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;
202 /* Only detect nearby objects */
203 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
205 /* Detect "gold" objects */
206 if (o_ptr->tval == TV_GOLD)
208 /* Hack -- memorize it */
209 o_ptr->marked |= OM_FOUND;
219 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
224 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
227 if (detect_monsters_string(range, "$"))
238 * @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
240 * @return 効力があった場合TRUEを返す
242 bool detect_objects_normal(POSITION range)
245 POSITION range2 = range;
249 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
252 for (i = 1; i < o_max; i++)
254 object_type *o_ptr = &o_list[i];
256 /* Skip dead objects */
257 if (!o_ptr->k_idx) continue;
259 /* Skip held objects */
260 if (o_ptr->held_m_idx) continue;
265 /* Only detect nearby objects */
266 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
268 /* Detect "real" objects */
269 if (o_ptr->tval != TV_GOLD)
271 /* Hack -- memorize it */
272 o_ptr->marked |= OM_FOUND;
282 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
287 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
290 if (detect_monsters_string(range, "!=?|/`"))
301 * @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.
303 * @return 効力があった場合TRUEを返す
306 * This will light up all spaces with "magic" items, including artifacts,
307 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
308 * and "enchanted" items of the "good" variety.
310 * It can probably be argued that this function is now too powerful.
313 bool detect_objects_magic(POSITION range)
319 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
321 /* Scan all objects */
322 for (i = 1; i < o_max; i++)
324 object_type *o_ptr = &o_list[i];
326 /* Skip dead objects */
327 if (!o_ptr->k_idx) continue;
329 /* Skip held objects */
330 if (o_ptr->held_m_idx) continue;
335 /* Only detect nearby objects */
336 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
338 /* Examine the tval */
341 /* Artifacts, misc magic items, or enchanted wearables */
342 if (object_is_artifact(o_ptr) ||
343 object_is_ego(o_ptr) ||
344 (tv == TV_WHISTLE) ||
352 (tv == TV_LIFE_BOOK) ||
353 (tv == TV_SORCERY_BOOK) ||
354 (tv == TV_NATURE_BOOK) ||
355 (tv == TV_CHAOS_BOOK) ||
356 (tv == TV_DEATH_BOOK) ||
357 (tv == TV_TRUMP_BOOK) ||
358 (tv == TV_ARCANE_BOOK) ||
359 (tv == TV_CRAFT_BOOK) ||
360 (tv == TV_DAEMON_BOOK) ||
361 (tv == TV_CRUSADE_BOOK) ||
362 (tv == TV_MUSIC_BOOK) ||
363 (tv == TV_HISSATSU_BOOK) ||
364 (tv == TV_HEX_BOOK) ||
365 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
367 /* Memorize the item */
368 o_ptr->marked |= OM_FOUND;
381 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!"));
390 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
392 * @return 効力があった場合TRUEを返す
394 bool detect_monsters_normal(POSITION range)
401 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
404 for (i = 1; i < m_max; i++)
406 monster_type *m_ptr = &m_list[i];
407 monster_race *r_ptr = &r_info[m_ptr->r_idx];
409 /* Skip dead monsters */
410 if (!m_ptr->r_idx) continue;
415 /* Only detect nearby monsters */
416 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
418 /* Detect all non-invisible monsters */
419 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
421 /* Repair visibility later */
422 repair_monsters = TRUE;
424 /* Hack -- Detect monster */
425 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
427 /* Update the monster */
428 update_mon(i, FALSE);
435 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
440 /* Describe result */
441 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
450 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
452 * @return 効力があった場合TRUEを返す
454 bool detect_monsters_invis(POSITION range)
460 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
463 for (i = 1; i < m_max; i++)
465 monster_type *m_ptr = &m_list[i];
466 monster_race *r_ptr = &r_info[m_ptr->r_idx];
468 /* Skip dead monsters */
469 if (!m_ptr->r_idx) continue;
474 /* Only detect nearby monsters */
475 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
477 /* Detect invisible monsters */
478 if (r_ptr->flags2 & RF2_INVISIBLE)
480 /* Update monster recall window */
481 if (p_ptr->monster_race_idx == m_ptr->r_idx)
483 p_ptr->window |= (PW_MONSTER);
486 /* Repair visibility later */
487 repair_monsters = TRUE;
489 /* Hack -- Detect monster */
490 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
492 /* Update the monster */
493 update_mon(i, FALSE);
500 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
505 /* Describe result */
506 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
514 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
516 * @return 効力があった場合TRUEを返す
518 bool detect_monsters_evil(POSITION range)
524 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
527 for (i = 1; i < m_max; i++)
529 monster_type *m_ptr = &m_list[i];
530 monster_race *r_ptr = &r_info[m_ptr->r_idx];
532 /* Skip dead monsters */
533 if (!m_ptr->r_idx) continue;
538 /* Only detect nearby monsters */
539 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
541 /* Detect evil monsters */
542 if (r_ptr->flags3 & RF3_EVIL)
544 if (is_original_ap(m_ptr))
546 /* Take note that they are evil */
547 r_ptr->r_flags3 |= (RF3_EVIL);
549 /* Update monster recall window */
550 if (p_ptr->monster_race_idx == m_ptr->r_idx)
552 p_ptr->window |= (PW_MONSTER);
556 /* Repair visibility later */
557 repair_monsters = TRUE;
559 /* Hack -- Detect monster */
560 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
562 /* Update the monster */
563 update_mon(i, FALSE);
573 /* Describe result */
574 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
582 * @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
584 * @return 効力があった場合TRUEを返す
586 bool detect_monsters_nonliving(POSITION range)
592 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
595 for (i = 1; i < m_max; i++)
597 monster_type *m_ptr = &m_list[i];
598 monster_race *r_ptr = &r_info[m_ptr->r_idx];
600 /* Skip dead monsters */
601 if (!m_ptr->r_idx) continue;
606 /* Only detect nearby monsters */
607 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
609 /* Detect non-living monsters */
610 if (!monster_living(r_ptr))
612 /* Update monster recall window */
613 if (p_ptr->monster_race_idx == m_ptr->r_idx)
615 p_ptr->window |= (PW_MONSTER);
618 /* Repair visibility later */
619 repair_monsters = TRUE;
621 /* Hack -- Detect monster */
622 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
624 /* Update the monster */
625 update_mon(i, FALSE);
635 /* Describe result */
636 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!"));
644 * @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
646 * @return 効力があった場合TRUEを返す
648 bool detect_monsters_mind(POSITION range)
654 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
657 for (i = 1; i < m_max; i++)
659 monster_type *m_ptr = &m_list[i];
660 monster_race *r_ptr = &r_info[m_ptr->r_idx];
662 /* Skip dead monsters */
663 if (!m_ptr->r_idx) continue;
668 /* Only detect nearby monsters */
669 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
671 /* Detect non-living monsters */
672 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
674 /* Update monster recall window */
675 if (p_ptr->monster_race_idx == m_ptr->r_idx)
677 p_ptr->window |= (PW_MONSTER);
680 /* Repair visibility later */
681 repair_monsters = TRUE;
683 /* Hack -- Detect monster */
684 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
686 /* Update the monster */
687 update_mon(i, FALSE);
697 /* Describe result */
698 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
707 * @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
709 * @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)
710 * @return 効力があった場合TRUEを返す
712 bool detect_monsters_string(POSITION range, cptr Match)
718 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
721 for (i = 1; i < m_max; i++)
723 monster_type *m_ptr = &m_list[i];
724 monster_race *r_ptr = &r_info[m_ptr->r_idx];
726 /* Skip dead monsters */
727 if (!m_ptr->r_idx) continue;
732 /* Only detect nearby monsters */
733 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
735 /* Detect monsters with the same symbol */
736 if (my_strchr(Match, r_ptr->d_char))
738 /* Update monster recall window */
739 if (p_ptr->monster_race_idx == m_ptr->r_idx)
741 p_ptr->window |= (PW_MONSTER);
744 /* Repair visibility later */
745 repair_monsters = TRUE;
747 /* Hack -- Detect monster */
748 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
750 /* Update the monster */
751 update_mon(i, FALSE);
758 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
763 /* Describe result */
764 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
772 * @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
774 * @param match_flag 感知フラグ
775 * @return 効力があった場合TRUEを返す
777 bool detect_monsters_xxx(POSITION range, u32b match_flag)
782 cptr desc_monsters = _("変なモンスター", "weird monsters");
784 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
787 for (i = 1; i < m_max; i++)
789 monster_type *m_ptr = &m_list[i];
790 monster_race *r_ptr = &r_info[m_ptr->r_idx];
792 /* Skip dead monsters */
793 if (!m_ptr->r_idx) continue;
798 /* Only detect nearby monsters */
799 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
801 /* Detect evil monsters */
802 if (r_ptr->flags3 & (match_flag))
804 if (is_original_ap(m_ptr))
806 /* Take note that they are something */
807 r_ptr->r_flags3 |= (match_flag);
809 /* Update monster recall window */
810 if (p_ptr->monster_race_idx == m_ptr->r_idx)
812 p_ptr->window |= (PW_MONSTER);
816 /* Repair visibility later */
817 repair_monsters = TRUE;
819 /* Hack -- Detect monster */
820 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
822 /* Update the monster */
823 update_mon(i, FALSE);
836 desc_monsters = _("デーモン", "demons");
839 desc_monsters = _("アンデッド", "the undead");
843 /* Describe result */
844 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
854 * @brief 全感知処理 / Detect everything
856 * @return 効力があった場合TRUEを返す
858 bool detect_all(POSITION range)
862 /* Detect everything */
863 if (detect_traps(range, TRUE)) detect = TRUE;
864 if (detect_doors(range)) detect = TRUE;
865 if (detect_stairs(range)) detect = TRUE;
867 /* There are too many hidden treasure. So... */
868 /* if (detect_treasure(range)) detect = TRUE; */
870 if (detect_objects_gold(range)) detect = TRUE;
871 if (detect_objects_normal(range)) detect = TRUE;
872 if (detect_monsters_invis(range)) detect = TRUE;
873 if (detect_monsters_normal(range)) detect = TRUE;
881 * @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
884 * @return 効力があった場合TRUEを返す
887 * Note that affected monsters are NOT auto-tracked by this usage.
