3 * @brief 魔法による遠隔処理の実装 / Spell projection
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.
23 #include "object-curse.h"
24 #include "player-damage.h"
25 #include "player-effects.h"
26 #include "player-race.h"
27 #include "player-class.h"
30 #include "monster-status.h"
31 #include "monster-spell.h"
33 #include "spells-status.h"
34 #include "spells-diceroll.h"
35 #include "spells-summon.h"
36 #include "monsterrace-hook.h"
44 #include "player-status.h"
45 #include "player-move.h"
46 #include "realm-hex.h"
47 #include "realm-song.h"
48 #include "object-hook.h"
49 #include "object-broken.h"
50 #include "object-flavor.h"
55 #include "view-mainwindow.h"
59 static int rakubadam_m; /*!< 振り落とされた際のダメージ量 */
60 static int rakubadam_p; /*!< 落馬した際のダメージ量 */
63 int project_length = 0; /*!< 投射の射程距離 */
69 STR_OFFSET cap_nickname;
72 * @brief 歌、剣術、呪術領域情報テーブル
74 const magic_type technic_info[NUM_TECHNIC][32] =
197 * @brief 配置した鏡リストの次を取得する /
198 * Get another mirror. for SEEKER
199 * @param next_y 次の鏡のy座標を返す参照ポインタ
200 * @param next_x 次の鏡のx座標を返す参照ポインタ
201 * @param cury 現在の鏡のy座標
202 * @param curx 現在の鏡のx座標
204 static void next_mirror(player_type *creature_ptr, POSITION* next_y, POSITION* next_x, POSITION cury, POSITION curx)
206 POSITION mirror_x[10], mirror_y[10]; /* 鏡はもっと少ない */
207 int mirror_num = 0; /* 鏡の数 */
211 for (x = 0; x < creature_ptr->current_floor_ptr->width; x++)
213 for (y = 0; y < creature_ptr->current_floor_ptr->height; y++)
215 if (is_mirror_grid(&creature_ptr->current_floor_ptr->grid_array[y][x])) {
216 mirror_y[mirror_num] = y;
217 mirror_x[mirror_num] = x;
224 num = randint0(mirror_num);
225 *next_y = mirror_y[num];
226 *next_x = mirror_x[num];
229 *next_y = cury + randint0(5) - 2;
230 *next_x = curx + randint0(5) - 2;
236 * Mega-Hack -- track "affected" monsters (see "project()" comments)
238 static int project_m_n; /*!< 魔法効果範囲内にいるモンスターの数 */
239 static POSITION project_m_x; /*!< 処理中のモンスターX座標 */
240 static POSITION project_m_y; /*!< 処理中のモンスターY座標 */
241 /* Mega-Hack -- monsters target */
242 static POSITION monster_target_x; /*!< モンスターの攻撃目標X座標 */
243 static POSITION monster_target_y; /*!< モンスターの攻撃目標Y座標 */
247 * @brief 汎用的なビーム/ボルト/ボール系による地形効果処理 / We are called from "project()" to "damage" terrain features
248 * @param who 魔法を発動したモンスター(0ならばプレイヤー) / Index of "source" monster (zero for "player")
249 * @param r 効果半径(ビーム/ボルト = 0 / ボール = 1以上) / Radius of explosion (0 = beam/bolt, 1 to 9 = ball)
250 * @param y 目標Y座標 / Target y location (or location to travel "towards")
251 * @param x 目標X座標 / Target x location (or location to travel "towards")
252 * @param dam 基本威力 / Base damage roll to apply to affected monsters (or player)
253 * @param typ 効果属性 / Type of damage to apply to monsters (and objects)
254 * @return 何か一つでも効力があればTRUEを返す / TRUE if any "effects" of the projection were observed, else FALSE
257 * We are called both for "beam" effects and "ball" effects.
259 * The "r" parameter is the "distance from ground zero".
261 * Note that we determine if the player can "see" anything that happens
262 * by taking into account: blindness, line-of-sight, and illumination.
264 * We return "TRUE" if the effect of the projection is "obvious".
266 * We also "see" grids which are "memorized", probably a hack
268 * Perhaps we should affect doors?
271 static bool project_f(floor_type *floor_ptr, MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ)
273 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
274 feature_type *f_ptr = &f_info[g_ptr->feat];
276 bool obvious = FALSE;
277 bool known = player_has_los_bold(p_ptr, y, x);
281 /* Reduce damage by distance */
282 dam = (dam + r) / (r + 1);
285 if (have_flag(f_ptr->flags, FF_TREE))
293 message = _("枯れた", "was blasted."); break;
295 message = _("縮んだ", "shrank."); break;
297 message = _("溶けた", "melted."); break;
300 message = _("凍り、砕け散った", "was frozen and smashed."); break;
304 message = _("燃えた", "burns up!"); break;
316 message = _("粉砕された", "was crushed."); break;
318 message = NULL; break;
322 msg_format(_("木は%s。", "A tree %s"), message);
323 cave_set_feat(floor_ptr, y, x, one_in_(3) ? feat_brake : feat_grass);
326 if (g_ptr->info & (CAVE_MARK)) obvious = TRUE;
330 /* Analyze the type */
333 /* Ignore most effects */
368 /* Destroy Traps (and Locks) */
371 /* Reveal secret doors */
372 if (is_hidden_door(g_ptr))
377 /* Check line of sight */
385 if (is_trap(g_ptr->feat))
387 /* Check line of sight */
390 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
394 /* Destroy the trap */
395 cave_alter_feat(y, x, FF_DISARM);
398 /* Locked doors are unlocked */
399 if (is_closed_door(g_ptr->feat) && f_ptr->power && have_flag(f_ptr->flags, FF_OPEN))
401 FEAT_IDX old_feat = g_ptr->feat;
403 /* Unlock the door */
404 cave_alter_feat(y, x, FF_DISARM);
406 /* Check line of sound */
407 if (known && (old_feat != g_ptr->feat))
409 msg_print(_("カチッと音がした!", "Click!"));
414 /* Remove "unsafe" flag if player is not blind */
415 if (!p_ptr->blind && player_has_los_bold(p_ptr, y, x))
417 g_ptr->info &= ~(CAVE_UNSAFE);
425 /* Destroy Doors (and traps) */
428 /* Destroy all doors and traps */
429 if (is_trap(g_ptr->feat) || have_flag(f_ptr->flags, FF_DOOR))
431 /* Check line of sight */
434 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
438 /* Destroy the feature */
439 cave_alter_feat(y, x, FF_TUNNEL);
442 /* Remove "unsafe" flag if player is not blind */
443 if (!p_ptr->blind && player_has_los_bold(p_ptr, y, x))
445 g_ptr->info &= ~(CAVE_UNSAFE);
453 case GF_JAM_DOOR: /* Jams a door (as if with a spike) */
455 if (have_flag(f_ptr->flags, FF_SPIKE))
457 s16b old_mimic = g_ptr->mimic;
458 feature_type *mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
460 cave_alter_feat(y, x, FF_SPIKE);
461 g_ptr->mimic = old_mimic;
466 /* Check line of sight */
467 if (known && have_flag(mimic_f_ptr->flags, FF_OPEN))
469 msg_format(_("%sに何かがつっかえて開かなくなった。", "The %s seems stuck."), f_name + mimic_f_ptr->name);
476 /* Destroy walls (and doors) */
479 if (have_flag(f_ptr->flags, FF_HURT_ROCK))
481 if (known && (g_ptr->info & (CAVE_MARK)))
483 msg_format(_("%sが溶けて泥になった!", "The %s turns into mud!"), f_name + f_info[get_feat_mimic(g_ptr)].name);
487 /* Destroy the wall */
488 cave_alter_feat(y, x, FF_HURT_ROCK);
489 p_ptr->update |= (PU_FLOW);
497 if (!cave_naked_bold(p_ptr, floor_ptr, y, x)) break;
498 if (player_bold(p_ptr, y, x)) break;
499 cave_set_feat(floor_ptr, y, x, feat_door[DOOR_DOOR].closed);
500 if (g_ptr->info & (CAVE_MARK)) obvious = TRUE;
506 place_trap(floor_ptr, y, x);
512 if (!cave_naked_bold(p_ptr, floor_ptr, y, x)) break;
513 if (player_bold(p_ptr, y, x)) break;
514 cave_set_feat(floor_ptr, y, x, feat_tree);
515 if (g_ptr->info & (CAVE_MARK)) obvious = TRUE;
521 if (!cave_naked_bold(p_ptr, floor_ptr, y, x)) break;
522 g_ptr->info |= CAVE_OBJECT;
523 g_ptr->mimic = feat_glyph;
531 if (!cave_naked_bold(p_ptr, floor_ptr, y, x)) break;
532 if (player_bold(p_ptr, y, x)) break;
533 cave_set_feat(floor_ptr, y, x, feat_granite);
539 if (have_flag(f_ptr->flags, FF_PERMANENT)) break;
542 if (!have_flag(f_ptr->flags, FF_FLOOR)) break;
543 cave_set_feat(floor_ptr, y, x, feat_shallow_lava);
547 cave_set_feat(floor_ptr, y, x, feat_deep_lava);
554 if (have_flag(f_ptr->flags, FF_PERMANENT)) break;
557 if (!have_flag(f_ptr->flags, FF_FLOOR)) break;
558 cave_set_feat(floor_ptr, y, x, feat_shallow_water);
562 cave_set_feat(floor_ptr, y, x, feat_deep_water);
567 /* Lite up the grid */
571 /* Turn on the light */
572 if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
574 g_ptr->info |= (CAVE_GLOW);
577 update_local_illumination(p_ptr, y, x);
580 if (player_can_see_bold(p_ptr, y, x)) obvious = TRUE;
582 /* Mega-Hack -- Update the monster in the affected grid */
583 /* This allows "spear of light" (etc) to work "correctly" */
584 if (g_ptr->m_idx) update_monster(p_ptr, g_ptr->m_idx, FALSE);
586 if (p_ptr->special_defense & NINJA_S_STEALTH)
588 if (player_bold(p_ptr, y, x)) set_superstealth(p_ptr, FALSE);
595 /* Darken the grid */
599 bool do_dark = !p_ptr->phase_out && !is_mirror_grid(g_ptr);
602 /* Turn off the light. */
605 if (floor_ptr->dun_level || !is_daytime())
607 for (j = 0; j < 9; j++)
609 int by = y + ddy_ddd[j];
610 int bx = x + ddx_ddd[j];
612 if (in_bounds2(floor_ptr, by, bx))
614 grid_type *cc_ptr = &floor_ptr->grid_array[by][bx];
616 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
627 g_ptr->info &= ~(CAVE_GLOW);
629 /* Hack -- Forget "boring" grids */
630 if (!have_flag(f_ptr->flags, FF_REMEMBER))
633 g_ptr->info &= ~(CAVE_MARK);
640 update_local_illumination(p_ptr, y, x);
642 if (player_can_see_bold(p_ptr, y, x)) obvious = TRUE;
644 /* Mega-Hack -- Update the monster in the affected grid */
645 /* This allows "spear of light" (etc) to work "correctly" */
646 if (g_ptr->m_idx) update_monster(p_ptr, g_ptr->m_idx, FALSE);
656 if (is_mirror_grid(g_ptr))
658 msg_print(_("鏡が割れた!", "The mirror was crashed!"));
661 project(p_ptr, 0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
664 if (have_flag(f_ptr->flags, FF_GLASS) && !have_flag(f_ptr->flags, FF_PERMANENT) && (dam >= 50))
666 if (known && (g_ptr->info & CAVE_MARK))
668 msg_format(_("%sが割れた!", "The %s was crashed!"), f_name + f_info[get_feat_mimic(g_ptr)].name);
672 /* Destroy the wall */
673 cave_alter_feat(y, x, FF_HURT_ROCK);
674 p_ptr->update |= (PU_FLOW);
681 if (is_mirror_grid(g_ptr) && p_ptr->lev < 40)
683 msg_print(_("鏡が割れた!", "The mirror was crashed!"));
686 project(p_ptr, 0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
689 if (have_flag(f_ptr->flags, FF_GLASS) && !have_flag(f_ptr->flags, FF_PERMANENT) && (dam >= 200))
691 if (known && (g_ptr->info & CAVE_MARK))
693 msg_format(_("%sが割れた!", "The %s was crashed!"), f_name + f_info[get_feat_mimic(g_ptr)].name);
697 /* Destroy the wall */
698 cave_alter_feat(y, x, FF_HURT_ROCK);
699 p_ptr->update |= (PU_FLOW);
704 case GF_DISINTEGRATE:
706 /* Destroy mirror/glyph */
707 if (is_mirror_grid(g_ptr) || is_glyph_grid(g_ptr) || is_explosive_rune_grid(g_ptr))
710 /* Permanent features don't get effect */
711 /* But not protect monsters and other objects */
712 if (have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT))
714 cave_alter_feat(y, x, FF_HURT_DISI);
716 /* Update some things -- similar to GF_KILL_WALL */
717 p_ptr->update |= (PU_FLOW);
724 /* Return "Anything seen?" */
731 * @brief 汎用的なビーム/ボルト/ボール系によるアイテムオブジェクトへの効果処理 / Handle a beam/bolt/ball causing damage to a monster.
732 * @param who 魔法を発動したモンスター(0ならばプレイヤー) / Index of "source" monster (zero for "player")
733 * @param r 効果半径(ビーム/ボルト = 0 / ボール = 1以上) / Radius of explosion (0 = beam/bolt, 1 to 9 = ball)
734 * @param y 目標Y座標 / Target y location (or location to travel "towards")
735 * @param x 目標X座標 / Target x location (or location to travel "towards")
736 * @param dam 基本威力 / Base damage roll to apply to affected monsters (or player)
737 * @param typ 効果属性 / Type of damage to apply to monsters (and objects)
738 * @return 何か一つでも効力があればTRUEを返す / TRUE if any "effects" of the projection were observed, else FALSE
741 * We are called from "project()" to "damage" objects
743 * We are called both for "beam" effects and "ball" effects.
745 * Perhaps we should only SOMETIMES damage things on the ground.
747 * The "r" parameter is the "distance from ground zero".
749 * Note that we determine if the player can "see" anything that happens
750 * by taking into account: blindness, line-of-sight, and illumination.
752 * We also "see" grids which are "memorized", probably a hack
754 * We return "TRUE" if the effect of the projection is "obvious".
757 static bool project_o(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ)
759 grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
761 OBJECT_IDX this_o_idx, next_o_idx = 0;
763 bool obvious = FALSE;
764 bool known = player_has_los_bold(p_ptr, y, x);
766 BIT_FLAGS flgs[TR_FLAG_SIZE];
768 GAME_TEXT o_name[MAX_NLEN];
770 KIND_OBJECT_IDX k_idx = 0;
771 bool is_potion = FALSE;
776 /* Reduce damage by distance */
777 dam = (dam + r) / (r + 1);
780 /* Scan all objects in the grid */
781 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
783 object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
787 bool do_kill = FALSE;
789 concptr note_kill = NULL;
792 /* Get the "plural"-ness */
793 bool plural = (o_ptr->number > 1);
795 next_o_idx = o_ptr->next_o_idx;
796 object_flags(o_ptr, flgs);
798 /* Check for artifact */
799 if (object_is_artifact(o_ptr)) is_art = TRUE;
801 /* Analyze the type */
804 /* Acid -- Lots of things */
807 if (hates_acid(o_ptr))
810 note_kill = _("融けてしまった!", (plural ? " melt!" : " melts!"));
811 if (have_flag(flgs, TR_IGNORE_ACID)) ignore = TRUE;
816 /* Elec -- Rings and Wands */
819 if (hates_elec(o_ptr))
822 note_kill = _("壊れてしまった!", (plural ? " are destroyed!" : " is destroyed!"));
823 if (have_flag(flgs, TR_IGNORE_ELEC)) ignore = TRUE;
828 /* Fire -- Flammable objects */
831 if (hates_fire(o_ptr))
834 note_kill = _("燃えてしまった!", (plural ? " burn up!" : " burns up!"));
835 if (have_flag(flgs, TR_IGNORE_FIRE)) ignore = TRUE;
840 /* Cold -- potions and flasks */
843 if (hates_cold(o_ptr))
845 note_kill = _("砕け散ってしまった!", (plural ? " shatter!" : " shatters!"));
847 if (have_flag(flgs, TR_IGNORE_COLD)) ignore = TRUE;
855 if (hates_fire(o_ptr))
858 note_kill = _("燃えてしまった!", (plural ? " burn up!" : " burns up!"));
859 if (have_flag(flgs, TR_IGNORE_FIRE)) ignore = TRUE;
861 if (hates_elec(o_ptr))
865 note_kill = _("壊れてしまった!", (plural ? " are destroyed!" : " is destroyed!"));
866 if (have_flag(flgs, TR_IGNORE_ELEC)) ignore = TRUE;
874 if (hates_fire(o_ptr))
877 note_kill = _("燃えてしまった!", (plural ? " burn up!" : " burns up!"));
878 if (have_flag(flgs, TR_IGNORE_FIRE)) ignore = TRUE;
880 if (hates_cold(o_ptr))
884 note_kill = _("砕け散ってしまった!", (plural ? " shatter!" : " shatters!"));
885 if (have_flag(flgs, TR_IGNORE_COLD)) ignore = TRUE;
890 /* Hack -- break potions and such */
896 if (hates_cold(o_ptr))
898 note_kill = _("砕け散ってしまった!", (plural ? " shatter!" : " shatters!"));
904 /* Mana and Chaos -- destroy everything */
910 note_kill = _("壊れてしまった!", (plural ? " are destroyed!" : " is destroyed!"));
914 case GF_DISINTEGRATE:
917 note_kill = _("蒸発してしまった!", (plural ? " evaporate!" : " evaporates!"));
924 note_kill = _("壊れてしまった!", (plural ? " are destroyed!" : " is destroyed!"));
925 if (have_flag(flgs, TR_RES_CHAOS)) ignore = TRUE;
926 else if ((o_ptr->tval == TV_SCROLL) && (o_ptr->sval == SV_SCROLL_CHAOS)) ignore = TRUE;
930 /* Holy Fire and Hell Fire -- destroys cursed non-artifacts */
934 if (object_is_cursed(o_ptr))
937 note_kill = _("壊れてしまった!", (plural ? " are destroyed!" : " is destroyed!"));
944 identify_item(p_ptr, o_ptr);
946 /* Auto-inscription */
947 autopick_alter_item((-this_o_idx), FALSE);
955 /* Chests are noticed only if trapped or locked */
956 if (o_ptr->tval == TV_CHEST)
958 /* Disarm/Unlock traps */
961 /* Disarm or Unlock */
962 o_ptr->pval = (0 - o_ptr->pval);
967 if (known && (o_ptr->marked & OM_FOUND))
969 msg_print(_("カチッと音がした!", "Click!"));
979 if (o_ptr->tval == TV_CORPSE)
984 if (!who || is_pet(&p_ptr->current_floor_ptr->m_list[who]))
985 mode |= PM_FORCE_PET;
987 for (i = 0; i < o_ptr->number ; i++)
989 if (((o_ptr->sval == SV_CORPSE) && (randint1(100) > 80)) ||
990 ((o_ptr->sval == SV_SKELETON) && (randint1(100) > 60)))
994 note_kill = _("灰になった。", (plural ? " become dust." : " becomes dust."));
998 else if (summon_named_creature(who, y, x, o_ptr->pval, mode))
1000 note_kill = _("生き返った。", " revived.");
1002 else if (!note_kill)
1004 note_kill = _("灰になった。", (plural ? " become dust." : " becomes dust."));
1015 /* Attempt to destroy the object */
1018 /* Effect "observed" */
1019 if (known && (o_ptr->marked & OM_FOUND))
1022 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1025 /* Artifacts, and other objects, get to resist */
1026 if (is_art || ignore)
1028 /* Observe the resist */
1029 if (known && (o_ptr->marked & OM_FOUND))
1031 msg_format(_("%sは影響を受けない!",
1032 (plural ? "The %s are unaffected!" : "The %s is unaffected!")), o_name);
1039 /* Describe if needed */
1040 if (known && (o_ptr->marked & OM_FOUND) && note_kill)
1042 msg_format(_("%sは%s", "The %s%s"), o_name, note_kill);
1045 k_idx = o_ptr->k_idx;
1046 is_potion = object_is_potion(o_ptr);
1047 delete_object_idx(this_o_idx);
1049 /* Potions produce effects when 'shattered' */
1052 (void)potion_smash_effect(who, y, x, k_idx);
1060 /* Return "Anything seen?" */
1066 * @brief 汎用的なビーム/ボルト/ボール系によるモンスターへの効果処理 / Handle a beam/bolt/ball causing damage to a monster.
