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 POSITION ny, nx, oy, ox;
153 monster_type *m_ptr = &m_list[m_idx];
156 if(!m_ptr->r_idx) return;
159 if(randint1(100) > power) return;
165 /* Save the old location */
169 /* Minimum distance */
172 /* Look until done */
173 while (look && --attempts)
175 /* Verify max distance */
176 if (dis > 200) dis = 200;
178 /* Try several locations */
179 for (i = 0; i < 500; i++)
181 /* Pick a (possibly illegal) location */
184 ny = rand_spread(ty, dis);
185 nx = rand_spread(tx, dis);
186 d = distance(ty, tx, ny, nx);
187 if ((d >= min) && (d <= dis)) break;
190 /* Ignore illegal locations */
191 if (!in_bounds(ny, nx)) continue;
193 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
195 /* No teleporting into vaults and such */
196 /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
198 /* This grid looks good */
205 /* Increase the maximum distance */
208 /* Decrease the minimum distance */
212 if (attempts < 1) return;
214 sound(SOUND_TPOTHER);
216 /* Update the old location */
217 cave[oy][ox].m_idx = 0;
219 /* Update the new location */
220 cave[ny][nx].m_idx = m_idx;
222 /* Move the monster */
226 /* Update the monster (new location) */
227 update_mon(m_idx, TRUE);
229 /* Redraw the old grid */
232 /* Redraw the new grid */
235 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
236 p_ptr->update |= (PU_MON_LITE);
240 * @brief プレイヤーのテレポート先選定と移動処理 /
241 * Teleport the player to a location up to "dis" grids away.
244 * @return 実際にテレポート処理が行われたらtrue
247 * If no such spaces are readily available, the distance may increase.
248 * Try very hard to move the player at least a quarter that distance.
250 * There was a nasty tendency for a long time; which was causing the
251 * player to "bounce" between two or three different spots because
252 * these are the only spots that are "far enough" way to satisfy the
255 * But this tendency is now removed; in the new algorithm, a list of
256 * candidates is selected first, which includes at least 50% of all
257 * floor grids within the distance, and any single grid in this list
258 * of candidates has equal possibility to be choosen as a destination.
262 bool teleport_player_aux(POSITION dis, BIT_FLAGS mode)
264 int candidates_at[MAX_TELEPORT_DISTANCE + 1];
265 int total_candidates, cur_candidates;
266 POSITION y = 0, x = 0;
269 int left = MAX(1, p_ptr->x - dis);
270 int right = MIN(cur_wid - 2, p_ptr->x + dis);
271 int top = MAX(1, p_ptr->y - dis);
272 int bottom = MIN(cur_hgt - 2, p_ptr->y + dis);
274 if (p_ptr->wild_mode) return FALSE;
276 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
278 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
282 /* Initialize counters */
283 total_candidates = 0;
284 for (i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
285 candidates_at[i] = 0;
287 /* Limit the distance */
288 if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
290 /* Search valid locations */
291 for (y = top; y <= bottom; y++)
293 for (x = left; x <= right; x++)
297 /* Skip illegal locations */
298 if (!cave_player_teleportable_bold(y, x, mode)) continue;
300 /* Calculate distance */
301 d = distance(p_ptr->y, p_ptr->x, y, x);
303 /* Skip too far locations */
304 if (d > dis) continue;
306 /* Count the total number of candidates */
309 /* Count the number of candidates in this circumference */
314 /* No valid location! */
315 if (0 == total_candidates) return FALSE;
317 /* Fix the minimum distance */
318 for (cur_candidates = 0, min = dis; min >= 0; min--)
320 cur_candidates += candidates_at[min];
322 /* 50% of all candidates will have an equal chance to be choosen. */
323 if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
326 /* Pick up a single location randomly */
327 pick = randint1(cur_candidates);
329 /* Search again the choosen location */
330 for (y = top; y <= bottom; y++)
332 for (x = left; x <= right; x++)
336 /* Skip illegal locations */
337 if (!cave_player_teleportable_bold(y, x, mode)) continue;
339 /* Calculate distance */
340 d = distance(p_ptr->y, p_ptr->x, y, x);
342 /* Skip too far locations */
343 if (d > dis) continue;
345 /* Skip too close locations */
346 if (d < min) continue;
348 /* This grid was picked up? */
357 if (player_bold(y, x)) return FALSE;
359 sound(SOUND_TELEPORT);
362 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
363 msg_format("『こっちだぁ、%s』", p_ptr->name);
366 /* Move the player */
367 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
373 * @brief プレイヤーのテレポート処理メインルーチン
378 void teleport_player(POSITION dis, BIT_FLAGS mode)
382 /* Save the old location */
386 if (!teleport_player_aux(dis, mode)) return;
388 /* Monsters with teleport ability may follow the player */
389 for (xx = -1; xx < 2; xx++)
391 for (yy = -1; yy < 2; yy++)
393 MONSTER_IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
395 /* A monster except your mount may follow */
396 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx))
398 monster_type *m_ptr = &m_list[tmp_m_idx];
399 monster_race *r_ptr = &r_info[m_ptr->r_idx];
402 * The latter limitation is to avoid
403 * totally unkillable suckers...
405 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
406 !(r_ptr->flagsr & RFR_RES_TELE))
408 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
417 * @brief プレイヤーのテレポートアウェイ処理 /
418 * @param m_idx アウェイを試みたプレイヤーID
422 void teleport_player_away(MONSTER_IDX m_idx, POSITION dis)
426 /* Save the old location */
430 if (!teleport_player_aux(dis, TELEPORT_PASSIVE)) return;
432 /* Monsters with teleport ability may follow the player */
433 for (xx = -1; xx < 2; xx++)
435 for (yy = -1; yy < 2; yy++)
437 IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
439 /* A monster except your mount or caster may follow */
440 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx) && (m_idx != tmp_m_idx))
442 monster_type *m_ptr = &m_list[tmp_m_idx];
443 monster_race *r_ptr = &r_info[m_ptr->r_idx];
446 * The latter limitation is to avoid
447 * totally unkillable suckers...
449 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
450 !(r_ptr->flagsr & RFR_RES_TELE))
452 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
461 * @brief プレイヤーを指定位置近辺にテレポートさせる
462 * Teleport player to a grid near the given location
465 * @param mode オプションフラグ
469 * This function is slightly obsessive about correctness.
470 * This function allows teleporting into vaults (!)
473 void teleport_player_to(POSITION ny, POSITION nx, BIT_FLAGS mode)
476 POSITION dis = 0, ctr = 0;
478 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
480 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
484 /* Find a usable location */
487 /* Pick a nearby legal location */
490 y = (POSITION)rand_spread(ny, dis);
491 x = (POSITION)rand_spread(nx, dis);
492 if (in_bounds(y, x)) break;
495 /* Accept any grid when wizard mode */
496 if (p_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!cave[y][x].m_idx || (cave[y][x].m_idx == p_ptr->riding))) break;
498 /* Accept teleportable floor grids */
499 if (cave_player_teleportable_bold(y, x, mode)) break;
501 /* Occasionally advance the distance */
502 if (++ctr > (4 * dis * dis + 4 * dis + 1))
509 sound(SOUND_TELEPORT);
511 /* Move the player */
512 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
516 void teleport_away_followable(MONSTER_IDX m_idx)
518 monster_type *m_ptr = &m_list[m_idx];
519 int oldfy = m_ptr->fy;
520 int oldfx = m_ptr->fx;
521 bool old_ml = m_ptr->ml;
522 int old_cdis = m_ptr->cdis;
524 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
526 if (old_ml && (old_cdis <= MAX_SIGHT) && !world_monster && !p_ptr->inside_battle && los(p_ptr->y, p_ptr->x, oldfy, oldfx))
530 if ((p_ptr->muta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
533 BIT_FLAGS flgs[TR_FLAG_SIZE];
537 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
539 o_ptr = &inventory[i];
540 if (o_ptr->k_idx && !object_is_cursed(o_ptr))
542 object_flags(o_ptr, flgs);
543 if (have_flag(flgs, TR_TELEPORT))
554 if (get_check_strict(_("ついていきますか?", "Do you follow it? "), CHECK_OKAY_CANCEL))
558 teleport_player(200, TELEPORT_PASSIVE);
559 msg_print(_("失敗!", "Failed!"));
561 else teleport_player_to(m_ptr->fy, m_ptr->fx, 0L);
562 p_ptr->energy_need += ENERGY_NEED();
570 * @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 /
571 * Teleport the player one level up or down (random when legal)
572 * @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.
575 void teleport_level(MONSTER_IDX m_idx)
581 if (m_idx <= 0) /* To player */
583 strcpy(m_name, _("あなた", "you"));
585 else /* To monster */
587 monster_type *m_ptr = &m_list[m_idx];
589 /* Get the monster name (or "it") */
590 monster_desc(m_name, m_ptr, 0);
592 see_m = is_seen(m_ptr);
595 /* No effect in some case */
596 if (TELE_LEVEL_IS_INEFF(m_idx))
598 if (see_m) msg_print(_("効果がなかった。", "There is no effect."));
602 if ((m_idx <= 0) && p_ptr->anti_tele) /* To player */
604 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
608 /* Choose up or down */
609 if (randint0(100) < 50) go_up = TRUE;
612 if ((m_idx <= 0) && p_ptr->wizard)
614 if (get_check("Force to go up? ")) go_up = TRUE;
615 else if (get_check("Force to go down? ")) go_up = FALSE;
619 if ((ironman_downward && (m_idx <= 0)) || (dun_level <= d_info[dungeon_type].mindepth))
622 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
624 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
626 if (m_idx <= 0) /* To player */
630 dungeon_type = ironman_downward ? DUNGEON_ANGBAND : p_ptr->recall_dungeon;
631 p_ptr->oldpy = p_ptr->y;
632 p_ptr->oldpx = p_ptr->x;
635 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
637 if (autosave_l) do_cmd_save_game(TRUE);
641 dun_level = d_info[dungeon_type].mindepth;
642 prepare_change_floor_mode(CFM_RAND_PLACE);
646 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
650 p_ptr->leaving = TRUE;
655 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
658 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
660 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
664 if (m_idx <= 0) /* To player */
666 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
668 if (autosave_l) do_cmd_save_game(TRUE);
670 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
675 p_ptr->inside_quest = 0;
676 p_ptr->leaving = TRUE;
682 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
684 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
688 if (m_idx <= 0) /* To player */
690 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
692 if (autosave_l) do_cmd_save_game(TRUE);
694 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
697 p_ptr->leaving = TRUE;
703 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
705 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
708 if (m_idx <= 0) /* To player */
710 /* Never reach this code on the surface */
711 /* if (!dun_level) dungeon_type = p_ptr->recall_dungeon; */
713 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
715 if (autosave_l) do_cmd_save_game(TRUE);
717 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
720 p_ptr->leaving = TRUE;
724 /* Monster level teleportation is simple deleting now */
727 monster_type *m_ptr = &m_list[m_idx];
729 /* Check for quest completion */
730 check_quest_completion(m_ptr);
732 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
736 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
737 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
740 delete_monster_idx(m_idx);
743 sound(SOUND_TPLEVEL);
748 * @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。
749 * @param note ダンジョンに施す処理記述
752 * @return 選択されたダンジョンID
754 DUNGEON_IDX choose_dungeon(cptr note, POSITION y, POSITION x)
756 DUNGEON_IDX select_dungeon;
761 /* Hack -- No need to choose dungeon in some case */
762 if (lite_town || vanilla_town || ironman_downward)
764 if (max_dlv[DUNGEON_ANGBAND]) return DUNGEON_ANGBAND;
767 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);
773 /* Allocate the "dun" array */
774 C_MAKE(dun, max_d_idx, s16b);
777 for(i = 1; i < max_d_idx; i++)
782 if (!d_info[i].maxdepth) continue;
783 if (!max_dlv[i]) continue;
784 if (d_info[i].final_guardian)
786 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
788 else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
790 sprintf(buf,_(" %c) %c%-12s : 最大 %d 階", " %c) %c%-16s : Max level %d"),
791 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, (int)max_dlv[i]);
792 prt(buf, y + num, x);
798 prt(_(" 選べるダンジョンがない。", " No dungeon is available."), y, x);
801 prt(format(_("どのダンジョン%sしますか:", "Which dungeon do you %s?: "), note), 0, 0);
805 if ((i == ESCAPE) || !num)
807 /* Free the "dun" array */
808 C_KILL(dun, max_d_idx, s16b);
813 if (i >= 'a' && i <('a'+num))
815 select_dungeon = dun[i-'a'];
822 /* Free the "dun" array */
823 C_KILL(dun, max_d_idx, s16b);
825 return select_dungeon;
830 * @brief プレイヤーの帰還発動及び中止処理 /
831 * Recall the player to town or dungeon
832 * @param turns 発動までのターン数
835 bool recall_player(TIME_EFFECT turns)
838 * TODO: Recall the player to the last
839 * visited town when in the wilderness
843 if (p_ptr->inside_arena || ironman_downward)
845 msg_print(_("何も起こらなかった。", "Nothing happens."));
849 if (dun_level && (max_dlv[dungeon_type] > dun_level) && !p_ptr->inside_quest && !p_ptr->word_recall)
851 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? ")))
853 max_dlv[dungeon_type] = dun_level;
855 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, _("帰還のときに", "when recall from dungeon"));
859 if (!p_ptr->word_recall)
863 DUNGEON_IDX select_dungeon;
864 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
865 if (!select_dungeon) return FALSE;
866 p_ptr->recall_dungeon = select_dungeon;
868 p_ptr->word_recall = turns;
869 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
870 p_ptr->redraw |= (PR_STATUS);
874 p_ptr->word_recall = 0;
875 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
876 p_ptr->redraw |= (PR_STATUS);
885 bool word_of_recall(void)
887 return(recall_player(randint0(21) + 15));
892 * @return リセット処理が実際に行われたらTRUEを返す
894 bool reset_recall(void)
896 int select_dungeon, dummy = 0;
900 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
903 if (ironman_downward)
905 msg_print(_("何も起こらなかった。", "Nothing happens."));
909 if (!select_dungeon) return FALSE;
911 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
912 (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
915 sprintf(tmp_val, "%d", (int)MAX(dun_level, 1));
917 /* Ask for a level */
918 if (get_string(ppp, tmp_val, 10))
920 /* Extract request */
921 dummy = atoi(tmp_val);
924 if (dummy < 1) dummy = 1;
927 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
928 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
930 max_dlv[select_dungeon] = dummy;
933 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
936 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);
938 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
951 * @brief プレイヤーの装備劣化処理 /
952 * Apply disenchantment to the player's stuff
953 * @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
954 * @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 /
955 * Return "TRUE" if the player notices anything
957 bool apply_disenchant(BIT_FLAGS mode)
961 char o_name[MAX_NLEN];
962 int to_h, to_d, to_a, pval;
964 /* Pick a random slot */
967 case 1: t = INVEN_RARM; break;
968 case 2: t = INVEN_LARM; break;
969 case 3: t = INVEN_BOW; break;
