#include "melee.h"
#include "world.h"
#include "projection.h"
+#include "spells-summon.h"
+#include "mutation.h"
+#include "quest.h"
+#include "avatar.h"
+#include "spells-status.h"
/*!
* @brief プレイヤー周辺の地形を感知する
return (project_all_los(GF_DISP_ALL, dam));
}
+bool cleansing_nova(player_type *creature_ptr, bool magic, bool powerful)
+{
+ bool ident = FALSE;
+ if (dispel_evil(powerful ? 225 : 150)) ident = TRUE;
+ int k = 3 * creature_ptr->lev;
+ if (set_protevil((magic ? 0 : creature_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
+ if (set_poisoned(0)) ident = TRUE;
+ if (set_afraid(0)) ident = TRUE;
+ if (hp_player(50)) ident = TRUE;
+ if (set_stun(0)) ident = TRUE;
+ if (set_cut(0)) ident = TRUE;
+ return ident;
+}
+
+bool unleash_mana_storm(player_type *creature_ptr, bool powerful)
+{
+ msg_print(_("強力な魔力が敵を引き裂いた!", "Mighty magics rend your enemies!"));
+ project(0, (powerful ? 7 : 5), p_ptr->y, p_ptr->x,
+ (randint1(200) + (powerful ? 500 : 300)) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
+ if ((p_ptr->pclass != CLASS_MAGE) && (p_ptr->pclass != CLASS_HIGH_MAGE) && (p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_MAGIC_EATER) && (p_ptr->pclass != CLASS_BLUE_MAGE))
+ {
+ (void)take_hit(DAMAGE_NOESCAPE, 50, _("コントロールし難い強力な魔力の解放", "unleashing magics too mighty to control"), -1);
+ }
+ return TRUE;
+}
+
/*!
* @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
* @return 効力があった場合TRUEを返す
/* Prevent genocide in quest levels */
if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
{
+ msg_print(_("何も起きないようだ……", "It seems nothing happen here..."));
return (FALSE);
}
else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
else align = _("中立", "neutral");
- /* Describe the monster */
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:"),
m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
}
}
- /* Delete objects */
delete_object(y, x);
/* Destroy "non-permanent" grids */
if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
{
- int i, yy, xx;
+ DIRECTION i;
+ POSITION yy, xx;
cave_type *cc_ptr;
for (i = 0; i < 9; i++)
forget_flow();
/* Mega-Hack -- Forget the view and lite */
- p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
-
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
-
+ p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
p_ptr->redraw |= (PR_MAP);
-
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
if (p_ptr->special_defense & NINJA_S_STEALTH)
DIRECTION i;
int t;
POSITION y, x, yy, xx, dy, dx;
- int damage = 0;
- int sn = 0;
- POSITION sy = 0, sx = 0;
- bool hurt = FALSE;
- cave_type *c_ptr;
- bool map[32][32];
-
+ int damage = 0;
+ int sn = 0;
+ POSITION sy = 0, sx = 0;
+ bool hurt = FALSE;
+ cave_type *c_ptr;
+ bool map[32][32];
/* Prevent destruction of quest levels and town */
if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
if (distance(cy, cx, yy, xx) > r) continue;
c_ptr = &cave[yy][xx];
- /* Lose room and vault */
+ /* Lose room and vault / Lose light and knowledge */
c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
-
- /* Lose light and knowledge */
c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
/* Skip the epicenter */
}
}
- /* Describe the monster */
monster_desc(m_name, m_ptr, 0);
/* Scream in pain */
/* Skip unaffected grids */
if (!map[16+yy-cy][16+xx-cx]) continue;
- /* Access the cave grid */
c_ptr = &cave[yy][xx];
/* Paranoia -- never affect player */
/* Destroy location (if valid) */
if (cave_valid_bold(yy, xx))
{
- /* Delete objects */
