3 * @brief 魔法効果の実装/ Spell code (part 2)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
20 * @brief プレイヤー周辺の地形を感知する
23 * @param known 地形から危険フラグを外すならTRUE
24 * @return 効力があった場合TRUEを返す
26 static bool detect_feat_flag(POSITION range, int flag, bool known)
32 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
34 /* Scan the current panel */
35 for (y = 1; y < cur_hgt - 1; y++)
37 for (x = 1; x <= cur_wid - 1; x++)
39 int dist = distance(p_ptr->y, p_ptr->x, y, x);
40 if (dist > range) continue;
48 /* Mark as detected */
49 if (dist <= range && known)
51 if (dist <= range - 1) c_ptr->info |= (CAVE_IN_DETECT);
53 c_ptr->info &= ~(CAVE_UNSAFE);
61 if (cave_have_flag_grid(c_ptr, flag))
66 /* Hack -- Memorize */
67 c_ptr->info |= (CAVE_MARK);
84 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
86 * @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
87 * @return 効力があった場合TRUEを返す
89 bool detect_traps(POSITION range, bool known)
91 bool detect = detect_feat_flag(range, FF_TRAP, known);
93 if (known) p_ptr->dtrap = TRUE;
95 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
100 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
109 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
111 * @return 効力があった場合TRUEを返す
113 bool detect_doors(POSITION range)
115 bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
117 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
122 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
131 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
133 * @return 効力があった場合TRUEを返す
135 bool detect_stairs(POSITION range)
137 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
139 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
144 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
153 * @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
155 * @return 効力があった場合TRUEを返す
157 bool detect_treasure(POSITION range)
159 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
161 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
166 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!"));
175 * @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
177 * @return 効力があった場合TRUEを返す
179 bool detect_objects_gold(POSITION range)
182 POSITION range2 = range;
186 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
189 for (i = 1; i < o_max; i++)
191 object_type *o_ptr = &o_list[i];
193 /* Skip dead objects */
194 if (!o_ptr->k_idx) continue;
196 /* Skip held objects */
197 if (o_ptr->held_m_idx) continue;
203 /* Only detect nearby objects */
204 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
206 /* Detect "gold" objects */
207 if (o_ptr->tval == TV_GOLD)
209 /* Hack -- memorize it */
210 o_ptr->marked |= OM_FOUND;
220 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
225 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
228 if (detect_monsters_string(range, "$"))
239 * @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
241 * @return 効力があった場合TRUEを返す
243 bool detect_objects_normal(POSITION range)
246 POSITION range2 = range;
250 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
253 for (i = 1; i < o_max; i++)
255 object_type *o_ptr = &o_list[i];
257 /* Skip dead objects */
258 if (!o_ptr->k_idx) continue;
260 /* Skip held objects */
261 if (o_ptr->held_m_idx) continue;
267 /* Only detect nearby objects */
268 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
270 /* Detect "real" objects */
271 if (o_ptr->tval != TV_GOLD)
273 /* Hack -- memorize it */
274 o_ptr->marked |= OM_FOUND;
284 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
289 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
292 if (detect_monsters_string(range, "!=?|/`"))
303 * @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.
305 * @return 効力があった場合TRUEを返す
308 * This will light up all spaces with "magic" items, including artifacts,
309 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
310 * and "enchanted" items of the "good" variety.
312 * It can probably be argued that this function is now too powerful.
315 bool detect_objects_magic(POSITION range)
321 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
323 /* Scan all objects */
324 for (i = 1; i < o_max; i++)
326 object_type *o_ptr = &o_list[i];
328 /* Skip dead objects */
329 if (!o_ptr->k_idx) continue;
331 /* Skip held objects */
332 if (o_ptr->held_m_idx) continue;
338 /* Only detect nearby objects */
339 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
341 /* Examine the tval */
344 /* Artifacts, misc magic items, or enchanted wearables */
345 if (object_is_artifact(o_ptr) ||
346 object_is_ego(o_ptr) ||
347 (tv == TV_WHISTLE) ||
355 (tv == TV_LIFE_BOOK) ||
356 (tv == TV_SORCERY_BOOK) ||
357 (tv == TV_NATURE_BOOK) ||
358 (tv == TV_CHAOS_BOOK) ||
359 (tv == TV_DEATH_BOOK) ||
360 (tv == TV_TRUMP_BOOK) ||
361 (tv == TV_ARCANE_BOOK) ||
362 (tv == TV_CRAFT_BOOK) ||
363 (tv == TV_DAEMON_BOOK) ||
364 (tv == TV_CRUSADE_BOOK) ||
365 (tv == TV_MUSIC_BOOK) ||
366 (tv == TV_HISSATSU_BOOK) ||
367 (tv == TV_HEX_BOOK) ||
368 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
370 /* Memorize the item */
371 o_ptr->marked |= OM_FOUND;
384 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!"));
393 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
395 * @return 効力があった場合TRUEを返す
397 bool detect_monsters_normal(POSITION range)
404 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
407 for (i = 1; i < m_max; i++)
409 monster_type *m_ptr = &m_list[i];
410 monster_race *r_ptr = &r_info[m_ptr->r_idx];
412 /* Skip dead monsters */
413 if (!m_ptr->r_idx) continue;
419 /* Only detect nearby monsters */
420 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
422 /* Detect all non-invisible monsters */
423 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
425 /* Repair visibility later */
426 repair_monsters = TRUE;
428 /* Hack -- Detect monster */
429 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
431 /* Update the monster */
432 update_mon(i, FALSE);
439 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
444 /* Describe result */
445 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
454 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
456 * @return 効力があった場合TRUEを返す
458 bool detect_monsters_invis(POSITION range)
464 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
467 for (i = 1; i < m_max; i++)
469 monster_type *m_ptr = &m_list[i];
470 monster_race *r_ptr = &r_info[m_ptr->r_idx];
472 /* Skip dead monsters */
473 if (!m_ptr->r_idx) continue;
479 /* Only detect nearby monsters */
480 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
482 /* Detect invisible monsters */
483 if (r_ptr->flags2 & RF2_INVISIBLE)
485 /* Update monster recall window */
486 if (p_ptr->monster_race_idx == m_ptr->r_idx)
489 p_ptr->window |= (PW_MONSTER);
492 /* Repair visibility later */
493 repair_monsters = TRUE;
495 /* Hack -- Detect monster */
496 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
498 /* Update the monster */
499 update_mon(i, FALSE);
506 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
511 /* Describe result */
512 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
520 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
522 * @return 効力があった場合TRUEを返す
524 bool detect_monsters_evil(POSITION range)
530 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
533 for (i = 1; i < m_max; i++)
535 monster_type *m_ptr = &m_list[i];
536 monster_race *r_ptr = &r_info[m_ptr->r_idx];
538 /* Skip dead monsters */
539 if (!m_ptr->r_idx) continue;
545 /* Only detect nearby monsters */
546 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
548 /* Detect evil monsters */
549 if (r_ptr->flags3 & RF3_EVIL)
551 if (is_original_ap(m_ptr))
553 /* Take note that they are evil */
554 r_ptr->r_flags3 |= (RF3_EVIL);
556 /* Update monster recall window */
557 if (p_ptr->monster_race_idx == m_ptr->r_idx)
560 p_ptr->window |= (PW_MONSTER);
564 /* Repair visibility later */
565 repair_monsters = TRUE;
567 /* Hack -- Detect monster */
568 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
570 /* Update the monster */
571 update_mon(i, FALSE);
581 /* Describe result */
582 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
590 * @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
592 * @return 効力があった場合TRUEを返す
594 bool detect_monsters_nonliving(POSITION range)
600 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
603 for (i = 1; i < m_max; i++)
605 monster_type *m_ptr = &m_list[i];
606 monster_race *r_ptr = &r_info[m_ptr->r_idx];
608 /* Skip dead monsters */
609 if (!m_ptr->r_idx) continue;
615 /* Only detect nearby monsters */
616 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
618 /* Detect non-living monsters */
619 if (!monster_living(r_ptr))
621 /* Update monster recall window */
622 if (p_ptr->monster_race_idx == m_ptr->r_idx)
625 p_ptr->window |= (PW_MONSTER);
628 /* Repair visibility later */
629 repair_monsters = TRUE;
631 /* Hack -- Detect monster */
632 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
634 /* Update the monster */
635 update_mon(i, FALSE);
645 /* Describe result */
646 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!"));
654 * @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
656 * @return 効力があった場合TRUEを返す
658 bool detect_monsters_mind(POSITION range)
664 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
667 for (i = 1; i < m_max; i++)
669 monster_type *m_ptr = &m_list[i];
670 monster_race *r_ptr = &r_info[m_ptr->r_idx];
672 /* Skip dead monsters */
673 if (!m_ptr->r_idx) continue;
679 /* Only detect nearby monsters */
680 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
682 /* Detect non-living monsters */
683 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
685 /* Update monster recall window */
686 if (p_ptr->monster_race_idx == m_ptr->r_idx)
689 p_ptr->window |= (PW_MONSTER);
692 /* Repair visibility later */
693 repair_monsters = TRUE;
695 /* Hack -- Detect monster */
696 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
698 /* Update the monster */
699 update_mon(i, FALSE);
709 /* Describe result */
710 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
719 * @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
721 * @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)
722 * @return 効力があった場合TRUEを返す
724 bool detect_monsters_string(POSITION range, cptr Match)
730 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
733 for (i = 1; i < m_max; i++)
735 monster_type *m_ptr = &m_list[i];
736 monster_race *r_ptr = &r_info[m_ptr->r_idx];
738 /* Skip dead monsters */
739 if (!m_ptr->r_idx) continue;
745 /* Only detect nearby monsters */
746 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
748 /* Detect monsters with the same symbol */
749 if (my_strchr(Match, r_ptr->d_char))
751 /* Update monster recall window */
752 if (p_ptr->monster_race_idx == m_ptr->r_idx)
755 p_ptr->window |= (PW_MONSTER);
758 /* Repair visibility later */
759 repair_monsters = TRUE;
761 /* Hack -- Detect monster */
762 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
764 /* Update the monster */
765 update_mon(i, FALSE);
772 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
777 /* Describe result */
778 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
786 * @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
788 * @param match_flag 感知フラグ
789 * @return 効力があった場合TRUEを返す
791 bool detect_monsters_xxx(POSITION range, u32b match_flag)
796 cptr desc_monsters = _("変なモンスター", "weird monsters");
798 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
801 for (i = 1; i < m_max; i++)
803 monster_type *m_ptr = &m_list[i];
804 monster_race *r_ptr = &r_info[m_ptr->r_idx];
806 /* Skip dead monsters */
807 if (!m_ptr->r_idx) continue;
813 /* Only detect nearby monsters */
814 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
816 /* Detect evil monsters */
817 if (r_ptr->flags3 & (match_flag))
819 if (is_original_ap(m_ptr))
821 /* Take note that they are something */
822 r_ptr->r_flags3 |= (match_flag);
824 /* Update monster recall window */
825 if (p_ptr->monster_race_idx == m_ptr->r_idx)
828 p_ptr->window |= (PW_MONSTER);
832 /* Repair visibility later */
833 repair_monsters = TRUE;
835 /* Hack -- Detect monster */
836 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
838 /* Update the monster */
839 update_mon(i, FALSE);
852 desc_monsters = _("デーモン", "demons");
855 desc_monsters = _("アンデッド", "the undead");
859 /* Describe result */
860 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
870 * @brief 全感知処理 / Detect everything
872 * @return 効力があった場合TRUEを返す
874 bool detect_all(POSITION range)
878 /* Detect everything */
879 if (detect_traps(range, TRUE)) detect = TRUE;
880 if (detect_doors(range)) detect = TRUE;
881 if (detect_stairs(range)) detect = TRUE;
883 /* There are too many hidden treasure. So... */
884 /* if (detect_treasure(range)) detect = TRUE; */
886 if (detect_objects_gold(range)) detect = TRUE;
887 if (detect_objects_normal(range)) detect = TRUE;
888 if (detect_monsters_invis(range)) detect = TRUE;
889 if (detect_monsters_normal(range)) detect = TRUE;
897 * @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
900 * @return 効力があった場合TRUEを返す
903 * Note that affected monsters are NOT auto-tracked by this usage.
