2 * @brief 魔法効果の実装/ Spell code (part 3)
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.
13 #include "spell/spells3.h"
14 #include "autopick/autopick.h"
15 #include "cmd-action/cmd-attack.h"
16 #include "cmd-action/cmd-spell.h"
17 #include "cmd-io/cmd-dump.h"
18 #include "cmd-building/cmd-building.h"
19 #include "combat/snipe.h"
20 #include "core/stuff-handler.h"
21 #include "dungeon/dungeon.h"
22 #include "dungeon/quest.h"
23 #include "effect/effect-characteristics.h"
24 #include "effect/spells-effect-util.h"
25 #include "floor/floor-object.h"
26 #include "floor/floor-save.h"
27 #include "floor/floor-town.h"
28 #include "floor/wild.h"
29 #include "grid/grid.h"
30 #include "inventory/inventory-object.h"
31 #include "inventory/player-inventory.h"
32 #include "io/files-util.h"
33 #include "io/targeting.h"
34 #include "io/write-diary.h"
35 #include "market/building-util.h"
36 #include "mind/mind.h"
37 #include "mind/mind-force-trainer.h"
38 #include "monster/creature.h"
39 #include "monster/monster-process.h"
40 #include "monster/monster-status.h"
41 #include "mspell/monster-spell.h"
42 #include "object-enchant/artifact.h"
43 #include "object-enchant/item-feeling.h"
44 #include "object/item-use-flags.h"
45 #include "perception/identification.h"
46 #include "perception/object-perception.h"
47 #include "object-enchant/object-boost.h"
48 #include "object-enchant/object-ego.h"
49 #include "object/object-flavor.h"
50 #include "object/object-generator.h"
51 #include "object/object-hook.h"
52 #include "object/object-kind.h"
53 #include "object/object-mark-types.h"
54 #include "object/object-value.h"
55 #include "object-enchant/special-object-flags.h"
56 #include "object-enchant/tr-types.h"
57 #include "object-enchant/trc-types.h"
58 #include "player/avatar.h"
59 #include "player/player-class.h"
60 #include "player/player-damage.h"
61 #include "player/player-effects.h"
62 #include "player/player-move.h"
63 #include "player/player-personalities-table.h"
64 #include "player/player-skill.h"
65 #include "player/player-status.h"
66 #include "spell/process-effect.h"
67 #include "spell-kind/earthquake.h"
68 #include "spell-kind/spells-floor.h"
69 #include "spell-kind/spells-launcher.h"
70 #include "spell-kind/spells-sight.h"
71 #include "spell-kind/spells-teleport.h"
72 #include "spell/spells-execution.h"
73 #include "spell/spells-summon.h"
74 #include "spell/spells-type.h"
75 #include "spell/technic-info-table.h"
76 #include "term/term-color-types.h"
77 #include "util/util.h"
78 #include "view/display-main-window.h"
79 #include "world/world.h"
81 // todo コピペ感が強くなったので関数化
82 static bool update_player(player_type *caster_ptr);
83 static bool redraw_player(player_type *caster_ptr);
86 * @brief プレイヤーの帰還発動及び中止処理 /
87 * Recall the player to town or dungeon
88 * @param creature_ptr プレーヤーへの参照ポインタ
89 * @param turns 発動までのターン数
92 bool recall_player(player_type *creature_ptr, TIME_EFFECT turns)
95 * TODO: Recall the player to the last
96 * visited town when in the wilderness
98 if (creature_ptr->current_floor_ptr->inside_arena || ironman_downward)
100 msg_print(_("何も起こらなかった。", "Nothing happens."));
104 bool is_special_floor = creature_ptr->current_floor_ptr->dun_level > 0;
105 is_special_floor &= max_dlv[creature_ptr->dungeon_idx] > creature_ptr->current_floor_ptr->dun_level;
106 is_special_floor &= !creature_ptr->current_floor_ptr->inside_quest;
107 is_special_floor &= !creature_ptr->word_recall;
108 if (is_special_floor)
110 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? ")))
112 max_dlv[creature_ptr->dungeon_idx] = creature_ptr->current_floor_ptr->dun_level;
114 exe_write_diary(creature_ptr, DIARY_TRUMP, creature_ptr->dungeon_idx, _("帰還のときに", "when recalled from dungeon"));
119 if (creature_ptr->word_recall)
121 creature_ptr->word_recall = 0;
122 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
123 creature_ptr->redraw |= (PR_STATUS);
127 if (!creature_ptr->current_floor_ptr->dun_level)
129 DUNGEON_IDX select_dungeon;
130 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
131 if (!select_dungeon) return FALSE;
132 creature_ptr->recall_dungeon = select_dungeon;
135 creature_ptr->word_recall = turns;
136 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
137 creature_ptr->redraw |= (PR_STATUS);
142 bool free_level_recall(player_type *creature_ptr)
144 DUNGEON_IDX select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
145 if (!select_dungeon) return FALSE;
147 DEPTH max_depth = d_info[select_dungeon].maxdepth;
148 if (select_dungeon == DUNGEON_ANGBAND)
150 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
151 else if (quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
154 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? "),
155 d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
161 creature_ptr->word_recall = 1;
162 creature_ptr->recall_dungeon = select_dungeon;
163 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));
165 exe_write_diary(creature_ptr, DIARY_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
167 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
169 creature_ptr->redraw |= PR_STATUS;
176 * @param caster_ptr プレーヤーへの参照ポインタ
177 * @return リセット処理が実際に行われたらTRUEを返す
179 bool reset_recall(player_type *caster_ptr)
181 int select_dungeon, dummy = 0;
185 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
186 if (ironman_downward)
188 msg_print(_("何も起こらなかった。", "Nothing happens."));
192 if (!select_dungeon) return FALSE;
193 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
194 (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
195 sprintf(tmp_val, "%d", (int)MAX(caster_ptr->current_floor_ptr->dun_level, 1));
197 if (!get_string(ppp, tmp_val, 10))
202 dummy = atoi(tmp_val);
203 if (dummy < 1) dummy = 1;
204 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
205 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
207 max_dlv[select_dungeon] = dummy;
210 exe_write_diary(caster_ptr, DIARY_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
212 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);
214 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
221 * @brief プレイヤーの装備劣化処理 /
222 * Apply disenchantment to the player's stuff
223 * @param target_ptr プレーヤーへの参照ポインタ
224 * @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
225 * @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 /
226 * Return "TRUE" if the player notices anything
228 bool apply_disenchant(player_type *target_ptr, BIT_FLAGS mode)
233 case 1: t = INVEN_RARM; break;
234 case 2: t = INVEN_LARM; break;
235 case 3: t = INVEN_BOW; break;
236 case 4: t = INVEN_BODY; break;
237 case 5: t = INVEN_OUTER; break;
238 case 6: t = INVEN_HEAD; break;
239 case 7: t = INVEN_HANDS; break;
240 case 8: t = INVEN_FEET; break;
244 o_ptr = &target_ptr->inventory_list[t];
245 if (!o_ptr->k_idx) return FALSE;
247 if (!object_is_weapon_armour_ammo(o_ptr))
250 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
255 GAME_TEXT o_name[MAX_NLEN];
256 object_desc(target_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
257 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
260 msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
262 msg_format("Your %s (%c) resist%s disenchantment!", o_name, index_to_label(t),
263 ((o_ptr->number != 1) ? "" : "s"));
268 int to_h = o_ptr->to_h;
269 int to_d = o_ptr->to_d;
270 int to_a = o_ptr->to_a;
271 int pval = o_ptr->pval;
273 if (o_ptr->to_h > 0) o_ptr->to_h--;
274 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
276 if (o_ptr->to_d > 0) o_ptr->to_d--;
277 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
279 if (o_ptr->to_a > 0) o_ptr->to_a--;
280 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
282 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
284 bool is_actually_disenchanted = to_h != o_ptr->to_h;
285 is_actually_disenchanted |= to_d != o_ptr->to_d;
286 is_actually_disenchanted |= to_a != o_ptr->to_a;
287 is_actually_disenchanted |= pval != o_ptr->pval;
288 if (!is_actually_disenchanted) return TRUE;
291 msg_format("%s(%c)は劣化してしまった!", o_name, index_to_label(t));
293 msg_format("Your %s (%c) %s disenchanted!", o_name, index_to_label(t),
