2 * @brief 魔法効果の実装/ Spell code (part 3)
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.
13 #include "spell/spells3.h"
14 #include "autopick/autopick.h"
15 #include "cmd-action/cmd-attack.h"
16 #include "cmd-action/cmd-spell.h"
17 #include "cmd-building/cmd-building.h"
18 #include "cmd-io/cmd-dump.h"
19 #include "core/asking-player.h"
20 #include "core/speed-table.h"
21 #include "core/stuff-handler.h"
22 #include "dungeon/dungeon.h"
23 #include "dungeon/quest.h"
24 #include "effect/effect-characteristics.h"
25 #include "effect/spells-effect-util.h"
26 #include "floor/floor-object.h"
27 #include "floor/floor-save.h"
28 #include "floor/floor-town.h"
29 #include "floor/wild.h"
30 #include "game-option/auto-destruction-options.h"
31 #include "game-option/birth-options.h"
32 #include "game-option/disturbance-options.h"
33 #include "game-option/input-options.h"
34 #include "game-option/play-record-options.h"
35 #include "grid/grid.h"
36 #include "inventory/inventory-object.h"
37 #include "inventory/player-inventory.h"
38 #include "io/files-util.h"
39 #include "io/input-key-acceptor.h"
40 #include "io/input-key-requester.h"
41 #include "io/targeting.h"
42 #include "io/write-diary.h"
43 #include "lore/lore-calculator.h"
44 #include "market/building-util.h"
45 #include "mind/mind-force-trainer.h"
46 #include "mind/mind-sniper.h"
47 #include "mind/mind.h"
48 #include "monster-floor/monster-generator.h"
49 #include "monster-floor/monster-remover.h"
50 #include "monster-floor/monster-summon.h"
51 #include "monster-floor/place-monster-types.h"
52 #include "monster-race/race-flags1.h"
53 #include "monster-race/race-flags7.h"
54 #include "monster/monster-describer.h"
55 #include "monster/monster-flag-types.h"
56 #include "monster/monster-info.h"
57 #include "monster/monster-list.h"
58 #include "monster/monster-processor.h"
59 #include "monster/monster-status.h"
60 #include "monster/monster-update.h"
61 #include "monster/monster-util.h"
62 #include "mspell/monster-spell.h"
63 #include "object-enchant/artifact.h"
64 #include "object-enchant/item-feeling.h"
65 #include "object-enchant/object-boost.h"
66 #include "object-enchant/object-ego.h"
67 #include "object-enchant/special-object-flags.h"
68 #include "object-enchant/tr-types.h"
69 #include "object-enchant/trc-types.h"
70 #include "object/item-use-flags.h"
71 #include "object/object-flavor.h"
72 #include "object/object-generator.h"
73 #include "object/object-hook.h"
74 #include "object/object-info.h"
75 #include "object/object-kind.h"
76 #include "object/object-mark-types.h"
77 #include "object/object-value.h"
78 #include "perception/identification.h"
79 #include "perception/object-perception.h"
80 #include "player/avatar.h"
81 #include "player/player-class.h"
82 #include "player/player-damage.h"
83 #include "player/player-effects.h"
84 #include "player/player-move.h"
85 #include "player/player-personalities-types.h"
86 #include "player/player-skill.h"
87 #include "player/player-status.h"
88 #include "spell-kind/earthquake.h"
89 #include "spell-kind/spells-floor.h"
90 #include "spell-kind/spells-launcher.h"
91 #include "spell-kind/spells-sight.h"
92 #include "spell-kind/spells-teleport.h"
93 #include "spell/process-effect.h"
94 #include "spell/spells-execution.h"
95 #include "spell/spells-summon.h"
96 #include "spell/spell-types.h"
97 #include "spell/technic-info-table.h"
98 #include "term/screen-processor.h"
99 #include "term/term-color-types.h"
100 #include "view/display-main-window.h"
101 #include "view/display-messages.h"
102 #include "world/world.h"
104 // todo コピペ感が強くなったので関数化
105 static bool update_player(player_type *caster_ptr);
106 static bool redraw_player(player_type *caster_ptr);
109 * @brief プレイヤーの帰還発動及び中止処理 /
110 * Recall the player to town or dungeon
111 * @param creature_ptr プレーヤーへの参照ポインタ
112 * @param turns 発動までのターン数
115 bool recall_player(player_type *creature_ptr, TIME_EFFECT turns)
118 * TODO: Recall the player to the last
119 * visited town when in the wilderness
121 if (creature_ptr->current_floor_ptr->inside_arena || ironman_downward)
123 msg_print(_("何も起こらなかった。", "Nothing happens."));
127 bool is_special_floor = creature_ptr->current_floor_ptr->dun_level > 0;
128 is_special_floor &= max_dlv[creature_ptr->dungeon_idx] > creature_ptr->current_floor_ptr->dun_level;
129 is_special_floor &= !creature_ptr->current_floor_ptr->inside_quest;
130 is_special_floor &= !creature_ptr->word_recall;
131 if (is_special_floor)
133 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? ")))
135 max_dlv[creature_ptr->dungeon_idx] = creature_ptr->current_floor_ptr->dun_level;
137 exe_write_diary(creature_ptr, DIARY_TRUMP, creature_ptr->dungeon_idx, _("帰還のときに", "when recalled from dungeon"));
142 if (creature_ptr->word_recall)
144 creature_ptr->word_recall = 0;
145 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
146 creature_ptr->redraw |= (PR_STATUS);
150 if (!creature_ptr->current_floor_ptr->dun_level)
152 DUNGEON_IDX select_dungeon;
153 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
154 if (!select_dungeon) return FALSE;
155 creature_ptr->recall_dungeon = select_dungeon;
158 creature_ptr->word_recall = turns;
159 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
160 creature_ptr->redraw |= (PR_STATUS);
165 bool free_level_recall(player_type *creature_ptr)
167 DUNGEON_IDX select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
168 if (!select_dungeon) return FALSE;
170 DEPTH max_depth = d_info[select_dungeon].maxdepth;
171 if (select_dungeon == DUNGEON_ANGBAND)
173 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
174 else if (quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
177 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? "),
178 d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
184 creature_ptr->word_recall = 1;
185 creature_ptr->recall_dungeon = select_dungeon;
186 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));
188 exe_write_diary(creature_ptr, DIARY_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
190 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
192 creature_ptr->redraw |= PR_STATUS;
199 * @param caster_ptr プレーヤーへの参照ポインタ
200 * @return リセット処理が実際に行われたらTRUEを返す
202 bool reset_recall(player_type *caster_ptr)
204 int select_dungeon, dummy = 0;
208 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
209 if (ironman_downward)
211 msg_print(_("何も起こらなかった。", "Nothing happens."));
215 if (!select_dungeon) return FALSE;
216 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
217 (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
218 sprintf(tmp_val, "%d", (int)MAX(caster_ptr->current_floor_ptr->dun_level, 1));
220 if (!get_string(ppp, tmp_val, 10))
225 dummy = atoi(tmp_val);
226 if (dummy < 1) dummy = 1;
227 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
228 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
230 max_dlv[select_dungeon] = dummy;
233 exe_write_diary(caster_ptr, DIARY_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
235 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);
237 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
244 * @brief プレイヤーの装備劣化処理 /
245 * Apply disenchantment to the player's stuff
246 * @param target_ptr プレーヤーへの参照ポインタ
247 * @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
248 * @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 /
249 * Return "TRUE" if the player notices anything
251 bool apply_disenchant(player_type *target_ptr, BIT_FLAGS mode)
256 case 1: t = INVEN_RARM; break;
257 case 2: t = INVEN_LARM; break;
258 case 3: t = INVEN_BOW; break;
259 case 4: t = INVEN_BODY; break;
260 case 5: t = INVEN_OUTER; break;
261 case 6: t = INVEN_HEAD; break;
262 case 7: t = INVEN_HANDS; break;
263 case 8: t = INVEN_FEET; break;
267 o_ptr = &target_ptr->inventory_list[t];
268 if (!o_ptr->k_idx) return FALSE;
270 if (!object_is_weapon_armour_ammo(o_ptr))
273 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
278 GAME_TEXT o_name[MAX_NLEN];
279 object_desc(target_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
280 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
283 msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
285 msg_format("Your %s (%c) resist%s disenchantment!", o_name, index_to_label(t),
286 ((o_ptr->number != 1) ? "" : "s"));
291 int to_h = o_ptr->to_h;
