3 * @brief 魔法効果の実装/ Spell code (part 2)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
17 #include "monsterrace-hook.h"
20 #include "projection.h"
21 #include "spells-summon.h"
26 * @brief プレイヤー周辺の地形を感知する
29 * @param known 地形から危険フラグを外すならTRUE
30 * @return 効力があった場合TRUEを返す
32 static bool detect_feat_flag(POSITION range, int flag, bool known)
38 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
40 /* Scan the current panel */
41 for (y = 1; y < cur_hgt - 1; y++)
43 for (x = 1; x <= cur_wid - 1; x++)
45 int dist = distance(p_ptr->y, p_ptr->x, y, x);
46 if (dist > range) continue;
52 /* Mark as detected */
53 if (dist <= range && known)
55 if (dist <= range - 1) c_ptr->info |= (CAVE_IN_DETECT);
57 c_ptr->info &= ~(CAVE_UNSAFE);
64 if (cave_have_flag_grid(c_ptr, flag))
69 /* Hack -- Memorize */
70 c_ptr->info |= (CAVE_MARK);
83 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
85 * @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
86 * @return 効力があった場合TRUEを返す
88 bool detect_traps(POSITION range, bool known)
90 bool detect = detect_feat_flag(range, FF_TRAP, known);
92 if (known) p_ptr->dtrap = TRUE;
94 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
97 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
104 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
106 * @return 効力があった場合TRUEを返す
108 bool detect_doors(POSITION range)
110 bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
112 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
115 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
122 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
124 * @return 効力があった場合TRUEを返す
126 bool detect_stairs(POSITION range)
128 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
130 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
133 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
140 * @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
142 * @return 効力があった場合TRUEを返す
144 bool detect_treasure(POSITION range)
146 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
148 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
151 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!"));
158 * @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
160 * @return 効力があった場合TRUEを返す
162 bool detect_objects_gold(POSITION range)
166 POSITION range2 = range;
170 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
173 for (i = 1; i < o_max; i++)
175 object_type *o_ptr = &o_list[i];
177 /* Skip dead objects */
178 if (!o_ptr->k_idx) continue;
180 /* Skip held objects */
181 if (o_ptr->held_m_idx) continue;
186 /* Only detect nearby objects */
187 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
189 /* Detect "gold" objects */
190 if (o_ptr->tval == TV_GOLD)
192 o_ptr->marked |= OM_FOUND;
198 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
201 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
204 if (detect_monsters_string(range, "$"))
213 * @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
215 * @return 効力があった場合TRUEを返す
217 bool detect_objects_normal(POSITION range)
221 POSITION range2 = range;
225 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
228 for (i = 1; i < o_max; i++)
230 object_type *o_ptr = &o_list[i];
232 /* Skip dead objects */
233 if (!o_ptr->k_idx) continue;
235 /* Skip held objects */
236 if (o_ptr->held_m_idx) continue;
241 /* Only detect nearby objects */
242 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
244 /* Detect "real" objects */
245 if (o_ptr->tval != TV_GOLD)
247 o_ptr->marked |= OM_FOUND;
253 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
256 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
259 if (detect_monsters_string(range, "!=?|/`"))
268 * @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.
270 * @return 効力があった場合TRUEを返す
273 * This will light up all spaces with "magic" items, including artifacts,
274 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
275 * and "enchanted" items of the "good" variety.
277 * It can probably be argued that this function is now too powerful.
280 bool detect_objects_magic(POSITION range)
282 OBJECT_TYPE_VALUE tv;
288 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
290 /* Scan all objects */
291 for (i = 1; i < o_max; i++)
293 object_type *o_ptr = &o_list[i];
295 /* Skip dead objects */
296 if (!o_ptr->k_idx) continue;
298 /* Skip held objects */
299 if (o_ptr->held_m_idx) continue;
304 /* Only detect nearby objects */
305 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
307 /* Examine the tval */
310 /* Artifacts, misc magic items, or enchanted wearables */
311 if (object_is_artifact(o_ptr) ||
312 object_is_ego(o_ptr) ||
313 (tv == TV_WHISTLE) ||
321 (tv == TV_LIFE_BOOK) ||
322 (tv == TV_SORCERY_BOOK) ||
323 (tv == TV_NATURE_BOOK) ||
324 (tv == TV_CHAOS_BOOK) ||
325 (tv == TV_DEATH_BOOK) ||
326 (tv == TV_TRUMP_BOOK) ||
327 (tv == TV_ARCANE_BOOK) ||
328 (tv == TV_CRAFT_BOOK) ||
329 (tv == TV_DAEMON_BOOK) ||
330 (tv == TV_CRUSADE_BOOK) ||
331 (tv == TV_MUSIC_BOOK) ||
332 (tv == TV_HISSATSU_BOOK) ||
333 (tv == TV_HEX_BOOK) ||
334 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
336 /* Memorize the item */
337 o_ptr->marked |= OM_FOUND;
344 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!"));
353 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
355 * @return 効力があった場合TRUEを返す
357 bool detect_monsters_normal(POSITION range)
363 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
365 for (i = 1; i < m_max; i++)
367 monster_type *m_ptr = &m_list[i];
368 monster_race *r_ptr = &r_info[m_ptr->r_idx];
370 /* Skip dead monsters */
371 if (!m_ptr->r_idx) continue;
376 /* Only detect nearby monsters */
377 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
379 /* Detect all non-invisible monsters */
380 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
382 /* Repair visibility later */
383 repair_monsters = TRUE;
385 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
386 update_monster(i, FALSE);
391 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
394 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
401 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
403 * @return 効力があった場合TRUEを返す
405 bool detect_monsters_invis(POSITION range)
411 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
413 for (i = 1; i < m_max; i++)
415 monster_type *m_ptr = &m_list[i];
416 monster_race *r_ptr = &r_info[m_ptr->r_idx];
418 /* Skip dead monsters */
419 if (!m_ptr->r_idx) continue;
424 /* Only detect nearby monsters */
425 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
427 /* Detect invisible monsters */
428 if (r_ptr->flags2 & RF2_INVISIBLE)
430 /* Update monster recall window */
431 if (p_ptr->monster_race_idx == m_ptr->r_idx)
433 p_ptr->window |= (PW_MONSTER);
436 /* Repair visibility later */
437 repair_monsters = TRUE;
439 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
440 update_monster(i, FALSE);
445 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
448 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
454 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
456 * @return 効力があった場合TRUEを返す
458 bool detect_monsters_evil(POSITION range)
464 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
466 for (i = 1; i < m_max; i++)
468 monster_type *m_ptr = &m_list[i];
469 monster_race *r_ptr = &r_info[m_ptr->r_idx];
471 /* Skip dead monsters */
472 if (!m_ptr->r_idx) continue;
477 /* Only detect nearby monsters */
478 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
480 /* Detect evil monsters */
481 if (r_ptr->flags3 & RF3_EVIL)
483 if (is_original_ap(m_ptr))
485 /* Take note that they are evil */
486 r_ptr->r_flags3 |= (RF3_EVIL);
488 /* Update monster recall window */
489 if (p_ptr->monster_race_idx == m_ptr->r_idx)
491 p_ptr->window |= (PW_MONSTER);
495 /* Repair visibility later */
496 repair_monsters = TRUE;
498 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
499 update_monster(i, FALSE);
505 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
511 * @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
513 * @return 効力があった場合TRUEを返す
515 bool detect_monsters_nonliving(POSITION range)
521 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
523 for (i = 1; i < m_max; i++)
525 monster_type *m_ptr = &m_list[i];
527 /* Skip dead monsters */
528 if (!m_ptr->r_idx) continue;
533 /* Only detect nearby monsters */
534 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
536 /* Detect non-living monsters */
537 if (!monster_living(m_ptr->r_idx))
539 /* Update monster recall window */
540 if (p_ptr->monster_race_idx == m_ptr->r_idx)
542 p_ptr->window |= (PW_MONSTER);
545 /* Repair visibility later */
546 repair_monsters = TRUE;
548 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
549 update_monster(i, FALSE);
555 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!"));
561 * @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
563 * @return 効力があった場合TRUEを返す
565 bool detect_monsters_mind(POSITION range)
571 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
573 for (i = 1; i < m_max; i++)
575 monster_type *m_ptr = &m_list[i];
576 monster_race *r_ptr = &r_info[m_ptr->r_idx];
578 /* Skip dead monsters */
579 if (!m_ptr->r_idx) continue;
584 /* Only detect nearby monsters */
585 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
587 /* Detect non-living monsters */
588 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
590 /* Update monster recall window */
591 if (p_ptr->monster_race_idx == m_ptr->r_idx)
593 p_ptr->window |= (PW_MONSTER);
596 /* Repair visibility later */
597 repair_monsters = TRUE;
599 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
600 update_monster(i, FALSE);
606 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
613 * @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
615 * @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)
616 * @return 効力があった場合TRUEを返す
618 bool detect_monsters_string(POSITION range, concptr Match)
624 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
626 for (i = 1; i < m_max; i++)
628 monster_type *m_ptr = &m_list[i];
629 monster_race *r_ptr = &r_info[m_ptr->r_idx];
631 /* Skip dead monsters */
632 if (!m_ptr->r_idx) continue;
637 /* Only detect nearby monsters */
638 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
640 /* Detect monsters with the same symbol */
641 if (my_strchr(Match, r_ptr->d_char))
643 /* Update monster recall window */
644 if (p_ptr->monster_race_idx == m_ptr->r_idx)
646 p_ptr->window |= (PW_MONSTER);
649 /* Repair visibility later */
650 repair_monsters = TRUE;
652 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
653 update_monster(i, FALSE);
658 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
661 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
667 * @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
669 * @param match_flag 感知フラグ
670 * @return 効力があった場合TRUEを返す
672 bool detect_monsters_xxx(POSITION range, u32b match_flag)
677 concptr desc_monsters = _("変なモンスター", "weird monsters");
679 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
681 for (i = 1; i < m_max; i++)
683 monster_type *m_ptr = &m_list[i];
684 monster_race *r_ptr = &r_info[m_ptr->r_idx];
686 /* Skip dead monsters */
687 if (!m_ptr->r_idx) continue;
692 /* Only detect nearby monsters */
693 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
695 /* Detect evil monsters */
696 if (r_ptr->flags3 & (match_flag))
698 if (is_original_ap(m_ptr))
700 /* Take note that they are something */
701 r_ptr->r_flags3 |= (match_flag);
703 /* Update monster recall window */
704 if (p_ptr->monster_race_idx == m_ptr->r_idx)
706 p_ptr->window |= (PW_MONSTER);
710 /* Repair visibility later */
711 repair_monsters = TRUE;
713 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
714 update_monster(i, FALSE);
723 desc_monsters = _("デーモン", "demons");
726 desc_monsters = _("アンデッド", "the undead");
730 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
738 * @brief 全感知処理 / Detect everything
740 * @return 効力があった場合TRUEを返す
742 bool detect_all(POSITION range)
746 /* Detect everything */
747 if (detect_traps(range, TRUE)) detect = TRUE;
748 if (detect_doors(range)) detect = TRUE;
749 if (detect_stairs(range)) detect = TRUE;
751 /* There are too many hidden treasure. So... */
752 /* if (detect_treasure(range)) detect = TRUE; */
754 if (detect_objects_gold(range)) detect = TRUE;
755 if (detect_objects_normal(range)) detect = TRUE;
756 if (detect_monsters_invis(range)) detect = TRUE;
757 if (detect_monsters_normal(range)) detect = TRUE;
763 * @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
766 * @return 効力があった場合TRUEを返す
769 * Note that affected monsters are NOT auto-tracked by this usage.
