3 * @brief 魔法効果の実装/ Spell code (part 2)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
18 * @brief 自己分析処理(Nethackからのアイデア) / self-knowledge... idea from nethack.
22 * Useful for determining powers and
23 * resistences of items. It saves the screen, clears it, then starts listing
24 * attributes, a screenful at a time. (There are a LOT of attributes to
25 * list. It will probably take 2 or 3 screens for a powerful character whose
26 * using several artifacts...) -CFT
28 * It is now a lot more efficient. -BEN-
30 * See also "identify_fully()".
32 * XXX XXX XXX Use the "show_file()" method, perhaps.
35 void self_knowledge(void)
40 char v_string [8] [128];
41 char s_string [6] [128];
43 u32b flgs[TR_FLAG_SIZE];
52 int plev = p_ptr->lev;
56 for (j = 0; j < TR_FLAG_SIZE; j++)
59 p_ptr->knowledge |= (KNOW_STAT | KNOW_HPRATE);
63 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
65 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
67 sprintf(Dummy, _("現在の体力ランク : %d/100", "Your current Life Rating is %d/100."), percent);
68 strcpy(buf[0], Dummy);
72 chg_virtue(V_KNOWLEDGE, 1);
73 chg_virtue(V_ENLIGHTEN, 1);
75 /* Acquire item flags from equipment */
76 for (k = INVEN_RARM; k < INVEN_TOTAL; k++)
78 u32b tflgs[TR_FLAG_SIZE];
80 o_ptr = &inventory[k];
82 /* Skip non-objects */
83 if (!o_ptr->k_idx) continue;
85 /* Extract the flags */
86 object_flags(o_ptr, tflgs);
89 for (j = 0; j < TR_FLAG_SIZE; j++)
93 info[i++] = _("能力の最大値", "Limits of maximum stats");
95 for (v_nr = 0; v_nr < 6; v_nr++)
99 sprintf(stat_desc, "%s 18/%d", stat_names[v_nr], p_ptr->stat_max_max[v_nr]-18);
101 strcpy(s_string[v_nr], stat_desc);
103 info[i++] = s_string[v_nr];
107 sprintf(Dummy, _("現在の属性 : %s(%ld)", "Your alighnment : %s(%ld)"), your_alignment(), (long int)p_ptr->align);
108 strcpy(buf[1], Dummy);
110 for (v_nr = 0; v_nr < 8; v_nr++)
114 int tester = p_ptr->virtues[v_nr];
116 strcpy(v_name, virtue[(p_ptr->vir_types[v_nr])-1]);
118 sprintf(vir_desc, _("おっと。%sの情報なし。", "Oops. No info about %s."), v_name);
120 sprintf(vir_desc, _("[%s]の対極 (%d)", "You are the polar opposite of %s (%d)."),
122 else if (tester < -80)
123 sprintf(vir_desc, _("[%s]の大敵 (%d)", "You are an arch-enemy of %s (%d)."),
125 else if (tester < -60)
126 sprintf(vir_desc, _("[%s]の強敵 (%d)", "You are a bitter enemy of %s (%d)."),
128 else if (tester < -40)
129 sprintf(vir_desc, _("[%s]の敵 (%d)", "You are an enemy of %s (%d)."),
131 else if (tester < -20)
132 sprintf(vir_desc, _("[%s]の罪者 (%d)", "You have sinned against %s (%d)."),
135 sprintf(vir_desc, _("[%s]の迷道者 (%d)", "You have strayed from the path of %s (%d)."),
137 else if (tester == 0)
138 sprintf(vir_desc, _("[%s]の中立者 (%d)", "You are neutral to %s (%d)."),
140 else if (tester < 20)
141 sprintf(vir_desc, _("[%s]の小徳者 (%d)", "You are somewhat virtuous in %s (%d)."),
143 else if (tester < 40)
144 sprintf(vir_desc, _("[%s]の中徳者 (%d)", "You are virtuous in %s (%d)."),
146 else if (tester < 60)
147 sprintf(vir_desc, _("[%s]の高徳者 (%d)", "You are very virtuous in %s (%d)."),
149 else if (tester < 80)
150 sprintf(vir_desc, _("[%s]の覇者 (%d)", "You are a champion of %s (%d)."),
152 else if (tester < 100)
153 sprintf(vir_desc, _("[%s]の偉大な覇者 (%d)", "You are a great champion of %s (%d)."),
156 sprintf(vir_desc, _("[%s]の具現者 (%d)", "You are the living embodiment of %s (%d)."),
159 strcpy(v_string[v_nr], vir_desc);
161 info[i++] = v_string[v_nr];
165 /* Racial powers... */
166 if (p_ptr->mimic_form)
168 switch (p_ptr->mimic_form)
171 case MIMIC_DEMON_LORD:
172 sprintf(Dummy, _("あなたは %d ダメージの地獄か火炎のブレスを吐くことができる。(%d MP)",
173 "You can nether breathe, dam. %d (cost %d)."), 3 * plev, 10+plev/3);
180 sprintf(Dummy, _("あなたは敵から %d-%d HP の生命力を吸収できる。(%d MP)",
181 "You can steal life from a foe, dam. %d-%d (cost %d)."),
182 plev + MAX(1, plev / 10), plev + plev * MAX(1, plev / 10), 1 + (plev / 3));
190 switch (p_ptr->prace)
195 info[i++] = _("あなたは罠とドアと階段を感知できる。(5 MP)", "You can find traps, doors and stairs (cost 5).");
200 info[i++] = _("あなたは食料を生成できる。(10 MP)", "You can produce food (cost 10).");
206 sprintf(Dummy, _("あなたは範囲 %d 以内にテレポートできる。(%d MP)", "You can teleport, range %d (cost %d)."),
207 (1 + plev), (5 + (plev / 5)));
213 info[i++] = _("あなたは恐怖を除去できる。(5 MP)", "You can remove fear (cost 5).");
215 case RACE_HALF_TROLL:
217 info[i++] = _("あなたは狂暴化することができる。(12 MP) ", "You enter berserk fury (cost 12).");
221 info[i++] = _("あなたはシャドウシフトすることができる。(50 MP)", "You can Shift Shadows (cost 50).");
224 info[i++] = _("あなたは「パターン」を心に描いて歩くことができる。(75 MP)", "You can mentally Walk the Pattern (cost 75).");
229 info[i++] = _("あなたは狂暴化することができる。(10 MP) ", "You can enter berserk fury (cost 10).");
234 info[i++] = _("あなたは爆発のルーンを仕掛けることができる。(35 MP)", "You can set an Explosive Rune (cost 35).");
237 case RACE_HALF_GIANT:
239 info[i++] = _("あなたは石の壁を壊すことができる。(10 MP)", "You can break stone walls (cost 10).");
241 case RACE_HALF_TITAN:
243 info[i++] = _("あなたはモンスターをスキャンすることができる。(20 MP)", "You can probe monsters (cost 20).");
248 sprintf(Dummy, _("あなたは %d ダメージの岩石を投げることができる。(15 MP)",
249 "You can throw a boulder, dam. %d (cost 15)."), 3 * plev);
255 info[i++] = _("あなたは恐怖を呼び起こす叫び声を発することができる。(15 MP)", "You can make a terrifying scream (cost 15).");
260 sprintf(Dummy, _("あなたは %d ダメージの酸を吹きかけることができる。(9 MP)", "You can spit acid, dam. %d (cost 9)."), plev);
268 _("あなたは %d ダメージの毒矢を投げることができる。(8 MP)", "You can throw a dart of poison, dam. %d (cost 8)."), plev);
275 sprintf(Dummy, _("あなたは %d ダメージのマジック・ミサイルの呪文を使える。(2 MP)", "You can cast a Magic Missile, dam %d (cost 2)."),
276 (3 + ((plev-1) / 5)));
281 sprintf(Dummy, _("あなたは %d ダメージのブレスを吐くことができる。(%d MP)", "You can breathe, dam. %d (cost %d)."), 2 * plev, plev);
284 case RACE_MIND_FLAYER:
286 sprintf(Dummy, _("あなたは %d ダメージの精神攻撃をすることができる。(12 MP)", "You can mind blast your enemies, dam %d (cost 12)."), plev);
292 sprintf(Dummy, _("あなたは %d ダメージのファイア・ボールの呪文を使える。(15 MP)", "You can cast a Fire Ball, dam. %d (cost 15)."), plev);
297 sprintf(Dummy, _("あなたは %d ダメージのファイア・ボルトの呪文を使える。(15 MP)", "You can cast a Fire Bolt, dam. %d (cost 15)."), plev);
303 info[i++] = _("あなたは d20+30 ターンの間肌を石に変化させられる。(15 MP)", "You can turn your skin to stone, dur d20+30 (cost 15).");
308 info[i++] = _("あなたは失った経験値を回復することができる。(30 MP)", "You can restore lost experience (cost 30).");
313 sprintf(Dummy, _("あなたは敵から %d-%d HP の生命力を吸収できる。(%d MP)", "You can steal life from a foe, dam. %d-%d (cost %d)."),
314 plev + MAX(1, plev / 10), plev + plev * MAX(1, plev / 10), 1 + (plev / 3));
321 info[i++] = _("あなたは泣き叫んで敵を恐怖させることができる。(3 MP)", "You can wail to terrify your enemies (cost 3).");
327 info[i++] = _("あなたは敵を眠らせる魔法の粉を投げることができる。(12 MP)", "You can throw magical dust which induces sleep (cost 12).");
331 sprintf(Dummy, _("あなたは %d ダメージの地獄か火炎のブレスを吐くことができる。(%d MP)",
332 "You can breathe nether, dam. %d (cost %d)."), 3 * plev, 10+plev/3);
338 info[i++] = _("あなたは d20+30 ターンの間横に伸びることができる。(15 MP)", "You can expand horizontally, dur d20+30 (cost 15).");
342 sprintf(Dummy, _("あなたは %d ダメージのレイガンを撃つことができる。(7 MP)", "You can fire a ray gun with damage %d (cost 7)."),
345 sprintf(Dummy, _("あなたは %d ダメージのブラスターを撃つことができる。(13 MP)", "You can fire a blaster with damage %d (cost 13)."), plev);
347 sprintf(Dummy, _("あなたは %d ダメージのバズーカを撃つことができる。(26 MP)", "You can fire a bazooka with damage %d (cost 26)."), plev * 2);
349 sprintf(Dummy, _("あなたは %d ダメージのビームキャノンを撃つことができる。(40 MP)",
350 "You can fire a beam cannon with damage %d (cost 40)."), plev * 2);
352 sprintf(Dummy, _("あなたは %d ダメージのロケットを撃つことができる。(60 MP)",
353 "You can fire a rocket with damage %d (cost 60)."), plev * 5);
362 switch(p_ptr->pclass)
367 info[i++] = _("あなたはランダムな方向に対して数回攻撃することができる。(75 MP)",
368 "You can attack some random directions at a time (cost 75).");
371 case CLASS_HIGH_MAGE:
372 if (p_ptr->realm1 == REALM_HEX) break;
377 info[i++] = _("あなたはアイテムの魔力を吸収することができる。(1 MP)",
378 "You can absorb charges from an item (cost 1).");
382 if (is_good_realm(p_ptr->realm1))
386 info[i++] = _("あなたは武器を祝福することができる。(70 MP)", "You can bless a weapon (cost 70).");
393 info[i++] = _("あなたは周りのすべてのモンスターを攻撃することができる。(40 MP)", "You can damages all monsters in sight (cost 40).");
400 info[i++] = _("あなたは攻撃して即座に逃げることができる。(12 MP)", "You can hit a monster and teleport at a time (cost 12).");
406 info[i++] = _("あなたは怪物を調査することができる。(20 MP)", "You can prove monsters (cost 20).");
410 if (is_good_realm(p_ptr->realm1))
414 info[i++] = _("あなたは聖なる槍を放つことができる。(30 MP)", "You can fires a holy spear (cost 30).");
421 info[i++] = _("あなたは生命力を減少させる槍を放つことができる。(30 MP)", "You can fires a spear which drains vitality (cost 30).");
425 case CLASS_WARRIOR_MAGE:
428 info[i++] = _("あなたはHPをMPに変換することができる。(0 MP)", "You can convert HP to SP (cost 0).");
429 info[i++] = _("あなたはMPをHPに変換することができる。(0 MP)", "You can convert SP to HP (cost 0).");
432 case CLASS_CHAOS_WARRIOR:
435 info[i++] = _("あなたは周囲に怪物を惑わす光を発生させることができる。(50 MP)",
436 "You can radiate light which confuses nearby monsters (cost 50).");
442 info[i++] = _("あなたは構えることができる。(0 MP)", "You can assume a posture of special form (cost 0).");
446 info[i++] = _("あなたは通常の2倍の攻撃を行うことができる。(30 MP)", "You can perform double attacks in a time (cost 30).");
449 case CLASS_MINDCRAFTER:
450 case CLASS_FORCETRAINER:
453 info[i++] = _("あなたは精神を集中してMPを回復させることができる。(0 MP)", "You can concentrate to regenerate your mana (cost 0).");
457 info[i++] = _("あなたは写真を撮影することができる。(0 MP)", "You can take a photograph (cost 0).");
460 info[i++] = _("あなたはアイテムを完全に鑑定することができる。(20 MP)", "You can *identify* items (cost 20).");
466 info[i++] = _("あなたは怪物の特殊攻撃をダメージ2倍でまねることができる。(100 MP)",
467 "You can imitate monster's special attacks with double damage (cost 100).");
470 case CLASS_BEASTMASTER:
471 info[i++] = _("あなたは1体の生命のあるモンスターを支配することができる。(レベル/4 MP)", "You can dominate a monster (cost level/4).");
474 info[i++] = _("あなたは視界内の生命のあるモンスターを支配することができる。((レベル+20)/2 MP)",
475 "You can dominate living monsters in sight (cost (level+20)/4).");
478 case CLASS_MAGIC_EATER:
479 info[i++] = _("あなたは杖/魔法棒/ロッドの魔力を自分のものにすることができる。", "You can absorb a staff, wand or rod itself.");
484 info[i++] = _("あなたは1ターンに2回魔法を唱えることができる。(20 MP)", "You can cast two spells in one time (cost 20).");
489 info[i++] = _("あなたは精神を集中して気合いを溜めることができる。", "You can concentrate to regenerate your mana.");
493 info[i++] = _("あなたは特殊な型で構えることができる。", "You can assume a posture of special form.");
496 case CLASS_BLUE_MAGE:
497 info[i++] = _("あなたは相手に使われた魔法を学ぶことができる。", "You can study spells which your enemy casts on you.");
502 info[i++] = _("あなたはモンスターに乗って無理矢理ペットにすることができる。", "You can ride on a hostile monster forcibly to turn it into pet.");
505 case CLASS_BERSERKER:
508 info[i++] = _("あなたは街とダンジョンの間を行き来することができる。", "You can travel between town and the depths.");
511 case CLASS_MIRROR_MASTER:
512 info[i++] = _("あなたは鏡を作り出すことができる。(2 MP)", "You can create a Mirror (cost 2).");
513 info[i++] = _("あなたは鏡を割ることができる。(0 MP)", "You can break distant Mirrors (cost 0).");
518 info[i++] = _("あなたは素早く移動することができる。", "You can walk extremery fast.");
525 if (p_ptr->muta1 & MUT1_SPIT_ACID)
527 info[i++] = _("あなたは酸を吹きかけることができる。(ダメージ レベルX1)", "You can spit acid (dam lvl).");
529 if (p_ptr->muta1 & MUT1_BR_FIRE)
531 info[i++] = _("あなたは炎のブレスを吐くことができる。(ダメージ レベルX2)", "You can breathe fire (dam lvl * 2).");
533 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
535 info[i++] = _("あなたの睨みは催眠効果をもつ。", "Your gaze is hypnotic.");
537 if (p_ptr->muta1 & MUT1_TELEKINES)
539 info[i++] = _("あなたは念動力をもっている。", "You are telekinetic.");
541 if (p_ptr->muta1 & MUT1_VTELEPORT)
543 info[i++] = _("あなたは自分の意思でテレポートできる。", "You can teleport at will.");
545 if (p_ptr->muta1 & MUT1_MIND_BLST)
547 info[i++] = _("あなたは精神攻撃を行える。(ダメージ 3~12d3)", "You can Mind Blast your enemies (3 to 12d3 dam).");
549 if (p_ptr->muta1 & MUT1_RADIATION)
551 info[i++] = _("あなたは自分の意思で強い放射線を発生することができる。(ダメージ レベルX2)", "You can emit hard radiation at will (dam lvl * 2).");
553 if (p_ptr->muta1 & MUT1_VAMPIRISM)
555 info[i++] = _("あなたは吸血鬼のように敵から生命力を吸収することができる。(ダメージ レベルX2)",
556 "You can drain life from a foe like a vampire (dam lvl * 2).");
558 if (p_ptr->muta1 & MUT1_SMELL_MET)
560 info[i++] = _("あなたは近くにある貴金属をかぎ分けることができる。", "You can smell nearby precious metal.");
562 if (p_ptr->muta1 & MUT1_SMELL_MON)
