2 * @brief 魔法効果の実装/ Spell code (part 3)
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.
13 #include "spell/spells3.h"
14 #include "autopick/autopick.h"
15 #include "cmd-action/cmd-attack.h"
16 #include "cmd-action/cmd-spell.h"
17 #include "cmd-io/cmd-dump.h"
18 #include "cmd-building/cmd-building.h"
19 #include "combat/snipe.h"
20 #include "core/stuff-handler.h"
21 #include "dungeon/dungeon.h"
22 #include "dungeon/quest.h"
23 #include "effect/effect-characteristics.h"
24 #include "effect/spells-effect-util.h"
25 #include "floor/floor-object.h"
26 #include "floor/floor-save.h"
27 #include "floor/floor-town.h"
28 #include "floor/wild.h"
29 #include "grid/grid.h"
30 #include "inventory/inventory-object.h"
31 #include "inventory/player-inventory.h"
32 #include "io/files-util.h"
33 #include "io/targeting.h"
34 #include "io/write-diary.h"
35 #include "market/building-util.h"
36 #include "mind/mind.h"
37 #include "mind/mind-force-trainer.h"
38 #include "monster/creature.h"
39 #include "monster/monster-process.h"
40 #include "monster/monster-status.h"
41 #include "mspell/monster-spell.h"
42 #include "object-enchant/artifact.h"
43 #include "object-enchant/item-feeling.h"
44 #include "object/item-use-flags.h"
45 #include "object/object-info.h"
46 #include "perception/identification.h"
47 #include "perception/object-perception.h"
48 #include "object-enchant/object-boost.h"
49 #include "object-enchant/object-ego.h"
50 #include "object/object-flavor.h"
51 #include "object/object-generator.h"
52 #include "object/object-hook.h"
53 #include "object/object-kind.h"
54 #include "object/object-mark-types.h"
55 #include "object/object-value.h"
56 #include "object-enchant/special-object-flags.h"
57 #include "object-enchant/tr-types.h"
58 #include "object-enchant/trc-types.h"
59 #include "player/avatar.h"
60 #include "player/player-class.h"
61 #include "player/player-damage.h"
62 #include "player/player-effects.h"
63 #include "player/player-move.h"
64 #include "player/player-personalities-table.h"
65 #include "player/player-skill.h"
66 #include "player/player-status.h"
67 #include "spell/process-effect.h"
68 #include "spell-kind/earthquake.h"
69 #include "spell-kind/spells-floor.h"
70 #include "spell-kind/spells-launcher.h"
71 #include "spell-kind/spells-sight.h"
72 #include "spell-kind/spells-teleport.h"
73 #include "spell/spells-execution.h"
74 #include "spell/spells-summon.h"
75 #include "spell/spells-type.h"
76 #include "spell/technic-info-table.h"
77 #include "term/term-color-types.h"
78 #include "util/util.h"
79 #include "view/display-main-window.h"
80 #include "world/world.h"
82 // todo コピペ感が強くなったので関数化
83 static bool update_player(player_type *caster_ptr);
84 static bool redraw_player(player_type *caster_ptr);
87 * @brief プレイヤーの帰還発動及び中止処理 /
88 * Recall the player to town or dungeon
89 * @param creature_ptr プレーヤーへの参照ポインタ
90 * @param turns 発動までのターン数
93 bool recall_player(player_type *creature_ptr, TIME_EFFECT turns)
96 * TODO: Recall the player to the last
97 * visited town when in the wilderness
99 if (creature_ptr->current_floor_ptr->inside_arena || ironman_downward)
101 msg_print(_("何も起こらなかった。", "Nothing happens."));
105 bool is_special_floor = creature_ptr->current_floor_ptr->dun_level > 0;
106 is_special_floor &= max_dlv[creature_ptr->dungeon_idx] > creature_ptr->current_floor_ptr->dun_level;
107 is_special_floor &= !creature_ptr->current_floor_ptr->inside_quest;
108 is_special_floor &= !creature_ptr->word_recall;
109 if (is_special_floor)
111 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? ")))
113 max_dlv[creature_ptr->dungeon_idx] = creature_ptr->current_floor_ptr->dun_level;
115 exe_write_diary(creature_ptr, DIARY_TRUMP, creature_ptr->dungeon_idx, _("帰還のときに", "when recalled from dungeon"));
120 if (creature_ptr->word_recall)
122 creature_ptr->word_recall = 0;
123 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
124 creature_ptr->redraw |= (PR_STATUS);
128 if (!creature_ptr->current_floor_ptr->dun_level)
130 DUNGEON_IDX select_dungeon;
131 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
132 if (!select_dungeon) return FALSE;
133 creature_ptr->recall_dungeon = select_dungeon;
136 creature_ptr->word_recall = turns;
137 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
138 creature_ptr->redraw |= (PR_STATUS);
143 bool free_level_recall(player_type *creature_ptr)
145 DUNGEON_IDX select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
146 if (!select_dungeon) return FALSE;
148 DEPTH max_depth = d_info[select_dungeon].maxdepth;
149 if (select_dungeon == DUNGEON_ANGBAND)
151 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
152 else if (quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
155 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? "),
156 d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
162 creature_ptr->word_recall = 1;
163 creature_ptr->recall_dungeon = select_dungeon;
164 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));
166 exe_write_diary(creature_ptr, DIARY_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
168 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
170 creature_ptr->redraw |= PR_STATUS;
177 * @param caster_ptr プレーヤーへの参照ポインタ
178 * @return リセット処理が実際に行われたらTRUEを返す
180 bool reset_recall(player_type *caster_ptr)
182 int select_dungeon, dummy = 0;
186 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
187 if (ironman_downward)
189 msg_print(_("何も起こらなかった。", "Nothing happens."));
193 if (!select_dungeon) return FALSE;
194 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
195 (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
196 sprintf(tmp_val, "%d", (int)MAX(caster_ptr->current_floor_ptr->dun_level, 1));
198 if (!get_string(ppp, tmp_val, 10))
203 dummy = atoi(tmp_val);
204 if (dummy < 1) dummy = 1;
205 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
206 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
208 max_dlv[select_dungeon] = dummy;
211 exe_write_diary(caster_ptr, DIARY_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
213 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);
215 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
222 * @brief プレイヤーの装備劣化処理 /
223 * Apply disenchantment to the player's stuff
224 * @param target_ptr プレーヤーへの参照ポインタ
225 * @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
226 * @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 /
227 * Return "TRUE" if the player notices anything
229 bool apply_disenchant(player_type *target_ptr, BIT_FLAGS mode)
234 case 1: t = INVEN_RARM; break;
235 case 2: t = INVEN_LARM; break;
236 case 3: t = INVEN_BOW; break;
237 case 4: t = INVEN_BODY; break;
238 case 5: t = INVEN_OUTER; break;
239 case 6: t = INVEN_HEAD; break;
240 case 7: t = INVEN_HANDS; break;
241 case 8: t = INVEN_FEET; break;
245 o_ptr = &target_ptr->inventory_list[t];
246 if (!o_ptr->k_idx) return FALSE;
248 if (!object_is_weapon_armour_ammo(o_ptr))
251 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
256 GAME_TEXT o_name[MAX_NLEN];
257 object_desc(target_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
258 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
261 msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
263 msg_format("Your %s (%c) resist%s disenchantment!", o_name, index_to_label(t),
264 ((o_ptr->number != 1) ? "" : "s"));
269 int to_h = o_ptr->to_h;
270 int to_d = o_ptr->to_d;
271 int to_a = o_ptr->to_a;
272 int pval = o_ptr->pval;
274 if (o_ptr->to_h > 0) o_ptr->to_h--;
275 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
277 if (o_ptr->to_d > 0) o_ptr->to_d--;
278 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
280 if (o_ptr->to_a > 0) o_ptr->to_a--;
281 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
283 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
285 bool is_actually_disenchanted = to_h != o_ptr->to_h;
286 is_actually_disenchanted |= to_d != o_ptr->to_d;
287 is_actually_disenchanted |= to_a != o_ptr->to_a;
288 is_actually_disenchanted |= pval != o_ptr->pval;
289 if (!is_actually_disenchanted) return TRUE;
292 msg_format("%s(%c)は劣化してしまった!", o_name, index_to_label(t));
