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.
17 #include "monsterrace-hook.h"
20 #include "projection.h"
21 #include "spells-summon.h"
26 #include "spells-status.h"
29 * @brief プレイヤー周辺の地形を感知する
32 * @param known 地形から危険フラグを外すならTRUE
33 * @return 効力があった場合TRUEを返す
35 static bool detect_feat_flag(POSITION range, int flag, bool known)
41 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
43 /* Scan the current panel */
44 for (y = 1; y < cur_hgt - 1; y++)
46 for (x = 1; x <= cur_wid - 1; x++)
48 int dist = distance(p_ptr->y, p_ptr->x, y, x);
49 if (dist > range) continue;
55 /* Mark as detected */
56 if (dist <= range && known)
58 if (dist <= range - 1) c_ptr->info |= (CAVE_IN_DETECT);
60 c_ptr->info &= ~(CAVE_UNSAFE);
67 if (cave_have_flag_grid(c_ptr, flag))
72 /* Hack -- Memorize */
73 c_ptr->info |= (CAVE_MARK);
86 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
88 * @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
89 * @return 効力があった場合TRUEを返す
91 bool detect_traps(POSITION range, bool known)
93 bool detect = detect_feat_flag(range, FF_TRAP, known);
95 if (known) p_ptr->dtrap = TRUE;
97 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
100 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
107 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
109 * @return 効力があった場合TRUEを返す
111 bool detect_doors(POSITION range)
113 bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
115 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
118 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
125 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
127 * @return 効力があった場合TRUEを返す
129 bool detect_stairs(POSITION range)
131 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
133 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
136 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
143 * @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
145 * @return 効力があった場合TRUEを返す
147 bool detect_treasure(POSITION range)
149 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
151 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
154 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!"));
161 * @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
163 * @return 効力があった場合TRUEを返す
165 bool detect_objects_gold(POSITION range)
169 POSITION range2 = range;
173 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
176 for (i = 1; i < o_max; i++)
178 object_type *o_ptr = &o_list[i];
180 /* Skip dead objects */
181 if (!o_ptr->k_idx) continue;
183 /* Skip held objects */
184 if (o_ptr->held_m_idx) continue;
189 /* Only detect nearby objects */
190 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
192 /* Detect "gold" objects */
193 if (o_ptr->tval == TV_GOLD)
195 o_ptr->marked |= OM_FOUND;
201 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
204 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
207 if (detect_monsters_string(range, "$"))
216 * @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
218 * @return 効力があった場合TRUEを返す
220 bool detect_objects_normal(POSITION range)
224 POSITION range2 = range;
228 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
231 for (i = 1; i < o_max; i++)
233 object_type *o_ptr = &o_list[i];
235 /* Skip dead objects */
236 if (!o_ptr->k_idx) continue;
238 /* Skip held objects */
239 if (o_ptr->held_m_idx) continue;
244 /* Only detect nearby objects */
245 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
247 /* Detect "real" objects */
248 if (o_ptr->tval != TV_GOLD)
250 o_ptr->marked |= OM_FOUND;
256 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
259 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
262 if (detect_monsters_string(range, "!=?|/`"))
271 * @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.
273 * @return 効力があった場合TRUEを返す
276 * This will light up all spaces with "magic" items, including artifacts,
277 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
278 * and "enchanted" items of the "good" variety.
280 * It can probably be argued that this function is now too powerful.
283 bool detect_objects_magic(POSITION range)
285 OBJECT_TYPE_VALUE tv;
291 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
293 /* Scan all objects */
294 for (i = 1; i < o_max; i++)
296 object_type *o_ptr = &o_list[i];
298 /* Skip dead objects */
299 if (!o_ptr->k_idx) continue;
301 /* Skip held objects */
302 if (o_ptr->held_m_idx) continue;
307 /* Only detect nearby objects */
308 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
310 /* Examine the tval */
313 /* Artifacts, misc magic items, or enchanted wearables */
314 if (object_is_artifact(o_ptr) ||
315 object_is_ego(o_ptr) ||
316 (tv == TV_WHISTLE) ||
324 (tv == TV_LIFE_BOOK) ||
325 (tv == TV_SORCERY_BOOK) ||
326 (tv == TV_NATURE_BOOK) ||
327 (tv == TV_CHAOS_BOOK) ||
328 (tv == TV_DEATH_BOOK) ||
329 (tv == TV_TRUMP_BOOK) ||
330 (tv == TV_ARCANE_BOOK) ||
331 (tv == TV_CRAFT_BOOK) ||
332 (tv == TV_DAEMON_BOOK) ||
333 (tv == TV_CRUSADE_BOOK) ||
334 (tv == TV_MUSIC_BOOK) ||
335 (tv == TV_HISSATSU_BOOK) ||
336 (tv == TV_HEX_BOOK) ||
337 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
339 /* Memorize the item */
340 o_ptr->marked |= OM_FOUND;
347 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!"));
356 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
358 * @return 効力があった場合TRUEを返す
360 bool detect_monsters_normal(POSITION range)
366 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
368 for (i = 1; i < m_max; i++)
370 monster_type *m_ptr = &m_list[i];
371 monster_race *r_ptr = &r_info[m_ptr->r_idx];
373 /* Skip dead monsters */
374 if (!m_ptr->r_idx) continue;
379 /* Only detect nearby monsters */
380 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
382 /* Detect all non-invisible monsters */
383 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
385 /* Repair visibility later */
386 repair_monsters = TRUE;
388 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
389 update_monster(i, FALSE);
394 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
397 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
404 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
406 * @return 効力があった場合TRUEを返す
408 bool detect_monsters_invis(POSITION range)
414 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
416 for (i = 1; i < m_max; i++)
418 monster_type *m_ptr = &m_list[i];
419 monster_race *r_ptr = &r_info[m_ptr->r_idx];
421 /* Skip dead monsters */
422 if (!m_ptr->r_idx) continue;
427 /* Only detect nearby monsters */
428 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
430 /* Detect invisible monsters */
431 if (r_ptr->flags2 & RF2_INVISIBLE)
433 /* Update monster recall window */
434 if (p_ptr->monster_race_idx == m_ptr->r_idx)
436 p_ptr->window |= (PW_MONSTER);
439 /* Repair visibility later */
440 repair_monsters = TRUE;
442 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
443 update_monster(i, FALSE);
448 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
451 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
457 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
459 * @return 効力があった場合TRUEを返す
461 bool detect_monsters_evil(POSITION range)
467 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
469 for (i = 1; i < m_max; i++)
471 monster_type *m_ptr = &m_list[i];
472 monster_race *r_ptr = &r_info[m_ptr->r_idx];
474 /* Skip dead monsters */
475 if (!m_ptr->r_idx) continue;
480 /* Only detect nearby monsters */
481 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
483 /* Detect evil monsters */
484 if (r_ptr->flags3 & RF3_EVIL)
486 if (is_original_ap(m_ptr))
488 /* Take note that they are evil */
489 r_ptr->r_flags3 |= (RF3_EVIL);
491 /* Update monster recall window */
492 if (p_ptr->monster_race_idx == m_ptr->r_idx)
494 p_ptr->window |= (PW_MONSTER);
498 /* Repair visibility later */
499 repair_monsters = TRUE;
501 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
502 update_monster(i, FALSE);
508 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
514 * @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
516 * @return 効力があった場合TRUEを返す
518 bool detect_monsters_nonliving(POSITION range)
524 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
526 for (i = 1; i < m_max; i++)
528 monster_type *m_ptr = &m_list[i];
530 /* Skip dead monsters */
531 if (!m_ptr->r_idx) continue;
536 /* Only detect nearby monsters */
537 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
539 /* Detect non-living monsters */
540 if (!monster_living(m_ptr->r_idx))
542 /* Update monster recall window */
543 if (p_ptr->monster_race_idx == m_ptr->r_idx)
545 p_ptr->window |= (PW_MONSTER);
548 /* Repair visibility later */
549 repair_monsters = TRUE;
551 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
552 update_monster(i, FALSE);
558 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!"));
564 * @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
566 * @return 効力があった場合TRUEを返す
568 bool detect_monsters_mind(POSITION range)
574 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
576 for (i = 1; i < m_max; i++)
578 monster_type *m_ptr = &m_list[i];
579 monster_race *r_ptr = &r_info[m_ptr->r_idx];
581 /* Skip dead monsters */
582 if (!m_ptr->r_idx) continue;
587 /* Only detect nearby monsters */
588 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
590 /* Detect non-living monsters */
591 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
593 /* Update monster recall window */
594 if (p_ptr->monster_race_idx == m_ptr->r_idx)
596 p_ptr->window |= (PW_MONSTER);
599 /* Repair visibility later */
600 repair_monsters = TRUE;
602 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
603 update_monster(i, FALSE);
609 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
616 * @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
618 * @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)
619 * @return 効力があった場合TRUEを返す
621 bool detect_monsters_string(POSITION range, concptr Match)
627 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
629 for (i = 1; i < m_max; i++)
631 monster_type *m_ptr = &m_list[i];
632 monster_race *r_ptr = &r_info[m_ptr->r_idx];
634 /* Skip dead monsters */
635 if (!m_ptr->r_idx) continue;
640 /* Only detect nearby monsters */
641 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
643 /* Detect monsters with the same symbol */
644 if (my_strchr(Match, r_ptr->d_char))
646 /* Update monster recall window */
647 if (p_ptr->monster_race_idx == m_ptr->r_idx)
649 p_ptr->window |= (PW_MONSTER);
652 /* Repair visibility later */
653 repair_monsters = TRUE;
655 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
656 update_monster(i, FALSE);
661 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
664 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
670 * @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
672 * @param match_flag 感知フラグ
673 * @return 効力があった場合TRUEを返す
675 bool detect_monsters_xxx(POSITION range, u32b match_flag)
680 concptr desc_monsters = _("変なモンスター", "weird monsters");
682 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
684 for (i = 1; i < m_max; i++)
686 monster_type *m_ptr = &m_list[i];
687 monster_race *r_ptr = &r_info[m_ptr->r_idx];
689 /* Skip dead monsters */
690 if (!m_ptr->r_idx) continue;
695 /* Only detect nearby monsters */
696 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
698 /* Detect evil monsters */
699 if (r_ptr->flags3 & (match_flag))
701 if (is_original_ap(m_ptr))
703 /* Take note that they are something */
704 r_ptr->r_flags3 |= (match_flag);
706 /* Update monster recall window */
707 if (p_ptr->monster_race_idx == m_ptr->r_idx)
709 p_ptr->window |= (PW_MONSTER);
713 /* Repair visibility later */
714 repair_monsters = TRUE;
716 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
717 update_monster(i, FALSE);
726 desc_monsters = _("デーモン", "demons");
729 desc_monsters = _("アンデッド", "the undead");
733 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
741 * @brief 全感知処理 / Detect everything
743 * @return 効力があった場合TRUEを返す
745 bool detect_all(POSITION range)
749 /* Detect everything */
750 if (detect_traps(range, TRUE)) detect = TRUE;
751 if (detect_doors(range)) detect = TRUE;
752 if (detect_stairs(range)) detect = TRUE;
754 /* There are too many hidden treasure. So... */
755 /* if (detect_treasure(range)) detect = TRUE; */
757 if (detect_objects_gold(range)) detect = TRUE;
758 if (detect_objects_normal(range)) detect = TRUE;
759 if (detect_monsters_invis(range)) detect = TRUE;
760 if (detect_monsters_normal(range)) detect = TRUE;
766 * @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
769 * @return 効力があった場合TRUEを返す
772 * Note that affected monsters are NOT auto-tracked by this usage.
