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"
21 * @brief プレイヤー周辺の地形を感知する
24 * @param known 地形から危険フラグを外すならTRUE
25 * @return 効力があった場合TRUEを返す
27 static bool detect_feat_flag(POSITION range, int flag, bool known)
33 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
35 /* Scan the current panel */
36 for (y = 1; y < cur_hgt - 1; y++)
38 for (x = 1; x <= cur_wid - 1; x++)
40 int dist = distance(p_ptr->y, p_ptr->x, y, x);
41 if (dist > range) continue;
47 /* Mark as detected */
48 if (dist <= range && known)
50 if (dist <= range - 1) c_ptr->info |= (CAVE_IN_DETECT);
52 c_ptr->info &= ~(CAVE_UNSAFE);
59 if (cave_have_flag_grid(c_ptr, flag))
64 /* Hack -- Memorize */
65 c_ptr->info |= (CAVE_MARK);
78 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
80 * @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
81 * @return 効力があった場合TRUEを返す
83 bool detect_traps(POSITION range, bool known)
85 bool detect = detect_feat_flag(range, FF_TRAP, known);
87 if (known) p_ptr->dtrap = TRUE;
89 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
92 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
99 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
101 * @return 効力があった場合TRUEを返す
103 bool detect_doors(POSITION range)
105 bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
107 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
110 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
117 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
119 * @return 効力があった場合TRUEを返す
121 bool detect_stairs(POSITION range)
123 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
125 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
128 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
135 * @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
137 * @return 効力があった場合TRUEを返す
139 bool detect_treasure(POSITION range)
141 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
143 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
146 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!"));
153 * @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
155 * @return 効力があった場合TRUEを返す
157 bool detect_objects_gold(POSITION range)
161 POSITION range2 = range;
165 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
168 for (i = 1; i < o_max; i++)
170 object_type *o_ptr = &o_list[i];
172 /* Skip dead objects */
173 if (!o_ptr->k_idx) continue;
175 /* Skip held objects */
176 if (o_ptr->held_m_idx) continue;
181 /* Only detect nearby objects */
182 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
184 /* Detect "gold" objects */
185 if (o_ptr->tval == TV_GOLD)
187 o_ptr->marked |= OM_FOUND;
193 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
196 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
199 if (detect_monsters_string(range, "$"))
208 * @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
210 * @return 効力があった場合TRUEを返す
212 bool detect_objects_normal(POSITION range)
216 POSITION range2 = range;
220 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
223 for (i = 1; i < o_max; i++)
225 object_type *o_ptr = &o_list[i];
227 /* Skip dead objects */
228 if (!o_ptr->k_idx) continue;
230 /* Skip held objects */
231 if (o_ptr->held_m_idx) continue;
236 /* Only detect nearby objects */
237 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
239 /* Detect "real" objects */
240 if (o_ptr->tval != TV_GOLD)
242 o_ptr->marked |= OM_FOUND;
248 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
251 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
254 if (detect_monsters_string(range, "!=?|/`"))
263 * @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.
265 * @return 効力があった場合TRUEを返す
268 * This will light up all spaces with "magic" items, including artifacts,
269 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
270 * and "enchanted" items of the "good" variety.
272 * It can probably be argued that this function is now too powerful.
275 bool detect_objects_magic(POSITION range)
277 OBJECT_TYPE_VALUE tv;
283 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
285 /* Scan all objects */
286 for (i = 1; i < o_max; i++)
288 object_type *o_ptr = &o_list[i];
290 /* Skip dead objects */
291 if (!o_ptr->k_idx) continue;
293 /* Skip held objects */
294 if (o_ptr->held_m_idx) continue;
299 /* Only detect nearby objects */
300 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
302 /* Examine the tval */
305 /* Artifacts, misc magic items, or enchanted wearables */
306 if (object_is_artifact(o_ptr) ||
307 object_is_ego(o_ptr) ||
308 (tv == TV_WHISTLE) ||
316 (tv == TV_LIFE_BOOK) ||
317 (tv == TV_SORCERY_BOOK) ||
318 (tv == TV_NATURE_BOOK) ||
319 (tv == TV_CHAOS_BOOK) ||
320 (tv == TV_DEATH_BOOK) ||
321 (tv == TV_TRUMP_BOOK) ||
322 (tv == TV_ARCANE_BOOK) ||
323 (tv == TV_CRAFT_BOOK) ||
324 (tv == TV_DAEMON_BOOK) ||
325 (tv == TV_CRUSADE_BOOK) ||
326 (tv == TV_MUSIC_BOOK) ||
327 (tv == TV_HISSATSU_BOOK) ||
328 (tv == TV_HEX_BOOK) ||
329 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
331 /* Memorize the item */
332 o_ptr->marked |= OM_FOUND;
339 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!"));
348 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
350 * @return 効力があった場合TRUEを返す
352 bool detect_monsters_normal(POSITION range)
359 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
362 for (i = 1; i < m_max; i++)
364 monster_type *m_ptr = &m_list[i];
365 monster_race *r_ptr = &r_info[m_ptr->r_idx];
367 /* Skip dead monsters */
368 if (!m_ptr->r_idx) continue;
373 /* Only detect nearby monsters */
374 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
376 /* Detect all non-invisible monsters */
377 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
379 /* Repair visibility later */
380 repair_monsters = TRUE;
382 /* Hack -- Detect monster */
383 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
384 update_monster(i, FALSE);
389 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
392 /* Describe result */
393 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
400 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
402 * @return 効力があった場合TRUEを返す
404 bool detect_monsters_invis(POSITION range)
410 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
413 for (i = 1; i < m_max; i++)
415 monster_type *m_ptr = &m_list[i];
416 monster_race *r_ptr = &r_info[m_ptr->r_idx];
418 /* Skip dead monsters */
419 if (!m_ptr->r_idx) continue;
424 /* Only detect nearby monsters */
425 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
427 /* Detect invisible monsters */
428 if (r_ptr->flags2 & RF2_INVISIBLE)
430 /* Update monster recall window */
431 if (p_ptr->monster_race_idx == m_ptr->r_idx)
433 p_ptr->window |= (PW_MONSTER);
436 /* Repair visibility later */
437 repair_monsters = TRUE;
439 /* Hack -- Detect monster */
440 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
441 update_monster(i, FALSE);
446 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
449 /* Describe result */
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;
469 for (i = 1; i < m_max; i++)
471 monster_type *m_ptr = &m_list[i];
472 monster_race *r_ptr = &r_info[m_ptr->r_idx];
474 /* Skip dead monsters */
475 if (!m_ptr->r_idx) continue;
480 /* Only detect nearby monsters */
481 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
483 /* Detect evil monsters */
484 if (r_ptr->flags3 & RF3_EVIL)
486 if (is_original_ap(m_ptr))
488 /* Take note that they are evil */
489 r_ptr->r_flags3 |= (RF3_EVIL);
491 /* Update monster recall window */
492 if (p_ptr->monster_race_idx == m_ptr->r_idx)
494 p_ptr->window |= (PW_MONSTER);
498 /* Repair visibility later */
499 repair_monsters = TRUE;
501 /* Hack -- Detect monster */
502 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
503 update_monster(i, FALSE);
509 /* Describe result */
510 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
516 * @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
518 * @return 効力があった場合TRUEを返す
520 bool detect_monsters_nonliving(POSITION range)
526 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
529 for (i = 1; i < m_max; i++)
531 monster_type *m_ptr = &m_list[i];
533 /* Skip dead monsters */
534 if (!m_ptr->r_idx) continue;
539 /* Only detect nearby monsters */
540 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
542 /* Detect non-living monsters */
543 if (!monster_living(m_ptr->r_idx))
545 /* Update monster recall window */
546 if (p_ptr->monster_race_idx == m_ptr->r_idx)
548 p_ptr->window |= (PW_MONSTER);
551 /* Repair visibility later */
552 repair_monsters = TRUE;
554 /* Hack -- Detect monster */
555 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
556 update_monster(i, FALSE);
562 /* Describe result */
563 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!"));
569 * @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
571 * @return 効力があった場合TRUEを返す
573 bool detect_monsters_mind(POSITION range)
579 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
582 for (i = 1; i < m_max; i++)
584 monster_type *m_ptr = &m_list[i];
585 monster_race *r_ptr = &r_info[m_ptr->r_idx];
587 /* Skip dead monsters */
588 if (!m_ptr->r_idx) continue;
593 /* Only detect nearby monsters */
594 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
596 /* Detect non-living monsters */
597 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
599 /* Update monster recall window */
600 if (p_ptr->monster_race_idx == m_ptr->r_idx)
602 p_ptr->window |= (PW_MONSTER);
605 /* Repair visibility later */
606 repair_monsters = TRUE;
608 /* Hack -- Detect monster */
609 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
610 update_monster(i, FALSE);
616 /* Describe result */
617 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
