3 * @brief 魔法効果の実装/ Spell code (part 2)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
20 * @brief プレイヤー周辺の地形を感知する
23 * @param known 地形から危険フラグを外すならTRUE
24 * @return 効力があった場合TRUEを返す
26 static bool detect_feat_flag(POSITION range, int flag, bool known)
32 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
34 /* Scan the current panel */
35 for (y = 1; y < cur_hgt - 1; y++)
37 for (x = 1; x <= cur_wid - 1; x++)
39 int dist = distance(p_ptr->y, p_ptr->x, y, x);
40 if (dist > range) continue;
46 /* Mark as detected */
47 if (dist <= range && known)
49 if (dist <= range - 1) c_ptr->info |= (CAVE_IN_DETECT);
51 c_ptr->info &= ~(CAVE_UNSAFE);
59 if (cave_have_flag_grid(c_ptr, flag))
64 /* Hack -- Memorize */
65 c_ptr->info |= (CAVE_MARK);
79 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
81 * @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
82 * @return 効力があった場合TRUEを返す
84 bool detect_traps(POSITION range, bool known)
86 bool detect = detect_feat_flag(range, FF_TRAP, known);
88 if (known) p_ptr->dtrap = TRUE;
90 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
93 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
100 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
102 * @return 効力があった場合TRUEを返す
104 bool detect_doors(POSITION range)
106 bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
108 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
111 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
118 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
120 * @return 効力があった場合TRUEを返す
122 bool detect_stairs(POSITION range)
124 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
126 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
129 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
136 * @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
138 * @return 効力があった場合TRUEを返す
140 bool detect_treasure(POSITION range)
142 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
144 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
147 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!"));
154 * @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
156 * @return 効力があった場合TRUEを返す
158 bool detect_objects_gold(POSITION range)
161 POSITION range2 = range;
165 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
168 for (i = 1; i < o_max; i++)
170 object_type *o_ptr = &o_list[i];
172 /* Skip dead objects */
173 if (!o_ptr->k_idx) continue;
175 /* Skip held objects */
176 if (o_ptr->held_m_idx) continue;
181 /* Only detect nearby objects */
182 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
184 /* Detect "gold" objects */
185 if (o_ptr->tval == TV_GOLD)
187 o_ptr->marked |= OM_FOUND;
193 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
196 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
199 if (detect_monsters_string(range, "$"))
208 * @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
210 * @return 効力があった場合TRUEを返す
212 bool detect_objects_normal(POSITION range)
215 POSITION range2 = range;
219 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
222 for (i = 1; i < o_max; i++)
224 object_type *o_ptr = &o_list[i];
226 /* Skip dead objects */
227 if (!o_ptr->k_idx) continue;
229 /* Skip held objects */
230 if (o_ptr->held_m_idx) continue;
235 /* Only detect nearby objects */
236 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
238 /* Detect "real" objects */
239 if (o_ptr->tval != TV_GOLD)
241 o_ptr->marked |= OM_FOUND;
247 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
250 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
253 if (detect_monsters_string(range, "!=?|/`"))
262 * @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.
264 * @return 効力があった場合TRUEを返す
267 * This will light up all spaces with "magic" items, including artifacts,
268 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
269 * and "enchanted" items of the "good" variety.
271 * It can probably be argued that this function is now too powerful.
274 bool detect_objects_magic(POSITION range)
280 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
282 /* Scan all objects */
283 for (i = 1; i < o_max; i++)
285 object_type *o_ptr = &o_list[i];
287 /* Skip dead objects */
288 if (!o_ptr->k_idx) continue;
290 /* Skip held objects */
291 if (o_ptr->held_m_idx) continue;
296 /* Only detect nearby objects */
297 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
299 /* Examine the tval */
302 /* Artifacts, misc magic items, or enchanted wearables */
303 if (object_is_artifact(o_ptr) ||
304 object_is_ego(o_ptr) ||
305 (tv == TV_WHISTLE) ||
313 (tv == TV_LIFE_BOOK) ||
314 (tv == TV_SORCERY_BOOK) ||
315 (tv == TV_NATURE_BOOK) ||
316 (tv == TV_CHAOS_BOOK) ||
317 (tv == TV_DEATH_BOOK) ||
318 (tv == TV_TRUMP_BOOK) ||
319 (tv == TV_ARCANE_BOOK) ||
320 (tv == TV_CRAFT_BOOK) ||
321 (tv == TV_DAEMON_BOOK) ||
322 (tv == TV_CRUSADE_BOOK) ||
323 (tv == TV_MUSIC_BOOK) ||
324 (tv == TV_HISSATSU_BOOK) ||
325 (tv == TV_HEX_BOOK) ||
326 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
328 /* Memorize the item */
329 o_ptr->marked |= OM_FOUND;
336 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!"));
345 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
347 * @return 効力があった場合TRUEを返す
349 bool detect_monsters_normal(POSITION range)
356 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
359 for (i = 1; i < m_max; i++)
361 monster_type *m_ptr = &m_list[i];
362 monster_race *r_ptr = &r_info[m_ptr->r_idx];
364 /* Skip dead monsters */
365 if (!m_ptr->r_idx) continue;
370 /* Only detect nearby monsters */
371 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
373 /* Detect all non-invisible monsters */
374 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
376 /* Repair visibility later */
377 repair_monsters = TRUE;
379 /* Hack -- Detect monster */
380 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
382 /* Update the monster */
383 update_mon(i, FALSE);
388 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
391 /* Describe result */
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;
412 for (i = 1; i < m_max; i++)
414 monster_type *m_ptr = &m_list[i];
415 monster_race *r_ptr = &r_info[m_ptr->r_idx];
417 /* Skip dead monsters */
418 if (!m_ptr->r_idx) continue;
423 /* Only detect nearby monsters */
424 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
426 /* Detect invisible monsters */
427 if (r_ptr->flags2 & RF2_INVISIBLE)
429 /* Update monster recall window */
430 if (p_ptr->monster_race_idx == m_ptr->r_idx)
432 p_ptr->window |= (PW_MONSTER);
435 /* Repair visibility later */
436 repair_monsters = TRUE;
438 /* Hack -- Detect monster */
439 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
441 /* Update the monster */
442 update_mon(i, FALSE);
447 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
450 /* Describe result */
451 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
457 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
459 * @return 効力があった場合TRUEを返す
461 bool detect_monsters_evil(POSITION range)
467 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
470 for (i = 1; i < m_max; i++)
472 monster_type *m_ptr = &m_list[i];
473 monster_race *r_ptr = &r_info[m_ptr->r_idx];
475 /* Skip dead monsters */
476 if (!m_ptr->r_idx) continue;
481 /* Only detect nearby monsters */
482 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
484 /* Detect evil monsters */
485 if (r_ptr->flags3 & RF3_EVIL)
487 if (is_original_ap(m_ptr))
489 /* Take note that they are evil */
490 r_ptr->r_flags3 |= (RF3_EVIL);
492 /* Update monster recall window */
493 if (p_ptr->monster_race_idx == m_ptr->r_idx)
495 p_ptr->window |= (PW_MONSTER);
499 /* Repair visibility later */
500 repair_monsters = TRUE;
502 /* Hack -- Detect monster */
503 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
505 /* Update the monster */
506 update_mon(i, FALSE);
512 /* Describe result */
513 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
519 * @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
521 * @return 効力があった場合TRUEを返す
523 bool detect_monsters_nonliving(POSITION range)
529 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
532 for (i = 1; i < m_max; i++)
534 monster_type *m_ptr = &m_list[i];
535 monster_race *r_ptr = &r_info[m_ptr->r_idx];
537 /* Skip dead monsters */
538 if (!m_ptr->r_idx) continue;
543 /* Only detect nearby monsters */
544 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
546 /* Detect non-living monsters */
547 if (!monster_living(r_ptr))
549 /* Update monster recall window */
550 if (p_ptr->monster_race_idx == m_ptr->r_idx)
552 p_ptr->window |= (PW_MONSTER);
555 /* Repair visibility later */
556 repair_monsters = TRUE;
558 /* Hack -- Detect monster */
559 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
561 /* Update the monster */
562 update_mon(i, FALSE);
568 /* Describe result */
569 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!"));
575 * @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
577 * @return 効力があった場合TRUEを返す
579 bool detect_monsters_mind(POSITION range)
585 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
588 for (i = 1; i < m_max; i++)
590 monster_type *m_ptr = &m_list[i];
591 monster_race *r_ptr = &r_info[m_ptr->r_idx];
593 /* Skip dead monsters */
594 if (!m_ptr->r_idx) continue;
599 /* Only detect nearby monsters */
600 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
602 /* Detect non-living monsters */
603 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
605 /* Update monster recall window */
606 if (p_ptr->monster_race_idx == m_ptr->r_idx)
608 p_ptr->window |= (PW_MONSTER);
611 /* Repair visibility later */
612 repair_monsters = TRUE;
614 /* Hack -- Detect monster */
615 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
617 /* Update the monster */
618 update_mon(i, FALSE);
624 /* Describe result */
625 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
632 * @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
634 * @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)
635 * @return 効力があった場合TRUEを返す
637 bool detect_monsters_string(POSITION range, cptr Match)
643 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
646 for (i = 1; i < m_max; i++)
648 monster_type *m_ptr = &m_list[i];
649 monster_race *r_ptr = &r_info[m_ptr->r_idx];
651 /* Skip dead monsters */
652 if (!m_ptr->r_idx) continue;
657 /* Only detect nearby monsters */
658 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
660 /* Detect monsters with the same symbol */
661 if (my_strchr(Match, r_ptr->d_char))
663 /* Update monster recall window */
664 if (p_ptr->monster_race_idx == m_ptr->r_idx)
666 p_ptr->window |= (PW_MONSTER);
669 /* Repair visibility later */
670 repair_monsters = TRUE;
672 /* Hack -- Detect monster */
673 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
675 /* Update the monster */
676 update_mon(i, FALSE);
681 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
684 /* Describe result */
685 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
691 * @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
693 * @param match_flag 感知フラグ
694 * @return 効力があった場合TRUEを返す
696 bool detect_monsters_xxx(POSITION range, u32b match_flag)
701 cptr desc_monsters = _("変なモンスター", "weird monsters");
703 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
706 for (i = 1; i < m_max; i++)
708 monster_type *m_ptr = &m_list[i];
709 monster_race *r_ptr = &r_info[m_ptr->r_idx];
711 /* Skip dead monsters */
712 if (!m_ptr->r_idx) continue;
717 /* Only detect nearby monsters */
718 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
720 /* Detect evil monsters */
721 if (r_ptr->flags3 & (match_flag))
723 if (is_original_ap(m_ptr))
725 /* Take note that they are something */
726 r_ptr->r_flags3 |= (match_flag);
728 /* Update monster recall window */
729 if (p_ptr->monster_race_idx == m_ptr->r_idx)
731 p_ptr->window |= (PW_MONSTER);
735 /* Repair visibility later */
736 repair_monsters = TRUE;
738 /* Hack -- Detect monster */
739 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
741 /* Update the monster */
742 update_mon(i, FALSE);
751 desc_monsters = _("デーモン", "demons");
754 desc_monsters = _("アンデッド", "the undead");
758 /* Describe result */
759 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
767 * @brief 全感知処理 / Detect everything
769 * @return 効力があった場合TRUEを返す
771 bool detect_all(POSITION range)
775 /* Detect everything */
776 if (detect_traps(range, TRUE)) detect = TRUE;
777 if (detect_doors(range)) detect = TRUE;
778 if (detect_stairs(range)) detect = TRUE;
780 /* There are too many hidden treasure. So... */
781 /* if (detect_treasure(range)) detect = TRUE; */
783 if (detect_objects_gold(range)) detect = TRUE;
784 if (detect_objects_normal(range)) detect = TRUE;
785 if (detect_monsters_invis(range)) detect = TRUE;
786 if (detect_monsters_normal(range)) detect = TRUE;
792 * @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
795 * @return 効力があった場合TRUEを返す
798 * Note that affected monsters are NOT auto-tracked by this usage.
