3 * @brief 魔法効果の実装/ Spell code (part 2)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
20 * @brief プレイヤー周辺の地形を感知する
23 * @param known 地形から危険フラグを外すならTRUE
24 * @return 効力があった場合TRUEを返す
26 static bool detect_feat_flag(POSITION range, int flag, bool known)
32 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
34 /* Scan the current panel */
35 for (y = 1; y < cur_hgt - 1; y++)
37 for (x = 1; x <= cur_wid - 1; x++)
39 int dist = distance(p_ptr->y, p_ptr->x, y, x);
40 if (dist > range) continue;
48 /* Mark as detected */
49 if (dist <= range && known)
51 if (dist <= range - 1) c_ptr->info |= (CAVE_IN_DETECT);
53 c_ptr->info &= ~(CAVE_UNSAFE);
61 if (cave_have_flag_grid(c_ptr, flag))
66 /* Hack -- Memorize */
67 c_ptr->info |= (CAVE_MARK);
84 * @brief プレイヤー周辺のトラップを感知する / Detect all traps on current panel
86 * @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
87 * @return 効力があった場合TRUEを返す
89 bool detect_traps(POSITION range, bool known)
91 bool detect = detect_feat_flag(range, FF_TRAP, known);
93 if (known) p_ptr->dtrap = TRUE;
95 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
100 msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
109 * @brief プレイヤー周辺のドアを感知する / Detect all doors on current panel
111 * @return 効力があった場合TRUEを返す
113 bool detect_doors(POSITION range)
115 bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
117 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
122 msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
131 * @brief プレイヤー周辺の階段を感知する / Detect all stairs on current panel
133 * @return 効力があった場合TRUEを返す
135 bool detect_stairs(POSITION range)
137 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
139 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
144 msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
153 * @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
155 * @return 効力があった場合TRUEを返す
157 bool detect_treasure(POSITION range)
159 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
161 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
166 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!"));
175 * @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
177 * @return 効力があった場合TRUEを返す
179 bool detect_objects_gold(POSITION range)
182 POSITION range2 = range;
186 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
189 for (i = 1; i < o_max; i++)
191 object_type *o_ptr = &o_list[i];
193 /* Skip dead objects */
194 if (!o_ptr->k_idx) continue;
196 /* Skip held objects */
197 if (o_ptr->held_m_idx) continue;
203 /* Only detect nearby objects */
204 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
206 /* Detect "gold" objects */
207 if (o_ptr->tval == TV_GOLD)
209 /* Hack -- memorize it */
210 o_ptr->marked |= OM_FOUND;
220 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
225 msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
228 if (detect_monsters_string(range, "$"))
239 * @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
241 * @return 効力があった場合TRUEを返す
243 bool detect_objects_normal(POSITION range)
246 POSITION range2 = range;
250 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
253 for (i = 1; i < o_max; i++)
255 object_type *o_ptr = &o_list[i];
257 /* Skip dead objects */
258 if (!o_ptr->k_idx) continue;
260 /* Skip held objects */
261 if (o_ptr->held_m_idx) continue;
267 /* Only detect nearby objects */
268 if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue;
270 /* Detect "real" objects */
271 if (o_ptr->tval != TV_GOLD)
273 /* Hack -- memorize it */
274 o_ptr->marked |= OM_FOUND;
284 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
289 msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
292 if (detect_monsters_string(range, "!=?|/`"))
303 * @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.
305 * @return 効力があった場合TRUEを返す
308 * This will light up all spaces with "magic" items, including artifacts,
309 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
310 * and "enchanted" items of the "good" variety.
312 * It can probably be argued that this function is now too powerful.
315 bool detect_objects_magic(POSITION range)
321 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
323 /* Scan all objects */
324 for (i = 1; i < o_max; i++)
326 object_type *o_ptr = &o_list[i];
328 /* Skip dead objects */
329 if (!o_ptr->k_idx) continue;
331 /* Skip held objects */
332 if (o_ptr->held_m_idx) continue;
338 /* Only detect nearby objects */
339 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
341 /* Examine the tval */
344 /* Artifacts, misc magic items, or enchanted wearables */
345 if (object_is_artifact(o_ptr) ||
346 object_is_ego(o_ptr) ||
347 (tv == TV_WHISTLE) ||
355 (tv == TV_LIFE_BOOK) ||
356 (tv == TV_SORCERY_BOOK) ||
357 (tv == TV_NATURE_BOOK) ||
358 (tv == TV_CHAOS_BOOK) ||
359 (tv == TV_DEATH_BOOK) ||
360 (tv == TV_TRUMP_BOOK) ||
361 (tv == TV_ARCANE_BOOK) ||
362 (tv == TV_CRAFT_BOOK) ||
363 (tv == TV_DAEMON_BOOK) ||
364 (tv == TV_CRUSADE_BOOK) ||
365 (tv == TV_MUSIC_BOOK) ||
366 (tv == TV_HISSATSU_BOOK) ||
367 (tv == TV_HEX_BOOK) ||
368 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
370 /* Memorize the item */
371 o_ptr->marked |= OM_FOUND;
384 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!"));
393 * @brief 一般のモンスターを感知する / Detect all "normal" monsters on the current panel
395 * @return 効力があった場合TRUEを返す
397 bool detect_monsters_normal(POSITION range)
404 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
407 for (i = 1; i < m_max; i++)
409 monster_type *m_ptr = &m_list[i];
410 monster_race *r_ptr = &r_info[m_ptr->r_idx];
412 /* Skip dead monsters */
413 if (!m_ptr->r_idx) continue;
419 /* Only detect nearby monsters */
420 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
422 /* Detect all non-invisible monsters */
423 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
425 /* Repair visibility later */
426 repair_monsters = TRUE;
428 /* Hack -- Detect monster */
429 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
431 /* Update the monster */
432 update_mon(i, FALSE);
439 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
444 /* Describe result */
445 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
454 * @brief 不可視のモンスターを感知する / Detect all "invisible" monsters around the player
456 * @return 効力があった場合TRUEを返す
458 bool detect_monsters_invis(POSITION range)
464 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
467 for (i = 1; i < m_max; i++)
469 monster_type *m_ptr = &m_list[i];
470 monster_race *r_ptr = &r_info[m_ptr->r_idx];
472 /* Skip dead monsters */
473 if (!m_ptr->r_idx) continue;
479 /* Only detect nearby monsters */
480 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
482 /* Detect invisible monsters */
483 if (r_ptr->flags2 & RF2_INVISIBLE)
485 /* Update monster recall window */
486 if (p_ptr->monster_race_idx == m_ptr->r_idx)
489 p_ptr->window |= (PW_MONSTER);
492 /* Repair visibility later */
493 repair_monsters = TRUE;
495 /* Hack -- Detect monster */
496 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
498 /* Update the monster */
499 update_mon(i, FALSE);
506 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
511 /* Describe result */
512 msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
520 * @brief 邪悪なモンスターを感知する / Detect all "evil" monsters on current panel
522 * @return 効力があった場合TRUEを返す
524 bool detect_monsters_evil(POSITION range)
530 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
533 for (i = 1; i < m_max; i++)
535 monster_type *m_ptr = &m_list[i];
536 monster_race *r_ptr = &r_info[m_ptr->r_idx];
538 /* Skip dead monsters */
539 if (!m_ptr->r_idx) continue;
545 /* Only detect nearby monsters */
546 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
548 /* Detect evil monsters */
549 if (r_ptr->flags3 & RF3_EVIL)
551 if (is_original_ap(m_ptr))
553 /* Take note that they are evil */
554 r_ptr->r_flags3 |= (RF3_EVIL);
556 /* Update monster recall window */
557 if (p_ptr->monster_race_idx == m_ptr->r_idx)
560 p_ptr->window |= (PW_MONSTER);
564 /* Repair visibility later */
565 repair_monsters = TRUE;
567 /* Hack -- Detect monster */
568 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
570 /* Update the monster */
571 update_mon(i, FALSE);
581 /* Describe result */
582 msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
590 * @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
592 * @return 効力があった場合TRUEを返す
594 bool detect_monsters_nonliving(POSITION range)
600 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
603 for (i = 1; i < m_max; i++)
605 monster_type *m_ptr = &m_list[i];
606 monster_race *r_ptr = &r_info[m_ptr->r_idx];
608 /* Skip dead monsters */
609 if (!m_ptr->r_idx) continue;
615 /* Only detect nearby monsters */
616 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
618 /* Detect non-living monsters */
619 if (!monster_living(r_ptr))
621 /* Update monster recall window */
622 if (p_ptr->monster_race_idx == m_ptr->r_idx)
625 p_ptr->window |= (PW_MONSTER);
628 /* Repair visibility later */
629 repair_monsters = TRUE;
631 /* Hack -- Detect monster */
632 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
634 /* Update the monster */
635 update_mon(i, FALSE);
645 /* Describe result */
646 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!"));
654 * @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
656 * @return 効力があった場合TRUEを返す
658 bool detect_monsters_mind(POSITION range)
664 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
667 for (i = 1; i < m_max; i++)
669 monster_type *m_ptr = &m_list[i];
670 monster_race *r_ptr = &r_info[m_ptr->r_idx];
672 /* Skip dead monsters */
673 if (!m_ptr->r_idx) continue;
679 /* Only detect nearby monsters */
680 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
682 /* Detect non-living monsters */
683 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
685 /* Update monster recall window */
686 if (p_ptr->monster_race_idx == m_ptr->r_idx)
689 p_ptr->window |= (PW_MONSTER);
692 /* Repair visibility later */
693 repair_monsters = TRUE;
695 /* Hack -- Detect monster */
696 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
698 /* Update the monster */
699 update_mon(i, FALSE);
709 /* Describe result */
710 msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
719 * @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
721 * @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)
722 * @return 効力があった場合TRUEを返す
724 bool detect_monsters_string(POSITION range, cptr Match)
730 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
733 for (i = 1; i < m_max; i++)
735 monster_type *m_ptr = &m_list[i];
736 monster_race *r_ptr = &r_info[m_ptr->r_idx];
738 /* Skip dead monsters */
739 if (!m_ptr->r_idx) continue;
745 /* Only detect nearby monsters */
746 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
748 /* Detect monsters with the same symbol */
749 if (my_strchr(Match, r_ptr->d_char))
751 /* Update monster recall window */
752 if (p_ptr->monster_race_idx == m_ptr->r_idx)
755 p_ptr->window |= (PW_MONSTER);
758 /* Repair visibility later */
759 repair_monsters = TRUE;
761 /* Hack -- Detect monster */
762 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
764 /* Update the monster */
765 update_mon(i, FALSE);
772 if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
777 /* Describe result */
778 msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
786 * @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
788 * @param match_flag 感知フラグ
789 * @return 効力があった場合TRUEを返す
791 bool detect_monsters_xxx(POSITION range, u32b match_flag)
796 cptr desc_monsters = _("変なモンスター", "weird monsters");
798 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
801 for (i = 1; i < m_max; i++)
803 monster_type *m_ptr = &m_list[i];
804 monster_race *r_ptr = &r_info[m_ptr->r_idx];
806 /* Skip dead monsters */
807 if (!m_ptr->r_idx) continue;
813 /* Only detect nearby monsters */
814 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
816 /* Detect evil monsters */
817 if (r_ptr->flags3 & (match_flag))
819 if (is_original_ap(m_ptr))
821 /* Take note that they are something */
822 r_ptr->r_flags3 |= (match_flag);
824 /* Update monster recall window */
825 if (p_ptr->monster_race_idx == m_ptr->r_idx)
828 p_ptr->window |= (PW_MONSTER);
832 /* Repair visibility later */
833 repair_monsters = TRUE;
835 /* Hack -- Detect monster */
836 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
838 /* Update the monster */
839 update_mon(i, FALSE);
852 desc_monsters = _("デーモン", "demons");
855 desc_monsters = _("アンデッド", "the undead");
859 /* Describe result */
860 msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
870 * @brief 全感知処理 / Detect everything
872 * @return 効力があった場合TRUEを返す
874 bool detect_all(POSITION range)
878 /* Detect everything */
879 if (detect_traps(range, TRUE)) detect = TRUE;
880 if (detect_doors(range)) detect = TRUE;
881 if (detect_stairs(range)) detect = TRUE;
883 /* There are too many hidden treasure. So... */
884 /* if (detect_treasure(range)) detect = TRUE; */
886 if (detect_objects_gold(range)) detect = TRUE;
887 if (detect_objects_normal(range)) detect = TRUE;
888 if (detect_monsters_invis(range)) detect = TRUE;
889 if (detect_monsters_normal(range)) detect = TRUE;
897 * @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
900 * @return 効力があった場合TRUEを返す
903 * Note that affected monsters are NOT auto-tracked by this usage.