771 * To avoid misbehavior when monster deaths have side-effects,
772 * this is done in two passes. -- JDL
775 bool project_all_los(EFFECT_ID typ, HIT_POINT dam)
779 BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
780 bool obvious = FALSE;
783 /* Mark all (nearby) monsters */
784 for (i = 1; i < m_max; i++)
786 monster_type *m_ptr = &m_list[i];
788 /* Paranoia -- Skip dead monsters */
789 if (!m_ptr->r_idx) continue;
794 /* Require line of sight */
795 if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
797 /* Mark the monster */
798 m_ptr->mflag |= (MFLAG_TEMP);
801 /* Affect all marked monsters */
802 for (i = 1; i < m_max; i++)
804 monster_type *m_ptr = &m_list[i];
806 /* Skip unmarked monsters */
807 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
810 m_ptr->mflag &= ~(MFLAG_TEMP);
815 /* Jump directly to the target monster */
816 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
823 * @brief 視界内モンスターを加速する処理 / Speed monsters
824 * @return 効力があった場合TRUEを返す
826 bool speed_monsters(void)
828 return (project_all_los(GF_OLD_SPEED, p_ptr->lev));
832 * @brief 視界内モンスターを加速する処理 / Slow monsters
833 * @return 効力があった場合TRUEを返す
835 bool slow_monsters(int power)
837 return (project_all_los(GF_OLD_SLOW, power));
841 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
842 * @return 効力があった場合TRUEを返す
844 bool sleep_monsters(int power)
846 return (project_all_los(GF_OLD_SLEEP, power));
850 * @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
851 * @return 効力があった場合TRUEを返す
853 bool banish_evil(int dist)
855 return (project_all_los(GF_AWAY_EVIL, dist));
859 * @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
860 * @return 効力があった場合TRUEを返す
862 bool turn_undead(void)
864 bool tester = (project_all_los(GF_TURN_UNDEAD, p_ptr->lev));
866 chg_virtue(V_UNLIFE, -1);
871 * @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
872 * @return 効力があった場合TRUEを返す
874 bool dispel_undead(HIT_POINT dam)
876 bool tester = (project_all_los(GF_DISP_UNDEAD, dam));
878 chg_virtue(V_UNLIFE, -2);
883 * @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
884 * @return 効力があった場合TRUEを返す
886 bool dispel_evil(HIT_POINT dam)
888 return (project_all_los(GF_DISP_EVIL, dam));
892 * @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
893 * @return 効力があった場合TRUEを返す
895 bool dispel_good(HIT_POINT dam)
897 return (project_all_los(GF_DISP_GOOD, dam));
901 * @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
902 * @return 効力があった場合TRUEを返す
904 bool dispel_monsters(HIT_POINT dam)
906 return (project_all_los(GF_DISP_ALL, dam));
909 bool cleansing_nova(player_type *creature_ptr, bool magic, bool powerful)
912 if (dispel_evil(powerful ? 225 : 150)) ident = TRUE;
913 int k = 3 * creature_ptr->lev;
914 if (set_protevil((magic ? 0 : creature_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
915 if (set_poisoned(0)) ident = TRUE;
916 if (set_afraid(0)) ident = TRUE;
917 if (hp_player(50)) ident = TRUE;
918 if (set_stun(0)) ident = TRUE;
919 if (set_cut(0)) ident = TRUE;
923 bool unleash_mana_storm(player_type *creature_ptr, bool powerful)
925 msg_print(_("強力な魔力が敵を引き裂いた!", "Mighty magics rend your enemies!"));
926 project(0, (powerful ? 7 : 5), p_ptr->y, p_ptr->x,
927 (randint1(200) + (powerful ? 500 : 300)) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
928 if ((p_ptr->pclass != CLASS_MAGE) && (p_ptr->pclass != CLASS_HIGH_MAGE) && (p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_MAGIC_EATER) && (p_ptr->pclass != CLASS_BLUE_MAGE))
930 (void)take_hit(DAMAGE_NOESCAPE, 50, _("コントロールし難い強力な魔力の解放", "unleashing magics too mighty to control"), -1);
936 * @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
937 * @return 効力があった場合TRUEを返す
939 bool dispel_living(HIT_POINT dam)
941 return (project_all_los(GF_DISP_LIVING, dam));
945 * @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
946 * @return 効力があった場合TRUEを返す
948 bool dispel_demons(HIT_POINT dam)
950 return (project_all_los(GF_DISP_DEMON, dam));
954 * @brief 視界内のモンスターに「聖戦」効果を与える処理
955 * @return 効力があった場合TRUEを返す
959 return (project_all_los(GF_CRUSADE, p_ptr->lev*4));
963 * @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.
964 * @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)
967 void aggravate_monsters(MONSTER_IDX who)
973 /* Aggravate everyone nearby */
974 for (i = 1; i < m_max; i++)
976 monster_type *m_ptr = &m_list[i];
978 /* Paranoia -- Skip dead monsters */
979 if (!m_ptr->r_idx) continue;
981 /* Skip aggravating monster (or player) */
982 if (i == who) continue;
984 /* Wake up nearby sleeping monsters */
985 if (m_ptr->cdis < MAX_SIGHT * 2)
988 if (MON_CSLEEP(m_ptr))
990 (void)set_monster_csleep(i, 0);
993 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
996 /* Speed up monsters in line of sight */
997 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
1001 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
1007 if (speed) msg_print(_("付近で何かが突如興奮したような感じを受けた!", "You feel a sudden stirring nearby!"));
1008 else if (sleep) msg_print(_("何かが突如興奮したような騒々しい音が遠くに聞こえた!", "You hear a sudden stirring in the distance!"));
1009 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
1014 * @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
1015 * @param m_idx 抹殺するモンスターID
1016 * @param power 抹殺の威力
1017 * @param player_cast プレイヤーの魔法によるものならば TRUE
1018 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
1019 * @param spell_name 抹殺効果を起こした魔法の名前
1020 * @return 効力があった場合TRUEを返す
1022 bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, concptr spell_name)
1024 int msec = delay_factor * delay_factor * delay_factor;
1025 monster_type *m_ptr = &m_list[m_idx];
1026 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1027 bool resist = FALSE;
1029 if (is_pet(m_ptr) && !player_cast) return FALSE;
1031 /* Hack -- Skip Unique Monsters or Quest Monsters */
1032 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1033 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1034 else if (m_idx == p_ptr->riding) resist = TRUE;
1035 else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
1036 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1037 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1042 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1044 GAME_TEXT m_name[MAX_NLEN];
1046 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1047 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1050 delete_monster_idx(m_idx);
1053 if (resist && player_cast)
1055 bool see_m = is_seen(m_ptr);
1056 GAME_TEXT m_name[MAX_NLEN];
1058 monster_desc(m_name, m_ptr, 0);
1061 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1063 if (MON_CSLEEP(m_ptr))
1065 (void)set_monster_csleep(m_idx, 0);
1068 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1071 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1075 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1079 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1084 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);
1087 /* Visual feedback */
1088 move_cursor_relative(p_ptr->y, p_ptr->x);
1090 p_ptr->redraw |= (PR_HP);
1091 p_ptr->window |= (PW_PLAYER);
1096 Term_xtra(TERM_XTRA_DELAY, msec);
1103 * @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
1104 * @param power 抹殺の威力
1105 * @param player_cast プレイヤーの魔法によるものならば TRUE
1106 * @return 効力があった場合TRUEを返す
1108 bool symbol_genocide(int power, bool player_cast)
1112 bool result = FALSE;
1114 /* Prevent genocide in quest levels */
1115 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1117 msg_print(_("何も起きないようだ……", "It seems nothing happen here..."));
1121 /* Mega-Hack -- Get a monster symbol */
1122 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)) ;
1124 /* Delete the monsters of that "type" */
1125 for (i = 1; i < m_max; i++)
1127 monster_type *m_ptr = &m_list[i];
1128 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1130 /* Paranoia -- Skip dead monsters */
1131 if (!m_ptr->r_idx) continue;
1133 /* Skip "wrong" monsters */
1134 if (r_ptr->d_char != typ) continue;
1136 result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
1141 chg_virtue(V_VITALITY, -2);
1142 chg_virtue(V_CHANCE, -1);
1150 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1151 * @param power 抹殺の威力
1152 * @param player_cast プレイヤーの魔法によるものならば TRUE
1153 * @return 効力があった場合TRUEを返す
1155 bool mass_genocide(int power, bool player_cast)
1158 bool result = FALSE;
1160 /* Prevent mass genocide in quest levels */
1161 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1166 /* Delete the (nearby) monsters */
1167 for (i = 1; i < m_max; i++)
1169 monster_type *m_ptr = &m_list[i];
1171 /* Paranoia -- Skip dead monsters */
1172 if (!m_ptr->r_idx) continue;
1174 /* Skip distant monsters */
1175 if (m_ptr->cdis > MAX_SIGHT) continue;
1178 result |= genocide_aux(i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1183 chg_virtue(V_VITALITY, -2);
1184 chg_virtue(V_CHANCE, -1);
1192 * @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
1193 * @param power 抹殺の威力
1194 * @param player_cast プレイヤーの魔法によるものならば TRUE
1195 * @return 効力があった場合TRUEを返す
1197 bool mass_genocide_undead(int power, bool player_cast)
1200 bool result = FALSE;
1202 /* Prevent mass genocide in quest levels */
1203 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1208 /* Delete the (nearby) monsters */
1209 for (i = 1; i < m_max; i++)
1211 monster_type *m_ptr = &m_list[i];
1212 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1214 /* Paranoia -- Skip dead monsters */
1215 if (!m_ptr->r_idx) continue;
1217 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1219 /* Skip distant monsters */
1220 if (m_ptr->cdis > MAX_SIGHT) continue;
1223 result |= genocide_aux(i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1228 chg_virtue(V_UNLIFE, -2);
1229 chg_virtue(V_CHANCE, -1);
1237 * @brief 周辺モンスターを調査する / Probe nearby monsters
1238 * @return 効力があった場合TRUEを返す
1243 int speed; /* TODO */
1254 /* Probe all (nearby) monsters */
1255 for (i = 1; i < m_max; i++)
1257 monster_type *m_ptr = &m_list[i];
1258 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1260 /* Paranoia -- Skip dead monsters */
1261 if (!m_ptr->r_idx) continue;
1263 /* Require line of sight */
1264 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
1266 /* Probe visible monsters */
1269 GAME_TEXT m_name[MAX_NLEN];
1271 /* Start the message */
1274 msg_print(_("調査中...", "Probing..."));
1279 if (!is_original_ap(m_ptr))
1281 if (m_ptr->mflag2 & MFLAG2_KAGE)
1282 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1284 m_ptr->ap_r_idx = m_ptr->r_idx;
1285 lite_spot(m_ptr->fy, m_ptr->fx);
1287 /* Get "the monster" or "something" */
1288 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1290 speed = m_ptr->mspeed - 110;
1291 if (MON_FAST(m_ptr)) speed += 10;
1292 if (MON_SLOW(m_ptr)) speed -= 10;
1293 if (ironman_nightmare) speed += 5;
1295 /* Get the monster's alignment */
1296 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
1297 else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
1298 else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
1299 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)");
1300 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
1301 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
1302 else align = _("中立", "neutral");
1304 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:"),
1305 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1307 if (r_ptr->next_r_idx)
1309 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1313 strcat(buf, "xxx ");
1316 if (MON_CSLEEP(m_ptr)) strcat(buf,_("睡眠 ", "sleeping "));
1317 if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
1318 if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
1319 if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
1320 if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
1321 buf[strlen(buf)-1] = '\0';
1324 /* HACK : Add the line to message buffer */
1327 p_ptr->window |= (PW_MESSAGE);
1330 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
1333 Term_erase(0, 0, 255);
1335 /* Learn everything about this monster */
1336 if (lore_do_probe(m_ptr->r_idx))
1338 /* Get base name of monster */
1339 strcpy(buf, (r_name + r_ptr->name));
1342 /* Note that we learnt some new flags -Mogami- */
1343 msg_format("%sについてさらに詳しくなった気がする。", buf);
1348 /* Note that we learnt some new flags -Mogami- */
1349 msg_format("You now know more about %s.", buf);
1351 /* Clear -more- prompt */
1366 chg_virtue(V_KNOWLEDGE, 1);
1367 msg_print(_("これで全部です。", "That's all."));
1375 * @brief *破壊*処理を行う / The spell of destruction
1376 * @param y1 破壊の中心Y座標
1377 * @param x1 破壊の中心X座標
1379 * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
1380 * @return 効力があった場合TRUEを返す
1383 * This spell "deletes" monsters (instead of "killing" them).