800 * To avoid misbehavior when monster deaths have side-effects,
801 * this is done in two passes. -- JDL
804 bool project_hack(EFFECT_ID typ, HIT_POINT dam)
808 BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
809 bool obvious = FALSE;
812 /* Mark all (nearby) monsters */
813 for (i = 1; i < m_max; i++)
815 monster_type *m_ptr = &m_list[i];
817 /* Paranoia -- Skip dead monsters */
818 if (!m_ptr->r_idx) continue;
823 /* Require line of sight */
824 if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
826 /* Mark the monster */
827 m_ptr->mflag |= (MFLAG_TEMP);
830 /* Affect all marked monsters */
831 for (i = 1; i < m_max; i++)
833 monster_type *m_ptr = &m_list[i];
835 /* Skip unmarked monsters */
836 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
839 m_ptr->mflag &= ~(MFLAG_TEMP);
844 /* Jump directly to the target monster */
845 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
852 * @brief 視界内モンスターを加速する処理 / Speed monsters
853 * @return 効力があった場合TRUEを返す
855 bool speed_monsters(void)
857 return (project_hack(GF_OLD_SPEED, p_ptr->lev));
861 * @brief 視界内モンスターを加速する処理 / Slow monsters
862 * @return 効力があった場合TRUEを返す
864 bool slow_monsters(int power)
866 return (project_hack(GF_OLD_SLOW, power));
870 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
871 * @return 効力があった場合TRUEを返す
873 bool sleep_monsters(int power)
875 return (project_hack(GF_OLD_SLEEP, power));
879 * @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
880 * @return 効力があった場合TRUEを返す
882 bool banish_evil(int dist)
884 return (project_hack(GF_AWAY_EVIL, dist));
888 * @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
889 * @return 効力があった場合TRUEを返す
891 bool turn_undead(void)
893 bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
895 chg_virtue(V_UNLIFE, -1);
900 * @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
901 * @return 効力があった場合TRUEを返す
903 bool dispel_undead(HIT_POINT dam)
905 bool tester = (project_hack(GF_DISP_UNDEAD, dam));
907 chg_virtue(V_UNLIFE, -2);
912 * @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
913 * @return 効力があった場合TRUEを返す
915 bool dispel_evil(HIT_POINT dam)
917 return (project_hack(GF_DISP_EVIL, dam));
921 * @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
922 * @return 効力があった場合TRUEを返す
924 bool dispel_good(HIT_POINT dam)
926 return (project_hack(GF_DISP_GOOD, dam));
930 * @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
931 * @return 効力があった場合TRUEを返す
933 bool dispel_monsters(HIT_POINT dam)
935 return (project_hack(GF_DISP_ALL, dam));
939 * @brief 視界内の生命のあるモンスターにダメージを与える処理 / Dispel 'living' monsters
940 * @return 効力があった場合TRUEを返す
942 bool dispel_living(HIT_POINT dam)
944 return (project_hack(GF_DISP_LIVING, dam));
948 * @brief 視界内の悪魔系モンスターにダメージを与える処理 / Dispel 'living' monsters
949 * @return 効力があった場合TRUEを返す
951 bool dispel_demons(HIT_POINT dam)
953 return (project_hack(GF_DISP_DEMON, dam));
957 * @brief 視界内のモンスターに「聖戦」効果を与える処理
958 * @return 効力があった場合TRUEを返す
962 return (project_hack(GF_CRUSADE, p_ptr->lev*4));
966 * @brief 視界内モンスターを怒らせる処理 / Wake up all monsters, and speed up "los" monsters.
967 * @param who 怒らせる原因を起こしたモンスター(0ならばプレイヤー)
970 void aggravate_monsters(MONSTER_IDX who)
976 /* Aggravate everyone nearby */
977 for (i = 1; i < m_max; i++)
979 monster_type *m_ptr = &m_list[i];
980 /* monster_race *r_ptr = &r_info[m_ptr->r_idx]; */
982 /* Paranoia -- Skip dead monsters */
983 if (!m_ptr->r_idx) continue;
985 /* Skip aggravating monster (or player) */
986 if (i == who) continue;
988 /* Wake up nearby sleeping monsters */
989 if (m_ptr->cdis < MAX_SIGHT * 2)
992 if (MON_CSLEEP(m_ptr))
994 (void)set_monster_csleep(i, 0);
997 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
1000 /* Speed up monsters in line of sight */
1001 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
1005 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
1011 if (speed) msg_print(_("付近で何かが突如興奮したような感じを受けた!", "You feel a sudden stirring nearby!"));
1012 else if (sleep) msg_print(_("何かが突如興奮したような騒々しい音が遠くに聞こえた!", "You hear a sudden stirring in the distance!"));
1013 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
1018 * @brief モンスターへの単体抹殺処理サブルーチン / Delete a non-unique/non-quest monster
1019 * @param m_idx 抹殺するモンスターID
1020 * @param power 抹殺の威力
1021 * @param player_cast プレイヤーの魔法によるものならば TRUE
1022 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
1023 * @param spell_name 抹殺効果を起こした魔法の名前
1024 * @return 効力があった場合TRUEを返す
1026 bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, cptr spell_name)
1028 int msec = delay_factor * delay_factor * delay_factor;
1029 monster_type *m_ptr = &m_list[m_idx];
1030 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1031 bool resist = FALSE;
1033 if (is_pet(m_ptr) && !player_cast) return FALSE;
1035 /* Hack -- Skip Unique Monsters or Quest Monsters */
1036 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1037 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1038 else if (m_idx == p_ptr->riding) resist = TRUE;
1039 else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
1040 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1041 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1046 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1050 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1051 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1054 delete_monster_idx(m_idx);
1057 if (resist && player_cast)
1059 bool see_m = is_seen(m_ptr);
1062 monster_desc(m_name, m_ptr, 0);
1065 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1067 if (MON_CSLEEP(m_ptr))
1069 (void)set_monster_csleep(m_idx, 0);
1072 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1075 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1079 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1083 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1088 take_hit(DAMAGE_GENO, randint1(dam_side), format(_("%^sの呪文を唱えた疲労", "the strain of casting %^s"), spell_name), -1);
1091 /* Visual feedback */
1092 move_cursor_relative(p_ptr->y, p_ptr->x);
1095 p_ptr->redraw |= (PR_HP);
1096 p_ptr->window |= (PW_PLAYER);
1102 Term_xtra(TERM_XTRA_DELAY, msec);
1109 * @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
1110 * @param power 抹殺の威力
1111 * @param player_cast プレイヤーの魔法によるものならば TRUE
1112 * @return 効力があった場合TRUEを返す
1114 bool symbol_genocide(int power, bool player_cast)
1118 bool result = FALSE;
1120 /* Prevent genocide in quest levels */
1121 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1126 /* Mega-Hack -- Get a monster symbol */
1127 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)) ;
1129 /* Delete the monsters of that "type" */
1130 for (i = 1; i < m_max; i++)
1132 monster_type *m_ptr = &m_list[i];
1133 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1135 /* Paranoia -- Skip dead monsters */
1136 if (!m_ptr->r_idx) continue;
1138 /* Skip "wrong" monsters */
1139 if (r_ptr->d_char != typ) continue;
1142 result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
1147 chg_virtue(V_VITALITY, -2);
1148 chg_virtue(V_CHANCE, -1);
1156 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1157 * @param power 抹殺の威力
1158 * @param player_cast プレイヤーの魔法によるものならば TRUE
1159 * @return 効力があった場合TRUEを返す
1161 bool mass_genocide(int power, bool player_cast)
1164 bool result = FALSE;
1166 /* Prevent mass genocide in quest levels */
1167 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1172 /* Delete the (nearby) monsters */
1173 for (i = 1; i < m_max; i++)
1175 monster_type *m_ptr = &m_list[i];
1177 /* Paranoia -- Skip dead monsters */
1178 if (!m_ptr->r_idx) continue;
1180 /* Skip distant monsters */
1181 if (m_ptr->cdis > MAX_SIGHT) continue;
1184 result |= genocide_aux(i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1189 chg_virtue(V_VITALITY, -2);
1190 chg_virtue(V_CHANCE, -1);
1198 * @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
1199 * @param power 抹殺の威力
1200 * @param player_cast プレイヤーの魔法によるものならば TRUE
1201 * @return 効力があった場合TRUEを返す
1203 bool mass_genocide_undead(int power, bool player_cast)
1206 bool result = FALSE;
1208 /* Prevent mass genocide in quest levels */
1209 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1214 /* Delete the (nearby) monsters */
1215 for (i = 1; i < m_max; i++)
1217 monster_type *m_ptr = &m_list[i];
1218 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1220 /* Paranoia -- Skip dead monsters */
1221 if (!m_ptr->r_idx) continue;
1223 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1225 /* Skip distant monsters */
1226 if (m_ptr->cdis > MAX_SIGHT) continue;
1229 result |= genocide_aux(i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1234 chg_virtue(V_UNLIFE, -2);
1235 chg_virtue(V_CHANCE, -1);
1243 * @brief 周辺モンスターを調査する / Probe nearby monsters
1244 * @return 効力があった場合TRUEを返す
1260 /* Probe all (nearby) monsters */
1261 for (i = 1; i < m_max; i++)
1263 monster_type *m_ptr = &m_list[i];
1264 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1266 /* Paranoia -- Skip dead monsters */
1267 if (!m_ptr->r_idx) continue;
1269 /* Require line of sight */
1270 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
1272 /* Probe visible monsters */
1277 /* Start the message */
1280 msg_print(_("調査中...", "Probing..."));
1285 if (!is_original_ap(m_ptr))
1287 if (m_ptr->mflag2 & MFLAG2_KAGE)
1288 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1290 m_ptr->ap_r_idx = m_ptr->r_idx;
1291 lite_spot(m_ptr->fy, m_ptr->fx);
1293 /* Get "the monster" or "something" */
1294 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1296 speed = m_ptr->mspeed - 110;
1297 if (MON_FAST(m_ptr)) speed += 10;
1298 if (MON_SLOW(m_ptr)) speed -= 10;
1299 if (ironman_nightmare) speed += 5;
1301 /* Get the monster's alignment */
1302 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
1303 else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
1304 else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
1305 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)");
1306 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
1307 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
1308 else align = _("中立", "neutral");
1310 /* Describe the monster */
1311 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:"),
1312 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1314 if (r_ptr->next_r_idx)
1316 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1320 strcat(buf, "xxx ");
1323 if (MON_CSLEEP(m_ptr)) strcat(buf,_("睡眠 ", "sleeping "));
1324 if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
1325 if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
1326 if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
1327 if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
1328 buf[strlen(buf)-1] = '\0';
1331 /* HACK : Add the line to message buffer */
1333 p_ptr->window |= (PW_MESSAGE);
1336 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
1339 Term_erase(0, 0, 255);
1341 /* Learn everything about this monster */
1342 if (lore_do_probe(m_ptr->r_idx))
1344 /* Get base name of monster */
1345 strcpy(buf, (r_name + r_ptr->name));
1348 /* Note that we learnt some new flags -Mogami- */
1349 msg_format("%sについてさらに詳しくなった気がする。", buf);
1354 /* Note that we learnt some new flags -Mogami- */
1355 msg_format("You now know more about %s.", buf);
1357 /* Clear -more- prompt */
1372 chg_virtue(V_KNOWLEDGE, 1);
1373 msg_print(_("これで全部です。", "That's all."));
1381 * @brief *破壊*処理を行う / The spell of destruction
1382 * @param y1 破壊の中心Y座標
1383 * @param x1 破壊の中心X座標
1385 * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
1386 * @return 効力があった場合TRUEを返す
1389 * This spell "deletes" monsters (instead of "killing" them).
