X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fspells2.c;h=189f447610b7374501e0dea4da62102951ed8363;hb=471fee03ffb2a8bf5e33fd9993543ebec2e36f9a;hp=97a9847a242a93662efcd731389774d83b771ebb;hpb=9d5e2343df732562952d08fe1be0f5ba050872ff;p=hengband%2Fhengband.git diff --git a/src/spells2.c b/src/spells2.c index 97a9847a2..189f44761 100644 --- a/src/spells2.c +++ b/src/spells2.c @@ -12,9 +12,20 @@ */ #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 @@ -25,11 +36,11 @@ */ static bool detect_feat_flag(POSITION range, int flag, bool known) { - int x, y; + POSITION x, y; bool detect = FALSE; cave_type *c_ptr; - if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3; + if (d_info[dungeon_idx].flags1 & DF1_DARKNESS) range /= 3; /* Scan the current panel */ for (y = 1; y < cur_hgt - 1; y++) @@ -155,12 +166,13 @@ bool detect_treasure(POSITION range) */ bool detect_objects_gold(POSITION range) { - int i, y, x; + OBJECT_IDX i; + POSITION y, x; POSITION range2 = range; bool detect = FALSE; - if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3; + if (d_info[dungeon_idx].flags1 & DF1_DARKNESS) range2 /= 3; /* Scan objects */ for (i = 1; i < o_max; i++) @@ -209,12 +221,13 @@ bool detect_objects_gold(POSITION range) */ bool detect_objects_normal(POSITION range) { - int i, y, x; + OBJECT_IDX i; + POSITION y, x; POSITION range2 = range; bool detect = FALSE; - if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3; + if (d_info[dungeon_idx].flags1 & DF1_DARKNESS) range2 /= 3; /* Scan objects */ for (i = 1; i < o_max; i++) @@ -271,11 +284,13 @@ bool detect_objects_normal(POSITION range) */ bool detect_objects_magic(POSITION range) { - int i, y, x, tv; + OBJECT_TYPE_VALUE tv; + OBJECT_IDX i; + POSITION y, x; bool detect = FALSE; - if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3; + if (d_info[dungeon_idx].flags1 & DF1_DARKNESS) range /= 3; /* Scan all objects */ for (i = 1; i < o_max; i++) @@ -348,12 +363,10 @@ bool detect_monsters_normal(POSITION range) { MONSTER_IDX i; POSITION y, x; - bool flag = FALSE; - if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3; + if (d_info[dungeon_idx].flags1 & DF1_DARKNESS) range /= 3; - /* Scan monsters */ for (i = 1; i < m_max; i++) { monster_type *m_ptr = &m_list[i]; @@ -374,7 +387,6 @@ bool detect_monsters_normal(POSITION range) /* Repair visibility later */ repair_monsters = TRUE; - /* Hack -- Detect monster */ m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW); update_monster(i, FALSE); flag = TRUE; @@ -384,7 +396,6 @@ bool detect_monsters_normal(POSITION range) if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE; if (flag) { - /* Describe result */ msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!")); } return (flag); @@ -402,9 +413,8 @@ bool detect_monsters_invis(POSITION range) POSITION y, x; bool flag = FALSE; - if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3; + if (d_info[dungeon_idx].flags1 & DF1_DARKNESS) range /= 3; - /* Scan monsters */ for (i = 1; i < m_max; i++) { monster_type *m_ptr = &m_list[i]; @@ -431,7 +441,6 @@ bool detect_monsters_invis(POSITION range) /* Repair visibility later */ repair_monsters = TRUE; - /* Hack -- Detect monster */ m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW); update_monster(i, FALSE); flag = TRUE; @@ -441,7 +450,6 @@ bool detect_monsters_invis(POSITION range) if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE; if (flag) { - /* Describe result */ msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!")); } return (flag); @@ -458,9 +466,8 @@ bool detect_monsters_evil(POSITION range) POSITION y, x; bool flag = FALSE; - if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3; + if (d_info[dungeon_idx].flags1 & DF1_DARKNESS) range /= 3; - /* Scan monsters */ for (i = 1; i < m_max; i++) { monster_type *m_ptr = &m_list[i]; @@ -493,7 +500,6 @@ bool detect_monsters_evil(POSITION range) /* Repair visibility later */ repair_monsters = TRUE; - /* Hack -- Detect monster */ m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW); update_monster(i, FALSE); flag = TRUE; @@ -501,7 +507,6 @@ bool detect_monsters_evil(POSITION range) } if (flag) { - /* Describe result */ msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!")); } return (flag); @@ -518,13 +523,11 @@ bool detect_monsters_nonliving(POSITION range) POSITION y, x; bool flag = FALSE; - if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3; + if (d_info[dungeon_idx].flags1 & DF1_DARKNESS) range /= 3; - /* Scan monsters */ for (i = 1; i < m_max; i++) { monster_type *m_ptr = &m_list[i]; - monster_race *r_ptr = &r_info[m_ptr->r_idx]; /* Skip dead monsters */ if (!m_ptr->r_idx) continue; @@ -536,7 +539,7 @@ bool detect_monsters_nonliving(POSITION range) if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue; /* Detect non-living monsters */ - if (!monster_living(r_ptr)) + if (!monster_living(m_ptr->r_idx)) { /* Update monster recall window */ if (p_ptr->monster_race_idx == m_ptr->r_idx) @@ -547,7 +550,6 @@ bool detect_monsters_nonliving(POSITION range) /* Repair visibility later */ repair_monsters = TRUE; - /* Hack -- Detect monster */ m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW); update_monster(i, FALSE); flag = TRUE; @@ -555,7 +557,6 @@ bool detect_monsters_nonliving(POSITION range) } if (flag) { - /* Describe result */ 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!")); } return (flag); @@ -570,11 +571,10 @@ bool detect_monsters_mind(POSITION range) { MONSTER_IDX i; POSITION y, x; - bool flag = FALSE; + bool flag = FALSE; - if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3; + if (d_info[dungeon_idx].flags1 & DF1_DARKNESS) range /= 3; - /* Scan monsters */ for (i = 1; i < m_max; i++) { monster_type *m_ptr = &m_list[i]; @@ -601,7 +601,6 @@ bool detect_monsters_mind(POSITION range) /* Repair visibility later */ repair_monsters = TRUE; - /* Hack -- Detect monster */ m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW); update_monster(i, FALSE); flag = TRUE; @@ -609,7 +608,6 @@ bool detect_monsters_mind(POSITION range) } if (flag) { - /* Describe result */ msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!")); } return (flag); @@ -622,15 +620,14 @@ bool detect_monsters_mind(POSITION range) * @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) * @return 効力があった場合TRUEを返す */ -bool detect_monsters_string(POSITION range, cptr Match) +bool detect_monsters_string(POSITION range, concptr Match) { MONSTER_IDX i; POSITION y, x; bool flag = FALSE; - if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3; + if (d_info[dungeon_idx].flags1 & DF1_DARKNESS) range /= 3; - /* Scan monsters */ for (i = 1; i < m_max; i++) { monster_type *m_ptr = &m_list[i]; @@ -657,7 +654,6 @@ bool detect_monsters_string(POSITION range, cptr Match) /* Repair visibility later */ repair_monsters = TRUE; - /* Hack -- Detect monster */ m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW); update_monster(i, FALSE); flag = TRUE; @@ -667,7 +663,6 @@ bool detect_monsters_string(POSITION range, cptr Match) if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE; if (flag) { - /* Describe result */ msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!")); } return (flag); @@ -684,11 +679,10 @@ bool detect_monsters_xxx(POSITION range, u32b match_flag) MONSTER_IDX i; POSITION y, x; bool flag = FALSE; - cptr desc_monsters = _("変なモンスター", "weird monsters"); + 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[dungeon_idx].flags1 & DF1_DARKNESS) range /= 3; - /* Scan monsters */ for (i = 1; i < m_max; i++) { monster_type *m_ptr = &m_list[i]; @@ -721,7 +715,6 @@ bool detect_monsters_xxx(POSITION range, u32b match_flag) /* Repair visibility later */ repair_monsters = TRUE; - /* Hack -- Detect monster */ m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW); update_monster(i, FALSE); flag = TRUE; @@ -739,7 +732,6 @@ bool detect_monsters_xxx(POSITION range, u32b match_flag) break; } - /* Describe result */ msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters); msg_print(NULL); } @@ -785,7 +777,7 @@ bool detect_all(POSITION range) * this is done in two passes. -- JDL * */ -bool project_hack(EFFECT_ID typ, HIT_POINT dam) +bool project_all_los(EFFECT_ID typ, HIT_POINT dam) { MONSTER_IDX i; POSITION x, y; @@ -838,7 +830,7 @@ bool project_hack(EFFECT_ID typ, HIT_POINT dam) */ bool