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 "mind/mind-sniper.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 "core/speed-table.h"
39 #include "monster-race/race-flags1.h"
40 #include "monster-race/race-flags7.h"
41 #include "monster/monster-describer.h"
42 #include "monster/monster-flag-types.h"
43 #include "monster/monster-generator.h"
44 #include "monster/monster-info.h"
45 #include "monster/monster-list.h"
46 #include "monster/monster-processor.h"
47 #include "monster/monster-remover.h"
48 #include "monster/monster-status.h"
49 #include "monster/monster-update.h"
50 #include "monster/monster-util.h"
51 #include "monster/place-monster-types.h"
52 #include "mspell/monster-spell.h"
53 #include "object-enchant/artifact.h"
54 #include "object-enchant/item-feeling.h"
55 #include "object/item-use-flags.h"
56 #include "object/object-info.h"
57 #include "perception/identification.h"
58 #include "perception/object-perception.h"
59 #include "object-enchant/object-boost.h"
60 #include "object-enchant/object-ego.h"
61 #include "object/object-flavor.h"
62 #include "object/object-generator.h"
63 #include "object/object-hook.h"
64 #include "object/object-kind.h"
65 #include "object/object-mark-types.h"
66 #include "object/object-value.h"
67 #include "object-enchant/special-object-flags.h"
68 #include "object-enchant/tr-types.h"
69 #include "object-enchant/trc-types.h"
70 #include "player/avatar.h"
71 #include "player/player-class.h"
72 #include "player/player-damage.h"
73 #include "player/player-effects.h"
74 #include "player/player-move.h"
75 #include "player/player-personalities-table.h"
76 #include "player/player-skill.h"
77 #include "player/player-status.h"
78 #include "spell/process-effect.h"
79 #include "spell-kind/earthquake.h"
80 #include "spell-kind/spells-floor.h"
81 #include "spell-kind/spells-launcher.h"
82 #include "spell-kind/spells-sight.h"
83 #include "spell-kind/spells-teleport.h"
84 #include "spell/spells-execution.h"
85 #include "spell/spells-summon.h"
86 #include "spell/spells-type.h"
87 #include "spell/technic-info-table.h"
88 #include "term/term-color-types.h"
89 #include "util/util.h"
90 #include "view/display-main-window.h"
91 #include "world/world.h"
93 // todo コピペ感が強くなったので関数化
94 static bool update_player(player_type *caster_ptr);
95 static bool redraw_player(player_type *caster_ptr);
98 * @brief プレイヤーの帰還発動及び中止処理 /
99 * Recall the player to town or dungeon
100 * @param creature_ptr プレーヤーへの参照ポインタ
101 * @param turns 発動までのターン数
104 bool recall_player(player_type *creature_ptr, TIME_EFFECT turns)
107 * TODO: Recall the player to the last
108 * visited town when in the wilderness
110 if (creature_ptr->current_floor_ptr->inside_arena || ironman_downward)
112 msg_print(_("何も起こらなかった。", "Nothing happens."));
116 bool is_special_floor = creature_ptr->current_floor_ptr->dun_level > 0;
117 is_special_floor &= max_dlv[creature_ptr->dungeon_idx] > creature_ptr->current_floor_ptr->dun_level;
118 is_special_floor &= !creature_ptr->current_floor_ptr->inside_quest;
119 is_special_floor &= !creature_ptr->word_recall;
120 if (is_special_floor)
122 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? ")))
124 max_dlv[creature_ptr->dungeon_idx] = creature_ptr->current_floor_ptr->dun_level;
126 exe_write_diary(creature_ptr, DIARY_TRUMP, creature_ptr->dungeon_idx, _("帰還のときに", "when recalled from dungeon"));
131 if (creature_ptr->word_recall)
133 creature_ptr->word_recall = 0;
134 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
135 creature_ptr->redraw |= (PR_STATUS);
139 if (!creature_ptr->current_floor_ptr->dun_level)
141 DUNGEON_IDX select_dungeon;
142 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
143 if (!select_dungeon) return FALSE;
144 creature_ptr->recall_dungeon = select_dungeon;
147 creature_ptr->word_recall = turns;
148 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
149 creature_ptr->redraw |= (PR_STATUS);
154 bool free_level_recall(player_type *creature_ptr)
156 DUNGEON_IDX select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
157 if (!select_dungeon) return FALSE;
159 DEPTH max_depth = d_info[select_dungeon].maxdepth;
160 if (select_dungeon == DUNGEON_ANGBAND)
162 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
163 else if (quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
166 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? "),
167 d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
173 creature_ptr->word_recall = 1;
174 creature_ptr->recall_dungeon = select_dungeon;
175 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));
177 exe_write_diary(creature_ptr, DIARY_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
179 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
181 creature_ptr->redraw |= PR_STATUS;
188 * @param caster_ptr プレーヤーへの参照ポインタ
189 * @return リセット処理が実際に行われたらTRUEを返す
191 bool reset_recall(player_type *caster_ptr)
193 int select_dungeon, dummy = 0;
197 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
198 if (ironman_downward)
200 msg_print(_("何も起こらなかった。", "Nothing happens."));
204 if (!select_dungeon) return FALSE;
205 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
206 (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
207 sprintf(tmp_val, "%d", (int)MAX(caster_ptr->current_floor_ptr->dun_level, 1));
209 if (!get_string(ppp, tmp_val, 10))
214 dummy = atoi(tmp_val);
215 if (dummy < 1) dummy = 1;
216 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
217 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
219 max_dlv[select_dungeon] = dummy;
222 exe_write_diary(caster_ptr, DIARY_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
224 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);
226 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
233 * @brief プレイヤーの装備劣化処理 /
234 * Apply disenchantment to the player's stuff
235 * @param target_ptr プレーヤーへの参照ポインタ
236 * @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
237 * @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 /
238 * Return "TRUE" if the player notices anything
240 bool apply_disenchant(player_type *target_ptr, BIT_FLAGS mode)
245 case 1: t = INVEN_RARM; break;
246 case 2: t = INVEN_LARM; break;
247 case 3: t = INVEN_BOW; break;
248 case 4: t = INVEN_BODY; break;
249 case 5: t = INVEN_OUTER; break;
250 case 6: t = INVEN_HEAD; break;
251 case 7: t = INVEN_HANDS; break;
252 case 8: t = INVEN_FEET; break;
256 o_ptr = &target_ptr->inventory_list[t];
257 if (!o_ptr->k_idx) return FALSE;
259 if (!object_is_weapon_armour_ammo(o_ptr))
262 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
267 GAME_TEXT o_name[MAX_NLEN];
268 object_desc(target_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
269 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
272 msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
274 msg_format("Your %s (%c) resist%s disenchantment!", o_name, index_to_label(t),
275 ((o_ptr->number != 1) ? "" : "s"));
280 int to_h = o_ptr->to_h;
281 int to_d = o_ptr->to_d;
282 int to_a = o_ptr->to_a;
283 int pval = o_ptr->pval;
285 if (o_ptr->to_h > 0) o_ptr->to_h--;
286 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
288 if (o_ptr->to_d > 0) o_ptr->to_d--;
289 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
291 if (o_ptr->to_a > 0) o_ptr->to_a--;
292 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
294 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
296 bool is_actually_disenchanted = to_h != o_ptr->to_h;
297 is_actually_disenchanted |= to_d != o_ptr->to_d;
298 is_actually_disenchanted |= to_a != o_ptr->to_a;
299 is_actually_disenchanted |= pval != o_ptr->pval;
300 if (!is_actually_disenchanted) return TRUE;
303 msg_format("%s(%c)は劣化してしまった!", o_name, index_to_label(t));
305 msg_format("Your %s (%c) %s disenchanted!", o_name, index_to_label(t),
306 ((o_ptr->number != 1) ? "were" : "was"));
308 chg_virtue(target_ptr, V_HARMONY, 1);
309 chg_virtue(target_ptr, V_ENCHANT, -2);
310 target_ptr->update |= (PU_BONUS);
311 target_ptr->window |= (PW_EQUIP | PW_PLAYER);