889 * To avoid misbehavior when monster deaths have side-effects,
890 * this is done in two passes. -- JDL
893 bool project_hack(EFFECT_ID typ, HIT_POINT dam)
897 BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
898 bool obvious = FALSE;
901 /* Mark all (nearby) monsters */
902 for (i = 1; i < m_max; i++)
904 monster_type *m_ptr = &m_list[i];
906 /* Paranoia -- Skip dead monsters */
907 if (!m_ptr->r_idx) continue;
912 /* Require line of sight */
913 if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
915 /* Mark the monster */
916 m_ptr->mflag |= (MFLAG_TEMP);
919 /* Affect all marked monsters */
920 for (i = 1; i < m_max; i++)
922 monster_type *m_ptr = &m_list[i];
924 /* Skip unmarked monsters */
925 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
928 m_ptr->mflag &= ~(MFLAG_TEMP);
933 /* Jump directly to the target monster */
934 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
943 * @brief 視界内モンスターを加速する処理 / Speed monsters
944 * @return 効力があった場合TRUEを返す
946 bool speed_monsters(void)
948 return (project_hack(GF_OLD_SPEED, p_ptr->lev));
952 * @brief 視界内モンスターを加速する処理 / Slow monsters
953 * @return 効力があった場合TRUEを返す
955 bool slow_monsters(int power)
957 return (project_hack(GF_OLD_SLOW, power));
961 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
962 * @return 効力があった場合TRUEを返す
964 bool sleep_monsters(int power)
966 return (project_hack(GF_OLD_SLEEP, power));
970 * @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
971 * @return 効力があった場合TRUEを返す
973 bool banish_evil(int dist)
975 return (project_hack(GF_AWAY_EVIL, dist));
979 * @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
980 * @return 効力があった場合TRUEを返す
982 bool turn_undead(void)
984 bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
986 chg_virtue(V_UNLIFE, -1);
991 * @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
992 * @return 効力があった場合TRUEを返す
994 bool dispel_undead(HIT_POINT dam)
996 bool tester = (project_hack(GF_DISP_UNDEAD, dam));
998 chg_virtue(V_UNLIFE, -2);
1003 * @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
1004 * @return 効力があった場合TRUEを返す
1006 bool dispel_evil(HIT_POINT dam)
1008 return (project_hack(GF_DISP_EVIL, dam));
1012 * @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
1013 * @return 効力があった場合TRUEを返す
1015 bool dispel_good(HIT_POINT dam)
1017 return (project_hack(GF_DISP_GOOD, dam));
1021 * @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
1022 * @return 効力があった場合TRUEを返す
1024 bool dispel_monsters(HIT_POINT dam)
1026 return (project_hack(GF_DISP_ALL, dam));
1030 * @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
1031 * @return 効力があった場合TRUEを返す
1033 bool dispel_living(HIT_POINT dam)
1035 return (project_hack(GF_DISP_LIVING, dam));
1039 * @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
1040 * @return 効力があった場合TRUEを返す
1042 bool dispel_demons(HIT_POINT dam)
1044 return (project_hack(GF_DISP_DEMON, dam));
1048 * @brief 視界内のモンスターに「聖戦」効果を与える処理
1049 * @return 効力があった場合TRUEを返す
1053 return (project_hack(GF_CRUSADE, p_ptr->lev*4));
1057 * @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.
1058 * @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)
1061 void aggravate_monsters(MONSTER_IDX who)
1067 /* Aggravate everyone nearby */
1068 for (i = 1; i < m_max; i++)
1070 monster_type *m_ptr = &m_list[i];
1071 /* monster_race *r_ptr = &r_info[m_ptr->r_idx]; */
1073 /* Paranoia -- Skip dead monsters */
1074 if (!m_ptr->r_idx) continue;
1076 /* Skip aggravating monster (or player) */
1077 if (i == who) continue;
1079 /* Wake up nearby sleeping monsters */
1080 if (m_ptr->cdis < MAX_SIGHT * 2)
1083 if (MON_CSLEEP(m_ptr))
1085 (void)set_monster_csleep(i, 0);
1088 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
1091 /* Speed up monsters in line of sight */
1092 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
1096 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
1102 if (speed) msg_print(_("付近で何かが突如興奮したような感じを受けた!", "You feel a sudden stirring nearby!"));
1103 else if (sleep) msg_print(_("何かが突如興奮したような騒々しい音が遠くに聞こえた!", "You hear a sudden stirring in the distance!"));
1104 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
1109 * @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
1110 * @param m_idx 抹殺するモンスターID
1111 * @param power 抹殺の威力
1112 * @param player_cast プレイヤーの魔法によるものならば TRUE
1113 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
1114 * @param spell_name 抹殺効果を起こした魔法の名前
1115 * @return 効力があった場合TRUEを返す
1117 bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, cptr spell_name)
1119 int msec = delay_factor * delay_factor * delay_factor;
1120 monster_type *m_ptr = &m_list[m_idx];
1121 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1122 bool resist = FALSE;
1124 if (is_pet(m_ptr) && !player_cast) return FALSE;
1126 /* Hack -- Skip Unique Monsters or Quest Monsters */
1127 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1128 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1129 else if (m_idx == p_ptr->riding) resist = TRUE;
1130 else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
1131 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1132 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1137 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1141 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1142 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1145 delete_monster_idx(m_idx);
1148 if (resist && player_cast)
1150 bool see_m = is_seen(m_ptr);
1153 monster_desc(m_name, m_ptr, 0);
1156 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1158 if (MON_CSLEEP(m_ptr))
1160 (void)set_monster_csleep(m_idx, 0);
1163 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1166 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1170 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1174 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1180 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);
1183 /* Visual feedback */
1184 move_cursor_relative(p_ptr->y, p_ptr->x);
1187 p_ptr->redraw |= (PR_HP);
1189 p_ptr->window |= (PW_PLAYER);
1198 Term_xtra(TERM_XTRA_DELAY, msec);
1205 * @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
1206 * @param power 抹殺の威力
1207 * @param player_cast プレイヤーの魔法によるものならば TRUE
1208 * @return 効力があった場合TRUEを返す
1210 bool symbol_genocide(int power, bool player_cast)
1214 bool result = FALSE;
1216 /* Prevent genocide in quest levels */
1217 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1222 /* Mega-Hack -- Get a monster symbol */
1223 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)) ;
1225 /* Delete the monsters of that "type" */
1226 for (i = 1; i < m_max; i++)
1228 monster_type *m_ptr = &m_list[i];
1229 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1231 /* Paranoia -- Skip dead monsters */
1232 if (!m_ptr->r_idx) continue;
1234 /* Skip "wrong" monsters */
1235 if (r_ptr->d_char != typ) continue;
1238 result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
1243 chg_virtue(V_VITALITY, -2);
1244 chg_virtue(V_CHANCE, -1);
1252 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1253 * @param power 抹殺の威力
1254 * @param player_cast プレイヤーの魔法によるものならば TRUE
1255 * @return 効力があった場合TRUEを返す
1257 bool mass_genocide(int power, bool player_cast)
1260 bool result = FALSE;
1262 /* Prevent mass genocide in quest levels */
1263 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1268 /* Delete the (nearby) monsters */
1269 for (i = 1; i < m_max; i++)
1271 monster_type *m_ptr = &m_list[i];
1273 /* Paranoia -- Skip dead monsters */
1274 if (!m_ptr->r_idx) continue;
1276 /* Skip distant monsters */
1277 if (m_ptr->cdis > MAX_SIGHT) continue;
1280 result |= genocide_aux(i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1285 chg_virtue(V_VITALITY, -2);
1286 chg_virtue(V_CHANCE, -1);
1294 * @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
1295 * @param power 抹殺の威力
1296 * @param player_cast プレイヤーの魔法によるものならば TRUE
1297 * @return 効力があった場合TRUEを返す
1299 bool mass_genocide_undead(int power, bool player_cast)
1302 bool result = FALSE;
1304 /* Prevent mass genocide in quest levels */
1305 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1310 /* Delete the (nearby) monsters */
1311 for (i = 1; i < m_max; i++)
1313 monster_type *m_ptr = &m_list[i];
1314 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1316 /* Paranoia -- Skip dead monsters */
1317 if (!m_ptr->r_idx) continue;
1319 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1321 /* Skip distant monsters */
1322 if (m_ptr->cdis > MAX_SIGHT) continue;
1325 result |= genocide_aux(i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1330 chg_virtue(V_UNLIFE, -2);
1331 chg_virtue(V_CHANCE, -1);
1339 * @brief 周辺モンスターを調査する / Probe nearby monsters
1340 * @return 効力があった場合TRUEを返す
1355 /* Probe all (nearby) monsters */
1356 for (i = 1; i < m_max; i++)
1358 monster_type *m_ptr = &m_list[i];
1359 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1361 /* Paranoia -- Skip dead monsters */
1362 if (!m_ptr->r_idx) continue;
1364 /* Require line of sight */
1365 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
1367 /* Probe visible monsters */
1372 /* Start the message */
1375 msg_print(_("調査中...", "Probing..."));
1380 if (!is_original_ap(m_ptr))
1382 if (m_ptr->mflag2 & MFLAG2_KAGE)
1383 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1385 m_ptr->ap_r_idx = m_ptr->r_idx;
1386 lite_spot(m_ptr->fy, m_ptr->fx);
1388 /* Get "the monster" or "something" */
1389 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1391 speed = m_ptr->mspeed - 110;
1392 if (MON_FAST(m_ptr)) speed += 10;
1393 if (MON_SLOW(m_ptr)) speed -= 10;
1394 if (ironman_nightmare) speed += 5;
1396 /* Get the monster's alignment */
1397 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
1398 else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
1399 else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
1400 else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) _(align = "中立(善悪)", "neutral(good&evil)");
1401 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
1402 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
1403 else align = _("中立", "neutral");
1405 /* Describe the monster */
1406 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:"),
1407 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1409 if (r_ptr->next_r_idx)
1411 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1415 strcat(buf, "xxx ");
1418 if (MON_CSLEEP(m_ptr)) strcat(buf,_("睡眠 ", "sleeping "));
1419 if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
1420 if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
1421 if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
1422 if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
1423 buf[strlen(buf)-1] = '\0';
1426 /* HACK : Add the line to message buffer */
1428 p_ptr->window |= (PW_MESSAGE);
1431 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
1434 Term_erase(0, 0, 255);
1436 /* Learn everything about this monster */
1437 if (lore_do_probe(m_ptr->r_idx))
1439 /* Get base name of monster */
1440 strcpy(buf, (r_name + r_ptr->name));
1443 /* Note that we learnt some new flags -Mogami- */
1444 msg_format("%sについてさらに詳しくなった気がする。", buf);
1449 /* Note that we learnt some new flags -Mogami- */
1450 msg_format("You now know more about %s.", buf);
1452 /* Clear -more- prompt */
1467 chg_virtue(V_KNOWLEDGE, 1);
1468 msg_print(_("これで全部です。", "That's all."));
1478 * @brief *破壊*処理を行う / The spell of destruction
1479 * @param y1 破壊の中心Y座標
1480 * @param x1 破壊の中心X座標
1482 * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
1483 * @return 効力があった場合TRUEを返す
1486 * This spell "deletes" monsters (instead of "killing" them).
1488 * Later we may use one function for both "destruction" and
1489 * "earthquake" by using the "full" to select "destruction".
