3 * @brief 魔法効果の実装/ Spell code (part 2)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
16 #include "core/stuff-handler.h"
18 #include "main/sound-definitions-table.h"
23 #include "io/write-diary.h"
24 #include "cmd/cmd-pet.h"
25 #include "cmd/cmd-dump.h"
26 #include "effect/effect-characteristics.h"
29 #include "monsterrace-hook.h"
32 #include "spell/spells2.h"
33 #include "spells-summon.h"
38 #include "spells-status.h"
39 #include "spells-floor.h"
40 #include "spells-diceroll.h"
41 #include "realm/realm-hex.h"
42 #include "autopick/autopick.h"
43 #include "object-flavor.h"
44 #include "object-hook.h"
45 #include "monster-status.h"
46 #include "player-move.h"
47 #include "player-status.h"
48 #include "player-effects.h"
49 #include "player-skill.h"
50 #include "player-class.h"
51 #include "player-damage.h"
52 #include "player-inventory.h"
55 #include "floor-events.h"
57 #include "view/display-main-window.h"
58 #include "object/object-kind.h"
59 #include "monsterrace.h"
60 #include "targeting.h"
61 #include "realm/realm-song.h"
63 #include "effect/spells-effect-util.h"
64 #include "spell/spells-type.h"
65 #include "spell/process-effect.h"
68 * @brief プレイヤー周辺の地形を感知する
69 * @param caster_ptr プレーヤーへの参照ポインタ
72 * @param known 地形から危険フラグを外すならTRUE
73 * @return 効力があった場合TRUEを返す
75 static bool detect_feat_flag(player_type *caster_ptr, POSITION range, int flag, bool known)
77 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
81 for (POSITION y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++)
83 for (POSITION x = 1; x <= caster_ptr->current_floor_ptr->width - 1; x++)
85 int dist = distance(caster_ptr->y, caster_ptr->x, y, x);
86 if (dist > range) continue;
87 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
90 /* Mark as detected */
91 if (dist <= range && known)
93 if (dist <= range - 1) g_ptr->info |= (CAVE_IN_DETECT);
95 g_ptr->info &= ~(CAVE_UNSAFE);
97 lite_spot(caster_ptr, y, x);
101 if (cave_have_flag_grid(g_ptr, flag))
103 disclose_grid(caster_ptr, y, x);
104 g_ptr->info |= (CAVE_MARK);
105 lite_spot(caster_ptr, y, x);
116 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
117 * @param caster_ptr プレーヤーへの参照ポインタ
119 * @param known 感知外範囲を超える警告フラグを立てる場合TRUEを返す
120 * @return 効力があった場合TRUEを返す
122 bool detect_traps(player_type *caster_ptr, POSITION range, bool known)
124 bool detect = detect_feat_flag(caster_ptr, range, FF_TRAP, known);
126 if (known) caster_ptr->dtrap = TRUE;
128 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 0) detect = FALSE;
131 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
139 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
140 * @param caster_ptr プレーヤーへの参照ポインタ
142 * @return 効力があった場合TRUEを返す
144 bool detect_doors(player_type *caster_ptr, POSITION range)
146 bool detect = detect_feat_flag(caster_ptr, range, FF_DOOR, TRUE);
148 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 0) detect = FALSE;
151 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
159 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
160 * @param caster_ptr プレーヤーへの参照ポインタ
162 * @return 効力があった場合TRUEを返す
164 bool detect_stairs(player_type *caster_ptr, POSITION range)
166 bool detect = detect_feat_flag(caster_ptr, range, FF_STAIRS, TRUE);
168 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 0) detect = FALSE;
171 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
179 * @brief プレイヤー周辺の地形財宝を感知する / Detect any treasure on the current panel
180 * @param caster_ptr プレーヤーへの参照ポインタ
182 * @return 効力があった場合TRUEを返す
184 bool detect_treasure(player_type *caster_ptr, POSITION range)
186 bool detect = detect_feat_flag(caster_ptr, range, FF_HAS_GOLD, TRUE);
188 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 6) detect = FALSE;
191 msg_print(_("埋蔵された財宝の存在を感じとった!", "You sense the presence of buried treasure!"));
199 * @brief プレイヤー周辺のアイテム財宝を感知する / Detect all "gold" objects on the current panel
200 * @param caster_ptr プレーヤーへの参照ポインタ
202 * @return 効力があった場合TRUEを返す
204 bool detect_objects_gold(player_type *caster_ptr, POSITION range)
206 POSITION range2 = range;
207 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range2 /= 3;
212 for (OBJECT_IDX i = 1; i < caster_ptr->current_floor_ptr->o_max; i++)
214 object_type *o_ptr = &caster_ptr->current_floor_ptr->o_list[i];
216 if (!OBJECT_IS_VALID(o_ptr)) continue;
217 if (OBJECT_IS_HELD_MONSTER(o_ptr)) continue;
221 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range2) continue;
223 if (o_ptr->tval == TV_GOLD)
225 o_ptr->marked |= OM_FOUND;
226 lite_spot(caster_ptr, y, x);
231 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 6) detect = FALSE;
234 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
237 if (detect_monsters_string(caster_ptr, range, "$"))
247 * @brief 通常のアイテムオブジェクトを感知する / Detect all "normal" objects on the current panel
248 * @param caster_ptr プレーヤーへの参照ポインタ
250 * @return 効力があった場合TRUEを返す
252 bool detect_objects_normal(player_type *caster_ptr, POSITION range)
254 POSITION range2 = range;
255 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range2 /= 3;
258 for (OBJECT_IDX i = 1; i < caster_ptr->current_floor_ptr->o_max; i++)
260 object_type *o_ptr = &caster_ptr->current_floor_ptr->o_list[i];
262 if (!OBJECT_IS_VALID(o_ptr)) continue;
263 if (OBJECT_IS_HELD_MONSTER(o_ptr)) continue;
265 POSITION y = o_ptr->iy;
266 POSITION x = o_ptr->ix;
268 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range2) continue;
270 if (o_ptr->tval != TV_GOLD)
272 o_ptr->marked |= OM_FOUND;
273 lite_spot(caster_ptr, y, x);
278 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 6) detect = FALSE;
281 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
284 if (detect_monsters_string(caster_ptr, range, "!=?|/`"))
294 * @brief 魔法効果のあるのアイテムオブジェクトを感知する / Detect all "magic" objects on the current panel.
295 * @param caster_ptr プレーヤーへの参照ポインタ
297 * @return 効力があった場合TRUEを返す
300 * This will light up all spaces with "magic" items, including artifacts,
301 * ego-items, potions, scrolls, books, rods, wands, staffs, amulets, rings,
302 * and "enchanted" items of the "good" variety.
304 * It can probably be argued that this function is now too powerful.
307 bool detect_objects_magic(player_type *caster_ptr, POSITION range)
309 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
311 OBJECT_TYPE_VALUE tv;
313 for (OBJECT_IDX i = 1; i < caster_ptr->current_floor_ptr->o_max; i++)
315 object_type *o_ptr = &caster_ptr->current_floor_ptr->o_list[i];
317 if (!OBJECT_IS_VALID(o_ptr)) continue;
318 if (OBJECT_IS_HELD_MONSTER(o_ptr)) continue;
320 POSITION y = o_ptr->iy;
321 POSITION x = o_ptr->ix;
323 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
326 if (object_is_artifact(o_ptr) ||
327 object_is_ego(o_ptr) ||
328 (tv == TV_WHISTLE) ||
336 (tv == TV_LIFE_BOOK) ||
337 (tv == TV_SORCERY_BOOK) ||
338 (tv == TV_NATURE_BOOK) ||
339 (tv == TV_CHAOS_BOOK) ||
340 (tv == TV_DEATH_BOOK) ||
341 (tv == TV_TRUMP_BOOK) ||
342 (tv == TV_ARCANE_BOOK) ||
343 (tv == TV_CRAFT_BOOK) ||
344 (tv == TV_DAEMON_BOOK) ||
345 (tv == TV_CRUSADE_BOOK) ||
346 (tv == TV_MUSIC_BOOK) ||
347 (tv == TV_HISSATSU_BOOK) ||
348 (tv == TV_HEX_BOOK) ||
349 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
351 o_ptr->marked |= OM_FOUND;
352 lite_spot(caster_ptr, y, x);
359 msg_print(_("魔法のアイテムの存在を感じとった!", "You sense the presence of magic objects!"));
367 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
368 * @param caster_ptr プレーヤーへの参照ポインタ
370 * @return 効力があった場合TRUEを返す
372 bool detect_monsters_normal(player_type *caster_ptr, POSITION range)
374 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
377 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
379 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
380 monster_race *r_ptr = &r_info[m_ptr->r_idx];
381 if (!monster_is_valid(m_ptr)) continue;
383 POSITION y = m_ptr->fy;
384 POSITION x = m_ptr->fx;
385 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
387 if (!(r_ptr->flags2 & RF2_INVISIBLE) || caster_ptr->see_inv)
389 repair_monsters = TRUE;
390 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
391 update_monster(caster_ptr, i, FALSE);
396 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 3) flag = FALSE;
399 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
407 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
408 * @param caster_ptr プレーヤーへの参照ポインタ
410 * @return 効力があった場合TRUEを返す
412 bool detect_monsters_invis(player_type *caster_ptr, POSITION range)
414 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
417 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
419 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
420 monster_race *r_ptr = &r_info[m_ptr->r_idx];
422 if (!monster_is_valid(m_ptr)) continue;
424 POSITION y = m_ptr->fy;
425 POSITION x = m_ptr->fx;
427 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
429 if (r_ptr->flags2 & RF2_INVISIBLE)
431 if (caster_ptr->monster_race_idx == m_ptr->r_idx)
433 caster_ptr->window |= (PW_MONSTER);
436 repair_monsters = TRUE;
437 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
438 update_monster(caster_ptr, i, FALSE);
443 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 3) flag = FALSE;
446 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
454 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
455 * @param caster_ptr プレーヤーへの参照ポインタ
457 * @return 効力があった場合TRUEを返す
459 bool detect_monsters_evil(player_type *caster_ptr, POSITION range)
461 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
464 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
466 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
467 monster_race *r_ptr = &r_info[m_ptr->r_idx];
468 if (!monster_is_valid(m_ptr)) continue;
470 POSITION y = m_ptr->fy;
471 POSITION x = m_ptr->fx;
473 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
475 if (r_ptr->flags3 & RF3_EVIL)
477 if (is_original_ap(m_ptr))
479 r_ptr->r_flags3 |= (RF3_EVIL);
480 if (caster_ptr->monster_race_idx == m_ptr->r_idx)
482 caster_ptr->window |= (PW_MONSTER);
486 repair_monsters = TRUE;
487 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
488 update_monster(caster_ptr, i, FALSE);
495 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
503 * @brief 無生命のモンスターを感知する(アンデッド、悪魔系を含む) / Detect all "nonliving", "undead" or "demonic" monsters on current panel
504 * @param caster_ptr プレーヤーへの参照ポインタ
506 * @return 効力があった場合TRUEを返す
508 bool detect_monsters_nonliving(player_type *caster_ptr, POSITION range)
510 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
513 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
515 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
516 if (!monster_is_valid(m_ptr)) continue;
518 POSITION y = m_ptr->fy;
519 POSITION x = m_ptr->fx;
520 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
522 if (!monster_living(m_ptr->r_idx))
524 if (caster_ptr->monster_race_idx == m_ptr->r_idx)
526 caster_ptr->window |= (PW_MONSTER);
529 repair_monsters = TRUE;
530 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
531 update_monster(caster_ptr, i, FALSE);
538 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!"));
546 * @brief 精神のあるモンスターを感知する / Detect all monsters it has mind on current panel
547 * @param caster_ptr プレーヤーへの参照ポインタ
549 * @return 効力があった場合TRUEを返す
551 bool detect_monsters_mind(player_type *caster_ptr, POSITION range)
553 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
556 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
558 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
559 monster_race *r_ptr = &r_info[m_ptr->r_idx];
560 if (!monster_is_valid(m_ptr)) continue;
562 POSITION y = m_ptr->fy;
563 POSITION x = m_ptr->fx;
565 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
567 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
569 if (caster_ptr->monster_race_idx == m_ptr->r_idx)
571 caster_ptr->window |= (PW_MONSTER);
574 repair_monsters = TRUE;
575 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
576 update_monster(caster_ptr, i, FALSE);
583 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
591 * @brief 該当シンボルのモンスターを感知する / Detect all (string) monsters on current panel
592 * @param caster_ptr プレーヤーへの参照ポインタ
594 * @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)
595 * @return 効力があった場合TRUEを返す
597 bool detect_monsters_string(player_type *caster_ptr, POSITION range, concptr Match)
599 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
602 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
604 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
605 monster_race *r_ptr = &r_info[m_ptr->r_idx];
606 if (!monster_is_valid(m_ptr)) continue;
608 POSITION y = m_ptr->fy;
609 POSITION x = m_ptr->fx;
611 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
613 if (my_strchr(Match, r_ptr->d_char))
615 if (caster_ptr->monster_race_idx == m_ptr->r_idx)
617 caster_ptr->window |= (PW_MONSTER);
620 repair_monsters = TRUE;
621 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
622 update_monster(caster_ptr, i, FALSE);
627 if (music_singing(caster_ptr, MUSIC_DETECT) && SINGING_COUNT(caster_ptr) > 3) flag = FALSE;
630 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
638 * @brief flags3に対応するモンスターを感知する / A "generic" detect monsters routine, tagged to flags3
639 * @param caster_ptr プレーヤーへの参照ポインタ
641 * @param match_flag 感知フラグ
642 * @return 効力があった場合TRUEを返す
644 bool detect_monsters_xxx(player_type *caster_ptr, POSITION range, u32b match_flag)
646 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
649 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
651 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
652 monster_race *r_ptr = &r_info[m_ptr->r_idx];
653 if (!monster_is_valid(m_ptr)) continue;
655 POSITION y = m_ptr->fy;
656 POSITION x = m_ptr->fx;
658 if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
660 if (r_ptr->flags3 & (match_flag))
662 if (is_original_ap(m_ptr))
664 r_ptr->r_flags3 |= (match_flag);
665 if (caster_ptr->monster_race_idx == m_ptr->r_idx)
667 caster_ptr->window |= (PW_MONSTER);
671 repair_monsters = TRUE;
672 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
673 update_monster(caster_ptr, i, FALSE);
678 concptr desc_monsters = _("変なモンスター", "weird monsters");
684 desc_monsters = _("デーモン", "demons");
687 desc_monsters = _("アンデッド", "the undead");
691 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
700 * @brief 全感知処理 / Detect everything
701 * @param caster_ptr プレーヤーへの参照ポインタ
703 * @return 効力があった場合TRUEを返す
705 bool detect_all(player_type *caster_ptr, POSITION range)
708 if (detect_traps(caster_ptr, range, TRUE)) detect = TRUE;
709 if (detect_doors(caster_ptr, range)) detect = TRUE;
710 if (detect_stairs(caster_ptr, range)) detect = TRUE;
711 if (detect_objects_gold(caster_ptr, range)) detect = TRUE;
712 if (detect_objects_normal(caster_ptr, range)) detect = TRUE;
713 if (detect_monsters_invis(caster_ptr, range)) detect = TRUE;
714 if (detect_monsters_normal(caster_ptr, range)) detect = TRUE;
720 * @brief 視界内モンスターに魔法効果を与える / Apply a "project()" directly to all viewable monsters
723 * @return 効力があった場合TRUEを返す
726 * Note that affected monsters are NOT auto-tracked by this usage.