624 * @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
626 * @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)
627 * @return 効力があった場合TRUEを返す
629 bool detect_monsters_string(POSITION range, cptr Match)
635 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
638 for (i = 1; i < m_max; i++)
640 monster_type *m_ptr = &m_list[i];
641 monster_race *r_ptr = &r_info[m_ptr->r_idx];
643 /* Skip dead monsters */
644 if (!m_ptr->r_idx) continue;
649 /* Only detect nearby monsters */
650 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
652 /* Detect monsters with the same symbol */
653 if (my_strchr(Match, r_ptr->d_char))
655 /* Update monster recall window */
656 if (p_ptr->monster_race_idx == m_ptr->r_idx)
658 p_ptr->window |= (PW_MONSTER);
661 /* Repair visibility later */
662 repair_monsters = TRUE;
664 /* Hack -- Detect monster */
665 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
666 update_monster(i, FALSE);
671 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
674 /* Describe result */
675 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
681 * @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
683 * @param match_flag 感知フラグ
684 * @return 効力があった場合TRUEを返す
686 bool detect_monsters_xxx(POSITION range, u32b match_flag)
691 cptr desc_monsters = _("変なモンスター", "weird monsters");
693 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
696 for (i = 1; i < m_max; i++)
698 monster_type *m_ptr = &m_list[i];
699 monster_race *r_ptr = &r_info[m_ptr->r_idx];
701 /* Skip dead monsters */
702 if (!m_ptr->r_idx) continue;
707 /* Only detect nearby monsters */
708 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
710 /* Detect evil monsters */
711 if (r_ptr->flags3 & (match_flag))
713 if (is_original_ap(m_ptr))
715 /* Take note that they are something */
716 r_ptr->r_flags3 |= (match_flag);
718 /* Update monster recall window */
719 if (p_ptr->monster_race_idx == m_ptr->r_idx)
721 p_ptr->window |= (PW_MONSTER);
725 /* Repair visibility later */
726 repair_monsters = TRUE;
728 /* Hack -- Detect monster */
729 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
730 update_monster(i, FALSE);
739 desc_monsters = _("デーモン", "demons");
742 desc_monsters = _("アンデッド", "the undead");
746 /* Describe result */
747 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
755 * @brief 全感知処理 / Detect everything
757 * @return 効力があった場合TRUEを返す
759 bool detect_all(POSITION range)
763 /* Detect everything */
764 if (detect_traps(range, TRUE)) detect = TRUE;
765 if (detect_doors(range)) detect = TRUE;
766 if (detect_stairs(range)) detect = TRUE;
768 /* There are too many hidden treasure. So... */
769 /* if (detect_treasure(range)) detect = TRUE; */
771 if (detect_objects_gold(range)) detect = TRUE;
772 if (detect_objects_normal(range)) detect = TRUE;
773 if (detect_monsters_invis(range)) detect = TRUE;
774 if (detect_monsters_normal(range)) detect = TRUE;
780 * @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
783 * @return 効力があった場合TRUEを返す
786 * Note that affected monsters are NOT auto-tracked by this usage.
788 * To avoid misbehavior when monster deaths have side-effects,
789 * this is done in two passes. -- JDL
792 bool project_hack(EFFECT_ID typ, HIT_POINT dam)
796 BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
797 bool obvious = FALSE;
800 /* Mark all (nearby) monsters */
801 for (i = 1; i < m_max; i++)
803 monster_type *m_ptr = &m_list[i];
805 /* Paranoia -- Skip dead monsters */
806 if (!m_ptr->r_idx) continue;
811 /* Require line of sight */
812 if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
814 /* Mark the monster */
815 m_ptr->mflag |= (MFLAG_TEMP);
818 /* Affect all marked monsters */
819 for (i = 1; i < m_max; i++)
821 monster_type *m_ptr = &m_list[i];
823 /* Skip unmarked monsters */
824 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
827 m_ptr->mflag &= ~(MFLAG_TEMP);
832 /* Jump directly to the target monster */
833 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
840 * @brief 視界内モンスターを加速する処理 / Speed monsters
841 * @return 効力があった場合TRUEを返す
843 bool speed_monsters(void)
845 return (project_hack(GF_OLD_SPEED, p_ptr->lev));
849 * @brief 視界内モンスターを加速する処理 / Slow monsters
850 * @return 効力があった場合TRUEを返す
852 bool slow_monsters(int power)
854 return (project_hack(GF_OLD_SLOW, power));
858 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
859 * @return 効力があった場合TRUEを返す
861 bool sleep_monsters(int power)
863 return (project_hack(GF_OLD_SLEEP, power));
867 * @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
868 * @return 効力があった場合TRUEを返す
870 bool banish_evil(int dist)
872 return (project_hack(GF_AWAY_EVIL, dist));
876 * @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
877 * @return 効力があった場合TRUEを返す
879 bool turn_undead(void)
881 bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
883 chg_virtue(V_UNLIFE, -1);
888 * @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
889 * @return 効力があった場合TRUEを返す
891 bool dispel_undead(HIT_POINT dam)
893 bool tester = (project_hack(GF_DISP_UNDEAD, dam));
895 chg_virtue(V_UNLIFE, -2);
900 * @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
901 * @return 効力があった場合TRUEを返す
903 bool dispel_evil(HIT_POINT dam)
905 return (project_hack(GF_DISP_EVIL, dam));
909 * @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
910 * @return 効力があった場合TRUEを返す
912 bool dispel_good(HIT_POINT dam)
914 return (project_hack(GF_DISP_GOOD, dam));
918 * @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
919 * @return 効力があった場合TRUEを返す
921 bool dispel_monsters(HIT_POINT dam)
923 return (project_hack(GF_DISP_ALL, dam));
927 * @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
928 * @return 効力があった場合TRUEを返す
930 bool dispel_living(HIT_POINT dam)
932 return (project_hack(GF_DISP_LIVING, dam));
936 * @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
937 * @return 効力があった場合TRUEを返す
939 bool dispel_demons(HIT_POINT dam)
941 return (project_hack(GF_DISP_DEMON, dam));
945 * @brief 視界内のモンスターに「聖戦」効果を与える処理
946 * @return 効力があった場合TRUEを返す
950 return (project_hack(GF_CRUSADE, p_ptr->lev*4));
954 * @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.
955 * @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)
958 void aggravate_monsters(MONSTER_IDX who)
964 /* Aggravate everyone nearby */
965 for (i = 1; i < m_max; i++)
967 monster_type *m_ptr = &m_list[i];
969 /* Paranoia -- Skip dead monsters */
970 if (!m_ptr->r_idx) continue;
972 /* Skip aggravating monster (or player) */
973 if (i == who) continue;
975 /* Wake up nearby sleeping monsters */
976 if (m_ptr->cdis < MAX_SIGHT * 2)
979 if (MON_CSLEEP(m_ptr))
981 (void)set_monster_csleep(i, 0);
984 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
987 /* Speed up monsters in line of sight */
988 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
992 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
998 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!"));
999 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!"));
1000 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
1005 * @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
1006 * @param m_idx 抹殺するモンスターID
1007 * @param power 抹殺の威力
1008 * @param player_cast プレイヤーの魔法によるものならば TRUE
1009 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
1010 * @param spell_name 抹殺効果を起こした魔法の名前
1011 * @return 効力があった場合TRUEを返す
1013 bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, cptr spell_name)
1015 int msec = delay_factor * delay_factor * delay_factor;
1016 monster_type *m_ptr = &m_list[m_idx];
1017 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1018 bool resist = FALSE;
1020 if (is_pet(m_ptr) && !player_cast) return FALSE;
1022 /* Hack -- Skip Unique Monsters or Quest Monsters */
1023 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1024 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1025 else if (m_idx == p_ptr->riding) resist = TRUE;
1026 else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
1027 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1028 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1033 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1037 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1038 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1041 delete_monster_idx(m_idx);
1044 if (resist && player_cast)
1046 bool see_m = is_seen(m_ptr);
1049 monster_desc(m_name, m_ptr, 0);
1052 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1054 if (MON_CSLEEP(m_ptr))
1056 (void)set_monster_csleep(m_idx, 0);
1059 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1062 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1066 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1070 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1075 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);
1078 /* Visual feedback */
1079 move_cursor_relative(p_ptr->y, p_ptr->x);
1081 p_ptr->redraw |= (PR_HP);
1082 p_ptr->window |= (PW_PLAYER);
1088 Term_xtra(TERM_XTRA_DELAY, msec);
1095 * @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
1096 * @param power 抹殺の威力
1097 * @param player_cast プレイヤーの魔法によるものならば TRUE
1098 * @return 効力があった場合TRUEを返す
1100 bool symbol_genocide(int power, bool player_cast)
1104 bool result = FALSE;
1106 /* Prevent genocide in quest levels */
1107 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1112 /* Mega-Hack -- Get a monster symbol */
1113 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)) ;
1115 /* Delete the monsters of that "type" */
1116 for (i = 1; i < m_max; i++)
1118 monster_type *m_ptr = &m_list[i];
1119 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1121 /* Paranoia -- Skip dead monsters */
1122 if (!m_ptr->r_idx) continue;
1124 /* Skip "wrong" monsters */
