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.
18 #include "monsterrace-hook.h"
21 #include "projection.h"
22 #include "spells-summon.h"
27 #include "spells-status.h"
30 * @brief プレイヤー周辺の地形を感知する
33 * @param known 地形から危険フラグを外すならTRUE
34 * @return 効力があった場合TRUEを返す
36 static bool detect_feat_flag(POSITION range, int flag, bool known)
42 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
44 /* Scan the current panel */
45 for (y = 1; y < cur_hgt - 1; y++)
47 for (x = 1; x <= cur_wid - 1; x++)
49 int dist = distance(p_ptr->y, p_ptr->x, y, x);
50 if (dist > range) continue;
56 /* Mark as detected */
57 if (dist <= range && known)
59 if (dist <= range - 1) c_ptr->info |= (CAVE_IN_DETECT);
61 c_ptr->info &= ~(CAVE_UNSAFE);
68 if (cave_have_flag_grid(c_ptr, flag))
73 /* Hack -- Memorize */
74 c_ptr->info |= (CAVE_MARK);
87 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
89 * @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
90 * @return 効力があった場合TRUEを返す
92 bool detect_traps(POSITION range, bool known)
94 bool detect = detect_feat_flag(range, FF_TRAP, known);
96 if (known) p_ptr->dtrap = TRUE;
98 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
101 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
108 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
110 * @return 効力があった場合TRUEを返す
112 bool detect_doors(POSITION range)
114 bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
116 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
119 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
126 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
128 * @return 効力があった場合TRUEを返す
130 bool detect_stairs(POSITION range)
132 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
134 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
137 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
144 * @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
146 * @return 効力があった場合TRUEを返す
148 bool detect_treasure(POSITION range)
150 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
152 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
155 msg_print(_("埋蔵された財宝の存在を感じとった!", "You sense the presence of buried treasure!"));
162 * @brief プレイヤー周辺のアイテム財宝を感知する / Detect all "gold" objects on the current panel
164 * @return 効力があった場合TRUEを返す
166 bool detect_objects_gold(POSITION range)
170 POSITION range2 = range;
174 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
177 for (i = 1; i < o_max; i++)
179 object_type *o_ptr = &o_list[i];
181 /* Skip dead objects */
182 if (!o_ptr->k_idx) continue;
184 /* Skip held objects */
185 if (o_ptr->held_m_idx) continue;
190 /* Only detect nearby objects */
191 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
193 /* Detect "gold" objects */
194 if (o_ptr->tval == TV_GOLD)
196 o_ptr->marked |= OM_FOUND;
202 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
205 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
208 if (detect_monsters_string(range, "$"))
217 * @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
219 * @return 効力があった場合TRUEを返す
221 bool detect_objects_normal(POSITION range)
225 POSITION range2 = range;
229 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
232 for (i = 1; i < o_max; i++)
234 object_type *o_ptr = &o_list[i];
236 /* Skip dead objects */
237 if (!o_ptr->k_idx) continue;
239 /* Skip held objects */
240 if (o_ptr->held_m_idx) continue;
245 /* Only detect nearby objects */
246 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
248 /* Detect "real" objects */
249 if (o_ptr->tval != TV_GOLD)
251 o_ptr->marked |= OM_FOUND;
257 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
260 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
263 if (detect_monsters_string(range, "!=?|/`"))
272 * @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.
274 * @return 効力があった場合TRUEを返す
277 * This will light up all spaces with "magic" items, including artifacts,
278 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
279 * and "enchanted" items of the "good" variety.
281 * It can probably be argued that this function is now too powerful.
284 bool detect_objects_magic(POSITION range)
286 OBJECT_TYPE_VALUE tv;
292 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
294 /* Scan all objects */
295 for (i = 1; i < o_max; i++)
297 object_type *o_ptr = &o_list[i];
299 /* Skip dead objects */
300 if (!o_ptr->k_idx) continue;
302 /* Skip held objects */
303 if (o_ptr->held_m_idx) continue;
308 /* Only detect nearby objects */
309 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
311 /* Examine the tval */
314 /* Artifacts, misc magic items, or enchanted wearables */
315 if (object_is_artifact(o_ptr) ||
316 object_is_ego(o_ptr) ||
317 (tv == TV_WHISTLE) ||
325 (tv == TV_LIFE_BOOK) ||
326 (tv == TV_SORCERY_BOOK) ||
327 (tv == TV_NATURE_BOOK) ||
328 (tv == TV_CHAOS_BOOK) ||
329 (tv == TV_DEATH_BOOK) ||
330 (tv == TV_TRUMP_BOOK) ||
331 (tv == TV_ARCANE_BOOK) ||
332 (tv == TV_CRAFT_BOOK) ||
333 (tv == TV_DAEMON_BOOK) ||
334 (tv == TV_CRUSADE_BOOK) ||
335 (tv == TV_MUSIC_BOOK) ||
336 (tv == TV_HISSATSU_BOOK) ||
337 (tv == TV_HEX_BOOK) ||
338 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
340 /* Memorize the item */
341 o_ptr->marked |= OM_FOUND;
348 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!"));
357 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
359 * @return 効力があった場合TRUEを返す
361 bool detect_monsters_normal(POSITION range)
367 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
369 for (i = 1; i < m_max; i++)
371 monster_type *m_ptr = &m_list[i];
372 monster_race *r_ptr = &r_info[m_ptr->r_idx];
374 /* Skip dead monsters */
375 if (!m_ptr->r_idx) continue;
380 /* Only detect nearby monsters */
381 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
383 /* Detect all non-invisible monsters */
384 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
386 /* Repair visibility later */
387 repair_monsters = TRUE;
389 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
390 update_monster(i, FALSE);
395 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
398 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
405 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
407 * @return 効力があった場合TRUEを返す
409 bool detect_monsters_invis(POSITION range)
415 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
417 for (i = 1; i < m_max; i++)
419 monster_type *m_ptr = &m_list[i];
420 monster_race *r_ptr = &r_info[m_ptr->r_idx];
422 /* Skip dead monsters */
423 if (!m_ptr->r_idx) continue;
428 /* Only detect nearby monsters */
429 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
431 /* Detect invisible monsters */
432 if (r_ptr->flags2 & RF2_INVISIBLE)
434 /* Update monster recall window */
435 if (p_ptr->monster_race_idx == m_ptr->r_idx)
437 p_ptr->window |= (PW_MONSTER);
440 /* Repair visibility later */
441 repair_monsters = TRUE;
443 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
444 update_monster(i, FALSE);
449 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
452 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
458 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
460 * @return 効力があった場合TRUEを返す
462 bool detect_monsters_evil(POSITION range)
468 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
470 for (i = 1; i < m_max; i++)
472 monster_type *m_ptr = &m_list[i];
473 monster_race *r_ptr = &r_info[m_ptr->r_idx];
475 /* Skip dead monsters */
476 if (!m_ptr->r_idx) continue;
481 /* Only detect nearby monsters */
482 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
484 /* Detect evil monsters */
485 if (r_ptr->flags3 & RF3_EVIL)
487 if (is_original_ap(m_ptr))
489 /* Take note that they are evil */
490 r_ptr->r_flags3 |= (RF3_EVIL);
492 /* Update monster recall window */
493 if (p_ptr->monster_race_idx == m_ptr->r_idx)
495 p_ptr->window |= (PW_MONSTER);
499 /* Repair visibility later */
500 repair_monsters = TRUE;
502 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
503 update_monster(i, FALSE);
509 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
515 * @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
517 * @return 効力があった場合TRUEを返す
519 bool detect_monsters_nonliving(POSITION range)
525 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];
531 /* Skip dead monsters */
532 if (!m_ptr->r_idx) continue;
537 /* Only detect nearby monsters */
538 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
540 /* Detect non-living monsters */
541 if (!monster_living(m_ptr->r_idx))
543 /* Update monster recall window */
544 if (p_ptr->monster_race_idx == m_ptr->r_idx)
546 p_ptr->window |= (PW_MONSTER);
549 /* Repair visibility later */
550 repair_monsters = TRUE;
552 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
553 update_monster(i, FALSE);
559 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!"));
565 * @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
567 * @return 効力があった場合TRUEを返す
569 bool detect_monsters_mind(POSITION range)
575 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
577 for (i = 1; i < m_max; i++)
579 monster_type *m_ptr = &m_list[i];
580 monster_race *r_ptr = &r_info[m_ptr->r_idx];
582 /* Skip dead monsters */
583 if (!m_ptr->r_idx) continue;
588 /* Only detect nearby monsters */
589 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
591 /* Detect non-living monsters */
592 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
594 /* Update monster recall window */
595 if (p_ptr->monster_race_idx == m_ptr->r_idx)
597 p_ptr->window |= (PW_MONSTER);
600 /* Repair visibility later */
601 repair_monsters = TRUE;
603 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
604 update_monster(i, FALSE);
610 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
617 * @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
619 * @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)
620 * @return 効力があった場合TRUEを返す
622 bool detect_monsters_string(POSITION range, concptr Match)
628 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
630 for (i = 1; i < m_max; i++)
632 monster_type *m_ptr = &m_list[i];
633 monster_race *r_ptr = &r_info[m_ptr->r_idx];
635 /* Skip dead monsters */
636 if (!m_ptr->r_idx) continue;
641 /* Only detect nearby monsters */
642 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
644 /* Detect monsters with the same symbol */
645 if (my_strchr(Match, r_ptr->d_char))
647 /* Update monster recall window */
648 if (p_ptr->monster_race_idx == m_ptr->r_idx)
650 p_ptr->window |= (PW_MONSTER);
653 /* Repair visibility later */
654 repair_monsters = TRUE;
656 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
657 update_monster(i, FALSE);
662 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
665 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
671 * @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
673 * @param match_flag 感知フラグ
674 * @return 効力があった場合TRUEを返す
676 bool detect_monsters_xxx(POSITION range, u32b match_flag)
681 concptr desc_monsters = _("変なモンスター", "weird monsters");
683 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
685 for (i = 1; i < m_max; i++)
687 monster_type *m_ptr = &m_list[i];
688 monster_race *r_ptr = &r_info[m_ptr->r_idx];
690 /* Skip dead monsters */
691 if (!m_ptr->r_idx) continue;
696 /* Only detect nearby monsters */
697 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
699 /* Detect evil monsters */
700 if (r_ptr->flags3 & (match_flag))
702 if (is_original_ap(m_ptr))
704 /* Take note that they are something */
705 r_ptr->r_flags3 |= (match_flag);
707 /* Update monster recall window */
708 if (p_ptr->monster_race_idx == m_ptr->r_idx)
710 p_ptr->window |= (PW_MONSTER);
714 /* Repair visibility later */
715 repair_monsters = TRUE;
717 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
718 update_monster(i, FALSE);
727 desc_monsters = _("デーモン", "demons");
730 desc_monsters = _("アンデッド", "the undead");
734 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
742 * @brief 全感知処理 / Detect everything
744 * @return 効力があった場合TRUEを返す
746 bool detect_all(POSITION range)
750 /* Detect everything */
751 if (detect_traps(range, TRUE)) detect = TRUE;
752 if (detect_doors(range)) detect = TRUE;
753 if (detect_stairs(range)) detect = TRUE;
755 /* There are too many hidden treasure. So... */
756 /* if (detect_treasure(range)) detect = TRUE; */
758 if (detect_objects_gold(range)) detect = TRUE;
759 if (detect_objects_normal(range)) detect = TRUE;
760 if (detect_monsters_invis(range)) detect = TRUE;
761 if (detect_monsters_normal(range)) detect = TRUE;
767 * @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
770 * @return 効力があった場合TRUEを返す
773 * Note that affected monsters are NOT auto-tracked by this usage.
