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.
16 #include "object-boost.h"
17 #include "object-hook.h"
19 #include "player-status.h"
20 #include "projection.h"
21 #include "spells-summon.h"
25 #include "spells-floor.h"
26 #include "monster-status.h"
29 /*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
34 * @brief モンスターのテレポートアウェイ処理 /
35 * Teleport a monster, normally up to "dis" grids away.
36 * @param m_idx モンスターID
39 * @return テレポートが実際に行われたらtrue
41 * Attempt to move the monster at least "dis/2" grids away.
42 * But allow variation to prevent infinite loops.
44 bool teleport_away(MONSTER_IDX m_idx, POSITION dis, BIT_FLAGS mode)
46 POSITION oy, ox, d, i, min;
48 POSITION ny = 0, nx = 0;
52 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
53 if (!monster_is_valid(m_ptr)) return (FALSE);
58 /* Minimum distance */
61 if ((mode & TELEPORT_DEC_VALOUR) &&
62 (((p_ptr->chp * 10) / p_ptr->mhp) > 5) &&
63 (4+randint1(5) < ((p_ptr->chp * 10) / p_ptr->mhp)))
65 chg_virtue(V_VALOUR, -1);
73 /* Verify max distance */
74 if (dis > 200) dis = 200;
76 /* Try several locations */
77 for (i = 0; i < 500; i++)
79 /* Pick a (possibly illegal) location */
82 ny = rand_spread(oy, dis);
83 nx = rand_spread(ox, dis);
84 d = distance(oy, ox, ny, nx);
85 if ((d >= min) && (d <= dis)) break;
88 /* Ignore illegal locations */
89 if (!in_bounds(ny, nx)) continue;
91 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
93 /* No teleporting into vaults and such */
94 if (!(p_ptr->inside_quest || p_ptr->inside_arena))
95 if (current_floor_ptr->grid_array[ny][nx].info & CAVE_ICKY) continue;
97 /* This grid looks good */
104 /* Increase the maximum distance */
107 /* Decrease the minimum distance */
110 /* Stop after MAX_TRIES tries */
111 if (tries > MAX_TRIES) return (FALSE);
114 sound(SOUND_TPOTHER);
116 /* Update the old location */
117 current_floor_ptr->grid_array[oy][ox].m_idx = 0;
119 /* Update the new location */
120 current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
122 /* Move the monster */
126 /* Forget the counter target */
129 update_monster(m_idx, TRUE);
133 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
134 p_ptr->update |= (PU_MON_LITE);
141 * @brief モンスターを指定された座標付近にテレポートする /
142 * Teleport monster next to a grid near the given location
143 * @param m_idx モンスターID
146 * @param power テレポート成功確率
150 void teleport_monster_to(MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, BIT_FLAGS mode)
152 POSITION ny, nx, oy, ox;
157 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
158 if(!m_ptr->r_idx) return;
161 if(randint1(100) > power) return;
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 (current_floor_ptr->grid_array[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 current_floor_ptr->grid_array[oy][ox].m_idx = 0;
218 /* Update the new location */
219 current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
221 /* Move the monster */
225 update_monster(m_idx, TRUE);
229 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
230 p_ptr->update |= (PU_MON_LITE);
234 * @brief プレイヤーのテレポート先選定と移動処理 /
235 * Teleport the player to a location up to "dis" grids away.
238 * @return 実際にテレポート処理が行われたらtrue
241 * If no such spaces are readily available, the distance may increase.
242 * Try very hard to move the player at least a quarter that distance.
244 * There was a nasty tendency for a long time; which was causing the
245 * player to "bounce" between two or three different spots because
246 * these are the only spots that are "far enough" way to satisfy the
249 * But this tendency is now removed; in the new algorithm, a list of
250 * candidates is selected first, which includes at least 50% of all
251 * floor grids within the distance, and any single grid in this list
252 * of candidates has equal possibility to be choosen as a destination.
256 bool teleport_player_aux(POSITION dis, BIT_FLAGS mode)
258 int candidates_at[MAX_TELEPORT_DISTANCE + 1];
259 int total_candidates, cur_candidates;
260 POSITION y = 0, x = 0;
263 int left = MAX(1, p_ptr->x - dis);
264 int right = MIN(current_floor_ptr->width - 2, p_ptr->x + dis);
265 int top = MAX(1, p_ptr->y - dis);
266 int bottom = MIN(current_floor_ptr->height - 2, p_ptr->y + dis);
268 if (p_ptr->wild_mode) return FALSE;
270 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
272 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
276 /* Initialize counters */
277 total_candidates = 0;
278 for (i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
279 candidates_at[i] = 0;
281 /* Limit the distance */
282 if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
284 /* Search valid locations */
285 for (y = top; y <= bottom; y++)
287 for (x = left; x <= right; x++)
291 /* Skip illegal locations */
292 if (!cave_player_teleportable_bold(y, x, mode)) continue;
294 /* Calculate distance */
295 d = distance(p_ptr->y, p_ptr->x, y, x);
297 /* Skip too far locations */
298 if (d > dis) continue;
300 /* Count the total number of candidates */
303 /* Count the number of candidates in this circumference */
308 /* No valid location! */
309 if (0 == total_candidates) return FALSE;
311 /* Fix the minimum distance */
312 for (cur_candidates = 0, min = dis; min >= 0; min--)
314 cur_candidates += candidates_at[min];
316 /* 50% of all candidates will have an equal chance to be choosen. */
317 if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
320 /* Pick up a single location randomly */
321 pick = randint1(cur_candidates);
323 /* Search again the choosen location */
324 for (y = top; y <= bottom; y++)
326 for (x = left; x <= right; x++)
330 /* Skip illegal locations */
331 if (!cave_player_teleportable_bold(y, x, mode)) continue;
333 /* Calculate distance */
334 d = distance(p_ptr->y, p_ptr->x, y, x);
336 /* Skip too far locations */
337 if (d > dis) continue;
339 /* Skip too close locations */
340 if (d < min) continue;
342 /* This grid was picked up? */
351 if (player_bold(y, x)) return FALSE;
353 sound(SOUND_TELEPORT);
356 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
357 msg_format("『こっちだぁ、%s』", p_ptr->name);
360 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
365 * @brief プレイヤーのテレポート処理メインルーチン
370 void teleport_player(POSITION dis, BIT_FLAGS mode)
373 POSITION oy = p_ptr->y;
374 POSITION ox = p_ptr->x;
376 if (!teleport_player_aux(dis, mode)) return;
378 /* Monsters with teleport ability may follow the player */
379 for (xx = -1; xx < 2; xx++)
381 for (yy = -1; yy < 2; yy++)
383 MONSTER_IDX tmp_m_idx = current_floor_ptr->grid_array[oy+yy][ox+xx].m_idx;
385 /* A monster except your mount may follow */
386 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx))
388 monster_type *m_ptr = ¤t_floor_ptr->m_list[tmp_m_idx];
389 monster_race *r_ptr = &r_info[m_ptr->r_idx];
392 * The latter limitation is to avoid
393 * totally unkillable suckers...
395 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
396 !(r_ptr->flagsr & RFR_RES_TELE))
398 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
407 * @brief プレイヤーのテレポートアウェイ処理 /
408 * @param m_idx アウェイを試みたプレイヤーID
412 void teleport_player_away(MONSTER_IDX m_idx, POSITION dis)
415 POSITION oy = p_ptr->y;
416 POSITION ox = p_ptr->x;
418 if (!teleport_player_aux(dis, TELEPORT_PASSIVE)) return;
420 /* Monsters with teleport ability may follow the player */
421 for (xx = -1; xx < 2; xx++)
423 for (yy = -1; yy < 2; yy++)
425 MONSTER_IDX tmp_m_idx = current_floor_ptr->grid_array[oy+yy][ox+xx].m_idx;
427 /* A monster except your mount or caster may follow */
428 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx) && (m_idx != tmp_m_idx))
430 monster_type *m_ptr = ¤t_floor_ptr->m_list[tmp_m_idx];
431 monster_race *r_ptr = &r_info[m_ptr->r_idx];
434 * The latter limitation is to avoid
435 * totally unkillable suckers...
437 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
438 !(r_ptr->flagsr & RFR_RES_TELE))
440 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
449 * @brief プレイヤーを指定位置近辺にテレポートさせる
450 * Teleport player to a grid near the given location
453 * @param mode オプションフラグ
457 * This function is slightly obsessive about correctness.
458 * This function allows teleporting into vaults (!)
461 void teleport_player_to(POSITION ny, POSITION nx, BIT_FLAGS mode)
464 POSITION dis = 0, ctr = 0;
466 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
468 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
472 /* Find a usable location */
475 /* Pick a nearby legal location */
478 y = (POSITION)rand_spread(ny, dis);
479 x = (POSITION)rand_spread(nx, dis);
480 if (in_bounds(y, x)) break;
483 /* Accept any grid when wizard mode */
484 if (p_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!current_floor_ptr->grid_array[y][x].m_idx || (current_floor_ptr->grid_array[y][x].m_idx == p_ptr->riding))) break;
486 /* Accept teleportable floor grids */
487 if (cave_player_teleportable_bold(y, x, mode)) break;
489 /* Occasionally advance the distance */
490 if (++ctr > (4 * dis * dis + 4 * dis + 1))
497 sound(SOUND_TELEPORT);
498 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
502 void teleport_away_followable(MONSTER_IDX m_idx)
504 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
505 POSITION oldfy = m_ptr->fy;
506 POSITION oldfx = m_ptr->fx;
507 bool old_ml = m_ptr->ml;
508 POSITION old_cdis = m_ptr->cdis;
510 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
512 if (old_ml && (old_cdis <= MAX_SIGHT) && !current_world_ptr->timewalk_m_idx && !p_ptr->inside_battle && los(p_ptr->y, p_ptr->x, oldfy, oldfx))
516 if ((p_ptr->muta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
519 BIT_FLAGS flgs[TR_FLAG_SIZE];
523 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
525 o_ptr = &inventory[i];
526 if (o_ptr->k_idx && !object_is_cursed(o_ptr))
528 object_flags(o_ptr, flgs);
529 if (have_flag(flgs, TR_TELEPORT))
540 if (get_check_strict(_("ついていきますか?", "Do you follow it? "), CHECK_OKAY_CANCEL))
544 teleport_player(200, TELEPORT_PASSIVE);
545 msg_print(_("失敗!", "Failed!"));
547 else teleport_player_to(m_ptr->fy, m_ptr->fx, 0L);
548 p_ptr->energy_need += ENERGY_NEED();
555 bool teleport_level_other(player_type *creature_ptr)
557 MONSTER_IDX target_m_idx;
560 GAME_TEXT m_name[MAX_NLEN];
562 if (!target_set(TARGET_KILL)) return FALSE;
563 target_m_idx = current_floor_ptr->grid_array[target_row][target_col].m_idx;
564 if (!target_m_idx) return TRUE;
565 if (!player_has_los_bold(target_row, target_col)) return TRUE;
566 if (!projectable(creature_ptr->y, creature_ptr->x, target_row, target_col)) return TRUE;
567 m_ptr = ¤t_floor_ptr->m_list[target_m_idx];
568 r_ptr = &r_info[m_ptr->r_idx];
569 monster_desc(m_name, m_ptr, 0);
570 msg_format(_("%^sの足を指さした。", "You gesture at %^s's feet."), m_name);
572 if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) ||
573 (r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > creature_ptr->lev + randint1(60)))
575 msg_format(_("しかし効果がなかった!", "%^s is unaffected!"), m_name);
577 else teleport_level(target_m_idx);
582 * @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 /
583 * Teleport the player one level up or down (random when legal)
584 * @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.