905 * To avoid misbehavior when monster deaths have side-effects,
906 * this is done in two passes. -- JDL
909 bool project_hack(EFFECT_ID typ, HIT_POINT dam)
912 int flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
913 bool obvious = FALSE;
916 /* Mark all (nearby) monsters */
917 for (i = 1; i < m_max; i++)
919 monster_type *m_ptr = &m_list[i];
921 /* Paranoia -- Skip dead monsters */
922 if (!m_ptr->r_idx) continue;
928 /* Require line of sight */
929 if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
931 /* Mark the monster */
932 m_ptr->mflag |= (MFLAG_TEMP);
935 /* Affect all marked monsters */
936 for (i = 1; i < m_max; i++)
938 monster_type *m_ptr = &m_list[i];
940 /* Skip unmarked monsters */
941 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
944 m_ptr->mflag &= ~(MFLAG_TEMP);
950 /* Jump directly to the target monster */
951 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
960 * @brief 視界内モンスターを加速する処理 / Speed monsters
961 * @return 効力があった場合TRUEを返す
963 bool speed_monsters(void)
965 return (project_hack(GF_OLD_SPEED, p_ptr->lev));
969 * @brief 視界内モンスターを加速する処理 / Slow monsters
970 * @return 効力があった場合TRUEを返す
972 bool slow_monsters(int power)
974 return (project_hack(GF_OLD_SLOW, power));
978 * @brief 視界内モンスターを眠らせる処理 / Sleep monsters
979 * @return 効力があった場合TRUEを返す
981 bool sleep_monsters(int power)
983 return (project_hack(GF_OLD_SLEEP, power));
987 * @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
988 * @return 効力があった場合TRUEを返す
990 bool banish_evil(int dist)
992 return (project_hack(GF_AWAY_EVIL, dist));
996 * @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
997 * @return 効力があった場合TRUEを返す
999 bool turn_undead(void)
1001 bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
1003 chg_virtue(V_UNLIFE, -1);
1008 * @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
1009 * @return 効力があった場合TRUEを返す
1011 bool dispel_undead(HIT_POINT dam)
1013 bool tester = (project_hack(GF_DISP_UNDEAD, dam));
1015 chg_virtue(V_UNLIFE, -2);
1020 * @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
1021 * @return 効力があった場合TRUEを返す
1023 bool dispel_evil(HIT_POINT dam)
1025 return (project_hack(GF_DISP_EVIL, dam));
1029 * @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
1030 * @return 効力があった場合TRUEを返す
1032 bool dispel_good(HIT_POINT dam)
1034 return (project_hack(GF_DISP_GOOD, dam));
1038 * @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
1039 * @return 効力があった場合TRUEを返す
1041 bool dispel_monsters(HIT_POINT dam)
1043 return (project_hack(GF_DISP_ALL, dam));
1047 * @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
1048 * @return 効力があった場合TRUEを返す
1050 bool dispel_living(HIT_POINT dam)
1052 return (project_hack(GF_DISP_LIVING, dam));
1056 * @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
1057 * @return 効力があった場合TRUEを返す
1059 bool dispel_demons(HIT_POINT dam)
1061 return (project_hack(GF_DISP_DEMON, dam));
1065 * @brief 視界内のモンスターに「聖戦」効果を与える処理
1066 * @return 効力があった場合TRUEを返す
1070 return (project_hack(GF_CRUSADE, p_ptr->lev*4));
1074 * @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.
1075 * @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)
1078 void aggravate_monsters(MONSTER_IDX who)
1085 /* Aggravate everyone nearby */
1086 for (i = 1; i < m_max; i++)
1088 monster_type *m_ptr = &m_list[i];
1089 /* monster_race *r_ptr = &r_info[m_ptr->r_idx]; */
1091 /* Paranoia -- Skip dead monsters */
1092 if (!m_ptr->r_idx) continue;
1094 /* Skip aggravating monster (or player) */
1095 if (i == who) continue;
1097 /* Wake up nearby sleeping monsters */
1098 if (m_ptr->cdis < MAX_SIGHT * 2)
1101 if (MON_CSLEEP(m_ptr))
1103 (void)set_monster_csleep(i, 0);
1106 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
1109 /* Speed up monsters in line of sight */
1110 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
1114 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
1122 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!");
1123 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!");
1125 if (speed) msg_print("You feel a sudden stirring nearby!");
1126 else if (sleep) msg_print("You hear a sudden stirring in the distance!");
1128 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
1133 * @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
1134 * @param m_idx 抹殺するモンスターID
1135 * @param power 抹殺の威力
1136 * @param player_cast プレイヤーの魔法によるものならば TRUE
1137 * @param dam_side プレイヤーへの負担ダメージ量(1d(dam_side))
1138 * @param spell_name 抹殺効果を起こした魔法の名前
1139 * @return 効力があった場合TRUEを返す
1141 bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, cptr spell_name)
1143 int msec = delay_factor * delay_factor * delay_factor;
1144 monster_type *m_ptr = &m_list[m_idx];
1145 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1146 bool resist = FALSE;
1148 if (is_pet(m_ptr) && !player_cast) return FALSE;
1150 /* Hack -- Skip Unique Monsters or Quest Monsters */
1151 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
1153 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
1155 else if (m_idx == p_ptr->riding) resist = TRUE;
1157 else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
1159 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
1161 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
1163 /* Delete the monster */
1166 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1170 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1171 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
1174 delete_monster_idx(m_idx);
1177 if (resist && player_cast)
1179 bool see_m = is_seen(m_ptr);
1182 monster_desc(m_name, m_ptr, 0);
1185 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
1187 if (MON_CSLEEP(m_ptr))
1189 (void)set_monster_csleep(m_idx, 0);
1192 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1195 if (is_friendly(m_ptr) && !is_pet(m_ptr))
1199 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
1203 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
1209 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);
1212 /* Visual feedback */
1213 move_cursor_relative(p_ptr->y, p_ptr->x);
1216 p_ptr->redraw |= (PR_HP);
1219 p_ptr->window |= (PW_PLAYER);
1228 Term_xtra(TERM_XTRA_DELAY, msec);
1235 * @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
1236 * @param power 抹殺の威力
1237 * @param player_cast プレイヤーの魔法によるものならば TRUE
1238 * @return 効力があった場合TRUEを返す
1240 bool symbol_genocide(int power, bool player_cast)
1244 bool result = FALSE;
1246 /* Prevent genocide in quest levels */
1247 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1252 /* Mega-Hack -- Get a monster symbol */
1253 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)) ;
1255 /* Delete the monsters of that "type" */
1256 for (i = 1; i < m_max; i++)
1258 monster_type *m_ptr = &m_list[i];
1259 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1261 /* Paranoia -- Skip dead monsters */
1262 if (!m_ptr->r_idx) continue;
1264 /* Skip "wrong" monsters */
1265 if (r_ptr->d_char != typ) continue;
1268 result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
1273 chg_virtue(V_VITALITY, -2);
1274 chg_virtue(V_CHANCE, -1);
1282 * @brief モンスターへの周辺抹殺処理ルーチン / Delete all nearby (non-unique) monsters
1283 * @param power 抹殺の威力
1284 * @param player_cast プレイヤーの魔法によるものならば TRUE
1285 * @return 効力があった場合TRUEを返す
1287 bool mass_genocide(int power, bool player_cast)
1290 bool result = FALSE;
1292 /* Prevent mass genocide in quest levels */
1293 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1298 /* Delete the (nearby) monsters */
1299 for (i = 1; i < m_max; i++)
1301 monster_type *m_ptr = &m_list[i];
1303 /* Paranoia -- Skip dead monsters */
1304 if (!m_ptr->r_idx) continue;
1306 /* Skip distant monsters */
1307 if (m_ptr->cdis > MAX_SIGHT) continue;
1310 result |= genocide_aux(i, power, player_cast, 3, _("周辺抹殺", "Mass Genocide"));
1315 chg_virtue(V_VITALITY, -2);
1316 chg_virtue(V_CHANCE, -1);
1324 * @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
1325 * @param power 抹殺の威力
1326 * @param player_cast プレイヤーの魔法によるものならば TRUE
1327 * @return 効力があった場合TRUEを返す
1329 bool mass_genocide_undead(int power, bool player_cast)
1332 bool result = FALSE;
1334 /* Prevent mass genocide in quest levels */
1335 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
1340 /* Delete the (nearby) monsters */
1341 for (i = 1; i < m_max; i++)
1343 monster_type *m_ptr = &m_list[i];
1344 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1346 /* Paranoia -- Skip dead monsters */
1347 if (!m_ptr->r_idx) continue;
1349 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
1351 /* Skip distant monsters */
1352 if (m_ptr->cdis > MAX_SIGHT) continue;
1355 result |= genocide_aux(i, power, player_cast, 3, _("アンデッド消滅", "Annihilate Undead"));
1360 chg_virtue(V_UNLIFE, -2);
1361 chg_virtue(V_CHANCE, -1);
1369 * @brief 周辺モンスターを調査する / Probe nearby monsters
1370 * @return 効力があった場合TRUEを返す
1385 /* Probe all (nearby) monsters */
1386 for (i = 1; i < m_max; i++)
1388 monster_type *m_ptr = &m_list[i];
1389 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1391 /* Paranoia -- Skip dead monsters */
1392 if (!m_ptr->r_idx) continue;
1394 /* Require line of sight */
1395 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
1397 /* Probe visible monsters */
1402 /* Start the message */
1405 msg_print(_("調査中...", "Probing..."));
1410 if (!is_original_ap(m_ptr))
1412 if (m_ptr->mflag2 & MFLAG2_KAGE)
1413 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
1415 m_ptr->ap_r_idx = m_ptr->r_idx;
1416 lite_spot(m_ptr->fy, m_ptr->fx);
1418 /* Get "the monster" or "something" */
1419 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
1421 speed = m_ptr->mspeed - 110;
1422 if (MON_FAST(m_ptr)) speed += 10;
1423 if (MON_SLOW(m_ptr)) speed -= 10;
1424 if (ironman_nightmare) speed += 5;
1426 /* Get the monster's alignment */
1428 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = "善悪";
1429 else if (r_ptr->flags3 & RF3_EVIL) align = "邪悪";
1430 else if (r_ptr->flags3 & RF3_GOOD) align = "善良";
1431 else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = "中立(善悪)";
1432 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "中立(邪悪)";
1433 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "中立(善良)";
1436 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = "good&evil";
1437 else if (r_ptr->flags3 & RF3_EVIL) align = "evil";
1438 else if (r_ptr->flags3 & RF3_GOOD) align = "good";
1439 else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = "neutral(good&evil)";
1440 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "neutral(evil)";
1441 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "neutral(good)";
1442 else align = "neutral";
1445 /* Describe the monster */
1446 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:"),
1447 m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
1449 if (r_ptr->next_r_idx)
1451 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
1455 strcat(buf, "xxx ");
1459 if (MON_CSLEEP(m_ptr)) strcat(buf,"睡眠 ");
1460 if (MON_STUNNED(m_ptr)) strcat(buf,"朦朧 ");
1461 if (MON_MONFEAR(m_ptr)) strcat(buf,"恐怖 ");
1462 if (MON_CONFUSED(m_ptr)) strcat(buf,"混乱 ");
1463 if (MON_INVULNER(m_ptr)) strcat(buf,"無敵 ");
1465 if (MON_CSLEEP(m_ptr)) strcat(buf,"sleeping ");
1466 if (MON_STUNNED(m_ptr)) strcat(buf,"stunned ");
1467 if (MON_MONFEAR(m_ptr)) strcat(buf,"scared ");
1468 if (MON_CONFUSED(m_ptr)) strcat(buf,"confused ");
1469 if (MON_INVULNER(m_ptr)) strcat(buf,"invulnerable ");
1471 buf[strlen(buf)-1] = '\0';
1474 /* HACK : Add the line to message buffer */
1476 p_ptr->window |= (PW_MESSAGE);
1479 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
1482 Term_erase(0, 0, 255);
1484 /* Learn everything about this monster */
1485 if (lore_do_probe(m_ptr->r_idx))
1487 /* Get base name of monster */
1488 strcpy(buf, (r_name + r_ptr->name));
1491 /* Note that we learnt some new flags -Mogami- */
1492 msg_format("%sについてさらに詳しくなった気がする。", buf);
1497 /* Note that we learnt some new flags -Mogami- */
1498 msg_format("You now know more about %s.", buf);
1500 /* Clear -more- prompt */
1515 chg_virtue(V_KNOWLEDGE, 1);
1516 msg_print(_("これで全部です。", "That's all."));
1526 * @brief *破壊*処理を行う / The spell of destruction
1527 * @param y1 破壊の中心Y座標
1528 * @param x1 破壊の中心X座標
1530 * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
1531 * @return 効力があった場合TRUEを返す
1534 * This spell "deletes" monsters (instead of "killing" them).
