3 * @brief 魔法効果の実装/ Spell code (part 2)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
20 * @brief プレイヤー周辺の地形を感知する
23 * @param known 地形から危険フラグを外すならTRUE
24 * @return 効力があった場合TRUEを返す
26 static bool detect_feat_flag(POSITION range, int flag, bool known)
32 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
34 /* Scan the current panel */
35 for (y = 1; y < cur_hgt - 1; y++)
37 for (x = 1; x <= cur_wid - 1; x++)
39 int dist = distance(p_ptr->y, p_ptr->x, y, x);
40 if (dist > range) continue;
48 /* Mark as detected */
49 if (dist <= range && known)
51 if (dist <= range - 1) c_ptr->info |= (CAVE_IN_DETECT);
53 c_ptr->info &= ~(CAVE_UNSAFE);
61 if (cave_have_flag_grid(c_ptr, flag))
66 /* Hack -- Memorize */
67 c_ptr->info |= (CAVE_MARK);
81 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
83 * @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
84 * @return 効力があった場合TRUEを返す
86 bool detect_traps(POSITION range, bool known)
88 bool detect = detect_feat_flag(range, FF_TRAP, known);
90 if (known) p_ptr->dtrap = TRUE;
92 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;
117 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
124 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
126 * @return 効力があった場合TRUEを返す
128 bool detect_stairs(POSITION range)
130 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
132 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
137 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
144 * @brief プレイヤー周辺の地形財宝を感知する / Detect any treasure on the current panel
146 * @return 効力があった場合TRUEを返す
148 bool detect_treasure(POSITION range)
150 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
152 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
157 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!"));
164 * @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
166 * @return 効力があった場合TRUEを返す
168 bool detect_objects_gold(POSITION range)
171 POSITION range2 = range;
175 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
178 for (i = 1; i < o_max; i++)
180 object_type *o_ptr = &o_list[i];
182 /* Skip dead objects */
183 if (!o_ptr->k_idx) continue;
185 /* Skip held objects */
186 if (o_ptr->held_m_idx) continue;
191 /* Only detect nearby objects */
192 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
194 /* Detect "gold" objects */
195 if (o_ptr->tval == TV_GOLD)
197 o_ptr->marked |= OM_FOUND;
203 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
208 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
211 if (detect_monsters_string(range, "$"))
220 * @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
222 * @return 効力があった場合TRUEを返す
224 bool detect_objects_normal(POSITION range)
227 POSITION range2 = range;
231 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
234 for (i = 1; i < o_max; i++)
236 object_type *o_ptr = &o_list[i];
238 /* Skip dead objects */
239 if (!o_ptr->k_idx) continue;
241 /* Skip held objects */
242 if (o_ptr->held_m_idx) continue;
247 /* Only detect nearby objects */
248 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
250 /* Detect "real" objects */
251 if (o_ptr->tval != TV_GOLD)
253 o_ptr->marked |= OM_FOUND;
259 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
264 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
267 if (detect_monsters_string(range, "!=?|/`"))
276 * @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.
278 * @return 効力があった場合TRUEを返す
281 * This will light up all spaces with "magic" items, including artifacts,
282 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
283 * and "enchanted" items of the "good" variety.
285 * It can probably be argued that this function is now too powerful.
288 bool detect_objects_magic(POSITION range)
294 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
296 /* Scan all objects */
297 for (i = 1; i < o_max; i++)
299 object_type *o_ptr = &o_list[i];
301 /* Skip dead objects */
302 if (!o_ptr->k_idx) continue;
304 /* Skip held objects */
305 if (o_ptr->held_m_idx) continue;
310 /* Only detect nearby objects */
311 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
313 /* Examine the tval */
316 /* Artifacts, misc magic items, or enchanted wearables */
317 if (object_is_artifact(o_ptr) ||
318 object_is_ego(o_ptr) ||
319 (tv == TV_WHISTLE) ||
327 (tv == TV_LIFE_BOOK) ||
328 (tv == TV_SORCERY_BOOK) ||
329 (tv == TV_NATURE_BOOK) ||
330 (tv == TV_CHAOS_BOOK) ||
331 (tv == TV_DEATH_BOOK) ||
332 (tv == TV_TRUMP_BOOK) ||
333 (tv == TV_ARCANE_BOOK) ||
334 (tv == TV_CRAFT_BOOK) ||
335 (tv == TV_DAEMON_BOOK) ||
336 (tv == TV_CRUSADE_BOOK) ||
337 (tv == TV_MUSIC_BOOK) ||
338 (tv == TV_HISSATSU_BOOK) ||
339 (tv == TV_HEX_BOOK) ||
340 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
342 /* Memorize the item */
343 o_ptr->marked |= OM_FOUND;
352 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!"));
361 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
363 * @return 効力があった場合TRUEを返す
365 bool detect_monsters_normal(POSITION range)
372 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
375 for (i = 1; i < m_max; i++)
377 monster_type *m_ptr = &m_list[i];
378 monster_race *r_ptr = &r_info[m_ptr->r_idx];
380 /* Skip dead monsters */
381 if (!m_ptr->r_idx) continue;
386 /* Only detect nearby monsters */
387 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
389 /* Detect all non-invisible monsters */
390 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
392 /* Repair visibility later */
393 repair_monsters = TRUE;
395 /* Hack -- Detect monster */
396 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
398 /* Update the monster */
399 update_mon(i, FALSE);
404 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
409 /* Describe result */
410 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
417 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
419 * @return 効力があった場合TRUEを返す
421 bool detect_monsters_invis(POSITION range)
427 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
430 for (i = 1; i < m_max; i++)
432 monster_type *m_ptr = &m_list[i];
433 monster_race *r_ptr = &r_info[m_ptr->r_idx];
435 /* Skip dead monsters */
436 if (!m_ptr->r_idx) continue;
441 /* Only detect nearby monsters */
442 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
444 /* Detect invisible monsters */
445 if (r_ptr->flags2 & RF2_INVISIBLE)
447 /* Update monster recall window */
448 if (p_ptr->monster_race_idx == m_ptr->r_idx)
450 p_ptr->window |= (PW_MONSTER);
453 /* Repair visibility later */
454 repair_monsters = TRUE;
456 /* Hack -- Detect monster */
457 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
459 /* Update the monster */
460 update_mon(i, FALSE);
465 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
470 /* Describe result */
471 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
477 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
479 * @return 効力があった場合TRUEを返す
481 bool detect_monsters_evil(POSITION range)
487 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
490 for (i = 1; i < m_max; i++)
492 monster_type *m_ptr = &m_list[i];
493 monster_race *r_ptr = &r_info[m_ptr->r_idx];
495 /* Skip dead monsters */
496 if (!m_ptr->r_idx) continue;
501 /* Only detect nearby monsters */
502 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
504 /* Detect evil monsters */
505 if (r_ptr->flags3 & RF3_EVIL)
507 if (is_original_ap(m_ptr))
509 /* Take note that they are evil */
510 r_ptr->r_flags3 |= (RF3_EVIL);
512 /* Update monster recall window */
513 if (p_ptr->monster_race_idx == m_ptr->r_idx)
515 p_ptr->window |= (PW_MONSTER);
519 /* Repair visibility later */
520 repair_monsters = TRUE;
522 /* Hack -- Detect monster */
523 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
525 /* Update the monster */
526 update_mon(i, FALSE);
534 /* Describe result */
535 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
541 * @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
543 * @return 効力があった場合TRUEを返す
545 bool detect_monsters_nonliving(POSITION range)
551 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
554 for (i = 1; i < m_max; i++)
556 monster_type *m_ptr = &m_list[i];
557 monster_race *r_ptr = &r_info[m_ptr->r_idx];
559 /* Skip dead monsters */
560 if (!m_ptr->r_idx) continue;
565 /* Only detect nearby monsters */
566 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
568 /* Detect non-living monsters */
569 if (!monster_living(r_ptr))
571 /* Update monster recall window */
572 if (p_ptr->monster_race_idx == m_ptr->r_idx)
574 p_ptr->window |= (PW_MONSTER);
577 /* Repair visibility later */
578 repair_monsters = TRUE;
580 /* Hack -- Detect monster */
581 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
583 /* Update the monster */
584 update_mon(i, FALSE);
592 /* Describe result */
593 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!"));
599 * @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
601 * @return 効力があった場合TRUEを返す
603 bool detect_monsters_mind(POSITION range)
609 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
612 for (i = 1; i < m_max; i++)
614 monster_type *m_ptr = &m_list[i];
615 monster_race *r_ptr = &r_info[m_ptr->r_idx];
617 /* Skip dead monsters */
618 if (!m_ptr->r_idx) continue;
623 /* Only detect nearby monsters */
624 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
626 /* Detect non-living monsters */
627 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
629 /* Update monster recall window */
630 if (p_ptr->monster_race_idx == m_ptr->r_idx)
632 p_ptr->window |= (PW_MONSTER);
635 /* Repair visibility later */
636 repair_monsters = TRUE;
638 /* Hack -- Detect monster */
639 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
641 /* Update the monster */
642 update_mon(i, FALSE);
650 /* Describe result */
651 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
658 * @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
660 * @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)
661 * @return 効力があった場合TRUEを返す
663 bool detect_monsters_string(POSITION range, cptr Match)
669 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
672 for (i = 1; i < m_max; i++)
674 monster_type *m_ptr = &m_list[i];
675 monster_race *r_ptr = &r_info[m_ptr->r_idx];
677 /* Skip dead monsters */
678 if (!m_ptr->r_idx) continue;
683 /* Only detect nearby monsters */
684 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
686 /* Detect monsters with the same symbol */
687 if (my_strchr(Match, r_ptr->d_char))
689 /* Update monster recall window */
690 if (p_ptr->monster_race_idx == m_ptr->r_idx)
692 p_ptr->window |= (PW_MONSTER);
695 /* Repair visibility later */
696 repair_monsters = TRUE;
698 /* Hack -- Detect monster */
699 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
701 /* Update the monster */
702 update_mon(i, FALSE);
707 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
712 /* Describe result */
713 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
719 * @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
721 * @param match_flag 感知フラグ
722 * @return 効力があった場合TRUEを返す
724 bool detect_monsters_xxx(POSITION range, u32b match_flag)
729 cptr desc_monsters = _("変なモンスター", "weird monsters");
731 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
734 for (i = 1; i < m_max; i++)
736 monster_type *m_ptr = &m_list[i];
737 monster_race *r_ptr = &r_info[m_ptr->r_idx];
739 /* Skip dead monsters */
740 if (!m_ptr->r_idx) continue;
745 /* Only detect nearby monsters */
746 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
748 /* Detect evil monsters */
749 if (r_ptr->flags3 & (match_flag))
751 if (is_original_ap(m_ptr))
753 /* Take note that they are something */
754 r_ptr->r_flags3 |= (match_flag);
756 /* Update monster recall window */
757 if (p_ptr->monster_race_idx == m_ptr->r_idx)
759 p_ptr->window |= (PW_MONSTER);
763 /* Repair visibility later */
764 repair_monsters = TRUE;
766 /* Hack -- Detect monster */
767 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
769 /* Update the monster */
770 update_mon(i, FALSE);
781 desc_monsters = _("デーモン", "demons");
784 desc_monsters = _("アンデッド", "the undead");
788 /* Describe result */
789 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
797 * @brief 全感知処理 / Detect everything
799 * @return 効力があった場合TRUEを返す
801 bool detect_all(POSITION range)
805 /* Detect everything */
806 if (detect_traps(range, TRUE)) detect = TRUE;
807 if (detect_doors(range)) detect = TRUE;
808 if (detect_stairs(range)) detect = TRUE;
810 /* There are too many hidden treasure. So... */
811 /* if (detect_treasure(range)) detect = TRUE; */
813 if (detect_objects_gold(range)) detect = TRUE;
814 if (detect_objects_normal(range)) detect = TRUE;
815 if (detect_monsters_invis(range)) detect = TRUE;
816 if (detect_monsters_normal(range)) detect = TRUE;
822 * @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
825 * @return 効力があった場合TRUEを返す
828 * Note that affected monsters are NOT auto-tracked by this usage.