292 int to_d = o_ptr->to_d;
293 int to_a = o_ptr->to_a;
294 int pval = o_ptr->pval;
296 if (o_ptr->to_h > 0) o_ptr->to_h--;
297 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
299 if (o_ptr->to_d > 0) o_ptr->to_d--;
300 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
302 if (o_ptr->to_a > 0) o_ptr->to_a--;
303 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
305 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
307 bool is_actually_disenchanted = to_h != o_ptr->to_h;
308 is_actually_disenchanted |= to_d != o_ptr->to_d;
309 is_actually_disenchanted |= to_a != o_ptr->to_a;
310 is_actually_disenchanted |= pval != o_ptr->pval;
311 if (!is_actually_disenchanted) return TRUE;
314 msg_format("%s(%c)は劣化してしまった!", o_name, index_to_label(t));
316 msg_format("Your %s (%c) %s disenchanted!", o_name, index_to_label(t),
317 ((o_ptr->number != 1) ? "were" : "was"));
319 chg_virtue(target_ptr, V_HARMONY, 1);
320 chg_virtue(target_ptr, V_ENCHANT, -2);
321 target_ptr->update |= (PU_BONUS);
322 target_ptr->window |= (PW_EQUIP | PW_PLAYER);
324 calc_android_exp(target_ptr);
330 * @brief 虚無招来によるフロア中の全壁除去処理 /
331 * Vanish all walls in this floor
332 * @param caster_ptr プレーヤーへの参照ポインタ
333 * @params caster_ptr 術者の参照ポインタ
334 * @return 実際に処理が反映された場合TRUE
336 bool vanish_dungeon(player_type *caster_ptr)
338 bool is_special_floor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
339 is_special_floor |= !caster_ptr->current_floor_ptr->dun_level;
340 if (is_special_floor) return FALSE;
345 GAME_TEXT m_name[MAX_NLEN];
346 for (POSITION y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++)
348 for (POSITION x = 1; x < caster_ptr->current_floor_ptr->width - 1; x++)
350 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
352 f_ptr = &f_info[g_ptr->feat];
353 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
354 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
355 if (g_ptr->m_idx && monster_csleep_remaining(m_ptr))
357 (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
360 monster_desc(caster_ptr, m_name, m_ptr, 0);
361 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
365 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(caster_ptr, y, x, FF_HURT_DISI);
369 for (POSITION x = 0; x < caster_ptr->current_floor_ptr->width; x++)
371 g_ptr = &caster_ptr->current_floor_ptr->grid_array[0][x];
372 f_ptr = &f_info[g_ptr->mimic];
373 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
375 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
377 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
378 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
381 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->current_floor_ptr->height - 1][x];
382 f_ptr = &f_info[g_ptr->mimic];
383 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
385 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
387 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
388 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
392 /* Special boundary walls -- Left and right */
393 for (POSITION y = 1; y < (caster_ptr->current_floor_ptr->height - 1); y++)
395 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][0];
396 f_ptr = &f_info[g_ptr->mimic];
397 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
399 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
401 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
402 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
405 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][caster_ptr->current_floor_ptr->width - 1];
406 f_ptr = &f_info[g_ptr->mimic];
407 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
409 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
411 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
412 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
416 caster_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
417 caster_ptr->redraw |= (PR_MAP);
418 caster_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
425 * @param caster_ptr プレーヤーへの参照ポインタ
428 * Sorry, it becomes not (void)...
430 void call_the_void(player_type *caster_ptr)
434 for (int i = 0; i < 9; i++)
436 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->y + ddy_ddd[i]][caster_ptr->x + ddx_ddd[i]];
438 if (!cave_have_flag_grid(g_ptr, FF_PROJECT))
440 if (!g_ptr->mimic || !have_flag(f_info[g_ptr->mimic].flags, FF_PROJECT) ||
441 !permanent_wall(&f_info[g_ptr->feat]))
451 for (int i = 1; i < 10; i++)
453 if (i - 5) fire_ball(caster_ptr, GF_ROCKET, i, 175, 2);
456 for (int i = 1; i < 10; i++)
458 if (i - 5) fire_ball(caster_ptr, GF_MANA, i, 175, 3);
461 for (int i = 1; i < 10; i++)
463 if (i - 5) fire_ball(caster_ptr, GF_NUKE, i, 175, 4);
469 bool is_special_fllor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
470 is_special_fllor |= !caster_ptr->current_floor_ptr->dun_level;
471 if (is_special_fllor)
473 msg_print(_("地面が揺れた。", "The ground trembles."));
478 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
479 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
481 msg_format("You %s the %s too close to a wall!",
482 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
483 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
485 msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
489 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."));
490 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
494 if (destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 15 + caster_ptr->lev + randint0(11), FALSE))
495 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
497 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
498 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
503 * @brief アイテム引き寄せ処理 /
504 * Fetch an item (teleport it right underneath the caster)
505 * @param caster_ptr プレーヤーへの参照ポインタ
508 * @param require_los 射線の通りを要求するならばTRUE
511 void fetch(player_type *caster_ptr, DIRECTION dir, WEIGHT wgt, bool require_los)
515 GAME_TEXT o_name[MAX_NLEN];
517 if (caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx)
519 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."));
524 if (dir == 5 && target_okay(caster_ptr))
529 if (distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE)
531 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!"));
535 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
538 msg_print(_("そこには何もありません。", "There is no object at this place."));
542 if (g_ptr->info & CAVE_ICKY)
544 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."));
550 if (!player_has_los_bold(caster_ptr, ty, tx))
552 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."));
555 else if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, ty, tx))
557 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
566 bool is_first_loop = TRUE;
567 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
568 while (is_first_loop || !g_ptr->o_idx)
570 is_first_loop = FALSE;
573 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
575 if ((distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE) ||
576 !cave_have_flag_bold(caster_ptr->current_floor_ptr, ty, tx, FF_PROJECT)) return;
580 o_ptr = &caster_ptr->current_floor_ptr->o_list[g_ptr->o_idx];
581 if (o_ptr->weight > wgt)
583 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
587 OBJECT_IDX i = g_ptr->o_idx;
588 g_ptr->o_idx = o_ptr->next_o_idx;
589 caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx = i; /* 'move' it */
591 o_ptr->next_o_idx = 0;
592 o_ptr->iy = caster_ptr->y;
593 o_ptr->ix = caster_ptr->x;
595 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
596 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);
598 note_spot(caster_ptr, caster_ptr->y, caster_ptr->x);
599 caster_ptr->redraw |= PR_MAP;
605 * @param caster_ptr プレーヤーへの参照ポインタ
608 void reserve_alter_reality(player_type *caster_ptr)
610 if (caster_ptr->current_floor_ptr->inside_arena || ironman_downward)
612 msg_print(_("何も起こらなかった。", "Nothing happens."));
616 if (caster_ptr->alter_reality)
618 caster_ptr->alter_reality = 0;
619 msg_print(_("景色が元に戻った...", "The view around you returns to normal..."));
620 caster_ptr->redraw |= PR_STATUS;
624 TIME_EFFECT turns = randint0(21) + 15;
625 caster_ptr->alter_reality = turns;
626 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
627 caster_ptr->redraw |= PR_STATUS;
632 * @brief 全所持アイテム鑑定処理 /
633 * Identify everything being carried.
