3 * @brief 魔法効果の実装/ Spell code (part 2)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
17 #include "monsterrace-hook.h"
20 #include "projection.h"
21 #include "spells-summon.h"
26 * @brief プレイヤー周辺の地形を感知する
29 * @param known 地形から危険フラグを外すならTRUE
30 * @return 効力があった場合TRUEを返す
32 static bool detect_feat_flag(POSITION range, int flag, bool known)
38 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
40 /* Scan the current panel */
41 for (y = 1; y < cur_hgt - 1; y++)
43 for (x = 1; x <= cur_wid - 1; x++)
45 int dist = distance(p_ptr->y, p_ptr->x, y, x);
46 if (dist > range) continue;
52 /* Mark as detected */
53 if (dist <= range && known)
55 if (dist <= range - 1) c_ptr->info |= (CAVE_IN_DETECT);
57 c_ptr->info &= ~(CAVE_UNSAFE);
64 if (cave_have_flag_grid(c_ptr, flag))
69 /* Hack -- Memorize */
70 c_ptr->info |= (CAVE_MARK);
83 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
85 * @param known 感知外範囲を超える警告フラグを立てる場合TRUEを返す
86 * @return 効力があった場合TRUEを返す
88 bool detect_traps(POSITION range, bool known)
90 bool detect = detect_feat_flag(range, FF_TRAP, known);
92 if (known) p_ptr->dtrap = TRUE;
94 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
97 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
104 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
106 * @return 効力があった場合TRUEを返す
108 bool detect_doors(POSITION range)
110 bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
112 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
115 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
122 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
124 * @return 効力があった場合TRUEを返す
126 bool detect_stairs(POSITION range)
128 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
130 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
133 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
140 * @brief プレイヤー周辺の地形財宝を感知する / Detect any treasure on the current panel
142 * @return 効力があった場合TRUEを返す
144 bool detect_treasure(POSITION range)
146 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
148 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
151 msg_print(_("埋蔵された財宝の存在を感じとった!", "You sense the presence of buried treasure!"));
158 * @brief プレイヤー周辺のアイテム財宝を感知する / Detect all "gold" objects on the current panel
160 * @return 効力があった場合TRUEを返す
162 bool detect_objects_gold(POSITION range)
166 POSITION range2 = range;
170 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
173 for (i = 1; i < o_max; i++)
175 object_type *o_ptr = &o_list[i];
177 /* Skip dead objects */
178 if (!o_ptr->k_idx) continue;
180 /* Skip held objects */
181 if (o_ptr->held_m_idx) continue;
186 /* Only detect nearby objects */
187 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
189 /* Detect "gold" objects */
190 if (o_ptr->tval == TV_GOLD)
192 o_ptr->marked |= OM_FOUND;
198 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
201 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
204 if (detect_monsters_string(range, "$"))
213 * @brief 通常のアイテムオブジェクトを感知する / Detect all "normal" objects on the current panel
215 * @return 効力があった場合TRUEを返す
217 bool detect_objects_normal(POSITION range)
221 POSITION range2 = range;
225 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
228 for (i = 1; i < o_max; i++)
230 object_type *o_ptr = &o_list[i];
232 /* Skip dead objects */
233 if (!o_ptr->k_idx) continue;
235 /* Skip held objects */
236 if (o_ptr->held_m_idx) continue;
241 /* Only detect nearby objects */
242 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
244 /* Detect "real" objects */
245 if (o_ptr->tval != TV_GOLD)
247 o_ptr->marked |= OM_FOUND;
253 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
256 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
259 if (detect_monsters_string(range, "!=?|/`"))
268 * @brief 魔法効果のあるのアイテムオブジェクトを感知する / Detect all "magic" objects on the current panel.
270 * @return 効力があった場合TRUEを返す
273 * This will light up all spaces with "magic" items, including artifacts,
274 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
275 * and "enchanted" items of the "good" variety.
277 * It can probably be argued that this function is now too powerful.
280 bool detect_objects_magic(POSITION range)
282 OBJECT_TYPE_VALUE tv;
288 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
290 /* Scan all objects */
291 for (i = 1; i < o_max; i++)
293 object_type *o_ptr = &o_list[i];
295 /* Skip dead objects */
296 if (!o_ptr->k_idx) continue;
298 /* Skip held objects */
299 if (o_ptr->held_m_idx) continue;
304 /* Only detect nearby objects */
305 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
307 /* Examine the tval */
310 /* Artifacts, misc magic items, or enchanted wearables */
311 if (object_is_artifact(o_ptr) ||
312 object_is_ego(o_ptr) ||
313 (tv == TV_WHISTLE) ||
321 (tv == TV_LIFE_BOOK) ||
322 (tv == TV_SORCERY_BOOK) ||
323 (tv == TV_NATURE_BOOK) ||
324 (tv == TV_CHAOS_BOOK) ||
325 (tv == TV_DEATH_BOOK) ||
326 (tv == TV_TRUMP_BOOK) ||
327 (tv == TV_ARCANE_BOOK) ||
328 (tv == TV_CRAFT_BOOK) ||
329 (tv == TV_DAEMON_BOOK) ||
330 (tv == TV_CRUSADE_BOOK) ||
331 (tv == TV_MUSIC_BOOK) ||
332 (tv == TV_HISSATSU_BOOK) ||
333 (tv == TV_HEX_BOOK) ||
334 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
336 /* Memorize the item */
337 o_ptr->marked |= OM_FOUND;
344 msg_print(_("魔法のアイテムの存在を感じとった!", "You sense the presence of magic objects!"));
353 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
355 * @return 効力があった場合TRUEを返す
357 bool detect_monsters_normal(POSITION range)
363 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
365 for (i = 1; i < m_max; i++)
367 monster_type *m_ptr = &m_list[i];
368 monster_race *r_ptr = &r_info[m_ptr->r_idx];
370 /* Skip dead monsters */
371 if (!m_ptr->r_idx) continue;
376 /* Only detect nearby monsters */
377 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
379 /* Detect all non-invisible monsters */
380 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
382 /* Repair visibility later */
383 repair_monsters = TRUE;
385 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
386 update_monster(i, FALSE);
391 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
394 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
401 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
403 * @return 効力があった場合TRUEを返す
405 bool detect_monsters_invis(POSITION range)
411 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
413 for (i = 1; i < m_max; i++)
415 monster_type *m_ptr = &m_list[i];
416 monster_race *r_ptr = &r_info[m_ptr->r_idx];
418 /* Skip dead monsters */
419 if (!m_ptr->r_idx) continue;
424 /* Only detect nearby monsters */
425 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
427 /* Detect invisible monsters */
428 if (r_ptr->flags2 & RF2_INVISIBLE)
430 /* Update monster recall window */
431 if (p_ptr->monster_race_idx == m_ptr->r_idx)
433 p_ptr->window |= (PW_MONSTER);
436 /* Repair visibility later */
437 repair_monsters = TRUE;
439 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
440 update_monster(i, FALSE);
445 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
448 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
454 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
456 * @return 効力があった場合TRUEを返す
458 bool detect_monsters_evil(POSITION range)
464 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
466 for (i = 1; i < m_max; i++)
468 monster_type *m_ptr = &m_list[i];
469 monster_race *r_ptr = &r_info[m_ptr->r_idx];
471 /* Skip dead monsters */
472 if (!m_ptr->r_idx) continue;
477 /* Only detect nearby monsters */
478 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
480 /* Detect evil monsters */
481 if (r_ptr->flags3 & RF3_EVIL)
483 if (is_original_ap(m_ptr))
485 /* Take note that they are evil */
486 r_ptr->r_flags3 |= (RF3_EVIL);
488 /* Update monster recall window */
489 if (p_ptr->monster_race_idx == m_ptr->r_idx)
491 p_ptr->window |= (PW_MONSTER);
495 /* Repair visibility later */
496 repair_monsters = TRUE;
498 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
499 update_monster(i, FALSE);
505 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
511 * @brief 無生命のモンスターを感知する(アンデッド、悪魔系を含む) / Detect all "nonliving", "undead" or "demonic" monsters on current panel
513 * @return 効力があった場合TRUEを返す
515 bool detect_monsters_nonliving(POSITION range)
521 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
523 for (i = 1; i < m_max; i++)
525 monster_type *m_ptr = &m_list[i];
527 /* Skip dead monsters */
528 if (!m_ptr->r_idx) continue;
533 /* Only detect nearby monsters */
534 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
536 /* Detect non-living monsters */
537 if (!monster_living(m_ptr->r_idx))
539 /* Update monster recall window */
540 if (p_ptr->monster_race_idx == m_ptr->r_idx)
542 p_ptr->window |= (PW_MONSTER);
545 /* Repair visibility later */
546 repair_monsters = TRUE;
548 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
549 update_monster(i, FALSE);
555 msg_print(_("自然でないモンスターの存在を感じた!", "You sense the presence of unnatural beings!"));
561 * @brief 精神のあるモンスターを感知する / Detect all monsters it has mind on current panel
563 * @return 効力があった場合TRUEを返す
565 bool detect_monsters_mind(POSITION range)
571 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
573 for (i = 1; i < m_max; i++)
575 monster_type *m_ptr = &m_list[i];
576 monster_race *r_ptr = &r_info[m_ptr->r_idx];
578 /* Skip dead monsters */
579 if (!m_ptr->r_idx) continue;
584 /* Only detect nearby monsters */
585 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
587 /* Detect non-living monsters */
588 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
590 /* Update monster recall window */
591 if (p_ptr->monster_race_idx == m_ptr->r_idx)
593 p_ptr->window |= (PW_MONSTER);
596 /* Repair visibility later */
597 repair_monsters = TRUE;
599 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
600 update_monster(i, FALSE);
606 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
613 * @brief 該当シンボルのモンスターを感知する / Detect all (string) monsters on current panel
615 * @param Match 対応シンボルの混じったモンスター文字列(複数指定化)
616 * @return 効力があった場合TRUEを返す
618 bool detect_monsters_string(POSITION range, concptr Match)
624 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
626 for (i = 1; i < m_max; i++)
628 monster_type *m_ptr = &m_list[i];
629 monster_race *r_ptr = &r_info[m_ptr->r_idx];
631 /* Skip dead monsters */
632 if (!m_ptr->r_idx) continue;
637 /* Only detect nearby monsters */
638 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
640 /* Detect monsters with the same symbol */
641 if (my_strchr(Match, r_ptr->d_char))
643 /* Update monster recall window */
644 if (p_ptr->monster_race_idx == m_ptr->r_idx)
646 p_ptr->window |= (PW_MONSTER);
649 /* Repair visibility later */
650 repair_monsters = TRUE;
652 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
653 update_monster(i, FALSE);
658 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
661 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
667 * @brief flags3に対応するモンスターを感知する / A "generic" detect monsters routine, tagged to flags3
669 * @param match_flag 感知フラグ
670 * @return 効力があった場合TRUEを返す
672 bool detect_monsters_xxx(POSITION range, u32b match_flag)
677 concptr desc_monsters = _("変なモンスター", "weird monsters");
679 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
681 for (i = 1; i < m_max; i++)
683 monster_type *m_ptr = &m_list[i];
684 monster_race *r_ptr = &r_info[m_ptr->r_idx];
686 /* Skip dead monsters */
687 if (!m_ptr->r_idx) continue;
692 /* Only detect nearby monsters */
693 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
695 /* Detect evil monsters */
696 if (r_ptr->flags3 & (match_flag))
698 if (is_original_ap(m_ptr))
700 /* Take note that they are something */
701 r_ptr->r_flags3 |= (match_flag);
703 /* Update monster recall window */
704 if (p_ptr->monster_race_idx == m_ptr->r_idx)
706 p_ptr->window |= (PW_MONSTER);
710 /* Repair visibility later */
711 repair_monsters = TRUE;
713 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
714 update_monster(i, FALSE);
723 desc_monsters = _("デーモン", "demons");
726 desc_monsters = _("アンデッド", "the undead");
730 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
738 * @brief 全感知処理 / Detect everything
740 * @return 効力があった場合TRUEを返す
742 bool detect_all(POSITION range)
746 /* Detect everything */
747 if (detect_traps(range, TRUE)) detect = TRUE;
748 if (detect_doors(range)) detect = TRUE;
749 if (detect_stairs(range)) detect = TRUE;
751 /* There are too many hidden treasure. So... */
752 /* if (detect_treasure(range)) detect = TRUE; */
754 if (detect_objects_gold(range)) detect = TRUE;
755 if (detect_objects_normal(range)) detect = TRUE;
756 if (detect_monsters_invis(range)) detect = TRUE;
757 if (detect_monsters_normal(range)) detect = TRUE;
763 * @brief 視界内モンスターに魔法効果を与える / Apply a "project()" directly to all viewable monsters
766 * @return 効力があった場合TRUEを返す
769 * Note that affected monsters are NOT auto-tracked by this usage.
