3 * @brief 魔法効果の実装/ Spell code (part 3)
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.
14 #include "system/angband.h"
15 #include "market/building.h"
16 #include "core/stuff-handler.h"
19 #include "main/sound-definitions-table.h"
20 #include "object/object-ego.h"
24 #include "dungeon/dungeon.h"
25 #include "effect/effect-characteristics.h"
26 #include "floor/floor-town.h"
27 #include "object/object-boost.h"
28 #include "object/object-flavor.h"
29 #include "object/object-hook.h"
31 #include "player/player-move.h"
32 #include "player/player-status.h"
33 #include "player/player-class.h"
34 #include "player/player-damage.h"
35 #include "player-inventory.h"
36 #include "spell/spells-summon.h"
38 #include "object/artifact.h"
40 #include "spell/spells2.h"
41 #include "spell/spells3.h"
42 #include "spell/spells-floor.h"
43 #include "spell/technic-info-table.h"
44 #include "grid/grid.h"
45 #include "market/building-util.h"
46 #include "monster/monster-process.h"
47 #include "monster/monster-status.h"
48 #include "spell/monster-spell.h"
49 #include "io/write-diary.h"
50 #include "cmd/cmd-save.h"
51 #include "cmd/cmd-spell.h"
52 #include "cmd/cmd-dump.h"
54 #include "floor/floor-save.h"
56 #include "player/player-effects.h"
57 #include "player/player-skill.h"
58 #include "player/player-personality.h"
59 #include "view/display-main-window.h"
62 #include "world/world.h"
63 #include "object/object-kind.h"
64 #include "autopick/autopick.h"
65 #include "targeting.h"
66 #include "effect/spells-effect-util.h"
67 #include "spell/spells-util.h"
68 #include "spell/spells-execution.h"
69 #include "spell/process-effect.h"
71 /*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
74 // todo コピペ感が強くなったので関数化
75 static bool update_player(player_type *caster_ptr);
76 static bool redraw_player(player_type *caster_ptr);
79 * @brief モンスターのテレポートアウェイ処理 /
80 * Teleport a monster, normally up to "dis" grids away.
81 * @param caster_ptr プレーヤーへの参照ポインタ
82 * @param m_idx モンスターID
85 * @return テレポートが実際に行われたらtrue
87 * Attempt to move the monster at least "dis/2" grids away.
88 * But allow variation to prevent infinite loops.
90 bool teleport_away(player_type *caster_ptr, MONSTER_IDX m_idx, POSITION dis, teleport_flags mode)
92 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
93 if (!monster_is_valid(m_ptr)) return FALSE;
95 if ((mode & TELEPORT_DEC_VALOUR) &&
96 (((caster_ptr->chp * 10) / caster_ptr->mhp) > 5) &&
97 (4+randint1(5) < ((caster_ptr->chp * 10) / caster_ptr->mhp)))
99 chg_virtue(caster_ptr, V_VALOUR, -1);
102 POSITION oy = m_ptr->fy;
103 POSITION ox = m_ptr->fx;
104 POSITION min = dis / 2;
106 POSITION ny = 0, nx = 0;
111 if (dis > 200) dis = 200;
113 for (int i = 0; i < 500; i++)
117 ny = rand_spread(oy, dis);
118 nx = rand_spread(ox, dis);
119 POSITION d = distance(oy, ox, ny, nx);
120 if ((d >= min) && (d <= dis)) break;
123 if (!in_bounds(caster_ptr->current_floor_ptr, ny, nx)) continue;
124 if (!cave_monster_teleportable_bold(caster_ptr, m_idx, ny, nx, mode)) continue;
125 if (!(caster_ptr->current_floor_ptr->inside_quest || caster_ptr->current_floor_ptr->inside_arena))
126 if (caster_ptr->current_floor_ptr->grid_array[ny][nx].info & CAVE_ICKY) continue;
134 if (tries > MAX_TRIES) return FALSE;
137 sound(SOUND_TPOTHER);
138 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
139 caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
145 update_monster(caster_ptr, m_idx, TRUE);
146 lite_spot(caster_ptr, oy, ox);
147 lite_spot(caster_ptr, ny, nx);
149 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
150 caster_ptr->update |= (PU_MON_LITE);
157 * @brief モンスターを指定された座標付近にテレポートする /
158 * Teleport monster next to a grid near the given location
159 * @param caster_ptr プレーヤーへの参照ポインタ
160 * @param m_idx モンスターID
163 * @param power テレポート成功確率
167 void teleport_monster_to(player_type *caster_ptr, MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, teleport_flags mode)
169 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
170 if(!m_ptr->r_idx) return;
171 if(randint1(100) > power) return;
173 POSITION ny = m_ptr->fy;
174 POSITION nx = m_ptr->fx;
175 POSITION oy = m_ptr->fy;
176 POSITION ox = m_ptr->fx;
182 while (look && --attempts)
184 if (dis > 200) dis = 200;
186 for (int i = 0; i < 500; i++)
190 ny = rand_spread(ty, dis);
191 nx = rand_spread(tx, dis);
192 int d = distance(ty, tx, ny, nx);
193 if ((d >= min) && (d <= dis)) break;
196 if (!in_bounds(caster_ptr->current_floor_ptr, ny, nx)) continue;
197 if (!cave_monster_teleportable_bold(caster_ptr, m_idx, ny, nx, mode)) continue;
207 if (attempts < 1) return;
209 sound(SOUND_TPOTHER);
210 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
211 caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
216 update_monster(caster_ptr, m_idx, TRUE);
217 lite_spot(caster_ptr, oy, ox);
218 lite_spot(caster_ptr, ny, nx);
220 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
221 caster_ptr->update |= (PU_MON_LITE);
226 * @brief プレイヤーのテレポート先選定と移動処理 /
227 * Teleport the player to a location up to "dis" grids away.
228 * @param creature_ptr プレーヤーへの参照ポインタ
230 * @param is_quantum_effect 量子的効果 (反テレポ無効)によるテレポートアウェイならばTRUE
232 * @return 実際にテレポート処理が行われたらtrue
235 * If no such spaces are readily available, the distance may increase.
236 * Try very hard to move the player at least a quarter that distance.
238 * There was a nasty tendency for a long time; which was causing the
239 * player to "bounce" between two or three different spots because
240 * these are the only spots that are "far enough" way to satisfy the
243 * But this tendency is now removed; in the new algorithm, a list of
244 * candidates is selected first, which includes at least 50% of all
245 * floor grids within the distance, and any single grid in this list
246 * of candidates has equal possibility to be choosen as a destination.
249 bool teleport_player_aux(player_type *creature_ptr, POSITION dis, bool is_quantum_effect, teleport_flags mode)
251 if (creature_ptr->wild_mode) return FALSE;
252 if (!is_quantum_effect && creature_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
254 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
258 int candidates_at[MAX_TELEPORT_DISTANCE + 1];
259 for (int i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
260 candidates_at[i] = 0;
262 if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
264 int left = MAX(1, creature_ptr->x - dis);
265 int right = MIN(creature_ptr->current_floor_ptr->width - 2, creature_ptr->x + dis);
266 int top = MAX(1, creature_ptr->y - dis);
267 int bottom = MIN(creature_ptr->current_floor_ptr->height - 2, creature_ptr->y + dis);
268 int total_candidates = 0;
269 for (POSITION y = top; y <= bottom; y++)
271 for (POSITION x = left; x <= right; x++)
273 if (!cave_player_teleportable_bold(creature_ptr, y, x, mode)) continue;
275 int d = distance(creature_ptr->y, creature_ptr->x, y, x);
276 if (d > dis) continue;
283 if (0 == total_candidates) return FALSE;
287 for (cur_candidates = 0; min >= 0; min--)
289 cur_candidates += candidates_at[min];
290 if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
293 int pick = randint1(cur_candidates);
295 /* Search again the choosen location */
297 for (yy = top; yy <= bottom; yy++)
299 for (xx = left; xx <= right; xx++)
301 if (!cave_player_teleportable_bold(creature_ptr, yy, xx, mode)) continue;
303 int d = distance(creature_ptr->y, creature_ptr->x, yy, xx);
304 if (d > dis) continue;
305 if (d < min) continue;
314 if (player_bold(creature_ptr, yy, xx)) return FALSE;
316 sound(SOUND_TELEPORT);
318 if (IS_ECHIZEN(creature_ptr))
319 msg_format("『こっちだぁ、%s』", creature_ptr->name);
321 (void)move_player_effect(creature_ptr, yy, xx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
327 * @brief プレイヤーのテレポート処理メインルーチン
328 * @param creature_ptr プレーヤーへの参照ポインタ
333 void teleport_player(player_type *creature_ptr, POSITION dis, BIT_FLAGS mode)
335 if (!teleport_player_aux(creature_ptr, dis, FALSE, mode)) return;
337 /* Monsters with teleport ability may follow the player */
338 POSITION oy = creature_ptr->y;
339 POSITION ox = creature_ptr->x;
340 for (POSITION xx = -1; xx < 2; xx++)
342 for (POSITION yy = -1; yy < 2; yy++)
344 MONSTER_IDX tmp_m_idx = creature_ptr->current_floor_ptr->grid_array[oy+yy][ox+xx].m_idx;
345 if (tmp_m_idx && (creature_ptr->riding != tmp_m_idx))
350 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[tmp_m_idx];
351 monster_race *r_ptr = &r_info[m_ptr->r_idx];
353 bool is_resistible = (r_ptr->a_ability_flags2 & RF6_TPORT) != 0;
354 is_resistible &= (r_ptr->flagsr & RFR_RES_TELE) == 0;
355 is_resistible &= MON_CSLEEP(m_ptr) == 0;
358 teleport_monster_to(creature_ptr, tmp_m_idx, creature_ptr->y, creature_ptr->x, r_ptr->level, TELEPORT_SPONTANEOUS);
366 * @brief プレイヤーのテレポートアウェイ処理 /
367 * @param m_idx アウェイを試みたモンスターID
368 * @param target_ptr プレーヤーへの参照ポインタ
370 * @param is_quantum_effect 量子的効果によるテレポートアウェイならばTRUE
373 void teleport_player_away(MONSTER_IDX m_idx, player_type *target_ptr, POSITION dis, bool is_quantum_effect)
375 if (!teleport_player_aux(target_ptr, dis, TELEPORT_PASSIVE, is_quantum_effect)) return;
377 /* Monsters with teleport ability may follow the player */
378 POSITION oy = target_ptr->y;
379 POSITION ox = target_ptr->x;
380 for (POSITION xx = -1; xx < 2; xx++)
382 for (POSITION yy = -1; yy < 2; yy++)
384 MONSTER_IDX tmp_m_idx = target_ptr->current_floor_ptr->grid_array[oy+yy][ox+xx].m_idx;
385 bool is_teleportable = tmp_m_idx > 0;
386 is_teleportable &= target_ptr->riding != tmp_m_idx;
387 is_teleportable &= m_idx != tmp_m_idx;
388 if (!is_teleportable)
393 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[tmp_m_idx];
394 monster_race *r_ptr = &r_info[m_ptr->r_idx];
396 bool is_resistible = (r_ptr->a_ability_flags2 & RF6_TPORT) != 0;
397 is_resistible &= (r_ptr->flagsr & RFR_RES_TELE) == 0;
398 is_resistible &= MON_CSLEEP(m_ptr) == 0;
401 teleport_monster_to(target_ptr, tmp_m_idx, target_ptr->y, target_ptr->x, r_ptr->level, TELEPORT_SPONTANEOUS);
409 * @brief プレイヤーを指定位置近辺にテレポートさせる
410 * Teleport player to a grid near the given location
411 * @param creature_ptr プレーヤーへの参照ポインタ
414 * @param mode オプションフラグ
418 * This function is slightly obsessive about correctness.