830 * To avoid misbehavior when monster deaths have side-effects,
831 * this is done in two passes. -- JDL
834 bool project_hack(EFFECT_ID typ, HIT_POINT dam)
838 BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
839 bool obvious = FALSE;
842 /* Mark all (nearby) monsters */
843 for (i = 1; i < m_max; i++)
845 monster_type *m_ptr = &m_list[i];
847 /* Paranoia -- Skip dead monsters */
848 if (!m_ptr->r_idx) continue;
853 /* Require line of sight */
854 if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
856 /* Mark the monster */
857 m_ptr->mflag |= (MFLAG_TEMP);
860 /* Affect all marked monsters */
861 for (i = 1; i < m_max; i++)
863 monster_type *m_ptr = &m_list[i];
865 /* Skip unmarked monsters */
866 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
869 m_ptr->mflag &= ~(MFLAG_TEMP);
874 /* Jump directly to the target monster */
875 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
882 * @brief 視界内モンスターを加速する処理 / Speed monsters
883 * @return 効力があった場合TRUEを返す
885 bool speed_monsters(void)
887 return (project_hack(GF_OLD_SPEED, p_ptr->lev));
891 * @brief 視界内モンスターを加速する処理 / Slow monsters
892 * @return 効力があった場合TRUEを返す
894 bool slow_monsters(int power)
896 return (project_hack(GF_OLD_SLOW, power));
900 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
901 * @return 効力があった場合TRUEを返す
903 bool sleep_monsters(int power)
905 return (project_hack(GF_OLD_SLEEP, power));
909 * @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
910 * @return 効力があった場合TRUEを返す
912 bool banish_evil(int dist)
914 return (project_hack(GF_AWAY_EVIL, dist));
918 * @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
919 * @return 効力があった場合TRUEを返す
921 bool turn_undead(void)
923 bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
925 chg_virtue(V_UNLIFE, -1);
930 * @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
931 * @return 効力があった場合TRUEを返す
933 bool dispel_undead(HIT_POINT dam)
935 bool tester = (project_hack(GF_DISP_UNDEAD, dam));
937 chg_virtue(V_UNLIFE, -2);
942 * @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
943 * @return 効力があった場合TRUEを返す
945 bool dispel_evil(HIT_POINT dam)
947 return (project_hack(GF_DISP_EVIL, dam));
951 * @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
952 * @return 効力があった場合TRUEを返す
954 bool dispel_good(HIT_POINT dam)
956 return (project_hack(GF_DISP_GOOD, dam));
960 * @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
961 * @return 効力があった場合TRUEを返す
963 bool dispel_monsters(HIT_POINT dam)
965 return (project_hack(GF_DISP_ALL, dam));
969 * @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
970 * @return 効力があった場合TRUEを返す
972 bool dispel_living(HIT_POINT dam)
974 return (project_hack(GF_DISP_LIVING, dam));
978 * @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
979 * @return 効力があった場合TRUEを返す
981 bool dispel_demons(HIT_POINT dam)
983 return (project_hack(GF_DISP_DEMON, dam));
987 * @brief 視界内のモンスターに「聖戦」効果を与える処理
988 * @return 効力があった場合TRUEを返す
992 return (project_hack(GF_CRUSADE, p_ptr->lev*4));
996 * @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.
997 * @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)
1000 void aggravate_monsters(MONSTER_IDX who)
1006 /* Aggravate everyone nearby */
1007 for (i = 1; i < m_max; i++)
1009 monster_type *m_ptr = &m_list[i];
1010 /* monster_race *r_ptr = &r_info[m_ptr->r_idx]; */
1012 /* Paranoia -- Skip dead monsters */
1013 if (!m_ptr->r_idx) continue;
1015 /* Skip aggravating monster (or player) */
1016 if (i == who) continue;
1018 /* Wake up nearby sleeping monsters */
1019 if (m_ptr->cdis < MAX_SIGHT * 2)
1022 if (MON_CSLEEP(m_ptr))
1024 (void)set_monster_csleep(i, 0);
1027 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
1030 /* Speed up monsters in line of sight */
1031 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
1035 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
1041 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!"));
1042 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!"));
1043 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
1048 * @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
1049 * @param m_idx 抹殺するモンスターID
1050 * @param power 抹殺の威力
1051 * @param player_cast プレイヤーの魔法によるものならば TRUE
1052 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
1053 * @param spell_name 抹殺効果を起こした魔法の名前
1054 * @return 効力があった場合TRUEを返す
1056 bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, cptr spell_name)
1058 int msec = delay_factor * delay_factor * delay_factor;
1059 monster_type *m_ptr = &m_list[m_idx];
1060 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1061 bool resist = FALSE;
1063 if (is_pet(m_ptr) && !player_cast) return FALSE;
1065 /* Hack -- Skip Unique Monsters or Quest Monsters */
1066 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1067 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1068 else if (m_idx == p_ptr->riding) resist = TRUE;
1069 else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
1070 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1071 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1076 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1080 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1081 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1084 delete_monster_idx(m_idx);
1087 if (resist && player_cast)
1089 bool see_m = is_seen(m_ptr);
1092 monster_desc(m_name, m_ptr, 0);
1095 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1097 if (MON_CSLEEP(m_ptr))
1099 (void)set_monster_csleep(m_idx, 0);
1102 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1105 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1109 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1113 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1118 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);
1121 /* Visual feedback */
1122 move_cursor_relative(p_ptr->y, p_ptr->x);
1125 p_ptr->redraw |= (PR_HP);
1126 p_ptr->window |= (PW_PLAYER);
1132 Term_xtra(TERM_XTRA_DELAY, msec);
1139 * @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
1140 * @param power 抹殺の威力
1141 * @param player_cast プレイヤーの魔法によるものならば TRUE
1142 * @return 効力があった場合TRUEを返す
1144 bool symbol_genocide(int power, bool player_cast)
1148 bool result = FALSE;
1150 /* Prevent genocide in quest levels */
1151 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1156 /* Mega-Hack -- Get a monster symbol */
1157 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)) ;
1159 /* Delete the monsters of that "type" */
1160 for (i = 1; i < m_max; i++)
1162 monster_type *m_ptr = &m_list[i];
1163 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1165 /* Paranoia -- Skip dead monsters */
1166 if (!m_ptr->r_idx) continue;
1168 /* Skip "wrong" monsters */
1169 if (r_ptr->d_char != typ) continue;
1172 result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
1177 chg_virtue(V_VITALITY, -2);
1178 chg_virtue(V_CHANCE, -1);
1186 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1187 * @param power 抹殺の威力
1188 * @param player_cast プレイヤーの魔法によるものならば TRUE
1189 * @return 効力があった場合TRUEを返す
1191 bool mass_genocide(int power, bool player_cast)
1194 bool result = FALSE;
1196 /* Prevent mass genocide in quest levels */
1197 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1202 /* Delete the (nearby) monsters */
1203 for (i = 1; i < m_max; i++)
1205 monster_type *m_ptr = &m_list[i];
1207 /* Paranoia -- Skip dead monsters */
1208 if (!m_ptr->r_idx) continue;
1210 /* Skip distant monsters */
1211 if (m_ptr->cdis > MAX_SIGHT) continue;
1214 result |= genocide_aux(i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1219 chg_virtue(V_VITALITY, -2);
1220 chg_virtue(V_CHANCE, -1);
1228 * @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
1229 * @param power 抹殺の威力
1230 * @param player_cast プレイヤーの魔法によるものならば TRUE
1231 * @return 効力があった場合TRUEを返す
1233 bool mass_genocide_undead(int power, bool player_cast)
1236 bool result = FALSE;
1238 /* Prevent mass genocide in quest levels */
1239 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1244 /* Delete the (nearby) monsters */
1245 for (i = 1; i < m_max; i++)
1247 monster_type *m_ptr = &m_list[i];
1248 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1250 /* Paranoia -- Skip dead monsters */
1251 if (!m_ptr->r_idx) continue;
1253 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1255 /* Skip distant monsters */
1256 if (m_ptr->cdis > MAX_SIGHT) continue;
1259 result |= genocide_aux(i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1264 chg_virtue(V_UNLIFE, -2);
1265 chg_virtue(V_CHANCE, -1);
1273 * @brief 周辺モンスターを調査する / Probe nearby monsters
1274 * @return 効力があった場合TRUEを返す
1289 /* Probe all (nearby) monsters */
1290 for (i = 1; i < m_max; i++)
1292 monster_type *m_ptr = &m_list[i];
1293 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1295 /* Paranoia -- Skip dead monsters */
1296 if (!m_ptr->r_idx) continue;
1298 /* Require line of sight */
1299 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
1301 /* Probe visible monsters */
1306 /* Start the message */
1309 msg_print(_("調査中...", "Probing..."));
1314 if (!is_original_ap(m_ptr))
1316 if (m_ptr->mflag2 & MFLAG2_KAGE)
1317 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1319 m_ptr->ap_r_idx = m_ptr->r_idx;
1320 lite_spot(m_ptr->fy, m_ptr->fx);
1322 /* Get "the monster" or "something" */
1323 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1325 speed = m_ptr->mspeed - 110;
1326 if (MON_FAST(m_ptr)) speed += 10;
1327 if (MON_SLOW(m_ptr)) speed -= 10;
1328 if (ironman_nightmare) speed += 5;
1330 /* Get the monster's alignment */
1331 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
1332 else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
1333 else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
1334 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)");
1335 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
1336 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
1337 else align = _("中立", "neutral");
1339 /* Describe the monster */
1340 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:"),
1341 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1343 if (r_ptr->next_r_idx)
1345 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1349 strcat(buf, "xxx ");
1352 if (MON_CSLEEP(m_ptr)) strcat(buf,_("睡眠 ", "sleeping "));
1353 if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
1354 if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
1355 if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
1356 if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
1357 buf[strlen(buf)-1] = '\0';
1360 /* HACK : Add the line to message buffer */
1362 p_ptr->window |= (PW_MESSAGE);
1365 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
1368 Term_erase(0, 0, 255);
1370 /* Learn everything about this monster */
1371 if (lore_do_probe(m_ptr->r_idx))
1373 /* Get base name of monster */
1374 strcpy(buf, (r_name + r_ptr->name));
1377 /* Note that we learnt some new flags -Mogami- */
1378 msg_format("%sについてさらに詳しくなった気がする。", buf);
1383 /* Note that we learnt some new flags -Mogami- */
1384 msg_format("You now know more about %s.", buf);
1386 /* Clear -more- prompt */
1401 chg_virtue(V_KNOWLEDGE, 1);
1402 msg_print(_("これで全部です。", "That's all."));
1410 * @brief *破壊*処理を行う / The spell of destruction
1411 * @param y1 破壊の中心Y座標
1412 * @param x1 破壊の中心X座標
1414 * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
1415 * @return 効力があった場合TRUEを返す
1418 * This spell "deletes" monsters (instead of "killing" them).
