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 "market/building.h"
19 #include "main/sound-definitions-table.h"
20 #include "object-ego.h"
26 #include "floor-town.h"
27 #include "object-boost.h"
28 #include "object-flavor.h"
29 #include "object-hook.h"
31 #include "player-move.h"
32 #include "player-status.h"
33 #include "player-class.h"
34 #include "player-damage.h"
35 #include "player-inventory.h"
36 #include "spells-summon.h"
41 #include "spells-floor.h"
42 #include "spell/spells-common.h"
44 #include "market/building-util.h"
45 #include "monster-process.h"
46 #include "monster-status.h"
47 #include "monster-spell.h"
48 #include "io/write-diary.h"
49 #include "cmd/cmd-save.h"
50 #include "cmd/cmd-spell.h"
51 #include "cmd/cmd-dump.h"
53 #include "floor-save.h"
55 #include "player-effects.h"
56 #include "player-skill.h"
57 #include "player-personality.h"
58 #include "view/display-main-window.h"
62 #include "object/object-kind.h"
63 #include "autopick/autopick.h"
64 #include "targeting.h"
65 #include "effect/spells-effect-util.h"
67 /*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
70 // todo コピペ感が強くなったので関数化
71 static bool update_player(player_type *caster_ptr);
72 static bool redraw_player(player_type *caster_ptr);
75 * @brief モンスターのテレポートアウェイ処理 /
76 * Teleport a monster, normally up to "dis" grids away.
77 * @param caster_ptr プレーヤーへの参照ポインタ
78 * @param m_idx モンスターID
81 * @return テレポートが実際に行われたらtrue
83 * Attempt to move the monster at least "dis/2" grids away.
84 * But allow variation to prevent infinite loops.
86 bool teleport_away(player_type *caster_ptr, MONSTER_IDX m_idx, POSITION dis, BIT_FLAGS mode)
88 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
89 if (!monster_is_valid(m_ptr)) return FALSE;
91 if ((mode & TELEPORT_DEC_VALOUR) &&
92 (((caster_ptr->chp * 10) / caster_ptr->mhp) > 5) &&
93 (4+randint1(5) < ((caster_ptr->chp * 10) / caster_ptr->mhp)))
95 chg_virtue(caster_ptr, V_VALOUR, -1);
98 POSITION oy = m_ptr->fy;
99 POSITION ox = m_ptr->fx;
100 POSITION min = dis / 2;
102 POSITION ny = 0, nx = 0;
107 if (dis > 200) dis = 200;
109 for (int i = 0; i < 500; i++)
113 ny = rand_spread(oy, dis);
114 nx = rand_spread(ox, dis);
115 POSITION d = distance(oy, ox, ny, nx);
116 if ((d >= min) && (d <= dis)) break;
119 if (!in_bounds(caster_ptr->current_floor_ptr, ny, nx)) continue;
120 if (!cave_monster_teleportable_bold(caster_ptr, m_idx, ny, nx, mode)) continue;
121 if (!(caster_ptr->current_floor_ptr->inside_quest || caster_ptr->current_floor_ptr->inside_arena))
122 if (caster_ptr->current_floor_ptr->grid_array[ny][nx].info & CAVE_ICKY) continue;
130 if (tries > MAX_TRIES) return FALSE;
133 sound(SOUND_TPOTHER);
134 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
135 caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
141 update_monster(caster_ptr, m_idx, TRUE);
142 lite_spot(caster_ptr, oy, ox);
143 lite_spot(caster_ptr, ny, nx);
145 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
146 caster_ptr->update |= (PU_MON_LITE);
153 * @brief モンスターを指定された座標付近にテレポートする /
154 * Teleport monster next to a grid near the given location
155 * @param caster_ptr プレーヤーへの参照ポインタ
156 * @param m_idx モンスターID
159 * @param power テレポート成功確率
163 void teleport_monster_to(player_type *caster_ptr, MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, BIT_FLAGS mode)
165 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
166 if(!m_ptr->r_idx) return;
167 if(randint1(100) > power) return;
169 POSITION ny = m_ptr->fy;
170 POSITION nx = m_ptr->fx;
171 POSITION oy = m_ptr->fy;
172 POSITION ox = m_ptr->fx;
178 while (look && --attempts)
180 if (dis > 200) dis = 200;
182 for (int i = 0; i < 500; i++)
186 ny = rand_spread(ty, dis);
187 nx = rand_spread(tx, dis);
188 int d = distance(ty, tx, ny, nx);
189 if ((d >= min) && (d <= dis)) break;
192 if (!in_bounds(caster_ptr->current_floor_ptr, ny, nx)) continue;
193 if (!cave_monster_teleportable_bold(caster_ptr, m_idx, ny, nx, mode)) continue;
203 if (attempts < 1) return;
205 sound(SOUND_TPOTHER);
206 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
207 caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
212 update_monster(caster_ptr, m_idx, TRUE);
213 lite_spot(caster_ptr, oy, ox);
214 lite_spot(caster_ptr, ny, nx);
216 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
217 caster_ptr->update |= (PU_MON_LITE);
222 * @brief プレイヤーのテレポート先選定と移動処理 /
223 * Teleport the player to a location up to "dis" grids away.
224 * @param creature_ptr プレーヤーへの参照ポインタ
226 * @param is_quantum_effect 量子的効果 (反テレポ無効)によるテレポートアウェイならばTRUE
228 * @return 実際にテレポート処理が行われたらtrue
231 * If no such spaces are readily available, the distance may increase.
232 * Try very hard to move the player at least a quarter that distance.
234 * There was a nasty tendency for a long time; which was causing the
235 * player to "bounce" between two or three different spots because
236 * these are the only spots that are "far enough" way to satisfy the
239 * But this tendency is now removed; in the new algorithm, a list of
240 * candidates is selected first, which includes at least 50% of all
241 * floor grids within the distance, and any single grid in this list
242 * of candidates has equal possibility to be choosen as a destination.