speed_monsters(void) { - return (project_hack(GF_OLD_SPEED, p_ptr->lev)); + return (project_all_los(GF_OLD_SPEED, p_ptr->lev)); } /*! @@ -847,7 +839,7 @@ bool speed_monsters(void) */ bool slow_monsters(int power) { - return (project_hack(GF_OLD_SLOW, power)); + return (project_all_los(GF_OLD_SLOW, power)); } /*! @@ -856,7 +848,7 @@ bool slow_monsters(int power) */ bool sleep_monsters(int power) { - return (project_hack(GF_OLD_SLEEP, power)); + return (project_all_los(GF_OLD_SLEEP, power)); } /*! @@ -865,7 +857,7 @@ bool sleep_monsters(int power) */ bool banish_evil(int dist) { - return (project_hack(GF_AWAY_EVIL, dist)); + return (project_all_los(GF_AWAY_EVIL, dist)); } /*! @@ -874,7 +866,7 @@ bool banish_evil(int dist) */ bool turn_undead(void) { - bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev)); + bool tester = (project_all_los(GF_TURN_UNDEAD, p_ptr->lev)); if (tester) chg_virtue(V_UNLIFE, -1); return tester; @@ -886,7 +878,7 @@ bool turn_undead(void) */ bool dispel_undead(HIT_POINT dam) { - bool tester = (project_hack(GF_DISP_UNDEAD, dam)); + bool tester = (project_all_los(GF_DISP_UNDEAD, dam)); if (tester) chg_virtue(V_UNLIFE, -2); return tester; @@ -898,7 +890,7 @@ bool dispel_undead(HIT_POINT dam) */ bool dispel_evil(HIT_POINT dam) { - return (project_hack(GF_DISP_EVIL, dam)); + return (project_all_los(GF_DISP_EVIL, dam)); } /*! @@ -907,7 +899,7 @@ bool dispel_evil(HIT_POINT dam) */ bool dispel_good(HIT_POINT dam) { - return (project_hack(GF_DISP_GOOD, dam)); + return (project_all_los(GF_DISP_GOOD, dam)); } /*! @@ -916,7 +908,33 @@ bool dispel_good(HIT_POINT dam) */ bool dispel_monsters(HIT_POINT dam) { - return (project_hack(GF_DISP_ALL, dam)); + 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; } /*! @@ -925,7 +943,7 @@ bool dispel_monsters(HIT_POINT dam) */ bool dispel_living(HIT_POINT dam) { - return (project_hack(GF_DISP_LIVING, dam)); + return (project_all_los(GF_DISP_LIVING, dam)); } /*! @@ -934,7 +952,7 @@ bool dispel_living(HIT_POINT dam) */ bool dispel_demons(HIT_POINT dam) { - return (project_hack(GF_DISP_DEMON, dam)); + return (project_all_los(GF_DISP_DEMON, dam)); } /*! @@ -943,7 +961,7 @@ bool dispel_demons(HIT_POINT dam) */ bool crusade(void) { - return (project_hack(GF_CRUSADE, p_ptr->lev*4)); + return (project_all_los(GF_CRUSADE, p_ptr->lev*4)); } /*! @@ -954,14 +972,13 @@ bool crusade(void) 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++) { - monster_type *m_ptr = &m_list[i]; -/* monster_race *r_ptr = &r_info[m_ptr->r_idx]; */ + monster_type *m_ptr = &m_list[i]; /* Paranoia -- Skip dead monsters */ if (!m_ptr->r_idx) continue; @@ -1007,7 +1024,7 @@ void aggravate_monsters(MONSTER_IDX who) * @param spell_name 抹殺効果を起こした魔法の名前 * @return 効力があった場合TRUEを返す */ -bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, cptr spell_name) +bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, concptr spell_name) { int msec = delay_factor * delay_factor * delay_factor; monster_type *m_ptr = &m_list[m_idx]; @@ -1024,12 +1041,11 @@ bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, 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) { - char m_name[80]; + 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_GENOCIDE, m_name); @@ -1041,7 +1057,7 @@ bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, if (resist && player_cast) { bool see_m = is_seen(m_ptr); - char m_name[80]; + GAME_TEXT m_name[MAX_NLEN]; monster_desc(m_name, m_ptr, 0); if (see_m) @@ -1078,7 +1094,6 @@ bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, p_ptr->redraw |= (PR_HP); p_ptr->window |= (PW_PLAYER); - /* Handle */ handle_stuff(); Term_fresh(); @@ -1103,6 +1118,7 @@ bool symbol_genocide(int power, bool player_cast) /* 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); } @@ -1121,7 +1137,6 @@ bool symbol_genocide(int power, bool player_cast) /* Skip "wrong" monsters */ if (r_ptr->d_char != typ) continue; - /* Take note */ result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide")); } @@ -1229,11 +1244,11 @@ bool mass_genocide_undead(int power, bool player_cast) bool probing(void) { int i; - SPEED speed; + int speed; /* TODO */ bool_hack cu, cv; bool probe = FALSE; char buf[256]; - cptr align; + concptr align; cu = Term->scr->cu; cv = Term->scr->cv; @@ -1255,7 +1270,7 @@ bool probing(void) /* Probe visible monsters */ if (m_ptr->ml) { - char m_name[80]; + GAME_TEXT m_name[MAX_NLEN]; /* Start the message */ if (!probe) @@ -1290,7 +1305,6 @@ bool probing(void) 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); @@ -1313,8 +1327,9 @@ bool probing(void) /* HACK : Add the line to message buffer */ message_add(buf); + p_ptr->window |= (PW_MESSAGE); - window_stuff(); + handle_stuff(); if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx); inkey(); @@ -1453,7 +1468,7 @@ bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate) { if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname) { - char m_name[80]; + 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); @@ -1473,8 +1488,6 @@ bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate) for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) { object_type *o_ptr; - - /* Acquire object */ o_ptr = &o_list[this_o_idx]; /* Acquire next object */ @@ -1488,7 +1501,7 @@ bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate) if (in_generate && cheat_peek) { - char o_name[MAX_NLEN]; + 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); } @@ -1501,7 +1514,6 @@ bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate) } } - /* Delete objects */ delete_object(y, x); /* Destroy "non-permanent" grids */ @@ -1530,7 +1542,7 @@ bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate) 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 */ @@ -1581,9 +1593,10 @@ bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate) 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[dungeon_idx].flags1 & DF1_DARKNESS)) { - int i, yy, xx; + DIRECTION i; + POSITION yy, xx; cave_type *cc_ptr; for (i = 0; i < 9; i++) @@ -1618,12 +1631,8 @@ bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate) 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) @@ -1669,13 +1678,12 @@ 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; - cave_type *c_ptr; - bool map[32][32]; - + int damage = 0; + int sn = 0; + POSITION sy = 0, sx = 0; + bool hurt = FALSE; + cave_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) @@ -1711,10 +1719,8 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx) 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 */ @@ -1824,11 +1830,11 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx) if (damage) { - cptr killer; + concptr killer; if (m_idx) { - char m_name[80]; + GAME_TEXT m_name[MAX_NLEN]; monster_type *m_ptr = &m_list[m_idx]; /* Get the monster's real name */ @@ -1879,7 +1885,7 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx) if (!(r_ptr->flags2 & (RF2_KILL_WALL)) && !(r_ptr->flags2 & (RF2_PASS_WALL))) { - char m_name[80]; + GAME_TEXT m_name[MAX_NLEN]; /* Assume not safe */ sn = 0; @@ -1920,7 +1926,6 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx) } } - /* Describe the monster */ monster_desc(m_name, m_ptr, 0); /* Scream in pain */ @@ -1945,14 +1950,13 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx) { if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname) { - char m2_name[80]; + 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 */ @@ -1974,13 +1978,8 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx) m_ptr->fy = sy; m_ptr->fx = sx; - /* Update the monster (new location) */ update_monster(m_idx, TRUE); - - /* Redraw the old grid */ lite_spot(yy, xx); - - /* Redraw the new grid */ lite_spot(sy, sx); } } @@ -2003,7 +2002,6 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx) /* 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 */ @@ -2012,7 +2010,6 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx) /* Destroy location (if valid) */ if (cave_valid_bold(yy, xx)) { - /* Delete objects */ delete_object(yy, xx); /* Wall (or floor) type */ @@ -2043,13 +2040,12 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx) 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++) { @@ -2067,9 +2063,10 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx) 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[dungeon_idx].flags1 & DF1_DARKNESS)) { - int ii, yyy, xxx; + DIRECTION ii; + POSITION yyy, xxx; cave_type *cc_ptr; for (ii = 0; ii < 9; ii++) @@ -2088,17 +2085,9 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx) } } - /* 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) @@ -2155,23 +2144,22 @@ void discharge_minion(void) /* Uniques resist discharging */ if (r_ptr->flags1 & RF1_UNIQUE) { - char m_name[80]; + GAME_TEXT m_name[MAX_NLEN]; monster_desc(m_name, m_ptr, 0x00); msg_format(_("%sは爆破されるのを嫌がり、勝手に自分の世界へと帰った。", "%^s resists to be blasted, and run away."), m_name); delete_monster_idx(i); 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) { - char m_name[80]; + 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_BLAST, m_name); @@ -2223,9 +2211,7 @@ static void cave_temp_room_lite(void) if (c_ptr->m_idx) { int chance = 25; - monster_type *m_ptr = &m_list[c_ptr->m_idx]; - monster_race *r_ptr = &r_info[m_ptr->r_idx]; update_monster(c_ptr->m_idx, FALSE); @@ -2244,22 +2230,15 @@ static void cave_temp_room_lite(void) /* Notice the "waking up" */ if (m_ptr->ml) { - char m_name[80]; - - /* Acquire the monster name */ + GAME_TEXT m_name[MAX_NLEN]; monster_desc(m_name, m_ptr, 0); - - /* Dump a message */ msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name); } } } - /* Note */ note_spot(y, x); - lite_spot(y, x); - update_local_illumination(y, x); } @@ -2305,8 +2284,8 @@ static void cave_temp_room_unlite(void) { 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)) { @@ -2330,7 +2309,6 @@ static void cave_temp_room_unlite(void) { /* Forget the grid */ if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK); - note_spot(y, x); } @@ -2341,7 +2319,6 @@ static void cave_temp_room_unlite(void) } lite_spot(y, x); - update_local_illumination(y, x); } } @@ -2599,6 +2576,34 @@ void unlite_room(POSITION y1, POSITION x1) 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; +} + /*! @@ -2611,13 +2616,12 @@ bool lite_area(HIT_POINT dam, POSITION rad) { BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL; - if (d_info[dungeon_type].flags1 & DF1_DARKNESS) + if (d_info[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.")); @@ -2626,7 +2630,6 @@ bool lite_area(HIT_POINT dam, POSITION rad) /* 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 */ @@ -2653,7 +2656,6 @@ bool unlite_area(HIT_POINT dam, POSITION rad) /* 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 */ @@ -2827,7 +2829,7 @@ bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POI * @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; @@ -2914,16 +2916,12 @@ bool teleport_swap(DIRECTION dir) 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; } @@ -2935,10 +2933,7 @@ bool teleport_swap(DIRECTION dir) 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; } @@ -2953,7 +2948,7 @@ bool teleport_swap(DIRECTION dir) /*! - * @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 @@ -2962,7 +2957,7 @@ bool teleport_swap(DIRECTION dir) */ 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); @@ -3116,137 +3111,6 @@ bool disarm_trap(DIRECTION dir) 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 @@ -3321,13 +3185,9 @@ bool glyph_creation(void) 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; } @@ -3440,8 +3300,7 @@ void call_chaos(void) */ 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 @@ -3488,7 +3347,7 @@ 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, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)); + (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'); 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...")); @@ -3528,7 +3387,7 @@ bool activate_ty_curse(bool stop_ty, int *count) } if (!one_in_(6)) break; default: - while (i < 6) + while (i < A_MAX) { do { @@ -3582,89 +3441,57 @@ int activate_hi_summon(POSITION y, POSITION x, bool can_pet) switch (randint1(25) + (dun_level / 20)) { case 1: case 2: - count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode); + count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode, '\0'); break; case 3: case 4: - count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode); + count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode, '\0'); break; case 