3 * @brief 魔法効果の実装/ Spell code (part 2)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
17 #include "main/sound-definitions-table.h"
22 #include "io/write-diary.h"
23 #include "cmd/cmd-pet.h"
24 #include "cmd/cmd-dump.h"
28 #include "monsterrace-hook.h"
32 #include "spells-summon.h"
37 #include "spells-status.h"
38 #include "spells-floor.h"
39 #include "spells-diceroll.h"
40 #include "realm/realm-hex.h"
41 #include "autopick/autopick.h"
42 #include "object-flavor.h"
43 #include "object-hook.h"
44 #include "monster-status.h"
45 #include "player-move.h"
46 #include "player-status.h"
47 #include "player-effects.h"
48 #include "player-skill.h"
49 #include "player-class.h"
50 #include "player-damage.h"
51 #include "player-inventory.h"
54 #include "floor-events.h"
56 #include "view/display-main-window.h"
57 #include "object/object-kind.h"
58 #include "monsterrace.h"
59 #include "targeting.h"
60 #include "realm/realm-song.h"
62 #include "effect/spells-effect-util.h"
63 #include "spell/spells-type.h"
66 * @brief プレイヤー周辺の地形を感知する
67 * @param caster_ptr プレーヤーへの参照ポインタ
70 * @param known 地形から危険フラグを外すならTRUE
71 * @return 効力があった場合TRUEを返す
73 static bool detect_feat_flag(player_type *caster_ptr, POSITION range, int flag, bool known)
75 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
79 for (POSITION y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++)
81 for (POSITION x = 1; x <= caster_ptr->current_floor_ptr->width - 1; x++)
83 int dist = distance(caster_ptr->y, caster_ptr->x, y, x);
84 if (dist > range) continue;
85 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
88 /* Mark as detected */
89 if (dist <= range && known)
91 if (dist <= range - 1) g_ptr->info |= (CAVE_IN_DETECT);
93 g_ptr->info &= ~(CAVE_UNSAFE);
95 lite_spot(caster_ptr, y, x);
99 if (cave_have_flag_grid(g_ptr, flag))
101 disclose_grid(caster_ptr, y, x);
102 g_ptr->info |= (CAVE_MARK);
103 lite_spot(caster_ptr, y, x);
114 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
115 * @param caster_ptr プレーヤーへの参照ポインタ
117 * @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
118 * @return 効力があった場合TRUEを返す
120 bool detect_traps(player_type *caster_ptr, POSITION range, bool known)
122 bool detect = detect_feat_flag(caster_ptr, range, FF_TRAP, known);
124 if (known) caster_ptr->dtrap = TRUE;
126 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 0) detect = FALSE;
129 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
137 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
138 * @param caster_ptr プレーヤーへの参照ポインタ
140 * @return 効力があった場合TRUEを返す
142 bool detect_doors(player_type *caster_ptr, POSITION range)
144 bool detect = detect_feat_flag(caster_ptr, range, FF_DOOR, TRUE);
146 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 0) detect = FALSE;
149 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
157 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
158 * @param caster_ptr プレーヤーへの参照ポインタ
160 * @return 効力があった場合TRUEを返す
162 bool detect_stairs(player_type *caster_ptr, POSITION range)
164 bool detect = detect_feat_flag(caster_ptr, range, FF_STAIRS, TRUE);
166 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 0) detect = FALSE;
169 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
177 * @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
178 * @param caster_ptr プレーヤーへの参照ポインタ
180 * @return 効力があった場合TRUEを返す
182 bool detect_treasure(player_type *caster_ptr, POSITION range)
184 bool detect = detect_feat_flag(caster_ptr, range, FF_HAS_GOLD, TRUE);
186 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 6) detect = FALSE;
189 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!"));
197 * @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
198 * @param caster_ptr プレーヤーへの参照ポインタ
200 * @return 効力があった場合TRUEを返す
202 bool detect_objects_gold(player_type *caster_ptr, POSITION range)
204 POSITION range2 = range;
205 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range2 /= 3;
210 for (OBJECT_IDX i = 1; i < caster_ptr->current_floor_ptr->o_max; i++)
212 object_type *o_ptr = &caster_ptr->current_floor_ptr->o_list[i];
214 if (!OBJECT_IS_VALID(o_ptr)) continue;
215 if (OBJECT_IS_HELD_MONSTER(o_ptr)) continue;
219 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range2) continue;
221 if (o_ptr->tval == TV_GOLD)
223 o_ptr->marked |= OM_FOUND;
224 lite_spot(caster_ptr, y, x);
229 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 6) detect = FALSE;
232 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
235 if (detect_monsters_string(caster_ptr, range, "$"))
245 * @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
246 * @param caster_ptr プレーヤーへの参照ポインタ
248 * @return 効力があった場合TRUEを返す
250 bool detect_objects_normal(player_type *caster_ptr, POSITION range)
252 POSITION range2 = range;
253 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range2 /= 3;
256 for (OBJECT_IDX i = 1; i < caster_ptr->current_floor_ptr->o_max; i++)
258 object_type *o_ptr = &caster_ptr->current_floor_ptr->o_list[i];
260 if (!OBJECT_IS_VALID(o_ptr)) continue;
261 if (OBJECT_IS_HELD_MONSTER(o_ptr)) continue;
263 POSITION y = o_ptr->iy;
264 POSITION x = o_ptr->ix;
266 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range2) continue;
268 if (o_ptr->tval != TV_GOLD)
270 o_ptr->marked |= OM_FOUND;
271 lite_spot(caster_ptr, y, x);
276 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 6) detect = FALSE;
279 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
282 if (detect_monsters_string(caster_ptr, range, "!=?|/`"))
292 * @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.
293 * @param caster_ptr プレーヤーへの参照ポインタ
295 * @return 効力があった場合TRUEを返す
298 * This will light up all spaces with "magic" items, including artifacts,
299 * ego-items, potions, scrolls, books, rods, wands, staffs, amulets, rings,
300 * and "enchanted" items of the "good" variety.
302 * It can probably be argued that this function is now too powerful.
305 bool detect_objects_magic(player_type *caster_ptr, POSITION range)
307 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
309 OBJECT_TYPE_VALUE tv;
311 for (OBJECT_IDX i = 1; i < caster_ptr->current_floor_ptr->o_max; i++)
313 object_type *o_ptr = &caster_ptr->current_floor_ptr->o_list[i];
315 if (!OBJECT_IS_VALID(o_ptr)) continue;
316 if (OBJECT_IS_HELD_MONSTER(o_ptr)) continue;
318 POSITION y = o_ptr->iy;
319 POSITION x = o_ptr->ix;
321 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
324 if (object_is_artifact(o_ptr) ||
325 object_is_ego(o_ptr) ||
326 (tv == TV_WHISTLE) ||
334 (tv == TV_LIFE_BOOK) ||
335 (tv == TV_SORCERY_BOOK) ||
336 (tv == TV_NATURE_BOOK) ||
337 (tv == TV_CHAOS_BOOK) ||
338 (tv == TV_DEATH_BOOK) ||
339 (tv == TV_TRUMP_BOOK) ||
340 (tv == TV_ARCANE_BOOK) ||
341 (tv == TV_CRAFT_BOOK) ||
342 (tv == TV_DAEMON_BOOK) ||
343 (tv == TV_CRUSADE_BOOK) ||
344 (tv == TV_MUSIC_BOOK) ||
345 (tv == TV_HISSATSU_BOOK) ||
346 (tv == TV_HEX_BOOK) ||
347 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
349 o_ptr->marked |= OM_FOUND;
350 lite_spot(caster_ptr, y, x);
357 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!"));
365 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
366 * @param caster_ptr プレーヤーへの参照ポインタ
368 * @return 効力があった場合TRUEを返す
370 bool detect_monsters_normal(player_type *caster_ptr, POSITION range)
372 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
375 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
377 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
378 monster_race *r_ptr = &r_info[m_ptr->r_idx];
379 if (!monster_is_valid(m_ptr)) continue;
381 POSITION y = m_ptr->fy;
382 POSITION x = m_ptr->fx;
383 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
385 if (!(r_ptr->flags2 & RF2_INVISIBLE) || caster_ptr->see_inv)
387 repair_monsters = TRUE;
388 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
389 update_monster(caster_ptr, i, FALSE);
394 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 3) flag = FALSE;
397 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
405 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
406 * @param caster_ptr プレーヤーへの参照ポインタ
408 * @return 効力があった場合TRUEを返す
410 bool detect_monsters_invis(player_type *caster_ptr, POSITION range)
412 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
415 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
417 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
418 monster_race *r_ptr = &r_info[m_ptr->r_idx];
420 if (!monster_is_valid(m_ptr)) continue;
422 POSITION y = m_ptr->fy;
423 POSITION x = m_ptr->fx;
425 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
427 if (r_ptr->flags2 & RF2_INVISIBLE)
429 if (caster_ptr->monster_race_idx == m_ptr->r_idx)
431 caster_ptr->window |= (PW_MONSTER);
434 repair_monsters = TRUE;
435 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
436 update_monster(caster_ptr, i, FALSE);
441 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 3) flag = FALSE;
444 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
452 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
453 * @param caster_ptr プレーヤーへの参照ポインタ
455 * @return 効力があった場合TRUEを返す
457 bool detect_monsters_evil(player_type *caster_ptr, POSITION range)
459 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
462 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
464 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
465 monster_race *r_ptr = &r_info[m_ptr->r_idx];
466 if (!monster_is_valid(m_ptr)) continue;
468 POSITION y = m_ptr->fy;
469 POSITION x = m_ptr->fx;
471 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
473 if (r_ptr->flags3 & RF3_EVIL)
475 if (is_original_ap(m_ptr))
477 r_ptr->r_flags3 |= (RF3_EVIL);
478 if (caster_ptr->monster_race_idx == m_ptr->r_idx)
480 caster_ptr->window |= (PW_MONSTER);
484 repair_monsters = TRUE;
485 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
486 update_monster(caster_ptr, i, FALSE);
493 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
501 * @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
502 * @param caster_ptr プレーヤーへの参照ポインタ
504 * @return 効力があった場合TRUEを返す
506 bool detect_monsters_nonliving(player_type *caster_ptr, POSITION range)
508 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
511 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
513 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
514 if (!monster_is_valid(m_ptr)) continue;
516 POSITION y = m_ptr->fy;
517 POSITION x = m_ptr->fx;
518 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
520 if (!monster_living(m_ptr->r_idx))
522 if (caster_ptr->monster_race_idx == m_ptr->r_idx)
524 caster_ptr->window |= (PW_MONSTER);
527 repair_monsters = TRUE;
528 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
529 update_monster(caster_ptr, i, FALSE);
536 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!"));
544 * @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
545 * @param caster_ptr プレーヤーへの参照ポインタ
547 * @return 効力があった場合TRUEを返す
549 bool detect_monsters_mind(player_type *caster_ptr, POSITION range)
551 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
554 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
556 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
557 monster_race *r_ptr = &r_info[m_ptr->r_idx];
558 if (!monster_is_valid(m_ptr)) continue;
560 POSITION y = m_ptr->fy;
561 POSITION x = m_ptr->fx;
563 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
565 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
567 if (caster_ptr->monster_race_idx == m_ptr->r_idx)
569 caster_ptr->window |= (PW_MONSTER);
572 repair_monsters = TRUE;
573 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
574 update_monster(caster_ptr, i, FALSE);
581 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
589 * @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
590 * @param caster_ptr プレーヤーへの参照ポインタ
592 * @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)
593 * @return 効力があった場合TRUEを返す
595 bool detect_monsters_string(player_type *caster_ptr, POSITION range, concptr Match)
597 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
600 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
602 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
603 monster_race *r_ptr = &r_info[m_ptr->r_idx];
604 if (!monster_is_valid(m_ptr)) continue;
606 POSITION y = m_ptr->fy;
607 POSITION x = m_ptr->fx;
609 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
611 if (my_strchr(Match, r_ptr->d_char))
613 if (caster_ptr->monster_race_idx == m_ptr->r_idx)
615 caster_ptr->window |= (PW_MONSTER);
618 repair_monsters = TRUE;
619 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
620 update_monster(caster_ptr, i, FALSE);
625 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 3) flag = FALSE;
628 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
636 * @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
637 * @param caster_ptr プレーヤーへの参照ポインタ
639 * @param match_flag 感知フラグ
640 * @return 効力があった場合TRUEを返す
642 bool detect_monsters_xxx(player_type *caster_ptr, POSITION range, u32b match_flag)
644 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
647 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
649 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
650 monster_race *r_ptr = &r_info[m_ptr->r_idx];
651 if (!monster_is_valid(m_ptr)) continue;
653 POSITION y = m_ptr->fy;
654 POSITION x = m_ptr->fx;
656 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
658 if (r_ptr->flags3 & (match_flag))
660 if (is_original_ap(m_ptr))
662 r_ptr->r_flags3 |= (match_flag);
663 if (caster_ptr->monster_race_idx == m_ptr->r_idx)
665 caster_ptr->window |= (PW_MONSTER);
669 repair_monsters = TRUE;
670 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
671 update_monster(caster_ptr, i, FALSE);
676 concptr desc_monsters = _("変なモンスター", "weird monsters");
682 desc_monsters = _("デーモン", "demons");
685 desc_monsters = _("アンデッド", "the undead");
689 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
698 * @brief 全感知処理 / Detect everything
699 * @param caster_ptr プレーヤーへの参照ポインタ
701 * @return 効力があった場合TRUEを返す
703 bool detect_all(player_type *caster_ptr, POSITION range)
706 if (detect_traps(caster_ptr, range, TRUE)) detect = TRUE;
707 if (detect_doors(caster_ptr, range)) detect = TRUE;
708 if (detect_stairs(caster_ptr, range)) detect = TRUE;
709 if (detect_objects_gold(caster_ptr, range)) detect = TRUE;
710 if (detect_objects_normal(caster_ptr, range)) detect = TRUE;
711 if (detect_monsters_invis(caster_ptr, range)) detect = TRUE;
712 if (detect_monsters_normal(caster_ptr, range)) detect = TRUE;
718 * @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
721 * @return 効力があった場合TRUEを返す
724 * Note that affected monsters are NOT auto-tracked by this usage.