1391 * Later we may use one function for both "destruction" and
1392 * "earthquake" by using the "full" to select "destruction".
1395 bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
1402 /* Prevent destruction of quest levels and town */
1403 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1408 /* Lose monster light */
1409 if (!in_generate) clear_mon_lite();
1411 /* Big area of affect */
1412 for (y = (y1 - r); y <= (y1 + r); y++)
1414 for (x = (x1 - r); x <= (x1 + r); x++)
1416 /* Skip illegal grids */
1417 if (!in_bounds(y, x)) continue;
1419 /* Extract the distance */
1420 k = distance(y1, x1, y, x);
1422 /* Stay in the circle of death */
1423 if (k > r) continue;
1424 c_ptr = &cave[y][x];
1426 /* Lose room and vault */
1427 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1429 /* Lose light and knowledge */
1430 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
1432 if (!in_generate) /* Normal */
1435 c_ptr->info &= ~(CAVE_UNSAFE);
1437 /* Hack -- Notice player affect */
1438 if (player_bold(y, x))
1440 /* Hurt the player later */
1443 /* Do not hurt this grid */
1448 /* Hack -- Skip the epicenter */
1449 if ((y == y1) && (x == x1)) continue;
1453 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1454 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1456 if (in_generate) /* In generation */
1458 /* Delete the monster (if any) */
1459 delete_monster(y, x);
1461 else if (r_ptr->flags1 & RF1_QUESTOR)
1463 /* Heal the monster */
1464 m_ptr->hp = m_ptr->maxhp;
1466 /* Try to teleport away quest monsters */
1467 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
1471 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1475 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1476 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
1479 /* Delete the monster (if any) */
1480 delete_monster(y, x);
1484 /* During generation, destroyed artifacts are "preserved" */
1485 if (preserve_mode || in_generate)
1487 OBJECT_IDX this_o_idx, next_o_idx = 0;
1489 /* Scan all objects in the grid */
1490 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1494 /* Acquire object */
1495 o_ptr = &o_list[this_o_idx];
1497 /* Acquire next object */
1498 next_o_idx = o_ptr->next_o_idx;
1500 /* Hack -- Preserve unknown artifacts */
1501 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
1503 /* Mega-Hack -- Preserve the artifact */
1504 a_info[o_ptr->name1].cur_num = 0;
1506 if (in_generate && cheat_peek)
1508 char o_name[MAX_NLEN];
1509 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1510 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);
1513 else if (in_generate && cheat_peek && o_ptr->art_name)
1515 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。",
1516 "One of the random artifacts was *destroyed* during generation."));
1521 /* Delete objects */
1522 delete_object(y, x);
1524 /* Destroy "non-permanent" grids */
1525 if (!cave_perma_grid(c_ptr))
1527 /* Wall (or floor) type */
1530 if (!in_generate) /* Normal */
1534 /* Create granite wall */
1535 cave_set_feat(y, x, feat_granite);
1539 /* Create quartz vein */
1540 cave_set_feat(y, x, feat_quartz_vein);
1544 /* Create magma vein */
1545 cave_set_feat(y, x, feat_magma_vein);
1550 cave_set_feat(y, x, floor_type[randint0(100)]);
1553 else /* In generation */
1557 /* Create granite wall */
1558 place_extra_grid(c_ptr);
1562 /* Create quartz vein */
1563 c_ptr->feat = feat_quartz_vein;
1567 /* Create magma vein */
1568 c_ptr->feat = feat_magma_vein;
1573 place_floor_grid(c_ptr);
1576 /* Clear garbage of hidden trap or door */
1585 /* Process "re-glowing" */
1586 for (y = (y1 - r); y <= (y1 + r); y++)
1588 for (x = (x1 - r); x <= (x1 + r); x++)
1590 /* Skip illegal grids */
1591 if (!in_bounds(y, x)) continue;
1593 /* Extract the distance */
1594 k = distance(y1, x1, y, x);
1596 /* Stay in the circle of death */
1597 if (k > r) continue;
1598 c_ptr = &cave[y][x];
1600 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
1601 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
1606 for (i = 0; i < 9; i++)
1608 yy = y + ddy_ddd[i];
1609 xx = x + ddx_ddd[i];
1610 if (!in_bounds2(yy, xx)) continue;
1611 cc_ptr = &cave[yy][xx];
1612 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1614 c_ptr->info |= CAVE_GLOW;
1622 /* Hack -- Affect player */
1625 msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
1627 /* Blind the player */
1628 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
1631 (void)set_blind(p_ptr->blind + 10 + randint1(10));
1637 /* Mega-Hack -- Forget the view and lite */
1638 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
1640 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1643 p_ptr->redraw |= (PR_MAP);
1645 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1647 if (p_ptr->special_defense & NINJA_S_STEALTH)
1649 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1659 * @brief 地震処理(サブルーチン) /
1660 * Induce an "earthquake" of the given radius at the given location.
1661 * @return 効力があった場合TRUEを返す
1665 * @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)
1669 * This will turn some walls into floors and some floors into walls.
1671 * The player will take damage and "jump" into a safe grid if possible,
1672 * otherwise, he will "tunnel" through the rubble instantaneously.
1674 * Monsters will take damage, and "jump" into a safe grid if possible,
1675 * otherwise they will be "buried" in the rubble, disappearing from
1676 * the level in the same way that they do when genocided.
1678 * Note that thus the player and monsters (except eaters of walls and
1679 * passers through walls) will never occupy the same grid as a wall.
1680 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
1681 * for a single turn, unless that monster can pass_walls or kill_walls.
1682 * This has allowed massive simplification of the "monster" code.
1685 bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
1689 POSITION y, x, yy, xx, dy, dx;
1692 POSITION sy = 0, sx = 0;
1698 /* Prevent destruction of quest levels and town */
1699 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1704 /* Paranoia -- Enforce maximum range */
1707 /* Clear the "maximal blast" area */
1708 for (y = 0; y < 32; y++)
1710 for (x = 0; x < 32; x++)
1716 /* Check around the epicenter */
1717 for (dy = -r; dy <= r; dy++)
1719 for (dx = -r; dx <= r; dx++)
1721 /* Extract the location */
1725 /* Skip illegal grids */
1726 if (!in_bounds(yy, xx)) continue;
1728 /* Skip distant grids */
1729 if (distance(cy, cx, yy, xx) > r) continue;
1730 c_ptr = &cave[yy][xx];
1732 /* Lose room and vault */
1733 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
1735 /* Lose light and knowledge */
1736 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
1738 /* Skip the epicenter */
1739 if (!dx && !dy) continue;
1741 /* Skip most grids */
1742 if (randint0(100) < 85) continue;
1744 /* Damage this grid */
1745 map[16+yy-cy][16+xx-cx] = TRUE;
1747 /* Hack -- Take note of player damage */
1748 if (player_bold(yy, xx)) hurt = TRUE;
1752 /* First, affect the player (if necessary) */
1753 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
1755 /* Check around the player */
1756 for (i = 0; i < 8; i++)
1758 /* Access the location */
1759 y = p_ptr->y + ddy_ddd[i];
1760 x = p_ptr->x + ddx_ddd[i];
1762 /* Skip non-empty grids */
1763 if (!cave_empty_bold(y, x)) continue;
1765 /* Important -- Skip "quake" grids */
1766 if (map[16+y-cy][16+x-cx]) continue;
1768 if (cave[y][x].m_idx) continue;
1770 /* Count "safe" grids */
1773 /* Randomize choice */
1774 if (randint0(sn) > 0) continue;
1776 /* Save the safe location */
1780 /* Random message */
1781 switch (randint1(3))
1785 msg_print(_("ダンジョンの壁が崩れた!", "The cave ceiling collapses!"));
1790 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!"));
1795 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!"));
1800 /* Hurt the player a lot */
1803 /* Message and damage */
1804 msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
1808 /* Destroy the grid, and push the player to safety */
1811 /* Calculate results */
1812 switch (randint1(3))
1816 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
1822 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
1823 damage = damroll(10, 4);
1824 (void)set_stun(p_ptr->stun + randint1(50));
1829 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!"));
1830 damage = damroll(10, 4);
1831 (void)set_stun(p_ptr->stun + randint1(50));
1836 /* Move the player to the safe location */
1837 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
1840 /* Important -- no wall on player */
1841 map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
1850 monster_type *m_ptr = &m_list[m_idx];
1852 /* Get the monster's real name */
1853 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1855 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
1859 killer = _("地震", "an earthquake");
1862 take_hit(DAMAGE_ATTACK, damage, killer, -1);
1866 /* Examine the quaked region */
1867 for (dy = -r; dy <= r; dy++)
1869 for (dx = -r; dx <= r; dx++)
1871 /* Extract the location */
1875 /* Skip unaffected grids */
1876 if (!map[16+yy-cy][16+xx-cx]) continue;
1877 c_ptr = &cave[yy][xx];
1879 if (c_ptr->m_idx == p_ptr->riding) continue;
1881 /* Process monsters */
1884 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1885 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1887 /* Quest monsters */
1888 if (r_ptr->flags1 & RF1_QUESTOR)
1890 /* No wall on quest monsters */
1891 map[16+yy-cy][16+xx-cx] = FALSE;
1896 /* Most monsters cannot co-exist with rock */
1897 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
1898 !(r_ptr->flags2 & (RF2_PASS_WALL)))
1902 /* Assume not safe */
1905 /* Monster can move to escape the wall */
1906 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
1908 /* Look for safety */
1909 for (i = 0; i < 8; i++)
