3 * @brief 魔法効果の実装/ Spell code (part 3)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
14 #include "system/angband.h"
15 #include "cmd/cmd-building.h"
16 #include "core/stuff-handler.h"
17 #include "term/gameterm.h"
18 #include "util/util.h"
19 #include "main/sound-definitions-table.h"
20 #include "object/object-ego.h"
22 #include "monster/creature.h"
24 #include "dungeon/dungeon.h"
25 #include "effect/effect-characteristics.h"
26 #include "floor/floor-town.h"
27 #include "object/object-boost.h"
28 #include "object/object-flavor.h"
29 #include "object/object-hook.h"
30 #include "player/player-move.h"
31 #include "player/player-status.h"
32 #include "player/player-class.h"
33 #include "player/player-damage.h"
34 #include "inventory/player-inventory.h"
35 #include "spell/spells-summon.h"
36 #include "dungeon/quest.h"
37 #include "object/artifact.h"
38 #include "player/avatar.h"
39 #include "spell/spells2.h"
40 #include "spell/spells3.h"
41 #include "spell/spells-floor.h"
42 #include "spell/technic-info-table.h"
43 #include "grid/grid.h"
44 #include "market/building-util.h"
45 #include "monster/monster-process.h"
46 #include "monster/monster-status.h"
47 #include "mspell/monster-spell.h"
48 #include "io/write-diary.h"
49 #include "cmd/cmd-save.h"
50 #include "cmd/cmd-spell.h"
51 #include "cmd/cmd-dump.h"
52 #include "combat/snipe.h"
53 #include "floor/floor-save.h"
54 #include "io/files-util.h"
55 #include "player/player-effects.h"
56 #include "player/player-skill.h"
57 #include "player/player-personalities-table.h"
58 #include "view/display-main-window.h"
59 #include "mind/mind.h"
60 #include "floor/wild.h"
61 #include "world/world.h"
62 #include "object/object-kind.h"
63 #include "autopick/autopick.h"
64 #include "io/targeting.h"
65 #include "effect/spells-effect-util.h"
66 #include "spell/spells-util.h"
67 #include "spell/spells-execution.h"
68 #include "spell/process-effect.h"
69 #include "mind/racial-force-trainer.h"
70 #include "cmd/cmd-attack.h"
71 #include "object/tr-types.h"
72 #include "object/special-object-flags.h"
74 /*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
77 // todo コピペ感が強くなったので関数化
78 static bool update_player(player_type *caster_ptr);
79 static bool redraw_player(player_type *caster_ptr);
82 * @brief モンスターのテレポートアウェイ処理 /
83 * Teleport a monster, normally up to "dis" grids away.
84 * @param caster_ptr プレーヤーへの参照ポインタ
85 * @param m_idx モンスターID
88 * @return テレポートが実際に行われたらtrue
90 * Attempt to move the monster at least "dis/2" grids away.
91 * But allow variation to prevent infinite loops.
93 bool teleport_away(player_type *caster_ptr, MONSTER_IDX m_idx, POSITION dis, teleport_flags mode)
95 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
96 if (!monster_is_valid(m_ptr)) return FALSE;
98 if ((mode & TELEPORT_DEC_VALOUR) &&
99 (((caster_ptr->chp * 10) / caster_ptr->mhp) > 5) &&
100 (4+randint1(5) < ((caster_ptr->chp * 10) / caster_ptr->mhp)))
102 chg_virtue(caster_ptr, V_VALOUR, -1);
105 POSITION oy = m_ptr->fy;
106 POSITION ox = m_ptr->fx;
107 POSITION min = dis / 2;
109 POSITION ny = 0, nx = 0;
114 if (dis > 200) dis = 200;
116 for (int i = 0; i < 500; i++)
120 ny = rand_spread(oy, dis);
121 nx = rand_spread(ox, dis);
122 POSITION d = distance(oy, ox, ny, nx);
123 if ((d >= min) && (d <= dis)) break;
126 if (!in_bounds(caster_ptr->current_floor_ptr, ny, nx)) continue;
127 if (!cave_monster_teleportable_bold(caster_ptr, m_idx, ny, nx, mode)) continue;
128 if (!(caster_ptr->current_floor_ptr->inside_quest || caster_ptr->current_floor_ptr->inside_arena))
129 if (caster_ptr->current_floor_ptr->grid_array[ny][nx].info & CAVE_ICKY) continue;
137 if (tries > MAX_TRIES) return FALSE;
140 sound(SOUND_TPOTHER);
141 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
142 caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
148 update_monster(caster_ptr, m_idx, TRUE);
149 lite_spot(caster_ptr, oy, ox);
150 lite_spot(caster_ptr, ny, nx);
152 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
153 caster_ptr->update |= (PU_MON_LITE);
160 * @brief モンスターを指定された座標付近にテレポートする /
161 * Teleport monster next to a grid near the given location
162 * @param caster_ptr プレーヤーへの参照ポインタ
163 * @param m_idx モンスターID
166 * @param power テレポート成功確率
170 void teleport_monster_to(player_type *caster_ptr, MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, teleport_flags mode)
172 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
173 if(!m_ptr->r_idx) return;
174 if(randint1(100) > power) return;
176 POSITION ny = m_ptr->fy;
177 POSITION nx = m_ptr->fx;
178 POSITION oy = m_ptr->fy;
179 POSITION ox = m_ptr->fx;
185 while (look && --attempts)
187 if (dis > 200) dis = 200;
189 for (int i = 0; i < 500; i++)
193 ny = rand_spread(ty, dis);
194 nx = rand_spread(tx, dis);
195 int d = distance(ty, tx, ny, nx);
196 if ((d >= min) && (d <= dis)) break;
199 if (!in_bounds(caster_ptr->current_floor_ptr, ny, nx)) continue;
200 if (!cave_monster_teleportable_bold(caster_ptr, m_idx, ny, nx, mode)) continue;
210 if (attempts < 1) return;
212 sound(SOUND_TPOTHER);
213 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
214 caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
219 update_monster(caster_ptr, m_idx, TRUE);
220 lite_spot(caster_ptr, oy, ox);
221 lite_spot(caster_ptr, ny, nx);
223 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
224 caster_ptr->update |= (PU_MON_LITE);
229 * @brief プレイヤーのテレポート先選定と移動処理 /
230 * Teleport the player to a location up to "dis" grids away.
231 * @param creature_ptr プレーヤーへの参照ポインタ
233 * @param is_quantum_effect 量子的効果 (反テレポ無効)によるテレポートアウェイならばTRUE
235 * @return 実際にテレポート処理が行われたらtrue
238 * If no such spaces are readily available, the distance may increase.
239 * Try very hard to move the player at least a quarter that distance.
241 * There was a nasty tendency for a long time; which was causing the
242 * player to "bounce" between two or three different spots because
243 * these are the only spots that are "far enough" way to satisfy the
246 * But this tendency is now removed; in the new algorithm, a list of
247 * candidates is selected first, which includes at least 50% of all
248 * floor grids within the distance, and any single grid in this list
249 * of candidates has equal possibility to be choosen as a destination.
252 bool teleport_player_aux(player_type *creature_ptr, POSITION dis, bool is_quantum_effect, teleport_flags mode)
254 if (creature_ptr->wild_mode) return FALSE;
255 if (!is_quantum_effect && creature_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
257 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
261 int candidates_at[MAX_TELEPORT_DISTANCE + 1];
262 for (int i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
263 candidates_at[i] = 0;
265 if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
267 int left = MAX(1, creature_ptr->x - dis);
268 int right = MIN(creature_ptr->current_floor_ptr->width - 2, creature_ptr->x + dis);
269 int top = MAX(1, creature_ptr->y - dis);
270 int bottom = MIN(creature_ptr->current_floor_ptr->height - 2, creature_ptr->y + dis);
271 int total_candidates = 0;
272 for (POSITION y = top; y <= bottom; y++)
274 for (POSITION x = left; x <= right; x++)
276 if (!cave_player_teleportable_bold(creature_ptr, y, x, mode)) continue;
278 int d = distance(creature_ptr->y, creature_ptr->x, y, x);
279 if (d > dis) continue;
286 if (0 == total_candidates) return FALSE;
290 for (cur_candidates = 0; min >= 0; min--)
292 cur_candidates += candidates_at[min];
293 if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
296 int pick = randint1(cur_candidates);
298 /* Search again the choosen location */
300 for (yy = top; yy <= bottom; yy++)
302 for (xx = left; xx <= right; xx++)
304 if (!cave_player_teleportable_bold(creature_ptr, yy, xx, mode)) continue;
306 int d = distance(creature_ptr->y, creature_ptr->x, yy, xx);
307 if (d > dis) continue;
308 if (d < min) continue;
317 if (player_bold(creature_ptr, yy, xx)) return FALSE;
319 sound(SOUND_TELEPORT);
321 if (IS_ECHIZEN(creature_ptr))
322 msg_format("『こっちだぁ、%s』", creature_ptr->name);
324 (void)move_player_effect(creature_ptr, yy, xx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
330 * @brief プレイヤーのテレポート処理メインルーチン
331 * @param creature_ptr プレーヤーへの参照ポインタ
336 void teleport_player(player_type *creature_ptr, POSITION dis, BIT_FLAGS mode)
338 if (!teleport_player_aux(creature_ptr, dis, FALSE, mode)) return;
340 /* Monsters with teleport ability may follow the player */
341 POSITION oy = creature_ptr->y;
342 POSITION ox = creature_ptr->x;
343 for (POSITION xx = -1; xx < 2; xx++)
345 for (POSITION yy = -1; yy < 2; yy++)
347 MONSTER_IDX tmp_m_idx = creature_ptr->current_floor_ptr->grid_array[oy+yy][ox+xx].m_idx;
348 if (tmp_m_idx && (creature_ptr->riding != tmp_m_idx))
353 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[tmp_m_idx];
354 monster_race *r_ptr = &r_info[m_ptr->r_idx];
356 bool is_resistible = (r_ptr->a_ability_flags2 & RF6_TPORT) != 0;
357 is_resistible &= (r_ptr->flagsr & RFR_RES_TELE) == 0;
358 is_resistible &= MON_CSLEEP(m_ptr) == 0;
361 teleport_monster_to(creature_ptr, tmp_m_idx, creature_ptr->y, creature_ptr->x, r_ptr->level, TELEPORT_SPONTANEOUS);
369 * @brief プレイヤーのテレポートアウェイ処理 /
370 * @param m_idx アウェイを試みたモンスターID
371 * @param target_ptr プレーヤーへの参照ポインタ
373 * @param is_quantum_effect 量子的効果によるテレポートアウェイならばTRUE
376 void teleport_player_away(MONSTER_IDX m_idx, player_type *target_ptr, POSITION dis, bool is_quantum_effect)
378 if (!teleport_player_aux(target_ptr, dis, TELEPORT_PASSIVE, is_quantum_effect)) return;
380 /* Monsters with teleport ability may follow the player */
381 POSITION oy = target_ptr->y;
382 POSITION ox = target_ptr->x;
383 for (POSITION xx = -1; xx < 2; xx++)
385 for (POSITION yy = -1; yy < 2; yy++)
387 MONSTER_IDX tmp_m_idx = target_ptr->current_floor_ptr->grid_array[oy+yy][ox+xx].m_idx;
388 bool is_teleportable = tmp_m_idx > 0;
389 is_teleportable &= target_ptr->riding != tmp_m_idx;
390 is_teleportable &= m_idx != tmp_m_idx;
391 if (!is_teleportable)
396 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[tmp_m_idx];
397 monster_race *r_ptr = &r_info[m_ptr->r_idx];
399 bool is_resistible = (r_ptr->a_ability_flags2 & RF6_TPORT) != 0;
400 is_resistible &= (r_ptr->flagsr & RFR_RES_TELE) == 0;
401 is_resistible &= MON_CSLEEP(m_ptr) == 0;
404 teleport_monster_to(target_ptr, tmp_m_idx, target_ptr->y, target_ptr->x, r_ptr->level, TELEPORT_SPONTANEOUS);
412 * @brief プレイヤーを指定位置近辺にテレポートさせる
413 * Teleport player to a grid near the given location
414 * @param creature_ptr プレーヤーへの参照ポインタ
417 * @param mode オプションフラグ
421 * This function is slightly obsessive about correctness.
