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.
22 #include "monsterrace-hook.h"
26 #include "spells-summon.h"
31 #include "spells-status.h"
32 #include "spells-floor.h"
33 #include "realm-hex.h"
34 #include "object-flavor.h"
35 #include "object-hook.h"
36 #include "monster-status.h"
37 #include "player-move.h"
38 #include "player-status.h"
39 #include "player-effects.h"
40 #include "player-skill.h"
43 #include "floor-events.h"
45 #include "view-mainwindow.h"
48 * @brief プレイヤー周辺の地形を感知する
51 * @param known 地形から危険フラグを外すならTRUE
52 * @return 効力があった場合TRUEを返す
54 static bool detect_feat_flag(POSITION range, int flag, bool known)
60 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
62 /* Scan the current panel */
63 for (y = 1; y < current_floor_ptr->height - 1; y++)
65 for (x = 1; x <= current_floor_ptr->width - 1; x++)
67 int dist = distance(p_ptr->y, p_ptr->x, y, x);
68 if (dist > range) continue;
69 g_ptr = ¤t_floor_ptr->grid_array[y][x];
74 /* Mark as detected */
75 if (dist <= range && known)
77 if (dist <= range - 1) g_ptr->info |= (CAVE_IN_DETECT);
79 g_ptr->info &= ~(CAVE_UNSAFE);
86 if (cave_have_flag_grid(g_ptr, flag))
91 /* Hack -- Memorize */
92 g_ptr->info |= (CAVE_MARK);
105 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
107 * @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
108 * @return 効力があった場合TRUEを返す
110 bool detect_traps(POSITION range, bool known)
112 bool detect = detect_feat_flag(range, FF_TRAP, known);
114 if (known) p_ptr->dtrap = TRUE;
116 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
119 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
126 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
128 * @return 効力があった場合TRUEを返す
130 bool detect_doors(POSITION range)
132 bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
134 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
137 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
144 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
146 * @return 効力があった場合TRUEを返す
148 bool detect_stairs(POSITION range)
150 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
152 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
155 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
162 * @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
164 * @return 効力があった場合TRUEを返す
166 bool detect_treasure(POSITION range)
168 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
170 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
173 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!"));
180 * @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
182 * @return 効力があった場合TRUEを返す
184 bool detect_objects_gold(POSITION range)
188 POSITION range2 = range;
192 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range2 /= 3;
195 for (i = 1; i < current_floor_ptr->o_max; i++)
197 object_type *o_ptr = ¤t_floor_ptr->o_list[i];
199 /* Skip dead objects */
200 if (!o_ptr->k_idx) continue;
202 /* Skip held objects */
203 if (o_ptr->held_m_idx) continue;
208 /* Only detect nearby objects */
209 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
211 /* Detect "gold" objects */
212 if (o_ptr->tval == TV_GOLD)
214 o_ptr->marked |= OM_FOUND;
220 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
223 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
226 if (detect_monsters_string(range, "$"))
235 * @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
237 * @return 効力があった場合TRUEを返す
239 bool detect_objects_normal(POSITION range)
243 POSITION range2 = range;
247 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range2 /= 3;
250 for (i = 1; i < current_floor_ptr->o_max; i++)
252 object_type *o_ptr = ¤t_floor_ptr->o_list[i];
254 /* Skip dead objects */
255 if (!o_ptr->k_idx) continue;
257 /* Skip held objects */
258 if (o_ptr->held_m_idx) continue;
263 /* Only detect nearby objects */
264 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
266 /* Detect "real" objects */
267 if (o_ptr->tval != TV_GOLD)
269 o_ptr->marked |= OM_FOUND;
275 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
278 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
281 if (detect_monsters_string(range, "!=?|/`"))
290 * @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.
292 * @return 効力があった場合TRUEを返す
295 * This will light up all spaces with "magic" items, including artifacts,
296 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
297 * and "enchanted" items of the "good" variety.
299 * It can probably be argued that this function is now too powerful.
302 bool detect_objects_magic(POSITION range)
304 OBJECT_TYPE_VALUE tv;
310 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
312 /* Scan all objects */
313 for (i = 1; i < current_floor_ptr->o_max; i++)
315 object_type *o_ptr = ¤t_floor_ptr->o_list[i];
317 /* Skip dead objects */
318 if (!o_ptr->k_idx) continue;
320 /* Skip held objects */
321 if (o_ptr->held_m_idx) continue;
326 /* Only detect nearby objects */
327 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
329 /* Examine the tval */
332 /* Artifacts, misc magic items, or enchanted wearables */
333 if (object_is_artifact(o_ptr) ||
334 object_is_ego(o_ptr) ||
335 (tv == TV_WHISTLE) ||
343 (tv == TV_LIFE_BOOK) ||
344 (tv == TV_SORCERY_BOOK) ||
345 (tv == TV_NATURE_BOOK) ||
346 (tv == TV_CHAOS_BOOK) ||
347 (tv == TV_DEATH_BOOK) ||
348 (tv == TV_TRUMP_BOOK) ||
349 (tv == TV_ARCANE_BOOK) ||
350 (tv == TV_CRAFT_BOOK) ||
351 (tv == TV_DAEMON_BOOK) ||
352 (tv == TV_CRUSADE_BOOK) ||
353 (tv == TV_MUSIC_BOOK) ||
354 (tv == TV_HISSATSU_BOOK) ||
355 (tv == TV_HEX_BOOK) ||
356 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
358 /* Memorize the item */
359 o_ptr->marked |= OM_FOUND;
366 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!"));
375 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
377 * @return 効力があった場合TRUEを返す
379 bool detect_monsters_normal(POSITION range)
385 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
387 for (i = 1; i < m_max; i++)
389 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
390 monster_race *r_ptr = &r_info[m_ptr->r_idx];
391 if (!monster_is_valid(m_ptr)) continue;
396 /* Only detect nearby monsters */
397 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
399 /* Detect all non-invisible monsters */
400 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
402 /* Repair visibility later */
403 repair_monsters = TRUE;
405 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
406 update_monster(i, FALSE);
411 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
414 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
421 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
423 * @return 効力があった場合TRUEを返す
425 bool detect_monsters_invis(POSITION range)
431 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
433 for (i = 1; i < m_max; i++)
435 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
436 monster_race *r_ptr = &r_info[m_ptr->r_idx];
438 if (!monster_is_valid(m_ptr)) continue;
443 /* Only detect nearby monsters */
444 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
446 /* Detect invisible monsters */
447 if (r_ptr->flags2 & RF2_INVISIBLE)
449 /* Update monster recall window */
450 if (p_ptr->monster_race_idx == m_ptr->r_idx)
452 p_ptr->window |= (PW_MONSTER);
455 /* Repair visibility later */
456 repair_monsters = TRUE;
458 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
459 update_monster(i, FALSE);
464 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
467 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
473 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
475 * @return 効力があった場合TRUEを返す
477 bool detect_monsters_evil(POSITION range)
483 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
485 for (i = 1; i < m_max; i++)
487 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
488 monster_race *r_ptr = &r_info[m_ptr->r_idx];
489 if (!monster_is_valid(m_ptr)) continue;
494 /* Only detect nearby monsters */
495 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
497 /* Detect evil monsters */
498 if (r_ptr->flags3 & RF3_EVIL)
500 if (is_original_ap(m_ptr))
502 /* Take note that they are evil */
503 r_ptr->r_flags3 |= (RF3_EVIL);
505 /* Update monster recall window */
506 if (p_ptr->monster_race_idx == m_ptr->r_idx)
508 p_ptr->window |= (PW_MONSTER);
512 /* Repair visibility later */
513 repair_monsters = TRUE;
515 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
516 update_monster(i, FALSE);
522 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
528 * @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
530 * @return 効力があった場合TRUEを返す
532 bool detect_monsters_nonliving(POSITION range)
538 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
540 for (i = 1; i < m_max; i++)
542 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
543 if (!monster_is_valid(m_ptr)) continue;
548 /* Only detect nearby monsters */
549 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
551 /* Detect non-living monsters */
552 if (!monster_living(m_ptr->r_idx))
554 /* Update monster recall window */
555 if (p_ptr->monster_race_idx == m_ptr->r_idx)
557 p_ptr->window |= (PW_MONSTER);
560 /* Repair visibility later */
561 repair_monsters = TRUE;
563 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
564 update_monster(i, FALSE);
570 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!"));
576 * @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
578 * @return 効力があった場合TRUEを返す
580 bool detect_monsters_mind(POSITION range)
586 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
588 for (i = 1; i < m_max; i++)
590 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
591 monster_race *r_ptr = &r_info[m_ptr->r_idx];
592 if (!monster_is_valid(m_ptr)) continue;
597 /* Only detect nearby monsters */
598 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
600 /* Detect non-living monsters */
601 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
603 /* Update monster recall window */
604 if (p_ptr->monster_race_idx == m_ptr->r_idx)
606 p_ptr->window |= (PW_MONSTER);
609 /* Repair visibility later */
610 repair_monsters = TRUE;
612 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
613 update_monster(i, FALSE);
619 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
626 * @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
628 * @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)
629 * @return 効力があった場合TRUEを返す
631 bool detect_monsters_string(POSITION range, concptr Match)
637 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
639 for (i = 1; i < m_max; i++)
641 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
642 monster_race *r_ptr = &r_info[m_ptr->r_idx];
643 if (!monster_is_valid(m_ptr)) continue;
648 /* Only detect nearby monsters */
649 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
651 /* Detect monsters with the same symbol */
652 if (my_strchr(Match, r_ptr->d_char))
654 /* Update monster recall window */
655 if (p_ptr->monster_race_idx == m_ptr->r_idx)
657 p_ptr->window |= (PW_MONSTER);
660 /* Repair visibility later */
661 repair_monsters = TRUE;
663 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
664 update_monster(i, FALSE);
669 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
672 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
678 * @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
680 * @param match_flag 感知フラグ
681 * @return 効力があった場合TRUEを返す
683 bool detect_monsters_xxx(POSITION range, u32b match_flag)
688 concptr desc_monsters = _("変なモンスター", "weird monsters");
690 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
692 for (i = 1; i < m_max; i++)
694 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
695 monster_race *r_ptr = &r_info[m_ptr->r_idx];
696 if (!monster_is_valid(m_ptr)) continue;
701 /* Only detect nearby monsters */
702 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
704 /* Detect evil monsters */
705 if (r_ptr->flags3 & (match_flag))
707 if (is_original_ap(m_ptr))
709 /* Take note that they are something */
710 r_ptr->r_flags3 |= (match_flag);
712 /* Update monster recall window */
713 if (p_ptr->monster_race_idx == m_ptr->r_idx)
715 p_ptr->window |= (PW_MONSTER);
719 /* Repair visibility later */
720 repair_monsters = TRUE;
722 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
723 update_monster(i, FALSE);
732 desc_monsters = _("デーモン", "demons");
735 desc_monsters = _("アンデッド", "the undead");
739 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
747 * @brief 全感知処理 / Detect everything
749 * @return 効力があった場合TRUEを返す
751 bool detect_all(POSITION range)
755 /* Detect everything */
756 if (detect_traps(range, TRUE)) detect = TRUE;
757 if (detect_doors(range)) detect = TRUE;
758 if (detect_stairs(range)) detect = TRUE;
760 /* There are too many hidden treasure. So... */
761 /* if (detect_treasure(range)) detect = TRUE; */
763 if (detect_objects_gold(range)) detect = TRUE;
764 if (detect_objects_normal(range)) detect = TRUE;
765 if (detect_monsters_invis(range)) detect = TRUE;
766 if (detect_monsters_normal(range)) detect = TRUE;
772 * @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
775 * @return 効力があった場合TRUEを返す
778 * Note that affected monsters are NOT auto-tracked by this usage.