1911 y = yy + ddy_ddd[i];
1912 x = xx + ddx_ddd[i];
1914 /* Skip non-empty grids */
1915 if (!cave_empty_bold(y, x)) continue;
1917 /* Hack -- no safety on glyph of warding */
1918 if (is_glyph_grid(&cave[y][x])) continue;
1919 if (is_explosive_rune_grid(&cave[y][x])) continue;
1921 /* ... nor on the Pattern */
1922 if (pattern_tile(y, x)) continue;
1924 /* Important -- Skip "quake" grids */
1925 if (map[16+y-cy][16+x-cx]) continue;
1927 if (cave[y][x].m_idx) continue;
1928 if (player_bold(y, x)) continue;
1930 /* Count "safe" grids */
1933 /* Randomize choice */
1934 if (randint0(sn) > 0) continue;
1936 /* Save the safe grid */
1941 /* Describe the monster */
1942 monster_desc(m_name, m_ptr, 0);
1944 /* Scream in pain */
1945 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);
1947 /* Take damage from the quake */
1948 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
1950 /* Monster is certainly awake */
1951 (void)set_monster_csleep(c_ptr->m_idx, 0);
1953 /* Apply damage directly */
1954 m_ptr->hp -= damage;
1956 /* Delete (not kill) "dead" monsters */
1959 if (!ignore_unview || is_seen(m_ptr))
1960 msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
1964 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
1968 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
1969 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
1974 delete_monster(yy, xx);
1976 /* No longer safe */
1980 /* Hack -- Escape from the rock */
1983 IDX m_idx_aux = cave[yy][xx].m_idx;
1985 /* Update the old location */
1986 cave[yy][xx].m_idx = 0;
1988 /* Update the new location */
1989 cave[sy][sx].m_idx = m_idx_aux;
1991 /* Move the monster */
1995 /* Update the monster (new location) */
1996 update_mon(m_idx, TRUE);
1998 /* Redraw the old grid */
2001 /* Redraw the new grid */
2009 /* Lose monster light */
2012 /* Examine the quaked region */
2013 for (dy = -r; dy <= r; dy++)
2015 for (dx = -r; dx <= r; dx++)
2017 /* Extract the location */
2021 /* Skip unaffected grids */
2022 if (!map[16+yy-cy][16+xx-cx]) continue;
2024 /* Access the cave grid */
2025 c_ptr = &cave[yy][xx];
2027 /* Paranoia -- never affect player */
2028 /* if (player_bold(yy, xx)) continue; */
2030 /* Destroy location (if valid) */
2031 if (cave_valid_bold(yy, xx))
2033 /* Delete objects */
2034 delete_object(yy, xx);
2036 /* Wall (or floor) type */
2037 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
2042 /* Create granite wall */
2043 cave_set_feat(yy, xx, feat_granite);
2049 /* Create quartz vein */
2050 cave_set_feat(yy, xx, feat_quartz_vein);
2056 /* Create magma vein */
2057 cave_set_feat(yy, xx, feat_magma_vein);
2064 cave_set_feat(yy, xx, floor_type[randint0(100)]);
2071 /* Process "re-glowing" */
2072 for (dy = -r; dy <= r; dy++)
2074 for (dx = -r; dx <= r; dx++)
2076 /* Extract the location */
2080 /* Skip illegal grids */
2081 if (!in_bounds(yy, xx)) continue;
2083 /* Skip distant grids */
2084 if (distance(cy, cx, yy, xx) > r) continue;
2085 c_ptr = &cave[yy][xx];
2087 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
2088 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
2093 for (ii = 0; ii < 9; ii++)
2095 yyy = yy + ddy_ddd[ii];
2096 xxx = xx + ddx_ddd[ii];
2097 if (!in_bounds2(yyy, xxx)) continue;
2098 cc_ptr = &cave[yyy][xxx];
2099 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2101 c_ptr->info |= CAVE_GLOW;
2110 /* Mega-Hack -- Forget the view and lite */
2111 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2113 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
2115 /* Update the health bar */
2116 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
2119 p_ptr->redraw |= (PR_MAP);
2121 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2123 if (p_ptr->special_defense & NINJA_S_STEALTH)
2125 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2133 * @brief 地震処理(プレイヤーの中心発動) /
2134 * Induce an "earthquake" of the given radius at the given location.
2135 * @return 効力があった場合TRUEを返す
2140 bool earthquake(POSITION cy, POSITION cx, POSITION r)
2142 return earthquake_aux(cy, cx, r, 0);
2149 void discharge_minion(void)
2154 for (i = 1; i < m_max; i++)
2156 monster_type *m_ptr = &m_list[i];
2157 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2158 if (m_ptr->nickname) okay = FALSE;
2160 if (!okay || p_ptr->riding)
2162 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? ")))
2165 for (i = 1; i < m_max; i++)
2168 monster_type *m_ptr = &m_list[i];
2169 monster_race *r_ptr;
2171 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2172 r_ptr = &r_info[m_ptr->r_idx];
2174 /* Uniques resist discharging */
2175 if (r_ptr->flags1 & RF1_UNIQUE)
2178 monster_desc(m_name, m_ptr, 0x00);
2179 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);
2180 delete_monster_idx(i);
2183 dam = m_ptr->maxhp / 2;
2184 if (dam > 100) dam = (dam-100)/2 + 100;
2185 if (dam > 400) dam = (dam-400)/2 + 400;
2186 if (dam > 800) dam = 800;
2187 project(i, 2+(r_ptr->level/20), m_ptr->fy,
2188 m_ptr->fx, dam, GF_PLASMA,
2189 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
2191 if (record_named_pet && m_ptr->nickname)
2195 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2196 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
2199 delete_monster_idx(i);
2205 * @brief 部屋全体を照らすサブルーチン
2209 * This routine clears the entire "temp" set.
2210 * This routine will Perma-Lite all "temp" grids.
2211 * This routine is used (only) by "lite_room()"
2212 * Dark grids are illuminated.
2213 * Also, process all affected monsters.
2215 * SMART monsters always wake up when illuminated
2216 * NORMAL monsters wake up 1/4 the time when illuminated
2217 * STUPID monsters wake up 1/10 the time when illuminated
2220 static void cave_temp_room_lite(void)
2224 /* Clear them all */
2225 for (i = 0; i < temp_n; i++)
2227 POSITION y = temp_y[i];
2228 POSITION x = temp_x[i];
2230 cave_type *c_ptr = &cave[y][x];
2232 /* No longer in the array */
2233 c_ptr->info &= ~(CAVE_TEMP);
2235 /* Update only non-CAVE_GLOW grids */
2236 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
2239 c_ptr->info |= (CAVE_GLOW);
2241 /* Process affected monsters */
2246 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2248 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2250 /* Update the monster */
2251 update_mon(c_ptr->m_idx, FALSE);
2253 /* Stupid monsters rarely wake up */
2254 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
2256 /* Smart monsters always wake up */
2257 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
2259 /* Sometimes monsters wake up */
2260 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
2263 (void)set_monster_csleep(c_ptr->m_idx, 0);
2265 /* Notice the "waking up" */
2270 /* Acquire the monster name */
2271 monster_desc(m_name, m_ptr, 0);
2273 /* Dump a message */
2274 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2285 update_local_illumination(y, x);
2295 * @brief 部屋全体を暗くするサブルーチン
2299 * This routine clears the entire "temp" set.
2300 * This routine will "darken" all "temp" grids.
2301 * In addition, some of these grids will be "unmarked".
2302 * This routine is used (only) by "unlite_room()"
2303 * Also, process all affected monsters
2306 static void cave_temp_room_unlite(void)
2310 /* Clear them all */
2311 for (i = 0; i < temp_n; i++)
2313 POSITION y = temp_y[i];
2314 POSITION x = temp_x[i];
2317 cave_type *c_ptr = &cave[y][x];
2318 bool do_dark = !is_mirror_grid(c_ptr);
2320 /* No longer in the array */
2321 c_ptr->info &= ~(CAVE_TEMP);
2323 /* Darken the grid */
2326 if (dun_level || !is_daytime())
2328 for (j = 0; j < 9; j++)
2330 int by = y + ddy_ddd[j];
2331 int bx = x + ddx_ddd[j];
2333 if (in_bounds2(by, bx))
2335 cave_type *cc_ptr = &cave[by][bx];
2337 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2345 if (!do_dark) continue;
2348 c_ptr->info &= ~(CAVE_GLOW);
2350 /* Hack -- Forget "boring" grids */
2351 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
2353 /* Forget the grid */
2354 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
2359 /* Process affected monsters */
2362 /* Update the monster */
2363 update_mon(c_ptr->m_idx, FALSE);
2369 update_local_illumination(y, x);
2379 * @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
2382 * @param pass_bold 地形条件を返す関数ポインタ
2385 static int next_to_open(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2392 for (i = 0; i < 16; i++)
2394 y = cy + ddy_cdd[i % 8];
2395 x = cx + ddx_cdd[i % 8];
2397 /* Found a wall, break the length */
2398 if (!pass_bold(y, x))
2400 /* Track best length */
2414 return (MAX(len, blen));
2418 * @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
2421 * @param pass_bold 地形条件を返す関数ポインタ
2424 static int next_to_walls_adj(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2430 for (i = 0; i < 8; i++)
2432 y = cy + ddy_ddd[i];
2433 x = cx + ddx_ddd[i];
2435 if (!pass_bold(y, x)) c++;
2443 * @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
2444 * @param y 部屋内のy座標1点
2445 * @param x 部屋内のx座標1点
2446 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
2447 * @param pass_bold 地形条件を返す関数ポインタ
2450 static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pass_bold)(POSITION, POSITION))
2455 c_ptr = &cave[y][x];
2457 /* Avoid infinite recursion */
2458 if (c_ptr->info & (CAVE_TEMP)) return;
2460 /* Do not "leave" the current room */
2461 if (!(c_ptr->info & (CAVE_ROOM)))
2463 if (only_room) return;
2466 if (!in_bounds2(y, x)) return;
2468 /* Do not exceed the maximum spell range */
2469 if (distance(p_ptr->y, p_ptr->x, y, x) > MAX_RANGE) return;
2471 /* Verify this grid */
2473 * The reason why it is ==6 instead of >5 is that 8 is impossible
2474 * due to the check for cave_bold above.
2475 * 7 lights dead-end corridors (you need to do this for the
2476 * checkboard interesting rooms, so that the boundary is lit
2478 * This leaves only a check for 6 bounding walls!