294 msg_format("Your %s (%c) %s disenchanted!", o_name, index_to_label(t),
295 ((o_ptr->number != 1) ? "were" : "was"));
297 chg_virtue(target_ptr, V_HARMONY, 1);
298 chg_virtue(target_ptr, V_ENCHANT, -2);
299 target_ptr->update |= (PU_BONUS);
300 target_ptr->window |= (PW_EQUIP | PW_PLAYER);
302 calc_android_exp(target_ptr);
308 * @brief 虚無招来によるフロア中の全壁除去処理 /
309 * Vanish all walls in this floor
310 * @param caster_ptr プレーヤーへの参照ポインタ
311 * @params caster_ptr 術者の参照ポインタ
312 * @return 実際に処理が反映された場合TRUE
314 bool vanish_dungeon(player_type *caster_ptr)
316 bool is_special_floor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
317 is_special_floor |= !caster_ptr->current_floor_ptr->dun_level;
318 if (is_special_floor) return FALSE;
323 GAME_TEXT m_name[MAX_NLEN];
324 for (POSITION y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++)
326 for (POSITION x = 1; x < caster_ptr->current_floor_ptr->width - 1; x++)
328 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
330 f_ptr = &f_info[g_ptr->feat];
331 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
332 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
333 if (g_ptr->m_idx && MON_CSLEEP(m_ptr))
335 (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
338 monster_desc(caster_ptr, m_name, m_ptr, 0);
339 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
343 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(caster_ptr, y, x, FF_HURT_DISI);
347 for (POSITION x = 0; x < caster_ptr->current_floor_ptr->width; x++)
349 g_ptr = &caster_ptr->current_floor_ptr->grid_array[0][x];
350 f_ptr = &f_info[g_ptr->mimic];
351 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
353 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
355 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
356 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
359 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->current_floor_ptr->height - 1][x];
360 f_ptr = &f_info[g_ptr->mimic];
361 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
363 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
365 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
366 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
370 /* Special boundary walls -- Left and right */
371 for (POSITION y = 1; y < (caster_ptr->current_floor_ptr->height - 1); y++)
373 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][0];
374 f_ptr = &f_info[g_ptr->mimic];
375 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
377 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
379 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
380 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
383 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][caster_ptr->current_floor_ptr->width - 1];
384 f_ptr = &f_info[g_ptr->mimic];
385 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
387 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
389 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
390 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
394 caster_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
395 caster_ptr->redraw |= (PR_MAP);
396 caster_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
403 * @param caster_ptr プレーヤーへの参照ポインタ
406 * Sorry, it becomes not (void)...
408 void call_the_void(player_type *caster_ptr)
412 for (int i = 0; i < 9; i++)
414 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->y + ddy_ddd[i]][caster_ptr->x + ddx_ddd[i]];
416 if (!cave_have_flag_grid(g_ptr, FF_PROJECT))
418 if (!g_ptr->mimic || !have_flag(f_info[g_ptr->mimic].flags, FF_PROJECT) ||
419 !permanent_wall(&f_info[g_ptr->feat]))
429 for (int i = 1; i < 10; i++)
431 if (i - 5) fire_ball(caster_ptr, GF_ROCKET, i, 175, 2);
434 for (int i = 1; i < 10; i++)
436 if (i - 5) fire_ball(caster_ptr, GF_MANA, i, 175, 3);
439 for (int i = 1; i < 10; i++)
441 if (i - 5) fire_ball(caster_ptr, GF_NUKE, i, 175, 4);
447 bool is_special_fllor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
448 is_special_fllor |= !caster_ptr->current_floor_ptr->dun_level;
449 if (is_special_fllor)
451 msg_print(_("地面が揺れた。", "The ground trembles."));
456 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
457 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
459 msg_format("You %s the %s too close to a wall!",
460 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
461 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
463 msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
467 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."));
468 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
472 if (destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 15 + caster_ptr->lev + randint0(11), FALSE))
473 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
475 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
476 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
481 * @brief アイテム引き寄せ処理 /
482 * Fetch an item (teleport it right underneath the caster)
483 * @param caster_ptr プレーヤーへの参照ポインタ
486 * @param require_los 射線の通りを要求するならばTRUE
489 void fetch(player_type *caster_ptr, DIRECTION dir, WEIGHT wgt, bool require_los)
493 GAME_TEXT o_name[MAX_NLEN];
495 if (caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx)
497 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."));
502 if (dir == 5 && target_okay(caster_ptr))
507 if (distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE)
509 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!"));
513 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
516 msg_print(_("そこには何もありません。", "There is no object at this place."));
520 if (g_ptr->info & CAVE_ICKY)
522 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."));
528 if (!player_has_los_bold(caster_ptr, ty, tx))
530 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."));
533 else if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, ty, tx))
535 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
544 bool is_first_loop = TRUE;
545 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
546 while (is_first_loop || !g_ptr->o_idx)
548 is_first_loop = FALSE;
551 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
553 if ((distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE) ||
554 !cave_have_flag_bold(caster_ptr->current_floor_ptr, ty, tx, FF_PROJECT)) return;
558 o_ptr = &caster_ptr->current_floor_ptr->o_list[g_ptr->o_idx];
559 if (o_ptr->weight > wgt)
561 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
565 OBJECT_IDX i = g_ptr->o_idx;
566 g_ptr->o_idx = o_ptr->next_o_idx;
567 caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx = i; /* 'move' it */
569 o_ptr->next_o_idx = 0;
570 o_ptr->iy = caster_ptr->y;
571 o_ptr->ix = caster_ptr->x;
573 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
574 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);
576 note_spot(caster_ptr, caster_ptr->y, caster_ptr->x);
577 caster_ptr->redraw |= PR_MAP;
583 * @param caster_ptr プレーヤーへの参照ポインタ
586 void reserve_alter_reality(player_type *caster_ptr)
588 if (caster_ptr->current_floor_ptr->inside_arena || ironman_downward)
590 msg_print(_("何も起こらなかった。", "Nothing happens."));
594 if (caster_ptr->alter_reality)
596 caster_ptr->alter_reality = 0;
597 msg_print(_("景色が元に戻った...", "The view around you returns to normal..."));
598 caster_ptr->redraw |= PR_STATUS;
602 TIME_EFFECT turns = randint0(21) + 15;
603 caster_ptr->alter_reality = turns;
604 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
605 caster_ptr->redraw |= PR_STATUS;
610 * @brief 全所持アイテム鑑定処理 /
611 * Identify everything being carried.
612 * Done by a potion of "self knowledge".
613 * @param target_ptr プレーヤーへの参照ポインタ
616 void identify_pack(player_type *target_ptr)
618 for (INVENTORY_IDX i = 0; i < INVEN_TOTAL; i++)
620 object_type *o_ptr = &target_ptr->inventory_list[i];
621 if (!o_ptr->k_idx) continue;
623 identify_item(target_ptr, o_ptr);
624 autopick_alter_item(target_ptr, i, FALSE);
631 * Removes curses from items in inventory
632 * @param creature_ptr プレーヤーへの参照ポインタ
633 * @param all 軽い呪いまでの解除ならば0
634 * @return 解呪されたアイテムの数
637 * Note that Items which are "Perma-Cursed" (The One Ring,
638 * The Crown of Morgoth) can NEVER be uncursed.