1492 bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
1499 /* Prevent destruction of quest levels and town */
1500 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1505 /* Lose monster light */
1506 if (!in_generate) clear_mon_lite();
1508 /* Big area of affect */
1509 for (y = (y1 - r); y <= (y1 + r); y++)
1511 for (x = (x1 - r); x <= (x1 + r); x++)
1513 /* Skip illegal grids */
1514 if (!in_bounds(y, x)) continue;
1516 /* Extract the distance */
1517 k = distance(y1, x1, y, x);
1519 /* Stay in the circle of death */
1520 if (k > r) continue;
1522 /* Access the grid */
1523 c_ptr = &cave[y][x];
1525 /* Lose room and vault */
1526 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1528 /* Lose light and knowledge */
1529 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
1531 if (!in_generate) /* Normal */
1534 c_ptr->info &= ~(CAVE_UNSAFE);
1536 /* Hack -- Notice player affect */
1537 if (player_bold(y, x))
1539 /* Hurt the player later */
1542 /* Do not hurt this grid */
1547 /* Hack -- Skip the epicenter */
1548 if ((y == y1) && (x == x1)) continue;
1552 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1553 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1555 if (in_generate) /* In generation */
1557 /* Delete the monster (if any) */
1558 delete_monster(y, x);
1560 else if (r_ptr->flags1 & RF1_QUESTOR)
1562 /* Heal the monster */
1563 m_ptr->hp = m_ptr->maxhp;
1565 /* Try to teleport away quest monsters */
1566 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
1570 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1574 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1575 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
1578 /* Delete the monster (if any) */
1579 delete_monster(y, x);
1583 /* During generation, destroyed artifacts are "preserved" */
1584 if (preserve_mode || in_generate)
1586 OBJECT_IDX this_o_idx, next_o_idx = 0;
1588 /* Scan all objects in the grid */
1589 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1593 /* Acquire object */
1594 o_ptr = &o_list[this_o_idx];
1596 /* Acquire next object */
1597 next_o_idx = o_ptr->next_o_idx;
1599 /* Hack -- Preserve unknown artifacts */
1600 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
1602 /* Mega-Hack -- Preserve the artifact */
1603 a_info[o_ptr->name1].cur_num = 0;
1605 if (in_generate && cheat_peek)
1607 char o_name[MAX_NLEN];
1608 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1609 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);
1612 else if (in_generate && cheat_peek && o_ptr->art_name)
1614 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。",
1615 "One of the random artifacts was *destroyed* during generation."));
1620 /* Delete objects */
1621 delete_object(y, x);
1623 /* Destroy "non-permanent" grids */
1624 if (!cave_perma_grid(c_ptr))
1626 /* Wall (or floor) type */
1629 if (!in_generate) /* Normal */
1633 /* Create granite wall */
1634 cave_set_feat(y, x, feat_granite);
1638 /* Create quartz vein */
1639 cave_set_feat(y, x, feat_quartz_vein);
1643 /* Create magma vein */
1644 cave_set_feat(y, x, feat_magma_vein);
1649 cave_set_feat(y, x, floor_type[randint0(100)]);
1652 else /* In generation */
1656 /* Create granite wall */
1657 place_extra_grid(c_ptr);
1661 /* Create quartz vein */
1662 c_ptr->feat = feat_quartz_vein;
1666 /* Create magma vein */
1667 c_ptr->feat = feat_magma_vein;
1672 place_floor_grid(c_ptr);
1675 /* Clear garbage of hidden trap or door */
1684 /* Process "re-glowing" */
1685 for (y = (y1 - r); y <= (y1 + r); y++)
1687 for (x = (x1 - r); x <= (x1 + r); x++)
1689 /* Skip illegal grids */
1690 if (!in_bounds(y, x)) continue;
1692 /* Extract the distance */
1693 k = distance(y1, x1, y, x);
1695 /* Stay in the circle of death */
1696 if (k > r) continue;
1698 /* Access the grid */
1699 c_ptr = &cave[y][x];
1701 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
1702 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
1707 for (i = 0; i < 9; i++)
1709 yy = y + ddy_ddd[i];
1710 xx = x + ddx_ddd[i];
1711 if (!in_bounds2(yy, xx)) continue;
1712 cc_ptr = &cave[yy][xx];
1713 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1715 c_ptr->info |= CAVE_GLOW;
1723 /* Hack -- Affect player */
1726 msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
1728 /* Blind the player */
1729 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
1732 (void)set_blind(p_ptr->blind + 10 + randint1(10));
1738 /* Mega-Hack -- Forget the view and lite */
1739 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
1741 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1744 p_ptr->redraw |= (PR_MAP);
1746 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1748 if (p_ptr->special_defense & NINJA_S_STEALTH)
1750 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1760 * @brief 地震処理(サブルーチン) /
1761 * Induce an "earthquake" of the given radius at the given location.
1762 * @return 効力があった場合TRUEを返す
1766 * @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)
1770 * This will turn some walls into floors and some floors into walls.
1772 * The player will take damage and "jump" into a safe grid if possible,
1773 * otherwise, he will "tunnel" through the rubble instantaneously.
1775 * Monsters will take damage, and "jump" into a safe grid if possible,
1776 * otherwise they will be "buried" in the rubble, disappearing from
1777 * the level in the same way that they do when genocided.
1779 * Note that thus the player and monsters (except eaters of walls and
1780 * passers through walls) will never occupy the same grid as a wall.
1781 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
1782 * for a single turn, unless that monster can pass_walls or kill_walls.
1783 * This has allowed massive simplification of the "monster" code.
1786 bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
1790 POSITION y, x, yy, xx, dy, dx;
1793 POSITION sy = 0, sx = 0;
1799 /* Prevent destruction of quest levels and town */
1800 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1805 /* Paranoia -- Enforce maximum range */
1808 /* Clear the "maximal blast" area */
1809 for (y = 0; y < 32; y++)
1811 for (x = 0; x < 32; x++)
1817 /* Check around the epicenter */
1818 for (dy = -r; dy <= r; dy++)
1820 for (dx = -r; dx <= r; dx++)
1822 /* Extract the location */
1826 /* Skip illegal grids */
1827 if (!in_bounds(yy, xx)) continue;
1829 /* Skip distant grids */
1830 if (distance(cy, cx, yy, xx) > r) continue;
1832 /* Access the grid */
1833 c_ptr = &cave[yy][xx];
1835 /* Lose room and vault */
1836 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
1838 /* Lose light and knowledge */
1839 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
1841 /* Skip the epicenter */
1842 if (!dx && !dy) continue;
1844 /* Skip most grids */
1845 if (randint0(100) < 85) continue;
1847 /* Damage this grid */
1848 map[16+yy-cy][16+xx-cx] = TRUE;
1850 /* Hack -- Take note of player damage */
1851 if (player_bold(yy, xx)) hurt = TRUE;
1855 /* First, affect the player (if necessary) */
1856 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
1858 /* Check around the player */
1859 for (i = 0; i < 8; i++)
1861 /* Access the location */
1862 y = p_ptr->y + ddy_ddd[i];
1863 x = p_ptr->x + ddx_ddd[i];
1865 /* Skip non-empty grids */
1866 if (!cave_empty_bold(y, x)) continue;
1868 /* Important -- Skip "quake" grids */
1869 if (map[16+y-cy][16+x-cx]) continue;
1871 if (cave[y][x].m_idx) continue;
1873 /* Count "safe" grids */
1876 /* Randomize choice */
1877 if (randint0(sn) > 0) continue;
1879 /* Save the safe location */
1883 /* Random message */
1884 switch (randint1(3))
1888 msg_print(_("ダンジョンの壁が崩れた!", "The cave ceiling collapses!"));
1893 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!"));
1898 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!"));
1903 /* Hurt the player a lot */
1906 /* Message and damage */
1907 msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
1911 /* Destroy the grid, and push the player to safety */
1914 /* Calculate results */
1915 switch (randint1(3))
1919 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
1925 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
1926 damage = damroll(10, 4);
1927 (void)set_stun(p_ptr->stun + randint1(50));
1932 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!"));
1933 damage = damroll(10, 4);
1934 (void)set_stun(p_ptr->stun + randint1(50));
1939 /* Move the player to the safe location */
1940 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
1943 /* Important -- no wall on player */
1944 map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
1946 /* Take some damage */
1954 monster_type *m_ptr = &m_list[m_idx];
1956 /* Get the monster's real name */
1957 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1959 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
1963 killer = _("地震", "an earthquake");
1966 take_hit(DAMAGE_ATTACK, damage, killer, -1);
1970 /* Examine the quaked region */
1971 for (dy = -r; dy <= r; dy++)
1973 for (dx = -r; dx <= r; dx++)
1975 /* Extract the location */
1979 /* Skip unaffected grids */
1980 if (!map[16+yy-cy][16+xx-cx]) continue;
1982 /* Access the grid */
1983 c_ptr = &cave[yy][xx];
1985 if (c_ptr->m_idx == p_ptr->riding) continue;
1987 /* Process monsters */
1990 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1991 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1993 /* Quest monsters */
1994 if (r_ptr->flags1 & RF1_QUESTOR)
1996 /* No wall on quest monsters */
1997 map[16+yy-cy][16+xx-cx] = FALSE;
2002 /* Most monsters cannot co-exist with rock */
2003 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
2004 !(r_ptr->flags2 & (RF2_PASS_WALL)))
2008 /* Assume not safe */
2011 /* Monster can move to escape the wall */
2012 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
2014 /* Look for safety */
2015 for (i = 0; i < 8; i++)
2017 /* Access the grid */
2018 y = yy + ddy_ddd[i];
2019 x = xx + ddx_ddd[i];
2021 /* Skip non-empty grids */
2022 if (!cave_empty_bold(y, x)) continue;
2024 /* Hack -- no safety on glyph of warding */
2025 if (is_glyph_grid(&cave[y][x])) continue;
2026 if (is_explosive_rune_grid(&cave[y][x])) continue;
2028 /* ... nor on the Pattern */
2029 if (pattern_tile(y, x)) continue;
2031 /* Important -- Skip "quake" grids */
2032 if (map[16+y-cy][16+x-cx]) continue;
2034 if (cave[y][x].m_idx) continue;
2035 if (player_bold(y, x)) continue;
2037 /* Count "safe" grids */
2040 /* Randomize choice */
2041 if (randint0(sn) > 0) continue;
2043 /* Save the safe grid */
2048 /* Describe the monster */
2049 monster_desc(m_name, m_ptr, 0);
2051 /* Scream in pain */
2052 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);
2054 /* Take damage from the quake */
2055 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
2057 /* Monster is certainly awake */
2058 (void)set_monster_csleep(c_ptr->m_idx, 0);
2060 /* Apply damage directly */
2061 m_ptr->hp -= damage;
2063 /* Delete (not kill) "dead" monsters */
2066 if (!ignore_unview || is_seen(m_ptr))
2067 msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
2071 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
2075 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
2076 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
2081 delete_monster(yy, xx);
2083 /* No longer safe */
2087 /* Hack -- Escape from the rock */
2090 IDX m_idx_aux = cave[yy][xx].m_idx;
2092 /* Update the old location */
2093 cave[yy][xx].m_idx = 0;
2095 /* Update the new location */
2096 cave[sy][sx].m_idx = m_idx_aux;
2098 /* Move the monster */
2102 /* Update the monster (new location) */
2103 update_mon(m_idx, TRUE);
2105 /* Redraw the old grid */
2108 /* Redraw the new grid */
2116 /* Lose monster light */
2119 /* Examine the quaked region */
2120 for (dy = -r; dy <= r; dy++)
2122 for (dx = -r; dx <= r; dx++)
2124 /* Extract the location */
2128 /* Skip unaffected grids */
2129 if (!map[16+yy-cy][16+xx-cx]) continue;
2131 /* Access the cave grid */
2132 c_ptr = &cave[yy][xx];
2134 /* Paranoia -- never affect player */
2135 /* if (player_bold(yy, xx)) continue; */
2137 /* Destroy location (if valid) */
2138 if (cave_valid_bold(yy, xx))
2140 /* Delete objects */
2141 delete_object(yy, xx);
2143 /* Wall (or floor) type */
2144 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
2149 /* Create granite wall */
2150 cave_set_feat(yy, xx, feat_granite);
2156 /* Create quartz vein */
2157 cave_set_feat(yy, xx, feat_quartz_vein);
2163 /* Create magma vein */
2164 cave_set_feat(yy, xx, feat_magma_vein);
2171 cave_set_feat(yy, xx, floor_type[randint0(100)]);
2178 /* Process "re-glowing" */
2179 for (dy = -r; dy <= r; dy++)
2181 for (dx = -r; dx <= r; dx++)
2183 /* Extract the location */
2187 /* Skip illegal grids */
2188 if (!in_bounds(yy, xx)) continue;
2190 /* Skip distant grids */
2191 if (distance(cy, cx, yy, xx) > r) continue;
2193 /* Access the grid */
2194 c_ptr = &cave[yy][xx];
2196 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
2197 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
2202 for (ii = 0; ii < 9; ii++)
2204 yyy = yy + ddy_ddd[ii];
2205 xxx = xx + ddx_ddd[ii];
2206 if (!in_bounds2(yyy, xxx)) continue;
2207 cc_ptr = &cave[yyy][xxx];
2208 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2210 c_ptr->info |= CAVE_GLOW;
2219 /* Mega-Hack -- Forget the view and lite */
2220 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2222 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
2224 /* Update the health bar */
2225 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
2228 p_ptr->redraw |= (PR_MAP);
2230 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2232 if (p_ptr->special_defense & NINJA_S_STEALTH)
2234 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2242 * @brief 地震処理(プレイヤーの中心発動) /
2243 * Induce an "earthquake" of the given radius at the given location.
