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.
17 #include "monsterrace-hook.h"
20 #include "projection.h"
21 #include "spells-summon.h"
25 * @brief プレイヤー周辺の地形を感知する
28 * @param known 地形から危険フラグを外すならTRUE
29 * @return 効力があった場合TRUEを返す
31 static bool detect_feat_flag(POSITION range, int flag, bool known)
37 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
39 /* Scan the current panel */
40 for (y = 1; y < cur_hgt - 1; y++)
42 for (x = 1; x <= cur_wid - 1; x++)
44 int dist = distance(p_ptr->y, p_ptr->x, y, x);
45 if (dist > range) continue;
51 /* Mark as detected */
52 if (dist <= range && known)
54 if (dist <= range - 1) c_ptr->info |= (CAVE_IN_DETECT);
56 c_ptr->info &= ~(CAVE_UNSAFE);
63 if (cave_have_flag_grid(c_ptr, flag))
68 /* Hack -- Memorize */
69 c_ptr->info |= (CAVE_MARK);
82 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
84 * @param known 感知外範囲を超える警告フラグを立てる場合TRUEを返す
85 * @return 効力があった場合TRUEを返す
87 bool detect_traps(POSITION range, bool known)
89 bool detect = detect_feat_flag(range, FF_TRAP, known);
91 if (known) p_ptr->dtrap = TRUE;
93 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
96 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
103 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
105 * @return 効力があった場合TRUEを返す
107 bool detect_doors(POSITION range)
109 bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
111 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
114 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
121 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
123 * @return 効力があった場合TRUEを返す
125 bool detect_stairs(POSITION range)
127 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
129 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
132 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
139 * @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
141 * @return 効力があった場合TRUEを返す
143 bool detect_treasure(POSITION range)
145 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
147 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
150 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!"));
157 * @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
159 * @return 効力があった場合TRUEを返す
161 bool detect_objects_gold(POSITION range)
165 POSITION range2 = range;
169 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
172 for (i = 1; i < o_max; i++)
174 object_type *o_ptr = &o_list[i];
176 /* Skip dead objects */
177 if (!o_ptr->k_idx) continue;
179 /* Skip held objects */
180 if (o_ptr->held_m_idx) continue;
185 /* Only detect nearby objects */
186 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
188 /* Detect "gold" objects */
189 if (o_ptr->tval == TV_GOLD)
191 o_ptr->marked |= OM_FOUND;
197 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
200 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
203 if (detect_monsters_string(range, "$"))
212 * @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
214 * @return 効力があった場合TRUEを返す
216 bool detect_objects_normal(POSITION range)
220 POSITION range2 = range;
224 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
227 for (i = 1; i < o_max; i++)
229 object_type *o_ptr = &o_list[i];
231 /* Skip dead objects */
232 if (!o_ptr->k_idx) continue;
234 /* Skip held objects */
235 if (o_ptr->held_m_idx) continue;
240 /* Only detect nearby objects */
241 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
243 /* Detect "real" objects */
244 if (o_ptr->tval != TV_GOLD)
246 o_ptr->marked |= OM_FOUND;
252 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
255 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
258 if (detect_monsters_string(range, "!=?|/`"))
267 * @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.
269 * @return 効力があった場合TRUEを返す
272 * This will light up all spaces with "magic" items, including artifacts,
273 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
274 * and "enchanted" items of the "good" variety.
276 * It can probably be argued that this function is now too powerful.
279 bool detect_objects_magic(POSITION range)
281 OBJECT_TYPE_VALUE tv;
287 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
289 /* Scan all objects */
290 for (i = 1; i < o_max; i++)
292 object_type *o_ptr = &o_list[i];
294 /* Skip dead objects */
295 if (!o_ptr->k_idx) continue;
297 /* Skip held objects */
298 if (o_ptr->held_m_idx) continue;
303 /* Only detect nearby objects */
304 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
306 /* Examine the tval */
309 /* Artifacts, misc magic items, or enchanted wearables */
310 if (object_is_artifact(o_ptr) ||
311 object_is_ego(o_ptr) ||
312 (tv == TV_WHISTLE) ||
320 (tv == TV_LIFE_BOOK) ||
321 (tv == TV_SORCERY_BOOK) ||
322 (tv == TV_NATURE_BOOK) ||
323 (tv == TV_CHAOS_BOOK) ||
324 (tv == TV_DEATH_BOOK) ||
325 (tv == TV_TRUMP_BOOK) ||
326 (tv == TV_ARCANE_BOOK) ||
327 (tv == TV_CRAFT_BOOK) ||
328 (tv == TV_DAEMON_BOOK) ||
329 (tv == TV_CRUSADE_BOOK) ||
330 (tv == TV_MUSIC_BOOK) ||
331 (tv == TV_HISSATSU_BOOK) ||
332 (tv == TV_HEX_BOOK) ||
333 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
335 /* Memorize the item */
336 o_ptr->marked |= OM_FOUND;
343 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!"));
352 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
354 * @return 効力があった場合TRUEを返す
356 bool detect_monsters_normal(POSITION range)
362 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
364 for (i = 1; i < m_max; i++)
366 monster_type *m_ptr = &m_list[i];
367 monster_race *r_ptr = &r_info[m_ptr->r_idx];
369 /* Skip dead monsters */
370 if (!m_ptr->r_idx) continue;
375 /* Only detect nearby monsters */
376 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
378 /* Detect all non-invisible monsters */
379 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
381 /* Repair visibility later */
382 repair_monsters = TRUE;
384 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
385 update_monster(i, FALSE);
390 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
393 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
400 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
402 * @return 効力があった場合TRUEを返す
404 bool detect_monsters_invis(POSITION range)
410 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
412 for (i = 1; i < m_max; i++)
414 monster_type *m_ptr = &m_list[i];
415 monster_race *r_ptr = &r_info[m_ptr->r_idx];
417 /* Skip dead monsters */
418 if (!m_ptr->r_idx) continue;
423 /* Only detect nearby monsters */
424 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
426 /* Detect invisible monsters */
427 if (r_ptr->flags2 & RF2_INVISIBLE)
429 /* Update monster recall window */
430 if (p_ptr->monster_race_idx == m_ptr->r_idx)
432 p_ptr->window |= (PW_MONSTER);
435 /* Repair visibility later */
436 repair_monsters = TRUE;
438 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
439 update_monster(i, FALSE);
444 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
447 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
453 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
455 * @return 効力があった場合TRUEを返す
457 bool detect_monsters_evil(POSITION range)
463 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
465 for (i = 1; i < m_max; i++)
467 monster_type *m_ptr = &m_list[i];
468 monster_race *r_ptr = &r_info[m_ptr->r_idx];
470 /* Skip dead monsters */
471 if (!m_ptr->r_idx) continue;
476 /* Only detect nearby monsters */
477 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
479 /* Detect evil monsters */
480 if (r_ptr->flags3 & RF3_EVIL)
482 if (is_original_ap(m_ptr))
484 /* Take note that they are evil */
485 r_ptr->r_flags3 |= (RF3_EVIL);
487 /* Update monster recall window */
488 if (p_ptr->monster_race_idx == m_ptr->r_idx)
490 p_ptr->window |= (PW_MONSTER);
494 /* Repair visibility later */
495 repair_monsters = TRUE;
497 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
498 update_monster(i, FALSE);
504 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
510 * @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
512 * @return 効力があった場合TRUEを返す
514 bool detect_monsters_nonliving(POSITION range)
520 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
522 for (i = 1; i < m_max; i++)
524 monster_type *m_ptr = &m_list[i];
526 /* Skip dead monsters */
527 if (!m_ptr->r_idx) continue;
532 /* Only detect nearby monsters */
533 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
535 /* Detect non-living monsters */
536 if (!monster_living(m_ptr->r_idx))
538 /* Update monster recall window */
539 if (p_ptr->monster_race_idx == m_ptr->r_idx)
541 p_ptr->window |= (PW_MONSTER);
544 /* Repair visibility later */
545 repair_monsters = TRUE;
547 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
548 update_monster(i, FALSE);
554 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!"));
560 * @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
562 * @return 効力があった場合TRUEを返す
564 bool detect_monsters_mind(POSITION range)
570 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
572 for (i = 1; i < m_max; i++)
574 monster_type *m_ptr = &m_list[i];
575 monster_race *r_ptr = &r_info[m_ptr->r_idx];
577 /* Skip dead monsters */
578 if (!m_ptr->r_idx) continue;
583 /* Only detect nearby monsters */
584 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
586 /* Detect non-living monsters */
587 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
589 /* Update monster recall window */
590 if (p_ptr->monster_race_idx == m_ptr->r_idx)
592 p_ptr->window |= (PW_MONSTER);
595 /* Repair visibility later */
596 repair_monsters = TRUE;
598 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
599 update_monster(i, FALSE);
605 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
612 * @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
614 * @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)
615 * @return 効力があった場合TRUEを返す
617 bool detect_monsters_string(POSITION range, concptr Match)
623 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
625 for (i = 1; i < m_max; i++)
627 monster_type *m_ptr = &m_list[i];
628 monster_race *r_ptr = &r_info[m_ptr->r_idx];
630 /* Skip dead monsters */
631 if (!m_ptr->r_idx) continue;
636 /* Only detect nearby monsters */
637 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
639 /* Detect monsters with the same symbol */
640 if (my_strchr(Match, r_ptr->d_char))
642 /* Update monster recall window */
643 if (p_ptr->monster_race_idx == m_ptr->r_idx)
645 p_ptr->window |= (PW_MONSTER);
648 /* Repair visibility later */
649 repair_monsters = TRUE;
651 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
652 update_monster(i, FALSE);
657 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
660 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
666 * @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
668 * @param match_flag 感知フラグ
669 * @return 効力があった場合TRUEを返す
671 bool detect_monsters_xxx(POSITION range, u32b match_flag)
676 concptr desc_monsters = _("変なモンスター", "weird monsters");
678 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
680 for (i = 1; i < m_max; i++)
682 monster_type *m_ptr = &m_list[i];
683 monster_race *r_ptr = &r_info[m_ptr->r_idx];
685 /* Skip dead monsters */
686 if (!m_ptr->r_idx) continue;
691 /* Only detect nearby monsters */
692 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
694 /* Detect evil monsters */
695 if (r_ptr->flags3 & (match_flag))
697 if (is_original_ap(m_ptr))
699 /* Take note that they are something */
700 r_ptr->r_flags3 |= (match_flag);
702 /* Update monster recall window */
703 if (p_ptr->monster_race_idx == m_ptr->r_idx)
705 p_ptr->window |= (PW_MONSTER);
709 /* Repair visibility later */
710 repair_monsters = TRUE;
712 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
713 update_monster(i, FALSE);
722 desc_monsters = _("デーモン", "demons");
725 desc_monsters = _("アンデッド", "the undead");
729 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
737 * @brief 全感知処理 / Detect everything
739 * @return 効力があった場合TRUEを返す
741 bool detect_all(POSITION range)
745 /* Detect everything */
746 if (detect_traps(range, TRUE)) detect = TRUE;
747 if (detect_doors(range)) detect = TRUE;
748 if (detect_stairs(range)) detect = TRUE;
750 /* There are too many hidden treasure. So... */
751 /* if (detect_treasure(range)) detect = TRUE; */
753 if (detect_objects_gold(range)) detect = TRUE;
754 if (detect_objects_normal(range)) detect = TRUE;
755 if (detect_monsters_invis(range)) detect = TRUE;
756 if (detect_monsters_normal(range)) detect = TRUE;
762 * @brief 視界内モンスターに魔法効果を与える / Apply a "project()" directly to all viewable monsters
765 * @return 効力があった場合TRUEを返す
768 * Note that affected monsters are NOT auto-tracked by this usage.
