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;
46 /* Mark as detected */
47 if (dist <= range && known)
49 if (dist <= range - 1) c_ptr->info |= (CAVE_IN_DETECT);
51 c_ptr->info &= ~(CAVE_UNSAFE);
59 if (cave_have_flag_grid(c_ptr, flag))
64 /* Hack -- Memorize */
65 c_ptr->info |= (CAVE_MARK);
79 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
81 * @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
82 * @return 効力があった場合TRUEを返す
84 bool detect_traps(POSITION range, bool known)
86 bool detect = detect_feat_flag(range, FF_TRAP, known);
88 if (known) p_ptr->dtrap = TRUE;
90 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
95 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
102 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
104 * @return 効力があった場合TRUEを返す
106 bool detect_doors(POSITION range)
108 bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
110 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
115 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
122 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
124 * @return 効力があった場合TRUEを返す
126 bool detect_stairs(POSITION range)
128 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
130 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
135 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
142 * @brief プレイヤー周辺の地形財宝を感知する / Detect any treasure on the current panel
144 * @return 効力があった場合TRUEを返す
146 bool detect_treasure(POSITION range)
148 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
150 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
155 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!"));
162 * @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
164 * @return 効力があった場合TRUEを返す
166 bool detect_objects_gold(POSITION range)
169 POSITION range2 = range;
173 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
176 for (i = 1; i < o_max; i++)
178 object_type *o_ptr = &o_list[i];
180 /* Skip dead objects */
181 if (!o_ptr->k_idx) continue;
183 /* Skip held objects */
184 if (o_ptr->held_m_idx) continue;
189 /* Only detect nearby objects */
190 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
192 /* Detect "gold" objects */
193 if (o_ptr->tval == TV_GOLD)
195 o_ptr->marked |= OM_FOUND;
201 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
206 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
209 if (detect_monsters_string(range, "$"))
218 * @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
220 * @return 効力があった場合TRUEを返す
222 bool detect_objects_normal(POSITION range)
225 POSITION range2 = range;
229 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
232 for (i = 1; i < o_max; i++)
234 object_type *o_ptr = &o_list[i];
236 /* Skip dead objects */
237 if (!o_ptr->k_idx) continue;
239 /* Skip held objects */
240 if (o_ptr->held_m_idx) continue;
245 /* Only detect nearby objects */
246 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
248 /* Detect "real" objects */
249 if (o_ptr->tval != TV_GOLD)
251 o_ptr->marked |= OM_FOUND;
257 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
262 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
265 if (detect_monsters_string(range, "!=?|/`"))
274 * @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.
276 * @return 効力があった場合TRUEを返す
279 * This will light up all spaces with "magic" items, including artifacts,
280 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
281 * and "enchanted" items of the "good" variety.
283 * It can probably be argued that this function is now too powerful.
286 bool detect_objects_magic(POSITION range)
292 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
294 /* Scan all objects */
295 for (i = 1; i < o_max; i++)
297 object_type *o_ptr = &o_list[i];
299 /* Skip dead objects */
300 if (!o_ptr->k_idx) continue;
302 /* Skip held objects */
303 if (o_ptr->held_m_idx) continue;
308 /* Only detect nearby objects */
309 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
311 /* Examine the tval */
314 /* Artifacts, misc magic items, or enchanted wearables */
315 if (object_is_artifact(o_ptr) ||
316 object_is_ego(o_ptr) ||
317 (tv == TV_WHISTLE) ||
325 (tv == TV_LIFE_BOOK) ||
326 (tv == TV_SORCERY_BOOK) ||
327 (tv == TV_NATURE_BOOK) ||
328 (tv == TV_CHAOS_BOOK) ||
329 (tv == TV_DEATH_BOOK) ||
330 (tv == TV_TRUMP_BOOK) ||
331 (tv == TV_ARCANE_BOOK) ||
332 (tv == TV_CRAFT_BOOK) ||
333 (tv == TV_DAEMON_BOOK) ||
334 (tv == TV_CRUSADE_BOOK) ||
335 (tv == TV_MUSIC_BOOK) ||
336 (tv == TV_HISSATSU_BOOK) ||
337 (tv == TV_HEX_BOOK) ||
338 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
340 /* Memorize the item */
341 o_ptr->marked |= OM_FOUND;
350 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!"));
359 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
361 * @return 効力があった場合TRUEを返す
363 bool detect_monsters_normal(POSITION range)
370 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
373 for (i = 1; i < m_max; i++)
375 monster_type *m_ptr = &m_list[i];
376 monster_race *r_ptr = &r_info[m_ptr->r_idx];
378 /* Skip dead monsters */
379 if (!m_ptr->r_idx) continue;
384 /* Only detect nearby monsters */
385 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
387 /* Detect all non-invisible monsters */
388 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
390 /* Repair visibility later */
391 repair_monsters = TRUE;
393 /* Hack -- Detect monster */
394 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
396 /* Update the monster */
397 update_mon(i, FALSE);
402 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
407 /* Describe result */
408 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
415 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
417 * @return 効力があった場合TRUEを返す
419 bool detect_monsters_invis(POSITION range)
425 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
428 for (i = 1; i < m_max; i++)
430 monster_type *m_ptr = &m_list[i];
431 monster_race *r_ptr = &r_info[m_ptr->r_idx];
433 /* Skip dead monsters */
434 if (!m_ptr->r_idx) continue;
439 /* Only detect nearby monsters */
440 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
442 /* Detect invisible monsters */
443 if (r_ptr->flags2 & RF2_INVISIBLE)
445 /* Update monster recall window */
446 if (p_ptr->monster_race_idx == m_ptr->r_idx)
448 p_ptr->window |= (PW_MONSTER);
451 /* Repair visibility later */
452 repair_monsters = TRUE;
454 /* Hack -- Detect monster */
455 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
457 /* Update the monster */
458 update_mon(i, FALSE);
463 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
468 /* Describe result */
469 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
475 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
477 * @return 効力があった場合TRUEを返す
479 bool detect_monsters_evil(POSITION range)
485 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
488 for (i = 1; i < m_max; i++)
490 monster_type *m_ptr = &m_list[i];
491 monster_race *r_ptr = &r_info[m_ptr->r_idx];
493 /* Skip dead monsters */
494 if (!m_ptr->r_idx) continue;
499 /* Only detect nearby monsters */
500 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
502 /* Detect evil monsters */
503 if (r_ptr->flags3 & RF3_EVIL)
505 if (is_original_ap(m_ptr))
507 /* Take note that they are evil */
508 r_ptr->r_flags3 |= (RF3_EVIL);
510 /* Update monster recall window */
511 if (p_ptr->monster_race_idx == m_ptr->r_idx)
513 p_ptr->window |= (PW_MONSTER);
517 /* Repair visibility later */
518 repair_monsters = TRUE;
520 /* Hack -- Detect monster */
521 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
523 /* Update the monster */
524 update_mon(i, FALSE);
532 /* Describe result */
533 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
539 * @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
541 * @return 効力があった場合TRUEを返す
543 bool detect_monsters_nonliving(POSITION range)
549 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
552 for (i = 1; i < m_max; i++)
554 monster_type *m_ptr = &m_list[i];
555 monster_race *r_ptr = &r_info[m_ptr->r_idx];
557 /* Skip dead monsters */
558 if (!m_ptr->r_idx) continue;
563 /* Only detect nearby monsters */
564 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
566 /* Detect non-living monsters */
567 if (!monster_living(r_ptr))
569 /* Update monster recall window */
570 if (p_ptr->monster_race_idx == m_ptr->r_idx)
572 p_ptr->window |= (PW_MONSTER);
575 /* Repair visibility later */
576 repair_monsters = TRUE;
578 /* Hack -- Detect monster */
579 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
581 /* Update the monster */
582 update_mon(i, FALSE);
590 /* Describe result */
591 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!"));
597 * @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
599 * @return 効力があった場合TRUEを返す
601 bool detect_monsters_mind(POSITION range)
607 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
610 for (i = 1; i < m_max; i++)
612 monster_type *m_ptr = &m_list[i];
613 monster_race *r_ptr = &r_info[m_ptr->r_idx];
615 /* Skip dead monsters */
616 if (!m_ptr->r_idx) continue;
621 /* Only detect nearby monsters */
622 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
624 /* Detect non-living monsters */
625 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
627 /* Update monster recall window */
628 if (p_ptr->monster_race_idx == m_ptr->r_idx)
630 p_ptr->window |= (PW_MONSTER);
633 /* Repair visibility later */
634 repair_monsters = TRUE;
636 /* Hack -- Detect monster */
637 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
639 /* Update the monster */
640 update_mon(i, FALSE);
648 /* Describe result */
649 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
656 * @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
658 * @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)
659 * @return 効力があった場合TRUEを返す
661 bool detect_monsters_string(POSITION range, cptr Match)
667 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
670 for (i = 1; i < m_max; i++)
672 monster_type *m_ptr = &m_list[i];
673 monster_race *r_ptr = &r_info[m_ptr->r_idx];
675 /* Skip dead monsters */
676 if (!m_ptr->r_idx) continue;
681 /* Only detect nearby monsters */
682 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
684 /* Detect monsters with the same symbol */
685 if (my_strchr(Match, r_ptr->d_char))
687 /* Update monster recall window */
688 if (p_ptr->monster_race_idx == m_ptr->r_idx)
690 p_ptr->window |= (PW_MONSTER);
693 /* Repair visibility later */
694 repair_monsters = TRUE;
696 /* Hack -- Detect monster */
697 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
699 /* Update the monster */
700 update_mon(i, FALSE);
705 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
710 /* Describe result */
711 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
717 * @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
719 * @param match_flag 感知フラグ
720 * @return 効力があった場合TRUEを返す
722 bool detect_monsters_xxx(POSITION range, u32b match_flag)
727 cptr desc_monsters = _("変なモンスター", "weird monsters");
729 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
732 for (i = 1; i < m_max; i++)
734 monster_type *m_ptr = &m_list[i];
735 monster_race *r_ptr = &r_info[m_ptr->r_idx];
737 /* Skip dead monsters */
738 if (!m_ptr->r_idx) continue;
743 /* Only detect nearby monsters */
744 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
746 /* Detect evil monsters */
747 if (r_ptr->flags3 & (match_flag))
749 if (is_original_ap(m_ptr))
751 /* Take note that they are something */
752 r_ptr->r_flags3 |= (match_flag);
754 /* Update monster recall window */
755 if (p_ptr->monster_race_idx == m_ptr->r_idx)
757 p_ptr->window |= (PW_MONSTER);
761 /* Repair visibility later */
762 repair_monsters = TRUE;
764 /* Hack -- Detect monster */
765 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
767 /* Update the monster */
768 update_mon(i, FALSE);
779 desc_monsters = _("デーモン", "demons");
782 desc_monsters = _("アンデッド", "the undead");
786 /* Describe result */
787 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
795 * @brief 全感知処理 / Detect everything
797 * @return 効力があった場合TRUEを返す
799 bool detect_all(POSITION range)
803 /* Detect everything */
804 if (detect_traps(range, TRUE)) detect = TRUE;
805 if (detect_doors(range)) detect = TRUE;
806 if (detect_stairs(range)) detect = TRUE;
808 /* There are too many hidden treasure. So... */
809 /* if (detect_treasure(range)) detect = TRUE; */
811 if (detect_objects_gold(range)) detect = TRUE;
812 if (detect_objects_normal(range)) detect = TRUE;
813 if (detect_monsters_invis(range)) detect = TRUE;
814 if (detect_monsters_normal(range)) detect = TRUE;
820 * @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
823 * @return 効力があった場合TRUEを返す
826 * Note that affected monsters are NOT auto-tracked by this usage.
