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 * @brief プレイヤー周辺の地形を感知する
29 * @param known 地形から危険フラグを外すならTRUE
30 * @return 効力があった場合TRUEを返す
32 static bool detect_feat_flag(POSITION range, int flag, bool known)
38 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
40 /* Scan the current panel */
41 for (y = 1; y < cur_hgt - 1; y++)
43 for (x = 1; x <= cur_wid - 1; x++)
45 int dist = distance(p_ptr->y, p_ptr->x, y, x);
46 if (dist > range) continue;
52 /* Mark as detected */
53 if (dist <= range && known)
55 if (dist <= range - 1) c_ptr->info |= (CAVE_IN_DETECT);
57 c_ptr->info &= ~(CAVE_UNSAFE);
64 if (cave_have_flag_grid(c_ptr, flag))
69 /* Hack -- Memorize */
70 c_ptr->info |= (CAVE_MARK);
83 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
85 * @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
86 * @return 効力があった場合TRUEを返す
88 bool detect_traps(POSITION range, bool known)
90 bool detect = detect_feat_flag(range, FF_TRAP, known);
92 if (known) p_ptr->dtrap = TRUE;
94 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
97 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
104 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
106 * @return 効力があった場合TRUEを返す
108 bool detect_doors(POSITION range)
110 bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
112 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
115 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
122 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
124 * @return 効力があった場合TRUEを返す
126 bool detect_stairs(POSITION range)
128 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
130 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
133 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
140 * @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
142 * @return 効力があった場合TRUEを返す
144 bool detect_treasure(POSITION range)
146 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
148 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
151 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!"));
158 * @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
160 * @return 効力があった場合TRUEを返す
162 bool detect_objects_gold(POSITION range)
166 POSITION range2 = range;
170 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
173 for (i = 1; i < o_max; i++)
175 object_type *o_ptr = &o_list[i];
177 /* Skip dead objects */
178 if (!o_ptr->k_idx) continue;
180 /* Skip held objects */
181 if (o_ptr->held_m_idx) continue;
186 /* Only detect nearby objects */
187 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
189 /* Detect "gold" objects */
190 if (o_ptr->tval == TV_GOLD)
192 o_ptr->marked |= OM_FOUND;
198 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
201 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
204 if (detect_monsters_string(range, "$"))
213 * @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
215 * @return 効力があった場合TRUEを返す
217 bool detect_objects_normal(POSITION range)
221 POSITION range2 = range;
225 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
228 for (i = 1; i < o_max; i++)
230 object_type *o_ptr = &o_list[i];
232 /* Skip dead objects */
233 if (!o_ptr->k_idx) continue;
235 /* Skip held objects */
236 if (o_ptr->held_m_idx) continue;
241 /* Only detect nearby objects */
242 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
244 /* Detect "real" objects */
245 if (o_ptr->tval != TV_GOLD)
247 o_ptr->marked |= OM_FOUND;
253 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
256 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
259 if (detect_monsters_string(range, "!=?|/`"))
268 * @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.
270 * @return 効力があった場合TRUEを返す
273 * This will light up all spaces with "magic" items, including artifacts,
274 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
275 * and "enchanted" items of the "good" variety.
277 * It can probably be argued that this function is now too powerful.
280 bool detect_objects_magic(POSITION range)
282 OBJECT_TYPE_VALUE tv;
288 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
290 /* Scan all objects */
291 for (i = 1; i < o_max; i++)
293 object_type *o_ptr = &o_list[i];
295 /* Skip dead objects */
296 if (!o_ptr->k_idx) continue;
298 /* Skip held objects */
299 if (o_ptr->held_m_idx) continue;
304 /* Only detect nearby objects */
305 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
307 /* Examine the tval */
310 /* Artifacts, misc magic items, or enchanted wearables */
311 if (object_is_artifact(o_ptr) ||
312 object_is_ego(o_ptr) ||
313 (tv == TV_WHISTLE) ||
321 (tv == TV_LIFE_BOOK) ||
322 (tv == TV_SORCERY_BOOK) ||
323 (tv == TV_NATURE_BOOK) ||
324 (tv == TV_CHAOS_BOOK) ||
325 (tv == TV_DEATH_BOOK) ||
326 (tv == TV_TRUMP_BOOK) ||
327 (tv == TV_ARCANE_BOOK) ||
328 (tv == TV_CRAFT_BOOK) ||
329 (tv == TV_DAEMON_BOOK) ||
330 (tv == TV_CRUSADE_BOOK) ||
331 (tv == TV_MUSIC_BOOK) ||
332 (tv == TV_HISSATSU_BOOK) ||
333 (tv == TV_HEX_BOOK) ||
334 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
336 /* Memorize the item */
337 o_ptr->marked |= OM_FOUND;
344 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!"));
353 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
355 * @return 効力があった場合TRUEを返す
357 bool detect_monsters_normal(POSITION range)
363 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
365 for (i = 1; i < m_max; i++)
367 monster_type *m_ptr = &m_list[i];
368 monster_race *r_ptr = &r_info[m_ptr->r_idx];
370 /* Skip dead monsters */
371 if (!m_ptr->r_idx) continue;
376 /* Only detect nearby monsters */
377 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
379 /* Detect all non-invisible monsters */
380 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
382 /* Repair visibility later */
383 repair_monsters = TRUE;
385 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
386 update_monster(i, FALSE);
391 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
394 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
401 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
403 * @return 効力があった場合TRUEを返す
405 bool detect_monsters_invis(POSITION range)
411 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
413 for (i = 1; i < m_max; i++)
415 monster_type *m_ptr = &m_list[i];
416 monster_race *r_ptr = &r_info[m_ptr->r_idx];
418 /* Skip dead monsters */
419 if (!m_ptr->r_idx) continue;
424 /* Only detect nearby monsters */
425 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
427 /* Detect invisible monsters */
428 if (r_ptr->flags2 & RF2_INVISIBLE)
430 /* Update monster recall window */
431 if (p_ptr->monster_race_idx == m_ptr->r_idx)
433 p_ptr->window |= (PW_MONSTER);
436 /* Repair visibility later */
437 repair_monsters = TRUE;
439 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
440 update_monster(i, FALSE);
445 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
448 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
454 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
456 * @return 効力があった場合TRUEを返す
458 bool detect_monsters_evil(POSITION range)
464 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
466 for (i = 1; i < m_max; i++)
468 monster_type *m_ptr = &m_list[i];
469 monster_race *r_ptr = &r_info[m_ptr->r_idx];
471 /* Skip dead monsters */
472 if (!m_ptr->r_idx) continue;
477 /* Only detect nearby monsters */
478 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
480 /* Detect evil monsters */
481 if (r_ptr->flags3 & RF3_EVIL)
483 if (is_original_ap(m_ptr))
485 /* Take note that they are evil */
486 r_ptr->r_flags3 |= (RF3_EVIL);
488 /* Update monster recall window */
489 if (p_ptr->monster_race_idx == m_ptr->r_idx)
491 p_ptr->window |= (PW_MONSTER);
495 /* Repair visibility later */
496 repair_monsters = TRUE;
498 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
499 update_monster(i, FALSE);
505 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
511 * @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
513 * @return 効力があった場合TRUEを返す
515 bool detect_monsters_nonliving(POSITION range)
521 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
523 for (i = 1; i < m_max; i++)
525 monster_type *m_ptr = &m_list[i];
527 /* Skip dead monsters */
528 if (!m_ptr->r_idx) continue;
533 /* Only detect nearby monsters */
534 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
536 /* Detect non-living monsters */
537 if (!monster_living(m_ptr->r_idx))
539 /* Update monster recall window */
540 if (p_ptr->monster_race_idx == m_ptr->r_idx)
542 p_ptr->window |= (PW_MONSTER);
545 /* Repair visibility later */
546 repair_monsters = TRUE;
548 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
549 update_monster(i, FALSE);
555 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!"));
561 * @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
563 * @return 効力があった場合TRUEを返す
565 bool detect_monsters_mind(POSITION range)
571 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
573 for (i = 1; i < m_max; i++)
575 monster_type *m_ptr = &m_list[i];
576 monster_race *r_ptr = &r_info[m_ptr->r_idx];
578 /* Skip dead monsters */
579 if (!m_ptr->r_idx) continue;
584 /* Only detect nearby monsters */
585 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
587 /* Detect non-living monsters */
588 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
590 /* Update monster recall window */
591 if (p_ptr->monster_race_idx == m_ptr->r_idx)
593 p_ptr->window |= (PW_MONSTER);
596 /* Repair visibility later */
597 repair_monsters = TRUE;
599 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
600 update_monster(i, FALSE);
606 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
613 * @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
615 * @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)
616 * @return 効力があった場合TRUEを返す
618 bool detect_monsters_string(POSITION range, concptr Match)
624 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
626 for (i = 1; i < m_max; i++)
628 monster_type *m_ptr = &m_list[i];
629 monster_race *r_ptr = &r_info[m_ptr->r_idx];
631 /* Skip dead monsters */
632 if (!m_ptr->r_idx) continue;
637 /* Only detect nearby monsters */
638 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
640 /* Detect monsters with the same symbol */
641 if (my_strchr(Match, r_ptr->d_char))
643 /* Update monster recall window */
644 if (p_ptr->monster_race_idx == m_ptr->r_idx)
646 p_ptr->window |= (PW_MONSTER);
649 /* Repair visibility later */
650 repair_monsters = TRUE;
652 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
653 update_monster(i, FALSE);
658 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
661 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
667 * @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
669 * @param match_flag 感知フラグ
670 * @return 効力があった場合TRUEを返す
672 bool detect_monsters_xxx(POSITION range, u32b match_flag)
677 concptr desc_monsters = _("変なモンスター", "weird monsters");
679 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
681 for (i = 1; i < m_max; i++)
683 monster_type *m_ptr = &m_list[i];
684 monster_race *r_ptr = &r_info[m_ptr->r_idx];
686 /* Skip dead monsters */
687 if (!m_ptr->r_idx) continue;
692 /* Only detect nearby monsters */
693 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
695 /* Detect evil monsters */
696 if (r_ptr->flags3 & (match_flag))
698 if (is_original_ap(m_ptr))
700 /* Take note that they are something */
701 r_ptr->r_flags3 |= (match_flag);
703 /* Update monster recall window */
704 if (p_ptr->monster_race_idx == m_ptr->r_idx)
706 p_ptr->window |= (PW_MONSTER);
710 /* Repair visibility later */
711 repair_monsters = TRUE;
713 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
714 update_monster(i, FALSE);
723 desc_monsters = _("デーモン", "demons");
726 desc_monsters = _("アンデッド", "the undead");
730 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
738 * @brief 全感知処理 / Detect everything
740 * @return 効力があった場合TRUEを返す
742 bool detect_all(POSITION range)
746 /* Detect everything */
747 if (detect_traps(range, TRUE)) detect = TRUE;
748 if (detect_doors(range)) detect = TRUE;
749 if (detect_stairs(range)) detect = TRUE;
751 /* There are too many hidden treasure. So... */
752 /* if (detect_treasure(range)) detect = TRUE; */
754 if (detect_objects_gold(range)) detect = TRUE;
755 if (detect_objects_normal(range)) detect = TRUE;
756 if (detect_monsters_invis(range)) detect = TRUE;
757 if (detect_monsters_normal(range)) detect = TRUE;
763 * @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
766 * @return 効力があった場合TRUEを返す
769 * Note that affected monsters are NOT auto-tracked by this usage.
