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[Refactor] #38997 set_blessed() に player_type * 引数を追加.
[hengband/hengband.git] / src / spells2.c
index a636b2d..aed46b7 100644 (file)
  */
 
 #include "angband.h"
+#include "core.h"
 #include "util.h"
 
+#include "creature.h"
+
 #include "artifact.h"
 #include "cmd-pet.h"
+#include "cmd-dump.h"
 #include "floor.h"
 #include "grid.h"
 #include "trap.h"
@@ -31,6 +35,7 @@
 #include "spells-status.h"
 #include "spells-floor.h"
 #include "realm-hex.h"
+#include "autopick.h"
 #include "object-flavor.h"
 #include "object-hook.h"
 #include "monster-status.h"
 #include "player-status.h"
 #include "player-effects.h"
 #include "player-skill.h"
+#include "player-class.h"
+#include "player-damage.h"
 
 #include "dungeon.h"
 #include "floor-events.h"
 #include "feature.h"
 #include "view-mainwindow.h"
 #include "objectkind.h"
+#include "monsterrace.h"
+#include "targeting.h"
+#include "realm-song.h"
+#include "english.h"
 
 /*!
  * @brief プレイヤー周辺の地形を感知する
@@ -83,17 +94,11 @@ static bool detect_feat_flag(POSITION range, int flag, bool known)
                                }
                        }
 
-                       /* Detect flags */
                        if (cave_have_flag_grid(g_ptr, flag))
                        {
-                               /* Detect secrets */
                                disclose_grid(y, x);
-
-                               /* Hack -- Memorize */
                                g_ptr->info |= (CAVE_MARK);
-
                                lite_spot(y, x);
-
                                detect = TRUE;
                        }
                }
@@ -197,11 +202,8 @@ bool detect_objects_gold(POSITION range)
        {
                object_type *o_ptr = &current_floor_ptr->o_list[i];
 
-               /* Skip dead objects */
-               if (!o_ptr->k_idx) continue;
-
-               /* Skip held objects */
-               if (o_ptr->held_m_idx) continue;
+               if (!OBJECT_IS_VALID(o_ptr)) continue;
+               if (OBJECT_IS_HELD_MONSTER(o_ptr)) continue;
 
                y = o_ptr->iy;
                x = o_ptr->ix;
@@ -252,11 +254,8 @@ bool detect_objects_normal(POSITION range)
        {
                object_type *o_ptr = &current_floor_ptr->o_list[i];
 
-               /* Skip dead objects */
-               if (!o_ptr->k_idx) continue;
-
-               /* Skip held objects */
-               if (o_ptr->held_m_idx) continue;
+               if (!OBJECT_IS_VALID(o_ptr)) continue;
+               if (OBJECT_IS_HELD_MONSTER(o_ptr)) continue;
 
                y = o_ptr->iy;
                x = o_ptr->ix;
@@ -315,11 +314,8 @@ bool detect_objects_magic(POSITION range)
        {
                object_type *o_ptr = &current_floor_ptr->o_list[i];
 
-               /* Skip dead objects */
-               if (!o_ptr->k_idx) continue;
-
-               /* Skip held objects */
-               if (o_ptr->held_m_idx) continue;
+               if (!OBJECT_IS_VALID(o_ptr)) continue;
+               if (OBJECT_IS_HELD_MONSTER(o_ptr)) continue;
 
                y = o_ptr->iy;
                x = o_ptr->ix;
@@ -919,9 +915,9 @@ bool cleansing_nova(player_type *creature_ptr, bool magic, bool powerful)
        if (dispel_evil(powerful ? 225 : 150)) ident = TRUE;
        int k = 3 * creature_ptr->lev;
        if (set_protevil((magic ? 0 : creature_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
-       if (set_poisoned(0)) ident = TRUE;
-       if (set_afraid(0)) ident = TRUE;
-       if (hp_player(50)) ident = TRUE;
+       if (set_poisoned(p_ptr, 0)) ident = TRUE;
+       if (set_afraid(p_ptr, 0)) ident = TRUE;
+       if (hp_player(p_ptr, 50)) ident = TRUE;
        if (set_stun(0)) ident = TRUE;
        if (set_cut(0)) ident = TRUE;
        return ident;
@@ -1037,7 +1033,7 @@ bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side,
        if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
        else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
        else if (m_idx == p_ptr->riding) resist = TRUE;
-       else if ((p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
+       else if ((p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || p_ptr->inside_arena || p_ptr->phase_out) resist = TRUE;
        else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
        else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
 
@@ -1116,7 +1112,7 @@ bool symbol_genocide(int power, bool player_cast)
        bool result = FALSE;
 