587 void teleport_level(MONSTER_IDX m_idx)
590 GAME_TEXT m_name[160];
593 if (m_idx <= 0) /* To player */
595 strcpy(m_name, _("あなた", "you"));
597 else /* To monster */
599 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
601 /* Get the monster name (or "it") */
602 monster_desc(m_name, m_ptr, 0);
604 see_m = is_seen(m_ptr);
607 /* No effect in some case */
608 if (TELE_LEVEL_IS_INEFF(m_idx))
610 if (see_m) msg_print(_("効果がなかった。", "There is no effect."));
614 if ((m_idx <= 0) && p_ptr->anti_tele) /* To player */
616 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
620 /* Choose up or down */
621 if (randint0(100) < 50) go_up = TRUE;
624 if ((m_idx <= 0) && p_ptr->wizard)
626 if (get_check("Force to go up? ")) go_up = TRUE;
627 else if (get_check("Force to go down? ")) go_up = FALSE;
631 if ((ironman_downward && (m_idx <= 0)) || (current_floor_ptr->dun_level <= d_info[p_ptr->dungeon_idx].mindepth))
634 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
636 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
638 if (m_idx <= 0) /* To player */
640 if (!current_floor_ptr->dun_level)
642 p_ptr->dungeon_idx = ironman_downward ? DUNGEON_ANGBAND : p_ptr->recall_dungeon;
643 p_ptr->oldpy = p_ptr->y;
644 p_ptr->oldpx = p_ptr->x;
647 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
649 if (autosave_l) do_cmd_save_game(TRUE);
651 if (!current_floor_ptr->dun_level)
653 current_floor_ptr->dun_level = d_info[p_ptr->dungeon_idx].mindepth;
654 prepare_change_floor_mode(CFM_RAND_PLACE);
658 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
660 p_ptr->leaving = TRUE;
665 else if (quest_number(current_floor_ptr->dun_level) || (current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth))
668 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
670 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
674 if (m_idx <= 0) /* To player */
676 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
678 if (autosave_l) do_cmd_save_game(TRUE);
680 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
683 p_ptr->inside_quest = 0;
684 p_ptr->leaving = TRUE;
690 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
692 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
696 if (m_idx <= 0) /* To player */
698 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
700 if (autosave_l) do_cmd_save_game(TRUE);
702 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
703 p_ptr->leaving = TRUE;
709 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
711 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
714 if (m_idx <= 0) /* To player */
716 /* Never reach this code on the surface */
717 /* if (!current_floor_ptr->dun_level) p_ptr->dungeon_idx = p_ptr->recall_dungeon; */
718 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
719 if (autosave_l) do_cmd_save_game(TRUE);
721 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
722 p_ptr->leaving = TRUE;
726 /* Monster level teleportation is simple deleting now */
729 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
731 /* Check for quest completion */
732 check_quest_completion(m_ptr);
734 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
736 char m2_name[MAX_NLEN];
738 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
739 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
742 delete_monster_idx(m_idx);
745 sound(SOUND_TPLEVEL);
750 * @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。
751 * @param note ダンジョンに施す処理記述
754 * @return 選択されたダンジョンID
756 DUNGEON_IDX choose_dungeon(concptr note, POSITION y, POSITION x)
758 DUNGEON_IDX select_dungeon;
763 /* Hack -- No need to choose dungeon in some case */
764 if (lite_town || vanilla_town || ironman_downward)
766 if (max_dlv[DUNGEON_ANGBAND]) return DUNGEON_ANGBAND;
769 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);
775 /* Allocate the "dun" array */
776 C_MAKE(dun, max_d_idx, DUNGEON_IDX);
779 for(i = 1; i < max_d_idx; i++)
784 if (!d_info[i].maxdepth) continue;
785 if (!max_dlv[i]) continue;
786 if (d_info[i].final_guardian)
788 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
790 else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
792 sprintf(buf,_(" %c) %c%-12s : 最大 %d 階", " %c) %c%-16s : Max level %d"),
793 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, (int)max_dlv[i]);
794 prt(buf, y + num, x);
800 prt(_(" 選べるダンジョンがない。", " No dungeon is available."), y, x);
803 prt(format(_("どのダンジョン%sしますか:", "Which dungeon do you %s?: "), note), 0, 0);
807 if ((i == ESCAPE) || !num)
809 /* Free the "dun" array */
810 C_KILL(dun, max_d_idx, DUNGEON_IDX);
815 if (i >= 'a' && i <('a'+num))
817 select_dungeon = dun[i-'a'];
824 /* Free the "dun" array */
825 C_KILL(dun, max_d_idx, DUNGEON_IDX);
827 return select_dungeon;
832 * @brief プレイヤーの帰還発動及び中止処理 /
833 * Recall the player to town or dungeon
834 * @param turns 発動までのターン数
837 bool recall_player(player_type *creature_ptr, TIME_EFFECT turns)
840 * TODO: Recall the player to the last
841 * visited town when in the wilderness
845 if (creature_ptr->inside_arena || ironman_downward)
847 msg_print(_("何も起こらなかった。", "Nothing happens."));
851 if (current_floor_ptr->dun_level && (max_dlv[p_ptr->dungeon_idx] > current_floor_ptr->dun_level) && !creature_ptr->inside_quest && !creature_ptr->word_recall)
853 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? ")))
855 max_dlv[p_ptr->dungeon_idx] = current_floor_ptr->dun_level;
857 do_cmd_write_nikki(NIKKI_TRUMP, p_ptr->dungeon_idx, _("帰還のときに", "when recall from dungeon"));
861 if (!creature_ptr->word_recall)
863 if (!current_floor_ptr->dun_level)
865 DUNGEON_IDX select_dungeon;
866 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
867 if (!select_dungeon) return FALSE;
868 creature_ptr->recall_dungeon = select_dungeon;
870 creature_ptr->word_recall = turns;
871 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
872 creature_ptr->redraw |= (PR_STATUS);
876 creature_ptr->word_recall = 0;
877 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
878 creature_ptr->redraw |= (PR_STATUS);
883 bool free_level_recall(player_type *creature_ptr)
885 DUNGEON_IDX select_dungeon;
889 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
891 if (!select_dungeon) return FALSE;
893 max_depth = d_info[select_dungeon].maxdepth;
895 /* Limit depth in Angband */
896 if (select_dungeon == DUNGEON_ANGBAND)
898 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
899 else if (quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
901 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "),
902 d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
906 creature_ptr->word_recall = 1;
907 creature_ptr->recall_dungeon = select_dungeon;
908 max_dlv[creature_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
910 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
912 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
914 creature_ptr->redraw |= (PR_STATUS);
923 * @return リセット処理が実際に行われたらTRUEを返す
925 bool reset_recall(void)
927 int select_dungeon, dummy = 0;
931 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
934 if (ironman_downward)
936 msg_print(_("何も起こらなかった。", "Nothing happens."));
940 if (!select_dungeon) return FALSE;
942 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
943 (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
946 sprintf(tmp_val, "%d", (int)MAX(current_floor_ptr->dun_level, 1));
948 /* Ask for a level */
949 if (get_string(ppp, tmp_val, 10))
951 /* Extract request */
952 dummy = atoi(tmp_val);
953 if (dummy < 1) dummy = 1;
954 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
955 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
957 max_dlv[select_dungeon] = dummy;
960 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
963 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);
965 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
978 * @brief プレイヤーの装備劣化処理 /
979 * Apply disenchantment to the player's stuff
980 * @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
981 * @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 /
982 * Return "TRUE" if the player notices anything
984 bool apply_disenchant(BIT_FLAGS mode)
988 GAME_TEXT o_name[MAX_NLEN];
989 int to_h, to_d, to_a, pval;
991 /* Pick a random slot */
994 case 1: t = INVEN_RARM; break;
995 case 2: t = INVEN_LARM; break;
996 case 3: t = INVEN_BOW; break;
997 case 4: t = INVEN_BODY; break;
998 case 5: t = INVEN_OUTER; break;
999 case 6: t = INVEN_HEAD; break;
1000 case 7: t = INVEN_HANDS; break;
1001 case 8: t = INVEN_FEET; break;
1004 o_ptr = &inventory[t];
1006 /* No item, nothing happens */
1007 if (!o_ptr->k_idx) return (FALSE);
1009 /* Disenchant equipments only -- No disenchant on monster ball */
1010 if (!object_is_weapon_armour_ammo(o_ptr))
1013 /* Nothing to disenchant */
1014 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
1016 /* Nothing to notice */
1020 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1022 /* Artifacts have 71% chance to resist */
1023 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
1026 msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
1028 msg_format("Your %s (%c) resist%s disenchantment!", o_name, index_to_label(t),
1029 ((o_ptr->number != 1) ? "" : "s"));
1035 /* Memorize old value */
1041 /* Disenchant tohit */
1042 if (o_ptr->to_h > 0) o_ptr->to_h--;
1043 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
1045 /* Disenchant todam */
1046 if (o_ptr->to_d > 0) o_ptr->to_d--;
1047 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
1049 /* Disenchant toac */
1050 if (o_ptr->to_a > 0) o_ptr->to_a--;
1051 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
1053 /* Disenchant pval (occasionally) */
1054 /* Unless called from wild_magic() */
1055 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
1057 if ((to_h != o_ptr->to_h) || (to_d != o_ptr->to_d) ||
1058 (to_a != o_ptr->to_a) || (pval != o_ptr->pval))
1061 msg_format("%s(%c)は劣化してしまった!", o_name, index_to_label(t) );
1063 msg_format("Your %s (%c) %s disenchanted!", o_name, index_to_label(t),
1064 ((o_ptr->number != 1) ? "were" : "was"));
1067 chg_virtue(V_HARMONY, 1);
1068 chg_virtue(V_ENCHANT, -2);
1069 p_ptr->update |= (PU_BONUS);
1070 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
1080 * @brief 武器へのエゴ付加処理 /
1081 * Brand the current weapon
1082 * @param brand_type エゴ化ID(e_info.txtとは連動していない)
1085 void brand_weapon(int brand_type)
1091 /* Assume enchant weapon */
1092 item_tester_hook = object_allow_enchant_melee_weapon;
1094 q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
