3 * @brief 魔法効果の実装/ Spell code (part 2)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
20 * @brief プレイヤー周辺の地形を感知する
23 * @param known 地形から危険フラグを外すならTRUE
24 * @return 効力があった場合TRUEを返す
26 static bool detect_feat_flag(POSITION range, int flag, bool known)
32 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
34 /* Scan the current panel */
35 for (y = 1; y < cur_hgt - 1; y++)
37 for (x = 1; x <= cur_wid - 1; x++)
39 int dist = distance(p_ptr->y, p_ptr->x, y, x);
40 if (dist > range) continue;
48 /* Mark as detected */
49 if (dist <= range && known)
51 if (dist <= range - 1) c_ptr->info |= (CAVE_IN_DETECT);
53 c_ptr->info &= ~(CAVE_UNSAFE);
61 if (cave_have_flag_grid(c_ptr, flag))
66 /* Hack -- Memorize */
67 c_ptr->info |= (CAVE_MARK);
84 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
86 * @param known 感知外範囲を超える警告フラグを立てる場合TRUEを返す
87 * @return 効力があった場合TRUEを返す
89 bool detect_traps(POSITION range, bool known)
91 bool detect = detect_feat_flag(range, FF_TRAP, known);
93 if (known) p_ptr->dtrap = TRUE;
95 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
100 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
109 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
111 * @return 効力があった場合TRUEを返す
113 bool detect_doors(POSITION range)
115 bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
117 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
122 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
131 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
133 * @return 効力があった場合TRUEを返す
135 bool detect_stairs(POSITION range)
137 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
139 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
144 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
153 * @brief プレイヤー周辺の地形財宝を感知する / Detect any treasure on the current panel
155 * @return 効力があった場合TRUEを返す
157 bool detect_treasure(POSITION range)
159 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
161 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
166 msg_print(_("埋蔵された財宝の存在を感じとった!", "You sense the presence of buried treasure!"));
175 * @brief プレイヤー周辺のアイテム財宝を感知する / Detect all "gold" objects on the current panel
177 * @return 効力があった場合TRUEを返す
179 bool detect_objects_gold(POSITION range)
182 POSITION range2 = range;
186 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
189 for (i = 1; i < o_max; i++)
191 object_type *o_ptr = &o_list[i];
193 /* Skip dead objects */
194 if (!o_ptr->k_idx) continue;
196 /* Skip held objects */
197 if (o_ptr->held_m_idx) continue;
203 /* Only detect nearby objects */
204 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
206 /* Detect "gold" objects */
207 if (o_ptr->tval == TV_GOLD)
209 /* Hack -- memorize it */
210 o_ptr->marked |= OM_FOUND;
220 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
225 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
228 if (detect_monsters_string(range, "$"))
239 * @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
241 * @return 効力があった場合TRUEを返す
243 bool detect_objects_normal(POSITION range)
246 POSITION range2 = range;
250 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
253 for (i = 1; i < o_max; i++)
255 object_type *o_ptr = &o_list[i];
257 /* Skip dead objects */
258 if (!o_ptr->k_idx) continue;
260 /* Skip held objects */
261 if (o_ptr->held_m_idx) continue;
267 /* Only detect nearby objects */
268 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
270 /* Detect "real" objects */
271 if (o_ptr->tval != TV_GOLD)
273 /* Hack -- memorize it */
274 o_ptr->marked |= OM_FOUND;
284 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
289 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
292 if (detect_monsters_string(range, "!=?|/`"))
303 * @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.
305 * @return 効力があった場合TRUEを返す
308 * This will light up all spaces with "magic" items, including artifacts,
309 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
310 * and "enchanted" items of the "good" variety.
312 * It can probably be argued that this function is now too powerful.
315 bool detect_objects_magic(POSITION range)
321 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
323 /* Scan all objects */
324 for (i = 1; i < o_max; i++)
326 object_type *o_ptr = &o_list[i];
328 /* Skip dead objects */
329 if (!o_ptr->k_idx) continue;
331 /* Skip held objects */
332 if (o_ptr->held_m_idx) continue;
338 /* Only detect nearby objects */
339 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
341 /* Examine the tval */
344 /* Artifacts, misc magic items, or enchanted wearables */
345 if (object_is_artifact(o_ptr) ||
346 object_is_ego(o_ptr) ||
347 (tv == TV_WHISTLE) ||
355 (tv == TV_LIFE_BOOK) ||
356 (tv == TV_SORCERY_BOOK) ||
357 (tv == TV_NATURE_BOOK) ||
358 (tv == TV_CHAOS_BOOK) ||
359 (tv == TV_DEATH_BOOK) ||
360 (tv == TV_TRUMP_BOOK) ||
361 (tv == TV_ARCANE_BOOK) ||
362 (tv == TV_CRAFT_BOOK) ||
363 (tv == TV_DAEMON_BOOK) ||
364 (tv == TV_CRUSADE_BOOK) ||
365 (tv == TV_MUSIC_BOOK) ||
366 (tv == TV_HISSATSU_BOOK) ||
367 (tv == TV_HEX_BOOK) ||
368 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
370 /* Memorize the item */
371 o_ptr->marked |= OM_FOUND;
384 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!"));
393 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
395 * @return 効力があった場合TRUEを返す
397 bool detect_monsters_normal(POSITION range)
404 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
407 for (i = 1; i < m_max; i++)
409 monster_type *m_ptr = &m_list[i];
410 monster_race *r_ptr = &r_info[m_ptr->r_idx];
412 /* Skip dead monsters */
413 if (!m_ptr->r_idx) continue;
419 /* Only detect nearby monsters */
420 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
422 /* Detect all non-invisible monsters */
423 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
425 /* Repair visibility later */
426 repair_monsters = TRUE;
428 /* Hack -- Detect monster */
429 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
431 /* Update the monster */
432 update_mon(i, FALSE);
439 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
444 /* Describe result */
445 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
454 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
456 * @return 効力があった場合TRUEを返す
458 bool detect_monsters_invis(POSITION range)
464 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
467 for (i = 1; i < m_max; i++)
469 monster_type *m_ptr = &m_list[i];
470 monster_race *r_ptr = &r_info[m_ptr->r_idx];
472 /* Skip dead monsters */
473 if (!m_ptr->r_idx) continue;
479 /* Only detect nearby monsters */
480 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
482 /* Detect invisible monsters */
483 if (r_ptr->flags2 & RF2_INVISIBLE)
485 /* Update monster recall window */
486 if (p_ptr->monster_race_idx == m_ptr->r_idx)
489 p_ptr->window |= (PW_MONSTER);
492 /* Repair visibility later */
493 repair_monsters = TRUE;
495 /* Hack -- Detect monster */
496 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
498 /* Update the monster */
499 update_mon(i, FALSE);
506 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
511 /* Describe result */
512 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
520 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
522 * @return 効力があった場合TRUEを返す
524 bool detect_monsters_evil(POSITION range)
530 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
533 for (i = 1; i < m_max; i++)
535 monster_type *m_ptr = &m_list[i];
536 monster_race *r_ptr = &r_info[m_ptr->r_idx];
538 /* Skip dead monsters */
539 if (!m_ptr->r_idx) continue;
545 /* Only detect nearby monsters */
546 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
548 /* Detect evil monsters */
549 if (r_ptr->flags3 & RF3_EVIL)
551 if (is_original_ap(m_ptr))
553 /* Take note that they are evil */
554 r_ptr->r_flags3 |= (RF3_EVIL);
556 /* Update monster recall window */
557 if (p_ptr->monster_race_idx == m_ptr->r_idx)
560 p_ptr->window |= (PW_MONSTER);
564 /* Repair visibility later */
565 repair_monsters = TRUE;
567 /* Hack -- Detect monster */
568 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
570 /* Update the monster */
571 update_mon(i, FALSE);
581 /* Describe result */
582 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
590 * @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
592 * @return 効力があった場合TRUEを返す
594 bool detect_monsters_nonliving(POSITION range)
600 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
603 for (i = 1; i < m_max; i++)
605 monster_type *m_ptr = &m_list[i];
606 monster_race *r_ptr = &r_info[m_ptr->r_idx];
608 /* Skip dead monsters */
609 if (!m_ptr->r_idx) continue;
615 /* Only detect nearby monsters */
616 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
618 /* Detect non-living monsters */
619 if (!monster_living(r_ptr))
621 /* Update monster recall window */
622 if (p_ptr->monster_race_idx == m_ptr->r_idx)
625 p_ptr->window |= (PW_MONSTER);
628 /* Repair visibility later */
629 repair_monsters = TRUE;
631 /* Hack -- Detect monster */
632 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
634 /* Update the monster */
635 update_mon(i, FALSE);
645 /* Describe result */
646 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!"));
654 * @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
656 * @return 効力があった場合TRUEを返す
658 bool detect_monsters_mind(POSITION range)
664 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
667 for (i = 1; i < m_max; i++)
669 monster_type *m_ptr = &m_list[i];
670 monster_race *r_ptr = &r_info[m_ptr->r_idx];
672 /* Skip dead monsters */
673 if (!m_ptr->r_idx) continue;
679 /* Only detect nearby monsters */
680 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
682 /* Detect non-living monsters */
683 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
685 /* Update monster recall window */
686 if (p_ptr->monster_race_idx == m_ptr->r_idx)
689 p_ptr->window |= (PW_MONSTER);
692 /* Repair visibility later */
693 repair_monsters = TRUE;
695 /* Hack -- Detect monster */
696 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
698 /* Update the monster */
699 update_mon(i, FALSE);
709 /* Describe result */
710 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
719 * @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
721 * @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)
722 * @return 効力があった場合TRUEを返す
724 bool detect_monsters_string(POSITION range, cptr Match)
730 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
733 for (i = 1; i < m_max; i++)
735 monster_type *m_ptr = &m_list[i];
736 monster_race *r_ptr = &r_info[m_ptr->r_idx];
738 /* Skip dead monsters */
739 if (!m_ptr->r_idx) continue;
745 /* Only detect nearby monsters */
746 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
748 /* Detect monsters with the same symbol */
749 if (my_strchr(Match, r_ptr->d_char))
751 /* Update monster recall window */
752 if (p_ptr->monster_race_idx == m_ptr->r_idx)
755 p_ptr->window |= (PW_MONSTER);
758 /* Repair visibility later */
759 repair_monsters = TRUE;
761 /* Hack -- Detect monster */
762 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
764 /* Update the monster */
765 update_mon(i, FALSE);
772 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
777 /* Describe result */
778 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
786 * @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
788 * @param match_flag 感知フラグ
789 * @return 効力があった場合TRUEを返す
791 bool detect_monsters_xxx(POSITION range, u32b match_flag)
796 cptr desc_monsters = _("変なモンスター", "weird monsters");
798 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
801 for (i = 1; i < m_max; i++)
803 monster_type *m_ptr = &m_list[i];
804 monster_race *r_ptr = &r_info[m_ptr->r_idx];
806 /* Skip dead monsters */
807 if (!m_ptr->r_idx) continue;
813 /* Only detect nearby monsters */
814 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
816 /* Detect evil monsters */
817 if (r_ptr->flags3 & (match_flag))
819 if (is_original_ap(m_ptr))
821 /* Take note that they are something */
822 r_ptr->r_flags3 |= (match_flag);
824 /* Update monster recall window */
825 if (p_ptr->monster_race_idx == m_ptr->r_idx)
828 p_ptr->window |= (PW_MONSTER);
832 /* Repair visibility later */
833 repair_monsters = TRUE;
835 /* Hack -- Detect monster */
836 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
838 /* Update the monster */
839 update_mon(i, FALSE);
852 desc_monsters = _("デーモン", "demons");
855 desc_monsters = _("アンデッド", "the undead");
859 /* Describe result */
860 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
870 * @brief 全感知処理 / Detect everything
872 * @return 効力があった場合TRUEを返す
874 bool detect_all(POSITION range)
878 /* Detect everything */
879 if (detect_traps(range, TRUE)) detect = TRUE;
880 if (detect_doors(range)) detect = TRUE;
881 if (detect_stairs(range)) detect = TRUE;
883 /* There are too many hidden treasure. So... */
884 /* if (detect_treasure(range)) detect = TRUE; */
886 if (detect_objects_gold(range)) detect = TRUE;
887 if (detect_objects_normal(range)) detect = TRUE;
888 if (detect_monsters_invis(range)) detect = TRUE;
889 if (detect_monsters_normal(range)) detect = TRUE;
897 * @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
900 * @return 効力があった場合TRUEを返す
903 * Note that affected monsters are NOT auto-tracked by this usage.