419 * This function allows teleporting into vaults (!)
422 void teleport_player_to(player_type *creature_ptr, POSITION ny, POSITION nx, teleport_flags mode)
424 if (creature_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
426 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
430 /* Find a usable location */
432 POSITION dis = 0, ctr = 0;
437 y = (POSITION)rand_spread(ny, dis);
438 x = (POSITION)rand_spread(nx, dis);
439 if (in_bounds(creature_ptr->current_floor_ptr, y, x)) break;
442 bool is_anywhere = current_world_ptr->wizard;
443 is_anywhere &= (mode & TELEPORT_PASSIVE) == 0;
444 is_anywhere &= (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx > 0) ||
445 creature_ptr->current_floor_ptr->grid_array[y][x].m_idx == creature_ptr->riding;
446 if (is_anywhere) break;
448 if (cave_player_teleportable_bold(creature_ptr, y, x, mode)) break;
450 if (++ctr > (4 * dis * dis + 4 * dis + 1))
457 sound(SOUND_TELEPORT);
458 (void)move_player_effect(creature_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
462 void teleport_away_followable(player_type *tracer_ptr, MONSTER_IDX m_idx)
464 monster_type *m_ptr = &tracer_ptr->current_floor_ptr->m_list[m_idx];
465 POSITION oldfy = m_ptr->fy;
466 POSITION oldfx = m_ptr->fx;
467 bool old_ml = m_ptr->ml;
468 POSITION old_cdis = m_ptr->cdis;
470 teleport_away(tracer_ptr, m_idx, MAX_SIGHT * 2 + 5, TELEPORT_SPONTANEOUS);
472 bool is_followable = old_ml;
473 is_followable &= old_cdis <= MAX_SIGHT;
474 is_followable &= current_world_ptr->timewalk_m_idx == 0;
475 is_followable &= !tracer_ptr->phase_out;
476 is_followable &= los(tracer_ptr, tracer_ptr->y, tracer_ptr->x, oldfy, oldfx);
477 if (!is_followable) return;
480 if ((tracer_ptr->muta1 & MUT1_VTELEPORT) || (tracer_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
483 BIT_FLAGS flgs[TR_FLAG_SIZE];
487 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
489 o_ptr = &tracer_ptr->inventory_list[i];
490 if (o_ptr->k_idx && !object_is_cursed(o_ptr))
492 object_flags(o_ptr, flgs);
493 if (have_flag(flgs, TR_TELEPORT))
503 if (!get_check_strict(_("ついていきますか?", "Do you follow it? "), CHECK_OKAY_CANCEL))
508 teleport_player(tracer_ptr, 200, TELEPORT_PASSIVE);
509 msg_print(_("失敗!", "Failed!"));
513 teleport_player_to(tracer_ptr, m_ptr->fy, m_ptr->fx, TELEPORT_SPONTANEOUS);
516 tracer_ptr->energy_need += ENERGY_NEED();
520 bool teleport_level_other(player_type *caster_ptr)
522 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
523 MONSTER_IDX target_m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
524 if (!target_m_idx) return TRUE;
525 if (!player_has_los_bold(caster_ptr, target_row, target_col)) return TRUE;
526 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) return TRUE;
530 m_ptr = &caster_ptr->current_floor_ptr->m_list[target_m_idx];
531 r_ptr = &r_info[m_ptr->r_idx];
532 GAME_TEXT m_name[MAX_NLEN];
533 monster_desc(caster_ptr, m_name, m_ptr, 0);
534 msg_format(_("%^sの足を指さした。", "You gesture at %^s's feet."), m_name);
536 if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) ||
537 (r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > caster_ptr->lev + randint1(60)))
539 msg_format(_("しかし効果がなかった!", "%^s is unaffected!"), m_name);
543 teleport_level(caster_ptr, target_m_idx);
551 * todo cmd-save.h への依存あり。コールバックで何とかしたい
552 * @brief プレイヤー及びモンスターをレベルテレポートさせる /
553 * Teleport the player one level up or down (random when legal)
554 * @param creature_ptr プレーヤーへの参照ポインタ
555 * @param m_idx テレポートの対象となるモンスターID(0ならばプレイヤー) / If m_idx <= 0, target is player.
558 void teleport_level(player_type *creature_ptr, MONSTER_IDX m_idx)
560 GAME_TEXT m_name[160];
564 strcpy(m_name, _("あなた", "you"));
568 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
569 monster_desc(creature_ptr, m_name, m_ptr, 0);
570 see_m = is_seen(m_ptr);
573 if (is_teleport_level_ineffective(creature_ptr, m_idx))
575 if (see_m) msg_print(_("効果がなかった。", "There is no effect."));
579 if ((m_idx <= 0) && creature_ptr->anti_tele)
581 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
586 if (randint0(100) < 50) go_up = TRUE;
589 if ((m_idx <= 0) && current_world_ptr->wizard)
591 if (get_check("Force to go up? ")) go_up = TRUE;
592 else if (get_check("Force to go down? ")) go_up = FALSE;
595 if ((ironman_downward && (m_idx <= 0)) || (creature_ptr->current_floor_ptr->dun_level <= d_info[creature_ptr->dungeon_idx].mindepth))
598 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
600 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
604 if (!creature_ptr->current_floor_ptr->dun_level)
606 creature_ptr->dungeon_idx = ironman_downward ? DUNGEON_ANGBAND : creature_ptr->recall_dungeon;
607 creature_ptr->oldpy = creature_ptr->y;
608 creature_ptr->oldpx = creature_ptr->x;
611 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, 1, NULL);
613 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
615 if (!creature_ptr->current_floor_ptr->dun_level)
617 creature_ptr->current_floor_ptr->dun_level = d_info[creature_ptr->dungeon_idx].mindepth;
618 prepare_change_floor_mode(creature_ptr, CFM_RAND_PLACE);
622 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
625 creature_ptr->leaving = TRUE;
628 else if (quest_number(creature_ptr, creature_ptr->current_floor_ptr->dun_level) || (creature_ptr->current_floor_ptr->dun_level >= d_info[creature_ptr->dungeon_idx].maxdepth))
631 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
633 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
638 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, -1, NULL);
640 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
642 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
644 leave_quest_check(creature_ptr);
645 creature_ptr->current_floor_ptr->inside_quest = 0;
646 creature_ptr->leaving = TRUE;
652 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
654 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
659 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, -1, NULL);
661 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
663 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
664 creature_ptr->leaving = TRUE;
670 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
672 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
677 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, 1, NULL);
678 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
680 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
681 creature_ptr->leaving = TRUE;
687 sound(SOUND_TPLEVEL);
691 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
692 check_quest_completion(creature_ptr, m_ptr);
693 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
695 char m2_name[MAX_NLEN];
697 monster_desc(creature_ptr, m2_name, m_ptr, MD_INDEF_VISIBLE);
698 exe_write_diary(creature_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
701 delete_monster_idx(creature_ptr, m_idx);
702 sound(SOUND_TPLEVEL);
707 * @brief プレイヤーの帰還発動及び中止処理 /
708 * Recall the player to town or dungeon
709 * @param creature_ptr プレーヤーへの参照ポインタ
710 * @param turns 発動までのターン数
713 bool recall_player(player_type *creature_ptr, TIME_EFFECT turns)
716 * TODO: Recall the player to the last
717 * visited town when in the wilderness
719 if (creature_ptr->current_floor_ptr->inside_arena || ironman_downward)
721 msg_print(_("何も起こらなかった。", "Nothing happens."));
725 bool is_special_floor = creature_ptr->current_floor_ptr->dun_level > 0;
726 is_special_floor &= max_dlv[creature_ptr->dungeon_idx] > creature_ptr->current_floor_ptr->dun_level;
727 is_special_floor &= !creature_ptr->current_floor_ptr->inside_quest;
728 is_special_floor &= !creature_ptr->word_recall;
729 if (is_special_floor)
731 if (get_check(_("ここは最深到達階より浅い階です。この階に戻って来ますか? ", "Reset recall depth? ")))
733 max_dlv[creature_ptr->dungeon_idx] = creature_ptr->current_floor_ptr->dun_level;
735 exe_write_diary(creature_ptr, DIARY_TRUMP, creature_ptr->dungeon_idx, _("帰還のときに", "when recalled from dungeon"));
740 if (creature_ptr->word_recall)
742 creature_ptr->word_recall = 0;
743 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
744 creature_ptr->redraw |= (PR_STATUS);
748 if (!creature_ptr->current_floor_ptr->dun_level)
750 DUNGEON_IDX select_dungeon;
751 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
752 if (!select_dungeon) return FALSE;
753 creature_ptr->recall_dungeon = select_dungeon;
756 creature_ptr->word_recall = turns;
757 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
758 creature_ptr->redraw |= (PR_STATUS);
763 bool free_level_recall(player_type *creature_ptr)
765 DUNGEON_IDX select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
766 if (!select_dungeon) return FALSE;
768 DEPTH max_depth = d_info[select_dungeon].maxdepth;
769 if (select_dungeon == DUNGEON_ANGBAND)
771 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
772 else if (quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
775 QUANTITY amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "),
776 d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
782 creature_ptr->word_recall = 1;
783 creature_ptr->recall_dungeon = select_dungeon;
784 max_dlv[creature_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
786 exe_write_diary(creature_ptr, DIARY_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
788 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
790 creature_ptr->redraw |= PR_STATUS;
797 * @param caster_ptr プレーヤーへの参照ポインタ
798 * @return リセット処理が実際に行われたらTRUEを返す
800 bool reset_recall(player_type *caster_ptr)
802 int select_dungeon, dummy = 0;
806 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
807 if (ironman_downward)
809 msg_print(_("何も起こらなかった。", "Nothing happens."));
813 if (!select_dungeon) return FALSE;
814 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
815 (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
816 sprintf(tmp_val, "%d", (int)MAX(caster_ptr->current_floor_ptr->dun_level, 1));
818 if (!get_string(ppp, tmp_val, 10))
823 dummy = atoi(tmp_val);
824 if (dummy < 1) dummy = 1;
825 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
826 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
828 max_dlv[select_dungeon] = dummy;
831 exe_write_diary(caster_ptr, DIARY_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
833 msg_format("%sの帰還レベルを %d 階にセット。", d_name + d_info[select_dungeon].name, dummy, dummy * 50);
835 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
842 * @brief プレイヤーの装備劣化処理 /
