3 * @brief 魔法効果の実装/ Spell code (part 3)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
15 #include "object-hook.h"
17 /*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
22 * @brief モンスターのテレポートアウェイ処理 /
23 * Teleport a monster, normally up to "dis" grids away.
24 * @param m_idx モンスターID
27 * @return テレポートが実際に行われたらtrue
29 * Attempt to move the monster at least "dis/2" grids away.
30 * But allow variation to prevent infinite loops.
32 bool teleport_away(MONSTER_IDX m_idx, POSITION dis, BIT_FLAGS mode)
34 POSITION oy, ox, d, i, min;
36 POSITION ny = 0, nx = 0;
40 monster_type *m_ptr = &m_list[m_idx];
43 if (!m_ptr->r_idx) return (FALSE);
45 /* Save the old location */
49 /* Minimum distance */
52 if ((mode & TELEPORT_DEC_VALOUR) &&
53 (((p_ptr->chp * 10) / p_ptr->mhp) > 5) &&
54 (4+randint1(5) < ((p_ptr->chp * 10) / p_ptr->mhp)))
56 chg_virtue(V_VALOUR, -1);
64 /* Verify max distance */
65 if (dis > 200) dis = 200;
67 /* Try several locations */
68 for (i = 0; i < 500; i++)
70 /* Pick a (possibly illegal) location */
73 ny = rand_spread(oy, dis);
74 nx = rand_spread(ox, dis);
75 d = distance(oy, ox, ny, nx);
76 if ((d >= min) && (d <= dis)) break;
79 /* Ignore illegal locations */
80 if (!in_bounds(ny, nx)) continue;
82 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
84 /* No teleporting into vaults and such */
85 if (!(p_ptr->inside_quest || p_ptr->inside_arena))
86 if (cave[ny][nx].info & CAVE_ICKY) continue;
88 /* This grid looks good */
95 /* Increase the maximum distance */
98 /* Decrease the minimum distance */
101 /* Stop after MAX_TRIES tries */
102 if (tries > MAX_TRIES) return (FALSE);
105 sound(SOUND_TPOTHER);
107 /* Update the old location */
108 cave[oy][ox].m_idx = 0;
110 /* Update the new location */
111 cave[ny][nx].m_idx = m_idx;
113 /* Move the monster */
117 /* Forget the counter target */
120 /* Update the monster (new location) */
121 update_mon(m_idx, TRUE);
123 /* Redraw the old grid */
126 /* Redraw the new grid */
129 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
130 p_ptr->update |= (PU_MON_LITE);
137 * @brief モンスターを指定された座標付近にテレポートする /
138 * Teleport monster next to a grid near the given location
139 * @param m_idx モンスターID
142 * @param power テレポート成功確率
146 void teleport_monster_to(MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, BIT_FLAGS mode)
148 int ny, nx, oy, ox, d, i, min;
152 monster_type *m_ptr = &m_list[m_idx];
155 if (!m_ptr->r_idx) return;
158 if (randint1(100) > power) return;
164 /* Save the old location */
168 /* Minimum distance */
171 /* Look until done */
172 while (look && --attempts)
174 /* Verify max distance */
175 if (dis > 200) dis = 200;
177 /* Try several locations */
178 for (i = 0; i < 500; i++)
180 /* Pick a (possibly illegal) location */
183 ny = rand_spread(ty, dis);
184 nx = rand_spread(tx, dis);
185 d = distance(ty, tx, ny, nx);
186 if ((d >= min) && (d <= dis)) break;
189 /* Ignore illegal locations */
190 if (!in_bounds(ny, nx)) continue;
192 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
194 /* No teleporting into vaults and such */
195 /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
197 /* This grid looks good */
204 /* Increase the maximum distance */
207 /* Decrease the minimum distance */
211 if (attempts < 1) return;
213 sound(SOUND_TPOTHER);
215 /* Update the old location */
216 cave[oy][ox].m_idx = 0;
218 /* Update the new location */
219 cave[ny][nx].m_idx = m_idx;
221 /* Move the monster */
225 /* Update the monster (new location) */
226 update_mon(m_idx, TRUE);
228 /* Redraw the old grid */
231 /* Redraw the new grid */
234 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
235 p_ptr->update |= (PU_MON_LITE);
239 * @brief プレイヤーのテレポート先選定と移動処理 /
240 * Teleport the player to a location up to "dis" grids away.
243 * @return 実際にテレポート処理が行われたらtrue
246 * If no such spaces are readily available, the distance may increase.
247 * Try very hard to move the player at least a quarter that distance.
249 * There was a nasty tendency for a long time; which was causing the
250 * player to "bounce" between two or three different spots because
251 * these are the only spots that are "far enough" way to satisfy the
254 * But this tendency is now removed; in the new algorithm, a list of
255 * candidates is selected first, which includes at least 50% of all
256 * floor grids within the distance, and any single grid in this list
257 * of candidates has equal possibility to be choosen as a destination.
261 bool teleport_player_aux(int dis, BIT_FLAGS mode)
263 int candidates_at[MAX_TELEPORT_DISTANCE + 1];
264 int total_candidates, cur_candidates;
265 POSITION y = 0, x = 0;
268 int left = MAX(1, p_ptr->x - dis);
269 int right = MIN(cur_wid - 2, p_ptr->x + dis);
270 int top = MAX(1, p_ptr->y - dis);
271 int bottom = MIN(cur_hgt - 2, p_ptr->y + dis);
273 if (p_ptr->wild_mode) return FALSE;
275 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
277 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
281 /* Initialize counters */
282 total_candidates = 0;
283 for (i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
284 candidates_at[i] = 0;
286 /* Limit the distance */
287 if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
289 /* Search valid locations */
290 for (y = top; y <= bottom; y++)
292 for (x = left; x <= right; x++)
296 /* Skip illegal locations */
297 if (!cave_player_teleportable_bold(y, x, mode)) continue;
299 /* Calculate distance */
300 d = distance(p_ptr->y, p_ptr->x, y, x);
302 /* Skip too far locations */
303 if (d > dis) continue;
305 /* Count the total number of candidates */
308 /* Count the number of candidates in this circumference */
313 /* No valid location! */
314 if (0 == total_candidates) return FALSE;
316 /* Fix the minimum distance */
317 for (cur_candidates = 0, min = dis; min >= 0; min--)
319 cur_candidates += candidates_at[min];
321 /* 50% of all candidates will have an equal chance to be choosen. */
322 if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
325 /* Pick up a single location randomly */
326 pick = randint1(cur_candidates);
328 /* Search again the choosen location */
329 for (y = top; y <= bottom; y++)
331 for (x = left; x <= right; x++)
335 /* Skip illegal locations */
336 if (!cave_player_teleportable_bold(y, x, mode)) continue;
338 /* Calculate distance */
339 d = distance(p_ptr->y, p_ptr->x, y, x);
341 /* Skip too far locations */
342 if (d > dis) continue;
344 /* Skip too close locations */
345 if (d < min) continue;
347 /* This grid was picked up? */
356 if (player_bold(y, x)) return FALSE;
358 sound(SOUND_TELEPORT);
361 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
362 msg_format("『こっちだぁ、%s』", p_ptr->name);
365 /* Move the player */
366 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
372 * @brief プレイヤーのテレポート処理メインルーチン
377 void teleport_player(int dis, BIT_FLAGS mode)
381 /* Save the old location */
385 if (!teleport_player_aux(dis, mode)) return;
387 /* Monsters with teleport ability may follow the player */
388 for (xx = -1; xx < 2; xx++)
390 for (yy = -1; yy < 2; yy++)
392 MONSTER_IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
394 /* A monster except your mount may follow */
395 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx))
397 monster_type *m_ptr = &m_list[tmp_m_idx];
398 monster_race *r_ptr = &r_info[m_ptr->r_idx];
401 * The latter limitation is to avoid
402 * totally unkillable suckers...
404 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
405 !(r_ptr->flagsr & RFR_RES_TELE))
407 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
416 * @brief プレイヤーのテレポートアウェイ処理 /
417 * @param m_idx アウェイを試みたプレイヤーID
421 void teleport_player_away(MONSTER_IDX m_idx, int dis)
425 /* Save the old location */
429 if (!teleport_player_aux(dis, TELEPORT_PASSIVE)) return;
431 /* Monsters with teleport ability may follow the player */
432 for (xx = -1; xx < 2; xx++)
434 for (yy = -1; yy < 2; yy++)
436 IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
438 /* A monster except your mount or caster may follow */
439 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx) && (m_idx != tmp_m_idx))
441 monster_type *m_ptr = &m_list[tmp_m_idx];
442 monster_race *r_ptr = &r_info[m_ptr->r_idx];
445 * The latter limitation is to avoid
446 * totally unkillable suckers...
448 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
449 !(r_ptr->flagsr & RFR_RES_TELE))
451 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
460 * @brief プレイヤーを指定位置近辺にテレポートさせる
461 * Teleport player to a grid near the given location
464 * @param mode オプションフラグ
468 * This function is slightly obsessive about correctness.
469 * This function allows teleporting into vaults (!)
472 void teleport_player_to(POSITION ny, POSITION nx, BIT_FLAGS mode)
475 int dis = 0, ctr = 0;
477 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
479 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
483 /* Find a usable location */
486 /* Pick a nearby legal location */
489 y = (POSITION)rand_spread(ny, dis);
490 x = (POSITION)rand_spread(nx, dis);
491 if (in_bounds(y, x)) break;
494 /* Accept any grid when wizard mode */
495 if (p_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!cave[y][x].m_idx || (cave[y][x].m_idx == p_ptr->riding))) break;
497 /* Accept teleportable floor grids */
498 if (cave_player_teleportable_bold(y, x, mode)) break;
500 /* Occasionally advance the distance */
501 if (++ctr > (4 * dis * dis + 4 * dis + 1))
508 sound(SOUND_TELEPORT);
510 /* Move the player */
511 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
515 void teleport_away_followable(MONSTER_IDX m_idx)
517 monster_type *m_ptr = &m_list[m_idx];
518 int oldfy = m_ptr->fy;
519 int oldfx = m_ptr->fx;
520 bool old_ml = m_ptr->ml;
521 int old_cdis = m_ptr->cdis;
523 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
525 if (old_ml && (old_cdis <= MAX_SIGHT) && !world_monster && !p_ptr->inside_battle && los(p_ptr->y, p_ptr->x, oldfy, oldfx))
529 if ((p_ptr->muta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
532 BIT_FLAGS flgs[TR_FLAG_SIZE];
536 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
538 o_ptr = &inventory[i];
539 if (o_ptr->k_idx && !object_is_cursed(o_ptr))
541 object_flags(o_ptr, flgs);
542 if (have_flag(flgs, TR_TELEPORT))
553 if (get_check_strict(_("ついていきますか?", "Do you follow it? "), CHECK_OKAY_CANCEL))
557 teleport_player(200, TELEPORT_PASSIVE);
558 msg_print(_("失敗!", "Failed!"));
560 else teleport_player_to(m_ptr->fy, m_ptr->fx, 0L);
561 p_ptr->energy_need += ENERGY_NEED();
569 * @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 /
570 * Teleport the player one level up or down (random when legal)
571 * @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.
