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-io/cmd-save.h"
19 #include "cmd-building/cmd-building.h"
20 #include "combat/snipe.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 "grid/grid.h"
31 #include "inventory/inventory-object.h"
32 #include "inventory/player-inventory.h"
33 #include "io/files-util.h"
34 #include "io/targeting.h"
35 #include "io/write-diary.h"
36 #include "main/sound-definitions-table.h"
37 #include "market/building-util.h"
38 #include "mind/mind.h"
39 #include "mind/racial-force-trainer.h"
40 #include "monster/creature.h"
41 #include "monster/monster-process.h"
42 #include "monster/monster-status.h"
43 #include "mspell/monster-spell.h"
44 #include "object-enchant/artifact.h"
45 #include "object-enchant/item-feeling.h"
46 #include "object/item-use-flags.h"
47 #include "object/object-appraiser.h"
48 #include "object-enchant/object-boost.h"
49 #include "object-enchant/object-ego.h"
50 #include "object/object-flavor.h"
51 #include "object/object-generator.h"
52 #include "object/object-hook.h"
53 #include "object/object-kind.h"
54 #include "object/object-mark-types.h"
55 #include "object/object-value.h"
56 #include "object-enchant/special-object-flags.h"
57 #include "object-enchant/tr-types.h"
58 #include "object-enchant/trc-types.h"
59 #include "player/avatar.h"
60 #include "player/player-class.h"
61 #include "player/player-damage.h"
62 #include "player/player-effects.h"
63 #include "player/player-move.h"
64 #include "player/player-personalities-table.h"
65 #include "player/player-skill.h"
66 #include "player/player-status.h"
67 #include "spell/process-effect.h"
68 #include "spell/spells-execution.h"
69 #include "spell/spells-floor.h"
70 #include "spell/spells-summon.h"
71 #include "spell/spells2.h"
72 #include "spell/technic-info-table.h"
73 #include "term/gameterm.h"
74 #include "util/util.h"
75 #include "view/display-main-window.h"
76 #include "world/world.h"
78 /*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
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 モンスターのテレポートアウェイ処理 /
87 * Teleport a monster, normally up to "dis" grids away.
88 * @param caster_ptr プレーヤーへの参照ポインタ
89 * @param m_idx モンスターID
92 * @return テレポートが実際に行われたらtrue
94 * Attempt to move the monster at least "dis/2" grids away.
95 * But allow variation to prevent infinite loops.
97 bool teleport_away(player_type *caster_ptr, MONSTER_IDX m_idx, POSITION dis, teleport_flags mode)
99 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
100 if (!monster_is_valid(m_ptr)) return FALSE;
102 if ((mode & TELEPORT_DEC_VALOUR) &&
103 (((caster_ptr->chp * 10) / caster_ptr->mhp) > 5) &&
104 (4+randint1(5) < ((caster_ptr->chp * 10) / caster_ptr->mhp)))
106 chg_virtue(caster_ptr, V_VALOUR, -1);
109 POSITION oy = m_ptr->fy;
110 POSITION ox = m_ptr->fx;
111 POSITION min = dis / 2;
113 POSITION ny = 0, nx = 0;
118 if (dis > 200) dis = 200;
120 for (int i = 0; i < 500; i++)
124 ny = rand_spread(oy, dis);
125 nx = rand_spread(ox, dis);
126 POSITION d = distance(oy, ox, ny, nx);
127 if ((d >= min) && (d <= dis)) break;
130 if (!in_bounds(caster_ptr->current_floor_ptr, ny, nx)) continue;
131 if (!cave_monster_teleportable_bold(caster_ptr, m_idx, ny, nx, mode)) continue;
132 if (!(caster_ptr->current_floor_ptr->inside_quest || caster_ptr->current_floor_ptr->inside_arena))
133 if (caster_ptr->current_floor_ptr->grid_array[ny][nx].info & CAVE_ICKY) continue;
141 if (tries > MAX_TRIES) return FALSE;
144 sound(SOUND_TPOTHER);
145 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
146 caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
152 update_monster(caster_ptr, m_idx, TRUE);
153 lite_spot(caster_ptr, oy, ox);
154 lite_spot(caster_ptr, ny, nx);
156 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
157 caster_ptr->update |= (PU_MON_LITE);
164 * @brief モンスターを指定された座標付近にテレポートする /
165 * Teleport monster next to a grid near the given location
166 * @param caster_ptr プレーヤーへの参照ポインタ
167 * @param m_idx モンスターID
170 * @param power テレポート成功確率
174 void teleport_monster_to(player_type *caster_ptr, MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, teleport_flags mode)
176 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
177 if(!m_ptr->r_idx) return;
178 if(randint1(100) > power) return;
180 POSITION ny = m_ptr->fy;
181 POSITION nx = m_ptr->fx;
182 POSITION oy = m_ptr->fy;
183 POSITION ox = m_ptr->fx;
189 while (look && --attempts)
191 if (dis > 200) dis = 200;
193 for (int i = 0; i < 500; i++)
197 ny = rand_spread(ty, dis);
198 nx = rand_spread(tx, dis);
199 int d = distance(ty, tx, ny, nx);
200 if ((d >= min) && (d <= dis)) break;
203 if (!in_bounds(caster_ptr->current_floor_ptr, ny, nx)) continue;
204 if (!cave_monster_teleportable_bold(caster_ptr, m_idx, ny, nx, mode)) continue;
214 if (attempts < 1) return;
216 sound(SOUND_TPOTHER);
217 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
218 caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
223 update_monster(caster_ptr, m_idx, TRUE);
224 lite_spot(caster_ptr, oy, ox);
225 lite_spot(caster_ptr, ny, nx);
227 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
228 caster_ptr->update |= (PU_MON_LITE);
233 * @brief プレイヤーのテレポート先選定と移動処理 /
234 * Teleport the player to a location up to "dis" grids away.
235 * @param creature_ptr プレーヤーへの参照ポインタ
237 * @param is_quantum_effect 量子的効果 (反テレポ無効)によるテレポートアウェイならばTRUE
239 * @return 実際にテレポート処理が行われたらtrue
242 * If no such spaces are readily available, the distance may increase.
243 * Try very hard to move the player at least a quarter that distance.
245 * There was a nasty tendency for a long time; which was causing the
246 * player to "bounce" between two or three different spots because
247 * these are the only spots that are "far enough" way to satisfy the
250 * But this tendency is now removed; in the new algorithm, a list of
251 * candidates is selected first, which includes at least 50% of all
252 * floor grids within the distance, and any single grid in this list
253 * of candidates has equal possibility to be choosen as a destination.
256 bool teleport_player_aux(player_type *creature_ptr, POSITION dis, bool is_quantum_effect, teleport_flags mode)
258 if (creature_ptr->wild_mode) return FALSE;
259 if (!is_quantum_effect && creature_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
261 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
265 int candidates_at[MAX_TELEPORT_DISTANCE + 1];
266 for (int i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
267 candidates_at[i] = 0;
269 if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
271 int left = MAX(1, creature_ptr->x - dis);
272 int right = MIN(creature_ptr->current_floor_ptr->width - 2, creature_ptr->x + dis);
273 int top = MAX(1, creature_ptr->y - dis);
274 int bottom = MIN(creature_ptr->current_floor_ptr->height - 2, creature_ptr->y + dis);
275 int total_candidates = 0;
276 for (POSITION y = top; y <= bottom; y++)
278 for (POSITION x = left; x <= right; x++)
280 if (!cave_player_teleportable_bold(creature_ptr, y, x, mode)) continue;
282 int d = distance(creature_ptr->y, creature_ptr->x, y, x);
283 if (d > dis) continue;
290 if (0 == total_candidates) return FALSE;
294 for (cur_candidates = 0; min >= 0; min--)
296 cur_candidates += candidates_at[min];
297 if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
300 int pick = randint1(cur_candidates);
302 /* Search again the choosen location */
304 for (yy = top; yy <= bottom; yy++)
306 for (xx = left; xx <= right; xx++)
308 if (!cave_player_teleportable_bold(creature_ptr, yy, xx, mode)) continue;
310 int d = distance(creature_ptr->y, creature_ptr->x, yy, xx);
311 if (d > dis) continue;
312 if (d < min) continue;
321 if (player_bold(creature_ptr, yy, xx)) return FALSE;
323 sound(SOUND_TELEPORT);
325 if (IS_ECHIZEN(creature_ptr))
326 msg_format("『こっちだぁ、%s』", creature_ptr->name);
328 (void)move_player_effect(creature_ptr, yy, xx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
334 * @brief プレイヤーのテレポート処理メインルーチン
335 * @param creature_ptr プレーヤーへの参照ポインタ
340 void teleport_player(player_type *creature_ptr, POSITION dis, BIT_FLAGS mode)
342 if (!teleport_player_aux(creature_ptr, dis, FALSE, mode)) return;
344 /* Monsters with teleport ability may follow the player */
345 POSITION oy = creature_ptr->y;
346 POSITION ox = creature_ptr->x;
347 for (POSITION xx = -1; xx < 2; xx++)
349 for (POSITION yy = -1; yy < 2; yy++)
351 MONSTER_IDX tmp_m_idx = creature_ptr->current_floor_ptr->grid_array[oy+yy][ox+xx].m_idx;
352 if (tmp_m_idx && (creature_ptr->riding != tmp_m_idx))
357 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[tmp_m_idx];
358 monster_race *r_ptr = &r_info[m_ptr->r_idx];
360 bool is_resistible = (r_ptr->a_ability_flags2 & RF6_TPORT) != 0;
361 is_resistible &= (r_ptr->flagsr & RFR_RES_TELE) == 0;
362 is_resistible &= MON_CSLEEP(m_ptr) == 0;
365 teleport_monster_to(creature_ptr, tmp_m_idx, creature_ptr->y, creature_ptr->x, r_ptr->level, TELEPORT_SPONTANEOUS);
373 * @brief プレイヤーのテレポートアウェイ処理 /
374 * @param m_idx アウェイを試みたモンスターID
375 * @param target_ptr プレーヤーへの参照ポインタ
377 * @param is_quantum_effect 量子的効果によるテレポートアウェイならばTRUE
380 void teleport_player_away(MONSTER_IDX m_idx, player_type *target_ptr, POSITION dis, bool is_quantum_effect)
382 if (!teleport_player_aux(target_ptr, dis, TELEPORT_PASSIVE, is_quantum_effect)) return;
384 /* Monsters with teleport ability may follow the player */
385 POSITION oy = target_ptr->y;
386 POSITION ox = target_ptr->x;
387 for (POSITION xx = -1; xx < 2; xx++)
389 for (POSITION yy = -1; yy < 2; yy++)
391 MONSTER_IDX tmp_m_idx = target_ptr->current_floor_ptr->grid_array[oy+yy][ox+xx].m_idx;
392 bool is_teleportable = tmp_m_idx > 0;
393 is_teleportable &= target_ptr->riding != tmp_m_idx;
394 is_teleportable &= m_idx != tmp_m_idx;
395 if (!is_teleportable)
400 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[tmp_m_idx];
401 monster_race *r_ptr = &r_info[m_ptr->r_idx];
403 bool is_resistible = (r_ptr->a_ability_flags2 & RF6_TPORT) != 0;
404 is_resistible &= (r_ptr->flagsr & RFR_RES_TELE) == 0;
405 is_resistible &= MON_CSLEEP(m_ptr) == 0;
408 teleport_monster_to(target_ptr, tmp_m_idx, target_ptr->y, target_ptr->x, r_ptr->level, TELEPORT_SPONTANEOUS);
416 * @brief プレイヤーを指定位置近辺にテレポートさせる
417 * Teleport player to a grid near the given location
418 * @param creature_ptr プレーヤーへの参照ポインタ
421 * @param mode オプションフラグ
425 * This function is slightly obsessive about correctness.