843 * Apply disenchantment to the player's stuff
844 * @param target_ptr プレーヤーへの参照ポインタ
845 * @param mode 最下位ビットが1ならば劣化処理が若干低減される
846 * @return 劣化処理に関するメッセージが発せられた場合はTRUEを返す /
847 * Return "TRUE" if the player notices anything
849 bool apply_disenchant(player_type *target_ptr, BIT_FLAGS mode)
854 case 1: t = INVEN_RARM; break;
855 case 2: t = INVEN_LARM; break;
856 case 3: t = INVEN_BOW; break;
857 case 4: t = INVEN_BODY; break;
858 case 5: t = INVEN_OUTER; break;
859 case 6: t = INVEN_HEAD; break;
860 case 7: t = INVEN_HANDS; break;
861 case 8: t = INVEN_FEET; break;
865 o_ptr = &target_ptr->inventory_list[t];
866 if (!o_ptr->k_idx) return FALSE;
868 if (!object_is_weapon_armour_ammo(o_ptr))
871 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
876 GAME_TEXT o_name[MAX_NLEN];
877 object_desc(target_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
878 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
881 msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
883 msg_format("Your %s (%c) resist%s disenchantment!", o_name, index_to_label(t),
884 ((o_ptr->number != 1) ? "" : "s"));
889 int to_h = o_ptr->to_h;
890 int to_d = o_ptr->to_d;
891 int to_a = o_ptr->to_a;
892 int pval = o_ptr->pval;
894 if (o_ptr->to_h > 0) o_ptr->to_h--;
895 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
897 if (o_ptr->to_d > 0) o_ptr->to_d--;
898 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
900 if (o_ptr->to_a > 0) o_ptr->to_a--;
901 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
903 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
905 bool is_actually_disenchanted = to_h != o_ptr->to_h;
906 is_actually_disenchanted |= to_d != o_ptr->to_d;
907 is_actually_disenchanted |= to_a != o_ptr->to_a;
908 is_actually_disenchanted |= pval != o_ptr->pval;
909 if (!is_actually_disenchanted) return TRUE;
912 msg_format("%s(%c)は劣化してしまった!", o_name, index_to_label(t));
914 msg_format("Your %s (%c) %s disenchanted!", o_name, index_to_label(t),
915 ((o_ptr->number != 1) ? "were" : "was"));
917 chg_virtue(target_ptr, V_HARMONY, 1);
918 chg_virtue(target_ptr, V_ENCHANT, -2);
919 target_ptr->update |= (PU_BONUS);
920 target_ptr->window |= (PW_EQUIP | PW_PLAYER);
922 calc_android_exp(target_ptr);
928 * @brief 虚無招来によるフロア中の全壁除去処理 /
929 * Vanish all walls in this floor
930 * @param caster_ptr プレーヤーへの参照ポインタ
931 * @params caster_ptr 術者の参照ポインタ
932 * @return 実際に処理が反映された場合TRUE
934 bool vanish_dungeon(player_type *caster_ptr)
936 bool is_special_floor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
937 is_special_floor |= !caster_ptr->current_floor_ptr->dun_level;
938 if (is_special_floor) return FALSE;
943 GAME_TEXT m_name[MAX_NLEN];
944 for (POSITION y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++)
946 for (POSITION x = 1; x < caster_ptr->current_floor_ptr->width - 1; x++)
948 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
950 f_ptr = &f_info[g_ptr->feat];
951 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
952 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
953 if (g_ptr->m_idx && MON_CSLEEP(m_ptr))
955 (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
958 monster_desc(caster_ptr, m_name, m_ptr, 0);
959 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
963 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(caster_ptr, y, x, FF_HURT_DISI);
967 for (POSITION x = 0; x < caster_ptr->current_floor_ptr->width; x++)
969 g_ptr = &caster_ptr->current_floor_ptr->grid_array[0][x];
970 f_ptr = &f_info[g_ptr->mimic];
971 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
973 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
975 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
976 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
979 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->current_floor_ptr->height - 1][x];
980 f_ptr = &f_info[g_ptr->mimic];
981 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
983 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
985 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
986 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
990 /* Special boundary walls -- Left and right */
991 for (POSITION y = 1; y < (caster_ptr->current_floor_ptr->height - 1); y++)
993 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][0];
994 f_ptr = &f_info[g_ptr->mimic];
995 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
997 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
999 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
1000 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
1003 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][caster_ptr->current_floor_ptr->width - 1];
1004 f_ptr = &f_info[g_ptr->mimic];
1005 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1007 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1009 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
1010 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
1014 caster_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1015 caster_ptr->redraw |= (PR_MAP);
1016 caster_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1023 * @param caster_ptr プレーヤーへの参照ポインタ
1026 * Sorry, it becomes not (void)...
1028 void call_the_void(player_type *caster_ptr)
1031 bool do_call = TRUE;
1032 for (int i = 0; i < 9; i++)
1034 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->y + ddy_ddd[i]][caster_ptr->x + ddx_ddd[i]];
1036 if (!cave_have_flag_grid(g_ptr, FF_PROJECT))
1038 if (!g_ptr->mimic || !have_flag(f_info[g_ptr->mimic].flags, FF_PROJECT) ||
1039 !permanent_wall(&f_info[g_ptr->feat]))
1049 for (int i = 1; i < 10; i++)
1051 if (i - 5) fire_ball(caster_ptr, GF_ROCKET, i, 175, 2);
1054 for (int i = 1; i < 10; i++)
1056 if (i - 5) fire_ball(caster_ptr, GF_MANA, i, 175, 3);
1059 for (int i = 1; i < 10; i++)
1061 if (i - 5) fire_ball(caster_ptr, GF_NUKE, i, 175, 4);
1067 bool is_special_fllor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
1068 is_special_fllor |= !caster_ptr->current_floor_ptr->dun_level;
1069 if (is_special_fllor)
1071 msg_print(_("地面が揺れた。", "The ground trembles."));
1076 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
1077 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
1079 msg_format("You %s the %s too close to a wall!",
1080 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1081 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1083 msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
1087 if (!vanish_dungeon(caster_ptr)) msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon becomes quiet for a moment."));
1088 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1092 if (destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 15 + caster_ptr->lev + randint0(11), FALSE))
1093 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
1095 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
1096 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1101 * @brief アイテム引き寄せ処理 /
1102 * Fetch an item (teleport it right underneath the caster)
1103 * @param caster_ptr プレーヤーへの参照ポインタ
1104 * @param dir 魔法の発動方向
1106 * @param require_los 射線の通りを要求するならばTRUE
1109 void fetch(player_type *caster_ptr, DIRECTION dir, WEIGHT wgt, bool require_los)
1113 GAME_TEXT o_name[MAX_NLEN];
1115 if (caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx)
1117 msg_print(_("自分の足の下にある物は取れません。", "You can't fetch when you're already standing on something."));
1122 if (dir == 5 && target_okay(caster_ptr))
1127 if (distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE)
1129 msg_print(_("そんなに遠くにある物は取れません!", "You can't fetch something that far away!"));
1133 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
1136 msg_print(_("そこには何もありません。", "There is no object at this place."));
1140 if (g_ptr->info & CAVE_ICKY)
1142 msg_print(_("アイテムがコントロールを外れて落ちた。", "The item slips from your control."));
1148 if (!player_has_los_bold(caster_ptr, ty, tx))
1150 msg_print(_("そこはあなたの視界に入っていません。", "You have no direct line of sight to that location."));
1153 else if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, ty, tx))
1155 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
1164 bool is_first_loop = TRUE;
1165 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
1166 while (is_first_loop || !g_ptr->o_idx)
1168 is_first_loop = FALSE;
1171 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
1173 if ((distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE) ||
1174 !cave_have_flag_bold(caster_ptr->current_floor_ptr, ty, tx, FF_PROJECT)) return;
1178 o_ptr = &caster_ptr->current_floor_ptr->o_list[g_ptr->o_idx];
1179 if (o_ptr->weight > wgt)
1181 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
1185 OBJECT_IDX i = g_ptr->o_idx;
1186 g_ptr->o_idx = o_ptr->next_o_idx;
1187 caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx = i; /* 'move' it */
1189 o_ptr->next_o_idx = 0;
1190 o_ptr->iy = caster_ptr->y;
1191 o_ptr->ix = caster_ptr->x;
1193 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1194 msg_format(_("%^sがあなたの足元に飛んできた。", "%^s flies through the air to your feet."), o_name);
1196 note_spot(caster_ptr, caster_ptr->y, caster_ptr->x);
1197 caster_ptr->redraw |= PR_MAP;
1203 * @param caster_ptr プレーヤーへの参照ポインタ
1206 void reserve_alter_reality(player_type *caster_ptr)
1208 if (caster_ptr->current_floor_ptr->inside_arena || ironman_downward)
1210 msg_print(_("何も起こらなかった。", "Nothing happens."));
1214 if (caster_ptr->alter_reality)
1216 caster_ptr->alter_reality = 0;
1217 msg_print(_("景色が元に戻った...", "The view around you returns to normal..."));
1218 caster_ptr->redraw |= PR_STATUS;
1222 TIME_EFFECT turns = randint0(21) + 15;
1223 caster_ptr->alter_reality = turns;
1224 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
1225 caster_ptr->redraw |= PR_STATUS;
1230 * @brief 全所持アイテム鑑定処理 /
1231 * Identify everything being carried.
1232 * Done by a potion of "self knowledge".
1233 * @param target_ptr プレーヤーへの参照ポインタ
1236 void identify_pack(player_type *target_ptr)
1238 for (INVENTORY_IDX i = 0; i < INVEN_TOTAL; i++)
1240 object_type *o_ptr = &target_ptr->inventory_list[i];
1241 if (!o_ptr->k_idx) continue;
1243 identify_item(target_ptr, o_ptr);
1244 autopick_alter_item(target_ptr, i, FALSE);
1251 * Removes curses from items in inventory
1252 * @param creature_ptr プレーヤーへの参照ポインタ
1253 * @param all 軽い呪いまでの解除ならば0
1254 * @return 解呪されたアイテムの数
1257 * Note that Items which are "Perma-Cursed" (The One Ring,
1258 * The Crown of Morgoth) can NEVER be uncursed.