728 * To avoid misbehavior when monster deaths have side-effects,
729 * this is done in two passes. -- JDL
732 bool project_all_los(player_type *caster_ptr, EFFECT_ID typ, HIT_POINT dam)
734 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
736 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
737 if (!monster_is_valid(m_ptr)) continue;
739 POSITION y = m_ptr->fy;
740 POSITION x = m_ptr->fx;
741 if (!player_has_los_bold(caster_ptr, y, x) || !projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x)) continue;
743 m_ptr->mflag |= (MFLAG_LOS);
746 BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
747 bool obvious = FALSE;
748 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
750 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
751 if (!(m_ptr->mflag & (MFLAG_LOS))) continue;
753 m_ptr->mflag &= ~(MFLAG_LOS);
754 POSITION y = m_ptr->fy;
755 POSITION x = m_ptr->fx;
757 if (project(caster_ptr, 0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
765 * @brief 視界内モンスターを加速する処理 / Speed monsters
766 * @param caster_ptr プレーヤーへの参照ポインタ
767 * @return 効力があった場合TRUEを返す
769 bool speed_monsters(player_type *caster_ptr)
771 return (project_all_los(caster_ptr, GF_OLD_SPEED, caster_ptr->lev));
776 * @brief 視界内モンスターを加速する処理 / Slow monsters
777 * @param caster_ptr プレーヤーへの参照ポインタ
778 * @return 効力があった場合TRUEを返す
780 bool slow_monsters(player_type *caster_ptr, int power)
782 return (project_all_los(caster_ptr, GF_OLD_SLOW, power));
787 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
788 * @param caster_ptr プレーヤーへの参照ポインタ
789 * @return 効力があった場合TRUEを返す
791 bool sleep_monsters(player_type *caster_ptr, int power)
793 return (project_all_los(caster_ptr, GF_OLD_SLEEP, power));
798 * @brief 視界内の邪悪なモンスターをテレポート・アウェイさせる処理 / Banish evil monsters
799 * @param caster_ptr プレーヤーへの参照ポインタ
800 * @return 効力があった場合TRUEを返す
802 bool banish_evil(player_type *caster_ptr, int dist)
804 return (project_all_los(caster_ptr, GF_AWAY_EVIL, dist));
809 * @brief 視界内のアンデッド・モンスターを恐怖させる処理 / Turn undead
810 * @return 効力があった場合TRUEを返す
812 bool turn_undead(player_type *caster_ptr)
814 bool tester = (project_all_los(caster_ptr, GF_TURN_UNDEAD, caster_ptr->lev));
816 chg_virtue(caster_ptr, V_UNLIFE, -1);
822 * @brief 視界内のアンデッド・モンスターにダメージを与える処理 / Dispel undead monsters
823 * @param caster_ptr プレーヤーへの参照ポインタ
824 * @return 効力があった場合TRUEを返す
826 bool dispel_undead(player_type *caster_ptr, HIT_POINT dam)
828 bool tester = (project_all_los(caster_ptr, GF_DISP_UNDEAD, dam));
830 chg_virtue(caster_ptr, V_UNLIFE, -2);
836 * @brief 視界内の邪悪なモンスターにダメージを与える処理 / Dispel evil monsters
837 * @param caster_ptr プレーヤーへの参照ポインタ
838 * @return 効力があった場合TRUEを返す
840 bool dispel_evil(player_type *caster_ptr, HIT_POINT dam)
842 return (project_all_los(caster_ptr, GF_DISP_EVIL, dam));
847 * @brief 視界内の善良なモンスターにダメージを与える処理 / Dispel good monsters
848 * @param caster_ptr プレーヤーへの参照ポインタ
849 * @return 効力があった場合TRUEを返す
851 bool dispel_good(player_type *caster_ptr, HIT_POINT dam)
853 return (project_all_los(caster_ptr, GF_DISP_GOOD, dam));
858 * @brief 視界内のあらゆるモンスターにダメージを与える処理 / Dispel all monsters
859 * @param caster_ptr プレーヤーへの参照ポインタ
860 * @return 効力があった場合TRUEを返す
862 bool dispel_monsters(player_type *caster_ptr, HIT_POINT dam)
864 return (project_all_los(caster_ptr, GF_DISP_ALL, dam));
869 * todo ここにこれがあるのは少し違和感、spells-staffonlyとかに分離したい
871 * @param creature_ptr プレーヤーへの参照ポインタ
872 * @magic 魔法の効果である場合TRUE (杖と同じ効果の呪文はあったか? 要調査)
873 * @powerful 効果が増強される時TRUE (TRUEになるタイミングはあるか? 要調査)
875 bool cleansing_nova(player_type *creature_ptr, bool magic, bool powerful)
878 if (dispel_evil(creature_ptr, powerful ? 225 : 150)) ident = TRUE;
879 int k = 3 * creature_ptr->lev;
880 if (set_protevil(creature_ptr, (magic ? 0 : creature_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
881 if (set_poisoned(creature_ptr, 0)) ident = TRUE;
882 if (set_afraid(creature_ptr, 0)) ident = TRUE;
883 if (hp_player(creature_ptr, 50)) ident = TRUE;
884 if (set_stun(creature_ptr, 0)) ident = TRUE;
885 if (set_cut(creature_ptr, 0)) ident = TRUE;
891 * todo ここにこれがあるのは少し違和感、spells-staffonlyとかに分離したい
893 * @param creature_ptr プレーヤーへの参照ポインタ
894 * @powerful 効果が増強される時TRUE (TRUEになるタイミングはあるか? 要調査)
896 bool unleash_mana_storm(player_type *creature_ptr, bool powerful)
898 msg_print(_("強力な魔力が敵を引き裂いた!", "Mighty magics rend your enemies!"));
899 project(creature_ptr, 0, (powerful ? 7 : 5), creature_ptr->y, creature_ptr->x,
900 (randint1(200) + (powerful ? 500 : 300)) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
902 bool is_special_class = creature_ptr->pclass != CLASS_MAGE;
903 is_special_class &= creature_ptr->pclass != CLASS_HIGH_MAGE;
904 is_special_class &= creature_ptr->pclass != CLASS_SORCERER;
905 is_special_class &= creature_ptr->pclass != CLASS_MAGIC_EATER;
906 is_special_class &= creature_ptr->pclass != CLASS_BLUE_MAGE;
907 if (is_special_class)
909 (void)take_hit(creature_ptr, DAMAGE_NOESCAPE, 50, _("コントロールし難い強力な魔力の解放", "unleashing magics too mighty to control"), -1);
917 * @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
918 * @param caster_ptr プレーヤーへの参照ポインタ
919 * @return 効力があった場合TRUEを返す
921 bool dispel_living(player_type *caster_ptr, HIT_POINT dam)
923 return (project_all_los(caster_ptr, GF_DISP_LIVING, dam));
928 * @brief 視界内の悪魔系モンスターにダメージを与える処理 / Dispel 'living' monsters
929 * @param caster_ptr プレーヤーへの参照ポインタ
930 * @return 効力があった場合TRUEを返す
932 bool dispel_demons(player_type *caster_ptr, HIT_POINT dam)
934 return (project_all_los(caster_ptr, GF_DISP_DEMON, dam));
939 * @brief 視界内のモンスターに「聖戦」効果を与える処理
940 * @param caster_ptr プレーヤーへの参照ポインタ
941 * @return 効力があった場合TRUEを返す
943 bool crusade(player_type *caster_ptr)
945 return (project_all_los(caster_ptr, GF_CRUSADE, caster_ptr->lev * 4));
950 * @brief 視界内モンスターを怒らせる処理 / Wake up all monsters, and speed up "los" monsters.