564 info[i++] = _("あなたは近くのモンスターの存在をかぎ分けることができる。", "You can smell nearby monsters.");
566 if (p_ptr->muta1 & MUT1_BLINK)
568 info[i++] = _("あなたは短い距離をテレポートできる。", "You can teleport yourself short distances.");
570 if (p_ptr->muta1 & MUT1_EAT_ROCK)
572 info[i++] = _("あなたは硬い岩を食べることができる。", "You can consume solid rock.");
574 if (p_ptr->muta1 & MUT1_SWAP_POS)
576 info[i++] = _("あなたは他の者と場所を入れ替わることができる。", "You can switch locations with another being.");
578 if (p_ptr->muta1 & MUT1_SHRIEK)
580 info[i++] = _("あなたは身の毛もよだつ叫び声を発することができる。(ダメージ レベルX2)", "You can emit a horrible shriek (dam 2 * lvl).");
582 if (p_ptr->muta1 & MUT1_ILLUMINE)
584 info[i++] = _("あなたは明るい光を放つことができる。", "You can emit bright light.");
586 if (p_ptr->muta1 & MUT1_DET_CURSE)
588 info[i++] = _("あなたは邪悪な魔法の危険を感じとることができる。", "You can feel the danger of evil magic.");
590 if (p_ptr->muta1 & MUT1_BERSERK)
592 info[i++] = _("あなたは自分の意思で狂乱戦闘状態になることができる。", "You can drive yourself into a berserk frenzy.");
594 if (p_ptr->muta1 & MUT1_POLYMORPH)
596 info[i++] = _("あなたは自分の意志で変化できる。", "You can polymorph yourself at will.");
598 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
600 info[i++] = _("あなたは通常アイテムを金に変えることができる。", "You can turn ordinary items to gold.");
602 if (p_ptr->muta1 & MUT1_GROW_MOLD)
604 info[i++] = _("あなたは周囲にキノコを生やすことができる。", "You can cause mold to grow near you.");
606 if (p_ptr->muta1 & MUT1_RESIST)
608 info[i++] = _("あなたは元素の攻撃に対して身を硬くすることができる。", "You can harden yourself to the ravages of the elements.");
610 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
612 info[i++] = _("あなたは周囲のダンジョンを崩壊させることができる。", "You can bring down the dungeon around your ears.");
614 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
616 info[i++] = _("あなたは魔法のエネルギーを自分の物として使用できる。", "You can consume magic energy for your own use.");
618 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
620 info[i++] = _("あなたは自分に影響を与える魔法の力を感じることができる。", "You can feel the strength of the magics affecting you.");
622 if (p_ptr->muta1 & MUT1_STERILITY)
624 info[i++] = _("あなたは集団的生殖不能を起こすことができる。", "You can cause mass impotence.");
626 if (p_ptr->muta1 & MUT1_PANIC_HIT)
628 info[i++] = _("あなたは攻撃した後身を守るため逃げることができる。", "You can run for your life after hitting something.");
630 if (p_ptr->muta1 & MUT1_DAZZLE)
632 info[i++] = _("あなたは混乱と盲目を引き起こす放射能を発生することができる。 ", "You can emit confusing, blinding radiation.");
634 if (p_ptr->muta1 & MUT1_LASER_EYE)
636 info[i++] = _("あなたは目からレーザー光線を発することができる。(ダメージ レベルX2)", "Your eyes can fire laser beams (dam 2 * lvl).");
638 if (p_ptr->muta1 & MUT1_RECALL)
640 info[i++] = _("あなたは街とダンジョンの間を行き来することができる。", "You can travel between town and the depths.");
642 if (p_ptr->muta1 & MUT1_BANISH)
644 info[i++] = _("あなたは邪悪なモンスターを地獄に落とすことができる。", "You can send evil creatures directly to Hell.");
646 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
648 info[i++] = _("あなたは敵を触って凍らせることができる。(ダメージ レベルX3)", "You can freeze things with a touch (dam 3 * lvl).");
650 if (p_ptr->muta1 & MUT1_LAUNCHER)
652 info[i++] = _("あなたはアイテムを力強く投げることができる。", "You can hurl objects with great force.");
658 if (p_ptr->muta2 & MUT2_BERS_RAGE)
660 info[i++] = _("あなたは狂戦士化の発作を起こす。", "You are subject to berserker fits.");
662 if (p_ptr->muta2 & MUT2_COWARDICE)
664 info[i++] = _("あなたは時々臆病になる。", "You are subject to cowardice.");
666 if (p_ptr->muta2 & MUT2_RTELEPORT)
668 info[i++] = _("あなたはランダムにテレポートする。", "You are teleporting randomly.");
670 if (p_ptr->muta2 & MUT2_ALCOHOL)
672 info[i++] = _("あなたの体はアルコールを分泌する。", "Your body produces alcohol.");
674 if (p_ptr->muta2 & MUT2_HALLU)
676 info[i++] = _("あなたは幻覚を引き起こす精神錯乱に侵されている。", "You have a hallucinatory insanity.");
678 if (p_ptr->muta2 & MUT2_FLATULENT)
680 info[i++] = _("あなたは制御できない強烈な屁をこく。", "You are subject to uncontrollable flatulence.");
682 if (p_ptr->muta2 & MUT2_PROD_MANA)
684 info[i++] = _("あなたは制御不能な魔法のエネルギーを発している。", "You are producing magical energy uncontrollably.");
686 if (p_ptr->muta2 & MUT2_ATT_DEMON)
688 info[i++] = _("あなたはデーモンを引きつける。", "You attract demons.");
690 if (p_ptr->muta2 & MUT2_SCOR_TAIL)
692 info[i++] = _("あなたはサソリの尻尾が生えている。(毒、ダメージ 3d7)", "You have a scorpion tail (poison, 3d7).");
694 if (p_ptr->muta2 & MUT2_HORNS)
696 info[i++] = _("あなたは角が生えている。(ダメージ 2d6)", "You have horns (dam. 2d6).");
698 if (p_ptr->muta2 & MUT2_BEAK)
700 info[i++] = _("あなたはクチバシが生えている。(ダメージ 2d4)", "You have a beak (dam. 2d4).");
702 if (p_ptr->muta2 & MUT2_SPEED_FLUX)
704 info[i++] = _("あなたはランダムに早く動いたり遅く動いたりする。", "You move faster or slower randomly.");
706 if (p_ptr->muta2 & MUT2_BANISH_ALL)
708 info[i++] = _("あなたは時々近くのモンスターを消滅させる。", "You sometimes cause nearby creatures to vanish.");
710 if (p_ptr->muta2 & MUT2_EAT_LIGHT)
712 info[i++] = _("あなたは時々周囲の光を吸収して栄養にする。", "You sometimes feed off of the light around you.");
714 if (p_ptr->muta2 & MUT2_TRUNK)
716 info[i++] = _("あなたは象のような鼻を持っている。(ダメージ 1d4)", "You have an elephantine trunk (dam 1d4).");
718 if (p_ptr->muta2 & MUT2_ATT_ANIMAL)
720 info[i++] = _("あなたは動物を引きつける。", "You attract animals.");
722 if (p_ptr->muta2 & MUT2_TENTACLES)
724 info[i++] = _("あなたは邪悪な触手を持っている。(ダメージ 2d5)", "You have evil looking tentacles (dam 2d5).");
726 if (p_ptr->muta2 & MUT2_RAW_CHAOS)
728 info[i++] = _("あなたはしばしば純カオスに包まれる。", "You occasionally are surrounded with raw chaos.");
730 if (p_ptr->muta2 & MUT2_NORMALITY)
732 info[i++] = _("あなたは変異していたが、回復してきている。", "You may be mutated, but you're recovering.");
734 if (p_ptr->muta2 & MUT2_WRAITH)
736 info[i++] = _("あなたの肉体は幽体化したり実体化したりする。", "You fade in and out of physical reality.");
738 if (p_ptr->muta2 & MUT2_POLY_WOUND)
740 info[i++] = _("あなたの健康はカオスの力に影響を受ける。", "Your health is subject to chaotic forces.");
742 if (p_ptr->muta2 & MUT2_WASTING)
744 info[i++] = _("あなたは衰弱する恐ろしい病気にかかっている。", "You have a horrible wasting disease.");
746 if (p_ptr->muta2 & MUT2_ATT_DRAGON)
748 info[i++] = _("あなたはドラゴンを引きつける。", "You attract dragons.");
750 if (p_ptr->muta2 & MUT2_WEIRD_MIND)
752 info[i++] = _("あなたの精神はランダムに拡大したり縮小したりしている。", "Your mind randomly expands and contracts.");
754 if (p_ptr->muta2 & MUT2_NAUSEA)
756 info[i++] = _("あなたの胃は非常に落ち着きがない。", "You have a seriously upset stomach.");
758 if (p_ptr->muta2 & MUT2_CHAOS_GIFT)
760 info[i++] = _("あなたはカオスの守護悪魔から褒美をうけとる。", "Chaos deities give you gifts.");
762 if (p_ptr->muta2 & MUT2_WALK_SHAD)
764 info[i++] = _("あなたはしばしば他の「影」に迷い込む。", "You occasionally stumble into other shadows.");
766 if (p_ptr->muta2 & MUT2_WARNING)
768 info[i++] = _("あなたは敵に関する警告を感じる。", "You receive warnings about your foes.");
770 if (p_ptr->muta2 & MUT2_INVULN)
772 info[i++] = _("あなたは時々負け知らずな気分になる。", "You occasionally feel invincible.");
774 if (p_ptr->muta2 & MUT2_SP_TO_HP)
776 info[i++] = _("あなたは時々血が筋肉にどっと流れる。", "Your blood sometimes rushes to your muscles.");
778 if (p_ptr->muta2 & MUT2_HP_TO_SP)
780 info[i++] = _("あなたは時々頭に血がどっと流れる。", "Your blood sometimes rushes to your head.");
782 if (p_ptr->muta2 & MUT2_DISARM)
784 info[i++] = _("あなたはよくつまづいて物を落とす。", "You occasionally stumble and drop things.");
790 if (p_ptr->muta3 & MUT3_HYPER_STR)
792 info[i++] = _("あなたは超人的に強い。(腕力+4)", "You are superhumanly strong (+4 STR).");
794 if (p_ptr->muta3 & MUT3_PUNY)
796 info[i++] = _("あなたは虚弱だ。(腕力-4)", "You are puny (-4 STR).");
798 if (p_ptr->muta3 & MUT3_HYPER_INT)
800 info[i++] = _("あなたの脳は生体コンピュータだ。(知能&賢さ+4)", "Your brain is a living computer (+4 INT/WIS).");
802 if (p_ptr->muta3 & MUT3_MORONIC)
804 info[i++] = _("あなたは精神薄弱だ。(知能&賢さ-4)", "You are moronic (-4 INT/WIS).");
806 if (p_ptr->muta3 & MUT3_RESILIENT)
808 info[i++] = _("あなたは非常にタフだ。(耐久+4)", "You are very resilient (+4 CON).");
810 if (p_ptr->muta3 & MUT3_XTRA_FAT)
812 info[i++] = _("あなたは極端に太っている。(耐久+2,スピード-2)", "You are extremely fat (+2 CON, -2 speed).");
814 if (p_ptr->muta3 & MUT3_ALBINO)
816 info[i++] = _("あなたはアルビノだ。(耐久-4)", "You are albino (-4 CON).");
818 if (p_ptr->muta3 & MUT3_FLESH_ROT)
820 info[i++] = _("あなたの肉体は腐敗している。(耐久-2,魅力-1)", "Your flesh is rotting (-2 CON, -1 CHR).");
822 if (p_ptr->muta3 & MUT3_SILLY_VOI)
824 info[i++] = _("あなたの声は間抜けなキーキー声だ。(魅力-4)", "Your voice is a silly squeak (-4 CHR).");
826 if (p_ptr->muta3 & MUT3_BLANK_FAC)
828 info[i++] = _("あなたはのっぺらぼうだ。(魅力-1)", "Your face is featureless (-1 CHR).");
830 if (p_ptr->muta3 & MUT3_ILL_NORM)
832 info[i++] = _("あなたは幻影に覆われている。", "Your appearance is masked with illusion.");
834 if (p_ptr->muta3 & MUT3_XTRA_EYES)
836 info[i++] = _("あなたは余分に二つの目を持っている。(探索+15)", "You have an extra pair of eyes (+15 search).");
838 if (p_ptr->muta3 & MUT3_MAGIC_RES)
840 info[i++] = _("あなたは魔法への耐性をもっている。", "You are resistant to magic.");
842 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
844 info[i++] = _("あなたは変な音を発している。(隠密-3)", "You make a lot of strange noise (-3 stealth).");
846 if (p_ptr->muta3 & MUT3_INFRAVIS)
848 info[i++] = _("あなたは素晴らしい赤外線視力を持っている。(+3)", "You have remarkable infravision (+3).");
850 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
852 info[i++] = _("あなたは余分に二本の足が生えている。(加速+3)", "You have an extra pair of legs (+3 speed).");
854 if (p_ptr->muta3 & MUT3_SHORT_LEG)
856 info[i++] = _("あなたの足は短い突起だ。(加速-3)", "Your legs are short stubs (-3 speed).");
858 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
860 info[i++] = _("あなたの血管には電流が流れている。", "Electricity is running through your veins.");
862 if (p_ptr->muta3 & MUT3_FIRE_BODY)
864 info[i++] = _("あなたの体は炎につつまれている。", "Your body is enveloped in flames.");
866 if (p_ptr->muta3 & MUT3_WART_SKIN)
868 info[i++] = _("あなたの肌はイボに被われている。(魅力-2, AC+5)", "Your skin is covered with warts (-2 CHR, +5 AC).");
870 if (p_ptr->muta3 & MUT3_SCALES)
872 info[i++] = _("あなたの肌は鱗になっている。(魅力-1, AC+10)", "Your skin has turned into scales (-1 CHR, +10 AC).");
874 if (p_ptr->muta3 & MUT3_IRON_SKIN)
876 info[i++] = _("あなたの肌は鉄でできている。(器用-1, AC+25)", "Your skin is made of steel (-1 DEX, +25 AC).");
878 if (p_ptr->muta3 & MUT3_WINGS)
880 info[i++] = _("あなたは羽を持っている。", "You have wings.");
882 if (p_ptr->muta3 & MUT3_FEARLESS)
886 if (p_ptr->muta3 & MUT3_REGEN)
890 if (p_ptr->muta3 & MUT3_ESP)
894 if (p_ptr->muta3 & MUT3_LIMBER)
896 info[i++] = _("あなたの体は非常にしなやかだ。(器用+3)", "Your body is very limber (+3 DEX).");
898 if (p_ptr->muta3 & MUT3_ARTHRITIS)
900 info[i++] = _("あなたはいつも関節に痛みを感じている。(器用-3)", "Your joints ache constantly (-3 DEX).");
902 if (p_ptr->muta3 & MUT3_VULN_ELEM)
904 info[i++] = _("あなたは元素の攻撃に弱い。", "You are susceptible to damage from the elements.");
906 if (p_ptr->muta3 & MUT3_MOTION)
908 info[i++] = _("あなたの動作は正確で力強い。(隠密+1)", "Your movements are precise and forceful (+1 STL).");
910 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
912 info[i++] = _("あなたは白いオーラにつつまれている。", "There is a white aura surrounding you.");
914 if (p_ptr->muta3 & MUT3_BAD_LUCK)
916 info[i++] = _("あなたは黒いオーラにつつまれている。", "There is a black aura surrounding you.");
922 info[i++] = _("あなたは目が見えない。", "You cannot see.");
926 info[i++] = _("あなたは混乱している。", "You are confused.");
930 info[i++] = _("あなたは恐怖に侵されている。", "You are terrified.");
934 info[i++] = _("あなたは出血している。", "You are bleeding.");
938 info[i++] = _("あなたはもうろうとしている。", "You are stunned.");
942 info[i++] = _("あなたは毒に侵されている。", "You are poisoned.");
946 info[i++] = _("あなたは幻覚を見ている。", "You are hallucinating.");
948 if (p_ptr->cursed & TRC_TY_CURSE)
950 info[i++] = _("あなたは邪悪な怨念に包まれている。", "You carry an ancient foul curse.");
952 if (p_ptr->cursed & TRC_AGGRAVATE)
954 info[i++] = _("あなたはモンスターを怒らせている。", "You aggravate monsters.");
956 if (p_ptr->cursed & TRC_DRAIN_EXP)
958 info[i++] = _("あなたは経験値を吸われている。", "You are drained.");
960 if (p_ptr->cursed & TRC_SLOW_REGEN)
962 info[i++] = _("あなたの回復力は非常に遅い。", "You regenerate slowly.");
964 if (p_ptr->cursed & TRC_ADD_L_CURSE)
966 info[i++] = _("あなたの弱い呪いは増える。","Your weak curses multiply."); /* 暫定的 -- henkma */
968 if (p_ptr->cursed & TRC_ADD_H_CURSE)
970 info[i++] = _("あなたの強い呪いは増える。","Your heavy curses multiply."); /* 暫定的 -- henkma */
972 if (p_ptr->cursed & TRC_CALL_ANIMAL)
974 info[i++] = _("あなたは動物に狙われている。", "You attract animals.");
976 if (p_ptr->cursed & TRC_CALL_DEMON)
978 info[i++] = _("あなたは悪魔に狙われている。", "You attract demons.");
980 if (p_ptr->cursed & TRC_CALL_DRAGON)
982 info[i++] = _("あなたはドラゴンに狙われている。", "You attract dragons.");
984 if (p_ptr->cursed & TRC_COWARDICE)