1125 if (r_ptr->d_char != typ) continue;
1128 result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
1133 chg_virtue(V_VITALITY, -2);
1134 chg_virtue(V_CHANCE, -1);
1142 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1143 * @param power 抹殺の威力
1144 * @param player_cast プレイヤーの魔法によるものならば TRUE
1145 * @return 効力があった場合TRUEを返す
1147 bool mass_genocide(int power, bool player_cast)
1150 bool result = FALSE;
1152 /* Prevent mass genocide in quest levels */
1153 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1158 /* Delete the (nearby) monsters */
1159 for (i = 1; i < m_max; i++)
1161 monster_type *m_ptr = &m_list[i];
1163 /* Paranoia -- Skip dead monsters */
1164 if (!m_ptr->r_idx) continue;
1166 /* Skip distant monsters */
1167 if (m_ptr->cdis > MAX_SIGHT) continue;
1170 result |= genocide_aux(i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1175 chg_virtue(V_VITALITY, -2);
1176 chg_virtue(V_CHANCE, -1);
1184 * @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
1185 * @param power 抹殺の威力
1186 * @param player_cast プレイヤーの魔法によるものならば TRUE
1187 * @return 効力があった場合TRUEを返す
1189 bool mass_genocide_undead(int power, bool player_cast)
1192 bool result = FALSE;
1194 /* Prevent mass genocide in quest levels */
1195 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1200 /* Delete the (nearby) monsters */
1201 for (i = 1; i < m_max; i++)
1203 monster_type *m_ptr = &m_list[i];
1204 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1206 /* Paranoia -- Skip dead monsters */
1207 if (!m_ptr->r_idx) continue;
1209 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1211 /* Skip distant monsters */
1212 if (m_ptr->cdis > MAX_SIGHT) continue;
1215 result |= genocide_aux(i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1220 chg_virtue(V_UNLIFE, -2);
1221 chg_virtue(V_CHANCE, -1);
1229 * @brief 周辺モンスターを調査する / Probe nearby monsters
1230 * @return 効力があった場合TRUEを返す
1246 /* Probe all (nearby) monsters */
1247 for (i = 1; i < m_max; i++)
1249 monster_type *m_ptr = &m_list[i];
1250 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1252 /* Paranoia -- Skip dead monsters */
1253 if (!m_ptr->r_idx) continue;
1255 /* Require line of sight */
1256 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
1258 /* Probe visible monsters */
1263 /* Start the message */
1266 msg_print(_("調査中...", "Probing..."));
1271 if (!is_original_ap(m_ptr))
1273 if (m_ptr->mflag2 & MFLAG2_KAGE)
1274 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1276 m_ptr->ap_r_idx = m_ptr->r_idx;
1277 lite_spot(m_ptr->fy, m_ptr->fx);
1279 /* Get "the monster" or "something" */
1280 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1282 speed = m_ptr->mspeed - 110;
1283 if (MON_FAST(m_ptr)) speed += 10;
1284 if (MON_SLOW(m_ptr)) speed -= 10;
1285 if (ironman_nightmare) speed += 5;
1287 /* Get the monster's alignment */
1288 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
1289 else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
1290 else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
1291 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)");
1292 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
1293 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
1294 else align = _("中立", "neutral");
1296 /* Describe the monster */
1297 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:"),
1298 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1300 if (r_ptr->next_r_idx)
1302 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1306 strcat(buf, "xxx ");
1309 if (MON_CSLEEP(m_ptr)) strcat(buf,_("睡眠 ", "sleeping "));
1310 if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
1311 if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
1312 if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
1313 if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
1314 buf[strlen(buf)-1] = '\0';
1317 /* HACK : Add the line to message buffer */
1319 p_ptr->window |= (PW_MESSAGE);
1322 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
1325 Term_erase(0, 0, 255);
1327 /* Learn everything about this monster */
1328 if (lore_do_probe(m_ptr->r_idx))
1330 /* Get base name of monster */
1331 strcpy(buf, (r_name + r_ptr->name));
1334 /* Note that we learnt some new flags -Mogami- */
1335 msg_format("%sについてさらに詳しくなった気がする。", buf);
1340 /* Note that we learnt some new flags -Mogami- */
1341 msg_format("You now know more about %s.", buf);
1343 /* Clear -more- prompt */
1358 chg_virtue(V_KNOWLEDGE, 1);
1359 msg_print(_("これで全部です。", "That's all."));
1367 * @brief *破壊*処理を行う / The spell of destruction
1368 * @param y1 破壊の中心Y座標
1369 * @param x1 破壊の中心X座標
1371 * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
1372 * @return 効力があった場合TRUEを返す
1375 * This spell "deletes" monsters (instead of "killing" them).
1377 * Later we may use one function for both "destruction" and
1378 * "earthquake" by using the "full" to select "destruction".
1381 bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
1388 /* Prevent destruction of quest levels and town */
1389 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1394 /* Lose monster light */
1395 if (!in_generate) clear_mon_lite();
1397 /* Big area of affect */
1398 for (y = (y1 - r); y <= (y1 + r); y++)
1400 for (x = (x1 - r); x <= (x1 + r); x++)
1402 /* Skip illegal grids */
1403 if (!in_bounds(y, x)) continue;
1405 /* Extract the distance */
1406 k = distance(y1, x1, y, x);
1408 /* Stay in the circle of death */
1409 if (k > r) continue;
1410 c_ptr = &cave[y][x];
1412 /* Lose room and vault */
1413 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1415 /* Lose light and knowledge */
1416 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
1418 if (!in_generate) /* Normal */
1421 c_ptr->info &= ~(CAVE_UNSAFE);
1423 /* Hack -- Notice player affect */
1424 if (player_bold(y, x))
1426 /* Hurt the player later */
1429 /* Do not hurt this grid */
1434 /* Hack -- Skip the epicenter */
1435 if ((y == y1) && (x == x1)) continue;
1439 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1440 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1442 if (in_generate) /* In generation */
1444 /* Delete the monster (if any) */
1445 delete_monster(y, x);
1447 else if (r_ptr->flags1 & RF1_QUESTOR)
1449 /* Heal the monster */
1450 m_ptr->hp = m_ptr->maxhp;
1452 /* Try to teleport away quest monsters */
1453 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
1457 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1461 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1462 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
1465 /* Delete the monster (if any) */
1466 delete_monster(y, x);
1470 /* During generation, destroyed artifacts are "preserved" */
1471 if (preserve_mode || in_generate)
1473 OBJECT_IDX this_o_idx, next_o_idx = 0;
1475 /* Scan all objects in the grid */
1476 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1479 o_ptr = &o_list[this_o_idx];
1481 /* Acquire next object */
1482 next_o_idx = o_ptr->next_o_idx;
1484 /* Hack -- Preserve unknown artifacts */
1485 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
1487 /* Mega-Hack -- Preserve the artifact */
1488 a_info[o_ptr->name1].cur_num = 0;
1490 if (in_generate && cheat_peek)
1492 char o_name[MAX_NLEN];
1493 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1494 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);
1497 else if (in_generate && cheat_peek && o_ptr->art_name)
1499 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。",
1500 "One of the random artifacts was *destroyed* during generation."));
1505 /* Delete objects */
1506 delete_object(y, x);
1508 /* Destroy "non-permanent" grids */
1509 if (!cave_perma_grid(c_ptr))
1511 /* Wall (or floor) type */
1514 if (!in_generate) /* Normal */
1518 /* Create granite wall */
1519 cave_set_feat(y, x, feat_granite);
1523 /* Create quartz vein */
1524 cave_set_feat(y, x, feat_quartz_vein);
1528 /* Create magma vein */
1529 cave_set_feat(y, x, feat_magma_vein);
1534 cave_set_feat(y, x, floor_type[randint0(100)]);
1537 else /* In generation */
1541 /* Create granite wall */
1542 place_extra_grid(c_ptr);
1546 /* Create quartz vein */
1547 c_ptr->feat = feat_quartz_vein;
1551 /* Create magma vein */
1552 c_ptr->feat = feat_magma_vein;
1557 place_floor_grid(c_ptr);
1560 /* Clear garbage of hidden trap or door */
1569 /* Process "re-glowing" */
1570 for (y = (y1 - r); y <= (y1 + r); y++)
1572 for (x = (x1 - r); x <= (x1 + r); x++)
1574 /* Skip illegal grids */
1575 if (!in_bounds(y, x)) continue;
1577 /* Extract the distance */
1578 k = distance(y1, x1, y, x);
1580 /* Stay in the circle of death */
1581 if (k > r) continue;
1582 c_ptr = &cave[y][x];
1584 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
1585 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
1590 for (i = 0; i < 9; i++)
1592 yy = y + ddy_ddd[i];
1593 xx = x + ddx_ddd[i];
1594 if (!in_bounds2(yy, xx)) continue;
1595 cc_ptr = &cave[yy][xx];
1596 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1598 c_ptr->info |= CAVE_GLOW;
1606 /* Hack -- Affect player */
1609 msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
1611 /* Blind the player */
1612 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
1615 (void)set_blind(p_ptr->blind + 10 + randint1(10));
1621 /* Mega-Hack -- Forget the view and lite */
1622 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
1624 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1626 p_ptr->redraw |= (PR_MAP);
1628 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1630 if (p_ptr->special_defense & NINJA_S_STEALTH)
1632 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1642 * @brief 地震処理(サブルーチン) /
1643 * Induce an "earthquake" of the given radius at the given location.