1536 * Later we may use one function for both "destruction" and
1537 * "earthquake" by using the "full" to select "destruction".
1540 bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
1547 /* Prevent destruction of quest levels and town */
1548 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1553 /* Lose monster light */
1554 if (!in_generate) clear_mon_lite();
1556 /* Big area of affect */
1557 for (y = (y1 - r); y <= (y1 + r); y++)
1559 for (x = (x1 - r); x <= (x1 + r); x++)
1561 /* Skip illegal grids */
1562 if (!in_bounds(y, x)) continue;
1564 /* Extract the distance */
1565 k = distance(y1, x1, y, x);
1567 /* Stay in the circle of death */
1568 if (k > r) continue;
1570 /* Access the grid */
1571 c_ptr = &cave[y][x];
1573 /* Lose room and vault */
1574 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1576 /* Lose light and knowledge */
1577 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
1579 if (!in_generate) /* Normal */
1582 c_ptr->info &= ~(CAVE_UNSAFE);
1584 /* Hack -- Notice player affect */
1585 if (player_bold(y, x))
1587 /* Hurt the player later */
1590 /* Do not hurt this grid */
1595 /* Hack -- Skip the epicenter */
1596 if ((y == y1) && (x == x1)) continue;
1600 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1601 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1603 if (in_generate) /* In generation */
1605 /* Delete the monster (if any) */
1606 delete_monster(y, x);
1608 else if (r_ptr->flags1 & RF1_QUESTOR)
1610 /* Heal the monster */
1611 m_ptr->hp = m_ptr->maxhp;
1613 /* Try to teleport away quest monsters */
1614 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
1618 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1622 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1623 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
1626 /* Delete the monster (if any) */
1627 delete_monster(y, x);
1631 /* During generation, destroyed artifacts are "preserved" */
1632 if (preserve_mode || in_generate)
1634 OBJECT_IDX this_o_idx, next_o_idx = 0;
1636 /* Scan all objects in the grid */
1637 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1641 /* Acquire object */
1642 o_ptr = &o_list[this_o_idx];
1644 /* Acquire next object */
1645 next_o_idx = o_ptr->next_o_idx;
1647 /* Hack -- Preserve unknown artifacts */
1648 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
1650 /* Mega-Hack -- Preserve the artifact */
1651 a_info[o_ptr->name1].cur_num = 0;
1653 if (in_generate && cheat_peek)
1655 char o_name[MAX_NLEN];
1656 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1657 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);
1660 else if (in_generate && cheat_peek && o_ptr->art_name)
1662 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。",
1663 "One of the random artifacts was *destroyed* during generation."));
1668 /* Delete objects */
1669 delete_object(y, x);
1671 /* Destroy "non-permanent" grids */
1672 if (!cave_perma_grid(c_ptr))
1674 /* Wall (or floor) type */
1677 if (!in_generate) /* Normal */
1681 /* Create granite wall */
1682 cave_set_feat(y, x, feat_granite);
1686 /* Create quartz vein */
1687 cave_set_feat(y, x, feat_quartz_vein);
1691 /* Create magma vein */
1692 cave_set_feat(y, x, feat_magma_vein);
1697 cave_set_feat(y, x, floor_type[randint0(100)]);
1700 else /* In generation */
1704 /* Create granite wall */
1705 place_extra_grid(c_ptr);
1709 /* Create quartz vein */
1710 c_ptr->feat = feat_quartz_vein;
1714 /* Create magma vein */
1715 c_ptr->feat = feat_magma_vein;
1720 place_floor_grid(c_ptr);
1723 /* Clear garbage of hidden trap or door */
1732 /* Process "re-glowing" */
1733 for (y = (y1 - r); y <= (y1 + r); y++)
1735 for (x = (x1 - r); x <= (x1 + r); x++)
1737 /* Skip illegal grids */
1738 if (!in_bounds(y, x)) continue;
1740 /* Extract the distance */
1741 k = distance(y1, x1, y, x);
1743 /* Stay in the circle of death */
1744 if (k > r) continue;
1746 /* Access the grid */
1747 c_ptr = &cave[y][x];
1749 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
1750 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
1755 for (i = 0; i < 9; i++)
1757 yy = y + ddy_ddd[i];
1758 xx = x + ddx_ddd[i];
1759 if (!in_bounds2(yy, xx)) continue;
1760 cc_ptr = &cave[yy][xx];
1761 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
1763 c_ptr->info |= CAVE_GLOW;
1771 /* Hack -- Affect player */
1774 msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
1776 /* Blind the player */
1777 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
1780 (void)set_blind(p_ptr->blind + 10 + randint1(10));
1786 /* Mega-Hack -- Forget the view and lite */
1787 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
1790 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1793 p_ptr->redraw |= (PR_MAP);
1796 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1798 if (p_ptr->special_defense & NINJA_S_STEALTH)
1800 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1810 * @brief 地震処理(サブルーチン) /
1811 * Induce an "earthquake" of the given radius at the given location.
1812 * @return 効力があった場合TRUEを返す
1816 * @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)
1820 * This will turn some walls into floors and some floors into walls.
1822 * The player will take damage and "jump" into a safe grid if possible,
1823 * otherwise, he will "tunnel" through the rubble instantaneously.
1825 * Monsters will take damage, and "jump" into a safe grid if possible,
1826 * otherwise they will be "buried" in the rubble, disappearing from
1827 * the level in the same way that they do when genocided.
1829 * Note that thus the player and monsters (except eaters of walls and
1830 * passers through walls) will never occupy the same grid as a wall.
1831 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
1832 * for a single turn, unless that monster can pass_walls or kill_walls.
1833 * This has allowed massive simplification of the "monster" code.
1836 bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
1839 POSITION y, x, yy, xx, dy, dx;
1842 POSITION sy = 0, sx = 0;
1848 /* Prevent destruction of quest levels and town */
1849 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1854 /* Paranoia -- Enforce maximum range */
1857 /* Clear the "maximal blast" area */
1858 for (y = 0; y < 32; y++)
1860 for (x = 0; x < 32; x++)
1866 /* Check around the epicenter */
1867 for (dy = -r; dy <= r; dy++)
1869 for (dx = -r; dx <= r; dx++)
1871 /* Extract the location */
1875 /* Skip illegal grids */
1876 if (!in_bounds(yy, xx)) continue;
1878 /* Skip distant grids */
1879 if (distance(cy, cx, yy, xx) > r) continue;
1881 /* Access the grid */
1882 c_ptr = &cave[yy][xx];
1884 /* Lose room and vault */
1885 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
1887 /* Lose light and knowledge */
1888 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
1890 /* Skip the epicenter */
1891 if (!dx && !dy) continue;
1893 /* Skip most grids */
1894 if (randint0(100) < 85) continue;
1896 /* Damage this grid */
1897 map[16+yy-cy][16+xx-cx] = TRUE;
1899 /* Hack -- Take note of player damage */
1900 if (player_bold(yy, xx)) hurt = TRUE;
1904 /* First, affect the player (if necessary) */
1905 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
1907 /* Check around the player */
1908 for (i = 0; i < 8; i++)
1910 /* Access the location */
1911 y = p_ptr->y + ddy_ddd[i];
1912 x = p_ptr->x + ddx_ddd[i];
1914 /* Skip non-empty grids */
1915 if (!cave_empty_bold(y, x)) continue;
1917 /* Important -- Skip "quake" grids */
1918 if (map[16+y-cy][16+x-cx]) continue;
1920 if (cave[y][x].m_idx) continue;
1922 /* Count "safe" grids */
1925 /* Randomize choice */
1926 if (randint0(sn) > 0) continue;
1928 /* Save the safe location */
1932 /* Random message */
1933 switch (randint1(3))
1937 msg_print(_("ダンジョンの壁が崩れた!", "The cave ceiling collapses!"));
1942 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!"));
1947 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!"));
1952 /* Hurt the player a lot */
1955 /* Message and damage */
1956 msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
1960 /* Destroy the grid, and push the player to safety */
1963 /* Calculate results */
1964 switch (randint1(3))
1968 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
1974 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
1975 damage = damroll(10, 4);
1976 (void)set_stun(p_ptr->stun + randint1(50));
1981 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!"));
1982 damage = damroll(10, 4);
1983 (void)set_stun(p_ptr->stun + randint1(50));
1988 /* Move the player to the safe location */
1989 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
1992 /* Important -- no wall on player */
1993 map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
1995 /* Take some damage */
2003 monster_type *m_ptr = &m_list[m_idx];
2005 /* Get the monster's real name */
2006 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
2008 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
2012 killer = _("地震", "an earthquake");
2015 take_hit(DAMAGE_ATTACK, damage, killer, -1);
2019 /* Examine the quaked region */
2020 for (dy = -r; dy <= r; dy++)
2022 for (dx = -r; dx <= r; dx++)
2024 /* Extract the location */
2028 /* Skip unaffected grids */
2029 if (!map[16+yy-cy][16+xx-cx]) continue;
2031 /* Access the grid */
2032 c_ptr = &cave[yy][xx];
2034 if (c_ptr->m_idx == p_ptr->riding) continue;
2036 /* Process monsters */
2039 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2040 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2042 /* Quest monsters */
2043 if (r_ptr->flags1 & RF1_QUESTOR)
2045 /* No wall on quest monsters */
2046 map[16+yy-cy][16+xx-cx] = FALSE;
2051 /* Most monsters cannot co-exist with rock */
2052 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
2053 !(r_ptr->flags2 & (RF2_PASS_WALL)))
2057 /* Assume not safe */
2060 /* Monster can move to escape the wall */
2061 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
2063 /* Look for safety */