774 * To avoid misbehavior when monster deaths have side-effects,
775 * this is done in two passes. -- JDL
778 bool project_all_los(EFFECT_ID typ, HIT_POINT dam)
782 BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
783 bool obvious = FALSE;
786 /* Mark all (nearby) monsters */
787 for (i = 1; i < m_max; i++)
789 monster_type *m_ptr = &m_list[i];
791 /* Paranoia -- Skip dead monsters */
792 if (!m_ptr->r_idx) continue;
797 /* Require line of sight */
798 if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
800 /* Mark the monster */
801 m_ptr->mflag |= (MFLAG_TEMP);
804 /* Affect all marked monsters */
805 for (i = 1; i < m_max; i++)
807 monster_type *m_ptr = &m_list[i];
809 /* Skip unmarked monsters */
810 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
813 m_ptr->mflag &= ~(MFLAG_TEMP);
818 /* Jump directly to the target monster */
819 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
826 * @brief 視界内モンスターを加速する処理 / Speed monsters
827 * @return 効力があった場合TRUEを返す
829 bool speed_monsters(void)
831 return (project_all_los(GF_OLD_SPEED, p_ptr->lev));
835 * @brief 視界内モンスターを加速する処理 / Slow monsters
836 * @return 効力があった場合TRUEを返す
838 bool slow_monsters(int power)
840 return (project_all_los(GF_OLD_SLOW, power));
844 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
845 * @return 効力があった場合TRUEを返す
847 bool sleep_monsters(int power)
849 return (project_all_los(GF_OLD_SLEEP, power));
853 * @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
854 * @return 効力があった場合TRUEを返す
856 bool banish_evil(int dist)
858 return (project_all_los(GF_AWAY_EVIL, dist));
862 * @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
863 * @return 効力があった場合TRUEを返す
865 bool turn_undead(void)
867 bool tester = (project_all_los(GF_TURN_UNDEAD, p_ptr->lev));
869 chg_virtue(V_UNLIFE, -1);
874 * @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
875 * @return 効力があった場合TRUEを返す
877 bool dispel_undead(HIT_POINT dam)
879 bool tester = (project_all_los(GF_DISP_UNDEAD, dam));
881 chg_virtue(V_UNLIFE, -2);
886 * @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
887 * @return 効力があった場合TRUEを返す
889 bool dispel_evil(HIT_POINT dam)
891 return (project_all_los(GF_DISP_EVIL, dam));
895 * @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
896 * @return 効力があった場合TRUEを返す
898 bool dispel_good(HIT_POINT dam)
900 return (project_all_los(GF_DISP_GOOD, dam));
904 * @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
905 * @return 効力があった場合TRUEを返す
907 bool dispel_monsters(HIT_POINT dam)
909 return (project_all_los(GF_DISP_ALL, dam));
912 bool cleansing_nova(player_type *creature_ptr, bool magic, bool powerful)
915 if (dispel_evil(powerful ? 225 : 150)) ident = TRUE;
916 int k = 3 * creature_ptr->lev;
917 if (set_protevil((magic ? 0 : creature_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
918 if (set_poisoned(0)) ident = TRUE;
919 if (set_afraid(0)) ident = TRUE;
920 if (hp_player(50)) ident = TRUE;
921 if (set_stun(0)) ident = TRUE;
922 if (set_cut(0)) ident = TRUE;
926 bool unleash_mana_storm(player_type *creature_ptr, bool powerful)
928 msg_print(_("強力な魔力が敵を引き裂いた!", "Mighty magics rend your enemies!"));
929 project(0, (powerful ? 7 : 5), p_ptr->y, p_ptr->x,
930 (randint1(200) + (powerful ? 500 : 300)) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
931 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))
933 (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);
939 * @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
940 * @return 効力があった場合TRUEを返す
942 bool dispel_living(HIT_POINT dam)
944 return (project_all_los(GF_DISP_LIVING, dam));
948 * @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
949 * @return 効力があった場合TRUEを返す
951 bool dispel_demons(HIT_POINT dam)
953 return (project_all_los(GF_DISP_DEMON, dam));
957 * @brief 視界内のモンスターに「聖戦」効果を与える処理
958 * @return 効力があった場合TRUEを返す
962 return (project_all_los(GF_CRUSADE, p_ptr->lev*4));
966 * @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.
967 * @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)
970 void aggravate_monsters(MONSTER_IDX who)
976 /* Aggravate everyone nearby */
977 for (i = 1; i < m_max; i++)
979 monster_type *m_ptr = &m_list[i];
981 /* Paranoia -- Skip dead monsters */
982 if (!m_ptr->r_idx) continue;
984 /* Skip aggravating monster (or player) */
985 if (i == who) continue;
987 /* Wake up nearby sleeping monsters */
988 if (m_ptr->cdis < MAX_SIGHT * 2)
991 if (MON_CSLEEP(m_ptr))
993 (void)set_monster_csleep(i, 0);
996 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
999 /* Speed up monsters in line of sight */
1000 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
1004 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
1010 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!"));
1011 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!"));
1012 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
1017 * @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
1018 * @param m_idx 抹殺するモンスターID
1019 * @param power 抹殺の威力
1020 * @param player_cast プレイヤーの魔法によるものならば TRUE
1021 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
1022 * @param spell_name 抹殺効果を起こした魔法の名前
1023 * @return 効力があった場合TRUEを返す
1025 bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, concptr spell_name)
1027 int msec = delay_factor * delay_factor * delay_factor;
1028 monster_type *m_ptr = &m_list[m_idx];
1029 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1030 bool resist = FALSE;
1032 if (is_pet(m_ptr) && !player_cast) return FALSE;
1034 /* Hack -- Skip Unique Monsters or Quest Monsters */
1035 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1036 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1037 else if (m_idx == p_ptr->riding) resist = TRUE;
1038 else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
1039 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1040 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1045 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1047 GAME_TEXT m_name[MAX_NLEN];
1049 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1050 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1053 delete_monster_idx(m_idx);
1056 if (resist && player_cast)
1058 bool see_m = is_seen(m_ptr);
1059 GAME_TEXT m_name[MAX_NLEN];
1061 monster_desc(m_name, m_ptr, 0);
1064 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1066 if (MON_CSLEEP(m_ptr))
1068 (void)set_monster_csleep(m_idx, 0);
1071 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1074 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1078 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1082 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1087 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);
1090 /* Visual feedback */
1091 move_cursor_relative(p_ptr->y, p_ptr->x);
1093 p_ptr->redraw |= (PR_HP);
1094 p_ptr->window |= (PW_PLAYER);
1099 Term_xtra(TERM_XTRA_DELAY, msec);
1106 * @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
1107 * @param power 抹殺の威力
1108 * @param player_cast プレイヤーの魔法によるものならば TRUE
1109 * @return 効力があった場合TRUEを返す
1111 bool symbol_genocide(int power, bool player_cast)
1115 bool result = FALSE;
1117 /* Prevent genocide in quest levels */
1118 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1120 msg_print(_("何も起きないようだ……", "It seems nothing happen here..."));
1124 /* Mega-Hack -- Get a monster symbol */
1125 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)) ;
1127 /* Delete the monsters of that "type" */
1128 for (i = 1; i < m_max; i++)
1130 monster_type *m_ptr = &m_list[i];
1131 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1133 /* Paranoia -- Skip dead monsters */
1134 if (!m_ptr->r_idx) continue;
1136 /* Skip "wrong" monsters */
1137 if (r_ptr->d_char != typ) continue;
1139 result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
1144 chg_virtue(V_VITALITY, -2);
1145 chg_virtue(V_CHANCE, -1);
1153 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1154 * @param power 抹殺の威力
1155 * @param player_cast プレイヤーの魔法によるものならば TRUE
1156 * @return 効力があった場合TRUEを返す
1158 bool mass_genocide(int power, bool player_cast)
1161 bool result = FALSE;
1163 /* Prevent mass genocide in quest levels */
1164 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1169 /* Delete the (nearby) monsters */
1170 for (i = 1; i < m_max; i++)
1172 monster_type *m_ptr = &m_list[i];
1174 /* Paranoia -- Skip dead monsters */
1175 if (!m_ptr->r_idx) continue;
1177 /* Skip distant monsters */
1178 if (m_ptr->cdis > MAX_SIGHT) continue;
1181 result |= genocide_aux(i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1186 chg_virtue(V_VITALITY, -2);
1187 chg_virtue(V_CHANCE, -1);
1195 * @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
1196 * @param power 抹殺の威力
1197 * @param player_cast プレイヤーの魔法によるものならば TRUE
1198 * @return 効力があった場合TRUEを返す
1200 bool mass_genocide_undead(int power, bool player_cast)
1203 bool result = FALSE;
1205 /* Prevent mass genocide in quest levels */
1206 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1211 /* Delete the (nearby) monsters */
1212 for (i = 1; i < m_max; i++)
1214 monster_type *m_ptr = &m_list[i];
1215 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1217 /* Paranoia -- Skip dead monsters */
1218 if (!m_ptr->r_idx) continue;
1220 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1222 /* Skip distant monsters */
1223 if (m_ptr->cdis > MAX_SIGHT) continue;
1226 result |= genocide_aux(i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1231 chg_virtue(V_UNLIFE, -2);
1232 chg_virtue(V_CHANCE, -1);
1240 * @brief 周辺モンスターを調査する / Probe nearby monsters
1241 * @return 効力があった場合TRUEを返す
1246 int speed; /* TODO */
1257 /* Probe all (nearby) monsters */
1258 for (i = 1; i < m_max; i++)
1260 monster_type *m_ptr = &m_list[i];
1261 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1263 /* Paranoia -- Skip dead monsters */
1264 if (!m_ptr->r_idx) continue;
1266 /* Require line of sight */
1267 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
1269 /* Probe visible monsters */
1272 GAME_TEXT m_name[MAX_NLEN];
1274 /* Start the message */
1277 msg_print(_("調査中...", "Probing..."));
1282 if (!is_original_ap(m_ptr))
1284 if (m_ptr->mflag2 & MFLAG2_KAGE)
1285 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1287 m_ptr->ap_r_idx = m_ptr->r_idx;
1288 lite_spot(m_ptr->fy, m_ptr->fx);
1290 /* Get "the monster" or "something" */
1291 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1293 speed = m_ptr->mspeed - 110;
1294 if (MON_FAST(m_ptr)) speed += 10;
1295 if (MON_SLOW(m_ptr)) speed -= 10;
1296 if (ironman_nightmare) speed += 5;
1298 /* Get the monster's alignment */
1299 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
1300 else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
1301 else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
1302 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)");
1303 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
1304 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
1305 else align = _("中立", "neutral");
1307 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:"),
1308 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1310 if (r_ptr->next_r_idx)
1312 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1316 strcat(buf, "xxx ");
1319 if (MON_CSLEEP(m_ptr)) strcat(buf,_("睡眠 ", "sleeping "));
1320 if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
1321 if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
1322 if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
1323 if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
1324 buf[strlen(buf)-1] = '\0';
1327 /* HACK : Add the line to message buffer */
1330 p_ptr->window |= (PW_MESSAGE);
1333 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
1336 Term_erase(0, 0, 255);
1338 /* Learn everything about this monster */
1339 if (lore_do_probe(m_ptr->r_idx))
1341 /* Get base name of monster */
1342 strcpy(buf, (r_name + r_ptr->name));
1345 /* Note that we learnt some new flags -Mogami- */
1346 msg_format("%sについてさらに詳しくなった気がする。", buf);
1351 /* Note that we learnt some new flags -Mogami- */
1352 msg_format("You now know more about %s.", buf);
1354 /* Clear -more- prompt */
1369 chg_virtue(V_KNOWLEDGE, 1);
1370 msg_print(_("これで全部です。", "That's all."));
1378 * @brief *破壊*処理を行う / The spell of destruction
1379 * @param y1 破壊の中心Y座標
1380 * @param x1 破壊の中心X座標
1382 * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
1383 * @return 効力があった場合TRUEを返す
1386 * This spell "deletes" monsters (instead of "killing" them).
