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-building/cmd-building.h"
18 #include "cmd-io/cmd-dump.h"
19 #include "core/asking-player.h"
20 #include "core/speed-table.h"
21 #include "core/stuff-handler.h"
22 #include "dungeon/dungeon.h"
23 #include "dungeon/quest.h"
24 #include "effect/effect-characteristics.h"
25 #include "effect/spells-effect-util.h"
26 #include "floor/floor-object.h"
27 #include "floor/floor-save.h"
28 #include "floor/floor-town.h"
29 #include "floor/wild.h"
30 #include "game-option/auto-destruction-options.h"
31 #include "game-option/birth-options.h"
32 #include "game-option/disturbance-options.h"
33 #include "game-option/input-options.h"
34 #include "game-option/play-record-options.h"
35 #include "grid/grid.h"
36 #include "inventory/inventory-object.h"
37 #include "inventory/player-inventory.h"
38 #include "io/files-util.h"
39 #include "io/input-key-acceptor.h"
40 #include "io/input-key-requester.h"
41 #include "io/targeting.h"
42 #include "io/write-diary.h"
43 #include "lore/lore-calculator.h"
44 #include "market/building-util.h"
45 #include "mind/mind-force-trainer.h"
46 #include "mind/mind-sniper.h"
47 #include "mind/mind.h"
48 #include "monster-floor/monster-generator.h"
49 #include "monster-floor/monster-remover.h"
50 #include "monster-floor/monster-summon.h"
51 #include "monster-floor/place-monster-types.h"
52 #include "monster-race/monster-race.h"
53 #include "monster-race/race-flags1.h"
54 #include "monster-race/race-flags7.h"
55 #include "monster/monster-describer.h"
56 #include "monster/monster-flag-types.h"
57 #include "monster/monster-info.h"
58 #include "monster/monster-list.h"
59 #include "monster/monster-processor.h"
60 #include "monster/monster-status.h"
61 #include "monster/monster-update.h"
62 #include "monster/monster-util.h"
63 #include "object-enchant/artifact.h"
64 #include "object-enchant/item-feeling.h"
65 #include "object-enchant/object-boost.h"
66 #include "object-enchant/object-ego.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 "object/item-use-flags.h"
71 #include "object/object-flavor.h"
72 #include "object/object-generator.h"
73 #include "object/object-hook.h"
74 #include "object/object-info.h"
75 #include "object/object-kind.h"
76 #include "object/object-mark-types.h"
77 #include "object/object-value.h"
78 #include "perception/identification.h"
79 #include "perception/object-perception.h"
80 #include "player/avatar.h"
81 #include "player/player-class.h"
82 #include "player/player-damage.h"
83 #include "player/player-effects.h"
84 #include "player/player-move.h"
85 #include "player/player-personalities-types.h"
86 #include "player/player-skill.h"
87 #include "player/player-status.h"
88 #include "realm/realm-names-table.h"
89 #include "spell-kind/earthquake.h"
90 #include "spell-kind/spells-floor.h"
91 #include "spell-kind/spells-launcher.h"
92 #include "spell-kind/spells-sight.h"
93 #include "spell-kind/spells-teleport.h"
94 #include "spell/process-effect.h"
95 #include "spell/spells-execution.h"
96 #include "spell/spells-summon.h"
97 #include "spell/spell-types.h"
98 #include "spell/technic-info-table.h"
99 #include "term/screen-processor.h"
100 #include "term/term-color-types.h"
101 #include "util/bit-flags-calculator.h"
102 #include "util/int-char-converter.h"
103 #include "view/display-main-window.h"
104 #include "view/display-messages.h"
105 #include "world/world.h"
107 // todo コピペ感が強くなったので関数化
108 static bool update_player(player_type *caster_ptr);
109 static bool redraw_player(player_type *caster_ptr);
112 * @brief プレイヤーの帰還発動及び中止処理 /
113 * Recall the player to town or dungeon
114 * @param creature_ptr プレーヤーへの参照ポインタ
115 * @param turns 発動までのターン数
118 bool recall_player(player_type *creature_ptr, TIME_EFFECT turns)
121 * TODO: Recall the player to the last
122 * visited town when in the wilderness
124 if (creature_ptr->current_floor_ptr->inside_arena || ironman_downward)
126 msg_print(_("何も起こらなかった。", "Nothing happens."));
130 bool is_special_floor = creature_ptr->current_floor_ptr->dun_level > 0;
131 is_special_floor &= max_dlv[creature_ptr->dungeon_idx] > creature_ptr->current_floor_ptr->dun_level;
132 is_special_floor &= !creature_ptr->current_floor_ptr->inside_quest;
133 is_special_floor &= !creature_ptr->word_recall;
134 if (is_special_floor)
136 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? ")))
138 max_dlv[creature_ptr->dungeon_idx] = creature_ptr->current_floor_ptr->dun_level;
140 exe_write_diary(creature_ptr, DIARY_TRUMP, creature_ptr->dungeon_idx, _("帰還のときに", "when recalled from dungeon"));
145 if (creature_ptr->word_recall)
147 creature_ptr->word_recall = 0;
148 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
149 creature_ptr->redraw |= (PR_STATUS);
153 if (!creature_ptr->current_floor_ptr->dun_level)
155 DUNGEON_IDX select_dungeon;
156 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
157 if (!select_dungeon) return FALSE;
158 creature_ptr->recall_dungeon = select_dungeon;
161 creature_ptr->word_recall = turns;
162 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
163 creature_ptr->redraw |= (PR_STATUS);
168 bool free_level_recall(player_type *creature_ptr)
170 DUNGEON_IDX select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
171 if (!select_dungeon) return FALSE;
173 DEPTH max_depth = d_info[select_dungeon].maxdepth;
174 if (select_dungeon == DUNGEON_ANGBAND)
176 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
177 else if (quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
180 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? "),
181 d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
187 creature_ptr->word_recall = 1;
188 creature_ptr->recall_dungeon = select_dungeon;
189 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));
191 exe_write_diary(creature_ptr, DIARY_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
193 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
195 creature_ptr->redraw |= PR_STATUS;
202 * @param caster_ptr プレーヤーへの参照ポインタ
203 * @return リセット処理が実際に行われたらTRUEを返す
205 bool reset_recall(player_type *caster_ptr)
207 int select_dungeon, dummy = 0;
211 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
212 if (ironman_downward)
214 msg_print(_("何も起こらなかった。", "Nothing happens."));
218 if (!select_dungeon) return FALSE;
219 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
220 (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
221 sprintf(tmp_val, "%d", (int)MAX(caster_ptr->current_floor_ptr->dun_level, 1));
223 if (!get_string(ppp, tmp_val, 10))
228 dummy = atoi(tmp_val);
229 if (dummy < 1) dummy = 1;
230 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
231 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
233 max_dlv[select_dungeon] = dummy;
236 exe_write_diary(caster_ptr, DIARY_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
238 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);
240 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
247 * @brief プレイヤーの装備劣化処理 /
248 * Apply disenchantment to the player's stuff
249 * @param target_ptr プレーヤーへの参照ポインタ
250 * @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
251 * @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 /
252 * Return "TRUE" if the player notices anything
254 bool apply_disenchant(player_type *target_ptr, BIT_FLAGS mode)
259 case 1: t = INVEN_RARM; break;
260 case 2: t = INVEN_LARM; break;
261 case 3: t = INVEN_BOW; break;
262 case 4: t = INVEN_BODY; break;
263 case 5: t = INVEN_OUTER; break;
264 case 6: t = INVEN_HEAD; break;
265 case 7: t = INVEN_HANDS; break;
266 case 8: t = INVEN_FEET; break;
270 o_ptr = &target_ptr->inventory_list[t];
271 if (!o_ptr->k_idx) return FALSE;
273 if (!object_is_weapon_armour_ammo(o_ptr))
276 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
281 GAME_TEXT o_name[MAX_NLEN];
282 object_desc(target_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
283 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
286 msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
288 msg_format("Your %s (%c) resist%s disenchantment!", o_name, index_to_label(t),
289 ((o_ptr->number != 1) ? "" : "s"));
294 int to_h = o_ptr->to_h;
