*/
#include "angband.h"
+#include "cmd-pet.h"
#include "grid.h"
#include "trap.h"
#include "monsterrace-hook.h"
#include "spells-summon.h"
#include "mutation.h"
#include "quest.h"
+#include "avatar.h"
+#include "spells-status.h"
+#include "realm-hex.h"
/*!
* @brief プレイヤー周辺の地形を感知する
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,
+ project(0, (powerful ? 7 : 5), creature_ptr->y, creature_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))
+ if ((creature_ptr->pclass != CLASS_MAGE) && (creature_ptr->pclass != CLASS_HIGH_MAGE) && (creature_ptr->pclass != CLASS_SORCERER) && (creature_ptr->pclass != CLASS_MAGIC_EATER) && (creature_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);
}
void aggravate_monsters(MONSTER_IDX who)
{
MONSTER_IDX i;
- bool sleep = FALSE;
- bool speed = FALSE;
+ bool sleep = FALSE;
+ bool speed = FALSE;
/* Aggravate everyone nearby */
for (i = 1; i < m_max; i++)
else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
-
else
{
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
else
{
/* Create floor */
- cave_set_feat(y, x, floor_type[randint0(100)]);
+ cave_set_feat(y, x, feat_ground_type[randint0(100)]);
}
}
else /* In generation */
else
{
/* Create floor */
- cave_set_feat(yy, xx, floor_type[randint0(100)]);
+ cave_set_feat(yy, xx, feat_ground_type[randint0(100)]);
}
}
}
}
/* Mega-Hack -- Forget the view and lite */
- /* Update the health bar */
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);
}
}
- /* Note */
note_spot(y, x);
-
lite_spot(y, x);
-
update_local_illumination(y, x);
}
{
for (j = 0; j < 9; j++)
{
- int by = y + ddy_ddd[j];
- int bx = x + ddx_ddd[j];
+ POSITION by = y + ddy_ddd[j];
+ POSITION bx = x + ddx_ddd[j];
if (in_bounds2(by, bx))
{
{
/* Forget the grid */
if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
-
note_spot(y, x);
}
}
lite_spot(y, x);
-
update_local_illumination(y, x);
}
}
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(0, 0, y, 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
else if (die < 111)
{
msg_print(_("《審判》だ。", "It's the Judgement."));
- do_cmd_rerate(FALSE);
+ roll_hitdice(0L);
lose_all_mutations();
}
else if (die < 120)
}
}
-bool_hack life_stream(bool_hack message, bool_hack virtue_change)
-{
- if(virtue_change)
- {
- chg_virtue(V_VITALITY, 1);
- chg_virtue(V_UNLIFE, -5);
- }
- if(message)
- {
- msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
- }
- restore_level();
- (void)set_poisoned(0);
- (void)set_blind(0);
- (void)set_confused(0);
- (void)set_image(0);
- (void)set_stun(0);
- (void)set_cut(0);
- (void)restore_all_status();
- (void)set_shero(0, TRUE);
- handle_stuff();
- hp_player(5000);
-
- return TRUE;
-}
-
-bool_hack heroism(int base)
-{
- bool_hack ident = FALSE;
- if(set_afraid(0)) ident = TRUE;
- if(set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
- if(hp_player(10)) ident = TRUE;
- return ident;
-}
-
-bool_hack berserk(int base)
-{
- bool_hack ident = FALSE;
- if (set_afraid(0)) ident = TRUE;
- if (set_shero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
- if (hp_player(30)) ident = TRUE;
- return ident;
-}
-
-bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
-{
- bool_hack ident = FALSE;
- if (hp_player(damroll(dice, sides))) ident = TRUE;
- if (set_blind(0)) ident = TRUE;
- if (set_cut(p_ptr->cut - 10)) ident = TRUE;
- if (set_shero(0, TRUE)) ident = TRUE;
- return ident;
-}
-
-bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
-{
- bool_hack ident = FALSE;
- if (hp_player(damroll(dice, sides))) ident = TRUE;
- if (set_blind(0)) ident = TRUE;
- if (set_confused(0)) ident = TRUE;
- if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
- if (set_shero(0, TRUE)) ident = TRUE;
- return ident;
-}
-
-bool_hack cure_critical_wounds(HIT_POINT pow)
-{
- bool_hack ident = FALSE;
- if (hp_player(pow)) ident = TRUE;
- if (set_blind(0)) ident = TRUE;
- if (set_confused(0)) ident = TRUE;
- if (set_poisoned(0)) ident = TRUE;
- if (set_stun(0)) ident = TRUE;
- if (set_cut(0)) ident = TRUE;
- if (set_shero(0, TRUE)) ident = TRUE;
- return ident;
-}
-
-bool_hack true_healing(HIT_POINT pow)
-{
- bool_hack ident = FALSE;
- if (hp_player(pow)) ident = TRUE;
- if (set_blind(0)) ident = TRUE;
- if (set_confused(0)) ident = TRUE;
- if (set_poisoned(0)) ident = TRUE;
- if (set_stun(0)) ident = TRUE;
- if (set_cut(0)) ident = TRUE;
- if (set_image(0)) ident = TRUE;
- return ident;
-}
-
-bool_hack restore_mana(bool_hack magic_eater)
-{
- bool_hack ident = FALSE;
-
- if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
- {
- int i;
- for (i = 0; i < EATER_EXT * 2; i++)
- {
- p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
- 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;
- }
- for (; i < EATER_EXT * 3; i++)
- {
- KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
- 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;
- if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
- }
- msg_print(_("頭がハッキリとした。", "You feel your head clear."));
- p_ptr->window |= (PW_PLAYER);
- ident = TRUE;
- }
- else if (p_ptr->csp < p_ptr->msp)
- {
- p_ptr->csp = p_ptr->msp;
- p_ptr->csp_frac = 0;
- msg_print(_("頭がハッキリとした。", "You feel your head clear."));
- p_ptr->redraw |= (PR_MANA);
- p_ptr->window |= (PW_PLAYER);
- p_ptr->window |= (PW_SPELL);
- ident = TRUE;
- }
-
- return ident;
-}
-
-bool restore_all_status(void)
-{
- bool ident = FALSE;
- if (do_res_stat(A_STR)) ident = TRUE;
- if (do_res_stat(A_INT)) ident = TRUE;
- if (do_res_stat(A_WIS)) ident = TRUE;
- if (do_res_stat(A_DEX)) ident = TRUE;
- if (do_res_stat(A_CON)) ident = TRUE;
- if (do_res_stat(A_CHR)) ident = TRUE;
- return ident;
-}
-
/*!