905 * To avoid misbehavior when monster deaths have side-effects,
906 * this is done in two passes. -- JDL
909 bool project_hack(EFFECT_ID typ, HIT_POINT dam)
912 int flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
913 bool obvious = FALSE;
916 /* Mark all (nearby) monsters */
917 for (i = 1; i < m_max; i++)
919 monster_type *m_ptr = &m_list[i];
921 /* Paranoia -- Skip dead monsters */
922 if (!m_ptr->r_idx) continue;
928 /* Require line of sight */
929 if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
931 /* Mark the monster */
932 m_ptr->mflag |= (MFLAG_TEMP);
935 /* Affect all marked monsters */
936 for (i = 1; i < m_max; i++)
938 monster_type *m_ptr = &m_list[i];
940 /* Skip unmarked monsters */
941 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
944 m_ptr->mflag &= ~(MFLAG_TEMP);
950 /* Jump directly to the target monster */
951 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
960 * @brief 視界内モンスターを加速する処理 / Speed monsters
961 * @return 効力があった場合TRUEを返す
963 bool speed_monsters(void)
965 return (project_hack(GF_OLD_SPEED, p_ptr->lev));
969 * @brief 視界内モンスターを加速する処理 / Slow monsters
970 * @return 効力があった場合TRUEを返す
972 bool slow_monsters(int power)
974 return (project_hack(GF_OLD_SLOW, power));
978 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
979 * @return 効力があった場合TRUEを返す
981 bool sleep_monsters(int power)
983 return (project_hack(GF_OLD_SLEEP, power));
987 * @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
988 * @return 効力があった場合TRUEを返す
990 bool banish_evil(int dist)
992 return (project_hack(GF_AWAY_EVIL, dist));
996 * @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
997 * @return 効力があった場合TRUEを返す
999 bool turn_undead(void)
1001 bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
1003 chg_virtue(V_UNLIFE, -1);
1008 * @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
1009 * @return 効力があった場合TRUEを返す
1011 bool dispel_undead(HIT_POINT dam)
1013 bool tester = (project_hack(GF_DISP_UNDEAD, dam));
1015 chg_virtue(V_UNLIFE, -2);
1020 * @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
1021 * @return 効力があった場合TRUEを返す
1023 bool dispel_evil(HIT_POINT dam)
1025 return (project_hack(GF_DISP_EVIL, dam));
1029 * @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
1030 * @return 効力があった場合TRUEを返す
1032 bool dispel_good(HIT_POINT dam)
1034 return (project_hack(GF_DISP_GOOD, dam));
1038 * @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
1039 * @return 効力があった場合TRUEを返す
1041 bool dispel_monsters(HIT_POINT dam)
1043 return (project_hack(GF_DISP_ALL, dam));
1047 * @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
1048 * @return 効力があった場合TRUEを返す
1050 bool dispel_living(HIT_POINT dam)
1052 return (project_hack(GF_DISP_LIVING, dam));
1056 * @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
1057 * @return 効力があった場合TRUEを返す
1059 bool dispel_demons(HIT_POINT dam)
1061 return (project_hack(GF_DISP_DEMON, dam));
1065 * @brief 視界内のモンスターに「聖戦」効果を与える処理
1066 * @return 効力があった場合TRUEを返す
1070 return (project_hack(GF_CRUSADE, p_ptr->lev*4));
1074 * @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.
1075 * @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)
1078 void aggravate_monsters(MONSTER_IDX who)
1085 /* Aggravate everyone nearby */
1086 for (i = 1; i < m_max; i++)
1088 monster_type *m_ptr = &m_list[i];
1089 /* monster_race *r_ptr = &r_info[m_ptr->r_idx]; */
1091 /* Paranoia -- Skip dead monsters */
1092 if (!m_ptr->r_idx) continue;
1094 /* Skip aggravating monster (or player) */
1095 if (i == who) continue;
1097 /* Wake up nearby sleeping monsters */
1098 if (m_ptr->cdis < MAX_SIGHT * 2)
1101 if (MON_CSLEEP(m_ptr))
1103 (void)set_monster_csleep(i, 0);
1106 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
1109 /* Speed up monsters in line of sight */
1110 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
1114 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
1122 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!");
1123 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!");
1125 if (speed) msg_print("You feel a sudden stirring nearby!");
1126 else if (sleep) msg_print("You hear a sudden stirring in the distance!");
1128 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
1133 * @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
1134 * @param m_idx 抹殺するモンスターID
1135 * @param power 抹殺の威力
1136 * @param player_cast プレイヤーの魔法によるものならば TRUE
1137 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
1138 * @param spell_name 抹殺効果を起こした魔法の名前
1139 * @return 効力があった場合TRUEを返す
1141 bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, cptr spell_name)
1143 int msec = delay_factor * delay_factor * delay_factor;
1144 monster_type *m_ptr = &m_list[m_idx];
1145 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1146 bool resist = FALSE;
1148 if (is_pet(m_ptr) && !player_cast) return FALSE;
1150 /* Hack -- Skip Unique Monsters or Quest Monsters */
1151 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1153 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1155 else if (m_idx == p_ptr->riding) resist = TRUE;
1157 else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
1159 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1161 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1163 /* Delete the monster */
1166 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1170 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1171 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1174 delete_monster_idx(m_idx);
1177 if (resist && player_cast)
1179 bool see_m = is_seen(m_ptr);
1182 monster_desc(m_name, m_ptr, 0);
1185 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1187 if (MON_CSLEEP(m_ptr))
1189 (void)set_monster_csleep(m_idx, 0);
1192 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1195 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1199 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1203 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1209 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);
1212 /* Visual feedback */
1213 move_cursor_relative(p_ptr->y, p_ptr->x);
1216 p_ptr->redraw |= (PR_HP);
1219 p_ptr->window |= (PW_PLAYER);
1228 Term_xtra(TERM_XTRA_DELAY, msec);
1235 * @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
1236 * @param power 抹殺の威力
1237 * @param player_cast プレイヤーの魔法によるものならば TRUE
1238 * @return 効力があった場合TRUEを返す
1240 bool symbol_genocide(int power, bool player_cast)
1244 bool result = FALSE;
1246 /* Prevent genocide in quest levels */
1247 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1252 /* Mega-Hack -- Get a monster symbol */
1253 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)) ;
1255 /* Delete the monsters of that "type" */
1256 for (i = 1; i < m_max; i++)
1258 monster_type *m_ptr = &m_list[i];
1259 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1261 /* Paranoia -- Skip dead monsters */
1262 if (!m_ptr->r_idx) continue;
1264 /* Skip "wrong" monsters */
1265 if (r_ptr->d_char != typ) continue;
1268 result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
1273 chg_virtue(V_VITALITY, -2);
1274 chg_virtue(V_CHANCE, -1);
1282 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1283 * @param power 抹殺の威力
1284 * @param player_cast プレイヤーの魔法によるものならば TRUE
1285 * @return 効力があった場合TRUEを返す
1287 bool mass_genocide(int power, bool player_cast)
1290 bool result = FALSE;
1292 /* Prevent mass genocide in quest levels */
1293 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1298 /* Delete the (nearby) monsters */
1299 for (i = 1; i < m_max; i++)
1301 monster_type *m_ptr = &m_list[i];
1303 /* Paranoia -- Skip dead monsters */
1304 if (!m_ptr->r_idx) continue;
1306 /* Skip distant monsters */
1307 if (m_ptr->cdis > MAX_SIGHT) continue;
1310 result |= genocide_aux(i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1315 chg_virtue(V_VITALITY, -2);
1316 chg_virtue(V_CHANCE, -1);
1324 * @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
1325 * @param power 抹殺の威力
1326 * @param player_cast プレイヤーの魔法によるものならば TRUE
1327 * @return 効力があった場合TRUEを返す
1329 bool mass_genocide_undead(int power, bool player_cast)
1332 bool result = FALSE;
1334 /* Prevent mass genocide in quest levels */
1335 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1340 /* Delete the (nearby) monsters */
1341 for (i = 1; i < m_max; i++)
1343 monster_type *m_ptr = &m_list[i];
1344 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1346 /* Paranoia -- Skip dead monsters */
1347 if (!m_ptr->r_idx) continue;
1349 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1351 /* Skip distant monsters */
1352 if (m_ptr->cdis > MAX_SIGHT) continue;
1355 result |= genocide_aux(i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1360 chg_virtue(V_UNLIFE, -2);
1361 chg_virtue(V_CHANCE, -1);
1369 * @brief 周辺モンスターを調査する / Probe nearby monsters
1370 * @return 効力があった場合TRUEを返す
1385 /* Probe all (nearby) monsters */
1386 for (i = 1; i < m_max; i++)
1388 monster_type *m_ptr = &m_list[i];
1389 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1391 /* Paranoia -- Skip dead monsters */
1392 if (!m_ptr->r_idx) continue;
1394 /* Require line of sight */
1395 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
1397 /* Probe visible monsters */
1402 /* Start the message */
1405 msg_print(_("調査中...", "Probing..."));
1410 if (!is_original_ap(m_ptr))
1412 if (m_ptr->mflag2 & MFLAG2_KAGE)
1413 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1415 m_ptr->ap_r_idx = m_ptr->r_idx;
1416 lite_spot(m_ptr->fy, m_ptr->fx);
1418 /* Get "the monster" or "something" */
1419 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1421 speed = m_ptr->mspeed - 110;
1422 if (MON_FAST(m_ptr)) speed += 10;
1423 if (MON_SLOW(m_ptr)) speed -= 10;
1424 if (ironman_nightmare) speed += 5;
1426 /* Get the monster's alignment */
1428 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = "善悪";
1429 else if (r_ptr->flags3 & RF3_EVIL) align = "邪悪";
1430 else if (r_ptr->flags3 & RF3_GOOD) align = "善良";
1431 else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = "中立(善悪)";
1432 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "中立(邪悪)";
1433 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "中立(善良)";
1436 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = "good&evil";
1437 else if (r_ptr->flags3 & RF3_EVIL) align = "evil";
1438 else if (r_ptr->flags3 & RF3_GOOD) align = "good";
1439 else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = "neutral(good&evil)";
1440 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "neutral(evil)";
1441 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "neutral(good)";
1442 else align = "neutral";
1445 /* Describe the monster */
1446 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:"),
1447 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1449 if (r_ptr->next_r_idx)
1451 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1455 strcat(buf, "xxx ");
1459 if (MON_CSLEEP(m_ptr)) strcat(buf,"睡眠 ");
1460 if (MON_STUNNED(m_ptr)) strcat(buf,"朦朧 ");
1461 if (MON_MONFEAR(m_ptr)) strcat(buf,"恐怖 ");
1462 if (MON_CONFUSED(m_ptr)) strcat(buf,"混乱 ");
1463 if (MON_INVULNER(m_ptr)) strcat(buf,"無敵 ");
1465 if (MON_CSLEEP(m_ptr)) strcat(buf,"sleeping ");
1466 if (MON_STUNNED(m_ptr)) strcat(buf,"stunned ");
1467 if (MON_MONFEAR(m_ptr)) strcat(buf,"scared ");
1468 if (MON_CONFUSED(m_ptr)) strcat(buf,"confused ");
1469 if (MON_INVULNER(m_ptr)) strcat(buf,"invulnerable ");
1471 buf[strlen(buf)-1] = '\0';
1474 /* HACK : Add the line to message buffer */
1476 p_ptr->window |= (PW_MESSAGE);
1479 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
1482 Term_erase(0, 0, 255);
1484 /* Learn everything about this monster */
1485 if (lore_do_probe(m_ptr->r_idx))
1487 /* Get base name of monster */
1488 strcpy(buf, (r_name + r_ptr->name));
1491 /* Note that we learnt some new flags -Mogami- */
1492 msg_format("%sについてさらに詳しくなった気がする。", buf);
1497 /* Note that we learnt some new flags -Mogami- */
1498 msg_format("You now know more about %s.", buf);
1500 /* Clear -more- prompt */
1516 chg_virtue(V_KNOWLEDGE, 1);
1517 msg_print(_("これで全部です。", "That's all."));
1527 * @brief *破壊*処理を行う / The spell of destruction
1528 * @param y1 破壊の中心Y座標
1529 * @param x1 破壊の中心X座標
1531 * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
1532 * @return 効力があった場合TRUEを返す
1535 * This spell "deletes" monsters (instead of "killing" them).
