3 * @brief 魔法効果の実装/ Spell code (part 2)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
17 #include "monsterrace-hook.h"
20 #include "projection.h"
21 #include "spells-summon.h"
26 * @brief プレイヤー周辺の地形を感知する
29 * @param known 地形から危険フラグを外すならTRUE
30 * @return 効力があった場合TRUEを返す
32 static bool detect_feat_flag(POSITION range, int flag, bool known)
38 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
40 /* Scan the current panel */
41 for (y = 1; y < cur_hgt - 1; y++)
43 for (x = 1; x <= cur_wid - 1; x++)
45 int dist = distance(p_ptr->y, p_ptr->x, y, x);
46 if (dist > range) continue;
52 /* Mark as detected */
53 if (dist <= range && known)
55 if (dist <= range - 1) c_ptr->info |= (CAVE_IN_DETECT);
57 c_ptr->info &= ~(CAVE_UNSAFE);
64 if (cave_have_flag_grid(c_ptr, flag))
69 /* Hack -- Memorize */
70 c_ptr->info |= (CAVE_MARK);
83 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
85 * @param known 感知外範囲を超える警告フラグを立てる場合TRUEを返す
86 * @return 効力があった場合TRUEを返す
88 bool detect_traps(POSITION range, bool known)
90 bool detect = detect_feat_flag(range, FF_TRAP, known);
92 if (known) p_ptr->dtrap = TRUE;
94 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
97 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
104 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
106 * @return 効力があった場合TRUEを返す
108 bool detect_doors(POSITION range)
110 bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
112 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
115 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
122 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
124 * @return 効力があった場合TRUEを返す
126 bool detect_stairs(POSITION range)
128 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
130 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
133 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
140 * @brief プレイヤー周辺の地形財宝を感知する / Detect any treasure on the current panel
142 * @return 効力があった場合TRUEを返す
144 bool detect_treasure(POSITION range)
146 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
148 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
151 msg_print(_("埋蔵された財宝の存在を感じとった!", "You sense the presence of buried treasure!"));
158 * @brief プレイヤー周辺のアイテム財宝を感知する / Detect all "gold" objects on the current panel
160 * @return 効力があった場合TRUEを返す
162 bool detect_objects_gold(POSITION range)
166 POSITION range2 = range;
170 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
173 for (i = 1; i < o_max; i++)
175 object_type *o_ptr = &o_list[i];
177 /* Skip dead objects */
178 if (!o_ptr->k_idx) continue;
180 /* Skip held objects */
181 if (o_ptr->held_m_idx) continue;
186 /* Only detect nearby objects */
187 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
189 /* Detect "gold" objects */
190 if (o_ptr->tval == TV_GOLD)
192 o_ptr->marked |= OM_FOUND;
198 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
201 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
204 if (detect_monsters_string(range, "$"))
213 * @brief 通常のアイテムオブジェクトを感知する / Detect all "normal" objects on the current panel
215 * @return 効力があった場合TRUEを返す
217 bool detect_objects_normal(POSITION range)
221 POSITION range2 = range;
225 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
228 for (i = 1; i < o_max; i++)
230 object_type *o_ptr = &o_list[i];
232 /* Skip dead objects */
233 if (!o_ptr->k_idx) continue;
235 /* Skip held objects */
236 if (o_ptr->held_m_idx) continue;
241 /* Only detect nearby objects */
242 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
244 /* Detect "real" objects */
245 if (o_ptr->tval != TV_GOLD)
247 o_ptr->marked |= OM_FOUND;
253 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
256 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
259 if (detect_monsters_string(range, "!=?|/`"))
268 * @brief 魔法効果のあるのアイテムオブジェクトを感知する / Detect all "magic" objects on the current panel.
270 * @return 効力があった場合TRUEを返す
273 * This will light up all spaces with "magic" items, including artifacts,
274 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
275 * and "enchanted" items of the "good" variety.
277 * It can probably be argued that this function is now too powerful.
280 bool detect_objects_magic(POSITION range)
282 OBJECT_TYPE_VALUE tv;
288 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
290 /* Scan all objects */
291 for (i = 1; i < o_max; i++)
293 object_type *o_ptr = &o_list[i];
295 /* Skip dead objects */
296 if (!o_ptr->k_idx) continue;
298 /* Skip held objects */
299 if (o_ptr->held_m_idx) continue;
304 /* Only detect nearby objects */
305 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
307 /* Examine the tval */
310 /* Artifacts, misc magic items, or enchanted wearables */
311 if (object_is_artifact(o_ptr) ||
312 object_is_ego(o_ptr) ||
313 (tv == TV_WHISTLE) ||
321 (tv == TV_LIFE_BOOK) ||
322 (tv == TV_SORCERY_BOOK) ||
323 (tv == TV_NATURE_BOOK) ||
324 (tv == TV_CHAOS_BOOK) ||
325 (tv == TV_DEATH_BOOK) ||
326 (tv == TV_TRUMP_BOOK) ||
327 (tv == TV_ARCANE_BOOK) ||
328 (tv == TV_CRAFT_BOOK) ||
329 (tv == TV_DAEMON_BOOK) ||
330 (tv == TV_CRUSADE_BOOK) ||
331 (tv == TV_MUSIC_BOOK) ||
332 (tv == TV_HISSATSU_BOOK) ||
333 (tv == TV_HEX_BOOK) ||
334 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
336 /* Memorize the item */
337 o_ptr->marked |= OM_FOUND;
344 msg_print(_("魔法のアイテムの存在を感じとった!", "You sense the presence of magic objects!"));
353 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
355 * @return 効力があった場合TRUEを返す
357 bool detect_monsters_normal(POSITION range)
363 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
365 for (i = 1; i < m_max; i++)
367 monster_type *m_ptr = &m_list[i];
368 monster_race *r_ptr = &r_info[m_ptr->r_idx];
370 /* Skip dead monsters */
371 if (!m_ptr->r_idx) continue;
376 /* Only detect nearby monsters */
377 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
379 /* Detect all non-invisible monsters */
380 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
382 /* Repair visibility later */
383 repair_monsters = TRUE;
385 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
386 update_monster(i, FALSE);
391 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
394 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
401 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
403 * @return 効力があった場合TRUEを返す
405 bool detect_monsters_invis(POSITION range)
411 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
413 for (i = 1; i < m_max; i++)
415 monster_type *m_ptr = &m_list[i];
416 monster_race *r_ptr = &r_info[m_ptr->r_idx];
418 /* Skip dead monsters */
419 if (!m_ptr->r_idx) continue;
424 /* Only detect nearby monsters */
425 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
427 /* Detect invisible monsters */
428 if (r_ptr->flags2 & RF2_INVISIBLE)
430 /* Update monster recall window */
431 if (p_ptr->monster_race_idx == m_ptr->r_idx)
433 p_ptr->window |= (PW_MONSTER);
436 /* Repair visibility later */
437 repair_monsters = TRUE;
439 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
440 update_monster(i, FALSE);
445 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
448 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
454 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
456 * @return 効力があった場合TRUEを返す
458 bool detect_monsters_evil(POSITION range)
464 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
466 for (i = 1; i < m_max; i++)
468 monster_type *m_ptr = &m_list[i];
469 monster_race *r_ptr = &r_info[m_ptr->r_idx];
471 /* Skip dead monsters */
472 if (!m_ptr->r_idx) continue;
477 /* Only detect nearby monsters */
478 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
480 /* Detect evil monsters */
481 if (r_ptr->flags3 & RF3_EVIL)
483 if (is_original_ap(m_ptr))
485 /* Take note that they are evil */
486 r_ptr->r_flags3 |= (RF3_EVIL);
488 /* Update monster recall window */
489 if (p_ptr->monster_race_idx == m_ptr->r_idx)
491 p_ptr->window |= (PW_MONSTER);
495 /* Repair visibility later */
496 repair_monsters = TRUE;
498 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
499 update_monster(i, FALSE);
505 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
511 * @brief 無生命のモンスターを感知する(アンデッド、悪魔系を含む) / Detect all "nonliving", "undead" or "demonic" monsters on current panel
513 * @return 効力があった場合TRUEを返す
515 bool detect_monsters_nonliving(POSITION range)
521 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
523 for (i = 1; i < m_max; i++)
525 monster_type *m_ptr = &m_list[i];
527 /* Skip dead monsters */
528 if (!m_ptr->r_idx) continue;
533 /* Only detect nearby monsters */
534 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
536 /* Detect non-living monsters */
537 if (!monster_living(m_ptr->r_idx))
539 /* Update monster recall window */
540 if (p_ptr->monster_race_idx == m_ptr->r_idx)
542 p_ptr->window |= (PW_MONSTER);
545 /* Repair visibility later */
546 repair_monsters = TRUE;
548 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
549 update_monster(i, FALSE);
555 msg_print(_("自然でないモンスターの存在を感じた!", "You sense the presence of unnatural beings!"));
561 * @brief 精神のあるモンスターを感知する / Detect all monsters it has mind on current panel
563 * @return 効力があった場合TRUEを返す
565 bool detect_monsters_mind(POSITION range)
571 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
573 for (i = 1; i < m_max; i++)
575 monster_type *m_ptr = &m_list[i];
576 monster_race *r_ptr = &r_info[m_ptr->r_idx];
578 /* Skip dead monsters */
579 if (!m_ptr->r_idx) continue;
584 /* Only detect nearby monsters */
585 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
587 /* Detect non-living monsters */
588 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
590 /* Update monster recall window */
591 if (p_ptr->monster_race_idx == m_ptr->r_idx)
593 p_ptr->window |= (PW_MONSTER);
596 /* Repair visibility later */
597 repair_monsters = TRUE;
599 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
600 update_monster(i, FALSE);
606 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
613 * @brief 該当シンボルのモンスターを感知する / Detect all (string) monsters on current panel
615 * @param Match 対応シンボルの混じったモンスター文字列(複数指定化)
616 * @return 効力があった場合TRUEを返す
618 bool detect_monsters_string(POSITION range, concptr Match)
624 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
626 for (i = 1; i < m_max; i++)
628 monster_type *m_ptr = &m_list[i];
629 monster_race *r_ptr = &r_info[m_ptr->r_idx];
631 /* Skip dead monsters */
632 if (!m_ptr->r_idx) continue;
637 /* Only detect nearby monsters */
638 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
640 /* Detect monsters with the same symbol */
641 if (my_strchr(Match, r_ptr->d_char))
643 /* Update monster recall window */
644 if (p_ptr->monster_race_idx == m_ptr->r_idx)
646 p_ptr->window |= (PW_MONSTER);
649 /* Repair visibility later */
650 repair_monsters = TRUE;
652 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
653 update_monster(i, FALSE);
658 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
661 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
667 * @brief flags3に対応するモンスターを感知する / A "generic" detect monsters routine, tagged to flags3
669 * @param match_flag 感知フラグ
670 * @return 効力があった場合TRUEを返す
672 bool detect_monsters_xxx(POSITION range, u32b match_flag)
677 concptr desc_monsters = _("変なモンスター", "weird monsters");
679 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
681 for (i = 1; i < m_max; i++)
683 monster_type *m_ptr = &m_list[i];
684 monster_race *r_ptr = &r_info[m_ptr->r_idx];
686 /* Skip dead monsters */
687 if (!m_ptr->r_idx) continue;
692 /* Only detect nearby monsters */
693 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
695 /* Detect evil monsters */
696 if (r_ptr->flags3 & (match_flag))
698 if (is_original_ap(m_ptr))
700 /* Take note that they are something */
701 r_ptr->r_flags3 |= (match_flag);
703 /* Update monster recall window */
704 if (p_ptr->monster_race_idx == m_ptr->r_idx)
706 p_ptr->window |= (PW_MONSTER);
710 /* Repair visibility later */
711 repair_monsters = TRUE;
713 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
714 update_monster(i, FALSE);
723 desc_monsters = _("デーモン", "demons");
726 desc_monsters = _("アンデッド", "the undead");
730 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
738 * @brief 全感知処理 / Detect everything
740 * @return 効力があった場合TRUEを返す
742 bool detect_all(POSITION range)
746 /* Detect everything */
747 if (detect_traps(range, TRUE)) detect = TRUE;
748 if (detect_doors(range)) detect = TRUE;
749 if (detect_stairs(range)) detect = TRUE;
751 /* There are too many hidden treasure. So... */
752 /* if (detect_treasure(range)) detect = TRUE; */
754 if (detect_objects_gold(range)) detect = TRUE;
755 if (detect_objects_normal(range)) detect = TRUE;
756 if (detect_monsters_invis(range)) detect = TRUE;
757 if (detect_monsters_normal(range)) detect = TRUE;
763 * @brief 視界内モンスターに魔法効果を与える / Apply a "project()" directly to all viewable monsters
766 * @return 効力があった場合TRUEを返す
769 * Note that affected monsters are NOT auto-tracked by this usage.