905 * To avoid misbehavior when monster deaths have side-effects,
906 * this is done in two passes. -- JDL
909 bool project_hack(EFFECT_ID typ, HIT_POINT dam)
912 int flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
913 bool obvious = FALSE;
916 /* Mark all (nearby) monsters */
917 for (i = 1; i < m_max; i++)
919 monster_type *m_ptr = &m_list[i];
921 /* Paranoia -- Skip dead monsters */
922 if (!m_ptr->r_idx) continue;
928 /* Require line of sight */
929 if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
931 /* Mark the monster */
932 m_ptr->mflag |= (MFLAG_TEMP);
935 /* Affect all marked monsters */
936 for (i = 1; i < m_max; i++)
938 monster_type *m_ptr = &m_list[i];
940 /* Skip unmarked monsters */
941 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
944 m_ptr->mflag &= ~(MFLAG_TEMP);
950 /* Jump directly to the target monster */
951 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
960 * @brief 視界内モンスターを加速する処理 / Speed monsters
961 * @return 効力があった場合TRUEを返す
963 bool speed_monsters(void)
965 return (project_hack(GF_OLD_SPEED, p_ptr->lev));
969 * @brief 視界内モンスターを加速する処理 / Slow monsters
970 * @return 効力があった場合TRUEを返す
972 bool slow_monsters(int power)
974 return (project_hack(GF_OLD_SLOW, power));
978 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
979 * @return 効力があった場合TRUEを返す
981 bool sleep_monsters(int power)
983 return (project_hack(GF_OLD_SLEEP, power));
987 * @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
988 * @return 効力があった場合TRUEを返す
990 bool banish_evil(int dist)
992 return (project_hack(GF_AWAY_EVIL, dist));
996 * @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
997 * @return 効力があった場合TRUEを返す
999 bool turn_undead(void)
1001 bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
1003 chg_virtue(V_UNLIFE, -1);
1008 * @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
1009 * @return 効力があった場合TRUEを返す
1011 bool dispel_undead(HIT_POINT dam)
1013 bool tester = (project_hack(GF_DISP_UNDEAD, dam));
1015 chg_virtue(V_UNLIFE, -2);
1020 * @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
1021 * @return 効力があった場合TRUEを返す
1023 bool dispel_evil(HIT_POINT dam)
1025 return (project_hack(GF_DISP_EVIL, dam));
1029 * @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
1030 * @return 効力があった場合TRUEを返す
1032 bool dispel_good(HIT_POINT dam)
1034 return (project_hack(GF_DISP_GOOD, dam));
1038 * @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
1039 * @return 効力があった場合TRUEを返す
1041 bool dispel_monsters(HIT_POINT dam)
1043 return (project_hack(GF_DISP_ALL, dam));
1047 * @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
1048 * @return 効力があった場合TRUEを返す
1050 bool dispel_living(HIT_POINT dam)
1052 return (project_hack(GF_DISP_LIVING, dam));
1056 * @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
1057 * @return 効力があった場合TRUEを返す
1059 bool dispel_demons(HIT_POINT dam)
1061 return (project_hack(GF_DISP_DEMON, dam));
1065 * @brief 視界内のモンスターに「聖戦」効果を与える処理
1066 * @return 効力があった場合TRUEを返す
1070 return (project_hack(GF_CRUSADE, p_ptr->lev*4));
1074 * @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.
1075 * @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)
1078 void aggravate_monsters(MONSTER_IDX who)
1085 /* Aggravate everyone nearby */
1086 for (i = 1; i < m_max; i++)
1088 monster_type *m_ptr = &m_list[i];
1089 /* monster_race *r_ptr = &r_info[m_ptr->r_idx]; */
1091 /* Paranoia -- Skip dead monsters */
1092 if (!m_ptr->r_idx) continue;
1094 /* Skip aggravating monster (or player) */
1095 if (i == who) continue;
1097 /* Wake up nearby sleeping monsters */
1098 if (m_ptr->cdis < MAX_SIGHT * 2)
1101 if (MON_CSLEEP(m_ptr))
1103 (void)set_monster_csleep(i, 0);
1106 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
1109 /* Speed up monsters in line of sight */
1110 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
1114 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
1122 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!");
1123 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!");
1125 if (speed) msg_print("You feel a sudden stirring nearby!");
1126 else if (sleep) msg_print("You hear a sudden stirring in the distance!");
1128 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
1133 * @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
1134 * @param m_idx 抹殺するモンスターID
1135 * @param power 抹殺の威力
1136 * @param player_cast プレイヤーの魔法によるものならば TRUE
1137 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
1138 * @param spell_name 抹殺効果を起こした魔法の名前
1139 * @return 効力があった場合TRUEを返す
1141 bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, cptr spell_name)
1143 int msec = delay_factor * delay_factor * delay_factor;
1144 monster_type *m_ptr = &m_list[m_idx];
1145 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1146 bool resist = FALSE;
1148 if (is_pet(m_ptr) && !player_cast) return FALSE;
1150 /* Hack -- Skip Unique Monsters or Quest Monsters */
1151 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1153 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1155 else if (m_idx == p_ptr->riding) resist = TRUE;
1157 else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
1159 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1161 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1163 /* Delete the monster */
1166 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1170 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1171 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1174 delete_monster_idx(m_idx);
1177 if (resist && player_cast)
1179 bool see_m = is_seen(m_ptr);
1182 monster_desc(m_name, m_ptr, 0);
1185 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1187 if (MON_CSLEEP(m_ptr))
1189 (void)set_monster_csleep(m_idx, 0);
1192 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1195 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1199 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1203 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1209 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);
1212 /* Visual feedback */
1213 move_cursor_relative(p_ptr->y, p_ptr->x);
1216 p_ptr->redraw |= (PR_HP);
1219 p_ptr->window |= (PW_PLAYER);
1228 Term_xtra(TERM_XTRA_DELAY, msec);
1235 * @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
1236 * @param power 抹殺の威力
1237 * @param player_cast プレイヤーの魔法によるものならば TRUE
1238 * @return 効力があった場合TRUEを返す
1240 bool symbol_genocide(int power, bool player_cast)
1244 bool result = FALSE;
1246 /* Prevent genocide in quest levels */
1247 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1252 /* Mega-Hack -- Get a monster symbol */
1253 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)) ;
1255 /* Delete the monsters of that "type" */
1256 for (i = 1; i < m_max; i++)
1258 monster_type *m_ptr = &m_list[i];
1259 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1261 /* Paranoia -- Skip dead monsters */
1262 if (!m_ptr->r_idx) continue;
1264 /* Skip "wrong" monsters */
1265 if (r_ptr->d_char != typ) continue;
1268 result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
1273 chg_virtue(V_VITALITY, -2);
1274 chg_virtue(V_CHANCE, -1);
1282 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1283 * @param power 抹殺の威力
1284 * @param player_cast プレイヤーの魔法によるものならば TRUE
1285 * @return 効力があった場合TRUEを返す
1287 bool mass_genocide(int power, bool player_cast)
1290 bool result = FALSE;
1292 /* Prevent mass genocide in quest levels */
1293 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1298 /* Delete the (nearby) monsters */
1299 for (i = 1; i < m_max; i++)
1301 monster_type *m_ptr = &m_list[i];
1303 /* Paranoia -- Skip dead monsters */
1304 if (!m_ptr->r_idx) continue;
1306 /* Skip distant monsters */
1307 if (m_ptr->cdis > MAX_SIGHT) continue;
1310 result |= genocide_aux(i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1315 chg_virtue(V_VITALITY, -2);
1316 chg_virtue(V_CHANCE, -1);
1324 * @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
1325 * @param power 抹殺の威力
1326 * @param player_cast プレイヤーの魔法によるものならば TRUE
1327 * @return 効力があった場合TRUEを返す
1329 bool mass_genocide_undead(int power, bool player_cast)
1332 bool result = FALSE;
1334 /* Prevent mass genocide in quest levels */
1335 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1340 /* Delete the (nearby) monsters */
1341 for (i = 1; i < m_max; i++)
1343 monster_type *m_ptr = &m_list[i];
1344 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1346 /* Paranoia -- Skip dead monsters */
1347 if (!m_ptr->r_idx) continue;
1349 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1351 /* Skip distant monsters */
1352 if (m_ptr->cdis > MAX_SIGHT) continue;
1355 result |= genocide_aux(i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1360 chg_virtue(V_UNLIFE, -2);
1361 chg_virtue(V_CHANCE, -1);
1369 * @brief 周辺モンスターを調査する / Probe nearby monsters
1370 * @return 効力があった場合TRUEを返す
1385 /* Probe all (nearby) monsters */
1386 for (i = 1; i < m_max; i++)
1388 monster_type *m_ptr = &m_list[i];
1389 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1391 /* Paranoia -- Skip dead monsters */
1392 if (!m_ptr->r_idx) continue;
1394 /* Require line of sight */
1395 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
1397 /* Probe visible monsters */
1402 /* Start the message */
1405 msg_print(_("調査中...", "Probing..."));
1410 if (!is_original_ap(m_ptr))
1412 if (m_ptr->mflag2 & MFLAG2_KAGE)
1413 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1415 m_ptr->ap_r_idx = m_ptr->r_idx;
1416 lite_spot(m_ptr->fy, m_ptr->fx);
1418 /* Get "the monster" or "something" */
1419 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1421 speed = m_ptr->mspeed - 110;
1422 if (MON_FAST(m_ptr)) speed += 10;
1423 if (MON_SLOW(m_ptr)) speed -= 10;
1424 if (ironman_nightmare) speed += 5;
1426 /* Get the monster's alignment */
1427 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
1428 else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
1429 else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
1430 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)");
1431 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
1432 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
1433 else align = _("中立", "neutral");
1435 /* Describe the monster */
1436 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:"),
1437 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1439 if (r_ptr->next_r_idx)
1441 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1445 strcat(buf, "xxx ");
1448 if (MON_CSLEEP(m_ptr)) strcat(buf,_("睡眠 ", "sleeping "));
1449 if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
1450 if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
1451 if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
1452 if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
1453 buf[strlen(buf)-1] = '\0';
1456 /* HACK : Add the line to message buffer */
1458 p_ptr->window |= (PW_MESSAGE);
1461 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
1464 Term_erase(0, 0, 255);
1466 /* Learn everything about this monster */
1467 if (lore_do_probe(m_ptr->r_idx))
1469 /* Get base name of monster */
1470 strcpy(buf, (r_name + r_ptr->name));
1473 /* Note that we learnt some new flags -Mogami- */
1474 msg_format("%sについてさらに詳しくなった気がする。", buf);
1479 /* Note that we learnt some new flags -Mogami- */
1480 msg_format("You now know more about %s.", buf);
1482 /* Clear -more- prompt */
1497 chg_virtue(V_KNOWLEDGE, 1);
1498 msg_print(_("これで全部です。", "That's all."));
1508 * @brief *破壊*処理を行う / The spell of destruction
1509 * @param y1 破壊の中心Y座標
1510 * @param x1 破壊の中心X座標
1512 * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
1513 * @return 効力があった場合TRUEを返す
1516 * This spell "deletes" monsters (instead of "killing" them).