828 * To avoid misbehavior when monster deaths have side-effects,
829 * this is done in two passes. -- JDL
832 bool project_hack(EFFECT_ID typ, HIT_POINT dam)
836 BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
837 bool obvious = FALSE;
840 /* Mark all (nearby) monsters */
841 for (i = 1; i < m_max; i++)
843 monster_type *m_ptr = &m_list[i];
845 /* Paranoia -- Skip dead monsters */
846 if (!m_ptr->r_idx) continue;
851 /* Require line of sight */
852 if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
854 /* Mark the monster */
855 m_ptr->mflag |= (MFLAG_TEMP);
858 /* Affect all marked monsters */
859 for (i = 1; i < m_max; i++)
861 monster_type *m_ptr = &m_list[i];
863 /* Skip unmarked monsters */
864 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
867 m_ptr->mflag &= ~(MFLAG_TEMP);
872 /* Jump directly to the target monster */
873 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
880 * @brief 視界内モンスターを加速する処理 / Speed monsters
881 * @return 効力があった場合TRUEを返す
883 bool speed_monsters(void)
885 return (project_hack(GF_OLD_SPEED, p_ptr->lev));
889 * @brief 視界内モンスターを加速する処理 / Slow monsters
890 * @return 効力があった場合TRUEを返す
892 bool slow_monsters(int power)
894 return (project_hack(GF_OLD_SLOW, power));
898 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
899 * @return 効力があった場合TRUEを返す
901 bool sleep_monsters(int power)
903 return (project_hack(GF_OLD_SLEEP, power));
907 * @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
908 * @return 効力があった場合TRUEを返す
910 bool banish_evil(int dist)
912 return (project_hack(GF_AWAY_EVIL, dist));
916 * @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
917 * @return 効力があった場合TRUEを返す
919 bool turn_undead(void)
921 bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
923 chg_virtue(V_UNLIFE, -1);
928 * @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
929 * @return 効力があった場合TRUEを返す
931 bool dispel_undead(HIT_POINT dam)
933 bool tester = (project_hack(GF_DISP_UNDEAD, dam));
935 chg_virtue(V_UNLIFE, -2);
940 * @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
941 * @return 効力があった場合TRUEを返す
943 bool dispel_evil(HIT_POINT dam)
945 return (project_hack(GF_DISP_EVIL, dam));
949 * @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
950 * @return 効力があった場合TRUEを返す
952 bool dispel_good(HIT_POINT dam)
954 return (project_hack(GF_DISP_GOOD, dam));
958 * @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
959 * @return 効力があった場合TRUEを返す
961 bool dispel_monsters(HIT_POINT dam)
963 return (project_hack(GF_DISP_ALL, dam));
967 * @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
968 * @return 効力があった場合TRUEを返す
970 bool dispel_living(HIT_POINT dam)
972 return (project_hack(GF_DISP_LIVING, dam));
976 * @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
977 * @return 効力があった場合TRUEを返す
979 bool dispel_demons(HIT_POINT dam)
981 return (project_hack(GF_DISP_DEMON, dam));
985 * @brief 視界内のモンスターに「聖戦」効果を与える処理
986 * @return 効力があった場合TRUEを返す
990 return (project_hack(GF_CRUSADE, p_ptr->lev*4));
994 * @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.
995 * @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)
998 void aggravate_monsters(MONSTER_IDX who)
1004 /* Aggravate everyone nearby */
1005 for (i = 1; i < m_max; i++)
1007 monster_type *m_ptr = &m_list[i];
1008 /* monster_race *r_ptr = &r_info[m_ptr->r_idx]; */
1010 /* Paranoia -- Skip dead monsters */
1011 if (!m_ptr->r_idx) continue;
1013 /* Skip aggravating monster (or player) */
1014 if (i == who) continue;
1016 /* Wake up nearby sleeping monsters */
1017 if (m_ptr->cdis < MAX_SIGHT * 2)
1020 if (MON_CSLEEP(m_ptr))
1022 (void)set_monster_csleep(i, 0);
1025 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
1028 /* Speed up monsters in line of sight */
1029 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
1033 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
1039 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!"));
1040 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!"));
1041 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
1046 * @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
1047 * @param m_idx 抹殺するモンスターID
1048 * @param power 抹殺の威力
1049 * @param player_cast プレイヤーの魔法によるものならば TRUE
1050 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
1051 * @param spell_name 抹殺効果を起こした魔法の名前
1052 * @return 効力があった場合TRUEを返す
1054 bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, cptr spell_name)
1056 int msec = delay_factor * delay_factor * delay_factor;
1057 monster_type *m_ptr = &m_list[m_idx];
1058 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1059 bool resist = FALSE;
1061 if (is_pet(m_ptr) && !player_cast) return FALSE;
1063 /* Hack -- Skip Unique Monsters or Quest Monsters */
1064 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1065 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1066 else if (m_idx == p_ptr->riding) resist = TRUE;
1067 else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
1068 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1069 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1074 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1078 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1079 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1082 delete_monster_idx(m_idx);
1085 if (resist && player_cast)
1087 bool see_m = is_seen(m_ptr);
1090 monster_desc(m_name, m_ptr, 0);
1093 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1095 if (MON_CSLEEP(m_ptr))
1097 (void)set_monster_csleep(m_idx, 0);
1100 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1103 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1107 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1111 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1116 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);
1119 /* Visual feedback */
1120 move_cursor_relative(p_ptr->y, p_ptr->x);
1123 p_ptr->redraw |= (PR_HP);
1124 p_ptr->window |= (PW_PLAYER);
1130 Term_xtra(TERM_XTRA_DELAY, msec);
1137 * @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
1138 * @param power 抹殺の威力
1139 * @param player_cast プレイヤーの魔法によるものならば TRUE
1140 * @return 効力があった場合TRUEを返す
1142 bool symbol_genocide(int power, bool player_cast)
1146 bool result = FALSE;
1148 /* Prevent genocide in quest levels */
1149 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1154 /* Mega-Hack -- Get a monster symbol */
1155 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)) ;
1157 /* Delete the monsters of that "type" */
1158 for (i = 1; i < m_max; i++)
1160 monster_type *m_ptr = &m_list[i];
1161 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1163 /* Paranoia -- Skip dead monsters */
1164 if (!m_ptr->r_idx) continue;
1166 /* Skip "wrong" monsters */
1167 if (r_ptr->d_char != typ) continue;
1170 result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
1175 chg_virtue(V_VITALITY, -2);
1176 chg_virtue(V_CHANCE, -1);
1184 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1185 * @param power 抹殺の威力
1186 * @param player_cast プレイヤーの魔法によるものならば TRUE
1187 * @return 効力があった場合TRUEを返す
1189 bool mass_genocide(int power, bool player_cast)
1192 bool result = FALSE;
1194 /* Prevent mass genocide in quest levels */
1195 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1200 /* Delete the (nearby) monsters */
1201 for (i = 1; i < m_max; i++)
1203 monster_type *m_ptr = &m_list[i];
1205 /* Paranoia -- Skip dead monsters */
1206 if (!m_ptr->r_idx) continue;
1208 /* Skip distant monsters */
1209 if (m_ptr->cdis > MAX_SIGHT) continue;
1212 result |= genocide_aux(i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1217 chg_virtue(V_VITALITY, -2);
1218 chg_virtue(V_CHANCE, -1);
1226 * @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
1227 * @param power 抹殺の威力
1228 * @param player_cast プレイヤーの魔法によるものならば TRUE
1229 * @return 効力があった場合TRUEを返す
1231 bool mass_genocide_undead(int power, bool player_cast)
1234 bool result = FALSE;
1236 /* Prevent mass genocide in quest levels */
1237 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1242 /* Delete the (nearby) monsters */
1243 for (i = 1; i < m_max; i++)
1245 monster_type *m_ptr = &m_list[i];
1246 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1248 /* Paranoia -- Skip dead monsters */
1249 if (!m_ptr->r_idx) continue;
1251 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1253 /* Skip distant monsters */
1254 if (m_ptr->cdis > MAX_SIGHT) continue;
1257 result |= genocide_aux(i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1262 chg_virtue(V_UNLIFE, -2);
1263 chg_virtue(V_CHANCE, -1);
1271 * @brief 周辺モンスターを調査する / Probe nearby monsters
1272 * @return 効力があった場合TRUEを返す
1288 /* Probe all (nearby) monsters */
1289 for (i = 1; i < m_max; i++)
1291 monster_type *m_ptr = &m_list[i];
1292 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1294 /* Paranoia -- Skip dead monsters */
1295 if (!m_ptr->r_idx) continue;
1297 /* Require line of sight */
1298 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
1300 /* Probe visible monsters */
1305 /* Start the message */
1308 msg_print(_("調査中...", "Probing..."));
1313 if (!is_original_ap(m_ptr))
1315 if (m_ptr->mflag2 & MFLAG2_KAGE)
1316 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1318 m_ptr->ap_r_idx = m_ptr->r_idx;
1319 lite_spot(m_ptr->fy, m_ptr->fx);
1321 /* Get "the monster" or "something" */
1322 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1324 speed = m_ptr->mspeed - 110;
1325 if (MON_FAST(m_ptr)) speed += 10;
1326 if (MON_SLOW(m_ptr)) speed -= 10;
1327 if (ironman_nightmare) speed += 5;
1329 /* Get the monster's alignment */
1330 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
1331 else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
1332 else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
1333 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)");
1334 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
1335 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
1336 else align = _("中立", "neutral");
1338 /* Describe the monster */
1339 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:"),
1340 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1342 if (r_ptr->next_r_idx)
1344 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1348 strcat(buf, "xxx ");
1351 if (MON_CSLEEP(m_ptr)) strcat(buf,_("睡眠 ", "sleeping "));
1352 if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
1353 if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
1354 if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
1355 if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
1356 buf[strlen(buf)-1] = '\0';
1359 /* HACK : Add the line to message buffer */
1361 p_ptr->window |= (PW_MESSAGE);
1364 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
1367 Term_erase(0, 0, 255);
1369 /* Learn everything about this monster */
1370 if (lore_do_probe(m_ptr->r_idx))
1372 /* Get base name of monster */
1373 strcpy(buf, (r_name + r_ptr->name));
1376 /* Note that we learnt some new flags -Mogami- */
1377 msg_format("%sについてさらに詳しくなった気がする。", buf);
1382 /* Note that we learnt some new flags -Mogami- */
1383 msg_format("You now know more about %s.", buf);
1385 /* Clear -more- prompt */
1400 chg_virtue(V_KNOWLEDGE, 1);
1401 msg_print(_("これで全部です。", "That's all."));
1409 * @brief *破壊*処理を行う / The spell of destruction
1410 * @param y1 破壊の中心Y座標
1411 * @param x1 破壊の中心X座標
1413 * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
1414 * @return 効力があった場合TRUEを返す
1417 * This spell "deletes" monsters (instead of "killing" them).