771 * To avoid misbehavior when monster deaths have side-effects,
772 * this is done in two passes. -- JDL
775 bool project_all_los(EFFECT_ID typ, HIT_POINT dam)
779 BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
780 bool obvious = FALSE;
783 /* Mark all (nearby) monsters */
784 for (i = 1; i < m_max; i++)
786 monster_type *m_ptr = &m_list[i];
788 /* Paranoia -- Skip dead monsters */
789 if (!m_ptr->r_idx) continue;
794 /* Require line of sight */
795 if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
797 /* Mark the monster */
798 m_ptr->mflag |= (MFLAG_TEMP);
801 /* Affect all marked monsters */
802 for (i = 1; i < m_max; i++)
804 monster_type *m_ptr = &m_list[i];
806 /* Skip unmarked monsters */
807 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
810 m_ptr->mflag &= ~(MFLAG_TEMP);
815 /* Jump directly to the target monster */
816 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
823 * @brief 視界内モンスターを加速する処理 / Speed monsters
824 * @return 効力があった場合TRUEを返す
826 bool speed_monsters(void)
828 return (project_all_los(GF_OLD_SPEED, p_ptr->lev));
832 * @brief 視界内モンスターを加速する処理 / Slow monsters
833 * @return 効力があった場合TRUEを返す
835 bool slow_monsters(int power)
837 return (project_all_los(GF_OLD_SLOW, power));
841 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
842 * @return 効力があった場合TRUEを返す
844 bool sleep_monsters(int power)
846 return (project_all_los(GF_OLD_SLEEP, power));
850 * @brief 視界内の邪悪なモンスターをテレポート・アウェイさせる処理 / Banish evil monsters
851 * @return 効力があった場合TRUEを返す
853 bool banish_evil(int dist)
855 return (project_all_los(GF_AWAY_EVIL, dist));
859 * @brief 視界内のアンデッド・モンスターを恐怖させる処理 / Turn undead
860 * @return 効力があった場合TRUEを返す
862 bool turn_undead(void)
864 bool tester = (project_all_los(GF_TURN_UNDEAD, p_ptr->lev));
866 chg_virtue(V_UNLIFE, -1);
871 * @brief 視界内のアンデッド・モンスターにダメージを与える処理 / Dispel undead monsters
872 * @return 効力があった場合TRUEを返す
874 bool dispel_undead(HIT_POINT dam)
876 bool tester = (project_all_los(GF_DISP_UNDEAD, dam));
878 chg_virtue(V_UNLIFE, -2);
883 * @brief 視界内の邪悪なモンスターにダメージを与える処理 / Dispel evil monsters
884 * @return 効力があった場合TRUEを返す
886 bool dispel_evil(HIT_POINT dam)
888 return (project_all_los(GF_DISP_EVIL, dam));
892 * @brief 視界内の善良なモンスターにダメージを与える処理 / Dispel good monsters
893 * @return 効力があった場合TRUEを返す
895 bool dispel_good(HIT_POINT dam)
897 return (project_all_los(GF_DISP_GOOD, dam));
901 * @brief 視界内のあらゆるモンスターにダメージを与える処理 / Dispel all monsters
902 * @return 効力があった場合TRUEを返す
904 bool dispel_monsters(HIT_POINT dam)
906 return (project_all_los(GF_DISP_ALL, dam));
910 * @brief 視界内の生命のあるモンスターにダメージを与える処理 / Dispel 'living' monsters
911 * @return 効力があった場合TRUEを返す
913 bool dispel_living(HIT_POINT dam)
915 return (project_all_los(GF_DISP_LIVING, dam));
919 * @brief 視界内の悪魔系モンスターにダメージを与える処理 / Dispel 'living' monsters
920 * @return 効力があった場合TRUEを返す
922 bool dispel_demons(HIT_POINT dam)
924 return (project_all_los(GF_DISP_DEMON, dam));
928 * @brief 視界内のモンスターに「聖戦」効果を与える処理
929 * @return 効力があった場合TRUEを返す
933 return (project_all_los(GF_CRUSADE, p_ptr->lev*4));
937 * @brief 視界内モンスターを怒らせる処理 / Wake up all monsters, and speed up "los" monsters.
938 * @param who 怒らせる原因を起こしたモンスター(0ならばプレイヤー)
941 void aggravate_monsters(MONSTER_IDX who)
947 /* Aggravate everyone nearby */
948 for (i = 1; i < m_max; i++)
950 monster_type *m_ptr = &m_list[i];
952 /* Paranoia -- Skip dead monsters */
953 if (!m_ptr->r_idx) continue;
955 /* Skip aggravating monster (or player) */
956 if (i == who) continue;
958 /* Wake up nearby sleeping monsters */
959 if (m_ptr->cdis < MAX_SIGHT * 2)
962 if (MON_CSLEEP(m_ptr))
964 (void)set_monster_csleep(i, 0);
967 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
970 /* Speed up monsters in line of sight */
971 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
975 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
981 if (speed) msg_print(_("付近で何かが突如興奮したような感じを受けた!", "You feel a sudden stirring nearby!"));
982 else if (sleep) msg_print(_("何かが突如興奮したような騒々しい音が遠くに聞こえた!", "You hear a sudden stirring in the distance!"));
983 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
988 * @brief モンスターへの単体抹殺処理サブルーチン / Delete a non-unique/non-quest monster
989 * @param m_idx 抹殺するモンスターID
991 * @param player_cast プレイヤーの魔法によるものならば TRUE
992 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
993 * @param spell_name 抹殺効果を起こした魔法の名前
994 * @return 効力があった場合TRUEを返す
996 bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, concptr spell_name)
998 int msec = delay_factor * delay_factor * delay_factor;
999 monster_type *m_ptr = &m_list[m_idx];
1000 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1001 bool resist = FALSE;
1003 if (is_pet(m_ptr) && !player_cast) return FALSE;
1005 /* Hack -- Skip Unique Monsters or Quest Monsters */
1006 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1007 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1008 else if (m_idx == p_ptr->riding) resist = TRUE;
1009 else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
1010 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1011 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1016 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1018 GAME_TEXT m_name[MAX_NLEN];
1020 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1021 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1024 delete_monster_idx(m_idx);
1027 if (resist && player_cast)
1029 bool see_m = is_seen(m_ptr);
1030 GAME_TEXT m_name[MAX_NLEN];
1032 monster_desc(m_name, m_ptr, 0);
1035 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1037 if (MON_CSLEEP(m_ptr))
1039 (void)set_monster_csleep(m_idx, 0);
1042 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1045 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1049 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1053 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1058 take_hit(DAMAGE_GENO, randint1(dam_side), format(_("%^sの呪文を唱えた疲労", "the strain of casting %^s"), spell_name), -1);
1061 /* Visual feedback */
1062 move_cursor_relative(p_ptr->y, p_ptr->x);
1064 p_ptr->redraw |= (PR_HP);
1065 p_ptr->window |= (PW_PLAYER);
1070 Term_xtra(TERM_XTRA_DELAY, msec);
1077 * @brief モンスターへのシンボル抹殺処理ルーチン / Delete all non-unique/non-quest monsters of a given "type" from the level
1078 * @param power 抹殺の威力
1079 * @param player_cast プレイヤーの魔法によるものならば TRUE
1080 * @return 効力があった場合TRUEを返す
1082 bool symbol_genocide(int power, bool player_cast)
1086 bool result = FALSE;
1088 /* Prevent genocide in quest levels */
1089 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1094 /* Mega-Hack -- Get a monster symbol */
1095 while (!get_com(_("どの種類(文字)のモンスターを抹殺しますか: ", "Choose a monster race (by symbol) to genocide: "), &typ, FALSE)) ;
1097 /* Delete the monsters of that "type" */
1098 for (i = 1; i < m_max; i++)
1100 monster_type *m_ptr = &m_list[i];
1101 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1103 /* Paranoia -- Skip dead monsters */
1104 if (!m_ptr->r_idx) continue;
1106 /* Skip "wrong" monsters */
1107 if (r_ptr->d_char != typ) continue;
1109 result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
1114 chg_virtue(V_VITALITY, -2);
1115 chg_virtue(V_CHANCE, -1);
1123 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1124 * @param power 抹殺の威力
1125 * @param player_cast プレイヤーの魔法によるものならば TRUE
1126 * @return 効力があった場合TRUEを返す
1128 bool mass_genocide(int power, bool player_cast)
1131 bool result = FALSE;
1133 /* Prevent mass genocide in quest levels */
1134 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1139 /* Delete the (nearby) monsters */
1140 for (i = 1; i < m_max; i++)
1142 monster_type *m_ptr = &m_list[i];
1144 /* Paranoia -- Skip dead monsters */
1145 if (!m_ptr->r_idx) continue;
1147 /* Skip distant monsters */
1148 if (m_ptr->cdis > MAX_SIGHT) continue;
1151 result |= genocide_aux(i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1156 chg_virtue(V_VITALITY, -2);
1157 chg_virtue(V_CHANCE, -1);
1165 * @brief アンデッド・モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) undead
1166 * @param power 抹殺の威力
1167 * @param player_cast プレイヤーの魔法によるものならば TRUE
1168 * @return 効力があった場合TRUEを返す
1170 bool mass_genocide_undead(int power, bool player_cast)
1173 bool result = FALSE;
1175 /* Prevent mass genocide in quest levels */
1176 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1181 /* Delete the (nearby) monsters */
1182 for (i = 1; i < m_max; i++)
1184 monster_type *m_ptr = &m_list[i];
1185 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1187 /* Paranoia -- Skip dead monsters */
1188 if (!m_ptr->r_idx) continue;
1190 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1192 /* Skip distant monsters */
1193 if (m_ptr->cdis > MAX_SIGHT) continue;
1196 result |= genocide_aux(i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1201 chg_virtue(V_UNLIFE, -2);
1202 chg_virtue(V_CHANCE, -1);
1210 * @brief 周辺モンスターを調査する / Probe nearby monsters
1211 * @return 効力があった場合TRUEを返す
1216 int speed; /* TODO */
1227 /* Probe all (nearby) monsters */
1228 for (i = 1; i < m_max; i++)
1230 monster_type *m_ptr = &m_list[i];
1231 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1233 /* Paranoia -- Skip dead monsters */
1234 if (!m_ptr->r_idx) continue;
1236 /* Require line of sight */
1237 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
1239 /* Probe visible monsters */
1242 GAME_TEXT m_name[MAX_NLEN];
1244 /* Start the message */
1247 msg_print(_("調査中...", "Probing..."));
1252 if (!is_original_ap(m_ptr))
1254 if (m_ptr->mflag2 & MFLAG2_KAGE)
1255 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1257 m_ptr->ap_r_idx = m_ptr->r_idx;
1258 lite_spot(m_ptr->fy, m_ptr->fx);
1260 /* Get "the monster" or "something" */
1261 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1263 speed = m_ptr->mspeed - 110;
1264 if (MON_FAST(m_ptr)) speed += 10;
1265 if (MON_SLOW(m_ptr)) speed -= 10;
1266 if (ironman_nightmare) speed += 5;
1268 /* Get the monster's alignment */
1269 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
1270 else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
1271 else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
1272 else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) _(align = "中立(善悪)", "neutral(good&evil)");
1273 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
1274 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
1275 else align = _("中立", "neutral");
1277 /* Describe the monster */
1278 sprintf(buf,_("%s ... 属性:%s HP:%d/%d AC:%d 速度:%s%d 経験:", "%s ... align:%s HP:%d/%d AC:%d speed:%s%d exp:"),
1279 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1281 if (r_ptr->next_r_idx)
1283 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1287 strcat(buf, "xxx ");
1290 if (MON_CSLEEP(m_ptr)) strcat(buf,_("睡眠 ", "sleeping "));
1291 if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
1292 if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
1293 if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
1294 if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
1295 buf[strlen(buf)-1] = '\0';
1298 /* HACK : Add the line to message buffer */
1301 p_ptr->window |= (PW_MESSAGE);
1304 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
1307 Term_erase(0, 0, 255);
1309 /* Learn everything about this monster */
1310 if (lore_do_probe(m_ptr->r_idx))
1312 /* Get base name of monster */
1313 strcpy(buf, (r_name + r_ptr->name));
1316 /* Note that we learnt some new flags -Mogami- */
1317 msg_format("%sについてさらに詳しくなった気がする。", buf);
1322 /* Note that we learnt some new flags -Mogami- */
1323 msg_format("You now know more about %s.", buf);
1325 /* Clear -more- prompt */
1340 chg_virtue(V_KNOWLEDGE, 1);
1341 msg_print(_("これで全部です。", "That's all."));
1349 * @brief *破壊*処理を行う / The spell of destruction
1350 * @param y1 破壊の中心Y座標
1351 * @param x1 破壊の中心X座標
1353 * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
1354 * @return 効力があった場合TRUEを返す
1357 * This spell "deletes" monsters (instead of "killing" them).