780 * To avoid misbehavior when monster deaths have side-effects,
781 * this is done in two passes. -- JDL
784 bool project_all_los(EFFECT_ID typ, HIT_POINT dam)
788 BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
789 bool obvious = FALSE;
791 /* Mark all (nearby) monsters */
792 for (i = 1; i < m_max; i++)
794 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
795 if (!monster_is_valid(m_ptr)) continue;
800 /* Require line of sight */
801 if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
803 /* Mark the monster */
804 m_ptr->mflag |= (MFLAG_LOS);
807 /* Affect all marked monsters */
808 for (i = 1; i < m_max; i++)
810 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
812 /* Skip unmarked monsters */
813 if (!(m_ptr->mflag & (MFLAG_LOS))) continue;
816 m_ptr->mflag &= ~(MFLAG_LOS);
821 /* Jump directly to the target monster */
822 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
829 * @brief 視界内モンスターを加速する処理 / Speed monsters
830 * @return 効力があった場合TRUEを返す
832 bool speed_monsters(void)
834 return (project_all_los(GF_OLD_SPEED, p_ptr->lev));
838 * @brief 視界内モンスターを加速する処理 / Slow monsters
839 * @return 効力があった場合TRUEを返す
841 bool slow_monsters(int power)
843 return (project_all_los(GF_OLD_SLOW, power));
847 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
848 * @return 効力があった場合TRUEを返す
850 bool sleep_monsters(int power)
852 return (project_all_los(GF_OLD_SLEEP, power));
856 * @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
857 * @return 効力があった場合TRUEを返す
859 bool banish_evil(int dist)
861 return (project_all_los(GF_AWAY_EVIL, dist));
865 * @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
866 * @return 効力があった場合TRUEを返す
868 bool turn_undead(void)
870 bool tester = (project_all_los(GF_TURN_UNDEAD, p_ptr->lev));
872 chg_virtue(V_UNLIFE, -1);
877 * @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
878 * @return 効力があった場合TRUEを返す
880 bool dispel_undead(HIT_POINT dam)
882 bool tester = (project_all_los(GF_DISP_UNDEAD, dam));
884 chg_virtue(V_UNLIFE, -2);
889 * @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
890 * @return 効力があった場合TRUEを返す
892 bool dispel_evil(HIT_POINT dam)
894 return (project_all_los(GF_DISP_EVIL, dam));
898 * @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
899 * @return 効力があった場合TRUEを返す
901 bool dispel_good(HIT_POINT dam)
903 return (project_all_los(GF_DISP_GOOD, dam));
907 * @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
908 * @return 効力があった場合TRUEを返す
910 bool dispel_monsters(HIT_POINT dam)
912 return (project_all_los(GF_DISP_ALL, dam));
915 bool cleansing_nova(player_type *creature_ptr, bool magic, bool powerful)
918 if (dispel_evil(powerful ? 225 : 150)) ident = TRUE;
919 int k = 3 * creature_ptr->lev;
920 if (set_protevil((magic ? 0 : creature_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
921 if (set_poisoned(0)) ident = TRUE;
922 if (set_afraid(0)) ident = TRUE;
923 if (hp_player(50)) ident = TRUE;
924 if (set_stun(0)) ident = TRUE;
925 if (set_cut(0)) ident = TRUE;
929 bool unleash_mana_storm(player_type *creature_ptr, bool powerful)
931 msg_print(_("強力な魔力が敵を引き裂いた!", "Mighty magics rend your enemies!"));
932 project(0, (powerful ? 7 : 5), creature_ptr->y, creature_ptr->x,
933 (randint1(200) + (powerful ? 500 : 300)) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
934 if ((creature_ptr->pclass != CLASS_MAGE) && (creature_ptr->pclass != CLASS_HIGH_MAGE) && (creature_ptr->pclass != CLASS_SORCERER) && (creature_ptr->pclass != CLASS_MAGIC_EATER) && (creature_ptr->pclass != CLASS_BLUE_MAGE))
936 (void)take_hit(DAMAGE_NOESCAPE, 50, _("コントロールし難い強力な魔力の解放", "unleashing magics too mighty to control"), -1);
942 * @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
943 * @return 効力があった場合TRUEを返す
945 bool dispel_living(HIT_POINT dam)
947 return (project_all_los(GF_DISP_LIVING, dam));
951 * @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
952 * @return 効力があった場合TRUEを返す
954 bool dispel_demons(HIT_POINT dam)
956 return (project_all_los(GF_DISP_DEMON, dam));
960 * @brief 視界内のモンスターに「聖戦」効果を与える処理
961 * @return 効力があった場合TRUEを返す
965 return (project_all_los(GF_CRUSADE, p_ptr->lev*4));
969 * @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.
970 * @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)
973 void aggravate_monsters(MONSTER_IDX who)
979 /* Aggravate everyone nearby */
980 for (i = 1; i < m_max; i++)
982 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
983 if (!monster_is_valid(m_ptr)) continue;
985 /* Skip aggravating monster (or player) */
986 if (i == who) continue;
988 /* Wake up nearby sleeping monsters */
989 if (m_ptr->cdis < MAX_SIGHT * 2)
992 if (MON_CSLEEP(m_ptr))
994 (void)set_monster_csleep(i, 0);
997 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
1000 /* Speed up monsters in line of sight */
1001 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
1005 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
1011 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!"));
1012 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!"));
1013 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
1018 * @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
1019 * @param m_idx 抹殺するモンスターID
1020 * @param power 抹殺の威力
1021 * @param player_cast プレイヤーの魔法によるものならば TRUE
1022 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
1023 * @param spell_name 抹殺効果を起こした魔法の名前
1024 * @return 効力があった場合TRUEを返す
1026 bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, concptr spell_name)
1028 int msec = delay_factor * delay_factor * delay_factor;
1029 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1030 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1031 bool resist = FALSE;
1033 if (is_pet(m_ptr) && !player_cast) return FALSE;
1035 /* Hack -- Skip Unique Monsters or Quest Monsters */
1036 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1037 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1038 else if (m_idx == p_ptr->riding) resist = TRUE;
1039 else if ((p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
1040 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1041 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1045 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1047 GAME_TEXT m_name[MAX_NLEN];
1049 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1050 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1053 delete_monster_idx(m_idx);
1056 if (resist && player_cast)
1058 bool see_m = is_seen(m_ptr);
1059 GAME_TEXT m_name[MAX_NLEN];
1061 monster_desc(m_name, m_ptr, 0);
1064 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1066 if (MON_CSLEEP(m_ptr))
1068 (void)set_monster_csleep(m_idx, 0);
1071 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1074 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1078 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1082 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1087 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);
1090 /* Visual feedback */
1091 move_cursor_relative(p_ptr->y, p_ptr->x);
1093 p_ptr->redraw |= (PR_HP);
1094 p_ptr->window |= (PW_PLAYER);
1099 Term_xtra(TERM_XTRA_DELAY, msec);
1106 * @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
1107 * @param power 抹殺の威力
1108 * @param player_cast プレイヤーの魔法によるものならば TRUE
1109 * @return 効力があった場合TRUEを返す
1111 bool symbol_genocide(int power, bool player_cast)
1115 bool result = FALSE;
1117 /* Prevent genocide in quest levels */
1118 if ((p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1120 msg_print(_("何も起きないようだ……", "It seems nothing happen here..."));
1124 /* Mega-Hack -- Get a monster symbol */
1125 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)) ;
1127 /* Delete the monsters of that "type" */
1128 for (i = 1; i < m_max; i++)
1130 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1131 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1132 if (!monster_is_valid(m_ptr)) continue;
1134 /* Skip "wrong" monsters */
1135 if (r_ptr->d_char != typ) continue;
1137 result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
1142 chg_virtue(V_VITALITY, -2);
1143 chg_virtue(V_CHANCE, -1);
1151 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1152 * @param power 抹殺の威力
1153 * @param player_cast プレイヤーの魔法によるものならば TRUE
1154 * @return 効力があった場合TRUEを返す
1156 bool mass_genocide(int power, bool player_cast)
1159 bool result = FALSE;
1161 /* Prevent mass genocide in quest levels */
1162 if ((p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1167 /* Delete the (nearby) monsters */
1168 for (i = 1; i < m_max; i++)
1170 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1171 if (!monster_is_valid(m_ptr)) continue;
1173 /* Skip distant monsters */
1174 if (m_ptr->cdis > MAX_SIGHT) continue;
1177 result |= genocide_aux(i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1182 chg_virtue(V_VITALITY, -2);
1183 chg_virtue(V_CHANCE, -1);
1191 * @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
1192 * @param power 抹殺の威力
1193 * @param player_cast プレイヤーの魔法によるものならば TRUE
1194 * @return 効力があった場合TRUEを返す
1196 bool mass_genocide_undead(int power, bool player_cast)
1199 bool result = FALSE;
1201 /* Prevent mass genocide in quest levels */
1202 if ((p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1207 /* Delete the (nearby) monsters */
1208 for (i = 1; i < m_max; i++)
1210 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1211 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1212 if (!monster_is_valid(m_ptr)) continue;
1214 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1216 /* Skip distant monsters */
1217 if (m_ptr->cdis > MAX_SIGHT) continue;
1220 result |= genocide_aux(i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1225 chg_virtue(V_UNLIFE, -2);
1226 chg_virtue(V_CHANCE, -1);
1234 * @brief 周辺モンスターを調査する / Probe nearby monsters
1235 * @return 効力があった場合TRUEを返す
1240 int speed; /* TODO */
1251 /* Probe all (nearby) monsters */
1252 for (i = 1; i < m_max; i++)
1254 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1255 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1256 if (!monster_is_valid(m_ptr)) continue;
1258 /* Require line of sight */
1259 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
1261 /* Probe visible monsters */
1264 GAME_TEXT m_name[MAX_NLEN];
1266 /* Start the message */
1269 msg_print(_("調査中...", "Probing..."));
1274 if (!is_original_ap(m_ptr))
1276 if (m_ptr->mflag2 & MFLAG2_KAGE)
1277 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1279 m_ptr->ap_r_idx = m_ptr->r_idx;
1280 lite_spot(m_ptr->fy, m_ptr->fx);
1282 /* Get "the monster" or "something" */
1283 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1285 speed = m_ptr->mspeed - 110;
1286 if (MON_FAST(m_ptr)) speed += 10;
1287 if (MON_SLOW(m_ptr)) speed -= 10;
1288 if (ironman_nightmare) speed += 5;
1290 /* Get the monster's alignment */
1291 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
1292 else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
1293 else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
1294 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)");
1295 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
1296 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
1297 else align = _("中立", "neutral");
1299 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:"),
1300 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1302 if (r_ptr->next_r_idx)
1304 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1308 strcat(buf, "xxx ");
1311 if (MON_CSLEEP(m_ptr)) strcat(buf,_("睡眠 ", "sleeping "));
1312 if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
1313 if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
1314 if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
1315 if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
1316 buf[strlen(buf)-1] = '\0';
1319 /* HACK : Add the line to message buffer */
1322 p_ptr->window |= (PW_MESSAGE);
1325 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
1328 Term_erase(0, 0, 255);
1330 /* Learn everything about this monster */
1331 if (lore_do_probe(m_ptr->r_idx))
1333 /* Get base name of monster */
1334 strcpy(buf, (r_name + r_ptr->name));
1337 /* Note that we learnt some new flags -Mogami- */
1338 msg_format("%sについてさらに詳しくなった気がする。", buf);
1343 /* Note that we learnt some new flags -Mogami- */
1344 msg_format("You now know more about %s.", buf);
1346 /* Clear -more- prompt */
1361 chg_virtue(V_KNOWLEDGE, 1);
1362 msg_print(_("これで全部です。", "That's all."));
1370 * @brief *破壊*処理を行う / The spell of destruction
1371 * @param y1 破壊の中心Y座標
1372 * @param x1 破壊の中心X座標
1374 * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
1375 * @return 効力があった場合TRUEを返す
1378 * This spell "deletes" monsters (instead of "killing" them).