2244 * @return 効力があった場合TRUEを返す
2249 bool earthquake(POSITION cy, POSITION cx, POSITION r)
2251 return earthquake_aux(cy, cx, r, 0);
2258 void discharge_minion(void)
2263 for (i = 1; i < m_max; i++)
2265 monster_type *m_ptr = &m_list[i];
2266 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2267 if (m_ptr->nickname) okay = FALSE;
2269 if (!okay || p_ptr->riding)
2271 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? ")))
2274 for (i = 1; i < m_max; i++)
2277 monster_type *m_ptr = &m_list[i];
2278 monster_race *r_ptr;
2280 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2281 r_ptr = &r_info[m_ptr->r_idx];
2283 /* Uniques resist discharging */
2284 if (r_ptr->flags1 & RF1_UNIQUE)
2287 monster_desc(m_name, m_ptr, 0x00);
2288 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);
2289 delete_monster_idx(i);
2292 dam = m_ptr->maxhp / 2;
2293 if (dam > 100) dam = (dam-100)/2 + 100;
2294 if (dam > 400) dam = (dam-400)/2 + 400;
2295 if (dam > 800) dam = 800;
2296 project(i, 2+(r_ptr->level/20), m_ptr->fy,
2297 m_ptr->fx, dam, GF_PLASMA,
2298 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
2300 if (record_named_pet && m_ptr->nickname)
2304 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2305 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
2308 delete_monster_idx(i);
2314 * @brief 部屋全体を照らすサブルーチン
2318 * This routine clears the entire "temp" set.
2319 * This routine will Perma-Lite all "temp" grids.
2320 * This routine is used (only) by "lite_room()"
2321 * Dark grids are illuminated.
2322 * Also, process all affected monsters.
2324 * SMART monsters always wake up when illuminated
2325 * NORMAL monsters wake up 1/4 the time when illuminated
2326 * STUPID monsters wake up 1/10 the time when illuminated
2329 static void cave_temp_room_lite(void)
2333 /* Clear them all */
2334 for (i = 0; i < temp_n; i++)
2336 POSITION y = temp_y[i];
2337 POSITION x = temp_x[i];
2339 cave_type *c_ptr = &cave[y][x];
2341 /* No longer in the array */
2342 c_ptr->info &= ~(CAVE_TEMP);
2344 /* Update only non-CAVE_GLOW grids */
2345 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
2348 c_ptr->info |= (CAVE_GLOW);
2350 /* Process affected monsters */
2355 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2357 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2359 /* Update the monster */
2360 update_mon(c_ptr->m_idx, FALSE);
2362 /* Stupid monsters rarely wake up */
2363 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
2365 /* Smart monsters always wake up */
2366 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
2368 /* Sometimes monsters wake up */
2369 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
2372 (void)set_monster_csleep(c_ptr->m_idx, 0);
2374 /* Notice the "waking up" */
2379 /* Acquire the monster name */
2380 monster_desc(m_name, m_ptr, 0);
2382 /* Dump a message */
2383 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2394 update_local_illumination(y, x);
2404 * @brief 部屋全体を暗くするサブルーチン
2408 * This routine clears the entire "temp" set.
2409 * This routine will "darken" all "temp" grids.
2410 * In addition, some of these grids will be "unmarked".
2411 * This routine is used (only) by "unlite_room()"
2412 * Also, process all affected monsters
2415 static void cave_temp_room_unlite(void)
2419 /* Clear them all */
2420 for (i = 0; i < temp_n; i++)
2422 POSITION y = temp_y[i];
2423 POSITION x = temp_x[i];
2426 cave_type *c_ptr = &cave[y][x];
2427 bool do_dark = !is_mirror_grid(c_ptr);
2429 /* No longer in the array */
2430 c_ptr->info &= ~(CAVE_TEMP);
2432 /* Darken the grid */
2435 if (dun_level || !is_daytime())
2437 for (j = 0; j < 9; j++)
2439 int by = y + ddy_ddd[j];
2440 int bx = x + ddx_ddd[j];
2442 if (in_bounds2(by, bx))
2444 cave_type *cc_ptr = &cave[by][bx];
2446 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2454 if (!do_dark) continue;
2457 c_ptr->info &= ~(CAVE_GLOW);
2459 /* Hack -- Forget "boring" grids */
2460 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
2462 /* Forget the grid */
2463 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
2468 /* Process affected monsters */
2471 /* Update the monster */
2472 update_mon(c_ptr->m_idx, FALSE);
2478 update_local_illumination(y, x);
2488 * @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
2491 * @param pass_bold 地形条件を返す関数ポインタ
2494 static int next_to_open(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2501 for (i = 0; i < 16; i++)
2503 y = cy + ddy_cdd[i % 8];
2504 x = cx + ddx_cdd[i % 8];
2506 /* Found a wall, break the length */
2507 if (!pass_bold(y, x))
2509 /* Track best length */
2523 return (MAX(len, blen));
2527 * @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
2530 * @param pass_bold 地形条件を返す関数ポインタ
2533 static int next_to_walls_adj(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2539 for (i = 0; i < 8; i++)
2541 y = cy + ddy_ddd[i];
2542 x = cx + ddx_ddd[i];
2544 if (!pass_bold(y, x)) c++;
2552 * @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
2553 * @param y 部屋内のy座標1点
2554 * @param x 部屋内のx座標1点
2555 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
2556 * @param pass_bold 地形条件を返す関数ポインタ
2559 static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pass_bold)(POSITION, POSITION))
2564 c_ptr = &cave[y][x];
2566 /* Avoid infinite recursion */
2567 if (c_ptr->info & (CAVE_TEMP)) return;
2569 /* Do not "leave" the current room */
2570 if (!(c_ptr->info & (CAVE_ROOM)))
2572 if (only_room) return;
2575 if (!in_bounds2(y, x)) return;
2577 /* Do not exceed the maximum spell range */
2578 if (distance(p_ptr->y, p_ptr->x, y, x) > MAX_RANGE) return;
2580 /* Verify this grid */
2582 * The reason why it is ==6 instead of >5 is that 8 is impossible
2583 * due to the check for cave_bold above.
2584 * 7 lights dead-end corridors (you need to do this for the
2585 * checkboard interesting rooms, so that the boundary is lit
2587 * This leaves only a check for 6 bounding walls!