775 * To avoid misbehavior when monster deaths have side-effects,
776 * this is done in two passes. -- JDL
779 bool project_all_los(EFFECT_ID typ, HIT_POINT dam)
783 BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
784 bool obvious = FALSE;
787 /* Mark all (nearby) monsters */
788 for (i = 1; i < m_max; i++)
790 monster_type *m_ptr = &m_list[i];
792 /* Paranoia -- Skip dead monsters */
793 if (!m_ptr->r_idx) continue;
798 /* Require line of sight */
799 if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
801 /* Mark the monster */
802 m_ptr->mflag |= (MFLAG_TEMP);
805 /* Affect all marked monsters */
806 for (i = 1; i < m_max; i++)
808 monster_type *m_ptr = &m_list[i];
810 /* Skip unmarked monsters */
811 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
814 m_ptr->mflag &= ~(MFLAG_TEMP);
819 /* Jump directly to the target monster */
820 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
827 * @brief 視界内モンスターを加速する処理 / Speed monsters
828 * @return 効力があった場合TRUEを返す
830 bool speed_monsters(void)
832 return (project_all_los(GF_OLD_SPEED, p_ptr->lev));
836 * @brief 視界内モンスターを加速する処理 / Slow monsters
837 * @return 効力があった場合TRUEを返す
839 bool slow_monsters(int power)
841 return (project_all_los(GF_OLD_SLOW, power));
845 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
846 * @return 効力があった場合TRUEを返す
848 bool sleep_monsters(int power)
850 return (project_all_los(GF_OLD_SLEEP, power));
854 * @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
855 * @return 効力があった場合TRUEを返す
857 bool banish_evil(int dist)
859 return (project_all_los(GF_AWAY_EVIL, dist));
863 * @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
864 * @return 効力があった場合TRUEを返す
866 bool turn_undead(void)
868 bool tester = (project_all_los(GF_TURN_UNDEAD, p_ptr->lev));
870 chg_virtue(V_UNLIFE, -1);
875 * @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
876 * @return 効力があった場合TRUEを返す
878 bool dispel_undead(HIT_POINT dam)
880 bool tester = (project_all_los(GF_DISP_UNDEAD, dam));
882 chg_virtue(V_UNLIFE, -2);
887 * @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
888 * @return 効力があった場合TRUEを返す
890 bool dispel_evil(HIT_POINT dam)
892 return (project_all_los(GF_DISP_EVIL, dam));
896 * @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
897 * @return 効力があった場合TRUEを返す
899 bool dispel_good(HIT_POINT dam)
901 return (project_all_los(GF_DISP_GOOD, dam));
905 * @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
906 * @return 効力があった場合TRUEを返す
908 bool dispel_monsters(HIT_POINT dam)
910 return (project_all_los(GF_DISP_ALL, dam));
913 bool cleansing_nova(player_type *creature_ptr, bool magic, bool powerful)
916 if (dispel_evil(powerful ? 225 : 150)) ident = TRUE;
917 int k = 3 * creature_ptr->lev;
918 if (set_protevil((magic ? 0 : creature_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
919 if (set_poisoned(0)) ident = TRUE;
920 if (set_afraid(0)) ident = TRUE;
921 if (hp_player(50)) ident = TRUE;
922 if (set_stun(0)) ident = TRUE;
923 if (set_cut(0)) ident = TRUE;
927 bool unleash_mana_storm(player_type *creature_ptr, bool powerful)
929 msg_print(_("強力な魔力が敵を引き裂いた!", "Mighty magics rend your enemies!"));
930 project(0, (powerful ? 7 : 5), p_ptr->y, p_ptr->x,
931 (randint1(200) + (powerful ? 500 : 300)) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
932 if ((p_ptr->pclass != CLASS_MAGE) && (p_ptr->pclass != CLASS_HIGH_MAGE) && (p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_MAGIC_EATER) && (p_ptr->pclass != CLASS_BLUE_MAGE))
934 (void)take_hit(DAMAGE_NOESCAPE, 50, _("コントロールし難い強力な魔力の解放", "unleashing magics too mighty to control"), -1);
940 * @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
941 * @return 効力があった場合TRUEを返す
943 bool dispel_living(HIT_POINT dam)
945 return (project_all_los(GF_DISP_LIVING, dam));
949 * @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
950 * @return 効力があった場合TRUEを返す
952 bool dispel_demons(HIT_POINT dam)
954 return (project_all_los(GF_DISP_DEMON, dam));
958 * @brief 視界内のモンスターに「聖戦」効果を与える処理
959 * @return 効力があった場合TRUEを返す
963 return (project_all_los(GF_CRUSADE, p_ptr->lev*4));
967 * @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.
968 * @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)
971 void aggravate_monsters(MONSTER_IDX who)
977 /* Aggravate everyone nearby */
978 for (i = 1; i < m_max; i++)
980 monster_type *m_ptr = &m_list[i];
982 /* Paranoia -- Skip dead monsters */
983 if (!m_ptr->r_idx) continue;
985 /* Skip aggravating monster (or player) */
986 if (i == who) continue;
988 /* Wake up nearby sleeping monsters */
989 if (m_ptr->cdis < MAX_SIGHT * 2)
992 if (MON_CSLEEP(m_ptr))
994 (void)set_monster_csleep(i, 0);
997 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
1000 /* Speed up monsters in line of sight */
1001 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
1005 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
1011 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!"));
1012 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!"));
1013 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
1018 * @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
1019 * @param m_idx 抹殺するモンスターID
1020 * @param power 抹殺の威力
1021 * @param player_cast プレイヤーの魔法によるものならば TRUE
1022 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
1023 * @param spell_name 抹殺効果を起こした魔法の名前
1024 * @return 効力があった場合TRUEを返す
1026 bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, concptr spell_name)
1028 int msec = delay_factor * delay_factor * delay_factor;
1029 monster_type *m_ptr = &m_list[m_idx];
1030 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1031 bool resist = FALSE;
1033 if (is_pet(m_ptr) && !player_cast) return FALSE;
1035 /* Hack -- Skip Unique Monsters or Quest Monsters */
1036 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1037 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1038 else if (m_idx == p_ptr->riding) resist = TRUE;
1039 else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
1040 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1041 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1046 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1048 GAME_TEXT m_name[MAX_NLEN];
1050 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1051 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1054 delete_monster_idx(m_idx);
1057 if (resist && player_cast)
1059 bool see_m = is_seen(m_ptr);
1060 GAME_TEXT m_name[MAX_NLEN];
1062 monster_desc(m_name, m_ptr, 0);
1065 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1067 if (MON_CSLEEP(m_ptr))
1069 (void)set_monster_csleep(m_idx, 0);
1072 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1075 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1079 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1083 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1088 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);
1091 /* Visual feedback */
1092 move_cursor_relative(p_ptr->y, p_ptr->x);
1094 p_ptr->redraw |= (PR_HP);
1095 p_ptr->window |= (PW_PLAYER);
1100 Term_xtra(TERM_XTRA_DELAY, msec);
1107 * @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
1108 * @param power 抹殺の威力
1109 * @param player_cast プレイヤーの魔法によるものならば TRUE
1110 * @return 効力があった場合TRUEを返す
1112 bool symbol_genocide(int power, bool player_cast)
1116 bool result = FALSE;
1118 /* Prevent genocide in quest levels */
1119 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1121 msg_print(_("何も起きないようだ……", "It seems nothing happen here..."));
1125 /* Mega-Hack -- Get a monster symbol */
1126 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)) ;
1128 /* Delete the monsters of that "type" */
1129 for (i = 1; i < m_max; i++)
1131 monster_type *m_ptr = &m_list[i];
1132 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1134 /* Paranoia -- Skip dead monsters */
1135 if (!m_ptr->r_idx) continue;
1137 /* Skip "wrong" monsters */
1138 if (r_ptr->d_char != typ) continue;
1140 result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
1145 chg_virtue(V_VITALITY, -2);
1146 chg_virtue(V_CHANCE, -1);
1154 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1155 * @param power 抹殺の威力
1156 * @param player_cast プレイヤーの魔法によるものならば TRUE
1157 * @return 効力があった場合TRUEを返す
1159 bool mass_genocide(int power, bool player_cast)
1162 bool result = FALSE;
1164 /* Prevent mass genocide in quest levels */
1165 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1170 /* Delete the (nearby) monsters */
1171 for (i = 1; i < m_max; i++)
1173 monster_type *m_ptr = &m_list[i];
1175 /* Paranoia -- Skip dead monsters */
1176 if (!m_ptr->r_idx) continue;
1178 /* Skip distant monsters */
1179 if (m_ptr->cdis > MAX_SIGHT) continue;
1182 result |= genocide_aux(i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1187 chg_virtue(V_VITALITY, -2);
1188 chg_virtue(V_CHANCE, -1);
1196 * @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
1197 * @param power 抹殺の威力
1198 * @param player_cast プレイヤーの魔法によるものならば TRUE
1199 * @return 効力があった場合TRUEを返す
1201 bool mass_genocide_undead(int power, bool player_cast)
1204 bool result = FALSE;
1206 /* Prevent mass genocide in quest levels */
1207 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1212 /* Delete the (nearby) monsters */
1213 for (i = 1; i < m_max; i++)
1215 monster_type *m_ptr = &m_list[i];
1216 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1218 /* Paranoia -- Skip dead monsters */
1219 if (!m_ptr->r_idx) continue;
1221 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1223 /* Skip distant monsters */
1224 if (m_ptr->cdis > MAX_SIGHT) continue;
1227 result |= genocide_aux(i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1232 chg_virtue(V_UNLIFE, -2);
1233 chg_virtue(V_CHANCE, -1);
1241 * @brief 周辺モンスターを調査する / Probe nearby monsters
1242 * @return 効力があった場合TRUEを返す
1247 int speed; /* TODO */
1258 /* Probe all (nearby) monsters */
1259 for (i = 1; i < m_max; i++)
1261 monster_type *m_ptr = &m_list[i];
1262 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1264 /* Paranoia -- Skip dead monsters */
1265 if (!m_ptr->r_idx) continue;
1267 /* Require line of sight */
1268 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
1270 /* Probe visible monsters */
1273 GAME_TEXT m_name[MAX_NLEN];
1275 /* Start the message */
1278 msg_print(_("調査中...", "Probing..."));
1283 if (!is_original_ap(m_ptr))
1285 if (m_ptr->mflag2 & MFLAG2_KAGE)
1286 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1288 m_ptr->ap_r_idx = m_ptr->r_idx;
1289 lite_spot(m_ptr->fy, m_ptr->fx);
1291 /* Get "the monster" or "something" */
1292 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1294 speed = m_ptr->mspeed - 110;
1295 if (MON_FAST(m_ptr)) speed += 10;
1296 if (MON_SLOW(m_ptr)) speed -= 10;
1297 if (ironman_nightmare) speed += 5;
1299 /* Get the monster's alignment */
1300 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
1301 else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
1302 else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
1303 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)");
1304 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
1305 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
1306 else align = _("中立", "neutral");
1308 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:"),
1309 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1311 if (r_ptr->next_r_idx)
1313 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1317 strcat(buf, "xxx ");
1320 if (MON_CSLEEP(m_ptr)) strcat(buf,_("睡眠 ", "sleeping "));
1321 if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
1322 if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
1323 if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
1324 if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
1325 buf[strlen(buf)-1] = '\0';
1328 /* HACK : Add the line to message buffer */
1331 p_ptr->window |= (PW_MESSAGE);
1334 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
1337 Term_erase(0, 0, 255);
1339 /* Learn everything about this monster */
1340 if (lore_do_probe(m_ptr->r_idx))
1342 /* Get base name of monster */
1343 strcpy(buf, (r_name + r_ptr->name));
1346 /* Note that we learnt some new flags -Mogami- */
1347 msg_format("%sについてさらに詳しくなった気がする。", buf);
1352 /* Note that we learnt some new flags -Mogami- */
1353 msg_format("You now know more about %s.", buf);
1355 /* Clear -more- prompt */
1370 chg_virtue(V_KNOWLEDGE, 1);
1371 msg_print(_("これで全部です。", "That's all."));
1379 * @brief *破壊*処理を行う / The spell of destruction
1380 * @param y1 破壊の中心Y座標
1381 * @param x1 破壊の中心X座標
1383 * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
1384 * @return 効力があった場合TRUEを返す
1387 * This spell "deletes" monsters (instead of "killing" them).
1389 * Later we may use one function for both "destruction" and
1390 * "earthquake" by using the "full" to select "destruction".