970 case 4: t = INVEN_BODY; break;
971 case 5: t = INVEN_OUTER; break;
972 case 6: t = INVEN_HEAD; break;
973 case 7: t = INVEN_HANDS; break;
974 case 8: t = INVEN_FEET; break;
978 o_ptr = &inventory[t];
980 /* No item, nothing happens */
981 if (!o_ptr->k_idx) return (FALSE);
983 /* Disenchant equipments only -- No disenchant on monster ball */
984 if (!object_is_weapon_armour_ammo(o_ptr))
987 /* Nothing to disenchant */
988 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
990 /* Nothing to notice */
995 /* Describe the object */
996 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
999 /* Artifacts have 71% chance to resist */
1000 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))
1042 msg_format("%s(%c)は劣化してしまった!",
1043 o_name, index_to_label(t) );
1045 msg_format("Your %s (%c) %s disenchanted!",
1046 o_name, index_to_label(t),
1047 ((o_ptr->number != 1) ? "were" : "was"));
1050 chg_virtue(V_HARMONY, 1);
1051 chg_virtue(V_ENCHANT, -2);
1053 /* Recalculate bonuses */
1054 p_ptr->update |= (PU_BONUS);
1057 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
1067 * @brief プレイヤーの突然変異処理
1070 void mutate_player(void)
1072 BASE_STATUS max1, cur1, max2, cur2;
1075 /* Pick a pair of stats */
1077 for (jj = ii; jj == ii; jj = randint0(6)) /* loop */;
1079 max1 = p_ptr->stat_max[ii];
1080 cur1 = p_ptr->stat_cur[ii];
1081 max2 = p_ptr->stat_max[jj];
1082 cur2 = p_ptr->stat_cur[jj];
1084 p_ptr->stat_max[ii] = max2;
1085 p_ptr->stat_cur[ii] = cur2;
1086 p_ptr->stat_max[jj] = max1;
1087 p_ptr->stat_cur[jj] = cur1;
1091 if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
1092 if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
1095 p_ptr->update |= (PU_BONUS);
1100 * @brief プレイヤーの因果混乱処理 / Apply Nexus
1101 * @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
1104 void apply_nexus(monster_type *m_ptr)
1106 switch (randint1(7))
1108 case 1: case 2: case 3:
1110 teleport_player(200, TELEPORT_PASSIVE);
1116 teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
1122 if (randint0(100) < p_ptr->skill_sav)
1124 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1128 /* Teleport Level */
1135 if (randint0(100) < p_ptr->skill_sav)
1137 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1141 msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
1150 * @brief 寿命つき光源の燃素追加処理 /
1151 * Charge a lite (torch or latern)
1154 void phlogiston(void)
1156 GAME_TURN max_flog = 0;
1157 object_type * o_ptr = &inventory[INVEN_LITE];
1160 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
1162 max_flog = FUEL_LAMP;
1166 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
1168 max_flog = FUEL_TORCH;
1171 /* No torch to refill */
1174 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."));
1178 if (o_ptr->xtra4 >= max_flog)
1180 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."));
1185 o_ptr->xtra4 += (XTRA16)(max_flog / 2);
1187 msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
1190 if (o_ptr->xtra4 >= max_flog)
1192 o_ptr->xtra4 = (XTRA16)max_flog;
1193 msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
1196 /* Recalculate torch */
1197 p_ptr->update |= (PU_TORCH);
1202 * @brief 武器へのエゴ付加処理 /
1203 * Brand the current weapon
1204 * @param brand_type エゴ化ID(e_info.txtとは連動していない)
1207 void brand_weapon(int brand_type)
1214 /* Assume enchant weapon */
1215 item_tester_hook = object_allow_enchant_melee_weapon;
1216 item_tester_no_ryoute = TRUE;
1219 q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
1220 s = _("強化できる武器がない。", "You have nothing to enchant.");
1222 if (!get_item(&item, q, s, (USE_EQUIP))) return;
1224 /* Get the item (in the pack) */
1227 o_ptr = &inventory[item];
1230 /* Get the item (on the floor) */
1233 o_ptr = &o_list[0 - item];
1237 /* you can never modify artifacts / ego-items */
1238 /* you can never modify cursed items */
1239 /* TY: You _can_ modify broken items (if you're silly enough) */
1240 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1241 !object_is_cursed(o_ptr) &&
1242 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1243 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1244 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
1248 /* Let's get the name before it is changed... */
1249 char o_name[MAX_NLEN];
1250 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1255 if (o_ptr->tval == TV_SWORD)
1257 act = _("は鋭さを増した!", "becomes very sharp!");
1259 o_ptr->name2 = EGO_SHARPNESS;
1260 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, dun_level) + 1;
1262 if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
1267 act = _("は破壊力を増した!", "seems very powerful.");
1268 o_ptr->name2 = EGO_EARTHQUAKES;
1269 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, dun_level);
1273 act = _("は人間の血を求めている!", "seems to be looking for humans!");
1274 o_ptr->name2 = EGO_KILL_HUMAN;
1277 act = _("は電撃に覆われた!", "covered with lightning!");
1278 o_ptr->name2 = EGO_BRAND_ELEC;
1281 act = _("は酸に覆われた!", "coated with acid!");
1282 o_ptr->name2 = EGO_BRAND_ACID;
1285 act = _("は邪悪なる怪物を求めている!", "seems to be looking for evil monsters!");
1286 o_ptr->name2 = EGO_KILL_EVIL;
1289 act = _("は異世界の住人の肉体を求めている!", "seems to be looking for demons!");
1290 o_ptr->name2 = EGO_KILL_DEMON;
1293 act = _("は屍を求めている!", "seems to be looking for undead!");
1294 o_ptr->name2 = EGO_KILL_UNDEAD;
1297 act = _("は動物の血を求めている!", "seems to be looking for animals!");
1298 o_ptr->name2 = EGO_KILL_ANIMAL;
1301 act = _("はドラゴンの血を求めている!", "seems to be looking for dragons!");
1302 o_ptr->name2 = EGO_KILL_DRAGON;
1305 act = _("はトロルの血を求めている!", "seems to be looking for troll!s");
1306 o_ptr->name2 = EGO_KILL_TROLL;
1309 act = _("はオークの血を求めている!", "seems to be looking for orcs!");
1310 o_ptr->name2 = EGO_KILL_ORC;
1313 act = _("は巨人の血を求めている!", "seems to be looking for giants!");
1314 o_ptr->name2 = EGO_KILL_GIANT;
1317 act = _("は非常に不安定になったようだ。", "seems very unstable now.");
1318 o_ptr->name2 = EGO_TRUMP;
1319 o_ptr->pval = randint1(2);
1322 act = _("は血を求めている!", "thirsts for blood!");
1323 o_ptr->name2 = EGO_VAMPIRIC;
1326 act = _("は毒に覆われた。", "is coated with poison.");
1327 o_ptr->name2 = EGO_BRAND_POIS;
1330 act = _("は純ログルスに飲み込まれた。", "is engulfed in raw Logrus!");
1331 o_ptr->name2 = EGO_CHAOTIC;
1334 act = _("は炎のシールドに覆われた!", "is covered in a fiery shield!");
1335 o_ptr->name2 = EGO_BRAND_FIRE;
1338 act = _("は深く冷たいブルーに輝いた!", "glows deep, icy blue!");
1339 o_ptr->name2 = EGO_BRAND_COLD;
1343 msg_format(_("あなたの%s%s", "Your %s %s"), o_name, act);
1344 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1346 o_ptr->discount = 99;
1347 chg_virtue(V_ENCHANT, 2);
1351 if (flush_failure) flush();
1353 msg_print(_("属性付加に失敗した。", "The Branding failed."));
1354 chg_virtue(V_ENCHANT, -2);
1361 * @brief 虚無招来によるフロア中の全壁除去処理 /
1362 * Vanish all walls in this floor
1363 * @return 実際に処理が反映された場合TRUE
1365 static bool vanish_dungeon(void)
1369 feature_type *f_ptr;
1370 monster_type *m_ptr;
1373 /* Prevent vasishing of quest levels and town */
1374 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1379 /* Scan all normal grids */
1380 for (y = 1; y < cur_hgt - 1; y++)
1382 for (x = 1; x < cur_wid - 1; x++)
1384 c_ptr = &cave[y][x];
1386 /* Seeing true feature code (ignore mimic) */
1387 f_ptr = &f_info[c_ptr->feat];
1389 /* Lose room and vault */
1390 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1392 m_ptr = &m_list[c_ptr->m_idx];
1395 if (c_ptr->m_idx && MON_CSLEEP(m_ptr))
1397 /* Reset sleep counter */
1398 (void)set_monster_csleep(c_ptr->m_idx, 0);
1400 /* Notice the "waking up" */
1403 /* Acquire the monster name */
1404 monster_desc(m_name, m_ptr, 0);
1406 /* Dump a message */
1407 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1411 /* Process all walls, doors and patterns */
1412 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(y, x, FF_HURT_DISI);
1416 /* Special boundary walls -- Top and bottom */
1417 for (x = 0; x < cur_wid; x++)
1419 c_ptr = &cave[0][x];
1420 f_ptr = &f_info[c_ptr->mimic];
1422 /* Lose room and vault */
1423 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1425 /* Set boundary mimic if needed */
1426 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1428 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1430 /* Check for change to boring grid */
1431 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1434 c_ptr = &cave[cur_hgt - 1][x];
1435 f_ptr = &f_info[c_ptr->mimic];
1437 /* Lose room and vault */
1438 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1440 /* Set boundary mimic if needed */
1441 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1443 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1445 /* Check for change to boring grid */
1446 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1450 /* Special boundary walls -- Left and right */
1451 for (y = 1; y < (cur_hgt - 1); y++)
1453 c_ptr = &cave[y][0];
1454 f_ptr = &f_info[c_ptr->mimic];
1456 /* Lose room and vault */
1457 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1459 /* Set boundary mimic if needed */
1460 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1462 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1464 /* Check for change to boring grid */
1465 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1468 c_ptr = &cave[y][cur_wid - 1];
1469 f_ptr = &f_info[c_ptr->mimic];
1471 /* Lose room and vault */
1472 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1474 /* Set boundary mimic if needed */
1475 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1477 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1479 /* Check for change to boring grid */
1480 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1484 /* Mega-Hack -- Forget the view and lite */
1485 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
1488 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
1490 /* Update the monsters */
1491 p_ptr->update |= (PU_MONSTERS);
1494 p_ptr->redraw |= (PR_MAP);
1497 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1506 void call_the_(void)
1510 bool do_call = TRUE;
1512 for (i = 0; i < 9; i++)
1514 c_ptr = &cave[p_ptr->y + ddy_ddd[i]][p_ptr->x + ddx_ddd[i]];
1516 if (!cave_have_flag_grid(c_ptr, FF_PROJECT))
1518 if (!c_ptr->mimic || !have_flag(f_info[c_ptr->mimic].flags, FF_PROJECT) ||
1519 !permanent_wall(&f_info[c_ptr->feat]))
1529 for (i = 1; i < 10; i++)
1531 if (i - 5) fire_ball(GF_ROCKET, i, 175, 2);
1534 for (i = 1; i < 10; i++)
1536 if (i - 5) fire_ball(GF_MANA, i, 175, 3);
1539 for (i = 1; i < 10; i++)
1541 if (i - 5) fire_ball(GF_NUKE, i, 175, 4);
1545 /* Prevent destruction of quest levels and town */
1546 else if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1548 msg_print(_("地面が揺れた。", "The ground trembles."));
1554 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
1555 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
1556 msg_print("大きな爆発音があった!");
1558 msg_format("You %s the %s too close to a wall!",
1559 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1560 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1561 msg_print("There is a loud explosion!");
1566 if (!vanish_dungeon()) msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon silences a moment."));
1570 if (destroy_area(p_ptr->y, p_ptr->x, 15 + p_ptr->lev + randint0(11), FALSE))
1571 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
1573 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
1576 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1582 * @brief アイテム引き寄せ処理 /
1583 * Fetch an item (teleport it right underneath the caster)
1584 * @param dir 魔法の発動方向
1586 * @param require_los 射線の通りを要求するならばTRUE
1589 void fetch(DIRECTION dir, WEIGHT wgt, bool require_los)
1595 char o_name[MAX_NLEN];
1597 /* Check to see if an object is already there */
1598 if (cave[p_ptr->y][p_ptr->x].o_idx)
1600 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."));
1605 if (dir == 5 && target_okay())
1610 if (distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE)
1612 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!"));
1616 c_ptr = &cave[ty][tx];
1618 /* We need an item to fetch */
1621 msg_print(_("そこには何もありません。", "There is no object at this place."));
1625 /* No fetching from vault */
1626 if (c_ptr->info & CAVE_ICKY)
1628 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."));
1632 /* We need to see the item */
1635 if (!player_has_los_bold(ty, tx))
1637 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."));
1640 else if (!projectable(p_ptr->y, p_ptr->x, ty, tx))
1642 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
1649 /* Use a direction */
1650 ty = p_ptr->y; /* Where to drop the item */
1657 c_ptr = &cave[ty][tx];
1659 if ((distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE) ||
1660 !cave_have_flag_bold(ty, tx, FF_PROJECT)) return;
1662 while (!c_ptr->o_idx);
1665 o_ptr = &o_list[c_ptr->o_idx];
1667 if (o_ptr->weight > wgt)
1669 /* Too heavy to 'fetch' */
1670 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
1675 c_ptr->o_idx = o_ptr->next_o_idx;
1676 cave[p_ptr->y][p_ptr->x].o_idx = i; /* 'move' it */
1678 o_ptr->next_o_idx = 0;
1679 o_ptr->iy = (byte)p_ptr->y;
1680 o_ptr->ix = (byte)p_ptr->x;
1682 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1683 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);
1685 note_spot(p_ptr->y, p_ptr->x);
1686 p_ptr->redraw |= PR_MAP;
1693 void alter_reality(void)
1695 /* Ironman option */
1696 if (p_ptr->inside_arena || ironman_downward)
1698 msg_print(_("何も起こらなかった。", "Nothing happens."));
1702 if (!p_ptr->alter_reality)
1704 TIME_EFFECT turns = randint0(21) + 15;
1706 p_ptr->alter_reality = turns;
1707 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
1709 p_ptr->redraw |= (PR_STATUS);
1713 p_ptr->alter_reality = 0;
1714 msg_print(_("景色が元に戻った...", "The view around you got back..."));
1715 p_ptr->redraw |= (PR_STATUS);
1722 * @brief 守りのルーン設置処理 /
1723 * Leave a "glyph of warding" which prevents monster movement
1724 * @return 実際に設置が行われた場合TRUEを返す
1726 bool warding_glyph(void)
1729 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1731 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1735 /* Create a glyph */
1736 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1737 cave[p_ptr->y][p_ptr->x].mimic = feat_glyph;
1740 note_spot(p_ptr->y, p_ptr->x);
1743 lite_spot(p_ptr->y, p_ptr->x);
1750 * @return 実際に設置が行われた場合TRUEを返す
1752 bool place_mirror(void)
1755 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1757 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1761 /* Create a mirror */
1762 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1763 cave[p_ptr->y][p_ptr->x].mimic = feat_mirror;
1765 /* Turn on the light */
1766 cave[p_ptr->y][p_ptr->x].info |= CAVE_GLOW;
1769 note_spot(p_ptr->y, p_ptr->x);
1772 lite_spot(p_ptr->y, p_ptr->x);
1774 update_local_illumination(p_ptr->y, p_ptr->x);
1781 * @brief 爆発のルーン設置処理 /
1782 * Leave an "explosive rune" which prevents monster movement
1783 * @return 実際に設置が行われた場合TRUEを返す
1785 bool explosive_rune(void)
1788 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1790 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1794 /* Create a glyph */
1795 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1796 cave[p_ptr->y][p_ptr->x].mimic = feat_explosive_rune;
1799 note_spot(p_ptr->y, p_ptr->x);
1802 lite_spot(p_ptr->y, p_ptr->x);
1809 * @brief 全所持アイテム鑑定処理 /
1810 * Identify everything being carried.