640 * Note that if "all" is FALSE, then Items which are
641 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
642 * will not be uncursed.
645 static int remove_curse_aux(player_type *creature_ptr, int all)
648 for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
650 object_type *o_ptr = &creature_ptr->inventory_list[i];
651 if (!o_ptr->k_idx) continue;
652 if (!object_is_cursed(o_ptr)) continue;
653 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
654 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
656 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
660 o_ptr->curse_flags = 0L;
661 o_ptr->ident |= (IDENT_SENSE);
662 o_ptr->feeling = FEEL_NONE;
664 creature_ptr->update |= (PU_BONUS);
665 creature_ptr->window |= (PW_EQUIP);
670 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."));
677 * @brief 装備の軽い呪い解呪処理 /
679 * @param caster_ptr プレーヤーへの参照ポインタ
682 int remove_curse(player_type *caster_ptr)
684 return remove_curse_aux(caster_ptr, FALSE);
689 * @brief 装備の重い呪い解呪処理 /
693 int remove_all_curse(player_type *caster_ptr)
695 return remove_curse_aux(caster_ptr, TRUE);
700 * @brief アイテムの価値に応じた錬金術処理 /
701 * Turns an object into gold, gain some of its value in a shop
702 * @param caster_ptr プレーヤーへの参照ポインタ
703 * @return 処理が実際に行われたらTRUEを返す
705 bool alchemy(player_type *caster_ptr)
708 if (command_arg > 0) force = TRUE;
710 concptr q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
711 concptr s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
714 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
715 if (!o_ptr) return FALSE;
718 if (o_ptr->number > 1)
720 amt = get_quantity(NULL, o_ptr->number);
721 if (amt <= 0) return FALSE;
724 ITEM_NUMBER old_number = o_ptr->number;
726 GAME_TEXT o_name[MAX_NLEN];
727 object_desc(caster_ptr, o_name, o_ptr, 0);
728 o_ptr->number = old_number;
732 if (confirm_destroy || (object_value(o_ptr) > 0))
734 char out_val[MAX_NLEN + 40];
735 sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
736 if (!get_check(out_val)) return FALSE;
740 if (!can_player_destroy_object(o_ptr))
742 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);
746 PRICE price = object_value_real(o_ptr);
749 msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
750 vary_item(caster_ptr, item, -amt);
756 if (amt > 1) price *= amt;
758 if (price > 30000) price = 30000;
759 msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
761 caster_ptr->au += price;
762 caster_ptr->redraw |= PR_GOLD;
763 caster_ptr->window |= PW_PLAYER;
764 vary_item(caster_ptr, item, -amt);
770 * @brief アーティファクト生成の巻物処理 /
771 * @param caster_ptr プレーヤーへの参照ポインタ
772 * @return 生成が実際に試みられたらTRUEを返す
774 bool artifact_scroll(player_type *caster_ptr)
776 item_tester_hook = item_tester_hook_nameless_weapon_armour;
778 concptr q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
779 concptr s = _("強化できるアイテムがない。", "You have nothing to enchant.");
782 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
783 if (!o_ptr) return FALSE;
785 GAME_TEXT o_name[MAX_NLEN];
786 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
788 msg_format("%s は眩い光を発した!",o_name);
790 msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
794 if (object_is_artifact(o_ptr))
797 msg_format("%sは既に伝説のアイテムです!", o_name );
799 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
803 else if (object_is_ego(o_ptr))
806 msg_format("%sは既に名のあるアイテムです!", o_name );
808 msg_format("The %s %s already %s!",
809 o_name, ((o_ptr->number > 1) ? "are" : "is"),
810 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
814 else if (o_ptr->xtra3)
817 msg_format("%sは既に強化されています!", o_name );
819 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"),
820 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
825 if (o_ptr->number > 1)
827 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!"));
829 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
831 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
836 inven_item_increase(caster_ptr, item, 1 - (o_ptr->number));
840 floor_item_increase(caster_ptr->current_floor_ptr, 0 - item, 1 - (o_ptr->number));
844 okay = become_random_artifact(caster_ptr, o_ptr, TRUE);
849 if (flush_failure) flush();
850 msg_print(_("強化に失敗した。", "The enchantment failed."));
851 if (one_in_(3)) chg_virtue(caster_ptr, V_ENCHANT, -1);
852 calc_android_exp(caster_ptr);
858 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
859 exe_write_diary(caster_ptr, DIARY_ART_SCROLL, 0, o_name);
862 chg_virtue(caster_ptr, V_ENCHANT, 1);
863 calc_android_exp(caster_ptr);
871 * @param owner_ptr プレーヤーへの参照ポインタ
872 * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
873 * @return 実際に鑑定できたらTRUEを返す
875 bool identify_item(player_type *owner_ptr, object_type *o_ptr)
877 GAME_TEXT o_name[MAX_NLEN];
878 object_desc(owner_ptr, o_name, o_ptr, 0);
880 bool old_known = FALSE;
881 if (o_ptr->ident & IDENT_KNOWN)
884 if (!object_is_fully_known(o_ptr))
886 if (object_is_artifact(o_ptr) || one_in_(5))
887 chg_virtue(owner_ptr, V_KNOWLEDGE, 1);
890 object_aware(owner_ptr, o_ptr);
892 o_ptr->marked |= OM_TOUCHED;
894 owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
895 owner_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
897 strcpy(record_o_name, o_name);
898 record_turn = current_world_ptr->game_turn;
900 object_desc(owner_ptr, o_name, o_ptr, OD_NAME_ONLY);
902 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
903 exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
904 if(record_rand_art && !old_known && o_ptr->art_name)
905 exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
912 * @brief アイテム鑑定のメインルーチン処理 /
913 * Identify an object in the inventory (or on the floor)
914 * @param caster_ptr プレーヤーへの参照ポインタ
915 * @param only_equip 装備品のみを対象とするならばTRUEを返す
916 * @return 実際に鑑定を行ったならばTRUEを返す
918 * This routine does *not* automatically combine objects.
919 * Returns TRUE if something was identified, else FALSE.
921 bool ident_spell(player_type *caster_ptr, bool only_equip, tval_type item_tester_tval)
924 item_tester_hook = item_tester_hook_identify_weapon_armour;
926 item_tester_hook = item_tester_hook_identify;
929 if (can_get_item(caster_ptr, item_tester_tval))
931 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
936 item_tester_hook = object_is_weapon_armour_ammo;
938 item_tester_hook = NULL;
940 q = _("すべて鑑定済みです。 ", "All items are identified. ");
943 concptr s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
946 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
947 if (!o_ptr) return FALSE;
949 bool old_known = identify_item(caster_ptr, o_ptr);
951 GAME_TEXT o_name[MAX_NLEN];
952 object_desc(caster_ptr, o_name, o_ptr, 0);
953 if (item >= INVEN_RARM)
955 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
959 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
963 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
966 autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
972 * @brief アイテム凡庸化のメインルーチン処理 /
973 * Identify an object in the inventory (or on the floor)
974 * @param owner_ptr プレーヤーへの参照ポインタ
975 * @param only_equip 装備品のみを対象とするならばTRUEを返す
976 * @return 実際に凡庸化をを行ったならばTRUEを返す
979 * Mundanify an object in the inventory (or on the floor)
980 * This routine does *not* automatically combine objects.
981 * Returns TRUE if something was mundanified, else FALSE.