951 * @param caster_ptr プレーヤーへの参照ポインタ
952 * @param who 怒らせる原因を起こしたモンスター(0ならばプレイヤー)
955 void aggravate_monsters(player_type *caster_ptr, MONSTER_IDX who)
959 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
961 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
962 if (!monster_is_valid(m_ptr)) continue;
963 if (i == who) continue;
965 if (m_ptr->cdis < MAX_SIGHT * 2)
967 if (MON_CSLEEP(m_ptr))
969 (void)set_monster_csleep(caster_ptr, i, 0);
973 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
976 if (player_has_los_bold(caster_ptr, m_ptr->fy, m_ptr->fx))
980 (void)set_monster_fast(caster_ptr, i, MON_FAST(m_ptr) + 100);
986 if (speed) msg_print(_("付近で何かが突如興奮したような感じを受けた!", "You feel a sudden stirring nearby!"));
987 else if (sleep) msg_print(_("何かが突如興奮したような騒々しい音が遠くに聞こえた!", "You hear a sudden stirring in the distance!"));
988 if (caster_ptr->riding) caster_ptr->update |= PU_BONUS;
993 * @brief モンスターへの単体抹殺処理サブルーチン / Delete a non-unique/non-quest monster
994 * @param m_idx 抹殺するモンスターID
996 * @param player_cast プレイヤーの魔法によるものならば TRUE
997 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
998 * @param spell_name 抹殺効果を起こした魔法の名前
999 * @return 効力があった場合TRUEを返す
1001 bool genocide_aux(player_type *caster_ptr, MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, concptr spell_name)
1003 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
1004 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1005 if (is_pet(m_ptr) && !player_cast) return FALSE;
1007 bool resist = FALSE;
1008 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1009 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1010 else if (m_idx == caster_ptr->riding) resist = TRUE;
1011 else if ((caster_ptr->current_floor_ptr->inside_quest && !random_quest_number(caster_ptr, caster_ptr->current_floor_ptr->dun_level)) || caster_ptr->current_floor_ptr->inside_arena || caster_ptr->phase_out) resist = TRUE;
1012 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1013 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1016 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1018 GAME_TEXT m_name[MAX_NLEN];
1019 monster_desc(caster_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
1020 exe_write_diary(caster_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1023 delete_monster_idx(caster_ptr, m_idx);
1026 if (resist && player_cast)
1028 bool see_m = is_seen(m_ptr);
1029 GAME_TEXT m_name[MAX_NLEN];
1030 monster_desc(caster_ptr, m_name, m_ptr, 0);
1033 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1036 if (MON_CSLEEP(m_ptr))
1038 (void)set_monster_csleep(caster_ptr, m_idx, 0);
1041 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1045 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1049 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1052 set_hostile(caster_ptr, m_ptr);
1055 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1060 take_hit(caster_ptr, DAMAGE_GENO, randint1(dam_side), format(_("%^sの呪文を唱えた疲労", "the strain of casting %^s"), spell_name), -1);
1063 move_cursor_relative(caster_ptr->y, caster_ptr->x);
1064 caster_ptr->redraw |= (PR_HP);
1065 caster_ptr->window |= (PW_PLAYER);
1066 handle_stuff(caster_ptr);
1069 int msec = delay_factor * delay_factor * delay_factor;
1070 Term_xtra(TERM_XTRA_DELAY, msec);
1077 * @brief モンスターへのシンボル抹殺処理ルーチン / Delete all non-unique/non-quest monsters of a given "type" from the level
1078 * @param power 抹殺の威力
1079 * @param player_cast プレイヤーの魔法によるものならば TRUE
1080 * @return 効力があった場合TRUEを返す
1082 bool symbol_genocide(player_type *caster_ptr, int power, bool player_cast)
1084 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
1085 bool is_special_floor = floor_ptr->inside_quest && !random_quest_number(caster_ptr, floor_ptr->dun_level);
1086 is_special_floor |= caster_ptr->current_floor_ptr->inside_arena;
1087 is_special_floor |= caster_ptr->phase_out;
1088 if (is_special_floor)
1090 msg_print(_("何も起きないようだ……", "It seems nothing happen here..."));
1095 while (!get_com(_("どの種類(文字)のモンスターを抹殺しますか: ", "Choose a monster race (by symbol) to genocide: "), &typ, FALSE));
1096 bool result = FALSE;
1097 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
1099 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
1100 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1101 if (!monster_is_valid(m_ptr)) continue;
1102 if (r_ptr->d_char != typ) continue;
1104 result |= genocide_aux(caster_ptr, i, power, player_cast, 4, _("抹殺", "Genocide"));
1109 chg_virtue(caster_ptr, V_VITALITY, -2);
1110 chg_virtue(caster_ptr, V_CHANCE, -1);
1118 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1119 * @param power 抹殺の威力
1120 * @param player_cast プレイヤーの魔法によるものならば TRUE
1121 * @return 効力があった場合TRUEを返す
1123 bool mass_genocide(player_type *caster_ptr, int power, bool player_cast)
1125 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
1126 bool is_special_floor = floor_ptr->inside_quest && !random_quest_number(caster_ptr, floor_ptr->dun_level);
1127 is_special_floor |= caster_ptr->current_floor_ptr->inside_arena;
1128 is_special_floor |= caster_ptr->phase_out;
1129 if (is_special_floor)
1134 bool result = FALSE;
1135 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
1137 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
1138 if (!monster_is_valid(m_ptr)) continue;
1139 if (m_ptr->cdis > MAX_SIGHT) continue;
1141 result |= genocide_aux(caster_ptr, i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1146 chg_virtue(caster_ptr, V_VITALITY, -2);
1147 chg_virtue(caster_ptr, V_CHANCE, -1);
1155 * @brief アンデッド・モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) undead
1156 * @param power 抹殺の威力
1157 * @param player_cast プレイヤーの魔法によるものならば TRUE
1158 * @return 効力があった場合TRUEを返す
1160 bool mass_genocide_undead(player_type *caster_ptr, int power, bool player_cast)
1162 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
1163 bool is_special_floor = floor_ptr->inside_quest && !random_quest_number(caster_ptr, floor_ptr->dun_level);
1164 is_special_floor |= caster_ptr->current_floor_ptr->inside_arena;
1165 is_special_floor |= caster_ptr->phase_out;
1166 if (is_special_floor)
1171 bool result = FALSE;
1172 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
1174 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
1175 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1176 if (!monster_is_valid(m_ptr)) continue;
1177 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1178 if (m_ptr->cdis > MAX_SIGHT) continue;
1180 result |= genocide_aux(caster_ptr, i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1185 chg_virtue(caster_ptr, V_UNLIFE, -2);
1186 chg_virtue(caster_ptr, V_CHANCE, -1);
1194 * @brief 周辺モンスターを調査する / Probe nearby monsters
1195 * @return 効力があった場合TRUEを返す
1197 bool probing(player_type *caster_ptr)
1199 bool_hack cu = Term->scr->cu;
1200 bool_hack cv = Term->scr->cv;
1208 for (int i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
1210 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
1211 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1212 if (!monster_is_valid(m_ptr)) continue;
1213 if (!player_has_los_bold(caster_ptr, m_ptr->fy, m_ptr->fx)) continue;
1214 if (!m_ptr->ml) continue;
1216 GAME_TEXT m_name[MAX_NLEN];
1217 if (!probe) msg_print(_("調査中...", "Probing..."));
1220 if (!is_original_ap(m_ptr))
1222 if (m_ptr->mflag2 & MFLAG2_KAGE)
1223 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1225 m_ptr->ap_r_idx = m_ptr->r_idx;
1226 lite_spot(caster_ptr, m_ptr->fy, m_ptr->fx);
1229 monster_desc(caster_ptr, m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1230 speed = m_ptr->mspeed - 110;
1231 if (MON_FAST(m_ptr)) speed += 10;
1232 if (MON_SLOW(m_ptr)) speed -= 10;
1233 if (ironman_nightmare) speed += 5;
1235 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
1236 else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
1237 else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
1238 else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = _("中立(善悪)", "neutral(good&evil)");
1239 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
1240 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
1241 else align = _("中立", "neutral");
1243 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:"),
1244 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1246 if (r_ptr->next_r_idx)
1248 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1252 strcat(buf, "xxx ");
1255 if (MON_CSLEEP(m_ptr)) strcat(buf, _("睡眠 ", "sleeping "));
1256 if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
1257 if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
1258 if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
1259 if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
1260 buf[strlen(buf) - 1] = '\0';
1264 caster_ptr->window |= (PW_MESSAGE);
1265 handle_stuff(caster_ptr);
1266 move_cursor_relative(m_ptr->fy, m_ptr->fx);
1268 Term_erase(0, 0, 255);
1269 if (lore_do_probe(caster_ptr, m_ptr->r_idx))
1271 strcpy(buf, (r_name + r_ptr->name));
1273 msg_format("%sについてさらに詳しくなった気がする。", buf);
1276 msg_format("You now know more about %s.", buf);
1290 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
1291 msg_print(_("これで全部です。", "That's all."));
1302 void discharge_minion(player_type *caster_ptr)
1305 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
1307 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
1308 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
1309 if (m_ptr->nickname) okay = FALSE;
1312 if (!okay || caster_ptr->riding)
1314 if (!get_check(_("本当に全ペットを爆破しますか?", "You will blast all pets. Are you sure? ")))
1318 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
1320 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
1321 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
1323 monster_race *r_ptr;
1324 r_ptr = &r_info[m_ptr->r_idx];
1325 if (r_ptr->flags1 & RF1_UNIQUE)
1327 GAME_TEXT m_name[MAX_NLEN];
1328 monster_desc(caster_ptr, m_name, m_ptr, 0x00);
1329 msg_format(_("%sは爆破されるのを嫌がり、勝手に自分の世界へと帰った。", "%^s resists being blasted and runs away."), m_name);
1330 delete_monster_idx(caster_ptr, i);
1334 HIT_POINT dam = m_ptr->maxhp / 2;
1335 if (dam > 100) dam = (dam - 100) / 2 + 100;
1336 if (dam > 400) dam = (dam - 400) / 2 + 400;
1337 if (dam > 800) dam = 800;
1338 project(caster_ptr, i, 2 + (r_ptr->level / 20), m_ptr->fy, m_ptr->fx, dam, GF_PLASMA,
1339 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
1341 if (record_named_pet && m_ptr->nickname)
1343 GAME_TEXT m_name[MAX_NLEN];
1345 monster_desc(caster_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
1346 exe_write_diary(caster_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
1349 delete_monster_idx(caster_ptr, i);
1355 * todo この辺、xとyが引数になっているが、caster_ptr->xとcaster_ptr->yで全て置き換えが効くはず……
1356 * @brief 部屋全体を照らすサブルーチン
1357 * @param caster_ptr プレーヤーへの参照ポインタ
1361 * This routine clears the entire "temp" set.
1362 * This routine will Perma-Lite all "temp" grids.
1363 * This routine is used (only) by "lite_room()"
1364 * Dark grids are illuminated.
1365 * Also, process all affected monsters.
1367 * SMART monsters always wake up when illuminated
1368 * NORMAL monsters wake up 1/4 the time when illuminated
1369 * STUPID monsters wake up 1/10 the time when illuminated
1372 static void cave_temp_room_lite(player_type *caster_ptr)
1374 for (int i = 0; i < tmp_pos.n; i++)
1376 POSITION y = tmp_pos.y[i];
1377 POSITION x = tmp_pos.x[i];
1378 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
1379 g_ptr->info &= ~(CAVE_TEMP);
1380 g_ptr->info |= (CAVE_GLOW);
1383 PERCENTAGE chance = 25;
1384 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
1385 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1386 update_monster(caster_ptr, g_ptr->m_idx, FALSE);
1387 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
1388 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
1390 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
1392 (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
1395 GAME_TEXT m_name[MAX_NLEN];
1396 monster_desc(caster_ptr, m_name, m_ptr, 0);
1397 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1402 note_spot(caster_ptr, y, x);
1403 lite_spot(caster_ptr, y, x);
1404 update_local_illumination(caster_ptr, y, x);
1412 * todo この辺、xとyが引数になっているが、caster_ptr->xとcaster_ptr->yで全て置き換えが効くはず……
1413 * @brief 部屋全体を暗くするサブルーチン
1414 * @param caster_ptr プレーヤーへの参照ポインタ
1418 * This routine clears the entire "temp" set.
1419 * This routine will "darken" all "temp" grids.
1420 * In addition, some of these grids will be "unmarked".
1421 * This routine is used (only) by "unlite_room()"
1422 * Also, process all affected monsters
1425 static void cave_temp_room_unlite(player_type *caster_ptr)
1427 for (int i = 0; i < tmp_pos.n; i++)
1429 POSITION y = tmp_pos.y[i];
1430 POSITION x = tmp_pos.x[i];
1431 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
1432 bool do_dark = !is_mirror_grid(g_ptr);
1433 g_ptr->info &= ~(CAVE_TEMP);
1434 if (!do_dark) continue;
1436 if (caster_ptr->current_floor_ptr->dun_level || !is_daytime())
1438 for (int j = 0; j < 9; j++)
1440 POSITION by = y + ddy_ddd[j];
1441 POSITION bx = x + ddx_ddd[j];
1443 if (in_bounds2(caster_ptr->current_floor_ptr, by, bx))
1445 grid_type *cc_ptr = &caster_ptr->current_floor_ptr->grid_array[by][bx];
1447 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1455 if (!do_dark) continue;
1458 g_ptr->info &= ~(CAVE_GLOW);
1459 if (!have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_REMEMBER))
1461 if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
1462 note_spot(caster_ptr, y, x);
1467 update_monster(caster_ptr, g_ptr->m_idx, FALSE);
1470 lite_spot(caster_ptr, y, x);
1471 update_local_illumination(caster_ptr, y, x);
1479 * @brief 周辺に関数ポインタの条件に該当する地形がいくつあるかを計算する / Determine how much contiguous open space this grid is next to
1480 * @param floor_ptr 配置するフロアの参照ポインタ
1483 * @param pass_bold 地形条件を返す関数ポインタ
1486 static int next_to_open(floor_type *floor_ptr, POSITION cy, POSITION cx, bool(*pass_bold)(floor_type*, POSITION, POSITION))
1490 for (int i = 0; i < 16; i++)
1492 POSITION y = cy + ddy_cdd[i % 8];
1493 POSITION x = cx + ddx_cdd[i % 8];
1494 if (!pass_bold(floor_ptr, y, x))
1509 return MAX(len, blen);
1514 * @brief 周辺に関数ポインタの条件に該当する地形がいくつあるかを計算する / Determine how much contiguous open space this grid is next to
1515 * @param floor_ptr 配置するフロアの参照ポインタ
1518 * @param pass_bold 地形条件を返す関数ポインタ
1521 static int next_to_walls_adj(floor_type *floor_ptr, POSITION cy, POSITION cx, bool(*pass_bold)(floor_type*, POSITION, POSITION))
1525 for (DIRECTION i = 0; i < 8; i++)
1527 y = cy + ddy_ddd[i];
1528 x = cx + ddx_ddd[i];
1530 if (!pass_bold(floor_ptr, y, x)) c++;
1538 * @brief 部屋内にある一点の周囲に該当する地形数かいくつあるかをグローバル変数tmp_pos.nに返す / Aux function -- see below
1539 * @param caster_ptr プレーヤーへの参照ポインタ
1540 * @param y 部屋内のy座標1点
1541 * @param x 部屋内のx座標1点
1542 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
1543 * @param pass_bold 地形条件を返す関数ポインタ
1546 static void cave_temp_room_aux(player_type *caster_ptr, POSITION y, POSITION x, bool only_room, bool(*pass_bold)(floor_type*, POSITION, POSITION))
1549 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
1550 g_ptr = &floor_ptr->grid_array[y][x];
1551 if (g_ptr->info & (CAVE_TEMP)) return;
1553 if (!(g_ptr->info & (CAVE_ROOM)))
1555 if (only_room) return;
1556 if (!in_bounds2(floor_ptr, y, x)) return;
1557 if (distance(caster_ptr->y, caster_ptr->x, y, x) > MAX_RANGE) return;
1559 /* Verify this grid */
1561 * The reason why it is ==6 instead of >5 is that 8 is impossible
1562 * due to the check for cave_bold above.
1563 * 7 lights dead-end corridors (you need to do this for the
1564 * checkboard interesting rooms, so that the boundary is lit
1566 * This leaves only a check for 6 bounding walls!
