867 * @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)
2870 * @return 作用が実際にあった場合TRUEを返す
2873 * Stop if we hit a monster, act as a "ball"
2874 * Allow "target" mode to pass over monsters
2875 * Affect grids, objects, and monsters
2878 bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2881 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
2883 /* Use the given direction */
2884 tx = p_ptr->x + 99 * ddx[dir];
2885 ty = p_ptr->y + 99 * ddy[dir];
2887 /* Hack -- Use an actual "target" */
2888 if ((dir == 5) && target_okay())
2890 flg &= ~(PROJECT_STOP);
2895 /* Analyze the "dir" and the "target". Hurt items on floor. */
2896 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2901 * @brief メテオ系スペルの発動 / Cast a meteor spell
2902 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
2908 * @return 作用が実際にあった場合TRUEを返す
2911 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
2912 * player, or outside source, that starts out at an arbitrary location, and
2913 * leaving no trail from the "caster" to the target. This function is
2914 * especially useful for bombardments and similar. -LM-
2915 * Option to hurt the player.
2918 bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
2920 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2922 /* Analyze the "target" and the caster. */
2923 return (project(who, rad, y, x, dam, typ, flg, -1));
2928 * @brief ブラスト系スペルの発動 / Cast a blast spell
2930 * @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)
2935 * @return 作用が実際にあった場合TRUEを返す
2937 bool fire_blast(EFFECT_ID typ, DIRECTION dir, int dd, int ds, int num, int dev)
2941 POSITION ty, tx, y, x;
2944 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
2949 /* Use the given direction */
2952 ly = ty = p_ptr->y + 20 * ddy[dir];
2953 lx = tx = p_ptr->x + 20 * ddx[dir];
2956 /* Use an actual "target" */
2957 else /* if (dir == 5) */
2962 lx = 20 * (tx - p_ptr->x) + p_ptr->x;
2963 ly = 20 * (ty - p_ptr->y) + p_ptr->y;
2966 ld = distance(p_ptr->y, p_ptr->x, ly, lx);
2969 for (i = 0; i < num; i++)
2973 /* Get targets for some bolts */
2974 y = rand_spread(ly, ld * dev / 20);
2975 x = rand_spread(lx, ld * dev / 20);
2977 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
2980 /* Analyze the "dir" and the "target". */
2981 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
2992 * @brief モンスターとの位置交換処理 / Switch position with a monster.
2993 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2994 * @return 作用が実際にあった場合TRUEを返す
2996 bool teleport_swap(DIRECTION dir)
3000 monster_type* m_ptr;
3001 monster_race* r_ptr;
3003 if ((dir == 5) && target_okay())
3010 tx = p_ptr->x + ddx[dir];
3011 ty = p_ptr->y + ddy[dir];
3013 c_ptr = &cave[ty][tx];
3015 if (p_ptr->anti_tele)
3017 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
3021 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
3023 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
3029 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10))
3031 msg_print(_("失敗した。", "Failed to swap."));
3037 m_ptr = &m_list[c_ptr->m_idx];
3038 r_ptr = &r_info[m_ptr->r_idx];
3040 (void)set_monster_csleep(c_ptr->m_idx, 0);
3042 if (r_ptr->flagsr & RFR_RES_TELE)
3044 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
3046 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
3052 sound(SOUND_TELEPORT);
3054 /* Swap the player and monster */
3055 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
3063 * @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)
3065 * @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)
3068 * @return 作用が実際にあった場合TRUEを返す
3070 bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
3074 /* Pass through the target if needed */
3075 flg |= (PROJECT_THRU);
3077 /* Use the given direction */
3078 tx = p_ptr->x + ddx[dir];
3079 ty = p_ptr->y + ddy[dir];
3081 /* Hack -- Use an actual "target" */
3082 if ((dir == 5) && target_okay())
3088 /* Analyze the "dir" and the "target", do NOT explode */
3089 return (project(0, 0, ty, tx, dam, typ, flg, -1));
3094 * @brief ボルト系スペルの発動 / Cast a bolt spell.
3096 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3098 * @return 作用が実際にあった場合TRUEを返す
3101 * Stop if we hit a monster, as a "bolt".
3102 * Affect monsters and grids (not objects).
3105 bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3107 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
3108 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
3109 return (project_hook(typ, dir, dam, flg));
3114 * @brief ビーム系スペルの発動 / Cast a beam spell.
3116 * @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)
3118 * @return 作用が実際にあった場合TRUEを返す
3121 * Pass through monsters, as a "beam".
3122 * Affect monsters, grids and objects.
3125 bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3127 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
3128 return (project_hook(typ, dir, dam, flg));
3133 * @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.
3134 * @param prob ビーム化する確率(%)
3136 * @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)
3138 * @return 作用が実際にあった場合TRUEを返す
3141 * Pass through monsters, as a "beam".
3142 * Affect monsters, grids and objects.