1260 * Note that if "all" is FALSE, then Items which are
1261 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1262 * will not be uncursed.
1265 static int remove_curse_aux(player_type *creature_ptr, int all)
1268 for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
1270 object_type *o_ptr = &creature_ptr->inventory_list[i];
1271 if (!o_ptr->k_idx) continue;
1272 if (!object_is_cursed(o_ptr)) continue;
1273 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1274 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1276 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1280 o_ptr->curse_flags = 0L;
1281 o_ptr->ident |= (IDENT_SENSE);
1282 o_ptr->feeling = FEEL_NONE;
1284 creature_ptr->update |= (PU_BONUS);
1285 creature_ptr->window |= (PW_EQUIP);
1290 msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you."));
1297 * @brief 装備の軽い呪い解呪処理 /
1298 * Remove most curses
1299 * @param caster_ptr プレーヤーへの参照ポインタ
1300 * @return 解呪に成功した装備数
1302 int remove_curse(player_type *caster_ptr)
1304 return remove_curse_aux(caster_ptr, FALSE);
1309 * @brief 装備の重い呪い解呪処理 /
1311 * @return 解呪に成功した装備数
1313 int remove_all_curse(player_type *caster_ptr)
1315 return remove_curse_aux(caster_ptr, TRUE);
1320 * @brief アイテムの価値に応じた錬金術処理 /
1321 * Turns an object into gold, gain some of its value in a shop
1322 * @param caster_ptr プレーヤーへの参照ポインタ
1323 * @return 処理が実際に行われたらTRUEを返す
1325 bool alchemy(player_type *caster_ptr)
1328 if (command_arg > 0) force = TRUE;
1330 concptr q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
1331 concptr s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
1334 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1335 if (!o_ptr) return FALSE;
1338 if (o_ptr->number > 1)
1340 amt = get_quantity(NULL, o_ptr->number);
1341 if (amt <= 0) return FALSE;
1344 ITEM_NUMBER old_number = o_ptr->number;
1345 o_ptr->number = amt;
1346 GAME_TEXT o_name[MAX_NLEN];
1347 object_desc(caster_ptr, o_name, o_ptr, 0);
1348 o_ptr->number = old_number;
1352 if (confirm_destroy || (object_value(o_ptr) > 0))
1354 char out_val[MAX_NLEN + 40];
1355 sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
1356 if (!get_check(out_val)) return FALSE;
1360 if (!can_player_destroy_object(o_ptr))
1362 msg_format(_("%sを金に変えることに失敗した。", "You fail to turn %s to gold!"), o_name);
1366 PRICE price = object_value_real(o_ptr);
1369 msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
1370 vary_item(caster_ptr, item, -amt);
1376 if (amt > 1) price *= amt;
1378 if (price > 30000) price = 30000;
1379 msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
1381 caster_ptr->au += price;
1382 caster_ptr->redraw |= PR_GOLD;
1383 caster_ptr->window |= PW_PLAYER;
1384 vary_item(caster_ptr, item, -amt);
1390 * @brief アーティファクト生成の巻物処理 /
1391 * @param caster_ptr プレーヤーへの参照ポインタ
1392 * @return 生成が実際に試みられたらTRUEを返す
1394 bool artifact_scroll(player_type *caster_ptr)
1396 item_tester_hook = item_tester_hook_nameless_weapon_armour;
1398 concptr q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
1399 concptr s = _("強化できるアイテムがない。", "You have nothing to enchant.");
1402 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1403 if (!o_ptr) return FALSE;
1405 GAME_TEXT o_name[MAX_NLEN];
1406 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1408 msg_format("%s は眩い光を発した!",o_name);
1410 msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
1414 if (object_is_artifact(o_ptr))
1417 msg_format("%sは既に伝説のアイテムです!", o_name );
1419 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
1423 else if (object_is_ego(o_ptr))
1426 msg_format("%sは既に名のあるアイテムです!", o_name );
1428 msg_format("The %s %s already %s!",
1429 o_name, ((o_ptr->number > 1) ? "are" : "is"),
1430 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
1434 else if (o_ptr->xtra3)
1437 msg_format("%sは既に強化されています!", o_name );
1439 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"),
1440 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
1445 if (o_ptr->number > 1)
1447 msg_print(_("複数のアイテムに魔法をかけるだけのエネルギーはありません!", "Not enough energy to enchant more than one object!"));
1449 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
1451 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
1456 inven_item_increase(caster_ptr, item, 1 - (o_ptr->number));
1460 floor_item_increase(caster_ptr->current_floor_ptr, 0 - item, 1 - (o_ptr->number));
1464 okay = become_random_artifact(caster_ptr, o_ptr, TRUE);
1469 if (flush_failure) flush();
1470 msg_print(_("強化に失敗した。", "The enchantment failed."));
1471 if (one_in_(3)) chg_virtue(caster_ptr, V_ENCHANT, -1);
1472 calc_android_exp(caster_ptr);
1476 if (record_rand_art)
1478 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1479 exe_write_diary(caster_ptr, DIARY_ART_SCROLL, 0, o_name);
1482 chg_virtue(caster_ptr, V_ENCHANT, 1);
1483 calc_android_exp(caster_ptr);
1490 * Identify an object
1491 * @param owner_ptr プレーヤーへの参照ポインタ
1492 * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
1493 * @return 実際に鑑定できたらTRUEを返す
1495 bool identify_item(player_type *owner_ptr, object_type *o_ptr)
1497 GAME_TEXT o_name[MAX_NLEN];
1498 object_desc(owner_ptr, o_name, o_ptr, 0);
1500 bool old_known = FALSE;
1501 if (o_ptr->ident & IDENT_KNOWN)
1504 if (!OBJECT_IS_FULL_KNOWN(o_ptr))
1506 if (object_is_artifact(o_ptr) || one_in_(5))
1507 chg_virtue(owner_ptr, V_KNOWLEDGE, 1);
1510 object_aware(owner_ptr, o_ptr);
1511 object_known(o_ptr);
1512 o_ptr->marked |= OM_TOUCHED;
1514 owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
1515 owner_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1517 strcpy(record_o_name, o_name);
1518 record_turn = current_world_ptr->game_turn;
1520 object_desc(owner_ptr, o_name, o_ptr, OD_NAME_ONLY);
1522 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
1523 exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
1524 if(record_rand_art && !old_known && o_ptr->art_name)
1525 exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
1532 * @brief アイテム鑑定のメインルーチン処理 /
1533 * Identify an object in the inventory (or on the floor)
1534 * @param caster_ptr プレーヤーへの参照ポインタ
1535 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1536 * @return 実際に鑑定を行ったならばTRUEを返す
1538 * This routine does *not* automatically combine objects.
1539 * Returns TRUE if something was identified, else FALSE.
1541 bool ident_spell(player_type *caster_ptr, bool only_equip, OBJECT_TYPE_VALUE item_tester_tval)
1544 item_tester_hook = item_tester_hook_identify_weapon_armour;
1546 item_tester_hook = item_tester_hook_identify;
1549 if (can_get_item(caster_ptr, item_tester_tval))
1551 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
1556 item_tester_hook = object_is_weapon_armour_ammo;
1558 item_tester_hook = NULL;
1560 q = _("すべて鑑定済みです。 ", "All items are identified. ");
1563 concptr s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
1566 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1567 if (!o_ptr) return FALSE;
1569 bool old_known = identify_item(caster_ptr, o_ptr);
1571 GAME_TEXT o_name[MAX_NLEN];
1572 object_desc(caster_ptr, o_name, o_ptr, 0);
1573 if (item >= INVEN_RARM)
1575 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
1579 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
1583 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
1586 autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
1592 * @brief アイテム凡庸化のメインルーチン処理 /
1593 * Identify an object in the inventory (or on the floor)
1594 * @param owner_ptr プレーヤーへの参照ポインタ
1595 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1596 * @return 実際に凡庸化をを行ったならばTRUEを返す
1599 * Mundanify an object in the inventory (or on the floor)
1600 * This routine does *not* automatically combine objects.
1601 * Returns TRUE if something was mundanified, else FALSE.
1604 bool mundane_spell(player_type *owner_ptr, bool only_equip)
1606 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
1610 concptr q = _("どれを使いますか?", "Use which item? ");
1611 concptr s = _("使えるものがありません。", "You have nothing you can use.");
1613 o_ptr = choose_object(owner_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1614 if (!o_ptr) return FALSE;
1616 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
1617 POSITION iy = o_ptr->iy;
1618 POSITION ix = o_ptr->ix;
1619 OBJECT_IDX next_o_idx = o_ptr->next_o_idx;
1620 byte marked = o_ptr->marked;
1621 WEIGHT weight = o_ptr->number * o_ptr->weight;
1622 u16b inscription = o_ptr->inscription;
1624 object_prep(o_ptr, o_ptr->k_idx);
1628 o_ptr->next_o_idx = next_o_idx;
1629 o_ptr->marked = marked;
1630 o_ptr->inscription = inscription;
1631 if (item >= 0) owner_ptr->total_weight += (o_ptr->weight - weight);
1633 calc_android_exp(owner_ptr);
1639 * @brief アイテム*鑑定*のメインルーチン処理 /
1640 * Identify an object in the inventory (or on the floor)
1641 * @param caster_ptr プレーヤーへの参照ポインタ
1642 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1643 * @return 実際に鑑定を行ったならばTRUEを返す
1645 * Fully "identify" an object in the inventory -BEN-
1646 * This routine returns TRUE if an item was identified.
1648 bool identify_fully(player_type *caster_ptr, bool only_equip, OBJECT_TYPE_VALUE item_tester_tval)
1651 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
1653 item_tester_hook = item_tester_hook_identify_fully;
1656 if (can_get_item(caster_ptr, item_tester_tval))
1658 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
1663 item_tester_hook = object_is_weapon_armour_ammo;
1665 item_tester_hook = NULL;
1667 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
1670 concptr s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
1674 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1675 if (!o_ptr) return FALSE;
1677 bool old_known = identify_item(caster_ptr, o_ptr);
1679 o_ptr->ident |= (IDENT_FULL_KNOWN);
1680 handle_stuff(caster_ptr);
1682 GAME_TEXT o_name[MAX_NLEN];
1683 object_desc(caster_ptr, o_name, o_ptr, 0);
1684 if (item >= INVEN_RARM)
1686 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
1690 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
1694 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
1697 (void)screen_object(caster_ptr, o_ptr, 0L);
1698 autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
1705 * Recharge a wand/staff/rod from the pack or on the floor.