1568 if (in_bounds(floor_ptr, y, x) && pass_bold(floor_ptr, y, x) &&
1569 (next_to_walls_adj(floor_ptr, y, x, pass_bold) == 6) && (next_to_open(floor_ptr, y, x, pass_bold) <= 1)) return;
1572 if (tmp_pos.n == TEMP_MAX) return;
1574 g_ptr->info |= (CAVE_TEMP);
1575 tmp_pos.y[tmp_pos.n] = y;
1576 tmp_pos.x[tmp_pos.n] = x;
1582 * @brief 部屋内にある一点の周囲がいくつ光を通すかをグローバル変数tmp_pos.nに返す / Aux function -- see below
1583 * @param caster_ptr プレーヤーへの参照ポインタ
1588 static void cave_temp_lite_room_aux(player_type *caster_ptr, POSITION y, POSITION x)
1590 cave_temp_room_aux(caster_ptr, y, x, FALSE, cave_los_bold);
1595 * @brief 指定のマスが光を通さず射線のみを通すかを返す。 / Aux function -- see below
1596 * @param floor_ptr 配置するフロアの参照ポインタ
1599 * @return 射線を通すならばtrueを返す。
1601 static bool cave_pass_dark_bold(floor_type *floor_ptr, POSITION y, POSITION x)
1603 return cave_have_flag_bold(floor_ptr, y, x, FF_PROJECT);
1608 * @brief 部屋内にある一点の周囲がいくつ射線を通すかをグローバル変数tmp_pos.nに返す / Aux function -- see below
1609 * @param caster_ptr プレーヤーへの参照ポインタ
1614 static void cave_temp_unlite_room_aux(player_type *caster_ptr, POSITION y, POSITION x)
1616 cave_temp_room_aux(caster_ptr, y, x, TRUE, cave_pass_dark_bold);
1621 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
1622 * @param caster_ptr プレーヤーへの参照ポインタ
1627 void lite_room(player_type *caster_ptr, POSITION y1, POSITION x1)
1629 cave_temp_lite_room_aux(caster_ptr, y1, x1);
1630 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
1631 for (int i = 0; i < tmp_pos.n; i++)
1633 POSITION x = tmp_pos.x[i];
1634 POSITION y = tmp_pos.y[i];
1636 if (!cave_los_bold(floor_ptr, y, x)) continue;
1638 cave_temp_lite_room_aux(caster_ptr, y + 1, x);
1639 cave_temp_lite_room_aux(caster_ptr, y - 1, x);
1640 cave_temp_lite_room_aux(caster_ptr, y, x + 1);
1641 cave_temp_lite_room_aux(caster_ptr, y, x - 1);
1643 cave_temp_lite_room_aux(caster_ptr, y + 1, x + 1);
1644 cave_temp_lite_room_aux(caster_ptr, y - 1, x - 1);
1645 cave_temp_lite_room_aux(caster_ptr, y - 1, x + 1);
1646 cave_temp_lite_room_aux(caster_ptr, y + 1, x - 1);
1649 cave_temp_room_lite(caster_ptr);
1650 if (caster_ptr->special_defense & NINJA_S_STEALTH)
1652 if (floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].info & CAVE_GLOW)
1653 set_superstealth(caster_ptr, FALSE);
1659 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
1660 * @param caster_ptr プレーヤーへの参照ポインタ
1665 void unlite_room(player_type *caster_ptr, POSITION y1, POSITION x1)
1667 cave_temp_unlite_room_aux(caster_ptr, y1, x1);
1668 for (int i = 0; i < tmp_pos.n; i++)
1670 POSITION x = tmp_pos.x[i];
1671 POSITION y = tmp_pos.y[i];
1672 if (!cave_pass_dark_bold(caster_ptr->current_floor_ptr, y, x)) continue;
1674 cave_temp_unlite_room_aux(caster_ptr, y + 1, x);
1675 cave_temp_unlite_room_aux(caster_ptr, y - 1, x);
1676 cave_temp_unlite_room_aux(caster_ptr, y, x + 1);
1677 cave_temp_unlite_room_aux(caster_ptr, y, x - 1);
1679 cave_temp_unlite_room_aux(caster_ptr, y + 1, x + 1);
1680 cave_temp_unlite_room_aux(caster_ptr, y - 1, x - 1);
1681 cave_temp_unlite_room_aux(caster_ptr, y - 1, x + 1);
1682 cave_temp_unlite_room_aux(caster_ptr, y + 1, x - 1);
1685 cave_temp_room_unlite(caster_ptr);
1690 * @brief スターライトの効果を発生させる
1691 * @param caster_ptr プレーヤーへの参照ポインタ
1692 * @param magic 魔法による効果であればTRUE、スターライトの杖による効果であればFALSE
1695 bool starlight(player_type *caster_ptr, bool magic)
1697 if (!caster_ptr->blind && !magic)
1699 msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly..."));
1702 HIT_POINT num = damroll(5, 3);
1704 POSITION y = 0, x = 0;
1705 for (int k = 0; k < num; k++)
1711 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, PROJECT_LOS);
1712 if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)) continue;
1713 if (!player_bold(caster_ptr, y, x)) break;
1716 project(caster_ptr, 0, 0, y, x, damroll(6 + caster_ptr->lev / 8, 10), GF_LITE_WEAK,
1717 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL | PROJECT_LOS), -1);
1725 * @brief プレイヤー位置を中心にLITE_WEAK属性を通じた照明処理を行う / Hack -- call light around the player Affect all monsters in the projection radius
1726 * @param caster_ptr プレーヤーへの参照ポインタ
1729 * @return 作用が実際にあった場合TRUEを返す
1731 bool lite_area(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
1733 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
1735 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorbs your light."));
1739 if (!caster_ptr->blind)
1741 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
1744 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
1745 (void)project(caster_ptr, 0, rad, caster_ptr->y, caster_ptr->x, dam, GF_LITE_WEAK, flg, -1);
1747 lite_room(caster_ptr, caster_ptr->y, caster_ptr->x);
1754 * @brief プレイヤー位置を中心にLITE_DARK属性を通じた消灯処理を行う / Hack -- call light around the player Affect all monsters in the projection radius
1755 * @param caster_ptr プレーヤーへの参照ポインタ
1758 * @return 作用が実際にあった場合TRUEを返す
1760 bool unlite_area(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
1762 if (!caster_ptr->blind)
1764 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
1767 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
1768 (void)project(caster_ptr, 0, rad, caster_ptr->y, caster_ptr->x, dam, GF_DARK_WEAK, flg, -1);
1770 unlite_room(caster_ptr, caster_ptr->y, caster_ptr->x);
1777 * @brief ボール系スペルの発動 / Cast a ball spell
1778 * @param caster_ptr プレーヤーへの参照ポインタ
1780 * @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)
1783 * @return 作用が実際にあった場合TRUEを返す
1786 * Stop if we hit a monster, act as a "ball"
1787 * Allow "target" mode to pass over monsters
1788 * Affect grids, objects, and monsters
1791 bool fire_ball(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
1793 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1794 if (typ == GF_CHARM_LIVING) flg |= PROJECT_HIDE;
1796 POSITION tx = caster_ptr->x + 99 * ddx[dir];
1797 POSITION ty = caster_ptr->y + 99 * ddy[dir];
1799 if ((dir == 5) && target_okay(caster_ptr))
1801 flg &= ~(PROJECT_STOP);
1806 return project(caster_ptr, 0, rad, ty, tx, dam, typ, flg, -1);
1811 * @brief ブレス系スペルの発動 / Cast a breath spell
1812 * @param caster_ptr プレーヤーへの参照ポインタ
1814 * @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)
1817 * @return 作用が実際にあった場合TRUEを返す
1820 * Stop if we hit a monster, act as a "ball"
1821 * Allow "target" mode to pass over monsters
1822 * Affect grids, objects, and monsters
1825 bool fire_breath(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
1827 return fire_ball(caster_ptr, typ, dir, dam, -rad);
1832 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
1833 * @param caster_ptr プレーヤーへの参照ポインタ
1835 * @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)
1838 * @return 作用が実際にあった場合TRUEを返す
1841 * Stop if we hit a monster, act as a "ball"
1842 * Allow "target" mode to pass over monsters
1843 * Affect grids, objects, and monsters
1846 bool fire_rocket(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
1848 POSITION tx = caster_ptr->x + 99 * ddx[dir];
1849 POSITION ty = caster_ptr->y + 99 * ddy[dir];
1850 if ((dir == 5) && target_okay(caster_ptr))
1856 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1857 return (project(caster_ptr, 0, rad, ty, tx, dam, typ, flg, -1));
1862 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
1863 * @param caster_ptr プレーヤーへの参照ポインタ
1865 * @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)
1868 * @return 作用が実際にあった場合TRUEを返す
1871 * Stop if we hit a monster, act as a "ball"
1872 * Allow "target" mode to pass over monsters
1873 * Affect grids, objects, and monsters
1876 bool fire_ball_hide(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
1878 POSITION tx = caster_ptr->x + 99 * ddx[dir];
1879 POSITION ty = caster_ptr->y + 99 * ddy[dir];
1880 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
1881 if ((dir == 5) && target_okay(caster_ptr))
1883 flg &= ~(PROJECT_STOP);
1888 return (project(caster_ptr, 0, rad, ty, tx, dam, typ, flg, -1));
1893 * @brief メテオ系スペルの発動 / Cast a meteor spell
1894 * @param caster_ptr プレーヤーへの参照ポインタ
1895 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
1901 * @return 作用が実際にあった場合TRUEを返す
1904 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
1905 * player, or outside source, that starts out at an arbitrary location, and
1906 * leaving no trail from the "caster" to the target. This function is
1907 * especially useful for bombardments and similar. -LM-
1908 * Option to hurt the player.
1911 bool fire_meteor(player_type *caster_ptr, MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
1913 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1914 return (project(caster_ptr, who, rad, y, x, dam, typ, flg, -1));
1919 * @brief ブラスト系スペルの発動 / Cast a blast spell
1920 * @param caster_ptr プレーヤーへの参照ポインタ
1922 * @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)
1927 * @return 作用が実際にあった場合TRUEを返す
1929 bool fire_blast(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, DICE_NUMBER dd, DICE_SID ds, int num, int dev)
1931 POSITION ty, tx, y, x;
1938 lx = 20 * (tx - caster_ptr->x) + caster_ptr->x;
1939 ly = 20 * (ty - caster_ptr->y) + caster_ptr->y;
1943 ly = ty = caster_ptr->y + 20 * ddy[dir];
1944 lx = tx = caster_ptr->x + 20 * ddx[dir];
1947 int ld = distance(caster_ptr->y, caster_ptr->x, ly, lx);
1948 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
1950 for (int i = 0; i < num; i++)
1954 /* Get targets for some bolts */
1955 y = rand_spread(ly, ld * dev / 20);
1956 x = rand_spread(lx, ld * dev / 20);
1958 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
1961 /* Analyze the "dir" and the "target". */
1962 if (!project(caster_ptr, 0, 0, y, x, damroll(dd, ds), typ, flg, -1))
1973 * @brief モンスターとの位置交換処理 / Switch position with a monster.
1974 * @param caster_ptr プレーヤーへの参照ポインタ
1975 * @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)
1976 * @return 作用が実際にあった場合TRUEを返す
1978 bool teleport_swap(player_type *caster_ptr, DIRECTION dir)
1981 if ((dir == 5) && target_okay(caster_ptr))
1988 tx = caster_ptr->x + ddx[dir];
1989 ty = caster_ptr->y + ddy[dir];
1992 if (caster_ptr->anti_tele)
1994 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
1999 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
2000 if (!g_ptr->m_idx || (g_ptr->m_idx == caster_ptr->riding))
2002 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
2006 if ((g_ptr->info & CAVE_ICKY) || (distance(ty, tx, caster_ptr->y, caster_ptr->x) > caster_ptr->lev * 3 / 2 + 10))
2008 msg_print(_("失敗した。", "Failed to swap."));
2012 monster_type* m_ptr;
2013 monster_race* r_ptr;
2014 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2015 r_ptr = &r_info[m_ptr->r_idx];
2017 (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
2019 if (r_ptr->flagsr & RFR_RES_TELE)
2021 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
2022 if (is_original_ap_and_seen(caster_ptr, m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2026 sound(SOUND_TELEPORT);
2027 (void)move_player_effect(caster_ptr, ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
2033 * @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)
2034 * @param caster_ptr プレーヤーへの参照ポインタ
2036 * @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)
2039 * @return 作用が実際にあった場合TRUEを返す
2041 bool project_hook(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
2043 flg |= (PROJECT_THRU);
2044 POSITION tx = caster_ptr->x + ddx[dir];
2045 POSITION ty = caster_ptr->y + ddy[dir];
2046 if ((dir == 5) && target_okay(caster_ptr))
2052 return (project(caster_ptr, 0, 0, ty, tx, dam, typ, flg, -1));
2057 * @brief ボルト系スペルの発動 / Cast a bolt spell.
2058 * @param caster_ptr プレーヤーへの参照ポインタ
2060 * @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)
2062 * @return 作用が実際にあった場合TRUEを返す
2065 * Stop if we hit a monster, as a "bolt".
2066 * Affect monsters and grids (not objects).
2069 bool fire_bolt(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
2071 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
2072 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
2073 return (project_hook(caster_ptr, typ, dir, dam, flg));
2078 * @brief ビーム系スペルの発動 / Cast a beam spell.
2079 * @param caster_ptr プレーヤーへの参照ポインタ
2081 * @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)
2083 * @return 作用が実際にあった場合TRUEを返す
2086 * Pass through monsters, as a "beam".
2087 * Affect monsters, grids and objects.
2090 bool fire_beam(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
2092 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
2093 return (project_hook(caster_ptr, typ, dir, dam, flg));
2098 * @brief 確率に応じたボルト系/ビーム系スペルの発動 / Cast a bolt spell, or rarely, a beam spell.
2099 * @param caster_ptr プレーヤーへの参照ポインタ
2100 * @param prob ビーム化する確率(%)
2102 * @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)
2104 * @return 作用が実際にあった場合TRUEを返す
2107 * Pass through monsters, as a "beam".
2108 * Affect monsters, grids and objects.