1518 * Later we may use one function for both "destruction" and
1519 * "earthquake" by using the "full" to select "destruction".
1522 bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
1529 /* Prevent destruction of quest levels and town */
1530 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1535 /* Lose monster light */
1536 if (!in_generate) clear_mon_lite();
1538 /* Big area of affect */
1539 for (y = (y1 - r); y <= (y1 + r); y++)
1541 for (x = (x1 - r); x <= (x1 + r); x++)
1543 /* Skip illegal grids */
1544 if (!in_bounds(y, x)) continue;
1546 /* Extract the distance */
1547 k = distance(y1, x1, y, x);
1549 /* Stay in the circle of death */
1550 if (k > r) continue;
1552 /* Access the grid */
1553 c_ptr = &cave[y][x];
1555 /* Lose room and vault */
1556 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1558 /* Lose light and knowledge */
1559 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
1561 if (!in_generate) /* Normal */
1564 c_ptr->info &= ~(CAVE_UNSAFE);
1566 /* Hack -- Notice player affect */
1567 if (player_bold(y, x))
1569 /* Hurt the player later */
1572 /* Do not hurt this grid */
1577 /* Hack -- Skip the epicenter */
1578 if ((y == y1) && (x == x1)) continue;
1582 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1583 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1585 if (in_generate) /* In generation */
1587 /* Delete the monster (if any) */
1588 delete_monster(y, x);
1590 else if (r_ptr->flags1 & RF1_QUESTOR)
1592 /* Heal the monster */
1593 m_ptr->hp = m_ptr->maxhp;
1595 /* Try to teleport away quest monsters */
1596 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
1600 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1604 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1605 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
1608 /* Delete the monster (if any) */
1609 delete_monster(y, x);
1613 /* During generation, destroyed artifacts are "preserved" */
1614 if (preserve_mode || in_generate)
1616 OBJECT_IDX this_o_idx, next_o_idx = 0;
1618 /* Scan all objects in the grid */
1619 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1623 /* Acquire object */
1624 o_ptr = &o_list[this_o_idx];
1626 /* Acquire next object */
1627 next_o_idx = o_ptr->next_o_idx;
1629 /* Hack -- Preserve unknown artifacts */
1630 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
1632 /* Mega-Hack -- Preserve the artifact */
1633 a_info[o_ptr->name1].cur_num = 0;
1635 if (in_generate && cheat_peek)
1637 char o_name[MAX_NLEN];
1638 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1639 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);
1642 else if (in_generate && cheat_peek && o_ptr->art_name)
1644 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。",
1645 "One of the random artifacts was *destroyed* during generation."));
1650 /* Delete objects */
1651 delete_object(y, x);
1653 /* Destroy "non-permanent" grids */
1654 if (!cave_perma_grid(c_ptr))
1656 /* Wall (or floor) type */
1659 if (!in_generate) /* Normal */
1663 /* Create granite wall */
1664 cave_set_feat(y, x, feat_granite);
1668 /* Create quartz vein */
1669 cave_set_feat(y, x, feat_quartz_vein);
1673 /* Create magma vein */
1674 cave_set_feat(y, x, feat_magma_vein);
1679 cave_set_feat(y, x, floor_type[randint0(100)]);
1682 else /* In generation */
1686 /* Create granite wall */
1687 place_extra_grid(c_ptr);
1691 /* Create quartz vein */
1692 c_ptr->feat = feat_quartz_vein;
1696 /* Create magma vein */
1697 c_ptr->feat = feat_magma_vein;
1702 place_floor_grid(c_ptr);
1705 /* Clear garbage of hidden trap or door */
1714 /* Process "re-glowing" */
1715 for (y = (y1 - r); y <= (y1 + r); y++)
1717 for (x = (x1 - r); x <= (x1 + r); x++)
1719 /* Skip illegal grids */
1720 if (!in_bounds(y, x)) continue;
1722 /* Extract the distance */
1723 k = distance(y1, x1, y, x);
1725 /* Stay in the circle of death */
1726 if (k > r) continue;
1728 /* Access the grid */
1729 c_ptr = &cave[y][x];
1731 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
1732 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
1737 for (i = 0; i < 9; i++)
1739 yy = y + ddy_ddd[i];
1740 xx = x + ddx_ddd[i];
1741 if (!in_bounds2(yy, xx)) continue;
1742 cc_ptr = &cave[yy][xx];
1743 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1745 c_ptr->info |= CAVE_GLOW;
1753 /* Hack -- Affect player */
1756 msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
1758 /* Blind the player */
1759 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
1762 (void)set_blind(p_ptr->blind + 10 + randint1(10));
1768 /* Mega-Hack -- Forget the view and lite */
1769 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
1772 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1775 p_ptr->redraw |= (PR_MAP);
1778 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1780 if (p_ptr->special_defense & NINJA_S_STEALTH)
1782 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1792 * @brief 地震処理(サブルーチン) /
1793 * Induce an "earthquake" of the given radius at the given location.
1794 * @return 効力があった場合TRUEを返す
1798 * @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)
1802 * This will turn some walls into floors and some floors into walls.
1804 * The player will take damage and "jump" into a safe grid if possible,
1805 * otherwise, he will "tunnel" through the rubble instantaneously.
1807 * Monsters will take damage, and "jump" into a safe grid if possible,
1808 * otherwise they will be "buried" in the rubble, disappearing from
1809 * the level in the same way that they do when genocided.
1811 * Note that thus the player and monsters (except eaters of walls and
1812 * passers through walls) will never occupy the same grid as a wall.
1813 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
1814 * for a single turn, unless that monster can pass_walls or kill_walls.
1815 * This has allowed massive simplification of the "monster" code.
1818 bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
1822 POSITION y, x, yy, xx, dy, dx;
1825 POSITION sy = 0, sx = 0;
1831 /* Prevent destruction of quest levels and town */
1832 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1837 /* Paranoia -- Enforce maximum range */
1840 /* Clear the "maximal blast" area */
1841 for (y = 0; y < 32; y++)
1843 for (x = 0; x < 32; x++)
1849 /* Check around the epicenter */
1850 for (dy = -r; dy <= r; dy++)
1852 for (dx = -r; dx <= r; dx++)
1854 /* Extract the location */
1858 /* Skip illegal grids */
1859 if (!in_bounds(yy, xx)) continue;
1861 /* Skip distant grids */
1862 if (distance(cy, cx, yy, xx) > r) continue;
1864 /* Access the grid */
1865 c_ptr = &cave[yy][xx];
1867 /* Lose room and vault */
1868 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
1870 /* Lose light and knowledge */
1871 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
1873 /* Skip the epicenter */
1874 if (!dx && !dy) continue;
1876 /* Skip most grids */
1877 if (randint0(100) < 85) continue;
1879 /* Damage this grid */
1880 map[16+yy-cy][16+xx-cx] = TRUE;
1882 /* Hack -- Take note of player damage */
1883 if (player_bold(yy, xx)) hurt = TRUE;
1887 /* First, affect the player (if necessary) */
1888 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
1890 /* Check around the player */
1891 for (i = 0; i < 8; i++)
1893 /* Access the location */
1894 y = p_ptr->y + ddy_ddd[i];
1895 x = p_ptr->x + ddx_ddd[i];
1897 /* Skip non-empty grids */
1898 if (!cave_empty_bold(y, x)) continue;
1900 /* Important -- Skip "quake" grids */
1901 if (map[16+y-cy][16+x-cx]) continue;
1903 if (cave[y][x].m_idx) continue;
1905 /* Count "safe" grids */
1908 /* Randomize choice */
1909 if (randint0(sn) > 0) continue;
1911 /* Save the safe location */
1915 /* Random message */
1916 switch (randint1(3))
1920 msg_print(_("ダンジョンの壁が崩れた!", "The cave ceiling collapses!"));
1925 msg_print(_("ダンジョンの床が不自然にねじ曲がった!", "The cave floor twists in an unnatural way!"));
1930 msg_print(_("ダンジョンが揺れた!崩れた岩が頭に降ってきた!", "The cave quakes! You are pummeled with debris!"));
1935 /* Hurt the player a lot */
1938 /* Message and damage */
1939 msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
1943 /* Destroy the grid, and push the player to safety */
1946 /* Calculate results */
1947 switch (randint1(3))
1951 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
1957 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
1958 damage = damroll(10, 4);
1959 (void)set_stun(p_ptr->stun + randint1(50));
1964 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!"));
1965 damage = damroll(10, 4);
1966 (void)set_stun(p_ptr->stun + randint1(50));
1971 /* Move the player to the safe location */
1972 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
1975 /* Important -- no wall on player */
1976 map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
1978 /* Take some damage */
1986 monster_type *m_ptr = &m_list[m_idx];
1988 /* Get the monster's real name */
1989 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1991 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
1995 killer = _("地震", "an earthquake");
1998 take_hit(DAMAGE_ATTACK, damage, killer, -1);
2002 /* Examine the quaked region */
2003 for (dy = -r; dy <= r; dy++)
2005 for (dx = -r; dx <= r; dx++)
2007 /* Extract the location */
2011 /* Skip unaffected grids */
2012 if (!map[16+yy-cy][16+xx-cx]) continue;
2014 /* Access the grid */
2015 c_ptr = &cave[yy][xx];
2017 if (c_ptr->m_idx == p_ptr->riding) continue;
2019 /* Process monsters */
2022 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2023 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2025 /* Quest monsters */
2026 if (r_ptr->flags1 & RF1_QUESTOR)
2028 /* No wall on quest monsters */
2029 map[16+yy-cy][16+xx-cx] = FALSE;
2034 /* Most monsters cannot co-exist with rock */
2035 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
2036 !(r_ptr->flags2 & (RF2_PASS_WALL)))
2040 /* Assume not safe */
2043 /* Monster can move to escape the wall */
2044 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