2480 if (in_bounds(y, x) && pass_bold(y, x) &&
2481 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
2484 /* Paranoia -- verify space */
2485 if (temp_n == TEMP_MAX) return;
2487 /* Mark the grid as "seen" */
2488 c_ptr->info |= (CAVE_TEMP);
2490 /* Add it to the "seen" set */
2497 * @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
2500 * @return 光を通すならばtrueを返す。
2502 static bool cave_pass_lite_bold(POSITION y, POSITION x)
2504 return cave_los_bold(y, x);
2508 * @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
2513 static void cave_temp_lite_room_aux(POSITION y, POSITION x)
2515 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
2519 * @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
2522 * @return 射線を通すならばtrueを返す。
2524 static bool cave_pass_dark_bold(POSITION y, POSITION x)
2526 return cave_have_flag_bold(y, x, FF_PROJECT);
2531 * @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
2536 static void cave_temp_unlite_room_aux(POSITION y, POSITION x)
2538 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
2543 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
2548 void lite_room(POSITION y1, POSITION x1)
2553 /* Add the initial grid */
2554 cave_temp_lite_room_aux(y1, x1);
2556 /* While grids are in the queue, add their neighbors */
2557 for (i = 0; i < temp_n; i++)
2559 x = temp_x[i], y = temp_y[i];
2561 /* Walls get lit, but stop light */
2562 if (!cave_pass_lite_bold(y, x)) continue;
2564 /* Spread adjacent */
2565 cave_temp_lite_room_aux(y + 1, x);
2566 cave_temp_lite_room_aux(y - 1, x);
2567 cave_temp_lite_room_aux(y, x + 1);
2568 cave_temp_lite_room_aux(y, x - 1);
2570 /* Spread diagonal */
2571 cave_temp_lite_room_aux(y + 1, x + 1);
2572 cave_temp_lite_room_aux(y - 1, x - 1);
2573 cave_temp_lite_room_aux(y - 1, x + 1);
2574 cave_temp_lite_room_aux(y + 1, x - 1);
2577 /* Now, lite them all up at once */
2578 cave_temp_room_lite();
2580 if (p_ptr->special_defense & NINJA_S_STEALTH)
2582 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2588 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
2593 void unlite_room(POSITION y1, POSITION x1)
2598 /* Add the initial grid */
2599 cave_temp_unlite_room_aux(y1, x1);
2601 /* Spread, breadth first */
2602 for (i = 0; i < temp_n; i++)
2604 x = temp_x[i], y = temp_y[i];
2606 /* Walls get dark, but stop darkness */
2607 if (!cave_pass_dark_bold(y, x)) continue;
2609 /* Spread adjacent */
2610 cave_temp_unlite_room_aux(y + 1, x);
2611 cave_temp_unlite_room_aux(y - 1, x);
2612 cave_temp_unlite_room_aux(y, x + 1);
2613 cave_temp_unlite_room_aux(y, x - 1);
2615 /* Spread diagonal */
2616 cave_temp_unlite_room_aux(y + 1, x + 1);
2617 cave_temp_unlite_room_aux(y - 1, x - 1);
2618 cave_temp_unlite_room_aux(y - 1, x + 1);
2619 cave_temp_unlite_room_aux(y + 1, x - 1);
2622 /* Now, darken them all at once */
2623 cave_temp_room_unlite();
2629 * @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
2632 * @return 作用が実際にあった場合TRUEを返す
2634 bool lite_area(HIT_POINT dam, POSITION rad)
2636 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2638 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
2640 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
2644 /* Hack -- Message */
2647 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
2650 /* Hook into the "project()" function */
2651 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1);
2653 /* Lite up the room */
2654 lite_room(p_ptr->y, p_ptr->x);
2662 * @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
2665 * @return 作用が実際にあった場合TRUEを返す
2667 bool unlite_area(HIT_POINT dam, POSITION rad)
2669 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2671 /* Hack -- Message */
2674 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
2677 /* Hook into the "project()" function */
2678 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1);
2680 /* Lite up the room */
2681 unlite_room(p_ptr->y, p_ptr->x);
2690 * @brief ボール系スペルの発動 / Cast a ball spell
2692 * @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)
2695 * @return 作用が実際にあった場合TRUEを返す
2698 * Stop if we hit a monster, act as a "ball"
2699 * Allow "target" mode to pass over monsters
2700 * Affect grids, objects, and monsters
2703 bool fire_ball(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2707 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2709 if (typ == GF_CHARM_LIVING) flg|= PROJECT_HIDE;
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())
2717 flg &= ~(PROJECT_STOP);
2722 /* Analyze the "dir" and the "target". Hurt items on floor. */
2723 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2727 * @brief ブレス系スペルの発動 / Cast a breath 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_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2742 return fire_ball(typ, dir, dam, -rad);
2747 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
2749 * @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)
2752 * @return 作用が実際にあった場合TRUEを返す
2755 * Stop if we hit a monster, act as a "ball"
2756 * Allow "target" mode to pass over monsters
2757 * Affect grids, objects, and monsters
2760 bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2763 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2765 /* Use the given direction */
2766 tx = p_ptr->x + 99 * ddx[dir];
2767 ty = p_ptr->y + 99 * ddy[dir];
2769 /* Hack -- Use an actual "target" */
2770 if ((dir == 5) && target_okay())
2776 /* Analyze the "dir" and the "target". Hurt items on floor. */
2777 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2782 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
2784 * @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)
2787 * @return 作用が実際にあった場合TRUEを返す
2790 * Stop if we hit a monster, act as a "ball"
2791 * Allow "target" mode to pass over monsters
2792 * Affect grids, objects, and monsters
2795 bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2798 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
2800 /* Use the given direction */
2801 tx = p_ptr->x + 99 * ddx[dir];
2802 ty = p_ptr->y + 99 * ddy[dir];
2804 /* Hack -- Use an actual "target" */
2805 if ((dir == 5) && target_okay())
2807 flg &= ~(PROJECT_STOP);
2812 /* Analyze the "dir" and the "target". Hurt items on floor. */
2813 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2818 * @brief メテオ系スペルの発動 / Cast a meteor spell
2819 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
2825 * @return 作用が実際にあった場合TRUEを返す
2828 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
2829 * player, or outside source, that starts out at an arbitrary location, and
2830 * leaving no trail from the "caster" to the target. This function is
2831 * especially useful for bombardments and similar. -LM-
2832 * Option to hurt the player.
2835 bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
2837 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2839 /* Analyze the "target" and the caster. */
2840 return (project(who, rad, y, x, dam, typ, flg, -1));
2845 * @brief ブラスト系スペルの発動 / Cast a blast spell
2847 * @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)
2852 * @return 作用が実際にあった場合TRUEを返す
2854 bool fire_blast(EFFECT_ID typ, DIRECTION dir, int dd, int ds, int num, int dev)
2858 POSITION ty, tx, y, x;
2861 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
2866 /* Use the given direction */
2869 ly = ty = p_ptr->y + 20 * ddy[dir];
2870 lx = tx = p_ptr->x + 20 * ddx[dir];
2873 /* Use an actual "target" */
2874 else /* if (dir == 5) */
2879 lx = 20 * (tx - p_ptr->x) + p_ptr->x;
2880 ly = 20 * (ty - p_ptr->y) + p_ptr->y;
2883 ld = distance(p_ptr->y, p_ptr->x, ly, lx);
2886 for (i = 0; i < num; i++)
2890 /* Get targets for some bolts */
2891 y = rand_spread(ly, ld * dev / 20);
2892 x = rand_spread(lx, ld * dev / 20);
2894 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
2897 /* Analyze the "dir" and the "target". */
2898 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
2909 * @brief モンスターとの位置交換処理 / Switch position with a monster.
2910 * @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)
2911 * @return 作用が実際にあった場合TRUEを返す
2913 bool teleport_swap(DIRECTION dir)
2917 monster_type* m_ptr;
2918 monster_race* r_ptr;
2920 if ((dir == 5) && target_okay())
2927 tx = p_ptr->x + ddx[dir];
2928 ty = p_ptr->y + ddy[dir];
2930 c_ptr = &cave[ty][tx];
2932 if (p_ptr->anti_tele)
2934 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
2938 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
2940 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
2946 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10))
2948 msg_print(_("失敗した。", "Failed to swap."));
2954 m_ptr = &m_list[c_ptr->m_idx];
2955 r_ptr = &r_info[m_ptr->r_idx];
2957 (void)set_monster_csleep(c_ptr->m_idx, 0);
2959 if (r_ptr->flagsr & RFR_RES_TELE)
2961 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
2963 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2969 sound(SOUND_TELEPORT);
2971 /* Swap the player and monster */
2972 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
2980 * @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)
2982 * @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)
2985 * @return 作用が実際にあった場合TRUEを返す
2987 bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
2991 /* Pass through the target if needed */
2992 flg |= (PROJECT_THRU);
2994 /* Use the given direction */
2995 tx = p_ptr->x + ddx[dir];
2996 ty = p_ptr->y + ddy[dir];
2998 /* Hack -- Use an actual "target" */
2999 if ((dir == 5) && target_okay())
3005 /* Analyze the "dir" and the "target", do NOT explode */
3006 return (project(0, 0, ty, tx, dam, typ, flg, -1));
3011 * @brief ボルト系スペルの発動 / Cast a bolt spell.
3013 * @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)
3015 * @return 作用が実際にあった場合TRUEを返す
3018 * Stop if we hit a monster, as a "bolt".
3019 * Affect monsters and grids (not objects).
3022 bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3024 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
3025 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
3026 return (project_hook(typ, dir, dam, flg));
3031 * @brief ビーム系スペルの発動 / Cast a beam spell.
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
3038 * Pass through monsters, as a "beam".
3039 * Affect monsters, grids and objects.
3042 bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3044 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
3045 return (project_hook(typ, dir, dam, flg));
3050 * @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.
3051 * @param prob ビーム化する確率(%)
3053 * @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)
3055 * @return 作用が実際にあった場合TRUEを返す
3058 * Pass through monsters, as a "beam".
3059 * Affect monsters, grids and objects.