2111 bool fire_bolt_or_beam(player_type *caster_ptr, PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
2113 if (randint0(100) < prob)
2115 return (fire_beam(caster_ptr, typ, dir, dam));
2118 return (fire_bolt(caster_ptr, typ, dir, dam));
2123 * @brief LITE_WEAK属性による光源ビーム処理
2124 * @param caster_ptr プレーヤーへの参照ポインタ
2125 * @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)
2127 * @return 作用が実際にあった場合TRUEを返す
2129 bool lite_line(player_type *caster_ptr, DIRECTION dir, HIT_POINT dam)
2131 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
2132 return (project_hook(caster_ptr, GF_LITE_WEAK, dir, dam, flg));
2138 * @param caster_ptr プレーヤーへの参照ポインタ
2139 * @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)
2141 * @return 作用が実際にあった場合TRUEを返す
2143 bool hypodynamic_bolt(player_type *caster_ptr, DIRECTION dir, HIT_POINT dam)
2145 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
2146 return (project_hook(caster_ptr, GF_HYPODYNAMIA, dir, dam, flg));
2152 * @param caster_ptr プレーヤーへの参照ポインタ
2153 * @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)
2155 * @return 作用が実際にあった場合TRUEを返す
2157 bool wall_to_mud(player_type *caster_ptr, DIRECTION dir, HIT_POINT dam)
2159 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2160 return (project_hook(caster_ptr, GF_KILL_WALL, dir, dam, flg));
2166 * @param caster_ptr プレーヤーへの参照ポインタ
2167 * @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)
2168 * @return 作用が実際にあった場合TRUEを返す
2170 bool wizard_lock(player_type *caster_ptr, DIRECTION dir)
2172 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2173 return (project_hook(caster_ptr, GF_JAM_DOOR, dir, 20 + randint1(30), flg));
2179 * @param caster_ptr プレーヤーへの参照ポインタ
2180 * @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)
2181 * @return 作用が実際にあった場合TRUEを返す
2183 bool destroy_door(player_type *caster_ptr, DIRECTION dir)
2185 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
2186 return (project_hook(caster_ptr, GF_KILL_DOOR, dir, 0, flg));
2192 * @param caster_ptr プレーヤーへの参照ポインタ
2193 * @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)
2194 * @return 作用が実際にあった場合TRUEを返す
2196 bool disarm_trap(player_type *caster_ptr, DIRECTION dir)
2198 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
2199 return (project_hook(caster_ptr, GF_KILL_TRAP, dir, 0, flg));
2205 * @param caster_ptr プレーヤーへの参照ポインタ
2206 * @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)
2207 * @param plev プレイヤーレベル(効力はplev*200)
2208 * @return 作用が実際にあった場合TRUEを返す
2210 bool death_ray(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
2212 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
2213 return (project_hook(caster_ptr, GF_DEATH_RAY, dir, plev * 200, flg));
2218 * @brief モンスター用テレポート処理
2219 * @param caster_ptr プレーヤーへの参照ポインタ
2220 * @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)
2221 * @param distance 移動距離
2222 * @return 作用が実際にあった場合TRUEを返す
2224 bool teleport_monster(player_type *caster_ptr, DIRECTION dir, int distance)
2226 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
2227 return (project_hook(caster_ptr, GF_AWAY_ALL, dir, distance, flg));
2232 * @brief ドア生成処理(プレイヤー中心に周囲1マス) / Hooks -- affect adjacent grids (radius 1 ball attack)
2233 * @param caster_ptr プレーヤーへの参照ポインタ
2234 * @return 作用が実際にあった場合TRUEを返す
2236 bool door_creation(player_type *caster_ptr, POSITION y, POSITION x)
2238 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
2239 return (project(caster_ptr, 0, 1, y, x, 0, GF_MAKE_DOOR, flg, -1));
2244 * @brief トラップ生成処理(起点から周囲1マス)
2245 * @param caster_ptr プレーヤーへの参照ポインタ
2248 * @return 作用が実際にあった場合TRUEを返す
2250 bool trap_creation(player_type *caster_ptr, POSITION y, POSITION x)
2252 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
2253 return (project(caster_ptr, 0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
2258 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
2259 * @param caster_ptr プレーヤーへの参照ポインタ
2260 * @return 作用が実際にあった場合TRUEを返す
2262 bool tree_creation(player_type *caster_ptr, POSITION y, POSITION x)
2264 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
2265 return (project(caster_ptr, 0, 1, y, x, 0, GF_MAKE_TREE, flg, -1));
2270 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
2271 * @param caster_ptr プレーヤーへの参照ポインタ
2272 * @return 作用が実際にあった場合TRUEを返す
2274 bool glyph_creation(player_type *caster_ptr, POSITION y, POSITION x)
2276 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
2277 return (project(caster_ptr, 0, 1, y, x, 0, GF_MAKE_GLYPH, flg, -1));
2282 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
2283 * @param caster_ptr プレーヤーへの参照ポインタ
2284 * @return 作用が実際にあった場合TRUEを返す
2286 bool wall_stone(player_type *caster_ptr)
2288 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
2289 bool dummy = (project(caster_ptr, 0, 1, caster_ptr->y, caster_ptr->x, 0, GF_STONE_WALL, flg, -1));
2290 caster_ptr->update |= (PU_FLOW);
2291 caster_ptr->redraw |= (PR_MAP);
2297 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
2298 * @param caster_ptr プレーヤーへの参照ポインタ
2299 * @return 作用が実際にあった場合TRUEを返す
2301 bool destroy_doors_touch(player_type *caster_ptr)
2303 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
2304 return (project(caster_ptr, 0, 1, caster_ptr->y, caster_ptr->x, 0, GF_KILL_DOOR, flg, -1));
2309 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
2310 * @param caster_ptr プレーヤーへの参照ポインタ
2311 * @return 作用が実際にあった場合TRUEを返す
2313 bool disarm_traps_touch(player_type *caster_ptr)
2315 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
2316 return (project(caster_ptr, 0, 1, caster_ptr->y, caster_ptr->x, 0, GF_KILL_TRAP, flg, -1));
2321 * @brief スリープモンスター処理(プレイヤー中心に周囲1マス)
2322 * @param caster_ptr プレーヤーへの参照ポインタ
2323 * @return 作用が実際にあった場合TRUEを返す
2325 bool sleep_monsters_touch(player_type *caster_ptr)
2327 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
2328 return (project(caster_ptr, 0, 1, caster_ptr->y, caster_ptr->x, caster_ptr->lev, GF_OLD_SLEEP, flg, -1));
2333 * @brief 死者復活処理(起点より周囲5マス)
2334 * @param caster_ptr プレーヤーへの参照ポインタ
2335 * @param who 術者モンスターID(0ならばプレイヤー)
2338 * @return 作用が実際にあった場合TRUEを返す
2340 bool animate_dead(player_type *caster_ptr, MONSTER_IDX who, POSITION y, POSITION x)
2342 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
2343 return (project(caster_ptr, who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
2349 * @return 作用が実際にあった場合TRUEを返す
2351 void call_chaos(player_type *caster_ptr)
2353 int hurt_types[31] =
2355 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
2356 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
2357 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
2358 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
2359 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
2360 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
2361 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
2362 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
2365 int chaos_type = hurt_types[randint0(31)];
2366 bool line_chaos = FALSE;
2367 if (one_in_(4)) line_chaos = TRUE;
2372 for (int dummy = 1; dummy < 10; dummy++)
2377 fire_beam(caster_ptr, chaos_type, dummy, 150);
2379 fire_ball(caster_ptr, chaos_type, dummy, 150, 2);
2388 fire_ball(caster_ptr, chaos_type, 0, 500, 8);
2392 if (!get_aim_dir(caster_ptr, &dir)) return;
2394 fire_beam(caster_ptr, chaos_type, dir, 250);
2396 fire_ball(caster_ptr, chaos_type, dir, 250, 3 + (caster_ptr->lev / 35));
2401 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
2402 * @param target_ptr プレーヤーへの参照ポインタ
2403 * @param stop_ty 再帰処理停止フラグ
2405 * @return 作用が実際にあった場合TRUEを返す
2408 * rr9: Stop the nasty things when a Cyberdemon is summoned
2409 * or the player gets paralyzed.
2412 bool activate_ty_curse(player_type *target_ptr, bool stop_ty, int *count)
2414 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
2415 bool is_first_curse = TRUE;
2416 floor_type *floor_ptr = target_ptr->current_floor_ptr;
2417 while (is_first_curse || (one_in_(3) && !stop_ty))
2419 is_first_curse = FALSE;
2420 switch (randint1(34))
2425 msg_print(_("地面が揺れた...", "The ground trembles..."));
2426 earthquake(target_ptr, target_ptr->y, target_ptr->x, 5 + randint0(10), 0);
2427 if (!one_in_(6)) break;
2433 HIT_POINT dam = damroll(10, 10);
2434 msg_print(_("純粋な魔力の次元への扉が開いた!", "A portal opens to a plane of raw mana!"));
2435 project(target_ptr, 0, 8, target_ptr->y, target_ptr->x, dam, GF_MANA, flg, -1);
2436 take_hit(target_ptr, DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
2437 if (!one_in_(6)) break;
2443 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
2444 teleport_player(target_ptr, damroll(10, 10), TELEPORT_PASSIVE);
2445 if (randint0(13)) (*count) += activate_hi_summon(target_ptr, target_ptr->y, target_ptr->x, FALSE);
2446 if (!one_in_(6)) break;
2450 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
2451 wall_breaker(target_ptr);
2454 project(target_ptr, 0, 7, target_ptr->y, target_ptr->x, 50, GF_KILL_WALL, flg, -1);
2455 take_hit(target_ptr, DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
2458 if (!one_in_(6)) break;
2460 case 1: case 2: case 3: case 16: case 17:
2461 aggravate_monsters(target_ptr, 0);
2462 if (!one_in_(6)) break;
2464 case 4: case 5: case 6:
2465 (*count) += activate_hi_summon(target_ptr, target_ptr->y, target_ptr->x, FALSE);
2466 if (!one_in_(6)) break;
2468 case 7: case 8: case 9: case 18:
2469 (*count) += summon_specific(target_ptr, 0, target_ptr->y, target_ptr->x, floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
2470 if (!one_in_(6)) break;
2472 case 10: case 11: case 12:
2473 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..."));
2474 lose_exp(target_ptr, target_ptr->exp / 16);
2475 if (!one_in_(6)) break;
2477 case 13: case 14: case 15: case 19: case 20:
2479 bool is_statue = stop_ty;
2480 is_statue |= target_ptr->free_act && (randint1(125) < target_ptr->skill_sav);
2481 is_statue |= target_ptr->pclass == CLASS_BERSERKER;
2484 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
2485 if (target_ptr->free_act)
2486 set_paralyzed(target_ptr, target_ptr->paralyzed + randint1(3));
2488 set_paralyzed(target_ptr, target_ptr->paralyzed + randint1(13));
2492 if (!one_in_(6)) break;
2495 case 21: case 22: case 23:
2496 (void)do_dec_stat(target_ptr, randint0(6));
2497 if (!one_in_(6)) break;
2500 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
2501 lose_all_info(target_ptr);
2502 if (!one_in_(6)) break;
2505 if ((floor_ptr->dun_level > 65) && !stop_ty)
2507 (*count) += summon_cyber(target_ptr, -1, target_ptr->y, target_ptr->x);
2512 if (!one_in_(6)) break;
2515 for (int i = 0; i < A_MAX; i++)
2517 bool is_first_dec_stat = TRUE;
2518 while (is_first_dec_stat || one_in_(2))
2520 is_first_dec_stat = FALSE;
2521 (void)do_dec_stat(target_ptr, i);
2532 * todo 引数にPOSITION x/yは必要か? 要調査
2533 * @brief HI_SUMMON(上級召喚)処理発動
2534 * @param caster_ptr プレーヤーへの参照ポインタ
2537 * @param can_pet プレイヤーのペットとなる可能性があるならばTRUEにする
2538 * @return 作用が実際にあった場合TRUEを返す
2540 int activate_hi_summon(player_type *caster_ptr, POSITION y, POSITION x, bool can_pet)
2542 BIT_FLAGS mode = PM_ALLOW_GROUP;
2548 mode |= PM_FORCE_FRIENDLY;
2552 mode |= PM_FORCE_PET;
2557 if (!pet) mode |= PM_NO_PET;
2559 DEPTH dungeon_level = caster_ptr->current_floor_ptr->dun_level;
2560 DEPTH summon_lev = (pet ? caster_ptr->lev * 2 / 3 + randint1(caster_ptr->lev / 2) : dungeon_level);
2562 for (int i = 0; i < (randint1(7) + (dungeon_level / 40)); i++)
2564 switch (randint1(25) + (dungeon_level / 20))
2567 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
2570 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
2573 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
2576 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
2579 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
2582 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
2585 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
2588 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
2592 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
2596 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
2599 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
2600 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
2603 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
2604 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
2607 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
2610 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
2611 count += summon_specific(caster_ptr, (pet ? -1 : 0), y, x, pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
2620 * @brief 周辺破壊効果(プレイヤー中心)
2621 * @param caster_ptr プレーヤーへの参照ポインタ
2622 * @return 作用が実際にあった場合TRUEを返す
2624 void wall_breaker(player_type *caster_ptr)
2626 POSITION y = 0, x = 0;
2627 int attempts = 1000;
2628 if (randint1(80 + caster_ptr->lev) < 70)
2632 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, 0);
2634 if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)) continue;
2636 if (!player_bold(caster_ptr, y, x)) break;
2639 project(caster_ptr, 0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
2640 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2644 if (randint1(100) > 30)
2646 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 1, 0);
2650 int num = damroll(5, 3);
2651 for (int i = 0; i < num; i++)
2655 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 10, 0);
2657 if (!player_bold(caster_ptr, y, x)) break;
2660 project(caster_ptr, 0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
2661 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2667 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
2668 * @param caster_ptr プレーヤーへの参照ポインタ