426 * This function allows teleporting into vaults (!)
429 void teleport_player_to(player_type *creature_ptr, POSITION ny, POSITION nx, teleport_flags mode)
431 if (creature_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
433 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
437 /* Find a usable location */
439 POSITION dis = 0, ctr = 0;
444 y = (POSITION)rand_spread(ny, dis);
445 x = (POSITION)rand_spread(nx, dis);
446 if (in_bounds(creature_ptr->current_floor_ptr, y, x)) break;
449 bool is_anywhere = current_world_ptr->wizard;
450 is_anywhere &= (mode & TELEPORT_PASSIVE) == 0;
451 is_anywhere &= (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx > 0) ||
452 creature_ptr->current_floor_ptr->grid_array[y][x].m_idx == creature_ptr->riding;
453 if (is_anywhere) break;
455 if (cave_player_teleportable_bold(creature_ptr, y, x, mode)) break;
457 if (++ctr > (4 * dis * dis + 4 * dis + 1))
464 sound(SOUND_TELEPORT);
465 (void)move_player_effect(creature_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
469 void teleport_away_followable(player_type *tracer_ptr, MONSTER_IDX m_idx)
471 monster_type *m_ptr = &tracer_ptr->current_floor_ptr->m_list[m_idx];
472 POSITION oldfy = m_ptr->fy;
473 POSITION oldfx = m_ptr->fx;
474 bool old_ml = m_ptr->ml;
475 POSITION old_cdis = m_ptr->cdis;
477 teleport_away(tracer_ptr, m_idx, MAX_SIGHT * 2 + 5, TELEPORT_SPONTANEOUS);
479 bool is_followable = old_ml;
480 is_followable &= old_cdis <= MAX_SIGHT;
481 is_followable &= current_world_ptr->timewalk_m_idx == 0;
482 is_followable &= !tracer_ptr->phase_out;
483 is_followable &= los(tracer_ptr, tracer_ptr->y, tracer_ptr->x, oldfy, oldfx);
484 if (!is_followable) return;
487 if ((tracer_ptr->muta1 & MUT1_VTELEPORT) || (tracer_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
490 BIT_FLAGS flgs[TR_FLAG_SIZE];
494 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
496 o_ptr = &tracer_ptr->inventory_list[i];
497 if (o_ptr->k_idx && !object_is_cursed(o_ptr))
499 object_flags(o_ptr, flgs);
500 if (have_flag(flgs, TR_TELEPORT))
510 if (!get_check_strict(_("ついていきますか?", "Do you follow it? "), CHECK_OKAY_CANCEL))
515 teleport_player(tracer_ptr, 200, TELEPORT_PASSIVE);
516 msg_print(_("失敗!", "Failed!"));
520 teleport_player_to(tracer_ptr, m_ptr->fy, m_ptr->fx, TELEPORT_SPONTANEOUS);
523 tracer_ptr->energy_need += ENERGY_NEED();
527 bool teleport_level_other(player_type *caster_ptr)
529 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
530 MONSTER_IDX target_m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
531 if (!target_m_idx) return TRUE;
532 if (!player_has_los_bold(caster_ptr, target_row, target_col)) return TRUE;
533 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) return TRUE;
537 m_ptr = &caster_ptr->current_floor_ptr->m_list[target_m_idx];
538 r_ptr = &r_info[m_ptr->r_idx];
539 GAME_TEXT m_name[MAX_NLEN];
540 monster_desc(caster_ptr, m_name, m_ptr, 0);
541 msg_format(_("%^sの足を指さした。", "You gesture at %^s's feet."), m_name);
543 if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) ||
544 (r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > caster_ptr->lev + randint1(60)))
546 msg_format(_("しかし効果がなかった!", "%^s is unaffected!"), m_name);
550 teleport_level(caster_ptr, target_m_idx);
558 * todo cmd-save.h への依存あり。コールバックで何とかしたい
559 * @brief プレイヤー及びモンスターをレベルテレポートさせる /
560 * Teleport the player one level up or down (random when legal)
561 * @param creature_ptr プレーヤーへの参照ポインタ
562 * @param m_idx テレポートの対象となるモンスターID(0ならばプレイヤー) / If m_idx <= 0, target is player.
565 void teleport_level(player_type *creature_ptr, MONSTER_IDX m_idx)
567 GAME_TEXT m_name[160];
571 strcpy(m_name, _("あなた", "you"));
575 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
576 monster_desc(creature_ptr, m_name, m_ptr, 0);
577 see_m = is_seen(m_ptr);
580 if (is_teleport_level_ineffective(creature_ptr, m_idx))
582 if (see_m) msg_print(_("効果がなかった。", "There is no effect."));
586 if ((m_idx <= 0) && creature_ptr->anti_tele)
588 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
593 if (randint0(100) < 50) go_up = TRUE;
596 if ((m_idx <= 0) && current_world_ptr->wizard)
598 if (get_check("Force to go up? ")) go_up = TRUE;
599 else if (get_check("Force to go down? ")) go_up = FALSE;
602 if ((ironman_downward && (m_idx <= 0)) || (creature_ptr->current_floor_ptr->dun_level <= d_info[creature_ptr->dungeon_idx].mindepth))
605 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
607 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
611 if (!creature_ptr->current_floor_ptr->dun_level)
613 creature_ptr->dungeon_idx = ironman_downward ? DUNGEON_ANGBAND : creature_ptr->recall_dungeon;
614 creature_ptr->oldpy = creature_ptr->y;
615 creature_ptr->oldpx = creature_ptr->x;
618 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, 1, NULL);
620 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
622 if (!creature_ptr->current_floor_ptr->dun_level)
624 creature_ptr->current_floor_ptr->dun_level = d_info[creature_ptr->dungeon_idx].mindepth;
625 prepare_change_floor_mode(creature_ptr, CFM_RAND_PLACE);
629 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
632 creature_ptr->leaving = TRUE;
635 else if (quest_number(creature_ptr, creature_ptr->current_floor_ptr->dun_level) || (creature_ptr->current_floor_ptr->dun_level >= d_info[creature_ptr->dungeon_idx].maxdepth))
638 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
640 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
645 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, -1, NULL);
647 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
649 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
651 leave_quest_check(creature_ptr);
652 creature_ptr->current_floor_ptr->inside_quest = 0;
653 creature_ptr->leaving = TRUE;
659 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
661 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
666 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, -1, NULL);
668 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
670 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
671 creature_ptr->leaving = TRUE;
677 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
679 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
684 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, 1, NULL);
685 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
687 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
688 creature_ptr->leaving = TRUE;
694 sound(SOUND_TPLEVEL);
698 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
699 check_quest_completion(creature_ptr, m_ptr);
700 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
702 char m2_name[MAX_NLEN];
704 monster_desc(creature_ptr, m2_name, m_ptr, MD_INDEF_VISIBLE);
705 exe_write_diary(creature_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
708 delete_monster_idx(creature_ptr, m_idx);
709 sound(SOUND_TPLEVEL);
714 * @brief プレイヤーの帰還発動及び中止処理 /
715 * Recall the player to town or dungeon
716 * @param creature_ptr プレーヤーへの参照ポインタ
717 * @param turns 発動までのターン数
720 bool recall_player(player_type *creature_ptr, TIME_EFFECT turns)
723 * TODO: Recall the player to the last
724 * visited town when in the wilderness
726 if (creature_ptr->current_floor_ptr->inside_arena || ironman_downward)
728 msg_print(_("何も起こらなかった。", "Nothing happens."));
732 bool is_special_floor = creature_ptr->current_floor_ptr->dun_level > 0;
733 is_special_floor &= max_dlv[creature_ptr->dungeon_idx] > creature_ptr->current_floor_ptr->dun_level;
734 is_special_floor &= !creature_ptr->current_floor_ptr->inside_quest;
735 is_special_floor &= !creature_ptr->word_recall;
736 if (is_special_floor)
738 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? ")))
740 max_dlv[creature_ptr->dungeon_idx] = creature_ptr->current_floor_ptr->dun_level;
742 exe_write_diary(creature_ptr, DIARY_TRUMP, creature_ptr->dungeon_idx, _("帰還のときに", "when recalled from dungeon"));
747 if (creature_ptr->word_recall)
749 creature_ptr->word_recall = 0;
750 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
751 creature_ptr->redraw |= (PR_STATUS);
755 if (!creature_ptr->current_floor_ptr->dun_level)
757 DUNGEON_IDX select_dungeon;
758 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
759 if (!select_dungeon) return FALSE;
760 creature_ptr->recall_dungeon = select_dungeon;
763 creature_ptr->word_recall = turns;
764 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
765 creature_ptr->redraw |= (PR_STATUS);
770 bool free_level_recall(player_type *creature_ptr)
772 DUNGEON_IDX select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
773 if (!select_dungeon) return FALSE;
775 DEPTH max_depth = d_info[select_dungeon].maxdepth;
776 if (select_dungeon == DUNGEON_ANGBAND)
778 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
779 else if (quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
782 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? "),
783 d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
789 creature_ptr->word_recall = 1;
790 creature_ptr->recall_dungeon = select_dungeon;
791 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));
793 exe_write_diary(creature_ptr, DIARY_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
795 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
797 creature_ptr->redraw |= PR_STATUS;
804 * @param caster_ptr プレーヤーへの参照ポインタ
805 * @return リセット処理が実際に行われたらTRUEを返す
807 bool reset_recall(player_type *caster_ptr)
809 int select_dungeon, dummy = 0;
813 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
814 if (ironman_downward)
816 msg_print(_("何も起こらなかった。", "Nothing happens."));
820 if (!select_dungeon) return FALSE;
821 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
822 (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
823 sprintf(tmp_val, "%d", (int)MAX(caster_ptr->current_floor_ptr->dun_level, 1));
825 if (!get_string(ppp, tmp_val, 10))
830 dummy = atoi(tmp_val);
831 if (dummy < 1) dummy = 1;
832 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