1644 * @return 効力があった場合TRUEを返す
1648 * @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)
1652 * This will turn some walls into floors and some floors into walls.
1654 * The player will take damage and "jump" into a safe grid if possible,
1655 * otherwise, he will "tunnel" through the rubble instantaneously.
1657 * Monsters will take damage, and "jump" into a safe grid if possible,
1658 * otherwise they will be "buried" in the rubble, disappearing from
1659 * the level in the same way that they do when genocided.
1661 * Note that thus the player and monsters (except eaters of walls and
1662 * passers through walls) will never occupy the same grid as a wall.
1663 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
1664 * for a single turn, unless that monster can pass_walls or kill_walls.
1665 * This has allowed massive simplification of the "monster" code.
1668 bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
1672 POSITION y, x, yy, xx, dy, dx;
1675 POSITION sy = 0, sx = 0;
1681 /* Prevent destruction of quest levels and town */
1682 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1687 /* Paranoia -- Enforce maximum range */
1690 /* Clear the "maximal blast" area */
1691 for (y = 0; y < 32; y++)
1693 for (x = 0; x < 32; x++)
1699 /* Check around the epicenter */
1700 for (dy = -r; dy <= r; dy++)
1702 for (dx = -r; dx <= r; dx++)
1704 /* Extract the location */
1708 /* Skip illegal grids */
1709 if (!in_bounds(yy, xx)) continue;
1711 /* Skip distant grids */
1712 if (distance(cy, cx, yy, xx) > r) continue;
1713 c_ptr = &cave[yy][xx];
1715 /* Lose room and vault */
1716 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
1718 /* Lose light and knowledge */
1719 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
1721 /* Skip the epicenter */
1722 if (!dx && !dy) continue;
1724 /* Skip most grids */
1725 if (randint0(100) < 85) continue;
1727 /* Damage this grid */
1728 map[16+yy-cy][16+xx-cx] = TRUE;
1730 /* Hack -- Take note of player damage */
1731 if (player_bold(yy, xx)) hurt = TRUE;
1735 /* First, affect the player (if necessary) */
1736 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
1738 /* Check around the player */
1739 for (i = 0; i < 8; i++)
1741 /* Access the location */
1742 y = p_ptr->y + ddy_ddd[i];
1743 x = p_ptr->x + ddx_ddd[i];
1745 /* Skip non-empty grids */
1746 if (!cave_empty_bold(y, x)) continue;
1748 /* Important -- Skip "quake" grids */
1749 if (map[16+y-cy][16+x-cx]) continue;
1751 if (cave[y][x].m_idx) continue;
1753 /* Count "safe" grids */
1756 /* Randomize choice */
1757 if (randint0(sn) > 0) continue;
1759 /* Save the safe location */
1763 /* Random message */
1764 switch (randint1(3))
1768 msg_print(_("ダンジョンの壁が崩れた!", "The cave ceiling collapses!"));
1773 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!"));
1778 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!"));
1783 /* Hurt the player a lot */
1786 /* Message and damage */
1787 msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
1791 /* Destroy the grid, and push the player to safety */
1794 /* Calculate results */
1795 switch (randint1(3))
1799 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
1805 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
1806 damage = damroll(10, 4);
1807 (void)set_stun(p_ptr->stun + randint1(50));
1812 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!"));
1813 damage = damroll(10, 4);
1814 (void)set_stun(p_ptr->stun + randint1(50));
1819 /* Move the player to the safe location */
1820 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
1823 /* Important -- no wall on player */
1824 map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
1833 monster_type *m_ptr = &m_list[m_idx];
1835 /* Get the monster's real name */
1836 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1838 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
1842 killer = _("地震", "an earthquake");
1845 take_hit(DAMAGE_ATTACK, damage, killer, -1);
1849 /* Examine the quaked region */
1850 for (dy = -r; dy <= r; dy++)
1852 for (dx = -r; dx <= r; dx++)
1854 /* Extract the location */
1858 /* Skip unaffected grids */
1859 if (!map[16+yy-cy][16+xx-cx]) continue;
1860 c_ptr = &cave[yy][xx];
1862 if (c_ptr->m_idx == p_ptr->riding) continue;
1864 /* Process monsters */
1867 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1868 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1870 /* Quest monsters */
1871 if (r_ptr->flags1 & RF1_QUESTOR)
1873 /* No wall on quest monsters */
1874 map[16+yy-cy][16+xx-cx] = FALSE;
1879 /* Most monsters cannot co-exist with rock */
1880 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
1881 !(r_ptr->flags2 & (RF2_PASS_WALL)))
1885 /* Assume not safe */
1888 /* Monster can move to escape the wall */
1889 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
1891 /* Look for safety */
1892 for (i = 0; i < 8; i++)
1894 y = yy + ddy_ddd[i];
1895 x = xx + ddx_ddd[i];
1897 /* Skip non-empty grids */
1898 if (!cave_empty_bold(y, x)) continue;
1900 /* Hack -- no safety on glyph of warding */
1901 if (is_glyph_grid(&cave[y][x])) continue;
1902 if (is_explosive_rune_grid(&cave[y][x])) continue;
1904 /* ... nor on the Pattern */
1905 if (pattern_tile(y, x)) continue;
1907 /* Important -- Skip "quake" grids */
1908 if (map[16+y-cy][16+x-cx]) continue;
1910 if (cave[y][x].m_idx) continue;
1911 if (player_bold(y, x)) continue;
1913 /* Count "safe" grids */
1916 /* Randomize choice */
1917 if (randint0(sn) > 0) continue;
1919 /* Save the safe grid */
1924 /* Describe the monster */
1925 monster_desc(m_name, m_ptr, 0);
1927 /* Scream in pain */
1928 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);
1930 /* Take damage from the quake */
1931 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
1933 /* Monster is certainly awake */
1934 (void)set_monster_csleep(c_ptr->m_idx, 0);
1936 /* Apply damage directly */
1937 m_ptr->hp -= damage;
1939 /* Delete (not kill) "dead" monsters */
1942 if (!ignore_unview || is_seen(m_ptr))
1943 msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
1947 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
1951 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
1952 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
1957 delete_monster(yy, xx);
1959 /* No longer safe */
1963 /* Hack -- Escape from the rock */
1966 IDX m_idx_aux = cave[yy][xx].m_idx;
1968 /* Update the old location */
1969 cave[yy][xx].m_idx = 0;
1971 /* Update the new location */
1972 cave[sy][sx].m_idx = m_idx_aux;
1974 /* Move the monster */
1978 /* Update the monster (new location) */
1979 update_monster(m_idx, TRUE);
1981 /* Redraw the old grid */
1984 /* Redraw the new grid */
1992 /* Lose monster light */
1995 /* Examine the quaked region */
1996 for (dy = -r; dy <= r; dy++)
1998 for (dx = -r; dx <= r; dx++)
2000 /* Extract the location */
2004 /* Skip unaffected grids */
2005 if (!map[16+yy-cy][16+xx-cx]) continue;
2007 /* Access the cave grid */
2008 c_ptr = &cave[yy][xx];
2010 /* Paranoia -- never affect player */
2011 /* if (player_bold(yy, xx)) continue; */
2013 /* Destroy location (if valid) */
2014 if (cave_valid_bold(yy, xx))
2016 /* Delete objects */
2017 delete_object(yy, xx);
2019 /* Wall (or floor) type */
2020 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
2025 /* Create granite wall */
2026 cave_set_feat(yy, xx, feat_granite);
2032 /* Create quartz vein */
2033 cave_set_feat(yy, xx, feat_quartz_vein);
2039 /* Create magma vein */
2040 cave_set_feat(yy, xx, feat_magma_vein);
2047 cave_set_feat(yy, xx, floor_type[randint0(100)]);
2054 /* Process "re-glowing" */
2055 for (dy = -r; dy <= r; dy++)
2057 for (dx = -r; dx <= r; dx++)
2059 /* Extract the location */
2063 /* Skip illegal grids */
2064 if (!in_bounds(yy, xx)) continue;
2066 /* Skip distant grids */
2067 if (distance(cy, cx, yy, xx) > r) continue;
2068 c_ptr = &cave[yy][xx];
2070 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
2071 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
2076 for (ii = 0; ii < 9; ii++)
2078 yyy = yy + ddy_ddd[ii];
2079 xxx = xx + ddx_ddd[ii];
2080 if (!in_bounds2(yyy, xxx)) continue;
2081 cc_ptr = &cave[yyy][xxx];
2082 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2084 c_ptr->info |= CAVE_GLOW;
2093 /* Mega-Hack -- Forget the view and lite */
2094 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2096 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
2098 /* Update the health bar */
2099 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
2101 p_ptr->redraw |= (PR_MAP);
2103 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2105 if (p_ptr->special_defense & NINJA_S_STEALTH)
2107 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2115 * @brief 地震処理(プレイヤーの中心発動) /
2116 * Induce an "earthquake" of the given radius at the given location.