1095 s = _("強化できる武器がない。", "You have nothing to enchant.");
1097 o_ptr = choose_object(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT));
1100 /* you can never modify artifacts / ego-items */
1101 /* you can never modify cursed items */
1102 /* TY: You _can_ modify broken items (if you're silly enough) */
1103 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1104 !object_is_cursed(o_ptr) &&
1105 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1106 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1107 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
1111 /* Let's get the name before it is changed... */
1112 GAME_TEXT o_name[MAX_NLEN];
1113 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1118 if (o_ptr->tval == TV_SWORD)
1120 act = _("は鋭さを増した!", "becomes very sharp!");
1122 o_ptr->name2 = EGO_SHARPNESS;
1123 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, current_floor_ptr->dun_level) + 1;
1125 if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
1130 act = _("は破壊力を増した!", "seems very powerful.");
1131 o_ptr->name2 = EGO_EARTHQUAKES;
1132 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, current_floor_ptr->dun_level);
1136 act = _("は人間の血を求めている!", "seems to be looking for humans!");
1137 o_ptr->name2 = EGO_KILL_HUMAN;
1140 act = _("は電撃に覆われた!", "covered with lightning!");
1141 o_ptr->name2 = EGO_BRAND_ELEC;
1144 act = _("は酸に覆われた!", "coated with acid!");
1145 o_ptr->name2 = EGO_BRAND_ACID;
1148 act = _("は邪悪なる怪物を求めている!", "seems to be looking for evil monsters!");
1149 o_ptr->name2 = EGO_KILL_EVIL;
1152 act = _("は異世界の住人の肉体を求めている!", "seems to be looking for demons!");
1153 o_ptr->name2 = EGO_KILL_DEMON;
1156 act = _("は屍を求めている!", "seems to be looking for undead!");
1157 o_ptr->name2 = EGO_KILL_UNDEAD;
1160 act = _("は動物の血を求めている!", "seems to be looking for animals!");
1161 o_ptr->name2 = EGO_KILL_ANIMAL;
1164 act = _("はドラゴンの血を求めている!", "seems to be looking for dragons!");
1165 o_ptr->name2 = EGO_KILL_DRAGON;
1168 act = _("はトロルの血を求めている!", "seems to be looking for troll!s");
1169 o_ptr->name2 = EGO_KILL_TROLL;
1172 act = _("はオークの血を求めている!", "seems to be looking for orcs!");
1173 o_ptr->name2 = EGO_KILL_ORC;
1176 act = _("は巨人の血を求めている!", "seems to be looking for giants!");
1177 o_ptr->name2 = EGO_KILL_GIANT;
1180 act = _("は非常に不安定になったようだ。", "seems very unstable now.");
1181 o_ptr->name2 = EGO_TRUMP;
1182 o_ptr->pval = randint1(2);
1185 act = _("は血を求めている!", "thirsts for blood!");
1186 o_ptr->name2 = EGO_VAMPIRIC;
1189 act = _("は毒に覆われた。", "is coated with poison.");
1190 o_ptr->name2 = EGO_BRAND_POIS;
1193 act = _("は純ログルスに飲み込まれた。", "is engulfed in raw Logrus!");
1194 o_ptr->name2 = EGO_CHAOTIC;
1197 act = _("は炎のシールドに覆われた!", "is covered in a fiery shield!");
1198 o_ptr->name2 = EGO_BRAND_FIRE;
1201 act = _("は深く冷たいブルーに輝いた!", "glows deep, icy blue!");
1202 o_ptr->name2 = EGO_BRAND_COLD;
1206 msg_format(_("あなたの%s%s", "Your %s %s"), o_name, act);
1207 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1209 o_ptr->discount = 99;
1210 chg_virtue(V_ENCHANT, 2);
1214 if (flush_failure) flush();
1216 msg_print(_("属性付加に失敗した。", "The Branding failed."));
1217 chg_virtue(V_ENCHANT, -2);
1224 * @brief 虚無招来によるフロア中の全壁除去処理 /
1225 * Vanish all walls in this floor
1226 * @return 実際に処理が反映された場合TRUE
1228 static bool vanish_dungeon(void)
1232 feature_type *f_ptr;
1233 monster_type *m_ptr;
1234 GAME_TEXT m_name[MAX_NLEN];
1236 /* Prevent vasishing of quest levels and town */
1237 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !current_floor_ptr->dun_level)
1242 /* Scan all normal grids */
1243 for (y = 1; y < current_floor_ptr->height - 1; y++)
1245 for (x = 1; x < current_floor_ptr->width - 1; x++)
1247 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1249 /* Seeing true feature code (ignore mimic) */
1250 f_ptr = &f_info[g_ptr->feat];
1252 /* Lose room and vault */
1253 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1255 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
1258 if (g_ptr->m_idx && MON_CSLEEP(m_ptr))
1260 /* Reset sleep counter */
1261 (void)set_monster_csleep(g_ptr->m_idx, 0);
1263 /* Notice the "waking up" */
1266 monster_desc(m_name, m_ptr, 0);
1267 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1271 /* Process all walls, doors and patterns */
1272 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(y, x, FF_HURT_DISI);
1276 /* Special boundary walls -- Top and bottom */
1277 for (x = 0; x < current_floor_ptr->width; x++)
1279 g_ptr = ¤t_floor_ptr->grid_array[0][x];
1280 f_ptr = &f_info[g_ptr->mimic];
1282 /* Lose room and vault */
1283 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1285 /* Set boundary mimic if needed */
1286 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1288 g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
1290 /* Check for change to boring grid */
1291 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
1294 g_ptr = ¤t_floor_ptr->grid_array[current_floor_ptr->height - 1][x];
1295 f_ptr = &f_info[g_ptr->mimic];
1297 /* Lose room and vault */
1298 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1300 /* Set boundary mimic if needed */
1301 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1303 g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
1305 /* Check for change to boring grid */
1306 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
1310 /* Special boundary walls -- Left and right */
1311 for (y = 1; y < (current_floor_ptr->height - 1); y++)
1313 g_ptr = ¤t_floor_ptr->grid_array[y][0];
1314 f_ptr = &f_info[g_ptr->mimic];
1316 /* Lose room and vault */
1317 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1319 /* Set boundary mimic if needed */
1320 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1322 g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
1324 /* Check for change to boring grid */
1325 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
1328 g_ptr = ¤t_floor_ptr->grid_array[y][current_floor_ptr->width - 1];
1329 f_ptr = &f_info[g_ptr->mimic];
1331 /* Lose room and vault */
1332 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1334 /* Set boundary mimic if needed */
1335 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1337 g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
1339 /* Check for change to boring grid */
1340 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
1344 /* Mega-Hack -- Forget the view and lite */
1345 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1346 p_ptr->redraw |= (PR_MAP);
1347 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1356 void call_the_(void)
1360 bool do_call = TRUE;
1362 for (i = 0; i < 9; i++)
1364 g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y + ddy_ddd[i]][p_ptr->x + ddx_ddd[i]];
1366 if (!cave_have_flag_grid(g_ptr, FF_PROJECT))
1368 if (!g_ptr->mimic || !have_flag(f_info[g_ptr->mimic].flags, FF_PROJECT) ||
1369 !permanent_wall(&f_info[g_ptr->feat]))
1379 for (i = 1; i < 10; i++)
1381 if (i - 5) fire_ball(GF_ROCKET, i, 175, 2);
1384 for (i = 1; i < 10; i++)
1386 if (i - 5) fire_ball(GF_MANA, i, 175, 3);
1389 for (i = 1; i < 10; i++)
1391 if (i - 5) fire_ball(GF_NUKE, i, 175, 4);
1395 /* Prevent destruction of quest levels and town */
1396 else if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !current_floor_ptr->dun_level)
1398 msg_print(_("地面が揺れた。", "The ground trembles."));
1404 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
1405 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
1407 msg_format("You %s the %s too close to a wall!",
1408 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1409 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1411 msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
1415 if (!vanish_dungeon()) msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon silences a moment."));
1419 if (destroy_area(p_ptr->y, p_ptr->x, 15 + p_ptr->lev + randint0(11), FALSE))
1420 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
1422 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
1425 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1431 * @brief アイテム引き寄せ処理 /
1432 * Fetch an item (teleport it right underneath the caster)
1433 * @param dir 魔法の発動方向
1435 * @param require_los 射線の通りを要求するならばTRUE
1438 void fetch(DIRECTION dir, WEIGHT wgt, bool require_los)
1444 GAME_TEXT o_name[MAX_NLEN];
1446 /* Check to see if an object is already there */
1447 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx)
1449 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."));
1454 if (dir == 5 && target_okay())
1459 if (distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE)
1461 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!"));
1465 g_ptr = ¤t_floor_ptr->grid_array[ty][tx];
1467 /* We need an item to fetch */
1470 msg_print(_("そこには何もありません。", "There is no object at this place."));
1474 /* No fetching from vault */
1475 if (g_ptr->info & CAVE_ICKY)
1477 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."));
1481 /* We need to see the item */
1484 if (!player_has_los_bold(ty, tx))
1486 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."));
1489 else if (!projectable(p_ptr->y, p_ptr->x, ty, tx))
1491 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
1504 g_ptr = ¤t_floor_ptr->grid_array[ty][tx];
1506 if ((distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE) ||
1507 !cave_have_flag_bold(ty, tx, FF_PROJECT)) return;
1509 while (!g_ptr->o_idx);
1512 o_ptr = ¤t_floor_ptr->o_list[g_ptr->o_idx];
1514 if (o_ptr->weight > wgt)
1516 /* Too heavy to 'fetch' */
1517 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
1522 g_ptr->o_idx = o_ptr->next_o_idx;
1523 current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx = i; /* 'move' it */
1525 o_ptr->next_o_idx = 0;
1526 o_ptr->iy = p_ptr->y;
1527 o_ptr->ix = p_ptr->x;
1529 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1530 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);
1532 note_spot(p_ptr->y, p_ptr->x);
1533 p_ptr->redraw |= PR_MAP;
1540 void alter_reality(void)
1542 /* Ironman option */
1543 if (p_ptr->inside_arena || ironman_downward)
1545 msg_print(_("何も起こらなかった。", "Nothing happens."));
1549 if (!p_ptr->alter_reality)
1551 TIME_EFFECT turns = randint0(21) + 15;
1553 p_ptr->alter_reality = turns;
1554 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
1556 p_ptr->redraw |= (PR_STATUS);
1560 p_ptr->alter_reality = 0;
1561 msg_print(_("景色が元に戻った...", "The view around you got back..."));
1562 p_ptr->redraw |= (PR_STATUS);
1568 * @brief 全所持アイテム鑑定処理 /
1569 * Identify everything being carried.