295 int to_d = o_ptr->to_d;
296 int to_a = o_ptr->to_a;
297 int pval = o_ptr->pval;
299 if (o_ptr->to_h > 0) o_ptr->to_h--;
300 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
302 if (o_ptr->to_d > 0) o_ptr->to_d--;
303 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
305 if (o_ptr->to_a > 0) o_ptr->to_a--;
306 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
308 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
310 bool is_actually_disenchanted = to_h != o_ptr->to_h;
311 is_actually_disenchanted |= to_d != o_ptr->to_d;
312 is_actually_disenchanted |= to_a != o_ptr->to_a;
313 is_actually_disenchanted |= pval != o_ptr->pval;
314 if (!is_actually_disenchanted) return TRUE;
317 msg_format("%s(%c)は劣化してしまった!", o_name, index_to_label(t));
319 msg_format("Your %s (%c) %s disenchanted!", o_name, index_to_label(t),
320 ((o_ptr->number != 1) ? "were" : "was"));
322 chg_virtue(target_ptr, V_HARMONY, 1);
323 chg_virtue(target_ptr, V_ENCHANT, -2);
324 target_ptr->update |= (PU_BONUS);
325 target_ptr->window |= (PW_EQUIP | PW_PLAYER);
327 calc_android_exp(target_ptr);
333 * @brief 虚無招来によるフロア中の全壁除去処理 /
334 * Vanish all walls in this floor
335 * @param caster_ptr プレーヤーへの参照ポインタ
336 * @params caster_ptr 術者の参照ポインタ
337 * @return 実際に処理が反映された場合TRUE
339 bool vanish_dungeon(player_type *caster_ptr)
341 bool is_special_floor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
342 is_special_floor |= !caster_ptr->current_floor_ptr->dun_level;
343 if (is_special_floor) return FALSE;
348 GAME_TEXT m_name[MAX_NLEN];
349 for (POSITION y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++)
351 for (POSITION x = 1; x < caster_ptr->current_floor_ptr->width - 1; x++)
353 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
355 f_ptr = &f_info[g_ptr->feat];
356 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
357 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
358 if (g_ptr->m_idx && monster_csleep_remaining(m_ptr))
360 (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
363 monster_desc(caster_ptr, m_name, m_ptr, 0);
364 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
368 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(caster_ptr, y, x, FF_HURT_DISI);
372 for (POSITION x = 0; x < caster_ptr->current_floor_ptr->width; x++)
374 g_ptr = &caster_ptr->current_floor_ptr->grid_array[0][x];
375 f_ptr = &f_info[g_ptr->mimic];
376 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
378 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
380 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
381 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
384 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->current_floor_ptr->height - 1][x];
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);
395 /* Special boundary walls -- Left and right */
396 for (POSITION y = 1; y < (caster_ptr->current_floor_ptr->height - 1); y++)
398 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][0];
399 f_ptr = &f_info[g_ptr->mimic];
400 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
402 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
404 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
405 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
408 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][caster_ptr->current_floor_ptr->width - 1];
409 f_ptr = &f_info[g_ptr->mimic];
410 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
412 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
414 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
415 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
419 caster_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
420 caster_ptr->redraw |= (PR_MAP);
421 caster_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
428 * @param caster_ptr プレーヤーへの参照ポインタ
431 * Sorry, it becomes not (void)...
433 void call_the_void(player_type *caster_ptr)
437 for (int i = 0; i < 9; i++)
439 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->y + ddy_ddd[i]][caster_ptr->x + ddx_ddd[i]];
441 if (!cave_have_flag_grid(g_ptr, FF_PROJECT))
443 if (!g_ptr->mimic || !have_flag(f_info[g_ptr->mimic].flags, FF_PROJECT) ||
444 !permanent_wall(&f_info[g_ptr->feat]))
454 for (int i = 1; i < 10; i++)
456 if (i - 5) fire_ball(caster_ptr, GF_ROCKET, i, 175, 2);
459 for (int i = 1; i < 10; i++)
461 if (i - 5) fire_ball(caster_ptr, GF_MANA, i, 175, 3);
464 for (int i = 1; i < 10; i++)
466 if (i - 5) fire_ball(caster_ptr, GF_NUKE, i, 175, 4);
472 bool is_special_fllor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
473 is_special_fllor |= !caster_ptr->current_floor_ptr->dun_level;
474 if (is_special_fllor)
476 msg_print(_("地面が揺れた。", "The ground trembles."));
481 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
482 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
484 msg_format("You %s the %s too close to a wall!",
485 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
486 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
488 msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
492 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."));
493 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
497 if (destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 15 + caster_ptr->lev + randint0(11), FALSE))
498 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
500 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
501 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
506 * @brief アイテム引き寄せ処理 /
507 * Fetch an item (teleport it right underneath the caster)
508 * @param caster_ptr プレーヤーへの参照ポインタ
511 * @param require_los 射線の通りを要求するならばTRUE
514 void fetch(player_type *caster_ptr, DIRECTION dir, WEIGHT wgt, bool require_los)
518 GAME_TEXT o_name[MAX_NLEN];
520 if (caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx)
522 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."));
527 if (dir == 5 && target_okay(caster_ptr))
532 if (distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE)
534 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!"));
538 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
541 msg_print(_("そこには何もありません。", "There is no object at this place."));
545 if (g_ptr->info & CAVE_ICKY)
547 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."));
553 if (!player_has_los_bold(caster_ptr, ty, tx))
555 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."));
558 else if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, ty, tx))
560 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
569 bool is_first_loop = TRUE;
570 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
571 while (is_first_loop || !g_ptr->o_idx)
573 is_first_loop = FALSE;
576 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
578 if ((distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE) ||
579 !cave_have_flag_bold(caster_ptr->current_floor_ptr, ty, tx, FF_PROJECT)) return;
583 o_ptr = &caster_ptr->current_floor_ptr->o_list[g_ptr->o_idx];
584 if (o_ptr->weight > wgt)
586 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
590 OBJECT_IDX i = g_ptr->o_idx;
591 g_ptr->o_idx = o_ptr->next_o_idx;
592 caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx = i; /* 'move' it */
594 o_ptr->next_o_idx = 0;
595 o_ptr->iy = caster_ptr->y;
596 o_ptr->ix = caster_ptr->x;
598 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
599 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);
601 note_spot(caster_ptr, caster_ptr->y, caster_ptr->x);
602 caster_ptr->redraw |= PR_MAP;
608 * @param caster_ptr プレーヤーへの参照ポインタ
611 void reserve_alter_reality(player_type *caster_ptr)
613 if (caster_ptr->current_floor_ptr->inside_arena || ironman_downward)
615 msg_print(_("何も起こらなかった。", "Nothing happens."));
619 if (caster_ptr->alter_reality)
621 caster_ptr->alter_reality = 0;
622 msg_print(_("景色が元に戻った...", "The view around you returns to normal..."));
623 caster_ptr->redraw |= PR_STATUS;
627 TIME_EFFECT turns = randint0(21) + 15;
628 caster_ptr->alter_reality = turns;
629 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
630 caster_ptr->redraw |= PR_STATUS;
635 * @brief 全所持アイテム鑑定処理 /
636 * Identify everything being carried.
637 * Done by a potion of "self knowledge".
