3 * @brief 魔法効果の実装/ Spell code (part 2)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
17 #include "monsterrace-hook.h"
20 #include "projection.h"
24 * @brief プレイヤー周辺の地形を感知する
27 * @param known 地形から危険フラグを外すならTRUE
28 * @return 効力があった場合TRUEを返す
30 static bool detect_feat_flag(POSITION range, int flag, bool known)
36 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
38 /* Scan the current panel */
39 for (y = 1; y < cur_hgt - 1; y++)
41 for (x = 1; x <= cur_wid - 1; x++)
43 int dist = distance(p_ptr->y, p_ptr->x, y, x);
44 if (dist > range) continue;
50 /* Mark as detected */
51 if (dist <= range && known)
53 if (dist <= range - 1) c_ptr->info |= (CAVE_IN_DETECT);
55 c_ptr->info &= ~(CAVE_UNSAFE);
62 if (cave_have_flag_grid(c_ptr, flag))
67 /* Hack -- Memorize */
68 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;
95 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
102 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
104 * @return 効力があった場合TRUEを返す
106 bool detect_doors(POSITION range)
108 bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
110 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
113 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
120 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
122 * @return 効力があった場合TRUEを返す
124 bool detect_stairs(POSITION range)
126 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
128 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
131 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
138 * @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
140 * @return 効力があった場合TRUEを返す
142 bool detect_treasure(POSITION range)
144 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
146 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
149 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!"));
156 * @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
158 * @return 効力があった場合TRUEを返す
160 bool detect_objects_gold(POSITION range)
164 POSITION range2 = range;
168 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
171 for (i = 1; i < o_max; i++)
173 object_type *o_ptr = &o_list[i];
175 /* Skip dead objects */
176 if (!o_ptr->k_idx) continue;
178 /* Skip held objects */
179 if (o_ptr->held_m_idx) continue;
184 /* Only detect nearby objects */
185 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
187 /* Detect "gold" objects */
188 if (o_ptr->tval == TV_GOLD)
190 o_ptr->marked |= OM_FOUND;
196 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
199 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
202 if (detect_monsters_string(range, "$"))
211 * @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
213 * @return 効力があった場合TRUEを返す
215 bool detect_objects_normal(POSITION range)
219 POSITION range2 = range;
223 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
226 for (i = 1; i < o_max; i++)
228 object_type *o_ptr = &o_list[i];
230 /* Skip dead objects */
231 if (!o_ptr->k_idx) continue;
233 /* Skip held objects */
234 if (o_ptr->held_m_idx) continue;
239 /* Only detect nearby objects */
240 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
242 /* Detect "real" objects */
243 if (o_ptr->tval != TV_GOLD)
245 o_ptr->marked |= OM_FOUND;
251 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
254 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
257 if (detect_monsters_string(range, "!=?|/`"))
266 * @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.
268 * @return 効力があった場合TRUEを返す
271 * This will light up all spaces with "magic" items, including artifacts,
272 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
273 * and "enchanted" items of the "good" variety.
275 * It can probably be argued that this function is now too powerful.
278 bool detect_objects_magic(POSITION range)
280 OBJECT_TYPE_VALUE tv;
286 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
288 /* Scan all objects */
289 for (i = 1; i < o_max; i++)
291 object_type *o_ptr = &o_list[i];
293 /* Skip dead objects */
294 if (!o_ptr->k_idx) continue;
296 /* Skip held objects */
297 if (o_ptr->held_m_idx) continue;
302 /* Only detect nearby objects */
303 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
305 /* Examine the tval */
308 /* Artifacts, misc magic items, or enchanted wearables */
309 if (object_is_artifact(o_ptr) ||
310 object_is_ego(o_ptr) ||
311 (tv == TV_WHISTLE) ||
319 (tv == TV_LIFE_BOOK) ||
320 (tv == TV_SORCERY_BOOK) ||
321 (tv == TV_NATURE_BOOK) ||
322 (tv == TV_CHAOS_BOOK) ||
323 (tv == TV_DEATH_BOOK) ||
324 (tv == TV_TRUMP_BOOK) ||
325 (tv == TV_ARCANE_BOOK) ||
326 (tv == TV_CRAFT_BOOK) ||
327 (tv == TV_DAEMON_BOOK) ||
328 (tv == TV_CRUSADE_BOOK) ||
329 (tv == TV_MUSIC_BOOK) ||
330 (tv == TV_HISSATSU_BOOK) ||
331 (tv == TV_HEX_BOOK) ||
332 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
334 /* Memorize the item */
335 o_ptr->marked |= OM_FOUND;
342 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!"));
351 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
353 * @return 効力があった場合TRUEを返す
355 bool detect_monsters_normal(POSITION range)
361 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
363 for (i = 1; i < m_max; i++)
365 monster_type *m_ptr = &m_list[i];
366 monster_race *r_ptr = &r_info[m_ptr->r_idx];
368 /* Skip dead monsters */
369 if (!m_ptr->r_idx) continue;
374 /* Only detect nearby monsters */
375 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
377 /* Detect all non-invisible monsters */
378 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
380 /* Repair visibility later */
381 repair_monsters = TRUE;
383 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
384 update_monster(i, FALSE);
389 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
392 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
399 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
401 * @return 効力があった場合TRUEを返す
403 bool detect_monsters_invis(POSITION range)
409 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
411 for (i = 1; i < m_max; i++)
413 monster_type *m_ptr = &m_list[i];
414 monster_race *r_ptr = &r_info[m_ptr->r_idx];
416 /* Skip dead monsters */
417 if (!m_ptr->r_idx) continue;
422 /* Only detect nearby monsters */
423 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
425 /* Detect invisible monsters */
426 if (r_ptr->flags2 & RF2_INVISIBLE)
428 /* Update monster recall window */
429 if (p_ptr->monster_race_idx == m_ptr->r_idx)
431 p_ptr->window |= (PW_MONSTER);
434 /* Repair visibility later */
435 repair_monsters = TRUE;
437 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
438 update_monster(i, FALSE);
443 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
446 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
452 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
454 * @return 効力があった場合TRUEを返す
456 bool detect_monsters_evil(POSITION range)
462 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
464 for (i = 1; i < m_max; i++)
466 monster_type *m_ptr = &m_list[i];
467 monster_race *r_ptr = &r_info[m_ptr->r_idx];
469 /* Skip dead monsters */
470 if (!m_ptr->r_idx) continue;
475 /* Only detect nearby monsters */
476 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
478 /* Detect evil monsters */
479 if (r_ptr->flags3 & RF3_EVIL)
481 if (is_original_ap(m_ptr))
483 /* Take note that they are evil */
484 r_ptr->r_flags3 |= (RF3_EVIL);
486 /* Update monster recall window */
487 if (p_ptr->monster_race_idx == m_ptr->r_idx)
489 p_ptr->window |= (PW_MONSTER);
493 /* Repair visibility later */
494 repair_monsters = TRUE;
496 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
497 update_monster(i, FALSE);
503 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
509 * @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
511 * @return 効力があった場合TRUEを返す
513 bool detect_monsters_nonliving(POSITION range)
519 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
521 for (i = 1; i < m_max; i++)
523 monster_type *m_ptr = &m_list[i];
525 /* Skip dead monsters */
526 if (!m_ptr->r_idx) continue;
531 /* Only detect nearby monsters */
532 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
534 /* Detect non-living monsters */
535 if (!monster_living(m_ptr->r_idx))
537 /* Update monster recall window */
538 if (p_ptr->monster_race_idx == m_ptr->r_idx)
540 p_ptr->window |= (PW_MONSTER);
543 /* Repair visibility later */
544 repair_monsters = TRUE;
546 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
547 update_monster(i, FALSE);
553 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!"));
559 * @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
561 * @return 効力があった場合TRUEを返す
563 bool detect_monsters_mind(POSITION range)
569 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
571 for (i = 1; i < m_max; i++)
573 monster_type *m_ptr = &m_list[i];
574 monster_race *r_ptr = &r_info[m_ptr->r_idx];
576 /* Skip dead monsters */
577 if (!m_ptr->r_idx) continue;
582 /* Only detect nearby monsters */
583 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
585 /* Detect non-living monsters */
586 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
588 /* Update monster recall window */
589 if (p_ptr->monster_race_idx == m_ptr->r_idx)
591 p_ptr->window |= (PW_MONSTER);
594 /* Repair visibility later */
595 repair_monsters = TRUE;
597 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
598 update_monster(i, FALSE);
604 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
611 * @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
613 * @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)
614 * @return 効力があった場合TRUEを返す
616 bool detect_monsters_string(POSITION range, concptr Match)
622 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
624 for (i = 1; i < m_max; i++)
626 monster_type *m_ptr = &m_list[i];
627 monster_race *r_ptr = &r_info[m_ptr->r_idx];
629 /* Skip dead monsters */
630 if (!m_ptr->r_idx) continue;
635 /* Only detect nearby monsters */
636 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
638 /* Detect monsters with the same symbol */
639 if (my_strchr(Match, r_ptr->d_char))
641 /* Update monster recall window */
642 if (p_ptr->monster_race_idx == m_ptr->r_idx)
644 p_ptr->window |= (PW_MONSTER);
647 /* Repair visibility later */
648 repair_monsters = TRUE;
650 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
651 update_monster(i, FALSE);
656 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
659 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
665 * @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
667 * @param match_flag 感知フラグ
668 * @return 効力があった場合TRUEを返す
670 bool detect_monsters_xxx(POSITION range, u32b match_flag)
675 concptr desc_monsters = _("変なモンスター", "weird monsters");
677 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
679 for (i = 1; i < m_max; i++)
681 monster_type *m_ptr = &m_list[i];
682 monster_race *r_ptr = &r_info[m_ptr->r_idx];
684 /* Skip dead monsters */
685 if (!m_ptr->r_idx) continue;
690 /* Only detect nearby monsters */
691 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
693 /* Detect evil monsters */
694 if (r_ptr->flags3 & (match_flag))
696 if (is_original_ap(m_ptr))
698 /* Take note that they are something */
699 r_ptr->r_flags3 |= (match_flag);
701 /* Update monster recall window */
702 if (p_ptr->monster_race_idx == m_ptr->r_idx)
704 p_ptr->window |= (PW_MONSTER);
708 /* Repair visibility later */
709 repair_monsters = TRUE;
711 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
712 update_monster(i, FALSE);
721 desc_monsters = _("デーモン", "demons");
724 desc_monsters = _("アンデッド", "the undead");
728 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
736 * @brief 全感知処理 / Detect everything
738 * @return 効力があった場合TRUEを返す
740 bool detect_all(POSITION range)
744 /* Detect everything */
745 if (detect_traps(range, TRUE)) detect = TRUE;
746 if (detect_doors(range)) detect = TRUE;
747 if (detect_stairs(range)) detect = TRUE;
749 /* There are too many hidden treasure. So... */
750 /* if (detect_treasure(range)) detect = TRUE; */
752 if (detect_objects_gold(range)) detect = TRUE;
753 if (detect_objects_normal(range)) detect = TRUE;
754 if (detect_monsters_invis(range)) detect = TRUE;
755 if (detect_monsters_normal(range)) detect = TRUE;
761 * @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
764 * @return 効力があった場合TRUEを返す
767 * Note that affected monsters are NOT auto-tracked by this usage.