770 * To avoid misbehavior when monster deaths have side-effects,
771 * this is done in two passes. -- JDL
774 bool project_all_los(EFFECT_ID typ, HIT_POINT dam)
778 BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
779 bool obvious = FALSE;
782 /* Mark all (nearby) monsters */
783 for (i = 1; i < m_max; i++)
785 monster_type *m_ptr = &m_list[i];
787 /* Paranoia -- Skip dead monsters */
788 if (!m_ptr->r_idx) continue;
793 /* Require line of sight */
794 if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
796 /* Mark the monster */
797 m_ptr->mflag |= (MFLAG_TEMP);
800 /* Affect all marked monsters */
801 for (i = 1; i < m_max; i++)
803 monster_type *m_ptr = &m_list[i];
805 /* Skip unmarked monsters */
806 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
809 m_ptr->mflag &= ~(MFLAG_TEMP);
814 /* Jump directly to the target monster */
815 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
822 * @brief 視界内モンスターを加速する処理 / Speed monsters
823 * @return 効力があった場合TRUEを返す
825 bool speed_monsters(void)
827 return (project_all_los(GF_OLD_SPEED, p_ptr->lev));
831 * @brief 視界内モンスターを加速する処理 / Slow monsters
832 * @return 効力があった場合TRUEを返す
834 bool slow_monsters(int power)
836 return (project_all_los(GF_OLD_SLOW, power));
840 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
841 * @return 効力があった場合TRUEを返す
843 bool sleep_monsters(int power)
845 return (project_all_los(GF_OLD_SLEEP, power));
849 * @brief 視界内の邪悪なモンスターをテレポート・アウェイさせる処理 / Banish evil monsters
850 * @return 効力があった場合TRUEを返す
852 bool banish_evil(int dist)
854 return (project_all_los(GF_AWAY_EVIL, dist));
858 * @brief 視界内のアンデッド・モンスターを恐怖させる処理 / Turn undead
859 * @return 効力があった場合TRUEを返す
861 bool turn_undead(void)
863 bool tester = (project_all_los(GF_TURN_UNDEAD, p_ptr->lev));
865 chg_virtue(V_UNLIFE, -1);
870 * @brief 視界内のアンデッド・モンスターにダメージを与える処理 / Dispel undead monsters
871 * @return 効力があった場合TRUEを返す
873 bool dispel_undead(HIT_POINT dam)
875 bool tester = (project_all_los(GF_DISP_UNDEAD, dam));
877 chg_virtue(V_UNLIFE, -2);
882 * @brief 視界内の邪悪なモンスターにダメージを与える処理 / Dispel evil monsters
883 * @return 効力があった場合TRUEを返す
885 bool dispel_evil(HIT_POINT dam)
887 return (project_all_los(GF_DISP_EVIL, dam));
891 * @brief 視界内の善良なモンスターにダメージを与える処理 / Dispel good monsters
892 * @return 効力があった場合TRUEを返す
894 bool dispel_good(HIT_POINT dam)
896 return (project_all_los(GF_DISP_GOOD, dam));
900 * @brief 視界内のあらゆるモンスターにダメージを与える処理 / Dispel all monsters
901 * @return 効力があった場合TRUEを返す
903 bool dispel_monsters(HIT_POINT dam)
905 return (project_all_los(GF_DISP_ALL, dam));
909 * @brief 視界内の生命のあるモンスターにダメージを与える処理 / Dispel 'living' monsters
910 * @return 効力があった場合TRUEを返す
912 bool dispel_living(HIT_POINT dam)
914 return (project_all_los(GF_DISP_LIVING, dam));
918 * @brief 視界内の悪魔系モンスターにダメージを与える処理 / Dispel 'living' monsters
919 * @return 効力があった場合TRUEを返す
921 bool dispel_demons(HIT_POINT dam)
923 return (project_all_los(GF_DISP_DEMON, dam));
927 * @brief 視界内のモンスターに「聖戦」効果を与える処理
928 * @return 効力があった場合TRUEを返す
932 return (project_all_los(GF_CRUSADE, p_ptr->lev*4));
936 * @brief 視界内モンスターを怒らせる処理 / Wake up all monsters, and speed up "los" monsters.
937 * @param who 怒らせる原因を起こしたモンスター(0ならばプレイヤー)
940 void aggravate_monsters(MONSTER_IDX who)
946 /* Aggravate everyone nearby */
947 for (i = 1; i < m_max; i++)
949 monster_type *m_ptr = &m_list[i];
951 /* Paranoia -- Skip dead monsters */
952 if (!m_ptr->r_idx) continue;
954 /* Skip aggravating monster (or player) */
955 if (i == who) continue;
957 /* Wake up nearby sleeping monsters */
958 if (m_ptr->cdis < MAX_SIGHT * 2)
961 if (MON_CSLEEP(m_ptr))
963 (void)set_monster_csleep(i, 0);
966 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
969 /* Speed up monsters in line of sight */
970 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
974 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
980 if (speed) msg_print(_("付近で何かが突如興奮したような感じを受けた!", "You feel a sudden stirring nearby!"));
981 else if (sleep) msg_print(_("何かが突如興奮したような騒々しい音が遠くに聞こえた!", "You hear a sudden stirring in the distance!"));
982 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
987 * @brief モンスターへの単体抹殺処理サブルーチン / Delete a non-unique/non-quest monster
988 * @param m_idx 抹殺するモンスターID
990 * @param player_cast プレイヤーの魔法によるものならば TRUE
991 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
992 * @param spell_name 抹殺効果を起こした魔法の名前
993 * @return 効力があった場合TRUEを返す
995 bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, concptr spell_name)
997 int msec = delay_factor * delay_factor * delay_factor;
998 monster_type *m_ptr = &m_list[m_idx];
999 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1000 bool resist = FALSE;
1002 if (is_pet(m_ptr) && !player_cast) return FALSE;
1004 /* Hack -- Skip Unique Monsters or Quest Monsters */
1005 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1006 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1007 else if (m_idx == p_ptr->riding) resist = TRUE;
1008 else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
1009 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1010 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1015 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1017 GAME_TEXT m_name[MAX_NLEN];
1019 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1020 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1023 delete_monster_idx(m_idx);
1026 if (resist && player_cast)
1028 bool see_m = is_seen(m_ptr);
1029 GAME_TEXT m_name[MAX_NLEN];
1031 monster_desc(m_name, m_ptr, 0);
1034 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1036 if (MON_CSLEEP(m_ptr))
1038 (void)set_monster_csleep(m_idx, 0);
1041 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1044 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1048 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1052 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1057 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);
1060 /* Visual feedback */
1061 move_cursor_relative(p_ptr->y, p_ptr->x);
1063 p_ptr->redraw |= (PR_HP);
1064 p_ptr->window |= (PW_PLAYER);
1069 Term_xtra(TERM_XTRA_DELAY, msec);
1076 * @brief モンスターへのシンボル抹殺処理ルーチン / Delete all non-unique/non-quest monsters of a given "type" from the level
1077 * @param power 抹殺の威力
1078 * @param player_cast プレイヤーの魔法によるものならば TRUE
1079 * @return 効力があった場合TRUEを返す
1081 bool symbol_genocide(int power, bool player_cast)
1085 bool result = FALSE;
1087 /* Prevent genocide in quest levels */
1088 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1093 /* Mega-Hack -- Get a monster symbol */
1094 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)) ;
1096 /* Delete the monsters of that "type" */
1097 for (i = 1; i < m_max; i++)
1099 monster_type *m_ptr = &m_list[i];
1100 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1102 /* Paranoia -- Skip dead monsters */
1103 if (!m_ptr->r_idx) continue;
1105 /* Skip "wrong" monsters */
1106 if (r_ptr->d_char != typ) continue;
1108 result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
1113 chg_virtue(V_VITALITY, -2);
1114 chg_virtue(V_CHANCE, -1);
1122 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1123 * @param power 抹殺の威力
1124 * @param player_cast プレイヤーの魔法によるものならば TRUE
1125 * @return 効力があった場合TRUEを返す
1127 bool mass_genocide(int power, bool player_cast)
1130 bool result = FALSE;
1132 /* Prevent mass genocide in quest levels */
1133 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1138 /* Delete the (nearby) monsters */
1139 for (i = 1; i < m_max; i++)
1141 monster_type *m_ptr = &m_list[i];
1143 /* Paranoia -- Skip dead monsters */
1144 if (!m_ptr->r_idx) continue;
1146 /* Skip distant monsters */
1147 if (m_ptr->cdis > MAX_SIGHT) continue;
1150 result |= genocide_aux(i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1155 chg_virtue(V_VITALITY, -2);
1156 chg_virtue(V_CHANCE, -1);
1164 * @brief アンデッド・モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) undead
1165 * @param power 抹殺の威力
1166 * @param player_cast プレイヤーの魔法によるものならば TRUE
1167 * @return 効力があった場合TRUEを返す
1169 bool mass_genocide_undead(int power, bool player_cast)
1172 bool result = FALSE;
1174 /* Prevent mass genocide in quest levels */
1175 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1180 /* Delete the (nearby) monsters */
1181 for (i = 1; i < m_max; i++)
1183 monster_type *m_ptr = &m_list[i];
1184 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1186 /* Paranoia -- Skip dead monsters */
1187 if (!m_ptr->r_idx) continue;
1189 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1191 /* Skip distant monsters */
1192 if (m_ptr->cdis > MAX_SIGHT) continue;
1195 result |= genocide_aux(i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1200 chg_virtue(V_UNLIFE, -2);
1201 chg_virtue(V_CHANCE, -1);
1209 * @brief 周辺モンスターを調査する / Probe nearby monsters
1210 * @return 効力があった場合TRUEを返す
1215 int speed; /* TODO */
1226 /* Probe all (nearby) monsters */
1227 for (i = 1; i < m_max; i++)
1229 monster_type *m_ptr = &m_list[i];
1230 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1232 /* Paranoia -- Skip dead monsters */
1233 if (!m_ptr->r_idx) continue;
1235 /* Require line of sight */
1236 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
1238 /* Probe visible monsters */
1241 GAME_TEXT m_name[MAX_NLEN];
1243 /* Start the message */
1246 msg_print(_("調査中...", "Probing..."));
1251 if (!is_original_ap(m_ptr))
1253 if (m_ptr->mflag2 & MFLAG2_KAGE)
1254 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1256 m_ptr->ap_r_idx = m_ptr->r_idx;
1257 lite_spot(m_ptr->fy, m_ptr->fx);
1259 /* Get "the monster" or "something" */
1260 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1262 speed = m_ptr->mspeed - 110;
1263 if (MON_FAST(m_ptr)) speed += 10;
1264 if (MON_SLOW(m_ptr)) speed -= 10;
1265 if (ironman_nightmare) speed += 5;
1267 /* Get the monster's alignment */
1268 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
1269 else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
1270 else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
1271 else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) _(align = "中立(善悪)", "neutral(good&evil)");
1272 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
1273 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
1274 else align = _("中立", "neutral");
1276 /* Describe the monster */
1277 sprintf(buf,_("%s ... 属性:%s HP:%d/%d AC:%d 速度:%s%d 経験:", "%s ... align:%s HP:%d/%d AC:%d speed:%s%d exp:"),
1278 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1280 if (r_ptr->next_r_idx)
1282 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1286 strcat(buf, "xxx ");
1289 if (MON_CSLEEP(m_ptr)) strcat(buf,_("睡眠 ", "sleeping "));
1290 if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
1291 if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
1292 if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
1293 if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
1294 buf[strlen(buf)-1] = '\0';
1297 /* HACK : Add the line to message buffer */
1300 p_ptr->window |= (PW_MESSAGE);
1303 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
1306 Term_erase(0, 0, 255);
1308 /* Learn everything about this monster */
1309 if (lore_do_probe(m_ptr->r_idx))
1311 /* Get base name of monster */
1312 strcpy(buf, (r_name + r_ptr->name));
1315 /* Note that we learnt some new flags -Mogami- */
1316 msg_format("%sについてさらに詳しくなった気がする。", buf);
1321 /* Note that we learnt some new flags -Mogami- */
1322 msg_format("You now know more about %s.", buf);
1324 /* Clear -more- prompt */
1339 chg_virtue(V_KNOWLEDGE, 1);
1340 msg_print(_("これで全部です。", "That's all."));
1348 * @brief *破壊*処理を行う / The spell of destruction
1349 * @param y1 破壊の中心Y座標
1350 * @param x1 破壊の中心X座標
1352 * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
1353 * @return 効力があった場合TRUEを返す
1356 * This spell "deletes" monsters (instead of "killing" them).