638 * @param target_ptr プレーヤーへの参照ポインタ
641 void identify_pack(player_type *target_ptr)
643 for (INVENTORY_IDX i = 0; i < INVEN_TOTAL; i++)
645 object_type *o_ptr = &target_ptr->inventory_list[i];
646 if (!o_ptr->k_idx) continue;
648 identify_item(target_ptr, o_ptr);
649 autopick_alter_item(target_ptr, i, FALSE);
656 * Removes curses from items in inventory
657 * @param creature_ptr プレーヤーへの参照ポインタ
658 * @param all 軽い呪いまでの解除ならば0
659 * @return 解呪されたアイテムの数
662 * Note that Items which are "Perma-Cursed" (The One Ring,
663 * The Crown of Morgoth) can NEVER be uncursed.
665 * Note that if "all" is FALSE, then Items which are
666 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
667 * will not be uncursed.
670 static int remove_curse_aux(player_type *creature_ptr, int all)
673 for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
675 object_type *o_ptr = &creature_ptr->inventory_list[i];
676 if (!o_ptr->k_idx) continue;
677 if (!object_is_cursed(o_ptr)) continue;
678 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
679 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
681 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
685 o_ptr->curse_flags = 0L;
686 o_ptr->ident |= (IDENT_SENSE);
687 o_ptr->feeling = FEEL_NONE;
689 creature_ptr->update |= (PU_BONUS);
690 creature_ptr->window |= (PW_EQUIP);
695 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."));
702 * @brief 装備の軽い呪い解呪処理 /
704 * @param caster_ptr プレーヤーへの参照ポインタ
707 int remove_curse(player_type *caster_ptr)
709 return remove_curse_aux(caster_ptr, FALSE);
714 * @brief 装備の重い呪い解呪処理 /
718 int remove_all_curse(player_type *caster_ptr)
720 return remove_curse_aux(caster_ptr, TRUE);
725 * @brief アイテムの価値に応じた錬金術処理 /
726 * Turns an object into gold, gain some of its value in a shop
727 * @param caster_ptr プレーヤーへの参照ポインタ
728 * @return 処理が実際に行われたらTRUEを返す
730 bool alchemy(player_type *caster_ptr)
733 if (command_arg > 0) force = TRUE;
735 concptr q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
736 concptr s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
739 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
740 if (!o_ptr) return FALSE;
743 if (o_ptr->number > 1)
745 amt = get_quantity(NULL, o_ptr->number);
746 if (amt <= 0) return FALSE;
749 ITEM_NUMBER old_number = o_ptr->number;
751 GAME_TEXT o_name[MAX_NLEN];
752 object_desc(caster_ptr, o_name, o_ptr, 0);
753 o_ptr->number = old_number;
757 if (confirm_destroy || (object_value(o_ptr) > 0))
759 char out_val[MAX_NLEN + 40];
760 sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
761 if (!get_check(out_val)) return FALSE;
765 if (!can_player_destroy_object(o_ptr))
767 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);
771 PRICE price = object_value_real(o_ptr);
774 msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
775 vary_item(caster_ptr, item, -amt);
781 if (amt > 1) price *= amt;
783 if (price > 30000) price = 30000;
784 msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
786 caster_ptr->au += price;
787 caster_ptr->redraw |= PR_GOLD;
788 caster_ptr->window |= PW_PLAYER;
789 vary_item(caster_ptr, item, -amt);
795 * @brief アーティファクト生成の巻物処理 /
796 * @param caster_ptr プレーヤーへの参照ポインタ
797 * @return 生成が実際に試みられたらTRUEを返す
799 bool artifact_scroll(player_type *caster_ptr)
801 item_tester_hook = item_tester_hook_nameless_weapon_armour;
803 concptr q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
804 concptr s = _("強化できるアイテムがない。", "You have nothing to enchant.");
807 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
808 if (!o_ptr) return FALSE;
810 GAME_TEXT o_name[MAX_NLEN];
811 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
813 msg_format("%s は眩い光を発した!",o_name);
815 msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
819 if (object_is_artifact(o_ptr))
822 msg_format("%sは既に伝説のアイテムです!", o_name );
824 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
828 else if (object_is_ego(o_ptr))
831 msg_format("%sは既に名のあるアイテムです!", o_name );
833 msg_format("The %s %s already %s!",
834 o_name, ((o_ptr->number > 1) ? "are" : "is"),
835 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
839 else if (o_ptr->xtra3)
842 msg_format("%sは既に強化されています!", o_name );
844 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"),
845 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
850 if (o_ptr->number > 1)
852 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!"));
854 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
856 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
861 inven_item_increase(caster_ptr, item, 1 - (o_ptr->number));
865 floor_item_increase(caster_ptr->current_floor_ptr, 0 - item, 1 - (o_ptr->number));
869 okay = become_random_artifact(caster_ptr, o_ptr, TRUE);
874 if (flush_failure) flush();
875 msg_print(_("強化に失敗した。", "The enchantment failed."));
876 if (one_in_(3)) chg_virtue(caster_ptr, V_ENCHANT, -1);
877 calc_android_exp(caster_ptr);
883 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
884 exe_write_diary(caster_ptr, DIARY_ART_SCROLL, 0, o_name);
887 chg_virtue(caster_ptr, V_ENCHANT, 1);
888 calc_android_exp(caster_ptr);
896 * @param owner_ptr プレーヤーへの参照ポインタ
897 * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
898 * @return 実際に鑑定できたらTRUEを返す
900 bool identify_item(player_type *owner_ptr, object_type *o_ptr)
902 GAME_TEXT o_name[MAX_NLEN];
903 object_desc(owner_ptr, o_name, o_ptr, 0);
905 bool old_known = FALSE;
906 if (o_ptr->ident & IDENT_KNOWN)
909 if (!object_is_fully_known(o_ptr))
911 if (object_is_artifact(o_ptr) || one_in_(5))
912 chg_virtue(owner_ptr, V_KNOWLEDGE, 1);
915 object_aware(owner_ptr, o_ptr);
917 o_ptr->marked |= OM_TOUCHED;
919 owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
920 owner_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
922 strcpy(record_o_name, o_name);
923 record_turn = current_world_ptr->game_turn;
925 object_desc(owner_ptr, o_name, o_ptr, OD_NAME_ONLY);
927 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
928 exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
929 if(record_rand_art && !old_known && o_ptr->art_name)
930 exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
937 * @brief アイテム鑑定のメインルーチン処理 /
938 * Identify an object in the inventory (or on the floor)
939 * @param caster_ptr プレーヤーへの参照ポインタ
940 * @param only_equip 装備品のみを対象とするならばTRUEを返す
941 * @return 実際に鑑定を行ったならばTRUEを返す
943 * This routine does *not* automatically combine objects.
944 * Returns TRUE if something was identified, else FALSE.
946 bool ident_spell(player_type *caster_ptr, bool only_equip, tval_type item_tester_tval)
949 item_tester_hook = item_tester_hook_identify_weapon_armour;
951 item_tester_hook = item_tester_hook_identify;
954 if (can_get_item(caster_ptr, item_tester_tval))
956 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
961 item_tester_hook = object_is_weapon_armour_ammo;
963 item_tester_hook = NULL;
965 q = _("すべて鑑定済みです。 ", "All items are identified. ");
968 concptr s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
971 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
972 if (!o_ptr) return FALSE;
974 bool old_known = identify_item(caster_ptr, o_ptr);
976 GAME_TEXT o_name[MAX_NLEN];
977 object_desc(caster_ptr, o_name, o_ptr, 0);
978 if (item >= INVEN_RARM)
980 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
984 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
988 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
991 autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
997 * @brief アイテム凡庸化のメインルーチン処理 /
998 * Identify an object in the inventory (or on the floor)
999 * @param owner_ptr プレーヤーへの参照ポインタ
1000 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1001 * @return 実際に凡庸化をを行ったならばTRUEを返す
1004 * Mundanify an object in the inventory (or on the floor)
1005 * This routine does *not* automatically combine objects.
1006 * Returns TRUE if something was mundanified, else FALSE.