769 * To avoid misbehavior when monster deaths have side-effects,
770 * this is done in two passes. -- JDL
773 bool project_all_los(EFFECT_ID typ, HIT_POINT dam)
777 BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
778 bool obvious = FALSE;
781 /* Mark all (nearby) monsters */
782 for (i = 1; i < m_max; i++)
784 monster_type *m_ptr = &m_list[i];
786 /* Paranoia -- Skip dead monsters */
787 if (!m_ptr->r_idx) continue;
792 /* Require line of sight */
793 if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
795 /* Mark the monster */
796 m_ptr->mflag |= (MFLAG_TEMP);
799 /* Affect all marked monsters */
800 for (i = 1; i < m_max; i++)
802 monster_type *m_ptr = &m_list[i];
804 /* Skip unmarked monsters */
805 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
808 m_ptr->mflag &= ~(MFLAG_TEMP);
813 /* Jump directly to the target monster */
814 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
821 * @brief 視界内モンスターを加速する処理 / Speed monsters
822 * @return 効力があった場合TRUEを返す
824 bool speed_monsters(void)
826 return (project_all_los(GF_OLD_SPEED, p_ptr->lev));
830 * @brief 視界内モンスターを加速する処理 / Slow monsters
831 * @return 効力があった場合TRUEを返す
833 bool slow_monsters(int power)
835 return (project_all_los(GF_OLD_SLOW, power));
839 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
840 * @return 効力があった場合TRUEを返す
842 bool sleep_monsters(int power)
844 return (project_all_los(GF_OLD_SLEEP, power));
848 * @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
849 * @return 効力があった場合TRUEを返す
851 bool banish_evil(int dist)
853 return (project_all_los(GF_AWAY_EVIL, dist));
857 * @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
858 * @return 効力があった場合TRUEを返す
860 bool turn_undead(void)
862 bool tester = (project_all_los(GF_TURN_UNDEAD, p_ptr->lev));
864 chg_virtue(V_UNLIFE, -1);
869 * @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
870 * @return 効力があった場合TRUEを返す
872 bool dispel_undead(HIT_POINT dam)
874 bool tester = (project_all_los(GF_DISP_UNDEAD, dam));
876 chg_virtue(V_UNLIFE, -2);
881 * @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
882 * @return 効力があった場合TRUEを返す
884 bool dispel_evil(HIT_POINT dam)
886 return (project_all_los(GF_DISP_EVIL, dam));
890 * @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
891 * @return 効力があった場合TRUEを返す
893 bool dispel_good(HIT_POINT dam)
895 return (project_all_los(GF_DISP_GOOD, dam));
899 * @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
900 * @return 効力があった場合TRUEを返す
902 bool dispel_monsters(HIT_POINT dam)
904 return (project_all_los(GF_DISP_ALL, dam));
908 * @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
909 * @return 効力があった場合TRUEを返す
911 bool dispel_living(HIT_POINT dam)
913 return (project_all_los(GF_DISP_LIVING, dam));
917 * @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
918 * @return 効力があった場合TRUEを返す
920 bool dispel_demons(HIT_POINT dam)
922 return (project_all_los(GF_DISP_DEMON, dam));
926 * @brief 視界内のモンスターに「聖戦」効果を与える処理
927 * @return 効力があった場合TRUEを返す
931 return (project_all_los(GF_CRUSADE, p_ptr->lev*4));
935 * @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.
936 * @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)
939 void aggravate_monsters(MONSTER_IDX who)
945 /* Aggravate everyone nearby */
946 for (i = 1; i < m_max; i++)
948 monster_type *m_ptr = &m_list[i];
950 /* Paranoia -- Skip dead monsters */
951 if (!m_ptr->r_idx) continue;
953 /* Skip aggravating monster (or player) */
954 if (i == who) continue;
956 /* Wake up nearby sleeping monsters */
957 if (m_ptr->cdis < MAX_SIGHT * 2)
960 if (MON_CSLEEP(m_ptr))
962 (void)set_monster_csleep(i, 0);
965 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
968 /* Speed up monsters in line of sight */
969 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
973 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
979 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!"));
980 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!"));
981 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
986 * @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
987 * @param m_idx 抹殺するモンスターID
989 * @param player_cast プレイヤーの魔法によるものならば TRUE
990 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
991 * @param spell_name 抹殺効果を起こした魔法の名前
992 * @return 効力があった場合TRUEを返す
994 bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, concptr spell_name)
996 int msec = delay_factor * delay_factor * delay_factor;
997 monster_type *m_ptr = &m_list[m_idx];
998 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1001 if (is_pet(m_ptr) && !player_cast) return FALSE;
1003 /* Hack -- Skip Unique Monsters or Quest Monsters */
1004 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1005 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1006 else if (m_idx == p_ptr->riding) resist = TRUE;
1007 else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
1008 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1009 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1014 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1016 GAME_TEXT m_name[MAX_NLEN];
1018 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1019 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1022 delete_monster_idx(m_idx);
1025 if (resist && player_cast)
1027 bool see_m = is_seen(m_ptr);
1028 GAME_TEXT m_name[MAX_NLEN];
1030 monster_desc(m_name, m_ptr, 0);
1033 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1035 if (MON_CSLEEP(m_ptr))
1037 (void)set_monster_csleep(m_idx, 0);
1040 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1043 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1047 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1051 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1056 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);
1059 /* Visual feedback */
1060 move_cursor_relative(p_ptr->y, p_ptr->x);
1062 p_ptr->redraw |= (PR_HP);
1063 p_ptr->window |= (PW_PLAYER);
1068 Term_xtra(TERM_XTRA_DELAY, msec);
1075 * @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
1076 * @param power 抹殺の威力
1077 * @param player_cast プレイヤーの魔法によるものならば TRUE
1078 * @return 効力があった場合TRUEを返す
1080 bool symbol_genocide(int power, bool player_cast)
1084 bool result = FALSE;
1086 /* Prevent genocide in quest levels */
1087 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1092 /* Mega-Hack -- Get a monster symbol */
1093 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)) ;
1095 /* Delete the monsters of that "type" */
1096 for (i = 1; i < m_max; i++)
1098 monster_type *m_ptr = &m_list[i];
1099 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1101 /* Paranoia -- Skip dead monsters */
1102 if (!m_ptr->r_idx) continue;
1104 /* Skip "wrong" monsters */
1105 if (r_ptr->d_char != typ) continue;
1107 result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
1112 chg_virtue(V_VITALITY, -2);
1113 chg_virtue(V_CHANCE, -1);
1121 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1122 * @param power 抹殺の威力
1123 * @param player_cast プレイヤーの魔法によるものならば TRUE
1124 * @return 効力があった場合TRUEを返す
1126 bool mass_genocide(int power, bool player_cast)
1129 bool result = FALSE;
1131 /* Prevent mass genocide in quest levels */
1132 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1137 /* Delete the (nearby) monsters */
1138 for (i = 1; i < m_max; i++)
1140 monster_type *m_ptr = &m_list[i];
1142 /* Paranoia -- Skip dead monsters */
1143 if (!m_ptr->r_idx) continue;
1145 /* Skip distant monsters */
1146 if (m_ptr->cdis > MAX_SIGHT) continue;
1149 result |= genocide_aux(i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1154 chg_virtue(V_VITALITY, -2);
1155 chg_virtue(V_CHANCE, -1);
1163 * @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
1164 * @param power 抹殺の威力
1165 * @param player_cast プレイヤーの魔法によるものならば TRUE
1166 * @return 効力があった場合TRUEを返す
1168 bool mass_genocide_undead(int power, bool player_cast)
1171 bool result = FALSE;
1173 /* Prevent mass genocide in quest levels */
1174 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1179 /* Delete the (nearby) monsters */
1180 for (i = 1; i < m_max; i++)
1182 monster_type *m_ptr = &m_list[i];
1183 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1185 /* Paranoia -- Skip dead monsters */
1186 if (!m_ptr->r_idx) continue;
1188 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1190 /* Skip distant monsters */
1191 if (m_ptr->cdis > MAX_SIGHT) continue;
1194 result |= genocide_aux(i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1199 chg_virtue(V_UNLIFE, -2);
1200 chg_virtue(V_CHANCE, -1);
1208 * @brief 周辺モンスターを調査する / Probe nearby monsters
1209 * @return 効力があった場合TRUEを返す
1214 int speed; /* TODO */
1225 /* Probe all (nearby) monsters */
1226 for (i = 1; i < m_max; i++)
1228 monster_type *m_ptr = &m_list[i];
1229 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1231 /* Paranoia -- Skip dead monsters */
1232 if (!m_ptr->r_idx) continue;
1234 /* Require line of sight */
1235 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
1237 /* Probe visible monsters */
1240 GAME_TEXT m_name[MAX_NLEN];
1242 /* Start the message */
1245 msg_print(_("調査中...", "Probing..."));
1250 if (!is_original_ap(m_ptr))
1252 if (m_ptr->mflag2 & MFLAG2_KAGE)
1253 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1255 m_ptr->ap_r_idx = m_ptr->r_idx;
1256 lite_spot(m_ptr->fy, m_ptr->fx);
1258 /* Get "the monster" or "something" */
1259 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1261 speed = m_ptr->mspeed - 110;
1262 if (MON_FAST(m_ptr)) speed += 10;
1263 if (MON_SLOW(m_ptr)) speed -= 10;
1264 if (ironman_nightmare) speed += 5;
1266 /* Get the monster's alignment */
1267 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
1268 else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
1269 else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
1270 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)");
1271 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
1272 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
1273 else align = _("中立", "neutral");
1275 /* Describe the monster */
1276 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:"),
1277 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1279 if (r_ptr->next_r_idx)
1281 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1285 strcat(buf, "xxx ");
1288 if (MON_CSLEEP(m_ptr)) strcat(buf,_("睡眠 ", "sleeping "));
1289 if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
1290 if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
1291 if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
1292 if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
1293 buf[strlen(buf)-1] = '\0';
1296 /* HACK : Add the line to message buffer */
1299 p_ptr->window |= (PW_MESSAGE);
1302 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
1305 Term_erase(0, 0, 255);
1307 /* Learn everything about this monster */
1308 if (lore_do_probe(m_ptr->r_idx))
1310 /* Get base name of monster */
1311 strcpy(buf, (r_name + r_ptr->name));
1314 /* Note that we learnt some new flags -Mogami- */
1315 msg_format("%sについてさらに詳しくなった気がする。", buf);
1320 /* Note that we learnt some new flags -Mogami- */
1321 msg_format("You now know more about %s.", buf);
1323 /* Clear -more- prompt */
1338 chg_virtue(V_KNOWLEDGE, 1);
1339 msg_print(_("これで全部です。", "That's all."));
1347 * @brief *破壊*処理を行う / The spell of destruction
1348 * @param y1 破壊の中心Y座標
1349 * @param x1 破壊の中心X座標
1351 * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
1352 * @return 効力があった場合TRUEを返す
1355 * This spell "deletes" monsters (instead of "killing" them).