2117 * @return 効力があった場合TRUEを返す
2122 bool earthquake(POSITION cy, POSITION cx, POSITION r)
2124 return earthquake_aux(cy, cx, r, 0);
2131 void discharge_minion(void)
2136 for (i = 1; i < m_max; i++)
2138 monster_type *m_ptr = &m_list[i];
2139 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2140 if (m_ptr->nickname) okay = FALSE;
2142 if (!okay || p_ptr->riding)
2144 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? ")))
2147 for (i = 1; i < m_max; i++)
2150 monster_type *m_ptr = &m_list[i];
2151 monster_race *r_ptr;
2153 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2154 r_ptr = &r_info[m_ptr->r_idx];
2156 /* Uniques resist discharging */
2157 if (r_ptr->flags1 & RF1_UNIQUE)
2160 monster_desc(m_name, m_ptr, 0x00);
2161 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);
2162 delete_monster_idx(i);
2165 dam = m_ptr->maxhp / 2;
2166 if (dam > 100) dam = (dam-100)/2 + 100;
2167 if (dam > 400) dam = (dam-400)/2 + 400;
2168 if (dam > 800) dam = 800;
2169 project(i, 2+(r_ptr->level/20), m_ptr->fy,
2170 m_ptr->fx, dam, GF_PLASMA,
2171 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
2173 if (record_named_pet && m_ptr->nickname)
2177 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2178 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
2181 delete_monster_idx(i);
2187 * @brief 部屋全体を照らすサブルーチン
2191 * This routine clears the entire "temp" set.
2192 * This routine will Perma-Lite all "temp" grids.
2193 * This routine is used (only) by "lite_room()"
2194 * Dark grids are illuminated.
2195 * Also, process all affected monsters.
2197 * SMART monsters always wake up when illuminated
2198 * NORMAL monsters wake up 1/4 the time when illuminated
2199 * STUPID monsters wake up 1/10 the time when illuminated
2202 static void cave_temp_room_lite(void)
2206 /* Clear them all */
2207 for (i = 0; i < temp_n; i++)
2209 POSITION y = temp_y[i];
2210 POSITION x = temp_x[i];
2212 cave_type *c_ptr = &cave[y][x];
2214 /* No longer in the array */
2215 c_ptr->info &= ~(CAVE_TEMP);
2217 /* Update only non-CAVE_GLOW grids */
2218 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
2221 c_ptr->info |= (CAVE_GLOW);
2223 /* Process affected monsters */
2228 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2230 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2231 update_monster(c_ptr->m_idx, FALSE);
2233 /* Stupid monsters rarely wake up */
2234 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
2236 /* Smart monsters always wake up */
2237 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
2239 /* Sometimes monsters wake up */
2240 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
2243 (void)set_monster_csleep(c_ptr->m_idx, 0);
2245 /* Notice the "waking up" */
2249 monster_desc(m_name, m_ptr, 0);
2251 /* Dump a message */
2252 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2262 update_local_illumination(y, x);
2272 * @brief 部屋全体を暗くするサブルーチン
2276 * This routine clears the entire "temp" set.
2277 * This routine will "darken" all "temp" grids.
2278 * In addition, some of these grids will be "unmarked".
2279 * This routine is used (only) by "unlite_room()"
2280 * Also, process all affected monsters
2283 static void cave_temp_room_unlite(void)
2287 /* Clear them all */
2288 for (i = 0; i < temp_n; i++)
2290 POSITION y = temp_y[i];
2291 POSITION x = temp_x[i];
2294 cave_type *c_ptr = &cave[y][x];
2295 bool do_dark = !is_mirror_grid(c_ptr);
2297 /* No longer in the array */
2298 c_ptr->info &= ~(CAVE_TEMP);
2300 /* Darken the grid */
2303 if (dun_level || !is_daytime())
2305 for (j = 0; j < 9; j++)
2307 int by = y + ddy_ddd[j];
2308 int bx = x + ddx_ddd[j];
2310 if (in_bounds2(by, bx))
2312 cave_type *cc_ptr = &cave[by][bx];
2314 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2322 if (!do_dark) continue;
2325 c_ptr->info &= ~(CAVE_GLOW);
2327 /* Hack -- Forget "boring" grids */
2328 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
2330 /* Forget the grid */
2331 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
2336 /* Process affected monsters */
2339 update_monster(c_ptr->m_idx, FALSE);
2344 update_local_illumination(y, x);
2354 * @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
2357 * @param pass_bold 地形条件を返す関数ポインタ
2360 static int next_to_open(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2367 for (i = 0; i < 16; i++)
2369 y = cy + ddy_cdd[i % 8];
2370 x = cx + ddx_cdd[i % 8];
2372 /* Found a wall, break the length */
2373 if (!pass_bold(y, x))
2375 /* Track best length */
2389 return (MAX(len, blen));
2393 * @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
2396 * @param pass_bold 地形条件を返す関数ポインタ
2399 static int next_to_walls_adj(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2405 for (i = 0; i < 8; i++)
2407 y = cy + ddy_ddd[i];
2408 x = cx + ddx_ddd[i];
2410 if (!pass_bold(y, x)) c++;
2418 * @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
2419 * @param y 部屋内のy座標1点
2420 * @param x 部屋内のx座標1点
2421 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
2422 * @param pass_bold 地形条件を返す関数ポインタ
2425 static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pass_bold)(POSITION, POSITION))
2430 c_ptr = &cave[y][x];
2432 /* Avoid infinite recursion */
2433 if (c_ptr->info & (CAVE_TEMP)) return;
2435 /* Do not "leave" the current room */
2436 if (!(c_ptr->info & (CAVE_ROOM)))
2438 if (only_room) return;
2441 if (!in_bounds2(y, x)) return;
2443 /* Do not exceed the maximum spell range */
2444 if (distance(p_ptr->y, p_ptr->x, y, x) > MAX_RANGE) return;
2446 /* Verify this grid */
2448 * The reason why it is ==6 instead of >5 is that 8 is impossible
2449 * due to the check for cave_bold above.
2450 * 7 lights dead-end corridors (you need to do this for the
2451 * checkboard interesting rooms, so that the boundary is lit
2453 * This leaves only a check for 6 bounding walls!
