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.
20 * @brief プレイヤー周辺の地形を感知する
23 * @param known 地形から危険フラグを外すならTRUE
24 * @return 効力があった場合TRUEを返す
26 static bool detect_feat_flag(POSITION range, int flag, bool known)
32 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
34 /* Scan the current panel */
35 for (y = 1; y < cur_hgt - 1; y++)
37 for (x = 1; x <= cur_wid - 1; x++)
39 int dist = distance(p_ptr->y, p_ptr->x, y, x);
40 if (dist > range) continue;
48 /* Mark as detected */
49 if (dist <= range && known)
51 if (dist <= range - 1) c_ptr->info |= (CAVE_IN_DETECT);
53 c_ptr->info &= ~(CAVE_UNSAFE);
61 if (cave_have_flag_grid(c_ptr, flag))
66 /* Hack -- Memorize */
67 c_ptr->info |= (CAVE_MARK);
82 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
84 * @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
85 * @return 効力があった場合TRUEを返す
87 bool detect_traps(POSITION range, bool known)
89 bool detect = detect_feat_flag(range, FF_TRAP, known);
91 if (known) p_ptr->dtrap = TRUE;
93 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
98 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
105 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
107 * @return 効力があった場合TRUEを返す
109 bool detect_doors(POSITION range)
111 bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
113 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
118 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
125 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
127 * @return 効力があった場合TRUEを返す
129 bool detect_stairs(POSITION range)
131 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
133 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
138 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
145 * @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
147 * @return 効力があった場合TRUEを返す
149 bool detect_treasure(POSITION range)
151 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
153 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
158 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!"));
165 * @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
167 * @return 効力があった場合TRUEを返す
169 bool detect_objects_gold(POSITION range)
172 POSITION range2 = range;
176 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
179 for (i = 1; i < o_max; i++)
181 object_type *o_ptr = &o_list[i];
183 /* Skip dead objects */
184 if (!o_ptr->k_idx) continue;
186 /* Skip held objects */
187 if (o_ptr->held_m_idx) continue;
192 /* Only detect nearby objects */
193 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
195 /* Detect "gold" objects */
196 if (o_ptr->tval == TV_GOLD)
198 o_ptr->marked |= OM_FOUND;
204 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
209 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
212 if (detect_monsters_string(range, "$"))
221 * @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
223 * @return 効力があった場合TRUEを返す
225 bool detect_objects_normal(POSITION range)
228 POSITION range2 = range;
232 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
235 for (i = 1; i < o_max; i++)
237 object_type *o_ptr = &o_list[i];
239 /* Skip dead objects */
240 if (!o_ptr->k_idx) continue;
242 /* Skip held objects */
243 if (o_ptr->held_m_idx) continue;
248 /* Only detect nearby objects */
249 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
251 /* Detect "real" objects */
252 if (o_ptr->tval != TV_GOLD)
254 o_ptr->marked |= OM_FOUND;
260 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
265 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
268 if (detect_monsters_string(range, "!=?|/`"))
277 * @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.
279 * @return 効力があった場合TRUEを返す
282 * This will light up all spaces with "magic" items, including artifacts,
283 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
284 * and "enchanted" items of the "good" variety.
286 * It can probably be argued that this function is now too powerful.
289 bool detect_objects_magic(POSITION range)
295 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
297 /* Scan all objects */
298 for (i = 1; i < o_max; i++)
300 object_type *o_ptr = &o_list[i];
302 /* Skip dead objects */
303 if (!o_ptr->k_idx) continue;
305 /* Skip held objects */
306 if (o_ptr->held_m_idx) continue;
311 /* Only detect nearby objects */
312 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
314 /* Examine the tval */
317 /* Artifacts, misc magic items, or enchanted wearables */
318 if (object_is_artifact(o_ptr) ||
319 object_is_ego(o_ptr) ||
320 (tv == TV_WHISTLE) ||
328 (tv == TV_LIFE_BOOK) ||
329 (tv == TV_SORCERY_BOOK) ||
330 (tv == TV_NATURE_BOOK) ||
331 (tv == TV_CHAOS_BOOK) ||
332 (tv == TV_DEATH_BOOK) ||
333 (tv == TV_TRUMP_BOOK) ||
334 (tv == TV_ARCANE_BOOK) ||
335 (tv == TV_CRAFT_BOOK) ||
336 (tv == TV_DAEMON_BOOK) ||
337 (tv == TV_CRUSADE_BOOK) ||
338 (tv == TV_MUSIC_BOOK) ||
339 (tv == TV_HISSATSU_BOOK) ||
340 (tv == TV_HEX_BOOK) ||
341 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
343 /* Memorize the item */
344 o_ptr->marked |= OM_FOUND;
353 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!"));
362 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
364 * @return 効力があった場合TRUEを返す
366 bool detect_monsters_normal(POSITION range)
373 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
376 for (i = 1; i < m_max; i++)
378 monster_type *m_ptr = &m_list[i];
379 monster_race *r_ptr = &r_info[m_ptr->r_idx];
381 /* Skip dead monsters */
382 if (!m_ptr->r_idx) continue;
387 /* Only detect nearby monsters */
388 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
390 /* Detect all non-invisible monsters */
391 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
393 /* Repair visibility later */
394 repair_monsters = TRUE;
396 /* Hack -- Detect monster */
397 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
399 /* Update the monster */
400 update_mon(i, FALSE);
405 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
410 /* Describe result */
411 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
418 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
420 * @return 効力があった場合TRUEを返す
422 bool detect_monsters_invis(POSITION range)
428 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
431 for (i = 1; i < m_max; i++)
433 monster_type *m_ptr = &m_list[i];
434 monster_race *r_ptr = &r_info[m_ptr->r_idx];
436 /* Skip dead monsters */
437 if (!m_ptr->r_idx) continue;
442 /* Only detect nearby monsters */
443 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
445 /* Detect invisible monsters */
446 if (r_ptr->flags2 & RF2_INVISIBLE)
448 /* Update monster recall window */
449 if (p_ptr->monster_race_idx == m_ptr->r_idx)
451 p_ptr->window |= (PW_MONSTER);
454 /* Repair visibility later */
455 repair_monsters = TRUE;
457 /* Hack -- Detect monster */
458 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
460 /* Update the monster */
461 update_mon(i, FALSE);
466 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
471 /* Describe result */
472 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
478 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
480 * @return 効力があった場合TRUEを返す
482 bool detect_monsters_evil(POSITION range)
488 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
491 for (i = 1; i < m_max; i++)
493 monster_type *m_ptr = &m_list[i];
494 monster_race *r_ptr = &r_info[m_ptr->r_idx];
496 /* Skip dead monsters */
497 if (!m_ptr->r_idx) continue;
502 /* Only detect nearby monsters */
503 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
505 /* Detect evil monsters */
506 if (r_ptr->flags3 & RF3_EVIL)
508 if (is_original_ap(m_ptr))
510 /* Take note that they are evil */
511 r_ptr->r_flags3 |= (RF3_EVIL);
513 /* Update monster recall window */
514 if (p_ptr->monster_race_idx == m_ptr->r_idx)
516 p_ptr->window |= (PW_MONSTER);
520 /* Repair visibility later */
521 repair_monsters = TRUE;
523 /* Hack -- Detect monster */
524 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
526 /* Update the monster */
527 update_mon(i, FALSE);
535 /* Describe result */
536 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
542 * @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
544 * @return 効力があった場合TRUEを返す
546 bool detect_monsters_nonliving(POSITION range)
552 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
555 for (i = 1; i < m_max; i++)
557 monster_type *m_ptr = &m_list[i];
558 monster_race *r_ptr = &r_info[m_ptr->r_idx];
560 /* Skip dead monsters */
561 if (!m_ptr->r_idx) continue;
566 /* Only detect nearby monsters */
567 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
569 /* Detect non-living monsters */
570 if (!monster_living(r_ptr))
572 /* Update monster recall window */
573 if (p_ptr->monster_race_idx == m_ptr->r_idx)
575 p_ptr->window |= (PW_MONSTER);
578 /* Repair visibility later */
579 repair_monsters = TRUE;
581 /* Hack -- Detect monster */
582 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
584 /* Update the monster */
585 update_mon(i, FALSE);
593 /* Describe result */
594 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!"));
600 * @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
602 * @return 効力があった場合TRUEを返す
604 bool detect_monsters_mind(POSITION range)
610 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
613 for (i = 1; i < m_max; i++)
615 monster_type *m_ptr = &m_list[i];
616 monster_race *r_ptr = &r_info[m_ptr->r_idx];
618 /* Skip dead monsters */
619 if (!m_ptr->r_idx) continue;
624 /* Only detect nearby monsters */
625 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
627 /* Detect non-living monsters */
628 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
630 /* Update monster recall window */
631 if (p_ptr->monster_race_idx == m_ptr->r_idx)
633 p_ptr->window |= (PW_MONSTER);
636 /* Repair visibility later */
637 repair_monsters = TRUE;
639 /* Hack -- Detect monster */
640 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
642 /* Update the monster */
643 update_mon(i, FALSE);
651 /* Describe result */
652 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
659 * @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
661 * @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)
662 * @return 効力があった場合TRUEを返す
664 bool detect_monsters_string(POSITION range, cptr Match)
670 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
673 for (i = 1; i < m_max; i++)
675 monster_type *m_ptr = &m_list[i];
676 monster_race *r_ptr = &r_info[m_ptr->r_idx];
678 /* Skip dead monsters */
679 if (!m_ptr->r_idx) continue;
684 /* Only detect nearby monsters */
685 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
687 /* Detect monsters with the same symbol */
688 if (my_strchr(Match, r_ptr->d_char))
690 /* Update monster recall window */
691 if (p_ptr->monster_race_idx == m_ptr->r_idx)
693 p_ptr->window |= (PW_MONSTER);
696 /* Repair visibility later */
697 repair_monsters = TRUE;
699 /* Hack -- Detect monster */
700 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
702 /* Update the monster */
703 update_mon(i, FALSE);
708 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
713 /* Describe result */
714 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
720 * @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
722 * @param match_flag 感知フラグ
723 * @return 効力があった場合TRUEを返す
725 bool detect_monsters_xxx(POSITION range, u32b match_flag)
730 cptr desc_monsters = _("変なモンスター", "weird monsters");
732 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
735 for (i = 1; i < m_max; i++)
737 monster_type *m_ptr = &m_list[i];
738 monster_race *r_ptr = &r_info[m_ptr->r_idx];
740 /* Skip dead monsters */
741 if (!m_ptr->r_idx) continue;
746 /* Only detect nearby monsters */
747 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
749 /* Detect evil monsters */
750 if (r_ptr->flags3 & (match_flag))
752 if (is_original_ap(m_ptr))
754 /* Take note that they are something */
755 r_ptr->r_flags3 |= (match_flag);
757 /* Update monster recall window */
758 if (p_ptr->monster_race_idx == m_ptr->r_idx)
760 p_ptr->window |= (PW_MONSTER);
764 /* Repair visibility later */
765 repair_monsters = TRUE;
767 /* Hack -- Detect monster */
768 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
770 /* Update the monster */
771 update_mon(i, FALSE);
782 desc_monsters = _("デーモン", "demons");
785 desc_monsters = _("アンデッド", "the undead");
789 /* Describe result */
790 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
798 * @brief 全感知処理 / Detect everything
800 * @return 効力があった場合TRUEを返す
802 bool detect_all(POSITION range)
806 /* Detect everything */
807 if (detect_traps(range, TRUE)) detect = TRUE;
808 if (detect_doors(range)) detect = TRUE;
809 if (detect_stairs(range)) detect = TRUE;
811 /* There are too many hidden treasure. So... */
812 /* if (detect_treasure(range)) detect = TRUE; */
814 if (detect_objects_gold(range)) detect = TRUE;
815 if (detect_objects_normal(range)) detect = TRUE;
816 if (detect_monsters_invis(range)) detect = TRUE;
817 if (detect_monsters_normal(range)) detect = TRUE;
823 * @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
826 * @return 効力があった場合TRUEを返す
829 * Note that affected monsters are NOT auto-tracked by this usage.
