3 * @brief 魔法効果の実装/ Spell code (part 2)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
18 #include "monsterrace-hook.h"
21 #include "projection.h"
22 #include "spells-summon.h"
27 #include "spells-status.h"
28 #include "spells-floor.h"
29 #include "realm-hex.h"
30 #include "object-hook.h"
31 #include "monster-status.h"
34 * @brief プレイヤー周辺の地形を感知する
37 * @param known 地形から危険フラグを外すならTRUE
38 * @return 効力があった場合TRUEを返す
40 static bool detect_feat_flag(POSITION range, int flag, bool known)
46 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
48 /* Scan the current panel */
49 for (y = 1; y < current_floor_ptr->height - 1; y++)
51 for (x = 1; x <= current_floor_ptr->width - 1; x++)
53 int dist = distance(p_ptr->y, p_ptr->x, y, x);
54 if (dist > range) continue;
55 g_ptr = ¤t_floor_ptr->grid_array[y][x];
60 /* Mark as detected */
61 if (dist <= range && known)
63 if (dist <= range - 1) g_ptr->info |= (CAVE_IN_DETECT);
65 g_ptr->info &= ~(CAVE_UNSAFE);
72 if (cave_have_flag_grid(g_ptr, flag))
77 /* Hack -- Memorize */
78 g_ptr->info |= (CAVE_MARK);
91 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
93 * @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
94 * @return 効力があった場合TRUEを返す
96 bool detect_traps(POSITION range, bool known)
98 bool detect = detect_feat_flag(range, FF_TRAP, known);
100 if (known) p_ptr->dtrap = TRUE;
102 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
105 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
112 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
114 * @return 効力があった場合TRUEを返す
116 bool detect_doors(POSITION range)
118 bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
120 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
123 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
130 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
132 * @return 効力があった場合TRUEを返す
134 bool detect_stairs(POSITION range)
136 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
138 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
141 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
148 * @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
150 * @return 効力があった場合TRUEを返す
152 bool detect_treasure(POSITION range)
154 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
156 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
159 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!"));
166 * @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
168 * @return 効力があった場合TRUEを返す
170 bool detect_objects_gold(POSITION range)
174 POSITION range2 = range;
178 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range2 /= 3;
181 for (i = 1; i < o_max; i++)
183 object_type *o_ptr = ¤t_floor_ptr->o_list[i];
185 /* Skip dead objects */
186 if (!o_ptr->k_idx) continue;
188 /* Skip held objects */
189 if (o_ptr->held_m_idx) continue;
194 /* Only detect nearby objects */
195 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
197 /* Detect "gold" objects */
198 if (o_ptr->tval == TV_GOLD)
200 o_ptr->marked |= OM_FOUND;
206 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
209 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
212 if (detect_monsters_string(range, "$"))
221 * @brief 通常のアイテムオブジェクトを感知する / Detect all "normal" objects on the current panel
223 * @return 効力があった場合TRUEを返す
225 bool detect_objects_normal(POSITION range)
229 POSITION range2 = range;
233 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range2 /= 3;
236 for (i = 1; i < o_max; i++)
238 object_type *o_ptr = ¤t_floor_ptr->o_list[i];
240 /* Skip dead objects */
241 if (!o_ptr->k_idx) continue;
243 /* Skip held objects */
244 if (o_ptr->held_m_idx) continue;
249 /* Only detect nearby objects */
250 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
252 /* Detect "real" objects */
253 if (o_ptr->tval != TV_GOLD)
255 o_ptr->marked |= OM_FOUND;
261 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
264 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
267 if (detect_monsters_string(range, "!=?|/`"))
276 * @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.
278 * @return 効力があった場合TRUEを返す
281 * This will light up all spaces with "magic" items, including artifacts,
282 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
283 * and "enchanted" items of the "good" variety.
285 * It can probably be argued that this function is now too powerful.
288 bool detect_objects_magic(POSITION range)
290 OBJECT_TYPE_VALUE tv;
296 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
298 /* Scan all objects */
299 for (i = 1; i < o_max; i++)
301 object_type *o_ptr = ¤t_floor_ptr->o_list[i];
303 /* Skip dead objects */
304 if (!o_ptr->k_idx) continue;
306 /* Skip held objects */
307 if (o_ptr->held_m_idx) continue;
312 /* Only detect nearby objects */
313 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
315 /* Examine the tval */
318 /* Artifacts, misc magic items, or enchanted wearables */
319 if (object_is_artifact(o_ptr) ||
320 object_is_ego(o_ptr) ||
321 (tv == TV_WHISTLE) ||
329 (tv == TV_LIFE_BOOK) ||
330 (tv == TV_SORCERY_BOOK) ||
331 (tv == TV_NATURE_BOOK) ||
332 (tv == TV_CHAOS_BOOK) ||
333 (tv == TV_DEATH_BOOK) ||
334 (tv == TV_TRUMP_BOOK) ||
335 (tv == TV_ARCANE_BOOK) ||
336 (tv == TV_CRAFT_BOOK) ||
337 (tv == TV_DAEMON_BOOK) ||
338 (tv == TV_CRUSADE_BOOK) ||
339 (tv == TV_MUSIC_BOOK) ||
340 (tv == TV_HISSATSU_BOOK) ||
341 (tv == TV_HEX_BOOK) ||
342 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
344 /* Memorize the item */
345 o_ptr->marked |= OM_FOUND;
352 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!"));
361 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
363 * @return 効力があった場合TRUEを返す
365 bool detect_monsters_normal(POSITION range)
371 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
373 for (i = 1; i < m_max; i++)
375 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
376 monster_race *r_ptr = &r_info[m_ptr->r_idx];
377 if (!monster_is_valid(m_ptr)) continue;
382 /* Only detect nearby monsters */
383 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
385 /* Detect all non-invisible monsters */
386 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
388 /* Repair visibility later */
389 repair_monsters = TRUE;
391 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
392 update_monster(i, FALSE);
397 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
400 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
407 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
409 * @return 効力があった場合TRUEを返す
411 bool detect_monsters_invis(POSITION range)
417 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
419 for (i = 1; i < m_max; i++)
421 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
422 monster_race *r_ptr = &r_info[m_ptr->r_idx];
424 if (!monster_is_valid(m_ptr)) continue;
429 /* Only detect nearby monsters */
430 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
432 /* Detect invisible monsters */
433 if (r_ptr->flags2 & RF2_INVISIBLE)
435 /* Update monster recall window */
436 if (p_ptr->monster_race_idx == m_ptr->r_idx)
438 p_ptr->window |= (PW_MONSTER);
441 /* Repair visibility later */
442 repair_monsters = TRUE;
444 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
445 update_monster(i, FALSE);
450 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
453 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
459 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
461 * @return 効力があった場合TRUEを返す
463 bool detect_monsters_evil(POSITION range)
469 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
471 for (i = 1; i < m_max; i++)
473 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
474 monster_race *r_ptr = &r_info[m_ptr->r_idx];
476 /* Skip dead monsters */
477 if (!monster_is_valid(m_ptr)) continue;
482 /* Only detect nearby monsters */
483 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
485 /* Detect evil monsters */
486 if (r_ptr->flags3 & RF3_EVIL)
488 if (is_original_ap(m_ptr))
490 /* Take note that they are evil */
491 r_ptr->r_flags3 |= (RF3_EVIL);
493 /* Update monster recall window */
494 if (p_ptr->monster_race_idx == m_ptr->r_idx)
496 p_ptr->window |= (PW_MONSTER);
500 /* Repair visibility later */
501 repair_monsters = TRUE;
503 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
504 update_monster(i, FALSE);
510 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
516 * @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
518 * @return 効力があった場合TRUEを返す
520 bool detect_monsters_nonliving(POSITION range)
526 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
528 for (i = 1; i < m_max; i++)
530 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
532 /* Skip dead monsters */
533 if (!monster_is_valid(m_ptr)) continue;
538 /* Only detect nearby monsters */
539 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
541 /* Detect non-living monsters */
542 if (!monster_living(m_ptr->r_idx))
544 /* Update monster recall window */
545 if (p_ptr->monster_race_idx == m_ptr->r_idx)
547 p_ptr->window |= (PW_MONSTER);
550 /* Repair visibility later */
551 repair_monsters = TRUE;
553 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
554 update_monster(i, FALSE);
560 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!"));
566 * @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
568 * @return 効力があった場合TRUEを返す
570 bool detect_monsters_mind(POSITION range)
576 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
578 for (i = 1; i < m_max; i++)
580 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
581 monster_race *r_ptr = &r_info[m_ptr->r_idx];
583 /* Skip dead monsters */
584 if (!monster_is_valid(m_ptr)) continue;
589 /* Only detect nearby monsters */
590 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
592 /* Detect non-living monsters */
593 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
595 /* Update monster recall window */
596 if (p_ptr->monster_race_idx == m_ptr->r_idx)
598 p_ptr->window |= (PW_MONSTER);
601 /* Repair visibility later */
602 repair_monsters = TRUE;
604 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
605 update_monster(i, FALSE);
611 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
618 * @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
620 * @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)
621 * @return 効力があった場合TRUEを返す
623 bool detect_monsters_string(POSITION range, concptr Match)
629 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
631 for (i = 1; i < m_max; i++)
633 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
634 monster_race *r_ptr = &r_info[m_ptr->r_idx];
636 /* Skip dead monsters */
637 if (!monster_is_valid(m_ptr)) continue;
642 /* Only detect nearby monsters */
643 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
645 /* Detect monsters with the same symbol */
646 if (my_strchr(Match, r_ptr->d_char))
648 /* Update monster recall window */
649 if (p_ptr->monster_race_idx == m_ptr->r_idx)
651 p_ptr->window |= (PW_MONSTER);
654 /* Repair visibility later */
655 repair_monsters = TRUE;
657 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
658 update_monster(i, FALSE);
663 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
666 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
672 * @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
674 * @param match_flag 感知フラグ
675 * @return 効力があった場合TRUEを返す
677 bool detect_monsters_xxx(POSITION range, u32b match_flag)
682 concptr desc_monsters = _("変なモンスター", "weird monsters");
684 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
686 for (i = 1; i < m_max; i++)
688 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
689 monster_race *r_ptr = &r_info[m_ptr->r_idx];
691 /* Skip dead monsters */
692 if (!monster_is_valid(m_ptr)) continue;
697 /* Only detect nearby monsters */
698 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
700 /* Detect evil monsters */
701 if (r_ptr->flags3 & (match_flag))
703 if (is_original_ap(m_ptr))
705 /* Take note that they are something */
706 r_ptr->r_flags3 |= (match_flag);
708 /* Update monster recall window */
709 if (p_ptr->monster_race_idx == m_ptr->r_idx)
711 p_ptr->window |= (PW_MONSTER);
715 /* Repair visibility later */
716 repair_monsters = TRUE;
718 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
719 update_monster(i, FALSE);
728 desc_monsters = _("デーモン", "demons");
731 desc_monsters = _("アンデッド", "the undead");
735 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
743 * @brief 全感知処理 / Detect everything
745 * @return 効力があった場合TRUEを返す
747 bool detect_all(POSITION range)
751 /* Detect everything */
752 if (detect_traps(range, TRUE)) detect = TRUE;
753 if (detect_doors(range)) detect = TRUE;
754 if (detect_stairs(range)) detect = TRUE;
756 /* There are too many hidden treasure. So... */
757 /* if (detect_treasure(range)) detect = TRUE; */
759 if (detect_objects_gold(range)) detect = TRUE;
760 if (detect_objects_normal(range)) detect = TRUE;
761 if (detect_monsters_invis(range)) detect = TRUE;
762 if (detect_monsters_normal(range)) detect = TRUE;
768 * @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
771 * @return 効力があった場合TRUEを返す
774 * Note that affected monsters are NOT auto-tracked by this usage.