2670 * @return 作用が実際にあった場合TRUEを返す
2672 bool confuse_monsters(player_type *caster_ptr, HIT_POINT dam)
2674 return (project_all_los(caster_ptr, GF_OLD_CONF, dam));
2679 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
2680 * @param caster_ptr プレーヤーへの参照ポインタ
2682 * @return 作用が実際にあった場合TRUEを返す
2684 bool charm_monsters(player_type *caster_ptr, HIT_POINT dam)
2686 return (project_all_los(caster_ptr, GF_CHARM, dam));
2691 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
2692 * @param caster_ptr プレーヤーへの参照ポインタ
2694 * @return 作用が実際にあった場合TRUEを返す
2696 bool charm_animals(player_type *caster_ptr, HIT_POINT dam)
2698 return (project_all_los(caster_ptr, GF_CONTROL_ANIMAL, dam));
2703 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
2704 * @param caster_ptr プレーヤーへの参照ポインタ
2706 * @return 作用が実際にあった場合TRUEを返す
2708 bool stun_monsters(player_type *caster_ptr, HIT_POINT dam)
2710 return (project_all_los(caster_ptr, GF_STUN, dam));
2715 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
2716 * @param caster_ptr プレーヤーへの参照ポインタ
2718 * @return 作用が実際にあった場合TRUEを返す
2720 bool stasis_monsters(player_type *caster_ptr, HIT_POINT dam)
2722 return (project_all_los(caster_ptr, GF_STASIS, dam));
2727 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
2728 * @param caster_ptr プレーヤーへの参照ポインタ
2730 * @return 作用が実際にあった場合TRUEを返す
2732 bool mindblast_monsters(player_type *caster_ptr, HIT_POINT dam)
2734 return (project_all_los(caster_ptr, GF_PSI, dam));
2739 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
2740 * @param caster_ptr プレーヤーへの参照ポインタ
2741 * @param dist 効力(距離)
2742 * @return 作用が実際にあった場合TRUEを返す
2744 bool banish_monsters(player_type *caster_ptr, int dist)
2746 return (project_all_los(caster_ptr, GF_AWAY_ALL, dist));
2751 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
2752 * @param caster_ptr プレーヤーへの参照ポインタ
2754 * @return 作用が実際にあった場合TRUEを返す
2756 bool turn_evil(player_type *caster_ptr, HIT_POINT dam)
2758 return (project_all_los(caster_ptr, GF_TURN_EVIL, dam));
2763 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
2764 * @param caster_ptr プレーヤーへの参照ポインタ
2766 * @return 作用が実際にあった場合TRUEを返す
2768 bool turn_monsters(player_type *caster_ptr, HIT_POINT dam)
2770 return (project_all_los(caster_ptr, GF_TURN_ALL, dam));
2775 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
2776 * @param caster_ptr プレーヤーへの参照ポインタ
2777 * @return 作用が実際にあった場合TRUEを返す
2779 bool deathray_monsters(player_type *caster_ptr)
2781 return (project_all_los(caster_ptr, GF_DEATH_RAY, caster_ptr->lev * 200));
2786 * @brief チャーム・モンスター(1体)
2787 * @param caster_ptr プレーヤーへの参照ポインタ
2788 * @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)
2790 * @return 作用が実際にあった場合TRUEを返す
2792 bool charm_monster(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
2794 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
2795 return (project_hook(caster_ptr, GF_CHARM, dir, plev, flg));
2800 * @brief アンデッド支配(1体)
2801 * @param caster_ptr プレーヤーへの参照ポインタ
2802 * @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)
2804 * @return 作用が実際にあった場合TRUEを返す
2806 bool control_one_undead(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
2808 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
2809 return (project_hook(caster_ptr, GF_CONTROL_UNDEAD, dir, plev, flg));
2815 * @param caster_ptr プレーヤーへの参照ポインタ
2816 * @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)
2818 * @return 作用が実際にあった場合TRUEを返す
2820 bool control_one_demon(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
2822 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
2823 return (project_hook(caster_ptr, GF_CONTROL_DEMON, dir, plev, flg));
2829 * @param caster_ptr プレーヤーへの参照ポインタ
2830 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2832 * @return 作用が実際にあった場合TRUEを返す
2834 bool charm_animal(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
2836 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
2837 return (project_hook(caster_ptr, GF_CONTROL_ANIMAL, dir, plev, flg));
2843 * @param caster_ptr プレーヤーへの参照ポインタ
2844 * @param success 判定成功上の処理ならばTRUE
2845 * @return 作用が実際にあった場合TRUEを返す
2847 bool kawarimi(player_type *caster_ptr, bool success)
2850 object_type *q_ptr = &forge;
2852 if (caster_ptr->is_dead) return FALSE;
2853 if (caster_ptr->confused || caster_ptr->blind || caster_ptr->paralyzed || caster_ptr->image) return FALSE;
2854 if (randint0(200) < caster_ptr->stun) return FALSE;
2856 if (!success && one_in_(3))
2858 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
2859 caster_ptr->special_defense &= ~(NINJA_KAWARIMI);
2860 caster_ptr->redraw |= (PR_STATUS);
2864 POSITION y = caster_ptr->y;
2865 POSITION x = caster_ptr->x;
2867 teleport_player(caster_ptr, 10 + randint1(90), TELEPORT_SPONTANEOUS);
2869 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
2871 q_ptr->pval = MON_NINJA;
2872 (void)drop_near(caster_ptr, q_ptr, -1, y, x);
2874 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."));
2875 else msg_print(_("失敗!攻撃を受けてしまった。", "Failed! You are hit by the attack."));
2877 caster_ptr->special_defense &= ~(NINJA_KAWARIMI);
2878 caster_ptr->redraw |= (PR_STATUS);
2884 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
2885 * @param caster_ptr プレーヤーへの参照ポインタ
2886 * @param mdeath 目標モンスターが死亡したかを返す
2887 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
2889 bool rush_attack(player_type *attacker_ptr, bool *mdeath)
2891 if (mdeath) *mdeath = FALSE;
2895 if (!get_aim_dir(attacker_ptr, &dir)) return FALSE;
2897 int tx = attacker_ptr->x + project_length * ddx[dir];
2898 int ty = attacker_ptr->y + project_length * ddy[dir];
2900 if ((dir == 5) && target_okay(attacker_ptr))
2907 floor_type *floor_ptr = attacker_ptr->current_floor_ptr;
2908 if (in_bounds(floor_ptr, ty, tx)) tm_idx = floor_ptr->grid_array[ty][tx].m_idx;
2911 int path_n = project_path(attacker_ptr, path_g, project_length, attacker_ptr->y, attacker_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
2913 if (!path_n) return TRUE;
2915 ty = attacker_ptr->y;
2916 tx = attacker_ptr->x;
2917 bool tmp_mdeath = FALSE;
2919 for (int i = 0; i < path_n; i++)
2921 monster_type *m_ptr;
2923 int ny = GRID_Y(path_g[i]);
2924 int nx = GRID_X(path_g[i]);
2926 if (is_cave_empty_bold(attacker_ptr, ny, nx) && player_can_enter(attacker_ptr, floor_ptr->grid_array[ny][nx].feat, 0))
2933 if (!floor_ptr->grid_array[ny][nx].m_idx)
2937 msg_print(_("失敗!", "Failed!"));
2941 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
2947 if (!player_bold(attacker_ptr, ty, tx)) teleport_player_to(attacker_ptr, ty, tx, TELEPORT_NONMAGICAL);
2948 update_monster(attacker_ptr, floor_ptr->grid_array[ny][nx].m_idx, TRUE);
2950 m_ptr = &floor_ptr->m_list[floor_ptr->grid_array[ny][nx].m_idx];
2951 if (tm_idx != floor_ptr->grid_array[ny][nx].m_idx)
2954 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");
2956 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
2959 else if (!player_bold(attacker_ptr, ty, tx))
2961 GAME_TEXT m_name[MAX_NLEN];
2962 monster_desc(attacker_ptr, m_name, m_ptr, 0);
2963 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
2966 if (!player_bold(attacker_ptr, ty, tx)) teleport_player_to(attacker_ptr, ty, tx, TELEPORT_NONMAGICAL);
2968 tmp_mdeath = py_attack(attacker_ptr, ny, nx, HISSATSU_NYUSIN);
2973 if (!moved && !player_bold(attacker_ptr, ty, tx)) teleport_player_to(attacker_ptr, ty, tx, TELEPORT_NONMAGICAL);
2975 if (mdeath) *mdeath = tmp_mdeath;
2981 * @brief 全鏡の消去 / Remove all mirrors in this floor
2982 * @param caster_ptr プレーヤーへの参照ポインタ
2983 * @param explode 爆発処理を伴うならばTRUE
2986 void remove_all_mirrors(player_type *caster_ptr, bool explode)
2988 for (POSITION x = 0; x < caster_ptr->current_floor_ptr->width; x++)
2990 for (POSITION y = 0; y < caster_ptr->current_floor_ptr->height; y++)
2992 if (!is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x]))
2995 remove_mirror(caster_ptr, y, x);
2996 if (!explode) continue;
2998 project(caster_ptr, 0, 2, y, x, caster_ptr->lev / 2 + 5, GF_SHARDS,
2999 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
3006 * @brief 『一つの指輪』の効果処理 /
3007 * Hack -- activate the ring of power
3008 * @param caster_ptr プレーヤーへの参照ポインタ
3009 * @param dir 発動の方向ID
3012 void ring_of_power(player_type *caster_ptr, DIRECTION dir)
3014 switch (randint1(10))
3019 msg_print(_("あなたは悪性のオーラに包み込まれた。", "You are surrounded by a malignant aura."));
3022 /* Decrease all stats (permanently) */
3023 (void)dec_stat(caster_ptr, A_STR, 50, TRUE);
3024 (void)dec_stat(caster_ptr, A_INT, 50, TRUE);
3025 (void)dec_stat(caster_ptr, A_WIS, 50, TRUE);
3026 (void)dec_stat(caster_ptr, A_DEX, 50, TRUE);
3027 (void)dec_stat(caster_ptr, A_CON, 50, TRUE);
3028 (void)dec_stat(caster_ptr, A_CHR, 50, TRUE);
3030 /* Lose some experience (permanently) */
3031 caster_ptr->exp -= (caster_ptr->exp / 4);
3032 caster_ptr->max_exp -= (caster_ptr->exp / 4);
3033 check_experience(caster_ptr);
3040 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."));
3041 dispel_monsters(caster_ptr, 1000);
3049 fire_ball(caster_ptr, GF_MANA, dir, 600, 3);
3058 fire_bolt(caster_ptr, GF_MANA, dir, 500);
3066 * @brief 運命の輪、並びにカオス的な効果の発動
3067 * @param caster_ptr プレーヤーへの参照ポインタ
3068 * @param spell ランダムな効果を選択するための基準ID
3071 void wild_magic(player_type *caster_ptr, int spell)
3073 int type = SUMMON_MOLD + randint0(6);
3074 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
3075 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
3077 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
3078 switch (randint1(spell) + randint1(8) + 1)
3083 teleport_player(caster_ptr, 10, TELEPORT_PASSIVE);
3088 teleport_player(caster_ptr, 100, TELEPORT_PASSIVE);
3092 teleport_player(caster_ptr, 200, TELEPORT_PASSIVE);
3097 unlite_area(caster_ptr, 10, 3);
3102 lite_area(caster_ptr, damroll(2, 3), 2);
3105 destroy_doors_touch(caster_ptr);
3108 wall_breaker(caster_ptr);
3111 sleep_monsters_touch(caster_ptr);
3115 trap_creation(caster_ptr, caster_ptr->y, caster_ptr->x);
3119 door_creation(caster_ptr, caster_ptr->y, caster_ptr->x);
3124 aggravate_monsters(caster_ptr, 0);
3127 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 5, 0);
3131 (void)gain_mutation(caster_ptr, 0);
3135 apply_disenchant(caster_ptr, 1);
3138 lose_all_info(caster_ptr);
3141 fire_ball(caster_ptr, GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
3144 wall_stone(caster_ptr);
3148 for (int counter = 0; counter < 8; counter++)
3150 (void)summon_specific(caster_ptr, 0, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET));
3156 activate_hi_summon(caster_ptr, caster_ptr->y, caster_ptr->x, FALSE);
3159 (void)summon_cyber(caster_ptr, -1, caster_ptr->y, caster_ptr->x);
3164 (void)activate_ty_curse(caster_ptr, FALSE, &count);
3172 * @brief カオス魔法「流星群」の処理としてプレイヤーを中心に隕石落下処理を10+1d10回繰り返す。
3173 * / Drop 10+1d10 meteor ball at random places near the player
3174 * @param caster_ptr プレーヤーへの参照ポインタ
3179 void cast_meteor(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
3181 int b = 10 + randint1(10);
3182 for (int i = 0; i < b; i++)
3184 POSITION y = 0, x = 0;
3187 for (count = 0; count <= 20; count++)
3191 x = caster_ptr->x - 8 + randint0(17);
3192 y = caster_ptr->y - 8 + randint0(17);
3193 dx = (caster_ptr->x > x) ? (caster_ptr->x - x) : (x - caster_ptr->x);
3194 dy = (caster_ptr->y > y) ? (caster_ptr->y - y) : (y - caster_ptr->y);
3195 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
3197 if (d >= 9) continue;
3199 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
3200 if (!in_bounds(floor_ptr, y, x) || !projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x)
3201 || !cave_have_flag_bold(floor_ptr, y, x, FF_PROJECT)) continue;
3206 if (count > 20) continue;
3208 project(caster_ptr, 0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
3214 * @brief 破邪魔法「神の怒り」の処理としてターゲットを指定した後分解のボールを最大20回発生させる。
3215 * @param caster_ptr プレーヤーへの参照ポインタ
3218 * @return ターゲットを指定し、実行したならばTRUEを返す。
3220 bool cast_wrath_of_the_god(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
3223 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
3225 POSITION tx = caster_ptr->x + 99 * ddx[dir];
3226 POSITION ty = caster_ptr->y + 99 * ddy[dir];
3227 if ((dir == 5) && target_okay(caster_ptr))
3233 POSITION x = caster_ptr->x;
3234 POSITION y = caster_ptr->y;
3238 if ((y == ty) && (x == tx)) break;
3242 mmove2(&ny, &nx, caster_ptr->y, caster_ptr->x, ty, tx);
3243 if (MAX_RANGE <= distance(caster_ptr->y, caster_ptr->x, ny, nx)) break;
3244 if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, ny, nx, FF_PROJECT)) break;
3245 if ((dir != 5) && caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx != 0) break;
3254 int b = 10 + randint1(10);
3255 for (int i = 0; i < b; i++)
3257 int count = 20, d = 0;
3263 x = tx - 5 + randint0(11);
3264 y = ty - 5 + randint0(11);
3266 dx = (tx > x) ? (tx - x) : (x - tx);
3267 dy = (ty > y) ? (ty - y) : (y - ty);
3269 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
3273 if (count < 0) continue;
3275 if (!in_bounds(caster_ptr->current_floor_ptr, y, x) ||
3276 cave_stop_disintegration(caster_ptr->current_floor_ptr, y, x) ||
3277 !in_disintegration_range(caster_ptr->current_floor_ptr, ty, tx, y, x))
3280 project(caster_ptr, 0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
3288 * @brief 「ワンダー」のランダムな効果を決定して処理する。
3289 * @param caster_ptr プレーヤーへの参照ポインタ
3293 * This spell should become more useful (more controlled) as the\n
3294 * player gains experience levels. Thus, add 1/5 of the player's\n
3295 * level to the die roll. This eliminates the worst effects later on,\n
3296 * while keeping the results quite random. It also allows some potent\n
3297 * effects only at high level.