986 info[i++] = _("あなたは時々臆病になる。", "You are subject to cowardice.");
988 if (p_ptr->cursed & TRC_TELEPORT)
990 info[i++] = _("あなたの位置はひじょうに不安定だ。", "Your position is very uncertain.");
992 if (p_ptr->cursed & TRC_LOW_MELEE)
994 info[i++] = _("あなたの武器は攻撃を外しやすい。", "Your weapon causes you to miss blows.");
996 if (p_ptr->cursed & TRC_LOW_AC)
998 info[i++] = _("あなたは攻撃を受けやすい。", "You are subject to be hit.");
1000 if (p_ptr->cursed & TRC_LOW_MAGIC)
1002 info[i++] = _("あなたは魔法を失敗しやすい。", "You are subject to fail spellcasting.");
1004 if (p_ptr->cursed & TRC_FAST_DIGEST)
1006 info[i++] = _("あなたはすぐお腹がへる。", "You have a good appetite.");
1008 if (p_ptr->cursed & TRC_DRAIN_HP)
1010 info[i++] = _("あなたは体力を吸われている。", "You are drained.");
1012 if (p_ptr->cursed & TRC_DRAIN_MANA)
1014 info[i++] = _("あなたは魔力を吸われている。", "You brain is drained.");
1018 info[i++] = _("あなたは高潔さを感じている。", "You feel rightous.");
1022 info[i++] = _("あなたはヒーロー気分だ。", "You feel heroic.");
1026 info[i++] = _("あなたは戦闘狂だ。", "You are in a battle rage.");
1028 if (p_ptr->protevil)
1030 info[i++] = _("あなたは邪悪なる存在から守られている。", "You are protected from evil.");
1034 info[i++] = _("あなたは神秘のシールドで守られている。", "You are protected by a mystic shield.");
1038 info[i++] = _("あなたは現在傷つかない。", "You are temporarily invulnerable.");
1040 if (p_ptr->wraith_form)
1042 info[i++] = _("あなたは一時的に幽体化している。", "You are temporarily incorporeal.");
1044 if (p_ptr->special_attack & ATTACK_CONFUSE)
1046 info[i++] = _("あなたの手は赤く輝いている。", "Your hands are glowing dull red.");
1048 if (p_ptr->special_attack & ATTACK_FIRE)
1050 info[i++] = _("あなたの手は火炎に覆われている。", "You can strike the enemy with flame.");
1052 if (p_ptr->special_attack & ATTACK_COLD)
1054 info[i++] = _("あなたの手は冷気に覆われている。", "You can strike the enemy with cold.");
1056 if (p_ptr->special_attack & ATTACK_ACID)
1058 info[i++] = _("あなたの手は酸に覆われている。", "You can strike the enemy with acid.");
1060 if (p_ptr->special_attack & ATTACK_ELEC)
1062 info[i++] = _("あなたの手は電撃に覆われている。", "You can strike the enemy with electoric shock.");
1064 if (p_ptr->special_attack & ATTACK_POIS)
1066 info[i++] = _("あなたの手は毒に覆われている。", "You can strike the enemy with poison.");
1068 switch (p_ptr->action)
1071 info[i++] = _("あなたはひじょうに注意深く周囲を見渡している。", "You are looking around very carefully.");
1074 if (p_ptr->new_spells)
1076 info[i++] = _("あなたは呪文や祈りを学ぶことができる。", "You can learn some spells/prayers.");
1078 if (p_ptr->word_recall)
1080 info[i++] = _("あなたはすぐに帰還するだろう。", "You will soon be recalled.");
1082 if (p_ptr->alter_reality)
1084 info[i++] = _("あなたはすぐにこの世界を離れるだろう。", "You will soon be altered.");
1086 if (p_ptr->see_infra)
1088 info[i++] = _("あなたの瞳は赤外線に敏感である。", "Your eyes are sensitive to infrared light.");
1092 info[i++] = _("あなたは透明なモンスターを見ることができる。", "You can see invisible creatures.");
1094 if (p_ptr->levitation)
1096 info[i++] = _("あなたは飛ぶことができる。", "You can fly.");
1098 if (p_ptr->free_act)
1100 info[i++] = _("あなたは麻痺知らずの効果を持っている。", "You have free action.");
1102 if (p_ptr->regenerate)
1104 info[i++] = _("あなたは素早く体力を回復する。", "You regenerate quickly.");
1106 if (p_ptr->slow_digest)
1108 info[i++] = _("あなたは食欲が少ない。", "Your appetite is small.");
1110 if (p_ptr->telepathy)
1112 info[i++] = _("あなたはテレパシー能力を持っている。", "You have ESP.");
1114 if (p_ptr->esp_animal)
1116 info[i++] = _("あなたは自然界の生物の存在を感じる能力を持っている。", "You sense natural creatures.");
1118 if (p_ptr->esp_undead)
1120 info[i++] = _("あなたはアンデッドの存在を感じる能力を持っている。", "You sense undead.");
1122 if (p_ptr->esp_demon)
1124 info[i++] = _("あなたは悪魔の存在を感じる能力を持っている。", "You sense demons.");
1128 info[i++] = _("あなたはオークの存在を感じる能力を持っている。", "You sense orcs.");
1130 if (p_ptr->esp_troll)
1132 info[i++] = _("あなたはトロルの存在を感じる能力を持っている。", "You sense trolls.");
1134 if (p_ptr->esp_giant)
1136 info[i++] = _("あなたは巨人の存在を感じる能力を持っている。", "You sense giants.");
1138 if (p_ptr->esp_dragon)
1140 info[i++] = _("あなたはドラゴンの存在を感じる能力を持っている。", "You sense dragons.");
1142 if (p_ptr->esp_human)
1144 info[i++] = _("あなたは人間の存在を感じる能力を持っている。", "You sense humans.");
1146 if (p_ptr->esp_evil)
1148 info[i++] = _("あなたは邪悪な生き物の存在を感じる能力を持っている。", "You sense evil creatures.");
1150 if (p_ptr->esp_good)
1152 info[i++] = _("あなたは善良な生き物の存在を感じる能力を持っている。", "You sense good creatures.");
1154 if (p_ptr->esp_nonliving)
1156 info[i++] = _("あなたは活動する無生物体の存在を感じる能力を持っている。", "You sense non-living creatures.");
1158 if (p_ptr->esp_unique)
1160 info[i++] = _("あなたは特別な強敵の存在を感じる能力を持っている。", "You sense unique monsters.");
1162 if (p_ptr->hold_exp)
1164 info[i++] = _("あなたは自己の経験値をしっかりと維持する。", "You have a firm hold on your experience.");
1168 info[i++] = _("あなたは矢の呪文を反射する。", "You reflect bolt spells.");
1172 info[i++] = _("あなたは炎のオーラに包まれている。", "You are surrounded with a fiery aura.");
1176 info[i++] = _("あなたは電気に包まれている。", "You are surrounded with electricity.");
1180 info[i++] = _("あなたは冷気のオーラに包まれている。", "You are surrounded with an aura of coldness.");
1182 if (p_ptr->tim_sh_holy)
1184 info[i++] = _("あなたは聖なるオーラに包まれている。", "You are surrounded with a holy aura.");
1186 if (p_ptr->tim_sh_touki)
1188 info[i++] = _("あなたは闘気のオーラに包まれている。", "You are surrounded with a energy aura.");
1190 if (p_ptr->anti_magic)
1192 info[i++] = _("あなたは反魔法シールドに包まれている。", "You are surrounded by an anti-magic shell.");
1194 if (p_ptr->anti_tele)
1196 info[i++] = _("あなたはテレポートできない。", "You cannot teleport.");
1200 info[i++] = _("あなたの身体は光っている。", "You are carrying a permanent light.");
1204 info[i++] = _("あなたは行動の前に危険を察知することができる。", "You will be warned before dangerous actions.");
1206 if (p_ptr->dec_mana)
1208 info[i++] = _("あなたは少ない消費魔力で魔法を唱えることができる。", "You can cast spells with fewer mana points.");
1210 if (p_ptr->easy_spell)
1212 info[i++] = _("あなたは低い失敗率で魔法を唱えることができる。", "Fail rate of your magic is decreased.");
1214 if (p_ptr->heavy_spell)
1216 info[i++] = _("あなたは高い失敗率で魔法を唱えなければいけない。", "Fail rate of your magic is increased.");
1218 if (p_ptr->mighty_throw)
1220 info[i++] = _("あなたは強く物を投げる。", "You can throw objects powerfully.");
1223 if (p_ptr->immune_acid)
1225 info[i++] = _("あなたは酸に対する完全なる免疫を持っている。", "You are completely immune to acid.");
1227 else if (p_ptr->resist_acid && IS_OPPOSE_ACID())
1229 info[i++] = _("あなたは酸への強力な耐性を持っている。", "You resist acid exceptionally well.");
1231 else if (p_ptr->resist_acid || IS_OPPOSE_ACID())
1233 info[i++] = _("あなたは酸への耐性を持っている。", "You are resistant to acid.");
1236 if (p_ptr->immune_elec)
1238 info[i++] = _("あなたは電撃に対する完全なる免疫を持っている。", "You are completely immune to lightning.");
1240 else if (p_ptr->resist_elec && IS_OPPOSE_ELEC())
1242 info[i++] = _("あなたは電撃への強力な耐性を持っている。", "You resist lightning exceptionally well.");
1244 else if (p_ptr->resist_elec || IS_OPPOSE_ELEC())
1246 info[i++] = _("あなたは電撃への耐性を持っている。", "You are resistant to lightning.");
1249 if (prace_is_(RACE_ANDROID) && !p_ptr->immune_elec)
1251 info[i++] = _("あなたは電撃に弱い。", "You are susceptible to damage from lightning.");
1254 if (p_ptr->immune_fire)
1256 info[i++] = _("あなたは火に対する完全なる免疫を持っている。", "You are completely immune to fire.");
1258 else if (p_ptr->resist_fire && IS_OPPOSE_FIRE())
1260 info[i++] = _("あなたは火への強力な耐性を持っている。", "You resist fire exceptionally well.");
1262 else if (p_ptr->resist_fire || IS_OPPOSE_FIRE())
1264 info[i++] = _("あなたは火への耐性を持っている。", "You are resistant to fire.");
1267 if (prace_is_(RACE_ENT) && !p_ptr->immune_fire)
1269 info[i++] = _("あなたは火に弱い。", "You are susceptible to damage from fire.");
1272 if (p_ptr->immune_cold)
1274 info[i++] = _("あなたは冷気に対する完全なる免疫を持っている。", "You are completely immune to cold.");
1276 else if (p_ptr->resist_cold && IS_OPPOSE_COLD())
1278 info[i++] = _("あなたは冷気への強力な耐性を持っている。", "You resist cold exceptionally well.");
1280 else if (p_ptr->resist_cold || IS_OPPOSE_COLD())
1282 info[i++] = _("あなたは冷気への耐性を持っている。", "You are resistant to cold.");
1285 if (p_ptr->resist_pois && IS_OPPOSE_POIS())
1287 info[i++] = _("あなたは毒への強力な耐性を持っている。", "You resist poison exceptionally well.");
1289 else if (p_ptr->resist_pois || IS_OPPOSE_POIS())
1291 info[i++] = _("あなたは毒への耐性を持っている。", "You are resistant to poison.");
1294 if (p_ptr->resist_lite)
1296 info[i++] = _("あなたは閃光への耐性を持っている。", "You are resistant to bright light.");
1299 if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1301 info[i++] = _("あなたは閃光に弱い。", "You are susceptible to damage from bright light.");
1304 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
1306 info[i++] = _("あなたは暗黒に対する完全なる免疫を持っている。", "You are completely immune to darkness.");
1309 else if (p_ptr->resist_dark)
1311 info[i++] = _("あなたは暗黒への耐性を持っている。", "You are resistant to darkness.");
1313 if (p_ptr->resist_conf)
1315 info[i++] = _("あなたは混乱への耐性を持っている。", "You are resistant to confusion.");
1317 if (p_ptr->resist_sound)
1319 info[i++] = _("あなたは音波の衝撃への耐性を持っている。", "You are resistant to sonic attacks.");
1321 if (p_ptr->resist_disen)
1323 info[i++] = _("あなたは劣化への耐性を持っている。", "You are resistant to disenchantment.");
1325 if (p_ptr->resist_chaos)
1327 info[i++] = _("あなたはカオスの力への耐性を持っている。", "You are resistant to chaos.");
1329 if (p_ptr->resist_shard)
1331 info[i++] = _("あなたは破片の攻撃への耐性を持っている。", "You are resistant to blasts of shards.");
1333 if (p_ptr->resist_nexus)
1335 info[i++] = _("あなたは因果混乱の攻撃への耐性を持っている。", "You are resistant to nexus attacks.");
1338 if (prace_is_(RACE_SPECTRE))
1340 info[i++] = _("あなたは地獄の力を吸収できる。", "You can drain nether forces.");
1342 else if (p_ptr->resist_neth)
1344 info[i++] = _("あなたは地獄の力への耐性を持っている。", "You are resistant to nether forces.");
1346 if (p_ptr->resist_fear)
1348 info[i++] = _("あなたは全く恐怖を感じない。", "You are completely fearless.");
1350 if (p_ptr->resist_blind)
1352 info[i++] = _("あなたの目は盲目への耐性を持っている。", "Your eyes are resistant to blindness.");
1354 if (p_ptr->resist_time)
1356 info[i++] = _("あなたは時間逆転への耐性を持っている。", "You are resistant to time.");
1359 if (p_ptr->sustain_str)
1361 info[i++] = _("あなたの腕力は維持されている。", "Your strength is sustained.");
1363 if (p_ptr->sustain_int)
1365 info[i++] = _("あなたの知能は維持されている。", "Your intelligence is sustained.");
1367 if (p_ptr->sustain_wis)
1369 info[i++] = _("あなたの賢さは維持されている。", "Your wisdom is sustained.");
1371 if (p_ptr->sustain_con)
1373 info[i++] = _("あなたの耐久力は維持されている。", "Your constitution is sustained.");
1375 if (p_ptr->sustain_dex)
1377 info[i++] = _("あなたの器用さは維持されている。", "Your dexterity is sustained.");
1379 if (p_ptr->sustain_chr)
1381 info[i++] = _("あなたの魅力は維持されている。", "Your charisma is sustained.");
1384 if (have_flag(flgs, TR_STR))
1386 info[i++] = _("あなたの腕力は装備によって影響を受けている。", "Your strength is affected by your equipment.");
1388 if (have_flag(flgs, TR_INT))
1390 info[i++] = _("あなたの知能は装備によって影響を受けている。", "Your intelligence is affected by your equipment.");
1392 if (have_flag(flgs, TR_WIS))
1394 info[i++] = _("あなたの賢さは装備によって影響を受けている。", "Your wisdom is affected by your equipment.");
1396 if (have_flag(flgs, TR_DEX))
1398 info[i++] = _("あなたの器用さは装備によって影響を受けている。", "Your dexterity is affected by your equipment.");
1400 if (have_flag(flgs, TR_CON))
1402 info[i++] = _("あなたの耐久力は装備によって影響を受けている。", "Your constitution is affected by your equipment.");
1404 if (have_flag(flgs, TR_CHR))
1406 info[i++] = _("あなたの魅力は装備によって影響を受けている。", "Your charisma is affected by your equipment.");
1409 if (have_flag(flgs, TR_STEALTH))
1411 info[i++] = _("あなたの隠密行動能力は装備によって影響を受けている。", "Your stealth is affected by your equipment.");
1413 if (have_flag(flgs, TR_SEARCH))
1415 info[i++] = _("あなたの探索能力は装備によって影響を受けている。", "Your searching ability is affected by your equipment.");
1417 if (have_flag(flgs, TR_INFRA))
1419 info[i++] = _("あなたの赤外線視力は装備によって影響を受けている。", "Your infravision is affected by your equipment.");
1421 if (have_flag(flgs, TR_TUNNEL))
1423 info[i++] = _("あなたの採掘能力は装備によって影響を受けている。", "Your digging ability is affected by your equipment.");
1425 if (have_flag(flgs, TR_SPEED))
1427 info[i++] = _("あなたのスピードは装備によって影響を受けている。", "Your speed is affected by your equipment.");
1429 if (have_flag(flgs, TR_BLOWS))
1431 info[i++] = _("あなたの攻撃速度は装備によって影響を受けている。", "Your attack speed is affected by your equipment.");
1435 /* Access the current weapon */
1436 o_ptr = &inventory[INVEN_RARM];
1438 /* Analyze the weapon */
1441 /* Indicate Blessing */
1442 if (have_flag(flgs, TR_BLESSED))
1444 info[i++] = _("あなたの武器は神の祝福を受けている。", "Your weapon has been blessed by the gods.");
1447 if (have_flag(flgs, TR_CHAOTIC))