422 * This function allows teleporting into vaults (!)
425 void teleport_player_to(player_type *creature_ptr, POSITION ny, POSITION nx, teleport_flags mode)
427 if (creature_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
429 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
433 /* Find a usable location */
435 POSITION dis = 0, ctr = 0;
440 y = (POSITION)rand_spread(ny, dis);
441 x = (POSITION)rand_spread(nx, dis);
442 if (in_bounds(creature_ptr->current_floor_ptr, y, x)) break;
445 bool is_anywhere = current_world_ptr->wizard;
446 is_anywhere &= (mode & TELEPORT_PASSIVE) == 0;
447 is_anywhere &= (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx > 0) ||
448 creature_ptr->current_floor_ptr->grid_array[y][x].m_idx == creature_ptr->riding;
449 if (is_anywhere) break;
451 if (cave_player_teleportable_bold(creature_ptr, y, x, mode)) break;
453 if (++ctr > (4 * dis * dis + 4 * dis + 1))
460 sound(SOUND_TELEPORT);
461 (void)move_player_effect(creature_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
465 void teleport_away_followable(player_type *tracer_ptr, MONSTER_IDX m_idx)
467 monster_type *m_ptr = &tracer_ptr->current_floor_ptr->m_list[m_idx];
468 POSITION oldfy = m_ptr->fy;
469 POSITION oldfx = m_ptr->fx;
470 bool old_ml = m_ptr->ml;
471 POSITION old_cdis = m_ptr->cdis;
473 teleport_away(tracer_ptr, m_idx, MAX_SIGHT * 2 + 5, TELEPORT_SPONTANEOUS);
475 bool is_followable = old_ml;
476 is_followable &= old_cdis <= MAX_SIGHT;
477 is_followable &= current_world_ptr->timewalk_m_idx == 0;
478 is_followable &= !tracer_ptr->phase_out;
479 is_followable &= los(tracer_ptr, tracer_ptr->y, tracer_ptr->x, oldfy, oldfx);
480 if (!is_followable) return;
483 if ((tracer_ptr->muta1 & MUT1_VTELEPORT) || (tracer_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
486 BIT_FLAGS flgs[TR_FLAG_SIZE];
490 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
492 o_ptr = &tracer_ptr->inventory_list[i];
493 if (o_ptr->k_idx && !object_is_cursed(o_ptr))
495 object_flags(o_ptr, flgs);
496 if (have_flag(flgs, TR_TELEPORT))
506 if (!get_check_strict(_("ついていきますか?", "Do you follow it? "), CHECK_OKAY_CANCEL))
511 teleport_player(tracer_ptr, 200, TELEPORT_PASSIVE);
512 msg_print(_("失敗!", "Failed!"));
516 teleport_player_to(tracer_ptr, m_ptr->fy, m_ptr->fx, TELEPORT_SPONTANEOUS);
519 tracer_ptr->energy_need += ENERGY_NEED();
523 bool teleport_level_other(player_type *caster_ptr)
525 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
526 MONSTER_IDX target_m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
527 if (!target_m_idx) return TRUE;
528 if (!player_has_los_bold(caster_ptr, target_row, target_col)) return TRUE;
529 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) return TRUE;
533 m_ptr = &caster_ptr->current_floor_ptr->m_list[target_m_idx];
534 r_ptr = &r_info[m_ptr->r_idx];
535 GAME_TEXT m_name[MAX_NLEN];
536 monster_desc(caster_ptr, m_name, m_ptr, 0);
537 msg_format(_("%^sの足を指さした。", "You gesture at %^s's feet."), m_name);
539 if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) ||
540 (r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > caster_ptr->lev + randint1(60)))
542 msg_format(_("しかし効果がなかった!", "%^s is unaffected!"), m_name);
546 teleport_level(caster_ptr, target_m_idx);
554 * todo cmd-save.h への依存あり。コールバックで何とかしたい
555 * @brief プレイヤー及びモンスターをレベルテレポートさせる /
556 * Teleport the player one level up or down (random when legal)
557 * @param creature_ptr プレーヤーへの参照ポインタ
558 * @param m_idx テレポートの対象となるモンスターID(0ならばプレイヤー) / If m_idx <= 0, target is player.
561 void teleport_level(player_type *creature_ptr, MONSTER_IDX m_idx)
563 GAME_TEXT m_name[160];
567 strcpy(m_name, _("あなた", "you"));
571 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
572 monster_desc(creature_ptr, m_name, m_ptr, 0);
573 see_m = is_seen(m_ptr);
576 if (is_teleport_level_ineffective(creature_ptr, m_idx))
578 if (see_m) msg_print(_("効果がなかった。", "There is no effect."));
582 if ((m_idx <= 0) && creature_ptr->anti_tele)
584 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
589 if (randint0(100) < 50) go_up = TRUE;
592 if ((m_idx <= 0) && current_world_ptr->wizard)
594 if (get_check("Force to go up? ")) go_up = TRUE;
595 else if (get_check("Force to go down? ")) go_up = FALSE;
598 if ((ironman_downward && (m_idx <= 0)) || (creature_ptr->current_floor_ptr->dun_level <= d_info[creature_ptr->dungeon_idx].mindepth))
601 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
603 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
607 if (!creature_ptr->current_floor_ptr->dun_level)
609 creature_ptr->dungeon_idx = ironman_downward ? DUNGEON_ANGBAND : creature_ptr->recall_dungeon;
610 creature_ptr->oldpy = creature_ptr->y;
611 creature_ptr->oldpx = creature_ptr->x;
614 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, 1, NULL);
616 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
618 if (!creature_ptr->current_floor_ptr->dun_level)
620 creature_ptr->current_floor_ptr->dun_level = d_info[creature_ptr->dungeon_idx].mindepth;
621 prepare_change_floor_mode(creature_ptr, CFM_RAND_PLACE);
625 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
628 creature_ptr->leaving = TRUE;
631 else if (quest_number(creature_ptr, creature_ptr->current_floor_ptr->dun_level) || (creature_ptr->current_floor_ptr->dun_level >= d_info[creature_ptr->dungeon_idx].maxdepth))
634 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
636 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
641 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, -1, NULL);
643 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
645 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
647 leave_quest_check(creature_ptr);
648 creature_ptr->current_floor_ptr->inside_quest = 0;
649 creature_ptr->leaving = TRUE;
655 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
657 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
662 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, -1, NULL);
664 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
666 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
667 creature_ptr->leaving = TRUE;
673 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
675 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
680 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, 1, NULL);
681 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
683 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
684 creature_ptr->leaving = TRUE;
690 sound(SOUND_TPLEVEL);
694 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
695 check_quest_completion(creature_ptr, m_ptr);
696 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
698 char m2_name[MAX_NLEN];
700 monster_desc(creature_ptr, m2_name, m_ptr, MD_INDEF_VISIBLE);
701 exe_write_diary(creature_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
704 delete_monster_idx(creature_ptr, m_idx);
705 sound(SOUND_TPLEVEL);
710 * @brief プレイヤーの帰還発動及び中止処理 /
711 * Recall the player to town or dungeon
712 * @param creature_ptr プレーヤーへの参照ポインタ
713 * @param turns 発動までのターン数
716 bool recall_player(player_type *creature_ptr, TIME_EFFECT turns)
719 * TODO: Recall the player to the last
720 * visited town when in the wilderness
722 if (creature_ptr->current_floor_ptr->inside_arena || ironman_downward)
724 msg_print(_("何も起こらなかった。", "Nothing happens."));
728 bool is_special_floor = creature_ptr->current_floor_ptr->dun_level > 0;
729 is_special_floor &= max_dlv[creature_ptr->dungeon_idx] > creature_ptr->current_floor_ptr->dun_level;
730 is_special_floor &= !creature_ptr->current_floor_ptr->inside_quest;
731 is_special_floor &= !creature_ptr->word_recall;
732 if (is_special_floor)
734 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? ")))
736 max_dlv[creature_ptr->dungeon_idx] = creature_ptr->current_floor_ptr->dun_level;
738 exe_write_diary(creature_ptr, DIARY_TRUMP, creature_ptr->dungeon_idx, _("帰還のときに", "when recalled from dungeon"));
743 if (creature_ptr->word_recall)
745 creature_ptr->word_recall = 0;
746 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
747 creature_ptr->redraw |= (PR_STATUS);
751 if (!creature_ptr->current_floor_ptr->dun_level)
753 DUNGEON_IDX select_dungeon;
754 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
755 if (!select_dungeon) return FALSE;
756 creature_ptr->recall_dungeon = select_dungeon;
759 creature_ptr->word_recall = turns;
760 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
761 creature_ptr->redraw |= (PR_STATUS);
766 bool free_level_recall(player_type *creature_ptr)
768 DUNGEON_IDX select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
769 if (!select_dungeon) return FALSE;
771 DEPTH max_depth = d_info[select_dungeon].maxdepth;
772 if (select_dungeon == DUNGEON_ANGBAND)
774 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
775 else if (quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
778 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? "),
779 d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
785 creature_ptr->word_recall = 1;
786 creature_ptr->recall_dungeon = select_dungeon;
787 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));
789 exe_write_diary(creature_ptr, DIARY_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
791 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
793 creature_ptr->redraw |= PR_STATUS;
800 * @param caster_ptr プレーヤーへの参照ポインタ
801 * @return リセット処理が実際に行われたらTRUEを返す
803 bool reset_recall(player_type *caster_ptr)
805 int select_dungeon, dummy = 0;
809 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
810 if (ironman_downward)
812 msg_print(_("何も起こらなかった。", "Nothing happens."));
816 if (!select_dungeon) return FALSE;
817 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
818 (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
819 sprintf(tmp_val, "%d", (int)MAX(caster_ptr->current_floor_ptr->dun_level, 1));
821 if (!get_string(ppp, tmp_val, 10))
826 dummy = atoi(tmp_val);
827 if (dummy < 1) dummy = 1;
828 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