294 ((o_ptr->number != 1) ? "were" : "was"));
296 chg_virtue(target_ptr, V_HARMONY, 1);
297 chg_virtue(target_ptr, V_ENCHANT, -2);
298 target_ptr->update |= (PU_BONUS);
299 target_ptr->window |= (PW_EQUIP | PW_PLAYER);
301 calc_android_exp(target_ptr);
307 * @brief 虚無招来によるフロア中の全壁除去処理 /
308 * Vanish all walls in this floor
309 * @param caster_ptr プレーヤーへの参照ポインタ
310 * @params caster_ptr 術者の参照ポインタ
311 * @return 実際に処理が反映された場合TRUE
313 bool vanish_dungeon(player_type *caster_ptr)
315 bool is_special_floor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
316 is_special_floor |= !caster_ptr->current_floor_ptr->dun_level;
317 if (is_special_floor) return FALSE;
322 GAME_TEXT m_name[MAX_NLEN];
323 for (POSITION y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++)
325 for (POSITION x = 1; x < caster_ptr->current_floor_ptr->width - 1; x++)
327 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
329 f_ptr = &f_info[g_ptr->feat];
330 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
331 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
332 if (g_ptr->m_idx && MON_CSLEEP(m_ptr))
334 (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
337 monster_desc(caster_ptr, m_name, m_ptr, 0);
338 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
342 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(caster_ptr, y, x, FF_HURT_DISI);
346 for (POSITION x = 0; x < caster_ptr->current_floor_ptr->width; x++)
348 g_ptr = &caster_ptr->current_floor_ptr->grid_array[0][x];
349 f_ptr = &f_info[g_ptr->mimic];
350 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
352 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
354 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
355 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
358 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->current_floor_ptr->height - 1][x];
359 f_ptr = &f_info[g_ptr->mimic];
360 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
362 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
364 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
365 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
369 /* Special boundary walls -- Left and right */
370 for (POSITION y = 1; y < (caster_ptr->current_floor_ptr->height - 1); y++)
372 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][0];
373 f_ptr = &f_info[g_ptr->mimic];
374 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
376 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
378 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
379 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
382 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][caster_ptr->current_floor_ptr->width - 1];
383 f_ptr = &f_info[g_ptr->mimic];
384 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
386 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
388 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
389 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
393 caster_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
394 caster_ptr->redraw |= (PR_MAP);
395 caster_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
402 * @param caster_ptr プレーヤーへの参照ポインタ
405 * Sorry, it becomes not (void)...
407 void call_the_void(player_type *caster_ptr)
411 for (int i = 0; i < 9; i++)
413 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->y + ddy_ddd[i]][caster_ptr->x + ddx_ddd[i]];
415 if (!cave_have_flag_grid(g_ptr, FF_PROJECT))
417 if (!g_ptr->mimic || !have_flag(f_info[g_ptr->mimic].flags, FF_PROJECT) ||
418 !permanent_wall(&f_info[g_ptr->feat]))
428 for (int i = 1; i < 10; i++)
430 if (i - 5) fire_ball(caster_ptr, GF_ROCKET, i, 175, 2);
433 for (int i = 1; i < 10; i++)
435 if (i - 5) fire_ball(caster_ptr, GF_MANA, i, 175, 3);
438 for (int i = 1; i < 10; i++)
440 if (i - 5) fire_ball(caster_ptr, GF_NUKE, i, 175, 4);
446 bool is_special_fllor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
447 is_special_fllor |= !caster_ptr->current_floor_ptr->dun_level;
448 if (is_special_fllor)
450 msg_print(_("地面が揺れた。", "The ground trembles."));
455 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
456 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
458 msg_format("You %s the %s too close to a wall!",
459 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
460 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
462 msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
466 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."));
467 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
471 if (destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 15 + caster_ptr->lev + randint0(11), FALSE))
472 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
474 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
475 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
480 * @brief アイテム引き寄せ処理 /
481 * Fetch an item (teleport it right underneath the caster)
482 * @param caster_ptr プレーヤーへの参照ポインタ
485 * @param require_los 射線の通りを要求するならばTRUE
488 void fetch(player_type *caster_ptr, DIRECTION dir, WEIGHT wgt, bool require_los)
492 GAME_TEXT o_name[MAX_NLEN];
494 if (caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx)
496 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."));
501 if (dir == 5 && target_okay(caster_ptr))
506 if (distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE)
508 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!"));
512 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
515 msg_print(_("そこには何もありません。", "There is no object at this place."));
519 if (g_ptr->info & CAVE_ICKY)
521 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."));
527 if (!player_has_los_bold(caster_ptr, ty, tx))
529 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."));
532 else if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, ty, tx))
534 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
543 bool is_first_loop = TRUE;
544 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
545 while (is_first_loop || !g_ptr->o_idx)
547 is_first_loop = FALSE;
550 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
552 if ((distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE) ||
553 !cave_have_flag_bold(caster_ptr->current_floor_ptr, ty, tx, FF_PROJECT)) return;
557 o_ptr = &caster_ptr->current_floor_ptr->o_list[g_ptr->o_idx];
558 if (o_ptr->weight > wgt)
560 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
564 OBJECT_IDX i = g_ptr->o_idx;
565 g_ptr->o_idx = o_ptr->next_o_idx;
566 caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx = i; /* 'move' it */
568 o_ptr->next_o_idx = 0;
569 o_ptr->iy = caster_ptr->y;
570 o_ptr->ix = caster_ptr->x;
572 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
573 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);
575 note_spot(caster_ptr, caster_ptr->y, caster_ptr->x);
576 caster_ptr->redraw |= PR_MAP;
582 * @param caster_ptr プレーヤーへの参照ポインタ
585 void reserve_alter_reality(player_type *caster_ptr)
587 if (caster_ptr->current_floor_ptr->inside_arena || ironman_downward)
589 msg_print(_("何も起こらなかった。", "Nothing happens."));
593 if (caster_ptr->alter_reality)
595 caster_ptr->alter_reality = 0;
596 msg_print(_("景色が元に戻った...", "The view around you returns to normal..."));
597 caster_ptr->redraw |= PR_STATUS;
601 TIME_EFFECT turns = randint0(21) + 15;
602 caster_ptr->alter_reality = turns;
603 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
604 caster_ptr->redraw |= PR_STATUS;
609 * @brief 全所持アイテム鑑定処理 /
610 * Identify everything being carried.
611 * Done by a potion of "self knowledge".
612 * @param target_ptr プレーヤーへの参照ポインタ
615 void identify_pack(player_type *target_ptr)
617 for (INVENTORY_IDX i = 0; i < INVEN_TOTAL; i++)
619 object_type *o_ptr = &target_ptr->inventory_list[i];
620 if (!o_ptr->k_idx) continue;
622 identify_item(target_ptr, o_ptr);
623 autopick_alter_item(target_ptr, i, FALSE);
630 * Removes curses from items in inventory
631 * @param creature_ptr プレーヤーへの参照ポインタ
632 * @param all 軽い呪いまでの解除ならば0
633 * @return 解呪されたアイテムの数
636 * Note that Items which are "Perma-Cursed" (The One Ring,
637 * The Crown of Morgoth) can NEVER be uncursed.