1420 * Later we may use one function for both "destruction" and
1421 * "earthquake" by using the "full" to select "destruction".
1424 bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
1431 /* Prevent destruction of quest levels and town */
1432 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1437 /* Lose monster light */
1438 if (!in_generate) clear_mon_lite();
1440 /* Big area of affect */
1441 for (y = (y1 - r); y <= (y1 + r); y++)
1443 for (x = (x1 - r); x <= (x1 + r); x++)
1445 /* Skip illegal grids */
1446 if (!in_bounds(y, x)) continue;
1448 /* Extract the distance */
1449 k = distance(y1, x1, y, x);
1451 /* Stay in the circle of death */
1452 if (k > r) continue;
1454 /* Access the grid */
1455 c_ptr = &cave[y][x];
1457 /* Lose room and vault */
1458 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1460 /* Lose light and knowledge */
1461 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
1463 if (!in_generate) /* Normal */
1466 c_ptr->info &= ~(CAVE_UNSAFE);
1468 /* Hack -- Notice player affect */
1469 if (player_bold(y, x))
1471 /* Hurt the player later */
1474 /* Do not hurt this grid */
1479 /* Hack -- Skip the epicenter */
1480 if ((y == y1) && (x == x1)) continue;
1484 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1485 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1487 if (in_generate) /* In generation */
1489 /* Delete the monster (if any) */
1490 delete_monster(y, x);
1492 else if (r_ptr->flags1 & RF1_QUESTOR)
1494 /* Heal the monster */
1495 m_ptr->hp = m_ptr->maxhp;
1497 /* Try to teleport away quest monsters */
1498 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
1502 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1506 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1507 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
1510 /* Delete the monster (if any) */
1511 delete_monster(y, x);
1515 /* During generation, destroyed artifacts are "preserved" */
1516 if (preserve_mode || in_generate)
1518 OBJECT_IDX this_o_idx, next_o_idx = 0;
1520 /* Scan all objects in the grid */
1521 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1525 /* Acquire object */
1526 o_ptr = &o_list[this_o_idx];
1528 /* Acquire next object */
1529 next_o_idx = o_ptr->next_o_idx;
1531 /* Hack -- Preserve unknown artifacts */
1532 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
1534 /* Mega-Hack -- Preserve the artifact */
1535 a_info[o_ptr->name1].cur_num = 0;
1537 if (in_generate && cheat_peek)
1539 char o_name[MAX_NLEN];
1540 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1541 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);
1544 else if (in_generate && cheat_peek && o_ptr->art_name)
1546 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。",
1547 "One of the random artifacts was *destroyed* during generation."));
1552 /* Delete objects */
1553 delete_object(y, x);
1555 /* Destroy "non-permanent" grids */
1556 if (!cave_perma_grid(c_ptr))
1558 /* Wall (or floor) type */
1561 if (!in_generate) /* Normal */
1565 /* Create granite wall */
1566 cave_set_feat(y, x, feat_granite);
1570 /* Create quartz vein */
1571 cave_set_feat(y, x, feat_quartz_vein);
1575 /* Create magma vein */
1576 cave_set_feat(y, x, feat_magma_vein);
1581 cave_set_feat(y, x, floor_type[randint0(100)]);
1584 else /* In generation */
1588 /* Create granite wall */
1589 place_extra_grid(c_ptr);
1593 /* Create quartz vein */
1594 c_ptr->feat = feat_quartz_vein;
1598 /* Create magma vein */
1599 c_ptr->feat = feat_magma_vein;
1604 place_floor_grid(c_ptr);
1607 /* Clear garbage of hidden trap or door */
1616 /* Process "re-glowing" */
1617 for (y = (y1 - r); y <= (y1 + r); y++)
1619 for (x = (x1 - r); x <= (x1 + r); x++)
1621 /* Skip illegal grids */
1622 if (!in_bounds(y, x)) continue;
1624 /* Extract the distance */
1625 k = distance(y1, x1, y, x);
1627 /* Stay in the circle of death */
1628 if (k > r) continue;
1630 /* Access the grid */
1631 c_ptr = &cave[y][x];
1633 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
1634 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
1639 for (i = 0; i < 9; i++)
1641 yy = y + ddy_ddd[i];
1642 xx = x + ddx_ddd[i];
1643 if (!in_bounds2(yy, xx)) continue;
1644 cc_ptr = &cave[yy][xx];
1645 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1647 c_ptr->info |= CAVE_GLOW;
1655 /* Hack -- Affect player */
1658 msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
1660 /* Blind the player */
1661 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
1664 (void)set_blind(p_ptr->blind + 10 + randint1(10));
1670 /* Mega-Hack -- Forget the view and lite */
1671 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
1673 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1676 p_ptr->redraw |= (PR_MAP);
1678 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1680 if (p_ptr->special_defense & NINJA_S_STEALTH)
1682 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1692 * @brief 地震処理(サブルーチン) /
1693 * Induce an "earthquake" of the given radius at the given location.
1694 * @return 効力があった場合TRUEを返す
1698 * @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)
1702 * This will turn some walls into floors and some floors into walls.
1704 * The player will take damage and "jump" into a safe grid if possible,
1705 * otherwise, he will "tunnel" through the rubble instantaneously.
1707 * Monsters will take damage, and "jump" into a safe grid if possible,
1708 * otherwise they will be "buried" in the rubble, disappearing from
1709 * the level in the same way that they do when genocided.
1711 * Note that thus the player and monsters (except eaters of walls and
1712 * passers through walls) will never occupy the same grid as a wall.
1713 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
1714 * for a single turn, unless that monster can pass_walls or kill_walls.
1715 * This has allowed massive simplification of the "monster" code.
1718 bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
1722 POSITION y, x, yy, xx, dy, dx;
1725 POSITION sy = 0, sx = 0;
1731 /* Prevent destruction of quest levels and town */
1732 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1737 /* Paranoia -- Enforce maximum range */
1740 /* Clear the "maximal blast" area */
1741 for (y = 0; y < 32; y++)
1743 for (x = 0; x < 32; x++)
1749 /* Check around the epicenter */
1750 for (dy = -r; dy <= r; dy++)
1752 for (dx = -r; dx <= r; dx++)
1754 /* Extract the location */
1758 /* Skip illegal grids */
1759 if (!in_bounds(yy, xx)) continue;
1761 /* Skip distant grids */
1762 if (distance(cy, cx, yy, xx) > r) continue;
1764 /* Access the grid */
1765 c_ptr = &cave[yy][xx];
1767 /* Lose room and vault */
1768 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
1770 /* Lose light and knowledge */
1771 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
1773 /* Skip the epicenter */
1774 if (!dx && !dy) continue;
1776 /* Skip most grids */
1777 if (randint0(100) < 85) continue;
1779 /* Damage this grid */
1780 map[16+yy-cy][16+xx-cx] = TRUE;
1782 /* Hack -- Take note of player damage */
1783 if (player_bold(yy, xx)) hurt = TRUE;
1787 /* First, affect the player (if necessary) */
1788 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
1790 /* Check around the player */
1791 for (i = 0; i < 8; i++)
1793 /* Access the location */
1794 y = p_ptr->y + ddy_ddd[i];
1795 x = p_ptr->x + ddx_ddd[i];
1797 /* Skip non-empty grids */
1798 if (!cave_empty_bold(y, x)) continue;
1800 /* Important -- Skip "quake" grids */
1801 if (map[16+y-cy][16+x-cx]) continue;
1803 if (cave[y][x].m_idx) continue;
1805 /* Count "safe" grids */
1808 /* Randomize choice */
1809 if (randint0(sn) > 0) continue;
1811 /* Save the safe location */
1815 /* Random message */
1816 switch (randint1(3))
1820 msg_print(_("ダンジョンの壁が崩れた!", "The cave ceiling collapses!"));
1825 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!"));
1830 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!"));
1835 /* Hurt the player a lot */
1838 /* Message and damage */
1839 msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
1843 /* Destroy the grid, and push the player to safety */
1846 /* Calculate results */
1847 switch (randint1(3))
1851 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
1857 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
1858 damage = damroll(10, 4);
1859 (void)set_stun(p_ptr->stun + randint1(50));
1864 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!"));
1865 damage = damroll(10, 4);
1866 (void)set_stun(p_ptr->stun + randint1(50));
1871 /* Move the player to the safe location */
1872 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
1875 /* Important -- no wall on player */
1876 map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
1878 /* Take some damage */
1886 monster_type *m_ptr = &m_list[m_idx];
1888 /* Get the monster's real name */
1889 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1891 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
1895 killer = _("地震", "an earthquake");
1898 take_hit(DAMAGE_ATTACK, damage, killer, -1);
1902 /* Examine the quaked region */
1903 for (dy = -r; dy <= r; dy++)
1905 for (dx = -r; dx <= r; dx++)
1907 /* Extract the location */
1911 /* Skip unaffected grids */
1912 if (!map[16+yy-cy][16+xx-cx]) continue;
1914 /* Access the grid */
1915 c_ptr = &cave[yy][xx];
1917 if (c_ptr->m_idx == p_ptr->riding) continue;
1919 /* Process monsters */
1922 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1923 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1925 /* Quest monsters */
1926 if (r_ptr->flags1 & RF1_QUESTOR)
1928 /* No wall on quest monsters */
1929 map[16+yy-cy][16+xx-cx] = FALSE;
1934 /* Most monsters cannot co-exist with rock */
1935 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
1936 !(r_ptr->flags2 & (RF2_PASS_WALL)))
1940 /* Assume not safe */
1943 /* Monster can move to escape the wall */
1944 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
1946 /* Look for safety */