771 * To avoid misbehavior when monster deaths have side-effects,
772 * this is done in two passes. -- JDL
775 bool project_all_los(EFFECT_ID typ, HIT_POINT dam)
779 BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
780 bool obvious = FALSE;
783 /* Mark all (nearby) monsters */
784 for (i = 1; i < m_max; i++)
786 monster_type *m_ptr = &m_list[i];
788 /* Paranoia -- Skip dead monsters */
789 if (!m_ptr->r_idx) continue;
794 /* Require line of sight */
795 if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
797 /* Mark the monster */
798 m_ptr->mflag |= (MFLAG_TEMP);
801 /* Affect all marked monsters */
802 for (i = 1; i < m_max; i++)
804 monster_type *m_ptr = &m_list[i];
806 /* Skip unmarked monsters */
807 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
810 m_ptr->mflag &= ~(MFLAG_TEMP);
815 /* Jump directly to the target monster */
816 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
823 * @brief 視界内モンスターを加速する処理 / Speed monsters
824 * @return 効力があった場合TRUEを返す
826 bool speed_monsters(void)
828 return (project_all_los(GF_OLD_SPEED, p_ptr->lev));
832 * @brief 視界内モンスターを加速する処理 / Slow monsters
833 * @return 効力があった場合TRUEを返す
835 bool slow_monsters(int power)
837 return (project_all_los(GF_OLD_SLOW, power));
841 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
842 * @return 効力があった場合TRUEを返す
844 bool sleep_monsters(int power)
846 return (project_all_los(GF_OLD_SLEEP, power));
850 * @brief 視界内の邪悪なモンスターをテレポート・アウェイさせる処理 / Banish evil monsters
851 * @return 効力があった場合TRUEを返す
853 bool banish_evil(int dist)
855 return (project_all_los(GF_AWAY_EVIL, dist));
859 * @brief 視界内のアンデッド・モンスターを恐怖させる処理 / Turn undead
860 * @return 効力があった場合TRUEを返す
862 bool turn_undead(void)
864 bool tester = (project_all_los(GF_TURN_UNDEAD, p_ptr->lev));
866 chg_virtue(V_UNLIFE, -1);
871 * @brief 視界内のアンデッド・モンスターにダメージを与える処理 / Dispel undead monsters
872 * @return 効力があった場合TRUEを返す
874 bool dispel_undead(HIT_POINT dam)
876 bool tester = (project_all_los(GF_DISP_UNDEAD, dam));
878 chg_virtue(V_UNLIFE, -2);
883 * @brief 視界内の邪悪なモンスターにダメージを与える処理 / Dispel evil monsters
884 * @return 効力があった場合TRUEを返す
886 bool dispel_evil(HIT_POINT dam)
888 return (project_all_los(GF_DISP_EVIL, dam));
892 * @brief 視界内の善良なモンスターにダメージを与える処理 / Dispel good monsters
893 * @return 効力があった場合TRUEを返す
895 bool dispel_good(HIT_POINT dam)
897 return (project_all_los(GF_DISP_GOOD, dam));
901 * @brief 視界内のあらゆるモンスターにダメージを与える処理 / Dispel all monsters
902 * @return 効力があった場合TRUEを返す
904 bool dispel_monsters(HIT_POINT dam)
906 return (project_all_los(GF_DISP_ALL, dam));
909 bool cleansing_nova(player_type *creature_ptr, bool magic, bool powerful)
912 if (dispel_evil(powerful ? 225 : 150)) ident = TRUE;
913 int k = 3 * creature_ptr->lev;
914 if (set_protevil((magic ? 0 : creature_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
915 if (set_poisoned(0)) ident = TRUE;
916 if (set_afraid(0)) ident = TRUE;
917 if (hp_player(50)) ident = TRUE;
918 if (set_stun(0)) ident = TRUE;
919 if (set_cut(0)) ident = TRUE;
923 bool unleash_mana_storm(player_type *creature_ptr, bool powerful)
925 msg_print(_("強力な魔力が敵を引き裂いた!", "Mighty magics rend your enemies!"));
926 project(0, (powerful ? 7 : 5), p_ptr->y, p_ptr->x,
927 (randint1(200) + (powerful ? 500 : 300)) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
928 if ((p_ptr->pclass != CLASS_MAGE) && (p_ptr->pclass != CLASS_HIGH_MAGE) && (p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_MAGIC_EATER) && (p_ptr->pclass != CLASS_BLUE_MAGE))
930 (void)take_hit(DAMAGE_NOESCAPE, 50, _("コントロールし難い強力な魔力の解放", "unleashing magics too mighty to control"), -1);
936 * @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
937 * @return 効力があった場合TRUEを返す
939 bool dispel_living(HIT_POINT dam)
941 return (project_all_los(GF_DISP_LIVING, dam));
945 * @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
946 * @return 効力があった場合TRUEを返す
948 bool dispel_demons(HIT_POINT dam)
950 return (project_all_los(GF_DISP_DEMON, dam));
954 * @brief 視界内のモンスターに「聖戦」効果を与える処理
955 * @return 効力があった場合TRUEを返す
959 return (project_all_los(GF_CRUSADE, p_ptr->lev*4));
963 * @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.
964 * @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)
967 void aggravate_monsters(MONSTER_IDX who)
973 /* Aggravate everyone nearby */
974 for (i = 1; i < m_max; i++)
976 monster_type *m_ptr = &m_list[i];
978 /* Paranoia -- Skip dead monsters */
979 if (!m_ptr->r_idx) continue;
981 /* Skip aggravating monster (or player) */
982 if (i == who) continue;
984 /* Wake up nearby sleeping monsters */
985 if (m_ptr->cdis < MAX_SIGHT * 2)
988 if (MON_CSLEEP(m_ptr))
990 (void)set_monster_csleep(i, 0);
993 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
996 /* Speed up monsters in line of sight */
997 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
1001 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
1007 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!"));
1008 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!"));
1009 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
1014 * @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
1015 * @param m_idx 抹殺するモンスターID
1016 * @param power 抹殺の威力
1017 * @param player_cast プレイヤーの魔法によるものならば TRUE
1018 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
1019 * @param spell_name 抹殺効果を起こした魔法の名前
1020 * @return 効力があった場合TRUEを返す
1022 bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, concptr spell_name)
1024 int msec = delay_factor * delay_factor * delay_factor;
1025 monster_type *m_ptr = &m_list[m_idx];
1026 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1027 bool resist = FALSE;
1029 if (is_pet(m_ptr) && !player_cast) return FALSE;
1031 /* Hack -- Skip Unique Monsters or Quest Monsters */
1032 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1033 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1034 else if (m_idx == p_ptr->riding) resist = TRUE;
1035 else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
1036 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1037 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1042 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1044 GAME_TEXT m_name[MAX_NLEN];
1046 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1047 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1050 delete_monster_idx(m_idx);
1053 if (resist && player_cast)
1055 bool see_m = is_seen(m_ptr);
1056 GAME_TEXT m_name[MAX_NLEN];
1058 monster_desc(m_name, m_ptr, 0);
1061 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1063 if (MON_CSLEEP(m_ptr))
1065 (void)set_monster_csleep(m_idx, 0);
1068 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1071 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1075 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1079 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1084 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);
1087 /* Visual feedback */
1088 move_cursor_relative(p_ptr->y, p_ptr->x);
1090 p_ptr->redraw |= (PR_HP);
1091 p_ptr->window |= (PW_PLAYER);
1096 Term_xtra(TERM_XTRA_DELAY, msec);
1103 * @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
1104 * @param power 抹殺の威力
1105 * @param player_cast プレイヤーの魔法によるものならば TRUE
1106 * @return 効力があった場合TRUEを返す
1108 bool symbol_genocide(int power, bool player_cast)
1112 bool result = FALSE;
1114 /* Prevent genocide in quest levels */
1115 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1117 msg_print(_("何も起きないようだ……", "It seems nothing happen here..."));
1121 /* Mega-Hack -- Get a monster symbol */
1122 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)) ;
1124 /* Delete the monsters of that "type" */
1125 for (i = 1; i < m_max; i++)
1127 monster_type *m_ptr = &m_list[i];
1128 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1130 /* Paranoia -- Skip dead monsters */
1131 if (!m_ptr->r_idx) continue;
1133 /* Skip "wrong" monsters */
1134 if (r_ptr->d_char != typ) continue;
1136 result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
1141 chg_virtue(V_VITALITY, -2);
1142 chg_virtue(V_CHANCE, -1);
1150 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1151 * @param power 抹殺の威力
1152 * @param player_cast プレイヤーの魔法によるものならば TRUE
1153 * @return 効力があった場合TRUEを返す
1155 bool mass_genocide(int power, bool player_cast)
1158 bool result = FALSE;
1160 /* Prevent mass genocide in quest levels */
1161 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1166 /* Delete the (nearby) monsters */
1167 for (i = 1; i < m_max; i++)
1169 monster_type *m_ptr = &m_list[i];
1171 /* Paranoia -- Skip dead monsters */
1172 if (!m_ptr->r_idx) continue;
1174 /* Skip distant monsters */
1175 if (m_ptr->cdis > MAX_SIGHT) continue;
1178 result |= genocide_aux(i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1183 chg_virtue(V_VITALITY, -2);
1184 chg_virtue(V_CHANCE, -1);
1192 * @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
1193 * @param power 抹殺の威力
1194 * @param player_cast プレイヤーの魔法によるものならば TRUE
1195 * @return 効力があった場合TRUEを返す
1197 bool mass_genocide_undead(int power, bool player_cast)
1200 bool result = FALSE;
1202 /* Prevent mass genocide in quest levels */
1203 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1208 /* Delete the (nearby) monsters */
1209 for (i = 1; i < m_max; i++)
1211 monster_type *m_ptr = &m_list[i];
1212 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1214 /* Paranoia -- Skip dead monsters */
1215 if (!m_ptr->r_idx) continue;
1217 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1219 /* Skip distant monsters */
1220 if (m_ptr->cdis > MAX_SIGHT) continue;
1223 result |= genocide_aux(i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1228 chg_virtue(V_UNLIFE, -2);
1229 chg_virtue(V_CHANCE, -1);
1237 * @brief 周辺モンスターを調査する / Probe nearby monsters
1238 * @return 効力があった場合TRUEを返す
1243 int speed; /* TODO */
1254 /* Probe all (nearby) monsters */
1255 for (i = 1; i < m_max; i++)
1257 monster_type *m_ptr = &m_list[i];
1258 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1260 /* Paranoia -- Skip dead monsters */
1261 if (!m_ptr->r_idx) continue;
1263 /* Require line of sight */
1264 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
1266 /* Probe visible monsters */
1269 GAME_TEXT m_name[MAX_NLEN];
1271 /* Start the message */
1274 msg_print(_("調査中...", "Probing..."));
1279 if (!is_original_ap(m_ptr))
1281 if (m_ptr->mflag2 & MFLAG2_KAGE)
1282 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1284 m_ptr->ap_r_idx = m_ptr->r_idx;
1285 lite_spot(m_ptr->fy, m_ptr->fx);
1287 /* Get "the monster" or "something" */
1288 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1290 speed = m_ptr->mspeed - 110;
1291 if (MON_FAST(m_ptr)) speed += 10;
1292 if (MON_SLOW(m_ptr)) speed -= 10;
1293 if (ironman_nightmare) speed += 5;
1295 /* Get the monster's alignment */
1296 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
1297 else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
1298 else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
1299 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)");
1300 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
1301 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
1302 else align = _("中立", "neutral");
1304 /* Describe the monster */
1305 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:"),
1306 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1308 if (r_ptr->next_r_idx)
1310 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1314 strcat(buf, "xxx ");
1317 if (MON_CSLEEP(m_ptr)) strcat(buf,_("睡眠 ", "sleeping "));
1318 if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
1319 if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
1320 if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
1321 if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
1322 buf[strlen(buf)-1] = '\0';
1325 /* HACK : Add the line to message buffer */
1328 p_ptr->window |= (PW_MESSAGE);
1331 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
1334 Term_erase(0, 0, 255);
1336 /* Learn everything about this monster */
1337 if (lore_do_probe(m_ptr->r_idx))
1339 /* Get base name of monster */
1340 strcpy(buf, (r_name + r_ptr->name));
1343 /* Note that we learnt some new flags -Mogami- */
1344 msg_format("%sについてさらに詳しくなった気がする。", buf);
1349 /* Note that we learnt some new flags -Mogami- */
1350 msg_format("You now know more about %s.", buf);
1352 /* Clear -more- prompt */
1367 chg_virtue(V_KNOWLEDGE, 1);
1368 msg_print(_("これで全部です。", "That's all."));
1376 * @brief *破壊*処理を行う / The spell of destruction
1377 * @param y1 破壊の中心Y座標
1378 * @param x1 破壊の中心X座標
1380 * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
1381 * @return 効力があった場合TRUEを返す
1384 * This spell "deletes" monsters (instead of "killing" them).