639 * Note that if "all" is FALSE, then Items which are
640 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
641 * will not be uncursed.
644 static int remove_curse_aux(player_type *creature_ptr, int all)
647 for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
649 object_type *o_ptr = &creature_ptr->inventory_list[i];
650 if (!o_ptr->k_idx) continue;
651 if (!object_is_cursed(o_ptr)) continue;
652 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
653 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
655 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
659 o_ptr->curse_flags = 0L;
660 o_ptr->ident |= (IDENT_SENSE);
661 o_ptr->feeling = FEEL_NONE;
663 creature_ptr->update |= (PU_BONUS);
664 creature_ptr->window |= (PW_EQUIP);
669 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."));
676 * @brief 装備の軽い呪い解呪処理 /
678 * @param caster_ptr プレーヤーへの参照ポインタ
681 int remove_curse(player_type *caster_ptr)
683 return remove_curse_aux(caster_ptr, FALSE);
688 * @brief 装備の重い呪い解呪処理 /
692 int remove_all_curse(player_type *caster_ptr)
694 return remove_curse_aux(caster_ptr, TRUE);
699 * @brief アイテムの価値に応じた錬金術処理 /
700 * Turns an object into gold, gain some of its value in a shop
701 * @param caster_ptr プレーヤーへの参照ポインタ
702 * @return 処理が実際に行われたらTRUEを返す
704 bool alchemy(player_type *caster_ptr)
707 if (command_arg > 0) force = TRUE;
709 concptr q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
710 concptr s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
713 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
714 if (!o_ptr) return FALSE;
717 if (o_ptr->number > 1)
719 amt = get_quantity(NULL, o_ptr->number);
720 if (amt <= 0) return FALSE;
723 ITEM_NUMBER old_number = o_ptr->number;
725 GAME_TEXT o_name[MAX_NLEN];
726 object_desc(caster_ptr, o_name, o_ptr, 0);
727 o_ptr->number = old_number;
731 if (confirm_destroy || (object_value(o_ptr) > 0))
733 char out_val[MAX_NLEN + 40];
734 sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
735 if (!get_check(out_val)) return FALSE;
739 if (!can_player_destroy_object(o_ptr))
741 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);
745 PRICE price = object_value_real(o_ptr);
748 msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
749 vary_item(caster_ptr, item, -amt);
755 if (amt > 1) price *= amt;
757 if (price > 30000) price = 30000;
758 msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
760 caster_ptr->au += price;
761 caster_ptr->redraw |= PR_GOLD;
762 caster_ptr->window |= PW_PLAYER;
763 vary_item(caster_ptr, item, -amt);
769 * @brief アーティファクト生成の巻物処理 /
770 * @param caster_ptr プレーヤーへの参照ポインタ
771 * @return 生成が実際に試みられたらTRUEを返す
773 bool artifact_scroll(player_type *caster_ptr)
775 item_tester_hook = item_tester_hook_nameless_weapon_armour;
777 concptr q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
778 concptr s = _("強化できるアイテムがない。", "You have nothing to enchant.");
781 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
782 if (!o_ptr) return FALSE;
784 GAME_TEXT o_name[MAX_NLEN];
785 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
787 msg_format("%s は眩い光を発した!",o_name);
789 msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
793 if (object_is_artifact(o_ptr))
796 msg_format("%sは既に伝説のアイテムです!", o_name );
798 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
802 else if (object_is_ego(o_ptr))
805 msg_format("%sは既に名のあるアイテムです!", o_name );
807 msg_format("The %s %s already %s!",
808 o_name, ((o_ptr->number > 1) ? "are" : "is"),
809 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
813 else if (o_ptr->xtra3)
816 msg_format("%sは既に強化されています!", o_name );
818 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"),
819 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
824 if (o_ptr->number > 1)
826 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!"));
828 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
830 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
835 inven_item_increase(caster_ptr, item, 1 - (o_ptr->number));
839 floor_item_increase(caster_ptr->current_floor_ptr, 0 - item, 1 - (o_ptr->number));
843 okay = become_random_artifact(caster_ptr, o_ptr, TRUE);
848 if (flush_failure) flush();
849 msg_print(_("強化に失敗した。", "The enchantment failed."));
850 if (one_in_(3)) chg_virtue(caster_ptr, V_ENCHANT, -1);
851 calc_android_exp(caster_ptr);
857 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
858 exe_write_diary(caster_ptr, DIARY_ART_SCROLL, 0, o_name);
861 chg_virtue(caster_ptr, V_ENCHANT, 1);
862 calc_android_exp(caster_ptr);
870 * @param owner_ptr プレーヤーへの参照ポインタ
871 * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
872 * @return 実際に鑑定できたらTRUEを返す
874 bool identify_item(player_type *owner_ptr, object_type *o_ptr)
876 GAME_TEXT o_name[MAX_NLEN];
877 object_desc(owner_ptr, o_name, o_ptr, 0);
879 bool old_known = FALSE;
880 if (o_ptr->ident & IDENT_KNOWN)
883 if (!object_is_fully_known(o_ptr))
885 if (object_is_artifact(o_ptr) || one_in_(5))
886 chg_virtue(owner_ptr, V_KNOWLEDGE, 1);
889 object_aware(owner_ptr, o_ptr);
891 o_ptr->marked |= OM_TOUCHED;
893 owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
894 owner_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
896 strcpy(record_o_name, o_name);
897 record_turn = current_world_ptr->game_turn;
899 object_desc(owner_ptr, o_name, o_ptr, OD_NAME_ONLY);
901 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
902 exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
903 if(record_rand_art && !old_known && o_ptr->art_name)
904 exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
911 * @brief アイテム鑑定のメインルーチン処理 /
912 * Identify an object in the inventory (or on the floor)
913 * @param caster_ptr プレーヤーへの参照ポインタ
914 * @param only_equip 装備品のみを対象とするならばTRUEを返す
915 * @return 実際に鑑定を行ったならばTRUEを返す
917 * This routine does *not* automatically combine objects.
918 * Returns TRUE if something was identified, else FALSE.
920 bool ident_spell(player_type *caster_ptr, bool only_equip, tval_type item_tester_tval)
923 item_tester_hook = item_tester_hook_identify_weapon_armour;
925 item_tester_hook = item_tester_hook_identify;
928 if (can_get_item(caster_ptr, item_tester_tval))
930 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
935 item_tester_hook = object_is_weapon_armour_ammo;
937 item_tester_hook = NULL;
939 q = _("すべて鑑定済みです。 ", "All items are identified. ");
942 concptr s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
945 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
946 if (!o_ptr) return FALSE;
948 bool old_known = identify_item(caster_ptr, o_ptr);
950 GAME_TEXT o_name[MAX_NLEN];
951 object_desc(caster_ptr, o_name, o_ptr, 0);
952 if (item >= INVEN_RARM)
954 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
958 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
962 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
965 autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
971 * @brief アイテム凡庸化のメインルーチン処理 /
972 * Identify an object in the inventory (or on the floor)
973 * @param owner_ptr プレーヤーへの参照ポインタ
974 * @param only_equip 装備品のみを対象とするならばTRUEを返す
975 * @return 実際に凡庸化をを行ったならばTRUEを返す
978 * Mundanify an object in the inventory (or on the floor)
979 * This routine does *not* automatically combine objects.
980 * Returns TRUE if something was mundanified, else FALSE.