1811 * Done by a potion of "self knowledge".
1814 void identify_pack(void)
1818 /* Simply identify and know every item */
1819 for (i = 0; i < INVEN_TOTAL; i++)
1821 object_type *o_ptr = &inventory[i];
1823 /* Skip non-objects */
1824 if (!o_ptr->k_idx) continue;
1827 identify_item(o_ptr);
1829 /* Auto-inscription */
1830 autopick_alter_item(i, FALSE);
1836 * @brief 装備強化処理の失敗率定数(千分率) /
1837 * Used by the "enchant" function (chance of failure)
1838 * (modified for Zangband, we need better stuff there...) -- TY
1841 static int enchant_table[16] =
1843 0, 10, 50, 100, 200,
1844 300, 400, 500, 650, 800,
1845 950, 987, 993, 995, 998,
1852 * Removes curses from items in inventory
1853 * @param all 軽い呪いまでの解除ならば0
1854 * @return 解呪されたアイテムの数
1857 * Note that Items which are "Perma-Cursed" (The One Ring,
1858 * The Crown of Morgoth) can NEVER be uncursed.
1860 * Note that if "all" is FALSE, then Items which are
1861 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1862 * will not be uncursed.
1865 static int remove_curse_aux(int all)
1869 /* Attempt to uncurse items being worn */
1870 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1872 object_type *o_ptr = &inventory[i];
1874 /* Skip non-objects */
1875 if (!o_ptr->k_idx) continue;
1877 /* Uncursed already */
1878 if (!object_is_cursed(o_ptr)) continue;
1880 /* Heavily Cursed Items need a special spell */
1881 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1883 /* Perma-Cursed Items can NEVER be uncursed */
1884 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1887 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1892 o_ptr->curse_flags = 0L;
1894 /* Hack -- Assume felt */
1895 o_ptr->ident |= (IDENT_SENSE);
1898 o_ptr->feeling = FEEL_NONE;
1900 /* Recalculate the bonuses */
1901 p_ptr->update |= (PU_BONUS);
1904 p_ptr->window |= (PW_EQUIP);
1906 /* Count the uncursings */
1912 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."));
1914 /* Return "something uncursed" */
1920 * @brief 装備の軽い呪い解呪処理 /
1921 * Remove most curses
1922 * @return 解呪に成功した装備数
1924 int remove_curse(void)
1926 return (remove_curse_aux(FALSE));
1930 * @brief 装備の重い呪い解呪処理 /
1932 * @return 解呪に成功した装備数
1934 int remove_all_curse(void)
1936 return (remove_curse_aux(TRUE));
1941 * @brief アイテムの価値に応じた錬金術処理 /
1942 * Turns an object into gold, gain some of its value in a shop
1943 * @return 処理が実際に行われたらTRUEを返す
1949 ITEM_NUMBER old_number;
1953 char o_name[MAX_NLEN];
1954 char out_val[MAX_NLEN+40];
1958 /* Hack -- force destruction */
1959 if (command_arg > 0) force = TRUE;
1962 q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
1963 s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
1965 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
1967 /* Get the item (in the pack) */
1970 o_ptr = &inventory[item];
1973 /* Get the item (on the floor) */
1976 o_ptr = &o_list[0 - item];
1980 /* See how many items */
1981 if (o_ptr->number > 1)
1983 /* Get a quantity */
1984 amt = get_quantity(NULL, o_ptr->number);
1986 /* Allow user abort */
1987 if (amt <= 0) return FALSE;
1991 /* Describe the object */
1992 old_number = o_ptr->number;
1993 o_ptr->number = amt;
1994 object_desc(o_name, o_ptr, 0);
1995 o_ptr->number = old_number;
1997 /* Verify unless quantity given */
2000 if (confirm_destroy || (object_value(o_ptr) > 0))
2002 /* Make a verification */
2003 sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
2004 if (!get_check(out_val)) return FALSE;
2008 /* Artifacts cannot be destroyed */
2009 if (!can_player_destroy_object(o_ptr))
2011 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);
2017 price = object_value_real(o_ptr);
2021 msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
2027 if (amt > 1) price *= amt;
2029 if (price > 30000) price = 30000;
2030 msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
2035 p_ptr->redraw |= (PR_GOLD);
2038 p_ptr->window |= (PW_PLAYER);
2042 /* Eliminate the item (from the pack) */
2045 inven_item_increase(item, -amt);
2046 inven_item_describe(item);
2047 inven_item_optimize(item);
2050 /* Eliminate the item (from the floor) */
2053 floor_item_increase(0 - item, -amt);
2054 floor_item_describe(0 - item);
2055 floor_item_optimize(0 - item);
2063 * @brief 呪いの打ち破り処理 /
2064 * Break the curse of an item
2065 * @param o_ptr 呪い装備情報の参照ポインタ
2068 static void break_curse(object_type *o_ptr)
2070 if (object_is_cursed(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
2072 msg_print(_("かけられていた呪いが打ち破られた!", "The curse is broken!"));
2074 o_ptr->curse_flags = 0L;
2075 o_ptr->ident |= (IDENT_SENSE);
2076 o_ptr->feeling = FEEL_NONE;
2083 * Enchants a plus onto an item. -RAK-
2084 * @param o_ptr 強化するアイテムの参照ポインタ
2086 * @param eflag 強化オプション(命中/ダメージ/AC)
2087 * @return 強化に成功した場合TRUEを返す
2090 * Revamped! Now takes item pointer, number of times to try enchanting,
2091 * and a flag of what to try enchanting. Artifacts resist enchantment
2092 * some of the time, and successful enchantment to at least +0 might
2093 * break a curse on the item. -CFT-
2095 * Note that an item can technically be enchanted all the way to +15 if
2096 * you wait a very, very, long time. Going from +9 to +10 only works
2097 * about 5% of the time, and from +10 to +11 only about 1% of the time.
2099 * Note that this function can now be used on "piles" of items, and
2100 * the larger the pile, the lower the chance of success.
2103 bool enchant(object_type *o_ptr, int n, int eflag)
2105 int i, chance, prob;
2107 bool a = object_is_artifact(o_ptr);
2108 bool force = (eflag & ENCH_FORCE);
2111 /* Large piles resist enchantment */
2112 prob = o_ptr->number * 100;
2114 /* Missiles are easy to enchant */
2115 if ((o_ptr->tval == TV_BOLT) ||
2116 (o_ptr->tval == TV_ARROW) ||
2117 (o_ptr->tval == TV_SHOT))
2123 for (i = 0; i < n; i++)
2125 /* Hack -- Roll for pile resistance */
2126 if (!force && randint0(prob) >= 100) continue;
2128 /* Enchant to hit */
2129 if (eflag & ENCH_TOHIT)
2131 if (o_ptr->to_h < 0) chance = 0;
2132 else if (o_ptr->to_h > 15) chance = 1000;
2133 else chance = enchant_table[o_ptr->to_h];
2135 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2140 /* only when you get it above -1 -CFT */
2141 if (o_ptr->to_h >= 0)
2146 /* Enchant to damage */
2147 if (eflag & ENCH_TODAM)
2149 if (o_ptr->to_d < 0) chance = 0;
2150 else if (o_ptr->to_d > 15) chance = 1000;
2151 else chance = enchant_table[o_ptr->to_d];
2153 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2158 /* only when you get it above -1 -CFT */
2159 if (o_ptr->to_d >= 0)
2164 /* Enchant to armor class */
2165 if (eflag & ENCH_TOAC)
2167 if (o_ptr->to_a < 0) chance = 0;
2168 else if (o_ptr->to_a > 15) chance = 1000;
2169 else chance = enchant_table[o_ptr->to_a];
2171 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2176 /* only when you get it above -1 -CFT */
2177 if (o_ptr->to_a >= 0)
2184 if (!res) return (FALSE);
2186 /* Recalculate bonuses */
2187 p_ptr->update |= (PU_BONUS);
2189 /* Combine / Reorder the pack (later) */
2190 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2193 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2203 * @brief 装備修正強化処理のメインルーチン /
2204 * Enchant an item (in the inventory or on the floor)
2205 * @param num_hit 命中修正量
2206 * @param num_dam ダメージ修正量
2207 * @param num_ac AC修正量
2208 * @return 強化に成功した場合TRUEを返す
2210 * Note that "num_ac" requires armour, else weapon
2211 * Returns TRUE if attempted, FALSE if cancelled
2213 bool enchant_spell(HIT_PROB num_hit, HIT_POINT num_dam, ARMOUR_CLASS num_ac)
2218 char o_name[MAX_NLEN];
2222 /* Assume enchant weapon */
2223 item_tester_hook = object_allow_enchant_weapon;
2224 item_tester_no_ryoute = TRUE;
2226 /* Enchant armor if requested */
2227 if (num_ac) item_tester_hook = object_is_armour;
2230 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2231 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2233 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2235 /* Get the item (in the pack) */
2238 o_ptr = &inventory[item];
2241 /* Get the item (on the floor) */
2244 o_ptr = &o_list[0 - item];
2249 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2253 msg_format("%s は明るく輝いた!",
2256 msg_format("%s %s glow%s brightly!",
2257 ((item >= 0) ? "Your" : "The"), o_name,
2258 ((o_ptr->number > 1) ? "" : "s"));
2263 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
2264 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
2265 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
2271 if (flush_failure) flush();
2273 msg_print(_("強化に失敗した。", "The enchantment failed."));
2275 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2278 chg_virtue(V_ENCHANT, 1);
2282 /* Something happened */
2288 * @brief アーティファクト生成の巻物処理 /
2289 * @return 生成が実際に試みられたらTRUEを返す
2291 bool artifact_scroll(void)
2296 char o_name[MAX_NLEN];
2300 item_tester_no_ryoute = TRUE;
2302 /* Enchant weapon/armour */
2303 item_tester_hook = item_tester_hook_nameless_weapon_armour;
2306 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2307 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2309 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2311 /* Get the item (in the pack) */
2314 o_ptr = &inventory[item];
2317 /* Get the item (on the floor) */
2320 o_ptr = &o_list[0 - item];
2325 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2329 msg_format("%s は眩い光を発した!",o_name);
2331 msg_format("%s %s radiate%s a blinding light!",
2332 ((item >= 0) ? "Your" : "The"), o_name,
2333 ((o_ptr->number > 1) ? "" : "s"));
2336 if (object_is_artifact(o_ptr))
2339 msg_format("%sは既に伝説のアイテムです!", o_name );
2341 msg_format("The %s %s already %s!",
2342 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2343 ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
2349 else if (object_is_ego(o_ptr))
2352 msg_format("%sは既に名のあるアイテムです!", o_name );
2354 msg_format("The %s %s already %s!",
2355 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2356 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
2362 else if (o_ptr->xtra3)
2365 msg_format("%sは既に強化されています!", o_name );
2367 msg_format("The %s %s already %s!",
2368 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2369 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
2375 if (o_ptr->number > 1)
2378 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!");
2379 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
2381 msg_print("Not enough enough energy to enchant more than one object!");
2382 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
2387 inven_item_increase(item, 1-(o_ptr->number));
2391 floor_item_increase(0-item, 1-(o_ptr->number));
2394 okay = create_artifact(o_ptr, TRUE);
2401 if (flush_failure) flush();
2403 msg_print(_("強化に失敗した。", "The enchantment failed."));
2405 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2409 if (record_rand_art)
2412 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2413 do_cmd_write_nikki(NIKKI_ART_SCROLL, 0, o_name);
2415 chg_virtue(V_ENCHANT, 1);
2420 /* Something happened */
2427 * Identify an object
2428 * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
2429 * @return 実際に鑑定できたらTRUEを返す
2431 bool identify_item(object_type *o_ptr)
2433 bool old_known = FALSE;
2434 char o_name[MAX_NLEN];
2437 object_desc(o_name, o_ptr, 0);
2439 if (o_ptr->ident & IDENT_KNOWN)
2442 if (!(o_ptr->ident & (IDENT_MENTAL)))
2444 if (object_is_artifact(o_ptr) || one_in_(5))
2445 chg_virtue(V_KNOWLEDGE, 1);
2448 /* Identify it fully */
2449 object_aware(o_ptr);
2450 object_known(o_ptr);
2452 /* Player touches it */
2453 o_ptr->marked |= OM_TOUCHED;
2455 /* Recalculate bonuses */
2456 p_ptr->update |= (PU_BONUS);
2458 /* Combine / Reorder the pack (later) */
2459 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2462 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2464 strcpy(record_o_name, o_name);
2468 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2470 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
2471 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2472 if(record_rand_art && !old_known && o_ptr->art_name)
2473 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2479 * @brief アイテム鑑定のメインルーチン処理 /
2480 * Identify an object in the inventory (or on the floor)
2481 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2482 * @return 実際に鑑定を行ったならばTRUEを返す
2484 * This routine does *not* automatically combine objects.