1449 info[i++] = _("あなたの武器はログルスの徴の属性をもつ。", "Your weapon is branded with the Sign of Logrus.");
1453 if (have_flag(flgs, TR_IMPACT))
1455 info[i++] = _("あなたの武器は打撃で地震を発生することができる。", "The impact of your weapon can cause earthquakes.");
1458 if (have_flag(flgs, TR_VORPAL))
1460 info[i++] = _("あなたの武器は非常に鋭い。", "Your weapon is very sharp.");
1463 if (have_flag(flgs, TR_VAMPIRIC))
1465 info[i++] = _("あなたの武器は敵から生命力を吸収する。", "Your weapon drains life from your foes.");
1468 /* Special "Attack Bonuses" */
1469 if (have_flag(flgs, TR_BRAND_ACID))
1471 info[i++] = _("あなたの武器は敵を溶かす。", "Your weapon melts your foes.");
1473 if (have_flag(flgs, TR_BRAND_ELEC))
1475 info[i++] = _("あなたの武器は敵を感電させる。", "Your weapon shocks your foes.");
1477 if (have_flag(flgs, TR_BRAND_FIRE))
1479 info[i++] = _("あなたの武器は敵を燃やす。", "Your weapon burns your foes.");
1481 if (have_flag(flgs, TR_BRAND_COLD))
1483 info[i++] = _("あなたの武器は敵を凍らせる。", "Your weapon freezes your foes.");
1485 if (have_flag(flgs, TR_BRAND_POIS))
1487 info[i++] = _("あなたの武器は敵を毒で侵す。", "Your weapon poisons your foes.");
1490 /* Special "slay" flags */
1491 if (have_flag(flgs, TR_KILL_ANIMAL))
1493 info[i++] = _("あなたの武器は動物の天敵である。", "Your weapon is a great bane of animals.");
1495 else if (have_flag(flgs, TR_SLAY_ANIMAL))
1497 info[i++] = _("あなたの武器は動物に対して強い力を発揮する。", "Your weapon strikes at animals with extra force.");
1499 if (have_flag(flgs, TR_KILL_EVIL))
1501 info[i++] = _("あなたの武器は邪悪なる存在の天敵である。", "Your weapon is a great bane of evil.");
1503 else if (have_flag(flgs, TR_SLAY_EVIL))
1505 info[i++] = _("あなたの武器は邪悪なる存在に対して強い力を発揮する。", "Your weapon strikes at evil with extra force.");
1507 if (have_flag(flgs, TR_KILL_HUMAN))
1509 info[i++] = _("あなたの武器は人間の天敵である。", "Your weapon is a great bane of humans.");
1511 else if (have_flag(flgs, TR_SLAY_HUMAN))
1513 info[i++] = _("あなたの武器は人間に対して特に強い力を発揮する。", "Your weapon is especially deadly against humans.");
1515 if (have_flag(flgs, TR_KILL_UNDEAD))
1517 info[i++] = _("あなたの武器はアンデッドの天敵である。", "Your weapon is a great bane of undead.");
1519 else if (have_flag(flgs, TR_SLAY_UNDEAD))
1521 info[i++] = _("あなたの武器はアンデッドに対して神聖なる力を発揮する。", "Your weapon strikes at undead with holy wrath.");
1523 if (have_flag(flgs, TR_KILL_DEMON))
1525 info[i++] = _("あなたの武器はデーモンの天敵である。", "Your weapon is a great bane of demons.");
1527 else if (have_flag(flgs, TR_SLAY_DEMON))
1529 info[i++] = _("あなたの武器はデーモンに対して神聖なる力を発揮する。", "Your weapon strikes at demons with holy wrath.");
1531 if (have_flag(flgs, TR_KILL_ORC))
1533 info[i++] = _("あなたの武器はオークの天敵である。", "Your weapon is a great bane of orcs.");
1535 else if (have_flag(flgs, TR_SLAY_ORC))
1537 info[i++] = _("あなたの武器はオークに対して特に強い力を発揮する。", "Your weapon is especially deadly against orcs.");
1539 if (have_flag(flgs, TR_KILL_TROLL))
1541 info[i++] = _("あなたの武器はトロルの天敵である。", "Your weapon is a great bane of trolls.");
1543 else if (have_flag(flgs, TR_SLAY_TROLL))
1545 info[i++] = _("あなたの武器はトロルに対して特に強い力を発揮する。", "Your weapon is especially deadly against trolls.");
1547 if (have_flag(flgs, TR_KILL_GIANT))
1549 info[i++] = _("あなたの武器はジャイアントの天敵である。", "Your weapon is a great bane of giants.");
1551 else if (have_flag(flgs, TR_SLAY_GIANT))
1553 info[i++] = _("あなたの武器はジャイアントに対して特に強い力を発揮する。", "Your weapon is especially deadly against giants.");
1555 /* Special "kill" flags */
1556 if (have_flag(flgs, TR_KILL_DRAGON))
1558 info[i++] = _("あなたの武器はドラゴンの天敵である。", "Your weapon is a great bane of dragons.");
1560 else if (have_flag(flgs, TR_SLAY_DRAGON))
1562 info[i++] = _("あなたの武器はドラゴンに対して特に強い力を発揮する。", "Your weapon is especially deadly against dragons.");
1565 if (have_flag(flgs, TR_FORCE_WEAPON))
1567 info[i++] = _("あなたの武器はMPを使って攻撃する。", "Your weapon causes greate damages using your MP.");
1569 if (have_flag(flgs, TR_THROW))
1571 info[i++] = _("あなたの武器は投げやすい。", "Your weapon can be thrown well.");
1576 /* Save the screen */
1579 /* Erase the screen */
1580 for (k = 1; k < 24; k++) prt("", k, 13);
1582 /* Label the information */
1583 prt(_(" あなたの状態:", " Your Attributes:"), 1, 15);
1585 /* We will print on top of the map (column 13) */
1586 for (k = 2, j = 0; j < i; j++)
1589 prt(info[j], k++, 15);
1591 /* Every 20 entries (lines 2 to 21), start over */
1592 if ((k == 22) && (j+1 < i))
1594 prt(_("-- 続く --", "-- more --"), k, 15);
1596 for (; k > 2; k--) prt("", k, 15);
1601 prt(_("[何かキーを押すとゲームに戻ります]", "[Press any key to continue]"), k, 13);
1604 /* Restore the screen */
1609 * @brief 魔法効果時間のターン数に基づいて表現IDを返す。
1613 static int report_magics_aux(int dur)
1631 else if (dur <= 100)
1635 else if (dur <= 200)
1645 static cptr report_magic_durations[] =
1658 "for a little while",
1662 "for a very long time",
1663 "for an incredibly long time",
1664 "until you hit a monster"
1670 * @brief 現在の一時的効果一覧を返す / Report all currently active magical effects.
1673 void report_magics(void)
1683 info2[i] = report_magics_aux(p_ptr->blind);
1684 info[i++] = _("あなたは目が見えない", "You cannot see");
1686 if (p_ptr->confused)
1688 info2[i] = report_magics_aux(p_ptr->confused);
1689 info[i++] = _("あなたは混乱している", "You are confused");
1693 info2[i] = report_magics_aux(p_ptr->afraid);
1694 info[i++] = _("あなたは恐怖に侵されている", "You are terrified");
1696 if (p_ptr->poisoned)
1698 info2[i] = report_magics_aux(p_ptr->poisoned);
1699 info[i++] = _("あなたは毒に侵されている", "You are poisoned");
1703 info2[i] = report_magics_aux(p_ptr->image);
1704 info[i++] = _("あなたは幻覚を見ている", "You are hallucinating");
1708 info2[i] = report_magics_aux(p_ptr->blessed);
1709 info[i++] = _("あなたは高潔さを感じている", "You feel rightous");
1713 info2[i] = report_magics_aux(p_ptr->hero);
1714 info[i++] = _("あなたはヒーロー気分だ", "You feel heroic");
1718 info2[i] = report_magics_aux(p_ptr->shero);
1719 info[i++] = _("あなたは戦闘狂だ", "You are in a battle rage");
1721 if (p_ptr->protevil)
1723 info2[i] = report_magics_aux(p_ptr->protevil);
1724 info[i++] = _("あなたは邪悪なる存在から守られている", "You are protected from evil");
1728 info2[i] = report_magics_aux(p_ptr->shield);
1729 info[i++] = _("あなたは神秘のシールドで守られている", "You are protected by a mystic shield");
1733 info2[i] = report_magics_aux(p_ptr->invuln);
1734 info[i++] = _("あなたは無敵だ", "You are invulnerable");
1736 if (p_ptr->wraith_form)
1738 info2[i] = report_magics_aux(p_ptr->wraith_form);
1739 info[i++] = _("あなたは幽体化している", "You are incorporeal");
1741 if (p_ptr->special_attack & ATTACK_CONFUSE)
1744 info[i++] = _("あなたの手は赤く輝いている", "Your hands are glowing dull red.");
1746 if (p_ptr->word_recall)
1748 info2[i] = report_magics_aux(p_ptr->word_recall);
1749 info[i++] = _("この後帰還の詔が発動する", "You are waiting to be recalled");
1751 if (p_ptr->alter_reality)
1753 info2[i] = report_magics_aux(p_ptr->alter_reality);
1754 info[i++] = _("この後現実変容が発動する", "You waiting to be altered");
1756 if (p_ptr->oppose_acid)
1758 info2[i] = report_magics_aux(p_ptr->oppose_acid);
1759 info[i++] = _("あなたは酸への耐性を持っている", "You are resistant to acid");
1761 if (p_ptr->oppose_elec)
1763 info2[i] = report_magics_aux(p_ptr->oppose_elec);
1764 info[i++] = _("あなたは電撃への耐性を持っている", "You are resistant to lightning");
1766 if (p_ptr->oppose_fire)
1768 info2[i] = report_magics_aux(p_ptr->oppose_fire);
1769 info[i++] = _("あなたは火への耐性を持っている", "You are resistant to fire");
1771 if (p_ptr->oppose_cold)
1773 info2[i] = report_magics_aux(p_ptr->oppose_cold);
1774 info[i++] = _("あなたは冷気への耐性を持っている", "You are resistant to cold");
1776 if (p_ptr->oppose_pois)
1778 info2[i] = report_magics_aux(p_ptr->oppose_pois);
1779 info[i++] = _("あなたは毒への耐性を持っている", "You are resistant to poison");
1782 /* Save the screen */
1785 /* Erase the screen */
1786 for (k = 1; k < 24; k++) prt("", k, 13);
1788 /* Label the information */
1789 prt(_(" 現在かかっている魔法 :", " Your Current Magic:"), 1, 15);
1792 /* We will print on top of the map (column 13) */
1793 for (k = 2, j = 0; j < i; j++)
1796 sprintf(Dummy, _("%-28s : 期間 - %s ", "%s %s."), info[j],
1797 report_magic_durations[info2[j]]);
1798 prt(Dummy, k++, 15);
1800 /* Every 20 entries (lines 2 to 21), start over */
1801 if ((k == 22) && (j + 1 < i))
1803 prt(_("-- 続く --", "-- more --"), k, 15);
1805 for (; k > 2; k--) prt("", k, 15);
1810 prt(_("[何かキーを押すとゲームに戻ります]", "[Press any key to continue]"), k, 13);
1813 /* Restore the screen */
1818 * @brief プレイヤー周辺の地形を感知する
1820 * @param flag 特定地形ID
1821 * @param known 地形から危険フラグを外すならTRUE
1822 * @return 効力があった場合TRUEを返す
1824 static bool detect_feat_flag(int range, int flag, bool known)
1827 bool detect = FALSE;
1830 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
1832 /* Scan the current panel */
1833 for (y = 1; y < cur_hgt - 1; y++)
1835 for (x = 1; x <= cur_wid - 1; x++)
1837 int dist = distance(py, px, y, x);
1838 if (dist > range) continue;
1840 /* Access the grid */
1841 c_ptr = &cave[y][x];
1844 if (flag == FF_TRAP)
1846 /* Mark as detected */
1847 if (dist <= range && known)
1849 if (dist <= range - 1) c_ptr->info |= (CAVE_IN_DETECT);
1851 c_ptr->info &= ~(CAVE_UNSAFE);
1859 if (cave_have_flag_grid(c_ptr, flag))
1861 /* Detect secrets */
1862 disclose_grid(y, x);
1864 /* Hack -- Memorize */
1865 c_ptr->info |= (CAVE_MARK);
1882 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
1884 * @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
1885 * @return 効力があった場合TRUEを返す
1887 bool detect_traps(int range, bool known)
1889 bool detect = detect_feat_flag(range, FF_TRAP, known);
1891 if (known) p_ptr->dtrap = TRUE;
1893 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 0) detect = FALSE;
1898 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
1907 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
1909 * @return 効力があった場合TRUEを返す
1911 bool detect_doors(int range)
1913 bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
1915 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 0) detect = FALSE;
1920 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
1929 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
1931 * @return 効力があった場合TRUEを返す
1933 bool detect_stairs(int range)
1935 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
1937 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 0) detect = FALSE;
1942 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
1951 * @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
1953 * @return 効力があった場合TRUEを返す
1955 bool detect_treasure(int range)
1957 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
1959 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 6) detect = FALSE;
1964 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!"));
1973 * @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
1975 * @return 効力があった場合TRUEを返す
1977 bool detect_objects_gold(int range)
1982 bool detect = FALSE;
1984 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
1987 for (i = 1; i < o_max; i++)
1989 object_type *o_ptr = &o_list[i];
1991 /* Skip dead objects */
1992 if (!o_ptr->k_idx) continue;
1994 /* Skip held objects */
1995 if (o_ptr->held_m_idx) continue;
2001 /* Only detect nearby objects */
2002 if (distance(py, px, y, x) > range2) continue;
2004 /* Detect "gold" objects */
2005 if (o_ptr->tval == TV_GOLD)
2007 /* Hack -- memorize it */
2008 o_ptr->marked |= OM_FOUND;
2018 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 6) detect = FALSE;
2023 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
2026 if (detect_monsters_string(range, "$"))
2037 * @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
2039 * @return 効力があった場合TRUEを返す
2041 bool detect_objects_normal(int range)
2046 bool detect = FALSE;
2048 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
2051 for (i = 1; i < o_max; i++)
2053 object_type *o_ptr = &o_list[i];
2055 /* Skip dead objects */
2056 if (!o_ptr->k_idx) continue;
2058 /* Skip held objects */
2059 if (o_ptr->held_m_idx) continue;
2065 /* Only detect nearby objects */
2066 if (distance(py, px, y, x) > range2) continue;
2068 /* Detect "real" objects */
2069 if (o_ptr->tval != TV_GOLD)
2071 /* Hack -- memorize it */
2072 o_ptr->marked |= OM_FOUND;
2082 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 6) detect = FALSE;
2087 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
2090 if (detect_monsters_string(range, "!=?|/`"))
2101 * @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.