574 void teleport_level(MONSTER_IDX m_idx)
580 if (m_idx <= 0) /* To player */
582 strcpy(m_name, _("あなた", "you"));
584 else /* To monster */
586 monster_type *m_ptr = &m_list[m_idx];
588 /* Get the monster name (or "it") */
589 monster_desc(m_name, m_ptr, 0);
591 see_m = is_seen(m_ptr);
594 /* No effect in some case */
595 if (TELE_LEVEL_IS_INEFF(m_idx))
597 if (see_m) msg_print(_("効果がなかった。", "There is no effect."));
601 if ((m_idx <= 0) && p_ptr->anti_tele) /* To player */
603 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
607 /* Choose up or down */
608 if (randint0(100) < 50) go_up = TRUE;
611 if ((m_idx <= 0) && p_ptr->wizard)
613 if (get_check("Force to go up? ")) go_up = TRUE;
614 else if (get_check("Force to go down? ")) go_up = FALSE;
618 if ((ironman_downward && (m_idx <= 0)) || (dun_level <= d_info[dungeon_type].mindepth))
621 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
623 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
625 if (m_idx <= 0) /* To player */
629 dungeon_type = ironman_downward ? DUNGEON_ANGBAND : p_ptr->recall_dungeon;
630 p_ptr->oldpy = p_ptr->y;
631 p_ptr->oldpx = p_ptr->x;
634 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
636 if (autosave_l) do_cmd_save_game(TRUE);
640 dun_level = d_info[dungeon_type].mindepth;
641 prepare_change_floor_mode(CFM_RAND_PLACE);
645 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
649 p_ptr->leaving = TRUE;
654 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
657 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
659 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
663 if (m_idx <= 0) /* To player */
665 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
667 if (autosave_l) do_cmd_save_game(TRUE);
669 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
674 p_ptr->inside_quest = 0;
675 p_ptr->leaving = TRUE;
681 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
683 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
687 if (m_idx <= 0) /* To player */
689 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
691 if (autosave_l) do_cmd_save_game(TRUE);
693 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
696 p_ptr->leaving = TRUE;
702 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
704 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
707 if (m_idx <= 0) /* To player */
709 /* Never reach this code on the surface */
710 /* if (!dun_level) dungeon_type = p_ptr->recall_dungeon; */
712 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
714 if (autosave_l) do_cmd_save_game(TRUE);
716 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
719 p_ptr->leaving = TRUE;
723 /* Monster level teleportation is simple deleting now */
726 monster_type *m_ptr = &m_list[m_idx];
728 /* Check for quest completion */
729 check_quest_completion(m_ptr);
731 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
735 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
736 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
739 delete_monster_idx(m_idx);
742 sound(SOUND_TPLEVEL);
747 * @brief これまでに入ったダンジョンの一覧を表示し、選択させる。
748 * @param note ダンジョンに施す処理記述
751 * @return 選択されたダンジョンID
753 DUNGEON_IDX choose_dungeon(cptr note, POSITION y, POSITION x)
755 DUNGEON_IDX select_dungeon;
760 /* Hack -- No need to choose dungeon in some case */
761 if (lite_town || vanilla_town || ironman_downward)
763 if (max_dlv[DUNGEON_ANGBAND]) return DUNGEON_ANGBAND;
766 msg_format(_("まだ%sに入ったことはない。", "You haven't entered %s yet."), d_name + d_info[DUNGEON_ANGBAND].name);
772 /* Allocate the "dun" array */
773 C_MAKE(dun, max_d_idx, s16b);
776 for(i = 1; i < max_d_idx; i++)
781 if (!d_info[i].maxdepth) continue;
782 if (!max_dlv[i]) continue;
783 if (d_info[i].final_guardian)
785 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
787 else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
789 sprintf(buf,_(" %c) %c%-12s : 最大 %d 階", " %c) %c%-16s : Max level %d"),
790 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, (int)max_dlv[i]);
791 prt(buf, y + num, x);
797 prt(_(" 選べるダンジョンがない。", " No dungeon is available."), y, x);
800 prt(format(_("どのダンジョン%sしますか:", "Which dungeon do you %s?: "), note), 0, 0);
804 if ((i == ESCAPE) || !num)
806 /* Free the "dun" array */
807 C_KILL(dun, max_d_idx, s16b);
812 if (i >= 'a' && i <('a'+num))
814 select_dungeon = dun[i-'a'];
821 /* Free the "dun" array */
822 C_KILL(dun, max_d_idx, s16b);
824 return select_dungeon;
829 * @brief プレイヤーの帰還発動及び中止処理 /
830 * Recall the player to town or dungeon
831 * @param turns 発動までのターン数
834 bool recall_player(TIME_EFFECT turns)
837 * TODO: Recall the player to the last
838 * visited town when in the wilderness
842 if (p_ptr->inside_arena || ironman_downward)
844 msg_print(_("何も起こらなかった。", "Nothing happens."));
848 if (dun_level && (max_dlv[dungeon_type] > dun_level) && !p_ptr->inside_quest && !p_ptr->word_recall)
850 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? ")))
852 max_dlv[dungeon_type] = dun_level;
854 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, _("帰還のときに", "when recall from dungeon"));
858 if (!p_ptr->word_recall)
862 DUNGEON_IDX select_dungeon;
863 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
864 if (!select_dungeon) return FALSE;
865 p_ptr->recall_dungeon = select_dungeon;
867 p_ptr->word_recall = turns;
868 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
869 p_ptr->redraw |= (PR_STATUS);
873 p_ptr->word_recall = 0;
874 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
875 p_ptr->redraw |= (PR_STATUS);
884 bool word_of_recall(void)
886 return(recall_player(randint0(21) + 15));
891 * @return リセット処理が実際に行われたらTRUEを返す
893 bool reset_recall(void)
895 int select_dungeon, dummy = 0;
899 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
902 if (ironman_downward)
904 msg_print(_("何も起こらなかった。", "Nothing happens."));
908 if (!select_dungeon) return FALSE;
910 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
911 (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
914 sprintf(tmp_val, "%d", (int)MAX(dun_level, 1));
916 /* Ask for a level */
917 if (get_string(ppp, tmp_val, 10))
919 /* Extract request */
920 dummy = atoi(tmp_val);
923 if (dummy < 1) dummy = 1;
926 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
927 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
929 max_dlv[select_dungeon] = dummy;
932 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
935 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);
937 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
950 * @brief プレイヤーの装備劣化処理 /
951 * Apply disenchantment to the player's stuff
952 * @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
953 * @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 /
954 * Return "TRUE" if the player notices anything
956 bool apply_disenchant(BIT_FLAGS mode)
960 char o_name[MAX_NLEN];
961 int to_h, to_d, to_a, pval;
963 /* Pick a random slot */
966 case 1: t = INVEN_RARM; break;
967 case 2: t = INVEN_LARM; break;
968 case 3: t = INVEN_BOW; break;
969 case 4: t = INVEN_BODY; break;
970 case 5: t = INVEN_OUTER; break;
971 case 6: t = INVEN_HEAD; break;
972 case 7: t = INVEN_HANDS; break;
973 case 8: t = INVEN_FEET; break;
977 o_ptr = &inventory[t];
979 /* No item, nothing happens */
980 if (!o_ptr->k_idx) return (FALSE);
982 /* Disenchant equipments only -- No disenchant on monster ball */
983 if (!object_is_weapon_armour_ammo(o_ptr))
986 /* Nothing to disenchant */
987 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
989 /* Nothing to notice */
994 /* Describe the object */
995 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
998 /* Artifacts have 71% chance to resist */
999 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
1003 msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
1005 msg_format("Your %s (%c) resist%s disenchantment!",
1006 o_name, index_to_label(t),
1007 ((o_ptr->number != 1) ? "" : "s"));
1016 /* Memorize old value */
1022 /* Disenchant tohit */
1023 if (o_ptr->to_h > 0) o_ptr->to_h--;
1024 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
1026 /* Disenchant todam */
1027 if (o_ptr->to_d > 0) o_ptr->to_d--;
1028 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
1030 /* Disenchant toac */
1031 if (o_ptr->to_a > 0) o_ptr->to_a--;
1032 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
1034 /* Disenchant pval (occasionally) */
1035 /* Unless called from wild_magic() */
1036 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
1038 if ((to_h != o_ptr->to_h) || (to_d != o_ptr->to_d) ||
1039 (to_a != o_ptr->to_a) || (pval != o_ptr->pval))
1043 msg_format("%s(%c)は劣化してしまった!",
1044 o_name, index_to_label(t) );
1046 msg_format("Your %s (%c) %s disenchanted!",
1047 o_name, index_to_label(t),
1048 ((o_ptr->number != 1) ? "were" : "was"));
1051 chg_virtue(V_HARMONY, 1);
1052 chg_virtue(V_ENCHANT, -2);
1054 /* Recalculate bonuses */
1055 p_ptr->update |= (PU_BONUS);
1058 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
1068 * @brief プレイヤーの突然変異処理
1071 void mutate_player(void)
1073 BASE_STATUS max1, cur1, max2, cur2;
1076 /* Pick a pair of stats */
1078 for (jj = ii; jj == ii; jj = randint0(6)) /* loop */;
1080 max1 = p_ptr->stat_max[ii];
1081 cur1 = p_ptr->stat_cur[ii];
1082 max2 = p_ptr->stat_max[jj];
1083 cur2 = p_ptr->stat_cur[jj];
1085 p_ptr->stat_max[ii] = max2;
1086 p_ptr->stat_cur[ii] = cur2;
1087 p_ptr->stat_max[jj] = max1;
1088 p_ptr->stat_cur[jj] = cur1;
1092 if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
1093 if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
1096 p_ptr->update |= (PU_BONUS);
1101 * @brief プレイヤーの因果混乱処理 / Apply Nexus
1102 * @param m_ptr 因果混乱をプレイヤーに与えたモンスターの情報参照ポインタ
1105 void apply_nexus(monster_type *m_ptr)
1107 switch (randint1(7))
1109 case 1: case 2: case 3:
1111 teleport_player(200, TELEPORT_PASSIVE);
1117 teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
1123 if (randint0(100) < p_ptr->skill_sav)
1125 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1129 /* Teleport Level */
1136 if (randint0(100) < p_ptr->skill_sav)
1138 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1142 msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
1151 * @brief 寿命つき光源の燃素追加処理 /
1152 * Charge a lite (torch or latern)
1155 void phlogiston(void)
1157 GAME_TURN max_flog = 0;
1158 object_type * o_ptr = &inventory[INVEN_LITE];
1161 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
1163 max_flog = FUEL_LAMP;
1167 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
1169 max_flog = FUEL_TORCH;
1172 /* No torch to refill */
1175 msg_print(_("燃素を消費するアイテムを装備していません。", "You are not wielding anything which uses phlogiston."));
1179 if (o_ptr->xtra4 >= max_flog)
1181 msg_print(_("このアイテムにはこれ以上燃素を補充できません。", "No more phlogiston can be put in this item."));
1186 o_ptr->xtra4 += (XTRA16)(max_flog / 2);
1189 msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
1192 if (o_ptr->xtra4 >= max_flog)
1194 o_ptr->xtra4 = (XTRA16)max_flog;
1195 msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
1198 /* Recalculate torch */
1199 p_ptr->update |= (PU_TORCH);
1204 * @brief 武器へのエゴ付加処理 /
1205 * Brand the current weapon
1206 * @param brand_type エゴ化ID(e_info.txtとは連動していない)
1209 void brand_weapon(int brand_type)
1216 /* Assume enchant weapon */
1217 item_tester_hook = object_allow_enchant_melee_weapon;
1218 item_tester_no_ryoute = TRUE;
1221 q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
1222 s = _("強化できる武器がない。", "You have nothing to enchant.");
1224 if (!get_item(&item, q, s, (USE_EQUIP))) return;
1226 /* Get the item (in the pack) */
1229 o_ptr = &inventory[item];
1232 /* Get the item (on the floor) */
1235 o_ptr = &o_list[0 - item];
1239 /* you can never modify artifacts / ego-items */
1240 /* you can never modify cursed items */
1241 /* TY: You _can_ modify broken items (if you're silly enough) */
1242 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1243 !object_is_cursed(o_ptr) &&
1244 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1245 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1246 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
1250 /* Let's get the name before it is changed... */
1251 char o_name[MAX_NLEN];
1252 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1257 if (o_ptr->tval == TV_SWORD)
1259 act = _("は鋭さを増した!", "becomes very sharp!");
1261 o_ptr->name2 = EGO_SHARPNESS;
1262 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, dun_level) + 1;
1264 if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
1269 act = _("は破壊力を増した!", "seems very powerful.");
1270 o_ptr->name2 = EGO_EARTHQUAKES;
1271 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, dun_level);
1275 act = _("は人間の血を求めている!", "seems to be looking for humans!");
1276 o_ptr->name2 = EGO_KILL_HUMAN;
1279 act = _("は電撃に覆われた!", "covered with lightning!");
1280 o_ptr->name2 = EGO_BRAND_ELEC;
1283 act = _("は酸に覆われた!", "coated with acid!");
1284 o_ptr->name2 = EGO_BRAND_ACID;
1287 act = _("は邪悪なる怪物を求めている!", "seems to be looking for evil monsters!");
1288 o_ptr->name2 = EGO_KILL_EVIL;
1291 act = _("は異世界の住人の肉体を求めている!", "seems to be looking for demons!");
1292 o_ptr->name2 = EGO_KILL_DEMON;
1295 act = _("は屍を求めている!", "seems to be looking for undead!");
1296 o_ptr->name2 = EGO_KILL_UNDEAD;
1299 act = _("は動物の血を求めている!", "seems to be looking for animals!");
1300 o_ptr->name2 = EGO_KILL_ANIMAL;
1303 act = _("はドラゴンの血を求めている!", "seems to be looking for dragons!");
1304 o_ptr->name2 = EGO_KILL_DRAGON;
1307 act = _("はトロルの血を求めている!", "seems to be looking for troll!s");
1308 o_ptr->name2 = EGO_KILL_TROLL;
1311 act = _("はオークの血を求めている!", "seems to be looking for orcs!");
1312 o_ptr->name2 = EGO_KILL_ORC;
1315 act = _("は巨人の血を求めている!", "seems to be looking for giants!");
1316 o_ptr->name2 = EGO_KILL_GIANT;
1319 act = _("は非常に不安定になったようだ。", "seems very unstable now.");
1320 o_ptr->name2 = EGO_TRUMP;
1321 o_ptr->pval = randint1(2);
1324 act = _("は血を求めている!", "thirsts for blood!");
1325 o_ptr->name2 = EGO_VAMPIRIC;
1328 act = _("は毒に覆われた。", "is coated with poison.");
1329 o_ptr->name2 = EGO_BRAND_POIS;
1332 act = _("は純ログルスに飲み込まれた。", "is engulfed in raw Logrus!");
1333 o_ptr->name2 = EGO_CHAOTIC;
1336 act = _("は炎のシールドに覆われた!", "is covered in a fiery shield!");
1337 o_ptr->name2 = EGO_BRAND_FIRE;
1340 act = _("は深く冷たいブルーに輝いた!", "glows deep, icy blue!");
1341 o_ptr->name2 = EGO_BRAND_COLD;