2589 if (in_bounds(y, x) && pass_bold(y, x) &&
2590 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
2593 /* Paranoia -- verify space */
2594 if (temp_n == TEMP_MAX) return;
2596 /* Mark the grid as "seen" */
2597 c_ptr->info |= (CAVE_TEMP);
2599 /* Add it to the "seen" set */
2606 * @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
2609 * @return 光を通すならばtrueを返す。
2611 static bool cave_pass_lite_bold(POSITION y, POSITION x)
2613 return cave_los_bold(y, x);
2617 * @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
2622 static void cave_temp_lite_room_aux(POSITION y, POSITION x)
2624 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
2628 * @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
2631 * @return 射線を通すならばtrueを返す。
2633 static bool cave_pass_dark_bold(POSITION y, POSITION x)
2635 return cave_have_flag_bold(y, x, FF_PROJECT);
2640 * @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
2645 static void cave_temp_unlite_room_aux(POSITION y, POSITION x)
2647 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
2652 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
2657 void lite_room(POSITION y1, POSITION x1)
2662 /* Add the initial grid */
2663 cave_temp_lite_room_aux(y1, x1);
2665 /* While grids are in the queue, add their neighbors */
2666 for (i = 0; i < temp_n; i++)
2668 x = temp_x[i], y = temp_y[i];
2670 /* Walls get lit, but stop light */
2671 if (!cave_pass_lite_bold(y, x)) continue;
2673 /* Spread adjacent */
2674 cave_temp_lite_room_aux(y + 1, x);
2675 cave_temp_lite_room_aux(y - 1, x);
2676 cave_temp_lite_room_aux(y, x + 1);
2677 cave_temp_lite_room_aux(y, x - 1);
2679 /* Spread diagonal */
2680 cave_temp_lite_room_aux(y + 1, x + 1);
2681 cave_temp_lite_room_aux(y - 1, x - 1);
2682 cave_temp_lite_room_aux(y - 1, x + 1);
2683 cave_temp_lite_room_aux(y + 1, x - 1);
2686 /* Now, lite them all up at once */
2687 cave_temp_room_lite();
2689 if (p_ptr->special_defense & NINJA_S_STEALTH)
2691 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2697 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
2702 void unlite_room(POSITION y1, POSITION x1)
2707 /* Add the initial grid */
2708 cave_temp_unlite_room_aux(y1, x1);
2710 /* Spread, breadth first */
2711 for (i = 0; i < temp_n; i++)
2713 x = temp_x[i], y = temp_y[i];
2715 /* Walls get dark, but stop darkness */
2716 if (!cave_pass_dark_bold(y, x)) continue;
2718 /* Spread adjacent */
2719 cave_temp_unlite_room_aux(y + 1, x);
2720 cave_temp_unlite_room_aux(y - 1, x);
2721 cave_temp_unlite_room_aux(y, x + 1);
2722 cave_temp_unlite_room_aux(y, x - 1);
2724 /* Spread diagonal */
2725 cave_temp_unlite_room_aux(y + 1, x + 1);
2726 cave_temp_unlite_room_aux(y - 1, x - 1);
2727 cave_temp_unlite_room_aux(y - 1, x + 1);
2728 cave_temp_unlite_room_aux(y + 1, x - 1);
2731 /* Now, darken them all at once */
2732 cave_temp_room_unlite();
2738 * @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
2741 * @return 作用が実際にあった場合TRUEを返す
2743 bool lite_area(HIT_POINT dam, POSITION rad)
2745 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2747 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
2749 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
2753 /* Hack -- Message */
2756 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
2759 /* Hook into the "project()" function */
2760 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1);
2762 /* Lite up the room */
2763 lite_room(p_ptr->y, p_ptr->x);
2771 * @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
2774 * @return 作用が実際にあった場合TRUEを返す
2776 bool unlite_area(HIT_POINT dam, POSITION rad)
2778 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2780 /* Hack -- Message */
2783 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
2786 /* Hook into the "project()" function */
2787 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1);
2789 /* Lite up the room */
2790 unlite_room(p_ptr->y, p_ptr->x);
2799 * @brief ボール系スペルの発動 / Cast a ball spell
2801 * @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)
2804 * @return 作用が実際にあった場合TRUEを返す
2807 * Stop if we hit a monster, act as a "ball"
2808 * Allow "target" mode to pass over monsters
2809 * Affect grids, objects, and monsters
2812 bool fire_ball(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2816 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2818 if (typ == GF_CHARM_LIVING) flg|= PROJECT_HIDE;
2819 /* Use the given direction */
2820 tx = p_ptr->x + 99 * ddx[dir];
2821 ty = p_ptr->y + 99 * ddy[dir];
2823 /* Hack -- Use an actual "target" */
2824 if ((dir == 5) && target_okay())
2826 flg &= ~(PROJECT_STOP);
2831 /* Analyze the "dir" and the "target". Hurt items on floor. */
2832 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2836 * @brief ブレス系スペルの発動 / Cast a breath spell
2838 * @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)
2841 * @return 作用が実際にあった場合TRUEを返す
2844 * Stop if we hit a monster, act as a "ball"
2845 * Allow "target" mode to pass over monsters
2846 * Affect grids, objects, and monsters
2849 bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2851 return fire_ball(typ, dir, dam, -rad);
2856 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
2858 * @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)
2861 * @return 作用が実際にあった場合TRUEを返す
2864 * Stop if we hit a monster, act as a "ball"
2865 * Allow "target" mode to pass over monsters
2866 * Affect grids, objects, and monsters
2869 bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2872 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
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())
2885 /* Analyze the "dir" and the "target". Hurt items on floor. */
2886 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2891 * @brief ボール(ハイド)系スペルの発動 / Cast a ball 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_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2907 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
2909 /* Use the given direction */
2910 tx = p_ptr->x + 99 * ddx[dir];
2911 ty = p_ptr->y + 99 * ddy[dir];
2913 /* Hack -- Use an actual "target" */
2914 if ((dir == 5) && target_okay())
2916 flg &= ~(PROJECT_STOP);
2921 /* Analyze the "dir" and the "target". Hurt items on floor. */
2922 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2927 * @brief メテオ系スペルの発動 / Cast a meteor spell
2928 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
2934 * @return 作用が実際にあった場合TRUEを返す
2937 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
2938 * player, or outside source, that starts out at an arbitrary location, and
2939 * leaving no trail from the "caster" to the target. This function is
2940 * especially useful for bombardments and similar. -LM-
2941 * Option to hurt the player.
2944 bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
2946 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2948 /* Analyze the "target" and the caster. */
2949 return (project(who, rad, y, x, dam, typ, flg, -1));
2954 * @brief ブラスト系スペルの発動 / Cast a blast spell
2956 * @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)
2961 * @return 作用が実際にあった場合TRUEを返す
2963 bool fire_blast(EFFECT_ID typ, DIRECTION dir, int dd, int ds, int num, int dev)
2967 POSITION ty, tx, y, x;
2970 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
2975 /* Use the given direction */
2978 ly = ty = p_ptr->y + 20 * ddy[dir];
2979 lx = tx = p_ptr->x + 20 * ddx[dir];
2982 /* Use an actual "target" */
2983 else /* if (dir == 5) */
2988 lx = 20 * (tx - p_ptr->x) + p_ptr->x;
2989 ly = 20 * (ty - p_ptr->y) + p_ptr->y;
2992 ld = distance(p_ptr->y, p_ptr->x, ly, lx);
2995 for (i = 0; i < num; i++)
2999 /* Get targets for some bolts */
3000 y = rand_spread(ly, ld * dev / 20);
3001 x = rand_spread(lx, ld * dev / 20);
3003 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
3006 /* Analyze the "dir" and the "target". */
3007 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
3018 * @brief モンスターとの位置交換処理 / Switch position with a monster.
3019 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3020 * @return 作用が実際にあった場合TRUEを返す
3022 bool teleport_swap(DIRECTION dir)
3026 monster_type* m_ptr;
3027 monster_race* r_ptr;
3029 if ((dir == 5) && target_okay())
3036 tx = p_ptr->x + ddx[dir];
3037 ty = p_ptr->y + ddy[dir];
3039 c_ptr = &cave[ty][tx];
3041 if (p_ptr->anti_tele)
3043 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
3047 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
3049 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
3055 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10))
3057 msg_print(_("失敗した。", "Failed to swap."));
3063 m_ptr = &m_list[c_ptr->m_idx];
3064 r_ptr = &r_info[m_ptr->r_idx];
3066 (void)set_monster_csleep(c_ptr->m_idx, 0);
3068 if (r_ptr->flagsr & RFR_RES_TELE)
3070 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
3072 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
3078 sound(SOUND_TELEPORT);
3080 /* Swap the player and monster */
3081 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
3089 * @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)
3091 * @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)
3094 * @return 作用が実際にあった場合TRUEを返す
3096 bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
3100 /* Pass through the target if needed */
3101 flg |= (PROJECT_THRU);
3103 /* Use the given direction */
3104 tx = p_ptr->x + ddx[dir];
3105 ty = p_ptr->y + ddy[dir];
3107 /* Hack -- Use an actual "target" */
3108 if ((dir == 5) && target_okay())
3114 /* Analyze the "dir" and the "target", do NOT explode */
3115 return (project(0, 0, ty, tx, dam, typ, flg, -1));
3120 * @brief ボルト系スペルの発動 / Cast a bolt spell.
3122 * @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)
3124 * @return 作用が実際にあった場合TRUEを返す
3127 * Stop if we hit a monster, as a "bolt".
3128 * Affect monsters and grids (not objects).
3131 bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3133 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
3134 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
3135 return (project_hook(typ, dir, dam, flg));
3140 * @brief ビーム系スペルの発動 / Cast a beam spell.
3142 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3144 * @return 作用が実際にあった場合TRUEを返す
3147 * Pass through monsters, as a "beam".
3148 * Affect monsters, grids and objects.
3151 bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3153 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
3154 return (project_hook(typ, dir, dam, flg));
3159 * @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.
3160 * @param prob ビーム化する確率(%)
3162 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3164 * @return 作用が実際にあった場合TRUEを返す
3167 * Pass through monsters, as a "beam".
3168 * Affect monsters, grids and objects.