1386 * Later we may use one function for both "destruction" and
1387 * "earthquake" by using the "full" to select "destruction".
1390 bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
1397 /* Prevent destruction of quest levels and town */
1398 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1403 /* Lose monster light */
1404 if (!in_generate) clear_mon_lite();
1406 /* Big area of affect */
1407 for (y = (y1 - r); y <= (y1 + r); y++)
1409 for (x = (x1 - r); x <= (x1 + r); x++)
1411 /* Skip illegal grids */
1412 if (!in_bounds(y, x)) continue;
1414 /* Extract the distance */
1415 k = distance(y1, x1, y, x);
1417 /* Stay in the circle of death */
1418 if (k > r) continue;
1419 c_ptr = &cave[y][x];
1421 /* Lose room and vault */
1422 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1424 /* Lose light and knowledge */
1425 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
1427 if (!in_generate) /* Normal */
1430 c_ptr->info &= ~(CAVE_UNSAFE);
1432 /* Hack -- Notice player affect */
1433 if (player_bold(y, x))
1435 /* Hurt the player later */
1438 /* Do not hurt this grid */
1443 /* Hack -- Skip the epicenter */
1444 if ((y == y1) && (x == x1)) continue;
1448 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1449 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1451 if (in_generate) /* In generation */
1453 /* Delete the monster (if any) */
1454 delete_monster(y, x);
1456 else if (r_ptr->flags1 & RF1_QUESTOR)
1458 /* Heal the monster */
1459 m_ptr->hp = m_ptr->maxhp;
1461 /* Try to teleport away quest monsters */
1462 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
1466 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1468 GAME_TEXT m_name[MAX_NLEN];
1470 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1471 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
1474 /* Delete the monster (if any) */
1475 delete_monster(y, x);
1479 /* During generation, destroyed artifacts are "preserved" */
1480 if (preserve_mode || in_generate)
1482 OBJECT_IDX this_o_idx, next_o_idx = 0;
1484 /* Scan all objects in the grid */
1485 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1488 o_ptr = &o_list[this_o_idx];
1490 /* Acquire next object */
1491 next_o_idx = o_ptr->next_o_idx;
1493 /* Hack -- Preserve unknown artifacts */
1494 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
1496 /* Mega-Hack -- Preserve the artifact */
1497 a_info[o_ptr->name1].cur_num = 0;
1499 if (in_generate && cheat_peek)
1501 GAME_TEXT o_name[MAX_NLEN];
1502 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1503 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);
1506 else if (in_generate && cheat_peek && o_ptr->art_name)
1508 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。",
1509 "One of the random artifacts was *destroyed* during generation."));
1514 /* Delete objects */
1515 delete_object(y, x);
1517 /* Destroy "non-permanent" grids */
1518 if (!cave_perma_grid(c_ptr))
1520 /* Wall (or floor) type */
1523 if (!in_generate) /* Normal */
1527 /* Create granite wall */
1528 cave_set_feat(y, x, feat_granite);
1532 /* Create quartz vein */
1533 cave_set_feat(y, x, feat_quartz_vein);
1537 /* Create magma vein */
1538 cave_set_feat(y, x, feat_magma_vein);
1543 cave_set_feat(y, x, floor_type[randint0(100)]);
1546 else /* In generation */
1550 /* Create granite wall */
1551 place_extra_grid(c_ptr);
1555 /* Create quartz vein */
1556 c_ptr->feat = feat_quartz_vein;
1560 /* Create magma vein */
1561 c_ptr->feat = feat_magma_vein;
1566 place_floor_grid(c_ptr);
1569 /* Clear garbage of hidden trap or door */
1578 /* Process "re-glowing" */
1579 for (y = (y1 - r); y <= (y1 + r); y++)
1581 for (x = (x1 - r); x <= (x1 + r); x++)
1583 /* Skip illegal grids */
1584 if (!in_bounds(y, x)) continue;
1586 /* Extract the distance */
1587 k = distance(y1, x1, y, x);
1589 /* Stay in the circle of death */
1590 if (k > r) continue;
1591 c_ptr = &cave[y][x];
1593 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
1594 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
1600 for (i = 0; i < 9; i++)
1602 yy = y + ddy_ddd[i];
1603 xx = x + ddx_ddd[i];
1604 if (!in_bounds2(yy, xx)) continue;
1605 cc_ptr = &cave[yy][xx];
1606 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1608 c_ptr->info |= CAVE_GLOW;
1616 /* Hack -- Affect player */
1619 msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
1621 /* Blind the player */
1622 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
1625 (void)set_blind(p_ptr->blind + 10 + randint1(10));
1631 /* Mega-Hack -- Forget the view and lite */
1632 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1633 p_ptr->redraw |= (PR_MAP);
1634 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1636 if (p_ptr->special_defense & NINJA_S_STEALTH)
1638 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1648 * @brief 地震処理(サブルーチン) /
1649 * Induce an "earthquake" of the given radius at the given location.
1650 * @return 効力があった場合TRUEを返す
1654 * @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)
1658 * This will turn some walls into floors and some floors into walls.
1660 * The player will take damage and "jump" into a safe grid if possible,
1661 * otherwise, he will "tunnel" through the rubble instantaneously.
1663 * Monsters will take damage, and "jump" into a safe grid if possible,
1664 * otherwise they will be "buried" in the rubble, disappearing from
1665 * the level in the same way that they do when genocided.
1667 * Note that thus the player and monsters (except eaters of walls and
1668 * passers through walls) will never occupy the same grid as a wall.
1669 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
1670 * for a single turn, unless that monster can pass_walls or kill_walls.
1671 * This has allowed massive simplification of the "monster" code.