        /* Prevent genocide in quest levels */
-       if ((p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
+       if ((p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || p_ptr->inside_arena || p_ptr->phase_out)
        {
                msg_print(_("何も起きないようだ……", "It seems nothing happen here..."));
                return (FALSE);
@@ -1160,7 +1156,7 @@ bool mass_genocide(int power, bool player_cast)
        bool result = FALSE;
 
        /* Prevent mass genocide in quest levels */
-       if ((p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
+       if ((p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || p_ptr->inside_arena || p_ptr->phase_out)
        {
                return (FALSE);
        }
@@ -1200,7 +1196,7 @@ bool mass_genocide_undead(int power, bool player_cast)
        bool result = FALSE;
 
        /* Prevent mass genocide in quest levels */
-       if ((p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
+       if ((p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || p_ptr->inside_arena || p_ptr->phase_out)
        {
                return (FALSE);
        }
@@ -1365,739 +1361,6 @@ bool probing(void)
        return (probe);
 }
 
-
-
-/*!
- * @brief *破壊*処理を行う / The spell of destruction
- * @param y1 破壊の中心Y座標
- * @param x1 破壊の中心X座標 
- * @param r 破壊の半径
- * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
- * @return 効力があった場合TRUEを返す
- * @details
- * <pre>
- * This spell "deletes" monsters (instead of "killing" them).
- *
- * Later we may use one function for both "destruction" and
- * "earthquake" by using the "full" to select "destruction".
- * </pre>
- */
-bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
-{
-       POSITION y, x;
-       int k, t;
-       grid_type *g_ptr;
-       bool flag = FALSE;
-
-       /* Prevent destruction of quest levels and town */
-       if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !current_floor_ptr->dun_level)
-       {
-               return (FALSE);
-       }
-
-       /* Lose monster light */
-       if (!in_generate) clear_mon_lite();
-
-       /* Big area of affect */
-       for (y = (y1 - r); y <= (y1 + r); y++)
-       {
-               for (x = (x1 - r); x <= (x1 + r); x++)
-               {
-                       /* Skip illegal grids */
-                       if (!in_bounds(y, x)) continue;
-
-                       /* Extract the distance */
-                       k = distance(y1, x1, y, x);
-
-                       /* Stay in the circle of death */
-                       if (k > r) continue;
-                       g_ptr = &current_floor_ptr->grid_array[y][x];
-
-                       /* Lose room and vault */
-                       g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
-
-                       /* Lose light and knowledge */
-                       g_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
-
-                       if (!in_generate) /* Normal */
-                       {
-                               /* Lose unsafety */
-                               g_ptr->info &= ~(CAVE_UNSAFE);
-
-                               /* Hack -- Notice player affect */
-                               if (player_bold(y, x))
-                               {
-                                       /* Hurt the player later */
-                                       flag = TRUE;
-
-                                       /* Do not hurt this grid */
-                                       continue;
-                               }
-                       }
-
-                       /* Hack -- Skip the epicenter */
-                       if ((y == y1) && (x == x1)) continue;
-
-                       if (g_ptr->m_idx)
-                       {
-                               monster_type *m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
-                               monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-                               if (in_generate) /* In generation */
-                               {
-                                       /* Delete the monster (if any) */
-                                       delete_monster(y, x);
-                               }
-                               else if (r_ptr->flags1 & RF1_QUESTOR)
-                               {
-                                       /* Heal the monster */
-                                       m_ptr->hp = m_ptr->maxhp;
-
-                                       /* Try to teleport away quest monsters */
-                                       if (!teleport_away(g_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
-                               }
-                               else
-                               {
-                                       if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
-                                       {
-                                               GAME_TEXT m_name[MAX_NLEN];
-
-                                               monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
-                                               do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
-                                       }
-
-                                       /* Delete the monster (if any) */
-                                       delete_monster(y, x);
-                               }
-                       }
-
-                       /* During generation, destroyed artifacts are "preserved" */
-                       if (preserve_mode || in_generate)
-                       {
-                               OBJECT_IDX this_o_idx, next_o_idx = 0;
-
-                               /* Scan all objects in the grid */
-                               for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
-                               {
-                                       object_type *o_ptr;
-                                       o_ptr = &current_floor_ptr->o_list[this_o_idx];
-                                       next_o_idx = o_ptr->next_o_idx;
-
-                                       /* Hack -- Preserve unknown artifacts */
-                                       if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
-                                       {
-                                               /* Mega-Hack -- Preserve the artifact */
-                                               a_info[o_ptr->name1].cur_num = 0;
-
-                                               if (in_generate && cheat_peek)
-                                               {
-                                                       GAME_TEXT o_name[MAX_NLEN];
-                                                       object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
-                                                       msg_format(_("伝説のアイテム (%s) は生成中に*破壊*された。", "Artifact (%s) was *destroyed* during generation."), o_name);
-                                               }
-                                       }
-                                       else if (in_generate && cheat_peek && o_ptr->art_name)
-                                       {
-                                               msg_print(_("ランダム・アーティファクトの1つは生成中に*破壊*された。", 
-                                                                       "One of the random artifacts was *destroyed* during generation."));
-                                       }
-                               }
-                       }
-
-                       delete_object(y, x);
-
-                       /* Destroy "non-permanent" grids */
-                       if (!cave_perma_grid(g_ptr))
-                       {
-                               /* Wall (or floor) type */
-                               t = randint0(200);
-
-                               if (!in_generate) /* Normal */
-                               {
-                                       if (t < 20)
-                                       {
-                                               /* Create granite wall */
-                                               cave_set_feat(y, x, feat_granite);
-                                       }
-                                       else if (t < 70)
-                                       {
-                                               /* Create quartz vein */
-                                               cave_set_feat(y, x, feat_quartz_vein);
-                                       }
-                                       else if (t < 100)
-                                       {
-                                               /* Create magma vein */
-                                               cave_set_feat(y, x, feat_magma_vein);
-                                       }
-                                       else
-                                       {
-                                               /* Create floor */