5: case 6: - count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode); + count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode, '\0'); break; case 7: case 8: - count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode); + count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode, '\0'); break; case 9: case 10: - count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode); + count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode, '\0'); break; case 11: case 12: - count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode); + count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode, '\0'); break; case 13: case 14: - count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode); + count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode, '\0'); break; case 15: case 16: - count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode); + count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode, '\0'); break; case 17: if (can_pet) break; - count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE)); + count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE), '\0'); 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)); + count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE), '\0'); 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); + count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode, '\0'); 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); + count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode, '\0'); break; case 24: - count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode); + count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode, '\0'); 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); + count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode, '\0'); } } 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); - } - - 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 @@ -3720,7 +3547,7 @@ void wall_breaker(void) */ bool confuse_monsters(HIT_POINT dam) { - return (project_hack(GF_OLD_CONF, dam)); + return (project_all_los(GF_OLD_CONF, dam)); } @@ -3731,7 +3558,7 @@ bool confuse_monsters(HIT_POINT dam) */ bool charm_monsters(HIT_POINT dam) { - return (project_hack(GF_CHARM, dam)); + return (project_all_los(GF_CHARM, dam)); } @@ -3742,7 +3569,7 @@ bool charm_monsters(HIT_POINT dam) */ bool charm_animals(HIT_POINT dam) { - return (project_hack(GF_CONTROL_ANIMAL, dam)); + return (project_all_los(GF_CONTROL_ANIMAL, dam)); } @@ -3753,7 +3580,7 @@ bool charm_animals(HIT_POINT dam) */ bool stun_monsters(HIT_POINT dam) { - return (project_hack(GF_STUN, dam)); + return (project_all_los(GF_STUN, dam)); } @@ -3764,7 +3591,7 @@ bool stun_monsters(HIT_POINT dam) */ bool stasis_monsters(HIT_POINT dam) { - return (project_hack(GF_STASIS, dam)); + return (project_all_los(GF_STASIS, dam)); } @@ -3775,7 +3602,7 @@ bool stasis_monsters(HIT_POINT dam) */ bool mindblast_monsters(HIT_POINT dam) { - return (project_hack(GF_PSI, dam)); + return (project_all_los(GF_PSI, dam)); } @@ -3786,7 +3613,7 @@ bool mindblast_monsters(HIT_POINT dam) */ bool banish_monsters(int dist) { - return (project_hack(GF_AWAY_ALL, dist)); + return (project_all_los(GF_AWAY_ALL, dist)); } @@ -3797,7 +3624,7 @@ bool banish_monsters(int dist) */ bool turn_evil(HIT_POINT dam) { - return (project_hack(GF_TURN_EVIL, dam)); + return (project_all_los(GF_TURN_EVIL, dam)); } @@ -3808,7 +3635,7 @@ bool turn_evil(HIT_POINT dam) */ bool turn_monsters(HIT_POINT dam) { - return (project_hack(GF_TURN_ALL, dam)); + return (project_all_los(GF_TURN_ALL, dam)); } @@ -3818,7 +3645,7 @@ bool turn_monsters(HIT_POINT dam) */ bool deathray_monsters(void) { - return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200)); + return (project_all_los(GF_DEATH_RAY, p_ptr->lev * 200)); } /*! @@ -3897,23 +3724,14 @@ bool kawarimi(bool success) x = p_ptr->x; teleport_player(10 + randint1(90), 0L); - object_wipe(q_ptr); - object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE)); q_ptr->pval = MON_NINJA; - - /* Drop it in the dungeon */ (void)drop_near(q_ptr, -1, y, x); -#ifdef JP - if (success) msg_print("攻撃を受ける前に素早く身をひるがえした。"); - else msg_print("失敗!