829 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
831 max_dlv[select_dungeon] = dummy;
834 exe_write_diary(caster_ptr, DIARY_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
836 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);
838 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
845 * @brief プレイヤーの装備劣化処理 /
846 * Apply disenchantment to the player's stuff
847 * @param target_ptr プレーヤーへの参照ポインタ
848 * @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
849 * @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 /
850 * Return "TRUE" if the player notices anything
852 bool apply_disenchant(player_type *target_ptr, BIT_FLAGS mode)
857 case 1: t = INVEN_RARM; break;
858 case 2: t = INVEN_LARM; break;
859 case 3: t = INVEN_BOW; break;
860 case 4: t = INVEN_BODY; break;
861 case 5: t = INVEN_OUTER; break;
862 case 6: t = INVEN_HEAD; break;
863 case 7: t = INVEN_HANDS; break;
864 case 8: t = INVEN_FEET; break;
868 o_ptr = &target_ptr->inventory_list[t];
869 if (!o_ptr->k_idx) return FALSE;
871 if (!object_is_weapon_armour_ammo(o_ptr))
874 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
879 GAME_TEXT o_name[MAX_NLEN];
880 object_desc(target_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
881 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
884 msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
886 msg_format("Your %s (%c) resist%s disenchantment!", o_name, index_to_label(t),
887 ((o_ptr->number != 1) ? "" : "s"));
892 int to_h = o_ptr->to_h;
893 int to_d = o_ptr->to_d;
894 int to_a = o_ptr->to_a;
895 int pval = o_ptr->pval;
897 if (o_ptr->to_h > 0) o_ptr->to_h--;
898 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
900 if (o_ptr->to_d > 0) o_ptr->to_d--;
901 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
903 if (o_ptr->to_a > 0) o_ptr->to_a--;
904 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
906 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
908 bool is_actually_disenchanted = to_h != o_ptr->to_h;
909 is_actually_disenchanted |= to_d != o_ptr->to_d;
910 is_actually_disenchanted |= to_a != o_ptr->to_a;
911 is_actually_disenchanted |= pval != o_ptr->pval;
912 if (!is_actually_disenchanted) return TRUE;
915 msg_format("%s(%c)は劣化してしまった!", o_name, index_to_label(t));
917 msg_format("Your %s (%c) %s disenchanted!", o_name, index_to_label(t),
918 ((o_ptr->number != 1) ? "were" : "was"));
920 chg_virtue(target_ptr, V_HARMONY, 1);
921 chg_virtue(target_ptr, V_ENCHANT, -2);
922 target_ptr->update |= (PU_BONUS);
923 target_ptr->window |= (PW_EQUIP | PW_PLAYER);
925 calc_android_exp(target_ptr);
931 * @brief 虚無招来によるフロア中の全壁除去処理 /
932 * Vanish all walls in this floor
933 * @param caster_ptr プレーヤーへの参照ポインタ
934 * @params caster_ptr 術者の参照ポインタ
935 * @return 実際に処理が反映された場合TRUE
937 bool vanish_dungeon(player_type *caster_ptr)
939 bool is_special_floor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
940 is_special_floor |= !caster_ptr->current_floor_ptr->dun_level;
941 if (is_special_floor) return FALSE;
946 GAME_TEXT m_name[MAX_NLEN];
947 for (POSITION y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++)
949 for (POSITION x = 1; x < caster_ptr->current_floor_ptr->width - 1; x++)
951 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
953 f_ptr = &f_info[g_ptr->feat];
954 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
955 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
956 if (g_ptr->m_idx && MON_CSLEEP(m_ptr))
958 (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
961 monster_desc(caster_ptr, m_name, m_ptr, 0);
962 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
966 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(caster_ptr, y, x, FF_HURT_DISI);
970 for (POSITION x = 0; x < caster_ptr->current_floor_ptr->width; x++)
972 g_ptr = &caster_ptr->current_floor_ptr->grid_array[0][x];
973 f_ptr = &f_info[g_ptr->mimic];
974 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
976 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
978 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
979 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
982 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->current_floor_ptr->height - 1][x];
983 f_ptr = &f_info[g_ptr->mimic];
984 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
986 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
988 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
989 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
993 /* Special boundary walls -- Left and right */
994 for (POSITION y = 1; y < (caster_ptr->current_floor_ptr->height - 1); y++)
996 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][0];
997 f_ptr = &f_info[g_ptr->mimic];
998 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1000 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1002 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
1003 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
1006 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][caster_ptr->current_floor_ptr->width - 1];
1007 f_ptr = &f_info[g_ptr->mimic];
1008 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1010 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1012 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
1013 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
1017 caster_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1018 caster_ptr->redraw |= (PR_MAP);
1019 caster_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1026 * @param caster_ptr プレーヤーへの参照ポインタ
1029 * Sorry, it becomes not (void)...
1031 void call_the_void(player_type *caster_ptr)
1034 bool do_call = TRUE;
1035 for (int i = 0; i < 9; i++)
1037 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->y + ddy_ddd[i]][caster_ptr->x + ddx_ddd[i]];
1039 if (!cave_have_flag_grid(g_ptr, FF_PROJECT))
1041 if (!g_ptr->mimic || !have_flag(f_info[g_ptr->mimic].flags, FF_PROJECT) ||
1042 !permanent_wall(&f_info[g_ptr->feat]))
1052 for (int i = 1; i < 10; i++)
1054 if (i - 5) fire_ball(caster_ptr, GF_ROCKET, i, 175, 2);
1057 for (int i = 1; i < 10; i++)
1059 if (i - 5) fire_ball(caster_ptr, GF_MANA, i, 175, 3);
1062 for (int i = 1; i < 10; i++)
1064 if (i - 5) fire_ball(caster_ptr, GF_NUKE, i, 175, 4);
1070 bool is_special_fllor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
1071 is_special_fllor |= !caster_ptr->current_floor_ptr->dun_level;
1072 if (is_special_fllor)
1074 msg_print(_("地面が揺れた。", "The ground trembles."));
1079 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
1080 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
1082 msg_format("You %s the %s too close to a wall!",
1083 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1084 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1086 msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
1090 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."));
1091 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1095 if (destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 15 + caster_ptr->lev + randint0(11), FALSE))
1096 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
1098 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
1099 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1104 * @brief アイテム引き寄せ処理 /
1105 * Fetch an item (teleport it right underneath the caster)
1106 * @param caster_ptr プレーヤーへの参照ポインタ
1107 * @param dir 魔法の発動方向
1109 * @param require_los 射線の通りを要求するならばTRUE
1112 void fetch(player_type *caster_ptr, DIRECTION dir, WEIGHT wgt, bool require_los)
1116 GAME_TEXT o_name[MAX_NLEN];
1118 if (caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx)
1120 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."));
1125 if (dir == 5 && target_okay(caster_ptr))
1130 if (distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE)
1132 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!"));
1136 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
1139 msg_print(_("そこには何もありません。", "There is no object at this place."));
1143 if (g_ptr->info & CAVE_ICKY)
1145 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."));
1151 if (!player_has_los_bold(caster_ptr, ty, tx))
1153 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."));
1156 else if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, ty, tx))
1158 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
1167 bool is_first_loop = TRUE;
1168 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
1169 while (is_first_loop || !g_ptr->o_idx)
1171 is_first_loop = FALSE;
1174 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
1176 if ((distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE) ||
1177 !cave_have_flag_bold(caster_ptr->current_floor_ptr, ty, tx, FF_PROJECT)) return;
1181 o_ptr = &caster_ptr->current_floor_ptr->o_list[g_ptr->o_idx];
1182 if (o_ptr->weight > wgt)
1184 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
1188 OBJECT_IDX i = g_ptr->o_idx;
1189 g_ptr->o_idx = o_ptr->next_o_idx;
1190 caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx = i; /* 'move' it */
1192 o_ptr->next_o_idx = 0;
1193 o_ptr->iy = caster_ptr->y;
1194 o_ptr->ix = caster_ptr->x;
1196 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1197 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);
1199 note_spot(caster_ptr, caster_ptr->y, caster_ptr->x);
1200 caster_ptr->redraw |= PR_MAP;
1206 * @param caster_ptr プレーヤーへの参照ポインタ
1209 void reserve_alter_reality(player_type *caster_ptr)
1211 if (caster_ptr->current_floor_ptr->inside_arena || ironman_downward)
1213 msg_print(_("何も起こらなかった。", "Nothing happens."));
1217 if (caster_ptr->alter_reality)
1219 caster_ptr->alter_reality = 0;
1220 msg_print(_("景色が元に戻った...", "The view around you returns to normal..."));
1221 caster_ptr->redraw |= PR_STATUS;
1225 TIME_EFFECT turns = randint0(21) + 15;
1226 caster_ptr->alter_reality = turns;
1227 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
1228 caster_ptr->redraw |= PR_STATUS;
1233 * @brief 全所持アイテム鑑定処理 /
1234 * Identify everything being carried.