* @brief 口を使う継続的な処理を中断する
* @return なし
bool psychometry(void)
{
OBJECT_IDX item;
- object_type *o_ptr;
+ object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
byte feel;
concptr q, s;
#endif
- /* We have "felt" it */
o_ptr->ident |= (IDENT_SENSE);
-
- /* "Inscribe" it */
o_ptr->feeling = feel;
-
- /* Player touches it */
o_ptr->marked |= OM_TOUCHED;
- /* Combine / Reorder the pack (later) */
p_ptr->update |= (PU_COMBINE | PU_REORDER);
-
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
/* Valid "tval" codes */
/* 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;
+}
+
+bool sword_dancing(player_type *creature_ptr)
+{
+ DIRECTION dir;
+ POSITION y = 0, x = 0;
+ int i;
+ cave_type *c_ptr;
+
+ for (i = 0; i < 6; i++)
+ {
+ dir = randint0(8);
+ y = creature_ptr->y + ddy_ddd[dir];
+ x = creature_ptr->x + ddx_ddd[dir];
+ c_ptr = &cave[y][x];
+
+ /* Hack -- attack monsters */
+ if (c_ptr->m_idx)
+ py_attack(y, x, 0);
+ else
+ {
+ msg_print(_("攻撃が空をきった。", "You attack the empty air."));
+ }
+ }
+ return TRUE;
+}
+
+bool confusing_light(player_type *creature_ptr)
+{
+ msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
+ slow_monsters(creature_ptr->lev);
+ stun_monsters(creature_ptr->lev * 4);
+ confuse_monsters(creature_ptr->lev * 4);
+ turn_monsters(creature_ptr->lev * 4);
+ stasis_monsters(creature_ptr->lev * 4);
+ return TRUE;
+}
+
+bool rodeo(player_type *creature_ptr)
+{
+ GAME_TEXT m_name[MAX_NLEN];
+ monster_type *m_ptr;
+ monster_race *r_ptr;
+ int rlev;
+
+ if (creature_ptr->riding)
+ {
+ msg_print(_("今は乗馬中だ。", "You ARE riding."));
+ return FALSE;
+ }
+ if (!do_riding(TRUE)) return TRUE;
+
+ m_ptr = &m_list[creature_ptr->riding];
+ r_ptr = &r_info[m_ptr->r_idx];
+ monster_desc(m_name, m_ptr, 0);
+ msg_format(_("%sに乗った。", "You ride on %s."), m_name);
+
+ if (is_pet(m_ptr)) return TRUE;
+
+ rlev = r_ptr->level;
+
+ if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
+ if (rlev > 60) rlev = 60 + (rlev - 60) / 2;
+ if ((randint1(creature_ptr->skill_exp[GINOU_RIDING] / 120 + creature_ptr->lev * 2 / 3) > rlev)
+ && one_in_(2) && !creature_ptr->inside_arena && !creature_ptr->inside_battle
+ && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
+ && (rlev < creature_ptr->lev * 3 / 2 + randint0(creature_ptr->lev / 5)))
+ {
+ msg_format(_("%sを手なずけた。", "You tame %s."), m_name);
+ set_pet(m_ptr);
+ }
+ else
+ {
+ msg_format(_("%sに振り落とされた!", "You have thrown off by %s."), m_name);
+ rakuba(1, TRUE);
+
+ /* Paranoia */
+ /* 落馬処理に失敗してもとにかく乗馬解除 */
+ creature_ptr->riding = 0;
+ }
+ return TRUE;
+}
+
+bool clear_mind(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;
+ }
+ msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
+
+ creature_ptr->csp += (3 + creature_ptr->lev / 20);
+ if (creature_ptr->csp >= creature_ptr->msp)
+ {
+ creature_ptr->csp = creature_ptr->msp;
+ creature_ptr->csp_frac = 0;
+ }
+ creature_ptr->redraw |= (PR_MANA);
+ return TRUE;
+}
+
+bool concentration(player_type *creature_ptr)
+{
+ int max_csp = MAX(creature_ptr->msp * 4, creature_ptr->lev * 5 + 5);
+
+ 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 (creature_ptr->special_defense & KATA_MASK)
+ {
+ msg_print(_("今は構えに集中している。", "You need concentration on your form."));
+ return FALSE;
+ }
+ msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
+
+ creature_ptr->csp += creature_ptr->msp / 2;
+ if (creature_ptr->csp >= max_csp)
+ {
+ creature_ptr->csp = max_csp;
+ creature_ptr->csp_frac = 0;
+ }
+ creature_ptr->redraw |= (PR_MANA);
+ return TRUE;
+}