634 * Done by a potion of "self knowledge".
635 * @param target_ptr プレーヤーへの参照ポインタ
638 void identify_pack(player_type *target_ptr)
640 for (INVENTORY_IDX i = 0; i < INVEN_TOTAL; i++)
642 object_type *o_ptr = &target_ptr->inventory_list[i];
643 if (!o_ptr->k_idx) continue;
645 identify_item(target_ptr, o_ptr);
646 autopick_alter_item(target_ptr, i, FALSE);
653 * Removes curses from items in inventory
654 * @param creature_ptr プレーヤーへの参照ポインタ
655 * @param all 軽い呪いまでの解除ならば0
656 * @return 解呪されたアイテムの数
659 * Note that Items which are "Perma-Cursed" (The One Ring,
660 * The Crown of Morgoth) can NEVER be uncursed.
662 * Note that if "all" is FALSE, then Items which are
663 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
664 * will not be uncursed.
667 static int remove_curse_aux(player_type *creature_ptr, int all)
670 for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
672 object_type *o_ptr = &creature_ptr->inventory_list[i];
673 if (!o_ptr->k_idx) continue;
674 if (!object_is_cursed(o_ptr)) continue;
675 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
676 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
678 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
682 o_ptr->curse_flags = 0L;
683 o_ptr->ident |= (IDENT_SENSE);
684 o_ptr->feeling = FEEL_NONE;
686 creature_ptr->update |= (PU_BONUS);
687 creature_ptr->window |= (PW_EQUIP);
692 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."));
699 * @brief 装備の軽い呪い解呪処理 /
701 * @param caster_ptr プレーヤーへの参照ポインタ
704 int remove_curse(player_type *caster_ptr)
706 return remove_curse_aux(caster_ptr, FALSE);
711 * @brief 装備の重い呪い解呪処理 /
715 int remove_all_curse(player_type *caster_ptr)
717 return remove_curse_aux(caster_ptr, TRUE);
722 * @brief アイテムの価値に応じた錬金術処理 /
723 * Turns an object into gold, gain some of its value in a shop
724 * @param caster_ptr プレーヤーへの参照ポインタ
725 * @return 処理が実際に行われたらTRUEを返す
727 bool alchemy(player_type *caster_ptr)
730 if (command_arg > 0) force = TRUE;
732 concptr q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
733 concptr s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
736 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
737 if (!o_ptr) return FALSE;
740 if (o_ptr->number > 1)
742 amt = get_quantity(NULL, o_ptr->number);
743 if (amt <= 0) return FALSE;
746 ITEM_NUMBER old_number = o_ptr->number;
748 GAME_TEXT o_name[MAX_NLEN];
749 object_desc(caster_ptr, o_name, o_ptr, 0);
750 o_ptr->number = old_number;
754 if (confirm_destroy || (object_value(o_ptr) > 0))
756 char out_val[MAX_NLEN + 40];
757 sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
758 if (!get_check(out_val)) return FALSE;
762 if (!can_player_destroy_object(o_ptr))
764 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);
768 PRICE price = object_value_real(o_ptr);
771 msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
772 vary_item(caster_ptr, item, -amt);
778 if (amt > 1) price *= amt;
780 if (price > 30000) price = 30000;
781 msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
783 caster_ptr->au += price;
784 caster_ptr->redraw |= PR_GOLD;
785 caster_ptr->window |= PW_PLAYER;
786 vary_item(caster_ptr, item, -amt);
792 * @brief アーティファクト生成の巻物処理 /
793 * @param caster_ptr プレーヤーへの参照ポインタ
794 * @return 生成が実際に試みられたらTRUEを返す
796 bool artifact_scroll(player_type *caster_ptr)
798 item_tester_hook = item_tester_hook_nameless_weapon_armour;
800 concptr q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
801 concptr s = _("強化できるアイテムがない。", "You have nothing to enchant.");
804 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
805 if (!o_ptr) return FALSE;
807 GAME_TEXT o_name[MAX_NLEN];
808 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
810 msg_format("%s は眩い光を発した!",o_name);
812 msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
816 if (object_is_artifact(o_ptr))
819 msg_format("%sは既に伝説のアイテムです!", o_name );
821 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
825 else if (object_is_ego(o_ptr))
828 msg_format("%sは既に名のあるアイテムです!", o_name );
830 msg_format("The %s %s already %s!",
831 o_name, ((o_ptr->number > 1) ? "are" : "is"),
832 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
836 else if (o_ptr->xtra3)
839 msg_format("%sは既に強化されています!", o_name );
841 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"),
842 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
847 if (o_ptr->number > 1)
849 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!"));
851 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
853 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
858 inven_item_increase(caster_ptr, item, 1 - (o_ptr->number));
862 floor_item_increase(caster_ptr->current_floor_ptr, 0 - item, 1 - (o_ptr->number));
866 okay = become_random_artifact(caster_ptr, o_ptr, TRUE);
871 if (flush_failure) flush();
872 msg_print(_("強化に失敗した。", "The enchantment failed."));
873 if (one_in_(3)) chg_virtue(caster_ptr, V_ENCHANT, -1);
874 calc_android_exp(caster_ptr);
880 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
881 exe_write_diary(caster_ptr, DIARY_ART_SCROLL, 0, o_name);
884 chg_virtue(caster_ptr, V_ENCHANT, 1);
885 calc_android_exp(caster_ptr);
893 * @param owner_ptr プレーヤーへの参照ポインタ
894 * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
895 * @return 実際に鑑定できたらTRUEを返す
897 bool identify_item(player_type *owner_ptr, object_type *o_ptr)
899 GAME_TEXT o_name[MAX_NLEN];
900 object_desc(owner_ptr, o_name, o_ptr, 0);
902 bool old_known = FALSE;
903 if (o_ptr->ident & IDENT_KNOWN)
906 if (!object_is_fully_known(o_ptr))
908 if (object_is_artifact(o_ptr) || one_in_(5))
909 chg_virtue(owner_ptr, V_KNOWLEDGE, 1);
912 object_aware(owner_ptr, o_ptr);
914 o_ptr->marked |= OM_TOUCHED;
916 owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
917 owner_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
919 strcpy(record_o_name, o_name);
920 record_turn = current_world_ptr->game_turn;
922 object_desc(owner_ptr, o_name, o_ptr, OD_NAME_ONLY);
924 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
925 exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
926 if(record_rand_art && !old_known && o_ptr->art_name)
927 exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
934 * @brief アイテム鑑定のメインルーチン処理 /
935 * Identify an object in the inventory (or on the floor)
936 * @param caster_ptr プレーヤーへの参照ポインタ
937 * @param only_equip 装備品のみを対象とするならばTRUEを返す
938 * @return 実際に鑑定を行ったならばTRUEを返す
940 * This routine does *not* automatically combine objects.
941 * Returns TRUE if something was identified, else FALSE.
943 bool ident_spell(player_type *caster_ptr, bool only_equip, tval_type item_tester_tval)
946 item_tester_hook = item_tester_hook_identify_weapon_armour;
948 item_tester_hook = item_tester_hook_identify;
951 if (can_get_item(caster_ptr, item_tester_tval))
953 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
958 item_tester_hook = object_is_weapon_armour_ammo;
960 item_tester_hook = NULL;
962 q = _("すべて鑑定済みです。 ", "All items are identified. ");
965 concptr s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
968 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
969 if (!o_ptr) return FALSE;
971 bool old_known = identify_item(caster_ptr, o_ptr);
973 GAME_TEXT o_name[MAX_NLEN];
974 object_desc(caster_ptr, o_name, o_ptr, 0);
975 if (item >= INVEN_RARM)
977 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
981 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
985 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
988 autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
994 * @brief アイテム凡庸化のメインルーチン処理 /
995 * Identify an object in the inventory (or on the floor)
996 * @param owner_ptr プレーヤーへの参照ポインタ
997 * @param only_equip 装備品のみを対象とするならばTRUEを返す
998 * @return 実際に凡庸化をを行ったならばTRUEを返す
1001 * Mundanify an object in the inventory (or on the floor)
1002 * This routine does *not* automatically combine objects.
