*/
#include "angband.h"
+#include "cmd-pet.h"
#include "grid.h"
#include "trap.h"
#include "monsterrace-hook.h"
#include "melee.h"
#include "world.h"
#include "projection.h"
+#include "spells-summon.h"
+#include "mutation.h"
+#include "quest.h"
+#include "avatar.h"
+#include "spells-status.h"
+#include "realm-hex.h"
/*!
* @brief プレイヤー周辺の地形を感知する
{
POSITION x, y;
bool detect = FALSE;
- cave_type *c_ptr;
+ grid_type *c_ptr;
- if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
+ if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
/* Scan the current panel */
for (y = 1; y < cur_hgt - 1; y++)
bool detect = FALSE;
- if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
+ if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range2 /= 3;
/* Scan objects */
for (i = 1; i < o_max; i++)
bool detect = FALSE;
- if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
+ if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range2 /= 3;
/* Scan objects */
for (i = 1; i < o_max; i++)
bool detect = FALSE;
- if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
+ if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
/* Scan all objects */
for (i = 1; i < o_max; i++)
POSITION y, x;
bool flag = FALSE;
- if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
+ if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
for (i = 1; i < m_max; i++)
{
POSITION y, x;
bool flag = FALSE;
- if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
+ if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
for (i = 1; i < m_max; i++)
{
POSITION y, x;
bool flag = FALSE;
- if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
+ if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
for (i = 1; i < m_max; i++)
{
POSITION y, x;
bool flag = FALSE;
- if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
+ if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
for (i = 1; i < m_max; i++)
{
POSITION y, x;
bool flag = FALSE;
- if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
+ if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
for (i = 1; i < m_max; i++)
{
POSITION y, x;
bool flag = FALSE;
- if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
+ if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
for (i = 1; i < m_max; i++)
{
bool flag = FALSE;
concptr desc_monsters = _("変なモンスター", "weird monsters");
- if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
+ if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
for (i = 1; i < m_max; i++)
{
return (project_all_los(GF_DISP_ALL, dam));
}
+bool cleansing_nova(player_type *creature_ptr, bool magic, bool powerful)
+{
+ bool ident = FALSE;
+ 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_stun(0)) ident = TRUE;
+ if (set_cut(0)) ident = TRUE;
+ return ident;
+}
+
+bool unleash_mana_storm(player_type *creature_ptr, bool powerful)
+{
+ msg_print(_("強力な魔力が敵を引き裂いた!", "Mighty magics rend your enemies!"));
+ project(0, (powerful ? 7 : 5), creature_ptr->y, creature_ptr->x,
+ (randint1(200) + (powerful ? 500 : 300)) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
+ if ((creature_ptr->pclass != CLASS_MAGE) && (creature_ptr->pclass != CLASS_HIGH_MAGE) && (creature_ptr->pclass != CLASS_SORCERER) && (creature_ptr->pclass != CLASS_MAGIC_EATER) && (creature_ptr->pclass != CLASS_BLUE_MAGE))
+ {
+ (void)take_hit(DAMAGE_NOESCAPE, 50, _("コントロールし難い強力な魔力の解放", "unleashing magics too mighty to control"), -1);
+ }
+ return TRUE;
+}
+
/*!