776 * To avoid misbehavior when monster deaths have side-effects,
777 * this is done in two passes. -- JDL
780 bool project_all_los(EFFECT_ID typ, HIT_POINT dam)
784 BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
785 bool obvious = FALSE;
788 /* Mark all (nearby) monsters */
789 for (i = 1; i < m_max; i++)
791 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
793 /* Paranoia -- Skip dead monsters */
794 if (!monster_is_valid(m_ptr)) continue;
799 /* Require line of sight */
800 if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
802 /* Mark the monster */
803 m_ptr->mflag |= (MFLAG_TEMP);
806 /* Affect all marked monsters */
807 for (i = 1; i < m_max; i++)
809 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
811 /* Skip unmarked monsters */
812 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
815 m_ptr->mflag &= ~(MFLAG_TEMP);
820 /* Jump directly to the target monster */
821 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
828 * @brief 視界内モンスターを加速する処理 / Speed monsters
829 * @return 効力があった場合TRUEを返す
831 bool speed_monsters(void)
833 return (project_all_los(GF_OLD_SPEED, p_ptr->lev));
837 * @brief 視界内モンスターを加速する処理 / Slow monsters
838 * @return 効力があった場合TRUEを返す
840 bool slow_monsters(int power)
842 return (project_all_los(GF_OLD_SLOW, power));
846 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
847 * @return 効力があった場合TRUEを返す
849 bool sleep_monsters(int power)
851 return (project_all_los(GF_OLD_SLEEP, power));
855 * @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
856 * @return 効力があった場合TRUEを返す
858 bool banish_evil(int dist)
860 return (project_all_los(GF_AWAY_EVIL, dist));
864 * @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
865 * @return 効力があった場合TRUEを返す
867 bool turn_undead(void)
869 bool tester = (project_all_los(GF_TURN_UNDEAD, p_ptr->lev));
871 chg_virtue(V_UNLIFE, -1);
876 * @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
877 * @return 効力があった場合TRUEを返す
879 bool dispel_undead(HIT_POINT dam)
881 bool tester = (project_all_los(GF_DISP_UNDEAD, dam));
883 chg_virtue(V_UNLIFE, -2);
888 * @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
889 * @return 効力があった場合TRUEを返す
891 bool dispel_evil(HIT_POINT dam)
893 return (project_all_los(GF_DISP_EVIL, dam));
897 * @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
898 * @return 効力があった場合TRUEを返す
900 bool dispel_good(HIT_POINT dam)
902 return (project_all_los(GF_DISP_GOOD, dam));
906 * @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
907 * @return 効力があった場合TRUEを返す
909 bool dispel_monsters(HIT_POINT dam)
911 return (project_all_los(GF_DISP_ALL, dam));
914 bool cleansing_nova(player_type *creature_ptr, bool magic, bool powerful)
917 if (dispel_evil(powerful ? 225 : 150)) ident = TRUE;
918 int k = 3 * creature_ptr->lev;
919 if (set_protevil((magic ? 0 : creature_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
920 if (set_poisoned(0)) ident = TRUE;
921 if (set_afraid(0)) ident = TRUE;
922 if (hp_player(50)) ident = TRUE;
923 if (set_stun(0)) ident = TRUE;
924 if (set_cut(0)) ident = TRUE;
928 bool unleash_mana_storm(player_type *creature_ptr, bool powerful)
930 msg_print(_("強力な魔力が敵を引き裂いた!", "Mighty magics rend your enemies!"));
931 project(0, (powerful ? 7 : 5), creature_ptr->y, creature_ptr->x,
932 (randint1(200) + (powerful ? 500 : 300)) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
933 if ((creature_ptr->pclass != CLASS_MAGE) && (creature_ptr->pclass != CLASS_HIGH_MAGE) && (creature_ptr->pclass != CLASS_SORCERER) && (creature_ptr->pclass != CLASS_MAGIC_EATER) && (creature_ptr->pclass != CLASS_BLUE_MAGE))
935 (void)take_hit(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);
941 * @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
942 * @return 効力があった場合TRUEを返す
944 bool dispel_living(HIT_POINT dam)
946 return (project_all_los(GF_DISP_LIVING, dam));
950 * @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
951 * @return 効力があった場合TRUEを返す
953 bool dispel_demons(HIT_POINT dam)
955 return (project_all_los(GF_DISP_DEMON, dam));
959 * @brief 視界内のモンスターに「聖戦」効果を与える処理
960 * @return 効力があった場合TRUEを返す
964 return (project_all_los(GF_CRUSADE, p_ptr->lev*4));
968 * @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.
969 * @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)
972 void aggravate_monsters(MONSTER_IDX who)
978 /* Aggravate everyone nearby */
979 for (i = 1; i < m_max; i++)
981 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
983 /* Paranoia -- Skip dead monsters */
984 if (!monster_is_valid(m_ptr)) continue;
986 /* Skip aggravating monster (or player) */
987 if (i == who) continue;
989 /* Wake up nearby sleeping monsters */
990 if (m_ptr->cdis < MAX_SIGHT * 2)
993 if (MON_CSLEEP(m_ptr))
995 (void)set_monster_csleep(i, 0);
998 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
1001 /* Speed up monsters in line of sight */
1002 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
1006 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
1012 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!"));
1013 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!"));
1014 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
1019 * @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
1020 * @param m_idx 抹殺するモンスターID
1021 * @param power 抹殺の威力
1022 * @param player_cast プレイヤーの魔法によるものならば TRUE
1023 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
1024 * @param spell_name 抹殺効果を起こした魔法の名前
1025 * @return 効力があった場合TRUEを返す
1027 bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, concptr spell_name)
1029 int msec = delay_factor * delay_factor * delay_factor;
1030 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1031 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1032 bool resist = FALSE;
1034 if (is_pet(m_ptr) && !player_cast) return FALSE;
1036 /* Hack -- Skip Unique Monsters or Quest Monsters */
1037 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1038 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1039 else if (m_idx == p_ptr->riding) resist = TRUE;
1040 else if ((p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
1041 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1042 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1046 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1048 GAME_TEXT m_name[MAX_NLEN];
1050 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1051 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1054 delete_monster_idx(m_idx);
1057 if (resist && player_cast)
1059 bool see_m = is_seen(m_ptr);
1060 GAME_TEXT m_name[MAX_NLEN];
1062 monster_desc(m_name, m_ptr, 0);
1065 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1067 if (MON_CSLEEP(m_ptr))
1069 (void)set_monster_csleep(m_idx, 0);
1072 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1075 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1079 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1083 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1088 take_hit(DAMAGE_GENO, randint1(dam_side), format(_("%^sの呪文を唱えた疲労", "the strain of casting %^s"), spell_name), -1);
1091 /* Visual feedback */
1092 move_cursor_relative(p_ptr->y, p_ptr->x);
1094 p_ptr->redraw |= (PR_HP);
1095 p_ptr->window |= (PW_PLAYER);
1100 Term_xtra(TERM_XTRA_DELAY, msec);
1107 * @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
1108 * @param power 抹殺の威力
1109 * @param player_cast プレイヤーの魔法によるものならば TRUE
1110 * @return 効力があった場合TRUEを返す
1112 bool symbol_genocide(int power, bool player_cast)
1116 bool result = FALSE;
1118 /* Prevent genocide in quest levels */
1119 if ((p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1121 msg_print(_("何も起きないようだ……", "It seems nothing happen here..."));
1125 /* Mega-Hack -- Get a monster symbol */
1126 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)) ;
1128 /* Delete the monsters of that "type" */
1129 for (i = 1; i < m_max; i++)
1131 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1132 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1134 /* Paranoia -- Skip dead monsters */
1135 if (!monster_is_valid(m_ptr)) continue;
1137 /* Skip "wrong" monsters */
1138 if (r_ptr->d_char != typ) continue;
1140 result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
1145 chg_virtue(V_VITALITY, -2);
1146 chg_virtue(V_CHANCE, -1);
1154 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
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(int power, bool player_cast)
1162 bool result = FALSE;
1164 /* Prevent mass genocide in quest levels */
1165 if ((p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1170 /* Delete the (nearby) monsters */
1171 for (i = 1; i < m_max; i++)
1173 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1175 /* Paranoia -- Skip dead monsters */
1176 if (!monster_is_valid(m_ptr)) continue;
1178 /* Skip distant monsters */
1179 if (m_ptr->cdis > MAX_SIGHT) continue;
1182 result |= genocide_aux(i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1187 chg_virtue(V_VITALITY, -2);
1188 chg_virtue(V_CHANCE, -1);
1196 * @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
1197 * @param power 抹殺の威力
1198 * @param player_cast プレイヤーの魔法によるものならば TRUE
1199 * @return 効力があった場合TRUEを返す
1201 bool mass_genocide_undead(int power, bool player_cast)
1204 bool result = FALSE;
1206 /* Prevent mass genocide in quest levels */
1207 if ((p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1212 /* Delete the (nearby) monsters */
1213 for (i = 1; i < m_max; i++)
1215 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1216 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1218 /* Paranoia -- Skip dead monsters */
1219 if (!monster_is_valid(m_ptr)) continue;
1221 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1223 /* Skip distant monsters */
1224 if (m_ptr->cdis > MAX_SIGHT) continue;
1227 result |= genocide_aux(i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1232 chg_virtue(V_UNLIFE, -2);
1233 chg_virtue(V_CHANCE, -1);
1241 * @brief 周辺モンスターを調査する / Probe nearby monsters
1242 * @return 効力があった場合TRUEを返す
1247 int speed; /* TODO */
1258 /* Probe all (nearby) monsters */
1259 for (i = 1; i < m_max; i++)
1261 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1262 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1264 /* Paranoia -- Skip dead monsters */
1265 if (!monster_is_valid(m_ptr)) continue;
1267 /* Require line of sight */
1268 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
1270 /* Probe visible monsters */
1273 GAME_TEXT m_name[MAX_NLEN];
1275 /* Start the message */
1278 msg_print(_("調査中...", "Probing..."));
1283 if (!is_original_ap(m_ptr))
1285 if (m_ptr->mflag2 & MFLAG2_KAGE)
1286 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1288 m_ptr->ap_r_idx = m_ptr->r_idx;
1289 lite_spot(m_ptr->fy, m_ptr->fx);
1291 /* Get "the monster" or "something" */
1292 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1294 speed = m_ptr->mspeed - 110;
1295 if (MON_FAST(m_ptr)) speed += 10;
1296 if (MON_SLOW(m_ptr)) speed -= 10;
1297 if (ironman_nightmare) speed += 5;
1299 /* Get the monster's alignment */
1300 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
1301 else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
1302 else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
1303 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)");
1304 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
1305 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
1306 else align = _("中立", "neutral");
1308 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:"),
1309 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1311 if (r_ptr->next_r_idx)
1313 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1317 strcat(buf, "xxx ");
1320 if (MON_CSLEEP(m_ptr)) strcat(buf,_("睡眠 ", "sleeping "));
1321 if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
1322 if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
1323 if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
1324 if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
1325 buf[strlen(buf)-1] = '\0';
1328 /* HACK : Add the line to message buffer */
1331 p_ptr->window |= (PW_MESSAGE);
1334 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
1337 Term_erase(0, 0, 255);
1339 /* Learn everything about this monster */
1340 if (lore_do_probe(m_ptr->r_idx))
1342 /* Get base name of monster */
1343 strcpy(buf, (r_name + r_ptr->name));
1346 /* Note that we learnt some new flags -Mogami- */
1347 msg_format("%sについてさらに詳しくなった気がする。", buf);
1352 /* Note that we learnt some new flags -Mogami- */
1353 msg_format("You now know more about %s.", buf);
1355 /* Clear -more- prompt */
1370 chg_virtue(V_KNOWLEDGE, 1);
1371 msg_print(_("これで全部です。", "That's all."));
1379 * @brief *破壊*処理を行う / The spell of destruction
1380 * @param y1 破壊の中心Y座標
1381 * @param x1 破壊の中心X座標
1383 * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
1384 * @return 効力があった場合TRUEを返す
1387 * This spell "deletes" monsters (instead of "killing" them).