984 bool mundane_spell(player_type *owner_ptr, bool only_equip)
986 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
990 concptr q = _("どれを使いますか?", "Use which item? ");
991 concptr s = _("使えるものがありません。", "You have nothing you can use.");
993 o_ptr = choose_object(owner_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
994 if (!o_ptr) return FALSE;
996 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
997 POSITION iy = o_ptr->iy;
998 POSITION ix = o_ptr->ix;
999 OBJECT_IDX next_o_idx = o_ptr->next_o_idx;
1000 byte marked = o_ptr->marked;
1001 WEIGHT weight = o_ptr->number * o_ptr->weight;
1002 u16b inscription = o_ptr->inscription;
1004 object_prep(o_ptr, o_ptr->k_idx);
1008 o_ptr->next_o_idx = next_o_idx;
1009 o_ptr->marked = marked;
1010 o_ptr->inscription = inscription;
1011 if (item >= 0) owner_ptr->total_weight += (o_ptr->weight - weight);
1013 calc_android_exp(owner_ptr);
1019 * @brief アイテム*鑑定*のメインルーチン処理 /
1020 * Identify an object in the inventory (or on the floor)
1021 * @param caster_ptr プレーヤーへの参照ポインタ
1022 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1023 * @return 実際に鑑定を行ったならばTRUEを返す
1025 * Fully "identify" an object in the inventory -BEN-
1026 * This routine returns TRUE if an item was identified.
1028 bool identify_fully(player_type *caster_ptr, bool only_equip, tval_type item_tester_tval)
1031 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
1033 item_tester_hook = item_tester_hook_identify_fully;
1036 if (can_get_item(caster_ptr, item_tester_tval))
1038 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
1043 item_tester_hook = object_is_weapon_armour_ammo;
1045 item_tester_hook = NULL;
1047 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
1050 concptr s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
1054 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1055 if (!o_ptr) return FALSE;
1057 bool old_known = identify_item(caster_ptr, o_ptr);
1059 o_ptr->ident |= (IDENT_FULL_KNOWN);
1060 handle_stuff(caster_ptr);
1062 GAME_TEXT o_name[MAX_NLEN];
1063 object_desc(caster_ptr, o_name, o_ptr, 0);
1064 if (item >= INVEN_RARM)
1066 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
1070 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
1074 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
1077 (void)screen_object(caster_ptr, o_ptr, 0L);
1078 autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
1085 * Recharge a wand/staff/rod from the pack or on the floor.
1086 * This function has been rewritten in Oangband and ZAngband.
1087 * @param caster_ptr プレーヤーへの参照ポインタ
1088 * @param power 充填パワー
1089 * @return ターン消費を要する処理まで進んだらTRUEを返す
1091 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
1092 * Chaos -- Arcane Binding --> recharge(90)
1094 * Scroll of recharging --> recharge(130)
1095 * Artifact activation/Thingol --> recharge(130)
1097 * It is harder to recharge high level, and highly charged wands,
1098 * staffs, and rods. The more wands in a stack, the more easily and
1099 * strongly they recharge. Staffs, however, each get fewer charges if
1102 * Beware of "sliding index errors".
1104 bool recharge(player_type *caster_ptr, int power)
1106 item_tester_hook = item_tester_hook_recharge;
1107 concptr q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
1108 concptr s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
1112 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1113 if (!o_ptr) return FALSE;
1116 k_ptr = &k_info[o_ptr->k_idx];
1117 DEPTH lev = k_info[o_ptr->k_idx].level;
1119 TIME_EFFECT recharge_amount;
1120 int recharge_strength;
1121 bool is_recharge_successful = TRUE;
1122 if (o_ptr->tval == TV_ROD)
1124 recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
1125 if (one_in_(recharge_strength))
1127 is_recharge_successful = FALSE;
1131 recharge_amount = (power * damroll(3, 2));
1132 if (o_ptr->timeout > recharge_amount)
1133 o_ptr->timeout -= recharge_amount;
1140 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
1141 recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
1142 else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
1144 if (recharge_strength < 0) recharge_strength = 0;
1146 if (one_in_(recharge_strength))
1148 is_recharge_successful = FALSE;
1152 recharge_amount = randint1(1 + k_ptr->pval / 2);
1153 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
1156 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
1157 if (recharge_amount < 1) recharge_amount = 1;
1158 if (recharge_amount > 12) recharge_amount = 12;
1161 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
1163 recharge_amount /= (TIME_EFFECT)o_ptr->number;
1164 if (recharge_amount < 1) recharge_amount = 1;
1167 o_ptr->pval += recharge_amount;
1168 o_ptr->ident &= ~(IDENT_KNOWN);
1169 o_ptr->ident &= ~(IDENT_EMPTY);
1173 if (!is_recharge_successful)
1175 return update_player(caster_ptr);
1179 GAME_TEXT o_name[MAX_NLEN];
1180 if (object_is_fixed_artifact(o_ptr))
1182 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1183 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);
1184 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
1185 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
1186 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
1188 return update_player(caster_ptr);
1191 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1193 if (IS_WIZARD_CLASS(caster_ptr) || caster_ptr->pclass == CLASS_MAGIC_EATER || caster_ptr->pclass == CLASS_BLUE_MAGE)
1195 /* 10% chance to blow up one rod, otherwise draining. */
1196 if (o_ptr->tval == TV_ROD)
1198 if (one_in_(10)) fail_type = 2;
1201 /* 75% chance to blow up one wand, otherwise draining. */
1202 else if (o_ptr->tval == TV_WAND)
1204 if (!one_in_(3)) fail_type = 2;
1207 /* 50% chance to blow up one staff, otherwise no effect. */
1208 else if (o_ptr->tval == TV_STAFF)
1210 if (one_in_(2)) fail_type = 2;
1216 /* 33% chance to blow up one rod, otherwise draining. */
1217 if (o_ptr->tval == TV_ROD)
1219 if (one_in_(3)) fail_type = 2;
1222 /* 20% chance of the entire stack, else destroy one wand. */
1223 else if (o_ptr->tval == TV_WAND)
1225 if (one_in_(5)) fail_type = 3;
1228 /* Blow up one staff. */
1229 else if (o_ptr->tval == TV_STAFF)
1237 if (o_ptr->tval == TV_ROD)
1239 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!"));
1241 if (o_ptr->timeout < 10000)
1242 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
1244 else if (o_ptr->tval == TV_WAND)
1246 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);
1253 if (o_ptr->number > 1)
1254 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);
1256 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
1258 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
1259 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
1261 vary_item(caster_ptr, item, -1);
1266 if (o_ptr->number > 1)
1267 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);
1269 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
1271 vary_item(caster_ptr, item, -999);
1274 return update_player(caster_ptr);
1279 * @brief クリーチャー全既知呪文を表示する /
1280 * Hack -- Display all known spells in a window
1281 * @param caster_ptr 術者の参照ポインタ
1284 * Need to analyze size of the window.
1285 * Need more color coding.