delete_object(yy, xx);
/* Wall (or floor) type */
}
}
-
/* Process "re-glowing" */
for (dy = -r; dy <= r; dy++)
{
if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
{
- int ii, yyy, xxx;
+ DIRECTION ii;
+ POSITION yyy, xxx;
cave_type *cc_ptr;
for (ii = 0; ii < 9; ii++)
}
}
-
/* Mega-Hack -- Forget the view and lite */
- p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
-
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
-
/* Update the health bar */
- p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
-
- p_ptr->redraw |= (PR_MAP);
-
+ p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
+ p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH | PR_MAP);
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
if (p_ptr->special_defense & NINJA_S_STEALTH)
continue;
}
dam = m_ptr->maxhp / 2;
- if (dam > 100) dam = (dam-100)/2 + 100;
- if (dam > 400) dam = (dam-400)/2 + 400;
+ if (dam > 100) dam = (dam - 100) / 2 + 100;
+ if (dam > 400) dam = (dam - 400) / 2 + 400;
if (dam > 800) dam = 800;
- project(i, 2+(r_ptr->level/20), m_ptr->fy,
- m_ptr->fx, dam, GF_PLASMA,
+ project(i, 2 + (r_ptr->level / 20), m_ptr->fy, m_ptr->fx, dam, GF_PLASMA,
PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
if (record_named_pet && m_ptr->nickname)
cave_temp_room_unlite();
}
+bool starlight(bool magic)
+{
+ HIT_POINT num = damroll(5, 3);
+ POSITION y = 0, x = 0;
+ int k;
+ int attempts;
+
+ if (!p_ptr->blind && !magic)
+ {
+ msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly..."));
+ }
+ for (k = 0; k < num; k++)
+ {
+ attempts = 1000;
+
+ while (attempts--)
+ {
+ scatter(&y, &x, p_ptr->y, p_ptr->x, 4, PROJECT_LOS);
+ if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
+ if (!player_bold(y, x)) break;
+ }
+
+ project(0, 0, p_ptr->y, p_ptr->x, damroll(6 + p_ptr->lev / 8, 10), GF_LITE_WEAK,
+ (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL | PROJECT_LOS), -1);
+ }
+ return TRUE;
+}
+
/*!
* @param dev 回数分散
* @return 作用が実際にあった場合TRUEを返す
*/
-bool fire_blast(EFFECT_ID typ, DIRECTION dir, int dd, int ds, int num, int dev)
+bool fire_blast(EFFECT_ID typ, DIRECTION dir, DICE_NUMBER dd, DICE_SID ds, int num, int dev)
{
POSITION ly, lx;
int ld;
/*!
- * @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)
+ * @brief 指定方向に飛び道具を飛ばす(フラグ任意指定) / Hack -- apply a "project()" in a direction (or at the target)
* @param typ 効果属性
* @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)
* @param dam 威力
*/
bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
{
- int tx, ty;
+ POSITION tx, ty;
/* Pass through the target if needed */
flg |= (PROJECT_THRU);
return (project_hook(GF_KILL_TRAP, dir, 0, flg));
}
-/*!
- * @brief モンスター回復処理
- * @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)
- * @param dam 威力
- * @return 作用が実際にあった場合TRUEを返す
- */
-bool heal_monster(DIRECTION dir, HIT_POINT dam)
-{
- BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_OLD_HEAL, dir, dam, flg));
-}
-
-/*!
- * @brief モンスター加速処理
- * @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)
- * @param power 効力
- * @return 作用が実際にあった場合TRUEを返す
- */
-bool speed_monster(DIRECTION dir, int power)
-{
- BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_OLD_SPEED, dir, power, flg));
-}
-
-/*!
- * @brief モンスター減速処理
- * @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)
- * @param power 効力
- * @return 作用が実際にあった場合TRUEを返す
- */
-bool slow_monster(DIRECTION dir, int power)
-{
- BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_OLD_SLOW, dir, power, flg));
-}
-
-/*!