245 bool teleport_player_aux(player_type *creature_ptr, POSITION dis, bool is_quantum_effect, BIT_FLAGS mode)
247 if (creature_ptr->wild_mode) return FALSE;
248 if (!is_quantum_effect && creature_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
250 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
254 int candidates_at[MAX_TELEPORT_DISTANCE + 1];
255 for (int i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
256 candidates_at[i] = 0;
258 if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
260 int left = MAX(1, creature_ptr->x - dis);
261 int right = MIN(creature_ptr->current_floor_ptr->width - 2, creature_ptr->x + dis);
262 int top = MAX(1, creature_ptr->y - dis);
263 int bottom = MIN(creature_ptr->current_floor_ptr->height - 2, creature_ptr->y + dis);
264 int total_candidates = 0;
265 for (POSITION y = top; y <= bottom; y++)
267 for (POSITION x = left; x <= right; x++)
269 if (!cave_player_teleportable_bold(creature_ptr, y, x, mode)) continue;
271 int d = distance(creature_ptr->y, creature_ptr->x, y, x);
272 if (d > dis) continue;
279 if (0 == total_candidates) return FALSE;
283 for (cur_candidates = 0; min >= 0; min--)
285 cur_candidates += candidates_at[min];
286 if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
289 int pick = randint1(cur_candidates);
291 /* Search again the choosen location */
293 for (yy = top; yy <= bottom; yy++)
295 for (xx = left; xx <= right; xx++)
297 if (!cave_player_teleportable_bold(creature_ptr, yy, xx, mode)) continue;
299 int d = distance(creature_ptr->y, creature_ptr->x, yy, xx);
300 if (d > dis) continue;
301 if (d < min) continue;
310 if (player_bold(creature_ptr, yy, xx)) return FALSE;
312 sound(SOUND_TELEPORT);
314 if (IS_ECHIZEN(creature_ptr))
315 msg_format("『こっちだぁ、%s』", creature_ptr->name);
317 (void)move_player_effect(creature_ptr, yy, xx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
323 * @brief プレイヤーのテレポート処理メインルーチン
324 * @param creature_ptr プレーヤーへの参照ポインタ
329 void teleport_player(player_type *creature_ptr, POSITION dis, BIT_FLAGS mode)
331 if (!teleport_player_aux(creature_ptr, dis, FALSE, mode)) return;
333 /* Monsters with teleport ability may follow the player */
334 POSITION oy = creature_ptr->y;
335 POSITION ox = creature_ptr->x;
336 for (POSITION xx = -1; xx < 2; xx++)
338 for (POSITION yy = -1; yy < 2; yy++)
340 MONSTER_IDX tmp_m_idx = creature_ptr->current_floor_ptr->grid_array[oy+yy][ox+xx].m_idx;
341 if (tmp_m_idx && (creature_ptr->riding != tmp_m_idx))
346 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[tmp_m_idx];
347 monster_race *r_ptr = &r_info[m_ptr->r_idx];
349 bool is_resistible = (r_ptr->a_ability_flags2 & RF6_TPORT) != 0;
350 is_resistible &= (r_ptr->flagsr & RFR_RES_TELE) == 0;
351 is_resistible &= MON_CSLEEP(m_ptr) == 0;
354 teleport_monster_to(creature_ptr, tmp_m_idx, creature_ptr->y, creature_ptr->x, r_ptr->level, 0L);
362 * @brief プレイヤーのテレポートアウェイ処理 /
363 * @param m_idx アウェイを試みたモンスターID
364 * @param target_ptr プレーヤーへの参照ポインタ
366 * @param is_quantum_effect 量子的効果によるテレポートアウェイならばTRUE
369 void teleport_player_away(MONSTER_IDX m_idx, player_type *target_ptr, POSITION dis, bool is_quantum_effect)
371 if (!teleport_player_aux(target_ptr, dis, TELEPORT_PASSIVE, is_quantum_effect)) return;
373 /* Monsters with teleport ability may follow the player */
374 POSITION oy = target_ptr->y;
375 POSITION ox = target_ptr->x;
376 for (POSITION xx = -1; xx < 2; xx++)
378 for (POSITION yy = -1; yy < 2; yy++)
380 MONSTER_IDX tmp_m_idx = target_ptr->current_floor_ptr->grid_array[oy+yy][ox+xx].m_idx;
381 bool is_teleportable = tmp_m_idx > 0;
382 is_teleportable &= target_ptr->riding != tmp_m_idx;
383 is_teleportable &= m_idx != tmp_m_idx;
384 if (!is_teleportable)
389 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[tmp_m_idx];
390 monster_race *r_ptr = &r_info[m_ptr->r_idx];
392 bool is_resistible = (r_ptr->a_ability_flags2 & RF6_TPORT) != 0;
393 is_resistible &= (r_ptr->flagsr & RFR_RES_TELE) == 0;
394 is_resistible &= MON_CSLEEP(m_ptr) == 0;
397 teleport_monster_to(target_ptr, tmp_m_idx, target_ptr->y, target_ptr->x, r_ptr->level, 0L);
405 * @brief プレイヤーを指定位置近辺にテレポートさせる
406 * Teleport player to a grid near the given location
407 * @param creature_ptr プレーヤーへの参照ポインタ
410 * @param mode オプションフラグ
414 * This function is slightly obsessive about correctness.
415 * This function allows teleporting into vaults (!)
418 void teleport_player_to(player_type *creature_ptr, POSITION ny, POSITION nx, BIT_FLAGS mode)
420 if (creature_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
422 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
426 /* Find a usable location */
428 POSITION dis = 0, ctr = 0;
433 y = (POSITION)rand_spread(ny, dis);
434 x = (POSITION)rand_spread(nx, dis);
435 if (in_bounds(creature_ptr->current_floor_ptr, y, x)) break;
438 bool is_anywhere = current_world_ptr->wizard;
439 is_anywhere &= (mode & TELEPORT_PASSIVE) == 0;
440 is_anywhere &= (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx > 0) ||
441 creature_ptr->current_floor_ptr->grid_array[y][x].m_idx == creature_ptr->riding;
442 if (is_anywhere) break;
444 if (cave_player_teleportable_bold(creature_ptr, y, x, mode)) break;
446 if (++ctr > (4 * dis * dis + 4 * dis + 1))
453 sound(SOUND_TELEPORT);
454 (void)move_player_effect(creature_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
458 void teleport_away_followable(player_type *tracer_ptr, MONSTER_IDX m_idx)
460 monster_type *m_ptr = &tracer_ptr->current_floor_ptr->m_list[m_idx];
461 POSITION oldfy = m_ptr->fy;
462 POSITION oldfx = m_ptr->fx;
463 bool old_ml = m_ptr->ml;
464 POSITION old_cdis = m_ptr->cdis;
466 teleport_away(tracer_ptr, m_idx, MAX_SIGHT * 2 + 5, 0L);
468 bool is_followable = old_ml;
469 is_followable &= old_cdis <= MAX_SIGHT;
470 is_followable &= current_world_ptr->timewalk_m_idx == 0;
471 is_followable &= !tracer_ptr->phase_out;
472 is_followable &= los(tracer_ptr, tracer_ptr->y, tracer_ptr->x, oldfy, oldfx);
473 if (!is_followable) return;
476 if ((tracer_ptr->muta1 & MUT1_VTELEPORT) || (tracer_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
479 BIT_FLAGS flgs[TR_FLAG_SIZE];
483 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
485 o_ptr = &tracer_ptr->inventory_list[i];
486 if (o_ptr->k_idx && !object_is_cursed(o_ptr))
488 object_flags(o_ptr, flgs);
489 if (have_flag(flgs, TR_TELEPORT))
499 if (!get_check_strict(_("ついていきますか?", "Do you follow it? "), CHECK_OKAY_CANCEL))
504 teleport_player(tracer_ptr, 200, TELEPORT_PASSIVE);
505 msg_print(_("失敗!", "Failed!"));
509 teleport_player_to(tracer_ptr, m_ptr->fy, m_ptr->fx, 0L);
512 tracer_ptr->energy_need += ENERGY_NEED();
516 bool teleport_level_other(player_type *caster_ptr)
518 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
519 MONSTER_IDX target_m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
520 if (!target_m_idx) return TRUE;
521 if (!player_has_los_bold(caster_ptr, target_row, target_col)) return TRUE;
522 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) return TRUE;
526 m_ptr = &caster_ptr->current_floor_ptr->m_list[target_m_idx];
527 r_ptr = &r_info[m_ptr->r_idx];
528 GAME_TEXT m_name[MAX_NLEN];
529 monster_desc(caster_ptr, m_name, m_ptr, 0);
530 msg_format(_("%^sの足を指さした。", "You gesture at %^s's feet."), m_name);
532 if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) ||
533 (r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > caster_ptr->lev + randint1(60)))
535 msg_format(_("しかし効果がなかった!", "%^s is unaffected!"), m_name);
539 teleport_level(caster_ptr, target_m_idx);
547 * todo cmd-save.h への依存あり。コールバックで何とかしたい
548 * @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 /
549 * Teleport the player one level up or down (random when legal)
550 * @param creature_ptr プレーヤーへの参照ポインタ
551 * @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.