1570 * Done by a potion of "self knowledge".
1573 void identify_pack(void)
1577 /* Simply identify and know every item */
1578 for (i = 0; i < INVEN_TOTAL; i++)
1580 object_type *o_ptr = &inventory[i];
1582 /* Skip non-objects */
1583 if (!o_ptr->k_idx) continue;
1585 identify_item(o_ptr);
1587 /* Auto-inscription */
1588 autopick_alter_item(i, FALSE);
1594 * @brief 装備強化処理の失敗率定数(千分率) /
1595 * Used by the "enchant" function (chance of failure)
1596 * (modified for Zangband, we need better stuff there...) -- TY
1599 static int enchant_table[16] =
1601 0, 10, 50, 100, 200,
1602 300, 400, 500, 650, 800,
1603 950, 987, 993, 995, 998,
1610 * Removes curses from items in inventory
1611 * @param all 軽い呪いまでの解除ならば0
1612 * @return 解呪されたアイテムの数
1615 * Note that Items which are "Perma-Cursed" (The One Ring,
1616 * The Crown of Morgoth) can NEVER be uncursed.
1618 * Note that if "all" is FALSE, then Items which are
1619 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1620 * will not be uncursed.
1623 static int remove_curse_aux(int all)
1627 /* Attempt to uncurse items being worn */
1628 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1630 object_type *o_ptr = &inventory[i];
1632 /* Skip non-objects */
1633 if (!o_ptr->k_idx) continue;
1635 /* Uncursed already */
1636 if (!object_is_cursed(o_ptr)) continue;
1638 /* Heavily Cursed Items need a special spell */
1639 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1641 /* Perma-Cursed Items can NEVER be uncursed */
1642 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1644 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1648 o_ptr->curse_flags = 0L;
1649 o_ptr->ident |= (IDENT_SENSE);
1650 o_ptr->feeling = FEEL_NONE;
1652 p_ptr->update |= (PU_BONUS);
1653 p_ptr->window |= (PW_EQUIP);
1655 /* Count the uncursings */
1661 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."));
1663 /* Return "something uncursed" */
1669 * @brief 装備の軽い呪い解呪処理 /
1670 * Remove most curses
1671 * @return 解呪に成功した装備数
1673 int remove_curse(void)
1675 return (remove_curse_aux(FALSE));
1679 * @brief 装備の重い呪い解呪処理 /
1681 * @return 解呪に成功した装備数
1683 int remove_all_curse(void)
1685 return (remove_curse_aux(TRUE));
1690 * @brief アイテムの価値に応じた錬金術処理 /
1691 * Turns an object into gold, gain some of its value in a shop
1692 * @return 処理が実際に行われたらTRUEを返す
1698 ITEM_NUMBER old_number;
1702 GAME_TEXT o_name[MAX_NLEN];
1703 char out_val[MAX_NLEN+40];
1707 /* Hack -- force destruction */
1708 if (command_arg > 0) force = TRUE;
1710 q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
1711 s = _("金に変えられる物がありません。", "You have nothing to current_world_ptr->game_turn to gold.");
1713 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
1714 if (!o_ptr) return (FALSE);
1716 /* See how many items */
1717 if (o_ptr->number > 1)
1719 amt = get_quantity(NULL, o_ptr->number);
1721 /* Allow user abort */
1722 if (amt <= 0) return FALSE;
1725 old_number = o_ptr->number;
1726 o_ptr->number = amt;
1727 object_desc(o_name, o_ptr, 0);
1728 o_ptr->number = old_number;
1730 /* Verify unless quantity given */
1733 if (confirm_destroy || (object_value(o_ptr) > 0))
1735 /* Make a verification */
1736 sprintf(out_val, _("本当に%sを金に変えますか?", "Really current_world_ptr->game_turn %s to gold? "), o_name);
1737 if (!get_check(out_val)) return FALSE;
1741 /* Artifacts cannot be destroyed */
1742 if (!can_player_destroy_object(o_ptr))
1744 msg_format(_("%sを金に変えることに失敗した。", "You fail to current_world_ptr->game_turn %s to gold!"), o_name);
1749 price = object_value_real(o_ptr);
1753 msg_format(_("%sをニセの金に変えた。", "You current_world_ptr->game_turn %s to fool's gold."), o_name);
1759 if (amt > 1) price *= amt;
1761 if (price > 30000) price = 30000;
1762 msg_format(_("%sを$%d の金に変えた。", "You current_world_ptr->game_turn %s to %ld coins worth of gold."), o_name, price);
1765 p_ptr->redraw |= (PR_GOLD);
1766 p_ptr->window |= (PW_PLAYER);
1769 /* Eliminate the item (from the pack) */
1772 inven_item_increase(item, -amt);
1773 inven_item_describe(item);
1774 inven_item_optimize(item);
1777 /* Eliminate the item (from the floor) */
1780 floor_item_increase(0 - item, -amt);
1781 floor_item_describe(0 - item);
1782 floor_item_optimize(0 - item);
1790 * @brief 呪いの打ち破り処理 /
1791 * Break the curse of an item
1792 * @param o_ptr 呪い装備情報の参照ポインタ
1795 static void break_curse(object_type *o_ptr)
1797 if (object_is_cursed(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
1799 msg_print(_("かけられていた呪いが打ち破られた!", "The curse is broken!"));
1801 o_ptr->curse_flags = 0L;
1802 o_ptr->ident |= (IDENT_SENSE);
1803 o_ptr->feeling = FEEL_NONE;
1810 * Enchants a plus onto an item. -RAK-
1811 * @param o_ptr 強化するアイテムの参照ポインタ
1813 * @param eflag 強化オプション(命中/ダメージ/AC)
1814 * @return 強化に成功した場合TRUEを返す
1817 * Revamped! Now takes item pointer, number of times to try enchanting,
1818 * and a flag of what to try enchanting. Artifacts resist enchantment
1819 * some of the time, and successful enchantment to at least +0 might
1820 * break a curse on the item. -CFT-
1822 * Note that an item can technically be enchanted all the way to +15 if
1823 * you wait a very, very, long time. Going from +9 to +10 only works
1824 * about 5% of the time, and from +10 to +11 only about 1% of the time.
1826 * Note that this function can now be used on "piles" of items, and
1827 * the larger the pile, the lower the chance of success.
1830 bool enchant(object_type *o_ptr, int n, int eflag)
1832 int i, chance, prob;
1834 bool a = object_is_artifact(o_ptr);
1835 bool force = (eflag & ENCH_FORCE);
1837 /* Large piles resist enchantment */
1838 prob = o_ptr->number * 100;
1840 /* Missiles are easy to enchant */
1841 if ((o_ptr->tval == TV_BOLT) ||
1842 (o_ptr->tval == TV_ARROW) ||
1843 (o_ptr->tval == TV_SHOT))
1849 for (i = 0; i < n; i++)
1851 /* Hack -- Roll for pile resistance */
1852 if (!force && randint0(prob) >= 100) continue;
1854 /* Enchant to hit */
1855 if (eflag & ENCH_TOHIT)
1857 if (o_ptr->to_h < 0) chance = 0;
1858 else if (o_ptr->to_h > 15) chance = 1000;
1859 else chance = enchant_table[o_ptr->to_h];
1861 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
1866 /* only when you get it above -1 -CFT */
1867 if (o_ptr->to_h >= 0)
1872 /* Enchant to damage */
1873 if (eflag & ENCH_TODAM)
1875 if (o_ptr->to_d < 0) chance = 0;
1876 else if (o_ptr->to_d > 15) chance = 1000;
1877 else chance = enchant_table[o_ptr->to_d];
1879 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
1884 /* only when you get it above -1 -CFT */
1885 if (o_ptr->to_d >= 0)
1890 /* Enchant to armor class */
1891 if (eflag & ENCH_TOAC)
1893 if (o_ptr->to_a < 0) chance = 0;
1894 else if (o_ptr->to_a > 15) chance = 1000;
1895 else chance = enchant_table[o_ptr->to_a];
1897 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
1902 /* only when you get it above -1 -CFT */
1903 if (o_ptr->to_a >= 0)
1910 if (!res) return (FALSE);
1911 p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
1912 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1922 * @brief 装備修正強化処理のメインルーチン /
1923 * Enchant an item (in the inventory or on the floor)
1924 * @param num_hit 命中修正量
1925 * @param num_dam ダメージ修正量
1926 * @param num_ac AC修正量
1927 * @return 強化に成功した場合TRUEを返す
1929 * Note that "num_ac" requires armour, else weapon
1930 * Returns TRUE if attempted, FALSE if cancelled
1932 bool enchant_spell(HIT_PROB num_hit, HIT_POINT num_dam, ARMOUR_CLASS num_ac)
1937 GAME_TEXT o_name[MAX_NLEN];
1940 /* Assume enchant weapon */
1941 item_tester_hook = object_allow_enchant_weapon;
1943 /* Enchant armor if requested */
1944 if (num_ac) item_tester_hook = object_is_armour;
1946 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
1947 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
1949 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
1950 if (!o_ptr) return (FALSE);
1952 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1954 msg_format("%s は明るく輝いた!", o_name);
1956 msg_format("%s %s glow%s brightly!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
1960 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
1961 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
1962 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
1967 if (flush_failure) flush();
1968 msg_print(_("強化に失敗した。", "The enchantment failed."));
1969 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
1972 chg_virtue(V_ENCHANT, 1);
1976 /* Something happened */
1982 * @brief アーティファクト生成の巻物処理 /
1983 * @return 生成が実際に試みられたらTRUEを返す
1985 bool artifact_scroll(void)
1990 GAME_TEXT o_name[MAX_NLEN];
1993 /* Enchant weapon/armour */
1994 item_tester_hook = item_tester_hook_nameless_weapon_armour;
1996 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
1997 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
1999 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
2000 if (!o_ptr) return (FALSE);
2002 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2004 msg_format("%s は眩い光を発した!",o_name);
2006 msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
2009 if (object_is_artifact(o_ptr))
2012 msg_format("%sは既に伝説のアイテムです!", o_name );
2014 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
2020 else if (object_is_ego(o_ptr))
2023 msg_format("%sは既に名のあるアイテムです!", o_name );
2025 msg_format("The %s %s already %s!",
2026 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2027 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
2033 else if (o_ptr->xtra3)
2036 msg_format("%sは既に強化されています!", o_name );
2038 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"),
2039 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
2045 if (o_ptr->number > 1)
2047 msg_print(_("複数のアイテムに魔法をかけるだけのエネルギーはありません!", "Not enough energy to enchant more than one object!"));
2049 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
2051 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
2056 inven_item_increase(item, 1 - (o_ptr->number));
2060 floor_item_increase(0 - item, 1 - (o_ptr->number));
2063 okay = create_artifact(o_ptr, TRUE);
2069 if (flush_failure) flush();
2070 msg_print(_("強化に失敗した。", "The enchantment failed."));
2071 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2075 if (record_rand_art)
2077 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2078 do_cmd_write_nikki(NIKKI_ART_SCROLL, 0, o_name);
2080 chg_virtue(V_ENCHANT, 1);
2085 /* Something happened */
2092 * Identify an object
2093 * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
2094 * @return 実際に鑑定できたらTRUEを返す
2096 bool identify_item(object_type *o_ptr)
2098 bool old_known = FALSE;
2099 GAME_TEXT o_name[MAX_NLEN];
2101 object_desc(o_name, o_ptr, 0);
2103 if (o_ptr->ident & IDENT_KNOWN)
2106 if (!(o_ptr->ident & (IDENT_MENTAL)))
2108 if (object_is_artifact(o_ptr) || one_in_(5))
2109 chg_virtue(V_KNOWLEDGE, 1);
2112 object_aware(o_ptr);
2113 object_known(o_ptr);
2114 o_ptr->marked |= OM_TOUCHED;
2116 p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
2117 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2119 strcpy(record_o_name, o_name);
2120 record_turn = current_world_ptr->game_turn;
2122 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2124 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
2125 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2126 if(record_rand_art && !old_known && o_ptr->art_name)
2127 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2133 * @brief アイテム鑑定のメインルーチン処理 /
2134 * Identify an object in the inventory (or on the floor)
2135 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2136 * @return 実際に鑑定を行ったならばTRUEを返す
2138 * This routine does *not* automatically combine objects.