1358 * Later we may use one function for both "destruction" and
1359 * "earthquake" by using the "full" to select "destruction".
1362 bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
1369 /* Prevent destruction of quest levels and town */
1370 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1375 /* Lose monster light */
1376 if (!in_generate) clear_mon_lite();
1378 /* Big area of affect */
1379 for (y = (y1 - r); y <= (y1 + r); y++)
1381 for (x = (x1 - r); x <= (x1 + r); x++)
1383 /* Skip illegal grids */
1384 if (!in_bounds(y, x)) continue;
1386 /* Extract the distance */
1387 k = distance(y1, x1, y, x);
1389 /* Stay in the circle of death */
1390 if (k > r) continue;
1391 c_ptr = &cave[y][x];
1393 /* Lose room and vault */
1394 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1396 /* Lose light and knowledge */
1397 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
1399 if (!in_generate) /* Normal */
1402 c_ptr->info &= ~(CAVE_UNSAFE);
1404 /* Hack -- Notice player affect */
1405 if (player_bold(y, x))
1407 /* Hurt the player later */
1410 /* Do not hurt this grid */
1415 /* Hack -- Skip the epicenter */
1416 if ((y == y1) && (x == x1)) continue;
1420 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1421 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1423 if (in_generate) /* In generation */
1425 /* Delete the monster (if any) */
1426 delete_monster(y, x);
1428 else if (r_ptr->flags1 & RF1_QUESTOR)
1430 /* Heal the monster */
1431 m_ptr->hp = m_ptr->maxhp;
1433 /* Try to teleport away quest monsters */
1434 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
1438 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1440 GAME_TEXT m_name[MAX_NLEN];
1442 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1443 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
1446 /* Delete the monster (if any) */
1447 delete_monster(y, x);
1451 /* During generation, destroyed artifacts are "preserved" */
1452 if (preserve_mode || in_generate)
1454 OBJECT_IDX this_o_idx, next_o_idx = 0;
1456 /* Scan all objects in the grid */
1457 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1460 o_ptr = &o_list[this_o_idx];
1462 /* Acquire next object */
1463 next_o_idx = o_ptr->next_o_idx;
1465 /* Hack -- Preserve unknown artifacts */
1466 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
1468 /* Mega-Hack -- Preserve the artifact */
1469 a_info[o_ptr->name1].cur_num = 0;
1471 if (in_generate && cheat_peek)
1473 GAME_TEXT o_name[MAX_NLEN];
1474 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1475 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);
1478 else if (in_generate && cheat_peek && o_ptr->art_name)
1480 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。",
1481 "One of the random artifacts was *destroyed* during generation."));
1486 /* Delete objects */
1487 delete_object(y, x);
1489 /* Destroy "non-permanent" grids */
1490 if (!cave_perma_grid(c_ptr))
1492 /* Wall (or floor) type */
1495 if (!in_generate) /* Normal */
1499 /* Create granite wall */
1500 cave_set_feat(y, x, feat_granite);
1504 /* Create quartz vein */
1505 cave_set_feat(y, x, feat_quartz_vein);
1509 /* Create magma vein */
1510 cave_set_feat(y, x, feat_magma_vein);
1515 cave_set_feat(y, x, floor_type[randint0(100)]);
1518 else /* In generation */
1522 /* Create granite wall */
1523 place_extra_grid(c_ptr);
1527 /* Create quartz vein */
1528 c_ptr->feat = feat_quartz_vein;
1532 /* Create magma vein */
1533 c_ptr->feat = feat_magma_vein;
1538 place_floor_grid(c_ptr);
1541 /* Clear garbage of hidden trap or door */
1550 /* Process "re-glowing" */
1551 for (y = (y1 - r); y <= (y1 + r); y++)
1553 for (x = (x1 - r); x <= (x1 + r); x++)
1555 /* Skip illegal grids */
1556 if (!in_bounds(y, x)) continue;
1558 /* Extract the distance */
1559 k = distance(y1, x1, y, x);
1561 /* Stay in the circle of death */
1562 if (k > r) continue;
1563 c_ptr = &cave[y][x];
1565 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
1566 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
1572 for (i = 0; i < 9; i++)
1574 yy = y + ddy_ddd[i];
1575 xx = x + ddx_ddd[i];
1576 if (!in_bounds2(yy, xx)) continue;
1577 cc_ptr = &cave[yy][xx];
1578 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1580 c_ptr->info |= CAVE_GLOW;
1588 /* Hack -- Affect player */
1591 msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
1593 /* Blind the player */
1594 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
1597 (void)set_blind(p_ptr->blind + 10 + randint1(10));
1603 /* Mega-Hack -- Forget the view and lite */
1604 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1605 p_ptr->redraw |= (PR_MAP);
1606 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1608 if (p_ptr->special_defense & NINJA_S_STEALTH)
1610 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1620 * @brief 地震処理(サブルーチン) /
1621 * Induce an "earthquake" of the given radius at the given location.
1622 * @return 効力があった場合TRUEを返す
1626 * @param m_idx 地震を起こしたモンスターID(0ならばプレイヤー)
1630 * This will turn some walls into floors and some floors into walls.
1632 * The player will take damage and "jump" into a safe grid if possible,
1633 * otherwise, he will "tunnel" through the rubble instantaneously.
1635 * Monsters will take damage, and "jump" into a safe grid if possible,
1636 * otherwise they will be "buried" in the rubble, disappearing from
1637 * the level in the same way that they do when genocided.
1639 * Note that thus the player and monsters (except eaters of walls and
1640 * passers through walls) will never occupy the same grid as a wall.
1641 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
1642 * for a single turn, unless that monster can pass_walls or kill_walls.
1643 * This has allowed massive simplification of the "monster" code.
1646 bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
1650 POSITION y, x, yy, xx, dy, dx;
1653 POSITION sy = 0, sx = 0;
1659 /* Prevent destruction of quest levels and town */
1660 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1665 /* Paranoia -- Enforce maximum range */
1668 /* Clear the "maximal blast" area */
1669 for (y = 0; y < 32; y++)
1671 for (x = 0; x < 32; x++)
1677 /* Check around the epicenter */
1678 for (dy = -r; dy <= r; dy++)
1680 for (dx = -r; dx <= r; dx++)
1682 /* Extract the location */
1686 /* Skip illegal grids */
1687 if (!in_bounds(yy, xx)) continue;
1689 /* Skip distant grids */
1690 if (distance(cy, cx, yy, xx) > r) continue;
1691 c_ptr = &cave[yy][xx];
1693 /* Lose room and vault */
1694 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
1696 /* Lose light and knowledge */
1697 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
1699 /* Skip the epicenter */
1700 if (!dx && !dy) continue;
1702 /* Skip most grids */
1703 if (randint0(100) < 85) continue;
1705 /* Damage this grid */
1706 map[16+yy-cy][16+xx-cx] = TRUE;
1708 /* Hack -- Take note of player damage */
1709 if (player_bold(yy, xx)) hurt = TRUE;
1713 /* First, affect the player (if necessary) */
1714 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
1716 /* Check around the player */
1717 for (i = 0; i < 8; i++)
1719 /* Access the location */
1720 y = p_ptr->y + ddy_ddd[i];
1721 x = p_ptr->x + ddx_ddd[i];
1723 /* Skip non-empty grids */
1724 if (!cave_empty_bold(y, x)) continue;
1726 /* Important -- Skip "quake" grids */
1727 if (map[16+y-cy][16+x-cx]) continue;
1729 if (cave[y][x].m_idx) continue;
1731 /* Count "safe" grids */
1734 /* Randomize choice */
1735 if (randint0(sn) > 0) continue;
1737 /* Save the safe location */
1741 /* Random message */
1742 switch (randint1(3))
1746 msg_print(_("ダンジョンの壁が崩れた!", "The cave ceiling collapses!"));
1751 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!"));
1756 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!"));
1761 /* Hurt the player a lot */
1764 /* Message and damage */
1765 msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
1769 /* Destroy the grid, and push the player to safety */
1772 /* Calculate results */
1773 switch (randint1(3))
1777 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
1783 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
1784 damage = damroll(10, 4);
1785 (void)set_stun(p_ptr->stun + randint1(50));
1790 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!"));
1791 damage = damroll(10, 4);
1792 (void)set_stun(p_ptr->stun + randint1(50));
1797 /* Move the player to the safe location */
1798 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
1801 /* Important -- no wall on player */
1802 map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
1810 GAME_TEXT m_name[MAX_NLEN];
1811 monster_type *m_ptr = &m_list[m_idx];
1813 /* Get the monster's real name */
1814 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1816 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
1820 killer = _("地震", "an earthquake");
1823 take_hit(DAMAGE_ATTACK, damage, killer, -1);
1827 /* Examine the quaked region */
1828 for (dy = -r; dy <= r; dy++)
1830 for (dx = -r; dx <= r; dx++)
1832 /* Extract the location */
1836 /* Skip unaffected grids */
1837 if (!map[16+yy-cy][16+xx-cx]) continue;
1838 c_ptr = &cave[yy][xx];
1840 if (c_ptr->m_idx == p_ptr->riding) continue;
1842 /* Process monsters */
1845 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1846 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1848 /* Quest monsters */
1849 if (r_ptr->flags1 & RF1_QUESTOR)
1851 /* No wall on quest monsters */
1852 map[16+yy-cy][16+xx-cx] = FALSE;
1857 /* Most monsters cannot co-exist with rock */
1858 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
1859 !(r_ptr->flags2 & (RF2_PASS_WALL)))
1861 GAME_TEXT m_name[MAX_NLEN];
1863 /* Assume not safe */
1866 /* Monster can move to escape the wall */
1867 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
1869 /* Look for safety */
1870 for (i = 0; i < 8; i++)
1872 y = yy + ddy_ddd[i];
1873 x = xx + ddx_ddd[i];
1875 /* Skip non-empty grids */
1876 if (!cave_empty_bold(y, x)) continue;
1878 /* Hack -- no safety on glyph of warding */
1879 if (is_glyph_grid(&cave[y][x])) continue;
1880 if (is_explosive_rune_grid(&cave[y][x])) continue;
1882 /* ... nor on the Pattern */
1883 if (pattern_tile(y, x)) continue;
1885 /* Important -- Skip "quake" grids */
1886 if (map[16+y-cy][16+x-cx]) continue;
1888 if (cave[y][x].m_idx) continue;
1889 if (player_bold(y, x)) continue;
1891 /* Count "safe" grids */
1894 /* Randomize choice */
1895 if (randint0(sn) > 0) continue;
1897 /* Save the safe grid */
1902 /* Describe the monster */
1903 monster_desc(m_name, m_ptr, 0);
1905 /* Scream in pain */
1906 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);
1908 /* Take damage from the quake */
1909 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
1911 /* Monster is certainly awake */
1912 (void)set_monster_csleep(c_ptr->m_idx, 0);
1914 /* Apply damage directly */
1915 m_ptr->hp -= damage;
1917 /* Delete (not kill) "dead" monsters */
1920 if (!ignore_unview || is_seen(m_ptr))
1921 msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
1925 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
1927 char m2_name[MAX_NLEN];
1929 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
1930 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
1934 delete_monster(yy, xx);
1936 /* No longer safe */
1940 /* Hack -- Escape from the rock */
1943 IDX m_idx_aux = cave[yy][xx].m_idx;
1945 /* Update the old location */
1946 cave[yy][xx].m_idx = 0;
1948 /* Update the new location */
1949 cave[sy][sx].m_idx = m_idx_aux;
1951 /* Move the monster */
1955 update_monster(m_idx, TRUE);
1964 /* Lose monster light */
1967 /* Examine the quaked region */
1968 for (dy = -r; dy <= r; dy++)
1970 for (dx = -r; dx <= r; dx++)
1972 /* Extract the location */
1976 /* Skip unaffected grids */
1977 if (!map[16+yy-cy][16+xx-cx]) continue;
1979 c_ptr = &cave[yy][xx];
1981 /* Paranoia -- never affect player */
1982 /* if (player_bold(yy, xx)) continue; */
1984 /* Destroy location (if valid) */
1985 if (cave_valid_bold(yy, xx))
1987 /* Delete objects */
1988 delete_object(yy, xx);
1990 /* Wall (or floor) type */
1991 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
1996 /* Create granite wall */
1997 cave_set_feat(yy, xx, feat_granite);
2003 /* Create quartz vein */
2004 cave_set_feat(yy, xx, feat_quartz_vein);
2010 /* Create magma vein */
2011 cave_set_feat(yy, xx, feat_magma_vein);
2018 cave_set_feat(yy, xx, floor_type[randint0(100)]);
2025 /* Process "re-glowing" */
2026 for (dy = -r; dy <= r; dy++)
2028 for (dx = -r; dx <= r; dx++)
2030 /* Extract the location */
2034 /* Skip illegal grids */
2035 if (!in_bounds(yy, xx)) continue;
2037 /* Skip distant grids */
2038 if (distance(cy, cx, yy, xx) > r) continue;
2039 c_ptr = &cave[yy][xx];
2041 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
2042 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
2047 for (ii = 0; ii < 9; ii++)
2049 yyy = yy + ddy_ddd[ii];
2050 xxx = xx + ddx_ddd[ii];
2051 if (!in_bounds2(yyy, xxx)) continue;
2052 cc_ptr = &cave[yyy][xxx];
2053 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2055 c_ptr->info |= CAVE_GLOW;
2064 /* Mega-Hack -- Forget the view and lite */
2065 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2067 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
2069 /* Update the health bar */
2070 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
2072 p_ptr->redraw |= (PR_MAP);
2074 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2076 if (p_ptr->special_defense & NINJA_S_STEALTH)
2078 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2086 * @brief 地震処理(プレイヤーの中心発動) /
2087 * Induce an "earthquake" of the given radius at the given location.