833 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
835 max_dlv[select_dungeon] = dummy;
838 exe_write_diary(caster_ptr, DIARY_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
840 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);
842 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
849 * @brief プレイヤーの装備劣化処理 /
850 * Apply disenchantment to the player's stuff
851 * @param target_ptr プレーヤーへの参照ポインタ
852 * @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
853 * @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 /
854 * Return "TRUE" if the player notices anything
856 bool apply_disenchant(player_type *target_ptr, BIT_FLAGS mode)
861 case 1: t = INVEN_RARM; break;
862 case 2: t = INVEN_LARM; break;
863 case 3: t = INVEN_BOW; break;
864 case 4: t = INVEN_BODY; break;
865 case 5: t = INVEN_OUTER; break;
866 case 6: t = INVEN_HEAD; break;
867 case 7: t = INVEN_HANDS; break;
868 case 8: t = INVEN_FEET; break;
872 o_ptr = &target_ptr->inventory_list[t];
873 if (!o_ptr->k_idx) return FALSE;
875 if (!object_is_weapon_armour_ammo(o_ptr))
878 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
883 GAME_TEXT o_name[MAX_NLEN];
884 object_desc(target_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
885 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
888 msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
890 msg_format("Your %s (%c) resist%s disenchantment!", o_name, index_to_label(t),
891 ((o_ptr->number != 1) ? "" : "s"));
896 int to_h = o_ptr->to_h;
897 int to_d = o_ptr->to_d;
898 int to_a = o_ptr->to_a;
899 int pval = o_ptr->pval;
901 if (o_ptr->to_h > 0) o_ptr->to_h--;
902 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
904 if (o_ptr->to_d > 0) o_ptr->to_d--;
905 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
907 if (o_ptr->to_a > 0) o_ptr->to_a--;
908 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
910 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
912 bool is_actually_disenchanted = to_h != o_ptr->to_h;
913 is_actually_disenchanted |= to_d != o_ptr->to_d;
914 is_actually_disenchanted |= to_a != o_ptr->to_a;
915 is_actually_disenchanted |= pval != o_ptr->pval;
916 if (!is_actually_disenchanted) return TRUE;
919 msg_format("%s(%c)は劣化してしまった!", o_name, index_to_label(t));
921 msg_format("Your %s (%c) %s disenchanted!", o_name, index_to_label(t),
922 ((o_ptr->number != 1) ? "were" : "was"));
924 chg_virtue(target_ptr, V_HARMONY, 1);
925 chg_virtue(target_ptr, V_ENCHANT, -2);
926 target_ptr->update |= (PU_BONUS);
927 target_ptr->window |= (PW_EQUIP | PW_PLAYER);
929 calc_android_exp(target_ptr);
935 * @brief 虚無招来によるフロア中の全壁除去処理 /
936 * Vanish all walls in this floor
937 * @param caster_ptr プレーヤーへの参照ポインタ
938 * @params caster_ptr 術者の参照ポインタ
939 * @return 実際に処理が反映された場合TRUE
941 bool vanish_dungeon(player_type *caster_ptr)
943 bool is_special_floor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
944 is_special_floor |= !caster_ptr->current_floor_ptr->dun_level;
945 if (is_special_floor) return FALSE;
950 GAME_TEXT m_name[MAX_NLEN];
951 for (POSITION y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++)
953 for (POSITION x = 1; x < caster_ptr->current_floor_ptr->width - 1; x++)
955 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
957 f_ptr = &f_info[g_ptr->feat];
958 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
959 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
960 if (g_ptr->m_idx && MON_CSLEEP(m_ptr))
962 (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
965 monster_desc(caster_ptr, m_name, m_ptr, 0);
966 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
970 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(caster_ptr, y, x, FF_HURT_DISI);
974 for (POSITION x = 0; x < caster_ptr->current_floor_ptr->width; x++)
976 g_ptr = &caster_ptr->current_floor_ptr->grid_array[0][x];
977 f_ptr = &f_info[g_ptr->mimic];
978 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
980 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
982 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
983 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
986 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->current_floor_ptr->height - 1][x];
987 f_ptr = &f_info[g_ptr->mimic];
988 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
990 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
992 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
993 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
997 /* Special boundary walls -- Left and right */
998 for (POSITION y = 1; y < (caster_ptr->current_floor_ptr->height - 1); y++)
1000 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][0];
1001 f_ptr = &f_info[g_ptr->mimic];
1002 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1004 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1006 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
1007 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
1010 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][caster_ptr->current_floor_ptr->width - 1];
1011 f_ptr = &f_info[g_ptr->mimic];
1012 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1014 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1016 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
1017 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
1021 caster_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1022 caster_ptr->redraw |= (PR_MAP);
1023 caster_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1030 * @param caster_ptr プレーヤーへの参照ポインタ
1033 * Sorry, it becomes not (void)...
1035 void call_the_void(player_type *caster_ptr)
1038 bool do_call = TRUE;
1039 for (int i = 0; i < 9; i++)
1041 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->y + ddy_ddd[i]][caster_ptr->x + ddx_ddd[i]];
1043 if (!cave_have_flag_grid(g_ptr, FF_PROJECT))
1045 if (!g_ptr->mimic || !have_flag(f_info[g_ptr->mimic].flags, FF_PROJECT) ||
1046 !permanent_wall(&f_info[g_ptr->feat]))
1056 for (int i = 1; i < 10; i++)
1058 if (i - 5) fire_ball(caster_ptr, GF_ROCKET, i, 175, 2);
1061 for (int i = 1; i < 10; i++)
1063 if (i - 5) fire_ball(caster_ptr, GF_MANA, i, 175, 3);
1066 for (int i = 1; i < 10; i++)
1068 if (i - 5) fire_ball(caster_ptr, GF_NUKE, i, 175, 4);
1074 bool is_special_fllor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
1075 is_special_fllor |= !caster_ptr->current_floor_ptr->dun_level;
1076 if (is_special_fllor)
1078 msg_print(_("地面が揺れた。", "The ground trembles."));
1083 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
1084 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
1086 msg_format("You %s the %s too close to a wall!",
1087 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1088 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1090 msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
1094 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."));
1095 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1099 if (destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 15 + caster_ptr->lev + randint0(11), FALSE))
1100 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
1102 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
1103 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1108 * @brief アイテム引き寄せ処理 /
1109 * Fetch an item (teleport it right underneath the caster)
1110 * @param caster_ptr プレーヤーへの参照ポインタ
1111 * @param dir 魔法の発動方向
1113 * @param require_los 射線の通りを要求するならばTRUE
1116 void fetch(player_type *caster_ptr, DIRECTION dir, WEIGHT wgt, bool require_los)
1120 GAME_TEXT o_name[MAX_NLEN];
1122 if (caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx)
1124 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."));
1129 if (dir == 5 && target_okay(caster_ptr))
1134 if (distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE)
1136 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!"));
1140 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
1143 msg_print(_("そこには何もありません。", "There is no object at this place."));
1147 if (g_ptr->info & CAVE_ICKY)
1149 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."));
1155 if (!player_has_los_bold(caster_ptr, ty, tx))
1157 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."));
1160 else if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, ty, tx))
1162 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
1171 bool is_first_loop = TRUE;
1172 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
1173 while (is_first_loop || !g_ptr->o_idx)
1175 is_first_loop = FALSE;
1178 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
1180 if ((distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE) ||
1181 !cave_have_flag_bold(caster_ptr->current_floor_ptr, ty, tx, FF_PROJECT)) return;
1185 o_ptr = &caster_ptr->current_floor_ptr->o_list[g_ptr->o_idx];
1186 if (o_ptr->weight > wgt)
1188 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
1192 OBJECT_IDX i = g_ptr->o_idx;
1193 g_ptr->o_idx = o_ptr->next_o_idx;
1194 caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx = i; /* 'move' it */
1196 o_ptr->next_o_idx = 0;
1197 o_ptr->iy = caster_ptr->y;
1198 o_ptr->ix = caster_ptr->x;
1200 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1201 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);
1203 note_spot(caster_ptr, caster_ptr->y, caster_ptr->x);
1204 caster_ptr->redraw |= PR_MAP;
1210 * @param caster_ptr プレーヤーへの参照ポインタ
1213 void reserve_alter_reality(player_type *caster_ptr)
1215 if (caster_ptr->current_floor_ptr->inside_arena || ironman_downward)
1217 msg_print(_("何も起こらなかった。", "Nothing happens."));
1221 if (caster_ptr->alter_reality)
1223 caster_ptr->alter_reality = 0;
1224 msg_print(_("景色が元に戻った...", "The view around you returns to normal..."));
1225 caster_ptr->redraw |= PR_STATUS;
1229 TIME_EFFECT turns = randint0(21) + 15;
1230 caster_ptr->alter_reality = turns;
1231 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
1232 caster_ptr->redraw |= PR_STATUS;
1237 * @brief 全所持アイテム鑑定処理 /
1238 * Identify everything being carried.