1537 * Later we may use one function for both "destruction" and
1538 * "earthquake" by using the "full" to select "destruction".
1541 bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
1548 /* Prevent destruction of quest levels and town */
1549 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1554 /* Lose monster light */
1555 if (!in_generate) clear_mon_lite();
1557 /* Big area of affect */
1558 for (y = (y1 - r); y <= (y1 + r); y++)
1560 for (x = (x1 - r); x <= (x1 + r); x++)
1562 /* Skip illegal grids */
1563 if (!in_bounds(y, x)) continue;
1565 /* Extract the distance */
1566 k = distance(y1, x1, y, x);
1568 /* Stay in the circle of death */
1569 if (k > r) continue;
1571 /* Access the grid */
1572 c_ptr = &cave[y][x];
1574 /* Lose room and vault */
1575 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1577 /* Lose light and knowledge */
1578 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
1580 if (!in_generate) /* Normal */
1583 c_ptr->info &= ~(CAVE_UNSAFE);
1585 /* Hack -- Notice player affect */
1586 if (player_bold(y, x))
1588 /* Hurt the player later */
1591 /* Do not hurt this grid */
1596 /* Hack -- Skip the epicenter */
1597 if ((y == y1) && (x == x1)) continue;
1601 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1602 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1604 if (in_generate) /* In generation */
1606 /* Delete the monster (if any) */
1607 delete_monster(y, x);
1609 else if (r_ptr->flags1 & RF1_QUESTOR)
1611 /* Heal the monster */
1612 m_ptr->hp = m_ptr->maxhp;
1614 /* Try to teleport away quest monsters */
1615 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
1619 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1623 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1624 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
1627 /* Delete the monster (if any) */
1628 delete_monster(y, x);
1632 /* During generation, destroyed artifacts are "preserved" */
1633 if (preserve_mode || in_generate)
1635 OBJECT_IDX this_o_idx, next_o_idx = 0;
1637 /* Scan all objects in the grid */
1638 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1642 /* Acquire object */
1643 o_ptr = &o_list[this_o_idx];
1645 /* Acquire next object */
1646 next_o_idx = o_ptr->next_o_idx;
1648 /* Hack -- Preserve unknown artifacts */
1649 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
1651 /* Mega-Hack -- Preserve the artifact */
1652 a_info[o_ptr->name1].cur_num = 0;
1654 if (in_generate && cheat_peek)
1656 char o_name[MAX_NLEN];
1657 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1658 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);
1661 else if (in_generate && cheat_peek && o_ptr->art_name)
1663 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。",
1664 "One of the random artifacts was *destroyed* during generation."));
1669 /* Delete objects */
1670 delete_object(y, x);
1672 /* Destroy "non-permanent" grids */
1673 if (!cave_perma_grid(c_ptr))
1675 /* Wall (or floor) type */
1678 if (!in_generate) /* Normal */
1682 /* Create granite wall */
1683 cave_set_feat(y, x, feat_granite);
1687 /* Create quartz vein */
1688 cave_set_feat(y, x, feat_quartz_vein);
1692 /* Create magma vein */
1693 cave_set_feat(y, x, feat_magma_vein);
1698 cave_set_feat(y, x, floor_type[randint0(100)]);
1701 else /* In generation */
1705 /* Create granite wall */
1706 place_extra_grid(c_ptr);
1710 /* Create quartz vein */
1711 c_ptr->feat = feat_quartz_vein;
1715 /* Create magma vein */
1716 c_ptr->feat = feat_magma_vein;
1721 place_floor_grid(c_ptr);
1724 /* Clear garbage of hidden trap or door */
1733 /* Process "re-glowing" */
1734 for (y = (y1 - r); y <= (y1 + r); y++)
1736 for (x = (x1 - r); x <= (x1 + r); x++)
1738 /* Skip illegal grids */
1739 if (!in_bounds(y, x)) continue;
1741 /* Extract the distance */
1742 k = distance(y1, x1, y, x);
1744 /* Stay in the circle of death */
1745 if (k > r) continue;
1747 /* Access the grid */
1748 c_ptr = &cave[y][x];
1750 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
1751 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
1756 for (i = 0; i < 9; i++)
1758 yy = y + ddy_ddd[i];
1759 xx = x + ddx_ddd[i];
1760 if (!in_bounds2(yy, xx)) continue;
1761 cc_ptr = &cave[yy][xx];
1762 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1764 c_ptr->info |= CAVE_GLOW;
1772 /* Hack -- Affect player */
1775 msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
1777 /* Blind the player */
1778 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
1781 (void)set_blind(p_ptr->blind + 10 + randint1(10));
1787 /* Mega-Hack -- Forget the view and lite */
1788 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
1791 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1794 p_ptr->redraw |= (PR_MAP);
1797 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1799 if (p_ptr->special_defense & NINJA_S_STEALTH)
1801 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1811 * @brief 地震処理(サブルーチン) /
1812 * Induce an "earthquake" of the given radius at the given location.
1813 * @return 効力があった場合TRUEを返す
1817 * @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)
1821 * This will turn some walls into floors and some floors into walls.
1823 * The player will take damage and "jump" into a safe grid if possible,
1824 * otherwise, he will "tunnel" through the rubble instantaneously.
1826 * Monsters will take damage, and "jump" into a safe grid if possible,
1827 * otherwise they will be "buried" in the rubble, disappearing from
1828 * the level in the same way that they do when genocided.
1830 * Note that thus the player and monsters (except eaters of walls and
1831 * passers through walls) will never occupy the same grid as a wall.
1832 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
1833 * for a single turn, unless that monster can pass_walls or kill_walls.
1834 * This has allowed massive simplification of the "monster" code.
1837 bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
1840 POSITION y, x, yy, xx, dy, dx;
1843 POSITION sy = 0, sx = 0;
1849 /* Prevent destruction of quest levels and town */
1850 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1855 /* Paranoia -- Enforce maximum range */
1858 /* Clear the "maximal blast" area */
1859 for (y = 0; y < 32; y++)
1861 for (x = 0; x < 32; x++)
1867 /* Check around the epicenter */
1868 for (dy = -r; dy <= r; dy++)
1870 for (dx = -r; dx <= r; dx++)
1872 /* Extract the location */
1876 /* Skip illegal grids */
1877 if (!in_bounds(yy, xx)) continue;
1879 /* Skip distant grids */
1880 if (distance(cy, cx, yy, xx) > r) continue;
1882 /* Access the grid */
1883 c_ptr = &cave[yy][xx];
1885 /* Lose room and vault */
1886 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
1888 /* Lose light and knowledge */
1889 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
1891 /* Skip the epicenter */
1892 if (!dx && !dy) continue;
1894 /* Skip most grids */
1895 if (randint0(100) < 85) continue;
1897 /* Damage this grid */
1898 map[16+yy-cy][16+xx-cx] = TRUE;
1900 /* Hack -- Take note of player damage */
1901 if (player_bold(yy, xx)) hurt = TRUE;
1905 /* First, affect the player (if necessary) */
1906 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
1908 /* Check around the player */
1909 for (i = 0; i < 8; i++)
1911 /* Access the location */
1912 y = p_ptr->y + ddy_ddd[i];
1913 x = p_ptr->x + ddx_ddd[i];
1915 /* Skip non-empty grids */
1916 if (!cave_empty_bold(y, x)) continue;
1918 /* Important -- Skip "quake" grids */
1919 if (map[16+y-cy][16+x-cx]) continue;
1921 if (cave[y][x].m_idx) continue;
1923 /* Count "safe" grids */
1926 /* Randomize choice */
1927 if (randint0(sn) > 0) continue;
1929 /* Save the safe location */
1933 /* Random message */
1934 switch (randint1(3))
1938 msg_print(_("ダンジョンの壁が崩れた!", "The cave ceiling collapses!"));
1943 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!"));
1948 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!"));
1953 /* Hurt the player a lot */
1956 /* Message and damage */
1957 msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
1961 /* Destroy the grid, and push the player to safety */
1964 /* Calculate results */
1965 switch (randint1(3))
1969 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
1975 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
1976 damage = damroll(10, 4);
1977 (void)set_stun(p_ptr->stun + randint1(50));
1982 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!"));
1983 damage = damroll(10, 4);
1984 (void)set_stun(p_ptr->stun + randint1(50));
1989 /* Move the player to the safe location */
1990 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
1993 /* Important -- no wall on player */
1994 map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
1996 /* Take some damage */
2004 monster_type *m_ptr = &m_list[m_idx];
2006 /* Get the monster's real name */
2007 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
2009 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
2013 killer = _("地震", "an earthquake");
2016 take_hit(DAMAGE_ATTACK, damage, killer, -1);
2020 /* Examine the quaked region */
2021 for (dy = -r; dy <= r; dy++)
2023 for (dx = -r; dx <= r; dx++)
2025 /* Extract the location */
2029 /* Skip unaffected grids */
2030 if (!map[16+yy-cy][16+xx-cx]) continue;
2032 /* Access the grid */
2033 c_ptr = &cave[yy][xx];
2035 if (c_ptr->m_idx == p_ptr->riding) continue;
2037 /* Process monsters */
2040 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2041 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2043 /* Quest monsters */
2044 if (r_ptr->flags1 & RF1_QUESTOR)
2046 /* No wall on quest monsters */
2047 map[16+yy-cy][16+xx-cx] = FALSE;
2052 /* Most monsters cannot co-exist with rock */
2053 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
2054 !(r_ptr->flags2 & (RF2_PASS_WALL)))
2058 /* Assume not safe */
2061 /* Monster can move to escape the wall */
2062 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
2064 /* Look for safety */