1009 bool mundane_spell(player_type *owner_ptr, bool only_equip)
1011 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
1015 concptr q = _("どれを使いますか?", "Use which item? ");
1016 concptr s = _("使えるものがありません。", "You have nothing you can use.");
1018 o_ptr = choose_object(owner_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1019 if (!o_ptr) return FALSE;
1021 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
1022 POSITION iy = o_ptr->iy;
1023 POSITION ix = o_ptr->ix;
1024 OBJECT_IDX next_o_idx = o_ptr->next_o_idx;
1025 byte marked = o_ptr->marked;
1026 WEIGHT weight = o_ptr->number * o_ptr->weight;
1027 u16b inscription = o_ptr->inscription;
1029 object_prep(o_ptr, o_ptr->k_idx);
1033 o_ptr->next_o_idx = next_o_idx;
1034 o_ptr->marked = marked;
1035 o_ptr->inscription = inscription;
1036 if (item >= 0) owner_ptr->total_weight += (o_ptr->weight - weight);
1038 calc_android_exp(owner_ptr);
1044 * @brief アイテム*鑑定*のメインルーチン処理 /
1045 * Identify an object in the inventory (or on the floor)
1046 * @param caster_ptr プレーヤーへの参照ポインタ
1047 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1048 * @return 実際に鑑定を行ったならばTRUEを返す
1050 * Fully "identify" an object in the inventory -BEN-
1051 * This routine returns TRUE if an item was identified.
1053 bool identify_fully(player_type *caster_ptr, bool only_equip, tval_type item_tester_tval)
1056 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
1058 item_tester_hook = item_tester_hook_identify_fully;
1061 if (can_get_item(caster_ptr, item_tester_tval))
1063 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
1068 item_tester_hook = object_is_weapon_armour_ammo;
1070 item_tester_hook = NULL;
1072 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
1075 concptr s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
1079 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1080 if (!o_ptr) return FALSE;
1082 bool old_known = identify_item(caster_ptr, o_ptr);
1084 o_ptr->ident |= (IDENT_FULL_KNOWN);
1085 handle_stuff(caster_ptr);
1087 GAME_TEXT o_name[MAX_NLEN];
1088 object_desc(caster_ptr, o_name, o_ptr, 0);
1089 if (item >= INVEN_RARM)
1091 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
1095 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
1099 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
1102 (void)screen_object(caster_ptr, o_ptr, 0L);
1103 autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
1110 * Recharge a wand/staff/rod from the pack or on the floor.
1111 * This function has been rewritten in Oangband and ZAngband.
1112 * @param caster_ptr プレーヤーへの参照ポインタ
1113 * @param power 充填パワー
1114 * @return ターン消費を要する処理まで進んだらTRUEを返す
1116 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
1117 * Chaos -- Arcane Binding --> recharge(90)
1119 * Scroll of recharging --> recharge(130)
1120 * Artifact activation/Thingol --> recharge(130)
1122 * It is harder to recharge high level, and highly charged wands,
1123 * staffs, and rods. The more wands in a stack, the more easily and
1124 * strongly they recharge. Staffs, however, each get fewer charges if
1127 * Beware of "sliding index errors".
1129 bool recharge(player_type *caster_ptr, int power)
1131 item_tester_hook = item_tester_hook_recharge;
1132 concptr q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
1133 concptr s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
1137 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1138 if (!o_ptr) return FALSE;
1141 k_ptr = &k_info[o_ptr->k_idx];
1142 DEPTH lev = k_info[o_ptr->k_idx].level;
1144 TIME_EFFECT recharge_amount;
1145 int recharge_strength;
1146 bool is_recharge_successful = TRUE;
1147 if (o_ptr->tval == TV_ROD)
1149 recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
1150 if (one_in_(recharge_strength))
1152 is_recharge_successful = FALSE;
1156 recharge_amount = (power * damroll(3, 2));
1157 if (o_ptr->timeout > recharge_amount)
1158 o_ptr->timeout -= recharge_amount;
1165 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
1166 recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
1167 else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
1169 if (recharge_strength < 0) recharge_strength = 0;
1171 if (one_in_(recharge_strength))
1173 is_recharge_successful = FALSE;
1177 recharge_amount = randint1(1 + k_ptr->pval / 2);
1178 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
1181 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
1182 if (recharge_amount < 1) recharge_amount = 1;
1183 if (recharge_amount > 12) recharge_amount = 12;
1186 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
1188 recharge_amount /= (TIME_EFFECT)o_ptr->number;
1189 if (recharge_amount < 1) recharge_amount = 1;
1192 o_ptr->pval += recharge_amount;
1193 o_ptr->ident &= ~(IDENT_KNOWN);
1194 o_ptr->ident &= ~(IDENT_EMPTY);
1198 if (!is_recharge_successful)
1200 return update_player(caster_ptr);
1204 GAME_TEXT o_name[MAX_NLEN];
1205 if (object_is_fixed_artifact(o_ptr))
1207 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1208 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);
1209 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
1210 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
1211 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
1213 return update_player(caster_ptr);
1216 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1218 if (IS_WIZARD_CLASS(caster_ptr) || caster_ptr->pclass == CLASS_MAGIC_EATER || caster_ptr->pclass == CLASS_BLUE_MAGE)
1220 /* 10% chance to blow up one rod, otherwise draining. */
1221 if (o_ptr->tval == TV_ROD)
1223 if (one_in_(10)) fail_type = 2;
1226 /* 75% chance to blow up one wand, otherwise draining. */
1227 else if (o_ptr->tval == TV_WAND)
1229 if (!one_in_(3)) fail_type = 2;
1232 /* 50% chance to blow up one staff, otherwise no effect. */
1233 else if (o_ptr->tval == TV_STAFF)
1235 if (one_in_(2)) fail_type = 2;
1241 /* 33% chance to blow up one rod, otherwise draining. */
1242 if (o_ptr->tval == TV_ROD)
1244 if (one_in_(3)) fail_type = 2;
1247 /* 20% chance of the entire stack, else destroy one wand. */
1248 else if (o_ptr->tval == TV_WAND)
1250 if (one_in_(5)) fail_type = 3;
1253 /* Blow up one staff. */
1254 else if (o_ptr->tval == TV_STAFF)
1262 if (o_ptr->tval == TV_ROD)
1264 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!"));
1266 if (o_ptr->timeout < 10000)
1267 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
1269 else if (o_ptr->tval == TV_WAND)
1271 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);
1278 if (o_ptr->number > 1)
1279 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);
1281 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
1283 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
1284 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
1286 vary_item(caster_ptr, item, -1);
1291 if (o_ptr->number > 1)
1292 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);
1294 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
1296 vary_item(caster_ptr, item, -999);
1299 return update_player(caster_ptr);
1304 * @brief クリーチャー全既知呪文を表示する /
1305 * Hack -- Display all known spells in a window
1306 * @param caster_ptr 術者の参照ポインタ
1309 * Need to analyze size of the window.
1310 * Need more color coding.