1067 * @param who 魔法を発動したモンスター(0ならばプレイヤー) / Index of "source" monster (zero for "player")
1068 * @param r 効果半径(ビーム/ボルト = 0 / ボール = 1以上) / Radius of explosion (0 = beam/bolt, 1 to 9 = ball)
1069 * @param y 目標Y座標 / Target y location (or location to travel "towards")
1070 * @param x 目標X座標 / Target x location (or location to travel "towards")
1071 * @param dam 基本威力 / Base damage roll to apply to affected monsters (or player)
1072 * @param typ 効果属性 / Type of damage to apply to monsters (and objects)
1074 * @param see_s_msg TRUEならばメッセージを表示する
1075 * @return 何か一つでも効力があればTRUEを返す / TRUE if any "effects" of the projection were observed, else FALSE
1078 * This routine takes a "source monster" (by index) which is mostly used to
1079 * determine if the player is causing the damage, and a "radius" (see below),
1080 * which is used to decrease the power of explosions with distance, and a
1081 * location, via integers which are modified by certain types of attacks
1082 * (polymorph and teleport being the obvious ones), a default damage, which
1083 * is modified as needed based on various properties, and finally a "damage
1084 * type" (see below).
1087 * Note that this routine can handle "no damage" attacks (like teleport) by
1088 * taking a "zero" damage, and can even take "parameters" to attacks (like
1089 * confuse) by accepting a "damage", using it to calculate the effect, and
1090 * then setting the damage to zero. Note that the "damage" parameter is
1091 * divided by the radius, so monsters not at the "epicenter" will not take
1092 * as much damage (or whatever)...
1095 * Note that "polymorph" is dangerous, since a failure in "place_monster()"'
1096 * may result in a dereference of an invalid pointer.
1099 * Various messages are produced, and damage is applied.
1102 * Just "casting" a substance (i.e. plasma) does not make you immune, you must
1103 * actually be "made" of that substance, or "breathe" big balls of it.
1104 * We assume that "Plasma" monsters, and "Plasma" breathers, are immune
1106 * We assume "Nether" is an evil, necromantic force, so it doesn't hurt undead,
1107 * and hurts evil less. If can breath nether, then it resists it as well.
1110 * Damage reductions use the following formulas:
1111 * Note that "dam = dam * 6 / (randint1(6) + 6);"
1112 * gives avg damage of .655, ranging from .858 to .500
1113 * Note that "dam = dam * 5 / (randint1(6) + 6);"
1114 * gives avg damage of .544, ranging from .714 to .417
1115 * Note that "dam = dam * 4 / (randint1(6) + 6);"
1116 * gives avg damage of .444, ranging from .556 to .333
1117 * Note that "dam = dam * 3 / (randint1(6) + 6);"
1118 * gives avg damage of .327, ranging from .427 to .250
1119 * Note that "dam = dam * 2 / (randint1(6) + 6);"
1120 * gives something simple.
1123 * In this function, "result" messages are postponed until the end, where
1124 * the "note" string is appended to the monster name, if not NULL. So,
1125 * to make a spell have "no effect" just set "note" to NULL. You should
1126 * also set "notice" to FALSE, or the player will learn what the spell does.
1129 * We attempt to return "TRUE" if the player saw anything "useful" happen.
1136 static bool project_m(player_type *caster_ptr, floor_type *floor_ptr, MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ, BIT_FLAGS flg, bool see_s_msg)
1140 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
1142 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
1143 monster_type *m_caster_ptr = (who > 0) ? &floor_ptr->m_list[who] : NULL;
1145 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1149 /* Is the monster "seen"? */
1150 bool seen = m_ptr->ml;
1151 bool seen_msg = is_seen(m_ptr);
1153 bool slept = (bool)MON_CSLEEP(m_ptr);
1155 /* Were the effects "obvious" (if seen)? */
1156 bool obvious = FALSE;
1158 /* Can the player know about this effect? */
1159 bool known = ((m_ptr->cdis <= MAX_SIGHT) || caster_ptr->phase_out);
1161 /* Were the effects "irrelevant"? */
1162 bool skipped = FALSE;
1164 /* Gets the monster angry at the source of the effect? */
1165 bool get_angry = FALSE;
1167 /* Polymorph setting (true or false) */
1168 bool do_poly = FALSE;
1170 /* Teleport setting (max distance) */
1173 /* Confusion setting (amount to confuse) */
1176 /* Stunning setting (amount to stun) */
1179 /* Sleep amount (amount to sleep) */
1182 /* Fear amount (amount to fear) */
1185 /* Time amount (amount to time) */
1188 bool heal_leper = FALSE;
1190 /* Hold the monster name */
1191 GAME_TEXT m_name[MAX_NLEN];
1194 PARAMETER_VALUE photo = 0;
1196 /* Assume no note */
1197 concptr note = NULL;
1199 /* Assume a default death */
1200 concptr note_dies = extract_note_dies(real_r_idx(m_ptr));
1202 DEPTH caster_lev = (who > 0) ? r_info[m_caster_ptr->r_idx].level : (caster_ptr->lev * 2);
1205 if (!g_ptr->m_idx) return (FALSE);
1207 /* Never affect projector */
1208 if (who && (g_ptr->m_idx == who)) return (FALSE);
1209 if ((g_ptr->m_idx == caster_ptr->riding) && !who && !(typ == GF_OLD_HEAL) && !(typ == GF_OLD_SPEED) && !(typ == GF_STAR_HEAL)) return (FALSE);
1210 if (sukekaku && ((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) return FALSE;
1212 /* Don't affect already death monsters */
1213 /* Prevents problems with chain reactions of exploding monsters */
1214 if (m_ptr->hp < 0) return (FALSE);
1216 /* Reduce damage by distance */
1217 dam = (dam + r) / (r + 1);
1220 /* Get the monster name (BEFORE polymorphing) */
1221 monster_desc(m_name, m_ptr, 0);
1223 /* Get the monster possessive ("his"/"her"/"its") */
1224 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
1226 if (caster_ptr->riding && (g_ptr->m_idx == caster_ptr->riding)) disturb(caster_ptr, TRUE, TRUE);
1228 if (r_ptr->flagsr & RFR_RES_ALL &&
1229 typ != GF_OLD_CLONE && typ != GF_STAR_HEAL && typ != GF_OLD_HEAL
1230 && typ != GF_OLD_SPEED && typ != GF_CAPTURE && typ != GF_PHOTO)
1232 note = _("には完全な耐性がある!", " is immune.");
1234 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
1235 if (typ == GF_LITE_WEAK || typ == GF_KILL_WALL) skipped = TRUE;
1239 /* Analyze the damage type */
1242 /* Magic Missile -- pure damage */
1245 if (seen) obvious = TRUE;
1252 if (seen) obvious = TRUE;
1253 if (r_ptr->flagsr & RFR_IM_ACID)
1255 note = _("にはかなり耐性がある!", " resists a lot.");
1257 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_ACID);
1265 if (seen) obvious = TRUE;
1266 if (r_ptr->flagsr & RFR_IM_ELEC)
1268 note = _("にはかなり耐性がある!", " resists a lot.");
1270 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_ELEC);
1278 if (seen) obvious = TRUE;
1279 if (r_ptr->flagsr & RFR_IM_FIRE)
1281 note = _("にはかなり耐性がある!", " resists a lot.");
1283 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_FIRE);
1285 else if (r_ptr->flags3 & (RF3_HURT_FIRE))
1287 note = _("はひどい痛手をうけた。", " is hit hard.");
1289 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_FIRE);
1297 if (seen) obvious = TRUE;
1298 if (r_ptr->flagsr & RFR_IM_COLD)
1300 note = _("にはかなり耐性がある!", " resists a lot.");
1302 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_COLD);
1304 else if (r_ptr->flags3 & (RF3_HURT_COLD))
1306 note = _("はひどい痛手をうけた。", " is hit hard.");
1308 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_COLD);
1316 if (seen) obvious = TRUE;
1317 if (r_ptr->flagsr & RFR_IM_POIS)
1319 note = _("にはかなり耐性がある!", " resists a lot.");
1321 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_POIS);
1329 if (seen) obvious = TRUE;
1330 if (r_ptr->flagsr & RFR_IM_POIS)
1332 note = _("には耐性がある。", " resists.");
1333 dam *= 3; dam /= randint1(6) + 6;
1334 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_POIS);
1336 else if (one_in_(3)) do_poly = TRUE;
1340 /* Hellfire -- hurts Evil */
1343 if (seen) obvious = TRUE;
1344 if (r_ptr->flags3 & RF3_GOOD)
1346 note = _("はひどい痛手をうけた。", " is hit hard.");
1348 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_GOOD);
1353 /* Holy Fire -- hurts Evil, Good are immune, others _resist_ */
1356 if (seen) obvious = TRUE;
1357 if (r_ptr->flags3 & RF3_EVIL)
1360 note = _("はひどい痛手をうけた。", " is hit hard.");
1361 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
1365 note = _("には耐性がある。", " resists.");
1366 dam *= 3; dam /= randint1(6) + 6;
1371 /* Arrow -- XXX no defense */
1374 if (seen) obvious = TRUE;
1378 /* Plasma -- XXX perhaps check ELEC or FIRE */
1381 if (seen) obvious = TRUE;
1382 if (r_ptr->flagsr & RFR_RES_PLAS)
1384 note = _("には耐性がある。", " resists.");
1385 dam *= 3; dam /= randint1(6) + 6;
1386 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_PLAS);
1391 /* Nether -- see above */
1394 if (seen) obvious = TRUE;
1395 if (r_ptr->flagsr & RFR_RES_NETH)
1397 if (r_ptr->flags3 & RF3_UNDEAD)
1399 note = _("には完全な耐性がある!", " is immune.");
1401 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_UNDEAD);
1405 note = _("には耐性がある。", " resists.");
1406 dam *= 3; dam /= randint1(6) + 6;
1408 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_NETH);
1410 else if (r_ptr->flags3 & RF3_EVIL)
1412 note = _("はいくらか耐性を示した。", " resists somewhat.");
1414 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_EVIL);
1419 /* Water (acid) damage -- Water spirits/elementals are immune */
1422 if (seen) obvious = TRUE;
1423 if (r_ptr->flagsr & RFR_RES_WATE)
1425 if ((m_ptr->r_idx == MON_WATER_ELEM) || (m_ptr->r_idx == MON_UNMAKER))
1427 note = _("には完全な耐性がある!", " is immune.");
1432 note = _("には耐性がある。", " resists.");
1433 dam *= 3; dam /= randint1(6) + 6;
1435 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_WATE);
1440 /* Chaos -- Chaos breathers resist */
1443 if (seen) obvious = TRUE;
1444 if (r_ptr->flagsr & RFR_RES_CHAO)
1446 note = _("には耐性がある。", " resists.");
1447 dam *= 3; dam /= randint1(6) + 6;
1448 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_CHAO);
1450 else if ((r_ptr->flags3 & RF3_DEMON) && one_in_(3))
1452 note = _("はいくらか耐性を示した。", " resists somewhat.");
1453 dam *= 3; dam /= randint1(6) + 6;
1454 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_DEMON);
1459 do_conf = (5 + randint1(11) + r) / (r + 1);
1464 /* Shards -- Shard breathers resist */
1467 if (seen) obvious = TRUE;
1468 if (r_ptr->flagsr & RFR_RES_SHAR)
1470 note = _("には耐性がある。", " resists.");
1471 dam *= 3; dam /= randint1(6) + 6;
1472 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_SHAR);
1477 /* Rocket: Shard resistance helps */
1480 if (seen) obvious = TRUE;
1481 if (r_ptr->flagsr & RFR_RES_SHAR)
1483 note = _("はいくらか耐性を示した。", " resists somewhat.");
1485 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_SHAR);
1491 /* Sound -- Sound breathers resist */
1494 if (seen) obvious = TRUE;
1495 if (r_ptr->flagsr & RFR_RES_SOUN)
1497 note = _("には耐性がある。", " resists.");
1498 dam *= 2; dam /= randint1(6) + 6;
1499 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_SOUN);
1501 else do_stun = (10 + randint1(15) + r) / (r + 1);
1508 if (seen) obvious = TRUE;
1509 if (r_ptr->flags3 & RF3_NO_CONF)
1511 note = _("には耐性がある。", " resists.");
1512 dam *= 3; dam /= randint1(6) + 6;
1513 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
1515 else do_conf = (10 + randint1(15) + r) / (r + 1);
1519 /* Disenchantment -- Breathers and Disenchanters resist */
1522 if (seen) obvious = TRUE;
1523 if (r_ptr->flagsr & RFR_RES_DISE)
1525 note = _("には耐性がある。", " resists.");
1526 dam *= 3; dam /= randint1(6) + 6;
1527 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_DISE);
1532 /* Nexus -- Breathers and Existers resist */
1535 if (seen) obvious = TRUE;
1536 if (r_ptr->flagsr & RFR_RES_NEXU)
1538 note = _("には耐性がある。", " resists.");
1539 dam *= 3; dam /= randint1(6) + 6;
1540 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_NEXU);
1548 if (seen) obvious = TRUE;
1549 if (r_ptr->flagsr & RFR_RES_WALL)
1551 note = _("には耐性がある。", " resists.");
1552 dam *= 3; dam /= randint1(6) + 6;
1553 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_WALL);
1555 else do_stun = (randint1(15) + r) / (r + 1);
1559 /* Inertia -- breathers resist */
1562 if (seen) obvious = TRUE;
1563 if (r_ptr->flagsr & RFR_RES_INER)
1565 note = _("には耐性がある。", " resists.");
1566 dam *= 3; dam /= randint1(6) + 6;
1567 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_INER);
1571 /* Powerful monsters can resist */
1572 if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
1573 (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
1577 /* Normal monsters slow down */
1580 if (set_monster_slow(g_ptr->m_idx, MON_SLOW(m_ptr) + 50))
1582 note = _("の動きが遅くなった。", " starts moving slower.");
1589 /* Time -- breathers resist */
1592 if (seen) obvious = TRUE;
1593 if (r_ptr->flagsr & RFR_RES_TIME)
1595 note = _("には耐性がある。", " resists.");
1596 dam *= 3; dam /= randint1(6) + 6;
1597 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_TIME);
1599 else do_time = (dam + 1) / 2;
1603 /* Gravity -- breathers resist */
1606 bool resist_tele = FALSE;
1608 if (seen) obvious = TRUE;
1609 if (r_ptr->flagsr & RFR_RES_TELE)
1611 if (r_ptr->flags1 & (RF1_UNIQUE))
1613 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1614 note = _("には効果がなかった。", " is unaffected!");
1617 else if (r_ptr->level > randint1(100))
1619 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
1620 note = _("には耐性がある!", " resists!");
1625 if (!resist_tele) do_dist = 10;
1627 if (caster_ptr->riding && (g_ptr->m_idx == caster_ptr->riding)) do_dist = 0;
1629 if (r_ptr->flagsr & RFR_RES_GRAV)
1631 note = _("には耐性がある!", " resists!");
1632 dam *= 3; dam /= randint1(6) + 6;
1634 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_GRAV);
1639 /* Powerful monsters can resist */
1640 if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
1641 (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
1645 /* Normal monsters slow down */
1648 if (set_monster_slow(g_ptr->m_idx, MON_SLOW(m_ptr) + 50))
1650 note = _("の動きが遅くなった。", " starts moving slower.");
1655 do_stun = damroll((caster_lev / 20) + 3, (dam)) + 1;
1657 /* Attempt a saving throw */
1658 if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
1659 (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
1663 /* No obvious effect */
1664 note = _("には効果がなかった。", " is unaffected!");
1676 if (seen) obvious = TRUE;
1682 case GF_DISINTEGRATE:
1684 if (seen) obvious = TRUE;
1685 if (r_ptr->flags3 & RF3_HURT_ROCK)
1687 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_ROCK);
1688 note = _("の皮膚がただれた!", " loses some skin!");
1689 note_dies = _("は蒸発した!", " evaporates!");
1697 if (seen) obvious = TRUE;
1699 /* PSI only works if the monster can see you! -- RG */
1700 if (!(los(floor_ptr, m_ptr->fy, m_ptr->fx, caster_ptr->y, caster_ptr->x)))
1703 msg_format(_("%sはあなたが見えないので影響されない!", "%^s can't see you, and isn't affected!"), m_name);
1707 if (r_ptr->flags2 & RF2_EMPTY_MIND)
1710 note = _("には完全な耐性がある!", " is immune.");
1711 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
1714 else if ((r_ptr->flags2 & (RF2_STUPID | RF2_WEIRD_MIND)) ||
1715 (r_ptr->flags3 & RF3_ANIMAL) ||
1716 (r_ptr->level > randint1(3 * dam)))
1718 note = _("には耐性がある!", " resists!");
1722 * Powerful demons & undead can turn a mindcrafter's
1723 * attacks back on them
1725 if ((r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) &&
1726 (r_ptr->level > caster_ptr->lev / 2) &&
1730 msg_format(_("%^sの堕落した精神は攻撃を跳ね返した!",
1731 (seen ? "%^s's corrupted mind backlashes your attack!" :
1732 "%^ss corrupted mind backlashes your attack!")), m_name);
1735 if ((randint0(100 + r_ptr->level / 2) < caster_ptr->skill_sav) && !CHECK_MULTISHADOW(caster_ptr))
1737 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1741 /* Injure +/- confusion */
1742 monster_desc(killer, m_ptr, MD_WRONGDOER_NAME);
1743 take_hit(caster_ptr, DAMAGE_ATTACK, dam, killer, -1); /* has already been /3 */
1744 if (one_in_(4) && !CHECK_MULTISHADOW(caster_ptr))
1746 switch (randint1(4))
1749 set_confused(caster_ptr, caster_ptr->confused + 3 + randint1(dam));
1752 set_stun(caster_ptr, caster_ptr->stun + randint1(dam));
1756 if (r_ptr->flags3 & RF3_NO_FEAR)
1757 note = _("には効果がなかった。", " is unaffected.");
1759 set_afraid(caster_ptr, caster_ptr->afraid + 3 + randint1(dam));
1763 if (!caster_ptr->free_act)
1764 (void)set_paralyzed(caster_ptr, caster_ptr->paralyzed + randint1(dam));
1773 if ((dam > 0) && one_in_(4))
1775 switch (randint1(4))
1778 do_conf = 3 + randint1(dam);
1781 do_stun = 3 + randint1(dam);
1784 do_fear = 3 + randint1(dam);
1787 note = _("は眠り込んでしまった!", " falls asleep!");
1788 do_sleep = 3 + randint1(dam);
1793 note_dies = _("の精神は崩壊し、肉体は抜け殻となった。", " collapses, a mindless husk.");
1799 if (seen) obvious = TRUE;
1800 if (r_ptr->flags2 & RF2_EMPTY_MIND)
1803 note = _("には完全な耐性がある!", " is immune.");
1805 else if ((r_ptr->flags2 & (RF2_STUPID | RF2_WEIRD_MIND)) ||
1806 (r_ptr->flags3 & RF3_ANIMAL) ||
1807 (r_ptr->level > randint1(3 * dam)))
1809 note = _("には耐性がある!", " resists!");
1813 * Powerful demons & undead can turn a mindcrafter's
1814 * attacks back on them
1816 if ((r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) &&
1817 (r_ptr->level > caster_ptr->lev / 2) &&
1821 msg_format(_("%^sの堕落した精神は攻撃を跳ね返した!",
1822 (seen ? "%^s's corrupted mind backlashes your attack!" :
1823 "%^ss corrupted mind backlashes your attack!")), m_name);