* @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
* @return 効力があった場合TRUEを返す
void aggravate_monsters(MONSTER_IDX who)
{
MONSTER_IDX i;
- bool sleep = FALSE;
- bool speed = FALSE;
+ bool sleep = FALSE;
+ bool speed = FALSE;
/* Aggravate everyone nearby */
for (i = 1; i < m_max; i++)
else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
-
else
{
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
/* Prevent genocide in quest levels */
if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
{
+ msg_print(_("何も起きないようだ……", "It seems nothing happen here..."));
return (FALSE);
}
else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
else align = _("中立", "neutral");
- /* Describe the monster */
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:"),
m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
{
POSITION y, x;
int k, t;
- cave_type *c_ptr;
+ grid_type *c_ptr;
bool flag = FALSE;
/* Prevent destruction of quest levels and town */
}
}
- /* Delete objects */
delete_object(y, x);
/* Destroy "non-permanent" grids */
else
{
/* Create floor */
- cave_set_feat(y, x, floor_type[randint0(100)]);
+ cave_set_feat(y, x, feat_ground_type[randint0(100)]);
}
}
else /* In generation */
c_ptr = &cave[y][x];
if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
- else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
+ else if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
{
- int i, yy, xx;
- cave_type *cc_ptr;
+ DIRECTION i;
+ POSITION yy, xx;
+ grid_type *cc_ptr;
for (i = 0; i < 9; i++)
{
forget_flow();
/* Mega-Hack -- Forget the view and lite */
- p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
-
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
-
+ 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)
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;
- cave_type *c_ptr;
- bool map[32][32];
-
+ int damage = 0;
+ int sn = 0;
+ POSITION sy = 0, sx = 0;
+ bool hurt = FALSE;
+ grid_type *c_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)) || !dun_level)
if (distance(cy, cx, yy, xx) > r) continue;
c_ptr = &cave[yy][xx];
- /* Lose room and vault */
+ /* Lose room and vault / Lose light and knowledge */
c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
-
- /* Lose light and knowledge */
c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
/* Skip the epicenter */
}
}
- /* Describe the monster */
monster_desc(m_name, m_ptr, 0);
/* Scream in pain */
/* Skip unaffected grids */
if (!map[16+yy-cy][16+xx-cx]) continue;
- /* Access the cave grid */
c_ptr = &cave[yy][xx];
/* Paranoia -- never affect player */
/* Destroy location (if valid) */
if (cave_valid_bold(yy, xx))
{
- /* Delete objects */
delete_object(yy, xx);
/* Wall (or floor) type */
else
{
/* Create floor */
- cave_set_feat(yy, xx, floor_type[randint0(100)]);
+ cave_set_feat(yy, xx, feat_ground_type[randint0(100)]);
}
}
}
}
-
/* Process "re-glowing" */
for (dy = -r; dy <= r; dy++)
{
c_ptr = &cave[yy][xx];
if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
- else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
+ else if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
{
- int ii, yyy, xxx;
- cave_type *cc_ptr;
+ DIRECTION ii;
+ POSITION yyy, xxx;
+ grid_type *cc_ptr;
for (ii = 0; ii < 9; ii++)
{
}
}
-
/* Mega-Hack -- Forget the view and lite */
- p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
-
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
-
- /* Update the health bar */
- p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
-
- p_ptr->redraw |= (PR_MAP);
-
+ 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)
continue;
}
dam = m_ptr->maxhp / 2;
- if (dam > 100) dam = (dam-100)/2 + 100;
- if (dam > 400) dam = (dam-400)/2 + 400;
+ if (dam > 100) dam = (dam - 100) / 2 + 100;
+ if (dam > 400) dam = (dam - 400) / 2 + 400;
if (dam > 800) dam = 800;
- project(i, 2+(r_ptr->level/20), m_ptr->fy,
- m_ptr->fx, dam, GF_PLASMA,
+ project(i, 2 + (r_ptr->level / 20), m_ptr->fy, m_ptr->fx, dam, GF_PLASMA,
PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
if (record_named_pet && m_ptr->nickname)
POSITION y = temp_y[i];
POSITION x = temp_x[i];
- cave_type *c_ptr = &cave[y][x];
+ grid_type *c_ptr = &cave[y][x];
/* No longer in the array */
c_ptr->info &= ~(CAVE_TEMP);
}
}
- /* Note */
note_spot(y, x);
-
lite_spot(y, x);
-
update_local_illumination(y, x);
}
POSITION x = temp_x[i];
int j;
- cave_type *c_ptr = &cave[y][x];
+ grid_type *c_ptr = &cave[y][x];
bool do_dark = !is_mirror_grid(c_ptr);
/* No longer in the array */
{
for (j = 0; j < 9; j++)
{
- int by = y + ddy_ddd[j];
- int bx = x + ddx_ddd[j];
+ POSITION by = y + ddy_ddd[j];
+ POSITION bx = x + ddx_ddd[j];
if (in_bounds2(by, bx))
{
- cave_type *cc_ptr = &cave[by][bx];
+ grid_type *cc_ptr = &cave[by][bx];
if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
{
{
/* Forget the grid */
if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
-
note_spot(y, x);
}
}
lite_spot(y, x);
-
update_local_illumination(y, x);
}
}
*/
static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pass_bold)(POSITION, POSITION))
{
- cave_type *c_ptr;
+ grid_type *c_ptr;
/* Get the grid */
c_ptr = &cave[y][x];
cave_temp_room_unlite();
}
+bool starlight(bool magic)
+{
+ HIT_POINT num = damroll(5, 3);
+ POSITION y = 0, x = 0;
+ int k;
+ int attempts;
+
+ if (!p_ptr->blind && !magic)
+ {
+ msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly..."));
+ }
+ for (k = 0; k < num; k++)
+ {
+ attempts = 1000;
+
+ while (attempts--)
+ {
+ scatter(&y, &x, p_ptr->y, p_ptr->x, 4, PROJECT_LOS);
+ if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
+ if (!player_bold(y, x)) break;
+ }
+
+ project(0, 0, y, x, damroll(6 + p_ptr->lev / 8, 10), GF_LITE_WEAK,
+ (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL | PROJECT_LOS), -1);
+ }
+ return TRUE;
+}
+
/*!