2455 if (in_bounds(y, x) && pass_bold(y, x) &&
2456 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
2459 /* Paranoia -- verify space */
2460 if (temp_n == TEMP_MAX) return;
2462 /* Mark the grid as "seen" */
2463 c_ptr->info |= (CAVE_TEMP);
2465 /* Add it to the "seen" set */
2472 * @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
2475 * @return 光を通すならばtrueを返す。
2477 static bool cave_pass_lite_bold(POSITION y, POSITION x)
2479 return cave_los_bold(y, x);
2483 * @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
2488 static void cave_temp_lite_room_aux(POSITION y, POSITION x)
2490 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
2494 * @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
2497 * @return 射線を通すならばtrueを返す。
2499 static bool cave_pass_dark_bold(POSITION y, POSITION x)
2501 return cave_have_flag_bold(y, x, FF_PROJECT);
2506 * @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
2511 static void cave_temp_unlite_room_aux(POSITION y, POSITION x)
2513 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
2518 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
2523 void lite_room(POSITION y1, POSITION x1)
2528 /* Add the initial grid */
2529 cave_temp_lite_room_aux(y1, x1);
2531 /* While grids are in the queue, add their neighbors */
2532 for (i = 0; i < temp_n; i++)
2534 x = temp_x[i], y = temp_y[i];
2536 /* Walls get lit, but stop light */
2537 if (!cave_pass_lite_bold(y, x)) continue;
2539 /* Spread adjacent */
2540 cave_temp_lite_room_aux(y + 1, x);
2541 cave_temp_lite_room_aux(y - 1, x);
2542 cave_temp_lite_room_aux(y, x + 1);
2543 cave_temp_lite_room_aux(y, x - 1);
2545 /* Spread diagonal */
2546 cave_temp_lite_room_aux(y + 1, x + 1);
2547 cave_temp_lite_room_aux(y - 1, x - 1);
2548 cave_temp_lite_room_aux(y - 1, x + 1);
2549 cave_temp_lite_room_aux(y + 1, x - 1);
2552 /* Now, lite them all up at once */
2553 cave_temp_room_lite();
2555 if (p_ptr->special_defense & NINJA_S_STEALTH)
2557 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2563 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
2568 void unlite_room(POSITION y1, POSITION x1)
2573 /* Add the initial grid */
2574 cave_temp_unlite_room_aux(y1, x1);
2576 /* Spread, breadth first */
2577 for (i = 0; i < temp_n; i++)
2579 x = temp_x[i], y = temp_y[i];
2581 /* Walls get dark, but stop darkness */
2582 if (!cave_pass_dark_bold(y, x)) continue;
2584 /* Spread adjacent */
2585 cave_temp_unlite_room_aux(y + 1, x);
2586 cave_temp_unlite_room_aux(y - 1, x);
2587 cave_temp_unlite_room_aux(y, x + 1);
2588 cave_temp_unlite_room_aux(y, x - 1);
2590 /* Spread diagonal */
2591 cave_temp_unlite_room_aux(y + 1, x + 1);
2592 cave_temp_unlite_room_aux(y - 1, x - 1);
2593 cave_temp_unlite_room_aux(y - 1, x + 1);
2594 cave_temp_unlite_room_aux(y + 1, x - 1);
2597 /* Now, darken them all at once */
2598 cave_temp_room_unlite();
2604 * @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
2607 * @return 作用が実際にあった場合TRUEを返す
2609 bool lite_area(HIT_POINT dam, POSITION rad)
2611 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2613 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
2615 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
2619 /* Hack -- Message */
2622 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
2625 /* Hook into the "project()" function */
2626 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1);
2628 /* Lite up the room */
2629 lite_room(p_ptr->y, p_ptr->x);
2637 * @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
2640 * @return 作用が実際にあった場合TRUEを返す
2642 bool unlite_area(HIT_POINT dam, POSITION rad)
2644 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2646 /* Hack -- Message */
2649 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
2652 /* Hook into the "project()" function */
2653 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1);
2655 /* Lite up the room */
2656 unlite_room(p_ptr->y, p_ptr->x);
2665 * @brief ボール系スペルの発動 / Cast a ball spell
2667 * @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)
2670 * @return 作用が実際にあった場合TRUEを返す
2673 * Stop if we hit a monster, act as a "ball"
2674 * Allow "target" mode to pass over monsters
2675 * Affect grids, objects, and monsters
2678 bool fire_ball(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2682 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2684 if (typ == GF_CHARM_LIVING) flg|= PROJECT_HIDE;
2685 /* Use the given direction */
2686 tx = p_ptr->x + 99 * ddx[dir];
2687 ty = p_ptr->y + 99 * ddy[dir];
2689 /* Hack -- Use an actual "target" */
2690 if ((dir == 5) && target_okay())
2692 flg &= ~(PROJECT_STOP);
2697 /* Analyze the "dir" and the "target". Hurt items on floor. */
2698 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2702 * @brief ブレス系スペルの発動 / Cast a breath spell
2704 * @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)
2707 * @return 作用が実際にあった場合TRUEを返す
2710 * Stop if we hit a monster, act as a "ball"
2711 * Allow "target" mode to pass over monsters
2712 * Affect grids, objects, and monsters
2715 bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2717 return fire_ball(typ, dir, dam, -rad);
2722 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
2724 * @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)
2727 * @return 作用が実際にあった場合TRUEを返す
2730 * Stop if we hit a monster, act as a "ball"
2731 * Allow "target" mode to pass over monsters
2732 * Affect grids, objects, and monsters
2735 bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2738 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2740 /* Use the given direction */
2741 tx = p_ptr->x + 99 * ddx[dir];
2742 ty = p_ptr->y + 99 * ddy[dir];
2744 /* Hack -- Use an actual "target" */
2745 if ((dir == 5) && target_okay())
2751 /* Analyze the "dir" and the "target". Hurt items on floor. */
2752 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2757 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
2759 * @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)
2762 * @return 作用が実際にあった場合TRUEを返す
2765 * Stop if we hit a monster, act as a "ball"
2766 * Allow "target" mode to pass over monsters
2767 * Affect grids, objects, and monsters
2770 bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2773 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
2775 /* Use the given direction */
2776 tx = p_ptr->x + 99 * ddx[dir];
2777 ty = p_ptr->y + 99 * ddy[dir];
2779 /* Hack -- Use an actual "target" */
2780 if ((dir == 5) && target_okay())
2782 flg &= ~(PROJECT_STOP);
2787 /* Analyze the "dir" and the "target". Hurt items on floor. */
2788 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2793 * @brief メテオ系スペルの発動 / Cast a meteor spell
2794 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
2800 * @return 作用が実際にあった場合TRUEを返す
2803 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
2804 * player, or outside source, that starts out at an arbitrary location, and
2805 * leaving no trail from the "caster" to the target. This function is
2806 * especially useful for bombardments and similar. -LM-
2807 * Option to hurt the player.
2810 bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
2812 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2814 /* Analyze the "target" and the caster. */
2815 return (project(who, rad, y, x, dam, typ, flg, -1));
2820 * @brief ブラスト系スペルの発動 / Cast a blast spell
2822 * @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)
2827 * @return 作用が実際にあった場合TRUEを返す
2829 bool fire_blast(EFFECT_ID typ, DIRECTION dir, int dd, int ds, int num, int dev)
2833 POSITION ty, tx, y, x;
2836 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
2841 /* Use the given direction */
2844 ly = ty = p_ptr->y + 20 * ddy[dir];
2845 lx = tx = p_ptr->x + 20 * ddx[dir];
2848 /* Use an actual "target" */
2849 else /* if (dir == 5) */
2854 lx = 20 * (tx - p_ptr->x) + p_ptr->x;
2855 ly = 20 * (ty - p_ptr->y) + p_ptr->y;
2858 ld = distance(p_ptr->y, p_ptr->x, ly, lx);
2861 for (i = 0; i < num; i++)
2865 /* Get targets for some bolts */
2866 y = rand_spread(ly, ld * dev / 20);
2867 x = rand_spread(lx, ld * dev / 20);
2869 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
2872 /* Analyze the "dir" and the "target". */
2873 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
2884 * @brief モンスターとの位置交換処理 / Switch position with a monster.
2885 * @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)
2886 * @return 作用が実際にあった場合TRUEを返す
2888 bool teleport_swap(DIRECTION dir)
2892 monster_type* m_ptr;
2893 monster_race* r_ptr;
2895 if ((dir == 5) && target_okay())
2902 tx = p_ptr->x + ddx[dir];
2903 ty = p_ptr->y + ddy[dir];
2905 c_ptr = &cave[ty][tx];
2907 if (p_ptr->anti_tele)
2909 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
2913 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
2915 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
2921 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10))
2923 msg_print(_("失敗した。", "Failed to swap."));
2929 m_ptr = &m_list[c_ptr->m_idx];
2930 r_ptr = &r_info[m_ptr->r_idx];
2932 (void)set_monster_csleep(c_ptr->m_idx, 0);
2934 if (r_ptr->flagsr & RFR_RES_TELE)
2936 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
2938 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2944 sound(SOUND_TELEPORT);
2946 /* Swap the player and monster */
2947 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
2955 * @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)
2957 * @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)
2960 * @return 作用が実際にあった場合TRUEを返す
2962 bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
2966 /* Pass through the target if needed */
2967 flg |= (PROJECT_THRU);
2969 /* Use the given direction */
2970 tx = p_ptr->x + ddx[dir];
2971 ty = p_ptr->y + ddy[dir];
2973 /* Hack -- Use an actual "target" */
2974 if ((dir == 5) && target_okay())
2980 /* Analyze the "dir" and the "target", do NOT explode */
2981 return (project(0, 0, ty, tx, dam, typ, flg, -1));
2986 * @brief ボルト系スペルの発動 / Cast a bolt spell.
2988 * @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)
2990 * @return 作用が実際にあった場合TRUEを返す
2993 * Stop if we hit a monster, as a "bolt".
2994 * Affect monsters and grids (not objects).
2997 bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
2999 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
3000 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
3001 return (project_hook(typ, dir, dam, flg));
3006 * @brief ビーム系スペルの発動 / Cast a beam spell.
3008 * @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)
3010 * @return 作用が実際にあった場合TRUEを返す
3013 * Pass through monsters, as a "beam".
3014 * Affect monsters, grids and objects.
3017 bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3019 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
3020 return (project_hook(typ, dir, dam, flg));
3025 * @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.
3026 * @param prob ビーム化する確率(%)
3028 * @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)
3030 * @return 作用が実際にあった場合TRUEを返す
3033 * Pass through monsters, as a "beam".
3034 * Affect monsters, grids and objects.