-                                               cave_set_feat(y, x, feat_ground_type[randint0(100)]);
-                                       }
-                               }
-                               else /* In generation */
-                               {
-                                       if (t < 20)
-                                       {
-                                               /* Create granite wall */
-                                               place_extra_grid(g_ptr);
-                                       }
-                                       else if (t < 70)
-                                       {
-                                               /* Create quartz vein */
-                                               g_ptr->feat = feat_quartz_vein;
-                                       }
-                                       else if (t < 100)
-                                       {
-                                               /* Create magma vein */
-                                               g_ptr->feat = feat_magma_vein;
-                                       }
-                                       else
-                                       {
-                                               /* Create floor */
-                                               place_floor_grid(g_ptr);
-                                       }
-
-                                       /* Clear garbage of hidden trap or door */
-                                       g_ptr->mimic = 0;
-                               }
-                       }
-               }
-       }
-
-       if (!in_generate)
-       {
-               /* Process "re-glowing" */
-               for (y = (y1 - r); y <= (y1 + r); y++)
-               {
-                       for (x = (x1 - r); x <= (x1 + r); x++)
-                       {
-                               /* Skip illegal grids */
-                               if (!in_bounds(y, x)) continue;
-
-                               /* Extract the distance */
-                               k = distance(y1, x1, y, x);
-
-                               /* Stay in the circle of death */
-                               if (k > r) continue;
-                               g_ptr = &current_floor_ptr->grid_array[y][x];
-
-                               if (is_mirror_grid(g_ptr)) g_ptr->info |= CAVE_GLOW;
-                               else if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
-                               {
-                                       DIRECTION i;
-                                       POSITION yy, xx;
-                                       grid_type *cc_ptr;
-
-                                       for (i = 0; i < 9; i++)
-                                       {
-                                               yy = y + ddy_ddd[i];
-                                               xx = x + ddx_ddd[i];
-                                               if (!in_bounds2(yy, xx)) continue;
-                                               cc_ptr = &current_floor_ptr->grid_array[yy][xx];
-                                               if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
-                                               {
-                                                       g_ptr->info |= CAVE_GLOW;
-                                                       break;
-                                               }
-                                       }
-                               }
-                       }
-               }
-
-               /* Hack -- Affect player */
-               if (flag)
-               {
-                       msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
-
-                       /* Blind the player */
-                       if (!p_ptr->resist_blind && !p_ptr->resist_lite)
-                       {
-                               /* Become blind */
-                               (void)set_blind(p_ptr->blind + 10 + randint1(10));
-                       }
-               }
-
-               forget_flow();
-
-               /* Mega-Hack -- Forget the view and lite */
-               p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
-               p_ptr->redraw |= (PR_MAP);
-               p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
-               if (p_ptr->special_defense & NINJA_S_STEALTH)
-               {
-                       if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
-               }
-       }
-
-       /* Success */
-       return (TRUE);
-}
-
-
-/*!
- * @brief 地震処理(サブルーチン) /
- * Induce an "earthquake" of the given radius at the given location.
- * @return 効力があった場合TRUEを返す
- * @param cy 中心Y座標
- * @param cx 中心X座標
- * @param r 効果半径
- * @param m_idx 地震を起こしたモンスターID(0ならばプレイヤー)
- * @details
- * <pre>
- *
- * This will current_world_ptr->game_turn some walls into floors and some floors into walls.
- *
- * The player will take damage and "jump" into a safe grid if possible,
- * otherwise, he will "tunnel" through the rubble instantaneously.
- *
- * Monsters will take damage, and "jump" into a safe grid if possible,
- * otherwise they will be "buried" in the rubble, disappearing from
- * the level in the same way that they do when genocided.
- *
- * Note that thus the player and monsters (except eaters of walls and
- * passers through walls) will never occupy the same grid as a wall.
- * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
- * for a single current_world_ptr->game_turn, unless that monster can pass_walls or kill_walls.
- * This has allowed massive simplification of the "monster" code.
- * </pre>
- */
-bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
-{
-       DIRECTION i;
-       int t;
-       POSITION y, x, yy, xx, dy, dx;
-       int damage = 0;
-       int sn = 0;
-       POSITION sy = 0, sx = 0;
-       bool hurt = FALSE;
-       grid_type *g_ptr;
-       bool map[32][32];
-
-       /* Prevent destruction of quest levels and town */
-       if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !current_floor_ptr->dun_level)
-       {
-               return (FALSE);
-       }
-
-       /* Paranoia -- Enforce maximum range */
-       if (r > 12) r = 12;
-
-       /* Clear the "maximal blast" area */
-       for (y = 0; y < 32; y++)
-       {
-               for (x = 0; x < 32; x++)
-               {
-                       map[y][x] = FALSE;
-               }
-       }
-
-       /* Check around the epicenter */
-       for (dy = -r; dy <= r; dy++)
-       {
-               for (dx = -r; dx <= r; dx++)
-               {
-                       /* Extract the location */
-                       yy = cy + dy;
-                       xx = cx + dx;
-
-                       /* Skip illegal grids */
-                       if (!in_bounds(yy, xx)) continue;
-
-                       /* Skip distant grids */
-                       if (distance(cy, cx, yy, xx) > r) continue;
-                       g_ptr = &current_floor_ptr->grid_array[yy][xx];
-
-                       /* Lose room and vault / Lose light and knowledge */
-                       g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
-                       g_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
-
-                       /* Skip the epicenter */
-                       if (!dx && !dy) continue;
-
-                       /* Skip most grids */
-                       if (randint0(100) < 85) continue;
-
-                       /* Damage this grid */
-                       map[16+yy-cy][16+xx-cx] = TRUE;
-
-                       /* Hack -- Take note of player damage */
-                       if (player_bold(yy, xx)) hurt = TRUE;
-               }
-       }
-
-       /* First, affect the player (if necessary) */
-       if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
-       {
-               /* Check around the player */
-               for (i = 0; i < 8; i++)
-               {
-                       y = p_ptr->y + ddy_ddd[i];
-                       x = p_ptr->x + ddx_ddd[i];
-
-                       /* Skip non-empty grids */
-                       if (!cave_empty_bold(y, x)) continue;
-
-                       /* Important -- Skip "quake" grids */
-                       if (map[16+y-cy][16+x-cx]) continue;
-
-                       if (current_floor_ptr->grid_array[y][x].m_idx) continue;
-
-                       /* Count "safe" grids */
-                       sn++;
-
-                       /* Randomize choice */
-                       if (randint0(sn) > 0) continue;
-
-                       /* Save the safe location */
-                       sy = y; sx = x;
-               }
-
-               /* Random message */
-               switch (randint1(3))
-               {
-                       case 1:
-                       {
-                               msg_print(_("ダンジョンの壁が崩れた!", "The current_floor_ptr->grid_array ceiling collapses!"));