1235 * Done by a potion of "self knowledge".
1236 * @param target_ptr プレーヤーへの参照ポインタ
1239 void identify_pack(player_type *target_ptr)
1241 for (INVENTORY_IDX i = 0; i < INVEN_TOTAL; i++)
1243 object_type *o_ptr = &target_ptr->inventory_list[i];
1244 if (!o_ptr->k_idx) continue;
1246 identify_item(target_ptr, o_ptr);
1247 autopick_alter_item(target_ptr, i, FALSE);
1254 * Removes curses from items in inventory
1255 * @param creature_ptr プレーヤーへの参照ポインタ
1256 * @param all 軽い呪いまでの解除ならば0
1257 * @return 解呪されたアイテムの数
1260 * Note that Items which are "Perma-Cursed" (The One Ring,
1261 * The Crown of Morgoth) can NEVER be uncursed.
1263 * Note that if "all" is FALSE, then Items which are
1264 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1265 * will not be uncursed.
1268 static int remove_curse_aux(player_type *creature_ptr, int all)
1271 for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
1273 object_type *o_ptr = &creature_ptr->inventory_list[i];
1274 if (!o_ptr->k_idx) continue;
1275 if (!object_is_cursed(o_ptr)) continue;
1276 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1277 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1279 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1283 o_ptr->curse_flags = 0L;
1284 o_ptr->ident |= (IDENT_SENSE);
1285 o_ptr->feeling = FEEL_NONE;
1287 creature_ptr->update |= (PU_BONUS);
1288 creature_ptr->window |= (PW_EQUIP);
1293 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."));
1300 * @brief 装備の軽い呪い解呪処理 /
1301 * Remove most curses
1302 * @param caster_ptr プレーヤーへの参照ポインタ
1303 * @return 解呪に成功した装備数
1305 int remove_curse(player_type *caster_ptr)
1307 return remove_curse_aux(caster_ptr, FALSE);
1312 * @brief 装備の重い呪い解呪処理 /
1314 * @return 解呪に成功した装備数
1316 int remove_all_curse(player_type *caster_ptr)
1318 return remove_curse_aux(caster_ptr, TRUE);
1323 * @brief アイテムの価値に応じた錬金術処理 /
1324 * Turns an object into gold, gain some of its value in a shop
1325 * @param caster_ptr プレーヤーへの参照ポインタ
1326 * @return 処理が実際に行われたらTRUEを返す
1328 bool alchemy(player_type *caster_ptr)
1331 if (command_arg > 0) force = TRUE;
1333 concptr q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
1334 concptr s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
1337 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1338 if (!o_ptr) return FALSE;
1341 if (o_ptr->number > 1)
1343 amt = get_quantity(NULL, o_ptr->number);
1344 if (amt <= 0) return FALSE;
1347 ITEM_NUMBER old_number = o_ptr->number;
1348 o_ptr->number = amt;
1349 GAME_TEXT o_name[MAX_NLEN];
1350 object_desc(caster_ptr, o_name, o_ptr, 0);
1351 o_ptr->number = old_number;
1355 if (confirm_destroy || (object_value(o_ptr) > 0))
1357 char out_val[MAX_NLEN + 40];
1358 sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
1359 if (!get_check(out_val)) return FALSE;
1363 if (!can_player_destroy_object(o_ptr))
1365 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);
1369 PRICE price = object_value_real(o_ptr);
1372 msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
1373 vary_item(caster_ptr, item, -amt);
1379 if (amt > 1) price *= amt;
1381 if (price > 30000) price = 30000;
1382 msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
1384 caster_ptr->au += price;
1385 caster_ptr->redraw |= PR_GOLD;
1386 caster_ptr->window |= PW_PLAYER;
1387 vary_item(caster_ptr, item, -amt);
1393 * @brief アーティファクト生成の巻物処理 /
1394 * @param caster_ptr プレーヤーへの参照ポインタ
1395 * @return 生成が実際に試みられたらTRUEを返す
1397 bool artifact_scroll(player_type *caster_ptr)
1399 item_tester_hook = item_tester_hook_nameless_weapon_armour;
1401 concptr q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
1402 concptr s = _("強化できるアイテムがない。", "You have nothing to enchant.");
1405 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1406 if (!o_ptr) return FALSE;
1408 GAME_TEXT o_name[MAX_NLEN];
1409 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1411 msg_format("%s は眩い光を発した!",o_name);
1413 msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
1417 if (object_is_artifact(o_ptr))
1420 msg_format("%sは既に伝説のアイテムです!", o_name );
1422 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
1426 else if (object_is_ego(o_ptr))
1429 msg_format("%sは既に名のあるアイテムです!", o_name );
1431 msg_format("The %s %s already %s!",
1432 o_name, ((o_ptr->number > 1) ? "are" : "is"),
1433 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
1437 else if (o_ptr->xtra3)
1440 msg_format("%sは既に強化されています!", o_name );
1442 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"),
1443 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
1448 if (o_ptr->number > 1)
1450 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!"));
1452 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
1454 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
1459 inven_item_increase(caster_ptr, item, 1 - (o_ptr->number));
1463 floor_item_increase(caster_ptr->current_floor_ptr, 0 - item, 1 - (o_ptr->number));
1467 okay = become_random_artifact(caster_ptr, o_ptr, TRUE);
1472 if (flush_failure) flush();
1473 msg_print(_("強化に失敗した。", "The enchantment failed."));
1474 if (one_in_(3)) chg_virtue(caster_ptr, V_ENCHANT, -1);
1475 calc_android_exp(caster_ptr);
1479 if (record_rand_art)
1481 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1482 exe_write_diary(caster_ptr, DIARY_ART_SCROLL, 0, o_name);
1485 chg_virtue(caster_ptr, V_ENCHANT, 1);
1486 calc_android_exp(caster_ptr);
1493 * Identify an object
1494 * @param owner_ptr プレーヤーへの参照ポインタ
1495 * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
1496 * @return 実際に鑑定できたらTRUEを返す
1498 bool identify_item(player_type *owner_ptr, object_type *o_ptr)
1500 GAME_TEXT o_name[MAX_NLEN];
1501 object_desc(owner_ptr, o_name, o_ptr, 0);
1503 bool old_known = FALSE;
1504 if (o_ptr->ident & IDENT_KNOWN)
1507 if (!OBJECT_IS_FULL_KNOWN(o_ptr))
1509 if (object_is_artifact(o_ptr) || one_in_(5))
1510 chg_virtue(owner_ptr, V_KNOWLEDGE, 1);
1513 object_aware(owner_ptr, o_ptr);
1514 object_known(o_ptr);
1515 o_ptr->marked |= OM_TOUCHED;
1517 owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
1518 owner_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1520 strcpy(record_o_name, o_name);
1521 record_turn = current_world_ptr->game_turn;
1523 object_desc(owner_ptr, o_name, o_ptr, OD_NAME_ONLY);
1525 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
1526 exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
1527 if(record_rand_art && !old_known && o_ptr->art_name)
1528 exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
1535 * @brief アイテム鑑定のメインルーチン処理 /
1536 * Identify an object in the inventory (or on the floor)
1537 * @param caster_ptr プレーヤーへの参照ポインタ
1538 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1539 * @return 実際に鑑定を行ったならばTRUEを返す
1541 * This routine does *not* automatically combine objects.
1542 * Returns TRUE if something was identified, else FALSE.
1544 bool ident_spell(player_type *caster_ptr, bool only_equip, tval_type item_tester_tval)
1547 item_tester_hook = item_tester_hook_identify_weapon_armour;
1549 item_tester_hook = item_tester_hook_identify;
1552 if (can_get_item(caster_ptr, item_tester_tval))
1554 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
1559 item_tester_hook = object_is_weapon_armour_ammo;
1561 item_tester_hook = NULL;
1563 q = _("すべて鑑定済みです。 ", "All items are identified. ");
1566 concptr s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
1569 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1570 if (!o_ptr) return FALSE;
1572 bool old_known = identify_item(caster_ptr, o_ptr);
1574 GAME_TEXT o_name[MAX_NLEN];
1575 object_desc(caster_ptr, o_name, o_ptr, 0);
1576 if (item >= INVEN_RARM)
1578 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
1582 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
1586 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
1589 autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
1595 * @brief アイテム凡庸化のメインルーチン処理 /
1596 * Identify an object in the inventory (or on the floor)
1597 * @param owner_ptr プレーヤーへの参照ポインタ
1598 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1599 * @return 実際に凡庸化をを行ったならばTRUEを返す
1602 * Mundanify an object in the inventory (or on the floor)
1603 * This routine does *not* automatically combine objects.
1604 * Returns TRUE if something was mundanified, else FALSE.
1607 bool mundane_spell(player_type *owner_ptr, bool only_equip)
1609 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
1613 concptr q = _("どれを使いますか?", "Use which item? ");
1614 concptr s = _("使えるものがありません。", "You have nothing you can use.");
1616 o_ptr = choose_object(owner_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1617 if (!o_ptr) return FALSE;
1619 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
1620 POSITION iy = o_ptr->iy;
1621 POSITION ix = o_ptr->ix;
1622 OBJECT_IDX next_o_idx = o_ptr->next_o_idx;
1623 byte marked = o_ptr->marked;
1624 WEIGHT weight = o_ptr->number * o_ptr->weight;
1625 u16b inscription = o_ptr->inscription;
1627 object_prep(o_ptr, o_ptr->k_idx);
1631 o_ptr->next_o_idx = next_o_idx;
1632 o_ptr->marked = marked;
1633 o_ptr->inscription = inscription;
1634 if (item >= 0) owner_ptr->total_weight += (o_ptr->weight - weight);
1636 calc_android_exp(owner_ptr);
1642 * @brief アイテム*鑑定*のメインルーチン処理 /
1643 * Identify an object in the inventory (or on the floor)
1644 * @param caster_ptr プレーヤーへの参照ポインタ
1645 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1646 * @return 実際に鑑定を行ったならばTRUEを返す
1648 * Fully "identify" an object in the inventory -BEN-
1649 * This routine returns TRUE if an item was identified.