1419 * Later we may use one function for both "destruction" and
1420 * "earthquake" by using the "full" to select "destruction".
1423 bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
1430 /* Prevent destruction of quest levels and town */
1431 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1436 /* Lose monster light */
1437 if (!in_generate) clear_mon_lite();
1439 /* Big area of affect */
1440 for (y = (y1 - r); y <= (y1 + r); y++)
1442 for (x = (x1 - r); x <= (x1 + r); x++)
1444 /* Skip illegal grids */
1445 if (!in_bounds(y, x)) continue;
1447 /* Extract the distance */
1448 k = distance(y1, x1, y, x);
1450 /* Stay in the circle of death */
1451 if (k > r) continue;
1452 c_ptr = &cave[y][x];
1454 /* Lose room and vault */
1455 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1457 /* Lose light and knowledge */
1458 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
1460 if (!in_generate) /* Normal */
1463 c_ptr->info &= ~(CAVE_UNSAFE);
1465 /* Hack -- Notice player affect */
1466 if (player_bold(y, x))
1468 /* Hurt the player later */
1471 /* Do not hurt this grid */
1476 /* Hack -- Skip the epicenter */
1477 if ((y == y1) && (x == x1)) continue;
1481 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1482 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1484 if (in_generate) /* In generation */
1486 /* Delete the monster (if any) */
1487 delete_monster(y, x);
1489 else if (r_ptr->flags1 & RF1_QUESTOR)
1491 /* Heal the monster */
1492 m_ptr->hp = m_ptr->maxhp;
1494 /* Try to teleport away quest monsters */
1495 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
1499 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1503 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1504 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
1507 /* Delete the monster (if any) */
1508 delete_monster(y, x);
1512 /* During generation, destroyed artifacts are "preserved" */
1513 if (preserve_mode || in_generate)
1515 OBJECT_IDX this_o_idx, next_o_idx = 0;
1517 /* Scan all objects in the grid */
1518 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1522 /* Acquire object */
1523 o_ptr = &o_list[this_o_idx];
1525 /* Acquire next object */
1526 next_o_idx = o_ptr->next_o_idx;
1528 /* Hack -- Preserve unknown artifacts */
1529 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
1531 /* Mega-Hack -- Preserve the artifact */
1532 a_info[o_ptr->name1].cur_num = 0;
1534 if (in_generate && cheat_peek)
1536 char o_name[MAX_NLEN];
1537 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1538 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);
1541 else if (in_generate && cheat_peek && o_ptr->art_name)
1543 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。",
1544 "One of the random artifacts was *destroyed* during generation."));
1549 /* Delete objects */
1550 delete_object(y, x);
1552 /* Destroy "non-permanent" grids */
1553 if (!cave_perma_grid(c_ptr))
1555 /* Wall (or floor) type */
1558 if (!in_generate) /* Normal */
1562 /* Create granite wall */
1563 cave_set_feat(y, x, feat_granite);
1567 /* Create quartz vein */
1568 cave_set_feat(y, x, feat_quartz_vein);
1572 /* Create magma vein */
1573 cave_set_feat(y, x, feat_magma_vein);
1578 cave_set_feat(y, x, floor_type[randint0(100)]);
1581 else /* In generation */
1585 /* Create granite wall */
1586 place_extra_grid(c_ptr);
1590 /* Create quartz vein */
1591 c_ptr->feat = feat_quartz_vein;
1595 /* Create magma vein */
1596 c_ptr->feat = feat_magma_vein;
1601 place_floor_grid(c_ptr);
1604 /* Clear garbage of hidden trap or door */
1613 /* Process "re-glowing" */
1614 for (y = (y1 - r); y <= (y1 + r); y++)
1616 for (x = (x1 - r); x <= (x1 + r); x++)
1618 /* Skip illegal grids */
1619 if (!in_bounds(y, x)) continue;
1621 /* Extract the distance */
1622 k = distance(y1, x1, y, x);
1624 /* Stay in the circle of death */
1625 if (k > r) continue;
1626 c_ptr = &cave[y][x];
1628 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
1629 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
1634 for (i = 0; i < 9; i++)
1636 yy = y + ddy_ddd[i];
1637 xx = x + ddx_ddd[i];
1638 if (!in_bounds2(yy, xx)) continue;
1639 cc_ptr = &cave[yy][xx];
1640 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1642 c_ptr->info |= CAVE_GLOW;
1650 /* Hack -- Affect player */
1653 msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
1655 /* Blind the player */
1656 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
1659 (void)set_blind(p_ptr->blind + 10 + randint1(10));
1665 /* Mega-Hack -- Forget the view and lite */
1666 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
1668 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1671 p_ptr->redraw |= (PR_MAP);
1673 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1675 if (p_ptr->special_defense & NINJA_S_STEALTH)
1677 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1687 * @brief 地震処理(サブルーチン) /
1688 * Induce an "earthquake" of the given radius at the given location.
1689 * @return 効力があった場合TRUEを返す
1693 * @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)
1697 * This will turn some walls into floors and some floors into walls.
1699 * The player will take damage and "jump" into a safe grid if possible,
1700 * otherwise, he will "tunnel" through the rubble instantaneously.
1702 * Monsters will take damage, and "jump" into a safe grid if possible,
1703 * otherwise they will be "buried" in the rubble, disappearing from
1704 * the level in the same way that they do when genocided.
1706 * Note that thus the player and monsters (except eaters of walls and
1707 * passers through walls) will never occupy the same grid as a wall.
1708 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
1709 * for a single turn, unless that monster can pass_walls or kill_walls.
1710 * This has allowed massive simplification of the "monster" code.
1713 bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
1717 POSITION y, x, yy, xx, dy, dx;
1720 POSITION sy = 0, sx = 0;
1726 /* Prevent destruction of quest levels and town */
1727 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1732 /* Paranoia -- Enforce maximum range */
1735 /* Clear the "maximal blast" area */
1736 for (y = 0; y < 32; y++)
1738 for (x = 0; x < 32; x++)
1744 /* Check around the epicenter */
1745 for (dy = -r; dy <= r; dy++)
1747 for (dx = -r; dx <= r; dx++)
1749 /* Extract the location */
1753 /* Skip illegal grids */
1754 if (!in_bounds(yy, xx)) continue;
1756 /* Skip distant grids */
1757 if (distance(cy, cx, yy, xx) > r) continue;
1758 c_ptr = &cave[yy][xx];
1760 /* Lose room and vault */
1761 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
1763 /* Lose light and knowledge */
1764 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
1766 /* Skip the epicenter */
1767 if (!dx && !dy) continue;
1769 /* Skip most grids */
1770 if (randint0(100) < 85) continue;
1772 /* Damage this grid */
1773 map[16+yy-cy][16+xx-cx] = TRUE;
1775 /* Hack -- Take note of player damage */
1776 if (player_bold(yy, xx)) hurt = TRUE;
1780 /* First, affect the player (if necessary) */
1781 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
1783 /* Check around the player */
1784 for (i = 0; i < 8; i++)
1786 /* Access the location */
1787 y = p_ptr->y + ddy_ddd[i];
1788 x = p_ptr->x + ddx_ddd[i];
1790 /* Skip non-empty grids */
1791 if (!cave_empty_bold(y, x)) continue;
1793 /* Important -- Skip "quake" grids */
1794 if (map[16+y-cy][16+x-cx]) continue;
1796 if (cave[y][x].m_idx) continue;
1798 /* Count "safe" grids */
1801 /* Randomize choice */
1802 if (randint0(sn) > 0) continue;
1804 /* Save the safe location */
1808 /* Random message */
1809 switch (randint1(3))
1813 msg_print(_("ダンジョンの壁が崩れた!", "The cave ceiling collapses!"));
1818 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!"));
1823 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!"));
1828 /* Hurt the player a lot */
1831 /* Message and damage */
1832 msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
1836 /* Destroy the grid, and push the player to safety */
1839 /* Calculate results */
1840 switch (randint1(3))
1844 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
1850 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
1851 damage = damroll(10, 4);
1852 (void)set_stun(p_ptr->stun + randint1(50));
1857 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!"));
1858 damage = damroll(10, 4);
1859 (void)set_stun(p_ptr->stun + randint1(50));
1864 /* Move the player to the safe location */
1865 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
1868 /* Important -- no wall on player */
1869 map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
1878 monster_type *m_ptr = &m_list[m_idx];
1880 /* Get the monster's real name */
1881 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1883 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
1887 killer = _("地震", "an earthquake");
1890 take_hit(DAMAGE_ATTACK, damage, killer, -1);
1894 /* Examine the quaked region */
1895 for (dy = -r; dy <= r; dy++)
1897 for (dx = -r; dx <= r; dx++)
1899 /* Extract the location */
1903 /* Skip unaffected grids */
1904 if (!map[16+yy-cy][16+xx-cx]) continue;
1905 c_ptr = &cave[yy][xx];
1907 if (c_ptr->m_idx == p_ptr->riding) continue;
1909 /* Process monsters */
1912 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1913 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1915 /* Quest monsters */
1916 if (r_ptr->flags1 & RF1_QUESTOR)
1918 /* No wall on quest monsters */
1919 map[16+yy-cy][16+xx-cx] = FALSE;
1924 /* Most monsters cannot co-exist with rock */
1925 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
1926 !(r_ptr->flags2 & (RF2_PASS_WALL)))
1930 /* Assume not safe */
1933 /* Monster can move to escape the wall */
1934 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
1936 /* Look for safety */
1937 for (i = 0; i < 8; i++)
1939 y = yy + ddy_ddd[i];
1940 x = xx + ddx_ddd[i];
1942 /* Skip non-empty grids */
1943 if (!cave_empty_bold(y, x)) continue;
1945 /* Hack -- no safety on glyph of warding */
1946 if (is_glyph_grid(&cave[y][x])) continue;
1947 if (is_explosive_rune_grid(&cave[y][x])) continue;
1949 /* ... nor on the Pattern */
1950 if (pattern_tile(y, x)) continue;
1952 /* Important -- Skip "quake" grids */
1953 if (map[16+y-cy][16+x-cx]) continue;
1955 if (cave[y][x].m_idx) continue;
1956 if (player_bold(y, x)) continue;
1958 /* Count "safe" grids */
1961 /* Randomize choice */
1962 if (randint0(sn) > 0) continue;
1964 /* Save the safe grid */
1969 /* Describe the monster */
1970 monster_desc(m_name, m_ptr, 0);
1972 /* Scream in pain */
1973 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);
1975 /* Take damage from the quake */
1976 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
1978 /* Monster is certainly awake */
1979 (void)set_monster_csleep(c_ptr->m_idx, 0);
1981 /* Apply damage directly */
1982 m_ptr->hp -= damage;
1984 /* Delete (not kill) "dead" monsters */
1987 if (!ignore_unview || is_seen(m_ptr))
1988 msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
1992 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
1996 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
1997 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
2002 delete_monster(yy, xx);
2004 /* No longer safe */
2008 /* Hack -- Escape from the rock */
2011 IDX m_idx_aux = cave[yy][xx].m_idx;
2013 /* Update the old location */
2014 cave[yy][xx].m_idx = 0;
2016 /* Update the new location */
2017 cave[sy][sx].m_idx = m_idx_aux;
2019 /* Move the monster */
2023 /* Update the monster (new location) */
2024 update_mon(m_idx, TRUE);
2026 /* Redraw the old grid */
2029 /* Redraw the new grid */
2037 /* Lose monster light */
2040 /* Examine the quaked region */
2041 for (dy = -r; dy <= r; dy++)
2043 for (dx = -r; dx <= r; dx++)
2045 /* Extract the location */
2049 /* Skip unaffected grids */
2050 if (!map[16+yy-cy][16+xx-cx]) continue;
2052 /* Access the cave grid */
2053 c_ptr = &cave[yy][xx];
2055 /* Paranoia -- never affect player */
2056 /* if (player_bold(yy, xx)) continue; */
2058 /* Destroy location (if valid) */
2059 if (cave_valid_bold(yy, xx))
2061 /* Delete objects */
2062 delete_object(yy, xx);
2064 /* Wall (or floor) type */
2065 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
2070 /* Create granite wall */
2071 cave_set_feat(yy, xx, feat_granite);
2077 /* Create quartz vein */
2078 cave_set_feat(yy, xx, feat_quartz_vein);
2084 /* Create magma vein */
2085 cave_set_feat(yy, xx, feat_magma_vein);
2092 cave_set_feat(yy, xx, floor_type[randint0(100)]);
2099 /* Process "re-glowing" */
2100 for (dy = -r; dy <= r; dy++)
2102 for (dx = -r; dx <= r; dx++)
2104 /* Extract the location */
2108 /* Skip illegal grids */
2109 if (!in_bounds(yy, xx)) continue;
2111 /* Skip distant grids */
2112 if (distance(cy, cx, yy, xx) > r) continue;
2113 c_ptr = &cave[yy][xx];
2115 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
2116 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
2121 for (ii = 0; ii < 9; ii++)
2123 yyy = yy + ddy_ddd[ii];
2124 xxx = xx + ddx_ddd[ii];
2125 if (!in_bounds2(yyy, xxx)) continue;
2126 cc_ptr = &cave[yyy][xxx];
2127 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2129 c_ptr->info |= CAVE_GLOW;
2138 /* Mega-Hack -- Forget the view and lite */
2139 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2141 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
2143 /* Update the health bar */
2144 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
2147 p_ptr->redraw |= (PR_MAP);
2149 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2151 if (p_ptr->special_defense & NINJA_S_STEALTH)
2153 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2161 * @brief 地震処理(プレイヤーの中心発動) /
2162 * Induce an "earthquake" of the given radius at the given location.
