3 * @brief 魔法効果の実装/ Spell code (part 2)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
17 #include "monsterrace-hook.h"
20 #include "projection.h"
21 #include "spells-summon.h"
28 * @brief プレイヤー周辺の地形を感知する
31 * @param known 地形から危険フラグを外すならTRUE
32 * @return 効力があった場合TRUEを返す
34 static bool detect_feat_flag(POSITION range, int flag, bool known)
40 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
42 /* Scan the current panel */
43 for (y = 1; y < cur_hgt - 1; y++)
45 for (x = 1; x <= cur_wid - 1; x++)
47 int dist = distance(p_ptr->y, p_ptr->x, y, x);
48 if (dist > range) continue;
54 /* Mark as detected */
55 if (dist <= range && known)
57 if (dist <= range - 1) c_ptr->info |= (CAVE_IN_DETECT);
59 c_ptr->info &= ~(CAVE_UNSAFE);
66 if (cave_have_flag_grid(c_ptr, flag))
71 /* Hack -- Memorize */
72 c_ptr->info |= (CAVE_MARK);
85 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
87 * @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
88 * @return 効力があった場合TRUEを返す
90 bool detect_traps(POSITION range, bool known)
92 bool detect = detect_feat_flag(range, FF_TRAP, known);
94 if (known) p_ptr->dtrap = TRUE;
96 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
99 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
106 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
108 * @return 効力があった場合TRUEを返す
110 bool detect_doors(POSITION range)
112 bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
114 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
117 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
124 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
126 * @return 効力があった場合TRUEを返す
128 bool detect_stairs(POSITION range)
130 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
132 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
135 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
142 * @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
144 * @return 効力があった場合TRUEを返す
146 bool detect_treasure(POSITION range)
148 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
150 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
153 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!"));
160 * @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
162 * @return 効力があった場合TRUEを返す
164 bool detect_objects_gold(POSITION range)
168 POSITION range2 = range;
172 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
175 for (i = 1; i < o_max; i++)
177 object_type *o_ptr = &o_list[i];
179 /* Skip dead objects */
180 if (!o_ptr->k_idx) continue;
182 /* Skip held objects */
183 if (o_ptr->held_m_idx) continue;
188 /* Only detect nearby objects */
189 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
191 /* Detect "gold" objects */
192 if (o_ptr->tval == TV_GOLD)
194 o_ptr->marked |= OM_FOUND;
200 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
203 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
206 if (detect_monsters_string(range, "$"))
215 * @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
217 * @return 効力があった場合TRUEを返す
219 bool detect_objects_normal(POSITION range)
223 POSITION range2 = range;
227 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
230 for (i = 1; i < o_max; i++)
232 object_type *o_ptr = &o_list[i];
234 /* Skip dead objects */
235 if (!o_ptr->k_idx) continue;
237 /* Skip held objects */
238 if (o_ptr->held_m_idx) continue;
243 /* Only detect nearby objects */
244 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
246 /* Detect "real" objects */
247 if (o_ptr->tval != TV_GOLD)
249 o_ptr->marked |= OM_FOUND;
255 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
258 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
261 if (detect_monsters_string(range, "!=?|/`"))
270 * @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.
272 * @return 効力があった場合TRUEを返す
275 * This will light up all spaces with "magic" items, including artifacts,
276 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
277 * and "enchanted" items of the "good" variety.
279 * It can probably be argued that this function is now too powerful.
282 bool detect_objects_magic(POSITION range)
284 OBJECT_TYPE_VALUE tv;
290 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
292 /* Scan all objects */
293 for (i = 1; i < o_max; i++)
295 object_type *o_ptr = &o_list[i];
297 /* Skip dead objects */
298 if (!o_ptr->k_idx) continue;
300 /* Skip held objects */
301 if (o_ptr->held_m_idx) continue;
306 /* Only detect nearby objects */
307 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
309 /* Examine the tval */
312 /* Artifacts, misc magic items, or enchanted wearables */
313 if (object_is_artifact(o_ptr) ||
314 object_is_ego(o_ptr) ||
315 (tv == TV_WHISTLE) ||
323 (tv == TV_LIFE_BOOK) ||
324 (tv == TV_SORCERY_BOOK) ||
325 (tv == TV_NATURE_BOOK) ||
326 (tv == TV_CHAOS_BOOK) ||
327 (tv == TV_DEATH_BOOK) ||
328 (tv == TV_TRUMP_BOOK) ||
329 (tv == TV_ARCANE_BOOK) ||
330 (tv == TV_CRAFT_BOOK) ||
331 (tv == TV_DAEMON_BOOK) ||
332 (tv == TV_CRUSADE_BOOK) ||
333 (tv == TV_MUSIC_BOOK) ||
334 (tv == TV_HISSATSU_BOOK) ||
335 (tv == TV_HEX_BOOK) ||
336 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
338 /* Memorize the item */
339 o_ptr->marked |= OM_FOUND;
346 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!"));
355 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
357 * @return 効力があった場合TRUEを返す
359 bool detect_monsters_normal(POSITION range)
365 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
367 for (i = 1; i < m_max; i++)
369 monster_type *m_ptr = &m_list[i];
370 monster_race *r_ptr = &r_info[m_ptr->r_idx];
372 /* Skip dead monsters */
373 if (!m_ptr->r_idx) continue;
378 /* Only detect nearby monsters */
379 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
381 /* Detect all non-invisible monsters */
382 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
384 /* Repair visibility later */
385 repair_monsters = TRUE;
387 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
388 update_monster(i, FALSE);
393 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
396 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
403 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
405 * @return 効力があった場合TRUEを返す
407 bool detect_monsters_invis(POSITION range)
413 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
415 for (i = 1; i < m_max; i++)
417 monster_type *m_ptr = &m_list[i];
418 monster_race *r_ptr = &r_info[m_ptr->r_idx];
420 /* Skip dead monsters */
421 if (!m_ptr->r_idx) continue;
426 /* Only detect nearby monsters */
427 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
429 /* Detect invisible monsters */
430 if (r_ptr->flags2 & RF2_INVISIBLE)
432 /* Update monster recall window */
433 if (p_ptr->monster_race_idx == m_ptr->r_idx)
435 p_ptr->window |= (PW_MONSTER);
438 /* Repair visibility later */
439 repair_monsters = TRUE;
441 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
442 update_monster(i, FALSE);
447 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
450 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
456 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
458 * @return 効力があった場合TRUEを返す
460 bool detect_monsters_evil(POSITION range)
466 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
468 for (i = 1; i < m_max; i++)
470 monster_type *m_ptr = &m_list[i];
471 monster_race *r_ptr = &r_info[m_ptr->r_idx];
473 /* Skip dead monsters */
474 if (!m_ptr->r_idx) continue;
479 /* Only detect nearby monsters */
480 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
482 /* Detect evil monsters */
483 if (r_ptr->flags3 & RF3_EVIL)
485 if (is_original_ap(m_ptr))
487 /* Take note that they are evil */
488 r_ptr->r_flags3 |= (RF3_EVIL);
490 /* Update monster recall window */
491 if (p_ptr->monster_race_idx == m_ptr->r_idx)
493 p_ptr->window |= (PW_MONSTER);
497 /* Repair visibility later */
498 repair_monsters = TRUE;
500 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
501 update_monster(i, FALSE);
507 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
513 * @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
515 * @return 効力があった場合TRUEを返す
517 bool detect_monsters_nonliving(POSITION range)
523 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
525 for (i = 1; i < m_max; i++)
527 monster_type *m_ptr = &m_list[i];
529 /* Skip dead monsters */
530 if (!m_ptr->r_idx) continue;
535 /* Only detect nearby monsters */
536 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
538 /* Detect non-living monsters */
539 if (!monster_living(m_ptr->r_idx))
541 /* Update monster recall window */
542 if (p_ptr->monster_race_idx == m_ptr->r_idx)
544 p_ptr->window |= (PW_MONSTER);
547 /* Repair visibility later */
548 repair_monsters = TRUE;
550 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
551 update_monster(i, FALSE);
557 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!"));
563 * @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
565 * @return 効力があった場合TRUEを返す
567 bool detect_monsters_mind(POSITION range)
573 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
575 for (i = 1; i < m_max; i++)
577 monster_type *m_ptr = &m_list[i];
578 monster_race *r_ptr = &r_info[m_ptr->r_idx];
580 /* Skip dead monsters */
581 if (!m_ptr->r_idx) continue;
586 /* Only detect nearby monsters */
587 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
589 /* Detect non-living monsters */
590 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
592 /* Update monster recall window */
593 if (p_ptr->monster_race_idx == m_ptr->r_idx)
595 p_ptr->window |= (PW_MONSTER);
598 /* Repair visibility later */
599 repair_monsters = TRUE;
601 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
602 update_monster(i, FALSE);
608 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
615 * @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
617 * @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)
618 * @return 効力があった場合TRUEを返す
620 bool detect_monsters_string(POSITION range, concptr Match)
626 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
628 for (i = 1; i < m_max; i++)
630 monster_type *m_ptr = &m_list[i];
631 monster_race *r_ptr = &r_info[m_ptr->r_idx];
633 /* Skip dead monsters */
634 if (!m_ptr->r_idx) continue;
639 /* Only detect nearby monsters */
640 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
642 /* Detect monsters with the same symbol */
643 if (my_strchr(Match, r_ptr->d_char))
645 /* Update monster recall window */
646 if (p_ptr->monster_race_idx == m_ptr->r_idx)
648 p_ptr->window |= (PW_MONSTER);
651 /* Repair visibility later */
652 repair_monsters = TRUE;
654 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
655 update_monster(i, FALSE);
660 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
663 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
669 * @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
671 * @param match_flag 感知フラグ
672 * @return 効力があった場合TRUEを返す
674 bool detect_monsters_xxx(POSITION range, u32b match_flag)
679 concptr desc_monsters = _("変なモンスター", "weird monsters");
681 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
683 for (i = 1; i < m_max; i++)
685 monster_type *m_ptr = &m_list[i];
686 monster_race *r_ptr = &r_info[m_ptr->r_idx];
688 /* Skip dead monsters */
689 if (!m_ptr->r_idx) continue;
694 /* Only detect nearby monsters */
695 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
697 /* Detect evil monsters */
698 if (r_ptr->flags3 & (match_flag))
700 if (is_original_ap(m_ptr))
702 /* Take note that they are something */
703 r_ptr->r_flags3 |= (match_flag);
705 /* Update monster recall window */
706 if (p_ptr->monster_race_idx == m_ptr->r_idx)
708 p_ptr->window |= (PW_MONSTER);
712 /* Repair visibility later */
713 repair_monsters = TRUE;
715 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
716 update_monster(i, FALSE);
725 desc_monsters = _("デーモン", "demons");
728 desc_monsters = _("アンデッド", "the undead");
732 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
740 * @brief 全感知処理 / Detect everything
742 * @return 効力があった場合TRUEを返す
744 bool detect_all(POSITION range)
748 /* Detect everything */
749 if (detect_traps(range, TRUE)) detect = TRUE;
750 if (detect_doors(range)) detect = TRUE;
751 if (detect_stairs(range)) detect = TRUE;
753 /* There are too many hidden treasure. So... */
754 /* if (detect_treasure(range)) detect = TRUE; */
756 if (detect_objects_gold(range)) detect = TRUE;
757 if (detect_objects_normal(range)) detect = TRUE;
758 if (detect_monsters_invis(range)) detect = TRUE;
759 if (detect_monsters_normal(range)) detect = TRUE;
765 * @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
768 * @return 効力があった場合TRUEを返す
771 * Note that affected monsters are NOT auto-tracked by this usage.