831 * To avoid misbehavior when monster deaths have side-effects,
832 * this is done in two passes. -- JDL
835 bool project_hack(EFFECT_ID typ, HIT_POINT dam)
839 BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
840 bool obvious = FALSE;
843 /* Mark all (nearby) monsters */
844 for (i = 1; i < m_max; i++)
846 monster_type *m_ptr = &m_list[i];
848 /* Paranoia -- Skip dead monsters */
849 if (!m_ptr->r_idx) continue;
854 /* Require line of sight */
855 if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
857 /* Mark the monster */
858 m_ptr->mflag |= (MFLAG_TEMP);
861 /* Affect all marked monsters */
862 for (i = 1; i < m_max; i++)
864 monster_type *m_ptr = &m_list[i];
866 /* Skip unmarked monsters */
867 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
870 m_ptr->mflag &= ~(MFLAG_TEMP);
875 /* Jump directly to the target monster */
876 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
883 * @brief 視界内モンスターを加速する処理 / Speed monsters
884 * @return 効力があった場合TRUEを返す
886 bool speed_monsters(void)
888 return (project_hack(GF_OLD_SPEED, p_ptr->lev));
892 * @brief 視界内モンスターを加速する処理 / Slow monsters
893 * @return 効力があった場合TRUEを返す
895 bool slow_monsters(int power)
897 return (project_hack(GF_OLD_SLOW, power));
901 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
902 * @return 効力があった場合TRUEを返す
904 bool sleep_monsters(int power)
906 return (project_hack(GF_OLD_SLEEP, power));
910 * @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
911 * @return 効力があった場合TRUEを返す
913 bool banish_evil(int dist)
915 return (project_hack(GF_AWAY_EVIL, dist));
919 * @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
920 * @return 効力があった場合TRUEを返す
922 bool turn_undead(void)
924 bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
926 chg_virtue(V_UNLIFE, -1);
931 * @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
932 * @return 効力があった場合TRUEを返す
934 bool dispel_undead(HIT_POINT dam)
936 bool tester = (project_hack(GF_DISP_UNDEAD, dam));
938 chg_virtue(V_UNLIFE, -2);
943 * @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
944 * @return 効力があった場合TRUEを返す
946 bool dispel_evil(HIT_POINT dam)
948 return (project_hack(GF_DISP_EVIL, dam));
952 * @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
953 * @return 効力があった場合TRUEを返す
955 bool dispel_good(HIT_POINT dam)
957 return (project_hack(GF_DISP_GOOD, dam));
961 * @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
962 * @return 効力があった場合TRUEを返す
964 bool dispel_monsters(HIT_POINT dam)
966 return (project_hack(GF_DISP_ALL, dam));
970 * @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
971 * @return 効力があった場合TRUEを返す
973 bool dispel_living(HIT_POINT dam)
975 return (project_hack(GF_DISP_LIVING, dam));
979 * @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
980 * @return 効力があった場合TRUEを返す
982 bool dispel_demons(HIT_POINT dam)
984 return (project_hack(GF_DISP_DEMON, dam));
988 * @brief 視界内のモンスターに「聖戦」効果を与える処理
989 * @return 効力があった場合TRUEを返す
993 return (project_hack(GF_CRUSADE, p_ptr->lev*4));
997 * @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.
998 * @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)
1001 void aggravate_monsters(MONSTER_IDX who)
1007 /* Aggravate everyone nearby */
1008 for (i = 1; i < m_max; i++)
1010 monster_type *m_ptr = &m_list[i];
1011 /* monster_race *r_ptr = &r_info[m_ptr->r_idx]; */
1013 /* Paranoia -- Skip dead monsters */
1014 if (!m_ptr->r_idx) continue;
1016 /* Skip aggravating monster (or player) */
1017 if (i == who) continue;
1019 /* Wake up nearby sleeping monsters */
1020 if (m_ptr->cdis < MAX_SIGHT * 2)
1023 if (MON_CSLEEP(m_ptr))
1025 (void)set_monster_csleep(i, 0);
1028 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
1031 /* Speed up monsters in line of sight */
1032 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
1036 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
1042 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!"));
1043 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!"));
1044 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
1049 * @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
1050 * @param m_idx 抹殺するモンスターID
1051 * @param power 抹殺の威力
1052 * @param player_cast プレイヤーの魔法によるものならば TRUE
1053 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
1054 * @param spell_name 抹殺効果を起こした魔法の名前
1055 * @return 効力があった場合TRUEを返す
1057 bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, cptr spell_name)
1059 int msec = delay_factor * delay_factor * delay_factor;
1060 monster_type *m_ptr = &m_list[m_idx];
1061 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1062 bool resist = FALSE;
1064 if (is_pet(m_ptr) && !player_cast) return FALSE;
1066 /* Hack -- Skip Unique Monsters or Quest Monsters */
1067 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1068 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1069 else if (m_idx == p_ptr->riding) resist = TRUE;
1070 else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
1071 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1072 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1077 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1081 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1082 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1085 delete_monster_idx(m_idx);
1088 if (resist && player_cast)
1090 bool see_m = is_seen(m_ptr);
1093 monster_desc(m_name, m_ptr, 0);
1096 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1098 if (MON_CSLEEP(m_ptr))
1100 (void)set_monster_csleep(m_idx, 0);
1103 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1106 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1110 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1114 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1119 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);
1122 /* Visual feedback */
1123 move_cursor_relative(p_ptr->y, p_ptr->x);
1126 p_ptr->redraw |= (PR_HP);
1127 p_ptr->window |= (PW_PLAYER);
1134 Term_xtra(TERM_XTRA_DELAY, msec);
1141 * @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
1142 * @param power 抹殺の威力
1143 * @param player_cast プレイヤーの魔法によるものならば TRUE
1144 * @return 効力があった場合TRUEを返す
1146 bool symbol_genocide(int power, bool player_cast)
1150 bool result = FALSE;
1152 /* Prevent genocide in quest levels */
1153 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1158 /* Mega-Hack -- Get a monster symbol */
1159 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)) ;
1161 /* Delete the monsters of that "type" */
1162 for (i = 1; i < m_max; i++)
1164 monster_type *m_ptr = &m_list[i];
1165 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1167 /* Paranoia -- Skip dead monsters */
1168 if (!m_ptr->r_idx) continue;
1170 /* Skip "wrong" monsters */
1171 if (r_ptr->d_char != typ) continue;
1174 result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
1179 chg_virtue(V_VITALITY, -2);
1180 chg_virtue(V_CHANCE, -1);
1188 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1189 * @param power 抹殺の威力
1190 * @param player_cast プレイヤーの魔法によるものならば TRUE
1191 * @return 効力があった場合TRUEを返す
1193 bool mass_genocide(int power, bool player_cast)
1196 bool result = FALSE;
1198 /* Prevent mass genocide in quest levels */
1199 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1204 /* Delete the (nearby) monsters */
1205 for (i = 1; i < m_max; i++)
1207 monster_type *m_ptr = &m_list[i];
1209 /* Paranoia -- Skip dead monsters */
1210 if (!m_ptr->r_idx) continue;
1212 /* Skip distant monsters */
1213 if (m_ptr->cdis > MAX_SIGHT) continue;
1216 result |= genocide_aux(i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1221 chg_virtue(V_VITALITY, -2);
1222 chg_virtue(V_CHANCE, -1);
1230 * @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
1231 * @param power 抹殺の威力
1232 * @param player_cast プレイヤーの魔法によるものならば TRUE
1233 * @return 効力があった場合TRUEを返す
1235 bool mass_genocide_undead(int power, bool player_cast)
1238 bool result = FALSE;
1240 /* Prevent mass genocide in quest levels */
1241 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1246 /* Delete the (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 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1257 /* Skip distant monsters */
1258 if (m_ptr->cdis > MAX_SIGHT) continue;
1261 result |= genocide_aux(i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1266 chg_virtue(V_UNLIFE, -2);
1267 chg_virtue(V_CHANCE, -1);
1275 * @brief 周辺モンスターを調査する / Probe nearby monsters
1276 * @return 効力があった場合TRUEを返す
1291 /* Probe all (nearby) monsters */
1292 for (i = 1; i < m_max; i++)
1294 monster_type *m_ptr = &m_list[i];
1295 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1297 /* Paranoia -- Skip dead monsters */
1298 if (!m_ptr->r_idx) continue;
1300 /* Require line of sight */
1301 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
1303 /* Probe visible monsters */
1308 /* Start the message */
1311 msg_print(_("調査中...", "Probing..."));
1316 if (!is_original_ap(m_ptr))
1318 if (m_ptr->mflag2 & MFLAG2_KAGE)
1319 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1321 m_ptr->ap_r_idx = m_ptr->r_idx;
1322 lite_spot(m_ptr->fy, m_ptr->fx);
1324 /* Get "the monster" or "something" */
1325 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1327 speed = m_ptr->mspeed - 110;
1328 if (MON_FAST(m_ptr)) speed += 10;
1329 if (MON_SLOW(m_ptr)) speed -= 10;
1330 if (ironman_nightmare) speed += 5;
1332 /* Get the monster's alignment */
1333 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
1334 else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
1335 else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
1336 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)");
1337 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
1338 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
1339 else align = _("中立", "neutral");
1341 /* Describe the monster */
1342 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:"),
1343 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1345 if (r_ptr->next_r_idx)
1347 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1351 strcat(buf, "xxx ");
1354 if (MON_CSLEEP(m_ptr)) strcat(buf,_("睡眠 ", "sleeping "));
1355 if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
1356 if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
1357 if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
1358 if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
1359 buf[strlen(buf)-1] = '\0';
1362 /* HACK : Add the line to message buffer */
1364 p_ptr->window |= (PW_MESSAGE);
1367 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
1370 Term_erase(0, 0, 255);
1372 /* Learn everything about this monster */
1373 if (lore_do_probe(m_ptr->r_idx))
1375 /* Get base name of monster */
1376 strcpy(buf, (r_name + r_ptr->name));
1379 /* Note that we learnt some new flags -Mogami- */
1380 msg_format("%sについてさらに詳しくなった気がする。", buf);
1385 /* Note that we learnt some new flags -Mogami- */
1386 msg_format("You now know more about %s.", buf);
1388 /* Clear -more- prompt */
1403 chg_virtue(V_KNOWLEDGE, 1);
1404 msg_print(_("これで全部です。", "That's all."));
1412 * @brief *破壊*処理を行う / The spell of destruction
1413 * @param y1 破壊の中心Y座標
1414 * @param x1 破壊の中心X座標
1416 * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
1417 * @return 効力があった場合TRUEを返す
1420 * This spell "deletes" monsters (instead of "killing" them).