3037 bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3039 if (randint0(100) < prob)
3041 return (fire_beam(typ, dir, dam));
3045 return (fire_bolt(typ, dir, dam));
3050 * @brief LITE_WEAK属性による光源ビーム処理
3051 * @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)
3053 * @return 作用が実際にあった場合TRUEを返す
3055 bool lite_line(DIRECTION dir, HIT_POINT dam)
3057 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
3058 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
3063 * @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)
3065 * @return 作用が実際にあった場合TRUEを返す
3067 bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam)
3069 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3070 return (project_hook(GF_HYPODYNAMIA, dir, dam, flg));
3075 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3077 * @return 作用が実際にあった場合TRUEを返す
3079 bool wall_to_mud(DIRECTION dir, HIT_POINT dam)
3081 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3082 return (project_hook(GF_KILL_WALL, dir, dam, flg));
3087 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3088 * @return 作用が実際にあった場合TRUEを返す
3090 bool wizard_lock(DIRECTION dir)
3092 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3093 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
3098 * @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)
3099 * @return 作用が実際にあった場合TRUEを返す
3101 bool destroy_door(DIRECTION dir)
3103 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3104 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
3109 * @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)
3110 * @return 作用が実際にあった場合TRUEを返す
3112 bool disarm_trap(DIRECTION dir)
3114 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3115 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
3120 * @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)
3122 * @return 作用が実際にあった場合TRUEを返す
3124 bool heal_monster(DIRECTION dir, HIT_POINT dam)
3126 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3127 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
3132 * @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)
3134 * @return 作用が実際にあった場合TRUEを返す
3136 bool speed_monster(DIRECTION dir, int power)
3138 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3139 return (project_hook(GF_OLD_SPEED, dir, power, flg));
3144 * @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)
3146 * @return 作用が実際にあった場合TRUEを返す
3148 bool slow_monster(DIRECTION dir, int power)
3150 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3151 return (project_hook(GF_OLD_SLOW, dir, power, flg));
3156 * @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)
3158 * @return 作用が実際にあった場合TRUEを返す
3160 bool sleep_monster(DIRECTION dir, int power)
3162 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3163 return (project_hook(GF_OLD_SLEEP, dir, power, flg));
3167 * @brief モンスター拘束(STASIS)処理
3168 * @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)
3169 * @return 作用が実際にあった場合TRUEを返す
3170 * @details 威力はプレイヤーレベル*2に固定
3172 bool stasis_monster(DIRECTION dir)
3174 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
3178 * @brief 邪悪なモンスター拘束(STASIS)処理
3179 * @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)
3180 * @return 作用が実際にあった場合TRUEを返す
3181 * @details 威力はプレイヤーレベル*2に固定
3183 bool stasis_evil(DIRECTION dir)
3185 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
3190 * @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)
3191 * @param plev プレイヤーレベル(=効力)
3192 * @return 作用が実際にあった場合TRUEを返す
3194 bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev)
3196 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3197 return (project_hook(GF_OLD_CONF, dir, plev, flg));
3202 * @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)
3203 * @param plev プレイヤーレベル(=効力)
3204 * @return 作用が実際にあった場合TRUEを返す
3206 bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev)
3208 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3209 return (project_hook(GF_STUN, dir, plev, flg));
3213 * @brief チェンジモンスター処理
3214 * @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)
3216 * @return 作用が実際にあった場合TRUEを返す
3218 bool poly_monster(DIRECTION dir, int power)
3220 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3221 bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
3223 chg_virtue(V_CHANCE, 1);
3228 * @brief クローンモンスター処理
3229 * @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)
3230 * @return 作用が実際にあった場合TRUEを返す
3232 bool clone_monster(DIRECTION dir)
3234 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3235 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
3240 * @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)
3241 * @param plev プレイヤーレベル(=効力)
3242 * @return 作用が実際にあった場合TRUEを返す
3244 bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev)
3246 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3247 return (project_hook(GF_TURN_ALL, dir, plev, flg));
3252 * @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)
3253 * @param plev プレイヤーレベル(効力はplev*200)
3254 * @return 作用が実際にあった場合TRUEを返す
3256 bool death_ray(DIRECTION dir, PLAYER_LEVEL plev)
3258 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3259 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
3263 * @brief モンスター用テレポート処理
3264 * @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)
3265 * @param distance 移動距離
3266 * @return 作用が実際にあった場合TRUEを返す
3268 bool teleport_monster(DIRECTION dir, int distance)
3270 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
3271 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
3275 * @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)
3276 * @return 作用が実際にあった場合TRUEを返す
3278 bool door_creation(void)
3280 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3281 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_DOOR, flg, -1));
3285 * @brief トラップ生成処理(起点から周囲1マス)
3288 * @return 作用が実際にあった場合TRUEを返す
3290 bool trap_creation(POSITION y, POSITION x)
3292 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3293 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
3297 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
3298 * @return 作用が実際にあった場合TRUEを返す
3300 bool tree_creation(void)
3302 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3303 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_TREE, flg, -1));
3307 * @brief 魔法のルーン生成処理(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 glyph_creation(void)
3312 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
3313 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_GLYPH, flg, -1));
3317 * @brief 壁生成処理(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 wall_stone(void)
3322 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3324 bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
3326 p_ptr->update |= (PU_FLOW);
3328 p_ptr->redraw |= (PR_MAP);
3334 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
3335 * @return 作用が実際にあった場合TRUEを返す
3337 bool destroy_doors_touch(void)
3339 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3340 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_DOOR, flg, -1));
3344 * @brief トラップ解除処理(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 disarm_traps_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_TRAP, flg, -1));
3354 * @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)
3355 * @return 作用が実際にあった場合TRUEを返す
3357 bool sleep_monsters_touch(void)
3359 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
3360 return (project(0, 1, p_ptr->y, p_ptr->x, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
3365 * @brief 死者復活処理(起点より周囲5マス)
3366 * @param who 術者モンスターID(0ならばプレイヤー)
3369 * @return 作用が実際にあった場合TRUEを返す
3371 bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x)
3373 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
3374 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
3379 * @return 作用が実際にあった場合TRUEを返す
3381 void call_chaos(void)
3383 int Chaos_type, dummy, dir;
3384 PLAYER_LEVEL plev = p_ptr->lev;
3385 bool line_chaos = FALSE;
3387 int hurt_types[31] =
3389 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
3390 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
3391 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
3392 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
3393 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
3394 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
3395 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
3396 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
3399 Chaos_type = hurt_types[randint0(31)];
3400 if (one_in_(4)) line_chaos = TRUE;
3404 for (dummy = 1; dummy < 10; dummy++)
3409 fire_beam(Chaos_type, dummy, 150);
3411 fire_ball(Chaos_type, dummy, 150, 2);
3415 else if (one_in_(3))
3417 fire_ball(Chaos_type, 0, 500, 8);
3421 if (!get_aim_dir(&dir)) return;
3423 fire_beam(Chaos_type, dir, 250);
3425 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
3430 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
3431 * @param stop_ty 再帰処理停止フラグ
3433 * @return 作用が実際にあった場合TRUEを返す
3436 * rr9: Stop the nasty things when a Cyberdemon is summoned
3437 * or the player gets paralyzed.
3440 bool activate_ty_curse(bool stop_ty, int *count)
3444 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3448 switch (randint1(34))
3453 msg_print(_("地面が揺れた...", "The ground trembles..."));
3454 earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
3455 if (!one_in_(6)) break;
3460 HIT_POINT dam = damroll(10, 10);
3461 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!"));
3462 project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1);
3463 take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
3464 if (!one_in_(6)) break;
3469 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
3470 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
3471 if (randint0(13)) (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3472 if (!one_in_(6)) break;
3475 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3479 project(0, 7, p_ptr->y, p_ptr->x, 50, GF_KILL_WALL, flg, -1);
3480 take_hit(DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
3482 if (!one_in_(6)) break;
3483 case 1: case 2: case 3: case 16: case 17:
3484 aggravate_monsters(0);
3485 if (!one_in_(6)) break;
3486 case 4: case 5: case 6:
3487 (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3488 if (!one_in_(6)) break;
3489 case 7: case 8: case 9: case 18:
3490 (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
3491 if (!one_in_(6)) break;
3492 case 10: case 11: case 12:
3493 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..."));
3494 lose_exp(p_ptr->exp / 16);
3495 if (!one_in_(6)) break;
3496 case 13: case 14: case 15: case 19: case 20:
3497 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
3503 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
3504 if (p_ptr->free_act)
3505 set_paralyzed(p_ptr->paralyzed + randint1(3));
3507 set_paralyzed(p_ptr->paralyzed + randint1(13));
3510 if (!one_in_(6)) break;
3511 case 21: case 22: case 23:
3512 (void)do_dec_stat(randint0(6));
3513 if (!one_in_(6)) break;
3515 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
3517 if (!one_in_(6)) break;
3520 * Only summon Cyberdemons deep in the dungeon.