1651 bool identify_fully(player_type *caster_ptr, bool only_equip, tval_type item_tester_tval)
1654 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
1656 item_tester_hook = item_tester_hook_identify_fully;
1659 if (can_get_item(caster_ptr, item_tester_tval))
1661 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
1666 item_tester_hook = object_is_weapon_armour_ammo;
1668 item_tester_hook = NULL;
1670 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
1673 concptr s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
1677 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1678 if (!o_ptr) return FALSE;
1680 bool old_known = identify_item(caster_ptr, o_ptr);
1682 o_ptr->ident |= (IDENT_FULL_KNOWN);
1683 handle_stuff(caster_ptr);
1685 GAME_TEXT o_name[MAX_NLEN];
1686 object_desc(caster_ptr, o_name, o_ptr, 0);
1687 if (item >= INVEN_RARM)
1689 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
1693 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
1697 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
1700 (void)screen_object(caster_ptr, o_ptr, 0L);
1701 autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
1708 * Recharge a wand/staff/rod from the pack or on the floor.
1709 * This function has been rewritten in Oangband and ZAngband.
1710 * @param caster_ptr プレーヤーへの参照ポインタ
1711 * @param power 充填パワー
1712 * @return ターン消費を要する処理まで進んだらTRUEを返す
1714 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
1715 * Chaos -- Arcane Binding --> recharge(90)
1717 * Scroll of recharging --> recharge(130)
1718 * Artifact activation/Thingol --> recharge(130)
1720 * It is harder to recharge high level, and highly charged wands,
1721 * staffs, and rods. The more wands in a stack, the more easily and
1722 * strongly they recharge. Staffs, however, each get fewer charges if
1725 * Beware of "sliding index errors".
1727 bool recharge(player_type *caster_ptr, int power)
1729 item_tester_hook = item_tester_hook_recharge;
1730 concptr q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
1731 concptr s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
1735 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1736 if (!o_ptr) return FALSE;
1739 k_ptr = &k_info[o_ptr->k_idx];
1740 DEPTH lev = k_info[o_ptr->k_idx].level;
1742 TIME_EFFECT recharge_amount;
1743 int recharge_strength;
1744 bool is_recharge_successful = TRUE;
1745 if (o_ptr->tval == TV_ROD)
1747 recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
1748 if (one_in_(recharge_strength))
1750 is_recharge_successful = FALSE;
1754 recharge_amount = (power * damroll(3, 2));
1755 if (o_ptr->timeout > recharge_amount)
1756 o_ptr->timeout -= recharge_amount;
1763 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
1764 recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
1765 else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
1767 if (recharge_strength < 0) recharge_strength = 0;
1769 if (one_in_(recharge_strength))
1771 is_recharge_successful = FALSE;
1775 recharge_amount = randint1(1 + k_ptr->pval / 2);
1776 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
1779 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
1780 if (recharge_amount < 1) recharge_amount = 1;
1781 if (recharge_amount > 12) recharge_amount = 12;
1784 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
1786 recharge_amount /= (TIME_EFFECT)o_ptr->number;
1787 if (recharge_amount < 1) recharge_amount = 1;
1790 o_ptr->pval += recharge_amount;
1791 o_ptr->ident &= ~(IDENT_KNOWN);
1792 o_ptr->ident &= ~(IDENT_EMPTY);
1796 if (!is_recharge_successful)
1798 return update_player(caster_ptr);
1802 GAME_TEXT o_name[MAX_NLEN];
1803 if (object_is_fixed_artifact(o_ptr))
1805 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1806 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);
1807 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
1808 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
1809 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
1811 return update_player(caster_ptr);
1814 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1816 if (IS_WIZARD_CLASS(caster_ptr) || caster_ptr->pclass == CLASS_MAGIC_EATER || caster_ptr->pclass == CLASS_BLUE_MAGE)
1818 /* 10% chance to blow up one rod, otherwise draining. */
1819 if (o_ptr->tval == TV_ROD)
1821 if (one_in_(10)) fail_type = 2;
1824 /* 75% chance to blow up one wand, otherwise draining. */
1825 else if (o_ptr->tval == TV_WAND)
1827 if (!one_in_(3)) fail_type = 2;
1830 /* 50% chance to blow up one staff, otherwise no effect. */
1831 else if (o_ptr->tval == TV_STAFF)
1833 if (one_in_(2)) fail_type = 2;
1839 /* 33% chance to blow up one rod, otherwise draining. */
1840 if (o_ptr->tval == TV_ROD)
1842 if (one_in_(3)) fail_type = 2;
1845 /* 20% chance of the entire stack, else destroy one wand. */
1846 else if (o_ptr->tval == TV_WAND)
1848 if (one_in_(5)) fail_type = 3;
1851 /* Blow up one staff. */
1852 else if (o_ptr->tval == TV_STAFF)
1860 if (o_ptr->tval == TV_ROD)
1862 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!"));
1864 if (o_ptr->timeout < 10000)
1865 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
1867 else if (o_ptr->tval == TV_WAND)
1869 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);
1876 if (o_ptr->number > 1)
1877 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);
1879 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
1881 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
1882 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
1884 vary_item(caster_ptr, item, -1);
1889 if (o_ptr->number > 1)
1890 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);
1892 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
1894 vary_item(caster_ptr, item, -999);
1897 return update_player(caster_ptr);
1902 * @brief クリーチャー全既知呪文を表示する /
1903 * Hack -- Display all known spells in a window
1904 * @param caster_ptr 術者の参照ポインタ
1907 * Need to analyze size of the window.
1908 * Need more color coding.
1910 void display_spell_list(player_type *caster_ptr)
1914 const magic_type *s_ptr;
1915 GAME_TEXT name[MAX_NLEN];
1920 if (caster_ptr->pclass == CLASS_SORCERER) return;
1921 if (caster_ptr->pclass == CLASS_RED_MAGE) return;
1922 if (caster_ptr->pclass == CLASS_SNIPER)
1924 display_snipe_list(caster_ptr);
1928 if ((caster_ptr->pclass == CLASS_MINDCRAFTER) ||
1929 (caster_ptr->pclass == CLASS_BERSERKER) ||
1930 (caster_ptr->pclass == CLASS_NINJA) ||
1931 (caster_ptr->pclass == CLASS_MIRROR_MASTER) ||
1932 (caster_ptr->pclass == CLASS_FORCETRAINER))
1934 PERCENTAGE minfail = 0;
1935 PLAYER_LEVEL plev = caster_ptr->lev;
1936 PERCENTAGE chance = 0;
1941 bool use_hp = FALSE;
1947 put_str(_("名前", "Name"), y, x + 5);
1948 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
1950 switch(caster_ptr->pclass)
1952 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
1953 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
1954 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
1955 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1956 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
1957 default: use_mind = 0;break;
1960 for (int i = 0; i < MAX_MIND_POWERS; i++)
1962 byte a = TERM_WHITE;
1963 spell = mind_powers[use_mind].info[i];
1964 if (spell.min_lev > plev) break;
1966 chance = spell.fail;
1967 chance -= 3 * (caster_ptr->lev - spell.min_lev);
1968 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1971 if (spell.mana_cost > caster_ptr->csp)
1973 chance += 5 * (spell.mana_cost - caster_ptr->csp);
1979 if (spell.mana_cost > caster_ptr->chp)
1986 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
1987 if (chance < minfail) chance = minfail;
1989 if (caster_ptr->stun > 50) chance += 25;
1990 else if (caster_ptr->stun) chance += 15;
1992 if (chance > 95) chance = 95;
1994 mindcraft_info(caster_ptr, comment, use_mind, i);
1995 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
1997 spell.min_lev, spell.mana_cost, chance, comment);
1999 Term_putstr(x, y + i + 1, -1, a, psi_desc);
2005 if (REALM_NONE == caster_ptr->realm1) return;
2007 for (int j = 0; j < ((caster_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
2010 y = (j < 3) ? 0 : (m[j - 3] + 2);
2013 for (int i = 0; i < 32; i++)
2015 byte a = TERM_WHITE;
2017 if (!is_magic((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2))
2019 s_ptr = &technic_info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - MIN_TECHNIC][i % 32];
2023 s_ptr = &mp_ptr->info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - 1][i % 32];
2026 strcpy(name, exe_spell(caster_ptr, (j < 1) ? caster_ptr->realm1 : caster_ptr->realm2, i % 32, SPELL_NAME));
2028 if (s_ptr->slevel >= 99)
2030 strcpy(name, _("(判読不能)", "(illegible)"));
2034 ((caster_ptr->spell_forgotten1 & (1L << i))) :
2035 ((caster_ptr->spell_forgotten2 & (1L << (i % 32)))))
2039 else if (!((j < 1) ?
2040 (caster_ptr->spell_learned1 & (1L << i)) :
2041 (caster_ptr->spell_learned2 & (1L << (i % 32)))))
2045 else if (!((j < 1) ?