1380 * Later we may use one function for both "destruction" and
1381 * "earthquake" by using the "full" to select "destruction".
1384 bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
1391 /* Prevent destruction of quest levels and town */
1392 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !current_floor_ptr->dun_level)
1397 /* Lose monster light */
1398 if (!in_generate) clear_mon_lite();
1400 /* Big area of affect */
1401 for (y = (y1 - r); y <= (y1 + r); y++)
1403 for (x = (x1 - r); x <= (x1 + r); x++)
1405 /* Skip illegal grids */
1406 if (!in_bounds(y, x)) continue;
1408 /* Extract the distance */
1409 k = distance(y1, x1, y, x);
1411 /* Stay in the circle of death */
1412 if (k > r) continue;
1413 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1415 /* Lose room and vault */
1416 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1418 /* Lose light and knowledge */
1419 g_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
1421 if (!in_generate) /* Normal */
1424 g_ptr->info &= ~(CAVE_UNSAFE);
1426 /* Hack -- Notice player affect */
1427 if (player_bold(y, x))
1429 /* Hurt the player later */
1432 /* Do not hurt this grid */
1437 /* Hack -- Skip the epicenter */
1438 if ((y == y1) && (x == x1)) continue;
1442 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1443 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1445 if (in_generate) /* In generation */
1447 /* Delete the monster (if any) */
1448 delete_monster(y, x);
1450 else if (r_ptr->flags1 & RF1_QUESTOR)
1452 /* Heal the monster */
1453 m_ptr->hp = m_ptr->maxhp;
1455 /* Try to teleport away quest monsters */
1456 if (!teleport_away(g_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
1460 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1462 GAME_TEXT m_name[MAX_NLEN];
1464 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1465 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
1468 /* Delete the monster (if any) */
1469 delete_monster(y, x);
1473 /* During generation, destroyed artifacts are "preserved" */
1474 if (preserve_mode || in_generate)
1476 OBJECT_IDX this_o_idx, next_o_idx = 0;
1478 /* Scan all objects in the grid */
1479 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1482 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
1483 next_o_idx = o_ptr->next_o_idx;
1485 /* Hack -- Preserve unknown artifacts */
1486 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
1488 /* Mega-Hack -- Preserve the artifact */
1489 a_info[o_ptr->name1].cur_num = 0;
1491 if (in_generate && cheat_peek)
1493 GAME_TEXT o_name[MAX_NLEN];
1494 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1495 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);
1498 else if (in_generate && cheat_peek && o_ptr->art_name)
1500 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。",
1501 "One of the random artifacts was *destroyed* during generation."));
1506 delete_object(y, x);
1508 /* Destroy "non-permanent" grids */
1509 if (!cave_perma_grid(g_ptr))
1511 /* Wall (or floor) type */
1514 if (!in_generate) /* Normal */
1518 /* Create granite wall */
1519 cave_set_feat(y, x, feat_granite);
1523 /* Create quartz vein */
1524 cave_set_feat(y, x, feat_quartz_vein);
1528 /* Create magma vein */
1529 cave_set_feat(y, x, feat_magma_vein);
1534 cave_set_feat(y, x, feat_ground_type[randint0(100)]);
1537 else /* In generation */
1541 /* Create granite wall */
1542 place_extra_grid(g_ptr);
1546 /* Create quartz vein */
1547 g_ptr->feat = feat_quartz_vein;
1551 /* Create magma vein */
1552 g_ptr->feat = feat_magma_vein;
1557 place_floor_grid(g_ptr);
1560 /* Clear garbage of hidden trap or door */
1569 /* Process "re-glowing" */
1570 for (y = (y1 - r); y <= (y1 + r); y++)
1572 for (x = (x1 - r); x <= (x1 + r); x++)
1574 /* Skip illegal grids */
1575 if (!in_bounds(y, x)) continue;
1577 /* Extract the distance */
1578 k = distance(y1, x1, y, x);
1580 /* Stay in the circle of death */
1581 if (k > r) continue;
1582 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1584 if (is_mirror_grid(g_ptr)) g_ptr->info |= CAVE_GLOW;
1585 else if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
1591 for (i = 0; i < 9; i++)
1593 yy = y + ddy_ddd[i];
1594 xx = x + ddx_ddd[i];
1595 if (!in_bounds2(yy, xx)) continue;
1596 cc_ptr = ¤t_floor_ptr->grid_array[yy][xx];
1597 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1599 g_ptr->info |= CAVE_GLOW;
1607 /* Hack -- Affect player */
1610 msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
1612 /* Blind the player */
1613 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
1616 (void)set_blind(p_ptr->blind + 10 + randint1(10));
1622 /* Mega-Hack -- Forget the view and lite */
1623 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1624 p_ptr->redraw |= (PR_MAP);
1625 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1627 if (p_ptr->special_defense & NINJA_S_STEALTH)
1629 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1639 * @brief 地震処理(サブルーチン) /
1640 * Induce an "earthquake" of the given radius at the given location.
1641 * @return 効力があった場合TRUEを返す
1645 * @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)
1649 * This will current_world_ptr->game_turn some walls into floors and some floors into walls.
1651 * The player will take damage and "jump" into a safe grid if possible,
1652 * otherwise, he will "tunnel" through the rubble instantaneously.
1654 * Monsters will take damage, and "jump" into a safe grid if possible,
1655 * otherwise they will be "buried" in the rubble, disappearing from
1656 * the level in the same way that they do when genocided.
1658 * Note that thus the player and monsters (except eaters of walls and
1659 * passers through walls) will never occupy the same grid as a wall.
1660 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
1661 * for a single current_world_ptr->game_turn, unless that monster can pass_walls or kill_walls.
1662 * This has allowed massive simplification of the "monster" code.
1665 bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
1669 POSITION y, x, yy, xx, dy, dx;
1672 POSITION sy = 0, sx = 0;
1677 /* Prevent destruction of quest levels and town */
1678 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !current_floor_ptr->dun_level)
1683 /* Paranoia -- Enforce maximum range */
1686 /* Clear the "maximal blast" area */
1687 for (y = 0; y < 32; y++)
1689 for (x = 0; x < 32; x++)
1695 /* Check around the epicenter */
1696 for (dy = -r; dy <= r; dy++)
1698 for (dx = -r; dx <= r; dx++)
1700 /* Extract the location */
1704 /* Skip illegal grids */
1705 if (!in_bounds(yy, xx)) continue;
1707 /* Skip distant grids */
1708 if (distance(cy, cx, yy, xx) > r) continue;
1709 g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
1711 /* Lose room and vault / Lose light and knowledge */
1712 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
1713 g_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
1715 /* Skip the epicenter */
1716 if (!dx && !dy) continue;
1718 /* Skip most grids */
1719 if (randint0(100) < 85) continue;
1721 /* Damage this grid */
1722 map[16+yy-cy][16+xx-cx] = TRUE;
1724 /* Hack -- Take note of player damage */
1725 if (player_bold(yy, xx)) hurt = TRUE;
1729 /* First, affect the player (if necessary) */
1730 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
1732 /* Check around the player */
1733 for (i = 0; i < 8; i++)
1735 y = p_ptr->y + ddy_ddd[i];
1736 x = p_ptr->x + ddx_ddd[i];
1738 /* Skip non-empty grids */
1739 if (!cave_empty_bold(y, x)) continue;
1741 /* Important -- Skip "quake" grids */
1742 if (map[16+y-cy][16+x-cx]) continue;
1744 if (current_floor_ptr->grid_array[y][x].m_idx) continue;
1746 /* Count "safe" grids */
1749 /* Randomize choice */
1750 if (randint0(sn) > 0) continue;
1752 /* Save the safe location */
1756 /* Random message */
1757 switch (randint1(3))
1761 msg_print(_("ダンジョンの壁が崩れた!", "The current_floor_ptr->grid_array ceiling collapses!"));
1766 msg_print(_("ダンジョンの床が不自然にねじ曲がった!", "The current_floor_ptr->grid_array floor twists in an unnatural way!"));
1771 msg_print(_("ダンジョンが揺れた!崩れた岩が頭に降ってきた!", "The current_floor_ptr->grid_array quakes! You are pummeled with debris!"));
1776 /* Hurt the player a lot */
1779 /* Message and damage */
1780 msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
1784 /* Destroy the grid, and push the player to safety */
1787 /* Calculate results */
1788 switch (randint1(3))
1792 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
1798 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
1799 damage = damroll(10, 4);
1800 (void)set_stun(p_ptr->stun + randint1(50));
1805 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!"));
1806 damage = damroll(10, 4);
1807 (void)set_stun(p_ptr->stun + randint1(50));
1812 /* Move the player to the safe location */
1813 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
1816 /* Important -- no wall on player */
1817 map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
1825 GAME_TEXT m_name[MAX_NLEN];
1826 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1827 monster_desc(m_name, m_ptr, MD_WRONGDOER_NAME);
1828 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
1832 killer = _("地震", "an earthquake");
1835 take_hit(DAMAGE_ATTACK, damage, killer, -1);
1839 /* Examine the quaked region */
1840 for (dy = -r; dy <= r; dy++)
1842 for (dx = -r; dx <= r; dx++)
1844 /* Extract the location */
1848 /* Skip unaffected grids */
1849 if (!map[16+yy-cy][16+xx-cx]) continue;
1850 g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
1852 if (g_ptr->m_idx == p_ptr->riding) continue;
1854 /* Process monsters */
1857 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1858 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1860 /* Quest monsters */
1861 if (r_ptr->flags1 & RF1_QUESTOR)
1863 /* No wall on quest monsters */
1864 map[16+yy-cy][16+xx-cx] = FALSE;
1869 /* Most monsters cannot co-exist with rock */
1870 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
1871 !(r_ptr->flags2 & (RF2_PASS_WALL)))
1873 GAME_TEXT m_name[MAX_NLEN];
1875 /* Assume not safe */
1878 /* Monster can move to escape the wall */
1879 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
1881 /* Look for safety */
1882 for (i = 0; i < 8; i++)
1884 y = yy + ddy_ddd[i];
1885 x = xx + ddx_ddd[i];
1887 /* Skip non-empty grids */
1888 if (!cave_empty_bold(y, x)) continue;
1890 /* Hack -- no safety on glyph of warding */
1891 if (is_glyph_grid(¤t_floor_ptr->grid_array[y][x])) continue;
1892 if (is_explosive_rune_grid(¤t_floor_ptr->grid_array[y][x])) continue;
1894 /* ... nor on the Pattern */
1895 if (pattern_tile(y, x)) continue;
1897 /* Important -- Skip "quake" grids */
1898 if (map[16+y-cy][16+x-cx]) continue;
1900 if (current_floor_ptr->grid_array[y][x].m_idx) continue;
1901 if (player_bold(y, x)) continue;
1903 /* Count "safe" grids */
1906 /* Randomize choice */
1907 if (randint0(sn) > 0) continue;
1909 /* Save the safe grid */
1914 monster_desc(m_name, m_ptr, 0);
1916 /* Scream in pain */
1917 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);
1919 /* Take damage from the quake */
1920 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
1922 /* Monster is certainly awake */
1923 (void)set_monster_csleep(g_ptr->m_idx, 0);
1925 /* Apply damage directly */
1926 m_ptr->hp -= damage;
1928 /* Delete (not kill) "dead" monsters */
1931 if (!ignore_unview || is_seen(m_ptr))
1932 msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
1936 if (record_named_pet && is_pet(¤t_floor_ptr->m_list[g_ptr->m_idx]) && current_floor_ptr->m_list[g_ptr->m_idx].nickname)
1938 char m2_name[MAX_NLEN];
1940 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
1941 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
1945 delete_monster(yy, xx);
1947 /* No longer safe */
1951 /* Hack -- Escape from the rock */
1954 IDX m_idx_aux = current_floor_ptr->grid_array[yy][xx].m_idx;
1956 /* Update the old location */
1957 current_floor_ptr->grid_array[yy][xx].m_idx = 0;
1959 /* Update the new location */
1960 current_floor_ptr->grid_array[sy][sx].m_idx = m_idx_aux;
1962 /* Move the monster */
1966 update_monster(m_idx, TRUE);
1975 /* Lose monster light */
1978 /* Examine the quaked region */
1979 for (dy = -r; dy <= r; dy++)
1981 for (dx = -r; dx <= r; dx++)
1983 /* Extract the location */
1987 /* Skip unaffected grids */
1988 if (!map[16+yy-cy][16+xx-cx]) continue;
1990 g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
1992 /* Paranoia -- never affect player */
1993 /* if (player_bold(yy, xx)) continue; */
1995 /* Destroy location (if valid) */
1996 if (cave_valid_bold(yy, xx))
1998 delete_object(yy, xx);
2000 /* Wall (or floor) type */
2001 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
2006 /* Create granite wall */
2007 cave_set_feat(yy, xx, feat_granite);
2013 /* Create quartz vein */
2014 cave_set_feat(yy, xx, feat_quartz_vein);
2020 /* Create magma vein */
2021 cave_set_feat(yy, xx, feat_magma_vein);
2028 cave_set_feat(yy, xx, feat_ground_type[randint0(100)]);
2034 /* Process "re-glowing" */
2035 for (dy = -r; dy <= r; dy++)
2037 for (dx = -r; dx <= r; dx++)
2039 /* Extract the location */
2043 /* Skip illegal grids */
2044 if (!in_bounds(yy, xx)) continue;
2046 /* Skip distant grids */
2047 if (distance(cy, cx, yy, xx) > r) continue;
2048 g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
2050 if (is_mirror_grid(g_ptr)) g_ptr->info |= CAVE_GLOW;
2051 else if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
2057 for (ii = 0; ii < 9; ii++)
2059 yyy = yy + ddy_ddd[ii];
2060 xxx = xx + ddx_ddd[ii];
2061 if (!in_bounds2(yyy, xxx)) continue;
2062 cc_ptr = ¤t_floor_ptr->grid_array[yyy][xxx];
2063 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2065 g_ptr->info |= CAVE_GLOW;
2073 /* Mega-Hack -- Forget the view and lite */
2074 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
2075 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH | PR_MAP);
2076 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2078 if (p_ptr->special_defense & NINJA_S_STEALTH)
2080 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2088 * @brief 地震処理(プレイヤーの中心発動) /
2089 * Induce an "earthquake" of the given radius at the given location.
