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 "main/sound-definitions-table.h"
22 #include "io/write-diary.h"
23 #include "cmd/cmd-pet.h"
24 #include "cmd/cmd-dump.h"
25 #include "effect/effect-characteristics.h"
28 #include "monsterrace-hook.h"
32 #include "spells-summon.h"
37 #include "spells-status.h"
38 #include "spells-floor.h"
39 #include "spells-diceroll.h"
40 #include "realm/realm-hex.h"
41 #include "autopick/autopick.h"
42 #include "object-flavor.h"
43 #include "object-hook.h"
44 #include "monster-status.h"
45 #include "player-move.h"
46 #include "player-status.h"
47 #include "player-effects.h"
48 #include "player-skill.h"
49 #include "player-class.h"
50 #include "player-damage.h"
51 #include "player-inventory.h"
54 #include "floor-events.h"
56 #include "view/display-main-window.h"
57 #include "object/object-kind.h"
58 #include "monsterrace.h"
59 #include "targeting.h"
60 #include "realm/realm-song.h"
62 #include "effect/spells-effect-util.h"
63 #include "spell/spells-type.h"
64 #include "spell/process-effect.h"
67 * @brief プレイヤー周辺の地形を感知する
68 * @param caster_ptr プレーヤーへの参照ポインタ
71 * @param known 地形から危険フラグを外すならTRUE
72 * @return 効力があった場合TRUEを返す
74 static bool detect_feat_flag(player_type *caster_ptr, POSITION range, int flag, bool known)
76 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
80 for (POSITION y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++)
82 for (POSITION x = 1; x <= caster_ptr->current_floor_ptr->width - 1; x++)
84 int dist = distance(caster_ptr->y, caster_ptr->x, y, x);
85 if (dist > range) continue;
86 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
89 /* Mark as detected */
90 if (dist <= range && known)
92 if (dist <= range - 1) g_ptr->info |= (CAVE_IN_DETECT);
94 g_ptr->info &= ~(CAVE_UNSAFE);
96 lite_spot(caster_ptr, y, x);
100 if (cave_have_flag_grid(g_ptr, flag))
102 disclose_grid(caster_ptr, y, x);
103 g_ptr->info |= (CAVE_MARK);
104 lite_spot(caster_ptr, y, x);
115 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
116 * @param caster_ptr プレーヤーへの参照ポインタ
118 * @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
119 * @return 効力があった場合TRUEを返す
121 bool detect_traps(player_type *caster_ptr, POSITION range, bool known)
123 bool detect = detect_feat_flag(caster_ptr, range, FF_TRAP, known);
125 if (known) caster_ptr->dtrap = TRUE;
127 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 0) detect = FALSE;
130 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
138 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
139 * @param caster_ptr プレーヤーへの参照ポインタ
141 * @return 効力があった場合TRUEを返す
143 bool detect_doors(player_type *caster_ptr, POSITION range)
145 bool detect = detect_feat_flag(caster_ptr, range, FF_DOOR, TRUE);
147 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 0) detect = FALSE;
150 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
158 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
159 * @param caster_ptr プレーヤーへの参照ポインタ
161 * @return 効力があった場合TRUEを返す
163 bool detect_stairs(player_type *caster_ptr, POSITION range)
165 bool detect = detect_feat_flag(caster_ptr, range, FF_STAIRS, TRUE);
167 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 0) detect = FALSE;
170 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
178 * @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
179 * @param caster_ptr プレーヤーへの参照ポインタ
181 * @return 効力があった場合TRUEを返す
183 bool detect_treasure(player_type *caster_ptr, POSITION range)
185 bool detect = detect_feat_flag(caster_ptr, range, FF_HAS_GOLD, TRUE);
187 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 6) detect = FALSE;
190 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!"));
198 * @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
199 * @param caster_ptr プレーヤーへの参照ポインタ
201 * @return 効力があった場合TRUEを返す
203 bool detect_objects_gold(player_type *caster_ptr, POSITION range)
205 POSITION range2 = range;
206 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range2 /= 3;
211 for (OBJECT_IDX i = 1; i < caster_ptr->current_floor_ptr->o_max; i++)
213 object_type *o_ptr = &caster_ptr->current_floor_ptr->o_list[i];
215 if (!OBJECT_IS_VALID(o_ptr)) continue;
216 if (OBJECT_IS_HELD_MONSTER(o_ptr)) continue;
220 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range2) continue;
222 if (o_ptr->tval == TV_GOLD)
224 o_ptr->marked |= OM_FOUND;
225 lite_spot(caster_ptr, y, x);
230 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 6) detect = FALSE;
233 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
236 if (detect_monsters_string(caster_ptr, range, "$"))
246 * @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
247 * @param caster_ptr プレーヤーへの参照ポインタ
249 * @return 効力があった場合TRUEを返す
251 bool detect_objects_normal(player_type *caster_ptr, POSITION range)
253 POSITION range2 = range;
254 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range2 /= 3;
257 for (OBJECT_IDX i = 1; i < caster_ptr->current_floor_ptr->o_max; i++)
259 object_type *o_ptr = &caster_ptr->current_floor_ptr->o_list[i];
261 if (!OBJECT_IS_VALID(o_ptr)) continue;
262 if (OBJECT_IS_HELD_MONSTER(o_ptr)) continue;
264 POSITION y = o_ptr->iy;
265 POSITION x = o_ptr->ix;
267 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range2) continue;
269 if (o_ptr->tval != TV_GOLD)
271 o_ptr->marked |= OM_FOUND;
272 lite_spot(caster_ptr, y, x);
277 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 6) detect = FALSE;
280 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
283 if (detect_monsters_string(caster_ptr, range, "!=?|/`"))
293 * @brief 魔法効果のあるのアイテムオブジェクトを感知する / Detect all "magic" objects on the current panel.
294 * @param caster_ptr プレーヤーへの参照ポインタ
296 * @return 効力があった場合TRUEを返す
299 * This will light up all spaces with "magic" items, including artifacts,
300 * ego-items, potions, scrolls, books, rods, wands, staffs, amulets, rings,
301 * and "enchanted" items of the "good" variety.
303 * It can probably be argued that this function is now too powerful.
306 bool detect_objects_magic(player_type *caster_ptr, POSITION range)
308 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
310 OBJECT_TYPE_VALUE tv;
312 for (OBJECT_IDX i = 1; i < caster_ptr->current_floor_ptr->o_max; i++)
314 object_type *o_ptr = &caster_ptr->current_floor_ptr->o_list[i];
316 if (!OBJECT_IS_VALID(o_ptr)) continue;
317 if (OBJECT_IS_HELD_MONSTER(o_ptr)) continue;
319 POSITION y = o_ptr->iy;
320 POSITION x = o_ptr->ix;
322 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
325 if (object_is_artifact(o_ptr) ||
326 object_is_ego(o_ptr) ||
327 (tv == TV_WHISTLE) ||
335 (tv == TV_LIFE_BOOK) ||
336 (tv == TV_SORCERY_BOOK) ||
337 (tv == TV_NATURE_BOOK) ||
338 (tv == TV_CHAOS_BOOK) ||
339 (tv == TV_DEATH_BOOK) ||
340 (tv == TV_TRUMP_BOOK) ||
341 (tv == TV_ARCANE_BOOK) ||
342 (tv == TV_CRAFT_BOOK) ||
343 (tv == TV_DAEMON_BOOK) ||
344 (tv == TV_CRUSADE_BOOK) ||
345 (tv == TV_MUSIC_BOOK) ||
346 (tv == TV_HISSATSU_BOOK) ||
347 (tv == TV_HEX_BOOK) ||
348 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
350 o_ptr->marked |= OM_FOUND;
351 lite_spot(caster_ptr, y, x);
358 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!"));
366 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
367 * @param caster_ptr プレーヤーへの参照ポインタ
369 * @return 効力があった場合TRUEを返す
371 bool detect_monsters_normal(player_type *caster_ptr, POSITION range)
373 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
376 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
378 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
379 monster_race *r_ptr = &r_info[m_ptr->r_idx];
380 if (!monster_is_valid(m_ptr)) continue;
382 POSITION y = m_ptr->fy;
383 POSITION x = m_ptr->fx;
384 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
386 if (!(r_ptr->flags2 & RF2_INVISIBLE) || caster_ptr->see_inv)
388 repair_monsters = TRUE;
389 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
390 update_monster(caster_ptr, i, FALSE);
395 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 3) flag = FALSE;
398 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
406 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
407 * @param caster_ptr プレーヤーへの参照ポインタ
409 * @return 効力があった場合TRUEを返す
411 bool detect_monsters_invis(player_type *caster_ptr, POSITION range)
413 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
416 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
418 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
419 monster_race *r_ptr = &r_info[m_ptr->r_idx];
421 if (!monster_is_valid(m_ptr)) continue;
423 POSITION y = m_ptr->fy;
424 POSITION x = m_ptr->fx;
426 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
428 if (r_ptr->flags2 & RF2_INVISIBLE)
430 if (caster_ptr->monster_race_idx == m_ptr->r_idx)
432 caster_ptr->window |= (PW_MONSTER);
435 repair_monsters = TRUE;
436 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
437 update_monster(caster_ptr, i, FALSE);
442 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 3) flag = FALSE;
445 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
454 * @param caster_ptr プレーヤーへの参照ポインタ
456 * @return 効力があった場合TRUEを返す
458 bool detect_monsters_evil(player_type *caster_ptr, POSITION range)
460 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
463 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
465 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
466 monster_race *r_ptr = &r_info[m_ptr->r_idx];
467 if (!monster_is_valid(m_ptr)) continue;
469 POSITION y = m_ptr->fy;
470 POSITION x = m_ptr->fx;
472 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
474 if (r_ptr->flags3 & RF3_EVIL)
476 if (is_original_ap(m_ptr))
478 r_ptr->r_flags3 |= (RF3_EVIL);
479 if (caster_ptr->monster_race_idx == m_ptr->r_idx)
481 caster_ptr->window |= (PW_MONSTER);
485 repair_monsters = TRUE;
486 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
487 update_monster(caster_ptr, i, FALSE);
494 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
502 * @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
503 * @param caster_ptr プレーヤーへの参照ポインタ
505 * @return 効力があった場合TRUEを返す
507 bool detect_monsters_nonliving(player_type *caster_ptr, POSITION range)
509 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
512 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
514 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
515 if (!monster_is_valid(m_ptr)) continue;
517 POSITION y = m_ptr->fy;
518 POSITION x = m_ptr->fx;
519 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
521 if (!monster_living(m_ptr->r_idx))
523 if (caster_ptr->monster_race_idx == m_ptr->r_idx)
525 caster_ptr->window |= (PW_MONSTER);
528 repair_monsters = TRUE;
529 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
530 update_monster(caster_ptr, i, FALSE);
537 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!"));
545 * @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
546 * @param caster_ptr プレーヤーへの参照ポインタ
548 * @return 効力があった場合TRUEを返す
550 bool detect_monsters_mind(player_type *caster_ptr, POSITION range)
552 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
555 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
557 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
558 monster_race *r_ptr = &r_info[m_ptr->r_idx];
559 if (!monster_is_valid(m_ptr)) continue;
561 POSITION y = m_ptr->fy;
562 POSITION x = m_ptr->fx;
564 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
566 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
568 if (caster_ptr->monster_race_idx == m_ptr->r_idx)
570 caster_ptr->window |= (PW_MONSTER);
573 repair_monsters = TRUE;
574 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
575 update_monster(caster_ptr, i, FALSE);
582 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
590 * @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
591 * @param caster_ptr プレーヤーへの参照ポインタ
593 * @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)
594 * @return 効力があった場合TRUEを返す
596 bool detect_monsters_string(player_type *caster_ptr, POSITION range, concptr Match)
598 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
601 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
603 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
604 monster_race *r_ptr = &r_info[m_ptr->r_idx];
605 if (!monster_is_valid(m_ptr)) continue;
607 POSITION y = m_ptr->fy;
608 POSITION x = m_ptr->fx;
610 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
612 if (my_strchr(Match, r_ptr->d_char))
614 if (caster_ptr->monster_race_idx == m_ptr->r_idx)
616 caster_ptr->window |= (PW_MONSTER);
619 repair_monsters = TRUE;
620 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
621 update_monster(caster_ptr, i, FALSE);
626 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 3) flag = FALSE;
629 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
637 * @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
638 * @param caster_ptr プレーヤーへの参照ポインタ
640 * @param match_flag 感知フラグ
641 * @return 効力があった場合TRUEを返す
643 bool detect_monsters_xxx(player_type *caster_ptr, POSITION range, u32b match_flag)
645 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
648 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
650 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
651 monster_race *r_ptr = &r_info[m_ptr->r_idx];
652 if (!monster_is_valid(m_ptr)) continue;
654 POSITION y = m_ptr->fy;
655 POSITION x = m_ptr->fx;
657 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
659 if (r_ptr->flags3 & (match_flag))
661 if (is_original_ap(m_ptr))
663 r_ptr->r_flags3 |= (match_flag);
664 if (caster_ptr->monster_race_idx == m_ptr->r_idx)
666 caster_ptr->window |= (PW_MONSTER);
670 repair_monsters = TRUE;
671 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
672 update_monster(caster_ptr, i, FALSE);
677 concptr desc_monsters = _("変なモンスター", "weird monsters");
683 desc_monsters = _("デーモン", "demons");
686 desc_monsters = _("アンデッド", "the undead");
690 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
699 * @brief 全感知処理 / Detect everything
700 * @param caster_ptr プレーヤーへの参照ポインタ
702 * @return 効力があった場合TRUEを返す
704 bool detect_all(player_type *caster_ptr, POSITION range)
707 if (detect_traps(caster_ptr, range, TRUE)) detect = TRUE;
708 if (detect_doors(caster_ptr, range)) detect = TRUE;
709 if (detect_stairs(caster_ptr, range)) detect = TRUE;
710 if (detect_objects_gold(caster_ptr, range)) detect = TRUE;
711 if (detect_objects_normal(caster_ptr, range)) detect = TRUE;
712 if (detect_monsters_invis(caster_ptr, range)) detect = TRUE;
713 if (detect_monsters_normal(caster_ptr, range)) detect = TRUE;
719 * @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
722 * @return 効力があった場合TRUEを返す
725 * Note that affected monsters are NOT auto-tracked by this usage.