2103 * @return 効力があった場合TRUEを返す
2106 * This will light up all spaces with "magic" items, including artifacts,
2107 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
2108 * and "enchanted" items of the "good" variety.
2110 * It can probably be argued that this function is now too powerful.
2113 bool detect_objects_magic(int range)
2117 bool detect = FALSE;
2119 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
2121 /* Scan all objects */
2122 for (i = 1; i < o_max; i++)
2124 object_type *o_ptr = &o_list[i];
2126 /* Skip dead objects */
2127 if (!o_ptr->k_idx) continue;
2129 /* Skip held objects */
2130 if (o_ptr->held_m_idx) continue;
2136 /* Only detect nearby objects */
2137 if (distance(py, px, y, x) > range) continue;
2139 /* Examine the tval */
2142 /* Artifacts, misc magic items, or enchanted wearables */
2143 if (object_is_artifact(o_ptr) ||
2144 object_is_ego(o_ptr) ||
2145 (tv == TV_WHISTLE) ||
2146 (tv == TV_AMULET) ||
2151 (tv == TV_SCROLL) ||
2152 (tv == TV_POTION) ||
2153 (tv == TV_LIFE_BOOK) ||
2154 (tv == TV_SORCERY_BOOK) ||
2155 (tv == TV_NATURE_BOOK) ||
2156 (tv == TV_CHAOS_BOOK) ||
2157 (tv == TV_DEATH_BOOK) ||
2158 (tv == TV_TRUMP_BOOK) ||
2159 (tv == TV_ARCANE_BOOK) ||
2160 (tv == TV_CRAFT_BOOK) ||
2161 (tv == TV_DAEMON_BOOK) ||
2162 (tv == TV_CRUSADE_BOOK) ||
2163 (tv == TV_MUSIC_BOOK) ||
2164 (tv == TV_HISSATSU_BOOK) ||
2165 (tv == TV_HEX_BOOK) ||
2166 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
2168 /* Memorize the item */
2169 o_ptr->marked |= OM_FOUND;
2182 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!"));
2191 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
2193 * @return 効力があった場合TRUEを返す
2195 bool detect_monsters_normal(int range)
2201 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
2204 for (i = 1; i < m_max; i++)
2206 monster_type *m_ptr = &m_list[i];
2207 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2209 /* Skip dead monsters */
2210 if (!m_ptr->r_idx) continue;
2216 /* Only detect nearby monsters */
2217 if (distance(py, px, y, x) > range) continue;
2219 /* Detect all non-invisible monsters */
2220 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
2222 /* Repair visibility later */
2223 repair_monsters = TRUE;
2225 /* Hack -- Detect monster */
2226 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
2228 /* Update the monster */
2229 update_mon(i, FALSE);
2236 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 3) flag = FALSE;
2241 /* Describe result */
2242 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
2251 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
2253 * @return 効力があった場合TRUEを返す
2255 bool detect_monsters_invis(int range)
2260 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
2263 for (i = 1; i < m_max; i++)
2265 monster_type *m_ptr = &m_list[i];
2266 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2268 /* Skip dead monsters */
2269 if (!m_ptr->r_idx) continue;
2275 /* Only detect nearby monsters */
2276 if (distance(py, px, y, x) > range) continue;
2278 /* Detect invisible monsters */
2279 if (r_ptr->flags2 & RF2_INVISIBLE)
2281 /* Update monster recall window */
2282 if (p_ptr->monster_race_idx == m_ptr->r_idx)
2285 p_ptr->window |= (PW_MONSTER);
2288 /* Repair visibility later */
2289 repair_monsters = TRUE;
2291 /* Hack -- Detect monster */
2292 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
2294 /* Update the monster */
2295 update_mon(i, FALSE);
2302 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 3) flag = FALSE;
2307 /* Describe result */
2308 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
2316 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
2318 * @return 効力があった場合TRUEを返す
2320 bool detect_monsters_evil(int range)
2325 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
2328 for (i = 1; i < m_max; i++)
2330 monster_type *m_ptr = &m_list[i];
2331 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2333 /* Skip dead monsters */
2334 if (!m_ptr->r_idx) continue;
2340 /* Only detect nearby monsters */
2341 if (distance(py, px, y, x) > range) continue;
2343 /* Detect evil monsters */
2344 if (r_ptr->flags3 & RF3_EVIL)
2346 if (is_original_ap(m_ptr))
2348 /* Take note that they are evil */
2349 r_ptr->r_flags3 |= (RF3_EVIL);
2351 /* Update monster recall window */
2352 if (p_ptr->monster_race_idx == m_ptr->r_idx)
2355 p_ptr->window |= (PW_MONSTER);
2359 /* Repair visibility later */
2360 repair_monsters = TRUE;
2362 /* Hack -- Detect monster */
2363 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
2365 /* Update the monster */
2366 update_mon(i, FALSE);
2376 /* Describe result */
2377 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
2385 * @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
2387 * @return 効力があった場合TRUEを返す
2389 bool detect_monsters_nonliving(int range)
2394 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
2397 for (i = 1; i < m_max; i++)
2399 monster_type *m_ptr = &m_list[i];
2400 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2402 /* Skip dead monsters */
2403 if (!m_ptr->r_idx) continue;
2409 /* Only detect nearby monsters */
2410 if (distance(py, px, y, x) > range) continue;
2412 /* Detect non-living monsters */
2413 if (!monster_living(r_ptr))
2415 /* Update monster recall window */
2416 if (p_ptr->monster_race_idx == m_ptr->r_idx)
2419 p_ptr->window |= (PW_MONSTER);
2422 /* Repair visibility later */
2423 repair_monsters = TRUE;
2425 /* Hack -- Detect monster */
2426 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
2428 /* Update the monster */
2429 update_mon(i, FALSE);
2439 /* Describe result */
2440 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!"));
2448 * @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
2450 * @return 効力があった場合TRUEを返す
2452 bool detect_monsters_mind(int range)
2457 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
2460 for (i = 1; i < m_max; i++)
2462 monster_type *m_ptr = &m_list[i];
2463 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2465 /* Skip dead monsters */
2466 if (!m_ptr->r_idx) continue;
2472 /* Only detect nearby monsters */
2473 if (distance(py, px, y, x) > range) continue;
2475 /* Detect non-living monsters */
2476 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
2478 /* Update monster recall window */
2479 if (p_ptr->monster_race_idx == m_ptr->r_idx)
2482 p_ptr->window |= (PW_MONSTER);
2485 /* Repair visibility later */
2486 repair_monsters = TRUE;
2488 /* Hack -- Detect monster */
2489 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
2491 /* Update the monster */
2492 update_mon(i, FALSE);
2502 /* Describe result */
2503 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
2512 * @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
2514 * @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)
2515 * @return 効力があった場合TRUEを返す
2517 bool detect_monsters_string(int range, cptr Match)
2522 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
2525 for (i = 1; i < m_max; i++)
2527 monster_type *m_ptr = &m_list[i];
2528 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2530 /* Skip dead monsters */
2531 if (!m_ptr->r_idx) continue;
2537 /* Only detect nearby monsters */
2538 if (distance(py, px, y, x) > range) continue;
2540 /* Detect monsters with the same symbol */
2541 if (my_strchr(Match, r_ptr->d_char))
2543 /* Update monster recall window */
2544 if (p_ptr->monster_race_idx == m_ptr->r_idx)
2547 p_ptr->window |= (PW_MONSTER);
2550 /* Repair visibility later */
2551 repair_monsters = TRUE;
2553 /* Hack -- Detect monster */
2554 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
2556 /* Update the monster */
2557 update_mon(i, FALSE);
2564 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 3) flag = FALSE;
2569 /* Describe result */
2570 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
2578 * @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
2580 * @param match_flag 感知フラグ
2581 * @return 効力があった場合TRUEを返す
2583 bool detect_monsters_xxx(int range, u32b match_flag)
2587 cptr desc_monsters = _("変なモンスター", "weird monsters");
2589 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
2592 for (i = 1; i < m_max; i++)
2594 monster_type *m_ptr = &m_list[i];
2595 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2597 /* Skip dead monsters */
2598 if (!m_ptr->r_idx) continue;
2604 /* Only detect nearby monsters */
2605 if (distance(py, px, y, x) > range) continue;
2607 /* Detect evil monsters */
2608 if (r_ptr->flags3 & (match_flag))
2610 if (is_original_ap(m_ptr))
2612 /* Take note that they are something */
2613 r_ptr->r_flags3 |= (match_flag);
2615 /* Update monster recall window */
2616 if (p_ptr->monster_race_idx == m_ptr->r_idx)
2619 p_ptr->window |= (PW_MONSTER);
2623 /* Repair visibility later */
2624 repair_monsters = TRUE;
2626 /* Hack -- Detect monster */
2627 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
2629 /* Update the monster */
2630 update_mon(i, FALSE);
2643 desc_monsters = _("デーモン", "demons");
2646 desc_monsters = _("アンデッド", "the undead");
2650 /* Describe result */
2651 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
2661 * @brief 全感知処理 / Detect everything
2663 * @return 効力があった場合TRUEを返す
2665 bool detect_all(int range)
2667 bool detect = FALSE;
2669 /* Detect everything */
2670 if (detect_traps(range, TRUE)) detect = TRUE;
2671 if (detect_doors(range)) detect = TRUE;
2672 if (detect_stairs(range)) detect = TRUE;
2674 /* There are too many hidden treasure. So... */
2675 /* if (detect_treasure(range)) detect = TRUE; */
2677 if (detect_objects_gold(range)) detect = TRUE;
2678 if (detect_objects_normal(range)) detect = TRUE;
2679 if (detect_monsters_invis(range)) detect = TRUE;
2680 if (detect_monsters_normal(range)) detect = TRUE;
2688 * Apply a "project()" directly to all viewable monsters
2690 * Note that affected monsters are NOT auto-tracked by this usage.
2692 * To avoid misbehavior when monster deaths have side-effects,
2693 * this is done in two passes. -- JDL
2695 bool project_hack(int typ, int dam)
2698 int flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
2699 bool obvious = FALSE;
2702 /* Mark all (nearby) monsters */
2703 for (i = 1; i < m_max; i++)
2705 monster_type *m_ptr = &m_list[i];
2707 /* Paranoia -- Skip dead monsters */
2708 if (!m_ptr->r_idx) continue;
2714 /* Require line of sight */
2715 if (!player_has_los_bold(y, x) || !projectable(py, px, y, x)) continue;
2717 /* Mark the monster */
2718 m_ptr->mflag |= (MFLAG_TEMP);
2721 /* Affect all marked monsters */
2722 for (i = 1; i < m_max; i++)
2724 monster_type *m_ptr = &m_list[i];
2726 /* Skip unmarked monsters */
2727 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
2730 m_ptr->mflag &= ~(MFLAG_TEMP);
2736 /* Jump directly to the target monster */
2737 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
2748 bool speed_monsters(void)
2750 return (project_hack(GF_OLD_SPEED, p_ptr->lev));
2756 bool slow_monsters(int power)
2758 return (project_hack(GF_OLD_SLOW, power));
2764 bool sleep_monsters(int power)
2766 return (project_hack(GF_OLD_SLEEP, power));
2771 * Banish evil monsters
2773 bool banish_evil(int dist)
2775 return (project_hack(GF_AWAY_EVIL, dist));
2782 bool turn_undead(void)
2784 bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
2786 chg_virtue(V_UNLIFE, -1);
2792 * Dispel undead monsters
2794 bool dispel_undead(int dam)
2796 bool tester = (project_hack(GF_DISP_UNDEAD, dam));
2798 chg_virtue(V_UNLIFE, -2);
2803 * Dispel evil monsters
2805 bool dispel_evil(int dam)
2807 return (project_hack(GF_DISP_EVIL, dam));
2811 * Dispel good monsters
2813 bool dispel_good(int dam)
2815 return (project_hack(GF_DISP_GOOD, dam));
2819 * Dispel all monsters
2821 bool dispel_monsters(int dam)
2823 return (project_hack(GF_DISP_ALL, dam));
2827 * Dispel 'living' monsters
2829 bool dispel_living(int dam)
2831 return (project_hack(GF_DISP_LIVING, dam));
2837 bool dispel_demons(int dam)
2839 return (project_hack(GF_DISP_DEMON, dam));
2848 return (project_hack(GF_CRUSADE, p_ptr->lev*4));
2853 * Wake up all monsters, and speed up "los" monsters.