554 void teleport_level(player_type *creature_ptr, MONSTER_IDX m_idx)
556 GAME_TEXT m_name[160];
560 strcpy(m_name, _("あなた", "you"));
564 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
565 monster_desc(creature_ptr, m_name, m_ptr, 0);
566 see_m = is_seen(m_ptr);
569 if (is_teleport_level_ineffective(creature_ptr, m_idx))
571 if (see_m) msg_print(_("効果がなかった。", "There is no effect."));
575 if ((m_idx <= 0) && creature_ptr->anti_tele)
577 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
582 if (randint0(100) < 50) go_up = TRUE;
585 if ((m_idx <= 0) && current_world_ptr->wizard)
587 if (get_check("Force to go up? ")) go_up = TRUE;
588 else if (get_check("Force to go down? ")) go_up = FALSE;
591 if ((ironman_downward && (m_idx <= 0)) || (creature_ptr->current_floor_ptr->dun_level <= d_info[creature_ptr->dungeon_idx].mindepth))
594 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
596 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
600 if (!creature_ptr->current_floor_ptr->dun_level)
602 creature_ptr->dungeon_idx = ironman_downward ? DUNGEON_ANGBAND : creature_ptr->recall_dungeon;
603 creature_ptr->oldpy = creature_ptr->y;
604 creature_ptr->oldpx = creature_ptr->x;
607 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, 1, NULL);
609 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
611 if (!creature_ptr->current_floor_ptr->dun_level)
613 creature_ptr->current_floor_ptr->dun_level = d_info[creature_ptr->dungeon_idx].mindepth;
614 prepare_change_floor_mode(creature_ptr, CFM_RAND_PLACE);
618 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
621 creature_ptr->leaving = TRUE;
624 else if (quest_number(creature_ptr, creature_ptr->current_floor_ptr->dun_level) || (creature_ptr->current_floor_ptr->dun_level >= d_info[creature_ptr->dungeon_idx].maxdepth))
627 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
629 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
634 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, -1, NULL);
636 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
638 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
640 leave_quest_check(creature_ptr);
641 creature_ptr->current_floor_ptr->inside_quest = 0;
642 creature_ptr->leaving = TRUE;
648 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
650 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
655 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, -1, NULL);
657 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
659 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
660 creature_ptr->leaving = TRUE;
666 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
668 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
673 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, 1, NULL);
674 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
676 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
677 creature_ptr->leaving = TRUE;
683 sound(SOUND_TPLEVEL);
687 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
688 check_quest_completion(creature_ptr, m_ptr);
689 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
691 char m2_name[MAX_NLEN];
693 monster_desc(creature_ptr, m2_name, m_ptr, MD_INDEF_VISIBLE);
694 exe_write_diary(creature_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
697 delete_monster_idx(creature_ptr, m_idx);
698 sound(SOUND_TPLEVEL);
703 * @brief プレイヤーの帰還発動及び中止処理 /
704 * Recall the player to town or dungeon
705 * @param creature_ptr プレーヤーへの参照ポインタ
706 * @param turns 発動までのターン数
709 bool recall_player(player_type *creature_ptr, TIME_EFFECT turns)
712 * TODO: Recall the player to the last
713 * visited town when in the wilderness
715 if (creature_ptr->current_floor_ptr->inside_arena || ironman_downward)
717 msg_print(_("何も起こらなかった。", "Nothing happens."));
721 bool is_special_floor = creature_ptr->current_floor_ptr->dun_level > 0;
722 is_special_floor &= max_dlv[creature_ptr->dungeon_idx] > creature_ptr->current_floor_ptr->dun_level;
723 is_special_floor &= !creature_ptr->current_floor_ptr->inside_quest;
724 is_special_floor &= !creature_ptr->word_recall;
725 if (is_special_floor)
727 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? ")))
729 max_dlv[creature_ptr->dungeon_idx] = creature_ptr->current_floor_ptr->dun_level;
731 exe_write_diary(creature_ptr, DIARY_TRUMP, creature_ptr->dungeon_idx, _("帰還のときに", "when recalled from dungeon"));
736 if (creature_ptr->word_recall)
738 creature_ptr->word_recall = 0;
739 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
740 creature_ptr->redraw |= (PR_STATUS);
744 if (!creature_ptr->current_floor_ptr->dun_level)
746 DUNGEON_IDX select_dungeon;
747 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
748 if (!select_dungeon) return FALSE;
749 creature_ptr->recall_dungeon = select_dungeon;
752 creature_ptr->word_recall = turns;
753 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
754 creature_ptr->redraw |= (PR_STATUS);
759 bool free_level_recall(player_type *creature_ptr)
761 DUNGEON_IDX select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
762 if (!select_dungeon) return FALSE;
764 DEPTH max_depth = d_info[select_dungeon].maxdepth;
765 if (select_dungeon == DUNGEON_ANGBAND)
767 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
768 else if (quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
771 QUANTITY amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "),
772 d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
778 creature_ptr->word_recall = 1;
779 creature_ptr->recall_dungeon = select_dungeon;
780 max_dlv[creature_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
782 exe_write_diary(creature_ptr, DIARY_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
784 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
786 creature_ptr->redraw |= PR_STATUS;
793 * @param caster_ptr プレーヤーへの参照ポインタ
794 * @return リセット処理が実際に行われたらTRUEを返す
796 bool reset_recall(player_type *caster_ptr)
798 int select_dungeon, dummy = 0;
802 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