773 * To avoid misbehavior when monster deaths have side-effects,
774 * this is done in two passes. -- JDL
777 bool project_all_los(EFFECT_ID typ, HIT_POINT dam)
781 BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
782 bool obvious = FALSE;
785 /* Mark all (nearby) monsters */
786 for (i = 1; i < m_max; i++)
788 monster_type *m_ptr = &m_list[i];
790 /* Paranoia -- Skip dead monsters */
791 if (!m_ptr->r_idx) continue;
796 /* Require line of sight */
797 if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
799 /* Mark the monster */
800 m_ptr->mflag |= (MFLAG_TEMP);
803 /* Affect all marked monsters */
804 for (i = 1; i < m_max; i++)
806 monster_type *m_ptr = &m_list[i];
808 /* Skip unmarked monsters */
809 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
812 m_ptr->mflag &= ~(MFLAG_TEMP);
817 /* Jump directly to the target monster */
818 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
825 * @brief 視界内モンスターを加速する処理 / Speed monsters
826 * @return 効力があった場合TRUEを返す
828 bool speed_monsters(void)
830 return (project_all_los(GF_OLD_SPEED, p_ptr->lev));
834 * @brief 視界内モンスターを加速する処理 / Slow monsters
835 * @return 効力があった場合TRUEを返す
837 bool slow_monsters(int power)
839 return (project_all_los(GF_OLD_SLOW, power));
843 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
844 * @return 効力があった場合TRUEを返す
846 bool sleep_monsters(int power)
848 return (project_all_los(GF_OLD_SLEEP, power));
852 * @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
853 * @return 効力があった場合TRUEを返す
855 bool banish_evil(int dist)
857 return (project_all_los(GF_AWAY_EVIL, dist));
861 * @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
862 * @return 効力があった場合TRUEを返す
864 bool turn_undead(void)
866 bool tester = (project_all_los(GF_TURN_UNDEAD, p_ptr->lev));
868 chg_virtue(V_UNLIFE, -1);
873 * @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
874 * @return 効力があった場合TRUEを返す
876 bool dispel_undead(HIT_POINT dam)
878 bool tester = (project_all_los(GF_DISP_UNDEAD, dam));
880 chg_virtue(V_UNLIFE, -2);
885 * @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
886 * @return 効力があった場合TRUEを返す
888 bool dispel_evil(HIT_POINT dam)
890 return (project_all_los(GF_DISP_EVIL, dam));
894 * @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
895 * @return 効力があった場合TRUEを返す
897 bool dispel_good(HIT_POINT dam)
899 return (project_all_los(GF_DISP_GOOD, dam));
903 * @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
904 * @return 効力があった場合TRUEを返す
906 bool dispel_monsters(HIT_POINT dam)
908 return (project_all_los(GF_DISP_ALL, dam));
911 bool cleansing_nova(player_type *creature_ptr, bool magic, bool powerful)
914 if (dispel_evil(powerful ? 225 : 150)) ident = TRUE;
915 int k = 3 * creature_ptr->lev;
916 if (set_protevil((magic ? 0 : creature_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
917 if (set_poisoned(0)) ident = TRUE;
918 if (set_afraid(0)) ident = TRUE;
919 if (hp_player(50)) ident = TRUE;
920 if (set_stun(0)) ident = TRUE;
921 if (set_cut(0)) ident = TRUE;
925 bool unleash_mana_storm(player_type *creature_ptr, bool powerful)
927 msg_print(_("強力な魔力が敵を引き裂いた!", "Mighty magics rend your enemies!"));
928 project(0, (powerful ? 7 : 5), p_ptr->y, p_ptr->x,
929 (randint1(200) + (powerful ? 500 : 300)) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
930 if ((p_ptr->pclass != CLASS_MAGE) && (p_ptr->pclass != CLASS_HIGH_MAGE) && (p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_MAGIC_EATER) && (p_ptr->pclass != CLASS_BLUE_MAGE))
932 (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);
938 * @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
939 * @return 効力があった場合TRUEを返す
941 bool dispel_living(HIT_POINT dam)
943 return (project_all_los(GF_DISP_LIVING, dam));
947 * @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
948 * @return 効力があった場合TRUEを返す
950 bool dispel_demons(HIT_POINT dam)
952 return (project_all_los(GF_DISP_DEMON, dam));
956 * @brief 視界内のモンスターに「聖戦」効果を与える処理
957 * @return 効力があった場合TRUEを返す
961 return (project_all_los(GF_CRUSADE, p_ptr->lev*4));
965 * @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.
966 * @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)
969 void aggravate_monsters(MONSTER_IDX who)
975 /* Aggravate everyone nearby */
976 for (i = 1; i < m_max; i++)
978 monster_type *m_ptr = &m_list[i];
980 /* Paranoia -- Skip dead monsters */
981 if (!m_ptr->r_idx) continue;
983 /* Skip aggravating monster (or player) */
984 if (i == who) continue;
986 /* Wake up nearby sleeping monsters */
987 if (m_ptr->cdis < MAX_SIGHT * 2)
990 if (MON_CSLEEP(m_ptr))
992 (void)set_monster_csleep(i, 0);
995 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
998 /* Speed up monsters in line of sight */
999 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
1003 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
1009 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!"));
1010 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!"));
1011 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
1016 * @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
1017 * @param m_idx 抹殺するモンスターID
1018 * @param power 抹殺の威力
1019 * @param player_cast プレイヤーの魔法によるものならば TRUE
1020 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
1021 * @param spell_name 抹殺効果を起こした魔法の名前
1022 * @return 効力があった場合TRUEを返す
1024 bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, concptr spell_name)
1026 int msec = delay_factor * delay_factor * delay_factor;
1027 monster_type *m_ptr = &m_list[m_idx];
1028 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1029 bool resist = FALSE;
1031 if (is_pet(m_ptr) && !player_cast) return FALSE;
1033 /* Hack -- Skip Unique Monsters or Quest Monsters */
1034 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1035 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1036 else if (m_idx == p_ptr->riding) resist = TRUE;
1037 else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
1038 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1039 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1044 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1046 GAME_TEXT m_name[MAX_NLEN];
1048 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1049 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1052 delete_monster_idx(m_idx);
1055 if (resist && player_cast)
1057 bool see_m = is_seen(m_ptr);
1058 GAME_TEXT m_name[MAX_NLEN];
1060 monster_desc(m_name, m_ptr, 0);
1063 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1065 if (MON_CSLEEP(m_ptr))
1067 (void)set_monster_csleep(m_idx, 0);
1070 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1073 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1077 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1081 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1086 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);
1089 /* Visual feedback */
1090 move_cursor_relative(p_ptr->y, p_ptr->x);
1092 p_ptr->redraw |= (PR_HP);
1093 p_ptr->window |= (PW_PLAYER);
1098 Term_xtra(TERM_XTRA_DELAY, msec);
1105 * @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
1106 * @param power 抹殺の威力
1107 * @param player_cast プレイヤーの魔法によるものならば TRUE
1108 * @return 効力があった場合TRUEを返す
1110 bool symbol_genocide(int power, bool player_cast)
1114 bool result = FALSE;
1116 /* Prevent genocide in quest levels */
1117 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1119 msg_print(_("何も起きないようだ……", "It seems nothing happen here..."));
1123 /* Mega-Hack -- Get a monster symbol */
1124 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)) ;
1126 /* Delete the monsters of that "type" */
1127 for (i = 1; i < m_max; i++)
1129 monster_type *m_ptr = &m_list[i];
1130 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1132 /* Paranoia -- Skip dead monsters */
1133 if (!m_ptr->r_idx) continue;
1135 /* Skip "wrong" monsters */
1136 if (r_ptr->d_char != typ) continue;
1138 result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
1143 chg_virtue(V_VITALITY, -2);
1144 chg_virtue(V_CHANCE, -1);
1152 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1153 * @param power 抹殺の威力
1154 * @param player_cast プレイヤーの魔法によるものならば TRUE
1155 * @return 効力があった場合TRUEを返す
1157 bool mass_genocide(int power, bool player_cast)
1160 bool result = FALSE;
1162 /* Prevent mass genocide in quest levels */
1163 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1168 /* Delete the (nearby) monsters */
1169 for (i = 1; i < m_max; i++)
1171 monster_type *m_ptr = &m_list[i];
1173 /* Paranoia -- Skip dead monsters */
1174 if (!m_ptr->r_idx) continue;
1176 /* Skip distant monsters */
1177 if (m_ptr->cdis > MAX_SIGHT) continue;
1180 result |= genocide_aux(i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1185 chg_virtue(V_VITALITY, -2);
1186 chg_virtue(V_CHANCE, -1);
1194 * @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
1195 * @param power 抹殺の威力
1196 * @param player_cast プレイヤーの魔法によるものならば TRUE
1197 * @return 効力があった場合TRUEを返す
1199 bool mass_genocide_undead(int power, bool player_cast)
1202 bool result = FALSE;
1204 /* Prevent mass genocide in quest levels */
1205 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1210 /* Delete the (nearby) monsters */
1211 for (i = 1; i < m_max; i++)
1213 monster_type *m_ptr = &m_list[i];
1214 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1216 /* Paranoia -- Skip dead monsters */
1217 if (!m_ptr->r_idx) continue;
1219 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1221 /* Skip distant monsters */
1222 if (m_ptr->cdis > MAX_SIGHT) continue;
1225 result |= genocide_aux(i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1230 chg_virtue(V_UNLIFE, -2);
1231 chg_virtue(V_CHANCE, -1);
1239 * @brief 周辺モンスターを調査する / Probe nearby monsters
1240 * @return 効力があった場合TRUEを返す
1245 int speed; /* TODO */
1256 /* Probe all (nearby) monsters */
1257 for (i = 1; i < m_max; i++)
1259 monster_type *m_ptr = &m_list[i];
1260 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1262 /* Paranoia -- Skip dead monsters */
1263 if (!m_ptr->r_idx) continue;
1265 /* Require line of sight */
1266 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
1268 /* Probe visible monsters */
1271 GAME_TEXT m_name[MAX_NLEN];
1273 /* Start the message */
1276 msg_print(_("調査中...", "Probing..."));
1281 if (!is_original_ap(m_ptr))
1283 if (m_ptr->mflag2 & MFLAG2_KAGE)
1284 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1286 m_ptr->ap_r_idx = m_ptr->r_idx;
1287 lite_spot(m_ptr->fy, m_ptr->fx);
1289 /* Get "the monster" or "something" */
1290 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1292 speed = m_ptr->mspeed - 110;
1293 if (MON_FAST(m_ptr)) speed += 10;
1294 if (MON_SLOW(m_ptr)) speed -= 10;
1295 if (ironman_nightmare) speed += 5;
1297 /* Get the monster's alignment */
1298 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
1299 else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
1300 else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
1301 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)");
1302 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
1303 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
1304 else align = _("中立", "neutral");
1306 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:"),
1307 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1309 if (r_ptr->next_r_idx)
1311 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1315 strcat(buf, "xxx ");
1318 if (MON_CSLEEP(m_ptr)) strcat(buf,_("睡眠 ", "sleeping "));
1319 if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
1320 if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
1321 if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
1322 if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
1323 buf[strlen(buf)-1] = '\0';
1326 /* HACK : Add the line to message buffer */
1329 p_ptr->window |= (PW_MESSAGE);
1332 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
1335 Term_erase(0, 0, 255);
1337 /* Learn everything about this monster */
1338 if (lore_do_probe(m_ptr->r_idx))
1340 /* Get base name of monster */
1341 strcpy(buf, (r_name + r_ptr->name));
1344 /* Note that we learnt some new flags -Mogami- */
1345 msg_format("%sについてさらに詳しくなった気がする。", buf);
1350 /* Note that we learnt some new flags -Mogami- */
1351 msg_format("You now know more about %s.", buf);
1353 /* Clear -more- prompt */
1368 chg_virtue(V_KNOWLEDGE, 1);
1369 msg_print(_("これで全部です。", "That's all."));
1377 * @brief *破壊*処理を行う / The spell of destruction
1378 * @param y1 破壊の中心Y座標
1379 * @param x1 破壊の中心X座標
1381 * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
1382 * @return 効力があった場合TRUEを返す
1385 * This spell "deletes" monsters (instead of "killing" them).