1389 * Later we may use one function for both "destruction" and
1390 * "earthquake" by using the "full" to select "destruction".
1393 bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
1400 /* Prevent destruction of quest levels and town */
1401 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !current_floor_ptr->dun_level)
1406 /* Lose monster light */
1407 if (!in_generate) clear_mon_lite();
1409 /* Big area of affect */
1410 for (y = (y1 - r); y <= (y1 + r); y++)
1412 for (x = (x1 - r); x <= (x1 + r); x++)
1414 /* Skip illegal grids */
1415 if (!in_bounds(y, x)) continue;
1417 /* Extract the distance */
1418 k = distance(y1, x1, y, x);
1420 /* Stay in the circle of death */
1421 if (k > r) continue;
1422 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1424 /* Lose room and vault */
1425 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1427 /* Lose light and knowledge */
1428 g_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
1430 if (!in_generate) /* Normal */
1433 g_ptr->info &= ~(CAVE_UNSAFE);
1435 /* Hack -- Notice player affect */
1436 if (player_bold(y, x))
1438 /* Hurt the player later */
1441 /* Do not hurt this grid */
1446 /* Hack -- Skip the epicenter */
1447 if ((y == y1) && (x == x1)) continue;
1451 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1452 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1454 if (in_generate) /* In generation */
1456 /* Delete the monster (if any) */
1457 delete_monster(y, x);
1459 else if (r_ptr->flags1 & RF1_QUESTOR)
1461 /* Heal the monster */
1462 m_ptr->hp = m_ptr->maxhp;
1464 /* Try to teleport away quest monsters */
1465 if (!teleport_away(g_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
1469 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1471 GAME_TEXT m_name[MAX_NLEN];
1473 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1474 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
1477 /* Delete the monster (if any) */
1478 delete_monster(y, x);
1482 /* During generation, destroyed artifacts are "preserved" */
1483 if (preserve_mode || in_generate)
1485 OBJECT_IDX this_o_idx, next_o_idx = 0;
1487 /* Scan all objects in the grid */
1488 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1491 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
1492 next_o_idx = o_ptr->next_o_idx;
1494 /* Hack -- Preserve unknown artifacts */
1495 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
1497 /* Mega-Hack -- Preserve the artifact */
1498 a_info[o_ptr->name1].cur_num = 0;
1500 if (in_generate && cheat_peek)
1502 GAME_TEXT o_name[MAX_NLEN];
1503 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1504 msg_format(_("伝説のアイテム (%s) は生成中に*破壊*された。", "Artifact (%s) was *destroyed* during generation."), o_name);
1507 else if (in_generate && cheat_peek && o_ptr->art_name)
1509 msg_print(_("ランダム・アーティファクトの1つは生成中に*破壊*された。",
1510 "One of the random artifacts was *destroyed* during generation."));
1515 delete_object(y, x);
1517 /* Destroy "non-permanent" grids */
1518 if (!cave_perma_grid(g_ptr))
1520 /* Wall (or floor) type */
1523 if (!in_generate) /* Normal */
1527 /* Create granite wall */
1528 cave_set_feat(y, x, feat_granite);
1532 /* Create quartz vein */
1533 cave_set_feat(y, x, feat_quartz_vein);
1537 /* Create magma vein */
1538 cave_set_feat(y, x, feat_magma_vein);
1543 cave_set_feat(y, x, feat_ground_type[randint0(100)]);
1546 else /* In generation */
1550 /* Create granite wall */
1551 place_extra_grid(g_ptr);
1555 /* Create quartz vein */
1556 g_ptr->feat = feat_quartz_vein;
1560 /* Create magma vein */
1561 g_ptr->feat = feat_magma_vein;
1566 place_floor_grid(g_ptr);
1569 /* Clear garbage of hidden trap or door */
1578 /* Process "re-glowing" */
1579 for (y = (y1 - r); y <= (y1 + r); y++)
1581 for (x = (x1 - r); x <= (x1 + r); x++)
1583 /* Skip illegal grids */
1584 if (!in_bounds(y, x)) continue;
1586 /* Extract the distance */
1587 k = distance(y1, x1, y, x);
1589 /* Stay in the circle of death */
1590 if (k > r) continue;
1591 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1593 if (is_mirror_grid(g_ptr)) g_ptr->info |= CAVE_GLOW;
1594 else if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
1600 for (i = 0; i < 9; i++)
1602 yy = y + ddy_ddd[i];
1603 xx = x + ddx_ddd[i];
1604 if (!in_bounds2(yy, xx)) continue;
1605 cc_ptr = ¤t_floor_ptr->grid_array[yy][xx];
1606 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1608 g_ptr->info |= CAVE_GLOW;
1616 /* Hack -- Affect player */
1619 msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
1621 /* Blind the player */
1622 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
1625 (void)set_blind(p_ptr->blind + 10 + randint1(10));
1631 /* Mega-Hack -- Forget the view and lite */
1632 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1633 p_ptr->redraw |= (PR_MAP);
1634 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1636 if (p_ptr->special_defense & NINJA_S_STEALTH)
1638 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1648 * @brief 地震処理(サブルーチン) /
1649 * Induce an "earthquake" of the given radius at the given location.
1650 * @return 効力があった場合TRUEを返す
1654 * @param m_idx 地震を起こしたモンスターID(0ならばプレイヤー)
1658 * This will current_world_ptr->game_turn some walls into floors and some floors into walls.
1660 * The player will take damage and "jump" into a safe grid if possible,
1661 * otherwise, he will "tunnel" through the rubble instantaneously.
1663 * Monsters will take damage, and "jump" into a safe grid if possible,
1664 * otherwise they will be "buried" in the rubble, disappearing from
1665 * the level in the same way that they do when genocided.
1667 * Note that thus the player and monsters (except eaters of walls and
1668 * passers through walls) will never occupy the same grid as a wall.
1669 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
1670 * for a single current_world_ptr->game_turn, unless that monster can pass_walls or kill_walls.
1671 * This has allowed massive simplification of the "monster" code.
1674 bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
1678 POSITION y, x, yy, xx, dy, dx;
1681 POSITION sy = 0, sx = 0;
1686 /* Prevent destruction of quest levels and town */
1687 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !current_floor_ptr->dun_level)
1692 /* Paranoia -- Enforce maximum range */
1695 /* Clear the "maximal blast" area */
1696 for (y = 0; y < 32; y++)
1698 for (x = 0; x < 32; x++)
1704 /* Check around the epicenter */
1705 for (dy = -r; dy <= r; dy++)
1707 for (dx = -r; dx <= r; dx++)
1709 /* Extract the location */
1713 /* Skip illegal grids */
1714 if (!in_bounds(yy, xx)) continue;
1716 /* Skip distant grids */
1717 if (distance(cy, cx, yy, xx) > r) continue;
1718 g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
1720 /* Lose room and vault / Lose light and knowledge */
1721 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
1722 g_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
1724 /* Skip the epicenter */
1725 if (!dx && !dy) continue;
1727 /* Skip most grids */
1728 if (randint0(100) < 85) continue;
1730 /* Damage this grid */
1731 map[16+yy-cy][16+xx-cx] = TRUE;
1733 /* Hack -- Take note of player damage */
1734 if (player_bold(yy, xx)) hurt = TRUE;
1738 /* First, affect the player (if necessary) */
1739 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
1741 /* Check around the player */
1742 for (i = 0; i < 8; i++)
1744 /* Access the location */
1745 y = p_ptr->y + ddy_ddd[i];
1746 x = p_ptr->x + ddx_ddd[i];
1748 /* Skip non-empty grids */
1749 if (!cave_empty_bold(y, x)) continue;
1751 /* Important -- Skip "quake" grids */
1752 if (map[16+y-cy][16+x-cx]) continue;
1754 if (current_floor_ptr->grid_array[y][x].m_idx) continue;
1756 /* Count "safe" grids */
1759 /* Randomize choice */
1760 if (randint0(sn) > 0) continue;
1762 /* Save the safe location */
1766 /* Random message */
1767 switch (randint1(3))
1771 msg_print(_("ダンジョンの壁が崩れた!", "The current_floor_ptr->grid_array ceiling collapses!"));
1776 msg_print(_("ダンジョンの床が不自然にねじ曲がった!", "The current_floor_ptr->grid_array floor twists in an unnatural way!"));
1781 msg_print(_("ダンジョンが揺れた!崩れた岩が頭に降ってきた!", "The current_floor_ptr->grid_array quakes! You are pummeled with debris!"));
1786 /* Hurt the player a lot */
1789 /* Message and damage */
1790 msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
1794 /* Destroy the grid, and push the player to safety */
1797 /* Calculate results */
1798 switch (randint1(3))
1802 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
1808 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
1809 damage = damroll(10, 4);
1810 (void)set_stun(p_ptr->stun + randint1(50));
1815 msg_print(_("あなたは床と壁との間に挟まれてしまった!", "You are crushed between the floor and ceiling!"));
1816 damage = damroll(10, 4);
1817 (void)set_stun(p_ptr->stun + randint1(50));
1822 /* Move the player to the safe location */
1823 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
1826 /* Important -- no wall on player */
1827 map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
1835 GAME_TEXT m_name[MAX_NLEN];
1836 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1838 /* Get the monster's real name */
1839 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1841 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
1845 killer = _("地震", "an earthquake");
1848 take_hit(DAMAGE_ATTACK, damage, killer, -1);
1852 /* Examine the quaked region */
1853 for (dy = -r; dy <= r; dy++)
1855 for (dx = -r; dx <= r; dx++)
1857 /* Extract the location */
1861 /* Skip unaffected grids */
1862 if (!map[16+yy-cy][16+xx-cx]) continue;
1863 g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
1865 if (g_ptr->m_idx == p_ptr->riding) continue;
1867 /* Process monsters */
1870 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1871 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1873 /* Quest monsters */
1874 if (r_ptr->flags1 & RF1_QUESTOR)
1876 /* No wall on quest monsters */
1877 map[16+yy-cy][16+xx-cx] = FALSE;
1882 /* Most monsters cannot co-exist with rock */
1883 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
1884 !(r_ptr->flags2 & (RF2_PASS_WALL)))
1886 GAME_TEXT m_name[MAX_NLEN];
1888 /* Assume not safe */
1891 /* Monster can move to escape the wall */
1892 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
1894 /* Look for safety */
1895 for (i = 0; i < 8; i++)
1897 y = yy + ddy_ddd[i];
1898 x = xx + ddx_ddd[i];
1900 /* Skip non-empty grids */
1901 if (!cave_empty_bold(y, x)) continue;
1903 /* Hack -- no safety on glyph of warding */
1904 if (is_glyph_grid(¤t_floor_ptr->grid_array[y][x])) continue;
1905 if (is_explosive_rune_grid(¤t_floor_ptr->grid_array[y][x])) continue;
1907 /* ... nor on the Pattern */
1908 if (pattern_tile(y, x)) continue;
1910 /* Important -- Skip "quake" grids */
1911 if (map[16+y-cy][16+x-cx]) continue;
1913 if (current_floor_ptr->grid_array[y][x].m_idx) continue;
1914 if (player_bold(y, x)) continue;
1916 /* Count "safe" grids */
1919 /* Randomize choice */
1920 if (randint0(sn) > 0) continue;
1922 /* Save the safe grid */
1927 monster_desc(m_name, m_ptr, 0);
1929 /* Scream in pain */
1930 if (!ignore_unview || is_seen(m_ptr)) msg_format(_("%^sは苦痛で泣きわめいた!", "%^s wails out in pain!"), m_name);
1932 /* Take damage from the quake */
1933 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
1935 /* Monster is certainly awake */
1936 (void)set_monster_csleep(g_ptr->m_idx, 0);
1938 /* Apply damage directly */
1939 m_ptr->hp -= damage;
1941 /* Delete (not kill) "dead" monsters */
1944 if (!ignore_unview || is_seen(m_ptr))
1945 msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
1949 if (record_named_pet && is_pet(¤t_floor_ptr->m_list[g_ptr->m_idx]) && current_floor_ptr->m_list[g_ptr->m_idx].nickname)
1951 char m2_name[MAX_NLEN];
1953 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
1954 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
1958 delete_monster(yy, xx);
1960 /* No longer safe */
1964 /* Hack -- Escape from the rock */
1967 IDX m_idx_aux = current_floor_ptr->grid_array[yy][xx].m_idx;
1969 /* Update the old location */
1970 current_floor_ptr->grid_array[yy][xx].m_idx = 0;
1972 /* Update the new location */
1973 current_floor_ptr->grid_array[sy][sx].m_idx = m_idx_aux;
1975 /* Move the monster */
1979 update_monster(m_idx, TRUE);
1988 /* Lose monster light */
1991 /* Examine the quaked region */
1992 for (dy = -r; dy <= r; dy++)
1994 for (dx = -r; dx <= r; dx++)
1996 /* Extract the location */
2000 /* Skip unaffected grids */
2001 if (!map[16+yy-cy][16+xx-cx]) continue;
2003 g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
2005 /* Paranoia -- never affect player */
2006 /* if (player_bold(yy, xx)) continue; */
2008 /* Destroy location (if valid) */
2009 if (cave_valid_bold(yy, xx))
2011 delete_object(yy, xx);
2013 /* Wall (or floor) type */
2014 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
2019 /* Create granite wall */
2020 cave_set_feat(yy, xx, feat_granite);
2026 /* Create quartz vein */
2027 cave_set_feat(yy, xx, feat_quartz_vein);
2033 /* Create magma vein */
2034 cave_set_feat(yy, xx, feat_magma_vein);
2041 cave_set_feat(yy, xx, feat_ground_type[randint0(100)]);
2047 /* Process "re-glowing" */
2048 for (dy = -r; dy <= r; dy++)
2050 for (dx = -r; dx <= r; dx++)
2052 /* Extract the location */
2056 /* Skip illegal grids */
2057 if (!in_bounds(yy, xx)) continue;
2059 /* Skip distant grids */
2060 if (distance(cy, cx, yy, xx) > r) continue;
2061 g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
2063 if (is_mirror_grid(g_ptr)) g_ptr->info |= CAVE_GLOW;
2064 else if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
2070 for (ii = 0; ii < 9; ii++)
2072 yyy = yy + ddy_ddd[ii];
2073 xxx = xx + ddx_ddd[ii];
2074 if (!in_bounds2(yyy, xxx)) continue;
2075 cc_ptr = ¤t_floor_ptr->grid_array[yyy][xxx];
2076 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2078 g_ptr->info |= CAVE_GLOW;
2086 /* Mega-Hack -- Forget the view and lite */
2087 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
2088 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH | PR_MAP);
2089 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2091 if (p_ptr->special_defense & NINJA_S_STEALTH)
2093 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2101 * @brief 地震処理(プレイヤーの中心発動) /
2102 * Induce an "earthquake" of the given radius at the given location.