1239 * Done by a potion of "self knowledge".
1240 * @param target_ptr プレーヤーへの参照ポインタ
1243 void identify_pack(player_type *target_ptr)
1245 for (INVENTORY_IDX i = 0; i < INVEN_TOTAL; i++)
1247 object_type *o_ptr = &target_ptr->inventory_list[i];
1248 if (!o_ptr->k_idx) continue;
1250 identify_item(target_ptr, o_ptr);
1251 autopick_alter_item(target_ptr, i, FALSE);
1258 * Removes curses from items in inventory
1259 * @param creature_ptr プレーヤーへの参照ポインタ
1260 * @param all 軽い呪いまでの解除ならば0
1261 * @return 解呪されたアイテムの数
1264 * Note that Items which are "Perma-Cursed" (The One Ring,
1265 * The Crown of Morgoth) can NEVER be uncursed.
1267 * Note that if "all" is FALSE, then Items which are
1268 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1269 * will not be uncursed.
1272 static int remove_curse_aux(player_type *creature_ptr, int all)
1275 for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
1277 object_type *o_ptr = &creature_ptr->inventory_list[i];
1278 if (!o_ptr->k_idx) continue;
1279 if (!object_is_cursed(o_ptr)) continue;
1280 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1281 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1283 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1287 o_ptr->curse_flags = 0L;
1288 o_ptr->ident |= (IDENT_SENSE);
1289 o_ptr->feeling = FEEL_NONE;
1291 creature_ptr->update |= (PU_BONUS);
1292 creature_ptr->window |= (PW_EQUIP);
1297 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."));
1304 * @brief 装備の軽い呪い解呪処理 /
1305 * Remove most curses
1306 * @param caster_ptr プレーヤーへの参照ポインタ
1307 * @return 解呪に成功した装備数
1309 int remove_curse(player_type *caster_ptr)
1311 return remove_curse_aux(caster_ptr, FALSE);
1316 * @brief 装備の重い呪い解呪処理 /
1318 * @return 解呪に成功した装備数
1320 int remove_all_curse(player_type *caster_ptr)
1322 return remove_curse_aux(caster_ptr, TRUE);
1327 * @brief アイテムの価値に応じた錬金術処理 /
1328 * Turns an object into gold, gain some of its value in a shop
1329 * @param caster_ptr プレーヤーへの参照ポインタ
1330 * @return 処理が実際に行われたらTRUEを返す
1332 bool alchemy(player_type *caster_ptr)
1335 if (command_arg > 0) force = TRUE;
1337 concptr q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
1338 concptr s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
1341 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1342 if (!o_ptr) return FALSE;
1345 if (o_ptr->number > 1)
1347 amt = get_quantity(NULL, o_ptr->number);
1348 if (amt <= 0) return FALSE;
1351 ITEM_NUMBER old_number = o_ptr->number;
1352 o_ptr->number = amt;
1353 GAME_TEXT o_name[MAX_NLEN];
1354 object_desc(caster_ptr, o_name, o_ptr, 0);
1355 o_ptr->number = old_number;
1359 if (confirm_destroy || (object_value(o_ptr) > 0))
1361 char out_val[MAX_NLEN + 40];
1362 sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
1363 if (!get_check(out_val)) return FALSE;
1367 if (!can_player_destroy_object(o_ptr))
1369 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);
1373 PRICE price = object_value_real(o_ptr);
1376 msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
1377 vary_item(caster_ptr, item, -amt);
1383 if (amt > 1) price *= amt;
1385 if (price > 30000) price = 30000;
1386 msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
1388 caster_ptr->au += price;
1389 caster_ptr->redraw |= PR_GOLD;
1390 caster_ptr->window |= PW_PLAYER;
1391 vary_item(caster_ptr, item, -amt);
1397 * @brief アーティファクト生成の巻物処理 /
1398 * @param caster_ptr プレーヤーへの参照ポインタ
1399 * @return 生成が実際に試みられたらTRUEを返す
1401 bool artifact_scroll(player_type *caster_ptr)
1403 item_tester_hook = item_tester_hook_nameless_weapon_armour;
1405 concptr q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
1406 concptr s = _("強化できるアイテムがない。", "You have nothing to enchant.");
1409 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1410 if (!o_ptr) return FALSE;
1412 GAME_TEXT o_name[MAX_NLEN];
1413 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1415 msg_format("%s は眩い光を発した!",o_name);
1417 msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
1421 if (object_is_artifact(o_ptr))
1424 msg_format("%sは既に伝説のアイテムです!", o_name );
1426 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
1430 else if (object_is_ego(o_ptr))
1433 msg_format("%sは既に名のあるアイテムです!", o_name );
1435 msg_format("The %s %s already %s!",
1436 o_name, ((o_ptr->number > 1) ? "are" : "is"),
1437 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
1441 else if (o_ptr->xtra3)
1444 msg_format("%sは既に強化されています!", o_name );
1446 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"),
1447 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
1452 if (o_ptr->number > 1)
1454 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!"));
1456 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
1458 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
1463 inven_item_increase(caster_ptr, item, 1 - (o_ptr->number));
1467 floor_item_increase(caster_ptr->current_floor_ptr, 0 - item, 1 - (o_ptr->number));
1471 okay = become_random_artifact(caster_ptr, o_ptr, TRUE);
1476 if (flush_failure) flush();
1477 msg_print(_("強化に失敗した。", "The enchantment failed."));
1478 if (one_in_(3)) chg_virtue(caster_ptr, V_ENCHANT, -1);
1479 calc_android_exp(caster_ptr);
1483 if (record_rand_art)
1485 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1486 exe_write_diary(caster_ptr, DIARY_ART_SCROLL, 0, o_name);
1489 chg_virtue(caster_ptr, V_ENCHANT, 1);
1490 calc_android_exp(caster_ptr);
1497 * Identify an object
1498 * @param owner_ptr プレーヤーへの参照ポインタ
1499 * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
1500 * @return 実際に鑑定できたらTRUEを返す
1502 bool identify_item(player_type *owner_ptr, object_type *o_ptr)
1504 GAME_TEXT o_name[MAX_NLEN];
1505 object_desc(owner_ptr, o_name, o_ptr, 0);
1507 bool old_known = FALSE;
1508 if (o_ptr->ident & IDENT_KNOWN)
1511 if (!object_is_fully_known(o_ptr))
1513 if (object_is_artifact(o_ptr) || one_in_(5))
1514 chg_virtue(owner_ptr, V_KNOWLEDGE, 1);
1517 object_aware(owner_ptr, o_ptr);
1518 object_known(o_ptr);
1519 o_ptr->marked |= OM_TOUCHED;
1521 owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
1522 owner_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1524 strcpy(record_o_name, o_name);
1525 record_turn = current_world_ptr->game_turn;
1527 object_desc(owner_ptr, o_name, o_ptr, OD_NAME_ONLY);
1529 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
1530 exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
1531 if(record_rand_art && !old_known && o_ptr->art_name)
1532 exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
1539 * @brief アイテム鑑定のメインルーチン処理 /
1540 * Identify an object in the inventory (or on the floor)
1541 * @param caster_ptr プレーヤーへの参照ポインタ
1542 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1543 * @return 実際に鑑定を行ったならばTRUEを返す
1545 * This routine does *not* automatically combine objects.
1546 * Returns TRUE if something was identified, else FALSE.
1548 bool ident_spell(player_type *caster_ptr, bool only_equip, tval_type item_tester_tval)
1551 item_tester_hook = item_tester_hook_identify_weapon_armour;
1553 item_tester_hook = item_tester_hook_identify;
1556 if (can_get_item(caster_ptr, item_tester_tval))
1558 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
1563 item_tester_hook = object_is_weapon_armour_ammo;
1565 item_tester_hook = NULL;
1567 q = _("すべて鑑定済みです。 ", "All items are identified. ");
1570 concptr s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
1573 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1574 if (!o_ptr) return FALSE;
1576 bool old_known = identify_item(caster_ptr, o_ptr);
1578 GAME_TEXT o_name[MAX_NLEN];
1579 object_desc(caster_ptr, o_name, o_ptr, 0);
1580 if (item >= INVEN_RARM)
1582 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
1586 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
1590 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
1593 autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
1599 * @brief アイテム凡庸化のメインルーチン処理 /
1600 * Identify an object in the inventory (or on the floor)
1601 * @param owner_ptr プレーヤーへの参照ポインタ
1602 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1603 * @return 実際に凡庸化をを行ったならばTRUEを返す
1606 * Mundanify an object in the inventory (or on the floor)
1607 * This routine does *not* automatically combine objects.
1608 * Returns TRUE if something was mundanified, else FALSE.
1611 bool mundane_spell(player_type *owner_ptr, bool only_equip)
1613 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
1617 concptr q = _("どれを使いますか?", "Use which item? ");
1618 concptr s = _("使えるものがありません。", "You have nothing you can use.");
1620 o_ptr = choose_object(owner_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1621 if (!o_ptr) return FALSE;
1623 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
1624 POSITION iy = o_ptr->iy;
1625 POSITION ix = o_ptr->ix;
1626 OBJECT_IDX next_o_idx = o_ptr->next_o_idx;
1627 byte marked = o_ptr->marked;
1628 WEIGHT weight = o_ptr->number * o_ptr->weight;
1629 u16b inscription = o_ptr->inscription;
1631 object_prep(o_ptr, o_ptr->k_idx);
1635 o_ptr->next_o_idx = next_o_idx;
1636 o_ptr->marked = marked;
1637 o_ptr->inscription = inscription;
1638 if (item >= 0) owner_ptr->total_weight += (o_ptr->weight - weight);
1640 calc_android_exp(owner_ptr);
1646 * @brief アイテム*鑑定*のメインルーチン処理 /
1647 * Identify an object in the inventory (or on the floor)
1648 * @param caster_ptr プレーヤーへの参照ポインタ
1649 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1650 * @return 実際に鑑定を行ったならばTRUEを返す
1652 * Fully "identify" an object in the inventory -BEN-
1653 * This routine returns TRUE if an item was identified.