1387 * Later we may use one function for both "destruction" and
1388 * "earthquake" by using the "full" to select "destruction".
1391 bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
1398 /* Prevent destruction of quest levels and town */
1399 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1404 /* Lose monster light */
1405 if (!in_generate) clear_mon_lite();
1407 /* Big area of affect */
1408 for (y = (y1 - r); y <= (y1 + r); y++)
1410 for (x = (x1 - r); x <= (x1 + r); x++)
1412 /* Skip illegal grids */
1413 if (!in_bounds(y, x)) continue;
1415 /* Extract the distance */
1416 k = distance(y1, x1, y, x);
1418 /* Stay in the circle of death */
1419 if (k > r) continue;
1420 c_ptr = &cave[y][x];
1422 /* Lose room and vault */
1423 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1425 /* Lose light and knowledge */
1426 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
1428 if (!in_generate) /* Normal */
1431 c_ptr->info &= ~(CAVE_UNSAFE);
1433 /* Hack -- Notice player affect */
1434 if (player_bold(y, x))
1436 /* Hurt the player later */
1439 /* Do not hurt this grid */
1444 /* Hack -- Skip the epicenter */
1445 if ((y == y1) && (x == x1)) continue;
1449 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1450 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1452 if (in_generate) /* In generation */
1454 /* Delete the monster (if any) */
1455 delete_monster(y, x);
1457 else if (r_ptr->flags1 & RF1_QUESTOR)
1459 /* Heal the monster */
1460 m_ptr->hp = m_ptr->maxhp;
1462 /* Try to teleport away quest monsters */
1463 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
1467 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1469 GAME_TEXT m_name[MAX_NLEN];
1471 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1472 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
1475 /* Delete the monster (if any) */
1476 delete_monster(y, x);
1480 /* During generation, destroyed artifacts are "preserved" */
1481 if (preserve_mode || in_generate)
1483 OBJECT_IDX this_o_idx, next_o_idx = 0;
1485 /* Scan all objects in the grid */
1486 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1489 o_ptr = &o_list[this_o_idx];
1491 /* Acquire next object */
1492 next_o_idx = o_ptr->next_o_idx;
1494 /* Hack -- Preserve unknown artifacts */
1495 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
1497 /* Mega-Hack -- Preserve the artifact */
1498 a_info[o_ptr->name1].cur_num = 0;
1500 if (in_generate && cheat_peek)
1502 GAME_TEXT o_name[MAX_NLEN];
1503 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1504 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);
1507 else if (in_generate && cheat_peek && o_ptr->art_name)
1509 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。",
1510 "One of the random artifacts was *destroyed* during generation."));
1515 delete_object(y, x);
1517 /* Destroy "non-permanent" grids */
1518 if (!cave_perma_grid(c_ptr))
1520 /* Wall (or floor) type */
1523 if (!in_generate) /* Normal */
1527 /* Create granite wall */
1528 cave_set_feat(y, x, feat_granite);
1532 /* Create quartz vein */
1533 cave_set_feat(y, x, feat_quartz_vein);
1537 /* Create magma vein */
1538 cave_set_feat(y, x, feat_magma_vein);
1543 cave_set_feat(y, x, floor_type[randint0(100)]);
1546 else /* In generation */
1550 /* Create granite wall */
1551 place_extra_grid(c_ptr);
1555 /* Create quartz vein */
1556 c_ptr->feat = feat_quartz_vein;
1560 /* Create magma vein */
1561 c_ptr->feat = feat_magma_vein;
1566 place_floor_grid(c_ptr);
1569 /* Clear garbage of hidden trap or door */
1578 /* Process "re-glowing" */
1579 for (y = (y1 - r); y <= (y1 + r); y++)
1581 for (x = (x1 - r); x <= (x1 + r); x++)
1583 /* Skip illegal grids */
1584 if (!in_bounds(y, x)) continue;
1586 /* Extract the distance */
1587 k = distance(y1, x1, y, x);
1589 /* Stay in the circle of death */
1590 if (k > r) continue;
1591 c_ptr = &cave[y][x];
1593 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
1594 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
1600 for (i = 0; i < 9; i++)
1602 yy = y + ddy_ddd[i];
1603 xx = x + ddx_ddd[i];
1604 if (!in_bounds2(yy, xx)) continue;
1605 cc_ptr = &cave[yy][xx];
1606 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1608 c_ptr->info |= CAVE_GLOW;
1616 /* Hack -- Affect player */
1619 msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
1621 /* Blind the player */
1622 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
1625 (void)set_blind(p_ptr->blind + 10 + randint1(10));
1631 /* Mega-Hack -- Forget the view and lite */
1632 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1633 p_ptr->redraw |= (PR_MAP);
1634 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1636 if (p_ptr->special_defense & NINJA_S_STEALTH)
1638 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1648 * @brief 地震処理(サブルーチン) /
1649 * Induce an "earthquake" of the given radius at the given location.
1650 * @return 効力があった場合TRUEを返す
1654 * @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)
1658 * This will turn some walls into floors and some floors into walls.
1660 * The player will take damage and "jump" into a safe grid if possible,
1661 * otherwise, he will "tunnel" through the rubble instantaneously.
1663 * Monsters will take damage, and "jump" into a safe grid if possible,
1664 * otherwise they will be "buried" in the rubble, disappearing from
1665 * the level in the same way that they do when genocided.
1667 * Note that thus the player and monsters (except eaters of walls and
1668 * passers through walls) will never occupy the same grid as a wall.
1669 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
1670 * for a single turn, unless that monster can pass_walls or kill_walls.
1671 * This has allowed massive simplification of the "monster" code.
1674 bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
1678 POSITION y, x, yy, xx, dy, dx;
1681 POSITION sy = 0, sx = 0;
1686 /* Prevent destruction of quest levels and town */
1687 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1692 /* Paranoia -- Enforce maximum range */
1695 /* Clear the "maximal blast" area */
1696 for (y = 0; y < 32; y++)
1698 for (x = 0; x < 32; x++)
1704 /* Check around the epicenter */
1705 for (dy = -r; dy <= r; dy++)
1707 for (dx = -r; dx <= r; dx++)
1709 /* Extract the location */
1713 /* Skip illegal grids */
1714 if (!in_bounds(yy, xx)) continue;
1716 /* Skip distant grids */
1717 if (distance(cy, cx, yy, xx) > r) continue;
1718 c_ptr = &cave[yy][xx];
1720 /* Lose room and vault / Lose light and knowledge */
1721 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
1722 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
1724 /* Skip the epicenter */
1725 if (!dx && !dy) continue;
1727 /* Skip most grids */
1728 if (randint0(100) < 85) continue;
1730 /* Damage this grid */
1731 map[16+yy-cy][16+xx-cx] = TRUE;
1733 /* Hack -- Take note of player damage */
1734 if (player_bold(yy, xx)) hurt = TRUE;
1738 /* First, affect the player (if necessary) */
1739 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
1741 /* Check around the player */
1742 for (i = 0; i < 8; i++)
1744 /* Access the location */
1745 y = p_ptr->y + ddy_ddd[i];
1746 x = p_ptr->x + ddx_ddd[i];
1748 /* Skip non-empty grids */
1749 if (!cave_empty_bold(y, x)) continue;
1751 /* Important -- Skip "quake" grids */
1752 if (map[16+y-cy][16+x-cx]) continue;
1754 if (cave[y][x].m_idx) continue;
1756 /* Count "safe" grids */
1759 /* Randomize choice */
1760 if (randint0(sn) > 0) continue;
1762 /* Save the safe location */
1766 /* Random message */
1767 switch (randint1(3))
1771 msg_print(_("ダンジョンの壁が崩れた!", "The cave ceiling collapses!"));
1776 msg_print(_("ダンジョンの床が不自然にねじ曲がった!", "The cave floor twists in an unnatural way!"));
1781 msg_print(_("ダンジョンが揺れた!崩れた岩が頭に降ってきた!", "The cave quakes! You are pummeled with debris!"));
1786 /* Hurt the player a lot */
1789 /* Message and damage */
1790 msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
1794 /* Destroy the grid, and push the player to safety */
1797 /* Calculate results */
1798 switch (randint1(3))
1802 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
1808 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
1809 damage = damroll(10, 4);
1810 (void)set_stun(p_ptr->stun + randint1(50));
1815 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!"));
1816 damage = damroll(10, 4);
1817 (void)set_stun(p_ptr->stun + randint1(50));
1822 /* Move the player to the safe location */
1823 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
1826 /* Important -- no wall on player */
1827 map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
1835 GAME_TEXT m_name[MAX_NLEN];
1836 monster_type *m_ptr = &m_list[m_idx];
1838 /* Get the monster's real name */
1839 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1841 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
1845 killer = _("地震", "an earthquake");
1848 take_hit(DAMAGE_ATTACK, damage, killer, -1);
1852 /* Examine the quaked region */
1853 for (dy = -r; dy <= r; dy++)
1855 for (dx = -r; dx <= r; dx++)
1857 /* Extract the location */
1861 /* Skip unaffected grids */
1862 if (!map[16+yy-cy][16+xx-cx]) continue;
1863 c_ptr = &cave[yy][xx];
1865 if (c_ptr->m_idx == p_ptr->riding) continue;
1867 /* Process monsters */
1870 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1871 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1873 /* Quest monsters */
1874 if (r_ptr->flags1 & RF1_QUESTOR)
1876 /* No wall on quest monsters */
1877 map[16+yy-cy][16+xx-cx] = FALSE;
1882 /* Most monsters cannot co-exist with rock */
1883 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
1884 !(r_ptr->flags2 & (RF2_PASS_WALL)))
1886 GAME_TEXT m_name[MAX_NLEN];
1888 /* Assume not safe */
1891 /* Monster can move to escape the wall */
1892 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
1894 /* Look for safety */
1895 for (i = 0; i < 8; i++)
1897 y = yy + ddy_ddd[i];
1898 x = xx + ddx_ddd[i];
1900 /* Skip non-empty grids */
1901 if (!cave_empty_bold(y, x)) continue;
1903 /* Hack -- no safety on glyph of warding */
1904 if (is_glyph_grid(&cave[y][x])) continue;
1905 if (is_explosive_rune_grid(&cave[y][x])) continue;
1907 /* ... nor on the Pattern */
1908 if (pattern_tile(y, x)) continue;
1910 /* Important -- Skip "quake" grids */
1911 if (map[16+y-cy][16+x-cx]) continue;
1913 if (cave[y][x].m_idx) continue;
1914 if (player_bold(y, x)) continue;
1916 /* Count "safe" grids */
1919 /* Randomize choice */
1920 if (randint0(sn) > 0) continue;
1922 /* Save the safe grid */
1927 monster_desc(m_name, m_ptr, 0);
1929 /* Scream in pain */
1930 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);
1932 /* Take damage from the quake */
1933 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
1935 /* Monster is certainly awake */
1936 (void)set_monster_csleep(c_ptr->m_idx, 0);
1938 /* Apply damage directly */
1939 m_ptr->hp -= damage;
1941 /* Delete (not kill) "dead" monsters */
1944 if (!ignore_unview || is_seen(m_ptr))
1945 msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
1949 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
1951 char m2_name[MAX_NLEN];
1953 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
1954 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
1958 delete_monster(yy, xx);
1960 /* No longer safe */
1964 /* Hack -- Escape from the rock */
1967 IDX m_idx_aux = cave[yy][xx].m_idx;
1969 /* Update the old location */
1970 cave[yy][xx].m_idx = 0;
1972 /* Update the new location */
1973 cave[sy][sx].m_idx = m_idx_aux;
1975 /* Move the monster */
1979 update_monster(m_idx, TRUE);
1988 /* Lose monster light */
1991 /* Examine the quaked region */
1992 for (dy = -r; dy <= r; dy++)
1994 for (dx = -r; dx <= r; dx++)
1996 /* Extract the location */
2000 /* Skip unaffected grids */
2001 if (!map[16+yy-cy][16+xx-cx]) continue;
2003 c_ptr = &cave[yy][xx];
2005 /* Paranoia -- never affect player */
2006 /* if (player_bold(yy, xx)) continue; */
2008 /* Destroy location (if valid) */
2009 if (cave_valid_bold(yy, xx))
2011 delete_object(yy, xx);
2013 /* Wall (or floor) type */
2014 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
2019 /* Create granite wall */
2020 cave_set_feat(yy, xx, feat_granite);
2026 /* Create quartz vein */
2027 cave_set_feat(yy, xx, feat_quartz_vein);
2033 /* Create magma vein */
2034 cave_set_feat(yy, xx, feat_magma_vein);
2041 cave_set_feat(yy, xx, floor_type[randint0(100)]);
2047 /* Process "re-glowing" */
2048 for (dy = -r; dy <= r; dy++)
2050 for (dx = -r; dx <= r; dx++)
2052 /* Extract the location */
2056 /* Skip illegal grids */
2057 if (!in_bounds(yy, xx)) continue;
2059 /* Skip distant grids */
2060 if (distance(cy, cx, yy, xx) > r) continue;
2061 c_ptr = &cave[yy][xx];
2063 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
2064 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
2070 for (ii = 0; ii < 9; ii++)
2072 yyy = yy + ddy_ddd[ii];
2073 xxx = xx + ddx_ddd[ii];
2074 if (!in_bounds2(yyy, xxx)) continue;
2075 cc_ptr = &cave[yyy][xxx];
2076 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2078 c_ptr->info |= CAVE_GLOW;
2086 /* Mega-Hack -- Forget the view and lite */
2087 /* Update the health bar */
2088 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
2089 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH | PR_MAP);
2090 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2092 if (p_ptr->special_defense & NINJA_S_STEALTH)
2094 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2102 * @brief 地震処理(プレイヤーの中心発動) /
2103 * Induce an "earthquake" of the given radius at the given location.