2855 void aggravate_monsters(int who)
2862 /* Aggravate everyone nearby */
2863 for (i = 1; i < m_max; i++)
2865 monster_type *m_ptr = &m_list[i];
2866 /* monster_race *r_ptr = &r_info[m_ptr->r_idx]; */
2868 /* Paranoia -- Skip dead monsters */
2869 if (!m_ptr->r_idx) continue;
2871 /* Skip aggravating monster (or player) */
2872 if (i == who) continue;
2874 /* Wake up nearby sleeping monsters */
2875 if (m_ptr->cdis < MAX_SIGHT * 2)
2878 if (MON_CSLEEP(m_ptr))
2880 (void)set_monster_csleep(i, 0);
2883 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
2886 /* Speed up monsters in line of sight */
2887 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
2891 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
2899 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!");
2900 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!");
2902 if (speed) msg_print("You feel a sudden stirring nearby!");
2903 else if (sleep) msg_print("You hear a sudden stirring in the distance!");
2905 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
2910 * Delete a non-unique/non-quest monster
2912 bool genocide_aux(int m_idx, int power, bool player_cast, int dam_side, cptr spell_name)
2914 int msec = delay_factor * delay_factor * delay_factor;
2915 monster_type *m_ptr = &m_list[m_idx];
2916 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2917 bool resist = FALSE;
2919 if (is_pet(m_ptr) && !player_cast) return FALSE;
2921 /* Hack -- Skip Unique Monsters or Quest Monsters */
2922 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
2924 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
2926 else if (m_idx == p_ptr->riding) resist = TRUE;
2928 else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
2930 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
2932 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
2934 /* Delete the monster */
2937 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
2941 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2942 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
2945 delete_monster_idx(m_idx);
2948 if (resist && player_cast)
2950 bool see_m = is_seen(m_ptr);
2953 monster_desc(m_name, m_ptr, 0);
2956 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
2958 if (MON_CSLEEP(m_ptr))
2960 (void)set_monster_csleep(m_idx, 0);
2963 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2966 if (is_friendly(m_ptr) && !is_pet(m_ptr))
2970 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
2974 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
2980 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);
2983 /* Visual feedback */
2984 move_cursor_relative(py, px);
2987 p_ptr->redraw |= (PR_HP);
2990 p_ptr->window |= (PW_PLAYER);
2999 Term_xtra(TERM_XTRA_DELAY, msec);
3006 * Delete all non-unique/non-quest monsters of a given "type" from the level
3008 bool symbol_genocide(int power, bool player_cast)
3012 bool result = FALSE;
3014 /* Prevent genocide in quest levels */
3015 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
3020 /* Mega-Hack -- Get a monster symbol */
3021 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)) ;
3023 /* Delete the monsters of that "type" */
3024 for (i = 1; i < m_max; i++)
3026 monster_type *m_ptr = &m_list[i];
3027 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3029 /* Paranoia -- Skip dead monsters */
3030 if (!m_ptr->r_idx) continue;
3032 /* Skip "wrong" monsters */
3033 if (r_ptr->d_char != typ) continue;
3036 result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
3041 chg_virtue(V_VITALITY, -2);
3042 chg_virtue(V_CHANCE, -1);
3050 * Delete all nearby (non-unique) monsters
3052 bool mass_genocide(int power, bool player_cast)
3055 bool result = FALSE;
3057 /* Prevent mass genocide in quest levels */
3058 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
3063 /* Delete the (nearby) monsters */
3064 for (i = 1; i < m_max; i++)
3066 monster_type *m_ptr = &m_list[i];
3068 /* Paranoia -- Skip dead monsters */
3069 if (!m_ptr->r_idx) continue;
3071 /* Skip distant monsters */
3072 if (m_ptr->cdis > MAX_SIGHT) continue;
3075 result |= genocide_aux(i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
3080 chg_virtue(V_VITALITY, -2);
3081 chg_virtue(V_CHANCE, -1);
3090 * Delete all nearby (non-unique) undead
3092 bool mass_genocide_undead(int power, bool player_cast)
3095 bool result = FALSE;
3097 /* Prevent mass genocide in quest levels */
3098 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
3103 /* Delete the (nearby) monsters */
3104 for (i = 1; i < m_max; i++)
3106 monster_type *m_ptr = &m_list[i];
3107 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3109 /* Paranoia -- Skip dead monsters */
3110 if (!m_ptr->r_idx) continue;
3112 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
3114 /* Skip distant monsters */
3115 if (m_ptr->cdis > MAX_SIGHT) continue;
3118 result |= genocide_aux(i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
3123 chg_virtue(V_UNLIFE, -2);
3124 chg_virtue(V_CHANCE, -1);
3133 * Probe nearby monsters
3148 /* Probe all (nearby) monsters */
3149 for (i = 1; i < m_max; i++)
3151 monster_type *m_ptr = &m_list[i];
3152 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3154 /* Paranoia -- Skip dead monsters */
3155 if (!m_ptr->r_idx) continue;
3157 /* Require line of sight */
3158 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
3160 /* Probe visible monsters */
3165 /* Start the message */
3168 msg_print(_("調査中...", "Probing..."));
3173 if (!is_original_ap(m_ptr))
3175 if (m_ptr->mflag2 & MFLAG2_KAGE)
3176 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
3178 m_ptr->ap_r_idx = m_ptr->r_idx;
3179 lite_spot(m_ptr->fy, m_ptr->fx);
3181 /* Get "the monster" or "something" */
3182 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
3184 speed = m_ptr->mspeed - 110;
3185 if (MON_FAST(m_ptr)) speed += 10;
3186 if (MON_SLOW(m_ptr)) speed -= 10;
3188 /* Get the monster's alignment */
3190 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = "善悪";
3191 else if (r_ptr->flags3 & RF3_EVIL) align = "邪悪";
3192 else if (r_ptr->flags3 & RF3_GOOD) align = "善良";
3193 else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = "中立(善悪)";
3194 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "中立(邪悪)";
3195 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "中立(善良)";
3198 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = "good&evil";
3199 else if (r_ptr->flags3 & RF3_EVIL) align = "evil";
3200 else if (r_ptr->flags3 & RF3_GOOD) align = "good";
3201 else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = "neutral(good&evil)";
3202 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "neutral(evil)";
3203 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "neutral(good)";
3204 else align = "neutral";
3207 /* Describe the monster */
3209 sprintf(buf,"%s ... 属性:%s HP:%d/%d AC:%d 速度:%s%d 経験:", m_name, align, m_ptr->hp, m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
3211 sprintf(buf, "%s ... align:%s HP:%d/%d AC:%d speed:%s%d exp:", m_name, align, m_ptr->hp, m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
3213 if (r_ptr->next_r_idx)
3215 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
3219 strcat(buf, "xxx ");
3223 if (MON_CSLEEP(m_ptr)) strcat(buf,"睡眠 ");
3224 if (MON_STUNNED(m_ptr)) strcat(buf,"朦朧 ");
3225 if (MON_MONFEAR(m_ptr)) strcat(buf,"恐怖 ");
3226 if (MON_CONFUSED(m_ptr)) strcat(buf,"混乱 ");
3227 if (MON_INVULNER(m_ptr)) strcat(buf,"無敵 ");
3229 if (MON_CSLEEP(m_ptr)) strcat(buf,"sleeping ");
3230 if (MON_STUNNED(m_ptr)) strcat(buf,"stunned ");
3231 if (MON_MONFEAR(m_ptr)) strcat(buf,"scared ");
3232 if (MON_CONFUSED(m_ptr)) strcat(buf,"confused ");
3233 if (MON_INVULNER(m_ptr)) strcat(buf,"invulnerable ");
3235 buf[strlen(buf)-1] = '\0';
3238 /* HACK : Add the line to message buffer */
3240 p_ptr->window |= (PW_MESSAGE);
3243 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
3246 Term_erase(0, 0, 255);
3248 /* Learn everything about this monster */
3249 if (lore_do_probe(m_ptr->r_idx))
3253 /* Get base name of monster */
3254 strcpy(buf, (r_name + r_ptr->name));
3257 /* Note that we learnt some new flags -Mogami- */
3258 msg_format("%sについてさらに詳しくなった気がする。", buf);
3263 /* Note that we learnt some new flags -Mogami- */
3264 msg_format("You now know more about %s.", buf);
3266 /* Clear -more- prompt */
3282 chg_virtue(V_KNOWLEDGE, 1);
3283 msg_print(_("これで全部です。", "That's all."));
3293 * The spell of destruction
3295 * This spell "deletes" monsters (instead of "killing" them).
3297 * Later we may use one function for both "destruction" and
3298 * "earthquake" by using the "full" to select "destruction".
3300 bool destroy_area(int y1, int x1, int r, bool in_generate)
3306 /* Prevent destruction of quest levels and town */
3307 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
3312 /* Lose monster light */
3313 if (!in_generate) clear_mon_lite();
3315 /* Big area of affect */
3316 for (y = (y1 - r); y <= (y1 + r); y++)
3318 for (x = (x1 - r); x <= (x1 + r); x++)
3320 /* Skip illegal grids */
3321 if (!in_bounds(y, x)) continue;
3323 /* Extract the distance */
3324 k = distance(y1, x1, y, x);
3326 /* Stay in the circle of death */
3327 if (k > r) continue;
3329 /* Access the grid */
3330 c_ptr = &cave[y][x];
3332 /* Lose room and vault */
3333 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
3335 /* Lose light and knowledge */
3336 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
3338 if (!in_generate) /* Normal */
3341 c_ptr->info &= ~(CAVE_UNSAFE);
3343 /* Hack -- Notice player affect */
3344 if (player_bold(y, x))
3346 /* Hurt the player later */
3349 /* Do not hurt this grid */
3354 /* Hack -- Skip the epicenter */
3355 if ((y == y1) && (x == x1)) continue;
3359 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3360 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3362 if (in_generate) /* In generation */
3364 /* Delete the monster (if any) */
3365 delete_monster(y, x);
3367 else if (r_ptr->flags1 & RF1_QUESTOR)
3369 /* Heal the monster */
3370 m_ptr->hp = m_ptr->maxhp;
3372 /* Try to teleport away quest monsters */
3373 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
3377 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
3381 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
3382 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
3385 /* Delete the monster (if any) */
3386 delete_monster(y, x);
3390 /* During generation, destroyed artifacts are "preserved" */
3391 if (preserve_mode || in_generate)
3393 s16b this_o_idx, next_o_idx = 0;
3395 /* Scan all objects in the grid */
3396 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3400 /* Acquire object */
3401 o_ptr = &o_list[this_o_idx];
3403 /* Acquire next object */
3404 next_o_idx = o_ptr->next_o_idx;
3406 /* Hack -- Preserve unknown artifacts */
3407 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
3409 /* Mega-Hack -- Preserve the artifact */
3410 a_info[o_ptr->name1].cur_num = 0;
3412 if (in_generate && cheat_peek)
3414 char o_name[MAX_NLEN];
3415 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
3416 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);
3419 else if (in_generate && cheat_peek && o_ptr->art_name)
3421 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。",
3422 "One of the random artifacts was *destroyed* during generation."));
3427 /* Delete objects */
3428 delete_object(y, x);
3430 /* Destroy "non-permanent" grids */
3431 if (!cave_perma_grid(c_ptr))
3433 /* Wall (or floor) type */
3436 if (!in_generate) /* Normal */
3440 /* Create granite wall */
3441 cave_set_feat(y, x, feat_granite);
3445 /* Create quartz vein */
3446 cave_set_feat(y, x, feat_quartz_vein);
3450 /* Create magma vein */
3451 cave_set_feat(y, x, feat_magma_vein);
3456 cave_set_feat(y, x, floor_type[randint0(100)]);
3459 else /* In generation */
3463 /* Create granite wall */
3464 place_extra_grid(c_ptr);
3468 /* Create quartz vein */
3469 c_ptr->feat = feat_quartz_vein;
3473 /* Create magma vein */
3474 c_ptr->feat = feat_magma_vein;
3479 place_floor_grid(c_ptr);
3482 /* Clear garbage of hidden trap or door */
3491 /* Process "re-glowing" */
3492 for (y = (y1 - r); y <= (y1 + r); y++)
3494 for (x = (x1 - r); x <= (x1 + r); x++)
3496 /* Skip illegal grids */
3497 if (!in_bounds(y, x)) continue;
3499 /* Extract the distance */
3500 k = distance(y1, x1, y, x);
3502 /* Stay in the circle of death */
3503 if (k > r) continue;
3505 /* Access the grid */
3506 c_ptr = &cave[y][x];
3508 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
3509 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
3514 for (i = 0; i < 9; i++)
3516 yy = y + ddy_ddd[i];
3517 xx = x + ddx_ddd[i];
3518 if (!in_bounds2(yy, xx)) continue;
3519 cc_ptr = &cave[yy][xx];
3520 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
3522 c_ptr->info |= CAVE_GLOW;
3530 /* Hack -- Affect player */
3534 msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
3536 /* Blind the player */
3537 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
3540 (void)set_blind(p_ptr->blind + 10 + randint1(10));
3546 /* Mega-Hack -- Forget the view and lite */
3547 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
3550 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
3553 p_ptr->redraw |= (PR_MAP);
3556 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3558 if (p_ptr->special_defense & NINJA_S_STEALTH)
3560 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
3570 * Induce an "earthquake" of the given radius at the given location.
3572 * This will turn some walls into floors and some floors into walls.
3574 * The player will take damage and "jump" into a safe grid if possible,
3575 * otherwise, he will "tunnel" through the rubble instantaneously.
3577 * Monsters will take damage, and "jump" into a safe grid if possible,
3578 * otherwise they will be "buried" in the rubble, disappearing from
3579 * the level in the same way that they do when genocided.
3581 * Note that thus the player and monsters (except eaters of walls and
3582 * passers through walls) will never occupy the same grid as a wall.
3583 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
3584 * for a single turn, unless that monster can pass_walls or kill_walls.
3585 * This has allowed massive simplification of the "monster" code.