3145 bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3147 if (randint0(100) < prob)
3149 return (fire_beam(typ, dir, dam));
3153 return (fire_bolt(typ, dir, dam));
3158 * @brief LITE_WEAK属性による光源ビーム処理
3159 * @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)
3161 * @return 作用が実際にあった場合TRUEを返す
3163 bool lite_line(DIRECTION dir, HIT_POINT dam)
3165 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
3166 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
3171 * @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)
3173 * @return 作用が実際にあった場合TRUEを返す
3175 bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam)
3177 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3178 return (project_hook(GF_HYPODYNAMIA, dir, dam, flg));
3183 * @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)
3185 * @return 作用が実際にあった場合TRUEを返す
3187 bool wall_to_mud(DIRECTION dir, HIT_POINT dam)
3189 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3190 return (project_hook(GF_KILL_WALL, dir, dam, flg));
3195 * @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)
3196 * @return 作用が実際にあった場合TRUEを返す
3198 bool wizard_lock(DIRECTION dir)
3200 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3201 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
3206 * @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)
3207 * @return 作用が実際にあった場合TRUEを返す
3209 bool destroy_door(DIRECTION dir)
3211 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3212 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
3217 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3218 * @return 作用が実際にあった場合TRUEを返す
3220 bool disarm_trap(DIRECTION dir)
3222 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3223 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
3228 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3230 * @return 作用が実際にあった場合TRUEを返す
3232 bool heal_monster(DIRECTION dir, HIT_POINT dam)
3234 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3235 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
3240 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3242 * @return 作用が実際にあった場合TRUEを返す
3244 bool speed_monster(DIRECTION dir, int power)
3246 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3247 return (project_hook(GF_OLD_SPEED, dir, power, flg));
3252 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3254 * @return 作用が実際にあった場合TRUEを返す
3256 bool slow_monster(DIRECTION dir, int power)
3258 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3259 return (project_hook(GF_OLD_SLOW, dir, power, flg));
3264 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3266 * @return 作用が実際にあった場合TRUEを返す
3268 bool sleep_monster(DIRECTION dir, int power)
3270 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3271 return (project_hook(GF_OLD_SLEEP, dir, power, flg));
3275 * @brief モンスター拘束(STASIS)処理
3276 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3277 * @return 作用が実際にあった場合TRUEを返す
3278 * @details 威力はプレイヤーレベル*2に固定
3280 bool stasis_monster(DIRECTION dir)
3282 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
3286 * @brief 邪悪なモンスター拘束(STASIS)処理
3287 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3288 * @return 作用が実際にあった場合TRUEを返す
3289 * @details 威力はプレイヤーレベル*2に固定
3291 bool stasis_evil(DIRECTION dir)
3293 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
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 * @param plev プレイヤーレベル(=効力)
3300 * @return 作用が実際にあった場合TRUEを返す
3302 bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev)
3304 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3305 return (project_hook(GF_OLD_CONF, dir, plev, flg));
3310 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3311 * @param plev プレイヤーレベル(=効力)
3312 * @return 作用が実際にあった場合TRUEを返す
3314 bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev)
3316 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3317 return (project_hook(GF_STUN, dir, plev, flg));
3321 * @brief チェンジモンスター処理
3322 * @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)
3324 * @return 作用が実際にあった場合TRUEを返す
3326 bool poly_monster(DIRECTION dir, int power)
3328 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3329 bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
3331 chg_virtue(V_CHANCE, 1);
3336 * @brief クローンモンスター処理
3337 * @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)
3338 * @return 作用が実際にあった場合TRUEを返す
3340 bool clone_monster(DIRECTION dir)
3342 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3343 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
3348 * @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)
3349 * @param plev プレイヤーレベル(=効力)
3350 * @return 作用が実際にあった場合TRUEを返す
3352 bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev)
3354 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3355 return (project_hook(GF_TURN_ALL, dir, plev, flg));
3360 * @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)
3361 * @param plev プレイヤーレベル(効力はplev*200)
3362 * @return 作用が実際にあった場合TRUEを返す
3364 bool death_ray(DIRECTION dir, PLAYER_LEVEL plev)
3366 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3367 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
3371 * @brief モンスター用テレポート処理
3372 * @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)
3373 * @param distance 移動距離
3374 * @return 作用が実際にあった場合TRUEを返す
3376 bool teleport_monster(DIRECTION dir, int distance)
3378 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
3379 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
3383 * @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)
3384 * @return 作用が実際にあった場合TRUEを返す
3386 bool door_creation(void)