1345 msg_format(_("あなたの%s%s", "Your %s %s"), o_name, act);
1346 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1348 o_ptr->discount = 99;
1349 chg_virtue(V_ENCHANT, 2);
1353 if (flush_failure) flush();
1355 msg_print(_("属性付加に失敗した。", "The Branding failed."));
1356 chg_virtue(V_ENCHANT, -2);
1363 * @brief 虚無招来によるフロア中の全壁除去処理 /
1364 * Vanish all walls in this floor
1365 * @return 実際に処理が反映された場合TRUE
1367 static bool vanish_dungeon(void)
1371 feature_type *f_ptr;
1372 monster_type *m_ptr;
1375 /* Prevent vasishing of quest levels and town */
1376 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1381 /* Scan all normal grids */
1382 for (y = 1; y < cur_hgt - 1; y++)
1384 for (x = 1; x < cur_wid - 1; x++)
1386 c_ptr = &cave[y][x];
1388 /* Seeing true feature code (ignore mimic) */
1389 f_ptr = &f_info[c_ptr->feat];
1391 /* Lose room and vault */
1392 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1394 m_ptr = &m_list[c_ptr->m_idx];
1397 if (c_ptr->m_idx && MON_CSLEEP(m_ptr))
1399 /* Reset sleep counter */
1400 (void)set_monster_csleep(c_ptr->m_idx, 0);
1402 /* Notice the "waking up" */
1405 /* Acquire the monster name */
1406 monster_desc(m_name, m_ptr, 0);
1408 /* Dump a message */
1409 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1413 /* Process all walls, doors and patterns */
1414 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(y, x, FF_HURT_DISI);
1418 /* Special boundary walls -- Top and bottom */
1419 for (x = 0; x < cur_wid; x++)
1421 c_ptr = &cave[0][x];
1422 f_ptr = &f_info[c_ptr->mimic];
1424 /* Lose room and vault */
1425 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1427 /* Set boundary mimic if needed */
1428 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1430 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1432 /* Check for change to boring grid */
1433 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1436 c_ptr = &cave[cur_hgt - 1][x];
1437 f_ptr = &f_info[c_ptr->mimic];
1439 /* Lose room and vault */
1440 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1442 /* Set boundary mimic if needed */
1443 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1445 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1447 /* Check for change to boring grid */
1448 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1452 /* Special boundary walls -- Left and right */
1453 for (y = 1; y < (cur_hgt - 1); y++)
1455 c_ptr = &cave[y][0];
1456 f_ptr = &f_info[c_ptr->mimic];
1458 /* Lose room and vault */
1459 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1461 /* Set boundary mimic if needed */
1462 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1464 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1466 /* Check for change to boring grid */
1467 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1470 c_ptr = &cave[y][cur_wid - 1];
1471 f_ptr = &f_info[c_ptr->mimic];
1473 /* Lose room and vault */
1474 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1476 /* Set boundary mimic if needed */
1477 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1479 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1481 /* Check for change to boring grid */
1482 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1486 /* Mega-Hack -- Forget the view and lite */
1487 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
1490 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
1492 /* Update the monsters */
1493 p_ptr->update |= (PU_MONSTERS);
1496 p_ptr->redraw |= (PR_MAP);
1499 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1508 void call_the_(void)
1512 bool do_call = TRUE;
1514 for (i = 0; i < 9; i++)
1516 c_ptr = &cave[p_ptr->y + ddy_ddd[i]][p_ptr->x + ddx_ddd[i]];
1518 if (!cave_have_flag_grid(c_ptr, FF_PROJECT))
1520 if (!c_ptr->mimic || !have_flag(f_info[c_ptr->mimic].flags, FF_PROJECT) ||
1521 !permanent_wall(&f_info[c_ptr->feat]))
1531 for (i = 1; i < 10; i++)
1533 if (i - 5) fire_ball(GF_ROCKET, i, 175, 2);
1536 for (i = 1; i < 10; i++)
1538 if (i - 5) fire_ball(GF_MANA, i, 175, 3);
1541 for (i = 1; i < 10; i++)
1543 if (i - 5) fire_ball(GF_NUKE, i, 175, 4);
1547 /* Prevent destruction of quest levels and town */
1548 else if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1550 msg_print(_("地面が揺れた。", "The ground trembles."));
1556 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
1557 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
1558 msg_print("大きな爆発音があった!");
1560 msg_format("You %s the %s too close to a wall!",
1561 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1562 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1563 msg_print("There is a loud explosion!");
1568 if (!vanish_dungeon()) msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon silences a moment."));
1572 if (destroy_area(p_ptr->y, p_ptr->x, 15 + p_ptr->lev + randint0(11), FALSE))
1573 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
1575 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
1578 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1584 * @brief アイテム引き寄せ処理 /
1585 * Fetch an item (teleport it right underneath the caster)
1586 * @param dir 魔法の発動方向
1588 * @param require_los 射線の通りを要求するならばTRUE
1591 void fetch(DIRECTION dir, WEIGHT wgt, bool require_los)
1597 char o_name[MAX_NLEN];
1599 /* Check to see if an object is already there */
1600 if (cave[p_ptr->y][p_ptr->x].o_idx)
1602 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."));
1607 if (dir == 5 && target_okay())
1612 if (distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE)
1614 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!"));
1618 c_ptr = &cave[ty][tx];
1620 /* We need an item to fetch */
1623 msg_print(_("そこには何もありません。", "There is no object at this place."));
1627 /* No fetching from vault */
1628 if (c_ptr->info & CAVE_ICKY)
1630 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."));
1634 /* We need to see the item */
1637 if (!player_has_los_bold(ty, tx))
1639 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."));
1642 else if (!projectable(p_ptr->y, p_ptr->x, ty, tx))
1644 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
1651 /* Use a direction */
1652 ty = p_ptr->y; /* Where to drop the item */
1659 c_ptr = &cave[ty][tx];
1661 if ((distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE) ||
1662 !cave_have_flag_bold(ty, tx, FF_PROJECT)) return;
1664 while (!c_ptr->o_idx);
1667 o_ptr = &o_list[c_ptr->o_idx];
1669 if (o_ptr->weight > wgt)
1671 /* Too heavy to 'fetch' */
1672 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
1677 c_ptr->o_idx = o_ptr->next_o_idx;
1678 cave[p_ptr->y][p_ptr->x].o_idx = i; /* 'move' it */
1680 o_ptr->next_o_idx = 0;
1681 o_ptr->iy = (byte)p_ptr->y;
1682 o_ptr->ix = (byte)p_ptr->x;
1684 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1685 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);
1687 note_spot(p_ptr->y, p_ptr->x);
1688 p_ptr->redraw |= PR_MAP;
1695 void alter_reality(void)
1697 /* Ironman option */
1698 if (p_ptr->inside_arena || ironman_downward)
1700 msg_print(_("何も起こらなかった。", "Nothing happens."));
1704 if (!p_ptr->alter_reality)
1706 TIME_EFFECT turns = randint0(21) + 15;
1708 p_ptr->alter_reality = turns;
1709 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
1711 p_ptr->redraw |= (PR_STATUS);
1715 p_ptr->alter_reality = 0;
1716 msg_print(_("景色が元に戻った...", "The view around you got back..."));
1717 p_ptr->redraw |= (PR_STATUS);
1724 * @brief 守りのルーン設置処理 /
1725 * Leave a "glyph of warding" which prevents monster movement
1726 * @return 実際に設置が行われた場合TRUEを返す
1728 bool warding_glyph(void)
1731 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1733 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1737 /* Create a glyph */
1738 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1739 cave[p_ptr->y][p_ptr->x].mimic = feat_glyph;
1742 note_spot(p_ptr->y, p_ptr->x);
1745 lite_spot(p_ptr->y, p_ptr->x);
1752 * @return 実際に設置が行われた場合TRUEを返す
1754 bool place_mirror(void)
1757 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1759 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1763 /* Create a mirror */
1764 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1765 cave[p_ptr->y][p_ptr->x].mimic = feat_mirror;
1767 /* Turn on the light */
1768 cave[p_ptr->y][p_ptr->x].info |= CAVE_GLOW;
1771 note_spot(p_ptr->y, p_ptr->x);
1774 lite_spot(p_ptr->y, p_ptr->x);
1776 update_local_illumination(p_ptr->y, p_ptr->x);
1783 * @brief 爆発のルーン設置処理 /
1784 * Leave an "explosive rune" which prevents monster movement
1785 * @return 実際に設置が行われた場合TRUEを返す
1787 bool explosive_rune(void)
1790 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1792 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1796 /* Create a glyph */
1797 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1798 cave[p_ptr->y][p_ptr->x].mimic = feat_explosive_rune;
1801 note_spot(p_ptr->y, p_ptr->x);
1804 lite_spot(p_ptr->y, p_ptr->x);
1811 * @brief 全所持アイテム鑑定処理 /
1812 * Identify everything being carried.
1813 * Done by a potion of "self knowledge".
1816 void identify_pack(void)
1820 /* Simply identify and know every item */
1821 for (i = 0; i < INVEN_TOTAL; i++)
1823 object_type *o_ptr = &inventory[i];
1825 /* Skip non-objects */
1826 if (!o_ptr->k_idx) continue;
1829 identify_item(o_ptr);
1831 /* Auto-inscription */
1832 autopick_alter_item(i, FALSE);
1838 * @brief 装備強化処理の失敗率定数(千分率) /
1839 * Used by the "enchant" function (chance of failure)
1840 * (modified for Zangband, we need better stuff there...) -- TY
1843 static int enchant_table[16] =
1845 0, 10, 50, 100, 200,
1846 300, 400, 500, 650, 800,
1847 950, 987, 993, 995, 998,
1854 * Removes curses from items in inventory
1855 * @param all 軽い呪いまでの解除ならば0
1856 * @return 解呪されたアイテムの数
1859 * Note that Items which are "Perma-Cursed" (The One Ring,
1860 * The Crown of Morgoth) can NEVER be uncursed.
1862 * Note that if "all" is FALSE, then Items which are
1863 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1864 * will not be uncursed.
1867 static int remove_curse_aux(int all)
1871 /* Attempt to uncurse items being worn */
1872 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1874 object_type *o_ptr = &inventory[i];
1876 /* Skip non-objects */
1877 if (!o_ptr->k_idx) continue;
1879 /* Uncursed already */
1880 if (!object_is_cursed(o_ptr)) continue;
1882 /* Heavily Cursed Items need a special spell */
1883 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1885 /* Perma-Cursed Items can NEVER be uncursed */
1886 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1889 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1894 o_ptr->curse_flags = 0L;
1896 /* Hack -- Assume felt */
1897 o_ptr->ident |= (IDENT_SENSE);
1900 o_ptr->feeling = FEEL_NONE;
1902 /* Recalculate the bonuses */
1903 p_ptr->update |= (PU_BONUS);
1906 p_ptr->window |= (PW_EQUIP);
1908 /* Count the uncursings */
1914 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."));
1916 /* Return "something uncursed" */
1922 * @brief 装備の軽い呪い解呪処理 /
1923 * Remove most curses
1924 * @return 解呪に成功した装備数
1926 int remove_curse(void)
1928 return (remove_curse_aux(FALSE));
1932 * @brief 装備の重い呪い解呪処理 /
1934 * @return 解呪に成功した装備数
1936 int remove_all_curse(void)
1938 return (remove_curse_aux(TRUE));
1943 * @brief アイテムの価値に応じた錬金術処理 /
1944 * Turns an object into gold, gain some of its value in a shop
1945 * @return 処理が実際に行われたらTRUEを返す
1951 ITEM_NUMBER old_number;
1955 char o_name[MAX_NLEN];
1956 char out_val[MAX_NLEN+40];
1960 /* Hack -- force destruction */
1961 if (command_arg > 0) force = TRUE;
1964 q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
1965 s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
1967 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
1969 /* Get the item (in the pack) */
1972 o_ptr = &inventory[item];
1975 /* Get the item (on the floor) */
1978 o_ptr = &o_list[0 - item];
1982 /* See how many items */
1983 if (o_ptr->number > 1)
1985 /* Get a quantity */
1986 amt = get_quantity(NULL, o_ptr->number);
1988 /* Allow user abort */
1989 if (amt <= 0) return FALSE;
1993 /* Describe the object */
1994 old_number = o_ptr->number;
1995 o_ptr->number = amt;
1996 object_desc(o_name, o_ptr, 0);
1997 o_ptr->number = old_number;
1999 /* Verify unless quantity given */
2002 if (confirm_destroy || (object_value(o_ptr) > 0))
2004 /* Make a verification */
2005 sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
2006 if (!get_check(out_val)) return FALSE;
2010 /* Artifacts cannot be destroyed */
2011 if (!can_player_destroy_object(o_ptr))
2014 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);
2020 price = object_value_real(o_ptr);
2025 msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
2031 if (amt > 1) price *= amt;
2033 if (price > 30000) price = 30000;
2034 msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
2039 p_ptr->redraw |= (PR_GOLD);
2042 p_ptr->window |= (PW_PLAYER);
2046 /* Eliminate the item (from the pack) */
2049 inven_item_increase(item, -amt);
2050 inven_item_describe(item);
2051 inven_item_optimize(item);
2054 /* Eliminate the item (from the floor) */
2057 floor_item_increase(0 - item, -amt);
2058 floor_item_describe(0 - item);
2059 floor_item_optimize(0 - item);
2067 * @brief 呪いの打ち破り処理 /
2068 * Break the curse of an item
2069 * @param o_ptr 呪い装備情報の参照ポインタ
2072 static void break_curse(object_type *o_ptr)
2074 if (object_is_cursed(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
2076 msg_print(_("かけられていた呪いが打ち破られた!", "The curse is broken!"));
2078 o_ptr->curse_flags = 0L;
2079 o_ptr->ident |= (IDENT_SENSE);
2080 o_ptr->feeling = FEEL_NONE;
2087 * Enchants a plus onto an item. -RAK-
2088 * @param o_ptr 強化するアイテムの参照ポインタ
2090 * @param eflag 強化オプション(命中/ダメージ/AC)
2091 * @return 強化に成功した場合TRUEを返す
2094 * Revamped! Now takes item pointer, number of times to try enchanting,
2095 * and a flag of what to try enchanting. Artifacts resist enchantment
2096 * some of the time, and successful enchantment to at least +0 might
2097 * break a curse on the item. -CFT-
2099 * Note that an item can technically be enchanted all the way to +15 if
2100 * you wait a very, very, long time. Going from +9 to +10 only works
2101 * about 5% of the time, and from +10 to +11 only about 1% of the time.
2103 * Note that this function can now be used on "piles" of items, and
2104 * the larger the pile, the lower the chance of success.