727 * To avoid misbehavior when monster deaths have side-effects,
728 * this is done in two passes. -- JDL
731 bool project_all_los(player_type *caster_ptr, EFFECT_ID typ, HIT_POINT dam)
733 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
735 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
736 if (!monster_is_valid(m_ptr)) continue;
738 POSITION y = m_ptr->fy;
739 POSITION x = m_ptr->fx;
740 if (!player_has_los_bold(caster_ptr, y, x) || !projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x)) continue;
742 m_ptr->mflag |= (MFLAG_LOS);
745 BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
746 bool obvious = FALSE;
747 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
749 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
750 if (!(m_ptr->mflag & (MFLAG_LOS))) continue;
752 m_ptr->mflag &= ~(MFLAG_LOS);
753 POSITION y = m_ptr->fy;
754 POSITION x = m_ptr->fx;
756 if (project(caster_ptr, 0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
764 * @brief 視界内モンスターを加速する処理 / Speed monsters
765 * @param caster_ptr プレーヤーへの参照ポインタ
766 * @return 効力があった場合TRUEを返す
768 bool speed_monsters(player_type *caster_ptr)
770 return (project_all_los(caster_ptr, GF_OLD_SPEED, caster_ptr->lev));
775 * @brief 視界内モンスターを加速する処理 / Slow monsters
776 * @param caster_ptr プレーヤーへの参照ポインタ
777 * @return 効力があった場合TRUEを返す
779 bool slow_monsters(player_type *caster_ptr, int power)
781 return (project_all_los(caster_ptr, GF_OLD_SLOW, power));
786 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
787 * @param caster_ptr プレーヤーへの参照ポインタ
788 * @return 効力があった場合TRUEを返す
790 bool sleep_monsters(player_type *caster_ptr, int power)
792 return (project_all_los(caster_ptr, GF_OLD_SLEEP, power));
797 * @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
798 * @param caster_ptr プレーヤーへの参照ポインタ
799 * @return 効力があった場合TRUEを返す
801 bool banish_evil(player_type *caster_ptr, int dist)
803 return (project_all_los(caster_ptr, GF_AWAY_EVIL, dist));
808 * @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
809 * @return 効力があった場合TRUEを返す
811 bool turn_undead(player_type *caster_ptr)
813 bool tester = (project_all_los(caster_ptr, GF_TURN_UNDEAD, caster_ptr->lev));
815 chg_virtue(caster_ptr, V_UNLIFE, -1);
821 * @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
822 * @param caster_ptr プレーヤーへの参照ポインタ
823 * @return 効力があった場合TRUEを返す
825 bool dispel_undead(player_type *caster_ptr, HIT_POINT dam)
827 bool tester = (project_all_los(caster_ptr, GF_DISP_UNDEAD, dam));
829 chg_virtue(caster_ptr, V_UNLIFE, -2);
835 * @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
836 * @param caster_ptr プレーヤーへの参照ポインタ
837 * @return 効力があった場合TRUEを返す
839 bool dispel_evil(player_type *caster_ptr, HIT_POINT dam)
841 return (project_all_los(caster_ptr, GF_DISP_EVIL, dam));
846 * @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
847 * @param caster_ptr プレーヤーへの参照ポインタ
848 * @return 効力があった場合TRUEを返す
850 bool dispel_good(player_type *caster_ptr, HIT_POINT dam)
852 return (project_all_los(caster_ptr, GF_DISP_GOOD, dam));
857 * @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
858 * @param caster_ptr プレーヤーへの参照ポインタ
859 * @return 効力があった場合TRUEを返す
861 bool dispel_monsters(player_type *caster_ptr, HIT_POINT dam)
863 return (project_all_los(caster_ptr, GF_DISP_ALL, dam));
868 * todo ここにこれがあるのは少し違和感、spells-staffonlyとかに分離したい
870 * @param creature_ptr プレーヤーへの参照ポインタ
871 * @magic 魔法の効果である場合TRUE (杖と同じ効果の呪文はあったか? 要調査)
872 * @powerful 効果が増強される時TRUE (TRUEになるタイミングはあるか? 要調査)
874 bool cleansing_nova(player_type *creature_ptr, bool magic, bool powerful)
877 if (dispel_evil(creature_ptr, powerful ? 225 : 150)) ident = TRUE;
878 int k = 3 * creature_ptr->lev;
879 if (set_protevil(creature_ptr, (magic ? 0 : creature_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
880 if (set_poisoned(creature_ptr, 0)) ident = TRUE;
881 if (set_afraid(creature_ptr, 0)) ident = TRUE;
882 if (hp_player(creature_ptr, 50)) ident = TRUE;
883 if (set_stun(creature_ptr, 0)) ident = TRUE;
884 if (set_cut(creature_ptr, 0)) ident = TRUE;
890 * todo ここにこれがあるのは少し違和感、spells-staffonlyとかに分離したい
892 * @param creature_ptr プレーヤーへの参照ポインタ
893 * @powerful 効果が増強される時TRUE (TRUEになるタイミングはあるか? 要調査)
895 bool unleash_mana_storm(player_type *creature_ptr, bool powerful)
897 msg_print(_("強力な魔力が敵を引き裂いた!", "Mighty magics rend your enemies!"));
898 project(creature_ptr, 0, (powerful ? 7 : 5), creature_ptr->y, creature_ptr->x,
899 (randint1(200) + (powerful ? 500 : 300)) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
901 bool is_special_class = creature_ptr->pclass != CLASS_MAGE;
902 is_special_class &= creature_ptr->pclass != CLASS_HIGH_MAGE;
903 is_special_class &= creature_ptr->pclass != CLASS_SORCERER;
904 is_special_class &= creature_ptr->pclass != CLASS_MAGIC_EATER;
905 is_special_class &= creature_ptr->pclass != CLASS_BLUE_MAGE;
906 if (is_special_class)
908 (void)take_hit(creature_ptr, DAMAGE_NOESCAPE, 50, _("コントロールし難い強力な魔力の解放", "unleashing magics too mighty to control"), -1);
916 * @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
917 * @param caster_ptr プレーヤーへの参照ポインタ
918 * @return 効力があった場合TRUEを返す
920 bool dispel_living(player_type *caster_ptr, HIT_POINT dam)
922 return (project_all_los(caster_ptr, GF_DISP_LIVING, dam));
927 * @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
928 * @param caster_ptr プレーヤーへの参照ポインタ
929 * @return 効力があった場合TRUEを返す
931 bool dispel_demons(player_type *caster_ptr, HIT_POINT dam)
933 return (project_all_los(caster_ptr, GF_DISP_DEMON, dam));
938 * @brief 視界内のモンスターに「聖戦」効果を与える処理
939 * @param caster_ptr プレーヤーへの参照ポインタ
940 * @return 効力があった場合TRUEを返す
942 bool crusade(player_type *caster_ptr)
944 return (project_all_los(caster_ptr, GF_CRUSADE, caster_ptr->lev * 4));
949 * @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.
950 * @param caster_ptr プレーヤーへの参照ポインタ
951 * @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)
954 void aggravate_monsters(player_type *caster_ptr, MONSTER_IDX who)
958 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
960 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
961 if (!monster_is_valid(m_ptr)) continue;
962 if (i == who) continue;
964 if (m_ptr->cdis < MAX_SIGHT * 2)
966 if (MON_CSLEEP(m_ptr))
968 (void)set_monster_csleep(caster_ptr, i, 0);
972 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
975 if (player_has_los_bold(caster_ptr, m_ptr->fy, m_ptr->fx))
979 (void)set_monster_fast(caster_ptr, i, MON_FAST(m_ptr) + 100);
985 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!"));
986 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!"));
987 if (caster_ptr->riding) caster_ptr->update |= PU_BONUS;
992 * @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
993 * @param m_idx 抹殺するモンスターID
995 * @param player_cast プレイヤーの魔法によるものならば TRUE
996 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
997 * @param spell_name 抹殺効果を起こした魔法の名前
998 * @return 効力があった場合TRUEを返す
1000 bool genocide_aux(player_type *caster_ptr, MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, concptr spell_name)
1002 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
1003 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1004 if (is_pet(m_ptr) && !player_cast) return FALSE;
1006 bool resist = FALSE;
1007 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1008 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1009 else if (m_idx == caster_ptr->riding) resist = TRUE;
1010 else if ((caster_ptr->current_floor_ptr->inside_quest && !random_quest_number(caster_ptr, caster_ptr->current_floor_ptr->dun_level)) || caster_ptr->current_floor_ptr->inside_arena || caster_ptr->phase_out) resist = TRUE;
1011 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1012 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];
1018 monster_desc(caster_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
1019 exe_write_diary(caster_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1022 delete_monster_idx(caster_ptr, m_idx);
1025 if (resist && player_cast)
1027 bool see_m = is_seen(m_ptr);
1028 GAME_TEXT m_name[MAX_NLEN];
1029 monster_desc(caster_ptr, m_name, m_ptr, 0);
1032 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1035 if (MON_CSLEEP(m_ptr))
1037 (void)set_monster_csleep(caster_ptr, m_idx, 0);
1040 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);
1051 set_hostile(caster_ptr, m_ptr);
1054 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1059 take_hit(caster_ptr, DAMAGE_GENO, randint1(dam_side), format(_("%^sの呪文を唱えた疲労", "the strain of casting %^s"), spell_name), -1);
1062 move_cursor_relative(caster_ptr->y, caster_ptr->x);
1063 caster_ptr->redraw |= (PR_HP);
1064 caster_ptr->window |= (PW_PLAYER);
1065 handle_stuff(caster_ptr);
1068 int msec = delay_factor * delay_factor * delay_factor;
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(player_type *caster_ptr, int power, bool player_cast)
1083 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
1084 bool is_special_floor = floor_ptr->inside_quest && !random_quest_number(caster_ptr, floor_ptr->dun_level);
1085 is_special_floor |= caster_ptr->current_floor_ptr->inside_arena;
1086 is_special_floor |= caster_ptr->phase_out;
1087 if (is_special_floor)
1089 msg_print(_("何も起きないようだ……", "It seems nothing happen here..."));
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));
1095 bool result = FALSE;
1096 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
1098 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
1099 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1100 if (!monster_is_valid(m_ptr)) continue;
1101 if (r_ptr->d_char != typ) continue;
1103 result |= genocide_aux(caster_ptr, i, power, player_cast, 4, _("抹殺", "Genocide"));
1108 chg_virtue(caster_ptr, V_VITALITY, -2);
1109 chg_virtue(caster_ptr, V_CHANCE, -1);
1117 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1118 * @param power 抹殺の威力
1119 * @param player_cast プレイヤーの魔法によるものならば TRUE
1120 * @return 効力があった場合TRUEを返す
1122 bool mass_genocide(player_type *caster_ptr, int power, bool player_cast)
1124 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
1125 bool is_special_floor = floor_ptr->inside_quest && !random_quest_number(caster_ptr, floor_ptr->dun_level);
1126 is_special_floor |= caster_ptr->current_floor_ptr->inside_arena;
1127 is_special_floor |= caster_ptr->phase_out;
1128 if (is_special_floor)
1133 bool result = FALSE;
1134 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