2103 * @return 効力があった場合TRUEを返す
2108 bool earthquake(POSITION cy, POSITION cx, POSITION r)
2110 return earthquake_aux(cy, cx, r, 0);
2117 void discharge_minion(void)
2122 for (i = 1; i < m_max; i++)
2124 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
2125 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2126 if (m_ptr->nickname) okay = FALSE;
2128 if (!okay || p_ptr->riding)
2130 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? ")))
2133 for (i = 1; i < m_max; i++)
2136 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
2137 monster_race *r_ptr;
2139 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2140 r_ptr = &r_info[m_ptr->r_idx];
2142 /* Uniques resist discharging */
2143 if (r_ptr->flags1 & RF1_UNIQUE)
2145 GAME_TEXT m_name[MAX_NLEN];
2146 monster_desc(m_name, m_ptr, 0x00);
2147 msg_format(_("%sは爆破されるのを嫌がり、勝手に自分の世界へと帰った。", "%^s resists to be blasted, and run away."), m_name);
2148 delete_monster_idx(i);
2151 dam = m_ptr->maxhp / 2;
2152 if (dam > 100) dam = (dam - 100) / 2 + 100;
2153 if (dam > 400) dam = (dam - 400) / 2 + 400;
2154 if (dam > 800) dam = 800;
2155 project(i, 2 + (r_ptr->level / 20), m_ptr->fy, m_ptr->fx, dam, GF_PLASMA,
2156 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
2158 if (record_named_pet && m_ptr->nickname)
2160 GAME_TEXT m_name[MAX_NLEN];
2162 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2163 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
2166 delete_monster_idx(i);
2172 * @brief 部屋全体を照らすサブルーチン
2176 * This routine clears the entire "temp" set.
2177 * This routine will Perma-Lite all "temp" grids.
2178 * This routine is used (only) by "lite_room()"
2179 * Dark grids are illuminated.
2180 * Also, process all affected monsters.
2182 * SMART monsters always wake up when illuminated
2183 * NORMAL monsters wake up 1/4 the time when illuminated
2184 * STUPID monsters wake up 1/10 the time when illuminated
2187 static void cave_temp_room_lite(void)
2191 /* Clear them all */
2192 for (i = 0; i < tmp_pos.n; i++)
2194 POSITION y = tmp_pos.y[i];
2195 POSITION x = tmp_pos.x[i];
2197 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2199 /* No longer in the array */
2200 g_ptr->info &= ~(CAVE_TEMP);
2202 /* Update only non-CAVE_GLOW grids */
2203 /* if (g_ptr->info & (CAVE_GLOW)) continue; */
2206 g_ptr->info |= (CAVE_GLOW);
2208 /* Process affected monsters */
2211 PERCENTAGE chance = 25;
2212 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
2213 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2214 update_monster(g_ptr->m_idx, FALSE);
2216 /* Stupid monsters rarely wake up */
2217 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
2219 /* Smart monsters always wake up */
2220 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
2222 /* Sometimes monsters wake up */
2223 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
2226 (void)set_monster_csleep(g_ptr->m_idx, 0);
2228 /* Notice the "waking up" */
2231 GAME_TEXT m_name[MAX_NLEN];
2232 monster_desc(m_name, m_ptr, 0);
2233 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2240 update_local_illumination(y, x);
2250 * @brief 部屋全体を暗くするサブルーチン
2254 * This routine clears the entire "temp" set.
2255 * This routine will "darken" all "temp" grids.
2256 * In addition, some of these grids will be "unmarked".
2257 * This routine is used (only) by "unlite_room()"
2258 * Also, process all affected monsters
2261 static void cave_temp_room_unlite(void)
2265 /* Clear them all */
2266 for (i = 0; i < tmp_pos.n; i++)
2268 POSITION y = tmp_pos.y[i];
2269 POSITION x = tmp_pos.x[i];
2272 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2273 bool do_dark = !is_mirror_grid(g_ptr);
2275 /* No longer in the array */
2276 g_ptr->info &= ~(CAVE_TEMP);
2278 /* Darken the grid */
2281 if (current_floor_ptr->dun_level || !is_daytime())
2283 for (j = 0; j < 9; j++)
2285 POSITION by = y + ddy_ddd[j];
2286 POSITION bx = x + ddx_ddd[j];
2288 if (in_bounds2(by, bx))
2290 grid_type *cc_ptr = ¤t_floor_ptr->grid_array[by][bx];
2292 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2300 if (!do_dark) continue;
2303 g_ptr->info &= ~(CAVE_GLOW);
2305 /* Hack -- Forget "boring" grids */
2306 if (!have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_REMEMBER))
2308 /* Forget the grid */
2309 if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
2313 /* Process affected monsters */
2316 update_monster(g_ptr->m_idx, FALSE);
2320 update_local_illumination(y, x);
2330 * @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
2333 * @param pass_bold 地形条件を返す関数ポインタ
2336 static int next_to_open(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2343 for (i = 0; i < 16; i++)
2345 y = cy + ddy_cdd[i % 8];
2346 x = cx + ddx_cdd[i % 8];
2348 /* Found a wall, break the length */
2349 if (!pass_bold(y, x))
2351 /* Track best length */
2365 return (MAX(len, blen));
2369 * @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
2372 * @param pass_bold 地形条件を返す関数ポインタ
2375 static int next_to_walls_adj(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2381 for (i = 0; i < 8; i++)
2383 y = cy + ddy_ddd[i];
2384 x = cx + ddx_ddd[i];
2386 if (!pass_bold(y, x)) c++;
2394 * @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
2395 * @param y 部屋内のy座標1点
2396 * @param x 部屋内のx座標1点
2397 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
2398 * @param pass_bold 地形条件を返す関数ポインタ
2401 static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pass_bold)(POSITION, POSITION))
2404 g_ptr = ¤t_floor_ptr->grid_array[y][x];
2406 /* Avoid infinite recursion */
2407 if (g_ptr->info & (CAVE_TEMP)) return;
2409 /* Do not "leave" the current room */
2410 if (!(g_ptr->info & (CAVE_ROOM)))
2412 if (only_room) return;
2415 if (!in_bounds2(y, x)) return;
2417 /* Do not exceed the maximum spell range */
2418 if (distance(p_ptr->y, p_ptr->x, y, x) > MAX_RANGE) return;
2420 /* Verify this grid */
2422 * The reason why it is ==6 instead of >5 is that 8 is impossible
2423 * due to the check for cave_bold above.
2424 * 7 lights dead-end corridors (you need to do this for the
2425 * checkboard interesting rooms, so that the boundary is lit
2427 * This leaves only a check for 6 bounding walls!