726 * To avoid misbehavior when monster deaths have side-effects,
727 * this is done in two passes. -- JDL
730 bool project_all_los(player_type *caster_ptr, EFFECT_ID typ, HIT_POINT dam)
732 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
734 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
735 if (!monster_is_valid(m_ptr)) continue;
737 POSITION y = m_ptr->fy;
738 POSITION x = m_ptr->fx;
739 if (!player_has_los_bold(caster_ptr, y, x) || !projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x)) continue;
741 m_ptr->mflag |= (MFLAG_LOS);
744 BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
745 bool obvious = FALSE;
746 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
748 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
749 if (!(m_ptr->mflag & (MFLAG_LOS))) continue;
751 m_ptr->mflag &= ~(MFLAG_LOS);
752 POSITION y = m_ptr->fy;
753 POSITION x = m_ptr->fx;
755 if (project(caster_ptr, 0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
763 * @brief 視界内モンスターを加速する処理 / Speed monsters
764 * @param caster_ptr プレーヤーへの参照ポインタ
765 * @return 効力があった場合TRUEを返す
767 bool speed_monsters(player_type *caster_ptr)
769 return (project_all_los(caster_ptr, GF_OLD_SPEED, caster_ptr->lev));
774 * @brief 視界内モンスターを加速する処理 / Slow monsters
775 * @param caster_ptr プレーヤーへの参照ポインタ
776 * @return 効力があった場合TRUEを返す
778 bool slow_monsters(player_type *caster_ptr, int power)
780 return (project_all_los(caster_ptr, GF_OLD_SLOW, power));
785 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
786 * @param caster_ptr プレーヤーへの参照ポインタ
787 * @return 効力があった場合TRUEを返す
789 bool sleep_monsters(player_type *caster_ptr, int power)
791 return (project_all_los(caster_ptr, GF_OLD_SLEEP, power));
796 * @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
797 * @param caster_ptr プレーヤーへの参照ポインタ
798 * @return 効力があった場合TRUEを返す
800 bool banish_evil(player_type *caster_ptr, int dist)
802 return (project_all_los(caster_ptr, GF_AWAY_EVIL, dist));
807 * @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
808 * @return 効力があった場合TRUEを返す
810 bool turn_undead(player_type *caster_ptr)
812 bool tester = (project_all_los(caster_ptr, GF_TURN_UNDEAD, caster_ptr->lev));
814 chg_virtue(caster_ptr, V_UNLIFE, -1);
820 * @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
821 * @param caster_ptr プレーヤーへの参照ポインタ
822 * @return 効力があった場合TRUEを返す
824 bool dispel_undead(player_type *caster_ptr, HIT_POINT dam)
826 bool tester = (project_all_los(caster_ptr, GF_DISP_UNDEAD, dam));
828 chg_virtue(caster_ptr, V_UNLIFE, -2);
834 * @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
835 * @param caster_ptr プレーヤーへの参照ポインタ
836 * @return 効力があった場合TRUEを返す
838 bool dispel_evil(player_type *caster_ptr, HIT_POINT dam)
840 return (project_all_los(caster_ptr, GF_DISP_EVIL, dam));
845 * @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
846 * @param caster_ptr プレーヤーへの参照ポインタ
847 * @return 効力があった場合TRUEを返す
849 bool dispel_good(player_type *caster_ptr, HIT_POINT dam)
851 return (project_all_los(caster_ptr, GF_DISP_GOOD, dam));
856 * @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
857 * @param caster_ptr プレーヤーへの参照ポインタ
858 * @return 効力があった場合TRUEを返す
860 bool dispel_monsters(player_type *caster_ptr, HIT_POINT dam)
862 return (project_all_los(caster_ptr, GF_DISP_ALL, dam));
867 * todo ここにこれがあるのは少し違和感、spells-staffonlyとかに分離したい
869 * @param creature_ptr プレーヤーへの参照ポインタ
870 * @magic 魔法の効果である場合TRUE (杖と同じ効果の呪文はあったか? 要調査)
871 * @powerful 効果が増強される時TRUE (TRUEになるタイミングはあるか? 要調査)
873 bool cleansing_nova(player_type *creature_ptr, bool magic, bool powerful)
876 if (dispel_evil(creature_ptr, powerful ? 225 : 150)) ident = TRUE;
877 int k = 3 * creature_ptr->lev;
878 if (set_protevil(creature_ptr, (magic ? 0 : creature_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
879 if (set_poisoned(creature_ptr, 0)) ident = TRUE;
880 if (set_afraid(creature_ptr, 0)) ident = TRUE;
881 if (hp_player(creature_ptr, 50)) ident = TRUE;
882 if (set_stun(creature_ptr, 0)) ident = TRUE;
883 if (set_cut(creature_ptr, 0)) ident = TRUE;
889 * todo ここにこれがあるのは少し違和感、spells-staffonlyとかに分離したい
891 * @param creature_ptr プレーヤーへの参照ポインタ
892 * @powerful 効果が増強される時TRUE (TRUEになるタイミングはあるか? 要調査)
894 bool unleash_mana_storm(player_type *creature_ptr, bool powerful)
896 msg_print(_("強力な魔力が敵を引き裂いた!", "Mighty magics rend your enemies!"));
897 project(creature_ptr, 0, (powerful ? 7 : 5), creature_ptr->y, creature_ptr->x,
898 (randint1(200) + (powerful ? 500 : 300)) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
900 bool is_special_class = creature_ptr->pclass != CLASS_MAGE;
901 is_special_class &= creature_ptr->pclass != CLASS_HIGH_MAGE;
902 is_special_class &= creature_ptr->pclass != CLASS_SORCERER;
903 is_special_class &= creature_ptr->pclass != CLASS_MAGIC_EATER;
904 is_special_class &= creature_ptr->pclass != CLASS_BLUE_MAGE;
905 if (is_special_class)
907 (void)take_hit(creature_ptr, DAMAGE_NOESCAPE, 50, _("コントロールし難い強力な魔力の解放", "unleashing magics too mighty to control"), -1);
915 * @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
916 * @param caster_ptr プレーヤーへの参照ポインタ
917 * @return 効力があった場合TRUEを返す
919 bool dispel_living(player_type *caster_ptr, HIT_POINT dam)
921 return (project_all_los(caster_ptr, GF_DISP_LIVING, dam));
926 * @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
927 * @param caster_ptr プレーヤーへの参照ポインタ
928 * @return 効力があった場合TRUEを返す
930 bool dispel_demons(player_type *caster_ptr, HIT_POINT dam)
932 return (project_all_los(caster_ptr, GF_DISP_DEMON, dam));
937 * @brief 視界内のモンスターに「聖戦」効果を与える処理
938 * @param caster_ptr プレーヤーへの参照ポインタ
939 * @return 効力があった場合TRUEを返す
941 bool crusade(player_type *caster_ptr)
943 return (project_all_los(caster_ptr, GF_CRUSADE, caster_ptr->lev * 4));
948 * @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.
949 * @param caster_ptr プレーヤーへの参照ポインタ
950 * @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)
953 void aggravate_monsters(player_type *caster_ptr, MONSTER_IDX who)
957 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
959 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
960 if (!monster_is_valid(m_ptr)) continue;
961 if (i == who) continue;
963 if (m_ptr->cdis < MAX_SIGHT * 2)
965 if (MON_CSLEEP(m_ptr))
967 (void)set_monster_csleep(caster_ptr, i, 0);
971 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
974 if (player_has_los_bold(caster_ptr, m_ptr->fy, m_ptr->fx))
978 (void)set_monster_fast(caster_ptr, i, MON_FAST(m_ptr) + 100);
984 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!"));
985 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!"));
986 if (caster_ptr->riding) caster_ptr->update |= PU_BONUS;
991 * @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
992 * @param m_idx 抹殺するモンスターID
994 * @param player_cast プレイヤーの魔法によるものならば TRUE
995 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
996 * @param spell_name 抹殺効果を起こした魔法の名前
997 * @return 効力があった場合TRUEを返す
999 bool genocide_aux(player_type *caster_ptr, MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, concptr spell_name)
1001 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
1002 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1003 if (is_pet(m_ptr) && !player_cast) return FALSE;
1005 bool resist = FALSE;
1006 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1007 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1008 else if (m_idx == caster_ptr->riding) resist = TRUE;
1009 else if ((caster_ptr->current_floor_ptr->inside_quest && !random_quest_number(caster_ptr, caster_ptr->current_floor_ptr->dun_level)) || caster_ptr->current_floor_ptr->inside_arena || caster_ptr->phase_out) resist = TRUE;
1010 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1011 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1014 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1016 GAME_TEXT m_name[MAX_NLEN];
1017 monster_desc(caster_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
1018 exe_write_diary(caster_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1021 delete_monster_idx(caster_ptr, m_idx);
1024 if (resist && player_cast)
1026 bool see_m = is_seen(m_ptr);
1027 GAME_TEXT m_name[MAX_NLEN];
1028 monster_desc(caster_ptr, m_name, m_ptr, 0);
1031 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1034 if (MON_CSLEEP(m_ptr))
1036 (void)set_monster_csleep(caster_ptr, m_idx, 0);
1039 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1043 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1047 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1050 set_hostile(caster_ptr, m_ptr);
1053 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1058 take_hit(caster_ptr, DAMAGE_GENO, randint1(dam_side), format(_("%^sの呪文を唱えた疲労", "the strain of casting %^s"), spell_name), -1);
1061 move_cursor_relative(caster_ptr->y, caster_ptr->x);
1062 caster_ptr->redraw |= (PR_HP);
1063 caster_ptr->window |= (PW_PLAYER);
1064 handle_stuff(caster_ptr);
1067 int msec = delay_factor * delay_factor * delay_factor;
1068 Term_xtra(TERM_XTRA_DELAY, msec);
1075 * @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
1076 * @param power 抹殺の威力
1077 * @param player_cast プレイヤーの魔法によるものならば TRUE
1078 * @return 効力があった場合TRUEを返す
1080 bool symbol_genocide(player_type *caster_ptr, int power, bool player_cast)
1082 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
1083 bool is_special_floor = floor_ptr->inside_quest && !random_quest_number(caster_ptr, floor_ptr->dun_level);
1084 is_special_floor |= caster_ptr->current_floor_ptr->inside_arena;
1085 is_special_floor |= caster_ptr->phase_out;
1086 if (is_special_floor)
1088 msg_print(_("何も起きないようだ……", "It seems nothing happen here..."));
1093 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));
1094 bool result = FALSE;
1095 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
1097 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
1098 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1099 if (!monster_is_valid(m_ptr)) continue;
1100 if (r_ptr->d_char != typ) continue;
1102 result |= genocide_aux(caster_ptr, i, power, player_cast, 4, _("抹殺", "Genocide"));
1107 chg_virtue(caster_ptr, V_VITALITY, -2);
1108 chg_virtue(caster_ptr, V_CHANCE, -1);
1116 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1117 * @param power 抹殺の威力
1118 * @param player_cast プレイヤーの魔法によるものならば TRUE
1119 * @return 効力があった場合TRUEを返す
1121 bool mass_genocide(player_type *caster_ptr, int power, bool player_cast)
1123 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
1124 bool is_special_floor = floor_ptr->inside_quest && !random_quest_number(caster_ptr, floor_ptr->dun_level);
1125 is_special_floor |= caster_ptr->current_floor_ptr->inside_arena;