{
BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
- if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
+ if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
{
msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
return FALSE;
}
- /* Hack -- Message */
if (!p_ptr->blind)
{
msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
/* Hook into the "project()" function */
(void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1);
- /* Lite up the room */
lite_room(p_ptr->y, p_ptr->x);
/* Assume seen */
/* Hook into the "project()" function */
(void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1);
- /* Lite up the room */
unlite_room(p_ptr->y, p_ptr->x);
/* Assume seen */
* @param dev 回数分散
* @return 作用が実際にあった場合TRUEを返す
*/
-bool fire_blast(EFFECT_ID typ, DIRECTION dir, int dd, int ds, int num, int dev)
+bool fire_blast(EFFECT_ID typ, DIRECTION dir, DICE_NUMBER dd, DICE_SID ds, int num, int dev)
{
POSITION ly, lx;
int ld;
bool teleport_swap(DIRECTION dir)
{
POSITION tx, ty;
- cave_type* c_ptr;
+ grid_type* c_ptr;
monster_type* m_ptr;
monster_race* r_ptr;
if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
{
msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
-
- /* Failure */
return FALSE;
}
if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10))
{
msg_print(_("失敗した。", "Failed to swap."));
-
- /* Failure */
return FALSE;
}
if (r_ptr->flagsr & RFR_RES_TELE)
{
msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
-
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
-
- /* Failure */
return FALSE;
}
/*!
- * @brief 指定方向に飛び道具を飛ばす(フラグ任意指定) / Hack -- apply a "projection()" in a direction (or at the target)
+ * @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)
* @param typ 効果属性
* @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)
* @param dam 威力
*/
bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
{
- int tx, ty;
+ POSITION tx, ty;
/* Pass through the target if needed */
flg |= (PROJECT_THRU);
return (project_hook(GF_KILL_TRAP, dir, 0, flg));
}
-/*!
- * @brief モンスター回復処理
- * @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)
- * @param dam 威力
- * @return 作用が実際にあった場合TRUEを返す
- */
-bool heal_monster(DIRECTION dir, HIT_POINT dam)
-{
- BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_OLD_HEAL, dir, dam, flg));
-}
-
-/*!
- * @brief モンスター加速処理
- * @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)
- * @param power 効力
- * @return 作用が実際にあった場合TRUEを返す
- */
-bool speed_monster(DIRECTION dir, int power)
-{
- BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_OLD_SPEED, dir, power, flg));
-}
-
-/*!
- * @brief モンスター減速処理
- * @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)
- * @param power 効力
- * @return 作用が実際にあった場合TRUEを返す
- */
-bool slow_monster(DIRECTION dir, int power)
-{
- BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_OLD_SLOW, dir, power, flg));
-}
-
-/*!
- * @brief モンスター催眠処理
- * @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)
- * @param power 効力
- * @return 作用が実際にあった場合TRUEを返す
- */
-bool sleep_monster(DIRECTION dir, int power)
-{
- BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_OLD_SLEEP, dir, power, flg));
-}
-
-/*!
- * @brief モンスター拘束(STASIS)処理
- * @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)
- * @return 作用が実際にあった場合TRUEを返す
- * @details 威力はプレイヤーレベル*2に固定
- */
-bool stasis_monster(DIRECTION dir)
-{
- return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
-}
-
-/*!
- * @brief 邪悪なモンスター拘束(STASIS)処理
- * @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)
- * @return 作用が実際にあった場合TRUEを返す
- * @details 威力はプレイヤーレベル*2に固定
- */
-bool stasis_evil(DIRECTION dir)
-{
- return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
-}
-
-/*!