2046 /* Look for safety */
2047 for (i = 0; i < 8; i++)
2049 /* Access the grid */
2050 y = yy + ddy_ddd[i];
2051 x = xx + ddx_ddd[i];
2053 /* Skip non-empty grids */
2054 if (!cave_empty_bold(y, x)) continue;
2056 /* Hack -- no safety on glyph of warding */
2057 if (is_glyph_grid(&cave[y][x])) continue;
2058 if (is_explosive_rune_grid(&cave[y][x])) continue;
2060 /* ... nor on the Pattern */
2061 if (pattern_tile(y, x)) continue;
2063 /* Important -- Skip "quake" grids */
2064 if (map[16+y-cy][16+x-cx]) continue;
2066 if (cave[y][x].m_idx) continue;
2067 if (player_bold(y, x)) continue;
2069 /* Count "safe" grids */
2072 /* Randomize choice */
2073 if (randint0(sn) > 0) continue;
2075 /* Save the safe grid */
2080 /* Describe the monster */
2081 monster_desc(m_name, m_ptr, 0);
2083 /* Scream in pain */
2084 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);
2086 /* Take damage from the quake */
2087 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
2089 /* Monster is certainly awake */
2090 (void)set_monster_csleep(c_ptr->m_idx, 0);
2092 /* Apply damage directly */
2093 m_ptr->hp -= damage;
2095 /* Delete (not kill) "dead" monsters */
2098 if (!ignore_unview || is_seen(m_ptr))
2099 msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
2103 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
2107 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
2108 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
2112 /* Delete the monster */
2113 delete_monster(yy, xx);
2115 /* No longer safe */
2119 /* Hack -- Escape from the rock */
2122 IDX m_idx_aux = cave[yy][xx].m_idx;
2124 /* Update the old location */
2125 cave[yy][xx].m_idx = 0;
2127 /* Update the new location */
2128 cave[sy][sx].m_idx = m_idx_aux;
2130 /* Move the monster */
2134 /* Update the monster (new location) */
2135 update_mon(m_idx, TRUE);
2137 /* Redraw the old grid */
2140 /* Redraw the new grid */
2148 /* Lose monster light */
2151 /* Examine the quaked region */
2152 for (dy = -r; dy <= r; dy++)
2154 for (dx = -r; dx <= r; dx++)
2156 /* Extract the location */
2160 /* Skip unaffected grids */
2161 if (!map[16+yy-cy][16+xx-cx]) continue;
2163 /* Access the cave grid */
2164 c_ptr = &cave[yy][xx];
2166 /* Paranoia -- never affect player */
2167 /* if (player_bold(yy, xx)) continue; */
2169 /* Destroy location (if valid) */
2170 if (cave_valid_bold(yy, xx))
2172 /* Delete objects */
2173 delete_object(yy, xx);
2175 /* Wall (or floor) type */
2176 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
2181 /* Create granite wall */
2182 cave_set_feat(yy, xx, feat_granite);
2188 /* Create quartz vein */
2189 cave_set_feat(yy, xx, feat_quartz_vein);
2195 /* Create magma vein */
2196 cave_set_feat(yy, xx, feat_magma_vein);
2203 cave_set_feat(yy, xx, floor_type[randint0(100)]);
2210 /* Process "re-glowing" */
2211 for (dy = -r; dy <= r; dy++)
2213 for (dx = -r; dx <= r; dx++)
2215 /* Extract the location */
2219 /* Skip illegal grids */
2220 if (!in_bounds(yy, xx)) continue;
2222 /* Skip distant grids */
2223 if (distance(cy, cx, yy, xx) > r) continue;
2225 /* Access the grid */
2226 c_ptr = &cave[yy][xx];
2228 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
2229 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
2234 for (ii = 0; ii < 9; ii++)
2236 yyy = yy + ddy_ddd[ii];
2237 xxx = xx + ddx_ddd[ii];
2238 if (!in_bounds2(yyy, xxx)) continue;
2239 cc_ptr = &cave[yyy][xxx];
2240 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2242 c_ptr->info |= CAVE_GLOW;
2251 /* Mega-Hack -- Forget the view and lite */
2252 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2255 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
2257 /* Update the health bar */
2258 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
2261 p_ptr->redraw |= (PR_MAP);
2264 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2266 if (p_ptr->special_defense & NINJA_S_STEALTH)
2268 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2276 * @brief 地震処理(プレイヤーの中心発動) /
2277 * Induce an "earthquake" of the given radius at the given location.
2278 * @return 効力があった場合TRUEを返す
2283 bool earthquake(POSITION cy, POSITION cx, POSITION r)
2285 return earthquake_aux(cy, cx, r, 0);
2292 void discharge_minion(void)
2297 for (i = 1; i < m_max; i++)
2299 monster_type *m_ptr = &m_list[i];
2300 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2301 if (m_ptr->nickname) okay = FALSE;
2303 if (!okay || p_ptr->riding)
2305 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? ")))
2308 for (i = 1; i < m_max; i++)
2311 monster_type *m_ptr = &m_list[i];
2312 monster_race *r_ptr;
2314 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2315 r_ptr = &r_info[m_ptr->r_idx];
2317 /* Uniques resist discharging */
2318 if (r_ptr->flags1 & RF1_UNIQUE)
2321 monster_desc(m_name, m_ptr, 0x00);
2322 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);
2323 delete_monster_idx(i);
2326 dam = m_ptr->maxhp / 2;
2327 if (dam > 100) dam = (dam-100)/2 + 100;
2328 if (dam > 400) dam = (dam-400)/2 + 400;
2329 if (dam > 800) dam = 800;
2330 project(i, 2+(r_ptr->level/20), m_ptr->fy,
2331 m_ptr->fx, dam, GF_PLASMA,
2332 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
2334 if (record_named_pet && m_ptr->nickname)
2338 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2339 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
2342 delete_monster_idx(i);
2348 * @brief 部屋全体を照らすサブルーチン
2352 * This routine clears the entire "temp" set.
2353 * This routine will Perma-Lite all "temp" grids.
2354 * This routine is used (only) by "lite_room()"
2355 * Dark grids are illuminated.
2356 * Also, process all affected monsters.
2358 * SMART monsters always wake up when illuminated
2359 * NORMAL monsters wake up 1/4 the time when illuminated
2360 * STUPID monsters wake up 1/10 the time when illuminated
2363 static void cave_temp_room_lite(void)
2367 /* Clear them all */
2368 for (i = 0; i < temp_n; i++)
2370 POSITION y = temp_y[i];
2371 POSITION x = temp_x[i];
2373 cave_type *c_ptr = &cave[y][x];
2375 /* No longer in the array */
2376 c_ptr->info &= ~(CAVE_TEMP);
2378 /* Update only non-CAVE_GLOW grids */
2379 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
2382 c_ptr->info |= (CAVE_GLOW);
2384 /* Process affected monsters */
2389 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2391 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2393 /* Update the monster */
2394 update_mon(c_ptr->m_idx, FALSE);
2396 /* Stupid monsters rarely wake up */
2397 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
2399 /* Smart monsters always wake up */
2400 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
2402 /* Sometimes monsters wake up */
2403 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
2406 (void)set_monster_csleep(c_ptr->m_idx, 0);
2408 /* Notice the "waking up" */
2413 /* Acquire the monster name */
2414 monster_desc(m_name, m_ptr, 0);
2416 /* Dump a message */
2417 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2428 update_local_illumination(y, x);
2438 * @brief 部屋全体を暗くするサブルーチン
2442 * This routine clears the entire "temp" set.
2443 * This routine will "darken" all "temp" grids.
2444 * In addition, some of these grids will be "unmarked".
2445 * This routine is used (only) by "unlite_room()"
2446 * Also, process all affected monsters
2449 static void cave_temp_room_unlite(void)
2453 /* Clear them all */
2454 for (i = 0; i < temp_n; i++)
2456 POSITION y = temp_y[i];
2457 POSITION x = temp_x[i];
2460 cave_type *c_ptr = &cave[y][x];
2461 bool do_dark = !is_mirror_grid(c_ptr);
2463 /* No longer in the array */
2464 c_ptr->info &= ~(CAVE_TEMP);
2466 /* Darken the grid */
2469 if (dun_level || !is_daytime())
2471 for (j = 0; j < 9; j++)
2473 int by = y + ddy_ddd[j];
2474 int bx = x + ddx_ddd[j];
2476 if (in_bounds2(by, bx))
2478 cave_type *cc_ptr = &cave[by][bx];
2480 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2488 if (!do_dark) continue;
2491 c_ptr->info &= ~(CAVE_GLOW);
2493 /* Hack -- Forget "boring" grids */
2494 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
2496 /* Forget the grid */
2497 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
2503 /* Process affected monsters */
2506 /* Update the monster */
2507 update_mon(c_ptr->m_idx, FALSE);
2513 update_local_illumination(y, x);
2523 * @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
2526 * @param pass_bold 地形条件を返す関数ポインタ
2529 static int next_to_open(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2536 for (i = 0; i < 16; i++)
2538 y = cy + ddy_cdd[i % 8];
2539 x = cx + ddx_cdd[i % 8];
2541 /* Found a wall, break the length */
2542 if (!pass_bold(y, x))
2544 /* Track best length */
2558 return (MAX(len, blen));
2562 * @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
2565 * @param pass_bold 地形条件を返す関数ポインタ
2568 static int next_to_walls_adj(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2574 for (i = 0; i < 8; i++)
2576 y = cy + ddy_ddd[i];
2577 x = cx + ddx_ddd[i];
2579 if (!pass_bold(y, x)) c++;
2587 * @brief 部屋内にある一点の周囲に該当する地形数かいくつあるかをグローバル変数temp_nに返す / Aux function -- see below
2588 * @param y 部屋内のy座標1点
2589 * @param x 部屋内のx座標1点
2590 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
2591 * @param pass_bold 地形条件を返す関数ポインタ
2594 static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pass_bold)(POSITION, POSITION))
2599 c_ptr = &cave[y][x];
2601 /* Avoid infinite recursion */
2602 if (c_ptr->info & (CAVE_TEMP)) return;
2604 /* Do not "leave" the current room */
2605 if (!(c_ptr->info & (CAVE_ROOM)))
2607 if (only_room) return;
2610 if (!in_bounds2(y, x)) return;
2612 /* Do not exceed the maximum spell range */
2613 if (distance(p_ptr->y, p_ptr->x, y, x) > MAX_RANGE) return;
2615 /* Verify this grid */
2617 * The reason why it is ==6 instead of >5 is that 8 is impossible
2618 * due to the check for cave_bold above.
2619 * 7 lights dead-end corridors (you need to do this for the
2620 * checkboard interesting rooms, so that the boundary is lit
2622 * This leaves only a check for 6 bounding walls!