771 * To avoid misbehavior when monster deaths have side-effects,
772 * this is done in two passes. -- JDL
775 bool project_all_los(EFFECT_ID typ, HIT_POINT dam)
779 BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
780 bool obvious = FALSE;
783 /* Mark all (nearby) monsters */
784 for (i = 1; i < m_max; i++)
786 monster_type *m_ptr = &m_list[i];
788 /* Paranoia -- Skip dead monsters */
789 if (!m_ptr->r_idx) continue;
794 /* Require line of sight */
795 if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
797 /* Mark the monster */
798 m_ptr->mflag |= (MFLAG_TEMP);
801 /* Affect all marked monsters */
802 for (i = 1; i < m_max; i++)
804 monster_type *m_ptr = &m_list[i];
806 /* Skip unmarked monsters */
807 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
810 m_ptr->mflag &= ~(MFLAG_TEMP);
815 /* Jump directly to the target monster */
816 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
823 * @brief 視界内モンスターを加速する処理 / Speed monsters
824 * @return 効力があった場合TRUEを返す
826 bool speed_monsters(void)
828 return (project_all_los(GF_OLD_SPEED, p_ptr->lev));
832 * @brief 視界内モンスターを加速する処理 / Slow monsters
833 * @return 効力があった場合TRUEを返す
835 bool slow_monsters(int power)
837 return (project_all_los(GF_OLD_SLOW, power));
841 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
842 * @return 効力があった場合TRUEを返す
844 bool sleep_monsters(int power)
846 return (project_all_los(GF_OLD_SLEEP, power));
850 * @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
851 * @return 効力があった場合TRUEを返す
853 bool banish_evil(int dist)
855 return (project_all_los(GF_AWAY_EVIL, dist));
859 * @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
860 * @return 効力があった場合TRUEを返す
862 bool turn_undead(void)
864 bool tester = (project_all_los(GF_TURN_UNDEAD, p_ptr->lev));
866 chg_virtue(V_UNLIFE, -1);
871 * @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
872 * @return 効力があった場合TRUEを返す
874 bool dispel_undead(HIT_POINT dam)
876 bool tester = (project_all_los(GF_DISP_UNDEAD, dam));
878 chg_virtue(V_UNLIFE, -2);
883 * @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
884 * @return 効力があった場合TRUEを返す
886 bool dispel_evil(HIT_POINT dam)
888 return (project_all_los(GF_DISP_EVIL, dam));
892 * @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
893 * @return 効力があった場合TRUEを返す
895 bool dispel_good(HIT_POINT dam)
897 return (project_all_los(GF_DISP_GOOD, dam));
901 * @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
902 * @return 効力があった場合TRUEを返す
904 bool dispel_monsters(HIT_POINT dam)
906 return (project_all_los(GF_DISP_ALL, dam));
909 bool cleansing_nova(player_type *creature_ptr, bool magic, bool powerful)
912 if (dispel_evil(powerful ? 225 : 150)) ident = TRUE;
913 int k = 3 * creature_ptr->lev;
914 if (set_protevil((magic ? 0 : creature_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
915 if (set_poisoned(0)) ident = TRUE;
916 if (set_afraid(0)) ident = TRUE;
917 if (hp_player(50)) ident = TRUE;
918 if (set_stun(0)) ident = TRUE;
919 if (set_cut(0)) ident = TRUE;
924 * @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
925 * @return 効力があった場合TRUEを返す
927 bool dispel_living(HIT_POINT dam)
929 return (project_all_los(GF_DISP_LIVING, dam));
933 * @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
934 * @return 効力があった場合TRUEを返す
936 bool dispel_demons(HIT_POINT dam)
938 return (project_all_los(GF_DISP_DEMON, dam));
942 * @brief 視界内のモンスターに「聖戦」効果を与える処理
943 * @return 効力があった場合TRUEを返す
947 return (project_all_los(GF_CRUSADE, p_ptr->lev*4));
951 * @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.
952 * @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)
955 void aggravate_monsters(MONSTER_IDX who)
961 /* Aggravate everyone nearby */
962 for (i = 1; i < m_max; i++)
964 monster_type *m_ptr = &m_list[i];
966 /* Paranoia -- Skip dead monsters */
967 if (!m_ptr->r_idx) continue;
969 /* Skip aggravating monster (or player) */
970 if (i == who) continue;
972 /* Wake up nearby sleeping monsters */
973 if (m_ptr->cdis < MAX_SIGHT * 2)
976 if (MON_CSLEEP(m_ptr))
978 (void)set_monster_csleep(i, 0);
981 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
984 /* Speed up monsters in line of sight */
985 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
989 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
995 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!"));
996 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!"));
997 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
1002 * @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
1003 * @param m_idx 抹殺するモンスターID
1004 * @param power 抹殺の威力
1005 * @param player_cast プレイヤーの魔法によるものならば TRUE
1006 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
1007 * @param spell_name 抹殺効果を起こした魔法の名前
1008 * @return 効力があった場合TRUEを返す
1010 bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, concptr spell_name)
1012 int msec = delay_factor * delay_factor * delay_factor;
1013 monster_type *m_ptr = &m_list[m_idx];
1014 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1015 bool resist = FALSE;
1017 if (is_pet(m_ptr) && !player_cast) return FALSE;
1019 /* Hack -- Skip Unique Monsters or Quest Monsters */
1020 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1021 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1022 else if (m_idx == p_ptr->riding) resist = TRUE;
1023 else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
1024 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1025 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1030 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1032 GAME_TEXT m_name[MAX_NLEN];
1034 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1035 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1038 delete_monster_idx(m_idx);
1041 if (resist && player_cast)
1043 bool see_m = is_seen(m_ptr);
1044 GAME_TEXT m_name[MAX_NLEN];
1046 monster_desc(m_name, m_ptr, 0);
1049 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1051 if (MON_CSLEEP(m_ptr))
1053 (void)set_monster_csleep(m_idx, 0);
1056 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1059 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1063 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1067 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1072 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);
1075 /* Visual feedback */
1076 move_cursor_relative(p_ptr->y, p_ptr->x);
1078 p_ptr->redraw |= (PR_HP);
1079 p_ptr->window |= (PW_PLAYER);
1084 Term_xtra(TERM_XTRA_DELAY, msec);
1091 * @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
1092 * @param power 抹殺の威力
1093 * @param player_cast プレイヤーの魔法によるものならば TRUE
1094 * @return 効力があった場合TRUEを返す
1096 bool symbol_genocide(int power, bool player_cast)
1100 bool result = FALSE;
1102 /* Prevent genocide in quest levels */
1103 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1105 msg_print(_("何も起きないようだ……", "It seems nothing happen here..."));
1109 /* Mega-Hack -- Get a monster symbol */
1110 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)) ;
1112 /* Delete the monsters of that "type" */
1113 for (i = 1; i < m_max; i++)
1115 monster_type *m_ptr = &m_list[i];
1116 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1118 /* Paranoia -- Skip dead monsters */
1119 if (!m_ptr->r_idx) continue;
1121 /* Skip "wrong" monsters */
1122 if (r_ptr->d_char != typ) continue;
1124 result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
1129 chg_virtue(V_VITALITY, -2);
1130 chg_virtue(V_CHANCE, -1);
1138 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1139 * @param power 抹殺の威力
1140 * @param player_cast プレイヤーの魔法によるものならば TRUE
1141 * @return 効力があった場合TRUEを返す
1143 bool mass_genocide(int power, bool player_cast)
1146 bool result = FALSE;
1148 /* Prevent mass genocide in quest levels */
1149 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1154 /* Delete the (nearby) monsters */
1155 for (i = 1; i < m_max; i++)
1157 monster_type *m_ptr = &m_list[i];
1159 /* Paranoia -- Skip dead monsters */
1160 if (!m_ptr->r_idx) continue;
1162 /* Skip distant monsters */
1163 if (m_ptr->cdis > MAX_SIGHT) continue;
1166 result |= genocide_aux(i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1171 chg_virtue(V_VITALITY, -2);
1172 chg_virtue(V_CHANCE, -1);
1180 * @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
1181 * @param power 抹殺の威力
1182 * @param player_cast プレイヤーの魔法によるものならば TRUE
1183 * @return 効力があった場合TRUEを返す
1185 bool mass_genocide_undead(int power, bool player_cast)
1188 bool result = FALSE;
1190 /* Prevent mass genocide in quest levels */
1191 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1196 /* Delete the (nearby) monsters */
1197 for (i = 1; i < m_max; i++)
1199 monster_type *m_ptr = &m_list[i];
1200 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1202 /* Paranoia -- Skip dead monsters */
1203 if (!m_ptr->r_idx) continue;
1205 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1207 /* Skip distant monsters */
1208 if (m_ptr->cdis > MAX_SIGHT) continue;
1211 result |= genocide_aux(i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1216 chg_virtue(V_UNLIFE, -2);
1217 chg_virtue(V_CHANCE, -1);
1225 * @brief 周辺モンスターを調査する / Probe nearby monsters
1226 * @return 効力があった場合TRUEを返す
1231 int speed; /* TODO */
1242 /* Probe all (nearby) monsters */
1243 for (i = 1; i < m_max; i++)
1245 monster_type *m_ptr = &m_list[i];
1246 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1248 /* Paranoia -- Skip dead monsters */
1249 if (!m_ptr->r_idx) continue;
1251 /* Require line of sight */
1252 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
1254 /* Probe visible monsters */
1257 GAME_TEXT m_name[MAX_NLEN];
1259 /* Start the message */
1262 msg_print(_("調査中...", "Probing..."));
1267 if (!is_original_ap(m_ptr))
1269 if (m_ptr->mflag2 & MFLAG2_KAGE)
1270 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1272 m_ptr->ap_r_idx = m_ptr->r_idx;
1273 lite_spot(m_ptr->fy, m_ptr->fx);
1275 /* Get "the monster" or "something" */
1276 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1278 speed = m_ptr->mspeed - 110;
1279 if (MON_FAST(m_ptr)) speed += 10;
1280 if (MON_SLOW(m_ptr)) speed -= 10;
1281 if (ironman_nightmare) speed += 5;
1283 /* Get the monster's alignment */
1284 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
1285 else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
1286 else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
1287 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)");
1288 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
1289 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
1290 else align = _("中立", "neutral");
1292 /* Describe the monster */
1293 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:"),
1294 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1296 if (r_ptr->next_r_idx)
1298 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1302 strcat(buf, "xxx ");
1305 if (MON_CSLEEP(m_ptr)) strcat(buf,_("睡眠 ", "sleeping "));
1306 if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
1307 if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
1308 if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
1309 if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
1310 buf[strlen(buf)-1] = '\0';
1313 /* HACK : Add the line to message buffer */
1316 p_ptr->window |= (PW_MESSAGE);
1319 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
1322 Term_erase(0, 0, 255);
1324 /* Learn everything about this monster */
1325 if (lore_do_probe(m_ptr->r_idx))
1327 /* Get base name of monster */
1328 strcpy(buf, (r_name + r_ptr->name));
1331 /* Note that we learnt some new flags -Mogami- */
1332 msg_format("%sについてさらに詳しくなった気がする。", buf);
1337 /* Note that we learnt some new flags -Mogami- */
1338 msg_format("You now know more about %s.", buf);
1340 /* Clear -more- prompt */
1355 chg_virtue(V_KNOWLEDGE, 1);
1356 msg_print(_("これで全部です。", "That's all."));
1364 * @brief *破壊*処理を行う / The spell of destruction
1365 * @param y1 破壊の中心Y座標
1366 * @param x1 破壊の中心X座標
1368 * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
1369 * @return 効力があった場合TRUEを返す
1372 * This spell "deletes" monsters (instead of "killing" them).