2065 for (i = 0; i < 8; i++)
2067 /* Access the grid */
2068 y = yy + ddy_ddd[i];
2069 x = xx + ddx_ddd[i];
2071 /* Skip non-empty grids */
2072 if (!cave_empty_bold(y, x)) continue;
2074 /* Hack -- no safety on glyph of warding */
2075 if (is_glyph_grid(&cave[y][x])) continue;
2076 if (is_explosive_rune_grid(&cave[y][x])) continue;
2078 /* ... nor on the Pattern */
2079 if (pattern_tile(y, x)) continue;
2081 /* Important -- Skip "quake" grids */
2082 if (map[16+y-cy][16+x-cx]) continue;
2084 if (cave[y][x].m_idx) continue;
2085 if (player_bold(y, x)) continue;
2087 /* Count "safe" grids */
2090 /* Randomize choice */
2091 if (randint0(sn) > 0) continue;
2093 /* Save the safe grid */
2098 /* Describe the monster */
2099 monster_desc(m_name, m_ptr, 0);
2101 /* Scream in pain */
2102 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);
2104 /* Take damage from the quake */
2105 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
2107 /* Monster is certainly awake */
2108 (void)set_monster_csleep(c_ptr->m_idx, 0);
2110 /* Apply damage directly */
2111 m_ptr->hp -= damage;
2113 /* Delete (not kill) "dead" monsters */
2116 if (!ignore_unview || is_seen(m_ptr))
2117 msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
2121 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
2125 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
2126 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
2130 /* Delete the monster */
2131 delete_monster(yy, xx);
2133 /* No longer safe */
2137 /* Hack -- Escape from the rock */
2140 IDX m_idx_aux = cave[yy][xx].m_idx;
2142 /* Update the old location */
2143 cave[yy][xx].m_idx = 0;
2145 /* Update the new location */
2146 cave[sy][sx].m_idx = m_idx_aux;
2148 /* Move the monster */
2152 /* Update the monster (new location) */
2153 update_mon(m_idx, TRUE);
2155 /* Redraw the old grid */
2158 /* Redraw the new grid */
2166 /* Lose monster light */
2169 /* Examine the quaked region */
2170 for (dy = -r; dy <= r; dy++)
2172 for (dx = -r; dx <= r; dx++)
2174 /* Extract the location */
2178 /* Skip unaffected grids */
2179 if (!map[16+yy-cy][16+xx-cx]) continue;
2181 /* Access the cave grid */
2182 c_ptr = &cave[yy][xx];
2184 /* Paranoia -- never affect player */
2185 /* if (player_bold(yy, xx)) continue; */
2187 /* Destroy location (if valid) */
2188 if (cave_valid_bold(yy, xx))
2190 /* Delete objects */
2191 delete_object(yy, xx);
2193 /* Wall (or floor) type */
2194 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
2199 /* Create granite wall */
2200 cave_set_feat(yy, xx, feat_granite);
2206 /* Create quartz vein */
2207 cave_set_feat(yy, xx, feat_quartz_vein);
2213 /* Create magma vein */
2214 cave_set_feat(yy, xx, feat_magma_vein);
2221 cave_set_feat(yy, xx, floor_type[randint0(100)]);
2228 /* Process "re-glowing" */
2229 for (dy = -r; dy <= r; dy++)
2231 for (dx = -r; dx <= r; dx++)
2233 /* Extract the location */
2237 /* Skip illegal grids */
2238 if (!in_bounds(yy, xx)) continue;
2240 /* Skip distant grids */
2241 if (distance(cy, cx, yy, xx) > r) continue;
2243 /* Access the grid */
2244 c_ptr = &cave[yy][xx];
2246 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
2247 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
2252 for (ii = 0; ii < 9; ii++)
2254 yyy = yy + ddy_ddd[ii];
2255 xxx = xx + ddx_ddd[ii];
2256 if (!in_bounds2(yyy, xxx)) continue;
2257 cc_ptr = &cave[yyy][xxx];
2258 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2260 c_ptr->info |= CAVE_GLOW;
2269 /* Mega-Hack -- Forget the view and lite */
2270 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2273 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
2275 /* Update the health bar */
2276 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
2279 p_ptr->redraw |= (PR_MAP);
2282 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2284 if (p_ptr->special_defense & NINJA_S_STEALTH)
2286 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2294 * @brief 地震処理(プレイヤーの中心発動) /
2295 * Induce an "earthquake" of the given radius at the given location.
2296 * @return 効力があった場合TRUEを返す
2301 bool earthquake(POSITION cy, POSITION cx, POSITION r)
2303 return earthquake_aux(cy, cx, r, 0);
2310 void discharge_minion(void)
2315 for (i = 1; i < m_max; i++)
2317 monster_type *m_ptr = &m_list[i];
2318 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2319 if (m_ptr->nickname) okay = FALSE;
2321 if (!okay || p_ptr->riding)
2323 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? ")))
2326 for (i = 1; i < m_max; i++)
2329 monster_type *m_ptr = &m_list[i];
2330 monster_race *r_ptr;
2332 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2333 r_ptr = &r_info[m_ptr->r_idx];
2335 /* Uniques resist discharging */
2336 if (r_ptr->flags1 & RF1_UNIQUE)
2339 monster_desc(m_name, m_ptr, 0x00);
2340 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);
2341 delete_monster_idx(i);
2344 dam = m_ptr->maxhp / 2;
2345 if (dam > 100) dam = (dam-100)/2 + 100;
2346 if (dam > 400) dam = (dam-400)/2 + 400;
2347 if (dam > 800) dam = 800;
2348 project(i, 2+(r_ptr->level/20), m_ptr->fy,
2349 m_ptr->fx, dam, GF_PLASMA,
2350 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
2352 if (record_named_pet && m_ptr->nickname)
2356 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2357 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
2360 delete_monster_idx(i);
2366 * @brief 部屋全体を照らすサブルーチン
2370 * This routine clears the entire "temp" set.
2371 * This routine will Perma-Lite all "temp" grids.
2372 * This routine is used (only) by "lite_room()"
2373 * Dark grids are illuminated.
2374 * Also, process all affected monsters.
2376 * SMART monsters always wake up when illuminated
2377 * NORMAL monsters wake up 1/4 the time when illuminated
2378 * STUPID monsters wake up 1/10 the time when illuminated
2381 static void cave_temp_room_lite(void)
2385 /* Clear them all */
2386 for (i = 0; i < temp_n; i++)
2388 POSITION y = temp_y[i];
2389 POSITION x = temp_x[i];
2391 cave_type *c_ptr = &cave[y][x];
2393 /* No longer in the array */
2394 c_ptr->info &= ~(CAVE_TEMP);
2396 /* Update only non-CAVE_GLOW grids */
2397 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
2400 c_ptr->info |= (CAVE_GLOW);
2402 /* Process affected monsters */
2407 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2409 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2411 /* Update the monster */
2412 update_mon(c_ptr->m_idx, FALSE);
2414 /* Stupid monsters rarely wake up */
2415 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
2417 /* Smart monsters always wake up */
2418 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
2420 /* Sometimes monsters wake up */
2421 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
2424 (void)set_monster_csleep(c_ptr->m_idx, 0);
2426 /* Notice the "waking up" */
2431 /* Acquire the monster name */
2432 monster_desc(m_name, m_ptr, 0);
2434 /* Dump a message */
2435 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2446 update_local_illumination(y, x);
2456 * @brief 部屋全体を暗くするサブルーチン
2460 * This routine clears the entire "temp" set.
2461 * This routine will "darken" all "temp" grids.
2462 * In addition, some of these grids will be "unmarked".
2463 * This routine is used (only) by "unlite_room()"
2464 * Also, process all affected monsters
2467 static void cave_temp_room_unlite(void)
2471 /* Clear them all */
2472 for (i = 0; i < temp_n; i++)
2474 POSITION y = temp_y[i];
2475 POSITION x = temp_x[i];
2478 cave_type *c_ptr = &cave[y][x];
2479 bool do_dark = !is_mirror_grid(c_ptr);
2481 /* No longer in the array */
2482 c_ptr->info &= ~(CAVE_TEMP);
2484 /* Darken the grid */
2487 if (dun_level || !is_daytime())
2489 for (j = 0; j < 9; j++)
2491 int by = y + ddy_ddd[j];
2492 int bx = x + ddx_ddd[j];
2494 if (in_bounds2(by, bx))
2496 cave_type *cc_ptr = &cave[by][bx];
2498 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2506 if (!do_dark) continue;
2509 c_ptr->info &= ~(CAVE_GLOW);
2511 /* Hack -- Forget "boring" grids */
2512 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
2514 /* Forget the grid */
2515 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
2521 /* Process affected monsters */
2524 /* Update the monster */
2525 update_mon(c_ptr->m_idx, FALSE);
2531 update_local_illumination(y, x);
2541 * @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
2544 * @param pass_bold 地形条件を返す関数ポインタ
2547 static int next_to_open(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2556 for (i = 0; i < 16; i++)
2558 y = cy + ddy_cdd[i % 8];
2559 x = cx + ddx_cdd[i % 8];
2561 /* Found a wall, break the length */
2562 if (!pass_bold(y, x))
2564 /* Track best length */
2578 return (MAX(len, blen));
2582 * @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
2585 * @param pass_bold 地形条件を返す関数ポインタ
2588 static int next_to_walls_adj(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2594 for (i = 0; i < 8; i++)
2596 y = cy + ddy_ddd[i];
2597 x = cx + ddx_ddd[i];
2599 if (!pass_bold(y, x)) c++;
2607 * @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
2608 * @param y 部屋内のy座標1点
2609 * @param x 部屋内のx座標1点
2610 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
2611 * @param pass_bold 地形条件を返す関数ポインタ
2614 static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pass_bold)(POSITION, POSITION))
2619 c_ptr = &cave[y][x];
2621 /* Avoid infinite recursion */
2622 if (c_ptr->info & (CAVE_TEMP)) return;
2624 /* Do not "leave" the current room */
2625 if (!(c_ptr->info & (CAVE_ROOM)))
2627 if (only_room) return;
2630 if (!in_bounds2(y, x)) return;
2632 /* Do not exceed the maximum spell range */
2633 if (distance(p_ptr->y, p_ptr->x, y, x) > MAX_RANGE) return;
2635 /* Verify this grid */
2637 * The reason why it is ==6 instead of >5 is that 8 is impossible
2638 * due to the check for cave_bold above.
2639 * 7 lights dead-end corridors (you need to do this for the
2640 * checkboard interesting rooms, so that the boundary is lit
2642 * This leaves only a check for 6 bounding walls!