1136 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
1137 if (!monster_is_valid(m_ptr)) continue;
1138 if (m_ptr->cdis > MAX_SIGHT) continue;
1140 result |= genocide_aux(caster_ptr, i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1145 chg_virtue(caster_ptr, V_VITALITY, -2);
1146 chg_virtue(caster_ptr, V_CHANCE, -1);
1154 * @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
1155 * @param power 抹殺の威力
1156 * @param player_cast プレイヤーの魔法によるものならば TRUE
1157 * @return 効力があった場合TRUEを返す
1159 bool mass_genocide_undead(player_type *caster_ptr, int power, bool player_cast)
1161 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
1162 bool is_special_floor = floor_ptr->inside_quest && !random_quest_number(caster_ptr, floor_ptr->dun_level);
1163 is_special_floor |= caster_ptr->current_floor_ptr->inside_arena;
1164 is_special_floor |= caster_ptr->phase_out;
1165 if (is_special_floor)
1170 bool result = FALSE;
1171 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
1173 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
1174 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1175 if (!monster_is_valid(m_ptr)) continue;
1176 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1177 if (m_ptr->cdis > MAX_SIGHT) continue;
1179 result |= genocide_aux(caster_ptr, i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1184 chg_virtue(caster_ptr, V_UNLIFE, -2);
1185 chg_virtue(caster_ptr, V_CHANCE, -1);
1193 * @brief 周辺モンスターを調査する / Probe nearby monsters
1194 * @return 効力があった場合TRUEを返す
1196 bool probing(player_type *caster_ptr)
1198 bool_hack cu = Term->scr->cu;
1199 bool_hack cv = Term->scr->cv;
1207 for (int i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
1209 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
1210 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1211 if (!monster_is_valid(m_ptr)) continue;
1212 if (!player_has_los_bold(caster_ptr, m_ptr->fy, m_ptr->fx)) continue;
1213 if (!m_ptr->ml) continue;
1215 GAME_TEXT m_name[MAX_NLEN];
1216 if (!probe) msg_print(_("調査中...", "Probing..."));
1219 if (!is_original_ap(m_ptr))
1221 if (m_ptr->mflag2 & MFLAG2_KAGE)
1222 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1224 m_ptr->ap_r_idx = m_ptr->r_idx;
1225 lite_spot(caster_ptr, m_ptr->fy, m_ptr->fx);
1228 monster_desc(caster_ptr, m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1229 speed = m_ptr->mspeed - 110;
1230 if (MON_FAST(m_ptr)) speed += 10;
1231 if (MON_SLOW(m_ptr)) speed -= 10;
1232 if (ironman_nightmare) speed += 5;
1234 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
1235 else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
1236 else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
1237 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)");
1238 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
1239 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
1240 else align = _("中立", "neutral");
1242 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:"),
1243 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1245 if (r_ptr->next_r_idx)
1247 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1251 strcat(buf, "xxx ");
1254 if (MON_CSLEEP(m_ptr)) strcat(buf, _("睡眠 ", "sleeping "));
1255 if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
1256 if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
1257 if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
1258 if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
1259 buf[strlen(buf) - 1] = '\0';
1263 caster_ptr->window |= (PW_MESSAGE);
1264 handle_stuff(caster_ptr);
1265 move_cursor_relative(m_ptr->fy, m_ptr->fx);
1267 Term_erase(0, 0, 255);
1268 if (lore_do_probe(caster_ptr, m_ptr->r_idx))
1270 strcpy(buf, (r_name + r_ptr->name));
1272 msg_format("%sについてさらに詳しくなった気がする。", buf);
1275 msg_format("You now know more about %s.", buf);
1289 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
1290 msg_print(_("これで全部です。", "That's all."));
1301 void discharge_minion(player_type *caster_ptr)
1304 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
1306 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
1307 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
1308 if (m_ptr->nickname) okay = FALSE;
1311 if (!okay || caster_ptr->riding)
1313 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? ")))
1317 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
1319 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
1320 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
1322 monster_race *r_ptr;
1323 r_ptr = &r_info[m_ptr->r_idx];
1324 if (r_ptr->flags1 & RF1_UNIQUE)
1326 GAME_TEXT m_name[MAX_NLEN];
1327 monster_desc(caster_ptr, m_name, m_ptr, 0x00);
1328 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 being blasted and runs away."), m_name);
1329 delete_monster_idx(caster_ptr, i);
1333 HIT_POINT dam = m_ptr->maxhp / 2;
1334 if (dam > 100) dam = (dam - 100) / 2 + 100;
1335 if (dam > 400) dam = (dam - 400) / 2 + 400;
1336 if (dam > 800) dam = 800;
1337 project(caster_ptr, i, 2 + (r_ptr->level / 20), m_ptr->fy, m_ptr->fx, dam, GF_PLASMA,
1338 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
1340 if (record_named_pet && m_ptr->nickname)
1342 GAME_TEXT m_name[MAX_NLEN];
1344 monster_desc(caster_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
1345 exe_write_diary(caster_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
1348 delete_monster_idx(caster_ptr, i);
1354 * todo この辺、xとyが引数になっているが、caster_ptr->xとcaster_ptr->yで全て置き換えが効くはず……
1355 * @brief 部屋全体を照らすサブルーチン
1356 * @param caster_ptr プレーヤーへの参照ポインタ
1360 * This routine clears the entire "temp" set.
1361 * This routine will Perma-Lite all "temp" grids.
1362 * This routine is used (only) by "lite_room()"
1363 * Dark grids are illuminated.
1364 * Also, process all affected monsters.
1366 * SMART monsters always wake up when illuminated
1367 * NORMAL monsters wake up 1/4 the time when illuminated
1368 * STUPID monsters wake up 1/10 the time when illuminated
1371 static void cave_temp_room_lite(player_type *caster_ptr)
1373 for (int i = 0; i < tmp_pos.n; i++)
1375 POSITION y = tmp_pos.y[i];
1376 POSITION x = tmp_pos.x[i];
1377 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
1378 g_ptr->info &= ~(CAVE_TEMP);
1379 g_ptr->info |= (CAVE_GLOW);
1382 PERCENTAGE chance = 25;
1383 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
1384 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1385 update_monster(caster_ptr, g_ptr->m_idx, FALSE);
1386 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
1387 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
1389 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
1391 (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
1394 GAME_TEXT m_name[MAX_NLEN];
1395 monster_desc(caster_ptr, m_name, m_ptr, 0);
1396 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1401 note_spot(caster_ptr, y, x);
1402 lite_spot(caster_ptr, y, x);
1403 update_local_illumination(caster_ptr, y, x);
1411 * todo この辺、xとyが引数になっているが、caster_ptr->xとcaster_ptr->yで全て置き換えが効くはず……
1412 * @brief 部屋全体を暗くするサブルーチン
1413 * @param caster_ptr プレーヤーへの参照ポインタ
1417 * This routine clears the entire "temp" set.
1418 * This routine will "darken" all "temp" grids.
1419 * In addition, some of these grids will be "unmarked".
1420 * This routine is used (only) by "unlite_room()"
1421 * Also, process all affected monsters
1424 static void cave_temp_room_unlite(player_type *caster_ptr)
1426 for (int i = 0; i < tmp_pos.n; i++)
1428 POSITION y = tmp_pos.y[i];
1429 POSITION x = tmp_pos.x[i];
1430 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
1431 bool do_dark = !is_mirror_grid(g_ptr);
1432 g_ptr->info &= ~(CAVE_TEMP);
1433 if (!do_dark) continue;
1435 if (caster_ptr->current_floor_ptr->dun_level || !is_daytime())
1437 for (int j = 0; j < 9; j++)
1439 POSITION by = y + ddy_ddd[j];
1440 POSITION bx = x + ddx_ddd[j];
1442 if (in_bounds2(caster_ptr->current_floor_ptr, by, bx))
1444 grid_type *cc_ptr = &caster_ptr->current_floor_ptr->grid_array[by][bx];
1446 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1454 if (!do_dark) continue;
1457 g_ptr->info &= ~(CAVE_GLOW);
1458 if (!have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_REMEMBER))
1460 if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
1461 note_spot(caster_ptr, y, x);
1466 update_monster(caster_ptr, g_ptr->m_idx, FALSE);
1469 lite_spot(caster_ptr, y, x);
1470 update_local_illumination(caster_ptr, y, x);
1478 * @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
1479 * @param floor_ptr 配置するフロアの参照ポインタ
1482 * @param pass_bold 地形条件を返す関数ポインタ
1485 static int next_to_open(floor_type *floor_ptr, POSITION cy, POSITION cx, bool(*pass_bold)(floor_type*, POSITION, POSITION))
1489 for (int i = 0; i < 16; i++)
1491 POSITION y = cy + ddy_cdd[i % 8];
1492 POSITION x = cx + ddx_cdd[i % 8];
1493 if (!pass_bold(floor_ptr, y, x))
1508 return MAX(len, blen);
1513 * @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
1514 * @param floor_ptr 配置するフロアの参照ポインタ
1517 * @param pass_bold 地形条件を返す関数ポインタ
1520 static int next_to_walls_adj(floor_type *floor_ptr, POSITION cy, POSITION cx, bool(*pass_bold)(floor_type*, POSITION, POSITION))
1524 for (DIRECTION i = 0; i < 8; i++)
1526 y = cy + ddy_ddd[i];
1527 x = cx + ddx_ddd[i];
1529 if (!pass_bold(floor_ptr, y, x)) c++;
1537 * @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tmp_pos.nに返す / Aux function -- see below
1538 * @param caster_ptr プレーヤーへの参照ポインタ
1539 * @param y 部屋内のy座標1点
1540 * @param x 部屋内のx座標1点
1541 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
1542 * @param pass_bold 地形条件を返す関数ポインタ
1545 static void cave_temp_room_aux(player_type *caster_ptr, POSITION y, POSITION x, bool only_room, bool(*pass_bold)(floor_type*, POSITION, POSITION))
1548 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
1549 g_ptr = &floor_ptr->grid_array[y][x];
1550 if (g_ptr->info & (CAVE_TEMP)) return;
1552 if (!(g_ptr->info & (CAVE_ROOM)))
1554 if (only_room) return;
1555 if (!in_bounds2(floor_ptr, y, x)) return;
1556 if (distance(caster_ptr->y, caster_ptr->x, y, x) > MAX_RANGE) return;
1558 /* Verify this grid */
1560 * The reason why it is ==6 instead of >5 is that 8 is impossible
1561 * due to the check for cave_bold above.
1562 * 7 lights dead-end corridors (you need to do this for the
1563 * checkboard interesting rooms, so that the boundary is lit
1565 * This leaves only a check for 6 bounding walls!