1312 void display_spell_list(player_type *caster_ptr)
1316 const magic_type *s_ptr;
1317 GAME_TEXT name[MAX_NLEN];
1322 if (caster_ptr->pclass == CLASS_SORCERER) return;
1323 if (caster_ptr->pclass == CLASS_RED_MAGE) return;
1324 if (caster_ptr->pclass == CLASS_SNIPER)
1326 display_snipe_list(caster_ptr);
1330 if ((caster_ptr->pclass == CLASS_MINDCRAFTER) ||
1331 (caster_ptr->pclass == CLASS_BERSERKER) ||
1332 (caster_ptr->pclass == CLASS_NINJA) ||
1333 (caster_ptr->pclass == CLASS_MIRROR_MASTER) ||
1334 (caster_ptr->pclass == CLASS_FORCETRAINER))
1336 PERCENTAGE minfail = 0;
1337 PLAYER_LEVEL plev = caster_ptr->lev;
1338 PERCENTAGE chance = 0;
1343 bool use_hp = FALSE;
1349 put_str(_("名前", "Name"), y, x + 5);
1350 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
1352 switch(caster_ptr->pclass)
1354 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
1355 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
1356 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
1357 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1358 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
1359 default: use_mind = 0;break;
1362 for (int i = 0; i < MAX_MIND_POWERS; i++)
1364 byte a = TERM_WHITE;
1365 spell = mind_powers[use_mind].info[i];
1366 if (spell.min_lev > plev) break;
1368 chance = spell.fail;
1369 chance -= 3 * (caster_ptr->lev - spell.min_lev);
1370 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1373 if (spell.mana_cost > caster_ptr->csp)
1375 chance += 5 * (spell.mana_cost - caster_ptr->csp);
1381 if (spell.mana_cost > caster_ptr->chp)
1388 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
1389 if (chance < minfail) chance = minfail;
1391 if (caster_ptr->stun > 50) chance += 25;
1392 else if (caster_ptr->stun) chance += 15;
1394 if (chance > 95) chance = 95;
1396 mindcraft_info(caster_ptr, comment, use_mind, i);
1397 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
1399 spell.min_lev, spell.mana_cost, chance, comment);
1401 Term_putstr(x, y + i + 1, -1, a, psi_desc);
1407 if (REALM_NONE == caster_ptr->realm1) return;
1409 for (int j = 0; j < ((caster_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
1412 y = (j < 3) ? 0 : (m[j - 3] + 2);
1415 for (int i = 0; i < 32; i++)
1417 byte a = TERM_WHITE;
1419 if (!is_magic((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2))
1421 s_ptr = &technic_info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - MIN_TECHNIC][i % 32];
1425 s_ptr = &mp_ptr->info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - 1][i % 32];
1428 strcpy(name, exe_spell(caster_ptr, (j < 1) ? caster_ptr->realm1 : caster_ptr->realm2, i % 32, SPELL_NAME));
1430 if (s_ptr->slevel >= 99)
1432 strcpy(name, _("(判読不能)", "(illegible)"));
1436 ((caster_ptr->spell_forgotten1 & (1L << i))) :
1437 ((caster_ptr->spell_forgotten2 & (1L << (i % 32)))))
1441 else if (!((j < 1) ?
1442 (caster_ptr->spell_learned1 & (1L << i)) :
1443 (caster_ptr->spell_learned2 & (1L << (i % 32)))))
1447 else if (!((j < 1) ?
1448 (caster_ptr->spell_worked1 & (1L << i)) :
1449 (caster_ptr->spell_worked2 & (1L << (i % 32)))))
1454 sprintf(out_val, "%c/%c) %-20.20s",
1455 I2A(n / 8), I2A(n % 8), name);
1458 Term_putstr(x, m[j], -1, a, out_val);
1466 * @brief 呪文の経験値を返す /
1467 * Returns experience of a spell
1468 * @param caster_ptr プレーヤーへの参照ポインタ
1470 * @param use_realm 魔法領域
1473 EXP experience_of_spell(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
1475 if (caster_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
1476 else if (caster_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
1477 else if (use_realm == caster_ptr->realm1) return caster_ptr->spell_exp[spell];
1478 else if (use_realm == caster_ptr->realm2) return caster_ptr->spell_exp[spell + 32];
1484 * @brief 呪文の消費MPを返す /
1485 * Modify mana consumption rate using spell exp and dec_mana
1486 * @param caster_ptr プレーヤーへの参照ポインタ
1487 * @param need_mana 基本消費MP
1492 MANA_POINT mod_need_mana(player_type *caster_ptr, MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
1494 #define MANA_CONST 2400
1496 #define DEC_MANA_DIV 3
1497 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
1499 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(caster_ptr, spell, realm)) + (MANA_CONST - 1);
1500 need_mana *= caster_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
1501 need_mana /= MANA_CONST * MANA_DIV;
1502 if (need_mana < 1) need_mana = 1;
1506 if (caster_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
1518 * @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) /
1519 * Modify spell fail rate
1520 * Using to_m_chance, dec_mana, easy_spell and heavy_spell
1521 * @param caster_ptr プレーヤーへの参照ポインタ
1522 * @param chance 修正前失敗率
1526 PERCENTAGE mod_spell_chance_1(player_type *caster_ptr, PERCENTAGE chance)
1528 chance += caster_ptr->to_m_chance;
1530 if (caster_ptr->heavy_spell) chance += 20;
1532 if (caster_ptr->dec_mana && caster_ptr->easy_spell) chance -= 4;
1533 else if (caster_ptr->easy_spell) chance -= 3;
1534 else if (caster_ptr->dec_mana) chance -= 2;
1541 * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
1542 * Modify spell fail rate
1543 * Using to_m_chance, dec_mana, easy_spell and heavy_spell
1544 * @param caster_ptr プレーヤーへの参照ポインタ
1545 * @param chance 修正前失敗率
1547 * Modify spell fail rate (as "suffix" process)
1548 * Using dec_mana, easy_spell and heavy_spell
1549 * Note: variable "chance" cannot be negative.
1552 PERCENTAGE mod_spell_chance_2(player_type *caster_ptr, PERCENTAGE chance)
1554 if (caster_ptr->dec_mana) chance--;
1555 if (caster_ptr->heavy_spell) chance += 5;
1556 return MAX(chance, 0);
1561 * @brief 呪文の失敗率計算メインルーチン /
1562 * Returns spell chance of failure for spell -RAK-
1563 * @param caster_ptr プレーヤーへの参照ポインタ
1565 * @param use_realm 魔法領域ID
1568 PERCENTAGE spell_chance(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
1570 if (!mp_ptr->spell_book) return 100;
1571 if (use_realm == REALM_HISSATSU) return 0;
1573 const magic_type *s_ptr;
1574 if (!is_magic(use_realm))
1576 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
1580 s_ptr = &mp_ptr->info[use_realm - 1][spell];
1583 PERCENTAGE chance = s_ptr->sfail;
1584 chance -= 3 * (caster_ptr->lev - s_ptr->slevel);
1585 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1586 if (caster_ptr->riding)
1587 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));
1589 MANA_POINT need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
1590 if (need_mana > caster_ptr->csp)
1592 chance += 5 * (need_mana - caster_ptr->csp);
1595 if ((use_realm != caster_ptr->realm1) && ((caster_ptr->pclass == CLASS_MAGE) || (caster_ptr->pclass == CLASS_PRIEST))) chance += 5;
1597 PERCENTAGE minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
1598 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
1600 if (minfail < 5) minfail = 5;
1603 if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[0]) chance += 25;
1604 if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[1]) chance += 25;
1606 chance = mod_spell_chance_1(caster_ptr, chance);
1607 PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
1611 if ((caster_ptr->align > 50) || (caster_ptr->align < -50)) chance += penalty;
1613 case REALM_LIFE: case REALM_CRUSADE:
1614 if (caster_ptr->align < -20) chance += penalty;
1616 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
1617 if (caster_ptr->align > 20) chance += penalty;
1621 if (chance < minfail) chance = minfail;
1623 if (caster_ptr->stun > 50) chance += 25;
1624 else if (caster_ptr->stun) chance += 15;
1626 if (chance > 95) chance = 95;
1628 if ((use_realm == caster_ptr->realm1) || (use_realm == caster_ptr->realm2)