1706 * This function has been rewritten in Oangband and ZAngband.
1707 * @param caster_ptr プレーヤーへの参照ポインタ
1708 * @param power 充填パワー
1709 * @return ターン消費を要する処理まで進んだらTRUEを返す
1711 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
1712 * Chaos -- Arcane Binding --> recharge(90)
1714 * Scroll of recharging --> recharge(130)
1715 * Artifact activation/Thingol --> recharge(130)
1717 * It is harder to recharge high level, and highly charged wands,
1718 * staffs, and rods. The more wands in a stack, the more easily and
1719 * strongly they recharge. Staffs, however, each get fewer charges if
1722 * Beware of "sliding index errors".
1724 bool recharge(player_type *caster_ptr, int power)
1726 item_tester_hook = item_tester_hook_recharge;
1727 concptr q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
1728 concptr s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
1732 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1733 if (!o_ptr) return FALSE;
1736 k_ptr = &k_info[o_ptr->k_idx];
1737 DEPTH lev = k_info[o_ptr->k_idx].level;
1739 TIME_EFFECT recharge_amount;
1740 int recharge_strength;
1741 bool is_recharge_successful = TRUE;
1742 if (o_ptr->tval == TV_ROD)
1744 recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
1745 if (one_in_(recharge_strength))
1747 is_recharge_successful = FALSE;
1751 recharge_amount = (power * damroll(3, 2));
1752 if (o_ptr->timeout > recharge_amount)
1753 o_ptr->timeout -= recharge_amount;
1760 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
1761 recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
1762 else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
1764 if (recharge_strength < 0) recharge_strength = 0;
1766 if (one_in_(recharge_strength))
1768 is_recharge_successful = FALSE;
1772 recharge_amount = randint1(1 + k_ptr->pval / 2);
1773 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
1776 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
1777 if (recharge_amount < 1) recharge_amount = 1;
1778 if (recharge_amount > 12) recharge_amount = 12;
1781 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
1783 recharge_amount /= (TIME_EFFECT)o_ptr->number;
1784 if (recharge_amount < 1) recharge_amount = 1;
1787 o_ptr->pval += recharge_amount;
1788 o_ptr->ident &= ~(IDENT_KNOWN);
1789 o_ptr->ident &= ~(IDENT_EMPTY);
1793 if (!is_recharge_successful)
1795 return update_player(caster_ptr);
1799 GAME_TEXT o_name[MAX_NLEN];
1800 if (object_is_fixed_artifact(o_ptr))
1802 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1803 msg_format(_("魔力が逆流した!%sは完全に魔力を失った。", "The recharging backfires - %s is completely drained!"), o_name);
1804 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
1805 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
1806 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
1808 return update_player(caster_ptr);
1811 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1813 if (IS_WIZARD_CLASS(caster_ptr) || caster_ptr->pclass == CLASS_MAGIC_EATER || caster_ptr->pclass == CLASS_BLUE_MAGE)
1815 /* 10% chance to blow up one rod, otherwise draining. */
1816 if (o_ptr->tval == TV_ROD)
1818 if (one_in_(10)) fail_type = 2;
1821 /* 75% chance to blow up one wand, otherwise draining. */
1822 else if (o_ptr->tval == TV_WAND)
1824 if (!one_in_(3)) fail_type = 2;
1827 /* 50% chance to blow up one staff, otherwise no effect. */
1828 else if (o_ptr->tval == TV_STAFF)
1830 if (one_in_(2)) fail_type = 2;
1836 /* 33% chance to blow up one rod, otherwise draining. */
1837 if (o_ptr->tval == TV_ROD)
1839 if (one_in_(3)) fail_type = 2;
1842 /* 20% chance of the entire stack, else destroy one wand. */
1843 else if (o_ptr->tval == TV_WAND)
1845 if (one_in_(5)) fail_type = 3;
1848 /* Blow up one staff. */
1849 else if (o_ptr->tval == TV_STAFF)
1857 if (o_ptr->tval == TV_ROD)
1859 msg_print(_("魔力が逆噴射して、ロッドからさらに魔力を吸い取ってしまった!", "The recharge backfires, draining the rod further!"));
1861 if (o_ptr->timeout < 10000)
1862 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
1864 else if (o_ptr->tval == TV_WAND)
1866 msg_format(_("%sは破損を免れたが、魔力が全て失われた。", "You save your %s from destruction, but all charges are lost."), o_name);
1873 if (o_ptr->number > 1)
1874 msg_format(_("乱暴な魔法のために%sが一本壊れた!", "Wild magic consumes one of your %s!"), o_name);
1876 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
1878 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
1879 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
1881 vary_item(caster_ptr, item, -1);
1886 if (o_ptr->number > 1)
1887 msg_format(_("乱暴な魔法のために%sが全て壊れた!", "Wild magic consumes all your %s!"), o_name);
1889 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
1891 vary_item(caster_ptr, item, -999);
1894 return update_player(caster_ptr);
1899 * @brief クリーチャー全既知呪文を表示する /
1900 * Hack -- Display all known spells in a window
1901 * @param caster_ptr 術者の参照ポインタ
1904 * Need to analyze size of the window.
1905 * Need more color coding.
1907 void display_spell_list(player_type *caster_ptr)
1911 const magic_type *s_ptr;
1912 GAME_TEXT name[MAX_NLEN];
1917 if (caster_ptr->pclass == CLASS_SORCERER) return;
1918 if (caster_ptr->pclass == CLASS_RED_MAGE) return;
1919 if (caster_ptr->pclass == CLASS_SNIPER)
1921 display_snipe_list(caster_ptr);
1925 if ((caster_ptr->pclass == CLASS_MINDCRAFTER) ||
1926 (caster_ptr->pclass == CLASS_BERSERKER) ||
1927 (caster_ptr->pclass == CLASS_NINJA) ||
1928 (caster_ptr->pclass == CLASS_MIRROR_MASTER) ||
1929 (caster_ptr->pclass == CLASS_FORCETRAINER))
1931 PERCENTAGE minfail = 0;
1932 PLAYER_LEVEL plev = caster_ptr->lev;
1933 PERCENTAGE chance = 0;
1938 bool use_hp = FALSE;
1944 put_str(_("名前", "Name"), y, x + 5);
1945 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
1947 switch(caster_ptr->pclass)
1949 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
1950 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
1951 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
1952 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1953 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
1954 default: use_mind = 0;break;
1957 for (int i = 0; i < MAX_MIND_POWERS; i++)
1959 byte a = TERM_WHITE;
1960 spell = mind_powers[use_mind].info[i];
1961 if (spell.min_lev > plev) break;
1963 chance = spell.fail;
1964 chance -= 3 * (caster_ptr->lev - spell.min_lev);
1965 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1968 if (spell.mana_cost > caster_ptr->csp)
1970 chance += 5 * (spell.mana_cost - caster_ptr->csp);
1976 if (spell.mana_cost > caster_ptr->chp)
1983 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
1984 if (chance < minfail) chance = minfail;
1986 if (caster_ptr->stun > 50) chance += 25;
1987 else if (caster_ptr->stun) chance += 15;
1989 if (chance > 95) chance = 95;
1991 mindcraft_info(caster_ptr, comment, use_mind, i);
1992 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
1994 spell.min_lev, spell.mana_cost, chance, comment);
1996 Term_putstr(x, y + i + 1, -1, a, psi_desc);
2002 if (REALM_NONE == caster_ptr->realm1) return;
2004 for (int j = 0; j < ((caster_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
2007 y = (j < 3) ? 0 : (m[j - 3] + 2);
2010 for (int i = 0; i < 32; i++)
2012 byte a = TERM_WHITE;
2014 if (!is_magic((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2))
2016 s_ptr = &technic_info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - MIN_TECHNIC][i % 32];
2020 s_ptr = &mp_ptr->info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - 1][i % 32];
2023 strcpy(name, exe_spell(caster_ptr, (j < 1) ? caster_ptr->realm1 : caster_ptr->realm2, i % 32, SPELL_NAME));
2025 if (s_ptr->slevel >= 99)
2027 strcpy(name, _("(判読不能)", "(illegible)"));
2031 ((caster_ptr->spell_forgotten1 & (1L << i))) :
2032 ((caster_ptr->spell_forgotten2 & (1L << (i % 32)))))
2036 else if (!((j < 1) ?
2037 (caster_ptr->spell_learned1 & (1L << i)) :
2038 (caster_ptr->spell_learned2 & (1L << (i % 32)))))
2042 else if (!((j < 1) ?
2043 (caster_ptr->spell_worked1 & (1L << i)) :
2044 (caster_ptr->spell_worked2 & (1L << (i % 32)))))
2049 sprintf(out_val, "%c/%c) %-20.20s",
2050 I2A(n / 8), I2A(n % 8), name);
2053 Term_putstr(x, m[j], -1, a, out_val);
2061 * @brief 呪文の経験値を返す /
2062 * Returns experience of a spell
2063 * @param caster_ptr プレーヤーへの参照ポインタ
2065 * @param use_realm 魔法領域
2068 EXP experience_of_spell(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
2070 if (caster_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
2071 else if (caster_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
2072 else if (use_realm == caster_ptr->realm1) return caster_ptr->spell_exp[spell];
2073 else if (use_realm == caster_ptr->realm2) return caster_ptr->spell_exp[spell + 32];
2079 * @brief 呪文の消費MPを返す /
2080 * Modify mana consumption rate using spell exp and dec_mana
2081 * @param caster_ptr プレーヤーへの参照ポインタ
2082 * @param need_mana 基本消費MP
2087 MANA_POINT mod_need_mana(player_type *caster_ptr, MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
2089 #define MANA_CONST 2400
2091 #define DEC_MANA_DIV 3
2092 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
2094 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(caster_ptr, spell, realm)) + (MANA_CONST - 1);
2095 need_mana *= caster_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
2096 need_mana /= MANA_CONST * MANA_DIV;
2097 if (need_mana < 1) need_mana = 1;
2101 if (caster_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
2113 * @brief 呪文の失敗率修正処理1(呪い、消費魔力減少、呪文簡易化) /
2114 * Modify spell fail rate
2115 * Using to_m_chance, dec_mana, easy_spell and heavy_spell
2116 * @param caster_ptr プレーヤーへの参照ポインタ
2117 * @param chance 修正前失敗率
2121 PERCENTAGE mod_spell_chance_1(player_type *caster_ptr, PERCENTAGE chance)
2123 chance += caster_ptr->to_m_chance;
2125 if (caster_ptr->heavy_spell) chance += 20;
2127 if (caster_ptr->dec_mana && caster_ptr->easy_spell) chance -= 4;
2128 else if (caster_ptr->easy_spell) chance -= 3;
2129 else if (caster_ptr->dec_mana) chance -= 2;
2136 * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
2137 * Modify spell fail rate
2138 * Using to_m_chance, dec_mana, easy_spell and heavy_spell
2139 * @param caster_ptr プレーヤーへの参照ポインタ
2140 * @param chance 修正前失敗率
2142 * Modify spell fail rate (as "suffix" process)
2143 * Using dec_mana, easy_spell and heavy_spell
2144 * Note: variable "chance" cannot be negative.