2163 * @return 効力があった場合TRUEを返す
2168 bool earthquake(POSITION cy, POSITION cx, POSITION r)
2170 return earthquake_aux(cy, cx, r, 0);
2177 void discharge_minion(void)
2182 for (i = 1; i < m_max; i++)
2184 monster_type *m_ptr = &m_list[i];
2185 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2186 if (m_ptr->nickname) okay = FALSE;
2188 if (!okay || p_ptr->riding)
2190 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? ")))
2193 for (i = 1; i < m_max; i++)
2196 monster_type *m_ptr = &m_list[i];
2197 monster_race *r_ptr;
2199 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2200 r_ptr = &r_info[m_ptr->r_idx];
2202 /* Uniques resist discharging */
2203 if (r_ptr->flags1 & RF1_UNIQUE)
2206 monster_desc(m_name, m_ptr, 0x00);
2207 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);
2208 delete_monster_idx(i);
2211 dam = m_ptr->maxhp / 2;
2212 if (dam > 100) dam = (dam-100)/2 + 100;
2213 if (dam > 400) dam = (dam-400)/2 + 400;
2214 if (dam > 800) dam = 800;
2215 project(i, 2+(r_ptr->level/20), m_ptr->fy,
2216 m_ptr->fx, dam, GF_PLASMA,
2217 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
2219 if (record_named_pet && m_ptr->nickname)
2223 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2224 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
2227 delete_monster_idx(i);
2233 * @brief 部屋全体を照らすサブルーチン
2237 * This routine clears the entire "temp" set.
2238 * This routine will Perma-Lite all "temp" grids.
2239 * This routine is used (only) by "lite_room()"
2240 * Dark grids are illuminated.
2241 * Also, process all affected monsters.
2243 * SMART monsters always wake up when illuminated
2244 * NORMAL monsters wake up 1/4 the time when illuminated
2245 * STUPID monsters wake up 1/10 the time when illuminated
2248 static void cave_temp_room_lite(void)
2252 /* Clear them all */
2253 for (i = 0; i < temp_n; i++)
2255 POSITION y = temp_y[i];
2256 POSITION x = temp_x[i];
2258 cave_type *c_ptr = &cave[y][x];
2260 /* No longer in the array */
2261 c_ptr->info &= ~(CAVE_TEMP);
2263 /* Update only non-CAVE_GLOW grids */
2264 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
2267 c_ptr->info |= (CAVE_GLOW);
2269 /* Process affected monsters */
2274 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2276 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2278 /* Update the monster */
2279 update_mon(c_ptr->m_idx, FALSE);
2281 /* Stupid monsters rarely wake up */
2282 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
2284 /* Smart monsters always wake up */
2285 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
2287 /* Sometimes monsters wake up */
2288 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
2291 (void)set_monster_csleep(c_ptr->m_idx, 0);
2293 /* Notice the "waking up" */
2298 /* Acquire the monster name */
2299 monster_desc(m_name, m_ptr, 0);
2301 /* Dump a message */
2302 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2313 update_local_illumination(y, x);
2323 * @brief 部屋全体を暗くするサブルーチン
2327 * This routine clears the entire "temp" set.
2328 * This routine will "darken" all "temp" grids.
2329 * In addition, some of these grids will be "unmarked".
2330 * This routine is used (only) by "unlite_room()"
2331 * Also, process all affected monsters
2334 static void cave_temp_room_unlite(void)
2338 /* Clear them all */
2339 for (i = 0; i < temp_n; i++)
2341 POSITION y = temp_y[i];
2342 POSITION x = temp_x[i];
2345 cave_type *c_ptr = &cave[y][x];
2346 bool do_dark = !is_mirror_grid(c_ptr);
2348 /* No longer in the array */
2349 c_ptr->info &= ~(CAVE_TEMP);
2351 /* Darken the grid */
2354 if (dun_level || !is_daytime())
2356 for (j = 0; j < 9; j++)
2358 int by = y + ddy_ddd[j];
2359 int bx = x + ddx_ddd[j];
2361 if (in_bounds2(by, bx))
2363 cave_type *cc_ptr = &cave[by][bx];
2365 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2373 if (!do_dark) continue;
2376 c_ptr->info &= ~(CAVE_GLOW);
2378 /* Hack -- Forget "boring" grids */
2379 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
2381 /* Forget the grid */
2382 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
2387 /* Process affected monsters */
2390 /* Update the monster */
2391 update_mon(c_ptr->m_idx, FALSE);
2397 update_local_illumination(y, x);
2407 * @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
2410 * @param pass_bold 地形条件を返す関数ポインタ
2413 static int next_to_open(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2420 for (i = 0; i < 16; i++)
2422 y = cy + ddy_cdd[i % 8];
2423 x = cx + ddx_cdd[i % 8];
2425 /* Found a wall, break the length */
2426 if (!pass_bold(y, x))
2428 /* Track best length */
2442 return (MAX(len, blen));
2446 * @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
2449 * @param pass_bold 地形条件を返す関数ポインタ
2452 static int next_to_walls_adj(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2458 for (i = 0; i < 8; i++)
2460 y = cy + ddy_ddd[i];
2461 x = cx + ddx_ddd[i];
2463 if (!pass_bold(y, x)) c++;
2471 * @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
2472 * @param y 部屋内のy座標1点
2473 * @param x 部屋内のx座標1点
2474 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
2475 * @param pass_bold 地形条件を返す関数ポインタ
2478 static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pass_bold)(POSITION, POSITION))
2483 c_ptr = &cave[y][x];
2485 /* Avoid infinite recursion */
2486 if (c_ptr->info & (CAVE_TEMP)) return;
2488 /* Do not "leave" the current room */
2489 if (!(c_ptr->info & (CAVE_ROOM)))
2491 if (only_room) return;
2494 if (!in_bounds2(y, x)) return;
2496 /* Do not exceed the maximum spell range */
2497 if (distance(p_ptr->y, p_ptr->x, y, x) > MAX_RANGE) return;
2499 /* Verify this grid */
2501 * The reason why it is ==6 instead of >5 is that 8 is impossible
2502 * due to the check for cave_bold above.
2503 * 7 lights dead-end corridors (you need to do this for the
2504 * checkboard interesting rooms, so that the boundary is lit
2506 * This leaves only a check for 6 bounding walls!