1825 if ((randint0(100 + r_ptr->level / 2) < caster_ptr->skill_sav) && !CHECK_MULTISHADOW(caster_ptr))
1827 msg_print(_("あなたは効力を跳ね返した!", "You resist the effects!"));
1831 /* Injure + mana drain */
1832 monster_desc(killer, m_ptr, MD_WRONGDOER_NAME);
1833 if (!CHECK_MULTISHADOW(caster_ptr))
1835 msg_print(_("超能力パワーを吸いとられた!", "Your psychic energy is drained!"));
1836 caster_ptr->csp -= damroll(5, dam) / 2;
1837 if (caster_ptr->csp < 0) caster_ptr->csp = 0;
1838 caster_ptr->redraw |= PR_MANA;
1839 caster_ptr->window |= (PW_SPELL);
1841 take_hit(caster_ptr, DAMAGE_ATTACK, dam, killer, -1); /* has already been /3 */
1848 int b = damroll(5, dam) / 4;
1849 concptr str = (caster_ptr->pclass == CLASS_MINDCRAFTER) ? _("超能力パワー", "psychic energy") : _("魔力", "mana");
1850 concptr msg = _("あなたは%sの苦痛を%sに変換した!",
1851 (seen ? "You convert %s's pain into %s!" :
1852 "You convert %ss pain into %s!"));
1853 msg_format(msg, m_name, str);
1855 b = MIN(caster_ptr->msp, caster_ptr->csp + b);
1856 caster_ptr->csp = b;
1857 caster_ptr->redraw |= PR_MANA;
1858 caster_ptr->window |= (PW_SPELL);
1860 note_dies = _("の精神は崩壊し、肉体は抜け殻となった。", " collapses, a mindless husk.");
1864 case GF_TELEKINESIS:
1866 if (seen) obvious = TRUE;
1869 if (caster_ptr->riding && (g_ptr->m_idx == caster_ptr->riding)) do_dist = 0;
1874 do_stun = damroll((caster_lev / 20) + 3, dam) + 1;
1876 /* Attempt a saving throw */
1877 if ((r_ptr->flags1 & RF1_UNIQUE) ||
1878 (r_ptr->level > 5 + randint1(dam)))
1882 /* No obvious effect */
1888 /* Psycho-spear -- powerful magic missile */
1891 if (seen) obvious = TRUE;
1895 /* Meteor -- powerful magic missile */
1898 if (seen) obvious = TRUE;
1904 if (!is_hostile(m_ptr)) break;
1905 if (seen) obvious = TRUE;
1906 /* Attempt a saving throw */
1907 if ((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
1908 (r_ptr->flags3 & RF3_NO_CONF) ||
1909 (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
1911 /* Memorize a flag */
1912 if (r_ptr->flags3 & RF3_NO_CONF)
1914 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
1921 * Powerful demons & undead can turn a mindcrafter's
1922 * attacks back on them
1924 if ((r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) &&
1925 (r_ptr->level > caster_ptr->lev / 2) &&
1929 msg_format(_("%^sの堕落した精神は攻撃を跳ね返した!",
1930 (seen ? "%^s's corrupted mind backlashes your attack!" :
1931 "%^ss corrupted mind backlashes your attack!")), m_name);
1934 if (randint0(100 + r_ptr->level / 2) < caster_ptr->skill_sav)
1936 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1940 /* Confuse, stun, terrify */
1941 switch (randint1(4))
1944 set_stun(caster_ptr, caster_ptr->stun + dam / 2);
1947 set_confused(caster_ptr, caster_ptr->confused + dam / 2);
1951 if (r_ptr->flags3 & RF3_NO_FEAR)
1952 note = _("には効果がなかった。", " is unaffected.");
1954 set_afraid(caster_ptr, caster_ptr->afraid + dam);
1961 /* No obvious effect */
1962 note = _("には効果がなかった。", " is unaffected.");
1968 if (!common_saving_throw_charm(caster_ptr, dam, m_ptr))
1970 note = _("があなたに隷属した。", " is in your thrall!");
1975 switch (randint1(4))
1989 /* No "real" damage */
1994 /* Ice -- Cold + Cuts + Stun */
1997 if (seen) obvious = TRUE;
1998 do_stun = (randint1(15) + 1) / (r + 1);
1999 if (r_ptr->flagsr & RFR_IM_COLD)
2001 note = _("にはかなり耐性がある!", " resists a lot.");
2003 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_COLD);
2005 else if (r_ptr->flags3 & (RF3_HURT_COLD))
2007 note = _("はひどい痛手をうけた。", " is hit hard.");
2009 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_COLD);
2016 case GF_HYPODYNAMIA:
2018 if (seen) obvious = TRUE;
2019 if (!monster_living(m_ptr->r_idx))
2021 if (is_original_ap_and_seen(m_ptr))
2023 if (r_ptr->flags3 & RF3_DEMON) r_ptr->r_flags3 |= (RF3_DEMON);
2024 if (r_ptr->flags3 & RF3_UNDEAD) r_ptr->r_flags3 |= (RF3_UNDEAD);
2025 if (r_ptr->flags3 & RF3_NONLIVING) r_ptr->r_flags3 |= (RF3_NONLIVING);
2027 note = _("には効果がなかった。", " is unaffected.");
2031 else do_time = (dam + 7) / 8;
2039 if (seen) obvious = TRUE;
2040 if (!monster_living(m_ptr->r_idx))
2042 if (is_original_ap_and_seen(m_ptr))
2044 if (r_ptr->flags3 & RF3_DEMON) r_ptr->r_flags3 |= (RF3_DEMON);
2045 if (r_ptr->flags3 & RF3_UNDEAD) r_ptr->r_flags3 |= (RF3_UNDEAD);
2046 if (r_ptr->flags3 & RF3_NONLIVING) r_ptr->r_flags3 |= (RF3_NONLIVING);
2048 note = _("には完全な耐性がある!", " is immune.");
2052 else if (((r_ptr->flags1 & RF1_UNIQUE) &&
2053 (randint1(888) != 666)) ||
2054 (((r_ptr->level + randint1(20)) > randint1((caster_lev / 2) + randint1(10))) &&
2055 randint1(100) != 66))
2057 note = _("には耐性がある!", " resists!");
2065 /* Polymorph monster (Use "dam" as "power") */
2068 if (seen) obvious = TRUE;
2069 /* Attempt to polymorph (see below) */
2072 /* Powerful monsters can resist */
2073 if ((r_ptr->flags1 & RF1_UNIQUE) ||
2074 (r_ptr->flags1 & RF1_QUESTOR) ||
2075 (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
2077 note = _("には効果がなかった。", " is unaffected.");
2082 /* No "real" damage */
2089 /* Clone monsters (Ignore "dam") */
2092 if (seen) obvious = TRUE;
2094 if ((floor_ptr->inside_arena) || is_pet(m_ptr) || (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) || (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)))
2096 note = _("には効果がなかった。", " is unaffected.");
2101 m_ptr->hp = m_ptr->maxhp;
2103 /* Attempt to clone. */
2104 if (multiply_monster(g_ptr->m_idx, TRUE, 0L))
2106 note = _("が分裂した!", " spawns!");
2110 /* No "real" damage */
2117 /* Heal Monster (use "dam" as amount of healing) */
2120 if (seen) obvious = TRUE;
2123 (void)set_monster_csleep(g_ptr->m_idx, 0);
2125 if (m_ptr->maxhp < m_ptr->max_maxhp)
2127 if (seen_msg) msg_format(_("%^sの強さが戻った。", "%^s recovers %s vitality."), m_name, m_poss);
2128 m_ptr->maxhp = m_ptr->max_maxhp;
2133 /* Redraw (later) if needed */
2134 if (caster_ptr->health_who == g_ptr->m_idx) caster_ptr->redraw |= (PR_HEALTH);
2135 if (caster_ptr->riding == g_ptr->m_idx) caster_ptr->redraw |= (PR_UHEALTH);
2143 if (seen) obvious = TRUE;
2146 (void)set_monster_csleep(g_ptr->m_idx, 0);
2147 if (MON_STUNNED(m_ptr))
2149 if (seen_msg) msg_format(_("%^sは朦朧状態から立ち直った。", "%^s is no longer stunned."), m_name);
2150 (void)set_monster_stunned(g_ptr->m_idx, 0);
2152 if (MON_CONFUSED(m_ptr))
2154 if (seen_msg) msg_format(_("%^sは混乱から立ち直った。", "%^s is no longer confused."), m_name);
2155 (void)set_monster_confused(g_ptr->m_idx, 0);
2157 if (MON_MONFEAR(m_ptr))
2159 if (seen_msg) msg_format(_("%^sは勇気を取り戻した。", "%^s recovers %s courage."), m_name);
2160 (void)set_monster_monfear(g_ptr->m_idx, 0);
2164 if (m_ptr->hp < 30000) m_ptr->hp += dam;
2167 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2171 chg_virtue(caster_ptr, V_VITALITY, 1);
2173 if (r_ptr->flags1 & RF1_UNIQUE)
2174 chg_virtue(caster_ptr, V_INDIVIDUALISM, 1);
2176 if (is_friendly(m_ptr))
2177 chg_virtue(caster_ptr, V_HONOUR, 1);
2178 else if (!(r_ptr->flags3 & RF3_EVIL))
2180 if (r_ptr->flags3 & RF3_GOOD)
2181 chg_virtue(caster_ptr, V_COMPASSION, 2);
2183 chg_virtue(caster_ptr, V_COMPASSION, 1);
2186 if (r_ptr->flags3 & RF3_ANIMAL)
2187 chg_virtue(caster_ptr, V_NATURE, 1);
2190 if (m_ptr->r_idx == MON_LEPER)
2193 if (!who) chg_virtue(caster_ptr, V_COMPASSION, 5);
2196 /* Redraw (later) if needed */
2197 if (caster_ptr->health_who == g_ptr->m_idx) caster_ptr->redraw |= (PR_HEALTH);
2198 if (caster_ptr->riding == g_ptr->m_idx) caster_ptr->redraw |= (PR_UHEALTH);
2200 note = _("は体力を回復したようだ。", " looks healthier.");
2202 /* No "real" damage */
2208 /* Speed Monster (Ignore "dam") */
2211 if (seen) obvious = TRUE;
2214 if (set_monster_fast(g_ptr->m_idx, MON_FAST(m_ptr) + 100))
2216 note = _("の動きが速くなった。", " starts moving faster.");
2221 if (r_ptr->flags1 & RF1_UNIQUE)
2222 chg_virtue(caster_ptr, V_INDIVIDUALISM, 1);
2223 if (is_friendly(m_ptr))
2224 chg_virtue(caster_ptr, V_HONOUR, 1);
2227 /* No "real" damage */
2233 /* Slow Monster (Use "dam" as "power") */
2236 if (seen) obvious = TRUE;
2238 /* Powerful monsters can resist */
2239 if ((r_ptr->flags1 & RF1_UNIQUE) ||
2240 (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
2242 note = _("には効果がなかった。", " is unaffected.");
2246 /* Normal monsters slow down */
2249 if (set_monster_slow(g_ptr->m_idx, MON_SLOW(m_ptr) + 50))
2251 note = _("の動きが遅くなった。", " starts moving slower.");
2255 /* No "real" damage */
2261 /* Sleep (Use "dam" as "power") */
2264 if (seen) obvious = TRUE;
2266 /* Attempt a saving throw */
2267 if ((r_ptr->flags1 & RF1_UNIQUE) ||
2268 (r_ptr->flags3 & RF3_NO_SLEEP) ||
2269 (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
2271 /* Memorize a flag */
2272 if (r_ptr->flags3 & RF3_NO_SLEEP)
2274 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_SLEEP);
2276 /* No obvious effect */
2277 note = _("には効果がなかった。", " is unaffected.");
2282 /* Go to sleep (much) later */
2283 note = _("は眠り込んでしまった!", " falls asleep!");
2287 /* No "real" damage */
2293 /* Sleep (Use "dam" as "power") */
2294 case GF_STASIS_EVIL:
2296 if (seen) obvious = TRUE;
2298 /* Attempt a saving throw */
2299 if ((r_ptr->flags1 & RF1_UNIQUE) ||
2300 !(r_ptr->flags3 & RF3_EVIL) ||
2301 (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
2303 note = _("には効果がなかった。", " is unaffected.");
2308 /* Go to sleep (much) later */
2309 note = _("は動けなくなった!", " is suspended!");
2313 /* No "real" damage */
2318 /* Sleep (Use "dam" as "power") */
2321 if (seen) obvious = TRUE;
2323 /* Attempt a saving throw */
2324 if ((r_ptr->flags1 & RF1_UNIQUE) ||
2325 (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
2327 note = _("には効果がなかった。", " is unaffected.");
2332 /* Go to sleep (much) later */
2333 note = _("は動けなくなった!", " is suspended!");
2337 /* No "real" damage */
2346 vir = virtue_number(caster_ptr, V_HARMONY);
2349 dam += caster_ptr->virtues[vir - 1] / 10;
2352 vir = virtue_number(caster_ptr, V_INDIVIDUALISM);
2355 dam -= caster_ptr->virtues[vir - 1] / 20;
2358 if (seen) obvious = TRUE;
2360 /* Attempt a saving throw */
2361 if (common_saving_throw_charm(caster_ptr, dam, m_ptr))
2365 /* No obvious effect */
2366 note = _("には効果がなかった。", " is unaffected.");
2369 if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
2371 else if (caster_ptr->cursed & TRC_AGGRAVATE)
2373 note = _("はあなたに敵意を抱いている!", " hates you too much!");
2374 if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
2378 note = _("は突然友好的になったようだ!", " suddenly seems friendly!");
2381 chg_virtue(caster_ptr, V_INDIVIDUALISM, -1);
2382 if (r_ptr->flags3 & RF3_ANIMAL)
2383 chg_virtue(caster_ptr, V_NATURE, 1);
2386 /* No "real" damage */
2391 /* Control undead */
2392 case GF_CONTROL_UNDEAD:
2395 if (seen) obvious = TRUE;
2397 vir = virtue_number(caster_ptr, V_UNLIFE);
2400 dam += caster_ptr->virtues[vir - 1] / 10;
2403 vir = virtue_number(caster_ptr, V_INDIVIDUALISM);
2406 dam -= caster_ptr->virtues[vir - 1] / 20;
2409 /* Attempt a saving throw */
2410 if (common_saving_throw_control(caster_ptr, dam, m_ptr) ||
2411 !(r_ptr->flags3 & RF3_UNDEAD))
2413 /* No obvious effect */
2414 note = _("には効果がなかった。", " is unaffected.");
2416 if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
2418 else if (caster_ptr->cursed & TRC_AGGRAVATE)
2420 note = _("はあなたに敵意を抱いている!", " hates you too much!");
2421 if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
2425 note = _("は既にあなたの奴隷だ!", " is in your thrall!");
2429 /* No "real" damage */
2435 case GF_CONTROL_DEMON:
2438 if (seen) obvious = TRUE;
2440 vir = virtue_number(caster_ptr, V_UNLIFE);
2443 dam += caster_ptr->virtues[vir - 1] / 10;
2446 vir = virtue_number(caster_ptr, V_INDIVIDUALISM);
2449 dam -= caster_ptr->virtues[vir - 1] / 20;
2452 /* Attempt a saving throw */
2453 if (common_saving_throw_control(caster_ptr, dam, m_ptr) ||
2454 !(r_ptr->flags3 & RF3_DEMON))
2456 /* No obvious effect */
2457 note = _("には効果がなかった。", " is unaffected.");
2459 if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
2461 else if (caster_ptr->cursed & TRC_AGGRAVATE)
2463 note = _("はあなたに敵意を抱いている!", " hates you too much!");
2464 if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
2468 note = _("は既にあなたの奴隷だ!", " is in your thrall!");
2472 /* No "real" damage */
2478 case GF_CONTROL_ANIMAL:
2481 if (seen) obvious = TRUE;
2483 vir = virtue_number(caster_ptr, V_NATURE);
2486 dam += caster_ptr->virtues[vir - 1] / 10;
2489 vir = virtue_number(caster_ptr, V_INDIVIDUALISM);
2492 dam -= caster_ptr->virtues[vir - 1] / 20;
2495 /* Attempt a saving throw */
2496 if (common_saving_throw_control(caster_ptr, dam, m_ptr) ||
2497 !(r_ptr->flags3 & RF3_ANIMAL))
2500 /* No obvious effect */
2501 note = _("には効果がなかった。", " is unaffected.");
2503 if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
2505 else if (caster_ptr->cursed & TRC_AGGRAVATE)
2507 note = _("はあなたに敵意を抱いている!", " hates you too much!");
2508 if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
2512 note = _("はなついた。", " is tamed!");
2514 if (r_ptr->flags3 & RF3_ANIMAL)
2515 chg_virtue(caster_ptr, V_NATURE, 1);
2518 /* No "real" damage */
2524 case GF_CHARM_LIVING:
2528 vir = virtue_number(caster_ptr, V_UNLIFE);
2529 if (seen) obvious = TRUE;
2531 vir = virtue_number(caster_ptr, V_UNLIFE);
2534 dam -= caster_ptr->virtues[vir - 1] / 10;
2537 vir = virtue_number(caster_ptr, V_INDIVIDUALISM);
2540 dam -= caster_ptr->virtues[vir - 1] / 20;
2543 msg_format(_("%sを見つめた。", "You stare into %s."), m_name);
2545 /* Attempt a saving throw */
2546 if (common_saving_throw_charm(caster_ptr, dam, m_ptr) ||
2547 !monster_living(m_ptr->r_idx))
2550 /* No obvious effect */
2551 note = _("には効果がなかった。", " is unaffected.");
2553 if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
2555 else if (caster_ptr->cursed & TRC_AGGRAVATE)
2557 note = _("はあなたに敵意を抱いている!", " hates you too much!");
2558 if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
2562 note = _("を支配した。", " is tamed!");
2564 if (r_ptr->flags3 & RF3_ANIMAL)
2565 chg_virtue(caster_ptr, V_NATURE, 1);
2568 /* No "real" damage */
2573 /* Confusion (Use "dam" as "power") */
2576 if (seen) obvious = TRUE;
2578 /* Get confused later */
2579 do_conf = damroll(3, (dam / 2)) + 1;
2581 /* Attempt a saving throw */
2582 if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
2583 (r_ptr->flags3 & (RF3_NO_CONF)) ||
2584 (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
2586 /* Memorize a flag */
2587 if (r_ptr->flags3 & (RF3_NO_CONF))
2589 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
2595 /* No obvious effect */
2596 note = _("には効果がなかった。", " is unaffected.");
2600 /* No "real" damage */
2607 if (seen) obvious = TRUE;
2609 do_stun = damroll((caster_lev / 20) + 3, (dam)) + 1;
2611 /* Attempt a saving throw */
2612 if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
2613 (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
2618 /* No obvious effect */
2619 note = _("には効果がなかった。", " is unaffected.");
2623 /* No "real" damage */
2628 /* Lite, but only hurts susceptible creatures */
2637 if (r_ptr->flags3 & (RF3_HURT_LITE))
2639 /* Obvious effect */
2640 if (seen) obvious = TRUE;
2642 /* Memorize the effects */
2643 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_LITE);
2645 /* Special effect */
2646 note = _("は光に身をすくめた!", " cringes from the light!");
2647 note_dies = _("は光を受けてしぼんでしまった!", " shrivels away in the light!");
2650 /* Normally no damage */
2662 /* Lite -- opposite of Dark */
2665 if (seen) obvious = TRUE;
2667 if (r_ptr->flagsr & RFR_RES_LITE)
2669 note = _("には耐性がある!", " resists!");
2670 dam *= 2; dam /= (randint1(6) + 6);
2671 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_LITE);
2673 else if (r_ptr->flags3 & (RF3_HURT_LITE))
2675 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_LITE);
2676 note = _("は光に身をすくめた!", " cringes from the light!");
2677 note_dies = _("は光を受けてしぼんでしまった!", " shrivels away in the light!");
2684 /* Dark -- opposite of Lite */
2687 if (seen) obvious = TRUE;
2689 if (r_ptr->flagsr & RFR_RES_DARK)
2691 note = _("には耐性がある!", " resists!");
2692 dam *= 2; dam /= (randint1(6) + 6);
2693 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_DARK);
2702 /* Hurt by rock remover */
2703 if (r_ptr->flags3 & (RF3_HURT_ROCK))
2706 if (seen) obvious = TRUE;
2708 /* Memorize the effects */
2709 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_ROCK);
2711 /* Cute little message */
2712 note = _("の皮膚がただれた!", " loses some skin!");
2713 note_dies = _("はドロドロに溶けた!", " dissolves!");
2716 /* Usually, ignore the effects */
2727 /* Teleport undead (Use "dam" as "power") */
2728 case GF_AWAY_UNDEAD:
2730 /* Only affect undead */
2731 if (r_ptr->flags3 & (RF3_UNDEAD))
2733 bool resists_tele = FALSE;
2735 if (r_ptr->flagsr & RFR_RES_TELE)
2737 if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
2739 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2740 note = _("には効果がなかった。", " is unaffected.");
2741 resists_tele = TRUE;
2743 else if (r_ptr->level > randint1(100))
2745 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2746 note = _("には耐性がある!", " resists!");
2747 resists_tele = TRUE;
2753 if (seen) obvious = TRUE;
2754 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_UNDEAD);
2766 /* No "real" damage */
2772 /* Teleport evil (Use "dam" as "power") */
2775 /* Only affect evil */
2776 if (r_ptr->flags3 & (RF3_EVIL))
2778 bool resists_tele = FALSE;