-                               break;
-                       }
-                       case 2:
-                       {
-                               msg_print(_("ダンジョンの床が不自然にねじ曲がった!", "The current_floor_ptr->grid_array floor twists in an unnatural way!"));
-                               break;
-                       }
-                       default:
-                       {
-                               msg_print(_("ダンジョンが揺れた!崩れた岩が頭に降ってきた!", "The current_floor_ptr->grid_array quakes!  You are pummeled with debris!"));
-                               break;
-                       }
-               }
-
-               /* Hurt the player a lot */
-               if (!sn)
-               {
-                       /* Message and damage */
-                       msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
-                       damage = 200;
-               }
-
-               /* Destroy the grid, and push the player to safety */
-               else
-               {
-                       /* Calculate results */
-                       switch (randint1(3))
-                       {
-                               case 1:
-                               {
-                                       msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
-                                       damage = 0;
-                                       break;
-                               }
-                               case 2:
-                               {
-                                       msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
-                                       damage = damroll(10, 4);
-                                       (void)set_stun(p_ptr->stun + randint1(50));
-                                       break;
-                               }
-                               case 3:
-                               {
-                                       msg_print(_("あなたは床と壁との間に挟まれてしまった!", "You are crushed between the floor and ceiling!"));
-                                       damage = damroll(10, 4);
-                                       (void)set_stun(p_ptr->stun + randint1(50));
-                                       break;
-                               }
-                       }
-
-                       /* Move the player to the safe location */
-                       (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
-               }
-
-               /* Important -- no wall on player */
-               map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
-
-               if (damage)
-               {
-                       concptr killer;
-
-                       if (m_idx)
-                       {
-                               GAME_TEXT m_name[MAX_NLEN];
-                               monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
-                               monster_desc(m_name, m_ptr, MD_WRONGDOER_NAME);
-                               killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
-                       }
-                       else
-                       {
-                               killer = _("地震", "an earthquake");
-                       }
-
-                       take_hit(DAMAGE_ATTACK, damage, killer, -1);
-               }
-       }
-
-       /* Examine the quaked region */
-       for (dy = -r; dy <= r; dy++)
-       {
-               for (dx = -r; dx <= r; dx++)
-               {
-                       /* Extract the location */
-                       yy = cy + dy;
-                       xx = cx + dx;
-
-                       /* Skip unaffected grids */
-                       if (!map[16+yy-cy][16+xx-cx]) continue;
-                       g_ptr = &current_floor_ptr->grid_array[yy][xx];
-
-                       if (g_ptr->m_idx == p_ptr->riding) continue;
-
-                       /* Process monsters */
-                       if (g_ptr->m_idx)
-                       {
-                               monster_type *m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
-                               monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-                               /* Quest monsters */
-                               if (r_ptr->flags1 & RF1_QUESTOR)
-                               {
-                                       /* No wall on quest monsters */
-                                       map[16+yy-cy][16+xx-cx] = FALSE;
-
-                                       continue;
-                               }
-
-                               /* Most monsters cannot co-exist with rock */
-                               if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
-                                   !(r_ptr->flags2 & (RF2_PASS_WALL)))
-                               {
-                                       GAME_TEXT m_name[MAX_NLEN];
-
-                                       /* Assume not safe */
-                                       sn = 0;
-
-                                       /* Monster can move to escape the wall */
-                                       if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
-                                       {
-                                               /* Look for safety */
-                                               for (i = 0; i < 8; i++)
-                                               {
-                                                       y = yy + ddy_ddd[i];
-                                                       x = xx + ddx_ddd[i];
-
-                                                       /* Skip non-empty grids */
-                                                       if (!cave_empty_bold(y, x)) continue;
-
-                                                       /* Hack -- no safety on glyph of warding */
-                                                       if (is_glyph_grid(&current_floor_ptr->grid_array[y][x])) continue;
-                                                       if (is_explosive_rune_grid(&current_floor_ptr->grid_array[y][x])) continue;
-
-                                                       /* ... nor on the Pattern */
-                                                       if (pattern_tile(y, x)) continue;
-
-                                                       /* Important -- Skip "quake" grids */
-                                                       if (map[16+y-cy][16+x-cx]) continue;
-
-                                                       if (current_floor_ptr->grid_array[y][x].m_idx) continue;
-                                                       if (player_bold(y, x)) continue;
-
-                                                       /* Count "safe" grids */
-                                                       sn++;
-
-                                                       /* Randomize choice */
-                                                       if (randint0(sn) > 0) continue;
-
-                                                       /* Save the safe grid */
-                                                       sy = y; sx = x;
-                                               }
-                                       }
-
-                                       monster_desc(m_name, m_ptr, 0);
-
-                                       /* Scream in pain */
-                                       if (!ignore_unview || is_seen(m_ptr)) msg_format(_("%^sは苦痛で泣きわめいた!", "%^s wails out in pain!"), m_name);
-
-                                       /* Take damage from the quake */
-                                       damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
-
-                                       /* Monster is certainly awake */
-                                       (void)set_monster_csleep(g_ptr->m_idx, 0);
-
-                                       /* Apply damage directly */
-                                       m_ptr->hp -= damage;
-
-                                       /* Delete (not kill) "dead" monsters */
-                                       if (m_ptr->hp < 0)
-                                       {
-                                               if (!ignore_unview || is_seen(m_ptr)) 
-                                                       msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
-
-                                               if (g_ptr->m_idx)
-                                               {
-                                                       if (record_named_pet && is_pet(&current_floor_ptr->m_list[g_ptr->m_idx]) && current_floor_ptr->m_list[g_ptr->m_idx].nickname)
-                                                       {
-                                                               char m2_name[MAX_NLEN];
-
-                                                               monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