1385 * Later we may use one function for both "destruction" and
1386 * "earthquake" by using the "full" to select "destruction".
1389 bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
1396 /* Prevent destruction of quest levels and town */
1397 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1402 /* Lose monster light */
1403 if (!in_generate) clear_mon_lite();
1405 /* Big area of affect */
1406 for (y = (y1 - r); y <= (y1 + r); y++)
1408 for (x = (x1 - r); x <= (x1 + r); x++)
1410 /* Skip illegal grids */
1411 if (!in_bounds(y, x)) continue;
1413 /* Extract the distance */
1414 k = distance(y1, x1, y, x);
1416 /* Stay in the circle of death */
1417 if (k > r) continue;
1418 c_ptr = &cave[y][x];
1420 /* Lose room and vault */
1421 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1423 /* Lose light and knowledge */
1424 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
1426 if (!in_generate) /* Normal */
1429 c_ptr->info &= ~(CAVE_UNSAFE);
1431 /* Hack -- Notice player affect */
1432 if (player_bold(y, x))
1434 /* Hurt the player later */
1437 /* Do not hurt this grid */
1442 /* Hack -- Skip the epicenter */
1443 if ((y == y1) && (x == x1)) continue;
1447 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1448 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1450 if (in_generate) /* In generation */
1452 /* Delete the monster (if any) */
1453 delete_monster(y, x);
1455 else if (r_ptr->flags1 & RF1_QUESTOR)
1457 /* Heal the monster */
1458 m_ptr->hp = m_ptr->maxhp;
1460 /* Try to teleport away quest monsters */
1461 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
1465 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1467 GAME_TEXT m_name[MAX_NLEN];
1469 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1470 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
1473 /* Delete the monster (if any) */
1474 delete_monster(y, x);
1478 /* During generation, destroyed artifacts are "preserved" */
1479 if (preserve_mode || in_generate)
1481 OBJECT_IDX this_o_idx, next_o_idx = 0;
1483 /* Scan all objects in the grid */
1484 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1487 o_ptr = &o_list[this_o_idx];
1489 /* Acquire next object */
1490 next_o_idx = o_ptr->next_o_idx;
1492 /* Hack -- Preserve unknown artifacts */
1493 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
1495 /* Mega-Hack -- Preserve the artifact */
1496 a_info[o_ptr->name1].cur_num = 0;
1498 if (in_generate && cheat_peek)
1500 GAME_TEXT o_name[MAX_NLEN];
1501 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1502 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);
1505 else if (in_generate && cheat_peek && o_ptr->art_name)
1507 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。",
1508 "One of the random artifacts was *destroyed* during generation."));
1513 delete_object(y, x);
1515 /* Destroy "non-permanent" grids */
1516 if (!cave_perma_grid(c_ptr))
1518 /* Wall (or floor) type */
1521 if (!in_generate) /* Normal */
1525 /* Create granite wall */
1526 cave_set_feat(y, x, feat_granite);
1530 /* Create quartz vein */
1531 cave_set_feat(y, x, feat_quartz_vein);
1535 /* Create magma vein */
1536 cave_set_feat(y, x, feat_magma_vein);
1541 cave_set_feat(y, x, floor_type[randint0(100)]);
1544 else /* In generation */
1548 /* Create granite wall */
1549 place_extra_grid(c_ptr);
1553 /* Create quartz vein */
1554 c_ptr->feat = feat_quartz_vein;
1558 /* Create magma vein */
1559 c_ptr->feat = feat_magma_vein;
1564 place_floor_grid(c_ptr);
1567 /* Clear garbage of hidden trap or door */
1576 /* Process "re-glowing" */
1577 for (y = (y1 - r); y <= (y1 + r); y++)
1579 for (x = (x1 - r); x <= (x1 + r); x++)
1581 /* Skip illegal grids */
1582 if (!in_bounds(y, x)) continue;
1584 /* Extract the distance */
1585 k = distance(y1, x1, y, x);
1587 /* Stay in the circle of death */
1588 if (k > r) continue;
1589 c_ptr = &cave[y][x];
1591 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
1592 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
1598 for (i = 0; i < 9; i++)
1600 yy = y + ddy_ddd[i];
1601 xx = x + ddx_ddd[i];
1602 if (!in_bounds2(yy, xx)) continue;
1603 cc_ptr = &cave[yy][xx];
1604 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1606 c_ptr->info |= CAVE_GLOW;
1614 /* Hack -- Affect player */
1617 msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
1619 /* Blind the player */
1620 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
1623 (void)set_blind(p_ptr->blind + 10 + randint1(10));
1629 /* Mega-Hack -- Forget the view and lite */
1630 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1631 p_ptr->redraw |= (PR_MAP);
1632 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1634 if (p_ptr->special_defense & NINJA_S_STEALTH)
1636 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1646 * @brief 地震処理(サブルーチン) /
1647 * Induce an "earthquake" of the given radius at the given location.
1648 * @return 効力があった場合TRUEを返す
1652 * @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)
1656 * This will turn some walls into floors and some floors into walls.
1658 * The player will take damage and "jump" into a safe grid if possible,
1659 * otherwise, he will "tunnel" through the rubble instantaneously.
1661 * Monsters will take damage, and "jump" into a safe grid if possible,
1662 * otherwise they will be "buried" in the rubble, disappearing from
1663 * the level in the same way that they do when genocided.
1665 * Note that thus the player and monsters (except eaters of walls and
1666 * passers through walls) will never occupy the same grid as a wall.
1667 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
1668 * for a single turn, unless that monster can pass_walls or kill_walls.
1669 * This has allowed massive simplification of the "monster" code.
1672 bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
1676 POSITION y, x, yy, xx, dy, dx;
1679 POSITION sy = 0, sx = 0;
1684 /* Prevent destruction of quest levels and town */
1685 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1690 /* Paranoia -- Enforce maximum range */
1693 /* Clear the "maximal blast" area */
1694 for (y = 0; y < 32; y++)
1696 for (x = 0; x < 32; x++)
1702 /* Check around the epicenter */
1703 for (dy = -r; dy <= r; dy++)
1705 for (dx = -r; dx <= r; dx++)
1707 /* Extract the location */
1711 /* Skip illegal grids */
1712 if (!in_bounds(yy, xx)) continue;
1714 /* Skip distant grids */
1715 if (distance(cy, cx, yy, xx) > r) continue;
1716 c_ptr = &cave[yy][xx];
1718 /* Lose room and vault / Lose light and knowledge */
1719 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
1720 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
1722 /* Skip the epicenter */
1723 if (!dx && !dy) continue;
1725 /* Skip most grids */
1726 if (randint0(100) < 85) continue;
1728 /* Damage this grid */
1729 map[16+yy-cy][16+xx-cx] = TRUE;
1731 /* Hack -- Take note of player damage */
1732 if (player_bold(yy, xx)) hurt = TRUE;
1736 /* First, affect the player (if necessary) */
1737 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
1739 /* Check around the player */
1740 for (i = 0; i < 8; i++)
1742 /* Access the location */
1743 y = p_ptr->y + ddy_ddd[i];
1744 x = p_ptr->x + ddx_ddd[i];
1746 /* Skip non-empty grids */
1747 if (!cave_empty_bold(y, x)) continue;
1749 /* Important -- Skip "quake" grids */
1750 if (map[16+y-cy][16+x-cx]) continue;
1752 if (cave[y][x].m_idx) continue;
1754 /* Count "safe" grids */
1757 /* Randomize choice */
1758 if (randint0(sn) > 0) continue;
1760 /* Save the safe location */
1764 /* Random message */
1765 switch (randint1(3))
1769 msg_print(_("ダンジョンの壁が崩れた!", "The cave ceiling collapses!"));
1774 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!"));
1779 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!"));
1784 /* Hurt the player a lot */
1787 /* Message and damage */
1788 msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
1792 /* Destroy the grid, and push the player to safety */
1795 /* Calculate results */
1796 switch (randint1(3))
1800 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
1806 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
1807 damage = damroll(10, 4);
1808 (void)set_stun(p_ptr->stun + randint1(50));
1813 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!"));
1814 damage = damroll(10, 4);
1815 (void)set_stun(p_ptr->stun + randint1(50));
1820 /* Move the player to the safe location */
1821 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
1824 /* Important -- no wall on player */
1825 map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
1833 GAME_TEXT m_name[MAX_NLEN];
1834 monster_type *m_ptr = &m_list[m_idx];
1836 /* Get the monster's real name */
1837 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1839 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
1843 killer = _("地震", "an earthquake");
1846 take_hit(DAMAGE_ATTACK, damage, killer, -1);
1850 /* Examine the quaked region */
1851 for (dy = -r; dy <= r; dy++)
1853 for (dx = -r; dx <= r; dx++)
1855 /* Extract the location */
1859 /* Skip unaffected grids */
1860 if (!map[16+yy-cy][16+xx-cx]) continue;
1861 c_ptr = &cave[yy][xx];
1863 if (c_ptr->m_idx == p_ptr->riding) continue;
1865 /* Process monsters */
1868 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1869 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1871 /* Quest monsters */
1872 if (r_ptr->flags1 & RF1_QUESTOR)
1874 /* No wall on quest monsters */
1875 map[16+yy-cy][16+xx-cx] = FALSE;
1880 /* Most monsters cannot co-exist with rock */
1881 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
1882 !(r_ptr->flags2 & (RF2_PASS_WALL)))
1884 GAME_TEXT m_name[MAX_NLEN];
1886 /* Assume not safe */
1889 /* Monster can move to escape the wall */