2485 * Returns TRUE if something was identified, else FALSE.
2487 bool ident_spell(bool only_equip)
2491 char o_name[MAX_NLEN];
2495 item_tester_no_ryoute = TRUE;
2498 item_tester_hook = item_tester_hook_identify_weapon_armour;
2500 item_tester_hook = item_tester_hook_identify;
2504 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
2509 item_tester_hook = object_is_weapon_armour_ammo;
2511 item_tester_hook = NULL;
2513 q = _("すべて鑑定済みです。 ", "All items are identified. ");
2517 s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
2519 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2521 /* Get the item (in the pack) */
2524 o_ptr = &inventory[item];
2527 /* Get the item (on the floor) */
2530 o_ptr = &o_list[0 - item];
2534 old_known = identify_item(o_ptr);
2537 object_desc(o_name, o_ptr, 0);
2540 if (item >= INVEN_RARM)
2542 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2546 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2550 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2553 /* Auto-inscription/destroy */
2554 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2556 /* Something happened */
2562 * @brief アイテム凡庸化のメインルーチン処理 /
2563 * Identify an object in the inventory (or on the floor)
2564 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2565 * @return 実際に凡庸化をを行ったならばTRUEを返す
2568 * Mundanify an object in the inventory (or on the floor)
2569 * This routine does *not* automatically combine objects.
2570 * Returns TRUE if something was mundanified, else FALSE.
2573 bool mundane_spell(bool only_equip)
2579 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
2580 item_tester_no_ryoute = TRUE;
2583 q = _("どれを使いますか?", "Use which item? ");
2584 s = _("使えるものがありません。", "You have nothing you can use.");
2586 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2588 /* Get the item (in the pack) */
2591 o_ptr = &inventory[item];
2594 /* Get the item (on the floor) */
2597 o_ptr = &o_list[0 - item];
2601 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
2603 POSITION iy = o_ptr->iy; /* Y-position on map, or zero */
2604 POSITION ix = o_ptr->ix; /* X-position on map, or zero */
2605 s16b next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
2606 byte marked = o_ptr->marked; /* Object is marked */
2607 s16b weight = o_ptr->number * o_ptr->weight;
2608 u16b inscription = o_ptr->inscription;
2611 object_prep(o_ptr, o_ptr->k_idx);
2615 o_ptr->next_o_idx = next_o_idx;
2616 o_ptr->marked = marked;
2617 o_ptr->inscription = inscription;
2618 if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
2622 /* Something happened */
2627 * @brief アイテム*鑑定*のメインルーチン処理 /
2628 * Identify an object in the inventory (or on the floor)
2629 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2630 * @return 実際に鑑定を行ったならばTRUEを返す
2632 * Fully "identify" an object in the inventory -BEN-
2633 * This routine returns TRUE if an item was identified.
2635 bool identify_fully(bool only_equip)
2639 char o_name[MAX_NLEN];
2643 item_tester_no_ryoute = TRUE;
2645 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
2647 item_tester_hook = item_tester_hook_identify_fully;
2651 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
2656 item_tester_hook = object_is_weapon_armour_ammo;
2658 item_tester_hook = NULL;
2660 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
2664 s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
2666 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2668 /* Get the item (in the pack) */
2671 o_ptr = &inventory[item];
2674 /* Get the item (on the floor) */
2677 o_ptr = &o_list[0 - item];
2681 old_known = identify_item(o_ptr);
2683 /* Mark the item as fully known */
2684 o_ptr->ident |= (IDENT_MENTAL);
2690 object_desc(o_name, o_ptr, 0);
2693 if (item >= INVEN_RARM)
2695 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2699 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2703 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2706 /* Describe it fully */
2707 (void)screen_object(o_ptr, 0L);
2709 /* Auto-inscription/destroy */
2710 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2720 * Recharge a wand/staff/rod from the pack or on the floor.
2721 * This function has been rewritten in Oangband and ZAngband.
2722 * @param power 充填パワー
2723 * @return ターン消費を要する処理まで進んだらTRUEを返す
2725 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
2726 * Chaos -- Arcane Binding --> recharge(90)
2728 * Scroll of recharging --> recharge(130)
2729 * Artifact activation/Thingol --> recharge(130)
2731 * It is harder to recharge high level, and highly charged wands,
2732 * staffs, and rods. The more wands in a stack, the more easily and
2733 * strongly they recharge. Staffs, however, each get fewer charges if
2736 * XXX XXX XXX Beware of "sliding index errors".
2738 bool recharge(int power)
2742 int recharge_strength;
2743 TIME_EFFECT recharge_amount;
2752 char o_name[MAX_NLEN];
2754 /* Only accept legal items */
2755 item_tester_hook = item_tester_hook_recharge;
2758 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
2759 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
2761 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
2763 /* Get the item (in the pack) */
2766 o_ptr = &inventory[item];
2769 /* Get the item (on the floor) */
2772 o_ptr = &o_list[0 - item];
2775 /* Get the object kind. */
2776 k_ptr = &k_info[o_ptr->k_idx];
2778 /* Extract the object "level" */
2779 lev = k_info[o_ptr->k_idx].level;
2782 /* Recharge a rod */
2783 if (o_ptr->tval == TV_ROD)
2785 /* Extract a recharge strength by comparing object level to power. */
2786 recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
2790 if (one_in_(recharge_strength))
2792 /* Activate the failure code. */
2799 /* Recharge amount */
2800 recharge_amount = (power * damroll(3, 2));
2802 /* Recharge by that amount */
2803 if (o_ptr->timeout > recharge_amount)
2804 o_ptr->timeout -= recharge_amount;
2811 /* Recharge wand/staff */
2814 /* Extract a recharge strength by comparing object level to power.
2815 * Divide up a stack of wands' charges to calculate charge penalty.
2817 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2818 recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
2820 /* All staffs, unstacked wands. */
2821 else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
2824 if (recharge_strength < 0) recharge_strength = 0;
2827 if (one_in_(recharge_strength))
2829 /* Activate the failure code. */
2833 /* If the spell didn't backfire, recharge the wand or staff. */
2836 /* Recharge based on the standard number of charges. */
2837 recharge_amount = randint1(1 + k_ptr->pval / 2);
2839 /* Multiple wands in a stack increase recharging somewhat. */
2840 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2843 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
2844 if (recharge_amount < 1) recharge_amount = 1;
2845 if (recharge_amount > 12) recharge_amount = 12;
2848 /* But each staff in a stack gets fewer additional charges,
2849 * although always at least one.
2851 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
2853 recharge_amount /= (TIME_EFFECT)o_ptr->number;
2854 if (recharge_amount < 1) recharge_amount = 1;
2857 /* Recharge the wand or staff. */
2858 o_ptr->pval += recharge_amount;
2861 /* Hack -- we no longer "know" the item */
2862 o_ptr->ident &= ~(IDENT_KNOWN);
2864 /* Hack -- we no longer think the item is empty */
2865 o_ptr->ident &= ~(IDENT_EMPTY);
2870 /* Inflict the penalties for failing a recharge. */
2873 /* Artifacts are never destroyed. */
2874 if (object_is_fixed_artifact(o_ptr))
2876 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2877 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);
2879 /* Artifact rods. */
2880 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
2881 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2883 /* Artifact wands and staffs. */
2884 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
2889 /* Get the object description */
2890 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2892 /*** Determine Seriousness of Failure ***/
2894 /* Mages recharge objects more safely. */
2895 if (IS_WIZARD_CLASS() || p_ptr->pclass == CLASS_MAGIC_EATER || p_ptr->pclass == CLASS_BLUE_MAGE)
2897 /* 10% chance to blow up one rod, otherwise draining. */
2898 if (o_ptr->tval == TV_ROD)
2900 if (one_in_(10)) fail_type = 2;
2903 /* 75% chance to blow up one wand, otherwise draining. */
2904 else if (o_ptr->tval == TV_WAND)
2906 if (!one_in_(3)) fail_type = 2;
2909 /* 50% chance to blow up one staff, otherwise no effect. */
2910 else if (o_ptr->tval == TV_STAFF)
2912 if (one_in_(2)) fail_type = 2;
2917 /* All other classes get no special favors. */
2920 /* 33% chance to blow up one rod, otherwise draining. */
2921 if (o_ptr->tval == TV_ROD)
2923 if (one_in_(3)) fail_type = 2;
2926 /* 20% chance of the entire stack, else destroy one wand. */
2927 else if (o_ptr->tval == TV_WAND)
2929 if (one_in_(5)) fail_type = 3;
2932 /* Blow up one staff. */
2933 else if (o_ptr->tval == TV_STAFF)
2939 /*** Apply draining and destruction. ***/
2941 /* Drain object or stack of objects. */
2944 if (o_ptr->tval == TV_ROD)
2946 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!"));
2948 if (o_ptr->timeout < 10000)
2949 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2951 else if (o_ptr->tval == TV_WAND)
2953 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);
2956 /* Staffs aren't drained. */
2959 /* Destroy an object or one in a stack of objects. */
2962 if (o_ptr->number > 1)
2963 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);
2965 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2967 /* Reduce rod stack maximum timeout, drain wands. */
2968 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
2969 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
2971 /* Reduce and describe inventory */
2974 inven_item_increase(item, -1);
2975 inven_item_describe(item);
2976 inven_item_optimize(item);
2979 /* Reduce and describe floor item */
2982 floor_item_increase(0 - item, -1);
2983 floor_item_describe(0 - item);
2984 floor_item_optimize(0 - item);
2988 /* Destroy all members of a stack of objects. */
2991 if (o_ptr->number > 1)
2992 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);
2994 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2996 /* Reduce and describe inventory */
2999 inven_item_increase(item, -999);
3000 inven_item_describe(item);
3001 inven_item_optimize(item);
3004 /* Reduce and describe floor item */
3007 floor_item_increase(0 - item, -999);
3008 floor_item_describe(0 - item);
3009 floor_item_optimize(0 - item);
3015 /* Combine / Reorder the pack (later) */
3016 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3019 p_ptr->window |= (PW_INVEN);
3021 /* Something was done */
3029 * @return ターン消費を要する処理を行ったならばTRUEを返す
3031 bool bless_weapon(void)
3035 BIT_FLAGS flgs[TR_FLAG_SIZE];
3036 char o_name[MAX_NLEN];
3039 item_tester_no_ryoute = TRUE;
3041 /* Bless only weapons */
3042 item_tester_hook = object_is_weapon;
3045 q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
3046 s = _("祝福できる武器がありません。", "You have weapon to bless.");
3048 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3051 /* Get the item (in the pack) */
3054 o_ptr = &inventory[item];
3057 /* Get the item (on the floor) */
3060 o_ptr = &o_list[0 - item];
3065 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3067 /* Extract the flags */
3068 object_flags(o_ptr, flgs);
3070 if (object_is_cursed(o_ptr))
3072 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
3073 have_flag(flgs, TR_ADD_L_CURSE) ||
3074 have_flag(flgs, TR_ADD_H_CURSE) ||
3075 (o_ptr->curse_flags & TRC_PERMA_CURSE))
3078 msg_format("%sを覆う黒いオーラは祝福を跳ね返した!",
3081 msg_format("The black aura on %s %s disrupts the blessing!",
3082 ((item >= 0) ? "your" : "the"), o_name);
3089 msg_format("%s から邪悪なオーラが消えた。",
3092 msg_format("A malignant aura leaves %s %s.",
3093 ((item >= 0) ? "your" : "the"), o_name);
3098 o_ptr->curse_flags = 0L;
3100 /* Hack -- Assume felt */
3101 o_ptr->ident |= (IDENT_SENSE);
3104 o_ptr->feeling = FEEL_NONE;
3106 /* Recalculate the bonuses */
3107 p_ptr->update |= (PU_BONUS);
3110 p_ptr->window |= (PW_EQUIP);
3114 * Next, we try to bless it. Artifacts have a 1/3 chance of
3115 * being blessed, otherwise, the operation simply disenchants
3116 * them, godly power negating the magic. Ok, the explanation
3117 * is silly, but otherwise priests would always bless every
3118 * artifact weapon they find. Ego weapons and normal weapons
3119 * can be blessed automatically.