1422 * Later we may use one function for both "destruction" and
1423 * "earthquake" by using the "full" to select "destruction".
1426 bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
1433 /* Prevent destruction of quest levels and town */
1434 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1439 /* Lose monster light */
1440 if (!in_generate) clear_mon_lite();
1442 /* Big area of affect */
1443 for (y = (y1 - r); y <= (y1 + r); y++)
1445 for (x = (x1 - r); x <= (x1 + r); x++)
1447 /* Skip illegal grids */
1448 if (!in_bounds(y, x)) continue;
1450 /* Extract the distance */
1451 k = distance(y1, x1, y, x);
1453 /* Stay in the circle of death */
1454 if (k > r) continue;
1456 /* Access the grid */
1457 c_ptr = &cave[y][x];
1459 /* Lose room and vault */
1460 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1462 /* Lose light and knowledge */
1463 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
1465 if (!in_generate) /* Normal */
1468 c_ptr->info &= ~(CAVE_UNSAFE);
1470 /* Hack -- Notice player affect */
1471 if (player_bold(y, x))
1473 /* Hurt the player later */
1476 /* Do not hurt this grid */
1481 /* Hack -- Skip the epicenter */
1482 if ((y == y1) && (x == x1)) continue;
1486 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1487 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1489 if (in_generate) /* In generation */
1491 /* Delete the monster (if any) */
1492 delete_monster(y, x);
1494 else if (r_ptr->flags1 & RF1_QUESTOR)
1496 /* Heal the monster */
1497 m_ptr->hp = m_ptr->maxhp;
1499 /* Try to teleport away quest monsters */
1500 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
1504 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1508 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1509 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
1512 /* Delete the monster (if any) */
1513 delete_monster(y, x);
1517 /* During generation, destroyed artifacts are "preserved" */
1518 if (preserve_mode || in_generate)
1520 OBJECT_IDX this_o_idx, next_o_idx = 0;
1522 /* Scan all objects in the grid */
1523 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1527 /* Acquire object */
1528 o_ptr = &o_list[this_o_idx];
1530 /* Acquire next object */
1531 next_o_idx = o_ptr->next_o_idx;
1533 /* Hack -- Preserve unknown artifacts */
1534 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
1536 /* Mega-Hack -- Preserve the artifact */
1537 a_info[o_ptr->name1].cur_num = 0;
1539 if (in_generate && cheat_peek)
1541 char o_name[MAX_NLEN];
1542 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1543 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);
1546 else if (in_generate && cheat_peek && o_ptr->art_name)
1548 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。",
1549 "One of the random artifacts was *destroyed* during generation."));
1554 /* Delete objects */
1555 delete_object(y, x);
1557 /* Destroy "non-permanent" grids */
1558 if (!cave_perma_grid(c_ptr))
1560 /* Wall (or floor) type */
1563 if (!in_generate) /* Normal */
1567 /* Create granite wall */
1568 cave_set_feat(y, x, feat_granite);
1572 /* Create quartz vein */
1573 cave_set_feat(y, x, feat_quartz_vein);
1577 /* Create magma vein */
1578 cave_set_feat(y, x, feat_magma_vein);
1583 cave_set_feat(y, x, floor_type[randint0(100)]);
1586 else /* In generation */
1590 /* Create granite wall */
1591 place_extra_grid(c_ptr);
1595 /* Create quartz vein */
1596 c_ptr->feat = feat_quartz_vein;
1600 /* Create magma vein */
1601 c_ptr->feat = feat_magma_vein;
1606 place_floor_grid(c_ptr);
1609 /* Clear garbage of hidden trap or door */
1618 /* Process "re-glowing" */
1619 for (y = (y1 - r); y <= (y1 + r); y++)
1621 for (x = (x1 - r); x <= (x1 + r); x++)
1623 /* Skip illegal grids */
1624 if (!in_bounds(y, x)) continue;
1626 /* Extract the distance */
1627 k = distance(y1, x1, y, x);
1629 /* Stay in the circle of death */
1630 if (k > r) continue;
1632 /* Access the grid */
1633 c_ptr = &cave[y][x];
1635 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
1636 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
1641 for (i = 0; i < 9; i++)
1643 yy = y + ddy_ddd[i];
1644 xx = x + ddx_ddd[i];
1645 if (!in_bounds2(yy, xx)) continue;
1646 cc_ptr = &cave[yy][xx];
1647 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1649 c_ptr->info |= CAVE_GLOW;
1657 /* Hack -- Affect player */
1660 msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
1662 /* Blind the player */
1663 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
1666 (void)set_blind(p_ptr->blind + 10 + randint1(10));
1672 /* Mega-Hack -- Forget the view and lite */
1673 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
1675 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1678 p_ptr->redraw |= (PR_MAP);
1680 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1682 if (p_ptr->special_defense & NINJA_S_STEALTH)
1684 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1694 * @brief 地震処理(サブルーチン) /
1695 * Induce an "earthquake" of the given radius at the given location.
1696 * @return 効力があった場合TRUEを返す
1700 * @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)
1704 * This will turn some walls into floors and some floors into walls.
1706 * The player will take damage and "jump" into a safe grid if possible,
1707 * otherwise, he will "tunnel" through the rubble instantaneously.
1709 * Monsters will take damage, and "jump" into a safe grid if possible,
1710 * otherwise they will be "buried" in the rubble, disappearing from
1711 * the level in the same way that they do when genocided.
1713 * Note that thus the player and monsters (except eaters of walls and
1714 * passers through walls) will never occupy the same grid as a wall.
1715 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
1716 * for a single turn, unless that monster can pass_walls or kill_walls.
1717 * This has allowed massive simplification of the "monster" code.
1720 bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
1724 POSITION y, x, yy, xx, dy, dx;
1727 POSITION sy = 0, sx = 0;
1733 /* Prevent destruction of quest levels and town */
1734 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1739 /* Paranoia -- Enforce maximum range */
1742 /* Clear the "maximal blast" area */
1743 for (y = 0; y < 32; y++)
1745 for (x = 0; x < 32; x++)
1751 /* Check around the epicenter */
1752 for (dy = -r; dy <= r; dy++)
1754 for (dx = -r; dx <= r; dx++)
1756 /* Extract the location */
1760 /* Skip illegal grids */
1761 if (!in_bounds(yy, xx)) continue;
1763 /* Skip distant grids */
1764 if (distance(cy, cx, yy, xx) > r) continue;
1766 /* Access the grid */
1767 c_ptr = &cave[yy][xx];
1769 /* Lose room and vault */
1770 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
1772 /* Lose light and knowledge */
1773 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
1775 /* Skip the epicenter */
1776 if (!dx && !dy) continue;
1778 /* Skip most grids */
1779 if (randint0(100) < 85) continue;
1781 /* Damage this grid */
1782 map[16+yy-cy][16+xx-cx] = TRUE;
1784 /* Hack -- Take note of player damage */
1785 if (player_bold(yy, xx)) hurt = TRUE;
1789 /* First, affect the player (if necessary) */
1790 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
1792 /* Check around the player */
1793 for (i = 0; i < 8; i++)
1795 /* Access the location */
1796 y = p_ptr->y + ddy_ddd[i];
1797 x = p_ptr->x + ddx_ddd[i];
1799 /* Skip non-empty grids */
1800 if (!cave_empty_bold(y, x)) continue;
1802 /* Important -- Skip "quake" grids */
1803 if (map[16+y-cy][16+x-cx]) continue;
1805 if (cave[y][x].m_idx) continue;
1807 /* Count "safe" grids */
1810 /* Randomize choice */
1811 if (randint0(sn) > 0) continue;
1813 /* Save the safe location */
1817 /* Random message */
1818 switch (randint1(3))
1822 msg_print(_("ダンジョンの壁が崩れた!", "The cave ceiling collapses!"));
1827 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!"));
1832 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!"));
1837 /* Hurt the player a lot */
1840 /* Message and damage */
1841 msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
1845 /* Destroy the grid, and push the player to safety */
1848 /* Calculate results */
1849 switch (randint1(3))
1853 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
1859 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
1860 damage = damroll(10, 4);
1861 (void)set_stun(p_ptr->stun + randint1(50));
1866 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!"));
1867 damage = damroll(10, 4);
1868 (void)set_stun(p_ptr->stun + randint1(50));
1873 /* Move the player to the safe location */
1874 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
1877 /* Important -- no wall on player */
1878 map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
1880 /* Take some damage */
1888 monster_type *m_ptr = &m_list[m_idx];
1890 /* Get the monster's real name */
1891 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1893 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
1897 killer = _("地震", "an earthquake");
1900 take_hit(DAMAGE_ATTACK, damage, killer, -1);
1904 /* Examine the quaked region */
1905 for (dy = -r; dy <= r; dy++)
1907 for (dx = -r; dx <= r; dx++)
1909 /* Extract the location */
1913 /* Skip unaffected grids */
1914 if (!map[16+yy-cy][16+xx-cx]) continue;
1916 /* Access the grid */
1917 c_ptr = &cave[yy][xx];
1919 if (c_ptr->m_idx == p_ptr->riding) continue;
1921 /* Process monsters */
1924 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1925 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1927 /* Quest monsters */
1928 if (r_ptr->flags1 & RF1_QUESTOR)
1930 /* No wall on quest monsters */
1931 map[16+yy-cy][16+xx-cx] = FALSE;
1936 /* Most monsters cannot co-exist with rock */
1937 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
1938 !(r_ptr->flags2 & (RF2_PASS_WALL)))
1942 /* Assume not safe */
1945 /* Monster can move to escape the wall */
1946 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
1948 /* Look for safety */
1949 for (i = 0; i < 8; i++)
1951 /* Access the grid */
1952 y = yy + ddy_ddd[i];
1953 x = xx + ddx_ddd[i];
1955 /* Skip non-empty grids */
1956 if (!cave_empty_bold(y, x)) continue;
1958 /* Hack -- no safety on glyph of warding */
1959 if (is_glyph_grid(&cave[y][x])) continue;
1960 if (is_explosive_rune_grid(&cave[y][x])) continue;
1962 /* ... nor on the Pattern */
1963 if (pattern_tile(y, x)) continue;
1965 /* Important -- Skip "quake" grids */
1966 if (map[16+y-cy][16+x-cx]) continue;
1968 if (cave[y][x].m_idx) continue;
1969 if (player_bold(y, x)) continue;
1971 /* Count "safe" grids */
1974 /* Randomize choice */
1975 if (randint0(sn) > 0) continue;
1977 /* Save the safe grid */
1982 /* Describe the monster */
1983 monster_desc(m_name, m_ptr, 0);
1985 /* Scream in pain */
1986 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);
1988 /* Take damage from the quake */
1989 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
1991 /* Monster is certainly awake */
1992 (void)set_monster_csleep(c_ptr->m_idx, 0);
1994 /* Apply damage directly */
1995 m_ptr->hp -= damage;
1997 /* Delete (not kill) "dead" monsters */
2000 if (!ignore_unview || is_seen(m_ptr))
2001 msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
2005 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
2009 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
2010 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
2015 delete_monster(yy, xx);
2017 /* No longer safe */
2021 /* Hack -- Escape from the rock */
2024 IDX m_idx_aux = cave[yy][xx].m_idx;
2026 /* Update the old location */
2027 cave[yy][xx].m_idx = 0;
2029 /* Update the new location */
2030 cave[sy][sx].m_idx = m_idx_aux;
2032 /* Move the monster */
2036 /* Update the monster (new location) */
2037 update_mon(m_idx, TRUE);
2039 /* Redraw the old grid */
2042 /* Redraw the new grid */
2050 /* Lose monster light */
2053 /* Examine the quaked region */
2054 for (dy = -r; dy <= r; dy++)
2056 for (dx = -r; dx <= r; dx++)
2058 /* Extract the location */
2062 /* Skip unaffected grids */
2063 if (!map[16+yy-cy][16+xx-cx]) continue;
2065 /* Access the cave grid */
2066 c_ptr = &cave[yy][xx];
2068 /* Paranoia -- never affect player */
2069 /* if (player_bold(yy, xx)) continue; */
2071 /* Destroy location (if valid) */
2072 if (cave_valid_bold(yy, xx))
2074 /* Delete objects */
2075 delete_object(yy, xx);
2077 /* Wall (or floor) type */
2078 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
2083 /* Create granite wall */
2084 cave_set_feat(yy, xx, feat_granite);
2090 /* Create quartz vein */
2091 cave_set_feat(yy, xx, feat_quartz_vein);
2097 /* Create magma vein */
2098 cave_set_feat(yy, xx, feat_magma_vein);
2105 cave_set_feat(yy, xx, floor_type[randint0(100)]);
2112 /* Process "re-glowing" */
2113 for (dy = -r; dy <= r; dy++)
2115 for (dx = -r; dx <= r; dx++)
2117 /* Extract the location */
2121 /* Skip illegal grids */
2122 if (!in_bounds(yy, xx)) continue;
2124 /* Skip distant grids */
2125 if (distance(cy, cx, yy, xx) > r) continue;
2127 /* Access the grid */
2128 c_ptr = &cave[yy][xx];
2130 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
2131 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
2136 for (ii = 0; ii < 9; ii++)
2138 yyy = yy + ddy_ddd[ii];
2139 xxx = xx + ddx_ddd[ii];
2140 if (!in_bounds2(yyy, xxx)) continue;
2141 cc_ptr = &cave[yyy][xxx];
2142 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2144 c_ptr->info |= CAVE_GLOW;
2153 /* Mega-Hack -- Forget the view and lite */
2154 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2156 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
2158 /* Update the health bar */
2159 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
2162 p_ptr->redraw |= (PR_MAP);
2164 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2166 if (p_ptr->special_defense & NINJA_S_STEALTH)
2168 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2176 * @brief 地震処理(プレイヤーの中心発動) /
2177 * Induce an "earthquake" of the given radius at the given location.