-                                                               do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
-                                                       }
-                                               }
-
-                                               delete_monster(yy, xx);
-
-                                               /* No longer safe */
-                                               sn = 0;
-                                       }
-
-                                       /* Hack -- Escape from the rock */
-                                       if (sn)
-                                       {
-                                               IDX m_idx_aux = current_floor_ptr->grid_array[yy][xx].m_idx;
-
-                                               /* Update the old location */
-                                               current_floor_ptr->grid_array[yy][xx].m_idx = 0;
-
-                                               /* Update the new location */
-                                               current_floor_ptr->grid_array[sy][sx].m_idx = m_idx_aux;
-
-                                               /* Move the monster */
-                                               m_ptr->fy = sy;
-                                               m_ptr->fx = sx;
-
-                                               update_monster(m_idx, TRUE);
-                                               lite_spot(yy, xx);
-                                               lite_spot(sy, sx);
-                                       }
-                               }
-                       }
-               }
-       }
-
-       /* Lose monster light */
-       clear_mon_lite();
-
-       /* Examine the quaked region */
-       for (dy = -r; dy <= r; dy++)
-       {
-               for (dx = -r; dx <= r; dx++)
-               {
-                       /* Extract the location */
-                       yy = cy + dy;
-                       xx = cx + dx;
-
-                       /* Skip unaffected grids */
-                       if (!map[16+yy-cy][16+xx-cx]) continue;
-
-                       g_ptr = &current_floor_ptr->grid_array[yy][xx];
-
-                       /* Paranoia -- never affect player */
-/*                     if (player_bold(yy, xx)) continue; */
-
-                       /* Destroy location (if valid) */
-                       if (cave_valid_bold(yy, xx))
-                       {
-                               delete_object(yy, xx);
-
-                               /* Wall (or floor) type */
-                               t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
-
-                               /* Granite */
-                               if (t < 20)
-                               {
-                                       /* Create granite wall */
-                                       cave_set_feat(yy, xx, feat_granite);
-                               }
-
-                               /* Quartz */
-                               else if (t < 70)
-                               {
-                                       /* Create quartz vein */
-                                       cave_set_feat(yy, xx, feat_quartz_vein);
-                               }
-
-                               /* Magma */
-                               else if (t < 100)
-                               {
-                                       /* Create magma vein */
-                                       cave_set_feat(yy, xx, feat_magma_vein);
-                               }
-
-                               /* Floor */
-                               else
-                               {
-                                       /* Create floor */
-                                       cave_set_feat(yy, xx, feat_ground_type[randint0(100)]);
-                               }
-                       }
-               }
-       }
-
-       /* Process "re-glowing" */
-       for (dy = -r; dy <= r; dy++)
-       {
-               for (dx = -r; dx <= r; dx++)
-               {
-                       /* Extract the location */
-                       yy = cy + dy;
-                       xx = cx + dx;
-
-                       /* Skip illegal grids */
-                       if (!in_bounds(yy, xx)) continue;
-
-                       /* Skip distant grids */
-                       if (distance(cy, cx, yy, xx) > r) continue;
-                       g_ptr = &current_floor_ptr->grid_array[yy][xx];
-
-                       if (is_mirror_grid(g_ptr)) g_ptr->info |= CAVE_GLOW;
-                       else if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
-                       {
-                               DIRECTION ii;
-                               POSITION yyy, xxx;
-                               grid_type *cc_ptr;
-
-                               for (ii = 0; ii < 9; ii++)
-                               {
-                                       yyy = yy + ddy_ddd[ii];
-                                       xxx = xx + ddx_ddd[ii];
-                                       if (!in_bounds2(yyy, xxx)) continue;
-                                       cc_ptr = &current_floor_ptr->grid_array[yyy][xxx];
-                                       if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
-                                       {
-                                               g_ptr->info |= CAVE_GLOW;
-                                               break;
-                                       }
-                               }
-                       }
-               }
-       }
-
-       /* Mega-Hack -- Forget the view and lite */
-       p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
-       p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH | PR_MAP);
-       p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
-       if (p_ptr->special_defense & NINJA_S_STEALTH)
-       {
-               if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
-       }
-
-       /* Success */
-       return (TRUE);
-}
-
-/*!
- * @brief 地震処理(プレイヤーの中心発動) /
- * Induce an "earthquake" of the given radius at the given location.
- * @return 効力があった場合TRUEを返す
- * @param cy 中心Y座標
- * @param cx 中心X座標
- * @param r 効果半径
- */
-bool earthquake(POSITION cy, POSITION cx, POSITION r)
-{
-       return earthquake_aux(cy, cx, r, 0);
-}
-
 /*!
  * @brief ペット爆破処理 /
  * @return なし
@@ -3294,7 +2557,7 @@ bool activate_ty_curse(bool stop_ty, int *count)
                        if (!(*count))
                        {
                                msg_print(_("地面が揺れた...", "The ground trembles..."));
-                               earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
+                               earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10), 0);
                                if (!one_in_(6)) break;
                        }
                case 30: case 31:
@@ -3330,7 +2593,7 @@ bool activate_ty_curse(bool stop_ty, int *count)
                        (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
                        if (!one_in_(6)) break;
                case 7: case 8: case 9: case 18:
-                       (*count) += summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
+                       (*count) += summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
                        if (!one_in_(6)) break;
                case 10: case 11: case 12:
                        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..."));
@@ -3345,14 +2608,14 @@ bool activate_ty_curse(bool stop_ty, int *count)
                        {
                                msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
                                if (p_ptr->free_act)
-                                       set_paralyzed(p_ptr->paralyzed + randint1(3));
+                                       set_paralyzed(p_ptr, p_ptr->paralyzed + randint1(3));
                                else
-                                       set_paralyzed(p_ptr->paralyzed + randint1(13));
+                                       set_paralyzed(p_ptr, p_ptr->paralyzed + randint1(13));
                                stop_ty = TRUE;
                        }
                        if (!one_in_(6)) break;
                case 21: case 22: case 23:
-                       (void)do_dec_stat(randint0(6));
+                       (void)do_dec_stat(p_ptr, randint0(6));
                        if (!one_in_(6)) break;
                case 24:
                        msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
@@ -3374,7 +2637,7 @@ bool activate_ty_curse(bool stop_ty, int *count)
                        {
                                do
                                {
-                                       (void)do_dec_stat(i);
+                                       (void)do_dec_stat(p_ptr, i);
                                }
                                while (one_in_(2));
 