2088 * @return 効力があった場合TRUEを返す
2093 bool earthquake(POSITION cy, POSITION cx, POSITION r)
2095 return earthquake_aux(cy, cx, r, 0);
2102 void discharge_minion(void)
2107 for (i = 1; i < m_max; i++)
2109 monster_type *m_ptr = &m_list[i];
2110 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2111 if (m_ptr->nickname) okay = FALSE;
2113 if (!okay || p_ptr->riding)
2115 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? ")))
2118 for (i = 1; i < m_max; i++)
2121 monster_type *m_ptr = &m_list[i];
2122 monster_race *r_ptr;
2124 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2125 r_ptr = &r_info[m_ptr->r_idx];
2127 /* Uniques resist discharging */
2128 if (r_ptr->flags1 & RF1_UNIQUE)
2130 GAME_TEXT m_name[MAX_NLEN];
2131 monster_desc(m_name, m_ptr, 0x00);
2132 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);
2133 delete_monster_idx(i);
2136 dam = m_ptr->maxhp / 2;
2137 if (dam > 100) dam = (dam-100)/2 + 100;
2138 if (dam > 400) dam = (dam-400)/2 + 400;
2139 if (dam > 800) dam = 800;
2140 project(i, 2+(r_ptr->level/20), m_ptr->fy,
2141 m_ptr->fx, dam, GF_PLASMA,
2142 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
2144 if (record_named_pet && m_ptr->nickname)
2146 GAME_TEXT m_name[MAX_NLEN];
2148 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2149 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
2152 delete_monster_idx(i);
2158 * @brief 部屋全体を照らすサブルーチン
2162 * This routine clears the entire "temp" set.
2163 * This routine will Perma-Lite all "temp" grids.
2164 * This routine is used (only) by "lite_room()"
2165 * Dark grids are illuminated.
2166 * Also, process all affected monsters.
2168 * SMART monsters always wake up when illuminated
2169 * NORMAL monsters wake up 1/4 the time when illuminated
2170 * STUPID monsters wake up 1/10 the time when illuminated
2173 static void cave_temp_room_lite(void)
2177 /* Clear them all */
2178 for (i = 0; i < temp_n; i++)
2180 POSITION y = temp_y[i];
2181 POSITION x = temp_x[i];
2183 cave_type *c_ptr = &cave[y][x];
2185 /* No longer in the array */
2186 c_ptr->info &= ~(CAVE_TEMP);
2188 /* Update only non-CAVE_GLOW grids */
2189 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
2192 c_ptr->info |= (CAVE_GLOW);
2194 /* Process affected monsters */
2198 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2199 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2200 update_monster(c_ptr->m_idx, FALSE);
2202 /* Stupid monsters rarely wake up */
2203 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
2205 /* Smart monsters always wake up */
2206 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
2208 /* Sometimes monsters wake up */
2209 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
2212 (void)set_monster_csleep(c_ptr->m_idx, 0);
2214 /* Notice the "waking up" */
2217 GAME_TEXT m_name[MAX_NLEN];
2218 monster_desc(m_name, m_ptr, 0);
2219 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2229 update_local_illumination(y, x);
2239 * @brief 部屋全体を暗くするサブルーチン
2243 * This routine clears the entire "temp" set.
2244 * This routine will "darken" all "temp" grids.
2245 * In addition, some of these grids will be "unmarked".
2246 * This routine is used (only) by "unlite_room()"
2247 * Also, process all affected monsters
2250 static void cave_temp_room_unlite(void)
2254 /* Clear them all */
2255 for (i = 0; i < temp_n; i++)
2257 POSITION y = temp_y[i];
2258 POSITION x = temp_x[i];
2261 cave_type *c_ptr = &cave[y][x];
2262 bool do_dark = !is_mirror_grid(c_ptr);
2264 /* No longer in the array */
2265 c_ptr->info &= ~(CAVE_TEMP);
2267 /* Darken the grid */
2270 if (dun_level || !is_daytime())
2272 for (j = 0; j < 9; j++)
2274 int by = y + ddy_ddd[j];
2275 int bx = x + ddx_ddd[j];
2277 if (in_bounds2(by, bx))
2279 cave_type *cc_ptr = &cave[by][bx];
2281 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2289 if (!do_dark) continue;
2292 c_ptr->info &= ~(CAVE_GLOW);
2294 /* Hack -- Forget "boring" grids */
2295 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
2297 /* Forget the grid */
2298 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
2303 /* Process affected monsters */
2306 update_monster(c_ptr->m_idx, FALSE);
2311 update_local_illumination(y, x);
2321 * @brief 周辺に関数ポインタの条件に該当する地形がいくつあるかを計算する / Determine how much contiguous open space this grid is next to
2324 * @param pass_bold 地形条件を返す関数ポインタ
2327 static int next_to_open(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2334 for (i = 0; i < 16; i++)
2336 y = cy + ddy_cdd[i % 8];
2337 x = cx + ddx_cdd[i % 8];
2339 /* Found a wall, break the length */
2340 if (!pass_bold(y, x))
2342 /* Track best length */
2356 return (MAX(len, blen));
2360 * @brief 周辺に関数ポインタの条件に該当する地形がいくつあるかを計算する / Determine how much contiguous open space this grid is next to
2363 * @param pass_bold 地形条件を返す関数ポインタ
2366 static int next_to_walls_adj(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2372 for (i = 0; i < 8; i++)
2374 y = cy + ddy_ddd[i];
2375 x = cx + ddx_ddd[i];
2377 if (!pass_bold(y, x)) c++;
2385 * @brief 部屋内にある一点の周囲に該当する地形数かいくつあるかをグローバル変数temp_nに返す / Aux function -- see below
2386 * @param y 部屋内のy座標1点
2387 * @param x 部屋内のx座標1点
2388 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
2389 * @param pass_bold 地形条件を返す関数ポインタ
2392 static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pass_bold)(POSITION, POSITION))
2397 c_ptr = &cave[y][x];
2399 /* Avoid infinite recursion */
2400 if (c_ptr->info & (CAVE_TEMP)) return;
2402 /* Do not "leave" the current room */
2403 if (!(c_ptr->info & (CAVE_ROOM)))
2405 if (only_room) return;
2408 if (!in_bounds2(y, x)) return;
2410 /* Do not exceed the maximum spell range */
2411 if (distance(p_ptr->y, p_ptr->x, y, x) > MAX_RANGE) return;
2413 /* Verify this grid */
2415 * The reason why it is ==6 instead of >5 is that 8 is impossible
2416 * due to the check for cave_bold above.
2417 * 7 lights dead-end corridors (you need to do this for the
2418 * checkboard interesting rooms, so that the boundary is lit
2420 * This leaves only a check for 6 bounding walls!