1357 * Later we may use one function for both "destruction" and
1358 * "earthquake" by using the "full" to select "destruction".
1361 bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
1368 /* Prevent destruction of quest levels and town */
1369 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1374 /* Lose monster light */
1375 if (!in_generate) clear_mon_lite();
1377 /* Big area of affect */
1378 for (y = (y1 - r); y <= (y1 + r); y++)
1380 for (x = (x1 - r); x <= (x1 + r); x++)
1382 /* Skip illegal grids */
1383 if (!in_bounds(y, x)) continue;
1385 /* Extract the distance */
1386 k = distance(y1, x1, y, x);
1388 /* Stay in the circle of death */
1389 if (k > r) continue;
1390 c_ptr = &cave[y][x];
1392 /* Lose room and vault */
1393 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1395 /* Lose light and knowledge */
1396 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
1398 if (!in_generate) /* Normal */
1401 c_ptr->info &= ~(CAVE_UNSAFE);
1403 /* Hack -- Notice player affect */
1404 if (player_bold(y, x))
1406 /* Hurt the player later */
1409 /* Do not hurt this grid */
1414 /* Hack -- Skip the epicenter */
1415 if ((y == y1) && (x == x1)) continue;
1419 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1420 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1422 if (in_generate) /* In generation */
1424 /* Delete the monster (if any) */
1425 delete_monster(y, x);
1427 else if (r_ptr->flags1 & RF1_QUESTOR)
1429 /* Heal the monster */
1430 m_ptr->hp = m_ptr->maxhp;
1432 /* Try to teleport away quest monsters */
1433 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
1437 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1439 GAME_TEXT m_name[MAX_NLEN];
1441 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1442 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
1445 /* Delete the monster (if any) */
1446 delete_monster(y, x);
1450 /* During generation, destroyed artifacts are "preserved" */
1451 if (preserve_mode || in_generate)
1453 OBJECT_IDX this_o_idx, next_o_idx = 0;
1455 /* Scan all objects in the grid */
1456 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1459 o_ptr = &o_list[this_o_idx];
1461 /* Acquire next object */
1462 next_o_idx = o_ptr->next_o_idx;
1464 /* Hack -- Preserve unknown artifacts */
1465 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
1467 /* Mega-Hack -- Preserve the artifact */
1468 a_info[o_ptr->name1].cur_num = 0;
1470 if (in_generate && cheat_peek)
1472 GAME_TEXT o_name[MAX_NLEN];
1473 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1474 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);
1477 else if (in_generate && cheat_peek && o_ptr->art_name)
1479 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。",
1480 "One of the random artifacts was *destroyed* during generation."));
1485 /* Delete objects */
1486 delete_object(y, x);
1488 /* Destroy "non-permanent" grids */
1489 if (!cave_perma_grid(c_ptr))
1491 /* Wall (or floor) type */
1494 if (!in_generate) /* Normal */
1498 /* Create granite wall */
1499 cave_set_feat(y, x, feat_granite);
1503 /* Create quartz vein */
1504 cave_set_feat(y, x, feat_quartz_vein);
1508 /* Create magma vein */
1509 cave_set_feat(y, x, feat_magma_vein);
1514 cave_set_feat(y, x, floor_type[randint0(100)]);
1517 else /* In generation */
1521 /* Create granite wall */
1522 place_extra_grid(c_ptr);
1526 /* Create quartz vein */
1527 c_ptr->feat = feat_quartz_vein;
1531 /* Create magma vein */
1532 c_ptr->feat = feat_magma_vein;
1537 place_floor_grid(c_ptr);
1540 /* Clear garbage of hidden trap or door */
1549 /* Process "re-glowing" */
1550 for (y = (y1 - r); y <= (y1 + r); y++)
1552 for (x = (x1 - r); x <= (x1 + r); x++)
1554 /* Skip illegal grids */
1555 if (!in_bounds(y, x)) continue;
1557 /* Extract the distance */
1558 k = distance(y1, x1, y, x);
1560 /* Stay in the circle of death */
1561 if (k > r) continue;
1562 c_ptr = &cave[y][x];
1564 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
1565 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
1570 for (i = 0; i < 9; i++)
1572 yy = y + ddy_ddd[i];
1573 xx = x + ddx_ddd[i];
1574 if (!in_bounds2(yy, xx)) continue;
1575 cc_ptr = &cave[yy][xx];
1576 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1578 c_ptr->info |= CAVE_GLOW;
1586 /* Hack -- Affect player */
1589 msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
1591 /* Blind the player */
1592 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
1595 (void)set_blind(p_ptr->blind + 10 + randint1(10));
1601 /* Mega-Hack -- Forget the view and lite */
1602 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
1604 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1606 p_ptr->redraw |= (PR_MAP);
1608 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1610 if (p_ptr->special_defense & NINJA_S_STEALTH)
1612 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1622 * @brief 地震処理(サブルーチン) /
1623 * Induce an "earthquake" of the given radius at the given location.
1624 * @return 効力があった場合TRUEを返す
1628 * @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)
1632 * This will turn some walls into floors and some floors into walls.
1634 * The player will take damage and "jump" into a safe grid if possible,
1635 * otherwise, he will "tunnel" through the rubble instantaneously.
1637 * Monsters will take damage, and "jump" into a safe grid if possible,
1638 * otherwise they will be "buried" in the rubble, disappearing from
1639 * the level in the same way that they do when genocided.
1641 * Note that thus the player and monsters (except eaters of walls and
1642 * passers through walls) will never occupy the same grid as a wall.
1643 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
1644 * for a single turn, unless that monster can pass_walls or kill_walls.
1645 * This has allowed massive simplification of the "monster" code.
1648 bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
1652 POSITION y, x, yy, xx, dy, dx;
1655 POSITION sy = 0, sx = 0;
1661 /* Prevent destruction of quest levels and town */
1662 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1667 /* Paranoia -- Enforce maximum range */
1670 /* Clear the "maximal blast" area */
1671 for (y = 0; y < 32; y++)
1673 for (x = 0; x < 32; x++)
1679 /* Check around the epicenter */
1680 for (dy = -r; dy <= r; dy++)
1682 for (dx = -r; dx <= r; dx++)
1684 /* Extract the location */
1688 /* Skip illegal grids */
1689 if (!in_bounds(yy, xx)) continue;
1691 /* Skip distant grids */
1692 if (distance(cy, cx, yy, xx) > r) continue;
1693 c_ptr = &cave[yy][xx];
1695 /* Lose room and vault */
1696 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
1698 /* Lose light and knowledge */
1699 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
1701 /* Skip the epicenter */
1702 if (!dx && !dy) continue;
1704 /* Skip most grids */
1705 if (randint0(100) < 85) continue;
1707 /* Damage this grid */
1708 map[16+yy-cy][16+xx-cx] = TRUE;
1710 /* Hack -- Take note of player damage */
1711 if (player_bold(yy, xx)) hurt = TRUE;
1715 /* First, affect the player (if necessary) */
1716 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
1718 /* Check around the player */
1719 for (i = 0; i < 8; i++)
1721 /* Access the location */
1722 y = p_ptr->y + ddy_ddd[i];
1723 x = p_ptr->x + ddx_ddd[i];
1725 /* Skip non-empty grids */
1726 if (!cave_empty_bold(y, x)) continue;
1728 /* Important -- Skip "quake" grids */
1729 if (map[16+y-cy][16+x-cx]) continue;
1731 if (cave[y][x].m_idx) continue;
1733 /* Count "safe" grids */
1736 /* Randomize choice */
1737 if (randint0(sn) > 0) continue;
1739 /* Save the safe location */
1743 /* Random message */
1744 switch (randint1(3))
1748 msg_print(_("ダンジョンの壁が崩れた!", "The cave ceiling collapses!"));
1753 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!"));
1758 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!"));
1763 /* Hurt the player a lot */
1766 /* Message and damage */
1767 msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
1771 /* Destroy the grid, and push the player to safety */
1774 /* Calculate results */
1775 switch (randint1(3))
1779 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
1785 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
1786 damage = damroll(10, 4);
1787 (void)set_stun(p_ptr->stun + randint1(50));
1792 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!"));
1793 damage = damroll(10, 4);
1794 (void)set_stun(p_ptr->stun + randint1(50));
1799 /* Move the player to the safe location */
1800 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
1803 /* Important -- no wall on player */
1804 map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
1812 GAME_TEXT m_name[MAX_NLEN];
1813 monster_type *m_ptr = &m_list[m_idx];
1815 /* Get the monster's real name */
1816 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1818 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
1822 killer = _("地震", "an earthquake");
1825 take_hit(DAMAGE_ATTACK, damage, killer, -1);
1829 /* Examine the quaked region */
1830 for (dy = -r; dy <= r; dy++)
1832 for (dx = -r; dx <= r; dx++)
1834 /* Extract the location */
1838 /* Skip unaffected grids */
1839 if (!map[16+yy-cy][16+xx-cx]) continue;
1840 c_ptr = &cave[yy][xx];
1842 if (c_ptr->m_idx == p_ptr->riding) continue;
1844 /* Process monsters */
1847 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1848 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1850 /* Quest monsters */
1851 if (r_ptr->flags1 & RF1_QUESTOR)
1853 /* No wall on quest monsters */
1854 map[16+yy-cy][16+xx-cx] = FALSE;
1859 /* Most monsters cannot co-exist with rock */
1860 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
1861 !(r_ptr->flags2 & (RF2_PASS_WALL)))
1863 GAME_TEXT m_name[MAX_NLEN];
1865 /* Assume not safe */
1868 /* Monster can move to escape the wall */
1869 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
1871 /* Look for safety */
1872 for (i = 0; i < 8; i++)
1874 y = yy + ddy_ddd[i];
1875 x = xx + ddx_ddd[i];
1877 /* Skip non-empty grids */
1878 if (!cave_empty_bold(y, x)) continue;
1880 /* Hack -- no safety on glyph of warding */
1881 if (is_glyph_grid(&cave[y][x])) continue;
1882 if (is_explosive_rune_grid(&cave[y][x])) continue;
1884 /* ... nor on the Pattern */
1885 if (pattern_tile(y, x)) continue;
1887 /* Important -- Skip "quake" grids */
1888 if (map[16+y-cy][16+x-cx]) continue;
1890 if (cave[y][x].m_idx) continue;
1891 if (player_bold(y, x)) continue;
1893 /* Count "safe" grids */
1896 /* Randomize choice */
1897 if (randint0(sn) > 0) continue;
1899 /* Save the safe grid */
1904 /* Describe the monster */
1905 monster_desc(m_name, m_ptr, 0);
1907 /* Scream in pain */
1908 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);
1910 /* Take damage from the quake */
1911 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
1913 /* Monster is certainly awake */
1914 (void)set_monster_csleep(c_ptr->m_idx, 0);
1916 /* Apply damage directly */
1917 m_ptr->hp -= damage;
1919 /* Delete (not kill) "dead" monsters */
1922 if (!ignore_unview || is_seen(m_ptr))
1923 msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
1927 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
1929 char m2_name[MAX_NLEN];
1931 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
1932 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
1936 delete_monster(yy, xx);
1938 /* No longer safe */
1942 /* Hack -- Escape from the rock */
1945 IDX m_idx_aux = cave[yy][xx].m_idx;
1947 /* Update the old location */
1948 cave[yy][xx].m_idx = 0;
1950 /* Update the new location */
1951 cave[sy][sx].m_idx = m_idx_aux;
1953 /* Move the monster */
1957 update_monster(m_idx, TRUE);
1966 /* Lose monster light */
1969 /* Examine the quaked region */
1970 for (dy = -r; dy <= r; dy++)
1972 for (dx = -r; dx <= r; dx++)
1974 /* Extract the location */
1978 /* Skip unaffected grids */
1979 if (!map[16+yy-cy][16+xx-cx]) continue;
1981 /* Access the cave grid */
1982 c_ptr = &cave[yy][xx];
1984 /* Paranoia -- never affect player */
1985 /* if (player_bold(yy, xx)) continue; */
1987 /* Destroy location (if valid) */
1988 if (cave_valid_bold(yy, xx))
1990 /* Delete objects */
1991 delete_object(yy, xx);
1993 /* Wall (or floor) type */
1994 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
1999 /* Create granite wall */
2000 cave_set_feat(yy, xx, feat_granite);
2006 /* Create quartz vein */
2007 cave_set_feat(yy, xx, feat_quartz_vein);
2013 /* Create magma vein */
2014 cave_set_feat(yy, xx, feat_magma_vein);
2021 cave_set_feat(yy, xx, floor_type[randint0(100)]);
2028 /* Process "re-glowing" */
2029 for (dy = -r; dy <= r; dy++)
2031 for (dx = -r; dx <= r; dx++)
2033 /* Extract the location */
2037 /* Skip illegal grids */
2038 if (!in_bounds(yy, xx)) continue;
2040 /* Skip distant grids */
2041 if (distance(cy, cx, yy, xx) > r) continue;
2042 c_ptr = &cave[yy][xx];
2044 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
2045 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
2050 for (ii = 0; ii < 9; ii++)
2052 yyy = yy + ddy_ddd[ii];
2053 xxx = xx + ddx_ddd[ii];
2054 if (!in_bounds2(yyy, xxx)) continue;
2055 cc_ptr = &cave[yyy][xxx];
2056 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2058 c_ptr->info |= CAVE_GLOW;
2067 /* Mega-Hack -- Forget the view and lite */
2068 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2070 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
2072 /* Update the health bar */
2073 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
2075 p_ptr->redraw |= (PR_MAP);
2077 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2079 if (p_ptr->special_defense & NINJA_S_STEALTH)
2081 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2089 * @brief 地震処理(プレイヤーの中心発動) /
2090 * Induce an "earthquake" of the given radius at the given location.