983 bool mundane_spell(player_type *owner_ptr, bool only_equip)
985 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
989 concptr q = _("どれを使いますか?", "Use which item? ");
990 concptr s = _("使えるものがありません。", "You have nothing you can use.");
992 o_ptr = choose_object(owner_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
993 if (!o_ptr) return FALSE;
995 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
996 POSITION iy = o_ptr->iy;
997 POSITION ix = o_ptr->ix;
998 OBJECT_IDX next_o_idx = o_ptr->next_o_idx;
999 byte marked = o_ptr->marked;
1000 WEIGHT weight = o_ptr->number * o_ptr->weight;
1001 u16b inscription = o_ptr->inscription;
1003 object_prep(o_ptr, o_ptr->k_idx);
1007 o_ptr->next_o_idx = next_o_idx;
1008 o_ptr->marked = marked;
1009 o_ptr->inscription = inscription;
1010 if (item >= 0) owner_ptr->total_weight += (o_ptr->weight - weight);
1012 calc_android_exp(owner_ptr);
1018 * @brief アイテム*鑑定*のメインルーチン処理 /
1019 * Identify an object in the inventory (or on the floor)
1020 * @param caster_ptr プレーヤーへの参照ポインタ
1021 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1022 * @return 実際に鑑定を行ったならばTRUEを返す
1024 * Fully "identify" an object in the inventory -BEN-
1025 * This routine returns TRUE if an item was identified.
1027 bool identify_fully(player_type *caster_ptr, bool only_equip, tval_type item_tester_tval)
1030 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
1032 item_tester_hook = item_tester_hook_identify_fully;
1035 if (can_get_item(caster_ptr, item_tester_tval))
1037 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
1042 item_tester_hook = object_is_weapon_armour_ammo;
1044 item_tester_hook = NULL;
1046 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
1049 concptr s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
1053 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1054 if (!o_ptr) return FALSE;
1056 bool old_known = identify_item(caster_ptr, o_ptr);
1058 o_ptr->ident |= (IDENT_FULL_KNOWN);
1059 handle_stuff(caster_ptr);
1061 GAME_TEXT o_name[MAX_NLEN];
1062 object_desc(caster_ptr, o_name, o_ptr, 0);
1063 if (item >= INVEN_RARM)
1065 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
1069 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
1073 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
1076 (void)screen_object(caster_ptr, o_ptr, 0L);
1077 autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
1084 * Recharge a wand/staff/rod from the pack or on the floor.
1085 * This function has been rewritten in Oangband and ZAngband.
1086 * @param caster_ptr プレーヤーへの参照ポインタ
1087 * @param power 充填パワー
1088 * @return ターン消費を要する処理まで進んだらTRUEを返す
1090 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
1091 * Chaos -- Arcane Binding --> recharge(90)
1093 * Scroll of recharging --> recharge(130)
1094 * Artifact activation/Thingol --> recharge(130)
1096 * It is harder to recharge high level, and highly charged wands,
1097 * staffs, and rods. The more wands in a stack, the more easily and
1098 * strongly they recharge. Staffs, however, each get fewer charges if
1101 * Beware of "sliding index errors".
1103 bool recharge(player_type *caster_ptr, int power)
1105 item_tester_hook = item_tester_hook_recharge;
1106 concptr q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
1107 concptr s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
1111 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1112 if (!o_ptr) return FALSE;
1115 k_ptr = &k_info[o_ptr->k_idx];
1116 DEPTH lev = k_info[o_ptr->k_idx].level;
1118 TIME_EFFECT recharge_amount;
1119 int recharge_strength;
1120 bool is_recharge_successful = TRUE;
1121 if (o_ptr->tval == TV_ROD)
1123 recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
1124 if (one_in_(recharge_strength))
1126 is_recharge_successful = FALSE;
1130 recharge_amount = (power * damroll(3, 2));
1131 if (o_ptr->timeout > recharge_amount)
1132 o_ptr->timeout -= recharge_amount;
1139 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
1140 recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
1141 else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
1143 if (recharge_strength < 0) recharge_strength = 0;
1145 if (one_in_(recharge_strength))
1147 is_recharge_successful = FALSE;
1151 recharge_amount = randint1(1 + k_ptr->pval / 2);
1152 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
1155 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
1156 if (recharge_amount < 1) recharge_amount = 1;
1157 if (recharge_amount > 12) recharge_amount = 12;
1160 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
1162 recharge_amount /= (TIME_EFFECT)o_ptr->number;
1163 if (recharge_amount < 1) recharge_amount = 1;
1166 o_ptr->pval += recharge_amount;
1167 o_ptr->ident &= ~(IDENT_KNOWN);
1168 o_ptr->ident &= ~(IDENT_EMPTY);
1172 if (!is_recharge_successful)
1174 return update_player(caster_ptr);
1178 GAME_TEXT o_name[MAX_NLEN];
1179 if (object_is_fixed_artifact(o_ptr))
1181 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1182 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);
1183 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
1184 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
1185 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
1187 return update_player(caster_ptr);
1190 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1192 if (IS_WIZARD_CLASS(caster_ptr) || caster_ptr->pclass == CLASS_MAGIC_EATER || caster_ptr->pclass == CLASS_BLUE_MAGE)
1194 /* 10% chance to blow up one rod, otherwise draining. */
1195 if (o_ptr->tval == TV_ROD)
1197 if (one_in_(10)) fail_type = 2;
1200 /* 75% chance to blow up one wand, otherwise draining. */
1201 else if (o_ptr->tval == TV_WAND)
1203 if (!one_in_(3)) fail_type = 2;
1206 /* 50% chance to blow up one staff, otherwise no effect. */
1207 else if (o_ptr->tval == TV_STAFF)
1209 if (one_in_(2)) fail_type = 2;
1215 /* 33% chance to blow up one rod, otherwise draining. */
1216 if (o_ptr->tval == TV_ROD)
1218 if (one_in_(3)) fail_type = 2;
1221 /* 20% chance of the entire stack, else destroy one wand. */
1222 else if (o_ptr->tval == TV_WAND)
1224 if (one_in_(5)) fail_type = 3;
1227 /* Blow up one staff. */
1228 else if (o_ptr->tval == TV_STAFF)
1236 if (o_ptr->tval == TV_ROD)
1238 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!"));
1240 if (o_ptr->timeout < 10000)
1241 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
1243 else if (o_ptr->tval == TV_WAND)
1245 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);
1252 if (o_ptr->number > 1)
1253 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);
1255 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
1257 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
1258 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
1260 vary_item(caster_ptr, item, -1);
1265 if (o_ptr->number > 1)
1266 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);
1268 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
1270 vary_item(caster_ptr, item, -999);
1273 return update_player(caster_ptr);
1278 * @brief クリーチャー全既知呪文を表示する /
1279 * Hack -- Display all known spells in a window
1280 * @param caster_ptr 術者の参照ポインタ
1283 * Need to analyze size of the window.
1284 * Need more color coding.