1393 bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
1400 /* Prevent destruction of quest levels and town */
1401 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1406 /* Lose monster light */
1407 if (!in_generate) clear_mon_lite();
1409 /* Big area of affect */
1410 for (y = (y1 - r); y <= (y1 + r); y++)
1412 for (x = (x1 - r); x <= (x1 + r); x++)
1414 /* Skip illegal grids */
1415 if (!in_bounds(y, x)) continue;
1417 /* Extract the distance */
1418 k = distance(y1, x1, y, x);
1420 /* Stay in the circle of death */
1421 if (k > r) continue;
1422 c_ptr = &cave[y][x];
1424 /* Lose room and vault */
1425 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1427 /* Lose light and knowledge */
1428 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
1430 if (!in_generate) /* Normal */
1433 c_ptr->info &= ~(CAVE_UNSAFE);
1435 /* Hack -- Notice player affect */
1436 if (player_bold(y, x))
1438 /* Hurt the player later */
1441 /* Do not hurt this grid */
1446 /* Hack -- Skip the epicenter */
1447 if ((y == y1) && (x == x1)) continue;
1451 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1452 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1454 if (in_generate) /* In generation */
1456 /* Delete the monster (if any) */
1457 delete_monster(y, x);
1459 else if (r_ptr->flags1 & RF1_QUESTOR)
1461 /* Heal the monster */
1462 m_ptr->hp = m_ptr->maxhp;
1464 /* Try to teleport away quest monsters */
1465 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
1469 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1471 GAME_TEXT m_name[MAX_NLEN];
1473 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1474 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
1477 /* Delete the monster (if any) */
1478 delete_monster(y, x);
1482 /* During generation, destroyed artifacts are "preserved" */
1483 if (preserve_mode || in_generate)
1485 OBJECT_IDX this_o_idx, next_o_idx = 0;
1487 /* Scan all objects in the grid */
1488 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1491 o_ptr = &o_list[this_o_idx];
1493 /* Acquire next object */
1494 next_o_idx = o_ptr->next_o_idx;
1496 /* Hack -- Preserve unknown artifacts */
1497 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
1499 /* Mega-Hack -- Preserve the artifact */
1500 a_info[o_ptr->name1].cur_num = 0;
1502 if (in_generate && cheat_peek)
1504 GAME_TEXT o_name[MAX_NLEN];
1505 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1506 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);
1509 else if (in_generate && cheat_peek && o_ptr->art_name)
1511 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。",
1512 "One of the random artifacts was *destroyed* during generation."));
1517 delete_object(y, x);
1519 /* Destroy "non-permanent" grids */
1520 if (!cave_perma_grid(c_ptr))
1522 /* Wall (or floor) type */
1525 if (!in_generate) /* Normal */
1529 /* Create granite wall */
1530 cave_set_feat(y, x, feat_granite);
1534 /* Create quartz vein */
1535 cave_set_feat(y, x, feat_quartz_vein);
1539 /* Create magma vein */
1540 cave_set_feat(y, x, feat_magma_vein);
1545 cave_set_feat(y, x, floor_type[randint0(100)]);
1548 else /* In generation */
1552 /* Create granite wall */
1553 place_extra_grid(c_ptr);
1557 /* Create quartz vein */
1558 c_ptr->feat = feat_quartz_vein;
1562 /* Create magma vein */
1563 c_ptr->feat = feat_magma_vein;
1568 place_floor_grid(c_ptr);
1571 /* Clear garbage of hidden trap or door */
1580 /* Process "re-glowing" */
1581 for (y = (y1 - r); y <= (y1 + r); y++)
1583 for (x = (x1 - r); x <= (x1 + r); x++)
1585 /* Skip illegal grids */
1586 if (!in_bounds(y, x)) continue;
1588 /* Extract the distance */
1589 k = distance(y1, x1, y, x);
1591 /* Stay in the circle of death */
1592 if (k > r) continue;
1593 c_ptr = &cave[y][x];
1595 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
1596 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
1602 for (i = 0; i < 9; i++)
1604 yy = y + ddy_ddd[i];
1605 xx = x + ddx_ddd[i];
1606 if (!in_bounds2(yy, xx)) continue;
1607 cc_ptr = &cave[yy][xx];
1608 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1610 c_ptr->info |= CAVE_GLOW;
1618 /* Hack -- Affect player */
1621 msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
1623 /* Blind the player */
1624 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
1627 (void)set_blind(p_ptr->blind + 10 + randint1(10));
1633 /* Mega-Hack -- Forget the view and lite */
1634 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1635 p_ptr->redraw |= (PR_MAP);
1636 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1638 if (p_ptr->special_defense & NINJA_S_STEALTH)
1640 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1650 * @brief 地震処理(サブルーチン) /
1651 * Induce an "earthquake" of the given radius at the given location.
1652 * @return 効力があった場合TRUEを返す
1656 * @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)
1660 * This will turn some walls into floors and some floors into walls.
1662 * The player will take damage and "jump" into a safe grid if possible,
1663 * otherwise, he will "tunnel" through the rubble instantaneously.
1665 * Monsters will take damage, and "jump" into a safe grid if possible,
1666 * otherwise they will be "buried" in the rubble, disappearing from
1667 * the level in the same way that they do when genocided.
1669 * Note that thus the player and monsters (except eaters of walls and
1670 * passers through walls) will never occupy the same grid as a wall.
1671 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
1672 * for a single turn, unless that monster can pass_walls or kill_walls.
1673 * This has allowed massive simplification of the "monster" code.
1676 bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
1680 POSITION y, x, yy, xx, dy, dx;
1683 POSITION sy = 0, sx = 0;
1688 /* Prevent destruction of quest levels and town */
1689 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1694 /* Paranoia -- Enforce maximum range */
1697 /* Clear the "maximal blast" area */
1698 for (y = 0; y < 32; y++)
1700 for (x = 0; x < 32; x++)
1706 /* Check around the epicenter */
1707 for (dy = -r; dy <= r; dy++)
1709 for (dx = -r; dx <= r; dx++)
1711 /* Extract the location */
1715 /* Skip illegal grids */
1716 if (!in_bounds(yy, xx)) continue;
1718 /* Skip distant grids */
1719 if (distance(cy, cx, yy, xx) > r) continue;
1720 c_ptr = &cave[yy][xx];
1722 /* Lose room and vault / Lose light and knowledge */
1723 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
1724 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
1726 /* Skip the epicenter */
1727 if (!dx && !dy) continue;
1729 /* Skip most grids */
1730 if (randint0(100) < 85) continue;
1732 /* Damage this grid */
1733 map[16+yy-cy][16+xx-cx] = TRUE;
1735 /* Hack -- Take note of player damage */
1736 if (player_bold(yy, xx)) hurt = TRUE;
1740 /* First, affect the player (if necessary) */
1741 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
1743 /* Check around the player */
1744 for (i = 0; i < 8; i++)
1746 /* Access the location */
1747 y = p_ptr->y + ddy_ddd[i];
1748 x = p_ptr->x + ddx_ddd[i];
1750 /* Skip non-empty grids */
1751 if (!cave_empty_bold(y, x)) continue;
1753 /* Important -- Skip "quake" grids */
1754 if (map[16+y-cy][16+x-cx]) continue;
1756 if (cave[y][x].m_idx) continue;
1758 /* Count "safe" grids */
1761 /* Randomize choice */
1762 if (randint0(sn) > 0) continue;
1764 /* Save the safe location */
1768 /* Random message */
1769 switch (randint1(3))
1773 msg_print(_("ダンジョンの壁が崩れた!", "The cave ceiling collapses!"));
1778 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!"));
1783 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!"));
1788 /* Hurt the player a lot */
1791 /* Message and damage */
1792 msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
1796 /* Destroy the grid, and push the player to safety */
1799 /* Calculate results */
1800 switch (randint1(3))
1804 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
1810 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
1811 damage = damroll(10, 4);
1812 (void)set_stun(p_ptr->stun + randint1(50));
1817 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!"));
1818 damage = damroll(10, 4);
1819 (void)set_stun(p_ptr->stun + randint1(50));
1824 /* Move the player to the safe location */
1825 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
1828 /* Important -- no wall on player */
1829 map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
1837 GAME_TEXT m_name[MAX_NLEN];
1838 monster_type *m_ptr = &m_list[m_idx];
1840 /* Get the monster's real name */
1841 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1843 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
1847 killer = _("地震", "an earthquake");
1850 take_hit(DAMAGE_ATTACK, damage, killer, -1);
1854 /* Examine the quaked region */
1855 for (dy = -r; dy <= r; dy++)
1857 for (dx = -r; dx <= r; dx++)
1859 /* Extract the location */
1863 /* Skip unaffected grids */
1864 if (!map[16+yy-cy][16+xx-cx]) continue;
1865 c_ptr = &cave[yy][xx];
1867 if (c_ptr->m_idx == p_ptr->riding) continue;
1869 /* Process monsters */
1872 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1873 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1875 /* Quest monsters */
1876 if (r_ptr->flags1 & RF1_QUESTOR)
1878 /* No wall on quest monsters */
1879 map[16+yy-cy][16+xx-cx] = FALSE;
1884 /* Most monsters cannot co-exist with rock */
1885 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
1886 !(r_ptr->flags2 & (RF2_PASS_WALL)))
1888 GAME_TEXT m_name[MAX_NLEN];
1890 /* Assume not safe */
1893 /* Monster can move to escape the wall */
1894 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
1896 /* Look for safety */
1897 for (i = 0; i < 8; i++)
1899 y = yy + ddy_ddd[i];
1900 x = xx + ddx_ddd[i];
1902 /* Skip non-empty grids */
1903 if (!cave_empty_bold(y, x)) continue;
1905 /* Hack -- no safety on glyph of warding */
1906 if (is_glyph_grid(&cave[y][x])) continue;
1907 if (is_explosive_rune_grid(&cave[y][x])) continue;
1909 /* ... nor on the Pattern */
1910 if (pattern_tile(y, x)) continue;
1912 /* Important -- Skip "quake" grids */
1913 if (map[16+y-cy][16+x-cx]) continue;
1915 if (cave[y][x].m_idx) continue;
1916 if (player_bold(y, x)) continue;
1918 /* Count "safe" grids */
1921 /* Randomize choice */
1922 if (randint0(sn) > 0) continue;
1924 /* Save the safe grid */
1929 monster_desc(m_name, m_ptr, 0);
1931 /* Scream in pain */
1932 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);
1934 /* Take damage from the quake */
1935 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
1937 /* Monster is certainly awake */
1938 (void)set_monster_csleep(c_ptr->m_idx, 0);
1940 /* Apply damage directly */
1941 m_ptr->hp -= damage;
1943 /* Delete (not kill) "dead" monsters */
1946 if (!ignore_unview || is_seen(m_ptr))
1947 msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
1951 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
1953 char m2_name[MAX_NLEN];
1955 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
1956 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
1960 delete_monster(yy, xx);
1962 /* No longer safe */
1966 /* Hack -- Escape from the rock */
1969 IDX m_idx_aux = cave[yy][xx].m_idx;
1971 /* Update the old location */
1972 cave[yy][xx].m_idx = 0;
1974 /* Update the new location */
1975 cave[sy][sx].m_idx = m_idx_aux;
1977 /* Move the monster */
1981 update_monster(m_idx, TRUE);
1990 /* Lose monster light */
1993 /* Examine the quaked region */
1994 for (dy = -r; dy <= r; dy++)
1996 for (dx = -r; dx <= r; dx++)
1998 /* Extract the location */
2002 /* Skip unaffected grids */
2003 if (!map[16+yy-cy][16+xx-cx]) continue;
2005 c_ptr = &cave[yy][xx];
2007 /* Paranoia -- never affect player */
2008 /* if (player_bold(yy, xx)) continue; */
2010 /* Destroy location (if valid) */
2011 if (cave_valid_bold(yy, xx))
2013 delete_object(yy, xx);
2015 /* Wall (or floor) type */
2016 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
2021 /* Create granite wall */
2022 cave_set_feat(yy, xx, feat_granite);
2028 /* Create quartz vein */
2029 cave_set_feat(yy, xx, feat_quartz_vein);
2035 /* Create magma vein */
2036 cave_set_feat(yy, xx, feat_magma_vein);
2043 cave_set_feat(yy, xx, floor_type[randint0(100)]);
2049 /* Process "re-glowing" */
2050 for (dy = -r; dy <= r; dy++)
2052 for (dx = -r; dx <= r; dx++)
2054 /* Extract the location */
2058 /* Skip illegal grids */
2059 if (!in_bounds(yy, xx)) continue;
2061 /* Skip distant grids */
2062 if (distance(cy, cx, yy, xx) > r) continue;
2063 c_ptr = &cave[yy][xx];
2065 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
2066 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
2072 for (ii = 0; ii < 9; ii++)
2074 yyy = yy + ddy_ddd[ii];
2075 xxx = xx + ddx_ddd[ii];
2076 if (!in_bounds2(yyy, xxx)) continue;
2077 cc_ptr = &cave[yyy][xxx];
2078 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2080 c_ptr->info |= CAVE_GLOW;
2088 /* Mega-Hack -- Forget the view and lite */
2089 /* Update the health bar */
2090 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
2091 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH | PR_MAP);
2092 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2094 if (p_ptr->special_defense & NINJA_S_STEALTH)
2096 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2104 * @brief 地震処理(プレイヤーの中心発動) /
2105 * Induce an "earthquake" of the given radius at the given location.