2178 * @return 効力があった場合TRUEを返す
2183 bool earthquake(POSITION cy, POSITION cx, POSITION r)
2185 return earthquake_aux(cy, cx, r, 0);
2192 void discharge_minion(void)
2197 for (i = 1; i < m_max; i++)
2199 monster_type *m_ptr = &m_list[i];
2200 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2201 if (m_ptr->nickname) okay = FALSE;
2203 if (!okay || p_ptr->riding)
2205 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? ")))
2208 for (i = 1; i < m_max; i++)
2211 monster_type *m_ptr = &m_list[i];
2212 monster_race *r_ptr;
2214 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2215 r_ptr = &r_info[m_ptr->r_idx];
2217 /* Uniques resist discharging */
2218 if (r_ptr->flags1 & RF1_UNIQUE)
2221 monster_desc(m_name, m_ptr, 0x00);
2222 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);
2223 delete_monster_idx(i);
2226 dam = m_ptr->maxhp / 2;
2227 if (dam > 100) dam = (dam-100)/2 + 100;
2228 if (dam > 400) dam = (dam-400)/2 + 400;
2229 if (dam > 800) dam = 800;
2230 project(i, 2+(r_ptr->level/20), m_ptr->fy,
2231 m_ptr->fx, dam, GF_PLASMA,
2232 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
2234 if (record_named_pet && m_ptr->nickname)
2238 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2239 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
2242 delete_monster_idx(i);
2248 * @brief 部屋全体を照らすサブルーチン
2252 * This routine clears the entire "temp" set.
2253 * This routine will Perma-Lite all "temp" grids.
2254 * This routine is used (only) by "lite_room()"
2255 * Dark grids are illuminated.
2256 * Also, process all affected monsters.
2258 * SMART monsters always wake up when illuminated
2259 * NORMAL monsters wake up 1/4 the time when illuminated
2260 * STUPID monsters wake up 1/10 the time when illuminated
2263 static void cave_temp_room_lite(void)
2267 /* Clear them all */
2268 for (i = 0; i < temp_n; i++)
2270 POSITION y = temp_y[i];
2271 POSITION x = temp_x[i];
2273 cave_type *c_ptr = &cave[y][x];
2275 /* No longer in the array */
2276 c_ptr->info &= ~(CAVE_TEMP);
2278 /* Update only non-CAVE_GLOW grids */
2279 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
2282 c_ptr->info |= (CAVE_GLOW);
2284 /* Process affected monsters */
2289 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2291 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2293 /* Update the monster */
2294 update_mon(c_ptr->m_idx, FALSE);
2296 /* Stupid monsters rarely wake up */
2297 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
2299 /* Smart monsters always wake up */
2300 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
2302 /* Sometimes monsters wake up */
2303 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
2306 (void)set_monster_csleep(c_ptr->m_idx, 0);
2308 /* Notice the "waking up" */
2313 /* Acquire the monster name */
2314 monster_desc(m_name, m_ptr, 0);
2316 /* Dump a message */
2317 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2328 update_local_illumination(y, x);
2338 * @brief 部屋全体を暗くするサブルーチン
2342 * This routine clears the entire "temp" set.
2343 * This routine will "darken" all "temp" grids.
2344 * In addition, some of these grids will be "unmarked".
2345 * This routine is used (only) by "unlite_room()"
2346 * Also, process all affected monsters
2349 static void cave_temp_room_unlite(void)
2353 /* Clear them all */
2354 for (i = 0; i < temp_n; i++)
2356 POSITION y = temp_y[i];
2357 POSITION x = temp_x[i];
2360 cave_type *c_ptr = &cave[y][x];
2361 bool do_dark = !is_mirror_grid(c_ptr);
2363 /* No longer in the array */
2364 c_ptr->info &= ~(CAVE_TEMP);
2366 /* Darken the grid */
2369 if (dun_level || !is_daytime())
2371 for (j = 0; j < 9; j++)
2373 int by = y + ddy_ddd[j];
2374 int bx = x + ddx_ddd[j];
2376 if (in_bounds2(by, bx))
2378 cave_type *cc_ptr = &cave[by][bx];
2380 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2388 if (!do_dark) continue;
2391 c_ptr->info &= ~(CAVE_GLOW);
2393 /* Hack -- Forget "boring" grids */
2394 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
2396 /* Forget the grid */
2397 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
2402 /* Process affected monsters */
2405 /* Update the monster */
2406 update_mon(c_ptr->m_idx, FALSE);
2412 update_local_illumination(y, x);
2422 * @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
2425 * @param pass_bold 地形条件を返す関数ポインタ
2428 static int next_to_open(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2435 for (i = 0; i < 16; i++)
2437 y = cy + ddy_cdd[i % 8];
2438 x = cx + ddx_cdd[i % 8];
2440 /* Found a wall, break the length */
2441 if (!pass_bold(y, x))
2443 /* Track best length */
2457 return (MAX(len, blen));
2461 * @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
2464 * @param pass_bold 地形条件を返す関数ポインタ
2467 static int next_to_walls_adj(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2473 for (i = 0; i < 8; i++)
2475 y = cy + ddy_ddd[i];
2476 x = cx + ddx_ddd[i];
2478 if (!pass_bold(y, x)) c++;
2486 * @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
2487 * @param y 部屋内のy座標1点
2488 * @param x 部屋内のx座標1点
2489 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
2490 * @param pass_bold 地形条件を返す関数ポインタ
2493 static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pass_bold)(POSITION, POSITION))
2498 c_ptr = &cave[y][x];
2500 /* Avoid infinite recursion */
2501 if (c_ptr->info & (CAVE_TEMP)) return;
2503 /* Do not "leave" the current room */
2504 if (!(c_ptr->info & (CAVE_ROOM)))
2506 if (only_room) return;
2509 if (!in_bounds2(y, x)) return;
2511 /* Do not exceed the maximum spell range */
2512 if (distance(p_ptr->y, p_ptr->x, y, x) > MAX_RANGE) return;
2514 /* Verify this grid */
2516 * The reason why it is ==6 instead of >5 is that 8 is impossible
2517 * due to the check for cave_bold above.
2518 * 7 lights dead-end corridors (you need to do this for the
2519 * checkboard interesting rooms, so that the boundary is lit
2521 * This leaves only a check for 6 bounding walls!