1286 void display_spell_list(player_type *caster_ptr)
1290 const magic_type *s_ptr;
1291 GAME_TEXT name[MAX_NLEN];
1296 if (caster_ptr->pclass == CLASS_SORCERER) return;
1297 if (caster_ptr->pclass == CLASS_RED_MAGE) return;
1298 if (caster_ptr->pclass == CLASS_SNIPER)
1300 display_snipe_list(caster_ptr);
1304 if ((caster_ptr->pclass == CLASS_MINDCRAFTER) ||
1305 (caster_ptr->pclass == CLASS_BERSERKER) ||
1306 (caster_ptr->pclass == CLASS_NINJA) ||
1307 (caster_ptr->pclass == CLASS_MIRROR_MASTER) ||
1308 (caster_ptr->pclass == CLASS_FORCETRAINER))
1310 PERCENTAGE minfail = 0;
1311 PLAYER_LEVEL plev = caster_ptr->lev;
1312 PERCENTAGE chance = 0;
1317 bool use_hp = FALSE;
1323 put_str(_("名前", "Name"), y, x + 5);
1324 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
1326 switch(caster_ptr->pclass)
1328 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
1329 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
1330 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
1331 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1332 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
1333 default: use_mind = 0;break;
1336 for (int i = 0; i < MAX_MIND_POWERS; i++)
1338 byte a = TERM_WHITE;
1339 spell = mind_powers[use_mind].info[i];
1340 if (spell.min_lev > plev) break;
1342 chance = spell.fail;
1343 chance -= 3 * (caster_ptr->lev - spell.min_lev);
1344 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1347 if (spell.mana_cost > caster_ptr->csp)
1349 chance += 5 * (spell.mana_cost - caster_ptr->csp);
1355 if (spell.mana_cost > caster_ptr->chp)
1362 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
1363 if (chance < minfail) chance = minfail;
1365 if (caster_ptr->stun > 50) chance += 25;
1366 else if (caster_ptr->stun) chance += 15;
1368 if (chance > 95) chance = 95;
1370 mindcraft_info(caster_ptr, comment, use_mind, i);
1371 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
1373 spell.min_lev, spell.mana_cost, chance, comment);
1375 Term_putstr(x, y + i + 1, -1, a, psi_desc);
1381 if (REALM_NONE == caster_ptr->realm1) return;
1383 for (int j = 0; j < ((caster_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
1386 y = (j < 3) ? 0 : (m[j - 3] + 2);
1389 for (int i = 0; i < 32; i++)
1391 byte a = TERM_WHITE;
1393 if (!is_magic((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2))
1395 s_ptr = &technic_info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - MIN_TECHNIC][i % 32];
1399 s_ptr = &mp_ptr->info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - 1][i % 32];
1402 strcpy(name, exe_spell(caster_ptr, (j < 1) ? caster_ptr->realm1 : caster_ptr->realm2, i % 32, SPELL_NAME));
1404 if (s_ptr->slevel >= 99)
1406 strcpy(name, _("(判読不能)", "(illegible)"));
1410 ((caster_ptr->spell_forgotten1 & (1L << i))) :
1411 ((caster_ptr->spell_forgotten2 & (1L << (i % 32)))))
1415 else if (!((j < 1) ?
1416 (caster_ptr->spell_learned1 & (1L << i)) :
1417 (caster_ptr->spell_learned2 & (1L << (i % 32)))))
1421 else if (!((j < 1) ?
1422 (caster_ptr->spell_worked1 & (1L << i)) :
1423 (caster_ptr->spell_worked2 & (1L << (i % 32)))))
1428 sprintf(out_val, "%c/%c) %-20.20s",
1429 I2A(n / 8), I2A(n % 8), name);
1432 Term_putstr(x, m[j], -1, a, out_val);
1440 * @brief 呪文の経験値を返す /
1441 * Returns experience of a spell
1442 * @param caster_ptr プレーヤーへの参照ポインタ
1444 * @param use_realm 魔法領域
1447 EXP experience_of_spell(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
1449 if (caster_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
1450 else if (caster_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
1451 else if (use_realm == caster_ptr->realm1) return caster_ptr->spell_exp[spell];
1452 else if (use_realm == caster_ptr->realm2) return caster_ptr->spell_exp[spell + 32];
1458 * @brief 呪文の消費MPを返す /
1459 * Modify mana consumption rate using spell exp and dec_mana
1460 * @param caster_ptr プレーヤーへの参照ポインタ
1461 * @param need_mana 基本消費MP
1466 MANA_POINT mod_need_mana(player_type *caster_ptr, MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
1468 #define MANA_CONST 2400
1470 #define DEC_MANA_DIV 3
1471 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
1473 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(caster_ptr, spell, realm)) + (MANA_CONST - 1);
1474 need_mana *= caster_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
1475 need_mana /= MANA_CONST * MANA_DIV;
1476 if (need_mana < 1) need_mana = 1;
1480 if (caster_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
1492 * @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) /
1493 * Modify spell fail rate
1494 * Using to_m_chance, dec_mana, easy_spell and heavy_spell
1495 * @param caster_ptr プレーヤーへの参照ポインタ
1496 * @param chance 修正前失敗率
1500 PERCENTAGE mod_spell_chance_1(player_type *caster_ptr, PERCENTAGE chance)
1502 chance += caster_ptr->to_m_chance;
1504 if (caster_ptr->heavy_spell) chance += 20;
1506 if (caster_ptr->dec_mana && caster_ptr->easy_spell) chance -= 4;
1507 else if (caster_ptr->easy_spell) chance -= 3;
1508 else if (caster_ptr->dec_mana) chance -= 2;
1515 * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
1516 * Modify spell fail rate
1517 * Using to_m_chance, dec_mana, easy_spell and heavy_spell
1518 * @param caster_ptr プレーヤーへの参照ポインタ
1519 * @param chance 修正前失敗率
1521 * Modify spell fail rate (as "suffix" process)
1522 * Using dec_mana, easy_spell and heavy_spell
1523 * Note: variable "chance" cannot be negative.
1526 PERCENTAGE mod_spell_chance_2(player_type *caster_ptr, PERCENTAGE chance)
1528 if (caster_ptr->dec_mana) chance--;
1529 if (caster_ptr->heavy_spell) chance += 5;
1530 return MAX(chance, 0);
1535 * @brief 呪文の失敗率計算メインルーチン /
1536 * Returns spell chance of failure for spell -RAK-
1537 * @param caster_ptr プレーヤーへの参照ポインタ
1539 * @param use_realm 魔法領域ID
1542 PERCENTAGE spell_chance(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
1544 if (!mp_ptr->spell_book) return 100;
1545 if (use_realm == REALM_HISSATSU) return 0;
1547 const magic_type *s_ptr;
1548 if (!is_magic(use_realm))
1550 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
1554 s_ptr = &mp_ptr->info[use_realm - 1][spell];
1557 PERCENTAGE chance = s_ptr->sfail;
1558 chance -= 3 * (caster_ptr->lev - s_ptr->slevel);
1559 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1560 if (caster_ptr->riding)
1561 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));
1563 MANA_POINT need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
1564 if (need_mana > caster_ptr->csp)
1566 chance += 5 * (need_mana - caster_ptr->csp);
1569 if ((use_realm != caster_ptr->realm1) && ((caster_ptr->pclass == CLASS_MAGE) || (caster_ptr->pclass == CLASS_PRIEST))) chance += 5;
1571 PERCENTAGE minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
1572 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
1574 if (minfail < 5) minfail = 5;
1577 if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[0]) chance += 25;
1578 if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[1]) chance += 25;
1580 chance = mod_spell_chance_1(caster_ptr, chance);
1581 PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
1585 if ((caster_ptr->align > 50) || (caster_ptr->align < -50)) chance += penalty;
1587 case REALM_LIFE: case REALM_CRUSADE:
1588 if (caster_ptr->align < -20) chance += penalty;
1590 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
1591 if (caster_ptr->align > 20) chance += penalty;
1595 if (chance < minfail) chance = minfail;
1597 if (caster_ptr->stun > 50) chance += 25;
1598 else if (caster_ptr->stun) chance += 15;
1600 if (chance > 95) chance = 95;
1602 if ((use_realm == caster_ptr->realm1) || (use_realm == caster_ptr->realm2)
1603 || (caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
1605 EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
1606 if (exp >= SPELL_EXP_EXPERT) chance--;
1607 if (exp >= SPELL_EXP_MASTER) chance--;
1610 return mod_spell_chance_2(caster_ptr, chance);
1615 * @brief 呪文情報の表示処理 /
1616 * Print a list of spells (for browsing or casting or viewing)
1617 * @param caster_ptr 術者の参照ポインタ
1618 * @param target_spell 呪文ID
1619 * @param spells 表示するスペルID配列の参照ポインタ
1620 * @param num 表示するスペルの数(spellsの要素数)
1621 * @param y 表示メッセージ左上Y座標
1622 * @param x 表示メッセージ左上X座標
1623 * @param use_realm 魔法領域ID
1626 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)
1628 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && current_world_ptr->wizard)
1629 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
1633 if (use_realm == REALM_HISSATSU)
1634 strcpy(buf,_(" Lv MP", " Lv SP"));
1636 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
1638 put_str(_("名前", "Name"), y, x + 5);
1639 put_str(buf, y, x + 29);
1642 if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
1643 else if (use_realm == caster_ptr->realm1) increment = 0;
1644 else if (use_realm == caster_ptr->realm2) increment = 32;
1648 const magic_type *s_ptr;
1653 for (i = 0; i < num; i++)
1655 SPELL_IDX spell = spells[i];
1657 if (!is_magic(use_realm))
1659 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
1663 s_ptr = &mp_ptr->info[use_realm - 1][spell];
1666 MANA_POINT need_mana;
1667 if (use_realm == REALM_HISSATSU)
1668 need_mana = s_ptr->smana;
1671 EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
1672 need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
1673 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
1674 else exp_level = spell_exp_level(exp);
1677 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
1678 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
1679 else if (s_ptr->slevel >= 99) max = TRUE;
1680 else if ((caster_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
1682 strncpy(ryakuji, exp_level_str[exp_level], 4);
1687 if (use_menu && target_spell)
1689 if (i == (target_spell-1))
1690 strcpy(out_val, _(" 》 ", " > "));
1692 strcpy(out_val, " ");
1694 else sprintf(out_val, " %c) ", I2A(i));
1696 if (s_ptr->slevel >= 99)
1698 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
1699 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
1703 strcpy(info, exe_spell(caster_ptr, use_realm, spell, SPELL_INFO));
1704 concptr comment = info;
1705 byte line_attr = TERM_WHITE;
1706 if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
1708 if (s_ptr->slevel > caster_ptr->max_plv)
1710 comment = _("未知", "unknown");
1711 line_attr = TERM_L_BLUE;
1713 else if (s_ptr->slevel > caster_ptr->lev)
1715 comment = _("忘却", "forgotten");
1716 line_attr = TERM_YELLOW;
1719 else if ((use_realm != caster_ptr->realm1) && (use_realm != caster_ptr->realm2))
1721 comment = _("未知", "unknown");
1722 line_attr = TERM_L_BLUE;
1724 else if ((use_realm == caster_ptr->realm1) ?