2107 bool enchant(object_type *o_ptr, int n, int eflag)
2109 int i, chance, prob;
2111 bool a = object_is_artifact(o_ptr);
2112 bool force = (eflag & ENCH_FORCE);
2115 /* Large piles resist enchantment */
2116 prob = o_ptr->number * 100;
2118 /* Missiles are easy to enchant */
2119 if ((o_ptr->tval == TV_BOLT) ||
2120 (o_ptr->tval == TV_ARROW) ||
2121 (o_ptr->tval == TV_SHOT))
2127 for (i = 0; i < n; i++)
2129 /* Hack -- Roll for pile resistance */
2130 if (!force && randint0(prob) >= 100) continue;
2132 /* Enchant to hit */
2133 if (eflag & ENCH_TOHIT)
2135 if (o_ptr->to_h < 0) chance = 0;
2136 else if (o_ptr->to_h > 15) chance = 1000;
2137 else chance = enchant_table[o_ptr->to_h];
2139 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2144 /* only when you get it above -1 -CFT */
2145 if (o_ptr->to_h >= 0)
2150 /* Enchant to damage */
2151 if (eflag & ENCH_TODAM)
2153 if (o_ptr->to_d < 0) chance = 0;
2154 else if (o_ptr->to_d > 15) chance = 1000;
2155 else chance = enchant_table[o_ptr->to_d];
2157 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2162 /* only when you get it above -1 -CFT */
2163 if (o_ptr->to_d >= 0)
2168 /* Enchant to armor class */
2169 if (eflag & ENCH_TOAC)
2171 if (o_ptr->to_a < 0) chance = 0;
2172 else if (o_ptr->to_a > 15) chance = 1000;
2173 else chance = enchant_table[o_ptr->to_a];
2175 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2180 /* only when you get it above -1 -CFT */
2181 if (o_ptr->to_a >= 0)
2188 if (!res) return (FALSE);
2190 /* Recalculate bonuses */
2191 p_ptr->update |= (PU_BONUS);
2193 /* Combine / Reorder the pack (later) */
2194 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2197 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2207 * @brief 装備修正強化処理のメインルーチン /
2208 * Enchant an item (in the inventory or on the floor)
2209 * @param num_hit 命中修正量
2210 * @param num_dam ダメージ修正量
2211 * @param num_ac AC修正量
2212 * @return 強化に成功した場合TRUEを返す
2214 * Note that "num_ac" requires armour, else weapon
2215 * Returns TRUE if attempted, FALSE if cancelled
2217 bool enchant_spell(HIT_PROB num_hit, HIT_POINT num_dam, ARMOUR_CLASS num_ac)
2222 char o_name[MAX_NLEN];
2226 /* Assume enchant weapon */
2227 item_tester_hook = object_allow_enchant_weapon;
2228 item_tester_no_ryoute = TRUE;
2230 /* Enchant armor if requested */
2231 if (num_ac) item_tester_hook = object_is_armour;
2234 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2235 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2237 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2239 /* Get the item (in the pack) */
2242 o_ptr = &inventory[item];
2245 /* Get the item (on the floor) */
2248 o_ptr = &o_list[0 - item];
2253 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2257 msg_format("%s は明るく輝いた!",
2260 msg_format("%s %s glow%s brightly!",
2261 ((item >= 0) ? "Your" : "The"), o_name,
2262 ((o_ptr->number > 1) ? "" : "s"));
2267 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
2268 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
2269 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
2275 if (flush_failure) flush();
2278 msg_print(_("強化に失敗した。", "The enchantment failed."));
2280 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2283 chg_virtue(V_ENCHANT, 1);
2287 /* Something happened */
2293 * @brief アーティファクト生成の巻物処理 /
2294 * @return 生成が実際に試みられたらTRUEを返す
2296 bool artifact_scroll(void)
2301 char o_name[MAX_NLEN];
2305 item_tester_no_ryoute = TRUE;
2307 /* Enchant weapon/armour */
2308 item_tester_hook = item_tester_hook_nameless_weapon_armour;
2311 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2312 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2314 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2316 /* Get the item (in the pack) */
2319 o_ptr = &inventory[item];
2322 /* Get the item (on the floor) */
2325 o_ptr = &o_list[0 - item];
2330 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2334 msg_format("%s は眩い光を発した!",o_name);
2336 msg_format("%s %s radiate%s a blinding light!",
2337 ((item >= 0) ? "Your" : "The"), o_name,
2338 ((o_ptr->number > 1) ? "" : "s"));
2341 if (object_is_artifact(o_ptr))
2344 msg_format("%sは既に伝説のアイテムです!", o_name );
2346 msg_format("The %s %s already %s!",
2347 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2348 ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
2354 else if (object_is_ego(o_ptr))
2357 msg_format("%sは既に名のあるアイテムです!", o_name );
2359 msg_format("The %s %s already %s!",
2360 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2361 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
2367 else if (o_ptr->xtra3)
2370 msg_format("%sは既に強化されています!", o_name );
2372 msg_format("The %s %s already %s!",
2373 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2374 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
2380 if (o_ptr->number > 1)
2383 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!");
2384 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
2386 msg_print("Not enough enough energy to enchant more than one object!");
2387 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
2392 inven_item_increase(item, 1-(o_ptr->number));
2396 floor_item_increase(0-item, 1-(o_ptr->number));
2399 okay = create_artifact(o_ptr, TRUE);
2406 if (flush_failure) flush();
2409 msg_print(_("強化に失敗した。", "The enchantment failed."));
2411 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2415 if (record_rand_art)
2418 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2419 do_cmd_write_nikki(NIKKI_ART_SCROLL, 0, o_name);
2421 chg_virtue(V_ENCHANT, 1);
2426 /* Something happened */
2433 * Identify an object
2434 * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
2435 * @return 実際に鑑定できたらTRUEを返す
2437 bool identify_item(object_type *o_ptr)
2439 bool old_known = FALSE;
2440 char o_name[MAX_NLEN];
2443 object_desc(o_name, o_ptr, 0);
2445 if (o_ptr->ident & IDENT_KNOWN)
2448 if (!(o_ptr->ident & (IDENT_MENTAL)))
2450 if (object_is_artifact(o_ptr) || one_in_(5))
2451 chg_virtue(V_KNOWLEDGE, 1);
2454 /* Identify it fully */
2455 object_aware(o_ptr);
2456 object_known(o_ptr);
2458 /* Player touches it */
2459 o_ptr->marked |= OM_TOUCHED;
2461 /* Recalculate bonuses */
2462 p_ptr->update |= (PU_BONUS);
2464 /* Combine / Reorder the pack (later) */
2465 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2468 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2470 strcpy(record_o_name, o_name);
2474 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2476 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
2477 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2478 if(record_rand_art && !old_known && o_ptr->art_name)
2479 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2485 * @brief アイテム鑑定のメインルーチン処理 /
2486 * Identify an object in the inventory (or on the floor)
2487 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2488 * @return 実際に鑑定を行ったならばTRUEを返す
2490 * This routine does *not* automatically combine objects.
2491 * Returns TRUE if something was identified, else FALSE.
2493 bool ident_spell(bool only_equip)
2497 char o_name[MAX_NLEN];
2501 item_tester_no_ryoute = TRUE;
2504 item_tester_hook = item_tester_hook_identify_weapon_armour;
2506 item_tester_hook = item_tester_hook_identify;
2510 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
2515 item_tester_hook = object_is_weapon_armour_ammo;
2517 item_tester_hook = NULL;
2519 q = _("すべて鑑定済みです。 ", "All items are identified. ");
2523 s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
2525 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2527 /* Get the item (in the pack) */
2530 o_ptr = &inventory[item];
2533 /* Get the item (on the floor) */
2536 o_ptr = &o_list[0 - item];
2540 old_known = identify_item(o_ptr);
2543 object_desc(o_name, o_ptr, 0);
2546 if (item >= INVEN_RARM)
2548 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2552 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2556 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2559 /* Auto-inscription/destroy */
2560 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2562 /* Something happened */
2568 * @brief アイテム凡庸化のメインルーチン処理 /
2569 * Identify an object in the inventory (or on the floor)
2570 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2571 * @return 実際に凡庸化をを行ったならばTRUEを返す
2574 * Mundanify an object in the inventory (or on the floor)
2575 * This routine does *not* automatically combine objects.
2576 * Returns TRUE if something was mundanified, else FALSE.
2579 bool mundane_spell(bool only_equip)
2585 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
2586 item_tester_no_ryoute = TRUE;
2589 q = _("どれを使いますか?", "Use which item? ");
2590 s = _("使えるものがありません。", "You have nothing you can use.");
2592 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2594 /* Get the item (in the pack) */
2597 o_ptr = &inventory[item];
2600 /* Get the item (on the floor) */
2603 o_ptr = &o_list[0 - item];
2607 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
2609 POSITION iy = o_ptr->iy; /* Y-position on map, or zero */
2610 POSITION ix = o_ptr->ix; /* X-position on map, or zero */
2611 s16b next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
2612 byte marked = o_ptr->marked; /* Object is marked */
2613 s16b weight = o_ptr->number * o_ptr->weight;
2614 u16b inscription = o_ptr->inscription;
2617 object_prep(o_ptr, o_ptr->k_idx);
2621 o_ptr->next_o_idx = next_o_idx;
2622 o_ptr->marked = marked;
2623 o_ptr->inscription = inscription;
2624 if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
2628 /* Something happened */
2633 * @brief アイテム*鑑定*のメインルーチン処理 /
2634 * Identify an object in the inventory (or on the floor)
2635 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2636 * @return 実際に鑑定を行ったならばTRUEを返す
2638 * Fully "identify" an object in the inventory -BEN-
2639 * This routine returns TRUE if an item was identified.
2641 bool identify_fully(bool only_equip)
2645 char o_name[MAX_NLEN];
2649 item_tester_no_ryoute = TRUE;
2651 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
2653 item_tester_hook = item_tester_hook_identify_fully;
2657 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
2662 item_tester_hook = object_is_weapon_armour_ammo;
2664 item_tester_hook = NULL;
2666 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
2670 s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
2672 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2674 /* Get the item (in the pack) */
2677 o_ptr = &inventory[item];
2680 /* Get the item (on the floor) */
2683 o_ptr = &o_list[0 - item];
2687 old_known = identify_item(o_ptr);
2689 /* Mark the item as fully known */
2690 o_ptr->ident |= (IDENT_MENTAL);
2696 object_desc(o_name, o_ptr, 0);
2699 if (item >= INVEN_RARM)
2701 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2705 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2709 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2712 /* Describe it fully */
2713 (void)screen_object(o_ptr, 0L);
2715 /* Auto-inscription/destroy */
2716 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2726 * Recharge a wand/staff/rod from the pack or on the floor.
2727 * This function has been rewritten in Oangband and ZAngband.
2728 * @param power 充填パワー
2729 * @return ターン消費を要する処理まで進んだらTRUEを返す
2731 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
2732 * Chaos -- Arcane Binding --> recharge(90)
2734 * Scroll of recharging --> recharge(130)
2735 * Artifact activation/Thingol --> recharge(130)
2737 * It is harder to recharge high level, and highly charged wands,
2738 * staffs, and rods. The more wands in a stack, the more easily and
2739 * strongly they recharge. Staffs, however, each get fewer charges if
2742 * XXX XXX XXX Beware of "sliding index errors".
2744 bool recharge(int power)
2748 int recharge_strength;
2749 TIME_EFFECT recharge_amount;
2758 char o_name[MAX_NLEN];
2760 /* Only accept legal items */
2761 item_tester_hook = item_tester_hook_recharge;
2764 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
2765 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
2767 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
2769 /* Get the item (in the pack) */
2772 o_ptr = &inventory[item];
2775 /* Get the item (on the floor) */
2778 o_ptr = &o_list[0 - item];
2781 /* Get the object kind. */
2782 k_ptr = &k_info[o_ptr->k_idx];
2784 /* Extract the object "level" */
2785 lev = k_info[o_ptr->k_idx].level;
2788 /* Recharge a rod */
2789 if (o_ptr->tval == TV_ROD)
2791 /* Extract a recharge strength by comparing object level to power. */
2792 recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
2796 if (one_in_(recharge_strength))
2798 /* Activate the failure code. */
2805 /* Recharge amount */
2806 recharge_amount = (power * damroll(3, 2));
2808 /* Recharge by that amount */
2809 if (o_ptr->timeout > recharge_amount)
2810 o_ptr->timeout -= recharge_amount;
2817 /* Recharge wand/staff */
2820 /* Extract a recharge strength by comparing object level to power.
2821 * Divide up a stack of wands' charges to calculate charge penalty.
2823 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2824 recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
2826 /* All staffs, unstacked wands. */
2827 else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
2830 if (recharge_strength < 0) recharge_strength = 0;
2833 if (one_in_(recharge_strength))
2835 /* Activate the failure code. */
2839 /* If the spell didn't backfire, recharge the wand or staff. */
2842 /* Recharge based on the standard number of charges. */
2843 recharge_amount = randint1(1 + k_ptr->pval / 2);
2845 /* Multiple wands in a stack increase recharging somewhat. */
2846 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2849 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
2850 if (recharge_amount < 1) recharge_amount = 1;
2851 if (recharge_amount > 12) recharge_amount = 12;
2854 /* But each staff in a stack gets fewer additional charges,
2855 * although always at least one.
2857 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
2859 recharge_amount /= (TIME_EFFECT)o_ptr->number;
2860 if (recharge_amount < 1) recharge_amount = 1;
2863 /* Recharge the wand or staff. */
2864 o_ptr->pval += recharge_amount;
2867 /* Hack -- we no longer "know" the item */
2868 o_ptr->ident &= ~(IDENT_KNOWN);
2870 /* Hack -- we no longer think the item is empty */
2871 o_ptr->ident &= ~(IDENT_EMPTY);
2876 /* Inflict the penalties for failing a recharge. */
2879 /* Artifacts are never destroyed. */
2880 if (object_is_fixed_artifact(o_ptr))
2882 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2883 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);
2885 /* Artifact rods. */
2886 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
2887 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2889 /* Artifact wands and staffs. */
2890 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
2895 /* Get the object description */
2896 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2898 /*** Determine Seriousness of Failure ***/
2900 /* Mages recharge objects more safely. */
2901 if (IS_WIZARD_CLASS() || p_ptr->pclass == CLASS_MAGIC_EATER || p_ptr->pclass == CLASS_BLUE_MAGE)
2903 /* 10% chance to blow up one rod, otherwise draining. */
2904 if (o_ptr->tval == TV_ROD)
2906 if (one_in_(10)) fail_type = 2;
2909 /* 75% chance to blow up one wand, otherwise draining. */
2910 else if (o_ptr->tval == TV_WAND)
2912 if (!one_in_(3)) fail_type = 2;
2915 /* 50% chance to blow up one staff, otherwise no effect. */
2916 else if (o_ptr->tval == TV_STAFF)
2918 if (one_in_(2)) fail_type = 2;
2923 /* All other classes get no special favors. */
2926 /* 33% chance to blow up one rod, otherwise draining. */
2927 if (o_ptr->tval == TV_ROD)
2929 if (one_in_(3)) fail_type = 2;
2932 /* 20% chance of the entire stack, else destroy one wand. */
2933 else if (o_ptr->tval == TV_WAND)
2935 if (one_in_(5)) fail_type = 3;
2938 /* Blow up one staff. */
2939 else if (o_ptr->tval == TV_STAFF)
2945 /*** Apply draining and destruction. ***/
2947 /* Drain object or stack of objects. */
2950 if (o_ptr->tval == TV_ROD)
2952 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!"));
2954 if (o_ptr->timeout < 10000)
2955 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2957 else if (o_ptr->tval == TV_WAND)
2959 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);
2962 /* Staffs aren't drained. */
2965 /* Destroy an object or one in a stack of objects. */
2968 if (o_ptr->number > 1)
2969 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);
2971 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2973 /* Reduce rod stack maximum timeout, drain wands. */
2974 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
2975 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
2977 /* Reduce and describe inventory */
2980 inven_item_increase(item, -1);
2981 inven_item_describe(item);
2982 inven_item_optimize(item);
2985 /* Reduce and describe floor item */
2988 floor_item_increase(0 - item, -1);
2989 floor_item_describe(0 - item);
2990 floor_item_optimize(0 - item);
2994 /* Destroy all members of a stack of objects. */
2997 if (o_ptr->number > 1)
2998 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);
3000 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
3002 /* Reduce and describe inventory */
3005 inven_item_increase(item, -999);
3006 inven_item_describe(item);
3007 inven_item_optimize(item);
3010 /* Reduce and describe floor item */
3013 floor_item_increase(0 - item, -999);
3014 floor_item_describe(0 - item);
3015 floor_item_optimize(0 - item);
3021 /* Combine / Reorder the pack (later) */
3022 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3025 p_ptr->window |= (PW_INVEN);
3027 /* Something was done */
3035 * @return ターン消費を要する処理を行ったならばTRUEを返す
3037 bool bless_weapon(void)
3041 BIT_FLAGS flgs[TR_FLAG_SIZE];
3042 char o_name[MAX_NLEN];
3045 item_tester_no_ryoute = TRUE;
3047 /* Bless only weapons */
3048 item_tester_hook = object_is_weapon;
3051 q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
3052 s = _("祝福できる武器がありません。", "You have weapon to bless.");
3054 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3057 /* Get the item (in the pack) */
3060 o_ptr = &inventory[item];
3063 /* Get the item (on the floor) */
3066 o_ptr = &o_list[0 - item];
3071 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3073 /* Extract the flags */
3074 object_flags(o_ptr, flgs);
3076 if (object_is_cursed(o_ptr))
3078 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
3079 have_flag(flgs, TR_ADD_L_CURSE) ||
3080 have_flag(flgs, TR_ADD_H_CURSE) ||
3081 (o_ptr->curse_flags & TRC_PERMA_CURSE))
3084 msg_format("%sを覆う黒いオーラは祝福を跳ね返した!",
3087 msg_format("The black aura on %s %s disrupts the blessing!",
3088 ((item >= 0) ? "your" : "the"), o_name);
3095 msg_format("%s から邪悪なオーラが消えた。",
3098 msg_format("A malignant aura leaves %s %s.",
3099 ((item >= 0) ? "your" : "the"), o_name);
3104 o_ptr->curse_flags = 0L;
3106 /* Hack -- Assume felt */
3107 o_ptr->ident |= (IDENT_SENSE);
3110 o_ptr->feeling = FEEL_NONE;
3112 /* Recalculate the bonuses */
3113 p_ptr->update |= (PU_BONUS);
3116 p_ptr->window |= (PW_EQUIP);
3120 * Next, we try to bless it. Artifacts have a 1/3 chance of
3121 * being blessed, otherwise, the operation simply disenchants
3122 * them, godly power negating the magic. Ok, the explanation
3123 * is silly, but otherwise priests would always bless every
3124 * artifact weapon they find. Ego weapons and normal weapons
3125 * can be blessed automatically.