1890 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
1892 /* Look for safety */
1893 for (i = 0; i < 8; i++)
1895 y = yy + ddy_ddd[i];
1896 x = xx + ddx_ddd[i];
1898 /* Skip non-empty grids */
1899 if (!cave_empty_bold(y, x)) continue;
1901 /* Hack -- no safety on glyph of warding */
1902 if (is_glyph_grid(&cave[y][x])) continue;
1903 if (is_explosive_rune_grid(&cave[y][x])) continue;
1905 /* ... nor on the Pattern */
1906 if (pattern_tile(y, x)) continue;
1908 /* Important -- Skip "quake" grids */
1909 if (map[16+y-cy][16+x-cx]) continue;
1911 if (cave[y][x].m_idx) continue;
1912 if (player_bold(y, x)) continue;
1914 /* Count "safe" grids */
1917 /* Randomize choice */
1918 if (randint0(sn) > 0) continue;
1920 /* Save the safe grid */
1925 monster_desc(m_name, m_ptr, 0);
1927 /* Scream in pain */
1928 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);
1930 /* Take damage from the quake */
1931 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
1933 /* Monster is certainly awake */
1934 (void)set_monster_csleep(c_ptr->m_idx, 0);
1936 /* Apply damage directly */
1937 m_ptr->hp -= damage;
1939 /* Delete (not kill) "dead" monsters */
1942 if (!ignore_unview || is_seen(m_ptr))
1943 msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
1947 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
1949 char m2_name[MAX_NLEN];
1951 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
1952 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
1956 delete_monster(yy, xx);
1958 /* No longer safe */
1962 /* Hack -- Escape from the rock */
1965 IDX m_idx_aux = cave[yy][xx].m_idx;
1967 /* Update the old location */
1968 cave[yy][xx].m_idx = 0;
1970 /* Update the new location */
1971 cave[sy][sx].m_idx = m_idx_aux;
1973 /* Move the monster */
1977 update_monster(m_idx, TRUE);
1986 /* Lose monster light */
1989 /* Examine the quaked region */
1990 for (dy = -r; dy <= r; dy++)
1992 for (dx = -r; dx <= r; dx++)
1994 /* Extract the location */
1998 /* Skip unaffected grids */
1999 if (!map[16+yy-cy][16+xx-cx]) continue;
2001 c_ptr = &cave[yy][xx];
2003 /* Paranoia -- never affect player */
2004 /* if (player_bold(yy, xx)) continue; */
2006 /* Destroy location (if valid) */
2007 if (cave_valid_bold(yy, xx))
2009 delete_object(yy, xx);
2011 /* Wall (or floor) type */
2012 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
2017 /* Create granite wall */
2018 cave_set_feat(yy, xx, feat_granite);
2024 /* Create quartz vein */
2025 cave_set_feat(yy, xx, feat_quartz_vein);
2031 /* Create magma vein */
2032 cave_set_feat(yy, xx, feat_magma_vein);
2039 cave_set_feat(yy, xx, floor_type[randint0(100)]);
2045 /* Process "re-glowing" */
2046 for (dy = -r; dy <= r; dy++)
2048 for (dx = -r; dx <= r; dx++)
2050 /* Extract the location */
2054 /* Skip illegal grids */
2055 if (!in_bounds(yy, xx)) continue;
2057 /* Skip distant grids */
2058 if (distance(cy, cx, yy, xx) > r) continue;
2059 c_ptr = &cave[yy][xx];
2061 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
2062 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
2068 for (ii = 0; ii < 9; ii++)
2070 yyy = yy + ddy_ddd[ii];
2071 xxx = xx + ddx_ddd[ii];
2072 if (!in_bounds2(yyy, xxx)) continue;
2073 cc_ptr = &cave[yyy][xxx];
2074 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2076 c_ptr->info |= CAVE_GLOW;
2084 /* Mega-Hack -- Forget the view and lite */
2085 /* Update the health bar */
2086 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
2087 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH | PR_MAP);
2088 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2090 if (p_ptr->special_defense & NINJA_S_STEALTH)
2092 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2100 * @brief 地震処理(プレイヤーの中心発動) /
2101 * Induce an "earthquake" of the given radius at the given location.
2102 * @return 効力があった場合TRUEを返す
2107 bool earthquake(POSITION cy, POSITION cx, POSITION r)
2109 return earthquake_aux(cy, cx, r, 0);
2116 void discharge_minion(void)
2121 for (i = 1; i < m_max; i++)
2123 monster_type *m_ptr = &m_list[i];
2124 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2125 if (m_ptr->nickname) okay = FALSE;
2127 if (!okay || p_ptr->riding)
2129 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? ")))
2132 for (i = 1; i < m_max; i++)
2135 monster_type *m_ptr = &m_list[i];
2136 monster_race *r_ptr;
2138 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2139 r_ptr = &r_info[m_ptr->r_idx];
2141 /* Uniques resist discharging */
2142 if (r_ptr->flags1 & RF1_UNIQUE)
2144 GAME_TEXT m_name[MAX_NLEN];
2145 monster_desc(m_name, m_ptr, 0x00);
2146 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);
2147 delete_monster_idx(i);
2150 dam = m_ptr->maxhp / 2;
2151 if (dam > 100) dam = (dam - 100) / 2 + 100;
2152 if (dam > 400) dam = (dam - 400) / 2 + 400;
2153 if (dam > 800) dam = 800;
2154 project(i, 2 + (r_ptr->level / 20), m_ptr->fy, m_ptr->fx, dam, GF_PLASMA,
2155 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
2157 if (record_named_pet && m_ptr->nickname)
2159 GAME_TEXT m_name[MAX_NLEN];
2161 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2162 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
2165 delete_monster_idx(i);
2171 * @brief 部屋全体を照らすサブルーチン
2175 * This routine clears the entire "temp" set.
2176 * This routine will Perma-Lite all "temp" grids.
2177 * This routine is used (only) by "lite_room()"
2178 * Dark grids are illuminated.
2179 * Also, process all affected monsters.
2181 * SMART monsters always wake up when illuminated
2182 * NORMAL monsters wake up 1/4 the time when illuminated
2183 * STUPID monsters wake up 1/10 the time when illuminated
2186 static void cave_temp_room_lite(void)
2190 /* Clear them all */
2191 for (i = 0; i < temp_n; i++)
2193 POSITION y = temp_y[i];
2194 POSITION x = temp_x[i];
2196 cave_type *c_ptr = &cave[y][x];
2198 /* No longer in the array */
2199 c_ptr->info &= ~(CAVE_TEMP);
2201 /* Update only non-CAVE_GLOW grids */
2202 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
2205 c_ptr->info |= (CAVE_GLOW);
2207 /* Process affected monsters */
2211 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2212 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2213 update_monster(c_ptr->m_idx, FALSE);
2215 /* Stupid monsters rarely wake up */
2216 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
2218 /* Smart monsters always wake up */
2219 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
2221 /* Sometimes monsters wake up */
2222 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
2225 (void)set_monster_csleep(c_ptr->m_idx, 0);
2227 /* Notice the "waking up" */
2230 GAME_TEXT m_name[MAX_NLEN];
2231 monster_desc(m_name, m_ptr, 0);
2232 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2242 update_local_illumination(y, x);
2252 * @brief 部屋全体を暗くするサブルーチン
2256 * This routine clears the entire "temp" set.
2257 * This routine will "darken" all "temp" grids.
2258 * In addition, some of these grids will be "unmarked".
2259 * This routine is used (only) by "unlite_room()"
2260 * Also, process all affected monsters
2263 static void cave_temp_room_unlite(void)
2267 /* Clear them all */
2268 for (i = 0; i < temp_n; i++)
2270 POSITION y = temp_y[i];
2271 POSITION x = temp_x[i];
2274 cave_type *c_ptr = &cave[y][x];
2275 bool do_dark = !is_mirror_grid(c_ptr);
2277 /* No longer in the array */
2278 c_ptr->info &= ~(CAVE_TEMP);
2280 /* Darken the grid */
2283 if (dun_level || !is_daytime())
2285 for (j = 0; j < 9; j++)
2287 int by = y + ddy_ddd[j];
2288 int bx = x + ddx_ddd[j];
2290 if (in_bounds2(by, bx))
2292 cave_type *cc_ptr = &cave[by][bx];
2294 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2302 if (!do_dark) continue;
2305 c_ptr->info &= ~(CAVE_GLOW);
2307 /* Hack -- Forget "boring" grids */
2308 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
2310 /* Forget the grid */
2311 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
2316 /* Process affected monsters */
2319 update_monster(c_ptr->m_idx, FALSE);
2324 update_local_illumination(y, x);
2334 * @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
2337 * @param pass_bold 地形条件を返す関数ポインタ
2340 static int next_to_open(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2347 for (i = 0; i < 16; i++)
2349 y = cy + ddy_cdd[i % 8];
2350 x = cx + ddx_cdd[i % 8];
2352 /* Found a wall, break the length */
2353 if (!pass_bold(y, x))
2355 /* Track best length */
2369 return (MAX(len, blen));
2373 * @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
2376 * @param pass_bold 地形条件を返す関数ポインタ
2379 static int next_to_walls_adj(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2385 for (i = 0; i < 8; i++)
2387 y = cy + ddy_ddd[i];
2388 x = cx + ddx_ddd[i];
2390 if (!pass_bold(y, x)) c++;
2398 * @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
2399 * @param y 部屋内のy座標1点
2400 * @param x 部屋内のx座標1点
2401 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
2402 * @param pass_bold 地形条件を返す関数ポインタ
2405 static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pass_bold)(POSITION, POSITION))
2410 c_ptr = &cave[y][x];
2412 /* Avoid infinite recursion */
2413 if (c_ptr->info & (CAVE_TEMP)) return;
2415 /* Do not "leave" the current room */
2416 if (!(c_ptr->info & (CAVE_ROOM)))
2418 if (only_room) return;
2421 if (!in_bounds2(y, x)) return;
2423 /* Do not exceed the maximum spell range */
2424 if (distance(p_ptr->y, p_ptr->x, y, x) > MAX_RANGE) return;
2426 /* Verify this grid */
2428 * The reason why it is ==6 instead of >5 is that 8 is impossible
2429 * due to the check for cave_bold above.
2430 * 7 lights dead-end corridors (you need to do this for the
2431 * checkboard interesting rooms, so that the boundary is lit
2433 * This leaves only a check for 6 bounding walls!