@@ -3424,51 +2687,51 @@ int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
                switch (randint1(25) + (current_floor_ptr->dun_level / 20))
                {
                        case 1: case 2:
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode, '\0');
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
                                break;
                        case 3: case 4:
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode, '\0');
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
                                break;
                        case 5: case 6:
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode, '\0');
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
                                break;
                        case 7: case 8:
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode, '\0');
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
                                break;
                        case 9: case 10:
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode, '\0');
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
                                break;
                        case 11: case 12:
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode, '\0');
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
                                break;
                        case 13: case 14:
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode, '\0');
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
                                break;
                        case 15: case 16:
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode, '\0');
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
                                break;
                        case 17:
                                if (can_pet) break;
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE), '\0');
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
                                break;
                        case 18: case 19:
                                if (can_pet) break;
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE), '\0');
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
                                break;
                        case 20: case 21:
                                if (!can_pet) mode |= PM_ALLOW_UNIQUE;
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode, '\0');
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
                                break;
                        case 22: case 23:
                                if (!can_pet) mode |= PM_ALLOW_UNIQUE;
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode, '\0');
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
                                break;
                        case 24:
-                               count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode, '\0');
+                               count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
                                break;
                        default:
                                if (!can_pet) mode |= PM_ALLOW_UNIQUE;
-                               count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode, '\0');
+                               count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
                }
        }
 