2139 * Returns TRUE if something was identified, else FALSE.
2141 bool ident_spell(bool only_equip)
2145 GAME_TEXT o_name[MAX_NLEN];
2150 item_tester_hook = item_tester_hook_identify_weapon_armour;
2152 item_tester_hook = item_tester_hook_identify;
2156 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
2161 item_tester_hook = object_is_weapon_armour_ammo;
2163 item_tester_hook = NULL;
2165 q = _("すべて鑑定済みです。 ", "All items are identified. ");
2168 s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
2170 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
2171 if (!o_ptr) return (FALSE);
2173 old_known = identify_item(o_ptr);
2175 object_desc(o_name, o_ptr, 0);
2176 if (item >= INVEN_RARM)
2178 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2182 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2186 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2189 /* Auto-inscription/destroy */
2190 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2192 /* Something happened */
2198 * @brief アイテム凡庸化のメインルーチン処理 /
2199 * Identify an object in the inventory (or on the floor)
2200 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2201 * @return 実際に凡庸化をを行ったならばTRUEを返す
2204 * Mundanify an object in the inventory (or on the floor)
2205 * This routine does *not* automatically combine objects.
2206 * Returns TRUE if something was mundanified, else FALSE.
2209 bool mundane_spell(bool only_equip)
2215 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
2217 q = _("どれを使いますか?", "Use which item? ");
2218 s = _("使えるものがありません。", "You have nothing you can use.");
2220 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
2221 if (!o_ptr) return (FALSE);
2223 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
2225 POSITION iy = o_ptr->iy; /* Y-position on map, or zero */
2226 POSITION ix = o_ptr->ix; /* X-position on map, or zero */
2227 OBJECT_IDX next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
2228 byte marked = o_ptr->marked; /* Object is marked */
2229 WEIGHT weight = o_ptr->number * o_ptr->weight;
2230 u16b inscription = o_ptr->inscription;
2233 object_prep(o_ptr, o_ptr->k_idx);
2237 o_ptr->next_o_idx = next_o_idx;
2238 o_ptr->marked = marked;
2239 o_ptr->inscription = inscription;
2240 if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
2244 /* Something happened */
2249 * @brief アイテム*鑑定*のメインルーチン処理 /
2250 * Identify an object in the inventory (or on the floor)
2251 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2252 * @return 実際に鑑定を行ったならばTRUEを返す
2254 * Fully "identify" an object in the inventory -BEN-
2255 * This routine returns TRUE if an item was identified.
2257 bool identify_fully(bool only_equip)
2261 GAME_TEXT o_name[MAX_NLEN];
2266 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
2268 item_tester_hook = item_tester_hook_identify_fully;
2272 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
2277 item_tester_hook = object_is_weapon_armour_ammo;
2279 item_tester_hook = NULL;
2281 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
2284 s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
2286 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
2287 if (!o_ptr) return (FALSE);
2289 old_known = identify_item(o_ptr);
2291 /* Mark the item as fully known */
2292 o_ptr->ident |= (IDENT_MENTAL);
2295 object_desc(o_name, o_ptr, 0);
2296 if (item >= INVEN_RARM)
2298 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2302 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2306 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2309 /* Describe it fully */
2310 (void)screen_object(o_ptr, 0L);
2312 /* Auto-inscription/destroy */
2313 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2323 * Recharge a wand/staff/rod from the pack or on the floor.
2324 * This function has been rewritten in Oangband and ZAngband.
2325 * @param power 充填パワー
2326 * @return ターン消費を要する処理まで進んだらTRUEを返す
2328 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
2329 * Chaos -- Arcane Binding --> recharge(90)
2331 * Scroll of recharging --> recharge(130)
2332 * Artifact activation/Thingol --> recharge(130)
2334 * It is harder to recharge high level, and highly charged wands,
2335 * staffs, and rods. The more wands in a stack, the more easily and
2336 * strongly they recharge. Staffs, however, each get fewer charges if
2339 * Beware of "sliding index errors".
2341 bool recharge(int power)
2345 int recharge_strength;
2346 TIME_EFFECT recharge_amount;
2355 GAME_TEXT o_name[MAX_NLEN];
2357 /* Only accept legal items */
2358 item_tester_hook = item_tester_hook_recharge;
2360 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
2361 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
2363 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
2364 if (!o_ptr) return (FALSE);
2366 /* Get the object kind. */
2367 k_ptr = &k_info[o_ptr->k_idx];
2369 /* Extract the object "level" */
2370 lev = k_info[o_ptr->k_idx].level;
2373 /* Recharge a rod */
2374 if (o_ptr->tval == TV_ROD)
2376 /* Extract a recharge strength by comparing object level to power. */
2377 recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
2381 if (one_in_(recharge_strength))
2383 /* Activate the failure code. */
2390 /* Recharge amount */
2391 recharge_amount = (power * damroll(3, 2));
2393 /* Recharge by that amount */
2394 if (o_ptr->timeout > recharge_amount)
2395 o_ptr->timeout -= recharge_amount;
2402 /* Recharge wand/staff */
2405 /* Extract a recharge strength by comparing object level to power.
2406 * Divide up a stack of wands' charges to calculate charge penalty.
2408 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2409 recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
2411 /* All staffs, unstacked wands. */
2412 else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
2413 if (recharge_strength < 0) recharge_strength = 0;
2416 if (one_in_(recharge_strength))
2418 /* Activate the failure code. */
2422 /* If the spell didn't backfire, recharge the wand or staff. */
2425 /* Recharge based on the standard number of charges. */
2426 recharge_amount = randint1(1 + k_ptr->pval / 2);
2428 /* Multiple wands in a stack increase recharging somewhat. */
2429 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2432 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
2433 if (recharge_amount < 1) recharge_amount = 1;
2434 if (recharge_amount > 12) recharge_amount = 12;
2437 /* But each staff in a stack gets fewer additional charges,
2438 * although always at least one.
2440 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
2442 recharge_amount /= (TIME_EFFECT)o_ptr->number;
2443 if (recharge_amount < 1) recharge_amount = 1;
2446 /* Recharge the wand or staff. */
2447 o_ptr->pval += recharge_amount;
2450 /* Hack -- we no longer "know" the item */
2451 o_ptr->ident &= ~(IDENT_KNOWN);
2453 /* Hack -- we no longer think the item is empty */
2454 o_ptr->ident &= ~(IDENT_EMPTY);
2459 /* Inflict the penalties for failing a recharge. */
2462 /* Artifacts are never destroyed. */
2463 if (object_is_fixed_artifact(o_ptr))
2465 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2466 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);
2468 /* Artifact rods. */
2469 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
2470 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2472 /* Artifact wands and staffs. */
2473 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
2478 /* Get the object description */
2479 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2481 /*** Determine Seriousness of Failure ***/
2483 /* Mages recharge objects more safely. */
2484 if (IS_WIZARD_CLASS() || p_ptr->pclass == CLASS_MAGIC_EATER || p_ptr->pclass == CLASS_BLUE_MAGE)
2486 /* 10% chance to blow up one rod, otherwise draining. */
2487 if (o_ptr->tval == TV_ROD)
2489 if (one_in_(10)) fail_type = 2;
2492 /* 75% chance to blow up one wand, otherwise draining. */
2493 else if (o_ptr->tval == TV_WAND)
2495 if (!one_in_(3)) fail_type = 2;
2498 /* 50% chance to blow up one staff, otherwise no effect. */
2499 else if (o_ptr->tval == TV_STAFF)
2501 if (one_in_(2)) fail_type = 2;
2506 /* All other classes get no special favors. */
2509 /* 33% chance to blow up one rod, otherwise draining. */
2510 if (o_ptr->tval == TV_ROD)
2512 if (one_in_(3)) fail_type = 2;
2515 /* 20% chance of the entire stack, else destroy one wand. */
2516 else if (o_ptr->tval == TV_WAND)
2518 if (one_in_(5)) fail_type = 3;
2521 /* Blow up one staff. */
2522 else if (o_ptr->tval == TV_STAFF)
2528 /*** Apply draining and destruction. ***/
2530 /* Drain object or stack of objects. */
2533 if (o_ptr->tval == TV_ROD)
2535 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!"));
2537 if (o_ptr->timeout < 10000)
2538 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2540 else if (o_ptr->tval == TV_WAND)
2542 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);
2545 /* Staffs aren't drained. */
2548 /* Destroy an object or one in a stack of objects. */
2551 if (o_ptr->number > 1)
2552 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);
2554 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2556 /* Reduce rod stack maximum timeout, drain wands. */
2557 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
2558 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
2560 /* Reduce and describe inventory */
2563 inven_item_increase(item, -1);
2564 inven_item_describe(item);
2565 inven_item_optimize(item);
2568 /* Reduce and describe floor item */
2571 floor_item_increase(0 - item, -1);
2572 floor_item_describe(0 - item);
2573 floor_item_optimize(0 - item);
2577 /* Destroy all members of a stack of objects. */
2580 if (o_ptr->number > 1)
2581 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);
2583 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2585 /* Reduce and describe inventory */
2588 inven_item_increase(item, -999);
2589 inven_item_describe(item);
2590 inven_item_optimize(item);
2593 /* Reduce and describe floor item */
2596 floor_item_increase(0 - item, -999);
2597 floor_item_describe(0 - item);
2598 floor_item_optimize(0 - item);
2603 p_ptr->update |= (PU_COMBINE | PU_REORDER);
2604 p_ptr->window |= (PW_INVEN);
2606 /* Something was done */
2612 * @brief プレイヤーの全既知呪文を表示する /
2613 * Hack -- Display all known spells in a window
2616 * Need to analyze size of the window.