2435 if (in_bounds(y, x) && pass_bold(y, x) &&
2436 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
2439 /* Paranoia -- verify space */
2440 if (temp_n == TEMP_MAX) return;
2442 /* Mark the grid as "seen" */
2443 c_ptr->info |= (CAVE_TEMP);
2445 /* Add it to the "seen" set */
2452 * @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
2455 * @return 光を通すならばtrueを返す。
2457 static bool cave_pass_lite_bold(POSITION y, POSITION x)
2459 return cave_los_bold(y, x);
2463 * @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
2468 static void cave_temp_lite_room_aux(POSITION y, POSITION x)
2470 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
2474 * @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
2477 * @return 射線を通すならばtrueを返す。
2479 static bool cave_pass_dark_bold(POSITION y, POSITION x)
2481 return cave_have_flag_bold(y, x, FF_PROJECT);
2486 * @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
2491 static void cave_temp_unlite_room_aux(POSITION y, POSITION x)
2493 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
2498 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
2503 void lite_room(POSITION y1, POSITION x1)
2508 /* Add the initial grid */
2509 cave_temp_lite_room_aux(y1, x1);
2511 /* While grids are in the queue, add their neighbors */
2512 for (i = 0; i < temp_n; i++)
2514 x = temp_x[i], y = temp_y[i];
2516 /* Walls get lit, but stop light */
2517 if (!cave_pass_lite_bold(y, x)) continue;
2519 /* Spread adjacent */
2520 cave_temp_lite_room_aux(y + 1, x);
2521 cave_temp_lite_room_aux(y - 1, x);
2522 cave_temp_lite_room_aux(y, x + 1);
2523 cave_temp_lite_room_aux(y, x - 1);
2525 /* Spread diagonal */
2526 cave_temp_lite_room_aux(y + 1, x + 1);
2527 cave_temp_lite_room_aux(y - 1, x - 1);
2528 cave_temp_lite_room_aux(y - 1, x + 1);
2529 cave_temp_lite_room_aux(y + 1, x - 1);
2532 /* Now, lite them all up at once */
2533 cave_temp_room_lite();
2535 if (p_ptr->special_defense & NINJA_S_STEALTH)
2537 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2543 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
2548 void unlite_room(POSITION y1, POSITION x1)
2553 /* Add the initial grid */
2554 cave_temp_unlite_room_aux(y1, x1);
2556 /* Spread, breadth first */
2557 for (i = 0; i < temp_n; i++)
2559 x = temp_x[i], y = temp_y[i];
2561 /* Walls get dark, but stop darkness */
2562 if (!cave_pass_dark_bold(y, x)) continue;
2564 /* Spread adjacent */
2565 cave_temp_unlite_room_aux(y + 1, x);
2566 cave_temp_unlite_room_aux(y - 1, x);
2567 cave_temp_unlite_room_aux(y, x + 1);
2568 cave_temp_unlite_room_aux(y, x - 1);
2570 /* Spread diagonal */
2571 cave_temp_unlite_room_aux(y + 1, x + 1);
2572 cave_temp_unlite_room_aux(y - 1, x - 1);
2573 cave_temp_unlite_room_aux(y - 1, x + 1);
2574 cave_temp_unlite_room_aux(y + 1, x - 1);
2577 /* Now, darken them all at once */
2578 cave_temp_room_unlite();
2581 bool starlight(bool magic)
2583 HIT_POINT num = damroll(5, 3);
2584 POSITION y = 0, x = 0;
2588 if (!p_ptr->blind && !magic)
2590 msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly..."));
2592 for (k = 0; k < num; k++)
2598 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, PROJECT_LOS);
2599 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2600 if (!player_bold(y, x)) break;
2603 project(0, 0, p_ptr->y, p_ptr->x, damroll(6 + p_ptr->lev / 8, 10), GF_LITE_WEAK,
2604 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL | PROJECT_LOS), -1);
2612 * @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
2615 * @return 作用が実際にあった場合TRUEを返す
2617 bool lite_area(HIT_POINT dam, POSITION rad)
2619 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2621 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
2623 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
2627 /* Hack -- Message */
2630 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
2633 /* Hook into the "project()" function */
2634 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1);
2636 /* Lite up the room */
2637 lite_room(p_ptr->y, p_ptr->x);
2645 * @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
2648 * @return 作用が実際にあった場合TRUEを返す
2650 bool unlite_area(HIT_POINT dam, POSITION rad)
2652 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2654 /* Hack -- Message */
2657 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
2660 /* Hook into the "project()" function */
2661 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1);
2663 /* Lite up the room */
2664 unlite_room(p_ptr->y, p_ptr->x);
2673 * @brief ボール系スペルの発動 / Cast a ball spell
2675 * @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)
2678 * @return 作用が実際にあった場合TRUEを返す
2681 * Stop if we hit a monster, act as a "ball"
2682 * Allow "target" mode to pass over monsters
2683 * Affect grids, objects, and monsters
2686 bool fire_ball(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2690 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2692 if (typ == GF_CHARM_LIVING) flg|= PROJECT_HIDE;
2693 /* Use the given direction */
2694 tx = p_ptr->x + 99 * ddx[dir];
2695 ty = p_ptr->y + 99 * ddy[dir];
2697 /* Hack -- Use an actual "target" */
2698 if ((dir == 5) && target_okay())
2700 flg &= ~(PROJECT_STOP);
2705 /* Analyze the "dir" and the "target". Hurt items on floor. */
2706 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2710 * @brief ブレス系スペルの発動 / Cast a breath spell
2712 * @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)
2715 * @return 作用が実際にあった場合TRUEを返す
2718 * Stop if we hit a monster, act as a "ball"
2719 * Allow "target" mode to pass over monsters
2720 * Affect grids, objects, and monsters
2723 bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2725 return fire_ball(typ, dir, dam, -rad);
2730 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
2732 * @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)
2735 * @return 作用が実際にあった場合TRUEを返す
2738 * Stop if we hit a monster, act as a "ball"
2739 * Allow "target" mode to pass over monsters
2740 * Affect grids, objects, and monsters
2743 bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2746 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2748 /* Use the given direction */
2749 tx = p_ptr->x + 99 * ddx[dir];
2750 ty = p_ptr->y + 99 * ddy[dir];
2752 /* Hack -- Use an actual "target" */
2753 if ((dir == 5) && target_okay())
2759 /* Analyze the "dir" and the "target". Hurt items on floor. */
2760 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2765 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
2767 * @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)
2770 * @return 作用が実際にあった場合TRUEを返す
2773 * Stop if we hit a monster, act as a "ball"
2774 * Allow "target" mode to pass over monsters
2775 * Affect grids, objects, and monsters
2778 bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2781 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
2783 /* Use the given direction */
2784 tx = p_ptr->x + 99 * ddx[dir];
2785 ty = p_ptr->y + 99 * ddy[dir];
2787 /* Hack -- Use an actual "target" */
2788 if ((dir == 5) && target_okay())
2790 flg &= ~(PROJECT_STOP);
2795 /* Analyze the "dir" and the "target". Hurt items on floor. */
2796 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2801 * @brief メテオ系スペルの発動 / Cast a meteor spell
2802 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
2808 * @return 作用が実際にあった場合TRUEを返す
2811 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
2812 * player, or outside source, that starts out at an arbitrary location, and
2813 * leaving no trail from the "caster" to the target. This function is
2814 * especially useful for bombardments and similar. -LM-
2815 * Option to hurt the player.
2818 bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
2820 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2822 /* Analyze the "target" and the caster. */
2823 return (project(who, rad, y, x, dam, typ, flg, -1));
2828 * @brief ブラスト系スペルの発動 / Cast a blast spell
2830 * @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)
2835 * @return 作用が実際にあった場合TRUEを返す
2837 bool fire_blast(EFFECT_ID typ, DIRECTION dir, int dd, int ds, int num, int dev)
2841 POSITION ty, tx, y, x;
2844 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
2849 /* Use the given direction */
2852 ly = ty = p_ptr->y + 20 * ddy[dir];
2853 lx = tx = p_ptr->x + 20 * ddx[dir];
2856 /* Use an actual "target" */
2857 else /* if (dir == 5) */
2862 lx = 20 * (tx - p_ptr->x) + p_ptr->x;
2863 ly = 20 * (ty - p_ptr->y) + p_ptr->y;
2866 ld = distance(p_ptr->y, p_ptr->x, ly, lx);
2869 for (i = 0; i < num; i++)
2873 /* Get targets for some bolts */
2874 y = rand_spread(ly, ld * dev / 20);
2875 x = rand_spread(lx, ld * dev / 20);
2877 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
2880 /* Analyze the "dir" and the "target". */
2881 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
2892 * @brief モンスターとの位置交換処理 / Switch position with a monster.
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)
2894 * @return 作用が実際にあった場合TRUEを返す
2896 bool teleport_swap(DIRECTION dir)
2900 monster_type* m_ptr;
2901 monster_race* r_ptr;
2903 if ((dir == 5) && target_okay())
2910 tx = p_ptr->x + ddx[dir];
2911 ty = p_ptr->y + ddy[dir];
2913 c_ptr = &cave[ty][tx];
2915 if (p_ptr->anti_tele)
2917 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
2921 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
2923 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
2929 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10))
2931 msg_print(_("失敗した。", "Failed to swap."));
2937 m_ptr = &m_list[c_ptr->m_idx];
2938 r_ptr = &r_info[m_ptr->r_idx];
2940 (void)set_monster_csleep(c_ptr->m_idx, 0);
2942 if (r_ptr->flagsr & RFR_RES_TELE)
2944 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
2946 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2952 sound(SOUND_TELEPORT);
2954 /* Swap the player and monster */
2955 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
2963 * @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)
2965 * @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)
2968 * @return 作用が実際にあった場合TRUEを返す
2970 bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
2974 /* Pass through the target if needed */
2975 flg |= (PROJECT_THRU);
2977 /* Use the given direction */
2978 tx = p_ptr->x + ddx[dir];
2979 ty = p_ptr->y + ddy[dir];
2981 /* Hack -- Use an actual "target" */
2982 if ((dir == 5) && target_okay())
2988 /* Analyze the "dir" and the "target", do NOT explode */
2989 return (project(0, 0, ty, tx, dam, typ, flg, -1));
2994 * @brief ボルト系スペルの発動 / Cast a bolt spell.
2996 * @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)
2998 * @return 作用が実際にあった場合TRUEを返す
3001 * Stop if we hit a monster, as a "bolt".
3002 * Affect monsters and grids (not objects).
3005 bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3007 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
3008 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
3009 return (project_hook(typ, dir, dam, flg));
3014 * @brief ビーム系スペルの発動 / Cast a beam spell.
3016 * @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)
3018 * @return 作用が実際にあった場合TRUEを返す
3021 * Pass through monsters, as a "beam".
3022 * Affect monsters, grids and objects.
3025 bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3027 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
3028 return (project_hook(typ, dir, dam, flg));
3033 * @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.
3034 * @param prob ビーム化する確率(%)
3036 * @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)
3038 * @return 作用が実際にあった場合TRUEを返す
3041 * Pass through monsters, as a "beam".
3042 * Affect monsters, grids and objects.