1359 * Later we may use one function for both "destruction" and
1360 * "earthquake" by using the "full" to select "destruction".
1363 bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
1370 /* Prevent destruction of quest levels and town */
1371 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1376 /* Lose monster light */
1377 if (!in_generate) clear_mon_lite();
1379 /* Big area of affect */
1380 for (y = (y1 - r); y <= (y1 + r); y++)
1382 for (x = (x1 - r); x <= (x1 + r); x++)
1384 /* Skip illegal grids */
1385 if (!in_bounds(y, x)) continue;
1387 /* Extract the distance */
1388 k = distance(y1, x1, y, x);
1390 /* Stay in the circle of death */
1391 if (k > r) continue;
1392 c_ptr = &cave[y][x];
1394 /* Lose room and vault */
1395 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1397 /* Lose light and knowledge */
1398 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
1400 if (!in_generate) /* Normal */
1403 c_ptr->info &= ~(CAVE_UNSAFE);
1405 /* Hack -- Notice player affect */
1406 if (player_bold(y, x))
1408 /* Hurt the player later */
1411 /* Do not hurt this grid */
1416 /* Hack -- Skip the epicenter */
1417 if ((y == y1) && (x == x1)) continue;
1421 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1422 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1424 if (in_generate) /* In generation */
1426 /* Delete the monster (if any) */
1427 delete_monster(y, x);
1429 else if (r_ptr->flags1 & RF1_QUESTOR)
1431 /* Heal the monster */
1432 m_ptr->hp = m_ptr->maxhp;
1434 /* Try to teleport away quest monsters */
1435 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
1439 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1441 GAME_TEXT m_name[MAX_NLEN];
1443 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1444 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
1447 /* Delete the monster (if any) */
1448 delete_monster(y, x);
1452 /* During generation, destroyed artifacts are "preserved" */
1453 if (preserve_mode || in_generate)
1455 OBJECT_IDX this_o_idx, next_o_idx = 0;
1457 /* Scan all objects in the grid */
1458 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1461 o_ptr = &o_list[this_o_idx];
1463 /* Acquire next object */
1464 next_o_idx = o_ptr->next_o_idx;
1466 /* Hack -- Preserve unknown artifacts */
1467 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
1469 /* Mega-Hack -- Preserve the artifact */
1470 a_info[o_ptr->name1].cur_num = 0;
1472 if (in_generate && cheat_peek)
1474 GAME_TEXT o_name[MAX_NLEN];
1475 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1476 msg_format(_("伝説のアイテム (%s) は生成中に*破壊*された。", "Artifact (%s) was *destroyed* during generation."), o_name);
1479 else if (in_generate && cheat_peek && o_ptr->art_name)
1481 msg_print(_("ランダム・アーティファクトの1つは生成中に*破壊*された。",
1482 "One of the random artifacts was *destroyed* during generation."));
1487 /* Delete objects */
1488 delete_object(y, x);
1490 /* Destroy "non-permanent" grids */
1491 if (!cave_perma_grid(c_ptr))
1493 /* Wall (or floor) type */
1496 if (!in_generate) /* Normal */
1500 /* Create granite wall */
1501 cave_set_feat(y, x, feat_granite);
1505 /* Create quartz vein */
1506 cave_set_feat(y, x, feat_quartz_vein);
1510 /* Create magma vein */
1511 cave_set_feat(y, x, feat_magma_vein);
1516 cave_set_feat(y, x, floor_type[randint0(100)]);
1519 else /* In generation */
1523 /* Create granite wall */
1524 place_extra_grid(c_ptr);
1528 /* Create quartz vein */
1529 c_ptr->feat = feat_quartz_vein;
1533 /* Create magma vein */
1534 c_ptr->feat = feat_magma_vein;
1539 place_floor_grid(c_ptr);
1542 /* Clear garbage of hidden trap or door */
1551 /* Process "re-glowing" */
1552 for (y = (y1 - r); y <= (y1 + r); y++)
1554 for (x = (x1 - r); x <= (x1 + r); x++)
1556 /* Skip illegal grids */
1557 if (!in_bounds(y, x)) continue;
1559 /* Extract the distance */
1560 k = distance(y1, x1, y, x);
1562 /* Stay in the circle of death */
1563 if (k > r) continue;
1564 c_ptr = &cave[y][x];
1566 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
1567 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
1573 for (i = 0; i < 9; i++)
1575 yy = y + ddy_ddd[i];
1576 xx = x + ddx_ddd[i];
1577 if (!in_bounds2(yy, xx)) continue;
1578 cc_ptr = &cave[yy][xx];
1579 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1581 c_ptr->info |= CAVE_GLOW;
1589 /* Hack -- Affect player */
1592 msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
1594 /* Blind the player */
1595 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
1598 (void)set_blind(p_ptr->blind + 10 + randint1(10));
1604 /* Mega-Hack -- Forget the view and lite */
1605 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1606 p_ptr->redraw |= (PR_MAP);
1607 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1609 if (p_ptr->special_defense & NINJA_S_STEALTH)
1611 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1621 * @brief 地震処理(サブルーチン) /
1622 * Induce an "earthquake" of the given radius at the given location.
1623 * @return 効力があった場合TRUEを返す
1627 * @param m_idx 地震を起こしたモンスターID(0ならばプレイヤー)
1631 * This will turn some walls into floors and some floors into walls.
1633 * The player will take damage and "jump" into a safe grid if possible,
1634 * otherwise, he will "tunnel" through the rubble instantaneously.
1636 * Monsters will take damage, and "jump" into a safe grid if possible,
1637 * otherwise they will be "buried" in the rubble, disappearing from
1638 * the level in the same way that they do when genocided.
1640 * Note that thus the player and monsters (except eaters of walls and
1641 * passers through walls) will never occupy the same grid as a wall.
1642 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
1643 * for a single turn, unless that monster can pass_walls or kill_walls.
1644 * This has allowed massive simplification of the "monster" code.
1647 bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
1651 POSITION y, x, yy, xx, dy, dx;
1654 POSITION sy = 0, sx = 0;
1660 /* Prevent destruction of quest levels and town */
1661 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1666 /* Paranoia -- Enforce maximum range */
1669 /* Clear the "maximal blast" area */
1670 for (y = 0; y < 32; y++)
1672 for (x = 0; x < 32; x++)
1678 /* Check around the epicenter */
1679 for (dy = -r; dy <= r; dy++)
1681 for (dx = -r; dx <= r; dx++)
1683 /* Extract the location */
1687 /* Skip illegal grids */
1688 if (!in_bounds(yy, xx)) continue;
1690 /* Skip distant grids */
1691 if (distance(cy, cx, yy, xx) > r) continue;
1692 c_ptr = &cave[yy][xx];
1694 /* Lose room and vault */
1695 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
1697 /* Lose light and knowledge */
1698 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
1700 /* Skip the epicenter */
1701 if (!dx && !dy) continue;
1703 /* Skip most grids */
1704 if (randint0(100) < 85) continue;
1706 /* Damage this grid */
1707 map[16+yy-cy][16+xx-cx] = TRUE;
1709 /* Hack -- Take note of player damage */
1710 if (player_bold(yy, xx)) hurt = TRUE;
1714 /* First, affect the player (if necessary) */
1715 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
1717 /* Check around the player */
1718 for (i = 0; i < 8; i++)
1720 /* Access the location */
1721 y = p_ptr->y + ddy_ddd[i];
1722 x = p_ptr->x + ddx_ddd[i];
1724 /* Skip non-empty grids */
1725 if (!cave_empty_bold(y, x)) continue;
1727 /* Important -- Skip "quake" grids */
1728 if (map[16+y-cy][16+x-cx]) continue;
1730 if (cave[y][x].m_idx) continue;
1732 /* Count "safe" grids */
1735 /* Randomize choice */
1736 if (randint0(sn) > 0) continue;
1738 /* Save the safe location */
1742 /* Random message */
1743 switch (randint1(3))
1747 msg_print(_("ダンジョンの壁が崩れた!", "The cave ceiling collapses!"));
1752 msg_print(_("ダンジョンの床が不自然にねじ曲がった!", "The cave floor twists in an unnatural way!"));
1757 msg_print(_("ダンジョンが揺れた!崩れた岩が頭に降ってきた!", "The cave quakes! You are pummeled with debris!"));
1762 /* Hurt the player a lot */
1765 /* Message and damage */
1766 msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
1770 /* Destroy the grid, and push the player to safety */
1773 /* Calculate results */
1774 switch (randint1(3))
1778 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
1784 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
1785 damage = damroll(10, 4);
1786 (void)set_stun(p_ptr->stun + randint1(50));
1791 msg_print(_("あなたは床と壁との間に挟まれてしまった!", "You are crushed between the floor and ceiling!"));
1792 damage = damroll(10, 4);
1793 (void)set_stun(p_ptr->stun + randint1(50));
1798 /* Move the player to the safe location */
1799 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
1802 /* Important -- no wall on player */
1803 map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
1811 GAME_TEXT m_name[MAX_NLEN];
1812 monster_type *m_ptr = &m_list[m_idx];
1814 /* Get the monster's real name */
1815 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1817 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
1821 killer = _("地震", "an earthquake");
1824 take_hit(DAMAGE_ATTACK, damage, killer, -1);
1828 /* Examine the quaked region */
1829 for (dy = -r; dy <= r; dy++)
1831 for (dx = -r; dx <= r; dx++)
1833 /* Extract the location */
1837 /* Skip unaffected grids */
1838 if (!map[16+yy-cy][16+xx-cx]) continue;
1839 c_ptr = &cave[yy][xx];
1841 if (c_ptr->m_idx == p_ptr->riding) continue;
1843 /* Process monsters */
1846 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1847 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1849 /* Quest monsters */
1850 if (r_ptr->flags1 & RF1_QUESTOR)
1852 /* No wall on quest monsters */
1853 map[16+yy-cy][16+xx-cx] = FALSE;
1858 /* Most monsters cannot co-exist with rock */
1859 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
1860 !(r_ptr->flags2 & (RF2_PASS_WALL)))
1862 GAME_TEXT m_name[MAX_NLEN];
1864 /* Assume not safe */
1867 /* Monster can move to escape the wall */
1868 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
1870 /* Look for safety */
1871 for (i = 0; i < 8; i++)