2422 if (in_bounds(y, x) && pass_bold(y, x) &&
2423 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
2426 /* Paranoia -- verify space */
2427 if (temp_n == TEMP_MAX) return;
2429 /* Mark the grid as "seen" */
2430 c_ptr->info |= (CAVE_TEMP);
2432 /* Add it to the "seen" set */
2439 * @brief 指定のマスが光を通すか(LOSフラグを持つか)を返す。 / Aux function -- see below
2442 * @return 光を通すならばtrueを返す。
2444 static bool cave_pass_lite_bold(POSITION y, POSITION x)
2446 return cave_los_bold(y, x);
2450 * @brief 部屋内にある一点の周囲がいくつ光を通すかをグローバル変数temp_nに返す / Aux function -- see below
2455 static void cave_temp_lite_room_aux(POSITION y, POSITION x)
2457 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
2461 * @brief 指定のマスが光を通さず射線のみを通すかを返す。 / Aux function -- see below
2464 * @return 射線を通すならばtrueを返す。
2466 static bool cave_pass_dark_bold(POSITION y, POSITION x)
2468 return cave_have_flag_bold(y, x, FF_PROJECT);
2473 * @brief 部屋内にある一点の周囲がいくつ射線を通すかをグローバル変数temp_nに返す / Aux function -- see below
2478 static void cave_temp_unlite_room_aux(POSITION y, POSITION x)
2480 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
2485 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
2490 void lite_room(POSITION y1, POSITION x1)
2495 /* Add the initial grid */
2496 cave_temp_lite_room_aux(y1, x1);
2498 /* While grids are in the queue, add their neighbors */
2499 for (i = 0; i < temp_n; i++)
2501 x = temp_x[i], y = temp_y[i];
2503 /* Walls get lit, but stop light */
2504 if (!cave_pass_lite_bold(y, x)) continue;
2506 /* Spread adjacent */
2507 cave_temp_lite_room_aux(y + 1, x);
2508 cave_temp_lite_room_aux(y - 1, x);
2509 cave_temp_lite_room_aux(y, x + 1);
2510 cave_temp_lite_room_aux(y, x - 1);
2512 /* Spread diagonal */
2513 cave_temp_lite_room_aux(y + 1, x + 1);
2514 cave_temp_lite_room_aux(y - 1, x - 1);
2515 cave_temp_lite_room_aux(y - 1, x + 1);
2516 cave_temp_lite_room_aux(y + 1, x - 1);
2519 /* Now, lite them all up at once */
2520 cave_temp_room_lite();
2522 if (p_ptr->special_defense & NINJA_S_STEALTH)
2524 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2530 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
2535 void unlite_room(POSITION y1, POSITION x1)
2540 /* Add the initial grid */
2541 cave_temp_unlite_room_aux(y1, x1);
2543 /* Spread, breadth first */
2544 for (i = 0; i < temp_n; i++)
2546 x = temp_x[i], y = temp_y[i];
2548 /* Walls get dark, but stop darkness */
2549 if (!cave_pass_dark_bold(y, x)) continue;
2551 /* Spread adjacent */
2552 cave_temp_unlite_room_aux(y + 1, x);
2553 cave_temp_unlite_room_aux(y - 1, x);
2554 cave_temp_unlite_room_aux(y, x + 1);
2555 cave_temp_unlite_room_aux(y, x - 1);
2557 /* Spread diagonal */
2558 cave_temp_unlite_room_aux(y + 1, x + 1);
2559 cave_temp_unlite_room_aux(y - 1, x - 1);
2560 cave_temp_unlite_room_aux(y - 1, x + 1);
2561 cave_temp_unlite_room_aux(y + 1, x - 1);
2564 /* Now, darken them all at once */
2565 cave_temp_room_unlite();
2571 * @brief プレイヤー位置を中心にLITE_WEAK属性を通じた照明処理を行う / Hack -- call light around the player Affect all monsters in the projection radius
2574 * @return 作用が実際にあった場合TRUEを返す
2576 bool lite_area(HIT_POINT dam, POSITION rad)
2578 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2580 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
2582 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
2586 /* Hack -- Message */
2589 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
2592 /* Hook into the "project()" function */
2593 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1);
2595 /* Lite up the room */
2596 lite_room(p_ptr->y, p_ptr->x);
2604 * @brief プレイヤー位置を中心にLITE_DARK属性を通じた消灯処理を行う / Hack -- call light around the player Affect all monsters in the projection radius
2607 * @return 作用が実際にあった場合TRUEを返す
2609 bool unlite_area(HIT_POINT dam, POSITION rad)
2611 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2613 /* Hack -- Message */
2616 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
2619 /* Hook into the "project()" function */
2620 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1);
2622 /* Lite up the room */
2623 unlite_room(p_ptr->y, p_ptr->x);
2632 * @brief ボール系スペルの発動 / Cast a ball spell
2634 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2637 * @return 作用が実際にあった場合TRUEを返す
2640 * Stop if we hit a monster, act as a "ball"
2641 * Allow "target" mode to pass over monsters
2642 * Affect grids, objects, and monsters
2645 bool fire_ball(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2649 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2651 if (typ == GF_CHARM_LIVING) flg|= PROJECT_HIDE;
2652 /* Use the given direction */
2653 tx = p_ptr->x + 99 * ddx[dir];
2654 ty = p_ptr->y + 99 * ddy[dir];
2656 /* Hack -- Use an actual "target" */
2657 if ((dir == 5) && target_okay())
2659 flg &= ~(PROJECT_STOP);
2664 /* Analyze the "dir" and the "target". Hurt items on floor. */
2665 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2669 * @brief ブレス系スペルの発動 / Cast a breath spell
2671 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2674 * @return 作用が実際にあった場合TRUEを返す
2677 * Stop if we hit a monster, act as a "ball"
2678 * Allow "target" mode to pass over monsters
2679 * Affect grids, objects, and monsters
2682 bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2684 return fire_ball(typ, dir, dam, -rad);
2689 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
2691 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2694 * @return 作用が実際にあった場合TRUEを返す
2697 * Stop if we hit a monster, act as a "ball"
2698 * Allow "target" mode to pass over monsters
2699 * Affect grids, objects, and monsters
2702 bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2705 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2707 /* Use the given direction */
2708 tx = p_ptr->x + 99 * ddx[dir];
2709 ty = p_ptr->y + 99 * ddy[dir];
2711 /* Hack -- Use an actual "target" */
2712 if ((dir == 5) && target_okay())
2718 /* Analyze the "dir" and the "target". Hurt items on floor. */
2719 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2724 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
2726 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2729 * @return 作用が実際にあった場合TRUEを返す
2732 * Stop if we hit a monster, act as a "ball"
2733 * Allow "target" mode to pass over monsters
2734 * Affect grids, objects, and monsters
2737 bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2740 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
2742 /* Use the given direction */
2743 tx = p_ptr->x + 99 * ddx[dir];
2744 ty = p_ptr->y + 99 * ddy[dir];
2746 /* Hack -- Use an actual "target" */
2747 if ((dir == 5) && target_okay())
2749 flg &= ~(PROJECT_STOP);
2754 /* Analyze the "dir" and the "target". Hurt items on floor. */
2755 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2760 * @brief メテオ系スペルの発動 / Cast a meteor spell
2761 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
2767 * @return 作用が実際にあった場合TRUEを返す
2770 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
2771 * player, or outside source, that starts out at an arbitrary location, and
2772 * leaving no trail from the "caster" to the target. This function is
2773 * especially useful for bombardments and similar. -LM-
2774 * Option to hurt the player.
2777 bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
2779 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2781 /* Analyze the "target" and the caster. */
2782 return (project(who, rad, y, x, dam, typ, flg, -1));
2787 * @brief ブラスト系スペルの発動 / Cast a blast spell
2789 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2794 * @return 作用が実際にあった場合TRUEを返す
2796 bool fire_blast(EFFECT_ID typ, DIRECTION dir, int dd, int ds, int num, int dev)
2800 POSITION ty, tx, y, x;
2803 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
2808 /* Use the given direction */
2811 ly = ty = p_ptr->y + 20 * ddy[dir];
2812 lx = tx = p_ptr->x + 20 * ddx[dir];
2815 /* Use an actual "target" */
2816 else /* if (dir == 5) */
2821 lx = 20 * (tx - p_ptr->x) + p_ptr->x;
2822 ly = 20 * (ty - p_ptr->y) + p_ptr->y;
2825 ld = distance(p_ptr->y, p_ptr->x, ly, lx);
2828 for (i = 0; i < num; i++)
2832 /* Get targets for some bolts */
2833 y = rand_spread(ly, ld * dev / 20);
2834 x = rand_spread(lx, ld * dev / 20);
2836 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
2839 /* Analyze the "dir" and the "target". */
2840 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
2851 * @brief モンスターとの位置交換処理 / Switch position with a monster.
2852 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2853 * @return 作用が実際にあった場合TRUEを返す
2855 bool teleport_swap(DIRECTION dir)
2859 monster_type* m_ptr;
2860 monster_race* r_ptr;
2862 if ((dir == 5) && target_okay())
2869 tx = p_ptr->x + ddx[dir];
2870 ty = p_ptr->y + ddy[dir];
2872 c_ptr = &cave[ty][tx];
2874 if (p_ptr->anti_tele)
2876 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
2880 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
2882 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
2888 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10))
2890 msg_print(_("失敗した。", "Failed to swap."));
2896 m_ptr = &m_list[c_ptr->m_idx];
2897 r_ptr = &r_info[m_ptr->r_idx];
2899 (void)set_monster_csleep(c_ptr->m_idx, 0);
2901 if (r_ptr->flagsr & RFR_RES_TELE)
2903 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
2905 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2911 sound(SOUND_TELEPORT);
2913 /* Swap the player and monster */
2914 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
2922 * @brief 指定方向に飛び道具を飛ばす(フラグ任意指定) / Hack -- apply a "projection()" in a direction (or at the target)
2924 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2927 * @return 作用が実際にあった場合TRUEを返す
2929 bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
2933 /* Pass through the target if needed */
2934 flg |= (PROJECT_THRU);
2936 /* Use the given direction */
2937 tx = p_ptr->x + ddx[dir];
2938 ty = p_ptr->y + ddy[dir];
2940 /* Hack -- Use an actual "target" */
2941 if ((dir == 5) && target_okay())
2947 /* Analyze the "dir" and the "target", do NOT explode */
2948 return (project(0, 0, ty, tx, dam, typ, flg, -1));
2953 * @brief ボルト系スペルの発動 / Cast a bolt spell.
2955 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2957 * @return 作用が実際にあった場合TRUEを返す
2960 * Stop if we hit a monster, as a "bolt".
2961 * Affect monsters and grids (not objects).
2964 bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
2966 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
2967 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
2968 return (project_hook(typ, dir, dam, flg));
2973 * @brief ビーム系スペルの発動 / Cast a beam spell.
2975 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2977 * @return 作用が実際にあった場合TRUEを返す
2980 * Pass through monsters, as a "beam".
2981 * Affect monsters, grids and objects.
2984 bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
2986 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
2987 return (project_hook(typ, dir, dam, flg));
2992 * @brief 確率に応じたボルト系/ビーム系スペルの発動 / Cast a bolt spell, or rarely, a beam spell.
2993 * @param prob ビーム化する確率(%)
2995 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2997 * @return 作用が実際にあった場合TRUEを返す
3000 * Pass through monsters, as a "beam".
3001 * Affect monsters, grids and objects.