1003 * Returns TRUE if something was mundanified, else FALSE.
1006 bool mundane_spell(player_type *owner_ptr, bool only_equip)
1008 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
1012 concptr q = _("どれを使いますか?", "Use which item? ");
1013 concptr s = _("使えるものがありません。", "You have nothing you can use.");
1015 o_ptr = choose_object(owner_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1016 if (!o_ptr) return FALSE;
1018 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
1019 POSITION iy = o_ptr->iy;
1020 POSITION ix = o_ptr->ix;
1021 OBJECT_IDX next_o_idx = o_ptr->next_o_idx;
1022 byte marked = o_ptr->marked;
1023 WEIGHT weight = o_ptr->number * o_ptr->weight;
1024 u16b inscription = o_ptr->inscription;
1026 object_prep(o_ptr, o_ptr->k_idx);
1030 o_ptr->next_o_idx = next_o_idx;
1031 o_ptr->marked = marked;
1032 o_ptr->inscription = inscription;
1033 if (item >= 0) owner_ptr->total_weight += (o_ptr->weight - weight);
1035 calc_android_exp(owner_ptr);
1041 * @brief アイテム*鑑定*のメインルーチン処理 /
1042 * Identify an object in the inventory (or on the floor)
1043 * @param caster_ptr プレーヤーへの参照ポインタ
1044 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1045 * @return 実際に鑑定を行ったならばTRUEを返す
1047 * Fully "identify" an object in the inventory -BEN-
1048 * This routine returns TRUE if an item was identified.
1050 bool identify_fully(player_type *caster_ptr, bool only_equip, tval_type item_tester_tval)
1053 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
1055 item_tester_hook = item_tester_hook_identify_fully;
1058 if (can_get_item(caster_ptr, item_tester_tval))
1060 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
1065 item_tester_hook = object_is_weapon_armour_ammo;
1067 item_tester_hook = NULL;
1069 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
1072 concptr s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
1076 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1077 if (!o_ptr) return FALSE;
1079 bool old_known = identify_item(caster_ptr, o_ptr);
1081 o_ptr->ident |= (IDENT_FULL_KNOWN);
1082 handle_stuff(caster_ptr);
1084 GAME_TEXT o_name[MAX_NLEN];
1085 object_desc(caster_ptr, o_name, o_ptr, 0);
1086 if (item >= INVEN_RARM)
1088 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
1092 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
1096 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
1099 (void)screen_object(caster_ptr, o_ptr, 0L);
1100 autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
1107 * Recharge a wand/staff/rod from the pack or on the floor.
1108 * This function has been rewritten in Oangband and ZAngband.
1109 * @param caster_ptr プレーヤーへの参照ポインタ
1110 * @param power 充填パワー
1111 * @return ターン消費を要する処理まで進んだらTRUEを返す
1113 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
1114 * Chaos -- Arcane Binding --> recharge(90)
1116 * Scroll of recharging --> recharge(130)
1117 * Artifact activation/Thingol --> recharge(130)
1119 * It is harder to recharge high level, and highly charged wands,
1120 * staffs, and rods. The more wands in a stack, the more easily and
1121 * strongly they recharge. Staffs, however, each get fewer charges if
1124 * Beware of "sliding index errors".
1126 bool recharge(player_type *caster_ptr, int power)
1128 item_tester_hook = item_tester_hook_recharge;
1129 concptr q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
1130 concptr s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
1134 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1135 if (!o_ptr) return FALSE;
1138 k_ptr = &k_info[o_ptr->k_idx];
1139 DEPTH lev = k_info[o_ptr->k_idx].level;
1141 TIME_EFFECT recharge_amount;
1142 int recharge_strength;
1143 bool is_recharge_successful = TRUE;
1144 if (o_ptr->tval == TV_ROD)
1146 recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
1147 if (one_in_(recharge_strength))
1149 is_recharge_successful = FALSE;
1153 recharge_amount = (power * damroll(3, 2));
1154 if (o_ptr->timeout > recharge_amount)
1155 o_ptr->timeout -= recharge_amount;
1162 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
1163 recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
1164 else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
1166 if (recharge_strength < 0) recharge_strength = 0;
1168 if (one_in_(recharge_strength))
1170 is_recharge_successful = FALSE;
1174 recharge_amount = randint1(1 + k_ptr->pval / 2);
1175 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
1178 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
1179 if (recharge_amount < 1) recharge_amount = 1;
1180 if (recharge_amount > 12) recharge_amount = 12;
1183 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
1185 recharge_amount /= (TIME_EFFECT)o_ptr->number;
1186 if (recharge_amount < 1) recharge_amount = 1;
1189 o_ptr->pval += recharge_amount;
1190 o_ptr->ident &= ~(IDENT_KNOWN);
1191 o_ptr->ident &= ~(IDENT_EMPTY);
1195 if (!is_recharge_successful)
1197 return update_player(caster_ptr);
1201 GAME_TEXT o_name[MAX_NLEN];
1202 if (object_is_fixed_artifact(o_ptr))
1204 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1205 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);
1206 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
1207 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
1208 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
1210 return update_player(caster_ptr);
1213 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1215 if (IS_WIZARD_CLASS(caster_ptr) || caster_ptr->pclass == CLASS_MAGIC_EATER || caster_ptr->pclass == CLASS_BLUE_MAGE)
1217 /* 10% chance to blow up one rod, otherwise draining. */
1218 if (o_ptr->tval == TV_ROD)
1220 if (one_in_(10)) fail_type = 2;
1223 /* 75% chance to blow up one wand, otherwise draining. */
1224 else if (o_ptr->tval == TV_WAND)
1226 if (!one_in_(3)) fail_type = 2;
1229 /* 50% chance to blow up one staff, otherwise no effect. */
1230 else if (o_ptr->tval == TV_STAFF)
1232 if (one_in_(2)) fail_type = 2;
1238 /* 33% chance to blow up one rod, otherwise draining. */
1239 if (o_ptr->tval == TV_ROD)
1241 if (one_in_(3)) fail_type = 2;
1244 /* 20% chance of the entire stack, else destroy one wand. */
1245 else if (o_ptr->tval == TV_WAND)
1247 if (one_in_(5)) fail_type = 3;
1250 /* Blow up one staff. */
1251 else if (o_ptr->tval == TV_STAFF)
1259 if (o_ptr->tval == TV_ROD)
1261 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!"));
1263 if (o_ptr->timeout < 10000)
1264 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
1266 else if (o_ptr->tval == TV_WAND)
1268 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);
1275 if (o_ptr->number > 1)
1276 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);
1278 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
1280 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
1281 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
1283 vary_item(caster_ptr, item, -1);
1288 if (o_ptr->number > 1)
1289 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);
1291 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
1293 vary_item(caster_ptr, item, -999);
1296 return update_player(caster_ptr);
1301 * @brief クリーチャー全既知呪文を表示する /
1302 * Hack -- Display all known spells in a window
1303 * @param caster_ptr 術者の参照ポインタ
1306 * Need to analyze size of the window.
1307 * Need more color coding.