2104 * @return 効力があった場合TRUEを返す
2109 bool earthquake(POSITION cy, POSITION cx, POSITION r)
2111 return earthquake_aux(cy, cx, r, 0);
2118 void discharge_minion(void)
2123 for (i = 1; i < m_max; i++)
2125 monster_type *m_ptr = &m_list[i];
2126 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2127 if (m_ptr->nickname) okay = FALSE;
2129 if (!okay || p_ptr->riding)
2131 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? ")))
2134 for (i = 1; i < m_max; i++)
2137 monster_type *m_ptr = &m_list[i];
2138 monster_race *r_ptr;
2140 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2141 r_ptr = &r_info[m_ptr->r_idx];
2143 /* Uniques resist discharging */
2144 if (r_ptr->flags1 & RF1_UNIQUE)
2146 GAME_TEXT m_name[MAX_NLEN];
2147 monster_desc(m_name, m_ptr, 0x00);
2148 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);
2149 delete_monster_idx(i);
2152 dam = m_ptr->maxhp / 2;
2153 if (dam > 100) dam = (dam - 100) / 2 + 100;
2154 if (dam > 400) dam = (dam - 400) / 2 + 400;
2155 if (dam > 800) dam = 800;
2156 project(i, 2 + (r_ptr->level / 20), m_ptr->fy, m_ptr->fx, dam, GF_PLASMA,
2157 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
2159 if (record_named_pet && m_ptr->nickname)
2161 GAME_TEXT m_name[MAX_NLEN];
2163 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2164 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
2167 delete_monster_idx(i);
2173 * @brief 部屋全体を照らすサブルーチン
2177 * This routine clears the entire "temp" set.
2178 * This routine will Perma-Lite all "temp" grids.
2179 * This routine is used (only) by "lite_room()"
2180 * Dark grids are illuminated.
2181 * Also, process all affected monsters.
2183 * SMART monsters always wake up when illuminated
2184 * NORMAL monsters wake up 1/4 the time when illuminated
2185 * STUPID monsters wake up 1/10 the time when illuminated
2188 static void cave_temp_room_lite(void)
2192 /* Clear them all */
2193 for (i = 0; i < temp_n; i++)
2195 POSITION y = temp_y[i];
2196 POSITION x = temp_x[i];
2198 cave_type *c_ptr = &cave[y][x];
2200 /* No longer in the array */
2201 c_ptr->info &= ~(CAVE_TEMP);
2203 /* Update only non-CAVE_GLOW grids */
2204 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
2207 c_ptr->info |= (CAVE_GLOW);
2209 /* Process affected monsters */
2213 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2214 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2215 update_monster(c_ptr->m_idx, FALSE);
2217 /* Stupid monsters rarely wake up */
2218 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
2220 /* Smart monsters always wake up */
2221 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
2223 /* Sometimes monsters wake up */
2224 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
2227 (void)set_monster_csleep(c_ptr->m_idx, 0);
2229 /* Notice the "waking up" */
2232 GAME_TEXT m_name[MAX_NLEN];
2233 monster_desc(m_name, m_ptr, 0);
2234 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2244 update_local_illumination(y, x);
2254 * @brief 部屋全体を暗くするサブルーチン
2258 * This routine clears the entire "temp" set.
2259 * This routine will "darken" all "temp" grids.
2260 * In addition, some of these grids will be "unmarked".
2261 * This routine is used (only) by "unlite_room()"
2262 * Also, process all affected monsters
2265 static void cave_temp_room_unlite(void)
2269 /* Clear them all */
2270 for (i = 0; i < temp_n; i++)
2272 POSITION y = temp_y[i];
2273 POSITION x = temp_x[i];
2276 cave_type *c_ptr = &cave[y][x];
2277 bool do_dark = !is_mirror_grid(c_ptr);
2279 /* No longer in the array */
2280 c_ptr->info &= ~(CAVE_TEMP);
2282 /* Darken the grid */
2285 if (dun_level || !is_daytime())
2287 for (j = 0; j < 9; j++)
2289 int by = y + ddy_ddd[j];
2290 int bx = x + ddx_ddd[j];
2292 if (in_bounds2(by, bx))
2294 cave_type *cc_ptr = &cave[by][bx];
2296 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2304 if (!do_dark) continue;
2307 c_ptr->info &= ~(CAVE_GLOW);
2309 /* Hack -- Forget "boring" grids */
2310 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
2312 /* Forget the grid */
2313 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
2318 /* Process affected monsters */
2321 update_monster(c_ptr->m_idx, FALSE);
2326 update_local_illumination(y, x);
2336 * @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
2339 * @param pass_bold 地形条件を返す関数ポインタ
2342 static int next_to_open(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2349 for (i = 0; i < 16; i++)
2351 y = cy + ddy_cdd[i % 8];
2352 x = cx + ddx_cdd[i % 8];
2354 /* Found a wall, break the length */
2355 if (!pass_bold(y, x))
2357 /* Track best length */
2371 return (MAX(len, blen));
2375 * @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
2378 * @param pass_bold 地形条件を返す関数ポインタ
2381 static int next_to_walls_adj(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2387 for (i = 0; i < 8; i++)
2389 y = cy + ddy_ddd[i];
2390 x = cx + ddx_ddd[i];
2392 if (!pass_bold(y, x)) c++;
2400 * @brief 部屋内にある一点の周囲に該当する地形数かいくつあるかをグローバル変数temp_nに返す / Aux function -- see below
2401 * @param y 部屋内のy座標1点
2402 * @param x 部屋内のx座標1点
2403 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
2404 * @param pass_bold 地形条件を返す関数ポインタ
2407 static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pass_bold)(POSITION, POSITION))
2412 c_ptr = &cave[y][x];
2414 /* Avoid infinite recursion */
2415 if (c_ptr->info & (CAVE_TEMP)) return;
2417 /* Do not "leave" the current room */
2418 if (!(c_ptr->info & (CAVE_ROOM)))
2420 if (only_room) return;
2423 if (!in_bounds2(y, x)) return;
2425 /* Do not exceed the maximum spell range */
2426 if (distance(p_ptr->y, p_ptr->x, y, x) > MAX_RANGE) return;
2428 /* Verify this grid */
2430 * The reason why it is ==6 instead of >5 is that 8 is impossible
2431 * due to the check for cave_bold above.
2432 * 7 lights dead-end corridors (you need to do this for the
2433 * checkboard interesting rooms, so that the boundary is lit
2435 * This leaves only a check for 6 bounding walls!