- * @brief モンスター混乱処理
- * @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)
- * @param plev プレイヤーレベル(=効力)
- * @return 作用が実際にあった場合TRUEを返す
- */
-bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev)
-{
- BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_OLD_CONF, dir, plev, flg));
-}
-
-/*!
- * @brief モンスター朦朧処理
- * @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)
- * @param plev プレイヤーレベル(=効力)
- * @return 作用が実際にあった場合TRUEを返す
- */
-bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev)
-{
- BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_STUN, dir, plev, flg));
-}
-
-/*!
- * @brief チェンジモンスター処理
- * @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)
- * @param power 効力
- * @return 作用が実際にあった場合TRUEを返す
- */
-bool poly_monster(DIRECTION dir, int power)
-{
- BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
- if (tester)
- chg_virtue(V_CHANCE, 1);
- return(tester);
-}
-
-/*!
- * @brief クローンモンスター処理
- * @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)
- * @return 作用が実際にあった場合TRUEを返す
- */
-bool clone_monster(DIRECTION dir)
-{
- BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_OLD_CLONE, dir, 0, flg));
-}
-
-/*!
- * @brief モンスター恐慌処理
- * @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)
- * @param plev プレイヤーレベル(=効力)
- * @return 作用が実際にあった場合TRUEを返す
- */
-bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev)
-{
- BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_TURN_ALL, dir, plev, flg));
-}
/*!
* @brief 死の光線処理
bool wall_stone(void)
{
BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
-
bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
-
p_ptr->update |= (PU_FLOW);
-
p_ptr->redraw |= (PR_MAP);
-
return dummy;
}
*/
bool activate_ty_curse(bool stop_ty, int *count)
{
- int i = 0;
-
+ int i = 0;
BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
do
return count;
}
-
-/*!
- * @brief サイバーデーモンの召喚
- * @param who 召喚主のモンスターID(0ならばプレイヤー)
- * @param y 召喚位置Y座標
- * @param x 召喚位置X座標
- * @return 作用が実際にあった場合TRUEを返す
- */
-int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x)
-{
- int i;
- int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
- int count = 0;
- BIT_FLAGS mode = PM_ALLOW_GROUP;
-
- /* Summoned by a monster */
- if (who > 0)
- {
- monster_type *m_ptr = &m_list[who];
- if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
- }
-
- if (max_cyber > 4) max_cyber = 4;
-
- for (i = 0; i < max_cyber; i++)
- {
- count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode, '\0');
- }
-
- return count;
-}
-
/*!
* @brief 周辺破壊効果(プレイヤー中心)
* @return 作用が実際にあった場合TRUEを返す
case 3:
{
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."));
-
- /* Dispel monsters */
dispel_monsters(1000);
-
break;
}
case 5:
case 6:
{
- /* Mana Ball */
fire_ball(GF_MANA, dir, 600, 3);
-
break;
}
case 9:
case 10:
{
- /* Mana Bolt */
fire_bolt(GF_MANA, dir, 500);
-
break;
}
}
else if (die < 111)
{
msg_print(_("《審判》だ。", "It's the Judgement."));
- do_cmd_rerate(FALSE);
+ roll_hitdice(0L);
lose_all_mutations();
}
else if (die < 120)
}
}
-bool_hack life_stream(bool_hack message, bool_hack virtue_change)
-{
- if(virtue_change)
- {
- chg_virtue(V_VITALITY, 1);
- chg_virtue(V_UNLIFE, -5);
- }
- if(message)
- {
- msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
- }
- restore_level();
- (void)set_poisoned(0);