2780 if (r_ptr->flagsr & RFR_RES_TELE)
2782 if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
2784 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2785 note = _("には効果がなかった。", " is unaffected.");
2786 resists_tele = TRUE;
2788 else if (r_ptr->level > randint1(100))
2790 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2791 note = _("には耐性がある!", " resists!");
2792 resists_tele = TRUE;
2798 if (seen) obvious = TRUE;
2799 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_EVIL);
2811 /* No "real" damage */
2817 /* Teleport monster (Use "dam" as "power") */
2820 bool resists_tele = FALSE;
2821 if (r_ptr->flagsr & RFR_RES_TELE)
2823 if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
2825 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2826 note = _("には効果がなかった。", " is unaffected.");
2827 resists_tele = TRUE;
2829 else if (r_ptr->level > randint1(100))
2831 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2832 note = _("には耐性がある!", " resists!");
2833 resists_tele = TRUE;
2839 if (seen) obvious = TRUE;
2841 /* Prepare to teleport */
2845 /* No "real" damage */
2851 /* Turn undead (Use "dam" as "power") */
2852 case GF_TURN_UNDEAD:
2854 /* Only affect undead */
2855 if (r_ptr->flags3 & (RF3_UNDEAD))
2857 if (seen) obvious = TRUE;
2859 /* Learn about type */
2860 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_UNDEAD);
2862 /* Apply some fear */
2863 do_fear = damroll(3, (dam / 2)) + 1;
2865 /* Attempt a saving throw */
2866 if (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10)
2868 /* No obvious effect */
2869 note = _("には効果がなかった。", " is unaffected.");
2882 /* No "real" damage */
2888 /* Turn evil (Use "dam" as "power") */
2891 /* Only affect evil */
2892 if (r_ptr->flags3 & (RF3_EVIL))
2894 if (seen) obvious = TRUE;
2896 /* Learn about type */
2897 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_EVIL);
2899 /* Apply some fear */
2900 do_fear = damroll(3, (dam / 2)) + 1;
2902 /* Attempt a saving throw */
2903 if (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10)
2905 /* No obvious effect */
2906 note = _("には効果がなかった。", " is unaffected.");
2919 /* No "real" damage */
2925 /* Turn monster (Use "dam" as "power") */
2928 if (seen) obvious = TRUE;
2930 /* Apply some fear */
2931 do_fear = damroll(3, (dam / 2)) + 1;
2933 /* Attempt a saving throw */
2934 if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
2935 (r_ptr->flags3 & (RF3_NO_FEAR)) ||
2936 (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
2938 /* No obvious effect */
2939 note = _("には効果がなかった。", " is unaffected.");
2944 /* No "real" damage */
2951 case GF_DISP_UNDEAD:
2953 /* Only affect undead */
2954 if (r_ptr->flags3 & (RF3_UNDEAD))
2956 if (seen) obvious = TRUE;
2958 /* Learn about type */
2959 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_UNDEAD);
2961 note = _("は身震いした。", " shudders.");
2962 note_dies = _("はドロドロに溶けた!", " dissolves!");
2982 /* Only affect evil */
2983 if (r_ptr->flags3 & (RF3_EVIL))
2985 if (seen) obvious = TRUE;
2987 /* Learn about type */
2988 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_EVIL);
2990 note = _("は身震いした。", " shudders.");
2991 note_dies = _("はドロドロに溶けた!", " dissolves!");
3010 /* Only affect good */
3011 if (r_ptr->flags3 & (RF3_GOOD))
3013 if (seen) obvious = TRUE;
3015 /* Learn about type */
3016 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_GOOD);
3018 note = _("は身震いした。", " shudders.");
3019 note_dies = _("はドロドロに溶けた!", " dissolves!");
3036 case GF_DISP_LIVING:
3038 /* Only affect non-undead */
3039 if (monster_living(m_ptr->r_idx))
3041 if (seen) obvious = TRUE;
3043 note = _("は身震いした。", " shudders.");
3044 note_dies = _("はドロドロに溶けた!", " dissolves!");
3063 /* Only affect demons */
3064 if (r_ptr->flags3 & (RF3_DEMON))
3066 if (seen) obvious = TRUE;
3068 /* Learn about type */
3069 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_DEMON);
3071 note = _("は身震いした。", " shudders.");
3072 note_dies = _("はドロドロに溶けた!", " dissolves!");
3088 /* Dispel monster */
3091 if (seen) obvious = TRUE;
3092 note = _("は身震いした。", " shudders.");
3093 note_dies = _("はドロドロに溶けた!", " dissolves!");
3100 if (seen) obvious = TRUE;
3101 if ((r_ptr->flags4 & ~(RF4_NOMAGIC_MASK)) || (r_ptr->a_ability_flags1 & ~(RF5_NOMAGIC_MASK)) || (r_ptr->a_ability_flags2 & ~(RF6_NOMAGIC_MASK)))
3105 /* Heal the monster */
3106 if (m_caster_ptr->hp < m_caster_ptr->maxhp)
3109 m_caster_ptr->hp += dam;
3110 if (m_caster_ptr->hp > m_caster_ptr->maxhp) m_caster_ptr->hp = m_caster_ptr->maxhp;
3112 /* Redraw (later) if needed */
3113 if (caster_ptr->health_who == who) caster_ptr->redraw |= (PR_HEALTH);
3114 if (caster_ptr->riding == who) caster_ptr->redraw |= (PR_UHEALTH);
3116 /* Special message */
3119 monster_desc(killer, m_caster_ptr, 0);
3120 msg_format(_("%^sは気分が良さそうだ。", "%^s appears healthier."), killer);
3126 msg_format(_("%sから精神エネルギーを吸いとった。", "You draw psychic energy from %s."), m_name);
3127 (void)hp_player(caster_ptr, dam);
3132 if (see_s_msg) msg_format(_("%sには効果がなかった。", "%s is unaffected."), m_name);
3141 if (seen) obvious = TRUE;
3142 if (!who) msg_format(_("%sをじっと睨んだ。", "You gaze intently at %s."), m_name);
3143 /* Attempt a saving throw */
3144 if ((r_ptr->flags1 & RF1_UNIQUE) ||
3145 (r_ptr->flags3 & RF3_NO_CONF) ||
3146 (r_ptr->level > randint1((caster_lev - 10) < 1 ? 1 : (caster_lev - 10)) + 10))
3148 /* Memorize a flag */
3149 if (r_ptr->flags3 & (RF3_NO_CONF))
3151 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
3153 note = _("には効果がなかった。", " is unaffected.");
3156 else if (r_ptr->flags2 & RF2_EMPTY_MIND)
3158 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
3159 note = _("には完全な耐性がある!", " is immune.");
3162 else if (r_ptr->flags2 & RF2_WEIRD_MIND)
3164 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
3165 note = _("には耐性がある。", " resists.");
3170 note = _("は精神攻撃を食らった。", " is blasted by psionic energy.");
3171 note_dies = _("の精神は崩壊し、肉体は抜け殻となった。", " collapses, a mindless husk.");
3173 if (who > 0) do_conf = randint0(4) + 4;
3174 else do_conf = randint0(8) + 8;
3180 case GF_BRAIN_SMASH:
3182 if (seen) obvious = TRUE;
3183 if (!who) msg_format(_("%sをじっと睨んだ。", "You gaze intently at %s."), m_name);
3185 /* Attempt a saving throw */
3186 if ((r_ptr->flags1 & RF1_UNIQUE) ||
3187 (r_ptr->flags3 & RF3_NO_CONF) ||
3188 (r_ptr->level > randint1((caster_lev - 10) < 1 ? 1 : (caster_lev - 10)) + 10))
3190 /* Memorize a flag */
3191 if (r_ptr->flags3 & (RF3_NO_CONF))
3193 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
3195 note = _("には効果がなかった。", " is unaffected.");
3198 else if (r_ptr->flags2 & RF2_EMPTY_MIND)
3200 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
3201 note = _("には完全な耐性がある!", " is immune.");
3204 else if (r_ptr->flags2 & RF2_WEIRD_MIND)
3206 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
3207 note = _("には耐性がある!", " resists!");
3212 note = _("は精神攻撃を食らった。", " is blasted by psionic energy.");
3213 note_dies = _("の精神は崩壊し、肉体は抜け殻となった。", " collapses, a mindless husk.");
3217 do_conf = randint0(4) + 4;
3218 do_stun = randint0(4) + 4;
3222 do_conf = randint0(8) + 8;
3223 do_stun = randint0(8) + 8;
3225 (void)set_monster_slow(g_ptr->m_idx, MON_SLOW(m_ptr) + 10);
3233 if (seen) obvious = TRUE;
3234 if (!who) msg_format(_("%sを指差して呪いをかけた。", "You point at %s and curse."), m_name);
3235 /* Attempt a saving throw */
3236 if (randint0(100 + (caster_lev / 2)) < (r_ptr->level + 35))
3238 note = _("には効果がなかった。", " is unaffected.");
3247 if (seen) obvious = TRUE;
3248 if (!who) msg_format(_("%sを指差して恐ろしげに呪いをかけた。", "You point at %s and curse horribly."), m_name);
3249 /* Attempt a saving throw */
3250 if (randint0(100 + (caster_lev / 2)) < (r_ptr->level + 35))
3252 note = _("には効果がなかった。", " is unaffected.");
3261 if (seen) obvious = TRUE;
3262 if (!who) msg_format(_("%sを指差し、恐ろしげに呪文を唱えた!", "You point at %s, incanting terribly!"), m_name);
3263 /* Attempt a saving throw */
3264 if (randint0(100 + (caster_lev / 2)) < (r_ptr->level + 35))
3266 note = _("には効果がなかった。", " is unaffected.");
3275 if (seen) obvious = TRUE;
3277 msg_format(_("%sの秘孔を突いて、「お前は既に死んでいる」と叫んだ。",
3278 "You point at %s, screaming the word, 'DIE!'."), m_name);
3279 /* Attempt a saving throw */
3280 if ((randint0(100 + (caster_lev / 2)) < (r_ptr->level + 35)) && ((who <= 0) || (m_caster_ptr->r_idx != MON_KENSHIROU)))
3282 note = _("には効果がなかった。", " is unaffected.");
3291 if (seen) obvious = TRUE;
3292 if (r_ptr->flags1 & RF1_UNIQUE)
3294 note = _("には効果がなかった。", " is unaffected.");
3299 if ((who > 0) ? ((caster_lev + randint1(dam)) > (r_ptr->level + 10 + randint1(20))) :
3300 (((caster_lev / 2) + randint1(dam)) > (r_ptr->level + randint1(200))))
3302 dam = ((40 + randint1(20)) * m_ptr->hp) / 100;
3304 if (m_ptr->hp < dam) dam = m_ptr->hp - 1;
3308 note = _("は耐性を持っている!", "resists!");
3315 /* Capture monster */
3319 if ((floor_ptr->inside_quest && (quest[floor_ptr->inside_quest].type == QUEST_TYPE_KILL_ALL) && !is_pet(m_ptr)) ||
3320 (r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flags7 & (RF7_NAZGUL)) || (r_ptr->flags7 & (RF7_UNIQUE2)) || (r_ptr->flags1 & RF1_QUESTOR) || m_ptr->parent_m_idx)
3322 msg_format(_("%sには効果がなかった。", "%s is unaffected."), m_name);
3327 if (is_pet(m_ptr)) nokori_hp = m_ptr->maxhp * 4L;
3328 else if ((caster_ptr->pclass == CLASS_BEASTMASTER) && monster_living(m_ptr->r_idx))
3329 nokori_hp = m_ptr->maxhp * 3 / 10;
3331 nokori_hp = m_ptr->maxhp * 3 / 20;
3333 if (m_ptr->hp >= nokori_hp)
3335 msg_format(_("もっと弱らせないと。", "You need to weaken %s more."), m_name);
3338 else if (m_ptr->hp < randint0(nokori_hp))
3340 if (m_ptr->mflag2 & MFLAG2_CHAMELEON) choose_new_monster(g_ptr->m_idx, FALSE, MON_CHAMELEON);
3341 msg_format(_("%sを捕えた!", "You capture %^s!"), m_name);
3342 cap_mon = m_ptr->r_idx;
3343 cap_mspeed = m_ptr->mspeed;
3345 cap_maxhp = m_ptr->max_maxhp;
3346 cap_nickname = m_ptr->nickname; /* Quark transfer */
3347 if (g_ptr->m_idx == caster_ptr->riding)
3349 if (rakuba(caster_ptr, -1, FALSE))
3351 msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name);
3355 delete_monster_idx(g_ptr->m_idx);
3361 msg_format(_("うまく捕まえられなかった。", "You failed to capture %s."), m_name);
3367 /* Attack (Use "dam" as attack type) */
3370 /* Return this monster's death */
3371 return py_attack(caster_ptr, y, x, dam);
3374 /* Sleep (Use "dam" as "power") */
3380 if (seen) obvious = TRUE;
3381 if (r_ptr->flags2 & RF2_EMPTY_MIND)
3383 note = _("には効果がなかった。", " is unaffected.");
3386 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
3389 if (MON_CSLEEP(m_ptr))
3391 note = _("には効果がなかった。", " is unaffected.");
3397 if (one_in_(5)) effect = 1;
3398 else if (one_in_(4)) effect = 2;
3399 else if (one_in_(3)) effect = 3;
3404 /* Powerful monsters can resist */
3405 if ((r_ptr->flags1 & RF1_UNIQUE) ||
3406 (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
3408 note = _("には効果がなかった。", " is unaffected.");
3412 /* Normal monsters slow down */
3415 if (set_monster_slow(g_ptr->m_idx, MON_SLOW(m_ptr) + 50))
3417 note = _("の動きが遅くなった。", " starts moving slower.");
3422 else if (effect == 2)
3424 do_stun = damroll((caster_ptr->lev / 10) + 3, (dam)) + 1;
3426 /* Attempt a saving throw */
3427 if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
3428 (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
3433 /* No obvious effect */
3434 note = _("には効果がなかった。", " is unaffected.");
3439 else if (effect == 3)
3441 /* Attempt a saving throw */
3442 if ((r_ptr->flags1 & RF1_UNIQUE) ||
3443 (r_ptr->flags3 & RF3_NO_SLEEP) ||
3444 (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
3446 /* Memorize a flag */
3447 if (r_ptr->flags3 & RF3_NO_SLEEP)
3449 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_SLEEP);
3452 /* No obvious effect */
3453 note = _("には効果がなかった。", " is unaffected.");
3458 /* Go to sleep (much) later */
3459 note = _("は眠り込んでしまった!", " falls asleep!");
3466 note = _("には効果がなかった。", " is unaffected.");
3469 /* No "real" damage */
3477 if (seen) obvious = TRUE;
3478 if (genocide_aux(caster_ptr, g_ptr->m_idx, dam, !who, (r_ptr->level + 1) / 2, _("モンスター消滅", "Genocide One")))
3480 if (seen_msg) msg_format(_("%sは消滅した!", "%^s disappered!"), m_name);
3481 chg_virtue(caster_ptr, V_VITALITY, -1);
3491 if (!who) msg_format(_("%sを写真に撮った。", "You take a photograph of %s."), m_name);
3493 if (r_ptr->flags3 & (RF3_HURT_LITE))
3495 /* Obvious effect */
3496 if (seen) obvious = TRUE;
3498 /* Memorize the effects */
3499 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_LITE);
3501 /* Special effect */
3502 note = _("は光に身をすくめた!", " cringes from the light!");
3503 note_dies = _("は光を受けてしぼんでしまった!", " shrivels away in the light!");
3506 /* Normally no damage */
3513 photo = m_ptr->r_idx;
3520 case GF_BLOOD_CURSE:
3522 if (seen) obvious = TRUE;
3528 bool success = FALSE;
3529 if (seen) obvious = TRUE;
3531 if ((r_ptr->flags3 & (RF3_GOOD)) && !floor_ptr->inside_arena)
3533 if (r_ptr->flags3 & (RF3_NO_CONF)) dam -= 50;
3534 if (dam < 1) dam = 1;
3536 /* No need to tame your pet */
3539 note = _("の動きが速くなった。", " starts moving faster.");
3540 (void)set_monster_fast(g_ptr->m_idx, MON_FAST(m_ptr) + 100);
3544 /* Attempt a saving throw */
3545 else if ((r_ptr->flags1 & (RF1_QUESTOR)) ||
3546 (r_ptr->flags1 & (RF1_UNIQUE)) ||
3547 (m_ptr->mflag2 & MFLAG2_NOPET) ||
3548 (caster_ptr->cursed & TRC_AGGRAVATE) ||
3549 ((r_ptr->level + 10) > randint1(dam)))
3552 if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
3556 note = _("を支配した。", " is tamed!");
3558 (void)set_monster_fast(g_ptr->m_idx, MON_FAST(m_ptr) + 100);
3560 /* Learn about type */
3561 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_GOOD);
3568 if (!(r_ptr->flags3 & RF3_NO_FEAR))
3570 do_fear = randint1(90) + 10;
3572 else if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_FEAR);
3575 /* No "real" damage */
3582 if (seen) obvious = TRUE;
3583 /* Attempt a saving throw */
3584 if (randint0(100 + dam) < (r_ptr->level + 50))
3586 note = _("には効果がなかった。", " is unaffected.");
3606 /* Absolutely no effect */
3607 if (skipped) return (FALSE);
3609 /* "Unique" monsters cannot be polymorphed */
3610 if (r_ptr->flags1 & (RF1_UNIQUE)) do_poly = FALSE;
3612 /* Quest monsters cannot be polymorphed */
3613 if (r_ptr->flags1 & RF1_QUESTOR) do_poly = FALSE;
3615 if (caster_ptr->riding && (g_ptr->m_idx == caster_ptr->riding)) do_poly = FALSE;
3617 /* "Unique" and "quest" monsters can only be "killed" by the player. */
3618 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) || (r_ptr->flags7 & RF7_NAZGUL)) && !caster_ptr->phase_out)
3620 if (who && (dam > m_ptr->hp)) dam = m_ptr->hp;
3625 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(caster_ptr, V_COMPASSION, -1);
3626 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(caster_ptr, V_HONOUR, -1);
3629 /* Modify the damage */
3631 dam = mon_damage_mod(m_ptr, dam, (bool)(typ == GF_PSY_SPEAR));
3632 if ((tmp > 0) && (dam == 0)) note = _("はダメージを受けていない。", " is unharmed.");
3634 /* Check for death */
3635 if (dam > m_ptr->hp)
3637 /* Extract method of death */
3642 /* Sound and Impact resisters never stun */
3644 !(r_ptr->flagsr & (RFR_RES_SOUN | RFR_RES_WALL)) &&
3645 !(r_ptr->flags3 & RF3_NO_STUN))
3647 if (seen) obvious = TRUE;
3650 if (MON_STUNNED(m_ptr))
3652 note = _("はひどくもうろうとした。", " is more dazed.");
3653 tmp = MON_STUNNED(m_ptr) + (do_stun / 2);
3657 note = _("はもうろうとした。", " is dazed.");
3662 (void)set_monster_stunned(g_ptr->m_idx, tmp);
3668 /* Confusion and Chaos resisters (and sleepers) never confuse */
3670 !(r_ptr->flags3 & RF3_NO_CONF) &&
3671 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
3673 if (seen) obvious = TRUE;
3675 /* Already partially confused */
3676 if (MON_CONFUSED(m_ptr))
3678 note = _("はさらに混乱したようだ。", " looks more confused.");
3679 tmp = MON_CONFUSED(m_ptr) + (do_conf / 2);
3682 /* Was not confused */
3685 note = _("は混乱したようだ。", " looks confused.");
3689 /* Apply confusion */
3690 (void)set_monster_confused(g_ptr->m_idx, tmp);
3698 if (seen) obvious = TRUE;
3700 if (do_time >= m_ptr->maxhp) do_time = m_ptr->maxhp - 1;
3704 note = _("は弱くなったようだ。", " seems weakened.");
3705 m_ptr->maxhp -= do_time;
3706 if ((m_ptr->hp - dam) > m_ptr->maxhp) dam = m_ptr->hp - m_ptr->maxhp;
3711 /* Mega-Hack -- Handle "polymorph" -- monsters get a saving throw */
3712 if (do_poly && (randint1(90) > r_ptr->level))
3714 if (polymorph_monster(caster_ptr, y, x))
3716 if (seen) obvious = TRUE;
3718 /* Monster polymorphs */
3719 note = _("が変身した!", " changes!");
3721 /* Turn off the damage */
3727 note = _("には効果がなかった。", " is unaffected.");
3730 /* Hack -- Get new monster */
3731 m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
3733 /* Hack -- Get new race */
3734 r_ptr = &r_info[m_ptr->r_idx];
3737 /* Handle "teleport" */
3740 if (seen) obvious = TRUE;
3742 note = _("が消え去った!", " disappears!");
3744 if (!who) chg_virtue(caster_ptr, V_VALOUR, -1);
3747 teleport_away(caster_ptr, g_ptr->m_idx, do_dist,
3748 (!who ? TELEPORT_DEC_VALOUR : 0L) | TELEPORT_PASSIVE);
3750 /* Hack -- get new location */
3754 /* Hack -- get new grid */
3755 g_ptr = &floor_ptr->grid_array[y][x];
3762 (void)set_monster_monfear(g_ptr->m_idx, MON_MONFEAR(m_ptr) + do_fear);
3769 if (typ == GF_DRAIN_MANA)
3771 /* Drain mana does nothing */