1567 if (in_bounds(floor_ptr, y, x) && pass_bold(floor_ptr, y, x) &&
1568 (next_to_walls_adj(floor_ptr, y, x, pass_bold) == 6) && (next_to_open(floor_ptr, y, x, pass_bold) <= 1)) return;
1571 if (tmp_pos.n == TEMP_MAX) return;
1573 g_ptr->info |= (CAVE_TEMP);
1574 tmp_pos.y[tmp_pos.n] = y;
1575 tmp_pos.x[tmp_pos.n] = x;
1581 * @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tmp_pos.nに返す / Aux function -- see below
1582 * @param caster_ptr プレーヤーへの参照ポインタ
1587 static void cave_temp_lite_room_aux(player_type *caster_ptr, POSITION y, POSITION x)
1589 cave_temp_room_aux(caster_ptr, y, x, FALSE, cave_los_bold);
1594 * @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
1595 * @param floor_ptr 配置するフロアの参照ポインタ
1598 * @return 射線を通すならばtrueを返す。
1600 static bool cave_pass_dark_bold(floor_type *floor_ptr, POSITION y, POSITION x)
1602 return cave_have_flag_bold(floor_ptr, y, x, FF_PROJECT);
1607 * @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tmp_pos.nに返す / Aux function -- see below
1608 * @param caster_ptr プレーヤーへの参照ポインタ
1613 static void cave_temp_unlite_room_aux(player_type *caster_ptr, POSITION y, POSITION x)
1615 cave_temp_room_aux(caster_ptr, y, x, TRUE, cave_pass_dark_bold);
1620 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
1621 * @param caster_ptr プレーヤーへの参照ポインタ
1626 void lite_room(player_type *caster_ptr, POSITION y1, POSITION x1)
1628 cave_temp_lite_room_aux(caster_ptr, y1, x1);
1629 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
1630 for (int i = 0; i < tmp_pos.n; i++)
1632 POSITION x = tmp_pos.x[i];
1633 POSITION y = tmp_pos.y[i];
1635 if (!cave_los_bold(floor_ptr, y, x)) continue;
1637 cave_temp_lite_room_aux(caster_ptr, y + 1, x);
1638 cave_temp_lite_room_aux(caster_ptr, y - 1, x);
1639 cave_temp_lite_room_aux(caster_ptr, y, x + 1);
1640 cave_temp_lite_room_aux(caster_ptr, y, x - 1);
1642 cave_temp_lite_room_aux(caster_ptr, y + 1, x + 1);
1643 cave_temp_lite_room_aux(caster_ptr, y - 1, x - 1);
1644 cave_temp_lite_room_aux(caster_ptr, y - 1, x + 1);
1645 cave_temp_lite_room_aux(caster_ptr, y + 1, x - 1);
1648 cave_temp_room_lite(caster_ptr);
1649 if (caster_ptr->special_defense & NINJA_S_STEALTH)
1651 if (floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].info & CAVE_GLOW)
1652 set_superstealth(caster_ptr, FALSE);
1658 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
1659 * @param caster_ptr プレーヤーへの参照ポインタ
1664 void unlite_room(player_type *caster_ptr, POSITION y1, POSITION x1)
1666 cave_temp_unlite_room_aux(caster_ptr, y1, x1);
1667 for (int i = 0; i < tmp_pos.n; i++)
1669 POSITION x = tmp_pos.x[i];
1670 POSITION y = tmp_pos.y[i];
1671 if (!cave_pass_dark_bold(caster_ptr->current_floor_ptr, y, x)) continue;
1673 cave_temp_unlite_room_aux(caster_ptr, y + 1, x);
1674 cave_temp_unlite_room_aux(caster_ptr, y - 1, x);
1675 cave_temp_unlite_room_aux(caster_ptr, y, x + 1);
1676 cave_temp_unlite_room_aux(caster_ptr, y, x - 1);
1678 cave_temp_unlite_room_aux(caster_ptr, y + 1, x + 1);
1679 cave_temp_unlite_room_aux(caster_ptr, y - 1, x - 1);
1680 cave_temp_unlite_room_aux(caster_ptr, y - 1, x + 1);
1681 cave_temp_unlite_room_aux(caster_ptr, y + 1, x - 1);
1684 cave_temp_room_unlite(caster_ptr);
1689 * @brief スターライトの効果を発生させる
1690 * @param caster_ptr プレーヤーへの参照ポインタ
1691 * @param magic 魔法による効果であればTRUE、スターライトの杖による効果であればFALSE
1694 bool starlight(player_type *caster_ptr, bool magic)
1696 if (!caster_ptr->blind && !magic)
1698 msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly..."));
1701 HIT_POINT num = damroll(5, 3);
1703 POSITION y = 0, x = 0;
1704 for (int k = 0; k < num; k++)
1710 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, PROJECT_LOS);
1711 if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)) continue;
1712 if (!player_bold(caster_ptr, y, x)) break;
1715 project(caster_ptr, 0, 0, y, x, damroll(6 + caster_ptr->lev / 8, 10), GF_LITE_WEAK,
1716 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL | PROJECT_LOS), -1);
1724 * @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
1725 * @param caster_ptr プレーヤーへの参照ポインタ
1728 * @return 作用が実際にあった場合TRUEを返す
1730 bool lite_area(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
1732 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
1734 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorbs your light."));
1738 if (!caster_ptr->blind)
1740 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
1743 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
1744 (void)project(caster_ptr, 0, rad, caster_ptr->y, caster_ptr->x, dam, GF_LITE_WEAK, flg, -1);
1746 lite_room(caster_ptr, caster_ptr->y, caster_ptr->x);
1753 * @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
1754 * @param caster_ptr プレーヤーへの参照ポインタ
1757 * @return 作用が実際にあった場合TRUEを返す
1759 bool unlite_area(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
1761 if (!caster_ptr->blind)
1763 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
1766 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
1767 (void)project(caster_ptr, 0, rad, caster_ptr->y, caster_ptr->x, dam, GF_DARK_WEAK, flg, -1);
1769 unlite_room(caster_ptr, caster_ptr->y, caster_ptr->x);
1776 * @brief ボール系スペルの発動 / Cast a ball spell
1777 * @param caster_ptr プレーヤーへの参照ポインタ
1779 * @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)
1782 * @return 作用が実際にあった場合TRUEを返す
1785 * Stop if we hit a monster, act as a "ball"
1786 * Allow "target" mode to pass over monsters
1787 * Affect grids, objects, and monsters
1790 bool fire_ball(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
1792 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1793 if (typ == GF_CHARM_LIVING) flg |= PROJECT_HIDE;
1795 POSITION tx = caster_ptr->x + 99 * ddx[dir];
1796 POSITION ty = caster_ptr->y + 99 * ddy[dir];
1798 if ((dir == 5) && target_okay(caster_ptr))
1800 flg &= ~(PROJECT_STOP);
1805 return project(caster_ptr, 0, rad, ty, tx, dam, typ, flg, -1);
1810 * @brief ブレス系スペルの発動 / Cast a breath spell
1811 * @param caster_ptr プレーヤーへの参照ポインタ
1813 * @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)
1816 * @return 作用が実際にあった場合TRUEを返す
1819 * Stop if we hit a monster, act as a "ball"
1820 * Allow "target" mode to pass over monsters
1821 * Affect grids, objects, and monsters
1824 bool fire_breath(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
1826 return fire_ball(caster_ptr, typ, dir, dam, -rad);
1831 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
1832 * @param caster_ptr プレーヤーへの参照ポインタ
1834 * @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)
1837 * @return 作用が実際にあった場合TRUEを返す
1840 * Stop if we hit a monster, act as a "ball"
1841 * Allow "target" mode to pass over monsters
1842 * Affect grids, objects, and monsters
1845 bool fire_rocket(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
1847 POSITION tx = caster_ptr->x + 99 * ddx[dir];
1848 POSITION ty = caster_ptr->y + 99 * ddy[dir];
1849 if ((dir == 5) && target_okay(caster_ptr))
1855 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1856 return (project(caster_ptr, 0, rad, ty, tx, dam, typ, flg, -1));
1861 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
1862 * @param caster_ptr プレーヤーへの参照ポインタ
1864 * @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)
1867 * @return 作用が実際にあった場合TRUEを返す
1870 * Stop if we hit a monster, act as a "ball"
1871 * Allow "target" mode to pass over monsters
1872 * Affect grids, objects, and monsters
1875 bool fire_ball_hide(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
1877 POSITION tx = caster_ptr->x + 99 * ddx[dir];
1878 POSITION ty = caster_ptr->y + 99 * ddy[dir];
1879 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
1880 if ((dir == 5) && target_okay(caster_ptr))
1882 flg &= ~(PROJECT_STOP);
1887 return (project(caster_ptr, 0, rad, ty, tx, dam, typ, flg, -1));
1892 * @brief メテオ系スペルの発動 / Cast a meteor spell
1893 * @param caster_ptr プレーヤーへの参照ポインタ
1894 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
1900 * @return 作用が実際にあった場合TRUEを返す
1903 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
1904 * player, or outside source, that starts out at an arbitrary location, and
1905 * leaving no trail from the "caster" to the target. This function is
1906 * especially useful for bombardments and similar. -LM-
1907 * Option to hurt the player.
1910 bool fire_meteor(player_type *caster_ptr, MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
1912 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1913 return (project(caster_ptr, who, rad, y, x, dam, typ, flg, -1));
1918 * @brief ブラスト系スペルの発動 / Cast a blast spell
1919 * @param caster_ptr プレーヤーへの参照ポインタ
1921 * @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)
1926 * @return 作用が実際にあった場合TRUEを返す
1928 bool fire_blast(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, DICE_NUMBER dd, DICE_SID ds, int num, int dev)
1930 POSITION ty, tx, y, x;
1937 lx = 20 * (tx - caster_ptr->x) + caster_ptr->x;
1938 ly = 20 * (ty - caster_ptr->y) + caster_ptr->y;
1942 ly = ty = caster_ptr->y + 20 * ddy[dir];
1943 lx = tx = caster_ptr->x + 20 * ddx[dir];
1946 int ld = distance(caster_ptr->y, caster_ptr->x, ly, lx);
1947 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
1949 for (int i = 0; i < num; i++)
1953 /* Get targets for some bolts */
1954 y = rand_spread(ly, ld * dev / 20);
1955 x = rand_spread(lx, ld * dev / 20);
1957 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
1960 /* Analyze the "dir" and the "target". */
1961 if (!project(caster_ptr, 0, 0, y, x, damroll(dd, ds), typ, flg, -1))
1972 * @brief モンスターとの位置交換処理 / Switch position with a monster.
1973 * @param caster_ptr プレーヤーへの参照ポインタ
1974 * @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)
1975 * @return 作用が実際にあった場合TRUEを返す
1977 bool teleport_swap(player_type *caster_ptr, DIRECTION dir)
1980 if ((dir == 5) && target_okay(caster_ptr))
1987 tx = caster_ptr->x + ddx[dir];
1988 ty = caster_ptr->y + ddy[dir];
1991 if (caster_ptr->anti_tele)
1993 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
1998 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
1999 if (!g_ptr->m_idx || (g_ptr->m_idx == caster_ptr->riding))
2001 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
2005 if ((g_ptr->info & CAVE_ICKY) || (distance(ty, tx, caster_ptr->y, caster_ptr->x) > caster_ptr->lev * 3 / 2 + 10))
2007 msg_print(_("失敗した。", "Failed to swap."));
2011 monster_type* m_ptr;
2012 monster_race* r_ptr;
2013 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2014 r_ptr = &r_info[m_ptr->r_idx];
2016 (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
2018 if (r_ptr->flagsr & RFR_RES_TELE)
2020 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
2021 if (is_original_ap_and_seen(caster_ptr, m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2025 sound(SOUND_TELEPORT);
2026 (void)move_player_effect(caster_ptr, ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
2032 * @brief 指定方向に飛び道具を飛ばす(フラグ任意指定) / Hack -- apply a "project()" in a direction (or at the target)
2033 * @param caster_ptr プレーヤーへの参照ポインタ
2035 * @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)
2038 * @return 作用が実際にあった場合TRUEを返す
2040 bool project_hook(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
2042 flg |= (PROJECT_THRU);
2043 POSITION tx = caster_ptr->x + ddx[dir];
2044 POSITION ty = caster_ptr->y + ddy[dir];
2045 if ((dir == 5) && target_okay(caster_ptr))
2051 return (project(caster_ptr, 0, 0, ty, tx, dam, typ, flg, -1));
2056 * @brief ボルト系スペルの発動 / Cast a bolt spell.
2057 * @param caster_ptr プレーヤーへの参照ポインタ
2059 * @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)
2061 * @return 作用が実際にあった場合TRUEを返す
2064 * Stop if we hit a monster, as a "bolt".
2065 * Affect monsters and grids (not objects).
2068 bool fire_bolt(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
2070 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
2071 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
2072 return (project_hook(caster_ptr, typ, dir, dam, flg));
2077 * @brief ビーム系スペルの発動 / Cast a beam spell.
2078 * @param caster_ptr プレーヤーへの参照ポインタ
2080 * @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)
2082 * @return 作用が実際にあった場合TRUEを返す
2085 * Pass through monsters, as a "beam".
2086 * Affect monsters, grids and objects.
2089 bool fire_beam(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
2091 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
2092 return (project_hook(caster_ptr, typ, dir, dam, flg));
2097 * @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.
2098 * @param caster_ptr プレーヤーへの参照ポインタ
2099 * @param prob ビーム化する確率(%)
2101 * @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)
2103 * @return 作用が実際にあった場合TRUEを返す
2106 * Pass through monsters, as a "beam".
2107 * Affect monsters, grids and objects.