2624 if (in_bounds(y, x) && pass_bold(y, x) &&
2625 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
2628 /* Paranoia -- verify space */
2629 if (temp_n == TEMP_MAX) return;
2631 /* Mark the grid as "seen" */
2632 c_ptr->info |= (CAVE_TEMP);
2634 /* Add it to the "seen" set */
2641 * @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
2644 * @return 光を通すならばtrueを返す。
2646 static bool cave_pass_lite_bold(POSITION y, POSITION x)
2648 return cave_los_bold(y, x);
2652 * @brief 部屋内にある一点の周囲がいくつ光を通すかをグローバル変数temp_nに返す / Aux function -- see below
2657 static void cave_temp_lite_room_aux(POSITION y, POSITION x)
2659 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
2663 * @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
2666 * @return 射線を通すならばtrueを返す。
2668 static bool cave_pass_dark_bold(POSITION y, POSITION x)
2670 return cave_have_flag_bold(y, x, FF_PROJECT);
2675 * @brief 部屋内にある一点の周囲がいくつ射線を通すかをグローバル変数temp_nに返す / Aux function -- see below
2680 static void cave_temp_unlite_room_aux(POSITION y, POSITION x)
2682 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
2687 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
2692 void lite_room(POSITION y1, POSITION x1)
2697 /* Add the initial grid */
2698 cave_temp_lite_room_aux(y1, x1);
2700 /* While grids are in the queue, add their neighbors */
2701 for (i = 0; i < temp_n; i++)
2703 x = temp_x[i], y = temp_y[i];
2705 /* Walls get lit, but stop light */
2706 if (!cave_pass_lite_bold(y, x)) continue;
2708 /* Spread adjacent */
2709 cave_temp_lite_room_aux(y + 1, x);
2710 cave_temp_lite_room_aux(y - 1, x);
2711 cave_temp_lite_room_aux(y, x + 1);
2712 cave_temp_lite_room_aux(y, x - 1);
2714 /* Spread diagonal */
2715 cave_temp_lite_room_aux(y + 1, x + 1);
2716 cave_temp_lite_room_aux(y - 1, x - 1);
2717 cave_temp_lite_room_aux(y - 1, x + 1);
2718 cave_temp_lite_room_aux(y + 1, x - 1);
2721 /* Now, lite them all up at once */
2722 cave_temp_room_lite();
2724 if (p_ptr->special_defense & NINJA_S_STEALTH)
2726 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2732 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
2737 void unlite_room(POSITION y1, POSITION x1)
2742 /* Add the initial grid */
2743 cave_temp_unlite_room_aux(y1, x1);
2745 /* Spread, breadth first */
2746 for (i = 0; i < temp_n; i++)
2748 x = temp_x[i], y = temp_y[i];
2750 /* Walls get dark, but stop darkness */
2751 if (!cave_pass_dark_bold(y, x)) continue;
2753 /* Spread adjacent */
2754 cave_temp_unlite_room_aux(y + 1, x);
2755 cave_temp_unlite_room_aux(y - 1, x);
2756 cave_temp_unlite_room_aux(y, x + 1);
2757 cave_temp_unlite_room_aux(y, x - 1);
2759 /* Spread diagonal */
2760 cave_temp_unlite_room_aux(y + 1, x + 1);
2761 cave_temp_unlite_room_aux(y - 1, x - 1);
2762 cave_temp_unlite_room_aux(y - 1, x + 1);
2763 cave_temp_unlite_room_aux(y + 1, x - 1);
2766 /* Now, darken them all at once */
2767 cave_temp_room_unlite();
2773 * @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
2776 * @return 作用が実際にあった場合TRUEを返す
2778 bool lite_area(HIT_POINT dam, POSITION rad)
2780 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2782 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
2784 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
2788 /* Hack -- Message */
2791 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
2794 /* Hook into the "project()" function */
2795 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1);
2797 /* Lite up the room */
2798 lite_room(p_ptr->y, p_ptr->x);
2806 * @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
2809 * @return 作用が実際にあった場合TRUEを返す
2811 bool unlite_area(HIT_POINT dam, POSITION rad)
2813 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2815 /* Hack -- Message */
2818 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
2821 /* Hook into the "project()" function */
2822 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1);
2824 /* Lite up the room */
2825 unlite_room(p_ptr->y, p_ptr->x);
2834 * @brief ボール系スペルの発動 / Cast a ball spell
2836 * @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)
2839 * @return 作用が実際にあった場合TRUEを返す
2842 * Stop if we hit a monster, act as a "ball"
2843 * Allow "target" mode to pass over monsters
2844 * Affect grids, objects, and monsters
2847 bool fire_ball(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2851 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2853 if (typ == GF_CHARM_LIVING) flg|= PROJECT_HIDE;
2854 /* Use the given direction */
2855 tx = p_ptr->x + 99 * ddx[dir];
2856 ty = p_ptr->y + 99 * ddy[dir];
2858 /* Hack -- Use an actual "target" */
2859 if ((dir == 5) && target_okay())
2861 flg &= ~(PROJECT_STOP);
2866 /* Analyze the "dir" and the "target". Hurt items on floor. */
2867 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2871 * @brief ブレス系スペルの発動 / Cast a breath spell
2873 * @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)
2876 * @return 作用が実際にあった場合TRUEを返す
2879 * Stop if we hit a monster, act as a "ball"
2880 * Allow "target" mode to pass over monsters
2881 * Affect grids, objects, and monsters
2884 bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2886 return fire_ball(typ, dir, dam, -rad);
2891 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
2893 * @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)
2896 * @return 作用が実際にあった場合TRUEを返す
2899 * Stop if we hit a monster, act as a "ball"
2900 * Allow "target" mode to pass over monsters
2901 * Affect grids, objects, and monsters
2904 bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2907 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2909 /* Use the given direction */
2910 tx = p_ptr->x + 99 * ddx[dir];
2911 ty = p_ptr->y + 99 * ddy[dir];
2913 /* Hack -- Use an actual "target" */
2914 if ((dir == 5) && target_okay())
2920 /* Analyze the "dir" and the "target". Hurt items on floor. */
2921 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2926 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
2928 * @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)
2931 * @return 作用が実際にあった場合TRUEを返す
2934 * Stop if we hit a monster, act as a "ball"
2935 * Allow "target" mode to pass over monsters
2936 * Affect grids, objects, and monsters
2939 bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2942 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
2944 /* Use the given direction */
2945 tx = p_ptr->x + 99 * ddx[dir];
2946 ty = p_ptr->y + 99 * ddy[dir];
2948 /* Hack -- Use an actual "target" */
2949 if ((dir == 5) && target_okay())
2951 flg &= ~(PROJECT_STOP);
2956 /* Analyze the "dir" and the "target". Hurt items on floor. */
2957 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2962 * @brief メテオ系スペルの発動 / Cast a meteor spell
2963 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
2969 * @return 作用が実際にあった場合TRUEを返す
2972 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
2973 * player, or outside source, that starts out at an arbitrary location, and
2974 * leaving no trail from the "caster" to the target. This function is
2975 * especially useful for bombardments and similar. -LM-
2976 * Option to hurt the player.
2979 bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
2981 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2983 /* Analyze the "target" and the caster. */
2984 return (project(who, rad, y, x, dam, typ, flg, -1));
2989 * @brief ブラスト系スペルの発動 / Cast a blast spell
2991 * @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)
2996 * @return 作用が実際にあった場合TRUEを返す
2998 bool fire_blast(EFFECT_ID typ, DIRECTION dir, int dd, int ds, int num, int dev)
3002 POSITION ty, tx, y, x;
3005 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
3010 /* Use the given direction */
3013 ly = ty = p_ptr->y + 20 * ddy[dir];
3014 lx = tx = p_ptr->x + 20 * ddx[dir];
3017 /* Use an actual "target" */
3018 else /* if (dir == 5) */
3023 lx = 20 * (tx - p_ptr->x) + p_ptr->x;
3024 ly = 20 * (ty - p_ptr->y) + p_ptr->y;
3027 ld = distance(p_ptr->y, p_ptr->x, ly, lx);
3030 for (i = 0; i < num; i++)
3034 /* Get targets for some bolts */
3035 y = rand_spread(ly, ld * dev / 20);
3036 x = rand_spread(lx, ld * dev / 20);
3038 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
3041 /* Analyze the "dir" and the "target". */
3042 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
3053 * @brief モンスターとの位置交換処理 / Switch position with a monster.
3054 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3055 * @return 作用が実際にあった場合TRUEを返す
3057 bool teleport_swap(DIRECTION dir)
3061 monster_type* m_ptr;
3062 monster_race* r_ptr;
3064 if ((dir == 5) && target_okay())
3071 tx = p_ptr->x + ddx[dir];
3072 ty = p_ptr->y + ddy[dir];
3074 c_ptr = &cave[ty][tx];
3076 if (p_ptr->anti_tele)
3078 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
3082 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
3084 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
3090 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10))
3092 msg_print(_("失敗した。", "Failed to swap."));
3098 m_ptr = &m_list[c_ptr->m_idx];
3099 r_ptr = &r_info[m_ptr->r_idx];
3101 (void)set_monster_csleep(c_ptr->m_idx, 0);
3103 if (r_ptr->flagsr & RFR_RES_TELE)
3105 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
3107 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
3113 sound(SOUND_TELEPORT);
3115 /* Swap the player and monster */
3116 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
3124 * @brief 指定方向に飛び道具を飛ばす(フラグ任意指定) / Hack -- apply a "projection()" in a direction (or at the target)
3126 * @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)
3129 * @return 作用が実際にあった場合TRUEを返す
3131 bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
3135 /* Pass through the target if needed */
3136 flg |= (PROJECT_THRU);
3138 /* Use the given direction */
3139 tx = p_ptr->x + ddx[dir];
3140 ty = p_ptr->y + ddy[dir];
3142 /* Hack -- Use an actual "target" */
3143 if ((dir == 5) && target_okay())
3149 /* Analyze the "dir" and the "target", do NOT explode */
3150 return (project(0, 0, ty, tx, dam, typ, flg, -1));
3155 * @brief ボルト系スペルの発動 / Cast a bolt spell.
3157 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3159 * @return 作用が実際にあった場合TRUEを返す
3162 * Stop if we hit a monster, as a "bolt".
3163 * Affect monsters and grids (not objects).
3166 bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3168 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
3169 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
3170 return (project_hook(typ, dir, dam, flg));
3175 * @brief ビーム系スペルの発動 / Cast a beam spell.
3177 * @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)
3179 * @return 作用が実際にあった場合TRUEを返す
3182 * Pass through monsters, as a "beam".
3183 * Affect monsters, grids and objects.
3186 bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3188 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
3189 return (project_hook(typ, dir, dam, flg));
3194 * @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.
3195 * @param prob ビーム化する確率(%)
3197 * @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)
3199 * @return 作用が実際にあった場合TRUEを返す
3202 * Pass through monsters, as a "beam".
3203 * Affect monsters, grids and objects.