3171 bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3173 if (randint0(100) < prob)
3175 return (fire_beam(typ, dir, dam));
3179 return (fire_bolt(typ, dir, dam));
3184 * @brief LITE_WEAK属性による光源ビーム処理
3185 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3187 * @return 作用が実際にあった場合TRUEを返す
3189 bool lite_line(DIRECTION dir, HIT_POINT dam)
3191 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
3192 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
3197 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3199 * @return 作用が実際にあった場合TRUEを返す
3201 bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam)
3203 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3204 return (project_hook(GF_HYPODYNAMIA, dir, dam, flg));
3209 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3211 * @return 作用が実際にあった場合TRUEを返す
3213 bool wall_to_mud(DIRECTION dir, HIT_POINT dam)
3215 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3216 return (project_hook(GF_KILL_WALL, dir, dam, flg));
3221 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3222 * @return 作用が実際にあった場合TRUEを返す
3224 bool wizard_lock(DIRECTION dir)
3226 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3227 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
3232 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3233 * @return 作用が実際にあった場合TRUEを返す
3235 bool destroy_door(DIRECTION dir)
3237 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3238 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
3243 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3244 * @return 作用が実際にあった場合TRUEを返す
3246 bool disarm_trap(DIRECTION dir)
3248 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3249 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
3254 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3256 * @return 作用が実際にあった場合TRUEを返す
3258 bool heal_monster(DIRECTION dir, HIT_POINT dam)
3260 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3261 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
3266 * @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)
3268 * @return 作用が実際にあった場合TRUEを返す
3270 bool speed_monster(DIRECTION dir, int power)
3272 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3273 return (project_hook(GF_OLD_SPEED, dir, power, flg));
3278 * @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)
3280 * @return 作用が実際にあった場合TRUEを返す
3282 bool slow_monster(DIRECTION dir, int power)
3284 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3285 return (project_hook(GF_OLD_SLOW, dir, power, flg));
3290 * @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)
3292 * @return 作用が実際にあった場合TRUEを返す
3294 bool sleep_monster(DIRECTION dir, int power)
3296 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3297 return (project_hook(GF_OLD_SLEEP, dir, power, flg));
3301 * @brief モンスター拘束(STASIS)処理
3302 * @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)
3303 * @return 作用が実際にあった場合TRUEを返す
3304 * @details 威力はプレイヤーレベル*2に固定
3306 bool stasis_monster(DIRECTION dir)
3308 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
3312 * @brief 邪悪なモンスター拘束(STASIS)処理
3313 * @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)
3314 * @return 作用が実際にあった場合TRUEを返す
3315 * @details 威力はプレイヤーレベル*2に固定
3317 bool stasis_evil(DIRECTION dir)
3319 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
3324 * @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)
3325 * @param plev プレイヤーレベル(=効力)
3326 * @return 作用が実際にあった場合TRUEを返す
3328 bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev)
3330 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3331 return (project_hook(GF_OLD_CONF, dir, plev, flg));
3336 * @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)
3337 * @param plev プレイヤーレベル(=効力)
3338 * @return 作用が実際にあった場合TRUEを返す
3340 bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev)
3342 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3343 return (project_hook(GF_STUN, dir, plev, flg));
3347 * @brief チェンジモンスター処理
3348 * @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)
3350 * @return 作用が実際にあった場合TRUEを返す
3352 bool poly_monster(DIRECTION dir, int power)
3354 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3355 bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
3357 chg_virtue(V_CHANCE, 1);
3362 * @brief クローンモンスター処理
3363 * @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)
3364 * @return 作用が実際にあった場合TRUEを返す
3366 bool clone_monster(DIRECTION dir)
3368 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3369 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
3374 * @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)
3375 * @param plev プレイヤーレベル(=効力)
3376 * @return 作用が実際にあった場合TRUEを返す
3378 bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev)
3380 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3381 return (project_hook(GF_TURN_ALL, dir, plev, flg));
3386 * @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)
3387 * @param plev プレイヤーレベル(効力はplev*200)
3388 * @return 作用が実際にあった場合TRUEを返す
3390 bool death_ray(DIRECTION dir, PLAYER_LEVEL plev)
3392 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3393 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
3397 * @brief モンスター用テレポート処理
3398 * @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)
3399 * @param distance 移動距離
3400 * @return 作用が実際にあった場合TRUEを返す
3402 bool teleport_monster(DIRECTION dir, int distance)
3404 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
3405 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
3409 * @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)
3410 * @return 作用が実際にあった場合TRUEを返す
3412 bool door_creation(void)
3414 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3415 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_DOOR, flg, -1));
3419 * @brief トラップ生成処理(起点から周囲1マス)
3422 * @return 作用が実際にあった場合TRUEを返す
3424 bool trap_creation(POSITION y, POSITION x)
3426 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3427 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
3431 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
3432 * @return 作用が実際にあった場合TRUEを返す
3434 bool tree_creation(void)
3436 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3437 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_TREE, flg, -1));
3441 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
3442 * @return 作用が実際にあった場合TRUEを返す
3444 bool glyph_creation(void)
3446 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
3447 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_GLYPH, flg, -1));
3451 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
3452 * @return 作用が実際にあった場合TRUEを返す
3454 bool wall_stone(void)
3456 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3458 bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
3460 p_ptr->update |= (PU_FLOW);
3463 p_ptr->redraw |= (PR_MAP);
3469 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
3470 * @return 作用が実際にあった場合TRUEを返す
3472 bool destroy_doors_touch(void)
3474 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3475 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_DOOR, flg, -1));
3479 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
3480 * @return 作用が実際にあった場合TRUEを返す
3482 bool disarm_traps_touch(void)
3484 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3485 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_TRAP, flg, -1));
3489 * @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)
3490 * @return 作用が実際にあった場合TRUEを返す
3492 bool sleep_monsters_touch(void)
3494 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
3495 return (project(0, 1, p_ptr->y, p_ptr->x, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
3500 * @brief 死者復活処理(起点より周囲5マス)
3501 * @param who 術者モンスターID(0ならばプレイヤー)
3504 * @return 作用が実際にあった場合TRUEを返す
3506 bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x)
3508 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
3509 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
3514 * @return 作用が実際にあった場合TRUEを返す
3516 void call_chaos(void)
3518 int Chaos_type, dummy, dir;
3519 PLAYER_LEVEL plev = p_ptr->lev;
3520 bool line_chaos = FALSE;
3522 int hurt_types[31] =
3524 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
3525 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
3526 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
3527 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
3528 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
3529 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
3530 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
3531 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
3534 Chaos_type = hurt_types[randint0(31)];
3535 if (one_in_(4)) line_chaos = TRUE;
3539 for (dummy = 1; dummy < 10; dummy++)
3544 fire_beam(Chaos_type, dummy, 150);
3546 fire_ball(Chaos_type, dummy, 150, 2);
3550 else if (one_in_(3))
3552 fire_ball(Chaos_type, 0, 500, 8);
3556 if (!get_aim_dir(&dir)) return;
3558 fire_beam(Chaos_type, dir, 250);
3560 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
3565 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
3566 * @param stop_ty 再帰処理停止フラグ
3568 * @return 作用が実際にあった場合TRUEを返す
3571 * rr9: Stop the nasty things when a Cyberdemon is summoned
3572 * or the player gets paralyzed.
3575 bool activate_ty_curse(bool stop_ty, int *count)
3579 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3583 switch (randint1(34))
3588 msg_print(_("地面が揺れた...", "The ground trembles..."));
3589 earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
3590 if (!one_in_(6)) break;
3595 HIT_POINT dam = damroll(10, 10);
3596 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!"));
3597 project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1);
3598 take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
3599 if (!one_in_(6)) break;
3604 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
3605 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
3606 if (randint0(13)) (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3607 if (!one_in_(6)) break;
3610 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3614 project(0, 7, p_ptr->y, p_ptr->x, 50, GF_KILL_WALL, flg, -1);
3615 take_hit(DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
3617 if (!one_in_(6)) break;
3618 case 1: case 2: case 3: case 16: case 17:
3619 aggravate_monsters(0);
3620 if (!one_in_(6)) break;
3621 case 4: case 5: case 6:
3622 (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3623 if (!one_in_(6)) break;
3624 case 7: case 8: case 9: case 18:
3625 (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
3626 if (!one_in_(6)) break;
3627 case 10: case 11: case 12:
3628 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..."));
3629 lose_exp(p_ptr->exp / 16);
3630 if (!one_in_(6)) break;
3631 case 13: case 14: case 15: case 19: case 20:
3632 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
3638 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
3639 if (p_ptr->free_act)
3640 set_paralyzed(p_ptr->paralyzed + randint1(3));
3642 set_paralyzed(p_ptr->paralyzed + randint1(13));
3645 if (!one_in_(6)) break;
3646 case 21: case 22: case 23:
3647 (void)do_dec_stat(randint0(6));
3648 if (!one_in_(6)) break;
3650 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
3652 if (!one_in_(6)) break;
3655 * Only summon Cyberdemons deep in the dungeon.
3657 if ((dun_level > 65) && !stop_ty)
3659 (*count) += summon_cyber(-1, p_ptr->y, p_ptr->x);
3663 if (!one_in_(6)) break;
3669 (void)do_dec_stat(i);
3677 while (one_in_(3) && !stop_ty);
3683 * @brief HI_SUMMON(上級召喚)処理発動
3686 * @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
3687 * @return 作用が実際にあった場合TRUEを返す
3689 int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
3694 BIT_FLAGS mode = PM_ALLOW_GROUP;
3701 mode |= PM_FORCE_FRIENDLY;
3705 mode |= PM_FORCE_PET;
3710 if (!pet) mode |= PM_NO_PET;
3712 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
3714 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
3716 switch (randint1(25) + (dun_level / 20))
3719 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
3722 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
3725 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
3728 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
3731 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
3734 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
3737 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
3740 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
3744 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
3748 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
3751 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3752 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