1629 || (caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
1631 EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
1632 if (exp >= SPELL_EXP_EXPERT) chance--;
1633 if (exp >= SPELL_EXP_MASTER) chance--;
1636 return mod_spell_chance_2(caster_ptr, chance);
1641 * @brief 呪文情報の表示処理 /
1642 * Print a list of spells (for browsing or casting or viewing)
1643 * @param caster_ptr 術者の参照ポインタ
1644 * @param target_spell 呪文ID
1645 * @param spells 表示するスペルID配列の参照ポインタ
1646 * @param num 表示するスペルの数(spellsの要素数)
1647 * @param y 表示メッセージ左上Y座標
1648 * @param x 表示メッセージ左上X座標
1649 * @param use_realm 魔法領域ID
1652 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)
1654 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && current_world_ptr->wizard)
1655 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
1659 if (use_realm == REALM_HISSATSU)
1660 strcpy(buf,_(" Lv MP", " Lv SP"));
1662 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
1664 put_str(_("名前", "Name"), y, x + 5);
1665 put_str(buf, y, x + 29);
1668 if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
1669 else if (use_realm == caster_ptr->realm1) increment = 0;
1670 else if (use_realm == caster_ptr->realm2) increment = 32;
1674 const magic_type *s_ptr;
1679 for (i = 0; i < num; i++)
1681 SPELL_IDX spell = spells[i];
1683 if (!is_magic(use_realm))
1685 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
1689 s_ptr = &mp_ptr->info[use_realm - 1][spell];
1692 MANA_POINT need_mana;
1693 if (use_realm == REALM_HISSATSU)
1694 need_mana = s_ptr->smana;
1697 EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
1698 need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
1699 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
1700 else exp_level = spell_exp_level(exp);
1703 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
1704 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
1705 else if (s_ptr->slevel >= 99) max = TRUE;
1706 else if ((caster_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
1708 strncpy(ryakuji, exp_level_str[exp_level], 4);
1713 if (use_menu && target_spell)
1715 if (i == (target_spell-1))
1716 strcpy(out_val, _(" 》 ", " > "));
1718 strcpy(out_val, " ");
1720 else sprintf(out_val, " %c) ", I2A(i));
1722 if (s_ptr->slevel >= 99)
1724 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
1725 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
1729 strcpy(info, exe_spell(caster_ptr, use_realm, spell, SPELL_INFO));
1730 concptr comment = info;
1731 byte line_attr = TERM_WHITE;
1732 if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
1734 if (s_ptr->slevel > caster_ptr->max_plv)
1736 comment = _("未知", "unknown");
1737 line_attr = TERM_L_BLUE;
1739 else if (s_ptr->slevel > caster_ptr->lev)
1741 comment = _("忘却", "forgotten");
1742 line_attr = TERM_YELLOW;
1745 else if ((use_realm != caster_ptr->realm1) && (use_realm != caster_ptr->realm2))
1747 comment = _("未知", "unknown");
1748 line_attr = TERM_L_BLUE;
1750 else if ((use_realm == caster_ptr->realm1) ?
1751 ((caster_ptr->spell_forgotten1 & (1L << spell))) :
1752 ((caster_ptr->spell_forgotten2 & (1L << spell))))
1754 comment = _("忘却", "forgotten");
1755 line_attr = TERM_YELLOW;
1757 else if (!((use_realm == caster_ptr->realm1) ?
1758 (caster_ptr->spell_learned1 & (1L << spell)) :
1759 (caster_ptr->spell_learned2 & (1L << spell))))
1761 comment = _("未知", "unknown");
1762 line_attr = TERM_L_BLUE;
1764 else if (!((use_realm == caster_ptr->realm1) ?
1765 (caster_ptr->spell_worked1 & (1L << spell)) :
1766 (caster_ptr->spell_worked2 & (1L << spell))))
1768 comment = _("未経験", "untried");
1769 line_attr = TERM_L_GREEN;
1772 if (use_realm == REALM_HISSATSU)
1774 strcat(out_val, format("%-25s %2d %4d",
1775 exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), s_ptr->slevel, need_mana));
1779 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
1780 exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), (max ? '!' : ' '), ryakuji,
1781 s_ptr->slevel, need_mana, spell_chance(caster_ptr, spell, use_realm), comment));
1784 c_prt(line_attr, out_val, y + i + 1, x);
1787 prt("", y + i + 1, x);
1792 * @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 /
1793 * Helper function -- return a "nearby" race for polymorphing
1794 * @param floor_ptr 配置するフロアの参照ポインタ
1795 * @param r_idx 基準となるモンスター種族ID
1796 * @return 変更先のモンスター種族ID
1798 * Note that this function is one of the more "dangerous" ones...
1800 static MONRACE_IDX poly_r_idx(player_type *caster_ptr, MONRACE_IDX r_idx)
1802 monster_race *r_ptr = &r_info[r_idx];
1803 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags1 & RF1_QUESTOR))
1806 DEPTH lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
1807 DEPTH lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
1809 for (int i = 0; i < 1000; i++)
1811 r = get_mon_num(caster_ptr, (caster_ptr->current_floor_ptr->dun_level + r_ptr->level) / 2 + 5, 0);
1815 if (r_ptr->flags1 & RF1_UNIQUE) continue;
1816 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
1827 * @brief 指定座標にいるモンスターを変身させる /
1828 * Helper function -- return a "nearby" race for polymorphing
1829 * @param caster_ptr プレーヤーへの参照ポインタ
1832 * @return 実際に変身したらTRUEを返す
1834 bool polymorph_monster(player_type *caster_ptr, POSITION y, POSITION x)
1836 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
1837 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
1838 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
1839 MONRACE_IDX new_r_idx;
1840 MONRACE_IDX old_r_idx = m_ptr->r_idx;
1841 bool targeted = (target_who == g_ptr->m_idx) ? TRUE : FALSE;
1842 bool health_tracked = (caster_ptr->health_who == g_ptr->m_idx) ? TRUE : FALSE;
1844 if (floor_ptr->inside_arena || caster_ptr->phase_out) return FALSE;
1845 if ((caster_ptr->riding == g_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
1847 monster_type back_m = *m_ptr;
1848 new_r_idx = poly_r_idx(caster_ptr, old_r_idx);
1849 if (new_r_idx == old_r_idx) return FALSE;
1851 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
1852 OBJECT_IDX this_o_idx, next_o_idx = 0;
1854 BIT_FLAGS mode = 0L;
1855 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
1856 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
1857 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
1859 m_ptr->hold_o_idx = 0;
1860 delete_monster_idx(caster_ptr, g_ptr->m_idx);
1861 bool polymorphed = FALSE;
1862 if (place_monster_aux(caster_ptr, 0, y, x, new_r_idx, mode))
1864 floor_ptr->m_list[hack_m_idx_ii].nickname = back_m.nickname;
1865 floor_ptr->m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
1866 floor_ptr->m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
1871 if (place_monster_aux(caster_ptr, 0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
1873 floor_ptr->m_list[hack_m_idx_ii] = back_m;
1874 mproc_init(floor_ptr);
1876 else preserve_hold_objects = FALSE;
1879 if (preserve_hold_objects)
1881 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
1883 object_type *o_ptr = &floor_ptr->o_list[this_o_idx];
1884 next_o_idx = o_ptr->next_o_idx;
1885 o_ptr->held_m_idx = hack_m_idx_ii;
1888 else if (back_m.hold_o_idx)
1890 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
1892 next_o_idx = floor_ptr->o_list[this_o_idx].next_o_idx;
1893 delete_object_idx(caster_ptr, this_o_idx);
1897 if (targeted) target_who = hack_m_idx_ii;
1898 if (health_tracked) health_track(caster_ptr, hack_m_idx_ii);
1905 * @param caster_ptr プレーヤーへの参照ポインタ
1907 * @return ターンを消費した場合TRUEを返す
1909 bool eat_magic(player_type *caster_ptr, int power)
1912 GAME_TEXT o_name[MAX_NLEN];
1914 item_tester_hook = item_tester_hook_recharge;
1916 concptr q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