1374 * Later we may use one function for both "destruction" and
1375 * "earthquake" by using the "full" to select "destruction".
1378 bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
1385 /* Prevent destruction of quest levels and town */
1386 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1391 /* Lose monster light */
1392 if (!in_generate) clear_mon_lite();
1394 /* Big area of affect */
1395 for (y = (y1 - r); y <= (y1 + r); y++)
1397 for (x = (x1 - r); x <= (x1 + r); x++)
1399 /* Skip illegal grids */
1400 if (!in_bounds(y, x)) continue;
1402 /* Extract the distance */
1403 k = distance(y1, x1, y, x);
1405 /* Stay in the circle of death */
1406 if (k > r) continue;
1407 c_ptr = &cave[y][x];
1409 /* Lose room and vault */
1410 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1412 /* Lose light and knowledge */
1413 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
1415 if (!in_generate) /* Normal */
1418 c_ptr->info &= ~(CAVE_UNSAFE);
1420 /* Hack -- Notice player affect */
1421 if (player_bold(y, x))
1423 /* Hurt the player later */
1426 /* Do not hurt this grid */
1431 /* Hack -- Skip the epicenter */
1432 if ((y == y1) && (x == x1)) continue;
1436 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1437 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1439 if (in_generate) /* In generation */
1441 /* Delete the monster (if any) */
1442 delete_monster(y, x);
1444 else if (r_ptr->flags1 & RF1_QUESTOR)
1446 /* Heal the monster */
1447 m_ptr->hp = m_ptr->maxhp;
1449 /* Try to teleport away quest monsters */
1450 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
1454 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1456 GAME_TEXT m_name[MAX_NLEN];
1458 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1459 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
1462 /* Delete the monster (if any) */
1463 delete_monster(y, x);
1467 /* During generation, destroyed artifacts are "preserved" */
1468 if (preserve_mode || in_generate)
1470 OBJECT_IDX this_o_idx, next_o_idx = 0;
1472 /* Scan all objects in the grid */
1473 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1476 o_ptr = &o_list[this_o_idx];
1478 /* Acquire next object */
1479 next_o_idx = o_ptr->next_o_idx;
1481 /* Hack -- Preserve unknown artifacts */
1482 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
1484 /* Mega-Hack -- Preserve the artifact */
1485 a_info[o_ptr->name1].cur_num = 0;
1487 if (in_generate && cheat_peek)
1489 GAME_TEXT o_name[MAX_NLEN];
1490 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1491 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);
1494 else if (in_generate && cheat_peek && o_ptr->art_name)
1496 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。",
1497 "One of the random artifacts was *destroyed* during generation."));
1502 /* Delete objects */
1503 delete_object(y, x);
1505 /* Destroy "non-permanent" grids */
1506 if (!cave_perma_grid(c_ptr))
1508 /* Wall (or floor) type */
1511 if (!in_generate) /* Normal */
1515 /* Create granite wall */
1516 cave_set_feat(y, x, feat_granite);
1520 /* Create quartz vein */
1521 cave_set_feat(y, x, feat_quartz_vein);
1525 /* Create magma vein */
1526 cave_set_feat(y, x, feat_magma_vein);
1531 cave_set_feat(y, x, floor_type[randint0(100)]);
1534 else /* In generation */
1538 /* Create granite wall */
1539 place_extra_grid(c_ptr);
1543 /* Create quartz vein */
1544 c_ptr->feat = feat_quartz_vein;
1548 /* Create magma vein */
1549 c_ptr->feat = feat_magma_vein;
1554 place_floor_grid(c_ptr);
1557 /* Clear garbage of hidden trap or door */
1566 /* Process "re-glowing" */
1567 for (y = (y1 - r); y <= (y1 + r); y++)
1569 for (x = (x1 - r); x <= (x1 + r); x++)
1571 /* Skip illegal grids */
1572 if (!in_bounds(y, x)) continue;
1574 /* Extract the distance */
1575 k = distance(y1, x1, y, x);
1577 /* Stay in the circle of death */
1578 if (k > r) continue;
1579 c_ptr = &cave[y][x];
1581 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
1582 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
1588 for (i = 0; i < 9; i++)
1590 yy = y + ddy_ddd[i];
1591 xx = x + ddx_ddd[i];
1592 if (!in_bounds2(yy, xx)) continue;
1593 cc_ptr = &cave[yy][xx];
1594 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1596 c_ptr->info |= CAVE_GLOW;
1604 /* Hack -- Affect player */
1607 msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
1609 /* Blind the player */
1610 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
1613 (void)set_blind(p_ptr->blind + 10 + randint1(10));
1619 /* Mega-Hack -- Forget the view and lite */
1620 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1621 p_ptr->redraw |= (PR_MAP);
1622 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1624 if (p_ptr->special_defense & NINJA_S_STEALTH)
1626 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1636 * @brief 地震処理(サブルーチン) /
1637 * Induce an "earthquake" of the given radius at the given location.
1638 * @return 効力があった場合TRUEを返す
1642 * @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)
1646 * This will turn some walls into floors and some floors into walls.
1648 * The player will take damage and "jump" into a safe grid if possible,
1649 * otherwise, he will "tunnel" through the rubble instantaneously.
1651 * Monsters will take damage, and "jump" into a safe grid if possible,
1652 * otherwise they will be "buried" in the rubble, disappearing from
1653 * the level in the same way that they do when genocided.
1655 * Note that thus the player and monsters (except eaters of walls and
1656 * passers through walls) will never occupy the same grid as a wall.
1657 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
1658 * for a single turn, unless that monster can pass_walls or kill_walls.
1659 * This has allowed massive simplification of the "monster" code.