2091 * @return 効力があった場合TRUEを返す
2096 bool earthquake(POSITION cy, POSITION cx, POSITION r)
2098 return earthquake_aux(cy, cx, r, 0);
2105 void discharge_minion(void)
2110 for (i = 1; i < m_max; i++)
2112 monster_type *m_ptr = &m_list[i];
2113 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2114 if (m_ptr->nickname) okay = FALSE;
2116 if (!okay || p_ptr->riding)
2118 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? ")))
2121 for (i = 1; i < m_max; i++)
2124 monster_type *m_ptr = &m_list[i];
2125 monster_race *r_ptr;
2127 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2128 r_ptr = &r_info[m_ptr->r_idx];
2130 /* Uniques resist discharging */
2131 if (r_ptr->flags1 & RF1_UNIQUE)
2133 GAME_TEXT m_name[MAX_NLEN];
2134 monster_desc(m_name, m_ptr, 0x00);
2135 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);
2136 delete_monster_idx(i);
2139 dam = m_ptr->maxhp / 2;
2140 if (dam > 100) dam = (dam-100)/2 + 100;
2141 if (dam > 400) dam = (dam-400)/2 + 400;
2142 if (dam > 800) dam = 800;
2143 project(i, 2+(r_ptr->level/20), m_ptr->fy,
2144 m_ptr->fx, dam, GF_PLASMA,
2145 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
2147 if (record_named_pet && m_ptr->nickname)
2149 GAME_TEXT m_name[MAX_NLEN];
2151 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2152 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
2155 delete_monster_idx(i);
2161 * @brief 部屋全体を照らすサブルーチン
2165 * This routine clears the entire "temp" set.
2166 * This routine will Perma-Lite all "temp" grids.
2167 * This routine is used (only) by "lite_room()"
2168 * Dark grids are illuminated.
2169 * Also, process all affected monsters.
2171 * SMART monsters always wake up when illuminated
2172 * NORMAL monsters wake up 1/4 the time when illuminated
2173 * STUPID monsters wake up 1/10 the time when illuminated
2176 static void cave_temp_room_lite(void)
2180 /* Clear them all */
2181 for (i = 0; i < temp_n; i++)
2183 POSITION y = temp_y[i];
2184 POSITION x = temp_x[i];
2186 cave_type *c_ptr = &cave[y][x];
2188 /* No longer in the array */
2189 c_ptr->info &= ~(CAVE_TEMP);
2191 /* Update only non-CAVE_GLOW grids */
2192 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
2195 c_ptr->info |= (CAVE_GLOW);
2197 /* Process affected monsters */
2201 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2202 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2203 update_monster(c_ptr->m_idx, FALSE);
2205 /* Stupid monsters rarely wake up */
2206 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
2208 /* Smart monsters always wake up */
2209 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
2211 /* Sometimes monsters wake up */
2212 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
2215 (void)set_monster_csleep(c_ptr->m_idx, 0);
2217 /* Notice the "waking up" */
2220 GAME_TEXT m_name[MAX_NLEN];
2221 monster_desc(m_name, m_ptr, 0);
2222 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2232 update_local_illumination(y, x);
2242 * @brief 部屋全体を暗くするサブルーチン
2246 * This routine clears the entire "temp" set.
2247 * This routine will "darken" all "temp" grids.
2248 * In addition, some of these grids will be "unmarked".
2249 * This routine is used (only) by "unlite_room()"
2250 * Also, process all affected monsters
2253 static void cave_temp_room_unlite(void)
2257 /* Clear them all */
2258 for (i = 0; i < temp_n; i++)
2260 POSITION y = temp_y[i];
2261 POSITION x = temp_x[i];
2264 cave_type *c_ptr = &cave[y][x];
2265 bool do_dark = !is_mirror_grid(c_ptr);
2267 /* No longer in the array */
2268 c_ptr->info &= ~(CAVE_TEMP);
2270 /* Darken the grid */
2273 if (dun_level || !is_daytime())
2275 for (j = 0; j < 9; j++)
2277 int by = y + ddy_ddd[j];
2278 int bx = x + ddx_ddd[j];
2280 if (in_bounds2(by, bx))
2282 cave_type *cc_ptr = &cave[by][bx];
2284 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2292 if (!do_dark) continue;
2295 c_ptr->info &= ~(CAVE_GLOW);
2297 /* Hack -- Forget "boring" grids */
2298 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
2300 /* Forget the grid */
2301 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
2306 /* Process affected monsters */
2309 update_monster(c_ptr->m_idx, FALSE);
2314 update_local_illumination(y, x);
2324 * @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
2327 * @param pass_bold 地形条件を返す関数ポインタ
2330 static int next_to_open(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2337 for (i = 0; i < 16; i++)
2339 y = cy + ddy_cdd[i % 8];
2340 x = cx + ddx_cdd[i % 8];
2342 /* Found a wall, break the length */
2343 if (!pass_bold(y, x))
2345 /* Track best length */
2359 return (MAX(len, blen));
2363 * @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
2366 * @param pass_bold 地形条件を返す関数ポインタ
2369 static int next_to_walls_adj(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2375 for (i = 0; i < 8; i++)
2377 y = cy + ddy_ddd[i];
2378 x = cx + ddx_ddd[i];
2380 if (!pass_bold(y, x)) c++;
2388 * @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
2389 * @param y 部屋内のy座標1点
2390 * @param x 部屋内のx座標1点
2391 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
2392 * @param pass_bold 地形条件を返す関数ポインタ
2395 static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pass_bold)(POSITION, POSITION))
2400 c_ptr = &cave[y][x];
2402 /* Avoid infinite recursion */
2403 if (c_ptr->info & (CAVE_TEMP)) return;
2405 /* Do not "leave" the current room */
2406 if (!(c_ptr->info & (CAVE_ROOM)))
2408 if (only_room) return;
2411 if (!in_bounds2(y, x)) return;
2413 /* Do not exceed the maximum spell range */
2414 if (distance(p_ptr->y, p_ptr->x, y, x) > MAX_RANGE) return;
2416 /* Verify this grid */
2418 * The reason why it is ==6 instead of >5 is that 8 is impossible
2419 * due to the check for cave_bold above.
2420 * 7 lights dead-end corridors (you need to do this for the
2421 * checkboard interesting rooms, so that the boundary is lit
2423 * This leaves only a check for 6 bounding walls!