1873 y = yy + ddy_ddd[i];
1874 x = xx + ddx_ddd[i];
1876 /* Skip non-empty grids */
1877 if (!cave_empty_bold(y, x)) continue;
1879 /* Hack -- no safety on glyph of warding */
1880 if (is_glyph_grid(&cave[y][x])) continue;
1881 if (is_explosive_rune_grid(&cave[y][x])) continue;
1883 /* ... nor on the Pattern */
1884 if (pattern_tile(y, x)) continue;
1886 /* Important -- Skip "quake" grids */
1887 if (map[16+y-cy][16+x-cx]) continue;
1889 if (cave[y][x].m_idx) continue;
1890 if (player_bold(y, x)) continue;
1892 /* Count "safe" grids */
1895 /* Randomize choice */
1896 if (randint0(sn) > 0) continue;
1898 /* Save the safe grid */
1903 /* Describe the monster */
1904 monster_desc(m_name, m_ptr, 0);
1906 /* Scream in pain */
1907 if (!ignore_unview || is_seen(m_ptr)) msg_format(_("%^sは苦痛で泣きわめいた!", "%^s wails out in pain!"), m_name);
1909 /* Take damage from the quake */
1910 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
1912 /* Monster is certainly awake */
1913 (void)set_monster_csleep(c_ptr->m_idx, 0);
1915 /* Apply damage directly */
1916 m_ptr->hp -= damage;
1918 /* Delete (not kill) "dead" monsters */
1921 if (!ignore_unview || is_seen(m_ptr))
1922 msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
1926 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
1928 char m2_name[MAX_NLEN];
1930 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
1931 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
1935 delete_monster(yy, xx);
1937 /* No longer safe */
1941 /* Hack -- Escape from the rock */
1944 IDX m_idx_aux = cave[yy][xx].m_idx;
1946 /* Update the old location */
1947 cave[yy][xx].m_idx = 0;
1949 /* Update the new location */
1950 cave[sy][sx].m_idx = m_idx_aux;
1952 /* Move the monster */
1956 update_monster(m_idx, TRUE);
1965 /* Lose monster light */
1968 /* Examine the quaked region */
1969 for (dy = -r; dy <= r; dy++)
1971 for (dx = -r; dx <= r; dx++)
1973 /* Extract the location */
1977 /* Skip unaffected grids */
1978 if (!map[16+yy-cy][16+xx-cx]) continue;
1980 c_ptr = &cave[yy][xx];
1982 /* Paranoia -- never affect player */
1983 /* if (player_bold(yy, xx)) continue; */
1985 /* Destroy location (if valid) */
1986 if (cave_valid_bold(yy, xx))
1988 /* Delete objects */
1989 delete_object(yy, xx);
1991 /* Wall (or floor) type */
1992 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
1997 /* Create granite wall */
1998 cave_set_feat(yy, xx, feat_granite);
2004 /* Create quartz vein */
2005 cave_set_feat(yy, xx, feat_quartz_vein);
2011 /* Create magma vein */
2012 cave_set_feat(yy, xx, feat_magma_vein);
2019 cave_set_feat(yy, xx, floor_type[randint0(100)]);
2026 /* Process "re-glowing" */
2027 for (dy = -r; dy <= r; dy++)
2029 for (dx = -r; dx <= r; dx++)
2031 /* Extract the location */
2035 /* Skip illegal grids */
2036 if (!in_bounds(yy, xx)) continue;
2038 /* Skip distant grids */
2039 if (distance(cy, cx, yy, xx) > r) continue;
2040 c_ptr = &cave[yy][xx];
2042 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
2043 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
2048 for (ii = 0; ii < 9; ii++)
2050 yyy = yy + ddy_ddd[ii];
2051 xxx = xx + ddx_ddd[ii];
2052 if (!in_bounds2(yyy, xxx)) continue;
2053 cc_ptr = &cave[yyy][xxx];
2054 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2056 c_ptr->info |= CAVE_GLOW;
2065 /* Mega-Hack -- Forget the view and lite */
2066 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2068 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
2070 /* Update the health bar */
2071 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
2073 p_ptr->redraw |= (PR_MAP);
2075 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2077 if (p_ptr->special_defense & NINJA_S_STEALTH)
2079 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2087 * @brief 地震処理(プレイヤーの中心発動) /
2088 * Induce an "earthquake" of the given radius at the given location.
2089 * @return 効力があった場合TRUEを返す
2094 bool earthquake(POSITION cy, POSITION cx, POSITION r)
2096 return earthquake_aux(cy, cx, r, 0);
2103 void discharge_minion(void)
2108 for (i = 1; i < m_max; i++)
2110 monster_type *m_ptr = &m_list[i];
2111 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2112 if (m_ptr->nickname) okay = FALSE;
2114 if (!okay || p_ptr->riding)
2116 if (!get_check(_("本当に全ペットを爆破しますか?", "You will blast all pets. Are you sure? ")))
2119 for (i = 1; i < m_max; i++)
2122 monster_type *m_ptr = &m_list[i];
2123 monster_race *r_ptr;
2125 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2126 r_ptr = &r_info[m_ptr->r_idx];
2128 /* Uniques resist discharging */
2129 if (r_ptr->flags1 & RF1_UNIQUE)
2131 GAME_TEXT m_name[MAX_NLEN];
2132 monster_desc(m_name, m_ptr, 0x00);
2133 msg_format(_("%sは爆破されるのを嫌がり、勝手に自分の世界へと帰った。", "%^s resists to be blasted, and run away."), m_name);
2134 delete_monster_idx(i);
2137 dam = m_ptr->maxhp / 2;
2138 if (dam > 100) dam = (dam-100)/2 + 100;
2139 if (dam > 400) dam = (dam-400)/2 + 400;
2140 if (dam > 800) dam = 800;
2141 project(i, 2+(r_ptr->level/20), m_ptr->fy,
2142 m_ptr->fx, dam, GF_PLASMA,
2143 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
2145 if (record_named_pet && m_ptr->nickname)
2147 GAME_TEXT m_name[MAX_NLEN];
2149 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2150 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
2153 delete_monster_idx(i);
2159 * @brief 部屋全体を照らすサブルーチン
2163 * This routine clears the entire "temp" set.
2164 * This routine will Perma-Lite all "temp" grids.
2165 * This routine is used (only) by "lite_room()"
2166 * Dark grids are illuminated.
2167 * Also, process all affected monsters.
2169 * SMART monsters always wake up when illuminated
2170 * NORMAL monsters wake up 1/4 the time when illuminated
2171 * STUPID monsters wake up 1/10 the time when illuminated
2174 static void cave_temp_room_lite(void)
2178 /* Clear them all */
2179 for (i = 0; i < temp_n; i++)
2181 POSITION y = temp_y[i];
2182 POSITION x = temp_x[i];
2184 cave_type *c_ptr = &cave[y][x];
2186 /* No longer in the array */
2187 c_ptr->info &= ~(CAVE_TEMP);
2189 /* Update only non-CAVE_GLOW grids */
2190 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
2193 c_ptr->info |= (CAVE_GLOW);
2195 /* Process affected monsters */
2199 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2200 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2201 update_monster(c_ptr->m_idx, FALSE);
2203 /* Stupid monsters rarely wake up */
2204 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
2206 /* Smart monsters always wake up */
2207 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
2209 /* Sometimes monsters wake up */
2210 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
2213 (void)set_monster_csleep(c_ptr->m_idx, 0);
2215 /* Notice the "waking up" */
2218 GAME_TEXT m_name[MAX_NLEN];
2219 monster_desc(m_name, m_ptr, 0);
2220 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2230 update_local_illumination(y, x);
2240 * @brief 部屋全体を暗くするサブルーチン
2244 * This routine clears the entire "temp" set.
2245 * This routine will "darken" all "temp" grids.
2246 * In addition, some of these grids will be "unmarked".
2247 * This routine is used (only) by "unlite_room()"
2248 * Also, process all affected monsters
2251 static void cave_temp_room_unlite(void)
2255 /* Clear them all */
2256 for (i = 0; i < temp_n; i++)
2258 POSITION y = temp_y[i];
2259 POSITION x = temp_x[i];
2262 cave_type *c_ptr = &cave[y][x];
2263 bool do_dark = !is_mirror_grid(c_ptr);
2265 /* No longer in the array */
2266 c_ptr->info &= ~(CAVE_TEMP);
2268 /* Darken the grid */
2271 if (dun_level || !is_daytime())
2273 for (j = 0; j < 9; j++)
2275 int by = y + ddy_ddd[j];
2276 int bx = x + ddx_ddd[j];
2278 if (in_bounds2(by, bx))
2280 cave_type *cc_ptr = &cave[by][bx];
2282 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2290 if (!do_dark) continue;
2293 c_ptr->info &= ~(CAVE_GLOW);
2295 /* Hack -- Forget "boring" grids */
2296 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
2298 /* Forget the grid */
2299 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
2304 /* Process affected monsters */
2307 update_monster(c_ptr->m_idx, FALSE);
2312 update_local_illumination(y, x);
2322 * @brief 周辺に関数ポインタの条件に該当する地形がいくつあるかを計算する / Determine how much contiguous open space this grid is next to
2325 * @param pass_bold 地形条件を返す関数ポインタ
2328 static int next_to_open(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2335 for (i = 0; i < 16; i++)
2337 y = cy + ddy_cdd[i % 8];
2338 x = cx + ddx_cdd[i % 8];
2340 /* Found a wall, break the length */
2341 if (!pass_bold(y, x))
2343 /* Track best length */
2357 return (MAX(len, blen));
2361 * @brief 周辺に関数ポインタの条件に該当する地形がいくつあるかを計算する / Determine how much contiguous open space this grid is next to
2364 * @param pass_bold 地形条件を返す関数ポインタ
2367 static int next_to_walls_adj(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2373 for (i = 0; i < 8; i++)
2375 y = cy + ddy_ddd[i];
2376 x = cx + ddx_ddd[i];
2378 if (!pass_bold(y, x)) c++;
2386 * @brief 部屋内にある一点の周囲に該当する地形数かいくつあるかをグローバル変数temp_nに返す / Aux function -- see below
2387 * @param y 部屋内のy座標1点
2388 * @param x 部屋内のx座標1点
2389 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
2390 * @param pass_bold 地形条件を返す関数ポインタ
2393 static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pass_bold)(POSITION, POSITION))
2398 c_ptr = &cave[y][x];
2400 /* Avoid infinite recursion */
2401 if (c_ptr->info & (CAVE_TEMP)) return;
2403 /* Do not "leave" the current room */
2404 if (!(c_ptr->info & (CAVE_ROOM)))
2406 if (only_room) return;
2409 if (!in_bounds2(y, x)) return;
2411 /* Do not exceed the maximum spell range */
2412 if (distance(p_ptr->y, p_ptr->x, y, x) > MAX_RANGE) return;
2414 /* Verify this grid */
2416 * The reason why it is ==6 instead of >5 is that 8 is impossible
2417 * due to the check for cave_bold above.
2418 * 7 lights dead-end corridors (you need to do this for the
2419 * checkboard interesting rooms, so that the boundary is lit
2421 * This leaves only a check for 6 bounding walls!