1674 bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
1678 POSITION y, x, yy, xx, dy, dx;
1681 POSITION sy = 0, sx = 0;
1687 /* Prevent destruction of quest levels and town */
1688 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1693 /* Paranoia -- Enforce maximum range */
1696 /* Clear the "maximal blast" area */
1697 for (y = 0; y < 32; y++)
1699 for (x = 0; x < 32; x++)
1705 /* Check around the epicenter */
1706 for (dy = -r; dy <= r; dy++)
1708 for (dx = -r; dx <= r; dx++)
1710 /* Extract the location */
1714 /* Skip illegal grids */
1715 if (!in_bounds(yy, xx)) continue;
1717 /* Skip distant grids */
1718 if (distance(cy, cx, yy, xx) > r) continue;
1719 c_ptr = &cave[yy][xx];
1721 /* Lose room and vault */
1722 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
1724 /* Lose light and knowledge */
1725 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
1727 /* Skip the epicenter */
1728 if (!dx && !dy) continue;
1730 /* Skip most grids */
1731 if (randint0(100) < 85) continue;
1733 /* Damage this grid */
1734 map[16+yy-cy][16+xx-cx] = TRUE;
1736 /* Hack -- Take note of player damage */
1737 if (player_bold(yy, xx)) hurt = TRUE;
1741 /* First, affect the player (if necessary) */
1742 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
1744 /* Check around the player */
1745 for (i = 0; i < 8; i++)
1747 /* Access the location */
1748 y = p_ptr->y + ddy_ddd[i];
1749 x = p_ptr->x + ddx_ddd[i];
1751 /* Skip non-empty grids */
1752 if (!cave_empty_bold(y, x)) continue;
1754 /* Important -- Skip "quake" grids */
1755 if (map[16+y-cy][16+x-cx]) continue;
1757 if (cave[y][x].m_idx) continue;
1759 /* Count "safe" grids */
1762 /* Randomize choice */
1763 if (randint0(sn) > 0) continue;
1765 /* Save the safe location */
1769 /* Random message */
1770 switch (randint1(3))
1774 msg_print(_("ダンジョンの壁が崩れた!", "The cave ceiling collapses!"));
1779 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!"));
1784 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!"));
1789 /* Hurt the player a lot */
1792 /* Message and damage */
1793 msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
1797 /* Destroy the grid, and push the player to safety */
1800 /* Calculate results */
1801 switch (randint1(3))
1805 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
1811 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
1812 damage = damroll(10, 4);
1813 (void)set_stun(p_ptr->stun + randint1(50));
1818 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!"));
1819 damage = damroll(10, 4);
1820 (void)set_stun(p_ptr->stun + randint1(50));
1825 /* Move the player to the safe location */
1826 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
1829 /* Important -- no wall on player */
1830 map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
1838 GAME_TEXT m_name[MAX_NLEN];
1839 monster_type *m_ptr = &m_list[m_idx];
1841 /* Get the monster's real name */
1842 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1844 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
1848 killer = _("地震", "an earthquake");
1851 take_hit(DAMAGE_ATTACK, damage, killer, -1);
1855 /* Examine the quaked region */
1856 for (dy = -r; dy <= r; dy++)
1858 for (dx = -r; dx <= r; dx++)
1860 /* Extract the location */
1864 /* Skip unaffected grids */
1865 if (!map[16+yy-cy][16+xx-cx]) continue;
1866 c_ptr = &cave[yy][xx];
1868 if (c_ptr->m_idx == p_ptr->riding) continue;
1870 /* Process monsters */
1873 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1874 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1876 /* Quest monsters */
1877 if (r_ptr->flags1 & RF1_QUESTOR)
1879 /* No wall on quest monsters */
1880 map[16+yy-cy][16+xx-cx] = FALSE;
1885 /* Most monsters cannot co-exist with rock */
1886 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
1887 !(r_ptr->flags2 & (RF2_PASS_WALL)))
1889 GAME_TEXT m_name[MAX_NLEN];
1891 /* Assume not safe */
1894 /* Monster can move to escape the wall */
1895 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
1897 /* Look for safety */
1898 for (i = 0; i < 8; i++)
1900 y = yy + ddy_ddd[i];
1901 x = xx + ddx_ddd[i];
1903 /* Skip non-empty grids */
1904 if (!cave_empty_bold(y, x)) continue;
1906 /* Hack -- no safety on glyph of warding */
1907 if (is_glyph_grid(&cave[y][x])) continue;
1908 if (is_explosive_rune_grid(&cave[y][x])) continue;
1910 /* ... nor on the Pattern */
1911 if (pattern_tile(y, x)) continue;
1913 /* Important -- Skip "quake" grids */
1914 if (map[16+y-cy][16+x-cx]) continue;
1916 if (cave[y][x].m_idx) continue;
1917 if (player_bold(y, x)) continue;
1919 /* Count "safe" grids */
1922 /* Randomize choice */
1923 if (randint0(sn) > 0) continue;
1925 /* Save the safe grid */
1930 /* Describe the monster */
1931 monster_desc(m_name, m_ptr, 0);
1933 /* Scream in pain */
1934 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);
1936 /* Take damage from the quake */
1937 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
1939 /* Monster is certainly awake */
1940 (void)set_monster_csleep(c_ptr->m_idx, 0);
1942 /* Apply damage directly */
1943 m_ptr->hp -= damage;
1945 /* Delete (not kill) "dead" monsters */
1948 if (!ignore_unview || is_seen(m_ptr))
1949 msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
1953 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
1955 char m2_name[MAX_NLEN];
1957 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
1958 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
1962 delete_monster(yy, xx);
1964 /* No longer safe */
1968 /* Hack -- Escape from the rock */
1971 IDX m_idx_aux = cave[yy][xx].m_idx;
1973 /* Update the old location */
1974 cave[yy][xx].m_idx = 0;
1976 /* Update the new location */
1977 cave[sy][sx].m_idx = m_idx_aux;
1979 /* Move the monster */
1983 update_monster(m_idx, TRUE);
1992 /* Lose monster light */
1995 /* Examine the quaked region */
1996 for (dy = -r; dy <= r; dy++)
1998 for (dx = -r; dx <= r; dx++)
2000 /* Extract the location */
2004 /* Skip unaffected grids */
2005 if (!map[16+yy-cy][16+xx-cx]) continue;
2007 c_ptr = &cave[yy][xx];
2009 /* Paranoia -- never affect player */
2010 /* if (player_bold(yy, xx)) continue; */
2012 /* Destroy location (if valid) */
2013 if (cave_valid_bold(yy, xx))
2015 /* Delete objects */
2016 delete_object(yy, xx);
2018 /* Wall (or floor) type */
2019 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
2024 /* Create granite wall */
2025 cave_set_feat(yy, xx, feat_granite);
2031 /* Create quartz vein */
2032 cave_set_feat(yy, xx, feat_quartz_vein);
2038 /* Create magma vein */
2039 cave_set_feat(yy, xx, feat_magma_vein);
2046 cave_set_feat(yy, xx, floor_type[randint0(100)]);
2053 /* Process "re-glowing" */
2054 for (dy = -r; dy <= r; dy++)
2056 for (dx = -r; dx <= r; dx++)
2058 /* Extract the location */
2062 /* Skip illegal grids */
2063 if (!in_bounds(yy, xx)) continue;
2065 /* Skip distant grids */
2066 if (distance(cy, cx, yy, xx) > r) continue;
2067 c_ptr = &cave[yy][xx];
2069 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
2070 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
2075 for (ii = 0; ii < 9; ii++)
2077 yyy = yy + ddy_ddd[ii];
2078 xxx = xx + ddx_ddd[ii];
2079 if (!in_bounds2(yyy, xxx)) continue;
2080 cc_ptr = &cave[yyy][xxx];
2081 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2083 c_ptr->info |= CAVE_GLOW;
2092 /* Mega-Hack -- Forget the view and lite */
2093 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2095 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
2097 /* Update the health bar */
2098 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
2100 p_ptr->redraw |= (PR_MAP);
2102 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2104 if (p_ptr->special_defense & NINJA_S_STEALTH)
2106 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2114 * @brief 地震処理(プレイヤーの中心発動) /
2115 * Induce an "earthquake" of the given radius at the given location.
2116 * @return 効力があった場合TRUEを返す
2121 bool earthquake(POSITION cy, POSITION cx, POSITION r)
2123 return earthquake_aux(cy, cx, r, 0);
2130 void discharge_minion(void)
2135 for (i = 1; i < m_max; i++)
2137 monster_type *m_ptr = &m_list[i];
2138 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2139 if (m_ptr->nickname) okay = FALSE;
2141 if (!okay || p_ptr->riding)
2143 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? ")))
2146 for (i = 1; i < m_max; i++)
2149 monster_type *m_ptr = &m_list[i];
2150 monster_race *r_ptr;
2152 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2153 r_ptr = &r_info[m_ptr->r_idx];
2155 /* Uniques resist discharging */
2156 if (r_ptr->flags1 & RF1_UNIQUE)
2158 GAME_TEXT m_name[MAX_NLEN];
2159 monster_desc(m_name, m_ptr, 0x00);
2160 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);
2161 delete_monster_idx(i);
2164 dam = m_ptr->maxhp / 2;
2165 if (dam > 100) dam = (dam-100)/2 + 100;
2166 if (dam > 400) dam = (dam-400)/2 + 400;
2167 if (dam > 800) dam = 800;
2168 project(i, 2+(r_ptr->level/20), m_ptr->fy,
2169 m_ptr->fx, dam, GF_PLASMA,
2170 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
2172 if (record_named_pet && m_ptr->nickname)
2174 GAME_TEXT m_name[MAX_NLEN];
2176 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2177 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
2180 delete_monster_idx(i);
2186 * @brief 部屋全体を照らすサブルーチン
2190 * This routine clears the entire "temp" set.
2191 * This routine will Perma-Lite all "temp" grids.
2192 * This routine is used (only) by "lite_room()"
2193 * Dark grids are illuminated.
2194 * Also, process all affected monsters.
2196 * SMART monsters always wake up when illuminated
2197 * NORMAL monsters wake up 1/4 the time when illuminated
2198 * STUPID monsters wake up 1/10 the time when illuminated
2201 static void cave_temp_room_lite(void)
2205 /* Clear them all */
2206 for (i = 0; i < temp_n; i++)
2208 POSITION y = temp_y[i];
2209 POSITION x = temp_x[i];
2211 cave_type *c_ptr = &cave[y][x];
2213 /* No longer in the array */
2214 c_ptr->info &= ~(CAVE_TEMP);
2216 /* Update only non-CAVE_GLOW grids */
2217 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
2220 c_ptr->info |= (CAVE_GLOW);
2222 /* Process affected monsters */
2226 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2227 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2228 update_monster(c_ptr->m_idx, FALSE);
2230 /* Stupid monsters rarely wake up */
2231 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
2233 /* Smart monsters always wake up */
2234 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
2236 /* Sometimes monsters wake up */
2237 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
2240 (void)set_monster_csleep(c_ptr->m_idx, 0);
2242 /* Notice the "waking up" */
2245 GAME_TEXT m_name[MAX_NLEN];
2246 monster_desc(m_name, m_ptr, 0);
2247 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2257 update_local_illumination(y, x);
2267 * @brief 部屋全体を暗くするサブルーチン
2271 * This routine clears the entire "temp" set.
2272 * This routine will "darken" all "temp" grids.
2273 * In addition, some of these grids will be "unmarked".
2274 * This routine is used (only) by "unlite_room()"
2275 * Also, process all affected monsters
2278 static void cave_temp_room_unlite(void)
2282 /* Clear them all */
2283 for (i = 0; i < temp_n; i++)
2285 POSITION y = temp_y[i];
2286 POSITION x = temp_x[i];
2289 cave_type *c_ptr = &cave[y][x];
2290 bool do_dark = !is_mirror_grid(c_ptr);
2292 /* No longer in the array */
2293 c_ptr->info &= ~(CAVE_TEMP);
2295 /* Darken the grid */
2298 if (dun_level || !is_daytime())
2300 for (j = 0; j < 9; j++)
2302 int by = y + ddy_ddd[j];
2303 int bx = x + ddx_ddd[j];
2305 if (in_bounds2(by, bx))
2307 cave_type *cc_ptr = &cave[by][bx];
2309 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2317 if (!do_dark) continue;
2320 c_ptr->info &= ~(CAVE_GLOW);
2322 /* Hack -- Forget "boring" grids */
2323 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
2325 /* Forget the grid */
2326 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
2331 /* Process affected monsters */
2334 update_monster(c_ptr->m_idx, FALSE);
2339 update_local_illumination(y, x);
2349 * @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
2352 * @param pass_bold 地形条件を返す関数ポインタ
2355 static int next_to_open(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2362 for (i = 0; i < 16; i++)
2364 y = cy + ddy_cdd[i % 8];
2365 x = cx + ddx_cdd[i % 8];
2367 /* Found a wall, break the length */
2368 if (!pass_bold(y, x))
2370 /* Track best length */
2384 return (MAX(len, blen));
2388 * @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
2391 * @param pass_bold 地形条件を返す関数ポインタ
2394 static int next_to_walls_adj(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2400 for (i = 0; i < 8; i++)
2402 y = cy + ddy_ddd[i];
2403 x = cx + ddx_ddd[i];
2405 if (!pass_bold(y, x)) c++;
2413 * @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
2414 * @param y 部屋内のy座標1点
2415 * @param x 部屋内のx座標1点
2416 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
2417 * @param pass_bold 地形条件を返す関数ポインタ
2420 static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pass_bold)(POSITION, POSITION))
2425 c_ptr = &cave[y][x];
2427 /* Avoid infinite recursion */
2428 if (c_ptr->info & (CAVE_TEMP)) return;
2430 /* Do not "leave" the current room */
2431 if (!(c_ptr->info & (CAVE_ROOM)))
2433 if (only_room) return;
2436 if (!in_bounds2(y, x)) return;
2438 /* Do not exceed the maximum spell range */
2439 if (distance(p_ptr->y, p_ptr->x, y, x) > MAX_RANGE) return;
2441 /* Verify this grid */
2443 * The reason why it is ==6 instead of >5 is that 8 is impossible
2444 * due to the check for cave_bold above.
2445 * 7 lights dead-end corridors (you need to do this for the
2446 * checkboard interesting rooms, so that the boundary is lit
2448 * This leaves only a check for 6 bounding walls!