3388 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3389 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_DOOR, flg, -1));
3393 * @brief トラップ生成処理(起点から周囲1マス)
3396 * @return 作用が実際にあった場合TRUEを返す
3398 bool trap_creation(POSITION y, POSITION x)
3400 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3401 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
3405 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
3406 * @return 作用が実際にあった場合TRUEを返す
3408 bool tree_creation(void)
3410 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3411 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_TREE, flg, -1));
3415 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
3416 * @return 作用が実際にあった場合TRUEを返す
3418 bool glyph_creation(void)
3420 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
3421 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_GLYPH, flg, -1));
3425 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
3426 * @return 作用が実際にあった場合TRUEを返す
3428 bool wall_stone(void)
3430 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3432 bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
3434 p_ptr->update |= (PU_FLOW);
3437 p_ptr->redraw |= (PR_MAP);
3443 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
3444 * @return 作用が実際にあった場合TRUEを返す
3446 bool destroy_doors_touch(void)
3448 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3449 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_DOOR, flg, -1));
3453 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
3454 * @return 作用が実際にあった場合TRUEを返す
3456 bool disarm_traps_touch(void)
3458 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3459 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_TRAP, flg, -1));
3463 * @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)
3464 * @return 作用が実際にあった場合TRUEを返す
3466 bool sleep_monsters_touch(void)
3468 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
3469 return (project(0, 1, p_ptr->y, p_ptr->x, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
3474 * @brief 死者復活処理(起点より周囲5マス)
3475 * @param who 術者モンスターID(0ならばプレイヤー)
3478 * @return 作用が実際にあった場合TRUEを返す
3480 bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x)
3482 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
3483 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
3488 * @return 作用が実際にあった場合TRUEを返す
3490 void call_chaos(void)
3492 int Chaos_type, dummy, dir;
3493 PLAYER_LEVEL plev = p_ptr->lev;
3494 bool line_chaos = FALSE;
3496 int hurt_types[31] =
3498 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
3499 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
3500 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
3501 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
3502 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
3503 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
3504 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
3505 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
3508 Chaos_type = hurt_types[randint0(31)];
3509 if (one_in_(4)) line_chaos = TRUE;
3513 for (dummy = 1; dummy < 10; dummy++)
3518 fire_beam(Chaos_type, dummy, 150);
3520 fire_ball(Chaos_type, dummy, 150, 2);
3524 else if (one_in_(3))
3526 fire_ball(Chaos_type, 0, 500, 8);
3530 if (!get_aim_dir(&dir)) return;
3532 fire_beam(Chaos_type, dir, 250);
3534 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
3539 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
3540 * @param stop_ty 再帰処理停止フラグ
3542 * @return 作用が実際にあった場合TRUEを返す
3545 * rr9: Stop the nasty things when a Cyberdemon is summoned
3546 * or the player gets paralyzed.
3549 bool activate_ty_curse(bool stop_ty, int *count)
3553 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3557 switch (randint1(34))
3562 msg_print(_("地面が揺れた...", "The ground trembles..."));
3563 earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
3564 if (!one_in_(6)) break;
3569 HIT_POINT dam = damroll(10, 10);
3570 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!"));
3571 project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1);
3572 take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
3573 if (!one_in_(6)) break;
3578 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
3579 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
3580 if (randint0(13)) (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3581 if (!one_in_(6)) break;
3584 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3588 project(0, 7, p_ptr->y, p_ptr->x, 50, GF_KILL_WALL, flg, -1);
3589 take_hit(DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
3591 if (!one_in_(6)) break;
3592 case 1: case 2: case 3: case 16: case 17:
3593 aggravate_monsters(0);
3594 if (!one_in_(6)) break;
3595 case 4: case 5: case 6:
3596 (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3597 if (!one_in_(6)) break;
3598 case 7: case 8: case 9: case 18:
3599 (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
3600 if (!one_in_(6)) break;
3601 case 10: case 11: case 12:
3602 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..."));
3603 lose_exp(p_ptr->exp / 16);
3604 if (!one_in_(6)) break;
3605 case 13: case 14: case 15: case 19: case 20:
3606 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
3612 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
3613 if (p_ptr->free_act)
3614 set_paralyzed(p_ptr->paralyzed + randint1(3));
3616 set_paralyzed(p_ptr->paralyzed + randint1(13));
3619 if (!one_in_(6)) break;
3620 case 21: case 22: case 23:
3621 (void)do_dec_stat(randint0(6));
3622 if (!one_in_(6)) break;
3624 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
3626 if (!one_in_(6)) break;
3629 * Only summon Cyberdemons deep in the dungeon.