3206 bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3208 if (randint0(100) < prob)
3210 return (fire_beam(typ, dir, dam));
3214 return (fire_bolt(typ, dir, dam));
3219 * @brief LITE_WEAK属性による光源ビーム処理
3220 * @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)
3222 * @return 作用が実際にあった場合TRUEを返す
3224 bool lite_line(DIRECTION dir, HIT_POINT dam)
3226 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
3227 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
3232 * @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)
3234 * @return 作用が実際にあった場合TRUEを返す
3236 bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam)
3238 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3239 return (project_hook(GF_HYPODYNAMIA, dir, dam, flg));
3244 * @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)
3246 * @return 作用が実際にあった場合TRUEを返す
3248 bool wall_to_mud(DIRECTION dir, HIT_POINT dam)
3250 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3251 return (project_hook(GF_KILL_WALL, dir, dam, flg));
3256 * @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)
3257 * @return 作用が実際にあった場合TRUEを返す
3259 bool wizard_lock(DIRECTION dir)
3261 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3262 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
3267 * @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)
3268 * @return 作用が実際にあった場合TRUEを返す
3270 bool destroy_door(DIRECTION dir)
3272 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3273 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
3278 * @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)
3279 * @return 作用が実際にあった場合TRUEを返す
3281 bool disarm_trap(DIRECTION dir)
3283 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3284 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
3289 * @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)
3291 * @return 作用が実際にあった場合TRUEを返す
3293 bool heal_monster(DIRECTION dir, HIT_POINT dam)
3295 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3296 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
3301 * @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)
3303 * @return 作用が実際にあった場合TRUEを返す
3305 bool speed_monster(DIRECTION dir, int power)
3307 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3308 return (project_hook(GF_OLD_SPEED, dir, power, flg));
3313 * @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)
3315 * @return 作用が実際にあった場合TRUEを返す
3317 bool slow_monster(DIRECTION dir, int power)
3319 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3320 return (project_hook(GF_OLD_SLOW, dir, power, flg));
3325 * @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)
3327 * @return 作用が実際にあった場合TRUEを返す
3329 bool sleep_monster(DIRECTION dir, int power)
3331 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3332 return (project_hook(GF_OLD_SLEEP, dir, power, flg));
3336 * @brief モンスター拘束(STASIS)処理
3337 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3338 * @return 作用が実際にあった場合TRUEを返す
3339 * @details 威力はプレイヤーレベル*2に固定
3341 bool stasis_monster(DIRECTION dir)
3343 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
3347 * @brief 邪悪なモンスター拘束(STASIS)処理
3348 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3349 * @return 作用が実際にあった場合TRUEを返す
3350 * @details 威力はプレイヤーレベル*2に固定
3352 bool stasis_evil(DIRECTION dir)
3354 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
3359 * @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)
3360 * @param plev プレイヤーレベル(=効力)
3361 * @return 作用が実際にあった場合TRUEを返す
3363 bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev)
3365 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3366 return (project_hook(GF_OLD_CONF, dir, plev, flg));
3371 * @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)
3372 * @param plev プレイヤーレベル(=効力)
3373 * @return 作用が実際にあった場合TRUEを返す
3375 bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev)
3377 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3378 return (project_hook(GF_STUN, dir, plev, flg));
3382 * @brief チェンジモンスター処理
3383 * @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)
3385 * @return 作用が実際にあった場合TRUEを返す
3387 bool poly_monster(DIRECTION dir, int power)
3389 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3390 bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
3392 chg_virtue(V_CHANCE, 1);
3397 * @brief クローンモンスター処理
3398 * @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)
3399 * @return 作用が実際にあった場合TRUEを返す
3401 bool clone_monster(DIRECTION dir)
3403 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3404 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
3409 * @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)
3410 * @param plev プレイヤーレベル(=効力)
3411 * @return 作用が実際にあった場合TRUEを返す
3413 bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev)
3415 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3416 return (project_hook(GF_TURN_ALL, dir, plev, flg));
3421 * @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)
3422 * @param plev プレイヤーレベル(効力はplev*200)
3423 * @return 作用が実際にあった場合TRUEを返す
3425 bool death_ray(DIRECTION dir, PLAYER_LEVEL plev)
3427 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3428 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
3432 * @brief モンスター用テレポート処理
3433 * @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)
3434 * @param distance 移動距離
3435 * @return 作用が実際にあった場合TRUEを返す
3437 bool teleport_monster(DIRECTION dir, int distance)
3439 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
3440 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
3444 * @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)
3445 * @return 作用が実際にあった場合TRUEを返す
3447 bool door_creation(void)
3449 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3450 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_DOOR, flg, -1));
3454 * @brief トラップ生成処理(起点から周囲1マス)
3457 * @return 作用が実際にあった場合TRUEを返す
3459 bool trap_creation(POSITION y, POSITION x)
3461 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3462 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
3466 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
3467 * @return 作用が実際にあった場合TRUEを返す
3469 bool tree_creation(void)
3471 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3472 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_TREE, flg, -1));
3476 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
3477 * @return 作用が実際にあった場合TRUEを返す
3479 bool glyph_creation(void)
3481 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
3482 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_GLYPH, flg, -1));
3486 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
3487 * @return 作用が実際にあった場合TRUEを返す
3489 bool wall_stone(void)
3491 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3493 bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
3496 p_ptr->update |= (PU_FLOW);
3499 p_ptr->redraw |= (PR_MAP);
3505 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
3506 * @return 作用が実際にあった場合TRUEを返す
3508 bool destroy_doors_touch(void)
3510 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3511 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_DOOR, flg, -1));
3515 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
3516 * @return 作用が実際にあった場合TRUEを返す
3518 bool disarm_traps_touch(void)
3520 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3521 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_TRAP, flg, -1));
3525 * @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)
3526 * @return 作用が実際にあった場合TRUEを返す
3528 bool sleep_monsters_touch(void)
3530 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
3531 return (project(0, 1, p_ptr->y, p_ptr->x, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
3536 * @brief 死者復活処理(起点より周囲5マス)
3537 * @param who 術者モンスターID(0ならばプレイヤー)
3540 * @return 作用が実際にあった場合TRUEを返す
3542 bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x)
3544 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
3545 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
3550 * @return 作用が実際にあった場合TRUEを返す
3552 void call_chaos(void)
3554 int Chaos_type, dummy, dir;
3555 PLAYER_LEVEL plev = p_ptr->lev;
3556 bool line_chaos = FALSE;
3558 int hurt_types[31] =
3560 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
3561 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
3562 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
3563 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
3564 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
3565 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
3566 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
3567 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
3570 Chaos_type = hurt_types[randint0(31)];
3571 if (one_in_(4)) line_chaos = TRUE;
3575 for (dummy = 1; dummy < 10; dummy++)
3580 fire_beam(Chaos_type, dummy, 150);
3582 fire_ball(Chaos_type, dummy, 150, 2);
3586 else if (one_in_(3))
3588 fire_ball(Chaos_type, 0, 500, 8);
3592 if (!get_aim_dir(&dir)) return;
3594 fire_beam(Chaos_type, dir, 250);
3596 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
3601 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
3602 * @param stop_ty 再帰処理停止フラグ
3604 * @return 作用が実際にあった場合TRUEを返す
3607 * rr9: Stop the nasty things when a Cyberdemon is summoned
3608 * or the player gets paralyzed.
3611 bool activate_ty_curse(bool stop_ty, int *count)
3615 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3619 switch (randint1(34))
3624 msg_print(_("地面が揺れた...", "The ground trembles..."));
3625 earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
3626 if (!one_in_(6)) break;
3631 HIT_POINT dam = damroll(10, 10);
3632 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!"));
3633 project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1);
3634 take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
3635 if (!one_in_(6)) break;
3640 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
3641 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
3642 if (randint0(13)) (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3643 if (!one_in_(6)) break;
3646 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3650 project(0, 7, p_ptr->y, p_ptr->x, 50, GF_KILL_WALL, flg, -1);
3651 take_hit(DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
3653 if (!one_in_(6)) break;
3654 case 1: case 2: case 3: case 16: case 17:
3655 aggravate_monsters(0);
3656 if (!one_in_(6)) break;
3657 case 4: case 5: case 6:
3658 (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3659 if (!one_in_(6)) break;
3660 case 7: case 8: case 9: case 18:
3661 (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
3662 if (!one_in_(6)) break;
3663 case 10: case 11: case 12:
3664 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..."));
3665 lose_exp(p_ptr->exp / 16);
3666 if (!one_in_(6)) break;
3667 case 13: case 14: case 15: case 19: case 20:
3668 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
3674 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
3675 if (p_ptr->free_act)
3676 set_paralyzed(p_ptr->paralyzed + randint1(3));
3678 set_paralyzed(p_ptr->paralyzed + randint1(13));
3681 if (!one_in_(6)) break;
3682 case 21: case 22: case 23:
3683 (void)do_dec_stat(randint0(6));
3684 if (!one_in_(6)) break;
3686 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
3688 if (!one_in_(6)) break;
3691 * Only summon Cyberdemons deep in the dungeon.
3693 if ((dun_level > 65) && !stop_ty)
3695 (*count) += summon_cyber(-1, p_ptr->y, p_ptr->x);
3699 if (!one_in_(6)) break;
3705 (void)do_dec_stat(i);
3713 while (one_in_(3) && !stop_ty);
3719 * @brief HI_SUMMON(上級召喚)処理発動
3722 * @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
3723 * @return 作用が実際にあった場合TRUEを返す
3725 int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
3730 BIT_FLAGS mode = PM_ALLOW_GROUP;
3737 mode |= PM_FORCE_FRIENDLY;
3741 mode |= PM_FORCE_PET;
3746 if (!pet) mode |= PM_NO_PET;
3748 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
3750 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
3752 switch (randint1(25) + (dun_level / 20))
3755 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
3758 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
3761 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
3764 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
3767 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
3770 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
3773 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
3776 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
3780 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
3784 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
3787 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3788 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