3774 /* If another monster did the damage, hurt the monster by hand */
3777 /* Redraw (later) if needed */
3778 if (caster_ptr->health_who == g_ptr->m_idx) caster_ptr->redraw |= (PR_HEALTH);
3779 if (caster_ptr->riding == g_ptr->m_idx) caster_ptr->redraw |= (PR_UHEALTH);
3781 /* Wake the monster up */
3782 (void)set_monster_csleep(g_ptr->m_idx, 0);
3784 /* Hurt the monster */
3792 if (is_pet(m_ptr) && !(m_ptr->ml))
3795 /* Give detailed messages if destroyed */
3798 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
3801 msg_format("%^s%s", m_name, note);
3805 floor_ptr->monster_noise = TRUE;
3809 if (who > 0) monster_gain_exp(who, m_ptr->r_idx);
3811 /* Generate treasure, etc */
3812 monster_death(g_ptr->m_idx, FALSE);
3815 delete_monster_idx(g_ptr->m_idx);
3819 msg_print(_("少し悲しい気分がした。", "You feel sad for a moment."));
3823 /* Damaged monster */
3826 /* Give detailed messages if visible or destroyed */
3827 if (note && seen_msg) msg_format("%^s%s", m_name, note);
3829 /* Hack -- Pain message */
3832 message_pain(g_ptr->m_idx, dam);
3836 floor_ptr->monster_noise = TRUE;
3839 /* Hack -- handle sleep */
3840 if (do_sleep) (void)set_monster_csleep(g_ptr->m_idx, do_sleep);
3844 else if (heal_leper)
3846 if (seen_msg) msg_print(_("不潔な病人は病気が治った!", "The Mangy looking leper is healed!"));
3848 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
3850 char m2_name[MAX_NLEN];
3852 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
3853 exe_write_diary(caster_ptr, NIKKI_NAMED_PET, RECORD_NAMED_PET_HEAL_LEPER, m2_name);
3856 delete_monster_idx(g_ptr->m_idx);
3859 /* If the player did it, give him experience, check fear */
3864 /* Hurt the monster, check for fear and death */
3865 if (mon_take_hit(g_ptr->m_idx, dam, &fear, note_dies))
3870 /* Damaged monster */
3873 /* HACK - anger the monster before showing the sleep message */
3874 if (do_sleep) anger_monster(m_ptr);
3876 /* Give detailed messages if visible or destroyed */
3877 if (note && seen_msg)
3878 msg_format(_("%s%s", "%^s%s"), m_name, note);
3880 /* Hack -- Pain message */
3881 else if (known && (dam || !do_fear))
3883 message_pain(g_ptr->m_idx, dam);
3886 /* Anger monsters */
3887 if (((dam > 0) || get_angry) && !do_sleep)
3888 anger_monster(m_ptr);
3890 if ((fear || do_fear) && seen)
3893 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
3896 /* Hack -- handle sleep */
3897 if (do_sleep) (void)set_monster_csleep(g_ptr->m_idx, do_sleep);
3901 if ((typ == GF_BLOOD_CURSE) && one_in_(4))
3903 blood_curse_to_enemy(caster_ptr, who);
3906 if (caster_ptr->phase_out)
3908 caster_ptr->health_who = g_ptr->m_idx;
3909 caster_ptr->redraw |= (PR_HEALTH);
3913 /* Verify this code */
3914 if (m_ptr->r_idx) update_monster(caster_ptr, g_ptr->m_idx, FALSE);
3916 /* Redraw the monster grid */
3919 /* Update monster recall window */
3920 if ((caster_ptr->monster_race_idx == m_ptr->r_idx) && (seen || !m_ptr->r_idx))
3922 caster_ptr->window |= (PW_MONSTER);
3925 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr))
3929 if (!(flg & PROJECT_NO_HANGEKI))
3931 set_target(m_ptr, monster_target_y, monster_target_x);
3934 else if ((who > 0) && is_pet(m_caster_ptr) && !player_bold(caster_ptr, m_ptr->target_y, m_ptr->target_x))
3936 set_target(m_ptr, m_caster_ptr->fy, m_caster_ptr->fx);
3940 if (caster_ptr->riding && (caster_ptr->riding == g_ptr->m_idx) && (dam > 0))
3942 if (m_ptr->hp > m_ptr->maxhp / 3) dam = (dam + 1) / 2;
3943 rakubadam_m = (dam > 200) ? 200 : dam;
3953 /* Prepare to make a Blade of Chaos */
3954 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_PHOTO));
3956 q_ptr->pval = photo;
3958 /* Mark the item as fully known */
3959 q_ptr->ident |= (IDENT_MENTAL);
3960 (void)drop_near(q_ptr, -1, caster_ptr->y, caster_ptr->x);
3968 /* Return "Anything seen?" */
3974 * @brief 汎用的なビーム/ボルト/ボール系によるプレイヤーへの効果処理 / Helper function for "project()" below.
3975 * @param who 魔法を発動したモンスター(0ならばプレイヤー) / Index of "source" monster (zero for "player")
3976 * @param who_name 効果を起こしたモンスターの名前
3977 * @param r 効果半径(ビーム/ボルト = 0 / ボール = 1以上) / Radius of explosion (0 = beam/bolt, 1 to 9 = ball)
3978 * @param y 目標Y座標 / Target y location (or location to travel "towards")
3979 * @param x 目標X座標 / Target x location (or location to travel "towards")
3980 * @param dam 基本威力 / Base damage roll to apply to affected monsters (or player)
3981 * @param typ 効果属性 / Type of damage to apply to monsters (and objects)
3983 * @param monspell 効果元のモンスター魔法ID
3984 * @return 何か一つでも効力があればTRUEを返す / TRUE if any "effects" of the projection were observed, else FALSE
3986 * Handle a beam/bolt/ball causing damage to the player.
3987 * This routine takes a "source monster" (by index), a "distance", a default
3988 * "damage", and a "damage type". See "project_m()" above.
3989 * If "rad" is non-zero, then the blast was centered elsewhere, and the damage
3990 * is reduced (see "project_m()" above). This can happen if a monster breathes
3991 * at the player and hits a wall instead.
3992 * NOTE (Zangband): 'Bolt' attacks can be reflected back, so we need
3993 * to know if this is actually a ball or a bolt spell
3994 * We return "TRUE" if any "obvious" effects were observed. XXX XXX Actually,
3995 * we just assume that the effects were obvious, for historical reasons.
3997 static bool project_p(MONSTER_IDX who, player_type *target_ptr, concptr who_name, int r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ, BIT_FLAGS flg, int monspell)
4002 /* Hack -- assume obvious */
4003 bool obvious = TRUE;
4005 /* Player blind-ness */
4006 bool blind = (target_ptr->blind ? TRUE : FALSE);
4008 /* Player needs a "description" (he is blind) */
4011 /* Source monster */
4012 monster_type *m_ptr = NULL;
4014 /* Monster name (for attacks) */
4015 GAME_TEXT m_name[MAX_NLEN];
4017 /* Monster name (for damage) */
4020 /* Hack -- messages */
4026 /* Player is not here */
4027 if (!player_bold(p_ptr, y, x)) return (FALSE);
4029 if ((target_ptr->special_defense & NINJA_KAWARIMI) && dam && (randint0(55) < (target_ptr->lev * 3 / 5 + 20)) && who && (who != target_ptr->riding))
4031 if (kawarimi(target_ptr, TRUE)) return FALSE;
4034 /* Player cannot hurt himself */
4035 if (!who) return (FALSE);
4036 if (who == target_ptr->riding) return (FALSE);
4038 if ((target_ptr->reflect || ((target_ptr->special_defense & KATA_FUUJIN) && !target_ptr->blind)) && (flg & PROJECT_REFLECTABLE) && !one_in_(10))
4041 int max_attempts = 10;
4042 sound(SOUND_REFLECT);
4045 msg_print(_("何かが跳ね返った!", "Something bounces!"));
4046 else if (target_ptr->special_defense & KATA_FUUJIN)
4047 msg_print(_("風の如く武器を振るって弾き返した!", "The attack bounces!"));
4049 msg_print(_("攻撃が跳ね返った!", "The attack bounces!"));
4052 /* Choose 'new' target */
4057 t_y = target_ptr->current_floor_ptr->m_list[who].fy - 1 + randint1(3);
4058 t_x = target_ptr->current_floor_ptr->m_list[who].fx - 1 + randint1(3);
4060 } while (max_attempts && in_bounds2u(target_ptr->current_floor_ptr, t_y, t_x) && !projectable(target_ptr->current_floor_ptr, target_ptr->y, target_ptr->x, t_y, t_x));
4062 if (max_attempts < 1)
4064 t_y = target_ptr->current_floor_ptr->m_list[who].fy;
4065 t_x = target_ptr->current_floor_ptr->m_list[who].fx;
4070 t_y = target_ptr->y - 1 + randint1(3);
4071 t_x = target_ptr->x - 1 + randint1(3);
4074 project(p_ptr, 0, 0, t_y, t_x, dam, typ, (PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE), monspell);
4076 disturb(target_ptr, TRUE, TRUE);
4080 /* Limit maximum damage */
4081 if (dam > 1600) dam = 1600;
4083 /* Reduce damage by distance */
4084 dam = (dam + r) / (r + 1);
4087 /* If the player is blind, be more descriptive */
4088 if (blind) fuzzy = TRUE;
4093 m_ptr = &target_ptr->current_floor_ptr->m_list[who];
4094 rlev = (((&r_info[m_ptr->r_idx])->level >= 1) ? (&r_info[m_ptr->r_idx])->level : 1);
4095 monster_desc(m_name, m_ptr, 0);
4097 /* Get the monster's real name (gotten before polymorph!) */
4098 strcpy(killer, who_name);
4104 case PROJECT_WHO_UNCTRL_POWER:
4105 strcpy(killer, _("制御できない力の氾流", "uncontrollable power storm"));
4108 case PROJECT_WHO_GLASS_SHARDS:
4109 strcpy(killer, _("ガラスの破片", "shards of glass"));
4113 strcpy(killer, _("罠", "a trap"));
4116 strcpy(m_name, killer);
4119 /* Analyze the damage */
4122 /* Standard damage -- hurts target_ptr->inventory_list too */
4125 if (fuzzy) msg_print(_("酸で攻撃された!", "You are hit by acid!"));
4126 get_damage = acid_dam(target_ptr, dam, killer, monspell, FALSE);
4130 /* Standard damage -- hurts target_ptr->inventory_list too */
4133 if (fuzzy) msg_print(_("火炎で攻撃された!", "You are hit by fire!"));
4134 get_damage = fire_dam(target_ptr, dam, killer, monspell, FALSE);
4138 /* Standard damage -- hurts target_ptr->inventory_list too */
4141 if (fuzzy) msg_print(_("冷気で攻撃された!", "You are hit by cold!"));
4142 get_damage = cold_dam(target_ptr, dam, killer, monspell, FALSE);
4146 /* Standard damage -- hurts target_ptr->inventory_list too */
4149 if (fuzzy) msg_print(_("電撃で攻撃された!", "You are hit by lightning!"));
4150 get_damage = elec_dam(target_ptr, dam, killer, monspell, FALSE);
4154 /* Standard damage -- also poisons player */
4157 bool double_resist = IS_OPPOSE_POIS();
4158 if (fuzzy) msg_print(_("毒で攻撃された!", "You are hit by poison!"));
4160 if (target_ptr->resist_pois) dam = (dam + 2) / 3;
4161 if (double_resist) dam = (dam + 2) / 3;
4163 if ((!(double_resist || target_ptr->resist_pois)) && one_in_(HURT_CHANCE) && !CHECK_MULTISHADOW(target_ptr))
4165 do_dec_stat(target_ptr, A_CON);
4168 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4170 if (!(double_resist || target_ptr->resist_pois) && !CHECK_MULTISHADOW(target_ptr))
4172 set_poisoned(target_ptr, target_ptr->poisoned + randint0(dam) + 10);
4177 /* Standard damage -- also poisons / mutates player */
4180 bool double_resist = IS_OPPOSE_POIS();
4181 if (fuzzy) msg_print(_("放射能で攻撃された!", "You are hit by radiation!"));
4183 if (target_ptr->resist_pois) dam = (2 * dam + 2) / 5;
4184 if (double_resist) dam = (2 * dam + 2) / 5;
4185 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4186 if (!(double_resist || target_ptr->resist_pois) && !CHECK_MULTISHADOW(target_ptr))
4188 set_poisoned(target_ptr, target_ptr->poisoned + randint0(dam) + 10);
4190 if (one_in_(5)) /* 6 */
4192 msg_print(_("奇形的な変身を遂げた!", "You undergo a freakish metamorphosis!"));
4193 if (one_in_(4)) /* 4 */
4194 do_poly_self(target_ptr);
4196 status_shuffle(target_ptr);
4201 inventory_damage(target_ptr, set_acid_destroy, 2);
4207 /* Standard damage */
4210 if (fuzzy) msg_print(_("何かで攻撃された!", "You are hit by something!"));
4211 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4215 /* Holy Orb -- Player only takes partial damage */
4218 if (fuzzy) msg_print(_("何かで攻撃された!", "You are hit by something!"));
4219 if (target_ptr->align > 10)
4221 else if (target_ptr->align < -10)
4223 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4229 if (fuzzy) msg_print(_("何かで攻撃された!", "You are hit by something!"));
4230 if (target_ptr->align > 10)
4232 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4236 /* Arrow -- XXX no dodging */
4241 msg_print(_("何か鋭いもので攻撃された!", "You are hit by something sharp!"));
4243 else if ((target_ptr->inventory_list[INVEN_RARM].name1 == ART_ZANTETSU) || (target_ptr->inventory_list[INVEN_LARM].name1 == ART_ZANTETSU))
4245 msg_print(_("矢を斬り捨てた!", "You cut down the arrow!"));
4248 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4252 /* Plasma -- XXX No resist */
4255 if (fuzzy) msg_print(_("何かとても熱いもので攻撃された!", "You are hit by something *HOT*!"));
4256 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4258 if (!target_ptr->resist_sound && !CHECK_MULTISHADOW(target_ptr))
4260 int plus_stun = (randint1((dam > 40) ? 35 : (dam * 3 / 4 + 5)));
4261 (void)set_stun(target_ptr, target_ptr->stun + plus_stun);
4264 if (!(target_ptr->resist_fire || IS_OPPOSE_FIRE() || target_ptr->immune_fire))
4266 inventory_damage(target_ptr, set_acid_destroy, 3);
4272 /* Nether -- drain experience */
4275 if (fuzzy) msg_print(_("地獄の力で攻撃された!", "You are hit by nether forces!"));
4276 if (target_ptr->resist_neth)
4278 if (!PRACE_IS_(target_ptr, RACE_SPECTRE))
4280 dam *= 6; dam /= (randint1(4) + 7);
4283 else if (!CHECK_MULTISHADOW(target_ptr)) drain_exp(target_ptr, 200 + (target_ptr->exp / 100), 200 + (target_ptr->exp / 1000), 75);
4285 if (PRACE_IS_(target_ptr, RACE_SPECTRE) && !CHECK_MULTISHADOW(target_ptr))
4287 msg_print(_("気分がよくなった。", "You feel invigorated!"));
4288 hp_player(target_ptr, dam / 4);
4289 learn_spell(monspell);
4293 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4299 /* Water -- stun/confuse */
4302 if (fuzzy) msg_print(_("何か湿ったもので攻撃された!", "You are hit by something wet!"));
4303 if (!CHECK_MULTISHADOW(target_ptr))
4305 if (!target_ptr->resist_sound && !target_ptr->resist_water)
4307 set_stun(target_ptr, target_ptr->stun + randint1(40));
4309 if (!target_ptr->resist_conf && !target_ptr->resist_water)
4311 set_confused(target_ptr, target_ptr->confused + randint1(5) + 5);
4314 if (one_in_(5) && !target_ptr->resist_water)
4316 inventory_damage(target_ptr, set_cold_destroy, 3);
4319 if (target_ptr->resist_water) get_damage /= 4;
4322 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4326 /* Chaos -- many effects */
4329 if (fuzzy) msg_print(_("無秩序の波動で攻撃された!", "You are hit by a wave of anarchy!"));
4330 if (target_ptr->resist_chaos)
4332 dam *= 6; dam /= (randint1(4) + 7);
4335 if (!CHECK_MULTISHADOW(target_ptr))
4337 if (!target_ptr->resist_conf)
4339 (void)set_confused(target_ptr, target_ptr->confused + randint0(20) + 10);
4341 if (!target_ptr->resist_chaos)
4343 (void)set_image(target_ptr, target_ptr->image + randint1(10));
4346 msg_print(_("あなたの身体はカオスの力で捻じ曲げられた!", "Your body is twisted by chaos!"));
4347 (void)gain_mutation(target_ptr, 0);
4350 if (!target_ptr->resist_neth && !target_ptr->resist_chaos)
4352 drain_exp(target_ptr, 5000 + (target_ptr->exp / 100), 500 + (target_ptr->exp / 1000), 75);
4355 if (!target_ptr->resist_chaos || one_in_(9))
4357 inventory_damage(target_ptr, set_elec_destroy, 2);
4358 inventory_damage(target_ptr, set_fire_destroy, 2);
4362 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4366 /* Shards -- mostly cutting */
4369 if (fuzzy) msg_print(_("何か鋭いもので攻撃された!", "You are hit by something sharp!"));
4370 if (target_ptr->resist_shard)
4372 dam *= 6; dam /= (randint1(4) + 7);
4374 else if (!CHECK_MULTISHADOW(target_ptr))
4376 (void)set_cut(target_ptr, target_ptr->cut + dam);
4379 if (!target_ptr->resist_shard || one_in_(13))
4381 inventory_damage(target_ptr, set_cold_destroy, 2);
4384 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4388 /* Sound -- mostly stunning */
4391 if (fuzzy) msg_print(_("轟音で攻撃された!", "You are hit by a loud noise!"));
4392 if (target_ptr->resist_sound)
4394 dam *= 5; dam /= (randint1(4) + 7);
4396 else if (!CHECK_MULTISHADOW(target_ptr))
4398 int plus_stun = (randint1((dam > 90) ? 35 : (dam / 3 + 5)));
4399 (void)set_stun(target_ptr, target_ptr->stun + plus_stun);
4402 if (!target_ptr->resist_sound || one_in_(13))
4404 inventory_damage(target_ptr, set_cold_destroy, 2);
4407 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4411 /* Pure confusion */
4414 if (fuzzy) msg_print(_("何か混乱するもので攻撃された!", "You are hit by something puzzling!"));
4415 if (target_ptr->resist_conf)
4417 dam *= 5; dam /= (randint1(4) + 7);
4419 else if (!CHECK_MULTISHADOW(target_ptr))
4421 (void)set_confused(target_ptr, target_ptr->confused + randint1(20) + 10);
4423 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4427 /* Disenchantment -- see above */
4430 if (fuzzy) msg_print(_("何かさえないもので攻撃された!", "You are hit by something static!"));
4431 if (target_ptr->resist_disen)
4433 dam *= 6; dam /= (randint1(4) + 7);
4435 else if (!CHECK_MULTISHADOW(target_ptr))
4437 (void)apply_disenchant(target_ptr, 0);
4439 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4443 /* Nexus -- see above */
4446 if (fuzzy) msg_print(_("何か奇妙なもので攻撃された!", "You are hit by something strange!"));
4447 if (target_ptr->resist_nexus)
4449 dam *= 6; dam /= (randint1(4) + 7);
4451 else if (!CHECK_MULTISHADOW(target_ptr))
4453 apply_nexus(m_ptr, target_ptr);
4455 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4459 /* Force -- mostly stun */
4462 if (fuzzy) msg_print(_("運動エネルギーで攻撃された!", "You are hit by kinetic force!"));
4463 if (!target_ptr->resist_sound && !CHECK_MULTISHADOW(target_ptr))
4465 (void)set_stun(target_ptr, target_ptr->stun + randint1(20));
4467 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4472 /* Rocket -- stun, cut */
4475 if (fuzzy) msg_print(_("爆発があった!", "There is an explosion!"));
4476 if (!target_ptr->resist_sound && !CHECK_MULTISHADOW(target_ptr))
4478 (void)set_stun(target_ptr, target_ptr->stun + randint1(20));
4481 if (target_ptr->resist_shard)
4485 else if (!CHECK_MULTISHADOW(target_ptr))
4487 (void)set_cut(target_ptr, target_ptr->cut + (dam / 2));
4490 if (!target_ptr->resist_shard || one_in_(12))
4492 inventory_damage(target_ptr, set_cold_destroy, 3);
4495 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4499 /* Inertia -- slowness */
4502 if (fuzzy) msg_print(_("何か遅いもので攻撃された!", "You are hit by something slow!"));
4503 if (!CHECK_MULTISHADOW(target_ptr)) (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, FALSE);