3631 if ((dun_level > 65) && !stop_ty)
3633 (*count) += summon_cyber(-1, p_ptr->y, p_ptr->x);
3637 if (!one_in_(6)) break;
3643 (void)do_dec_stat(i);
3651 while (one_in_(3) && !stop_ty);
3657 * @brief HI_SUMMON(上級召喚)処理発動
3660 * @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
3661 * @return 作用が実際にあった場合TRUEを返す
3663 int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
3668 BIT_FLAGS mode = PM_ALLOW_GROUP;
3675 mode |= PM_FORCE_FRIENDLY;
3679 mode |= PM_FORCE_PET;
3684 if (!pet) mode |= PM_NO_PET;
3686 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
3688 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
3690 switch (randint1(25) + (dun_level / 20))
3693 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
3696 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
3699 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
3702 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
3705 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
3708 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
3711 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
3714 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
3718 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
3722 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
3725 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3726 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
3729 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3730 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
3733 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
3736 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3737 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
3746 * @brief サイバーデーモンの召喚
3747 * @param who 召喚主のモンスターID(0ならばプレイヤー)
3750 * @return 作用が実際にあった場合TRUEを返す
3752 int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x)
3755 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
3757 BIT_FLAGS mode = PM_ALLOW_GROUP;
3759 /* Summoned by a monster */
3762 monster_type *m_ptr = &m_list[who];
3763 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
3766 if (max_cyber > 4) max_cyber = 4;
3768 for (i = 0; i < max_cyber; i++)
3770 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode);
3777 * @brief 周辺破壊効果(プレイヤー中心)
3778 * @return 作用が実際にあった場合TRUEを返す
3780 void wall_breaker(void)
3783 POSITION y = 0, x = 0;
3784 int attempts = 1000;
3786 if (randint1(80 + p_ptr->lev) < 70)
3790 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
3792 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
3794 if (!player_bold(y, x)) break;
3797 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3798 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3800 else if (randint1(100) > 30)
3802 earthquake(p_ptr->y, p_ptr->x, 1);
3806 int num = damroll(5, 3);
3808 for (i = 0; i < num; i++)
3812 scatter(&y, &x, p_ptr->y, p_ptr->x, 10, 0);
3814 if (!player_bold(y, x)) break;
3817 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3818 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3825 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
3827 * @return 作用が実際にあった場合TRUEを返す
3829 bool confuse_monsters(HIT_POINT dam)
3831 return (project_hack(GF_OLD_CONF, dam));
3836 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
3838 * @return 作用が実際にあった場合TRUEを返す
3840 bool charm_monsters(HIT_POINT dam)
3842 return (project_hack(GF_CHARM, dam));
3847 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
3849 * @return 作用が実際にあった場合TRUEを返す
3851 bool charm_animals(HIT_POINT dam)
3853 return (project_hack(GF_CONTROL_ANIMAL, dam));
3858 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
3860 * @return 作用が実際にあった場合TRUEを返す
3862 bool stun_monsters(HIT_POINT dam)
3864 return (project_hack(GF_STUN, dam));
3869 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
3871 * @return 作用が実際にあった場合TRUEを返す
3873 bool stasis_monsters(HIT_POINT dam)
3875 return (project_hack(GF_STASIS, dam));
3880 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
3882 * @return 作用が実際にあった場合TRUEを返す
3884 bool mindblast_monsters(HIT_POINT dam)
3886 return (project_hack(GF_PSI, dam));
3891 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
3892 * @param dist 効力(距離)
3893 * @return 作用が実際にあった場合TRUEを返す
3895 bool banish_monsters(int dist)
3897 return (project_hack(GF_AWAY_ALL, dist));
3902 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
3904 * @return 作用が実際にあった場合TRUEを返す
3906 bool turn_evil(HIT_POINT dam)
3908 return (project_hack(GF_TURN_EVIL, dam));
3913 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
3915 * @return 作用が実際にあった場合TRUEを返す
3917 bool turn_monsters(HIT_POINT dam)
3919 return (project_hack(GF_TURN_ALL, dam));
3924 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
3925 * @return 作用が実際にあった場合TRUEを返す
3927 bool deathray_monsters(void)
3929 return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
3933 * @brief チャーム・モンスター(1体)
3934 * @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)
3936 * @return 作用が実際にあった場合TRUEを返す
3938 bool charm_monster(DIRECTION dir, PLAYER_LEVEL plev)
3940 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3941 return (project_hook(GF_CHARM, dir, plev, flg));
3945 * @brief アンデッド支配(1体)
3946 * @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)
3948 * @return 作用が実際にあった場合TRUEを返す
3950 bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev)
3952 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3953 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
3958 * @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)
3960 * @return 作用が実際にあった場合TRUEを返す
3962 bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev)
3964 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3965 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