@@ -3501,7 +2764,7 @@ void wall_breaker(void)
        }
        else if (randint1(100) > 30)
        {
-               earthquake(p_ptr->y, p_ptr->x, 1);
+               earthquake(p_ptr->y, p_ptr->x, 1, 0);
        }
        else
        {
@@ -3880,12 +3143,12 @@ void ring_of_power(DIRECTION dir)
                sound(SOUND_EVIL);
 
                /* Decrease all stats (permanently) */
-               (void)dec_stat(A_STR, 50, TRUE);
-               (void)dec_stat(A_INT, 50, TRUE);
-               (void)dec_stat(A_WIS, 50, TRUE);
-               (void)dec_stat(A_DEX, 50, TRUE);
-               (void)dec_stat(A_CON, 50, TRUE);
-               (void)dec_stat(A_CHR, 50, TRUE);
+               (void)dec_stat(p_ptr, A_STR, 50, TRUE);
+               (void)dec_stat(p_ptr, A_INT, 50, TRUE);
+               (void)dec_stat(p_ptr, A_WIS, 50, TRUE);
+               (void)dec_stat(p_ptr, A_DEX, 50, TRUE);
+               (void)dec_stat(p_ptr, A_CON, 50, TRUE);
+               (void)dec_stat(p_ptr, A_CHR, 50, TRUE);
 