2523 if (in_bounds(y, x) && pass_bold(y, x) &&
2524 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
2527 /* Paranoia -- verify space */
2528 if (temp_n == TEMP_MAX) return;
2530 /* Mark the grid as "seen" */
2531 c_ptr->info |= (CAVE_TEMP);
2533 /* Add it to the "seen" set */
2540 * @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
2543 * @return 光を通すならばtrueを返す。
2545 static bool cave_pass_lite_bold(POSITION y, POSITION x)
2547 return cave_los_bold(y, x);
2551 * @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
2556 static void cave_temp_lite_room_aux(POSITION y, POSITION x)
2558 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
2562 * @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
2565 * @return 射線を通すならばtrueを返す。
2567 static bool cave_pass_dark_bold(POSITION y, POSITION x)
2569 return cave_have_flag_bold(y, x, FF_PROJECT);
2574 * @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
2579 static void cave_temp_unlite_room_aux(POSITION y, POSITION x)
2581 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
2586 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
2591 void lite_room(POSITION y1, POSITION x1)
2596 /* Add the initial grid */
2597 cave_temp_lite_room_aux(y1, x1);
2599 /* While grids are in the queue, add their neighbors */
2600 for (i = 0; i < temp_n; i++)
2602 x = temp_x[i], y = temp_y[i];
2604 /* Walls get lit, but stop light */
2605 if (!cave_pass_lite_bold(y, x)) continue;
2607 /* Spread adjacent */
2608 cave_temp_lite_room_aux(y + 1, x);
2609 cave_temp_lite_room_aux(y - 1, x);
2610 cave_temp_lite_room_aux(y, x + 1);
2611 cave_temp_lite_room_aux(y, x - 1);
2613 /* Spread diagonal */
2614 cave_temp_lite_room_aux(y + 1, x + 1);
2615 cave_temp_lite_room_aux(y - 1, x - 1);
2616 cave_temp_lite_room_aux(y - 1, x + 1);
2617 cave_temp_lite_room_aux(y + 1, x - 1);
2620 /* Now, lite them all up at once */
2621 cave_temp_room_lite();
2623 if (p_ptr->special_defense & NINJA_S_STEALTH)
2625 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2631 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
2636 void unlite_room(POSITION y1, POSITION x1)
2641 /* Add the initial grid */
2642 cave_temp_unlite_room_aux(y1, x1);
2644 /* Spread, breadth first */
2645 for (i = 0; i < temp_n; i++)
2647 x = temp_x[i], y = temp_y[i];
2649 /* Walls get dark, but stop darkness */
2650 if (!cave_pass_dark_bold(y, x)) continue;
2652 /* Spread adjacent */
2653 cave_temp_unlite_room_aux(y + 1, x);
2654 cave_temp_unlite_room_aux(y - 1, x);
2655 cave_temp_unlite_room_aux(y, x + 1);
2656 cave_temp_unlite_room_aux(y, x - 1);
2658 /* Spread diagonal */
2659 cave_temp_unlite_room_aux(y + 1, x + 1);
2660 cave_temp_unlite_room_aux(y - 1, x - 1);
2661 cave_temp_unlite_room_aux(y - 1, x + 1);
2662 cave_temp_unlite_room_aux(y + 1, x - 1);
2665 /* Now, darken them all at once */
2666 cave_temp_room_unlite();
2672 * @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
2675 * @return 作用が実際にあった場合TRUEを返す
2677 bool lite_area(HIT_POINT dam, POSITION rad)
2679 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2681 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
2683 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
2687 /* Hack -- Message */
2690 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
2693 /* Hook into the "project()" function */
2694 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1);
2696 /* Lite up the room */
2697 lite_room(p_ptr->y, p_ptr->x);
2705 * @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
2708 * @return 作用が実際にあった場合TRUEを返す
2710 bool unlite_area(HIT_POINT dam, POSITION rad)
2712 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2714 /* Hack -- Message */
2717 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
2720 /* Hook into the "project()" function */
2721 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1);
2723 /* Lite up the room */
2724 unlite_room(p_ptr->y, p_ptr->x);
2733 * @brief ボール系スペルの発動 / Cast a ball spell
2735 * @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)
2738 * @return 作用が実際にあった場合TRUEを返す
2741 * Stop if we hit a monster, act as a "ball"
2742 * Allow "target" mode to pass over monsters
2743 * Affect grids, objects, and monsters
2746 bool fire_ball(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2750 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2752 if (typ == GF_CHARM_LIVING) flg|= PROJECT_HIDE;
2753 /* Use the given direction */
2754 tx = p_ptr->x + 99 * ddx[dir];
2755 ty = p_ptr->y + 99 * ddy[dir];
2757 /* Hack -- Use an actual "target" */
2758 if ((dir == 5) && target_okay())
2760 flg &= ~(PROJECT_STOP);
2765 /* Analyze the "dir" and the "target". Hurt items on floor. */
2766 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2770 * @brief ブレス系スペルの発動 / Cast a breath spell
2772 * @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)
2775 * @return 作用が実際にあった場合TRUEを返す
2778 * Stop if we hit a monster, act as a "ball"
2779 * Allow "target" mode to pass over monsters
2780 * Affect grids, objects, and monsters
2783 bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2785 return fire_ball(typ, dir, dam, -rad);
2790 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
2792 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2795 * @return 作用が実際にあった場合TRUEを返す
2798 * Stop if we hit a monster, act as a "ball"
2799 * Allow "target" mode to pass over monsters
2800 * Affect grids, objects, and monsters
2803 bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2806 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2808 /* Use the given direction */
2809 tx = p_ptr->x + 99 * ddx[dir];
2810 ty = p_ptr->y + 99 * ddy[dir];
2812 /* Hack -- Use an actual "target" */
2813 if ((dir == 5) && target_okay())
2819 /* Analyze the "dir" and the "target". Hurt items on floor. */
2820 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2825 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
2827 * @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)
2830 * @return 作用が実際にあった場合TRUEを返す
2833 * Stop if we hit a monster, act as a "ball"
2834 * Allow "target" mode to pass over monsters
2835 * Affect grids, objects, and monsters
2838 bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2841 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
2843 /* Use the given direction */
2844 tx = p_ptr->x + 99 * ddx[dir];
2845 ty = p_ptr->y + 99 * ddy[dir];
2847 /* Hack -- Use an actual "target" */
2848 if ((dir == 5) && target_okay())
2850 flg &= ~(PROJECT_STOP);
2855 /* Analyze the "dir" and the "target". Hurt items on floor. */
2856 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2861 * @brief メテオ系スペルの発動 / Cast a meteor spell
2862 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
2868 * @return 作用が実際にあった場合TRUEを返す
2871 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
2872 * player, or outside source, that starts out at an arbitrary location, and
2873 * leaving no trail from the "caster" to the target. This function is
2874 * especially useful for bombardments and similar. -LM-
2875 * Option to hurt the player.
2878 bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
2880 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2882 /* Analyze the "target" and the caster. */
2883 return (project(who, rad, y, x, dam, typ, flg, -1));
2888 * @brief ブラスト系スペルの発動 / Cast a blast spell
2890 * @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)
2895 * @return 作用が実際にあった場合TRUEを返す
2897 bool fire_blast(EFFECT_ID typ, DIRECTION dir, int dd, int ds, int num, int dev)
2901 POSITION ty, tx, y, x;
2904 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
2909 /* Use the given direction */
2912 ly = ty = p_ptr->y + 20 * ddy[dir];
2913 lx = tx = p_ptr->x + 20 * ddx[dir];
2916 /* Use an actual "target" */
2917 else /* if (dir == 5) */
2922 lx = 20 * (tx - p_ptr->x) + p_ptr->x;
2923 ly = 20 * (ty - p_ptr->y) + p_ptr->y;
2926 ld = distance(p_ptr->y, p_ptr->x, ly, lx);
2929 for (i = 0; i < num; i++)
2933 /* Get targets for some bolts */
2934 y = rand_spread(ly, ld * dev / 20);
2935 x = rand_spread(lx, ld * dev / 20);
2937 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
2940 /* Analyze the "dir" and the "target". */
2941 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
2952 * @brief モンスターとの位置交換処理 / Switch position with a monster.
2953 * @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)
2954 * @return 作用が実際にあった場合TRUEを返す
2956 bool teleport_swap(DIRECTION dir)
2960 monster_type* m_ptr;
2961 monster_race* r_ptr;
2963 if ((dir == 5) && target_okay())
2970 tx = p_ptr->x + ddx[dir];
2971 ty = p_ptr->y + ddy[dir];
2973 c_ptr = &cave[ty][tx];
2975 if (p_ptr->anti_tele)
2977 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
2981 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
2983 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
2989 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10))
2991 msg_print(_("失敗した。", "Failed to swap."));
2997 m_ptr = &m_list[c_ptr->m_idx];
2998 r_ptr = &r_info[m_ptr->r_idx];
3000 (void)set_monster_csleep(c_ptr->m_idx, 0);
3002 if (r_ptr->flagsr & RFR_RES_TELE)
3004 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
3006 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
3012 sound(SOUND_TELEPORT);
3014 /* Swap the player and monster */
3015 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
3023 * @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)
3025 * @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)
3028 * @return 作用が実際にあった場合TRUEを返す
3030 bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
3034 /* Pass through the target if needed */
3035 flg |= (PROJECT_THRU);
3037 /* Use the given direction */
3038 tx = p_ptr->x + ddx[dir];
3039 ty = p_ptr->y + ddy[dir];
3041 /* Hack -- Use an actual "target" */
3042 if ((dir == 5) && target_okay())
3048 /* Analyze the "dir" and the "target", do NOT explode */
3049 return (project(0, 0, ty, tx, dam, typ, flg, -1));
3054 * @brief ボルト系スペルの発動 / Cast a bolt spell.
3056 * @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)
3058 * @return 作用が実際にあった場合TRUEを返す
3061 * Stop if we hit a monster, as a "bolt".
3062 * Affect monsters and grids (not objects).
3065 bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3067 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
3068 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
3069 return (project_hook(typ, dir, dam, flg));
3074 * @brief ビーム系スペルの発動 / Cast a beam spell.
3076 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3078 * @return 作用が実際にあった場合TRUEを返す
3081 * Pass through monsters, as a "beam".
3082 * Affect monsters, grids and objects.
3085 bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3087 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
3088 return (project_hook(typ, dir, dam, flg));
3093 * @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.
3094 * @param prob ビーム化する確率(%)
3096 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3098 * @return 作用が実際にあった場合TRUEを返す
3101 * Pass through monsters, as a "beam".
3102 * Affect monsters, grids and objects.