3127 if (have_flag(flgs, TR_BLESSED))
3130 msg_format("%s は既に祝福されている。",
3133 msg_format("%s %s %s blessed already.",
3134 ((item >= 0) ? "Your" : "The"), o_name,
3135 ((o_ptr->number > 1) ? "were" : "was"));
3141 if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
3145 msg_format("%sは輝いた!",
3148 msg_format("%s %s shine%s!",
3149 ((item >= 0) ? "Your" : "The"), o_name,
3150 ((o_ptr->number > 1) ? "" : "s"));
3153 add_flag(o_ptr->art_flags, TR_BLESSED);
3154 o_ptr->discount = 99;
3158 bool dis_happened = FALSE;
3159 msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
3161 /* Disenchant tohit */
3162 if (o_ptr->to_h > 0)
3165 dis_happened = TRUE;
3168 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
3170 /* Disenchant todam */
3171 if (o_ptr->to_d > 0)
3174 dis_happened = TRUE;
3177 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
3179 /* Disenchant toac */
3180 if (o_ptr->to_a > 0)
3183 dis_happened = TRUE;
3186 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
3190 msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
3193 msg_format("%s は劣化した!",
3196 msg_format("%s %s %s disenchanted!",
3197 ((item >= 0) ? "Your" : "The"), o_name,
3198 ((o_ptr->number > 1) ? "were" : "was"));
3204 /* Recalculate bonuses */
3205 p_ptr->update |= (PU_BONUS);
3208 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
3219 * @return ターン消費を要する処理を行ったならばTRUEを返す
3221 bool pulish_shield(void)
3225 BIT_FLAGS flgs[TR_FLAG_SIZE];
3226 char o_name[MAX_NLEN];
3229 item_tester_no_ryoute = TRUE;
3230 /* Assume enchant weapon */
3231 item_tester_tval = TV_SHIELD;
3234 q = _("どの盾を磨きますか?", "Pulish which weapon? ");
3235 s = _("磨く盾がありません。", "You have weapon to pulish.");
3237 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3240 /* Get the item (in the pack) */
3243 o_ptr = &inventory[item];
3246 /* Get the item (on the floor) */
3249 o_ptr = &o_list[0 - item];
3254 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3256 /* Extract the flags */
3257 object_flags(o_ptr, flgs);
3259 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
3260 !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
3263 msg_format("%sは輝いた!", o_name);
3265 msg_format("%s %s shine%s!",
3266 ((item >= 0) ? "Your" : "The"), o_name,
3267 ((o_ptr->number > 1) ? "" : "s"));
3269 o_ptr->name2 = EGO_REFLECTION;
3270 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
3272 o_ptr->discount = 99;
3273 chg_virtue(V_ENCHANT, 2);
3279 if (flush_failure) flush();
3281 msg_print(_("失敗した。", "Failed."));
3282 chg_virtue(V_ENCHANT, -2);
3292 * Potions "smash open" and cause an area effect when
3293 * @param who 薬破損の主体ID(プレイヤー所持アイテムが壊れた場合0、床上のアイテムの場合モンスターID)
3296 * @param k_idx 破損した薬のアイテムID
3297 * @return 薬を浴びたモンスターが起こるならばTRUEを返す
3300 * (1) they are shattered while in the player's inventory,
3301 * due to cold (etc) attacks;
3302 * (2) they are thrown at a monster, or obstacle;
3303 * (3) they are shattered by a "cold ball" or other such spell
3304 * while lying on the floor.
3307 * who --- who caused the potion to shatter (0=player)
3308 * potions that smash on the floor are assumed to
3309 * be caused by no-one (who = 1), as are those that
3310 * shatter inside the player inventory.
3311 * (Not anymore -- I changed this; TY)
3312 * y, x --- coordinates of the potion (or player if
3313 * the potion was in her inventory);
3314 * o_ptr --- pointer to the potion object.
3317 bool potion_smash_effect(MONSTER_IDX who, POSITION y, POSITION x, KIND_OBJECT_IDX k_idx)
3324 object_kind *k_ptr = &k_info[k_idx];
3326 switch (k_ptr->sval)
3328 case SV_POTION_SALT_WATER:
3329 case SV_POTION_SLIME_MOLD:
3330 case SV_POTION_LOSE_MEMORIES:
3331 case SV_POTION_DEC_STR:
3332 case SV_POTION_DEC_INT:
3333 case SV_POTION_DEC_WIS:
3334 case SV_POTION_DEC_DEX:
3335 case SV_POTION_DEC_CON:
3336 case SV_POTION_DEC_CHR:
3337 case SV_POTION_WATER: /* perhaps a 'water' attack? */
3338 case SV_POTION_APPLE_JUICE:
3341 case SV_POTION_INFRAVISION:
3342 case SV_POTION_DETECT_INVIS:
3343 case SV_POTION_SLOW_POISON:
3344 case SV_POTION_CURE_POISON:
3345 case SV_POTION_BOLDNESS:
3346 case SV_POTION_RESIST_HEAT:
3347 case SV_POTION_RESIST_COLD:
3348 case SV_POTION_HEROISM:
3349 case SV_POTION_BESERK_STRENGTH:
3350 case SV_POTION_RES_STR:
3351 case SV_POTION_RES_INT:
3352 case SV_POTION_RES_WIS:
3353 case SV_POTION_RES_DEX:
3354 case SV_POTION_RES_CON:
3355 case SV_POTION_RES_CHR:
3356 case SV_POTION_INC_STR:
3357 case SV_POTION_INC_INT:
3358 case SV_POTION_INC_WIS:
3359 case SV_POTION_INC_DEX:
3360 case SV_POTION_INC_CON:
3361 case SV_POTION_INC_CHR:
3362 case SV_POTION_AUGMENTATION:
3363 case SV_POTION_ENLIGHTENMENT:
3364 case SV_POTION_STAR_ENLIGHTENMENT:
3365 case SV_POTION_SELF_KNOWLEDGE:
3366 case SV_POTION_EXPERIENCE:
3367 case SV_POTION_RESISTANCE:
3368 case SV_POTION_INVULNERABILITY:
3369 case SV_POTION_NEW_LIFE:
3370 /* All of the above potions have no effect when shattered */
3372 case SV_POTION_SLOWNESS:
3377 case SV_POTION_POISON:
3382 case SV_POTION_BLINDNESS:
3386 case SV_POTION_CONFUSION: /* Booze */
3390 case SV_POTION_SLEEP:
3394 case SV_POTION_RUINATION:
3395 case SV_POTION_DETONATIONS:
3397 dam = damroll(25, 25);
3400 case SV_POTION_DEATH:
3401 dt = GF_DEATH_RAY; /* !! */
3402 dam = k_ptr->level * 10;
3406 case SV_POTION_SPEED:
3409 case SV_POTION_CURE_LIGHT:
3411 dam = damroll(2, 3);
3413 case SV_POTION_CURE_SERIOUS:
3415 dam = damroll(4, 3);
3417 case SV_POTION_CURE_CRITICAL:
3418 case SV_POTION_CURING:
3420 dam = damroll(6, 3);
3422 case SV_POTION_HEALING:
3424 dam = damroll(10, 10);
3426 case SV_POTION_RESTORE_EXP:
3431 case SV_POTION_LIFE:
3433 dam = damroll(50, 50);
3436 case SV_POTION_STAR_HEALING:
3438 dam = damroll(50, 50);
3441 case SV_POTION_RESTORE_MANA: /* MANA */
3443 dam = damroll(10, 10);
3450 (void)project(who, radius, y, x, dam, dt,
3451 (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
3453 /* XXX those potions that explode need to become "known" */
3459 * @brief プレイヤーの全既知呪文を表示する /
3460 * Hack -- Display all known spells in a window
3463 * XXX XXX XXX Need to analyze size of the window.
3464 * XXX XXX XXX Need more color coding.
3466 void display_spell_list(void)
3471 const magic_type *s_ptr;
3479 /* They have too many spells to list */
3480 if (p_ptr->pclass == CLASS_SORCERER) return;
3481 if (p_ptr->pclass == CLASS_RED_MAGE) return;
3484 if (p_ptr->pclass == CLASS_SNIPER)
3486 display_snipe_list();
3490 /* mind.c type classes */
3491 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3492 (p_ptr->pclass == CLASS_BERSERKER) ||
3493 (p_ptr->pclass == CLASS_NINJA) ||
3494 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3495 (p_ptr->pclass == CLASS_FORCETRAINER))
3498 int plev = p_ptr->lev;
3504 bool use_hp = FALSE;
3509 /* Display a list of spells */
3511 put_str(_("名前", "Name"), y, x + 5);
3512 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
3514 switch(p_ptr->pclass)
3516 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
3517 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
3518 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
3519 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
3520 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
3521 default: use_mind = 0;break;
3524 /* Dump the spells */
3525 for (i = 0; i < MAX_MIND_POWERS; i++)
3527 byte a = TERM_WHITE;
3529 /* Access the available spell */
3530 spell = mind_powers[use_mind].info[i];
3531 if (spell.min_lev > plev) break;
3533 /* Get the failure rate */
3534 chance = spell.fail;
3536 /* Reduce failure rate by "effective" level adjustment */
3537 chance -= 3 * (p_ptr->lev - spell.min_lev);
3539 /* Reduce failure rate by INT/WIS adjustment */
3540 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3544 /* Not enough mana to cast */
3545 if (spell.mana_cost > p_ptr->csp)
3547 chance += 5 * (spell.mana_cost - p_ptr->csp);
3553 /* Not enough hp to cast */
3554 if (spell.mana_cost > p_ptr->chp)
3561 /* Extract the minimum failure rate */
3562 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3564 /* Minimum failure rate */
3565 if (chance < minfail) chance = minfail;
3567 /* Stunning makes spells harder */
3568 if (p_ptr->stun > 50) chance += 25;
3569 else if (p_ptr->stun) chance += 15;
3571 /* Always a 5 percent chance of working */
3572 if (chance > 95) chance = 95;
3575 mindcraft_info(comment, use_mind, i);
3577 /* Dump the spell */
3578 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
3580 spell.min_lev, spell.mana_cost, chance, comment);
3582 Term_putstr(x, y + i + 1, -1, a, psi_desc);
3587 /* Cannot read spellbooks */
3588 if (REALM_NONE == p_ptr->realm1) return;
3590 /* Normal spellcaster with books */
3593 for (j = 0; j < ((p_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
3597 /* Reset vertical */
3600 /* Vertical location */
3601 y = (j < 3) ? 0 : (m[j - 3] + 2);
3603 /* Horizontal location */
3607 for (i = 0; i < 32; i++)
3609 byte a = TERM_WHITE;
3611 /* Access the spell */
3612 if (!is_magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2))
3614 s_ptr = &technic_info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - MIN_TECHNIC][i % 32];
3618 s_ptr = &mp_ptr->info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - 1][i % 32];
3621 strcpy(name, do_spell((j < 1) ? p_ptr->realm1 : p_ptr->realm2, i % 32, SPELL_NAME));
3624 if (s_ptr->slevel >= 99)
3627 strcpy(name, _("(判読不能)", "(illegible)"));
3635 ((p_ptr->spell_forgotten1 & (1L << i))) :
3636 ((p_ptr->spell_forgotten2 & (1L << (i % 32)))))
3643 else if (!((j < 1) ?
3644 (p_ptr->spell_learned1 & (1L << i)) :
3645 (p_ptr->spell_learned2 & (1L << (i % 32)))))
3652 else if (!((j < 1) ?
3653 (p_ptr->spell_worked1 & (1L << i)) :
3654 (p_ptr->spell_worked2 & (1L << (i % 32)))))
3660 /* Dump the spell --(-- */
3661 sprintf(out_val, "%c/%c) %-20.20s",
3662 I2A(n / 8), I2A(n % 8), name);
3667 /* Dump onto the window */
3668 Term_putstr(x, m[j], -1, a, out_val);
3678 * @brief 呪文の経験値を返す /
3679 * Returns experience of a spell
3681 * @param use_realm 魔法領域
3684 s16b experience_of_spell(int spell, int use_realm)
3686 if (p_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
3687 else if (p_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
3688 else if (use_realm == p_ptr->realm1) return p_ptr->spell_exp[spell];
3689 else if (use_realm == p_ptr->realm2) return p_ptr->spell_exp[spell + 32];
3695 * @brief 呪文の消費MPを返す /
3696 * Modify mana consumption rate using spell exp and p_ptr->dec_mana
3697 * @param need_mana 基本消費MP
3702 int mod_need_mana(int need_mana, int spell, int realm)
3704 #define MANA_CONST 2400
3706 #define DEC_MANA_DIV 3
3709 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
3712 * need_mana defaults if spell exp equals SPELL_EXP_EXPERT and !p_ptr->dec_mana.