1725 ((caster_ptr->spell_forgotten1 & (1L << spell))) :
1726 ((caster_ptr->spell_forgotten2 & (1L << spell))))
1728 comment = _("忘却", "forgotten");
1729 line_attr = TERM_YELLOW;
1731 else if (!((use_realm == caster_ptr->realm1) ?
1732 (caster_ptr->spell_learned1 & (1L << spell)) :
1733 (caster_ptr->spell_learned2 & (1L << spell))))
1735 comment = _("未知", "unknown");
1736 line_attr = TERM_L_BLUE;
1738 else if (!((use_realm == caster_ptr->realm1) ?
1739 (caster_ptr->spell_worked1 & (1L << spell)) :
1740 (caster_ptr->spell_worked2 & (1L << spell))))
1742 comment = _("未経験", "untried");
1743 line_attr = TERM_L_GREEN;
1746 if (use_realm == REALM_HISSATSU)
1748 strcat(out_val, format("%-25s %2d %4d",
1749 exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), s_ptr->slevel, need_mana));
1753 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
1754 exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), (max ? '!' : ' '), ryakuji,
1755 s_ptr->slevel, need_mana, spell_chance(caster_ptr, spell, use_realm), comment));
1758 c_prt(line_attr, out_val, y + i + 1, x);
1761 prt("", y + i + 1, x);
1766 * @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 /
1767 * Helper function -- return a "nearby" race for polymorphing
1768 * @param floor_ptr 配置するフロアの参照ポインタ
1769 * @param r_idx 基準となるモンスター種族ID
1770 * @return 変更先のモンスター種族ID
1772 * Note that this function is one of the more "dangerous" ones...
1774 static MONRACE_IDX poly_r_idx(player_type *caster_ptr, MONRACE_IDX r_idx)
1776 monster_race *r_ptr = &r_info[r_idx];
1777 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags1 & RF1_QUESTOR))
1780 DEPTH lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
1781 DEPTH lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
1783 for (int i = 0; i < 1000; i++)
1785 r = get_mon_num(caster_ptr, (caster_ptr->current_floor_ptr->dun_level + r_ptr->level) / 2 + 5, 0);
1789 if (r_ptr->flags1 & RF1_UNIQUE) continue;
1790 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
1801 * @brief 指定座標にいるモンスターを変身させる /
1802 * Helper function -- return a "nearby" race for polymorphing
1803 * @param caster_ptr プレーヤーへの参照ポインタ
1806 * @return 実際に変身したらTRUEを返す
1808 bool polymorph_monster(player_type *caster_ptr, POSITION y, POSITION x)
1810 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
1811 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
1812 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
1813 MONRACE_IDX new_r_idx;
1814 MONRACE_IDX old_r_idx = m_ptr->r_idx;
1815 bool targeted = (target_who == g_ptr->m_idx) ? TRUE : FALSE;
1816 bool health_tracked = (caster_ptr->health_who == g_ptr->m_idx) ? TRUE : FALSE;
1818 if (floor_ptr->inside_arena || caster_ptr->phase_out) return FALSE;
1819 if ((caster_ptr->riding == g_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
1821 monster_type back_m = *m_ptr;
1822 new_r_idx = poly_r_idx(caster_ptr, old_r_idx);
1823 if (new_r_idx == old_r_idx) return FALSE;
1825 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
1826 OBJECT_IDX this_o_idx, next_o_idx = 0;
1828 BIT_FLAGS mode = 0L;
1829 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
1830 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
1831 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
1833 m_ptr->hold_o_idx = 0;
1834 delete_monster_idx(caster_ptr, g_ptr->m_idx);
1835 bool polymorphed = FALSE;
1836 if (place_monster_aux(caster_ptr, 0, y, x, new_r_idx, mode))
1838 floor_ptr->m_list[hack_m_idx_ii].nickname = back_m.nickname;
1839 floor_ptr->m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
1840 floor_ptr->m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
1845 if (place_monster_aux(caster_ptr, 0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
1847 floor_ptr->m_list[hack_m_idx_ii] = back_m;
1848 mproc_init(floor_ptr);
1850 else preserve_hold_objects = FALSE;
1853 if (preserve_hold_objects)
1855 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
1857 object_type *o_ptr = &floor_ptr->o_list[this_o_idx];
1858 next_o_idx = o_ptr->next_o_idx;
1859 o_ptr->held_m_idx = hack_m_idx_ii;
1862 else if (back_m.hold_o_idx)
1864 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
1866 next_o_idx = floor_ptr->o_list[this_o_idx].next_o_idx;
1867 delete_object_idx(caster_ptr, this_o_idx);
1871 if (targeted) target_who = hack_m_idx_ii;
1872 if (health_tracked) health_track(caster_ptr, hack_m_idx_ii);
1879 * @param caster_ptr プレーヤーへの参照ポインタ
1881 * @return ターンを消費した場合TRUEを返す
1883 bool eat_magic(player_type *caster_ptr, int power)
1886 GAME_TEXT o_name[MAX_NLEN];
1888 item_tester_hook = item_tester_hook_recharge;
1890 concptr q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
1891 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.");
1895 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1896 if (!o_ptr) return FALSE;
1899 k_ptr = &k_info[o_ptr->k_idx];
1900 DEPTH lev = k_info[o_ptr->k_idx].level;
1902 int recharge_strength = 0;
1903 bool is_eating_successful = TRUE;
1904 if (o_ptr->tval == TV_ROD)
1906 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
1907 if (one_in_(recharge_strength))
1909 is_eating_successful = FALSE;
1913 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
1915 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."));
1919 caster_ptr->csp += lev;
1920 o_ptr->timeout += k_ptr->pval;
1926 recharge_strength = (100 + power - lev) / 15;
1927 if (recharge_strength < 0) recharge_strength = 0;
1929 if (one_in_(recharge_strength))
1931 is_eating_successful = FALSE;
1935 if (o_ptr->pval > 0)
1937 caster_ptr->csp += lev / 2;
1940 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
1945 object_copy(q_ptr, o_ptr);
1950 caster_ptr->total_weight -= q_ptr->weight;
1951 item = store_item_to_inventory(caster_ptr, q_ptr);
1953 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
1958 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
1961 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
1965 if (is_eating_successful)
1967 return redraw_player(caster_ptr);
1970 if (object_is_fixed_artifact(o_ptr))
1972 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1973 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);
1974 if (o_ptr->tval == TV_ROD)
1975 o_ptr->timeout = k_ptr->pval * o_ptr->number;
1976 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
1979 return redraw_player(caster_ptr);
1982 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1984 /* Mages recharge objects more safely. */
1985 if (IS_WIZARD_CLASS(caster_ptr))
1987 /* 10% chance to blow up one rod, otherwise draining. */
1988 if (o_ptr->tval == TV_ROD)
1990 if (one_in_(10)) fail_type = 2;