2437 if (in_bounds(y, x) && pass_bold(y, x) &&
2438 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
2441 /* Paranoia -- verify space */
2442 if (temp_n == TEMP_MAX) return;
2444 /* Mark the grid as "seen" */
2445 c_ptr->info |= (CAVE_TEMP);
2447 /* Add it to the "seen" set */
2454 * @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
2457 * @return 光を通すならばtrueを返す。
2459 static bool cave_pass_lite_bold(POSITION y, POSITION x)
2461 return cave_los_bold(y, x);
2465 * @brief 部屋内にある一点の周囲がいくつ光を通すかをグローバル変数temp_nに返す / Aux function -- see below
2470 static void cave_temp_lite_room_aux(POSITION y, POSITION x)
2472 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
2476 * @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
2479 * @return 射線を通すならばtrueを返す。
2481 static bool cave_pass_dark_bold(POSITION y, POSITION x)
2483 return cave_have_flag_bold(y, x, FF_PROJECT);
2488 * @brief 部屋内にある一点の周囲がいくつ射線を通すかをグローバル変数temp_nに返す / Aux function -- see below
2493 static void cave_temp_unlite_room_aux(POSITION y, POSITION x)
2495 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
2500 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
2505 void lite_room(POSITION y1, POSITION x1)
2510 /* Add the initial grid */
2511 cave_temp_lite_room_aux(y1, x1);
2513 /* While grids are in the queue, add their neighbors */
2514 for (i = 0; i < temp_n; i++)
2516 x = temp_x[i], y = temp_y[i];
2518 /* Walls get lit, but stop light */
2519 if (!cave_pass_lite_bold(y, x)) continue;
2521 /* Spread adjacent */
2522 cave_temp_lite_room_aux(y + 1, x);
2523 cave_temp_lite_room_aux(y - 1, x);
2524 cave_temp_lite_room_aux(y, x + 1);
2525 cave_temp_lite_room_aux(y, x - 1);
2527 /* Spread diagonal */
2528 cave_temp_lite_room_aux(y + 1, x + 1);
2529 cave_temp_lite_room_aux(y - 1, x - 1);
2530 cave_temp_lite_room_aux(y - 1, x + 1);
2531 cave_temp_lite_room_aux(y + 1, x - 1);
2534 /* Now, lite them all up at once */
2535 cave_temp_room_lite();
2537 if (p_ptr->special_defense & NINJA_S_STEALTH)
2539 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2545 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
2550 void unlite_room(POSITION y1, POSITION x1)
2555 /* Add the initial grid */
2556 cave_temp_unlite_room_aux(y1, x1);
2558 /* Spread, breadth first */
2559 for (i = 0; i < temp_n; i++)
2561 x = temp_x[i], y = temp_y[i];
2563 /* Walls get dark, but stop darkness */
2564 if (!cave_pass_dark_bold(y, x)) continue;
2566 /* Spread adjacent */
2567 cave_temp_unlite_room_aux(y + 1, x);
2568 cave_temp_unlite_room_aux(y - 1, x);
2569 cave_temp_unlite_room_aux(y, x + 1);
2570 cave_temp_unlite_room_aux(y, x - 1);
2572 /* Spread diagonal */
2573 cave_temp_unlite_room_aux(y + 1, x + 1);
2574 cave_temp_unlite_room_aux(y - 1, x - 1);
2575 cave_temp_unlite_room_aux(y - 1, x + 1);
2576 cave_temp_unlite_room_aux(y + 1, x - 1);
2579 /* Now, darken them all at once */
2580 cave_temp_room_unlite();
2583 bool starlight(bool magic)
2585 HIT_POINT num = damroll(5, 3);
2586 POSITION y = 0, x = 0;
2590 if (!p_ptr->blind && !magic)
2592 msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly..."));
2594 for (k = 0; k < num; k++)
2600 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, PROJECT_LOS);
2601 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2602 if (!player_bold(y, x)) break;
2605 project(0, 0, p_ptr->y, p_ptr->x, damroll(6 + p_ptr->lev / 8, 10), GF_LITE_WEAK,
2606 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL | PROJECT_LOS), -1);
2614 * @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
2617 * @return 作用が実際にあった場合TRUEを返す
2619 bool lite_area(HIT_POINT dam, POSITION rad)
2621 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2623 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
2625 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
2629 /* Hack -- Message */
2632 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
2635 /* Hook into the "project()" function */
2636 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1);
2638 /* Lite up the room */
2639 lite_room(p_ptr->y, p_ptr->x);
2647 * @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
2650 * @return 作用が実際にあった場合TRUEを返す
2652 bool unlite_area(HIT_POINT dam, POSITION rad)
2654 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2656 /* Hack -- Message */
2659 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
2662 /* Hook into the "project()" function */
2663 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1);
2665 /* Lite up the room */
2666 unlite_room(p_ptr->y, p_ptr->x);
2675 * @brief ボール系スペルの発動 / Cast a ball spell
2677 * @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)
2680 * @return 作用が実際にあった場合TRUEを返す
2683 * Stop if we hit a monster, act as a "ball"
2684 * Allow "target" mode to pass over monsters
2685 * Affect grids, objects, and monsters
2688 bool fire_ball(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2692 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2694 if (typ == GF_CHARM_LIVING) flg|= PROJECT_HIDE;
2695 /* Use the given direction */
2696 tx = p_ptr->x + 99 * ddx[dir];
2697 ty = p_ptr->y + 99 * ddy[dir];
2699 /* Hack -- Use an actual "target" */
2700 if ((dir == 5) && target_okay())
2702 flg &= ~(PROJECT_STOP);
2707 /* Analyze the "dir" and the "target". Hurt items on floor. */
2708 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2712 * @brief ブレス系スペルの発動 / Cast a breath spell
2714 * @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)
2717 * @return 作用が実際にあった場合TRUEを返す
2720 * Stop if we hit a monster, act as a "ball"
2721 * Allow "target" mode to pass over monsters
2722 * Affect grids, objects, and monsters
2725 bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2727 return fire_ball(typ, dir, dam, -rad);
2732 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
2734 * @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)
2737 * @return 作用が実際にあった場合TRUEを返す
2740 * Stop if we hit a monster, act as a "ball"
2741 * Allow "target" mode to pass over monsters
2742 * Affect grids, objects, and monsters
2745 bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2748 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2750 /* Use the given direction */
2751 tx = p_ptr->x + 99 * ddx[dir];
2752 ty = p_ptr->y + 99 * ddy[dir];
2754 /* Hack -- Use an actual "target" */
2755 if ((dir == 5) && target_okay())
2761 /* Analyze the "dir" and the "target". Hurt items on floor. */
2762 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2767 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
2769 * @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)
2772 * @return 作用が実際にあった場合TRUEを返す
2775 * Stop if we hit a monster, act as a "ball"
2776 * Allow "target" mode to pass over monsters
2777 * Affect grids, objects, and monsters
2780 bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2783 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
2785 /* Use the given direction */
2786 tx = p_ptr->x + 99 * ddx[dir];
2787 ty = p_ptr->y + 99 * ddy[dir];
2789 /* Hack -- Use an actual "target" */
2790 if ((dir == 5) && target_okay())
2792 flg &= ~(PROJECT_STOP);
2797 /* Analyze the "dir" and the "target". Hurt items on floor. */
2798 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2803 * @brief メテオ系スペルの発動 / Cast a meteor spell
2804 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
2810 * @return 作用が実際にあった場合TRUEを返す
2813 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
2814 * player, or outside source, that starts out at an arbitrary location, and
2815 * leaving no trail from the "caster" to the target. This function is
2816 * especially useful for bombardments and similar. -LM-
2817 * Option to hurt the player.
2820 bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
2822 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2824 /* Analyze the "target" and the caster. */
2825 return (project(who, rad, y, x, dam, typ, flg, -1));
2830 * @brief ブラスト系スペルの発動 / Cast a blast spell
2832 * @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)
2837 * @return 作用が実際にあった場合TRUEを返す
2839 bool fire_blast(EFFECT_ID typ, DIRECTION dir, int dd, int ds, int num, int dev)
2843 POSITION ty, tx, y, x;
2846 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
2851 /* Use the given direction */
2854 ly = ty = p_ptr->y + 20 * ddy[dir];
2855 lx = tx = p_ptr->x + 20 * ddx[dir];
2858 /* Use an actual "target" */
2859 else /* if (dir == 5) */
2864 lx = 20 * (tx - p_ptr->x) + p_ptr->x;
2865 ly = 20 * (ty - p_ptr->y) + p_ptr->y;
2868 ld = distance(p_ptr->y, p_ptr->x, ly, lx);
2871 for (i = 0; i < num; i++)
2875 /* Get targets for some bolts */
2876 y = rand_spread(ly, ld * dev / 20);
2877 x = rand_spread(lx, ld * dev / 20);
2879 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
2882 /* Analyze the "dir" and the "target". */
2883 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
2894 * @brief モンスターとの位置交換処理 / Switch position with a monster.
2895 * @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)
2896 * @return 作用が実際にあった場合TRUEを返す
2898 bool teleport_swap(DIRECTION dir)
2902 monster_type* m_ptr;
2903 monster_race* r_ptr;
2905 if ((dir == 5) && target_okay())
2912 tx = p_ptr->x + ddx[dir];
2913 ty = p_ptr->y + ddy[dir];
2915 c_ptr = &cave[ty][tx];
2917 if (p_ptr->anti_tele)
2919 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
2923 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
2925 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
2931 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10))
2933 msg_print(_("失敗した。", "Failed to swap."));
2939 m_ptr = &m_list[c_ptr->m_idx];
2940 r_ptr = &r_info[m_ptr->r_idx];
2942 (void)set_monster_csleep(c_ptr->m_idx, 0);
2944 if (r_ptr->flagsr & RFR_RES_TELE)
2946 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
2948 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2954 sound(SOUND_TELEPORT);
2956 /* Swap the player and monster */
2957 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
2965 * @brief 指定方向に飛び道具を飛ばす(フラグ任意指定) / Hack -- apply a "projection()" in a direction (or at the target)
2967 * @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)
2970 * @return 作用が実際にあった場合TRUEを返す
2972 bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
2976 /* Pass through the target if needed */
2977 flg |= (PROJECT_THRU);
2979 /* Use the given direction */
2980 tx = p_ptr->x + ddx[dir];
2981 ty = p_ptr->y + ddy[dir];
2983 /* Hack -- Use an actual "target" */
2984 if ((dir == 5) && target_okay())
2990 /* Analyze the "dir" and the "target", do NOT explode */
2991 return (project(0, 0, ty, tx, dam, typ, flg, -1));
2996 * @brief ボルト系スペルの発動 / Cast a bolt spell.
2998 * @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)
3000 * @return 作用が実際にあった場合TRUEを返す
3003 * Stop if we hit a monster, as a "bolt".
3004 * Affect monsters and grids (not objects).
3007 bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3009 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
3010 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
3011 return (project_hook(typ, dir, dam, flg));
3016 * @brief ビーム系スペルの発動 / Cast a beam spell.
3018 * @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)
3020 * @return 作用が実際にあった場合TRUEを返す
3023 * Pass through monsters, as a "beam".
3024 * Affect monsters, grids and objects.
3027 bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3029 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
3030 return (project_hook(typ, dir, dam, flg));
3035 * @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.
3036 * @param prob ビーム化する確率(%)
3038 * @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)
3040 * @return 作用が実際にあった場合TRUEを返す
3043 * Pass through monsters, as a "beam".
3044 * Affect monsters, grids and objects.