2106 * @return 効力があった場合TRUEを返す
2111 bool earthquake(POSITION cy, POSITION cx, POSITION r)
2113 return earthquake_aux(cy, cx, r, 0);
2120 void discharge_minion(void)
2125 for (i = 1; i < m_max; i++)
2127 monster_type *m_ptr = &m_list[i];
2128 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2129 if (m_ptr->nickname) okay = FALSE;
2131 if (!okay || p_ptr->riding)
2133 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? ")))
2136 for (i = 1; i < m_max; i++)
2139 monster_type *m_ptr = &m_list[i];
2140 monster_race *r_ptr;
2142 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2143 r_ptr = &r_info[m_ptr->r_idx];
2145 /* Uniques resist discharging */
2146 if (r_ptr->flags1 & RF1_UNIQUE)
2148 GAME_TEXT m_name[MAX_NLEN];
2149 monster_desc(m_name, m_ptr, 0x00);
2150 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);
2151 delete_monster_idx(i);
2154 dam = m_ptr->maxhp / 2;
2155 if (dam > 100) dam = (dam - 100) / 2 + 100;
2156 if (dam > 400) dam = (dam - 400) / 2 + 400;
2157 if (dam > 800) dam = 800;
2158 project(i, 2 + (r_ptr->level / 20), m_ptr->fy, m_ptr->fx, dam, GF_PLASMA,
2159 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
2161 if (record_named_pet && m_ptr->nickname)
2163 GAME_TEXT m_name[MAX_NLEN];
2165 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2166 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
2169 delete_monster_idx(i);
2175 * @brief 部屋全体を照らすサブルーチン
2179 * This routine clears the entire "temp" set.
2180 * This routine will Perma-Lite all "temp" grids.
2181 * This routine is used (only) by "lite_room()"
2182 * Dark grids are illuminated.
2183 * Also, process all affected monsters.
2185 * SMART monsters always wake up when illuminated
2186 * NORMAL monsters wake up 1/4 the time when illuminated
2187 * STUPID monsters wake up 1/10 the time when illuminated
2190 static void cave_temp_room_lite(void)
2194 /* Clear them all */
2195 for (i = 0; i < temp_n; i++)
2197 POSITION y = temp_y[i];
2198 POSITION x = temp_x[i];
2200 cave_type *c_ptr = &cave[y][x];
2202 /* No longer in the array */
2203 c_ptr->info &= ~(CAVE_TEMP);
2205 /* Update only non-CAVE_GLOW grids */
2206 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
2209 c_ptr->info |= (CAVE_GLOW);
2211 /* Process affected monsters */
2215 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2216 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2217 update_monster(c_ptr->m_idx, FALSE);
2219 /* Stupid monsters rarely wake up */
2220 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
2222 /* Smart monsters always wake up */
2223 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
2225 /* Sometimes monsters wake up */
2226 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
2229 (void)set_monster_csleep(c_ptr->m_idx, 0);
2231 /* Notice the "waking up" */
2234 GAME_TEXT m_name[MAX_NLEN];
2235 monster_desc(m_name, m_ptr, 0);
2236 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2246 update_local_illumination(y, x);
2256 * @brief 部屋全体を暗くするサブルーチン
2260 * This routine clears the entire "temp" set.
2261 * This routine will "darken" all "temp" grids.
2262 * In addition, some of these grids will be "unmarked".
2263 * This routine is used (only) by "unlite_room()"
2264 * Also, process all affected monsters
2267 static void cave_temp_room_unlite(void)
2271 /* Clear them all */
2272 for (i = 0; i < temp_n; i++)
2274 POSITION y = temp_y[i];
2275 POSITION x = temp_x[i];
2278 cave_type *c_ptr = &cave[y][x];
2279 bool do_dark = !is_mirror_grid(c_ptr);
2281 /* No longer in the array */
2282 c_ptr->info &= ~(CAVE_TEMP);
2284 /* Darken the grid */
2287 if (dun_level || !is_daytime())
2289 for (j = 0; j < 9; j++)
2291 int by = y + ddy_ddd[j];
2292 int bx = x + ddx_ddd[j];
2294 if (in_bounds2(by, bx))
2296 cave_type *cc_ptr = &cave[by][bx];
2298 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2306 if (!do_dark) continue;
2309 c_ptr->info &= ~(CAVE_GLOW);
2311 /* Hack -- Forget "boring" grids */
2312 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
2314 /* Forget the grid */
2315 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
2320 /* Process affected monsters */
2323 update_monster(c_ptr->m_idx, FALSE);
2328 update_local_illumination(y, x);
2338 * @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
2341 * @param pass_bold 地形条件を返す関数ポインタ
2344 static int next_to_open(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2351 for (i = 0; i < 16; i++)
2353 y = cy + ddy_cdd[i % 8];
2354 x = cx + ddx_cdd[i % 8];
2356 /* Found a wall, break the length */
2357 if (!pass_bold(y, x))
2359 /* Track best length */
2373 return (MAX(len, blen));
2377 * @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
2380 * @param pass_bold 地形条件を返す関数ポインタ
2383 static int next_to_walls_adj(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2389 for (i = 0; i < 8; i++)
2391 y = cy + ddy_ddd[i];
2392 x = cx + ddx_ddd[i];
2394 if (!pass_bold(y, x)) c++;
2402 * @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
2403 * @param y 部屋内のy座標1点
2404 * @param x 部屋内のx座標1点
2405 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
2406 * @param pass_bold 地形条件を返す関数ポインタ
2409 static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pass_bold)(POSITION, POSITION))
2414 c_ptr = &cave[y][x];
2416 /* Avoid infinite recursion */
2417 if (c_ptr->info & (CAVE_TEMP)) return;
2419 /* Do not "leave" the current room */
2420 if (!(c_ptr->info & (CAVE_ROOM)))
2422 if (only_room) return;
2425 if (!in_bounds2(y, x)) return;
2427 /* Do not exceed the maximum spell range */
2428 if (distance(p_ptr->y, p_ptr->x, y, x) > MAX_RANGE) return;
2430 /* Verify this grid */
2432 * The reason why it is ==6 instead of >5 is that 8 is impossible
2433 * due to the check for cave_bold above.
2434 * 7 lights dead-end corridors (you need to do this for the
2435 * checkboard interesting rooms, so that the boundary is lit
2437 * This leaves only a check for 6 bounding walls!
2439 if (in_bounds(y, x) && pass_bold(y, x) &&
2440 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
2443 /* Paranoia -- verify space */
2444 if (temp_n == TEMP_MAX) return;
2446 /* Mark the grid as "seen" */
2447 c_ptr->info |= (CAVE_TEMP);
2449 /* Add it to the "seen" set */
2456 * @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
2459 * @return 光を通すならばtrueを返す。
2461 static bool cave_pass_lite_bold(POSITION y, POSITION x)
2463 return cave_los_bold(y, x);
2467 * @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
2472 static void cave_temp_lite_room_aux(POSITION y, POSITION x)
2474 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
2478 * @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
2481 * @return 射線を通すならばtrueを返す。
2483 static bool cave_pass_dark_bold(POSITION y, POSITION x)
2485 return cave_have_flag_bold(y, x, FF_PROJECT);
2490 * @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
2495 static void cave_temp_unlite_room_aux(POSITION y, POSITION x)
2497 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
2502 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
2507 void lite_room(POSITION y1, POSITION x1)
2512 /* Add the initial grid */
2513 cave_temp_lite_room_aux(y1, x1);
2515 /* While grids are in the queue, add their neighbors */
2516 for (i = 0; i < temp_n; i++)
2518 x = temp_x[i], y = temp_y[i];
2520 /* Walls get lit, but stop light */
2521 if (!cave_pass_lite_bold(y, x)) continue;
2523 /* Spread adjacent */
2524 cave_temp_lite_room_aux(y + 1, x);
2525 cave_temp_lite_room_aux(y - 1, x);
2526 cave_temp_lite_room_aux(y, x + 1);
2527 cave_temp_lite_room_aux(y, x - 1);
2529 /* Spread diagonal */
2530 cave_temp_lite_room_aux(y + 1, x + 1);
2531 cave_temp_lite_room_aux(y - 1, x - 1);
2532 cave_temp_lite_room_aux(y - 1, x + 1);
2533 cave_temp_lite_room_aux(y + 1, x - 1);
2536 /* Now, lite them all up at once */
2537 cave_temp_room_lite();
2539 if (p_ptr->special_defense & NINJA_S_STEALTH)
2541 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2547 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
2552 void unlite_room(POSITION y1, POSITION x1)
2557 /* Add the initial grid */
2558 cave_temp_unlite_room_aux(y1, x1);
2560 /* Spread, breadth first */
2561 for (i = 0; i < temp_n; i++)
2563 x = temp_x[i], y = temp_y[i];
2565 /* Walls get dark, but stop darkness */
2566 if (!cave_pass_dark_bold(y, x)) continue;
2568 /* Spread adjacent */
2569 cave_temp_unlite_room_aux(y + 1, x);
2570 cave_temp_unlite_room_aux(y - 1, x);
2571 cave_temp_unlite_room_aux(y, x + 1);
2572 cave_temp_unlite_room_aux(y, x - 1);
2574 /* Spread diagonal */
2575 cave_temp_unlite_room_aux(y + 1, x + 1);
2576 cave_temp_unlite_room_aux(y - 1, x - 1);
2577 cave_temp_unlite_room_aux(y - 1, x + 1);
2578 cave_temp_unlite_room_aux(y + 1, x - 1);
2581 /* Now, darken them all at once */
2582 cave_temp_room_unlite();
2585 bool starlight(bool magic)
2587 HIT_POINT num = damroll(5, 3);
2588 POSITION y = 0, x = 0;
2592 if (!p_ptr->blind && !magic)
2594 msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly..."));
2596 for (k = 0; k < num; k++)
2602 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, PROJECT_LOS);
2603 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2604 if (!player_bold(y, x)) break;
2607 project(0, 0, p_ptr->y, p_ptr->x, damroll(6 + p_ptr->lev / 8, 10), GF_LITE_WEAK,
2608 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL | PROJECT_LOS), -1);
2616 * @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
2619 * @return 作用が実際にあった場合TRUEを返す
2621 bool lite_area(HIT_POINT dam, POSITION rad)
2623 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2625 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
2627 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
2631 /* Hack -- Message */
2634 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
2637 /* Hook into the "project()" function */
2638 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1);
2640 /* Lite up the room */
2641 lite_room(p_ptr->y, p_ptr->x);
2649 * @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
2652 * @return 作用が実際にあった場合TRUEを返す
2654 bool unlite_area(HIT_POINT dam, POSITION rad)
2656 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2658 /* Hack -- Message */
2661 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
2664 /* Hook into the "project()" function */
2665 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1);
2667 /* Lite up the room */
2668 unlite_room(p_ptr->y, p_ptr->x);
2677 * @brief ボール系スペルの発動 / Cast a ball spell
2679 * @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)
2682 * @return 作用が実際にあった場合TRUEを返す
2685 * Stop if we hit a monster, act as a "ball"
2686 * Allow "target" mode to pass over monsters
2687 * Affect grids, objects, and monsters
2690 bool fire_ball(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2694 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2696 if (typ == GF_CHARM_LIVING) flg|= PROJECT_HIDE;
2697 /* Use the given direction */
2698 tx = p_ptr->x + 99 * ddx[dir];
2699 ty = p_ptr->y + 99 * ddy[dir];
2701 /* Hack -- Use an actual "target" */
2702 if ((dir == 5) && target_okay())
2704 flg &= ~(PROJECT_STOP);
2709 /* Analyze the "dir" and the "target". Hurt items on floor. */
2710 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2714 * @brief ブレス系スペルの発動 / Cast a breath spell
2716 * @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)
2719 * @return 作用が実際にあった場合TRUEを返す
2722 * Stop if we hit a monster, act as a "ball"
2723 * Allow "target" mode to pass over monsters
2724 * Affect grids, objects, and monsters
2727 bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2729 return fire_ball(typ, dir, dam, -rad);
2734 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
2736 * @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)
2739 * @return 作用が実際にあった場合TRUEを返す
2742 * Stop if we hit a monster, act as a "ball"
2743 * Allow "target" mode to pass over monsters
2744 * Affect grids, objects, and monsters
2747 bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2750 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2752 /* Use the given direction */
2753 tx = p_ptr->x + 99 * ddx[dir];
2754 ty = p_ptr->y + 99 * ddy[dir];
2756 /* Hack -- Use an actual "target" */
2757 if ((dir == 5) && target_okay())
2763 /* Analyze the "dir" and the "target". Hurt items on floor. */
2764 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2769 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
2771 * @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)
2774 * @return 作用が実際にあった場合TRUEを返す
2777 * Stop if we hit a monster, act as a "ball"
2778 * Allow "target" mode to pass over monsters
2779 * Affect grids, objects, and monsters
2782 bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2785 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
2787 /* Use the given direction */
2788 tx = p_ptr->x + 99 * ddx[dir];
2789 ty = p_ptr->y + 99 * ddy[dir];
2791 /* Hack -- Use an actual "target" */
2792 if ((dir == 5) && target_okay())
2794 flg &= ~(PROJECT_STOP);
2799 /* Analyze the "dir" and the "target". Hurt items on floor. */
2800 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2805 * @brief メテオ系スペルの発動 / Cast a meteor spell
2806 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
2812 * @return 作用が実際にあった場合TRUEを返す
2815 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
2816 * player, or outside source, that starts out at an arbitrary location, and
2817 * leaving no trail from the "caster" to the target. This function is
2818 * especially useful for bombardments and similar. -LM-
2819 * Option to hurt the player.