2508 if (in_bounds(y, x) && pass_bold(y, x) &&
2509 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
2512 /* Paranoia -- verify space */
2513 if (temp_n == TEMP_MAX) return;
2515 /* Mark the grid as "seen" */
2516 c_ptr->info |= (CAVE_TEMP);
2518 /* Add it to the "seen" set */
2525 * @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
2528 * @return 光を通すならばtrueを返す。
2530 static bool cave_pass_lite_bold(POSITION y, POSITION x)
2532 return cave_los_bold(y, x);
2536 * @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
2541 static void cave_temp_lite_room_aux(POSITION y, POSITION x)
2543 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
2547 * @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
2550 * @return 射線を通すならばtrueを返す。
2552 static bool cave_pass_dark_bold(POSITION y, POSITION x)
2554 return cave_have_flag_bold(y, x, FF_PROJECT);
2559 * @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
2564 static void cave_temp_unlite_room_aux(POSITION y, POSITION x)
2566 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
2571 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
2576 void lite_room(POSITION y1, POSITION x1)
2581 /* Add the initial grid */
2582 cave_temp_lite_room_aux(y1, x1);
2584 /* While grids are in the queue, add their neighbors */
2585 for (i = 0; i < temp_n; i++)
2587 x = temp_x[i], y = temp_y[i];
2589 /* Walls get lit, but stop light */
2590 if (!cave_pass_lite_bold(y, x)) continue;
2592 /* Spread adjacent */
2593 cave_temp_lite_room_aux(y + 1, x);
2594 cave_temp_lite_room_aux(y - 1, x);
2595 cave_temp_lite_room_aux(y, x + 1);
2596 cave_temp_lite_room_aux(y, x - 1);
2598 /* Spread diagonal */
2599 cave_temp_lite_room_aux(y + 1, x + 1);
2600 cave_temp_lite_room_aux(y - 1, x - 1);
2601 cave_temp_lite_room_aux(y - 1, x + 1);
2602 cave_temp_lite_room_aux(y + 1, x - 1);
2605 /* Now, lite them all up at once */
2606 cave_temp_room_lite();
2608 if (p_ptr->special_defense & NINJA_S_STEALTH)
2610 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2616 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
2621 void unlite_room(POSITION y1, POSITION x1)
2626 /* Add the initial grid */
2627 cave_temp_unlite_room_aux(y1, x1);
2629 /* Spread, breadth first */
2630 for (i = 0; i < temp_n; i++)
2632 x = temp_x[i], y = temp_y[i];
2634 /* Walls get dark, but stop darkness */
2635 if (!cave_pass_dark_bold(y, x)) continue;
2637 /* Spread adjacent */
2638 cave_temp_unlite_room_aux(y + 1, x);
2639 cave_temp_unlite_room_aux(y - 1, x);
2640 cave_temp_unlite_room_aux(y, x + 1);
2641 cave_temp_unlite_room_aux(y, x - 1);
2643 /* Spread diagonal */
2644 cave_temp_unlite_room_aux(y + 1, x + 1);
2645 cave_temp_unlite_room_aux(y - 1, x - 1);
2646 cave_temp_unlite_room_aux(y - 1, x + 1);
2647 cave_temp_unlite_room_aux(y + 1, x - 1);
2650 /* Now, darken them all at once */
2651 cave_temp_room_unlite();
2657 * @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
2660 * @return 作用が実際にあった場合TRUEを返す
2662 bool lite_area(HIT_POINT dam, POSITION rad)
2664 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2666 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
2668 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
2672 /* Hack -- Message */
2675 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
2678 /* Hook into the "project()" function */
2679 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1);
2681 /* Lite up the room */
2682 lite_room(p_ptr->y, p_ptr->x);
2690 * @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
2693 * @return 作用が実際にあった場合TRUEを返す
2695 bool unlite_area(HIT_POINT dam, POSITION rad)
2697 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2699 /* Hack -- Message */
2702 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
2705 /* Hook into the "project()" function */
2706 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1);
2708 /* Lite up the room */
2709 unlite_room(p_ptr->y, p_ptr->x);
2718 * @brief ボール系スペルの発動 / Cast a ball spell
2720 * @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)
2723 * @return 作用が実際にあった場合TRUEを返す
2726 * Stop if we hit a monster, act as a "ball"
2727 * Allow "target" mode to pass over monsters
2728 * Affect grids, objects, and monsters
2731 bool fire_ball(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2735 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2737 if (typ == GF_CHARM_LIVING) flg|= PROJECT_HIDE;
2738 /* Use the given direction */
2739 tx = p_ptr->x + 99 * ddx[dir];
2740 ty = p_ptr->y + 99 * ddy[dir];
2742 /* Hack -- Use an actual "target" */
2743 if ((dir == 5) && target_okay())
2745 flg &= ~(PROJECT_STOP);
2750 /* Analyze the "dir" and the "target". Hurt items on floor. */
2751 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2755 * @brief ブレス系スペルの発動 / Cast a breath spell
2757 * @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)
2760 * @return 作用が実際にあった場合TRUEを返す
2763 * Stop if we hit a monster, act as a "ball"
2764 * Allow "target" mode to pass over monsters
2765 * Affect grids, objects, and monsters
2768 bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2770 return fire_ball(typ, dir, dam, -rad);
2775 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
2777 * @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)
2780 * @return 作用が実際にあった場合TRUEを返す
2783 * Stop if we hit a monster, act as a "ball"
2784 * Allow "target" mode to pass over monsters
2785 * Affect grids, objects, and monsters
2788 bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2791 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2793 /* Use the given direction */
2794 tx = p_ptr->x + 99 * ddx[dir];
2795 ty = p_ptr->y + 99 * ddy[dir];
2797 /* Hack -- Use an actual "target" */
2798 if ((dir == 5) && target_okay())
2804 /* Analyze the "dir" and the "target". Hurt items on floor. */
2805 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2810 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
2812 * @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)
2815 * @return 作用が実際にあった場合TRUEを返す
2818 * Stop if we hit a monster, act as a "ball"
2819 * Allow "target" mode to pass over monsters
2820 * Affect grids, objects, and monsters
2823 bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2826 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
2828 /* Use the given direction */
2829 tx = p_ptr->x + 99 * ddx[dir];
2830 ty = p_ptr->y + 99 * ddy[dir];
2832 /* Hack -- Use an actual "target" */
2833 if ((dir == 5) && target_okay())
2835 flg &= ~(PROJECT_STOP);
2840 /* Analyze the "dir" and the "target". Hurt items on floor. */
2841 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2846 * @brief メテオ系スペルの発動 / Cast a meteor spell
2847 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
2853 * @return 作用が実際にあった場合TRUEを返す
2856 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
2857 * player, or outside source, that starts out at an arbitrary location, and
2858 * leaving no trail from the "caster" to the target. This function is
2859 * especially useful for bombardments and similar. -LM-
2860 * Option to hurt the player.
2863 bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
2865 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2867 /* Analyze the "target" and the caster. */
2868 return (project(who, rad, y, x, dam, typ, flg, -1));
2873 * @brief ブラスト系スペルの発動 / Cast a blast spell
2875 * @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)
2880 * @return 作用が実際にあった場合TRUEを返す
2882 bool fire_blast(EFFECT_ID typ, DIRECTION dir, int dd, int ds, int num, int dev)
2886 POSITION ty, tx, y, x;
2889 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
2894 /* Use the given direction */
2897 ly = ty = p_ptr->y + 20 * ddy[dir];
2898 lx = tx = p_ptr->x + 20 * ddx[dir];
2901 /* Use an actual "target" */
2902 else /* if (dir == 5) */
2907 lx = 20 * (tx - p_ptr->x) + p_ptr->x;
2908 ly = 20 * (ty - p_ptr->y) + p_ptr->y;
2911 ld = distance(p_ptr->y, p_ptr->x, ly, lx);
2914 for (i = 0; i < num; i++)
2918 /* Get targets for some bolts */
2919 y = rand_spread(ly, ld * dev / 20);
2920 x = rand_spread(lx, ld * dev / 20);
2922 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
2925 /* Analyze the "dir" and the "target". */
2926 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
2937 * @brief モンスターとの位置交換処理 / Switch position with a monster.
2938 * @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)
2939 * @return 作用が実際にあった場合TRUEを返す
2941 bool teleport_swap(DIRECTION dir)
2945 monster_type* m_ptr;
2946 monster_race* r_ptr;
2948 if ((dir == 5) && target_okay())
2955 tx = p_ptr->x + ddx[dir];
2956 ty = p_ptr->y + ddy[dir];
2958 c_ptr = &cave[ty][tx];
2960 if (p_ptr->anti_tele)
2962 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
2966 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
2968 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
2974 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10))
2976 msg_print(_("失敗した。", "Failed to swap."));
2982 m_ptr = &m_list[c_ptr->m_idx];
2983 r_ptr = &r_info[m_ptr->r_idx];
2985 (void)set_monster_csleep(c_ptr->m_idx, 0);
2987 if (r_ptr->flagsr & RFR_RES_TELE)
2989 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
2991 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2997 sound(SOUND_TELEPORT);
2999 /* Swap the player and monster */
3000 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
3008 * @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)
3010 * @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)
3013 * @return 作用が実際にあった場合TRUEを返す
3015 bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
3019 /* Pass through the target if needed */
3020 flg |= (PROJECT_THRU);
3022 /* Use the given direction */
3023 tx = p_ptr->x + ddx[dir];
3024 ty = p_ptr->y + ddy[dir];
3026 /* Hack -- Use an actual "target" */
3027 if ((dir == 5) && target_okay())
3033 /* Analyze the "dir" and the "target", do NOT explode */
3034 return (project(0, 0, ty, tx, dam, typ, flg, -1));
3039 * @brief ボルト系スペルの発動 / Cast a bolt spell.
3041 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3043 * @return 作用が実際にあった場合TRUEを返す
3046 * Stop if we hit a monster, as a "bolt".
3047 * Affect monsters and grids (not objects).
3050 bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3052 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
3053 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
3054 return (project_hook(typ, dir, dam, flg));
3059 * @brief ビーム系スペルの発動 / Cast a beam spell.
3061 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3063 * @return 作用が実際にあった場合TRUEを返す
3066 * Pass through monsters, as a "beam".
3067 * Affect monsters, grids and objects.
3070 bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3072 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
3073 return (project_hook(typ, dir, dam, flg));
3078 * @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.
3079 * @param prob ビーム化する確率(%)
3081 * @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)
3083 * @return 作用が実際にあった場合TRUEを返す
3086 * Pass through monsters, as a "beam".
3087 * Affect monsters, grids and objects.