1309 void display_spell_list(player_type *caster_ptr)
1313 const magic_type *s_ptr;
1314 GAME_TEXT name[MAX_NLEN];
1319 if (caster_ptr->pclass == CLASS_SORCERER) return;
1320 if (caster_ptr->pclass == CLASS_RED_MAGE) return;
1321 if (caster_ptr->pclass == CLASS_SNIPER)
1323 display_snipe_list(caster_ptr);
1327 if ((caster_ptr->pclass == CLASS_MINDCRAFTER) ||
1328 (caster_ptr->pclass == CLASS_BERSERKER) ||
1329 (caster_ptr->pclass == CLASS_NINJA) ||
1330 (caster_ptr->pclass == CLASS_MIRROR_MASTER) ||
1331 (caster_ptr->pclass == CLASS_FORCETRAINER))
1333 PERCENTAGE minfail = 0;
1334 PLAYER_LEVEL plev = caster_ptr->lev;
1335 PERCENTAGE chance = 0;
1340 bool use_hp = FALSE;
1346 put_str(_("名前", "Name"), y, x + 5);
1347 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
1349 switch(caster_ptr->pclass)
1351 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
1352 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
1353 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
1354 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1355 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
1356 default: use_mind = 0;break;
1359 for (int i = 0; i < MAX_MIND_POWERS; i++)
1361 byte a = TERM_WHITE;
1362 spell = mind_powers[use_mind].info[i];
1363 if (spell.min_lev > plev) break;
1365 chance = spell.fail;
1366 chance -= 3 * (caster_ptr->lev - spell.min_lev);
1367 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1370 if (spell.mana_cost > caster_ptr->csp)
1372 chance += 5 * (spell.mana_cost - caster_ptr->csp);
1378 if (spell.mana_cost > caster_ptr->chp)
1385 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
1386 if (chance < minfail) chance = minfail;
1388 if (caster_ptr->stun > 50) chance += 25;
1389 else if (caster_ptr->stun) chance += 15;
1391 if (chance > 95) chance = 95;
1393 mindcraft_info(caster_ptr, comment, use_mind, i);
1394 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
1396 spell.min_lev, spell.mana_cost, chance, comment);
1398 Term_putstr(x, y + i + 1, -1, a, psi_desc);
1404 if (REALM_NONE == caster_ptr->realm1) return;
1406 for (int j = 0; j < ((caster_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
1409 y = (j < 3) ? 0 : (m[j - 3] + 2);
1412 for (int i = 0; i < 32; i++)
1414 byte a = TERM_WHITE;
1416 if (!is_magic((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2))
1418 s_ptr = &technic_info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - MIN_TECHNIC][i % 32];
1422 s_ptr = &mp_ptr->info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - 1][i % 32];
1425 strcpy(name, exe_spell(caster_ptr, (j < 1) ? caster_ptr->realm1 : caster_ptr->realm2, i % 32, SPELL_NAME));
1427 if (s_ptr->slevel >= 99)
1429 strcpy(name, _("(判読不能)", "(illegible)"));
1433 ((caster_ptr->spell_forgotten1 & (1L << i))) :
1434 ((caster_ptr->spell_forgotten2 & (1L << (i % 32)))))
1438 else if (!((j < 1) ?
1439 (caster_ptr->spell_learned1 & (1L << i)) :
1440 (caster_ptr->spell_learned2 & (1L << (i % 32)))))
1444 else if (!((j < 1) ?
1445 (caster_ptr->spell_worked1 & (1L << i)) :
1446 (caster_ptr->spell_worked2 & (1L << (i % 32)))))
1451 sprintf(out_val, "%c/%c) %-20.20s",
1452 I2A(n / 8), I2A(n % 8), name);
1455 Term_putstr(x, m[j], -1, a, out_val);
1463 * @brief 呪文の経験値を返す /
1464 * Returns experience of a spell
1465 * @param caster_ptr プレーヤーへの参照ポインタ
1467 * @param use_realm 魔法領域
1470 EXP experience_of_spell(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
1472 if (caster_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
1473 else if (caster_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
1474 else if (use_realm == caster_ptr->realm1) return caster_ptr->spell_exp[spell];
1475 else if (use_realm == caster_ptr->realm2) return caster_ptr->spell_exp[spell + 32];
1481 * @brief 呪文の消費MPを返す /
1482 * Modify mana consumption rate using spell exp and dec_mana
1483 * @param caster_ptr プレーヤーへの参照ポインタ
1484 * @param need_mana 基本消費MP
1489 MANA_POINT mod_need_mana(player_type *caster_ptr, MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
1491 #define MANA_CONST 2400
1493 #define DEC_MANA_DIV 3
1494 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
1496 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(caster_ptr, spell, realm)) + (MANA_CONST - 1);
1497 need_mana *= caster_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
1498 need_mana /= MANA_CONST * MANA_DIV;
1499 if (need_mana < 1) need_mana = 1;
1503 if (caster_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
1515 * @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) /
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
1523 PERCENTAGE mod_spell_chance_1(player_type *caster_ptr, PERCENTAGE chance)
1525 chance += caster_ptr->to_m_chance;
1527 if (caster_ptr->heavy_spell) chance += 20;
1529 if (caster_ptr->dec_mana && caster_ptr->easy_spell) chance -= 4;
1530 else if (caster_ptr->easy_spell) chance -= 3;
1531 else if (caster_ptr->dec_mana) chance -= 2;
1538 * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
1539 * Modify spell fail rate
1540 * Using to_m_chance, dec_mana, easy_spell and heavy_spell
1541 * @param caster_ptr プレーヤーへの参照ポインタ
1542 * @param chance 修正前失敗率
1544 * Modify spell fail rate (as "suffix" process)
1545 * Using dec_mana, easy_spell and heavy_spell
1546 * Note: variable "chance" cannot be negative.
1549 PERCENTAGE mod_spell_chance_2(player_type *caster_ptr, PERCENTAGE chance)
1551 if (caster_ptr->dec_mana) chance--;
1552 if (caster_ptr->heavy_spell) chance += 5;
1553 return MAX(chance, 0);
1558 * @brief 呪文の失敗率計算メインルーチン /
1559 * Returns spell chance of failure for spell -RAK-
1560 * @param caster_ptr プレーヤーへの参照ポインタ
1562 * @param use_realm 魔法領域ID
1565 PERCENTAGE spell_chance(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
1567 if (!mp_ptr->spell_book) return 100;
1568 if (use_realm == REALM_HISSATSU) return 0;
1570 const magic_type *s_ptr;
1571 if (!is_magic(use_realm))
1573 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
1577 s_ptr = &mp_ptr->info[use_realm - 1][spell];
1580 PERCENTAGE chance = s_ptr->sfail;
1581 chance -= 3 * (caster_ptr->lev - s_ptr->slevel);
1582 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1583 if (caster_ptr->riding)
1584 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));
1586 MANA_POINT need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
1587 if (need_mana > caster_ptr->csp)
1589 chance += 5 * (need_mana - caster_ptr->csp);
1592 if ((use_realm != caster_ptr->realm1) && ((caster_ptr->pclass == CLASS_MAGE) || (caster_ptr->pclass == CLASS_PRIEST))) chance += 5;
1594 PERCENTAGE minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
1595 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
1597 if (minfail < 5) minfail = 5;
1600 if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[0]) chance += 25;
1601 if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[1]) chance += 25;
1603 chance = mod_spell_chance_1(caster_ptr, chance);
1604 PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
1608 if ((caster_ptr->align > 50) || (caster_ptr->align < -50)) chance += penalty;
1610 case REALM_LIFE: case REALM_CRUSADE:
1611 if (caster_ptr->align < -20) chance += penalty;
1613 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
1614 if (caster_ptr->align > 20) chance += penalty;
1618 if (chance < minfail) chance = minfail;
1620 if (caster_ptr->stun > 50) chance += 25;
1621 else if (caster_ptr->stun) chance += 15;
1623 if (chance > 95) chance = 95;
1625 if ((use_realm == caster_ptr->realm1) || (use_realm == caster_ptr->realm2)
1626 || (caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