- (void)set_blind(0);
- (void)set_confused(0);
- (void)set_image(0);
- (void)set_stun(0);
- (void)set_cut(0);
- (void)restore_all_status();
- (void)set_shero(0, TRUE);
- handle_stuff();
- hp_player(5000);
-
- return TRUE;
-}
-
-bool_hack heroism(int base)
-{
- bool_hack ident = FALSE;
- if(set_afraid(0)) ident = TRUE;
- if(set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
- if(hp_player(10)) ident = TRUE;
- return ident;
-}
-
-bool_hack berserk(int base)
-{
- bool_hack ident = FALSE;
- if (set_afraid(0)) ident = TRUE;
- if (set_shero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
- if (hp_player(30)) ident = TRUE;
- return ident;
-}
-
-bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
-{
- bool_hack ident = FALSE;
- if (hp_player(damroll(dice, sides))) ident = TRUE;
- if (set_blind(0)) ident = TRUE;
- if (set_cut(p_ptr->cut - 10)) ident = TRUE;
- if (set_shero(0, TRUE)) ident = TRUE;
- return ident;
-}
-
-bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
-{
- bool_hack ident = FALSE;
- if (hp_player(damroll(dice, sides))) ident = TRUE;
- if (set_blind(0)) ident = TRUE;
- if (set_confused(0)) ident = TRUE;
- if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
- if (set_shero(0, TRUE)) ident = TRUE;
- return ident;
-}
-
-bool_hack cure_critical_wounds(HIT_POINT pow)
-{
- bool_hack ident = FALSE;
- if (hp_player(pow)) ident = TRUE;
- if (set_blind(0)) ident = TRUE;
- if (set_confused(0)) ident = TRUE;
- if (set_poisoned(0)) ident = TRUE;
- if (set_stun(0)) ident = TRUE;
- if (set_cut(0)) ident = TRUE;
- if (set_shero(0, TRUE)) ident = TRUE;
- return ident;
-}
-
-bool_hack true_healing(HIT_POINT pow)
-{
- bool_hack ident = FALSE;
- if (hp_player(pow)) ident = TRUE;
- if (set_blind(0)) ident = TRUE;
- if (set_confused(0)) ident = TRUE;
- if (set_poisoned(0)) ident = TRUE;
- if (set_stun(0)) ident = TRUE;
- if (set_cut(0)) ident = TRUE;
- if (set_image(0)) ident = TRUE;
- return ident;
-}
-
-bool_hack restore_mana(bool_hack magic_eater)
-{
- bool_hack ident = FALSE;
-
- if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
- {
- int i;
- for (i = 0; i < EATER_EXT * 2; i++)
- {
- p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
- if (p_ptr->magic_num1[i] > p_ptr->magic_num2[i] * EATER_CHARGE) p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
- }
- for (; i < EATER_EXT * 3; i++)
- {
- KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
- p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_ROD_CHARGE / 3)*k_info[k_idx].pval;
- if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
- }
- msg_print(_("頭がハッキリとした。", "You feel your head clear."));
- p_ptr->window |= (PW_PLAYER);
- ident = TRUE;
- }
- else if (p_ptr->csp < p_ptr->msp)
- {
- p_ptr->csp = p_ptr->msp;
- p_ptr->csp_frac = 0;
- msg_print(_("頭がハッキリとした。", "You feel your head clear."));
- p_ptr->redraw |= (PR_MANA);
- p_ptr->window |= (PW_PLAYER);
- p_ptr->window |= (PW_SPELL);
- ident = TRUE;
- }
-
- return ident;
-}
-
-bool restore_all_status(void)
-{
- bool ident = FALSE;
- if (do_res_stat(A_STR)) ident = TRUE;
- if (do_res_stat(A_INT)) ident = TRUE;
- if (do_res_stat(A_WIS)) ident = TRUE;
- if (do_res_stat(A_DEX)) ident = TRUE;
- if (do_res_stat(A_CON)) ident = TRUE;
- if (do_res_stat(A_CHR)) ident = TRUE;
- return ident;
-}
-
/*!