1947 for (i = 0; i < 8; i++)
1949 /* Access the grid */
1950 y = yy + ddy_ddd[i];
1951 x = xx + ddx_ddd[i];
1953 /* Skip non-empty grids */
1954 if (!cave_empty_bold(y, x)) continue;
1956 /* Hack -- no safety on glyph of warding */
1957 if (is_glyph_grid(&cave[y][x])) continue;
1958 if (is_explosive_rune_grid(&cave[y][x])) continue;
1960 /* ... nor on the Pattern */
1961 if (pattern_tile(y, x)) continue;
1963 /* Important -- Skip "quake" grids */
1964 if (map[16+y-cy][16+x-cx]) continue;
1966 if (cave[y][x].m_idx) continue;
1967 if (player_bold(y, x)) continue;
1969 /* Count "safe" grids */
1972 /* Randomize choice */
1973 if (randint0(sn) > 0) continue;
1975 /* Save the safe grid */
1980 /* Describe the monster */
1981 monster_desc(m_name, m_ptr, 0);
1983 /* Scream in pain */
1984 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);
1986 /* Take damage from the quake */
1987 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
1989 /* Monster is certainly awake */
1990 (void)set_monster_csleep(c_ptr->m_idx, 0);
1992 /* Apply damage directly */
1993 m_ptr->hp -= damage;
1995 /* Delete (not kill) "dead" monsters */
1998 if (!ignore_unview || is_seen(m_ptr))
1999 msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
2003 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
2007 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
2008 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
2013 delete_monster(yy, xx);
2015 /* No longer safe */
2019 /* Hack -- Escape from the rock */
2022 IDX m_idx_aux = cave[yy][xx].m_idx;
2024 /* Update the old location */
2025 cave[yy][xx].m_idx = 0;
2027 /* Update the new location */
2028 cave[sy][sx].m_idx = m_idx_aux;
2030 /* Move the monster */
2034 /* Update the monster (new location) */
2035 update_mon(m_idx, TRUE);
2037 /* Redraw the old grid */
2040 /* Redraw the new grid */
2048 /* Lose monster light */
2051 /* Examine the quaked region */
2052 for (dy = -r; dy <= r; dy++)
2054 for (dx = -r; dx <= r; dx++)
2056 /* Extract the location */
2060 /* Skip unaffected grids */
2061 if (!map[16+yy-cy][16+xx-cx]) continue;
2063 /* Access the cave grid */
2064 c_ptr = &cave[yy][xx];
2066 /* Paranoia -- never affect player */
2067 /* if (player_bold(yy, xx)) continue; */
2069 /* Destroy location (if valid) */
2070 if (cave_valid_bold(yy, xx))
2072 /* Delete objects */
2073 delete_object(yy, xx);
2075 /* Wall (or floor) type */
2076 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
2081 /* Create granite wall */
2082 cave_set_feat(yy, xx, feat_granite);
2088 /* Create quartz vein */
2089 cave_set_feat(yy, xx, feat_quartz_vein);
2095 /* Create magma vein */
2096 cave_set_feat(yy, xx, feat_magma_vein);
2103 cave_set_feat(yy, xx, floor_type[randint0(100)]);
2110 /* Process "re-glowing" */
2111 for (dy = -r; dy <= r; dy++)
2113 for (dx = -r; dx <= r; dx++)
2115 /* Extract the location */
2119 /* Skip illegal grids */
2120 if (!in_bounds(yy, xx)) continue;
2122 /* Skip distant grids */
2123 if (distance(cy, cx, yy, xx) > r) continue;
2125 /* Access the grid */
2126 c_ptr = &cave[yy][xx];
2128 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
2129 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
2134 for (ii = 0; ii < 9; ii++)
2136 yyy = yy + ddy_ddd[ii];
2137 xxx = xx + ddx_ddd[ii];
2138 if (!in_bounds2(yyy, xxx)) continue;
2139 cc_ptr = &cave[yyy][xxx];
2140 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2142 c_ptr->info |= CAVE_GLOW;
2151 /* Mega-Hack -- Forget the view and lite */
2152 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2154 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
2156 /* Update the health bar */
2157 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
2160 p_ptr->redraw |= (PR_MAP);
2162 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2164 if (p_ptr->special_defense & NINJA_S_STEALTH)
2166 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2174 * @brief 地震処理(プレイヤーの中心発動) /
2175 * Induce an "earthquake" of the given radius at the given location.
2176 * @return 効力があった場合TRUEを返す
2181 bool earthquake(POSITION cy, POSITION cx, POSITION r)
2183 return earthquake_aux(cy, cx, r, 0);
2190 void discharge_minion(void)
2195 for (i = 1; i < m_max; i++)
2197 monster_type *m_ptr = &m_list[i];
2198 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2199 if (m_ptr->nickname) okay = FALSE;
2201 if (!okay || p_ptr->riding)
2203 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? ")))
2206 for (i = 1; i < m_max; i++)
2209 monster_type *m_ptr = &m_list[i];
2210 monster_race *r_ptr;
2212 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2213 r_ptr = &r_info[m_ptr->r_idx];
2215 /* Uniques resist discharging */
2216 if (r_ptr->flags1 & RF1_UNIQUE)
2219 monster_desc(m_name, m_ptr, 0x00);
2220 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);
2221 delete_monster_idx(i);
2224 dam = m_ptr->maxhp / 2;
2225 if (dam > 100) dam = (dam-100)/2 + 100;
2226 if (dam > 400) dam = (dam-400)/2 + 400;
2227 if (dam > 800) dam = 800;
2228 project(i, 2+(r_ptr->level/20), m_ptr->fy,
2229 m_ptr->fx, dam, GF_PLASMA,
2230 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
2232 if (record_named_pet && m_ptr->nickname)
2236 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2237 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
2240 delete_monster_idx(i);
2246 * @brief 部屋全体を照らすサブルーチン
2250 * This routine clears the entire "temp" set.
2251 * This routine will Perma-Lite all "temp" grids.
2252 * This routine is used (only) by "lite_room()"
2253 * Dark grids are illuminated.
2254 * Also, process all affected monsters.
2256 * SMART monsters always wake up when illuminated
2257 * NORMAL monsters wake up 1/4 the time when illuminated
2258 * STUPID monsters wake up 1/10 the time when illuminated
2261 static void cave_temp_room_lite(void)
2265 /* Clear them all */
2266 for (i = 0; i < temp_n; i++)
2268 POSITION y = temp_y[i];
2269 POSITION x = temp_x[i];
2271 cave_type *c_ptr = &cave[y][x];
2273 /* No longer in the array */
2274 c_ptr->info &= ~(CAVE_TEMP);
2276 /* Update only non-CAVE_GLOW grids */
2277 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
2280 c_ptr->info |= (CAVE_GLOW);
2282 /* Process affected monsters */
2287 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2289 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2291 /* Update the monster */
2292 update_mon(c_ptr->m_idx, FALSE);
2294 /* Stupid monsters rarely wake up */
2295 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
2297 /* Smart monsters always wake up */
2298 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
2300 /* Sometimes monsters wake up */
2301 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
2304 (void)set_monster_csleep(c_ptr->m_idx, 0);
2306 /* Notice the "waking up" */
2311 /* Acquire the monster name */
2312 monster_desc(m_name, m_ptr, 0);
2314 /* Dump a message */
2315 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2326 update_local_illumination(y, x);
2336 * @brief 部屋全体を暗くするサブルーチン
2340 * This routine clears the entire "temp" set.
2341 * This routine will "darken" all "temp" grids.
2342 * In addition, some of these grids will be "unmarked".
2343 * This routine is used (only) by "unlite_room()"
2344 * Also, process all affected monsters
2347 static void cave_temp_room_unlite(void)
2351 /* Clear them all */
2352 for (i = 0; i < temp_n; i++)
2354 POSITION y = temp_y[i];
2355 POSITION x = temp_x[i];
2358 cave_type *c_ptr = &cave[y][x];
2359 bool do_dark = !is_mirror_grid(c_ptr);
2361 /* No longer in the array */
2362 c_ptr->info &= ~(CAVE_TEMP);
2364 /* Darken the grid */
2367 if (dun_level || !is_daytime())
2369 for (j = 0; j < 9; j++)
2371 int by = y + ddy_ddd[j];
2372 int bx = x + ddx_ddd[j];
2374 if (in_bounds2(by, bx))
2376 cave_type *cc_ptr = &cave[by][bx];
2378 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2386 if (!do_dark) continue;
2389 c_ptr->info &= ~(CAVE_GLOW);
2391 /* Hack -- Forget "boring" grids */
2392 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
2394 /* Forget the grid */
2395 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
2400 /* Process affected monsters */
2403 /* Update the monster */
2404 update_mon(c_ptr->m_idx, FALSE);
2410 update_local_illumination(y, x);
2420 * @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
2423 * @param pass_bold 地形条件を返す関数ポインタ
2426 static int next_to_open(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2433 for (i = 0; i < 16; i++)
2435 y = cy + ddy_cdd[i % 8];
2436 x = cx + ddx_cdd[i % 8];
2438 /* Found a wall, break the length */
2439 if (!pass_bold(y, x))
2441 /* Track best length */
2455 return (MAX(len, blen));
2459 * @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
2462 * @param pass_bold 地形条件を返す関数ポインタ
2465 static int next_to_walls_adj(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2471 for (i = 0; i < 8; i++)
2473 y = cy + ddy_ddd[i];
2474 x = cx + ddx_ddd[i];
2476 if (!pass_bold(y, x)) c++;
2484 * @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
2485 * @param y 部屋内のy座標1点
2486 * @param x 部屋内のx座標1点
2487 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
2488 * @param pass_bold 地形条件を返す関数ポインタ
2491 static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pass_bold)(POSITION, POSITION))
2496 c_ptr = &cave[y][x];
2498 /* Avoid infinite recursion */
2499 if (c_ptr->info & (CAVE_TEMP)) return;
2501 /* Do not "leave" the current room */
2502 if (!(c_ptr->info & (CAVE_ROOM)))
2504 if (only_room) return;
2507 if (!in_bounds2(y, x)) return;
2509 /* Do not exceed the maximum spell range */
2510 if (distance(p_ptr->y, p_ptr->x, y, x) > MAX_RANGE) return;
2512 /* Verify this grid */
2514 * The reason why it is ==6 instead of >5 is that 8 is impossible
2515 * due to the check for cave_bold above.
2516 * 7 lights dead-end corridors (you need to do this for the
2517 * checkboard interesting rooms, so that the boundary is lit
2519 * This leaves only a check for 6 bounding walls!