3970 * @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)
3972 * @return 作用が実際にあった場合TRUEを返す
3974 bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev)
3976 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3977 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
3983 * @param success 判定成功上の処理ならばTRUE
3984 * @return 作用が実際にあった場合TRUEを返す
3986 bool kawarimi(bool success)
3989 object_type *q_ptr = &forge;
3992 if (p_ptr->is_dead) return FALSE;
3993 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
3994 if (randint0(200) < p_ptr->stun) return FALSE;
3996 if (!success && one_in_(3))
3998 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
3999 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
4000 p_ptr->redraw |= (PR_STATUS);
4007 teleport_player(10 + randint1(90), 0L);
4011 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
4013 q_ptr->pval = MON_NINJA;
4015 /* Drop it in the dungeon */
4016 (void)drop_near(q_ptr, -1, y, x);
4019 if (success) msg_print("攻撃を受ける前に素早く身をひるがえした。");
4020 else msg_print("失敗!攻撃を受けてしまった。");
4022 if (success) msg_print("You have turned around just before the attack hit you.");
4023 else msg_print("Failed! You are hit by the attack.");
4026 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
4027 p_ptr->redraw |= (PR_STATUS);
4035 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
4036 * @param mdeath 目標モンスターが死亡したかを返す
4037 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
4039 bool rush_attack(bool *mdeath)
4046 bool tmp_mdeath = FALSE;
4049 if (mdeath) *mdeath = FALSE;
4052 if (!get_aim_dir(&dir)) return FALSE;
4054 /* Use the given direction */
4055 tx = p_ptr->x + project_length * ddx[dir];
4056 ty = p_ptr->y + project_length * ddy[dir];
4058 /* Hack -- Use an actual "target" */
4059 if ((dir == 5) && target_okay())
4065 if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
4067 path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
4070 /* No need to move */
4071 if (!path_n) return TRUE;
4073 /* Use ty and tx as to-move point */
4077 /* Project along the path */
4078 for (i = 0; i < path_n; i++)
4080 monster_type *m_ptr;
4082 int ny = GRID_Y(path_g[i]);
4083 int nx = GRID_X(path_g[i]);
4085 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
4090 /* Go to next grid */
4094 if (!cave[ny][nx].m_idx)
4098 msg_print(_("失敗!", "Failed!"));
4102 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
4109 /* Move player before updating the monster */
4110 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4112 /* Update the monster */
4113 update_mon(cave[ny][nx].m_idx, TRUE);
4115 /* Found a monster */
4116 m_ptr = &m_list[cave[ny][nx].m_idx];
4118 if (tm_idx != cave[ny][nx].m_idx)
4121 msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "",
4122 m_ptr->ml ? "モンスター" : "何か");
4124 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
4127 else if (!player_bold(ty, tx))
4129 /* Hold the monster name */
4132 /* Get the monster name (BEFORE polymorphing) */
4133 monster_desc(m_name, m_ptr, 0);
4134 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
4137 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4139 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
4144 if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4146 if (mdeath) *mdeath = tmp_mdeath;
4152 * @brief 全鏡の消去 / Remove all mirrors in this floor
4153 * @param explode 爆発処理を伴うならばTRUE
4156 void remove_all_mirrors(bool explode)
4160 for (x = 0; x < cur_wid; x++)
4162 for (y = 0; y < cur_hgt; y++)
4164 if (is_mirror_grid(&cave[y][x]))
4166 remove_mirror(y, x);
4168 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
4169 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
4176 * @brief 『一つの指輪』の効果処理 /
4177 * Hack -- activate the ring of power
4178 * @param dir 発動の方向ID
4181 void ring_of_power(DIRECTION dir)
4183 /* Pick a random effect */
4184 switch (randint1(10))
4189 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."));
4192 /* Decrease all stats (permanently) */
4193 (void)dec_stat(A_STR, 50, TRUE);
4194 (void)dec_stat(A_INT, 50, TRUE);
4195 (void)dec_stat(A_WIS, 50, TRUE);
4196 (void)dec_stat(A_DEX, 50, TRUE);
4197 (void)dec_stat(A_CON, 50, TRUE);
4198 (void)dec_stat(A_CHR, 50, TRUE);
4200 /* Lose some experience (permanently) */
4201 p_ptr->exp -= (p_ptr->exp / 4);
4202 p_ptr->max_exp -= (p_ptr->exp / 4);
4210 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."));
4212 /* Dispel monsters */
4213 dispel_monsters(1000);
4223 fire_ball(GF_MANA, dir, 600, 3);
4234 fire_bolt(GF_MANA, dir, 500);
4242 * @brief 運命の輪、並びにカオス的な効果の発動
4243 * @param spell ランダムな効果を選択するための基準ID
4246 void wild_magic(int spell)
4249 int type = SUMMON_MOLD + randint0(6);
4251 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
4252 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
4254 switch (randint1(spell) + randint1(8) + 1)
4259 teleport_player(10, TELEPORT_PASSIVE);
4264 teleport_player(100, TELEPORT_PASSIVE);
4268 teleport_player(200, TELEPORT_PASSIVE);
4278 lite_area(damroll(2, 3), 2);
4281 destroy_doors_touch();
4286 sleep_monsters_touch();
4290 trap_creation(p_ptr->y, p_ptr->x);
4299 aggravate_monsters(0);
4302 earthquake(p_ptr->y, p_ptr->x, 5);
4306 (void)gain_random_mutation(0);
4310 apply_disenchant(1);
4316 fire_ball(GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
4323 while (counter++ < 8)
4325 (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET));
4330 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4333 (void)summon_cyber(-1, p_ptr->y, p_ptr->x);
4338 (void)activate_ty_curse(FALSE, &count);
4347 * @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。