2064 for (i = 0; i < 8; i++)
2066 /* Access the grid */
2067 y = yy + ddy_ddd[i];
2068 x = xx + ddx_ddd[i];
2070 /* Skip non-empty grids */
2071 if (!cave_empty_bold(y, x)) continue;
2073 /* Hack -- no safety on glyph of warding */
2074 if (is_glyph_grid(&cave[y][x])) continue;
2075 if (is_explosive_rune_grid(&cave[y][x])) continue;
2077 /* ... nor on the Pattern */
2078 if (pattern_tile(y, x)) continue;
2080 /* Important -- Skip "quake" grids */
2081 if (map[16+y-cy][16+x-cx]) continue;
2083 if (cave[y][x].m_idx) continue;
2084 if (player_bold(y, x)) continue;
2086 /* Count "safe" grids */
2089 /* Randomize choice */
2090 if (randint0(sn) > 0) continue;
2092 /* Save the safe grid */
2097 /* Describe the monster */
2098 monster_desc(m_name, m_ptr, 0);
2100 /* Scream in pain */
2101 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);
2103 /* Take damage from the quake */
2104 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
2106 /* Monster is certainly awake */
2107 (void)set_monster_csleep(c_ptr->m_idx, 0);
2109 /* Apply damage directly */
2110 m_ptr->hp -= damage;
2112 /* Delete (not kill) "dead" monsters */
2115 if (!ignore_unview || is_seen(m_ptr))
2116 msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
2120 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
2124 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
2125 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
2129 /* Delete the monster */
2130 delete_monster(yy, xx);
2132 /* No longer safe */
2136 /* Hack -- Escape from the rock */
2139 IDX m_idx_aux = cave[yy][xx].m_idx;
2141 /* Update the old location */
2142 cave[yy][xx].m_idx = 0;
2144 /* Update the new location */
2145 cave[sy][sx].m_idx = m_idx_aux;
2147 /* Move the monster */
2151 /* Update the monster (new location) */
2152 update_mon(m_idx, TRUE);
2154 /* Redraw the old grid */
2157 /* Redraw the new grid */
2165 /* Lose monster light */
2168 /* Examine the quaked region */
2169 for (dy = -r; dy <= r; dy++)
2171 for (dx = -r; dx <= r; dx++)
2173 /* Extract the location */
2177 /* Skip unaffected grids */
2178 if (!map[16+yy-cy][16+xx-cx]) continue;
2180 /* Access the cave grid */
2181 c_ptr = &cave[yy][xx];
2183 /* Paranoia -- never affect player */
2184 /* if (player_bold(yy, xx)) continue; */
2186 /* Destroy location (if valid) */
2187 if (cave_valid_bold(yy, xx))
2189 /* Delete objects */
2190 delete_object(yy, xx);
2192 /* Wall (or floor) type */
2193 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
2198 /* Create granite wall */
2199 cave_set_feat(yy, xx, feat_granite);
2205 /* Create quartz vein */
2206 cave_set_feat(yy, xx, feat_quartz_vein);
2212 /* Create magma vein */
2213 cave_set_feat(yy, xx, feat_magma_vein);
2220 cave_set_feat(yy, xx, floor_type[randint0(100)]);
2227 /* Process "re-glowing" */
2228 for (dy = -r; dy <= r; dy++)
2230 for (dx = -r; dx <= r; dx++)
2232 /* Extract the location */
2236 /* Skip illegal grids */
2237 if (!in_bounds(yy, xx)) continue;
2239 /* Skip distant grids */
2240 if (distance(cy, cx, yy, xx) > r) continue;
2242 /* Access the grid */
2243 c_ptr = &cave[yy][xx];
2245 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
2246 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
2251 for (ii = 0; ii < 9; ii++)
2253 yyy = yy + ddy_ddd[ii];
2254 xxx = xx + ddx_ddd[ii];
2255 if (!in_bounds2(yyy, xxx)) continue;
2256 cc_ptr = &cave[yyy][xxx];
2257 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2259 c_ptr->info |= CAVE_GLOW;
2268 /* Mega-Hack -- Forget the view and lite */
2269 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2272 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
2274 /* Update the health bar */
2275 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
2278 p_ptr->redraw |= (PR_MAP);
2281 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2283 if (p_ptr->special_defense & NINJA_S_STEALTH)
2285 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2293 * @brief 地震処理(プレイヤーの中心発動) /
2294 * Induce an "earthquake" of the given radius at the given location.
2295 * @return 効力があった場合TRUEを返す
2300 bool earthquake(POSITION cy, POSITION cx, POSITION r)
2302 return earthquake_aux(cy, cx, r, 0);
2309 void discharge_minion(void)
2314 for (i = 1; i < m_max; i++)
2316 monster_type *m_ptr = &m_list[i];
2317 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2318 if (m_ptr->nickname) okay = FALSE;
2320 if (!okay || p_ptr->riding)
2322 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? ")))
2325 for (i = 1; i < m_max; i++)
2328 monster_type *m_ptr = &m_list[i];
2329 monster_race *r_ptr;
2331 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
2332 r_ptr = &r_info[m_ptr->r_idx];
2334 /* Uniques resist discharging */
2335 if (r_ptr->flags1 & RF1_UNIQUE)
2338 monster_desc(m_name, m_ptr, 0x00);
2339 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);
2340 delete_monster_idx(i);
2343 dam = m_ptr->maxhp / 2;
2344 if (dam > 100) dam = (dam-100)/2 + 100;
2345 if (dam > 400) dam = (dam-400)/2 + 400;
2346 if (dam > 800) dam = 800;
2347 project(i, 2+(r_ptr->level/20), m_ptr->fy,
2348 m_ptr->fx, dam, GF_PLASMA,
2349 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
2351 if (record_named_pet && m_ptr->nickname)
2355 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2356 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
2359 delete_monster_idx(i);
2365 * @brief 部屋全体を照らすサブルーチン
2369 * This routine clears the entire "temp" set.
2370 * This routine will Perma-Lite all "temp" grids.
2371 * This routine is used (only) by "lite_room()"
2372 * Dark grids are illuminated.
2373 * Also, process all affected monsters.
2375 * SMART monsters always wake up when illuminated
2376 * NORMAL monsters wake up 1/4 the time when illuminated
2377 * STUPID monsters wake up 1/10 the time when illuminated
2380 static void cave_temp_room_lite(void)
2384 /* Clear them all */
2385 for (i = 0; i < temp_n; i++)
2387 POSITION y = temp_y[i];
2388 POSITION x = temp_x[i];
2390 cave_type *c_ptr = &cave[y][x];
2392 /* No longer in the array */
2393 c_ptr->info &= ~(CAVE_TEMP);
2395 /* Update only non-CAVE_GLOW grids */
2396 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
2399 c_ptr->info |= (CAVE_GLOW);
2401 /* Process affected monsters */
2406 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2408 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2410 /* Update the monster */
2411 update_mon(c_ptr->m_idx, FALSE);
2413 /* Stupid monsters rarely wake up */
2414 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
2416 /* Smart monsters always wake up */
2417 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
2419 /* Sometimes monsters wake up */
2420 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
2423 (void)set_monster_csleep(c_ptr->m_idx, 0);
2425 /* Notice the "waking up" */
2430 /* Acquire the monster name */
2431 monster_desc(m_name, m_ptr, 0);
2433 /* Dump a message */
2434 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2445 update_local_illumination(y, x);
2455 * @brief 部屋全体を暗くするサブルーチン
2459 * This routine clears the entire "temp" set.
2460 * This routine will "darken" all "temp" grids.
2461 * In addition, some of these grids will be "unmarked".
2462 * This routine is used (only) by "unlite_room()"
2463 * Also, process all affected monsters
2466 static void cave_temp_room_unlite(void)
2470 /* Clear them all */
2471 for (i = 0; i < temp_n; i++)
2473 POSITION y = temp_y[i];
2474 POSITION x = temp_x[i];
2477 cave_type *c_ptr = &cave[y][x];
2478 bool do_dark = !is_mirror_grid(c_ptr);
2480 /* No longer in the array */
2481 c_ptr->info &= ~(CAVE_TEMP);
2483 /* Darken the grid */
2486 if (dun_level || !is_daytime())
2488 for (j = 0; j < 9; j++)
2490 int by = y + ddy_ddd[j];
2491 int bx = x + ddx_ddd[j];
2493 if (in_bounds2(by, bx))
2495 cave_type *cc_ptr = &cave[by][bx];
2497 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
2505 if (!do_dark) continue;
2508 c_ptr->info &= ~(CAVE_GLOW);
2510 /* Hack -- Forget "boring" grids */
2511 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
2513 /* Forget the grid */
2514 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
2520 /* Process affected monsters */
2523 /* Update the monster */
2524 update_mon(c_ptr->m_idx, FALSE);
2530 update_local_illumination(y, x);
2540 * @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
2543 * @param pass_bold 地形条件を返す関数ポインタ
2546 static int next_to_open(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2555 for (i = 0; i < 16; i++)
2557 y = cy + ddy_cdd[i % 8];
2558 x = cx + ddx_cdd[i % 8];
2560 /* Found a wall, break the length */
2561 if (!pass_bold(y, x))
2563 /* Track best length */
2577 return (MAX(len, blen));
2581 * @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
2584 * @param pass_bold 地形条件を返す関数ポインタ
2587 static int next_to_walls_adj(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
2593 for (i = 0; i < 8; i++)
2595 y = cy + ddy_ddd[i];
2596 x = cx + ddx_ddd[i];
2598 if (!pass_bold(y, x)) c++;
2606 * @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
2607 * @param y 部屋内のy座標1点
2608 * @param x 部屋内のx座標1点
2609 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
2610 * @param pass_bold 地形条件を返す関数ポインタ
2613 static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pass_bold)(POSITION, POSITION))
2618 c_ptr = &cave[y][x];
2620 /* Avoid infinite recursion */
2621 if (c_ptr->info & (CAVE_TEMP)) return;
2623 /* Do not "leave" the current room */
2624 if (!(c_ptr->info & (CAVE_ROOM)))
2626 if (only_room) return;
2629 if (!in_bounds2(y, x)) return;
2631 /* Do not exceed the maximum spell range */
2632 if (distance(p_ptr->y, p_ptr->x, y, x) > MAX_RANGE) return;
2634 /* Verify this grid */
2636 * The reason why it is ==6 instead of >5 is that 8 is impossible
2637 * due to the check for cave_bold above.
2638 * 7 lights dead-end corridors (you need to do this for the
2639 * checkboard interesting rooms, so that the boundary is lit
2641 * This leaves only a check for 6 bounding walls!