3121 if (have_flag(flgs, TR_BLESSED))
3124 msg_format("%s は既に祝福されている。",
3127 msg_format("%s %s %s blessed already.",
3128 ((item >= 0) ? "Your" : "The"), o_name,
3129 ((o_ptr->number > 1) ? "were" : "was"));
3135 if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
3139 msg_format("%sは輝いた!",
3142 msg_format("%s %s shine%s!",
3143 ((item >= 0) ? "Your" : "The"), o_name,
3144 ((o_ptr->number > 1) ? "" : "s"));
3147 add_flag(o_ptr->art_flags, TR_BLESSED);
3148 o_ptr->discount = 99;
3152 bool dis_happened = FALSE;
3153 msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
3155 /* Disenchant tohit */
3156 if (o_ptr->to_h > 0)
3159 dis_happened = TRUE;
3162 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
3164 /* Disenchant todam */
3165 if (o_ptr->to_d > 0)
3168 dis_happened = TRUE;
3171 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
3173 /* Disenchant toac */
3174 if (o_ptr->to_a > 0)
3177 dis_happened = TRUE;
3180 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
3184 msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
3187 msg_format("%s は劣化した!",
3190 msg_format("%s %s %s disenchanted!",
3191 ((item >= 0) ? "Your" : "The"), o_name,
3192 ((o_ptr->number > 1) ? "were" : "was"));
3198 /* Recalculate bonuses */
3199 p_ptr->update |= (PU_BONUS);
3202 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
3213 * @return ターン消費を要する処理を行ったならばTRUEを返す
3215 bool pulish_shield(void)
3219 BIT_FLAGS flgs[TR_FLAG_SIZE];
3220 char o_name[MAX_NLEN];
3223 item_tester_no_ryoute = TRUE;
3224 /* Assume enchant weapon */
3225 item_tester_tval = TV_SHIELD;
3228 q = _("どの盾を磨きますか?", "Pulish which weapon? ");
3229 s = _("磨く盾がありません。", "You have weapon to pulish.");
3231 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3234 /* Get the item (in the pack) */
3237 o_ptr = &inventory[item];
3240 /* Get the item (on the floor) */
3243 o_ptr = &o_list[0 - item];
3248 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3250 /* Extract the flags */
3251 object_flags(o_ptr, flgs);
3253 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
3254 !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
3257 msg_format("%sは輝いた!", o_name);
3259 msg_format("%s %s shine%s!",
3260 ((item >= 0) ? "Your" : "The"), o_name,
3261 ((o_ptr->number > 1) ? "" : "s"));
3263 o_ptr->name2 = EGO_REFLECTION;
3264 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
3266 o_ptr->discount = 99;
3267 chg_virtue(V_ENCHANT, 2);
3273 if (flush_failure) flush();
3275 msg_print(_("失敗した。", "Failed."));
3276 chg_virtue(V_ENCHANT, -2);
3286 * Potions "smash open" and cause an area effect when
3287 * @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)
3290 * @param k_idx 破損した薬のアイテムID
3291 * @return 薬を浴びたモンスターが起こるならばTRUEを返す
3294 * (1) they are shattered while in the player's inventory,
3295 * due to cold (etc) attacks;
3296 * (2) they are thrown at a monster, or obstacle;
3297 * (3) they are shattered by a "cold ball" or other such spell
3298 * while lying on the floor.
3301 * who --- who caused the potion to shatter (0=player)
3302 * potions that smash on the floor are assumed to
3303 * be caused by no-one (who = 1), as are those that
3304 * shatter inside the player inventory.
3305 * (Not anymore -- I changed this; TY)
3306 * y, x --- coordinates of the potion (or player if
3307 * the potion was in her inventory);
3308 * o_ptr --- pointer to the potion object.
3311 bool potion_smash_effect(MONSTER_IDX who, POSITION y, POSITION x, KIND_OBJECT_IDX k_idx)
3318 object_kind *k_ptr = &k_info[k_idx];
3320 switch (k_ptr->sval)
3322 case SV_POTION_SALT_WATER:
3323 case SV_POTION_SLIME_MOLD:
3324 case SV_POTION_LOSE_MEMORIES:
3325 case SV_POTION_DEC_STR:
3326 case SV_POTION_DEC_INT:
3327 case SV_POTION_DEC_WIS:
3328 case SV_POTION_DEC_DEX:
3329 case SV_POTION_DEC_CON:
3330 case SV_POTION_DEC_CHR:
3331 case SV_POTION_WATER: /* perhaps a 'water' attack? */
3332 case SV_POTION_APPLE_JUICE:
3335 case SV_POTION_INFRAVISION:
3336 case SV_POTION_DETECT_INVIS:
3337 case SV_POTION_SLOW_POISON:
3338 case SV_POTION_CURE_POISON:
3339 case SV_POTION_BOLDNESS:
3340 case SV_POTION_RESIST_HEAT:
3341 case SV_POTION_RESIST_COLD:
3342 case SV_POTION_HEROISM:
3343 case SV_POTION_BESERK_STRENGTH:
3344 case SV_POTION_RES_STR:
3345 case SV_POTION_RES_INT:
3346 case SV_POTION_RES_WIS:
3347 case SV_POTION_RES_DEX:
3348 case SV_POTION_RES_CON:
3349 case SV_POTION_RES_CHR:
3350 case SV_POTION_INC_STR:
3351 case SV_POTION_INC_INT:
3352 case SV_POTION_INC_WIS:
3353 case SV_POTION_INC_DEX:
3354 case SV_POTION_INC_CON:
3355 case SV_POTION_INC_CHR:
3356 case SV_POTION_AUGMENTATION:
3357 case SV_POTION_ENLIGHTENMENT:
3358 case SV_POTION_STAR_ENLIGHTENMENT:
3359 case SV_POTION_SELF_KNOWLEDGE:
3360 case SV_POTION_EXPERIENCE:
3361 case SV_POTION_RESISTANCE:
3362 case SV_POTION_INVULNERABILITY:
3363 case SV_POTION_NEW_LIFE:
3364 /* All of the above potions have no effect when shattered */
3366 case SV_POTION_SLOWNESS:
3371 case SV_POTION_POISON:
3376 case SV_POTION_BLINDNESS:
3380 case SV_POTION_CONFUSION: /* Booze */
3384 case SV_POTION_SLEEP:
3388 case SV_POTION_RUINATION:
3389 case SV_POTION_DETONATIONS:
3391 dam = damroll(25, 25);
3394 case SV_POTION_DEATH:
3395 dt = GF_DEATH_RAY; /* !! */
3396 dam = k_ptr->level * 10;
3400 case SV_POTION_SPEED:
3403 case SV_POTION_CURE_LIGHT:
3405 dam = damroll(2, 3);
3407 case SV_POTION_CURE_SERIOUS:
3409 dam = damroll(4, 3);
3411 case SV_POTION_CURE_CRITICAL:
3412 case SV_POTION_CURING:
3414 dam = damroll(6, 3);
3416 case SV_POTION_HEALING:
3418 dam = damroll(10, 10);
3420 case SV_POTION_RESTORE_EXP:
3425 case SV_POTION_LIFE:
3427 dam = damroll(50, 50);
3430 case SV_POTION_STAR_HEALING:
3432 dam = damroll(50, 50);
3435 case SV_POTION_RESTORE_MANA: /* MANA */
3437 dam = damroll(10, 10);
3444 (void)project(who, radius, y, x, dam, dt,
3445 (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
3447 /* XXX those potions that explode need to become "known" */
3453 * @brief プレイヤーの全既知呪文を表示する /
3454 * Hack -- Display all known spells in a window
3457 * XXX XXX XXX Need to analyze size of the window.
3458 * XXX XXX XXX Need more color coding.
3460 void display_spell_list(void)
3465 const magic_type *s_ptr;
3473 /* They have too many spells to list */
3474 if (p_ptr->pclass == CLASS_SORCERER) return;
3475 if (p_ptr->pclass == CLASS_RED_MAGE) return;
3478 if (p_ptr->pclass == CLASS_SNIPER)
3480 display_snipe_list();
3484 /* mind.c type classes */
3485 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3486 (p_ptr->pclass == CLASS_BERSERKER) ||
3487 (p_ptr->pclass == CLASS_NINJA) ||
3488 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3489 (p_ptr->pclass == CLASS_FORCETRAINER))
3492 PLAYER_LEVEL plev = p_ptr->lev;
3498 bool use_hp = FALSE;
3503 /* Display a list of spells */
3505 put_str(_("名前", "Name"), y, x + 5);
3506 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
3508 switch(p_ptr->pclass)
3510 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
3511 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
3512 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
3513 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
3514 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
3515 default: use_mind = 0;break;
3518 /* Dump the spells */
3519 for (i = 0; i < MAX_MIND_POWERS; i++)
3521 byte a = TERM_WHITE;
3523 /* Access the available spell */
3524 spell = mind_powers[use_mind].info[i];
3525 if (spell.min_lev > plev) break;
3527 /* Get the failure rate */
3528 chance = spell.fail;
3530 /* Reduce failure rate by "effective" level adjustment */
3531 chance -= 3 * (p_ptr->lev - spell.min_lev);
3533 /* Reduce failure rate by INT/WIS adjustment */
3534 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3538 /* Not enough mana to cast */
3539 if (spell.mana_cost > p_ptr->csp)
3541 chance += 5 * (spell.mana_cost - p_ptr->csp);
3547 /* Not enough hp to cast */
3548 if (spell.mana_cost > p_ptr->chp)
3555 /* Extract the minimum failure rate */
3556 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3558 /* Minimum failure rate */
3559 if (chance < minfail) chance = minfail;
3561 /* Stunning makes spells harder */
3562 if (p_ptr->stun > 50) chance += 25;
3563 else if (p_ptr->stun) chance += 15;
3565 /* Always a 5 percent chance of working */
3566 if (chance > 95) chance = 95;
3569 mindcraft_info(comment, use_mind, i);
3571 /* Dump the spell */
3572 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
3574 spell.min_lev, spell.mana_cost, chance, comment);
3576 Term_putstr(x, y + i + 1, -1, a, psi_desc);
3581 /* Cannot read spellbooks */
3582 if (REALM_NONE == p_ptr->realm1) return;
3584 /* Normal spellcaster with books */
3587 for (j = 0; j < ((p_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
3591 /* Reset vertical */
3594 /* Vertical location */
3595 y = (j < 3) ? 0 : (m[j - 3] + 2);
3597 /* Horizontal location */
3601 for (i = 0; i < 32; i++)
3603 byte a = TERM_WHITE;
3605 /* Access the spell */
3606 if (!is_magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2))
3608 s_ptr = &technic_info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - MIN_TECHNIC][i % 32];
3612 s_ptr = &mp_ptr->info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - 1][i % 32];
3615 strcpy(name, do_spell((j < 1) ? p_ptr->realm1 : p_ptr->realm2, i % 32, SPELL_NAME));
3618 if (s_ptr->slevel >= 99)
3621 strcpy(name, _("(判読不能)", "(illegible)"));
3629 ((p_ptr->spell_forgotten1 & (1L << i))) :
3630 ((p_ptr->spell_forgotten2 & (1L << (i % 32)))))
3637 else if (!((j < 1) ?
3638 (p_ptr->spell_learned1 & (1L << i)) :
3639 (p_ptr->spell_learned2 & (1L << (i % 32)))))
3646 else if (!((j < 1) ?
3647 (p_ptr->spell_worked1 & (1L << i)) :
3648 (p_ptr->spell_worked2 & (1L << (i % 32)))))
3654 /* Dump the spell --(-- */
3655 sprintf(out_val, "%c/%c) %-20.20s",
3656 I2A(n / 8), I2A(n % 8), name);
3661 /* Dump onto the window */
3662 Term_putstr(x, m[j], -1, a, out_val);
3672 * @brief 呪文の経験値を返す /
3673 * Returns experience of a spell
3675 * @param use_realm 魔法領域
3678 s16b experience_of_spell(int spell, int use_realm)
3680 if (p_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
3681 else if (p_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
3682 else if (use_realm == p_ptr->realm1) return p_ptr->spell_exp[spell];
3683 else if (use_realm == p_ptr->realm2) return p_ptr->spell_exp[spell + 32];
3689 * @brief 呪文の消費MPを返す /
3690 * Modify mana consumption rate using spell exp and p_ptr->dec_mana
3691 * @param need_mana 基本消費MP
3696 int mod_need_mana(int need_mana, int spell, int realm)
3698 #define MANA_CONST 2400
3700 #define DEC_MANA_DIV 3
3703 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
3706 * need_mana defaults if spell exp equals SPELL_EXP_EXPERT and !p_ptr->dec_mana.
3707 * MANA_CONST is used to calculate need_mana effected from spell proficiency.