313 calc_android_exp(target_ptr);
319 * @brief 虚無招来によるフロア中の全壁除去処理 /
320 * Vanish all walls in this floor
321 * @param caster_ptr プレーヤーへの参照ポインタ
322 * @params caster_ptr 術者の参照ポインタ
323 * @return 実際に処理が反映された場合TRUE
325 bool vanish_dungeon(player_type *caster_ptr)
327 bool is_special_floor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
328 is_special_floor |= !caster_ptr->current_floor_ptr->dun_level;
329 if (is_special_floor) return FALSE;
334 GAME_TEXT m_name[MAX_NLEN];
335 for (POSITION y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++)
337 for (POSITION x = 1; x < caster_ptr->current_floor_ptr->width - 1; x++)
339 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
341 f_ptr = &f_info[g_ptr->feat];
342 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
343 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
344 if (g_ptr->m_idx && monster_csleep_remaining(m_ptr))
346 (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
349 monster_desc(caster_ptr, m_name, m_ptr, 0);
350 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
354 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(caster_ptr, y, x, FF_HURT_DISI);
358 for (POSITION x = 0; x < caster_ptr->current_floor_ptr->width; x++)
360 g_ptr = &caster_ptr->current_floor_ptr->grid_array[0][x];
361 f_ptr = &f_info[g_ptr->mimic];
362 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
364 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
366 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
367 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
370 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->current_floor_ptr->height - 1][x];
371 f_ptr = &f_info[g_ptr->mimic];
372 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
374 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
376 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
377 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
381 /* Special boundary walls -- Left and right */
382 for (POSITION y = 1; y < (caster_ptr->current_floor_ptr->height - 1); y++)
384 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][0];
385 f_ptr = &f_info[g_ptr->mimic];
386 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
388 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
390 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
391 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
394 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][caster_ptr->current_floor_ptr->width - 1];
395 f_ptr = &f_info[g_ptr->mimic];
396 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
398 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
400 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
401 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
405 caster_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
406 caster_ptr->redraw |= (PR_MAP);
407 caster_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
414 * @param caster_ptr プレーヤーへの参照ポインタ
417 * Sorry, it becomes not (void)...
419 void call_the_void(player_type *caster_ptr)
423 for (int i = 0; i < 9; i++)
425 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->y + ddy_ddd[i]][caster_ptr->x + ddx_ddd[i]];
427 if (!cave_have_flag_grid(g_ptr, FF_PROJECT))
429 if (!g_ptr->mimic || !have_flag(f_info[g_ptr->mimic].flags, FF_PROJECT) ||
430 !permanent_wall(&f_info[g_ptr->feat]))
440 for (int i = 1; i < 10; i++)
442 if (i - 5) fire_ball(caster_ptr, GF_ROCKET, i, 175, 2);
445 for (int i = 1; i < 10; i++)
447 if (i - 5) fire_ball(caster_ptr, GF_MANA, i, 175, 3);
450 for (int i = 1; i < 10; i++)
452 if (i - 5) fire_ball(caster_ptr, GF_NUKE, i, 175, 4);
458 bool is_special_fllor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
459 is_special_fllor |= !caster_ptr->current_floor_ptr->dun_level;
460 if (is_special_fllor)
462 msg_print(_("地面が揺れた。", "The ground trembles."));
467 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
468 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
470 msg_format("You %s the %s too close to a wall!",
471 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
472 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
474 msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
478 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."));
479 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
483 if (destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 15 + caster_ptr->lev + randint0(11), FALSE))
484 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
486 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
487 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
492 * @brief アイテム引き寄せ処理 /
493 * Fetch an item (teleport it right underneath the caster)
494 * @param caster_ptr プレーヤーへの参照ポインタ
497 * @param require_los 射線の通りを要求するならばTRUE
500 void fetch(player_type *caster_ptr, DIRECTION dir, WEIGHT wgt, bool require_los)
504 GAME_TEXT o_name[MAX_NLEN];
506 if (caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx)
508 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."));
513 if (dir == 5 && target_okay(caster_ptr))
518 if (distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE)
520 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!"));
524 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
527 msg_print(_("そこには何もありません。", "There is no object at this place."));
531 if (g_ptr->info & CAVE_ICKY)
533 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."));
539 if (!player_has_los_bold(caster_ptr, ty, tx))
541 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."));
544 else if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, ty, tx))
546 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
555 bool is_first_loop = TRUE;
556 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
557 while (is_first_loop || !g_ptr->o_idx)
559 is_first_loop = FALSE;
562 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
564 if ((distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE) ||
565 !cave_have_flag_bold(caster_ptr->current_floor_ptr, ty, tx, FF_PROJECT)) return;
569 o_ptr = &caster_ptr->current_floor_ptr->o_list[g_ptr->o_idx];
570 if (o_ptr->weight > wgt)
572 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
576 OBJECT_IDX i = g_ptr->o_idx;
577 g_ptr->o_idx = o_ptr->next_o_idx;
578 caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx = i; /* 'move' it */
580 o_ptr->next_o_idx = 0;
581 o_ptr->iy = caster_ptr->y;
582 o_ptr->ix = caster_ptr->x;
584 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
585 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);
587 note_spot(caster_ptr, caster_ptr->y, caster_ptr->x);
588 caster_ptr->redraw |= PR_MAP;
594 * @param caster_ptr プレーヤーへの参照ポインタ
597 void reserve_alter_reality(player_type *caster_ptr)
599 if (caster_ptr->current_floor_ptr->inside_arena || ironman_downward)
601 msg_print(_("何も起こらなかった。", "Nothing happens."));
605 if (caster_ptr->alter_reality)
607 caster_ptr->alter_reality = 0;
608 msg_print(_("景色が元に戻った...", "The view around you returns to normal..."));
609 caster_ptr->redraw |= PR_STATUS;
613 TIME_EFFECT turns = randint0(21) + 15;
614 caster_ptr->alter_reality = turns;
615 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
616 caster_ptr->redraw |= PR_STATUS;
621 * @brief 全所持アイテム鑑定処理 /
622 * Identify everything being carried.
623 * Done by a potion of "self knowledge".
624 * @param target_ptr プレーヤーへの参照ポインタ
627 void identify_pack(player_type *target_ptr)
629 for (INVENTORY_IDX i = 0; i < INVEN_TOTAL; i++)
631 object_type *o_ptr = &target_ptr->inventory_list[i];
632 if (!o_ptr->k_idx) continue;
634 identify_item(target_ptr, o_ptr);
635 autopick_alter_item(target_ptr, i, FALSE);
642 * Removes curses from items in inventory
643 * @param creature_ptr プレーヤーへの参照ポインタ
644 * @param all 軽い呪いまでの解除ならば0
645 * @return 解呪されたアイテムの数
648 * Note that Items which are "Perma-Cursed" (The One Ring,
649 * The Crown of Morgoth) can NEVER be uncursed.
651 * Note that if "all" is FALSE, then Items which are
652 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
653 * will not be uncursed.