3045 bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3047 if (randint0(100) < prob)
3049 return (fire_beam(typ, dir, dam));
3053 return (fire_bolt(typ, dir, dam));
3058 * @brief LITE_WEAK属性による光源ビーム処理
3059 * @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)
3061 * @return 作用が実際にあった場合TRUEを返す
3063 bool lite_line(DIRECTION dir, HIT_POINT dam)
3065 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
3066 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
3071 * @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)
3073 * @return 作用が実際にあった場合TRUEを返す
3075 bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam)
3077 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3078 return (project_hook(GF_HYPODYNAMIA, dir, dam, flg));
3083 * @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)
3085 * @return 作用が実際にあった場合TRUEを返す
3087 bool wall_to_mud(DIRECTION dir, HIT_POINT dam)
3089 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3090 return (project_hook(GF_KILL_WALL, dir, dam, flg));
3095 * @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)
3096 * @return 作用が実際にあった場合TRUEを返す
3098 bool wizard_lock(DIRECTION dir)
3100 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3101 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
3106 * @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)
3107 * @return 作用が実際にあった場合TRUEを返す
3109 bool destroy_door(DIRECTION dir)
3111 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3112 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
3117 * @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)
3118 * @return 作用が実際にあった場合TRUEを返す
3120 bool disarm_trap(DIRECTION dir)
3122 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3123 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
3128 * @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)
3130 * @return 作用が実際にあった場合TRUEを返す
3132 bool heal_monster(DIRECTION dir, HIT_POINT dam)
3134 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3135 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
3140 * @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)
3142 * @return 作用が実際にあった場合TRUEを返す
3144 bool speed_monster(DIRECTION dir, int power)
3146 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3147 return (project_hook(GF_OLD_SPEED, dir, power, flg));
3152 * @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)
3154 * @return 作用が実際にあった場合TRUEを返す
3156 bool slow_monster(DIRECTION dir, int power)
3158 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3159 return (project_hook(GF_OLD_SLOW, dir, power, flg));
3164 * @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)
3166 * @return 作用が実際にあった場合TRUEを返す
3168 bool sleep_monster(DIRECTION dir, int power)
3170 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3171 return (project_hook(GF_OLD_SLEEP, dir, power, flg));
3175 * @brief モンスター拘束(STASIS)処理
3176 * @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)
3177 * @return 作用が実際にあった場合TRUEを返す
3178 * @details 威力はプレイヤーレベル*2に固定
3180 bool stasis_monster(DIRECTION dir)
3182 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
3186 * @brief 邪悪なモンスター拘束(STASIS)処理
3187 * @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)
3188 * @return 作用が実際にあった場合TRUEを返す
3189 * @details 威力はプレイヤーレベル*2に固定
3191 bool stasis_evil(DIRECTION dir)
3193 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
3198 * @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 * @param plev プレイヤーレベル(=効力)
3200 * @return 作用が実際にあった場合TRUEを返す
3202 bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev)
3204 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3205 return (project_hook(GF_OLD_CONF, dir, plev, flg));
3210 * @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)
3211 * @param plev プレイヤーレベル(=効力)
3212 * @return 作用が実際にあった場合TRUEを返す
3214 bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev)
3216 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3217 return (project_hook(GF_STUN, dir, plev, flg));
3221 * @brief チェンジモンスター処理
3222 * @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)
3224 * @return 作用が実際にあった場合TRUEを返す
3226 bool poly_monster(DIRECTION dir, int power)
3228 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3229 bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
3231 chg_virtue(V_CHANCE, 1);
3236 * @brief クローンモンスター処理
3237 * @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)
3238 * @return 作用が実際にあった場合TRUEを返す
3240 bool clone_monster(DIRECTION dir)
3242 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3243 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
3248 * @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)
3249 * @param plev プレイヤーレベル(=効力)
3250 * @return 作用が実際にあった場合TRUEを返す
3252 bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev)
3254 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3255 return (project_hook(GF_TURN_ALL, dir, plev, flg));
3260 * @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)
3261 * @param plev プレイヤーレベル(効力はplev*200)
3262 * @return 作用が実際にあった場合TRUEを返す
3264 bool death_ray(DIRECTION dir, PLAYER_LEVEL plev)
3266 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3267 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
3271 * @brief モンスター用テレポート処理
3272 * @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)
3273 * @param distance 移動距離
3274 * @return 作用が実際にあった場合TRUEを返す
3276 bool teleport_monster(DIRECTION dir, int distance)
3278 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
3279 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
3283 * @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)
3284 * @return 作用が実際にあった場合TRUEを返す
3286 bool door_creation(void)
3288 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3289 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_DOOR, flg, -1));
3293 * @brief トラップ生成処理(起点から周囲1マス)
3296 * @return 作用が実際にあった場合TRUEを返す
3298 bool trap_creation(POSITION y, POSITION x)
3300 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3301 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
3305 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
3306 * @return 作用が実際にあった場合TRUEを返す
3308 bool tree_creation(void)
3310 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3311 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_TREE, flg, -1));
3315 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
3316 * @return 作用が実際にあった場合TRUEを返す
3318 bool glyph_creation(void)
3320 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
3321 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_GLYPH, flg, -1));
3325 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
3326 * @return 作用が実際にあった場合TRUEを返す
3328 bool wall_stone(void)
3330 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3332 bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
3334 p_ptr->update |= (PU_FLOW);
3336 p_ptr->redraw |= (PR_MAP);
3342 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
3343 * @return 作用が実際にあった場合TRUEを返す
3345 bool destroy_doors_touch(void)
3347 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3348 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_DOOR, flg, -1));
3352 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
3353 * @return 作用が実際にあった場合TRUEを返す
3355 bool disarm_traps_touch(void)
3357 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3358 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_TRAP, flg, -1));
3362 * @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)
3363 * @return 作用が実際にあった場合TRUEを返す
3365 bool sleep_monsters_touch(void)
3367 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
3368 return (project(0, 1, p_ptr->y, p_ptr->x, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
3373 * @brief 死者復活処理(起点より周囲5マス)
3374 * @param who 術者モンスターID(0ならばプレイヤー)
3377 * @return 作用が実際にあった場合TRUEを返す
3379 bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x)
3381 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
3382 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
3387 * @return 作用が実際にあった場合TRUEを返す
3389 void call_chaos(void)
3391 int Chaos_type, dummy, dir;
3392 PLAYER_LEVEL plev = p_ptr->lev;
3393 bool line_chaos = FALSE;
3395 int hurt_types[31] =
3397 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
3398 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
3399 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
3400 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
3401 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
3402 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
3403 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
3404 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
3407 Chaos_type = hurt_types[randint0(31)];
3408 if (one_in_(4)) line_chaos = TRUE;
3412 for (dummy = 1; dummy < 10; dummy++)
3417 fire_beam(Chaos_type, dummy, 150);
3419 fire_ball(Chaos_type, dummy, 150, 2);
3423 else if (one_in_(3))
3425 fire_ball(Chaos_type, 0, 500, 8);
3429 if (!get_aim_dir(&dir)) return;
3431 fire_beam(Chaos_type, dir, 250);
3433 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
3438 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
3439 * @param stop_ty 再帰処理停止フラグ
3441 * @return 作用が実際にあった場合TRUEを返す
3444 * rr9: Stop the nasty things when a Cyberdemon is summoned
3445 * or the player gets paralyzed.
3448 bool activate_ty_curse(bool stop_ty, int *count)
3452 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3456 switch (randint1(34))
3461 msg_print(_("地面が揺れた...", "The ground trembles..."));
3462 earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
3463 if (!one_in_(6)) break;
3468 HIT_POINT dam = damroll(10, 10);
3469 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!"));
3470 project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1);
3471 take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
3472 if (!one_in_(6)) break;
3477 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
3478 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
3479 if (randint0(13)) (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3480 if (!one_in_(6)) break;
3483 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3487 project(0, 7, p_ptr->y, p_ptr->x, 50, GF_KILL_WALL, flg, -1);
3488 take_hit(DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
3490 if (!one_in_(6)) break;
3491 case 1: case 2: case 3: case 16: case 17:
3492 aggravate_monsters(0);
3493 if (!one_in_(6)) break;
3494 case 4: case 5: case 6:
3495 (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3496 if (!one_in_(6)) break;
3497 case 7: case 8: case 9: case 18:
3498 (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
3499 if (!one_in_(6)) break;
3500 case 10: case 11: case 12:
3501 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..."));
3502 lose_exp(p_ptr->exp / 16);
3503 if (!one_in_(6)) break;
3504 case 13: case 14: case 15: case 19: case 20:
3505 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
3511 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
3512 if (p_ptr->free_act)
3513 set_paralyzed(p_ptr->paralyzed + randint1(3));
3515 set_paralyzed(p_ptr->paralyzed + randint1(13));
3518 if (!one_in_(6)) break;
3519 case 21: case 22: case 23:
3520 (void)do_dec_stat(randint0(6));
3521 if (!one_in_(6)) break;
3523 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
3525 if (!one_in_(6)) break;
3528 * Only summon Cyberdemons deep in the dungeon.
3530 if ((dun_level > 65) && !stop_ty)
3532 (*count) += summon_cyber(-1, p_ptr->y, p_ptr->x);
3536 if (!one_in_(6)) break;
3542 (void)do_dec_stat(i);
3550 while (one_in_(3) && !stop_ty);
3556 * @brief HI_SUMMON(上級召喚)処理発動
3559 * @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
3560 * @return 作用が実際にあった場合TRUEを返す
3562 int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
3567 BIT_FLAGS mode = PM_ALLOW_GROUP;
3574 mode |= PM_FORCE_FRIENDLY;
3578 mode |= PM_FORCE_PET;
3583 if (!pet) mode |= PM_NO_PET;
3585 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
3587 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
3589 switch (randint1(25) + (dun_level / 20))
3592 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode, '\0');
3595 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode, '\0');
3598 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode, '\0');
3601 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode, '\0');
3604 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode, '\0');
3607 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode, '\0');
3610 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode, '\0');
3613 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode, '\0');
3617 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE), '\0');
3621 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE), '\0');