1628 EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
1629 if (exp >= SPELL_EXP_EXPERT) chance--;
1630 if (exp >= SPELL_EXP_MASTER) chance--;
1633 return mod_spell_chance_2(caster_ptr, chance);
1638 * @brief 呪文情報の表示処理 /
1639 * Print a list of spells (for browsing or casting or viewing)
1640 * @param caster_ptr 術者の参照ポインタ
1641 * @param target_spell 呪文ID
1642 * @param spells 表示するスペルID配列の参照ポインタ
1643 * @param num 表示するスペルの数(spellsの要素数)
1644 * @param y 表示メッセージ左上Y座標
1645 * @param x 表示メッセージ左上X座標
1646 * @param use_realm 魔法領域ID
1649 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)
1651 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && current_world_ptr->wizard)
1652 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
1656 if (use_realm == REALM_HISSATSU)
1657 strcpy(buf,_(" Lv MP", " Lv SP"));
1659 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
1661 put_str(_("名前", "Name"), y, x + 5);
1662 put_str(buf, y, x + 29);
1665 if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
1666 else if (use_realm == caster_ptr->realm1) increment = 0;
1667 else if (use_realm == caster_ptr->realm2) increment = 32;
1671 const magic_type *s_ptr;
1676 for (i = 0; i < num; i++)
1678 SPELL_IDX spell = spells[i];
1680 if (!is_magic(use_realm))
1682 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
1686 s_ptr = &mp_ptr->info[use_realm - 1][spell];
1689 MANA_POINT need_mana;
1690 if (use_realm == REALM_HISSATSU)
1691 need_mana = s_ptr->smana;
1694 EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
1695 need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
1696 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
1697 else exp_level = spell_exp_level(exp);
1700 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
1701 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
1702 else if (s_ptr->slevel >= 99) max = TRUE;
1703 else if ((caster_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
1705 strncpy(ryakuji, exp_level_str[exp_level], 4);
1710 if (use_menu && target_spell)
1712 if (i == (target_spell-1))
1713 strcpy(out_val, _(" 》 ", " > "));
1715 strcpy(out_val, " ");
1717 else sprintf(out_val, " %c) ", I2A(i));
1719 if (s_ptr->slevel >= 99)
1721 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
1722 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
1726 strcpy(info, exe_spell(caster_ptr, use_realm, spell, SPELL_INFO));
1727 concptr comment = info;
1728 byte line_attr = TERM_WHITE;
1729 if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
1731 if (s_ptr->slevel > caster_ptr->max_plv)
1733 comment = _("未知", "unknown");
1734 line_attr = TERM_L_BLUE;
1736 else if (s_ptr->slevel > caster_ptr->lev)
1738 comment = _("忘却", "forgotten");
1739 line_attr = TERM_YELLOW;
1742 else if ((use_realm != caster_ptr->realm1) && (use_realm != caster_ptr->realm2))
1744 comment = _("未知", "unknown");
1745 line_attr = TERM_L_BLUE;
1747 else if ((use_realm == caster_ptr->realm1) ?
1748 ((caster_ptr->spell_forgotten1 & (1L << spell))) :
1749 ((caster_ptr->spell_forgotten2 & (1L << spell))))
1751 comment = _("忘却", "forgotten");
1752 line_attr = TERM_YELLOW;
1754 else if (!((use_realm == caster_ptr->realm1) ?
1755 (caster_ptr->spell_learned1 & (1L << spell)) :
1756 (caster_ptr->spell_learned2 & (1L << spell))))
1758 comment = _("未知", "unknown");
1759 line_attr = TERM_L_BLUE;
1761 else if (!((use_realm == caster_ptr->realm1) ?
1762 (caster_ptr->spell_worked1 & (1L << spell)) :
1763 (caster_ptr->spell_worked2 & (1L << spell))))
1765 comment = _("未経験", "untried");
1766 line_attr = TERM_L_GREEN;
1769 if (use_realm == REALM_HISSATSU)
1771 strcat(out_val, format("%-25s %2d %4d",
1772 exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), s_ptr->slevel, need_mana));
1776 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
1777 exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), (max ? '!' : ' '), ryakuji,
1778 s_ptr->slevel, need_mana, spell_chance(caster_ptr, spell, use_realm), comment));
1781 c_prt(line_attr, out_val, y + i + 1, x);
1784 prt("", y + i + 1, x);
1789 * @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 /
1790 * Helper function -- return a "nearby" race for polymorphing
1791 * @param floor_ptr 配置するフロアの参照ポインタ
1792 * @param r_idx 基準となるモンスター種族ID
1793 * @return 変更先のモンスター種族ID
1795 * Note that this function is one of the more "dangerous" ones...
1797 static MONRACE_IDX poly_r_idx(player_type *caster_ptr, MONRACE_IDX r_idx)
1799 monster_race *r_ptr = &r_info[r_idx];
1800 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags1 & RF1_QUESTOR))
1803 DEPTH lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
1804 DEPTH lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
1806 for (int i = 0; i < 1000; i++)
1808 r = get_mon_num(caster_ptr, (caster_ptr->current_floor_ptr->dun_level + r_ptr->level) / 2 + 5, 0);
1812 if (r_ptr->flags1 & RF1_UNIQUE) continue;
1813 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
1824 * @brief 指定座標にいるモンスターを変身させる /
1825 * Helper function -- return a "nearby" race for polymorphing
1826 * @param caster_ptr プレーヤーへの参照ポインタ
1829 * @return 実際に変身したらTRUEを返す
1831 bool polymorph_monster(player_type *caster_ptr, POSITION y, POSITION x)
1833 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
1834 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
1835 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
1836 MONRACE_IDX new_r_idx;
1837 MONRACE_IDX old_r_idx = m_ptr->r_idx;
1838 bool targeted = (target_who == g_ptr->m_idx) ? TRUE : FALSE;
1839 bool health_tracked = (caster_ptr->health_who == g_ptr->m_idx) ? TRUE : FALSE;
1841 if (floor_ptr->inside_arena || caster_ptr->phase_out) return FALSE;
1842 if ((caster_ptr->riding == g_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
1844 monster_type back_m = *m_ptr;
1845 new_r_idx = poly_r_idx(caster_ptr, old_r_idx);
1846 if (new_r_idx == old_r_idx) return FALSE;
1848 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
1849 OBJECT_IDX this_o_idx, next_o_idx = 0;
1851 BIT_FLAGS mode = 0L;
1852 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
1853 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
1854 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
1856 m_ptr->hold_o_idx = 0;
1857 delete_monster_idx(caster_ptr, g_ptr->m_idx);
1858 bool polymorphed = FALSE;
1859 if (place_monster_aux(caster_ptr, 0, y, x, new_r_idx, mode))
1861 floor_ptr->m_list[hack_m_idx_ii].nickname = back_m.nickname;
1862 floor_ptr->m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
1863 floor_ptr->m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
1868 if (place_monster_aux(caster_ptr, 0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
1870 floor_ptr->m_list[hack_m_idx_ii] = back_m;
1871 mproc_init(floor_ptr);
1873 else preserve_hold_objects = FALSE;
1876 if (preserve_hold_objects)
1878 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
1880 object_type *o_ptr = &floor_ptr->o_list[this_o_idx];
1881 next_o_idx = o_ptr->next_o_idx;
1882 o_ptr->held_m_idx = hack_m_idx_ii;
1885 else if (back_m.hold_o_idx)
1887 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
1889 next_o_idx = floor_ptr->o_list[this_o_idx].next_o_idx;
1890 delete_object_idx(caster_ptr, this_o_idx);
1894 if (targeted) target_who = hack_m_idx_ii;
1895 if (health_tracked) health_track(caster_ptr, hack_m_idx_ii);
1902 * @param caster_ptr プレーヤーへの参照ポインタ
1904 * @return ターンを消費した場合TRUEを返す
1906 bool eat_magic(player_type *caster_ptr, int power)
1909 GAME_TEXT o_name[MAX_NLEN];
1911 item_tester_hook = item_tester_hook_recharge;
1913 concptr q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