3004 bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3006 if (randint0(100) < prob)
3008 return (fire_beam(typ, dir, dam));
3012 return (fire_bolt(typ, dir, dam));
3017 * @brief LITE_WEAK属性による光源ビーム処理
3018 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3020 * @return 作用が実際にあった場合TRUEを返す
3022 bool lite_line(DIRECTION dir, HIT_POINT dam)
3024 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
3025 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
3030 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3032 * @return 作用が実際にあった場合TRUEを返す
3034 bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam)
3036 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3037 return (project_hook(GF_HYPODYNAMIA, dir, dam, flg));
3042 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3044 * @return 作用が実際にあった場合TRUEを返す
3046 bool wall_to_mud(DIRECTION dir, HIT_POINT dam)
3048 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3049 return (project_hook(GF_KILL_WALL, dir, dam, flg));
3054 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3055 * @return 作用が実際にあった場合TRUEを返す
3057 bool wizard_lock(DIRECTION dir)
3059 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3060 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
3065 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3066 * @return 作用が実際にあった場合TRUEを返す
3068 bool destroy_door(DIRECTION dir)
3070 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3071 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
3076 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3077 * @return 作用が実際にあった場合TRUEを返す
3079 bool disarm_trap(DIRECTION dir)
3081 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3082 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
3087 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3089 * @return 作用が実際にあった場合TRUEを返す
3091 bool heal_monster(DIRECTION dir, HIT_POINT dam)
3093 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3094 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
3099 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3101 * @return 作用が実際にあった場合TRUEを返す
3103 bool speed_monster(DIRECTION dir, int power)
3105 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3106 return (project_hook(GF_OLD_SPEED, dir, power, flg));
3111 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3113 * @return 作用が実際にあった場合TRUEを返す
3115 bool slow_monster(DIRECTION dir, int power)
3117 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3118 return (project_hook(GF_OLD_SLOW, dir, power, flg));
3123 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3125 * @return 作用が実際にあった場合TRUEを返す
3127 bool sleep_monster(DIRECTION dir, int power)
3129 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3130 return (project_hook(GF_OLD_SLEEP, dir, power, flg));
3134 * @brief モンスター拘束(STASIS)処理
3135 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3136 * @return 作用が実際にあった場合TRUEを返す
3137 * @details 威力はプレイヤーレベル*2に固定
3139 bool stasis_monster(DIRECTION dir)
3141 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
3145 * @brief 邪悪なモンスター拘束(STASIS)処理
3146 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3147 * @return 作用が実際にあった場合TRUEを返す
3148 * @details 威力はプレイヤーレベル*2に固定
3150 bool stasis_evil(DIRECTION dir)
3152 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
3157 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3158 * @param plev プレイヤーレベル(=効力)
3159 * @return 作用が実際にあった場合TRUEを返す
3161 bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev)
3163 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3164 return (project_hook(GF_OLD_CONF, dir, plev, flg));
3169 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3170 * @param plev プレイヤーレベル(=効力)
3171 * @return 作用が実際にあった場合TRUEを返す
3173 bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev)
3175 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3176 return (project_hook(GF_STUN, dir, plev, flg));
3180 * @brief チェンジモンスター処理
3181 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3183 * @return 作用が実際にあった場合TRUEを返す
3185 bool poly_monster(DIRECTION dir, int power)
3187 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3188 bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
3190 chg_virtue(V_CHANCE, 1);
3195 * @brief クローンモンスター処理
3196 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3197 * @return 作用が実際にあった場合TRUEを返す
3199 bool clone_monster(DIRECTION dir)
3201 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3202 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
3207 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3208 * @param plev プレイヤーレベル(=効力)
3209 * @return 作用が実際にあった場合TRUEを返す
3211 bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev)
3213 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3214 return (project_hook(GF_TURN_ALL, dir, plev, flg));
3219 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3220 * @param plev プレイヤーレベル(効力はplev*200)
3221 * @return 作用が実際にあった場合TRUEを返す
3223 bool death_ray(DIRECTION dir, PLAYER_LEVEL plev)
3225 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3226 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
3230 * @brief モンスター用テレポート処理
3231 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3232 * @param distance 移動距離
3233 * @return 作用が実際にあった場合TRUEを返す
3235 bool teleport_monster(DIRECTION dir, int distance)
3237 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
3238 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
3242 * @brief ドア生成処理(プレイヤー中心に周囲1マス) / Hooks -- affect adjacent grids (radius 1 ball attack)
3243 * @return 作用が実際にあった場合TRUEを返す
3245 bool door_creation(void)
3247 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3248 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_DOOR, flg, -1));
3252 * @brief トラップ生成処理(起点から周囲1マス)
3255 * @return 作用が実際にあった場合TRUEを返す
3257 bool trap_creation(POSITION y, POSITION x)
3259 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3260 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
3264 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
3265 * @return 作用が実際にあった場合TRUEを返す
3267 bool tree_creation(void)
3269 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3270 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_TREE, flg, -1));
3274 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
3275 * @return 作用が実際にあった場合TRUEを返す
3277 bool glyph_creation(void)
3279 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
3280 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_GLYPH, flg, -1));
3284 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
3285 * @return 作用が実際にあった場合TRUEを返す
3287 bool wall_stone(void)
3289 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3291 bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
3293 p_ptr->update |= (PU_FLOW);
3295 p_ptr->redraw |= (PR_MAP);
3301 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
3302 * @return 作用が実際にあった場合TRUEを返す
3304 bool destroy_doors_touch(void)
3306 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3307 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_DOOR, flg, -1));
3311 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
3312 * @return 作用が実際にあった場合TRUEを返す
3314 bool disarm_traps_touch(void)
3316 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3317 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_TRAP, flg, -1));
3321 * @brief スリープモンスター処理(プレイヤー中心に周囲1マス)
3322 * @return 作用が実際にあった場合TRUEを返す
3324 bool sleep_monsters_touch(void)
3326 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
3327 return (project(0, 1, p_ptr->y, p_ptr->x, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
3332 * @brief 死者復活処理(起点より周囲5マス)
3333 * @param who 術者モンスターID(0ならばプレイヤー)
3336 * @return 作用が実際にあった場合TRUEを返す
3338 bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x)
3340 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
3341 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
3346 * @return 作用が実際にあった場合TRUEを返す
3348 void call_chaos(void)
3350 int Chaos_type, dummy, dir;
3351 PLAYER_LEVEL plev = p_ptr->lev;
3352 bool line_chaos = FALSE;
3354 int hurt_types[31] =
3356 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
3357 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
3358 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
3359 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
3360 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
3361 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
3362 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
3363 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
3366 Chaos_type = hurt_types[randint0(31)];
3367 if (one_in_(4)) line_chaos = TRUE;
3371 for (dummy = 1; dummy < 10; dummy++)
3376 fire_beam(Chaos_type, dummy, 150);
3378 fire_ball(Chaos_type, dummy, 150, 2);
3382 else if (one_in_(3))
3384 fire_ball(Chaos_type, 0, 500, 8);
3388 if (!get_aim_dir(&dir)) return;
3390 fire_beam(Chaos_type, dir, 250);
3392 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
3397 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
3398 * @param stop_ty 再帰処理停止フラグ
3400 * @return 作用が実際にあった場合TRUEを返す
3403 * rr9: Stop the nasty things when a Cyberdemon is summoned
3404 * or the player gets paralyzed.
3407 bool activate_ty_curse(bool stop_ty, int *count)
3411 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3415 switch (randint1(34))
3420 msg_print(_("地面が揺れた...", "The ground trembles..."));
3421 earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
3422 if (!one_in_(6)) break;
3427 HIT_POINT dam = damroll(10, 10);
3428 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!"));
3429 project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1);
3430 take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
3431 if (!one_in_(6)) break;
3436 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
3437 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
3438 if (randint0(13)) (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3439 if (!one_in_(6)) break;
3442 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3446 project(0, 7, p_ptr->y, p_ptr->x, 50, GF_KILL_WALL, flg, -1);
3447 take_hit(DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
3449 if (!one_in_(6)) break;
3450 case 1: case 2: case 3: case 16: case 17:
3451 aggravate_monsters(0);
3452 if (!one_in_(6)) break;
3453 case 4: case 5: case 6:
3454 (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3455 if (!one_in_(6)) break;
3456 case 7: case 8: case 9: case 18:
3457 (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
3458 if (!one_in_(6)) break;
3459 case 10: case 11: case 12:
3460 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..."));
3461 lose_exp(p_ptr->exp / 16);
3462 if (!one_in_(6)) break;
3463 case 13: case 14: case 15: case 19: case 20:
3464 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
3470 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
3471 if (p_ptr->free_act)
3472 set_paralyzed(p_ptr->paralyzed + randint1(3));
3474 set_paralyzed(p_ptr->paralyzed + randint1(13));
3477 if (!one_in_(6)) break;
3478 case 21: case 22: case 23:
3479 (void)do_dec_stat(randint0(6));
3480 if (!one_in_(6)) break;
3482 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
3484 if (!one_in_(6)) break;
3487 * Only summon Cyberdemons deep in the dungeon.
3489 if ((dun_level > 65) && !stop_ty)
3491 (*count) += summon_cyber(-1, p_ptr->y, p_ptr->x);
3495 if (!one_in_(6)) break;
3501 (void)do_dec_stat(i);
3509 while (one_in_(3) && !stop_ty);
3515 * @brief HI_SUMMON(上級召喚)処理発動
3518 * @param can_pet プレイヤーのペットとなる可能性があるならばTRUEにする
3519 * @return 作用が実際にあった場合TRUEを返す
3521 int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
3526 BIT_FLAGS mode = PM_ALLOW_GROUP;
3533 mode |= PM_FORCE_FRIENDLY;
3537 mode |= PM_FORCE_PET;
3542 if (!pet) mode |= PM_NO_PET;
3544 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
3546 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
3548 switch (randint1(25) + (dun_level / 20))
3551 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode, '\0');
3554 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode, '\0');
3557 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode, '\0');
3560 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode, '\0');
3563 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode, '\0');
3566 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode, '\0');
3569 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode, '\0');
3572 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode, '\0');
3576 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE), '\0');
3580 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE), '\0');
3583 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3584 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode, '\0');