656 static int remove_curse_aux(player_type *creature_ptr, int all)
659 for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
661 object_type *o_ptr = &creature_ptr->inventory_list[i];
662 if (!o_ptr->k_idx) continue;
663 if (!object_is_cursed(o_ptr)) continue;
664 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
665 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
667 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
671 o_ptr->curse_flags = 0L;
672 o_ptr->ident |= (IDENT_SENSE);
673 o_ptr->feeling = FEEL_NONE;
675 creature_ptr->update |= (PU_BONUS);
676 creature_ptr->window |= (PW_EQUIP);
681 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."));
688 * @brief 装備の軽い呪い解呪処理 /
690 * @param caster_ptr プレーヤーへの参照ポインタ
693 int remove_curse(player_type *caster_ptr)
695 return remove_curse_aux(caster_ptr, FALSE);
700 * @brief 装備の重い呪い解呪処理 /
704 int remove_all_curse(player_type *caster_ptr)
706 return remove_curse_aux(caster_ptr, TRUE);
711 * @brief アイテムの価値に応じた錬金術処理 /
712 * Turns an object into gold, gain some of its value in a shop
713 * @param caster_ptr プレーヤーへの参照ポインタ
714 * @return 処理が実際に行われたらTRUEを返す
716 bool alchemy(player_type *caster_ptr)
719 if (command_arg > 0) force = TRUE;
721 concptr q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
722 concptr s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
725 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
726 if (!o_ptr) return FALSE;
729 if (o_ptr->number > 1)
731 amt = get_quantity(NULL, o_ptr->number);
732 if (amt <= 0) return FALSE;
735 ITEM_NUMBER old_number = o_ptr->number;
737 GAME_TEXT o_name[MAX_NLEN];
738 object_desc(caster_ptr, o_name, o_ptr, 0);
739 o_ptr->number = old_number;
743 if (confirm_destroy || (object_value(o_ptr) > 0))
745 char out_val[MAX_NLEN + 40];
746 sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
747 if (!get_check(out_val)) return FALSE;
751 if (!can_player_destroy_object(o_ptr))
753 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);
757 PRICE price = object_value_real(o_ptr);
760 msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
761 vary_item(caster_ptr, item, -amt);
767 if (amt > 1) price *= amt;
769 if (price > 30000) price = 30000;
770 msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
772 caster_ptr->au += price;
773 caster_ptr->redraw |= PR_GOLD;
774 caster_ptr->window |= PW_PLAYER;
775 vary_item(caster_ptr, item, -amt);
781 * @brief アーティファクト生成の巻物処理 /
782 * @param caster_ptr プレーヤーへの参照ポインタ
783 * @return 生成が実際に試みられたらTRUEを返す
785 bool artifact_scroll(player_type *caster_ptr)
787 item_tester_hook = item_tester_hook_nameless_weapon_armour;
789 concptr q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
790 concptr s = _("強化できるアイテムがない。", "You have nothing to enchant.");
793 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
794 if (!o_ptr) return FALSE;
796 GAME_TEXT o_name[MAX_NLEN];
797 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
799 msg_format("%s は眩い光を発した!",o_name);
801 msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
805 if (object_is_artifact(o_ptr))
808 msg_format("%sは既に伝説のアイテムです!", o_name );
810 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
814 else if (object_is_ego(o_ptr))
817 msg_format("%sは既に名のあるアイテムです!", o_name );
819 msg_format("The %s %s already %s!",
820 o_name, ((o_ptr->number > 1) ? "are" : "is"),
821 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
825 else if (o_ptr->xtra3)
828 msg_format("%sは既に強化されています!", o_name );
830 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"),
831 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
836 if (o_ptr->number > 1)
838 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!"));
840 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
842 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
847 inven_item_increase(caster_ptr, item, 1 - (o_ptr->number));
851 floor_item_increase(caster_ptr->current_floor_ptr, 0 - item, 1 - (o_ptr->number));
855 okay = become_random_artifact(caster_ptr, o_ptr, TRUE);
860 if (flush_failure) flush();
861 msg_print(_("強化に失敗した。", "The enchantment failed."));
862 if (one_in_(3)) chg_virtue(caster_ptr, V_ENCHANT, -1);
863 calc_android_exp(caster_ptr);
869 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
870 exe_write_diary(caster_ptr, DIARY_ART_SCROLL, 0, o_name);
873 chg_virtue(caster_ptr, V_ENCHANT, 1);
874 calc_android_exp(caster_ptr);
882 * @param owner_ptr プレーヤーへの参照ポインタ
883 * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
884 * @return 実際に鑑定できたらTRUEを返す
886 bool identify_item(player_type *owner_ptr, object_type *o_ptr)
888 GAME_TEXT o_name[MAX_NLEN];
889 object_desc(owner_ptr, o_name, o_ptr, 0);
891 bool old_known = FALSE;
892 if (o_ptr->ident & IDENT_KNOWN)
895 if (!object_is_fully_known(o_ptr))
897 if (object_is_artifact(o_ptr) || one_in_(5))
898 chg_virtue(owner_ptr, V_KNOWLEDGE, 1);
901 object_aware(owner_ptr, o_ptr);
903 o_ptr->marked |= OM_TOUCHED;
905 owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
906 owner_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
908 strcpy(record_o_name, o_name);
909 record_turn = current_world_ptr->game_turn;
911 object_desc(owner_ptr, o_name, o_ptr, OD_NAME_ONLY);
913 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
914 exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
915 if(record_rand_art && !old_known && o_ptr->art_name)
916 exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
923 * @brief アイテム鑑定のメインルーチン処理 /
924 * Identify an object in the inventory (or on the floor)
925 * @param caster_ptr プレーヤーへの参照ポインタ
926 * @param only_equip 装備品のみを対象とするならばTRUEを返す
927 * @return 実際に鑑定を行ったならばTRUEを返す
929 * This routine does *not* automatically combine objects.
930 * Returns TRUE if something was identified, else FALSE.
932 bool ident_spell(player_type *caster_ptr, bool only_equip, tval_type item_tester_tval)
935 item_tester_hook = item_tester_hook_identify_weapon_armour;
937 item_tester_hook = item_tester_hook_identify;
940 if (can_get_item(caster_ptr, item_tester_tval))
942 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
947 item_tester_hook = object_is_weapon_armour_ammo;
949 item_tester_hook = NULL;
951 q = _("すべて鑑定済みです。 ", "All items are identified. ");
954 concptr s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
957 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
958 if (!o_ptr) return FALSE;
960 bool old_known = identify_item(caster_ptr, o_ptr);
962 GAME_TEXT o_name[MAX_NLEN];
963 object_desc(caster_ptr, o_name, o_ptr, 0);
964 if (item >= INVEN_RARM)
966 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
970 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
974 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
977 autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
983 * @brief アイテム凡庸化のメインルーチン処理 /
984 * Identify an object in the inventory (or on the floor)
985 * @param owner_ptr プレーヤーへの参照ポインタ
986 * @param only_equip 装備品のみを対象とするならばTRUEを返す
987 * @return 実際に凡庸化をを行ったならばTRUEを返す
990 * Mundanify an object in the inventory (or on the floor)
991 * This routine does *not* automatically combine objects.
992 * Returns TRUE if something was mundanified, else FALSE.
995 bool mundane_spell(player_type *owner_ptr, bool only_equip)
997 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
1001 concptr q = _("どれを使いますか?", "Use which item? ");
1002 concptr s = _("使えるものがありません。", "You have nothing you can use.");
1004 o_ptr = choose_object(owner_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1005 if (!o_ptr) return FALSE;
1007 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
1008 POSITION iy = o_ptr->iy;
1009 POSITION ix = o_ptr->ix;
1010 OBJECT_IDX next_o_idx = o_ptr->next_o_idx;
1011 byte marked = o_ptr->marked;
1012 WEIGHT weight = o_ptr->number * o_ptr->weight;
1013 u16b inscription = o_ptr->inscription;
1015 object_prep(o_ptr, o_ptr->k_idx);
1019 o_ptr->next_o_idx = next_o_idx;
1020 o_ptr->marked = marked;
1021 o_ptr->inscription = inscription;
1022 if (item >= 0) owner_ptr->total_weight += (o_ptr->weight - weight);
1024 calc_android_exp(owner_ptr);
1030 * @brief アイテム*鑑定*のメインルーチン処理 /
1031 * Identify an object in the inventory (or on the floor)
1032 * @param caster_ptr プレーヤーへの参照ポインタ
1033 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1034 * @return 実際に鑑定を行ったならばTRUEを返す
1036 * Fully "identify" an object in the inventory -BEN-
1037 * This routine returns TRUE if an item was identified.