2046 (caster_ptr->spell_worked1 & (1L << i)) :
2047 (caster_ptr->spell_worked2 & (1L << (i % 32)))))
2052 sprintf(out_val, "%c/%c) %-20.20s",
2053 I2A(n / 8), I2A(n % 8), name);
2056 Term_putstr(x, m[j], -1, a, out_val);
2064 * @brief 呪文の経験値を返す /
2065 * Returns experience of a spell
2066 * @param caster_ptr プレーヤーへの参照ポインタ
2068 * @param use_realm 魔法領域
2071 EXP experience_of_spell(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
2073 if (caster_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
2074 else if (caster_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
2075 else if (use_realm == caster_ptr->realm1) return caster_ptr->spell_exp[spell];
2076 else if (use_realm == caster_ptr->realm2) return caster_ptr->spell_exp[spell + 32];
2082 * @brief 呪文の消費MPを返す /
2083 * Modify mana consumption rate using spell exp and dec_mana
2084 * @param caster_ptr プレーヤーへの参照ポインタ
2085 * @param need_mana 基本消費MP
2090 MANA_POINT mod_need_mana(player_type *caster_ptr, MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
2092 #define MANA_CONST 2400
2094 #define DEC_MANA_DIV 3
2095 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
2097 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(caster_ptr, spell, realm)) + (MANA_CONST - 1);
2098 need_mana *= caster_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
2099 need_mana /= MANA_CONST * MANA_DIV;
2100 if (need_mana < 1) need_mana = 1;
2104 if (caster_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
2116 * @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) /
2117 * Modify spell fail rate
2118 * Using to_m_chance, dec_mana, easy_spell and heavy_spell
2119 * @param caster_ptr プレーヤーへの参照ポインタ
2120 * @param chance 修正前失敗率
2124 PERCENTAGE mod_spell_chance_1(player_type *caster_ptr, PERCENTAGE chance)
2126 chance += caster_ptr->to_m_chance;
2128 if (caster_ptr->heavy_spell) chance += 20;
2130 if (caster_ptr->dec_mana && caster_ptr->easy_spell) chance -= 4;
2131 else if (caster_ptr->easy_spell) chance -= 3;
2132 else if (caster_ptr->dec_mana) chance -= 2;
2139 * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
2140 * Modify spell fail rate
2141 * Using to_m_chance, dec_mana, easy_spell and heavy_spell
2142 * @param caster_ptr プレーヤーへの参照ポインタ
2143 * @param chance 修正前失敗率
2145 * Modify spell fail rate (as "suffix" process)
2146 * Using dec_mana, easy_spell and heavy_spell
2147 * Note: variable "chance" cannot be negative.
2150 PERCENTAGE mod_spell_chance_2(player_type *caster_ptr, PERCENTAGE chance)
2152 if (caster_ptr->dec_mana) chance--;
2153 if (caster_ptr->heavy_spell) chance += 5;
2154 return MAX(chance, 0);
2159 * @brief 呪文の失敗率計算メインルーチン /
2160 * Returns spell chance of failure for spell -RAK-
2161 * @param caster_ptr プレーヤーへの参照ポインタ
2163 * @param use_realm 魔法領域ID
2166 PERCENTAGE spell_chance(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
2168 if (!mp_ptr->spell_book) return 100;
2169 if (use_realm == REALM_HISSATSU) return 0;
2171 const magic_type *s_ptr;
2172 if (!is_magic(use_realm))
2174 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
2178 s_ptr = &mp_ptr->info[use_realm - 1][spell];
2181 PERCENTAGE chance = s_ptr->sfail;
2182 chance -= 3 * (caster_ptr->lev - s_ptr->slevel);
2183 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
2184 if (caster_ptr->riding)
2185 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));
2187 MANA_POINT need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
2188 if (need_mana > caster_ptr->csp)
2190 chance += 5 * (need_mana - caster_ptr->csp);
2193 if ((use_realm != caster_ptr->realm1) && ((caster_ptr->pclass == CLASS_MAGE) || (caster_ptr->pclass == CLASS_PRIEST))) chance += 5;
2195 PERCENTAGE minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
2196 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
2198 if (minfail < 5) minfail = 5;
2201 if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[0]) chance += 25;
2202 if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[1]) chance += 25;
2204 chance = mod_spell_chance_1(caster_ptr, chance);
2205 PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
2209 if ((caster_ptr->align > 50) || (caster_ptr->align < -50)) chance += penalty;
2211 case REALM_LIFE: case REALM_CRUSADE:
2212 if (caster_ptr->align < -20) chance += penalty;
2214 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
2215 if (caster_ptr->align > 20) chance += penalty;
2219 if (chance < minfail) chance = minfail;
2221 if (caster_ptr->stun > 50) chance += 25;
2222 else if (caster_ptr->stun) chance += 15;
2224 if (chance > 95) chance = 95;
2226 if ((use_realm == caster_ptr->realm1) || (use_realm == caster_ptr->realm2)
2227 || (caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
2229 EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
2230 if (exp >= SPELL_EXP_EXPERT) chance--;
2231 if (exp >= SPELL_EXP_MASTER) chance--;
2234 return mod_spell_chance_2(caster_ptr, chance);
2239 * @brief 呪文情報の表示処理 /
2240 * Print a list of spells (for browsing or casting or viewing)
2241 * @param caster_ptr 術者の参照ポインタ
2242 * @param target_spell 呪文ID
2243 * @param spells 表示するスペルID配列の参照ポインタ
2244 * @param num 表示するスペルの数(spellsの要素数)
2245 * @param y 表示メッセージ左上Y座標
2246 * @param x 表示メッセージ左上X座標
2247 * @param use_realm 魔法領域ID
2250 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)
2252 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && current_world_ptr->wizard)
2253 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
2257 if (use_realm == REALM_HISSATSU)
2258 strcpy(buf,_(" Lv MP", " Lv SP"));
2260 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
2262 put_str(_("名前", "Name"), y, x + 5);
2263 put_str(buf, y, x + 29);
2266 if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
2267 else if (use_realm == caster_ptr->realm1) increment = 0;
2268 else if (use_realm == caster_ptr->realm2) increment = 32;
2272 const magic_type *s_ptr;
2277 for (i = 0; i < num; i++)
2279 SPELL_IDX spell = spells[i];
2281 if (!is_magic(use_realm))
2283 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
2287 s_ptr = &mp_ptr->info[use_realm - 1][spell];
2290 MANA_POINT need_mana;
2291 if (use_realm == REALM_HISSATSU)
2292 need_mana = s_ptr->smana;
2295 EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
2296 need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
2297 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
2298 else exp_level = spell_exp_level(exp);
2301 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
2302 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
2303 else if (s_ptr->slevel >= 99) max = TRUE;
2304 else if ((caster_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
2306 strncpy(ryakuji, exp_level_str[exp_level], 4);
2311 if (use_menu && target_spell)
2313 if (i == (target_spell-1))
2314 strcpy(out_val, _(" 》 ", " > "));
2316 strcpy(out_val, " ");
2318 else sprintf(out_val, " %c) ", I2A(i));
2320 if (s_ptr->slevel >= 99)
2322 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
2323 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
2327 strcpy(info, exe_spell(caster_ptr, use_realm, spell, SPELL_INFO));
2328 concptr comment = info;
2329 byte line_attr = TERM_WHITE;
2330 if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
2332 if (s_ptr->slevel > caster_ptr->max_plv)
2334 comment = _("未知", "unknown");
2335 line_attr = TERM_L_BLUE;
2337 else if (s_ptr->slevel > caster_ptr->lev)
2339 comment = _("忘却", "forgotten");
2340 line_attr = TERM_YELLOW;
2343 else if ((use_realm != caster_ptr->realm1) && (use_realm != caster_ptr->realm2))
2345 comment = _("未知", "unknown");
2346 line_attr = TERM_L_BLUE;
2348 else if ((use_realm == caster_ptr->realm1) ?
2349 ((caster_ptr->spell_forgotten1 & (1L << spell))) :
2350 ((caster_ptr->spell_forgotten2 & (1L << spell))))
2352 comment = _("忘却", "forgotten");
2353 line_attr = TERM_YELLOW;
2355 else if (!((use_realm == caster_ptr->realm1) ?
2356 (caster_ptr->spell_learned1 & (1L << spell)) :
2357 (caster_ptr->spell_learned2 & (1L << spell))))
2359 comment = _("未知", "unknown");
2360 line_attr = TERM_L_BLUE;
2362 else if (!((use_realm == caster_ptr->realm1) ?
2363 (caster_ptr->spell_worked1 & (1L << spell)) :
2364 (caster_ptr->spell_worked2 & (1L << spell))))
2366 comment = _("未経験", "untried");
2367 line_attr = TERM_L_GREEN;
2370 if (use_realm == REALM_HISSATSU)
2372 strcat(out_val, format("%-25s %2d %4d",
2373 exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), s_ptr->slevel, need_mana));
2377 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
2378 exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), (max ? '!' : ' '), ryakuji,
2379 s_ptr->slevel, need_mana, spell_chance(caster_ptr, spell, use_realm), comment));
2382 c_prt(line_attr, out_val, y + i + 1, x);
2385 prt("", y + i + 1, x);
2390 * @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 /
2391 * Helper function -- return a "nearby" race for polymorphing
2392 * @param floor_ptr 配置するフロアの参照ポインタ
2393 * @param r_idx 基準となるモンスター種族ID
2394 * @return 変更先のモンスター種族ID
2396 * Note that this function is one of the more "dangerous" ones...