- * @brief モンスター催眠処理
- * @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)
- * @param power 効力
- * @return 作用が実際にあった場合TRUEを返す
- */
-bool sleep_monster(DIRECTION dir, int power)
-{
- BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_OLD_SLEEP, dir, power, flg));
-}
-
-/*!
- * @brief モンスター拘束(STASIS)処理
- * @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)
- * @return 作用が実際にあった場合TRUEを返す
- * @details 威力はプレイヤーレベル*2に固定
- */
-bool stasis_monster(DIRECTION dir)
-{
- return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
-}
-
-/*!
- * @brief 邪悪なモンスター拘束(STASIS)処理
- * @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)
- * @return 作用が実際にあった場合TRUEを返す
- * @details 威力はプレイヤーレベル*2に固定
- */
-bool stasis_evil(DIRECTION dir)
-{
- return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
-}
-
-/*!
- * @brief モンスター混乱処理
- * @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)
- * @param plev プレイヤーレベル(=効力)
- * @return 作用が実際にあった場合TRUEを返す
- */
-bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev)
-{
- BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_OLD_CONF, dir, plev, flg));
-}
-
-/*!
- * @brief モンスター朦朧処理
- * @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)
- * @param plev プレイヤーレベル(=効力)
- * @return 作用が実際にあった場合TRUEを返す
- */
-bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev)
-{
- BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_STUN, dir, plev, flg));
-}
-
-/*!
- * @brief チェンジモンスター処理
- * @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)
- * @param power 効力
- * @return 作用が実際にあった場合TRUEを返す
- */
-bool poly_monster(DIRECTION dir, int power)
-{
- BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
- if (tester)
- chg_virtue(V_CHANCE, 1);
- return(tester);
-}
-
-/*!
- * @brief クローンモンスター処理
- * @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)
- * @return 作用が実際にあった場合TRUEを返す
- */
-bool clone_monster(DIRECTION dir)
-{
- BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_OLD_CLONE, dir, 0, flg));
-}
-
-/*!
- * @brief モンスター恐慌処理
- * @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)
- * @param plev プレイヤーレベル(=効力)
- * @return 作用が実際にあった場合TRUEを返す
- */
-bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev)
-{
- BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_TURN_ALL, dir, plev, flg));
-}
/*!
* @brief 死の光線処理
/* Something happened */
return (TRUE);
}
+
+
+bool draconian_breath(player_type *creature_ptr)
+{
+ DIRECTION dir;
+ int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
+ concptr Type_desc = ((Type == GF_COLD) ? _("冷気", "cold") : _("炎", "fire"));
+
+ if (!get_aim_dir(&dir)) return FALSE;
+
+ if (randint1(100) < creature_ptr->lev)
+ {
+ switch (creature_ptr->pclass)
+ {
+ case CLASS_WARRIOR:
+ case CLASS_BERSERKER:
+ case CLASS_RANGER:
+ case CLASS_TOURIST:
+ case CLASS_IMITATOR:
+ case CLASS_ARCHER:
+ case CLASS_SMITH:
+ if (one_in_(3))
+ {
+ Type = GF_MISSILE;
+ Type_desc = _("エレメント", "the elements");
+ }
+ else
+ {
+ Type = GF_SHARDS;
+ Type_desc = _("破片", "shards");
+ }
+ break;
+ case CLASS_MAGE:
+ case CLASS_WARRIOR_MAGE:
+ case CLASS_HIGH_MAGE:
+ case CLASS_SORCERER:
+ case CLASS_MAGIC_EATER:
+ case CLASS_RED_MAGE:
+ case CLASS_BLUE_MAGE:
+ case CLASS_MIRROR_MASTER:
+ if (one_in_(3))
+ {
+ Type = GF_MANA;
+ Type_desc = _("魔力", "mana");
+ }
+ else
+ {
+ Type = GF_DISENCHANT;
+ Type_desc = _("劣化", "disenchantment");
+ }
+ break;
+ case CLASS_CHAOS_WARRIOR:
+ if (!one_in_(3))
+ {
+ Type = GF_CONFUSION;
+ Type_desc = _("混乱", "confusion");
+ }
+ else
+ {
+ Type = GF_CHAOS;
+ Type_desc = _("カオス", "chaos");
+ }
+ break;
+ case CLASS_MONK:
+ case CLASS_SAMURAI:
+ case CLASS_FORCETRAINER:
+ if (!one_in_(3))
+ {
+ Type = GF_CONFUSION;
+ Type_desc = _("混乱", "confusion");
+ }
+ else
+ {
+ Type = GF_SOUND;
+ Type_desc = _("轟音", "sound");
+ }
+ break;
+ case CLASS_MINDCRAFTER:
+ if (!one_in_(3))
+ {
+ Type = GF_CONFUSION;
+ Type_desc = _("混乱", "confusion");
+ }
+ else
+ {
+ Type = GF_PSI;
+ Type_desc = _("精神エネルギー", "mental energy");
+ }
+ break;
+ case CLASS_PRIEST:
+ case CLASS_PALADIN:
+ if (one_in_(3))
+ {
+ Type = GF_HELL_FIRE;
+ Type_desc = _("地獄の劫火", "hellfire");
+ }
+ else
+ {
+ Type = GF_HOLY_FIRE;
+ Type_desc = _("聖なる炎", "holy fire");
+ }
+ break;
+ case CLASS_ROGUE:
+ case CLASS_NINJA:
+ if (one_in_(3))
+ {
+ Type = GF_DARK;
+ Type_desc = _("暗黒", "darkness");
+ }
+ else
+ {
+ Type = GF_POIS;
+ Type_desc = _("毒", "poison");
+ }
+ break;
+ case CLASS_BARD:
+ if (!one_in_(3))
+ {
+ Type = GF_SOUND;
+ Type_desc = _("轟音", "sound");
+ }
+ else
+ {
+ Type = GF_CONFUSION;
+ Type_desc = _("混乱", "confusion");
+ }
+ break;
+ }
+ }
+
+ stop_mouth();
+ msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
+
+ fire_breath(Type, dir, creature_ptr->lev * 2, (creature_ptr->lev / 15) + 1);
+ return TRUE;
+}
+
+bool android_inside_weapon(player_type *creature_ptr)
+{
+ DIRECTION dir;
+ if (!get_aim_dir(&dir)) return FALSE;
+ if (creature_ptr->lev < 10)
+ {
+ msg_print(_("レイガンを発射した。", "You fire your ray gun."));
+ fire_bolt(GF_MISSILE, dir, (creature_ptr->lev + 1) / 2);
+ }
+ else if (creature_ptr->lev < 25)
+ {
+ msg_print(_("ブラスターを発射した。", "You fire your blaster."));
+ fire_bolt(GF_MISSILE, dir, creature_ptr->lev);
+ }
+ else if (creature_ptr->lev < 35)
+ {
+ msg_print(_("バズーカを発射した。", "You fire your bazooka."));
+ fire_ball(GF_MISSILE, dir, creature_ptr->lev * 2, 2);
+ }
+ else if (creature_ptr->lev < 45)
+ {
+ msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
+ fire_beam(GF_MISSILE, dir, creature_ptr->lev * 2);
+ }
+ else
+ {
+ msg_print(_("ロケットを発射した。", "You fire a rocket."));
+ fire_rocket(GF_ROCKET, dir, creature_ptr->lev * 5, 2);
+ }
+ return TRUE;
+}
+
+bool create_ration(player_type *crature_ptr)
+{
+ object_type *q_ptr;
+ object_type forge;
+ q_ptr = &forge;
+
+ /* Create the food ration */
+ object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
+
+ /* Drop the object from heaven */
+ (void)drop_near(q_ptr, -1, crature_ptr->y, crature_ptr->x);
+ msg_print(_("食事を料理して作った。", "You cook some food."));
+ return TRUE;
+}
+
+void hayagake(player_type *creature_ptr)
+{
+ if (creature_ptr->action == ACTION_HAYAGAKE)
+ {
+ set_action(ACTION_NONE);
+ }
+ else
+ {
+ cave_type *c_ptr = &cave[creature_ptr->y][creature_ptr->x];