3587 bool earthquake_aux(int cy, int cx, int r, int m_idx)
3589 int i, t, y, x, yy, xx, dy, dx;
3591 int sn = 0, sy = 0, sx = 0;
3597 /* Prevent destruction of quest levels and town */
3598 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
3603 /* Paranoia -- Enforce maximum range */
3606 /* Clear the "maximal blast" area */
3607 for (y = 0; y < 32; y++)
3609 for (x = 0; x < 32; x++)
3615 /* Check around the epicenter */
3616 for (dy = -r; dy <= r; dy++)
3618 for (dx = -r; dx <= r; dx++)
3620 /* Extract the location */
3624 /* Skip illegal grids */
3625 if (!in_bounds(yy, xx)) continue;
3627 /* Skip distant grids */
3628 if (distance(cy, cx, yy, xx) > r) continue;
3630 /* Access the grid */
3631 c_ptr = &cave[yy][xx];
3633 /* Lose room and vault */
3634 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
3636 /* Lose light and knowledge */
3637 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
3639 /* Skip the epicenter */
3640 if (!dx && !dy) continue;
3642 /* Skip most grids */
3643 if (randint0(100) < 85) continue;
3645 /* Damage this grid */
3646 map[16+yy-cy][16+xx-cx] = TRUE;
3648 /* Hack -- Take note of player damage */
3649 if (player_bold(yy, xx)) hurt = TRUE;
3653 /* First, affect the player (if necessary) */
3654 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
3656 /* Check around the player */
3657 for (i = 0; i < 8; i++)
3659 /* Access the location */
3660 y = py + ddy_ddd[i];
3661 x = px + ddx_ddd[i];
3663 /* Skip non-empty grids */
3664 if (!cave_empty_bold(y, x)) continue;
3666 /* Important -- Skip "quake" grids */
3667 if (map[16+y-cy][16+x-cx]) continue;
3669 if (cave[y][x].m_idx) continue;
3671 /* Count "safe" grids */
3674 /* Randomize choice */
3675 if (randint0(sn) > 0) continue;
3677 /* Save the safe location */
3681 /* Random message */
3682 switch (randint1(3))
3686 msg_print(_("ダンジョンの壁が崩れた!", "The cave ceiling collapses!"));
3691 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!"));
3696 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!"));
3701 /* Hurt the player a lot */
3704 /* Message and damage */
3705 msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
3709 /* Destroy the grid, and push the player to safety */
3712 /* Calculate results */
3713 switch (randint1(3))
3717 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
3723 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
3724 damage = damroll(10, 4);
3725 (void)set_stun(p_ptr->stun + randint1(50));
3730 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!"));
3731 damage = damroll(10, 4);
3732 (void)set_stun(p_ptr->stun + randint1(50));
3737 /* Move the player to the safe location */
3738 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
3741 /* Important -- no wall on player */
3742 map[16+py-cy][16+px-cx] = FALSE;
3744 /* Take some damage */
3752 monster_type *m_ptr = &m_list[m_idx];
3754 /* Get the monster's real name */
3755 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
3757 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
3761 killer = _("地震", "an earthquake");
3764 take_hit(DAMAGE_ATTACK, damage, killer, -1);
3768 /* Examine the quaked region */
3769 for (dy = -r; dy <= r; dy++)
3771 for (dx = -r; dx <= r; dx++)
3773 /* Extract the location */
3777 /* Skip unaffected grids */
3778 if (!map[16+yy-cy][16+xx-cx]) continue;
3780 /* Access the grid */
3781 c_ptr = &cave[yy][xx];
3783 if (c_ptr->m_idx == p_ptr->riding) continue;
3785 /* Process monsters */
3788 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3789 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3791 /* Quest monsters */
3792 if (r_ptr->flags1 & RF1_QUESTOR)
3794 /* No wall on quest monsters */
3795 map[16+yy-cy][16+xx-cx] = FALSE;
3800 /* Most monsters cannot co-exist with rock */
3801 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
3802 !(r_ptr->flags2 & (RF2_PASS_WALL)))
3806 /* Assume not safe */
3809 /* Monster can move to escape the wall */
3810 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
3812 /* Look for safety */
3813 for (i = 0; i < 8; i++)
3815 /* Access the grid */
3816 y = yy + ddy_ddd[i];
3817 x = xx + ddx_ddd[i];
3819 /* Skip non-empty grids */
3820 if (!cave_empty_bold(y, x)) continue;
3822 /* Hack -- no safety on glyph of warding */
3823 if (is_glyph_grid(&cave[y][x])) continue;
3824 if (is_explosive_rune_grid(&cave[y][x])) continue;
3826 /* ... nor on the Pattern */
3827 if (pattern_tile(y, x)) continue;
3829 /* Important -- Skip "quake" grids */
3830 if (map[16+y-cy][16+x-cx]) continue;
3832 if (cave[y][x].m_idx) continue;
3833 if (player_bold(y, x)) continue;
3835 /* Count "safe" grids */
3838 /* Randomize choice */
3839 if (randint0(sn) > 0) continue;
3841 /* Save the safe grid */
3846 /* Describe the monster */
3847 monster_desc(m_name, m_ptr, 0);
3849 /* Scream in pain */
3850 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);
3852 /* Take damage from the quake */
3853 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
3855 /* Monster is certainly awake */
3856 (void)set_monster_csleep(c_ptr->m_idx, 0);
3858 /* Apply damage directly */
3859 m_ptr->hp -= damage;
3861 /* Delete (not kill) "dead" monsters */
3865 if (!ignore_unview || is_seen(m_ptr))
3866 msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
3870 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
3874 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
3875 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
3879 /* Delete the monster */
3880 delete_monster(yy, xx);
3882 /* No longer safe */
3886 /* Hack -- Escape from the rock */
3889 int m_idx = cave[yy][xx].m_idx;
3891 /* Update the old location */
3892 cave[yy][xx].m_idx = 0;
3894 /* Update the new location */
3895 cave[sy][sx].m_idx = m_idx;
3897 /* Move the monster */
3901 /* Update the monster (new location) */
3902 update_mon(m_idx, TRUE);
3904 /* Redraw the old grid */
3907 /* Redraw the new grid */
3915 /* Lose monster light */
3918 /* Examine the quaked region */
3919 for (dy = -r; dy <= r; dy++)
3921 for (dx = -r; dx <= r; dx++)
3923 /* Extract the location */
3927 /* Skip unaffected grids */
3928 if (!map[16+yy-cy][16+xx-cx]) continue;
3930 /* Access the cave grid */
3931 c_ptr = &cave[yy][xx];
3933 /* Paranoia -- never affect player */
3934 /* if (player_bold(yy, xx)) continue; */
3936 /* Destroy location (if valid) */
3937 if (cave_valid_bold(yy, xx))
3939 /* Delete objects */
3940 delete_object(yy, xx);
3942 /* Wall (or floor) type */
3943 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
3948 /* Create granite wall */
3949 cave_set_feat(yy, xx, feat_granite);
3955 /* Create quartz vein */
3956 cave_set_feat(yy, xx, feat_quartz_vein);
3962 /* Create magma vein */
3963 cave_set_feat(yy, xx, feat_magma_vein);
3970 cave_set_feat(yy, xx, floor_type[randint0(100)]);
3977 /* Process "re-glowing" */
3978 for (dy = -r; dy <= r; dy++)
3980 for (dx = -r; dx <= r; dx++)
3982 /* Extract the location */
3986 /* Skip illegal grids */
3987 if (!in_bounds(yy, xx)) continue;
3989 /* Skip distant grids */
3990 if (distance(cy, cx, yy, xx) > r) continue;
3992 /* Access the grid */
3993 c_ptr = &cave[yy][xx];
3995 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
3996 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
4001 for (ii = 0; ii < 9; ii++)
4003 yyy = yy + ddy_ddd[ii];
4004 xxx = xx + ddx_ddd[ii];
4005 if (!in_bounds2(yyy, xxx)) continue;
4006 cc_ptr = &cave[yyy][xxx];
4007 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
4009 c_ptr->info |= CAVE_GLOW;
4018 /* Mega-Hack -- Forget the view and lite */
4019 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
4022 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
4024 /* Update the health bar */
4025 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
4028 p_ptr->redraw |= (PR_MAP);
4031 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4033 if (p_ptr->special_defense & NINJA_S_STEALTH)
4035 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
4042 bool earthquake(int cy, int cx, int r)
4044 return earthquake_aux(cy, cx, r, 0);
4048 void discharge_minion(void)
4053 for (i = 1; i < m_max; i++)
4055 monster_type *m_ptr = &m_list[i];
4056 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
4057 if (m_ptr->nickname) okay = FALSE;
4059 if (!okay || p_ptr->riding)
4061 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? ")))
4064 for (i = 1; i < m_max; i++)
4067 monster_type *m_ptr = &m_list[i];
4068 monster_race *r_ptr;
4070 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
4071 r_ptr = &r_info[m_ptr->r_idx];
4073 /* Uniques resist discharging */
4074 if (r_ptr->flags1 & RF1_UNIQUE)
4077 monster_desc(m_name, m_ptr, 0x00);
4078 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);
4079 delete_monster_idx(i);
4082 dam = m_ptr->maxhp / 2;
4083 if (dam > 100) dam = (dam-100)/2 + 100;
4084 if (dam > 400) dam = (dam-400)/2 + 400;
4085 if (dam > 800) dam = 800;
4086 project(i, 2+(r_ptr->level/20), m_ptr->fy,
4087 m_ptr->fx, dam, GF_PLASMA,
4088 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
4090 if (record_named_pet && m_ptr->nickname)
4094 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
4095 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
4098 delete_monster_idx(i);
4104 * This routine clears the entire "temp" set.
4106 * This routine will Perma-Lite all "temp" grids.
4108 * This routine is used (only) by "lite_room()"
4110 * Dark grids are illuminated.
4112 * Also, process all affected monsters.
4114 * SMART monsters always wake up when illuminated
4115 * NORMAL monsters wake up 1/4 the time when illuminated
4116 * STUPID monsters wake up 1/10 the time when illuminated
4118 static void cave_temp_room_lite(void)
4122 /* Clear them all */
4123 for (i = 0; i < temp_n; i++)
4128 cave_type *c_ptr = &cave[y][x];
4130 /* No longer in the array */
4131 c_ptr->info &= ~(CAVE_TEMP);
4133 /* Update only non-CAVE_GLOW grids */
4134 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
4137 c_ptr->info |= (CAVE_GLOW);
4139 /* Process affected monsters */
4144 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4146 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4148 /* Update the monster */
4149 update_mon(c_ptr->m_idx, FALSE);
4151 /* Stupid monsters rarely wake up */
4152 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
4154 /* Smart monsters always wake up */
4155 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
4157 /* Sometimes monsters wake up */
4158 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
4161 (void)set_monster_csleep(c_ptr->m_idx, 0);
4163 /* Notice the "waking up" */
4168 /* Acquire the monster name */
4169 monster_desc(m_name, m_ptr, 0);
4171 /* Dump a message */
4172 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
4183 update_local_illumination(y, x);
4193 * This routine clears the entire "temp" set.
4195 * This routine will "darken" all "temp" grids.
4197 * In addition, some of these grids will be "unmarked".
4199 * This routine is used (only) by "unlite_room()"
4201 * Also, process all affected monsters
4203 static void cave_temp_room_unlite(void)
4207 /* Clear them all */
4208 for (i = 0; i < temp_n; i++)
4214 cave_type *c_ptr = &cave[y][x];
4215 bool do_dark = !is_mirror_grid(c_ptr);
4217 /* No longer in the array */
4218 c_ptr->info &= ~(CAVE_TEMP);
4220 /* Darken the grid */
4223 if (dun_level || !is_daytime())
4225 for (j = 0; j < 9; j++)
4227 int by = y + ddy_ddd[j];
4228 int bx = x + ddx_ddd[j];
4230 if (in_bounds2(by, bx))
4232 cave_type *cc_ptr = &cave[by][bx];
4234 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
4242 if (!do_dark) continue;
4245 c_ptr->info &= ~(CAVE_GLOW);
4247 /* Hack -- Forget "boring" grids */
4248 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
4250 /* Forget the grid */
4251 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
4257 /* Process affected monsters */
4260 /* Update the monster */
4261 update_mon(c_ptr->m_idx, FALSE);
4267 update_local_illumination(y, x);
4277 * Determine how much contiguous open space this grid is next to
4279 static int next_to_open(int cy, int cx, bool (*pass_bold)(int, int))
4288 for (i = 0; i < 16; i++)
4290 y = cy + ddy_cdd[i % 8];
4291 x = cx + ddx_cdd[i % 8];
4293 /* Found a wall, break the length */
4294 if (!pass_bold(y, x))
4296 /* Track best length */
4310 return (MAX(len, blen));
4314 static int next_to_walls_adj(int cy, int cx, bool (*pass_bold)(int, int))
4322 for (i = 0; i < 8; i++)
4324 y = cy + ddy_ddd[i];
4325 x = cx + ddx_ddd[i];
4327 if (!pass_bold(y, x)) c++;
4335 * Aux function -- see below
4337 static void cave_temp_room_aux(int y, int x, bool only_room, bool (*pass_bold)(int, int))
4342 c_ptr = &cave[y][x];
4344 /* Avoid infinite recursion */
4345 if (c_ptr->info & (CAVE_TEMP)) return;
4347 /* Do not "leave" the current room */
4348 if (!(c_ptr->info & (CAVE_ROOM)))
4350 if (only_room) return;
4353 if (!in_bounds2(y, x)) return;
4355 /* Do not exceed the maximum spell range */
4356 if (distance(py, px, y, x) > MAX_RANGE) return;
4358 /* Verify this grid */
4360 * The reason why it is ==6 instead of >5 is that 8 is impossible
4361 * due to the check for cave_bold above.
4362 * 7 lights dead-end corridors (you need to do this for the
4363 * checkboard interesting rooms, so that the boundary is lit
4365 * This leaves only a check for 6 bounding walls!
4367 if (in_bounds(y, x) && pass_bold(y, x) &&
4368 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
4371 /* Paranoia -- verify space */
4372 if (temp_n == TEMP_MAX) return;
4374 /* Mark the grid as "seen" */
4375 c_ptr->info |= (CAVE_TEMP);
4377 /* Add it to the "seen" set */
4384 * Aux function -- see below
4386 static bool cave_pass_lite_bold(int y, int x)
4388 return cave_los_bold(y, x);
4392 * Aux function -- see below
4394 static void cave_temp_lite_room_aux(int y, int x)
4396 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
4400 * Aux function -- see below
4402 static bool cave_pass_dark_bold(int y, int x)
4404 return cave_have_flag_bold(y, x, FF_PROJECT);
4408 * Aux function -- see below
4410 static void cave_temp_unlite_room_aux(int y, int x)
4412 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
4419 * Illuminate any room containing the given location.
4421 void lite_room(int y1, int x1)
4425 /* Add the initial grid */
4426 cave_temp_lite_room_aux(y1, x1);
4428 /* While grids are in the queue, add their neighbors */
4429 for (i = 0; i < temp_n; i++)
4431 x = temp_x[i], y = temp_y[i];
4433 /* Walls get lit, but stop light */
4434 if (!cave_pass_lite_bold(y, x)) continue;
4436 /* Spread adjacent */
4437 cave_temp_lite_room_aux(y + 1, x);
4438 cave_temp_lite_room_aux(y - 1, x);
4439 cave_temp_lite_room_aux(y, x + 1);
4440 cave_temp_lite_room_aux(y, x - 1);
4442 /* Spread diagonal */
4443 cave_temp_lite_room_aux(y + 1, x + 1);
4444 cave_temp_lite_room_aux(y - 1, x - 1);
4445 cave_temp_lite_room_aux(y - 1, x + 1);
4446 cave_temp_lite_room_aux(y + 1, x - 1);
4449 /* Now, lite them all up at once */
4450 cave_temp_room_lite();
4452 if (p_ptr->special_defense & NINJA_S_STEALTH)
4454 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
4460 * Darken all rooms containing the given location
4462 void unlite_room(int y1, int x1)
4466 /* Add the initial grid */
4467 cave_temp_unlite_room_aux(y1, x1);
4469 /* Spread, breadth first */
4470 for (i = 0; i < temp_n; i++)
4472 x = temp_x[i], y = temp_y[i];
4474 /* Walls get dark, but stop darkness */
4475 if (!cave_pass_dark_bold(y, x)) continue;
4477 /* Spread adjacent */
4478 cave_temp_unlite_room_aux(y + 1, x);
4479 cave_temp_unlite_room_aux(y - 1, x);
4480 cave_temp_unlite_room_aux(y, x + 1);
4481 cave_temp_unlite_room_aux(y, x - 1);
4483 /* Spread diagonal */
4484 cave_temp_unlite_room_aux(y + 1, x + 1);
4485 cave_temp_unlite_room_aux(y - 1, x - 1);
4486 cave_temp_unlite_room_aux(y - 1, x + 1);
4487 cave_temp_unlite_room_aux(y + 1, x - 1);
4490 /* Now, darken them all at once */
4491 cave_temp_room_unlite();
4497 * Hack -- call light around the player
4498 * Affect all monsters in the projection radius
4500 bool lite_area(int dam, int rad)
4502 int flg = PROJECT_GRID | PROJECT_KILL;
4504 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
4506 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
4510 /* Hack -- Message */
4513 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
4516 /* Hook into the "project()" function */
4517 (void)project(0, rad, py, px, dam, GF_LITE_WEAK, flg, -1);
4519 /* Lite up the room */
4528 * Hack -- call darkness around the player
4529 * Affect all monsters in the projection radius
4531 bool unlite_area(int dam, int rad)
4533 int flg = PROJECT_GRID | PROJECT_KILL;
4535 /* Hack -- Message */
4538 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
4541 /* Hook into the "project()" function */
4542 (void)project(0, rad, py, px, dam, GF_DARK_WEAK, flg, -1);
4544 /* Lite up the room */
4545 unlite_room(py, px);
4555 * Stop if we hit a monster, act as a "ball"
4556 * Allow "target" mode to pass over monsters
4557 * Affect grids, objects, and monsters
4559 bool fire_ball(int typ, int dir, int dam, int rad)
4563 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
4565 if (typ == GF_CONTROL_LIVING) flg|= PROJECT_HIDE;
4566 /* Use the given direction */
4567 tx = px + 99 * ddx[dir];
4568 ty = py + 99 * ddy[dir];
4570 /* Hack -- Use an actual "target" */
4571 if ((dir == 5) && target_okay())
4573 flg &= ~(PROJECT_STOP);
4578 /* Analyze the "dir" and the "target". Hurt items on floor. */
4579 return (project(0, rad, ty, tx, dam, typ, flg, -1));
4585 * Stop if we hit a monster, act as a "ball"
4586 * Allow "target" mode to pass over monsters
4587 * Affect grids, objects, and monsters
4589 bool fire_rocket(int typ, int dir, int dam, int rad)
4593 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
4595 /* Use the given direction */
4596 tx = px + 99 * ddx[dir];
4597 ty = py + 99 * ddy[dir];
4599 /* Hack -- Use an actual "target" */
4600 if ((dir == 5) && target_okay())
4606 /* Analyze the "dir" and the "target". Hurt items on floor. */
4607 return (project(0, rad, ty, tx, dam, typ, flg, -1));
4613 * Stop if we hit a monster, act as a "ball"
4614 * Allow "target" mode to pass over monsters
4615 * Affect grids, objects, and monsters
4617 bool fire_ball_hide(int typ, int dir, int dam, int rad)
4621 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
4623 /* Use the given direction */
4624 tx = px + 99 * ddx[dir];
4625 ty = py + 99 * ddy[dir];
4627 /* Hack -- Use an actual "target" */
4628 if ((dir == 5) && target_okay())
4630 flg &= ~(PROJECT_STOP);
4635 /* Analyze the "dir" and the "target". Hurt items on floor. */
4636 return (project(0, rad, ty, tx, dam, typ, flg, -1));
4641 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
4642 * player, or outside source, that starts out at an arbitrary location, and
4643 * leaving no trail from the "caster" to the target. This function is
4644 * especially useful for bombardments and similar. -LM-
4646 * Option to hurt the player.