2822 bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
2824 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2826 /* Analyze the "target" and the caster. */
2827 return (project(who, rad, y, x, dam, typ, flg, -1));
2832 * @brief ブラスト系スペルの発動 / Cast a blast spell
2834 * @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)
2839 * @return 作用が実際にあった場合TRUEを返す
2841 bool fire_blast(EFFECT_ID typ, DIRECTION dir, DICE_NUMBER dd, DICE_SID ds, int num, int dev)
2845 POSITION ty, tx, y, x;
2848 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
2853 /* Use the given direction */
2856 ly = ty = p_ptr->y + 20 * ddy[dir];
2857 lx = tx = p_ptr->x + 20 * ddx[dir];
2860 /* Use an actual "target" */
2861 else /* if (dir == 5) */
2866 lx = 20 * (tx - p_ptr->x) + p_ptr->x;
2867 ly = 20 * (ty - p_ptr->y) + p_ptr->y;
2870 ld = distance(p_ptr->y, p_ptr->x, ly, lx);
2873 for (i = 0; i < num; i++)
2877 /* Get targets for some bolts */
2878 y = rand_spread(ly, ld * dev / 20);
2879 x = rand_spread(lx, ld * dev / 20);
2881 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
2884 /* Analyze the "dir" and the "target". */
2885 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
2896 * @brief モンスターとの位置交換処理 / Switch position with a monster.
2897 * @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)
2898 * @return 作用が実際にあった場合TRUEを返す
2900 bool teleport_swap(DIRECTION dir)
2904 monster_type* m_ptr;
2905 monster_race* r_ptr;
2907 if ((dir == 5) && target_okay())
2914 tx = p_ptr->x + ddx[dir];
2915 ty = p_ptr->y + ddy[dir];
2917 c_ptr = &cave[ty][tx];
2919 if (p_ptr->anti_tele)
2921 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
2925 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
2927 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
2933 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10))
2935 msg_print(_("失敗した。", "Failed to swap."));
2941 m_ptr = &m_list[c_ptr->m_idx];
2942 r_ptr = &r_info[m_ptr->r_idx];
2944 (void)set_monster_csleep(c_ptr->m_idx, 0);
2946 if (r_ptr->flagsr & RFR_RES_TELE)
2948 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
2950 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2956 sound(SOUND_TELEPORT);
2958 /* Swap the player and monster */
2959 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
2967 * @brief 指定方向に飛び道具を飛ばす(フラグ任意指定) / Hack -- apply a "project()" in a direction (or at the target)
2969 * @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)
2972 * @return 作用が実際にあった場合TRUEを返す
2974 bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
2978 /* Pass through the target if needed */
2979 flg |= (PROJECT_THRU);
2981 /* Use the given direction */
2982 tx = p_ptr->x + ddx[dir];
2983 ty = p_ptr->y + ddy[dir];
2985 /* Hack -- Use an actual "target" */
2986 if ((dir == 5) && target_okay())
2992 /* Analyze the "dir" and the "target", do NOT explode */
2993 return (project(0, 0, ty, tx, dam, typ, flg, -1));
2998 * @brief ボルト系スペルの発動 / Cast a bolt spell.
3000 * @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)
3002 * @return 作用が実際にあった場合TRUEを返す
3005 * Stop if we hit a monster, as a "bolt".
3006 * Affect monsters and grids (not objects).
3009 bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3011 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
3012 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
3013 return (project_hook(typ, dir, dam, flg));
3018 * @brief ビーム系スペルの発動 / Cast a beam spell.
3020 * @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)
3022 * @return 作用が実際にあった場合TRUEを返す
3025 * Pass through monsters, as a "beam".
3026 * Affect monsters, grids and objects.
3029 bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3031 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
3032 return (project_hook(typ, dir, dam, flg));
3037 * @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.
3038 * @param prob ビーム化する確率(%)
3040 * @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)
3042 * @return 作用が実際にあった場合TRUEを返す
3045 * Pass through monsters, as a "beam".
3046 * Affect monsters, grids and objects.
3049 bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3051 if (randint0(100) < prob)
3053 return (fire_beam(typ, dir, dam));
3057 return (fire_bolt(typ, dir, dam));
3062 * @brief LITE_WEAK属性による光源ビーム処理
3063 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3065 * @return 作用が実際にあった場合TRUEを返す
3067 bool lite_line(DIRECTION dir, HIT_POINT dam)
3069 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
3070 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
3075 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3077 * @return 作用が実際にあった場合TRUEを返す
3079 bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam)
3081 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3082 return (project_hook(GF_HYPODYNAMIA, dir, dam, flg));
3087 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3089 * @return 作用が実際にあった場合TRUEを返す
3091 bool wall_to_mud(DIRECTION dir, HIT_POINT dam)
3093 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3094 return (project_hook(GF_KILL_WALL, dir, dam, flg));
3099 * @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)
3100 * @return 作用が実際にあった場合TRUEを返す
3102 bool wizard_lock(DIRECTION dir)
3104 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3105 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
3110 * @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)
3111 * @return 作用が実際にあった場合TRUEを返す
3113 bool destroy_door(DIRECTION dir)
3115 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3116 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
3121 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3122 * @return 作用が実際にあった場合TRUEを返す
3124 bool disarm_trap(DIRECTION dir)
3126 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3127 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
3133 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3134 * @param plev プレイヤーレベル(効力はplev*200)
3135 * @return 作用が実際にあった場合TRUEを返す
3137 bool death_ray(DIRECTION dir, PLAYER_LEVEL plev)
3139 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3140 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
3144 * @brief モンスター用テレポート処理
3145 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3146 * @param distance 移動距離
3147 * @return 作用が実際にあった場合TRUEを返す
3149 bool teleport_monster(DIRECTION dir, int distance)
3151 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
3152 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
3156 * @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)
3157 * @return 作用が実際にあった場合TRUEを返す
3159 bool door_creation(void)
3161 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3162 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_DOOR, flg, -1));
3166 * @brief トラップ生成処理(起点から周囲1マス)
3169 * @return 作用が実際にあった場合TRUEを返す
3171 bool trap_creation(POSITION y, POSITION x)
3173 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3174 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
3178 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
3179 * @return 作用が実際にあった場合TRUEを返す
3181 bool tree_creation(void)
3183 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3184 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_TREE, flg, -1));
3188 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
3189 * @return 作用が実際にあった場合TRUEを返す
3191 bool glyph_creation(void)
3193 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
3194 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_GLYPH, flg, -1));
3198 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
3199 * @return 作用が実際にあった場合TRUEを返す
3201 bool wall_stone(void)
3203 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3205 bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
3207 p_ptr->update |= (PU_FLOW);
3209 p_ptr->redraw |= (PR_MAP);
3215 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
3216 * @return 作用が実際にあった場合TRUEを返す
3218 bool destroy_doors_touch(void)
3220 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3221 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_DOOR, flg, -1));
3225 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
3226 * @return 作用が実際にあった場合TRUEを返す
3228 bool disarm_traps_touch(void)
3230 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3231 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_TRAP, flg, -1));
3235 * @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)
3236 * @return 作用が実際にあった場合TRUEを返す
3238 bool sleep_monsters_touch(void)
3240 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
3241 return (project(0, 1, p_ptr->y, p_ptr->x, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
3246 * @brief 死者復活処理(起点より周囲5マス)
3247 * @param who 術者モンスターID(0ならばプレイヤー)
3250 * @return 作用が実際にあった場合TRUEを返す
3252 bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x)
3254 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
3255 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
3260 * @return 作用が実際にあった場合TRUEを返す
3262 void call_chaos(void)
3264 int Chaos_type, dummy, dir;
3265 PLAYER_LEVEL plev = p_ptr->lev;
3266 bool line_chaos = FALSE;
3268 int hurt_types[31] =
3270 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
3271 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
3272 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
3273 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
3274 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
3275 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
3276 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
3277 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
3280 Chaos_type = hurt_types[randint0(31)];
3281 if (one_in_(4)) line_chaos = TRUE;
3285 for (dummy = 1; dummy < 10; dummy++)
3290 fire_beam(Chaos_type, dummy, 150);
3292 fire_ball(Chaos_type, dummy, 150, 2);
3296 else if (one_in_(3))
3298 fire_ball(Chaos_type, 0, 500, 8);
3302 if (!get_aim_dir(&dir)) return;
3304 fire_beam(Chaos_type, dir, 250);
3306 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
3311 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
3312 * @param stop_ty 再帰処理停止フラグ
3314 * @return 作用が実際にあった場合TRUEを返す
3317 * rr9: Stop the nasty things when a Cyberdemon is summoned
3318 * or the player gets paralyzed.
3321 bool activate_ty_curse(bool stop_ty, int *count)
3325 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3329 switch (randint1(34))
3334 msg_print(_("地面が揺れた...", "The ground trembles..."));
3335 earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
3336 if (!one_in_(6)) break;
3341 HIT_POINT dam = damroll(10, 10);
3342 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!"));
3343 project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1);
3344 take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
3345 if (!one_in_(6)) break;
3350 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
3351 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
3352 if (randint0(13)) (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3353 if (!one_in_(6)) break;
3356 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3360 project(0, 7, p_ptr->y, p_ptr->x, 50, GF_KILL_WALL, flg, -1);
3361 take_hit(DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
3363 if (!one_in_(6)) break;
3364 case 1: case 2: case 3: case 16: case 17:
3365 aggravate_monsters(0);
3366 if (!one_in_(6)) break;
3367 case 4: case 5: case 6:
3368 (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3369 if (!one_in_(6)) break;
3370 case 7: case 8: case 9: case 18:
3371 (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
3372 if (!one_in_(6)) break;
3373 case 10: case 11: case 12:
3374 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..."));
3375 lose_exp(p_ptr->exp / 16);
3376 if (!one_in_(6)) break;
3377 case 13: case 14: case 15: case 19: case 20:
3378 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
3384 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
3385 if (p_ptr->free_act)
3386 set_paralyzed(p_ptr->paralyzed + randint1(3));
3388 set_paralyzed(p_ptr->paralyzed + randint1(13));
3391 if (!one_in_(6)) break;
3392 case 21: case 22: case 23:
3393 (void)do_dec_stat(randint0(6));
3394 if (!one_in_(6)) break;
3396 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
3398 if (!one_in_(6)) break;
3401 * Only summon Cyberdemons deep in the dungeon.