1388 * Later we may use one function for both "destruction" and
1389 * "earthquake" by using the "full" to select "destruction".
1392 bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
1399 /* Prevent destruction of quest levels and town */
1400 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1405 /* Lose monster light */
1406 if (!in_generate) clear_mon_lite();
1408 /* Big area of affect */
1409 for (y = (y1 - r); y <= (y1 + r); y++)
1411 for (x = (x1 - r); x <= (x1 + r); x++)
1413 /* Skip illegal grids */
1414 if (!in_bounds(y, x)) continue;
1416 /* Extract the distance */
1417 k = distance(y1, x1, y, x);
1419 /* Stay in the circle of death */
1420 if (k > r) continue;
1421 c_ptr = &cave[y][x];
1423 /* Lose room and vault */
1424 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1426 /* Lose light and knowledge */
1427 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
1429 if (!in_generate) /* Normal */
1432 c_ptr->info &= ~(CAVE_UNSAFE);
1434 /* Hack -- Notice player affect */
1435 if (player_bold(y, x))
1437 /* Hurt the player later */
1440 /* Do not hurt this grid */
1445 /* Hack -- Skip the epicenter */
1446 if ((y == y1) && (x == x1)) continue;
1450 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1451 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1453 if (in_generate) /* In generation */
1455 /* Delete the monster (if any) */
1456 delete_monster(y, x);
1458 else if (r_ptr->flags1 & RF1_QUESTOR)
1460 /* Heal the monster */
1461 m_ptr->hp = m_ptr->maxhp;
1463 /* Try to teleport away quest monsters */
1464 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
1468 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1470 GAME_TEXT m_name[MAX_NLEN];
1472 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1473 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
1476 /* Delete the monster (if any) */
1477 delete_monster(y, x);
1481 /* During generation, destroyed artifacts are "preserved" */
1482 if (preserve_mode || in_generate)
1484 OBJECT_IDX this_o_idx, next_o_idx = 0;
1486 /* Scan all objects in the grid */
1487 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1490 o_ptr = &o_list[this_o_idx];
1492 /* Acquire next object */
1493 next_o_idx = o_ptr->next_o_idx;
1495 /* Hack -- Preserve unknown artifacts */
1496 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
1498 /* Mega-Hack -- Preserve the artifact */
1499 a_info[o_ptr->name1].cur_num = 0;
1501 if (in_generate && cheat_peek)
1503 GAME_TEXT o_name[MAX_NLEN];
1504 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1505 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);
1508 else if (in_generate && cheat_peek && o_ptr->art_name)
1510 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。",
1511 "One of the random artifacts was *destroyed* during generation."));
1516 delete_object(y, x);
1518 /* Destroy "non-permanent" grids */
1519 if (!cave_perma_grid(c_ptr))
1521 /* Wall (or floor) type */
1524 if (!in_generate) /* Normal */
1528 /* Create granite wall */
1529 cave_set_feat(y, x, feat_granite);
1533 /* Create quartz vein */
1534 cave_set_feat(y, x, feat_quartz_vein);
1538 /* Create magma vein */
1539 cave_set_feat(y, x, feat_magma_vein);
1544 cave_set_feat(y, x, floor_type[randint0(100)]);
1547 else /* In generation */
1551 /* Create granite wall */
1552 place_extra_grid(c_ptr);
1556 /* Create quartz vein */
1557 c_ptr->feat = feat_quartz_vein;
1561 /* Create magma vein */
1562 c_ptr->feat = feat_magma_vein;
1567 place_floor_grid(c_ptr);
1570 /* Clear garbage of hidden trap or door */
1579 /* Process "re-glowing" */
1580 for (y = (y1 - r); y <= (y1 + r); y++)
1582 for (x = (x1 - r); x <= (x1 + r); x++)
1584 /* Skip illegal grids */
1585 if (!in_bounds(y, x)) continue;
1587 /* Extract the distance */
1588 k = distance(y1, x1, y, x);
1590 /* Stay in the circle of death */
1591 if (k > r) continue;
1592 c_ptr = &cave[y][x];
1594 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
1595 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
1601 for (i = 0; i < 9; i++)
1603 yy = y + ddy_ddd[i];
1604 xx = x + ddx_ddd[i];
1605 if (!in_bounds2(yy, xx)) continue;
1606 cc_ptr = &cave[yy][xx];
1607 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1609 c_ptr->info |= CAVE_GLOW;
1617 /* Hack -- Affect player */
1620 msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
1622 /* Blind the player */
1623 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
1626 (void)set_blind(p_ptr->blind + 10 + randint1(10));
1632 /* Mega-Hack -- Forget the view and lite */
1633 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1634 p_ptr->redraw |= (PR_MAP);
1635 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1637 if (p_ptr->special_defense & NINJA_S_STEALTH)
1639 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1649 * @brief 地震処理(サブルーチン) /
1650 * Induce an "earthquake" of the given radius at the given location.
1651 * @return 効力があった場合TRUEを返す
1655 * @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)
1659 * This will turn some walls into floors and some floors into walls.
1661 * The player will take damage and "jump" into a safe grid if possible,
1662 * otherwise, he will "tunnel" through the rubble instantaneously.
1664 * Monsters will take damage, and "jump" into a safe grid if possible,
1665 * otherwise they will be "buried" in the rubble, disappearing from
1666 * the level in the same way that they do when genocided.
1668 * Note that thus the player and monsters (except eaters of walls and
1669 * passers through walls) will never occupy the same grid as a wall.
1670 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
1671 * for a single turn, unless that monster can pass_walls or kill_walls.
1672 * This has allowed massive simplification of the "monster" code.
1675 bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
1679 POSITION y, x, yy, xx, dy, dx;
1682 POSITION sy = 0, sx = 0;
1687 /* Prevent destruction of quest levels and town */
1688 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1693 /* Paranoia -- Enforce maximum range */
1696 /* Clear the "maximal blast" area */
1697 for (y = 0; y < 32; y++)
1699 for (x = 0; x < 32; x++)
1705 /* Check around the epicenter */
1706 for (dy = -r; dy <= r; dy++)
1708 for (dx = -r; dx <= r; dx++)
1710 /* Extract the location */
1714 /* Skip illegal grids */
1715 if (!in_bounds(yy, xx)) continue;
1717 /* Skip distant grids */
1718 if (distance(cy, cx, yy, xx) > r) continue;
1719 c_ptr = &cave[yy][xx];
1721 /* Lose room and vault / Lose light and knowledge */
1722 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
1723 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
1725 /* Skip the epicenter */
1726 if (!dx && !dy) continue;
1728 /* Skip most grids */
1729 if (randint0(100) < 85) continue;
1731 /* Damage this grid */
1732 map[16+yy-cy][16+xx-cx] = TRUE;
1734 /* Hack -- Take note of player damage */
1735 if (player_bold(yy, xx)) hurt = TRUE;
1739 /* First, affect the player (if necessary) */
1740 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
1742 /* Check around the player */
1743 for (i = 0; i < 8; i++)
1745 /* Access the location */
1746 y = p_ptr->y + ddy_ddd[i];
1747 x = p_ptr->x + ddx_ddd[i];
1749 /* Skip non-empty grids */
1750 if (!cave_empty_bold(y, x)) continue;
1752 /* Important -- Skip "quake" grids */
1753 if (map[16+y-cy][16+x-cx]) continue;
1755 if (cave[y][x].m_idx) continue;
1757 /* Count "safe" grids */
1760 /* Randomize choice */
1761 if (randint0(sn) > 0) continue;
1763 /* Save the safe location */
1767 /* Random message */
1768 switch (randint1(3))
1772 msg_print(_("ダンジョンの壁が崩れた!", "The cave ceiling collapses!"));
1777 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!"));
1782 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!"));
1787 /* Hurt the player a lot */
1790 /* Message and damage */
1791 msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
1795 /* Destroy the grid, and push the player to safety */
1798 /* Calculate results */
1799 switch (randint1(3))
1803 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
1809 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
1810 damage = damroll(10, 4);
1811 (void)set_stun(p_ptr->stun + randint1(50));
1816 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!"));
1817 damage = damroll(10, 4);
1818 (void)set_stun(p_ptr->stun + randint1(50));
1823 /* Move the player to the safe location */
1824 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
1827 /* Important -- no wall on player */
1828 map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
1836 GAME_TEXT m_name[MAX_NLEN];
1837 monster_type *m_ptr = &m_list[m_idx];
1839 /* Get the monster's real name */
1840 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1842 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
1846 killer = _("地震", "an earthquake");
1849 take_hit(DAMAGE_ATTACK, damage, killer, -1);
1853 /* Examine the quaked region */
1854 for (dy = -r; dy <= r; dy++)
1856 for (dx = -r; dx <= r; dx++)
1858 /* Extract the location */
1862 /* Skip unaffected grids */
1863 if (!map[16+yy-cy][16+xx-cx]) continue;
1864 c_ptr = &cave[yy][xx];
1866 if (c_ptr->m_idx == p_ptr->riding) continue;
1868 /* Process monsters */
1871 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1872 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1874 /* Quest monsters */
1875 if (r_ptr->flags1 & RF1_QUESTOR)
1877 /* No wall on quest monsters */
1878 map[16+yy-cy][16+xx-cx] = FALSE;
1883 /* Most monsters cannot co-exist with rock */
1884 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
1885 !(r_ptr->flags2 & (RF2_PASS_WALL)))
1887 GAME_TEXT m_name[MAX_NLEN];
1889 /* Assume not safe */
1892 /* Monster can move to escape the wall */
1893 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
1895 /* Look for safety */
1896 for (i = 0; i < 8; i++)
1898 y = yy + ddy_ddd[i];
1899 x = xx + ddx_ddd[i];
1901 /* Skip non-empty grids */
1902 if (!cave_empty_bold(y, x)) continue;
1904 /* Hack -- no safety on glyph of warding */
1905 if (is_glyph_grid(&cave[y][x])) continue;
1906 if (is_explosive_rune_grid(&cave[y][x])) continue;
1908 /* ... nor on the Pattern */
1909 if (pattern_tile(y, x)) continue;
1911 /* Important -- Skip "quake" grids */
1912 if (map[16+y-cy][16+x-cx]) continue;
1914 if (cave[y][x].m_idx) continue;
1915 if (player_bold(y, x)) continue;
1917 /* Count "safe" grids */
1920 /* Randomize choice */
1921 if (randint0(sn) > 0) continue;
1923 /* Save the safe grid */
1928 monster_desc(m_name, m_ptr, 0);
1930 /* Scream in pain */
1931 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);
1933 /* Take damage from the quake */
1934 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
1936 /* Monster is certainly awake */
1937 (void)set_monster_csleep(c_ptr->m_idx, 0);
1939 /* Apply damage directly */
1940 m_ptr->hp -= damage;
1942 /* Delete (not kill) "dead" monsters */
1945 if (!ignore_unview || is_seen(m_ptr))
1946 msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
1950 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
1952 char m2_name[MAX_NLEN];
1954 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
1955 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
1959 delete_monster(yy, xx);
1961 /* No longer safe */
1965 /* Hack -- Escape from the rock */
1968 IDX m_idx_aux = cave[yy][xx].m_idx;
1970 /* Update the old location */
1971 cave[yy][xx].m_idx = 0;
1973 /* Update the new location */
1974 cave[sy][sx].m_idx = m_idx_aux;
1976 /* Move the monster */
1980 update_monster(m_idx, TRUE);
1989 /* Lose monster light */
1992 /* Examine the quaked region */
1993 for (dy = -r; dy <= r; dy++)
1995 for (dx = -r; dx <= r; dx++)
1997 /* Extract the location */
2001 /* Skip unaffected grids */
2002 if (!map[16+yy-cy][16+xx-cx]) continue;
2004 c_ptr = &cave[yy][xx];
2006 /* Paranoia -- never affect player */
2007 /* if (player_bold(yy, xx)) continue; */
2009 /* Destroy location (if valid) */
2010 if (cave_valid_bold(yy, xx))
2012 delete_object(yy, xx);
2014 /* Wall (or floor) type */
2015 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
2020 /* Create granite wall */
2021 cave_set_feat(yy, xx, feat_granite);
2027 /* Create quartz vein */
2028 cave_set_feat(yy, xx, feat_quartz_vein);
2034 /* Create magma vein */
2035 cave_set_feat(yy, xx, feat_magma_vein);
2042 cave_set_feat(yy, xx, floor_type[randint0(100)]);
2048 /* Process "re-glowing" */
2049 for (dy = -r; dy <= r; dy++)
2051 for (dx = -r; dx <= r; dx++)
2053 /* Extract the location */
2057 /* Skip illegal grids */
2058 if (!in_bounds(yy, xx)) continue;
2060 /* Skip distant grids */
2061 if (distance(cy, cx, yy, xx) > r) continue;
2062 c_ptr = &cave[yy][xx];
2064 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
2065 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
2071 for (ii = 0; ii < 9; ii++)
2073 yyy = yy + ddy_ddd[ii];
2074 xxx = xx + ddx_ddd[ii];
2075 if (!in_bounds2(yyy, xxx)) continue;
2076 cc_ptr = &cave[yyy][xxx];
2077 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2079 c_ptr->info |= CAVE_GLOW;
2087 /* Mega-Hack -- Forget the view and lite */
2088 /* Update the health bar */
2089 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
2090 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH | PR_MAP);
2091 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2093 if (p_ptr->special_defense & NINJA_S_STEALTH)
2095 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2103 * @brief 地震処理(プレイヤーの中心発動) /
2104 * Induce an "earthquake" of the given radius at the given location.