2644 if (in_bounds(y, x) && pass_bold(y, x) &&
2645 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
2648 /* Paranoia -- verify space */
2649 if (temp_n == TEMP_MAX) return;
2651 /* Mark the grid as "seen" */
2652 c_ptr->info |= (CAVE_TEMP);
2654 /* Add it to the "seen" set */
2661 * @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
2664 * @return 光を通すならばtrueを返す。
2666 static bool cave_pass_lite_bold(POSITION y, POSITION x)
2668 return cave_los_bold(y, x);
2672 * @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
2677 static void cave_temp_lite_room_aux(POSITION y, POSITION x)
2679 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
2683 * @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
2686 * @return 射線を通すならばtrueを返す。
2688 static bool cave_pass_dark_bold(POSITION y, POSITION x)
2690 return cave_have_flag_bold(y, x, FF_PROJECT);
2695 * @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
2700 static void cave_temp_unlite_room_aux(POSITION y, POSITION x)
2702 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
2707 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
2712 void lite_room(POSITION y1, POSITION x1)
2717 /* Add the initial grid */
2718 cave_temp_lite_room_aux(y1, x1);
2720 /* While grids are in the queue, add their neighbors */
2721 for (i = 0; i < temp_n; i++)
2723 x = temp_x[i], y = temp_y[i];
2725 /* Walls get lit, but stop light */
2726 if (!cave_pass_lite_bold(y, x)) continue;
2728 /* Spread adjacent */
2729 cave_temp_lite_room_aux(y + 1, x);
2730 cave_temp_lite_room_aux(y - 1, x);
2731 cave_temp_lite_room_aux(y, x + 1);
2732 cave_temp_lite_room_aux(y, x - 1);
2734 /* Spread diagonal */
2735 cave_temp_lite_room_aux(y + 1, x + 1);
2736 cave_temp_lite_room_aux(y - 1, x - 1);
2737 cave_temp_lite_room_aux(y - 1, x + 1);
2738 cave_temp_lite_room_aux(y + 1, x - 1);
2741 /* Now, lite them all up at once */
2742 cave_temp_room_lite();
2744 if (p_ptr->special_defense & NINJA_S_STEALTH)
2746 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2752 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
2757 void unlite_room(POSITION y1, POSITION x1)
2762 /* Add the initial grid */
2763 cave_temp_unlite_room_aux(y1, x1);
2765 /* Spread, breadth first */
2766 for (i = 0; i < temp_n; i++)
2768 x = temp_x[i], y = temp_y[i];
2770 /* Walls get dark, but stop darkness */
2771 if (!cave_pass_dark_bold(y, x)) continue;
2773 /* Spread adjacent */
2774 cave_temp_unlite_room_aux(y + 1, x);
2775 cave_temp_unlite_room_aux(y - 1, x);
2776 cave_temp_unlite_room_aux(y, x + 1);
2777 cave_temp_unlite_room_aux(y, x - 1);
2779 /* Spread diagonal */
2780 cave_temp_unlite_room_aux(y + 1, x + 1);
2781 cave_temp_unlite_room_aux(y - 1, x - 1);
2782 cave_temp_unlite_room_aux(y - 1, x + 1);
2783 cave_temp_unlite_room_aux(y + 1, x - 1);
2786 /* Now, darken them all at once */
2787 cave_temp_room_unlite();
2793 * @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
2796 * @return 作用が実際にあった場合TRUEを返す
2798 bool lite_area(HIT_POINT dam, POSITION rad)
2800 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2802 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
2804 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
2808 /* Hack -- Message */
2811 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
2814 /* Hook into the "project()" function */
2815 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1);
2817 /* Lite up the room */
2818 lite_room(p_ptr->y, p_ptr->x);
2826 * @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
2829 * @return 作用が実際にあった場合TRUEを返す
2831 bool unlite_area(HIT_POINT dam, POSITION rad)
2833 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2835 /* Hack -- Message */
2838 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
2841 /* Hook into the "project()" function */
2842 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1);
2844 /* Lite up the room */
2845 unlite_room(p_ptr->y, p_ptr->x);
2854 * @brief ボール系スペルの発動 / Cast a ball spell
2856 * @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)
2859 * @return 作用が実際にあった場合TRUEを返す
2862 * Stop if we hit a monster, act as a "ball"
2863 * Allow "target" mode to pass over monsters
2864 * Affect grids, objects, and monsters
2867 bool fire_ball(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2871 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2873 if (typ == GF_CHARM_LIVING) flg|= PROJECT_HIDE;
2874 /* Use the given direction */
2875 tx = p_ptr->x + 99 * ddx[dir];
2876 ty = p_ptr->y + 99 * ddy[dir];
2878 /* Hack -- Use an actual "target" */
2879 if ((dir == 5) && target_okay())
2881 flg &= ~(PROJECT_STOP);
2886 /* Analyze the "dir" and the "target". Hurt items on floor. */
2887 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2891 * @brief ブレス系スペルの発動 / Cast a breath spell
2893 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2896 * @return 作用が実際にあった場合TRUEを返す
2899 * Stop if we hit a monster, act as a "ball"
2900 * Allow "target" mode to pass over monsters
2901 * Affect grids, objects, and monsters
2904 bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2906 return fire_ball(typ, dir, dam, -rad);
2911 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
2913 * @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)
2916 * @return 作用が実際にあった場合TRUEを返す
2919 * Stop if we hit a monster, act as a "ball"
2920 * Allow "target" mode to pass over monsters
2921 * Affect grids, objects, and monsters
2924 bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2928 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2930 /* Use the given direction */
2931 tx = p_ptr->x + 99 * ddx[dir];
2932 ty = p_ptr->y + 99 * ddy[dir];
2934 /* Hack -- Use an actual "target" */
2935 if ((dir == 5) && target_okay())
2941 /* Analyze the "dir" and the "target". Hurt items on floor. */
2942 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2947 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
2949 * @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)
2952 * @return 作用が実際にあった場合TRUEを返す
2955 * Stop if we hit a monster, act as a "ball"
2956 * Allow "target" mode to pass over monsters
2957 * Affect grids, objects, and monsters
2960 bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2964 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
2966 /* Use the given direction */
2967 tx = p_ptr->x + 99 * ddx[dir];
2968 ty = p_ptr->y + 99 * ddy[dir];
2970 /* Hack -- Use an actual "target" */
2971 if ((dir == 5) && target_okay())
2973 flg &= ~(PROJECT_STOP);
2978 /* Analyze the "dir" and the "target". Hurt items on floor. */
2979 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2984 * @brief メテオ系スペルの発動 / Cast a meteor spell
2985 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
2991 * @return 作用が実際にあった場合TRUEを返す
2994 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
2995 * player, or outside source, that starts out at an arbitrary location, and
2996 * leaving no trail from the "caster" to the target. This function is
2997 * especially useful for bombardments and similar. -LM-
2998 * Option to hurt the player.
3001 bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
3003 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3005 /* Analyze the "target" and the caster. */
3006 return (project(who, rad, y, x, dam, typ, flg, -1));
3011 * @brief ブラスト系スペルの発動 / Cast a blast spell
3013 * @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)
3018 * @return 作用が実際にあった場合TRUEを返す
3020 bool fire_blast(EFFECT_ID typ, DIRECTION dir, int dd, int ds, int num, int dev)
3026 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
3031 /* Use the given direction */
3034 ly = ty = p_ptr->y + 20 * ddy[dir];
3035 lx = tx = p_ptr->x + 20 * ddx[dir];
3038 /* Use an actual "target" */
3039 else /* if (dir == 5) */
3044 lx = 20 * (tx - p_ptr->x) + p_ptr->x;
3045 ly = 20 * (ty - p_ptr->y) + p_ptr->y;
3048 ld = distance(p_ptr->y, p_ptr->x, ly, lx);
3051 for (i = 0; i < num; i++)
3055 /* Get targets for some bolts */
3056 y = rand_spread(ly, ld * dev / 20);
3057 x = rand_spread(lx, ld * dev / 20);
3059 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
3062 /* Analyze the "dir" and the "target". */
3063 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
3074 * @brief モンスターとの位置交換処理 / Switch position with a monster.
3075 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3076 * @return 作用が実際にあった場合TRUEを返す
3078 bool teleport_swap(DIRECTION dir)
3082 monster_type* m_ptr;
3083 monster_race* r_ptr;
3085 if ((dir == 5) && target_okay())
3092 tx = p_ptr->x + ddx[dir];
3093 ty = p_ptr->y + ddy[dir];
3095 c_ptr = &cave[ty][tx];
3097 if (p_ptr->anti_tele)
3099 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
3103 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
3105 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
3111 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10))
3113 msg_print(_("失敗した。", "Failed to swap."));
3119 m_ptr = &m_list[c_ptr->m_idx];
3120 r_ptr = &r_info[m_ptr->r_idx];
3122 (void)set_monster_csleep(c_ptr->m_idx, 0);
3124 if (r_ptr->flagsr & RFR_RES_TELE)
3126 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
3128 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
3134 sound(SOUND_TELEPORT);
3136 /* Swap the player and monster */
3137 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
3145 * @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)
3147 * @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)
3150 * @return 作用が実際にあった場合TRUEを返す
3152 bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
3156 /* Pass through the target if needed */
3157 flg |= (PROJECT_THRU);
3159 /* Use the given direction */
3160 tx = p_ptr->x + ddx[dir];
3161 ty = p_ptr->y + ddy[dir];
3163 /* Hack -- Use an actual "target" */
3164 if ((dir == 5) && target_okay())
3170 /* Analyze the "dir" and the "target", do NOT explode */
3171 return (project(0, 0, ty, tx, dam, typ, flg, -1));
3176 * @brief ボルト系スペルの発動 / Cast a bolt spell.
3178 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3180 * @return 作用が実際にあった場合TRUEを返す
3183 * Stop if we hit a monster, as a "bolt".
3184 * Affect monsters and grids (not objects).
3187 bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3189 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
3190 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
3191 return (project_hook(typ, dir, dam, flg));
3196 * @brief ビーム系スペルの発動 / Cast a beam spell.
3198 * @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)
3200 * @return 作用が実際にあった場合TRUEを返す
3203 * Pass through monsters, as a "beam".
3204 * Affect monsters, grids and objects.
3207 bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3209 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
3210 return (project_hook(typ, dir, dam, flg));
3215 * @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.
3216 * @param prob ビーム化する確率(%)
3218 * @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)
3220 * @return 作用が実際にあった場合TRUEを返す
3223 * Pass through monsters, as a "beam".
3224 * Affect monsters, grids and objects.