2090 * @return 効力があった場合TRUEを返す
2095 bool earthquake(POSITION cy, POSITION cx, POSITION r)
2097 return earthquake_aux(cy, cx, r, 0);
2104 void discharge_minion(void)
2109 for (i = 1; i < m_max; i++)
2111 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
2112 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2113 if (m_ptr->nickname) okay = FALSE;
2115 if (!okay || p_ptr->riding)
2117 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? ")))
2120 for (i = 1; i < m_max; i++)
2123 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
2124 monster_race *r_ptr;
2126 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2127 r_ptr = &r_info[m_ptr->r_idx];
2129 /* Uniques resist discharging */
2130 if (r_ptr->flags1 & RF1_UNIQUE)
2132 GAME_TEXT m_name[MAX_NLEN];
2133 monster_desc(m_name, m_ptr, 0x00);
2134 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);
2135 delete_monster_idx(i);
2138 dam = m_ptr->maxhp / 2;
2139 if (dam > 100) dam = (dam - 100) / 2 + 100;
2140 if (dam > 400) dam = (dam - 400) / 2 + 400;
2141 if (dam > 800) dam = 800;
2142 project(i, 2 + (r_ptr->level / 20), m_ptr->fy, 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 < tmp_pos.n; i++)
2181 POSITION y = tmp_pos.y[i];
2182 POSITION x = tmp_pos.x[i];
2184 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2186 /* No longer in the array */
2187 g_ptr->info &= ~(CAVE_TEMP);
2189 /* Update only non-CAVE_GLOW grids */
2190 /* if (g_ptr->info & (CAVE_GLOW)) continue; */
2193 g_ptr->info |= (CAVE_GLOW);
2195 /* Process affected monsters */
2198 PERCENTAGE chance = 25;
2199 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
2200 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2201 update_monster(g_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(g_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);
2227 update_local_illumination(y, x);
2237 * @brief 部屋全体を暗くするサブルーチン
2241 * This routine clears the entire "temp" set.
2242 * This routine will "darken" all "temp" grids.
2243 * In addition, some of these grids will be "unmarked".
2244 * This routine is used (only) by "unlite_room()"
2245 * Also, process all affected monsters
2248 static void cave_temp_room_unlite(void)
2252 /* Clear them all */
2253 for (i = 0; i < tmp_pos.n; i++)
2255 POSITION y = tmp_pos.y[i];
2256 POSITION x = tmp_pos.x[i];
2259 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2260 bool do_dark = !is_mirror_grid(g_ptr);
2262 /* No longer in the array */
2263 g_ptr->info &= ~(CAVE_TEMP);
2265 /* Darken the grid */
2268 if (current_floor_ptr->dun_level || !is_daytime())
2270 for (j = 0; j < 9; j++)
2272 POSITION by = y + ddy_ddd[j];
2273 POSITION bx = x + ddx_ddd[j];
2275 if (in_bounds2(by, bx))
2277 grid_type *cc_ptr = ¤t_floor_ptr->grid_array[by][bx];
2279 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2287 if (!do_dark) continue;
2290 g_ptr->info &= ~(CAVE_GLOW);
2292 /* Hack -- Forget "boring" grids */
2293 if (!have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_REMEMBER))
2295 /* Forget the grid */
2296 if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
2300 /* Process affected monsters */
2303 update_monster(g_ptr->m_idx, FALSE);
2307 update_local_illumination(y, x);
2317 * @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
2320 * @param pass_bold 地形条件を返す関数ポインタ
2323 static int next_to_open(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2330 for (i = 0; i < 16; i++)
2332 y = cy + ddy_cdd[i % 8];
2333 x = cx + ddx_cdd[i % 8];
2335 /* Found a wall, break the length */
2336 if (!pass_bold(y, x))
2338 /* Track best length */
2352 return (MAX(len, blen));
2356 * @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
2359 * @param pass_bold 地形条件を返す関数ポインタ
2362 static int next_to_walls_adj(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2368 for (i = 0; i < 8; i++)
2370 y = cy + ddy_ddd[i];
2371 x = cx + ddx_ddd[i];
2373 if (!pass_bold(y, x)) c++;
2381 * @brief 部屋内にある一点の周囲に該当する地形数かいくつあるかをグローバル変数tmp_pos.nに返す / Aux function -- see below
2382 * @param y 部屋内のy座標1点
2383 * @param x 部屋内のx座標1点
2384 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
2385 * @param pass_bold 地形条件を返す関数ポインタ
2388 static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pass_bold)(POSITION, POSITION))
2391 g_ptr = ¤t_floor_ptr->grid_array[y][x];
2393 /* Avoid infinite recursion */
2394 if (g_ptr->info & (CAVE_TEMP)) return;
2396 /* Do not "leave" the current room */
2397 if (!(g_ptr->info & (CAVE_ROOM)))
2399 if (only_room) return;
2402 if (!in_bounds2(y, x)) return;
2404 /* Do not exceed the maximum spell range */
2405 if (distance(p_ptr->y, p_ptr->x, y, x) > MAX_RANGE) return;
2407 /* Verify this grid */
2409 * The reason why it is ==6 instead of >5 is that 8 is impossible
2410 * due to the check for cave_bold above.
2411 * 7 lights dead-end corridors (you need to do this for the
2412 * checkboard interesting rooms, so that the boundary is lit
2414 * This leaves only a check for 6 bounding walls!
2416 if (in_bounds(y, x) && pass_bold(y, x) &&
2417 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
2420 /* Paranoia -- verify space */
2421 if (tmp_pos.n == TEMP_MAX) return;
2423 /* Mark the grid as "seen" */
2424 g_ptr->info |= (CAVE_TEMP);
2426 /* Add it to the "seen" set */
2427 tmp_pos.y[tmp_pos.n] = y;
2428 tmp_pos.x[tmp_pos.n] = x;
2433 * @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
2436 * @return 光を通すならばtrueを返す。
2438 static bool cave_pass_lite_bold(POSITION y, POSITION x)
2440 return cave_los_bold(y, x);
2444 * @brief 部屋内にある一点の周囲がいくつ光を通すかをグローバル変数tmp_pos.nに返す / Aux function -- see below
2449 static void cave_temp_lite_room_aux(POSITION y, POSITION x)
2451 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
2455 * @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
2458 * @return 射線を通すならばtrueを返す。
2460 static bool cave_pass_dark_bold(POSITION y, POSITION x)
2462 return cave_have_flag_bold(y, x, FF_PROJECT);
2467 * @brief 部屋内にある一点の周囲がいくつ射線を通すかをグローバル変数tmp_pos.nに返す / Aux function -- see below
2472 static void cave_temp_unlite_room_aux(POSITION y, POSITION x)
2474 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
2479 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
2484 void lite_room(POSITION y1, POSITION x1)
2489 /* Add the initial grid */
2490 cave_temp_lite_room_aux(y1, x1);
2492 /* While grids are in the queue, add their neighbors */
2493 for (i = 0; i < tmp_pos.n; i++)
2495 x = tmp_pos.x[i], y = tmp_pos.y[i];
2497 /* Walls get lit, but stop light */
2498 if (!cave_pass_lite_bold(y, x)) continue;
2500 /* Spread adjacent */
2501 cave_temp_lite_room_aux(y + 1, x);
2502 cave_temp_lite_room_aux(y - 1, x);
2503 cave_temp_lite_room_aux(y, x + 1);
2504 cave_temp_lite_room_aux(y, x - 1);
2506 /* Spread diagonal */
2507 cave_temp_lite_room_aux(y + 1, x + 1);
2508 cave_temp_lite_room_aux(y - 1, x - 1);
2509 cave_temp_lite_room_aux(y - 1, x + 1);
2510 cave_temp_lite_room_aux(y + 1, x - 1);
2513 /* Now, lite them all up at once */
2514 cave_temp_room_lite();
2516 if (p_ptr->special_defense & NINJA_S_STEALTH)
2518 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2524 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
2529 void unlite_room(POSITION y1, POSITION x1)
2534 /* Add the initial grid */
2535 cave_temp_unlite_room_aux(y1, x1);
2537 /* Spread, breadth first */
2538 for (i = 0; i < tmp_pos.n; i++)
2540 x = tmp_pos.x[i], y = tmp_pos.y[i];
2542 /* Walls get dark, but stop darkness */
2543 if (!cave_pass_dark_bold(y, x)) continue;
2545 /* Spread adjacent */
2546 cave_temp_unlite_room_aux(y + 1, x);
2547 cave_temp_unlite_room_aux(y - 1, x);
2548 cave_temp_unlite_room_aux(y, x + 1);
2549 cave_temp_unlite_room_aux(y, x - 1);
2551 /* Spread diagonal */
2552 cave_temp_unlite_room_aux(y + 1, x + 1);
2553 cave_temp_unlite_room_aux(y - 1, x - 1);
2554 cave_temp_unlite_room_aux(y - 1, x + 1);
2555 cave_temp_unlite_room_aux(y + 1, x - 1);
2558 /* Now, darken them all at once */
2559 cave_temp_room_unlite();
2562 bool starlight(bool magic)
2564 HIT_POINT num = damroll(5, 3);
2565 POSITION y = 0, x = 0;
2569 if (!p_ptr->blind && !magic)
2571 msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly..."));
2573 for (k = 0; k < num; k++)
2579 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, PROJECT_LOS);
2580 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2581 if (!player_bold(y, x)) break;
2584 project(0, 0, y, x, damroll(6 + p_ptr->lev / 8, 10), GF_LITE_WEAK,
2585 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL | PROJECT_LOS), -1);
2593 * @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
2596 * @return 作用が実際にあった場合TRUEを返す
2598 bool lite_area(HIT_POINT dam, POSITION rad)
2600 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2602 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
2604 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
2610 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
2613 /* Hook into the "project()" function */
2614 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1);
2616 lite_room(p_ptr->y, p_ptr->x);
2624 * @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
2627 * @return 作用が実際にあった場合TRUEを返す
2629 bool unlite_area(HIT_POINT dam, POSITION rad)
2631 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2635 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
2638 /* Hook into the "project()" function */
2639 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1);
2641 unlite_room(p_ptr->y, p_ptr->x);
2650 * @brief ボール系スペルの発動 / Cast a ball spell
2652 * @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)
2655 * @return 作用が実際にあった場合TRUEを返す
2658 * Stop if we hit a monster, act as a "ball"
2659 * Allow "target" mode to pass over monsters
2660 * Affect grids, objects, and monsters
2663 bool fire_ball(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2667 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2669 if (typ == GF_CHARM_LIVING) flg|= PROJECT_HIDE;
2670 /* Use the given direction */
2671 tx = p_ptr->x + 99 * ddx[dir];
2672 ty = p_ptr->y + 99 * ddy[dir];
2674 /* Hack -- Use an actual "target" */
2675 if ((dir == 5) && target_okay())
2677 flg &= ~(PROJECT_STOP);
2682 /* Analyze the "dir" and the "target". Hurt items on floor. */
2683 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2687 * @brief ブレス系スペルの発動 / Cast a breath spell
2689 * @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)
2692 * @return 作用が実際にあった場合TRUEを返す
2695 * Stop if we hit a monster, act as a "ball"
2696 * Allow "target" mode to pass over monsters
2697 * Affect grids, objects, and monsters
2700 bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2702 return fire_ball(typ, dir, dam, -rad);
2707 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
2709 * @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)
2712 * @return 作用が実際にあった場合TRUEを返す
2715 * Stop if we hit a monster, act as a "ball"
2716 * Allow "target" mode to pass over monsters
2717 * Affect grids, objects, and monsters
2720 bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2723 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2725 /* Use the given direction */
2726 tx = p_ptr->x + 99 * ddx[dir];
2727 ty = p_ptr->y + 99 * ddy[dir];
2729 /* Hack -- Use an actual "target" */
2730 if ((dir == 5) && target_okay())
2736 /* Analyze the "dir" and the "target". Hurt items on floor. */
2737 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2742 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