1917 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.");
1921 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1922 if (!o_ptr) return FALSE;
1925 k_ptr = &k_info[o_ptr->k_idx];
1926 DEPTH lev = k_info[o_ptr->k_idx].level;
1928 int recharge_strength = 0;
1929 bool is_eating_successful = TRUE;
1930 if (o_ptr->tval == TV_ROD)
1932 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
1933 if (one_in_(recharge_strength))
1935 is_eating_successful = FALSE;
1939 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
1941 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."));
1945 caster_ptr->csp += lev;
1946 o_ptr->timeout += k_ptr->pval;
1952 recharge_strength = (100 + power - lev) / 15;
1953 if (recharge_strength < 0) recharge_strength = 0;
1955 if (one_in_(recharge_strength))
1957 is_eating_successful = FALSE;
1961 if (o_ptr->pval > 0)
1963 caster_ptr->csp += lev / 2;
1966 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
1971 object_copy(q_ptr, o_ptr);
1976 caster_ptr->total_weight -= q_ptr->weight;
1977 item = store_item_to_inventory(caster_ptr, q_ptr);
1979 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
1984 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
1987 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
1991 if (is_eating_successful)
1993 return redraw_player(caster_ptr);
1996 if (object_is_fixed_artifact(o_ptr))
1998 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1999 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);
2000 if (o_ptr->tval == TV_ROD)
2001 o_ptr->timeout = k_ptr->pval * o_ptr->number;
2002 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
2005 return redraw_player(caster_ptr);
2008 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2010 /* Mages recharge objects more safely. */
2011 if (IS_WIZARD_CLASS(caster_ptr))
2013 /* 10% chance to blow up one rod, otherwise draining. */
2014 if (o_ptr->tval == TV_ROD)
2016 if (one_in_(10)) fail_type = 2;
2019 /* 75% chance to blow up one wand, otherwise draining. */
2020 else if (o_ptr->tval == TV_WAND)
2022 if (!one_in_(3)) fail_type = 2;
2025 /* 50% chance to blow up one staff, otherwise no effect. */
2026 else if (o_ptr->tval == TV_STAFF)
2028 if (one_in_(2)) fail_type = 2;
2033 /* All other classes get no special favors. */
2036 /* 33% chance to blow up one rod, otherwise draining. */
2037 if (o_ptr->tval == TV_ROD)
2039 if (one_in_(3)) fail_type = 2;
2042 /* 20% chance of the entire stack, else destroy one wand. */
2043 else if (o_ptr->tval == TV_WAND)
2045 if (one_in_(5)) fail_type = 3;
2048 /* Blow up one staff. */
2049 else if (o_ptr->tval == TV_STAFF)
2057 if (o_ptr->tval == TV_ROD)
2059 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
2060 "You save your rod from destruction, but all charges are lost."), o_name);
2061 o_ptr->timeout = k_ptr->pval * o_ptr->number;
2063 else if (o_ptr->tval == TV_WAND)
2065 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);
2072 if (o_ptr->number > 1)
2074 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);
2075 /* Reduce rod stack maximum timeout, drain wands. */
2076 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
2077 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
2081 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);
2084 vary_item(caster_ptr, item, -1);
2089 if (o_ptr->number > 1)
2090 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);
2092 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2094 vary_item(caster_ptr, item, -999);
2097 return redraw_player(caster_ptr);
2102 * @brief 皆殺し(全方向攻撃)処理
2103 * @param caster_ptr プレーヤーへの参照ポインタ
2106 void massacre(player_type *caster_ptr)
2109 monster_type *m_ptr;
2110 for (DIRECTION dir = 0; dir < 8; dir++)
2112 POSITION y = caster_ptr->y + ddy_ddd[dir];
2113 POSITION x = caster_ptr->x + ddx_ddd[dir];
2114 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
2115 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2116 if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)))
2117 do_cmd_attack(caster_ptr, y, x, 0);
2124 * @param caster_ptr プレーヤーへの参照ポインタ
2125 * @return コマンドの入力方向に地形があればTRUE
2127 bool eat_rock(player_type *caster_ptr)
2130 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
2131 POSITION y = caster_ptr->y + ddy[dir];
2132 POSITION x = caster_ptr->x + ddx[dir];
2134 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
2135 feature_type *f_ptr, *mimic_f_ptr;
2136 f_ptr = &f_info[g_ptr->feat];
2137 mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
2139 stop_mouth(caster_ptr);
2140 if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
2142 msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
2144 else if (have_flag(f_ptr->flags, FF_PERMANENT))
2146 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);
2148 else if (g_ptr->m_idx)
2150 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2151 msg_print(_("何かが邪魔しています!", "There's something in the way!"));
2153 if (!m_ptr->ml || !is_pet(m_ptr)) do_cmd_attack(caster_ptr, y, x, 0);
2155 else if (have_flag(f_ptr->flags, FF_TREE))
2157 msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
2159 else if (have_flag(f_ptr->flags, FF_GLASS))
2161 msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
2163 else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
2165 (void)set_food(caster_ptr, caster_ptr->food + 3000);
2167 else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
2169 (void)set_food(caster_ptr, caster_ptr->food + 5000);
2173 msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
2174 (void)set_food(caster_ptr, caster_ptr->food + 10000);
2177 cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK);
2178 (void)move_player_effect(caster_ptr, y, x, MPE_DONT_PICKUP);
2183 bool shock_power(player_type *caster_ptr)
2185 int boost = get_current_ki(caster_ptr);
2186 if (heavy_armor(caster_ptr)) boost /= 2;
2190 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
2192 POSITION y = caster_ptr->y + ddy[dir];
2193 POSITION x = caster_ptr->x + ddx[dir];
2194 PLAYER_LEVEL plev = caster_ptr->lev;
2195 HIT_POINT dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
2196 fire_beam(caster_ptr, GF_MISSILE, dir, dam);
2197 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) return TRUE;
2199 POSITION ty = y, tx = x;
2200 POSITION oy = y, ox = x;
2201 MONSTER_IDX m_idx = caster_ptr->current_floor_ptr->grid_array[y][x].m_idx;
2202 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
2203 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2204 GAME_TEXT m_name[MAX_NLEN];
2205 monster_desc(caster_ptr, m_name, m_ptr, 0);
2207 if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
2209 msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
2213 for (int i = 0; i < 5; i++)
2217 if (is_cave_empty_bold(caster_ptr, y, x))
2228 bool is_shock_successful = ty != oy;
2229 is_shock_successful |= tx != ox;
2230 if (is_shock_successful) return TRUE;
2232 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
2233 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
2234 caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
2238 update_monster(caster_ptr, m_idx, TRUE);
2239 lite_spot(caster_ptr, oy, ox);
2240 lite_spot(caster_ptr, ty, tx);
2242 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2243 caster_ptr->update |= (PU_MON_LITE);
2247 bool fetch_monster(player_type *caster_ptr)
2249 monster_type *m_ptr;
2251 GAME_TEXT m_name[MAX_NLEN];
2257 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
2258 m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
2259 if (!m_idx) return FALSE;
2260 if (m_idx == caster_ptr->riding) return FALSE;