3227 bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3229 if (randint0(100) < prob)
3231 return (fire_beam(typ, dir, dam));
3235 return (fire_bolt(typ, dir, dam));
3240 * @brief LITE_WEAK属性による光源ビーム処理
3241 * @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)
3243 * @return 作用が実際にあった場合TRUEを返す
3245 bool lite_line(DIRECTION dir, HIT_POINT dam)
3247 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
3248 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
3253 * @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)
3255 * @return 作用が実際にあった場合TRUEを返す
3257 bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam)
3259 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3260 return (project_hook(GF_HYPODYNAMIA, dir, dam, flg));
3265 * @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)
3267 * @return 作用が実際にあった場合TRUEを返す
3269 bool wall_to_mud(DIRECTION dir, HIT_POINT dam)
3271 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3272 return (project_hook(GF_KILL_WALL, dir, dam, flg));
3277 * @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)
3278 * @return 作用が実際にあった場合TRUEを返す
3280 bool wizard_lock(DIRECTION dir)
3282 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3283 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
3288 * @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)
3289 * @return 作用が実際にあった場合TRUEを返す
3291 bool destroy_door(DIRECTION dir)
3293 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3294 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
3299 * @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)
3300 * @return 作用が実際にあった場合TRUEを返す
3302 bool disarm_trap(DIRECTION dir)
3304 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3305 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
3310 * @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)
3312 * @return 作用が実際にあった場合TRUEを返す
3314 bool heal_monster(DIRECTION dir, HIT_POINT dam)
3316 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3317 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
3322 * @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)
3324 * @return 作用が実際にあった場合TRUEを返す
3326 bool speed_monster(DIRECTION dir, int power)
3328 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3329 return (project_hook(GF_OLD_SPEED, dir, power, flg));
3334 * @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)
3336 * @return 作用が実際にあった場合TRUEを返す
3338 bool slow_monster(DIRECTION dir, int power)
3340 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3341 return (project_hook(GF_OLD_SLOW, dir, power, flg));
3346 * @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)
3348 * @return 作用が実際にあった場合TRUEを返す
3350 bool sleep_monster(DIRECTION dir, int power)
3352 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3353 return (project_hook(GF_OLD_SLEEP, dir, power, flg));
3357 * @brief モンスター拘束(STASIS)処理
3358 * @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)
3359 * @return 作用が実際にあった場合TRUEを返す
3360 * @details 威力はプレイヤーレベル*2に固定
3362 bool stasis_monster(DIRECTION dir)
3364 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
3368 * @brief 邪悪なモンスター拘束(STASIS)処理
3369 * @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)
3370 * @return 作用が実際にあった場合TRUEを返す
3371 * @details 威力はプレイヤーレベル*2に固定
3373 bool stasis_evil(DIRECTION dir)
3375 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
3380 * @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)
3381 * @param plev プレイヤーレベル(=効力)
3382 * @return 作用が実際にあった場合TRUEを返す
3384 bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev)
3386 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3387 return (project_hook(GF_OLD_CONF, dir, plev, flg));
3392 * @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)
3393 * @param plev プレイヤーレベル(=効力)
3394 * @return 作用が実際にあった場合TRUEを返す
3396 bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev)
3398 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3399 return (project_hook(GF_STUN, dir, plev, flg));
3403 * @brief チェンジモンスター処理
3404 * @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)
3406 * @return 作用が実際にあった場合TRUEを返す
3408 bool poly_monster(DIRECTION dir, int power)
3410 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3411 bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
3413 chg_virtue(V_CHANCE, 1);
3418 * @brief クローンモンスター処理
3419 * @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)
3420 * @return 作用が実際にあった場合TRUEを返す
3422 bool clone_monster(DIRECTION dir)
3424 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3425 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
3430 * @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)
3431 * @param plev プレイヤーレベル(=効力)
3432 * @return 作用が実際にあった場合TRUEを返す
3434 bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev)
3436 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3437 return (project_hook(GF_TURN_ALL, dir, plev, flg));
3442 * @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)
3443 * @param plev プレイヤーレベル(効力はplev*200)
3444 * @return 作用が実際にあった場合TRUEを返す
3446 bool death_ray(DIRECTION dir, PLAYER_LEVEL plev)
3448 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3449 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
3453 * @brief モンスター用テレポート処理
3454 * @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)
3455 * @param distance 移動距離
3456 * @return 作用が実際にあった場合TRUEを返す
3458 bool teleport_monster(DIRECTION dir, int distance)
3460 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
3461 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
3465 * @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)
3466 * @return 作用が実際にあった場合TRUEを返す
3468 bool door_creation(void)
3470 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3471 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_DOOR, flg, -1));
3475 * @brief トラップ生成処理(起点から周囲1マス)
3478 * @return 作用が実際にあった場合TRUEを返す
3480 bool trap_creation(POSITION y, POSITION x)
3482 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3483 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
3487 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
3488 * @return 作用が実際にあった場合TRUEを返す
3490 bool tree_creation(void)
3492 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3493 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_TREE, flg, -1));
3497 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
3498 * @return 作用が実際にあった場合TRUEを返す
3500 bool glyph_creation(void)
3502 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
3503 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_GLYPH, flg, -1));
3507 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
3508 * @return 作用が実際にあった場合TRUEを返す
3510 bool wall_stone(void)
3512 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3514 bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
3517 p_ptr->update |= (PU_FLOW);
3520 p_ptr->redraw |= (PR_MAP);
3526 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
3527 * @return 作用が実際にあった場合TRUEを返す
3529 bool destroy_doors_touch(void)
3531 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3532 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_DOOR, flg, -1));
3536 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
3537 * @return 作用が実際にあった場合TRUEを返す
3539 bool disarm_traps_touch(void)
3541 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3542 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_TRAP, flg, -1));
3546 * @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)
3547 * @return 作用が実際にあった場合TRUEを返す
3549 bool sleep_monsters_touch(void)
3551 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
3552 return (project(0, 1, p_ptr->y, p_ptr->x, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
3557 * @brief 死者復活処理(起点より周囲5マス)
3558 * @param who 術者モンスターID(0ならばプレイやー)
3561 * @return 作用が実際にあった場合TRUEを返す
3563 bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x)
3565 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
3566 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
3571 * @return 作用が実際にあった場合TRUEを返す
3573 void call_chaos(void)
3575 int Chaos_type, dummy, dir;
3576 PLAYER_LEVEL plev = p_ptr->lev;
3577 bool line_chaos = FALSE;
3579 int hurt_types[31] =
3581 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
3582 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
3583 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
3584 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
3585 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
3586 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
3587 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
3588 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
3591 Chaos_type = hurt_types[randint0(31)];
3592 if (one_in_(4)) line_chaos = TRUE;
3596 for (dummy = 1; dummy < 10; dummy++)
3601 fire_beam(Chaos_type, dummy, 150);
3603 fire_ball(Chaos_type, dummy, 150, 2);
3607 else if (one_in_(3))
3609 fire_ball(Chaos_type, 0, 500, 8);
3613 if (!get_aim_dir(&dir)) return;
3615 fire_beam(Chaos_type, dir, 250);
3617 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
3622 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
3623 * @param stop_ty 再帰処理停止フラグ
3625 * @return 作用が実際にあった場合TRUEを返す
3628 * rr9: Stop the nasty things when a Cyberdemon is summoned
3629 * or the player gets paralyzed.
3632 bool activate_ty_curse(bool stop_ty, int *count)
3636 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3640 switch (randint1(34))
3645 msg_print(_("地面が揺れた...", "The ground trembles..."));
3646 earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
3647 if (!one_in_(6)) break;
3652 HIT_POINT dam = damroll(10, 10);
3653 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!"));
3654 project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1);
3655 take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
3656 if (!one_in_(6)) break;
3661 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
3662 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
3663 if (randint0(13)) (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3664 if (!one_in_(6)) break;
3667 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3671 project(0, 7, p_ptr->y, p_ptr->x, 50, GF_KILL_WALL, flg, -1);
3672 take_hit(DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
3674 if (!one_in_(6)) break;
3675 case 1: case 2: case 3: case 16: case 17:
3676 aggravate_monsters(0);
3677 if (!one_in_(6)) break;
3678 case 4: case 5: case 6:
3679 (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3680 if (!one_in_(6)) break;
3681 case 7: case 8: case 9: case 18:
3682 (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
3683 if (!one_in_(6)) break;
3684 case 10: case 11: case 12:
3685 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..."));
3686 lose_exp(p_ptr->exp / 16);
3687 if (!one_in_(6)) break;
3688 case 13: case 14: case 15: case 19: case 20:
3689 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
3695 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
3696 if (p_ptr->free_act)
3697 set_paralyzed(p_ptr->paralyzed + randint1(3));
3699 set_paralyzed(p_ptr->paralyzed + randint1(13));
3702 if (!one_in_(6)) break;
3703 case 21: case 22: case 23:
3704 (void)do_dec_stat(randint0(6));
3705 if (!one_in_(6)) break;
3707 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
3709 if (!one_in_(6)) break;
3712 * Only summon Cyberdemons deep in the dungeon.
3714 if ((dun_level > 65) && !stop_ty)
3716 (*count) += summon_cyber(-1, p_ptr->y, p_ptr->x);
3720 if (!one_in_(6)) break;
3726 (void)do_dec_stat(i);
3734 while (one_in_(3) && !stop_ty);
3740 * @brief HI_SUMMON(上級召喚)処理発動
3743 * @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
3744 * @return 作用が実際にあった場合TRUEを返す
3746 int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
3751 BIT_FLAGS mode = PM_ALLOW_GROUP;
3758 mode |= PM_FORCE_FRIENDLY;
3762 mode |= PM_FORCE_PET;
3767 if (!pet) mode |= PM_NO_PET;
3769 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
3771 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
3773 switch (randint1(25) + (dun_level / 20))
3776 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
3779 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
3782 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
3785 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
3788 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
3791 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
3794 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
3797 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
3801 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
3805 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
3808 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3809 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