3047 bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3049 if (randint0(100) < prob)
3051 return (fire_beam(typ, dir, dam));
3055 return (fire_bolt(typ, dir, dam));
3060 * @brief LITE_WEAK属性による光源ビーム処理
3061 * @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)
3063 * @return 作用が実際にあった場合TRUEを返す
3065 bool lite_line(DIRECTION dir, HIT_POINT dam)
3067 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
3068 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
3073 * @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)
3075 * @return 作用が実際にあった場合TRUEを返す
3077 bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam)
3079 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3080 return (project_hook(GF_HYPODYNAMIA, dir, dam, flg));
3085 * @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)
3087 * @return 作用が実際にあった場合TRUEを返す
3089 bool wall_to_mud(DIRECTION dir, HIT_POINT dam)
3091 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3092 return (project_hook(GF_KILL_WALL, dir, dam, flg));
3097 * @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)
3098 * @return 作用が実際にあった場合TRUEを返す
3100 bool wizard_lock(DIRECTION dir)
3102 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3103 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
3108 * @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)
3109 * @return 作用が実際にあった場合TRUEを返す
3111 bool destroy_door(DIRECTION dir)
3113 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3114 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
3119 * @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)
3120 * @return 作用が実際にあった場合TRUEを返す
3122 bool disarm_trap(DIRECTION dir)
3124 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3125 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
3130 * @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)
3132 * @return 作用が実際にあった場合TRUEを返す
3134 bool heal_monster(DIRECTION dir, HIT_POINT dam)
3136 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3137 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
3142 * @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)
3144 * @return 作用が実際にあった場合TRUEを返す
3146 bool speed_monster(DIRECTION dir, int power)
3148 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3149 return (project_hook(GF_OLD_SPEED, dir, power, flg));
3154 * @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)
3156 * @return 作用が実際にあった場合TRUEを返す
3158 bool slow_monster(DIRECTION dir, int power)
3160 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3161 return (project_hook(GF_OLD_SLOW, dir, power, flg));
3166 * @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)
3168 * @return 作用が実際にあった場合TRUEを返す
3170 bool sleep_monster(DIRECTION dir, int power)
3172 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3173 return (project_hook(GF_OLD_SLEEP, dir, power, flg));
3177 * @brief モンスター拘束(STASIS)処理
3178 * @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)
3179 * @return 作用が実際にあった場合TRUEを返す
3180 * @details 威力はプレイヤーレベル*2に固定
3182 bool stasis_monster(DIRECTION dir)
3184 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
3188 * @brief 邪悪なモンスター拘束(STASIS)処理
3189 * @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)
3190 * @return 作用が実際にあった場合TRUEを返す
3191 * @details 威力はプレイヤーレベル*2に固定
3193 bool stasis_evil(DIRECTION dir)
3195 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
3200 * @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)
3201 * @param plev プレイヤーレベル(=効力)
3202 * @return 作用が実際にあった場合TRUEを返す
3204 bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev)
3206 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3207 return (project_hook(GF_OLD_CONF, dir, plev, flg));
3212 * @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)
3213 * @param plev プレイヤーレベル(=効力)
3214 * @return 作用が実際にあった場合TRUEを返す
3216 bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev)
3218 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3219 return (project_hook(GF_STUN, dir, plev, flg));
3223 * @brief チェンジモンスター処理
3224 * @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)
3226 * @return 作用が実際にあった場合TRUEを返す
3228 bool poly_monster(DIRECTION dir, int power)
3230 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3231 bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
3233 chg_virtue(V_CHANCE, 1);
3238 * @brief クローンモンスター処理
3239 * @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)
3240 * @return 作用が実際にあった場合TRUEを返す
3242 bool clone_monster(DIRECTION dir)
3244 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3245 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
3250 * @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)
3251 * @param plev プレイヤーレベル(=効力)
3252 * @return 作用が実際にあった場合TRUEを返す
3254 bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev)
3256 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3257 return (project_hook(GF_TURN_ALL, dir, plev, flg));
3262 * @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)
3263 * @param plev プレイヤーレベル(効力はplev*200)
3264 * @return 作用が実際にあった場合TRUEを返す
3266 bool death_ray(DIRECTION dir, PLAYER_LEVEL plev)
3268 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3269 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
3273 * @brief モンスター用テレポート処理
3274 * @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)
3275 * @param distance 移動距離
3276 * @return 作用が実際にあった場合TRUEを返す
3278 bool teleport_monster(DIRECTION dir, int distance)
3280 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
3281 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
3285 * @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)
3286 * @return 作用が実際にあった場合TRUEを返す
3288 bool door_creation(void)
3290 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3291 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_DOOR, flg, -1));
3295 * @brief トラップ生成処理(起点から周囲1マス)
3298 * @return 作用が実際にあった場合TRUEを返す
3300 bool trap_creation(POSITION y, POSITION x)
3302 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3303 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
3307 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
3308 * @return 作用が実際にあった場合TRUEを返す
3310 bool tree_creation(void)
3312 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3313 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_TREE, flg, -1));
3317 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
3318 * @return 作用が実際にあった場合TRUEを返す
3320 bool glyph_creation(void)
3322 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
3323 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_GLYPH, flg, -1));
3327 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
3328 * @return 作用が実際にあった場合TRUEを返す
3330 bool wall_stone(void)
3332 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3334 bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
3336 p_ptr->update |= (PU_FLOW);
3338 p_ptr->redraw |= (PR_MAP);
3344 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
3345 * @return 作用が実際にあった場合TRUEを返す
3347 bool destroy_doors_touch(void)
3349 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3350 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_DOOR, flg, -1));
3354 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
3355 * @return 作用が実際にあった場合TRUEを返す
3357 bool disarm_traps_touch(void)
3359 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3360 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_TRAP, flg, -1));
3364 * @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)
3365 * @return 作用が実際にあった場合TRUEを返す
3367 bool sleep_monsters_touch(void)
3369 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
3370 return (project(0, 1, p_ptr->y, p_ptr->x, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
3375 * @brief 死者復活処理(起点より周囲5マス)
3376 * @param who 術者モンスターID(0ならばプレイヤー)
3379 * @return 作用が実際にあった場合TRUEを返す
3381 bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x)
3383 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
3384 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
3389 * @return 作用が実際にあった場合TRUEを返す
3391 void call_chaos(void)
3393 int Chaos_type, dummy, dir;
3394 PLAYER_LEVEL plev = p_ptr->lev;
3395 bool line_chaos = FALSE;
3397 int hurt_types[31] =
3399 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
3400 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
3401 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
3402 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
3403 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
3404 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
3405 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
3406 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
3409 Chaos_type = hurt_types[randint0(31)];
3410 if (one_in_(4)) line_chaos = TRUE;
3414 for (dummy = 1; dummy < 10; dummy++)
3419 fire_beam(Chaos_type, dummy, 150);
3421 fire_ball(Chaos_type, dummy, 150, 2);
3425 else if (one_in_(3))
3427 fire_ball(Chaos_type, 0, 500, 8);
3431 if (!get_aim_dir(&dir)) return;
3433 fire_beam(Chaos_type, dir, 250);
3435 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
3440 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
3441 * @param stop_ty 再帰処理停止フラグ
3443 * @return 作用が実際にあった場合TRUEを返す
3446 * rr9: Stop the nasty things when a Cyberdemon is summoned
3447 * or the player gets paralyzed.
3450 bool activate_ty_curse(bool stop_ty, int *count)
3454 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3458 switch (randint1(34))
3463 msg_print(_("地面が揺れた...", "The ground trembles..."));
3464 earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
3465 if (!one_in_(6)) break;
3470 HIT_POINT dam = damroll(10, 10);
3471 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!"));
3472 project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1);
3473 take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
3474 if (!one_in_(6)) break;
3479 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
3480 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
3481 if (randint0(13)) (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3482 if (!one_in_(6)) break;
3485 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3489 project(0, 7, p_ptr->y, p_ptr->x, 50, GF_KILL_WALL, flg, -1);
3490 take_hit(DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
3492 if (!one_in_(6)) break;
3493 case 1: case 2: case 3: case 16: case 17:
3494 aggravate_monsters(0);
3495 if (!one_in_(6)) break;
3496 case 4: case 5: case 6:
3497 (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3498 if (!one_in_(6)) break;
3499 case 7: case 8: case 9: case 18:
3500 (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
3501 if (!one_in_(6)) break;
3502 case 10: case 11: case 12:
3503 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..."));
3504 lose_exp(p_ptr->exp / 16);
3505 if (!one_in_(6)) break;
3506 case 13: case 14: case 15: case 19: case 20:
3507 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
3513 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
3514 if (p_ptr->free_act)
3515 set_paralyzed(p_ptr->paralyzed + randint1(3));
3517 set_paralyzed(p_ptr->paralyzed + randint1(13));
3520 if (!one_in_(6)) break;
3521 case 21: case 22: case 23:
3522 (void)do_dec_stat(randint0(6));
3523 if (!one_in_(6)) break;
3525 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
3527 if (!one_in_(6)) break;
3530 * Only summon Cyberdemons deep in the dungeon.
3532 if ((dun_level > 65) && !stop_ty)
3534 (*count) += summon_cyber(-1, p_ptr->y, p_ptr->x);
3538 if (!one_in_(6)) break;
3544 (void)do_dec_stat(i);
3552 while (one_in_(3) && !stop_ty);
3558 * @brief HI_SUMMON(上級召喚)処理発動
3561 * @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
3562 * @return 作用が実際にあった場合TRUEを返す
3564 int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
3569 BIT_FLAGS mode = PM_ALLOW_GROUP;
3576 mode |= PM_FORCE_FRIENDLY;
3580 mode |= PM_FORCE_PET;
3585 if (!pet) mode |= PM_NO_PET;
3587 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
3589 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
3591 switch (randint1(25) + (dun_level / 20))
3594 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode, '\0');
3597 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode, '\0');
3600 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode, '\0');
3603 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode, '\0');
3606 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode, '\0');
3609 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode, '\0');
3612 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode, '\0');
3615 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode, '\0');
3619 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE), '\0');
3623 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE), '\0');