3299 void cast_wonder(player_type *caster_ptr, DIRECTION dir)
3301 PLAYER_LEVEL plev = caster_ptr->lev;
3302 int die = randint1(100) + plev / 5;
3303 int vir = virtue_number(caster_ptr, V_CHANCE);
3306 if (caster_ptr->virtues[vir - 1] > 0)
3308 while (randint1(400) < caster_ptr->virtues[vir - 1]) die++;
3312 while (randint1(400) < (0 - caster_ptr->virtues[vir - 1])) die--;
3318 chg_virtue(caster_ptr, V_CHANCE, 1);
3323 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
3328 clone_monster(caster_ptr, dir);
3334 speed_monster(caster_ptr, dir, plev);
3340 heal_monster(caster_ptr, dir, damroll(4, 6));
3346 poly_monster(caster_ptr, dir, plev);
3352 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_MISSILE, dir,
3353 damroll(3 + ((plev - 1) / 5), 4));
3359 confuse_monster(caster_ptr, dir, plev);
3365 fire_ball(caster_ptr, GF_POIS, dir, 20 + (plev / 2), 3);
3371 (void)lite_line(caster_ptr, dir, damroll(6, 8));
3377 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_ELEC, dir,
3378 damroll(3 + ((plev - 5) / 4), 8));
3384 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_COLD, dir,
3385 damroll(5 + ((plev - 5) / 4), 8));
3391 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_ACID, dir,
3392 damroll(6 + ((plev - 5) / 4), 8));
3398 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_FIRE, dir,
3399 damroll(8 + ((plev - 5) / 4), 8));
3405 hypodynamic_bolt(caster_ptr, dir, 75);
3411 fire_ball(caster_ptr, GF_ELEC, dir, 30 + plev / 2, 2);
3417 fire_ball(caster_ptr, GF_ACID, dir, 40 + plev, 2);
3423 fire_ball(caster_ptr, GF_ICE, dir, 70 + plev, 3);
3429 fire_ball(caster_ptr, GF_FIRE, dir, 80 + plev, 3);
3435 hypodynamic_bolt(caster_ptr, dir, 100 + plev);
3441 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 12, 0);
3447 (void)destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 13 + randint0(5), FALSE);
3453 symbol_genocide(caster_ptr, plev + 50, TRUE);
3459 dispel_monsters(caster_ptr, 120);
3463 dispel_monsters(caster_ptr, 150);
3464 slow_monsters(caster_ptr, plev);
3465 sleep_monsters(caster_ptr, plev);
3466 hp_player(caster_ptr, 300);
3471 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
3472 * @param caster_ptr プレーヤーへの参照ポインタ
3476 void cast_invoke_spirits(player_type *caster_ptr, DIRECTION dir)
3478 PLAYER_LEVEL plev = caster_ptr->lev;
3479 int die = randint1(100) + plev / 5;
3480 int vir = virtue_number(caster_ptr, V_CHANCE);
3484 if (caster_ptr->virtues[vir - 1] > 0)
3486 while (randint1(400) < caster_ptr->virtues[vir - 1]) die++;
3490 while (randint1(400) < (0 - caster_ptr->virtues[vir - 1])) die--;
3494 msg_print(_("あなたは死者たちの力を招集した...", "You call on the power of the dead..."));
3496 chg_virtue(caster_ptr, V_CHANCE, 1);
3500 msg_print(_("あなたはおどろおどろしい力のうねりを感じた!", "You feel a surge of eldritch force!"));
3505 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!",
3506 "Oh no! Mouldering forms rise from the earth around you!"));
3508 (void)summon_specific(caster_ptr, 0, caster_ptr->y, caster_ptr->x, caster_ptr->current_floor_ptr->dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
3509 chg_virtue(caster_ptr, V_UNLIFE, 1);
3513 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..."));
3515 set_afraid(caster_ptr, caster_ptr->afraid + randint1(4) + 4);
3519 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...",
3520 "Your head is invaded by a horde of gibbering spectral voices..."));
3522 set_confused(caster_ptr, caster_ptr->confused + randint1(4) + 4);
3526 poly_monster(caster_ptr, dir, plev);
3530 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_MISSILE, dir,
3531 damroll(3 + ((plev - 1) / 5), 4));
3535 confuse_monster(caster_ptr, dir, plev);
3539 fire_ball(caster_ptr, GF_POIS, dir, 20 + (plev / 2), 3);
3543 (void)lite_line(caster_ptr, dir, damroll(6, 8));
3547 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_ELEC, dir,
3548 damroll(3 + ((plev - 5) / 4), 8));
3552 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_COLD, dir,
3553 damroll(5 + ((plev - 5) / 4), 8));
3557 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_ACID, dir,
3558 damroll(6 + ((plev - 5) / 4), 8));
3562 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_FIRE, dir,
3563 damroll(8 + ((plev - 5) / 4), 8));
3567 hypodynamic_bolt(caster_ptr, dir, 75);
3571 fire_ball(caster_ptr, GF_ELEC, dir, 30 + plev / 2, 2);
3575 fire_ball(caster_ptr, GF_ACID, dir, 40 + plev, 2);
3579 fire_ball(caster_ptr, GF_ICE, dir, 70 + plev, 3);
3583 fire_ball(caster_ptr, GF_FIRE, dir, 80 + plev, 3);
3587 hypodynamic_bolt(caster_ptr, dir, 100 + plev);
3591 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 12, 0);
3595 (void)destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 13 + randint0(5), FALSE);
3599 symbol_genocide(caster_ptr, plev + 50, TRUE);
3603 dispel_monsters(caster_ptr, 120);
3607 dispel_monsters(caster_ptr, 150);
3608 slow_monsters(caster_ptr, plev);
3609 sleep_monsters(caster_ptr, plev);
3610 hp_player(caster_ptr, 300);
3615 msg_print(_("陰欝な声がクスクス笑う。「もうすぐおまえは我々の仲間になるだろう。弱き者よ。」",
3616 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
3622 * @brief トランプ領域の「シャッフル」の効果をランダムに決めて処理する。
3623 * @param caster_ptr プレーヤーへの参照ポインタ
3626 void cast_shuffle(player_type *caster_ptr)
3628 PLAYER_LEVEL plev = caster_ptr->lev;
3631 int vir = virtue_number(caster_ptr, V_CHANCE);
3634 if ((caster_ptr->pclass == CLASS_ROGUE) ||
3635 (caster_ptr->pclass == CLASS_HIGH_MAGE) ||
3636 (caster_ptr->pclass == CLASS_SORCERER))
3637 die = (randint1(110)) + plev / 5;
3639 die = randint1(120);
3643 if (caster_ptr->virtues[vir - 1] > 0)
3645 while (randint1(400) < caster_ptr->virtues[vir - 1]) die++;
3649 while (randint1(400) < (0 - caster_ptr->virtues[vir - 1])) die--;
3653 msg_print(_("あなたはカードを切って一枚引いた...", "You shuffle the deck and draw a card..."));
3657 chg_virtue(caster_ptr, V_CHANCE, 1);
3660 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
3663 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
3665 for (i = 0; i < randint1(3); i++)
3667 activate_hi_summon(caster_ptr, caster_ptr->y, caster_ptr->x, FALSE);
3675 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
3676 summon_specific(caster_ptr, 0, caster_ptr->y, caster_ptr->x, floor_ptr->dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
3683 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
3684 activate_ty_curse(caster_ptr, FALSE, &count);
3690 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
3691 aggravate_monsters(caster_ptr, 0);
3697 msg_print(_("《愚者》だ。", "It's the Fool."));
3698 do_dec_stat(caster_ptr, A_INT);
3699 do_dec_stat(caster_ptr, A_WIS);
3705 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
3706 trump_summoning(caster_ptr, 1, FALSE, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
3712 msg_print(_("《月》だ。", "It's the Moon."));
3713 unlite_area(caster_ptr, 10, 3);
3719 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
3720 wild_magic(caster_ptr, randint0(32));
3726 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
3727 teleport_player(caster_ptr, 10, TELEPORT_PASSIVE);
3733 msg_print(_("《正義》だ。", "It's Justice."));
3734 set_blessed(caster_ptr, caster_ptr->lev, FALSE);
3740 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
3741 teleport_player(caster_ptr, 100, TELEPORT_PASSIVE);
3747 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
3748 teleport_player(caster_ptr, 200, TELEPORT_PASSIVE);
3754 msg_print(_("《塔》だ。", "It's the Tower."));
3755 wall_breaker(caster_ptr);
3761 msg_print(_("《節制》だ。", "It's Temperance."));
3762 sleep_monsters_touch(caster_ptr);
3768 msg_print(_("《塔》だ。", "It's the Tower."));
3769 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 5, 0);
3775 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
3776 trump_summoning(caster_ptr, 1, TRUE, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3 / 2), SUMMON_MOLD, 0L);
3782 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
3783 trump_summoning(caster_ptr, 1, TRUE, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3 / 2), SUMMON_BAT, 0L);
3789 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
3790 trump_summoning(caster_ptr, 1, TRUE, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3 / 2), SUMMON_VORTEX, 0L);
3796 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
3797 trump_summoning(caster_ptr, 1, TRUE, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
3803 msg_print(_("《恋人》だ。", "It's the Lovers."));
3805 if (get_aim_dir(caster_ptr, &dir))
3807 charm_monster(caster_ptr, dir, MIN(caster_ptr->lev, 20));
3815 msg_print(_("《隠者》だ。", "It's the Hermit."));
3816 wall_stone(caster_ptr);
3822 msg_print(_("《審判》だ。", "It's the Judgement."));
3823 roll_hitdice(caster_ptr, 0L);
3824 lose_all_mutations(caster_ptr);
3830 msg_print(_("《太陽》だ。", "It's the Sun."));
3831 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
3832 chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
3833 wiz_lite(caster_ptr, FALSE);
3837 msg_print(_("《世界》だ。", "It's the World."));
3838 if (caster_ptr->exp >= PY_MAX_EXP)
3843 s32b ee = (caster_ptr->exp / 25) + 1;
3844 if (ee > 5000) ee = 5000;
3845 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
3846 gain_exp(caster_ptr, ee);
3850 bool_hack vampirism(player_type *caster_ptr)
3852 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
3854 msg_print(_("なぜか攻撃することができない。", "Something prevents you from attacking."));
3859 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
3861 POSITION y = caster_ptr->y + ddy[dir];
3862 POSITION x = caster_ptr->x + ddx[dir];
3864 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
3865 stop_mouth(caster_ptr);
3866 if (!(g_ptr->m_idx))
3868 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
3872 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
3874 int dummy = caster_ptr->lev * 2;
3875 if (!hypodynamic_bolt(caster_ptr, dir, dummy))
3877 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
3881 if (caster_ptr->food < PY_FOOD_FULL)
3882 (void)hp_player(caster_ptr, dummy);
3884 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
3886 /* Gain nutritional sustenance: 150/hp drained */
3887 /* A Food ration gives 5000 food points (by contrast) */
3888 /* Don't ever get more than "Full" this way */
3889 /* But if we ARE Gorged, it won't cure us */
3890 dummy = caster_ptr->food + MIN(5000, 100 * dummy);
3891 if (caster_ptr->food < PY_FOOD_MAX) /* Not gorged already */
3892 (void)set_food(caster_ptr, dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
3898 * ヒット&アウェイのレイシャルパワー/突然変異
3899 * @param caster_ptr プレーヤーへの参照ポインタ
3900 * @return コマンドの入力先にモンスターがいたらTRUE
3902 bool hit_and_away(player_type *caster_ptr)
3905 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
3906 POSITION y = caster_ptr->y + ddy[dir];
3907 POSITION x = caster_ptr->x + ddx[dir];
3908 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
3910 py_attack(caster_ptr, y, x, 0);
3911 if (randint0(caster_ptr->skill_dis) < 7)
3912 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
3914 teleport_player(caster_ptr, 30, TELEPORT_SPONTANEOUS);
3918 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"));
3925 * @brief 超能力者のサイコメトリー処理/ Forcibly pseudo-identify an object in the inventory (or on the floor)