3812 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3813 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
3816 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
3819 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3820 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
3829 * @brief サイバーデーモンの召喚
3830 * @param who 召喚主のモンスターID(0ならばプレイヤー)
3833 * @return 作用が実際にあった場合TRUEを返す
3835 int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x)
3838 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
3840 BIT_FLAGS mode = PM_ALLOW_GROUP;
3842 /* Summoned by a monster */
3845 monster_type *m_ptr = &m_list[who];
3846 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
3849 if (max_cyber > 4) max_cyber = 4;
3851 for (i = 0; i < max_cyber; i++)
3853 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode);
3860 * @brief 周辺破壊効果(プレイヤー中心)
3861 * @return 作用が実際にあった場合TRUEを返す
3863 void wall_breaker(void)
3866 POSITION y = 0, x = 0;
3867 int attempts = 1000;
3869 if (randint1(80 + p_ptr->lev) < 70)
3873 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
3875 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
3877 if (!player_bold(y, x)) break;
3880 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3881 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3883 else if (randint1(100) > 30)
3885 earthquake(p_ptr->y, p_ptr->x, 1);
3889 int num = damroll(5, 3);
3891 for (i = 0; i < num; i++)
3895 scatter(&y, &x, p_ptr->y, p_ptr->x, 10, 0);
3897 if (!player_bold(y, x)) break;
3900 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3901 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3908 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
3910 * @return 作用が実際にあった場合TRUEを返す
3912 bool confuse_monsters(HIT_POINT dam)
3914 return (project_hack(GF_OLD_CONF, dam));
3919 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
3921 * @return 作用が実際にあった場合TRUEを返す
3923 bool charm_monsters(HIT_POINT dam)
3925 return (project_hack(GF_CHARM, dam));
3930 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
3932 * @return 作用が実際にあった場合TRUEを返す
3934 bool charm_animals(HIT_POINT dam)
3936 return (project_hack(GF_CONTROL_ANIMAL, dam));
3941 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
3943 * @return 作用が実際にあった場合TRUEを返す
3945 bool stun_monsters(HIT_POINT dam)
3947 return (project_hack(GF_STUN, dam));
3952 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
3954 * @return 作用が実際にあった場合TRUEを返す
3956 bool stasis_monsters(HIT_POINT dam)
3958 return (project_hack(GF_STASIS, dam));
3963 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
3965 * @return 作用が実際にあった場合TRUEを返す
3967 bool mindblast_monsters(HIT_POINT dam)
3969 return (project_hack(GF_PSI, dam));
3974 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
3975 * @param dist 効力(距離)
3976 * @return 作用が実際にあった場合TRUEを返す
3978 bool banish_monsters(int dist)
3980 return (project_hack(GF_AWAY_ALL, dist));
3985 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
3987 * @return 作用が実際にあった場合TRUEを返す
3989 bool turn_evil(HIT_POINT dam)
3991 return (project_hack(GF_TURN_EVIL, dam));
3996 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
3998 * @return 作用が実際にあった場合TRUEを返す
4000 bool turn_monsters(HIT_POINT dam)
4002 return (project_hack(GF_TURN_ALL, dam));
4007 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
4008 * @return 作用が実際にあった場合TRUEを返す
4010 bool deathray_monsters(void)
4012 return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
4016 * @brief チャーム・モンスター(1体)
4017 * @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)
4019 * @return 作用が実際にあった場合TRUEを返す
4021 bool charm_monster(DIRECTION dir, PLAYER_LEVEL plev)
4023 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
4024 return (project_hook(GF_CHARM, dir, plev, flg));
4028 * @brief アンデッド支配(1体)
4029 * @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)
4031 * @return 作用が実際にあった場合TRUEを返す
4033 bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev)
4035 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
4036 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
4041 * @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)
4043 * @return 作用が実際にあった場合TRUEを返す
4045 bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev)
4047 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
4048 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
4053 * @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)
4055 * @return 作用が実際にあった場合TRUEを返す
4057 bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev)
4059 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
4060 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
4066 * @param success 判定成功上の処理ならばTRUE
4067 * @return 作用が実際にあった場合TRUEを返す
4069 bool kawarimi(bool success)
4072 object_type *q_ptr = &forge;
4075 if (p_ptr->is_dead) return FALSE;
4076 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
4077 if (randint0(200) < p_ptr->stun) return FALSE;
4079 if (!success && one_in_(3))
4081 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
4082 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
4083 p_ptr->redraw |= (PR_STATUS);
4090 teleport_player(10 + randint1(90), 0L);
4094 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
4096 q_ptr->pval = MON_NINJA;
4098 /* Drop it in the dungeon */
4099 (void)drop_near(q_ptr, -1, y, x);
4102 if (success) msg_print("攻撃を受ける前に素早く身をひるがえした。");
4103 else msg_print("失敗!攻撃を受けてしまった。");
4105 if (success) msg_print("You have turned around just before the attack hit you.");
4106 else msg_print("Failed! You are hit by the attack.");
4109 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
4110 p_ptr->redraw |= (PR_STATUS);
4118 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
4119 * @param mdeath 目標モンスターが死亡したかを返す
4120 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
4122 bool rush_attack(bool *mdeath)
4129 bool tmp_mdeath = FALSE;
4132 if (mdeath) *mdeath = FALSE;
4135 if (!get_aim_dir(&dir)) return FALSE;
4137 /* Use the given direction */
4138 tx = p_ptr->x + project_length * ddx[dir];
4139 ty = p_ptr->y + project_length * ddy[dir];
4141 /* Hack -- Use an actual "target" */
4142 if ((dir == 5) && target_okay())
4148 if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
4150 path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
4153 /* No need to move */
4154 if (!path_n) return TRUE;
4156 /* Use ty and tx as to-move point */
4160 /* Project along the path */
4161 for (i = 0; i < path_n; i++)
4163 monster_type *m_ptr;
4165 int ny = GRID_Y(path_g[i]);
4166 int nx = GRID_X(path_g[i]);
4168 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
4173 /* Go to next grid */
4177 if (!cave[ny][nx].m_idx)
4181 msg_print(_("失敗!", "Failed!"));
4185 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
4192 /* Move player before updating the monster */
4193 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4195 /* Update the monster */
4196 update_mon(cave[ny][nx].m_idx, TRUE);
4198 /* Found a monster */
4199 m_ptr = &m_list[cave[ny][nx].m_idx];
4201 if (tm_idx != cave[ny][nx].m_idx)
4204 msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "",
4205 m_ptr->ml ? "モンスター" : "何か");
4207 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
4210 else if (!player_bold(ty, tx))
4212 /* Hold the monster name */
4215 /* Get the monster name (BEFORE polymorphing) */
4216 monster_desc(m_name, m_ptr, 0);
4217 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
4220 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4222 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
4227 if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4229 if (mdeath) *mdeath = tmp_mdeath;
4235 * @brief 全鏡の消去 / Remove all mirrors in this floor
4236 * @param explode 爆発処理を伴うならばTRUE
4239 void remove_all_mirrors(bool explode)
4243 for (x = 0; x < cur_wid; x++)
4245 for (y = 0; y < cur_hgt; y++)
4247 if (is_mirror_grid(&cave[y][x]))
4249 remove_mirror(y, x);
4251 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
4252 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
4259 * @brief 『一つの指輪』の効果処理 /
4260 * Hack -- activate the ring of power
4261 * @param dir 発動の方向ID
4264 void ring_of_power(DIRECTION dir)
4266 /* Pick a random effect */
4267 switch (randint1(10))
4272 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."));
4275 /* Decrease all stats (permanently) */
4276 (void)dec_stat(A_STR, 50, TRUE);
4277 (void)dec_stat(A_INT, 50, TRUE);
4278 (void)dec_stat(A_WIS, 50, TRUE);
4279 (void)dec_stat(A_DEX, 50, TRUE);
4280 (void)dec_stat(A_CON, 50, TRUE);
4281 (void)dec_stat(A_CHR, 50, TRUE);
4283 /* Lose some experience (permanently) */
4284 p_ptr->exp -= (p_ptr->exp / 4);
4285 p_ptr->max_exp -= (p_ptr->exp / 4);
4293 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."));
4295 /* Dispel monsters */
4296 dispel_monsters(1000);
4306 fire_ball(GF_MANA, dir, 600, 3);
4317 fire_bolt(GF_MANA, dir, 500);
4325 * @brief 運命の輪、並びにカオス的な効果の発動
4326 * @param spell ランダムな効果を選択するための基準ID
4329 void wild_magic(int spell)
4332 int type = SUMMON_MOLD + randint0(6);
4334 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
4335 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
4337 switch (randint1(spell) + randint1(8) + 1)
4342 teleport_player(10, TELEPORT_PASSIVE);
4347 teleport_player(100, TELEPORT_PASSIVE);
4351 teleport_player(200, TELEPORT_PASSIVE);
4361 lite_area(damroll(2, 3), 2);
4364 destroy_doors_touch();
4369 sleep_monsters_touch();
4373 trap_creation(p_ptr->y, p_ptr->x);
4382 aggravate_monsters(0);
4385 earthquake(p_ptr->y, p_ptr->x, 5);
4389 (void)gain_random_mutation(0);
4393 apply_disenchant(1);
4399 fire_ball(GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
4406 while (counter++ < 8)
4408 (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET));
4413 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4416 (void)summon_cyber(-1, p_ptr->y, p_ptr->x);
4421 (void)activate_ty_curse(FALSE, &count);
4430 * @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。
4431 * / Drop 10+1d10 meteor ball at random places near the player
4436 void cast_meteor(HIT_POINT dam, POSITION rad)
4439 int b = 10 + randint1(10);
4441 for (i = 0; i < b; i++)
4443 POSITION y = 0, x = 0;
4446 for (count = 0; count <= 20; count++)
4450 x = p_ptr->x - 8 + randint0(17);
4451 y = p_ptr->y - 8 + randint0(17);
4453 dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
4454 dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
4456 /* Approximate distance */
4457 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4459 if (d >= 9) continue;
4461 if (!in_bounds(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)
4462 || !cave_have_flag_bold(y, x, FF_PROJECT)) continue;
4464 /* Valid position */
4468 if (count > 20) continue;
4470 project(0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
4476 * @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。
4479 * @return ターゲットを指定し、実行したならばTRUEを返す。
4481 bool cast_wrath_of_the_god(HIT_POINT dam, POSITION rad)
4483 POSITION x, y, tx, ty;
4487 int b = 10 + randint1(10);
4489 if (!get_aim_dir(&dir)) return FALSE;
4491 /* Use the given direction */
4492 tx = p_ptr->x + 99 * ddx[dir];
4493 ty = p_ptr->y + 99 * ddy[dir];
4495 /* Hack -- Use an actual "target" */
4496 if ((dir == 5) && target_okay())
4507 /* Hack -- Stop at the target */
4508 if ((y == ty) && (x == tx)) break;
4512 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
4514 /* Stop at maximum range */
4515 if (MAX_RANGE <= distance(p_ptr->y, p_ptr->x, ny, nx)) break;
4517 /* Stopped by walls/doors */
4518 if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
4520 /* Stopped by monsters */
4521 if ((dir != 5) && cave[ny][nx].m_idx != 0) break;
4523 /* Save the new location */
4530 for (i = 0; i < b; i++)
4532 int count = 20, d = 0;
4538 x = tx - 5 + randint0(11);
4539 y = ty - 5 + randint0(11);
4541 dx = (tx > x) ? (tx - x) : (x - tx);
4542 dy = (ty > y) ? (ty - y) : (y - ty);
4544 /* Approximate distance */
4545 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4546 /* Within the radius */
4550 if (count < 0) continue;
4552 /* Cannot penetrate perm walls */
4553 if (!in_bounds(y, x) ||
4554 cave_stop_disintegration(y, x) ||
4555 !in_disintegration_range(ty, tx, y, x))
4558 project(0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
4565 * @brief 「ワンダー」のランダムな効果を決定して処理する。
4569 * This spell should become more useful (more controlled) as the\n
4570 * player gains experience levels. Thus, add 1/5 of the player's\n
4571 * level to the die roll. This eliminates the worst effects later on,\n
4572 * while keeping the results quite random. It also allows some potent\n
4573 * effects only at high level.