2617 * Need more color coding.
2619 void display_spell_list(void)
2624 const magic_type *s_ptr;
2625 GAME_TEXT name[MAX_NLEN];
2630 /* They have too many spells to list */
2631 if (p_ptr->pclass == CLASS_SORCERER) return;
2632 if (p_ptr->pclass == CLASS_RED_MAGE) return;
2634 if (p_ptr->pclass == CLASS_SNIPER)
2636 display_snipe_list();
2640 /* mind.c type classes */
2641 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2642 (p_ptr->pclass == CLASS_BERSERKER) ||
2643 (p_ptr->pclass == CLASS_NINJA) ||
2644 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2645 (p_ptr->pclass == CLASS_FORCETRAINER))
2647 PERCENTAGE minfail = 0;
2648 PLAYER_LEVEL plev = p_ptr->lev;
2649 PERCENTAGE chance = 0;
2654 bool use_hp = FALSE;
2659 /* Display a list of spells */
2661 put_str(_("名前", "Name"), y, x + 5);
2662 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
2664 switch(p_ptr->pclass)
2666 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
2667 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
2668 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
2669 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
2670 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
2671 default: use_mind = 0;break;
2674 /* Dump the spells */
2675 for (i = 0; i < MAX_MIND_POWERS; i++)
2677 byte a = TERM_WHITE;
2679 /* Access the available spell */
2680 spell = mind_powers[use_mind].info[i];
2681 if (spell.min_lev > plev) break;
2683 /* Get the failure rate */
2684 chance = spell.fail;
2686 /* Reduce failure rate by "effective" level adjustment */
2687 chance -= 3 * (p_ptr->lev - spell.min_lev);
2689 /* Reduce failure rate by INT/WIS adjustment */
2690 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
2694 /* Not enough mana to cast */
2695 if (spell.mana_cost > p_ptr->csp)
2697 chance += 5 * (spell.mana_cost - p_ptr->csp);
2703 /* Not enough hp to cast */
2704 if (spell.mana_cost > p_ptr->chp)
2711 /* Extract the minimum failure rate */
2712 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
2714 /* Minimum failure rate */
2715 if (chance < minfail) chance = minfail;
2717 /* Stunning makes spells harder */
2718 if (p_ptr->stun > 50) chance += 25;
2719 else if (p_ptr->stun) chance += 15;
2721 /* Always a 5 percent chance of working */
2722 if (chance > 95) chance = 95;
2725 mindcraft_info(comment, use_mind, i);
2727 /* Dump the spell */
2728 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
2730 spell.min_lev, spell.mana_cost, chance, comment);
2732 Term_putstr(x, y + i + 1, -1, a, psi_desc);
2737 /* Cannot read spellbooks */
2738 if (REALM_NONE == p_ptr->realm1) return;
2740 /* Normal spellcaster with books */
2743 for (j = 0; j < ((p_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
2747 /* Reset vertical */
2750 /* Vertical location */
2751 y = (j < 3) ? 0 : (m[j - 3] + 2);
2753 /* Horizontal location */
2757 for (i = 0; i < 32; i++)
2759 byte a = TERM_WHITE;
2761 /* Access the spell */
2762 if (!is_magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2))
2764 s_ptr = &technic_info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - MIN_TECHNIC][i % 32];
2768 s_ptr = &mp_ptr->info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - 1][i % 32];
2771 strcpy(name, do_spell((j < 1) ? p_ptr->realm1 : p_ptr->realm2, i % 32, SPELL_NAME));
2774 if (s_ptr->slevel >= 99)
2777 strcpy(name, _("(判読不能)", "(illegible)"));
2785 ((p_ptr->spell_forgotten1 & (1L << i))) :
2786 ((p_ptr->spell_forgotten2 & (1L << (i % 32)))))
2793 else if (!((j < 1) ?
2794 (p_ptr->spell_learned1 & (1L << i)) :
2795 (p_ptr->spell_learned2 & (1L << (i % 32)))))
2802 else if (!((j < 1) ?
2803 (p_ptr->spell_worked1 & (1L << i)) :
2804 (p_ptr->spell_worked2 & (1L << (i % 32)))))
2810 /* Dump the spell --(-- */
2811 sprintf(out_val, "%c/%c) %-20.20s",
2812 I2A(n / 8), I2A(n % 8), name);
2817 /* Dump onto the window */
2818 Term_putstr(x, m[j], -1, a, out_val);
2828 * @brief 呪文の経験値を返す /
2829 * Returns experience of a spell
2831 * @param use_realm 魔法領域
2834 EXP experience_of_spell(SPELL_IDX spell, REALM_IDX use_realm)
2836 if (p_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
2837 else if (p_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
2838 else if (use_realm == p_ptr->realm1) return p_ptr->spell_exp[spell];
2839 else if (use_realm == p_ptr->realm2) return p_ptr->spell_exp[spell + 32];
2845 * @brief 呪文の消費MPを返す /
2846 * Modify mana consumption rate using spell exp and p_ptr->dec_mana
2847 * @param need_mana 基本消費MP
2852 MANA_POINT mod_need_mana(MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
2854 #define MANA_CONST 2400
2856 #define DEC_MANA_DIV 3
2859 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
2862 * need_mana defaults if spell exp equals SPELL_EXP_EXPERT and !p_ptr->dec_mana.
2863 * MANA_CONST is used to calculate need_mana effected from spell proficiency.
2865 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(spell, realm)) + (MANA_CONST - 1);
2866 need_mana *= p_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
2867 need_mana /= MANA_CONST * MANA_DIV;
2868 if (need_mana < 1) need_mana = 1;
2871 /* Non-realm magic */
2874 if (p_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
2886 * @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) /
2887 * Modify spell fail rate
2888 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
2889 * @param chance 修正前失敗率
2893 PERCENTAGE mod_spell_chance_1(PERCENTAGE chance)
2895 chance += p_ptr->to_m_chance;
2897 if (p_ptr->heavy_spell) chance += 20;
2899 if (p_ptr->dec_mana && p_ptr->easy_spell) chance -= 4;
2900 else if (p_ptr->easy_spell) chance -= 3;
2901 else if (p_ptr->dec_mana) chance -= 2;
2908 * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
2909 * Modify spell fail rate
2910 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
2911 * @param chance 修正前失敗率
2913 * Modify spell fail rate (as "suffix" process)
2914 * Using p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
2915 * Note: variable "chance" cannot be negative.
2918 PERCENTAGE mod_spell_chance_2(PERCENTAGE chance)
2920 if (p_ptr->dec_mana) chance--;
2922 if (p_ptr->heavy_spell) chance += 5;
2924 return MAX(chance, 0);
2929 * @brief 呪文の失敗率計算メインルーチン /
2930 * Returns spell chance of failure for spell -RAK-
2932 * @param use_realm 魔法領域ID
2935 PERCENTAGE spell_chance(SPELL_IDX spell, REALM_IDX use_realm)
2937 PERCENTAGE chance, minfail;
2938 const magic_type *s_ptr;
2939 MANA_POINT need_mana;
2940 PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
2943 /* Paranoia -- must be literate */
2944 if (!mp_ptr->spell_book) return (100);
2946 if (use_realm == REALM_HISSATSU) return 0;
2948 /* Access the spell */
2949 if (!is_magic(use_realm))
2951 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
2955 s_ptr = &mp_ptr->info[use_realm - 1][spell];
2958 /* Extract the base spell failure rate */
2959 chance = s_ptr->sfail;
2961 /* Reduce failure rate by "effective" level adjustment */
2962 chance -= 3 * (p_ptr->lev - s_ptr->slevel);
2964 /* Reduce failure rate by INT/WIS adjustment */
2965 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
2968 chance += (MAX(r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
2970 /* Extract mana consumption rate */
2971 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
2973 /* Not enough mana to cast */
2974 if (need_mana > p_ptr->csp)
2976 chance += 5 * (need_mana - p_ptr->csp);
2979 if ((use_realm != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
2981 /* Extract the minimum failure rate */
2982 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
2985 * Non mage/priest characters never get too good
2986 * (added high mage, mindcrafter)
2988 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
2990 if (minfail < 5) minfail = 5;
2993 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
2994 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
2995 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
2997 chance = mod_spell_chance_1(chance);
2999 /* Goodness or evilness gives a penalty to failure rate */
3003 if ((p_ptr->align > 50) || (p_ptr->align < -50)) chance += penalty;
3005 case REALM_LIFE: case REALM_CRUSADE:
3006 if (p_ptr->align < -20) chance += penalty;
3008 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
3009 if (p_ptr->align > 20) chance += penalty;
3013 /* Minimum failure rate */
3014 if (chance < minfail) chance = minfail;
3016 /* Stunning makes spells harder */
3017 if (p_ptr->stun > 50) chance += 25;
3018 else if (p_ptr->stun) chance += 15;
3020 /* Always a 5 percent chance of working */
3021 if (chance > 95) chance = 95;
3023 if ((use_realm == p_ptr->realm1) || (use_realm == p_ptr->realm2)
3024 || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3026 EXP exp = experience_of_spell(spell, use_realm);
3027 if (exp >= SPELL_EXP_EXPERT) chance--;
3028 if (exp >= SPELL_EXP_MASTER) chance--;
3031 /* Return the chance */
3032 return mod_spell_chance_2(chance);
3038 * @brief 呪文情報の表示処理 /
3039 * Print a list of spells (for browsing or casting or viewing)
3040 * @param target_spell 呪文ID
3041 * @param spells 表示するスペルID配列の参照ポインタ
3042 * @param num 表示するスペルの数(spellsの要素数)
3043 * @param y 表示メッセージ左上Y座標
3044 * @param x 表示メッセージ左上X座標
3045 * @param use_realm 魔法領域ID
3048 void print_spells(SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_LEN y, TERM_LEN x, REALM_IDX use_realm)
3052 int exp_level, increment = 64;
3053 const magic_type *s_ptr;
3058 MANA_POINT need_mana;
3063 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && p_ptr->wizard)
3064 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
3066 /* Title the list */
3068 if (use_realm == REALM_HISSATSU)
3069 strcpy(buf,_(" Lv MP", " Lv SP"));
3071 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
3073 put_str(_("名前", "Name"), y, x + 5);
3074 put_str(buf, y, x + 29);
3076 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
3077 else if (use_realm == p_ptr->realm1) increment = 0;
3078 else if (use_realm == p_ptr->realm2) increment = 32;
3080 /* Dump the spells */
3081 for (i = 0; i < num; i++)
3085 if (!is_magic(use_realm))
3087 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3091 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3094 if (use_realm == REALM_HISSATSU)
3095 need_mana = s_ptr->smana;
3098 EXP exp = experience_of_spell(spell, use_realm);
3100 /* Extract mana consumption rate */
3101 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3103 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
3104 else exp_level = spell_exp_level(exp);
3107 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
3108 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
3109 else if (s_ptr->slevel >= 99) max = TRUE;
3110 else if ((p_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
3112 strncpy(ryakuji, exp_level_str[exp_level], 4);
3117 if (use_menu && target_spell)
3119 if (i == (target_spell-1))
3120 strcpy(out_val, _(" 》 ", " > "));
3122 strcpy(out_val, " ");
3124 else sprintf(out_val, " %c) ", I2A(i));
3125 /* Skip illegible spells */
3126 if (s_ptr->slevel >= 99)
3128 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
3129 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
3133 /* XXX XXX Could label spells above the players level */
3135 /* Get extra info */
3136 strcpy(info, do_spell(use_realm, spell, SPELL_INFO));
3141 /* Assume spell is known and tried */
3142 line_attr = TERM_WHITE;
3144 /* Analyze the spell */
3145 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3147 if (s_ptr->slevel > p_ptr->max_plv)
3149 comment = _("未知", "unknown");
3150 line_attr = TERM_L_BLUE;
3152 else if (s_ptr->slevel > p_ptr->lev)
3154 comment = _("忘却", "forgotten");
3155 line_attr = TERM_YELLOW;
3158 else if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2))
3160 comment = _("未知", "unknown");
3161 line_attr = TERM_L_BLUE;
3163 else if ((use_realm == p_ptr->realm1) ?