2105 * @return 効力があった場合TRUEを返す
2110 bool earthquake(POSITION cy, POSITION cx, POSITION r)
2112 return earthquake_aux(cy, cx, r, 0);
2119 void discharge_minion(void)
2124 for (i = 1; i < m_max; i++)
2126 monster_type *m_ptr = &m_list[i];
2127 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2128 if (m_ptr->nickname) okay = FALSE;
2130 if (!okay || p_ptr->riding)
2132 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? ")))
2135 for (i = 1; i < m_max; i++)
2138 monster_type *m_ptr = &m_list[i];
2139 monster_race *r_ptr;
2141 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2142 r_ptr = &r_info[m_ptr->r_idx];
2144 /* Uniques resist discharging */
2145 if (r_ptr->flags1 & RF1_UNIQUE)
2147 GAME_TEXT m_name[MAX_NLEN];
2148 monster_desc(m_name, m_ptr, 0x00);
2149 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);
2150 delete_monster_idx(i);
2153 dam = m_ptr->maxhp / 2;
2154 if (dam > 100) dam = (dam - 100) / 2 + 100;
2155 if (dam > 400) dam = (dam - 400) / 2 + 400;
2156 if (dam > 800) dam = 800;
2157 project(i, 2 + (r_ptr->level / 20), m_ptr->fy, m_ptr->fx, dam, GF_PLASMA,
2158 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
2160 if (record_named_pet && m_ptr->nickname)
2162 GAME_TEXT m_name[MAX_NLEN];
2164 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2165 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
2168 delete_monster_idx(i);
2174 * @brief 部屋全体を照らすサブルーチン
2178 * This routine clears the entire "temp" set.
2179 * This routine will Perma-Lite all "temp" grids.
2180 * This routine is used (only) by "lite_room()"
2181 * Dark grids are illuminated.
2182 * Also, process all affected monsters.
2184 * SMART monsters always wake up when illuminated
2185 * NORMAL monsters wake up 1/4 the time when illuminated
2186 * STUPID monsters wake up 1/10 the time when illuminated
2189 static void cave_temp_room_lite(void)
2193 /* Clear them all */
2194 for (i = 0; i < temp_n; i++)
2196 POSITION y = temp_y[i];
2197 POSITION x = temp_x[i];
2199 cave_type *c_ptr = &cave[y][x];
2201 /* No longer in the array */
2202 c_ptr->info &= ~(CAVE_TEMP);
2204 /* Update only non-CAVE_GLOW grids */
2205 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
2208 c_ptr->info |= (CAVE_GLOW);
2210 /* Process affected monsters */
2214 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2215 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2216 update_monster(c_ptr->m_idx, FALSE);
2218 /* Stupid monsters rarely wake up */
2219 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
2221 /* Smart monsters always wake up */
2222 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
2224 /* Sometimes monsters wake up */
2225 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
2228 (void)set_monster_csleep(c_ptr->m_idx, 0);
2230 /* Notice the "waking up" */
2233 GAME_TEXT m_name[MAX_NLEN];
2234 monster_desc(m_name, m_ptr, 0);
2235 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2245 update_local_illumination(y, x);
2255 * @brief 部屋全体を暗くするサブルーチン
2259 * This routine clears the entire "temp" set.
2260 * This routine will "darken" all "temp" grids.
2261 * In addition, some of these grids will be "unmarked".
2262 * This routine is used (only) by "unlite_room()"
2263 * Also, process all affected monsters
2266 static void cave_temp_room_unlite(void)
2270 /* Clear them all */
2271 for (i = 0; i < temp_n; i++)
2273 POSITION y = temp_y[i];
2274 POSITION x = temp_x[i];
2277 cave_type *c_ptr = &cave[y][x];
2278 bool do_dark = !is_mirror_grid(c_ptr);
2280 /* No longer in the array */
2281 c_ptr->info &= ~(CAVE_TEMP);
2283 /* Darken the grid */
2286 if (dun_level || !is_daytime())
2288 for (j = 0; j < 9; j++)
2290 int by = y + ddy_ddd[j];
2291 int bx = x + ddx_ddd[j];
2293 if (in_bounds2(by, bx))
2295 cave_type *cc_ptr = &cave[by][bx];
2297 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2305 if (!do_dark) continue;
2308 c_ptr->info &= ~(CAVE_GLOW);
2310 /* Hack -- Forget "boring" grids */
2311 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
2313 /* Forget the grid */
2314 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
2319 /* Process affected monsters */
2322 update_monster(c_ptr->m_idx, FALSE);
2327 update_local_illumination(y, x);
2337 * @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
2340 * @param pass_bold 地形条件を返す関数ポインタ
2343 static int next_to_open(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2350 for (i = 0; i < 16; i++)
2352 y = cy + ddy_cdd[i % 8];
2353 x = cx + ddx_cdd[i % 8];
2355 /* Found a wall, break the length */
2356 if (!pass_bold(y, x))
2358 /* Track best length */
2372 return (MAX(len, blen));
2376 * @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
2379 * @param pass_bold 地形条件を返す関数ポインタ
2382 static int next_to_walls_adj(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2388 for (i = 0; i < 8; i++)
2390 y = cy + ddy_ddd[i];
2391 x = cx + ddx_ddd[i];
2393 if (!pass_bold(y, x)) c++;
2401 * @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
2402 * @param y 部屋内のy座標1点
2403 * @param x 部屋内のx座標1点
2404 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
2405 * @param pass_bold 地形条件を返す関数ポインタ
2408 static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pass_bold)(POSITION, POSITION))
2413 c_ptr = &cave[y][x];
2415 /* Avoid infinite recursion */
2416 if (c_ptr->info & (CAVE_TEMP)) return;
2418 /* Do not "leave" the current room */
2419 if (!(c_ptr->info & (CAVE_ROOM)))
2421 if (only_room) return;
2424 if (!in_bounds2(y, x)) return;
2426 /* Do not exceed the maximum spell range */
2427 if (distance(p_ptr->y, p_ptr->x, y, x) > MAX_RANGE) return;
2429 /* Verify this grid */
2431 * The reason why it is ==6 instead of >5 is that 8 is impossible
2432 * due to the check for cave_bold above.
2433 * 7 lights dead-end corridors (you need to do this for the
2434 * checkboard interesting rooms, so that the boundary is lit
2436 * This leaves only a check for 6 bounding walls!