2521 if (in_bounds(y, x) && pass_bold(y, x) &&
2522 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
2525 /* Paranoia -- verify space */
2526 if (temp_n == TEMP_MAX) return;
2528 /* Mark the grid as "seen" */
2529 c_ptr->info |= (CAVE_TEMP);
2531 /* Add it to the "seen" set */
2538 * @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
2541 * @return 光を通すならばtrueを返す。
2543 static bool cave_pass_lite_bold(POSITION y, POSITION x)
2545 return cave_los_bold(y, x);
2549 * @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
2554 static void cave_temp_lite_room_aux(POSITION y, POSITION x)
2556 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
2560 * @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
2563 * @return 射線を通すならばtrueを返す。
2565 static bool cave_pass_dark_bold(POSITION y, POSITION x)
2567 return cave_have_flag_bold(y, x, FF_PROJECT);
2572 * @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
2577 static void cave_temp_unlite_room_aux(POSITION y, POSITION x)
2579 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
2584 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
2589 void lite_room(POSITION y1, POSITION x1)
2594 /* Add the initial grid */
2595 cave_temp_lite_room_aux(y1, x1);
2597 /* While grids are in the queue, add their neighbors */
2598 for (i = 0; i < temp_n; i++)
2600 x = temp_x[i], y = temp_y[i];
2602 /* Walls get lit, but stop light */
2603 if (!cave_pass_lite_bold(y, x)) continue;
2605 /* Spread adjacent */
2606 cave_temp_lite_room_aux(y + 1, x);
2607 cave_temp_lite_room_aux(y - 1, x);
2608 cave_temp_lite_room_aux(y, x + 1);
2609 cave_temp_lite_room_aux(y, x - 1);
2611 /* Spread diagonal */
2612 cave_temp_lite_room_aux(y + 1, x + 1);
2613 cave_temp_lite_room_aux(y - 1, x - 1);
2614 cave_temp_lite_room_aux(y - 1, x + 1);
2615 cave_temp_lite_room_aux(y + 1, x - 1);
2618 /* Now, lite them all up at once */
2619 cave_temp_room_lite();
2621 if (p_ptr->special_defense & NINJA_S_STEALTH)
2623 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2629 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
2634 void unlite_room(POSITION y1, POSITION x1)
2639 /* Add the initial grid */
2640 cave_temp_unlite_room_aux(y1, x1);
2642 /* Spread, breadth first */
2643 for (i = 0; i < temp_n; i++)
2645 x = temp_x[i], y = temp_y[i];
2647 /* Walls get dark, but stop darkness */
2648 if (!cave_pass_dark_bold(y, x)) continue;
2650 /* Spread adjacent */
2651 cave_temp_unlite_room_aux(y + 1, x);
2652 cave_temp_unlite_room_aux(y - 1, x);
2653 cave_temp_unlite_room_aux(y, x + 1);
2654 cave_temp_unlite_room_aux(y, x - 1);
2656 /* Spread diagonal */
2657 cave_temp_unlite_room_aux(y + 1, x + 1);
2658 cave_temp_unlite_room_aux(y - 1, x - 1);
2659 cave_temp_unlite_room_aux(y - 1, x + 1);
2660 cave_temp_unlite_room_aux(y + 1, x - 1);
2663 /* Now, darken them all at once */
2664 cave_temp_room_unlite();
2670 * @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
2673 * @return 作用が実際にあった場合TRUEを返す
2675 bool lite_area(HIT_POINT dam, POSITION rad)
2677 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2679 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
2681 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
2685 /* Hack -- Message */
2688 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
2691 /* Hook into the "project()" function */
2692 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1);
2694 /* Lite up the room */
2695 lite_room(p_ptr->y, p_ptr->x);
2703 * @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
2706 * @return 作用が実際にあった場合TRUEを返す
2708 bool unlite_area(HIT_POINT dam, POSITION rad)
2710 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2712 /* Hack -- Message */
2715 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
2718 /* Hook into the "project()" function */
2719 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1);
2721 /* Lite up the room */
2722 unlite_room(p_ptr->y, p_ptr->x);
2731 * @brief ボール系スペルの発動 / Cast a ball spell
2733 * @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)
2736 * @return 作用が実際にあった場合TRUEを返す
2739 * Stop if we hit a monster, act as a "ball"
2740 * Allow "target" mode to pass over monsters
2741 * Affect grids, objects, and monsters
2744 bool fire_ball(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2748 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2750 if (typ == GF_CHARM_LIVING) flg|= PROJECT_HIDE;
2751 /* Use the given direction */
2752 tx = p_ptr->x + 99 * ddx[dir];
2753 ty = p_ptr->y + 99 * ddy[dir];
2755 /* Hack -- Use an actual "target" */
2756 if ((dir == 5) && target_okay())
2758 flg &= ~(PROJECT_STOP);
2763 /* Analyze the "dir" and the "target". Hurt items on floor. */
2764 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2768 * @brief ブレス系スペルの発動 / Cast a breath spell
2770 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2773 * @return 作用が実際にあった場合TRUEを返す
2776 * Stop if we hit a monster, act as a "ball"
2777 * Allow "target" mode to pass over monsters
2778 * Affect grids, objects, and monsters
2781 bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2783 return fire_ball(typ, dir, dam, -rad);
2788 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
2790 * @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)
2793 * @return 作用が実際にあった場合TRUEを返す
2796 * Stop if we hit a monster, act as a "ball"
2797 * Allow "target" mode to pass over monsters
2798 * Affect grids, objects, and monsters
2801 bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2804 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2806 /* Use the given direction */
2807 tx = p_ptr->x + 99 * ddx[dir];
2808 ty = p_ptr->y + 99 * ddy[dir];
2810 /* Hack -- Use an actual "target" */
2811 if ((dir == 5) && target_okay())
2817 /* Analyze the "dir" and the "target". Hurt items on floor. */
2818 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2823 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
2825 * @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)
2828 * @return 作用が実際にあった場合TRUEを返す
2831 * Stop if we hit a monster, act as a "ball"
2832 * Allow "target" mode to pass over monsters
2833 * Affect grids, objects, and monsters
2836 bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2839 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
2841 /* Use the given direction */
2842 tx = p_ptr->x + 99 * ddx[dir];
2843 ty = p_ptr->y + 99 * ddy[dir];
2845 /* Hack -- Use an actual "target" */
2846 if ((dir == 5) && target_okay())
2848 flg &= ~(PROJECT_STOP);
2853 /* Analyze the "dir" and the "target". Hurt items on floor. */
2854 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2859 * @brief メテオ系スペルの発動 / Cast a meteor spell
2860 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
2866 * @return 作用が実際にあった場合TRUEを返す
2869 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
2870 * player, or outside source, that starts out at an arbitrary location, and
2871 * leaving no trail from the "caster" to the target. This function is
2872 * especially useful for bombardments and similar. -LM-
2873 * Option to hurt the player.
2876 bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
2878 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2880 /* Analyze the "target" and the caster. */
2881 return (project(who, rad, y, x, dam, typ, flg, -1));
2886 * @brief ブラスト系スペルの発動 / Cast a blast spell
2888 * @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)
2893 * @return 作用が実際にあった場合TRUEを返す
2895 bool fire_blast(EFFECT_ID typ, DIRECTION dir, int dd, int ds, int num, int dev)
2899 POSITION ty, tx, y, x;
2902 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
2907 /* Use the given direction */
2910 ly = ty = p_ptr->y + 20 * ddy[dir];
2911 lx = tx = p_ptr->x + 20 * ddx[dir];
2914 /* Use an actual "target" */
2915 else /* if (dir == 5) */
2920 lx = 20 * (tx - p_ptr->x) + p_ptr->x;
2921 ly = 20 * (ty - p_ptr->y) + p_ptr->y;
2924 ld = distance(p_ptr->y, p_ptr->x, ly, lx);
2927 for (i = 0; i < num; i++)
2931 /* Get targets for some bolts */
2932 y = rand_spread(ly, ld * dev / 20);
2933 x = rand_spread(lx, ld * dev / 20);
2935 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
2938 /* Analyze the "dir" and the "target". */
2939 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
2950 * @brief モンスターとの位置交換処理 / Switch position with a monster.
2951 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2952 * @return 作用が実際にあった場合TRUEを返す
2954 bool teleport_swap(DIRECTION dir)
2958 monster_type* m_ptr;
2959 monster_race* r_ptr;
2961 if ((dir == 5) && target_okay())
2968 tx = p_ptr->x + ddx[dir];
2969 ty = p_ptr->y + ddy[dir];
2971 c_ptr = &cave[ty][tx];
2973 if (p_ptr->anti_tele)
2975 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
2979 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
2981 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
2987 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10))
2989 msg_print(_("失敗した。", "Failed to swap."));
2995 m_ptr = &m_list[c_ptr->m_idx];
2996 r_ptr = &r_info[m_ptr->r_idx];
2998 (void)set_monster_csleep(c_ptr->m_idx, 0);
3000 if (r_ptr->flagsr & RFR_RES_TELE)
3002 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
3004 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
3010 sound(SOUND_TELEPORT);
3012 /* Swap the player and monster */
3013 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
3021 * @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)
3023 * @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)
3026 * @return 作用が実際にあった場合TRUEを返す
3028 bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
3032 /* Pass through the target if needed */
3033 flg |= (PROJECT_THRU);
3035 /* Use the given direction */
3036 tx = p_ptr->x + ddx[dir];
3037 ty = p_ptr->y + ddy[dir];
3039 /* Hack -- Use an actual "target" */
3040 if ((dir == 5) && target_okay())
3046 /* Analyze the "dir" and the "target", do NOT explode */
3047 return (project(0, 0, ty, tx, dam, typ, flg, -1));
3052 * @brief ボルト系スペルの発動 / Cast a bolt spell.
3054 * @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)
3056 * @return 作用が実際にあった場合TRUEを返す
3059 * Stop if we hit a monster, as a "bolt".
3060 * Affect monsters and grids (not objects).
3063 bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3065 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
3066 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
3067 return (project_hook(typ, dir, dam, flg));
3072 * @brief ビーム系スペルの発動 / Cast a beam spell.
3074 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3076 * @return 作用が実際にあった場合TRUEを返す
3079 * Pass through monsters, as a "beam".
3080 * Affect monsters, grids and objects.
3083 bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3085 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
3086 return (project_hook(typ, dir, dam, flg));
3091 * @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.
3092 * @param prob ビーム化する確率(%)
3094 * @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)
3096 * @return 作用が実際にあった場合TRUEを返す
3099 * Pass through monsters, as a "beam".
3100 * Affect monsters, grids and objects.