2643 if (in_bounds(y, x) && pass_bold(y, x) &&
2644 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
2647 /* Paranoia -- verify space */
2648 if (temp_n == TEMP_MAX) return;
2650 /* Mark the grid as "seen" */
2651 c_ptr->info |= (CAVE_TEMP);
2653 /* Add it to the "seen" set */
2660 * @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
2663 * @return 光を通すならばtrueを返す。
2665 static bool cave_pass_lite_bold(POSITION y, POSITION x)
2667 return cave_los_bold(y, x);
2671 * @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
2676 static void cave_temp_lite_room_aux(POSITION y, POSITION x)
2678 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
2682 * @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
2685 * @return 射線を通すならばtrueを返す。
2687 static bool cave_pass_dark_bold(POSITION y, POSITION x)
2689 return cave_have_flag_bold(y, x, FF_PROJECT);
2694 * @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
2699 static void cave_temp_unlite_room_aux(POSITION y, POSITION x)
2701 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
2706 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
2711 void lite_room(POSITION y1, POSITION x1)
2716 /* Add the initial grid */
2717 cave_temp_lite_room_aux(y1, x1);
2719 /* While grids are in the queue, add their neighbors */
2720 for (i = 0; i < temp_n; i++)
2722 x = temp_x[i], y = temp_y[i];
2724 /* Walls get lit, but stop light */
2725 if (!cave_pass_lite_bold(y, x)) continue;
2727 /* Spread adjacent */
2728 cave_temp_lite_room_aux(y + 1, x);
2729 cave_temp_lite_room_aux(y - 1, x);
2730 cave_temp_lite_room_aux(y, x + 1);
2731 cave_temp_lite_room_aux(y, x - 1);
2733 /* Spread diagonal */
2734 cave_temp_lite_room_aux(y + 1, x + 1);
2735 cave_temp_lite_room_aux(y - 1, x - 1);
2736 cave_temp_lite_room_aux(y - 1, x + 1);
2737 cave_temp_lite_room_aux(y + 1, x - 1);
2740 /* Now, lite them all up at once */
2741 cave_temp_room_lite();
2743 if (p_ptr->special_defense & NINJA_S_STEALTH)
2745 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
2751 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
2756 void unlite_room(POSITION y1, POSITION x1)
2761 /* Add the initial grid */
2762 cave_temp_unlite_room_aux(y1, x1);
2764 /* Spread, breadth first */
2765 for (i = 0; i < temp_n; i++)
2767 x = temp_x[i], y = temp_y[i];
2769 /* Walls get dark, but stop darkness */
2770 if (!cave_pass_dark_bold(y, x)) continue;
2772 /* Spread adjacent */
2773 cave_temp_unlite_room_aux(y + 1, x);
2774 cave_temp_unlite_room_aux(y - 1, x);
2775 cave_temp_unlite_room_aux(y, x + 1);
2776 cave_temp_unlite_room_aux(y, x - 1);
2778 /* Spread diagonal */
2779 cave_temp_unlite_room_aux(y + 1, x + 1);
2780 cave_temp_unlite_room_aux(y - 1, x - 1);
2781 cave_temp_unlite_room_aux(y - 1, x + 1);
2782 cave_temp_unlite_room_aux(y + 1, x - 1);
2785 /* Now, darken them all at once */
2786 cave_temp_room_unlite();
2792 * @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
2795 * @return 作用が実際にあった場合TRUEを返す
2797 bool lite_area(HIT_POINT dam, POSITION rad)
2799 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2801 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
2803 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
2807 /* Hack -- Message */
2810 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
2813 /* Hook into the "project()" function */
2814 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1);
2816 /* Lite up the room */
2817 lite_room(p_ptr->y, p_ptr->x);
2825 * @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
2828 * @return 作用が実際にあった場合TRUEを返す
2830 bool unlite_area(HIT_POINT dam, POSITION rad)
2832 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
2834 /* Hack -- Message */
2837 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
2840 /* Hook into the "project()" function */
2841 (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1);
2843 /* Lite up the room */
2844 unlite_room(p_ptr->y, p_ptr->x);
2853 * @brief ボール系スペルの発動 / Cast a ball spell
2855 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
2858 * @return 作用が実際にあった場合TRUEを返す
2861 * Stop if we hit a monster, act as a "ball"
2862 * Allow "target" mode to pass over monsters
2863 * Affect grids, objects, and monsters
2866 bool fire_ball(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2870 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2872 if (typ == GF_CHARM_LIVING) flg|= PROJECT_HIDE;
2873 /* Use the given direction */
2874 tx = p_ptr->x + 99 * ddx[dir];
2875 ty = p_ptr->y + 99 * ddy[dir];
2877 /* Hack -- Use an actual "target" */
2878 if ((dir == 5) && target_okay())
2880 flg &= ~(PROJECT_STOP);
2885 /* Analyze the "dir" and the "target". Hurt items on floor. */
2886 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2890 * @brief ブレス系スペルの発動 / Cast a breath spell
2892 * @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)
2895 * @return 作用が実際にあった場合TRUEを返す
2898 * Stop if we hit a monster, act as a "ball"
2899 * Allow "target" mode to pass over monsters
2900 * Affect grids, objects, and monsters
2903 bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2905 return fire_ball(typ, dir, dam, -rad);
2910 * @brief ロケット系スペルの発動(詳細な差は確認中) / Cast a ball spell
2912 * @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)
2915 * @return 作用が実際にあった場合TRUEを返す
2918 * Stop if we hit a monster, act as a "ball"
2919 * Allow "target" mode to pass over monsters
2920 * Affect grids, objects, and monsters
2923 bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2927 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2929 /* Use the given direction */
2930 tx = p_ptr->x + 99 * ddx[dir];
2931 ty = p_ptr->y + 99 * ddy[dir];
2933 /* Hack -- Use an actual "target" */
2934 if ((dir == 5) && target_okay())
2940 /* Analyze the "dir" and the "target". Hurt items on floor. */
2941 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2946 * @brief ボール(ハイド)系スペルの発動 / Cast a ball spell
2948 * @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)
2951 * @return 作用が実際にあった場合TRUEを返す
2954 * Stop if we hit a monster, act as a "ball"
2955 * Allow "target" mode to pass over monsters
2956 * Affect grids, objects, and monsters
2959 bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
2963 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
2965 /* Use the given direction */
2966 tx = p_ptr->x + 99 * ddx[dir];
2967 ty = p_ptr->y + 99 * ddy[dir];
2969 /* Hack -- Use an actual "target" */
2970 if ((dir == 5) && target_okay())
2972 flg &= ~(PROJECT_STOP);
2977 /* Analyze the "dir" and the "target". Hurt items on floor. */
2978 return (project(0, rad, ty, tx, dam, typ, flg, -1));
2983 * @brief メテオ系スペルの発動 / Cast a meteor spell
2984 * @param who スぺル詠唱者のモンスターID(0=プレイヤー)
2990 * @return 作用が実際にあった場合TRUEを返す
2993 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
2994 * player, or outside source, that starts out at an arbitrary location, and
2995 * leaving no trail from the "caster" to the target. This function is
2996 * especially useful for bombardments and similar. -LM-
2997 * Option to hurt the player.
3000 bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
3002 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3004 /* Analyze the "target" and the caster. */
3005 return (project(who, rad, y, x, dam, typ, flg, -1));
3010 * @brief ブラスト系スペルの発動 / Cast a blast spell
3012 * @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)
3017 * @return 作用が実際にあった場合TRUEを返す
3019 bool fire_blast(EFFECT_ID typ, DIRECTION dir, int dd, int ds, int num, int dev)
3025 BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
3030 /* Use the given direction */
3033 ly = ty = p_ptr->y + 20 * ddy[dir];
3034 lx = tx = p_ptr->x + 20 * ddx[dir];
3037 /* Use an actual "target" */
3038 else /* if (dir == 5) */
3043 lx = 20 * (tx - p_ptr->x) + p_ptr->x;
3044 ly = 20 * (ty - p_ptr->y) + p_ptr->y;
3047 ld = distance(p_ptr->y, p_ptr->x, ly, lx);
3050 for (i = 0; i < num; i++)
3054 /* Get targets for some bolts */
3055 y = rand_spread(ly, ld * dev / 20);
3056 x = rand_spread(lx, ld * dev / 20);
3058 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
3061 /* Analyze the "dir" and the "target". */
3062 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
3073 * @brief モンスターとの位置交換処理 / Switch position with a monster.
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)
3075 * @return 作用が実際にあった場合TRUEを返す
3077 bool teleport_swap(DIRECTION dir)
3081 monster_type* m_ptr;
3082 monster_race* r_ptr;
3084 if ((dir == 5) && target_okay())
3091 tx = p_ptr->x + ddx[dir];
3092 ty = p_ptr->y + ddy[dir];
3094 c_ptr = &cave[ty][tx];
3096 if (p_ptr->anti_tele)
3098 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
3102 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
3104 msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
3110 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10))
3112 msg_print(_("失敗した。", "Failed to swap."));
3118 m_ptr = &m_list[c_ptr->m_idx];
3119 r_ptr = &r_info[m_ptr->r_idx];
3121 (void)set_monster_csleep(c_ptr->m_idx, 0);
3123 if (r_ptr->flagsr & RFR_RES_TELE)
3125 msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
3127 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
3133 sound(SOUND_TELEPORT);
3135 /* Swap the player and monster */
3136 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
3144 * @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)
3146 * @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)
3149 * @return 作用が実際にあった場合TRUEを返す
3151 bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
3155 /* Pass through the target if needed */
3156 flg |= (PROJECT_THRU);
3158 /* Use the given direction */
3159 tx = p_ptr->x + ddx[dir];
3160 ty = p_ptr->y + ddy[dir];
3162 /* Hack -- Use an actual "target" */
3163 if ((dir == 5) && target_okay())
3169 /* Analyze the "dir" and the "target", do NOT explode */
3170 return (project(0, 0, ty, tx, dam, typ, flg, -1));
3175 * @brief ボルト系スペルの発動 / Cast a bolt spell.
3177 * @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)
3179 * @return 作用が実際にあった場合TRUEを返す
3182 * Stop if we hit a monster, as a "bolt".
3183 * Affect monsters and grids (not objects).
3186 bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3188 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
3189 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
3190 return (project_hook(typ, dir, dam, flg));
3195 * @brief ビーム系スペルの発動 / Cast a beam spell.
3197 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3199 * @return 作用が実際にあった場合TRUEを返す
3202 * Pass through monsters, as a "beam".
3203 * Affect monsters, grids and objects.
3206 bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3208 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
3209 return (project_hook(typ, dir, dam, flg));
3214 * @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.
3215 * @param prob ビーム化する確率(%)
3217 * @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)
3219 * @return 作用が実際にあった場合TRUEを返す
3222 * Pass through monsters, as a "beam".
3223 * Affect monsters, grids and objects.