3755 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3756 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
3759 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
3762 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3763 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
3772 * @brief サイバーデーモンの召喚
3773 * @param who 召喚主のモンスターID(0ならばプレイヤー)
3776 * @return 作用が実際にあった場合TRUEを返す
3778 int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x)
3781 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
3783 BIT_FLAGS mode = PM_ALLOW_GROUP;
3785 /* Summoned by a monster */
3788 monster_type *m_ptr = &m_list[who];
3789 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
3792 if (max_cyber > 4) max_cyber = 4;
3794 for (i = 0; i < max_cyber; i++)
3796 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode);
3803 * @brief 周辺破壊効果(プレイヤー中心)
3804 * @return 作用が実際にあった場合TRUEを返す
3806 void wall_breaker(void)
3809 POSITION y = 0, x = 0;
3810 int attempts = 1000;
3812 if (randint1(80 + p_ptr->lev) < 70)
3816 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
3818 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
3820 if (!player_bold(y, x)) break;
3823 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3824 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3826 else if (randint1(100) > 30)
3828 earthquake(p_ptr->y, p_ptr->x, 1);
3832 int num = damroll(5, 3);
3834 for (i = 0; i < num; i++)
3838 scatter(&y, &x, p_ptr->y, p_ptr->x, 10, 0);
3840 if (!player_bold(y, x)) break;
3843 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3844 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3851 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
3853 * @return 作用が実際にあった場合TRUEを返す
3855 bool confuse_monsters(HIT_POINT dam)
3857 return (project_hack(GF_OLD_CONF, dam));
3862 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
3864 * @return 作用が実際にあった場合TRUEを返す
3866 bool charm_monsters(HIT_POINT dam)
3868 return (project_hack(GF_CHARM, dam));
3873 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
3875 * @return 作用が実際にあった場合TRUEを返す
3877 bool charm_animals(HIT_POINT dam)
3879 return (project_hack(GF_CONTROL_ANIMAL, dam));
3884 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
3886 * @return 作用が実際にあった場合TRUEを返す
3888 bool stun_monsters(HIT_POINT dam)
3890 return (project_hack(GF_STUN, dam));
3895 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
3897 * @return 作用が実際にあった場合TRUEを返す
3899 bool stasis_monsters(HIT_POINT dam)
3901 return (project_hack(GF_STASIS, dam));
3906 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
3908 * @return 作用が実際にあった場合TRUEを返す
3910 bool mindblast_monsters(HIT_POINT dam)
3912 return (project_hack(GF_PSI, dam));
3917 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
3918 * @param dist 効力(距離)
3919 * @return 作用が実際にあった場合TRUEを返す
3921 bool banish_monsters(int dist)
3923 return (project_hack(GF_AWAY_ALL, dist));
3928 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
3930 * @return 作用が実際にあった場合TRUEを返す
3932 bool turn_evil(HIT_POINT dam)
3934 return (project_hack(GF_TURN_EVIL, dam));
3939 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
3941 * @return 作用が実際にあった場合TRUEを返す
3943 bool turn_monsters(HIT_POINT dam)
3945 return (project_hack(GF_TURN_ALL, dam));
3950 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
3951 * @return 作用が実際にあった場合TRUEを返す
3953 bool deathray_monsters(void)
3955 return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
3959 * @brief チャーム・モンスター(1体)
3960 * @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)
3962 * @return 作用が実際にあった場合TRUEを返す
3964 bool charm_monster(DIRECTION dir, PLAYER_LEVEL plev)
3966 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3967 return (project_hook(GF_CHARM, dir, plev, flg));
3971 * @brief アンデッド支配(1体)
3972 * @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)
3974 * @return 作用が実際にあった場合TRUEを返す
3976 bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev)
3978 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3979 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
3984 * @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)
3986 * @return 作用が実際にあった場合TRUEを返す
3988 bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev)
3990 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3991 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
3996 * @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)
3998 * @return 作用が実際にあった場合TRUEを返す
4000 bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev)
4002 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
4003 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
4009 * @param success 判定成功上の処理ならばTRUE
4010 * @return 作用が実際にあった場合TRUEを返す
4012 bool kawarimi(bool success)
4015 object_type *q_ptr = &forge;
4018 if (p_ptr->is_dead) return FALSE;
4019 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
4020 if (randint0(200) < p_ptr->stun) return FALSE;
4022 if (!success && one_in_(3))
4024 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
4025 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
4026 p_ptr->redraw |= (PR_STATUS);
4033 teleport_player(10 + randint1(90), 0L);
4037 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
4039 q_ptr->pval = MON_NINJA;
4041 /* Drop it in the dungeon */
4042 (void)drop_near(q_ptr, -1, y, x);
4045 if (success) msg_print("攻撃を受ける前に素早く身をひるがえした。");
4046 else msg_print("失敗!攻撃を受けてしまった。");
4048 if (success) msg_print("You have turned around just before the attack hit you.");
4049 else msg_print("Failed! You are hit by the attack.");
4052 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
4053 p_ptr->redraw |= (PR_STATUS);
4061 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
4062 * @param mdeath 目標モンスターが死亡したかを返す
4063 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
4065 bool rush_attack(bool *mdeath)
4072 bool tmp_mdeath = FALSE;
4075 if (mdeath) *mdeath = FALSE;
4078 if (!get_aim_dir(&dir)) return FALSE;
4080 /* Use the given direction */
4081 tx = p_ptr->x + project_length * ddx[dir];
4082 ty = p_ptr->y + project_length * ddy[dir];
4084 /* Hack -- Use an actual "target" */
4085 if ((dir == 5) && target_okay())
4091 if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
4093 path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
4096 /* No need to move */
4097 if (!path_n) return TRUE;
4099 /* Use ty and tx as to-move point */
4103 /* Project along the path */
4104 for (i = 0; i < path_n; i++)
4106 monster_type *m_ptr;
4108 int ny = GRID_Y(path_g[i]);
4109 int nx = GRID_X(path_g[i]);
4111 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
4116 /* Go to next grid */
4120 if (!cave[ny][nx].m_idx)
4124 msg_print(_("失敗!", "Failed!"));
4128 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
4135 /* Move player before updating the monster */
4136 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4138 /* Update the monster */
4139 update_mon(cave[ny][nx].m_idx, TRUE);
4141 /* Found a monster */
4142 m_ptr = &m_list[cave[ny][nx].m_idx];
4144 if (tm_idx != cave[ny][nx].m_idx)
4147 msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "",
4148 m_ptr->ml ? "モンスター" : "何か");
4150 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
4153 else if (!player_bold(ty, tx))
4155 /* Hold the monster name */
4158 /* Get the monster name (BEFORE polymorphing) */
4159 monster_desc(m_name, m_ptr, 0);
4160 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
4163 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4165 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
4170 if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4172 if (mdeath) *mdeath = tmp_mdeath;
4178 * @brief 全鏡の消去 / Remove all mirrors in this floor
4179 * @param explode 爆発処理を伴うならばTRUE
4182 void remove_all_mirrors(bool explode)
4186 for (x = 0; x < cur_wid; x++)
4188 for (y = 0; y < cur_hgt; y++)
4190 if (is_mirror_grid(&cave[y][x]))
4192 remove_mirror(y, x);
4194 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
4195 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
4202 * @brief 『一つの指輪』の効果処理 /
4203 * Hack -- activate the ring of power
4204 * @param dir 発動の方向ID
4207 void ring_of_power(DIRECTION dir)
4209 /* Pick a random effect */
4210 switch (randint1(10))
4215 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."));
4218 /* Decrease all stats (permanently) */
4219 (void)dec_stat(A_STR, 50, TRUE);
4220 (void)dec_stat(A_INT, 50, TRUE);
4221 (void)dec_stat(A_WIS, 50, TRUE);
4222 (void)dec_stat(A_DEX, 50, TRUE);
4223 (void)dec_stat(A_CON, 50, TRUE);
4224 (void)dec_stat(A_CHR, 50, TRUE);
4226 /* Lose some experience (permanently) */
4227 p_ptr->exp -= (p_ptr->exp / 4);
4228 p_ptr->max_exp -= (p_ptr->exp / 4);
4236 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."));
4238 /* Dispel monsters */
4239 dispel_monsters(1000);
4249 fire_ball(GF_MANA, dir, 600, 3);
4260 fire_bolt(GF_MANA, dir, 500);
4268 * @brief 運命の輪、並びにカオス的な効果の発動
4269 * @param spell ランダムな効果を選択するための基準ID
4272 void wild_magic(int spell)
4275 int type = SUMMON_MOLD + randint0(6);
4277 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
4278 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
4280 switch (randint1(spell) + randint1(8) + 1)
4285 teleport_player(10, TELEPORT_PASSIVE);
4290 teleport_player(100, TELEPORT_PASSIVE);
4294 teleport_player(200, TELEPORT_PASSIVE);
4304 lite_area(damroll(2, 3), 2);
4307 destroy_doors_touch();
4312 sleep_monsters_touch();
4316 trap_creation(p_ptr->y, p_ptr->x);
4325 aggravate_monsters(0);
4328 earthquake(p_ptr->y, p_ptr->x, 5);
4332 (void)gain_random_mutation(0);
4336 apply_disenchant(1);
4342 fire_ball(GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
4349 while (counter++ < 8)
4351 (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET));
4356 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4359 (void)summon_cyber(-1, p_ptr->y, p_ptr->x);
4364 (void)activate_ty_curse(FALSE, &count);
4373 * @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。
4374 * / Drop 10+1d10 meteor ball at random places near the player
4379 void cast_meteor(HIT_POINT dam, POSITION rad)
4382 int b = 10 + randint1(10);
4384 for (i = 0; i < b; i++)
4386 POSITION y = 0, x = 0;
4389 for (count = 0; count <= 20; count++)
4393 x = p_ptr->x - 8 + randint0(17);
4394 y = p_ptr->y - 8 + randint0(17);
4396 dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
4397 dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
4399 /* Approximate distance */
4400 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4402 if (d >= 9) continue;
4404 if (!in_bounds(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)
4405 || !cave_have_flag_bold(y, x, FF_PROJECT)) continue;
4407 /* Valid position */
4411 if (count > 20) continue;
4413 project(0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
4419 * @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。
4422 * @return ターゲットを指定し、実行したならばTRUEを返す。
4424 bool cast_wrath_of_the_god(HIT_POINT dam, POSITION rad)
4426 POSITION x, y, tx, ty;
4430 int b = 10 + randint1(10);
4432 if (!get_aim_dir(&dir)) return FALSE;
4434 /* Use the given direction */
4435 tx = p_ptr->x + 99 * ddx[dir];
4436 ty = p_ptr->y + 99 * ddy[dir];
4438 /* Hack -- Use an actual "target" */
4439 if ((dir == 5) && target_okay())
4450 /* Hack -- Stop at the target */
4451 if ((y == ty) && (x == tx)) break;
4455 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
4457 /* Stop at maximum range */
4458 if (MAX_RANGE <= distance(p_ptr->y, p_ptr->x, ny, nx)) break;
4460 /* Stopped by walls/doors */
4461 if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
4463 /* Stopped by monsters */
4464 if ((dir != 5) && cave[ny][nx].m_idx != 0) break;
4466 /* Save the new location */
4473 for (i = 0; i < b; i++)
4475 int count = 20, d = 0;
4481 x = tx - 5 + randint0(11);
4482 y = ty - 5 + randint0(11);
4484 dx = (tx > x) ? (tx - x) : (x - tx);
4485 dy = (ty > y) ? (ty - y) : (y - ty);
4487 /* Approximate distance */
4488 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4489 /* Within the radius */
4493 if (count < 0) continue;
4495 /* Cannot penetrate perm walls */
4496 if (!in_bounds(y, x) ||
4497 cave_stop_disintegration(y, x) ||
4498 !in_disintegration_range(ty, tx, y, x))
4501 project(0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
4508 * @brief 「ワンダー」のランダムな効果を決定して処理する。
4512 * This spell should become more useful (more controlled) as the\n
4513 * player gains experience levels. Thus, add 1/5 of the player's\n
4514 * level to the die roll. This eliminates the worst effects later on,\n
4515 * while keeping the results quite random. It also allows some potent\n
4516 * effects only at high level.