1287 void display_spell_list(player_type *caster_ptr)
1291 const magic_type *s_ptr;
1292 GAME_TEXT name[MAX_NLEN];
1297 if (caster_ptr->pclass == CLASS_SORCERER) return;
1298 if (caster_ptr->pclass == CLASS_RED_MAGE) return;
1299 if (caster_ptr->pclass == CLASS_SNIPER)
1301 display_snipe_list(caster_ptr);
1305 if ((caster_ptr->pclass == CLASS_MINDCRAFTER) ||
1306 (caster_ptr->pclass == CLASS_BERSERKER) ||
1307 (caster_ptr->pclass == CLASS_NINJA) ||
1308 (caster_ptr->pclass == CLASS_MIRROR_MASTER) ||
1309 (caster_ptr->pclass == CLASS_FORCETRAINER))
1311 PERCENTAGE minfail = 0;
1312 PLAYER_LEVEL plev = caster_ptr->lev;
1313 PERCENTAGE chance = 0;
1318 bool use_hp = FALSE;
1324 put_str(_("名前", "Name"), y, x + 5);
1325 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
1327 switch(caster_ptr->pclass)
1329 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
1330 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
1331 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
1332 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1333 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
1334 default: use_mind = 0;break;
1337 for (int i = 0; i < MAX_MIND_POWERS; i++)
1339 byte a = TERM_WHITE;
1340 spell = mind_powers[use_mind].info[i];
1341 if (spell.min_lev > plev) break;
1343 chance = spell.fail;
1344 chance -= 3 * (caster_ptr->lev - spell.min_lev);
1345 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1348 if (spell.mana_cost > caster_ptr->csp)
1350 chance += 5 * (spell.mana_cost - caster_ptr->csp);
1356 if (spell.mana_cost > caster_ptr->chp)
1363 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
1364 if (chance < minfail) chance = minfail;
1366 if (caster_ptr->stun > 50) chance += 25;
1367 else if (caster_ptr->stun) chance += 15;
1369 if (chance > 95) chance = 95;
1371 mindcraft_info(caster_ptr, comment, use_mind, i);
1372 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
1374 spell.min_lev, spell.mana_cost, chance, comment);
1376 Term_putstr(x, y + i + 1, -1, a, psi_desc);
1382 if (REALM_NONE == caster_ptr->realm1) return;
1384 for (int j = 0; j < ((caster_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
1387 y = (j < 3) ? 0 : (m[j - 3] + 2);
1390 for (int i = 0; i < 32; i++)
1392 byte a = TERM_WHITE;
1394 if (!is_magic((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2))
1396 s_ptr = &technic_info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - MIN_TECHNIC][i % 32];
1400 s_ptr = &mp_ptr->info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - 1][i % 32];
1403 strcpy(name, exe_spell(caster_ptr, (j < 1) ? caster_ptr->realm1 : caster_ptr->realm2, i % 32, SPELL_NAME));
1405 if (s_ptr->slevel >= 99)
1407 strcpy(name, _("(判読不能)", "(illegible)"));
1411 ((caster_ptr->spell_forgotten1 & (1L << i))) :
1412 ((caster_ptr->spell_forgotten2 & (1L << (i % 32)))))
1416 else if (!((j < 1) ?
1417 (caster_ptr->spell_learned1 & (1L << i)) :
1418 (caster_ptr->spell_learned2 & (1L << (i % 32)))))
1422 else if (!((j < 1) ?
1423 (caster_ptr->spell_worked1 & (1L << i)) :
1424 (caster_ptr->spell_worked2 & (1L << (i % 32)))))
1429 sprintf(out_val, "%c/%c) %-20.20s",
1430 I2A(n / 8), I2A(n % 8), name);
1433 Term_putstr(x, m[j], -1, a, out_val);
1441 * @brief 呪文の経験値を返す /
1442 * Returns experience of a spell
1443 * @param caster_ptr プレーヤーへの参照ポインタ
1445 * @param use_realm 魔法領域
1448 EXP experience_of_spell(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
1450 if (caster_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
1451 else if (caster_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
1452 else if (use_realm == caster_ptr->realm1) return caster_ptr->spell_exp[spell];
1453 else if (use_realm == caster_ptr->realm2) return caster_ptr->spell_exp[spell + 32];
1459 * @brief 呪文の消費MPを返す /
1460 * Modify mana consumption rate using spell exp and dec_mana
1461 * @param caster_ptr プレーヤーへの参照ポインタ
1462 * @param need_mana 基本消費MP
1467 MANA_POINT mod_need_mana(player_type *caster_ptr, MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
1469 #define MANA_CONST 2400
1471 #define DEC_MANA_DIV 3
1472 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
1474 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(caster_ptr, spell, realm)) + (MANA_CONST - 1);
1475 need_mana *= caster_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
1476 need_mana /= MANA_CONST * MANA_DIV;
1477 if (need_mana < 1) need_mana = 1;
1481 if (caster_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
1493 * @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) /
1494 * Modify spell fail rate
1495 * Using to_m_chance, dec_mana, easy_spell and heavy_spell
1496 * @param caster_ptr プレーヤーへの参照ポインタ
1497 * @param chance 修正前失敗率
1501 PERCENTAGE mod_spell_chance_1(player_type *caster_ptr, PERCENTAGE chance)
1503 chance += caster_ptr->to_m_chance;
1505 if (caster_ptr->heavy_spell) chance += 20;
1507 if (caster_ptr->dec_mana && caster_ptr->easy_spell) chance -= 4;
1508 else if (caster_ptr->easy_spell) chance -= 3;
1509 else if (caster_ptr->dec_mana) chance -= 2;
1516 * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
1517 * Modify spell fail rate
1518 * Using to_m_chance, dec_mana, easy_spell and heavy_spell
1519 * @param caster_ptr プレーヤーへの参照ポインタ
1520 * @param chance 修正前失敗率
1522 * Modify spell fail rate (as "suffix" process)
1523 * Using dec_mana, easy_spell and heavy_spell
1524 * Note: variable "chance" cannot be negative.
1527 PERCENTAGE mod_spell_chance_2(player_type *caster_ptr, PERCENTAGE chance)
1529 if (caster_ptr->dec_mana) chance--;
1530 if (caster_ptr->heavy_spell) chance += 5;
1531 return MAX(chance, 0);
1536 * @brief 呪文の失敗率計算メインルーチン /
1537 * Returns spell chance of failure for spell -RAK-
1538 * @param caster_ptr プレーヤーへの参照ポインタ
1540 * @param use_realm 魔法領域ID
1543 PERCENTAGE spell_chance(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
1545 if (!mp_ptr->spell_book) return 100;
1546 if (use_realm == REALM_HISSATSU) return 0;
1548 const magic_type *s_ptr;
1549 if (!is_magic(use_realm))
1551 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
1555 s_ptr = &mp_ptr->info[use_realm - 1][spell];
1558 PERCENTAGE chance = s_ptr->sfail;
1559 chance -= 3 * (caster_ptr->lev - s_ptr->slevel);
1560 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1561 if (caster_ptr->riding)
1562 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));
1564 MANA_POINT need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
1565 if (need_mana > caster_ptr->csp)
1567 chance += 5 * (need_mana - caster_ptr->csp);
1570 if ((use_realm != caster_ptr->realm1) && ((caster_ptr->pclass == CLASS_MAGE) || (caster_ptr->pclass == CLASS_PRIEST))) chance += 5;
1572 PERCENTAGE minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
1573 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
1575 if (minfail < 5) minfail = 5;
1578 if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[0]) chance += 25;
1579 if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[1]) chance += 25;
1581 chance = mod_spell_chance_1(caster_ptr, chance);
1582 PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
1586 if ((caster_ptr->align > 50) || (caster_ptr->align < -50)) chance += penalty;
1588 case REALM_LIFE: case REALM_CRUSADE:
1589 if (caster_ptr->align < -20) chance += penalty;
1591 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
1592 if (caster_ptr->align > 20) chance += penalty;
1596 if (chance < minfail) chance = minfail;
1598 if (caster_ptr->stun > 50) chance += 25;
1599 else if (caster_ptr->stun) chance += 15;
1601 if (chance > 95) chance = 95;
1603 if ((use_realm == caster_ptr->realm1) || (use_realm == caster_ptr->realm2)
1604 || (caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
1606 EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
1607 if (exp >= SPELL_EXP_EXPERT) chance--;
1608 if (exp >= SPELL_EXP_MASTER) chance--;
1611 return mod_spell_chance_2(caster_ptr, chance);
1616 * @brief 呪文情報の表示処理 /
1617 * Print a list of spells (for browsing or casting or viewing)
1618 * @param caster_ptr 術者の参照ポインタ
1619 * @param target_spell 呪文ID
1620 * @param spells 表示するスペルID配列の参照ポインタ
1621 * @param num 表示するスペルの数(spellsの要素数)
1622 * @param y 表示メッセージ左上Y座標
1623 * @param x 表示メッセージ左上X座標
1624 * @param use_realm 魔法領域ID
1627 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)
1629 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && current_world_ptr->wizard)
1630 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
1634 if (use_realm == REALM_HISSATSU)
1635 strcpy(buf,_(" Lv MP", " Lv SP"));
1637 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
1639 put_str(_("名前", "Name"), y, x + 5);
1640 put_str(buf, y, x + 29);
1643 if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
1644 else if (use_realm == caster_ptr->realm1) increment = 0;
1645 else if (use_realm == caster_ptr->realm2) increment = 32;
1649 const magic_type *s_ptr;
1654 for (i = 0; i < num; i++)
1656 SPELL_IDX spell = spells[i];
1658 if (!is_magic(use_realm))
1660 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
1664 s_ptr = &mp_ptr->info[use_realm - 1][spell];
1667 MANA_POINT need_mana;
1668 if (use_realm == REALM_HISSATSU)
1669 need_mana = s_ptr->smana;
1672 EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
1673 need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
1674 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
1675 else exp_level = spell_exp_level(exp);
1678 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
1679 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
1680 else if (s_ptr->slevel >= 99) max = TRUE;
1681 else if ((caster_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
1683 strncpy(ryakuji, exp_level_str[exp_level], 4);
1688 if (use_menu && target_spell)
1690 if (i == (target_spell-1))
1691 strcpy(out_val, _(" 》 ", " > "));
1693 strcpy(out_val, " ");
1695 else sprintf(out_val, " %c) ", I2A(i));
1697 if (s_ptr->slevel >= 99)
1699 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
1700 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
1704 strcpy(info, exe_spell(caster_ptr, use_realm, spell, SPELL_INFO));
1705 concptr comment = info;
1706 byte line_attr = TERM_WHITE;
1707 if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
1709 if (s_ptr->slevel > caster_ptr->max_plv)
1711 comment = _("未知", "unknown");
1712 line_attr = TERM_L_BLUE;
1714 else if (s_ptr->slevel > caster_ptr->lev)
1716 comment = _("忘却", "forgotten");
1717 line_attr = TERM_YELLOW;
1720 else if ((use_realm != caster_ptr->realm1) && (use_realm != caster_ptr->realm2))
1722 comment = _("未知", "unknown");
1723 line_attr = TERM_L_BLUE;
1725 else if ((use_realm == caster_ptr->realm1) ?