1993 /* 75% chance to blow up one wand, otherwise draining. */
1994 else if (o_ptr->tval == TV_WAND)
1996 if (!one_in_(3)) fail_type = 2;
1999 /* 50% chance to blow up one staff, otherwise no effect. */
2000 else if (o_ptr->tval == TV_STAFF)
2002 if (one_in_(2)) fail_type = 2;
2007 /* All other classes get no special favors. */
2010 /* 33% chance to blow up one rod, otherwise draining. */
2011 if (o_ptr->tval == TV_ROD)
2013 if (one_in_(3)) fail_type = 2;
2016 /* 20% chance of the entire stack, else destroy one wand. */
2017 else if (o_ptr->tval == TV_WAND)
2019 if (one_in_(5)) fail_type = 3;
2022 /* Blow up one staff. */
2023 else if (o_ptr->tval == TV_STAFF)
2031 if (o_ptr->tval == TV_ROD)
2033 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
2034 "You save your rod from destruction, but all charges are lost."), o_name);
2035 o_ptr->timeout = k_ptr->pval * o_ptr->number;
2037 else if (o_ptr->tval == TV_WAND)
2039 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);
2046 if (o_ptr->number > 1)
2048 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);
2049 /* Reduce rod stack maximum timeout, drain wands. */
2050 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
2051 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
2055 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);
2058 vary_item(caster_ptr, item, -1);
2063 if (o_ptr->number > 1)
2064 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);
2066 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2068 vary_item(caster_ptr, item, -999);
2071 return redraw_player(caster_ptr);
2076 * @brief 皆殺し(全方向攻撃)処理
2077 * @param caster_ptr プレーヤーへの参照ポインタ
2080 void massacre(player_type *caster_ptr)
2083 monster_type *m_ptr;
2084 for (DIRECTION dir = 0; dir < 8; dir++)
2086 POSITION y = caster_ptr->y + ddy_ddd[dir];
2087 POSITION x = caster_ptr->x + ddx_ddd[dir];
2088 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
2089 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2090 if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)))
2091 do_cmd_attack(caster_ptr, y, x, 0);
2098 * @param caster_ptr プレーヤーへの参照ポインタ
2099 * @return コマンドの入力方向に地形があればTRUE
2101 bool eat_rock(player_type *caster_ptr)
2104 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
2105 POSITION y = caster_ptr->y + ddy[dir];
2106 POSITION x = caster_ptr->x + ddx[dir];
2108 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
2109 feature_type *f_ptr, *mimic_f_ptr;
2110 f_ptr = &f_info[g_ptr->feat];
2111 mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
2113 stop_mouth(caster_ptr);
2114 if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
2116 msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
2118 else if (have_flag(f_ptr->flags, FF_PERMANENT))
2120 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);
2122 else if (g_ptr->m_idx)
2124 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2125 msg_print(_("何かが邪魔しています!", "There's something in the way!"));
2127 if (!m_ptr->ml || !is_pet(m_ptr)) do_cmd_attack(caster_ptr, y, x, 0);
2129 else if (have_flag(f_ptr->flags, FF_TREE))
2131 msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
2133 else if (have_flag(f_ptr->flags, FF_GLASS))
2135 msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
2137 else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
2139 (void)set_food(caster_ptr, caster_ptr->food + 3000);
2141 else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
2143 (void)set_food(caster_ptr, caster_ptr->food + 5000);
2147 msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
2148 (void)set_food(caster_ptr, caster_ptr->food + 10000);
2151 cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK);
2152 (void)move_player_effect(caster_ptr, y, x, MPE_DONT_PICKUP);
2157 bool shock_power(player_type *caster_ptr)
2159 int boost = get_current_ki(caster_ptr);
2160 if (heavy_armor(caster_ptr)) boost /= 2;
2164 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
2166 POSITION y = caster_ptr->y + ddy[dir];
2167 POSITION x = caster_ptr->x + ddx[dir];
2168 PLAYER_LEVEL plev = caster_ptr->lev;
2169 HIT_POINT dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
2170 fire_beam(caster_ptr, GF_MISSILE, dir, dam);
2171 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) return TRUE;
2173 POSITION ty = y, tx = x;
2174 POSITION oy = y, ox = x;
2175 MONSTER_IDX m_idx = caster_ptr->current_floor_ptr->grid_array[y][x].m_idx;
2176 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
2177 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2178 GAME_TEXT m_name[MAX_NLEN];
2179 monster_desc(caster_ptr, m_name, m_ptr, 0);
2181 if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
2183 msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
2187 for (int i = 0; i < 5; i++)
2191 if (is_cave_empty_bold(caster_ptr, y, x))
2202 bool is_shock_successful = ty != oy;
2203 is_shock_successful |= tx != ox;
2204 if (is_shock_successful) return TRUE;
2206 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
2207 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
2208 caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
2212 update_monster(caster_ptr, m_idx, TRUE);
2213 lite_spot(caster_ptr, oy, ox);
2214 lite_spot(caster_ptr, ty, tx);
2216 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2217 caster_ptr->update |= (PU_MON_LITE);
2221 bool fetch_monster(player_type *caster_ptr)
2223 monster_type *m_ptr;
2225 GAME_TEXT m_name[MAX_NLEN];
2231 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
2232 m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
2233 if (!m_idx) return FALSE;
2234 if (m_idx == caster_ptr->riding) return FALSE;
2235 if (!player_has_los_bold(caster_ptr, target_row, target_col)) return FALSE;
2236 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) return FALSE;
2237 m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
2238 monster_desc(caster_ptr, m_name, m_ptr, 0);
2239 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
2240 path_n = project_path(caster_ptr, path_g, MAX_RANGE, target_row, target_col, caster_ptr->y, caster_ptr->x, 0);
2241 ty = target_row, tx = target_col;
2242 for (i = 1; i < path_n; i++)
2244 POSITION ny = GRID_Y(path_g[i]);
2245 POSITION nx = GRID_X(path_g[i]);
2246 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[ny][nx];
2248 if (in_bounds(caster_ptr->current_floor_ptr, ny, nx) && is_cave_empty_bold(caster_ptr, ny, nx) &&
2249 !(g_ptr->info & CAVE_OBJECT) &&
2250 !pattern_tile(caster_ptr->current_floor_ptr, ny, nx))
2256 /* Update the old location */
2257 caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx = 0;
2259 /* Update the new location */