1662 bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
1666 POSITION y, x, yy, xx, dy, dx;
1669 POSITION sy = 0, sx = 0;
1675 /* Prevent destruction of quest levels and town */
1676 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1681 /* Paranoia -- Enforce maximum range */
1684 /* Clear the "maximal blast" area */
1685 for (y = 0; y < 32; y++)
1687 for (x = 0; x < 32; x++)
1693 /* Check around the epicenter */
1694 for (dy = -r; dy <= r; dy++)
1696 for (dx = -r; dx <= r; dx++)
1698 /* Extract the location */
1702 /* Skip illegal grids */
1703 if (!in_bounds(yy, xx)) continue;
1705 /* Skip distant grids */
1706 if (distance(cy, cx, yy, xx) > r) continue;
1707 c_ptr = &cave[yy][xx];
1709 /* Lose room and vault */
1710 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
1712 /* Lose light and knowledge */
1713 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
1715 /* Skip the epicenter */
1716 if (!dx && !dy) continue;
1718 /* Skip most grids */
1719 if (randint0(100) < 85) continue;
1721 /* Damage this grid */
1722 map[16+yy-cy][16+xx-cx] = TRUE;
1724 /* Hack -- Take note of player damage */
1725 if (player_bold(yy, xx)) hurt = TRUE;
1729 /* First, affect the player (if necessary) */
1730 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
1732 /* Check around the player */
1733 for (i = 0; i < 8; i++)
1735 /* Access the location */
1736 y = p_ptr->y + ddy_ddd[i];
1737 x = p_ptr->x + ddx_ddd[i];
1739 /* Skip non-empty grids */
1740 if (!cave_empty_bold(y, x)) continue;
1742 /* Important -- Skip "quake" grids */
1743 if (map[16+y-cy][16+x-cx]) continue;
1745 if (cave[y][x].m_idx) continue;
1747 /* Count "safe" grids */
1750 /* Randomize choice */
1751 if (randint0(sn) > 0) continue;
1753 /* Save the safe location */
1757 /* Random message */
1758 switch (randint1(3))
1762 msg_print(_("ダンジョンの壁が崩れた!", "The cave ceiling collapses!"));
1767 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!"));
1772 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!"));
1777 /* Hurt the player a lot */
1780 /* Message and damage */
1781 msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
1785 /* Destroy the grid, and push the player to safety */
1788 /* Calculate results */
1789 switch (randint1(3))
1793 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
1799 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
1800 damage = damroll(10, 4);
1801 (void)set_stun(p_ptr->stun + randint1(50));
1806 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!"));
1807 damage = damroll(10, 4);
1808 (void)set_stun(p_ptr->stun + randint1(50));
1813 /* Move the player to the safe location */
1814 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
1817 /* Important -- no wall on player */
1818 map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
1826 GAME_TEXT m_name[MAX_NLEN];
1827 monster_type *m_ptr = &m_list[m_idx];
1829 /* Get the monster's real name */
1830 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1832 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
1836 killer = _("地震", "an earthquake");
1839 take_hit(DAMAGE_ATTACK, damage, killer, -1);
1843 /* Examine the quaked region */
1844 for (dy = -r; dy <= r; dy++)
1846 for (dx = -r; dx <= r; dx++)
1848 /* Extract the location */
1852 /* Skip unaffected grids */
1853 if (!map[16+yy-cy][16+xx-cx]) continue;
1854 c_ptr = &cave[yy][xx];
1856 if (c_ptr->m_idx == p_ptr->riding) continue;
1858 /* Process monsters */
1861 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1862 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1864 /* Quest monsters */
1865 if (r_ptr->flags1 & RF1_QUESTOR)
1867 /* No wall on quest monsters */
1868 map[16+yy-cy][16+xx-cx] = FALSE;
1873 /* Most monsters cannot co-exist with rock */
1874 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
1875 !(r_ptr->flags2 & (RF2_PASS_WALL)))
1877 GAME_TEXT m_name[MAX_NLEN];
1879 /* Assume not safe */
1882 /* Monster can move to escape the wall */
1883 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
1885 /* Look for safety */
1886 for (i = 0; i < 8; i++)
1888 y = yy + ddy_ddd[i];
1889 x = xx + ddx_ddd[i];
1891 /* Skip non-empty grids */
1892 if (!cave_empty_bold(y, x)) continue;
1894 /* Hack -- no safety on glyph of warding */
1895 if (is_glyph_grid(&cave[y][x])) continue;
1896 if (is_explosive_rune_grid(&cave[y][x])) continue;
1898 /* ... nor on the Pattern */
1899 if (pattern_tile(y, x)) continue;
1901 /* Important -- Skip "quake" grids */
1902 if (map[16+y-cy][16+x-cx]) continue;
1904 if (cave[y][x].m_idx) continue;
1905 if (player_bold(y, x)) continue;
1907 /* Count "safe" grids */
1910 /* Randomize choice */
1911 if (randint0(sn) > 0) continue;
1913 /* Save the safe grid */
1918 /* Describe the monster */
1919 monster_desc(m_name, m_ptr, 0);
1921 /* Scream in pain */
1922 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);
1924 /* Take damage from the quake */
1925 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
1927 /* Monster is certainly awake */
1928 (void)set_monster_csleep(c_ptr->m_idx, 0);
1930 /* Apply damage directly */
1931 m_ptr->hp -= damage;
1933 /* Delete (not kill) "dead" monsters */
1936 if (!ignore_unview || is_seen(m_ptr))
1937 msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
1941 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
1943 char m2_name[MAX_NLEN];
1945 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
1946 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
1950 delete_monster(yy, xx);
1952 /* No longer safe */
1956 /* Hack -- Escape from the rock */
1959 IDX m_idx_aux = cave[yy][xx].m_idx;
1961 /* Update the old location */
1962 cave[yy][xx].m_idx = 0;
1964 /* Update the new location */
1965 cave[sy][sx].m_idx = m_idx_aux;
1967 /* Move the monster */
1971 update_monster(m_idx, TRUE);
1980 /* Lose monster light */
1983 /* Examine the quaked region */
1984 for (dy = -r; dy <= r; dy++)
1986 for (dx = -r; dx <= r; dx++)
1988 /* Extract the location */
1992 /* Skip unaffected grids */
1993 if (!map[16+yy-cy][16+xx-cx]) continue;
1995 c_ptr = &cave[yy][xx];
1997 /* Paranoia -- never affect player */
1998 /* if (player_bold(yy, xx)) continue; */
2000 /* Destroy location (if valid) */
2001 if (cave_valid_bold(yy, xx))
2003 /* Delete objects */
2004 delete_object(yy, xx);
2006 /* Wall (or floor) type */
2007 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
2012 /* Create granite wall */
2013 cave_set_feat(yy, xx, feat_granite);
2019 /* Create quartz vein */
2020 cave_set_feat(yy, xx, feat_quartz_vein);
2026 /* Create magma vein */
2027 cave_set_feat(yy, xx, feat_magma_vein);
2034 cave_set_feat(yy, xx, floor_type[randint0(100)]);
2041 /* Process "re-glowing" */
2042 for (dy = -r; dy <= r; dy++)
2044 for (dx = -r; dx <= r; dx++)
2046 /* Extract the location */
2050 /* Skip illegal grids */
2051 if (!in_bounds(yy, xx)) continue;
2053 /* Skip distant grids */
2054 if (distance(cy, cx, yy, xx) > r) continue;
2055 c_ptr = &cave[yy][xx];
2057 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
2058 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
2063 for (ii = 0; ii < 9; ii++)
2065 yyy = yy + ddy_ddd[ii];
2066 xxx = xx + ddx_ddd[ii];
2067 if (!in_bounds2(yyy, xxx)) continue;
2068 cc_ptr = &cave[yyy][xxx];
2069 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2071 c_ptr->info |= CAVE_GLOW;
2080 /* Mega-Hack -- Forget the view and lite */
2081 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2083 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
2085 /* Update the health bar */
2086 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
2088 p_ptr->redraw |= (PR_MAP);
2090 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2092 if (p_ptr->special_defense & NINJA_S_STEALTH)
2094 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2102 * @brief 地震処理(プレイヤーの中心発動) /
2103 * Induce an "earthquake" of the given radius at the given location.
2104 * @return 効力があった場合TRUEを返す
2109 bool earthquake(POSITION cy, POSITION cx, POSITION r)
2111 return earthquake_aux(cy, cx, r, 0);
2118 void discharge_minion(void)
2123 for (i = 1; i < m_max; i++)
2125 monster_type *m_ptr = &m_list[i];
2126 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2127 if (m_ptr->nickname) okay = FALSE;
2129 if (!okay || p_ptr->riding)
2131 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? ")))
2134 for (i = 1; i < m_max; i++)
2137 monster_type *m_ptr = &m_list[i];
2138 monster_race *r_ptr;
2140 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2141 r_ptr = &r_info[m_ptr->r_idx];
2143 /* Uniques resist discharging */
2144 if (r_ptr->flags1 & RF1_UNIQUE)
2146 GAME_TEXT m_name[MAX_NLEN];
2147 monster_desc(m_name, m_ptr, 0x00);
2148 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);
2149 delete_monster_idx(i);
2152 dam = m_ptr->maxhp / 2;
2153 if (dam > 100) dam = (dam-100)/2 + 100;
2154 if (dam > 400) dam = (dam-400)/2 + 400;
2155 if (dam > 800) dam = 800;
2156 project(i, 2+(r_ptr->level/20), m_ptr->fy,
2157 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();
2587 * @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
2590 * @return 作用が実際にあった場合TRUEを返す
2592 bool lite_area(HIT_POINT dam, POSITION rad)
2594 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2596 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
2598 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
2602 /* Hack -- Message */
2605 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
2608 /* Hook into the "project()" function */
2609 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1);
2611 /* Lite up the room */
2612 lite_room(p_ptr->y, p_ptr->x);
2620 * @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
2623 * @return 作用が実際にあった場合TRUEを返す
2625 bool unlite_area(HIT_POINT dam, POSITION rad)
2627 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2629 /* Hack -- Message */
2632 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
2635 /* Hook into the "project()" function */
2636 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1);
2638 /* Lite up the room */
2639 unlite_room(p_ptr->y, p_ptr->x);
2648 * @brief ボール系スペルの発動 / Cast a ball spell
2650 * @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)
2653 * @return 作用が実際にあった場合TRUEを返す
2656 * Stop if we hit a monster, act as a "ball"
2657 * Allow "target" mode to pass over monsters
2658 * Affect grids, objects, and monsters
2661 bool fire_ball(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2665 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2667 if (typ == GF_CHARM_LIVING) flg|= PROJECT_HIDE;
2668 /* Use the given direction */
2669 tx = p_ptr->x + 99 * ddx[dir];
2670 ty = p_ptr->y + 99 * ddy[dir];
2672 /* Hack -- Use an actual "target" */
2673 if ((dir == 5) && target_okay())
2675 flg &= ~(PROJECT_STOP);
2680 /* Analyze the "dir" and the "target". Hurt items on floor. */
2681 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2685 * @brief ブレス系スペルの発動 / Cast a breath spell
2687 * @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)
2690 * @return 作用が実際にあった場合TRUEを返す
2693 * Stop if we hit a monster, act as a "ball"
2694 * Allow "target" mode to pass over monsters
2695 * Affect grids, objects, and monsters
2698 bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2700 return fire_ball(typ, dir, dam, -rad);
2705 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
2707 * @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)
2710 * @return 作用が実際にあった場合TRUEを返す
2713 * Stop if we hit a monster, act as a "ball"
2714 * Allow "target" mode to pass over monsters
2715 * Affect grids, objects, and monsters
2718 bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2721 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2723 /* Use the given direction */
2724 tx = p_ptr->x + 99 * ddx[dir];
2725 ty = p_ptr->y + 99 * ddy[dir];
2727 /* Hack -- Use an actual "target" */
2728 if ((dir == 5) && target_okay())
2734 /* Analyze the "dir" and the "target". Hurt items on floor. */
2735 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2740 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
2742 * @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)
2745 * @return 作用が実際にあった場合TRUEを返す
2748 * Stop if we hit a monster, act as a "ball"
2749 * Allow "target" mode to pass over monsters
2750 * Affect grids, objects, and monsters
2753 bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2756 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
2758 /* Use the given direction */
2759 tx = p_ptr->x + 99 * ddx[dir];
2760 ty = p_ptr->y + 99 * ddy[dir];
2762 /* Hack -- Use an actual "target" */
2763 if ((dir == 5) && target_okay())
2765 flg &= ~(PROJECT_STOP);
2770 /* Analyze the "dir" and the "target". Hurt items on floor. */
2771 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2776 * @brief メテオ系スペルの発動 / Cast a meteor spell
2777 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
2783 * @return 作用が実際にあった場合TRUEを返す
2786 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
2787 * player, or outside source, that starts out at an arbitrary location, and
2788 * leaving no trail from the "caster" to the target. This function is
2789 * especially useful for bombardments and similar. -LM-
2790 * Option to hurt the player.