3090 bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3092 if (randint0(100) < prob)
3094 return (fire_beam(typ, dir, dam));
3098 return (fire_bolt(typ, dir, dam));
3103 * @brief LITE_WEAK属性による光源ビーム処理
3104 * @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)
3106 * @return 作用が実際にあった場合TRUEを返す
3108 bool lite_line(DIRECTION dir, HIT_POINT dam)
3110 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
3111 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
3116 * @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)
3118 * @return 作用が実際にあった場合TRUEを返す
3120 bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam)
3122 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3123 return (project_hook(GF_HYPODYNAMIA, dir, dam, flg));
3128 * @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)
3130 * @return 作用が実際にあった場合TRUEを返す
3132 bool wall_to_mud(DIRECTION dir, HIT_POINT dam)
3134 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3135 return (project_hook(GF_KILL_WALL, dir, dam, flg));
3140 * @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)
3141 * @return 作用が実際にあった場合TRUEを返す
3143 bool wizard_lock(DIRECTION dir)
3145 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3146 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
3151 * @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)
3152 * @return 作用が実際にあった場合TRUEを返す
3154 bool destroy_door(DIRECTION dir)
3156 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3157 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
3162 * @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)
3163 * @return 作用が実際にあった場合TRUEを返す
3165 bool disarm_trap(DIRECTION dir)
3167 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3168 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
3173 * @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)
3175 * @return 作用が実際にあった場合TRUEを返す
3177 bool heal_monster(DIRECTION dir, HIT_POINT dam)
3179 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3180 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
3185 * @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)
3187 * @return 作用が実際にあった場合TRUEを返す
3189 bool speed_monster(DIRECTION dir, int power)
3191 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3192 return (project_hook(GF_OLD_SPEED, dir, power, flg));
3197 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3199 * @return 作用が実際にあった場合TRUEを返す
3201 bool slow_monster(DIRECTION dir, int power)
3203 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3204 return (project_hook(GF_OLD_SLOW, dir, power, flg));
3209 * @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)
3211 * @return 作用が実際にあった場合TRUEを返す
3213 bool sleep_monster(DIRECTION dir, int power)
3215 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3216 return (project_hook(GF_OLD_SLEEP, dir, power, flg));
3220 * @brief モンスター拘束(STASIS)処理
3221 * @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)
3222 * @return 作用が実際にあった場合TRUEを返す
3223 * @details 威力はプレイヤーレベル*2に固定
3225 bool stasis_monster(DIRECTION dir)
3227 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
3231 * @brief 邪悪なモンスター拘束(STASIS)処理
3232 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3233 * @return 作用が実際にあった場合TRUEを返す
3234 * @details 威力はプレイヤーレベル*2に固定
3236 bool stasis_evil(DIRECTION dir)
3238 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
3243 * @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)
3244 * @param plev プレイヤーレベル(=効力)
3245 * @return 作用が実際にあった場合TRUEを返す
3247 bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev)
3249 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3250 return (project_hook(GF_OLD_CONF, dir, plev, flg));
3255 * @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)
3256 * @param plev プレイヤーレベル(=効力)
3257 * @return 作用が実際にあった場合TRUEを返す
3259 bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev)
3261 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3262 return (project_hook(GF_STUN, dir, plev, flg));
3266 * @brief チェンジモンスター処理
3267 * @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)
3269 * @return 作用が実際にあった場合TRUEを返す
3271 bool poly_monster(DIRECTION dir, int power)
3273 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3274 bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
3276 chg_virtue(V_CHANCE, 1);
3281 * @brief クローンモンスター処理
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)
3283 * @return 作用が実際にあった場合TRUEを返す
3285 bool clone_monster(DIRECTION dir)
3287 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3288 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
3293 * @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)
3294 * @param plev プレイヤーレベル(=効力)
3295 * @return 作用が実際にあった場合TRUEを返す
3297 bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev)
3299 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3300 return (project_hook(GF_TURN_ALL, dir, plev, flg));
3305 * @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)
3306 * @param plev プレイヤーレベル(効力はplev*200)
3307 * @return 作用が実際にあった場合TRUEを返す
3309 bool death_ray(DIRECTION dir, PLAYER_LEVEL plev)
3311 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3312 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
3316 * @brief モンスター用テレポート処理
3317 * @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)
3318 * @param distance 移動距離
3319 * @return 作用が実際にあった場合TRUEを返す
3321 bool teleport_monster(DIRECTION dir, int distance)
3323 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
3324 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
3328 * @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)
3329 * @return 作用が実際にあった場合TRUEを返す
3331 bool door_creation(void)
3333 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3334 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_DOOR, flg, -1));
3338 * @brief トラップ生成処理(起点から周囲1マス)
3341 * @return 作用が実際にあった場合TRUEを返す
3343 bool trap_creation(POSITION y, POSITION x)
3345 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3346 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
3350 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
3351 * @return 作用が実際にあった場合TRUEを返す
3353 bool tree_creation(void)
3355 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3356 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_TREE, flg, -1));
3360 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
3361 * @return 作用が実際にあった場合TRUEを返す
3363 bool glyph_creation(void)
3365 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
3366 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_GLYPH, flg, -1));
3370 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
3371 * @return 作用が実際にあった場合TRUEを返す
3373 bool wall_stone(void)
3375 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3377 bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
3379 p_ptr->update |= (PU_FLOW);
3382 p_ptr->redraw |= (PR_MAP);
3388 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
3389 * @return 作用が実際にあった場合TRUEを返す
3391 bool destroy_doors_touch(void)
3393 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3394 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_DOOR, flg, -1));
3398 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
3399 * @return 作用が実際にあった場合TRUEを返す
3401 bool disarm_traps_touch(void)
3403 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3404 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_TRAP, flg, -1));
3408 * @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)
3409 * @return 作用が実際にあった場合TRUEを返す
3411 bool sleep_monsters_touch(void)
3413 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
3414 return (project(0, 1, p_ptr->y, p_ptr->x, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
3419 * @brief 死者復活処理(起点より周囲5マス)
3420 * @param who 術者モンスターID(0ならばプレイヤー)
3423 * @return 作用が実際にあった場合TRUEを返す
3425 bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x)
3427 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
3428 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
3433 * @return 作用が実際にあった場合TRUEを返す
3435 void call_chaos(void)
3437 int Chaos_type, dummy, dir;
3438 PLAYER_LEVEL plev = p_ptr->lev;
3439 bool line_chaos = FALSE;
3441 int hurt_types[31] =
3443 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
3444 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
3445 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
3446 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
3447 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
3448 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
3449 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
3450 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
3453 Chaos_type = hurt_types[randint0(31)];
3454 if (one_in_(4)) line_chaos = TRUE;
3458 for (dummy = 1; dummy < 10; dummy++)
3463 fire_beam(Chaos_type, dummy, 150);
3465 fire_ball(Chaos_type, dummy, 150, 2);
3469 else if (one_in_(3))
3471 fire_ball(Chaos_type, 0, 500, 8);
3475 if (!get_aim_dir(&dir)) return;
3477 fire_beam(Chaos_type, dir, 250);
3479 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
3484 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
3485 * @param stop_ty 再帰処理停止フラグ
3487 * @return 作用が実際にあった場合TRUEを返す
3490 * rr9: Stop the nasty things when a Cyberdemon is summoned
3491 * or the player gets paralyzed.
3494 bool activate_ty_curse(bool stop_ty, int *count)
3498 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3502 switch (randint1(34))
3507 msg_print(_("地面が揺れた...", "The ground trembles..."));
3508 earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
3509 if (!one_in_(6)) break;
3514 HIT_POINT dam = damroll(10, 10);
3515 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!"));
3516 project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1);
3517 take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
3518 if (!one_in_(6)) break;
3523 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
3524 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
3525 if (randint0(13)) (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3526 if (!one_in_(6)) break;
3529 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3533 project(0, 7, p_ptr->y, p_ptr->x, 50, GF_KILL_WALL, flg, -1);
3534 take_hit(DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
3536 if (!one_in_(6)) break;
3537 case 1: case 2: case 3: case 16: case 17:
3538 aggravate_monsters(0);
3539 if (!one_in_(6)) break;
3540 case 4: case 5: case 6:
3541 (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3542 if (!one_in_(6)) break;
3543 case 7: case 8: case 9: case 18:
3544 (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
3545 if (!one_in_(6)) break;
3546 case 10: case 11: case 12:
3547 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..."));
3548 lose_exp(p_ptr->exp / 16);
3549 if (!one_in_(6)) break;
3550 case 13: case 14: case 15: case 19: case 20:
3551 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
3557 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
3558 if (p_ptr->free_act)
3559 set_paralyzed(p_ptr->paralyzed + randint1(3));
3561 set_paralyzed(p_ptr->paralyzed + randint1(13));
3564 if (!one_in_(6)) break;
3565 case 21: case 22: case 23:
3566 (void)do_dec_stat(randint0(6));
3567 if (!one_in_(6)) break;
3569 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
3571 if (!one_in_(6)) break;
3574 * Only summon Cyberdemons deep in the dungeon.
3576 if ((dun_level > 65) && !stop_ty)
3578 (*count) += summon_cyber(-1, p_ptr->y, p_ptr->x);
3582 if (!one_in_(6)) break;
3588 (void)do_dec_stat(i);
3596 while (one_in_(3) && !stop_ty);
3602 * @brief HI_SUMMON(上級召喚)処理発動
3605 * @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
3606 * @return 作用が実際にあった場合TRUEを返す
3608 int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
3613 BIT_FLAGS mode = PM_ALLOW_GROUP;
3620 mode |= PM_FORCE_FRIENDLY;
3624 mode |= PM_FORCE_PET;
3629 if (!pet) mode |= PM_NO_PET;
3631 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
3633 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
3635 switch (randint1(25) + (dun_level / 20))
3638 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
3641 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
3644 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
3647 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
3650 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
3653 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
3656 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
3659 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
3663 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
3667 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
3670 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3671 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