3164 ((p_ptr->spell_forgotten1 & (1L << spell))) :
3165 ((p_ptr->spell_forgotten2 & (1L << spell))))
3167 comment = _("忘却", "forgotten");
3168 line_attr = TERM_YELLOW;
3170 else if (!((use_realm == p_ptr->realm1) ?
3171 (p_ptr->spell_learned1 & (1L << spell)) :
3172 (p_ptr->spell_learned2 & (1L << spell))))
3174 comment = _("未知", "unknown");
3175 line_attr = TERM_L_BLUE;
3177 else if (!((use_realm == p_ptr->realm1) ?
3178 (p_ptr->spell_worked1 & (1L << spell)) :
3179 (p_ptr->spell_worked2 & (1L << spell))))
3181 comment = _("未経験", "untried");
3182 line_attr = TERM_L_GREEN;
3185 /* Dump the spell --(-- */
3186 if (use_realm == REALM_HISSATSU)
3188 strcat(out_val, format("%-25s %2d %4d",
3189 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
3190 s_ptr->slevel, need_mana));
3194 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
3195 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
3196 (max ? '!' : ' '), ryakuji,
3197 s_ptr->slevel, need_mana, spell_chance(spell, use_realm), comment));
3199 c_prt(line_attr, out_val, y + i + 1, x);
3202 /* Clear the bottom line */
3203 prt("", y + i + 1, x);
3207 * @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 /
3208 * Helper function -- return a "nearby" race for polymorphing
3209 * @param r_idx 基準となるモンスター種族ID
3210 * @return 変更先のモンスター種族ID
3212 * Note that this function is one of the more "dangerous" ones...
3214 static MONRACE_IDX poly_r_idx(MONRACE_IDX r_idx)
3216 monster_race *r_ptr = &r_info[r_idx];
3222 /* Hack -- Uniques/Questors never polymorph */
3223 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags1 & RF1_QUESTOR))
3226 /* Allowable range of "levels" for resulting monster */
3227 lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
3228 lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
3230 /* Pick a (possibly new) non-unique race */
3231 for (i = 0; i < 1000; i++)
3233 /* Pick a new race, using a level calculation */
3234 r = get_mon_num((current_floor_ptr->dun_level + r_ptr->level) / 2 + 5);
3236 /* Handle failure */
3242 /* Ignore unique monsters */
3243 if (r_ptr->flags1 & RF1_UNIQUE) continue;
3245 /* Ignore monsters with incompatible levels */
3246 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
3248 /* Use that index */
3257 * @brief 指定座標にいるモンスターを変身させる /
3258 * Helper function -- return a "nearby" race for polymorphing
3261 * @return 実際に変身したらTRUEを返す
3263 bool polymorph_monster(POSITION y, POSITION x)
3265 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
3266 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
3267 bool polymorphed = FALSE;
3268 MONRACE_IDX new_r_idx;
3269 MONRACE_IDX old_r_idx = m_ptr->r_idx;
3270 bool targeted = (target_who == g_ptr->m_idx) ? TRUE : FALSE;
3271 bool health_tracked = (p_ptr->health_who == g_ptr->m_idx) ? TRUE : FALSE;
3272 monster_type back_m;
3274 if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
3276 if ((p_ptr->riding == g_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
3278 /* Memorize the monster before polymorphing */
3281 /* Pick a "new" monster race */
3282 new_r_idx = poly_r_idx(old_r_idx);
3284 /* Handle polymorph */
3285 if (new_r_idx != old_r_idx)
3287 BIT_FLAGS mode = 0L;
3288 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
3289 OBJECT_IDX this_o_idx, next_o_idx = 0;
3291 /* Get the monsters attitude */
3292 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
3293 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
3294 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
3296 /* Mega-hack -- ignore held objects */
3297 m_ptr->hold_o_idx = 0;
3299 /* "Kill" the "old" monster */
3300 delete_monster_idx(g_ptr->m_idx);
3302 /* Create a new monster (no groups) */
3303 if (place_monster_aux(0, y, x, new_r_idx, mode))
3305 current_floor_ptr->m_list[hack_m_idx_ii].nickname = back_m.nickname;
3306 current_floor_ptr->m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
3307 current_floor_ptr->m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
3314 /* Placing the new monster failed */
3315 if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
3317 current_floor_ptr->m_list[hack_m_idx_ii] = back_m;
3319 /* Re-initialize monster process */
3322 else preserve_hold_objects = FALSE;
3325 /* Mega-hack -- preserve held objects */
3326 if (preserve_hold_objects)
3328 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
3330 object_type *o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
3331 next_o_idx = o_ptr->next_o_idx;
3333 /* Held by new monster */
3334 o_ptr->held_m_idx = hack_m_idx_ii;
3337 else if (back_m.hold_o_idx) /* Failed (paranoia) */
3339 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
3341 next_o_idx = current_floor_ptr->o_list[this_o_idx].next_o_idx;
3342 delete_object_idx(this_o_idx);
3346 if (targeted) target_who = hack_m_idx_ii;
3347 if (health_tracked) health_track(hack_m_idx_ii);
3356 * @param x テレポート先のX座標
3357 * @param y テレポート先のY座標
3358 * @return 目標に指定通りテレポートできたならばTRUEを返す
3360 static bool dimension_door_aux(DEPTH x, DEPTH y)
3362 PLAYER_LEVEL plev = p_ptr->lev;
3364 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
3366 if (!cave_player_teleportable_bold(y, x, 0L) ||
3367 (distance(y, x, p_ptr->y, p_ptr->x) > plev / 2 + 10) ||
3368 (!randint0(plev / 10 + 10)))
3370 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
3371 teleport_player((plev + 2) * 2, TELEPORT_PASSIVE);
3378 teleport_player_to(y, x, 0L);
3387 * @brief 次元の扉処理のメインルーチン /
3389 * @return ターンを消費した場合TRUEを返す
3391 bool dimension_door(void)
3395 /* Rerutn FALSE if cancelled */
3396 if (!tgt_pt(&x, &y)) return FALSE;
3398 if (dimension_door_aux(x, y)) return TRUE;
3400 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!"));
3407 * @brief 鏡抜け処理のメインルーチン /
3408 * Mirror Master's Dimension Door
3409 * @return ターンを消費した場合TRUEを返す
3411 bool mirror_tunnel(void)
3413 POSITION x = 0, y = 0;
3415 /* Rerutn FALSE if cancelled */
3416 if (!tgt_pt(&x, &y)) return FALSE;
3418 if (dimension_door_aux(x, y)) return TRUE;
3420 msg_print(_("鏡の世界をうまく通れなかった!", "You fail to pass the mirror plane correctly!"));
3428 * @return ターンを消費した場合TRUEを返す
3430 bool eat_magic(int power)
3436 int recharge_strength = 0;
3442 GAME_TEXT o_name[MAX_NLEN];
3444 item_tester_hook = item_tester_hook_recharge;
3446 q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
3447 s = _("魔力を吸収できるアイテムがありません。", "You have nothing to drain.");
3449 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
3450 if (!o_ptr) return FALSE;
3452 k_ptr = &k_info[o_ptr->k_idx];
3453 lev = k_info[o_ptr->k_idx].level;
3455 if (o_ptr->tval == TV_ROD)
3457 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
3460 if (one_in_(recharge_strength))
3462 /* Activate the failure code. */
3467 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
3469 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."));
3474 o_ptr->timeout += k_ptr->pval;
3480 /* All staffs, wands. */
3481 recharge_strength = (100 + power - lev) / 15;
3482 if (recharge_strength < 0) recharge_strength = 0;
3485 if (one_in_(recharge_strength))
3487 /* Activate the failure code. */
3492 if (o_ptr->pval > 0)
3494 p_ptr->csp += lev / 2;
3497 /* XXX Hack -- unstack if necessary */
3498 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
3504 /* Obtain a local object */
3505 object_copy(q_ptr, o_ptr);
3507 /* Modify quantity */
3510 /* Restore the charges */
3513 /* Unstack the used item */
3515 p_ptr->total_weight -= q_ptr->weight;
3516 item = inven_carry(q_ptr);
3518 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
3523 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
3525 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
3529 /* Inflict the penalties for failing a recharge. */
3532 /* Artifacts are never destroyed. */
3533 if (object_is_fixed_artifact(o_ptr))
3535 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3536 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);
3538 /* Artifact rods. */
3539 if (o_ptr->tval == TV_ROD)
3540 o_ptr->timeout = k_ptr->pval * o_ptr->number;
3542 /* Artifact wands and staffs. */
3543 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
3548 /* Get the object description */
3549 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3551 /*** Determine Seriousness of Failure ***/
3553 /* Mages recharge objects more safely. */
3554 if (IS_WIZARD_CLASS())
3556 /* 10% chance to blow up one rod, otherwise draining. */
3557 if (o_ptr->tval == TV_ROD)
3559 if (one_in_(10)) fail_type = 2;
3562 /* 75% chance to blow up one wand, otherwise draining. */
3563 else if (o_ptr->tval == TV_WAND)
3565 if (!one_in_(3)) fail_type = 2;
3568 /* 50% chance to blow up one staff, otherwise no effect. */
3569 else if (o_ptr->tval == TV_STAFF)
3571 if (one_in_(2)) fail_type = 2;
3576 /* All other classes get no special favors. */
3579 /* 33% chance to blow up one rod, otherwise draining. */
3580 if (o_ptr->tval == TV_ROD)
3582 if (one_in_(3)) fail_type = 2;