1126 is_special_floor |= caster_ptr->phase_out;
1127 if (is_special_floor)
1132 bool result = FALSE;
1133 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
1135 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
1136 if (!monster_is_valid(m_ptr)) continue;
1137 if (m_ptr->cdis > MAX_SIGHT) continue;
1139 result |= genocide_aux(caster_ptr, i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1144 chg_virtue(caster_ptr, V_VITALITY, -2);
1145 chg_virtue(caster_ptr, V_CHANCE, -1);
1153 * @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
1154 * @param power 抹殺の威力
1155 * @param player_cast プレイヤーの魔法によるものならば TRUE
1156 * @return 効力があった場合TRUEを返す
1158 bool mass_genocide_undead(player_type *caster_ptr, int power, bool player_cast)
1160 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
1161 bool is_special_floor = floor_ptr->inside_quest && !random_quest_number(caster_ptr, floor_ptr->dun_level);
1162 is_special_floor |= caster_ptr->current_floor_ptr->inside_arena;
1163 is_special_floor |= caster_ptr->phase_out;
1164 if (is_special_floor)
1169 bool result = FALSE;
1170 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
1172 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
1173 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1174 if (!monster_is_valid(m_ptr)) continue;
1175 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1176 if (m_ptr->cdis > MAX_SIGHT) continue;
1178 result |= genocide_aux(caster_ptr, i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1183 chg_virtue(caster_ptr, V_UNLIFE, -2);
1184 chg_virtue(caster_ptr, V_CHANCE, -1);
1192 * @brief 周辺モンスターを調査する / Probe nearby monsters
1193 * @return 効力があった場合TRUEを返す
1195 bool probing(player_type *caster_ptr)
1197 bool_hack cu = Term->scr->cu;
1198 bool_hack cv = Term->scr->cv;
1206 for (int i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
1208 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
1209 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1210 if (!monster_is_valid(m_ptr)) continue;
1211 if (!player_has_los_bold(caster_ptr, m_ptr->fy, m_ptr->fx)) continue;
1212 if (!m_ptr->ml) continue;
1214 GAME_TEXT m_name[MAX_NLEN];
1215 if (!probe) msg_print(_("調査中...", "Probing..."));
1218 if (!is_original_ap(m_ptr))
1220 if (m_ptr->mflag2 & MFLAG2_KAGE)
1221 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1223 m_ptr->ap_r_idx = m_ptr->r_idx;
1224 lite_spot(caster_ptr, m_ptr->fy, m_ptr->fx);
1227 monster_desc(caster_ptr, m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1228 speed = m_ptr->mspeed - 110;
1229 if (MON_FAST(m_ptr)) speed += 10;
1230 if (MON_SLOW(m_ptr)) speed -= 10;
1231 if (ironman_nightmare) speed += 5;
1233 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
1234 else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
1235 else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
1236 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)");
1237 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
1238 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
1239 else align = _("中立", "neutral");
1241 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:"),
1242 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1244 if (r_ptr->next_r_idx)
1246 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1250 strcat(buf, "xxx ");
1253 if (MON_CSLEEP(m_ptr)) strcat(buf, _("睡眠 ", "sleeping "));
1254 if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
1255 if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
1256 if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
1257 if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
1258 buf[strlen(buf) - 1] = '\0';
1262 caster_ptr->window |= (PW_MESSAGE);
1263 handle_stuff(caster_ptr);
1264 move_cursor_relative(m_ptr->fy, m_ptr->fx);
1266 Term_erase(0, 0, 255);
1267 if (lore_do_probe(caster_ptr, m_ptr->r_idx))
1269 strcpy(buf, (r_name + r_ptr->name));
1271 msg_format("%sについてさらに詳しくなった気がする。", buf);
1274 msg_format("You now know more about %s.", buf);
1288 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
1289 msg_print(_("これで全部です。", "That's all."));
1300 void discharge_minion(player_type *caster_ptr)
1303 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
1305 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
1306 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
1307 if (m_ptr->nickname) okay = FALSE;
1310 if (!okay || caster_ptr->riding)
1312 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? ")))
1316 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
1318 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
1319 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
1321 monster_race *r_ptr;
1322 r_ptr = &r_info[m_ptr->r_idx];
1323 if (r_ptr->flags1 & RF1_UNIQUE)
1325 GAME_TEXT m_name[MAX_NLEN];
1326 monster_desc(caster_ptr, m_name, m_ptr, 0x00);
1327 msg_format(_("%sは爆破されるのを嫌がり、勝手に自分の世界へと帰った。", "%^s resists being blasted and runs away."), m_name);
1328 delete_monster_idx(caster_ptr, i);
1332 HIT_POINT dam = m_ptr->maxhp / 2;
1333 if (dam > 100) dam = (dam - 100) / 2 + 100;
1334 if (dam > 400) dam = (dam - 400) / 2 + 400;
1335 if (dam > 800) dam = 800;
1336 project(caster_ptr, i, 2 + (r_ptr->level / 20), m_ptr->fy, m_ptr->fx, dam, GF_PLASMA,
1337 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
1339 if (record_named_pet && m_ptr->nickname)
1341 GAME_TEXT m_name[MAX_NLEN];
1343 monster_desc(caster_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
1344 exe_write_diary(caster_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
1347 delete_monster_idx(caster_ptr, i);
1353 * todo この辺、xとyが引数になっているが、caster_ptr->xとcaster_ptr->yで全て置き換えが効くはず……
1354 * @brief 部屋全体を照らすサブルーチン
1355 * @param caster_ptr プレーヤーへの参照ポインタ
1359 * This routine clears the entire "temp" set.
1360 * This routine will Perma-Lite all "temp" grids.
1361 * This routine is used (only) by "lite_room()"
1362 * Dark grids are illuminated.
1363 * Also, process all affected monsters.
1365 * SMART monsters always wake up when illuminated
1366 * NORMAL monsters wake up 1/4 the time when illuminated
1367 * STUPID monsters wake up 1/10 the time when illuminated
1370 static void cave_temp_room_lite(player_type *caster_ptr)
1372 for (int i = 0; i < tmp_pos.n; i++)
1374 POSITION y = tmp_pos.y[i];
1375 POSITION x = tmp_pos.x[i];
1376 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
1377 g_ptr->info &= ~(CAVE_TEMP);
1378 g_ptr->info |= (CAVE_GLOW);
1381 PERCENTAGE chance = 25;
1382 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
1383 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1384 update_monster(caster_ptr, g_ptr->m_idx, FALSE);
1385 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
1386 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
1388 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
1390 (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
1393 GAME_TEXT m_name[MAX_NLEN];
1394 monster_desc(caster_ptr, m_name, m_ptr, 0);
1395 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1400 note_spot(caster_ptr, y, x);
1401 lite_spot(caster_ptr, y, x);
1402 update_local_illumination(caster_ptr, y, x);
1410 * todo この辺、xとyが引数になっているが、caster_ptr->xとcaster_ptr->yで全て置き換えが効くはず……
1411 * @brief 部屋全体を暗くするサブルーチン
1412 * @param caster_ptr プレーヤーへの参照ポインタ
1416 * This routine clears the entire "temp" set.
1417 * This routine will "darken" all "temp" grids.
1418 * In addition, some of these grids will be "unmarked".
1419 * This routine is used (only) by "unlite_room()"
1420 * Also, process all affected monsters
1423 static void cave_temp_room_unlite(player_type *caster_ptr)
1425 for (int i = 0; i < tmp_pos.n; i++)
1427 POSITION y = tmp_pos.y[i];
1428 POSITION x = tmp_pos.x[i];
1429 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
1430 bool do_dark = !is_mirror_grid(g_ptr);
1431 g_ptr->info &= ~(CAVE_TEMP);
1432 if (!do_dark) continue;
1434 if (caster_ptr->current_floor_ptr->dun_level || !is_daytime())
1436 for (int j = 0; j < 9; j++)
1438 POSITION by = y + ddy_ddd[j];
1439 POSITION bx = x + ddx_ddd[j];
1441 if (in_bounds2(caster_ptr->current_floor_ptr, by, bx))
1443 grid_type *cc_ptr = &caster_ptr->current_floor_ptr->grid_array[by][bx];
1445 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1453 if (!do_dark) continue;
1456 g_ptr->info &= ~(CAVE_GLOW);
1457 if (!have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_REMEMBER))
1459 if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
1460 note_spot(caster_ptr, y, x);
1465 update_monster(caster_ptr, g_ptr->m_idx, FALSE);
1468 lite_spot(caster_ptr, y, x);
1469 update_local_illumination(caster_ptr, y, x);
1477 * @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
1478 * @param floor_ptr 配置するフロアの参照ポインタ
1481 * @param pass_bold 地形条件を返す関数ポインタ
1484 static int next_to_open(floor_type *floor_ptr, POSITION cy, POSITION cx, bool(*pass_bold)(floor_type*, POSITION, POSITION))
1488 for (int i = 0; i < 16; i++)
1490 POSITION y = cy + ddy_cdd[i % 8];
1491 POSITION x = cx + ddx_cdd[i % 8];
1492 if (!pass_bold(floor_ptr, y, x))
1507 return MAX(len, blen);
1512 * @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
1513 * @param floor_ptr 配置するフロアの参照ポインタ
1516 * @param pass_bold 地形条件を返す関数ポインタ
1519 static int next_to_walls_adj(floor_type *floor_ptr, POSITION cy, POSITION cx, bool(*pass_bold)(floor_type*, POSITION, POSITION))
1523 for (DIRECTION i = 0; i < 8; i++)
1525 y = cy + ddy_ddd[i];
1526 x = cx + ddx_ddd[i];
1528 if (!pass_bold(floor_ptr, y, x)) c++;
1536 * @brief 部屋内にある一点の周囲に該当する地形数かいくつあるかをグローバル変数tmp_pos.nに返す / Aux function -- see below
1537 * @param caster_ptr プレーヤーへの参照ポインタ
1538 * @param y 部屋内のy座標1点
1539 * @param x 部屋内のx座標1点
1540 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
1541 * @param pass_bold 地形条件を返す関数ポインタ
1544 static void cave_temp_room_aux(player_type *caster_ptr, POSITION y, POSITION x, bool only_room, bool(*pass_bold)(floor_type*, POSITION, POSITION))
1547 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
1548 g_ptr = &floor_ptr->grid_array[y][x];
1549 if (g_ptr->info & (CAVE_TEMP)) return;
1551 if (!(g_ptr->info & (CAVE_ROOM)))
1553 if (only_room) return;
1554 if (!in_bounds2(floor_ptr, y, x)) return;
1555 if (distance(caster_ptr->y, caster_ptr->x, y, x) > MAX_RANGE) return;
1557 /* Verify this grid */
1559 * The reason why it is ==6 instead of >5 is that 8 is impossible
1560 * due to the check for cave_bold above.
1561 * 7 lights dead-end corridors (you need to do this for the
1562 * checkboard interesting rooms, so that the boundary is lit
1564 * This leaves only a check for 6 bounding walls!