3674 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3675 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
3678 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
3681 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3682 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
3691 * @brief サイバーデーモンの召喚
3692 * @param who 召喚主のモンスターID(0ならばプレイヤー)
3695 * @return 作用が実際にあった場合TRUEを返す
3697 int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x)
3700 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
3702 BIT_FLAGS mode = PM_ALLOW_GROUP;
3704 /* Summoned by a monster */
3707 monster_type *m_ptr = &m_list[who];
3708 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
3711 if (max_cyber > 4) max_cyber = 4;
3713 for (i = 0; i < max_cyber; i++)
3715 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode);
3722 * @brief 周辺破壊効果(プレイヤー中心)
3723 * @return 作用が実際にあった場合TRUEを返す
3725 void wall_breaker(void)
3728 POSITION y = 0, x = 0;
3729 int attempts = 1000;
3731 if (randint1(80 + p_ptr->lev) < 70)
3735 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
3737 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
3739 if (!player_bold(y, x)) break;
3742 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3743 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3745 else if (randint1(100) > 30)
3747 earthquake(p_ptr->y, p_ptr->x, 1);
3751 int num = damroll(5, 3);
3753 for (i = 0; i < num; i++)
3757 scatter(&y, &x, p_ptr->y, p_ptr->x, 10, 0);
3759 if (!player_bold(y, x)) break;
3762 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3763 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3770 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
3772 * @return 作用が実際にあった場合TRUEを返す
3774 bool confuse_monsters(HIT_POINT dam)
3776 return (project_hack(GF_OLD_CONF, dam));
3781 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
3783 * @return 作用が実際にあった場合TRUEを返す
3785 bool charm_monsters(HIT_POINT dam)
3787 return (project_hack(GF_CHARM, dam));
3792 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
3794 * @return 作用が実際にあった場合TRUEを返す
3796 bool charm_animals(HIT_POINT dam)
3798 return (project_hack(GF_CONTROL_ANIMAL, dam));
3803 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
3805 * @return 作用が実際にあった場合TRUEを返す
3807 bool stun_monsters(HIT_POINT dam)
3809 return (project_hack(GF_STUN, dam));
3814 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
3816 * @return 作用が実際にあった場合TRUEを返す
3818 bool stasis_monsters(HIT_POINT dam)
3820 return (project_hack(GF_STASIS, dam));
3825 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
3827 * @return 作用が実際にあった場合TRUEを返す
3829 bool mindblast_monsters(HIT_POINT dam)
3831 return (project_hack(GF_PSI, dam));
3836 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
3837 * @param dist 効力(距離)
3838 * @return 作用が実際にあった場合TRUEを返す
3840 bool banish_monsters(int dist)
3842 return (project_hack(GF_AWAY_ALL, dist));
3847 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
3849 * @return 作用が実際にあった場合TRUEを返す
3851 bool turn_evil(HIT_POINT dam)
3853 return (project_hack(GF_TURN_EVIL, dam));
3858 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
3860 * @return 作用が実際にあった場合TRUEを返す
3862 bool turn_monsters(HIT_POINT dam)
3864 return (project_hack(GF_TURN_ALL, dam));
3869 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
3870 * @return 作用が実際にあった場合TRUEを返す
3872 bool deathray_monsters(void)
3874 return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
3878 * @brief チャーム・モンスター(1体)
3879 * @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)
3881 * @return 作用が実際にあった場合TRUEを返す
3883 bool charm_monster(DIRECTION dir, PLAYER_LEVEL plev)
3885 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3886 return (project_hook(GF_CHARM, dir, plev, flg));
3890 * @brief アンデッド支配(1体)
3891 * @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)
3893 * @return 作用が実際にあった場合TRUEを返す
3895 bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev)
3897 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3898 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
3903 * @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)
3905 * @return 作用が実際にあった場合TRUEを返す
3907 bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev)
3909 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3910 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
3915 * @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)
3917 * @return 作用が実際にあった場合TRUEを返す
3919 bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev)
3921 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3922 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
3928 * @param success 判定成功上の処理ならばTRUE
3929 * @return 作用が実際にあった場合TRUEを返す
3931 bool kawarimi(bool success)
3934 object_type *q_ptr = &forge;
3937 if (p_ptr->is_dead) return FALSE;
3938 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
3939 if (randint0(200) < p_ptr->stun) return FALSE;
3941 if (!success && one_in_(3))
3943 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
3944 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3945 p_ptr->redraw |= (PR_STATUS);
3952 teleport_player(10 + randint1(90), 0L);
3956 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
3958 q_ptr->pval = MON_NINJA;
3960 /* Drop it in the dungeon */
3961 (void)drop_near(q_ptr, -1, y, x);
3964 if (success) msg_print("攻撃を受ける前に素早く身をひるがえした。");
3965 else msg_print("失敗!攻撃を受けてしまった。");
3967 if (success) msg_print("You have turned around just before the attack hit you.");
3968 else msg_print("Failed! You are hit by the attack.");
3971 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3972 p_ptr->redraw |= (PR_STATUS);
3980 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
3981 * @param mdeath 目標モンスターが死亡したかを返す
3982 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
3984 bool rush_attack(bool *mdeath)
3991 bool tmp_mdeath = FALSE;
3994 if (mdeath) *mdeath = FALSE;
3997 if (!get_aim_dir(&dir)) return FALSE;
3999 /* Use the given direction */
4000 tx = p_ptr->x + project_length * ddx[dir];
4001 ty = p_ptr->y + project_length * ddy[dir];
4003 /* Hack -- Use an actual "target" */
4004 if ((dir == 5) && target_okay())
4010 if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
4012 path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
4015 /* No need to move */
4016 if (!path_n) return TRUE;
4018 /* Use ty and tx as to-move point */
4022 /* Project along the path */
4023 for (i = 0; i < path_n; i++)
4025 monster_type *m_ptr;
4027 int ny = GRID_Y(path_g[i]);
4028 int nx = GRID_X(path_g[i]);
4030 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
4035 /* Go to next grid */
4039 if (!cave[ny][nx].m_idx)
4043 msg_print(_("失敗!", "Failed!"));
4047 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
4054 /* Move player before updating the monster */
4055 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4057 /* Update the monster */
4058 update_mon(cave[ny][nx].m_idx, TRUE);
4060 /* Found a monster */
4061 m_ptr = &m_list[cave[ny][nx].m_idx];
4063 if (tm_idx != cave[ny][nx].m_idx)
4066 msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "",
4067 m_ptr->ml ? "モンスター" : "何か");
4069 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
4072 else if (!player_bold(ty, tx))
4074 /* Hold the monster name */
4077 /* Get the monster name (BEFORE polymorphing) */
4078 monster_desc(m_name, m_ptr, 0);
4079 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
4082 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4084 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
4089 if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4091 if (mdeath) *mdeath = tmp_mdeath;
4097 * @brief 全鏡の消去 / Remove all mirrors in this floor
4098 * @param explode 爆発処理を伴うならばTRUE
4101 void remove_all_mirrors(bool explode)
4105 for (x = 0; x < cur_wid; x++)
4107 for (y = 0; y < cur_hgt; y++)
4109 if (is_mirror_grid(&cave[y][x]))
4111 remove_mirror(y, x);
4113 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
4114 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
4121 * @brief 『一つの指輪』の効果処理 /
4122 * Hack -- activate the ring of power
4123 * @param dir 発動の方向ID
4126 void ring_of_power(DIRECTION dir)
4128 /* Pick a random effect */
4129 switch (randint1(10))
4134 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."));
4137 /* Decrease all stats (permanently) */
4138 (void)dec_stat(A_STR, 50, TRUE);
4139 (void)dec_stat(A_INT, 50, TRUE);
4140 (void)dec_stat(A_WIS, 50, TRUE);
4141 (void)dec_stat(A_DEX, 50, TRUE);
4142 (void)dec_stat(A_CON, 50, TRUE);
4143 (void)dec_stat(A_CHR, 50, TRUE);
4145 /* Lose some experience (permanently) */
4146 p_ptr->exp -= (p_ptr->exp / 4);
4147 p_ptr->max_exp -= (p_ptr->exp / 4);
4155 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."));
4157 /* Dispel monsters */
4158 dispel_monsters(1000);
4168 fire_ball(GF_MANA, dir, 600, 3);
4179 fire_bolt(GF_MANA, dir, 500);
4187 * @brief 運命の輪、並びにカオス的な効果の発動
4188 * @param spell ランダムな効果を選択するための基準ID
4191 void wild_magic(int spell)
4194 int type = SUMMON_MOLD + randint0(6);
4196 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
4197 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
4199 switch (randint1(spell) + randint1(8) + 1)
4204 teleport_player(10, TELEPORT_PASSIVE);
4209 teleport_player(100, TELEPORT_PASSIVE);
4213 teleport_player(200, TELEPORT_PASSIVE);
4223 lite_area(damroll(2, 3), 2);
4226 destroy_doors_touch();
4231 sleep_monsters_touch();
4235 trap_creation(p_ptr->y, p_ptr->x);
4244 aggravate_monsters(0);
4247 earthquake(p_ptr->y, p_ptr->x, 5);
4251 (void)gain_random_mutation(0);
4255 apply_disenchant(1);
4261 fire_ball(GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
4268 while (counter++ < 8)
4270 (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET));
4275 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4278 (void)summon_cyber(-1, p_ptr->y, p_ptr->x);
4283 (void)activate_ty_curse(FALSE, &count);
4292 * @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。
4293 * / Drop 10+1d10 meteor ball at random places near the player
4298 void cast_meteor(HIT_POINT dam, POSITION rad)
4301 int b = 10 + randint1(10);
4303 for (i = 0; i < b; i++)
4305 POSITION y = 0, x = 0;
4308 for (count = 0; count <= 20; count++)
4312 x = p_ptr->x - 8 + randint0(17);
4313 y = p_ptr->y - 8 + randint0(17);
4315 dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
4316 dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
4318 /* Approximate distance */
4319 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4321 if (d >= 9) continue;
4323 if (!in_bounds(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)
4324 || !cave_have_flag_bold(y, x, FF_PROJECT)) continue;
4326 /* Valid position */
4330 if (count > 20) continue;
4332 project(0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
4338 * @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。
4341 * @return ターゲットを指定し、実行したならばTRUEを返す。
4343 bool cast_wrath_of_the_god(HIT_POINT dam, POSITION rad)
4345 POSITION x, y, tx, ty;
4349 int b = 10 + randint1(10);
4351 if (!get_aim_dir(&dir)) return FALSE;
4353 /* Use the given direction */
4354 tx = p_ptr->x + 99 * ddx[dir];
4355 ty = p_ptr->y + 99 * ddy[dir];
4357 /* Hack -- Use an actual "target" */
4358 if ((dir == 5) && target_okay())
4369 /* Hack -- Stop at the target */
4370 if ((y == ty) && (x == tx)) break;
4374 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
4376 /* Stop at maximum range */
4377 if (MAX_RANGE <= distance(p_ptr->y, p_ptr->x, ny, nx)) break;
4379 /* Stopped by walls/doors */
4380 if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
4382 /* Stopped by monsters */
4383 if ((dir != 5) && cave[ny][nx].m_idx != 0) break;
4385 /* Save the new location */
4392 for (i = 0; i < b; i++)
4394 int count = 20, d = 0;
4400 x = tx - 5 + randint0(11);
4401 y = ty - 5 + randint0(11);
4403 dx = (tx > x) ? (tx - x) : (x - tx);
4404 dy = (ty > y) ? (ty - y) : (y - ty);
4406 /* Approximate distance */
4407 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4408 /* Within the radius */
4412 if (count < 0) continue;
4414 /* Cannot penetrate perm walls */
4415 if (!in_bounds(y, x) ||
4416 cave_stop_disintegration(y, x) ||
4417 !in_disintegration_range(ty, tx, y, x))
4420 project(0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
4427 * @brief 「ワンダー」のランダムな効果を決定して処理する。
4431 * This spell should become more useful (more controlled) as the\n
4432 * player gains experience levels. Thus, add 1/5 of the player's\n
4433 * level to the die roll. This eliminates the worst effects later on,\n
4434 * while keeping the results quite random. It also allows some potent\n
4435 * effects only at high level.