4348 * / Drop 10+1d10 meteor ball at random places near the player
4353 void cast_meteor(HIT_POINT dam, POSITION rad)
4356 int b = 10 + randint1(10);
4358 for (i = 0; i < b; i++)
4360 POSITION y = 0, x = 0;
4363 for (count = 0; count <= 20; count++)
4367 x = p_ptr->x - 8 + randint0(17);
4368 y = p_ptr->y - 8 + randint0(17);
4370 dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
4371 dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
4373 /* Approximate distance */
4374 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4376 if (d >= 9) continue;
4378 if (!in_bounds(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)
4379 || !cave_have_flag_bold(y, x, FF_PROJECT)) continue;
4381 /* Valid position */
4385 if (count > 20) continue;
4387 project(0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
4393 * @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。
4396 * @return ターゲットを指定し、実行したならばTRUEを返す。
4398 bool cast_wrath_of_the_god(HIT_POINT dam, POSITION rad)
4400 POSITION x, y, tx, ty;
4404 int b = 10 + randint1(10);
4406 if (!get_aim_dir(&dir)) return FALSE;
4408 /* Use the given direction */
4409 tx = p_ptr->x + 99 * ddx[dir];
4410 ty = p_ptr->y + 99 * ddy[dir];
4412 /* Hack -- Use an actual "target" */
4413 if ((dir == 5) && target_okay())
4424 /* Hack -- Stop at the target */
4425 if ((y == ty) && (x == tx)) break;
4429 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
4431 /* Stop at maximum range */
4432 if (MAX_RANGE <= distance(p_ptr->y, p_ptr->x, ny, nx)) break;
4434 /* Stopped by walls/doors */
4435 if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
4437 /* Stopped by monsters */
4438 if ((dir != 5) && cave[ny][nx].m_idx != 0) break;
4440 /* Save the new location */
4447 for (i = 0; i < b; i++)
4449 int count = 20, d = 0;
4455 x = tx - 5 + randint0(11);
4456 y = ty - 5 + randint0(11);
4458 dx = (tx > x) ? (tx - x) : (x - tx);
4459 dy = (ty > y) ? (ty - y) : (y - ty);
4461 /* Approximate distance */
4462 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4463 /* Within the radius */
4467 if (count < 0) continue;
4469 /* Cannot penetrate perm walls */
4470 if (!in_bounds(y, x) ||
4471 cave_stop_disintegration(y, x) ||
4472 !in_disintegration_range(ty, tx, y, x))
4475 project(0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
4482 * @brief 「ワンダー」のランダムな効果を決定して処理する。
4486 * This spell should become more useful (more controlled) as the\n
4487 * player gains experience levels. Thus, add 1/5 of the player's\n
4488 * level to the die roll. This eliminates the worst effects later on,\n
4489 * while keeping the results quite random. It also allows some potent\n
4490 * effects only at high level.
4492 void cast_wonder(DIRECTION dir)
4494 PLAYER_LEVEL plev = p_ptr->lev;
4495 int die = randint1(100) + plev / 5;
4496 int vir = virtue_number(V_CHANCE);
4500 if (p_ptr->virtues[vir - 1] > 0)
4502 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4506 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4511 chg_virtue(V_CHANCE, 1);
4515 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
4518 if (die < 8) clone_monster(dir);
4519 else if (die < 14) speed_monster(dir, plev);
4520 else if (die < 26) heal_monster(dir, damroll(4, 6));
4521 else if (die < 31) poly_monster(dir, plev);
4523 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4524 damroll(3 + ((plev - 1) / 5), 4));
4525 else if (die < 41) confuse_monster(dir, plev);
4526 else if (die < 46) fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4527 else if (die < 51) (void)lite_line(dir, damroll(6, 8));
4529 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4530 damroll(3 + ((plev - 5) / 4), 8));
4532 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4533 damroll(5 + ((plev - 5) / 4), 8));
4535 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4536 damroll(6 + ((plev - 5) / 4), 8));
4538 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4539 damroll(8 + ((plev - 5) / 4), 8));
4540 else if (die < 76) hypodynamic_bolt(dir, 75);
4541 else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4542 else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
4543 else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
4544 else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
4545 else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
4548 earthquake(p_ptr->y, p_ptr->x, 12);
4552 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4556 symbol_genocide(plev + 50, TRUE);
4558 else if (die < 110) dispel_monsters(120);
4561 dispel_monsters(150);
4562 slow_monsters(plev);
4563 sleep_monsters(plev);
4570 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
4574 void cast_invoke_spirits(DIRECTION dir)
4576 PLAYER_LEVEL plev = p_ptr->lev;
4577 int die = randint1(100) + plev / 5;
4578 int vir = virtue_number(V_CHANCE);
4582 if (p_ptr->virtues[vir - 1] > 0)
4584 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4588 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4592 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..."));
4594 chg_virtue(V_CHANCE, 1);
4598 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!"));
4603 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!",
4604 "Oh no! Mouldering forms rise from the earth around you!"));
4606 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4607 chg_virtue(V_UNLIFE, 1);
4611 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..."));
4613 set_afraid(p_ptr->afraid + randint1(4) + 4);
4617 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...",
4618 "Your head is invaded by a horde of gibbering spectral voices..."));
4620 set_confused(p_ptr->confused + randint1(4) + 4);