2450 if (in_bounds(y, x) && pass_bold(y, x) &&
2451 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
2454 /* Paranoia -- verify space */
2455 if (temp_n == TEMP_MAX) return;
2457 /* Mark the grid as "seen" */
2458 c_ptr->info |= (CAVE_TEMP);
2460 /* Add it to the "seen" set */
2467 * @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
2470 * @return 光を通すならばtrueを返す。
2472 static bool cave_pass_lite_bold(POSITION y, POSITION x)
2474 return cave_los_bold(y, x);
2478 * @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
2483 static void cave_temp_lite_room_aux(POSITION y, POSITION x)
2485 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
2489 * @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
2492 * @return 射線を通すならばtrueを返す。
2494 static bool cave_pass_dark_bold(POSITION y, POSITION x)
2496 return cave_have_flag_bold(y, x, FF_PROJECT);
2501 * @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
2506 static void cave_temp_unlite_room_aux(POSITION y, POSITION x)
2508 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
2513 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
2518 void lite_room(POSITION y1, POSITION x1)
2523 /* Add the initial grid */
2524 cave_temp_lite_room_aux(y1, x1);
2526 /* While grids are in the queue, add their neighbors */
2527 for (i = 0; i < temp_n; i++)
2529 x = temp_x[i], y = temp_y[i];
2531 /* Walls get lit, but stop light */
2532 if (!cave_pass_lite_bold(y, x)) continue;
2534 /* Spread adjacent */
2535 cave_temp_lite_room_aux(y + 1, x);
2536 cave_temp_lite_room_aux(y - 1, x);
2537 cave_temp_lite_room_aux(y, x + 1);
2538 cave_temp_lite_room_aux(y, x - 1);
2540 /* Spread diagonal */
2541 cave_temp_lite_room_aux(y + 1, x + 1);
2542 cave_temp_lite_room_aux(y - 1, x - 1);
2543 cave_temp_lite_room_aux(y - 1, x + 1);
2544 cave_temp_lite_room_aux(y + 1, x - 1);
2547 /* Now, lite them all up at once */
2548 cave_temp_room_lite();
2550 if (p_ptr->special_defense & NINJA_S_STEALTH)
2552 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2558 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
2563 void unlite_room(POSITION y1, POSITION x1)
2568 /* Add the initial grid */
2569 cave_temp_unlite_room_aux(y1, x1);
2571 /* Spread, breadth first */
2572 for (i = 0; i < temp_n; i++)
2574 x = temp_x[i], y = temp_y[i];
2576 /* Walls get dark, but stop darkness */
2577 if (!cave_pass_dark_bold(y, x)) continue;
2579 /* Spread adjacent */
2580 cave_temp_unlite_room_aux(y + 1, x);
2581 cave_temp_unlite_room_aux(y - 1, x);
2582 cave_temp_unlite_room_aux(y, x + 1);
2583 cave_temp_unlite_room_aux(y, x - 1);
2585 /* Spread diagonal */
2586 cave_temp_unlite_room_aux(y + 1, x + 1);
2587 cave_temp_unlite_room_aux(y - 1, x - 1);
2588 cave_temp_unlite_room_aux(y - 1, x + 1);
2589 cave_temp_unlite_room_aux(y + 1, x - 1);
2592 /* Now, darken them all at once */
2593 cave_temp_room_unlite();
2596 bool starlight(bool magic)
2598 HIT_POINT num = damroll(5, 3);
2599 POSITION y = 0, x = 0;
2603 if (!p_ptr->blind && !magic)
2605 msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly..."));
2607 for (k = 0; k < num; k++)
2613 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, PROJECT_LOS);
2614 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2615 if (!player_bold(y, x)) break;
2618 project(0, 0, p_ptr->y, p_ptr->x, damroll(6 + p_ptr->lev / 8, 10), GF_LITE_WEAK,
2619 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL | PROJECT_LOS), -1);
2627 * @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
2630 * @return 作用が実際にあった場合TRUEを返す
2632 bool lite_area(HIT_POINT dam, POSITION rad)
2634 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2636 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
2638 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
2642 /* Hack -- Message */
2645 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
2648 /* Hook into the "project()" function */
2649 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1);
2651 /* Lite up the room */
2652 lite_room(p_ptr->y, p_ptr->x);
2660 * @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
2663 * @return 作用が実際にあった場合TRUEを返す
2665 bool unlite_area(HIT_POINT dam, POSITION rad)
2667 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2669 /* Hack -- Message */
2672 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
2675 /* Hook into the "project()" function */
2676 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1);
2678 /* Lite up the room */
2679 unlite_room(p_ptr->y, p_ptr->x);
2688 * @brief ボール系スペルの発動 / Cast a ball spell
2690 * @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)
2693 * @return 作用が実際にあった場合TRUEを返す
2696 * Stop if we hit a monster, act as a "ball"
2697 * Allow "target" mode to pass over monsters
2698 * Affect grids, objects, and monsters
2701 bool fire_ball(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2705 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2707 if (typ == GF_CHARM_LIVING) flg|= PROJECT_HIDE;
2708 /* Use the given direction */
2709 tx = p_ptr->x + 99 * ddx[dir];
2710 ty = p_ptr->y + 99 * ddy[dir];
2712 /* Hack -- Use an actual "target" */
2713 if ((dir == 5) && target_okay())
2715 flg &= ~(PROJECT_STOP);
2720 /* Analyze the "dir" and the "target". Hurt items on floor. */
2721 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2725 * @brief ブレス系スペルの発動 / Cast a breath spell
2727 * @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)
2730 * @return 作用が実際にあった場合TRUEを返す
2733 * Stop if we hit a monster, act as a "ball"
2734 * Allow "target" mode to pass over monsters
2735 * Affect grids, objects, and monsters
2738 bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2740 return fire_ball(typ, dir, dam, -rad);
2745 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
2747 * @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)
2750 * @return 作用が実際にあった場合TRUEを返す
2753 * Stop if we hit a monster, act as a "ball"
2754 * Allow "target" mode to pass over monsters
2755 * Affect grids, objects, and monsters
2758 bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2761 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2763 /* Use the given direction */
2764 tx = p_ptr->x + 99 * ddx[dir];
2765 ty = p_ptr->y + 99 * ddy[dir];
2767 /* Hack -- Use an actual "target" */
2768 if ((dir == 5) && target_okay())
2774 /* Analyze the "dir" and the "target". Hurt items on floor. */
2775 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2780 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
2782 * @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)
2785 * @return 作用が実際にあった場合TRUEを返す
2788 * Stop if we hit a monster, act as a "ball"
2789 * Allow "target" mode to pass over monsters
2790 * Affect grids, objects, and monsters
2793 bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2796 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
2798 /* Use the given direction */
2799 tx = p_ptr->x + 99 * ddx[dir];
2800 ty = p_ptr->y + 99 * ddy[dir];
2802 /* Hack -- Use an actual "target" */
2803 if ((dir == 5) && target_okay())
2805 flg &= ~(PROJECT_STOP);
2810 /* Analyze the "dir" and the "target". Hurt items on floor. */
2811 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2816 * @brief メテオ系スペルの発動 / Cast a meteor spell
2817 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
2823 * @return 作用が実際にあった場合TRUEを返す
2826 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
2827 * player, or outside source, that starts out at an arbitrary location, and
2828 * leaving no trail from the "caster" to the target. This function is
2829 * especially useful for bombardments and similar. -LM-
2830 * Option to hurt the player.
2833 bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
2835 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2837 /* Analyze the "target" and the caster. */
2838 return (project(who, rad, y, x, dam, typ, flg, -1));
2843 * @brief ブラスト系スペルの発動 / Cast a blast spell
2845 * @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)
2850 * @return 作用が実際にあった場合TRUEを返す
2852 bool fire_blast(EFFECT_ID typ, DIRECTION dir, int dd, int ds, int num, int dev)
2856 POSITION ty, tx, y, x;
2859 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
2864 /* Use the given direction */
2867 ly = ty = p_ptr->y + 20 * ddy[dir];
2868 lx = tx = p_ptr->x + 20 * ddx[dir];
2871 /* Use an actual "target" */
2872 else /* if (dir == 5) */
2877 lx = 20 * (tx - p_ptr->x) + p_ptr->x;
2878 ly = 20 * (ty - p_ptr->y) + p_ptr->y;
2881 ld = distance(p_ptr->y, p_ptr->x, ly, lx);
2884 for (i = 0; i < num; i++)
2888 /* Get targets for some bolts */
2889 y = rand_spread(ly, ld * dev / 20);
2890 x = rand_spread(lx, ld * dev / 20);
2892 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
2895 /* Analyze the "dir" and the "target". */
2896 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
2907 * @brief モンスターとの位置交換処理 / Switch position with a monster.
2908 * @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)
2909 * @return 作用が実際にあった場合TRUEを返す
2911 bool teleport_swap(DIRECTION dir)
2915 monster_type* m_ptr;
2916 monster_race* r_ptr;
2918 if ((dir == 5) && target_okay())
2925 tx = p_ptr->x + ddx[dir];
2926 ty = p_ptr->y + ddy[dir];
2928 c_ptr = &cave[ty][tx];
2930 if (p_ptr->anti_tele)
2932 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
2936 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
2938 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
2944 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10))
2946 msg_print(_("失敗した。", "Failed to swap."));
2952 m_ptr = &m_list[c_ptr->m_idx];
2953 r_ptr = &r_info[m_ptr->r_idx];
2955 (void)set_monster_csleep(c_ptr->m_idx, 0);
2957 if (r_ptr->flagsr & RFR_RES_TELE)
2959 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
2961 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2967 sound(SOUND_TELEPORT);
2969 /* Swap the player and monster */
2970 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
2978 * @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)
2980 * @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)
2983 * @return 作用が実際にあった場合TRUEを返す
2985 bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
2989 /* Pass through the target if needed */
2990 flg |= (PROJECT_THRU);
2992 /* Use the given direction */
2993 tx = p_ptr->x + ddx[dir];
2994 ty = p_ptr->y + ddy[dir];
2996 /* Hack -- Use an actual "target" */
2997 if ((dir == 5) && target_okay())
3003 /* Analyze the "dir" and the "target", do NOT explode */
3004 return (project(0, 0, ty, tx, dam, typ, flg, -1));
3009 * @brief ボルト系スペルの発動 / Cast a bolt spell.
3011 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3013 * @return 作用が実際にあった場合TRUEを返す
3016 * Stop if we hit a monster, as a "bolt".
3017 * Affect monsters and grids (not objects).
3020 bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3022 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
3023 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
3024 return (project_hook(typ, dir, dam, flg));
3029 * @brief ビーム系スペルの発動 / Cast a beam spell.
3031 * @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)
3033 * @return 作用が実際にあった場合TRUEを返す
3036 * Pass through monsters, as a "beam".
3037 * Affect monsters, grids and objects.
3040 bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3042 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
3043 return (project_hook(typ, dir, dam, flg));
3048 * @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.
3049 * @param prob ビーム化する確率(%)
3051 * @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)
3053 * @return 作用が実際にあった場合TRUEを返す
3056 * Pass through monsters, as a "beam".
3057 * Affect monsters, grids and objects.