1566 if (in_bounds(floor_ptr, y, x) && pass_bold(floor_ptr, y, x) &&
1567 (next_to_walls_adj(floor_ptr, y, x, pass_bold) == 6) && (next_to_open(floor_ptr, y, x, pass_bold) <= 1)) return;
1570 if (tmp_pos.n == TEMP_MAX) return;
1572 g_ptr->info |= (CAVE_TEMP);
1573 tmp_pos.y[tmp_pos.n] = y;
1574 tmp_pos.x[tmp_pos.n] = x;
1580 * @brief 部屋内にある一点の周囲がいくつ光を通すかをグローバル変数tmp_pos.nに返す / Aux function -- see below
1581 * @param caster_ptr プレーヤーへの参照ポインタ
1586 static void cave_temp_lite_room_aux(player_type *caster_ptr, POSITION y, POSITION x)
1588 cave_temp_room_aux(caster_ptr, y, x, FALSE, cave_los_bold);
1593 * @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
1594 * @param floor_ptr 配置するフロアの参照ポインタ
1597 * @return 射線を通すならばtrueを返す。
1599 static bool cave_pass_dark_bold(floor_type *floor_ptr, POSITION y, POSITION x)
1601 return cave_have_flag_bold(floor_ptr, y, x, FF_PROJECT);
1606 * @brief 部屋内にある一点の周囲がいくつ射線を通すかをグローバル変数tmp_pos.nに返す / Aux function -- see below
1607 * @param caster_ptr プレーヤーへの参照ポインタ
1612 static void cave_temp_unlite_room_aux(player_type *caster_ptr, POSITION y, POSITION x)
1614 cave_temp_room_aux(caster_ptr, y, x, TRUE, cave_pass_dark_bold);
1619 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
1620 * @param caster_ptr プレーヤーへの参照ポインタ
1625 void lite_room(player_type *caster_ptr, POSITION y1, POSITION x1)
1627 cave_temp_lite_room_aux(caster_ptr, y1, x1);
1628 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
1629 for (int i = 0; i < tmp_pos.n; i++)
1631 POSITION x = tmp_pos.x[i];
1632 POSITION y = tmp_pos.y[i];
1634 if (!cave_los_bold(floor_ptr, y, x)) continue;
1636 cave_temp_lite_room_aux(caster_ptr, y + 1, x);
1637 cave_temp_lite_room_aux(caster_ptr, y - 1, x);
1638 cave_temp_lite_room_aux(caster_ptr, y, x + 1);
1639 cave_temp_lite_room_aux(caster_ptr, y, x - 1);
1641 cave_temp_lite_room_aux(caster_ptr, y + 1, x + 1);
1642 cave_temp_lite_room_aux(caster_ptr, y - 1, x - 1);
1643 cave_temp_lite_room_aux(caster_ptr, y - 1, x + 1);
1644 cave_temp_lite_room_aux(caster_ptr, y + 1, x - 1);
1647 cave_temp_room_lite(caster_ptr);
1648 if (caster_ptr->special_defense & NINJA_S_STEALTH)
1650 if (floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].info & CAVE_GLOW)
1651 set_superstealth(caster_ptr, FALSE);
1657 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
1658 * @param caster_ptr プレーヤーへの参照ポインタ
1663 void unlite_room(player_type *caster_ptr, POSITION y1, POSITION x1)
1665 cave_temp_unlite_room_aux(caster_ptr, y1, x1);
1666 for (int i = 0; i < tmp_pos.n; i++)
1668 POSITION x = tmp_pos.x[i];
1669 POSITION y = tmp_pos.y[i];
1670 if (!cave_pass_dark_bold(caster_ptr->current_floor_ptr, y, x)) continue;
1672 cave_temp_unlite_room_aux(caster_ptr, y + 1, x);
1673 cave_temp_unlite_room_aux(caster_ptr, y - 1, x);
1674 cave_temp_unlite_room_aux(caster_ptr, y, x + 1);
1675 cave_temp_unlite_room_aux(caster_ptr, y, x - 1);
1677 cave_temp_unlite_room_aux(caster_ptr, y + 1, x + 1);
1678 cave_temp_unlite_room_aux(caster_ptr, y - 1, x - 1);
1679 cave_temp_unlite_room_aux(caster_ptr, y - 1, x + 1);
1680 cave_temp_unlite_room_aux(caster_ptr, y + 1, x - 1);
1683 cave_temp_room_unlite(caster_ptr);
1688 * @brief スターライトの効果を発生させる
1689 * @param caster_ptr プレーヤーへの参照ポインタ
1690 * @param magic 魔法による効果であればTRUE、スターライトの杖による効果であればFALSE
1693 bool starlight(player_type *caster_ptr, bool magic)
1695 if (!caster_ptr->blind && !magic)
1697 msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly..."));
1700 HIT_POINT num = damroll(5, 3);
1702 POSITION y = 0, x = 0;
1703 for (int k = 0; k < num; k++)
1709 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, PROJECT_LOS);
1710 if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)) continue;
1711 if (!player_bold(caster_ptr, y, x)) break;
1714 project(caster_ptr, 0, 0, y, x, damroll(6 + caster_ptr->lev / 8, 10), GF_LITE_WEAK,
1715 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL | PROJECT_LOS), -1);
1723 * @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
1724 * @param caster_ptr プレーヤーへの参照ポインタ
1727 * @return 作用が実際にあった場合TRUEを返す
1729 bool lite_area(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
1731 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
1733 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorbs your light."));
1737 if (!caster_ptr->blind)
1739 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
1742 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
1743 (void)project(caster_ptr, 0, rad, caster_ptr->y, caster_ptr->x, dam, GF_LITE_WEAK, flg, -1);
1745 lite_room(caster_ptr, caster_ptr->y, caster_ptr->x);
1752 * @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
1753 * @param caster_ptr プレーヤーへの参照ポインタ
1756 * @return 作用が実際にあった場合TRUEを返す
1758 bool unlite_area(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
1760 if (!caster_ptr->blind)
1762 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
1765 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
1766 (void)project(caster_ptr, 0, rad, caster_ptr->y, caster_ptr->x, dam, GF_DARK_WEAK, flg, -1);
1768 unlite_room(caster_ptr, caster_ptr->y, caster_ptr->x);
1775 * @brief ボール系スペルの発動 / Cast a ball spell
1776 * @param caster_ptr プレーヤーへの参照ポインタ
1778 * @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)
1781 * @return 作用が実際にあった場合TRUEを返す
1784 * Stop if we hit a monster, act as a "ball"
1785 * Allow "target" mode to pass over monsters
1786 * Affect grids, objects, and monsters
1789 bool fire_ball(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
1791 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1792 if (typ == GF_CHARM_LIVING) flg |= PROJECT_HIDE;
1794 POSITION tx = caster_ptr->x + 99 * ddx[dir];
1795 POSITION ty = caster_ptr->y + 99 * ddy[dir];
1797 if ((dir == 5) && target_okay(caster_ptr))
1799 flg &= ~(PROJECT_STOP);
1804 return project(caster_ptr, 0, rad, ty, tx, dam, typ, flg, -1);
1809 * @brief ブレス系スペルの発動 / Cast a breath spell
1810 * @param caster_ptr プレーヤーへの参照ポインタ
1812 * @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)
1815 * @return 作用が実際にあった場合TRUEを返す
1818 * Stop if we hit a monster, act as a "ball"
1819 * Allow "target" mode to pass over monsters
1820 * Affect grids, objects, and monsters
1823 bool fire_breath(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
1825 return fire_ball(caster_ptr, typ, dir, dam, -rad);
1830 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
1831 * @param caster_ptr プレーヤーへの参照ポインタ
1833 * @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)
1836 * @return 作用が実際にあった場合TRUEを返す
1839 * Stop if we hit a monster, act as a "ball"
1840 * Allow "target" mode to pass over monsters
1841 * Affect grids, objects, and monsters
1844 bool fire_rocket(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
1846 POSITION tx = caster_ptr->x + 99 * ddx[dir];
1847 POSITION ty = caster_ptr->y + 99 * ddy[dir];
1848 if ((dir == 5) && target_okay(caster_ptr))
1854 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1855 return (project(caster_ptr, 0, rad, ty, tx, dam, typ, flg, -1));
1860 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
1861 * @param caster_ptr プレーヤーへの参照ポインタ
1863 * @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)
1866 * @return 作用が実際にあった場合TRUEを返す
1869 * Stop if we hit a monster, act as a "ball"
1870 * Allow "target" mode to pass over monsters
1871 * Affect grids, objects, and monsters
1874 bool fire_ball_hide(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
1876 POSITION tx = caster_ptr->x + 99 * ddx[dir];
1877 POSITION ty = caster_ptr->y + 99 * ddy[dir];
1878 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
1879 if ((dir == 5) && target_okay(caster_ptr))
1881 flg &= ~(PROJECT_STOP);
1886 return (project(caster_ptr, 0, rad, ty, tx, dam, typ, flg, -1));
1891 * @brief メテオ系スペルの発動 / Cast a meteor spell
1892 * @param caster_ptr プレーヤーへの参照ポインタ
1893 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
1899 * @return 作用が実際にあった場合TRUEを返す
1902 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
1903 * player, or outside source, that starts out at an arbitrary location, and
1904 * leaving no trail from the "caster" to the target. This function is
1905 * especially useful for bombardments and similar. -LM-
1906 * Option to hurt the player.
1909 bool fire_meteor(player_type *caster_ptr, MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
1911 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1912 return (project(caster_ptr, who, rad, y, x, dam, typ, flg, -1));
1917 * @brief ブラスト系スペルの発動 / Cast a blast spell
1918 * @param caster_ptr プレーヤーへの参照ポインタ
1920 * @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)
1925 * @return 作用が実際にあった場合TRUEを返す
1927 bool fire_blast(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, DICE_NUMBER dd, DICE_SID ds, int num, int dev)
1929 POSITION ty, tx, y, x;
1936 lx = 20 * (tx - caster_ptr->x) + caster_ptr->x;
1937 ly = 20 * (ty - caster_ptr->y) + caster_ptr->y;
1941 ly = ty = caster_ptr->y + 20 * ddy[dir];
1942 lx = tx = caster_ptr->x + 20 * ddx[dir];
1945 int ld = distance(caster_ptr->y, caster_ptr->x, ly, lx);
1946 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
1948 for (int i = 0; i < num; i++)
1952 /* Get targets for some bolts */
1953 y = rand_spread(ly, ld * dev / 20);
1954 x = rand_spread(lx, ld * dev / 20);
1956 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
1959 /* Analyze the "dir" and the "target". */
1960 if (!project(caster_ptr, 0, 0, y, x, damroll(dd, ds), typ, flg, -1))
1971 * @brief モンスターとの位置交換処理 / Switch position with a monster.
1972 * @param caster_ptr プレーヤーへの参照ポインタ
1973 * @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)
1974 * @return 作用が実際にあった場合TRUEを返す
1976 bool teleport_swap(player_type *caster_ptr, DIRECTION dir)
1979 if ((dir == 5) && target_okay(caster_ptr))
1986 tx = caster_ptr->x + ddx[dir];
1987 ty = caster_ptr->y + ddy[dir];
1990 if (caster_ptr->anti_tele)
1992 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
1997 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
1998 if (!g_ptr->m_idx || (g_ptr->m_idx == caster_ptr->riding))
2000 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
2004 if ((g_ptr->info & CAVE_ICKY) || (distance(ty, tx, caster_ptr->y, caster_ptr->x) > caster_ptr->lev * 3 / 2 + 10))
2006 msg_print(_("失敗した。", "Failed to swap."));
2010 monster_type* m_ptr;
2011 monster_race* r_ptr;
2012 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2013 r_ptr = &r_info[m_ptr->r_idx];
2015 (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
2017 if (r_ptr->flagsr & RFR_RES_TELE)
2019 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
2020 if (is_original_ap_and_seen(caster_ptr, m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2024 sound(SOUND_TELEPORT);
2025 (void)move_player_effect(caster_ptr, ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
2031 * @brief 指定方向に飛び道具を飛ばす(フラグ任意指定) / Hack -- apply a "project()" in a direction (or at the target)
2032 * @param caster_ptr プレーヤーへの参照ポインタ
2034 * @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)
2037 * @return 作用が実際にあった場合TRUEを返す
2039 bool project_hook(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
2041 flg |= (PROJECT_THRU);
2042 POSITION tx = caster_ptr->x + ddx[dir];
2043 POSITION ty = caster_ptr->y + ddy[dir];
2044 if ((dir == 5) && target_okay(caster_ptr))
2050 return (project(caster_ptr, 0, 0, ty, tx, dam, typ, flg, -1));
2055 * @brief ボルト系スペルの発動 / Cast a bolt spell.
2056 * @param caster_ptr プレーヤーへの参照ポインタ
2058 * @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)
2060 * @return 作用が実際にあった場合TRUEを返す
2063 * Stop if we hit a monster, as a "bolt".
2064 * Affect monsters and grids (not objects).
2067 bool fire_bolt(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
2069 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
2070 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
2071 return (project_hook(caster_ptr, typ, dir, dam, flg));
2076 * @brief ビーム系スペルの発動 / Cast a beam spell.
2077 * @param caster_ptr プレーヤーへの参照ポインタ
2079 * @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)
2081 * @return 作用が実際にあった場合TRUEを返す
2084 * Pass through monsters, as a "beam".
2085 * Affect monsters, grids and objects.
2088 bool fire_beam(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
2090 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
2091 return (project_hook(caster_ptr, typ, dir, dam, flg));
2096 * @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.
2097 * @param caster_ptr プレーヤーへの参照ポインタ
2098 * @param prob ビーム化する確率(%)
2100 * @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)
2102 * @return 作用が実際にあった場合TRUEを返す
2105 * Pass through monsters, as a "beam".
2106 * Affect monsters, grids and objects.