1039 bool identify_fully(player_type *caster_ptr, bool only_equip, tval_type item_tester_tval)
1042 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
1044 item_tester_hook = item_tester_hook_identify_fully;
1047 if (can_get_item(caster_ptr, item_tester_tval))
1049 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
1054 item_tester_hook = object_is_weapon_armour_ammo;
1056 item_tester_hook = NULL;
1058 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
1061 concptr s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
1065 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1066 if (!o_ptr) return FALSE;
1068 bool old_known = identify_item(caster_ptr, o_ptr);
1070 o_ptr->ident |= (IDENT_FULL_KNOWN);
1071 handle_stuff(caster_ptr);
1073 GAME_TEXT o_name[MAX_NLEN];
1074 object_desc(caster_ptr, o_name, o_ptr, 0);
1075 if (item >= INVEN_RARM)
1077 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
1081 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
1085 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
1088 (void)screen_object(caster_ptr, o_ptr, 0L);
1089 autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
1096 * Recharge a wand/staff/rod from the pack or on the floor.
1097 * This function has been rewritten in Oangband and ZAngband.
1098 * @param caster_ptr プレーヤーへの参照ポインタ
1099 * @param power 充填パワー
1100 * @return ターン消費を要する処理まで進んだらTRUEを返す
1102 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
1103 * Chaos -- Arcane Binding --> recharge(90)
1105 * Scroll of recharging --> recharge(130)
1106 * Artifact activation/Thingol --> recharge(130)
1108 * It is harder to recharge high level, and highly charged wands,
1109 * staffs, and rods. The more wands in a stack, the more easily and
1110 * strongly they recharge. Staffs, however, each get fewer charges if
1113 * Beware of "sliding index errors".
1115 bool recharge(player_type *caster_ptr, int power)
1117 item_tester_hook = item_tester_hook_recharge;
1118 concptr q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
1119 concptr s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
1123 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1124 if (!o_ptr) return FALSE;
1127 k_ptr = &k_info[o_ptr->k_idx];
1128 DEPTH lev = k_info[o_ptr->k_idx].level;
1130 TIME_EFFECT recharge_amount;
1131 int recharge_strength;
1132 bool is_recharge_successful = TRUE;
1133 if (o_ptr->tval == TV_ROD)
1135 recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
1136 if (one_in_(recharge_strength))
1138 is_recharge_successful = FALSE;
1142 recharge_amount = (power * damroll(3, 2));
1143 if (o_ptr->timeout > recharge_amount)
1144 o_ptr->timeout -= recharge_amount;
1151 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
1152 recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
1153 else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
1155 if (recharge_strength < 0) recharge_strength = 0;
1157 if (one_in_(recharge_strength))
1159 is_recharge_successful = FALSE;
1163 recharge_amount = randint1(1 + k_ptr->pval / 2);
1164 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
1167 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
1168 if (recharge_amount < 1) recharge_amount = 1;
1169 if (recharge_amount > 12) recharge_amount = 12;
1172 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
1174 recharge_amount /= (TIME_EFFECT)o_ptr->number;
1175 if (recharge_amount < 1) recharge_amount = 1;
1178 o_ptr->pval += recharge_amount;
1179 o_ptr->ident &= ~(IDENT_KNOWN);
1180 o_ptr->ident &= ~(IDENT_EMPTY);
1184 if (!is_recharge_successful)
1186 return update_player(caster_ptr);
1190 GAME_TEXT o_name[MAX_NLEN];
1191 if (object_is_fixed_artifact(o_ptr))
1193 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1194 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);
1195 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
1196 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
1197 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
1199 return update_player(caster_ptr);
1202 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1204 if (IS_WIZARD_CLASS(caster_ptr) || caster_ptr->pclass == CLASS_MAGIC_EATER || caster_ptr->pclass == CLASS_BLUE_MAGE)
1206 /* 10% chance to blow up one rod, otherwise draining. */
1207 if (o_ptr->tval == TV_ROD)
1209 if (one_in_(10)) fail_type = 2;
1212 /* 75% chance to blow up one wand, otherwise draining. */
1213 else if (o_ptr->tval == TV_WAND)
1215 if (!one_in_(3)) fail_type = 2;
1218 /* 50% chance to blow up one staff, otherwise no effect. */
1219 else if (o_ptr->tval == TV_STAFF)
1221 if (one_in_(2)) fail_type = 2;
1227 /* 33% chance to blow up one rod, otherwise draining. */
1228 if (o_ptr->tval == TV_ROD)
1230 if (one_in_(3)) fail_type = 2;
1233 /* 20% chance of the entire stack, else destroy one wand. */
1234 else if (o_ptr->tval == TV_WAND)
1236 if (one_in_(5)) fail_type = 3;
1239 /* Blow up one staff. */
1240 else if (o_ptr->tval == TV_STAFF)
1248 if (o_ptr->tval == TV_ROD)
1250 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!"));
1252 if (o_ptr->timeout < 10000)
1253 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
1255 else if (o_ptr->tval == TV_WAND)
1257 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);
1264 if (o_ptr->number > 1)
1265 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);
1267 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
1269 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
1270 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
1272 vary_item(caster_ptr, item, -1);
1277 if (o_ptr->number > 1)
1278 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);
1280 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
1282 vary_item(caster_ptr, item, -999);
1285 return update_player(caster_ptr);
1290 * @brief クリーチャー全既知呪文を表示する /
1291 * Hack -- Display all known spells in a window
1292 * @param caster_ptr 術者の参照ポインタ
1295 * Need to analyze size of the window.
1296 * Need more color coding.