3713 * MANA_CONST is used to calculate need_mana effected from spell proficiency.
3715 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(spell, realm)) + (MANA_CONST - 1);
3716 need_mana *= p_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
3717 need_mana /= MANA_CONST * MANA_DIV;
3718 if (need_mana < 1) need_mana = 1;
3721 /* Non-realm magic */
3724 if (p_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
3736 * @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) /
3737 * Modify spell fail rate
3738 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3739 * @param chance 修正前失敗率
3743 PERCENTAGE mod_spell_chance_1(PERCENTAGE chance)
3745 chance += p_ptr->to_m_chance;
3747 if (p_ptr->heavy_spell) chance += 20;
3749 if (p_ptr->dec_mana && p_ptr->easy_spell) chance -= 4;
3750 else if (p_ptr->easy_spell) chance -= 3;
3751 else if (p_ptr->dec_mana) chance -= 2;
3758 * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
3759 * Modify spell fail rate
3760 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3761 * @param chance 修正前失敗率
3763 * Modify spell fail rate (as "suffix" process)
3764 * Using p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3765 * Note: variable "chance" cannot be negative.
3768 PERCENTAGE mod_spell_chance_2(PERCENTAGE chance)
3770 if (p_ptr->dec_mana) chance--;
3772 if (p_ptr->heavy_spell) chance += 5;
3774 return MAX(chance, 0);
3779 * @brief 呪文の失敗率計算メインルーチン /
3780 * Returns spell chance of failure for spell -RAK-
3782 * @param use_realm 魔法領域ID
3785 PERCENTAGE spell_chance(SPELL_IDX spell, REALM_IDX use_realm)
3787 PERCENTAGE chance, minfail;
3788 const magic_type *s_ptr;
3789 MANA_POINT need_mana;
3790 PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
3793 /* Paranoia -- must be literate */
3794 if (!mp_ptr->spell_book) return (100);
3796 if (use_realm == REALM_HISSATSU) return 0;
3798 /* Access the spell */
3799 if (!is_magic(use_realm))
3801 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3805 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3808 /* Extract the base spell failure rate */
3809 chance = s_ptr->sfail;
3811 /* Reduce failure rate by "effective" level adjustment */
3812 chance -= 3 * (p_ptr->lev - s_ptr->slevel);
3814 /* Reduce failure rate by INT/WIS adjustment */
3815 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3818 chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
3820 /* Extract mana consumption rate */
3821 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3823 /* Not enough mana to cast */
3824 if (need_mana > p_ptr->csp)
3826 chance += 5 * (need_mana - p_ptr->csp);
3829 if ((use_realm != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
3831 /* Extract the minimum failure rate */
3832 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3835 * Non mage/priest characters never get too good
3836 * (added high mage, mindcrafter)
3838 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
3840 if (minfail < 5) minfail = 5;
3843 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
3844 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
3845 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
3847 chance = mod_spell_chance_1(chance);
3849 /* Goodness or evilness gives a penalty to failure rate */
3853 if ((p_ptr->align > 50) || (p_ptr->align < -50)) chance += penalty;
3855 case REALM_LIFE: case REALM_CRUSADE:
3856 if (p_ptr->align < -20) chance += penalty;
3858 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
3859 if (p_ptr->align > 20) chance += penalty;
3863 /* Minimum failure rate */
3864 if (chance < minfail) chance = minfail;
3866 /* Stunning makes spells harder */
3867 if (p_ptr->stun > 50) chance += 25;
3868 else if (p_ptr->stun) chance += 15;
3870 /* Always a 5 percent chance of working */
3871 if (chance > 95) chance = 95;
3873 if ((use_realm == p_ptr->realm1) || (use_realm == p_ptr->realm2)
3874 || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3876 s16b exp = experience_of_spell(spell, use_realm);
3877 if (exp >= SPELL_EXP_EXPERT) chance--;
3878 if (exp >= SPELL_EXP_MASTER) chance--;
3881 /* Return the chance */
3882 return mod_spell_chance_2(chance);
3887 * @brief 魔法が利用可能かどうかを返す /
3888 * Determine if a spell is "okay" for the player to cast or study
3889 * The spell must be legible, not forgotten, and also, to cast,
3890 * it must be known, and to study, it must not be known.
3892 * @param learned 使用可能な判定ならばTRUE、学習可能かどうかの判定ならばFALSE
3893 * @param study_pray 祈りの学習判定目的ならばTRUE
3894 * @param use_realm 魔法領域ID
3897 bool spell_okay(int spell, bool learned, bool study_pray, int use_realm)
3899 const magic_type *s_ptr;
3901 /* Access the spell */
3902 if (!is_magic(use_realm))
3904 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3908 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3911 /* Spell is illegal */
3912 if (s_ptr->slevel > p_ptr->lev) return (FALSE);
3914 /* Spell is forgotten */
3915 if ((use_realm == p_ptr->realm2) ?
3916 (p_ptr->spell_forgotten2 & (1L << spell)) :
3917 (p_ptr->spell_forgotten1 & (1L << spell)))
3923 if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
3924 if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
3926 /* Spell is learned */
3927 if ((use_realm == p_ptr->realm2) ?
3928 (p_ptr->spell_learned2 & (1L << spell)) :
3929 (p_ptr->spell_learned1 & (1L << spell)))
3932 return (!study_pray);
3935 /* Okay to study, not to cast */
3942 * @brief 呪文情報の表示処理 /
3943 * Print a list of spells (for browsing or casting or viewing)
3944 * @param target_spell 呪文ID
3945 * @param spells 表示するスペルID配列の参照ポインタ
3946 * @param num 表示するスペルの数(spellsの要素数)
3947 * @param y 表示メッセージ左上Y座標
3948 * @param x 表示メッセージ左上X座標
3949 * @param use_realm 魔法領域ID
3952 void print_spells(SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_LEN y, TERM_LEN x, REALM_IDX use_realm)
3954 int i, spell, exp_level, increment = 64;
3955 const magic_type *s_ptr;
3966 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && p_ptr->wizard)
3967 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
3969 /* Title the list */
3971 if (use_realm == REALM_HISSATSU)
3972 strcpy(buf,_(" Lv MP", " Lv SP"));
3974 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
3976 put_str(_("名前", "Name"), y, x + 5);
3977 put_str(buf, y, x + 29);
3979 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
3980 else if (use_realm == p_ptr->realm1) increment = 0;
3981 else if (use_realm == p_ptr->realm2) increment = 32;
3983 /* Dump the spells */
3984 for (i = 0; i < num; i++)
3986 /* Access the spell */
3989 /* Access the spell */
3990 if (!is_magic(use_realm))
3992 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3996 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3999 if (use_realm == REALM_HISSATSU)
4000 need_mana = s_ptr->smana;
4003 s16b exp = experience_of_spell(spell, use_realm);
4005 /* Extract mana consumption rate */
4006 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
4008 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
4009 else exp_level = spell_exp_level(exp);
4012 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
4013 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
4014 else if (s_ptr->slevel >= 99) max = TRUE;
4015 else if ((p_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
4017 strncpy(ryakuji, exp_level_str[exp_level], 4);
4022 if (use_menu && target_spell)
4024 if (i == (target_spell-1))
4025 strcpy(out_val, _(" 》 ", " > "));
4027 strcpy(out_val, " ");
4029 else sprintf(out_val, " %c) ", I2A(i));
4030 /* Skip illegible spells */
4031 if (s_ptr->slevel >= 99)
4033 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
4034 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
4038 /* XXX XXX Could label spells above the players level */
4040 /* Get extra info */
4041 strcpy(info, do_spell(use_realm, spell, SPELL_INFO));
4046 /* Assume spell is known and tried */
4047 line_attr = TERM_WHITE;
4049 /* Analyze the spell */
4050 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4052 if (s_ptr->slevel > p_ptr->max_plv)
4054 comment = _("未知", "unknown");
4055 line_attr = TERM_L_BLUE;
4057 else if (s_ptr->slevel > p_ptr->lev)
4059 comment = _("忘却", "forgotten");
4060 line_attr = TERM_YELLOW;
4063 else if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2))
4065 comment = _("未知", "unknown");
4066 line_attr = TERM_L_BLUE;
4068 else if ((use_realm == p_ptr->realm1) ?
4069 ((p_ptr->spell_forgotten1 & (1L << spell))) :
4070 ((p_ptr->spell_forgotten2 & (1L << spell))))
4072 comment = _("忘却", "forgotten");
4073 line_attr = TERM_YELLOW;
4075 else if (!((use_realm == p_ptr->realm1) ?
4076 (p_ptr->spell_learned1 & (1L << spell)) :
4077 (p_ptr->spell_learned2 & (1L << spell))))
4079 comment = _("未知", "unknown");
4080 line_attr = TERM_L_BLUE;
4082 else if (!((use_realm == p_ptr->realm1) ?
4083 (p_ptr->spell_worked1 & (1L << spell)) :
4084 (p_ptr->spell_worked2 & (1L << spell))))
4086 comment = _("未経験", "untried");
4087 line_attr = TERM_L_GREEN;
4090 /* Dump the spell --(-- */
4091 if (use_realm == REALM_HISSATSU)
4093 strcat(out_val, format("%-25s %2d %4d",
4094 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
4095 s_ptr->slevel, need_mana));
4099 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
4100 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
4101 (max ? '!' : ' '), ryakuji,
4102 s_ptr->slevel, need_mana, spell_chance(spell, use_realm), comment));
4104 c_prt(line_attr, out_val, y + i + 1, x);
4107 /* Clear the bottom line */
4108 prt("", y + i + 1, x);
4113 * @brief アイテムが酸で破損するかどうかを判定する
4114 * @param o_ptr アイテムの情報参照ポインタ
4115 * @return 破損するならばTRUEを返す
4116 * Note that amulets, rods, and high-level spell books are immune
4117 * to "inventory damage" of any kind. Also sling ammo and shovels.
4118 * Does a given class of objects (usually) hate acid?
4119 * Note that acid can either melt or corrode something.
4121 bool hates_acid(object_type *o_ptr)
4123 /* Analyze the type */
4124 switch (o_ptr->tval)
4126 /* Wearable items */
4146 /* Staffs/Scrolls are wood/paper */
4159 /* Junk is useless */
4173 * @brief アイテムが電撃で破損するかどうかを判定する /
4174 * Does a given object (usually) hate electricity?
4175 * @param o_ptr アイテムの情報参照ポインタ
4176 * @return 破損するならばTRUEを返す
4178 bool hates_elec(object_type *o_ptr)
4180 switch (o_ptr->tval)
4194 * @brief アイテムが火炎で破損するかどうかを判定する /
4195 * Does a given object (usually) hate fire?
4196 * @param o_ptr アイテムの情報参照ポインタ
4197 * @return 破損するならばTRUEを返す
4199 * Hafted/Polearm weapons have wooden shafts.
4200 * Arrows/Bows are mostly wooden.
4202 bool hates_fire(object_type *o_ptr)
4204 /* Analyze the type */
4205 switch (o_ptr->tval)
4223 case TV_SORCERY_BOOK:
4224 case TV_NATURE_BOOK:
4228 case TV_ARCANE_BOOK:
4230 case TV_DAEMON_BOOK:
4231 case TV_CRUSADE_BOOK:
4233 case TV_HISSATSU_BOOK:
4245 /* Staffs/Scrolls burn */
4258 * @brief アイテムが冷気で破損するかどうかを判定する /
4259 * Does a given object (usually) hate cold?
4260 * @param o_ptr アイテムの情報参照ポインタ
4261 * @return 破損するならばTRUEを返す
4263 bool hates_cold(object_type *o_ptr)
4265 switch (o_ptr->tval)
4280 * @brief アイテムが酸で破損するかどうかを判定する(メインルーチン) /
4282 * @param o_ptr アイテムの情報参照ポインタ
4283 * @return 破損するならばTRUEを返す
4286 int set_acid_destroy(object_type *o_ptr)
4288 BIT_FLAGS flgs[TR_FLAG_SIZE];
4289 if (!hates_acid(o_ptr)) return (FALSE);
4290 object_flags(o_ptr, flgs);
4291 if (have_flag(flgs, TR_IGNORE_ACID)) return (FALSE);
4297 * @brief アイテムが電撃で破損するかどうかを判定する(メインルーチン) /
4299 * @param o_ptr アイテムの情報参照ポインタ
4300 * @return 破損するならばTRUEを返す
4303 int set_elec_destroy(object_type *o_ptr)
4305 BIT_FLAGS flgs[TR_FLAG_SIZE];
4306 if (!hates_elec(o_ptr)) return (FALSE);
4307 object_flags(o_ptr, flgs);
4308 if (have_flag(flgs, TR_IGNORE_ELEC)) return (FALSE);
4314 * @brief アイテムが火炎で破損するかどうかを判定する(メインルーチン) /
4316 * @param o_ptr アイテムの情報参照ポインタ
4317 * @return 破損するならばTRUEを返す
4320 int set_fire_destroy(object_type *o_ptr)
4322 BIT_FLAGS flgs[TR_FLAG_SIZE];
4323 if (!hates_fire(o_ptr)) return (FALSE);
4324 object_flags(o_ptr, flgs);
4325 if (have_flag(flgs, TR_IGNORE_FIRE)) return (FALSE);
4331 * @brief アイテムが冷気で破損するかどうかを判定する(メインルーチン) /
4333 * @param o_ptr アイテムの情報参照ポインタ
4334 * @return 破損するならばTRUEを返す
4337 int set_cold_destroy(object_type *o_ptr)
4339 BIT_FLAGS flgs[TR_FLAG_SIZE];
4340 if (!hates_cold(o_ptr)) return (FALSE);
4341 object_flags(o_ptr, flgs);
4342 if (have_flag(flgs, TR_IGNORE_COLD)) return (FALSE);
4348 * @brief アイテムが指定確率で破損するかどうかを判定する /
4349 * Destroys a type of item on a given percent chance
4350 * @param typ 破損判定関数ポインタ
4352 * @return 破損したアイテムの数
4354 * Note that missiles are no longer necessarily all destroyed
4355 * Destruction taken from "melee.c" code for "stealing".