2147 PERCENTAGE mod_spell_chance_2(player_type *caster_ptr, PERCENTAGE chance)
2149 if (caster_ptr->dec_mana) chance--;
2150 if (caster_ptr->heavy_spell) chance += 5;
2151 return MAX(chance, 0);
2156 * @brief 呪文の失敗率計算メインルーチン /
2157 * Returns spell chance of failure for spell -RAK-
2158 * @param caster_ptr プレーヤーへの参照ポインタ
2160 * @param use_realm 魔法領域ID
2163 PERCENTAGE spell_chance(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
2165 if (!mp_ptr->spell_book) return 100;
2166 if (use_realm == REALM_HISSATSU) return 0;
2168 const magic_type *s_ptr;
2169 if (!is_magic(use_realm))
2171 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
2175 s_ptr = &mp_ptr->info[use_realm - 1][spell];
2178 PERCENTAGE chance = s_ptr->sfail;
2179 chance -= 3 * (caster_ptr->lev - s_ptr->slevel);
2180 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
2181 if (caster_ptr->riding)
2182 chance += (MAX(r_info[caster_ptr->current_floor_ptr->m_list[caster_ptr->riding].r_idx].level - caster_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
2184 MANA_POINT need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
2185 if (need_mana > caster_ptr->csp)
2187 chance += 5 * (need_mana - caster_ptr->csp);
2190 if ((use_realm != caster_ptr->realm1) && ((caster_ptr->pclass == CLASS_MAGE) || (caster_ptr->pclass == CLASS_PRIEST))) chance += 5;
2192 PERCENTAGE minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
2193 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
2195 if (minfail < 5) minfail = 5;
2198 if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[0]) chance += 25;
2199 if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[1]) chance += 25;
2201 chance = mod_spell_chance_1(caster_ptr, chance);
2202 PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
2206 if ((caster_ptr->align > 50) || (caster_ptr->align < -50)) chance += penalty;
2208 case REALM_LIFE: case REALM_CRUSADE:
2209 if (caster_ptr->align < -20) chance += penalty;
2211 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
2212 if (caster_ptr->align > 20) chance += penalty;
2216 if (chance < minfail) chance = minfail;
2218 if (caster_ptr->stun > 50) chance += 25;
2219 else if (caster_ptr->stun) chance += 15;
2221 if (chance > 95) chance = 95;
2223 if ((use_realm == caster_ptr->realm1) || (use_realm == caster_ptr->realm2)
2224 || (caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
2226 EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
2227 if (exp >= SPELL_EXP_EXPERT) chance--;
2228 if (exp >= SPELL_EXP_MASTER) chance--;
2231 return mod_spell_chance_2(caster_ptr, chance);
2236 * @brief 呪文情報の表示処理 /
2237 * Print a list of spells (for browsing or casting or viewing)
2238 * @param caster_ptr 術者の参照ポインタ
2239 * @param target_spell 呪文ID
2240 * @param spells 表示するスペルID配列の参照ポインタ
2241 * @param num 表示するスペルの数(spellsの要素数)
2242 * @param y 表示メッセージ左上Y座標
2243 * @param x 表示メッセージ左上X座標
2244 * @param use_realm 魔法領域ID
2247 void print_spells(player_type* caster_ptr, SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_LEN y, TERM_LEN x, REALM_IDX use_realm)
2249 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && current_world_ptr->wizard)
2250 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
2254 if (use_realm == REALM_HISSATSU)
2255 strcpy(buf,_(" Lv MP", " Lv SP"));
2257 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
2259 put_str(_("名前", "Name"), y, x + 5);
2260 put_str(buf, y, x + 29);
2263 if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
2264 else if (use_realm == caster_ptr->realm1) increment = 0;
2265 else if (use_realm == caster_ptr->realm2) increment = 32;
2269 const magic_type *s_ptr;
2274 for (i = 0; i < num; i++)
2276 SPELL_IDX spell = spells[i];
2278 if (!is_magic(use_realm))
2280 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
2284 s_ptr = &mp_ptr->info[use_realm - 1][spell];
2287 MANA_POINT need_mana;
2288 if (use_realm == REALM_HISSATSU)
2289 need_mana = s_ptr->smana;
2292 EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
2293 need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
2294 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
2295 else exp_level = spell_exp_level(exp);
2298 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
2299 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
2300 else if (s_ptr->slevel >= 99) max = TRUE;
2301 else if ((caster_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
2303 strncpy(ryakuji, exp_level_str[exp_level], 4);
2308 if (use_menu && target_spell)
2310 if (i == (target_spell-1))
2311 strcpy(out_val, _(" 》 ", " > "));
2313 strcpy(out_val, " ");
2315 else sprintf(out_val, " %c) ", I2A(i));
2317 if (s_ptr->slevel >= 99)
2319 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
2320 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
2324 strcpy(info, exe_spell(caster_ptr, use_realm, spell, SPELL_INFO));
2325 concptr comment = info;
2326 byte line_attr = TERM_WHITE;
2327 if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
2329 if (s_ptr->slevel > caster_ptr->max_plv)
2331 comment = _("未知", "unknown");
2332 line_attr = TERM_L_BLUE;
2334 else if (s_ptr->slevel > caster_ptr->lev)
2336 comment = _("忘却", "forgotten");
2337 line_attr = TERM_YELLOW;
2340 else if ((use_realm != caster_ptr->realm1) && (use_realm != caster_ptr->realm2))
2342 comment = _("未知", "unknown");
2343 line_attr = TERM_L_BLUE;
2345 else if ((use_realm == caster_ptr->realm1) ?
2346 ((caster_ptr->spell_forgotten1 & (1L << spell))) :
2347 ((caster_ptr->spell_forgotten2 & (1L << spell))))
2349 comment = _("忘却", "forgotten");
2350 line_attr = TERM_YELLOW;
2352 else if (!((use_realm == caster_ptr->realm1) ?
2353 (caster_ptr->spell_learned1 & (1L << spell)) :
2354 (caster_ptr->spell_learned2 & (1L << spell))))
2356 comment = _("未知", "unknown");
2357 line_attr = TERM_L_BLUE;
2359 else if (!((use_realm == caster_ptr->realm1) ?
2360 (caster_ptr->spell_worked1 & (1L << spell)) :
2361 (caster_ptr->spell_worked2 & (1L << spell))))
2363 comment = _("未経験", "untried");
2364 line_attr = TERM_L_GREEN;
2367 if (use_realm == REALM_HISSATSU)
2369 strcat(out_val, format("%-25s %2d %4d",
2370 exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), s_ptr->slevel, need_mana));
2374 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
2375 exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), (max ? '!' : ' '), ryakuji,
2376 s_ptr->slevel, need_mana, spell_chance(caster_ptr, spell, use_realm), comment));
2379 c_prt(line_attr, out_val, y + i + 1, x);
2382 prt("", y + i + 1, x);
2387 * @brief 変身処理向けにモンスターの近隣レベル帯モンスターを返す /
2388 * Helper function -- return a "nearby" race for polymorphing
2389 * @param floor_ptr 配置するフロアの参照ポインタ
2390 * @param r_idx 基準となるモンスター種族ID
2391 * @return 変更先のモンスター種族ID
2393 * Note that this function is one of the more "dangerous" ones...