2793 bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
2795 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2797 /* Analyze the "target" and the caster. */
2798 return (project(who, rad, y, x, dam, typ, flg, -1));
2803 * @brief ブラスト系スペルの発動 / Cast a blast spell
2805 * @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)
2810 * @return 作用が実際にあった場合TRUEを返す
2812 bool fire_blast(EFFECT_ID typ, DIRECTION dir, int dd, int ds, int num, int dev)
2816 POSITION ty, tx, y, x;
2819 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
2824 /* Use the given direction */
2827 ly = ty = p_ptr->y + 20 * ddy[dir];
2828 lx = tx = p_ptr->x + 20 * ddx[dir];
2831 /* Use an actual "target" */
2832 else /* if (dir == 5) */
2837 lx = 20 * (tx - p_ptr->x) + p_ptr->x;
2838 ly = 20 * (ty - p_ptr->y) + p_ptr->y;
2841 ld = distance(p_ptr->y, p_ptr->x, ly, lx);
2844 for (i = 0; i < num; i++)
2848 /* Get targets for some bolts */
2849 y = rand_spread(ly, ld * dev / 20);
2850 x = rand_spread(lx, ld * dev / 20);
2852 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
2855 /* Analyze the "dir" and the "target". */
2856 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
2867 * @brief モンスターとの位置交換処理 / Switch position with a monster.
2868 * @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)
2869 * @return 作用が実際にあった場合TRUEを返す
2871 bool teleport_swap(DIRECTION dir)
2875 monster_type* m_ptr;
2876 monster_race* r_ptr;
2878 if ((dir == 5) && target_okay())
2885 tx = p_ptr->x + ddx[dir];
2886 ty = p_ptr->y + ddy[dir];
2888 c_ptr = &cave[ty][tx];
2890 if (p_ptr->anti_tele)
2892 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
2896 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
2898 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
2904 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10))
2906 msg_print(_("失敗した。", "Failed to swap."));
2912 m_ptr = &m_list[c_ptr->m_idx];
2913 r_ptr = &r_info[m_ptr->r_idx];
2915 (void)set_monster_csleep(c_ptr->m_idx, 0);
2917 if (r_ptr->flagsr & RFR_RES_TELE)
2919 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
2921 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2927 sound(SOUND_TELEPORT);
2929 /* Swap the player and monster */
2930 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
2938 * @brief 指定方向に飛び道具を飛ばす(フラグ任意指定) / Hack -- apply a "projection()" in a direction (or at the target)
2940 * @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)
2943 * @return 作用が実際にあった場合TRUEを返す
2945 bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
2949 /* Pass through the target if needed */
2950 flg |= (PROJECT_THRU);
2952 /* Use the given direction */
2953 tx = p_ptr->x + ddx[dir];
2954 ty = p_ptr->y + ddy[dir];
2956 /* Hack -- Use an actual "target" */
2957 if ((dir == 5) && target_okay())
2963 /* Analyze the "dir" and the "target", do NOT explode */
2964 return (project(0, 0, ty, tx, dam, typ, flg, -1));
2969 * @brief ボルト系スペルの発動 / Cast a bolt spell.
2971 * @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)
2973 * @return 作用が実際にあった場合TRUEを返す
2976 * Stop if we hit a monster, as a "bolt".
2977 * Affect monsters and grids (not objects).
2980 bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
2982 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
2983 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
2984 return (project_hook(typ, dir, dam, flg));
2989 * @brief ビーム系スペルの発動 / Cast a beam spell.
2991 * @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)
2993 * @return 作用が実際にあった場合TRUEを返す
2996 * Pass through monsters, as a "beam".
2997 * Affect monsters, grids and objects.
3000 bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3002 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
3003 return (project_hook(typ, dir, dam, flg));
3008 * @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.
3009 * @param prob ビーム化する確率(%)
3011 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3013 * @return 作用が実際にあった場合TRUEを返す
3016 * Pass through monsters, as a "beam".
3017 * Affect monsters, grids and objects.
3020 bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3022 if (randint0(100) < prob)
3024 return (fire_beam(typ, dir, dam));
3028 return (fire_bolt(typ, dir, dam));
3033 * @brief LITE_WEAK属性による光源ビーム処理
3034 * @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)
3036 * @return 作用が実際にあった場合TRUEを返す
3038 bool lite_line(DIRECTION dir, HIT_POINT dam)
3040 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
3041 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
3046 * @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)
3048 * @return 作用が実際にあった場合TRUEを返す
3050 bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam)
3052 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3053 return (project_hook(GF_HYPODYNAMIA, dir, dam, flg));
3058 * @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)
3060 * @return 作用が実際にあった場合TRUEを返す
3062 bool wall_to_mud(DIRECTION dir, HIT_POINT dam)
3064 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3065 return (project_hook(GF_KILL_WALL, dir, dam, flg));
3070 * @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)
3071 * @return 作用が実際にあった場合TRUEを返す
3073 bool wizard_lock(DIRECTION dir)
3075 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3076 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
3081 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3082 * @return 作用が実際にあった場合TRUEを返す
3084 bool destroy_door(DIRECTION dir)
3086 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3087 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
3092 * @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)
3093 * @return 作用が実際にあった場合TRUEを返す
3095 bool disarm_trap(DIRECTION dir)
3097 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3098 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
3103 * @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)
3105 * @return 作用が実際にあった場合TRUEを返す
3107 bool heal_monster(DIRECTION dir, HIT_POINT dam)
3109 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3110 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
3115 * @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)
3117 * @return 作用が実際にあった場合TRUEを返す
3119 bool speed_monster(DIRECTION dir, int power)
3121 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3122 return (project_hook(GF_OLD_SPEED, dir, power, flg));
3127 * @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)
3129 * @return 作用が実際にあった場合TRUEを返す
3131 bool slow_monster(DIRECTION dir, int power)
3133 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3134 return (project_hook(GF_OLD_SLOW, dir, power, flg));
3139 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3141 * @return 作用が実際にあった場合TRUEを返す
3143 bool sleep_monster(DIRECTION dir, int power)
3145 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3146 return (project_hook(GF_OLD_SLEEP, dir, power, flg));
3150 * @brief モンスター拘束(STASIS)処理
3151 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3152 * @return 作用が実際にあった場合TRUEを返す
3153 * @details 威力はプレイヤーレベル*2に固定
3155 bool stasis_monster(DIRECTION dir)
3157 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
3161 * @brief 邪悪なモンスター拘束(STASIS)処理
3162 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3163 * @return 作用が実際にあった場合TRUEを返す
3164 * @details 威力はプレイヤーレベル*2に固定
3166 bool stasis_evil(DIRECTION dir)
3168 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
3173 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3174 * @param plev プレイヤーレベル(=効力)
3175 * @return 作用が実際にあった場合TRUEを返す
3177 bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev)
3179 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3180 return (project_hook(GF_OLD_CONF, dir, plev, flg));
3185 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3186 * @param plev プレイヤーレベル(=効力)
3187 * @return 作用が実際にあった場合TRUEを返す
3189 bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev)
3191 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3192 return (project_hook(GF_STUN, dir, plev, flg));
3196 * @brief チェンジモンスター処理
3197 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3199 * @return 作用が実際にあった場合TRUEを返す
3201 bool poly_monster(DIRECTION dir, int power)
3203 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3204 bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
3206 chg_virtue(V_CHANCE, 1);
3211 * @brief クローンモンスター処理
3212 * @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)
3213 * @return 作用が実際にあった場合TRUEを返す
3215 bool clone_monster(DIRECTION dir)
3217 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3218 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
3223 * @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)
3224 * @param plev プレイヤーレベル(=効力)
3225 * @return 作用が実際にあった場合TRUEを返す
3227 bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev)
3229 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3230 return (project_hook(GF_TURN_ALL, dir, plev, flg));
3235 * @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)
3236 * @param plev プレイヤーレベル(効力はplev*200)
3237 * @return 作用が実際にあった場合TRUEを返す
3239 bool death_ray(DIRECTION dir, PLAYER_LEVEL plev)
3241 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3242 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
3246 * @brief モンスター用テレポート処理
3247 * @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)
3248 * @param distance 移動距離
3249 * @return 作用が実際にあった場合TRUEを返す
3251 bool teleport_monster(DIRECTION dir, int distance)
3253 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
3254 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
3258 * @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)
3259 * @return 作用が実際にあった場合TRUEを返す
3261 bool door_creation(void)
3263 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3264 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_DOOR, flg, -1));
3268 * @brief トラップ生成処理(起点から周囲1マス)
3271 * @return 作用が実際にあった場合TRUEを返す
3273 bool trap_creation(POSITION y, POSITION x)
3275 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3276 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
3280 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
3281 * @return 作用が実際にあった場合TRUEを返す
3283 bool tree_creation(void)
3285 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3286 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_TREE, flg, -1));
3290 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
3291 * @return 作用が実際にあった場合TRUEを返す
3293 bool glyph_creation(void)
3295 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
3296 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_GLYPH, flg, -1));
3300 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
3301 * @return 作用が実際にあった場合TRUEを返す
3303 bool wall_stone(void)
3305 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3307 bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
3309 p_ptr->update |= (PU_FLOW);
3311 p_ptr->redraw |= (PR_MAP);
3317 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
3318 * @return 作用が実際にあった場合TRUEを返す
3320 bool destroy_doors_touch(void)
3322 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3323 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_DOOR, flg, -1));
3327 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
3328 * @return 作用が実際にあった場合TRUEを返す
3330 bool disarm_traps_touch(void)
3332 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3333 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_TRAP, flg, -1));
3337 * @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)
3338 * @return 作用が実際にあった場合TRUEを返す
3340 bool sleep_monsters_touch(void)
3342 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
3343 return (project(0, 1, p_ptr->y, p_ptr->x, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
3348 * @brief 死者復活処理(起点より周囲5マス)
3349 * @param who 術者モンスターID(0ならばプレイヤー)
3352 * @return 作用が実際にあった場合TRUEを返す
3354 bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x)
3356 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
3357 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
3362 * @return 作用が実際にあった場合TRUEを返す
3364 void call_chaos(void)
3366 int Chaos_type, dummy, dir;
3367 PLAYER_LEVEL plev = p_ptr->lev;
3368 bool line_chaos = FALSE;
3370 int hurt_types[31] =
3372 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
3373 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
3374 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
3375 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
3376 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
3377 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
3378 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
3379 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
3382 Chaos_type = hurt_types[randint0(31)];
3383 if (one_in_(4)) line_chaos = TRUE;
3387 for (dummy = 1; dummy < 10; dummy++)
3392 fire_beam(Chaos_type, dummy, 150);
3394 fire_ball(Chaos_type, dummy, 150, 2);
3398 else if (one_in_(3))
3400 fire_ball(Chaos_type, 0, 500, 8);
3404 if (!get_aim_dir(&dir)) return;
3406 fire_beam(Chaos_type, dir, 250);
3408 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
3413 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
3414 * @param stop_ty 再帰処理停止フラグ
3416 * @return 作用が実際にあった場合TRUEを返す
3419 * rr9: Stop the nasty things when a Cyberdemon is summoned
3420 * or the player gets paralyzed.