2110 bool fire_bolt_or_beam(player_type *caster_ptr, PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
2112 if (randint0(100) < prob)
2114 return (fire_beam(caster_ptr, typ, dir, dam));
2117 return (fire_bolt(caster_ptr, typ, dir, dam));
2122 * @brief LITE_WEAK属性による光源ビーム処理
2123 * @param caster_ptr プレーヤーへの参照ポインタ
2124 * @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)
2126 * @return 作用が実際にあった場合TRUEを返す
2128 bool lite_line(player_type *caster_ptr, DIRECTION dir, HIT_POINT dam)
2130 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
2131 return (project_hook(caster_ptr, GF_LITE_WEAK, dir, dam, flg));
2137 * @param caster_ptr プレーヤーへの参照ポインタ
2138 * @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)
2140 * @return 作用が実際にあった場合TRUEを返す
2142 bool hypodynamic_bolt(player_type *caster_ptr, DIRECTION dir, HIT_POINT dam)
2144 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
2145 return (project_hook(caster_ptr, GF_HYPODYNAMIA, dir, dam, flg));
2151 * @param caster_ptr プレーヤーへの参照ポインタ
2152 * @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)
2154 * @return 作用が実際にあった場合TRUEを返す
2156 bool wall_to_mud(player_type *caster_ptr, DIRECTION dir, HIT_POINT dam)
2158 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2159 return (project_hook(caster_ptr, GF_KILL_WALL, dir, dam, flg));
2165 * @param caster_ptr プレーヤーへの参照ポインタ
2166 * @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)
2167 * @return 作用が実際にあった場合TRUEを返す
2169 bool wizard_lock(player_type *caster_ptr, DIRECTION dir)
2171 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2172 return (project_hook(caster_ptr, GF_JAM_DOOR, dir, 20 + randint1(30), flg));
2178 * @param caster_ptr プレーヤーへの参照ポインタ
2179 * @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)
2180 * @return 作用が実際にあった場合TRUEを返す
2182 bool destroy_door(player_type *caster_ptr, DIRECTION dir)
2184 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
2185 return (project_hook(caster_ptr, GF_KILL_DOOR, dir, 0, flg));
2191 * @param caster_ptr プレーヤーへの参照ポインタ
2192 * @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)
2193 * @return 作用が実際にあった場合TRUEを返す
2195 bool disarm_trap(player_type *caster_ptr, DIRECTION dir)
2197 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
2198 return (project_hook(caster_ptr, GF_KILL_TRAP, dir, 0, flg));
2204 * @param caster_ptr プレーヤーへの参照ポインタ
2205 * @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)
2206 * @param plev プレイヤーレベル(効力はplev*200)
2207 * @return 作用が実際にあった場合TRUEを返す
2209 bool death_ray(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
2211 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
2212 return (project_hook(caster_ptr, GF_DEATH_RAY, dir, plev * 200, flg));
2217 * @brief モンスター用テレポート処理
2218 * @param caster_ptr プレーヤーへの参照ポインタ
2219 * @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)
2220 * @param distance 移動距離
2221 * @return 作用が実際にあった場合TRUEを返す
2223 bool teleport_monster(player_type *caster_ptr, DIRECTION dir, int distance)
2225 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
2226 return (project_hook(caster_ptr, GF_AWAY_ALL, dir, distance, flg));
2231 * @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)
2232 * @param caster_ptr プレーヤーへの参照ポインタ
2233 * @return 作用が実際にあった場合TRUEを返す
2235 bool door_creation(player_type *caster_ptr, POSITION y, POSITION x)
2237 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
2238 return (project(caster_ptr, 0, 1, y, x, 0, GF_MAKE_DOOR, flg, -1));
2243 * @brief トラップ生成処理(起点から周囲1マス)
2244 * @param caster_ptr プレーヤーへの参照ポインタ
2247 * @return 作用が実際にあった場合TRUEを返す
2249 bool trap_creation(player_type *caster_ptr, POSITION y, POSITION x)
2251 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
2252 return (project(caster_ptr, 0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
2257 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
2258 * @param caster_ptr プレーヤーへの参照ポインタ
2259 * @return 作用が実際にあった場合TRUEを返す
2261 bool tree_creation(player_type *caster_ptr, POSITION y, POSITION x)
2263 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
2264 return (project(caster_ptr, 0, 1, y, x, 0, GF_MAKE_TREE, flg, -1));
2269 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
2270 * @param caster_ptr プレーヤーへの参照ポインタ
2271 * @return 作用が実際にあった場合TRUEを返す
2273 bool glyph_creation(player_type *caster_ptr, POSITION y, POSITION x)
2275 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
2276 return (project(caster_ptr, 0, 1, y, x, 0, GF_MAKE_GLYPH, flg, -1));
2281 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
2282 * @param caster_ptr プレーヤーへの参照ポインタ
2283 * @return 作用が実際にあった場合TRUEを返す
2285 bool wall_stone(player_type *caster_ptr)
2287 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
2288 bool dummy = (project(caster_ptr, 0, 1, caster_ptr->y, caster_ptr->x, 0, GF_STONE_WALL, flg, -1));
2289 caster_ptr->update |= (PU_FLOW);
2290 caster_ptr->redraw |= (PR_MAP);
2296 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
2297 * @param caster_ptr プレーヤーへの参照ポインタ
2298 * @return 作用が実際にあった場合TRUEを返す
2300 bool destroy_doors_touch(player_type *caster_ptr)
2302 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
2303 return (project(caster_ptr, 0, 1, caster_ptr->y, caster_ptr->x, 0, GF_KILL_DOOR, flg, -1));
2308 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
2309 * @param caster_ptr プレーヤーへの参照ポインタ
2310 * @return 作用が実際にあった場合TRUEを返す
2312 bool disarm_traps_touch(player_type *caster_ptr)
2314 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
2315 return (project(caster_ptr, 0, 1, caster_ptr->y, caster_ptr->x, 0, GF_KILL_TRAP, flg, -1));
2320 * @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)
2321 * @param caster_ptr プレーヤーへの参照ポインタ
2322 * @return 作用が実際にあった場合TRUEを返す
2324 bool sleep_monsters_touch(player_type *caster_ptr)
2326 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
2327 return (project(caster_ptr, 0, 1, caster_ptr->y, caster_ptr->x, caster_ptr->lev, GF_OLD_SLEEP, flg, -1));
2332 * @brief 死者復活処理(起点より周囲5マス)
2333 * @param caster_ptr プレーヤーへの参照ポインタ
2334 * @param who 術者モンスターID(0ならばプレイヤー)
2337 * @return 作用が実際にあった場合TRUEを返す
2339 bool animate_dead(player_type *caster_ptr, MONSTER_IDX who, POSITION y, POSITION x)
2341 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
2342 return (project(caster_ptr, who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
2348 * @return 作用が実際にあった場合TRUEを返す
2350 void call_chaos(player_type *caster_ptr)
2352 int hurt_types[31] =
2354 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
2355 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
2356 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
2357 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
2358 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
2359 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
2360 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
2361 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
2364 int chaos_type = hurt_types[randint0(31)];
2365 bool line_chaos = FALSE;
2366 if (one_in_(4)) line_chaos = TRUE;
2371 for (int dummy = 1; dummy < 10; dummy++)
2376 fire_beam(caster_ptr, chaos_type, dummy, 150);
2378 fire_ball(caster_ptr, chaos_type, dummy, 150, 2);
2387 fire_ball(caster_ptr, chaos_type, 0, 500, 8);
2391 if (!get_aim_dir(caster_ptr, &dir)) return;
2393 fire_beam(caster_ptr, chaos_type, dir, 250);
2395 fire_ball(caster_ptr, chaos_type, dir, 250, 3 + (caster_ptr->lev / 35));
2400 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
2401 * @param target_ptr プレーヤーへの参照ポインタ
2402 * @param stop_ty 再帰処理停止フラグ
2404 * @return 作用が実際にあった場合TRUEを返す
2407 * rr9: Stop the nasty things when a Cyberdemon is summoned
2408 * or the player gets paralyzed.
2411 bool activate_ty_curse(player_type *target_ptr, bool stop_ty, int *count)
2413 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
2414 bool is_first_curse = TRUE;
2415 floor_type *floor_ptr = target_ptr->current_floor_ptr;
2416 while (is_first_curse || (one_in_(3) && !stop_ty))
2418 is_first_curse = FALSE;
2419 switch (randint1(34))
2424 msg_print(_("地面が揺れた...", "The ground trembles..."));
2425 earthquake(target_ptr, target_ptr->y, target_ptr->x, 5 + randint0(10), 0);
2426 if (!one_in_(6)) break;
2432 HIT_POINT dam = damroll(10, 10);
2433 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!"));
2434 project(target_ptr, 0, 8, target_ptr->y, target_ptr->x, dam, GF_MANA, flg, -1);
2435 take_hit(target_ptr, DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
2436 if (!one_in_(6)) break;
2442 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
2443 teleport_player(target_ptr, damroll(10, 10), TELEPORT_PASSIVE);
2444 if (randint0(13)) (*count) += activate_hi_summon(target_ptr, target_ptr->y, target_ptr->x, FALSE);
2445 if (!one_in_(6)) break;
2449 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
2450 wall_breaker(target_ptr);
2453 project(target_ptr, 0, 7, target_ptr->y, target_ptr->x, 50, GF_KILL_WALL, flg, -1);
2454 take_hit(target_ptr, DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
2457 if (!one_in_(6)) break;
2459 case 1: case 2: case 3: case 16: case 17:
2460 aggravate_monsters(target_ptr, 0);
2461 if (!one_in_(6)) break;
2463 case 4: case 5: case 6:
2464 (*count) += activate_hi_summon(target_ptr, target_ptr->y, target_ptr->x, FALSE);
2465 if (!one_in_(6)) break;
2467 case 7: case 8: case 9: case 18:
2468 (*count) += summon_specific(target_ptr, 0, target_ptr->y, target_ptr->x, floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
2469 if (!one_in_(6)) break;
2471 case 10: case 11: case 12:
2472 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..."));
2473 lose_exp(target_ptr, target_ptr->exp / 16);
2474 if (!one_in_(6)) break;
2476 case 13: case 14: case 15: case 19: case 20:
2478 bool is_statue = stop_ty;
2479 is_statue |= target_ptr->free_act && (randint1(125) < target_ptr->skill_sav);
2480 is_statue |= target_ptr->pclass == CLASS_BERSERKER;
2483 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
2484 if (target_ptr->free_act)
2485 set_paralyzed(target_ptr, target_ptr->paralyzed + randint1(3));
2487 set_paralyzed(target_ptr, target_ptr->paralyzed + randint1(13));
2491 if (!one_in_(6)) break;
2494 case 21: case 22: case 23:
2495 (void)do_dec_stat(target_ptr, randint0(6));
2496 if (!one_in_(6)) break;
2499 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
2500 lose_all_info(target_ptr);
2501 if (!one_in_(6)) break;
2504 if ((floor_ptr->dun_level > 65) && !stop_ty)
2506 (*count) += summon_cyber(target_ptr, -1, target_ptr->y, target_ptr->x);
2511 if (!one_in_(6)) break;
2514 for (int i = 0; i < A_MAX; i++)
2516 bool is_first_dec_stat = TRUE;
2517 while (is_first_dec_stat || one_in_(2))
2519 is_first_dec_stat = FALSE;
2520 (void)do_dec_stat(target_ptr, i);
2531 * todo 引数にPOSITION x/yは必要か? 要調査
2532 * @brief HI_SUMMON(上級召喚)処理発動
2533 * @param caster_ptr プレーヤーへの参照ポインタ
2536 * @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
2537 * @return 作用が実際にあった場合TRUEを返す
2539 int activate_hi_summon(player_type *caster_ptr, POSITION y, POSITION x, bool can_pet)
2541 BIT_FLAGS mode = PM_ALLOW_GROUP;
2547 mode |= PM_FORCE_FRIENDLY;
2551 mode |= PM_FORCE_PET;
2556 if (!pet) mode |= PM_NO_PET;
2558 DEPTH dungeon_level = caster_ptr->current_floor_ptr->dun_level;
2559 DEPTH summon_lev = (pet ? caster_ptr->lev * 2 / 3 + randint1(caster_ptr->lev / 2) : dungeon_level);
2561 for (int i = 0; i < (randint1(7) + (dungeon_level / 40)); i++)
2563 switch (randint1(25) + (dungeon_level / 20))
2566 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
2569 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
2572 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
2575 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
2578 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
2581 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
2584 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
2587 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
2591 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
2595 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
2598 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
2599 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
2602 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
2603 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
2606 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
2609 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
2610 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
2619 * @brief 周辺破壊効果(プレイヤー中心)
2620 * @param caster_ptr プレーヤーへの参照ポインタ
2621 * @return 作用が実際にあった場合TRUEを返す
2623 void wall_breaker(player_type *caster_ptr)
2625 POSITION y = 0, x = 0;
2626 int attempts = 1000;
2627 if (randint1(80 + caster_ptr->lev) < 70)
2631 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, 0);
2633 if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)) continue;
2635 if (!player_bold(caster_ptr, y, x)) break;
2638 project(caster_ptr, 0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
2639 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2643 if (randint1(100) > 30)
2645 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 1, 0);
2649 int num = damroll(5, 3);
2650 for (int i = 0; i < num; i++)
2654 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 10, 0);
2656 if (!player_bold(caster_ptr, y, x)) break;
2659 project(caster_ptr, 0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
2660 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2666 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
2667 * @param caster_ptr プレーヤーへの参照ポインタ
2669 * @return 作用が実際にあった場合TRUEを返す