2438 if (in_bounds(y, x) && pass_bold(y, x) &&
2439 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
2442 /* Paranoia -- verify space */
2443 if (temp_n == TEMP_MAX) return;
2445 /* Mark the grid as "seen" */
2446 c_ptr->info |= (CAVE_TEMP);
2448 /* Add it to the "seen" set */
2455 * @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
2458 * @return 光を通すならばtrueを返す。
2460 static bool cave_pass_lite_bold(POSITION y, POSITION x)
2462 return cave_los_bold(y, x);
2466 * @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
2471 static void cave_temp_lite_room_aux(POSITION y, POSITION x)
2473 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
2477 * @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
2480 * @return 射線を通すならばtrueを返す。
2482 static bool cave_pass_dark_bold(POSITION y, POSITION x)
2484 return cave_have_flag_bold(y, x, FF_PROJECT);
2489 * @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
2494 static void cave_temp_unlite_room_aux(POSITION y, POSITION x)
2496 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
2501 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
2506 void lite_room(POSITION y1, POSITION x1)
2511 /* Add the initial grid */
2512 cave_temp_lite_room_aux(y1, x1);
2514 /* While grids are in the queue, add their neighbors */
2515 for (i = 0; i < temp_n; i++)
2517 x = temp_x[i], y = temp_y[i];
2519 /* Walls get lit, but stop light */
2520 if (!cave_pass_lite_bold(y, x)) continue;
2522 /* Spread adjacent */
2523 cave_temp_lite_room_aux(y + 1, x);
2524 cave_temp_lite_room_aux(y - 1, x);
2525 cave_temp_lite_room_aux(y, x + 1);
2526 cave_temp_lite_room_aux(y, x - 1);
2528 /* Spread diagonal */
2529 cave_temp_lite_room_aux(y + 1, x + 1);
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);
2535 /* Now, lite them all up at once */
2536 cave_temp_room_lite();
2538 if (p_ptr->special_defense & NINJA_S_STEALTH)
2540 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2546 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
2551 void unlite_room(POSITION y1, POSITION x1)
2556 /* Add the initial grid */
2557 cave_temp_unlite_room_aux(y1, x1);
2559 /* Spread, breadth first */
2560 for (i = 0; i < temp_n; i++)
2562 x = temp_x[i], y = temp_y[i];
2564 /* Walls get dark, but stop darkness */
2565 if (!cave_pass_dark_bold(y, x)) continue;
2567 /* Spread adjacent */
2568 cave_temp_unlite_room_aux(y + 1, x);
2569 cave_temp_unlite_room_aux(y - 1, x);
2570 cave_temp_unlite_room_aux(y, x + 1);
2571 cave_temp_unlite_room_aux(y, x - 1);
2573 /* Spread diagonal */
2574 cave_temp_unlite_room_aux(y + 1, x + 1);
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);
2580 /* Now, darken them all at once */
2581 cave_temp_room_unlite();
2584 bool starlight(bool magic)
2586 HIT_POINT num = damroll(5, 3);
2587 POSITION y = 0, x = 0;
2591 if (!p_ptr->blind && !magic)
2593 msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly..."));
2595 for (k = 0; k < num; k++)
2601 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, PROJECT_LOS);
2602 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2603 if (!player_bold(y, x)) break;
2606 project(0, 0, p_ptr->y, p_ptr->x, damroll(6 + p_ptr->lev / 8, 10), GF_LITE_WEAK,
2607 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL | PROJECT_LOS), -1);
2615 * @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
2618 * @return 作用が実際にあった場合TRUEを返す
2620 bool lite_area(HIT_POINT dam, POSITION rad)
2622 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2624 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
2626 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
2630 /* Hack -- Message */
2633 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
2636 /* Hook into the "project()" function */
2637 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1);
2639 /* Lite up the room */
2640 lite_room(p_ptr->y, p_ptr->x);
2648 * @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
2651 * @return 作用が実際にあった場合TRUEを返す
2653 bool unlite_area(HIT_POINT dam, POSITION rad)
2655 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2657 /* Hack -- Message */
2660 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
2663 /* Hook into the "project()" function */
2664 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1);
2666 /* Lite up the room */
2667 unlite_room(p_ptr->y, p_ptr->x);
2676 * @brief ボール系スペルの発動 / Cast a ball spell
2678 * @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)
2681 * @return 作用が実際にあった場合TRUEを返す
2684 * Stop if we hit a monster, act as a "ball"
2685 * Allow "target" mode to pass over monsters
2686 * Affect grids, objects, and monsters
2689 bool fire_ball(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2693 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2695 if (typ == GF_CHARM_LIVING) flg|= PROJECT_HIDE;
2696 /* Use the given direction */
2697 tx = p_ptr->x + 99 * ddx[dir];
2698 ty = p_ptr->y + 99 * ddy[dir];
2700 /* Hack -- Use an actual "target" */
2701 if ((dir == 5) && target_okay())
2703 flg &= ~(PROJECT_STOP);
2708 /* Analyze the "dir" and the "target". Hurt items on floor. */
2709 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2713 * @brief ブレス系スペルの発動 / Cast a breath spell
2715 * @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)
2718 * @return 作用が実際にあった場合TRUEを返す
2721 * Stop if we hit a monster, act as a "ball"
2722 * Allow "target" mode to pass over monsters
2723 * Affect grids, objects, and monsters
2726 bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2728 return fire_ball(typ, dir, dam, -rad);
2733 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
2735 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2738 * @return 作用が実際にあった場合TRUEを返す
2741 * Stop if we hit a monster, act as a "ball"
2742 * Allow "target" mode to pass over monsters
2743 * Affect grids, objects, and monsters
2746 bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2749 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2751 /* Use the given direction */
2752 tx = p_ptr->x + 99 * ddx[dir];
2753 ty = p_ptr->y + 99 * ddy[dir];
2755 /* Hack -- Use an actual "target" */
2756 if ((dir == 5) && target_okay())
2762 /* Analyze the "dir" and the "target". Hurt items on floor. */
2763 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2768 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
2770 * @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)
2773 * @return 作用が実際にあった場合TRUEを返す
2776 * Stop if we hit a monster, act as a "ball"
2777 * Allow "target" mode to pass over monsters
2778 * Affect grids, objects, and monsters
2781 bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2784 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
2786 /* Use the given direction */
2787 tx = p_ptr->x + 99 * ddx[dir];
2788 ty = p_ptr->y + 99 * ddy[dir];
2790 /* Hack -- Use an actual "target" */
2791 if ((dir == 5) && target_okay())
2793 flg &= ~(PROJECT_STOP);
2798 /* Analyze the "dir" and the "target". Hurt items on floor. */
2799 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2804 * @brief メテオ系スペルの発動 / Cast a meteor spell
2805 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
2811 * @return 作用が実際にあった場合TRUEを返す
2814 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
2815 * player, or outside source, that starts out at an arbitrary location, and
2816 * leaving no trail from the "caster" to the target. This function is
2817 * especially useful for bombardments and similar. -LM-
2818 * Option to hurt the player.
2821 bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
2823 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2825 /* Analyze the "target" and the caster. */
2826 return (project(who, rad, y, x, dam, typ, flg, -1));
2831 * @brief ブラスト系スペルの発動 / Cast a blast spell
2833 * @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)
2838 * @return 作用が実際にあった場合TRUEを返す
2840 bool fire_blast(EFFECT_ID typ, DIRECTION dir, DICE_NUMBER dd, DICE_SID ds, int num, int dev)
2844 POSITION ty, tx, y, x;
2847 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
2852 /* Use the given direction */
2855 ly = ty = p_ptr->y + 20 * ddy[dir];
2856 lx = tx = p_ptr->x + 20 * ddx[dir];
2859 /* Use an actual "target" */
2860 else /* if (dir == 5) */
2865 lx = 20 * (tx - p_ptr->x) + p_ptr->x;
2866 ly = 20 * (ty - p_ptr->y) + p_ptr->y;
2869 ld = distance(p_ptr->y, p_ptr->x, ly, lx);
2872 for (i = 0; i < num; i++)
2876 /* Get targets for some bolts */
2877 y = rand_spread(ly, ld * dev / 20);
2878 x = rand_spread(lx, ld * dev / 20);
2880 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
2883 /* Analyze the "dir" and the "target". */
2884 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
2895 * @brief モンスターとの位置交換処理 / Switch position with a monster.
2896 * @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)
2897 * @return 作用が実際にあった場合TRUEを返す
2899 bool teleport_swap(DIRECTION dir)
2903 monster_type* m_ptr;
2904 monster_race* r_ptr;
2906 if ((dir == 5) && target_okay())
2913 tx = p_ptr->x + ddx[dir];
2914 ty = p_ptr->y + ddy[dir];
2916 c_ptr = &cave[ty][tx];
2918 if (p_ptr->anti_tele)
2920 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
2924 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
2926 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
2932 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10))
2934 msg_print(_("失敗した。", "Failed to swap."));
2940 m_ptr = &m_list[c_ptr->m_idx];
2941 r_ptr = &r_info[m_ptr->r_idx];
2943 (void)set_monster_csleep(c_ptr->m_idx, 0);
2945 if (r_ptr->flagsr & RFR_RES_TELE)
2947 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
2949 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2955 sound(SOUND_TELEPORT);
2957 /* Swap the player and monster */
2958 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
2966 * @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)
2968 * @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)
2971 * @return 作用が実際にあった場合TRUEを返す
2973 bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
2977 /* Pass through the target if needed */
2978 flg |= (PROJECT_THRU);
2980 /* Use the given direction */
2981 tx = p_ptr->x + ddx[dir];
2982 ty = p_ptr->y + ddy[dir];
2984 /* Hack -- Use an actual "target" */
2985 if ((dir == 5) && target_okay())
2991 /* Analyze the "dir" and the "target", do NOT explode */
2992 return (project(0, 0, ty, tx, dam, typ, flg, -1));
2997 * @brief ボルト系スペルの発動 / Cast a bolt spell.
2999 * @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)
3001 * @return 作用が実際にあった場合TRUEを返す
3004 * Stop if we hit a monster, as a "bolt".
3005 * Affect monsters and grids (not objects).
3008 bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3010 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
3011 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
3012 return (project_hook(typ, dir, dam, flg));
3017 * @brief ビーム系スペルの発動 / Cast a beam spell.
3019 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3021 * @return 作用が実際にあった場合TRUEを返す
3024 * Pass through monsters, as a "beam".
3025 * Affect monsters, grids and objects.
3028 bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3030 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
3031 return (project_hook(typ, dir, dam, flg));
3036 * @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.
3037 * @param prob ビーム化する確率(%)
3039 * @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)
3041 * @return 作用が実際にあった場合TRUEを返す
3044 * Pass through monsters, as a "beam".
3045 * Affect monsters, grids and objects.
3048 bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3050 if (randint0(100) < prob)
3052 return (fire_beam(typ, dir, dam));
3056 return (fire_bolt(typ, dir, dam));
3061 * @brief LITE_WEAK属性による光源ビーム処理
3062 * @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)
3064 * @return 作用が実際にあった場合TRUEを返す
3066 bool lite_line(DIRECTION dir, HIT_POINT dam)
3068 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
3069 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
3074 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3076 * @return 作用が実際にあった場合TRUEを返す
3078 bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam)
3080 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3081 return (project_hook(GF_HYPODYNAMIA, dir, dam, flg));
3086 * @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)
3088 * @return 作用が実際にあった場合TRUEを返す
3090 bool wall_to_mud(DIRECTION dir, HIT_POINT dam)
3092 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3093 return (project_hook(GF_KILL_WALL, dir, dam, flg));
3098 * @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)
3099 * @return 作用が実際にあった場合TRUEを返す
3101 bool wizard_lock(DIRECTION dir)
3103 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3104 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
3109 * @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)
3110 * @return 作用が実際にあった場合TRUEを返す
3112 bool destroy_door(DIRECTION dir)
3114 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3115 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
3120 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3121 * @return 作用が実際にあった場合TRUEを返す
3123 bool disarm_trap(DIRECTION dir)
3125 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3126 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
3132 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3133 * @param plev プレイヤーレベル(効力はplev*200)
3134 * @return 作用が実際にあった場合TRUEを返す
3136 bool death_ray(DIRECTION dir, PLAYER_LEVEL plev)
3138 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3139 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
3143 * @brief モンスター用テレポート処理
3144 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3145 * @param distance 移動距離
3146 * @return 作用が実際にあった場合TRUEを返す
3148 bool teleport_monster(DIRECTION dir, int distance)
3150 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
3151 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
3155 * @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)
3156 * @return 作用が実際にあった場合TRUEを返す
3158 bool door_creation(void)
3160 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3161 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_DOOR, flg, -1));
3165 * @brief トラップ生成処理(起点から周囲1マス)
3168 * @return 作用が実際にあった場合TRUEを返す
3170 bool trap_creation(POSITION y, POSITION x)
3172 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3173 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
3177 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
3178 * @return 作用が実際にあった場合TRUEを返す
3180 bool tree_creation(void)
3182 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3183 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_TREE, flg, -1));
3187 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
3188 * @return 作用が実際にあった場合TRUEを返す
3190 bool glyph_creation(void)
3192 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
3193 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_GLYPH, flg, -1));
3197 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
3198 * @return 作用が実際にあった場合TRUEを返す
3200 bool wall_stone(void)
3202 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3204 bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
3206 p_ptr->update |= (PU_FLOW);
3208 p_ptr->redraw |= (PR_MAP);
3214 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
3215 * @return 作用が実際にあった場合TRUEを返す
3217 bool destroy_doors_touch(void)
3219 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3220 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_DOOR, flg, -1));
3224 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
3225 * @return 作用が実際にあった場合TRUEを返す
3227 bool disarm_traps_touch(void)
3229 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3230 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_TRAP, flg, -1));
3234 * @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)
3235 * @return 作用が実際にあった場合TRUEを返す
3237 bool sleep_monsters_touch(void)
3239 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
3240 return (project(0, 1, p_ptr->y, p_ptr->x, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
3245 * @brief 死者復活処理(起点より周囲5マス)
3246 * @param who 術者モンスターID(0ならばプレイヤー)
3249 * @return 作用が実際にあった場合TRUEを返す
3251 bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x)
3253 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
3254 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
3259 * @return 作用が実際にあった場合TRUEを返す
3261 void call_chaos(void)
3263 int Chaos_type, dummy, dir;
3264 PLAYER_LEVEL plev = p_ptr->lev;
3265 bool line_chaos = FALSE;
3267 int hurt_types[31] =
3269 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
3270 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
3271 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
3272 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
3273 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
3274 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
3275 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
3276 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
3279 Chaos_type = hurt_types[randint0(31)];
3280 if (one_in_(4)) line_chaos = TRUE;
3284 for (dummy = 1; dummy < 10; dummy++)
3289 fire_beam(Chaos_type, dummy, 150);
3291 fire_ball(Chaos_type, dummy, 150, 2);
3295 else if (one_in_(3))
3297 fire_ball(Chaos_type, 0, 500, 8);
3301 if (!get_aim_dir(&dir)) return;
3303 fire_beam(Chaos_type, dir, 250);
3305 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
3310 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
3311 * @param stop_ty 再帰処理停止フラグ
3313 * @return 作用が実際にあった場合TRUEを返す
3316 * rr9: Stop the nasty things when a Cyberdemon is summoned
3317 * or the player gets paralyzed.