1655 bool identify_fully(player_type *caster_ptr, bool only_equip, tval_type item_tester_tval)
1658 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
1660 item_tester_hook = item_tester_hook_identify_fully;
1663 if (can_get_item(caster_ptr, item_tester_tval))
1665 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
1670 item_tester_hook = object_is_weapon_armour_ammo;
1672 item_tester_hook = NULL;
1674 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
1677 concptr s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
1681 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1682 if (!o_ptr) return FALSE;
1684 bool old_known = identify_item(caster_ptr, o_ptr);
1686 o_ptr->ident |= (IDENT_FULL_KNOWN);
1687 handle_stuff(caster_ptr);
1689 GAME_TEXT o_name[MAX_NLEN];
1690 object_desc(caster_ptr, o_name, o_ptr, 0);
1691 if (item >= INVEN_RARM)
1693 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
1697 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
1701 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
1704 (void)screen_object(caster_ptr, o_ptr, 0L);
1705 autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
1712 * Recharge a wand/staff/rod from the pack or on the floor.
1713 * This function has been rewritten in Oangband and ZAngband.
1714 * @param caster_ptr プレーヤーへの参照ポインタ
1715 * @param power 充填パワー
1716 * @return ターン消費を要する処理まで進んだらTRUEを返す
1718 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
1719 * Chaos -- Arcane Binding --> recharge(90)
1721 * Scroll of recharging --> recharge(130)
1722 * Artifact activation/Thingol --> recharge(130)
1724 * It is harder to recharge high level, and highly charged wands,
1725 * staffs, and rods. The more wands in a stack, the more easily and
1726 * strongly they recharge. Staffs, however, each get fewer charges if
1729 * Beware of "sliding index errors".
1731 bool recharge(player_type *caster_ptr, int power)
1733 item_tester_hook = item_tester_hook_recharge;
1734 concptr q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
1735 concptr s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
1739 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1740 if (!o_ptr) return FALSE;
1743 k_ptr = &k_info[o_ptr->k_idx];
1744 DEPTH lev = k_info[o_ptr->k_idx].level;
1746 TIME_EFFECT recharge_amount;
1747 int recharge_strength;
1748 bool is_recharge_successful = TRUE;
1749 if (o_ptr->tval == TV_ROD)
1751 recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
1752 if (one_in_(recharge_strength))
1754 is_recharge_successful = FALSE;
1758 recharge_amount = (power * damroll(3, 2));
1759 if (o_ptr->timeout > recharge_amount)
1760 o_ptr->timeout -= recharge_amount;
1767 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
1768 recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
1769 else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
1771 if (recharge_strength < 0) recharge_strength = 0;
1773 if (one_in_(recharge_strength))
1775 is_recharge_successful = FALSE;
1779 recharge_amount = randint1(1 + k_ptr->pval / 2);
1780 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
1783 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
1784 if (recharge_amount < 1) recharge_amount = 1;
1785 if (recharge_amount > 12) recharge_amount = 12;
1788 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
1790 recharge_amount /= (TIME_EFFECT)o_ptr->number;
1791 if (recharge_amount < 1) recharge_amount = 1;
1794 o_ptr->pval += recharge_amount;
1795 o_ptr->ident &= ~(IDENT_KNOWN);
1796 o_ptr->ident &= ~(IDENT_EMPTY);
1800 if (!is_recharge_successful)
1802 return update_player(caster_ptr);
1806 GAME_TEXT o_name[MAX_NLEN];
1807 if (object_is_fixed_artifact(o_ptr))
1809 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1810 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);
1811 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
1812 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
1813 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
1815 return update_player(caster_ptr);
1818 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1820 if (IS_WIZARD_CLASS(caster_ptr) || caster_ptr->pclass == CLASS_MAGIC_EATER || caster_ptr->pclass == CLASS_BLUE_MAGE)
1822 /* 10% chance to blow up one rod, otherwise draining. */
1823 if (o_ptr->tval == TV_ROD)
1825 if (one_in_(10)) fail_type = 2;
1828 /* 75% chance to blow up one wand, otherwise draining. */
1829 else if (o_ptr->tval == TV_WAND)
1831 if (!one_in_(3)) fail_type = 2;
1834 /* 50% chance to blow up one staff, otherwise no effect. */
1835 else if (o_ptr->tval == TV_STAFF)
1837 if (one_in_(2)) fail_type = 2;
1843 /* 33% chance to blow up one rod, otherwise draining. */
1844 if (o_ptr->tval == TV_ROD)
1846 if (one_in_(3)) fail_type = 2;
1849 /* 20% chance of the entire stack, else destroy one wand. */
1850 else if (o_ptr->tval == TV_WAND)
1852 if (one_in_(5)) fail_type = 3;
1855 /* Blow up one staff. */
1856 else if (o_ptr->tval == TV_STAFF)
1864 if (o_ptr->tval == TV_ROD)
1866 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!"));
1868 if (o_ptr->timeout < 10000)
1869 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
1871 else if (o_ptr->tval == TV_WAND)
1873 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);
1880 if (o_ptr->number > 1)
1881 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);
1883 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
1885 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
1886 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
1888 vary_item(caster_ptr, item, -1);
1893 if (o_ptr->number > 1)
1894 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);
1896 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
1898 vary_item(caster_ptr, item, -999);
1901 return update_player(caster_ptr);
1906 * @brief クリーチャー全既知呪文を表示する /
1907 * Hack -- Display all known spells in a window
1908 * @param caster_ptr 術者の参照ポインタ
1911 * Need to analyze size of the window.
1912 * Need more color coding.
1914 void display_spell_list(player_type *caster_ptr)
1918 const magic_type *s_ptr;
1919 GAME_TEXT name[MAX_NLEN];
1924 if (caster_ptr->pclass == CLASS_SORCERER) return;
1925 if (caster_ptr->pclass == CLASS_RED_MAGE) return;
1926 if (caster_ptr->pclass == CLASS_SNIPER)
1928 display_snipe_list(caster_ptr);
1932 if ((caster_ptr->pclass == CLASS_MINDCRAFTER) ||
1933 (caster_ptr->pclass == CLASS_BERSERKER) ||
1934 (caster_ptr->pclass == CLASS_NINJA) ||
1935 (caster_ptr->pclass == CLASS_MIRROR_MASTER) ||
1936 (caster_ptr->pclass == CLASS_FORCETRAINER))
1938 PERCENTAGE minfail = 0;
1939 PLAYER_LEVEL plev = caster_ptr->lev;
1940 PERCENTAGE chance = 0;
1945 bool use_hp = FALSE;
1951 put_str(_("名前", "Name"), y, x + 5);
1952 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
1954 switch(caster_ptr->pclass)
1956 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
1957 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
1958 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
1959 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1960 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
1961 default: use_mind = 0;break;
1964 for (int i = 0; i < MAX_MIND_POWERS; i++)
1966 byte a = TERM_WHITE;
1967 spell = mind_powers[use_mind].info[i];
1968 if (spell.min_lev > plev) break;
1970 chance = spell.fail;
1971 chance -= 3 * (caster_ptr->lev - spell.min_lev);
1972 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1975 if (spell.mana_cost > caster_ptr->csp)
1977 chance += 5 * (spell.mana_cost - caster_ptr->csp);
1983 if (spell.mana_cost > caster_ptr->chp)
1990 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
1991 if (chance < minfail) chance = minfail;
1993 if (caster_ptr->stun > 50) chance += 25;
1994 else if (caster_ptr->stun) chance += 15;
1996 if (chance > 95) chance = 95;
1998 mindcraft_info(caster_ptr, comment, use_mind, i);
1999 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
2001 spell.min_lev, spell.mana_cost, chance, comment);
2003 Term_putstr(x, y + i + 1, -1, a, psi_desc);
2009 if (REALM_NONE == caster_ptr->realm1) return;
2011 for (int j = 0; j < ((caster_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
2014 y = (j < 3) ? 0 : (m[j - 3] + 2);
2017 for (int i = 0; i < 32; i++)
2019 byte a = TERM_WHITE;
2021 if (!is_magic((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2))
2023 s_ptr = &technic_info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - MIN_TECHNIC][i % 32];
2027 s_ptr = &mp_ptr->info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - 1][i % 32];
2030 strcpy(name, exe_spell(caster_ptr, (j < 1) ? caster_ptr->realm1 : caster_ptr->realm2, i % 32, SPELL_NAME));
2032 if (s_ptr->slevel >= 99)
2034 strcpy(name, _("(判読不能)", "(illegible)"));
2038 ((caster_ptr->spell_forgotten1 & (1L << i))) :
2039 ((caster_ptr->spell_forgotten2 & (1L << (i % 32)))))
2043 else if (!((j < 1) ?
2044 (caster_ptr->spell_learned1 & (1L << i)) :
2045 (caster_ptr->spell_learned2 & (1L << (i % 32)))))
2049 else if (!((j < 1) ?
2050 (caster_ptr->spell_worked1 & (1L << i)) :
2051 (caster_ptr->spell_worked2 & (1L << (i % 32)))))
2056 sprintf(out_val, "%c/%c) %-20.20s",
2057 I2A(n / 8), I2A(n % 8), name);
2060 Term_putstr(x, m[j], -1, a, out_val);
2068 * @brief 呪文の経験値を返す /
2069 * Returns experience of a spell
2070 * @param caster_ptr プレーヤーへの参照ポインタ
2072 * @param use_realm 魔法領域
2075 EXP experience_of_spell(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
2077 if (caster_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
2078 else if (caster_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
2079 else if (use_realm == caster_ptr->realm1) return caster_ptr->spell_exp[spell];
2080 else if (use_realm == caster_ptr->realm2) return caster_ptr->spell_exp[spell + 32];
2086 * @brief 呪文の消費MPを返す /
2087 * Modify mana consumption rate using spell exp and dec_mana
2088 * @param caster_ptr プレーヤーへの参照ポインタ
2089 * @param need_mana 基本消費MP
2094 MANA_POINT mod_need_mana(player_type *caster_ptr, MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
2096 #define MANA_CONST 2400
2098 #define DEC_MANA_DIV 3
2099 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
2101 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(caster_ptr, spell, realm)) + (MANA_CONST - 1);
2102 need_mana *= caster_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
2103 need_mana /= MANA_CONST * MANA_DIV;
2104 if (need_mana < 1) need_mana = 1;
2108 if (caster_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
2120 * @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) /
2121 * Modify spell fail rate
2122 * Using to_m_chance, dec_mana, easy_spell and heavy_spell
2123 * @param caster_ptr プレーヤーへの参照ポインタ
2124 * @param chance 修正前失敗率
2128 PERCENTAGE mod_spell_chance_1(player_type *caster_ptr, PERCENTAGE chance)
2130 chance += caster_ptr->to_m_chance;
2132 if (caster_ptr->heavy_spell) chance += 20;
2134 if (caster_ptr->dec_mana && caster_ptr->easy_spell) chance -= 4;
2135 else if (caster_ptr->easy_spell) chance -= 3;
2136 else if (caster_ptr->dec_mana) chance -= 2;
2143 * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
2144 * Modify spell fail rate
2145 * Using to_m_chance, dec_mana, easy_spell and heavy_spell
2146 * @param caster_ptr プレーヤーへの参照ポインタ
2147 * @param chance 修正前失敗率
2149 * Modify spell fail rate (as "suffix" process)
2150 * Using dec_mana, easy_spell and heavy_spell
2151 * Note: variable "chance" cannot be negative.