4356 * New-style wands and rods handled correctly. -LM-
4357 * Returns number of items destroyed.
4359 int inven_damage(inven_func typ, int perc)
4364 char o_name[MAX_NLEN];
4366 if (CHECK_MULTISHADOW()) return 0;
4368 if (p_ptr->inside_arena) return 0;
4370 /* Count the casualties */
4373 /* Scan through the slots backwards */
4374 for (i = 0; i < INVEN_PACK; i++)
4376 o_ptr = &inventory[i];
4378 /* Skip non-objects */
4379 if (!o_ptr->k_idx) continue;
4381 /* Hack -- for now, skip artifacts */
4382 if (object_is_artifact(o_ptr)) continue;
4384 /* Give this item slot a shot at death */
4387 /* Count the casualties */
4388 for (amt = j = 0; j < o_ptr->number; ++j)
4390 if (randint0(100) < perc) amt++;
4393 /* Some casualities */
4396 /* Get a description */
4397 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
4400 msg_format(_("%s(%c)が%s壊れてしまった!", "%sour %s (%c) %s destroyed!"),
4403 o_name, index_to_label(i),
4404 ((o_ptr->number > 1) ?
4405 ((amt == o_ptr->number) ? "全部" :
4406 (amt > 1 ? "何個か" : "一個")) : "") );
4408 ((o_ptr->number > 1) ?
4409 ((amt == o_ptr->number) ? "All of y" :
4410 (amt > 1 ? "Some of y" : "One of y")) : "Y"),
4411 o_name, index_to_label(i),
4412 ((amt > 1) ? "were" : "was"));
4416 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4417 msg_print("やりやがったな!");
4420 /* Potions smash open */
4421 if (object_is_potion(o_ptr))
4423 (void)potion_smash_effect(0, p_ptr->y, p_ptr->x, o_ptr->k_idx);
4426 /* Reduce the charges of rods/wands */
4427 reduce_charges(o_ptr, amt);
4429 /* Destroy "amt" items */
4430 inven_item_increase(i, -amt);
4431 inven_item_optimize(i);
4433 /* Count the casualties */
4439 /* Return the casualty count */
4445 * @brief 酸攻撃による装備のAC劣化処理 /
4446 * Acid has hit the player, attempt to affect some armor.
4447 * @return ACが実際に劣化したらTRUEを返す
4449 * Note that the "base armor" of an object never changes.
4450 * If any armor is damaged (or resists), the player takes less damage.
4452 static int minus_ac(void)
4454 object_type *o_ptr = NULL;
4455 BIT_FLAGS flgs[TR_FLAG_SIZE];
4456 char o_name[MAX_NLEN];
4459 /* Pick a (possibly empty) inventory slot */
4460 switch (randint1(7))
4462 case 1: o_ptr = &inventory[INVEN_RARM]; break;
4463 case 2: o_ptr = &inventory[INVEN_LARM]; break;
4464 case 3: o_ptr = &inventory[INVEN_BODY]; break;
4465 case 4: o_ptr = &inventory[INVEN_OUTER]; break;
4466 case 5: o_ptr = &inventory[INVEN_HANDS]; break;
4467 case 6: o_ptr = &inventory[INVEN_HEAD]; break;
4468 case 7: o_ptr = &inventory[INVEN_FEET]; break;
4471 /* Nothing to damage */
4472 if (!o_ptr->k_idx) return (FALSE);
4474 if (!object_is_armour(o_ptr)) return (FALSE);
4476 /* No damage left to be done */
4477 if (o_ptr->ac + o_ptr->to_a <= 0) return (FALSE);
4481 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4483 /* Extract the flags */
4484 object_flags(o_ptr, flgs);
4486 /* Object resists */
4487 if (have_flag(flgs, TR_IGNORE_ACID))
4489 msg_format(_("しかし%sには効果がなかった!", "Your %s is unaffected!"), o_name);
4494 msg_format(_("%sがダメージを受けた!", "Your %s is damaged!"), o_name);
4496 /* Damage the item */
4499 /* Calculate bonuses */
4500 p_ptr->update |= (PU_BONUS);
4503 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
4507 /* Item was damaged */
4513 * @brief 酸属性によるプレイヤー損害処理 /
4514 * Hurt the player with Acid
4515 * @param dam 基本ダメージ量
4516 * @param kb_str ダメージ原因記述
4517 * @param monspell 原因となったモンスター特殊攻撃ID
4518 * @param aura オーラよるダメージが原因ならばTRUE
4521 int acid_dam(HIT_POINT dam, cptr kb_str, int monspell, bool aura)
4524 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
4525 bool double_resist = IS_OPPOSE_ACID();
4527 /* Total Immunity */
4528 if (p_ptr->immune_acid || (dam <= 0))
4530 learn_spell(monspell);
4534 /* Vulnerability (Ouch!) */
4535 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
4536 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
4538 /* Resist the damage */
4539 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
4540 if (double_resist) dam = (dam + 2) / 3;
4542 if (aura || !CHECK_MULTISHADOW())
4544 if ((!(double_resist || p_ptr->resist_acid)) &&
4545 one_in_(HURT_CHANCE))
4546 (void)do_dec_stat(A_CHR);
4548 /* If any armor gets hit, defend the player */
4549 if (minus_ac()) dam = (dam + 1) / 2;
4553 get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
4555 /* Inventory damage */
4556 if (!aura && !(double_resist && p_ptr->resist_acid))
4557 inven_damage(set_acid_destroy, inv);
4563 * @brief 電撃属性によるプレイヤー損害処理 /
4564 * Hurt the player with electricity
4565 * @param dam 基本ダメージ量
4566 * @param kb_str ダメージ原因記述
4567 * @param monspell 原因となったモンスター特殊攻撃ID
4568 * @param aura オーラよるダメージが原因ならばTRUE
4571 int elec_dam(HIT_POINT dam, cptr kb_str, int monspell, bool aura)
4574 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
4575 bool double_resist = IS_OPPOSE_ELEC();
4577 /* Total immunity */
4578 if (p_ptr->immune_elec || (dam <= 0))
4580 learn_spell(monspell);
4584 /* Vulnerability (Ouch!) */
4585 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
4586 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
4587 if (prace_is_(RACE_ANDROID)) dam += dam / 3;
4589 /* Resist the damage */
4590 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
4591 if (double_resist) dam = (dam + 2) / 3;
4593 if (aura || !CHECK_MULTISHADOW())
4595 if ((!(double_resist || p_ptr->resist_elec)) &&
4596 one_in_(HURT_CHANCE))
4597 (void)do_dec_stat(A_DEX);
4601 get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
4603 /* Inventory damage */
4604 if (!aura && !(double_resist && p_ptr->resist_elec))
4605 inven_damage(set_elec_destroy, inv);
4612 * @brief 火炎属性によるプレイヤー損害処理 /
4613 * Hurt the player with Fire
4614 * @param dam 基本ダメージ量
4615 * @param kb_str ダメージ原因記述
4616 * @param monspell 原因となったモンスター特殊攻撃ID
4617 * @param aura オーラよるダメージが原因ならばTRUE
4620 int fire_dam(HIT_POINT dam, cptr kb_str, int monspell, bool aura)
4623 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
4624 bool double_resist = IS_OPPOSE_FIRE();
4626 /* Totally immune */
4627 if (p_ptr->immune_fire || (dam <= 0))
4629 learn_spell(monspell);
4633 /* Vulnerability (Ouch!) */
4634 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
4635 if (prace_is_(RACE_ENT)) dam += dam / 3;
4636 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
4638 /* Resist the damage */
4639 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
4640 if (double_resist) dam = (dam + 2) / 3;
4642 if (aura || !CHECK_MULTISHADOW())
4644 if ((!(double_resist || p_ptr->resist_fire)) &&
4645 one_in_(HURT_CHANCE))
4646 (void)do_dec_stat(A_STR);
4650 get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
4652 /* Inventory damage */
4653 if (!aura && !(double_resist && p_ptr->resist_fire))
4654 inven_damage(set_fire_destroy, inv);
4661 * @brief 冷気属性によるプレイヤー損害処理 /
4662 * Hurt the player with Cold
4663 * @param dam 基本ダメージ量
4664 * @param kb_str ダメージ原因記述
4665 * @param monspell 原因となったモンスター特殊攻撃ID
4666 * @param aura オーラよるダメージが原因ならばTRUE
4669 int cold_dam(HIT_POINT dam, cptr kb_str, int monspell, bool aura)
4672 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
4673 bool double_resist = IS_OPPOSE_COLD();
4675 /* Total immunity */
4676 if (p_ptr->immune_cold || (dam <= 0))
4678 learn_spell(monspell);
4682 /* Vulnerability (Ouch!) */
4683 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
4684 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
4686 /* Resist the damage */
4687 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
4688 if (double_resist) dam = (dam + 2) / 3;
4690 if (aura || !CHECK_MULTISHADOW())
4692 if ((!(double_resist || p_ptr->resist_cold)) &&
4693 one_in_(HURT_CHANCE))
4694 (void)do_dec_stat(A_STR);
4698 get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
4700 /* Inventory damage */
4701 if (!aura && !(double_resist && p_ptr->resist_cold))
4702 inven_damage(set_cold_destroy, inv);
4709 * @return ターン消費を要する処理を行ったならばTRUEを返す
4711 bool rustproof(void)
4715 char o_name[MAX_NLEN];
4718 item_tester_no_ryoute = TRUE;
4719 /* Select a piece of armour */
4720 item_tester_hook = object_is_armour;
4723 q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
4724 s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
4726 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return FALSE;
4728 /* Get the item (in the pack) */
4731 o_ptr = &inventory[item];
4734 /* Get the item (on the floor) */
4737 o_ptr = &o_list[0 - item];
4742 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4744 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
4746 if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
4749 msg_format("%sは新品同様になった!",o_name);
4751 msg_format("%s %s look%s as good as new!",
4752 ((item >= 0) ? "Your" : "The"), o_name,
4753 ((o_ptr->number > 1) ? "" : "s"));
4760 msg_format("%sは腐食しなくなった。", o_name);
4762 msg_format("%s %s %s now protected against corrosion.",
4763 ((item >= 0) ? "Your" : "The"), o_name,
4764 ((o_ptr->number > 1) ? "are" : "is"));
4776 * Curse the players armor
4777 * @return 実際に呪縛されたらTRUEを返す
4779 bool curse_armor(void)
4784 char o_name[MAX_NLEN];
4787 /* Curse the body armor */
4788 o_ptr = &inventory[INVEN_BODY];
4790 /* Nothing to curse */
4791 if (!o_ptr->k_idx) return (FALSE);
4795 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
4797 /* Attempt a saving throw for artifacts */
4798 if (object_is_artifact(o_ptr) && (randint0(100) < 50))
4802 msg_format("%sが%sを包み込もうとしたが、%sはそれを跳ね返した!",
4803 "恐怖の暗黒オーラ", "防具", o_name);
4805 msg_format("A %s tries to %s, but your %s resists the effects!",
4806 "terrible black aura", "surround your armor", o_name);
4811 /* not artifact or failed save... */
4815 msg_format(_("恐怖の暗黒オーラがあなたの%sを包み込んだ!", "A terrible black aura blasts your %s!"), o_name);
4816 chg_virtue(V_ENCHANT, -5);
4818 /* Blast the armor */
4820 o_ptr->name2 = EGO_BLASTED;
4821 o_ptr->to_a = 0 - randint1(5) - randint1(5);
4828 for (i = 0; i < TR_FLAG_SIZE; i++)
4829 o_ptr->art_flags[i] = 0;
4832 o_ptr->curse_flags = TRC_CURSED;
4835 o_ptr->ident |= (IDENT_BROKEN);
4837 /* Recalculate bonuses */
4838 p_ptr->update |= (PU_BONUS);
4840 /* Recalculate mana */
4841 p_ptr->update |= (PU_MANA);
4844 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4852 * Curse the players weapon
4853 * @param force 無条件に呪縛を行うならばTRUE
4854 * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
4855 * @return 実際に呪縛されたらTRUEを返す
4857 bool curse_weapon_object(bool force, object_type *o_ptr)
4860 char o_name[MAX_NLEN];
4862 /* Nothing to curse */
4863 if (!o_ptr->k_idx) return (FALSE);
4866 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
4868 /* Attempt a saving throw */
4869 if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
4873 msg_format("%sが%sを包み込もうとしたが、%sはそれを跳ね返した!",
4874 "恐怖の暗黒オーラ", "武器", o_name);
4876 msg_format("A %s tries to %s, but your %s resists the effects!",
4877 "terrible black aura", "surround your weapon", o_name);
4881 /* not artifact or failed save... */
4885 if (!force) msg_format(_("恐怖の暗黒オーラがあなたの%sを包み込んだ!", "A terrible black aura blasts your %s!"), o_name);
4886 chg_virtue(V_ENCHANT, -5);
4888 /* Shatter the weapon */
4890 o_ptr->name2 = EGO_SHATTERED;
4891 o_ptr->to_h = 0 - randint1(5) - randint1(5);
4892 o_ptr->to_d = 0 - randint1(5) - randint1(5);
4898 for (i = 0; i < TR_FLAG_SIZE; i++)
4899 o_ptr->art_flags[i] = 0;
4902 o_ptr->curse_flags = TRC_CURSED;
4905 o_ptr->ident |= (IDENT_BROKEN);
4907 /* Recalculate bonuses */
4908 p_ptr->update |= (PU_BONUS);
4910 /* Recalculate mana */
4911 p_ptr->update |= (PU_MANA);
4914 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4922 * @brief 武器呪縛処理のメインルーチン /
4923 * Curse the players weapon
4924 * @param force 無条件に呪縛を行うならばTRUE
4925 * @param slot 呪縛する武器の装備スロット
4926 * @return 実際に呪縛されたらTRUEを返す
4928 bool curse_weapon(bool force, int slot)
4930 /* Curse the weapon */
4931 return curse_weapon_object(force, &inventory[slot]);
4936 * @brief ボルトのエゴ化処理(火炎エゴのみ) /
4937 * Enchant some bolts
4940 bool brand_bolts(void)
4944 /* Use the first acceptable bolts */
4945 for (i = 0; i < INVEN_PACK; i++)
4947 object_type *o_ptr = &inventory[i];
4949 /* Skip non-bolts */
4950 if (o_ptr->tval != TV_BOLT) continue;
4952 /* Skip artifacts and ego-items */
4953 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
4956 /* Skip cursed/broken items */
4957 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
4960 if (randint0(100) < 75) continue;
4963 msg_print(_("クロスボウの矢が炎のオーラに包まれた!", "Your bolts are covered in a fiery aura!"));
4966 o_ptr->name2 = EGO_FLAME;
4969 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
4976 if (flush_failure) flush();
4979 msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
4987 * @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 /
4988 * Helper function -- return a "nearby" race for polymorphing
4989 * @param r_idx 基準となるモンスター種族ID
4990 * @return 変更先のモンスター種族ID
4992 * Note that this function is one of the more "dangerous" ones...