* @brief 口を使う継続的な処理を中断する
* @return なし
DIRECTION dir;
POSITION x, y;
int dummy;
- cave_type *c_ptr;
+ grid_type *c_ptr;
- if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
+ if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
{
msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
return FALSE;
bool psychometry(void)
{
OBJECT_IDX item;
- object_type *o_ptr;
+ object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
byte feel;
concptr q, s;
#endif
- /* We have "felt" it */
o_ptr->ident |= (IDENT_SENSE);
-
- /* "Inscribe" it */
o_ptr->feeling = feel;
-
- /* Player touches it */
o_ptr->marked |= OM_TOUCHED;
- /* Combine / Reorder the pack (later) */
p_ptr->update |= (PU_COMBINE | PU_REORDER);
-
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
/* Valid "tval" codes */
/* Something happened */
return (TRUE);
}
+
+
+bool draconian_breath(player_type *creature_ptr)
+{
+ DIRECTION dir;
+ int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
+ concptr Type_desc = ((Type == GF_COLD) ? _("冷気", "cold") : _("炎", "fire"));
+
+ if (!get_aim_dir(&dir)) return FALSE;
+
+ if (randint1(100) < creature_ptr->lev)
+ {
+ switch (creature_ptr->pclass)
+ {
+ case CLASS_WARRIOR:
+ case CLASS_BERSERKER:
+ case CLASS_RANGER:
+ case CLASS_TOURIST:
+ case CLASS_IMITATOR:
+ case CLASS_ARCHER:
+ case CLASS_SMITH:
+ if (one_in_(3))
+ {
+ Type = GF_MISSILE;
+ Type_desc = _("エレメント", "the elements");
+ }
+ else
+ {
+ Type = GF_SHARDS;
+ Type_desc = _("破片", "shards");
+ }
+ break;
+ case CLASS_MAGE:
+ case CLASS_WARRIOR_MAGE:
+ case CLASS_HIGH_MAGE:
+ case CLASS_SORCERER:
+ case CLASS_MAGIC_EATER:
+ case CLASS_RED_MAGE:
+ case CLASS_BLUE_MAGE:
+ case CLASS_MIRROR_MASTER:
+ if (one_in_(3))
+ {
+ Type = GF_MANA;
+ Type_desc = _("魔力", "mana");
+ }
+ else
+ {
+ Type = GF_DISENCHANT;
+ Type_desc = _("劣化", "disenchantment");
+ }
+ break;
+ case CLASS_CHAOS_WARRIOR:
+ if (!one_in_(3))
+ {
+ Type = GF_CONFUSION;
+ Type_desc = _("混乱", "confusion");
+ }
+ else
+ {
+ Type = GF_CHAOS;
+ Type_desc = _("カオス", "chaos");
+ }
+ break;
+ case CLASS_MONK:
+ case CLASS_SAMURAI:
+ case CLASS_FORCETRAINER:
+ if (!one_in_(3))
+ {
+ Type = GF_CONFUSION;
+ Type_desc = _("混乱", "confusion");
+ }
+ else
+ {
+ Type = GF_SOUND;
+ Type_desc = _("轟音", "sound");
+ }
+ break;
+ case CLASS_MINDCRAFTER:
+ if (!one_in_(3))
+ {
+ Type = GF_CONFUSION;
+ Type_desc = _("混乱", "confusion");
+ }
+ else
+ {
+ Type = GF_PSI;
+ Type_desc = _("精神エネルギー", "mental energy");
+ }
+ break;
+ case CLASS_PRIEST:
+ case CLASS_PALADIN:
+ if (one_in_(3))
+ {
+ Type = GF_HELL_FIRE;
+ Type_desc = _("地獄の劫火", "hellfire");
+ }
+ else
+ {
+ Type = GF_HOLY_FIRE;
+ Type_desc = _("聖なる炎", "holy fire");
+ }
+ break;
+ case CLASS_ROGUE:
+ case CLASS_NINJA:
+ if (one_in_(3))
+ {
+ Type = GF_DARK;
+ Type_desc = _("暗黒", "darkness");
+ }
+ else
+ {
+ Type = GF_POIS;
+ Type_desc = _("毒", "poison");
+ }
+ break;
+ case CLASS_BARD:
+ if (!one_in_(3))
+ {
+ Type = GF_SOUND;
+ Type_desc = _("轟音", "sound");
+ }
+ else
+ {
+ Type = GF_CONFUSION;
+ Type_desc = _("混乱", "confusion");
+ }
+ break;
+ }
+ }
+
+ stop_mouth();
+ msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
+
+ fire_breath(Type, dir, creature_ptr->lev * 2, (creature_ptr->lev / 15) + 1);
+ return TRUE;
+}
+
+bool android_inside_weapon(player_type *creature_ptr)
+{
+ DIRECTION dir;
+ if (!get_aim_dir(&dir)) return FALSE;
+ if (creature_ptr->lev < 10)
+ {
+ msg_print(_("レイガンを発射した。", "You fire your ray gun."));