1726 ((caster_ptr->spell_forgotten1 & (1L << spell))) :
1727 ((caster_ptr->spell_forgotten2 & (1L << spell))))
1729 comment = _("忘却", "forgotten");
1730 line_attr = TERM_YELLOW;
1732 else if (!((use_realm == caster_ptr->realm1) ?
1733 (caster_ptr->spell_learned1 & (1L << spell)) :
1734 (caster_ptr->spell_learned2 & (1L << spell))))
1736 comment = _("未知", "unknown");
1737 line_attr = TERM_L_BLUE;
1739 else if (!((use_realm == caster_ptr->realm1) ?
1740 (caster_ptr->spell_worked1 & (1L << spell)) :
1741 (caster_ptr->spell_worked2 & (1L << spell))))
1743 comment = _("未経験", "untried");
1744 line_attr = TERM_L_GREEN;
1747 if (use_realm == REALM_HISSATSU)
1749 strcat(out_val, format("%-25s %2d %4d",
1750 exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), s_ptr->slevel, need_mana));
1754 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
1755 exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), (max ? '!' : ' '), ryakuji,
1756 s_ptr->slevel, need_mana, spell_chance(caster_ptr, spell, use_realm), comment));
1759 c_prt(line_attr, out_val, y + i + 1, x);
1762 prt("", y + i + 1, x);
1767 * @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 /
1768 * Helper function -- return a "nearby" race for polymorphing
1769 * @param floor_ptr 配置するフロアの参照ポインタ
1770 * @param r_idx 基準となるモンスター種族ID
1771 * @return 変更先のモンスター種族ID
1773 * Note that this function is one of the more "dangerous" ones...
1775 static MONRACE_IDX poly_r_idx(player_type *caster_ptr, MONRACE_IDX r_idx)
1777 monster_race *r_ptr = &r_info[r_idx];
1778 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags1 & RF1_QUESTOR))
1781 DEPTH lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
1782 DEPTH lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
1784 for (int i = 0; i < 1000; i++)
1786 r = get_mon_num(caster_ptr, (caster_ptr->current_floor_ptr->dun_level + r_ptr->level) / 2 + 5, 0);
1790 if (r_ptr->flags1 & RF1_UNIQUE) continue;
1791 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
1802 * @brief 指定座標にいるモンスターを変身させる /
1803 * Helper function -- return a "nearby" race for polymorphing
1804 * @param caster_ptr プレーヤーへの参照ポインタ
1807 * @return 実際に変身したらTRUEを返す
1809 bool polymorph_monster(player_type *caster_ptr, POSITION y, POSITION x)
1811 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
1812 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
1813 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
1814 MONRACE_IDX new_r_idx;
1815 MONRACE_IDX old_r_idx = m_ptr->r_idx;
1816 bool targeted = (target_who == g_ptr->m_idx) ? TRUE : FALSE;
1817 bool health_tracked = (caster_ptr->health_who == g_ptr->m_idx) ? TRUE : FALSE;
1819 if (floor_ptr->inside_arena || caster_ptr->phase_out) return FALSE;
1820 if ((caster_ptr->riding == g_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
1822 monster_type back_m = *m_ptr;
1823 new_r_idx = poly_r_idx(caster_ptr, old_r_idx);
1824 if (new_r_idx == old_r_idx) return FALSE;
1826 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
1827 OBJECT_IDX this_o_idx, next_o_idx = 0;
1829 BIT_FLAGS mode = 0L;
1830 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
1831 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
1832 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
1834 m_ptr->hold_o_idx = 0;
1835 delete_monster_idx(caster_ptr, g_ptr->m_idx);
1836 bool polymorphed = FALSE;
1837 if (place_monster_aux(caster_ptr, 0, y, x, new_r_idx, mode))
1839 floor_ptr->m_list[hack_m_idx_ii].nickname = back_m.nickname;
1840 floor_ptr->m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
1841 floor_ptr->m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
1846 if (place_monster_aux(caster_ptr, 0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
1848 floor_ptr->m_list[hack_m_idx_ii] = back_m;
1849 mproc_init(floor_ptr);
1851 else preserve_hold_objects = FALSE;
1854 if (preserve_hold_objects)
1856 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
1858 object_type *o_ptr = &floor_ptr->o_list[this_o_idx];
1859 next_o_idx = o_ptr->next_o_idx;
1860 o_ptr->held_m_idx = hack_m_idx_ii;
1863 else if (back_m.hold_o_idx)
1865 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
1867 next_o_idx = floor_ptr->o_list[this_o_idx].next_o_idx;
1868 delete_object_idx(caster_ptr, this_o_idx);
1872 if (targeted) target_who = hack_m_idx_ii;
1873 if (health_tracked) health_track(caster_ptr, hack_m_idx_ii);
1880 * @param caster_ptr プレーヤーへの参照ポインタ
1882 * @return ターンを消費した場合TRUEを返す
1884 bool eat_magic(player_type *caster_ptr, int power)
1887 GAME_TEXT o_name[MAX_NLEN];
1889 item_tester_hook = item_tester_hook_recharge;
1891 concptr q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
1892 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.");
1896 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1897 if (!o_ptr) return FALSE;
1900 k_ptr = &k_info[o_ptr->k_idx];
1901 DEPTH lev = k_info[o_ptr->k_idx].level;
1903 int recharge_strength = 0;
1904 bool is_eating_successful = TRUE;
1905 if (o_ptr->tval == TV_ROD)
1907 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
1908 if (one_in_(recharge_strength))
1910 is_eating_successful = FALSE;
1914 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
1916 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."));
1920 caster_ptr->csp += lev;
1921 o_ptr->timeout += k_ptr->pval;
1927 recharge_strength = (100 + power - lev) / 15;
1928 if (recharge_strength < 0) recharge_strength = 0;
1930 if (one_in_(recharge_strength))
1932 is_eating_successful = FALSE;
1936 if (o_ptr->pval > 0)
1938 caster_ptr->csp += lev / 2;
1941 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
1946 object_copy(q_ptr, o_ptr);
1951 caster_ptr->total_weight -= q_ptr->weight;
1952 item = store_item_to_inventory(caster_ptr, q_ptr);
1954 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
1959 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
1962 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
1966 if (is_eating_successful)
1968 return redraw_player(caster_ptr);
1971 if (object_is_fixed_artifact(o_ptr))
1973 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1974 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);
1975 if (o_ptr->tval == TV_ROD)
1976 o_ptr->timeout = k_ptr->pval * o_ptr->number;
1977 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
1980 return redraw_player(caster_ptr);
1983 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1985 /* Mages recharge objects more safely. */
1986 if (IS_WIZARD_CLASS(caster_ptr))
1988 /* 10% chance to blow up one rod, otherwise draining. */
1989 if (o_ptr->tval == TV_ROD)
1991 if (one_in_(10)) fail_type = 2;