3320 bool activate_ty_curse(bool stop_ty, int *count)
3324 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3328 switch (randint1(34))
3333 msg_print(_("地面が揺れた...", "The ground trembles..."));
3334 earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
3335 if (!one_in_(6)) break;
3340 HIT_POINT dam = damroll(10, 10);
3341 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!"));
3342 project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1);
3343 take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
3344 if (!one_in_(6)) break;
3349 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
3350 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
3351 if (randint0(13)) (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3352 if (!one_in_(6)) break;
3355 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3359 project(0, 7, p_ptr->y, p_ptr->x, 50, GF_KILL_WALL, flg, -1);
3360 take_hit(DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
3362 if (!one_in_(6)) break;
3363 case 1: case 2: case 3: case 16: case 17:
3364 aggravate_monsters(0);
3365 if (!one_in_(6)) break;
3366 case 4: case 5: case 6:
3367 (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3368 if (!one_in_(6)) break;
3369 case 7: case 8: case 9: case 18:
3370 (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
3371 if (!one_in_(6)) break;
3372 case 10: case 11: case 12:
3373 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..."));
3374 lose_exp(p_ptr->exp / 16);
3375 if (!one_in_(6)) break;
3376 case 13: case 14: case 15: case 19: case 20:
3377 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
3383 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
3384 if (p_ptr->free_act)
3385 set_paralyzed(p_ptr->paralyzed + randint1(3));
3387 set_paralyzed(p_ptr->paralyzed + randint1(13));
3390 if (!one_in_(6)) break;
3391 case 21: case 22: case 23:
3392 (void)do_dec_stat(randint0(6));
3393 if (!one_in_(6)) break;
3395 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
3397 if (!one_in_(6)) break;
3400 * Only summon Cyberdemons deep in the dungeon.
3402 if ((dun_level > 65) && !stop_ty)
3404 (*count) += summon_cyber(-1, p_ptr->y, p_ptr->x);
3408 if (!one_in_(6)) break;
3414 (void)do_dec_stat(i);
3422 while (one_in_(3) && !stop_ty);
3428 * @brief HI_SUMMON(上級召喚)処理発動
3431 * @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
3432 * @return 作用が実際にあった場合TRUEを返す
3434 int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
3439 BIT_FLAGS mode = PM_ALLOW_GROUP;
3446 mode |= PM_FORCE_FRIENDLY;
3450 mode |= PM_FORCE_PET;
3455 if (!pet) mode |= PM_NO_PET;
3457 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
3459 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
3461 switch (randint1(25) + (dun_level / 20))
3464 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode, '\0');
3467 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode, '\0');
3470 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode, '\0');
3473 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode, '\0');
3476 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode, '\0');
3479 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode, '\0');
3482 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode, '\0');
3485 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode, '\0');
3489 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE), '\0');
3493 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE), '\0');
3496 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3497 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode, '\0');
3500 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3501 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode, '\0');
3504 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode, '\0');
3507 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3508 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode, '\0');
3517 * @brief サイバーデーモンの召喚
3518 * @param who 召喚主のモンスターID(0ならばプレイヤー)
3521 * @return 作用が実際にあった場合TRUEを返す
3523 int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x)
3526 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
3528 BIT_FLAGS mode = PM_ALLOW_GROUP;
3530 /* Summoned by a monster */
3533 monster_type *m_ptr = &m_list[who];
3534 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
3537 if (max_cyber > 4) max_cyber = 4;
3539 for (i = 0; i < max_cyber; i++)
3541 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode, '\0');
3548 * @brief 周辺破壊効果(プレイヤー中心)
3549 * @return 作用が実際にあった場合TRUEを返す
3551 void wall_breaker(void)
3554 POSITION y = 0, x = 0;
3555 int attempts = 1000;
3557 if (randint1(80 + p_ptr->lev) < 70)
3561 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
3563 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
3565 if (!player_bold(y, x)) break;
3568 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3569 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3571 else if (randint1(100) > 30)
3573 earthquake(p_ptr->y, p_ptr->x, 1);
3577 int num = damroll(5, 3);
3579 for (i = 0; i < num; i++)
3583 scatter(&y, &x, p_ptr->y, p_ptr->x, 10, 0);
3585 if (!player_bold(y, x)) break;
3588 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3589 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3596 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
3598 * @return 作用が実際にあった場合TRUEを返す
3600 bool confuse_monsters(HIT_POINT dam)
3602 return (project_all_los(GF_OLD_CONF, dam));
3607 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
3609 * @return 作用が実際にあった場合TRUEを返す
3611 bool charm_monsters(HIT_POINT dam)
3613 return (project_all_los(GF_CHARM, dam));
3618 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
3620 * @return 作用が実際にあった場合TRUEを返す
3622 bool charm_animals(HIT_POINT dam)
3624 return (project_all_los(GF_CONTROL_ANIMAL, dam));
3629 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
3631 * @return 作用が実際にあった場合TRUEを返す
3633 bool stun_monsters(HIT_POINT dam)
3635 return (project_all_los(GF_STUN, dam));
3640 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
3642 * @return 作用が実際にあった場合TRUEを返す
3644 bool stasis_monsters(HIT_POINT dam)
3646 return (project_all_los(GF_STASIS, dam));
3651 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
3653 * @return 作用が実際にあった場合TRUEを返す
3655 bool mindblast_monsters(HIT_POINT dam)
3657 return (project_all_los(GF_PSI, dam));
3662 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
3663 * @param dist 効力(距離)
3664 * @return 作用が実際にあった場合TRUEを返す
3666 bool banish_monsters(int dist)
3668 return (project_all_los(GF_AWAY_ALL, dist));
3673 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
3675 * @return 作用が実際にあった場合TRUEを返す
3677 bool turn_evil(HIT_POINT dam)
3679 return (project_all_los(GF_TURN_EVIL, dam));
3684 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
3686 * @return 作用が実際にあった場合TRUEを返す
3688 bool turn_monsters(HIT_POINT dam)
3690 return (project_all_los(GF_TURN_ALL, dam));
3695 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
3696 * @return 作用が実際にあった場合TRUEを返す
3698 bool deathray_monsters(void)
3700 return (project_all_los(GF_DEATH_RAY, p_ptr->lev * 200));
3704 * @brief チャーム・モンスター(1体)
3705 * @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)
3707 * @return 作用が実際にあった場合TRUEを返す
3709 bool charm_monster(DIRECTION dir, PLAYER_LEVEL plev)
3711 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3712 return (project_hook(GF_CHARM, dir, plev, flg));
3716 * @brief アンデッド支配(1体)
3717 * @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)
3719 * @return 作用が実際にあった場合TRUEを返す
3721 bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev)
3723 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3724 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
3729 * @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)
3731 * @return 作用が実際にあった場合TRUEを返す
3733 bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev)
3735 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3736 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
3741 * @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)
3743 * @return 作用が実際にあった場合TRUEを返す
3745 bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev)
3747 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3748 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
3754 * @param success 判定成功上の処理ならばTRUE
3755 * @return 作用が実際にあった場合TRUEを返す
3757 bool kawarimi(bool success)
3760 object_type *q_ptr = &forge;
3763 if (p_ptr->is_dead) return FALSE;
3764 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
3765 if (randint0(200) < p_ptr->stun) return FALSE;
3767 if (!success && one_in_(3))
3769 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
3770 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3771 p_ptr->redraw |= (PR_STATUS);
3778 teleport_player(10 + randint1(90), 0L);
3780 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
3782 q_ptr->pval = MON_NINJA;
3783 (void)drop_near(q_ptr, -1, y, x);
3785 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."));
3786 else msg_print(_("失敗!攻撃を受けてしまった。", "Failed! You are hit by the attack."));
3788 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3789 p_ptr->redraw |= (PR_STATUS);
3797 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
3798 * @param mdeath 目標モンスターが死亡したかを返す
3799 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
3801 bool rush_attack(bool *mdeath)
3808 bool tmp_mdeath = FALSE;
3811 if (mdeath) *mdeath = FALSE;
3814 if (!get_aim_dir(&dir)) return FALSE;
3816 /* Use the given direction */
3817 tx = p_ptr->x + project_length * ddx[dir];
3818 ty = p_ptr->y + project_length * ddy[dir];
3820 /* Hack -- Use an actual "target" */
3821 if ((dir == 5) && target_okay())
3827 if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
3829 path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
3832 /* No need to move */
3833 if (!path_n) return TRUE;
3835 /* Use ty and tx as to-move point */
3839 /* Project along the path */
3840 for (i = 0; i < path_n; i++)
3842 monster_type *m_ptr;
3844 int ny = GRID_Y(path_g[i]);
3845 int nx = GRID_X(path_g[i]);
3847 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
3852 /* Go to next grid */
3856 if (!cave[ny][nx].m_idx)
3860 msg_print(_("失敗!", "Failed!"));
3864 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
3871 /* Move player before updating the monster */
3872 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3873 update_monster(cave[ny][nx].m_idx, TRUE);
3875 /* Found a monster */
3876 m_ptr = &m_list[cave[ny][nx].m_idx];
3878 if (tm_idx != cave[ny][nx].m_idx)
3881 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");
3883 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
3886 else if (!player_bold(ty, tx))
3888 /* Hold the monster name */
3889 GAME_TEXT m_name[MAX_NLEN];
3891 /* Get the monster name (BEFORE polymorphing) */
3892 monster_desc(m_name, m_ptr, 0);
3893 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
3896 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3898 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
3903 if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3905 if (mdeath) *mdeath = tmp_mdeath;
3911 * @brief 全鏡の消去 / Remove all mirrors in this floor
3912 * @param explode 爆発処理を伴うならばTRUE
3915 void remove_all_mirrors(bool explode)
3919 for (x = 0; x < cur_wid; x++)
3921 for (y = 0; y < cur_hgt; y++)
3923 if (is_mirror_grid(&cave[y][x]))
3925 remove_mirror(y, x);
3927 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
3928 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
3935 * @brief 『一つの指輪』の効果処理 /
3936 * Hack -- activate the ring of power
3937 * @param dir 発動の方向ID
3940 void ring_of_power(DIRECTION dir)
3942 /* Pick a random effect */
3943 switch (randint1(10))
3948 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."));
3951 /* Decrease all stats (permanently) */
3952 (void)dec_stat(A_STR, 50, TRUE);
3953 (void)dec_stat(A_INT, 50, TRUE);
3954 (void)dec_stat(A_WIS, 50, TRUE);
3955 (void)dec_stat(A_DEX, 50, TRUE);