2671 bool confuse_monsters(player_type *caster_ptr, HIT_POINT dam)
2673 return (project_all_los(caster_ptr, GF_OLD_CONF, dam));
2678 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
2679 * @param caster_ptr プレーヤーへの参照ポインタ
2681 * @return 作用が実際にあった場合TRUEを返す
2683 bool charm_monsters(player_type *caster_ptr, HIT_POINT dam)
2685 return (project_all_los(caster_ptr, GF_CHARM, dam));
2690 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
2691 * @param caster_ptr プレーヤーへの参照ポインタ
2693 * @return 作用が実際にあった場合TRUEを返す
2695 bool charm_animals(player_type *caster_ptr, HIT_POINT dam)
2697 return (project_all_los(caster_ptr, GF_CONTROL_ANIMAL, dam));
2702 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
2703 * @param caster_ptr プレーヤーへの参照ポインタ
2705 * @return 作用が実際にあった場合TRUEを返す
2707 bool stun_monsters(player_type *caster_ptr, HIT_POINT dam)
2709 return (project_all_los(caster_ptr, GF_STUN, dam));
2714 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
2715 * @param caster_ptr プレーヤーへの参照ポインタ
2717 * @return 作用が実際にあった場合TRUEを返す
2719 bool stasis_monsters(player_type *caster_ptr, HIT_POINT dam)
2721 return (project_all_los(caster_ptr, GF_STASIS, dam));
2726 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
2727 * @param caster_ptr プレーヤーへの参照ポインタ
2729 * @return 作用が実際にあった場合TRUEを返す
2731 bool mindblast_monsters(player_type *caster_ptr, HIT_POINT dam)
2733 return (project_all_los(caster_ptr, GF_PSI, dam));
2738 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
2739 * @param caster_ptr プレーヤーへの参照ポインタ
2740 * @param dist 効力(距離)
2741 * @return 作用が実際にあった場合TRUEを返す
2743 bool banish_monsters(player_type *caster_ptr, int dist)
2745 return (project_all_los(caster_ptr, GF_AWAY_ALL, dist));
2750 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
2751 * @param caster_ptr プレーヤーへの参照ポインタ
2753 * @return 作用が実際にあった場合TRUEを返す
2755 bool turn_evil(player_type *caster_ptr, HIT_POINT dam)
2757 return (project_all_los(caster_ptr, GF_TURN_EVIL, dam));
2762 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
2763 * @param caster_ptr プレーヤーへの参照ポインタ
2765 * @return 作用が実際にあった場合TRUEを返す
2767 bool turn_monsters(player_type *caster_ptr, HIT_POINT dam)
2769 return (project_all_los(caster_ptr, GF_TURN_ALL, dam));
2774 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
2775 * @param caster_ptr プレーヤーへの参照ポインタ
2776 * @return 作用が実際にあった場合TRUEを返す
2778 bool deathray_monsters(player_type *caster_ptr)
2780 return (project_all_los(caster_ptr, GF_DEATH_RAY, caster_ptr->lev * 200));
2785 * @brief チャーム・モンスター(1体)
2786 * @param caster_ptr プレーヤーへの参照ポインタ
2787 * @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)
2789 * @return 作用が実際にあった場合TRUEを返す
2791 bool charm_monster(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
2793 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
2794 return (project_hook(caster_ptr, GF_CHARM, dir, plev, flg));
2799 * @brief アンデッド支配(1体)
2800 * @param caster_ptr プレーヤーへの参照ポインタ
2801 * @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)
2803 * @return 作用が実際にあった場合TRUEを返す
2805 bool control_one_undead(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
2807 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
2808 return (project_hook(caster_ptr, GF_CONTROL_UNDEAD, dir, plev, flg));
2814 * @param caster_ptr プレーヤーへの参照ポインタ
2815 * @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)
2817 * @return 作用が実際にあった場合TRUEを返す
2819 bool control_one_demon(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
2821 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
2822 return (project_hook(caster_ptr, GF_CONTROL_DEMON, dir, plev, flg));
2828 * @param caster_ptr プレーヤーへの参照ポインタ
2829 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2831 * @return 作用が実際にあった場合TRUEを返す
2833 bool charm_animal(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
2835 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
2836 return (project_hook(caster_ptr, GF_CONTROL_ANIMAL, dir, plev, flg));
2842 * @param caster_ptr プレーヤーへの参照ポインタ
2843 * @param success 判定成功上の処理ならばTRUE
2844 * @return 作用が実際にあった場合TRUEを返す
2846 bool kawarimi(player_type *caster_ptr, bool success)
2849 object_type *q_ptr = &forge;
2851 if (caster_ptr->is_dead) return FALSE;
2852 if (caster_ptr->confused || caster_ptr->blind || caster_ptr->paralyzed || caster_ptr->image) return FALSE;
2853 if (randint0(200) < caster_ptr->stun) return FALSE;
2855 if (!success && one_in_(3))
2857 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
2858 caster_ptr->special_defense &= ~(NINJA_KAWARIMI);
2859 caster_ptr->redraw |= (PR_STATUS);
2863 POSITION y = caster_ptr->y;
2864 POSITION x = caster_ptr->x;
2866 teleport_player(caster_ptr, 10 + randint1(90), TELEPORT_SPONTANEOUS);
2868 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
2870 q_ptr->pval = MON_NINJA;
2871 (void)drop_near(caster_ptr, q_ptr, -1, y, x);
2873 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."));
2874 else msg_print(_("失敗!攻撃を受けてしまった。", "Failed! You are hit by the attack."));
2876 caster_ptr->special_defense &= ~(NINJA_KAWARIMI);
2877 caster_ptr->redraw |= (PR_STATUS);
2883 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
2884 * @param caster_ptr プレーヤーへの参照ポインタ
2885 * @param mdeath 目標モンスターが死亡したかを返す
2886 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
2888 bool rush_attack(player_type *attacker_ptr, bool *mdeath)
2890 if (mdeath) *mdeath = FALSE;
2894 if (!get_aim_dir(attacker_ptr, &dir)) return FALSE;
2896 int tx = attacker_ptr->x + project_length * ddx[dir];
2897 int ty = attacker_ptr->y + project_length * ddy[dir];
2899 if ((dir == 5) && target_okay(attacker_ptr))
2906 floor_type *floor_ptr = attacker_ptr->current_floor_ptr;
2907 if (in_bounds(floor_ptr, ty, tx)) tm_idx = floor_ptr->grid_array[ty][tx].m_idx;
2910 int path_n = project_path(attacker_ptr, path_g, project_length, attacker_ptr->y, attacker_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
2912 if (!path_n) return TRUE;
2914 ty = attacker_ptr->y;
2915 tx = attacker_ptr->x;
2916 bool tmp_mdeath = FALSE;
2918 for (int i = 0; i < path_n; i++)
2920 monster_type *m_ptr;
2922 int ny = GRID_Y(path_g[i]);
2923 int nx = GRID_X(path_g[i]);
2925 if (is_cave_empty_bold(attacker_ptr, ny, nx) && player_can_enter(attacker_ptr, floor_ptr->grid_array[ny][nx].feat, 0))
2932 if (!floor_ptr->grid_array[ny][nx].m_idx)
2936 msg_print(_("失敗!", "Failed!"));
2940 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
2946 if (!player_bold(attacker_ptr, ty, tx)) teleport_player_to(attacker_ptr, ty, tx, TELEPORT_NONMAGICAL);
2947 update_monster(attacker_ptr, floor_ptr->grid_array[ny][nx].m_idx, TRUE);
2949 m_ptr = &floor_ptr->m_list[floor_ptr->grid_array[ny][nx].m_idx];
2950 if (tm_idx != floor_ptr->grid_array[ny][nx].m_idx)
2953 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");
2955 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
2958 else if (!player_bold(attacker_ptr, ty, tx))
2960 GAME_TEXT m_name[MAX_NLEN];
2961 monster_desc(attacker_ptr, m_name, m_ptr, 0);
2962 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
2965 if (!player_bold(attacker_ptr, ty, tx)) teleport_player_to(attacker_ptr, ty, tx, TELEPORT_NONMAGICAL);
2967 tmp_mdeath = py_attack(attacker_ptr, ny, nx, HISSATSU_NYUSIN);
2972 if (!moved && !player_bold(attacker_ptr, ty, tx)) teleport_player_to(attacker_ptr, ty, tx, TELEPORT_NONMAGICAL);
2974 if (mdeath) *mdeath = tmp_mdeath;
2980 * @brief 全鏡の消去 / Remove all mirrors in this floor
2981 * @param caster_ptr プレーヤーへの参照ポインタ
2982 * @param explode 爆発処理を伴うならばTRUE
2985 void remove_all_mirrors(player_type *caster_ptr, bool explode)
2987 for (POSITION x = 0; x < caster_ptr->current_floor_ptr->width; x++)
2989 for (POSITION y = 0; y < caster_ptr->current_floor_ptr->height; y++)
2991 if (!is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x]))
2994 remove_mirror(caster_ptr, y, x);
2995 if (!explode) continue;
2997 project(caster_ptr, 0, 2, y, x, caster_ptr->lev / 2 + 5, GF_SHARDS,
2998 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
3005 * @brief 『一つの指輪』の効果処理 /
3006 * Hack -- activate the ring of power
3007 * @param caster_ptr プレーヤーへの参照ポインタ
3008 * @param dir 発動の方向ID
3011 void ring_of_power(player_type *caster_ptr, DIRECTION dir)
3013 switch (randint1(10))
3018 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."));
3021 /* Decrease all stats (permanently) */
3022 (void)dec_stat(caster_ptr, A_STR, 50, TRUE);
3023 (void)dec_stat(caster_ptr, A_INT, 50, TRUE);
3024 (void)dec_stat(caster_ptr, A_WIS, 50, TRUE);
3025 (void)dec_stat(caster_ptr, A_DEX, 50, TRUE);
3026 (void)dec_stat(caster_ptr, A_CON, 50, TRUE);
3027 (void)dec_stat(caster_ptr, A_CHR, 50, TRUE);
3029 /* Lose some experience (permanently) */
3030 caster_ptr->exp -= (caster_ptr->exp / 4);
3031 caster_ptr->max_exp -= (caster_ptr->exp / 4);
3032 check_experience(caster_ptr);
3039 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."));
3040 dispel_monsters(caster_ptr, 1000);
3048 fire_ball(caster_ptr, GF_MANA, dir, 600, 3);
3057 fire_bolt(caster_ptr, GF_MANA, dir, 500);
3065 * @brief 運命の輪、並びにカオス的な効果の発動
3066 * @param caster_ptr プレーヤーへの参照ポインタ
3067 * @param spell ランダムな効果を選択するための基準ID
3070 void wild_magic(player_type *caster_ptr, int spell)
3072 int type = SUMMON_MOLD + randint0(6);
3073 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
3074 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
3076 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
3077 switch (randint1(spell) + randint1(8) + 1)
3082 teleport_player(caster_ptr, 10, TELEPORT_PASSIVE);
3087 teleport_player(caster_ptr, 100, TELEPORT_PASSIVE);
3091 teleport_player(caster_ptr, 200, TELEPORT_PASSIVE);
3096 unlite_area(caster_ptr, 10, 3);
3101 lite_area(caster_ptr, damroll(2, 3), 2);
3104 destroy_doors_touch(caster_ptr);
3107 wall_breaker(caster_ptr);
3110 sleep_monsters_touch(caster_ptr);
3114 trap_creation(caster_ptr, caster_ptr->y, caster_ptr->x);
3118 door_creation(caster_ptr, caster_ptr->y, caster_ptr->x);
3123 aggravate_monsters(caster_ptr, 0);
3126 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 5, 0);
3130 (void)gain_mutation(caster_ptr, 0);
3134 apply_disenchant(caster_ptr, 1);
3137 lose_all_info(caster_ptr);
3140 fire_ball(caster_ptr, GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
3143 wall_stone(caster_ptr);
3147 for (int counter = 0; counter < 8; counter++)
3149 (void)summon_specific(caster_ptr, 0, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET));
3155 activate_hi_summon(caster_ptr, caster_ptr->y, caster_ptr->x, FALSE);
3158 (void)summon_cyber(caster_ptr, -1, caster_ptr->y, caster_ptr->x);
3163 (void)activate_ty_curse(caster_ptr, FALSE, &count);
3171 * @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。
3172 * / Drop 10+1d10 meteor ball at random places near the player
3173 * @param caster_ptr プレーヤーへの参照ポインタ
3178 void cast_meteor(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
3180 int b = 10 + randint1(10);
3181 for (int i = 0; i < b; i++)
3183 POSITION y = 0, x = 0;
3186 for (count = 0; count <= 20; count++)
3190 x = caster_ptr->x - 8 + randint0(17);
3191 y = caster_ptr->y - 8 + randint0(17);
3192 dx = (caster_ptr->x > x) ? (caster_ptr->x - x) : (x - caster_ptr->x);
3193 dy = (caster_ptr->y > y) ? (caster_ptr->y - y) : (y - caster_ptr->y);
3194 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
3196 if (d >= 9) continue;
3198 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
3199 if (!in_bounds(floor_ptr, y, x) || !projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x)
3200 || !cave_have_flag_bold(floor_ptr, y, x, FF_PROJECT)) continue;
3205 if (count > 20) continue;
3207 project(caster_ptr, 0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
3213 * @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。
3214 * @param caster_ptr プレーヤーへの参照ポインタ
3217 * @return ターゲットを指定し、実行したならばTRUEを返す。
3219 bool cast_wrath_of_the_god(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
3222 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
3224 POSITION tx = caster_ptr->x + 99 * ddx[dir];
3225 POSITION ty = caster_ptr->y + 99 * ddy[dir];
3226 if ((dir == 5) && target_okay(caster_ptr))
3232 POSITION x = caster_ptr->x;
3233 POSITION y = caster_ptr->y;
3237 if ((y == ty) && (x == tx)) break;
3241 mmove2(&ny, &nx, caster_ptr->y, caster_ptr->x, ty, tx);
3242 if (MAX_RANGE <= distance(caster_ptr->y, caster_ptr->x, ny, nx)) break;
3243 if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, ny, nx, FF_PROJECT)) break;
3244 if ((dir != 5) && caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx != 0) break;
3253 int b = 10 + randint1(10);
3254 for (int i = 0; i < b; i++)
3256 int count = 20, d = 0;
3262 x = tx - 5 + randint0(11);
3263 y = ty - 5 + randint0(11);
3265 dx = (tx > x) ? (tx - x) : (x - tx);
3266 dy = (ty > y) ? (ty - y) : (y - ty);
3268 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
3272 if (count < 0) continue;
3274 if (!in_bounds(caster_ptr->current_floor_ptr, y, x) ||
3275 cave_stop_disintegration(caster_ptr->current_floor_ptr, y, x) ||
3276 !in_disintegration_range(caster_ptr->current_floor_ptr, ty, tx, y, x))
3279 project(caster_ptr, 0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
3287 * @brief 「ワンダー」のランダムな効果を決定して処理する。
3288 * @param caster_ptr プレーヤーへの参照ポインタ
3292 * This spell should become more useful (more controlled) as the\n
3293 * player gains experience levels. Thus, add 1/5 of the player's\n
3294 * level to the die roll. This eliminates the worst effects later on,\n
3295 * while keeping the results quite random. It also allows some potent\n
3296 * effects only at high level.