2429 if (in_bounds(y, x) && pass_bold(y, x) &&
2430 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
2433 /* Paranoia -- verify space */
2434 if (tmp_pos.n == TEMP_MAX) return;
2436 /* Mark the grid as "seen" */
2437 g_ptr->info |= (CAVE_TEMP);
2439 /* Add it to the "seen" set */
2440 tmp_pos.y[tmp_pos.n] = y;
2441 tmp_pos.x[tmp_pos.n] = x;
2446 * @brief 指定のマスが光を通すか(LOSフラグを持つか)を返す。 / Aux function -- see below
2449 * @return 光を通すならばtrueを返す。
2451 static bool cave_pass_lite_bold(POSITION y, POSITION x)
2453 return cave_los_bold(y, x);
2457 * @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
2462 static void cave_temp_lite_room_aux(POSITION y, POSITION x)
2464 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
2468 * @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
2471 * @return 射線を通すならばtrueを返す。
2473 static bool cave_pass_dark_bold(POSITION y, POSITION x)
2475 return cave_have_flag_bold(y, x, FF_PROJECT);
2480 * @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
2485 static void cave_temp_unlite_room_aux(POSITION y, POSITION x)
2487 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
2492 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
2497 void lite_room(POSITION y1, POSITION x1)
2502 /* Add the initial grid */
2503 cave_temp_lite_room_aux(y1, x1);
2505 /* While grids are in the queue, add their neighbors */
2506 for (i = 0; i < tmp_pos.n; i++)
2508 x = tmp_pos.x[i], y = tmp_pos.y[i];
2510 /* Walls get lit, but stop light */
2511 if (!cave_pass_lite_bold(y, x)) continue;
2513 /* Spread adjacent */
2514 cave_temp_lite_room_aux(y + 1, x);
2515 cave_temp_lite_room_aux(y - 1, x);
2516 cave_temp_lite_room_aux(y, x + 1);
2517 cave_temp_lite_room_aux(y, x - 1);
2519 /* Spread diagonal */
2520 cave_temp_lite_room_aux(y + 1, x + 1);
2521 cave_temp_lite_room_aux(y - 1, x - 1);
2522 cave_temp_lite_room_aux(y - 1, x + 1);
2523 cave_temp_lite_room_aux(y + 1, x - 1);
2526 /* Now, lite them all up at once */
2527 cave_temp_room_lite();
2529 if (p_ptr->special_defense & NINJA_S_STEALTH)
2531 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2537 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
2542 void unlite_room(POSITION y1, POSITION x1)
2547 /* Add the initial grid */
2548 cave_temp_unlite_room_aux(y1, x1);
2550 /* Spread, breadth first */
2551 for (i = 0; i < tmp_pos.n; i++)
2553 x = tmp_pos.x[i], y = tmp_pos.y[i];
2555 /* Walls get dark, but stop darkness */
2556 if (!cave_pass_dark_bold(y, x)) continue;
2558 /* Spread adjacent */
2559 cave_temp_unlite_room_aux(y + 1, x);
2560 cave_temp_unlite_room_aux(y - 1, x);
2561 cave_temp_unlite_room_aux(y, x + 1);
2562 cave_temp_unlite_room_aux(y, x - 1);
2564 /* Spread diagonal */
2565 cave_temp_unlite_room_aux(y + 1, x + 1);
2566 cave_temp_unlite_room_aux(y - 1, x - 1);
2567 cave_temp_unlite_room_aux(y - 1, x + 1);
2568 cave_temp_unlite_room_aux(y + 1, x - 1);
2571 /* Now, darken them all at once */
2572 cave_temp_room_unlite();
2575 bool starlight(bool magic)
2577 HIT_POINT num = damroll(5, 3);
2578 POSITION y = 0, x = 0;
2582 if (!p_ptr->blind && !magic)
2584 msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly..."));
2586 for (k = 0; k < num; k++)
2592 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, PROJECT_LOS);
2593 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2594 if (!player_bold(y, x)) break;
2597 project(0, 0, y, x, damroll(6 + p_ptr->lev / 8, 10), GF_LITE_WEAK,
2598 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL | PROJECT_LOS), -1);
2606 * @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
2609 * @return 作用が実際にあった場合TRUEを返す
2611 bool lite_area(HIT_POINT dam, POSITION rad)
2613 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2615 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
2617 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
2623 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
2626 /* Hook into the "project()" function */
2627 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1);
2629 lite_room(p_ptr->y, p_ptr->x);
2637 * @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
2640 * @return 作用が実際にあった場合TRUEを返す
2642 bool unlite_area(HIT_POINT dam, POSITION rad)
2644 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2648 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
2651 /* Hook into the "project()" function */
2652 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1);
2654 unlite_room(p_ptr->y, p_ptr->x);
2663 * @brief ボール系スペルの発動 / Cast a ball spell
2665 * @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)
2668 * @return 作用が実際にあった場合TRUEを返す
2671 * Stop if we hit a monster, act as a "ball"
2672 * Allow "target" mode to pass over monsters
2673 * Affect grids, objects, and monsters
2676 bool fire_ball(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2680 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2682 if (typ == GF_CHARM_LIVING) flg|= PROJECT_HIDE;
2683 /* Use the given direction */
2684 tx = p_ptr->x + 99 * ddx[dir];
2685 ty = p_ptr->y + 99 * ddy[dir];
2687 /* Hack -- Use an actual "target" */
2688 if ((dir == 5) && target_okay())
2690 flg &= ~(PROJECT_STOP);
2695 /* Analyze the "dir" and the "target". Hurt items on floor. */
2696 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2700 * @brief ブレス系スペルの発動 / Cast a breath spell
2702 * @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)
2705 * @return 作用が実際にあった場合TRUEを返す
2708 * Stop if we hit a monster, act as a "ball"
2709 * Allow "target" mode to pass over monsters
2710 * Affect grids, objects, and monsters
2713 bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2715 return fire_ball(typ, dir, dam, -rad);
2720 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
2722 * @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)
2725 * @return 作用が実際にあった場合TRUEを返す
2728 * Stop if we hit a monster, act as a "ball"
2729 * Allow "target" mode to pass over monsters
2730 * Affect grids, objects, and monsters
2733 bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2736 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2738 /* Use the given direction */
2739 tx = p_ptr->x + 99 * ddx[dir];
2740 ty = p_ptr->y + 99 * ddy[dir];
2742 /* Hack -- Use an actual "target" */
2743 if ((dir == 5) && target_okay())
2749 /* Analyze the "dir" and the "target". Hurt items on floor. */
2750 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2755 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
2757 * @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)
2760 * @return 作用が実際にあった場合TRUEを返す
2763 * Stop if we hit a monster, act as a "ball"
2764 * Allow "target" mode to pass over monsters
2765 * Affect grids, objects, and monsters
2768 bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2771 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
2773 /* Use the given direction */
2774 tx = p_ptr->x + 99 * ddx[dir];
2775 ty = p_ptr->y + 99 * ddy[dir];
2777 /* Hack -- Use an actual "target" */
2778 if ((dir == 5) && target_okay())
2780 flg &= ~(PROJECT_STOP);
2785 /* Analyze the "dir" and the "target". Hurt items on floor. */
2786 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2791 * @brief メテオ系スペルの発動 / Cast a meteor spell
2792 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
2798 * @return 作用が実際にあった場合TRUEを返す
2801 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
2802 * player, or outside source, that starts out at an arbitrary location, and
2803 * leaving no trail from the "caster" to the target. This function is
2804 * especially useful for bombardments and similar. -LM-
2805 * Option to hurt the player.
2808 bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
2810 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2812 /* Analyze the "target" and the caster. */
2813 return (project(who, rad, y, x, dam, typ, flg, -1));
2818 * @brief ブラスト系スペルの発動 / Cast a blast spell
2820 * @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)
2825 * @return 作用が実際にあった場合TRUEを返す
2827 bool fire_blast(EFFECT_ID typ, DIRECTION dir, DICE_NUMBER dd, DICE_SID ds, int num, int dev)
2831 POSITION ty, tx, y, x;
2834 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
2839 /* Use the given direction */
2842 ly = ty = p_ptr->y + 20 * ddy[dir];
2843 lx = tx = p_ptr->x + 20 * ddx[dir];
2846 /* Use an actual "target" */
2847 else /* if (dir == 5) */
2852 lx = 20 * (tx - p_ptr->x) + p_ptr->x;
2853 ly = 20 * (ty - p_ptr->y) + p_ptr->y;
2856 ld = distance(p_ptr->y, p_ptr->x, ly, lx);
2859 for (i = 0; i < num; i++)
2863 /* Get targets for some bolts */
2864 y = rand_spread(ly, ld * dev / 20);
2865 x = rand_spread(lx, ld * dev / 20);
2867 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
2870 /* Analyze the "dir" and the "target". */
2871 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
2882 * @brief モンスターとの位置交換処理 / Switch position with a monster.
2883 * @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)
2884 * @return 作用が実際にあった場合TRUEを返す
2886 bool teleport_swap(DIRECTION dir)
2890 monster_type* m_ptr;
2891 monster_race* r_ptr;
2893 if ((dir == 5) && target_okay())
2900 tx = p_ptr->x + ddx[dir];
2901 ty = p_ptr->y + ddy[dir];
2903 g_ptr = ¤t_floor_ptr->grid_array[ty][tx];
2905 if (p_ptr->anti_tele)
2907 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
2911 if (!g_ptr->m_idx || (g_ptr->m_idx == p_ptr->riding))
2913 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
2917 if ((g_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10))
2919 msg_print(_("失敗した。", "Failed to swap."));
2923 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
2924 r_ptr = &r_info[m_ptr->r_idx];
2926 (void)set_monster_csleep(g_ptr->m_idx, 0);
2928 if (r_ptr->flagsr & RFR_RES_TELE)
2930 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
2931 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2935 sound(SOUND_TELEPORT);
2937 /* Swap the player and monster */
2938 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
2946 * @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)
2948 * @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)
2951 * @return 作用が実際にあった場合TRUEを返す
2953 bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
2957 /* Pass through the target if needed */
2958 flg |= (PROJECT_THRU);
2960 /* Use the given direction */
2961 tx = p_ptr->x + ddx[dir];
2962 ty = p_ptr->y + ddy[dir];
2964 /* Hack -- Use an actual "target" */
2965 if ((dir == 5) && target_okay())
2971 /* Analyze the "dir" and the "target", do NOT explode */
2972 return (project(0, 0, ty, tx, dam, typ, flg, -1));
2977 * @brief ボルト系スペルの発動 / Cast a bolt spell.
2979 * @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)
2981 * @return 作用が実際にあった場合TRUEを返す
2984 * Stop if we hit a monster, as a "bolt".
2985 * Affect monsters and grids (not objects).
2988 bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
2990 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
2991 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
2992 return (project_hook(typ, dir, dam, flg));
2997 * @brief ビーム系スペルの発動 / Cast a beam spell.
2999 * @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)
3001 * @return 作用が実際にあった場合TRUEを返す
3004 * Pass through monsters, as a "beam".
3005 * Affect monsters, grids and objects.
3008 bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3010 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
3011 return (project_hook(typ, dir, dam, flg));
3016 * @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.
3017 * @param prob ビーム化する確率(%)
3019 * @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)
3021 * @return 作用が実際にあった場合TRUEを返す
3024 * Pass through monsters, as a "beam".
3025 * Affect monsters, grids and objects.
3028 bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3030 if (randint0(100) < prob)
3032 return (fire_beam(typ, dir, dam));
3036 return (fire_bolt(typ, dir, dam));
3041 * @brief LITE_WEAK属性による光源ビーム処理
3042 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3044 * @return 作用が実際にあった場合TRUEを返す
3046 bool lite_line(DIRECTION dir, HIT_POINT dam)
3048 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
3049 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
3054 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3056 * @return 作用が実際にあった場合TRUEを返す
3058 bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam)
3060 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3061 return (project_hook(GF_HYPODYNAMIA, dir, dam, flg));
3066 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3068 * @return 作用が実際にあった場合TRUEを返す
3070 bool wall_to_mud(DIRECTION dir, HIT_POINT dam)
3072 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3073 return (project_hook(GF_KILL_WALL, dir, dam, flg));
3078 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3079 * @return 作用が実際にあった場合TRUEを返す
3081 bool wizard_lock(DIRECTION dir)
3083 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3084 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
3089 * @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)
3090 * @return 作用が実際にあった場合TRUEを返す
3092 bool destroy_door(DIRECTION dir)
3094 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3095 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
3100 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3101 * @return 作用が実際にあった場合TRUEを返す
3103 bool disarm_trap(DIRECTION dir)
3105 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3106 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
3112 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3113 * @param plev プレイヤーレベル(効力はplev*200)
3114 * @return 作用が実際にあった場合TRUEを返す
3116 bool death_ray(DIRECTION dir, PLAYER_LEVEL plev)
3118 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3119 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
3123 * @brief モンスター用テレポート処理
3124 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3125 * @param distance 移動距離
3126 * @return 作用が実際にあった場合TRUEを返す
3128 bool teleport_monster(DIRECTION dir, int distance)
3130 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
3131 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
3135 * @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)
3136 * @return 作用が実際にあった場合TRUEを返す
3138 bool door_creation(void)
3140 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3141 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_DOOR, flg, -1));
3145 * @brief トラップ生成処理(起点から周囲1マス)
3148 * @return 作用が実際にあった場合TRUEを返す
3150 bool trap_creation(POSITION y, POSITION x)
3152 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3153 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
3157 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
3158 * @return 作用が実際にあった場合TRUEを返す
3160 bool tree_creation(void)
3162 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3163 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_TREE, flg, -1));
3167 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
3168 * @return 作用が実際にあった場合TRUEを返す
3170 bool glyph_creation(void)
3172 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
3173 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_GLYPH, flg, -1));
3177 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
3178 * @return 作用が実際にあった場合TRUEを返す
3180 bool wall_stone(void)
3182 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3183 bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
3184 p_ptr->update |= (PU_FLOW);
3185 p_ptr->redraw |= (PR_MAP);
3190 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
3191 * @return 作用が実際にあった場合TRUEを返す
3193 bool destroy_doors_touch(void)
3195 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3196 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_DOOR, flg, -1));
3200 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
3201 * @return 作用が実際にあった場合TRUEを返す
3203 bool disarm_traps_touch(void)
3205 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3206 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_TRAP, flg, -1));
3210 * @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)
3211 * @return 作用が実際にあった場合TRUEを返す
3213 bool sleep_monsters_touch(void)
3215 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
3216 return (project(0, 1, p_ptr->y, p_ptr->x, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
3221 * @brief 死者復活処理(起点より周囲5マス)
3222 * @param who 術者モンスターID(0ならばプレイヤー)
3225 * @return 作用が実際にあった場合TRUEを返す
3227 bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x)
3229 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
3230 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
3235 * @return 作用が実際にあった場合TRUEを返す
3237 void call_chaos(void)
3239 int Chaos_type, dummy, dir;
3240 PLAYER_LEVEL plev = p_ptr->lev;
3241 bool line_chaos = FALSE;
3243 int hurt_types[31] =
3245 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
3246 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
3247 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
3248 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
3249 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
3250 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
3251 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
3252 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
3255 Chaos_type = hurt_types[randint0(31)];
3256 if (one_in_(4)) line_chaos = TRUE;
3260 for (dummy = 1; dummy < 10; dummy++)
3265 fire_beam(Chaos_type, dummy, 150);
3267 fire_ball(Chaos_type, dummy, 150, 2);
3271 else if (one_in_(3))
3273 fire_ball(Chaos_type, 0, 500, 8);
3277 if (!get_aim_dir(&dir)) return;
3279 fire_beam(Chaos_type, dir, 250);
3281 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
3286 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
3287 * @param stop_ty 再帰処理停止フラグ
3289 * @return 作用が実際にあった場合TRUEを返す
3292 * rr9: Stop the nasty things when a Cyberdemon is summoned
3293 * or the player gets paralyzed.