3624 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3625 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode, '\0');
3628 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3629 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode, '\0');
3632 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode, '\0');
3635 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3636 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode, '\0');
3645 * @brief サイバーデーモンの召喚
3646 * @param who 召喚主のモンスターID(0ならばプレイヤー)
3649 * @return 作用が実際にあった場合TRUEを返す
3651 int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x)
3654 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
3656 BIT_FLAGS mode = PM_ALLOW_GROUP;
3658 /* Summoned by a monster */
3661 monster_type *m_ptr = &m_list[who];
3662 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
3665 if (max_cyber > 4) max_cyber = 4;
3667 for (i = 0; i < max_cyber; i++)
3669 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode, '\0');
3676 * @brief 周辺破壊効果(プレイヤー中心)
3677 * @return 作用が実際にあった場合TRUEを返す
3679 void wall_breaker(void)
3682 POSITION y = 0, x = 0;
3683 int attempts = 1000;
3685 if (randint1(80 + p_ptr->lev) < 70)
3689 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
3691 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
3693 if (!player_bold(y, x)) break;
3696 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3697 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3699 else if (randint1(100) > 30)
3701 earthquake(p_ptr->y, p_ptr->x, 1);
3705 int num = damroll(5, 3);
3707 for (i = 0; i < num; i++)
3711 scatter(&y, &x, p_ptr->y, p_ptr->x, 10, 0);
3713 if (!player_bold(y, x)) break;
3716 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3717 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3724 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
3726 * @return 作用が実際にあった場合TRUEを返す
3728 bool confuse_monsters(HIT_POINT dam)
3730 return (project_all_los(GF_OLD_CONF, dam));
3735 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
3737 * @return 作用が実際にあった場合TRUEを返す
3739 bool charm_monsters(HIT_POINT dam)
3741 return (project_all_los(GF_CHARM, dam));
3746 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
3748 * @return 作用が実際にあった場合TRUEを返す
3750 bool charm_animals(HIT_POINT dam)
3752 return (project_all_los(GF_CONTROL_ANIMAL, dam));
3757 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
3759 * @return 作用が実際にあった場合TRUEを返す
3761 bool stun_monsters(HIT_POINT dam)
3763 return (project_all_los(GF_STUN, dam));
3768 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
3770 * @return 作用が実際にあった場合TRUEを返す
3772 bool stasis_monsters(HIT_POINT dam)
3774 return (project_all_los(GF_STASIS, dam));
3779 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
3781 * @return 作用が実際にあった場合TRUEを返す
3783 bool mindblast_monsters(HIT_POINT dam)
3785 return (project_all_los(GF_PSI, dam));
3790 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
3791 * @param dist 効力(距離)
3792 * @return 作用が実際にあった場合TRUEを返す
3794 bool banish_monsters(int dist)
3796 return (project_all_los(GF_AWAY_ALL, dist));
3801 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
3803 * @return 作用が実際にあった場合TRUEを返す
3805 bool turn_evil(HIT_POINT dam)
3807 return (project_all_los(GF_TURN_EVIL, dam));
3812 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
3814 * @return 作用が実際にあった場合TRUEを返す
3816 bool turn_monsters(HIT_POINT dam)
3818 return (project_all_los(GF_TURN_ALL, dam));
3823 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
3824 * @return 作用が実際にあった場合TRUEを返す
3826 bool deathray_monsters(void)
3828 return (project_all_los(GF_DEATH_RAY, p_ptr->lev * 200));
3832 * @brief チャーム・モンスター(1体)
3833 * @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)
3835 * @return 作用が実際にあった場合TRUEを返す
3837 bool charm_monster(DIRECTION dir, PLAYER_LEVEL plev)
3839 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3840 return (project_hook(GF_CHARM, dir, plev, flg));
3844 * @brief アンデッド支配(1体)
3845 * @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)
3847 * @return 作用が実際にあった場合TRUEを返す
3849 bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev)
3851 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3852 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
3857 * @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)
3859 * @return 作用が実際にあった場合TRUEを返す
3861 bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev)
3863 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3864 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
3869 * @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)
3871 * @return 作用が実際にあった場合TRUEを返す
3873 bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev)
3875 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3876 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
3882 * @param success 判定成功上の処理ならばTRUE
3883 * @return 作用が実際にあった場合TRUEを返す
3885 bool kawarimi(bool success)
3888 object_type *q_ptr = &forge;
3891 if (p_ptr->is_dead) return FALSE;
3892 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
3893 if (randint0(200) < p_ptr->stun) return FALSE;
3895 if (!success && one_in_(3))
3897 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
3898 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3899 p_ptr->redraw |= (PR_STATUS);
3906 teleport_player(10 + randint1(90), 0L);
3908 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
3910 q_ptr->pval = MON_NINJA;
3911 (void)drop_near(q_ptr, -1, y, x);
3913 if (success) msg_print(_("攻撃を受ける前に素早く身をひるがえした。", "You have turned around just before the attack hit you."));
3914 else msg_print(_("失敗!攻撃を受けてしまった。", "Failed! You are hit by the attack."));
3916 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3917 p_ptr->redraw |= (PR_STATUS);
3925 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
3926 * @param mdeath 目標モンスターが死亡したかを返す
3927 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
3929 bool rush_attack(bool *mdeath)
3936 bool tmp_mdeath = FALSE;
3939 if (mdeath) *mdeath = FALSE;
3942 if (!get_aim_dir(&dir)) return FALSE;
3944 /* Use the given direction */
3945 tx = p_ptr->x + project_length * ddx[dir];
3946 ty = p_ptr->y + project_length * ddy[dir];
3948 /* Hack -- Use an actual "target" */
3949 if ((dir == 5) && target_okay())
3955 if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
3957 path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
3960 /* No need to move */
3961 if (!path_n) return TRUE;
3963 /* Use ty and tx as to-move point */
3967 /* Project along the path */
3968 for (i = 0; i < path_n; i++)
3970 monster_type *m_ptr;
3972 int ny = GRID_Y(path_g[i]);
3973 int nx = GRID_X(path_g[i]);
3975 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
3980 /* Go to next grid */
3984 if (!cave[ny][nx].m_idx)
3988 msg_print(_("失敗!", "Failed!"));
3992 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
3999 /* Move player before updating the monster */
4000 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4001 update_monster(cave[ny][nx].m_idx, TRUE);
4003 /* Found a monster */
4004 m_ptr = &m_list[cave[ny][nx].m_idx];
4006 if (tm_idx != cave[ny][nx].m_idx)
4009 msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "", m_ptr->ml ? "モンスター" : "何か");
4011 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
4014 else if (!player_bold(ty, tx))
4016 /* Hold the monster name */
4017 GAME_TEXT m_name[MAX_NLEN];
4019 /* Get the monster name (BEFORE polymorphing) */
4020 monster_desc(m_name, m_ptr, 0);
4021 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
4024 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4026 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
4031 if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4033 if (mdeath) *mdeath = tmp_mdeath;
4039 * @brief 全鏡の消去 / Remove all mirrors in this floor
4040 * @param explode 爆発処理を伴うならばTRUE
4043 void remove_all_mirrors(bool explode)
4047 for (x = 0; x < cur_wid; x++)
4049 for (y = 0; y < cur_hgt; y++)
4051 if (is_mirror_grid(&cave[y][x]))
4053 remove_mirror(y, x);
4055 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
4056 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
4063 * @brief 『一つの指輪』の効果処理 /
4064 * Hack -- activate the ring of power
4065 * @param dir 発動の方向ID
4068 void ring_of_power(DIRECTION dir)
4070 /* Pick a random effect */
4071 switch (randint1(10))
4076 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."));
4079 /* Decrease all stats (permanently) */
4080 (void)dec_stat(A_STR, 50, TRUE);
4081 (void)dec_stat(A_INT, 50, TRUE);
4082 (void)dec_stat(A_WIS, 50, TRUE);
4083 (void)dec_stat(A_DEX, 50, TRUE);
4084 (void)dec_stat(A_CON, 50, TRUE);
4085 (void)dec_stat(A_CHR, 50, TRUE);
4087 /* Lose some experience (permanently) */
4088 p_ptr->exp -= (p_ptr->exp / 4);
4089 p_ptr->max_exp -= (p_ptr->exp / 4);
4097 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."));
4099 /* Dispel monsters */
4100 dispel_monsters(1000);
4110 fire_ball(GF_MANA, dir, 600, 3);
4121 fire_bolt(GF_MANA, dir, 500);
4129 * @brief 運命の輪、並びにカオス的な効果の発動
4130 * @param spell ランダムな効果を選択するための基準ID
4133 void wild_magic(int spell)
4136 int type = SUMMON_MOLD + randint0(6);
4138 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
4139 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
4141 switch (randint1(spell) + randint1(8) + 1)
4146 teleport_player(10, TELEPORT_PASSIVE);
4151 teleport_player(100, TELEPORT_PASSIVE);
4155 teleport_player(200, TELEPORT_PASSIVE);
4165 lite_area(damroll(2, 3), 2);
4168 destroy_doors_touch();
4173 sleep_monsters_touch();
4177 trap_creation(p_ptr->y, p_ptr->x);
4186 aggravate_monsters(0);
4189 earthquake(p_ptr->y, p_ptr->x, 5);
4193 (void)gain_random_mutation(0);
4197 apply_disenchant(1);
4203 fire_ball(GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
4210 while (counter++ < 8)
4212 (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET), '\0');
4217 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4220 (void)summon_cyber(-1, p_ptr->y, p_ptr->x);
4225 (void)activate_ty_curse(FALSE, &count);
4234 * @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。
4235 * / Drop 10+1d10 meteor ball at random places near the player
4240 void cast_meteor(HIT_POINT dam, POSITION rad)
4243 int b = 10 + randint1(10);
4245 for (i = 0; i < b; i++)
4247 POSITION y = 0, x = 0;
4250 for (count = 0; count <= 20; count++)
4254 x = p_ptr->x - 8 + randint0(17);
4255 y = p_ptr->y - 8 + randint0(17);
4257 dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
4258 dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
4260 /* Approximate distance */
4261 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4263 if (d >= 9) continue;
4265 if (!in_bounds(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)
4266 || !cave_have_flag_bold(y, x, FF_PROJECT)) continue;
4268 /* Valid position */
4272 if (count > 20) continue;
4274 project(0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
4280 * @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。
4283 * @return ターゲットを指定し、実行したならばTRUEを返す。
4285 bool cast_wrath_of_the_god(HIT_POINT dam, POSITION rad)
4287 POSITION x, y, tx, ty;
4291 int b = 10 + randint1(10);
4293 if (!get_aim_dir(&dir)) return FALSE;
4295 /* Use the given direction */
4296 tx = p_ptr->x + 99 * ddx[dir];
4297 ty = p_ptr->y + 99 * ddy[dir];
4299 /* Hack -- Use an actual "target" */
4300 if ((dir == 5) && target_okay())
4311 /* Hack -- Stop at the target */
4312 if ((y == ty) && (x == tx)) break;
4316 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
4318 /* Stop at maximum range */
4319 if (MAX_RANGE <= distance(p_ptr->y, p_ptr->x, ny, nx)) break;
4321 /* Stopped by walls/doors */
4322 if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
4324 /* Stopped by monsters */
4325 if ((dir != 5) && cave[ny][nx].m_idx != 0) break;
4327 /* Save the new location */
4334 for (i = 0; i < b; i++)
4336 int count = 20, d = 0;
4342 x = tx - 5 + randint0(11);
4343 y = ty - 5 + randint0(11);
4345 dx = (tx > x) ? (tx - x) : (x - tx);
4346 dy = (ty > y) ? (ty - y) : (y - ty);
4348 /* Approximate distance */
4349 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4350 /* Within the radius */
4354 if (count < 0) continue;
4356 /* Cannot penetrate perm walls */
4357 if (!in_bounds(y, x) ||
4358 cave_stop_disintegration(y, x) ||
4359 !in_disintegration_range(ty, tx, y, x))
4362 project(0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
4369 * @brief 「ワンダー」のランダムな効果を決定して処理する。
4373 * This spell should become more useful (more controlled) as the\n
4374 * player gains experience levels. Thus, add 1/5 of the player's\n
4375 * level to the die roll. This eliminates the worst effects later on,\n
4376 * while keeping the results quite random. It also allows some potent\n
4377 * effects only at high level.