4624 poly_monster(dir, plev);
4628 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4629 damroll(3 + ((plev - 1) / 5), 4));
4633 confuse_monster(dir, plev);
4637 fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4641 (void)lite_line(dir, damroll(6, 8));
4645 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4646 damroll(3 + ((plev - 5) / 4), 8));
4650 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4651 damroll(5 + ((plev - 5) / 4), 8));
4655 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4656 damroll(6 + ((plev - 5) / 4), 8));
4660 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4661 damroll(8 + ((plev - 5) / 4), 8));
4665 hypodynamic_bolt(dir, 75);
4669 fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4673 fire_ball(GF_ACID, dir, 40 + plev, 2);
4677 fire_ball(GF_ICE, dir, 70 + plev, 3);
4681 fire_ball(GF_FIRE, dir, 80 + plev, 3);
4685 hypodynamic_bolt(dir, 100 + plev);
4689 earthquake(p_ptr->y, p_ptr->x, 12);
4693 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4697 symbol_genocide(plev + 50, TRUE);
4701 dispel_monsters(120);
4705 dispel_monsters(150);
4706 slow_monsters(plev);
4707 sleep_monsters(plev);
4713 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。」",
4714 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
4719 * @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。
4722 void cast_shuffle(void)
4724 PLAYER_LEVEL plev = p_ptr->lev;
4727 int vir = virtue_number(V_CHANCE);
4730 /* Card sharks and high mages get a level bonus */
4731 if ((p_ptr->pclass == CLASS_ROGUE) ||
4732 (p_ptr->pclass == CLASS_HIGH_MAGE) ||
4733 (p_ptr->pclass == CLASS_SORCERER))
4734 die = (randint1(110)) + plev / 5;
4736 die = randint1(120);
4741 if (p_ptr->virtues[vir - 1] > 0)
4743 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4747 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4751 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..."));
4754 chg_virtue(V_CHANCE, 1);
4758 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
4760 for (i = 0; i < randint1(3); i++)
4761 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4765 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
4766 summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4771 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
4772 activate_ty_curse(FALSE, &count);
4776 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
4777 aggravate_monsters(0);
4781 msg_print(_("《愚者》だ。", "It's the Fool."));
4787 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
4788 trump_summoning(1, FALSE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
4792 msg_print(_("《月》だ。", "It's the Moon."));
4797 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
4798 wild_magic(randint0(32));
4802 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4803 teleport_player(10, TELEPORT_PASSIVE);
4807 msg_print(_("《正義》だ。", "It's Justice."));
4808 set_blessed(p_ptr->lev, FALSE);
4812 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4813 teleport_player(100, TELEPORT_PASSIVE);
4817 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4818 teleport_player(200, TELEPORT_PASSIVE);
4822 msg_print(_("《塔》だ。", "It's the Tower."));
4827 msg_print(_("《節制》だ。", "It's Temperance."));
4828 sleep_monsters_touch();
4832 msg_print(_("《塔》だ。", "It's the Tower."));
4834 earthquake(p_ptr->y, p_ptr->x, 5);
4838 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4839 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_MOLD, 0L);
4843 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4844 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_BAT, 0L);
4848 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4849 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_VORTEX, 0L);
4853 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4854 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
4858 msg_print(_("《恋人》だ。", "It's the Lovers."));
4860 if (get_aim_dir(&dir))
4861 charm_monster(dir, MIN(p_ptr->lev, 20));
4865 msg_print(_("《隠者》だ。", "It's the Hermit."));
4870 msg_print(_("《審判》だ。", "It's the Judgement."));
4871 do_cmd_rerate(FALSE);
4872 lose_all_mutations();
4876 msg_print(_("《太陽》だ。", "It's the Sun."));
4877 chg_virtue(V_KNOWLEDGE, 1);
4878 chg_virtue(V_ENLIGHTEN, 1);
4883 msg_print(_("《世界》だ。", "It's the World."));
4884 if (p_ptr->exp < PY_MAX_EXP)
4886 s32b ee = (p_ptr->exp / 25) + 1;
4887 if (ee > 5000) ee = 5000;
4888 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4894 bool_hack life_stream(bool_hack message, bool_hack virtue)
4898 chg_virtue(V_VITALITY, 1);
4899 chg_virtue(V_UNLIFE, -5);
4903 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
4906 (void)set_poisoned(0);
4908 (void)set_confused(0);
4912 (void)restore_all_status();
4913 (void)set_shero(0, TRUE);
4920 bool_hack heroism(int base)
4922 bool_hack ident = FALSE;
4923 if(set_afraid(0)) ident = TRUE;
4924 if(set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4925 if(hp_player(10)) ident = TRUE;
4929 bool_hack berserk(int base)
4931 bool_hack ident = FALSE;
4932 if (set_afraid(0)) ident = TRUE;
4933 if (set_shero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4934 if (hp_player(30)) ident = TRUE;
4938 bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
4940 bool_hack ident = FALSE;
4941 if (hp_player(damroll(dice, sides))) ident = TRUE;
4942 if (set_blind(0)) ident = TRUE;
4943 if (set_cut(p_ptr->cut - 10)) ident = TRUE;
4944 if (set_shero(0, TRUE)) ident = TRUE;
4948 bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
4950 bool_hack ident = FALSE;
4951 if (hp_player(damroll(dice, sides))) ident = TRUE;
4952 if (set_blind(0)) ident = TRUE;
4953 if (set_confused(0)) ident = TRUE;