2425 if (in_bounds(y, x) && pass_bold(y, x) &&
2426 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
2429 /* Paranoia -- verify space */
2430 if (temp_n == TEMP_MAX) return;
2432 /* Mark the grid as "seen" */
2433 c_ptr->info |= (CAVE_TEMP);
2435 /* Add it to the "seen" set */
2442 * @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
2445 * @return 光を通すならばtrueを返す。
2447 static bool cave_pass_lite_bold(POSITION y, POSITION x)
2449 return cave_los_bold(y, x);
2453 * @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
2458 static void cave_temp_lite_room_aux(POSITION y, POSITION x)
2460 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
2464 * @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
2467 * @return 射線を通すならばtrueを返す。
2469 static bool cave_pass_dark_bold(POSITION y, POSITION x)
2471 return cave_have_flag_bold(y, x, FF_PROJECT);
2476 * @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
2481 static void cave_temp_unlite_room_aux(POSITION y, POSITION x)
2483 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
2488 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
2493 void lite_room(POSITION y1, POSITION x1)
2498 /* Add the initial grid */
2499 cave_temp_lite_room_aux(y1, x1);
2501 /* While grids are in the queue, add their neighbors */
2502 for (i = 0; i < temp_n; i++)
2504 x = temp_x[i], y = temp_y[i];
2506 /* Walls get lit, but stop light */
2507 if (!cave_pass_lite_bold(y, x)) continue;
2509 /* Spread adjacent */
2510 cave_temp_lite_room_aux(y + 1, x);
2511 cave_temp_lite_room_aux(y - 1, x);
2512 cave_temp_lite_room_aux(y, x + 1);
2513 cave_temp_lite_room_aux(y, x - 1);
2515 /* Spread diagonal */
2516 cave_temp_lite_room_aux(y + 1, x + 1);
2517 cave_temp_lite_room_aux(y - 1, x - 1);
2518 cave_temp_lite_room_aux(y - 1, x + 1);
2519 cave_temp_lite_room_aux(y + 1, x - 1);
2522 /* Now, lite them all up at once */
2523 cave_temp_room_lite();
2525 if (p_ptr->special_defense & NINJA_S_STEALTH)
2527 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2533 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
2538 void unlite_room(POSITION y1, POSITION x1)
2543 /* Add the initial grid */
2544 cave_temp_unlite_room_aux(y1, x1);
2546 /* Spread, breadth first */
2547 for (i = 0; i < temp_n; i++)
2549 x = temp_x[i], y = temp_y[i];
2551 /* Walls get dark, but stop darkness */
2552 if (!cave_pass_dark_bold(y, x)) continue;
2554 /* Spread adjacent */
2555 cave_temp_unlite_room_aux(y + 1, x);
2556 cave_temp_unlite_room_aux(y - 1, x);
2557 cave_temp_unlite_room_aux(y, x + 1);
2558 cave_temp_unlite_room_aux(y, x - 1);
2560 /* Spread diagonal */
2561 cave_temp_unlite_room_aux(y + 1, x + 1);
2562 cave_temp_unlite_room_aux(y - 1, x - 1);
2563 cave_temp_unlite_room_aux(y - 1, x + 1);
2564 cave_temp_unlite_room_aux(y + 1, x - 1);
2567 /* Now, darken them all at once */
2568 cave_temp_room_unlite();
2574 * @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
2577 * @return 作用が実際にあった場合TRUEを返す
2579 bool lite_area(HIT_POINT dam, POSITION rad)
2581 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2583 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
2585 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
2589 /* Hack -- Message */
2592 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
2595 /* Hook into the "project()" function */
2596 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1);
2598 /* Lite up the room */
2599 lite_room(p_ptr->y, p_ptr->x);
2607 * @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
2610 * @return 作用が実際にあった場合TRUEを返す
2612 bool unlite_area(HIT_POINT dam, POSITION rad)
2614 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2616 /* Hack -- Message */
2619 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
2622 /* Hook into the "project()" function */
2623 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1);
2625 /* Lite up the room */
2626 unlite_room(p_ptr->y, p_ptr->x);
2635 * @brief ボール系スペルの発動 / Cast a ball spell
2637 * @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)
2640 * @return 作用が実際にあった場合TRUEを返す
2643 * Stop if we hit a monster, act as a "ball"
2644 * Allow "target" mode to pass over monsters
2645 * Affect grids, objects, and monsters
2648 bool fire_ball(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2652 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2654 if (typ == GF_CHARM_LIVING) flg|= PROJECT_HIDE;
2655 /* Use the given direction */
2656 tx = p_ptr->x + 99 * ddx[dir];
2657 ty = p_ptr->y + 99 * ddy[dir];
2659 /* Hack -- Use an actual "target" */
2660 if ((dir == 5) && target_okay())
2662 flg &= ~(PROJECT_STOP);
2667 /* Analyze the "dir" and the "target". Hurt items on floor. */
2668 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2672 * @brief ブレス系スペルの発動 / Cast a breath spell
2674 * @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)
2677 * @return 作用が実際にあった場合TRUEを返す
2680 * Stop if we hit a monster, act as a "ball"
2681 * Allow "target" mode to pass over monsters
2682 * Affect grids, objects, and monsters
2685 bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2687 return fire_ball(typ, dir, dam, -rad);
2692 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
2694 * @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)
2697 * @return 作用が実際にあった場合TRUEを返す
2700 * Stop if we hit a monster, act as a "ball"
2701 * Allow "target" mode to pass over monsters
2702 * Affect grids, objects, and monsters
2705 bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2708 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2710 /* Use the given direction */
2711 tx = p_ptr->x + 99 * ddx[dir];
2712 ty = p_ptr->y + 99 * ddy[dir];
2714 /* Hack -- Use an actual "target" */
2715 if ((dir == 5) && target_okay())
2721 /* Analyze the "dir" and the "target". Hurt items on floor. */
2722 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2727 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
2729 * @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)
2732 * @return 作用が実際にあった場合TRUEを返す
2735 * Stop if we hit a monster, act as a "ball"
2736 * Allow "target" mode to pass over monsters
2737 * Affect grids, objects, and monsters
2740 bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2743 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
2745 /* Use the given direction */
2746 tx = p_ptr->x + 99 * ddx[dir];
2747 ty = p_ptr->y + 99 * ddy[dir];
2749 /* Hack -- Use an actual "target" */
2750 if ((dir == 5) && target_okay())
2752 flg &= ~(PROJECT_STOP);
2757 /* Analyze the "dir" and the "target". Hurt items on floor. */
2758 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2763 * @brief メテオ系スペルの発動 / Cast a meteor spell
2764 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
2770 * @return 作用が実際にあった場合TRUEを返す
2773 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
2774 * player, or outside source, that starts out at an arbitrary location, and
2775 * leaving no trail from the "caster" to the target. This function is
2776 * especially useful for bombardments and similar. -LM-
2777 * Option to hurt the player.
2780 bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
2782 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2784 /* Analyze the "target" and the caster. */
2785 return (project(who, rad, y, x, dam, typ, flg, -1));
2790 * @brief ブラスト系スペルの発動 / Cast a blast spell
2792 * @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)
2797 * @return 作用が実際にあった場合TRUEを返す
2799 bool fire_blast(EFFECT_ID typ, DIRECTION dir, int dd, int ds, int num, int dev)
2803 POSITION ty, tx, y, x;
2806 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
2811 /* Use the given direction */
2814 ly = ty = p_ptr->y + 20 * ddy[dir];
2815 lx = tx = p_ptr->x + 20 * ddx[dir];
2818 /* Use an actual "target" */
2819 else /* if (dir == 5) */
2824 lx = 20 * (tx - p_ptr->x) + p_ptr->x;
2825 ly = 20 * (ty - p_ptr->y) + p_ptr->y;
2828 ld = distance(p_ptr->y, p_ptr->x, ly, lx);
2831 for (i = 0; i < num; i++)
2835 /* Get targets for some bolts */
2836 y = rand_spread(ly, ld * dev / 20);
2837 x = rand_spread(lx, ld * dev / 20);
2839 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
2842 /* Analyze the "dir" and the "target". */
2843 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
2854 * @brief モンスターとの位置交換処理 / Switch position with a monster.
2855 * @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)
2856 * @return 作用が実際にあった場合TRUEを返す
2858 bool teleport_swap(DIRECTION dir)
2862 monster_type* m_ptr;
2863 monster_race* r_ptr;
2865 if ((dir == 5) && target_okay())
2872 tx = p_ptr->x + ddx[dir];
2873 ty = p_ptr->y + ddy[dir];
2875 c_ptr = &cave[ty][tx];
2877 if (p_ptr->anti_tele)
2879 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
2883 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
2885 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
2891 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10))
2893 msg_print(_("失敗した。", "Failed to swap."));
2899 m_ptr = &m_list[c_ptr->m_idx];
2900 r_ptr = &r_info[m_ptr->r_idx];
2902 (void)set_monster_csleep(c_ptr->m_idx, 0);
2904 if (r_ptr->flagsr & RFR_RES_TELE)
2906 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
2908 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2914 sound(SOUND_TELEPORT);
2916 /* Swap the player and monster */
2917 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
2925 * @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)
2927 * @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)
2930 * @return 作用が実際にあった場合TRUEを返す
2932 bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
2936 /* Pass through the target if needed */
2937 flg |= (PROJECT_THRU);
2939 /* Use the given direction */
2940 tx = p_ptr->x + ddx[dir];
2941 ty = p_ptr->y + ddy[dir];
2943 /* Hack -- Use an actual "target" */
2944 if ((dir == 5) && target_okay())
2950 /* Analyze the "dir" and the "target", do NOT explode */
2951 return (project(0, 0, ty, tx, dam, typ, flg, -1));
2956 * @brief ボルト系スペルの発動 / Cast a bolt spell.
2958 * @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)
2960 * @return 作用が実際にあった場合TRUEを返す
2963 * Stop if we hit a monster, as a "bolt".
2964 * Affect monsters and grids (not objects).
2967 bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
2969 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
2970 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
2971 return (project_hook(typ, dir, dam, flg));
2976 * @brief ビーム系スペルの発動 / Cast a beam spell.
2978 * @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)
2980 * @return 作用が実際にあった場合TRUEを返す
2983 * Pass through monsters, as a "beam".
2984 * Affect monsters, grids and objects.
2987 bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
2989 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
2990 return (project_hook(typ, dir, dam, flg));
2995 * @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.
2996 * @param prob ビーム化する確率(%)
2998 * @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)
3000 * @return 作用が実際にあった場合TRUEを返す
3003 * Pass through monsters, as a "beam".
3004 * Affect monsters, grids and objects.