2744 * @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)
2747 * @return 作用が実際にあった場合TRUEを返す
2750 * Stop if we hit a monster, act as a "ball"
2751 * Allow "target" mode to pass over monsters
2752 * Affect grids, objects, and monsters
2755 bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2758 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
2760 /* Use the given direction */
2761 tx = p_ptr->x + 99 * ddx[dir];
2762 ty = p_ptr->y + 99 * ddy[dir];
2764 /* Hack -- Use an actual "target" */
2765 if ((dir == 5) && target_okay())
2767 flg &= ~(PROJECT_STOP);
2772 /* Analyze the "dir" and the "target". Hurt items on floor. */
2773 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2778 * @brief メテオ系スペルの発動 / Cast a meteor spell
2779 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
2785 * @return 作用が実際にあった場合TRUEを返す
2788 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
2789 * player, or outside source, that starts out at an arbitrary location, and
2790 * leaving no trail from the "caster" to the target. This function is
2791 * especially useful for bombardments and similar. -LM-
2792 * Option to hurt the player.
2795 bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
2797 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2799 /* Analyze the "target" and the caster. */
2800 return (project(who, rad, y, x, dam, typ, flg, -1));
2805 * @brief ブラスト系スペルの発動 / Cast a blast spell
2807 * @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)
2812 * @return 作用が実際にあった場合TRUEを返す
2814 bool fire_blast(EFFECT_ID typ, DIRECTION dir, DICE_NUMBER dd, DICE_SID ds, int num, int dev)
2818 POSITION ty, tx, y, x;
2821 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
2826 /* Use the given direction */
2829 ly = ty = p_ptr->y + 20 * ddy[dir];
2830 lx = tx = p_ptr->x + 20 * ddx[dir];
2833 /* Use an actual "target" */
2834 else /* if (dir == 5) */
2839 lx = 20 * (tx - p_ptr->x) + p_ptr->x;
2840 ly = 20 * (ty - p_ptr->y) + p_ptr->y;
2843 ld = distance(p_ptr->y, p_ptr->x, ly, lx);
2846 for (i = 0; i < num; i++)
2850 /* Get targets for some bolts */
2851 y = rand_spread(ly, ld * dev / 20);
2852 x = rand_spread(lx, ld * dev / 20);
2854 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
2857 /* Analyze the "dir" and the "target". */
2858 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
2869 * @brief モンスターとの位置交換処理 / Switch position with a monster.
2870 * @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)
2871 * @return 作用が実際にあった場合TRUEを返す
2873 bool teleport_swap(DIRECTION dir)
2877 monster_type* m_ptr;
2878 monster_race* r_ptr;
2880 if ((dir == 5) && target_okay())
2887 tx = p_ptr->x + ddx[dir];
2888 ty = p_ptr->y + ddy[dir];
2890 g_ptr = ¤t_floor_ptr->grid_array[ty][tx];
2892 if (p_ptr->anti_tele)
2894 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
2898 if (!g_ptr->m_idx || (g_ptr->m_idx == p_ptr->riding))
2900 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
2904 if ((g_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10))
2906 msg_print(_("失敗した。", "Failed to swap."));
2910 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
2911 r_ptr = &r_info[m_ptr->r_idx];
2913 (void)set_monster_csleep(g_ptr->m_idx, 0);
2915 if (r_ptr->flagsr & RFR_RES_TELE)
2917 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
2918 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2922 sound(SOUND_TELEPORT);
2924 /* Swap the player and monster */
2925 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
2933 * @brief 指定方向に飛び道具を飛ばす(フラグ任意指定) / Hack -- apply a "project()" in a direction (or at the target)
2935 * @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)
2938 * @return 作用が実際にあった場合TRUEを返す
2940 bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
2944 /* Pass through the target if needed */
2945 flg |= (PROJECT_THRU);
2947 /* Use the given direction */
2948 tx = p_ptr->x + ddx[dir];
2949 ty = p_ptr->y + ddy[dir];
2951 /* Hack -- Use an actual "target" */
2952 if ((dir == 5) && target_okay())
2958 /* Analyze the "dir" and the "target", do NOT explode */
2959 return (project(0, 0, ty, tx, dam, typ, flg, -1));
2964 * @brief ボルト系スペルの発動 / Cast a bolt spell.
2966 * @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)
2968 * @return 作用が実際にあった場合TRUEを返す
2971 * Stop if we hit a monster, as a "bolt".
2972 * Affect monsters and grids (not objects).
2975 bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
2977 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
2978 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
2979 return (project_hook(typ, dir, dam, flg));
2984 * @brief ビーム系スペルの発動 / Cast a beam spell.
2986 * @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)
2988 * @return 作用が実際にあった場合TRUEを返す
2991 * Pass through monsters, as a "beam".
2992 * Affect monsters, grids and objects.
2995 bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
2997 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
2998 return (project_hook(typ, dir, dam, flg));
3003 * @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.
3004 * @param prob ビーム化する確率(%)
3006 * @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)
3008 * @return 作用が実際にあった場合TRUEを返す
3011 * Pass through monsters, as a "beam".
3012 * Affect monsters, grids and objects.
3015 bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3017 if (randint0(100) < prob)
3019 return (fire_beam(typ, dir, dam));
3023 return (fire_bolt(typ, dir, dam));
3028 * @brief LITE_WEAK属性による光源ビーム処理
3029 * @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)
3031 * @return 作用が実際にあった場合TRUEを返す
3033 bool lite_line(DIRECTION dir, HIT_POINT dam)
3035 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
3036 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
3041 * @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)
3043 * @return 作用が実際にあった場合TRUEを返す
3045 bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam)
3047 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3048 return (project_hook(GF_HYPODYNAMIA, dir, dam, flg));
3053 * @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)
3055 * @return 作用が実際にあった場合TRUEを返す
3057 bool wall_to_mud(DIRECTION dir, HIT_POINT dam)
3059 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3060 return (project_hook(GF_KILL_WALL, dir, dam, flg));
3065 * @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)
3066 * @return 作用が実際にあった場合TRUEを返す
3068 bool wizard_lock(DIRECTION dir)
3070 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3071 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
3076 * @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)
3077 * @return 作用が実際にあった場合TRUEを返す
3079 bool destroy_door(DIRECTION dir)
3081 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3082 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
3087 * @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)
3088 * @return 作用が実際にあった場合TRUEを返す
3090 bool disarm_trap(DIRECTION dir)
3092 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3093 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
3099 * @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)
3100 * @param plev プレイヤーレベル(効力はplev*200)
3101 * @return 作用が実際にあった場合TRUEを返す
3103 bool death_ray(DIRECTION dir, PLAYER_LEVEL plev)
3105 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3106 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
3110 * @brief モンスター用テレポート処理
3111 * @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)
3112 * @param distance 移動距離
3113 * @return 作用が実際にあった場合TRUEを返す
3115 bool teleport_monster(DIRECTION dir, int distance)
3117 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
3118 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
3122 * @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)
3123 * @return 作用が実際にあった場合TRUEを返す
3125 bool door_creation(void)
3127 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3128 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_DOOR, flg, -1));
3132 * @brief トラップ生成処理(起点から周囲1マス)
3135 * @return 作用が実際にあった場合TRUEを返す
3137 bool trap_creation(POSITION y, POSITION x)
3139 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3140 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
3144 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
3145 * @return 作用が実際にあった場合TRUEを返す
3147 bool tree_creation(void)
3149 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3150 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_TREE, flg, -1));
3154 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
3155 * @return 作用が実際にあった場合TRUEを返す
3157 bool glyph_creation(void)
3159 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
3160 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_GLYPH, flg, -1));
3164 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
3165 * @return 作用が実際にあった場合TRUEを返す
3167 bool wall_stone(void)
3169 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3170 bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
3171 p_ptr->update |= (PU_FLOW);
3172 p_ptr->redraw |= (PR_MAP);
3177 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
3178 * @return 作用が実際にあった場合TRUEを返す
3180 bool destroy_doors_touch(void)
3182 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3183 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_DOOR, flg, -1));
3187 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
3188 * @return 作用が実際にあった場合TRUEを返す
3190 bool disarm_traps_touch(void)
3192 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3193 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_TRAP, flg, -1));
3197 * @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)
3198 * @return 作用が実際にあった場合TRUEを返す
3200 bool sleep_monsters_touch(void)
3202 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
3203 return (project(0, 1, p_ptr->y, p_ptr->x, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
3208 * @brief 死者復活処理(起点より周囲5マス)
3209 * @param who 術者モンスターID(0ならばプレイヤー)
3212 * @return 作用が実際にあった場合TRUEを返す
3214 bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x)
3216 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
3217 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
3222 * @return 作用が実際にあった場合TRUEを返す
3224 void call_chaos(void)
3226 int Chaos_type, dummy, dir;
3227 PLAYER_LEVEL plev = p_ptr->lev;
3228 bool line_chaos = FALSE;
3230 int hurt_types[31] =
3232 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
3233 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
3234 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
3235 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
3236 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
3237 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
3238 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
3239 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
3242 Chaos_type = hurt_types[randint0(31)];
3243 if (one_in_(4)) line_chaos = TRUE;
3247 for (dummy = 1; dummy < 10; dummy++)
3252 fire_beam(Chaos_type, dummy, 150);
3254 fire_ball(Chaos_type, dummy, 150, 2);
3258 else if (one_in_(3))
3260 fire_ball(Chaos_type, 0, 500, 8);
3264 if (!get_aim_dir(&dir)) return;
3266 fire_beam(Chaos_type, dir, 250);
3268 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
3273 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
3274 * @param stop_ty 再帰処理停止フラグ
3276 * @return 作用が実際にあった場合TRUEを返す
3279 * rr9: Stop the nasty things when a Cyberdemon is summoned
3280 * or the player gets paralyzed.