2261 if (!player_has_los_bold(caster_ptr, target_row, target_col)) return FALSE;
2262 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) return FALSE;
2263 m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
2264 monster_desc(caster_ptr, m_name, m_ptr, 0);
2265 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
2266 path_n = project_path(caster_ptr, path_g, MAX_RANGE, target_row, target_col, caster_ptr->y, caster_ptr->x, 0);
2267 ty = target_row, tx = target_col;
2268 for (i = 1; i < path_n; i++)
2270 POSITION ny = GRID_Y(path_g[i]);
2271 POSITION nx = GRID_X(path_g[i]);
2272 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[ny][nx];
2274 if (in_bounds(caster_ptr->current_floor_ptr, ny, nx) && is_cave_empty_bold(caster_ptr, ny, nx) &&
2275 !(g_ptr->info & CAVE_OBJECT) &&
2276 !pattern_tile(caster_ptr->current_floor_ptr, ny, nx))
2282 /* Update the old location */
2283 caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx = 0;
2285 /* Update the new location */
2286 caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
2288 /* Move the monster */
2292 /* Wake the monster up */
2293 (void)set_monster_csleep(caster_ptr, m_idx, 0);
2295 update_monster(caster_ptr, m_idx, TRUE);
2296 lite_spot(caster_ptr, target_row, target_col);
2297 lite_spot(caster_ptr, ty, tx);
2299 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2300 caster_ptr->update |= (PU_MON_LITE);
2304 /* Auto-Recall if possible and visible */
2305 if (!caster_ptr->image) monster_race_track(caster_ptr, m_ptr->ap_r_idx);
2306 health_track(caster_ptr, m_idx);
2313 bool booze(player_type *creature_ptr)
2316 if (creature_ptr->pclass != CLASS_MONK) chg_virtue(creature_ptr, V_HARMONY, -1);
2317 else if (!creature_ptr->resist_conf) creature_ptr->special_attack |= ATTACK_SUIKEN;
2318 if (!creature_ptr->resist_conf && set_confused(creature_ptr, randint0(20) + 15))
2323 if (creature_ptr->resist_chaos)
2328 if (one_in_(2) && set_image(creature_ptr, creature_ptr->image + randint0(150) + 150))
2333 if (one_in_(13) && (creature_ptr->pclass != CLASS_MONK))
2336 if (one_in_(3)) lose_all_info(creature_ptr);
2337 else wiz_dark(creature_ptr);
2338 (void)teleport_player_aux(creature_ptr, 100, FALSE, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2339 wiz_dark(creature_ptr);
2340 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..."));
2341 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!"));
2348 bool detonation(player_type *creature_ptr)
2350 msg_print(_("体の中で激しい爆発が起きた!", "Massive explosions rupture your body!"));
2351 take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(50, 20), _("爆発の薬", "a potion of Detonation"), -1);
2352 (void)set_stun(creature_ptr, creature_ptr->stun + 75);
2353 (void)set_cut(creature_ptr,creature_ptr->cut + 5000);
2358 void blood_curse_to_enemy(player_type *caster_ptr, MONSTER_IDX m_idx)
2360 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
2361 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx];
2362 BIT_FLAGS curse_flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
2364 bool is_first_loop = TRUE;
2365 while (is_first_loop || one_in_(5))
2367 is_first_loop = FALSE;
2368 switch (randint1(28))
2373 msg_print(_("地面が揺れた...", "The ground trembles..."));
2374 earthquake(caster_ptr, m_ptr->fy, m_ptr->fx, 4 + randint0(4), 0);
2375 if (!one_in_(6)) break;
2378 case 3: case 4: case 5: case 6:
2381 int extra_dam = damroll(10, 10);
2382 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!"));
2384 project(caster_ptr, 0, 8, m_ptr->fy, m_ptr->fx, extra_dam, GF_MANA, curse_flg, -1);
2385 if (!one_in_(6)) break;
2391 msg_print(_("空間が歪んだ!", "Space warps about you!"));
2393 if (m_ptr->r_idx) teleport_away(caster_ptr, g_ptr->m_idx, damroll(10, 10), TELEPORT_PASSIVE);
2394 if (one_in_(13)) count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
2395 if (!one_in_(6)) break;
2398 case 9: case 10: case 11:
2399 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
2400 project(caster_ptr, 0, 7, m_ptr->fy, m_ptr->fx, 50, GF_DISINTEGRATE, curse_flg, -1);
2401 if (!one_in_(6)) break;
2403 case 12: case 13: case 14: case 15: case 16:
2404 aggravate_monsters(caster_ptr, 0);
2405 if (!one_in_(6)) break;
2408 count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
2409 if (!one_in_(6)) break;
2411 case 19: case 20: case 21: case 22:
2413 bool pet = !one_in_(3);
2414 BIT_FLAGS mode = PM_ALLOW_GROUP;
2416 if (pet) mode |= PM_FORCE_PET;
2417 else mode |= (PM_NO_PET | PM_FORCE_FRIENDLY);
2419 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);
2420 if (!one_in_(6)) break;
2423 case 23: case 24: case 25:
2424 if (caster_ptr->hold_exp && (randint0(100) < 75)) break;
2425 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..."));
2427 if (caster_ptr->hold_exp) lose_exp(caster_ptr, caster_ptr->exp / 160);
2428 else lose_exp(caster_ptr, caster_ptr->exp / 16);
2429 if (!one_in_(6)) break;
2431 case 26: case 27: case 28:
2435 for (int i = 0; i < A_MAX; i++)
2437 bool is_first_dec_stat = TRUE;
2438 while (is_first_dec_stat || one_in_(2))
2440 (void)do_dec_stat(caster_ptr, i);
2446 (void)do_dec_stat(caster_ptr, randint0(6));
2457 * @brief クリムゾンを発射する / Fire Crimson, evoluting gun.
2458 @ @param shooter_ptr 射撃を行うクリーチャー参照
2459 * @return キャンセルした場合 false.
2461 * Need to analyze size of the window.
2462 * Need more color coding.
2464 bool fire_crimson(player_type *shooter_ptr)
2467 if (!get_aim_dir(shooter_ptr, &dir)) return FALSE;
2469 POSITION tx = shooter_ptr->x + 99 * ddx[dir];
2470 POSITION ty = shooter_ptr->y + 99 * ddy[dir];
2471 if ((dir == 5) && target_okay(shooter_ptr))
2478 if (shooter_ptr->pclass == CLASS_ARCHER)
2480 if (shooter_ptr->lev >= 10) num++;
2481 if (shooter_ptr->lev >= 30) num++;
2482 if (shooter_ptr->lev >= 45) num++;
2485 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2486 for (int i = 0; i < num; i++)
2487 project(shooter_ptr, 0, shooter_ptr->lev / 20 + 1, ty, tx, shooter_ptr->lev*shooter_ptr->lev * 6 / 50, GF_ROCKET, flg, -1);
2494 * @brief 町間のテレポートを行うメインルーチン
2495 * @param caster_ptr プレーヤーへの参照ポインタ
2496 * @return テレポート処理を決定したか否か
2498 bool tele_town(player_type *caster_ptr)
2500 if (caster_ptr->current_floor_ptr->dun_level)
2502 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!"));
2506 if (caster_ptr->current_floor_ptr->inside_arena || caster_ptr->phase_out)
2508 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
2517 for (i = 1; i < max_towns; i++)
2521 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == caster_ptr->town_num) || !(caster_ptr->visit & (1L << (i - 1)))) continue;
2523 sprintf(buf, "%c) %-20s", I2A(i - 1), town_info[i].name);
2530 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
2536 prt(_("どこに行きますか:", "Where do you want to go: "), 0, 0);
2547 else if ((i < 'a') || (i > ('a' + max_towns - 2))) continue;
2548 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;
2552 for (POSITION y = 0; y < current_world_ptr->max_wild_y; y++)
2554 for (POSITION x = 0; x < current_world_ptr->max_wild_x; x++)
2556 if (wilderness[y][x].town == (i - 'a' + 1))
2558 caster_ptr->wilderness_y = y;
2559 caster_ptr->wilderness_x = x;
2564 caster_ptr->leaving = TRUE;
2565 caster_ptr->leave_bldg = TRUE;
2566 caster_ptr->teleport_town = TRUE;
2572 static bool update_player(player_type *caster_ptr)
2574 caster_ptr->update |= PU_COMBINE | PU_REORDER;
2575 caster_ptr->window |= PW_INVEN;
2580 static bool redraw_player(player_type *caster_ptr)
2582 if (caster_ptr->csp > caster_ptr->msp)
2584 caster_ptr->csp = caster_ptr->msp;
2587 caster_ptr->redraw |= PR_MANA;
2588 caster_ptr->update |= PU_COMBINE | PU_REORDER;
2589 caster_ptr->window |= PW_INVEN;