3956 (void)dec_stat(A_CON, 50, TRUE);
3957 (void)dec_stat(A_CHR, 50, TRUE);
3959 /* Lose some experience (permanently) */
3960 p_ptr->exp -= (p_ptr->exp / 4);
3961 p_ptr->max_exp -= (p_ptr->exp / 4);
3969 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."));
3971 /* Dispel monsters */
3972 dispel_monsters(1000);
3982 fire_ball(GF_MANA, dir, 600, 3);
3993 fire_bolt(GF_MANA, dir, 500);
4001 * @brief 運命の輪、並びにカオス的な効果の発動
4002 * @param spell ランダムな効果を選択するための基準ID
4005 void wild_magic(int spell)
4008 int type = SUMMON_MOLD + randint0(6);
4010 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
4011 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
4013 switch (randint1(spell) + randint1(8) + 1)
4018 teleport_player(10, TELEPORT_PASSIVE);
4023 teleport_player(100, TELEPORT_PASSIVE);
4027 teleport_player(200, TELEPORT_PASSIVE);
4037 lite_area(damroll(2, 3), 2);
4040 destroy_doors_touch();
4045 sleep_monsters_touch();
4049 trap_creation(p_ptr->y, p_ptr->x);
4058 aggravate_monsters(0);
4061 earthquake(p_ptr->y, p_ptr->x, 5);
4065 (void)gain_random_mutation(0);
4069 apply_disenchant(1);
4075 fire_ball(GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
4082 while (counter++ < 8)
4084 (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET), '\0');
4089 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4092 (void)summon_cyber(-1, p_ptr->y, p_ptr->x);
4097 (void)activate_ty_curse(FALSE, &count);
4106 * @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。
4107 * / Drop 10+1d10 meteor ball at random places near the player
4112 void cast_meteor(HIT_POINT dam, POSITION rad)
4115 int b = 10 + randint1(10);
4117 for (i = 0; i < b; i++)
4119 POSITION y = 0, x = 0;
4122 for (count = 0; count <= 20; count++)
4126 x = p_ptr->x - 8 + randint0(17);
4127 y = p_ptr->y - 8 + randint0(17);
4129 dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
4130 dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
4132 /* Approximate distance */
4133 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4135 if (d >= 9) continue;
4137 if (!in_bounds(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)
4138 || !cave_have_flag_bold(y, x, FF_PROJECT)) continue;
4140 /* Valid position */
4144 if (count > 20) continue;
4146 project(0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
4152 * @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。
4155 * @return ターゲットを指定し、実行したならばTRUEを返す。
4157 bool cast_wrath_of_the_god(HIT_POINT dam, POSITION rad)
4159 POSITION x, y, tx, ty;
4163 int b = 10 + randint1(10);
4165 if (!get_aim_dir(&dir)) return FALSE;
4167 /* Use the given direction */
4168 tx = p_ptr->x + 99 * ddx[dir];
4169 ty = p_ptr->y + 99 * ddy[dir];
4171 /* Hack -- Use an actual "target" */
4172 if ((dir == 5) && target_okay())
4183 /* Hack -- Stop at the target */
4184 if ((y == ty) && (x == tx)) break;
4188 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
4190 /* Stop at maximum range */
4191 if (MAX_RANGE <= distance(p_ptr->y, p_ptr->x, ny, nx)) break;
4193 /* Stopped by walls/doors */
4194 if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
4196 /* Stopped by monsters */
4197 if ((dir != 5) && cave[ny][nx].m_idx != 0) break;
4199 /* Save the new location */
4206 for (i = 0; i < b; i++)
4208 int count = 20, d = 0;
4214 x = tx - 5 + randint0(11);
4215 y = ty - 5 + randint0(11);
4217 dx = (tx > x) ? (tx - x) : (x - tx);
4218 dy = (ty > y) ? (ty - y) : (y - ty);
4220 /* Approximate distance */
4221 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4222 /* Within the radius */
4226 if (count < 0) continue;
4228 /* Cannot penetrate perm walls */
4229 if (!in_bounds(y, x) ||
4230 cave_stop_disintegration(y, x) ||
4231 !in_disintegration_range(ty, tx, y, x))
4234 project(0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
4241 * @brief 「ワンダー」のランダムな効果を決定して処理する。
4245 * This spell should become more useful (more controlled) as the\n
4246 * player gains experience levels. Thus, add 1/5 of the player's\n
4247 * level to the die roll. This eliminates the worst effects later on,\n
4248 * while keeping the results quite random. It also allows some potent\n
4249 * effects only at high level.
4251 void cast_wonder(DIRECTION dir)
4253 PLAYER_LEVEL plev = p_ptr->lev;
4254 int die = randint1(100) + plev / 5;
4255 int vir = virtue_number(V_CHANCE);
4259 if (p_ptr->virtues[vir - 1] > 0)
4261 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4265 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4270 chg_virtue(V_CHANCE, 1);
4274 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
4277 if (die < 8) clone_monster(dir);
4278 else if (die < 14) speed_monster(dir, plev);
4279 else if (die < 26) heal_monster(dir, damroll(4, 6));
4280 else if (die < 31) poly_monster(dir, plev);
4282 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4283 damroll(3 + ((plev - 1) / 5), 4));
4284 else if (die < 41) confuse_monster(dir, plev);
4285 else if (die < 46) fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4286 else if (die < 51) (void)lite_line(dir, damroll(6, 8));
4288 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4289 damroll(3 + ((plev - 5) / 4), 8));
4291 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4292 damroll(5 + ((plev - 5) / 4), 8));
4294 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4295 damroll(6 + ((plev - 5) / 4), 8));
4297 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4298 damroll(8 + ((plev - 5) / 4), 8));
4299 else if (die < 76) hypodynamic_bolt(dir, 75);
4300 else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4301 else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
4302 else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
4303 else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
4304 else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
4307 earthquake(p_ptr->y, p_ptr->x, 12);
4311 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4315 symbol_genocide(plev + 50, TRUE);
4317 else if (die < 110) dispel_monsters(120);
4320 dispel_monsters(150);
4321 slow_monsters(plev);
4322 sleep_monsters(plev);
4329 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
4333 void cast_invoke_spirits(DIRECTION dir)
4335 PLAYER_LEVEL plev = p_ptr->lev;
4336 int die = randint1(100) + plev / 5;
4337 int vir = virtue_number(V_CHANCE);
4341 if (p_ptr->virtues[vir - 1] > 0)
4343 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4347 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4351 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..."));
4353 chg_virtue(V_CHANCE, 1);
4357 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!"));
4362 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!",
4363 "Oh no! Mouldering forms rise from the earth around you!"));
4365 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4366 chg_virtue(V_UNLIFE, 1);
4370 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..."));
4372 set_afraid(p_ptr->afraid + randint1(4) + 4);
4376 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...",
4377 "Your head is invaded by a horde of gibbering spectral voices..."));
4379 set_confused(p_ptr->confused + randint1(4) + 4);
4383 poly_monster(dir, plev);
4387 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4388 damroll(3 + ((plev - 1) / 5), 4));
4392 confuse_monster(dir, plev);
4396 fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4400 (void)lite_line(dir, damroll(6, 8));
4404 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4405 damroll(3 + ((plev - 5) / 4), 8));
4409 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4410 damroll(5 + ((plev - 5) / 4), 8));
4414 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4415 damroll(6 + ((plev - 5) / 4), 8));
4419 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4420 damroll(8 + ((plev - 5) / 4), 8));
4424 hypodynamic_bolt(dir, 75);
4428 fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4432 fire_ball(GF_ACID, dir, 40 + plev, 2);
4436 fire_ball(GF_ICE, dir, 70 + plev, 3);
4440 fire_ball(GF_FIRE, dir, 80 + plev, 3);
4444 hypodynamic_bolt(dir, 100 + plev);
4448 earthquake(p_ptr->y, p_ptr->x, 12);
4452 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4456 symbol_genocide(plev + 50, TRUE);
4460 dispel_monsters(120);
4464 dispel_monsters(150);
4465 slow_monsters(plev);
4466 sleep_monsters(plev);
4472 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。」",
4473 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
4478 * @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。
4481 void cast_shuffle(void)
4483 PLAYER_LEVEL plev = p_ptr->lev;
4486 int vir = virtue_number(V_CHANCE);
4489 /* Card sharks and high mages get a level bonus */
4490 if ((p_ptr->pclass == CLASS_ROGUE) ||
4491 (p_ptr->pclass == CLASS_HIGH_MAGE) ||
4492 (p_ptr->pclass == CLASS_SORCERER))
4493 die = (randint1(110)) + plev / 5;
4495 die = randint1(120);
4500 if (p_ptr->virtues[vir - 1] > 0)
4502 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4506 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4510 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..."));
4513 chg_virtue(V_CHANCE, 1);
4517 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
4519 for (i = 0; i < randint1(3); i++)
4520 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4524 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
4525 summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4530 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
4531 activate_ty_curse(FALSE, &count);
4535 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
4536 aggravate_monsters(0);
4540 msg_print(_("《愚者》だ。", "It's the Fool."));
4546 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
4547 trump_summoning(1, FALSE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
4551 msg_print(_("《月》だ。", "It's the Moon."));
4556 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
4557 wild_magic(randint0(32));
4561 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4562 teleport_player(10, TELEPORT_PASSIVE);
4566 msg_print(_("《正義》だ。", "It's Justice."));
4567 set_blessed(p_ptr->lev, FALSE);
4571 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4572 teleport_player(100, TELEPORT_PASSIVE);
4576 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4577 teleport_player(200, TELEPORT_PASSIVE);
4581 msg_print(_("《塔》だ。", "It's the Tower."));
4586 msg_print(_("《節制》だ。", "It's Temperance."));
4587 sleep_monsters_touch();
4591 msg_print(_("《塔》だ。", "It's the Tower."));
4593 earthquake(p_ptr->y, p_ptr->x, 5);
4597 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4598 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_MOLD, 0L);
4602 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4603 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_BAT, 0L);
4607 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4608 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_VORTEX, 0L);
4612 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4613 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
4617 msg_print(_("《恋人》だ。", "It's the Lovers."));
4619 if (get_aim_dir(&dir))
4620 charm_monster(dir, MIN(p_ptr->lev, 20));
4624 msg_print(_("《隠者》だ。", "It's the Hermit."));
4629 msg_print(_("《審判》だ。", "It's the Judgement."));
4630 do_cmd_rerate(FALSE);
4631 lose_all_mutations();
4635 msg_print(_("《太陽》だ。", "It's the Sun."));
4636 chg_virtue(V_KNOWLEDGE, 1);
4637 chg_virtue(V_ENLIGHTEN, 1);
4642 msg_print(_("《世界》だ。", "It's the World."));
4643 if (p_ptr->exp < PY_MAX_EXP)
4645 s32b ee = (p_ptr->exp / 25) + 1;
4646 if (ee > 5000) ee = 5000;
4647 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4653 bool_hack life_stream(bool_hack message, bool_hack virtue_change)
4657 chg_virtue(V_VITALITY, 1);
4658 chg_virtue(V_UNLIFE, -5);
4662 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
4665 (void)set_poisoned(0);
4667 (void)set_confused(0);
4671 (void)restore_all_status();
4672 (void)set_shero(0, TRUE);