3403 if ((dun_level > 65) && !stop_ty)
3405 (*count) += summon_cyber(-1, p_ptr->y, p_ptr->x);
3409 if (!one_in_(6)) break;
3415 (void)do_dec_stat(i);
3423 while (one_in_(3) && !stop_ty);
3429 * @brief HI_SUMMON(上級召喚)処理発動
3432 * @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
3433 * @return 作用が実際にあった場合TRUEを返す
3435 int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
3440 BIT_FLAGS mode = PM_ALLOW_GROUP;
3447 mode |= PM_FORCE_FRIENDLY;
3451 mode |= PM_FORCE_PET;
3456 if (!pet) mode |= PM_NO_PET;
3458 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
3460 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
3462 switch (randint1(25) + (dun_level / 20))
3465 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode, '\0');
3468 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode, '\0');
3471 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode, '\0');
3474 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode, '\0');
3477 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode, '\0');
3480 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode, '\0');
3483 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode, '\0');
3486 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode, '\0');
3490 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE), '\0');
3494 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE), '\0');
3497 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3498 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode, '\0');
3501 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3502 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode, '\0');
3505 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode, '\0');
3508 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3509 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode, '\0');
3518 * @brief サイバーデーモンの召喚
3519 * @param who 召喚主のモンスターID(0ならばプレイヤー)
3522 * @return 作用が実際にあった場合TRUEを返す
3524 int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x)
3527 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
3529 BIT_FLAGS mode = PM_ALLOW_GROUP;
3531 /* Summoned by a monster */
3534 monster_type *m_ptr = &m_list[who];
3535 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
3538 if (max_cyber > 4) max_cyber = 4;
3540 for (i = 0; i < max_cyber; i++)
3542 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode, '\0');
3549 * @brief 周辺破壊効果(プレイヤー中心)
3550 * @return 作用が実際にあった場合TRUEを返す
3552 void wall_breaker(void)
3555 POSITION y = 0, x = 0;
3556 int attempts = 1000;
3558 if (randint1(80 + p_ptr->lev) < 70)
3562 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
3564 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
3566 if (!player_bold(y, x)) break;
3569 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3570 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3572 else if (randint1(100) > 30)
3574 earthquake(p_ptr->y, p_ptr->x, 1);
3578 int num = damroll(5, 3);
3580 for (i = 0; i < num; i++)
3584 scatter(&y, &x, p_ptr->y, p_ptr->x, 10, 0);
3586 if (!player_bold(y, x)) break;
3589 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3590 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3597 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
3599 * @return 作用が実際にあった場合TRUEを返す
3601 bool confuse_monsters(HIT_POINT dam)
3603 return (project_all_los(GF_OLD_CONF, dam));
3608 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
3610 * @return 作用が実際にあった場合TRUEを返す
3612 bool charm_monsters(HIT_POINT dam)
3614 return (project_all_los(GF_CHARM, dam));
3619 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
3621 * @return 作用が実際にあった場合TRUEを返す
3623 bool charm_animals(HIT_POINT dam)
3625 return (project_all_los(GF_CONTROL_ANIMAL, dam));
3630 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
3632 * @return 作用が実際にあった場合TRUEを返す
3634 bool stun_monsters(HIT_POINT dam)
3636 return (project_all_los(GF_STUN, dam));
3641 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
3643 * @return 作用が実際にあった場合TRUEを返す
3645 bool stasis_monsters(HIT_POINT dam)
3647 return (project_all_los(GF_STASIS, dam));
3652 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
3654 * @return 作用が実際にあった場合TRUEを返す
3656 bool mindblast_monsters(HIT_POINT dam)
3658 return (project_all_los(GF_PSI, dam));
3663 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
3664 * @param dist 効力(距離)
3665 * @return 作用が実際にあった場合TRUEを返す
3667 bool banish_monsters(int dist)
3669 return (project_all_los(GF_AWAY_ALL, dist));
3674 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
3676 * @return 作用が実際にあった場合TRUEを返す
3678 bool turn_evil(HIT_POINT dam)
3680 return (project_all_los(GF_TURN_EVIL, dam));
3685 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
3687 * @return 作用が実際にあった場合TRUEを返す
3689 bool turn_monsters(HIT_POINT dam)
3691 return (project_all_los(GF_TURN_ALL, dam));
3696 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
3697 * @return 作用が実際にあった場合TRUEを返す
3699 bool deathray_monsters(void)
3701 return (project_all_los(GF_DEATH_RAY, p_ptr->lev * 200));
3705 * @brief チャーム・モンスター(1体)
3706 * @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)
3708 * @return 作用が実際にあった場合TRUEを返す
3710 bool charm_monster(DIRECTION dir, PLAYER_LEVEL plev)
3712 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3713 return (project_hook(GF_CHARM, dir, plev, flg));
3717 * @brief アンデッド支配(1体)
3718 * @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)
3720 * @return 作用が実際にあった場合TRUEを返す
3722 bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev)
3724 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3725 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
3730 * @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)
3732 * @return 作用が実際にあった場合TRUEを返す
3734 bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev)
3736 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3737 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
3742 * @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)
3744 * @return 作用が実際にあった場合TRUEを返す
3746 bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev)
3748 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3749 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
3755 * @param success 判定成功上の処理ならばTRUE
3756 * @return 作用が実際にあった場合TRUEを返す
3758 bool kawarimi(bool success)
3761 object_type *q_ptr = &forge;
3764 if (p_ptr->is_dead) return FALSE;
3765 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
3766 if (randint0(200) < p_ptr->stun) return FALSE;
3768 if (!success && one_in_(3))
3770 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
3771 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3772 p_ptr->redraw |= (PR_STATUS);
3779 teleport_player(10 + randint1(90), 0L);
3781 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
3783 q_ptr->pval = MON_NINJA;
3784 (void)drop_near(q_ptr, -1, y, x);
3786 if (success) msg_print(_("攻撃を受ける前に素早く身をひるがえした。", "You have turned around just before the attack hit you."));
3787 else msg_print(_("失敗!攻撃を受けてしまった。", "Failed! You are hit by the attack."));
3789 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3790 p_ptr->redraw |= (PR_STATUS);
3798 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
3799 * @param mdeath 目標モンスターが死亡したかを返す
3800 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
3802 bool rush_attack(bool *mdeath)
3809 bool tmp_mdeath = FALSE;
3812 if (mdeath) *mdeath = FALSE;
3815 if (!get_aim_dir(&dir)) return FALSE;
3817 /* Use the given direction */
3818 tx = p_ptr->x + project_length * ddx[dir];
3819 ty = p_ptr->y + project_length * ddy[dir];
3821 /* Hack -- Use an actual "target" */
3822 if ((dir == 5) && target_okay())
3828 if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
3830 path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
3833 /* No need to move */
3834 if (!path_n) return TRUE;
3836 /* Use ty and tx as to-move point */
3840 /* Project along the path */
3841 for (i = 0; i < path_n; i++)
3843 monster_type *m_ptr;
3845 int ny = GRID_Y(path_g[i]);
3846 int nx = GRID_X(path_g[i]);
3848 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
3853 /* Go to next grid */
3857 if (!cave[ny][nx].m_idx)
3861 msg_print(_("失敗!", "Failed!"));
3865 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
3872 /* Move player before updating the monster */
3873 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3874 update_monster(cave[ny][nx].m_idx, TRUE);
3876 /* Found a monster */
3877 m_ptr = &m_list[cave[ny][nx].m_idx];
3879 if (tm_idx != cave[ny][nx].m_idx)
3882 msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "", m_ptr->ml ? "モンスター" : "何か");
3884 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
3887 else if (!player_bold(ty, tx))
3889 /* Hold the monster name */
3890 GAME_TEXT m_name[MAX_NLEN];
3892 /* Get the monster name (BEFORE polymorphing) */
3893 monster_desc(m_name, m_ptr, 0);
3894 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
3897 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3899 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
3904 if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3906 if (mdeath) *mdeath = tmp_mdeath;
3912 * @brief 全鏡の消去 / Remove all mirrors in this floor
3913 * @param explode 爆発処理を伴うならばTRUE
3916 void remove_all_mirrors(bool explode)
3920 for (x = 0; x < cur_wid; x++)
3922 for (y = 0; y < cur_hgt; y++)
3924 if (is_mirror_grid(&cave[y][x]))
3926 remove_mirror(y, x);
3928 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
3929 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
3936 * @brief 『一つの指輪』の効果処理 /
3937 * Hack -- activate the ring of power
3938 * @param dir 発動の方向ID
3941 void ring_of_power(DIRECTION dir)
3943 /* Pick a random effect */
3944 switch (randint1(10))
3949 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."));
3952 /* Decrease all stats (permanently) */
3953 (void)dec_stat(A_STR, 50, TRUE);
3954 (void)dec_stat(A_INT, 50, TRUE);
3955 (void)dec_stat(A_WIS, 50, TRUE);
3956 (void)dec_stat(A_DEX, 50, TRUE);
3957 (void)dec_stat(A_CON, 50, TRUE);
3958 (void)dec_stat(A_CHR, 50, TRUE);
3960 /* Lose some experience (permanently) */
3961 p_ptr->exp -= (p_ptr->exp / 4);
3962 p_ptr->max_exp -= (p_ptr->exp / 4);
3970 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."));
3972 /* Dispel monsters */
3973 dispel_monsters(1000);
3983 fire_ball(GF_MANA, dir, 600, 3);
3994 fire_bolt(GF_MANA, dir, 500);
4002 * @brief 運命の輪、並びにカオス的な効果の発動
4003 * @param spell ランダムな効果を選択するための基準ID
4006 void wild_magic(int spell)
4009 int type = SUMMON_MOLD + randint0(6);
4011 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
4012 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
4014 switch (randint1(spell) + randint1(8) + 1)
4019 teleport_player(10, TELEPORT_PASSIVE);
4024 teleport_player(100, TELEPORT_PASSIVE);
4028 teleport_player(200, TELEPORT_PASSIVE);
4038 lite_area(damroll(2, 3), 2);
4041 destroy_doors_touch();
4046 sleep_monsters_touch();
4050 trap_creation(p_ptr->y, p_ptr->x);
4059 aggravate_monsters(0);
4062 earthquake(p_ptr->y, p_ptr->x, 5);
4066 (void)gain_random_mutation(0);
4070 apply_disenchant(1);
4076 fire_ball(GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
4083 while (counter++ < 8)
4085 (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET), '\0');
4090 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4093 (void)summon_cyber(-1, p_ptr->y, p_ptr->x);
4098 (void)activate_ty_curse(FALSE, &count);
4107 * @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。
4108 * / Drop 10+1d10 meteor ball at random places near the player
4113 void cast_meteor(HIT_POINT dam, POSITION rad)
4116 int b = 10 + randint1(10);
4118 for (i = 0; i < b; i++)
4120 POSITION y = 0, x = 0;
4123 for (count = 0; count <= 20; count++)
4127 x = p_ptr->x - 8 + randint0(17);
4128 y = p_ptr->y - 8 + randint0(17);
4130 dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
4131 dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
4133 /* Approximate distance */
4134 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4136 if (d >= 9) continue;
4138 if (!in_bounds(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)
4139 || !cave_have_flag_bold(y, x, FF_PROJECT)) continue;
4141 /* Valid position */
4145 if (count > 20) continue;
4147 project(0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
4153 * @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。
4156 * @return ターゲットを指定し、実行したならばTRUEを返す。
4158 bool cast_wrath_of_the_god(HIT_POINT dam, POSITION rad)
4160 POSITION x, y, tx, ty;
4164 int b = 10 + randint1(10);
4166 if (!get_aim_dir(&dir)) return FALSE;
4168 /* Use the given direction */
4169 tx = p_ptr->x + 99 * ddx[dir];
4170 ty = p_ptr->y + 99 * ddy[dir];
4172 /* Hack -- Use an actual "target" */
4173 if ((dir == 5) && target_okay())
4184 /* Hack -- Stop at the target */
4185 if ((y == ty) && (x == tx)) break;
4189 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
4191 /* Stop at maximum range */
4192 if (MAX_RANGE <= distance(p_ptr->y, p_ptr->x, ny, nx)) break;
4194 /* Stopped by walls/doors */
4195 if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
4197 /* Stopped by monsters */
4198 if ((dir != 5) && cave[ny][nx].m_idx != 0) break;
4200 /* Save the new location */
4207 for (i = 0; i < b; i++)
4209 int count = 20, d = 0;
4215 x = tx - 5 + randint0(11);
4216 y = ty - 5 + randint0(11);
4218 dx = (tx > x) ? (tx - x) : (x - tx);
4219 dy = (ty > y) ? (ty - y) : (y - ty);
4221 /* Approximate distance */
4222 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4223 /* Within the radius */
4227 if (count < 0) continue;
4229 /* Cannot penetrate perm walls */
4230 if (!in_bounds(y, x) ||
4231 cave_stop_disintegration(y, x) ||
4232 !in_disintegration_range(ty, tx, y, x))
4235 project(0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
4242 * @brief 「ワンダー」のランダムな効果を決定して処理する。
4246 * This spell should become more useful (more controlled) as the\n
4247 * player gains experience levels. Thus, add 1/5 of the player's\n
4248 * level to the die roll. This eliminates the worst effects later on,\n
4249 * while keeping the results quite random. It also allows some potent\n
4250 * effects only at high level.