3585 /* 20% chance of the entire stack, else destroy one wand. */
3586 else if (o_ptr->tval == TV_WAND)
3588 if (one_in_(5)) fail_type = 3;
3591 /* Blow up one staff. */
3592 else if (o_ptr->tval == TV_STAFF)
3598 /*** Apply draining and destruction. ***/
3600 /* Drain object or stack of objects. */
3603 if (o_ptr->tval == TV_ROD)
3605 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
3606 "You save your rod from destruction, but all charges are lost."), o_name);
3607 o_ptr->timeout = k_ptr->pval * o_ptr->number;
3609 else if (o_ptr->tval == TV_WAND)
3611 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);
3614 /* Staffs aren't drained. */
3617 /* Destroy an object or one in a stack of objects. */
3620 if (o_ptr->number > 1)
3622 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);
3623 /* Reduce rod stack maximum timeout, drain wands. */
3624 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
3625 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
3629 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);
3632 /* Reduce and describe inventory */
3635 inven_item_increase(item, -1);
3636 inven_item_describe(item);
3637 inven_item_optimize(item);
3640 /* Reduce and describe floor item */
3643 floor_item_increase(0 - item, -1);
3644 floor_item_describe(0 - item);
3645 floor_item_optimize(0 - item);
3649 /* Destroy all members of a stack of objects. */
3652 if (o_ptr->number > 1)
3653 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);
3655 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
3657 /* Reduce and describe inventory */
3660 inven_item_increase(item, -999);
3661 inven_item_describe(item);
3662 inven_item_optimize(item);
3665 /* Reduce and describe floor item */
3668 floor_item_increase(0 - item, -999);
3669 floor_item_describe(0 - item);
3670 floor_item_optimize(0 - item);
3676 if (p_ptr->csp > p_ptr->msp)
3678 p_ptr->csp = p_ptr->msp;
3681 p_ptr->redraw |= (PR_MANA);
3682 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3683 p_ptr->window |= (PW_INVEN);
3690 * @brief 皆殺し(全方向攻撃)処理
3691 * @param py プレイヤーY座標
3692 * @param px プレイヤーX座標
3699 monster_type *m_ptr;
3702 for (dir = 0; dir < 8; dir++)
3704 y = p_ptr->y + ddy_ddd[dir];
3705 x = p_ptr->x + ddx_ddd[dir];
3706 g_ptr = ¤t_floor_ptr->grid_array[y][x];
3707 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
3709 /* Hack -- attack monsters */
3710 if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
3719 feature_type *f_ptr, *mimic_f_ptr;
3722 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
3723 y = p_ptr->y + ddy[dir];
3724 x = p_ptr->x + ddx[dir];
3725 g_ptr = ¤t_floor_ptr->grid_array[y][x];
3726 f_ptr = &f_info[g_ptr->feat];
3727 mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
3731 if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
3733 msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
3735 else if (have_flag(f_ptr->flags, FF_PERMANENT))
3737 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);
3739 else if (g_ptr->m_idx)
3741 monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
3742 msg_print(_("何かが邪魔しています!", "There's something in the way!"));
3744 if (!m_ptr->ml || !is_pet(m_ptr)) py_attack(y, x, 0);
3746 else if (have_flag(f_ptr->flags, FF_TREE))
3748 msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
3750 else if (have_flag(f_ptr->flags, FF_GLASS))
3752 msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
3754 else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
3756 (void)set_food(p_ptr->food + 3000);
3758 else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
3760 (void)set_food(p_ptr->food + 5000);
3764 msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
3765 (void)set_food(p_ptr->food + 10000);
3768 /* Destroy the wall */
3769 cave_alter_feat(y, x, FF_HURT_ROCK);
3771 (void)move_player_effect(y, x, MPE_DONT_PICKUP);
3776 bool shock_power(void)
3781 PLAYER_LEVEL plev = p_ptr->lev;
3782 int boost = P_PTR_KI;
3783 if (heavy_armor()) boost /= 2;
3786 if (!get_aim_dir(&dir)) return FALSE;
3788 y = p_ptr->y + ddy[dir];
3789 x = p_ptr->x + ddx[dir];
3790 dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
3791 fire_beam(GF_MISSILE, dir, dam);
3792 if (current_floor_ptr->grid_array[y][x].m_idx)
3795 POSITION ty = y, tx = x;
3796 POSITION oy = y, ox = x;
3797 MONSTER_IDX m_idx = current_floor_ptr->grid_array[y][x].m_idx;
3798 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
3799 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3800 GAME_TEXT m_name[MAX_NLEN];
3802 monster_desc(m_name, m_ptr, 0);
3804 if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
3806 msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
3810 for (i = 0; i < 5; i++)
3814 if (cave_empty_bold(y, x))
3821 if ((ty != oy) || (tx != ox))
3823 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
3824 current_floor_ptr->grid_array[oy][ox].m_idx = 0;
3825 current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
3829 update_monster(m_idx, TRUE);
3833 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
3834 p_ptr->update |= (PU_MON_LITE);
3841 bool booze(player_type *creature_ptr)
3844 if (creature_ptr->pclass != CLASS_MONK) chg_virtue(V_HARMONY, -1);
3845 else if (!creature_ptr->resist_conf) creature_ptr->special_attack |= ATTACK_SUIKEN;
3846 if (!creature_ptr->resist_conf)
3848 if (set_confused(randint0(20) + 15))
3854 if (!creature_ptr->resist_chaos)
3858 if (set_image(creature_ptr->image + randint0(150) + 150))
3863 if (one_in_(13) && (creature_ptr->pclass != CLASS_MONK))
3866 if (one_in_(3)) lose_all_info();
3868 (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
3870 msg_print(_("知らない場所で目が醒めた。頭痛がする。", "You wake up somewhere with a sore head..."));
3871 msg_print(_("何も思い出せない。どうやってここへ来たのかも分からない!", "You can't remember a thing, or how you got here!"));
3877 bool detonation(player_type *creature_ptr)
3879 msg_print(_("体の中で激しい爆発が起きた!", "Massive explosions rupture your body!"));
3880 take_hit(DAMAGE_NOESCAPE, damroll(50, 20), _("爆発の薬", "a potion of Detonation"), -1);
3881 (void)set_stun(creature_ptr->stun + 75);
3882 (void)set_cut(creature_ptr->cut + 5000);
3886 void blood_curse_to_enemy(MONSTER_IDX m_idx)
3888 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
3889 grid_type *g_ptr = ¤t_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx];
3890 BIT_FLAGS curse_flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3894 switch (randint1(28))
3899 msg_print(_("地面が揺れた...", "The ground trembles..."));
3900 earthquake(m_ptr->fy, m_ptr->fx, 4 + randint0(4));
3901 if (!one_in_(6)) break;
3903 case 3: case 4: case 5: case 6:
3906 int extra_dam = damroll(10, 10);
3907 msg_print(_("純粋な魔力の次元への扉が開いた!", "A portal opens to a plane of raw mana!"));
3909 project(0, 8, m_ptr->fy, m_ptr->fx, extra_dam, GF_MANA, curse_flg, -1);
3910 if (!one_in_(6)) break;
3915 msg_print(_("空間が歪んだ!", "Space warps about you!"));
3917 if (m_ptr->r_idx) teleport_away(g_ptr->m_idx, damroll(10, 10), TELEPORT_PASSIVE);
3918 if (one_in_(13)) count += activate_hi_summon(m_ptr->fy, m_ptr->fx, TRUE);
3919 if (!one_in_(6)) break;
3921 case 9: case 10: case 11:
3922 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3923 project(0, 7, m_ptr->fy, m_ptr->fx, 50, GF_DISINTEGRATE, curse_flg, -1);
3924 if (!one_in_(6)) break;
3925 case 12: case 13: case 14: case 15: case 16:
3926 aggravate_monsters(0);
3927 if (!one_in_(6)) break;
3929 count += activate_hi_summon(m_ptr->fy, m_ptr->fx, TRUE);
3930 if (!one_in_(6)) break;
3931 case 19: case 20: case 21: case 22:
3933 bool pet = !one_in_(3);
3934 BIT_FLAGS mode = PM_ALLOW_GROUP;
3936 if (pet) mode |= PM_FORCE_PET;
3937 else mode |= (PM_NO_PET | PM_FORCE_FRIENDLY);
3939 count += summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : current_floor_ptr->dun_level), 0, mode, '\0');
3940 if (!one_in_(6)) break;
3942 case 23: case 24: case 25:
3943 if (p_ptr->hold_exp && (randint0(100) < 75)) break;
3944 msg_print(_("経験値が体から吸い取られた気がする!", "You feel your experience draining away..."));
3946 if (p_ptr->hold_exp) lose_exp(p_ptr->exp / 160);
3947 else lose_exp(p_ptr->exp / 16);
3948 if (!one_in_(6)) break;
3949 case 26: case 27: case 28:
3958 (void)do_dec_stat(i);
3959 } while (one_in_(2));
3966 (void)do_dec_stat(randint0(6));
3971 } while (one_in_(5));
3975 bool fire_crimson(void)
3979 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3983 if (!get_aim_dir(&dir)) return FALSE;
3985 /* Use the given direction */
3986 tx = p_ptr->x + 99 * ddx[dir];
3987 ty = p_ptr->y + 99 * ddy[dir];
3989 /* Hack -- Use an actual "target" */
3990 if ((dir == 5) && target_okay())
3996 if (p_ptr->pclass == CLASS_ARCHER)
3998 /* Extra shot at level 10 */
3999 if (p_ptr->lev >= 10) num++;
4001 /* Extra shot at level 30 */
4002 if (p_ptr->lev >= 30) num++;
4004 /* Extra shot at level 45 */
4005 if (p_ptr->lev >= 45) num++;
4008 for (i = 0; i < num; i++)
4009 project(0, p_ptr->lev / 20 + 1, ty, tx, p_ptr->lev*p_ptr->lev * 6 / 50, GF_ROCKET, flg, -1);