2260 caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
2262 /* Move the monster */
2266 /* Wake the monster up */
2267 (void)set_monster_csleep(caster_ptr, m_idx, 0);
2269 update_monster(caster_ptr, m_idx, TRUE);
2270 lite_spot(caster_ptr, target_row, target_col);
2271 lite_spot(caster_ptr, ty, tx);
2273 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2274 caster_ptr->update |= (PU_MON_LITE);
2278 /* Auto-Recall if possible and visible */
2279 if (!caster_ptr->image) monster_race_track(caster_ptr, m_ptr->ap_r_idx);
2280 health_track(caster_ptr, m_idx);
2287 bool booze(player_type *creature_ptr)
2290 if (creature_ptr->pclass != CLASS_MONK) chg_virtue(creature_ptr, V_HARMONY, -1);
2291 else if (!creature_ptr->resist_conf) creature_ptr->special_attack |= ATTACK_SUIKEN;
2292 if (!creature_ptr->resist_conf && set_confused(creature_ptr, randint0(20) + 15))
2297 if (creature_ptr->resist_chaos)
2302 if (one_in_(2) && set_image(creature_ptr, creature_ptr->image + randint0(150) + 150))
2307 if (one_in_(13) && (creature_ptr->pclass != CLASS_MONK))
2310 if (one_in_(3)) lose_all_info(creature_ptr);
2311 else wiz_dark(creature_ptr);
2312 (void)teleport_player_aux(creature_ptr, 100, FALSE, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2313 wiz_dark(creature_ptr);
2314 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..."));
2315 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!"));
2322 bool detonation(player_type *creature_ptr)
2324 msg_print(_("体の中で激しい爆発が起きた!", "Massive explosions rupture your body!"));
2325 take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(50, 20), _("爆発の薬", "a potion of Detonation"), -1);
2326 (void)set_stun(creature_ptr, creature_ptr->stun + 75);
2327 (void)set_cut(creature_ptr,creature_ptr->cut + 5000);
2332 void blood_curse_to_enemy(player_type *caster_ptr, MONSTER_IDX m_idx)
2334 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
2335 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx];
2336 BIT_FLAGS curse_flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
2338 bool is_first_loop = TRUE;
2339 while (is_first_loop || one_in_(5))
2341 is_first_loop = FALSE;
2342 switch (randint1(28))
2347 msg_print(_("地面が揺れた...", "The ground trembles..."));
2348 earthquake(caster_ptr, m_ptr->fy, m_ptr->fx, 4 + randint0(4), 0);
2349 if (!one_in_(6)) break;
2352 case 3: case 4: case 5: case 6:
2355 int extra_dam = damroll(10, 10);
2356 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!"));
2358 project(caster_ptr, 0, 8, m_ptr->fy, m_ptr->fx, extra_dam, GF_MANA, curse_flg, -1);
2359 if (!one_in_(6)) break;
2365 msg_print(_("空間が歪んだ!", "Space warps about you!"));
2367 if (m_ptr->r_idx) teleport_away(caster_ptr, g_ptr->m_idx, damroll(10, 10), TELEPORT_PASSIVE);
2368 if (one_in_(13)) count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
2369 if (!one_in_(6)) break;
2372 case 9: case 10: case 11:
2373 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
2374 project(caster_ptr, 0, 7, m_ptr->fy, m_ptr->fx, 50, GF_DISINTEGRATE, curse_flg, -1);
2375 if (!one_in_(6)) break;
2377 case 12: case 13: case 14: case 15: case 16:
2378 aggravate_monsters(caster_ptr, 0);
2379 if (!one_in_(6)) break;
2382 count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
2383 if (!one_in_(6)) break;
2385 case 19: case 20: case 21: case 22:
2387 bool pet = !one_in_(3);
2388 BIT_FLAGS mode = PM_ALLOW_GROUP;
2390 if (pet) mode |= PM_FORCE_PET;
2391 else mode |= (PM_NO_PET | PM_FORCE_FRIENDLY);
2393 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);
2394 if (!one_in_(6)) break;
2397 case 23: case 24: case 25:
2398 if (caster_ptr->hold_exp && (randint0(100) < 75)) break;
2399 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..."));
2401 if (caster_ptr->hold_exp) lose_exp(caster_ptr, caster_ptr->exp / 160);
2402 else lose_exp(caster_ptr, caster_ptr->exp / 16);
2403 if (!one_in_(6)) break;
2405 case 26: case 27: case 28:
2409 for (int i = 0; i < A_MAX; i++)
2411 bool is_first_dec_stat = TRUE;
2412 while (is_first_dec_stat || one_in_(2))
2414 (void)do_dec_stat(caster_ptr, i);
2420 (void)do_dec_stat(caster_ptr, randint0(6));
2431 * @brief クリムゾンを発射する / Fire Crimson, evoluting gun.
2432 @ @param shooter_ptr 射撃を行うクリーチャー参照
2433 * @return キャンセルした場合 false.
2435 * Need to analyze size of the window.
2436 * Need more color coding.
2438 bool fire_crimson(player_type *shooter_ptr)
2441 if (!get_aim_dir(shooter_ptr, &dir)) return FALSE;
2443 POSITION tx = shooter_ptr->x + 99 * ddx[dir];
2444 POSITION ty = shooter_ptr->y + 99 * ddy[dir];
2445 if ((dir == 5) && target_okay(shooter_ptr))
2452 if (shooter_ptr->pclass == CLASS_ARCHER)
2454 if (shooter_ptr->lev >= 10) num++;
2455 if (shooter_ptr->lev >= 30) num++;
2456 if (shooter_ptr->lev >= 45) num++;
2459 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2460 for (int i = 0; i < num; i++)
2461 project(shooter_ptr, 0, shooter_ptr->lev / 20 + 1, ty, tx, shooter_ptr->lev*shooter_ptr->lev * 6 / 50, GF_ROCKET, flg, -1);
2468 * @brief 町間のテレポートを行うメインルーチン
2469 * @param caster_ptr プレーヤーへの参照ポインタ
2470 * @return テレポート処理を決定したか否か
2472 bool tele_town(player_type *caster_ptr)
2474 if (caster_ptr->current_floor_ptr->dun_level)
2476 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!"));
2480 if (caster_ptr->current_floor_ptr->inside_arena || caster_ptr->phase_out)
2482 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
2491 for (i = 1; i < max_towns; i++)
2495 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == caster_ptr->town_num) || !(caster_ptr->visit & (1L << (i - 1)))) continue;
2497 sprintf(buf, "%c) %-20s", I2A(i - 1), town_info[i].name);
2504 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
2510 prt(_("どこに行きますか:", "Where do you want to go: "), 0, 0);
2521 else if ((i < 'a') || (i > ('a' + max_towns - 2))) continue;
2522 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;
2526 for (POSITION y = 0; y < current_world_ptr->max_wild_y; y++)
2528 for (POSITION x = 0; x < current_world_ptr->max_wild_x; x++)
2530 if (wilderness[y][x].town == (i - 'a' + 1))
2532 caster_ptr->wilderness_y = y;
2533 caster_ptr->wilderness_x = x;
2538 caster_ptr->leaving = TRUE;
2539 caster_ptr->leave_bldg = TRUE;
2540 caster_ptr->teleport_town = TRUE;
2546 static bool update_player(player_type *caster_ptr)
2548 caster_ptr->update |= PU_COMBINE | PU_REORDER;
2549 caster_ptr->window |= PW_INVEN;
2554 static bool redraw_player(player_type *caster_ptr)
2556 if (caster_ptr->csp > caster_ptr->msp)
2558 caster_ptr->csp = caster_ptr->msp;
2561 caster_ptr->redraw |= PR_MANA;
2562 caster_ptr->update |= PU_COMBINE | PU_REORDER;
2563 caster_ptr->window |= PW_INVEN;