                /* Lose some experience (permanently) */
                p_ptr->exp -= (p_ptr->exp / 4);
@@ -3982,7 +3245,7 @@ void wild_magic(int spell)
                aggravate_monsters(0);
                break;
        case 26:
-               earthquake(p_ptr->y, p_ptr->x, 5);
+               earthquake(p_ptr->y, p_ptr->x, 5, 0);
                break;
        case 27:
        case 28:
@@ -4005,7 +3268,7 @@ void wild_magic(int spell)
        case 35:
                while (counter++ < 8)
                {
-                       (void)summon_specific(0, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET), '\0');
+                       (void)summon_specific(0, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET));
                }
                break;
        case 36:
@@ -4228,7 +3491,7 @@ void cast_wonder(DIRECTION dir)
        else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
        else if (die < 104)
        {
-               earthquake(p_ptr->y, p_ptr->x, 12);
+               earthquake(p_ptr->y, p_ptr->x, 12, 0);
        }
        else if (die < 106)
        {
@@ -4244,7 +3507,7 @@ void cast_wonder(DIRECTION dir)
                dispel_monsters(150);
                slow_monsters(plev);
                sleep_monsters(plev);
-               hp_player(300);
+               hp_player(p_ptr, 300);
        }
 }
 
@@ -4286,21 +3549,21 @@ void cast_invoke_spirits(DIRECTION dir)
                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!",
                        "Oh no! Mouldering forms rise from the earth around you!"));
 
-               (void)summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
+               (void)summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
                chg_virtue(V_UNLIFE, 1);
        }
        else if (die < 14)
        {
                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..."));
 
-               set_afraid(p_ptr->afraid + randint1(4) + 4);
+               set_afraid(p_ptr, p_ptr->afraid + randint1(4) + 4);
        }
        else if (die < 26)
        {
                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...",
                        "Your head is invaded by a horde of gibbering spectral voices..."));
 
-               set_confused(p_ptr->confused + randint1(4) + 4);
+               set_confused(p_ptr, p_ptr->confused + randint1(4) + 4);
        }
        else if (die < 31)
        {
@@ -4369,7 +3632,7 @@ void cast_invoke_spirits(DIRECTION dir)
        }
        else if (die < 104)
        {
-               earthquake(p_ptr->y, p_ptr->x, 12);
+               earthquake(p_ptr->y, p_ptr->x, 12, 0);
        }
        else if (die < 106)
        {
@@ -4388,7 +3651,7 @@ void cast_invoke_spirits(DIRECTION dir)
                dispel_monsters(150);
                slow_monsters(plev);
                sleep_monsters(plev);
-               hp_player(300);
+               hp_player(p_ptr, 300);
        }
 
        if (die < 31)
@@ -4446,7 +3709,7 @@ void cast_shuffle(void)
        else if (die < 14)
        {
                msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
-               summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
+               summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
        }
        else if (die < 18)
        {
@@ -4462,8 +3725,8 @@ void cast_shuffle(void)
        else if (die < 26)
        {
                msg_print(_("《愚者》だ。", "It's the Fool."));
-               do_dec_stat(A_INT);
-               do_dec_stat(A_WIS);
+               do_dec_stat(p_ptr, A_INT);
+               do_dec_stat(p_ptr, A_WIS);
        }
        else if (die < 30)
        {
@@ -4488,7 +3751,7 @@ void cast_shuffle(void)
        else if (die < 42)
        {
                msg_print(_("《正義》だ。", "It's Justice."));
-               set_blessed(p_ptr->lev, FALSE);
+               set_blessed(p_ptr, p_ptr->lev, FALSE);
        }
        else if (die < 47)
        {
@@ -4514,7 +3777,7 @@ void cast_shuffle(void)
        {
                msg_print(_("《塔》だ。", "It's the Tower."));
 
-               earthquake(p_ptr->y, p_ptr->x, 5);
+               earthquake(p_ptr->y, p_ptr->x, 5, 0);
        }
        else if (die < 82)
        {
@@ -4620,7 +3883,7 @@ bool_hack vampirism(void)
        {
                if (p_ptr->food < PY_FOOD_FULL)
                        /* No heal if we are "full" */
-                       (void)hp_player(dummy);
+                       (void)hp_player(p_ptr, dummy);
                else
                        msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
 
@@ -4687,7 +3950,7 @@ bool psychometry(void)
        q = _("どのアイテムを調べますか?", "Meditate on which item? ");
        s = _("調べるアイテムがありません。", "You have nothing appropriate.");
 
-       o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+       o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
        if (!o_ptr) return (FALSE);
 
        /* It is fully known, no information needed */
@@ -5029,7 +4292,7 @@ bool comvert_mp_to_hp(player_type *creature_ptr)
        if (creature_ptr->csp >= creature_ptr->lev / 5)
        {
                creature_ptr->csp -= creature_ptr->lev / 5;
-               hp_player(creature_ptr->lev);
+               hp_player(p_ptr, creature_ptr->lev);
        }
        else
        {
@@ -5138,7 +4401,7 @@ bool rodeo(player_type *creature_ptr)
        if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
        if (rlev > 60) rlev = 60 + (rlev - 60) / 2;
        if ((randint1(creature_ptr->skill_exp[GINOU_RIDING] / 120 + creature_ptr->lev * 2 / 3) > rlev)
-               && one_in_(2) && !creature_ptr->inside_arena && !creature_ptr->inside_battle
+               && one_in_(2) && !creature_ptr->inside_arena && !creature_ptr->phase_out
                && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
                && (rlev < creature_ptr->lev * 3 / 2 + randint0(creature_ptr->lev / 5)))
        {