1298 void display_spell_list(player_type *caster_ptr)
1302 const magic_type *s_ptr;
1303 GAME_TEXT name[MAX_NLEN];
1308 if (caster_ptr->pclass == CLASS_SORCERER) return;
1309 if (caster_ptr->pclass == CLASS_RED_MAGE) return;
1310 if (caster_ptr->pclass == CLASS_SNIPER)
1312 display_snipe_list(caster_ptr);
1316 if ((caster_ptr->pclass == CLASS_MINDCRAFTER) ||
1317 (caster_ptr->pclass == CLASS_BERSERKER) ||
1318 (caster_ptr->pclass == CLASS_NINJA) ||
1319 (caster_ptr->pclass == CLASS_MIRROR_MASTER) ||
1320 (caster_ptr->pclass == CLASS_FORCETRAINER))
1322 PERCENTAGE minfail = 0;
1323 PLAYER_LEVEL plev = caster_ptr->lev;
1324 PERCENTAGE chance = 0;
1329 bool use_hp = FALSE;
1335 put_str(_("名前", "Name"), y, x + 5);
1336 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
1338 switch(caster_ptr->pclass)
1340 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
1341 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
1342 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
1343 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1344 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
1345 default: use_mind = 0;break;
1348 for (int i = 0; i < MAX_MIND_POWERS; i++)
1350 byte a = TERM_WHITE;
1351 spell = mind_powers[use_mind].info[i];
1352 if (spell.min_lev > plev) break;
1354 chance = spell.fail;
1355 chance -= 3 * (caster_ptr->lev - spell.min_lev);
1356 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1359 if (spell.mana_cost > caster_ptr->csp)
1361 chance += 5 * (spell.mana_cost - caster_ptr->csp);
1367 if (spell.mana_cost > caster_ptr->chp)
1374 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
1375 if (chance < minfail) chance = minfail;
1377 if (caster_ptr->stun > 50) chance += 25;
1378 else if (caster_ptr->stun) chance += 15;
1380 if (chance > 95) chance = 95;
1382 mindcraft_info(caster_ptr, comment, use_mind, i);
1383 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
1385 spell.min_lev, spell.mana_cost, chance, comment);
1387 Term_putstr(x, y + i + 1, -1, a, psi_desc);
1393 if (REALM_NONE == caster_ptr->realm1) return;
1395 for (int j = 0; j < ((caster_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
1398 y = (j < 3) ? 0 : (m[j - 3] + 2);
1401 for (int i = 0; i < 32; i++)
1403 byte a = TERM_WHITE;
1405 if (!is_magic((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2))
1407 s_ptr = &technic_info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - MIN_TECHNIC][i % 32];
1411 s_ptr = &mp_ptr->info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - 1][i % 32];
1414 strcpy(name, exe_spell(caster_ptr, (j < 1) ? caster_ptr->realm1 : caster_ptr->realm2, i % 32, SPELL_NAME));
1416 if (s_ptr->slevel >= 99)
1418 strcpy(name, _("(判読不能)", "(illegible)"));
1422 ((caster_ptr->spell_forgotten1 & (1L << i))) :
1423 ((caster_ptr->spell_forgotten2 & (1L << (i % 32)))))
1427 else if (!((j < 1) ?
1428 (caster_ptr->spell_learned1 & (1L << i)) :
1429 (caster_ptr->spell_learned2 & (1L << (i % 32)))))
1433 else if (!((j < 1) ?
1434 (caster_ptr->spell_worked1 & (1L << i)) :
1435 (caster_ptr->spell_worked2 & (1L << (i % 32)))))
1440 sprintf(out_val, "%c/%c) %-20.20s",
1441 I2A(n / 8), I2A(n % 8), name);
1444 Term_putstr(x, m[j], -1, a, out_val);
1452 * @brief 呪文の経験値を返す /
1453 * Returns experience of a spell
1454 * @param caster_ptr プレーヤーへの参照ポインタ
1456 * @param use_realm 魔法領域
1459 EXP experience_of_spell(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
1461 if (caster_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
1462 else if (caster_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
1463 else if (use_realm == caster_ptr->realm1) return caster_ptr->spell_exp[spell];
1464 else if (use_realm == caster_ptr->realm2) return caster_ptr->spell_exp[spell + 32];
1470 * @brief 呪文の消費MPを返す /
1471 * Modify mana consumption rate using spell exp and dec_mana
1472 * @param caster_ptr プレーヤーへの参照ポインタ
1473 * @param need_mana 基本消費MP
1478 MANA_POINT mod_need_mana(player_type *caster_ptr, MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
1480 #define MANA_CONST 2400
1482 #define DEC_MANA_DIV 3
1483 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
1485 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(caster_ptr, spell, realm)) + (MANA_CONST - 1);
1486 need_mana *= caster_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
1487 need_mana /= MANA_CONST * MANA_DIV;
1488 if (need_mana < 1) need_mana = 1;
1492 if (caster_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
1504 * @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) /
1505 * Modify spell fail rate
1506 * Using to_m_chance, dec_mana, easy_spell and heavy_spell
1507 * @param caster_ptr プレーヤーへの参照ポインタ
1508 * @param chance 修正前失敗率
1512 PERCENTAGE mod_spell_chance_1(player_type *caster_ptr, PERCENTAGE chance)
1514 chance += caster_ptr->to_m_chance;
1516 if (caster_ptr->heavy_spell) chance += 20;
1518 if (caster_ptr->dec_mana && caster_ptr->easy_spell) chance -= 4;
1519 else if (caster_ptr->easy_spell) chance -= 3;
1520 else if (caster_ptr->dec_mana) chance -= 2;
1527 * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
1528 * Modify spell fail rate
1529 * Using to_m_chance, dec_mana, easy_spell and heavy_spell
1530 * @param caster_ptr プレーヤーへの参照ポインタ
1531 * @param chance 修正前失敗率
1533 * Modify spell fail rate (as "suffix" process)
1534 * Using dec_mana, easy_spell and heavy_spell
1535 * Note: variable "chance" cannot be negative.
1538 PERCENTAGE mod_spell_chance_2(player_type *caster_ptr, PERCENTAGE chance)
1540 if (caster_ptr->dec_mana) chance--;
1541 if (caster_ptr->heavy_spell) chance += 5;
1542 return MAX(chance, 0);
1547 * @brief 呪文の失敗率計算メインルーチン /
1548 * Returns spell chance of failure for spell -RAK-
1549 * @param caster_ptr プレーヤーへの参照ポインタ
1551 * @param use_realm 魔法領域ID
1554 PERCENTAGE spell_chance(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
1556 if (!mp_ptr->spell_book) return 100;
1557 if (use_realm == REALM_HISSATSU) return 0;
1559 const magic_type *s_ptr;
1560 if (!is_magic(use_realm))
1562 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
1566 s_ptr = &mp_ptr->info[use_realm - 1][spell];
1569 PERCENTAGE chance = s_ptr->sfail;
1570 chance -= 3 * (caster_ptr->lev - s_ptr->slevel);
1571 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1572 if (caster_ptr->riding)
1573 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));
1575 MANA_POINT need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
1576 if (need_mana > caster_ptr->csp)
1578 chance += 5 * (need_mana - caster_ptr->csp);
1581 if ((use_realm != caster_ptr->realm1) && ((caster_ptr->pclass == CLASS_MAGE) || (caster_ptr->pclass == CLASS_PRIEST))) chance += 5;
1583 PERCENTAGE minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
1584 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
1586 if (minfail < 5) minfail = 5;
1589 if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[0]) chance += 25;
1590 if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[1]) chance += 25;
1592 chance = mod_spell_chance_1(caster_ptr, chance);
1593 PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
1597 if ((caster_ptr->align > 50) || (caster_ptr->align < -50)) chance += penalty;
1599 case REALM_LIFE: case REALM_CRUSADE:
1600 if (caster_ptr->align < -20) chance += penalty;
1602 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
1603 if (caster_ptr->align > 20) chance += penalty;
1607 if (chance < minfail) chance = minfail;
1609 if (caster_ptr->stun > 50) chance += 25;
1610 else if (caster_ptr->stun) chance += 15;
1612 if (chance > 95) chance = 95;
1614 if ((use_realm == caster_ptr->realm1) || (use_realm == caster_ptr->realm2)
1615 || (caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
1617 EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
1618 if (exp >= SPELL_EXP_EXPERT) chance--;
1619 if (exp >= SPELL_EXP_MASTER) chance--;
1622 return mod_spell_chance_2(caster_ptr, chance);
1627 * @brief 呪文情報の表示処理 /
1628 * Print a list of spells (for browsing or casting or viewing)
1629 * @param caster_ptr 術者の参照ポインタ
1630 * @param target_spell 呪文ID
1631 * @param spells 表示するスペルID配列の参照ポインタ
1632 * @param num 表示するスペルの数(spellsの要素数)
1633 * @param y 表示メッセージ左上Y座標
1634 * @param x 表示メッセージ左上X座標
1635 * @param use_realm 魔法領域ID
1638 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)
1640 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && current_world_ptr->wizard)
1641 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
1645 if (use_realm == REALM_HISSATSU)
1646 strcpy(buf,_(" Lv MP", " Lv SP"));
1648 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
1650 put_str(_("名前", "Name"), y, x + 5);
1651 put_str(buf, y, x + 29);
1654 if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
1655 else if (use_realm == caster_ptr->realm1) increment = 0;
1656 else if (use_realm == caster_ptr->realm2) increment = 32;
1660 const magic_type *s_ptr;
1665 for (i = 0; i < num; i++)
1667 SPELL_IDX spell = spells[i];
1669 if (!is_magic(use_realm))
1671 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
1675 s_ptr = &mp_ptr->info[use_realm - 1][spell];
1678 MANA_POINT need_mana;
1679 if (use_realm == REALM_HISSATSU)
1680 need_mana = s_ptr->smana;
1683 EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
1684 need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
1685 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
1686 else exp_level = spell_exp_level(exp);
1689 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
1690 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
1691 else if (s_ptr->slevel >= 99) max = TRUE;
1692 else if ((caster_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
1694 strncpy(ryakuji, exp_level_str[exp_level], 4);
1699 if (use_menu && target_spell)
1701 if (i == (target_spell-1))
1702 strcpy(out_val, _(" 》 ", " > "));
1704 strcpy(out_val, " ");
1706 else sprintf(out_val, " %c) ", I2A(i));
1708 if (s_ptr->slevel >= 99)
1710 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
1711 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
1715 strcpy(info, exe_spell(caster_ptr, use_realm, spell, SPELL_INFO));
1716 concptr comment = info;
1717 byte line_attr = TERM_WHITE;
1718 if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
1720 if (s_ptr->slevel > caster_ptr->max_plv)
1722 comment = _("未知", "unknown");
1723 line_attr = TERM_L_BLUE;
1725 else if (s_ptr->slevel > caster_ptr->lev)
1727 comment = _("忘却", "forgotten");
1728 line_attr = TERM_YELLOW;
1731 else if ((use_realm != caster_ptr->realm1) && (use_realm != caster_ptr->realm2))
1733 comment = _("未知", "unknown");
1734 line_attr = TERM_L_BLUE;
1736 else if ((use_realm == caster_ptr->realm1) ?