3791 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3792 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
3795 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
3798 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3799 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
3808 * @brief サイバーデーモンの召喚
3809 * @param who 召喚主のモンスターID(0ならばプレイヤー)
3812 * @return 作用が実際にあった場合TRUEを返す
3814 int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x)
3817 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
3819 BIT_FLAGS mode = PM_ALLOW_GROUP;
3821 /* Summoned by a monster */
3824 monster_type *m_ptr = &m_list[who];
3825 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
3828 if (max_cyber > 4) max_cyber = 4;
3830 for (i = 0; i < max_cyber; i++)
3832 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode);
3839 * @brief 周辺破壊効果(プレイヤー中心)
3840 * @return 作用が実際にあった場合TRUEを返す
3842 void wall_breaker(void)
3845 POSITION y = 0, x = 0;
3846 int attempts = 1000;
3848 if (randint1(80 + p_ptr->lev) < 70)
3852 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
3854 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
3856 if (!player_bold(y, x)) break;
3859 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3860 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3862 else if (randint1(100) > 30)
3864 earthquake(p_ptr->y, p_ptr->x, 1);
3868 int num = damroll(5, 3);
3870 for (i = 0; i < num; i++)
3874 scatter(&y, &x, p_ptr->y, p_ptr->x, 10, 0);
3876 if (!player_bold(y, x)) break;
3879 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3880 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3887 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
3889 * @return 作用が実際にあった場合TRUEを返す
3891 bool confuse_monsters(HIT_POINT dam)
3893 return (project_hack(GF_OLD_CONF, dam));
3898 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
3900 * @return 作用が実際にあった場合TRUEを返す
3902 bool charm_monsters(HIT_POINT dam)
3904 return (project_hack(GF_CHARM, dam));
3909 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
3911 * @return 作用が実際にあった場合TRUEを返す
3913 bool charm_animals(HIT_POINT dam)
3915 return (project_hack(GF_CONTROL_ANIMAL, dam));
3920 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
3922 * @return 作用が実際にあった場合TRUEを返す
3924 bool stun_monsters(HIT_POINT dam)
3926 return (project_hack(GF_STUN, dam));
3931 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
3933 * @return 作用が実際にあった場合TRUEを返す
3935 bool stasis_monsters(HIT_POINT dam)
3937 return (project_hack(GF_STASIS, dam));
3942 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
3944 * @return 作用が実際にあった場合TRUEを返す
3946 bool mindblast_monsters(HIT_POINT dam)
3948 return (project_hack(GF_PSI, dam));
3953 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
3954 * @param dist 効力(距離)
3955 * @return 作用が実際にあった場合TRUEを返す
3957 bool banish_monsters(int dist)
3959 return (project_hack(GF_AWAY_ALL, dist));
3964 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
3966 * @return 作用が実際にあった場合TRUEを返す
3968 bool turn_evil(HIT_POINT dam)
3970 return (project_hack(GF_TURN_EVIL, dam));
3975 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
3977 * @return 作用が実際にあった場合TRUEを返す
3979 bool turn_monsters(HIT_POINT dam)
3981 return (project_hack(GF_TURN_ALL, dam));
3986 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
3987 * @return 作用が実際にあった場合TRUEを返す
3989 bool deathray_monsters(void)
3991 return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
3995 * @brief チャーム・モンスター(1体)
3996 * @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)
3998 * @return 作用が実際にあった場合TRUEを返す
4000 bool charm_monster(DIRECTION dir, PLAYER_LEVEL plev)
4002 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
4003 return (project_hook(GF_CHARM, dir, plev, flg));
4007 * @brief アンデッド支配(1体)
4008 * @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)
4010 * @return 作用が実際にあった場合TRUEを返す
4012 bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev)
4014 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
4015 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
4020 * @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)
4022 * @return 作用が実際にあった場合TRUEを返す
4024 bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev)
4026 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
4027 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
4032 * @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)
4034 * @return 作用が実際にあった場合TRUEを返す
4036 bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev)
4038 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
4039 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
4045 * @param success 判定成功上の処理ならばTRUE
4046 * @return 作用が実際にあった場合TRUEを返す
4048 bool kawarimi(bool success)
4051 object_type *q_ptr = &forge;
4054 if (p_ptr->is_dead) return FALSE;
4055 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
4056 if (randint0(200) < p_ptr->stun) return FALSE;
4058 if (!success && one_in_(3))
4060 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
4061 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
4062 p_ptr->redraw |= (PR_STATUS);
4069 teleport_player(10 + randint1(90), 0L);
4073 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
4075 q_ptr->pval = MON_NINJA;
4077 /* Drop it in the dungeon */
4078 (void)drop_near(q_ptr, -1, y, x);
4081 if (success) msg_print("攻撃を受ける前に素早く身をひるがえした。");
4082 else msg_print("失敗!攻撃を受けてしまった。");
4084 if (success) msg_print("You have turned around just before the attack hit you.");
4085 else msg_print("Failed! You are hit by the attack.");
4088 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
4089 p_ptr->redraw |= (PR_STATUS);
4097 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
4098 * @param mdeath 目標モンスターが死亡したかを返す
4099 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
4101 bool rush_attack(bool *mdeath)
4108 bool tmp_mdeath = FALSE;
4111 if (mdeath) *mdeath = FALSE;
4114 if (!get_aim_dir(&dir)) return FALSE;
4116 /* Use the given direction */
4117 tx = p_ptr->x + project_length * ddx[dir];
4118 ty = p_ptr->y + project_length * ddy[dir];
4120 /* Hack -- Use an actual "target" */
4121 if ((dir == 5) && target_okay())
4127 if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
4129 path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
4132 /* No need to move */
4133 if (!path_n) return TRUE;
4135 /* Use ty and tx as to-move point */
4139 /* Project along the path */
4140 for (i = 0; i < path_n; i++)
4142 monster_type *m_ptr;
4144 int ny = GRID_Y(path_g[i]);
4145 int nx = GRID_X(path_g[i]);
4147 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
4152 /* Go to next grid */
4156 if (!cave[ny][nx].m_idx)
4160 msg_print(_("失敗!", "Failed!"));
4164 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
4171 /* Move player before updating the monster */
4172 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4174 /* Update the monster */
4175 update_mon(cave[ny][nx].m_idx, TRUE);
4177 /* Found a monster */
4178 m_ptr = &m_list[cave[ny][nx].m_idx];
4180 if (tm_idx != cave[ny][nx].m_idx)
4183 msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "",
4184 m_ptr->ml ? "モンスター" : "何か");
4186 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
4189 else if (!player_bold(ty, tx))
4191 /* Hold the monster name */
4194 /* Get the monster name (BEFORE polymorphing) */
4195 monster_desc(m_name, m_ptr, 0);
4196 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
4199 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4201 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
4206 if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4208 if (mdeath) *mdeath = tmp_mdeath;
4214 * @brief 全鏡の消去 / Remove all mirrors in this floor
4215 * @param explode 爆発処理を伴うならばTRUE
4218 void remove_all_mirrors(bool explode)
4222 for (x = 0; x < cur_wid; x++)
4224 for (y = 0; y < cur_hgt; y++)
4226 if (is_mirror_grid(&cave[y][x]))
4228 remove_mirror(y, x);
4230 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
4231 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
4238 * @brief 『一つの指輪』の効果処理 /
4239 * Hack -- activate the ring of power
4240 * @param dir 発動の方向ID
4243 void ring_of_power(DIRECTION dir)
4245 /* Pick a random effect */
4246 switch (randint1(10))
4251 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."));
4254 /* Decrease all stats (permanently) */
4255 (void)dec_stat(A_STR, 50, TRUE);
4256 (void)dec_stat(A_INT, 50, TRUE);
4257 (void)dec_stat(A_WIS, 50, TRUE);
4258 (void)dec_stat(A_DEX, 50, TRUE);
4259 (void)dec_stat(A_CON, 50, TRUE);
4260 (void)dec_stat(A_CHR, 50, TRUE);
4262 /* Lose some experience (permanently) */
4263 p_ptr->exp -= (p_ptr->exp / 4);
4264 p_ptr->max_exp -= (p_ptr->exp / 4);
4272 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."));
4274 /* Dispel monsters */
4275 dispel_monsters(1000);
4285 fire_ball(GF_MANA, dir, 600, 3);
4296 fire_bolt(GF_MANA, dir, 500);
4304 * @brief 運命の輪、並びにカオス的な効果の発動
4305 * @param spell ランダムな効果を選択するための基準ID
4308 void wild_magic(int spell)
4311 int type = SUMMON_MOLD + randint0(6);
4313 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
4314 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
4316 switch (randint1(spell) + randint1(8) + 1)
4321 teleport_player(10, TELEPORT_PASSIVE);
4326 teleport_player(100, TELEPORT_PASSIVE);
4330 teleport_player(200, TELEPORT_PASSIVE);
4340 lite_area(damroll(2, 3), 2);
4343 destroy_doors_touch();
4348 sleep_monsters_touch();
4352 trap_creation(p_ptr->y, p_ptr->x);
4361 aggravate_monsters(0);
4364 earthquake(p_ptr->y, p_ptr->x, 5);
4368 (void)gain_random_mutation(0);
4372 apply_disenchant(1);
4378 fire_ball(GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
4385 while (counter++ < 8)
4387 (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET));
4392 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4395 (void)summon_cyber(-1, p_ptr->y, p_ptr->x);
4400 (void)activate_ty_curse(FALSE, &count);
4409 * @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。
4410 * / Drop 10+1d10 meteor ball at random places near the player
4415 void cast_meteor(HIT_POINT dam, POSITION rad)
4418 int b = 10 + randint1(10);
4420 for (i = 0; i < b; i++)
4422 POSITION y = 0, x = 0;
4425 for (count = 0; count <= 20; count++)
4429 x = p_ptr->x - 8 + randint0(17);
4430 y = p_ptr->y - 8 + randint0(17);
4432 dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
4433 dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
4435 /* Approximate distance */
4436 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4438 if (d >= 9) continue;
4440 if (!in_bounds(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)
4441 || !cave_have_flag_bold(y, x, FF_PROJECT)) continue;
4443 /* Valid position */
4447 if (count > 20) continue;
4449 project(0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
4455 * @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。
4458 * @return ターゲットを指定し、実行したならばTRUEを返す。
4460 bool cast_wrath_of_the_god(HIT_POINT dam, POSITION rad)
4462 POSITION x, y, tx, ty;
4466 int b = 10 + randint1(10);
4468 if (!get_aim_dir(&dir)) return FALSE;
4470 /* Use the given direction */
4471 tx = p_ptr->x + 99 * ddx[dir];
4472 ty = p_ptr->y + 99 * ddy[dir];
4474 /* Hack -- Use an actual "target" */
4475 if ((dir == 5) && target_okay())
4486 /* Hack -- Stop at the target */
4487 if ((y == ty) && (x == tx)) break;
4491 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
4493 /* Stop at maximum range */
4494 if (MAX_RANGE <= distance(p_ptr->y, p_ptr->x, ny, nx)) break;
4496 /* Stopped by walls/doors */
4497 if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
4499 /* Stopped by monsters */
4500 if ((dir != 5) && cave[ny][nx].m_idx != 0) break;
4502 /* Save the new location */
4509 for (i = 0; i < b; i++)
4511 int count = 20, d = 0;
4517 x = tx - 5 + randint0(11);
4518 y = ty - 5 + randint0(11);
4520 dx = (tx > x) ? (tx - x) : (x - tx);
4521 dy = (ty > y) ? (ty - y) : (y - ty);
4523 /* Approximate distance */
4524 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4525 /* Within the radius */
4529 if (count < 0) continue;
4531 /* Cannot penetrate perm walls */
4532 if (!in_bounds(y, x) ||
4533 cave_stop_disintegration(y, x) ||
4534 !in_disintegration_range(ty, tx, y, x))
4537 project(0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
4544 * @brief 「ワンダー」のランダムな効果を決定して処理する。
4548 * This spell should become more useful (more controlled) as the\n
4549 * player gains experience levels. Thus, add 1/5 of the player's\n
4550 * level to the die roll. This eliminates the worst effects later on,\n
4551 * while keeping the results quite random. It also allows some potent\n
4552 * effects only at high level.