攻撃を受けてしまった。"); -#else - if (success) msg_print("You have turned around just before the attack hit you."); - else msg_print("Failed! You are hit by the attack."); -#endif + 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.")); + else msg_print(_("失敗!攻撃を受けてしまった。", "Failed! You are hit by the attack.")); p_ptr->special_defense &= ~(NINJA_KAWARIMI); p_ptr->redraw |= (PR_STATUS); @@ -4008,8 +3826,7 @@ bool rush_attack(bool *mdeath) if (tm_idx != cave[ny][nx].m_idx) { #ifdef JP - 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"); + 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"); #else msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone"); #endif @@ -4017,7 +3834,7 @@ bool rush_attack(bool *mdeath) else if (!player_bold(ty, tx)) { /* Hold the monster name */ - char m_name[80]; + GAME_TEXT m_name[MAX_NLEN]; /* Get the monster name (BEFORE polymorphing) */ monster_desc(m_name, m_ptr, 0); @@ -4098,10 +3915,7 @@ void ring_of_power(DIRECTION dir) 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; } @@ -4109,9 +3923,7 @@ void ring_of_power(DIRECTION dir) case 5: case 6: { - /* Mana Ball */ fire_ball(GF_MANA, dir, 600, 3); - break; } @@ -4120,9 +3932,7 @@ void ring_of_power(DIRECTION dir) case 9: case 10: { - /* Mana Bolt */ fire_bolt(GF_MANA, dir, 500); - break; } } @@ -4212,7 +4022,7 @@ void wild_magic(int spell) case 35: while (counter++ < 8) { - (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET)); + (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET), '\0'); } break; case 36: @@ -4493,7 +4303,7 @@ 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, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)); + (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'); chg_virtue(V_UNLIFE, 1); } else if (die < 14) @@ -4653,7 +4463,7 @@ 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, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)); + summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'); } else if (die < 18) { @@ -4758,7 +4568,7 @@ void cast_shuffle(void) 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) @@ -4781,145 +4591,6 @@ void cast_shuffle(void) } } -bool_hack life_stream(bool_hack message, bool_hack virtue) -{ - if(virtue) - { - 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); - update_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 @@ -4938,7 +4609,7 @@ bool_hack vampirism(void) int dummy; cave_type *c_ptr; - if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) + if (d_info[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; @@ -5024,29 +4695,17 @@ bool panic_hit(void) bool psychometry(void) { OBJECT_IDX item; - object_type *o_ptr; - char o_name[MAX_NLEN]; + object_type *o_ptr; + GAME_TEXT o_name[MAX_NLEN]; byte feel; - cptr q, s; + concptr q, s; bool okay = FALSE; - item_tester_no_ryoute = TRUE; 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."); - if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE); - - /* Get the item (in the pack) */ - if (item >= 0) - { - o_ptr = &inventory[item]; - } - - /* Get the item (on the floor) */ - else - { - o_ptr = &o_list[0 - item]; - } + o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT)); + if (!o_ptr) return (FALSE); /* It is fully known, no information needed */ if (object_is_known(o_ptr)) @@ -5069,27 +4728,18 @@ bool psychometry(void) } #ifdef JP - msg_format("%sは%sという感じがする...", - o_name, game_inscriptions[feel]); + msg_format("%sは%sという感じがする...", o_name, game_inscriptions[feel]); #else msg_format("You feel that the %s %s %s...", - o_name, ((o_ptr->number == 1) ? "is" : "are"), - game_inscriptions[feel]); + o_name, ((o_ptr->number == 1) ? "is" : "are"), game_inscriptions[feel]); #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->notice |= (PN_COMBINE | PN_REORDER); - + p_ptr->update |= (PU_COMBINE | PU_REORDER); p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER); /* Valid "tval" codes */ @@ -5127,3 +4777,444 @@ bool psychometry(void) /* 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 + { + cave_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; + cave_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; +}