3522 if ((dun_level > 65) && !stop_ty)
3524 (*count) += summon_cyber(-1, p_ptr->y, p_ptr->x);
3528 if (!one_in_(6)) break;
3534 (void)do_dec_stat(i);
3542 while (one_in_(3) && !stop_ty);
3548 * @brief HI_SUMMON(上級召喚)処理発動
3551 * @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
3552 * @return 作用が実際にあった場合TRUEを返す
3554 int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
3559 BIT_FLAGS mode = PM_ALLOW_GROUP;
3566 mode |= PM_FORCE_FRIENDLY;
3570 mode |= PM_FORCE_PET;
3575 if (!pet) mode |= PM_NO_PET;
3577 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
3579 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
3581 switch (randint1(25) + (dun_level / 20))
3584 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
3587 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
3590 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
3593 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
3596 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
3599 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
3602 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
3605 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
3609 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
3613 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
3616 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3617 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
3620 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3621 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
3624 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
3627 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3628 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
3637 * @brief サイバーデーモンの召喚
3638 * @param who 召喚主のモンスターID(0ならばプレイヤー)
3641 * @return 作用が実際にあった場合TRUEを返す
3643 int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x)
3646 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
3648 BIT_FLAGS mode = PM_ALLOW_GROUP;
3650 /* Summoned by a monster */
3653 monster_type *m_ptr = &m_list[who];
3654 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
3657 if (max_cyber > 4) max_cyber = 4;
3659 for (i = 0; i < max_cyber; i++)
3661 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode);
3668 * @brief 周辺破壊効果(プレイヤー中心)
3669 * @return 作用が実際にあった場合TRUEを返す
3671 void wall_breaker(void)
3674 POSITION y = 0, x = 0;
3675 int attempts = 1000;
3677 if (randint1(80 + p_ptr->lev) < 70)
3681 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
3683 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
3685 if (!player_bold(y, x)) break;
3688 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3689 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3691 else if (randint1(100) > 30)
3693 earthquake(p_ptr->y, p_ptr->x, 1);
3697 int num = damroll(5, 3);
3699 for (i = 0; i < num; i++)
3703 scatter(&y, &x, p_ptr->y, p_ptr->x, 10, 0);
3705 if (!player_bold(y, x)) break;
3708 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3709 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3716 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
3718 * @return 作用が実際にあった場合TRUEを返す
3720 bool confuse_monsters(HIT_POINT dam)
3722 return (project_hack(GF_OLD_CONF, dam));
3727 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
3729 * @return 作用が実際にあった場合TRUEを返す
3731 bool charm_monsters(HIT_POINT dam)
3733 return (project_hack(GF_CHARM, dam));
3738 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
3740 * @return 作用が実際にあった場合TRUEを返す
3742 bool charm_animals(HIT_POINT dam)
3744 return (project_hack(GF_CONTROL_ANIMAL, dam));
3749 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
3751 * @return 作用が実際にあった場合TRUEを返す
3753 bool stun_monsters(HIT_POINT dam)
3755 return (project_hack(GF_STUN, dam));
3760 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
3762 * @return 作用が実際にあった場合TRUEを返す
3764 bool stasis_monsters(HIT_POINT dam)
3766 return (project_hack(GF_STASIS, dam));
3771 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
3773 * @return 作用が実際にあった場合TRUEを返す
3775 bool mindblast_monsters(HIT_POINT dam)
3777 return (project_hack(GF_PSI, dam));
3782 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
3783 * @param dist 効力(距離)
3784 * @return 作用が実際にあった場合TRUEを返す
3786 bool banish_monsters(int dist)
3788 return (project_hack(GF_AWAY_ALL, dist));
3793 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
3795 * @return 作用が実際にあった場合TRUEを返す
3797 bool turn_evil(HIT_POINT dam)
3799 return (project_hack(GF_TURN_EVIL, dam));
3804 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
3806 * @return 作用が実際にあった場合TRUEを返す
3808 bool turn_monsters(HIT_POINT dam)
3810 return (project_hack(GF_TURN_ALL, dam));
3815 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
3816 * @return 作用が実際にあった場合TRUEを返す
3818 bool deathray_monsters(void)
3820 return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
3824 * @brief チャーム・モンスター(1体)
3825 * @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)
3827 * @return 作用が実際にあった場合TRUEを返す
3829 bool charm_monster(DIRECTION dir, PLAYER_LEVEL plev)
3831 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3832 return (project_hook(GF_CHARM, dir, plev, flg));
3836 * @brief アンデッド支配(1体)
3837 * @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)
3839 * @return 作用が実際にあった場合TRUEを返す
3841 bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev)
3843 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3844 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
3849 * @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)
3851 * @return 作用が実際にあった場合TRUEを返す
3853 bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev)
3855 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3856 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
3861 * @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)
3863 * @return 作用が実際にあった場合TRUEを返す
3865 bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev)
3867 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3868 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
3874 * @param success 判定成功上の処理ならばTRUE
3875 * @return 作用が実際にあった場合TRUEを返す
3877 bool kawarimi(bool success)
3880 object_type *q_ptr = &forge;
3883 if (p_ptr->is_dead) return FALSE;
3884 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
3885 if (randint0(200) < p_ptr->stun) return FALSE;
3887 if (!success && one_in_(3))
3889 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
3890 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3891 p_ptr->redraw |= (PR_STATUS);
3898 teleport_player(10 + randint1(90), 0L);
3902 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
3904 q_ptr->pval = MON_NINJA;
3906 /* Drop it in the dungeon */
3907 (void)drop_near(q_ptr, -1, y, x);
3910 if (success) msg_print("攻撃を受ける前に素早く身をひるがえした。");
3911 else msg_print("失敗!攻撃を受けてしまった。");
3913 if (success) msg_print("You have turned around just before the attack hit you.");
3914 else msg_print("Failed! You are hit by the attack.");
3917 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3918 p_ptr->redraw |= (PR_STATUS);
3926 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
3927 * @param mdeath 目標モンスターが死亡したかを返す
3928 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
3930 bool rush_attack(bool *mdeath)
3937 bool tmp_mdeath = FALSE;
3940 if (mdeath) *mdeath = FALSE;
3943 if (!get_aim_dir(&dir)) return FALSE;
3945 /* Use the given direction */
3946 tx = p_ptr->x + project_length * ddx[dir];
3947 ty = p_ptr->y + project_length * ddy[dir];
3949 /* Hack -- Use an actual "target" */
3950 if ((dir == 5) && target_okay())
3956 if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
3958 path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
3961 /* No need to move */
3962 if (!path_n) return TRUE;
3964 /* Use ty and tx as to-move point */
3968 /* Project along the path */
3969 for (i = 0; i < path_n; i++)
3971 monster_type *m_ptr;
3973 int ny = GRID_Y(path_g[i]);
3974 int nx = GRID_X(path_g[i]);
3976 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
3981 /* Go to next grid */
3985 if (!cave[ny][nx].m_idx)
3989 msg_print(_("失敗!", "Failed!"));
3993 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
4000 /* Move player before updating the monster */
4001 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4002 update_monster(cave[ny][nx].m_idx, TRUE);
4004 /* Found a monster */
4005 m_ptr = &m_list[cave[ny][nx].m_idx];
4007 if (tm_idx != cave[ny][nx].m_idx)
4010 msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "",
4011 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 */
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));
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));
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));
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)
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 char o_name[MAX_NLEN];
5032 item_tester_no_ryoute = TRUE;
5033 q = _("どのアイテムを調べますか?", "Meditate on which item? ");
5034 s = _("調べるアイテムがありません。", "You have nothing appropriate.");
5036 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
5038 /* Get the item (in the pack) */
5041 o_ptr = &inventory[item];
5044 /* Get the item (on the floor) */
5047 o_ptr = &o_list[0 - item];
5050 /* It is fully known, no information needed */
5051 if (object_is_known(o_ptr))
5053 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
5057 /* Check for a feeling */
5058 feel = value_check_aux1(o_ptr);
5060 /* Get an object description */
5061 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5063 /* Skip non-feelings */
5066 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);
5071 msg_format("%sは%sという感じがする...",
5072 o_name, game_inscriptions[feel]);
5074 msg_format("You feel that the %s %s %s...",
5075 o_name, ((o_ptr->number == 1) ? "is" : "are"),
5076 game_inscriptions[feel]);
5080 /* We have "felt" it */
5081 o_ptr->ident |= (IDENT_SENSE);
5084 o_ptr->feeling = feel;
5086 /* Player touches it */
5087 o_ptr->marked |= OM_TOUCHED;
5089 /* Combine / Reorder the pack (later) */
5090 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5092 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5094 /* Valid "tval" codes */
5095 switch (o_ptr->tval)
5123 /* Auto-inscription/destroy */
5124 autopick_alter_item(item, (bool)(okay && destroy_feeling));
5126 /* Something happened */