3423 bool activate_ty_curse(bool stop_ty, int *count)
3427 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3431 switch (randint1(34))
3436 msg_print(_("地面が揺れた...", "The ground trembles..."));
3437 earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
3438 if (!one_in_(6)) break;
3443 HIT_POINT dam = damroll(10, 10);
3444 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!"));
3445 project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1);
3446 take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
3447 if (!one_in_(6)) break;
3452 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
3453 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
3454 if (randint0(13)) (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3455 if (!one_in_(6)) break;
3458 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3462 project(0, 7, p_ptr->y, p_ptr->x, 50, GF_KILL_WALL, flg, -1);
3463 take_hit(DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
3465 if (!one_in_(6)) break;
3466 case 1: case 2: case 3: case 16: case 17:
3467 aggravate_monsters(0);
3468 if (!one_in_(6)) break;
3469 case 4: case 5: case 6:
3470 (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3471 if (!one_in_(6)) break;
3472 case 7: case 8: case 9: case 18:
3473 (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
3474 if (!one_in_(6)) break;
3475 case 10: case 11: case 12:
3476 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..."));
3477 lose_exp(p_ptr->exp / 16);
3478 if (!one_in_(6)) break;
3479 case 13: case 14: case 15: case 19: case 20:
3480 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
3486 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
3487 if (p_ptr->free_act)
3488 set_paralyzed(p_ptr->paralyzed + randint1(3));
3490 set_paralyzed(p_ptr->paralyzed + randint1(13));
3493 if (!one_in_(6)) break;
3494 case 21: case 22: case 23:
3495 (void)do_dec_stat(randint0(6));
3496 if (!one_in_(6)) break;
3498 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
3500 if (!one_in_(6)) break;
3503 * Only summon Cyberdemons deep in the dungeon.
3505 if ((dun_level > 65) && !stop_ty)
3507 (*count) += summon_cyber(-1, p_ptr->y, p_ptr->x);
3511 if (!one_in_(6)) break;
3517 (void)do_dec_stat(i);
3525 while (one_in_(3) && !stop_ty);
3531 * @brief HI_SUMMON(上級召喚)処理発動
3534 * @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
3535 * @return 作用が実際にあった場合TRUEを返す
3537 int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
3542 BIT_FLAGS mode = PM_ALLOW_GROUP;
3549 mode |= PM_FORCE_FRIENDLY;
3553 mode |= PM_FORCE_PET;
3558 if (!pet) mode |= PM_NO_PET;
3560 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
3562 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
3564 switch (randint1(25) + (dun_level / 20))
3567 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode, '\0');
3570 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode, '\0');
3573 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode, '\0');
3576 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode, '\0');
3579 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode, '\0');
3582 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode, '\0');
3585 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode, '\0');
3588 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode, '\0');
3592 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE), '\0');
3596 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE), '\0');
3599 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3600 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode, '\0');
3603 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3604 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode, '\0');
3607 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode, '\0');
3610 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3611 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode, '\0');
3620 * @brief サイバーデーモンの召喚
3621 * @param who 召喚主のモンスターID(0ならばプレイヤー)
3624 * @return 作用が実際にあった場合TRUEを返す
3626 int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x)
3629 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
3631 BIT_FLAGS mode = PM_ALLOW_GROUP;
3633 /* Summoned by a monster */
3636 monster_type *m_ptr = &m_list[who];
3637 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
3640 if (max_cyber > 4) max_cyber = 4;
3642 for (i = 0; i < max_cyber; i++)
3644 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode, '\0');
3651 * @brief 周辺破壊効果(プレイヤー中心)
3652 * @return 作用が実際にあった場合TRUEを返す
3654 void wall_breaker(void)
3657 POSITION y = 0, x = 0;
3658 int attempts = 1000;
3660 if (randint1(80 + p_ptr->lev) < 70)
3664 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
3666 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
3668 if (!player_bold(y, x)) break;
3671 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3672 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3674 else if (randint1(100) > 30)
3676 earthquake(p_ptr->y, p_ptr->x, 1);
3680 int num = damroll(5, 3);
3682 for (i = 0; i < num; i++)
3686 scatter(&y, &x, p_ptr->y, p_ptr->x, 10, 0);
3688 if (!player_bold(y, x)) break;
3691 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3692 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3699 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
3701 * @return 作用が実際にあった場合TRUEを返す
3703 bool confuse_monsters(HIT_POINT dam)
3705 return (project_all_los(GF_OLD_CONF, dam));
3710 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
3712 * @return 作用が実際にあった場合TRUEを返す
3714 bool charm_monsters(HIT_POINT dam)
3716 return (project_all_los(GF_CHARM, dam));
3721 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
3723 * @return 作用が実際にあった場合TRUEを返す
3725 bool charm_animals(HIT_POINT dam)
3727 return (project_all_los(GF_CONTROL_ANIMAL, dam));
3732 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
3734 * @return 作用が実際にあった場合TRUEを返す
3736 bool stun_monsters(HIT_POINT dam)
3738 return (project_all_los(GF_STUN, dam));
3743 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
3745 * @return 作用が実際にあった場合TRUEを返す
3747 bool stasis_monsters(HIT_POINT dam)
3749 return (project_all_los(GF_STASIS, dam));
3754 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
3756 * @return 作用が実際にあった場合TRUEを返す
3758 bool mindblast_monsters(HIT_POINT dam)
3760 return (project_all_los(GF_PSI, dam));
3765 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
3766 * @param dist 効力(距離)
3767 * @return 作用が実際にあった場合TRUEを返す
3769 bool banish_monsters(int dist)
3771 return (project_all_los(GF_AWAY_ALL, dist));
3776 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
3778 * @return 作用が実際にあった場合TRUEを返す
3780 bool turn_evil(HIT_POINT dam)
3782 return (project_all_los(GF_TURN_EVIL, dam));
3787 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
3789 * @return 作用が実際にあった場合TRUEを返す
3791 bool turn_monsters(HIT_POINT dam)
3793 return (project_all_los(GF_TURN_ALL, dam));
3798 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
3799 * @return 作用が実際にあった場合TRUEを返す
3801 bool deathray_monsters(void)
3803 return (project_all_los(GF_DEATH_RAY, p_ptr->lev * 200));
3807 * @brief チャーム・モンスター(1体)
3808 * @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)
3810 * @return 作用が実際にあった場合TRUEを返す
3812 bool charm_monster(DIRECTION dir, PLAYER_LEVEL plev)
3814 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3815 return (project_hook(GF_CHARM, dir, plev, flg));
3819 * @brief アンデッド支配(1体)
3820 * @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)
3822 * @return 作用が実際にあった場合TRUEを返す
3824 bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev)
3826 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3827 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
3832 * @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)
3834 * @return 作用が実際にあった場合TRUEを返す
3836 bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev)
3838 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3839 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
3844 * @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)
3846 * @return 作用が実際にあった場合TRUEを返す
3848 bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev)
3850 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3851 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
3857 * @param success 判定成功上の処理ならばTRUE
3858 * @return 作用が実際にあった場合TRUEを返す
3860 bool kawarimi(bool success)
3863 object_type *q_ptr = &forge;
3866 if (p_ptr->is_dead) return FALSE;
3867 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
3868 if (randint0(200) < p_ptr->stun) return FALSE;
3870 if (!success && one_in_(3))
3872 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
3873 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3874 p_ptr->redraw |= (PR_STATUS);
3881 teleport_player(10 + randint1(90), 0L);
3883 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
3885 q_ptr->pval = MON_NINJA;
3886 (void)drop_near(q_ptr, -1, y, x);
3888 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."));
3889 else msg_print(_("失敗!攻撃を受けてしまった。", "Failed! You are hit by the attack."));
3891 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3892 p_ptr->redraw |= (PR_STATUS);
3900 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
3901 * @param mdeath 目標モンスターが死亡したかを返す
3902 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
3904 bool rush_attack(bool *mdeath)
3911 bool tmp_mdeath = FALSE;
3914 if (mdeath) *mdeath = FALSE;
3917 if (!get_aim_dir(&dir)) return FALSE;
3919 /* Use the given direction */
3920 tx = p_ptr->x + project_length * ddx[dir];
3921 ty = p_ptr->y + project_length * ddy[dir];
3923 /* Hack -- Use an actual "target" */
3924 if ((dir == 5) && target_okay())
3930 if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
3932 path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
3935 /* No need to move */
3936 if (!path_n) return TRUE;
3938 /* Use ty and tx as to-move point */
3942 /* Project along the path */
3943 for (i = 0; i < path_n; i++)
3945 monster_type *m_ptr;
3947 int ny = GRID_Y(path_g[i]);
3948 int nx = GRID_X(path_g[i]);
3950 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