3298 void cast_wonder(player_type *caster_ptr, DIRECTION dir)
3300 PLAYER_LEVEL plev = caster_ptr->lev;
3301 int die = randint1(100) + plev / 5;
3302 int vir = virtue_number(caster_ptr, V_CHANCE);
3305 if (caster_ptr->virtues[vir - 1] > 0)
3307 while (randint1(400) < caster_ptr->virtues[vir - 1]) die++;
3311 while (randint1(400) < (0 - caster_ptr->virtues[vir - 1])) die--;
3317 chg_virtue(caster_ptr, V_CHANCE, 1);
3322 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
3327 clone_monster(caster_ptr, dir);
3333 speed_monster(caster_ptr, dir, plev);
3339 heal_monster(caster_ptr, dir, damroll(4, 6));
3345 poly_monster(caster_ptr, dir, plev);
3351 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_MISSILE, dir,
3352 damroll(3 + ((plev - 1) / 5), 4));
3358 confuse_monster(caster_ptr, dir, plev);
3364 fire_ball(caster_ptr, GF_POIS, dir, 20 + (plev / 2), 3);
3370 (void)lite_line(caster_ptr, dir, damroll(6, 8));
3376 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_ELEC, dir,
3377 damroll(3 + ((plev - 5) / 4), 8));
3383 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_COLD, dir,
3384 damroll(5 + ((plev - 5) / 4), 8));
3390 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_ACID, dir,
3391 damroll(6 + ((plev - 5) / 4), 8));
3397 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_FIRE, dir,
3398 damroll(8 + ((plev - 5) / 4), 8));
3404 hypodynamic_bolt(caster_ptr, dir, 75);
3410 fire_ball(caster_ptr, GF_ELEC, dir, 30 + plev / 2, 2);
3416 fire_ball(caster_ptr, GF_ACID, dir, 40 + plev, 2);
3422 fire_ball(caster_ptr, GF_ICE, dir, 70 + plev, 3);
3428 fire_ball(caster_ptr, GF_FIRE, dir, 80 + plev, 3);
3434 hypodynamic_bolt(caster_ptr, dir, 100 + plev);
3440 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 12, 0);
3446 (void)destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 13 + randint0(5), FALSE);
3452 symbol_genocide(caster_ptr, plev + 50, TRUE);
3458 dispel_monsters(caster_ptr, 120);
3462 dispel_monsters(caster_ptr, 150);
3463 slow_monsters(caster_ptr, plev);
3464 sleep_monsters(caster_ptr, plev);
3465 hp_player(caster_ptr, 300);
3470 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
3471 * @param caster_ptr プレーヤーへの参照ポインタ
3475 void cast_invoke_spirits(player_type *caster_ptr, DIRECTION dir)
3477 PLAYER_LEVEL plev = caster_ptr->lev;
3478 int die = randint1(100) + plev / 5;
3479 int vir = virtue_number(caster_ptr, V_CHANCE);
3483 if (caster_ptr->virtues[vir - 1] > 0)
3485 while (randint1(400) < caster_ptr->virtues[vir - 1]) die++;
3489 while (randint1(400) < (0 - caster_ptr->virtues[vir - 1])) die--;
3493 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..."));
3495 chg_virtue(caster_ptr, V_CHANCE, 1);
3499 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!"));
3504 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!",
3505 "Oh no! Mouldering forms rise from the earth around you!"));
3507 (void)summon_specific(caster_ptr, 0, caster_ptr->y, caster_ptr->x, caster_ptr->current_floor_ptr->dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
3508 chg_virtue(caster_ptr, V_UNLIFE, 1);
3512 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..."));
3514 set_afraid(caster_ptr, caster_ptr->afraid + randint1(4) + 4);
3518 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...",
3519 "Your head is invaded by a horde of gibbering spectral voices..."));
3521 set_confused(caster_ptr, caster_ptr->confused + randint1(4) + 4);
3525 poly_monster(caster_ptr, dir, plev);
3529 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_MISSILE, dir,
3530 damroll(3 + ((plev - 1) / 5), 4));
3534 confuse_monster(caster_ptr, dir, plev);
3538 fire_ball(caster_ptr, GF_POIS, dir, 20 + (plev / 2), 3);
3542 (void)lite_line(caster_ptr, dir, damroll(6, 8));
3546 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_ELEC, dir,
3547 damroll(3 + ((plev - 5) / 4), 8));
3551 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_COLD, dir,
3552 damroll(5 + ((plev - 5) / 4), 8));
3556 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_ACID, dir,
3557 damroll(6 + ((plev - 5) / 4), 8));
3561 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_FIRE, dir,
3562 damroll(8 + ((plev - 5) / 4), 8));
3566 hypodynamic_bolt(caster_ptr, dir, 75);
3570 fire_ball(caster_ptr, GF_ELEC, dir, 30 + plev / 2, 2);
3574 fire_ball(caster_ptr, GF_ACID, dir, 40 + plev, 2);
3578 fire_ball(caster_ptr, GF_ICE, dir, 70 + plev, 3);
3582 fire_ball(caster_ptr, GF_FIRE, dir, 80 + plev, 3);
3586 hypodynamic_bolt(caster_ptr, dir, 100 + plev);
3590 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 12, 0);
3594 (void)destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 13 + randint0(5), FALSE);
3598 symbol_genocide(caster_ptr, plev + 50, TRUE);
3602 dispel_monsters(caster_ptr, 120);
3606 dispel_monsters(caster_ptr, 150);
3607 slow_monsters(caster_ptr, plev);
3608 sleep_monsters(caster_ptr, plev);
3609 hp_player(caster_ptr, 300);
3614 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。」",
3615 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
3621 * @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。
3622 * @param caster_ptr プレーヤーへの参照ポインタ
3625 void cast_shuffle(player_type *caster_ptr)
3627 PLAYER_LEVEL plev = caster_ptr->lev;
3630 int vir = virtue_number(caster_ptr, V_CHANCE);
3633 if ((caster_ptr->pclass == CLASS_ROGUE) ||
3634 (caster_ptr->pclass == CLASS_HIGH_MAGE) ||
3635 (caster_ptr->pclass == CLASS_SORCERER))
3636 die = (randint1(110)) + plev / 5;
3638 die = randint1(120);
3642 if (caster_ptr->virtues[vir - 1] > 0)
3644 while (randint1(400) < caster_ptr->virtues[vir - 1]) die++;
3648 while (randint1(400) < (0 - caster_ptr->virtues[vir - 1])) die--;
3652 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..."));
3656 chg_virtue(caster_ptr, V_CHANCE, 1);
3659 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
3662 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
3664 for (i = 0; i < randint1(3); i++)
3666 activate_hi_summon(caster_ptr, caster_ptr->y, caster_ptr->x, FALSE);
3674 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
3675 summon_specific(caster_ptr, 0, caster_ptr->y, caster_ptr->x, floor_ptr->dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
3682 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
3683 activate_ty_curse(caster_ptr, FALSE, &count);
3689 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
3690 aggravate_monsters(caster_ptr, 0);
3696 msg_print(_("《愚者》だ。", "It's the Fool."));
3697 do_dec_stat(caster_ptr, A_INT);
3698 do_dec_stat(caster_ptr, A_WIS);
3704 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
3705 trump_summoning(caster_ptr, 1, FALSE, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
3711 msg_print(_("《月》だ。", "It's the Moon."));
3712 unlite_area(caster_ptr, 10, 3);
3718 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
3719 wild_magic(caster_ptr, randint0(32));
3725 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
3726 teleport_player(caster_ptr, 10, TELEPORT_PASSIVE);
3732 msg_print(_("《正義》だ。", "It's Justice."));
3733 set_blessed(caster_ptr, caster_ptr->lev, FALSE);
3739 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
3740 teleport_player(caster_ptr, 100, TELEPORT_PASSIVE);
3746 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
3747 teleport_player(caster_ptr, 200, TELEPORT_PASSIVE);
3753 msg_print(_("《塔》だ。", "It's the Tower."));
3754 wall_breaker(caster_ptr);
3760 msg_print(_("《節制》だ。", "It's Temperance."));
3761 sleep_monsters_touch(caster_ptr);
3767 msg_print(_("《塔》だ。", "It's the Tower."));
3768 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 5, 0);
3774 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
3775 trump_summoning(caster_ptr, 1, TRUE, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3 / 2), SUMMON_MOLD, 0L);
3781 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
3782 trump_summoning(caster_ptr, 1, TRUE, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3 / 2), SUMMON_BAT, 0L);
3788 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
3789 trump_summoning(caster_ptr, 1, TRUE, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3 / 2), SUMMON_VORTEX, 0L);
3795 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
3796 trump_summoning(caster_ptr, 1, TRUE, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
3802 msg_print(_("《恋人》だ。", "It's the Lovers."));
3804 if (get_aim_dir(caster_ptr, &dir))
3806 charm_monster(caster_ptr, dir, MIN(caster_ptr->lev, 20));
3814 msg_print(_("《隠者》だ。", "It's the Hermit."));
3815 wall_stone(caster_ptr);
3821 msg_print(_("《審判》だ。", "It's the Judgement."));
3822 roll_hitdice(caster_ptr, 0L);
3823 lose_all_mutations(caster_ptr);
3829 msg_print(_("《太陽》だ。", "It's the Sun."));
3830 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
3831 chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
3832 wiz_lite(caster_ptr, FALSE);
3836 msg_print(_("《世界》だ。", "It's the World."));
3837 if (caster_ptr->exp >= PY_MAX_EXP)
3842 s32b ee = (caster_ptr->exp / 25) + 1;
3843 if (ee > 5000) ee = 5000;
3844 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
3845 gain_exp(caster_ptr, ee);
3849 bool_hack vampirism(player_type *caster_ptr)
3851 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
3853 msg_print(_("なぜか攻撃することができない。", "Something prevents you from attacking."));
3858 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
3860 POSITION y = caster_ptr->y + ddy[dir];
3861 POSITION x = caster_ptr->x + ddx[dir];
3863 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
3864 stop_mouth(caster_ptr);
3865 if (!(g_ptr->m_idx))
3867 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
3871 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
3873 int dummy = caster_ptr->lev * 2;
3874 if (!hypodynamic_bolt(caster_ptr, dir, dummy))
3876 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
3880 if (caster_ptr->food < PY_FOOD_FULL)
3881 (void)hp_player(caster_ptr, dummy);
3883 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
3885 /* Gain nutritional sustenance: 150/hp drained */
3886 /* A Food ration gives 5000 food points (by contrast) */
3887 /* Don't ever get more than "Full" this way */
3888 /* But if we ARE Gorged, it won't cure us */
3889 dummy = caster_ptr->food + MIN(5000, 100 * dummy);
3890 if (caster_ptr->food < PY_FOOD_MAX) /* Not gorged already */
3891 (void)set_food(caster_ptr, dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
3897 * ヒット&アウェイのレイシャルパワー/突然変異
3898 * @param caster_ptr プレーヤーへの参照ポインタ
3899 * @return コマンドの入力先にモンスターがいたらTRUE
3901 bool hit_and_away(player_type *caster_ptr)
3904 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
3905 POSITION y = caster_ptr->y + ddy[dir];
3906 POSITION x = caster_ptr->x + ddx[dir];
3907 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
3909 py_attack(caster_ptr, y, x, 0);
3910 if (randint0(caster_ptr->skill_dis) < 7)
3911 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
3913 teleport_player(caster_ptr, 30, TELEPORT_SPONTANEOUS);
3917 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"));
3924 * @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)