4252 void cast_wonder(DIRECTION dir)
4254 PLAYER_LEVEL plev = p_ptr->lev;
4255 int die = randint1(100) + plev / 5;
4256 int vir = virtue_number(V_CHANCE);
4260 if (p_ptr->virtues[vir - 1] > 0)
4262 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4266 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4271 chg_virtue(V_CHANCE, 1);
4275 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
4278 if (die < 8) clone_monster(dir);
4279 else if (die < 14) speed_monster(dir, plev);
4280 else if (die < 26) heal_monster(dir, damroll(4, 6));
4281 else if (die < 31) poly_monster(dir, plev);
4283 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4284 damroll(3 + ((plev - 1) / 5), 4));
4285 else if (die < 41) confuse_monster(dir, plev);
4286 else if (die < 46) fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4287 else if (die < 51) (void)lite_line(dir, damroll(6, 8));
4289 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4290 damroll(3 + ((plev - 5) / 4), 8));
4292 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4293 damroll(5 + ((plev - 5) / 4), 8));
4295 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4296 damroll(6 + ((plev - 5) / 4), 8));
4298 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4299 damroll(8 + ((plev - 5) / 4), 8));
4300 else if (die < 76) hypodynamic_bolt(dir, 75);
4301 else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4302 else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
4303 else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
4304 else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
4305 else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
4308 earthquake(p_ptr->y, p_ptr->x, 12);
4312 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4316 symbol_genocide(plev + 50, TRUE);
4318 else if (die < 110) dispel_monsters(120);
4321 dispel_monsters(150);
4322 slow_monsters(plev);
4323 sleep_monsters(plev);
4330 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
4334 void cast_invoke_spirits(DIRECTION dir)
4336 PLAYER_LEVEL plev = p_ptr->lev;
4337 int die = randint1(100) + plev / 5;
4338 int vir = virtue_number(V_CHANCE);
4342 if (p_ptr->virtues[vir - 1] > 0)
4344 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4348 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4352 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..."));
4354 chg_virtue(V_CHANCE, 1);
4358 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!"));
4363 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!",
4364 "Oh no! Mouldering forms rise from the earth around you!"));
4366 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4367 chg_virtue(V_UNLIFE, 1);
4371 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..."));
4373 set_afraid(p_ptr->afraid + randint1(4) + 4);
4377 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...",
4378 "Your head is invaded by a horde of gibbering spectral voices..."));
4380 set_confused(p_ptr->confused + randint1(4) + 4);
4384 poly_monster(dir, plev);
4388 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4389 damroll(3 + ((plev - 1) / 5), 4));
4393 confuse_monster(dir, plev);
4397 fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4401 (void)lite_line(dir, damroll(6, 8));
4405 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4406 damroll(3 + ((plev - 5) / 4), 8));
4410 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4411 damroll(5 + ((plev - 5) / 4), 8));
4415 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4416 damroll(6 + ((plev - 5) / 4), 8));
4420 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4421 damroll(8 + ((plev - 5) / 4), 8));
4425 hypodynamic_bolt(dir, 75);
4429 fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4433 fire_ball(GF_ACID, dir, 40 + plev, 2);
4437 fire_ball(GF_ICE, dir, 70 + plev, 3);
4441 fire_ball(GF_FIRE, dir, 80 + plev, 3);
4445 hypodynamic_bolt(dir, 100 + plev);
4449 earthquake(p_ptr->y, p_ptr->x, 12);
4453 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4457 symbol_genocide(plev + 50, TRUE);
4461 dispel_monsters(120);
4465 dispel_monsters(150);
4466 slow_monsters(plev);
4467 sleep_monsters(plev);
4473 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。」",
4474 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
4479 * @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。
4482 void cast_shuffle(void)
4484 PLAYER_LEVEL plev = p_ptr->lev;
4487 int vir = virtue_number(V_CHANCE);
4490 /* Card sharks and high mages get a level bonus */
4491 if ((p_ptr->pclass == CLASS_ROGUE) ||
4492 (p_ptr->pclass == CLASS_HIGH_MAGE) ||
4493 (p_ptr->pclass == CLASS_SORCERER))
4494 die = (randint1(110)) + plev / 5;
4496 die = randint1(120);
4501 if (p_ptr->virtues[vir - 1] > 0)
4503 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4507 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4511 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..."));
4514 chg_virtue(V_CHANCE, 1);
4518 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
4520 for (i = 0; i < randint1(3); i++)
4521 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4525 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
4526 summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4531 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
4532 activate_ty_curse(FALSE, &count);
4536 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
4537 aggravate_monsters(0);
4541 msg_print(_("《愚者》だ。", "It's the Fool."));
4547 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
4548 trump_summoning(1, FALSE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
4552 msg_print(_("《月》だ。", "It's the Moon."));
4557 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
4558 wild_magic(randint0(32));
4562 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4563 teleport_player(10, TELEPORT_PASSIVE);
4567 msg_print(_("《正義》だ。", "It's Justice."));
4568 set_blessed(p_ptr->lev, FALSE);
4572 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4573 teleport_player(100, TELEPORT_PASSIVE);
4577 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4578 teleport_player(200, TELEPORT_PASSIVE);
4582 msg_print(_("《塔》だ。", "It's the Tower."));
4587 msg_print(_("《節制》だ。", "It's Temperance."));
4588 sleep_monsters_touch();
4592 msg_print(_("《塔》だ。", "It's the Tower."));
4594 earthquake(p_ptr->y, p_ptr->x, 5);
4598 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4599 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_MOLD, 0L);
4603 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4604 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_BAT, 0L);
4608 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4609 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_VORTEX, 0L);
4613 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4614 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
4618 msg_print(_("《恋人》だ。", "It's the Lovers."));
4620 if (get_aim_dir(&dir))
4621 charm_monster(dir, MIN(p_ptr->lev, 20));
4625 msg_print(_("《隠者》だ。", "It's the Hermit."));
4630 msg_print(_("《審判》だ。", "It's the Judgement."));
4631 do_cmd_rerate(FALSE);
4632 lose_all_mutations();
4636 msg_print(_("《太陽》だ。", "It's the Sun."));
4637 chg_virtue(V_KNOWLEDGE, 1);
4638 chg_virtue(V_ENLIGHTEN, 1);
4643 msg_print(_("《世界》だ。", "It's the World."));
4644 if (p_ptr->exp < PY_MAX_EXP)
4646 s32b ee = (p_ptr->exp / 25) + 1;
4647 if (ee > 5000) ee = 5000;
4648 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4654 bool_hack life_stream(bool_hack message, bool_hack virtue_change)
4658 chg_virtue(V_VITALITY, 1);
4659 chg_virtue(V_UNLIFE, -5);
4663 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
4666 (void)set_poisoned(0);
4668 (void)set_confused(0);
4672 (void)restore_all_status();
4673 (void)set_shero(0, TRUE);
4680 bool_hack heroism(int base)
4682 bool_hack ident = FALSE;
4683 if(set_afraid(0)) ident = TRUE;
4684 if(set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4685 if(hp_player(10)) ident = TRUE;
4689 bool_hack berserk(int base)
4691 bool_hack ident = FALSE;
4692 if (set_afraid(0)) ident = TRUE;
4693 if (set_shero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4694 if (hp_player(30)) ident = TRUE;
4698 bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
4700 bool_hack ident = FALSE;
4701 if (hp_player(damroll(dice, sides))) ident = TRUE;
4702 if (set_blind(0)) ident = TRUE;
4703 if (set_cut(p_ptr->cut - 10)) ident = TRUE;
4704 if (set_shero(0, TRUE)) ident = TRUE;
4708 bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
4710 bool_hack ident = FALSE;
4711 if (hp_player(damroll(dice, sides))) ident = TRUE;
4712 if (set_blind(0)) ident = TRUE;
4713 if (set_confused(0)) ident = TRUE;
4714 if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
4715 if (set_shero(0, TRUE)) ident = TRUE;
4719 bool_hack cure_critical_wounds(HIT_POINT pow)
4721 bool_hack ident = FALSE;
4722 if (hp_player(pow)) ident = TRUE;
4723 if (set_blind(0)) ident = TRUE;
4724 if (set_confused(0)) ident = TRUE;
4725 if (set_poisoned(0)) ident = TRUE;
4726 if (set_stun(0)) ident = TRUE;
4727 if (set_cut(0)) ident = TRUE;
4728 if (set_shero(0, TRUE)) ident = TRUE;
4732 bool_hack true_healing(HIT_POINT pow)
4734 bool_hack ident = FALSE;
4735 if (hp_player(pow)) ident = TRUE;
4736 if (set_blind(0)) ident = TRUE;
4737 if (set_confused(0)) ident = TRUE;
4738 if (set_poisoned(0)) ident = TRUE;
4739 if (set_stun(0)) ident = TRUE;
4740 if (set_cut(0)) ident = TRUE;
4741 if (set_image(0)) ident = TRUE;
4745 bool_hack restore_mana(bool_hack magic_eater)
4747 bool_hack ident = FALSE;
4749 if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
4752 for (i = 0; i < EATER_EXT * 2; i++)
4754 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
4755 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;
4757 for (; i < EATER_EXT * 3; i++)
4759 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
4760 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;
4761 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
4763 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4764 p_ptr->window |= (PW_PLAYER);
4767 else if (p_ptr->csp < p_ptr->msp)
4769 p_ptr->csp = p_ptr->msp;
4770 p_ptr->csp_frac = 0;
4771 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4772 p_ptr->redraw |= (PR_MANA);
4773 p_ptr->window |= (PW_PLAYER);
4774 p_ptr->window |= (PW_SPELL);
4781 bool restore_all_status(void)
4784 if (do_res_stat(A_STR)) ident = TRUE;
4785 if (do_res_stat(A_INT)) ident = TRUE;
4786 if (do_res_stat(A_WIS)) ident = TRUE;
4787 if (do_res_stat(A_DEX)) ident = TRUE;
4788 if (do_res_stat(A_CON)) ident = TRUE;
4789 if (do_res_stat(A_CHR)) ident = TRUE;
4794 * @brief 口を使う継続的な処理を中断する
4797 void stop_mouth(void)
4799 if (music_singing_any()) stop_singing();
4800 if (hex_spelling_any()) stop_hex_spell_all();
4804 bool_hack vampirism(void)
4811 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
4813 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
4817 /* Only works on adjacent monsters */
4818 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4819 y = p_ptr->y + ddy[dir];
4820 x = p_ptr->x + ddx[dir];
4821 c_ptr = &cave[y][x];
4825 if (!(c_ptr->m_idx))
4827 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