803 if (ironman_downward)
805 msg_print(_("何も起こらなかった。", "Nothing happens."));
809 if (!select_dungeon) return FALSE;
810 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
811 (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
812 sprintf(tmp_val, "%d", (int)MAX(caster_ptr->current_floor_ptr->dun_level, 1));
814 if (!get_string(ppp, tmp_val, 10))
819 dummy = atoi(tmp_val);
820 if (dummy < 1) dummy = 1;
821 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
822 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
824 max_dlv[select_dungeon] = dummy;
827 exe_write_diary(caster_ptr, DIARY_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
829 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);
831 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
838 * @brief プレイヤーの装備劣化処理 /
839 * Apply disenchantment to the player's stuff
840 * @param target_ptr プレーヤーへの参照ポインタ
841 * @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
842 * @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 /
843 * Return "TRUE" if the player notices anything
845 bool apply_disenchant(player_type *target_ptr, BIT_FLAGS mode)
850 case 1: t = INVEN_RARM; break;
851 case 2: t = INVEN_LARM; break;
852 case 3: t = INVEN_BOW; break;
853 case 4: t = INVEN_BODY; break;
854 case 5: t = INVEN_OUTER; break;
855 case 6: t = INVEN_HEAD; break;
856 case 7: t = INVEN_HANDS; break;
857 case 8: t = INVEN_FEET; break;
861 o_ptr = &target_ptr->inventory_list[t];
862 if (!o_ptr->k_idx) return FALSE;
864 if (!object_is_weapon_armour_ammo(o_ptr))
867 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
872 GAME_TEXT o_name[MAX_NLEN];
873 object_desc(target_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
874 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
877 msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
879 msg_format("Your %s (%c) resist%s disenchantment!", o_name, index_to_label(t),
880 ((o_ptr->number != 1) ? "" : "s"));
885 int to_h = o_ptr->to_h;
886 int to_d = o_ptr->to_d;
887 int to_a = o_ptr->to_a;
888 int pval = o_ptr->pval;
890 if (o_ptr->to_h > 0) o_ptr->to_h--;
891 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
893 if (o_ptr->to_d > 0) o_ptr->to_d--;
894 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
896 if (o_ptr->to_a > 0) o_ptr->to_a--;
897 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
899 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
901 bool is_actually_disenchanted = to_h != o_ptr->to_h;
902 is_actually_disenchanted |= to_d != o_ptr->to_d;
903 is_actually_disenchanted |= to_a != o_ptr->to_a;
904 is_actually_disenchanted |= pval != o_ptr->pval;
905 if (!is_actually_disenchanted) return TRUE;
908 msg_format("%s(%c)は劣化してしまった!", o_name, index_to_label(t));
910 msg_format("Your %s (%c) %s disenchanted!", o_name, index_to_label(t),
911 ((o_ptr->number != 1) ? "were" : "was"));
913 chg_virtue(target_ptr, V_HARMONY, 1);
914 chg_virtue(target_ptr, V_ENCHANT, -2);
915 target_ptr->update |= (PU_BONUS);
916 target_ptr->window |= (PW_EQUIP | PW_PLAYER);
918 calc_android_exp(target_ptr);
924 * @brief 虚無招来によるフロア中の全壁除去処理 /
925 * Vanish all walls in this floor
926 * @param caster_ptr プレーヤーへの参照ポインタ
927 * @params caster_ptr 術者の参照ポインタ
928 * @return 実際に処理が反映された場合TRUE
930 bool vanish_dungeon(player_type *caster_ptr)
932 bool is_special_floor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
933 is_special_floor |= !caster_ptr->current_floor_ptr->dun_level;
934 if (is_special_floor) return FALSE;
939 GAME_TEXT m_name[MAX_NLEN];
940 for (POSITION y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++)
942 for (POSITION x = 1; x < caster_ptr->current_floor_ptr->width - 1; x++)
944 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
946 f_ptr = &f_info[g_ptr->feat];
947 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
948 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
949 if (g_ptr->m_idx && MON_CSLEEP(m_ptr))
951 (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
954 monster_desc(caster_ptr, m_name, m_ptr, 0);
955 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
959 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(caster_ptr, y, x, FF_HURT_DISI);
963 for (POSITION x = 0; x < caster_ptr->current_floor_ptr->width; x++)
965 g_ptr = &caster_ptr->current_floor_ptr->grid_array[0][x];
966 f_ptr = &f_info[g_ptr->mimic];
967 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
969 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
971 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
972 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
975 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->current_floor_ptr->height - 1][x];
976 f_ptr = &f_info[g_ptr->mimic];
977 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
979 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
981 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
982 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
986 /* Special boundary walls -- Left and right */
987 for (POSITION y = 1; y < (caster_ptr->current_floor_ptr->height - 1); y++)
989 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][0];
990 f_ptr = &f_info[g_ptr->mimic];
991 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
993 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
995 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
996 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
999 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][caster_ptr->current_floor_ptr->width - 1];
1000 f_ptr = &f_info[g_ptr->mimic];
1001 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1003 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1005 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
1006 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
1010 caster_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1011 caster_ptr->redraw |= (PR_MAP);
1012 caster_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1019 * @param caster_ptr プレーヤーへの参照ポインタ
1022 * Sorry, it becomes not (void)...