4954 if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
4955 if (set_shero(0, TRUE)) ident = TRUE;
4959 bool_hack cure_critical_wounds(HIT_POINT pow)
4961 bool_hack ident = FALSE;
4962 if (hp_player(pow)) ident = TRUE;
4963 if (set_blind(0)) ident = TRUE;
4964 if (set_confused(0)) ident = TRUE;
4965 if (set_poisoned(0)) ident = TRUE;
4966 if (set_stun(0)) ident = TRUE;
4967 if (set_cut(0)) ident = TRUE;
4968 if (set_shero(0, TRUE)) ident = TRUE;
4972 bool_hack true_healing(HIT_POINT pow)
4974 bool_hack ident = FALSE;
4975 if (hp_player(pow)) ident = TRUE;
4976 if (set_blind(0)) ident = TRUE;
4977 if (set_confused(0)) ident = TRUE;
4978 if (set_poisoned(0)) ident = TRUE;
4979 if (set_stun(0)) ident = TRUE;
4980 if (set_cut(0)) ident = TRUE;
4981 if (set_image(0)) ident = TRUE;
4985 bool_hack restore_mana(bool_hack magic_eater)
4987 bool_hack ident = FALSE;
4989 if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
4992 for (i = 0; i < EATER_EXT * 2; i++)
4994 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
4995 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;
4997 for (; i < EATER_EXT * 3; i++)
4999 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
5000 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;
5001 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
5003 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
5004 p_ptr->window |= (PW_PLAYER);
5007 else if (p_ptr->csp < p_ptr->msp)
5009 p_ptr->csp = p_ptr->msp;
5010 p_ptr->csp_frac = 0;
5011 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
5012 p_ptr->redraw |= (PR_MANA);
5013 p_ptr->window |= (PW_PLAYER);
5014 p_ptr->window |= (PW_SPELL);
5021 bool restore_all_status(void)
5024 if (do_res_stat(A_STR)) ident = TRUE;
5025 if (do_res_stat(A_INT)) ident = TRUE;
5026 if (do_res_stat(A_WIS)) ident = TRUE;
5027 if (do_res_stat(A_DEX)) ident = TRUE;
5028 if (do_res_stat(A_CON)) ident = TRUE;
5029 if (do_res_stat(A_CHR)) ident = TRUE;
5034 * @brief 口を使う継続的な処理を中断する
5037 void stop_mouth(void)
5039 if (music_singing_any()) stop_singing();
5040 if (hex_spelling_any()) stop_hex_spell_all();
5044 bool_hack vampirism(void)
5051 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
5053 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
5057 /* Only works on adjacent monsters */
5058 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
5059 y = p_ptr->y + ddy[dir];
5060 x = p_ptr->x + ddx[dir];
5061 c_ptr = &cave[y][x];
5065 if (!(c_ptr->m_idx))
5067 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
5071 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
5073 dummy = p_ptr->lev * 2;
5075 if (hypodynamic_bolt(dir, dummy))
5077 if (p_ptr->food < PY_FOOD_FULL)
5078 /* No heal if we are "full" */
5079 (void)hp_player(dummy);
5081 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
5083 /* Gain nutritional sustenance: 150/hp drained */
5084 /* A Food ration gives 5000 food points (by contrast) */
5085 /* Don't ever get more than "Full" this way */
5086 /* But if we ARE Gorged, it won't cure us */
5087 dummy = p_ptr->food + MIN(5000, 100 * dummy);
5088 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
5089 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
5092 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
5096 bool panic_hit(void)
5101 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
5102 y = p_ptr->y + ddy[dir];
5103 x = p_ptr->x + ddx[dir];
5104 if (cave[y][x].m_idx)
5107 if (randint0(p_ptr->skill_dis) < 7)
5108 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
5110 teleport_player(30, 0L);
5115 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"));
5123 * @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)
5126 * currently this function allows pseudo-id of any object,
5127 * including silly ones like potions & scrolls, which always
5128 * get '{average}'. This should be changed, either to stop such
5129 * items from being pseudo-id'd, or to allow psychometry to
5130 * detect whether the unidentified potion/scroll/etc is
5131 * good (Cure Light Wounds, Restore Strength, etc) or
5132 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
5134 bool psychometry(void)
5138 char o_name[MAX_NLEN];
5143 item_tester_no_ryoute = TRUE;
5144 q = _("どのアイテムを調べますか?", "Meditate on which item? ");
5145 s = _("調べるアイテムがありません。", "You have nothing appropriate.");
5147 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
5149 /* Get the item (in the pack) */
5152 o_ptr = &inventory[item];
5155 /* Get the item (on the floor) */
5158 o_ptr = &o_list[0 - item];
5161 /* It is fully known, no information needed */
5162 if (object_is_known(o_ptr))
5164 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
5168 /* Check for a feeling */
5169 feel = value_check_aux1(o_ptr);
5171 /* Get an object description */
5172 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5174 /* Skip non-feelings */
5177 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);
5182 msg_format("%sは%sという感じがする...",
5183 o_name, game_inscriptions[feel]);
5185 msg_format("You feel that the %s %s %s...",
5186 o_name, ((o_ptr->number == 1) ? "is" : "are"),
5187 game_inscriptions[feel]);
5191 /* We have "felt" it */
5192 o_ptr->ident |= (IDENT_SENSE);
5195 o_ptr->feeling = feel;
5197 /* Player touches it */
5198 o_ptr->marked |= OM_TOUCHED;
5200 /* Combine / Reorder the pack (later) */
5201 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5203 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5205 /* Valid "tval" codes */
5206 switch (o_ptr->tval)
5234 /* Auto-inscription/destroy */
5235 autopick_alter_item(item, (bool)(okay && destroy_feeling));
5237 /* Something happened */