3226 bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
3228 if (randint0(100) < prob)
3230 return (fire_beam(typ, dir, dam));
3234 return (fire_bolt(typ, dir, dam));
3239 * @brief LITE_WEAK属性による光源ビーム処理
3240 * @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)
3242 * @return 作用が実際にあった場合TRUEを返す
3244 bool lite_line(DIRECTION dir, HIT_POINT dam)
3246 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
3247 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
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)
3254 * @return 作用が実際にあった場合TRUEを返す
3256 bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam)
3258 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3259 return (project_hook(GF_HYPODYNAMIA, dir, dam, flg));
3264 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
3266 * @return 作用が実際にあった場合TRUEを返す
3268 bool wall_to_mud(DIRECTION dir, HIT_POINT dam)
3270 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3271 return (project_hook(GF_KILL_WALL, dir, dam, flg));
3276 * @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)
3277 * @return 作用が実際にあった場合TRUEを返す
3279 bool wizard_lock(DIRECTION dir)
3281 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3282 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
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 * @return 作用が実際にあった場合TRUEを返す
3290 bool destroy_door(DIRECTION dir)
3292 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3293 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
3298 * @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)
3299 * @return 作用が実際にあった場合TRUEを返す
3301 bool disarm_trap(DIRECTION dir)
3303 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
3304 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
3309 * @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)
3311 * @return 作用が実際にあった場合TRUEを返す
3313 bool heal_monster(DIRECTION dir, HIT_POINT dam)
3315 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3316 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
3321 * @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)
3323 * @return 作用が実際にあった場合TRUEを返す
3325 bool speed_monster(DIRECTION dir, int power)
3327 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3328 return (project_hook(GF_OLD_SPEED, dir, power, flg));
3333 * @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)
3335 * @return 作用が実際にあった場合TRUEを返す
3337 bool slow_monster(DIRECTION dir, int power)
3339 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3340 return (project_hook(GF_OLD_SLOW, dir, power, flg));
3345 * @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)
3347 * @return 作用が実際にあった場合TRUEを返す
3349 bool sleep_monster(DIRECTION dir, int power)
3351 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3352 return (project_hook(GF_OLD_SLEEP, dir, power, flg));
3356 * @brief モンスター拘束(STASIS)処理
3357 * @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)
3358 * @return 作用が実際にあった場合TRUEを返す
3359 * @details 威力はプレイヤーレベル*2に固定
3361 bool stasis_monster(DIRECTION dir)
3363 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
3367 * @brief 邪悪なモンスター拘束(STASIS)処理
3368 * @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)
3369 * @return 作用が実際にあった場合TRUEを返す
3370 * @details 威力はプレイヤーレベル*2に固定
3372 bool stasis_evil(DIRECTION dir)
3374 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
3379 * @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)
3380 * @param plev プレイヤーレベル(=効力)
3381 * @return 作用が実際にあった場合TRUEを返す
3383 bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev)
3385 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3386 return (project_hook(GF_OLD_CONF, dir, plev, flg));
3391 * @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)
3392 * @param plev プレイヤーレベル(=効力)
3393 * @return 作用が実際にあった場合TRUEを返す
3395 bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev)
3397 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3398 return (project_hook(GF_STUN, dir, plev, flg));
3402 * @brief チェンジモンスター処理
3403 * @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)
3405 * @return 作用が実際にあった場合TRUEを返す
3407 bool poly_monster(DIRECTION dir, int power)
3409 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3410 bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
3412 chg_virtue(V_CHANCE, 1);
3417 * @brief クローンモンスター処理
3418 * @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)
3419 * @return 作用が実際にあった場合TRUEを返す
3421 bool clone_monster(DIRECTION dir)
3423 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3424 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
3429 * @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)
3430 * @param plev プレイヤーレベル(=効力)
3431 * @return 作用が実際にあった場合TRUEを返す
3433 bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev)
3435 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3436 return (project_hook(GF_TURN_ALL, dir, plev, flg));
3441 * @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)
3442 * @param plev プレイヤーレベル(効力はplev*200)
3443 * @return 作用が実際にあった場合TRUEを返す
3445 bool death_ray(DIRECTION dir, PLAYER_LEVEL plev)
3447 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
3448 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
3452 * @brief モンスター用テレポート処理
3453 * @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)
3454 * @param distance 移動距離
3455 * @return 作用が実際にあった場合TRUEを返す
3457 bool teleport_monster(DIRECTION dir, int distance)
3459 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL;
3460 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
3464 * @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)
3465 * @return 作用が実際にあった場合TRUEを返す
3467 bool door_creation(void)
3469 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3470 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_DOOR, flg, -1));
3474 * @brief トラップ生成処理(起点から周囲1マス)
3477 * @return 作用が実際にあった場合TRUEを返す
3479 bool trap_creation(POSITION y, POSITION x)
3481 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3482 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
3486 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
3487 * @return 作用が実際にあった場合TRUEを返す
3489 bool tree_creation(void)
3491 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3492 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_TREE, flg, -1));
3496 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
3497 * @return 作用が実際にあった場合TRUEを返す
3499 bool glyph_creation(void)
3501 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
3502 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_GLYPH, flg, -1));
3506 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
3507 * @return 作用が実際にあった場合TRUEを返す
3509 bool wall_stone(void)
3511 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3513 bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
3516 p_ptr->update |= (PU_FLOW);
3519 p_ptr->redraw |= (PR_MAP);
3525 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
3526 * @return 作用が実際にあった場合TRUEを返す
3528 bool destroy_doors_touch(void)
3530 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3531 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_DOOR, flg, -1));
3535 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
3536 * @return 作用が実際にあった場合TRUEを返す
3538 bool disarm_traps_touch(void)
3540 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
3541 return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_TRAP, flg, -1));
3545 * @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)
3546 * @return 作用が実際にあった場合TRUEを返す
3548 bool sleep_monsters_touch(void)
3550 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
3551 return (project(0, 1, p_ptr->y, p_ptr->x, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
3556 * @brief 死者復活処理(起点より周囲5マス)
3557 * @param who 術者モンスターID(0ならばプレイやー)
3560 * @return 作用が実際にあった場合TRUEを返す
3562 bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x)
3564 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
3565 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
3570 * @return 作用が実際にあった場合TRUEを返す
3572 void call_chaos(void)
3574 int Chaos_type, dummy, dir;
3575 PLAYER_LEVEL plev = p_ptr->lev;
3576 bool line_chaos = FALSE;
3578 int hurt_types[31] =
3580 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
3581 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
3582 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
3583 GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
3584 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
3585 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
3586 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
3587 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
3590 Chaos_type = hurt_types[randint0(31)];
3591 if (one_in_(4)) line_chaos = TRUE;
3595 for (dummy = 1; dummy < 10; dummy++)
3600 fire_beam(Chaos_type, dummy, 150);
3602 fire_ball(Chaos_type, dummy, 150, 2);
3606 else if (one_in_(3))
3608 fire_ball(Chaos_type, 0, 500, 8);
3612 if (!get_aim_dir(&dir)) return;
3614 fire_beam(Chaos_type, dir, 250);
3616 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
3621 * @brief TY_CURSE処理発動 / Activate the evil Topi Ylinen curse
3622 * @param stop_ty 再帰処理停止フラグ
3624 * @return 作用が実際にあった場合TRUEを返す
3627 * rr9: Stop the nasty things when a Cyberdemon is summoned
3628 * or the player gets paralyzed.
3631 bool activate_ty_curse(bool stop_ty, int *count)
3635 BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3639 switch (randint1(34))
3644 msg_print(_("地面が揺れた...", "The ground trembles..."));
3645 earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
3646 if (!one_in_(6)) break;
3651 HIT_POINT dam = damroll(10, 10);
3652 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!"));
3653 project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1);
3654 take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
3655 if (!one_in_(6)) break;
3660 msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
3661 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
3662 if (randint0(13)) (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3663 if (!one_in_(6)) break;
3666 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3670 project(0, 7, p_ptr->y, p_ptr->x, 50, GF_KILL_WALL, flg, -1);
3671 take_hit(DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
3673 if (!one_in_(6)) break;
3674 case 1: case 2: case 3: case 16: case 17:
3675 aggravate_monsters(0);
3676 if (!one_in_(6)) break;
3677 case 4: case 5: case 6:
3678 (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
3679 if (!one_in_(6)) break;
3680 case 7: case 8: case 9: case 18:
3681 (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
3682 if (!one_in_(6)) break;
3683 case 10: case 11: case 12:
3684 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..."));
3685 lose_exp(p_ptr->exp / 16);
3686 if (!one_in_(6)) break;
3687 case 13: case 14: case 15: case 19: case 20:
3688 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
3694 msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
3695 if (p_ptr->free_act)
3696 set_paralyzed(p_ptr->paralyzed + randint1(3));
3698 set_paralyzed(p_ptr->paralyzed + randint1(13));
3701 if (!one_in_(6)) break;
3702 case 21: case 22: case 23:
3703 (void)do_dec_stat(randint0(6));
3704 if (!one_in_(6)) break;
3706 msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
3708 if (!one_in_(6)) break;
3711 * Only summon Cyberdemons deep in the dungeon.
3713 if ((dun_level > 65) && !stop_ty)
3715 (*count) += summon_cyber(-1, p_ptr->y, p_ptr->x);
3719 if (!one_in_(6)) break;
3725 (void)do_dec_stat(i);
3733 while (one_in_(3) && !stop_ty);
3739 * @brief HI_SUMMON(上級召喚)処理発動
3742 * @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
3743 * @return 作用が実際にあった場合TRUEを返す
3745 int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
3750 BIT_FLAGS mode = PM_ALLOW_GROUP;
3757 mode |= PM_FORCE_FRIENDLY;
3761 mode |= PM_FORCE_PET;
3766 if (!pet) mode |= PM_NO_PET;
3768 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
3770 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
3772 switch (randint1(25) + (dun_level / 20))
3775 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
3778 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
3781 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
3784 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
3787 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
3790 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
3793 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
3796 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
3800 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
3804 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
3807 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3808 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