3925 * @param caster_ptr プレーヤーへの参照ポインタ
3928 * currently this function allows pseudo-id of any object,
3929 * including silly ones like potions & scrolls, which always
3930 * get '{average}'. This should be changed, either to stop such
3931 * items from being pseudo-id'd, or to allow psychometry to
3932 * detect whether the unidentified potion/scroll/etc is
3933 * good (Cure Light Wounds, Restore Strength, etc) or
3934 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
3936 bool psychometry(player_type *caster_ptr)
3938 concptr q = _("どのアイテムを調べますか?", "Meditate on which item? ");
3939 concptr s = _("調べるアイテムがありません。", "You have nothing appropriate.");
3942 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
3943 if (!o_ptr) return FALSE;
3945 if (object_is_known(o_ptr))
3947 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
3951 byte feel = value_check_aux1(o_ptr);
3952 GAME_TEXT o_name[MAX_NLEN];
3953 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3957 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);
3962 msg_format("%sは%sという感じがする...", o_name, game_inscriptions[feel]);
3964 msg_format("You feel that the %s %s %s...",
3965 o_name, ((o_ptr->number == 1) ? "is" : "are"), game_inscriptions[feel]);
3968 o_ptr->ident |= (IDENT_SENSE);
3969 o_ptr->feeling = feel;
3970 o_ptr->marked |= OM_TOUCHED;
3972 caster_ptr->update |= (PU_COMBINE | PU_REORDER);
3973 caster_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3976 switch (o_ptr->tval)
4004 autopick_alter_item(caster_ptr, item, (bool)(okay && destroy_feeling));
4009 bool draconian_breath(player_type *creature_ptr)
4011 int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
4012 concptr Type_desc = ((Type == GF_COLD) ? _("冷気", "cold") : _("炎", "fire"));
4014 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
4016 if (randint1(100) < creature_ptr->lev)
4018 switch (creature_ptr->pclass)
4021 case CLASS_BERSERKER:
4024 case CLASS_IMITATOR:
4030 Type_desc = _("エレメント", "the elements");
4035 Type_desc = _("破片", "shards");
4040 case CLASS_WARRIOR_MAGE:
4041 case CLASS_HIGH_MAGE:
4042 case CLASS_SORCERER:
4043 case CLASS_MAGIC_EATER:
4044 case CLASS_RED_MAGE:
4045 case CLASS_BLUE_MAGE:
4046 case CLASS_MIRROR_MASTER:
4050 Type_desc = _("魔力", "mana");
4054 Type = GF_DISENCHANT;
4055 Type_desc = _("劣化", "disenchantment");
4059 case CLASS_CHAOS_WARRIOR:
4062 Type = GF_CONFUSION;
4063 Type_desc = _("混乱", "confusion");
4068 Type_desc = _("カオス", "chaos");
4074 case CLASS_FORCETRAINER:
4077 Type = GF_CONFUSION;
4078 Type_desc = _("混乱", "confusion");
4083 Type_desc = _("轟音", "sound");
4087 case CLASS_MINDCRAFTER:
4090 Type = GF_CONFUSION;
4091 Type_desc = _("混乱", "confusion");
4096 Type_desc = _("精神エネルギー", "mental energy");
4104 Type = GF_HELL_FIRE;
4105 Type_desc = _("地獄の劫火", "hellfire");
4109 Type = GF_HOLY_FIRE;
4110 Type_desc = _("聖なる炎", "holy fire");
4119 Type_desc = _("暗黒", "darkness");
4124 Type_desc = _("毒", "poison");
4132 Type_desc = _("轟音", "sound");
4136 Type = GF_CONFUSION;
4137 Type_desc = _("混乱", "confusion");
4144 stop_mouth(creature_ptr);
4145 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
4147 fire_breath(creature_ptr, Type, dir, creature_ptr->lev * 2, (creature_ptr->lev / 15) + 1);
4152 bool android_inside_weapon(player_type *creature_ptr)
4155 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
4157 if (creature_ptr->lev < 10)
4159 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
4160 fire_bolt(creature_ptr, GF_MISSILE, dir, (creature_ptr->lev + 1) / 2);
4164 if (creature_ptr->lev < 25)
4166 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
4167 fire_bolt(creature_ptr, GF_MISSILE, dir, creature_ptr->lev);
4171 if (creature_ptr->lev < 35)
4173 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
4174 fire_ball(creature_ptr, GF_MISSILE, dir, creature_ptr->lev * 2, 2);
4178 if (creature_ptr->lev < 45)
4180 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
4181 fire_beam(creature_ptr, GF_MISSILE, dir, creature_ptr->lev * 2);
4185 msg_print(_("ロケットを発射した。", "You fire a rocket."));
4186 fire_rocket(creature_ptr, GF_ROCKET, dir, creature_ptr->lev * 5, 2);
4191 bool create_ration(player_type *creature_ptr)
4197 /* Create the food ration */
4198 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
4200 /* Drop the object from heaven */
4201 (void)drop_near(creature_ptr, q_ptr, -1, creature_ptr->y, creature_ptr->x);
4202 msg_print(_("食事を料理して作った。", "You cook some food."));
4207 void hayagake(player_type *creature_ptr)
4209 if (creature_ptr->action == ACTION_HAYAGAKE)
4211 set_action(creature_ptr, ACTION_NONE);
4212 creature_ptr->energy_use = 0;
4216 grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
4217 feature_type *f_ptr = &f_info[g_ptr->feat];
4219 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
4220 (!creature_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
4222 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
4226 set_action(creature_ptr, ACTION_HAYAGAKE);
4229 creature_ptr->energy_use = 0;
4233 bool double_attack(player_type *creature_ptr)
4236 if (!get_rep_dir(creature_ptr, &dir, FALSE)) return FALSE;
4237 POSITION y = creature_ptr->y + ddy[dir];
4238 POSITION x = creature_ptr->x + ddx[dir];
4239 if (!creature_ptr->current_floor_ptr->grid_array[y][x].m_idx)
4241 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"));
4247 msg_print(_("あーたたたたたたたたたたたたたたたたたたたたたた!!!",
4248 "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
4249 else if (one_in_(2))
4250 msg_print(_("無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄!!!",
4251 "Mudamudamudamudamudamudamudamudamudamudamudamudamuda!!!!"));
4253 msg_print(_("オラオラオラオラオラオラオラオラオラオラオラオラ!!!",
4254 "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
4256 py_attack(creature_ptr, y, x, 0);
4257 if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx)
4259 handle_stuff(creature_ptr);
4260 py_attack(creature_ptr, y, x, 0);
4263 creature_ptr->energy_need += ENERGY_NEED();
4268 bool comvert_hp_to_mp(player_type *creature_ptr)
4270 int gain_sp = take_hit(creature_ptr, DAMAGE_USELIFE, creature_ptr->lev, _("HPからMPへの無謀な変換", "thoughtless conversion from HP to SP"), -1) / 5;
4273 msg_print(_("変換に失敗した。", "You failed to convert."));
4274 creature_ptr->redraw |= (PR_HP | PR_MANA);
4278 creature_ptr->csp += gain_sp;
4279 if (creature_ptr->csp > creature_ptr->msp)
4281 creature_ptr->csp = creature_ptr->msp;
4282 creature_ptr->csp_frac = 0;
4285 creature_ptr->redraw |= (PR_HP | PR_MANA);
4290 bool comvert_mp_to_hp(player_type *creature_ptr)
4292 if (creature_ptr->csp >= creature_ptr->lev / 5)
4294 creature_ptr->csp -= creature_ptr->lev / 5;
4295 hp_player(creature_ptr, creature_ptr->lev);
4299 msg_print(_("変換に失敗した。", "You failed to convert."));
4302 creature_ptr->redraw |= (PR_HP | PR_MANA);
4307 bool demonic_breath(player_type *creature_ptr)
4310 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
4311 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
4312 stop_mouth(creature_ptr);
4313 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), ((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
4314 fire_breath(creature_ptr, type, dir, creature_ptr->lev * 3, (creature_ptr->lev / 15) + 1);
4321 * @param creature_ptr プレーヤーへの参照ポインタ
4322 * @return ペットを操っている場合を除きTRUE
4324 bool mirror_concentration(player_type *creature_ptr)
4328 msg_print(_("今はペットを操ることに集中していないと。", "Your pets demand all of your attention."));
4332 if (!is_mirror_grid(&creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x]))
4334 msg_print(_("鏡の上でないと集中できない!", "There's no mirror here!"));
4338 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
4340 creature_ptr->csp += (5 + creature_ptr->lev * creature_ptr->lev / 100);
4341 if (creature_ptr->csp >= creature_ptr->msp)
4343 creature_ptr->csp = creature_ptr->msp;
4344 creature_ptr->csp_frac = 0;
4347 creature_ptr->redraw |= PR_MANA;
4354 * @param creature_ptr プレーヤーへの参照ポインタ
4357 bool sword_dancing(player_type *creature_ptr)
4360 POSITION y = 0, x = 0;
4362 for (int i = 0; i < 6; i++)
4365 y = creature_ptr->y + ddy_ddd[dir];
4366 x = creature_ptr->x + ddx_ddd[dir];
4367 g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
4369 /* Hack -- attack monsters */
4371 py_attack(creature_ptr, y, x, 0);
4374 msg_print(_("攻撃が空をきった。", "You attack the empty air."));
4384 * @param creature_ptr プレーヤーへの参照ポインタ
4387 bool confusing_light(player_type *creature_ptr)
4389 msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
4390 slow_monsters(creature_ptr, creature_ptr->lev);
4391 stun_monsters(creature_ptr, creature_ptr->lev * 4);
4392 confuse_monsters(creature_ptr, creature_ptr->lev * 4);
4393 turn_monsters(creature_ptr, creature_ptr->lev * 4);
4394 stasis_monsters(creature_ptr, creature_ptr->lev * 4);
4401 * @param creature_ptr プレーヤーへの参照ポインタ
4402 * @return 結果はどうあれ騎乗したらTRUE
4404 bool rodeo(player_type *creature_ptr)
4406 GAME_TEXT m_name[MAX_NLEN];
4407 monster_type *m_ptr;
4408 monster_race *r_ptr;
4411 if (creature_ptr->riding)
4413 msg_print(_("今は乗馬中だ。", "You ARE riding."));
4417 if (!do_cmd_riding(creature_ptr, TRUE)) return TRUE;
4419 m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->riding];
4420 r_ptr = &r_info[m_ptr->r_idx];
4421 monster_desc(creature_ptr, m_name, m_ptr, 0);
4422 msg_format(_("%sに乗った。", "You ride on %s."), m_name);
4424 if (is_pet(m_ptr)) return TRUE;
4426 rlev = r_ptr->level;
4428 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
4429 if (rlev > 60) rlev = 60 + (rlev - 60) / 2;
4430 if ((randint1(creature_ptr->skill_exp[GINOU_RIDING] / 120 + creature_ptr->lev * 2 / 3) > rlev)
4431 && one_in_(2) && !creature_ptr->current_floor_ptr->inside_arena && !creature_ptr->phase_out
4432 && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
4433 && (rlev < creature_ptr->lev * 3 / 2 + randint0(creature_ptr->lev / 5)))
4435 msg_format(_("%sを手なずけた。", "You tame %s."), m_name);
4436 set_pet(creature_ptr, m_ptr);
4440 msg_format(_("%sに振り落とされた!", "You have been thrown off by %s."), m_name);
4441 rakuba(creature_ptr, 1, TRUE);
4443 /* 落馬処理に失敗してもとにかく乗馬解除 */
4444 creature_ptr->riding = 0;
4451 bool clear_mind(player_type *creature_ptr)
4455 msg_print(_("今はペットを操ることに集中していないと。", "Your pets demand all of your attention."));
4459 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
4461 creature_ptr->csp += (3 + creature_ptr->lev / 20);
4462 if (creature_ptr->csp >= creature_ptr->msp)
4464 creature_ptr->csp = creature_ptr->msp;
4465 creature_ptr->csp_frac = 0;
4468 creature_ptr->redraw |= (PR_MANA);
4473 bool concentration(player_type *creature_ptr)
4475 int max_csp = MAX(creature_ptr->msp * 4, creature_ptr->lev * 5 + 5);
4479 msg_print(_("今はペットを操ることに集中していないと。", "Your pets demand all of your attention."));
4483 if (creature_ptr->special_defense & KATA_MASK)
4485 msg_print(_("今は構えに集中している。", "You're already concentrating on your stance."));
4489 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
4491 creature_ptr->csp += creature_ptr->msp / 2;
4492 if (creature_ptr->csp >= max_csp)
4494 creature_ptr->csp = max_csp;
4495 creature_ptr->csp_frac = 0;
4498 creature_ptr->redraw |= PR_MANA;