+ feature_type *f_ptr = &f_info[c_ptr->feat];
+
+ if (!have_flag(f_ptr->flags, FF_PROJECT) ||
+ (!creature_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
+ {
+ msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
+ }
+ else
+ {
+ set_action(ACTION_HAYAGAKE);
+ }
+ }
+ creature_ptr->energy_use = 0;
+}
+
+bool double_attack(player_type *creature_ptr)
+{
+ DIRECTION dir;
+ POSITION x, y;
+
+ if (!get_rep_dir(&dir, FALSE)) return FALSE;
+ y = creature_ptr->y + ddy[dir];
+ x = creature_ptr->x + ddx[dir];
+ if (cave[y][x].m_idx)
+ {
+ if (one_in_(3))
+ msg_print(_("あーたたたたたたたたたたたたたたたたたたたたたた!!!",
+ "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
+ else if(one_in_(2))
+ msg_print(_("無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄!!!",
+ "Mudamudamudamudamudamudamudamudamudamudamudamudamuda!!!!"));
+ else
+ msg_print(_("オラオラオラオラオラオラオラオラオラオラオラオラ!!!",
+ "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
+
+ py_attack(y, x, 0);
+ if (cave[y][x].m_idx)
+ {
+ handle_stuff();
+ py_attack(y, x, 0);
+ }
+ creature_ptr->energy_need += ENERGY_NEED();
+ }
+ else
+ {
+ 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"));
+ msg_print(NULL);
+ }
+ return TRUE;
+}
+
+bool comvert_hp_to_mp(player_type *creature_ptr)
+{
+ int gain_sp = take_hit(DAMAGE_USELIFE, creature_ptr->lev, _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
+ if (gain_sp)
+ {
+ creature_ptr->csp += gain_sp;
+ if (creature_ptr->csp > creature_ptr->msp)
+ {
+ creature_ptr->csp = creature_ptr->msp;
+ creature_ptr->csp_frac = 0;
+ }
+ }
+ else
+ {
+ msg_print(_("変換に失敗した。", "You failed to convert."));
+ }
+ creature_ptr->redraw |= (PR_HP | PR_MANA);
+ return TRUE;
+}
+
+bool comvert_mp_to_hp(player_type *creature_ptr)
+{
+ if (creature_ptr->csp >= creature_ptr->lev / 5)
+ {
+ creature_ptr->csp -= creature_ptr->lev / 5;
+ hp_player(creature_ptr->lev);
+ }
+ else
+ {
+ msg_print(_("変換に失敗した。", "You failed to convert."));
+ }
+ /* Redraw mana and hp */
+ creature_ptr->redraw |= (PR_HP | PR_MANA);
+ return TRUE;
+}
+
+bool demonic_breath(player_type *creature_ptr)
+{
+ DIRECTION dir;
+ int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
+ if (!get_aim_dir(&dir)) return FALSE;
+ stop_mouth();
+ msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), ((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
+ fire_breath(type, dir, creature_ptr->lev * 3, (creature_ptr->lev / 15) + 1);
+ return TRUE;
+}
+
+bool mirror_concentration(player_type *creature_ptr)
+{
+ if (total_friends)
+ {
+ msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
+ return FALSE;
+ }
+ if (is_mirror_grid(&cave[creature_ptr->y][creature_ptr->x]))
+ {
+ msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
+
+ creature_ptr->csp += (5 + creature_ptr->lev * creature_ptr->lev / 100);
+ if (creature_ptr->csp >= creature_ptr->msp)
+ {
+ creature_ptr->csp = creature_ptr->msp;
+ creature_ptr->csp_frac = 0;
+ }
+ creature_ptr->redraw |= (PR_MANA);
+ }
+ else
+ {
+ msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
+ }
+ return TRUE;
+}
\ No newline at end of file