3626 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3627 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode, '\0');
3630 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3631 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode, '\0');
3634 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode, '\0');
3637 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3638 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode, '\0');
3647 * @brief サイバーデーモンの召喚
3648 * @param who 召喚主のモンスターID(0ならばプレイヤー)
3651 * @return 作用が実際にあった場合TRUEを返す
3653 int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x)
3656 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
3658 BIT_FLAGS mode = PM_ALLOW_GROUP;
3660 /* Summoned by a monster */
3663 monster_type *m_ptr = &m_list[who];
3664 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
3667 if (max_cyber > 4) max_cyber = 4;
3669 for (i = 0; i < max_cyber; i++)
3671 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode, '\0');
3678 * @brief 周辺破壊効果(プレイヤー中心)
3679 * @return 作用が実際にあった場合TRUEを返す
3681 void wall_breaker(void)
3684 POSITION y = 0, x = 0;
3685 int attempts = 1000;
3687 if (randint1(80 + p_ptr->lev) < 70)
3691 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
3693 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
3695 if (!player_bold(y, x)) break;
3698 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3699 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3701 else if (randint1(100) > 30)
3703 earthquake(p_ptr->y, p_ptr->x, 1);
3707 int num = damroll(5, 3);
3709 for (i = 0; i < num; i++)
3713 scatter(&y, &x, p_ptr->y, p_ptr->x, 10, 0);
3715 if (!player_bold(y, x)) break;
3718 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3719 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3726 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
3728 * @return 作用が実際にあった場合TRUEを返す
3730 bool confuse_monsters(HIT_POINT dam)
3732 return (project_all_los(GF_OLD_CONF, dam));
3737 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
3739 * @return 作用が実際にあった場合TRUEを返す
3741 bool charm_monsters(HIT_POINT dam)
3743 return (project_all_los(GF_CHARM, dam));
3748 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
3750 * @return 作用が実際にあった場合TRUEを返す
3752 bool charm_animals(HIT_POINT dam)
3754 return (project_all_los(GF_CONTROL_ANIMAL, dam));
3759 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
3761 * @return 作用が実際にあった場合TRUEを返す
3763 bool stun_monsters(HIT_POINT dam)
3765 return (project_all_los(GF_STUN, dam));
3770 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
3772 * @return 作用が実際にあった場合TRUEを返す
3774 bool stasis_monsters(HIT_POINT dam)
3776 return (project_all_los(GF_STASIS, dam));
3781 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
3783 * @return 作用が実際にあった場合TRUEを返す
3785 bool mindblast_monsters(HIT_POINT dam)
3787 return (project_all_los(GF_PSI, dam));
3792 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
3793 * @param dist 効力(距離)
3794 * @return 作用が実際にあった場合TRUEを返す
3796 bool banish_monsters(int dist)
3798 return (project_all_los(GF_AWAY_ALL, dist));
3803 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
3805 * @return 作用が実際にあった場合TRUEを返す
3807 bool turn_evil(HIT_POINT dam)
3809 return (project_all_los(GF_TURN_EVIL, dam));
3814 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
3816 * @return 作用が実際にあった場合TRUEを返す
3818 bool turn_monsters(HIT_POINT dam)
3820 return (project_all_los(GF_TURN_ALL, dam));
3825 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
3826 * @return 作用が実際にあった場合TRUEを返す
3828 bool deathray_monsters(void)
3830 return (project_all_los(GF_DEATH_RAY, p_ptr->lev * 200));
3834 * @brief チャーム・モンスター(1体)
3835 * @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)
3837 * @return 作用が実際にあった場合TRUEを返す
3839 bool charm_monster(DIRECTION dir, PLAYER_LEVEL plev)
3841 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3842 return (project_hook(GF_CHARM, dir, plev, flg));
3846 * @brief アンデッド支配(1体)
3847 * @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)
3849 * @return 作用が実際にあった場合TRUEを返す
3851 bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev)
3853 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3854 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
3859 * @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)
3861 * @return 作用が実際にあった場合TRUEを返す
3863 bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev)
3865 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3866 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
3871 * @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)
3873 * @return 作用が実際にあった場合TRUEを返す
3875 bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev)
3877 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3878 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
3884 * @param success 判定成功上の処理ならばTRUE
3885 * @return 作用が実際にあった場合TRUEを返す
3887 bool kawarimi(bool success)
3890 object_type *q_ptr = &forge;
3893 if (p_ptr->is_dead) return FALSE;
3894 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
3895 if (randint0(200) < p_ptr->stun) return FALSE;
3897 if (!success && one_in_(3))
3899 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
3900 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3901 p_ptr->redraw |= (PR_STATUS);
3908 teleport_player(10 + randint1(90), 0L);
3910 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
3912 q_ptr->pval = MON_NINJA;
3913 (void)drop_near(q_ptr, -1, y, x);
3915 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."));
3916 else msg_print(_("失敗!攻撃を受けてしまった。", "Failed! You are hit by the attack."));
3918 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3919 p_ptr->redraw |= (PR_STATUS);
3927 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
3928 * @param mdeath 目標モンスターが死亡したかを返す
3929 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
3931 bool rush_attack(bool *mdeath)
3938 bool tmp_mdeath = FALSE;
3941 if (mdeath) *mdeath = FALSE;
3944 if (!get_aim_dir(&dir)) return FALSE;
3946 /* Use the given direction */
3947 tx = p_ptr->x + project_length * ddx[dir];
3948 ty = p_ptr->y + project_length * ddy[dir];
3950 /* Hack -- Use an actual "target" */
3951 if ((dir == 5) && target_okay())
3957 if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
3959 path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
3962 /* No need to move */
3963 if (!path_n) return TRUE;
3965 /* Use ty and tx as to-move point */
3969 /* Project along the path */
3970 for (i = 0; i < path_n; i++)
3972 monster_type *m_ptr;
3974 int ny = GRID_Y(path_g[i]);
3975 int nx = GRID_X(path_g[i]);
3977 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
3982 /* Go to next grid */
3986 if (!cave[ny][nx].m_idx)
3990 msg_print(_("失敗!", "Failed!"));
3994 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
4001 /* Move player before updating the monster */
4002 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4003 update_monster(cave[ny][nx].m_idx, TRUE);
4005 /* Found a monster */
4006 m_ptr = &m_list[cave[ny][nx].m_idx];
4008 if (tm_idx != cave[ny][nx].m_idx)
4011 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");
4013 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
4016 else if (!player_bold(ty, tx))
4018 /* Hold the monster name */
4019 GAME_TEXT m_name[MAX_NLEN];
4021 /* Get the monster name (BEFORE polymorphing) */
4022 monster_desc(m_name, m_ptr, 0);
4023 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
4026 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4028 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
4033 if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4035 if (mdeath) *mdeath = tmp_mdeath;
4041 * @brief 全鏡の消去 / Remove all mirrors in this floor
4042 * @param explode 爆発処理を伴うならばTRUE
4045 void remove_all_mirrors(bool explode)
4049 for (x = 0; x < cur_wid; x++)
4051 for (y = 0; y < cur_hgt; y++)
4053 if (is_mirror_grid(&cave[y][x]))
4055 remove_mirror(y, x);
4057 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
4058 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
4065 * @brief 『一つの指輪』の効果処理 /
4066 * Hack -- activate the ring of power
4067 * @param dir 発動の方向ID
4070 void ring_of_power(DIRECTION dir)
4072 /* Pick a random effect */
4073 switch (randint1(10))
4078 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."));
4081 /* Decrease all stats (permanently) */
4082 (void)dec_stat(A_STR, 50, TRUE);
4083 (void)dec_stat(A_INT, 50, TRUE);
4084 (void)dec_stat(A_WIS, 50, TRUE);
4085 (void)dec_stat(A_DEX, 50, TRUE);
4086 (void)dec_stat(A_CON, 50, TRUE);
4087 (void)dec_stat(A_CHR, 50, TRUE);
4089 /* Lose some experience (permanently) */
4090 p_ptr->exp -= (p_ptr->exp / 4);
4091 p_ptr->max_exp -= (p_ptr->exp / 4);
4099 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."));
4101 /* Dispel monsters */
4102 dispel_monsters(1000);
4112 fire_ball(GF_MANA, dir, 600, 3);
4123 fire_bolt(GF_MANA, dir, 500);
4131 * @brief 運命の輪、並びにカオス的な効果の発動
4132 * @param spell ランダムな効果を選択するための基準ID
4135 void wild_magic(int spell)
4138 int type = SUMMON_MOLD + randint0(6);
4140 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
4141 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
4143 switch (randint1(spell) + randint1(8) + 1)
4148 teleport_player(10, TELEPORT_PASSIVE);
4153 teleport_player(100, TELEPORT_PASSIVE);
4157 teleport_player(200, TELEPORT_PASSIVE);
4167 lite_area(damroll(2, 3), 2);
4170 destroy_doors_touch();
4175 sleep_monsters_touch();
4179 trap_creation(p_ptr->y, p_ptr->x);
4188 aggravate_monsters(0);
4191 earthquake(p_ptr->y, p_ptr->x, 5);
4195 (void)gain_random_mutation(0);
4199 apply_disenchant(1);
4205 fire_ball(GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
4212 while (counter++ < 8)
4214 (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET), '\0');
4219 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4222 (void)summon_cyber(-1, p_ptr->y, p_ptr->x);
4227 (void)activate_ty_curse(FALSE, &count);
4236 * @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。
4237 * / Drop 10+1d10 meteor ball at random places near the player
4242 void cast_meteor(HIT_POINT dam, POSITION rad)
4245 int b = 10 + randint1(10);
4247 for (i = 0; i < b; i++)
4249 POSITION y = 0, x = 0;
4252 for (count = 0; count <= 20; count++)
4256 x = p_ptr->x - 8 + randint0(17);
4257 y = p_ptr->y - 8 + randint0(17);
4259 dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
4260 dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
4262 /* Approximate distance */
4263 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4265 if (d >= 9) continue;
4267 if (!in_bounds(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)
4268 || !cave_have_flag_bold(y, x, FF_PROJECT)) continue;
4270 /* Valid position */
4274 if (count > 20) continue;
4276 project(0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
4282 * @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。
4285 * @return ターゲットを指定し、実行したならばTRUEを返す。
4287 bool cast_wrath_of_the_god(HIT_POINT dam, POSITION rad)
4289 POSITION x, y, tx, ty;
4293 int b = 10 + randint1(10);
4295 if (!get_aim_dir(&dir)) return FALSE;
4297 /* Use the given direction */
4298 tx = p_ptr->x + 99 * ddx[dir];
4299 ty = p_ptr->y + 99 * ddy[dir];
4301 /* Hack -- Use an actual "target" */
4302 if ((dir == 5) && target_okay())
4313 /* Hack -- Stop at the target */
4314 if ((y == ty) && (x == tx)) break;
4318 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
4320 /* Stop at maximum range */
4321 if (MAX_RANGE <= distance(p_ptr->y, p_ptr->x, ny, nx)) break;
4323 /* Stopped by walls/doors */
4324 if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
4326 /* Stopped by monsters */
4327 if ((dir != 5) && cave[ny][nx].m_idx != 0) break;
4329 /* Save the new location */
4336 for (i = 0; i < b; i++)
4338 int count = 20, d = 0;
4344 x = tx - 5 + randint0(11);
4345 y = ty - 5 + randint0(11);
4347 dx = (tx > x) ? (tx - x) : (x - tx);
4348 dy = (ty > y) ? (ty - y) : (y - ty);
4350 /* Approximate distance */
4351 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4352 /* Within the radius */
4356 if (count < 0) continue;
4358 /* Cannot penetrate perm walls */
4359 if (!in_bounds(y, x) ||
4360 cave_stop_disintegration(y, x) ||
4361 !in_disintegration_range(ty, tx, y, x))
4364 project(0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
4371 * @brief 「ワンダー」のランダムな効果を決定して処理する。
4375 * This spell should become more useful (more controlled) as the\n
4376 * player gains experience levels. Thus, add 1/5 of the player's\n
4377 * level to the die roll. This eliminates the worst effects later on,\n
4378 * while keeping the results quite random. It also allows some potent\n
4379 * effects only at high level.