4504 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4508 /* Lite -- blinding */
4511 if (fuzzy) msg_print(_("何かで攻撃された!", "You are hit by something!"));
4512 if (target_ptr->resist_lite)
4514 dam *= 4; dam /= (randint1(4) + 7);
4516 else if (!blind && !target_ptr->resist_blind && !CHECK_MULTISHADOW(target_ptr))
4518 (void)set_blind(target_ptr, target_ptr->blind + randint1(5) + 2);
4521 if (PRACE_IS_(target_ptr, RACE_VAMPIRE) || (target_ptr->mimic_form == MIMIC_VAMPIRE))
4523 if (!CHECK_MULTISHADOW(target_ptr)) msg_print(_("光で肉体が焦がされた!", "The light scorches your flesh!"));
4526 else if (PRACE_IS_(target_ptr, RACE_S_FAIRY))
4531 if (target_ptr->wraith_form) dam *= 2;
4532 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4534 if (target_ptr->wraith_form && !CHECK_MULTISHADOW(target_ptr))
4536 target_ptr->wraith_form = 0;
4537 msg_print(_("閃光のため非物質的な影の存在でいられなくなった。",
4538 "The light forces you out of your incorporeal shadow form."));
4540 target_ptr->redraw |= (PR_MAP | PR_STATUS);
4541 target_ptr->update |= (PU_MONSTERS);
4542 target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4548 /* Dark -- blinding */
4551 if (fuzzy) msg_print(_("何かで攻撃された!", "You are hit by something!"));
4552 if (target_ptr->resist_dark)
4554 dam *= 4; dam /= (randint1(4) + 7);
4556 if (PRACE_IS_(target_ptr, RACE_VAMPIRE) || (target_ptr->mimic_form == MIMIC_VAMPIRE) || target_ptr->wraith_form) dam = 0;
4558 else if (!blind && !target_ptr->resist_blind && !CHECK_MULTISHADOW(target_ptr))
4560 (void)set_blind(target_ptr, target_ptr->blind + randint1(5) + 2);
4562 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4566 /* Time -- bolt fewer effects XXX */
4569 if (fuzzy) msg_print(_("過去からの衝撃に攻撃された!", "You are hit by a blast from the past!"));
4570 if (target_ptr->resist_time)
4573 dam /= (randint1(4) + 7);
4574 msg_print(_("時間が通り過ぎていく気がする。", "You feel as if time is passing you by."));
4576 else if (!CHECK_MULTISHADOW(target_ptr))
4578 switch (randint1(10))
4580 case 1: case 2: case 3: case 4: case 5:
4582 if (target_ptr->prace == RACE_ANDROID) break;
4583 msg_print(_("人生が逆戻りした気がする。", "You feel life has clocked back."));
4584 lose_exp(target_ptr, 100 + (target_ptr->exp / 100) * MON_DRAIN_LIFE);
4588 case 6: case 7: case 8: case 9:
4590 switch (randint1(6))
4592 case 1: k = A_STR; act = _("強く", "strong"); break;
4593 case 2: k = A_INT; act = _("聡明で", "bright"); break;
4594 case 3: k = A_WIS; act = _("賢明で", "wise"); break;
4595 case 4: k = A_DEX; act = _("器用で", "agile"); break;
4596 case 5: k = A_CON; act = _("健康で", "hale"); break;
4597 case 6: k = A_CHR; act = _("美しく", "beautiful"); break;
4600 msg_format(_("あなたは以前ほど%sなくなってしまった...。",
4601 "You're not as %s as you used to be..."), act);
4603 target_ptr->stat_cur[k] = (target_ptr->stat_cur[k] * 3) / 4;
4604 if (target_ptr->stat_cur[k] < 3) target_ptr->stat_cur[k] = 3;
4605 target_ptr->update |= (PU_BONUS);
4611 msg_print(_("あなたは以前ほど力強くなくなってしまった...。",
4612 "You're not as powerful as you used to be..."));
4614 for (k = 0; k < A_MAX; k++)
4616 target_ptr->stat_cur[k] = (target_ptr->stat_cur[k] * 7) / 8;
4617 if (target_ptr->stat_cur[k] < 3) target_ptr->stat_cur[k] = 3;
4619 target_ptr->update |= (PU_BONUS);
4625 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4629 /* Gravity -- stun plus slowness plus teleport */
4632 if (fuzzy) msg_print(_("何か重いもので攻撃された!", "You are hit by something heavy!"));
4633 msg_print(_("周辺の重力がゆがんだ。", "Gravity warps around you."));
4635 if (!CHECK_MULTISHADOW(target_ptr))
4637 teleport_player(target_ptr, 5, TELEPORT_PASSIVE);
4638 if (!target_ptr->levitation)
4639 (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, FALSE);
4640 if (!(target_ptr->resist_sound || target_ptr->levitation))
4642 int plus_stun = (randint1((dam > 90) ? 35 : (dam / 3 + 5)));
4643 (void)set_stun(target_ptr, target_ptr->stun + plus_stun);
4646 if (target_ptr->levitation)
4648 dam = (dam * 2) / 3;
4651 if (!target_ptr->levitation || one_in_(13))
4653 inventory_damage(target_ptr, set_cold_destroy, 2);
4656 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4660 /* Standard damage */
4661 case GF_DISINTEGRATE:
4663 if (fuzzy) msg_print(_("純粋なエネルギーで攻撃された!", "You are hit by pure energy!"));
4665 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4671 if (fuzzy) msg_print(_("何らかの攻撃によって気分がよくなった。", "You are hit by something invigorating!"));
4673 (void)hp_player(target_ptr, dam);
4680 if (fuzzy) msg_print(_("何かで攻撃された!", "You are hit by something!"));
4681 (void)set_fast(target_ptr, target_ptr->fast + randint1(5), FALSE);
4688 if (fuzzy) msg_print(_("何か遅いもので攻撃された!", "You are hit by something slow!"));
4689 (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, FALSE);
4695 if (target_ptr->free_act) break;
4696 if (fuzzy) msg_print(_("眠ってしまった!", "You fall asleep!"));
4698 if (ironman_nightmare)
4700 msg_print(_("恐ろしい光景が頭に浮かんできた。", "A horrible vision enters your mind."));
4701 /* Have some nightmares */
4702 sanity_blast(target_ptr, NULL, FALSE);
4705 set_paralyzed(target_ptr, target_ptr->paralyzed + dam);
4715 if (fuzzy) msg_print(_("魔法のオーラで攻撃された!", "You are hit by an aura of magic!"));
4716 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4723 if (fuzzy) msg_print(_("エネルギーの塊で攻撃された!", "You are hit by an energy!"));
4724 get_damage = take_hit(target_ptr, DAMAGE_FORCE, dam, killer, monspell);
4731 if (fuzzy) msg_print(_("何かが空からあなたの頭上に落ちてきた!", "Something falls from the sky on you!"));
4733 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4734 if (!target_ptr->resist_shard || one_in_(13))
4736 if (!target_ptr->immune_fire) inventory_damage(target_ptr, set_fire_destroy, 2);
4737 inventory_damage(target_ptr, set_cold_destroy, 2);
4743 /* Ice -- cold plus stun plus cuts */
4746 if (fuzzy) msg_print(_("何か鋭く冷たいもので攻撃された!", "You are hit by something sharp and cold!"));
4747 get_damage = cold_dam(target_ptr, dam, killer, monspell, FALSE);
4748 if (!CHECK_MULTISHADOW(target_ptr))
4750 if (!target_ptr->resist_shard)
4752 (void)set_cut(target_ptr, target_ptr->cut + damroll(5, 8));
4754 if (!target_ptr->resist_sound)
4756 (void)set_stun(target_ptr, target_ptr->stun + randint1(15));
4759 if ((!(target_ptr->resist_cold || IS_OPPOSE_COLD())) || one_in_(12))
4761 if (!target_ptr->immune_cold) inventory_damage(target_ptr, set_cold_destroy, 3);
4771 if (fuzzy) msg_print(_("何か非常に冷たいもので攻撃された!", "You are hit by something extremely cold!"));
4773 if (target_ptr->mimic_form)
4775 if (!(mimic_info[target_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING))
4776 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4781 switch (target_ptr->prace)
4783 /* Some races are immune */
4797 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4809 if (CHECK_MULTISHADOW(target_ptr))
4811 msg_print(_("攻撃は幻影に命中し、あなたには届かなかった。", "The attack hits Shadow, you are unharmed!"));
4813 else if (target_ptr->csp)
4817 msg_format(_("%^sに精神エネルギーを吸い取られてしまった!", "%^s draws psychic energy from you!"), m_name);
4819 msg_print(_("精神エネルギーを吸い取られてしまった!", "Your psychic energy is drawn!"));
4822 if (dam >= target_ptr->csp)
4824 dam = target_ptr->csp;
4825 target_ptr->csp = 0;
4826 target_ptr->csp_frac = 0;
4832 target_ptr->csp -= dam;
4835 learn_spell(monspell);
4836 target_ptr->redraw |= (PR_MANA);
4837 target_ptr->window |= (PW_PLAYER | PW_SPELL);
4841 /* Heal the monster */
4842 if (m_ptr->hp < m_ptr->maxhp)
4846 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
4848 /* Redraw (later) if needed */
4849 if (target_ptr->health_who == who) target_ptr->redraw |= (PR_HEALTH);
4850 if (target_ptr->riding == who) target_ptr->redraw |= (PR_UHEALTH);
4852 /* Special message */
4855 msg_format(_("%^sは気分が良さそうだ。", "%^s appears healthier."), m_name);
4868 if ((randint0(100 + rlev / 2) < MAX(5, target_ptr->skill_sav)) && !CHECK_MULTISHADOW(target_ptr))
4870 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
4871 learn_spell(monspell);
4875 if (!CHECK_MULTISHADOW(target_ptr))
4877 msg_print(_("霊的エネルギーで精神が攻撃された。", "Your mind is blasted by psyonic energy."));
4879 if (!target_ptr->resist_conf)
4881 (void)set_confused(target_ptr, target_ptr->confused + randint0(4) + 4);
4884 if (!target_ptr->resist_chaos && one_in_(3))
4886 (void)set_image(target_ptr, target_ptr->image + randint0(250) + 150);
4889 target_ptr->csp -= 50;
4890 if (target_ptr->csp < 0)
4892 target_ptr->csp = 0;
4893 target_ptr->csp_frac = 0;
4895 target_ptr->redraw |= PR_MANA;
4898 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4904 case GF_BRAIN_SMASH:
4906 if ((randint0(100 + rlev / 2) < MAX(5, target_ptr->skill_sav)) && !CHECK_MULTISHADOW(target_ptr))
4908 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
4909 learn_spell(monspell);
4913 if (!CHECK_MULTISHADOW(target_ptr))
4915 msg_print(_("霊的エネルギーで精神が攻撃された。", "Your mind is blasted by psyonic energy."));
4917 target_ptr->csp -= 100;
4918 if (target_ptr->csp < 0)
4920 target_ptr->csp = 0;
4921 target_ptr->csp_frac = 0;
4923 target_ptr->redraw |= PR_MANA;
4926 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4927 if (!CHECK_MULTISHADOW(target_ptr))
4929 if (!target_ptr->resist_blind)
4931 (void)set_blind(target_ptr, target_ptr->blind + 8 + randint0(8));
4933 if (!target_ptr->resist_conf)
4935 (void)set_confused(target_ptr, target_ptr->confused + randint0(4) + 4);
4937 if (!target_ptr->free_act)
4939 (void)set_paralyzed(target_ptr, target_ptr->paralyzed + randint0(4) + 4);
4941 (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, FALSE);
4943 while (randint0(100 + rlev / 2) > (MAX(5, target_ptr->skill_sav)))
4944 (void)do_dec_stat(target_ptr, A_INT);
4945 while (randint0(100 + rlev / 2) > (MAX(5, target_ptr->skill_sav)))
4946 (void)do_dec_stat(target_ptr, A_WIS);
4948 if (!target_ptr->resist_chaos)
4950 (void)set_image(target_ptr, target_ptr->image + randint0(250) + 150);
4960 if ((randint0(100 + rlev / 2) < target_ptr->skill_sav) && !CHECK_MULTISHADOW(target_ptr))
4962 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
4963 learn_spell(monspell);
4967 if (!CHECK_MULTISHADOW(target_ptr)) curse_equipment(15, 0);
4968 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4976 if ((randint0(100 + rlev / 2) < target_ptr->skill_sav) && !CHECK_MULTISHADOW(target_ptr))
4978 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
4979 learn_spell(monspell);
4983 if (!CHECK_MULTISHADOW(target_ptr)) curse_equipment(25, MIN(rlev / 2 - 15, 5));
4984 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
4992 if ((randint0(100 + rlev / 2) < target_ptr->skill_sav) && !CHECK_MULTISHADOW(target_ptr))
4994 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
4995 learn_spell(monspell);
4999 if (!CHECK_MULTISHADOW(target_ptr)) curse_equipment(33, MIN(rlev / 2 - 15, 15));
5000 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
5008 if ((randint0(100 + rlev / 2) < target_ptr->skill_sav) && !(m_ptr->r_idx == MON_KENSHIROU) && !CHECK_MULTISHADOW(target_ptr))
5010 msg_print(_("しかし秘孔を跳ね返した!", "You resist the effects!"));
5011 learn_spell(monspell);
5015 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
5016 if (!CHECK_MULTISHADOW(target_ptr)) (void)set_cut(target_ptr, target_ptr->cut + damroll(10, 10));
5024 if ((randint0(100 + rlev / 2) < target_ptr->skill_sav) && !CHECK_MULTISHADOW(target_ptr))
5026 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
5027 learn_spell(monspell);
5031 if (!CHECK_MULTISHADOW(target_ptr))
5033 msg_print(_("あなたは命が薄まっていくように感じた!", "You feel your life fade away!"));
5034 curse_equipment(40, 20);
5037 get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, m_name, monspell);
5039 if (target_ptr->chp < 1) target_ptr->chp = 1;
5054 /* Hex - revenge damage stored */
5055 revenge_store(target_ptr, get_damage);
5057 if ((target_ptr->tim_eyeeye || hex_spelling(HEX_EYE_FOR_EYE))
5058 && (get_damage > 0) && !target_ptr->is_dead && (who > 0))
5060 GAME_TEXT m_name_self[80];
5063 monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
5065 msg_format(_("攻撃が%s自身を傷つけた!", "The attack of %s has wounded %s!"), m_name, m_name_self);
5066 project(p_ptr, 0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
5067 if (target_ptr->tim_eyeeye) set_tim_eyeeye(target_ptr, target_ptr->tim_eyeeye - 5, TRUE);
5070 if (target_ptr->riding && dam > 0)
5072 rakubadam_p = (dam > 200) ? 200 : dam;
5076 disturb(target_ptr, TRUE, TRUE);
5079 if ((target_ptr->special_defense & NINJA_KAWARIMI) && dam && who && (who != target_ptr->riding))
5081 (void)kawarimi(target_ptr, FALSE);
5084 /* Return "Anything seen?" */
5090 * Find the distance from (x, y) to a line.
5092 POSITION dist_to_line(POSITION y, POSITION x, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
5094 /* Vector from (x, y) to (x1, y1) */
5095 POSITION py = y1 - y;
5096 POSITION px = x1 - x;
5099 POSITION ny = x2 - x1;
5100 POSITION nx = y1 - y2;
5103 POSITION pd = distance(y1, x1, y, x);
5104 POSITION nd = distance(y1, x1, y2, x2);
5106 if (pd > nd) return distance(y, x, y2, x2);
5108 /* Component of P on N */
5109 nd = ((nd) ? ((py * ny + px * nx) / nd) : 0);
5111 /* Absolute value */
5112 return((nd >= 0) ? nd : 0 - nd);
5119 * Modified version of los() for calculation of disintegration balls.
5120 * Disintegration effects are stopped by permanent walls.
5122 bool in_disintegration_range(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
5124 POSITION dx, dy; /* Delta */
5125 POSITION ax, ay; /* Absolute */
5126 POSITION sx, sy; /* Signs */
5127 POSITION qx, qy; /* Fractions */
5128 POSITION tx, ty; /* Scanners */
5129 POSITION f1, f2; /* Scale factors */
5130 POSITION m; /* Slope, or 1/Slope, of LOS */
5132 /* Extract the offset */
5136 /* Extract the absolute offset */
5140 /* Handle adjacent (or identical) grids */
5141 if ((ax < 2) && (ay < 2)) return (TRUE);
5143 /* Paranoia -- require "safe" origin */
5144 /* if (!in_bounds(p_ptr->current_floor_ptr, y1, x1)) return (FALSE); */
5146 /* Directly South/North */
5149 /* South -- check for walls */
5152 for (ty = y1 + 1; ty < y2; ty++)
5154 if (cave_stop_disintegration(ty, x1)) return (FALSE);
5158 /* North -- check for walls */
5161 for (ty = y1 - 1; ty > y2; ty--)
5163 if (cave_stop_disintegration(ty, x1)) return (FALSE);
5171 /* Directly East/West */
5174 /* East -- check for walls */
5177 for (tx = x1 + 1; tx < x2; tx++)
5179 if (cave_stop_disintegration(y1, tx)) return (FALSE);
5183 /* West -- check for walls */
5186 for (tx = x1 - 1; tx > x2; tx--)
5188 if (cave_stop_disintegration(y1, tx)) return (FALSE);
5196 /* Extract some signs */
5197 sx = (dx < 0) ? -1 : 1;
5198 sy = (dy < 0) ? -1 : 1;
5200 /* Vertical "knights" */
5205 if (!cave_stop_disintegration(y1 + sy, x1)) return (TRUE);
5209 /* Horizontal "knights" */
5214 if (!cave_stop_disintegration(y1, x1 + sx)) return (TRUE);
5218 /* Calculate scale factor div 2 */
5221 /* Calculate scale factor */
5225 /* Travel horizontally */
5228 /* Let m = dy / dx * 2 * (dy * dx) = 2 * dy * dy */
5234 /* Consider the special case where slope == 1. */
5245 /* Note (below) the case (qy == f2), where */
5246 /* the LOS exactly meets the corner of a tile. */
5249 if (cave_stop_disintegration(ty, tx)) return (FALSE);
5260 if (cave_stop_disintegration(ty, tx)) return (FALSE);
5273 /* Travel vertically */
5276 /* Let m = dx / dy * 2 * (dx * dy) = 2 * dx * dx */
5292 /* Note (below) the case (qx == f2), where */
5293 /* the LOS exactly meets the corner of a tile. */
5296 if (cave_stop_disintegration(ty, tx)) return (FALSE);
5307 if (cave_stop_disintegration(ty, tx)) return (FALSE);
5328 void breath_shape(floor_type *floor_ptr, u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *gy, POSITION *gm, POSITION *pgm_rad, POSITION rad, POSITION y1, POSITION x1, POSITION y2, POSITION x2, EFFECT_ID typ)
5333 int brev = rad * rad / dist;
5337 int mdis = distance(y1, x1, y2, x2) + rad;
5339 while (bdis <= mdis)
5343 if ((0 < dist) && (path_n < dist))
5345 POSITION ny = GRID_Y(path_g[path_n]);
5346 POSITION nx = GRID_X(path_g[path_n]);
5347 POSITION nd = distance(ny, nx, y1, x1);
5349 /* Get next base point */
5358 /* Travel from center outward */
5359 for (cdis = 0; cdis <= brad; cdis++)
5361 /* Scan the maximal blast area of radius "cdis" */
5362 for (y = by - cdis; y <= by + cdis; y++)
5364 for (x = bx - cdis; x <= bx + cdis; x++)
5366 /* Ignore "illegal" locations */
5367 if (!in_bounds(floor_ptr, y, x)) continue;
5369 /* Enforce a circular "ripple" */
5370 if (distance(y1, x1, y, x) != bdis) continue;
5372 /* Enforce an arc */
5373 if (distance(by, bx, y, x) != cdis) continue;
5379 /* Lights are stopped by opaque terrains */
5380 if (!los(floor_ptr, by, bx, y, x)) continue;
5382 case GF_DISINTEGRATE:
5383 /* Disintegration are stopped only by perma-walls */
5384 if (!in_disintegration_range(by, bx, y, x)) continue;
5387 /* Ball explosions are stopped by walls */
5388 if (!projectable(floor_ptr, by, bx, y, x)) continue;
5392 /* Save this grid */
5400 /* Encode some more "radius" info */
5401 gm[bdis + 1] = *pgrids;
5403 /* Increase the size */
5404 brad = rad * (path_n + brev) / (dist + brev);
5406 /* Find the next ripple */
5410 /* Store the effect size */
5416 * @brief 汎用的なビーム/ボルト/ボール系処理のルーチン Generic "beam"/"bolt"/"ball" projection routine.