2395 static MONRACE_IDX poly_r_idx(player_type *caster_ptr, MONRACE_IDX r_idx)
2397 monster_race *r_ptr = &r_info[r_idx];
2398 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags1 & RF1_QUESTOR))
2401 DEPTH lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
2402 DEPTH lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
2404 for (int i = 0; i < 1000; i++)
2406 r = get_mon_num(caster_ptr, (caster_ptr->current_floor_ptr->dun_level + r_ptr->level) / 2 + 5, 0);
2410 if (r_ptr->flags1 & RF1_UNIQUE) continue;
2411 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
2422 * @brief 指定座標にいるモンスターを変身させる /
2423 * Helper function -- return a "nearby" race for polymorphing
2424 * @param caster_ptr プレーヤーへの参照ポインタ
2427 * @return 実際に変身したらTRUEを返す
2429 bool polymorph_monster(player_type *caster_ptr, POSITION y, POSITION x)
2431 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
2432 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
2433 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
2434 MONRACE_IDX new_r_idx;
2435 MONRACE_IDX old_r_idx = m_ptr->r_idx;
2436 bool targeted = (target_who == g_ptr->m_idx) ? TRUE : FALSE;
2437 bool health_tracked = (caster_ptr->health_who == g_ptr->m_idx) ? TRUE : FALSE;
2439 if (floor_ptr->inside_arena || caster_ptr->phase_out) return FALSE;
2440 if ((caster_ptr->riding == g_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
2442 monster_type back_m = *m_ptr;
2443 new_r_idx = poly_r_idx(caster_ptr, old_r_idx);
2444 if (new_r_idx == old_r_idx) return FALSE;
2446 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
2447 OBJECT_IDX this_o_idx, next_o_idx = 0;
2449 BIT_FLAGS mode = 0L;
2450 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
2451 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
2452 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
2454 m_ptr->hold_o_idx = 0;
2455 delete_monster_idx(caster_ptr, g_ptr->m_idx);
2456 bool polymorphed = FALSE;
2457 if (place_monster_aux(caster_ptr, 0, y, x, new_r_idx, mode))
2459 floor_ptr->m_list[hack_m_idx_ii].nickname = back_m.nickname;
2460 floor_ptr->m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
2461 floor_ptr->m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
2466 if (place_monster_aux(caster_ptr, 0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
2468 floor_ptr->m_list[hack_m_idx_ii] = back_m;
2469 mproc_init(floor_ptr);
2471 else preserve_hold_objects = FALSE;
2474 if (preserve_hold_objects)
2476 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
2478 object_type *o_ptr = &floor_ptr->o_list[this_o_idx];
2479 next_o_idx = o_ptr->next_o_idx;
2480 o_ptr->held_m_idx = hack_m_idx_ii;
2483 else if (back_m.hold_o_idx)
2485 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
2487 next_o_idx = floor_ptr->o_list[this_o_idx].next_o_idx;
2488 delete_object_idx(caster_ptr, this_o_idx);
2492 if (targeted) target_who = hack_m_idx_ii;
2493 if (health_tracked) health_track(caster_ptr, hack_m_idx_ii);
2501 * @param caster_ptr プレーヤーへの参照ポインタ
2502 * @param x テレポート先のX座標
2503 * @param y テレポート先のY座標
2504 * @return 目標に指定通りテレポートできたならばTRUEを返す
2506 static bool dimension_door_aux(player_type *caster_ptr, POSITION x, POSITION y)
2508 PLAYER_LEVEL plev = caster_ptr->lev;
2510 caster_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
2512 if (!cave_player_teleportable_bold(caster_ptr, y, x, TELEPORT_SPONTANEOUS) ||
2513 (distance(y, x, caster_ptr->y, caster_ptr->x) > plev / 2 + 10) ||
2514 (!randint0(plev / 10 + 10)))
2516 caster_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
2517 teleport_player(caster_ptr, (plev + 2) * 2, TELEPORT_PASSIVE);
2521 teleport_player_to(caster_ptr, y, x, TELEPORT_SPONTANEOUS);
2527 * @brief 次元の扉処理のメインルーチン /
2528 * @param caster_ptr プレーヤーへの参照ポインタ
2530 * @return ターンを消費した場合TRUEを返す
2532 bool dimension_door(player_type *caster_ptr)
2535 if (!tgt_pt(caster_ptr, &x, &y)) return FALSE;
2536 if (dimension_door_aux(caster_ptr, x, y)) return TRUE;
2538 msg_print(_("精霊界から物質界に戻る時うまくいかなかった!", "You fail to exit the astral plane correctly!"));
2544 * @brief 鏡抜け処理のメインルーチン /
2545 * Mirror Master's Dimension Door
2546 * @param caster_ptr プレーヤーへの参照ポインタ
2547 * @return ターンを消費した場合TRUEを返す
2549 bool mirror_tunnel(player_type *caster_ptr)
2551 POSITION x = 0, y = 0;
2552 if (!tgt_pt(caster_ptr, &x, &y)) return FALSE;
2553 if (dimension_door_aux(caster_ptr, x, y)) return TRUE;
2555 msg_print(_("鏡の世界をうまく通れなかった!", "You fail to pass the mirror plane correctly!"));
2562 * @param caster_ptr プレーヤーへの参照ポインタ
2564 * @return ターンを消費した場合TRUEを返す
2566 bool eat_magic(player_type *caster_ptr, int power)
2569 GAME_TEXT o_name[MAX_NLEN];
2571 item_tester_hook = item_tester_hook_recharge;
2573 concptr q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
2574 concptr s = _("魔力を吸収できるアイテムがありません。", "You have nothing to drain.");
2578 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
2579 if (!o_ptr) return FALSE;
2582 k_ptr = &k_info[o_ptr->k_idx];
2583 DEPTH lev = k_info[o_ptr->k_idx].level;
2585 int recharge_strength = 0;
2586 bool is_eating_successful = TRUE;
2587 if (o_ptr->tval == TV_ROD)
2589 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
2590 if (one_in_(recharge_strength))
2592 is_eating_successful = FALSE;
2596 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
2598 msg_print(_("充填中のロッドから魔力を吸収することはできません。", "You can't absorb energy from a discharged rod."));
2602 caster_ptr->csp += lev;
2603 o_ptr->timeout += k_ptr->pval;
2609 recharge_strength = (100 + power - lev) / 15;
2610 if (recharge_strength < 0) recharge_strength = 0;
2612 if (one_in_(recharge_strength))
2614 is_eating_successful = FALSE;
2618 if (o_ptr->pval > 0)
2620 caster_ptr->csp += lev / 2;
2623 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
2628 object_copy(q_ptr, o_ptr);
2633 caster_ptr->total_weight -= q_ptr->weight;
2634 item = inven_carry(caster_ptr, q_ptr);
2636 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
2641 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
2644 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
2648 if (is_eating_successful)
2650 return redraw_player(caster_ptr);
2653 if (object_is_fixed_artifact(o_ptr))
2655 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
2656 msg_format(_("魔力が逆流した!%sは完全に魔力を失った。", "The recharging backfires - %s is completely drained!"), o_name);
2657 if (o_ptr->tval == TV_ROD)
2658 o_ptr->timeout = k_ptr->pval * o_ptr->number;
2659 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
2662 return redraw_player(caster_ptr);
2665 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2667 /* Mages recharge objects more safely. */
2668 if (IS_WIZARD_CLASS(caster_ptr))
2670 /* 10% chance to blow up one rod, otherwise draining. */
2671 if (o_ptr->tval == TV_ROD)
2673 if (one_in_(10)) fail_type = 2;
2676 /* 75% chance to blow up one wand, otherwise draining. */
2677 else if (o_ptr->tval == TV_WAND)
2679 if (!one_in_(3)) fail_type = 2;
2682 /* 50% chance to blow up one staff, otherwise no effect. */
2683 else if (o_ptr->tval == TV_STAFF)
2685 if (one_in_(2)) fail_type = 2;
2690 /* All other classes get no special favors. */
2693 /* 33% chance to blow up one rod, otherwise draining. */
2694 if (o_ptr->tval == TV_ROD)
2696 if (one_in_(3)) fail_type = 2;
2699 /* 20% chance of the entire stack, else destroy one wand. */
2700 else if (o_ptr->tval == TV_WAND)
2702 if (one_in_(5)) fail_type = 3;
2705 /* Blow up one staff. */
2706 else if (o_ptr->tval == TV_STAFF)
2714 if (o_ptr->tval == TV_ROD)
2716 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
2717 "You save your rod from destruction, but all charges are lost."), o_name);
2718 o_ptr->timeout = k_ptr->pval * o_ptr->number;
2720 else if (o_ptr->tval == TV_WAND)
2722 msg_format(_("%sは破損を免れたが、魔力が全て失われた。", "You save your %s from destruction, but all charges are lost."), o_name);
2729 if (o_ptr->number > 1)
2731 msg_format(_("乱暴な魔法のために%sが一本壊れた!", "Wild magic consumes one of your %s!"), o_name);
2732 /* Reduce rod stack maximum timeout, drain wands. */
2733 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
2734 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
2738 msg_format(_("乱暴な魔法のために%sが何本か壊れた!", "Wild magic consumes your %s!"), o_name);
2741 vary_item(caster_ptr, item, -1);
2746 if (o_ptr->number > 1)
2747 msg_format(_("乱暴な魔法のために%sが全て壊れた!", "Wild magic consumes all your %s!"), o_name);
2749 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2751 vary_item(caster_ptr, item, -999);
2754 return redraw_player(caster_ptr);
2759 * @brief 皆殺し(全方向攻撃)処理
2760 * @param caster_ptr プレーヤーへの参照ポインタ
2763 void massacre(player_type *caster_ptr)
2766 monster_type *m_ptr;
2767 for (DIRECTION dir = 0; dir < 8; dir++)
2769 POSITION y = caster_ptr->y + ddy_ddd[dir];
2770 POSITION x = caster_ptr->x + ddx_ddd[dir];
2771 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
2772 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2773 if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)))
2774 py_attack(caster_ptr, y, x, 0);
2781 * @param caster_ptr プレーヤーへの参照ポインタ
2782 * @return コマンドの入力方向に地形があればTRUE
2784 bool eat_rock(player_type *caster_ptr)
2787 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
2788 POSITION y = caster_ptr->y + ddy[dir];
2789 POSITION x = caster_ptr->x + ddx[dir];
2791 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
2792 feature_type *f_ptr, *mimic_f_ptr;
2793 f_ptr = &f_info[g_ptr->feat];
2794 mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
2796 stop_mouth(caster_ptr);
2797 if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
2799 msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
2801 else if (have_flag(f_ptr->flags, FF_PERMANENT))
2803 msg_format(_("いてっ!この%sはあなたの歯より硬い!", "Ouch! This %s is harder than your teeth!"), f_name + mimic_f_ptr->name);
2805 else if (g_ptr->m_idx)
2807 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2808 msg_print(_("何かが邪魔しています!", "There's something in the way!"));
2810 if (!m_ptr->ml || !is_pet(m_ptr)) py_attack(caster_ptr, y, x, 0);
2812 else if (have_flag(f_ptr->flags, FF_TREE))
2814 msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
2816 else if (have_flag(f_ptr->flags, FF_GLASS))
2818 msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
2820 else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
2822 (void)set_food(caster_ptr, caster_ptr->food + 3000);
2824 else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
2826 (void)set_food(caster_ptr, caster_ptr->food + 5000);
2830 msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
2831 (void)set_food(caster_ptr, caster_ptr->food + 10000);
2834 cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK);
2835 (void)move_player_effect(caster_ptr, y, x, MPE_DONT_PICKUP);