2109 bool fire_bolt_or_beam(player_type *caster_ptr, PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
2111 if (randint0(100) < prob)
2113 return (fire_beam(caster_ptr, typ, dir, dam));
2116 return (fire_bolt(caster_ptr, typ, dir, dam));
2121 * @brief LITE_WEAK属性による光源ビーム処理
2122 * @param caster_ptr プレーヤーへの参照ポインタ
2123 * @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)
2125 * @return 作用が実際にあった場合TRUEを返す
2127 bool lite_line(player_type *caster_ptr, DIRECTION dir, HIT_POINT dam)
2129 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
2130 return (project_hook(caster_ptr, GF_LITE_WEAK, dir, dam, flg));
2136 * @param caster_ptr プレーヤーへの参照ポインタ
2137 * @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)
2139 * @return 作用が実際にあった場合TRUEを返す
2141 bool hypodynamic_bolt(player_type *caster_ptr, DIRECTION dir, HIT_POINT dam)
2143 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
2144 return (project_hook(caster_ptr, GF_HYPODYNAMIA, dir, dam, flg));
2150 * @param caster_ptr プレーヤーへの参照ポインタ
2151 * @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)
2153 * @return 作用が実際にあった場合TRUEを返す
2155 bool wall_to_mud(player_type *caster_ptr, DIRECTION dir, HIT_POINT dam)
2157 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2158 return (project_hook(caster_ptr, GF_KILL_WALL, dir, dam, flg));
2164 * @param caster_ptr プレーヤーへの参照ポインタ
2165 * @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)
2166 * @return 作用が実際にあった場合TRUEを返す
2168 bool wizard_lock(player_type *caster_ptr, DIRECTION dir)
2170 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2171 return (project_hook(caster_ptr, GF_JAM_DOOR, dir, 20 + randint1(30), flg));
2177 * @param caster_ptr プレーヤーへの参照ポインタ
2178 * @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)
2179 * @return 作用が実際にあった場合TRUEを返す
2181 bool destroy_door(player_type *caster_ptr, DIRECTION dir)
2183 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
2184 return (project_hook(caster_ptr, GF_KILL_DOOR, dir, 0, flg));
2190 * @param caster_ptr プレーヤーへの参照ポインタ
2191 * @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)
2192 * @return 作用が実際にあった場合TRUEを返す
2194 bool disarm_trap(player_type *caster_ptr, DIRECTION dir)
2196 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
2197 return (project_hook(caster_ptr, GF_KILL_TRAP, dir, 0, flg));
2203 * @param caster_ptr プレーヤーへの参照ポインタ
2204 * @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)
2205 * @param plev プレイヤーレベル(効力はplev*200)
2206 * @return 作用が実際にあった場合TRUEを返す
2208 bool death_ray(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
2210 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
2211 return (project_hook(caster_ptr, GF_DEATH_RAY, dir, plev * 200, flg));
2216 * @brief モンスター用テレポート処理
2217 * @param caster_ptr プレーヤーへの参照ポインタ
2218 * @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)
2219 * @param distance 移動距離
2220 * @return 作用が実際にあった場合TRUEを返す
2222 bool teleport_monster(player_type *caster_ptr, DIRECTION dir, int distance)
2224 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
2225 return (project_hook(caster_ptr, GF_AWAY_ALL, dir, distance, flg));
2230 * @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)
2231 * @param caster_ptr プレーヤーへの参照ポインタ
2232 * @return 作用が実際にあった場合TRUEを返す
2234 bool door_creation(player_type *caster_ptr, POSITION y, POSITION x)
2236 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
2237 return (project(caster_ptr, 0, 1, y, x, 0, GF_MAKE_DOOR, flg, -1));
2242 * @brief トラップ生成処理(起点から周囲1マス)
2243 * @param caster_ptr プレーヤーへの参照ポインタ
2246 * @return 作用が実際にあった場合TRUEを返す
2248 bool trap_creation(player_type *caster_ptr, POSITION y, POSITION x)
2250 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
2251 return (project(caster_ptr, 0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
2256 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
2257 * @param caster_ptr プレーヤーへの参照ポインタ
2258 * @return 作用が実際にあった場合TRUEを返す
2260 bool tree_creation(player_type *caster_ptr, POSITION y, POSITION x)
2262 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
2263 return (project(caster_ptr, 0, 1, y, x, 0, GF_MAKE_TREE, flg, -1));
2268 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
2269 * @param caster_ptr プレーヤーへの参照ポインタ
2270 * @return 作用が実際にあった場合TRUEを返す
2272 bool glyph_creation(player_type *caster_ptr, POSITION y, POSITION x)
2274 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
2275 return (project(caster_ptr, 0, 1, y, x, 0, GF_MAKE_GLYPH, flg, -1));
2280 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
2281 * @param caster_ptr プレーヤーへの参照ポインタ
2282 * @return 作用が実際にあった場合TRUEを返す
2284 bool wall_stone(player_type *caster_ptr)
2286 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
2287 bool dummy = (project(caster_ptr, 0, 1, caster_ptr->y, caster_ptr->x, 0, GF_STONE_WALL, flg, -1));
2288 caster_ptr->update |= (PU_FLOW);
2289 caster_ptr->redraw |= (PR_MAP);
2295 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
2296 * @param caster_ptr プレーヤーへの参照ポインタ
2297 * @return 作用が実際にあった場合TRUEを返す
2299 bool destroy_doors_touch(player_type *caster_ptr)
2301 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
2302 return (project(caster_ptr, 0, 1, caster_ptr->y, caster_ptr->x, 0, GF_KILL_DOOR, flg, -1));
2307 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
2308 * @param caster_ptr プレーヤーへの参照ポインタ
2309 * @return 作用が実際にあった場合TRUEを返す
2311 bool disarm_traps_touch(player_type *caster_ptr)
2313 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
2314 return (project(caster_ptr, 0, 1, caster_ptr->y, caster_ptr->x, 0, GF_KILL_TRAP, flg, -1));
2319 * @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)
2320 * @param caster_ptr プレーヤーへの参照ポインタ
2321 * @return 作用が実際にあった場合TRUEを返す
2323 bool sleep_monsters_touch(player_type *caster_ptr)
2325 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
2326 return (project(caster_ptr, 0, 1, caster_ptr->y, caster_ptr->x, caster_ptr->lev, GF_OLD_SLEEP, flg, -1));
2331 * @brief 死者復活処理(起点より周囲5マス)
2332 * @param caster_ptr プレーヤーへの参照ポインタ
2333 * @param who 術者モンスターID(0ならばプレイヤー)
2336 * @return 作用が実際にあった場合TRUEを返す
2338 bool animate_dead(player_type *caster_ptr, MONSTER_IDX who, POSITION y, POSITION x)
2340 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
2341 return (project(caster_ptr, who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
2347 * @return 作用が実際にあった場合TRUEを返す
2349 void call_chaos(player_type *caster_ptr)
2351 int hurt_types[31] =
2353 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
2354 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
2355 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
2356 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
2357 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
2358 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
2359 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
2360 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
2363 int chaos_type = hurt_types[randint0(31)];
2364 bool line_chaos = FALSE;
2365 if (one_in_(4)) line_chaos = TRUE;
2370 for (int dummy = 1; dummy < 10; dummy++)
2375 fire_beam(caster_ptr, chaos_type, dummy, 150);
2377 fire_ball(caster_ptr, chaos_type, dummy, 150, 2);
2386 fire_ball(caster_ptr, chaos_type, 0, 500, 8);
2390 if (!get_aim_dir(caster_ptr, &dir)) return;
2392 fire_beam(caster_ptr, chaos_type, dir, 250);
2394 fire_ball(caster_ptr, chaos_type, dir, 250, 3 + (caster_ptr->lev / 35));
2399 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
2400 * @param target_ptr プレーヤーへの参照ポインタ
2401 * @param stop_ty 再帰処理停止フラグ
2403 * @return 作用が実際にあった場合TRUEを返す
2406 * rr9: Stop the nasty things when a Cyberdemon is summoned
2407 * or the player gets paralyzed.
2410 bool activate_ty_curse(player_type *target_ptr, bool stop_ty, int *count)
2412 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
2413 bool is_first_curse = TRUE;
2414 floor_type *floor_ptr = target_ptr->current_floor_ptr;
2415 while (is_first_curse || (one_in_(3) && !stop_ty))
2417 is_first_curse = FALSE;
2418 switch (randint1(34))
2423 msg_print(_("地面が揺れた...", "The ground trembles..."));
2424 earthquake(target_ptr, target_ptr->y, target_ptr->x, 5 + randint0(10), 0);
2425 if (!one_in_(6)) break;
2431 HIT_POINT dam = damroll(10, 10);
2432 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!"));
2433 project(target_ptr, 0, 8, target_ptr->y, target_ptr->x, dam, GF_MANA, flg, -1);
2434 take_hit(target_ptr, DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
2435 if (!one_in_(6)) break;
2441 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
2442 teleport_player(target_ptr, damroll(10, 10), TELEPORT_PASSIVE);
2443 if (randint0(13)) (*count) += activate_hi_summon(target_ptr, target_ptr->y, target_ptr->x, FALSE);
2444 if (!one_in_(6)) break;
2448 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
2449 wall_breaker(target_ptr);
2452 project(target_ptr, 0, 7, target_ptr->y, target_ptr->x, 50, GF_KILL_WALL, flg, -1);
2453 take_hit(target_ptr, DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
2456 if (!one_in_(6)) break;
2458 case 1: case 2: case 3: case 16: case 17:
2459 aggravate_monsters(target_ptr, 0);
2460 if (!one_in_(6)) break;
2462 case 4: case 5: case 6:
2463 (*count) += activate_hi_summon(target_ptr, target_ptr->y, target_ptr->x, FALSE);
2464 if (!one_in_(6)) break;
2466 case 7: case 8: case 9: case 18:
2467 (*count) += summon_specific(target_ptr, 0, target_ptr->y, target_ptr->x, floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
2468 if (!one_in_(6)) break;
2470 case 10: case 11: case 12:
2471 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..."));
2472 lose_exp(target_ptr, target_ptr->exp / 16);
2473 if (!one_in_(6)) break;
2475 case 13: case 14: case 15: case 19: case 20:
2477 bool is_statue = stop_ty;
2478 is_statue |= target_ptr->free_act && (randint1(125) < target_ptr->skill_sav);
2479 is_statue |= target_ptr->pclass == CLASS_BERSERKER;
2482 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
2483 if (target_ptr->free_act)
2484 set_paralyzed(target_ptr, target_ptr->paralyzed + randint1(3));
2486 set_paralyzed(target_ptr, target_ptr->paralyzed + randint1(13));
2490 if (!one_in_(6)) break;
2493 case 21: case 22: case 23:
2494 (void)do_dec_stat(target_ptr, randint0(6));
2495 if (!one_in_(6)) break;
2498 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
2499 lose_all_info(target_ptr);
2500 if (!one_in_(6)) break;
2503 if ((floor_ptr->dun_level > 65) && !stop_ty)
2505 (*count) += summon_cyber(target_ptr, -1, target_ptr->y, target_ptr->x);
2510 if (!one_in_(6)) break;
2513 for (int i = 0; i < A_MAX; i++)
2515 bool is_first_dec_stat = TRUE;
2516 while (is_first_dec_stat || one_in_(2))
2518 is_first_dec_stat = FALSE;
2519 (void)do_dec_stat(target_ptr, i);
2530 * todo 引数にPOSITION x/yは必要か? 要調査
2531 * @brief HI_SUMMON(上級召喚)処理発動
2532 * @param caster_ptr プレーヤーへの参照ポインタ
2535 * @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
2536 * @return 作用が実際にあった場合TRUEを返す
2538 int activate_hi_summon(player_type *caster_ptr, POSITION y, POSITION x, bool can_pet)
2540 BIT_FLAGS mode = PM_ALLOW_GROUP;
2546 mode |= PM_FORCE_FRIENDLY;
2550 mode |= PM_FORCE_PET;
2555 if (!pet) mode |= PM_NO_PET;
2557 DEPTH dungeon_level = caster_ptr->current_floor_ptr->dun_level;
2558 DEPTH summon_lev = (pet ? caster_ptr->lev * 2 / 3 + randint1(caster_ptr->lev / 2) : dungeon_level);
2560 for (int i = 0; i < (randint1(7) + (dungeon_level / 40)); i++)
2562 switch (randint1(25) + (dungeon_level / 20))
2565 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
2568 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
2571 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
2574 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
2577 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
2580 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
2583 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
2586 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
2590 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
2594 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
2597 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
2598 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
2601 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
2602 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
2605 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
2608 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
2609 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
2618 * @brief 周辺破壊効果(プレイヤー中心)
2619 * @param caster_ptr プレーヤーへの参照ポインタ
2620 * @return 作用が実際にあった場合TRUEを返す
2622 void wall_breaker(player_type *caster_ptr)
2624 POSITION y = 0, x = 0;
2625 int attempts = 1000;
2626 if (randint1(80 + caster_ptr->lev) < 70)
2630 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, 0);
2632 if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)) continue;
2634 if (!player_bold(caster_ptr, y, x)) break;
2637 project(caster_ptr, 0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
2638 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2642 if (randint1(100) > 30)
2644 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 1, 0);
2648 int num = damroll(5, 3);
2649 for (int i = 0; i < num; i++)
2653 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 10, 0);
2655 if (!player_bold(caster_ptr, y, x)) break;
2658 project(caster_ptr, 0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
2659 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2665 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
2666 * @param caster_ptr プレーヤーへの参照ポインタ
2668 * @return 作用が実際にあった場合TRUEを返す