4554 void cast_wonder(DIRECTION dir)
4556 PLAYER_LEVEL plev = p_ptr->lev;
4557 int die = randint1(100) + plev / 5;
4558 int vir = virtue_number(V_CHANCE);
4562 if (p_ptr->virtues[vir - 1] > 0)
4564 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4568 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4573 chg_virtue(V_CHANCE, 1);
4577 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
4580 if (die < 8) clone_monster(dir);
4581 else if (die < 14) speed_monster(dir, plev);
4582 else if (die < 26) heal_monster(dir, damroll(4, 6));
4583 else if (die < 31) poly_monster(dir, plev);
4585 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4586 damroll(3 + ((plev - 1) / 5), 4));
4587 else if (die < 41) confuse_monster(dir, plev);
4588 else if (die < 46) fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4589 else if (die < 51) (void)lite_line(dir, damroll(6, 8));
4591 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4592 damroll(3 + ((plev - 5) / 4), 8));
4594 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4595 damroll(5 + ((plev - 5) / 4), 8));
4597 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4598 damroll(6 + ((plev - 5) / 4), 8));
4600 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4601 damroll(8 + ((plev - 5) / 4), 8));
4602 else if (die < 76) hypodynamic_bolt(dir, 75);
4603 else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4604 else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
4605 else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
4606 else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
4607 else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
4610 earthquake(p_ptr->y, p_ptr->x, 12);
4614 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4618 symbol_genocide(plev + 50, TRUE);
4620 else if (die < 110) dispel_monsters(120);
4623 dispel_monsters(150);
4624 slow_monsters(plev);
4625 sleep_monsters(plev);
4632 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
4636 void cast_invoke_spirits(DIRECTION dir)
4638 PLAYER_LEVEL plev = p_ptr->lev;
4639 int die = randint1(100) + plev / 5;
4640 int vir = virtue_number(V_CHANCE);
4644 if (p_ptr->virtues[vir - 1] > 0)
4646 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4650 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4654 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..."));
4656 chg_virtue(V_CHANCE, 1);
4660 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!"));
4665 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!",
4666 "Oh no! Mouldering forms rise from the earth around you!"));
4668 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4669 chg_virtue(V_UNLIFE, 1);
4673 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..."));
4675 set_afraid(p_ptr->afraid + randint1(4) + 4);
4679 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...",
4680 "Your head is invaded by a horde of gibbering spectral voices..."));
4682 set_confused(p_ptr->confused + randint1(4) + 4);
4686 poly_monster(dir, plev);
4690 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4691 damroll(3 + ((plev - 1) / 5), 4));
4695 confuse_monster(dir, plev);
4699 fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4703 (void)lite_line(dir, damroll(6, 8));
4707 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4708 damroll(3 + ((plev - 5) / 4), 8));
4712 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4713 damroll(5 + ((plev - 5) / 4), 8));
4717 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4718 damroll(6 + ((plev - 5) / 4), 8));
4722 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4723 damroll(8 + ((plev - 5) / 4), 8));
4727 hypodynamic_bolt(dir, 75);
4731 fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4735 fire_ball(GF_ACID, dir, 40 + plev, 2);
4739 fire_ball(GF_ICE, dir, 70 + plev, 3);
4743 fire_ball(GF_FIRE, dir, 80 + plev, 3);
4747 hypodynamic_bolt(dir, 100 + plev);
4751 earthquake(p_ptr->y, p_ptr->x, 12);
4755 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4759 symbol_genocide(plev + 50, TRUE);
4763 dispel_monsters(120);
4767 dispel_monsters(150);
4768 slow_monsters(plev);
4769 sleep_monsters(plev);
4775 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。」",
4776 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
4781 * @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。
4784 void cast_shuffle(void)
4786 PLAYER_LEVEL plev = p_ptr->lev;
4789 int vir = virtue_number(V_CHANCE);
4792 /* Card sharks and high mages get a level bonus */
4793 if ((p_ptr->pclass == CLASS_ROGUE) ||
4794 (p_ptr->pclass == CLASS_HIGH_MAGE) ||
4795 (p_ptr->pclass == CLASS_SORCERER))
4796 die = (randint1(110)) + plev / 5;
4798 die = randint1(120);
4803 if (p_ptr->virtues[vir - 1] > 0)
4805 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4809 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4813 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..."));
4816 chg_virtue(V_CHANCE, 1);
4820 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
4822 for (i = 0; i < randint1(3); i++)
4823 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4827 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
4828 summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4833 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
4834 activate_ty_curse(FALSE, &count);
4838 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
4839 aggravate_monsters(0);
4843 msg_print(_("《愚者》だ。", "It's the Fool."));
4849 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
4850 trump_summoning(1, FALSE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
4854 msg_print(_("《月》だ。", "It's the Moon."));
4859 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
4860 wild_magic(randint0(32));
4864 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4865 teleport_player(10, TELEPORT_PASSIVE);
4869 msg_print(_("《正義》だ。", "It's Justice."));
4870 set_blessed(p_ptr->lev, FALSE);
4874 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4875 teleport_player(100, TELEPORT_PASSIVE);
4879 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4880 teleport_player(200, TELEPORT_PASSIVE);
4884 msg_print(_("《塔》だ。", "It's the Tower."));
4889 msg_print(_("《節制》だ。", "It's Temperance."));
4890 sleep_monsters_touch();
4894 msg_print(_("《塔》だ。", "It's the Tower."));
4896 earthquake(p_ptr->y, p_ptr->x, 5);
4900 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4901 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_MOLD, 0L);
4905 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4906 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_BAT, 0L);
4910 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4911 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_VORTEX, 0L);
4915 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4916 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
4920 msg_print(_("《恋人》だ。", "It's the Lovers."));
4922 if (get_aim_dir(&dir))
4923 charm_monster(dir, MIN(p_ptr->lev, 20));
4927 msg_print(_("《隠者》だ。", "It's the Hermit."));
4932 msg_print(_("《審判》だ。", "It's the Judgement."));
4933 do_cmd_rerate(FALSE);
4934 lose_all_mutations();
4938 msg_print(_("《太陽》だ。", "It's the Sun."));
4939 chg_virtue(V_KNOWLEDGE, 1);
4940 chg_virtue(V_ENLIGHTEN, 1);
4945 msg_print(_("《世界》だ。", "It's the World."));
4946 if (p_ptr->exp < PY_MAX_EXP)
4948 s32b ee = (p_ptr->exp / 25) + 1;
4949 if (ee > 5000) ee = 5000;
4950 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4956 bool_hack life_stream(bool_hack message, bool_hack virtue)
4960 chg_virtue(V_VITALITY, 1);
4961 chg_virtue(V_UNLIFE, -5);
4965 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
4968 (void)set_poisoned(0);
4970 (void)set_confused(0);
4974 (void)restore_all_status();
4975 (void)set_shero(0, TRUE);
4982 bool_hack heroism(int base)
4984 bool_hack ident = FALSE;
4985 if(set_afraid(0)) ident = TRUE;
4986 if(set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4987 if(hp_player(10)) ident = TRUE;
4991 bool_hack berserk(int base)
4993 bool_hack ident = FALSE;
4994 if (set_afraid(0)) ident = TRUE;
4995 if (set_shero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4996 if (hp_player(30)) ident = TRUE;
5000 bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
5002 bool_hack ident = FALSE;
5003 if (hp_player(damroll(dice, sides))) ident = TRUE;
5004 if (set_blind(0)) ident = TRUE;
5005 if (set_cut(p_ptr->cut - 10)) ident = TRUE;
5006 if (set_shero(0, TRUE)) ident = TRUE;
5010 bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
5012 bool_hack ident = FALSE;
5013 if (hp_player(damroll(dice, sides))) ident = TRUE;
5014 if (set_blind(0)) ident = TRUE;
5015 if (set_confused(0)) ident = TRUE;
5016 if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
5017 if (set_shero(0, TRUE)) ident = TRUE;
5021 bool_hack cure_critical_wounds(HIT_POINT pow)
5023 bool_hack ident = FALSE;
5024 if (hp_player(pow)) ident = TRUE;
5025 if (set_blind(0)) ident = TRUE;
5026 if (set_confused(0)) ident = TRUE;
5027 if (set_poisoned(0)) ident = TRUE;
5028 if (set_stun(0)) ident = TRUE;
5029 if (set_cut(0)) ident = TRUE;
5030 if (set_shero(0, TRUE)) ident = TRUE;
5034 bool_hack true_healing(HIT_POINT pow)
5036 bool_hack ident = FALSE;
5037 if (hp_player(pow)) ident = TRUE;
5038 if (set_blind(0)) ident = TRUE;
5039 if (set_confused(0)) ident = TRUE;
5040 if (set_poisoned(0)) ident = TRUE;
5041 if (set_stun(0)) ident = TRUE;
5042 if (set_cut(0)) ident = TRUE;
5043 if (set_image(0)) ident = TRUE;
5047 bool_hack restore_mana(bool_hack magic_eater)
5049 bool_hack ident = FALSE;
5051 if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
5054 for (i = 0; i < EATER_EXT * 2; i++)
5056 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
5057 if (p_ptr->magic_num1[i] > p_ptr->magic_num2[i] * EATER_CHARGE) p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
5059 for (; i < EATER_EXT * 3; i++)
5061 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
5062 p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_ROD_CHARGE / 3)*k_info[k_idx].pval;
5063 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
5065 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
5066 p_ptr->window |= (PW_PLAYER);
5069 else if (p_ptr->csp < p_ptr->msp)
5071 p_ptr->csp = p_ptr->msp;
5072 p_ptr->csp_frac = 0;
5073 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
5074 p_ptr->redraw |= (PR_MANA);
5075 p_ptr->window |= (PW_PLAYER);
5076 p_ptr->window |= (PW_SPELL);
5083 bool restore_all_status(void)
5086 if (do_res_stat(A_STR)) ident = TRUE;
5087 if (do_res_stat(A_INT)) ident = TRUE;
5088 if (do_res_stat(A_WIS)) ident = TRUE;
5089 if (do_res_stat(A_DEX)) ident = TRUE;
5090 if (do_res_stat(A_CON)) ident = TRUE;
5091 if (do_res_stat(A_CHR)) ident = TRUE;
5096 * @brief 口を使う継続的な処理を中断する
5099 void stop_mouth(void)
5101 if (music_singing_any()) stop_singing();
5102 if (hex_spelling_any()) stop_hex_spell_all();
5106 bool_hack vampirism(void)
5113 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
5115 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
5119 /* Only works on adjacent monsters */
5120 if (!get_rep_dir2(&dir)) return FALSE;
5121 y = p_ptr->y + ddy[dir];
5122 x = p_ptr->x + ddx[dir];
5123 c_ptr = &cave[y][x];
5127 if (!(c_ptr->m_idx))
5129 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
5133 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
5135 dummy = p_ptr->lev * 2;
5137 if (hypodynamic_bolt(dir, dummy))
5139 if (p_ptr->food < PY_FOOD_FULL)
5140 /* No heal if we are "full" */
5141 (void)hp_player(dummy);
5143 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
5145 /* Gain nutritional sustenance: 150/hp drained */
5146 /* A Food ration gives 5000 food points (by contrast) */
5147 /* Don't ever get more than "Full" this way */
5148 /* But if we ARE Gorged, it won't cure us */
5149 dummy = p_ptr->food + MIN(5000, 100 * dummy);
5150 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
5151 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
5154 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
5158 bool panic_hit(void)
5163 if (!get_rep_dir2(&dir)) return FALSE;
5164 y = p_ptr->y + ddy[dir];
5165 x = p_ptr->x + ddx[dir];
5166 if (cave[y][x].m_idx)
5169 if (randint0(p_ptr->skill_dis) < 7)
5170 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
5172 teleport_player(30, 0L);
5177 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"));
5185 * @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)
5188 * currently this function allows pseudo-id of any object,
5189 * including silly ones like potions & scrolls, which always
5190 * get '{average}'. This should be changed, either to stop such
5191 * items from being pseudo-id'd, or to allow psychometry to
5192 * detect whether the unidentified potion/scroll/etc is
5193 * good (Cure Light Wounds, Restore Strength, etc) or
5194 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
5196 bool psychometry(void)
5200 char o_name[MAX_NLEN];
5205 item_tester_no_ryoute = TRUE;
5207 q = _("どのアイテムを調べますか?", "Meditate on which item? ");
5208 s = _("調べるアイテムがありません。", "You have nothing appropriate.");
5210 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
5212 /* Get the item (in the pack) */
5215 o_ptr = &inventory[item];
5218 /* Get the item (on the floor) */
5221 o_ptr = &o_list[0 - item];
5224 /* It is fully known, no information needed */
5225 if (object_is_known(o_ptr))
5227 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
5231 /* Check for a feeling */
5232 feel = value_check_aux1(o_ptr);
5234 /* Get an object description */
5235 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5237 /* Skip non-feelings */
5240 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);
5245 msg_format("%sは%sという感じがする...",
5246 o_name, game_inscriptions[feel]);
5248 msg_format("You feel that the %s %s %s...",
5249 o_name, ((o_ptr->number == 1) ? "is" : "are"),
5250 game_inscriptions[feel]);
5254 /* We have "felt" it */
5255 o_ptr->ident |= (IDENT_SENSE);
5258 o_ptr->feeling = feel;
5260 /* Player touches it */
5261 o_ptr->marked |= OM_TOUCHED;
5263 /* Combine / Reorder the pack (later) */
5264 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5267 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5269 /* Valid "tval" codes */
5270 switch (o_ptr->tval)
5298 /* Auto-inscription/destroy */
5299 autopick_alter_item(item, (bool)(okay && destroy_feeling));
5301 /* Something happened */