3062 bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3064 if (randint0(100) < prob)
3066 return (fire_beam(typ, dir, dam));
3070 return (fire_bolt(typ, dir, dam));
3075 * @brief LITE_WEAK属性による光源ビーム処理
3076 * @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)
3078 * @return 作用が実際にあった場合TRUEを返す
3080 bool lite_line(DIRECTION dir, HIT_POINT dam)
3082 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
3083 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
3088 * @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)
3090 * @return 作用が実際にあった場合TRUEを返す
3092 bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam)
3094 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3095 return (project_hook(GF_HYPODYNAMIA, dir, dam, flg));
3100 * @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)
3102 * @return 作用が実際にあった場合TRUEを返す
3104 bool wall_to_mud(DIRECTION dir, HIT_POINT dam)
3106 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3107 return (project_hook(GF_KILL_WALL, dir, dam, flg));
3112 * @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)
3113 * @return 作用が実際にあった場合TRUEを返す
3115 bool wizard_lock(DIRECTION dir)
3117 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3118 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
3123 * @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)
3124 * @return 作用が実際にあった場合TRUEを返す
3126 bool destroy_door(DIRECTION dir)
3128 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3129 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
3134 * @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)
3135 * @return 作用が実際にあった場合TRUEを返す
3137 bool disarm_trap(DIRECTION dir)
3139 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3140 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
3145 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3147 * @return 作用が実際にあった場合TRUEを返す
3149 bool heal_monster(DIRECTION dir, HIT_POINT dam)
3151 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3152 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
3157 * @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)
3159 * @return 作用が実際にあった場合TRUEを返す
3161 bool speed_monster(DIRECTION dir, int power)
3163 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3164 return (project_hook(GF_OLD_SPEED, dir, power, flg));
3169 * @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)
3171 * @return 作用が実際にあった場合TRUEを返す
3173 bool slow_monster(DIRECTION dir, int power)
3175 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3176 return (project_hook(GF_OLD_SLOW, dir, power, flg));
3181 * @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)
3183 * @return 作用が実際にあった場合TRUEを返す
3185 bool sleep_monster(DIRECTION dir, int power)
3187 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3188 return (project_hook(GF_OLD_SLEEP, dir, power, flg));
3192 * @brief モンスター拘束(STASIS)処理
3193 * @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)
3194 * @return 作用が実際にあった場合TRUEを返す
3195 * @details 威力はプレイヤーレベル*2に固定
3197 bool stasis_monster(DIRECTION dir)
3199 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
3203 * @brief 邪悪なモンスター拘束(STASIS)処理
3204 * @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)
3205 * @return 作用が実際にあった場合TRUEを返す
3206 * @details 威力はプレイヤーレベル*2に固定
3208 bool stasis_evil(DIRECTION dir)
3210 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
3215 * @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)
3216 * @param plev プレイヤーレベル(=効力)
3217 * @return 作用が実際にあった場合TRUEを返す
3219 bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev)
3221 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3222 return (project_hook(GF_OLD_CONF, dir, plev, flg));
3227 * @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)
3228 * @param plev プレイヤーレベル(=効力)
3229 * @return 作用が実際にあった場合TRUEを返す
3231 bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev)
3233 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3234 return (project_hook(GF_STUN, dir, plev, flg));
3238 * @brief チェンジモンスター処理
3239 * @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)
3241 * @return 作用が実際にあった場合TRUEを返す
3243 bool poly_monster(DIRECTION dir, int power)
3245 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3246 bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
3248 chg_virtue(V_CHANCE, 1);
3253 * @brief クローンモンスター処理
3254 * @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)
3255 * @return 作用が実際にあった場合TRUEを返す
3257 bool clone_monster(DIRECTION dir)
3259 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3260 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
3265 * @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)
3266 * @param plev プレイヤーレベル(=効力)
3267 * @return 作用が実際にあった場合TRUEを返す
3269 bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev)
3271 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3272 return (project_hook(GF_TURN_ALL, dir, plev, flg));
3277 * @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)
3278 * @param plev プレイヤーレベル(効力はplev*200)
3279 * @return 作用が実際にあった場合TRUEを返す
3281 bool death_ray(DIRECTION dir, PLAYER_LEVEL plev)
3283 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3284 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
3288 * @brief モンスター用テレポート処理
3289 * @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)
3290 * @param distance 移動距離
3291 * @return 作用が実際にあった場合TRUEを返す
3293 bool teleport_monster(DIRECTION dir, int distance)
3295 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
3296 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
3300 * @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)
3301 * @return 作用が実際にあった場合TRUEを返す
3303 bool door_creation(void)
3305 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3306 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_DOOR, flg, -1));
3310 * @brief トラップ生成処理(起点から周囲1マス)
3313 * @return 作用が実際にあった場合TRUEを返す
3315 bool trap_creation(POSITION y, POSITION x)
3317 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3318 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
3322 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
3323 * @return 作用が実際にあった場合TRUEを返す
3325 bool tree_creation(void)
3327 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3328 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_TREE, flg, -1));
3332 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
3333 * @return 作用が実際にあった場合TRUEを返す
3335 bool glyph_creation(void)
3337 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
3338 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_GLYPH, flg, -1));
3342 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
3343 * @return 作用が実際にあった場合TRUEを返す
3345 bool wall_stone(void)
3347 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3349 bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
3351 p_ptr->update |= (PU_FLOW);
3354 p_ptr->redraw |= (PR_MAP);
3360 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
3361 * @return 作用が実際にあった場合TRUEを返す
3363 bool destroy_doors_touch(void)
3365 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3366 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_DOOR, flg, -1));
3370 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
3371 * @return 作用が実際にあった場合TRUEを返す
3373 bool disarm_traps_touch(void)
3375 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3376 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_TRAP, flg, -1));
3380 * @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)
3381 * @return 作用が実際にあった場合TRUEを返す
3383 bool sleep_monsters_touch(void)
3385 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
3386 return (project(0, 1, p_ptr->y, p_ptr->x, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
3391 * @brief 死者復活処理(起点より周囲5マス)
3392 * @param who 術者モンスターID(0ならばプレイヤー)
3395 * @return 作用が実際にあった場合TRUEを返す
3397 bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x)
3399 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
3400 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
3405 * @return 作用が実際にあった場合TRUEを返す
3407 void call_chaos(void)
3409 int Chaos_type, dummy, dir;
3410 PLAYER_LEVEL plev = p_ptr->lev;
3411 bool line_chaos = FALSE;
3413 int hurt_types[31] =
3415 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
3416 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
3417 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
3418 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
3419 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
3420 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
3421 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
3422 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
3425 Chaos_type = hurt_types[randint0(31)];
3426 if (one_in_(4)) line_chaos = TRUE;
3430 for (dummy = 1; dummy < 10; dummy++)
3435 fire_beam(Chaos_type, dummy, 150);
3437 fire_ball(Chaos_type, dummy, 150, 2);
3441 else if (one_in_(3))
3443 fire_ball(Chaos_type, 0, 500, 8);
3447 if (!get_aim_dir(&dir)) return;
3449 fire_beam(Chaos_type, dir, 250);
3451 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
3456 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
3457 * @param stop_ty 再帰処理停止フラグ
3459 * @return 作用が実際にあった場合TRUEを返す
3462 * rr9: Stop the nasty things when a Cyberdemon is summoned
3463 * or the player gets paralyzed.
3466 bool activate_ty_curse(bool stop_ty, int *count)
3470 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3474 switch (randint1(34))
3479 msg_print(_("地面が揺れた...", "The ground trembles..."));
3480 earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
3481 if (!one_in_(6)) break;
3486 HIT_POINT dam = damroll(10, 10);
3487 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!"));
3488 project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1);
3489 take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
3490 if (!one_in_(6)) break;
3495 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
3496 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
3497 if (randint0(13)) (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3498 if (!one_in_(6)) break;
3501 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3505 project(0, 7, p_ptr->y, p_ptr->x, 50, GF_KILL_WALL, flg, -1);
3506 take_hit(DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
3508 if (!one_in_(6)) break;
3509 case 1: case 2: case 3: case 16: case 17:
3510 aggravate_monsters(0);
3511 if (!one_in_(6)) break;
3512 case 4: case 5: case 6:
3513 (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3514 if (!one_in_(6)) break;
3515 case 7: case 8: case 9: case 18:
3516 (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
3517 if (!one_in_(6)) break;
3518 case 10: case 11: case 12:
3519 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..."));
3520 lose_exp(p_ptr->exp / 16);
3521 if (!one_in_(6)) break;
3522 case 13: case 14: case 15: case 19: case 20:
3523 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
3529 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
3530 if (p_ptr->free_act)
3531 set_paralyzed(p_ptr->paralyzed + randint1(3));
3533 set_paralyzed(p_ptr->paralyzed + randint1(13));
3536 if (!one_in_(6)) break;
3537 case 21: case 22: case 23:
3538 (void)do_dec_stat(randint0(6));
3539 if (!one_in_(6)) break;
3541 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
3543 if (!one_in_(6)) break;
3546 * Only summon Cyberdemons deep in the dungeon.
3548 if ((dun_level > 65) && !stop_ty)
3550 (*count) += summon_cyber(-1, p_ptr->y, p_ptr->x);
3554 if (!one_in_(6)) break;
3560 (void)do_dec_stat(i);
3568 while (one_in_(3) && !stop_ty);
3574 * @brief HI_SUMMON(上級召喚)処理発動
3577 * @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
3578 * @return 作用が実際にあった場合TRUEを返す
3580 int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
3585 BIT_FLAGS mode = PM_ALLOW_GROUP;
3592 mode |= PM_FORCE_FRIENDLY;
3596 mode |= PM_FORCE_PET;
3601 if (!pet) mode |= PM_NO_PET;
3603 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
3605 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
3607 switch (randint1(25) + (dun_level / 20))
3610 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
3613 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
3616 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
3619 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
3622 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
3625 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
3628 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
3631 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
3635 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
3639 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
3642 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3643 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