2670 bool confuse_monsters(player_type *caster_ptr, HIT_POINT dam)
2672 return (project_all_los(caster_ptr, GF_OLD_CONF, dam));
2677 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
2678 * @param caster_ptr プレーヤーへの参照ポインタ
2680 * @return 作用が実際にあった場合TRUEを返す
2682 bool charm_monsters(player_type *caster_ptr, HIT_POINT dam)
2684 return (project_all_los(caster_ptr, GF_CHARM, dam));
2689 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
2690 * @param caster_ptr プレーヤーへの参照ポインタ
2692 * @return 作用が実際にあった場合TRUEを返す
2694 bool charm_animals(player_type *caster_ptr, HIT_POINT dam)
2696 return (project_all_los(caster_ptr, GF_CONTROL_ANIMAL, dam));
2701 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
2702 * @param caster_ptr プレーヤーへの参照ポインタ
2704 * @return 作用が実際にあった場合TRUEを返す
2706 bool stun_monsters(player_type *caster_ptr, HIT_POINT dam)
2708 return (project_all_los(caster_ptr, GF_STUN, dam));
2713 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
2714 * @param caster_ptr プレーヤーへの参照ポインタ
2716 * @return 作用が実際にあった場合TRUEを返す
2718 bool stasis_monsters(player_type *caster_ptr, HIT_POINT dam)
2720 return (project_all_los(caster_ptr, GF_STASIS, dam));
2725 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
2726 * @param caster_ptr プレーヤーへの参照ポインタ
2728 * @return 作用が実際にあった場合TRUEを返す
2730 bool mindblast_monsters(player_type *caster_ptr, HIT_POINT dam)
2732 return (project_all_los(caster_ptr, GF_PSI, dam));
2737 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
2738 * @param caster_ptr プレーヤーへの参照ポインタ
2739 * @param dist 効力(距離)
2740 * @return 作用が実際にあった場合TRUEを返す
2742 bool banish_monsters(player_type *caster_ptr, int dist)
2744 return (project_all_los(caster_ptr, GF_AWAY_ALL, dist));
2749 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
2750 * @param caster_ptr プレーヤーへの参照ポインタ
2752 * @return 作用が実際にあった場合TRUEを返す
2754 bool turn_evil(player_type *caster_ptr, HIT_POINT dam)
2756 return (project_all_los(caster_ptr, GF_TURN_EVIL, dam));
2761 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
2762 * @param caster_ptr プレーヤーへの参照ポインタ
2764 * @return 作用が実際にあった場合TRUEを返す
2766 bool turn_monsters(player_type *caster_ptr, HIT_POINT dam)
2768 return (project_all_los(caster_ptr, GF_TURN_ALL, dam));
2773 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
2774 * @param caster_ptr プレーヤーへの参照ポインタ
2775 * @return 作用が実際にあった場合TRUEを返す
2777 bool deathray_monsters(player_type *caster_ptr)
2779 return (project_all_los(caster_ptr, GF_DEATH_RAY, caster_ptr->lev * 200));
2784 * @brief チャーム・モンスター(1体)
2785 * @param caster_ptr プレーヤーへの参照ポインタ
2786 * @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)
2788 * @return 作用が実際にあった場合TRUEを返す
2790 bool charm_monster(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
2792 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
2793 return (project_hook(caster_ptr, GF_CHARM, dir, plev, flg));
2798 * @brief アンデッド支配(1体)
2799 * @param caster_ptr プレーヤーへの参照ポインタ
2800 * @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)
2802 * @return 作用が実際にあった場合TRUEを返す
2804 bool control_one_undead(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
2806 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
2807 return (project_hook(caster_ptr, GF_CONTROL_UNDEAD, dir, plev, flg));
2813 * @param caster_ptr プレーヤーへの参照ポインタ
2814 * @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)
2816 * @return 作用が実際にあった場合TRUEを返す
2818 bool control_one_demon(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
2820 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
2821 return (project_hook(caster_ptr, GF_CONTROL_DEMON, dir, plev, flg));
2827 * @param caster_ptr プレーヤーへの参照ポインタ
2828 * @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)
2830 * @return 作用が実際にあった場合TRUEを返す
2832 bool charm_animal(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
2834 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
2835 return (project_hook(caster_ptr, GF_CONTROL_ANIMAL, dir, plev, flg));
2841 * @param caster_ptr プレーヤーへの参照ポインタ
2842 * @param success 判定成功上の処理ならばTRUE
2843 * @return 作用が実際にあった場合TRUEを返す
2845 bool kawarimi(player_type *caster_ptr, bool success)
2848 object_type *q_ptr = &forge;
2850 if (caster_ptr->is_dead) return FALSE;
2851 if (caster_ptr->confused || caster_ptr->blind || caster_ptr->paralyzed || caster_ptr->image) return FALSE;
2852 if (randint0(200) < caster_ptr->stun) return FALSE;
2854 if (!success && one_in_(3))
2856 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
2857 caster_ptr->special_defense &= ~(NINJA_KAWARIMI);
2858 caster_ptr->redraw |= (PR_STATUS);
2862 POSITION y = caster_ptr->y;
2863 POSITION x = caster_ptr->x;
2865 teleport_player(caster_ptr, 10 + randint1(90), TELEPORT_SPONTANEOUS);
2867 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
2869 q_ptr->pval = MON_NINJA;
2870 (void)drop_near(caster_ptr, q_ptr, -1, y, x);
2872 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."));
2873 else msg_print(_("失敗!攻撃を受けてしまった。", "Failed! You are hit by the attack."));
2875 caster_ptr->special_defense &= ~(NINJA_KAWARIMI);
2876 caster_ptr->redraw |= (PR_STATUS);
2882 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
2883 * @param caster_ptr プレーヤーへの参照ポインタ
2884 * @param mdeath 目標モンスターが死亡したかを返す
2885 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
2887 bool rush_attack(player_type *attacker_ptr, bool *mdeath)
2889 if (mdeath) *mdeath = FALSE;
2893 if (!get_aim_dir(attacker_ptr, &dir)) return FALSE;
2895 int tx = attacker_ptr->x + project_length * ddx[dir];
2896 int ty = attacker_ptr->y + project_length * ddy[dir];
2898 if ((dir == 5) && target_okay(attacker_ptr))
2905 floor_type *floor_ptr = attacker_ptr->current_floor_ptr;
2906 if (in_bounds(floor_ptr, ty, tx)) tm_idx = floor_ptr->grid_array[ty][tx].m_idx;
2909 int path_n = project_path(attacker_ptr, path_g, project_length, attacker_ptr->y, attacker_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
2911 if (!path_n) return TRUE;
2913 ty = attacker_ptr->y;
2914 tx = attacker_ptr->x;
2915 bool tmp_mdeath = FALSE;
2917 for (int i = 0; i < path_n; i++)
2919 monster_type *m_ptr;
2921 int ny = GRID_Y(path_g[i]);
2922 int nx = GRID_X(path_g[i]);
2924 if (is_cave_empty_bold(attacker_ptr, ny, nx) && player_can_enter(attacker_ptr, floor_ptr->grid_array[ny][nx].feat, 0))
2931 if (!floor_ptr->grid_array[ny][nx].m_idx)
2935 msg_print(_("失敗!", "Failed!"));
2939 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
2945 if (!player_bold(attacker_ptr, ty, tx)) teleport_player_to(attacker_ptr, ty, tx, TELEPORT_NONMAGICAL);
2946 update_monster(attacker_ptr, floor_ptr->grid_array[ny][nx].m_idx, TRUE);
2948 m_ptr = &floor_ptr->m_list[floor_ptr->grid_array[ny][nx].m_idx];
2949 if (tm_idx != floor_ptr->grid_array[ny][nx].m_idx)
2952 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");
2954 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
2957 else if (!player_bold(attacker_ptr, ty, tx))
2959 GAME_TEXT m_name[MAX_NLEN];
2960 monster_desc(attacker_ptr, m_name, m_ptr, 0);
2961 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
2964 if (!player_bold(attacker_ptr, ty, tx)) teleport_player_to(attacker_ptr, ty, tx, TELEPORT_NONMAGICAL);
2966 tmp_mdeath = py_attack(attacker_ptr, ny, nx, HISSATSU_NYUSIN);
2971 if (!moved && !player_bold(attacker_ptr, ty, tx)) teleport_player_to(attacker_ptr, ty, tx, TELEPORT_NONMAGICAL);
2973 if (mdeath) *mdeath = tmp_mdeath;
2979 * @brief 全鏡の消去 / Remove all mirrors in this floor
2980 * @param caster_ptr プレーヤーへの参照ポインタ
2981 * @param explode 爆発処理を伴うならばTRUE
2984 void remove_all_mirrors(player_type *caster_ptr, bool explode)
2986 for (POSITION x = 0; x < caster_ptr->current_floor_ptr->width; x++)
2988 for (POSITION y = 0; y < caster_ptr->current_floor_ptr->height; y++)
2990 if (!is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x]))
2993 remove_mirror(caster_ptr, y, x);
2994 if (!explode) continue;
2996 project(caster_ptr, 0, 2, y, x, caster_ptr->lev / 2 + 5, GF_SHARDS,
2997 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
3004 * @brief 『一つの指輪』の効果処理 /
3005 * Hack -- activate the ring of power
3006 * @param caster_ptr プレーヤーへの参照ポインタ
3007 * @param dir 発動の方向ID
3010 void ring_of_power(player_type *caster_ptr, DIRECTION dir)
3012 switch (randint1(10))
3017 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."));
3020 /* Decrease all stats (permanently) */
3021 (void)dec_stat(caster_ptr, A_STR, 50, TRUE);
3022 (void)dec_stat(caster_ptr, A_INT, 50, TRUE);
3023 (void)dec_stat(caster_ptr, A_WIS, 50, TRUE);
3024 (void)dec_stat(caster_ptr, A_DEX, 50, TRUE);
3025 (void)dec_stat(caster_ptr, A_CON, 50, TRUE);
3026 (void)dec_stat(caster_ptr, A_CHR, 50, TRUE);
3028 /* Lose some experience (permanently) */
3029 caster_ptr->exp -= (caster_ptr->exp / 4);
3030 caster_ptr->max_exp -= (caster_ptr->exp / 4);
3031 check_experience(caster_ptr);
3038 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."));
3039 dispel_monsters(caster_ptr, 1000);
3047 fire_ball(caster_ptr, GF_MANA, dir, 600, 3);
3056 fire_bolt(caster_ptr, GF_MANA, dir, 500);
3064 * @brief 運命の輪、並びにカオス的な効果の発動
3065 * @param caster_ptr プレーヤーへの参照ポインタ
3066 * @param spell ランダムな効果を選択するための基準ID
3069 void wild_magic(player_type *caster_ptr, int spell)
3071 int type = SUMMON_MOLD + randint0(6);
3072 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
3073 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
3075 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
3076 switch (randint1(spell) + randint1(8) + 1)
3081 teleport_player(caster_ptr, 10, TELEPORT_PASSIVE);
3086 teleport_player(caster_ptr, 100, TELEPORT_PASSIVE);
3090 teleport_player(caster_ptr, 200, TELEPORT_PASSIVE);
3095 unlite_area(caster_ptr, 10, 3);
3100 lite_area(caster_ptr, damroll(2, 3), 2);
3103 destroy_doors_touch(caster_ptr);
3106 wall_breaker(caster_ptr);
3109 sleep_monsters_touch(caster_ptr);
3113 trap_creation(caster_ptr, caster_ptr->y, caster_ptr->x);
3117 door_creation(caster_ptr, caster_ptr->y, caster_ptr->x);
3122 aggravate_monsters(caster_ptr, 0);
3125 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 5, 0);
3129 (void)gain_mutation(caster_ptr, 0);
3133 apply_disenchant(caster_ptr, 1);
3136 lose_all_info(caster_ptr);
3139 fire_ball(caster_ptr, GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
3142 wall_stone(caster_ptr);
3146 for (int counter = 0; counter < 8; counter++)
3148 (void)summon_specific(caster_ptr, 0, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET));
3154 activate_hi_summon(caster_ptr, caster_ptr->y, caster_ptr->x, FALSE);
3157 (void)summon_cyber(caster_ptr, -1, caster_ptr->y, caster_ptr->x);
3162 (void)activate_ty_curse(caster_ptr, FALSE, &count);
3170 * @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。
3171 * / Drop 10+1d10 meteor ball at random places near the player
3172 * @param caster_ptr プレーヤーへの参照ポインタ
3177 void cast_meteor(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
3179 int b = 10 + randint1(10);
3180 for (int i = 0; i < b; i++)
3182 POSITION y = 0, x = 0;
3185 for (count = 0; count <= 20; count++)
3189 x = caster_ptr->x - 8 + randint0(17);
3190 y = caster_ptr->y - 8 + randint0(17);
3191 dx = (caster_ptr->x > x) ? (caster_ptr->x - x) : (x - caster_ptr->x);
3192 dy = (caster_ptr->y > y) ? (caster_ptr->y - y) : (y - caster_ptr->y);
3193 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
3195 if (d >= 9) continue;
3197 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
3198 if (!in_bounds(floor_ptr, y, x) || !projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x)
3199 || !cave_have_flag_bold(floor_ptr, y, x, FF_PROJECT)) continue;
3204 if (count > 20) continue;
3206 project(caster_ptr, 0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
3212 * @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。
3213 * @param caster_ptr プレーヤーへの参照ポインタ
3216 * @return ターゲットを指定し、実行したならばTRUEを返す。
3218 bool cast_wrath_of_the_god(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
3221 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
3223 POSITION tx = caster_ptr->x + 99 * ddx[dir];
3224 POSITION ty = caster_ptr->y + 99 * ddy[dir];
3225 if ((dir == 5) && target_okay(caster_ptr))
3231 POSITION x = caster_ptr->x;
3232 POSITION y = caster_ptr->y;
3236 if ((y == ty) && (x == tx)) break;
3240 mmove2(&ny, &nx, caster_ptr->y, caster_ptr->x, ty, tx);
3241 if (MAX_RANGE <= distance(caster_ptr->y, caster_ptr->x, ny, nx)) break;
3242 if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, ny, nx, FF_PROJECT)) break;
3243 if ((dir != 5) && caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx != 0) break;
3252 int b = 10 + randint1(10);
3253 for (int i = 0; i < b; i++)
3255 int count = 20, d = 0;
3261 x = tx - 5 + randint0(11);
3262 y = ty - 5 + randint0(11);
3264 dx = (tx > x) ? (tx - x) : (x - tx);
3265 dy = (ty > y) ? (ty - y) : (y - ty);
3267 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
3271 if (count < 0) continue;
3273 if (!in_bounds(caster_ptr->current_floor_ptr, y, x) ||
3274 cave_stop_disintegration(caster_ptr->current_floor_ptr, y, x) ||
3275 !in_disintegration_range(caster_ptr->current_floor_ptr, ty, tx, y, x))
3278 project(caster_ptr, 0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
3286 * @brief 「ワンダー」のランダムな効果を決定して処理する。
3287 * @param caster_ptr プレーヤーへの参照ポインタ
3291 * This spell should become more useful (more controlled) as the\n
3292 * player gains experience levels. Thus, add 1/5 of the player's\n
3293 * level to the die roll. This eliminates the worst effects later on,\n
3294 * while keeping the results quite random. It also allows some potent\n
3295 * effects only at high level.