4518 void cast_wonder(DIRECTION dir)
4520 PLAYER_LEVEL plev = p_ptr->lev;
4521 int die = randint1(100) + plev / 5;
4522 int vir = virtue_number(V_CHANCE);
4526 if (p_ptr->virtues[vir - 1] > 0)
4528 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4532 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4537 chg_virtue(V_CHANCE, 1);
4541 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
4544 if (die < 8) clone_monster(dir);
4545 else if (die < 14) speed_monster(dir, plev);
4546 else if (die < 26) heal_monster(dir, damroll(4, 6));
4547 else if (die < 31) poly_monster(dir, plev);
4549 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4550 damroll(3 + ((plev - 1) / 5), 4));
4551 else if (die < 41) confuse_monster(dir, plev);
4552 else if (die < 46) fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4553 else if (die < 51) (void)lite_line(dir, damroll(6, 8));
4555 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4556 damroll(3 + ((plev - 5) / 4), 8));
4558 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4559 damroll(5 + ((plev - 5) / 4), 8));
4561 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4562 damroll(6 + ((plev - 5) / 4), 8));
4564 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4565 damroll(8 + ((plev - 5) / 4), 8));
4566 else if (die < 76) hypodynamic_bolt(dir, 75);
4567 else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4568 else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
4569 else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
4570 else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
4571 else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
4574 earthquake(p_ptr->y, p_ptr->x, 12);
4578 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4582 symbol_genocide(plev + 50, TRUE);
4584 else if (die < 110) dispel_monsters(120);
4587 dispel_monsters(150);
4588 slow_monsters(plev);
4589 sleep_monsters(plev);
4596 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
4600 void cast_invoke_spirits(DIRECTION dir)
4602 PLAYER_LEVEL plev = p_ptr->lev;
4603 int die = randint1(100) + plev / 5;
4604 int vir = virtue_number(V_CHANCE);
4608 if (p_ptr->virtues[vir - 1] > 0)
4610 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4614 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4618 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..."));
4620 chg_virtue(V_CHANCE, 1);
4624 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!"));
4629 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!",
4630 "Oh no! Mouldering forms rise from the earth around you!"));
4632 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4633 chg_virtue(V_UNLIFE, 1);
4637 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..."));
4639 set_afraid(p_ptr->afraid + randint1(4) + 4);
4643 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...",
4644 "Your head is invaded by a horde of gibbering spectral voices..."));
4646 set_confused(p_ptr->confused + randint1(4) + 4);
4650 poly_monster(dir, plev);
4654 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4655 damroll(3 + ((plev - 1) / 5), 4));
4659 confuse_monster(dir, plev);
4663 fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4667 (void)lite_line(dir, damroll(6, 8));
4671 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4672 damroll(3 + ((plev - 5) / 4), 8));
4676 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4677 damroll(5 + ((plev - 5) / 4), 8));
4681 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4682 damroll(6 + ((plev - 5) / 4), 8));
4686 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4687 damroll(8 + ((plev - 5) / 4), 8));
4691 hypodynamic_bolt(dir, 75);
4695 fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4699 fire_ball(GF_ACID, dir, 40 + plev, 2);
4703 fire_ball(GF_ICE, dir, 70 + plev, 3);
4707 fire_ball(GF_FIRE, dir, 80 + plev, 3);
4711 hypodynamic_bolt(dir, 100 + plev);
4715 earthquake(p_ptr->y, p_ptr->x, 12);
4719 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4723 symbol_genocide(plev + 50, TRUE);
4727 dispel_monsters(120);
4731 dispel_monsters(150);
4732 slow_monsters(plev);
4733 sleep_monsters(plev);
4739 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。」",
4740 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
4745 * @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。
4748 void cast_shuffle(void)
4750 PLAYER_LEVEL plev = p_ptr->lev;
4753 int vir = virtue_number(V_CHANCE);
4756 /* Card sharks and high mages get a level bonus */
4757 if ((p_ptr->pclass == CLASS_ROGUE) ||
4758 (p_ptr->pclass == CLASS_HIGH_MAGE) ||
4759 (p_ptr->pclass == CLASS_SORCERER))
4760 die = (randint1(110)) + plev / 5;
4762 die = randint1(120);
4767 if (p_ptr->virtues[vir - 1] > 0)
4769 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4773 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4777 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..."));
4780 chg_virtue(V_CHANCE, 1);
4784 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
4786 for (i = 0; i < randint1(3); i++)
4787 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4791 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
4792 summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4797 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
4798 activate_ty_curse(FALSE, &count);
4802 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
4803 aggravate_monsters(0);
4807 msg_print(_("《愚者》だ。", "It's the Fool."));
4813 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
4814 trump_summoning(1, FALSE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
4818 msg_print(_("《月》だ。", "It's the Moon."));
4823 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
4824 wild_magic(randint0(32));
4828 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4829 teleport_player(10, TELEPORT_PASSIVE);
4833 msg_print(_("《正義》だ。", "It's Justice."));
4834 set_blessed(p_ptr->lev, FALSE);
4838 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4839 teleport_player(100, TELEPORT_PASSIVE);
4843 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4844 teleport_player(200, TELEPORT_PASSIVE);
4848 msg_print(_("《塔》だ。", "It's the Tower."));
4853 msg_print(_("《節制》だ。", "It's Temperance."));
4854 sleep_monsters_touch();
4858 msg_print(_("《塔》だ。", "It's the Tower."));
4860 earthquake(p_ptr->y, p_ptr->x, 5);
4864 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4865 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_MOLD, 0L);
4869 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4870 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_BAT, 0L);
4874 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4875 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_VORTEX, 0L);
4879 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4880 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
4884 msg_print(_("《恋人》だ。", "It's the Lovers."));
4886 if (get_aim_dir(&dir))
4887 charm_monster(dir, MIN(p_ptr->lev, 20));
4891 msg_print(_("《隠者》だ。", "It's the Hermit."));
4896 msg_print(_("《審判》だ。", "It's the Judgement."));
4897 do_cmd_rerate(FALSE);
4898 lose_all_mutations();
4902 msg_print(_("《太陽》だ。", "It's the Sun."));
4903 chg_virtue(V_KNOWLEDGE, 1);
4904 chg_virtue(V_ENLIGHTEN, 1);
4909 msg_print(_("《世界》だ。", "It's the World."));
4910 if (p_ptr->exp < PY_MAX_EXP)
4912 s32b ee = (p_ptr->exp / 25) + 1;
4913 if (ee > 5000) ee = 5000;
4914 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4920 bool_hack life_stream(bool_hack message, bool_hack virtue)
4924 chg_virtue(V_VITALITY, 1);
4925 chg_virtue(V_UNLIFE, -5);
4929 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
4932 (void)set_poisoned(0);
4934 (void)set_confused(0);
4938 (void)restore_all_status();
4939 (void)set_shero(0, TRUE);
4946 bool_hack heroism(int base)
4948 bool_hack ident = FALSE;
4949 if(set_afraid(0)) ident = TRUE;
4950 if(set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4951 if(hp_player(10)) ident = TRUE;
4955 bool_hack berserk(int base)
4957 bool_hack ident = FALSE;
4958 if (set_afraid(0)) ident = TRUE;
4959 if (set_shero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4960 if (hp_player(30)) ident = TRUE;
4964 bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
4966 bool_hack ident = FALSE;
4967 if (hp_player(damroll(dice, sides))) ident = TRUE;
4968 if (set_blind(0)) ident = TRUE;
4969 if (set_cut(p_ptr->cut - 10)) ident = TRUE;
4970 if (set_shero(0, TRUE)) ident = TRUE;
4974 bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
4976 bool_hack ident = FALSE;
4977 if (hp_player(damroll(dice, sides))) ident = TRUE;
4978 if (set_blind(0)) ident = TRUE;
4979 if (set_confused(0)) ident = TRUE;
4980 if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
4981 if (set_shero(0, TRUE)) ident = TRUE;
4985 bool_hack cure_critical_wounds(HIT_POINT pow)
4987 bool_hack ident = FALSE;
4988 if (hp_player(pow)) ident = TRUE;
4989 if (set_blind(0)) ident = TRUE;
4990 if (set_confused(0)) ident = TRUE;
4991 if (set_poisoned(0)) ident = TRUE;
4992 if (set_stun(0)) ident = TRUE;
4993 if (set_cut(0)) ident = TRUE;
4994 if (set_shero(0, TRUE)) ident = TRUE;
4998 bool_hack true_healing(HIT_POINT pow)
5000 bool_hack ident = FALSE;
5001 if (hp_player(pow)) ident = TRUE;
5002 if (set_blind(0)) ident = TRUE;
5003 if (set_confused(0)) ident = TRUE;
5004 if (set_poisoned(0)) ident = TRUE;
5005 if (set_stun(0)) ident = TRUE;
5006 if (set_cut(0)) ident = TRUE;
5007 if (set_image(0)) ident = TRUE;
5011 bool_hack restore_mana(bool_hack magic_eater)
5013 bool_hack ident = FALSE;
5015 if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
5018 for (i = 0; i < EATER_EXT * 2; i++)
5020 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
5021 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;
5023 for (; i < EATER_EXT * 3; i++)
5025 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
5026 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;
5027 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
5029 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
5030 p_ptr->window |= (PW_PLAYER);
5033 else if (p_ptr->csp < p_ptr->msp)
5035 p_ptr->csp = p_ptr->msp;
5036 p_ptr->csp_frac = 0;
5037 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
5038 p_ptr->redraw |= (PR_MANA);
5039 p_ptr->window |= (PW_PLAYER);
5040 p_ptr->window |= (PW_SPELL);
5047 bool restore_all_status(void)
5050 if (do_res_stat(A_STR)) ident = TRUE;
5051 if (do_res_stat(A_INT)) ident = TRUE;
5052 if (do_res_stat(A_WIS)) ident = TRUE;
5053 if (do_res_stat(A_DEX)) ident = TRUE;
5054 if (do_res_stat(A_CON)) ident = TRUE;
5055 if (do_res_stat(A_CHR)) ident = TRUE;
5060 * @brief 口を使う継続的な処理を中断する
5063 void stop_mouth(void)
5065 if (music_singing_any()) stop_singing();
5066 if (hex_spelling_any()) stop_hex_spell_all();
5070 bool_hack vampirism(void)
5077 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
5079 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
5083 /* Only works on adjacent monsters */
5084 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
5085 y = p_ptr->y + ddy[dir];
5086 x = p_ptr->x + ddx[dir];
5087 c_ptr = &cave[y][x];
5091 if (!(c_ptr->m_idx))
5093 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
5097 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
5099 dummy = p_ptr->lev * 2;
5101 if (hypodynamic_bolt(dir, dummy))
5103 if (p_ptr->food < PY_FOOD_FULL)
5104 /* No heal if we are "full" */
5105 (void)hp_player(dummy);
5107 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
5109 /* Gain nutritional sustenance: 150/hp drained */
5110 /* A Food ration gives 5000 food points (by contrast) */
5111 /* Don't ever get more than "Full" this way */
5112 /* But if we ARE Gorged, it won't cure us */
5113 dummy = p_ptr->food + MIN(5000, 100 * dummy);
5114 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
5115 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
5118 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
5122 bool panic_hit(void)
5127 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
5128 y = p_ptr->y + ddy[dir];
5129 x = p_ptr->x + ddx[dir];
5130 if (cave[y][x].m_idx)
5133 if (randint0(p_ptr->skill_dis) < 7)
5134 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
5136 teleport_player(30, 0L);
5141 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"));
5149 * @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)
5152 * currently this function allows pseudo-id of any object,
5153 * including silly ones like potions & scrolls, which always
5154 * get '{average}'. This should be changed, either to stop such
5155 * items from being pseudo-id'd, or to allow psychometry to
5156 * detect whether the unidentified potion/scroll/etc is
5157 * good (Cure Light Wounds, Restore Strength, etc) or
5158 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
5160 bool psychometry(void)
5164 char o_name[MAX_NLEN];
5169 item_tester_no_ryoute = TRUE;
5170 q = _("どのアイテムを調べますか?", "Meditate on which item? ");
5171 s = _("調べるアイテムがありません。", "You have nothing appropriate.");
5173 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
5175 /* Get the item (in the pack) */
5178 o_ptr = &inventory[item];
5181 /* Get the item (on the floor) */
5184 o_ptr = &o_list[0 - item];
5187 /* It is fully known, no information needed */
5188 if (object_is_known(o_ptr))
5190 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
5194 /* Check for a feeling */
5195 feel = value_check_aux1(o_ptr);
5197 /* Get an object description */
5198 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5200 /* Skip non-feelings */
5203 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);
5208 msg_format("%sは%sという感じがする...",
5209 o_name, game_inscriptions[feel]);
5211 msg_format("You feel that the %s %s %s...",
5212 o_name, ((o_ptr->number == 1) ? "is" : "are"),
5213 game_inscriptions[feel]);
5217 /* We have "felt" it */
5218 o_ptr->ident |= (IDENT_SENSE);
5221 o_ptr->feeling = feel;
5223 /* Player touches it */
5224 o_ptr->marked |= OM_TOUCHED;
5226 /* Combine / Reorder the pack (later) */
5227 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5229 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5231 /* Valid "tval" codes */
5232 switch (o_ptr->tval)
5260 /* Auto-inscription/destroy */
5261 autopick_alter_item(item, (bool)(okay && destroy_feeling));
5263 /* Something happened */