5417 * @param who 魔法を発動したモンスター(0ならばプレイヤー) / Index of "source" monster (zero for "player")
5418 * @param rad 効果半径(ビーム/ボルト = 0 / ボール = 1以上) / Radius of explosion (0 = beam/bolt, 1 to 9 = ball)
5419 * @param y 目標Y座標 / Target y location (or location to travel "towards")
5420 * @param x 目標X座標 / Target x location (or location to travel "towards")
5421 * @param dam 基本威力 / Base damage roll to apply to affected monsters (or player)
5422 * @param typ 効果属性 / Type of damage to apply to monsters (and objects)
5423 * @param flg 効果フラグ / Extra bit flags (see PROJECT_xxxx)
5424 * @param monspell 効果元のモンスター魔法ID
5425 * @return 何か一つでも効力があればTRUEを返す / TRUE if any "effects" of the projection were observed, else FALSE
5428 * Allows a monster (or player) to project a beam/bolt/ball of a given kind
5429 * towards a given location (optionally passing over the heads of interposing
5430 * monsters), and have it do a given amount of damage to the monsters (and
5431 * optionally objects) within the given radius of the final location.
5433 * A "bolt" travels from source to target and affects only the target grid.
5434 * A "beam" travels from source to target, affecting all grids passed through.
5435 * A "ball" travels from source to the target, exploding at the target, and
5436 * affecting everything within the given radius of the target location.
5438 * Traditionally, a "bolt" does not affect anything on the ground, and does
5439 * not pass over the heads of interposing monsters, much like a traditional
5440 * missile, and will "stop" abruptly at the "target" even if no monster is
5441 * positioned there, while a "ball", on the other hand, passes over the heads
5442 * of monsters between the source and target, and affects everything except
5443 * the source monster which lies within the final radius, while a "beam"
5444 * affects every monster between the source and target, except for the casting
5445 * monster (or player), and rarely affects things on the ground.
5447 * Two special flags allow us to use this function in special ways, the
5448 * "PROJECT_HIDE" flag allows us to perform "invisible" projections, while
5449 * the "PROJECT_JUMP" flag allows us to affect a specific grid, without
5450 * actually projecting from the source monster (or player).
5452 * The player will only get "experience" for monsters killed by himself
5453 * Unique monsters can only be destroyed by attacks from the player
5455 * Only 256 grids can be affected per projection, limiting the effective
5456 * "radius" of standard ball attacks to nine units (diameter nineteen).
5458 * One can project in a given "direction" by combining PROJECT_THRU with small
5459 * offsets to the initial location (see "line_spell()"), or by calculating
5460 * "virtual targets" far away from the player.
5462 * One can also use PROJECT_THRU to send a beam/bolt along an angled path,
5463 * continuing until it actually hits somethings (useful for "stone to mud").
5465 * Bolts and Beams explode INSIDE walls, so that they can destroy doors.
5467 * Balls must explode BEFORE hitting walls, or they would affect monsters
5468 * on both sides of a wall. Some bug reports indicate that this is still
5469 * happening in 2.7.8 for Windows, though it appears to be impossible.
5471 * We "pre-calculate" the blast area only in part for efficiency.
5472 * More importantly, this lets us do "explosions" from the "inside" out.
5473 * This results in a more logical distribution of "blast" treasure.
5474 * It also produces a better (in my opinion) animation of the explosion.
5475 * It could be (but is not) used to have the treasure dropped by monsters
5476 * in the middle of the explosion fall "outwards", and then be damaged by
5477 * the blast as it spreads outwards towards the treasure drop location.
5479 * Walls and doors are included in the blast area, so that they can be
5480 * "burned" or "melted" in later versions.
5482 * This algorithm is intended to maximize simplicity, not necessarily
5483 * efficiency, since this function is not a bottleneck in the code.
5485 * We apply the blast effect from ground zero outwards, in several passes,
5486 * first affecting features, then objects, then monsters, then the player.
5487 * This allows walls to be removed before checking the object or monster
5488 * in the wall, and protects objects which are dropped by monsters killed
5489 * in the blast, and allows the player to see all affects before he is
5490 * killed or teleported away. The semantics of this method are open to
5491 * various interpretations, but they seem to work well in practice.
5493 * We process the blast area from ground-zero outwards to allow for better
5494 * distribution of treasure dropped by monsters, and because it provides a
5495 * pleasing visual effect at low cost.
5497 * Note that the damage done by "ball" explosions decreases with distance.
5498 * This decrease is rapid, grids at radius "dist" take "1/dist" damage.
5500 * Notice the "napalm" effect of "beam" weapons. First they "project" to
5501 * the target, and then the damage "flows" along this beam of destruction.
5502 * The damage at every grid is the same as at the "center" of a "ball"
5503 * explosion, since the "beam" grids are treated as if they ARE at the
5504 * center of a "ball" explosion.
5506 * Currently, specifying "beam" plus "ball" means that locations which are
5507 * covered by the initial "beam", and also covered by the final "ball", except
5508 * for the final grid (the epicenter of the ball), will be "hit twice", once
5509 * by the initial beam, and once by the exploding ball. For the grid right
5510 * next to the epicenter, this results in 150% damage being done. The center
5511 * does not have this problem, for the same reason the final grid in a "beam"
5512 * plus "bolt" does not -- it is explicitly removed. Simply removing "beam"
5513 * grids which are covered by the "ball" will NOT work, as then they will
5514 * receive LESS damage than they should. Do not combine "beam" with "ball".
5516 * The array "gy[],gx[]" with current size "grids" is used to hold the
5517 * collected locations of all grids in the "blast area" plus "beam path".
5519 * Note the rather complex usage of the "gm[]" array. First, gm[0] is always
5520 * zero. Second, for N>1, gm[N] is always the index (in gy[],gx[]) of the
5521 * first blast grid (see above) with radius "N" from the blast center. Note
5522 * that only the first gm[1] grids in the blast area thus take full damage.
5523 * Also, note that gm[rad+1] is always equal to "grids", which is the total
5524 * number of blast grids.
5526 * Note that once the projection is complete, (y2,x2) holds the final location
5527 * of bolts/beams, and the "epicenter" of balls.
5529 * Note also that "rad" specifies the "inclusive" radius of projection blast,
5530 * so that a "rad" of "one" actually covers 5 or 9 grids, depending on the
5531 * implementation of the "distance" function. Also, a bolt can be properly
5532 * viewed as a "ball" with a "rad" of "zero".
5534 * Note that if no "target" is reached before the beam/bolt/ball travels the
5535 * maximum distance allowed (MAX_RANGE), no "blast" will be induced. This
5536 * may be relevant even for bolts, since they have a "1x1" mini-blast.
5538 * Note that for consistency, we "pretend" that the bolt actually takes "time"
5539 * to move from point A to point B, even if the player cannot see part of the
5540 * projection path. Note that in general, the player will *always* see part
5541 * of the path, since it either starts at the player or ends on the player.
5543 * Hack -- we assume that every "projection" is "self-illuminating".
5545 * Hack -- when only a single monster is affected, we automatically track
5546 * (and recall) that monster, unless "PROJECT_JUMP" is used.
5548 * Note that all projections now "explode" at their final destination, even
5549 * if they were being projected at a more distant destination. This means
5550 * that "ball" spells will *always* explode.
5552 * Note that we must call "handle_stuff()" after affecting terrain features
5553 * in the blast radius, in case the "illumination" of the grid was changed,
5554 * and "update_view()" and "update_monsters()" need to be called.
5557 bool project(player_type *caster_ptr, MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ, BIT_FLAGS flg, int monspell)
5567 POSITION y_saver, x_saver; /* For reflecting monsters */
5569 int msec = delay_factor * delay_factor * delay_factor;
5571 /* Assume the player sees nothing */
5572 bool notice = FALSE;
5574 /* Assume the player has seen nothing */
5575 bool visual = FALSE;
5577 /* Assume the player has seen no blast grids */
5580 /* Assume to be a normal ball spell */
5581 bool breath = FALSE;
5583 /* Is the player blind? */
5584 bool blind = (caster_ptr->blind ? TRUE : FALSE);
5586 bool old_hide = FALSE;
5588 /* Number of grids in the "path" */
5591 /* Actual grids in the "path" */
5594 /* Number of grids in the "blast area" (including the "beam" path) */
5597 /* Coordinates of the affected grids */
5598 POSITION gx[1024], gy[1024];
5600 /* Encoded "radius" info (see above) */
5603 /* Actual radius encoded in gm[] */
5604 POSITION gm_rad = rad;
5608 /* Attacker's name (prepared before polymorph)*/
5609 GAME_TEXT who_name[MAX_NLEN];
5611 /* Can the player see the source of this effect? */
5612 bool see_s_msg = TRUE;
5614 /* Initialize by null string */
5620 /* Default target of monsterspell is player */
5621 monster_target_y = caster_ptr->y;
5622 monster_target_x = caster_ptr->x;
5624 /* Hack -- Jump to target */
5625 if (flg & (PROJECT_JUMP))
5630 /* Clear the flag */
5631 flg &= ~(PROJECT_JUMP);
5636 /* Start at player */
5643 /* Start at monster */
5646 x1 = caster_ptr->current_floor_ptr->m_list[who].fx;
5647 y1 = caster_ptr->current_floor_ptr->m_list[who].fy;
5648 monster_desc(who_name, &caster_ptr->current_floor_ptr->m_list[who], MD_WRONGDOER_NAME);
5660 /* Default "destination" */
5665 /* Hack -- verify stuff */
5666 if (flg & (PROJECT_THRU))
5668 if ((x1 == x2) && (y1 == y2))
5670 flg &= ~(PROJECT_THRU);
5674 /* Handle a breath attack */
5679 if (flg & PROJECT_HIDE) old_hide = TRUE;
5680 flg |= PROJECT_HIDE;
5684 /* Hack -- Assume there will be no blast (max radius 32) */
5685 for (dist = 0; dist < 32; dist++) gm[dist] = 0;
5693 /* Collect beam grids */
5694 if (flg & (PROJECT_BEAM))
5705 if (breath || (flg & PROJECT_BEAM)) flg |= (PROJECT_LOS);
5707 case GF_DISINTEGRATE:
5708 flg |= (PROJECT_GRID);
5709 if (breath || (flg & PROJECT_BEAM)) flg |= (PROJECT_DISI);
5713 /* Calculate the projection path */
5715 path_n = project_path(caster_ptr->current_floor_ptr, path_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, flg);
5718 /* Giga-Hack SEEKER & SUPER_RAY */
5720 if (typ == GF_SEEKER)
5730 for (i = 0; i < path_n; ++i)
5735 POSITION ny = GRID_Y(path_g[i]);
5736 POSITION nx = GRID_X(path_g[i]);
5747 /* Only do visuals if requested */
5748 if (!blind && !(flg & (PROJECT_HIDE)))
5750 /* Only do visuals if the player can "see" the bolt */
5751 if (panel_contains(y, x) && player_has_los_bold(caster_ptr, y, x))
5758 /* Obtain the bolt pict */
5759 p = bolt_pict(oy, ox, y, x, typ);
5761 /* Extract attr/char */
5765 /* Visual effects */
5766 print_rel(caster_ptr, c, a, y, x);
5767 move_cursor_relative(y, x);
5768 /*if (fresh_before)*/ Term_fresh();
5769 Term_xtra(TERM_XTRA_DELAY, msec);
5771 /*if (fresh_before)*/ Term_fresh();
5773 /* Display "beam" grids */
5774 if (flg & (PROJECT_BEAM))
5776 /* Obtain the explosion pict */
5777 p = bolt_pict(y, x, y, x, typ);
5779 /* Extract attr/char */
5783 /* Visual effects */
5784 print_rel(caster_ptr, c, a, y, x);
5787 /* Hack -- Activate delay */
5791 /* Hack -- delay anyway for consistency */
5794 /* Delay for consistency */
5795 Term_xtra(TERM_XTRA_DELAY, msec);
5798 if (project_o(0, 0, y, x, dam, GF_SEEKER))notice = TRUE;
5799 if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x]))
5801 /* The target of monsterspell becomes tha mirror(broken) */
5802 monster_target_y = y;
5803 monster_target_x = x;
5805 remove_mirror(y, x);
5806 next_mirror(caster_ptr, &oy, &ox, y, x);
5808 path_n = i + project_path(caster_ptr->current_floor_ptr, &(path_g[i + 1]), (project_length ? project_length : MAX_RANGE), y, x, oy, ox, flg);
5809 for (j = last_i; j <= i; j++)
5811 y = GRID_Y(path_g[j]);
5812 x = GRID_X(path_g[j]);
5813 if (project_m(caster_ptr, caster_ptr->current_floor_ptr, 0, 0, y, x, dam, GF_SEEKER, flg, TRUE)) notice = TRUE;
5814 if (!who && (project_m_n == 1) && !jump) {
5815 if (caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx > 0) {
5816 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx];
5820 if (!caster_ptr->image) monster_race_track(m_ptr->ap_r_idx);
5821 health_track(caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx);
5825 (void)project_f(caster_ptr->current_floor_ptr, 0, 0, y, x, dam, GF_SEEKER);
5830 for (i = last_i; i < path_n; i++)
5833 py = GRID_Y(path_g[i]);
5834 px = GRID_X(path_g[i]);
5835 if (project_m(caster_ptr, caster_ptr->current_floor_ptr, 0, 0, py, px, dam, GF_SEEKER, flg, TRUE))
5837 if (!who && (project_m_n == 1) && !jump) {
5838 if (caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx > 0)
5840 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx];
5844 if (!caster_ptr->image) monster_race_track(m_ptr->ap_r_idx);
5845 health_track(caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx);
5849 (void)project_f(caster_ptr->current_floor_ptr, 0, 0, py, px, dam, GF_SEEKER);
5853 else if (typ == GF_SUPER_RAY) {
5855 int second_step = 0;
5862 for (i = 0; i < path_n; ++i)
5867 POSITION ny = GRID_Y(path_g[i]);
5868 POSITION nx = GRID_X(path_g[i]);
5879 /* Only do visuals if requested */
5880 if (!blind && !(flg & (PROJECT_HIDE)))
5882 /* Only do visuals if the player can "see" the bolt */
5883 if (panel_contains(y, x) && player_has_los_bold(caster_ptr, y, x))
5890 /* Obtain the bolt pict */
5891 p = bolt_pict(oy, ox, y, x, typ);
5893 /* Extract attr/char */
5897 /* Visual effects */
5898 print_rel(caster_ptr, c, a, y, x);
5899 move_cursor_relative(y, x);
5900 /*if (fresh_before)*/ Term_fresh();
5901 Term_xtra(TERM_XTRA_DELAY, msec);
5903 /*if (fresh_before)*/ Term_fresh();
5905 /* Display "beam" grids */
5906 if (flg & (PROJECT_BEAM))
5908 /* Obtain the explosion pict */
5909 p = bolt_pict(y, x, y, x, typ);
5911 /* Extract attr/char */
5915 /* Visual effects */
5916 print_rel(caster_ptr, c, a, y, x);
5919 /* Hack -- Activate delay */
5923 /* Hack -- delay anyway for consistency */
5926 /* Delay for consistency */
5927 Term_xtra(TERM_XTRA_DELAY, msec);
5930 if (project_o(0, 0, y, x, dam, GF_SUPER_RAY))notice = TRUE;
5931 if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT))
5933 if (second_step)continue;
5936 if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x]) && !second_step)
5938 /* The target of monsterspell becomes tha mirror(broken) */
5939 monster_target_y = y;
5940 monster_target_x = x;
5942 remove_mirror(y, x);
5943 for (j = 0; j <= i; j++)
5945 y = GRID_Y(path_g[j]);
5946 x = GRID_X(path_g[j]);
5947 (void)project_f(caster_ptr->current_floor_ptr, 0, 0, y, x, dam, GF_SUPER_RAY);
5950 second_step = i + 1;
5951 path_n += project_path(caster_ptr->current_floor_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y - 1, x - 1, flg);
5952 path_n += project_path(caster_ptr->current_floor_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y - 1, x, flg);
5953 path_n += project_path(caster_ptr->current_floor_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y - 1, x + 1, flg);
5954 path_n += project_path(caster_ptr->current_floor_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y, x - 1, flg);
5955 path_n += project_path(caster_ptr->current_floor_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y, x + 1, flg);
5956 path_n += project_path(caster_ptr->current_floor_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y + 1, x - 1, flg);
5957 path_n += project_path(caster_ptr->current_floor_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y + 1, x, flg);
5958 path_n += project_path(caster_ptr->current_floor_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y + 1, x + 1, flg);
5961 for (i = 0; i < path_n; i++)
5964 py = GRID_Y(path_g[i]);
5965 px = GRID_X(path_g[i]);
5966 (void)project_m(caster_ptr, caster_ptr->current_floor_ptr, 0, 0, py, px, dam, GF_SUPER_RAY, flg, TRUE);
5967 if (!who && (project_m_n == 1) && !jump) {
5968 if (caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx > 0) {
5969 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx];
5973 if (!caster_ptr->image) monster_race_track(m_ptr->ap_r_idx);
5974 health_track(caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx);
5978 (void)project_f(caster_ptr->current_floor_ptr, 0, 0, py, px, dam, GF_SUPER_RAY);
5983 /* Project along the path */