3297 void cast_wonder(player_type *caster_ptr, DIRECTION dir)
3299 PLAYER_LEVEL plev = caster_ptr->lev;
3300 int die = randint1(100) + plev / 5;
3301 int vir = virtue_number(caster_ptr, V_CHANCE);
3304 if (caster_ptr->virtues[vir - 1] > 0)
3306 while (randint1(400) < caster_ptr->virtues[vir - 1]) die++;
3310 while (randint1(400) < (0 - caster_ptr->virtues[vir - 1])) die--;
3316 chg_virtue(caster_ptr, V_CHANCE, 1);
3321 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
3326 clone_monster(caster_ptr, dir);
3332 speed_monster(caster_ptr, dir, plev);
3338 heal_monster(caster_ptr, dir, damroll(4, 6));
3344 poly_monster(caster_ptr, dir, plev);
3350 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_MISSILE, dir,
3351 damroll(3 + ((plev - 1) / 5), 4));
3357 confuse_monster(caster_ptr, dir, plev);
3363 fire_ball(caster_ptr, GF_POIS, dir, 20 + (plev / 2), 3);
3369 (void)lite_line(caster_ptr, dir, damroll(6, 8));
3375 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_ELEC, dir,
3376 damroll(3 + ((plev - 5) / 4), 8));
3382 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_COLD, dir,
3383 damroll(5 + ((plev - 5) / 4), 8));
3389 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_ACID, dir,
3390 damroll(6 + ((plev - 5) / 4), 8));
3396 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_FIRE, dir,
3397 damroll(8 + ((plev - 5) / 4), 8));
3403 hypodynamic_bolt(caster_ptr, dir, 75);
3409 fire_ball(caster_ptr, GF_ELEC, dir, 30 + plev / 2, 2);
3415 fire_ball(caster_ptr, GF_ACID, dir, 40 + plev, 2);
3421 fire_ball(caster_ptr, GF_ICE, dir, 70 + plev, 3);
3427 fire_ball(caster_ptr, GF_FIRE, dir, 80 + plev, 3);
3433 hypodynamic_bolt(caster_ptr, dir, 100 + plev);
3439 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 12, 0);
3445 (void)destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 13 + randint0(5), FALSE);
3451 symbol_genocide(caster_ptr, plev + 50, TRUE);
3457 dispel_monsters(caster_ptr, 120);
3461 dispel_monsters(caster_ptr, 150);
3462 slow_monsters(caster_ptr, plev);
3463 sleep_monsters(caster_ptr, plev);
3464 hp_player(caster_ptr, 300);
3469 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
3470 * @param caster_ptr プレーヤーへの参照ポインタ
3474 void cast_invoke_spirits(player_type *caster_ptr, DIRECTION dir)
3476 PLAYER_LEVEL plev = caster_ptr->lev;
3477 int die = randint1(100) + plev / 5;
3478 int vir = virtue_number(caster_ptr, V_CHANCE);
3482 if (caster_ptr->virtues[vir - 1] > 0)
3484 while (randint1(400) < caster_ptr->virtues[vir - 1]) die++;
3488 while (randint1(400) < (0 - caster_ptr->virtues[vir - 1])) die--;
3492 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..."));
3494 chg_virtue(caster_ptr, V_CHANCE, 1);
3498 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!"));
3503 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!",
3504 "Oh no! Mouldering forms rise from the earth around you!"));
3506 (void)summon_specific(caster_ptr, 0, caster_ptr->y, caster_ptr->x, caster_ptr->current_floor_ptr->dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
3507 chg_virtue(caster_ptr, V_UNLIFE, 1);
3511 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..."));
3513 set_afraid(caster_ptr, caster_ptr->afraid + randint1(4) + 4);
3517 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...",
3518 "Your head is invaded by a horde of gibbering spectral voices..."));
3520 set_confused(caster_ptr, caster_ptr->confused + randint1(4) + 4);
3524 poly_monster(caster_ptr, dir, plev);
3528 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_MISSILE, dir,
3529 damroll(3 + ((plev - 1) / 5), 4));
3533 confuse_monster(caster_ptr, dir, plev);
3537 fire_ball(caster_ptr, GF_POIS, dir, 20 + (plev / 2), 3);
3541 (void)lite_line(caster_ptr, dir, damroll(6, 8));
3545 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_ELEC, dir,
3546 damroll(3 + ((plev - 5) / 4), 8));
3550 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_COLD, dir,
3551 damroll(5 + ((plev - 5) / 4), 8));
3555 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_ACID, dir,
3556 damroll(6 + ((plev - 5) / 4), 8));
3560 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_FIRE, dir,
3561 damroll(8 + ((plev - 5) / 4), 8));
3565 hypodynamic_bolt(caster_ptr, dir, 75);
3569 fire_ball(caster_ptr, GF_ELEC, dir, 30 + plev / 2, 2);
3573 fire_ball(caster_ptr, GF_ACID, dir, 40 + plev, 2);
3577 fire_ball(caster_ptr, GF_ICE, dir, 70 + plev, 3);
3581 fire_ball(caster_ptr, GF_FIRE, dir, 80 + plev, 3);
3585 hypodynamic_bolt(caster_ptr, dir, 100 + plev);
3589 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 12, 0);
3593 (void)destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 13 + randint0(5), FALSE);
3597 symbol_genocide(caster_ptr, plev + 50, TRUE);
3601 dispel_monsters(caster_ptr, 120);
3605 dispel_monsters(caster_ptr, 150);
3606 slow_monsters(caster_ptr, plev);
3607 sleep_monsters(caster_ptr, plev);
3608 hp_player(caster_ptr, 300);
3613 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。」",
3614 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
3620 * @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。
3621 * @param caster_ptr プレーヤーへの参照ポインタ
3624 void cast_shuffle(player_type *caster_ptr)
3626 PLAYER_LEVEL plev = caster_ptr->lev;
3629 int vir = virtue_number(caster_ptr, V_CHANCE);
3632 if ((caster_ptr->pclass == CLASS_ROGUE) ||
3633 (caster_ptr->pclass == CLASS_HIGH_MAGE) ||
3634 (caster_ptr->pclass == CLASS_SORCERER))
3635 die = (randint1(110)) + plev / 5;
3637 die = randint1(120);
3641 if (caster_ptr->virtues[vir - 1] > 0)
3643 while (randint1(400) < caster_ptr->virtues[vir - 1]) die++;
3647 while (randint1(400) < (0 - caster_ptr->virtues[vir - 1])) die--;
3651 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..."));
3655 chg_virtue(caster_ptr, V_CHANCE, 1);
3658 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
3661 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
3663 for (i = 0; i < randint1(3); i++)
3665 activate_hi_summon(caster_ptr, caster_ptr->y, caster_ptr->x, FALSE);
3673 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
3674 summon_specific(caster_ptr, 0, caster_ptr->y, caster_ptr->x, floor_ptr->dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
3681 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
3682 activate_ty_curse(caster_ptr, FALSE, &count);
3688 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
3689 aggravate_monsters(caster_ptr, 0);
3695 msg_print(_("《愚者》だ。", "It's the Fool."));
3696 do_dec_stat(caster_ptr, A_INT);
3697 do_dec_stat(caster_ptr, A_WIS);
3703 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
3704 trump_summoning(caster_ptr, 1, FALSE, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
3710 msg_print(_("《月》だ。", "It's the Moon."));
3711 unlite_area(caster_ptr, 10, 3);
3717 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
3718 wild_magic(caster_ptr, randint0(32));
3724 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
3725 teleport_player(caster_ptr, 10, TELEPORT_PASSIVE);
3731 msg_print(_("《正義》だ。", "It's Justice."));
3732 set_blessed(caster_ptr, caster_ptr->lev, FALSE);
3738 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
3739 teleport_player(caster_ptr, 100, TELEPORT_PASSIVE);
3745 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
3746 teleport_player(caster_ptr, 200, TELEPORT_PASSIVE);
3752 msg_print(_("《塔》だ。", "It's the Tower."));
3753 wall_breaker(caster_ptr);
3759 msg_print(_("《節制》だ。", "It's Temperance."));
3760 sleep_monsters_touch(caster_ptr);
3766 msg_print(_("《塔》だ。", "It's the Tower."));
3767 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 5, 0);
3773 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
3774 trump_summoning(caster_ptr, 1, TRUE, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3 / 2), SUMMON_MOLD, 0L);
3780 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
3781 trump_summoning(caster_ptr, 1, TRUE, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3 / 2), SUMMON_BAT, 0L);
3787 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
3788 trump_summoning(caster_ptr, 1, TRUE, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3 / 2), SUMMON_VORTEX, 0L);
3794 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
3795 trump_summoning(caster_ptr, 1, TRUE, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
3801 msg_print(_("《恋人》だ。", "It's the Lovers."));
3803 if (get_aim_dir(caster_ptr, &dir))
3805 charm_monster(caster_ptr, dir, MIN(caster_ptr->lev, 20));
3813 msg_print(_("《隠者》だ。", "It's the Hermit."));
3814 wall_stone(caster_ptr);
3820 msg_print(_("《審判》だ。", "It's the Judgement."));
3821 roll_hitdice(caster_ptr, 0L);
3822 lose_all_mutations(caster_ptr);
3828 msg_print(_("《太陽》だ。", "It's the Sun."));
3829 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
3830 chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
3831 wiz_lite(caster_ptr, FALSE);
3835 msg_print(_("《世界》だ。", "It's the World."));
3836 if (caster_ptr->exp >= PY_MAX_EXP)
3841 s32b ee = (caster_ptr->exp / 25) + 1;
3842 if (ee > 5000) ee = 5000;
3843 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
3844 gain_exp(caster_ptr, ee);
3848 bool_hack vampirism(player_type *caster_ptr)
3850 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
3852 msg_print(_("なぜか攻撃することができない。", "Something prevents you from attacking."));
3857 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
3859 POSITION y = caster_ptr->y + ddy[dir];
3860 POSITION x = caster_ptr->x + ddx[dir];
3862 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
3863 stop_mouth(caster_ptr);
3864 if (!(g_ptr->m_idx))
3866 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
3870 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
3872 int dummy = caster_ptr->lev * 2;
3873 if (!hypodynamic_bolt(caster_ptr, dir, dummy))
3875 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
3879 if (caster_ptr->food < PY_FOOD_FULL)
3880 (void)hp_player(caster_ptr, dummy);
3882 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
3884 /* Gain nutritional sustenance: 150/hp drained */
3885 /* A Food ration gives 5000 food points (by contrast) */
3886 /* Don't ever get more than "Full" this way */
3887 /* But if we ARE Gorged, it won't cure us */
3888 dummy = caster_ptr->food + MIN(5000, 100 * dummy);
3889 if (caster_ptr->food < PY_FOOD_MAX) /* Not gorged already */
3890 (void)set_food(caster_ptr, dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
3896 * ヒット&アウェイのレイシャルパワー/突然変異
3897 * @param caster_ptr プレーヤーへの参照ポインタ
3898 * @return コマンドの入力先にモンスターがいたらTRUE
3900 bool hit_and_away(player_type *caster_ptr)
3903 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
3904 POSITION y = caster_ptr->y + ddy[dir];
3905 POSITION x = caster_ptr->x + ddx[dir];
3906 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
3908 py_attack(caster_ptr, y, x, 0);
3909 if (randint0(caster_ptr->skill_dis) < 7)
3910 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
3912 teleport_player(caster_ptr, 30, TELEPORT_SPONTANEOUS);
3916 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"));
3923 * @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)