4648 bool fire_meteor(int who, int typ, int y, int x, int dam, int rad)
4650 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
4652 /* Analyze the "target" and the caster. */
4653 return (project(who, rad, y, x, dam, typ, flg, -1));
4657 bool fire_blast(int typ, int dir, int dd, int ds, int num, int dev)
4663 int flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
4668 /* Use the given direction */
4671 ly = ty = py + 20 * ddy[dir];
4672 lx = tx = px + 20 * ddx[dir];
4675 /* Use an actual "target" */
4676 else /* if (dir == 5) */
4681 lx = 20 * (tx - px) + px;
4682 ly = 20 * (ty - py) + py;
4685 ld = distance(py, px, ly, lx);
4688 for (i = 0; i < num; i++)
4692 /* Get targets for some bolts */
4693 y = rand_spread(ly, ld * dev / 20);
4694 x = rand_spread(lx, ld * dev / 20);
4696 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
4699 /* Analyze the "dir" and the "target". */
4700 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
4711 * Switch position with a monster.
4713 bool teleport_swap(int dir)
4717 monster_type * m_ptr;
4718 monster_race * r_ptr;
4720 if ((dir == 5) && target_okay())
4730 c_ptr = &cave[ty][tx];
4732 if (p_ptr->anti_tele)
4734 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
4738 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
4740 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
4746 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, py, px) > p_ptr->lev * 3 / 2 + 10))
4748 msg_print(_("失敗した。", "Failed to swap."));
4754 m_ptr = &m_list[c_ptr->m_idx];
4755 r_ptr = &r_info[m_ptr->r_idx];
4757 (void)set_monster_csleep(c_ptr->m_idx, 0);
4759 if (r_ptr->flagsr & RFR_RES_TELE)
4761 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
4763 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
4769 sound(SOUND_TELEPORT);
4771 /* Swap the player and monster */
4772 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
4780 * Hack -- apply a "projection()" in a direction (or at the target)
4782 bool project_hook(int typ, int dir, int dam, int flg)
4786 /* Pass through the target if needed */
4787 flg |= (PROJECT_THRU);
4789 /* Use the given direction */
4793 /* Hack -- Use an actual "target" */
4794 if ((dir == 5) && target_okay())
4800 /* Analyze the "dir" and the "target", do NOT explode */
4801 return (project(0, 0, ty, tx, dam, typ, flg, -1));
4806 * Cast a bolt spell.
4807 * Stop if we hit a monster, as a "bolt".
4808 * Affect monsters and grids (not objects).
4810 bool fire_bolt(int typ, int dir, int dam)
4812 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
4813 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
4814 return (project_hook(typ, dir, dam, flg));
4819 * Cast a beam spell.
4820 * Pass through monsters, as a "beam".
4821 * Affect monsters, grids and objects.
4823 bool fire_beam(int typ, int dir, int dam)
4825 int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
4826 return (project_hook(typ, dir, dam, flg));
4831 * Cast a bolt spell, or rarely, a beam spell
4833 bool fire_bolt_or_beam(int prob, int typ, int dir, int dam)
4835 if (randint0(100) < prob)
4837 return (fire_beam(typ, dir, dam));
4841 return (fire_bolt(typ, dir, dam));
4847 * Some of the old functions
4849 bool lite_line(int dir, int dam)
4851 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
4852 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
4856 bool drain_life(int dir, int dam)
4858 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
4859 return (project_hook(GF_OLD_DRAIN, dir, dam, flg));
4863 bool wall_to_mud(int dir, int dam)
4865 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
4866 return (project_hook(GF_KILL_WALL, dir, dam, flg));
4870 bool wizard_lock(int dir)
4872 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
4873 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
4877 bool destroy_door(int dir)
4879 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
4880 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
4884 bool disarm_trap(int dir)
4886 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
4887 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
4891 bool heal_monster(int dir, int dam)
4893 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
4894 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
4898 bool speed_monster(int dir, int power)
4900 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
4901 return (project_hook(GF_OLD_SPEED, dir, power, flg));
4905 bool slow_monster(int dir, int power)
4907 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
4908 return (project_hook(GF_OLD_SLOW, dir, power, flg));
4912 bool sleep_monster(int dir, int power)
4914 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
4915 return (project_hook(GF_OLD_SLEEP, dir, power, flg));
4919 bool stasis_monster(int dir)
4921 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
4925 bool stasis_evil(int dir)
4927 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
4931 bool confuse_monster(int dir, int plev)
4933 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
4934 return (project_hook(GF_OLD_CONF, dir, plev, flg));
4938 bool stun_monster(int dir, int plev)
4940 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
4941 return (project_hook(GF_STUN, dir, plev, flg));
4945 bool poly_monster(int dir, int power)
4947 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
4948 bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
4950 chg_virtue(V_CHANCE, 1);
4955 bool clone_monster(int dir)
4957 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
4958 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
4962 bool fear_monster(int dir, int plev)
4964 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
4965 return (project_hook(GF_TURN_ALL, dir, plev, flg));
4969 bool death_ray(int dir, int plev)
4971 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
4972 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
4976 bool teleport_monster(int dir, int distance)
4978 int flg = PROJECT_BEAM | PROJECT_KILL;
4979 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
4983 * Hooks -- affect adjacent grids (radius 1 ball attack)
4985 bool door_creation(void)
4987 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
4988 return (project(0, 1, py, px, 0, GF_MAKE_DOOR, flg, -1));
4992 bool trap_creation(int y, int x)
4994 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
4995 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
4999 bool tree_creation(void)
5001 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
5002 return (project(0, 1, py, px, 0, GF_MAKE_TREE, flg, -1));
5006 bool glyph_creation(void)
5008 int flg = PROJECT_GRID | PROJECT_ITEM;
5009 return (project(0, 1, py, px, 0, GF_MAKE_GLYPH, flg, -1));
5013 bool wall_stone(void)
5015 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
5017 bool dummy = (project(0, 1, py, px, 0, GF_STONE_WALL, flg, -1));
5020 p_ptr->update |= (PU_FLOW);
5023 p_ptr->redraw |= (PR_MAP);
5029 bool destroy_doors_touch(void)
5031 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
5032 return (project(0, 1, py, px, 0, GF_KILL_DOOR, flg, -1));
5035 bool disarm_traps_touch(void)
5037 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
5038 return (project(0, 1, py, px, 0, GF_KILL_TRAP, flg, -1));
5041 bool sleep_monsters_touch(void)
5043 int flg = PROJECT_KILL | PROJECT_HIDE;
5044 return (project(0, 1, py, px, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
5048 bool animate_dead(int who, int y, int x)
5050 int flg = PROJECT_ITEM | PROJECT_HIDE;
5051 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
5055 void call_chaos(void)
5057 int Chaos_type, dummy, dir;
5058 int plev = p_ptr->lev;
5059 bool line_chaos = FALSE;
5061 int hurt_types[31] =
5063 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
5064 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
5065 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
5066 GF_FORCE, GF_INERTIA, GF_MANA, GF_METEOR,
5067 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
5068 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
5069 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
5070 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
5073 Chaos_type = hurt_types[randint0(31)];
5074 if (one_in_(4)) line_chaos = TRUE;
5078 for (dummy = 1; dummy < 10; dummy++)
5083 fire_beam(Chaos_type, dummy, 150);
5085 fire_ball(Chaos_type, dummy, 150, 2);
5089 else if (one_in_(3))
5091 fire_ball(Chaos_type, 0, 500, 8);
5095 if (!get_aim_dir(&dir)) return;
5097 fire_beam(Chaos_type, dir, 250);
5099 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
5105 * Activate the evil Topi Ylinen curse
5106 * rr9: Stop the nasty things when a Cyberdemon is summoned
5107 * or the player gets paralyzed.
5109 bool activate_ty_curse(bool stop_ty, int *count)
5113 int flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
5117 switch (randint1(34))
5122 msg_print(_("地面が揺れた...", "The ground trembles..."));
5123 earthquake(py, px, 5 + randint0(10));
5124 if (!one_in_(6)) break;
5129 int dam = damroll(10, 10);
5130 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!"));
5131 project(0, 8, py, px, dam, GF_MANA, flg, -1);
5132 take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
5133 if (!one_in_(6)) break;
5138 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
5139 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
5140 if (randint0(13)) (*count) += activate_hi_summon(py, px, FALSE);
5141 if (!one_in_(6)) break;
5144 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
5148 project(0, 7, py, px, 50, GF_KILL_WALL, flg, -1);
5149 take_hit(DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
5151 if (!one_in_(6)) break;
5152 case 1: case 2: case 3: case 16: case 17:
5153 aggravate_monsters(0);
5154 if (!one_in_(6)) break;
5155 case 4: case 5: case 6:
5156 (*count) += activate_hi_summon(py, px, FALSE);
5157 if (!one_in_(6)) break;
5158 case 7: case 8: case 9: case 18:
5159 (*count) += summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
5160 if (!one_in_(6)) break;
5161 case 10: case 11: case 12:
5162 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..."));
5163 lose_exp(p_ptr->exp / 16);
5164 if (!one_in_(6)) break;
5165 case 13: case 14: case 15: case 19: case 20:
5166 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
5172 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
5173 if (p_ptr->free_act)
5174 set_paralyzed(p_ptr->paralyzed + randint1(3));
5176 set_paralyzed(p_ptr->paralyzed + randint1(13));
5179 if (!one_in_(6)) break;
5180 case 21: case 22: case 23:
5181 (void)do_dec_stat(randint0(6));
5182 if (!one_in_(6)) break;
5184 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
5186 if (!one_in_(6)) break;
5189 * Only summon Cyberdemons deep in the dungeon.
5191 if ((dun_level > 65) && !stop_ty)
5193 (*count) += summon_cyber(-1, py, px);
5197 if (!one_in_(6)) break;
5203 (void)do_dec_stat(i);
5211 while (one_in_(3) && !stop_ty);
5217 int activate_hi_summon(int y, int x, bool can_pet)
5222 u32b mode = PM_ALLOW_GROUP;
5229 mode |= PM_FORCE_FRIENDLY;
5233 mode |= PM_FORCE_PET;
5238 if (!pet) mode |= PM_NO_PET;
5240 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
5242 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
5244 switch (randint1(25) + (dun_level / 20))
5247 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
5250 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
5253 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
5256 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
5259 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
5262 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
5265 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
5268 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
5272 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
5276 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
5279 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
5280 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
5283 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
5284 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
5287 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
5290 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
5291 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
5300 int summon_cyber(int who, int y, int x)
5303 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
5305 u32b mode = PM_ALLOW_GROUP;
5307 /* Summoned by a monster */
5310 monster_type *m_ptr = &m_list[who];
5311 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
5314 if (max_cyber > 4) max_cyber = 4;
5316 for (i = 0; i < max_cyber; i++)
5318 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode);
5325 void wall_breaker(void)
5329 int attempts = 1000;
5331 if (randint1(80 + p_ptr->lev) < 70)
5335 scatter(&y, &x, py, px, 4, 0);
5337 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
5339 if (!player_bold(y, x)) break;
5342 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
5343 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
5345 else if (randint1(100) > 30)
5347 earthquake(py, px, 1);
5351 int num = damroll(5, 3);
5353 for (i = 0; i < num; i++)
5357 scatter(&y, &x, py, px, 10, 0);
5359 if (!player_bold(y, x)) break;
5362 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
5363 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
5372 bool confuse_monsters(int dam)
5374 return (project_hack(GF_OLD_CONF, dam));
5381 bool charm_monsters(int dam)
5383 return (project_hack(GF_CHARM, dam));
5390 bool charm_animals(int dam)
5392 return (project_hack(GF_CONTROL_ANIMAL, dam));
5399 bool stun_monsters(int dam)
5401 return (project_hack(GF_STUN, dam));
5408 bool stasis_monsters(int dam)
5410 return (project_hack(GF_STASIS, dam));
5415 * Mindblast monsters
5417 bool mindblast_monsters(int dam)
5419 return (project_hack(GF_PSI, dam));
5424 * Banish all monsters
5426 bool banish_monsters(int dist)
5428 return (project_hack(GF_AWAY_ALL, dist));
5435 bool turn_evil(int dam)
5437 return (project_hack(GF_TURN_EVIL, dam));
5444 bool turn_monsters(int dam)
5446 return (project_hack(GF_TURN_ALL, dam));
5451 * Death-ray all monsters (note: OBSCENELY powerful)
5453 bool deathray_monsters(void)
5455 return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
5459 bool charm_monster(int dir, int plev)
5461 int flg = PROJECT_STOP | PROJECT_KILL;
5462 return (project_hook(GF_CHARM, dir, plev, flg));
5466 bool control_one_undead(int dir, int plev)
5468 int flg = PROJECT_STOP | PROJECT_KILL;
5469 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
5473 bool control_one_demon(int dir, int plev)
5475 int flg = PROJECT_STOP | PROJECT_KILL;
5476 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
5480 bool charm_animal(int dir, int plev)
5482 int flg = PROJECT_STOP | PROJECT_KILL;
5483 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
5487 bool charm_living(int dir, int plev)
5489 int flg = PROJECT_STOP | PROJECT_KILL;
5490 return (project_hook(GF_CONTROL_LIVING, dir, plev, flg));
5494 bool kawarimi(bool success)
5497 object_type *q_ptr = &forge;
5500 if (p_ptr->is_dead) return FALSE;
5501 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
5502 if (randint0(200) < p_ptr->stun) return FALSE;
5504 if (!success && one_in_(3))
5506 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
5507 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
5508 p_ptr->redraw |= (PR_STATUS);
5515 teleport_player(10 + randint1(90), 0L);
5519 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
5521 q_ptr->pval = MON_NINJA;
5523 /* Drop it in the dungeon */
5524 (void)drop_near(q_ptr, -1, y, x);
5527 if (success) msg_print("攻撃を受ける前に素早く身をひるがえした。");
5528 else msg_print("失敗!攻撃を受けてしまった。");
5530 if (success) msg_print("You have turned around just before the attack hit you.");
5531 else msg_print("Failed! You are hit by the attack.");
5534 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
5535 p_ptr->redraw |= (PR_STATUS);
5543 * "Rush Attack" routine for Samurai or Ninja
5544 * Return value is for checking "done"
5546 bool rush_attack(bool *mdeath)
5553 bool tmp_mdeath = FALSE;
5556 if (mdeath) *mdeath = FALSE;
5559 if (!get_aim_dir(&dir)) return FALSE;
5561 /* Use the given direction */
5562 tx = px + project_length * ddx[dir];
5563 ty = py + project_length * ddy[dir];
5565 /* Hack -- Use an actual "target" */
5566 if ((dir == 5) && target_okay())
5572 if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
5574 path_n = project_path(path_g, project_length, py, px, ty, tx, PROJECT_STOP | PROJECT_KILL);
5577 /* No need to move */
5578 if (!path_n) return TRUE;
5580 /* Use ty and tx as to-move point */
5584 /* Project along the path */
5585 for (i = 0; i < path_n; i++)
5587 monster_type *m_ptr;
5589 int ny = GRID_Y(path_g[i]);
5590 int nx = GRID_X(path_g[i]);
5592 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
5597 /* Go to next grid */
5601 if (!cave[ny][nx].m_idx)
5605 msg_print(_("失敗!", "Failed!"));
5609 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
5616 /* Move player before updating the monster */
5617 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
5619 /* Update the monster */
5620 update_mon(cave[ny][nx].m_idx, TRUE);
5622 /* Found a monster */
5623 m_ptr = &m_list[cave[ny][nx].m_idx];
5625 if (tm_idx != cave[ny][nx].m_idx)
5628 msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "",
5629 m_ptr->ml ? "モンスター" : "何か");
5631 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
5634 else if (!player_bold(ty, tx))
5636 /* Hold the monster name */
5639 /* Get the monster name (BEFORE polymorphing) */
5640 monster_desc(m_name, m_ptr, 0);
5641 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
5644 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
5646 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
5651 if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
5653 if (mdeath) *mdeath = tmp_mdeath;
5659 * Remove all mirrors in this floor
5661 void remove_all_mirrors(bool explode)
5665 for (x = 0; x < cur_wid; x++)
5667 for (y = 0; y < cur_hgt; y++)
5669 if (is_mirror_grid(&cave[y][x]))
5671 remove_mirror(y, x);
5673 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
5674 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);