3007 bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3009 if (randint0(100) < prob)
3011 return (fire_beam(typ, dir, dam));
3015 return (fire_bolt(typ, dir, dam));
3020 * @brief LITE_WEAK属性による光源ビーム処理
3021 * @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)
3023 * @return 作用が実際にあった場合TRUEを返す
3025 bool lite_line(DIRECTION dir, HIT_POINT dam)
3027 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
3028 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
3033 * @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)
3035 * @return 作用が実際にあった場合TRUEを返す
3037 bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam)
3039 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3040 return (project_hook(GF_HYPODYNAMIA, dir, dam, flg));
3045 * @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)
3047 * @return 作用が実際にあった場合TRUEを返す
3049 bool wall_to_mud(DIRECTION dir, HIT_POINT dam)
3051 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3052 return (project_hook(GF_KILL_WALL, dir, dam, flg));
3057 * @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)
3058 * @return 作用が実際にあった場合TRUEを返す
3060 bool wizard_lock(DIRECTION dir)
3062 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3063 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
3068 * @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)
3069 * @return 作用が実際にあった場合TRUEを返す
3071 bool destroy_door(DIRECTION dir)
3073 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3074 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
3079 * @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)
3080 * @return 作用が実際にあった場合TRUEを返す
3082 bool disarm_trap(DIRECTION dir)
3084 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3085 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
3090 * @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)
3092 * @return 作用が実際にあった場合TRUEを返す
3094 bool heal_monster(DIRECTION dir, HIT_POINT dam)
3096 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3097 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
3102 * @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)
3104 * @return 作用が実際にあった場合TRUEを返す
3106 bool speed_monster(DIRECTION dir, int power)
3108 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3109 return (project_hook(GF_OLD_SPEED, dir, power, flg));
3114 * @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)
3116 * @return 作用が実際にあった場合TRUEを返す
3118 bool slow_monster(DIRECTION dir, int power)
3120 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3121 return (project_hook(GF_OLD_SLOW, dir, power, flg));
3126 * @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)
3128 * @return 作用が実際にあった場合TRUEを返す
3130 bool sleep_monster(DIRECTION dir, int power)
3132 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3133 return (project_hook(GF_OLD_SLEEP, dir, power, flg));
3137 * @brief モンスター拘束(STASIS)処理
3138 * @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)
3139 * @return 作用が実際にあった場合TRUEを返す
3140 * @details 威力はプレイヤーレベル*2に固定
3142 bool stasis_monster(DIRECTION dir)
3144 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
3148 * @brief 邪悪なモンスター拘束(STASIS)処理
3149 * @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)
3150 * @return 作用が実際にあった場合TRUEを返す
3151 * @details 威力はプレイヤーレベル*2に固定
3153 bool stasis_evil(DIRECTION dir)
3155 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
3160 * @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)
3161 * @param plev プレイヤーレベル(=効力)
3162 * @return 作用が実際にあった場合TRUEを返す
3164 bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev)
3166 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3167 return (project_hook(GF_OLD_CONF, dir, plev, flg));
3172 * @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)
3173 * @param plev プレイヤーレベル(=効力)
3174 * @return 作用が実際にあった場合TRUEを返す
3176 bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev)
3178 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3179 return (project_hook(GF_STUN, dir, plev, flg));
3183 * @brief チェンジモンスター処理
3184 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3186 * @return 作用が実際にあった場合TRUEを返す
3188 bool poly_monster(DIRECTION dir, int power)
3190 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3191 bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
3193 chg_virtue(V_CHANCE, 1);
3198 * @brief クローンモンスター処理
3199 * @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 clone_monster(DIRECTION dir)
3204 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3205 return (project_hook(GF_OLD_CLONE, dir, 0, 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)
3211 * @param plev プレイヤーレベル(=効力)
3212 * @return 作用が実際にあった場合TRUEを返す
3214 bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev)
3216 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3217 return (project_hook(GF_TURN_ALL, dir, plev, 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)
3223 * @param plev プレイヤーレベル(効力はplev*200)
3224 * @return 作用が実際にあった場合TRUEを返す
3226 bool death_ray(DIRECTION dir, PLAYER_LEVEL plev)
3228 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3229 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
3233 * @brief モンスター用テレポート処理
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 * @param distance 移動距離
3236 * @return 作用が実際にあった場合TRUEを返す
3238 bool teleport_monster(DIRECTION dir, int distance)
3240 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
3241 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
3245 * @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)
3246 * @return 作用が実際にあった場合TRUEを返す
3248 bool door_creation(void)
3250 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3251 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_DOOR, flg, -1));
3255 * @brief トラップ生成処理(起点から周囲1マス)
3258 * @return 作用が実際にあった場合TRUEを返す
3260 bool trap_creation(POSITION y, POSITION x)
3262 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3263 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
3267 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
3268 * @return 作用が実際にあった場合TRUEを返す
3270 bool tree_creation(void)
3272 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3273 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_TREE, flg, -1));
3277 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
3278 * @return 作用が実際にあった場合TRUEを返す
3280 bool glyph_creation(void)
3282 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
3283 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_GLYPH, flg, -1));
3287 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
3288 * @return 作用が実際にあった場合TRUEを返す
3290 bool wall_stone(void)
3292 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3294 bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
3296 p_ptr->update |= (PU_FLOW);
3298 p_ptr->redraw |= (PR_MAP);
3304 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
3305 * @return 作用が実際にあった場合TRUEを返す
3307 bool destroy_doors_touch(void)
3309 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3310 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_DOOR, flg, -1));
3314 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
3315 * @return 作用が実際にあった場合TRUEを返す
3317 bool disarm_traps_touch(void)
3319 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3320 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_TRAP, flg, -1));
3324 * @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)
3325 * @return 作用が実際にあった場合TRUEを返す
3327 bool sleep_monsters_touch(void)
3329 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
3330 return (project(0, 1, p_ptr->y, p_ptr->x, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
3335 * @brief 死者復活処理(起点より周囲5マス)
3336 * @param who 術者モンスターID(0ならばプレイヤー)
3339 * @return 作用が実際にあった場合TRUEを返す
3341 bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x)
3343 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
3344 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
3349 * @return 作用が実際にあった場合TRUEを返す
3351 void call_chaos(void)
3353 int Chaos_type, dummy, dir;
3354 PLAYER_LEVEL plev = p_ptr->lev;
3355 bool line_chaos = FALSE;
3357 int hurt_types[31] =
3359 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
3360 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
3361 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
3362 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
3363 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
3364 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
3365 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
3366 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
3369 Chaos_type = hurt_types[randint0(31)];
3370 if (one_in_(4)) line_chaos = TRUE;
3374 for (dummy = 1; dummy < 10; dummy++)
3379 fire_beam(Chaos_type, dummy, 150);
3381 fire_ball(Chaos_type, dummy, 150, 2);
3385 else if (one_in_(3))
3387 fire_ball(Chaos_type, 0, 500, 8);
3391 if (!get_aim_dir(&dir)) return;
3393 fire_beam(Chaos_type, dir, 250);
3395 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
3400 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
3401 * @param stop_ty 再帰処理停止フラグ
3403 * @return 作用が実際にあった場合TRUEを返す
3406 * rr9: Stop the nasty things when a Cyberdemon is summoned
3407 * or the player gets paralyzed.
3410 bool activate_ty_curse(bool stop_ty, int *count)
3414 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3418 switch (randint1(34))
3423 msg_print(_("地面が揺れた...", "The ground trembles..."));
3424 earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
3425 if (!one_in_(6)) break;
3430 HIT_POINT dam = damroll(10, 10);
3431 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!"));
3432 project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1);
3433 take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
3434 if (!one_in_(6)) break;
3439 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
3440 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
3441 if (randint0(13)) (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3442 if (!one_in_(6)) break;
3445 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3449 project(0, 7, p_ptr->y, p_ptr->x, 50, GF_KILL_WALL, flg, -1);
3450 take_hit(DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
3452 if (!one_in_(6)) break;
3453 case 1: case 2: case 3: case 16: case 17:
3454 aggravate_monsters(0);
3455 if (!one_in_(6)) break;
3456 case 4: case 5: case 6:
3457 (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3458 if (!one_in_(6)) break;
3459 case 7: case 8: case 9: case 18:
3460 (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
3461 if (!one_in_(6)) break;
3462 case 10: case 11: case 12:
3463 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..."));
3464 lose_exp(p_ptr->exp / 16);
3465 if (!one_in_(6)) break;
3466 case 13: case 14: case 15: case 19: case 20:
3467 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
3473 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
3474 if (p_ptr->free_act)
3475 set_paralyzed(p_ptr->paralyzed + randint1(3));
3477 set_paralyzed(p_ptr->paralyzed + randint1(13));
3480 if (!one_in_(6)) break;
3481 case 21: case 22: case 23:
3482 (void)do_dec_stat(randint0(6));
3483 if (!one_in_(6)) break;
3485 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
3487 if (!one_in_(6)) break;
3490 * Only summon Cyberdemons deep in the dungeon.
3492 if ((dun_level > 65) && !stop_ty)
3494 (*count) += summon_cyber(-1, p_ptr->y, p_ptr->x);
3498 if (!one_in_(6)) break;
3504 (void)do_dec_stat(i);
3512 while (one_in_(3) && !stop_ty);
3518 * @brief HI_SUMMON(上級召喚)処理発動
3521 * @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
3522 * @return 作用が実際にあった場合TRUEを返す
3524 int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
3529 BIT_FLAGS mode = PM_ALLOW_GROUP;
3536 mode |= PM_FORCE_FRIENDLY;
3540 mode |= PM_FORCE_PET;
3545 if (!pet) mode |= PM_NO_PET;
3547 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
3549 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
3551 switch (randint1(25) + (dun_level / 20))
3554 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode, '\0');
3557 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode, '\0');
3560 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode, '\0');
3563 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode, '\0');
3566 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode, '\0');
3569 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode, '\0');
3572 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode, '\0');
3575 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode, '\0');
3579 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE), '\0');
3583 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE), '\0');
3586 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3587 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode, '\0');