3646 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3647 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
3650 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
3653 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3654 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
3663 * @brief サイバーデーモンの召喚
3664 * @param who 召喚主のモンスターID(0ならばプレイヤー)
3667 * @return 作用が実際にあった場合TRUEを返す
3669 int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x)
3672 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
3674 BIT_FLAGS mode = PM_ALLOW_GROUP;
3676 /* Summoned by a monster */
3679 monster_type *m_ptr = &m_list[who];
3680 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
3683 if (max_cyber > 4) max_cyber = 4;
3685 for (i = 0; i < max_cyber; i++)
3687 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode);
3694 * @brief 周辺破壊効果(プレイヤー中心)
3695 * @return 作用が実際にあった場合TRUEを返す
3697 void wall_breaker(void)
3700 POSITION y = 0, x = 0;
3701 int attempts = 1000;
3703 if (randint1(80 + p_ptr->lev) < 70)
3707 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
3709 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
3711 if (!player_bold(y, x)) break;
3714 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3715 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3717 else if (randint1(100) > 30)
3719 earthquake(p_ptr->y, p_ptr->x, 1);
3723 int num = damroll(5, 3);
3725 for (i = 0; i < num; i++)
3729 scatter(&y, &x, p_ptr->y, p_ptr->x, 10, 0);
3731 if (!player_bold(y, x)) break;
3734 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3735 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3742 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
3744 * @return 作用が実際にあった場合TRUEを返す
3746 bool confuse_monsters(HIT_POINT dam)
3748 return (project_hack(GF_OLD_CONF, dam));
3753 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
3755 * @return 作用が実際にあった場合TRUEを返す
3757 bool charm_monsters(HIT_POINT dam)
3759 return (project_hack(GF_CHARM, dam));
3764 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
3766 * @return 作用が実際にあった場合TRUEを返す
3768 bool charm_animals(HIT_POINT dam)
3770 return (project_hack(GF_CONTROL_ANIMAL, dam));
3775 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
3777 * @return 作用が実際にあった場合TRUEを返す
3779 bool stun_monsters(HIT_POINT dam)
3781 return (project_hack(GF_STUN, dam));
3786 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
3788 * @return 作用が実際にあった場合TRUEを返す
3790 bool stasis_monsters(HIT_POINT dam)
3792 return (project_hack(GF_STASIS, dam));
3797 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
3799 * @return 作用が実際にあった場合TRUEを返す
3801 bool mindblast_monsters(HIT_POINT dam)
3803 return (project_hack(GF_PSI, dam));
3808 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
3809 * @param dist 効力(距離)
3810 * @return 作用が実際にあった場合TRUEを返す
3812 bool banish_monsters(int dist)
3814 return (project_hack(GF_AWAY_ALL, dist));
3819 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
3821 * @return 作用が実際にあった場合TRUEを返す
3823 bool turn_evil(HIT_POINT dam)
3825 return (project_hack(GF_TURN_EVIL, dam));
3830 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
3832 * @return 作用が実際にあった場合TRUEを返す
3834 bool turn_monsters(HIT_POINT dam)
3836 return (project_hack(GF_TURN_ALL, dam));
3841 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
3842 * @return 作用が実際にあった場合TRUEを返す
3844 bool deathray_monsters(void)
3846 return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
3850 * @brief チャーム・モンスター(1体)
3851 * @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)
3853 * @return 作用が実際にあった場合TRUEを返す
3855 bool charm_monster(DIRECTION dir, PLAYER_LEVEL plev)
3857 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3858 return (project_hook(GF_CHARM, dir, plev, flg));
3862 * @brief アンデッド支配(1体)
3863 * @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)
3865 * @return 作用が実際にあった場合TRUEを返す
3867 bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev)
3869 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3870 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
3875 * @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)
3877 * @return 作用が実際にあった場合TRUEを返す
3879 bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev)
3881 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3882 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
3887 * @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)
3889 * @return 作用が実際にあった場合TRUEを返す
3891 bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev)
3893 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3894 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
3900 * @param success 判定成功上の処理ならばTRUE
3901 * @return 作用が実際にあった場合TRUEを返す
3903 bool kawarimi(bool success)
3906 object_type *q_ptr = &forge;
3909 if (p_ptr->is_dead) return FALSE;
3910 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
3911 if (randint0(200) < p_ptr->stun) return FALSE;
3913 if (!success && one_in_(3))
3915 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
3916 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3917 p_ptr->redraw |= (PR_STATUS);
3924 teleport_player(10 + randint1(90), 0L);
3928 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
3930 q_ptr->pval = MON_NINJA;
3932 /* Drop it in the dungeon */
3933 (void)drop_near(q_ptr, -1, y, x);
3936 if (success) msg_print("攻撃を受ける前に素早く身をひるがえした。");
3937 else msg_print("失敗!攻撃を受けてしまった。");
3939 if (success) msg_print("You have turned around just before the attack hit you.");
3940 else msg_print("Failed! You are hit by the attack.");
3943 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3944 p_ptr->redraw |= (PR_STATUS);
3952 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
3953 * @param mdeath 目標モンスターが死亡したかを返す
3954 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
3956 bool rush_attack(bool *mdeath)
3963 bool tmp_mdeath = FALSE;
3966 if (mdeath) *mdeath = FALSE;
3969 if (!get_aim_dir(&dir)) return FALSE;
3971 /* Use the given direction */
3972 tx = p_ptr->x + project_length * ddx[dir];
3973 ty = p_ptr->y + project_length * ddy[dir];
3975 /* Hack -- Use an actual "target" */
3976 if ((dir == 5) && target_okay())
3982 if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
3984 path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
3987 /* No need to move */
3988 if (!path_n) return TRUE;
3990 /* Use ty and tx as to-move point */
3994 /* Project along the path */
3995 for (i = 0; i < path_n; i++)
3997 monster_type *m_ptr;
3999 int ny = GRID_Y(path_g[i]);
4000 int nx = GRID_X(path_g[i]);
4002 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
4007 /* Go to next grid */
4011 if (!cave[ny][nx].m_idx)
4015 msg_print(_("失敗!", "Failed!"));
4019 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
4026 /* Move player before updating the monster */
4027 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4029 /* Update the monster */
4030 update_mon(cave[ny][nx].m_idx, TRUE);
4032 /* Found a monster */
4033 m_ptr = &m_list[cave[ny][nx].m_idx];
4035 if (tm_idx != cave[ny][nx].m_idx)
4038 msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "",
4039 m_ptr->ml ? "モンスター" : "何か");
4041 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
4044 else if (!player_bold(ty, tx))
4046 /* Hold the monster name */
4049 /* Get the monster name (BEFORE polymorphing) */
4050 monster_desc(m_name, m_ptr, 0);
4051 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
4054 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4056 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
4061 if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4063 if (mdeath) *mdeath = tmp_mdeath;
4069 * @brief 全鏡の消去 / Remove all mirrors in this floor
4070 * @param explode 爆発処理を伴うならばTRUE
4073 void remove_all_mirrors(bool explode)
4077 for (x = 0; x < cur_wid; x++)
4079 for (y = 0; y < cur_hgt; y++)
4081 if (is_mirror_grid(&cave[y][x]))
4083 remove_mirror(y, x);
4085 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
4086 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
4093 * @brief 『一つの指輪』の効果処理 /
4094 * Hack -- activate the ring of power
4095 * @param dir 発動の方向ID
4098 void ring_of_power(DIRECTION dir)
4100 /* Pick a random effect */
4101 switch (randint1(10))
4106 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."));
4109 /* Decrease all stats (permanently) */
4110 (void)dec_stat(A_STR, 50, TRUE);
4111 (void)dec_stat(A_INT, 50, TRUE);
4112 (void)dec_stat(A_WIS, 50, TRUE);
4113 (void)dec_stat(A_DEX, 50, TRUE);
4114 (void)dec_stat(A_CON, 50, TRUE);
4115 (void)dec_stat(A_CHR, 50, TRUE);
4117 /* Lose some experience (permanently) */
4118 p_ptr->exp -= (p_ptr->exp / 4);
4119 p_ptr->max_exp -= (p_ptr->exp / 4);
4127 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."));
4129 /* Dispel monsters */
4130 dispel_monsters(1000);
4140 fire_ball(GF_MANA, dir, 600, 3);
4151 fire_bolt(GF_MANA, dir, 500);
4159 * @brief 運命の輪、並びにカオス的な効果の発動
4160 * @param spell ランダムな効果を選択するための基準ID
4163 void wild_magic(int spell)
4166 int type = SUMMON_MOLD + randint0(6);
4168 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
4169 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
4171 switch (randint1(spell) + randint1(8) + 1)
4176 teleport_player(10, TELEPORT_PASSIVE);
4181 teleport_player(100, TELEPORT_PASSIVE);
4185 teleport_player(200, TELEPORT_PASSIVE);
4195 lite_area(damroll(2, 3), 2);
4198 destroy_doors_touch();
4203 sleep_monsters_touch();
4207 trap_creation(p_ptr->y, p_ptr->x);
4216 aggravate_monsters(0);
4219 earthquake(p_ptr->y, p_ptr->x, 5);
4223 (void)gain_random_mutation(0);
4227 apply_disenchant(1);
4233 fire_ball(GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
4240 while (counter++ < 8)
4242 (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET));
4247 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4250 (void)summon_cyber(-1, p_ptr->y, p_ptr->x);
4255 (void)activate_ty_curse(FALSE, &count);
4264 * @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。
4265 * / Drop 10+1d10 meteor ball at random places near the player
4270 void cast_meteor(HIT_POINT dam, POSITION rad)
4273 int b = 10 + randint1(10);
4275 for (i = 0; i < b; i++)
4277 POSITION y = 0, x = 0;
4280 for (count = 0; count <= 20; count++)
4284 x = p_ptr->x - 8 + randint0(17);
4285 y = p_ptr->y - 8 + randint0(17);
4287 dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
4288 dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
4290 /* Approximate distance */
4291 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4293 if (d >= 9) continue;
4295 if (!in_bounds(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)
4296 || !cave_have_flag_bold(y, x, FF_PROJECT)) continue;
4298 /* Valid position */
4302 if (count > 20) continue;
4304 project(0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
4310 * @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。
4313 * @return ターゲットを指定し、実行したならばTRUEを返す。
4315 bool cast_wrath_of_the_god(HIT_POINT dam, POSITION rad)
4317 POSITION x, y, tx, ty;
4321 int b = 10 + randint1(10);
4323 if (!get_aim_dir(&dir)) return FALSE;
4325 /* Use the given direction */
4326 tx = p_ptr->x + 99 * ddx[dir];
4327 ty = p_ptr->y + 99 * ddy[dir];
4329 /* Hack -- Use an actual "target" */
4330 if ((dir == 5) && target_okay())
4341 /* Hack -- Stop at the target */
4342 if ((y == ty) && (x == tx)) break;
4346 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
4348 /* Stop at maximum range */
4349 if (MAX_RANGE <= distance(p_ptr->y, p_ptr->x, ny, nx)) break;
4351 /* Stopped by walls/doors */
4352 if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
4354 /* Stopped by monsters */
4355 if ((dir != 5) && cave[ny][nx].m_idx != 0) break;
4357 /* Save the new location */
4364 for (i = 0; i < b; i++)
4366 int count = 20, d = 0;
4372 x = tx - 5 + randint0(11);
4373 y = ty - 5 + randint0(11);
4375 dx = (tx > x) ? (tx - x) : (x - tx);
4376 dy = (ty > y) ? (ty - y) : (y - ty);
4378 /* Approximate distance */
4379 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4380 /* Within the radius */
4384 if (count < 0) continue;
4386 /* Cannot penetrate perm walls */
4387 if (!in_bounds(y, x) ||
4388 cave_stop_disintegration(y, x) ||
4389 !in_disintegration_range(ty, tx, y, x))
4392 project(0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
4399 * @brief 「ワンダー」のランダムな効果を決定して処理する。
4403 * This spell should become more useful (more controlled) as the\n
4404 * player gains experience levels. Thus, add 1/5 of the player's\n
4405 * level to the die roll. This eliminates the worst effects later on,\n
4406 * while keeping the results quite random. It also allows some potent\n
4407 * effects only at high level.