3103 bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3105 if (randint0(100) < prob)
3107 return (fire_beam(typ, dir, dam));
3111 return (fire_bolt(typ, dir, dam));
3116 * @brief LITE_WEAK属性による光源ビーム処理
3117 * @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)
3119 * @return 作用が実際にあった場合TRUEを返す
3121 bool lite_line(DIRECTION dir, HIT_POINT dam)
3123 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
3124 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
3129 * @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)
3131 * @return 作用が実際にあった場合TRUEを返す
3133 bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam)
3135 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3136 return (project_hook(GF_HYPODYNAMIA, dir, dam, flg));
3141 * @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)
3143 * @return 作用が実際にあった場合TRUEを返す
3145 bool wall_to_mud(DIRECTION dir, HIT_POINT dam)
3147 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3148 return (project_hook(GF_KILL_WALL, dir, dam, flg));
3153 * @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)
3154 * @return 作用が実際にあった場合TRUEを返す
3156 bool wizard_lock(DIRECTION dir)
3158 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3159 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
3164 * @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)
3165 * @return 作用が実際にあった場合TRUEを返す
3167 bool destroy_door(DIRECTION dir)
3169 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3170 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
3175 * @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)
3176 * @return 作用が実際にあった場合TRUEを返す
3178 bool disarm_trap(DIRECTION dir)
3180 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3181 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
3186 * @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)
3188 * @return 作用が実際にあった場合TRUEを返す
3190 bool heal_monster(DIRECTION dir, HIT_POINT dam)
3192 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3193 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
3198 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3200 * @return 作用が実際にあった場合TRUEを返す
3202 bool speed_monster(DIRECTION dir, int power)
3204 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3205 return (project_hook(GF_OLD_SPEED, dir, power, flg));
3210 * @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)
3212 * @return 作用が実際にあった場合TRUEを返す
3214 bool slow_monster(DIRECTION dir, int power)
3216 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3217 return (project_hook(GF_OLD_SLOW, dir, power, flg));
3222 * @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 * @return 作用が実際にあった場合TRUEを返す
3226 bool sleep_monster(DIRECTION dir, int power)
3228 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3229 return (project_hook(GF_OLD_SLEEP, dir, power, flg));
3233 * @brief モンスター拘束(STASIS)処理
3234 * @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)
3235 * @return 作用が実際にあった場合TRUEを返す
3236 * @details 威力はプレイヤーレベル*2に固定
3238 bool stasis_monster(DIRECTION dir)
3240 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
3244 * @brief 邪悪なモンスター拘束(STASIS)処理
3245 * @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)
3246 * @return 作用が実際にあった場合TRUEを返す
3247 * @details 威力はプレイヤーレベル*2に固定
3249 bool stasis_evil(DIRECTION dir)
3251 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
3256 * @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)
3257 * @param plev プレイヤーレベル(=効力)
3258 * @return 作用が実際にあった場合TRUEを返す
3260 bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev)
3262 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3263 return (project_hook(GF_OLD_CONF, dir, plev, flg));
3268 * @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)
3269 * @param plev プレイヤーレベル(=効力)
3270 * @return 作用が実際にあった場合TRUEを返す
3272 bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev)
3274 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3275 return (project_hook(GF_STUN, dir, plev, flg));
3279 * @brief チェンジモンスター処理
3280 * @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)
3282 * @return 作用が実際にあった場合TRUEを返す
3284 bool poly_monster(DIRECTION dir, int power)
3286 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3287 bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
3289 chg_virtue(V_CHANCE, 1);
3294 * @brief クローンモンスター処理
3295 * @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)
3296 * @return 作用が実際にあった場合TRUEを返す
3298 bool clone_monster(DIRECTION dir)
3300 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3301 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
3306 * @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)
3307 * @param plev プレイヤーレベル(=効力)
3308 * @return 作用が実際にあった場合TRUEを返す
3310 bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev)
3312 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3313 return (project_hook(GF_TURN_ALL, dir, plev, flg));
3318 * @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)
3319 * @param plev プレイヤーレベル(効力はplev*200)
3320 * @return 作用が実際にあった場合TRUEを返す
3322 bool death_ray(DIRECTION dir, PLAYER_LEVEL plev)
3324 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3325 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
3329 * @brief モンスター用テレポート処理
3330 * @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)
3331 * @param distance 移動距離
3332 * @return 作用が実際にあった場合TRUEを返す
3334 bool teleport_monster(DIRECTION dir, int distance)
3336 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
3337 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
3341 * @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)
3342 * @return 作用が実際にあった場合TRUEを返す
3344 bool door_creation(void)
3346 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3347 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_DOOR, flg, -1));
3351 * @brief トラップ生成処理(起点から周囲1マス)
3354 * @return 作用が実際にあった場合TRUEを返す
3356 bool trap_creation(POSITION y, POSITION x)
3358 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3359 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
3363 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
3364 * @return 作用が実際にあった場合TRUEを返す
3366 bool tree_creation(void)
3368 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3369 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_TREE, flg, -1));
3373 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
3374 * @return 作用が実際にあった場合TRUEを返す
3376 bool glyph_creation(void)
3378 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
3379 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_GLYPH, flg, -1));
3383 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
3384 * @return 作用が実際にあった場合TRUEを返す
3386 bool wall_stone(void)
3388 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3390 bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
3392 p_ptr->update |= (PU_FLOW);
3395 p_ptr->redraw |= (PR_MAP);
3401 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
3402 * @return 作用が実際にあった場合TRUEを返す
3404 bool destroy_doors_touch(void)
3406 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3407 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_DOOR, flg, -1));
3411 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
3412 * @return 作用が実際にあった場合TRUEを返す
3414 bool disarm_traps_touch(void)
3416 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3417 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_TRAP, flg, -1));
3421 * @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)
3422 * @return 作用が実際にあった場合TRUEを返す
3424 bool sleep_monsters_touch(void)
3426 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
3427 return (project(0, 1, p_ptr->y, p_ptr->x, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
3432 * @brief 死者復活処理(起点より周囲5マス)
3433 * @param who 術者モンスターID(0ならばプレイヤー)
3436 * @return 作用が実際にあった場合TRUEを返す
3438 bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x)
3440 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
3441 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
3446 * @return 作用が実際にあった場合TRUEを返す
3448 void call_chaos(void)
3450 int Chaos_type, dummy, dir;
3451 PLAYER_LEVEL plev = p_ptr->lev;
3452 bool line_chaos = FALSE;
3454 int hurt_types[31] =
3456 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
3457 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
3458 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
3459 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
3460 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
3461 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
3462 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
3463 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
3466 Chaos_type = hurt_types[randint0(31)];
3467 if (one_in_(4)) line_chaos = TRUE;
3471 for (dummy = 1; dummy < 10; dummy++)
3476 fire_beam(Chaos_type, dummy, 150);
3478 fire_ball(Chaos_type, dummy, 150, 2);
3482 else if (one_in_(3))
3484 fire_ball(Chaos_type, 0, 500, 8);
3488 if (!get_aim_dir(&dir)) return;
3490 fire_beam(Chaos_type, dir, 250);
3492 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
3497 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
3498 * @param stop_ty 再帰処理停止フラグ
3500 * @return 作用が実際にあった場合TRUEを返す
3503 * rr9: Stop the nasty things when a Cyberdemon is summoned
3504 * or the player gets paralyzed.
3507 bool activate_ty_curse(bool stop_ty, int *count)
3511 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3515 switch (randint1(34))
3520 msg_print(_("地面が揺れた...", "The ground trembles..."));
3521 earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
3522 if (!one_in_(6)) break;
3527 HIT_POINT dam = damroll(10, 10);
3528 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!"));
3529 project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1);
3530 take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
3531 if (!one_in_(6)) break;
3536 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
3537 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
3538 if (randint0(13)) (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3539 if (!one_in_(6)) break;
3542 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3546 project(0, 7, p_ptr->y, p_ptr->x, 50, GF_KILL_WALL, flg, -1);
3547 take_hit(DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
3549 if (!one_in_(6)) break;
3550 case 1: case 2: case 3: case 16: case 17:
3551 aggravate_monsters(0);
3552 if (!one_in_(6)) break;
3553 case 4: case 5: case 6:
3554 (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3555 if (!one_in_(6)) break;
3556 case 7: case 8: case 9: case 18:
3557 (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
3558 if (!one_in_(6)) break;
3559 case 10: case 11: case 12:
3560 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..."));
3561 lose_exp(p_ptr->exp / 16);
3562 if (!one_in_(6)) break;
3563 case 13: case 14: case 15: case 19: case 20:
3564 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
3570 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
3571 if (p_ptr->free_act)
3572 set_paralyzed(p_ptr->paralyzed + randint1(3));
3574 set_paralyzed(p_ptr->paralyzed + randint1(13));
3577 if (!one_in_(6)) break;
3578 case 21: case 22: case 23:
3579 (void)do_dec_stat(randint0(6));
3580 if (!one_in_(6)) break;
3582 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
3584 if (!one_in_(6)) break;
3587 * Only summon Cyberdemons deep in the dungeon.
3589 if ((dun_level > 65) && !stop_ty)
3591 (*count) += summon_cyber(-1, p_ptr->y, p_ptr->x);
3595 if (!one_in_(6)) break;
3601 (void)do_dec_stat(i);
3609 while (one_in_(3) && !stop_ty);
3615 * @brief HI_SUMMON(上級召喚)処理発動
3618 * @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
3619 * @return 作用が実際にあった場合TRUEを返す
3621 int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
3626 BIT_FLAGS mode = PM_ALLOW_GROUP;
3633 mode |= PM_FORCE_FRIENDLY;
3637 mode |= PM_FORCE_PET;
3642 if (!pet) mode |= PM_NO_PET;
3644 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
3646 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
3648 switch (randint1(25) + (dun_level / 20))
3651 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
3654 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
3657 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
3660 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
3663 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
3666 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
3669 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
3672 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
3676 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
3680 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
3683 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3684 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