4575 void cast_wonder(DIRECTION dir)
4577 PLAYER_LEVEL plev = p_ptr->lev;
4578 int die = randint1(100) + plev / 5;
4579 int vir = virtue_number(V_CHANCE);
4583 if (p_ptr->virtues[vir - 1] > 0)
4585 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4589 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4594 chg_virtue(V_CHANCE, 1);
4598 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
4601 if (die < 8) clone_monster(dir);
4602 else if (die < 14) speed_monster(dir, plev);
4603 else if (die < 26) heal_monster(dir, damroll(4, 6));
4604 else if (die < 31) poly_monster(dir, plev);
4606 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4607 damroll(3 + ((plev - 1) / 5), 4));
4608 else if (die < 41) confuse_monster(dir, plev);
4609 else if (die < 46) fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4610 else if (die < 51) (void)lite_line(dir, damroll(6, 8));
4612 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4613 damroll(3 + ((plev - 5) / 4), 8));
4615 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4616 damroll(5 + ((plev - 5) / 4), 8));
4618 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4619 damroll(6 + ((plev - 5) / 4), 8));
4621 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4622 damroll(8 + ((plev - 5) / 4), 8));
4623 else if (die < 76) hypodynamic_bolt(dir, 75);
4624 else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4625 else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
4626 else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
4627 else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
4628 else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
4631 earthquake(p_ptr->y, p_ptr->x, 12);
4635 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4639 symbol_genocide(plev + 50, TRUE);
4641 else if (die < 110) dispel_monsters(120);
4644 dispel_monsters(150);
4645 slow_monsters(plev);
4646 sleep_monsters(plev);
4653 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
4657 void cast_invoke_spirits(DIRECTION dir)
4659 PLAYER_LEVEL plev = p_ptr->lev;
4660 int die = randint1(100) + plev / 5;
4661 int vir = virtue_number(V_CHANCE);
4665 if (p_ptr->virtues[vir - 1] > 0)
4667 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4671 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4675 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..."));
4677 chg_virtue(V_CHANCE, 1);
4681 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!"));
4686 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!",
4687 "Oh no! Mouldering forms rise from the earth around you!"));
4689 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4690 chg_virtue(V_UNLIFE, 1);
4694 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..."));
4696 set_afraid(p_ptr->afraid + randint1(4) + 4);
4700 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...",
4701 "Your head is invaded by a horde of gibbering spectral voices..."));
4703 set_confused(p_ptr->confused + randint1(4) + 4);
4707 poly_monster(dir, plev);
4711 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4712 damroll(3 + ((plev - 1) / 5), 4));
4716 confuse_monster(dir, plev);
4720 fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4724 (void)lite_line(dir, damroll(6, 8));
4728 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4729 damroll(3 + ((plev - 5) / 4), 8));
4733 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4734 damroll(5 + ((plev - 5) / 4), 8));
4738 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4739 damroll(6 + ((plev - 5) / 4), 8));
4743 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4744 damroll(8 + ((plev - 5) / 4), 8));
4748 hypodynamic_bolt(dir, 75);
4752 fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4756 fire_ball(GF_ACID, dir, 40 + plev, 2);
4760 fire_ball(GF_ICE, dir, 70 + plev, 3);
4764 fire_ball(GF_FIRE, dir, 80 + plev, 3);
4768 hypodynamic_bolt(dir, 100 + plev);
4772 earthquake(p_ptr->y, p_ptr->x, 12);
4776 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4780 symbol_genocide(plev + 50, TRUE);
4784 dispel_monsters(120);
4788 dispel_monsters(150);
4789 slow_monsters(plev);
4790 sleep_monsters(plev);
4796 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。」",
4797 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
4802 * @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。
4805 void cast_shuffle(void)
4807 PLAYER_LEVEL plev = p_ptr->lev;
4810 int vir = virtue_number(V_CHANCE);
4813 /* Card sharks and high mages get a level bonus */
4814 if ((p_ptr->pclass == CLASS_ROGUE) ||
4815 (p_ptr->pclass == CLASS_HIGH_MAGE) ||
4816 (p_ptr->pclass == CLASS_SORCERER))
4817 die = (randint1(110)) + plev / 5;
4819 die = randint1(120);
4824 if (p_ptr->virtues[vir - 1] > 0)
4826 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4830 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4834 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..."));
4837 chg_virtue(V_CHANCE, 1);
4841 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
4843 for (i = 0; i < randint1(3); i++)
4844 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4848 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
4849 summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4854 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
4855 activate_ty_curse(FALSE, &count);
4859 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
4860 aggravate_monsters(0);
4864 msg_print(_("《愚者》だ。", "It's the Fool."));
4870 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
4871 trump_summoning(1, FALSE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
4875 msg_print(_("《月》だ。", "It's the Moon."));
4880 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
4881 wild_magic(randint0(32));
4885 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4886 teleport_player(10, TELEPORT_PASSIVE);
4890 msg_print(_("《正義》だ。", "It's Justice."));
4891 set_blessed(p_ptr->lev, FALSE);
4895 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4896 teleport_player(100, TELEPORT_PASSIVE);
4900 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4901 teleport_player(200, TELEPORT_PASSIVE);
4905 msg_print(_("《塔》だ。", "It's the Tower."));
4910 msg_print(_("《節制》だ。", "It's Temperance."));
4911 sleep_monsters_touch();
4915 msg_print(_("《塔》だ。", "It's the Tower."));
4917 earthquake(p_ptr->y, p_ptr->x, 5);
4921 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4922 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_MOLD, 0L);
4926 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4927 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_BAT, 0L);
4931 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4932 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_VORTEX, 0L);
4936 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4937 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
4941 msg_print(_("《恋人》だ。", "It's the Lovers."));
4943 if (get_aim_dir(&dir))
4944 charm_monster(dir, MIN(p_ptr->lev, 20));
4948 msg_print(_("《隠者》だ。", "It's the Hermit."));
4953 msg_print(_("《審判》だ。", "It's the Judgement."));
4954 do_cmd_rerate(FALSE);
4955 lose_all_mutations();
4959 msg_print(_("《太陽》だ。", "It's the Sun."));
4960 chg_virtue(V_KNOWLEDGE, 1);
4961 chg_virtue(V_ENLIGHTEN, 1);
4966 msg_print(_("《世界》だ。", "It's the World."));
4967 if (p_ptr->exp < PY_MAX_EXP)
4969 s32b ee = (p_ptr->exp / 25) + 1;
4970 if (ee > 5000) ee = 5000;
4971 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4977 bool_hack life_stream(bool_hack message, bool_hack virtue)
4981 chg_virtue(V_VITALITY, 1);
4982 chg_virtue(V_UNLIFE, -5);
4986 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
4989 (void)set_poisoned(0);
4991 (void)set_confused(0);
4995 (void)restore_all_status();
4996 (void)set_shero(0, TRUE);
5003 bool_hack heroism(int base)
5005 bool_hack ident = FALSE;
5006 if(set_afraid(0)) ident = TRUE;
5007 if(set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
5008 if(hp_player(10)) ident = TRUE;
5012 bool_hack berserk(int base)
5014 bool_hack ident = FALSE;
5015 if (set_afraid(0)) ident = TRUE;
5016 if (set_shero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
5017 if (hp_player(30)) ident = TRUE;
5021 bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
5023 bool_hack ident = FALSE;
5024 if (hp_player(damroll(dice, sides))) ident = TRUE;
5025 if (set_blind(0)) ident = TRUE;
5026 if (set_cut(p_ptr->cut - 10)) ident = TRUE;
5027 if (set_shero(0, TRUE)) ident = TRUE;
5031 bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
5033 bool_hack ident = FALSE;
5034 if (hp_player(damroll(dice, sides))) ident = TRUE;
5035 if (set_blind(0)) ident = TRUE;
5036 if (set_confused(0)) ident = TRUE;
5037 if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
5038 if (set_shero(0, TRUE)) ident = TRUE;
5042 bool_hack cure_critical_wounds(HIT_POINT pow)
5044 bool_hack ident = FALSE;
5045 if (hp_player(pow)) ident = TRUE;
5046 if (set_blind(0)) ident = TRUE;
5047 if (set_confused(0)) ident = TRUE;
5048 if (set_poisoned(0)) ident = TRUE;
5049 if (set_stun(0)) ident = TRUE;
5050 if (set_cut(0)) ident = TRUE;
5051 if (set_shero(0, TRUE)) ident = TRUE;
5055 bool_hack true_healing(HIT_POINT pow)
5057 bool_hack ident = FALSE;
5058 if (hp_player(pow)) ident = TRUE;
5059 if (set_blind(0)) ident = TRUE;
5060 if (set_confused(0)) ident = TRUE;
5061 if (set_poisoned(0)) ident = TRUE;
5062 if (set_stun(0)) ident = TRUE;
5063 if (set_cut(0)) ident = TRUE;
5064 if (set_image(0)) ident = TRUE;
5068 bool_hack restore_mana(bool_hack magic_eater)
5070 bool_hack ident = FALSE;
5072 if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
5075 for (i = 0; i < EATER_EXT * 2; i++)
5077 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
5078 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;
5080 for (; i < EATER_EXT * 3; i++)
5082 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
5083 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;
5084 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
5086 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
5087 p_ptr->window |= (PW_PLAYER);
5090 else if (p_ptr->csp < p_ptr->msp)
5092 p_ptr->csp = p_ptr->msp;
5093 p_ptr->csp_frac = 0;
5094 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
5095 p_ptr->redraw |= (PR_MANA);
5096 p_ptr->window |= (PW_PLAYER);
5097 p_ptr->window |= (PW_SPELL);
5104 bool restore_all_status(void)
5107 if (do_res_stat(A_STR)) ident = TRUE;
5108 if (do_res_stat(A_INT)) ident = TRUE;
5109 if (do_res_stat(A_WIS)) ident = TRUE;
5110 if (do_res_stat(A_DEX)) ident = TRUE;
5111 if (do_res_stat(A_CON)) ident = TRUE;
5112 if (do_res_stat(A_CHR)) ident = TRUE;
5117 * @brief 口を使う継続的な処理を中断する
5120 void stop_mouth(void)
5122 if (music_singing_any()) stop_singing();
5123 if (hex_spelling_any()) stop_hex_spell_all();
5127 bool_hack vampirism(void)
5134 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
5136 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
5140 /* Only works on adjacent monsters */
5141 if (!get_rep_dir2(&dir)) return FALSE;
5142 y = p_ptr->y + ddy[dir];
5143 x = p_ptr->x + ddx[dir];
5144 c_ptr = &cave[y][x];
5148 if (!(c_ptr->m_idx))
5150 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
5154 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
5156 dummy = p_ptr->lev * 2;
5158 if (hypodynamic_bolt(dir, dummy))
5160 if (p_ptr->food < PY_FOOD_FULL)
5161 /* No heal if we are "full" */
5162 (void)hp_player(dummy);
5164 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
5166 /* Gain nutritional sustenance: 150/hp drained */
5167 /* A Food ration gives 5000 food points (by contrast) */
5168 /* Don't ever get more than "Full" this way */
5169 /* But if we ARE Gorged, it won't cure us */
5170 dummy = p_ptr->food + MIN(5000, 100 * dummy);
5171 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
5172 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
5175 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
5179 bool panic_hit(void)
5184 if (!get_rep_dir2(&dir)) return FALSE;
5185 y = p_ptr->y + ddy[dir];
5186 x = p_ptr->x + ddx[dir];
5187 if (cave[y][x].m_idx)
5190 if (randint0(p_ptr->skill_dis) < 7)
5191 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
5193 teleport_player(30, 0L);
5198 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"));
5206 * @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)
5209 * currently this function allows pseudo-id of any object,
5210 * including silly ones like potions & scrolls, which always
5211 * get '{average}'. This should be changed, either to stop such
5212 * items from being pseudo-id'd, or to allow psychometry to
5213 * detect whether the unidentified potion/scroll/etc is
5214 * good (Cure Light Wounds, Restore Strength, etc) or
5215 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
5217 bool psychometry(void)
5221 char o_name[MAX_NLEN];
5226 item_tester_no_ryoute = TRUE;
5228 q = _("どのアイテムを調べますか?", "Meditate on which item? ");
5229 s = _("調べるアイテムがありません。", "You have nothing appropriate.");
5231 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
5233 /* Get the item (in the pack) */
5236 o_ptr = &inventory[item];
5239 /* Get the item (on the floor) */
5242 o_ptr = &o_list[0 - item];
5245 /* It is fully known, no information needed */
5246 if (object_is_known(o_ptr))
5248 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
5252 /* Check for a feeling */
5253 feel = value_check_aux1(o_ptr);
5255 /* Get an object description */
5256 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5258 /* Skip non-feelings */
5261 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);
5266 msg_format("%sは%sという感じがする...",
5267 o_name, game_inscriptions[feel]);
5269 msg_format("You feel that the %s %s %s...",
5270 o_name, ((o_ptr->number == 1) ? "is" : "are"),
5271 game_inscriptions[feel]);
5275 /* We have "felt" it */
5276 o_ptr->ident |= (IDENT_SENSE);
5279 o_ptr->feeling = feel;
5281 /* Player touches it */
5282 o_ptr->marked |= OM_TOUCHED;
5284 /* Combine / Reorder the pack (later) */
5285 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5288 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5290 /* Valid "tval" codes */
5291 switch (o_ptr->tval)
5319 /* Auto-inscription/destroy */
5320 autopick_alter_item(item, (bool)(okay && destroy_feeling));
5322 /* Something happened */