2154 PERCENTAGE mod_spell_chance_2(player_type *caster_ptr, PERCENTAGE chance)
2156 if (caster_ptr->dec_mana) chance--;
2157 if (caster_ptr->heavy_spell) chance += 5;
2158 return MAX(chance, 0);
2163 * @brief 呪文の失敗率計算メインルーチン /
2164 * Returns spell chance of failure for spell -RAK-
2165 * @param caster_ptr プレーヤーへの参照ポインタ
2167 * @param use_realm 魔法領域ID
2170 PERCENTAGE spell_chance(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
2172 if (!mp_ptr->spell_book) return 100;
2173 if (use_realm == REALM_HISSATSU) return 0;
2175 const magic_type *s_ptr;
2176 if (!is_magic(use_realm))
2178 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
2182 s_ptr = &mp_ptr->info[use_realm - 1][spell];
2185 PERCENTAGE chance = s_ptr->sfail;
2186 chance -= 3 * (caster_ptr->lev - s_ptr->slevel);
2187 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
2188 if (caster_ptr->riding)
2189 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));
2191 MANA_POINT need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
2192 if (need_mana > caster_ptr->csp)
2194 chance += 5 * (need_mana - caster_ptr->csp);
2197 if ((use_realm != caster_ptr->realm1) && ((caster_ptr->pclass == CLASS_MAGE) || (caster_ptr->pclass == CLASS_PRIEST))) chance += 5;
2199 PERCENTAGE minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
2200 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
2202 if (minfail < 5) minfail = 5;
2205 if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[0]) chance += 25;
2206 if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[1]) chance += 25;
2208 chance = mod_spell_chance_1(caster_ptr, chance);
2209 PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
2213 if ((caster_ptr->align > 50) || (caster_ptr->align < -50)) chance += penalty;
2215 case REALM_LIFE: case REALM_CRUSADE:
2216 if (caster_ptr->align < -20) chance += penalty;
2218 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
2219 if (caster_ptr->align > 20) chance += penalty;
2223 if (chance < minfail) chance = minfail;
2225 if (caster_ptr->stun > 50) chance += 25;
2226 else if (caster_ptr->stun) chance += 15;
2228 if (chance > 95) chance = 95;
2230 if ((use_realm == caster_ptr->realm1) || (use_realm == caster_ptr->realm2)
2231 || (caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
2233 EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
2234 if (exp >= SPELL_EXP_EXPERT) chance--;
2235 if (exp >= SPELL_EXP_MASTER) chance--;
2238 return mod_spell_chance_2(caster_ptr, chance);
2243 * @brief 呪文情報の表示処理 /
2244 * Print a list of spells (for browsing or casting or viewing)
2245 * @param caster_ptr 術者の参照ポインタ
2246 * @param target_spell 呪文ID
2247 * @param spells 表示するスペルID配列の参照ポインタ
2248 * @param num 表示するスペルの数(spellsの要素数)
2249 * @param y 表示メッセージ左上Y座標
2250 * @param x 表示メッセージ左上X座標
2251 * @param use_realm 魔法領域ID
2254 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)
2256 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && current_world_ptr->wizard)
2257 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
2261 if (use_realm == REALM_HISSATSU)
2262 strcpy(buf,_(" Lv MP", " Lv SP"));
2264 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
2266 put_str(_("名前", "Name"), y, x + 5);
2267 put_str(buf, y, x + 29);
2270 if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
2271 else if (use_realm == caster_ptr->realm1) increment = 0;
2272 else if (use_realm == caster_ptr->realm2) increment = 32;
2276 const magic_type *s_ptr;
2281 for (i = 0; i < num; i++)
2283 SPELL_IDX spell = spells[i];
2285 if (!is_magic(use_realm))
2287 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
2291 s_ptr = &mp_ptr->info[use_realm - 1][spell];
2294 MANA_POINT need_mana;
2295 if (use_realm == REALM_HISSATSU)
2296 need_mana = s_ptr->smana;
2299 EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
2300 need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
2301 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
2302 else exp_level = spell_exp_level(exp);
2305 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
2306 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
2307 else if (s_ptr->slevel >= 99) max = TRUE;
2308 else if ((caster_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
2310 strncpy(ryakuji, exp_level_str[exp_level], 4);
2315 if (use_menu && target_spell)
2317 if (i == (target_spell-1))
2318 strcpy(out_val, _(" 》 ", " > "));
2320 strcpy(out_val, " ");
2322 else sprintf(out_val, " %c) ", I2A(i));
2324 if (s_ptr->slevel >= 99)
2326 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
2327 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
2331 strcpy(info, exe_spell(caster_ptr, use_realm, spell, SPELL_INFO));
2332 concptr comment = info;
2333 byte line_attr = TERM_WHITE;
2334 if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
2336 if (s_ptr->slevel > caster_ptr->max_plv)
2338 comment = _("未知", "unknown");
2339 line_attr = TERM_L_BLUE;
2341 else if (s_ptr->slevel > caster_ptr->lev)
2343 comment = _("忘却", "forgotten");
2344 line_attr = TERM_YELLOW;
2347 else if ((use_realm != caster_ptr->realm1) && (use_realm != caster_ptr->realm2))
2349 comment = _("未知", "unknown");
2350 line_attr = TERM_L_BLUE;
2352 else if ((use_realm == caster_ptr->realm1) ?
2353 ((caster_ptr->spell_forgotten1 & (1L << spell))) :
2354 ((caster_ptr->spell_forgotten2 & (1L << spell))))
2356 comment = _("忘却", "forgotten");
2357 line_attr = TERM_YELLOW;
2359 else if (!((use_realm == caster_ptr->realm1) ?
2360 (caster_ptr->spell_learned1 & (1L << spell)) :
2361 (caster_ptr->spell_learned2 & (1L << spell))))
2363 comment = _("未知", "unknown");
2364 line_attr = TERM_L_BLUE;
2366 else if (!((use_realm == caster_ptr->realm1) ?
2367 (caster_ptr->spell_worked1 & (1L << spell)) :
2368 (caster_ptr->spell_worked2 & (1L << spell))))
2370 comment = _("未経験", "untried");
2371 line_attr = TERM_L_GREEN;
2374 if (use_realm == REALM_HISSATSU)
2376 strcat(out_val, format("%-25s %2d %4d",
2377 exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), s_ptr->slevel, need_mana));
2381 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
2382 exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), (max ? '!' : ' '), ryakuji,
2383 s_ptr->slevel, need_mana, spell_chance(caster_ptr, spell, use_realm), comment));
2386 c_prt(line_attr, out_val, y + i + 1, x);
2389 prt("", y + i + 1, x);
2394 * @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 /
2395 * Helper function -- return a "nearby" race for polymorphing
2396 * @param floor_ptr 配置するフロアの参照ポインタ
2397 * @param r_idx 基準となるモンスター種族ID
2398 * @return 変更先のモンスター種族ID
2400 * Note that this function is one of the more "dangerous" ones...