2398 static MONRACE_IDX poly_r_idx(player_type *caster_ptr, MONRACE_IDX r_idx)
2400 monster_race *r_ptr = &r_info[r_idx];
2401 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags1 & RF1_QUESTOR))
2404 DEPTH lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
2405 DEPTH lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
2407 for (int i = 0; i < 1000; i++)
2409 r = get_mon_num(caster_ptr, (caster_ptr->current_floor_ptr->dun_level + r_ptr->level) / 2 + 5, 0);
2413 if (r_ptr->flags1 & RF1_UNIQUE) continue;
2414 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
2425 * @brief 指定座標にいるモンスターを変身させる /
2426 * Helper function -- return a "nearby" race for polymorphing
2427 * @param caster_ptr プレーヤーへの参照ポインタ
2430 * @return 実際に変身したらTRUEを返す
2432 bool polymorph_monster(player_type *caster_ptr, POSITION y, POSITION x)
2434 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
2435 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
2436 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
2437 MONRACE_IDX new_r_idx;
2438 MONRACE_IDX old_r_idx = m_ptr->r_idx;
2439 bool targeted = (target_who == g_ptr->m_idx) ? TRUE : FALSE;
2440 bool health_tracked = (caster_ptr->health_who == g_ptr->m_idx) ? TRUE : FALSE;
2442 if (floor_ptr->inside_arena || caster_ptr->phase_out) return FALSE;
2443 if ((caster_ptr->riding == g_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
2445 monster_type back_m = *m_ptr;
2446 new_r_idx = poly_r_idx(caster_ptr, old_r_idx);
2447 if (new_r_idx == old_r_idx) return FALSE;
2449 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
2450 OBJECT_IDX this_o_idx, next_o_idx = 0;
2452 BIT_FLAGS mode = 0L;
2453 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
2454 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
2455 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
2457 m_ptr->hold_o_idx = 0;
2458 delete_monster_idx(caster_ptr, g_ptr->m_idx);
2459 bool polymorphed = FALSE;
2460 if (place_monster_aux(caster_ptr, 0, y, x, new_r_idx, mode))
2462 floor_ptr->m_list[hack_m_idx_ii].nickname = back_m.nickname;
2463 floor_ptr->m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
2464 floor_ptr->m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
2469 if (place_monster_aux(caster_ptr, 0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
2471 floor_ptr->m_list[hack_m_idx_ii] = back_m;
2472 mproc_init(floor_ptr);
2474 else preserve_hold_objects = FALSE;
2477 if (preserve_hold_objects)
2479 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
2481 object_type *o_ptr = &floor_ptr->o_list[this_o_idx];
2482 next_o_idx = o_ptr->next_o_idx;
2483 o_ptr->held_m_idx = hack_m_idx_ii;
2486 else if (back_m.hold_o_idx)
2488 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
2490 next_o_idx = floor_ptr->o_list[this_o_idx].next_o_idx;
2491 delete_object_idx(caster_ptr, this_o_idx);
2495 if (targeted) target_who = hack_m_idx_ii;
2496 if (health_tracked) health_track(caster_ptr, hack_m_idx_ii);
2504 * @param caster_ptr プレーヤーへの参照ポインタ
2505 * @param x テレポート先のX座標
2506 * @param y テレポート先のY座標
2507 * @return 目標に指定通りテレポートできたならばTRUEを返す
2509 static bool dimension_door_aux(player_type *caster_ptr, POSITION x, POSITION y)
2511 PLAYER_LEVEL plev = caster_ptr->lev;
2513 caster_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
2515 if (!cave_player_teleportable_bold(caster_ptr, y, x, TELEPORT_SPONTANEOUS) ||
2516 (distance(y, x, caster_ptr->y, caster_ptr->x) > plev / 2 + 10) ||
2517 (!randint0(plev / 10 + 10)))
2519 caster_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
2520 teleport_player(caster_ptr, (plev + 2) * 2, TELEPORT_PASSIVE);
2524 teleport_player_to(caster_ptr, y, x, TELEPORT_SPONTANEOUS);
2530 * @brief 次元の扉処理のメインルーチン /
2531 * @param caster_ptr プレーヤーへの参照ポインタ
2533 * @return ターンを消費した場合TRUEを返す
2535 bool dimension_door(player_type *caster_ptr)
2538 if (!tgt_pt(caster_ptr, &x, &y)) return FALSE;
2539 if (dimension_door_aux(caster_ptr, x, y)) return TRUE;
2541 msg_print(_("精霊界から物質界に戻る時うまくいかなかった!", "You fail to exit the astral plane correctly!"));
2547 * @brief 鏡抜け処理のメインルーチン /
2548 * Mirror Master's Dimension Door
2549 * @param caster_ptr プレーヤーへの参照ポインタ
2550 * @return ターンを消費した場合TRUEを返す
2552 bool mirror_tunnel(player_type *caster_ptr)
2554 POSITION x = 0, y = 0;
2555 if (!tgt_pt(caster_ptr, &x, &y)) return FALSE;
2556 if (dimension_door_aux(caster_ptr, x, y)) return TRUE;
2558 msg_print(_("鏡の世界をうまく通れなかった!", "You fail to pass the mirror plane correctly!"));
2565 * @param caster_ptr プレーヤーへの参照ポインタ
2567 * @return ターンを消費した場合TRUEを返す
2569 bool eat_magic(player_type *caster_ptr, int power)
2572 GAME_TEXT o_name[MAX_NLEN];
2574 item_tester_hook = item_tester_hook_recharge;
2576 concptr q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
2577 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.");
2581 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
2582 if (!o_ptr) return FALSE;
2585 k_ptr = &k_info[o_ptr->k_idx];
2586 DEPTH lev = k_info[o_ptr->k_idx].level;
2588 int recharge_strength = 0;
2589 bool is_eating_successful = TRUE;
2590 if (o_ptr->tval == TV_ROD)
2592 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
2593 if (one_in_(recharge_strength))
2595 is_eating_successful = FALSE;
2599 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
2601 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."));
2605 caster_ptr->csp += lev;
2606 o_ptr->timeout += k_ptr->pval;
2612 recharge_strength = (100 + power - lev) / 15;
2613 if (recharge_strength < 0) recharge_strength = 0;
2615 if (one_in_(recharge_strength))
2617 is_eating_successful = FALSE;
2621 if (o_ptr->pval > 0)
2623 caster_ptr->csp += lev / 2;
2626 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
2631 object_copy(q_ptr, o_ptr);
2636 caster_ptr->total_weight -= q_ptr->weight;
2637 item = inven_carry(caster_ptr, q_ptr);
2639 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
2644 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
2647 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
2651 if (is_eating_successful)
2653 return redraw_player(caster_ptr);
2656 if (object_is_fixed_artifact(o_ptr))
2658 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
2659 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);
2660 if (o_ptr->tval == TV_ROD)
2661 o_ptr->timeout = k_ptr->pval * o_ptr->number;
2662 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
2665 return redraw_player(caster_ptr);
2668 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2670 /* Mages recharge objects more safely. */
2671 if (IS_WIZARD_CLASS(caster_ptr))
2673 /* 10% chance to blow up one rod, otherwise draining. */
2674 if (o_ptr->tval == TV_ROD)
2676 if (one_in_(10)) fail_type = 2;
2679 /* 75% chance to blow up one wand, otherwise draining. */
2680 else if (o_ptr->tval == TV_WAND)
2682 if (!one_in_(3)) fail_type = 2;
2685 /* 50% chance to blow up one staff, otherwise no effect. */
2686 else if (o_ptr->tval == TV_STAFF)
2688 if (one_in_(2)) fail_type = 2;
2693 /* All other classes get no special favors. */
2696 /* 33% chance to blow up one rod, otherwise draining. */
2697 if (o_ptr->tval == TV_ROD)
2699 if (one_in_(3)) fail_type = 2;
2702 /* 20% chance of the entire stack, else destroy one wand. */
2703 else if (o_ptr->tval == TV_WAND)
2705 if (one_in_(5)) fail_type = 3;
2708 /* Blow up one staff. */
2709 else if (o_ptr->tval == TV_STAFF)
2717 if (o_ptr->tval == TV_ROD)
2719 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
2720 "You save your rod from destruction, but all charges are lost."), o_name);
2721 o_ptr->timeout = k_ptr->pval * o_ptr->number;
2723 else if (o_ptr->tval == TV_WAND)
2725 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);
2732 if (o_ptr->number > 1)
2734 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);
2735 /* Reduce rod stack maximum timeout, drain wands. */
2736 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
2737 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
2741 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);
2744 vary_item(caster_ptr, item, -1);
2749 if (o_ptr->number > 1)
2750 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);
2752 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2754 vary_item(caster_ptr, item, -999);
2757 return redraw_player(caster_ptr);
2762 * @brief 皆殺し(全方向攻撃)処理
2763 * @param caster_ptr プレーヤーへの参照ポインタ
2766 void massacre(player_type *caster_ptr)
2769 monster_type *m_ptr;
2770 for (DIRECTION dir = 0; dir < 8; dir++)
2772 POSITION y = caster_ptr->y + ddy_ddd[dir];
2773 POSITION x = caster_ptr->x + ddx_ddd[dir];
2774 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
2775 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2776 if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)))
2777 do_cmd_attack(caster_ptr, y, x, 0);
2784 * @param caster_ptr プレーヤーへの参照ポインタ
2785 * @return コマンドの入力方向に地形があればTRUE
2787 bool eat_rock(player_type *caster_ptr)
2790 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
2791 POSITION y = caster_ptr->y + ddy[dir];
2792 POSITION x = caster_ptr->x + ddx[dir];
2794 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
2795 feature_type *f_ptr, *mimic_f_ptr;
2796 f_ptr = &f_info[g_ptr->feat];
2797 mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
2799 stop_mouth(caster_ptr);
2800 if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
2802 msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
2804 else if (have_flag(f_ptr->flags, FF_PERMANENT))
2806 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);
2808 else if (g_ptr->m_idx)
2810 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2811 msg_print(_("何かが邪魔しています!", "There's something in the way!"));
2813 if (!m_ptr->ml || !is_pet(m_ptr)) do_cmd_attack(caster_ptr, y, x, 0);
2815 else if (have_flag(f_ptr->flags, FF_TREE))
2817 msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
2819 else if (have_flag(f_ptr->flags, FF_GLASS))
2821 msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
2823 else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
2825 (void)set_food(caster_ptr, caster_ptr->food + 3000);
2827 else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
2829 (void)set_food(caster_ptr, caster_ptr->food + 5000);
2833 msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
2834 (void)set_food(caster_ptr, caster_ptr->food + 10000);
2837 cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK);