3060 bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3062 if (randint0(100) < prob)
3064 return (fire_beam(typ, dir, dam));
3068 return (fire_bolt(typ, dir, dam));
3073 * @brief LITE_WEAK属性による光源ビーム処理
3074 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3076 * @return 作用が実際にあった場合TRUEを返す
3078 bool lite_line(DIRECTION dir, HIT_POINT dam)
3080 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
3081 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
3086 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3088 * @return 作用が実際にあった場合TRUEを返す
3090 bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam)
3092 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3093 return (project_hook(GF_HYPODYNAMIA, dir, dam, flg));
3098 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3100 * @return 作用が実際にあった場合TRUEを返す
3102 bool wall_to_mud(DIRECTION dir, HIT_POINT dam)
3104 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3105 return (project_hook(GF_KILL_WALL, dir, dam, flg));
3110 * @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)
3111 * @return 作用が実際にあった場合TRUEを返す
3113 bool wizard_lock(DIRECTION dir)
3115 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3116 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
3121 * @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)
3122 * @return 作用が実際にあった場合TRUEを返す
3124 bool destroy_door(DIRECTION dir)
3126 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3127 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
3132 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3133 * @return 作用が実際にあった場合TRUEを返す
3135 bool disarm_trap(DIRECTION dir)
3137 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3138 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
3143 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3145 * @return 作用が実際にあった場合TRUEを返す
3147 bool heal_monster(DIRECTION dir, HIT_POINT dam)
3149 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3150 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
3155 * @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)
3157 * @return 作用が実際にあった場合TRUEを返す
3159 bool speed_monster(DIRECTION dir, int power)
3161 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3162 return (project_hook(GF_OLD_SPEED, dir, power, flg));
3167 * @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)
3169 * @return 作用が実際にあった場合TRUEを返す
3171 bool slow_monster(DIRECTION dir, int power)
3173 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3174 return (project_hook(GF_OLD_SLOW, dir, power, flg));
3179 * @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)
3181 * @return 作用が実際にあった場合TRUEを返す
3183 bool sleep_monster(DIRECTION dir, int power)
3185 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3186 return (project_hook(GF_OLD_SLEEP, dir, power, flg));
3190 * @brief モンスター拘束(STASIS)処理
3191 * @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)
3192 * @return 作用が実際にあった場合TRUEを返す
3193 * @details 威力はプレイヤーレベル*2に固定
3195 bool stasis_monster(DIRECTION dir)
3197 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
3201 * @brief 邪悪なモンスター拘束(STASIS)処理
3202 * @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)
3203 * @return 作用が実際にあった場合TRUEを返す
3204 * @details 威力はプレイヤーレベル*2に固定
3206 bool stasis_evil(DIRECTION dir)
3208 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
3213 * @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)
3214 * @param plev プレイヤーレベル(=効力)
3215 * @return 作用が実際にあった場合TRUEを返す
3217 bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev)
3219 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3220 return (project_hook(GF_OLD_CONF, dir, plev, flg));
3225 * @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)
3226 * @param plev プレイヤーレベル(=効力)
3227 * @return 作用が実際にあった場合TRUEを返す
3229 bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev)
3231 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3232 return (project_hook(GF_STUN, dir, plev, flg));
3236 * @brief チェンジモンスター処理
3237 * @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)
3239 * @return 作用が実際にあった場合TRUEを返す
3241 bool poly_monster(DIRECTION dir, int power)
3243 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3244 bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
3246 chg_virtue(V_CHANCE, 1);
3251 * @brief クローンモンスター処理
3252 * @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)
3253 * @return 作用が実際にあった場合TRUEを返す
3255 bool clone_monster(DIRECTION dir)
3257 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3258 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
3263 * @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)
3264 * @param plev プレイヤーレベル(=効力)
3265 * @return 作用が実際にあった場合TRUEを返す
3267 bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev)
3269 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3270 return (project_hook(GF_TURN_ALL, dir, plev, flg));
3275 * @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)
3276 * @param plev プレイヤーレベル(効力はplev*200)
3277 * @return 作用が実際にあった場合TRUEを返す
3279 bool death_ray(DIRECTION dir, PLAYER_LEVEL plev)
3281 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3282 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
3286 * @brief モンスター用テレポート処理
3287 * @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)
3288 * @param distance 移動距離
3289 * @return 作用が実際にあった場合TRUEを返す
3291 bool teleport_monster(DIRECTION dir, int distance)
3293 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
3294 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
3298 * @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)
3299 * @return 作用が実際にあった場合TRUEを返す
3301 bool door_creation(void)
3303 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3304 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_DOOR, flg, -1));
3308 * @brief トラップ生成処理(起点から周囲1マス)
3311 * @return 作用が実際にあった場合TRUEを返す
3313 bool trap_creation(POSITION y, POSITION x)
3315 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3316 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
3320 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
3321 * @return 作用が実際にあった場合TRUEを返す
3323 bool tree_creation(void)
3325 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3326 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_TREE, flg, -1));
3330 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
3331 * @return 作用が実際にあった場合TRUEを返す
3333 bool glyph_creation(void)
3335 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
3336 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_GLYPH, flg, -1));
3340 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
3341 * @return 作用が実際にあった場合TRUEを返す
3343 bool wall_stone(void)
3345 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3347 bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
3349 p_ptr->update |= (PU_FLOW);
3351 p_ptr->redraw |= (PR_MAP);
3357 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
3358 * @return 作用が実際にあった場合TRUEを返す
3360 bool destroy_doors_touch(void)
3362 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3363 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_DOOR, flg, -1));
3367 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
3368 * @return 作用が実際にあった場合TRUEを返す
3370 bool disarm_traps_touch(void)
3372 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3373 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_TRAP, flg, -1));
3377 * @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)
3378 * @return 作用が実際にあった場合TRUEを返す
3380 bool sleep_monsters_touch(void)
3382 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
3383 return (project(0, 1, p_ptr->y, p_ptr->x, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
3388 * @brief 死者復活処理(起点より周囲5マス)
3389 * @param who 術者モンスターID(0ならばプレイヤー)
3392 * @return 作用が実際にあった場合TRUEを返す
3394 bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x)
3396 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
3397 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
3402 * @return 作用が実際にあった場合TRUEを返す
3404 void call_chaos(void)
3406 int Chaos_type, dummy, dir;
3407 PLAYER_LEVEL plev = p_ptr->lev;
3408 bool line_chaos = FALSE;
3410 int hurt_types[31] =
3412 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
3413 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
3414 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
3415 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
3416 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
3417 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
3418 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
3419 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
3422 Chaos_type = hurt_types[randint0(31)];
3423 if (one_in_(4)) line_chaos = TRUE;
3427 for (dummy = 1; dummy < 10; dummy++)
3432 fire_beam(Chaos_type, dummy, 150);
3434 fire_ball(Chaos_type, dummy, 150, 2);
3438 else if (one_in_(3))
3440 fire_ball(Chaos_type, 0, 500, 8);
3444 if (!get_aim_dir(&dir)) return;
3446 fire_beam(Chaos_type, dir, 250);
3448 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
3453 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
3454 * @param stop_ty 再帰処理停止フラグ
3456 * @return 作用が実際にあった場合TRUEを返す
3459 * rr9: Stop the nasty things when a Cyberdemon is summoned
3460 * or the player gets paralyzed.
3463 bool activate_ty_curse(bool stop_ty, int *count)
3467 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3471 switch (randint1(34))
3476 msg_print(_("地面が揺れた...", "The ground trembles..."));
3477 earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
3478 if (!one_in_(6)) break;
3483 HIT_POINT dam = damroll(10, 10);
3484 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!"));
3485 project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1);
3486 take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
3487 if (!one_in_(6)) break;
3492 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
3493 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
3494 if (randint0(13)) (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3495 if (!one_in_(6)) break;
3498 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3502 project(0, 7, p_ptr->y, p_ptr->x, 50, GF_KILL_WALL, flg, -1);
3503 take_hit(DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
3505 if (!one_in_(6)) break;
3506 case 1: case 2: case 3: case 16: case 17:
3507 aggravate_monsters(0);
3508 if (!one_in_(6)) break;
3509 case 4: case 5: case 6:
3510 (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3511 if (!one_in_(6)) break;
3512 case 7: case 8: case 9: case 18:
3513 (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
3514 if (!one_in_(6)) break;
3515 case 10: case 11: case 12:
3516 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..."));
3517 lose_exp(p_ptr->exp / 16);
3518 if (!one_in_(6)) break;
3519 case 13: case 14: case 15: case 19: case 20:
3520 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
3526 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
3527 if (p_ptr->free_act)
3528 set_paralyzed(p_ptr->paralyzed + randint1(3));
3530 set_paralyzed(p_ptr->paralyzed + randint1(13));
3533 if (!one_in_(6)) break;
3534 case 21: case 22: case 23:
3535 (void)do_dec_stat(randint0(6));
3536 if (!one_in_(6)) break;
3538 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
3540 if (!one_in_(6)) break;
3543 * Only summon Cyberdemons deep in the dungeon.
3545 if ((dun_level > 65) && !stop_ty)
3547 (*count) += summon_cyber(-1, p_ptr->y, p_ptr->x);
3551 if (!one_in_(6)) break;
3557 (void)do_dec_stat(i);
3565 while (one_in_(3) && !stop_ty);
3571 * @brief HI_SUMMON(上級召喚)処理発動
3574 * @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
3575 * @return 作用が実際にあった場合TRUEを返す
3577 int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
3582 BIT_FLAGS mode = PM_ALLOW_GROUP;
3589 mode |= PM_FORCE_FRIENDLY;
3593 mode |= PM_FORCE_PET;
3598 if (!pet) mode |= PM_NO_PET;
3600 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
3602 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
3604 switch (randint1(25) + (dun_level / 20))
3607 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode, '\0');
3610 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode, '\0');
3613 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode, '\0');
3616 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode, '\0');
3619 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode, '\0');
3622 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode, '\0');
3625 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode, '\0');
3628 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode, '\0');
3632 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE), '\0');
3636 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE), '\0');