3811 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3812 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
3815 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
3818 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
3819 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
3828 * @brief サイバーデーモンの召喚
3829 * @param who 召喚主のモンスターID(0ならばプレイヤー)
3832 * @return 作用が実際にあった場合TRUEを返す
3834 int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x)
3837 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
3839 BIT_FLAGS mode = PM_ALLOW_GROUP;
3841 /* Summoned by a monster */
3844 monster_type *m_ptr = &m_list[who];
3845 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
3848 if (max_cyber > 4) max_cyber = 4;
3850 for (i = 0; i < max_cyber; i++)
3852 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode);
3859 * @brief 周辺破壊効果(プレイヤー中心)
3860 * @return 作用が実際にあった場合TRUEを返す
3862 void wall_breaker(void)
3865 POSITION y = 0, x = 0;
3866 int attempts = 1000;
3868 if (randint1(80 + p_ptr->lev) < 70)
3872 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
3874 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
3876 if (!player_bold(y, x)) break;
3879 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3880 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3882 else if (randint1(100) > 30)
3884 earthquake(p_ptr->y, p_ptr->x, 1);
3888 int num = damroll(5, 3);
3890 for (i = 0; i < num; i++)
3894 scatter(&y, &x, p_ptr->y, p_ptr->x, 10, 0);
3896 if (!player_bold(y, x)) break;
3899 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
3900 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
3907 * @brief パニック・モンスター効果(プレイヤー視界範囲内) / Confuse monsters
3909 * @return 作用が実際にあった場合TRUEを返す
3911 bool confuse_monsters(HIT_POINT dam)
3913 return (project_hack(GF_OLD_CONF, dam));
3918 * @brief チャーム・モンスター効果(プレイヤー視界範囲内) / Charm monsters
3920 * @return 作用が実際にあった場合TRUEを返す
3922 bool charm_monsters(HIT_POINT dam)
3924 return (project_hack(GF_CHARM, dam));
3929 * @brief 動物魅了効果(プレイヤー視界範囲内) / Charm Animals
3931 * @return 作用が実際にあった場合TRUEを返す
3933 bool charm_animals(HIT_POINT dam)
3935 return (project_hack(GF_CONTROL_ANIMAL, dam));
3940 * @brief モンスター朦朧効果(プレイヤー視界範囲内) / Stun monsters
3942 * @return 作用が実際にあった場合TRUEを返す
3944 bool stun_monsters(HIT_POINT dam)
3946 return (project_hack(GF_STUN, dam));
3951 * @brief モンスター停止効果(プレイヤー視界範囲内) / Stasis monsters
3953 * @return 作用が実際にあった場合TRUEを返す
3955 bool stasis_monsters(HIT_POINT dam)
3957 return (project_hack(GF_STASIS, dam));
3962 * @brief モンスター精神攻撃効果(プレイヤー視界範囲内) / Mindblast monsters
3964 * @return 作用が実際にあった場合TRUEを返す
3966 bool mindblast_monsters(HIT_POINT dam)
3968 return (project_hack(GF_PSI, dam));
3973 * @brief モンスター追放効果(プレイヤー視界範囲内) / Banish all monsters
3974 * @param dist 効力(距離)
3975 * @return 作用が実際にあった場合TRUEを返す
3977 bool banish_monsters(int dist)
3979 return (project_hack(GF_AWAY_ALL, dist));
3984 * @brief 邪悪退散効果(プレイヤー視界範囲内) / Turn evil
3986 * @return 作用が実際にあった場合TRUEを返す
3988 bool turn_evil(HIT_POINT dam)
3990 return (project_hack(GF_TURN_EVIL, dam));
3995 * @brief 全モンスター退散効果(プレイヤー視界範囲内) / Turn everyone
3997 * @return 作用が実際にあった場合TRUEを返す
3999 bool turn_monsters(HIT_POINT dam)
4001 return (project_hack(GF_TURN_ALL, dam));
4006 * @brief 死の光線(プレイヤー視界範囲内) / Death-ray all monsters (note: OBSCENELY powerful)
4007 * @return 作用が実際にあった場合TRUEを返す
4009 bool deathray_monsters(void)
4011 return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
4015 * @brief チャーム・モンスター(1体)
4016 * @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)
4018 * @return 作用が実際にあった場合TRUEを返す
4020 bool charm_monster(DIRECTION dir, PLAYER_LEVEL plev)
4022 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
4023 return (project_hook(GF_CHARM, dir, plev, flg));
4027 * @brief アンデッド支配(1体)
4028 * @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)
4030 * @return 作用が実際にあった場合TRUEを返す
4032 bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev)
4034 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
4035 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
4040 * @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)
4042 * @return 作用が実際にあった場合TRUEを返す
4044 bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev)
4046 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
4047 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
4052 * @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)
4054 * @return 作用が実際にあった場合TRUEを返す
4056 bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev)
4058 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL;
4059 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
4065 * @param success 判定成功上の処理ならばTRUE
4066 * @return 作用が実際にあった場合TRUEを返す
4068 bool kawarimi(bool success)
4071 object_type *q_ptr = &forge;
4074 if (p_ptr->is_dead) return FALSE;
4075 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
4076 if (randint0(200) < p_ptr->stun) return FALSE;
4078 if (!success && one_in_(3))
4080 msg_print(_("失敗!逃げられなかった。", "Failed! You couldn't run away."));
4081 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
4082 p_ptr->redraw |= (PR_STATUS);
4089 teleport_player(10 + randint1(90), 0L);
4093 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
4095 q_ptr->pval = MON_NINJA;
4097 /* Drop it in the dungeon */
4098 (void)drop_near(q_ptr, -1, y, x);
4101 if (success) msg_print("攻撃を受ける前に素早く身をひるがえした。");
4102 else msg_print("失敗!攻撃を受けてしまった。");
4104 if (success) msg_print("You have turned around just before the attack hit you.");
4105 else msg_print("Failed! You are hit by the attack.");
4108 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
4109 p_ptr->redraw |= (PR_STATUS);
4117 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
4118 * @param mdeath 目標モンスターが死亡したかを返す
4119 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
4121 bool rush_attack(bool *mdeath)
4128 bool tmp_mdeath = FALSE;
4131 if (mdeath) *mdeath = FALSE;
4134 if (!get_aim_dir(&dir)) return FALSE;
4136 /* Use the given direction */
4137 tx = p_ptr->x + project_length * ddx[dir];
4138 ty = p_ptr->y + project_length * ddy[dir];
4140 /* Hack -- Use an actual "target" */
4141 if ((dir == 5) && target_okay())
4147 if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
4149 path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
4152 /* No need to move */
4153 if (!path_n) return TRUE;
4155 /* Use ty and tx as to-move point */
4159 /* Project along the path */
4160 for (i = 0; i < path_n; i++)
4162 monster_type *m_ptr;
4164 int ny = GRID_Y(path_g[i]);
4165 int nx = GRID_X(path_g[i]);
4167 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
4172 /* Go to next grid */
4176 if (!cave[ny][nx].m_idx)
4180 msg_print(_("失敗!", "Failed!"));
4184 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
4191 /* Move player before updating the monster */
4192 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4194 /* Update the monster */
4195 update_mon(cave[ny][nx].m_idx, TRUE);
4197 /* Found a monster */
4198 m_ptr = &m_list[cave[ny][nx].m_idx];
4200 if (tm_idx != cave[ny][nx].m_idx)
4203 msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "",
4204 m_ptr->ml ? "モンスター" : "何か");
4206 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
4209 else if (!player_bold(ty, tx))
4211 /* Hold the monster name */
4214 /* Get the monster name (BEFORE polymorphing) */
4215 monster_desc(m_name, m_ptr, 0);
4216 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
4219 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4221 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
4226 if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
4228 if (mdeath) *mdeath = tmp_mdeath;
4234 * @brief 全鏡の消去 / Remove all mirrors in this floor
4235 * @param explode 爆発処理を伴うならばTRUE
4238 void remove_all_mirrors(bool explode)
4242 for (x = 0; x < cur_wid; x++)
4244 for (y = 0; y < cur_hgt; y++)
4246 if (is_mirror_grid(&cave[y][x]))
4248 remove_mirror(y, x);
4250 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
4251 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
4258 * @brief 『一つの指輪』の効果処理 /
4259 * Hack -- activate the ring of power
4260 * @param dir 発動の方向ID
4263 void ring_of_power(DIRECTION dir)
4265 /* Pick a random effect */
4266 switch (randint1(10))
4271 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."));
4274 /* Decrease all stats (permanently) */
4275 (void)dec_stat(A_STR, 50, TRUE);
4276 (void)dec_stat(A_INT, 50, TRUE);
4277 (void)dec_stat(A_WIS, 50, TRUE);
4278 (void)dec_stat(A_DEX, 50, TRUE);
4279 (void)dec_stat(A_CON, 50, TRUE);
4280 (void)dec_stat(A_CHR, 50, TRUE);
4282 /* Lose some experience (permanently) */
4283 p_ptr->exp -= (p_ptr->exp / 4);
4284 p_ptr->max_exp -= (p_ptr->exp / 4);
4292 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."));
4294 /* Dispel monsters */
4295 dispel_monsters(1000);
4305 fire_ball(GF_MANA, dir, 600, 3);
4316 fire_bolt(GF_MANA, dir, 500);
4324 * @brief 運命の輪、並びにカオス的な効果の発動
4325 * @param spell ランダムな効果を選択するための基準ID
4328 void wild_magic(int spell)
4331 int type = SUMMON_MOLD + randint0(6);
4333 if (type < SUMMON_MOLD) type = SUMMON_MOLD;
4334 else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
4336 switch (randint1(spell) + randint1(8) + 1)
4341 teleport_player(10, TELEPORT_PASSIVE);
4346 teleport_player(100, TELEPORT_PASSIVE);
4350 teleport_player(200, TELEPORT_PASSIVE);
4360 lite_area(damroll(2, 3), 2);
4363 destroy_doors_touch();
4368 sleep_monsters_touch();
4372 trap_creation(p_ptr->y, p_ptr->x);
4381 aggravate_monsters(0);
4384 earthquake(p_ptr->y, p_ptr->x, 5);
4388 (void)gain_random_mutation(0);
4392 apply_disenchant(1);
4398 fire_ball(GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
4405 while (counter++ < 8)
4407 (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET));
4412 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4415 (void)summon_cyber(-1, p_ptr->y, p_ptr->x);
4420 (void)activate_ty_curse(FALSE, &count);
4429 * @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。
4430 * / Drop 10+1d10 meteor ball at random places near the player
4435 void cast_meteor(HIT_POINT dam, POSITION rad)
4438 int b = 10 + randint1(10);
4440 for (i = 0; i < b; i++)
4442 POSITION y = 0, x = 0;
4445 for (count = 0; count <= 20; count++)
4449 x = p_ptr->x - 8 + randint0(17);
4450 y = p_ptr->y - 8 + randint0(17);
4452 dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
4453 dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
4455 /* Approximate distance */
4456 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4458 if (d >= 9) continue;
4460 if (!in_bounds(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)
4461 || !cave_have_flag_bold(y, x, FF_PROJECT)) continue;
4463 /* Valid position */
4467 if (count > 20) continue;
4469 project(0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
4475 * @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。
4478 * @return ターゲットを指定し、実行したならばTRUEを返す。
4480 bool cast_wrath_of_the_god(HIT_POINT dam, POSITION rad)
4482 POSITION x, y, tx, ty;
4486 int b = 10 + randint1(10);
4488 if (!get_aim_dir(&dir)) return FALSE;
4490 /* Use the given direction */
4491 tx = p_ptr->x + 99 * ddx[dir];
4492 ty = p_ptr->y + 99 * ddy[dir];
4494 /* Hack -- Use an actual "target" */
4495 if ((dir == 5) && target_okay())
4506 /* Hack -- Stop at the target */
4507 if ((y == ty) && (x == tx)) break;
4511 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
4513 /* Stop at maximum range */
4514 if (MAX_RANGE <= distance(p_ptr->y, p_ptr->x, ny, nx)) break;
4516 /* Stopped by walls/doors */
4517 if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
4519 /* Stopped by monsters */
4520 if ((dir != 5) && cave[ny][nx].m_idx != 0) break;
4522 /* Save the new location */
4529 for (i = 0; i < b; i++)
4531 int count = 20, d = 0;
4537 x = tx - 5 + randint0(11);
4538 y = ty - 5 + randint0(11);
4540 dx = (tx > x) ? (tx - x) : (x - tx);
4541 dy = (ty > y) ? (ty - y) : (y - ty);
4543 /* Approximate distance */
4544 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
4545 /* Within the radius */
4549 if (count < 0) continue;
4551 /* Cannot penetrate perm walls */
4552 if (!in_bounds(y, x) ||
4553 cave_stop_disintegration(y, x) ||
4554 !in_disintegration_range(ty, tx, y, x))
4557 project(0, rad, y, x, dam, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
4564 * @brief 「ワンダー」のランダムな効果を決定して処理する。
4568 * This spell should become more useful (more controlled) as the\n
4569 * player gains experience levels. Thus, add 1/5 of the player's\n
4570 * level to the die roll. This eliminates the worst effects later on,\n
4571 * while keeping the results quite random. It also allows some potent\n
4572 * effects only at high level.