1914 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.");
1918 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1919 if (!o_ptr) return FALSE;
1922 k_ptr = &k_info[o_ptr->k_idx];
1923 DEPTH lev = k_info[o_ptr->k_idx].level;
1925 int recharge_strength = 0;
1926 bool is_eating_successful = TRUE;
1927 if (o_ptr->tval == TV_ROD)
1929 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
1930 if (one_in_(recharge_strength))
1932 is_eating_successful = FALSE;
1936 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
1938 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."));
1942 caster_ptr->csp += lev;
1943 o_ptr->timeout += k_ptr->pval;
1949 recharge_strength = (100 + power - lev) / 15;
1950 if (recharge_strength < 0) recharge_strength = 0;
1952 if (one_in_(recharge_strength))
1954 is_eating_successful = FALSE;
1958 if (o_ptr->pval > 0)
1960 caster_ptr->csp += lev / 2;
1963 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
1968 object_copy(q_ptr, o_ptr);
1973 caster_ptr->total_weight -= q_ptr->weight;
1974 item = store_item_to_inventory(caster_ptr, q_ptr);
1976 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
1981 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
1984 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
1988 if (is_eating_successful)
1990 return redraw_player(caster_ptr);
1993 if (object_is_fixed_artifact(o_ptr))
1995 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1996 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);
1997 if (o_ptr->tval == TV_ROD)
1998 o_ptr->timeout = k_ptr->pval * o_ptr->number;
1999 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
2002 return redraw_player(caster_ptr);
2005 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2007 /* Mages recharge objects more safely. */
2008 if (IS_WIZARD_CLASS(caster_ptr))
2010 /* 10% chance to blow up one rod, otherwise draining. */
2011 if (o_ptr->tval == TV_ROD)
2013 if (one_in_(10)) fail_type = 2;
2016 /* 75% chance to blow up one wand, otherwise draining. */
2017 else if (o_ptr->tval == TV_WAND)
2019 if (!one_in_(3)) fail_type = 2;
2022 /* 50% chance to blow up one staff, otherwise no effect. */
2023 else if (o_ptr->tval == TV_STAFF)
2025 if (one_in_(2)) fail_type = 2;
2030 /* All other classes get no special favors. */
2033 /* 33% chance to blow up one rod, otherwise draining. */
2034 if (o_ptr->tval == TV_ROD)
2036 if (one_in_(3)) fail_type = 2;
2039 /* 20% chance of the entire stack, else destroy one wand. */
2040 else if (o_ptr->tval == TV_WAND)
2042 if (one_in_(5)) fail_type = 3;
2045 /* Blow up one staff. */
2046 else if (o_ptr->tval == TV_STAFF)
2054 if (o_ptr->tval == TV_ROD)
2056 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
2057 "You save your rod from destruction, but all charges are lost."), o_name);
2058 o_ptr->timeout = k_ptr->pval * o_ptr->number;
2060 else if (o_ptr->tval == TV_WAND)
2062 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);
2069 if (o_ptr->number > 1)
2071 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);
2072 /* Reduce rod stack maximum timeout, drain wands. */
2073 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
2074 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
2078 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);
2081 vary_item(caster_ptr, item, -1);
2086 if (o_ptr->number > 1)
2087 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);
2089 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2091 vary_item(caster_ptr, item, -999);
2094 return redraw_player(caster_ptr);
2099 * @brief 皆殺し(全方向攻撃)処理
2100 * @param caster_ptr プレーヤーへの参照ポインタ
2103 void massacre(player_type *caster_ptr)
2106 monster_type *m_ptr;
2107 for (DIRECTION dir = 0; dir < 8; dir++)
2109 POSITION y = caster_ptr->y + ddy_ddd[dir];
2110 POSITION x = caster_ptr->x + ddx_ddd[dir];
2111 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
2112 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2113 if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)))
2114 do_cmd_attack(caster_ptr, y, x, 0);
2121 * @param caster_ptr プレーヤーへの参照ポインタ
2122 * @return コマンドの入力方向に地形があればTRUE
2124 bool eat_rock(player_type *caster_ptr)
2127 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
2128 POSITION y = caster_ptr->y + ddy[dir];
2129 POSITION x = caster_ptr->x + ddx[dir];
2131 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
2132 feature_type *f_ptr, *mimic_f_ptr;
2133 f_ptr = &f_info[g_ptr->feat];
2134 mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
2136 stop_mouth(caster_ptr);
2137 if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
2139 msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
2141 else if (have_flag(f_ptr->flags, FF_PERMANENT))
2143 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);
2145 else if (g_ptr->m_idx)
2147 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2148 msg_print(_("何かが邪魔しています!", "There's something in the way!"));
2150 if (!m_ptr->ml || !is_pet(m_ptr)) do_cmd_attack(caster_ptr, y, x, 0);
2152 else if (have_flag(f_ptr->flags, FF_TREE))
2154 msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
2156 else if (have_flag(f_ptr->flags, FF_GLASS))
2158 msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
2160 else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
2162 (void)set_food(caster_ptr, caster_ptr->food + 3000);
2164 else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
2166 (void)set_food(caster_ptr, caster_ptr->food + 5000);
2170 msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
2171 (void)set_food(caster_ptr, caster_ptr->food + 10000);
2174 cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK);
2175 (void)move_player_effect(caster_ptr, y, x, MPE_DONT_PICKUP);
2180 bool shock_power(player_type *caster_ptr)
2182 int boost = get_current_ki(caster_ptr);
2183 if (heavy_armor(caster_ptr)) boost /= 2;
2187 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
2189 POSITION y = caster_ptr->y + ddy[dir];
2190 POSITION x = caster_ptr->x + ddx[dir];
2191 PLAYER_LEVEL plev = caster_ptr->lev;
2192 HIT_POINT dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
2193 fire_beam(caster_ptr, GF_MISSILE, dir, dam);
2194 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) return TRUE;
2196 POSITION ty = y, tx = x;
2197 POSITION oy = y, ox = x;
2198 MONSTER_IDX m_idx = caster_ptr->current_floor_ptr->grid_array[y][x].m_idx;
2199 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
2200 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2201 GAME_TEXT m_name[MAX_NLEN];
2202 monster_desc(caster_ptr, m_name, m_ptr, 0);
2204 if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
2206 msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
2210 for (int i = 0; i < 5; i++)
2214 if (is_cave_empty_bold(caster_ptr, y, x))
2225 bool is_shock_successful = ty != oy;
2226 is_shock_successful |= tx != ox;
2227 if (is_shock_successful) return TRUE;
2229 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
2230 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
2231 caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
2235 update_monster(caster_ptr, m_idx, TRUE);
2236 lite_spot(caster_ptr, oy, ox);
2237 lite_spot(caster_ptr, ty, tx);
2239 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2240 caster_ptr->update |= (PU_MON_LITE);
2244 bool fetch_monster(player_type *caster_ptr)
2246 monster_type *m_ptr;
2248 GAME_TEXT m_name[MAX_NLEN];
2254 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
2255 m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
2256 if (!m_idx) return FALSE;
2257 if (m_idx == caster_ptr->riding) return FALSE;