3687 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3688 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
3691 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
3694 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3695 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
3704 * @brief サイバーデーモンの召喚
3705 * @param who 召喚主のモンスターID(0ならばプレイヤー)
3708 * @return 作用が実際にあった場合TRUEを返す
3710 int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x)
3713 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
3715 BIT_FLAGS mode = PM_ALLOW_GROUP;
3717 /* Summoned by a monster */
3720 monster_type *m_ptr = &m_list[who];
3721 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
3724 if (max_cyber > 4) max_cyber = 4;
3726 for (i = 0; i < max_cyber; i++)
3728 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode);
3735 * @brief 周辺破壊効果(プレイヤー中心)
3736 * @return 作用が実際にあった場合TRUEを返す
3738 void wall_breaker(void)
3741 POSITION y = 0, x = 0;
3742 int attempts = 1000;
3744 if (randint1(80 + p_ptr->lev) < 70)
3748 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
3750 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
3752 if (!player_bold(y, x)) break;
3755 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3756 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3758 else if (randint1(100) > 30)
3760 earthquake(p_ptr->y, p_ptr->x, 1);
3764 int num = damroll(5, 3);
3766 for (i = 0; i < num; i++)
3770 scatter(&y, &x, p_ptr->y, p_ptr->x, 10, 0);
3772 if (!player_bold(y, x)) break;
3775 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3776 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3783 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
3785 * @return 作用が実際にあった場合TRUEを返す
3787 bool confuse_monsters(HIT_POINT dam)
3789 return (project_hack(GF_OLD_CONF, dam));
3794 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
3796 * @return 作用が実際にあった場合TRUEを返す
3798 bool charm_monsters(HIT_POINT dam)
3800 return (project_hack(GF_CHARM, dam));
3805 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
3807 * @return 作用が実際にあった場合TRUEを返す
3809 bool charm_animals(HIT_POINT dam)
3811 return (project_hack(GF_CONTROL_ANIMAL, dam));
3816 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
3818 * @return 作用が実際にあった場合TRUEを返す
3820 bool stun_monsters(HIT_POINT dam)
3822 return (project_hack(GF_STUN, dam));
3827 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
3829 * @return 作用が実際にあった場合TRUEを返す
3831 bool stasis_monsters(HIT_POINT dam)
3833 return (project_hack(GF_STASIS, dam));
3838 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
3840 * @return 作用が実際にあった場合TRUEを返す
3842 bool mindblast_monsters(HIT_POINT dam)
3844 return (project_hack(GF_PSI, dam));
3849 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
3850 * @param dist 効力(距離)
3851 * @return 作用が実際にあった場合TRUEを返す
3853 bool banish_monsters(int dist)
3855 return (project_hack(GF_AWAY_ALL, dist));
3860 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
3862 * @return 作用が実際にあった場合TRUEを返す
3864 bool turn_evil(HIT_POINT dam)
3866 return (project_hack(GF_TURN_EVIL, dam));
3871 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
3873 * @return 作用が実際にあった場合TRUEを返す
3875 bool turn_monsters(HIT_POINT dam)
3877 return (project_hack(GF_TURN_ALL, dam));
3882 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
3883 * @return 作用が実際にあった場合TRUEを返す
3885 bool deathray_monsters(void)
3887 return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
3891 * @brief チャーム・モンスター(1体)
3892 * @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)
3894 * @return 作用が実際にあった場合TRUEを返す
3896 bool charm_monster(DIRECTION dir, PLAYER_LEVEL plev)
3898 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3899 return (project_hook(GF_CHARM, dir, plev, flg));
3903 * @brief アンデッド支配(1体)
3904 * @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)
3906 * @return 作用が実際にあった場合TRUEを返す
3908 bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev)
3910 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3911 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
3916 * @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)
3918 * @return 作用が実際にあった場合TRUEを返す
3920 bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev)
3922 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3923 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
3928 * @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)
3930 * @return 作用が実際にあった場合TRUEを返す
3932 bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev)
3934 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3935 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
3941 * @param success 判定成功上の処理ならばTRUE
3942 * @return 作用が実際にあった場合TRUEを返す
3944 bool kawarimi(bool success)
3947 object_type *q_ptr = &forge;
3950 if (p_ptr->is_dead) return FALSE;
3951 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
3952 if (randint0(200) < p_ptr->stun) return FALSE;
3954 if (!success && one_in_(3))
3956 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
3957 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3958 p_ptr->redraw |= (PR_STATUS);
3965 teleport_player(10 + randint1(90), 0L);
3969 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
3971 q_ptr->pval = MON_NINJA;
3973 /* Drop it in the dungeon */
3974 (void)drop_near(q_ptr, -1, y, x);
3977 if (success) msg_print("攻撃を受ける前に素早く身をひるがえした。");
3978 else msg_print("失敗!攻撃を受けてしまった。");
3980 if (success) msg_print("You have turned around just before the attack hit you.");
3981 else msg_print("Failed! You are hit by the attack.");
3984 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3985 p_ptr->redraw |= (PR_STATUS);
3993 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
3994 * @param mdeath 目標モンスターが死亡したかを返す
3995 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
3997 bool rush_attack(bool *mdeath)
4004 bool tmp_mdeath = FALSE;
4007 if (mdeath) *mdeath = FALSE;
4010 if (!get_aim_dir(&dir)) return FALSE;
4012 /* Use the given direction */
4013 tx = p_ptr->x + project_length * ddx[dir];
4014 ty = p_ptr->y + project_length * ddy[dir];
4016 /* Hack -- Use an actual "target" */
4017 if ((dir == 5) && target_okay())
4023 if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
4025 path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
4028 /* No need to move */
4029 if (!path_n) return TRUE;
4031 /* Use ty and tx as to-move point */
4035 /* Project along the path */
4036 for (i = 0; i < path_n; i++)
4038 monster_type *m_ptr;
4040 int ny = GRID_Y(path_g[i]);
4041 int nx = GRID_X(path_g[i]);
4043 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
4048 /* Go to next grid */
4052 if (!cave[ny][nx].m_idx)
4056 msg_print(_("失敗!", "Failed!"));
4060 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
4067 /* Move player before updating the monster */
4068 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4070 /* Update the monster */
4071 update_mon(cave[ny][nx].m_idx, TRUE);
4073 /* Found a monster */
4074 m_ptr = &m_list[cave[ny][nx].m_idx];
4076 if (tm_idx != cave[ny][nx].m_idx)
4079 msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "",
4080 m_ptr->ml ? "モンスター" : "何か");
4082 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
4085 else if (!player_bold(ty, tx))
4087 /* Hold the monster name */
4090 /* Get the monster name (BEFORE polymorphing) */
4091 monster_desc(m_name, m_ptr, 0);
4092 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
4095 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4097 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
4102 if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4104 if (mdeath) *mdeath = tmp_mdeath;
4110 * @brief 全鏡の消去 / Remove all mirrors in this floor
4111 * @param explode 爆発処理を伴うならばTRUE
4114 void remove_all_mirrors(bool explode)
4118 for (x = 0; x < cur_wid; x++)
4120 for (y = 0; y < cur_hgt; y++)
4122 if (is_mirror_grid(&cave[y][x]))
4124 remove_mirror(y, x);
4126 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
4127 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
4134 * @brief 『一つの指輪』の効果処理 /
4135 * Hack -- activate the ring of power
4136 * @param dir 発動の方向ID
4139 void ring_of_power(DIRECTION dir)
4141 /* Pick a random effect */
4142 switch (randint1(10))
4147 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."));
4150 /* Decrease all stats (permanently) */
4151 (void)dec_stat(A_STR, 50, TRUE);
4152 (void)dec_stat(A_INT, 50, TRUE);
4153 (void)dec_stat(A_WIS, 50, TRUE);
4154 (void)dec_stat(A_DEX, 50, TRUE);
4155 (void)dec_stat(A_CON, 50, TRUE);
4156 (void)dec_stat(A_CHR, 50, TRUE);
4158 /* Lose some experience (permanently) */
4159 p_ptr->exp -= (p_ptr->exp / 4);
4160 p_ptr->max_exp -= (p_ptr->exp / 4);
4168 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."));
4170 /* Dispel monsters */
4171 dispel_monsters(1000);
4181 fire_ball(GF_MANA, dir, 600, 3);
4192 fire_bolt(GF_MANA, dir, 500);
4200 * @brief 運命の輪、並びにカオス的な効果の発動
4201 * @param spell ランダムな効果を選択するための基準ID
4204 void wild_magic(int spell)
4207 int type = SUMMON_MOLD + randint0(6);
4209 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
4210 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
4212 switch (randint1(spell) + randint1(8) + 1)
4217 teleport_player(10, TELEPORT_PASSIVE);
4222 teleport_player(100, TELEPORT_PASSIVE);
4226 teleport_player(200, TELEPORT_PASSIVE);
4236 lite_area(damroll(2, 3), 2);
4239 destroy_doors_touch();
4244 sleep_monsters_touch();
4248 trap_creation(p_ptr->y, p_ptr->x);
4257 aggravate_monsters(0);
4260 earthquake(p_ptr->y, p_ptr->x, 5);
4264 (void)gain_random_mutation(0);
4268 apply_disenchant(1);
4274 fire_ball(GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
4281 while (counter++ < 8)
4283 (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET));
4288 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4291 (void)summon_cyber(-1, p_ptr->y, p_ptr->x);
4296 (void)activate_ty_curse(FALSE, &count);
4305 * @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。
4306 * / Drop 10+1d10 meteor ball at random places near the player
4311 void cast_meteor(HIT_POINT dam, POSITION rad)
4314 int b = 10 + randint1(10);
4316 for (i = 0; i < b; i++)
4318 POSITION y = 0, x = 0;
4321 for (count = 0; count <= 20; count++)
4325 x = p_ptr->x - 8 + randint0(17);
4326 y = p_ptr->y - 8 + randint0(17);
4328 dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
4329 dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
4331 /* Approximate distance */
4332 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4334 if (d >= 9) continue;
4336 if (!in_bounds(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)
4337 || !cave_have_flag_bold(y, x, FF_PROJECT)) continue;
4339 /* Valid position */
4343 if (count > 20) continue;
4345 project(0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
4351 * @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。
4354 * @return ターゲットを指定し、実行したならばTRUEを返す。
4356 bool cast_wrath_of_the_god(HIT_POINT dam, POSITION rad)
4358 POSITION x, y, tx, ty;
4362 int b = 10 + randint1(10);
4364 if (!get_aim_dir(&dir)) return FALSE;
4366 /* Use the given direction */
4367 tx = p_ptr->x + 99 * ddx[dir];
4368 ty = p_ptr->y + 99 * ddy[dir];
4370 /* Hack -- Use an actual "target" */
4371 if ((dir == 5) && target_okay())
4382 /* Hack -- Stop at the target */
4383 if ((y == ty) && (x == tx)) break;
4387 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
4389 /* Stop at maximum range */
4390 if (MAX_RANGE <= distance(p_ptr->y, p_ptr->x, ny, nx)) break;
4392 /* Stopped by walls/doors */
4393 if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
4395 /* Stopped by monsters */
4396 if ((dir != 5) && cave[ny][nx].m_idx != 0) break;
4398 /* Save the new location */
4405 for (i = 0; i < b; i++)
4407 int count = 20, d = 0;
4413 x = tx - 5 + randint0(11);
4414 y = ty - 5 + randint0(11);
4416 dx = (tx > x) ? (tx - x) : (x - tx);
4417 dy = (ty > y) ? (ty - y) : (y - ty);
4419 /* Approximate distance */
4420 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4421 /* Within the radius */
4425 if (count < 0) continue;
4427 /* Cannot penetrate perm walls */
4428 if (!in_bounds(y, x) ||
4429 cave_stop_disintegration(y, x) ||
4430 !in_disintegration_range(ty, tx, y, x))
4433 project(0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
4440 * @brief 「ワンダー」のランダムな効果を決定して処理する。
4444 * This spell should become more useful (more controlled) as the\n
4445 * player gains experience levels. Thus, add 1/5 of the player's\n
4446 * level to the die roll. This eliminates the worst effects later on,\n
4447 * while keeping the results quite random. It also allows some potent\n
4448 * effects only at high level.