4994 static IDX poly_r_idx(MONRACE_IDX r_idx)
4996 monster_race *r_ptr = &r_info[r_idx];
5002 /* Hack -- Uniques/Questors never polymorph */
5003 if ((r_ptr->flags1 & RF1_UNIQUE) ||
5004 (r_ptr->flags1 & RF1_QUESTOR))
5007 /* Allowable range of "levels" for resulting monster */
5008 lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
5009 lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
5011 /* Pick a (possibly new) non-unique race */
5012 for (i = 0; i < 1000; i++)
5014 /* Pick a new race, using a level calculation */
5015 r = get_mon_num((dun_level + r_ptr->level) / 2 + 5);
5017 /* Handle failure */
5023 /* Ignore unique monsters */
5024 if (r_ptr->flags1 & RF1_UNIQUE) continue;
5026 /* Ignore monsters with incompatible levels */
5027 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
5029 /* Use that index */
5041 * @brief 指定座標にいるモンスターを変身させる /
5042 * Helper function -- return a "nearby" race for polymorphing
5045 * @return 実際に変身したらTRUEを返す
5047 bool polymorph_monster(POSITION y, POSITION x)
5049 cave_type *c_ptr = &cave[y][x];
5050 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5051 bool polymorphed = FALSE;
5052 MONRACE_IDX new_r_idx;
5053 MONRACE_IDX old_r_idx = m_ptr->r_idx;
5054 bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
5055 bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
5056 monster_type back_m;
5058 if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
5060 if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
5062 /* Memorize the monster before polymorphing */
5065 /* Pick a "new" monster race */
5066 new_r_idx = poly_r_idx(old_r_idx);
5068 /* Handle polymorph */
5069 if (new_r_idx != old_r_idx)
5071 BIT_FLAGS mode = 0L;
5072 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
5073 s16b this_o_idx, next_o_idx = 0;
5075 /* Get the monsters attitude */
5076 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
5077 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
5078 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
5080 /* Mega-hack -- ignore held objects */
5081 m_ptr->hold_o_idx = 0;
5083 /* "Kill" the "old" monster */
5084 delete_monster_idx(c_ptr->m_idx);
5086 /* Create a new monster (no groups) */
5087 if (place_monster_aux(0, y, x, new_r_idx, mode))
5089 m_list[hack_m_idx_ii].nickname = back_m.nickname;
5090 m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
5091 m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
5098 /* Placing the new monster failed */
5099 if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
5101 m_list[hack_m_idx_ii] = back_m;
5103 /* Re-initialize monster process */
5106 else preserve_hold_objects = FALSE;
5109 /* Mega-hack -- preserve held objects */
5110 if (preserve_hold_objects)
5112 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
5114 /* Acquire object */
5115 object_type *o_ptr = &o_list[this_o_idx];
5117 /* Acquire next object */
5118 next_o_idx = o_ptr->next_o_idx;
5120 /* Held by new monster */
5121 o_ptr->held_m_idx = hack_m_idx_ii;
5124 else if (back_m.hold_o_idx) /* Failed (paranoia) */
5126 /* Delete objects */
5127 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
5129 /* Acquire next object */
5130 next_o_idx = o_list[this_o_idx].next_o_idx;
5132 /* Delete the object */
5133 delete_object_idx(this_o_idx);
5137 if (targeted) target_who = hack_m_idx_ii;
5138 if (health_tracked) health_track(hack_m_idx_ii);
5147 * @param x テレポート先のX座標
5148 * @param y テレポート先のY座標
5149 * @return 目標に指定通りテレポートできたならばTRUEを返す
5151 static bool dimension_door_aux(DEPTH x, DEPTH y)
5153 PLAYER_LEVEL plev = p_ptr->lev;
5155 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
5157 if (!cave_player_teleportable_bold(y, x, 0L) ||
5158 (distance(y, x, p_ptr->y, p_ptr->x) > plev / 2 + 10) ||
5159 (!randint0(plev / 10 + 10)))
5161 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
5162 teleport_player((plev + 2) * 2, TELEPORT_PASSIVE);
5169 teleport_player_to(y, x, 0L);
5178 * @brief 次元の扉処理のメインルーチン /
5180 * @return ターンを消費した場合TRUEを返す
5182 bool dimension_door(void)
5186 /* Rerutn FALSE if cancelled */
5187 if (!tgt_pt(&x, &y)) return FALSE;
5189 if (dimension_door_aux(x, y)) return TRUE;
5191 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!"));
5198 * @brief 鏡抜け処理のメインルーチン /
5199 * Mirror Master's Dimension Door
5200 * @return ターンを消費した場合TRUEを返す
5202 bool mirror_tunnel(void)
5204 POSITION x = 0, y = 0;
5206 /* Rerutn FALSE if cancelled */
5207 if (!tgt_pt(&x, &y)) return FALSE;
5209 if (dimension_door_aux(x, y)) return TRUE;
5211 msg_print(_("鏡の世界をうまく通れなかった!", "You fail to pass the mirror plane correctly!"));
5219 * @return ターンを消費した場合TRUEを返す
5221 bool eat_magic(int power)
5227 int recharge_strength = 0;
5233 char o_name[MAX_NLEN];
5235 item_tester_hook = item_tester_hook_recharge;
5238 q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
5239 s = _("魔力を吸収できるアイテムがありません。", "You have nothing to drain.");
5241 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
5245 o_ptr = &inventory[item];
5249 o_ptr = &o_list[0 - item];
5252 k_ptr = &k_info[o_ptr->k_idx];
5253 lev = k_info[o_ptr->k_idx].level;
5255 if (o_ptr->tval == TV_ROD)
5257 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
5260 if (one_in_(recharge_strength))
5262 /* Activate the failure code. */
5267 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
5269 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."));
5274 o_ptr->timeout += k_ptr->pval;
5280 /* All staffs, wands. */
5281 recharge_strength = (100 + power - lev) / 15;
5284 if (recharge_strength < 0) recharge_strength = 0;
5287 if (one_in_(recharge_strength))
5289 /* Activate the failure code. */
5294 if (o_ptr->pval > 0)
5296 p_ptr->csp += lev / 2;
5299 /* XXX Hack -- unstack if necessary */
5300 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
5305 /* Get local object */
5308 /* Obtain a local object */
5309 object_copy(q_ptr, o_ptr);
5311 /* Modify quantity */
5314 /* Restore the charges */
5317 /* Unstack the used item */
5319 p_ptr->total_weight -= q_ptr->weight;
5320 item = inven_carry(q_ptr);
5323 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
5328 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
5330 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
5334 /* Inflict the penalties for failing a recharge. */
5337 /* Artifacts are never destroyed. */
5338 if (object_is_fixed_artifact(o_ptr))
5340 object_desc(o_name, o_ptr, OD_NAME_ONLY);
5341 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);
5343 /* Artifact rods. */
5344 if (o_ptr->tval == TV_ROD)
5345 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5347 /* Artifact wands and staffs. */
5348 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
5353 /* Get the object description */
5354 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5356 /*** Determine Seriousness of Failure ***/
5358 /* Mages recharge objects more safely. */
5359 if (IS_WIZARD_CLASS())
5361 /* 10% chance to blow up one rod, otherwise draining. */
5362 if (o_ptr->tval == TV_ROD)
5364 if (one_in_(10)) fail_type = 2;
5367 /* 75% chance to blow up one wand, otherwise draining. */
5368 else if (o_ptr->tval == TV_WAND)
5370 if (!one_in_(3)) fail_type = 2;
5373 /* 50% chance to blow up one staff, otherwise no effect. */
5374 else if (o_ptr->tval == TV_STAFF)
5376 if (one_in_(2)) fail_type = 2;
5381 /* All other classes get no special favors. */
5384 /* 33% chance to blow up one rod, otherwise draining. */
5385 if (o_ptr->tval == TV_ROD)
5387 if (one_in_(3)) fail_type = 2;
5390 /* 20% chance of the entire stack, else destroy one wand. */
5391 else if (o_ptr->tval == TV_WAND)
5393 if (one_in_(5)) fail_type = 3;
5396 /* Blow up one staff. */
5397 else if (o_ptr->tval == TV_STAFF)
5403 /*** Apply draining and destruction. ***/
5405 /* Drain object or stack of objects. */
5408 if (o_ptr->tval == TV_ROD)
5410 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
5411 "You save your rod from destruction, but all charges are lost."), o_name);
5412 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5414 else if (o_ptr->tval == TV_WAND)
5416 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);
5419 /* Staffs aren't drained. */
5422 /* Destroy an object or one in a stack of objects. */
5425 if (o_ptr->number > 1)
5427 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);
5428 /* Reduce rod stack maximum timeout, drain wands. */
5429 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
5430 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
5434 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);
5437 /* Reduce and describe inventory */
5440 inven_item_increase(item, -1);
5441 inven_item_describe(item);
5442 inven_item_optimize(item);
5445 /* Reduce and describe floor item */
5448 floor_item_increase(0 - item, -1);
5449 floor_item_describe(0 - item);
5450 floor_item_optimize(0 - item);
5454 /* Destroy all members of a stack of objects. */
5457 if (o_ptr->number > 1)
5458 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);
5460 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
5462 /* Reduce and describe inventory */
5465 inven_item_increase(item, -999);
5466 inven_item_describe(item);
5467 inven_item_optimize(item);
5470 /* Reduce and describe floor item */
5473 floor_item_increase(0 - item, -999);
5474 floor_item_describe(0 - item);
5475 floor_item_optimize(0 - item);
5481 if (p_ptr->csp > p_ptr->msp)
5483 p_ptr->csp = p_ptr->msp;
5486 /* Redraw mana and hp */
5487 p_ptr->redraw |= (PR_MANA);
5489 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5490 p_ptr->window |= (PW_INVEN);
5497 * @param level 召喚基準レベル
5500 * @param mode 召喚オプション
5501 * @return ターンを消費した場合TRUEを返す
5503 bool summon_kin_player(DEPTH level, POSITION y, POSITION x, BIT_FLAGS mode)
5505 bool pet = (bool)(mode & PM_FORCE_PET);
5506 if (!pet) mode |= PM_NO_PET;
5508 switch (p_ptr->mimic_form)
5511 switch (p_ptr->prace)
5515 case RACE_BARBARIAN:
5518 summon_kin_type = 'p';
5528 case RACE_MIND_FLAYER:
5531 summon_kin_type = 'h';
5534 summon_kin_type = 'o';
5536 case RACE_HALF_TROLL:
5537 summon_kin_type = 'T';
5539 case RACE_HALF_OGRE:
5540 summon_kin_type = 'O';
5542 case RACE_HALF_GIANT:
5543 case RACE_HALF_TITAN:
5545 summon_kin_type = 'P';
5548 summon_kin_type = 'y';
5551 summon_kin_type = 'K';
5554 summon_kin_type = 'k';
5557 if (one_in_(13)) summon_kin_type = 'U';
5558 else summon_kin_type = 'u';
5560 case RACE_DRACONIAN:
5561 summon_kin_type = 'd';
5565 summon_kin_type = 'g';
5568 if (one_in_(13)) summon_kin_type = 'L';
5569 else summon_kin_type = 's';
5572 summon_kin_type = 'z';
5575 summon_kin_type = 'V';
5578 summon_kin_type = 'G';
5581 summon_kin_type = 'I';
5584 summon_kin_type = '#';
5587 summon_kin_type = 'A';
5590 summon_kin_type = 'U';
5593 summon_kin_type = 'p';
5598 if (one_in_(13)) summon_kin_type = 'U';
5599 else summon_kin_type = 'u';
5601 case MIMIC_DEMON_LORD:
5602 summon_kin_type = 'U';
5605 summon_kin_type = 'V';
5608 return summon_specific((pet ? -1 : 0), y, x, level, SUMMON_KIN, mode);
5612 * @brief 皆殺し(全方向攻撃)処理
5613 * @param py プレイヤーY座標
5614 * @param px プレイヤーX座標
5621 monster_type *m_ptr;
5624 for (dir = 0; dir < 8; dir++)
5626 y = p_ptr->y + ddy_ddd[dir];
5627 x = p_ptr->x + ddx_ddd[dir];
5628 c_ptr = &cave[y][x];
5630 /* Get the monster */
5631 m_ptr = &m_list[c_ptr->m_idx];
5633 /* Hack -- attack monsters */
5634 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
5643 feature_type *f_ptr, *mimic_f_ptr;
5646 if (!get_rep_dir2(&dir)) return FALSE;
5647 y = p_ptr->y + ddy[dir];
5648 x = p_ptr->x + ddx[dir];
5649 c_ptr = &cave[y][x];
5650 f_ptr = &f_info[c_ptr->feat];
5651 mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
5655 if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
5657 msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
5659 else if (have_flag(f_ptr->flags, FF_PERMANENT))
5661 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);
5663 else if (c_ptr->m_idx)
5665 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5666 msg_print(_("何かが邪魔しています!", "There's something in the way!"));
5668 if (!m_ptr->ml || !is_pet(m_ptr)) py_attack(y, x, 0);
5670 else if (have_flag(f_ptr->flags, FF_TREE))
5672 msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
5674 else if (have_flag(f_ptr->flags, FF_GLASS))
5676 msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
5678 else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
5680 (void)set_food(p_ptr->food + 3000);
5682 else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
5684 (void)set_food(p_ptr->food + 5000);
5688 msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
5689 (void)set_food(p_ptr->food + 10000);
5692 /* Destroy the wall */
5693 cave_alter_feat(y, x, FF_HURT_ROCK);
5695 /* Move the player */
5696 (void)move_player_effect(y, x, MPE_DONT_PICKUP);