2402 static MONRACE_IDX poly_r_idx(player_type *caster_ptr, MONRACE_IDX r_idx)
2404 monster_race *r_ptr = &r_info[r_idx];
2405 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags1 & RF1_QUESTOR))
2408 DEPTH lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
2409 DEPTH lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
2411 for (int i = 0; i < 1000; i++)
2413 r = get_mon_num(caster_ptr, (caster_ptr->current_floor_ptr->dun_level + r_ptr->level) / 2 + 5, 0);
2417 if (r_ptr->flags1 & RF1_UNIQUE) continue;
2418 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
2429 * @brief 指定座標にいるモンスターを変身させる /
2430 * Helper function -- return a "nearby" race for polymorphing
2431 * @param caster_ptr プレーヤーへの参照ポインタ
2434 * @return 実際に変身したらTRUEを返す
2436 bool polymorph_monster(player_type *caster_ptr, POSITION y, POSITION x)
2438 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
2439 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
2440 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
2441 MONRACE_IDX new_r_idx;
2442 MONRACE_IDX old_r_idx = m_ptr->r_idx;
2443 bool targeted = (target_who == g_ptr->m_idx) ? TRUE : FALSE;
2444 bool health_tracked = (caster_ptr->health_who == g_ptr->m_idx) ? TRUE : FALSE;
2446 if (floor_ptr->inside_arena || caster_ptr->phase_out) return FALSE;
2447 if ((caster_ptr->riding == g_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
2449 monster_type back_m = *m_ptr;
2450 new_r_idx = poly_r_idx(caster_ptr, old_r_idx);
2451 if (new_r_idx == old_r_idx) return FALSE;
2453 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
2454 OBJECT_IDX this_o_idx, next_o_idx = 0;
2456 BIT_FLAGS mode = 0L;
2457 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
2458 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
2459 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
2461 m_ptr->hold_o_idx = 0;
2462 delete_monster_idx(caster_ptr, g_ptr->m_idx);
2463 bool polymorphed = FALSE;
2464 if (place_monster_aux(caster_ptr, 0, y, x, new_r_idx, mode))
2466 floor_ptr->m_list[hack_m_idx_ii].nickname = back_m.nickname;
2467 floor_ptr->m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
2468 floor_ptr->m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
2473 if (place_monster_aux(caster_ptr, 0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
2475 floor_ptr->m_list[hack_m_idx_ii] = back_m;
2476 mproc_init(floor_ptr);
2478 else preserve_hold_objects = FALSE;
2481 if (preserve_hold_objects)
2483 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
2485 object_type *o_ptr = &floor_ptr->o_list[this_o_idx];
2486 next_o_idx = o_ptr->next_o_idx;
2487 o_ptr->held_m_idx = hack_m_idx_ii;
2490 else if (back_m.hold_o_idx)
2492 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
2494 next_o_idx = floor_ptr->o_list[this_o_idx].next_o_idx;
2495 delete_object_idx(caster_ptr, this_o_idx);
2499 if (targeted) target_who = hack_m_idx_ii;
2500 if (health_tracked) health_track(caster_ptr, hack_m_idx_ii);
2508 * @param caster_ptr プレーヤーへの参照ポインタ
2509 * @param x テレポート先のX座標
2510 * @param y テレポート先のY座標
2511 * @return 目標に指定通りテレポートできたならばTRUEを返す
2513 static bool dimension_door_aux(player_type *caster_ptr, POSITION x, POSITION y)
2515 PLAYER_LEVEL plev = caster_ptr->lev;
2517 caster_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
2519 if (!cave_player_teleportable_bold(caster_ptr, y, x, TELEPORT_SPONTANEOUS) ||
2520 (distance(y, x, caster_ptr->y, caster_ptr->x) > plev / 2 + 10) ||
2521 (!randint0(plev / 10 + 10)))
2523 caster_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
2524 teleport_player(caster_ptr, (plev + 2) * 2, TELEPORT_PASSIVE);
2528 teleport_player_to(caster_ptr, y, x, TELEPORT_SPONTANEOUS);
2534 * @brief 次元の扉処理のメインルーチン /
2535 * @param caster_ptr プレーヤーへの参照ポインタ
2537 * @return ターンを消費した場合TRUEを返す
2539 bool dimension_door(player_type *caster_ptr)
2542 if (!tgt_pt(caster_ptr, &x, &y)) return FALSE;
2543 if (dimension_door_aux(caster_ptr, x, y)) return TRUE;
2545 msg_print(_("精霊界から物質界に戻る時うまくいかなかった!", "You fail to exit the astral plane correctly!"));
2551 * @brief 鏡抜け処理のメインルーチン /
2552 * Mirror Master's Dimension Door
2553 * @param caster_ptr プレーヤーへの参照ポインタ
2554 * @return ターンを消費した場合TRUEを返す
2556 bool mirror_tunnel(player_type *caster_ptr)
2558 POSITION x = 0, y = 0;
2559 if (!tgt_pt(caster_ptr, &x, &y)) return FALSE;
2560 if (dimension_door_aux(caster_ptr, x, y)) return TRUE;
2562 msg_print(_("鏡の世界をうまく通れなかった!", "You fail to pass the mirror plane correctly!"));
2569 * @param caster_ptr プレーヤーへの参照ポインタ
2571 * @return ターンを消費した場合TRUEを返す
2573 bool eat_magic(player_type *caster_ptr, int power)
2576 GAME_TEXT o_name[MAX_NLEN];
2578 item_tester_hook = item_tester_hook_recharge;
2580 concptr q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
2581 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.");
2585 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
2586 if (!o_ptr) return FALSE;
2589 k_ptr = &k_info[o_ptr->k_idx];
2590 DEPTH lev = k_info[o_ptr->k_idx].level;
2592 int recharge_strength = 0;
2593 bool is_eating_successful = TRUE;
2594 if (o_ptr->tval == TV_ROD)
2596 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
2597 if (one_in_(recharge_strength))
2599 is_eating_successful = FALSE;
2603 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
2605 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."));
2609 caster_ptr->csp += lev;
2610 o_ptr->timeout += k_ptr->pval;
2616 recharge_strength = (100 + power - lev) / 15;
2617 if (recharge_strength < 0) recharge_strength = 0;
2619 if (one_in_(recharge_strength))
2621 is_eating_successful = FALSE;
2625 if (o_ptr->pval > 0)
2627 caster_ptr->csp += lev / 2;
2630 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
2635 object_copy(q_ptr, o_ptr);
2640 caster_ptr->total_weight -= q_ptr->weight;
2641 item = store_item_to_inventory(caster_ptr, q_ptr);
2643 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
2648 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
2651 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
2655 if (is_eating_successful)
2657 return redraw_player(caster_ptr);
2660 if (object_is_fixed_artifact(o_ptr))
2662 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
2663 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);
2664 if (o_ptr->tval == TV_ROD)
2665 o_ptr->timeout = k_ptr->pval * o_ptr->number;
2666 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
2669 return redraw_player(caster_ptr);
2672 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2674 /* Mages recharge objects more safely. */
2675 if (IS_WIZARD_CLASS(caster_ptr))
2677 /* 10% chance to blow up one rod, otherwise draining. */
2678 if (o_ptr->tval == TV_ROD)
2680 if (one_in_(10)) fail_type = 2;
2683 /* 75% chance to blow up one wand, otherwise draining. */
2684 else if (o_ptr->tval == TV_WAND)
2686 if (!one_in_(3)) fail_type = 2;
2689 /* 50% chance to blow up one staff, otherwise no effect. */
2690 else if (o_ptr->tval == TV_STAFF)
2692 if (one_in_(2)) fail_type = 2;
2697 /* All other classes get no special favors. */
2700 /* 33% chance to blow up one rod, otherwise draining. */
2701 if (o_ptr->tval == TV_ROD)
2703 if (one_in_(3)) fail_type = 2;
2706 /* 20% chance of the entire stack, else destroy one wand. */
2707 else if (o_ptr->tval == TV_WAND)
2709 if (one_in_(5)) fail_type = 3;
2712 /* Blow up one staff. */
2713 else if (o_ptr->tval == TV_STAFF)
2721 if (o_ptr->tval == TV_ROD)
2723 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
2724 "You save your rod from destruction, but all charges are lost."), o_name);
2725 o_ptr->timeout = k_ptr->pval * o_ptr->number;
2727 else if (o_ptr->tval == TV_WAND)
2729 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);
2736 if (o_ptr->number > 1)
2738 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);
2739 /* Reduce rod stack maximum timeout, drain wands. */
2740 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
2741 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
2745 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);
2748 vary_item(caster_ptr, item, -1);
2753 if (o_ptr->number > 1)
2754 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);
2756 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2758 vary_item(caster_ptr, item, -999);
2761 return redraw_player(caster_ptr);
2766 * @brief 皆殺し(全方向攻撃)処理
2767 * @param caster_ptr プレーヤーへの参照ポインタ
2770 void massacre(player_type *caster_ptr)
2773 monster_type *m_ptr;
2774 for (DIRECTION dir = 0; dir < 8; dir++)
2776 POSITION y = caster_ptr->y + ddy_ddd[dir];
2777 POSITION x = caster_ptr->x + ddx_ddd[dir];
2778 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
2779 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2780 if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)))
2781 do_cmd_attack(caster_ptr, y, x, 0);
2788 * @param caster_ptr プレーヤーへの参照ポインタ
2789 * @return コマンドの入力方向に地形があればTRUE
2791 bool eat_rock(player_type *caster_ptr)
2794 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
2795 POSITION y = caster_ptr->y + ddy[dir];
2796 POSITION x = caster_ptr->x + ddx[dir];
2798 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
2799 feature_type *f_ptr, *mimic_f_ptr;
2800 f_ptr = &f_info[g_ptr->feat];
2801 mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
2803 stop_mouth(caster_ptr);
2804 if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
2806 msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
2808 else if (have_flag(f_ptr->flags, FF_PERMANENT))
2810 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);
2812 else if (g_ptr->m_idx)
2814 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2815 msg_print(_("何かが邪魔しています!", "There's something in the way!"));
2817 if (!m_ptr->ml || !is_pet(m_ptr)) do_cmd_attack(caster_ptr, y, x, 0);
2819 else if (have_flag(f_ptr->flags, FF_TREE))
2821 msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
2823 else if (have_flag(f_ptr->flags, FF_GLASS))
2825 msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
2827 else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
2829 (void)set_food(caster_ptr, caster_ptr->food + 3000);
2831 else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
2833 (void)set_food(caster_ptr, caster_ptr->food + 5000);
2837 msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
2838 (void)set_food(caster_ptr, caster_ptr->food + 10000);
2841 cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK);