1994 /* 75% chance to blow up one wand, otherwise draining. */
1995 else if (o_ptr->tval == TV_WAND)
1997 if (!one_in_(3)) fail_type = 2;
2000 /* 50% chance to blow up one staff, otherwise no effect. */
2001 else if (o_ptr->tval == TV_STAFF)
2003 if (one_in_(2)) fail_type = 2;
2008 /* All other classes get no special favors. */
2011 /* 33% chance to blow up one rod, otherwise draining. */
2012 if (o_ptr->tval == TV_ROD)
2014 if (one_in_(3)) fail_type = 2;
2017 /* 20% chance of the entire stack, else destroy one wand. */
2018 else if (o_ptr->tval == TV_WAND)
2020 if (one_in_(5)) fail_type = 3;
2023 /* Blow up one staff. */
2024 else if (o_ptr->tval == TV_STAFF)
2032 if (o_ptr->tval == TV_ROD)
2034 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
2035 "You save your rod from destruction, but all charges are lost."), o_name);
2036 o_ptr->timeout = k_ptr->pval * o_ptr->number;
2038 else if (o_ptr->tval == TV_WAND)
2040 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);
2047 if (o_ptr->number > 1)
2049 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);
2050 /* Reduce rod stack maximum timeout, drain wands. */
2051 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
2052 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
2056 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);
2059 vary_item(caster_ptr, item, -1);
2064 if (o_ptr->number > 1)
2065 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);
2067 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2069 vary_item(caster_ptr, item, -999);
2072 return redraw_player(caster_ptr);
2077 * @brief 皆殺し(全方向攻撃)処理
2078 * @param caster_ptr プレーヤーへの参照ポインタ
2081 void massacre(player_type *caster_ptr)
2084 monster_type *m_ptr;
2085 for (DIRECTION dir = 0; dir < 8; dir++)
2087 POSITION y = caster_ptr->y + ddy_ddd[dir];
2088 POSITION x = caster_ptr->x + ddx_ddd[dir];
2089 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
2090 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2091 if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)))
2092 do_cmd_attack(caster_ptr, y, x, 0);
2099 * @param caster_ptr プレーヤーへの参照ポインタ
2100 * @return コマンドの入力方向に地形があればTRUE
2102 bool eat_rock(player_type *caster_ptr)
2105 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
2106 POSITION y = caster_ptr->y + ddy[dir];
2107 POSITION x = caster_ptr->x + ddx[dir];
2109 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
2110 feature_type *f_ptr, *mimic_f_ptr;
2111 f_ptr = &f_info[g_ptr->feat];
2112 mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
2114 stop_mouth(caster_ptr);
2115 if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
2117 msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
2119 else if (have_flag(f_ptr->flags, FF_PERMANENT))
2121 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);
2123 else if (g_ptr->m_idx)
2125 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2126 msg_print(_("何かが邪魔しています!", "There's something in the way!"));
2128 if (!m_ptr->ml || !is_pet(m_ptr)) do_cmd_attack(caster_ptr, y, x, 0);
2130 else if (have_flag(f_ptr->flags, FF_TREE))
2132 msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
2134 else if (have_flag(f_ptr->flags, FF_GLASS))
2136 msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
2138 else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
2140 (void)set_food(caster_ptr, caster_ptr->food + 3000);
2142 else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
2144 (void)set_food(caster_ptr, caster_ptr->food + 5000);
2148 msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
2149 (void)set_food(caster_ptr, caster_ptr->food + 10000);
2152 cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK);
2153 (void)move_player_effect(caster_ptr, y, x, MPE_DONT_PICKUP);
2158 bool shock_power(player_type *caster_ptr)
2160 int boost = get_current_ki(caster_ptr);
2161 if (heavy_armor(caster_ptr)) boost /= 2;
2165 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
2167 POSITION y = caster_ptr->y + ddy[dir];
2168 POSITION x = caster_ptr->x + ddx[dir];
2169 PLAYER_LEVEL plev = caster_ptr->lev;
2170 HIT_POINT dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
2171 fire_beam(caster_ptr, GF_MISSILE, dir, dam);
2172 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) return TRUE;
2174 POSITION ty = y, tx = x;
2175 POSITION oy = y, ox = x;
2176 MONSTER_IDX m_idx = caster_ptr->current_floor_ptr->grid_array[y][x].m_idx;
2177 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
2178 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2179 GAME_TEXT m_name[MAX_NLEN];
2180 monster_desc(caster_ptr, m_name, m_ptr, 0);
2182 if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
2184 msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
2188 for (int i = 0; i < 5; i++)
2192 if (is_cave_empty_bold(caster_ptr, y, x))
2203 bool is_shock_successful = ty != oy;
2204 is_shock_successful |= tx != ox;
2205 if (is_shock_successful) return TRUE;
2207 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
2208 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
2209 caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
2213 update_monster(caster_ptr, m_idx, TRUE);
2214 lite_spot(caster_ptr, oy, ox);
2215 lite_spot(caster_ptr, ty, tx);
2217 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2218 caster_ptr->update |= (PU_MON_LITE);
2222 bool fetch_monster(player_type *caster_ptr)
2224 monster_type *m_ptr;
2226 GAME_TEXT m_name[MAX_NLEN];
2232 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
2233 m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
2234 if (!m_idx) return FALSE;
2235 if (m_idx == caster_ptr->riding) return FALSE;
2236 if (!player_has_los_bold(caster_ptr, target_row, target_col)) return FALSE;
2237 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) return FALSE;
2238 m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
2239 monster_desc(caster_ptr, m_name, m_ptr, 0);
2240 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
2241 path_n = project_path(caster_ptr, path_g, MAX_RANGE, target_row, target_col, caster_ptr->y, caster_ptr->x, 0);
2242 ty = target_row, tx = target_col;
2243 for (i = 1; i < path_n; i++)
2245 POSITION ny = GRID_Y(path_g[i]);
2246 POSITION nx = GRID_X(path_g[i]);
2247 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[ny][nx];
2249 if (in_bounds(caster_ptr->current_floor_ptr, ny, nx) && is_cave_empty_bold(caster_ptr, ny, nx) &&
2250 !(g_ptr->info & CAVE_OBJECT) &&
2251 !pattern_tile(caster_ptr->current_floor_ptr, ny, nx))
2257 /* Update the old location */
2258 caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx = 0;
2260 /* Update the new location */