1737 ((caster_ptr->spell_forgotten1 & (1L << spell))) :
1738 ((caster_ptr->spell_forgotten2 & (1L << spell))))
1740 comment = _("忘却", "forgotten");
1741 line_attr = TERM_YELLOW;
1743 else if (!((use_realm == caster_ptr->realm1) ?
1744 (caster_ptr->spell_learned1 & (1L << spell)) :
1745 (caster_ptr->spell_learned2 & (1L << spell))))
1747 comment = _("未知", "unknown");
1748 line_attr = TERM_L_BLUE;
1750 else if (!((use_realm == caster_ptr->realm1) ?
1751 (caster_ptr->spell_worked1 & (1L << spell)) :
1752 (caster_ptr->spell_worked2 & (1L << spell))))
1754 comment = _("未経験", "untried");
1755 line_attr = TERM_L_GREEN;
1758 if (use_realm == REALM_HISSATSU)
1760 strcat(out_val, format("%-25s %2d %4d",
1761 exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), s_ptr->slevel, need_mana));
1765 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
1766 exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), (max ? '!' : ' '), ryakuji,
1767 s_ptr->slevel, need_mana, spell_chance(caster_ptr, spell, use_realm), comment));
1770 c_prt(line_attr, out_val, y + i + 1, x);
1773 prt("", y + i + 1, x);
1778 * @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 /
1779 * Helper function -- return a "nearby" race for polymorphing
1780 * @param floor_ptr 配置するフロアの参照ポインタ
1781 * @param r_idx 基準となるモンスター種族ID
1782 * @return 変更先のモンスター種族ID
1784 * Note that this function is one of the more "dangerous" ones...
1786 static MONRACE_IDX poly_r_idx(player_type *caster_ptr, MONRACE_IDX r_idx)
1788 monster_race *r_ptr = &r_info[r_idx];
1789 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags1 & RF1_QUESTOR))
1792 DEPTH lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
1793 DEPTH lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
1795 for (int i = 0; i < 1000; i++)
1797 r = get_mon_num(caster_ptr, (caster_ptr->current_floor_ptr->dun_level + r_ptr->level) / 2 + 5, 0);
1801 if (r_ptr->flags1 & RF1_UNIQUE) continue;
1802 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
1813 * @brief 指定座標にいるモンスターを変身させる /
1814 * Helper function -- return a "nearby" race for polymorphing
1815 * @param caster_ptr プレーヤーへの参照ポインタ
1818 * @return 実際に変身したらTRUEを返す
1820 bool polymorph_monster(player_type *caster_ptr, POSITION y, POSITION x)
1822 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
1823 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
1824 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
1825 MONRACE_IDX new_r_idx;
1826 MONRACE_IDX old_r_idx = m_ptr->r_idx;
1827 bool targeted = (target_who == g_ptr->m_idx) ? TRUE : FALSE;
1828 bool health_tracked = (caster_ptr->health_who == g_ptr->m_idx) ? TRUE : FALSE;
1830 if (floor_ptr->inside_arena || caster_ptr->phase_out) return FALSE;
1831 if ((caster_ptr->riding == g_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
1833 monster_type back_m = *m_ptr;
1834 new_r_idx = poly_r_idx(caster_ptr, old_r_idx);
1835 if (new_r_idx == old_r_idx) return FALSE;
1837 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
1838 OBJECT_IDX this_o_idx, next_o_idx = 0;
1840 BIT_FLAGS mode = 0L;
1841 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
1842 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
1843 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
1845 m_ptr->hold_o_idx = 0;
1846 delete_monster_idx(caster_ptr, g_ptr->m_idx);
1847 bool polymorphed = FALSE;
1848 if (place_monster_aux(caster_ptr, 0, y, x, new_r_idx, mode))
1850 floor_ptr->m_list[hack_m_idx_ii].nickname = back_m.nickname;
1851 floor_ptr->m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
1852 floor_ptr->m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
1857 if (place_monster_aux(caster_ptr, 0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
1859 floor_ptr->m_list[hack_m_idx_ii] = back_m;
1860 mproc_init(floor_ptr);
1862 else preserve_hold_objects = FALSE;
1865 if (preserve_hold_objects)
1867 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
1869 object_type *o_ptr = &floor_ptr->o_list[this_o_idx];
1870 next_o_idx = o_ptr->next_o_idx;
1871 o_ptr->held_m_idx = hack_m_idx_ii;
1874 else if (back_m.hold_o_idx)
1876 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
1878 next_o_idx = floor_ptr->o_list[this_o_idx].next_o_idx;
1879 delete_object_idx(caster_ptr, this_o_idx);
1883 if (targeted) target_who = hack_m_idx_ii;
1884 if (health_tracked) health_track(caster_ptr, hack_m_idx_ii);
1891 * @param caster_ptr プレーヤーへの参照ポインタ
1893 * @return ターンを消費した場合TRUEを返す
1895 bool eat_magic(player_type *caster_ptr, int power)
1898 GAME_TEXT o_name[MAX_NLEN];
1900 item_tester_hook = item_tester_hook_recharge;
1902 concptr q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
1903 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.");
1907 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1908 if (!o_ptr) return FALSE;
1911 k_ptr = &k_info[o_ptr->k_idx];
1912 DEPTH lev = k_info[o_ptr->k_idx].level;
1914 int recharge_strength = 0;
1915 bool is_eating_successful = TRUE;
1916 if (o_ptr->tval == TV_ROD)
1918 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
1919 if (one_in_(recharge_strength))
1921 is_eating_successful = FALSE;
1925 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
1927 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."));
1931 caster_ptr->csp += lev;
1932 o_ptr->timeout += k_ptr->pval;
1938 recharge_strength = (100 + power - lev) / 15;
1939 if (recharge_strength < 0) recharge_strength = 0;
1941 if (one_in_(recharge_strength))
1943 is_eating_successful = FALSE;
1947 if (o_ptr->pval > 0)
1949 caster_ptr->csp += lev / 2;
1952 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
1957 object_copy(q_ptr, o_ptr);
1962 caster_ptr->total_weight -= q_ptr->weight;
1963 item = store_item_to_inventory(caster_ptr, q_ptr);
1965 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
1970 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
1973 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
1977 if (is_eating_successful)
1979 return redraw_player(caster_ptr);
1982 if (object_is_fixed_artifact(o_ptr))
1984 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1985 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);
1986 if (o_ptr->tval == TV_ROD)
1987 o_ptr->timeout = k_ptr->pval * o_ptr->number;
1988 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
1991 return redraw_player(caster_ptr);
1994 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1996 /* Mages recharge objects more safely. */
1997 if (IS_WIZARD_CLASS(caster_ptr))
1999 /* 10% chance to blow up one rod, otherwise draining. */
2000 if (o_ptr->tval == TV_ROD)
2002 if (one_in_(10)) fail_type = 2;