3590 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3591 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode, '\0');
3594 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode, '\0');
3597 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3598 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode, '\0');
3607 * @brief サイバーデーモンの召喚
3608 * @param who 召喚主のモンスターID(0ならばプレイヤー)
3611 * @return 作用が実際にあった場合TRUEを返す
3613 int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x)
3616 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
3618 BIT_FLAGS mode = PM_ALLOW_GROUP;
3620 /* Summoned by a monster */
3623 monster_type *m_ptr = &m_list[who];
3624 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
3627 if (max_cyber > 4) max_cyber = 4;
3629 for (i = 0; i < max_cyber; i++)
3631 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode, '\0');
3638 * @brief 周辺破壊効果(プレイヤー中心)
3639 * @return 作用が実際にあった場合TRUEを返す
3641 void wall_breaker(void)
3644 POSITION y = 0, x = 0;
3645 int attempts = 1000;
3647 if (randint1(80 + p_ptr->lev) < 70)
3651 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
3653 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
3655 if (!player_bold(y, x)) break;
3658 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3659 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3661 else if (randint1(100) > 30)
3663 earthquake(p_ptr->y, p_ptr->x, 1);
3667 int num = damroll(5, 3);
3669 for (i = 0; i < num; i++)
3673 scatter(&y, &x, p_ptr->y, p_ptr->x, 10, 0);
3675 if (!player_bold(y, x)) break;
3678 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3679 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3686 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
3688 * @return 作用が実際にあった場合TRUEを返す
3690 bool confuse_monsters(HIT_POINT dam)
3692 return (project_all_los(GF_OLD_CONF, dam));
3697 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
3699 * @return 作用が実際にあった場合TRUEを返す
3701 bool charm_monsters(HIT_POINT dam)
3703 return (project_all_los(GF_CHARM, dam));
3708 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
3710 * @return 作用が実際にあった場合TRUEを返す
3712 bool charm_animals(HIT_POINT dam)
3714 return (project_all_los(GF_CONTROL_ANIMAL, dam));
3719 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
3721 * @return 作用が実際にあった場合TRUEを返す
3723 bool stun_monsters(HIT_POINT dam)
3725 return (project_all_los(GF_STUN, dam));
3730 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
3732 * @return 作用が実際にあった場合TRUEを返す
3734 bool stasis_monsters(HIT_POINT dam)
3736 return (project_all_los(GF_STASIS, dam));
3741 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
3743 * @return 作用が実際にあった場合TRUEを返す
3745 bool mindblast_monsters(HIT_POINT dam)
3747 return (project_all_los(GF_PSI, dam));
3752 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
3753 * @param dist 効力(距離)
3754 * @return 作用が実際にあった場合TRUEを返す
3756 bool banish_monsters(int dist)
3758 return (project_all_los(GF_AWAY_ALL, dist));
3763 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
3765 * @return 作用が実際にあった場合TRUEを返す
3767 bool turn_evil(HIT_POINT dam)
3769 return (project_all_los(GF_TURN_EVIL, dam));
3774 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
3776 * @return 作用が実際にあった場合TRUEを返す
3778 bool turn_monsters(HIT_POINT dam)
3780 return (project_all_los(GF_TURN_ALL, dam));
3785 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
3786 * @return 作用が実際にあった場合TRUEを返す
3788 bool deathray_monsters(void)
3790 return (project_all_los(GF_DEATH_RAY, p_ptr->lev * 200));
3794 * @brief チャーム・モンスター(1体)
3795 * @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)
3797 * @return 作用が実際にあった場合TRUEを返す
3799 bool charm_monster(DIRECTION dir, PLAYER_LEVEL plev)
3801 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3802 return (project_hook(GF_CHARM, dir, plev, flg));
3806 * @brief アンデッド支配(1体)
3807 * @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)
3809 * @return 作用が実際にあった場合TRUEを返す
3811 bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev)
3813 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3814 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
3819 * @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)
3821 * @return 作用が実際にあった場合TRUEを返す
3823 bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev)
3825 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3826 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
3831 * @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)
3833 * @return 作用が実際にあった場合TRUEを返す
3835 bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev)
3837 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3838 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
3844 * @param success 判定成功上の処理ならばTRUE
3845 * @return 作用が実際にあった場合TRUEを返す
3847 bool kawarimi(bool success)
3850 object_type *q_ptr = &forge;
3853 if (p_ptr->is_dead) return FALSE;
3854 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
3855 if (randint0(200) < p_ptr->stun) return FALSE;
3857 if (!success && one_in_(3))
3859 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
3860 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3861 p_ptr->redraw |= (PR_STATUS);
3868 teleport_player(10 + randint1(90), 0L);
3870 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
3872 q_ptr->pval = MON_NINJA;
3873 (void)drop_near(q_ptr, -1, y, x);
3875 if (success) msg_print(_("攻撃を受ける前に素早く身をひるがえした。", "You have turned around just before the attack hit you."));
3876 else msg_print(_("失敗!攻撃を受けてしまった。", "Failed! You are hit by the attack."));
3878 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3879 p_ptr->redraw |= (PR_STATUS);
3887 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
3888 * @param mdeath 目標モンスターが死亡したかを返す
3889 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
3891 bool rush_attack(bool *mdeath)
3898 bool tmp_mdeath = FALSE;
3901 if (mdeath) *mdeath = FALSE;
3904 if (!get_aim_dir(&dir)) return FALSE;
3906 /* Use the given direction */
3907 tx = p_ptr->x + project_length * ddx[dir];
3908 ty = p_ptr->y + project_length * ddy[dir];
3910 /* Hack -- Use an actual "target" */
3911 if ((dir == 5) && target_okay())
3917 if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
3919 path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
3922 /* No need to move */
3923 if (!path_n) return TRUE;
3925 /* Use ty and tx as to-move point */
3929 /* Project along the path */
3930 for (i = 0; i < path_n; i++)
3932 monster_type *m_ptr;
3934 int ny = GRID_Y(path_g[i]);
3935 int nx = GRID_X(path_g[i]);
3937 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
3942 /* Go to next grid */
3946 if (!cave[ny][nx].m_idx)
3950 msg_print(_("失敗!", "Failed!"));
3954 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
3961 /* Move player before updating the monster */
3962 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3963 update_monster(cave[ny][nx].m_idx, TRUE);
3965 /* Found a monster */
3966 m_ptr = &m_list[cave[ny][nx].m_idx];
3968 if (tm_idx != cave[ny][nx].m_idx)
3971 msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "", m_ptr->ml ? "モンスター" : "何か");
3973 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
3976 else if (!player_bold(ty, tx))
3978 /* Hold the monster name */
3979 GAME_TEXT m_name[MAX_NLEN];
3981 /* Get the monster name (BEFORE polymorphing) */
3982 monster_desc(m_name, m_ptr, 0);
3983 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
3986 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3988 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
3993 if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
3995 if (mdeath) *mdeath = tmp_mdeath;
4001 * @brief 全鏡の消去 / Remove all mirrors in this floor
4002 * @param explode 爆発処理を伴うならばTRUE
4005 void remove_all_mirrors(bool explode)
4009 for (x = 0; x < cur_wid; x++)
4011 for (y = 0; y < cur_hgt; y++)
4013 if (is_mirror_grid(&cave[y][x]))
4015 remove_mirror(y, x);
4017 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
4018 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
4025 * @brief 『一つの指輪』の効果処理 /
4026 * Hack -- activate the ring of power
4027 * @param dir 発動の方向ID
4030 void ring_of_power(DIRECTION dir)
4032 /* Pick a random effect */
4033 switch (randint1(10))
4038 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."));
4041 /* Decrease all stats (permanently) */
4042 (void)dec_stat(A_STR, 50, TRUE);
4043 (void)dec_stat(A_INT, 50, TRUE);
4044 (void)dec_stat(A_WIS, 50, TRUE);
4045 (void)dec_stat(A_DEX, 50, TRUE);
4046 (void)dec_stat(A_CON, 50, TRUE);
4047 (void)dec_stat(A_CHR, 50, TRUE);
4049 /* Lose some experience (permanently) */
4050 p_ptr->exp -= (p_ptr->exp / 4);
4051 p_ptr->max_exp -= (p_ptr->exp / 4);
4059 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."));
4061 /* Dispel monsters */
4062 dispel_monsters(1000);
4072 fire_ball(GF_MANA, dir, 600, 3);
4083 fire_bolt(GF_MANA, dir, 500);
4091 * @brief 運命の輪、並びにカオス的な効果の発動
4092 * @param spell ランダムな効果を選択するための基準ID
4095 void wild_magic(int spell)
4098 int type = SUMMON_MOLD + randint0(6);
4100 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
4101 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
4103 switch (randint1(spell) + randint1(8) + 1)
4108 teleport_player(10, TELEPORT_PASSIVE);
4113 teleport_player(100, TELEPORT_PASSIVE);
4117 teleport_player(200, TELEPORT_PASSIVE);
4127 lite_area(damroll(2, 3), 2);
4130 destroy_doors_touch();
4135 sleep_monsters_touch();
4139 trap_creation(p_ptr->y, p_ptr->x);
4148 aggravate_monsters(0);
4151 earthquake(p_ptr->y, p_ptr->x, 5);
4155 (void)gain_random_mutation(0);
4159 apply_disenchant(1);
4165 fire_ball(GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
4172 while (counter++ < 8)
4174 (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET), '\0');
4179 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4182 (void)summon_cyber(-1, p_ptr->y, p_ptr->x);
4187 (void)activate_ty_curse(FALSE, &count);
4196 * @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。
4197 * / Drop 10+1d10 meteor ball at random places near the player
4202 void cast_meteor(HIT_POINT dam, POSITION rad)
4205 int b = 10 + randint1(10);
4207 for (i = 0; i < b; i++)
4209 POSITION y = 0, x = 0;
4212 for (count = 0; count <= 20; count++)
4216 x = p_ptr->x - 8 + randint0(17);
4217 y = p_ptr->y - 8 + randint0(17);
4219 dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
4220 dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
4222 /* Approximate distance */
4223 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4225 if (d >= 9) continue;
4227 if (!in_bounds(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)
4228 || !cave_have_flag_bold(y, x, FF_PROJECT)) continue;
4230 /* Valid position */
4234 if (count > 20) continue;
4236 project(0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
4242 * @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。
4245 * @return ターゲットを指定し、実行したならばTRUEを返す。
4247 bool cast_wrath_of_the_god(HIT_POINT dam, POSITION rad)
4249 POSITION x, y, tx, ty;
4253 int b = 10 + randint1(10);
4255 if (!get_aim_dir(&dir)) return FALSE;
4257 /* Use the given direction */
4258 tx = p_ptr->x + 99 * ddx[dir];
4259 ty = p_ptr->y + 99 * ddy[dir];
4261 /* Hack -- Use an actual "target" */
4262 if ((dir == 5) && target_okay())
4273 /* Hack -- Stop at the target */
4274 if ((y == ty) && (x == tx)) break;
4278 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
4280 /* Stop at maximum range */
4281 if (MAX_RANGE <= distance(p_ptr->y, p_ptr->x, ny, nx)) break;
4283 /* Stopped by walls/doors */
4284 if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
4286 /* Stopped by monsters */
4287 if ((dir != 5) && cave[ny][nx].m_idx != 0) break;
4289 /* Save the new location */
4296 for (i = 0; i < b; i++)
4298 int count = 20, d = 0;
4304 x = tx - 5 + randint0(11);
4305 y = ty - 5 + randint0(11);
4307 dx = (tx > x) ? (tx - x) : (x - tx);
4308 dy = (ty > y) ? (ty - y) : (y - ty);
4310 /* Approximate distance */
4311 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4312 /* Within the radius */
4316 if (count < 0) continue;
4318 /* Cannot penetrate perm walls */
4319 if (!in_bounds(y, x) ||
4320 cave_stop_disintegration(y, x) ||
4321 !in_disintegration_range(ty, tx, y, x))
4324 project(0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
4331 * @brief 「ワンダー」のランダムな効果を決定して処理する。
4335 * This spell should become more useful (more controlled) as the\n
4336 * player gains experience levels. Thus, add 1/5 of the player's\n
4337 * level to the die roll. This eliminates the worst effects later on,\n
4338 * while keeping the results quite random. It also allows some potent\n
4339 * effects only at high level.