3296 bool activate_ty_curse(bool stop_ty, int *count)
3299 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3303 switch (randint1(34))
3308 msg_print(_("地面が揺れた...", "The ground trembles..."));
3309 earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
3310 if (!one_in_(6)) break;
3315 HIT_POINT dam = damroll(10, 10);
3316 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!"));
3317 project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1);
3318 take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
3319 if (!one_in_(6)) break;
3324 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
3325 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
3326 if (randint0(13)) (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3327 if (!one_in_(6)) break;
3330 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3334 project(0, 7, p_ptr->y, p_ptr->x, 50, GF_KILL_WALL, flg, -1);
3335 take_hit(DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
3337 if (!one_in_(6)) break;
3338 case 1: case 2: case 3: case 16: case 17:
3339 aggravate_monsters(0);
3340 if (!one_in_(6)) break;
3341 case 4: case 5: case 6:
3342 (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3343 if (!one_in_(6)) break;
3344 case 7: case 8: case 9: case 18:
3345 (*count) += summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
3346 if (!one_in_(6)) break;
3347 case 10: case 11: case 12:
3348 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..."));
3349 lose_exp(p_ptr->exp / 16);
3350 if (!one_in_(6)) break;
3351 case 13: case 14: case 15: case 19: case 20:
3352 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
3358 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
3359 if (p_ptr->free_act)
3360 set_paralyzed(p_ptr->paralyzed + randint1(3));
3362 set_paralyzed(p_ptr->paralyzed + randint1(13));
3365 if (!one_in_(6)) break;
3366 case 21: case 22: case 23:
3367 (void)do_dec_stat(randint0(6));
3368 if (!one_in_(6)) break;
3370 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
3372 if (!one_in_(6)) break;
3375 * Only summon Cyberdemons deep in the dungeon.
3377 if ((current_floor_ptr->dun_level > 65) && !stop_ty)
3379 (*count) += summon_cyber(-1, p_ptr->y, p_ptr->x);
3383 if (!one_in_(6)) break;
3389 (void)do_dec_stat(i);
3397 while (one_in_(3) && !stop_ty);
3403 * @brief HI_SUMMON(上級召喚)処理発動
3406 * @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
3407 * @return 作用が実際にあった場合TRUEを返す
3409 int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
3414 BIT_FLAGS mode = PM_ALLOW_GROUP;
3421 mode |= PM_FORCE_FRIENDLY;
3425 mode |= PM_FORCE_PET;
3430 if (!pet) mode |= PM_NO_PET;
3432 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : current_floor_ptr->dun_level);
3434 for (i = 0; i < (randint1(7) + (current_floor_ptr->dun_level / 40)); i++)
3436 switch (randint1(25) + (current_floor_ptr->dun_level / 20))
3439 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode, '\0');
3442 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode, '\0');
3445 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode, '\0');
3448 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode, '\0');
3451 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode, '\0');
3454 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode, '\0');
3457 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode, '\0');
3460 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode, '\0');
3464 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE), '\0');
3468 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE), '\0');
3471 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3472 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode, '\0');
3475 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3476 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode, '\0');
3479 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode, '\0');
3482 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3483 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode, '\0');
3491 * @brief 周辺破壊効果(プレイヤー中心)
3492 * @return 作用が実際にあった場合TRUEを返す
3494 void wall_breaker(void)
3497 POSITION y = 0, x = 0;
3498 int attempts = 1000;
3500 if (randint1(80 + p_ptr->lev) < 70)
3504 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
3506 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
3508 if (!player_bold(y, x)) break;
3511 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3512 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3514 else if (randint1(100) > 30)
3516 earthquake(p_ptr->y, p_ptr->x, 1);
3520 int num = damroll(5, 3);
3522 for (i = 0; i < num; i++)
3526 scatter(&y, &x, p_ptr->y, p_ptr->x, 10, 0);
3528 if (!player_bold(y, x)) break;
3531 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3532 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3539 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
3541 * @return 作用が実際にあった場合TRUEを返す
3543 bool confuse_monsters(HIT_POINT dam)
3545 return (project_all_los(GF_OLD_CONF, dam));
3550 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
3552 * @return 作用が実際にあった場合TRUEを返す
3554 bool charm_monsters(HIT_POINT dam)
3556 return (project_all_los(GF_CHARM, dam));
3561 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
3563 * @return 作用が実際にあった場合TRUEを返す
3565 bool charm_animals(HIT_POINT dam)
3567 return (project_all_los(GF_CONTROL_ANIMAL, dam));
3572 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
3574 * @return 作用が実際にあった場合TRUEを返す
3576 bool stun_monsters(HIT_POINT dam)
3578 return (project_all_los(GF_STUN, dam));
3583 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
3585 * @return 作用が実際にあった場合TRUEを返す
3587 bool stasis_monsters(HIT_POINT dam)
3589 return (project_all_los(GF_STASIS, dam));
3594 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
3596 * @return 作用が実際にあった場合TRUEを返す
3598 bool mindblast_monsters(HIT_POINT dam)
3600 return (project_all_los(GF_PSI, dam));
3605 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
3606 * @param dist 効力(距離)
3607 * @return 作用が実際にあった場合TRUEを返す
3609 bool banish_monsters(int dist)
3611 return (project_all_los(GF_AWAY_ALL, dist));
3616 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
3618 * @return 作用が実際にあった場合TRUEを返す
3620 bool turn_evil(HIT_POINT dam)
3622 return (project_all_los(GF_TURN_EVIL, dam));
3627 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
3629 * @return 作用が実際にあった場合TRUEを返す
3631 bool turn_monsters(HIT_POINT dam)
3633 return (project_all_los(GF_TURN_ALL, dam));
3638 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
3639 * @return 作用が実際にあった場合TRUEを返す
3641 bool deathray_monsters(void)
3643 return (project_all_los(GF_DEATH_RAY, p_ptr->lev * 200));
3647 * @brief チャーム・モンスター(1体)
3648 * @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)
3650 * @return 作用が実際にあった場合TRUEを返す
3652 bool charm_monster(DIRECTION dir, PLAYER_LEVEL plev)
3654 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3655 return (project_hook(GF_CHARM, dir, plev, flg));
3659 * @brief アンデッド支配(1体)
3660 * @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)
3662 * @return 作用が実際にあった場合TRUEを返す
3664 bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev)
3666 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3667 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
3672 * @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)
3674 * @return 作用が実際にあった場合TRUEを返す
3676 bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev)
3678 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3679 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
3684 * @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)
3686 * @return 作用が実際にあった場合TRUEを返す
3688 bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev)
3690 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3691 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
3697 * @param success 判定成功上の処理ならばTRUE
3698 * @return 作用が実際にあった場合TRUEを返す
3700 bool kawarimi(bool success)
3703 object_type *q_ptr = &forge;
3706 if (p_ptr->is_dead) return FALSE;
3707 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
3708 if (randint0(200) < p_ptr->stun) return FALSE;
3710 if (!success && one_in_(3))
3712 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
3713 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3714 p_ptr->redraw |= (PR_STATUS);
3721 teleport_player(10 + randint1(90), 0L);
3723 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
3725 q_ptr->pval = MON_NINJA;
3726 (void)drop_near(q_ptr, -1, y, x);
3728 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."));
3729 else msg_print(_("失敗!攻撃を受けてしまった。", "Failed! You are hit by the attack."));
3731 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3732 p_ptr->redraw |= (PR_STATUS);
3740 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
3741 * @param mdeath 目標モンスターが死亡したかを返す
3742 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
3744 bool rush_attack(bool *mdeath)
3751 bool tmp_mdeath = FALSE;
3754 if (mdeath) *mdeath = FALSE;
3757 if (!get_aim_dir(&dir)) return FALSE;
3759 /* Use the given direction */
3760 tx = p_ptr->x + project_length * ddx[dir];
3761 ty = p_ptr->y + project_length * ddy[dir];
3763 /* Hack -- Use an actual "target" */
3764 if ((dir == 5) && target_okay())
3770 if (in_bounds(ty, tx)) tm_idx = current_floor_ptr->grid_array[ty][tx].m_idx;
3772 path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
3775 /* No need to move */
3776 if (!path_n) return TRUE;
3778 /* Use ty and tx as to-move point */
3782 /* Project along the path */
3783 for (i = 0; i < path_n; i++)
3785 monster_type *m_ptr;
3787 int ny = GRID_Y(path_g[i]);
3788 int nx = GRID_X(path_g[i]);
3790 if (cave_empty_bold(ny, nx) && player_can_enter(current_floor_ptr->grid_array[ny][nx].feat, 0))
3795 /* Go to next grid */
3799 if (!current_floor_ptr->grid_array[ny][nx].m_idx)
3803 msg_print(_("失敗!", "Failed!"));
3807 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
3814 /* Move player before updating the monster */
3815 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3816 update_monster(current_floor_ptr->grid_array[ny][nx].m_idx, TRUE);
3818 /* Found a monster */
3819 m_ptr = ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[ny][nx].m_idx];
3821 if (tm_idx != current_floor_ptr->grid_array[ny][nx].m_idx)
3824 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");
3826 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
3829 else if (!player_bold(ty, tx))
3831 /* Hold the monster name */
3832 GAME_TEXT m_name[MAX_NLEN];
3834 /* Get the monster name (BEFORE polymorphing) */
3835 monster_desc(m_name, m_ptr, 0);
3836 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
3839 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3841 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
3846 if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3848 if (mdeath) *mdeath = tmp_mdeath;
3854 * @brief 全鏡の消去 / Remove all mirrors in this floor
3855 * @param explode 爆発処理を伴うならばTRUE
3858 void remove_all_mirrors(bool explode)
3862 for (x = 0; x < current_floor_ptr->width; x++)
3864 for (y = 0; y < current_floor_ptr->height; y++)
3866 if (is_mirror_grid(¤t_floor_ptr->grid_array[y][x]))
3868 remove_mirror(y, x);
3870 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
3871 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
3878 * @brief 『一つの指輪』の効果処理 /
3879 * Hack -- activate the ring of power
3880 * @param dir 発動の方向ID
3883 void ring_of_power(DIRECTION dir)
3885 /* Pick a random effect */
3886 switch (randint1(10))
3891 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."));
3894 /* Decrease all stats (permanently) */
3895 (void)dec_stat(A_STR, 50, TRUE);
3896 (void)dec_stat(A_INT, 50, TRUE);
3897 (void)dec_stat(A_WIS, 50, TRUE);
3898 (void)dec_stat(A_DEX, 50, TRUE);