2838 (void)move_player_effect(caster_ptr, y, x, MPE_DONT_PICKUP);
2843 bool shock_power(player_type *caster_ptr)
2845 int boost = get_current_ki(caster_ptr);
2846 if (heavy_armor(caster_ptr)) boost /= 2;
2850 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
2852 POSITION y = caster_ptr->y + ddy[dir];
2853 POSITION x = caster_ptr->x + ddx[dir];
2854 PLAYER_LEVEL plev = caster_ptr->lev;
2855 HIT_POINT dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
2856 fire_beam(caster_ptr, GF_MISSILE, dir, dam);
2857 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) return TRUE;
2859 POSITION ty = y, tx = x;
2860 POSITION oy = y, ox = x;
2861 MONSTER_IDX m_idx = caster_ptr->current_floor_ptr->grid_array[y][x].m_idx;
2862 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
2863 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2864 GAME_TEXT m_name[MAX_NLEN];
2865 monster_desc(caster_ptr, m_name, m_ptr, 0);
2867 if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
2869 msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
2873 for (int i = 0; i < 5; i++)
2877 if (is_cave_empty_bold(caster_ptr, y, x))
2888 bool is_shock_successful = ty != oy;
2889 is_shock_successful |= tx != ox;
2890 if (is_shock_successful) return TRUE;
2892 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
2893 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
2894 caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
2898 update_monster(caster_ptr, m_idx, TRUE);
2899 lite_spot(caster_ptr, oy, ox);
2900 lite_spot(caster_ptr, ty, tx);
2902 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2903 caster_ptr->update |= (PU_MON_LITE);
2907 bool fetch_monster(player_type *caster_ptr)
2909 monster_type *m_ptr;
2911 GAME_TEXT m_name[MAX_NLEN];
2917 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
2918 m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
2919 if (!m_idx) return FALSE;
2920 if (m_idx == caster_ptr->riding) return FALSE;
2921 if (!player_has_los_bold(caster_ptr, target_row, target_col)) return FALSE;
2922 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) return FALSE;
2923 m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
2924 monster_desc(caster_ptr, m_name, m_ptr, 0);
2925 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
2926 path_n = project_path(caster_ptr, path_g, MAX_RANGE, target_row, target_col, caster_ptr->y, caster_ptr->x, 0);
2927 ty = target_row, tx = target_col;
2928 for (i = 1; i < path_n; i++)
2930 POSITION ny = GRID_Y(path_g[i]);
2931 POSITION nx = GRID_X(path_g[i]);
2932 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[ny][nx];
2934 if (in_bounds(caster_ptr->current_floor_ptr, ny, nx) && is_cave_empty_bold(caster_ptr, ny, nx) &&
2935 !(g_ptr->info & CAVE_OBJECT) &&
2936 !pattern_tile(caster_ptr->current_floor_ptr, ny, nx))
2942 /* Update the old location */
2943 caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx = 0;
2945 /* Update the new location */
2946 caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
2948 /* Move the monster */
2952 /* Wake the monster up */
2953 (void)set_monster_csleep(caster_ptr, m_idx, 0);
2955 update_monster(caster_ptr, m_idx, TRUE);
2956 lite_spot(caster_ptr, target_row, target_col);
2957 lite_spot(caster_ptr, ty, tx);
2959 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2960 caster_ptr->update |= (PU_MON_LITE);
2964 /* Auto-Recall if possible and visible */
2965 if (!caster_ptr->image) monster_race_track(caster_ptr, m_ptr->ap_r_idx);
2966 health_track(caster_ptr, m_idx);
2973 bool booze(player_type *creature_ptr)
2976 if (creature_ptr->pclass != CLASS_MONK) chg_virtue(creature_ptr, V_HARMONY, -1);
2977 else if (!creature_ptr->resist_conf) creature_ptr->special_attack |= ATTACK_SUIKEN;
2978 if (!creature_ptr->resist_conf && set_confused(creature_ptr, randint0(20) + 15))
2983 if (creature_ptr->resist_chaos)
2988 if (one_in_(2) && set_image(creature_ptr, creature_ptr->image + randint0(150) + 150))
2993 if (one_in_(13) && (creature_ptr->pclass != CLASS_MONK))
2996 if (one_in_(3)) lose_all_info(creature_ptr);
2997 else wiz_dark(creature_ptr);
2998 (void)teleport_player_aux(creature_ptr, 100, FALSE, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2999 wiz_dark(creature_ptr);
3000 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..."));
3001 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!"));
3008 bool detonation(player_type *creature_ptr)
3010 msg_print(_("体の中で激しい爆発が起きた!", "Massive explosions rupture your body!"));
3011 take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(50, 20), _("爆発の薬", "a potion of Detonation"), -1);
3012 (void)set_stun(creature_ptr, creature_ptr->stun + 75);
3013 (void)set_cut(creature_ptr,creature_ptr->cut + 5000);
3018 void blood_curse_to_enemy(player_type *caster_ptr, MONSTER_IDX m_idx)
3020 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
3021 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx];
3022 BIT_FLAGS curse_flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3024 bool is_first_loop = TRUE;
3025 while (is_first_loop || one_in_(5))
3027 is_first_loop = FALSE;
3028 switch (randint1(28))
3033 msg_print(_("地面が揺れた...", "The ground trembles..."));
3034 earthquake(caster_ptr, m_ptr->fy, m_ptr->fx, 4 + randint0(4), 0);
3035 if (!one_in_(6)) break;
3038 case 3: case 4: case 5: case 6:
3041 int extra_dam = damroll(10, 10);
3042 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!"));
3044 project(caster_ptr, 0, 8, m_ptr->fy, m_ptr->fx, extra_dam, GF_MANA, curse_flg, -1);
3045 if (!one_in_(6)) break;
3051 msg_print(_("空間が歪んだ!", "Space warps about you!"));
3053 if (m_ptr->r_idx) teleport_away(caster_ptr, g_ptr->m_idx, damroll(10, 10), TELEPORT_PASSIVE);
3054 if (one_in_(13)) count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
3055 if (!one_in_(6)) break;
3058 case 9: case 10: case 11:
3059 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3060 project(caster_ptr, 0, 7, m_ptr->fy, m_ptr->fx, 50, GF_DISINTEGRATE, curse_flg, -1);
3061 if (!one_in_(6)) break;
3063 case 12: case 13: case 14: case 15: case 16:
3064 aggravate_monsters(caster_ptr, 0);
3065 if (!one_in_(6)) break;
3068 count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
3069 if (!one_in_(6)) break;
3071 case 19: case 20: case 21: case 22:
3073 bool pet = !one_in_(3);
3074 BIT_FLAGS mode = PM_ALLOW_GROUP;
3076 if (pet) mode |= PM_FORCE_PET;
3077 else mode |= (PM_NO_PET | PM_FORCE_FRIENDLY);
3079 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);
3080 if (!one_in_(6)) break;
3083 case 23: case 24: case 25:
3084 if (caster_ptr->hold_exp && (randint0(100) < 75)) break;
3085 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..."));
3087 if (caster_ptr->hold_exp) lose_exp(caster_ptr, caster_ptr->exp / 160);
3088 else lose_exp(caster_ptr, caster_ptr->exp / 16);
3089 if (!one_in_(6)) break;
3091 case 26: case 27: case 28:
3095 for (int i = 0; i < A_MAX; i++)
3097 bool is_first_dec_stat = TRUE;
3098 while (is_first_dec_stat || one_in_(2))
3100 (void)do_dec_stat(caster_ptr, i);
3106 (void)do_dec_stat(caster_ptr, randint0(6));
3117 * @brief クリムゾンを発射する / Fire Crimson, evoluting gun.
3118 @ @param shooter_ptr 射撃を行うクリーチャー参照
3119 * @return キャンセルした場合 false.
3121 * Need to analyze size of the window.
3122 * Need more color coding.
3124 bool fire_crimson(player_type *shooter_ptr)
3127 if (!get_aim_dir(shooter_ptr, &dir)) return FALSE;
3129 POSITION tx = shooter_ptr->x + 99 * ddx[dir];
3130 POSITION ty = shooter_ptr->y + 99 * ddy[dir];
3131 if ((dir == 5) && target_okay(shooter_ptr))
3138 if (shooter_ptr->pclass == CLASS_ARCHER)
3140 if (shooter_ptr->lev >= 10) num++;
3141 if (shooter_ptr->lev >= 30) num++;
3142 if (shooter_ptr->lev >= 45) num++;
3145 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3146 for (int i = 0; i < num; i++)
3147 project(shooter_ptr, 0, shooter_ptr->lev / 20 + 1, ty, tx, shooter_ptr->lev*shooter_ptr->lev * 6 / 50, GF_ROCKET, flg, -1);
3154 * @brief 町間のテレポートを行うメインルーチン
3155 * @param caster_ptr プレーヤーへの参照ポインタ
3156 * @return テレポート処理を決定したか否か
3158 bool tele_town(player_type *caster_ptr)
3160 if (caster_ptr->current_floor_ptr->dun_level)
3162 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!"));
3166 if (caster_ptr->current_floor_ptr->inside_arena || caster_ptr->phase_out)
3168 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3177 for (i = 1; i < max_towns; i++)
3181 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == caster_ptr->town_num) || !(caster_ptr->visit & (1L << (i - 1)))) continue;
3183 sprintf(buf, "%c) %-20s", I2A(i - 1), town_info[i].name);
3190 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3196 prt(_("どこに行きますか:", "Where do you want to go: "), 0, 0);
3207 else if ((i < 'a') || (i > ('a' + max_towns - 2))) continue;
3208 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;
3212 for (POSITION y = 0; y < current_world_ptr->max_wild_y; y++)
3214 for (POSITION x = 0; x < current_world_ptr->max_wild_x; x++)
3216 if (wilderness[y][x].town == (i - 'a' + 1))
3218 caster_ptr->wilderness_y = y;
3219 caster_ptr->wilderness_x = x;
3224 caster_ptr->leaving = TRUE;
3225 caster_ptr->leave_bldg = TRUE;
3226 caster_ptr->teleport_town = TRUE;
3233 * todo 変数名が実態と合っているかどうかは要確認
3234 * テレポート・レベルが効かないモンスターであるかどうかを判定する
3235 * @param caster_ptr プレーヤーへの参照ポインタ
3236 * @param idx テレポート・レベル対象のモンスター
3238 bool is_teleport_level_ineffective(player_type *caster_ptr, MONSTER_IDX idx)
3240 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
3241 bool is_special_floor = floor_ptr->inside_arena || caster_ptr->phase_out ||
3242 (floor_ptr->inside_quest && !random_quest_number(caster_ptr, floor_ptr->dun_level));
3243 bool is_invalid_floor = idx <= 0;
3244 is_invalid_floor &= quest_number(caster_ptr, floor_ptr->dun_level) || (floor_ptr->dun_level >= d_info[caster_ptr->dungeon_idx].maxdepth);
3245 is_invalid_floor &= caster_ptr->current_floor_ptr->dun_level >= 1;
3246 is_invalid_floor &= ironman_downward;
3247 return is_special_floor || is_invalid_floor;
3251 static bool update_player(player_type *caster_ptr)
3253 caster_ptr->update |= PU_COMBINE | PU_REORDER;
3254 caster_ptr->window |= PW_INVEN;
3259 static bool redraw_player(player_type *caster_ptr)
3261 if (caster_ptr->csp > caster_ptr->msp)
3263 caster_ptr->csp = caster_ptr->msp;
3266 caster_ptr->redraw |= PR_MANA;
3267 caster_ptr->update |= PU_COMBINE | PU_REORDER;
3268 caster_ptr->window |= PW_INVEN;