3283 bool activate_ty_curse(bool stop_ty, int *count)
3286 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3290 switch (randint1(34))
3295 msg_print(_("地面が揺れた...", "The ground trembles..."));
3296 earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
3297 if (!one_in_(6)) break;
3302 HIT_POINT dam = damroll(10, 10);
3303 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!"));
3304 project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1);
3305 take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
3306 if (!one_in_(6)) break;
3311 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
3312 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
3313 if (randint0(13)) (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3314 if (!one_in_(6)) break;
3317 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3321 project(0, 7, p_ptr->y, p_ptr->x, 50, GF_KILL_WALL, flg, -1);
3322 take_hit(DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
3324 if (!one_in_(6)) break;
3325 case 1: case 2: case 3: case 16: case 17:
3326 aggravate_monsters(0);
3327 if (!one_in_(6)) break;
3328 case 4: case 5: case 6:
3329 (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3330 if (!one_in_(6)) break;
3331 case 7: case 8: case 9: case 18:
3332 (*count) += summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
3333 if (!one_in_(6)) break;
3334 case 10: case 11: case 12:
3335 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..."));
3336 lose_exp(p_ptr->exp / 16);
3337 if (!one_in_(6)) break;
3338 case 13: case 14: case 15: case 19: case 20:
3339 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
3345 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
3346 if (p_ptr->free_act)
3347 set_paralyzed(p_ptr->paralyzed + randint1(3));
3349 set_paralyzed(p_ptr->paralyzed + randint1(13));
3352 if (!one_in_(6)) break;
3353 case 21: case 22: case 23:
3354 (void)do_dec_stat(randint0(6));
3355 if (!one_in_(6)) break;
3357 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
3359 if (!one_in_(6)) break;
3362 * Only summon Cyberdemons deep in the dungeon.
3364 if ((current_floor_ptr->dun_level > 65) && !stop_ty)
3366 (*count) += summon_cyber(-1, p_ptr->y, p_ptr->x);
3370 if (!one_in_(6)) break;
3376 (void)do_dec_stat(i);
3384 while (one_in_(3) && !stop_ty);
3390 * @brief HI_SUMMON(上級召喚)処理発動
3393 * @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
3394 * @return 作用が実際にあった場合TRUEを返す
3396 int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
3401 BIT_FLAGS mode = PM_ALLOW_GROUP;
3408 mode |= PM_FORCE_FRIENDLY;
3412 mode |= PM_FORCE_PET;
3417 if (!pet) mode |= PM_NO_PET;
3419 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : current_floor_ptr->dun_level);
3421 for (i = 0; i < (randint1(7) + (current_floor_ptr->dun_level / 40)); i++)
3423 switch (randint1(25) + (current_floor_ptr->dun_level / 20))
3426 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode, '\0');
3429 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode, '\0');
3432 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode, '\0');
3435 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode, '\0');
3438 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode, '\0');
3441 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode, '\0');
3444 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode, '\0');
3447 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode, '\0');
3451 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE), '\0');
3455 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE), '\0');
3458 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3459 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode, '\0');
3462 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3463 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode, '\0');
3466 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode, '\0');
3469 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3470 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode, '\0');
3478 * @brief 周辺破壊効果(プレイヤー中心)
3479 * @return 作用が実際にあった場合TRUEを返す
3481 void wall_breaker(void)
3484 POSITION y = 0, x = 0;
3485 int attempts = 1000;
3487 if (randint1(80 + p_ptr->lev) < 70)
3491 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
3493 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
3495 if (!player_bold(y, x)) break;
3498 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3499 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3501 else if (randint1(100) > 30)
3503 earthquake(p_ptr->y, p_ptr->x, 1);
3507 int num = damroll(5, 3);
3509 for (i = 0; i < num; i++)
3513 scatter(&y, &x, p_ptr->y, p_ptr->x, 10, 0);
3515 if (!player_bold(y, x)) break;
3518 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3519 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3526 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
3528 * @return 作用が実際にあった場合TRUEを返す
3530 bool confuse_monsters(HIT_POINT dam)
3532 return (project_all_los(GF_OLD_CONF, dam));
3537 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
3539 * @return 作用が実際にあった場合TRUEを返す
3541 bool charm_monsters(HIT_POINT dam)
3543 return (project_all_los(GF_CHARM, dam));
3548 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
3550 * @return 作用が実際にあった場合TRUEを返す
3552 bool charm_animals(HIT_POINT dam)
3554 return (project_all_los(GF_CONTROL_ANIMAL, dam));
3559 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
3561 * @return 作用が実際にあった場合TRUEを返す
3563 bool stun_monsters(HIT_POINT dam)
3565 return (project_all_los(GF_STUN, dam));
3570 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
3572 * @return 作用が実際にあった場合TRUEを返す
3574 bool stasis_monsters(HIT_POINT dam)
3576 return (project_all_los(GF_STASIS, dam));
3581 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
3583 * @return 作用が実際にあった場合TRUEを返す
3585 bool mindblast_monsters(HIT_POINT dam)
3587 return (project_all_los(GF_PSI, dam));
3592 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
3593 * @param dist 効力(距離)
3594 * @return 作用が実際にあった場合TRUEを返す
3596 bool banish_monsters(int dist)
3598 return (project_all_los(GF_AWAY_ALL, dist));
3603 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
3605 * @return 作用が実際にあった場合TRUEを返す
3607 bool turn_evil(HIT_POINT dam)
3609 return (project_all_los(GF_TURN_EVIL, dam));
3614 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
3616 * @return 作用が実際にあった場合TRUEを返す
3618 bool turn_monsters(HIT_POINT dam)
3620 return (project_all_los(GF_TURN_ALL, dam));
3625 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
3626 * @return 作用が実際にあった場合TRUEを返す
3628 bool deathray_monsters(void)
3630 return (project_all_los(GF_DEATH_RAY, p_ptr->lev * 200));
3634 * @brief チャーム・モンスター(1体)
3635 * @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)
3637 * @return 作用が実際にあった場合TRUEを返す
3639 bool charm_monster(DIRECTION dir, PLAYER_LEVEL plev)
3641 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3642 return (project_hook(GF_CHARM, dir, plev, flg));
3646 * @brief アンデッド支配(1体)
3647 * @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)
3649 * @return 作用が実際にあった場合TRUEを返す
3651 bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev)
3653 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3654 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
3659 * @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)
3661 * @return 作用が実際にあった場合TRUEを返す
3663 bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev)
3665 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3666 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
3671 * @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)
3673 * @return 作用が実際にあった場合TRUEを返す
3675 bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev)
3677 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3678 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
3684 * @param success 判定成功上の処理ならばTRUE
3685 * @return 作用が実際にあった場合TRUEを返す
3687 bool kawarimi(bool success)
3690 object_type *q_ptr = &forge;
3693 if (p_ptr->is_dead) return FALSE;
3694 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
3695 if (randint0(200) < p_ptr->stun) return FALSE;
3697 if (!success && one_in_(3))
3699 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
3700 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3701 p_ptr->redraw |= (PR_STATUS);
3708 teleport_player(10 + randint1(90), 0L);
3710 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
3712 q_ptr->pval = MON_NINJA;
3713 (void)drop_near(q_ptr, -1, y, x);
3715 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."));
3716 else msg_print(_("失敗!攻撃を受けてしまった。", "Failed! You are hit by the attack."));
3718 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3719 p_ptr->redraw |= (PR_STATUS);
3727 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
3728 * @param mdeath 目標モンスターが死亡したかを返す
3729 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
3731 bool rush_attack(bool *mdeath)
3738 bool tmp_mdeath = FALSE;
3741 if (mdeath) *mdeath = FALSE;
3744 if (!get_aim_dir(&dir)) return FALSE;
3746 /* Use the given direction */
3747 tx = p_ptr->x + project_length * ddx[dir];
3748 ty = p_ptr->y + project_length * ddy[dir];
3750 /* Hack -- Use an actual "target" */
3751 if ((dir == 5) && target_okay())
3757 if (in_bounds(ty, tx)) tm_idx = current_floor_ptr->grid_array[ty][tx].m_idx;
3759 path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
3762 /* No need to move */
3763 if (!path_n) return TRUE;
3765 /* Use ty and tx as to-move point */
3769 /* Project along the path */
3770 for (i = 0; i < path_n; i++)
3772 monster_type *m_ptr;
3774 int ny = GRID_Y(path_g[i]);
3775 int nx = GRID_X(path_g[i]);
3777 if (cave_empty_bold(ny, nx) && player_can_enter(current_floor_ptr->grid_array[ny][nx].feat, 0))
3782 /* Go to next grid */
3786 if (!current_floor_ptr->grid_array[ny][nx].m_idx)
3790 msg_print(_("失敗!", "Failed!"));
3794 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
3801 /* Move player before updating the monster */
3802 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3803 update_monster(current_floor_ptr->grid_array[ny][nx].m_idx, TRUE);
3805 /* Found a monster */
3806 m_ptr = ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[ny][nx].m_idx];
3808 if (tm_idx != current_floor_ptr->grid_array[ny][nx].m_idx)
3811 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");
3813 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
3816 else if (!player_bold(ty, tx))
3818 /* Hold the monster name */
3819 GAME_TEXT m_name[MAX_NLEN];
3821 /* Get the monster name (BEFORE polymorphing) */
3822 monster_desc(m_name, m_ptr, 0);
3823 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
3826 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3828 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
3833 if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3835 if (mdeath) *mdeath = tmp_mdeath;
3841 * @brief 全鏡の消去 / Remove all mirrors in this floor
3842 * @param explode 爆発処理を伴うならばTRUE
3845 void remove_all_mirrors(bool explode)
3849 for (x = 0; x < current_floor_ptr->width; x++)
3851 for (y = 0; y < current_floor_ptr->height; y++)
3853 if (is_mirror_grid(¤t_floor_ptr->grid_array[y][x]))
3855 remove_mirror(y, x);
3857 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
3858 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
3865 * @brief 『一つの指輪』の効果処理 /
3866 * Hack -- activate the ring of power
3867 * @param dir 発動の方向ID
3870 void ring_of_power(DIRECTION dir)
3872 /* Pick a random effect */
3873 switch (randint1(10))
3878 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."));
3881 /* Decrease all stats (permanently) */
3882 (void)dec_stat(A_STR, 50, TRUE);
3883 (void)dec_stat(A_INT, 50, TRUE);
3884 (void)dec_stat(A_WIS, 50, TRUE);
3885 (void)dec_stat(A_DEX, 50, TRUE);
3886 (void)dec_stat(A_CON, 50, TRUE);