1024 void call_the_void(player_type *caster_ptr)
1027 bool do_call = TRUE;
1028 for (int i = 0; i < 9; i++)
1030 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->y + ddy_ddd[i]][caster_ptr->x + ddx_ddd[i]];
1032 if (!cave_have_flag_grid(g_ptr, FF_PROJECT))
1034 if (!g_ptr->mimic || !have_flag(f_info[g_ptr->mimic].flags, FF_PROJECT) ||
1035 !permanent_wall(&f_info[g_ptr->feat]))
1045 for (int i = 1; i < 10; i++)
1047 if (i - 5) fire_ball(caster_ptr, GF_ROCKET, i, 175, 2);
1050 for (int i = 1; i < 10; i++)
1052 if (i - 5) fire_ball(caster_ptr, GF_MANA, i, 175, 3);
1055 for (int i = 1; i < 10; i++)
1057 if (i - 5) fire_ball(caster_ptr, GF_NUKE, i, 175, 4);
1063 bool is_special_fllor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
1064 is_special_fllor |= !caster_ptr->current_floor_ptr->dun_level;
1065 if (is_special_fllor)
1067 msg_print(_("地面が揺れた。", "The ground trembles."));
1072 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
1073 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
1075 msg_format("You %s the %s too close to a wall!",
1076 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1077 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1079 msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
1083 if (!vanish_dungeon(caster_ptr)) msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon becomes quiet for a moment."));
1084 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1088 if (destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 15 + caster_ptr->lev + randint0(11), FALSE))
1089 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
1091 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
1092 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1097 * @brief アイテム引き寄せ処理 /
1098 * Fetch an item (teleport it right underneath the caster)
1099 * @param caster_ptr プレーヤーへの参照ポインタ
1100 * @param dir 魔法の発動方向
1102 * @param require_los 射線の通りを要求するならばTRUE
1105 void fetch(player_type *caster_ptr, DIRECTION dir, WEIGHT wgt, bool require_los)
1109 GAME_TEXT o_name[MAX_NLEN];
1111 if (caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx)
1113 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."));
1118 if (dir == 5 && target_okay(caster_ptr))
1123 if (distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE)
1125 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!"));
1129 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
1132 msg_print(_("そこには何もありません。", "There is no object at this place."));
1136 if (g_ptr->info & CAVE_ICKY)
1138 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."));
1144 if (!player_has_los_bold(caster_ptr, ty, tx))
1146 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."));
1149 else if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, ty, tx))
1151 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
1160 bool is_first_loop = TRUE;
1161 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
1162 while (is_first_loop || !g_ptr->o_idx)
1164 is_first_loop = FALSE;
1167 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
1169 if ((distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE) ||
1170 !cave_have_flag_bold(caster_ptr->current_floor_ptr, ty, tx, FF_PROJECT)) return;
1174 o_ptr = &caster_ptr->current_floor_ptr->o_list[g_ptr->o_idx];
1175 if (o_ptr->weight > wgt)
1177 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
1181 OBJECT_IDX i = g_ptr->o_idx;
1182 g_ptr->o_idx = o_ptr->next_o_idx;
1183 caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx = i; /* 'move' it */
1185 o_ptr->next_o_idx = 0;
1186 o_ptr->iy = caster_ptr->y;
1187 o_ptr->ix = caster_ptr->x;
1189 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1190 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);
1192 note_spot(caster_ptr, caster_ptr->y, caster_ptr->x);
1193 caster_ptr->redraw |= PR_MAP;
1199 * @param caster_ptr プレーヤーへの参照ポインタ
1202 void reserve_alter_reality(player_type *caster_ptr)
1204 if (caster_ptr->current_floor_ptr->inside_arena || ironman_downward)
1206 msg_print(_("何も起こらなかった。", "Nothing happens."));
1210 if (caster_ptr->alter_reality)
1212 caster_ptr->alter_reality = 0;
1213 msg_print(_("景色が元に戻った...", "The view around you returns to normal..."));
1214 caster_ptr->redraw |= PR_STATUS;
1218 TIME_EFFECT turns = randint0(21) + 15;
1219 caster_ptr->alter_reality = turns;
1220 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
1221 caster_ptr->redraw |= PR_STATUS;
1226 * @brief 全所持アイテム鑑定処理 /
1227 * Identify everything being carried.
1228 * Done by a potion of "self knowledge".
1229 * @param target_ptr プレーヤーへの参照ポインタ
1232 void identify_pack(player_type *target_ptr)
1234 for (INVENTORY_IDX i = 0; i < INVEN_TOTAL; i++)
1236 object_type *o_ptr = &target_ptr->inventory_list[i];
1237 if (!o_ptr->k_idx) continue;
1239 identify_item(target_ptr, o_ptr);
1240 autopick_alter_item(target_ptr, i, FALSE);
1247 * Removes curses from items in inventory
1248 * @param creature_ptr プレーヤーへの参照ポインタ
1249 * @param all 軽い呪いまでの解除ならば0
1250 * @return 解呪されたアイテムの数
1253 * Note that Items which are "Perma-Cursed" (The One Ring,
1254 * The Crown of Morgoth) can NEVER be uncursed.
1256 * Note that if "all" is FALSE, then Items which are
1257 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1258 * will not be uncursed.
1261 static int remove_curse_aux(player_type *creature_ptr, int all)
1264 for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
1266 object_type *o_ptr = &creature_ptr->inventory_list[i];
1267 if (!o_ptr->k_idx) continue;
1268 if (!object_is_cursed(o_ptr)) continue;
1269 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1270 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1272 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1276 o_ptr->curse_flags = 0L;
1277 o_ptr->ident |= (IDENT_SENSE);
1278 o_ptr->feeling = FEEL_NONE;
1280 creature_ptr->update |= (PU_BONUS);
1281 creature_ptr->window |= (PW_EQUIP);
1286 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."));
1293 * @brief 装備の軽い呪い解呪処理 /
1294 * Remove most curses
1295 * @param caster_ptr プレーヤーへの参照ポインタ
1296 * @return 解呪に成功した装備数
1298 int remove_curse(player_type *caster_ptr)
1300 return remove_curse_aux(caster_ptr, FALSE);
1305 * @brief 装備の重い呪い解呪処理 /
1307 * @return 解呪に成功した装備数
1309 int remove_all_curse(player_type *caster_ptr)
1311 return remove_curse_aux(caster_ptr, TRUE);
1316 * @brief アイテムの価値に応じた錬金術処理 /
1317 * Turns an object into gold, gain some of its value in a shop
1318 * @param caster_ptr プレーヤーへの参照ポインタ
1319 * @return 処理が実際に行われたらTRUEを返す
1321 bool alchemy(player_type *caster_ptr)
1324 if (command_arg > 0) force = TRUE;
1326 concptr q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
1327 concptr s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
1330 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1331 if (!o_ptr) return FALSE;
1334 if (o_ptr->number > 1)
1336 amt = get_quantity(NULL, o_ptr->number);
1337 if (amt <= 0) return FALSE;
1340 ITEM_NUMBER old_number = o_ptr->number;
1341 o_ptr->number = amt;
1342 GAME_TEXT o_name[MAX_NLEN];