3955 /* Go to next grid */
3959 if (!cave[ny][nx].m_idx)
3963 msg_print(_("失敗!", "Failed!"));
3967 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
3974 /* Move player before updating the monster */
3975 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3976 update_monster(cave[ny][nx].m_idx, TRUE);
3978 /* Found a monster */
3979 m_ptr = &m_list[cave[ny][nx].m_idx];
3981 if (tm_idx != cave[ny][nx].m_idx)
3984 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");
3986 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
3989 else if (!player_bold(ty, tx))
3991 /* Hold the monster name */
3992 GAME_TEXT m_name[MAX_NLEN];
3994 /* Get the monster name (BEFORE polymorphing) */
3995 monster_desc(m_name, m_ptr, 0);
3996 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
3999 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4001 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
4006 if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4008 if (mdeath) *mdeath = tmp_mdeath;
4014 * @brief 全鏡の消去 / Remove all mirrors in this floor
4015 * @param explode 爆発処理を伴うならばTRUE
4018 void remove_all_mirrors(bool explode)
4022 for (x = 0; x < cur_wid; x++)
4024 for (y = 0; y < cur_hgt; y++)
4026 if (is_mirror_grid(&cave[y][x]))
4028 remove_mirror(y, x);
4030 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
4031 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
4038 * @brief 『一つの指輪』の効果処理 /
4039 * Hack -- activate the ring of power
4040 * @param dir 発動の方向ID
4043 void ring_of_power(DIRECTION dir)
4045 /* Pick a random effect */
4046 switch (randint1(10))
4051 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."));
4054 /* Decrease all stats (permanently) */
4055 (void)dec_stat(A_STR, 50, TRUE);
4056 (void)dec_stat(A_INT, 50, TRUE);
4057 (void)dec_stat(A_WIS, 50, TRUE);
4058 (void)dec_stat(A_DEX, 50, TRUE);
4059 (void)dec_stat(A_CON, 50, TRUE);
4060 (void)dec_stat(A_CHR, 50, TRUE);
4062 /* Lose some experience (permanently) */
4063 p_ptr->exp -= (p_ptr->exp / 4);
4064 p_ptr->max_exp -= (p_ptr->exp / 4);
4072 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."));
4074 /* Dispel monsters */
4075 dispel_monsters(1000);
4085 fire_ball(GF_MANA, dir, 600, 3);
4096 fire_bolt(GF_MANA, dir, 500);
4104 * @brief 運命の輪、並びにカオス的な効果の発動
4105 * @param spell ランダムな効果を選択するための基準ID
4108 void wild_magic(int spell)
4111 int type = SUMMON_MOLD + randint0(6);
4113 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
4114 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
4116 switch (randint1(spell) + randint1(8) + 1)
4121 teleport_player(10, TELEPORT_PASSIVE);
4126 teleport_player(100, TELEPORT_PASSIVE);
4130 teleport_player(200, TELEPORT_PASSIVE);
4140 lite_area(damroll(2, 3), 2);
4143 destroy_doors_touch();
4148 sleep_monsters_touch();
4152 trap_creation(p_ptr->y, p_ptr->x);
4161 aggravate_monsters(0);
4164 earthquake(p_ptr->y, p_ptr->x, 5);
4168 (void)gain_random_mutation(0);
4172 apply_disenchant(1);
4178 fire_ball(GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
4185 while (counter++ < 8)
4187 (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET), '\0');
4192 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4195 (void)summon_cyber(-1, p_ptr->y, p_ptr->x);
4200 (void)activate_ty_curse(FALSE, &count);
4209 * @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。
4210 * / Drop 10+1d10 meteor ball at random places near the player
4215 void cast_meteor(HIT_POINT dam, POSITION rad)
4218 int b = 10 + randint1(10);
4220 for (i = 0; i < b; i++)
4222 POSITION y = 0, x = 0;
4225 for (count = 0; count <= 20; count++)
4229 x = p_ptr->x - 8 + randint0(17);
4230 y = p_ptr->y - 8 + randint0(17);
4232 dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
4233 dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
4235 /* Approximate distance */
4236 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4238 if (d >= 9) continue;
4240 if (!in_bounds(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)
4241 || !cave_have_flag_bold(y, x, FF_PROJECT)) continue;
4243 /* Valid position */
4247 if (count > 20) continue;
4249 project(0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
4255 * @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。
4258 * @return ターゲットを指定し、実行したならばTRUEを返す。
4260 bool cast_wrath_of_the_god(HIT_POINT dam, POSITION rad)
4262 POSITION x, y, tx, ty;
4266 int b = 10 + randint1(10);
4268 if (!get_aim_dir(&dir)) return FALSE;
4270 /* Use the given direction */
4271 tx = p_ptr->x + 99 * ddx[dir];
4272 ty = p_ptr->y + 99 * ddy[dir];
4274 /* Hack -- Use an actual "target" */
4275 if ((dir == 5) && target_okay())
4286 /* Hack -- Stop at the target */
4287 if ((y == ty) && (x == tx)) break;
4291 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
4293 /* Stop at maximum range */
4294 if (MAX_RANGE <= distance(p_ptr->y, p_ptr->x, ny, nx)) break;
4296 /* Stopped by walls/doors */
4297 if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
4299 /* Stopped by monsters */
4300 if ((dir != 5) && cave[ny][nx].m_idx != 0) break;
4302 /* Save the new location */
4309 for (i = 0; i < b; i++)
4311 int count = 20, d = 0;
4317 x = tx - 5 + randint0(11);
4318 y = ty - 5 + randint0(11);
4320 dx = (tx > x) ? (tx - x) : (x - tx);
4321 dy = (ty > y) ? (ty - y) : (y - ty);
4323 /* Approximate distance */
4324 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4325 /* Within the radius */
4329 if (count < 0) continue;
4331 /* Cannot penetrate perm walls */
4332 if (!in_bounds(y, x) ||
4333 cave_stop_disintegration(y, x) ||
4334 !in_disintegration_range(ty, tx, y, x))
4337 project(0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
4344 * @brief 「ワンダー」のランダムな効果を決定して処理する。
4348 * This spell should become more useful (more controlled) as the\n
4349 * player gains experience levels. Thus, add 1/5 of the player's\n
4350 * level to the die roll. This eliminates the worst effects later on,\n
4351 * while keeping the results quite random. It also allows some potent\n
4352 * effects only at high level.
4354 void cast_wonder(DIRECTION dir)
4356 PLAYER_LEVEL plev = p_ptr->lev;
4357 int die = randint1(100) + plev / 5;
4358 int vir = virtue_number(V_CHANCE);
4362 if (p_ptr->virtues[vir - 1] > 0)
4364 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4368 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4373 chg_virtue(V_CHANCE, 1);
4377 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
4380 if (die < 8) clone_monster(dir);
4381 else if (die < 14) speed_monster(dir, plev);
4382 else if (die < 26) heal_monster(dir, damroll(4, 6));
4383 else if (die < 31) poly_monster(dir, plev);
4385 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4386 damroll(3 + ((plev - 1) / 5), 4));
4387 else if (die < 41) confuse_monster(dir, plev);
4388 else if (die < 46) fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4389 else if (die < 51) (void)lite_line(dir, damroll(6, 8));
4391 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4392 damroll(3 + ((plev - 5) / 4), 8));
4394 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4395 damroll(5 + ((plev - 5) / 4), 8));
4397 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4398 damroll(6 + ((plev - 5) / 4), 8));
4400 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4401 damroll(8 + ((plev - 5) / 4), 8));
4402 else if (die < 76) hypodynamic_bolt(dir, 75);
4403 else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4404 else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
4405 else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
4406 else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
4407 else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
4410 earthquake(p_ptr->y, p_ptr->x, 12);
4414 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4418 symbol_genocide(plev + 50, TRUE);
4420 else if (die < 110) dispel_monsters(120);
4423 dispel_monsters(150);
4424 slow_monsters(plev);
4425 sleep_monsters(plev);
4432 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
4436 void cast_invoke_spirits(DIRECTION dir)
4438 PLAYER_LEVEL plev = p_ptr->lev;
4439 int die = randint1(100) + plev / 5;
4440 int vir = virtue_number(V_CHANCE);
4444 if (p_ptr->virtues[vir - 1] > 0)
4446 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4450 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4454 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..."));
4456 chg_virtue(V_CHANCE, 1);
4460 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!"));
4465 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!",
4466 "Oh no! Mouldering forms rise from the earth around you!"));
4468 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4469 chg_virtue(V_UNLIFE, 1);
4473 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..."));
4475 set_afraid(p_ptr->afraid + randint1(4) + 4);
4479 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...",
4480 "Your head is invaded by a horde of gibbering spectral voices..."));
4482 set_confused(p_ptr->confused + randint1(4) + 4);
4486 poly_monster(dir, plev);
4490 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4491 damroll(3 + ((plev - 1) / 5), 4));
4495 confuse_monster(dir, plev);
4499 fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4503 (void)lite_line(dir, damroll(6, 8));
4507 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4508 damroll(3 + ((plev - 5) / 4), 8));
4512 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4513 damroll(5 + ((plev - 5) / 4), 8));
4517 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4518 damroll(6 + ((plev - 5) / 4), 8));
4522 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4523 damroll(8 + ((plev - 5) / 4), 8));
4527 hypodynamic_bolt(dir, 75);
4531 fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4535 fire_ball(GF_ACID, dir, 40 + plev, 2);
4539 fire_ball(GF_ICE, dir, 70 + plev, 3);
4543 fire_ball(GF_FIRE, dir, 80 + plev, 3);
4547 hypodynamic_bolt(dir, 100 + plev);
4551 earthquake(p_ptr->y, p_ptr->x, 12);
4555 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4559 symbol_genocide(plev + 50, TRUE);
4563 dispel_monsters(120);