3887 (void)dec_stat(A_CHR, 50, TRUE);
3889 /* Lose some experience (permanently) */
3890 p_ptr->exp -= (p_ptr->exp / 4);
3891 p_ptr->max_exp -= (p_ptr->exp / 4);
3899 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."));
3900 dispel_monsters(1000);
3908 fire_ball(GF_MANA, dir, 600, 3);
3917 fire_bolt(GF_MANA, dir, 500);
3924 * @brief 運命の輪、並びにカオス的な効果の発動
3925 * @param spell ランダムな効果を選択するための基準ID
3928 void wild_magic(int spell)
3931 int type = SUMMON_MOLD + randint0(6);
3933 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
3934 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
3936 switch (randint1(spell) + randint1(8) + 1)
3941 teleport_player(10, TELEPORT_PASSIVE);
3946 teleport_player(100, TELEPORT_PASSIVE);
3950 teleport_player(200, TELEPORT_PASSIVE);
3960 lite_area(damroll(2, 3), 2);
3963 destroy_doors_touch();
3968 sleep_monsters_touch();
3972 trap_creation(p_ptr->y, p_ptr->x);
3981 aggravate_monsters(0);
3984 earthquake(p_ptr->y, p_ptr->x, 5);
3988 (void)gain_mutation(p_ptr, 0);
3992 apply_disenchant(1);
3998 fire_ball(GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
4005 while (counter++ < 8)
4007 (void)summon_specific(0, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET), '\0');
4012 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4015 (void)summon_cyber(-1, p_ptr->y, p_ptr->x);
4020 (void)activate_ty_curse(FALSE, &count);
4029 * @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。
4030 * / Drop 10+1d10 meteor ball at random places near the player
4035 void cast_meteor(HIT_POINT dam, POSITION rad)
4038 int b = 10 + randint1(10);
4040 for (i = 0; i < b; i++)
4042 POSITION y = 0, x = 0;
4045 for (count = 0; count <= 20; count++)
4049 x = p_ptr->x - 8 + randint0(17);
4050 y = p_ptr->y - 8 + randint0(17);
4052 dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
4053 dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
4055 /* Approximate distance */
4056 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4058 if (d >= 9) continue;
4060 if (!in_bounds(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)
4061 || !cave_have_flag_bold(y, x, FF_PROJECT)) continue;
4063 /* Valid position */
4067 if (count > 20) continue;
4069 project(0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
4075 * @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。
4078 * @return ターゲットを指定し、実行したならばTRUEを返す。
4080 bool cast_wrath_of_the_god(HIT_POINT dam, POSITION rad)
4082 POSITION x, y, tx, ty;
4086 int b = 10 + randint1(10);
4088 if (!get_aim_dir(&dir)) return FALSE;
4090 /* Use the given direction */
4091 tx = p_ptr->x + 99 * ddx[dir];
4092 ty = p_ptr->y + 99 * ddy[dir];
4094 /* Hack -- Use an actual "target" */
4095 if ((dir == 5) && target_okay())
4106 /* Hack -- Stop at the target */
4107 if ((y == ty) && (x == tx)) break;
4111 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
4113 /* Stop at maximum range */
4114 if (MAX_RANGE <= distance(p_ptr->y, p_ptr->x, ny, nx)) break;
4116 /* Stopped by walls/doors */
4117 if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
4119 /* Stopped by monsters */
4120 if ((dir != 5) && current_floor_ptr->grid_array[ny][nx].m_idx != 0) break;
4122 /* Save the new location */
4129 for (i = 0; i < b; i++)
4131 int count = 20, d = 0;
4137 x = tx - 5 + randint0(11);
4138 y = ty - 5 + randint0(11);
4140 dx = (tx > x) ? (tx - x) : (x - tx);
4141 dy = (ty > y) ? (ty - y) : (y - ty);
4143 /* Approximate distance */
4144 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4145 /* Within the radius */
4149 if (count < 0) continue;
4151 /* Cannot penetrate perm walls */
4152 if (!in_bounds(y, x) ||
4153 cave_stop_disintegration(y, x) ||
4154 !in_disintegration_range(ty, tx, y, x))
4157 project(0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
4164 * @brief 「ワンダー」のランダムな効果を決定して処理する。
4168 * This spell should become more useful (more controlled) as the\n
4169 * player gains experience levels. Thus, add 1/5 of the player's\n
4170 * level to the die roll. This eliminates the worst effects later on,\n
4171 * while keeping the results quite random. It also allows some potent\n
4172 * effects only at high level.
4174 void cast_wonder(DIRECTION dir)
4176 PLAYER_LEVEL plev = p_ptr->lev;
4177 int die = randint1(100) + plev / 5;
4178 int vir = virtue_number(V_CHANCE);
4182 if (p_ptr->virtues[vir - 1] > 0)
4184 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4188 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4193 chg_virtue(V_CHANCE, 1);
4197 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
4200 if (die < 8) clone_monster(dir);
4201 else if (die < 14) speed_monster(dir, plev);
4202 else if (die < 26) heal_monster(dir, damroll(4, 6));
4203 else if (die < 31) poly_monster(dir, plev);
4205 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4206 damroll(3 + ((plev - 1) / 5), 4));
4207 else if (die < 41) confuse_monster(dir, plev);
4208 else if (die < 46) fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4209 else if (die < 51) (void)lite_line(dir, damroll(6, 8));
4211 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4212 damroll(3 + ((plev - 5) / 4), 8));
4214 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4215 damroll(5 + ((plev - 5) / 4), 8));
4217 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4218 damroll(6 + ((plev - 5) / 4), 8));
4220 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4221 damroll(8 + ((plev - 5) / 4), 8));
4222 else if (die < 76) hypodynamic_bolt(dir, 75);
4223 else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4224 else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
4225 else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
4226 else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
4227 else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
4230 earthquake(p_ptr->y, p_ptr->x, 12);
4234 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4238 symbol_genocide(plev + 50, TRUE);
4240 else if (die < 110) dispel_monsters(120);
4243 dispel_monsters(150);
4244 slow_monsters(plev);
4245 sleep_monsters(plev);
4252 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
4256 void cast_invoke_spirits(DIRECTION dir)
4258 PLAYER_LEVEL plev = p_ptr->lev;
4259 int die = randint1(100) + plev / 5;
4260 int vir = virtue_number(V_CHANCE);
4264 if (p_ptr->virtues[vir - 1] > 0)
4266 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4270 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4274 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..."));
4276 chg_virtue(V_CHANCE, 1);
4280 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!"));
4285 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!",
4286 "Oh no! Mouldering forms rise from the earth around you!"));
4288 (void)summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4289 chg_virtue(V_UNLIFE, 1);
4293 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..."));
4295 set_afraid(p_ptr->afraid + randint1(4) + 4);
4299 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...",
4300 "Your head is invaded by a horde of gibbering spectral voices..."));
4302 set_confused(p_ptr->confused + randint1(4) + 4);
4306 poly_monster(dir, plev);
4310 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4311 damroll(3 + ((plev - 1) / 5), 4));
4315 confuse_monster(dir, plev);
4319 fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4323 (void)lite_line(dir, damroll(6, 8));
4327 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4328 damroll(3 + ((plev - 5) / 4), 8));
4332 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4333 damroll(5 + ((plev - 5) / 4), 8));
4337 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4338 damroll(6 + ((plev - 5) / 4), 8));
4342 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4343 damroll(8 + ((plev - 5) / 4), 8));
4347 hypodynamic_bolt(dir, 75);
4351 fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4355 fire_ball(GF_ACID, dir, 40 + plev, 2);
4359 fire_ball(GF_ICE, dir, 70 + plev, 3);
4363 fire_ball(GF_FIRE, dir, 80 + plev, 3);
4367 hypodynamic_bolt(dir, 100 + plev);
4371 earthquake(p_ptr->y, p_ptr->x, 12);
4375 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4379 symbol_genocide(plev + 50, TRUE);
4383 dispel_monsters(120);
4387 dispel_monsters(150);
4388 slow_monsters(plev);
4389 sleep_monsters(plev);
4395 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。」",
4396 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
4401 * @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。
4404 void cast_shuffle(void)
4406 PLAYER_LEVEL plev = p_ptr->lev;
4409 int vir = virtue_number(V_CHANCE);
4412 /* Card sharks and high mages get a level bonus */
4413 if ((p_ptr->pclass == CLASS_ROGUE) ||
4414 (p_ptr->pclass == CLASS_HIGH_MAGE) ||
4415 (p_ptr->pclass == CLASS_SORCERER))
4416 die = (randint1(110)) + plev / 5;
4418 die = randint1(120);
4423 if (p_ptr->virtues[vir - 1] > 0)
4425 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4429 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4433 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..."));
4436 chg_virtue(V_CHANCE, 1);
4440 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
4442 for (i = 0; i < randint1(3); i++)
4443 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4447 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
4448 summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4453 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
4454 activate_ty_curse(FALSE, &count);
4458 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
4459 aggravate_monsters(0);
4463 msg_print(_("《愚者》だ。", "It's the Fool."));
4469 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
4470 trump_summoning(1, FALSE, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
4474 msg_print(_("《月》だ。", "It's the Moon."));
4479 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
4480 wild_magic(randint0(32));
4484 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4485 teleport_player(10, TELEPORT_PASSIVE);
4489 msg_print(_("《正義》だ。", "It's Justice."));
4490 set_blessed(p_ptr->lev, FALSE);
4494 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4495 teleport_player(100, TELEPORT_PASSIVE);
4499 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4500 teleport_player(200, TELEPORT_PASSIVE);
4504 msg_print(_("《塔》だ。", "It's the Tower."));
4509 msg_print(_("《節制》だ。", "It's Temperance."));
4510 sleep_monsters_touch();
4514 msg_print(_("《塔》だ。", "It's the Tower."));
4516 earthquake(p_ptr->y, p_ptr->x, 5);
4520 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4521 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3 / 2), SUMMON_MOLD, 0L);
4525 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4526 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3 / 2), SUMMON_BAT, 0L);
4530 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4531 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3 / 2), SUMMON_VORTEX, 0L);
4535 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4536 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
4540 msg_print(_("《恋人》だ。", "It's the Lovers."));
4542 if (get_aim_dir(&dir))
4543 charm_monster(dir, MIN(p_ptr->lev, 20));
4547 msg_print(_("《隠者》だ。", "It's the Hermit."));
4552 msg_print(_("《審判》だ。", "It's the Judgement."));
4553 roll_hitdice(p_ptr, 0L);
4554 lose_all_mutations();
4558 msg_print(_("《太陽》だ。", "It's the Sun."));
4559 chg_virtue(V_KNOWLEDGE, 1);
4560 chg_virtue(V_ENLIGHTEN, 1);
4565 msg_print(_("《世界》だ。", "It's the World."));
4566 if (p_ptr->exp < PY_MAX_EXP)
4568 s32b ee = (p_ptr->exp / 25) + 1;
4569 if (ee > 5000) ee = 5000;
4570 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4577 * @brief 口を使う継続的な処理を中断する
4580 void stop_mouth(void)
4582 if (music_singing_any()) stop_singing(p_ptr);
4583 if (hex_spelling_any()) stop_hex_spell_all();