2423 if (in_bounds(y, x) && pass_bold(y, x) &&
2424 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
2427 /* Paranoia -- verify space */
2428 if (temp_n == TEMP_MAX) return;
2430 /* Mark the grid as "seen" */
2431 c_ptr->info |= (CAVE_TEMP);
2433 /* Add it to the "seen" set */
2440 * @brief 指定のマスが光を通すか(LOSフラグを持つか)を返す。 / Aux function -- see below
2443 * @return 光を通すならばtrueを返す。
2445 static bool cave_pass_lite_bold(POSITION y, POSITION x)
2447 return cave_los_bold(y, x);
2451 * @brief 部屋内にある一点の周囲がいくつ光を通すかをグローバル変数temp_nに返す / Aux function -- see below
2456 static void cave_temp_lite_room_aux(POSITION y, POSITION x)
2458 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
2462 * @brief 指定のマスが光を通さず射線のみを通すかを返す。 / Aux function -- see below
2465 * @return 射線を通すならばtrueを返す。
2467 static bool cave_pass_dark_bold(POSITION y, POSITION x)
2469 return cave_have_flag_bold(y, x, FF_PROJECT);
2474 * @brief 部屋内にある一点の周囲がいくつ射線を通すかをグローバル変数temp_nに返す / Aux function -- see below
2479 static void cave_temp_unlite_room_aux(POSITION y, POSITION x)
2481 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
2486 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
2491 void lite_room(POSITION y1, POSITION x1)
2496 /* Add the initial grid */
2497 cave_temp_lite_room_aux(y1, x1);
2499 /* While grids are in the queue, add their neighbors */
2500 for (i = 0; i < temp_n; i++)
2502 x = temp_x[i], y = temp_y[i];
2504 /* Walls get lit, but stop light */
2505 if (!cave_pass_lite_bold(y, x)) continue;
2507 /* Spread adjacent */
2508 cave_temp_lite_room_aux(y + 1, x);
2509 cave_temp_lite_room_aux(y - 1, x);
2510 cave_temp_lite_room_aux(y, x + 1);
2511 cave_temp_lite_room_aux(y, x - 1);
2513 /* Spread diagonal */
2514 cave_temp_lite_room_aux(y + 1, x + 1);
2515 cave_temp_lite_room_aux(y - 1, x - 1);
2516 cave_temp_lite_room_aux(y - 1, x + 1);
2517 cave_temp_lite_room_aux(y + 1, x - 1);
2520 /* Now, lite them all up at once */
2521 cave_temp_room_lite();
2523 if (p_ptr->special_defense & NINJA_S_STEALTH)
2525 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2531 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
2536 void unlite_room(POSITION y1, POSITION x1)
2541 /* Add the initial grid */
2542 cave_temp_unlite_room_aux(y1, x1);
2544 /* Spread, breadth first */
2545 for (i = 0; i < temp_n; i++)
2547 x = temp_x[i], y = temp_y[i];
2549 /* Walls get dark, but stop darkness */
2550 if (!cave_pass_dark_bold(y, x)) continue;
2552 /* Spread adjacent */
2553 cave_temp_unlite_room_aux(y + 1, x);
2554 cave_temp_unlite_room_aux(y - 1, x);
2555 cave_temp_unlite_room_aux(y, x + 1);
2556 cave_temp_unlite_room_aux(y, x - 1);
2558 /* Spread diagonal */
2559 cave_temp_unlite_room_aux(y + 1, x + 1);
2560 cave_temp_unlite_room_aux(y - 1, x - 1);
2561 cave_temp_unlite_room_aux(y - 1, x + 1);
2562 cave_temp_unlite_room_aux(y + 1, x - 1);
2565 /* Now, darken them all at once */
2566 cave_temp_room_unlite();
2572 * @brief プレイヤー位置を中心にLITE_WEAK属性を通じた照明処理を行う / Hack -- call light around the player Affect all monsters in the projection radius
2575 * @return 作用が実際にあった場合TRUEを返す
2577 bool lite_area(HIT_POINT dam, POSITION rad)
2579 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2581 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
2583 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
2587 /* Hack -- Message */
2590 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
2593 /* Hook into the "project()" function */
2594 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1);
2596 /* Lite up the room */
2597 lite_room(p_ptr->y, p_ptr->x);
2605 * @brief プレイヤー位置を中心にLITE_DARK属性を通じた消灯処理を行う / Hack -- call light around the player Affect all monsters in the projection radius
2608 * @return 作用が実際にあった場合TRUEを返す
2610 bool unlite_area(HIT_POINT dam, POSITION rad)
2612 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2614 /* Hack -- Message */
2617 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
2620 /* Hook into the "project()" function */
2621 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1);
2623 /* Lite up the room */
2624 unlite_room(p_ptr->y, p_ptr->x);
2633 * @brief ボール系スペルの発動 / Cast a ball spell
2635 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2638 * @return 作用が実際にあった場合TRUEを返す
2641 * Stop if we hit a monster, act as a "ball"
2642 * Allow "target" mode to pass over monsters
2643 * Affect grids, objects, and monsters
2646 bool fire_ball(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2650 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2652 if (typ == GF_CHARM_LIVING) flg|= PROJECT_HIDE;
2653 /* Use the given direction */
2654 tx = p_ptr->x + 99 * ddx[dir];
2655 ty = p_ptr->y + 99 * ddy[dir];
2657 /* Hack -- Use an actual "target" */
2658 if ((dir == 5) && target_okay())
2660 flg &= ~(PROJECT_STOP);
2665 /* Analyze the "dir" and the "target". Hurt items on floor. */
2666 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2670 * @brief ブレス系スペルの発動 / Cast a breath spell
2672 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2675 * @return 作用が実際にあった場合TRUEを返す
2678 * Stop if we hit a monster, act as a "ball"
2679 * Allow "target" mode to pass over monsters
2680 * Affect grids, objects, and monsters
2683 bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2685 return fire_ball(typ, dir, dam, -rad);
2690 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
2692 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2695 * @return 作用が実際にあった場合TRUEを返す
2698 * Stop if we hit a monster, act as a "ball"
2699 * Allow "target" mode to pass over monsters
2700 * Affect grids, objects, and monsters
2703 bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2706 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2708 /* Use the given direction */
2709 tx = p_ptr->x + 99 * ddx[dir];
2710 ty = p_ptr->y + 99 * ddy[dir];
2712 /* Hack -- Use an actual "target" */
2713 if ((dir == 5) && target_okay())
2719 /* Analyze the "dir" and the "target". Hurt items on floor. */
2720 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2725 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
2727 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2730 * @return 作用が実際にあった場合TRUEを返す
2733 * Stop if we hit a monster, act as a "ball"
2734 * Allow "target" mode to pass over monsters
2735 * Affect grids, objects, and monsters
2738 bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2741 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
2743 /* Use the given direction */
2744 tx = p_ptr->x + 99 * ddx[dir];
2745 ty = p_ptr->y + 99 * ddy[dir];
2747 /* Hack -- Use an actual "target" */
2748 if ((dir == 5) && target_okay())
2750 flg &= ~(PROJECT_STOP);
2755 /* Analyze the "dir" and the "target". Hurt items on floor. */
2756 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2761 * @brief メテオ系スペルの発動 / Cast a meteor spell
2762 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
2768 * @return 作用が実際にあった場合TRUEを返す
2771 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
2772 * player, or outside source, that starts out at an arbitrary location, and
2773 * leaving no trail from the "caster" to the target. This function is
2774 * especially useful for bombardments and similar. -LM-
2775 * Option to hurt the player.
2778 bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
2780 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2782 /* Analyze the "target" and the caster. */
2783 return (project(who, rad, y, x, dam, typ, flg, -1));
2788 * @brief ブラスト系スペルの発動 / Cast a blast spell
2790 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2795 * @return 作用が実際にあった場合TRUEを返す
2797 bool fire_blast(EFFECT_ID typ, DIRECTION dir, int dd, int ds, int num, int dev)
2801 POSITION ty, tx, y, x;
2804 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
2809 /* Use the given direction */
2812 ly = ty = p_ptr->y + 20 * ddy[dir];
2813 lx = tx = p_ptr->x + 20 * ddx[dir];
2816 /* Use an actual "target" */
2817 else /* if (dir == 5) */
2822 lx = 20 * (tx - p_ptr->x) + p_ptr->x;
2823 ly = 20 * (ty - p_ptr->y) + p_ptr->y;
2826 ld = distance(p_ptr->y, p_ptr->x, ly, lx);
2829 for (i = 0; i < num; i++)
2833 /* Get targets for some bolts */
2834 y = rand_spread(ly, ld * dev / 20);
2835 x = rand_spread(lx, ld * dev / 20);
2837 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
2840 /* Analyze the "dir" and the "target". */
2841 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
2852 * @brief モンスターとの位置交換処理 / Switch position with a monster.
2853 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2854 * @return 作用が実際にあった場合TRUEを返す
2856 bool teleport_swap(DIRECTION dir)
2860 monster_type* m_ptr;
2861 monster_race* r_ptr;
2863 if ((dir == 5) && target_okay())
2870 tx = p_ptr->x + ddx[dir];
2871 ty = p_ptr->y + ddy[dir];
2873 c_ptr = &cave[ty][tx];
2875 if (p_ptr->anti_tele)
2877 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
2881 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
2883 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
2889 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10))
2891 msg_print(_("失敗した。", "Failed to swap."));
2897 m_ptr = &m_list[c_ptr->m_idx];
2898 r_ptr = &r_info[m_ptr->r_idx];
2900 (void)set_monster_csleep(c_ptr->m_idx, 0);
2902 if (r_ptr->flagsr & RFR_RES_TELE)
2904 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
2906 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2912 sound(SOUND_TELEPORT);
2914 /* Swap the player and monster */
2915 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
2923 * @brief 指定方向に飛び道具を飛ばす(フラグ任意指定) / Hack -- apply a "projection()" in a direction (or at the target)
2925 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2928 * @return 作用が実際にあった場合TRUEを返す
2930 bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
2934 /* Pass through the target if needed */
2935 flg |= (PROJECT_THRU);
2937 /* Use the given direction */
2938 tx = p_ptr->x + ddx[dir];
2939 ty = p_ptr->y + ddy[dir];
2941 /* Hack -- Use an actual "target" */
2942 if ((dir == 5) && target_okay())
2948 /* Analyze the "dir" and the "target", do NOT explode */
2949 return (project(0, 0, ty, tx, dam, typ, flg, -1));
2954 * @brief ボルト系スペルの発動 / Cast a bolt spell.
2956 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2958 * @return 作用が実際にあった場合TRUEを返す
2961 * Stop if we hit a monster, as a "bolt".
2962 * Affect monsters and grids (not objects).
2965 bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
2967 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
2968 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
2969 return (project_hook(typ, dir, dam, flg));
2974 * @brief ビーム系スペルの発動 / Cast a beam spell.
2976 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2978 * @return 作用が実際にあった場合TRUEを返す
2981 * Pass through monsters, as a "beam".
2982 * Affect monsters, grids and objects.
2985 bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
2987 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
2988 return (project_hook(typ, dir, dam, flg));
2993 * @brief 確率に応じたボルト系/ビーム系スペルの発動 / Cast a bolt spell, or rarely, a beam spell.
2994 * @param prob ビーム化する確率(%)
2996 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2998 * @return 作用が実際にあった場合TRUEを返す
3001 * Pass through monsters, as a "beam".
3002 * Affect monsters, grids and objects.