3639 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3640 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode, '\0');
3643 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3644 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode, '\0');
3647 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode, '\0');
3650 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3651 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode, '\0');
3660 * @brief サイバーデーモンの召喚
3661 * @param who 召喚主のモンスターID(0ならばプレイヤー)
3664 * @return 作用が実際にあった場合TRUEを返す
3666 int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x)
3669 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
3671 BIT_FLAGS mode = PM_ALLOW_GROUP;
3673 /* Summoned by a monster */
3676 monster_type *m_ptr = &m_list[who];
3677 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
3680 if (max_cyber > 4) max_cyber = 4;
3682 for (i = 0; i < max_cyber; i++)
3684 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode, '\0');
3691 * @brief 周辺破壊効果(プレイヤー中心)
3692 * @return 作用が実際にあった場合TRUEを返す
3694 void wall_breaker(void)
3697 POSITION y = 0, x = 0;
3698 int attempts = 1000;
3700 if (randint1(80 + p_ptr->lev) < 70)
3704 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
3706 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
3708 if (!player_bold(y, x)) break;
3711 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3712 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3714 else if (randint1(100) > 30)
3716 earthquake(p_ptr->y, p_ptr->x, 1);
3720 int num = damroll(5, 3);
3722 for (i = 0; i < num; i++)
3726 scatter(&y, &x, p_ptr->y, p_ptr->x, 10, 0);
3728 if (!player_bold(y, x)) break;
3731 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3732 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3739 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
3741 * @return 作用が実際にあった場合TRUEを返す
3743 bool confuse_monsters(HIT_POINT dam)
3745 return (project_all_los(GF_OLD_CONF, dam));
3750 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
3752 * @return 作用が実際にあった場合TRUEを返す
3754 bool charm_monsters(HIT_POINT dam)
3756 return (project_all_los(GF_CHARM, dam));
3761 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
3763 * @return 作用が実際にあった場合TRUEを返す
3765 bool charm_animals(HIT_POINT dam)
3767 return (project_all_los(GF_CONTROL_ANIMAL, dam));
3772 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
3774 * @return 作用が実際にあった場合TRUEを返す
3776 bool stun_monsters(HIT_POINT dam)
3778 return (project_all_los(GF_STUN, dam));
3783 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
3785 * @return 作用が実際にあった場合TRUEを返す
3787 bool stasis_monsters(HIT_POINT dam)
3789 return (project_all_los(GF_STASIS, dam));
3794 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
3796 * @return 作用が実際にあった場合TRUEを返す
3798 bool mindblast_monsters(HIT_POINT dam)
3800 return (project_all_los(GF_PSI, dam));
3805 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
3806 * @param dist 効力(距離)
3807 * @return 作用が実際にあった場合TRUEを返す
3809 bool banish_monsters(int dist)
3811 return (project_all_los(GF_AWAY_ALL, dist));
3816 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
3818 * @return 作用が実際にあった場合TRUEを返す
3820 bool turn_evil(HIT_POINT dam)
3822 return (project_all_los(GF_TURN_EVIL, dam));
3827 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
3829 * @return 作用が実際にあった場合TRUEを返す
3831 bool turn_monsters(HIT_POINT dam)
3833 return (project_all_los(GF_TURN_ALL, dam));
3838 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
3839 * @return 作用が実際にあった場合TRUEを返す
3841 bool deathray_monsters(void)
3843 return (project_all_los(GF_DEATH_RAY, p_ptr->lev * 200));
3847 * @brief チャーム・モンスター(1体)
3848 * @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)
3850 * @return 作用が実際にあった場合TRUEを返す
3852 bool charm_monster(DIRECTION dir, PLAYER_LEVEL plev)
3854 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3855 return (project_hook(GF_CHARM, dir, plev, flg));
3859 * @brief アンデッド支配(1体)
3860 * @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)
3862 * @return 作用が実際にあった場合TRUEを返す
3864 bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev)
3866 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3867 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
3872 * @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)
3874 * @return 作用が実際にあった場合TRUEを返す
3876 bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev)
3878 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3879 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
3884 * @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)
3886 * @return 作用が実際にあった場合TRUEを返す
3888 bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev)
3890 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
3891 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
3897 * @param success 判定成功上の処理ならばTRUE
3898 * @return 作用が実際にあった場合TRUEを返す
3900 bool kawarimi(bool success)
3903 object_type *q_ptr = &forge;
3906 if (p_ptr->is_dead) return FALSE;
3907 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
3908 if (randint0(200) < p_ptr->stun) return FALSE;
3910 if (!success && one_in_(3))
3912 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
3913 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3914 p_ptr->redraw |= (PR_STATUS);
3921 teleport_player(10 + randint1(90), 0L);
3923 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
3925 q_ptr->pval = MON_NINJA;
3926 (void)drop_near(q_ptr, -1, y, x);
3928 if (success) msg_print(_("攻撃を受ける前に素早く身をひるがえした。", "You have turned around just before the attack hit you."));
3929 else msg_print(_("失敗!攻撃を受けてしまった。", "Failed! You are hit by the attack."));
3931 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
3932 p_ptr->redraw |= (PR_STATUS);
3940 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
3941 * @param mdeath 目標モンスターが死亡したかを返す
3942 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
3944 bool rush_attack(bool *mdeath)
3951 bool tmp_mdeath = FALSE;
3954 if (mdeath) *mdeath = FALSE;
3957 if (!get_aim_dir(&dir)) return FALSE;
3959 /* Use the given direction */
3960 tx = p_ptr->x + project_length * ddx[dir];
3961 ty = p_ptr->y + project_length * ddy[dir];
3963 /* Hack -- Use an actual "target" */
3964 if ((dir == 5) && target_okay())
3970 if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
3972 path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
3975 /* No need to move */
3976 if (!path_n) return TRUE;
3978 /* Use ty and tx as to-move point */
3982 /* Project along the path */
3983 for (i = 0; i < path_n; i++)
3985 monster_type *m_ptr;
3987 int ny = GRID_Y(path_g[i]);
3988 int nx = GRID_X(path_g[i]);
3990 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
3995 /* Go to next grid */
3999 if (!cave[ny][nx].m_idx)
4003 msg_print(_("失敗!", "Failed!"));
4007 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
4014 /* Move player before updating the monster */
4015 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4016 update_monster(cave[ny][nx].m_idx, TRUE);
4018 /* Found a monster */
4019 m_ptr = &m_list[cave[ny][nx].m_idx];
4021 if (tm_idx != cave[ny][nx].m_idx)
4024 msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "", m_ptr->ml ? "モンスター" : "何か");
4026 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
4029 else if (!player_bold(ty, tx))
4031 /* Hold the monster name */
4032 GAME_TEXT m_name[MAX_NLEN];
4034 /* Get the monster name (BEFORE polymorphing) */
4035 monster_desc(m_name, m_ptr, 0);
4036 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
4039 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4041 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
4046 if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4048 if (mdeath) *mdeath = tmp_mdeath;
4054 * @brief 全鏡の消去 / Remove all mirrors in this floor
4055 * @param explode 爆発処理を伴うならばTRUE
4058 void remove_all_mirrors(bool explode)
4062 for (x = 0; x < cur_wid; x++)
4064 for (y = 0; y < cur_hgt; y++)
4066 if (is_mirror_grid(&cave[y][x]))
4068 remove_mirror(y, x);
4070 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
4071 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
4078 * @brief 『一つの指輪』の効果処理 /
4079 * Hack -- activate the ring of power
4080 * @param dir 発動の方向ID
4083 void ring_of_power(DIRECTION dir)
4085 /* Pick a random effect */
4086 switch (randint1(10))
4091 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."));
4094 /* Decrease all stats (permanently) */
4095 (void)dec_stat(A_STR, 50, TRUE);
4096 (void)dec_stat(A_INT, 50, TRUE);
4097 (void)dec_stat(A_WIS, 50, TRUE);
4098 (void)dec_stat(A_DEX, 50, TRUE);
4099 (void)dec_stat(A_CON, 50, TRUE);
4100 (void)dec_stat(A_CHR, 50, TRUE);
4102 /* Lose some experience (permanently) */
4103 p_ptr->exp -= (p_ptr->exp / 4);
4104 p_ptr->max_exp -= (p_ptr->exp / 4);
4112 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."));
4114 /* Dispel monsters */
4115 dispel_monsters(1000);
4125 fire_ball(GF_MANA, dir, 600, 3);
4136 fire_bolt(GF_MANA, dir, 500);
4144 * @brief 運命の輪、並びにカオス的な効果の発動
4145 * @param spell ランダムな効果を選択するための基準ID
4148 void wild_magic(int spell)
4151 int type = SUMMON_MOLD + randint0(6);
4153 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
4154 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
4156 switch (randint1(spell) + randint1(8) + 1)
4161 teleport_player(10, TELEPORT_PASSIVE);
4166 teleport_player(100, TELEPORT_PASSIVE);
4170 teleport_player(200, TELEPORT_PASSIVE);
4180 lite_area(damroll(2, 3), 2);
4183 destroy_doors_touch();
4188 sleep_monsters_touch();
4192 trap_creation(p_ptr->y, p_ptr->x);
4201 aggravate_monsters(0);
4204 earthquake(p_ptr->y, p_ptr->x, 5);
4208 (void)gain_random_mutation(0);
4212 apply_disenchant(1);
4218 fire_ball(GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
4225 while (counter++ < 8)
4227 (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET), '\0');
4232 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4235 (void)summon_cyber(-1, p_ptr->y, p_ptr->x);
4240 (void)activate_ty_curse(FALSE, &count);
4249 * @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。
4250 * / Drop 10+1d10 meteor ball at random places near the player
4255 void cast_meteor(HIT_POINT dam, POSITION rad)
4258 int b = 10 + randint1(10);
4260 for (i = 0; i < b; i++)
4262 POSITION y = 0, x = 0;
4265 for (count = 0; count <= 20; count++)
4269 x = p_ptr->x - 8 + randint0(17);
4270 y = p_ptr->y - 8 + randint0(17);
4272 dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
4273 dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
4275 /* Approximate distance */
4276 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4278 if (d >= 9) continue;
4280 if (!in_bounds(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)
4281 || !cave_have_flag_bold(y, x, FF_PROJECT)) continue;
4283 /* Valid position */
4287 if (count > 20) continue;
4289 project(0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
4295 * @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。
4298 * @return ターゲットを指定し、実行したならばTRUEを返す。
4300 bool cast_wrath_of_the_god(HIT_POINT dam, POSITION rad)
4302 POSITION x, y, tx, ty;
4306 int b = 10 + randint1(10);
4308 if (!get_aim_dir(&dir)) return FALSE;
4310 /* Use the given direction */
4311 tx = p_ptr->x + 99 * ddx[dir];
4312 ty = p_ptr->y + 99 * ddy[dir];
4314 /* Hack -- Use an actual "target" */
4315 if ((dir == 5) && target_okay())
4326 /* Hack -- Stop at the target */
4327 if ((y == ty) && (x == tx)) break;
4331 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
4333 /* Stop at maximum range */
4334 if (MAX_RANGE <= distance(p_ptr->y, p_ptr->x, ny, nx)) break;
4336 /* Stopped by walls/doors */
4337 if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
4339 /* Stopped by monsters */
4340 if ((dir != 5) && cave[ny][nx].m_idx != 0) break;
4342 /* Save the new location */
4349 for (i = 0; i < b; i++)
4351 int count = 20, d = 0;
4357 x = tx - 5 + randint0(11);
4358 y = ty - 5 + randint0(11);
4360 dx = (tx > x) ? (tx - x) : (x - tx);
4361 dy = (ty > y) ? (ty - y) : (y - ty);
4363 /* Approximate distance */
4364 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4365 /* Within the radius */
4369 if (count < 0) continue;
4371 /* Cannot penetrate perm walls */
4372 if (!in_bounds(y, x) ||
4373 cave_stop_disintegration(y, x) ||
4374 !in_disintegration_range(ty, tx, y, x))
4377 project(0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
4384 * @brief 「ワンダー」のランダムな効果を決定して処理する。
4388 * This spell should become more useful (more controlled) as the\n
4389 * player gains experience levels. Thus, add 1/5 of the player's\n
4390 * level to the die roll. This eliminates the worst effects later on,\n
4391 * while keeping the results quite random. It also allows some potent\n
4392 * effects only at high level.