+ fire_bolt(GF_MISSILE, dir, (creature_ptr->lev + 1) / 2);
+ }
+ else if (creature_ptr->lev < 25)
+ {
+ msg_print(_("ブラスターを発射した。", "You fire your blaster."));
+ fire_bolt(GF_MISSILE, dir, creature_ptr->lev);
+ }
+ else if (creature_ptr->lev < 35)
+ {
+ msg_print(_("バズーカを発射した。", "You fire your bazooka."));
+ fire_ball(GF_MISSILE, dir, creature_ptr->lev * 2, 2);
+ }
+ else if (creature_ptr->lev < 45)
+ {
+ msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
+ fire_beam(GF_MISSILE, dir, creature_ptr->lev * 2);
+ }
+ else
+ {
+ msg_print(_("ロケットを発射した。", "You fire a rocket."));
+ fire_rocket(GF_ROCKET, dir, creature_ptr->lev * 5, 2);
+ }
+ return TRUE;
+}
+
+bool create_ration(player_type *crature_ptr)
+{
+ object_type *q_ptr;
+ object_type forge;
+ q_ptr = &forge;
+
+ /* Create the food ration */
+ object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
+
+ /* Drop the object from heaven */
+ (void)drop_near(q_ptr, -1, crature_ptr->y, crature_ptr->x);
+ msg_print(_("食事を料理して作った。", "You cook some food."));
+ return TRUE;
+}
+
+void hayagake(player_type *creature_ptr)
+{
+ if (creature_ptr->action == ACTION_HAYAGAKE)
+ {
+ set_action(ACTION_NONE);
+ }
+ else
+ {
+ grid_type *c_ptr = &cave[creature_ptr->y][creature_ptr->x];
+ feature_type *f_ptr = &f_info[c_ptr->feat];
+
+ if (!have_flag(f_ptr->flags, FF_PROJECT) ||
+ (!creature_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
+ {
+ msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
+ }
+ else
+ {
+ set_action(ACTION_HAYAGAKE);
+ }
+ }
+ creature_ptr->energy_use = 0;
+}
+
+bool double_attack(player_type *creature_ptr)
+{
+ DIRECTION dir;
+ POSITION x, y;
+
+ if (!get_rep_dir(&dir, FALSE)) return FALSE;
+ y = creature_ptr->y + ddy[dir];
+ x = creature_ptr->x + ddx[dir];
+ if (cave[y][x].m_idx)
+ {
+ if (one_in_(3))
+ 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!!!",
+ "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
+ else if(one_in_(2))
+ 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!!!",
+ "Mudamudamudamudamudamudamudamudamudamudamudamudamuda!!!!"));
+ else
+ 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!!!",
+ "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
+
+ py_attack(y, x, 0);
+ if (cave[y][x].m_idx)
+ {
+ handle_stuff();
+ py_attack(y, x, 0);
+ }
+ creature_ptr->energy_need += ENERGY_NEED();
+ }
+ else
+ {
+ 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"));
+ msg_print(NULL);
+ }
+ return TRUE;
+}
+
+bool comvert_hp_to_mp(player_type *creature_ptr)
+{
+ int gain_sp = take_hit(DAMAGE_USELIFE, creature_ptr->lev, _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
+ if (gain_sp)
+ {
+ creature_ptr->csp += gain_sp;
+ if (creature_ptr->csp > creature_ptr->msp)
+ {
+ creature_ptr->csp = creature_ptr->msp;
+ creature_ptr->csp_frac = 0;
+ }
+ }
+ else
+ {
+ msg_print(_("変換に失敗した。", "You failed to convert."));
+ }
+ creature_ptr->redraw |= (PR_HP | PR_MANA);
+ return TRUE;
+}
+
+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);
+ }
+ else
+ {
+ msg_print(_("変換に失敗した。", "You failed to convert."));
+ }
+ creature_ptr->redraw |= (PR_HP | PR_MANA);
+ return TRUE;
+}
+
+bool demonic_breath(player_type *creature_ptr)
+{
+ DIRECTION dir;
+ int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
+ if (!get_aim_dir(&dir)) return FALSE;
+ stop_mouth();
+ 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")));
+ fire_breath(type, dir, creature_ptr->lev * 3, (creature_ptr->lev / 15) + 1);