4831 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
4833 dummy = p_ptr->lev * 2;
4835 if (hypodynamic_bolt(dir, dummy))
4837 if (p_ptr->food < PY_FOOD_FULL)
4838 /* No heal if we are "full" */
4839 (void)hp_player(dummy);
4841 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
4843 /* Gain nutritional sustenance: 150/hp drained */
4844 /* A Food ration gives 5000 food points (by contrast) */
4845 /* Don't ever get more than "Full" this way */
4846 /* But if we ARE Gorged, it won't cure us */
4847 dummy = p_ptr->food + MIN(5000, 100 * dummy);
4848 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
4849 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
4852 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
4856 bool panic_hit(void)
4861 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4862 y = p_ptr->y + ddy[dir];
4863 x = p_ptr->x + ddx[dir];
4864 if (cave[y][x].m_idx)
4867 if (randint0(p_ptr->skill_dis) < 7)
4868 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
4870 teleport_player(30, 0L);
4875 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"));
4883 * @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)
4886 * currently this function allows pseudo-id of any object,
4887 * including silly ones like potions & scrolls, which always
4888 * get '{average}'. This should be changed, either to stop such
4889 * items from being pseudo-id'd, or to allow psychometry to
4890 * detect whether the unidentified potion/scroll/etc is
4891 * good (Cure Light Wounds, Restore Strength, etc) or
4892 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
4894 bool psychometry(void)
4898 GAME_TEXT o_name[MAX_NLEN];
4903 q = _("どのアイテムを調べますか?", "Meditate on which item? ");
4904 s = _("調べるアイテムがありません。", "You have nothing appropriate.");
4906 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
4907 if (!o_ptr) return (FALSE);
4909 /* It is fully known, no information needed */
4910 if (object_is_known(o_ptr))
4912 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
4916 /* Check for a feeling */
4917 feel = value_check_aux1(o_ptr);
4919 /* Get an object description */
4920 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4922 /* Skip non-feelings */
4925 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);
4930 msg_format("%sは%sという感じがする...", o_name, game_inscriptions[feel]);
4932 msg_format("You feel that the %s %s %s...",
4933 o_name, ((o_ptr->number == 1) ? "is" : "are"), game_inscriptions[feel]);
4937 o_ptr->ident |= (IDENT_SENSE);
4938 o_ptr->feeling = feel;
4939 o_ptr->marked |= OM_TOUCHED;
4941 p_ptr->update |= (PU_COMBINE | PU_REORDER);
4942 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4944 /* Valid "tval" codes */
4945 switch (o_ptr->tval)
4973 /* Auto-inscription/destroy */
4974 autopick_alter_item(item, (bool)(okay && destroy_feeling));
4976 /* Something happened */
4981 bool draconian_breath(player_type *creature_ptr)
4984 int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
4985 concptr Type_desc = ((Type == GF_COLD) ? _("冷気", "cold") : _("炎", "fire"));
4987 if (!get_aim_dir(&dir)) return FALSE;
4989 if (randint1(100) < creature_ptr->lev)
4991 switch (creature_ptr->pclass)
4994 case CLASS_BERSERKER:
4997 case CLASS_IMITATOR:
5003 Type_desc = _("エレメント", "the elements");
5008 Type_desc = _("破片", "shards");
5012 case CLASS_WARRIOR_MAGE:
5013 case CLASS_HIGH_MAGE:
5014 case CLASS_SORCERER:
5015 case CLASS_MAGIC_EATER:
5016 case CLASS_RED_MAGE:
5017 case CLASS_BLUE_MAGE:
5018 case CLASS_MIRROR_MASTER:
5022 Type_desc = _("魔力", "mana");
5026 Type = GF_DISENCHANT;
5027 Type_desc = _("劣化", "disenchantment");
5030 case CLASS_CHAOS_WARRIOR:
5033 Type = GF_CONFUSION;
5034 Type_desc = _("混乱", "confusion");
5039 Type_desc = _("カオス", "chaos");
5044 case CLASS_FORCETRAINER:
5047 Type = GF_CONFUSION;
5048 Type_desc = _("混乱", "confusion");
5053 Type_desc = _("轟音", "sound");
5056 case CLASS_MINDCRAFTER:
5059 Type = GF_CONFUSION;
5060 Type_desc = _("混乱", "confusion");
5065 Type_desc = _("精神エネルギー", "mental energy");
5072 Type = GF_HELL_FIRE;
5073 Type_desc = _("地獄の劫火", "hellfire");
5077 Type = GF_HOLY_FIRE;
5078 Type_desc = _("聖なる炎", "holy fire");
5086 Type_desc = _("暗黒", "darkness");
5091 Type_desc = _("毒", "poison");
5098 Type_desc = _("轟音", "sound");
5102 Type = GF_CONFUSION;
5103 Type_desc = _("混乱", "confusion");
5110 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
5112 fire_breath(Type, dir, creature_ptr->lev * 2, (creature_ptr->lev / 15) + 1);
5116 bool android_inside_weapon(player_type *creature_ptr)
5119 if (!get_aim_dir(&dir)) return FALSE;
5120 if (creature_ptr->lev < 10)
5122 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
5123 fire_bolt(GF_MISSILE, dir, (creature_ptr->lev + 1) / 2);
5125 else if (creature_ptr->lev < 25)
5127 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
5128 fire_bolt(GF_MISSILE, dir, creature_ptr->lev);
5130 else if (creature_ptr->lev < 35)
5132 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
5133 fire_ball(GF_MISSILE, dir, creature_ptr->lev * 2, 2);
5135 else if (creature_ptr->lev < 45)
5137 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
5138 fire_beam(GF_MISSILE, dir, creature_ptr->lev * 2);
5142 msg_print(_("ロケットを発射した。", "You fire a rocket."));
5143 fire_rocket(GF_ROCKET, dir, creature_ptr->lev * 5, 2);
5148 bool create_ration(player_type *crature_ptr)
5154 /* Create the food ration */
5155 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
5157 /* Drop the object from heaven */
5158 (void)drop_near(q_ptr, -1, crature_ptr->y, crature_ptr->x);
5159 msg_print(_("食事を料理して作った。", "You cook some food."));
5163 void hayagake(player_type *creature_ptr)
5165 if (creature_ptr->action == ACTION_HAYAGAKE)
5167 set_action(ACTION_NONE);
5171 cave_type *c_ptr = &cave[creature_ptr->y][creature_ptr->x];
5172 feature_type *f_ptr = &f_info[c_ptr->feat];
5174 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
5175 (!creature_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
5177 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
5181 set_action(ACTION_HAYAGAKE);
5184 creature_ptr->energy_use = 0;
5187 bool double_attack(player_type *creature_ptr)
5192 if (!get_rep_dir(&dir, FALSE)) return FALSE;
5193 y = creature_ptr->y + ddy[dir];
5194 x = creature_ptr->x + ddx[dir];
5195 if (cave[y][x].m_idx)
5198 msg_print(_("あーたたたたたたたたたたたたたたたたたたたたたた!!!",
5199 "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
5201 msg_print(_("無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄!!!",
5202 "Mudamudamudamudamudamudamudamudamudamudamudamudamuda!!!!"));
5204 msg_print(_("オラオラオラオラオラオラオラオラオラオラオラオラ!!!",
5205 "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
5208 if (cave[y][x].m_idx)
5213 creature_ptr->energy_need += ENERGY_NEED();
5217 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"));
5223 bool comvert_hp_to_mp(player_type *creature_ptr)
5225 int gain_sp = take_hit(DAMAGE_USELIFE, creature_ptr->lev, _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
5228 creature_ptr->csp += gain_sp;
5229 if (creature_ptr->csp > creature_ptr->msp)
5231 creature_ptr->csp = creature_ptr->msp;
5232 creature_ptr->csp_frac = 0;
5237 msg_print(_("変換に失敗した。", "You failed to convert."));
5239 creature_ptr->redraw |= (PR_HP | PR_MANA);
5243 bool comvert_mp_to_hp(player_type *creature_ptr)
5245 if (creature_ptr->csp >= creature_ptr->lev / 5)
5247 creature_ptr->csp -= creature_ptr->lev / 5;
5248 hp_player(creature_ptr->lev);
5252 msg_print(_("変換に失敗した。", "You failed to convert."));
5254 /* Redraw mana and hp */
5255 creature_ptr->redraw |= (PR_HP | PR_MANA);
5259 bool demonic_breath(player_type *creature_ptr)
5262 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
5263 if (!get_aim_dir(&dir)) return FALSE;
5265 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), ((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
5266 fire_breath(type, dir, creature_ptr->lev * 3, (creature_ptr->lev / 15) + 1);
5270 bool mirror_concentration(player_type *creature_ptr)
5274 msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
5277 if (is_mirror_grid(&cave[creature_ptr->y][creature_ptr->x]))
5279 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
5281 creature_ptr->csp += (5 + creature_ptr->lev * creature_ptr->lev / 100);
5282 if (creature_ptr->csp >= creature_ptr->msp)
5284 creature_ptr->csp = creature_ptr->msp;
5285 creature_ptr->csp_frac = 0;
5287 creature_ptr->redraw |= (PR_MANA);
5291 msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
5296 bool sword_dancing(player_type *creature_ptr)
5299 POSITION y = 0, x = 0;
5303 for (i = 0; i < 6; i++)
5306 y = creature_ptr->y + ddy_ddd[dir];
5307 x = creature_ptr->x + ddx_ddd[dir];
5308 c_ptr = &cave[y][x];
5310 /* Hack -- attack monsters */
5315 msg_print(_("攻撃が空をきった。", "You attack the empty air."));
5321 bool confusing_light(player_type *creature_ptr)
5323 msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
5324 slow_monsters(p_ptr->lev);
5325 stun_monsters(p_ptr->lev * 4);
5326 confuse_monsters(p_ptr->lev * 4);
5327 turn_monsters(p_ptr->lev * 4);
5328 stasis_monsters(p_ptr->lev * 4);
5332 bool rodeo(player_type *creature_ptr)
5334 GAME_TEXT m_name[MAX_NLEN];
5335 monster_type *m_ptr;
5336 monster_race *r_ptr;
5339 if (creature_ptr->riding)
5341 msg_print(_("今は乗馬中だ。", "You ARE riding."));
5344 if (!do_riding(TRUE)) return TRUE;
5346 m_ptr = &m_list[creature_ptr->riding];
5347 r_ptr = &r_info[m_ptr->r_idx];
5348 monster_desc(m_name, m_ptr, 0);
5349 msg_format(_("%sに乗った。", "You ride on %s."), m_name);
5351 if (is_pet(m_ptr)) return TRUE;
5353 rlev = r_ptr->level;
5355 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
5356 if (rlev > 60) rlev = 60 + (rlev - 60) / 2;
5357 if ((randint1(creature_ptr->skill_exp[GINOU_RIDING] / 120 + creature_ptr->lev * 2 / 3) > rlev)
5358 && one_in_(2) && !creature_ptr->inside_arena && !creature_ptr->inside_battle
5359 && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
5360 && (rlev < creature_ptr->lev * 3 / 2 + randint0(creature_ptr->lev / 5)))
5362 msg_format(_("%sを手なずけた。", "You tame %s."), m_name);
5367 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."), m_name);
5371 /* 落馬処理に失敗してもとにかく乗馬解除 */
5372 creature_ptr->riding = 0;
5377 bool clear_mind(player_type *creature_ptr)
5381 msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
5384 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
5386 creature_ptr->csp += (3 + creature_ptr->lev / 20);
5387 if (creature_ptr->csp >= creature_ptr->msp)
5389 creature_ptr->csp = creature_ptr->msp;
5390 creature_ptr->csp_frac = 0;
5392 creature_ptr->redraw |= (PR_MANA);
5396 bool concentration(player_type *creature_ptr)
5398 int max_csp = MAX(creature_ptr->msp * 4, creature_ptr->lev * 5 + 5);
5402 msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
5405 if (creature_ptr->special_defense & KATA_MASK)
5407 msg_print(_("今は構えに集中している。", "You need concentration on your form."));
5410 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
5412 creature_ptr->csp += creature_ptr->msp / 2;
5413 if (creature_ptr->csp >= max_csp)
5415 creature_ptr->csp = max_csp;
5416 creature_ptr->csp_frac = 0;
5418 creature_ptr->redraw |= (PR_MANA);