3899 (void)dec_stat(A_CON, 50, TRUE);
3900 (void)dec_stat(A_CHR, 50, TRUE);
3902 /* Lose some experience (permanently) */
3903 p_ptr->exp -= (p_ptr->exp / 4);
3904 p_ptr->max_exp -= (p_ptr->exp / 4);
3912 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."));
3913 dispel_monsters(1000);
3921 fire_ball(GF_MANA, dir, 600, 3);
3930 fire_bolt(GF_MANA, dir, 500);
3937 * @brief 運命の輪、並びにカオス的な効果の発動
3938 * @param spell ランダムな効果を選択するための基準ID
3941 void wild_magic(int spell)
3944 int type = SUMMON_MOLD + randint0(6);
3946 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
3947 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
3949 switch (randint1(spell) + randint1(8) + 1)
3954 teleport_player(10, TELEPORT_PASSIVE);
3959 teleport_player(100, TELEPORT_PASSIVE);
3963 teleport_player(200, TELEPORT_PASSIVE);
3973 lite_area(damroll(2, 3), 2);
3976 destroy_doors_touch();
3981 sleep_monsters_touch();
3985 trap_creation(p_ptr->y, p_ptr->x);
3994 aggravate_monsters(0);
3997 earthquake(p_ptr->y, p_ptr->x, 5);
4001 (void)gain_mutation(p_ptr, 0);
4005 apply_disenchant(1);
4011 fire_ball(GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
4018 while (counter++ < 8)
4020 (void)summon_specific(0, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET), '\0');
4025 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4028 (void)summon_cyber(-1, p_ptr->y, p_ptr->x);
4033 (void)activate_ty_curse(FALSE, &count);
4042 * @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。
4043 * / Drop 10+1d10 meteor ball at random places near the player
4048 void cast_meteor(HIT_POINT dam, POSITION rad)
4051 int b = 10 + randint1(10);
4053 for (i = 0; i < b; i++)
4055 POSITION y = 0, x = 0;
4058 for (count = 0; count <= 20; count++)
4062 x = p_ptr->x - 8 + randint0(17);
4063 y = p_ptr->y - 8 + randint0(17);
4065 dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
4066 dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
4068 /* Approximate distance */
4069 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4071 if (d >= 9) continue;
4073 if (!in_bounds(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)
4074 || !cave_have_flag_bold(y, x, FF_PROJECT)) continue;
4076 /* Valid position */
4080 if (count > 20) continue;
4082 project(0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
4088 * @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。
4091 * @return ターゲットを指定し、実行したならばTRUEを返す。
4093 bool cast_wrath_of_the_god(HIT_POINT dam, POSITION rad)
4095 POSITION x, y, tx, ty;
4099 int b = 10 + randint1(10);
4101 if (!get_aim_dir(&dir)) return FALSE;
4103 /* Use the given direction */
4104 tx = p_ptr->x + 99 * ddx[dir];
4105 ty = p_ptr->y + 99 * ddy[dir];
4107 /* Hack -- Use an actual "target" */
4108 if ((dir == 5) && target_okay())
4119 /* Hack -- Stop at the target */
4120 if ((y == ty) && (x == tx)) break;
4124 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
4126 /* Stop at maximum range */
4127 if (MAX_RANGE <= distance(p_ptr->y, p_ptr->x, ny, nx)) break;
4129 /* Stopped by walls/doors */
4130 if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
4132 /* Stopped by monsters */
4133 if ((dir != 5) && current_floor_ptr->grid_array[ny][nx].m_idx != 0) break;
4135 /* Save the new location */
4142 for (i = 0; i < b; i++)
4144 int count = 20, d = 0;
4150 x = tx - 5 + randint0(11);
4151 y = ty - 5 + randint0(11);
4153 dx = (tx > x) ? (tx - x) : (x - tx);
4154 dy = (ty > y) ? (ty - y) : (y - ty);
4156 /* Approximate distance */
4157 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4158 /* Within the radius */
4162 if (count < 0) continue;
4164 /* Cannot penetrate perm walls */
4165 if (!in_bounds(y, x) ||
4166 cave_stop_disintegration(y, x) ||
4167 !in_disintegration_range(ty, tx, y, x))
4170 project(0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
4177 * @brief 「ワンダー」のランダムな効果を決定して処理する。
4181 * This spell should become more useful (more controlled) as the\n
4182 * player gains experience levels. Thus, add 1/5 of the player's\n
4183 * level to the die roll. This eliminates the worst effects later on,\n
4184 * while keeping the results quite random. It also allows some potent\n
4185 * effects only at high level.
4187 void cast_wonder(DIRECTION dir)
4189 PLAYER_LEVEL plev = p_ptr->lev;
4190 int die = randint1(100) + plev / 5;
4191 int vir = virtue_number(V_CHANCE);
4195 if (p_ptr->virtues[vir - 1] > 0)
4197 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4201 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4206 chg_virtue(V_CHANCE, 1);
4210 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
4213 if (die < 8) clone_monster(dir);
4214 else if (die < 14) speed_monster(dir, plev);
4215 else if (die < 26) heal_monster(dir, damroll(4, 6));
4216 else if (die < 31) poly_monster(dir, plev);
4218 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4219 damroll(3 + ((plev - 1) / 5), 4));
4220 else if (die < 41) confuse_monster(dir, plev);
4221 else if (die < 46) fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4222 else if (die < 51) (void)lite_line(dir, damroll(6, 8));
4224 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4225 damroll(3 + ((plev - 5) / 4), 8));
4227 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4228 damroll(5 + ((plev - 5) / 4), 8));
4230 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4231 damroll(6 + ((plev - 5) / 4), 8));
4233 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4234 damroll(8 + ((plev - 5) / 4), 8));
4235 else if (die < 76) hypodynamic_bolt(dir, 75);
4236 else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4237 else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
4238 else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
4239 else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
4240 else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
4243 earthquake(p_ptr->y, p_ptr->x, 12);
4247 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4251 symbol_genocide(plev + 50, TRUE);
4253 else if (die < 110) dispel_monsters(120);
4256 dispel_monsters(150);
4257 slow_monsters(plev);
4258 sleep_monsters(plev);
4265 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
4269 void cast_invoke_spirits(DIRECTION dir)
4271 PLAYER_LEVEL plev = p_ptr->lev;
4272 int die = randint1(100) + plev / 5;
4273 int vir = virtue_number(V_CHANCE);
4277 if (p_ptr->virtues[vir - 1] > 0)
4279 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4283 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4287 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..."));
4289 chg_virtue(V_CHANCE, 1);
4293 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!"));
4298 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!",
4299 "Oh no! Mouldering forms rise from the earth around you!"));
4301 (void)summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4302 chg_virtue(V_UNLIFE, 1);
4306 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..."));
4308 set_afraid(p_ptr->afraid + randint1(4) + 4);
4312 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...",
4313 "Your head is invaded by a horde of gibbering spectral voices..."));
4315 set_confused(p_ptr->confused + randint1(4) + 4);
4319 poly_monster(dir, plev);
4323 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4324 damroll(3 + ((plev - 1) / 5), 4));
4328 confuse_monster(dir, plev);
4332 fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4336 (void)lite_line(dir, damroll(6, 8));
4340 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4341 damroll(3 + ((plev - 5) / 4), 8));
4345 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4346 damroll(5 + ((plev - 5) / 4), 8));
4350 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4351 damroll(6 + ((plev - 5) / 4), 8));
4355 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4356 damroll(8 + ((plev - 5) / 4), 8));
4360 hypodynamic_bolt(dir, 75);
4364 fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4368 fire_ball(GF_ACID, dir, 40 + plev, 2);
4372 fire_ball(GF_ICE, dir, 70 + plev, 3);
4376 fire_ball(GF_FIRE, dir, 80 + plev, 3);
4380 hypodynamic_bolt(dir, 100 + plev);
4384 earthquake(p_ptr->y, p_ptr->x, 12);
4388 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4392 symbol_genocide(plev + 50, TRUE);
4396 dispel_monsters(120);
4400 dispel_monsters(150);
4401 slow_monsters(plev);
4402 sleep_monsters(plev);
4408 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。」",
4409 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
4414 * @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。
4417 void cast_shuffle(void)
4419 PLAYER_LEVEL plev = p_ptr->lev;
4422 int vir = virtue_number(V_CHANCE);
4425 /* Card sharks and high mages get a level bonus */
4426 if ((p_ptr->pclass == CLASS_ROGUE) ||
4427 (p_ptr->pclass == CLASS_HIGH_MAGE) ||
4428 (p_ptr->pclass == CLASS_SORCERER))
4429 die = (randint1(110)) + plev / 5;
4431 die = randint1(120);
4436 if (p_ptr->virtues[vir - 1] > 0)
4438 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4442 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4446 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..."));
4449 chg_virtue(V_CHANCE, 1);
4453 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
4455 for (i = 0; i < randint1(3); i++)
4456 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4460 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
4461 summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4466 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
4467 activate_ty_curse(FALSE, &count);
4471 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
4472 aggravate_monsters(0);
4476 msg_print(_("《愚者》だ。", "It's the Fool."));
4482 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
4483 trump_summoning(1, FALSE, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
4487 msg_print(_("《月》だ。", "It's the Moon."));
4492 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
4493 wild_magic(randint0(32));
4497 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4498 teleport_player(10, TELEPORT_PASSIVE);
4502 msg_print(_("《正義》だ。", "It's Justice."));
4503 set_blessed(p_ptr->lev, FALSE);
4507 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4508 teleport_player(100, TELEPORT_PASSIVE);
4512 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4513 teleport_player(200, TELEPORT_PASSIVE);
4517 msg_print(_("《塔》だ。", "It's the Tower."));
4522 msg_print(_("《節制》だ。", "It's Temperance."));
4523 sleep_monsters_touch();
4527 msg_print(_("《塔》だ。", "It's the Tower."));
4529 earthquake(p_ptr->y, p_ptr->x, 5);
4533 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4534 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3 / 2), SUMMON_MOLD, 0L);
4538 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4539 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3 / 2), SUMMON_BAT, 0L);
4543 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4544 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3 / 2), SUMMON_VORTEX, 0L);
4548 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4549 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
4553 msg_print(_("《恋人》だ。", "It's the Lovers."));
4555 if (get_aim_dir(&dir))
4556 charm_monster(dir, MIN(p_ptr->lev, 20));
4560 msg_print(_("《隠者》だ。", "It's the Hermit."));
4565 msg_print(_("《審判》だ。", "It's the Judgement."));
4566 roll_hitdice(p_ptr, 0L);
4567 lose_all_mutations();
4571 msg_print(_("《太陽》だ。", "It's the Sun."));
4572 chg_virtue(V_KNOWLEDGE, 1);
4573 chg_virtue(V_ENLIGHTEN, 1);
4578 msg_print(_("《世界》だ。", "It's the World."));
4579 if (p_ptr->exp < PY_MAX_EXP)
4581 s32b ee = (p_ptr->exp / 25) + 1;
4582 if (ee > 5000) ee = 5000;
4583 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4590 * @brief 口を使う継続的な処理を中断する
4593 void stop_mouth(void)
4595 if (music_singing_any()) stop_singing(p_ptr);