2840 bool shock_power(player_type *caster_ptr)
2842 int boost = P_PTR_KI;
2843 if (heavy_armor(caster_ptr)) boost /= 2;
2847 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
2849 POSITION y = caster_ptr->y + ddy[dir];
2850 POSITION x = caster_ptr->x + ddx[dir];
2851 PLAYER_LEVEL plev = caster_ptr->lev;
2852 HIT_POINT dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
2853 fire_beam(caster_ptr, GF_MISSILE, dir, dam);
2854 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) return TRUE;
2856 POSITION ty = y, tx = x;
2857 POSITION oy = y, ox = x;
2858 MONSTER_IDX m_idx = caster_ptr->current_floor_ptr->grid_array[y][x].m_idx;
2859 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
2860 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2861 GAME_TEXT m_name[MAX_NLEN];
2862 monster_desc(caster_ptr, m_name, m_ptr, 0);
2864 if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
2866 msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
2870 for (int i = 0; i < 5; i++)
2874 if (is_cave_empty_bold(caster_ptr, y, x))
2885 bool is_shock_successful = ty != oy;
2886 is_shock_successful |= tx != ox;
2887 if (is_shock_successful) return TRUE;
2889 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
2890 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
2891 caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
2895 update_monster(caster_ptr, m_idx, TRUE);
2896 lite_spot(caster_ptr, oy, ox);
2897 lite_spot(caster_ptr, ty, tx);
2899 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2900 caster_ptr->update |= (PU_MON_LITE);
2904 bool fetch_monster(player_type *caster_ptr)
2906 monster_type *m_ptr;
2908 GAME_TEXT m_name[MAX_NLEN];
2914 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
2915 m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
2916 if (!m_idx) return FALSE;
2917 if (m_idx == caster_ptr->riding) return FALSE;
2918 if (!player_has_los_bold(caster_ptr, target_row, target_col)) return FALSE;
2919 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) return FALSE;
2920 m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
2921 monster_desc(caster_ptr, m_name, m_ptr, 0);
2922 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
2923 path_n = project_path(caster_ptr, path_g, MAX_RANGE, target_row, target_col, caster_ptr->y, caster_ptr->x, 0);
2924 ty = target_row, tx = target_col;
2925 for (i = 1; i < path_n; i++)
2927 POSITION ny = GRID_Y(path_g[i]);
2928 POSITION nx = GRID_X(path_g[i]);
2929 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[ny][nx];
2931 if (in_bounds(caster_ptr->current_floor_ptr, ny, nx) && is_cave_empty_bold(caster_ptr, ny, nx) &&
2932 !(g_ptr->info & CAVE_OBJECT) &&
2933 !pattern_tile(caster_ptr->current_floor_ptr, ny, nx))
2939 /* Update the old location */
2940 caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx = 0;
2942 /* Update the new location */
2943 caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
2945 /* Move the monster */
2949 /* Wake the monster up */
2950 (void)set_monster_csleep(caster_ptr, m_idx, 0);
2952 update_monster(caster_ptr, m_idx, TRUE);
2953 lite_spot(caster_ptr, target_row, target_col);
2954 lite_spot(caster_ptr, ty, tx);
2956 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2957 caster_ptr->update |= (PU_MON_LITE);
2961 /* Auto-Recall if possible and visible */
2962 if (!caster_ptr->image) monster_race_track(caster_ptr, m_ptr->ap_r_idx);
2963 health_track(caster_ptr, m_idx);
2970 bool booze(player_type *creature_ptr)
2973 if (creature_ptr->pclass != CLASS_MONK) chg_virtue(creature_ptr, V_HARMONY, -1);
2974 else if (!creature_ptr->resist_conf) creature_ptr->special_attack |= ATTACK_SUIKEN;
2975 if (!creature_ptr->resist_conf && set_confused(creature_ptr, randint0(20) + 15))
2980 if (creature_ptr->resist_chaos)
2985 if (one_in_(2) && set_image(creature_ptr, creature_ptr->image + randint0(150) + 150))
2990 if (one_in_(13) && (creature_ptr->pclass != CLASS_MONK))
2993 if (one_in_(3)) lose_all_info(creature_ptr);
2994 else wiz_dark(creature_ptr);
2995 (void)teleport_player_aux(creature_ptr, 100, FALSE, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2996 wiz_dark(creature_ptr);
2997 msg_print(_("知らない場所で目が醒めた。頭痛がする。", "You wake up somewhere with a sore head..."));
2998 msg_print(_("何も思い出せない。どうやってここへ来たのかも分からない!", "You can't remember a thing or how you got here!"));
3005 bool detonation(player_type *creature_ptr)
3007 msg_print(_("体の中で激しい爆発が起きた!", "Massive explosions rupture your body!"));
3008 take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(50, 20), _("爆発の薬", "a potion of Detonation"), -1);
3009 (void)set_stun(creature_ptr, creature_ptr->stun + 75);
3010 (void)set_cut(creature_ptr,creature_ptr->cut + 5000);
3015 void blood_curse_to_enemy(player_type *caster_ptr, MONSTER_IDX m_idx)
3017 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
3018 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx];
3019 BIT_FLAGS curse_flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3021 bool is_first_loop = TRUE;
3022 while (is_first_loop || one_in_(5))
3024 is_first_loop = FALSE;
3025 switch (randint1(28))
3030 msg_print(_("地面が揺れた...", "The ground trembles..."));
3031 earthquake(caster_ptr, m_ptr->fy, m_ptr->fx, 4 + randint0(4), 0);
3032 if (!one_in_(6)) break;
3035 case 3: case 4: case 5: case 6:
3038 int extra_dam = damroll(10, 10);
3039 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!"));
3041 project(caster_ptr, 0, 8, m_ptr->fy, m_ptr->fx, extra_dam, GF_MANA, curse_flg, -1);
3042 if (!one_in_(6)) break;
3048 msg_print(_("空間が歪んだ!", "Space warps about you!"));
3050 if (m_ptr->r_idx) teleport_away(caster_ptr, g_ptr->m_idx, damroll(10, 10), TELEPORT_PASSIVE);
3051 if (one_in_(13)) count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
3052 if (!one_in_(6)) break;
3055 case 9: case 10: case 11:
3056 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3057 project(caster_ptr, 0, 7, m_ptr->fy, m_ptr->fx, 50, GF_DISINTEGRATE, curse_flg, -1);
3058 if (!one_in_(6)) break;
3060 case 12: case 13: case 14: case 15: case 16:
3061 aggravate_monsters(caster_ptr, 0);
3062 if (!one_in_(6)) break;
3065 count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
3066 if (!one_in_(6)) break;
3068 case 19: case 20: case 21: case 22:
3070 bool pet = !one_in_(3);
3071 BIT_FLAGS mode = PM_ALLOW_GROUP;
3073 if (pet) mode |= PM_FORCE_PET;
3074 else mode |= (PM_NO_PET | PM_FORCE_FRIENDLY);
3076 count += summon_specific(caster_ptr, (pet ? -1 : 0), caster_ptr->y, caster_ptr->x, (pet ? caster_ptr->lev * 2 / 3 + randint1(caster_ptr->lev / 2) : caster_ptr->current_floor_ptr->dun_level), 0, mode);
3077 if (!one_in_(6)) break;
3080 case 23: case 24: case 25:
3081 if (caster_ptr->hold_exp && (randint0(100) < 75)) break;
3082 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..."));
3084 if (caster_ptr->hold_exp) lose_exp(caster_ptr, caster_ptr->exp / 160);
3085 else lose_exp(caster_ptr, caster_ptr->exp / 16);
3086 if (!one_in_(6)) break;
3088 case 26: case 27: case 28:
3092 for (int i = 0; i < A_MAX; i++)
3094 bool is_first_dec_stat = TRUE;
3095 while (is_first_dec_stat || one_in_(2))
3097 (void)do_dec_stat(caster_ptr, i);
3103 (void)do_dec_stat(caster_ptr, randint0(6));
3114 * @brief クリムゾンを発射する / Fire Crimson, evoluting gun.
3115 @ @param shooter_ptr 射撃を行うクリーチャー参照
3116 * @return キャンセルした場合 false.
3118 * Need to analyze size of the window.
3119 * Need more color coding.
3121 bool fire_crimson(player_type *shooter_ptr)
3124 if (!get_aim_dir(shooter_ptr, &dir)) return FALSE;
3126 POSITION tx = shooter_ptr->x + 99 * ddx[dir];
3127 POSITION ty = shooter_ptr->y + 99 * ddy[dir];
3128 if ((dir == 5) && target_okay(shooter_ptr))
3135 if (shooter_ptr->pclass == CLASS_ARCHER)
3137 if (shooter_ptr->lev >= 10) num++;
3138 if (shooter_ptr->lev >= 30) num++;
3139 if (shooter_ptr->lev >= 45) num++;
3142 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3143 for (int i = 0; i < num; i++)
3144 project(shooter_ptr, 0, shooter_ptr->lev / 20 + 1, ty, tx, shooter_ptr->lev*shooter_ptr->lev * 6 / 50, GF_ROCKET, flg, -1);
3151 * @brief 町間のテレポートを行うメインルーチン
3152 * @param caster_ptr プレーヤーへの参照ポインタ
3153 * @return テレポート処理を決定したか否か
3155 bool tele_town(player_type *caster_ptr)
3157 if (caster_ptr->current_floor_ptr->dun_level)
3159 msg_print(_("この魔法は地上でしか使えない!", "This spell can only be used on the surface!"));
3163 if (caster_ptr->current_floor_ptr->inside_arena || caster_ptr->phase_out)
3165 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3174 for (i = 1; i < max_towns; i++)
3178 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == caster_ptr->town_num) || !(caster_ptr->visit & (1L << (i - 1)))) continue;
3180 sprintf(buf, "%c) %-20s", I2A(i - 1), town_info[i].name);
3187 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3193 prt(_("どこに行きますか:", "Where do you want to go: "), 0, 0);
3204 else if ((i < 'a') || (i > ('a' + max_towns - 2))) continue;
3205 else if (((i - 'a' + 1) == caster_ptr->town_num) || ((i - 'a' + 1) == NO_TOWN) || ((i - 'a' + 1) == SECRET_TOWN) || !(caster_ptr->visit & (1L << (i - 'a')))) continue;
3209 for (POSITION y = 0; y < current_world_ptr->max_wild_y; y++)
3211 for (POSITION x = 0; x < current_world_ptr->max_wild_x; x++)
3213 if (wilderness[y][x].town == (i - 'a' + 1))
3215 caster_ptr->wilderness_y = y;
3216 caster_ptr->wilderness_x = x;
3221 caster_ptr->leaving = TRUE;
3222 caster_ptr->leave_bldg = TRUE;
3223 caster_ptr->teleport_town = TRUE;
3230 * todo 変数名が実態と合っているかどうかは要確認
3231 * テレポート・レベルが効かないモンスターであるかどうかを判定する
3232 * @param caster_ptr プレーヤーへの参照ポインタ
3233 * @param idx テレポート・レベル対象のモンスター
3235 bool is_teleport_level_ineffective(player_type *caster_ptr, MONSTER_IDX idx)
3237 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
3238 bool is_special_floor = floor_ptr->inside_arena || caster_ptr->phase_out ||
3239 (floor_ptr->inside_quest && !random_quest_number(caster_ptr, floor_ptr->dun_level));
3240 bool is_invalid_floor = idx <= 0;
3241 is_invalid_floor &= quest_number(caster_ptr, floor_ptr->dun_level) || (floor_ptr->dun_level >= d_info[caster_ptr->dungeon_idx].maxdepth);
3242 is_invalid_floor &= caster_ptr->current_floor_ptr->dun_level >= 1;
3243 is_invalid_floor &= ironman_downward;
3244 return is_special_floor || is_invalid_floor;
3248 static bool update_player(player_type *caster_ptr)
3250 caster_ptr->update |= PU_COMBINE | PU_REORDER;
3251 caster_ptr->window |= PW_INVEN;
3256 static bool redraw_player(player_type *caster_ptr)
3258 if (caster_ptr->csp > caster_ptr->msp)
3260 caster_ptr->csp = caster_ptr->msp;
3263 caster_ptr->redraw |= PR_MANA;
3264 caster_ptr->update |= PU_COMBINE | PU_REORDER;
3265 caster_ptr->window |= PW_INVEN;