1343 object_desc(caster_ptr, o_name, o_ptr, 0);
1344 o_ptr->number = old_number;
1348 if (confirm_destroy || (object_value(o_ptr) > 0))
1350 char out_val[MAX_NLEN + 40];
1351 sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
1352 if (!get_check(out_val)) return FALSE;
1356 if (!can_player_destroy_object(o_ptr))
1358 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);
1362 PRICE price = object_value_real(o_ptr);
1365 msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
1366 vary_item(caster_ptr, item, -amt);
1372 if (amt > 1) price *= amt;
1374 if (price > 30000) price = 30000;
1375 msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
1377 caster_ptr->au += price;
1378 caster_ptr->redraw |= PR_GOLD;
1379 caster_ptr->window |= PW_PLAYER;
1380 vary_item(caster_ptr, item, -amt);
1386 * @brief アーティファクト生成の巻物処理 /
1387 * @param caster_ptr プレーヤーへの参照ポインタ
1388 * @return 生成が実際に試みられたらTRUEを返す
1390 bool artifact_scroll(player_type *caster_ptr)
1392 item_tester_hook = item_tester_hook_nameless_weapon_armour;
1394 concptr q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
1395 concptr s = _("強化できるアイテムがない。", "You have nothing to enchant.");
1398 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1399 if (!o_ptr) return FALSE;
1401 GAME_TEXT o_name[MAX_NLEN];
1402 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1404 msg_format("%s は眩い光を発した!",o_name);
1406 msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
1410 if (object_is_artifact(o_ptr))
1413 msg_format("%sは既に伝説のアイテムです!", o_name );
1415 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
1419 else if (object_is_ego(o_ptr))
1422 msg_format("%sは既に名のあるアイテムです!", o_name );
1424 msg_format("The %s %s already %s!",
1425 o_name, ((o_ptr->number > 1) ? "are" : "is"),
1426 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
1430 else if (o_ptr->xtra3)
1433 msg_format("%sは既に強化されています!", o_name );
1435 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"),
1436 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
1441 if (o_ptr->number > 1)
1443 msg_print(_("複数のアイテムに魔法をかけるだけのエネルギーはありません!", "Not enough energy to enchant more than one object!"));
1445 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
1447 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
1452 inven_item_increase(caster_ptr, item, 1 - (o_ptr->number));
1456 floor_item_increase(caster_ptr->current_floor_ptr, 0 - item, 1 - (o_ptr->number));
1460 okay = become_random_artifact(caster_ptr, o_ptr, TRUE);
1465 if (flush_failure) flush();
1466 msg_print(_("強化に失敗した。", "The enchantment failed."));
1467 if (one_in_(3)) chg_virtue(caster_ptr, V_ENCHANT, -1);
1468 calc_android_exp(caster_ptr);
1472 if (record_rand_art)
1474 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1475 exe_write_diary(caster_ptr, DIARY_ART_SCROLL, 0, o_name);
1478 chg_virtue(caster_ptr, V_ENCHANT, 1);
1479 calc_android_exp(caster_ptr);
1486 * Identify an object
1487 * @param owner_ptr プレーヤーへの参照ポインタ
1488 * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
1489 * @return 実際に鑑定できたらTRUEを返す
1491 bool identify_item(player_type *owner_ptr, object_type *o_ptr)
1493 GAME_TEXT o_name[MAX_NLEN];
1494 object_desc(owner_ptr, o_name, o_ptr, 0);
1496 bool old_known = FALSE;
1497 if (o_ptr->ident & IDENT_KNOWN)
1500 if (!OBJECT_IS_FULL_KNOWN(o_ptr))
1502 if (object_is_artifact(o_ptr) || one_in_(5))
1503 chg_virtue(owner_ptr, V_KNOWLEDGE, 1);
1506 object_aware(owner_ptr, o_ptr);
1507 object_known(o_ptr);
1508 o_ptr->marked |= OM_TOUCHED;
1510 owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
1511 owner_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1513 strcpy(record_o_name, o_name);
1514 record_turn = current_world_ptr->game_turn;
1516 object_desc(owner_ptr, o_name, o_ptr, OD_NAME_ONLY);
1518 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
1519 exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
1520 if(record_rand_art && !old_known && o_ptr->art_name)
1521 exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
1528 * @brief アイテム鑑定のメインルーチン処理 /
1529 * Identify an object in the inventory (or on the floor)
1530 * @param caster_ptr プレーヤーへの参照ポインタ
1531 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1532 * @return 実際に鑑定を行ったならばTRUEを返す
1534 * This routine does *not* automatically combine objects.
1535 * Returns TRUE if something was identified, else FALSE.
1537 bool ident_spell(player_type *caster_ptr, bool only_equip)
1540 item_tester_hook = item_tester_hook_identify_weapon_armour;
1542 item_tester_hook = item_tester_hook_identify;
1545 if (can_get_item(caster_ptr, item_tester_tval))
1547 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
1552 item_tester_hook = object_is_weapon_armour_ammo;
1554 item_tester_hook = NULL;
1556 q = _("すべて鑑定済みです。 ", "All items are identified. ");
1559 concptr s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
1562 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1563 if (!o_ptr) return FALSE;
1565 bool old_known = identify_item(caster_ptr, o_ptr);
1567 GAME_TEXT o_name[MAX_NLEN];
1568 object_desc(caster_ptr, o_name, o_ptr, 0);
1569 if (item >= INVEN_RARM)
1571 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
1575 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
1579 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
1582 autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
1588 * @brief アイテム凡庸化のメインルーチン処理 /
1589 * Identify an object in the inventory (or on the floor)
1590 * @param owner_ptr プレーヤーへの参照ポインタ
1591 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1592 * @return 実際に凡庸化をを行ったならばTRUEを返す
1595 * Mundanify an object in the inventory (or on the floor)
1596 * This routine does *not* automatically combine objects.
1597 * Returns TRUE if something was mundanified, else FALSE.
1600 bool mundane_spell(player_type *owner_ptr, bool only_equip)
1602 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
1606 concptr q = _("どれを使いますか?", "Use which item? ");
1607 concptr s = _("使えるものがありません。", "You have nothing you can use.");
1609 o_ptr = choose_object(owner_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1610 if (!o_ptr) return FALSE;
1612 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
1613 POSITION iy = o_ptr->iy;
1614 POSITION ix = o_ptr->ix;
1615 OBJECT_IDX next_o_idx = o_ptr->next_o_idx;
1616 byte marked = o_ptr->marked;
1617 WEIGHT weight = o_ptr->number * o_ptr->weight;
1618 u16b inscription = o_ptr->inscription;
1620 object_prep(o_ptr, o_ptr->k_idx);
1624 o_ptr->next_o_idx = next_o_idx;
1625 o_ptr->marked = marked;
1626 o_ptr->inscription = inscription;
1627 if (item >= 0) owner_ptr->total_weight += (o_ptr->weight - weight);
1629 calc_android_exp(owner_ptr);
1635 * @brief アイテム*鑑定*のメインルーチン処理 /
1636 * Identify an object in the inventory (or on the floor)
1637 * @param caster_ptr プレーヤーへの参照ポインタ
1638 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1639 * @return 実際に鑑定を行ったならばTRUEを返す
1641 * Fully "identify" an object in the inventory -BEN-
1642 * This routine returns TRUE if an item was identified.