4450 void cast_wonder(DIRECTION dir)
4452 PLAYER_LEVEL plev = p_ptr->lev;
4453 int die = randint1(100) + plev / 5;
4454 int vir = virtue_number(V_CHANCE);
4458 if (p_ptr->virtues[vir - 1] > 0)
4460 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4464 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4469 chg_virtue(V_CHANCE, 1);
4473 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
4476 if (die < 8) clone_monster(dir);
4477 else if (die < 14) speed_monster(dir, plev);
4478 else if (die < 26) heal_monster(dir, damroll(4, 6));
4479 else if (die < 31) poly_monster(dir, plev);
4481 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4482 damroll(3 + ((plev - 1) / 5), 4));
4483 else if (die < 41) confuse_monster(dir, plev);
4484 else if (die < 46) fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4485 else if (die < 51) (void)lite_line(dir, damroll(6, 8));
4487 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4488 damroll(3 + ((plev - 5) / 4), 8));
4490 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4491 damroll(5 + ((plev - 5) / 4), 8));
4493 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4494 damroll(6 + ((plev - 5) / 4), 8));
4496 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4497 damroll(8 + ((plev - 5) / 4), 8));
4498 else if (die < 76) hypodynamic_bolt(dir, 75);
4499 else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4500 else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
4501 else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
4502 else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
4503 else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
4506 earthquake(p_ptr->y, p_ptr->x, 12);
4510 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4514 symbol_genocide(plev + 50, TRUE);
4516 else if (die < 110) dispel_monsters(120);
4519 dispel_monsters(150);
4520 slow_monsters(plev);
4521 sleep_monsters(plev);
4528 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
4532 void cast_invoke_spirits(DIRECTION dir)
4534 PLAYER_LEVEL plev = p_ptr->lev;
4535 int die = randint1(100) + plev / 5;
4536 int vir = virtue_number(V_CHANCE);
4540 if (p_ptr->virtues[vir - 1] > 0)
4542 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4546 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4550 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..."));
4552 chg_virtue(V_CHANCE, 1);
4556 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!"));
4561 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!",
4562 "Oh no! Mouldering forms rise from the earth around you!"));
4564 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4565 chg_virtue(V_UNLIFE, 1);
4569 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..."));
4571 set_afraid(p_ptr->afraid + randint1(4) + 4);
4575 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...",
4576 "Your head is invaded by a horde of gibbering spectral voices..."));
4578 set_confused(p_ptr->confused + randint1(4) + 4);
4582 poly_monster(dir, plev);
4586 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4587 damroll(3 + ((plev - 1) / 5), 4));
4591 confuse_monster(dir, plev);
4595 fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4599 (void)lite_line(dir, damroll(6, 8));
4603 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4604 damroll(3 + ((plev - 5) / 4), 8));
4608 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4609 damroll(5 + ((plev - 5) / 4), 8));
4613 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4614 damroll(6 + ((plev - 5) / 4), 8));
4618 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4619 damroll(8 + ((plev - 5) / 4), 8));
4623 hypodynamic_bolt(dir, 75);
4627 fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4631 fire_ball(GF_ACID, dir, 40 + plev, 2);
4635 fire_ball(GF_ICE, dir, 70 + plev, 3);
4639 fire_ball(GF_FIRE, dir, 80 + plev, 3);
4643 hypodynamic_bolt(dir, 100 + plev);
4647 earthquake(p_ptr->y, p_ptr->x, 12);
4651 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4655 symbol_genocide(plev + 50, TRUE);
4659 dispel_monsters(120);
4663 dispel_monsters(150);
4664 slow_monsters(plev);
4665 sleep_monsters(plev);
4671 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。」",
4672 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
4677 * @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。
4680 void cast_shuffle(void)
4682 PLAYER_LEVEL plev = p_ptr->lev;
4685 int vir = virtue_number(V_CHANCE);
4688 /* Card sharks and high mages get a level bonus */
4689 if ((p_ptr->pclass == CLASS_ROGUE) ||
4690 (p_ptr->pclass == CLASS_HIGH_MAGE) ||
4691 (p_ptr->pclass == CLASS_SORCERER))
4692 die = (randint1(110)) + plev / 5;
4694 die = randint1(120);
4699 if (p_ptr->virtues[vir - 1] > 0)
4701 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4705 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4709 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..."));
4712 chg_virtue(V_CHANCE, 1);
4716 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
4718 for (i = 0; i < randint1(3); i++)
4719 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4723 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
4724 summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4729 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
4730 activate_ty_curse(FALSE, &count);
4734 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
4735 aggravate_monsters(0);
4739 msg_print(_("《愚者》だ。", "It's the Fool."));
4745 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
4746 trump_summoning(1, FALSE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
4750 msg_print(_("《月》だ。", "It's the Moon."));
4755 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
4756 wild_magic(randint0(32));
4760 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4761 teleport_player(10, TELEPORT_PASSIVE);
4765 msg_print(_("《正義》だ。", "It's Justice."));
4766 set_blessed(p_ptr->lev, FALSE);
4770 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4771 teleport_player(100, TELEPORT_PASSIVE);
4775 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4776 teleport_player(200, TELEPORT_PASSIVE);
4780 msg_print(_("《塔》だ。", "It's the Tower."));
4785 msg_print(_("《節制》だ。", "It's Temperance."));
4786 sleep_monsters_touch();
4790 msg_print(_("《塔》だ。", "It's the Tower."));
4792 earthquake(p_ptr->y, p_ptr->x, 5);
4796 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4797 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_MOLD, 0L);
4801 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4802 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_BAT, 0L);
4806 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4807 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_VORTEX, 0L);
4811 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4812 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
4816 msg_print(_("《恋人》だ。", "It's the Lovers."));
4818 if (get_aim_dir(&dir))
4819 charm_monster(dir, MIN(p_ptr->lev, 20));
4823 msg_print(_("《隠者》だ。", "It's the Hermit."));
4828 msg_print(_("《審判》だ。", "It's the Judgement."));
4829 do_cmd_rerate(FALSE);
4830 lose_all_mutations();
4834 msg_print(_("《太陽》だ。", "It's the Sun."));
4835 chg_virtue(V_KNOWLEDGE, 1);
4836 chg_virtue(V_ENLIGHTEN, 1);
4841 msg_print(_("《世界》だ。", "It's the World."));
4842 if (p_ptr->exp < PY_MAX_EXP)
4844 s32b ee = (p_ptr->exp / 25) + 1;
4845 if (ee > 5000) ee = 5000;
4846 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4852 bool_hack life_stream(bool_hack message, bool_hack virtue)
4856 chg_virtue(V_VITALITY, 1);
4857 chg_virtue(V_UNLIFE, -5);
4861 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
4864 (void)set_poisoned(0);
4866 (void)set_confused(0);
4870 (void)restore_all_status();
4871 (void)set_shero(0, TRUE);
4878 bool_hack heroism(int base)
4880 bool_hack ident = FALSE;
4881 if(set_afraid(0)) ident = TRUE;
4882 if(set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4883 if(hp_player(10)) ident = TRUE;
4887 bool_hack berserk(int base)
4889 bool_hack ident = FALSE;
4890 if (set_afraid(0)) ident = TRUE;
4891 if (set_shero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4892 if (hp_player(30)) ident = TRUE;
4896 bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
4898 bool_hack ident = FALSE;
4899 if (hp_player(damroll(dice, sides))) ident = TRUE;
4900 if (set_blind(0)) ident = TRUE;
4901 if (set_cut(p_ptr->cut - 10)) ident = TRUE;
4902 if (set_shero(0, TRUE)) ident = TRUE;
4906 bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
4908 bool_hack ident = FALSE;
4909 if (hp_player(damroll(dice, sides))) ident = TRUE;
4910 if (set_blind(0)) ident = TRUE;
4911 if (set_confused(0)) ident = TRUE;
4912 if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
4913 if (set_shero(0, TRUE)) ident = TRUE;
4917 bool_hack cure_critical_wounds(HIT_POINT pow)
4919 bool_hack ident = FALSE;
4920 if (hp_player(pow)) ident = TRUE;
4921 if (set_blind(0)) ident = TRUE;
4922 if (set_confused(0)) ident = TRUE;
4923 if (set_poisoned(0)) ident = TRUE;
4924 if (set_stun(0)) ident = TRUE;
4925 if (set_cut(0)) ident = TRUE;
4926 if (set_shero(0, TRUE)) ident = TRUE;
4930 bool_hack true_healing(HIT_POINT pow)
4932 bool_hack ident = FALSE;
4933 if (hp_player(pow)) ident = TRUE;
4934 if (set_blind(0)) ident = TRUE;
4935 if (set_confused(0)) ident = TRUE;
4936 if (set_poisoned(0)) ident = TRUE;
4937 if (set_stun(0)) ident = TRUE;
4938 if (set_cut(0)) ident = TRUE;
4939 if (set_image(0)) ident = TRUE;
4943 bool_hack restore_mana(bool_hack magic_eater)
4945 bool_hack ident = FALSE;
4947 if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
4950 for (i = 0; i < EATER_EXT * 2; i++)
4952 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
4953 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;
4955 for (; i < EATER_EXT * 3; i++)
4957 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
4958 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;
4959 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
4961 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4962 p_ptr->window |= (PW_PLAYER);
4965 else if (p_ptr->csp < p_ptr->msp)
4967 p_ptr->csp = p_ptr->msp;
4968 p_ptr->csp_frac = 0;
4969 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4970 p_ptr->redraw |= (PR_MANA);
4971 p_ptr->window |= (PW_PLAYER);
4972 p_ptr->window |= (PW_SPELL);
4979 bool restore_all_status(void)
4982 if (do_res_stat(A_STR)) ident = TRUE;
4983 if (do_res_stat(A_INT)) ident = TRUE;
4984 if (do_res_stat(A_WIS)) ident = TRUE;
4985 if (do_res_stat(A_DEX)) ident = TRUE;
4986 if (do_res_stat(A_CON)) ident = TRUE;
4987 if (do_res_stat(A_CHR)) ident = TRUE;
4992 * @brief 口を使う継続的な処理を中断する
4995 void stop_mouth(void)
4997 if (music_singing_any()) stop_singing();
4998 if (hex_spelling_any()) stop_hex_spell_all();
5002 bool_hack vampirism(void)
5009 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
5011 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
5015 /* Only works on adjacent monsters */
5016 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
5017 y = p_ptr->y + ddy[dir];
5018 x = p_ptr->x + ddx[dir];
5019 c_ptr = &cave[y][x];
5023 if (!(c_ptr->m_idx))
5025 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
5029 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
5031 dummy = p_ptr->lev * 2;
5033 if (hypodynamic_bolt(dir, dummy))
5035 if (p_ptr->food < PY_FOOD_FULL)
5036 /* No heal if we are "full" */
5037 (void)hp_player(dummy);
5039 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
5041 /* Gain nutritional sustenance: 150/hp drained */
5042 /* A Food ration gives 5000 food points (by contrast) */
5043 /* Don't ever get more than "Full" this way */
5044 /* But if we ARE Gorged, it won't cure us */
5045 dummy = p_ptr->food + MIN(5000, 100 * dummy);
5046 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
5047 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
5050 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
5054 bool panic_hit(void)
5059 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
5060 y = p_ptr->y + ddy[dir];
5061 x = p_ptr->x + ddx[dir];
5062 if (cave[y][x].m_idx)
5065 if (randint0(p_ptr->skill_dis) < 7)
5066 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
5068 teleport_player(30, 0L);
5073 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"));
5081 * @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)
5084 * currently this function allows pseudo-id of any object,
5085 * including silly ones like potions & scrolls, which always
5086 * get '{average}'. This should be changed, either to stop such
5087 * items from being pseudo-id'd, or to allow psychometry to
5088 * detect whether the unidentified potion/scroll/etc is
5089 * good (Cure Light Wounds, Restore Strength, etc) or
5090 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
5092 bool psychometry(void)
5096 char o_name[MAX_NLEN];
5101 item_tester_no_ryoute = TRUE;
5102 q = _("どのアイテムを調べますか?", "Meditate on which item? ");
5103 s = _("調べるアイテムがありません。", "You have nothing appropriate.");
5105 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
5107 /* Get the item (in the pack) */
5110 o_ptr = &inventory[item];
5113 /* Get the item (on the floor) */
5116 o_ptr = &o_list[0 - item];
5119 /* It is fully known, no information needed */
5120 if (object_is_known(o_ptr))
5122 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
5126 /* Check for a feeling */
5127 feel = value_check_aux1(o_ptr);
5129 /* Get an object description */
5130 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5132 /* Skip non-feelings */
5135 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);
5140 msg_format("%sは%sという感じがする...",
5141 o_name, game_inscriptions[feel]);
5143 msg_format("You feel that the %s %s %s...",
5144 o_name, ((o_ptr->number == 1) ? "is" : "are"),
5145 game_inscriptions[feel]);
5149 /* We have "felt" it */
5150 o_ptr->ident |= (IDENT_SENSE);
5153 o_ptr->feeling = feel;
5155 /* Player touches it */
5156 o_ptr->marked |= OM_TOUCHED;
5158 /* Combine / Reorder the pack (later) */
5159 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5161 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5163 /* Valid "tval" codes */
5164 switch (o_ptr->tval)
5192 /* Auto-inscription/destroy */
5193 autopick_alter_item(item, (bool)(okay && destroy_feeling));
5195 /* Something happened */