2005 /* 75% chance to blow up one wand, otherwise draining. */
2006 else if (o_ptr->tval == TV_WAND)
2008 if (!one_in_(3)) fail_type = 2;
2011 /* 50% chance to blow up one staff, otherwise no effect. */
2012 else if (o_ptr->tval == TV_STAFF)
2014 if (one_in_(2)) fail_type = 2;
2019 /* All other classes get no special favors. */
2022 /* 33% chance to blow up one rod, otherwise draining. */
2023 if (o_ptr->tval == TV_ROD)
2025 if (one_in_(3)) fail_type = 2;
2028 /* 20% chance of the entire stack, else destroy one wand. */
2029 else if (o_ptr->tval == TV_WAND)
2031 if (one_in_(5)) fail_type = 3;
2034 /* Blow up one staff. */
2035 else if (o_ptr->tval == TV_STAFF)
2043 if (o_ptr->tval == TV_ROD)
2045 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
2046 "You save your rod from destruction, but all charges are lost."), o_name);
2047 o_ptr->timeout = k_ptr->pval * o_ptr->number;
2049 else if (o_ptr->tval == TV_WAND)
2051 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);
2058 if (o_ptr->number > 1)
2060 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);
2061 /* Reduce rod stack maximum timeout, drain wands. */
2062 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
2063 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
2067 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);
2070 vary_item(caster_ptr, item, -1);
2075 if (o_ptr->number > 1)
2076 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);
2078 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2080 vary_item(caster_ptr, item, -999);
2083 return redraw_player(caster_ptr);
2088 * @brief 皆殺し(全方向攻撃)処理
2089 * @param caster_ptr プレーヤーへの参照ポインタ
2092 void massacre(player_type *caster_ptr)
2095 monster_type *m_ptr;
2096 for (DIRECTION dir = 0; dir < 8; dir++)
2098 POSITION y = caster_ptr->y + ddy_ddd[dir];
2099 POSITION x = caster_ptr->x + ddx_ddd[dir];
2100 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
2101 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2102 if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)))
2103 do_cmd_attack(caster_ptr, y, x, 0);
2110 * @param caster_ptr プレーヤーへの参照ポインタ
2111 * @return コマンドの入力方向に地形があればTRUE
2113 bool eat_rock(player_type *caster_ptr)
2116 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
2117 POSITION y = caster_ptr->y + ddy[dir];
2118 POSITION x = caster_ptr->x + ddx[dir];
2120 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
2121 feature_type *f_ptr, *mimic_f_ptr;
2122 f_ptr = &f_info[g_ptr->feat];
2123 mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
2125 stop_mouth(caster_ptr);
2126 if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
2128 msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
2130 else if (have_flag(f_ptr->flags, FF_PERMANENT))
2132 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);
2134 else if (g_ptr->m_idx)
2136 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2137 msg_print(_("何かが邪魔しています!", "There's something in the way!"));
2139 if (!m_ptr->ml || !is_pet(m_ptr)) do_cmd_attack(caster_ptr, y, x, 0);
2141 else if (have_flag(f_ptr->flags, FF_TREE))
2143 msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
2145 else if (have_flag(f_ptr->flags, FF_GLASS))
2147 msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
2149 else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
2151 (void)set_food(caster_ptr, caster_ptr->food + 3000);
2153 else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
2155 (void)set_food(caster_ptr, caster_ptr->food + 5000);
2159 msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
2160 (void)set_food(caster_ptr, caster_ptr->food + 10000);
2163 cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK);
2164 (void)move_player_effect(caster_ptr, y, x, MPE_DONT_PICKUP);
2169 bool shock_power(player_type *caster_ptr)
2171 int boost = get_current_ki(caster_ptr);
2172 if (heavy_armor(caster_ptr)) boost /= 2;
2176 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
2178 POSITION y = caster_ptr->y + ddy[dir];
2179 POSITION x = caster_ptr->x + ddx[dir];
2180 PLAYER_LEVEL plev = caster_ptr->lev;
2181 HIT_POINT dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
2182 fire_beam(caster_ptr, GF_MISSILE, dir, dam);
2183 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) return TRUE;
2185 POSITION ty = y, tx = x;
2186 POSITION oy = y, ox = x;
2187 MONSTER_IDX m_idx = caster_ptr->current_floor_ptr->grid_array[y][x].m_idx;
2188 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
2189 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2190 GAME_TEXT m_name[MAX_NLEN];
2191 monster_desc(caster_ptr, m_name, m_ptr, 0);
2193 if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
2195 msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
2199 for (int i = 0; i < 5; i++)
2203 if (is_cave_empty_bold(caster_ptr, y, x))
2214 bool is_shock_successful = ty != oy;
2215 is_shock_successful |= tx != ox;
2216 if (is_shock_successful) return TRUE;
2218 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
2219 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
2220 caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
2224 update_monster(caster_ptr, m_idx, TRUE);
2225 lite_spot(caster_ptr, oy, ox);
2226 lite_spot(caster_ptr, ty, tx);
2228 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2229 caster_ptr->update |= (PU_MON_LITE);
2233 bool fetch_monster(player_type *caster_ptr)
2235 monster_type *m_ptr;
2237 GAME_TEXT m_name[MAX_NLEN];
2243 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
2244 m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
2245 if (!m_idx) return FALSE;
2246 if (m_idx == caster_ptr->riding) return FALSE;
2247 if (!player_has_los_bold(caster_ptr, target_row, target_col)) return FALSE;
2248 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) return FALSE;
2249 m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
2250 monster_desc(caster_ptr, m_name, m_ptr, 0);
2251 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
2252 path_n = project_path(caster_ptr, path_g, MAX_RANGE, target_row, target_col, caster_ptr->y, caster_ptr->x, 0);
2253 ty = target_row, tx = target_col;
2254 for (i = 1; i < path_n; i++)
2256 POSITION ny = GRID_Y(path_g[i]);
2257 POSITION nx = GRID_X(path_g[i]);
2258 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[ny][nx];
2260 if (in_bounds(caster_ptr->current_floor_ptr, ny, nx) && is_cave_empty_bold(caster_ptr, ny, nx) &&
2261 !(g_ptr->info & CAVE_OBJECT) &&
2262 !pattern_tile(caster_ptr->current_floor_ptr, ny, nx))
2268 /* Update the old location */
2269 caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx = 0;
2271 /* Update the new location */