4409 void cast_wonder(DIRECTION dir)
4411 PLAYER_LEVEL plev = p_ptr->lev;
4412 int die = randint1(100) + plev / 5;
4413 int vir = virtue_number(V_CHANCE);
4417 if (p_ptr->virtues[vir - 1] > 0)
4419 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4423 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4428 chg_virtue(V_CHANCE, 1);
4432 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
4435 if (die < 8) clone_monster(dir);
4436 else if (die < 14) speed_monster(dir, plev);
4437 else if (die < 26) heal_monster(dir, damroll(4, 6));
4438 else if (die < 31) poly_monster(dir, plev);
4440 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4441 damroll(3 + ((plev - 1) / 5), 4));
4442 else if (die < 41) confuse_monster(dir, plev);
4443 else if (die < 46) fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4444 else if (die < 51) (void)lite_line(dir, damroll(6, 8));
4446 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4447 damroll(3 + ((plev - 5) / 4), 8));
4449 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4450 damroll(5 + ((plev - 5) / 4), 8));
4452 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4453 damroll(6 + ((plev - 5) / 4), 8));
4455 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4456 damroll(8 + ((plev - 5) / 4), 8));
4457 else if (die < 76) hypodynamic_bolt(dir, 75);
4458 else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4459 else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
4460 else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
4461 else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
4462 else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
4465 earthquake(p_ptr->y, p_ptr->x, 12);
4469 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4473 symbol_genocide(plev + 50, TRUE);
4475 else if (die < 110) dispel_monsters(120);
4478 dispel_monsters(150);
4479 slow_monsters(plev);
4480 sleep_monsters(plev);
4487 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
4491 void cast_invoke_spirits(DIRECTION dir)
4493 PLAYER_LEVEL plev = p_ptr->lev;
4494 int die = randint1(100) + plev / 5;
4495 int vir = virtue_number(V_CHANCE);
4499 if (p_ptr->virtues[vir - 1] > 0)
4501 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4505 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4509 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..."));
4511 chg_virtue(V_CHANCE, 1);
4515 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!"));
4520 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!",
4521 "Oh no! Mouldering forms rise from the earth around you!"));
4523 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4524 chg_virtue(V_UNLIFE, 1);
4528 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..."));
4530 set_afraid(p_ptr->afraid + randint1(4) + 4);
4534 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...",
4535 "Your head is invaded by a horde of gibbering spectral voices..."));
4537 set_confused(p_ptr->confused + randint1(4) + 4);
4541 poly_monster(dir, plev);
4545 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4546 damroll(3 + ((plev - 1) / 5), 4));
4550 confuse_monster(dir, plev);
4554 fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4558 (void)lite_line(dir, damroll(6, 8));
4562 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4563 damroll(3 + ((plev - 5) / 4), 8));
4567 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4568 damroll(5 + ((plev - 5) / 4), 8));
4572 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4573 damroll(6 + ((plev - 5) / 4), 8));
4577 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4578 damroll(8 + ((plev - 5) / 4), 8));
4582 hypodynamic_bolt(dir, 75);
4586 fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4590 fire_ball(GF_ACID, dir, 40 + plev, 2);
4594 fire_ball(GF_ICE, dir, 70 + plev, 3);
4598 fire_ball(GF_FIRE, dir, 80 + plev, 3);
4602 hypodynamic_bolt(dir, 100 + plev);
4606 earthquake(p_ptr->y, p_ptr->x, 12);
4610 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4614 symbol_genocide(plev + 50, TRUE);
4618 dispel_monsters(120);
4622 dispel_monsters(150);
4623 slow_monsters(plev);
4624 sleep_monsters(plev);
4630 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。」",
4631 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
4636 * @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。
4639 void cast_shuffle(void)
4641 PLAYER_LEVEL plev = p_ptr->lev;
4644 int vir = virtue_number(V_CHANCE);
4647 /* Card sharks and high mages get a level bonus */
4648 if ((p_ptr->pclass == CLASS_ROGUE) ||
4649 (p_ptr->pclass == CLASS_HIGH_MAGE) ||
4650 (p_ptr->pclass == CLASS_SORCERER))
4651 die = (randint1(110)) + plev / 5;
4653 die = randint1(120);
4658 if (p_ptr->virtues[vir - 1] > 0)
4660 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4664 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4668 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..."));
4671 chg_virtue(V_CHANCE, 1);
4675 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
4677 for (i = 0; i < randint1(3); i++)
4678 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4682 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
4683 summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4688 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
4689 activate_ty_curse(FALSE, &count);
4693 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
4694 aggravate_monsters(0);
4698 msg_print(_("《愚者》だ。", "It's the Fool."));
4704 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
4705 trump_summoning(1, FALSE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
4709 msg_print(_("《月》だ。", "It's the Moon."));
4714 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
4715 wild_magic(randint0(32));
4719 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4720 teleport_player(10, TELEPORT_PASSIVE);
4724 msg_print(_("《正義》だ。", "It's Justice."));
4725 set_blessed(p_ptr->lev, FALSE);
4729 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4730 teleport_player(100, TELEPORT_PASSIVE);
4734 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4735 teleport_player(200, TELEPORT_PASSIVE);
4739 msg_print(_("《塔》だ。", "It's the Tower."));
4744 msg_print(_("《節制》だ。", "It's Temperance."));
4745 sleep_monsters_touch();
4749 msg_print(_("《塔》だ。", "It's the Tower."));
4751 earthquake(p_ptr->y, p_ptr->x, 5);
4755 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4756 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_MOLD, 0L);
4760 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4761 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_BAT, 0L);
4765 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4766 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_VORTEX, 0L);
4770 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4771 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
4775 msg_print(_("《恋人》だ。", "It's the Lovers."));
4777 if (get_aim_dir(&dir))
4778 charm_monster(dir, MIN(p_ptr->lev, 20));
4782 msg_print(_("《隠者》だ。", "It's the Hermit."));
4787 msg_print(_("《審判》だ。", "It's the Judgement."));
4788 do_cmd_rerate(FALSE);
4789 lose_all_mutations();
4793 msg_print(_("《太陽》だ。", "It's the Sun."));
4794 chg_virtue(V_KNOWLEDGE, 1);
4795 chg_virtue(V_ENLIGHTEN, 1);
4800 msg_print(_("《世界》だ。", "It's the World."));
4801 if (p_ptr->exp < PY_MAX_EXP)
4803 s32b ee = (p_ptr->exp / 25) + 1;
4804 if (ee > 5000) ee = 5000;
4805 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4811 bool_hack life_stream(bool_hack message, bool_hack virtue)
4815 chg_virtue(V_VITALITY, 1);
4816 chg_virtue(V_UNLIFE, -5);
4820 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
4823 (void)set_poisoned(0);
4825 (void)set_confused(0);
4829 (void)restore_all_status();
4830 (void)set_shero(0, TRUE);
4837 bool_hack heroism(int base)
4839 bool_hack ident = FALSE;
4840 if(set_afraid(0)) ident = TRUE;
4841 if(set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4842 if(hp_player(10)) ident = TRUE;
4846 bool_hack berserk(int base)
4848 bool_hack ident = FALSE;
4849 if (set_afraid(0)) ident = TRUE;
4850 if (set_shero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4851 if (hp_player(30)) ident = TRUE;
4855 bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
4857 bool_hack ident = FALSE;
4858 if (hp_player(damroll(dice, sides))) ident = TRUE;
4859 if (set_blind(0)) ident = TRUE;
4860 if (set_cut(p_ptr->cut - 10)) ident = TRUE;
4861 if (set_shero(0, TRUE)) ident = TRUE;
4865 bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
4867 bool_hack ident = FALSE;
4868 if (hp_player(damroll(dice, sides))) ident = TRUE;
4869 if (set_blind(0)) ident = TRUE;
4870 if (set_confused(0)) ident = TRUE;
4871 if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
4872 if (set_shero(0, TRUE)) ident = TRUE;
4876 bool_hack cure_critical_wounds(HIT_POINT pow)
4878 bool_hack ident = FALSE;
4879 if (hp_player(pow)) ident = TRUE;
4880 if (set_blind(0)) ident = TRUE;
4881 if (set_confused(0)) ident = TRUE;
4882 if (set_poisoned(0)) ident = TRUE;
4883 if (set_stun(0)) ident = TRUE;
4884 if (set_cut(0)) ident = TRUE;
4885 if (set_shero(0, TRUE)) ident = TRUE;
4889 bool_hack true_healing(HIT_POINT pow)
4891 bool_hack ident = FALSE;
4892 if (hp_player(pow)) ident = TRUE;
4893 if (set_blind(0)) ident = TRUE;
4894 if (set_confused(0)) ident = TRUE;
4895 if (set_poisoned(0)) ident = TRUE;
4896 if (set_stun(0)) ident = TRUE;
4897 if (set_cut(0)) ident = TRUE;
4898 if (set_image(0)) ident = TRUE;
4902 bool_hack restore_mana(bool_hack magic_eater)
4904 bool_hack ident = FALSE;
4906 if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
4909 for (i = 0; i < EATER_EXT * 2; i++)
4911 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
4912 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;
4914 for (; i < EATER_EXT * 3; i++)
4916 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
4917 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;
4918 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
4920 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4921 p_ptr->window |= (PW_PLAYER);
4924 else if (p_ptr->csp < p_ptr->msp)
4926 p_ptr->csp = p_ptr->msp;
4927 p_ptr->csp_frac = 0;
4928 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4929 p_ptr->redraw |= (PR_MANA);
4930 p_ptr->window |= (PW_PLAYER);
4931 p_ptr->window |= (PW_SPELL);
4938 bool restore_all_status(void)
4941 if (do_res_stat(A_STR)) ident = TRUE;
4942 if (do_res_stat(A_INT)) ident = TRUE;
4943 if (do_res_stat(A_WIS)) ident = TRUE;
4944 if (do_res_stat(A_DEX)) ident = TRUE;
4945 if (do_res_stat(A_CON)) ident = TRUE;
4946 if (do_res_stat(A_CHR)) ident = TRUE;
4951 * @brief 口を使う継続的な処理を中断する
4954 void stop_mouth(void)
4956 if (music_singing_any()) stop_singing();
4957 if (hex_spelling_any()) stop_hex_spell_all();
4961 bool_hack vampirism(void)
4968 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
4970 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
4974 /* Only works on adjacent monsters */
4975 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4976 y = p_ptr->y + ddy[dir];
4977 x = p_ptr->x + ddx[dir];
4978 c_ptr = &cave[y][x];
4982 if (!(c_ptr->m_idx))
4984 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
4988 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
4990 dummy = p_ptr->lev * 2;
4992 if (hypodynamic_bolt(dir, dummy))
4994 if (p_ptr->food < PY_FOOD_FULL)
4995 /* No heal if we are "full" */
4996 (void)hp_player(dummy);
4998 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
5000 /* Gain nutritional sustenance: 150/hp drained */
5001 /* A Food ration gives 5000 food points (by contrast) */
5002 /* Don't ever get more than "Full" this way */
5003 /* But if we ARE Gorged, it won't cure us */
5004 dummy = p_ptr->food + MIN(5000, 100 * dummy);
5005 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
5006 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
5009 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
5013 bool panic_hit(void)
5018 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
5019 y = p_ptr->y + ddy[dir];
5020 x = p_ptr->x + ddx[dir];
5021 if (cave[y][x].m_idx)
5024 if (randint0(p_ptr->skill_dis) < 7)
5025 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
5027 teleport_player(30, 0L);
5032 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"));
5040 * @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)
5043 * currently this function allows pseudo-id of any object,
5044 * including silly ones like potions & scrolls, which always
5045 * get '{average}'. This should be changed, either to stop such
5046 * items from being pseudo-id'd, or to allow psychometry to
5047 * detect whether the unidentified potion/scroll/etc is
5048 * good (Cure Light Wounds, Restore Strength, etc) or
5049 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
5051 bool psychometry(void)
5055 char o_name[MAX_NLEN];
5060 item_tester_no_ryoute = TRUE;
5061 q = _("どのアイテムを調べますか?", "Meditate on which item? ");
5062 s = _("調べるアイテムがありません。", "You have nothing appropriate.");
5064 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
5066 /* Get the item (in the pack) */
5069 o_ptr = &inventory[item];
5072 /* Get the item (on the floor) */
5075 o_ptr = &o_list[0 - item];
5078 /* It is fully known, no information needed */
5079 if (object_is_known(o_ptr))
5081 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
5085 /* Check for a feeling */
5086 feel = value_check_aux1(o_ptr);
5088 /* Get an object description */
5089 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5091 /* Skip non-feelings */
5094 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);
5099 msg_format("%sは%sという感じがする...",
5100 o_name, game_inscriptions[feel]);
5102 msg_format("You feel that the %s %s %s...",
5103 o_name, ((o_ptr->number == 1) ? "is" : "are"),
5104 game_inscriptions[feel]);
5108 /* We have "felt" it */
5109 o_ptr->ident |= (IDENT_SENSE);
5112 o_ptr->feeling = feel;
5114 /* Player touches it */
5115 o_ptr->marked |= OM_TOUCHED;
5117 /* Combine / Reorder the pack (later) */
5118 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5120 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5122 /* Valid "tval" codes */
5123 switch (o_ptr->tval)
5151 /* Auto-inscription/destroy */
5152 autopick_alter_item(item, (bool)(okay && destroy_feeling));
5154 /* Something happened */