4437 void cast_wonder(DIRECTION dir)
4439 PLAYER_LEVEL plev = p_ptr->lev;
4440 int die = randint1(100) + plev / 5;
4441 int vir = virtue_number(V_CHANCE);
4445 if (p_ptr->virtues[vir - 1] > 0)
4447 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4451 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4456 chg_virtue(V_CHANCE, 1);
4460 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
4463 if (die < 8) clone_monster(dir);
4464 else if (die < 14) speed_monster(dir, plev);
4465 else if (die < 26) heal_monster(dir, damroll(4, 6));
4466 else if (die < 31) poly_monster(dir, plev);
4468 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4469 damroll(3 + ((plev - 1) / 5), 4));
4470 else if (die < 41) confuse_monster(dir, plev);
4471 else if (die < 46) fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4472 else if (die < 51) (void)lite_line(dir, damroll(6, 8));
4474 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4475 damroll(3 + ((plev - 5) / 4), 8));
4477 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4478 damroll(5 + ((plev - 5) / 4), 8));
4480 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4481 damroll(6 + ((plev - 5) / 4), 8));
4483 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4484 damroll(8 + ((plev - 5) / 4), 8));
4485 else if (die < 76) hypodynamic_bolt(dir, 75);
4486 else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4487 else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
4488 else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
4489 else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
4490 else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
4493 earthquake(p_ptr->y, p_ptr->x, 12);
4497 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4501 symbol_genocide(plev + 50, TRUE);
4503 else if (die < 110) dispel_monsters(120);
4506 dispel_monsters(150);
4507 slow_monsters(plev);
4508 sleep_monsters(plev);
4515 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
4519 void cast_invoke_spirits(DIRECTION dir)
4521 PLAYER_LEVEL plev = p_ptr->lev;
4522 int die = randint1(100) + plev / 5;
4523 int vir = virtue_number(V_CHANCE);
4527 if (p_ptr->virtues[vir - 1] > 0)
4529 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4533 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4537 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..."));
4539 chg_virtue(V_CHANCE, 1);
4543 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!"));
4548 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!",
4549 "Oh no! Mouldering forms rise from the earth around you!"));
4551 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4552 chg_virtue(V_UNLIFE, 1);
4556 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..."));
4558 set_afraid(p_ptr->afraid + randint1(4) + 4);
4562 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...",
4563 "Your head is invaded by a horde of gibbering spectral voices..."));
4565 set_confused(p_ptr->confused + randint1(4) + 4);
4569 poly_monster(dir, plev);
4573 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4574 damroll(3 + ((plev - 1) / 5), 4));
4578 confuse_monster(dir, plev);
4582 fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4586 (void)lite_line(dir, damroll(6, 8));
4590 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4591 damroll(3 + ((plev - 5) / 4), 8));
4595 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4596 damroll(5 + ((plev - 5) / 4), 8));
4600 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4601 damroll(6 + ((plev - 5) / 4), 8));
4605 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4606 damroll(8 + ((plev - 5) / 4), 8));
4610 hypodynamic_bolt(dir, 75);
4614 fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4618 fire_ball(GF_ACID, dir, 40 + plev, 2);
4622 fire_ball(GF_ICE, dir, 70 + plev, 3);
4626 fire_ball(GF_FIRE, dir, 80 + plev, 3);
4630 hypodynamic_bolt(dir, 100 + plev);
4634 earthquake(p_ptr->y, p_ptr->x, 12);
4638 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4642 symbol_genocide(plev + 50, TRUE);
4646 dispel_monsters(120);
4650 dispel_monsters(150);
4651 slow_monsters(plev);
4652 sleep_monsters(plev);
4658 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。」",
4659 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
4664 * @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。
4667 void cast_shuffle(void)
4669 PLAYER_LEVEL plev = p_ptr->lev;
4672 int vir = virtue_number(V_CHANCE);
4675 /* Card sharks and high mages get a level bonus */
4676 if ((p_ptr->pclass == CLASS_ROGUE) ||
4677 (p_ptr->pclass == CLASS_HIGH_MAGE) ||
4678 (p_ptr->pclass == CLASS_SORCERER))
4679 die = (randint1(110)) + plev / 5;
4681 die = randint1(120);
4686 if (p_ptr->virtues[vir - 1] > 0)
4688 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4692 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4696 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..."));
4699 chg_virtue(V_CHANCE, 1);
4703 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
4705 for (i = 0; i < randint1(3); i++)
4706 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4710 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
4711 summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4716 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
4717 activate_ty_curse(FALSE, &count);
4721 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
4722 aggravate_monsters(0);
4726 msg_print(_("《愚者》だ。", "It's the Fool."));
4732 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
4733 trump_summoning(1, FALSE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
4737 msg_print(_("《月》だ。", "It's the Moon."));
4742 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
4743 wild_magic(randint0(32));
4747 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4748 teleport_player(10, TELEPORT_PASSIVE);
4752 msg_print(_("《正義》だ。", "It's Justice."));
4753 set_blessed(p_ptr->lev, FALSE);
4757 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4758 teleport_player(100, TELEPORT_PASSIVE);
4762 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4763 teleport_player(200, TELEPORT_PASSIVE);
4767 msg_print(_("《塔》だ。", "It's the Tower."));
4772 msg_print(_("《節制》だ。", "It's Temperance."));
4773 sleep_monsters_touch();
4777 msg_print(_("《塔》だ。", "It's the Tower."));
4779 earthquake(p_ptr->y, p_ptr->x, 5);
4783 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4784 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_MOLD, 0L);
4788 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4789 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_BAT, 0L);
4793 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4794 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_VORTEX, 0L);
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_COIN_MIMIC, 0L);
4803 msg_print(_("《恋人》だ。", "It's the Lovers."));
4805 if (get_aim_dir(&dir))
4806 charm_monster(dir, MIN(p_ptr->lev, 20));
4810 msg_print(_("《隠者》だ。", "It's the Hermit."));
4815 msg_print(_("《審判》だ。", "It's the Judgement."));
4816 do_cmd_rerate(FALSE);
4817 lose_all_mutations();
4821 msg_print(_("《太陽》だ。", "It's the Sun."));
4822 chg_virtue(V_KNOWLEDGE, 1);
4823 chg_virtue(V_ENLIGHTEN, 1);
4828 msg_print(_("《世界》だ。", "It's the World."));
4829 if (p_ptr->exp < PY_MAX_EXP)
4831 s32b ee = (p_ptr->exp / 25) + 1;
4832 if (ee > 5000) ee = 5000;
4833 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4839 bool_hack life_stream(bool_hack message, bool_hack virtue)
4843 chg_virtue(V_VITALITY, 1);
4844 chg_virtue(V_UNLIFE, -5);
4848 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
4851 (void)set_poisoned(0);
4853 (void)set_confused(0);
4857 (void)restore_all_status();
4858 (void)set_shero(0, TRUE);
4865 bool_hack heroism(int base)
4867 bool_hack ident = FALSE;
4868 if(set_afraid(0)) ident = TRUE;
4869 if(set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4870 if(hp_player(10)) ident = TRUE;
4874 bool_hack berserk(int base)
4876 bool_hack ident = FALSE;
4877 if (set_afraid(0)) ident = TRUE;
4878 if (set_shero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4879 if (hp_player(30)) ident = TRUE;
4883 bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
4885 bool_hack ident = FALSE;
4886 if (hp_player(damroll(dice, sides))) ident = TRUE;
4887 if (set_blind(0)) ident = TRUE;
4888 if (set_cut(p_ptr->cut - 10)) ident = TRUE;
4889 if (set_shero(0, TRUE)) ident = TRUE;
4893 bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
4895 bool_hack ident = FALSE;
4896 if (hp_player(damroll(dice, sides))) ident = TRUE;
4897 if (set_blind(0)) ident = TRUE;
4898 if (set_confused(0)) ident = TRUE;
4899 if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
4900 if (set_shero(0, TRUE)) ident = TRUE;
4904 bool_hack cure_critical_wounds(HIT_POINT pow)
4906 bool_hack ident = FALSE;
4907 if (hp_player(pow)) ident = TRUE;
4908 if (set_blind(0)) ident = TRUE;
4909 if (set_confused(0)) ident = TRUE;
4910 if (set_poisoned(0)) ident = TRUE;
4911 if (set_stun(0)) ident = TRUE;
4912 if (set_cut(0)) ident = TRUE;
4913 if (set_shero(0, TRUE)) ident = TRUE;
4917 bool_hack true_healing(HIT_POINT pow)
4919 bool_hack ident = FALSE;
4920 if (hp_player(pow)) ident = TRUE;
4921 if (set_blind(0)) ident = TRUE;
4922 if (set_confused(0)) ident = TRUE;
4923 if (set_poisoned(0)) ident = TRUE;
4924 if (set_stun(0)) ident = TRUE;
4925 if (set_cut(0)) ident = TRUE;
4926 if (set_image(0)) ident = TRUE;
4930 bool_hack restore_mana(bool_hack magic_eater)
4932 bool_hack ident = FALSE;
4934 if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
4937 for (i = 0; i < EATER_EXT * 2; i++)
4939 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
4940 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;
4942 for (; i < EATER_EXT * 3; i++)
4944 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
4945 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;
4946 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
4948 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4949 p_ptr->window |= (PW_PLAYER);
4952 else if (p_ptr->csp < p_ptr->msp)
4954 p_ptr->csp = p_ptr->msp;
4955 p_ptr->csp_frac = 0;
4956 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4957 p_ptr->redraw |= (PR_MANA);
4958 p_ptr->window |= (PW_PLAYER);
4959 p_ptr->window |= (PW_SPELL);
4966 bool restore_all_status(void)
4969 if (do_res_stat(A_STR)) ident = TRUE;
4970 if (do_res_stat(A_INT)) ident = TRUE;
4971 if (do_res_stat(A_WIS)) ident = TRUE;
4972 if (do_res_stat(A_DEX)) ident = TRUE;
4973 if (do_res_stat(A_CON)) ident = TRUE;
4974 if (do_res_stat(A_CHR)) ident = TRUE;
4979 * @brief 口を使う継続的な処理を中断する
4982 void stop_mouth(void)
4984 if (music_singing_any()) stop_singing();
4985 if (hex_spelling_any()) stop_hex_spell_all();
4989 bool_hack vampirism(void)
4996 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
4998 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
5002 /* Only works on adjacent monsters */
5003 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
5004 y = p_ptr->y + ddy[dir];
5005 x = p_ptr->x + ddx[dir];
5006 c_ptr = &cave[y][x];
5010 if (!(c_ptr->m_idx))
5012 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
5016 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
5018 dummy = p_ptr->lev * 2;
5020 if (hypodynamic_bolt(dir, dummy))
5022 if (p_ptr->food < PY_FOOD_FULL)
5023 /* No heal if we are "full" */
5024 (void)hp_player(dummy);
5026 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
5028 /* Gain nutritional sustenance: 150/hp drained */
5029 /* A Food ration gives 5000 food points (by contrast) */
5030 /* Don't ever get more than "Full" this way */
5031 /* But if we ARE Gorged, it won't cure us */
5032 dummy = p_ptr->food + MIN(5000, 100 * dummy);
5033 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
5034 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
5037 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
5041 bool panic_hit(void)
5046 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
5047 y = p_ptr->y + ddy[dir];
5048 x = p_ptr->x + ddx[dir];
5049 if (cave[y][x].m_idx)
5052 if (randint0(p_ptr->skill_dis) < 7)
5053 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
5055 teleport_player(30, 0L);
5060 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"));
5068 * @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)
5071 * currently this function allows pseudo-id of any object,
5072 * including silly ones like potions & scrolls, which always
5073 * get '{average}'. This should be changed, either to stop such
5074 * items from being pseudo-id'd, or to allow psychometry to
5075 * detect whether the unidentified potion/scroll/etc is
5076 * good (Cure Light Wounds, Restore Strength, etc) or
5077 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
5079 bool psychometry(void)
5083 char o_name[MAX_NLEN];
5088 item_tester_no_ryoute = TRUE;
5089 q = _("どのアイテムを調べますか?", "Meditate on which item? ");
5090 s = _("調べるアイテムがありません。", "You have nothing appropriate.");
5092 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
5094 /* Get the item (in the pack) */
5097 o_ptr = &inventory[item];
5100 /* Get the item (on the floor) */
5103 o_ptr = &o_list[0 - item];
5106 /* It is fully known, no information needed */
5107 if (object_is_known(o_ptr))
5109 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
5113 /* Check for a feeling */
5114 feel = value_check_aux1(o_ptr);
5116 /* Get an object description */
5117 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5119 /* Skip non-feelings */
5122 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);
5127 msg_format("%sは%sという感じがする...",
5128 o_name, game_inscriptions[feel]);
5130 msg_format("You feel that the %s %s %s...",
5131 o_name, ((o_ptr->number == 1) ? "is" : "are"),
5132 game_inscriptions[feel]);
5136 /* We have "felt" it */
5137 o_ptr->ident |= (IDENT_SENSE);
5140 o_ptr->feeling = feel;
5142 /* Player touches it */
5143 o_ptr->marked |= OM_TOUCHED;
5145 /* Combine / Reorder the pack (later) */
5146 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5148 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5150 /* Valid "tval" codes */
5151 switch (o_ptr->tval)
5179 /* Auto-inscription/destroy */
5180 autopick_alter_item(item, (bool)(okay && destroy_feeling));
5182 /* Something happened */