3105 bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3107 if (randint0(100) < prob)
3109 return (fire_beam(typ, dir, dam));
3113 return (fire_bolt(typ, dir, dam));
3118 * @brief LITE_WEAK属性による光源ビーム処理
3119 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3121 * @return 作用が実際にあった場合TRUEを返す
3123 bool lite_line(DIRECTION dir, HIT_POINT dam)
3125 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
3126 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
3131 * @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)
3133 * @return 作用が実際にあった場合TRUEを返す
3135 bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam)
3137 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3138 return (project_hook(GF_HYPODYNAMIA, dir, dam, flg));
3143 * @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)
3145 * @return 作用が実際にあった場合TRUEを返す
3147 bool wall_to_mud(DIRECTION dir, HIT_POINT dam)
3149 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3150 return (project_hook(GF_KILL_WALL, dir, dam, flg));
3155 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3156 * @return 作用が実際にあった場合TRUEを返す
3158 bool wizard_lock(DIRECTION dir)
3160 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3161 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
3166 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3167 * @return 作用が実際にあった場合TRUEを返す
3169 bool destroy_door(DIRECTION dir)
3171 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3172 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
3177 * @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)
3178 * @return 作用が実際にあった場合TRUEを返す
3180 bool disarm_trap(DIRECTION dir)
3182 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3183 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
3188 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3190 * @return 作用が実際にあった場合TRUEを返す
3192 bool heal_monster(DIRECTION dir, HIT_POINT dam)
3194 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3195 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
3200 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3202 * @return 作用が実際にあった場合TRUEを返す
3204 bool speed_monster(DIRECTION dir, int power)
3206 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3207 return (project_hook(GF_OLD_SPEED, dir, power, flg));
3212 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3214 * @return 作用が実際にあった場合TRUEを返す
3216 bool slow_monster(DIRECTION dir, int power)
3218 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3219 return (project_hook(GF_OLD_SLOW, dir, power, flg));
3224 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3226 * @return 作用が実際にあった場合TRUEを返す
3228 bool sleep_monster(DIRECTION dir, int power)
3230 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3231 return (project_hook(GF_OLD_SLEEP, dir, power, flg));
3235 * @brief モンスター拘束(STASIS)処理
3236 * @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)
3237 * @return 作用が実際にあった場合TRUEを返す
3238 * @details 威力はプレイヤーレベル*2に固定
3240 bool stasis_monster(DIRECTION dir)
3242 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
3246 * @brief 邪悪なモンスター拘束(STASIS)処理
3247 * @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)
3248 * @return 作用が実際にあった場合TRUEを返す
3249 * @details 威力はプレイヤーレベル*2に固定
3251 bool stasis_evil(DIRECTION dir)
3253 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
3258 * @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)
3259 * @param plev プレイヤーレベル(=効力)
3260 * @return 作用が実際にあった場合TRUEを返す
3262 bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev)
3264 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3265 return (project_hook(GF_OLD_CONF, dir, plev, flg));
3270 * @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)
3271 * @param plev プレイヤーレベル(=効力)
3272 * @return 作用が実際にあった場合TRUEを返す
3274 bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev)
3276 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3277 return (project_hook(GF_STUN, dir, plev, flg));
3281 * @brief チェンジモンスター処理
3282 * @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)
3284 * @return 作用が実際にあった場合TRUEを返す
3286 bool poly_monster(DIRECTION dir, int power)
3288 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3289 bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
3291 chg_virtue(V_CHANCE, 1);
3296 * @brief クローンモンスター処理
3297 * @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)
3298 * @return 作用が実際にあった場合TRUEを返す
3300 bool clone_monster(DIRECTION dir)
3302 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3303 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
3308 * @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)
3309 * @param plev プレイヤーレベル(=効力)
3310 * @return 作用が実際にあった場合TRUEを返す
3312 bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev)
3314 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3315 return (project_hook(GF_TURN_ALL, dir, plev, flg));
3320 * @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)
3321 * @param plev プレイヤーレベル(効力はplev*200)
3322 * @return 作用が実際にあった場合TRUEを返す
3324 bool death_ray(DIRECTION dir, PLAYER_LEVEL plev)
3326 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3327 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
3331 * @brief モンスター用テレポート処理
3332 * @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)
3333 * @param distance 移動距離
3334 * @return 作用が実際にあった場合TRUEを返す
3336 bool teleport_monster(DIRECTION dir, int distance)
3338 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
3339 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
3343 * @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)
3344 * @return 作用が実際にあった場合TRUEを返す
3346 bool door_creation(void)
3348 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3349 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_DOOR, flg, -1));
3353 * @brief トラップ生成処理(起点から周囲1マス)
3356 * @return 作用が実際にあった場合TRUEを返す
3358 bool trap_creation(POSITION y, POSITION x)
3360 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3361 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
3365 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
3366 * @return 作用が実際にあった場合TRUEを返す
3368 bool tree_creation(void)
3370 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3371 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_TREE, flg, -1));
3375 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
3376 * @return 作用が実際にあった場合TRUEを返す
3378 bool glyph_creation(void)
3380 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
3381 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_GLYPH, flg, -1));
3385 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
3386 * @return 作用が実際にあった場合TRUEを返す
3388 bool wall_stone(void)
3390 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3392 bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
3394 p_ptr->update |= (PU_FLOW);
3397 p_ptr->redraw |= (PR_MAP);
3403 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
3404 * @return 作用が実際にあった場合TRUEを返す
3406 bool destroy_doors_touch(void)
3408 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3409 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_DOOR, flg, -1));
3413 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
3414 * @return 作用が実際にあった場合TRUEを返す
3416 bool disarm_traps_touch(void)
3418 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3419 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_TRAP, flg, -1));
3423 * @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)
3424 * @return 作用が実際にあった場合TRUEを返す
3426 bool sleep_monsters_touch(void)
3428 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
3429 return (project(0, 1, p_ptr->y, p_ptr->x, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
3434 * @brief 死者復活処理(起点より周囲5マス)
3435 * @param who 術者モンスターID(0ならばプレイヤー)
3438 * @return 作用が実際にあった場合TRUEを返す
3440 bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x)
3442 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
3443 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
3448 * @return 作用が実際にあった場合TRUEを返す
3450 void call_chaos(void)
3452 int Chaos_type, dummy, dir;
3453 PLAYER_LEVEL plev = p_ptr->lev;
3454 bool line_chaos = FALSE;
3456 int hurt_types[31] =
3458 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
3459 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
3460 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
3461 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
3462 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
3463 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
3464 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
3465 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
3468 Chaos_type = hurt_types[randint0(31)];
3469 if (one_in_(4)) line_chaos = TRUE;
3473 for (dummy = 1; dummy < 10; dummy++)
3478 fire_beam(Chaos_type, dummy, 150);
3480 fire_ball(Chaos_type, dummy, 150, 2);
3484 else if (one_in_(3))
3486 fire_ball(Chaos_type, 0, 500, 8);
3490 if (!get_aim_dir(&dir)) return;
3492 fire_beam(Chaos_type, dir, 250);
3494 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
3499 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
3500 * @param stop_ty 再帰処理停止フラグ
3502 * @return 作用が実際にあった場合TRUEを返す
3505 * rr9: Stop the nasty things when a Cyberdemon is summoned
3506 * or the player gets paralyzed.
3509 bool activate_ty_curse(bool stop_ty, int *count)
3513 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3517 switch (randint1(34))
3522 msg_print(_("地面が揺れた...", "The ground trembles..."));
3523 earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
3524 if (!one_in_(6)) break;
3529 HIT_POINT dam = damroll(10, 10);
3530 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!"));
3531 project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1);
3532 take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
3533 if (!one_in_(6)) break;
3538 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
3539 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
3540 if (randint0(13)) (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3541 if (!one_in_(6)) break;
3544 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3548 project(0, 7, p_ptr->y, p_ptr->x, 50, GF_KILL_WALL, flg, -1);
3549 take_hit(DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
3551 if (!one_in_(6)) break;
3552 case 1: case 2: case 3: case 16: case 17:
3553 aggravate_monsters(0);
3554 if (!one_in_(6)) break;
3555 case 4: case 5: case 6:
3556 (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3557 if (!one_in_(6)) break;
3558 case 7: case 8: case 9: case 18:
3559 (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
3560 if (!one_in_(6)) break;
3561 case 10: case 11: case 12:
3562 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..."));
3563 lose_exp(p_ptr->exp / 16);
3564 if (!one_in_(6)) break;
3565 case 13: case 14: case 15: case 19: case 20:
3566 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
3572 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
3573 if (p_ptr->free_act)
3574 set_paralyzed(p_ptr->paralyzed + randint1(3));
3576 set_paralyzed(p_ptr->paralyzed + randint1(13));
3579 if (!one_in_(6)) break;
3580 case 21: case 22: case 23:
3581 (void)do_dec_stat(randint0(6));
3582 if (!one_in_(6)) break;
3584 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
3586 if (!one_in_(6)) break;
3589 * Only summon Cyberdemons deep in the dungeon.
3591 if ((dun_level > 65) && !stop_ty)
3593 (*count) += summon_cyber(-1, p_ptr->y, p_ptr->x);
3597 if (!one_in_(6)) break;
3603 (void)do_dec_stat(i);
3611 while (one_in_(3) && !stop_ty);
3617 * @brief HI_SUMMON(上級召喚)処理発動
3620 * @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
3621 * @return 作用が実際にあった場合TRUEを返す
3623 int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
3628 BIT_FLAGS mode = PM_ALLOW_GROUP;
3635 mode |= PM_FORCE_FRIENDLY;
3639 mode |= PM_FORCE_PET;
3644 if (!pet) mode |= PM_NO_PET;
3646 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
3648 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
3650 switch (randint1(25) + (dun_level / 20))
3653 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
3656 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
3659 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
3662 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
3665 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
3668 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
3671 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
3674 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
3678 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
3682 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
3685 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3686 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