4567 dispel_monsters(150);
4568 slow_monsters(plev);
4569 sleep_monsters(plev);
4575 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。」",
4576 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
4581 * @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。
4584 void cast_shuffle(void)
4586 PLAYER_LEVEL plev = p_ptr->lev;
4589 int vir = virtue_number(V_CHANCE);
4592 /* Card sharks and high mages get a level bonus */
4593 if ((p_ptr->pclass == CLASS_ROGUE) ||
4594 (p_ptr->pclass == CLASS_HIGH_MAGE) ||
4595 (p_ptr->pclass == CLASS_SORCERER))
4596 die = (randint1(110)) + plev / 5;
4598 die = randint1(120);
4603 if (p_ptr->virtues[vir - 1] > 0)
4605 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4609 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4613 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..."));
4616 chg_virtue(V_CHANCE, 1);
4620 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
4622 for (i = 0; i < randint1(3); i++)
4623 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4627 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
4628 summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4633 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
4634 activate_ty_curse(FALSE, &count);
4638 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
4639 aggravate_monsters(0);
4643 msg_print(_("《愚者》だ。", "It's the Fool."));
4649 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
4650 trump_summoning(1, FALSE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
4654 msg_print(_("《月》だ。", "It's the Moon."));
4659 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
4660 wild_magic(randint0(32));
4664 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4665 teleport_player(10, TELEPORT_PASSIVE);
4669 msg_print(_("《正義》だ。", "It's Justice."));
4670 set_blessed(p_ptr->lev, FALSE);
4674 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4675 teleport_player(100, TELEPORT_PASSIVE);
4679 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4680 teleport_player(200, TELEPORT_PASSIVE);
4684 msg_print(_("《塔》だ。", "It's the Tower."));
4689 msg_print(_("《節制》だ。", "It's Temperance."));
4690 sleep_monsters_touch();
4694 msg_print(_("《塔》だ。", "It's the Tower."));
4696 earthquake(p_ptr->y, p_ptr->x, 5);
4700 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4701 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_MOLD, 0L);
4705 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4706 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_BAT, 0L);
4710 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4711 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_VORTEX, 0L);
4715 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4716 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
4720 msg_print(_("《恋人》だ。", "It's the Lovers."));
4722 if (get_aim_dir(&dir))
4723 charm_monster(dir, MIN(p_ptr->lev, 20));
4727 msg_print(_("《隠者》だ。", "It's the Hermit."));
4732 msg_print(_("《審判》だ。", "It's the Judgement."));
4733 do_cmd_rerate(FALSE);
4734 lose_all_mutations();
4738 msg_print(_("《太陽》だ。", "It's the Sun."));
4739 chg_virtue(V_KNOWLEDGE, 1);
4740 chg_virtue(V_ENLIGHTEN, 1);
4745 msg_print(_("《世界》だ。", "It's the World."));
4746 if (p_ptr->exp < PY_MAX_EXP)
4748 s32b ee = (p_ptr->exp / 25) + 1;
4749 if (ee > 5000) ee = 5000;
4750 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4756 bool_hack life_stream(bool_hack message, bool_hack virtue_change)
4760 chg_virtue(V_VITALITY, 1);
4761 chg_virtue(V_UNLIFE, -5);
4765 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
4768 (void)set_poisoned(0);
4770 (void)set_confused(0);
4774 (void)restore_all_status();
4775 (void)set_shero(0, TRUE);
4782 bool_hack heroism(int base)
4784 bool_hack ident = FALSE;
4785 if(set_afraid(0)) ident = TRUE;
4786 if(set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4787 if(hp_player(10)) ident = TRUE;
4791 bool_hack berserk(int base)
4793 bool_hack ident = FALSE;
4794 if (set_afraid(0)) ident = TRUE;
4795 if (set_shero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4796 if (hp_player(30)) ident = TRUE;
4800 bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
4802 bool_hack ident = FALSE;
4803 if (hp_player(damroll(dice, sides))) ident = TRUE;
4804 if (set_blind(0)) ident = TRUE;
4805 if (set_cut(p_ptr->cut - 10)) ident = TRUE;
4806 if (set_shero(0, TRUE)) ident = TRUE;
4810 bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
4812 bool_hack ident = FALSE;
4813 if (hp_player(damroll(dice, sides))) ident = TRUE;
4814 if (set_blind(0)) ident = TRUE;
4815 if (set_confused(0)) ident = TRUE;
4816 if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
4817 if (set_shero(0, TRUE)) ident = TRUE;
4821 bool_hack cure_critical_wounds(HIT_POINT pow)
4823 bool_hack ident = FALSE;
4824 if (hp_player(pow)) ident = TRUE;
4825 if (set_blind(0)) ident = TRUE;
4826 if (set_confused(0)) ident = TRUE;
4827 if (set_poisoned(0)) ident = TRUE;
4828 if (set_stun(0)) ident = TRUE;
4829 if (set_cut(0)) ident = TRUE;
4830 if (set_shero(0, TRUE)) ident = TRUE;
4834 bool_hack true_healing(HIT_POINT pow)
4836 bool_hack ident = FALSE;
4837 if (hp_player(pow)) ident = TRUE;
4838 if (set_blind(0)) ident = TRUE;
4839 if (set_confused(0)) ident = TRUE;
4840 if (set_poisoned(0)) ident = TRUE;
4841 if (set_stun(0)) ident = TRUE;
4842 if (set_cut(0)) ident = TRUE;
4843 if (set_image(0)) ident = TRUE;
4847 bool_hack restore_mana(bool_hack magic_eater)
4849 bool_hack ident = FALSE;
4851 if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
4854 for (i = 0; i < EATER_EXT * 2; i++)
4856 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
4857 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;
4859 for (; i < EATER_EXT * 3; i++)
4861 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
4862 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;
4863 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
4865 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4866 p_ptr->window |= (PW_PLAYER);
4869 else if (p_ptr->csp < p_ptr->msp)
4871 p_ptr->csp = p_ptr->msp;
4872 p_ptr->csp_frac = 0;
4873 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4874 p_ptr->redraw |= (PR_MANA);
4875 p_ptr->window |= (PW_PLAYER);
4876 p_ptr->window |= (PW_SPELL);
4883 bool restore_all_status(void)
4886 if (do_res_stat(A_STR)) ident = TRUE;
4887 if (do_res_stat(A_INT)) ident = TRUE;
4888 if (do_res_stat(A_WIS)) ident = TRUE;
4889 if (do_res_stat(A_DEX)) ident = TRUE;
4890 if (do_res_stat(A_CON)) ident = TRUE;
4891 if (do_res_stat(A_CHR)) ident = TRUE;
4896 * @brief 口を使う継続的な処理を中断する
4899 void stop_mouth(void)
4901 if (music_singing_any()) stop_singing();
4902 if (hex_spelling_any()) stop_hex_spell_all();
4906 bool_hack vampirism(void)
4913 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
4915 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
4919 /* Only works on adjacent monsters */
4920 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4921 y = p_ptr->y + ddy[dir];
4922 x = p_ptr->x + ddx[dir];
4923 c_ptr = &cave[y][x];
4927 if (!(c_ptr->m_idx))
4929 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
4933 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
4935 dummy = p_ptr->lev * 2;
4937 if (hypodynamic_bolt(dir, dummy))
4939 if (p_ptr->food < PY_FOOD_FULL)
4940 /* No heal if we are "full" */
4941 (void)hp_player(dummy);
4943 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
4945 /* Gain nutritional sustenance: 150/hp drained */
4946 /* A Food ration gives 5000 food points (by contrast) */
4947 /* Don't ever get more than "Full" this way */
4948 /* But if we ARE Gorged, it won't cure us */
4949 dummy = p_ptr->food + MIN(5000, 100 * dummy);
4950 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
4951 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
4954 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
4958 bool panic_hit(void)
4963 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4964 y = p_ptr->y + ddy[dir];
4965 x = p_ptr->x + ddx[dir];
4966 if (cave[y][x].m_idx)
4969 if (randint0(p_ptr->skill_dis) < 7)
4970 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
4972 teleport_player(30, 0L);
4977 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"));
4985 * @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)
4988 * currently this function allows pseudo-id of any object,
4989 * including silly ones like potions & scrolls, which always
4990 * get '{average}'. This should be changed, either to stop such
4991 * items from being pseudo-id'd, or to allow psychometry to
4992 * detect whether the unidentified potion/scroll/etc is
4993 * good (Cure Light Wounds, Restore Strength, etc) or
4994 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
4996 bool psychometry(void)
5000 GAME_TEXT o_name[MAX_NLEN];
5005 q = _("どのアイテムを調べますか?", "Meditate on which item? ");
5006 s = _("調べるアイテムがありません。", "You have nothing appropriate.");
5008 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
5009 if (!o_ptr) return (FALSE);
5011 /* It is fully known, no information needed */
5012 if (object_is_known(o_ptr))
5014 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
5018 /* Check for a feeling */
5019 feel = value_check_aux1(o_ptr);
5021 /* Get an object description */
5022 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5024 /* Skip non-feelings */
5027 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);
5032 msg_format("%sは%sという感じがする...", o_name, game_inscriptions[feel]);
5034 msg_format("You feel that the %s %s %s...",
5035 o_name, ((o_ptr->number == 1) ? "is" : "are"), game_inscriptions[feel]);
5039 /* We have "felt" it */
5040 o_ptr->ident |= (IDENT_SENSE);
5043 o_ptr->feeling = feel;
5045 /* Player touches it */
5046 o_ptr->marked |= OM_TOUCHED;
5048 /* Combine / Reorder the pack (later) */
5049 p_ptr->update |= (PU_COMBINE | PU_REORDER);
5051 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5053 /* Valid "tval" codes */
5054 switch (o_ptr->tval)
5082 /* Auto-inscription/destroy */
5083 autopick_alter_item(item, (bool)(okay && destroy_feeling));
5085 /* Something happened */