5984 for (i = 0; i < path_n; ++i)
5989 POSITION ny = GRID_Y(path_g[i]);
5990 POSITION nx = GRID_X(path_g[i]);
5992 if (flg & PROJECT_DISI)
5994 /* Hack -- Balls explode before reaching walls */
5995 if (cave_stop_disintegration(ny, nx) && (rad > 0)) break;
5997 else if (flg & PROJECT_LOS)
5999 /* Hack -- Balls explode before reaching walls */
6000 if (!cave_los_bold(caster_ptr->current_floor_ptr, ny, nx) && (rad > 0)) break;
6004 /* Hack -- Balls explode before reaching walls */
6005 if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, ny, nx, FF_PROJECT) && (rad > 0)) break;
6012 /* Collect beam grids */
6013 if (flg & (PROJECT_BEAM))
6020 /* Only do visuals if requested */
6021 if (!blind && !(flg & (PROJECT_HIDE | PROJECT_FAST)))
6023 /* Only do visuals if the player can "see" the bolt */
6024 if (panel_contains(y, x) && player_has_los_bold(caster_ptr, y, x))
6031 /* Obtain the bolt pict */
6032 p = bolt_pict(oy, ox, y, x, typ);
6034 /* Extract attr/char */
6038 /* Visual effects */
6039 print_rel(caster_ptr, c, a, y, x);
6040 move_cursor_relative(y, x);
6041 /*if (fresh_before)*/ Term_fresh();
6042 Term_xtra(TERM_XTRA_DELAY, msec);
6044 /*if (fresh_before)*/ Term_fresh();
6046 /* Display "beam" grids */
6047 if (flg & (PROJECT_BEAM))
6049 /* Obtain the explosion pict */
6050 p = bolt_pict(y, x, y, x, typ);
6052 /* Extract attr/char */
6056 /* Visual effects */
6057 print_rel(caster_ptr, c, a, y, x);
6060 /* Hack -- Activate delay */
6064 /* Hack -- delay anyway for consistency */
6067 /* Delay for consistency */
6068 Term_xtra(TERM_XTRA_DELAY, msec);
6075 /* Save the "blast epicenter" */
6079 if (breath && !path_n)
6085 flg &= ~(PROJECT_HIDE);
6089 /* Start the "explosion" */
6092 /* Hack -- make sure beams get to "explode" */
6100 /* If we found a "target", explode there */
6101 if (dist <= MAX_RANGE)
6103 /* Mega-Hack -- remove the final "beam" grid */
6104 if ((flg & (PROJECT_BEAM)) && (grids > 0)) grids--;
6107 * Create a conical breath attack
6118 flg &= ~(PROJECT_HIDE);
6120 breath_shape(caster_ptr->current_floor_ptr, path_g, dist, &grids, gx, gy, gm, &gm_rad, rad, y1, x1, by, bx, typ);
6124 /* Determine the blast area, work from the inside out */
6125 for (dist = 0; dist <= rad; dist++)
6127 /* Scan the maximal blast area of radius "dist" */
6128 for (y = by - dist; y <= by + dist; y++)
6130 for (x = bx - dist; x <= bx + dist; x++)
6132 /* Ignore "illegal" locations */
6133 if (!in_bounds2(caster_ptr->current_floor_ptr, y, x)) continue;
6135 /* Enforce a "circular" explosion */
6136 if (distance(by, bx, y, x) != dist) continue;
6142 /* Lights are stopped by opaque terrains */
6143 if (!los(caster_ptr->current_floor_ptr, by, bx, y, x)) continue;
6145 case GF_DISINTEGRATE:
6146 /* Disintegration are stopped only by perma-walls */
6147 if (!in_disintegration_range(by, bx, y, x)) continue;
6150 /* Ball explosions are stopped by walls */
6151 if (!projectable(caster_ptr->current_floor_ptr, by, bx, y, x)) continue;
6155 /* Save this grid */
6162 /* Encode some more "radius" info */
6163 gm[dist + 1] = grids;
6168 /* Speed -- ignore "non-explosions" */
6169 if (!grids) return (FALSE);
6172 /* Display the "blast area" if requested */
6173 if (!blind && !(flg & (PROJECT_HIDE)))
6175 /* Then do the "blast", from inside out */
6176 for (t = 0; t <= gm_rad; t++)
6178 /* Dump everything with this radius */
6179 for (i = gm[t]; i < gm[t + 1]; i++)
6184 /* Only do visuals if the player can "see" the blast */
6185 if (panel_contains(y, x) && player_has_los_bold(caster_ptr, y, x))
6194 /* Obtain the explosion pict */
6195 p = bolt_pict(y, x, y, x, typ);
6197 /* Extract attr/char */
6201 /* Visual effects -- Display */
6202 print_rel(caster_ptr, c, a, y, x);
6206 /* Hack -- center the cursor */
6207 move_cursor_relative(by, bx);
6209 /* Flush each "radius" seperately */
6210 /*if (fresh_before)*/ Term_fresh();
6212 /* Delay (efficiently) */
6213 if (visual || drawn)
6215 Term_xtra(TERM_XTRA_DELAY, msec);
6219 /* Flush the erasing */
6222 /* Erase the explosion drawn above */
6223 for (i = 0; i < grids; i++)
6228 /* Hack -- Erase if needed */
6229 if (panel_contains(y, x) && player_has_los_bold(caster_ptr, y, x))
6235 /* Hack -- center the cursor */
6236 move_cursor_relative(by, bx);
6238 /* Flush the explosion */
6239 /*if (fresh_before)*/ Term_fresh();
6243 update_creature(caster_ptr);
6245 if (flg & PROJECT_KILL)
6247 see_s_msg = (who > 0) ? is_seen(&caster_ptr->current_floor_ptr->m_list[who]) :
6248 (!who ? TRUE : (player_can_see_bold(caster_ptr, y1, x1) && projectable(caster_ptr->current_floor_ptr, caster_ptr->y, caster_ptr->x, y1, x1)));
6252 /* Check features */
6253 if (flg & (PROJECT_GRID))
6255 /* Start with "dist" of zero */
6258 /* Scan for features */
6259 for (i = 0; i < grids; i++)
6261 /* Hack -- Notice new "dist" values */
6262 if (gm[dist + 1] == i) dist++;
6264 /* Get the grid location */
6268 /* Find the closest point in the blast */
6271 int d = dist_to_line(y, x, y1, x1, by, bx);
6273 /* Affect the grid */
6274 if (project_f(caster_ptr->current_floor_ptr, who, d, y, x, dam, typ)) notice = TRUE;
6278 /* Affect the grid */
6279 if (project_f(caster_ptr->current_floor_ptr, who, dist, y, x, dam, typ)) notice = TRUE;
6284 update_creature(caster_ptr);
6287 if (flg & (PROJECT_ITEM))
6289 /* Start with "dist" of zero */
6292 /* Scan for objects */
6293 for (i = 0; i < grids; i++)
6295 /* Hack -- Notice new "dist" values */
6296 if (gm[dist + 1] == i) dist++;
6298 /* Get the grid location */
6302 /* Find the closest point in the blast */
6305 int d = dist_to_line(y, x, y1, x1, by, bx);
6307 /* Affect the object in the grid */
6308 if (project_o(who, d, y, x, dam, typ)) notice = TRUE;
6312 /* Affect the object in the grid */
6313 if (project_o(who, dist, y, x, dam, typ)) notice = TRUE;
6319 /* Check monsters */
6320 if (flg & (PROJECT_KILL))
6327 /* Start with "dist" of zero */
6330 /* Scan for monsters */
6331 for (i = 0; i < grids; i++)
6335 /* Hack -- Notice new "dist" values */
6336 if (gm[dist + 1] == i) dist++;
6338 /* Get the grid location */
6342 /* A single bolt may be reflected */
6345 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[caster_ptr->current_floor_ptr->grid_array[y][x].m_idx];
6346 monster_race *ref_ptr = &r_info[m_ptr->r_idx];
6348 if ((flg & PROJECT_REFLECTABLE) && caster_ptr->current_floor_ptr->grid_array[y][x].m_idx && (ref_ptr->flags2 & RF2_REFLECTING) &&
6349 ((caster_ptr->current_floor_ptr->grid_array[y][x].m_idx != caster_ptr->riding) || !(flg & PROJECT_PLAYER)) &&
6350 (!who || dist_hack > 1) && !one_in_(10))
6353 int max_attempts = 10;
6355 /* Choose 'new' target */
6358 t_y = y_saver - 1 + randint1(3);
6359 t_x = x_saver - 1 + randint1(3);
6361 } while (max_attempts && in_bounds2u(caster_ptr->current_floor_ptr, t_y, t_x) && !projectable(caster_ptr->current_floor_ptr, y, x, t_y, t_x));
6363 if (max_attempts < 1)
6369 sound(SOUND_REFLECT);
6372 if ((m_ptr->r_idx == MON_KENSHIROU) || (m_ptr->r_idx == MON_RAOU))
6373 msg_print(_("「北斗神拳奥義・二指真空把!」", "The attack bounces!"));
6374 else if (m_ptr->r_idx == MON_DIO)
6375 msg_print(_("ディオ・ブランドーは指一本で攻撃を弾き返した!", "The attack bounces!"));
6377 msg_print(_("攻撃は跳ね返った!", "The attack bounces!"));
6379 if (is_original_ap_and_seen(m_ptr)) ref_ptr->r_flags2 |= RF2_REFLECTING;
6381 /* Reflected bolts randomly target either one */
6382 if (player_bold(caster_ptr, y, x) || one_in_(2)) flg &= ~(PROJECT_PLAYER);
6383 else flg |= PROJECT_PLAYER;
6385 /* The bolt is reflected */
6386 project(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].m_idx, 0, t_y, t_x, dam, typ, flg, monspell);
6388 /* Don't affect the monster any longer */
6394 /* Find the closest point in the blast */
6397 effective_dist = dist_to_line(y, x, y1, x1, by, bx);
6401 effective_dist = dist;
6405 /* There is the riding player on this monster */
6406 if (caster_ptr->riding && player_bold(caster_ptr, y, x))
6408 /* Aimed on the player */
6409 if (flg & PROJECT_PLAYER)
6411 if (flg & (PROJECT_BEAM | PROJECT_REFLECTABLE | PROJECT_AIMED))
6414 * A beam or bolt is well aimed
6416 * So don't affects the mount.
6423 * The spell is not well aimed,
6424 * So partly affect the mount too.
6431 * This grid is the original target.
6432 * Or aimed on your horse.
6434 else if (((y == y2) && (x == x2)) || (flg & PROJECT_AIMED))
6436 /* Hit the mount with full damage */
6440 * Otherwise this grid is not the
6441 * original target, it means that line
6442 * of fire is obstructed by this
6446 * A beam or bolt will hit either
6447 * player or mount. Choose randomly.
6449 else if (flg & (PROJECT_BEAM | PROJECT_REFLECTABLE))
6453 /* Hit the mount with full damage */
6457 /* Hit the player later */
6458 flg |= PROJECT_PLAYER;
6460 /* Don't affect the mount */
6466 * The spell is not well aimed, so
6467 * partly affect both player and
6476 /* Affect the monster in the grid */
6477 if (project_m(caster_ptr, caster_ptr->current_floor_ptr, who, effective_dist, y, x, dam, typ, flg, see_s_msg)) notice = TRUE;
6481 /* Player affected one monster (without "jumping") */
6482 if (!who && (project_m_n == 1) && !jump)
6487 /* Track if possible */
6488 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx > 0)
6490 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[caster_ptr->current_floor_ptr->grid_array[y][x].m_idx];
6494 if (!caster_ptr->image) monster_race_track(m_ptr->ap_r_idx);
6495 health_track(caster_ptr->current_floor_ptr->grid_array[y][x].m_idx);
6503 if (flg & (PROJECT_KILL))
6505 /* Start with "dist" of zero */
6508 /* Scan for player */
6509 for (i = 0; i < grids; i++)
6513 /* Hack -- Notice new "dist" values */
6514 if (gm[dist + 1] == i) dist++;
6516 /* Get the grid location */
6520 /* Affect the player? */
6521 if (!player_bold(caster_ptr, y, x)) continue;
6523 /* Find the closest point in the blast */
6526 effective_dist = dist_to_line(y, x, y1, x1, by, bx);
6530 effective_dist = dist;
6533 /* Target may be your horse */
6534 if (caster_ptr->riding)
6536 /* Aimed on the player */
6537 if (flg & PROJECT_PLAYER)
6539 /* Hit the player with full damage */
6543 * Hack -- When this grid was not the
6544 * original target, a beam or bolt
6545 * would hit either player or mount,
6546 * and should be choosen randomly.
6548 * But already choosen to hit the
6549 * mount at this point.
6551 * Or aimed on your horse.
6553 else if (flg & (PROJECT_BEAM | PROJECT_REFLECTABLE | PROJECT_AIMED))
6556 * A beam or bolt is well aimed
6558 * So don't affects the player.
6565 * The spell is not well aimed,
6566 * So partly affect the player too.
6572 /* Affect the player */
6573 if (project_p(who, caster_ptr, who_name, effective_dist, y, x, dam, typ, flg, monspell)) notice = TRUE;
6577 if (caster_ptr->riding)
6579 GAME_TEXT m_name[MAX_NLEN];
6581 monster_desc(m_name, &caster_ptr->current_floor_ptr->m_list[caster_ptr->riding], 0);
6583 if (rakubadam_m > 0)
6585 if (rakuba(caster_ptr, rakubadam_m, FALSE))
6587 msg_format(_("%^sに振り落とされた!", "%^s has thrown you off!"), m_name);
6590 if (caster_ptr->riding && rakubadam_p > 0)
6592 if (rakuba(caster_ptr, rakubadam_p, FALSE))
6594 msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_name);
6599 /* Return "something was noticed" */
6604 * @brief 鏡魔法「封魔結界」の効果処理
6606 * @return 効果があったらTRUEを返す
6608 bool binding_field(player_type *caster_ptr, HIT_POINT dam)
6610 POSITION mirror_x[10], mirror_y[10]; /* 鏡はもっと少ない */
6611 int mirror_num = 0; /* 鏡の数 */
6613 POSITION centersign;
6614 POSITION x1, x2, y1, y2;
6616 int msec = delay_factor*delay_factor*delay_factor;
6619 POSITION point_x[3];
6620 POSITION point_y[3];
6622 /* Default target of monsterspell is player */
6623 monster_target_y = caster_ptr->y;
6624 monster_target_x = caster_ptr->x;
6626 for (x = 0; x < caster_ptr->current_floor_ptr->width; x++)
6628 for (y = 0; y < caster_ptr->current_floor_ptr->height; y++)
6630 if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x]) &&
6631 distance(caster_ptr->y, caster_ptr->x, y, x) <= MAX_RANGE &&
6632 distance(caster_ptr->y, caster_ptr->x, y, x) != 0 &&
6633 player_has_los_bold(caster_ptr, y, x) &&
6634 projectable(caster_ptr->current_floor_ptr, caster_ptr->y, caster_ptr->x, y, x)
6636 mirror_y[mirror_num] = y;
6637 mirror_x[mirror_num] = x;
6643 if (mirror_num < 2)return FALSE;
6645 point_x[0] = randint0(mirror_num);
6647 point_x[1] = randint0(mirror_num);
6648 } while (point_x[0] == point_x[1]);
6650 point_y[0] = mirror_y[point_x[0]];
6651 point_x[0] = mirror_x[point_x[0]];
6652 point_y[1] = mirror_y[point_x[1]];
6653 point_x[1] = mirror_x[point_x[1]];
6654 point_y[2] = caster_ptr->y;
6655 point_x[2] = caster_ptr->x;
6657 x = point_x[0] + point_x[1] + point_x[2];
6658 y = point_y[0] + point_y[1] + point_y[2];
6660 centersign = (point_x[0] * 3 - x)*(point_y[1] * 3 - y)
6661 - (point_y[0] * 3 - y)*(point_x[1] * 3 - x);
6662 if (centersign == 0)return FALSE;
6664 x1 = point_x[0] < point_x[1] ? point_x[0] : point_x[1];
6665 x1 = x1 < point_x[2] ? x1 : point_x[2];
6666 y1 = point_y[0] < point_y[1] ? point_y[0] : point_y[1];
6667 y1 = y1 < point_y[2] ? y1 : point_y[2];
6669 x2 = point_x[0] > point_x[1] ? point_x[0] : point_x[1];
6670 x2 = x2 > point_x[2] ? x2 : point_x[2];
6671 y2 = point_y[0] > point_y[1] ? point_y[0] : point_y[1];
6672 y2 = y2 > point_y[2] ? y2 : point_y[2];
6674 for (y = y1; y <= y2; y++) {
6675 for (x = x1; x <= x2; x++) {
6676 if (centersign*((point_x[0] - x)*(point_y[1] - y)
6677 - (point_y[0] - y)*(point_x[1] - x)) >= 0 &&
6678 centersign*((point_x[1] - x)*(point_y[2] - y)
6679 - (point_y[1] - y)*(point_x[2] - x)) >= 0 &&
6680 centersign*((point_x[2] - x)*(point_y[0] - y)
6681 - (point_y[2] - y)*(point_x[0] - x)) >= 0)
6683 if (player_has_los_bold(caster_ptr, y, x) && projectable(caster_ptr->current_floor_ptr, caster_ptr->y, caster_ptr->x, y, x)) {
6684 /* Visual effects */
6685 if (!(caster_ptr->blind)
6686 && panel_contains(y, x)) {
6687 p = bolt_pict(y, x, y, x, GF_MANA);
6688 print_rel(caster_ptr, PICT_C(p), PICT_A(p), y, x);
6689 move_cursor_relative(y, x);
6690 /*if (fresh_before)*/ Term_fresh();
6691 Term_xtra(TERM_XTRA_DELAY, msec);
6697 for (y = y1; y <= y2; y++) {
6698 for (x = x1; x <= x2; x++) {
6699 if (centersign*((point_x[0] - x)*(point_y[1] - y)
6700 - (point_y[0] - y)*(point_x[1] - x)) >= 0 &&
6701 centersign*((point_x[1] - x)*(point_y[2] - y)
6702 - (point_y[1] - y)*(point_x[2] - x)) >= 0 &&
6703 centersign*((point_x[2] - x)*(point_y[0] - y)
6704 - (point_y[2] - y)*(point_x[0] - x)) >= 0)
6706 if (player_has_los_bold(caster_ptr, y, x) && projectable(caster_ptr->current_floor_ptr, caster_ptr->y, caster_ptr->x, y, x)) {
6707 (void)project_f(caster_ptr->current_floor_ptr, 0, 0, y, x, dam, GF_MANA);
6712 for (y = y1; y <= y2; y++) {
6713 for (x = x1; x <= x2; x++) {
6714 if (centersign*((point_x[0] - x)*(point_y[1] - y)
6715 - (point_y[0] - y)*(point_x[1] - x)) >= 0 &&
6716 centersign*((point_x[1] - x)*(point_y[2] - y)
6717 - (point_y[1] - y)*(point_x[2] - x)) >= 0 &&
6718 centersign*((point_x[2] - x)*(point_y[0] - y)
6719 - (point_y[2] - y)*(point_x[0] - x)) >= 0)
6721 if (player_has_los_bold(caster_ptr, y, x) && projectable(caster_ptr->current_floor_ptr, caster_ptr->y, caster_ptr->x, y, x)) {
6722 (void)project_o(0, 0, y, x, dam, GF_MANA);
6727 for (y = y1; y <= y2; y++) {
6728 for (x = x1; x <= x2; x++) {
6729 if (centersign*((point_x[0] - x)*(point_y[1] - y)
6730 - (point_y[0] - y)*(point_x[1] - x)) >= 0 &&
6731 centersign*((point_x[1] - x)*(point_y[2] - y)
6732 - (point_y[1] - y)*(point_x[2] - x)) >= 0 &&
6733 centersign*((point_x[2] - x)*(point_y[0] - y)
6734 - (point_y[2] - y)*(point_x[0] - x)) >= 0)
6736 if (player_has_los_bold(caster_ptr, y, x) && projectable(caster_ptr->current_floor_ptr, caster_ptr->y, caster_ptr->x, y, x)) {
6737 (void)project_m(caster_ptr, p_ptr->current_floor_ptr, 0, 0, y, x, dam, GF_MANA,
6738 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP), TRUE);
6744 msg_print(_("鏡が結界に耐えきれず、壊れてしまった。", "The field broke a mirror"));
6745 remove_mirror(point_y[0], point_x[0]);
6752 * @brief 鏡魔法「鏡の封印」の効果処理
6754 * @return 効果があったらTRUEを返す
6756 void seal_of_mirror(player_type *caster_ptr, HIT_POINT dam)
6760 for (x = 0; x < caster_ptr->current_floor_ptr->width; x++)
6762 for (y = 0; y < caster_ptr->current_floor_ptr->height; y++)
6764 if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x]))
6766 if (project_m(caster_ptr, caster_ptr->current_floor_ptr, 0, 0, y, x, dam, GF_GENOCIDE,
6767 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP), TRUE))
6769 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
6771 remove_mirror(y, x);
6783 * @brief 領域魔法に応じて技能の名称を返す。
6784 * @param tval 魔法書のtval
6785 * @return 領域魔法の技能名称を保管した文字列ポインタ
6787 concptr spell_category_name(OBJECT_TYPE_VALUE tval)
6791 case TV_HISSATSU_BOOK:
6792 return _("必殺技", "art");
6794 return _("祈り", "prayer");
6796 return _("歌", "song");
6798 return _("呪文", "spell");