4341 void cast_wonder(DIRECTION dir)
4343 PLAYER_LEVEL plev = p_ptr->lev;
4344 int die = randint1(100) + plev / 5;
4345 int vir = virtue_number(V_CHANCE);
4349 if (p_ptr->virtues[vir - 1] > 0)
4351 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4355 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4360 chg_virtue(V_CHANCE, 1);
4364 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
4367 if (die < 8) clone_monster(dir);
4368 else if (die < 14) speed_monster(dir, plev);
4369 else if (die < 26) heal_monster(dir, damroll(4, 6));
4370 else if (die < 31) poly_monster(dir, plev);
4372 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4373 damroll(3 + ((plev - 1) / 5), 4));
4374 else if (die < 41) confuse_monster(dir, plev);
4375 else if (die < 46) fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4376 else if (die < 51) (void)lite_line(dir, damroll(6, 8));
4378 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4379 damroll(3 + ((plev - 5) / 4), 8));
4381 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4382 damroll(5 + ((plev - 5) / 4), 8));
4384 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4385 damroll(6 + ((plev - 5) / 4), 8));
4387 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4388 damroll(8 + ((plev - 5) / 4), 8));
4389 else if (die < 76) hypodynamic_bolt(dir, 75);
4390 else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4391 else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
4392 else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
4393 else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
4394 else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
4397 earthquake(p_ptr->y, p_ptr->x, 12);
4401 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4405 symbol_genocide(plev + 50, TRUE);
4407 else if (die < 110) dispel_monsters(120);
4410 dispel_monsters(150);
4411 slow_monsters(plev);
4412 sleep_monsters(plev);
4419 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
4423 void cast_invoke_spirits(DIRECTION dir)
4425 PLAYER_LEVEL plev = p_ptr->lev;
4426 int die = randint1(100) + plev / 5;
4427 int vir = virtue_number(V_CHANCE);
4431 if (p_ptr->virtues[vir - 1] > 0)
4433 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4437 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4441 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..."));
4443 chg_virtue(V_CHANCE, 1);
4447 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!"));
4452 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!",
4453 "Oh no! Mouldering forms rise from the earth around you!"));
4455 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4456 chg_virtue(V_UNLIFE, 1);
4460 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..."));
4462 set_afraid(p_ptr->afraid + randint1(4) + 4);
4466 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...",
4467 "Your head is invaded by a horde of gibbering spectral voices..."));
4469 set_confused(p_ptr->confused + randint1(4) + 4);
4473 poly_monster(dir, plev);
4477 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4478 damroll(3 + ((plev - 1) / 5), 4));
4482 confuse_monster(dir, plev);
4486 fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4490 (void)lite_line(dir, damroll(6, 8));
4494 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4495 damroll(3 + ((plev - 5) / 4), 8));
4499 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4500 damroll(5 + ((plev - 5) / 4), 8));
4504 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4505 damroll(6 + ((plev - 5) / 4), 8));
4509 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4510 damroll(8 + ((plev - 5) / 4), 8));
4514 hypodynamic_bolt(dir, 75);
4518 fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4522 fire_ball(GF_ACID, dir, 40 + plev, 2);
4526 fire_ball(GF_ICE, dir, 70 + plev, 3);
4530 fire_ball(GF_FIRE, dir, 80 + plev, 3);
4534 hypodynamic_bolt(dir, 100 + plev);
4538 earthquake(p_ptr->y, p_ptr->x, 12);
4542 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4546 symbol_genocide(plev + 50, TRUE);
4550 dispel_monsters(120);
4554 dispel_monsters(150);
4555 slow_monsters(plev);
4556 sleep_monsters(plev);
4562 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。」",
4563 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
4568 * @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。
4571 void cast_shuffle(void)
4573 PLAYER_LEVEL plev = p_ptr->lev;
4576 int vir = virtue_number(V_CHANCE);
4579 /* Card sharks and high mages get a level bonus */
4580 if ((p_ptr->pclass == CLASS_ROGUE) ||
4581 (p_ptr->pclass == CLASS_HIGH_MAGE) ||
4582 (p_ptr->pclass == CLASS_SORCERER))
4583 die = (randint1(110)) + plev / 5;
4585 die = randint1(120);
4590 if (p_ptr->virtues[vir - 1] > 0)
4592 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4596 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4600 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..."));
4603 chg_virtue(V_CHANCE, 1);
4607 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
4609 for (i = 0; i < randint1(3); i++)
4610 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4614 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
4615 summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4620 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
4621 activate_ty_curse(FALSE, &count);
4625 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
4626 aggravate_monsters(0);
4630 msg_print(_("《愚者》だ。", "It's the Fool."));
4636 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
4637 trump_summoning(1, FALSE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
4641 msg_print(_("《月》だ。", "It's the Moon."));
4646 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
4647 wild_magic(randint0(32));
4651 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4652 teleport_player(10, TELEPORT_PASSIVE);
4656 msg_print(_("《正義》だ。", "It's Justice."));
4657 set_blessed(p_ptr->lev, FALSE);
4661 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4662 teleport_player(100, TELEPORT_PASSIVE);
4666 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4667 teleport_player(200, TELEPORT_PASSIVE);
4671 msg_print(_("《塔》だ。", "It's the Tower."));
4676 msg_print(_("《節制》だ。", "It's Temperance."));
4677 sleep_monsters_touch();
4681 msg_print(_("《塔》だ。", "It's the Tower."));
4683 earthquake(p_ptr->y, p_ptr->x, 5);
4687 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4688 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_MOLD, 0L);
4692 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4693 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_BAT, 0L);
4697 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4698 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_VORTEX, 0L);
4702 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4703 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
4707 msg_print(_("《恋人》だ。", "It's the Lovers."));
4709 if (get_aim_dir(&dir))
4710 charm_monster(dir, MIN(p_ptr->lev, 20));
4714 msg_print(_("《隠者》だ。", "It's the Hermit."));
4719 msg_print(_("《審判》だ。", "It's the Judgement."));
4720 do_cmd_rerate(FALSE);
4721 lose_all_mutations();
4725 msg_print(_("《太陽》だ。", "It's the Sun."));
4726 chg_virtue(V_KNOWLEDGE, 1);
4727 chg_virtue(V_ENLIGHTEN, 1);
4732 msg_print(_("《世界》だ。", "It's the World."));
4733 if (p_ptr->exp < PY_MAX_EXP)
4735 s32b ee = (p_ptr->exp / 25) + 1;
4736 if (ee > 5000) ee = 5000;
4737 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4743 bool_hack life_stream(bool_hack message, bool_hack virtue_change)
4747 chg_virtue(V_VITALITY, 1);
4748 chg_virtue(V_UNLIFE, -5);
4752 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
4755 (void)set_poisoned(0);
4757 (void)set_confused(0);
4761 (void)restore_all_status();
4762 (void)set_shero(0, TRUE);
4769 bool_hack heroism(int base)
4771 bool_hack ident = FALSE;
4772 if(set_afraid(0)) ident = TRUE;
4773 if(set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4774 if(hp_player(10)) ident = TRUE;
4778 bool_hack berserk(int base)
4780 bool_hack ident = FALSE;
4781 if (set_afraid(0)) ident = TRUE;
4782 if (set_shero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4783 if (hp_player(30)) ident = TRUE;
4787 bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
4789 bool_hack ident = FALSE;
4790 if (hp_player(damroll(dice, sides))) ident = TRUE;
4791 if (set_blind(0)) ident = TRUE;
4792 if (set_cut(p_ptr->cut - 10)) ident = TRUE;
4793 if (set_shero(0, TRUE)) ident = TRUE;
4797 bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
4799 bool_hack ident = FALSE;
4800 if (hp_player(damroll(dice, sides))) ident = TRUE;
4801 if (set_blind(0)) ident = TRUE;
4802 if (set_confused(0)) ident = TRUE;
4803 if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
4804 if (set_shero(0, TRUE)) ident = TRUE;
4808 bool_hack cure_critical_wounds(HIT_POINT pow)
4810 bool_hack ident = FALSE;
4811 if (hp_player(pow)) ident = TRUE;
4812 if (set_blind(0)) ident = TRUE;
4813 if (set_confused(0)) ident = TRUE;
4814 if (set_poisoned(0)) ident = TRUE;
4815 if (set_stun(0)) ident = TRUE;
4816 if (set_cut(0)) ident = TRUE;
4817 if (set_shero(0, TRUE)) ident = TRUE;
4821 bool_hack true_healing(HIT_POINT pow)
4823 bool_hack ident = FALSE;
4824 if (hp_player(pow)) ident = TRUE;
4825 if (set_blind(0)) ident = TRUE;
4826 if (set_confused(0)) ident = TRUE;
4827 if (set_poisoned(0)) ident = TRUE;
4828 if (set_stun(0)) ident = TRUE;
4829 if (set_cut(0)) ident = TRUE;
4830 if (set_image(0)) ident = TRUE;
4834 bool_hack restore_mana(bool_hack magic_eater)
4836 bool_hack ident = FALSE;
4838 if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
4841 for (i = 0; i < EATER_EXT * 2; i++)
4843 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
4844 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;
4846 for (; i < EATER_EXT * 3; i++)
4848 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
4849 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;
4850 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
4852 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4853 p_ptr->window |= (PW_PLAYER);
4856 else if (p_ptr->csp < p_ptr->msp)
4858 p_ptr->csp = p_ptr->msp;
4859 p_ptr->csp_frac = 0;
4860 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4861 p_ptr->redraw |= (PR_MANA);
4862 p_ptr->window |= (PW_PLAYER);
4863 p_ptr->window |= (PW_SPELL);
4870 bool restore_all_status(void)
4873 if (do_res_stat(A_STR)) ident = TRUE;
4874 if (do_res_stat(A_INT)) ident = TRUE;
4875 if (do_res_stat(A_WIS)) ident = TRUE;
4876 if (do_res_stat(A_DEX)) ident = TRUE;
4877 if (do_res_stat(A_CON)) ident = TRUE;
4878 if (do_res_stat(A_CHR)) ident = TRUE;
4883 * @brief 口を使う継続的な処理を中断する
4886 void stop_mouth(void)
4888 if (music_singing_any()) stop_singing();
4889 if (hex_spelling_any()) stop_hex_spell_all();
4893 bool_hack vampirism(void)
4900 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
4902 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
4906 /* Only works on adjacent monsters */
4907 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4908 y = p_ptr->y + ddy[dir];
4909 x = p_ptr->x + ddx[dir];
4910 c_ptr = &cave[y][x];
4914 if (!(c_ptr->m_idx))
4916 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
4920 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
4922 dummy = p_ptr->lev * 2;
4924 if (hypodynamic_bolt(dir, dummy))
4926 if (p_ptr->food < PY_FOOD_FULL)
4927 /* No heal if we are "full" */
4928 (void)hp_player(dummy);
4930 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
4932 /* Gain nutritional sustenance: 150/hp drained */
4933 /* A Food ration gives 5000 food points (by contrast) */
4934 /* Don't ever get more than "Full" this way */
4935 /* But if we ARE Gorged, it won't cure us */
4936 dummy = p_ptr->food + MIN(5000, 100 * dummy);
4937 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
4938 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
4941 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
4945 bool panic_hit(void)
4950 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4951 y = p_ptr->y + ddy[dir];
4952 x = p_ptr->x + ddx[dir];
4953 if (cave[y][x].m_idx)
4956 if (randint0(p_ptr->skill_dis) < 7)
4957 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
4959 teleport_player(30, 0L);
4964 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"));
4972 * @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)
4975 * currently this function allows pseudo-id of any object,
4976 * including silly ones like potions & scrolls, which always
4977 * get '{average}'. This should be changed, either to stop such
4978 * items from being pseudo-id'd, or to allow psychometry to
4979 * detect whether the unidentified potion/scroll/etc is
4980 * good (Cure Light Wounds, Restore Strength, etc) or
4981 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
4983 bool psychometry(void)
4987 GAME_TEXT o_name[MAX_NLEN];
4992 q = _("どのアイテムを調べますか?", "Meditate on which item? ");
4993 s = _("調べるアイテムがありません。", "You have nothing appropriate.");
4995 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
4996 if (!o_ptr) return (FALSE);
4998 /* It is fully known, no information needed */
4999 if (object_is_known(o_ptr))
5001 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
5005 /* Check for a feeling */
5006 feel = value_check_aux1(o_ptr);
5008 /* Get an object description */
5009 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5011 /* Skip non-feelings */
5014 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);
5019 msg_format("%sは%sという感じがする...", o_name, game_inscriptions[feel]);
5021 msg_format("You feel that the %s %s %s...",
5022 o_name, ((o_ptr->number == 1) ? "is" : "are"), game_inscriptions[feel]);
5026 /* We have "felt" it */
5027 o_ptr->ident |= (IDENT_SENSE);
5030 o_ptr->feeling = feel;
5032 /* Player touches it */
5033 o_ptr->marked |= OM_TOUCHED;
5035 /* Combine / Reorder the pack (later) */
5036 p_ptr->update |= (PU_COMBINE | PU_REORDER);
5038 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5040 /* Valid "tval" codes */
5041 switch (o_ptr->tval)
5069 /* Auto-inscription/destroy */
5070 autopick_alter_item(item, (bool)(okay && destroy_feeling));
5072 /* Something happened */