4596 if (hex_spelling_any()) stop_hex_spell_all();
4600 bool_hack vampirism(void)
4607 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
4609 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
4613 /* Only works on adjacent monsters */
4614 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4615 y = p_ptr->y + ddy[dir];
4616 x = p_ptr->x + ddx[dir];
4617 g_ptr = ¤t_floor_ptr->grid_array[y][x];
4621 if (!(g_ptr->m_idx))
4623 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
4627 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
4629 dummy = p_ptr->lev * 2;
4631 if (hypodynamic_bolt(dir, dummy))
4633 if (p_ptr->food < PY_FOOD_FULL)
4634 /* No heal if we are "full" */
4635 (void)hp_player(dummy);
4637 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
4639 /* Gain nutritional sustenance: 150/hp drained */
4640 /* A Food ration gives 5000 food points (by contrast) */
4641 /* Don't ever get more than "Full" this way */
4642 /* But if we ARE Gorged, it won't cure us */
4643 dummy = p_ptr->food + MIN(5000, 100 * dummy);
4644 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
4645 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
4648 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
4652 bool panic_hit(void)
4657 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4658 y = p_ptr->y + ddy[dir];
4659 x = p_ptr->x + ddx[dir];
4660 if (current_floor_ptr->grid_array[y][x].m_idx)
4663 if (randint0(p_ptr->skill_dis) < 7)
4664 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
4666 teleport_player(30, 0L);
4671 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"));
4679 * @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)
4682 * currently this function allows pseudo-id of any object,
4683 * including silly ones like potions & scrolls, which always
4684 * get '{average}'. This should be changed, either to stop such
4685 * items from being pseudo-id'd, or to allow psychometry to
4686 * detect whether the unidentified potion/scroll/etc is
4687 * good (Cure Light Wounds, Restore Strength, etc) or
4688 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
4690 bool psychometry(void)
4694 GAME_TEXT o_name[MAX_NLEN];
4699 q = _("どのアイテムを調べますか?", "Meditate on which item? ");
4700 s = _("調べるアイテムがありません。", "You have nothing appropriate.");
4702 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
4703 if (!o_ptr) return (FALSE);
4705 /* It is fully known, no information needed */
4706 if (object_is_known(o_ptr))
4708 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
4712 /* Check for a feeling */
4713 feel = value_check_aux1(o_ptr);
4715 /* Get an object description */
4716 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4718 /* Skip non-feelings */
4721 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);
4726 msg_format("%sは%sという感じがする...", o_name, game_inscriptions[feel]);
4728 msg_format("You feel that the %s %s %s...",
4729 o_name, ((o_ptr->number == 1) ? "is" : "are"), game_inscriptions[feel]);
4733 o_ptr->ident |= (IDENT_SENSE);
4734 o_ptr->feeling = feel;
4735 o_ptr->marked |= OM_TOUCHED;
4737 p_ptr->update |= (PU_COMBINE | PU_REORDER);
4738 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4740 /* Valid "tval" codes */
4741 switch (o_ptr->tval)
4769 /* Auto-inscription/destroy */
4770 autopick_alter_item(item, (bool)(okay && destroy_feeling));
4772 /* Something happened */
4777 bool draconian_breath(player_type *creature_ptr)
4780 int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
4781 concptr Type_desc = ((Type == GF_COLD) ? _("冷気", "cold") : _("炎", "fire"));
4783 if (!get_aim_dir(&dir)) return FALSE;
4785 if (randint1(100) < creature_ptr->lev)
4787 switch (creature_ptr->pclass)
4790 case CLASS_BERSERKER:
4793 case CLASS_IMITATOR:
4799 Type_desc = _("エレメント", "the elements");
4804 Type_desc = _("破片", "shards");
4808 case CLASS_WARRIOR_MAGE:
4809 case CLASS_HIGH_MAGE:
4810 case CLASS_SORCERER:
4811 case CLASS_MAGIC_EATER:
4812 case CLASS_RED_MAGE:
4813 case CLASS_BLUE_MAGE:
4814 case CLASS_MIRROR_MASTER:
4818 Type_desc = _("魔力", "mana");
4822 Type = GF_DISENCHANT;
4823 Type_desc = _("劣化", "disenchantment");
4826 case CLASS_CHAOS_WARRIOR:
4829 Type = GF_CONFUSION;
4830 Type_desc = _("混乱", "confusion");
4835 Type_desc = _("カオス", "chaos");
4840 case CLASS_FORCETRAINER:
4843 Type = GF_CONFUSION;
4844 Type_desc = _("混乱", "confusion");
4849 Type_desc = _("轟音", "sound");
4852 case CLASS_MINDCRAFTER:
4855 Type = GF_CONFUSION;
4856 Type_desc = _("混乱", "confusion");
4861 Type_desc = _("精神エネルギー", "mental energy");
4868 Type = GF_HELL_FIRE;
4869 Type_desc = _("地獄の劫火", "hellfire");
4873 Type = GF_HOLY_FIRE;
4874 Type_desc = _("聖なる炎", "holy fire");
4882 Type_desc = _("暗黒", "darkness");
4887 Type_desc = _("毒", "poison");
4894 Type_desc = _("轟音", "sound");
4898 Type = GF_CONFUSION;
4899 Type_desc = _("混乱", "confusion");
4906 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
4908 fire_breath(Type, dir, creature_ptr->lev * 2, (creature_ptr->lev / 15) + 1);
4912 bool android_inside_weapon(player_type *creature_ptr)
4915 if (!get_aim_dir(&dir)) return FALSE;
4916 if (creature_ptr->lev < 10)
4918 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
4919 fire_bolt(GF_MISSILE, dir, (creature_ptr->lev + 1) / 2);
4921 else if (creature_ptr->lev < 25)
4923 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
4924 fire_bolt(GF_MISSILE, dir, creature_ptr->lev);
4926 else if (creature_ptr->lev < 35)
4928 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
4929 fire_ball(GF_MISSILE, dir, creature_ptr->lev * 2, 2);
4931 else if (creature_ptr->lev < 45)
4933 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
4934 fire_beam(GF_MISSILE, dir, creature_ptr->lev * 2);
4938 msg_print(_("ロケットを発射した。", "You fire a rocket."));
4939 fire_rocket(GF_ROCKET, dir, creature_ptr->lev * 5, 2);
4944 bool create_ration(player_type *crature_ptr)
4950 /* Create the food ration */
4951 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
4953 /* Drop the object from heaven */
4954 (void)drop_near(q_ptr, -1, crature_ptr->y, crature_ptr->x);
4955 msg_print(_("食事を料理して作った。", "You cook some food."));
4959 void hayagake(player_type *creature_ptr)
4961 if (creature_ptr->action == ACTION_HAYAGAKE)
4963 set_action(ACTION_NONE);
4967 grid_type *g_ptr = ¤t_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
4968 feature_type *f_ptr = &f_info[g_ptr->feat];
4970 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
4971 (!creature_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
4973 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
4977 set_action(ACTION_HAYAGAKE);
4980 creature_ptr->energy_use = 0;
4983 bool double_attack(player_type *creature_ptr)
4988 if (!get_rep_dir(&dir, FALSE)) return FALSE;
4989 y = creature_ptr->y + ddy[dir];
4990 x = creature_ptr->x + ddx[dir];
4991 if (current_floor_ptr->grid_array[y][x].m_idx)
4994 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!!!",
4995 "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
4997 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!!!",
4998 "Mudamudamudamudamudamudamudamudamudamudamudamudamuda!!!!"));
5000 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!!!",
5001 "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
5004 if (current_floor_ptr->grid_array[y][x].m_idx)
5009 creature_ptr->energy_need += ENERGY_NEED();
5013 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"));
5019 bool comvert_hp_to_mp(player_type *creature_ptr)
5021 int gain_sp = take_hit(DAMAGE_USELIFE, creature_ptr->lev, _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
5024 creature_ptr->csp += gain_sp;
5025 if (creature_ptr->csp > creature_ptr->msp)
5027 creature_ptr->csp = creature_ptr->msp;
5028 creature_ptr->csp_frac = 0;
5033 msg_print(_("変換に失敗した。", "You failed to convert."));
5035 creature_ptr->redraw |= (PR_HP | PR_MANA);
5039 bool comvert_mp_to_hp(player_type *creature_ptr)
5041 if (creature_ptr->csp >= creature_ptr->lev / 5)
5043 creature_ptr->csp -= creature_ptr->lev / 5;
5044 hp_player(creature_ptr->lev);
5048 msg_print(_("変換に失敗した。", "You failed to convert."));
5050 creature_ptr->redraw |= (PR_HP | PR_MANA);
5054 bool demonic_breath(player_type *creature_ptr)
5057 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
5058 if (!get_aim_dir(&dir)) return FALSE;
5060 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")));
5061 fire_breath(type, dir, creature_ptr->lev * 3, (creature_ptr->lev / 15) + 1);
5065 bool mirror_concentration(player_type *creature_ptr)
5069 msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
5072 if (is_mirror_grid(¤t_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x]))
5074 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
5076 creature_ptr->csp += (5 + creature_ptr->lev * creature_ptr->lev / 100);
5077 if (creature_ptr->csp >= creature_ptr->msp)
5079 creature_ptr->csp = creature_ptr->msp;
5080 creature_ptr->csp_frac = 0;
5082 creature_ptr->redraw |= (PR_MANA);
5086 msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
5091 bool sword_dancing(player_type *creature_ptr)
5094 POSITION y = 0, x = 0;
5098 for (i = 0; i < 6; i++)
5101 y = creature_ptr->y + ddy_ddd[dir];
5102 x = creature_ptr->x + ddx_ddd[dir];
5103 g_ptr = ¤t_floor_ptr->grid_array[y][x];
5105 /* Hack -- attack monsters */
5110 msg_print(_("攻撃が空をきった。", "You attack the empty air."));
5116 bool confusing_light(player_type *creature_ptr)
5118 msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
5119 slow_monsters(creature_ptr->lev);
5120 stun_monsters(creature_ptr->lev * 4);
5121 confuse_monsters(creature_ptr->lev * 4);
5122 turn_monsters(creature_ptr->lev * 4);
5123 stasis_monsters(creature_ptr->lev * 4);
5127 bool rodeo(player_type *creature_ptr)
5129 GAME_TEXT m_name[MAX_NLEN];
5130 monster_type *m_ptr;
5131 monster_race *r_ptr;
5134 if (creature_ptr->riding)
5136 msg_print(_("今は乗馬中だ。", "You ARE riding."));
5139 if (!do_riding(TRUE)) return TRUE;
5141 m_ptr = ¤t_floor_ptr->m_list[creature_ptr->riding];
5142 r_ptr = &r_info[m_ptr->r_idx];
5143 monster_desc(m_name, m_ptr, 0);
5144 msg_format(_("%sに乗った。", "You ride on %s."), m_name);
5146 if (is_pet(m_ptr)) return TRUE;
5148 rlev = r_ptr->level;
5150 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
5151 if (rlev > 60) rlev = 60 + (rlev - 60) / 2;
5152 if ((randint1(creature_ptr->skill_exp[GINOU_RIDING] / 120 + creature_ptr->lev * 2 / 3) > rlev)
5153 && one_in_(2) && !creature_ptr->inside_arena && !creature_ptr->inside_battle
5154 && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
5155 && (rlev < creature_ptr->lev * 3 / 2 + randint0(creature_ptr->lev / 5)))
5157 msg_format(_("%sを手なずけた。", "You tame %s."), m_name);
5162 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."), m_name);
5166 /* 落馬処理に失敗してもとにかく乗馬解除 */
5167 creature_ptr->riding = 0;
5172 bool clear_mind(player_type *creature_ptr)
5176 msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
5179 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
5181 creature_ptr->csp += (3 + creature_ptr->lev / 20);
5182 if (creature_ptr->csp >= creature_ptr->msp)
5184 creature_ptr->csp = creature_ptr->msp;
5185 creature_ptr->csp_frac = 0;
5187 creature_ptr->redraw |= (PR_MANA);
5191 bool concentration(player_type *creature_ptr)
5193 int max_csp = MAX(creature_ptr->msp * 4, creature_ptr->lev * 5 + 5);
5197 msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
5200 if (creature_ptr->special_defense & KATA_MASK)
5202 msg_print(_("今は構えに集中している。", "You need concentration on your form."));
5205 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
5207 creature_ptr->csp += creature_ptr->msp / 2;
5208 if (creature_ptr->csp >= max_csp)
5210 creature_ptr->csp = max_csp;
5211 creature_ptr->csp_frac = 0;
5213 creature_ptr->redraw |= (PR_MANA);