3005 bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3007 if (randint0(100) < prob)
3009 return (fire_beam(typ, dir, dam));
3013 return (fire_bolt(typ, dir, dam));
3018 * @brief LITE_WEAK属性による光源ビーム処理
3019 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3021 * @return 作用が実際にあった場合TRUEを返す
3023 bool lite_line(DIRECTION dir, HIT_POINT dam)
3025 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
3026 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
3031 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3033 * @return 作用が実際にあった場合TRUEを返す
3035 bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam)
3037 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3038 return (project_hook(GF_HYPODYNAMIA, dir, dam, flg));
3043 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3045 * @return 作用が実際にあった場合TRUEを返す
3047 bool wall_to_mud(DIRECTION dir, HIT_POINT dam)
3049 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3050 return (project_hook(GF_KILL_WALL, dir, dam, flg));
3055 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3056 * @return 作用が実際にあった場合TRUEを返す
3058 bool wizard_lock(DIRECTION dir)
3060 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3061 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
3066 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3067 * @return 作用が実際にあった場合TRUEを返す
3069 bool destroy_door(DIRECTION dir)
3071 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3072 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
3077 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3078 * @return 作用が実際にあった場合TRUEを返す
3080 bool disarm_trap(DIRECTION dir)
3082 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3083 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
3088 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3090 * @return 作用が実際にあった場合TRUEを返す
3092 bool heal_monster(DIRECTION dir, HIT_POINT dam)
3094 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3095 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
3100 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3102 * @return 作用が実際にあった場合TRUEを返す
3104 bool speed_monster(DIRECTION dir, int power)
3106 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3107 return (project_hook(GF_OLD_SPEED, dir, power, flg));
3112 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3114 * @return 作用が実際にあった場合TRUEを返す
3116 bool slow_monster(DIRECTION dir, int power)
3118 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3119 return (project_hook(GF_OLD_SLOW, dir, power, flg));
3124 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3126 * @return 作用が実際にあった場合TRUEを返す
3128 bool sleep_monster(DIRECTION dir, int power)
3130 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3131 return (project_hook(GF_OLD_SLEEP, dir, power, flg));
3135 * @brief モンスター拘束(STASIS)処理
3136 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3137 * @return 作用が実際にあった場合TRUEを返す
3138 * @details 威力はプレイヤーレベル*2に固定
3140 bool stasis_monster(DIRECTION dir)
3142 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
3146 * @brief 邪悪なモンスター拘束(STASIS)処理
3147 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3148 * @return 作用が実際にあった場合TRUEを返す
3149 * @details 威力はプレイヤーレベル*2に固定
3151 bool stasis_evil(DIRECTION dir)
3153 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
3158 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3159 * @param plev プレイヤーレベル(=効力)
3160 * @return 作用が実際にあった場合TRUEを返す
3162 bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev)
3164 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3165 return (project_hook(GF_OLD_CONF, dir, plev, flg));
3170 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3171 * @param plev プレイヤーレベル(=効力)
3172 * @return 作用が実際にあった場合TRUEを返す
3174 bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev)
3176 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3177 return (project_hook(GF_STUN, dir, plev, flg));
3181 * @brief チェンジモンスター処理
3182 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3184 * @return 作用が実際にあった場合TRUEを返す
3186 bool poly_monster(DIRECTION dir, int power)
3188 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3189 bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
3191 chg_virtue(V_CHANCE, 1);
3196 * @brief クローンモンスター処理
3197 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3198 * @return 作用が実際にあった場合TRUEを返す
3200 bool clone_monster(DIRECTION dir)
3202 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3203 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
3208 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3209 * @param plev プレイヤーレベル(=効力)
3210 * @return 作用が実際にあった場合TRUEを返す
3212 bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev)
3214 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3215 return (project_hook(GF_TURN_ALL, dir, plev, flg));
3220 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3221 * @param plev プレイヤーレベル(効力はplev*200)
3222 * @return 作用が実際にあった場合TRUEを返す
3224 bool death_ray(DIRECTION dir, PLAYER_LEVEL plev)
3226 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3227 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
3231 * @brief モンスター用テレポート処理
3232 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3233 * @param distance 移動距離
3234 * @return 作用が実際にあった場合TRUEを返す
3236 bool teleport_monster(DIRECTION dir, int distance)
3238 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
3239 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
3243 * @brief ドア生成処理(プレイヤー中心に周囲1マス) / Hooks -- affect adjacent grids (radius 1 ball attack)
3244 * @return 作用が実際にあった場合TRUEを返す
3246 bool door_creation(void)
3248 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3249 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_DOOR, flg, -1));
3253 * @brief トラップ生成処理(起点から周囲1マス)
3256 * @return 作用が実際にあった場合TRUEを返す
3258 bool trap_creation(POSITION y, POSITION x)
3260 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3261 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
3265 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
3266 * @return 作用が実際にあった場合TRUEを返す
3268 bool tree_creation(void)
3270 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3271 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_TREE, flg, -1));
3275 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
3276 * @return 作用が実際にあった場合TRUEを返す
3278 bool glyph_creation(void)
3280 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
3281 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_GLYPH, flg, -1));
3285 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
3286 * @return 作用が実際にあった場合TRUEを返す
3288 bool wall_stone(void)
3290 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3292 bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
3294 p_ptr->update |= (PU_FLOW);
3296 p_ptr->redraw |= (PR_MAP);
3302 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
3303 * @return 作用が実際にあった場合TRUEを返す
3305 bool destroy_doors_touch(void)
3307 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3308 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_DOOR, flg, -1));
3312 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
3313 * @return 作用が実際にあった場合TRUEを返す
3315 bool disarm_traps_touch(void)
3317 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3318 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_TRAP, flg, -1));
3322 * @brief スリープモンスター処理(プレイヤー中心に周囲1マス)
3323 * @return 作用が実際にあった場合TRUEを返す
3325 bool sleep_monsters_touch(void)
3327 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
3328 return (project(0, 1, p_ptr->y, p_ptr->x, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
3333 * @brief 死者復活処理(起点より周囲5マス)
3334 * @param who 術者モンスターID(0ならばプレイヤー)
3337 * @return 作用が実際にあった場合TRUEを返す
3339 bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x)
3341 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
3342 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
3347 * @return 作用が実際にあった場合TRUEを返す
3349 void call_chaos(void)
3351 int Chaos_type, dummy, dir;
3352 PLAYER_LEVEL plev = p_ptr->lev;
3353 bool line_chaos = FALSE;
3355 int hurt_types[31] =
3357 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
3358 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
3359 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
3360 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
3361 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
3362 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
3363 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
3364 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
3367 Chaos_type = hurt_types[randint0(31)];
3368 if (one_in_(4)) line_chaos = TRUE;
3372 for (dummy = 1; dummy < 10; dummy++)
3377 fire_beam(Chaos_type, dummy, 150);
3379 fire_ball(Chaos_type, dummy, 150, 2);
3383 else if (one_in_(3))
3385 fire_ball(Chaos_type, 0, 500, 8);
3389 if (!get_aim_dir(&dir)) return;
3391 fire_beam(Chaos_type, dir, 250);
3393 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
3398 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
3399 * @param stop_ty 再帰処理停止フラグ
3401 * @return 作用が実際にあった場合TRUEを返す
3404 * rr9: Stop the nasty things when a Cyberdemon is summoned
3405 * or the player gets paralyzed.
3408 bool activate_ty_curse(bool stop_ty, int *count)
3412 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3416 switch (randint1(34))
3421 msg_print(_("地面が揺れた...", "The ground trembles..."));
3422 earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
3423 if (!one_in_(6)) break;
3428 HIT_POINT dam = damroll(10, 10);
3429 msg_print(_("純粋な魔力の次元への扉が開いた!", "A portal opens to a plane of raw mana!"));
3430 project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1);
3431 take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
3432 if (!one_in_(6)) break;
3437 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
3438 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
3439 if (randint0(13)) (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3440 if (!one_in_(6)) break;
3443 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3447 project(0, 7, p_ptr->y, p_ptr->x, 50, GF_KILL_WALL, flg, -1);
3448 take_hit(DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
3450 if (!one_in_(6)) break;
3451 case 1: case 2: case 3: case 16: case 17:
3452 aggravate_monsters(0);
3453 if (!one_in_(6)) break;
3454 case 4: case 5: case 6:
3455 (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3456 if (!one_in_(6)) break;
3457 case 7: case 8: case 9: case 18:
3458 (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
3459 if (!one_in_(6)) break;
3460 case 10: case 11: case 12:
3461 msg_print(_("経験値が体から吸い取られた気がする!", "You feel your experience draining away..."));
3462 lose_exp(p_ptr->exp / 16);
3463 if (!one_in_(6)) break;
3464 case 13: case 14: case 15: case 19: case 20:
3465 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
3471 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
3472 if (p_ptr->free_act)
3473 set_paralyzed(p_ptr->paralyzed + randint1(3));
3475 set_paralyzed(p_ptr->paralyzed + randint1(13));
3478 if (!one_in_(6)) break;
3479 case 21: case 22: case 23:
3480 (void)do_dec_stat(randint0(6));
3481 if (!one_in_(6)) break;
3483 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
3485 if (!one_in_(6)) break;
3488 * Only summon Cyberdemons deep in the dungeon.
3490 if ((dun_level > 65) && !stop_ty)
3492 (*count) += summon_cyber(-1, p_ptr->y, p_ptr->x);
3496 if (!one_in_(6)) break;
3502 (void)do_dec_stat(i);
3510 while (one_in_(3) && !stop_ty);
3516 * @brief HI_SUMMON(上級召喚)処理発動
3519 * @param can_pet プレイヤーのペットとなる可能性があるならばTRUEにする
3520 * @return 作用が実際にあった場合TRUEを返す
3522 int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
3527 BIT_FLAGS mode = PM_ALLOW_GROUP;
3534 mode |= PM_FORCE_FRIENDLY;
3538 mode |= PM_FORCE_PET;
3543 if (!pet) mode |= PM_NO_PET;
3545 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
3547 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
3549 switch (randint1(25) + (dun_level / 20))
3552 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode, '\0');
3555 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode, '\0');
3558 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode, '\0');
3561 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode, '\0');
3564 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode, '\0');
3567 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode, '\0');
3570 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode, '\0');
3573 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode, '\0');
3577 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE), '\0');
3581 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE), '\0');