2258 if (!player_has_los_bold(caster_ptr, target_row, target_col)) return FALSE;
2259 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) return FALSE;
2260 m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
2261 monster_desc(caster_ptr, m_name, m_ptr, 0);
2262 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
2263 path_n = project_path(caster_ptr, path_g, MAX_RANGE, target_row, target_col, caster_ptr->y, caster_ptr->x, 0);
2264 ty = target_row, tx = target_col;
2265 for (i = 1; i < path_n; i++)
2267 POSITION ny = GRID_Y(path_g[i]);
2268 POSITION nx = GRID_X(path_g[i]);
2269 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[ny][nx];
2271 if (in_bounds(caster_ptr->current_floor_ptr, ny, nx) && is_cave_empty_bold(caster_ptr, ny, nx) &&
2272 !(g_ptr->info & CAVE_OBJECT) &&
2273 !pattern_tile(caster_ptr->current_floor_ptr, ny, nx))
2279 /* Update the old location */
2280 caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx = 0;
2282 /* Update the new location */
2283 caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
2285 /* Move the monster */
2289 /* Wake the monster up */
2290 (void)set_monster_csleep(caster_ptr, m_idx, 0);
2292 update_monster(caster_ptr, m_idx, TRUE);
2293 lite_spot(caster_ptr, target_row, target_col);
2294 lite_spot(caster_ptr, ty, tx);
2296 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2297 caster_ptr->update |= (PU_MON_LITE);
2301 /* Auto-Recall if possible and visible */
2302 if (!caster_ptr->image) monster_race_track(caster_ptr, m_ptr->ap_r_idx);
2303 health_track(caster_ptr, m_idx);
2310 bool booze(player_type *creature_ptr)
2313 if (creature_ptr->pclass != CLASS_MONK) chg_virtue(creature_ptr, V_HARMONY, -1);
2314 else if (!creature_ptr->resist_conf) creature_ptr->special_attack |= ATTACK_SUIKEN;
2315 if (!creature_ptr->resist_conf && set_confused(creature_ptr, randint0(20) + 15))
2320 if (creature_ptr->resist_chaos)
2325 if (one_in_(2) && set_image(creature_ptr, creature_ptr->image + randint0(150) + 150))
2330 if (one_in_(13) && (creature_ptr->pclass != CLASS_MONK))
2333 if (one_in_(3)) lose_all_info(creature_ptr);
2334 else wiz_dark(creature_ptr);
2335 (void)teleport_player_aux(creature_ptr, 100, FALSE, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2336 wiz_dark(creature_ptr);
2337 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..."));
2338 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!"));
2345 bool detonation(player_type *creature_ptr)
2347 msg_print(_("体の中で激しい爆発が起きた!", "Massive explosions rupture your body!"));
2348 take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(50, 20), _("爆発の薬", "a potion of Detonation"), -1);
2349 (void)set_stun(creature_ptr, creature_ptr->stun + 75);
2350 (void)set_cut(creature_ptr,creature_ptr->cut + 5000);
2355 void blood_curse_to_enemy(player_type *caster_ptr, MONSTER_IDX m_idx)
2357 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
2358 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx];
2359 BIT_FLAGS curse_flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
2361 bool is_first_loop = TRUE;
2362 while (is_first_loop || one_in_(5))
2364 is_first_loop = FALSE;
2365 switch (randint1(28))
2370 msg_print(_("地面が揺れた...", "The ground trembles..."));
2371 earthquake(caster_ptr, m_ptr->fy, m_ptr->fx, 4 + randint0(4), 0);
2372 if (!one_in_(6)) break;
2375 case 3: case 4: case 5: case 6:
2378 int extra_dam = damroll(10, 10);
2379 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!"));
2381 project(caster_ptr, 0, 8, m_ptr->fy, m_ptr->fx, extra_dam, GF_MANA, curse_flg, -1);
2382 if (!one_in_(6)) break;
2388 msg_print(_("空間が歪んだ!", "Space warps about you!"));
2390 if (m_ptr->r_idx) teleport_away(caster_ptr, g_ptr->m_idx, damroll(10, 10), TELEPORT_PASSIVE);
2391 if (one_in_(13)) count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
2392 if (!one_in_(6)) break;
2395 case 9: case 10: case 11:
2396 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
2397 project(caster_ptr, 0, 7, m_ptr->fy, m_ptr->fx, 50, GF_DISINTEGRATE, curse_flg, -1);
2398 if (!one_in_(6)) break;
2400 case 12: case 13: case 14: case 15: case 16:
2401 aggravate_monsters(caster_ptr, 0);
2402 if (!one_in_(6)) break;
2405 count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
2406 if (!one_in_(6)) break;
2408 case 19: case 20: case 21: case 22:
2410 bool pet = !one_in_(3);
2411 BIT_FLAGS mode = PM_ALLOW_GROUP;
2413 if (pet) mode |= PM_FORCE_PET;
2414 else mode |= (PM_NO_PET | PM_FORCE_FRIENDLY);
2416 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);
2417 if (!one_in_(6)) break;
2420 case 23: case 24: case 25:
2421 if (caster_ptr->hold_exp && (randint0(100) < 75)) break;
2422 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..."));
2424 if (caster_ptr->hold_exp) lose_exp(caster_ptr, caster_ptr->exp / 160);
2425 else lose_exp(caster_ptr, caster_ptr->exp / 16);
2426 if (!one_in_(6)) break;
2428 case 26: case 27: case 28:
2432 for (int i = 0; i < A_MAX; i++)
2434 bool is_first_dec_stat = TRUE;
2435 while (is_first_dec_stat || one_in_(2))
2437 (void)do_dec_stat(caster_ptr, i);
2443 (void)do_dec_stat(caster_ptr, randint0(6));
2454 * @brief クリムゾンを発射する / Fire Crimson, evoluting gun.
2455 @ @param shooter_ptr 射撃を行うクリーチャー参照
2456 * @return キャンセルした場合 false.
2458 * Need to analyze size of the window.
2459 * Need more color coding.
2461 bool fire_crimson(player_type *shooter_ptr)
2464 if (!get_aim_dir(shooter_ptr, &dir)) return FALSE;
2466 POSITION tx = shooter_ptr->x + 99 * ddx[dir];
2467 POSITION ty = shooter_ptr->y + 99 * ddy[dir];
2468 if ((dir == 5) && target_okay(shooter_ptr))
2475 if (shooter_ptr->pclass == CLASS_ARCHER)
2477 if (shooter_ptr->lev >= 10) num++;
2478 if (shooter_ptr->lev >= 30) num++;
2479 if (shooter_ptr->lev >= 45) num++;
2482 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2483 for (int i = 0; i < num; i++)
2484 project(shooter_ptr, 0, shooter_ptr->lev / 20 + 1, ty, tx, shooter_ptr->lev*shooter_ptr->lev * 6 / 50, GF_ROCKET, flg, -1);
2491 * @brief 町間のテレポートを行うメインルーチン
2492 * @param caster_ptr プレーヤーへの参照ポインタ
2493 * @return テレポート処理を決定したか否か
2495 bool tele_town(player_type *caster_ptr)
2497 if (caster_ptr->current_floor_ptr->dun_level)
2499 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!"));
2503 if (caster_ptr->current_floor_ptr->inside_arena || caster_ptr->phase_out)
2505 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
2514 for (i = 1; i < max_towns; i++)
2518 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == caster_ptr->town_num) || !(caster_ptr->visit & (1L << (i - 1)))) continue;
2520 sprintf(buf, "%c) %-20s", I2A(i - 1), town_info[i].name);
2527 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
2533 prt(_("どこに行きますか:", "Where do you want to go: "), 0, 0);
2544 else if ((i < 'a') || (i > ('a' + max_towns - 2))) continue;
2545 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;
2549 for (POSITION y = 0; y < current_world_ptr->max_wild_y; y++)
2551 for (POSITION x = 0; x < current_world_ptr->max_wild_x; x++)
2553 if (wilderness[y][x].town == (i - 'a' + 1))
2555 caster_ptr->wilderness_y = y;
2556 caster_ptr->wilderness_x = x;
2561 caster_ptr->leaving = TRUE;
2562 caster_ptr->leave_bldg = TRUE;
2563 caster_ptr->teleport_town = TRUE;
2569 static bool update_player(player_type *caster_ptr)
2571 caster_ptr->update |= PU_COMBINE | PU_REORDER;
2572 caster_ptr->window |= PW_INVEN;
2577 static bool redraw_player(player_type *caster_ptr)
2579 if (caster_ptr->csp > caster_ptr->msp)
2581 caster_ptr->csp = caster_ptr->msp;
2584 caster_ptr->redraw |= PR_MANA;
2585 caster_ptr->update |= PU_COMBINE | PU_REORDER;
2586 caster_ptr->window |= PW_INVEN;