3709 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(spell, realm)) + (MANA_CONST - 1);
3710 need_mana *= p_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
3711 need_mana /= MANA_CONST * MANA_DIV;
3712 if (need_mana < 1) need_mana = 1;
3715 /* Non-realm magic */
3718 if (p_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
3730 * @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) /
3731 * Modify spell fail rate
3732 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3733 * @param chance 修正前失敗率
3737 PERCENTAGE mod_spell_chance_1(PERCENTAGE chance)
3739 chance += p_ptr->to_m_chance;
3741 if (p_ptr->heavy_spell) chance += 20;
3743 if (p_ptr->dec_mana && p_ptr->easy_spell) chance -= 4;
3744 else if (p_ptr->easy_spell) chance -= 3;
3745 else if (p_ptr->dec_mana) chance -= 2;
3752 * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
3753 * Modify spell fail rate
3754 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3755 * @param chance 修正前失敗率
3757 * Modify spell fail rate (as "suffix" process)
3758 * Using p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3759 * Note: variable "chance" cannot be negative.
3762 PERCENTAGE mod_spell_chance_2(PERCENTAGE chance)
3764 if (p_ptr->dec_mana) chance--;
3766 if (p_ptr->heavy_spell) chance += 5;
3768 return MAX(chance, 0);
3773 * @brief 呪文の失敗率計算メインルーチン /
3774 * Returns spell chance of failure for spell -RAK-
3776 * @param use_realm 魔法領域ID
3779 PERCENTAGE spell_chance(SPELL_IDX spell, REALM_IDX use_realm)
3781 PERCENTAGE chance, minfail;
3782 const magic_type *s_ptr;
3783 MANA_POINT need_mana;
3784 PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
3787 /* Paranoia -- must be literate */
3788 if (!mp_ptr->spell_book) return (100);
3790 if (use_realm == REALM_HISSATSU) return 0;
3792 /* Access the spell */
3793 if (!is_magic(use_realm))
3795 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3799 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3802 /* Extract the base spell failure rate */
3803 chance = s_ptr->sfail;
3805 /* Reduce failure rate by "effective" level adjustment */
3806 chance -= 3 * (p_ptr->lev - s_ptr->slevel);
3808 /* Reduce failure rate by INT/WIS adjustment */
3809 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3812 chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
3814 /* Extract mana consumption rate */
3815 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3817 /* Not enough mana to cast */
3818 if (need_mana > p_ptr->csp)
3820 chance += 5 * (need_mana - p_ptr->csp);
3823 if ((use_realm != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
3825 /* Extract the minimum failure rate */
3826 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3829 * Non mage/priest characters never get too good
3830 * (added high mage, mindcrafter)
3832 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
3834 if (minfail < 5) minfail = 5;
3837 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
3838 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
3839 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
3841 chance = mod_spell_chance_1(chance);
3843 /* Goodness or evilness gives a penalty to failure rate */
3847 if ((p_ptr->align > 50) || (p_ptr->align < -50)) chance += penalty;
3849 case REALM_LIFE: case REALM_CRUSADE:
3850 if (p_ptr->align < -20) chance += penalty;
3852 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
3853 if (p_ptr->align > 20) chance += penalty;
3857 /* Minimum failure rate */
3858 if (chance < minfail) chance = minfail;
3860 /* Stunning makes spells harder */
3861 if (p_ptr->stun > 50) chance += 25;
3862 else if (p_ptr->stun) chance += 15;
3864 /* Always a 5 percent chance of working */
3865 if (chance > 95) chance = 95;
3867 if ((use_realm == p_ptr->realm1) || (use_realm == p_ptr->realm2)
3868 || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3870 s16b exp = experience_of_spell(spell, use_realm);
3871 if (exp >= SPELL_EXP_EXPERT) chance--;
3872 if (exp >= SPELL_EXP_MASTER) chance--;
3875 /* Return the chance */
3876 return mod_spell_chance_2(chance);
3881 * @brief 魔法が利用可能かどうかを返す /
3882 * Determine if a spell is "okay" for the player to cast or study
3883 * The spell must be legible, not forgotten, and also, to cast,
3884 * it must be known, and to study, it must not be known.
3886 * @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
3887 * @param study_pray 祈りの学習判定目的ならばTRUE
3888 * @param use_realm 魔法領域ID
3891 bool spell_okay(int spell, bool learned, bool study_pray, int use_realm)
3893 const magic_type *s_ptr;
3895 /* Access the spell */
3896 if (!is_magic(use_realm))
3898 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3902 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3905 /* Spell is illegal */
3906 if (s_ptr->slevel > p_ptr->lev) return (FALSE);
3908 /* Spell is forgotten */
3909 if ((use_realm == p_ptr->realm2) ?
3910 (p_ptr->spell_forgotten2 & (1L << spell)) :
3911 (p_ptr->spell_forgotten1 & (1L << spell)))
3917 if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
3918 if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
3920 /* Spell is learned */
3921 if ((use_realm == p_ptr->realm2) ?
3922 (p_ptr->spell_learned2 & (1L << spell)) :
3923 (p_ptr->spell_learned1 & (1L << spell)))
3926 return (!study_pray);
3929 /* Okay to study, not to cast */
3936 * @brief 呪文情報の表示処理 /
3937 * Print a list of spells (for browsing or casting or viewing)
3938 * @param target_spell 呪文ID
3939 * @param spells 表示するスペルID配列の参照ポインタ
3940 * @param num 表示するスペルの数(spellsの要素数)
3941 * @param y 表示メッセージ左上Y座標
3942 * @param x 表示メッセージ左上X座標
3943 * @param use_realm 魔法領域ID
3946 void print_spells(SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_LEN y, TERM_LEN x, REALM_IDX use_realm)
3948 int i, spell, exp_level, increment = 64;
3949 const magic_type *s_ptr;
3960 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && p_ptr->wizard)
3961 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
3963 /* Title the list */
3965 if (use_realm == REALM_HISSATSU)
3966 strcpy(buf,_(" Lv MP", " Lv SP"));
3968 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
3970 put_str(_("名前", "Name"), y, x + 5);
3971 put_str(buf, y, x + 29);
3973 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
3974 else if (use_realm == p_ptr->realm1) increment = 0;
3975 else if (use_realm == p_ptr->realm2) increment = 32;
3977 /* Dump the spells */
3978 for (i = 0; i < num; i++)
3980 /* Access the spell */
3983 /* Access the spell */
3984 if (!is_magic(use_realm))
3986 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3990 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3993 if (use_realm == REALM_HISSATSU)
3994 need_mana = s_ptr->smana;
3997 s16b exp = experience_of_spell(spell, use_realm);
3999 /* Extract mana consumption rate */
4000 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
4002 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
4003 else exp_level = spell_exp_level(exp);
4006 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
4007 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
4008 else if (s_ptr->slevel >= 99) max = TRUE;
4009 else if ((p_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
4011 strncpy(ryakuji, exp_level_str[exp_level], 4);
4016 if (use_menu && target_spell)
4018 if (i == (target_spell-1))
4019 strcpy(out_val, _(" 》 ", " > "));
4021 strcpy(out_val, " ");
4023 else sprintf(out_val, " %c) ", I2A(i));
4024 /* Skip illegible spells */
4025 if (s_ptr->slevel >= 99)
4027 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
4028 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
4032 /* XXX XXX Could label spells above the players level */
4034 /* Get extra info */
4035 strcpy(info, do_spell(use_realm, spell, SPELL_INFO));
4040 /* Assume spell is known and tried */
4041 line_attr = TERM_WHITE;
4043 /* Analyze the spell */
4044 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4046 if (s_ptr->slevel > p_ptr->max_plv)
4048 comment = _("未知", "unknown");
4049 line_attr = TERM_L_BLUE;
4051 else if (s_ptr->slevel > p_ptr->lev)
4053 comment = _("忘却", "forgotten");
4054 line_attr = TERM_YELLOW;
4057 else if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2))
4059 comment = _("未知", "unknown");
4060 line_attr = TERM_L_BLUE;
4062 else if ((use_realm == p_ptr->realm1) ?
4063 ((p_ptr->spell_forgotten1 & (1L << spell))) :
4064 ((p_ptr->spell_forgotten2 & (1L << spell))))
4066 comment = _("忘却", "forgotten");
4067 line_attr = TERM_YELLOW;
4069 else if (!((use_realm == p_ptr->realm1) ?
4070 (p_ptr->spell_learned1 & (1L << spell)) :
4071 (p_ptr->spell_learned2 & (1L << spell))))
4073 comment = _("未知", "unknown");
4074 line_attr = TERM_L_BLUE;
4076 else if (!((use_realm == p_ptr->realm1) ?
4077 (p_ptr->spell_worked1 & (1L << spell)) :
4078 (p_ptr->spell_worked2 & (1L << spell))))
4080 comment = _("未経験", "untried");
4081 line_attr = TERM_L_GREEN;
4084 /* Dump the spell --(-- */
4085 if (use_realm == REALM_HISSATSU)
4087 strcat(out_val, format("%-25s %2d %4d",
4088 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
4089 s_ptr->slevel, need_mana));
4093 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
4094 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
4095 (max ? '!' : ' '), ryakuji,
4096 s_ptr->slevel, need_mana, spell_chance(spell, use_realm), comment));
4098 c_prt(line_attr, out_val, y + i + 1, x);
4101 /* Clear the bottom line */
4102 prt("", y + i + 1, x);
4107 * @brief アイテムが酸で破損するかどうかを判定する
4108 * @param o_ptr アイテムの情報参照ポインタ
4109 * @return 破損するならばTRUEを返す
4110 * Note that amulets, rods, and high-level spell books are immune
4111 * to "inventory damage" of any kind. Also sling ammo and shovels.
4112 * Does a given class of objects (usually) hate acid?
4113 * Note that acid can either melt or corrode something.
4115 bool hates_acid(object_type *o_ptr)
4117 /* Analyze the type */
4118 switch (o_ptr->tval)
4120 /* Wearable items */
4140 /* Staffs/Scrolls are wood/paper */
4153 /* Junk is useless */
4167 * @brief アイテムが電撃で破損するかどうかを判定する /
4168 * Does a given object (usually) hate electricity?
4169 * @param o_ptr アイテムの情報参照ポインタ
4170 * @return 破損するならばTRUEを返す
4172 bool hates_elec(object_type *o_ptr)
4174 switch (o_ptr->tval)
4188 * @brief アイテムが火炎で破損するかどうかを判定する /
4189 * Does a given object (usually) hate fire?
4190 * @param o_ptr アイテムの情報参照ポインタ
4191 * @return 破損するならばTRUEを返す
4193 * Hafted/Polearm weapons have wooden shafts.
4194 * Arrows/Bows are mostly wooden.
4196 bool hates_fire(object_type *o_ptr)
4198 /* Analyze the type */
4199 switch (o_ptr->tval)
4217 case TV_SORCERY_BOOK:
4218 case TV_NATURE_BOOK:
4222 case TV_ARCANE_BOOK:
4224 case TV_DAEMON_BOOK:
4225 case TV_CRUSADE_BOOK:
4227 case TV_HISSATSU_BOOK:
4239 /* Staffs/Scrolls burn */
4252 * @brief アイテムが冷気で破損するかどうかを判定する /
4253 * Does a given object (usually) hate cold?
4254 * @param o_ptr アイテムの情報参照ポインタ
4255 * @return 破損するならばTRUEを返す
4257 bool hates_cold(object_type *o_ptr)
4259 switch (o_ptr->tval)
4274 * @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) /
4276 * @param o_ptr アイテムの情報参照ポインタ
4277 * @return 破損するならばTRUEを返す
4280 int set_acid_destroy(object_type *o_ptr)
4282 BIT_FLAGS flgs[TR_FLAG_SIZE];
4283 if (!hates_acid(o_ptr)) return (FALSE);
4284 object_flags(o_ptr, flgs);
4285 if (have_flag(flgs, TR_IGNORE_ACID)) return (FALSE);
4291 * @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) /
4293 * @param o_ptr アイテムの情報参照ポインタ
4294 * @return 破損するならばTRUEを返す
4297 int set_elec_destroy(object_type *o_ptr)
4299 BIT_FLAGS flgs[TR_FLAG_SIZE];
4300 if (!hates_elec(o_ptr)) return (FALSE);
4301 object_flags(o_ptr, flgs);
4302 if (have_flag(flgs, TR_IGNORE_ELEC)) return (FALSE);
4308 * @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) /
4310 * @param o_ptr アイテムの情報参照ポインタ
4311 * @return 破損するならばTRUEを返す
4314 int set_fire_destroy(object_type *o_ptr)
4316 BIT_FLAGS flgs[TR_FLAG_SIZE];
4317 if (!hates_fire(o_ptr)) return (FALSE);
4318 object_flags(o_ptr, flgs);
4319 if (have_flag(flgs, TR_IGNORE_FIRE)) return (FALSE);
4325 * @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) /
4327 * @param o_ptr アイテムの情報参照ポインタ
4328 * @return 破損するならばTRUEを返す
4331 int set_cold_destroy(object_type *o_ptr)
4333 BIT_FLAGS flgs[TR_FLAG_SIZE];
4334 if (!hates_cold(o_ptr)) return (FALSE);
4335 object_flags(o_ptr, flgs);
4336 if (have_flag(flgs, TR_IGNORE_COLD)) return (FALSE);
4342 * @brief アイテムが指定確率で破損するかどうかを判定する /
4343 * Destroys a type of item on a given percent chance
4344 * @param typ 破損判定関数ポインタ
4346 * @return 破損したアイテムの数
4348 * Note that missiles are no longer necessarily all destroyed
4349 * Destruction taken from "melee.c" code for "stealing".
4350 * New-style wands and rods handled correctly. -LM-
4351 * Returns number of items destroyed.