4574 void cast_wonder(DIRECTION dir)
4576 PLAYER_LEVEL plev = p_ptr->lev;
4577 int die = randint1(100) + plev / 5;
4578 int vir = virtue_number(V_CHANCE);
4582 if (p_ptr->virtues[vir - 1] > 0)
4584 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4588 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4593 chg_virtue(V_CHANCE, 1);
4597 msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
4600 if (die < 8) clone_monster(dir);
4601 else if (die < 14) speed_monster(dir, plev);
4602 else if (die < 26) heal_monster(dir, damroll(4, 6));
4603 else if (die < 31) poly_monster(dir, plev);
4605 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4606 damroll(3 + ((plev - 1) / 5), 4));
4607 else if (die < 41) confuse_monster(dir, plev);
4608 else if (die < 46) fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4609 else if (die < 51) (void)lite_line(dir, damroll(6, 8));
4611 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4612 damroll(3 + ((plev - 5) / 4), 8));
4614 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4615 damroll(5 + ((plev - 5) / 4), 8));
4617 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4618 damroll(6 + ((plev - 5) / 4), 8));
4620 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4621 damroll(8 + ((plev - 5) / 4), 8));
4622 else if (die < 76) hypodynamic_bolt(dir, 75);
4623 else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4624 else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
4625 else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
4626 else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
4627 else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
4630 earthquake(p_ptr->y, p_ptr->x, 12);
4634 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4638 symbol_genocide(plev + 50, TRUE);
4640 else if (die < 110) dispel_monsters(120);
4643 dispel_monsters(150);
4644 slow_monsters(plev);
4645 sleep_monsters(plev);
4652 * @brief 「悪霊召喚」のランダムな効果を決定して処理する。
4656 void cast_invoke_spirits(DIRECTION dir)
4658 PLAYER_LEVEL plev = p_ptr->lev;
4659 int die = randint1(100) + plev / 5;
4660 int vir = virtue_number(V_CHANCE);
4664 if (p_ptr->virtues[vir - 1] > 0)
4666 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4670 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4674 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..."));
4676 chg_virtue(V_CHANCE, 1);
4680 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!"));
4685 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!",
4686 "Oh no! Mouldering forms rise from the earth around you!"));
4688 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4689 chg_virtue(V_UNLIFE, 1);
4693 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..."));
4695 set_afraid(p_ptr->afraid + randint1(4) + 4);
4699 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...",
4700 "Your head is invaded by a horde of gibbering spectral voices..."));
4702 set_confused(p_ptr->confused + randint1(4) + 4);
4706 poly_monster(dir, plev);
4710 fire_bolt_or_beam(beam_chance() - 10, GF_MISSILE, dir,
4711 damroll(3 + ((plev - 1) / 5), 4));
4715 confuse_monster(dir, plev);
4719 fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
4723 (void)lite_line(dir, damroll(6, 8));
4727 fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir,
4728 damroll(3 + ((plev - 5) / 4), 8));
4732 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir,
4733 damroll(5 + ((plev - 5) / 4), 8));
4737 fire_bolt_or_beam(beam_chance(), GF_ACID, dir,
4738 damroll(6 + ((plev - 5) / 4), 8));
4742 fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
4743 damroll(8 + ((plev - 5) / 4), 8));
4747 hypodynamic_bolt(dir, 75);
4751 fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
4755 fire_ball(GF_ACID, dir, 40 + plev, 2);
4759 fire_ball(GF_ICE, dir, 70 + plev, 3);
4763 fire_ball(GF_FIRE, dir, 80 + plev, 3);
4767 hypodynamic_bolt(dir, 100 + plev);
4771 earthquake(p_ptr->y, p_ptr->x, 12);
4775 (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
4779 symbol_genocide(plev + 50, TRUE);
4783 dispel_monsters(120);
4787 dispel_monsters(150);
4788 slow_monsters(plev);
4789 sleep_monsters(plev);
4795 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。」",
4796 "Sepulchral voices chuckle. 'Soon you will join us, mortal.'"));
4801 * @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。
4804 void cast_shuffle(void)
4806 PLAYER_LEVEL plev = p_ptr->lev;
4809 int vir = virtue_number(V_CHANCE);
4812 /* Card sharks and high mages get a level bonus */
4813 if ((p_ptr->pclass == CLASS_ROGUE) ||
4814 (p_ptr->pclass == CLASS_HIGH_MAGE) ||
4815 (p_ptr->pclass == CLASS_SORCERER))
4816 die = (randint1(110)) + plev / 5;
4818 die = randint1(120);
4823 if (p_ptr->virtues[vir - 1] > 0)
4825 while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
4829 while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
4833 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..."));
4836 chg_virtue(V_CHANCE, 1);
4840 msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
4842 for (i = 0; i < randint1(3); i++)
4843 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4847 msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
4848 summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4853 msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
4854 activate_ty_curse(FALSE, &count);
4858 msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
4859 aggravate_monsters(0);
4863 msg_print(_("《愚者》だ。", "It's the Fool."));
4869 msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
4870 trump_summoning(1, FALSE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
4874 msg_print(_("《月》だ。", "It's the Moon."));
4879 msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
4880 wild_magic(randint0(32));
4884 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4885 teleport_player(10, TELEPORT_PASSIVE);
4889 msg_print(_("《正義》だ。", "It's Justice."));
4890 set_blessed(p_ptr->lev, FALSE);
4894 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4895 teleport_player(100, TELEPORT_PASSIVE);
4899 msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
4900 teleport_player(200, TELEPORT_PASSIVE);
4904 msg_print(_("《塔》だ。", "It's the Tower."));
4909 msg_print(_("《節制》だ。", "It's Temperance."));
4910 sleep_monsters_touch();
4914 msg_print(_("《塔》だ。", "It's the Tower."));
4916 earthquake(p_ptr->y, p_ptr->x, 5);
4920 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4921 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_MOLD, 0L);
4925 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4926 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_BAT, 0L);
4930 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4931 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_VORTEX, 0L);
4935 msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
4936 trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
4940 msg_print(_("《恋人》だ。", "It's the Lovers."));
4942 if (get_aim_dir(&dir))
4943 charm_monster(dir, MIN(p_ptr->lev, 20));
4947 msg_print(_("《隠者》だ。", "It's the Hermit."));
4952 msg_print(_("《審判》だ。", "It's the Judgement."));
4953 do_cmd_rerate(FALSE);
4954 lose_all_mutations();
4958 msg_print(_("《太陽》だ。", "It's the Sun."));
4959 chg_virtue(V_KNOWLEDGE, 1);
4960 chg_virtue(V_ENLIGHTEN, 1);
4965 msg_print(_("《世界》だ。", "It's the World."));
4966 if (p_ptr->exp < PY_MAX_EXP)
4968 s32b ee = (p_ptr->exp / 25) + 1;
4969 if (ee > 5000) ee = 5000;
4970 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4976 bool_hack life_stream(bool_hack message, bool_hack virtue)
4980 chg_virtue(V_VITALITY, 1);
4981 chg_virtue(V_UNLIFE, -5);
4985 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
4988 (void)set_poisoned(0);
4990 (void)set_confused(0);
4994 (void)restore_all_status();
4995 (void)set_shero(0, TRUE);
5002 bool_hack heroism(int base)
5004 bool_hack ident = FALSE;
5005 if(set_afraid(0)) ident = TRUE;
5006 if(set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
5007 if(hp_player(10)) ident = TRUE;
5011 bool_hack berserk(int base)
5013 bool_hack ident = FALSE;
5014 if (set_afraid(0)) ident = TRUE;
5015 if (set_shero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
5016 if (hp_player(30)) ident = TRUE;
5020 bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
5022 bool_hack ident = FALSE;
5023 if (hp_player(damroll(dice, sides))) ident = TRUE;
5024 if (set_blind(0)) ident = TRUE;
5025 if (set_cut(p_ptr->cut - 10)) ident = TRUE;
5026 if (set_shero(0, TRUE)) ident = TRUE;
5030 bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
5032 bool_hack ident = FALSE;
5033 if (hp_player(damroll(dice, sides))) ident = TRUE;
5034 if (set_blind(0)) ident = TRUE;
5035 if (set_confused(0)) ident = TRUE;
5036 if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
5037 if (set_shero(0, TRUE)) ident = TRUE;
5041 bool_hack cure_critical_wounds(HIT_POINT pow)
5043 bool_hack ident = FALSE;
5044 if (hp_player(pow)) ident = TRUE;
5045 if (set_blind(0)) ident = TRUE;
5046 if (set_confused(0)) ident = TRUE;
5047 if (set_poisoned(0)) ident = TRUE;
5048 if (set_stun(0)) ident = TRUE;
5049 if (set_cut(0)) ident = TRUE;
5050 if (set_shero(0, TRUE)) ident = TRUE;
5054 bool_hack true_healing(HIT_POINT pow)
5056 bool_hack ident = FALSE;
5057 if (hp_player(pow)) ident = TRUE;
5058 if (set_blind(0)) ident = TRUE;
5059 if (set_confused(0)) ident = TRUE;
5060 if (set_poisoned(0)) ident = TRUE;
5061 if (set_stun(0)) ident = TRUE;
5062 if (set_cut(0)) ident = TRUE;
5063 if (set_image(0)) ident = TRUE;
5067 bool_hack restore_mana(bool_hack magic_eater)
5069 bool_hack ident = FALSE;
5071 if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
5074 for (i = 0; i < EATER_EXT * 2; i++)
5076 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
5077 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;
5079 for (; i < EATER_EXT * 3; i++)
5081 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
5082 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;
5083 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
5085 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
5086 p_ptr->window |= (PW_PLAYER);
5089 else if (p_ptr->csp < p_ptr->msp)
5091 p_ptr->csp = p_ptr->msp;
5092 p_ptr->csp_frac = 0;
5093 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
5094 p_ptr->redraw |= (PR_MANA);
5095 p_ptr->window |= (PW_PLAYER);
5096 p_ptr->window |= (PW_SPELL);
5103 bool restore_all_status(void)
5106 if (do_res_stat(A_STR)) ident = TRUE;
5107 if (do_res_stat(A_INT)) ident = TRUE;
5108 if (do_res_stat(A_WIS)) ident = TRUE;
5109 if (do_res_stat(A_DEX)) ident = TRUE;
5110 if (do_res_stat(A_CON)) ident = TRUE;
5111 if (do_res_stat(A_CHR)) ident = TRUE;
5116 * @brief 口を使う継続的な処理を中断する
5119 void stop_mouth(void)
5121 if (music_singing_any()) stop_singing();
5122 if (hex_spelling_any()) stop_hex_spell_all();
5126 bool_hack vampirism(void)
5133 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
5135 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
5139 /* Only works on adjacent monsters */
5140 if (!get_rep_dir2(&dir)) return FALSE;
5141 y = p_ptr->y + ddy[dir];
5142 x = p_ptr->x + ddx[dir];
5143 c_ptr = &cave[y][x];
5147 if (!(c_ptr->m_idx))
5149 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
5153 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
5155 dummy = p_ptr->lev * 2;
5157 if (hypodynamic_bolt(dir, dummy))
5159 if (p_ptr->food < PY_FOOD_FULL)
5160 /* No heal if we are "full" */
5161 (void)hp_player(dummy);
5163 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
5165 /* Gain nutritional sustenance: 150/hp drained */
5166 /* A Food ration gives 5000 food points (by contrast) */
5167 /* Don't ever get more than "Full" this way */
5168 /* But if we ARE Gorged, it won't cure us */
5169 dummy = p_ptr->food + MIN(5000, 100 * dummy);
5170 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
5171 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
5174 msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
5178 bool panic_hit(void)
5183 if (!get_rep_dir2(&dir)) return FALSE;
5184 y = p_ptr->y + ddy[dir];
5185 x = p_ptr->x + ddx[dir];
5186 if (cave[y][x].m_idx)
5189 if (randint0(p_ptr->skill_dis) < 7)
5190 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
5192 teleport_player(30, 0L);
5197 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"));
5205 * @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)
5208 * currently this function allows pseudo-id of any object,
5209 * including silly ones like potions & scrolls, which always
5210 * get '{average}'. This should be changed, either to stop such
5211 * items from being pseudo-id'd, or to allow psychometry to
5212 * detect whether the unidentified potion/scroll/etc is
5213 * good (Cure Light Wounds, Restore Strength, etc) or
5214 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
5216 bool psychometry(void)
5220 char o_name[MAX_NLEN];
5225 item_tester_no_ryoute = TRUE;
5227 q = _("どのアイテムを調べますか?", "Meditate on which item? ");
5228 s = _("調べるアイテムがありません。", "You have nothing appropriate.");
5230 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
5232 /* Get the item (in the pack) */
5235 o_ptr = &inventory[item];
5238 /* Get the item (on the floor) */
5241 o_ptr = &o_list[0 - item];
5244 /* It is fully known, no information needed */
5245 if (object_is_known(o_ptr))
5247 msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
5251 /* Check for a feeling */
5252 feel = value_check_aux1(o_ptr);
5254 /* Get an object description */
5255 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5257 /* Skip non-feelings */
5260 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);
5265 msg_format("%sは%sという感じがする...",
5266 o_name, game_inscriptions[feel]);
5268 msg_format("You feel that the %s %s %s...",
5269 o_name, ((o_ptr->number == 1) ? "is" : "are"),
5270 game_inscriptions[feel]);
5274 /* We have "felt" it */
5275 o_ptr->ident |= (IDENT_SENSE);
5278 o_ptr->feeling = feel;
5280 /* Player touches it */
5281 o_ptr->marked |= OM_TOUCHED;
5283 /* Combine / Reorder the pack (later) */
5284 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5287 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5289 /* Valid "tval" codes */
5290 switch (o_ptr->tval)
5318 /* Auto-inscription/destroy */
5319 autopick_alter_item(item, (bool)(okay && destroy_feeling));
5321 /* Something happened */