3689 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3690 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
3693 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
3696 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3697 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
3706 * @brief サイバーデーモンの召喚
3707 * @param who 召喚主のモンスターID(0ならばプレイヤー)
3710 * @return 作用が実際にあった場合TRUEを返す
3712 int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x)
3715 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
3717 BIT_FLAGS mode = PM_ALLOW_GROUP;
3719 /* Summoned by a monster */
3722 monster_type *m_ptr = &m_list[who];
3723 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
3726 if (max_cyber > 4) max_cyber = 4;
3728 for (i = 0; i < max_cyber; i++)
3730 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode);
3737 * @brief 周辺破壊効果(プレイヤー中心)
3738 * @return 作用が実際にあった場合TRUEを返す
3740 void wall_breaker(void)
3743 POSITION y = 0, x = 0;
3744 int attempts = 1000;
3746 if (randint1(80 + p_ptr->lev) < 70)
3750 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
3752 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
3754 if (!player_bold(y, x)) break;
3757 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3758 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3760 else if (randint1(100) > 30)
3762 earthquake(p_ptr->y, p_ptr->x, 1);
3766 int num = damroll(5, 3);
3768 for (i = 0; i < num; i++)
3772 scatter(&y, &x, p_ptr->y, p_ptr->x, 10, 0);
3774 if (!player_bold(y, x)) break;
3777 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3778 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3785 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
3787 * @return 作用が実際にあった場合TRUEを返す
3789 bool confuse_monsters(HIT_POINT dam)
3791 return (project_hack(GF_OLD_CONF, dam));
3796 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
3798 * @return 作用が実際にあった場合TRUEを返す
3800 bool charm_monsters(HIT_POINT dam)
3802 return (project_hack(GF_CHARM, dam));
3807 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
3809 * @return 作用が実際にあった場合TRUEを返す
3811 bool charm_animals(HIT_POINT dam)
3813 return (project_hack(GF_CONTROL_ANIMAL, dam));
3818 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
3820 * @return 作用が実際にあった場合TRUEを返す
3822 bool stun_monsters(HIT_POINT dam)
3824 return (project_hack(GF_STUN, dam));
3829 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
3831 * @return 作用が実際にあった場合TRUEを返す
3833 bool stasis_monsters(HIT_POINT dam)
3835 return (project_hack(GF_STASIS, dam));
3840 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
3842 * @return 作用が実際にあった場合TRUEを返す
3844 bool mindblast_monsters(HIT_POINT dam)
3846 return (project_hack(GF_PSI, dam));
3851 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
3852 * @param dist 効力(距離)
3853 * @return 作用が実際にあった場合TRUEを返す
3855 bool banish_monsters(int dist)
3857 return (project_hack(GF_AWAY_ALL, dist));
3862 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
3864 * @return 作用が実際にあった場合TRUEを返す
3866 bool turn_evil(HIT_POINT dam)
3868 return (project_hack(GF_TURN_EVIL, dam));
3873 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
3875 * @return 作用が実際にあった場合TRUEを返す
3877 bool turn_monsters(HIT_POINT dam)
3879 return (project_hack(GF_TURN_ALL, dam));
3884 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
3885 * @return 作用が実際にあった場合TRUEを返す
3887 bool deathray_monsters(void)
3889 return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
3893 * @brief チャーム・モンスター(1体)
3894 * @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)
3896 * @return 作用が実際にあった場合TRUEを返す
3898 bool charm_monster(DIRECTION dir, PLAYER_LEVEL plev)
3900 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3901 return (project_hook(GF_CHARM, dir, plev, flg));
3905 * @brief アンデッド支配(1体)
3906 * @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)
3908 * @return 作用が実際にあった場合TRUEを返す
3910 bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev)
3912 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3913 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
3918 * @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)
3920 * @return 作用が実際にあった場合TRUEを返す
3922 bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev)
3924 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3925 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
3930 * @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)
3932 * @return 作用が実際にあった場合TRUEを返す
3934 bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev)
3936 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3937 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
3943 * @param success 判定成功上の処理ならばTRUE
3944 * @return 作用が実際にあった場合TRUEを返す
3946 bool kawarimi(bool success)
3949 object_type *q_ptr = &forge;
3952 if (p_ptr->is_dead) return FALSE;
3953 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
3954 if (randint0(200) < p_ptr->stun) return FALSE;
3956 if (!success && one_in_(3))
3958 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
3959 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3960 p_ptr->redraw |= (PR_STATUS);
3967 teleport_player(10 + randint1(90), 0L);
3971 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
3973 q_ptr->pval = MON_NINJA;
3975 /* Drop it in the dungeon */
3976 (void)drop_near(q_ptr, -1, y, x);
3979 if (success) msg_print("攻撃を受ける前に素早く身をひるがえした。");
3980 else msg_print("失敗!攻撃を受けてしまった。");
3982 if (success) msg_print("You have turned around just before the attack hit you.");
3983 else msg_print("Failed! You are hit by the attack.");
3986 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3987 p_ptr->redraw |= (PR_STATUS);
3995 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
3996 * @param mdeath 目標モンスターが死亡したかを返す
3997 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
3999 bool rush_attack(bool *mdeath)
4006 bool tmp_mdeath = FALSE;
4009 if (mdeath) *mdeath = FALSE;
4012 if (!get_aim_dir(&dir)) return FALSE;
4014 /* Use the given direction */
4015 tx = p_ptr->x + project_length * ddx[dir];
4016 ty = p_ptr->y + project_length * ddy[dir];
4018 /* Hack -- Use an actual "target" */
4019 if ((dir == 5) && target_okay())
4025 if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
4027 path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
4030 /* No need to move */
4031 if (!path_n) return TRUE;
4033 /* Use ty and tx as to-move point */
4037 /* Project along the path */
4038 for (i = 0; i < path_n; i++)
4040 monster_type *m_ptr;
4042 int ny = GRID_Y(path_g[i]);
4043 int nx = GRID_X(path_g[i]);
4045 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
4050 /* Go to next grid */
4054 if (!cave[ny][nx].m_idx)
4058 msg_print(_("失敗!", "Failed!"));
4062 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
4069 /* Move player before updating the monster */
4070 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4072 /* Update the monster */
4073 update_mon(cave[ny][nx].m_idx, TRUE);
4075 /* Found a monster */
4076 m_ptr = &m_list[cave[ny][nx].m_idx];
4078 if (tm_idx != cave[ny][nx].m_idx)
4081 msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "",
4082 m_ptr->ml ? "モンスター" : "何か");
4084 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
4087 else if (!player_bold(ty, tx))
4089 /* Hold the monster name */
4092 /* Get the monster name (BEFORE polymorphing) */
4093 monster_desc(m_name, m_ptr, 0);
4094 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
4097 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4099 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
4104 if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4106 if (mdeath) *mdeath = tmp_mdeath;
4112 * @brief 全鏡の消去 / Remove all mirrors in this floor
4113 * @param explode 爆発処理を伴うならばTRUE
4116 void remove_all_mirrors(bool explode)
4120 for (x = 0; x < cur_wid; x++)
4122 for (y = 0; y < cur_hgt; y++)
4124 if (is_mirror_grid(&cave[y][x]))
4126 remove_mirror(y, x);
4128 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
4129 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
4136 * @brief 『一つの指輪』の効果処理 /
4137 * Hack -- activate the ring of power
4138 * @param dir 発動の方向ID
4141 void ring_of_power(DIRECTION dir)
4143 /* Pick a random effect */
4144 switch (randint1(10))
4149 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."));
4152 /* Decrease all stats (permanently) */
4153 (void)dec_stat(A_STR, 50, TRUE);
4154 (void)dec_stat(A_INT, 50, TRUE);
4155 (void)dec_stat(A_WIS, 50, TRUE);
4156 (void)dec_stat(A_DEX, 50, TRUE);
4157 (void)dec_stat(A_CON, 50, TRUE);
4158 (void)dec_stat(A_CHR, 50, TRUE);
4160 /* Lose some experience (permanently) */
4161 p_ptr->exp -= (p_ptr->exp / 4);
4162 p_ptr->max_exp -= (p_ptr->exp / 4);
4170 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."));
4172 /* Dispel monsters */
4173 dispel_monsters(1000);
4183 fire_ball(GF_MANA, dir, 600, 3);
4194 fire_bolt(GF_MANA, dir, 500);
4202 * @brief 運命の輪、並びにカオス的な効果の発動
4203 * @param spell ランダムな効果を選択するための基準ID
4206 void wild_magic(int spell)
4209 int type = SUMMON_MOLD + randint0(6);
4211 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
4212 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
4214 switch (randint1(spell) + randint1(8) + 1)
4219 teleport_player(10, TELEPORT_PASSIVE);
4224 teleport_player(100, TELEPORT_PASSIVE);
4228 teleport_player(200, TELEPORT_PASSIVE);
4238 lite_area(damroll(2, 3), 2);
4241 destroy_doors_touch();
4246 sleep_monsters_touch();
4250 trap_creation(p_ptr->y, p_ptr->x);
4259 aggravate_monsters(0);
4262 earthquake(p_ptr->y, p_ptr->x, 5);
4266 (void)gain_random_mutation(0);
4270 apply_disenchant(1);
4276 fire_ball(GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
4283 while (counter++ < 8)
4285 (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET));
4290 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4293 (void)summon_cyber(-1, p_ptr->y, p_ptr->x);
4298 (void)activate_ty_curse(FALSE, &count);
4307 * @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。
4308 * / Drop 10+1d10 meteor ball at random places near the player
4313 void cast_meteor(HIT_POINT dam, POSITION rad)
4316 int b = 10 + randint1(10);
4318 for (i = 0; i < b; i++)
4320 POSITION y = 0, x = 0;
4323 for (count = 0; count <= 20; count++)
4327 x = p_ptr->x - 8 + randint0(17);
4328 y = p_ptr->y - 8 + randint0(17);
4330 dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
4331 dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
4333 /* Approximate distance */
4334 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4336 if (d >= 9) continue;
4338 if (!in_bounds(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)
4339 || !cave_have_flag_bold(y, x, FF_PROJECT)) continue;
4341 /* Valid position */
4345 if (count > 20) continue;
4347 project(0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
4353 * @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。
4356 * @return ターゲットを指定し、実行したならばTRUEを返す。
4358 bool cast_wrath_of_the_god(HIT_POINT dam, POSITION rad)
4360 POSITION x, y, tx, ty;
4364 int b = 10 + randint1(10);
4366 if (!get_aim_dir(&dir)) return FALSE;
4368 /* Use the given direction */
4369 tx = p_ptr->x + 99 * ddx[dir];
4370 ty = p_ptr->y + 99 * ddy[dir];
4372 /* Hack -- Use an actual "target" */
4373 if ((dir == 5) && target_okay())
4384 /* Hack -- Stop at the target */
4385 if ((y == ty) && (x == tx)) break;
4389 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
4391 /* Stop at maximum range */
4392 if (MAX_RANGE <= distance(p_ptr->y, p_ptr->x, ny, nx)) break;
4394 /* Stopped by walls/doors */
4395 if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
4397 /* Stopped by monsters */
4398 if ((dir != 5) && cave[ny][nx].m_idx != 0) break;
4400 /* Save the new location */
4407 for (i = 0; i < b; i++)
4409 int count = 20, d = 0;
4415 x = tx - 5 + randint0(11);
4416 y = ty - 5 + randint0(11);
4418 dx = (tx > x) ? (tx - x) : (x - tx);
4419 dy = (ty > y) ? (ty - y) : (y - ty);
4421 /* Approximate distance */
4422 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4423 /* Within the radius */
4427 if (count < 0) continue;
4429 /* Cannot penetrate perm walls */
4430 if (!in_bounds(y, x) ||
4431 cave_stop_disintegration(y, x) ||
4432 !in_disintegration_range(ty, tx, y, x))
4435 project(0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
4442 * @brief 「ワンダー」のランダムな効果を決定して処理する。
4446 * This spell should become more useful (more controlled) as the\n
4447 * player gains experience levels. Thus, add 1/5 of the player's\n
4448 * level to the die roll. This eliminates the worst effects later on,\n
4449 * while keeping the results quite random. It also allows some potent\n
4450 * effects only at high level.