4353 int inven_damage(inven_func typ, int perc)
4358 char o_name[MAX_NLEN];
4360 if (CHECK_MULTISHADOW()) return 0;
4362 if (p_ptr->inside_arena) return 0;
4364 /* Count the casualties */
4367 /* Scan through the slots backwards */
4368 for (i = 0; i < INVEN_PACK; i++)
4370 o_ptr = &inventory[i];
4372 /* Skip non-objects */
4373 if (!o_ptr->k_idx) continue;
4375 /* Hack -- for now, skip artifacts */
4376 if (object_is_artifact(o_ptr)) continue;
4378 /* Give this item slot a shot at death */
4381 /* Count the casualties */
4382 for (amt = j = 0; j < o_ptr->number; ++j)
4384 if (randint0(100) < perc) amt++;
4387 /* Some casualities */
4390 /* Get a description */
4391 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
4393 msg_format(_("%s(%c)が%s壊れてしまった!", "%sour %s (%c) %s destroyed!"),
4396 o_name, index_to_label(i),
4397 ((o_ptr->number > 1) ?
4398 ((amt == o_ptr->number) ? "全部" :
4399 (amt > 1 ? "何個か" : "一個")) : "") );
4401 ((o_ptr->number > 1) ?
4402 ((amt == o_ptr->number) ? "All of y" :
4403 (amt > 1 ? "Some of y" : "One of y")) : "Y"),
4404 o_name, index_to_label(i),
4405 ((amt > 1) ? "were" : "was"));
4409 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4410 msg_print("やりやがったな!");
4413 /* Potions smash open */
4414 if (object_is_potion(o_ptr))
4416 (void)potion_smash_effect(0, p_ptr->y, p_ptr->x, o_ptr->k_idx);
4419 /* Reduce the charges of rods/wands */
4420 reduce_charges(o_ptr, amt);
4422 /* Destroy "amt" items */
4423 inven_item_increase(i, -amt);
4424 inven_item_optimize(i);
4426 /* Count the casualties */
4432 /* Return the casualty count */
4438 * @brief 酸攻撃による装備のAC劣化処理 /
4439 * Acid has hit the player, attempt to affect some armor.
4440 * @return ACが実際に劣化したらTRUEを返す
4442 * Note that the "base armor" of an object never changes.
4443 * If any armor is damaged (or resists), the player takes less damage.
4445 static int minus_ac(void)
4447 object_type *o_ptr = NULL;
4448 BIT_FLAGS flgs[TR_FLAG_SIZE];
4449 char o_name[MAX_NLEN];
4452 /* Pick a (possibly empty) inventory slot */
4453 switch (randint1(7))
4455 case 1: o_ptr = &inventory[INVEN_RARM]; break;
4456 case 2: o_ptr = &inventory[INVEN_LARM]; break;
4457 case 3: o_ptr = &inventory[INVEN_BODY]; break;
4458 case 4: o_ptr = &inventory[INVEN_OUTER]; break;
4459 case 5: o_ptr = &inventory[INVEN_HANDS]; break;
4460 case 6: o_ptr = &inventory[INVEN_HEAD]; break;
4461 case 7: o_ptr = &inventory[INVEN_FEET]; break;
4464 /* Nothing to damage */
4465 if (!o_ptr->k_idx) return (FALSE);
4467 if (!object_is_armour(o_ptr)) return (FALSE);
4469 /* No damage left to be done */
4470 if (o_ptr->ac + o_ptr->to_a <= 0) return (FALSE);
4474 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4476 /* Extract the flags */
4477 object_flags(o_ptr, flgs);
4479 /* Object resists */
4480 if (have_flag(flgs, TR_IGNORE_ACID))
4482 msg_format(_("しかし%sには効果がなかった!", "Your %s is unaffected!"), o_name);
4486 msg_format(_("%sがダメージを受けた!", "Your %s is damaged!"), o_name);
4488 /* Damage the item */
4491 /* Calculate bonuses */
4492 p_ptr->update |= (PU_BONUS);
4495 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
4499 /* Item was damaged */
4505 * @brief 酸属性によるプレイヤー損害処理 /
4506 * Hurt the player with Acid
4507 * @param dam 基本ダメージ量
4508 * @param kb_str ダメージ原因記述
4509 * @param monspell 原因となったモンスター特殊攻撃ID
4510 * @param aura オーラよるダメージが原因ならばTRUE
4513 int acid_dam(HIT_POINT dam, cptr kb_str, int monspell, bool aura)
4516 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
4517 bool double_resist = IS_OPPOSE_ACID();
4519 /* Total Immunity */
4520 if (p_ptr->immune_acid || (dam <= 0))
4522 learn_spell(monspell);
4526 /* Vulnerability (Ouch!) */
4527 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
4528 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
4530 /* Resist the damage */
4531 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
4532 if (double_resist) dam = (dam + 2) / 3;
4534 if (aura || !CHECK_MULTISHADOW())
4536 if ((!(double_resist || p_ptr->resist_acid)) &&
4537 one_in_(HURT_CHANCE))
4538 (void)do_dec_stat(A_CHR);
4540 /* If any armor gets hit, defend the player */
4541 if (minus_ac()) dam = (dam + 1) / 2;
4545 get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
4547 /* Inventory damage */
4548 if (!aura && !(double_resist && p_ptr->resist_acid))
4549 inven_damage(set_acid_destroy, inv);
4555 * @brief 電撃属性によるプレイヤー損害処理 /
4556 * Hurt the player with electricity
4557 * @param dam 基本ダメージ量
4558 * @param kb_str ダメージ原因記述
4559 * @param monspell 原因となったモンスター特殊攻撃ID
4560 * @param aura オーラよるダメージが原因ならばTRUE
4563 int elec_dam(HIT_POINT dam, cptr kb_str, int monspell, bool aura)
4566 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
4567 bool double_resist = IS_OPPOSE_ELEC();
4569 /* Total immunity */
4570 if (p_ptr->immune_elec || (dam <= 0))
4572 learn_spell(monspell);
4576 /* Vulnerability (Ouch!) */
4577 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
4578 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
4579 if (prace_is_(RACE_ANDROID)) dam += dam / 3;
4581 /* Resist the damage */
4582 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
4583 if (double_resist) dam = (dam + 2) / 3;
4585 if (aura || !CHECK_MULTISHADOW())
4587 if ((!(double_resist || p_ptr->resist_elec)) &&
4588 one_in_(HURT_CHANCE))
4589 (void)do_dec_stat(A_DEX);
4593 get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
4595 /* Inventory damage */
4596 if (!aura && !(double_resist && p_ptr->resist_elec))
4597 inven_damage(set_elec_destroy, inv);
4604 * @brief 火炎属性によるプレイヤー損害処理 /
4605 * Hurt the player with Fire
4606 * @param dam 基本ダメージ量
4607 * @param kb_str ダメージ原因記述
4608 * @param monspell 原因となったモンスター特殊攻撃ID
4609 * @param aura オーラよるダメージが原因ならばTRUE
4612 int fire_dam(HIT_POINT dam, cptr kb_str, int monspell, bool aura)
4615 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
4616 bool double_resist = IS_OPPOSE_FIRE();
4618 /* Totally immune */
4619 if (p_ptr->immune_fire || (dam <= 0))
4621 learn_spell(monspell);
4625 /* Vulnerability (Ouch!) */
4626 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
4627 if (prace_is_(RACE_ENT)) dam += dam / 3;
4628 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
4630 /* Resist the damage */
4631 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
4632 if (double_resist) dam = (dam + 2) / 3;
4634 if (aura || !CHECK_MULTISHADOW())
4636 if ((!(double_resist || p_ptr->resist_fire)) &&
4637 one_in_(HURT_CHANCE))
4638 (void)do_dec_stat(A_STR);
4642 get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
4644 /* Inventory damage */
4645 if (!aura && !(double_resist && p_ptr->resist_fire))
4646 inven_damage(set_fire_destroy, inv);
4653 * @brief 冷気属性によるプレイヤー損害処理 /
4654 * Hurt the player with Cold
4655 * @param dam 基本ダメージ量
4656 * @param kb_str ダメージ原因記述
4657 * @param monspell 原因となったモンスター特殊攻撃ID
4658 * @param aura オーラよるダメージが原因ならばTRUE
4661 int cold_dam(HIT_POINT dam, cptr kb_str, int monspell, bool aura)
4664 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
4665 bool double_resist = IS_OPPOSE_COLD();
4667 /* Total immunity */
4668 if (p_ptr->immune_cold || (dam <= 0))
4670 learn_spell(monspell);
4674 /* Vulnerability (Ouch!) */
4675 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
4676 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
4678 /* Resist the damage */
4679 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
4680 if (double_resist) dam = (dam + 2) / 3;
4682 if (aura || !CHECK_MULTISHADOW())
4684 if ((!(double_resist || p_ptr->resist_cold)) &&
4685 one_in_(HURT_CHANCE))
4686 (void)do_dec_stat(A_STR);
4690 get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
4692 /* Inventory damage */
4693 if (!aura && !(double_resist && p_ptr->resist_cold))
4694 inven_damage(set_cold_destroy, inv);
4701 * @return ターン消費を要する処理を行ったならばTRUEを返す
4703 bool rustproof(void)
4707 char o_name[MAX_NLEN];
4710 item_tester_no_ryoute = TRUE;
4711 /* Select a piece of armour */
4712 item_tester_hook = object_is_armour;
4715 q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
4716 s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
4718 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return FALSE;
4720 /* Get the item (in the pack) */
4723 o_ptr = &inventory[item];
4726 /* Get the item (on the floor) */
4729 o_ptr = &o_list[0 - item];
4734 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4736 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
4738 if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
4741 msg_format("%sは新品同様になった!",o_name);
4743 msg_format("%s %s look%s as good as new!",
4744 ((item >= 0) ? "Your" : "The"), o_name,
4745 ((o_ptr->number > 1) ? "" : "s"));
4752 msg_format("%sは腐食しなくなった。", o_name);
4754 msg_format("%s %s %s now protected against corrosion.",
4755 ((item >= 0) ? "Your" : "The"), o_name,
4756 ((o_ptr->number > 1) ? "are" : "is"));
4768 * Curse the players armor
4769 * @return 実際に呪縛されたらTRUEを返す
4771 bool curse_armor(void)
4776 char o_name[MAX_NLEN];
4779 /* Curse the body armor */
4780 o_ptr = &inventory[INVEN_BODY];
4782 /* Nothing to curse */
4783 if (!o_ptr->k_idx) return (FALSE);
4787 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
4789 /* Attempt a saving throw for artifacts */
4790 if (object_is_artifact(o_ptr) && (randint0(100) < 50))
4794 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!",
4795 "恐怖の暗黒オーラ", "防具", o_name);
4797 msg_format("A %s tries to %s, but your %s resists the effects!",
4798 "terrible black aura", "surround your armor", o_name);
4803 /* not artifact or failed save... */
4807 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);
4808 chg_virtue(V_ENCHANT, -5);
4810 /* Blast the armor */
4812 o_ptr->name2 = EGO_BLASTED;
4813 o_ptr->to_a = 0 - randint1(5) - randint1(5);
4820 for (i = 0; i < TR_FLAG_SIZE; i++)
4821 o_ptr->art_flags[i] = 0;
4824 o_ptr->curse_flags = TRC_CURSED;
4827 o_ptr->ident |= (IDENT_BROKEN);
4829 /* Recalculate bonuses */
4830 p_ptr->update |= (PU_BONUS);
4832 /* Recalculate mana */
4833 p_ptr->update |= (PU_MANA);
4836 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4844 * Curse the players weapon
4845 * @param force 無条件に呪縛を行うならばTRUE
4846 * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
4847 * @return 実際に呪縛されたらTRUEを返す
4849 bool curse_weapon_object(bool force, object_type *o_ptr)
4852 char o_name[MAX_NLEN];
4854 /* Nothing to curse */
4855 if (!o_ptr->k_idx) return (FALSE);
4858 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
4860 /* Attempt a saving throw */
4861 if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
4865 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!",
4866 "恐怖の暗黒オーラ", "武器", o_name);
4868 msg_format("A %s tries to %s, but your %s resists the effects!",
4869 "terrible black aura", "surround your weapon", o_name);
4873 /* not artifact or failed save... */
4877 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);
4878 chg_virtue(V_ENCHANT, -5);
4880 /* Shatter the weapon */
4882 o_ptr->name2 = EGO_SHATTERED;
4883 o_ptr->to_h = 0 - randint1(5) - randint1(5);
4884 o_ptr->to_d = 0 - randint1(5) - randint1(5);
4890 for (i = 0; i < TR_FLAG_SIZE; i++)
4891 o_ptr->art_flags[i] = 0;
4894 o_ptr->curse_flags = TRC_CURSED;
4897 o_ptr->ident |= (IDENT_BROKEN);
4899 /* Recalculate bonuses */
4900 p_ptr->update |= (PU_BONUS);
4902 /* Recalculate mana */
4903 p_ptr->update |= (PU_MANA);
4906 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4914 * @brief 武器呪縛処理のメインルーチン /
4915 * Curse the players weapon
4916 * @param force 無条件に呪縛を行うならばTRUE
4917 * @param slot 呪縛する武器の装備スロット
4918 * @return 実際に呪縛されたらTRUEを返す
4920 bool curse_weapon(bool force, int slot)
4922 /* Curse the weapon */
4923 return curse_weapon_object(force, &inventory[slot]);
4928 * @brief ボルトのエゴ化処理(火炎エゴのみ) /
4929 * Enchant some bolts
4932 bool brand_bolts(void)
4936 /* Use the first acceptable bolts */
4937 for (i = 0; i < INVEN_PACK; i++)
4939 object_type *o_ptr = &inventory[i];
4941 /* Skip non-bolts */
4942 if (o_ptr->tval != TV_BOLT) continue;
4944 /* Skip artifacts and ego-items */
4945 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
4948 /* Skip cursed/broken items */
4949 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
4952 if (randint0(100) < 75) continue;
4954 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!"));
4957 o_ptr->name2 = EGO_FLAME;
4960 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
4967 if (flush_failure) flush();
4970 msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
4978 * @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 /
4979 * Helper function -- return a "nearby" race for polymorphing
4980 * @param r_idx 基準となるモンスター種族ID
4981 * @return 変更先のモンスター種族ID
4983 * Note that this function is one of the more "dangerous" ones...