2261 caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
2263 /* Move the monster */
2267 /* Wake the monster up */
2268 (void)set_monster_csleep(caster_ptr, m_idx, 0);
2270 update_monster(caster_ptr, m_idx, TRUE);
2271 lite_spot(caster_ptr, target_row, target_col);
2272 lite_spot(caster_ptr, ty, tx);
2274 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2275 caster_ptr->update |= (PU_MON_LITE);
2279 /* Auto-Recall if possible and visible */
2280 if (!caster_ptr->image) monster_race_track(caster_ptr, m_ptr->ap_r_idx);
2281 health_track(caster_ptr, m_idx);
2288 bool booze(player_type *creature_ptr)
2291 if (creature_ptr->pclass != CLASS_MONK) chg_virtue(creature_ptr, V_HARMONY, -1);
2292 else if (!creature_ptr->resist_conf) creature_ptr->special_attack |= ATTACK_SUIKEN;
2293 if (!creature_ptr->resist_conf && set_confused(creature_ptr, randint0(20) + 15))
2298 if (creature_ptr->resist_chaos)
2303 if (one_in_(2) && set_image(creature_ptr, creature_ptr->image + randint0(150) + 150))
2308 if (one_in_(13) && (creature_ptr->pclass != CLASS_MONK))
2311 if (one_in_(3)) lose_all_info(creature_ptr);
2312 else wiz_dark(creature_ptr);
2313 (void)teleport_player_aux(creature_ptr, 100, FALSE, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2314 wiz_dark(creature_ptr);
2315 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..."));
2316 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!"));
2323 bool detonation(player_type *creature_ptr)
2325 msg_print(_("体の中で激しい爆発が起きた!", "Massive explosions rupture your body!"));
2326 take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(50, 20), _("爆発の薬", "a potion of Detonation"), -1);
2327 (void)set_stun(creature_ptr, creature_ptr->stun + 75);
2328 (void)set_cut(creature_ptr,creature_ptr->cut + 5000);
2333 void blood_curse_to_enemy(player_type *caster_ptr, MONSTER_IDX m_idx)
2335 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
2336 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx];
2337 BIT_FLAGS curse_flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
2339 bool is_first_loop = TRUE;
2340 while (is_first_loop || one_in_(5))
2342 is_first_loop = FALSE;
2343 switch (randint1(28))
2348 msg_print(_("地面が揺れた...", "The ground trembles..."));
2349 earthquake(caster_ptr, m_ptr->fy, m_ptr->fx, 4 + randint0(4), 0);
2350 if (!one_in_(6)) break;
2353 case 3: case 4: case 5: case 6:
2356 int extra_dam = damroll(10, 10);
2357 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!"));
2359 project(caster_ptr, 0, 8, m_ptr->fy, m_ptr->fx, extra_dam, GF_MANA, curse_flg, -1);
2360 if (!one_in_(6)) break;
2366 msg_print(_("空間が歪んだ!", "Space warps about you!"));
2368 if (m_ptr->r_idx) teleport_away(caster_ptr, g_ptr->m_idx, damroll(10, 10), TELEPORT_PASSIVE);
2369 if (one_in_(13)) count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
2370 if (!one_in_(6)) break;
2373 case 9: case 10: case 11:
2374 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
2375 project(caster_ptr, 0, 7, m_ptr->fy, m_ptr->fx, 50, GF_DISINTEGRATE, curse_flg, -1);
2376 if (!one_in_(6)) break;
2378 case 12: case 13: case 14: case 15: case 16:
2379 aggravate_monsters(caster_ptr, 0);
2380 if (!one_in_(6)) break;
2383 count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
2384 if (!one_in_(6)) break;
2386 case 19: case 20: case 21: case 22:
2388 bool pet = !one_in_(3);
2389 BIT_FLAGS mode = PM_ALLOW_GROUP;
2391 if (pet) mode |= PM_FORCE_PET;
2392 else mode |= (PM_NO_PET | PM_FORCE_FRIENDLY);
2394 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);
2395 if (!one_in_(6)) break;
2398 case 23: case 24: case 25:
2399 if (caster_ptr->hold_exp && (randint0(100) < 75)) break;
2400 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..."));
2402 if (caster_ptr->hold_exp) lose_exp(caster_ptr, caster_ptr->exp / 160);
2403 else lose_exp(caster_ptr, caster_ptr->exp / 16);
2404 if (!one_in_(6)) break;
2406 case 26: case 27: case 28:
2410 for (int i = 0; i < A_MAX; i++)
2412 bool is_first_dec_stat = TRUE;
2413 while (is_first_dec_stat || one_in_(2))
2415 (void)do_dec_stat(caster_ptr, i);
2421 (void)do_dec_stat(caster_ptr, randint0(6));
2432 * @brief クリムゾンを発射する / Fire Crimson, evoluting gun.
2433 @ @param shooter_ptr 射撃を行うクリーチャー参照
2434 * @return キャンセルした場合 false.
2436 * Need to analyze size of the window.
2437 * Need more color coding.
2439 bool fire_crimson(player_type *shooter_ptr)
2442 if (!get_aim_dir(shooter_ptr, &dir)) return FALSE;
2444 POSITION tx = shooter_ptr->x + 99 * ddx[dir];
2445 POSITION ty = shooter_ptr->y + 99 * ddy[dir];
2446 if ((dir == 5) && target_okay(shooter_ptr))
2453 if (shooter_ptr->pclass == CLASS_ARCHER)
2455 if (shooter_ptr->lev >= 10) num++;
2456 if (shooter_ptr->lev >= 30) num++;
2457 if (shooter_ptr->lev >= 45) num++;
2460 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2461 for (int i = 0; i < num; i++)
2462 project(shooter_ptr, 0, shooter_ptr->lev / 20 + 1, ty, tx, shooter_ptr->lev*shooter_ptr->lev * 6 / 50, GF_ROCKET, flg, -1);
2469 * @brief 町間のテレポートを行うメインルーチン
2470 * @param caster_ptr プレーヤーへの参照ポインタ
2471 * @return テレポート処理を決定したか否か
2473 bool tele_town(player_type *caster_ptr)
2475 if (caster_ptr->current_floor_ptr->dun_level)
2477 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!"));
2481 if (caster_ptr->current_floor_ptr->inside_arena || caster_ptr->phase_out)
2483 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
2492 for (i = 1; i < max_towns; i++)
2496 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == caster_ptr->town_num) || !(caster_ptr->visit & (1L << (i - 1)))) continue;
2498 sprintf(buf, "%c) %-20s", I2A(i - 1), town_info[i].name);
2505 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
2511 prt(_("どこに行きますか:", "Where do you want to go: "), 0, 0);
2522 else if ((i < 'a') || (i > ('a' + max_towns - 2))) continue;
2523 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;
2527 for (POSITION y = 0; y < current_world_ptr->max_wild_y; y++)
2529 for (POSITION x = 0; x < current_world_ptr->max_wild_x; x++)
2531 if (wilderness[y][x].town == (i - 'a' + 1))
2533 caster_ptr->wilderness_y = y;
2534 caster_ptr->wilderness_x = x;
2539 caster_ptr->leaving = TRUE;
2540 caster_ptr->leave_bldg = TRUE;
2541 caster_ptr->teleport_town = TRUE;
2547 static bool update_player(player_type *caster_ptr)
2549 caster_ptr->update |= PU_COMBINE | PU_REORDER;
2550 caster_ptr->window |= PW_INVEN;
2555 static bool redraw_player(player_type *caster_ptr)
2557 if (caster_ptr->csp > caster_ptr->msp)
2559 caster_ptr->csp = caster_ptr->msp;
2562 caster_ptr->redraw |= PR_MANA;
2563 caster_ptr->update |= PU_COMBINE | PU_REORDER;
2564 caster_ptr->window |= PW_INVEN;