2272 caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
2274 /* Move the monster */
2278 /* Wake the monster up */
2279 (void)set_monster_csleep(caster_ptr, m_idx, 0);
2281 update_monster(caster_ptr, m_idx, TRUE);
2282 lite_spot(caster_ptr, target_row, target_col);
2283 lite_spot(caster_ptr, ty, tx);
2285 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2286 caster_ptr->update |= (PU_MON_LITE);
2290 /* Auto-Recall if possible and visible */
2291 if (!caster_ptr->image) monster_race_track(caster_ptr, m_ptr->ap_r_idx);
2292 health_track(caster_ptr, m_idx);
2299 bool booze(player_type *creature_ptr)
2302 if (creature_ptr->pclass != CLASS_MONK) chg_virtue(creature_ptr, V_HARMONY, -1);
2303 else if (!creature_ptr->resist_conf) creature_ptr->special_attack |= ATTACK_SUIKEN;
2304 if (!creature_ptr->resist_conf && set_confused(creature_ptr, randint0(20) + 15))
2309 if (creature_ptr->resist_chaos)
2314 if (one_in_(2) && set_image(creature_ptr, creature_ptr->image + randint0(150) + 150))
2319 if (one_in_(13) && (creature_ptr->pclass != CLASS_MONK))
2322 if (one_in_(3)) lose_all_info(creature_ptr);
2323 else wiz_dark(creature_ptr);
2324 (void)teleport_player_aux(creature_ptr, 100, FALSE, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2325 wiz_dark(creature_ptr);
2326 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..."));
2327 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!"));
2334 bool detonation(player_type *creature_ptr)
2336 msg_print(_("体の中で激しい爆発が起きた!", "Massive explosions rupture your body!"));
2337 take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(50, 20), _("爆発の薬", "a potion of Detonation"), -1);
2338 (void)set_stun(creature_ptr, creature_ptr->stun + 75);
2339 (void)set_cut(creature_ptr,creature_ptr->cut + 5000);
2344 void blood_curse_to_enemy(player_type *caster_ptr, MONSTER_IDX m_idx)
2346 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
2347 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx];
2348 BIT_FLAGS curse_flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
2350 bool is_first_loop = TRUE;
2351 while (is_first_loop || one_in_(5))
2353 is_first_loop = FALSE;
2354 switch (randint1(28))
2359 msg_print(_("地面が揺れた...", "The ground trembles..."));
2360 earthquake(caster_ptr, m_ptr->fy, m_ptr->fx, 4 + randint0(4), 0);
2361 if (!one_in_(6)) break;
2364 case 3: case 4: case 5: case 6:
2367 int extra_dam = damroll(10, 10);
2368 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!"));
2370 project(caster_ptr, 0, 8, m_ptr->fy, m_ptr->fx, extra_dam, GF_MANA, curse_flg, -1);
2371 if (!one_in_(6)) break;
2377 msg_print(_("空間が歪んだ!", "Space warps about you!"));
2379 if (m_ptr->r_idx) teleport_away(caster_ptr, g_ptr->m_idx, damroll(10, 10), TELEPORT_PASSIVE);
2380 if (one_in_(13)) count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
2381 if (!one_in_(6)) break;
2384 case 9: case 10: case 11:
2385 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
2386 project(caster_ptr, 0, 7, m_ptr->fy, m_ptr->fx, 50, GF_DISINTEGRATE, curse_flg, -1);
2387 if (!one_in_(6)) break;
2389 case 12: case 13: case 14: case 15: case 16:
2390 aggravate_monsters(caster_ptr, 0);
2391 if (!one_in_(6)) break;
2394 count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
2395 if (!one_in_(6)) break;
2397 case 19: case 20: case 21: case 22:
2399 bool pet = !one_in_(3);
2400 BIT_FLAGS mode = PM_ALLOW_GROUP;
2402 if (pet) mode |= PM_FORCE_PET;
2403 else mode |= (PM_NO_PET | PM_FORCE_FRIENDLY);
2405 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);
2406 if (!one_in_(6)) break;
2409 case 23: case 24: case 25:
2410 if (caster_ptr->hold_exp && (randint0(100) < 75)) break;
2411 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..."));
2413 if (caster_ptr->hold_exp) lose_exp(caster_ptr, caster_ptr->exp / 160);
2414 else lose_exp(caster_ptr, caster_ptr->exp / 16);
2415 if (!one_in_(6)) break;
2417 case 26: case 27: case 28:
2421 for (int i = 0; i < A_MAX; i++)
2423 bool is_first_dec_stat = TRUE;
2424 while (is_first_dec_stat || one_in_(2))
2426 (void)do_dec_stat(caster_ptr, i);
2432 (void)do_dec_stat(caster_ptr, randint0(6));
2443 * @brief クリムゾンを発射する / Fire Crimson, evoluting gun.
2444 @ @param shooter_ptr 射撃を行うクリーチャー参照
2445 * @return キャンセルした場合 false.
2447 * Need to analyze size of the window.
2448 * Need more color coding.
2450 bool fire_crimson(player_type *shooter_ptr)
2453 if (!get_aim_dir(shooter_ptr, &dir)) return FALSE;
2455 POSITION tx = shooter_ptr->x + 99 * ddx[dir];
2456 POSITION ty = shooter_ptr->y + 99 * ddy[dir];
2457 if ((dir == 5) && target_okay(shooter_ptr))
2464 if (shooter_ptr->pclass == CLASS_ARCHER)
2466 if (shooter_ptr->lev >= 10) num++;
2467 if (shooter_ptr->lev >= 30) num++;
2468 if (shooter_ptr->lev >= 45) num++;
2471 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2472 for (int i = 0; i < num; i++)
2473 project(shooter_ptr, 0, shooter_ptr->lev / 20 + 1, ty, tx, shooter_ptr->lev*shooter_ptr->lev * 6 / 50, GF_ROCKET, flg, -1);
2480 * @brief 町間のテレポートを行うメインルーチン
2481 * @param caster_ptr プレーヤーへの参照ポインタ
2482 * @return テレポート処理を決定したか否か
2484 bool tele_town(player_type *caster_ptr)
2486 if (caster_ptr->current_floor_ptr->dun_level)
2488 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!"));
2492 if (caster_ptr->current_floor_ptr->inside_arena || caster_ptr->phase_out)
2494 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
2503 for (i = 1; i < max_towns; i++)
2507 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == caster_ptr->town_num) || !(caster_ptr->visit & (1L << (i - 1)))) continue;
2509 sprintf(buf, "%c) %-20s", I2A(i - 1), town_info[i].name);
2516 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
2522 prt(_("どこに行きますか:", "Where do you want to go: "), 0, 0);
2533 else if ((i < 'a') || (i > ('a' + max_towns - 2))) continue;
2534 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;
2538 for (POSITION y = 0; y < current_world_ptr->max_wild_y; y++)
2540 for (POSITION x = 0; x < current_world_ptr->max_wild_x; x++)
2542 if (wilderness[y][x].town == (i - 'a' + 1))
2544 caster_ptr->wilderness_y = y;
2545 caster_ptr->wilderness_x = x;
2550 caster_ptr->leaving = TRUE;
2551 caster_ptr->leave_bldg = TRUE;
2552 caster_ptr->teleport_town = TRUE;
2558 static bool update_player(player_type *caster_ptr)
2560 caster_ptr->update |= PU_COMBINE | PU_REORDER;
2561 caster_ptr->window |= PW_INVEN;
2566 static bool redraw_player(player_type *caster_ptr)
2568 if (caster_ptr->csp > caster_ptr->msp)
2570 caster_ptr->csp = caster_ptr->msp;
2573 caster_ptr->redraw |= PR_MANA;
2574 caster_ptr->update |= PU_COMBINE | PU_REORDER;
2575 caster_ptr->window |= PW_INVEN;