4394 void cast_wonder(DIRECTION dir)
4396 PLAYER_LEVEL plev = p_ptr->lev;
4397 int die = randint1(100) + plev / 5;
4398 int vir = virtue_number(V_CHANCE);
4402 if (p_ptr->virtues[vir - 1] > 0)
4404 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4408 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4413 chg_virtue(V_CHANCE, 1);
4417 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
4420 if (die < 8) clone_monster(dir);
4421 else if (die < 14) speed_monster(dir, plev);
4422 else if (die < 26) heal_monster(dir, damroll(4, 6));
4423 else if (die < 31) poly_monster(dir, plev);
4425 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4426 damroll(3 + ((plev - 1) / 5), 4));
4427 else if (die < 41) confuse_monster(dir, plev);
4428 else if (die < 46) fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4429 else if (die < 51) (void)lite_line(dir, damroll(6, 8));
4431 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4432 damroll(3 + ((plev - 5) / 4), 8));
4434 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4435 damroll(5 + ((plev - 5) / 4), 8));
4437 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4438 damroll(6 + ((plev - 5) / 4), 8));
4440 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4441 damroll(8 + ((plev - 5) / 4), 8));
4442 else if (die < 76) hypodynamic_bolt(dir, 75);
4443 else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4444 else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
4445 else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
4446 else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
4447 else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
4450 earthquake(p_ptr->y, p_ptr->x, 12);
4454 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4458 symbol_genocide(plev + 50, TRUE);
4460 else if (die < 110) dispel_monsters(120);
4463 dispel_monsters(150);
4464 slow_monsters(plev);
4465 sleep_monsters(plev);
4472 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
4476 void cast_invoke_spirits(DIRECTION dir)
4478 PLAYER_LEVEL plev = p_ptr->lev;
4479 int die = randint1(100) + plev / 5;
4480 int vir = virtue_number(V_CHANCE);
4484 if (p_ptr->virtues[vir - 1] > 0)
4486 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4490 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4494 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..."));
4496 chg_virtue(V_CHANCE, 1);
4500 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!"));
4505 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!",
4506 "Oh no! Mouldering forms rise from the earth around you!"));
4508 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4509 chg_virtue(V_UNLIFE, 1);
4513 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..."));
4515 set_afraid(p_ptr->afraid + randint1(4) + 4);
4519 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...",
4520 "Your head is invaded by a horde of gibbering spectral voices..."));
4522 set_confused(p_ptr->confused + randint1(4) + 4);
4526 poly_monster(dir, plev);
4530 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4531 damroll(3 + ((plev - 1) / 5), 4));
4535 confuse_monster(dir, plev);
4539 fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4543 (void)lite_line(dir, damroll(6, 8));
4547 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4548 damroll(3 + ((plev - 5) / 4), 8));
4552 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4553 damroll(5 + ((plev - 5) / 4), 8));
4557 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4558 damroll(6 + ((plev - 5) / 4), 8));
4562 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4563 damroll(8 + ((plev - 5) / 4), 8));
4567 hypodynamic_bolt(dir, 75);
4571 fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4575 fire_ball(GF_ACID, dir, 40 + plev, 2);
4579 fire_ball(GF_ICE, dir, 70 + plev, 3);
4583 fire_ball(GF_FIRE, dir, 80 + plev, 3);
4587 hypodynamic_bolt(dir, 100 + plev);
4591 earthquake(p_ptr->y, p_ptr->x, 12);
4595 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4599 symbol_genocide(plev + 50, TRUE);
4603 dispel_monsters(120);
4607 dispel_monsters(150);
4608 slow_monsters(plev);
4609 sleep_monsters(plev);
4615 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。」",
4616 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
4621 * @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。
4624 void cast_shuffle(void)
4626 PLAYER_LEVEL plev = p_ptr->lev;
4629 int vir = virtue_number(V_CHANCE);
4632 /* Card sharks and high mages get a level bonus */
4633 if ((p_ptr->pclass == CLASS_ROGUE) ||
4634 (p_ptr->pclass == CLASS_HIGH_MAGE) ||
4635 (p_ptr->pclass == CLASS_SORCERER))
4636 die = (randint1(110)) + plev / 5;
4638 die = randint1(120);
4643 if (p_ptr->virtues[vir - 1] > 0)
4645 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4649 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4653 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..."));
4656 chg_virtue(V_CHANCE, 1);
4660 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
4662 for (i = 0; i < randint1(3); i++)
4663 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4667 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
4668 summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4673 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
4674 activate_ty_curse(FALSE, &count);
4678 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
4679 aggravate_monsters(0);
4683 msg_print(_("《愚者》だ。", "It's the Fool."));
4689 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
4690 trump_summoning(1, FALSE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
4694 msg_print(_("《月》だ。", "It's the Moon."));
4699 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
4700 wild_magic(randint0(32));
4704 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4705 teleport_player(10, TELEPORT_PASSIVE);
4709 msg_print(_("《正義》だ。", "It's Justice."));
4710 set_blessed(p_ptr->lev, FALSE);
4714 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4715 teleport_player(100, TELEPORT_PASSIVE);
4719 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4720 teleport_player(200, TELEPORT_PASSIVE);
4724 msg_print(_("《塔》だ。", "It's the Tower."));
4729 msg_print(_("《節制》だ。", "It's Temperance."));
4730 sleep_monsters_touch();
4734 msg_print(_("《塔》だ。", "It's the Tower."));
4736 earthquake(p_ptr->y, p_ptr->x, 5);
4740 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4741 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_MOLD, 0L);
4745 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4746 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_BAT, 0L);
4750 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4751 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_VORTEX, 0L);
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_COIN_MIMIC, 0L);
4760 msg_print(_("《恋人》だ。", "It's the Lovers."));
4762 if (get_aim_dir(&dir))
4763 charm_monster(dir, MIN(p_ptr->lev, 20));
4767 msg_print(_("《隠者》だ。", "It's the Hermit."));
4772 msg_print(_("《審判》だ。", "It's the Judgement."));
4773 do_cmd_rerate(FALSE);
4774 lose_all_mutations();
4778 msg_print(_("《太陽》だ。", "It's the Sun."));
4779 chg_virtue(V_KNOWLEDGE, 1);
4780 chg_virtue(V_ENLIGHTEN, 1);
4785 msg_print(_("《世界》だ。", "It's the World."));
4786 if (p_ptr->exp < PY_MAX_EXP)
4788 s32b ee = (p_ptr->exp / 25) + 1;
4789 if (ee > 5000) ee = 5000;
4790 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4796 bool_hack life_stream(bool_hack message, bool_hack virtue_change)
4800 chg_virtue(V_VITALITY, 1);
4801 chg_virtue(V_UNLIFE, -5);
4805 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
4808 (void)set_poisoned(0);
4810 (void)set_confused(0);
4814 (void)restore_all_status();
4815 (void)set_shero(0, TRUE);
4822 bool_hack heroism(int base)
4824 bool_hack ident = FALSE;
4825 if(set_afraid(0)) ident = TRUE;
4826 if(set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4827 if(hp_player(10)) ident = TRUE;
4831 bool_hack berserk(int base)
4833 bool_hack ident = FALSE;
4834 if (set_afraid(0)) ident = TRUE;
4835 if (set_shero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
4836 if (hp_player(30)) ident = TRUE;
4840 bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
4842 bool_hack ident = FALSE;
4843 if (hp_player(damroll(dice, sides))) ident = TRUE;
4844 if (set_blind(0)) ident = TRUE;
4845 if (set_cut(p_ptr->cut - 10)) ident = TRUE;
4846 if (set_shero(0, TRUE)) ident = TRUE;
4850 bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
4852 bool_hack ident = FALSE;
4853 if (hp_player(damroll(dice, sides))) ident = TRUE;
4854 if (set_blind(0)) ident = TRUE;
4855 if (set_confused(0)) ident = TRUE;
4856 if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
4857 if (set_shero(0, TRUE)) ident = TRUE;
4861 bool_hack cure_critical_wounds(HIT_POINT pow)
4863 bool_hack ident = FALSE;
4864 if (hp_player(pow)) ident = TRUE;
4865 if (set_blind(0)) ident = TRUE;
4866 if (set_confused(0)) ident = TRUE;
4867 if (set_poisoned(0)) ident = TRUE;
4868 if (set_stun(0)) ident = TRUE;
4869 if (set_cut(0)) ident = TRUE;
4870 if (set_shero(0, TRUE)) ident = TRUE;
4874 bool_hack true_healing(HIT_POINT pow)
4876 bool_hack ident = FALSE;
4877 if (hp_player(pow)) ident = TRUE;
4878 if (set_blind(0)) ident = TRUE;
4879 if (set_confused(0)) ident = TRUE;
4880 if (set_poisoned(0)) ident = TRUE;
4881 if (set_stun(0)) ident = TRUE;
4882 if (set_cut(0)) ident = TRUE;
4883 if (set_image(0)) ident = TRUE;
4887 bool_hack restore_mana(bool_hack magic_eater)
4889 bool_hack ident = FALSE;
4891 if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
4894 for (i = 0; i < EATER_EXT * 2; i++)
4896 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
4897 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;
4899 for (; i < EATER_EXT * 3; i++)
4901 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
4902 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;
4903 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
4905 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4906 p_ptr->window |= (PW_PLAYER);
4909 else if (p_ptr->csp < p_ptr->msp)
4911 p_ptr->csp = p_ptr->msp;
4912 p_ptr->csp_frac = 0;
4913 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
4914 p_ptr->redraw |= (PR_MANA);
4915 p_ptr->window |= (PW_PLAYER);
4916 p_ptr->window |= (PW_SPELL);
4923 bool restore_all_status(void)
4926 if (do_res_stat(A_STR)) ident = TRUE;
4927 if (do_res_stat(A_INT)) ident = TRUE;
4928 if (do_res_stat(A_WIS)) ident = TRUE;
4929 if (do_res_stat(A_DEX)) ident = TRUE;
4930 if (do_res_stat(A_CON)) ident = TRUE;
4931 if (do_res_stat(A_CHR)) ident = TRUE;
4936 * @brief 口を使う継続的な処理を中断する
4939 void stop_mouth(void)
4941 if (music_singing_any()) stop_singing();
4942 if (hex_spelling_any()) stop_hex_spell_all();
4946 bool_hack vampirism(void)
4953 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
4955 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
4959 /* Only works on adjacent monsters */
4960 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4961 y = p_ptr->y + ddy[dir];
4962 x = p_ptr->x + ddx[dir];
4963 c_ptr = &cave[y][x];
4967 if (!(c_ptr->m_idx))
4969 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
4973 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
4975 dummy = p_ptr->lev * 2;
4977 if (hypodynamic_bolt(dir, dummy))
4979 if (p_ptr->food < PY_FOOD_FULL)
4980 /* No heal if we are "full" */
4981 (void)hp_player(dummy);
4983 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
4985 /* Gain nutritional sustenance: 150/hp drained */
4986 /* A Food ration gives 5000 food points (by contrast) */
4987 /* Don't ever get more than "Full" this way */
4988 /* But if we ARE Gorged, it won't cure us */
4989 dummy = p_ptr->food + MIN(5000, 100 * dummy);
4990 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
4991 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
4994 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
4998 bool panic_hit(void)
5003 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
5004 y = p_ptr->y + ddy[dir];
5005 x = p_ptr->x + ddx[dir];
5006 if (cave[y][x].m_idx)
5009 if (randint0(p_ptr->skill_dis) < 7)
5010 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
5012 teleport_player(30, 0L);
5017 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"));
5025 * @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)
5028 * currently this function allows pseudo-id of any object,
5029 * including silly ones like potions & scrolls, which always
5030 * get '{average}'. This should be changed, either to stop such
5031 * items from being pseudo-id'd, or to allow psychometry to
5032 * detect whether the unidentified potion/scroll/etc is
5033 * good (Cure Light Wounds, Restore Strength, etc) or
5034 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
5036 bool psychometry(void)
5040 GAME_TEXT o_name[MAX_NLEN];
5045 q = _("どのアイテムを調べますか?", "Meditate on which item? ");
5046 s = _("調べるアイテムがありません。", "You have nothing appropriate.");
5048 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
5049 if (!o_ptr) return (FALSE);
5051 /* It is fully known, no information needed */
5052 if (object_is_known(o_ptr))
5054 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
5058 /* Check for a feeling */
5059 feel = value_check_aux1(o_ptr);
5061 /* Get an object description */
5062 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5064 /* Skip non-feelings */
5067 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);
5072 msg_format("%sは%sという感じがする...", o_name, game_inscriptions[feel]);
5074 msg_format("You feel that the %s %s %s...",
5075 o_name, ((o_ptr->number == 1) ? "is" : "are"), game_inscriptions[feel]);
5079 /* We have "felt" it */
5080 o_ptr->ident |= (IDENT_SENSE);
5083 o_ptr->feeling = feel;
5085 /* Player touches it */
5086 o_ptr->marked |= OM_TOUCHED;
5088 /* Combine / Reorder the pack (later) */
5089 p_ptr->update |= (PU_COMBINE | PU_REORDER);
5091 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5093 /* Valid "tval" codes */
5094 switch (o_ptr->tval)
5122 /* Auto-inscription/destroy */
5123 autopick_alter_item(item, (bool)(okay && destroy_feeling));
5125 /* Something happened */