4379 void cast_wonder(DIRECTION dir)
4381 PLAYER_LEVEL plev = p_ptr->lev;
4382 int die = randint1(100) + plev / 5;
4383 int vir = virtue_number(V_CHANCE);
4387 if (p_ptr->virtues[vir - 1] > 0)
4389 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4393 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4398 chg_virtue(V_CHANCE, 1);
4402 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
4405 if (die < 8) clone_monster(dir);
4406 else if (die < 14) speed_monster(dir, plev);
4407 else if (die < 26) heal_monster(dir, damroll(4, 6));
4408 else if (die < 31) poly_monster(dir, plev);
4410 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4411 damroll(3 + ((plev - 1) / 5), 4));
4412 else if (die < 41) confuse_monster(dir, plev);
4413 else if (die < 46) fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4414 else if (die < 51) (void)lite_line(dir, damroll(6, 8));
4416 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4417 damroll(3 + ((plev - 5) / 4), 8));
4419 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4420 damroll(5 + ((plev - 5) / 4), 8));
4422 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4423 damroll(6 + ((plev - 5) / 4), 8));
4425 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4426 damroll(8 + ((plev - 5) / 4), 8));
4427 else if (die < 76) hypodynamic_bolt(dir, 75);
4428 else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4429 else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
4430 else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
4431 else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
4432 else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
4435 earthquake(p_ptr->y, p_ptr->x, 12);
4439 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4443 symbol_genocide(plev + 50, TRUE);
4445 else if (die < 110) dispel_monsters(120);
4448 dispel_monsters(150);
4449 slow_monsters(plev);
4450 sleep_monsters(plev);
4457 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
4461 void cast_invoke_spirits(DIRECTION dir)
4463 PLAYER_LEVEL plev = p_ptr->lev;
4464 int die = randint1(100) + plev / 5;
4465 int vir = virtue_number(V_CHANCE);
4469 if (p_ptr->virtues[vir - 1] > 0)
4471 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4475 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4479 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..."));
4481 chg_virtue(V_CHANCE, 1);
4485 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!"));
4490 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!",
4491 "Oh no! Mouldering forms rise from the earth around you!"));
4493 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4494 chg_virtue(V_UNLIFE, 1);
4498 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..."));
4500 set_afraid(p_ptr->afraid + randint1(4) + 4);
4504 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...",
4505 "Your head is invaded by a horde of gibbering spectral voices..."));
4507 set_confused(p_ptr->confused + randint1(4) + 4);
4511 poly_monster(dir, plev);
4515 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4516 damroll(3 + ((plev - 1) / 5), 4));
4520 confuse_monster(dir, plev);
4524 fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4528 (void)lite_line(dir, damroll(6, 8));
4532 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4533 damroll(3 + ((plev - 5) / 4), 8));
4537 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4538 damroll(5 + ((plev - 5) / 4), 8));
4542 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4543 damroll(6 + ((plev - 5) / 4), 8));
4547 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4548 damroll(8 + ((plev - 5) / 4), 8));
4552 hypodynamic_bolt(dir, 75);
4556 fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4560 fire_ball(GF_ACID, dir, 40 + plev, 2);
4564 fire_ball(GF_ICE, dir, 70 + plev, 3);
4568 fire_ball(GF_FIRE, dir, 80 + plev, 3);
4572 hypodynamic_bolt(dir, 100 + plev);
4576 earthquake(p_ptr->y, p_ptr->x, 12);
4580 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4584 symbol_genocide(plev + 50, TRUE);
4588 dispel_monsters(120);
4592 dispel_monsters(150);
4593 slow_monsters(plev);
4594 sleep_monsters(plev);
4600 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。」",
4601 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
4606 * @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。
4609 void cast_shuffle(void)
4611 PLAYER_LEVEL plev = p_ptr->lev;
4614 int vir = virtue_number(V_CHANCE);
4617 /* Card sharks and high mages get a level bonus */
4618 if ((p_ptr->pclass == CLASS_ROGUE) ||
4619 (p_ptr->pclass == CLASS_HIGH_MAGE) ||
4620 (p_ptr->pclass == CLASS_SORCERER))
4621 die = (randint1(110)) + plev / 5;
4623 die = randint1(120);
4628 if (p_ptr->virtues[vir - 1] > 0)
4630 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4634 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4638 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..."));
4641 chg_virtue(V_CHANCE, 1);
4645 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
4647 for (i = 0; i < randint1(3); i++)
4648 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4652 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
4653 summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4658 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
4659 activate_ty_curse(FALSE, &count);
4663 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
4664 aggravate_monsters(0);
4668 msg_print(_("《愚者》だ。", "It's the Fool."));
4674 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
4675 trump_summoning(1, FALSE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
4679 msg_print(_("《月》だ。", "It's the Moon."));
4684 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
4685 wild_magic(randint0(32));
4689 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4690 teleport_player(10, TELEPORT_PASSIVE);
4694 msg_print(_("《正義》だ。", "It's Justice."));
4695 set_blessed(p_ptr->lev, FALSE);
4699 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4700 teleport_player(100, TELEPORT_PASSIVE);
4704 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4705 teleport_player(200, TELEPORT_PASSIVE);
4709 msg_print(_("《塔》だ。", "It's the Tower."));
4714 msg_print(_("《節制》だ。", "It's Temperance."));
4715 sleep_monsters_touch();
4719 msg_print(_("《塔》だ。", "It's the Tower."));
4721 earthquake(p_ptr->y, p_ptr->x, 5);
4725 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4726 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_MOLD, 0L);
4730 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4731 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_BAT, 0L);
4735 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4736 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_VORTEX, 0L);
4740 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4741 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
4745 msg_print(_("《恋人》だ。", "It's the Lovers."));
4747 if (get_aim_dir(&dir))
4748 charm_monster(dir, MIN(p_ptr->lev, 20));
4752 msg_print(_("《隠者》だ。", "It's the Hermit."));
4757 msg_print(_("《審判》だ。", "It's the Judgement."));
4758 do_cmd_rerate(FALSE);
4759 lose_all_mutations();
4763 msg_print(_("《太陽》だ。", "It's the Sun."));
4764 chg_virtue(V_KNOWLEDGE, 1);
4765 chg_virtue(V_ENLIGHTEN, 1);
4770 msg_print(_("《世界》だ。", "It's the World."));
4771 if (p_ptr->exp < PY_MAX_EXP)
4773 s32b ee = (p_ptr->exp / 25) + 1;
4774 if (ee > 5000) ee = 5000;
4775 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4781 bool_hack life_stream(bool_hack message, bool_hack virtue_change)
4785 chg_virtue(V_VITALITY, 1);
4786 chg_virtue(V_UNLIFE, -5);
4790 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
4793 (void)set_poisoned(0);
4795 (void)set_confused(0);
4799 (void)restore_all_status();
4800 (void)set_shero(0, TRUE);
4807 bool_hack heroism(int base)
4809 bool_hack ident = FALSE;
4810 if(set_afraid(0)) ident = TRUE;
4811 if(set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4812 if(hp_player(10)) ident = TRUE;
4816 bool_hack berserk(int base)
4818 bool_hack ident = FALSE;
4819 if (set_afraid(0)) ident = TRUE;
4820 if (set_shero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4821 if (hp_player(30)) ident = TRUE;
4825 bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
4827 bool_hack ident = FALSE;
4828 if (hp_player(damroll(dice, sides))) ident = TRUE;
4829 if (set_blind(0)) ident = TRUE;
4830 if (set_cut(p_ptr->cut - 10)) ident = TRUE;
4831 if (set_shero(0, TRUE)) ident = TRUE;
4835 bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
4837 bool_hack ident = FALSE;
4838 if (hp_player(damroll(dice, sides))) ident = TRUE;
4839 if (set_blind(0)) ident = TRUE;
4840 if (set_confused(0)) ident = TRUE;
4841 if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
4842 if (set_shero(0, TRUE)) ident = TRUE;
4846 bool_hack cure_critical_wounds(HIT_POINT pow)
4848 bool_hack ident = FALSE;
4849 if (hp_player(pow)) ident = TRUE;
4850 if (set_blind(0)) ident = TRUE;
4851 if (set_confused(0)) ident = TRUE;
4852 if (set_poisoned(0)) ident = TRUE;
4853 if (set_stun(0)) ident = TRUE;
4854 if (set_cut(0)) ident = TRUE;
4855 if (set_shero(0, TRUE)) ident = TRUE;
4859 bool_hack true_healing(HIT_POINT pow)
4861 bool_hack ident = FALSE;
4862 if (hp_player(pow)) ident = TRUE;
4863 if (set_blind(0)) ident = TRUE;
4864 if (set_confused(0)) ident = TRUE;
4865 if (set_poisoned(0)) ident = TRUE;
4866 if (set_stun(0)) ident = TRUE;
4867 if (set_cut(0)) ident = TRUE;
4868 if (set_image(0)) ident = TRUE;
4872 bool_hack restore_mana(bool_hack magic_eater)
4874 bool_hack ident = FALSE;
4876 if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
4879 for (i = 0; i < EATER_EXT * 2; i++)
4881 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
4882 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;
4884 for (; i < EATER_EXT * 3; i++)
4886 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
4887 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;
4888 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
4890 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4891 p_ptr->window |= (PW_PLAYER);
4894 else if (p_ptr->csp < p_ptr->msp)
4896 p_ptr->csp = p_ptr->msp;
4897 p_ptr->csp_frac = 0;
4898 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4899 p_ptr->redraw |= (PR_MANA);
4900 p_ptr->window |= (PW_PLAYER);
4901 p_ptr->window |= (PW_SPELL);
4908 bool restore_all_status(void)
4911 if (do_res_stat(A_STR)) ident = TRUE;
4912 if (do_res_stat(A_INT)) ident = TRUE;
4913 if (do_res_stat(A_WIS)) ident = TRUE;
4914 if (do_res_stat(A_DEX)) ident = TRUE;
4915 if (do_res_stat(A_CON)) ident = TRUE;
4916 if (do_res_stat(A_CHR)) ident = TRUE;
4921 * @brief 口を使う継続的な処理を中断する
4924 void stop_mouth(void)
4926 if (music_singing_any()) stop_singing();
4927 if (hex_spelling_any()) stop_hex_spell_all();
4931 bool_hack vampirism(void)
4938 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
4940 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
4944 /* Only works on adjacent monsters */
4945 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4946 y = p_ptr->y + ddy[dir];
4947 x = p_ptr->x + ddx[dir];
4948 c_ptr = &cave[y][x];
4952 if (!(c_ptr->m_idx))
4954 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
4958 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
4960 dummy = p_ptr->lev * 2;
4962 if (hypodynamic_bolt(dir, dummy))
4964 if (p_ptr->food < PY_FOOD_FULL)
4965 /* No heal if we are "full" */
4966 (void)hp_player(dummy);
4968 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
4970 /* Gain nutritional sustenance: 150/hp drained */
4971 /* A Food ration gives 5000 food points (by contrast) */
4972 /* Don't ever get more than "Full" this way */
4973 /* But if we ARE Gorged, it won't cure us */
4974 dummy = p_ptr->food + MIN(5000, 100 * dummy);
4975 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
4976 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
4979 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
4983 bool panic_hit(void)
4988 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4989 y = p_ptr->y + ddy[dir];
4990 x = p_ptr->x + ddx[dir];
4991 if (cave[y][x].m_idx)
4994 if (randint0(p_ptr->skill_dis) < 7)
4995 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
4997 teleport_player(30, 0L);
5002 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"));
5010 * @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)
5013 * currently this function allows pseudo-id of any object,
5014 * including silly ones like potions & scrolls, which always
5015 * get '{average}'. This should be changed, either to stop such
5016 * items from being pseudo-id'd, or to allow psychometry to
5017 * detect whether the unidentified potion/scroll/etc is
5018 * good (Cure Light Wounds, Restore Strength, etc) or
5019 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
5021 bool psychometry(void)
5025 GAME_TEXT o_name[MAX_NLEN];
5030 q = _("どのアイテムを調べますか?", "Meditate on which item? ");
5031 s = _("調べるアイテムがありません。", "You have nothing appropriate.");
5033 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
5034 if (!o_ptr) return (FALSE);
5036 /* It is fully known, no information needed */
5037 if (object_is_known(o_ptr))
5039 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
5043 /* Check for a feeling */
5044 feel = value_check_aux1(o_ptr);
5046 /* Get an object description */
5047 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5049 /* Skip non-feelings */
5052 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);
5057 msg_format("%sは%sという感じがする...", o_name, game_inscriptions[feel]);
5059 msg_format("You feel that the %s %s %s...",
5060 o_name, ((o_ptr->number == 1) ? "is" : "are"), game_inscriptions[feel]);
5064 /* We have "felt" it */
5065 o_ptr->ident |= (IDENT_SENSE);
5068 o_ptr->feeling = feel;
5070 /* Player touches it */
5071 o_ptr->marked |= OM_TOUCHED;
5073 /* Combine / Reorder the pack (later) */
5074 p_ptr->update |= (PU_COMBINE | PU_REORDER);
5076 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5078 /* Valid "tval" codes */
5079 switch (o_ptr->tval)
5107 /* Auto-inscription/destroy */
5108 autopick_alter_item(item, (bool)(okay && destroy_feeling));
5110 /* Something happened */