+ return TRUE;
+}
+
+bool mirror_concentration(player_type *creature_ptr)
+{
+ if (total_friends)
+ {
+ msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
+ return FALSE;
+ }
+ if (is_mirror_grid(&cave[creature_ptr->y][creature_ptr->x]))
+ {
+ msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
+
+ creature_ptr->csp += (5 + creature_ptr->lev * creature_ptr->lev / 100);
+ if (creature_ptr->csp >= creature_ptr->msp)
+ {
+ creature_ptr->csp = creature_ptr->msp;
+ creature_ptr->csp_frac = 0;
+ }
+ creature_ptr->redraw |= (PR_MANA);
+ }
+ else
+ {
+ msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
+ }
+ return TRUE;
+}
+
+bool sword_dancing(player_type *creature_ptr)
+{
+ DIRECTION dir;
+ POSITION y = 0, x = 0;
+ int i;
+ grid_type *c_ptr;
+
+ for (i = 0; i < 6; i++)
+ {
+ dir = randint0(8);
+ y = creature_ptr->y + ddy_ddd[dir];
+ x = creature_ptr->x + ddx_ddd[dir];
+ c_ptr = &cave[y][x];
+
+ /* Hack -- attack monsters */
+ if (c_ptr->m_idx)
+ py_attack(y, x, 0);
+ else
+ {
+ msg_print(_("攻撃が空をきった。", "You attack the empty air."));
+ }
+ }
+ return TRUE;
+}
+
+bool confusing_light(player_type *creature_ptr)
+{
+ msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
+ slow_monsters(creature_ptr->lev);
+ stun_monsters(creature_ptr->lev * 4);
+ confuse_monsters(creature_ptr->lev * 4);
+ turn_monsters(creature_ptr->lev * 4);
+ stasis_monsters(creature_ptr->lev * 4);
+ return TRUE;
+}
+
+bool rodeo(player_type *creature_ptr)
+{
+ GAME_TEXT m_name[MAX_NLEN];
+ monster_type *m_ptr;
+ monster_race *r_ptr;
+ int rlev;
+
+ if (creature_ptr->riding)
+ {
+ msg_print(_("今は乗馬中だ。", "You ARE riding."));
+ return FALSE;
+ }
+ if (!do_riding(TRUE)) return TRUE;
+
+ m_ptr = &m_list[creature_ptr->riding];
+ r_ptr = &r_info[m_ptr->r_idx];
+ monster_desc(m_name, m_ptr, 0);
+ msg_format(_("%sに乗った。", "You ride on %s."), m_name);
+
+ if (is_pet(m_ptr)) return TRUE;
+
+ rlev = r_ptr->level;
+
+ 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
+ && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
+ && (rlev < creature_ptr->lev * 3 / 2 + randint0(creature_ptr->lev / 5)))
+ {
+ msg_format(_("%sを手なずけた。", "You tame %s."), m_name);
+ set_pet(m_ptr);
+ }
+ else
+ {
+ msg_format(_("%sに振り落とされた!", "You have thrown off by %s."), m_name);
+ rakuba(1, TRUE);
+
+ /* Paranoia */
+ /* 落馬処理に失敗してもとにかく乗馬解除 */
+ creature_ptr->riding = 0;
+ }
+ return TRUE;
+}
+
+bool clear_mind(player_type *creature_ptr)
+{
+ if (total_friends)
+ {
+ msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
+ return FALSE;
+ }
+ msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
+
+ creature_ptr->csp += (3 + creature_ptr->lev / 20);
+ if (creature_ptr->csp >= creature_ptr->msp)
+ {
+ creature_ptr->csp = creature_ptr->msp;
+ creature_ptr->csp_frac = 0;
+ }
+ creature_ptr->redraw |= (PR_MANA);
+ return TRUE;
+}
+
+bool concentration(player_type *creature_ptr)
+{
+ int max_csp = MAX(creature_ptr->msp * 4, creature_ptr->lev * 5 + 5);
+
+ if (total_friends)
+ {
+ msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
+ return FALSE;
+ }
+ if (creature_ptr->special_defense & KATA_MASK)
+ {
+ msg_print(_("今は構えに集中している。", "You need concentration on your form."));
+ return FALSE;
+ }
+ msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
+
+ creature_ptr->csp += creature_ptr->msp / 2;
+ if (creature_ptr->csp >= max_csp)
+ {
+ creature_ptr->csp = max_csp;
+ creature_ptr->csp_frac = 0;
+ }
+ creature_ptr->redraw |= (PR_MANA);
+ return TRUE;
+}