4381 void cast_wonder(DIRECTION dir)
4383 PLAYER_LEVEL plev = p_ptr->lev;
4384 int die = randint1(100) + plev / 5;
4385 int vir = virtue_number(V_CHANCE);
4389 if (p_ptr->virtues[vir - 1] > 0)
4391 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4395 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4400 chg_virtue(V_CHANCE, 1);
4404 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
4407 if (die < 8) clone_monster(dir);
4408 else if (die < 14) speed_monster(dir, plev);
4409 else if (die < 26) heal_monster(dir, damroll(4, 6));
4410 else if (die < 31) poly_monster(dir, plev);
4412 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4413 damroll(3 + ((plev - 1) / 5), 4));
4414 else if (die < 41) confuse_monster(dir, plev);
4415 else if (die < 46) fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4416 else if (die < 51) (void)lite_line(dir, damroll(6, 8));
4418 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4419 damroll(3 + ((plev - 5) / 4), 8));
4421 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4422 damroll(5 + ((plev - 5) / 4), 8));
4424 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4425 damroll(6 + ((plev - 5) / 4), 8));
4427 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4428 damroll(8 + ((plev - 5) / 4), 8));
4429 else if (die < 76) hypodynamic_bolt(dir, 75);
4430 else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4431 else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
4432 else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
4433 else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
4434 else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
4437 earthquake(p_ptr->y, p_ptr->x, 12);
4441 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4445 symbol_genocide(plev + 50, TRUE);
4447 else if (die < 110) dispel_monsters(120);
4450 dispel_monsters(150);
4451 slow_monsters(plev);
4452 sleep_monsters(plev);
4459 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
4463 void cast_invoke_spirits(DIRECTION dir)
4465 PLAYER_LEVEL plev = p_ptr->lev;
4466 int die = randint1(100) + plev / 5;
4467 int vir = virtue_number(V_CHANCE);
4471 if (p_ptr->virtues[vir - 1] > 0)
4473 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4477 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4481 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..."));
4483 chg_virtue(V_CHANCE, 1);
4487 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!"));
4492 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!",
4493 "Oh no! Mouldering forms rise from the earth around you!"));
4495 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4496 chg_virtue(V_UNLIFE, 1);
4500 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..."));
4502 set_afraid(p_ptr->afraid + randint1(4) + 4);
4506 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...",
4507 "Your head is invaded by a horde of gibbering spectral voices..."));
4509 set_confused(p_ptr->confused + randint1(4) + 4);
4513 poly_monster(dir, plev);
4517 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4518 damroll(3 + ((plev - 1) / 5), 4));
4522 confuse_monster(dir, plev);
4526 fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4530 (void)lite_line(dir, damroll(6, 8));
4534 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4535 damroll(3 + ((plev - 5) / 4), 8));
4539 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4540 damroll(5 + ((plev - 5) / 4), 8));
4544 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4545 damroll(6 + ((plev - 5) / 4), 8));
4549 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4550 damroll(8 + ((plev - 5) / 4), 8));
4554 hypodynamic_bolt(dir, 75);
4558 fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4562 fire_ball(GF_ACID, dir, 40 + plev, 2);
4566 fire_ball(GF_ICE, dir, 70 + plev, 3);
4570 fire_ball(GF_FIRE, dir, 80 + plev, 3);
4574 hypodynamic_bolt(dir, 100 + plev);
4578 earthquake(p_ptr->y, p_ptr->x, 12);
4582 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4586 symbol_genocide(plev + 50, TRUE);
4590 dispel_monsters(120);
4594 dispel_monsters(150);
4595 slow_monsters(plev);
4596 sleep_monsters(plev);
4602 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。」",
4603 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
4608 * @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。
4611 void cast_shuffle(void)
4613 PLAYER_LEVEL plev = p_ptr->lev;
4616 int vir = virtue_number(V_CHANCE);
4619 /* Card sharks and high mages get a level bonus */
4620 if ((p_ptr->pclass == CLASS_ROGUE) ||
4621 (p_ptr->pclass == CLASS_HIGH_MAGE) ||
4622 (p_ptr->pclass == CLASS_SORCERER))
4623 die = (randint1(110)) + plev / 5;
4625 die = randint1(120);
4630 if (p_ptr->virtues[vir - 1] > 0)
4632 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4636 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4640 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..."));
4643 chg_virtue(V_CHANCE, 1);
4647 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
4649 for (i = 0; i < randint1(3); i++)
4650 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4654 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
4655 summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4660 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
4661 activate_ty_curse(FALSE, &count);
4665 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
4666 aggravate_monsters(0);
4670 msg_print(_("《愚者》だ。", "It's the Fool."));
4676 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
4677 trump_summoning(1, FALSE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
4681 msg_print(_("《月》だ。", "It's the Moon."));
4686 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
4687 wild_magic(randint0(32));
4691 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4692 teleport_player(10, TELEPORT_PASSIVE);
4696 msg_print(_("《正義》だ。", "It's Justice."));
4697 set_blessed(p_ptr->lev, FALSE);
4701 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4702 teleport_player(100, TELEPORT_PASSIVE);
4706 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4707 teleport_player(200, TELEPORT_PASSIVE);
4711 msg_print(_("《塔》だ。", "It's the Tower."));
4716 msg_print(_("《節制》だ。", "It's Temperance."));
4717 sleep_monsters_touch();
4721 msg_print(_("《塔》だ。", "It's the Tower."));
4723 earthquake(p_ptr->y, p_ptr->x, 5);
4727 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4728 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_MOLD, 0L);
4732 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4733 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_BAT, 0L);
4737 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4738 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_VORTEX, 0L);
4742 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4743 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
4747 msg_print(_("《恋人》だ。", "It's the Lovers."));
4749 if (get_aim_dir(&dir))
4750 charm_monster(dir, MIN(p_ptr->lev, 20));
4754 msg_print(_("《隠者》だ。", "It's the Hermit."));
4759 msg_print(_("《審判》だ。", "It's the Judgement."));
4760 do_cmd_rerate(FALSE);
4761 lose_all_mutations();
4765 msg_print(_("《太陽》だ。", "It's the Sun."));
4766 chg_virtue(V_KNOWLEDGE, 1);
4767 chg_virtue(V_ENLIGHTEN, 1);
4772 msg_print(_("《世界》だ。", "It's the World."));
4773 if (p_ptr->exp < PY_MAX_EXP)
4775 s32b ee = (p_ptr->exp / 25) + 1;
4776 if (ee > 5000) ee = 5000;
4777 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4783 bool_hack life_stream(bool_hack message, bool_hack virtue_change)
4787 chg_virtue(V_VITALITY, 1);
4788 chg_virtue(V_UNLIFE, -5);
4792 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
4795 (void)set_poisoned(0);
4797 (void)set_confused(0);
4801 (void)restore_all_status();
4802 (void)set_shero(0, TRUE);
4809 bool_hack heroism(int base)
4811 bool_hack ident = FALSE;
4812 if(set_afraid(0)) ident = TRUE;
4813 if(set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4814 if(hp_player(10)) ident = TRUE;
4818 bool_hack berserk(int base)
4820 bool_hack ident = FALSE;
4821 if (set_afraid(0)) ident = TRUE;
4822 if (set_shero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4823 if (hp_player(30)) ident = TRUE;
4827 bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
4829 bool_hack ident = FALSE;
4830 if (hp_player(damroll(dice, sides))) ident = TRUE;
4831 if (set_blind(0)) ident = TRUE;
4832 if (set_cut(p_ptr->cut - 10)) ident = TRUE;
4833 if (set_shero(0, TRUE)) ident = TRUE;
4837 bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
4839 bool_hack ident = FALSE;
4840 if (hp_player(damroll(dice, sides))) ident = TRUE;
4841 if (set_blind(0)) ident = TRUE;
4842 if (set_confused(0)) ident = TRUE;
4843 if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
4844 if (set_shero(0, TRUE)) ident = TRUE;
4848 bool_hack cure_critical_wounds(HIT_POINT pow)
4850 bool_hack ident = FALSE;
4851 if (hp_player(pow)) ident = TRUE;
4852 if (set_blind(0)) ident = TRUE;
4853 if (set_confused(0)) ident = TRUE;
4854 if (set_poisoned(0)) ident = TRUE;
4855 if (set_stun(0)) ident = TRUE;
4856 if (set_cut(0)) ident = TRUE;
4857 if (set_shero(0, TRUE)) ident = TRUE;
4861 bool_hack true_healing(HIT_POINT pow)
4863 bool_hack ident = FALSE;
4864 if (hp_player(pow)) ident = TRUE;
4865 if (set_blind(0)) ident = TRUE;
4866 if (set_confused(0)) ident = TRUE;
4867 if (set_poisoned(0)) ident = TRUE;
4868 if (set_stun(0)) ident = TRUE;
4869 if (set_cut(0)) ident = TRUE;
4870 if (set_image(0)) ident = TRUE;
4874 bool_hack restore_mana(bool_hack magic_eater)
4876 bool_hack ident = FALSE;
4878 if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
4881 for (i = 0; i < EATER_EXT * 2; i++)
4883 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
4884 if (p_ptr->magic_num1[i] > p_ptr->magic_num2[i] * EATER_CHARGE) p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
4886 for (; i < EATER_EXT * 3; i++)
4888 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
4889 p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_ROD_CHARGE / 3)*k_info[k_idx].pval;
4890 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
4892 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4893 p_ptr->window |= (PW_PLAYER);
4896 else if (p_ptr->csp < p_ptr->msp)
4898 p_ptr->csp = p_ptr->msp;
4899 p_ptr->csp_frac = 0;
4900 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4901 p_ptr->redraw |= (PR_MANA);
4902 p_ptr->window |= (PW_PLAYER);
4903 p_ptr->window |= (PW_SPELL);
4910 bool restore_all_status(void)
4913 if (do_res_stat(A_STR)) ident = TRUE;
4914 if (do_res_stat(A_INT)) ident = TRUE;
4915 if (do_res_stat(A_WIS)) ident = TRUE;
4916 if (do_res_stat(A_DEX)) ident = TRUE;
4917 if (do_res_stat(A_CON)) ident = TRUE;
4918 if (do_res_stat(A_CHR)) ident = TRUE;
4923 * @brief 口を使う継続的な処理を中断する
4926 void stop_mouth(void)
4928 if (music_singing_any()) stop_singing();
4929 if (hex_spelling_any()) stop_hex_spell_all();
4933 bool_hack vampirism(void)
4940 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
4942 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
4946 /* Only works on adjacent monsters */
4947 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4948 y = p_ptr->y + ddy[dir];
4949 x = p_ptr->x + ddx[dir];
4950 c_ptr = &cave[y][x];
4954 if (!(c_ptr->m_idx))
4956 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
4960 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
4962 dummy = p_ptr->lev * 2;
4964 if (hypodynamic_bolt(dir, dummy))
4966 if (p_ptr->food < PY_FOOD_FULL)
4967 /* No heal if we are "full" */
4968 (void)hp_player(dummy);
4970 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
4972 /* Gain nutritional sustenance: 150/hp drained */
4973 /* A Food ration gives 5000 food points (by contrast) */
4974 /* Don't ever get more than "Full" this way */
4975 /* But if we ARE Gorged, it won't cure us */
4976 dummy = p_ptr->food + MIN(5000, 100 * dummy);
4977 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
4978 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
4981 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
4985 bool panic_hit(void)
4990 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4991 y = p_ptr->y + ddy[dir];
4992 x = p_ptr->x + ddx[dir];
4993 if (cave[y][x].m_idx)
4996 if (randint0(p_ptr->skill_dis) < 7)
4997 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
4999 teleport_player(30, 0L);
5004 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"));
5012 * @brief 超能力者のサイコメトリー処理/ Forcibly pseudo-identify an object in the inventory (or on the floor)
5015 * currently this function allows pseudo-id of any object,
5016 * including silly ones like potions & scrolls, which always
5017 * get '{average}'. This should be changed, either to stop such
5018 * items from being pseudo-id'd, or to allow psychometry to
5019 * detect whether the unidentified potion/scroll/etc is
5020 * good (Cure Light Wounds, Restore Strength, etc) or
5021 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
5023 bool psychometry(void)
5027 GAME_TEXT o_name[MAX_NLEN];
5032 q = _("どのアイテムを調べますか?", "Meditate on which item? ");
5033 s = _("調べるアイテムがありません。", "You have nothing appropriate.");
5035 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
5036 if (!o_ptr) return (FALSE);
5038 /* It is fully known, no information needed */
5039 if (object_is_known(o_ptr))
5041 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
5045 /* Check for a feeling */
5046 feel = value_check_aux1(o_ptr);
5048 /* Get an object description */
5049 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5051 /* Skip non-feelings */
5054 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);
5059 msg_format("%sは%sという感じがする...", o_name, game_inscriptions[feel]);
5061 msg_format("You feel that the %s %s %s...",
5062 o_name, ((o_ptr->number == 1) ? "is" : "are"), game_inscriptions[feel]);
5066 /* We have "felt" it */
5067 o_ptr->ident |= (IDENT_SENSE);
5070 o_ptr->feeling = feel;
5072 /* Player touches it */
5073 o_ptr->marked |= OM_TOUCHED;
5075 /* Combine / Reorder the pack (later) */
5076 p_ptr->update |= (PU_COMBINE | PU_REORDER);
5078 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5080 /* Valid "tval" codes */
5081 switch (o_ptr->tval)
5109 /* Auto-inscription/destroy */
5110 autopick_alter_item(item, (bool)(okay && destroy_feeling));
5112 /* Something happened */