3587 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3588 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode, '\0');
3591 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode, '\0');
3594 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3595 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode, '\0');
3604 * @brief サイバーデーモンの召喚
3605 * @param who 召喚主のモンスターID(0ならばプレイヤー)
3608 * @return 作用が実際にあった場合TRUEを返す
3610 int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x)
3613 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
3615 BIT_FLAGS mode = PM_ALLOW_GROUP;
3617 /* Summoned by a monster */
3620 monster_type *m_ptr = &m_list[who];
3621 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
3624 if (max_cyber > 4) max_cyber = 4;
3626 for (i = 0; i < max_cyber; i++)
3628 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode, '\0');
3635 * @brief 周辺破壊効果(プレイヤー中心)
3636 * @return 作用が実際にあった場合TRUEを返す
3638 void wall_breaker(void)
3641 POSITION y = 0, x = 0;
3642 int attempts = 1000;
3644 if (randint1(80 + p_ptr->lev) < 70)
3648 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
3650 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
3652 if (!player_bold(y, x)) break;
3655 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3656 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3658 else if (randint1(100) > 30)
3660 earthquake(p_ptr->y, p_ptr->x, 1);
3664 int num = damroll(5, 3);
3666 for (i = 0; i < num; i++)
3670 scatter(&y, &x, p_ptr->y, p_ptr->x, 10, 0);
3672 if (!player_bold(y, x)) break;
3675 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3676 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3683 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
3685 * @return 作用が実際にあった場合TRUEを返す
3687 bool confuse_monsters(HIT_POINT dam)
3689 return (project_all_los(GF_OLD_CONF, dam));
3694 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
3696 * @return 作用が実際にあった場合TRUEを返す
3698 bool charm_monsters(HIT_POINT dam)
3700 return (project_all_los(GF_CHARM, dam));
3705 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
3707 * @return 作用が実際にあった場合TRUEを返す
3709 bool charm_animals(HIT_POINT dam)
3711 return (project_all_los(GF_CONTROL_ANIMAL, dam));
3716 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
3718 * @return 作用が実際にあった場合TRUEを返す
3720 bool stun_monsters(HIT_POINT dam)
3722 return (project_all_los(GF_STUN, dam));
3727 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
3729 * @return 作用が実際にあった場合TRUEを返す
3731 bool stasis_monsters(HIT_POINT dam)
3733 return (project_all_los(GF_STASIS, dam));
3738 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
3740 * @return 作用が実際にあった場合TRUEを返す
3742 bool mindblast_monsters(HIT_POINT dam)
3744 return (project_all_los(GF_PSI, dam));
3749 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
3750 * @param dist 効力(距離)
3751 * @return 作用が実際にあった場合TRUEを返す
3753 bool banish_monsters(int dist)
3755 return (project_all_los(GF_AWAY_ALL, dist));
3760 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
3762 * @return 作用が実際にあった場合TRUEを返す
3764 bool turn_evil(HIT_POINT dam)
3766 return (project_all_los(GF_TURN_EVIL, dam));
3771 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
3773 * @return 作用が実際にあった場合TRUEを返す
3775 bool turn_monsters(HIT_POINT dam)
3777 return (project_all_los(GF_TURN_ALL, dam));
3782 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
3783 * @return 作用が実際にあった場合TRUEを返す
3785 bool deathray_monsters(void)
3787 return (project_all_los(GF_DEATH_RAY, p_ptr->lev * 200));
3791 * @brief チャーム・モンスター(1体)
3792 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3794 * @return 作用が実際にあった場合TRUEを返す
3796 bool charm_monster(DIRECTION dir, PLAYER_LEVEL plev)
3798 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3799 return (project_hook(GF_CHARM, dir, plev, flg));
3803 * @brief アンデッド支配(1体)
3804 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3806 * @return 作用が実際にあった場合TRUEを返す
3808 bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev)
3810 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3811 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
3816 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3818 * @return 作用が実際にあった場合TRUEを返す
3820 bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev)
3822 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3823 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
3828 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3830 * @return 作用が実際にあった場合TRUEを返す
3832 bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev)
3834 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3835 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
3841 * @param success 判定成功上の処理ならばTRUE
3842 * @return 作用が実際にあった場合TRUEを返す
3844 bool kawarimi(bool success)
3847 object_type *q_ptr = &forge;
3850 if (p_ptr->is_dead) return FALSE;
3851 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
3852 if (randint0(200) < p_ptr->stun) return FALSE;
3854 if (!success && one_in_(3))
3856 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
3857 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3858 p_ptr->redraw |= (PR_STATUS);
3865 teleport_player(10 + randint1(90), 0L);
3867 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
3869 q_ptr->pval = MON_NINJA;
3870 (void)drop_near(q_ptr, -1, y, x);
3872 if (success) msg_print(_("攻撃を受ける前に素早く身をひるがえした。", "You have turned around just before the attack hit you."));
3873 else msg_print(_("失敗!攻撃を受けてしまった。", "Failed! You are hit by the attack."));
3875 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3876 p_ptr->redraw |= (PR_STATUS);
3884 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
3885 * @param mdeath 目標モンスターが死亡したかを返す
3886 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
3888 bool rush_attack(bool *mdeath)
3895 bool tmp_mdeath = FALSE;
3898 if (mdeath) *mdeath = FALSE;
3901 if (!get_aim_dir(&dir)) return FALSE;
3903 /* Use the given direction */
3904 tx = p_ptr->x + project_length * ddx[dir];
3905 ty = p_ptr->y + project_length * ddy[dir];
3907 /* Hack -- Use an actual "target" */
3908 if ((dir == 5) && target_okay())
3914 if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
3916 path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
3919 /* No need to move */
3920 if (!path_n) return TRUE;
3922 /* Use ty and tx as to-move point */
3926 /* Project along the path */
3927 for (i = 0; i < path_n; i++)
3929 monster_type *m_ptr;
3931 int ny = GRID_Y(path_g[i]);
3932 int nx = GRID_X(path_g[i]);
3934 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
3939 /* Go to next grid */
3943 if (!cave[ny][nx].m_idx)
3947 msg_print(_("失敗!", "Failed!"));
3951 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
3958 /* Move player before updating the monster */
3959 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3960 update_monster(cave[ny][nx].m_idx, TRUE);
3962 /* Found a monster */
3963 m_ptr = &m_list[cave[ny][nx].m_idx];
3965 if (tm_idx != cave[ny][nx].m_idx)
3968 msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "", m_ptr->ml ? "モンスター" : "何か");
3970 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
3973 else if (!player_bold(ty, tx))
3975 /* Hold the monster name */
3976 GAME_TEXT m_name[MAX_NLEN];
3978 /* Get the monster name (BEFORE polymorphing) */
3979 monster_desc(m_name, m_ptr, 0);
3980 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
3983 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3985 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
3990 if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3992 if (mdeath) *mdeath = tmp_mdeath;
3998 * @brief 全鏡の消去 / Remove all mirrors in this floor
3999 * @param explode 爆発処理を伴うならばTRUE
4002 void remove_all_mirrors(bool explode)
4006 for (x = 0; x < cur_wid; x++)
4008 for (y = 0; y < cur_hgt; y++)
4010 if (is_mirror_grid(&cave[y][x]))
4012 remove_mirror(y, x);
4014 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
4015 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
4022 * @brief 『一つの指輪』の効果処理 /
4023 * Hack -- activate the ring of power
4024 * @param dir 発動の方向ID
4027 void ring_of_power(DIRECTION dir)
4029 /* Pick a random effect */
4030 switch (randint1(10))
4035 msg_print(_("あなたは悪性のオーラに包み込まれた。", "You are surrounded by a malignant aura."));
4038 /* Decrease all stats (permanently) */
4039 (void)dec_stat(A_STR, 50, TRUE);
4040 (void)dec_stat(A_INT, 50, TRUE);
4041 (void)dec_stat(A_WIS, 50, TRUE);
4042 (void)dec_stat(A_DEX, 50, TRUE);
4043 (void)dec_stat(A_CON, 50, TRUE);
4044 (void)dec_stat(A_CHR, 50, TRUE);
4046 /* Lose some experience (permanently) */
4047 p_ptr->exp -= (p_ptr->exp / 4);
4048 p_ptr->max_exp -= (p_ptr->exp / 4);
4056 msg_print(_("あなたは強力なオーラに包み込まれた。", "You are surrounded by a powerful aura."));
4058 /* Dispel monsters */
4059 dispel_monsters(1000);
4069 fire_ball(GF_MANA, dir, 600, 3);
4080 fire_bolt(GF_MANA, dir, 500);
4088 * @brief 運命の輪、並びにカオス的な効果の発動
4089 * @param spell ランダムな効果を選択するための基準ID
4092 void wild_magic(int spell)
4095 int type = SUMMON_MOLD + randint0(6);
4097 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
4098 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
4100 switch (randint1(spell) + randint1(8) + 1)
4105 teleport_player(10, TELEPORT_PASSIVE);
4110 teleport_player(100, TELEPORT_PASSIVE);
4114 teleport_player(200, TELEPORT_PASSIVE);
4124 lite_area(damroll(2, 3), 2);
4127 destroy_doors_touch();
4132 sleep_monsters_touch();
4136 trap_creation(p_ptr->y, p_ptr->x);
4145 aggravate_monsters(0);
4148 earthquake(p_ptr->y, p_ptr->x, 5);
4152 (void)gain_random_mutation(0);
4156 apply_disenchant(1);
4162 fire_ball(GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
4169 while (counter++ < 8)
4171 (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET), '\0');
4176 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4179 (void)summon_cyber(-1, p_ptr->y, p_ptr->x);
4184 (void)activate_ty_curse(FALSE, &count);
4193 * @brief カオス魔法「流星群」の処理としてプレイヤーを中心に隕石落下処理を10+1d10回繰り返す。
4194 * / Drop 10+1d10 meteor ball at random places near the player
4199 void cast_meteor(HIT_POINT dam, POSITION rad)
4202 int b = 10 + randint1(10);
4204 for (i = 0; i < b; i++)
4206 POSITION y = 0, x = 0;
4209 for (count = 0; count <= 20; count++)
4213 x = p_ptr->x - 8 + randint0(17);
4214 y = p_ptr->y - 8 + randint0(17);
4216 dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
4217 dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
4219 /* Approximate distance */
4220 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4222 if (d >= 9) continue;
4224 if (!in_bounds(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)
4225 || !cave_have_flag_bold(y, x, FF_PROJECT)) continue;
4227 /* Valid position */
4231 if (count > 20) continue;
4233 project(0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
4239 * @brief 破邪魔法「神の怒り」の処理としてターゲットを指定した後分解のボールを最大20回発生させる。
4242 * @return ターゲットを指定し、実行したならばTRUEを返す。
4244 bool cast_wrath_of_the_god(HIT_POINT dam, POSITION rad)
4246 POSITION x, y, tx, ty;
4250 int b = 10 + randint1(10);
4252 if (!get_aim_dir(&dir)) return FALSE;
4254 /* Use the given direction */
4255 tx = p_ptr->x + 99 * ddx[dir];
4256 ty = p_ptr->y + 99 * ddy[dir];
4258 /* Hack -- Use an actual "target" */
4259 if ((dir == 5) && target_okay())
4270 /* Hack -- Stop at the target */
4271 if ((y == ty) && (x == tx)) break;
4275 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
4277 /* Stop at maximum range */
4278 if (MAX_RANGE <= distance(p_ptr->y, p_ptr->x, ny, nx)) break;
4280 /* Stopped by walls/doors */
4281 if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
4283 /* Stopped by monsters */
4284 if ((dir != 5) && cave[ny][nx].m_idx != 0) break;
4286 /* Save the new location */
4293 for (i = 0; i < b; i++)
4295 int count = 20, d = 0;
4301 x = tx - 5 + randint0(11);
4302 y = ty - 5 + randint0(11);
4304 dx = (tx > x) ? (tx - x) : (x - tx);
4305 dy = (ty > y) ? (ty - y) : (y - ty);
4307 /* Approximate distance */
4308 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4309 /* Within the radius */
4313 if (count < 0) continue;
4315 /* Cannot penetrate perm walls */
4316 if (!in_bounds(y, x) ||
4317 cave_stop_disintegration(y, x) ||
4318 !in_disintegration_range(ty, tx, y, x))
4321 project(0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
4328 * @brief 「ワンダー」のランダムな効果を決定して処理する。
4332 * This spell should become more useful (more controlled) as the\n
4333 * player gains experience levels. Thus, add 1/5 of the player's\n
4334 * level to the die roll. This eliminates the worst effects later on,\n
4335 * while keeping the results quite random. It also allows some potent\n
4336 * effects only at high level.