3584 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3585 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode, '\0');
3588 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3589 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode, '\0');
3592 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode, '\0');
3595 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3596 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode, '\0');
3605 * @brief サイバーデーモンの召喚
3606 * @param who 召喚主のモンスターID(0ならばプレイヤー)
3609 * @return 作用が実際にあった場合TRUEを返す
3611 int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x)
3614 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
3616 BIT_FLAGS mode = PM_ALLOW_GROUP;
3618 /* Summoned by a monster */
3621 monster_type *m_ptr = &m_list[who];
3622 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
3625 if (max_cyber > 4) max_cyber = 4;
3627 for (i = 0; i < max_cyber; i++)
3629 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode, '\0');
3636 * @brief 周辺破壊効果(プレイヤー中心)
3637 * @return 作用が実際にあった場合TRUEを返す
3639 void wall_breaker(void)
3642 POSITION y = 0, x = 0;
3643 int attempts = 1000;
3645 if (randint1(80 + p_ptr->lev) < 70)
3649 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
3651 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
3653 if (!player_bold(y, x)) break;
3656 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3657 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3659 else if (randint1(100) > 30)
3661 earthquake(p_ptr->y, p_ptr->x, 1);
3665 int num = damroll(5, 3);
3667 for (i = 0; i < num; i++)
3671 scatter(&y, &x, p_ptr->y, p_ptr->x, 10, 0);
3673 if (!player_bold(y, x)) break;
3676 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3677 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3684 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
3686 * @return 作用が実際にあった場合TRUEを返す
3688 bool confuse_monsters(HIT_POINT dam)
3690 return (project_all_los(GF_OLD_CONF, dam));
3695 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
3697 * @return 作用が実際にあった場合TRUEを返す
3699 bool charm_monsters(HIT_POINT dam)
3701 return (project_all_los(GF_CHARM, dam));
3706 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
3708 * @return 作用が実際にあった場合TRUEを返す
3710 bool charm_animals(HIT_POINT dam)
3712 return (project_all_los(GF_CONTROL_ANIMAL, dam));
3717 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
3719 * @return 作用が実際にあった場合TRUEを返す
3721 bool stun_monsters(HIT_POINT dam)
3723 return (project_all_los(GF_STUN, dam));
3728 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
3730 * @return 作用が実際にあった場合TRUEを返す
3732 bool stasis_monsters(HIT_POINT dam)
3734 return (project_all_los(GF_STASIS, dam));
3739 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
3741 * @return 作用が実際にあった場合TRUEを返す
3743 bool mindblast_monsters(HIT_POINT dam)
3745 return (project_all_los(GF_PSI, dam));
3750 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
3751 * @param dist 効力(距離)
3752 * @return 作用が実際にあった場合TRUEを返す
3754 bool banish_monsters(int dist)
3756 return (project_all_los(GF_AWAY_ALL, dist));
3761 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
3763 * @return 作用が実際にあった場合TRUEを返す
3765 bool turn_evil(HIT_POINT dam)
3767 return (project_all_los(GF_TURN_EVIL, dam));
3772 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
3774 * @return 作用が実際にあった場合TRUEを返す
3776 bool turn_monsters(HIT_POINT dam)
3778 return (project_all_los(GF_TURN_ALL, dam));
3783 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
3784 * @return 作用が実際にあった場合TRUEを返す
3786 bool deathray_monsters(void)
3788 return (project_all_los(GF_DEATH_RAY, p_ptr->lev * 200));
3792 * @brief チャーム・モンスター(1体)
3793 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3795 * @return 作用が実際にあった場合TRUEを返す
3797 bool charm_monster(DIRECTION dir, PLAYER_LEVEL plev)
3799 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3800 return (project_hook(GF_CHARM, dir, plev, flg));
3804 * @brief アンデッド支配(1体)
3805 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3807 * @return 作用が実際にあった場合TRUEを返す
3809 bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev)
3811 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3812 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
3817 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3819 * @return 作用が実際にあった場合TRUEを返す
3821 bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev)
3823 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3824 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
3829 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3831 * @return 作用が実際にあった場合TRUEを返す
3833 bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev)
3835 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3836 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
3842 * @param success 判定成功上の処理ならばTRUE
3843 * @return 作用が実際にあった場合TRUEを返す
3845 bool kawarimi(bool success)
3848 object_type *q_ptr = &forge;
3851 if (p_ptr->is_dead) return FALSE;
3852 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
3853 if (randint0(200) < p_ptr->stun) return FALSE;
3855 if (!success && one_in_(3))
3857 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
3858 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3859 p_ptr->redraw |= (PR_STATUS);
3866 teleport_player(10 + randint1(90), 0L);
3868 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
3870 q_ptr->pval = MON_NINJA;
3871 (void)drop_near(q_ptr, -1, y, x);
3873 if (success) msg_print(_("攻撃を受ける前に素早く身をひるがえした。", "You have turned around just before the attack hit you."));
3874 else msg_print(_("失敗!攻撃を受けてしまった。", "Failed! You are hit by the attack."));
3876 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3877 p_ptr->redraw |= (PR_STATUS);
3885 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
3886 * @param mdeath 目標モンスターが死亡したかを返す
3887 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
3889 bool rush_attack(bool *mdeath)
3896 bool tmp_mdeath = FALSE;
3899 if (mdeath) *mdeath = FALSE;
3902 if (!get_aim_dir(&dir)) return FALSE;
3904 /* Use the given direction */
3905 tx = p_ptr->x + project_length * ddx[dir];
3906 ty = p_ptr->y + project_length * ddy[dir];
3908 /* Hack -- Use an actual "target" */
3909 if ((dir == 5) && target_okay())
3915 if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
3917 path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
3920 /* No need to move */
3921 if (!path_n) return TRUE;
3923 /* Use ty and tx as to-move point */
3927 /* Project along the path */
3928 for (i = 0; i < path_n; i++)
3930 monster_type *m_ptr;
3932 int ny = GRID_Y(path_g[i]);
3933 int nx = GRID_X(path_g[i]);
3935 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
3940 /* Go to next grid */
3944 if (!cave[ny][nx].m_idx)
3948 msg_print(_("失敗!", "Failed!"));
3952 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
3959 /* Move player before updating the monster */
3960 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3961 update_monster(cave[ny][nx].m_idx, TRUE);
3963 /* Found a monster */
3964 m_ptr = &m_list[cave[ny][nx].m_idx];
3966 if (tm_idx != cave[ny][nx].m_idx)
3969 msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "", m_ptr->ml ? "モンスター" : "何か");
3971 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
3974 else if (!player_bold(ty, tx))
3976 /* Hold the monster name */
3977 GAME_TEXT m_name[MAX_NLEN];
3979 /* Get the monster name (BEFORE polymorphing) */
3980 monster_desc(m_name, m_ptr, 0);
3981 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
3984 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3986 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
3991 if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3993 if (mdeath) *mdeath = tmp_mdeath;
3999 * @brief 全鏡の消去 / Remove all mirrors in this floor
4000 * @param explode 爆発処理を伴うならばTRUE
4003 void remove_all_mirrors(bool explode)
4007 for (x = 0; x < cur_wid; x++)
4009 for (y = 0; y < cur_hgt; y++)
4011 if (is_mirror_grid(&cave[y][x]))
4013 remove_mirror(y, x);
4015 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
4016 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
4023 * @brief 『一つの指輪』の効果処理 /
4024 * Hack -- activate the ring of power
4025 * @param dir 発動の方向ID
4028 void ring_of_power(DIRECTION dir)
4030 /* Pick a random effect */
4031 switch (randint1(10))
4036 msg_print(_("あなたは悪性のオーラに包み込まれた。", "You are surrounded by a malignant aura."));
4039 /* Decrease all stats (permanently) */
4040 (void)dec_stat(A_STR, 50, TRUE);
4041 (void)dec_stat(A_INT, 50, TRUE);
4042 (void)dec_stat(A_WIS, 50, TRUE);
4043 (void)dec_stat(A_DEX, 50, TRUE);
4044 (void)dec_stat(A_CON, 50, TRUE);
4045 (void)dec_stat(A_CHR, 50, TRUE);
4047 /* Lose some experience (permanently) */
4048 p_ptr->exp -= (p_ptr->exp / 4);
4049 p_ptr->max_exp -= (p_ptr->exp / 4);
4057 msg_print(_("あなたは強力なオーラに包み込まれた。", "You are surrounded by a powerful aura."));
4059 /* Dispel monsters */
4060 dispel_monsters(1000);
4070 fire_ball(GF_MANA, dir, 600, 3);
4081 fire_bolt(GF_MANA, dir, 500);
4089 * @brief 運命の輪、並びにカオス的な効果の発動
4090 * @param spell ランダムな効果を選択するための基準ID
4093 void wild_magic(int spell)
4096 int type = SUMMON_MOLD + randint0(6);
4098 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
4099 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
4101 switch (randint1(spell) + randint1(8) + 1)
4106 teleport_player(10, TELEPORT_PASSIVE);
4111 teleport_player(100, TELEPORT_PASSIVE);
4115 teleport_player(200, TELEPORT_PASSIVE);
4125 lite_area(damroll(2, 3), 2);
4128 destroy_doors_touch();
4133 sleep_monsters_touch();
4137 trap_creation(p_ptr->y, p_ptr->x);
4146 aggravate_monsters(0);
4149 earthquake(p_ptr->y, p_ptr->x, 5);
4153 (void)gain_random_mutation(0);
4157 apply_disenchant(1);
4163 fire_ball(GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
4170 while (counter++ < 8)
4172 (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET), '\0');
4177 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4180 (void)summon_cyber(-1, p_ptr->y, p_ptr->x);
4185 (void)activate_ty_curse(FALSE, &count);
4194 * @brief カオス魔法「流星群」の処理としてプレイヤーを中心に隕石落下処理を10+1d10回繰り返す。
4195 * / Drop 10+1d10 meteor ball at random places near the player
4200 void cast_meteor(HIT_POINT dam, POSITION rad)
4203 int b = 10 + randint1(10);
4205 for (i = 0; i < b; i++)
4207 POSITION y = 0, x = 0;
4210 for (count = 0; count <= 20; count++)
4214 x = p_ptr->x - 8 + randint0(17);
4215 y = p_ptr->y - 8 + randint0(17);
4217 dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
4218 dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
4220 /* Approximate distance */
4221 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4223 if (d >= 9) continue;
4225 if (!in_bounds(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)
4226 || !cave_have_flag_bold(y, x, FF_PROJECT)) continue;
4228 /* Valid position */
4232 if (count > 20) continue;
4234 project(0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
4240 * @brief 破邪魔法「神の怒り」の処理としてターゲットを指定した後分解のボールを最大20回発生させる。
4243 * @return ターゲットを指定し、実行したならばTRUEを返す。
4245 bool cast_wrath_of_the_god(HIT_POINT dam, POSITION rad)
4247 POSITION x, y, tx, ty;
4251 int b = 10 + randint1(10);
4253 if (!get_aim_dir(&dir)) return FALSE;
4255 /* Use the given direction */
4256 tx = p_ptr->x + 99 * ddx[dir];
4257 ty = p_ptr->y + 99 * ddy[dir];
4259 /* Hack -- Use an actual "target" */
4260 if ((dir == 5) && target_okay())
4271 /* Hack -- Stop at the target */
4272 if ((y == ty) && (x == tx)) break;
4276 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
4278 /* Stop at maximum range */
4279 if (MAX_RANGE <= distance(p_ptr->y, p_ptr->x, ny, nx)) break;
4281 /* Stopped by walls/doors */
4282 if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
4284 /* Stopped by monsters */
4285 if ((dir != 5) && cave[ny][nx].m_idx != 0) break;
4287 /* Save the new location */
4294 for (i = 0; i < b; i++)
4296 int count = 20, d = 0;
4302 x = tx - 5 + randint0(11);
4303 y = ty - 5 + randint0(11);
4305 dx = (tx > x) ? (tx - x) : (x - tx);
4306 dy = (ty > y) ? (ty - y) : (y - ty);
4308 /* Approximate distance */
4309 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4310 /* Within the radius */
4314 if (count < 0) continue;
4316 /* Cannot penetrate perm walls */
4317 if (!in_bounds(y, x) ||
4318 cave_stop_disintegration(y, x) ||
4319 !in_disintegration_range(ty, tx, y, x))
4322 project(0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
4329 * @brief 「ワンダー」のランダムな効果を決定して処理する。
4333 * This spell should become more useful (more controlled) as the\n
4334 * player gains experience levels. Thus, add 1/5 of the player's\n
4335 * level to the die roll. This eliminates the worst effects later on,\n
4336 * while keeping the results quite random. It also allows some potent\n
4337 * effects only at high level.