4679 bool_hack heroism(int base)
4681 bool_hack ident = FALSE;
4682 if(set_afraid(0)) ident = TRUE;
4683 if(set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4684 if(hp_player(10)) ident = TRUE;
4688 bool_hack berserk(int base)
4690 bool_hack ident = FALSE;
4691 if (set_afraid(0)) ident = TRUE;
4692 if (set_shero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4693 if (hp_player(30)) ident = TRUE;
4697 bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
4699 bool_hack ident = FALSE;
4700 if (hp_player(damroll(dice, sides))) ident = TRUE;
4701 if (set_blind(0)) ident = TRUE;
4702 if (set_cut(p_ptr->cut - 10)) ident = TRUE;
4703 if (set_shero(0, TRUE)) ident = TRUE;
4707 bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
4709 bool_hack ident = FALSE;
4710 if (hp_player(damroll(dice, sides))) ident = TRUE;
4711 if (set_blind(0)) ident = TRUE;
4712 if (set_confused(0)) ident = TRUE;
4713 if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
4714 if (set_shero(0, TRUE)) ident = TRUE;
4718 bool_hack cure_critical_wounds(HIT_POINT pow)
4720 bool_hack ident = FALSE;
4721 if (hp_player(pow)) ident = TRUE;
4722 if (set_blind(0)) ident = TRUE;
4723 if (set_confused(0)) ident = TRUE;
4724 if (set_poisoned(0)) ident = TRUE;
4725 if (set_stun(0)) ident = TRUE;
4726 if (set_cut(0)) ident = TRUE;
4727 if (set_shero(0, TRUE)) ident = TRUE;
4731 bool_hack true_healing(HIT_POINT pow)
4733 bool_hack ident = FALSE;
4734 if (hp_player(pow)) ident = TRUE;
4735 if (set_blind(0)) ident = TRUE;
4736 if (set_confused(0)) ident = TRUE;
4737 if (set_poisoned(0)) ident = TRUE;
4738 if (set_stun(0)) ident = TRUE;
4739 if (set_cut(0)) ident = TRUE;
4740 if (set_image(0)) ident = TRUE;
4744 bool_hack restore_mana(bool_hack magic_eater)
4746 bool_hack ident = FALSE;
4748 if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
4751 for (i = 0; i < EATER_EXT * 2; i++)
4753 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
4754 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;
4756 for (; i < EATER_EXT * 3; i++)
4758 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
4759 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;
4760 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
4762 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4763 p_ptr->window |= (PW_PLAYER);
4766 else if (p_ptr->csp < p_ptr->msp)
4768 p_ptr->csp = p_ptr->msp;
4769 p_ptr->csp_frac = 0;
4770 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4771 p_ptr->redraw |= (PR_MANA);
4772 p_ptr->window |= (PW_PLAYER);
4773 p_ptr->window |= (PW_SPELL);
4780 bool restore_all_status(void)
4783 if (do_res_stat(A_STR)) ident = TRUE;
4784 if (do_res_stat(A_INT)) ident = TRUE;
4785 if (do_res_stat(A_WIS)) ident = TRUE;
4786 if (do_res_stat(A_DEX)) ident = TRUE;
4787 if (do_res_stat(A_CON)) ident = TRUE;
4788 if (do_res_stat(A_CHR)) ident = TRUE;
4793 * @brief 口を使う継続的な処理を中断する
4796 void stop_mouth(void)
4798 if (music_singing_any()) stop_singing();
4799 if (hex_spelling_any()) stop_hex_spell_all();
4803 bool_hack vampirism(void)
4810 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
4812 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
4816 /* Only works on adjacent monsters */
4817 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4818 y = p_ptr->y + ddy[dir];
4819 x = p_ptr->x + ddx[dir];
4820 c_ptr = &cave[y][x];
4824 if (!(c_ptr->m_idx))
4826 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
4830 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
4832 dummy = p_ptr->lev * 2;
4834 if (hypodynamic_bolt(dir, dummy))
4836 if (p_ptr->food < PY_FOOD_FULL)
4837 /* No heal if we are "full" */
4838 (void)hp_player(dummy);
4840 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
4842 /* Gain nutritional sustenance: 150/hp drained */
4843 /* A Food ration gives 5000 food points (by contrast) */
4844 /* Don't ever get more than "Full" this way */
4845 /* But if we ARE Gorged, it won't cure us */
4846 dummy = p_ptr->food + MIN(5000, 100 * dummy);
4847 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
4848 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
4851 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
4855 bool panic_hit(void)
4860 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4861 y = p_ptr->y + ddy[dir];
4862 x = p_ptr->x + ddx[dir];
4863 if (cave[y][x].m_idx)
4866 if (randint0(p_ptr->skill_dis) < 7)
4867 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
4869 teleport_player(30, 0L);
4874 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"));
4882 * @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)
4885 * currently this function allows pseudo-id of any object,
4886 * including silly ones like potions & scrolls, which always
4887 * get '{average}'. This should be changed, either to stop such
4888 * items from being pseudo-id'd, or to allow psychometry to
4889 * detect whether the unidentified potion/scroll/etc is
4890 * good (Cure Light Wounds, Restore Strength, etc) or
4891 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
4893 bool psychometry(void)
4897 GAME_TEXT o_name[MAX_NLEN];
4902 q = _("どのアイテムを調べますか?", "Meditate on which item? ");
4903 s = _("調べるアイテムがありません。", "You have nothing appropriate.");
4905 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
4906 if (!o_ptr) return (FALSE);
4908 /* It is fully known, no information needed */
4909 if (object_is_known(o_ptr))
4911 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
4915 /* Check for a feeling */
4916 feel = value_check_aux1(o_ptr);
4918 /* Get an object description */
4919 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4921 /* Skip non-feelings */
4924 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);
4929 msg_format("%sは%sという感じがする...", o_name, game_inscriptions[feel]);
4931 msg_format("You feel that the %s %s %s...",
4932 o_name, ((o_ptr->number == 1) ? "is" : "are"), game_inscriptions[feel]);
4936 /* We have "felt" it */
4937 o_ptr->ident |= (IDENT_SENSE);
4940 o_ptr->feeling = feel;
4942 /* Player touches it */
4943 o_ptr->marked |= OM_TOUCHED;
4945 /* Combine / Reorder the pack (later) */
4946 p_ptr->update |= (PU_COMBINE | PU_REORDER);
4948 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4950 /* Valid "tval" codes */
4951 switch (o_ptr->tval)
4979 /* Auto-inscription/destroy */
4980 autopick_alter_item(item, (bool)(okay && destroy_feeling));
4982 /* Something happened */
4987 bool draconian_breath(player_type *creature_ptr)
4990 int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
4991 concptr Type_desc = ((Type == GF_COLD) ? _("冷気", "cold") : _("炎", "fire"));
4993 if (!get_aim_dir(&dir)) return FALSE;
4995 if (randint1(100) < creature_ptr->lev)
4997 switch (creature_ptr->pclass)
5000 case CLASS_BERSERKER:
5003 case CLASS_IMITATOR:
5009 Type_desc = _("エレメント", "the elements");
5014 Type_desc = _("破片", "shards");
5018 case CLASS_WARRIOR_MAGE:
5019 case CLASS_HIGH_MAGE:
5020 case CLASS_SORCERER:
5021 case CLASS_MAGIC_EATER:
5022 case CLASS_RED_MAGE:
5023 case CLASS_BLUE_MAGE:
5024 case CLASS_MIRROR_MASTER:
5028 Type_desc = _("魔力", "mana");
5032 Type = GF_DISENCHANT;
5033 Type_desc = _("劣化", "disenchantment");
5036 case CLASS_CHAOS_WARRIOR:
5039 Type = GF_CONFUSION;
5040 Type_desc = _("混乱", "confusion");
5045 Type_desc = _("カオス", "chaos");
5050 case CLASS_FORCETRAINER:
5053 Type = GF_CONFUSION;
5054 Type_desc = _("混乱", "confusion");
5059 Type_desc = _("轟音", "sound");
5062 case CLASS_MINDCRAFTER:
5065 Type = GF_CONFUSION;
5066 Type_desc = _("混乱", "confusion");
5071 Type_desc = _("精神エネルギー", "mental energy");
5078 Type = GF_HELL_FIRE;
5079 Type_desc = _("地獄の劫火", "hellfire");
5083 Type = GF_HOLY_FIRE;
5084 Type_desc = _("聖なる炎", "holy fire");
5092 Type_desc = _("暗黒", "darkness");
5097 Type_desc = _("毒", "poison");
5104 Type_desc = _("轟音", "sound");
5108 Type = GF_CONFUSION;
5109 Type_desc = _("混乱", "confusion");
5116 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
5118 fire_breath(Type, dir, creature_ptr->lev * 2, (creature_ptr->lev / 15) + 1);
5122 bool android_inside_weapon(player_type *creature_ptr)
5125 if (!get_aim_dir(&dir)) return FALSE;
5126 if (creature_ptr->lev < 10)
5128 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
5129 fire_bolt(GF_MISSILE, dir, (creature_ptr->lev + 1) / 2);
5131 else if (creature_ptr->lev < 25)
5133 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
5134 fire_bolt(GF_MISSILE, dir, creature_ptr->lev);
5136 else if (creature_ptr->lev < 35)
5138 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
5139 fire_ball(GF_MISSILE, dir, creature_ptr->lev * 2, 2);
5141 else if (creature_ptr->lev < 45)
5143 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
5144 fire_beam(GF_MISSILE, dir, creature_ptr->lev * 2);
5148 msg_print(_("ロケットを発射した。", "You fire a rocket."));
5149 fire_rocket(GF_ROCKET, dir, creature_ptr->lev * 5, 2);
5154 bool create_ration(player_type *crature_ptr)
5160 /* Create the food ration */
5161 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
5163 /* Drop the object from heaven */
5164 (void)drop_near(q_ptr, -1, crature_ptr->y, crature_ptr->x);
5165 msg_print(_("食事を料理して作った。", "You cook some food."));
5169 void hayagake(player_type *creature_ptr)
5171 if (creature_ptr->action == ACTION_HAYAGAKE)
5173 set_action(ACTION_NONE);
5177 cave_type *c_ptr = &cave[creature_ptr->y][creature_ptr->x];
5178 feature_type *f_ptr = &f_info[c_ptr->feat];
5180 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
5181 (!creature_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
5183 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
5187 set_action(ACTION_HAYAGAKE);
5190 creature_ptr->energy_use = 0;
5193 bool double_attack(player_type *creature_ptr)
5198 if (!get_rep_dir(&dir, FALSE)) return FALSE;
5199 y = creature_ptr->y + ddy[dir];
5200 x = creature_ptr->x + ddx[dir];
5201 if (cave[y][x].m_idx)
5204 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!!!",
5205 "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
5207 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!!!",
5208 "Mudamudamudamudamudamudamudamudamudamudamudamudamuda!!!!"));
5210 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!!!",
5211 "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
5214 if (cave[y][x].m_idx)
5219 creature_ptr->energy_need += ENERGY_NEED();
5223 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"));
5229 bool comvert_hp_to_mp(player_type *creature_ptr)
5231 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;
5234 creature_ptr->csp += gain_sp;
5235 if (creature_ptr->csp > creature_ptr->msp)
5237 creature_ptr->csp = creature_ptr->msp;
5238 creature_ptr->csp_frac = 0;
5243 msg_print(_("変換に失敗した。", "You failed to convert."));
5245 creature_ptr->redraw |= (PR_HP | PR_MANA);
5249 bool comvert_mp_to_hp(player_type *creature_ptr)
5251 if (creature_ptr->csp >= creature_ptr->lev / 5)
5253 creature_ptr->csp -= creature_ptr->lev / 5;
5254 hp_player(creature_ptr->lev);
5258 msg_print(_("変換に失敗した。", "You failed to convert."));
5260 /* Redraw mana and hp */
5261 creature_ptr->redraw |= (PR_HP | PR_MANA);
5265 bool demonic_breath(player_type *creature_ptr)
5268 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
5269 if (!get_aim_dir(&dir)) return FALSE;
5271 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")));
5272 fire_breath(type, dir, creature_ptr->lev * 3, (creature_ptr->lev / 15) + 1);
5276 bool mirror_concentration(player_type *creature_ptr)
5280 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."));
5283 if (is_mirror_grid(&cave[creature_ptr->y][creature_ptr->x]))
5285 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
5287 creature_ptr->csp += (5 + creature_ptr->lev * creature_ptr->lev / 100);
5288 if (creature_ptr->csp >= creature_ptr->msp)
5290 creature_ptr->csp = creature_ptr->msp;
5291 creature_ptr->csp_frac = 0;
5293 creature_ptr->redraw |= (PR_MANA);
5297 msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));