3926 * @param caster_ptr プレーヤーへの参照ポインタ
3929 * currently this function allows pseudo-id of any object,
3930 * including silly ones like potions & scrolls, which always
3931 * get '{average}'. This should be changed, either to stop such
3932 * items from being pseudo-id'd, or to allow psychometry to
3933 * detect whether the unidentified potion/scroll/etc is
3934 * good (Cure Light Wounds, Restore Strength, etc) or
3935 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
3937 bool psychometry(player_type *caster_ptr)
3939 concptr q = _("どのアイテムを調べますか?", "Meditate on which item? ");
3940 concptr s = _("調べるアイテムがありません。", "You have nothing appropriate.");
3943 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
3944 if (!o_ptr) return FALSE;
3946 if (object_is_known(o_ptr))
3948 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
3952 byte feel = value_check_aux1(o_ptr);
3953 GAME_TEXT o_name[MAX_NLEN];
3954 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3958 msg_format(_("%sからは特に変わった事は感じとれなかった。", "You do not perceive anything unusual about the %s."), o_name);
3963 msg_format("%sは%sという感じがする...", o_name, game_inscriptions[feel]);
3965 msg_format("You feel that the %s %s %s...",
3966 o_name, ((o_ptr->number == 1) ? "is" : "are"), game_inscriptions[feel]);
3969 o_ptr->ident |= (IDENT_SENSE);
3970 o_ptr->feeling = feel;
3971 o_ptr->marked |= OM_TOUCHED;
3973 caster_ptr->update |= (PU_COMBINE | PU_REORDER);
3974 caster_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3977 switch (o_ptr->tval)
4005 autopick_alter_item(caster_ptr, item, (bool)(okay && destroy_feeling));
4010 bool draconian_breath(player_type *creature_ptr)
4012 int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
4013 concptr Type_desc = ((Type == GF_COLD) ? _("冷気", "cold") : _("炎", "fire"));
4015 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
4017 if (randint1(100) < creature_ptr->lev)
4019 switch (creature_ptr->pclass)
4022 case CLASS_BERSERKER:
4025 case CLASS_IMITATOR:
4031 Type_desc = _("エレメント", "the elements");
4036 Type_desc = _("破片", "shards");
4041 case CLASS_WARRIOR_MAGE:
4042 case CLASS_HIGH_MAGE:
4043 case CLASS_SORCERER:
4044 case CLASS_MAGIC_EATER:
4045 case CLASS_RED_MAGE:
4046 case CLASS_BLUE_MAGE:
4047 case CLASS_MIRROR_MASTER:
4051 Type_desc = _("魔力", "mana");
4055 Type = GF_DISENCHANT;
4056 Type_desc = _("劣化", "disenchantment");
4060 case CLASS_CHAOS_WARRIOR:
4063 Type = GF_CONFUSION;
4064 Type_desc = _("混乱", "confusion");
4069 Type_desc = _("カオス", "chaos");
4075 case CLASS_FORCETRAINER:
4078 Type = GF_CONFUSION;
4079 Type_desc = _("混乱", "confusion");
4084 Type_desc = _("轟音", "sound");
4088 case CLASS_MINDCRAFTER:
4091 Type = GF_CONFUSION;
4092 Type_desc = _("混乱", "confusion");
4097 Type_desc = _("精神エネルギー", "mental energy");
4105 Type = GF_HELL_FIRE;
4106 Type_desc = _("地獄の劫火", "hellfire");
4110 Type = GF_HOLY_FIRE;
4111 Type_desc = _("聖なる炎", "holy fire");
4120 Type_desc = _("暗黒", "darkness");
4125 Type_desc = _("毒", "poison");
4133 Type_desc = _("轟音", "sound");
4137 Type = GF_CONFUSION;
4138 Type_desc = _("混乱", "confusion");
4145 stop_mouth(creature_ptr);
4146 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
4148 fire_breath(creature_ptr, Type, dir, creature_ptr->lev * 2, (creature_ptr->lev / 15) + 1);
4153 bool android_inside_weapon(player_type *creature_ptr)
4156 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
4158 if (creature_ptr->lev < 10)
4160 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
4161 fire_bolt(creature_ptr, GF_MISSILE, dir, (creature_ptr->lev + 1) / 2);
4165 if (creature_ptr->lev < 25)
4167 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
4168 fire_bolt(creature_ptr, GF_MISSILE, dir, creature_ptr->lev);
4172 if (creature_ptr->lev < 35)
4174 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
4175 fire_ball(creature_ptr, GF_MISSILE, dir, creature_ptr->lev * 2, 2);
4179 if (creature_ptr->lev < 45)
4181 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
4182 fire_beam(creature_ptr, GF_MISSILE, dir, creature_ptr->lev * 2);
4186 msg_print(_("ロケットを発射した。", "You fire a rocket."));
4187 fire_rocket(creature_ptr, GF_ROCKET, dir, creature_ptr->lev * 5, 2);
4192 bool create_ration(player_type *creature_ptr)
4198 /* Create the food ration */
4199 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
4201 /* Drop the object from heaven */
4202 (void)drop_near(creature_ptr, q_ptr, -1, creature_ptr->y, creature_ptr->x);
4203 msg_print(_("食事を料理して作った。", "You cook some food."));
4208 void hayagake(player_type *creature_ptr)
4210 if (creature_ptr->action == ACTION_HAYAGAKE)
4212 set_action(creature_ptr, ACTION_NONE);
4213 creature_ptr->energy_use = 0;
4217 grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
4218 feature_type *f_ptr = &f_info[g_ptr->feat];
4220 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
4221 (!creature_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
4223 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
4227 set_action(creature_ptr, ACTION_HAYAGAKE);
4230 creature_ptr->energy_use = 0;
4234 bool double_attack(player_type *creature_ptr)
4237 if (!get_rep_dir(creature_ptr, &dir, FALSE)) return FALSE;
4238 POSITION y = creature_ptr->y + ddy[dir];
4239 POSITION x = creature_ptr->x + ddx[dir];
4240 if (!creature_ptr->current_floor_ptr->grid_array[y][x].m_idx)
4242 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"));
4248 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!!!",
4249 "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
4250 else if (one_in_(2))
4251 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!!!",
4252 "Mudamudamudamudamudamudamudamudamudamudamudamudamuda!!!!"));
4254 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!!!",
4255 "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
4257 py_attack(creature_ptr, y, x, 0);
4258 if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx)
4260 handle_stuff(creature_ptr);
4261 py_attack(creature_ptr, y, x, 0);
4264 creature_ptr->energy_need += ENERGY_NEED();
4269 bool comvert_hp_to_mp(player_type *creature_ptr)
4271 int gain_sp = take_hit(creature_ptr, DAMAGE_USELIFE, creature_ptr->lev, _("HPからMPへの無謀な変換", "thoughtless conversion from HP to SP"), -1) / 5;
4274 msg_print(_("変換に失敗した。", "You failed to convert."));
4275 creature_ptr->redraw |= (PR_HP | PR_MANA);
4279 creature_ptr->csp += gain_sp;
4280 if (creature_ptr->csp > creature_ptr->msp)
4282 creature_ptr->csp = creature_ptr->msp;
4283 creature_ptr->csp_frac = 0;
4286 creature_ptr->redraw |= (PR_HP | PR_MANA);
4291 bool comvert_mp_to_hp(player_type *creature_ptr)
4293 if (creature_ptr->csp >= creature_ptr->lev / 5)
4295 creature_ptr->csp -= creature_ptr->lev / 5;
4296 hp_player(creature_ptr, creature_ptr->lev);
4300 msg_print(_("変換に失敗した。", "You failed to convert."));
4303 creature_ptr->redraw |= (PR_HP | PR_MANA);
4308 bool demonic_breath(player_type *creature_ptr)
4311 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
4312 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
4313 stop_mouth(creature_ptr);
4314 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")));
4315 fire_breath(creature_ptr, type, dir, creature_ptr->lev * 3, (creature_ptr->lev / 15) + 1);
4322 * @param creature_ptr プレーヤーへの参照ポインタ
4323 * @return ペットを操っている場合を除きTRUE
4325 bool mirror_concentration(player_type *creature_ptr)
4329 msg_print(_("今はペットを操ることに集中していないと。", "Your pets demand all of your attention."));
4333 if (!is_mirror_grid(&creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x]))
4335 msg_print(_("鏡の上でないと集中できない!", "There's no mirror here!"));
4339 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
4341 creature_ptr->csp += (5 + creature_ptr->lev * creature_ptr->lev / 100);
4342 if (creature_ptr->csp >= creature_ptr->msp)
4344 creature_ptr->csp = creature_ptr->msp;
4345 creature_ptr->csp_frac = 0;
4348 creature_ptr->redraw |= PR_MANA;
4355 * @param creature_ptr プレーヤーへの参照ポインタ
4358 bool sword_dancing(player_type *creature_ptr)
4361 POSITION y = 0, x = 0;
4363 for (int i = 0; i < 6; i++)
4366 y = creature_ptr->y + ddy_ddd[dir];
4367 x = creature_ptr->x + ddx_ddd[dir];
4368 g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
4370 /* Hack -- attack monsters */
4372 py_attack(creature_ptr, y, x, 0);
4375 msg_print(_("攻撃が空をきった。", "You attack the empty air."));
4385 * @param creature_ptr プレーヤーへの参照ポインタ
4388 bool confusing_light(player_type *creature_ptr)
4390 msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
4391 slow_monsters(creature_ptr, creature_ptr->lev);
4392 stun_monsters(creature_ptr, creature_ptr->lev * 4);
4393 confuse_monsters(creature_ptr, creature_ptr->lev * 4);
4394 turn_monsters(creature_ptr, creature_ptr->lev * 4);
4395 stasis_monsters(creature_ptr, creature_ptr->lev * 4);
4402 * @param creature_ptr プレーヤーへの参照ポインタ
4403 * @return 結果はどうあれ騎乗したらTRUE
4405 bool rodeo(player_type *creature_ptr)
4407 GAME_TEXT m_name[MAX_NLEN];
4408 monster_type *m_ptr;
4409 monster_race *r_ptr;
4412 if (creature_ptr->riding)
4414 msg_print(_("今は乗馬中だ。", "You ARE riding."));
4418 if (!do_cmd_riding(creature_ptr, TRUE)) return TRUE;
4420 m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->riding];
4421 r_ptr = &r_info[m_ptr->r_idx];
4422 monster_desc(creature_ptr, m_name, m_ptr, 0);
4423 msg_format(_("%sに乗った。", "You ride on %s."), m_name);
4425 if (is_pet(m_ptr)) return TRUE;
4427 rlev = r_ptr->level;
4429 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
4430 if (rlev > 60) rlev = 60 + (rlev - 60) / 2;
4431 if ((randint1(creature_ptr->skill_exp[GINOU_RIDING] / 120 + creature_ptr->lev * 2 / 3) > rlev)
4432 && one_in_(2) && !creature_ptr->current_floor_ptr->inside_arena && !creature_ptr->phase_out
4433 && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
4434 && (rlev < creature_ptr->lev * 3 / 2 + randint0(creature_ptr->lev / 5)))
4436 msg_format(_("%sを手なずけた。", "You tame %s."), m_name);
4437 set_pet(creature_ptr, m_ptr);
4441 msg_format(_("%sに振り落とされた!", "You have been thrown off by %s."), m_name);
4442 rakuba(creature_ptr, 1, TRUE);
4444 /* 落馬処理に失敗してもとにかく乗馬解除 */
4445 creature_ptr->riding = 0;
4452 bool clear_mind(player_type *creature_ptr)
4456 msg_print(_("今はペットを操ることに集中していないと。", "Your pets demand all of your attention."));
4460 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
4462 creature_ptr->csp += (3 + creature_ptr->lev / 20);
4463 if (creature_ptr->csp >= creature_ptr->msp)
4465 creature_ptr->csp = creature_ptr->msp;
4466 creature_ptr->csp_frac = 0;
4469 creature_ptr->redraw |= (PR_MANA);
4474 bool concentration(player_type *creature_ptr)
4476 int max_csp = MAX(creature_ptr->msp * 4, creature_ptr->lev * 5 + 5);
4480 msg_print(_("今はペットを操ることに集中していないと。", "Your pets demand all of your attention."));
4484 if (creature_ptr->special_defense & KATA_MASK)
4486 msg_print(_("今は構えに集中している。", "You're already concentrating on your stance."));
4490 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
4492 creature_ptr->csp += creature_ptr->msp / 2;
4493 if (creature_ptr->csp >= max_csp)
4495 creature_ptr->csp = max_csp;
4496 creature_ptr->csp_frac = 0;
4499 creature_ptr->redraw |= PR_MANA;