4339 void cast_wonder(DIRECTION dir)
4341 PLAYER_LEVEL plev = p_ptr->lev;
4342 int die = randint1(100) + plev / 5;
4343 int vir = virtue_number(V_CHANCE);
4347 if (p_ptr->virtues[vir - 1] > 0)
4349 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4353 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4358 chg_virtue(V_CHANCE, 1);
4362 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
4365 if (die < 8) clone_monster(dir);
4366 else if (die < 14) speed_monster(dir, plev);
4367 else if (die < 26) heal_monster(dir, damroll(4, 6));
4368 else if (die < 31) poly_monster(dir, plev);
4370 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4371 damroll(3 + ((plev - 1) / 5), 4));
4372 else if (die < 41) confuse_monster(dir, plev);
4373 else if (die < 46) fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4374 else if (die < 51) (void)lite_line(dir, damroll(6, 8));
4376 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4377 damroll(3 + ((plev - 5) / 4), 8));
4379 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4380 damroll(5 + ((plev - 5) / 4), 8));
4382 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4383 damroll(6 + ((plev - 5) / 4), 8));
4385 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4386 damroll(8 + ((plev - 5) / 4), 8));
4387 else if (die < 76) hypodynamic_bolt(dir, 75);
4388 else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4389 else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
4390 else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
4391 else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
4392 else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
4395 earthquake(p_ptr->y, p_ptr->x, 12);
4399 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4403 symbol_genocide(plev + 50, TRUE);
4405 else if (die < 110) dispel_monsters(120);
4408 dispel_monsters(150);
4409 slow_monsters(plev);
4410 sleep_monsters(plev);
4417 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
4421 void cast_invoke_spirits(DIRECTION dir)
4423 PLAYER_LEVEL plev = p_ptr->lev;
4424 int die = randint1(100) + plev / 5;
4425 int vir = virtue_number(V_CHANCE);
4429 if (p_ptr->virtues[vir - 1] > 0)
4431 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4435 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4439 msg_print(_("あなたは死者たちの力を招集した...", "You call on the power of the dead..."));
4441 chg_virtue(V_CHANCE, 1);
4445 msg_print(_("あなたはおどろおどろしい力のうねりを感じた!", "You feel a surge of eldritch force!"));
4450 msg_print(_("なんてこった!あなたの周りの地面から朽ちた人影が立ち上がってきた!",
4451 "Oh no! Mouldering forms rise from the earth around you!"));
4453 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4454 chg_virtue(V_UNLIFE, 1);
4458 msg_print(_("名状し難い邪悪な存在があなたの心を通り過ぎて行った...", "An unnamable evil brushes against your mind..."));
4460 set_afraid(p_ptr->afraid + randint1(4) + 4);
4464 msg_print(_("あなたの頭に大量の幽霊たちの騒々しい声が押し寄せてきた...",
4465 "Your head is invaded by a horde of gibbering spectral voices..."));
4467 set_confused(p_ptr->confused + randint1(4) + 4);
4471 poly_monster(dir, plev);
4475 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4476 damroll(3 + ((plev - 1) / 5), 4));
4480 confuse_monster(dir, plev);
4484 fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4488 (void)lite_line(dir, damroll(6, 8));
4492 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4493 damroll(3 + ((plev - 5) / 4), 8));
4497 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4498 damroll(5 + ((plev - 5) / 4), 8));
4502 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4503 damroll(6 + ((plev - 5) / 4), 8));
4507 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4508 damroll(8 + ((plev - 5) / 4), 8));
4512 hypodynamic_bolt(dir, 75);
4516 fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4520 fire_ball(GF_ACID, dir, 40 + plev, 2);
4524 fire_ball(GF_ICE, dir, 70 + plev, 3);
4528 fire_ball(GF_FIRE, dir, 80 + plev, 3);
4532 hypodynamic_bolt(dir, 100 + plev);
4536 earthquake(p_ptr->y, p_ptr->x, 12);
4540 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4544 symbol_genocide(plev + 50, TRUE);
4548 dispel_monsters(120);
4552 dispel_monsters(150);
4553 slow_monsters(plev);
4554 sleep_monsters(plev);
4560 msg_print(_("陰欝な声がクスクス笑う。「もうすぐおまえは我々の仲間になるだろう。弱き者よ。」",
4561 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
4566 * @brief トランプ領域の「シャッフル」の効果をランダムに決めて処理する。
4569 void cast_shuffle(void)
4571 PLAYER_LEVEL plev = p_ptr->lev;
4574 int vir = virtue_number(V_CHANCE);
4577 /* Card sharks and high mages get a level bonus */
4578 if ((p_ptr->pclass == CLASS_ROGUE) ||
4579 (p_ptr->pclass == CLASS_HIGH_MAGE) ||
4580 (p_ptr->pclass == CLASS_SORCERER))
4581 die = (randint1(110)) + plev / 5;
4583 die = randint1(120);
4588 if (p_ptr->virtues[vir - 1] > 0)
4590 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4594 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4598 msg_print(_("あなたはカードを切って一枚引いた...", "You shuffle the deck and draw a card..."));
4601 chg_virtue(V_CHANCE, 1);
4605 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
4607 for (i = 0; i < randint1(3); i++)
4608 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4612 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
4613 summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4618 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
4619 activate_ty_curse(FALSE, &count);
4623 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
4624 aggravate_monsters(0);
4628 msg_print(_("《愚者》だ。", "It's the Fool."));
4634 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
4635 trump_summoning(1, FALSE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
4639 msg_print(_("《月》だ。", "It's the Moon."));
4644 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
4645 wild_magic(randint0(32));
4649 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4650 teleport_player(10, TELEPORT_PASSIVE);
4654 msg_print(_("《正義》だ。", "It's Justice."));
4655 set_blessed(p_ptr->lev, FALSE);
4659 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4660 teleport_player(100, TELEPORT_PASSIVE);
4664 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4665 teleport_player(200, TELEPORT_PASSIVE);
4669 msg_print(_("《塔》だ。", "It's the Tower."));
4674 msg_print(_("《節制》だ。", "It's Temperance."));
4675 sleep_monsters_touch();
4679 msg_print(_("《塔》だ。", "It's the Tower."));
4681 earthquake(p_ptr->y, p_ptr->x, 5);
4685 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4686 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_MOLD, 0L);
4690 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4691 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_BAT, 0L);
4695 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4696 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_VORTEX, 0L);
4700 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4701 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
4705 msg_print(_("《恋人》だ。", "It's the Lovers."));
4707 if (get_aim_dir(&dir))
4708 charm_monster(dir, MIN(p_ptr->lev, 20));
4712 msg_print(_("《隠者》だ。", "It's the Hermit."));
4717 msg_print(_("《審判》だ。", "It's the Judgement."));
4718 do_cmd_rerate(FALSE);
4719 lose_all_mutations();
4723 msg_print(_("《太陽》だ。", "It's the Sun."));
4724 chg_virtue(V_KNOWLEDGE, 1);
4725 chg_virtue(V_ENLIGHTEN, 1);
4730 msg_print(_("《世界》だ。", "It's the World."));
4731 if (p_ptr->exp < PY_MAX_EXP)
4733 s32b ee = (p_ptr->exp / 25) + 1;
4734 if (ee > 5000) ee = 5000;
4735 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4741 bool_hack life_stream(bool_hack message, bool_hack virtue_change)
4745 chg_virtue(V_VITALITY, 1);
4746 chg_virtue(V_UNLIFE, -5);
4750 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
4753 (void)set_poisoned(0);
4755 (void)set_confused(0);
4759 (void)restore_all_status();
4760 (void)set_shero(0, TRUE);
4767 bool_hack heroism(int base)
4769 bool_hack ident = FALSE;
4770 if(set_afraid(0)) ident = TRUE;
4771 if(set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4772 if(hp_player(10)) ident = TRUE;
4776 bool_hack berserk(int base)
4778 bool_hack ident = FALSE;
4779 if (set_afraid(0)) ident = TRUE;
4780 if (set_shero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4781 if (hp_player(30)) ident = TRUE;
4785 bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
4787 bool_hack ident = FALSE;
4788 if (hp_player(damroll(dice, sides))) ident = TRUE;
4789 if (set_blind(0)) ident = TRUE;
4790 if (set_cut(p_ptr->cut - 10)) ident = TRUE;
4791 if (set_shero(0, TRUE)) ident = TRUE;
4795 bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
4797 bool_hack ident = FALSE;
4798 if (hp_player(damroll(dice, sides))) ident = TRUE;
4799 if (set_blind(0)) ident = TRUE;
4800 if (set_confused(0)) ident = TRUE;
4801 if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
4802 if (set_shero(0, TRUE)) ident = TRUE;
4806 bool_hack cure_critical_wounds(HIT_POINT pow)
4808 bool_hack ident = FALSE;
4809 if (hp_player(pow)) ident = TRUE;
4810 if (set_blind(0)) ident = TRUE;
4811 if (set_confused(0)) ident = TRUE;
4812 if (set_poisoned(0)) ident = TRUE;
4813 if (set_stun(0)) ident = TRUE;
4814 if (set_cut(0)) ident = TRUE;
4815 if (set_shero(0, TRUE)) ident = TRUE;
4819 bool_hack true_healing(HIT_POINT pow)
4821 bool_hack ident = FALSE;
4822 if (hp_player(pow)) ident = TRUE;
4823 if (set_blind(0)) ident = TRUE;
4824 if (set_confused(0)) ident = TRUE;
4825 if (set_poisoned(0)) ident = TRUE;
4826 if (set_stun(0)) ident = TRUE;
4827 if (set_cut(0)) ident = TRUE;
4828 if (set_image(0)) ident = TRUE;
4832 bool_hack restore_mana(bool_hack magic_eater)
4834 bool_hack ident = FALSE;
4836 if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
4839 for (i = 0; i < EATER_EXT * 2; i++)
4841 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
4842 if (p_ptr->magic_num1[i] > p_ptr->magic_num2[i] * EATER_CHARGE) p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
4844 for (; i < EATER_EXT * 3; i++)
4846 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
4847 p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_ROD_CHARGE / 3)*k_info[k_idx].pval;
4848 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
4850 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4851 p_ptr->window |= (PW_PLAYER);
4854 else if (p_ptr->csp < p_ptr->msp)
4856 p_ptr->csp = p_ptr->msp;
4857 p_ptr->csp_frac = 0;
4858 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4859 p_ptr->redraw |= (PR_MANA);
4860 p_ptr->window |= (PW_PLAYER);
4861 p_ptr->window |= (PW_SPELL);
4868 bool restore_all_status(void)
4871 if (do_res_stat(A_STR)) ident = TRUE;
4872 if (do_res_stat(A_INT)) ident = TRUE;
4873 if (do_res_stat(A_WIS)) ident = TRUE;
4874 if (do_res_stat(A_DEX)) ident = TRUE;
4875 if (do_res_stat(A_CON)) ident = TRUE;
4876 if (do_res_stat(A_CHR)) ident = TRUE;
4881 * @brief 口を使う継続的な処理を中断する
4884 void stop_mouth(void)
4886 if (music_singing_any()) stop_singing();
4887 if (hex_spelling_any()) stop_hex_spell_all();
4891 bool_hack vampirism(void)
4898 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
4900 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
4904 /* Only works on adjacent monsters */
4905 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4906 y = p_ptr->y + ddy[dir];
4907 x = p_ptr->x + ddx[dir];
4908 c_ptr = &cave[y][x];
4912 if (!(c_ptr->m_idx))
4914 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
4918 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
4920 dummy = p_ptr->lev * 2;
4922 if (hypodynamic_bolt(dir, dummy))
4924 if (p_ptr->food < PY_FOOD_FULL)
4925 /* No heal if we are "full" */
4926 (void)hp_player(dummy);
4928 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
4930 /* Gain nutritional sustenance: 150/hp drained */
4931 /* A Food ration gives 5000 food points (by contrast) */
4932 /* Don't ever get more than "Full" this way */
4933 /* But if we ARE Gorged, it won't cure us */
4934 dummy = p_ptr->food + MIN(5000, 100 * dummy);
4935 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
4936 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
4939 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
4943 bool panic_hit(void)
4948 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4949 y = p_ptr->y + ddy[dir];
4950 x = p_ptr->x + ddx[dir];
4951 if (cave[y][x].m_idx)
4954 if (randint0(p_ptr->skill_dis) < 7)
4955 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
4957 teleport_player(30, 0L);
4962 msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
4970 * @brief 超能力者のサイコメトリー処理/ Forcibly pseudo-identify an object in the inventory (or on the floor)
4973 * currently this function allows pseudo-id of any object,
4974 * including silly ones like potions & scrolls, which always
4975 * get '{average}'. This should be changed, either to stop such
4976 * items from being pseudo-id'd, or to allow psychometry to
4977 * detect whether the unidentified potion/scroll/etc is
4978 * good (Cure Light Wounds, Restore Strength, etc) or
4979 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
4981 bool psychometry(void)
4985 GAME_TEXT o_name[MAX_NLEN];
4990 q = _("どのアイテムを調べますか?", "Meditate on which item? ");
4991 s = _("調べるアイテムがありません。", "You have nothing appropriate.");
4993 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
4994 if (!o_ptr) return (FALSE);
4996 /* It is fully known, no information needed */
4997 if (object_is_known(o_ptr))
4999 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
5003 /* Check for a feeling */
5004 feel = value_check_aux1(o_ptr);
5006 /* Get an object description */
5007 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5009 /* Skip non-feelings */
5012 msg_format(_("%sからは特に変わった事は感じとれなかった。", "You do not perceive anything unusual about the %s."), o_name);
5017 msg_format("%sは%sという感じがする...", o_name, game_inscriptions[feel]);
5019 msg_format("You feel that the %s %s %s...",
5020 o_name, ((o_ptr->number == 1) ? "is" : "are"), game_inscriptions[feel]);
5024 /* We have "felt" it */
5025 o_ptr->ident |= (IDENT_SENSE);
5028 o_ptr->feeling = feel;
5030 /* Player touches it */
5031 o_ptr->marked |= OM_TOUCHED;
5033 /* Combine / Reorder the pack (later) */
5034 p_ptr->update |= (PU_COMBINE | PU_REORDER);
5036 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5038 /* Valid "tval" codes */
5039 switch (o_ptr->tval)
5067 /* Auto-inscription/destroy */
5068 autopick_alter_item(item, (bool)(okay && destroy_feeling));
5070 /* Something happened */