1644 bool identify_fully(player_type *caster_ptr, bool only_equip)
1647 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
1649 item_tester_hook = item_tester_hook_identify_fully;
1652 if (can_get_item(caster_ptr, item_tester_tval))
1654 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
1659 item_tester_hook = object_is_weapon_armour_ammo;
1661 item_tester_hook = NULL;
1663 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
1666 concptr s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
1670 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1671 if (!o_ptr) return FALSE;
1673 bool old_known = identify_item(caster_ptr, o_ptr);
1675 o_ptr->ident |= (IDENT_FULL_KNOWN);
1676 handle_stuff(caster_ptr);
1678 GAME_TEXT o_name[MAX_NLEN];
1679 object_desc(caster_ptr, o_name, o_ptr, 0);
1680 if (item >= INVEN_RARM)
1682 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
1686 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
1690 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
1693 (void)screen_object(caster_ptr, o_ptr, 0L);
1694 autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
1701 * Recharge a wand/staff/rod from the pack or on the floor.
1702 * This function has been rewritten in Oangband and ZAngband.
1703 * @param caster_ptr プレーヤーへの参照ポインタ
1704 * @param power 充填パワー
1705 * @return ターン消費を要する処理まで進んだらTRUEを返す
1707 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
1708 * Chaos -- Arcane Binding --> recharge(90)
1710 * Scroll of recharging --> recharge(130)
1711 * Artifact activation/Thingol --> recharge(130)
1713 * It is harder to recharge high level, and highly charged wands,
1714 * staffs, and rods. The more wands in a stack, the more easily and
1715 * strongly they recharge. Staffs, however, each get fewer charges if
1718 * Beware of "sliding index errors".
1720 bool recharge(player_type *caster_ptr, int power)
1722 item_tester_hook = item_tester_hook_recharge;
1723 concptr q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
1724 concptr s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
1728 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1729 if (!o_ptr) return FALSE;
1732 k_ptr = &k_info[o_ptr->k_idx];
1733 DEPTH lev = k_info[o_ptr->k_idx].level;
1735 TIME_EFFECT recharge_amount;
1736 int recharge_strength;
1737 bool is_recharge_successful = TRUE;
1738 if (o_ptr->tval == TV_ROD)
1740 recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
1741 if (one_in_(recharge_strength))
1743 is_recharge_successful = FALSE;
1747 recharge_amount = (power * damroll(3, 2));
1748 if (o_ptr->timeout > recharge_amount)
1749 o_ptr->timeout -= recharge_amount;
1756 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
1757 recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
1758 else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
1760 if (recharge_strength < 0) recharge_strength = 0;
1762 if (one_in_(recharge_strength))
1764 is_recharge_successful = FALSE;
1768 recharge_amount = randint1(1 + k_ptr->pval / 2);
1769 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
1772 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
1773 if (recharge_amount < 1) recharge_amount = 1;
1774 if (recharge_amount > 12) recharge_amount = 12;
1777 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
1779 recharge_amount /= (TIME_EFFECT)o_ptr->number;
1780 if (recharge_amount < 1) recharge_amount = 1;
1783 o_ptr->pval += recharge_amount;
1784 o_ptr->ident &= ~(IDENT_KNOWN);
1785 o_ptr->ident &= ~(IDENT_EMPTY);
1789 if (!is_recharge_successful)
1791 return update_player(caster_ptr);
1795 GAME_TEXT o_name[MAX_NLEN];
1796 if (object_is_fixed_artifact(o_ptr))
1798 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1799 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);
1800 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
1801 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
1802 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
1804 return update_player(caster_ptr);
1807 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1809 if (IS_WIZARD_CLASS(caster_ptr) || caster_ptr->pclass == CLASS_MAGIC_EATER || caster_ptr->pclass == CLASS_BLUE_MAGE)
1811 /* 10% chance to blow up one rod, otherwise draining. */
1812 if (o_ptr->tval == TV_ROD)
1814 if (one_in_(10)) fail_type = 2;
1817 /* 75% chance to blow up one wand, otherwise draining. */
1818 else if (o_ptr->tval == TV_WAND)
1820 if (!one_in_(3)) fail_type = 2;
1823 /* 50% chance to blow up one staff, otherwise no effect. */
1824 else if (o_ptr->tval == TV_STAFF)
1826 if (one_in_(2)) fail_type = 2;
1832 /* 33% chance to blow up one rod, otherwise draining. */
1833 if (o_ptr->tval == TV_ROD)
1835 if (one_in_(3)) fail_type = 2;
1838 /* 20% chance of the entire stack, else destroy one wand. */
1839 else if (o_ptr->tval == TV_WAND)
1841 if (one_in_(5)) fail_type = 3;
1844 /* Blow up one staff. */
1845 else if (o_ptr->tval == TV_STAFF)
1853 if (o_ptr->tval == TV_ROD)
1855 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!"));
1857 if (o_ptr->timeout < 10000)
1858 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
1860 else if (o_ptr->tval == TV_WAND)
1862 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);
1869 if (o_ptr->number > 1)
1870 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);
1872 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
1874 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
1875 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
1877 vary_item(caster_ptr, item, -1);
1882 if (o_ptr->number > 1)
1883 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);
1885 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
1887 vary_item(caster_ptr, item, -999);
1890 return update_player(caster_ptr);
1895 * @brief クリーチャー全既知呪文を表示する /
1896 * Hack -- Display all known spells in a window
1897 * @param caster_ptr 術者の参照ポインタ
1900 * Need to analyze size of the window.
1901 * Need more color coding.