4452 void cast_wonder(DIRECTION dir)
4454 PLAYER_LEVEL plev = p_ptr->lev;
4455 int die = randint1(100) + plev / 5;
4456 int vir = virtue_number(V_CHANCE);
4460 if (p_ptr->virtues[vir - 1] > 0)
4462 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4466 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4471 chg_virtue(V_CHANCE, 1);
4475 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
4478 if (die < 8) clone_monster(dir);
4479 else if (die < 14) speed_monster(dir, plev);
4480 else if (die < 26) heal_monster(dir, damroll(4, 6));
4481 else if (die < 31) poly_monster(dir, plev);
4483 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4484 damroll(3 + ((plev - 1) / 5), 4));
4485 else if (die < 41) confuse_monster(dir, plev);
4486 else if (die < 46) fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4487 else if (die < 51) (void)lite_line(dir, damroll(6, 8));
4489 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4490 damroll(3 + ((plev - 5) / 4), 8));
4492 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4493 damroll(5 + ((plev - 5) / 4), 8));
4495 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4496 damroll(6 + ((plev - 5) / 4), 8));
4498 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4499 damroll(8 + ((plev - 5) / 4), 8));
4500 else if (die < 76) hypodynamic_bolt(dir, 75);
4501 else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4502 else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
4503 else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
4504 else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
4505 else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
4508 earthquake(p_ptr->y, p_ptr->x, 12);
4512 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4516 symbol_genocide(plev + 50, TRUE);
4518 else if (die < 110) dispel_monsters(120);
4521 dispel_monsters(150);
4522 slow_monsters(plev);
4523 sleep_monsters(plev);
4530 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
4534 void cast_invoke_spirits(DIRECTION dir)
4536 PLAYER_LEVEL plev = p_ptr->lev;
4537 int die = randint1(100) + plev / 5;
4538 int vir = virtue_number(V_CHANCE);
4542 if (p_ptr->virtues[vir - 1] > 0)
4544 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4548 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4552 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..."));
4554 chg_virtue(V_CHANCE, 1);
4558 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!"));
4563 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!",
4564 "Oh no! Mouldering forms rise from the earth around you!"));
4566 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4567 chg_virtue(V_UNLIFE, 1);
4571 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..."));
4573 set_afraid(p_ptr->afraid + randint1(4) + 4);
4577 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...",
4578 "Your head is invaded by a horde of gibbering spectral voices..."));
4580 set_confused(p_ptr->confused + randint1(4) + 4);
4584 poly_monster(dir, plev);
4588 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4589 damroll(3 + ((plev - 1) / 5), 4));
4593 confuse_monster(dir, plev);
4597 fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4601 (void)lite_line(dir, damroll(6, 8));
4605 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4606 damroll(3 + ((plev - 5) / 4), 8));
4610 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4611 damroll(5 + ((plev - 5) / 4), 8));
4615 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4616 damroll(6 + ((plev - 5) / 4), 8));
4620 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4621 damroll(8 + ((plev - 5) / 4), 8));
4625 hypodynamic_bolt(dir, 75);
4629 fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4633 fire_ball(GF_ACID, dir, 40 + plev, 2);
4637 fire_ball(GF_ICE, dir, 70 + plev, 3);
4641 fire_ball(GF_FIRE, dir, 80 + plev, 3);
4645 hypodynamic_bolt(dir, 100 + plev);
4649 earthquake(p_ptr->y, p_ptr->x, 12);
4653 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4657 symbol_genocide(plev + 50, TRUE);
4661 dispel_monsters(120);
4665 dispel_monsters(150);
4666 slow_monsters(plev);
4667 sleep_monsters(plev);
4673 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。」",
4674 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
4679 * @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。
4682 void cast_shuffle(void)
4684 PLAYER_LEVEL plev = p_ptr->lev;
4687 int vir = virtue_number(V_CHANCE);
4690 /* Card sharks and high mages get a level bonus */
4691 if ((p_ptr->pclass == CLASS_ROGUE) ||
4692 (p_ptr->pclass == CLASS_HIGH_MAGE) ||
4693 (p_ptr->pclass == CLASS_SORCERER))
4694 die = (randint1(110)) + plev / 5;
4696 die = randint1(120);
4701 if (p_ptr->virtues[vir - 1] > 0)
4703 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4707 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4711 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..."));
4714 chg_virtue(V_CHANCE, 1);
4718 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
4720 for (i = 0; i < randint1(3); i++)
4721 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4725 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
4726 summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4731 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
4732 activate_ty_curse(FALSE, &count);
4736 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
4737 aggravate_monsters(0);
4741 msg_print(_("《愚者》だ。", "It's the Fool."));
4747 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
4748 trump_summoning(1, FALSE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
4752 msg_print(_("《月》だ。", "It's the Moon."));
4757 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
4758 wild_magic(randint0(32));
4762 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4763 teleport_player(10, TELEPORT_PASSIVE);
4767 msg_print(_("《正義》だ。", "It's Justice."));
4768 set_blessed(p_ptr->lev, FALSE);
4772 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4773 teleport_player(100, TELEPORT_PASSIVE);
4777 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4778 teleport_player(200, TELEPORT_PASSIVE);
4782 msg_print(_("《塔》だ。", "It's the Tower."));
4787 msg_print(_("《節制》だ。", "It's Temperance."));
4788 sleep_monsters_touch();
4792 msg_print(_("《塔》だ。", "It's the Tower."));
4794 earthquake(p_ptr->y, p_ptr->x, 5);
4798 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4799 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_MOLD, 0L);
4803 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4804 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_BAT, 0L);
4808 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4809 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_VORTEX, 0L);
4813 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4814 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
4818 msg_print(_("《恋人》だ。", "It's the Lovers."));
4820 if (get_aim_dir(&dir))
4821 charm_monster(dir, MIN(p_ptr->lev, 20));
4825 msg_print(_("《隠者》だ。", "It's the Hermit."));
4830 msg_print(_("《審判》だ。", "It's the Judgement."));
4831 do_cmd_rerate(FALSE);
4832 lose_all_mutations();
4836 msg_print(_("《太陽》だ。", "It's the Sun."));
4837 chg_virtue(V_KNOWLEDGE, 1);
4838 chg_virtue(V_ENLIGHTEN, 1);
4843 msg_print(_("《世界》だ。", "It's the World."));
4844 if (p_ptr->exp < PY_MAX_EXP)
4846 s32b ee = (p_ptr->exp / 25) + 1;
4847 if (ee > 5000) ee = 5000;
4848 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4854 bool_hack life_stream(bool_hack message, bool_hack virtue)
4858 chg_virtue(V_VITALITY, 1);
4859 chg_virtue(V_UNLIFE, -5);
4863 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
4866 (void)set_poisoned(0);
4868 (void)set_confused(0);
4872 (void)restore_all_status();
4873 (void)set_shero(0, TRUE);
4880 bool_hack heroism(int base)
4882 bool_hack ident = FALSE;
4883 if(set_afraid(0)) ident = TRUE;
4884 if(set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4885 if(hp_player(10)) ident = TRUE;
4889 bool_hack berserk(int base)
4891 bool_hack ident = FALSE;
4892 if (set_afraid(0)) ident = TRUE;
4893 if (set_shero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4894 if (hp_player(30)) ident = TRUE;
4898 bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
4900 bool_hack ident = FALSE;
4901 if (hp_player(damroll(dice, sides))) ident = TRUE;
4902 if (set_blind(0)) ident = TRUE;
4903 if (set_cut(p_ptr->cut - 10)) ident = TRUE;
4904 if (set_shero(0, TRUE)) ident = TRUE;
4908 bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
4910 bool_hack ident = FALSE;
4911 if (hp_player(damroll(dice, sides))) ident = TRUE;
4912 if (set_blind(0)) ident = TRUE;
4913 if (set_confused(0)) ident = TRUE;
4914 if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
4915 if (set_shero(0, TRUE)) ident = TRUE;
4919 bool_hack cure_critical_wounds(HIT_POINT pow)
4921 bool_hack ident = FALSE;
4922 if (hp_player(pow)) ident = TRUE;
4923 if (set_blind(0)) ident = TRUE;
4924 if (set_confused(0)) ident = TRUE;
4925 if (set_poisoned(0)) ident = TRUE;
4926 if (set_stun(0)) ident = TRUE;
4927 if (set_cut(0)) ident = TRUE;
4928 if (set_shero(0, TRUE)) ident = TRUE;
4932 bool_hack true_healing(HIT_POINT pow)
4934 bool_hack ident = FALSE;
4935 if (hp_player(pow)) ident = TRUE;
4936 if (set_blind(0)) ident = TRUE;
4937 if (set_confused(0)) ident = TRUE;
4938 if (set_poisoned(0)) ident = TRUE;
4939 if (set_stun(0)) ident = TRUE;
4940 if (set_cut(0)) ident = TRUE;
4941 if (set_image(0)) ident = TRUE;
4945 bool_hack restore_mana(bool_hack magic_eater)
4947 bool_hack ident = FALSE;
4949 if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
4952 for (i = 0; i < EATER_EXT * 2; i++)
4954 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
4955 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;
4957 for (; i < EATER_EXT * 3; i++)
4959 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
4960 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;
4961 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
4963 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4964 p_ptr->window |= (PW_PLAYER);
4967 else if (p_ptr->csp < p_ptr->msp)
4969 p_ptr->csp = p_ptr->msp;
4970 p_ptr->csp_frac = 0;
4971 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4972 p_ptr->redraw |= (PR_MANA);
4973 p_ptr->window |= (PW_PLAYER);
4974 p_ptr->window |= (PW_SPELL);
4981 bool restore_all_status(void)
4984 if (do_res_stat(A_STR)) ident = TRUE;
4985 if (do_res_stat(A_INT)) ident = TRUE;
4986 if (do_res_stat(A_WIS)) ident = TRUE;
4987 if (do_res_stat(A_DEX)) ident = TRUE;
4988 if (do_res_stat(A_CON)) ident = TRUE;
4989 if (do_res_stat(A_CHR)) ident = TRUE;
4994 * @brief 口を使う継続的な処理を中断する
4997 void stop_mouth(void)
4999 if (music_singing_any()) stop_singing();
5000 if (hex_spelling_any()) stop_hex_spell_all();
5004 bool_hack vampirism(void)
5011 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
5013 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
5017 /* Only works on adjacent monsters */
5018 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
5019 y = p_ptr->y + ddy[dir];
5020 x = p_ptr->x + ddx[dir];
5021 c_ptr = &cave[y][x];
5025 if (!(c_ptr->m_idx))
5027 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
5031 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
5033 dummy = p_ptr->lev * 2;
5035 if (hypodynamic_bolt(dir, dummy))
5037 if (p_ptr->food < PY_FOOD_FULL)
5038 /* No heal if we are "full" */
5039 (void)hp_player(dummy);
5041 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
5043 /* Gain nutritional sustenance: 150/hp drained */
5044 /* A Food ration gives 5000 food points (by contrast) */
5045 /* Don't ever get more than "Full" this way */
5046 /* But if we ARE Gorged, it won't cure us */
5047 dummy = p_ptr->food + MIN(5000, 100 * dummy);
5048 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
5049 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
5052 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
5056 bool panic_hit(void)
5061 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
5062 y = p_ptr->y + ddy[dir];
5063 x = p_ptr->x + ddx[dir];
5064 if (cave[y][x].m_idx)
5067 if (randint0(p_ptr->skill_dis) < 7)
5068 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
5070 teleport_player(30, 0L);
5075 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"));
5083 * @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)
5086 * currently this function allows pseudo-id of any object,
5087 * including silly ones like potions & scrolls, which always
5088 * get '{average}'. This should be changed, either to stop such
5089 * items from being pseudo-id'd, or to allow psychometry to
5090 * detect whether the unidentified potion/scroll/etc is
5091 * good (Cure Light Wounds, Restore Strength, etc) or
5092 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
5094 bool psychometry(void)
5098 char o_name[MAX_NLEN];
5103 item_tester_no_ryoute = TRUE;
5104 q = _("どのアイテムを調べますか?", "Meditate on which item? ");
5105 s = _("調べるアイテムがありません。", "You have nothing appropriate.");
5107 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
5109 /* Get the item (in the pack) */
5112 o_ptr = &inventory[item];
5115 /* Get the item (on the floor) */
5118 o_ptr = &o_list[0 - item];
5121 /* It is fully known, no information needed */
5122 if (object_is_known(o_ptr))
5124 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
5128 /* Check for a feeling */
5129 feel = value_check_aux1(o_ptr);
5131 /* Get an object description */
5132 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5134 /* Skip non-feelings */
5137 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);
5142 msg_format("%sは%sという感じがする...",
5143 o_name, game_inscriptions[feel]);
5145 msg_format("You feel that the %s %s %s...",
5146 o_name, ((o_ptr->number == 1) ? "is" : "are"),
5147 game_inscriptions[feel]);
5151 /* We have "felt" it */
5152 o_ptr->ident |= (IDENT_SENSE);
5155 o_ptr->feeling = feel;
5157 /* Player touches it */
5158 o_ptr->marked |= OM_TOUCHED;
5160 /* Combine / Reorder the pack (later) */
5161 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5163 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5165 /* Valid "tval" codes */
5166 switch (o_ptr->tval)
5194 /* Auto-inscription/destroy */
5195 autopick_alter_item(item, (bool)(okay && destroy_feeling));
5197 /* Something happened */