4587 bool_hack vampirism(void)
4594 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
4596 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
4600 /* Only works on adjacent monsters */
4601 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4602 y = p_ptr->y + ddy[dir];
4603 x = p_ptr->x + ddx[dir];
4604 g_ptr = ¤t_floor_ptr->grid_array[y][x];
4608 if (!(g_ptr->m_idx))
4610 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
4614 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
4616 dummy = p_ptr->lev * 2;
4618 if (hypodynamic_bolt(dir, dummy))
4620 if (p_ptr->food < PY_FOOD_FULL)
4621 /* No heal if we are "full" */
4622 (void)hp_player(dummy);
4624 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
4626 /* Gain nutritional sustenance: 150/hp drained */
4627 /* A Food ration gives 5000 food points (by contrast) */
4628 /* Don't ever get more than "Full" this way */
4629 /* But if we ARE Gorged, it won't cure us */
4630 dummy = p_ptr->food + MIN(5000, 100 * dummy);
4631 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
4632 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
4635 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
4639 bool panic_hit(void)
4644 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4645 y = p_ptr->y + ddy[dir];
4646 x = p_ptr->x + ddx[dir];
4647 if (current_floor_ptr->grid_array[y][x].m_idx)
4650 if (randint0(p_ptr->skill_dis) < 7)
4651 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
4653 teleport_player(30, 0L);
4658 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"));
4666 * @brief 超能力者のサイコメトリー処理/ Forcibly pseudo-identify an object in the p_ptr->inventory_list (or on the floor)
4669 * currently this function allows pseudo-id of any object,
4670 * including silly ones like potions & scrolls, which always
4671 * get '{average}'. This should be changed, either to stop such
4672 * items from being pseudo-id'd, or to allow psychometry to
4673 * detect whether the unidentified potion/scroll/etc is
4674 * good (Cure Light Wounds, Restore Strength, etc) or
4675 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
4677 bool psychometry(void)
4681 GAME_TEXT o_name[MAX_NLEN];
4686 q = _("どのアイテムを調べますか?", "Meditate on which item? ");
4687 s = _("調べるアイテムがありません。", "You have nothing appropriate.");
4689 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
4690 if (!o_ptr) return (FALSE);
4692 /* It is fully known, no information needed */
4693 if (object_is_known(o_ptr))
4695 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
4699 /* Check for a feeling */
4700 feel = value_check_aux1(o_ptr);
4702 /* Get an object description */
4703 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4705 /* Skip non-feelings */
4708 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);
4713 msg_format("%sは%sという感じがする...", o_name, game_inscriptions[feel]);
4715 msg_format("You feel that the %s %s %s...",
4716 o_name, ((o_ptr->number == 1) ? "is" : "are"), game_inscriptions[feel]);
4720 o_ptr->ident |= (IDENT_SENSE);
4721 o_ptr->feeling = feel;
4722 o_ptr->marked |= OM_TOUCHED;
4724 p_ptr->update |= (PU_COMBINE | PU_REORDER);
4725 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4727 /* Valid "tval" codes */
4728 switch (o_ptr->tval)
4756 /* Auto-inscription/destroy */
4757 autopick_alter_item(item, (bool)(okay && destroy_feeling));
4759 /* Something happened */
4764 bool draconian_breath(player_type *creature_ptr)
4767 int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
4768 concptr Type_desc = ((Type == GF_COLD) ? _("冷気", "cold") : _("炎", "fire"));
4770 if (!get_aim_dir(&dir)) return FALSE;
4772 if (randint1(100) < creature_ptr->lev)
4774 switch (creature_ptr->pclass)
4777 case CLASS_BERSERKER:
4780 case CLASS_IMITATOR:
4786 Type_desc = _("エレメント", "the elements");
4791 Type_desc = _("破片", "shards");
4795 case CLASS_WARRIOR_MAGE:
4796 case CLASS_HIGH_MAGE:
4797 case CLASS_SORCERER:
4798 case CLASS_MAGIC_EATER:
4799 case CLASS_RED_MAGE:
4800 case CLASS_BLUE_MAGE:
4801 case CLASS_MIRROR_MASTER:
4805 Type_desc = _("魔力", "mana");
4809 Type = GF_DISENCHANT;
4810 Type_desc = _("劣化", "disenchantment");
4813 case CLASS_CHAOS_WARRIOR:
4816 Type = GF_CONFUSION;
4817 Type_desc = _("混乱", "confusion");
4822 Type_desc = _("カオス", "chaos");
4827 case CLASS_FORCETRAINER:
4830 Type = GF_CONFUSION;
4831 Type_desc = _("混乱", "confusion");
4836 Type_desc = _("轟音", "sound");
4839 case CLASS_MINDCRAFTER:
4842 Type = GF_CONFUSION;
4843 Type_desc = _("混乱", "confusion");
4848 Type_desc = _("精神エネルギー", "mental energy");
4855 Type = GF_HELL_FIRE;
4856 Type_desc = _("地獄の劫火", "hellfire");
4860 Type = GF_HOLY_FIRE;
4861 Type_desc = _("聖なる炎", "holy fire");
4869 Type_desc = _("暗黒", "darkness");
4874 Type_desc = _("毒", "poison");
4881 Type_desc = _("轟音", "sound");
4885 Type = GF_CONFUSION;
4886 Type_desc = _("混乱", "confusion");
4893 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
4895 fire_breath(Type, dir, creature_ptr->lev * 2, (creature_ptr->lev / 15) + 1);
4899 bool android_inside_weapon(player_type *creature_ptr)
4902 if (!get_aim_dir(&dir)) return FALSE;
4903 if (creature_ptr->lev < 10)
4905 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
4906 fire_bolt(GF_MISSILE, dir, (creature_ptr->lev + 1) / 2);
4908 else if (creature_ptr->lev < 25)
4910 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
4911 fire_bolt(GF_MISSILE, dir, creature_ptr->lev);
4913 else if (creature_ptr->lev < 35)
4915 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
4916 fire_ball(GF_MISSILE, dir, creature_ptr->lev * 2, 2);
4918 else if (creature_ptr->lev < 45)
4920 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
4921 fire_beam(GF_MISSILE, dir, creature_ptr->lev * 2);
4925 msg_print(_("ロケットを発射した。", "You fire a rocket."));
4926 fire_rocket(GF_ROCKET, dir, creature_ptr->lev * 5, 2);
4931 bool create_ration(player_type *crature_ptr)
4937 /* Create the food ration */
4938 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
4940 /* Drop the object from heaven */
4941 (void)drop_near(q_ptr, -1, crature_ptr->y, crature_ptr->x);
4942 msg_print(_("食事を料理して作った。", "You cook some food."));
4946 void hayagake(player_type *creature_ptr)
4948 if (creature_ptr->action == ACTION_HAYAGAKE)
4950 set_action(ACTION_NONE);
4954 grid_type *g_ptr = ¤t_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
4955 feature_type *f_ptr = &f_info[g_ptr->feat];
4957 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
4958 (!creature_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
4960 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
4964 set_action(ACTION_HAYAGAKE);
4967 creature_ptr->energy_use = 0;
4970 bool double_attack(player_type *creature_ptr)
4975 if (!get_rep_dir(&dir, FALSE)) return FALSE;
4976 y = creature_ptr->y + ddy[dir];
4977 x = creature_ptr->x + ddx[dir];
4978 if (current_floor_ptr->grid_array[y][x].m_idx)
4981 msg_print(_("あーたたたたたたたたたたたたたたたたたたたたたた!!!",
4982 "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
4984 msg_print(_("無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄!!!",
4985 "Mudamudamudamudamudamudamudamudamudamudamudamudamuda!!!!"));
4987 msg_print(_("オラオラオラオラオラオラオラオラオラオラオラオラ!!!",
4988 "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
4991 if (current_floor_ptr->grid_array[y][x].m_idx)
4996 creature_ptr->energy_need += ENERGY_NEED();
5000 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"));
5006 bool comvert_hp_to_mp(player_type *creature_ptr)
5008 int gain_sp = take_hit(DAMAGE_USELIFE, creature_ptr->lev, _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
5011 creature_ptr->csp += gain_sp;
5012 if (creature_ptr->csp > creature_ptr->msp)
5014 creature_ptr->csp = creature_ptr->msp;
5015 creature_ptr->csp_frac = 0;
5020 msg_print(_("変換に失敗した。", "You failed to convert."));
5022 creature_ptr->redraw |= (PR_HP | PR_MANA);
5026 bool comvert_mp_to_hp(player_type *creature_ptr)
5028 if (creature_ptr->csp >= creature_ptr->lev / 5)
5030 creature_ptr->csp -= creature_ptr->lev / 5;
5031 hp_player(creature_ptr->lev);
5035 msg_print(_("変換に失敗した。", "You failed to convert."));
5037 creature_ptr->redraw |= (PR_HP | PR_MANA);
5041 bool demonic_breath(player_type *creature_ptr)
5044 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
5045 if (!get_aim_dir(&dir)) return FALSE;
5047 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), ((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
5048 fire_breath(type, dir, creature_ptr->lev * 3, (creature_ptr->lev / 15) + 1);
5052 bool mirror_concentration(player_type *creature_ptr)
5056 msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
5059 if (is_mirror_grid(¤t_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x]))
5061 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
5063 creature_ptr->csp += (5 + creature_ptr->lev * creature_ptr->lev / 100);
5064 if (creature_ptr->csp >= creature_ptr->msp)
5066 creature_ptr->csp = creature_ptr->msp;
5067 creature_ptr->csp_frac = 0;
5069 creature_ptr->redraw |= (PR_MANA);
5073 msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
5078 bool sword_dancing(player_type *creature_ptr)
5081 POSITION y = 0, x = 0;
5085 for (i = 0; i < 6; i++)
5088 y = creature_ptr->y + ddy_ddd[dir];
5089 x = creature_ptr->x + ddx_ddd[dir];
5090 g_ptr = ¤t_floor_ptr->grid_array[y][x];
5092 /* Hack -- attack monsters */
5097 msg_print(_("攻撃が空をきった。", "You attack the empty air."));
5103 bool confusing_light(player_type *creature_ptr)
5105 msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
5106 slow_monsters(creature_ptr->lev);
5107 stun_monsters(creature_ptr->lev * 4);
5108 confuse_monsters(creature_ptr->lev * 4);
5109 turn_monsters(creature_ptr->lev * 4);
5110 stasis_monsters(creature_ptr->lev * 4);
5114 bool rodeo(player_type *creature_ptr)
5116 GAME_TEXT m_name[MAX_NLEN];
5117 monster_type *m_ptr;
5118 monster_race *r_ptr;
5121 if (creature_ptr->riding)
5123 msg_print(_("今は乗馬中だ。", "You ARE riding."));
5126 if (!do_riding(TRUE)) return TRUE;
5128 m_ptr = ¤t_floor_ptr->m_list[creature_ptr->riding];
5129 r_ptr = &r_info[m_ptr->r_idx];
5130 monster_desc(m_name, m_ptr, 0);
5131 msg_format(_("%sに乗った。", "You ride on %s."), m_name);
5133 if (is_pet(m_ptr)) return TRUE;
5135 rlev = r_ptr->level;
5137 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
5138 if (rlev > 60) rlev = 60 + (rlev - 60) / 2;
5139 if ((randint1(creature_ptr->skill_exp[GINOU_RIDING] / 120 + creature_ptr->lev * 2 / 3) > rlev)
5140 && one_in_(2) && !creature_ptr->inside_arena && !creature_ptr->inside_battle
5141 && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
5142 && (rlev < creature_ptr->lev * 3 / 2 + randint0(creature_ptr->lev / 5)))
5144 msg_format(_("%sを手なずけた。", "You tame %s."), m_name);
5149 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."), m_name);
5151 /* 落馬処理に失敗してもとにかく乗馬解除 */
5152 creature_ptr->riding = 0;
5157 bool clear_mind(player_type *creature_ptr)
5161 msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
5164 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
5166 creature_ptr->csp += (3 + creature_ptr->lev / 20);
5167 if (creature_ptr->csp >= creature_ptr->msp)
5169 creature_ptr->csp = creature_ptr->msp;
5170 creature_ptr->csp_frac = 0;
5172 creature_ptr->redraw |= (PR_MANA);
5176 bool concentration(player_type *creature_ptr)
5178 int max_csp = MAX(creature_ptr->msp * 4, creature_ptr->lev * 5 + 5);
5182 msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
5185 if (creature_ptr->special_defense & KATA_MASK)
5187 msg_print(_("今は構えに集中している。", "You need concentration on your form."));
5190 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
5192 creature_ptr->csp += creature_ptr->msp / 2;
5193 if (creature_ptr->csp >= max_csp)
5195 creature_ptr->csp = max_csp;
5196 creature_ptr->csp_frac = 0;
5198 creature_ptr->redraw |= (PR_MANA);