3924 * @param caster_ptr プレーヤーへの参照ポインタ
3927 * currently this function allows pseudo-id of any object,
3928 * including silly ones like potions & scrolls, which always
3929 * get '{average}'. This should be changed, either to stop such
3930 * items from being pseudo-id'd, or to allow psychometry to
3931 * detect whether the unidentified potion/scroll/etc is
3932 * good (Cure Light Wounds, Restore Strength, etc) or
3933 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
3935 bool psychometry(player_type *caster_ptr)
3937 concptr q = _("どのアイテムを調べますか?", "Meditate on which item? ");
3938 concptr s = _("調べるアイテムがありません。", "You have nothing appropriate.");
3941 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
3942 if (!o_ptr) return FALSE;
3944 if (object_is_known(o_ptr))
3946 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
3950 byte feel = value_check_aux1(o_ptr);
3951 GAME_TEXT o_name[MAX_NLEN];
3952 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3956 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);
3961 msg_format("%sは%sという感じがする...", o_name, game_inscriptions[feel]);
3963 msg_format("You feel that the %s %s %s...",
3964 o_name, ((o_ptr->number == 1) ? "is" : "are"), game_inscriptions[feel]);
3967 o_ptr->ident |= (IDENT_SENSE);
3968 o_ptr->feeling = feel;
3969 o_ptr->marked |= OM_TOUCHED;
3971 caster_ptr->update |= (PU_COMBINE | PU_REORDER);
3972 caster_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3975 switch (o_ptr->tval)
4003 autopick_alter_item(caster_ptr, item, (bool)(okay && destroy_feeling));
4008 bool draconian_breath(player_type *creature_ptr)
4010 int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
4011 concptr Type_desc = ((Type == GF_COLD) ? _("冷気", "cold") : _("炎", "fire"));
4013 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
4015 if (randint1(100) < creature_ptr->lev)
4017 switch (creature_ptr->pclass)
4020 case CLASS_BERSERKER:
4023 case CLASS_IMITATOR:
4029 Type_desc = _("エレメント", "the elements");
4034 Type_desc = _("破片", "shards");
4039 case CLASS_WARRIOR_MAGE:
4040 case CLASS_HIGH_MAGE:
4041 case CLASS_SORCERER:
4042 case CLASS_MAGIC_EATER:
4043 case CLASS_RED_MAGE:
4044 case CLASS_BLUE_MAGE:
4045 case CLASS_MIRROR_MASTER:
4049 Type_desc = _("魔力", "mana");
4053 Type = GF_DISENCHANT;
4054 Type_desc = _("劣化", "disenchantment");
4058 case CLASS_CHAOS_WARRIOR:
4061 Type = GF_CONFUSION;
4062 Type_desc = _("混乱", "confusion");
4067 Type_desc = _("カオス", "chaos");
4073 case CLASS_FORCETRAINER:
4076 Type = GF_CONFUSION;
4077 Type_desc = _("混乱", "confusion");
4082 Type_desc = _("轟音", "sound");
4086 case CLASS_MINDCRAFTER:
4089 Type = GF_CONFUSION;
4090 Type_desc = _("混乱", "confusion");
4095 Type_desc = _("精神エネルギー", "mental energy");
4103 Type = GF_HELL_FIRE;
4104 Type_desc = _("地獄の劫火", "hellfire");
4108 Type = GF_HOLY_FIRE;
4109 Type_desc = _("聖なる炎", "holy fire");
4118 Type_desc = _("暗黒", "darkness");
4123 Type_desc = _("毒", "poison");
4131 Type_desc = _("轟音", "sound");
4135 Type = GF_CONFUSION;
4136 Type_desc = _("混乱", "confusion");
4143 stop_mouth(creature_ptr);
4144 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
4146 fire_breath(creature_ptr, Type, dir, creature_ptr->lev * 2, (creature_ptr->lev / 15) + 1);
4151 bool android_inside_weapon(player_type *creature_ptr)
4154 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
4156 if (creature_ptr->lev < 10)
4158 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
4159 fire_bolt(creature_ptr, GF_MISSILE, dir, (creature_ptr->lev + 1) / 2);
4163 if (creature_ptr->lev < 25)
4165 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
4166 fire_bolt(creature_ptr, GF_MISSILE, dir, creature_ptr->lev);
4170 if (creature_ptr->lev < 35)
4172 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
4173 fire_ball(creature_ptr, GF_MISSILE, dir, creature_ptr->lev * 2, 2);
4177 if (creature_ptr->lev < 45)
4179 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
4180 fire_beam(creature_ptr, GF_MISSILE, dir, creature_ptr->lev * 2);
4184 msg_print(_("ロケットを発射した。", "You fire a rocket."));
4185 fire_rocket(creature_ptr, GF_ROCKET, dir, creature_ptr->lev * 5, 2);
4190 bool create_ration(player_type *creature_ptr)
4196 /* Create the food ration */
4197 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
4199 /* Drop the object from heaven */
4200 (void)drop_near(creature_ptr, q_ptr, -1, creature_ptr->y, creature_ptr->x);
4201 msg_print(_("食事を料理して作った。", "You cook some food."));
4206 void hayagake(player_type *creature_ptr)
4208 if (creature_ptr->action == ACTION_HAYAGAKE)
4210 set_action(creature_ptr, ACTION_NONE);
4211 creature_ptr->energy_use = 0;
4215 grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
4216 feature_type *f_ptr = &f_info[g_ptr->feat];
4218 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
4219 (!creature_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
4221 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
4225 set_action(creature_ptr, ACTION_HAYAGAKE);
4228 creature_ptr->energy_use = 0;
4232 bool double_attack(player_type *creature_ptr)
4235 if (!get_rep_dir(creature_ptr, &dir, FALSE)) return FALSE;
4236 POSITION y = creature_ptr->y + ddy[dir];
4237 POSITION x = creature_ptr->x + ddx[dir];
4238 if (!creature_ptr->current_floor_ptr->grid_array[y][x].m_idx)
4240 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"));
4246 msg_print(_("あーたたたたたたたたたたたたたたたたたたたたたた!!!",
4247 "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
4248 else if (one_in_(2))
4249 msg_print(_("無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄!!!",
4250 "Mudamudamudamudamudamudamudamudamudamudamudamudamuda!!!!"));
4252 msg_print(_("オラオラオラオラオラオラオラオラオラオラオラオラ!!!",
4253 "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
4255 py_attack(creature_ptr, y, x, 0);
4256 if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx)
4258 handle_stuff(creature_ptr);
4259 py_attack(creature_ptr, y, x, 0);
4262 creature_ptr->energy_need += ENERGY_NEED();
4267 bool comvert_hp_to_mp(player_type *creature_ptr)
4269 int gain_sp = take_hit(creature_ptr, DAMAGE_USELIFE, creature_ptr->lev, _("HPからMPへの無謀な変換", "thoughtless conversion from HP to SP"), -1) / 5;
4272 msg_print(_("変換に失敗した。", "You failed to convert."));
4273 creature_ptr->redraw |= (PR_HP | PR_MANA);
4277 creature_ptr->csp += gain_sp;
4278 if (creature_ptr->csp > creature_ptr->msp)
4280 creature_ptr->csp = creature_ptr->msp;
4281 creature_ptr->csp_frac = 0;
4284 creature_ptr->redraw |= (PR_HP | PR_MANA);
4289 bool comvert_mp_to_hp(player_type *creature_ptr)
4291 if (creature_ptr->csp >= creature_ptr->lev / 5)
4293 creature_ptr->csp -= creature_ptr->lev / 5;
4294 hp_player(creature_ptr, creature_ptr->lev);
4298 msg_print(_("変換に失敗した。", "You failed to convert."));
4301 creature_ptr->redraw |= (PR_HP | PR_MANA);
4306 bool demonic_breath(player_type *creature_ptr)
4309 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
4310 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
4311 stop_mouth(creature_ptr);
4312 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), ((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
4313 fire_breath(creature_ptr, type, dir, creature_ptr->lev * 3, (creature_ptr->lev / 15) + 1);
4320 * @param creature_ptr プレーヤーへの参照ポインタ
4321 * @return ペットを操っている場合を除きTRUE
4323 bool mirror_concentration(player_type *creature_ptr)
4327 msg_print(_("今はペットを操ることに集中していないと。", "Your pets demand all of your attention."));
4331 if (!is_mirror_grid(&creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x]))
4333 msg_print(_("鏡の上でないと集中できない!", "There's no mirror here!"));
4337 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
4339 creature_ptr->csp += (5 + creature_ptr->lev * creature_ptr->lev / 100);
4340 if (creature_ptr->csp >= creature_ptr->msp)
4342 creature_ptr->csp = creature_ptr->msp;
4343 creature_ptr->csp_frac = 0;
4346 creature_ptr->redraw |= PR_MANA;
4353 * @param creature_ptr プレーヤーへの参照ポインタ
4356 bool sword_dancing(player_type *creature_ptr)
4359 POSITION y = 0, x = 0;
4361 for (int i = 0; i < 6; i++)
4364 y = creature_ptr->y + ddy_ddd[dir];
4365 x = creature_ptr->x + ddx_ddd[dir];
4366 g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
4368 /* Hack -- attack monsters */
4370 py_attack(creature_ptr, y, x, 0);
4373 msg_print(_("攻撃が空をきった。", "You attack the empty air."));
4383 * @param creature_ptr プレーヤーへの参照ポインタ
4386 bool confusing_light(player_type *creature_ptr)
4388 msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
4389 slow_monsters(creature_ptr, creature_ptr->lev);
4390 stun_monsters(creature_ptr, creature_ptr->lev * 4);
4391 confuse_monsters(creature_ptr, creature_ptr->lev * 4);
4392 turn_monsters(creature_ptr, creature_ptr->lev * 4);
4393 stasis_monsters(creature_ptr, creature_ptr->lev * 4);
4400 * @param creature_ptr プレーヤーへの参照ポインタ
4401 * @return 結果はどうあれ騎乗したらTRUE
4403 bool rodeo(player_type *creature_ptr)
4405 GAME_TEXT m_name[MAX_NLEN];
4406 monster_type *m_ptr;
4407 monster_race *r_ptr;
4410 if (creature_ptr->riding)
4412 msg_print(_("今は乗馬中だ。", "You ARE riding."));
4416 if (!do_cmd_riding(creature_ptr, TRUE)) return TRUE;
4418 m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->riding];
4419 r_ptr = &r_info[m_ptr->r_idx];
4420 monster_desc(creature_ptr, m_name, m_ptr, 0);
4421 msg_format(_("%sに乗った。", "You ride on %s."), m_name);
4423 if (is_pet(m_ptr)) return TRUE;
4425 rlev = r_ptr->level;
4427 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
4428 if (rlev > 60) rlev = 60 + (rlev - 60) / 2;
4429 if ((randint1(creature_ptr->skill_exp[GINOU_RIDING] / 120 + creature_ptr->lev * 2 / 3) > rlev)
4430 && one_in_(2) && !creature_ptr->current_floor_ptr->inside_arena && !creature_ptr->phase_out
4431 && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
4432 && (rlev < creature_ptr->lev * 3 / 2 + randint0(creature_ptr->lev / 5)))
4434 msg_format(_("%sを手なずけた。", "You tame %s."), m_name);
4435 set_pet(creature_ptr, m_ptr);
4439 msg_format(_("%sに振り落とされた!", "You have been thrown off by %s."), m_name);
4440 rakuba(creature_ptr, 1, TRUE);
4442 /* 落馬処理に失敗してもとにかく乗馬解除 */
4443 creature_ptr->riding = 0;
4450 bool clear_mind(player_type *creature_ptr)
4454 msg_print(_("今はペットを操ることに集中していないと。", "Your pets demand all of your attention."));
4458 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
4460 creature_ptr->csp += (3 + creature_ptr->lev / 20);
4461 if (creature_ptr->csp >= creature_ptr->msp)
4463 creature_ptr->csp = creature_ptr->msp;
4464 creature_ptr->csp_frac = 0;
4467 creature_ptr->redraw |= (PR_MANA);
4472 bool concentration(player_type *creature_ptr)
4474 int max_csp = MAX(creature_ptr->msp * 4, creature_ptr->lev * 5 + 5);
4478 msg_print(_("今はペットを操ることに集中していないと。", "Your pets demand all of your attention."));
4482 if (creature_ptr->special_defense & KATA_MASK)
4484 msg_print(_("今は構えに集中している。", "You're already concentrating on your stance."));
4488 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
4490 creature_ptr->csp += creature_ptr->msp / 2;
4491 if (creature_ptr->csp >= max_csp)
4493 creature_ptr->csp = max_csp;
4494 creature_ptr->csp_frac = 0;
4497 creature_ptr->redraw |= PR_MANA;