4985 static IDX poly_r_idx(MONRACE_IDX r_idx)
4987 monster_race *r_ptr = &r_info[r_idx];
4993 /* Hack -- Uniques/Questors never polymorph */
4994 if ((r_ptr->flags1 & RF1_UNIQUE) ||
4995 (r_ptr->flags1 & RF1_QUESTOR))
4998 /* Allowable range of "levels" for resulting monster */
4999 lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
5000 lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
5002 /* Pick a (possibly new) non-unique race */
5003 for (i = 0; i < 1000; i++)
5005 /* Pick a new race, using a level calculation */
5006 r = get_mon_num((dun_level + r_ptr->level) / 2 + 5);
5008 /* Handle failure */
5014 /* Ignore unique monsters */
5015 if (r_ptr->flags1 & RF1_UNIQUE) continue;
5017 /* Ignore monsters with incompatible levels */
5018 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
5020 /* Use that index */
5032 * @brief 指定座標にいるモンスターを変身させる /
5033 * Helper function -- return a "nearby" race for polymorphing
5036 * @return 実際に変身したらTRUEを返す
5038 bool polymorph_monster(POSITION y, POSITION x)
5040 cave_type *c_ptr = &cave[y][x];
5041 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5042 bool polymorphed = FALSE;
5043 MONRACE_IDX new_r_idx;
5044 MONRACE_IDX old_r_idx = m_ptr->r_idx;
5045 bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
5046 bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
5047 monster_type back_m;
5049 if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
5051 if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
5053 /* Memorize the monster before polymorphing */
5056 /* Pick a "new" monster race */
5057 new_r_idx = poly_r_idx(old_r_idx);
5059 /* Handle polymorph */
5060 if (new_r_idx != old_r_idx)
5062 BIT_FLAGS mode = 0L;
5063 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
5064 OBJECT_IDX this_o_idx, next_o_idx = 0;
5066 /* Get the monsters attitude */
5067 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
5068 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
5069 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
5071 /* Mega-hack -- ignore held objects */
5072 m_ptr->hold_o_idx = 0;
5074 /* "Kill" the "old" monster */
5075 delete_monster_idx(c_ptr->m_idx);
5077 /* Create a new monster (no groups) */
5078 if (place_monster_aux(0, y, x, new_r_idx, mode))
5080 m_list[hack_m_idx_ii].nickname = back_m.nickname;
5081 m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
5082 m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
5089 /* Placing the new monster failed */
5090 if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
5092 m_list[hack_m_idx_ii] = back_m;
5094 /* Re-initialize monster process */
5097 else preserve_hold_objects = FALSE;
5100 /* Mega-hack -- preserve held objects */
5101 if (preserve_hold_objects)
5103 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
5105 /* Acquire object */
5106 object_type *o_ptr = &o_list[this_o_idx];
5108 /* Acquire next object */
5109 next_o_idx = o_ptr->next_o_idx;
5111 /* Held by new monster */
5112 o_ptr->held_m_idx = hack_m_idx_ii;
5115 else if (back_m.hold_o_idx) /* Failed (paranoia) */
5117 /* Delete objects */
5118 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
5120 /* Acquire next object */
5121 next_o_idx = o_list[this_o_idx].next_o_idx;
5123 /* Delete the object */
5124 delete_object_idx(this_o_idx);
5128 if (targeted) target_who = hack_m_idx_ii;
5129 if (health_tracked) health_track(hack_m_idx_ii);
5138 * @param x テレポート先のX座標
5139 * @param y テレポート先のY座標
5140 * @return 目標に指定通りテレポートできたならばTRUEを返す
5142 static bool dimension_door_aux(DEPTH x, DEPTH y)
5144 PLAYER_LEVEL plev = p_ptr->lev;
5146 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
5148 if (!cave_player_teleportable_bold(y, x, 0L) ||
5149 (distance(y, x, p_ptr->y, p_ptr->x) > plev / 2 + 10) ||
5150 (!randint0(plev / 10 + 10)))
5152 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
5153 teleport_player((plev + 2) * 2, TELEPORT_PASSIVE);
5160 teleport_player_to(y, x, 0L);
5169 * @brief 次元の扉処理のメインルーチン /
5171 * @return ターンを消費した場合TRUEを返す
5173 bool dimension_door(void)
5177 /* Rerutn FALSE if cancelled */
5178 if (!tgt_pt(&x, &y)) return FALSE;
5180 if (dimension_door_aux(x, y)) return TRUE;
5182 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!"));
5189 * @brief 鏡抜け処理のメインルーチン /
5190 * Mirror Master's Dimension Door
5191 * @return ターンを消費した場合TRUEを返す
5193 bool mirror_tunnel(void)
5195 POSITION x = 0, y = 0;
5197 /* Rerutn FALSE if cancelled */
5198 if (!tgt_pt(&x, &y)) return FALSE;
5200 if (dimension_door_aux(x, y)) return TRUE;
5202 msg_print(_("鏡の世界をうまく通れなかった!", "You fail to pass the mirror plane correctly!"));
5210 * @return ターンを消費した場合TRUEを返す
5212 bool eat_magic(int power)
5218 int recharge_strength = 0;
5224 char o_name[MAX_NLEN];
5226 item_tester_hook = item_tester_hook_recharge;
5229 q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
5230 s = _("魔力を吸収できるアイテムがありません。", "You have nothing to drain.");
5232 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
5236 o_ptr = &inventory[item];
5240 o_ptr = &o_list[0 - item];
5243 k_ptr = &k_info[o_ptr->k_idx];
5244 lev = k_info[o_ptr->k_idx].level;
5246 if (o_ptr->tval == TV_ROD)
5248 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
5251 if (one_in_(recharge_strength))
5253 /* Activate the failure code. */
5258 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
5260 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."));
5265 o_ptr->timeout += k_ptr->pval;
5271 /* All staffs, wands. */
5272 recharge_strength = (100 + power - lev) / 15;
5275 if (recharge_strength < 0) recharge_strength = 0;
5278 if (one_in_(recharge_strength))
5280 /* Activate the failure code. */
5285 if (o_ptr->pval > 0)
5287 p_ptr->csp += lev / 2;
5290 /* XXX Hack -- unstack if necessary */
5291 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
5296 /* Get local object */
5299 /* Obtain a local object */
5300 object_copy(q_ptr, o_ptr);
5302 /* Modify quantity */
5305 /* Restore the charges */
5308 /* Unstack the used item */
5310 p_ptr->total_weight -= q_ptr->weight;
5311 item = inven_carry(q_ptr);
5313 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
5318 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
5320 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
5324 /* Inflict the penalties for failing a recharge. */
5327 /* Artifacts are never destroyed. */
5328 if (object_is_fixed_artifact(o_ptr))
5330 object_desc(o_name, o_ptr, OD_NAME_ONLY);
5331 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);
5333 /* Artifact rods. */
5334 if (o_ptr->tval == TV_ROD)
5335 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5337 /* Artifact wands and staffs. */
5338 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
5343 /* Get the object description */
5344 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5346 /*** Determine Seriousness of Failure ***/
5348 /* Mages recharge objects more safely. */
5349 if (IS_WIZARD_CLASS())
5351 /* 10% chance to blow up one rod, otherwise draining. */
5352 if (o_ptr->tval == TV_ROD)
5354 if (one_in_(10)) fail_type = 2;
5357 /* 75% chance to blow up one wand, otherwise draining. */
5358 else if (o_ptr->tval == TV_WAND)
5360 if (!one_in_(3)) fail_type = 2;
5363 /* 50% chance to blow up one staff, otherwise no effect. */
5364 else if (o_ptr->tval == TV_STAFF)
5366 if (one_in_(2)) fail_type = 2;
5371 /* All other classes get no special favors. */
5374 /* 33% chance to blow up one rod, otherwise draining. */
5375 if (o_ptr->tval == TV_ROD)
5377 if (one_in_(3)) fail_type = 2;
5380 /* 20% chance of the entire stack, else destroy one wand. */
5381 else if (o_ptr->tval == TV_WAND)
5383 if (one_in_(5)) fail_type = 3;
5386 /* Blow up one staff. */
5387 else if (o_ptr->tval == TV_STAFF)
5393 /*** Apply draining and destruction. ***/
5395 /* Drain object or stack of objects. */
5398 if (o_ptr->tval == TV_ROD)
5400 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
5401 "You save your rod from destruction, but all charges are lost."), o_name);
5402 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5404 else if (o_ptr->tval == TV_WAND)
5406 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);
5409 /* Staffs aren't drained. */
5412 /* Destroy an object or one in a stack of objects. */
5415 if (o_ptr->number > 1)
5417 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);
5418 /* Reduce rod stack maximum timeout, drain wands. */
5419 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
5420 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
5424 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);
5427 /* Reduce and describe inventory */
5430 inven_item_increase(item, -1);
5431 inven_item_describe(item);
5432 inven_item_optimize(item);
5435 /* Reduce and describe floor item */
5438 floor_item_increase(0 - item, -1);
5439 floor_item_describe(0 - item);
5440 floor_item_optimize(0 - item);
5444 /* Destroy all members of a stack of objects. */
5447 if (o_ptr->number > 1)
5448 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);
5450 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
5452 /* Reduce and describe inventory */
5455 inven_item_increase(item, -999);
5456 inven_item_describe(item);
5457 inven_item_optimize(item);
5460 /* Reduce and describe floor item */
5463 floor_item_increase(0 - item, -999);
5464 floor_item_describe(0 - item);
5465 floor_item_optimize(0 - item);
5471 if (p_ptr->csp > p_ptr->msp)
5473 p_ptr->csp = p_ptr->msp;
5476 /* Redraw mana and hp */
5477 p_ptr->redraw |= (PR_MANA);
5479 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5480 p_ptr->window |= (PW_INVEN);
5487 * @param level 召喚基準レベル
5490 * @param mode 召喚オプション
5491 * @return ターンを消費した場合TRUEを返す
5493 bool summon_kin_player(DEPTH level, POSITION y, POSITION x, BIT_FLAGS mode)
5495 bool pet = (bool)(mode & PM_FORCE_PET);
5496 if (!pet) mode |= PM_NO_PET;
5498 switch (p_ptr->mimic_form)
5501 switch (p_ptr->prace)
5505 case RACE_BARBARIAN:
5508 summon_kin_type = 'p';
5518 case RACE_MIND_FLAYER:
5521 summon_kin_type = 'h';
5524 summon_kin_type = 'o';
5526 case RACE_HALF_TROLL:
5527 summon_kin_type = 'T';
5529 case RACE_HALF_OGRE:
5530 summon_kin_type = 'O';
5532 case RACE_HALF_GIANT:
5533 case RACE_HALF_TITAN:
5535 summon_kin_type = 'P';
5538 summon_kin_type = 'y';
5541 summon_kin_type = 'K';
5544 summon_kin_type = 'k';
5547 if (one_in_(13)) summon_kin_type = 'U';
5548 else summon_kin_type = 'u';
5550 case RACE_DRACONIAN:
5551 summon_kin_type = 'd';
5555 summon_kin_type = 'g';
5558 if (one_in_(13)) summon_kin_type = 'L';
5559 else summon_kin_type = 's';
5562 summon_kin_type = 'z';
5565 summon_kin_type = 'V';
5568 summon_kin_type = 'G';
5571 summon_kin_type = 'I';
5574 summon_kin_type = '#';
5577 summon_kin_type = 'A';
5580 summon_kin_type = 'U';
5583 summon_kin_type = 'p';
5588 if (one_in_(13)) summon_kin_type = 'U';
5589 else summon_kin_type = 'u';
5591 case MIMIC_DEMON_LORD:
5592 summon_kin_type = 'U';
5595 summon_kin_type = 'V';
5598 return summon_specific((pet ? -1 : 0), y, x, level, SUMMON_KIN, mode);
5602 * @brief 皆殺し(全方向攻撃)処理
5603 * @param py プレイヤーY座標
5604 * @param px プレイヤーX座標
5611 monster_type *m_ptr;
5614 for (dir = 0; dir < 8; dir++)
5616 y = p_ptr->y + ddy_ddd[dir];
5617 x = p_ptr->x + ddx_ddd[dir];
5618 c_ptr = &cave[y][x];
5620 /* Get the monster */
5621 m_ptr = &m_list[c_ptr->m_idx];
5623 /* Hack -- attack monsters */
5624 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
5633 feature_type *f_ptr, *mimic_f_ptr;
5636 if (!get_rep_dir2(&dir)) return FALSE;
5637 y = p_ptr->y + ddy[dir];
5638 x = p_ptr->x + ddx[dir];
5639 c_ptr = &cave[y][x];
5640 f_ptr = &f_info[c_ptr->feat];
5641 mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
5645 if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
5647 msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
5649 else if (have_flag(f_ptr->flags, FF_PERMANENT))
5651 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);
5653 else if (c_ptr->m_idx)
5655 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5656 msg_print(_("何かが邪魔しています!", "There's something in the way!"));
5658 if (!m_ptr->ml || !is_pet(m_ptr)) py_attack(y, x, 0);
5660 else if (have_flag(f_ptr->flags, FF_TREE))
5662 msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
5664 else if (have_flag(f_ptr->flags, FF_GLASS))
5666 msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
5668 else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
5670 (void)set_food(p_ptr->food + 3000);
5672 else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
5674 (void)set_food(p_ptr->food + 5000);
5678 msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
5679 (void)set_food(p_ptr->food + 10000);
5682 /* Destroy the wall */
5683 cave_alter_feat(y, x, FF_HURT_ROCK);
5685 /* Move the player */
5686 (void)move_player_effect(y, x, MPE_DONT_PICKUP);