2842 (void)move_player_effect(caster_ptr, y, x, MPE_DONT_PICKUP);
2847 bool shock_power(player_type *caster_ptr)
2849 int boost = get_current_ki(caster_ptr);
2850 if (heavy_armor(caster_ptr)) boost /= 2;
2854 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
2856 POSITION y = caster_ptr->y + ddy[dir];
2857 POSITION x = caster_ptr->x + ddx[dir];
2858 PLAYER_LEVEL plev = caster_ptr->lev;
2859 HIT_POINT dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
2860 fire_beam(caster_ptr, GF_MISSILE, dir, dam);
2861 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) return TRUE;
2863 POSITION ty = y, tx = x;
2864 POSITION oy = y, ox = x;
2865 MONSTER_IDX m_idx = caster_ptr->current_floor_ptr->grid_array[y][x].m_idx;
2866 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
2867 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2868 GAME_TEXT m_name[MAX_NLEN];
2869 monster_desc(caster_ptr, m_name, m_ptr, 0);
2871 if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
2873 msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
2877 for (int i = 0; i < 5; i++)
2881 if (is_cave_empty_bold(caster_ptr, y, x))
2892 bool is_shock_successful = ty != oy;
2893 is_shock_successful |= tx != ox;
2894 if (is_shock_successful) return TRUE;
2896 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
2897 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
2898 caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
2902 update_monster(caster_ptr, m_idx, TRUE);
2903 lite_spot(caster_ptr, oy, ox);
2904 lite_spot(caster_ptr, ty, tx);
2906 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2907 caster_ptr->update |= (PU_MON_LITE);
2911 bool fetch_monster(player_type *caster_ptr)
2913 monster_type *m_ptr;
2915 GAME_TEXT m_name[MAX_NLEN];
2921 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
2922 m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
2923 if (!m_idx) return FALSE;
2924 if (m_idx == caster_ptr->riding) return FALSE;
2925 if (!player_has_los_bold(caster_ptr, target_row, target_col)) return FALSE;
2926 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) return FALSE;
2927 m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
2928 monster_desc(caster_ptr, m_name, m_ptr, 0);
2929 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
2930 path_n = project_path(caster_ptr, path_g, MAX_RANGE, target_row, target_col, caster_ptr->y, caster_ptr->x, 0);
2931 ty = target_row, tx = target_col;
2932 for (i = 1; i < path_n; i++)
2934 POSITION ny = GRID_Y(path_g[i]);
2935 POSITION nx = GRID_X(path_g[i]);
2936 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[ny][nx];
2938 if (in_bounds(caster_ptr->current_floor_ptr, ny, nx) && is_cave_empty_bold(caster_ptr, ny, nx) &&
2939 !(g_ptr->info & CAVE_OBJECT) &&
2940 !pattern_tile(caster_ptr->current_floor_ptr, ny, nx))
2946 /* Update the old location */
2947 caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx = 0;
2949 /* Update the new location */
2950 caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
2952 /* Move the monster */
2956 /* Wake the monster up */
2957 (void)set_monster_csleep(caster_ptr, m_idx, 0);
2959 update_monster(caster_ptr, m_idx, TRUE);
2960 lite_spot(caster_ptr, target_row, target_col);
2961 lite_spot(caster_ptr, ty, tx);
2963 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2964 caster_ptr->update |= (PU_MON_LITE);
2968 /* Auto-Recall if possible and visible */
2969 if (!caster_ptr->image) monster_race_track(caster_ptr, m_ptr->ap_r_idx);
2970 health_track(caster_ptr, m_idx);
2977 bool booze(player_type *creature_ptr)
2980 if (creature_ptr->pclass != CLASS_MONK) chg_virtue(creature_ptr, V_HARMONY, -1);
2981 else if (!creature_ptr->resist_conf) creature_ptr->special_attack |= ATTACK_SUIKEN;
2982 if (!creature_ptr->resist_conf && set_confused(creature_ptr, randint0(20) + 15))
2987 if (creature_ptr->resist_chaos)
2992 if (one_in_(2) && set_image(creature_ptr, creature_ptr->image + randint0(150) + 150))
2997 if (one_in_(13) && (creature_ptr->pclass != CLASS_MONK))
3000 if (one_in_(3)) lose_all_info(creature_ptr);
3001 else wiz_dark(creature_ptr);
3002 (void)teleport_player_aux(creature_ptr, 100, FALSE, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
3003 wiz_dark(creature_ptr);
3004 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..."));
3005 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!"));
3012 bool detonation(player_type *creature_ptr)
3014 msg_print(_("体の中で激しい爆発が起きた!", "Massive explosions rupture your body!"));
3015 take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(50, 20), _("爆発の薬", "a potion of Detonation"), -1);
3016 (void)set_stun(creature_ptr, creature_ptr->stun + 75);
3017 (void)set_cut(creature_ptr,creature_ptr->cut + 5000);
3022 void blood_curse_to_enemy(player_type *caster_ptr, MONSTER_IDX m_idx)
3024 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
3025 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx];
3026 BIT_FLAGS curse_flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3028 bool is_first_loop = TRUE;
3029 while (is_first_loop || one_in_(5))
3031 is_first_loop = FALSE;
3032 switch (randint1(28))
3037 msg_print(_("地面が揺れた...", "The ground trembles..."));
3038 earthquake(caster_ptr, m_ptr->fy, m_ptr->fx, 4 + randint0(4), 0);
3039 if (!one_in_(6)) break;
3042 case 3: case 4: case 5: case 6:
3045 int extra_dam = damroll(10, 10);
3046 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!"));
3048 project(caster_ptr, 0, 8, m_ptr->fy, m_ptr->fx, extra_dam, GF_MANA, curse_flg, -1);
3049 if (!one_in_(6)) break;
3055 msg_print(_("空間が歪んだ!", "Space warps about you!"));
3057 if (m_ptr->r_idx) teleport_away(caster_ptr, g_ptr->m_idx, damroll(10, 10), TELEPORT_PASSIVE);
3058 if (one_in_(13)) count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
3059 if (!one_in_(6)) break;
3062 case 9: case 10: case 11:
3063 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3064 project(caster_ptr, 0, 7, m_ptr->fy, m_ptr->fx, 50, GF_DISINTEGRATE, curse_flg, -1);
3065 if (!one_in_(6)) break;
3067 case 12: case 13: case 14: case 15: case 16:
3068 aggravate_monsters(caster_ptr, 0);
3069 if (!one_in_(6)) break;
3072 count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
3073 if (!one_in_(6)) break;
3075 case 19: case 20: case 21: case 22:
3077 bool pet = !one_in_(3);
3078 BIT_FLAGS mode = PM_ALLOW_GROUP;
3080 if (pet) mode |= PM_FORCE_PET;
3081 else mode |= (PM_NO_PET | PM_FORCE_FRIENDLY);
3083 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);
3084 if (!one_in_(6)) break;
3087 case 23: case 24: case 25:
3088 if (caster_ptr->hold_exp && (randint0(100) < 75)) break;
3089 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..."));
3091 if (caster_ptr->hold_exp) lose_exp(caster_ptr, caster_ptr->exp / 160);
3092 else lose_exp(caster_ptr, caster_ptr->exp / 16);
3093 if (!one_in_(6)) break;
3095 case 26: case 27: case 28:
3099 for (int i = 0; i < A_MAX; i++)
3101 bool is_first_dec_stat = TRUE;
3102 while (is_first_dec_stat || one_in_(2))
3104 (void)do_dec_stat(caster_ptr, i);
3110 (void)do_dec_stat(caster_ptr, randint0(6));
3121 * @brief クリムゾンを発射する / Fire Crimson, evoluting gun.
3122 @ @param shooter_ptr 射撃を行うクリーチャー参照
3123 * @return キャンセルした場合 false.
3125 * Need to analyze size of the window.
3126 * Need more color coding.
3128 bool fire_crimson(player_type *shooter_ptr)
3131 if (!get_aim_dir(shooter_ptr, &dir)) return FALSE;
3133 POSITION tx = shooter_ptr->x + 99 * ddx[dir];
3134 POSITION ty = shooter_ptr->y + 99 * ddy[dir];
3135 if ((dir == 5) && target_okay(shooter_ptr))
3142 if (shooter_ptr->pclass == CLASS_ARCHER)
3144 if (shooter_ptr->lev >= 10) num++;
3145 if (shooter_ptr->lev >= 30) num++;
3146 if (shooter_ptr->lev >= 45) num++;
3149 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3150 for (int i = 0; i < num; i++)
3151 project(shooter_ptr, 0, shooter_ptr->lev / 20 + 1, ty, tx, shooter_ptr->lev*shooter_ptr->lev * 6 / 50, GF_ROCKET, flg, -1);
3158 * @brief 町間のテレポートを行うメインルーチン
3159 * @param caster_ptr プレーヤーへの参照ポインタ
3160 * @return テレポート処理を決定したか否か
3162 bool tele_town(player_type *caster_ptr)
3164 if (caster_ptr->current_floor_ptr->dun_level)
3166 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!"));
3170 if (caster_ptr->current_floor_ptr->inside_arena || caster_ptr->phase_out)
3172 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3181 for (i = 1; i < max_towns; i++)
3185 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == caster_ptr->town_num) || !(caster_ptr->visit & (1L << (i - 1)))) continue;
3187 sprintf(buf, "%c) %-20s", I2A(i - 1), town_info[i].name);
3194 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3200 prt(_("どこに行きますか:", "Where do you want to go: "), 0, 0);
3211 else if ((i < 'a') || (i > ('a' + max_towns - 2))) continue;
3212 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;
3216 for (POSITION y = 0; y < current_world_ptr->max_wild_y; y++)
3218 for (POSITION x = 0; x < current_world_ptr->max_wild_x; x++)
3220 if (wilderness[y][x].town == (i - 'a' + 1))
3222 caster_ptr->wilderness_y = y;
3223 caster_ptr->wilderness_x = x;
3228 caster_ptr->leaving = TRUE;
3229 caster_ptr->leave_bldg = TRUE;
3230 caster_ptr->teleport_town = TRUE;
3237 * todo 変数名が実態と合っているかどうかは要確認
3238 * テレポート・レベルが効かないモンスターであるかどうかを判定する
3239 * @param caster_ptr プレーヤーへの参照ポインタ
3240 * @param idx テレポート・レベル対象のモンスター
3242 bool is_teleport_level_ineffective(player_type *caster_ptr, MONSTER_IDX idx)
3244 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
3245 bool is_special_floor = floor_ptr->inside_arena || caster_ptr->phase_out ||
3246 (floor_ptr->inside_quest && !random_quest_number(caster_ptr, floor_ptr->dun_level));
3247 bool is_invalid_floor = idx <= 0;
3248 is_invalid_floor &= quest_number(caster_ptr, floor_ptr->dun_level) || (floor_ptr->dun_level >= d_info[caster_ptr->dungeon_idx].maxdepth);
3249 is_invalid_floor &= caster_ptr->current_floor_ptr->dun_level >= 1;
3250 is_invalid_floor &= ironman_downward;
3251 return is_special_floor || is_invalid_floor;
3255 static bool update_player(player_type *caster_ptr)
3257 caster_ptr->update |= PU_COMBINE | PU_REORDER;
3258 caster_ptr->window |= PW_INVEN;
3263 static bool redraw_player(player_type *caster_ptr)
3265 if (caster_ptr->csp > caster_ptr->msp)
3267 caster_ptr->csp = caster_ptr->msp;
3270 caster_ptr->redraw |= PR_MANA;
3271 caster_ptr->update |= PU_COMBINE | PU_REORDER;
3272 caster_ptr->window |= PW_INVEN;