4338 void cast_wonder(DIRECTION dir)
4340 PLAYER_LEVEL plev = p_ptr->lev;
4341 int die = randint1(100) + plev / 5;
4342 int vir = virtue_number(V_CHANCE);
4346 if (p_ptr->virtues[vir - 1] > 0)
4348 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4352 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4357 chg_virtue(V_CHANCE, 1);
4361 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
4364 if (die < 8) clone_monster(dir);
4365 else if (die < 14) speed_monster(dir, plev);
4366 else if (die < 26) heal_monster(dir, damroll(4, 6));
4367 else if (die < 31) poly_monster(dir, plev);
4369 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4370 damroll(3 + ((plev - 1) / 5), 4));
4371 else if (die < 41) confuse_monster(dir, plev);
4372 else if (die < 46) fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4373 else if (die < 51) (void)lite_line(dir, damroll(6, 8));
4375 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4376 damroll(3 + ((plev - 5) / 4), 8));
4378 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4379 damroll(5 + ((plev - 5) / 4), 8));
4381 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4382 damroll(6 + ((plev - 5) / 4), 8));
4384 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4385 damroll(8 + ((plev - 5) / 4), 8));
4386 else if (die < 76) hypodynamic_bolt(dir, 75);
4387 else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4388 else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
4389 else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
4390 else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
4391 else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
4394 earthquake(p_ptr->y, p_ptr->x, 12);
4398 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4402 symbol_genocide(plev + 50, TRUE);
4404 else if (die < 110) dispel_monsters(120);
4407 dispel_monsters(150);
4408 slow_monsters(plev);
4409 sleep_monsters(plev);
4416 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
4420 void cast_invoke_spirits(DIRECTION dir)
4422 PLAYER_LEVEL plev = p_ptr->lev;
4423 int die = randint1(100) + plev / 5;
4424 int vir = virtue_number(V_CHANCE);
4428 if (p_ptr->virtues[vir - 1] > 0)
4430 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4434 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4438 msg_print(_("あなたは死者たちの力を招集した...", "You call on the power of the dead..."));
4440 chg_virtue(V_CHANCE, 1);
4444 msg_print(_("あなたはおどろおどろしい力のうねりを感じた!", "You feel a surge of eldritch force!"));
4449 msg_print(_("なんてこった!あなたの周りの地面から朽ちた人影が立ち上がってきた!",
4450 "Oh no! Mouldering forms rise from the earth around you!"));
4452 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4453 chg_virtue(V_UNLIFE, 1);
4457 msg_print(_("名状し難い邪悪な存在があなたの心を通り過ぎて行った...", "An unnamable evil brushes against your mind..."));
4459 set_afraid(p_ptr->afraid + randint1(4) + 4);
4463 msg_print(_("あなたの頭に大量の幽霊たちの騒々しい声が押し寄せてきた...",
4464 "Your head is invaded by a horde of gibbering spectral voices..."));
4466 set_confused(p_ptr->confused + randint1(4) + 4);
4470 poly_monster(dir, plev);
4474 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4475 damroll(3 + ((plev - 1) / 5), 4));
4479 confuse_monster(dir, plev);
4483 fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4487 (void)lite_line(dir, damroll(6, 8));
4491 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4492 damroll(3 + ((plev - 5) / 4), 8));
4496 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4497 damroll(5 + ((plev - 5) / 4), 8));
4501 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4502 damroll(6 + ((plev - 5) / 4), 8));
4506 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4507 damroll(8 + ((plev - 5) / 4), 8));
4511 hypodynamic_bolt(dir, 75);
4515 fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4519 fire_ball(GF_ACID, dir, 40 + plev, 2);
4523 fire_ball(GF_ICE, dir, 70 + plev, 3);
4527 fire_ball(GF_FIRE, dir, 80 + plev, 3);
4531 hypodynamic_bolt(dir, 100 + plev);
4535 earthquake(p_ptr->y, p_ptr->x, 12);
4539 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4543 symbol_genocide(plev + 50, TRUE);
4547 dispel_monsters(120);
4551 dispel_monsters(150);
4552 slow_monsters(plev);
4553 sleep_monsters(plev);
4559 msg_print(_("陰欝な声がクスクス笑う。「もうすぐおまえは我々の仲間になるだろう。弱き者よ。」",
4560 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
4565 * @brief トランプ領域の「シャッフル」の効果をランダムに決めて処理する。
4568 void cast_shuffle(void)
4570 PLAYER_LEVEL plev = p_ptr->lev;
4573 int vir = virtue_number(V_CHANCE);
4576 /* Card sharks and high mages get a level bonus */
4577 if ((p_ptr->pclass == CLASS_ROGUE) ||
4578 (p_ptr->pclass == CLASS_HIGH_MAGE) ||
4579 (p_ptr->pclass == CLASS_SORCERER))
4580 die = (randint1(110)) + plev / 5;
4582 die = randint1(120);
4587 if (p_ptr->virtues[vir - 1] > 0)
4589 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4593 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4597 msg_print(_("あなたはカードを切って一枚引いた...", "You shuffle the deck and draw a card..."));
4600 chg_virtue(V_CHANCE, 1);
4604 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
4606 for (i = 0; i < randint1(3); i++)
4607 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4611 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
4612 summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4617 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
4618 activate_ty_curse(FALSE, &count);
4622 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
4623 aggravate_monsters(0);
4627 msg_print(_("《愚者》だ。", "It's the Fool."));
4633 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
4634 trump_summoning(1, FALSE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
4638 msg_print(_("《月》だ。", "It's the Moon."));
4643 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
4644 wild_magic(randint0(32));
4648 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4649 teleport_player(10, TELEPORT_PASSIVE);
4653 msg_print(_("《正義》だ。", "It's Justice."));
4654 set_blessed(p_ptr->lev, FALSE);
4658 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4659 teleport_player(100, TELEPORT_PASSIVE);
4663 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4664 teleport_player(200, TELEPORT_PASSIVE);
4668 msg_print(_("《塔》だ。", "It's the Tower."));
4673 msg_print(_("《節制》だ。", "It's Temperance."));
4674 sleep_monsters_touch();
4678 msg_print(_("《塔》だ。", "It's the Tower."));
4680 earthquake(p_ptr->y, p_ptr->x, 5);
4684 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4685 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_MOLD, 0L);
4689 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4690 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_BAT, 0L);
4694 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4695 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_VORTEX, 0L);
4699 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4700 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
4704 msg_print(_("《恋人》だ。", "It's the Lovers."));
4706 if (get_aim_dir(&dir))
4707 charm_monster(dir, MIN(p_ptr->lev, 20));
4711 msg_print(_("《隠者》だ。", "It's the Hermit."));
4716 msg_print(_("《審判》だ。", "It's the Judgement."));
4717 do_cmd_rerate(FALSE);
4718 lose_all_mutations();
4722 msg_print(_("《太陽》だ。", "It's the Sun."));
4723 chg_virtue(V_KNOWLEDGE, 1);
4724 chg_virtue(V_ENLIGHTEN, 1);
4729 msg_print(_("《世界》だ。", "It's the World."));
4730 if (p_ptr->exp < PY_MAX_EXP)
4732 s32b ee = (p_ptr->exp / 25) + 1;
4733 if (ee > 5000) ee = 5000;
4734 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4740 bool_hack life_stream(bool_hack message, bool_hack virtue_change)
4744 chg_virtue(V_VITALITY, 1);
4745 chg_virtue(V_UNLIFE, -5);
4749 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
4752 (void)set_poisoned(0);
4754 (void)set_confused(0);
4758 (void)restore_all_status();
4759 (void)set_shero(0, TRUE);
4766 bool_hack heroism(int base)
4768 bool_hack ident = FALSE;
4769 if(set_afraid(0)) ident = TRUE;
4770 if(set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4771 if(hp_player(10)) ident = TRUE;
4775 bool_hack berserk(int base)
4777 bool_hack ident = FALSE;
4778 if (set_afraid(0)) ident = TRUE;
4779 if (set_shero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4780 if (hp_player(30)) ident = TRUE;
4784 bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
4786 bool_hack ident = FALSE;
4787 if (hp_player(damroll(dice, sides))) ident = TRUE;
4788 if (set_blind(0)) ident = TRUE;
4789 if (set_cut(p_ptr->cut - 10)) ident = TRUE;
4790 if (set_shero(0, TRUE)) ident = TRUE;
4794 bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
4796 bool_hack ident = FALSE;
4797 if (hp_player(damroll(dice, sides))) ident = TRUE;
4798 if (set_blind(0)) ident = TRUE;
4799 if (set_confused(0)) ident = TRUE;
4800 if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
4801 if (set_shero(0, TRUE)) ident = TRUE;
4805 bool_hack cure_critical_wounds(HIT_POINT pow)
4807 bool_hack ident = FALSE;
4808 if (hp_player(pow)) ident = TRUE;
4809 if (set_blind(0)) ident = TRUE;
4810 if (set_confused(0)) ident = TRUE;
4811 if (set_poisoned(0)) ident = TRUE;
4812 if (set_stun(0)) ident = TRUE;
4813 if (set_cut(0)) ident = TRUE;
4814 if (set_shero(0, TRUE)) ident = TRUE;
4818 bool_hack true_healing(HIT_POINT pow)
4820 bool_hack ident = FALSE;
4821 if (hp_player(pow)) ident = TRUE;
4822 if (set_blind(0)) ident = TRUE;
4823 if (set_confused(0)) ident = TRUE;
4824 if (set_poisoned(0)) ident = TRUE;
4825 if (set_stun(0)) ident = TRUE;
4826 if (set_cut(0)) ident = TRUE;
4827 if (set_image(0)) ident = TRUE;
4831 bool_hack restore_mana(bool_hack magic_eater)
4833 bool_hack ident = FALSE;
4835 if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
4838 for (i = 0; i < EATER_EXT * 2; i++)
4840 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
4841 if (p_ptr->magic_num1[i] > p_ptr->magic_num2[i] * EATER_CHARGE) p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
4843 for (; i < EATER_EXT * 3; i++)
4845 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
4846 p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_ROD_CHARGE / 3)*k_info[k_idx].pval;
4847 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
4849 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4850 p_ptr->window |= (PW_PLAYER);
4853 else if (p_ptr->csp < p_ptr->msp)
4855 p_ptr->csp = p_ptr->msp;
4856 p_ptr->csp_frac = 0;
4857 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4858 p_ptr->redraw |= (PR_MANA);
4859 p_ptr->window |= (PW_PLAYER);
4860 p_ptr->window |= (PW_SPELL);
4867 bool restore_all_status(void)
4870 if (do_res_stat(A_STR)) ident = TRUE;
4871 if (do_res_stat(A_INT)) ident = TRUE;
4872 if (do_res_stat(A_WIS)) ident = TRUE;
4873 if (do_res_stat(A_DEX)) ident = TRUE;
4874 if (do_res_stat(A_CON)) ident = TRUE;
4875 if (do_res_stat(A_CHR)) ident = TRUE;
4880 * @brief 口を使う継続的な処理を中断する
4883 void stop_mouth(void)
4885 if (music_singing_any()) stop_singing();
4886 if (hex_spelling_any()) stop_hex_spell_all();
4890 bool_hack vampirism(void)
4897 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
4899 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
4903 /* Only works on adjacent monsters */
4904 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4905 y = p_ptr->y + ddy[dir];
4906 x = p_ptr->x + ddx[dir];
4907 c_ptr = &cave[y][x];
4911 if (!(c_ptr->m_idx))
4913 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
4917 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
4919 dummy = p_ptr->lev * 2;
4921 if (hypodynamic_bolt(dir, dummy))
4923 if (p_ptr->food < PY_FOOD_FULL)
4924 /* No heal if we are "full" */
4925 (void)hp_player(dummy);
4927 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
4929 /* Gain nutritional sustenance: 150/hp drained */
4930 /* A Food ration gives 5000 food points (by contrast) */
4931 /* Don't ever get more than "Full" this way */
4932 /* But if we ARE Gorged, it won't cure us */
4933 dummy = p_ptr->food + MIN(5000, 100 * dummy);
4934 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
4935 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
4938 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
4942 bool panic_hit(void)
4947 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4948 y = p_ptr->y + ddy[dir];
4949 x = p_ptr->x + ddx[dir];
4950 if (cave[y][x].m_idx)
4953 if (randint0(p_ptr->skill_dis) < 7)
4954 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
4956 teleport_player(30, 0L);
4961 msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
4969 * @brief 超能力者のサイコメトリー処理/ Forcibly pseudo-identify an object in the inventory (or on the floor)
4972 * currently this function allows pseudo-id of any object,
4973 * including silly ones like potions & scrolls, which always
4974 * get '{average}'. This should be changed, either to stop such
4975 * items from being pseudo-id'd, or to allow psychometry to
4976 * detect whether the unidentified potion/scroll/etc is
4977 * good (Cure Light Wounds, Restore Strength, etc) or
4978 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
4980 bool psychometry(void)
4984 GAME_TEXT o_name[MAX_NLEN];
4989 q = _("どのアイテムを調べますか?", "Meditate on which item? ");
4990 s = _("調べるアイテムがありません。", "You have nothing appropriate.");
4992 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
4993 if (!o_ptr) return (FALSE);
4995 /* It is fully known, no information needed */
4996 if (object_is_known(o_ptr))
4998 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
5002 /* Check for a feeling */
5003 feel = value_check_aux1(o_ptr);
5005 /* Get an object description */
5006 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5008 /* Skip non-feelings */
5011 msg_format(_("%sからは特に変わった事は感じとれなかった。", "You do not perceive anything unusual about the %s."), o_name);
5016 msg_format("%sは%sという感じがする...", o_name, game_inscriptions[feel]);
5018 msg_format("You feel that the %s %s %s...",
5019 o_name, ((o_ptr->number == 1) ? "is" : "are"), game_inscriptions[feel]);
5023 /* We have "felt" it */
5024 o_ptr->ident |= (IDENT_SENSE);
5027 o_ptr->feeling = feel;
5029 /* Player touches it */
5030 o_ptr->marked |= OM_TOUCHED;
5032 /* Combine / Reorder the pack (later) */
5033 p_ptr->update |= (PU_COMBINE | PU_REORDER);
5035 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5037 /* Valid "tval" codes */
5038 switch (o_ptr->tval)
5066 /* Auto-inscription/destroy */
5067 autopick_alter_item(item, (bool)(okay && destroy_feeling));
5069 /* Something happened */