1903 void display_spell_list(player_type *caster_ptr)
1907 const magic_type *s_ptr;
1908 GAME_TEXT name[MAX_NLEN];
1913 if (caster_ptr->pclass == CLASS_SORCERER) return;
1914 if (caster_ptr->pclass == CLASS_RED_MAGE) return;
1915 if (caster_ptr->pclass == CLASS_SNIPER)
1917 display_snipe_list(caster_ptr);
1921 if ((caster_ptr->pclass == CLASS_MINDCRAFTER) ||
1922 (caster_ptr->pclass == CLASS_BERSERKER) ||
1923 (caster_ptr->pclass == CLASS_NINJA) ||
1924 (caster_ptr->pclass == CLASS_MIRROR_MASTER) ||
1925 (caster_ptr->pclass == CLASS_FORCETRAINER))
1927 PERCENTAGE minfail = 0;
1928 PLAYER_LEVEL plev = caster_ptr->lev;
1929 PERCENTAGE chance = 0;
1934 bool use_hp = FALSE;
1940 put_str(_("名前", "Name"), y, x + 5);
1941 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
1943 switch(caster_ptr->pclass)
1945 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
1946 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
1947 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
1948 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1949 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
1950 default: use_mind = 0;break;
1953 for (int i = 0; i < MAX_MIND_POWERS; i++)
1955 byte a = TERM_WHITE;
1956 spell = mind_powers[use_mind].info[i];
1957 if (spell.min_lev > plev) break;
1959 chance = spell.fail;
1960 chance -= 3 * (caster_ptr->lev - spell.min_lev);
1961 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1964 if (spell.mana_cost > caster_ptr->csp)
1966 chance += 5 * (spell.mana_cost - caster_ptr->csp);
1972 if (spell.mana_cost > caster_ptr->chp)
1979 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
1980 if (chance < minfail) chance = minfail;
1982 if (caster_ptr->stun > 50) chance += 25;
1983 else if (caster_ptr->stun) chance += 15;
1985 if (chance > 95) chance = 95;
1987 mindcraft_info(caster_ptr, comment, use_mind, i);
1988 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
1990 spell.min_lev, spell.mana_cost, chance, comment);
1992 Term_putstr(x, y + i + 1, -1, a, psi_desc);
1998 if (REALM_NONE == caster_ptr->realm1) return;
2000 for (int j = 0; j < ((caster_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
2003 y = (j < 3) ? 0 : (m[j - 3] + 2);
2006 for (int i = 0; i < 32; i++)
2008 byte a = TERM_WHITE;
2010 if (!is_magic((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2))
2012 s_ptr = &technic_info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - MIN_TECHNIC][i % 32];
2016 s_ptr = &mp_ptr->info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - 1][i % 32];
2019 strcpy(name, exe_spell(caster_ptr, (j < 1) ? caster_ptr->realm1 : caster_ptr->realm2, i % 32, SPELL_NAME));
2021 if (s_ptr->slevel >= 99)
2023 strcpy(name, _("(判読不能)", "(illegible)"));
2027 ((caster_ptr->spell_forgotten1 & (1L << i))) :
2028 ((caster_ptr->spell_forgotten2 & (1L << (i % 32)))))
2032 else if (!((j < 1) ?
2033 (caster_ptr->spell_learned1 & (1L << i)) :
2034 (caster_ptr->spell_learned2 & (1L << (i % 32)))))
2038 else if (!((j < 1) ?
2039 (caster_ptr->spell_worked1 & (1L << i)) :
2040 (caster_ptr->spell_worked2 & (1L << (i % 32)))))
2045 sprintf(out_val, "%c/%c) %-20.20s",
2046 I2A(n / 8), I2A(n % 8), name);
2049 Term_putstr(x, m[j], -1, a, out_val);
2057 * @brief 呪文の経験値を返す /
2058 * Returns experience of a spell
2059 * @param caster_ptr プレーヤーへの参照ポインタ
2061 * @param use_realm 魔法領域
2064 EXP experience_of_spell(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
2066 if (caster_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
2067 else if (caster_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
2068 else if (use_realm == caster_ptr->realm1) return caster_ptr->spell_exp[spell];
2069 else if (use_realm == caster_ptr->realm2) return caster_ptr->spell_exp[spell + 32];
2075 * @brief 呪文の消費MPを返す /
2076 * Modify mana consumption rate using spell exp and dec_mana
2077 * @param caster_ptr プレーヤーへの参照ポインタ
2078 * @param need_mana 基本消費MP
2083 MANA_POINT mod_need_mana(player_type *caster_ptr, MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
2085 #define MANA_CONST 2400
2087 #define DEC_MANA_DIV 3
2088 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
2090 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(caster_ptr, spell, realm)) + (MANA_CONST - 1);
2091 need_mana *= caster_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
2092 need_mana /= MANA_CONST * MANA_DIV;
2093 if (need_mana < 1) need_mana = 1;
2097 if (caster_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
2109 * @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) /
2110 * Modify spell fail rate
2111 * Using to_m_chance, dec_mana, easy_spell and heavy_spell
2112 * @param caster_ptr プレーヤーへの参照ポインタ
2113 * @param chance 修正前失敗率
2117 PERCENTAGE mod_spell_chance_1(player_type *caster_ptr, PERCENTAGE chance)
2119 chance += caster_ptr->to_m_chance;
2121 if (caster_ptr->heavy_spell) chance += 20;
2123 if (caster_ptr->dec_mana && caster_ptr->easy_spell) chance -= 4;
2124 else if (caster_ptr->easy_spell) chance -= 3;
2125 else if (caster_ptr->dec_mana) chance -= 2;
2132 * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
2133 * Modify spell fail rate
2134 * Using to_m_chance, dec_mana, easy_spell and heavy_spell
2135 * @param caster_ptr プレーヤーへの参照ポインタ
2136 * @param chance 修正前失敗率
2138 * Modify spell fail rate (as "suffix" process)
2139 * Using dec_mana, easy_spell and heavy_spell
2140 * Note: variable "chance" cannot be negative.
2143 PERCENTAGE mod_spell_chance_2(player_type *caster_ptr, PERCENTAGE chance)
2145 if (caster_ptr->dec_mana) chance--;
2146 if (caster_ptr->heavy_spell) chance += 5;
2147 return MAX(chance, 0);
2152 * @brief 呪文の失敗率計算メインルーチン /
2153 * Returns spell chance of failure for spell -RAK-
2154 * @param caster_ptr プレーヤーへの参照ポインタ
2156 * @param use_realm 魔法領域ID
2159 PERCENTAGE spell_chance(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
2161 if (!mp_ptr->spell_book) return 100;
2162 if (use_realm == REALM_HISSATSU) return 0;
2164 const magic_type *s_ptr;
2165 if (!is_magic(use_realm))
2167 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
2171 s_ptr = &mp_ptr->info[use_realm - 1][spell];
2174 PERCENTAGE chance = s_ptr->sfail;
2175 chance -= 3 * (caster_ptr->lev - s_ptr->slevel);
2176 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
2177 if (caster_ptr->riding)
2178 chance += (MAX(r_info[caster_ptr->current_floor_ptr->m_list[caster_ptr->riding].r_idx].level - caster_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
2180 MANA_POINT need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
2181 if (need_mana > caster_ptr->csp)
2183 chance += 5 * (need_mana - caster_ptr->csp);
2186 if ((use_realm != caster_ptr->realm1) && ((caster_ptr->pclass == CLASS_MAGE) || (caster_ptr->pclass == CLASS_PRIEST))) chance += 5;
2188 PERCENTAGE minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
2189 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
2191 if (minfail < 5) minfail = 5;
2194 if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[0]) chance += 25;
2195 if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[1]) chance += 25;
2197 chance = mod_spell_chance_1(caster_ptr, chance);
2198 PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
2202 if ((caster_ptr->align > 50) || (caster_ptr->align < -50)) chance += penalty;
2204 case REALM_LIFE: case REALM_CRUSADE:
2205 if (caster_ptr->align < -20) chance += penalty;
2207 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
2208 if (caster_ptr->align > 20) chance += penalty;
2212 if (chance < minfail) chance = minfail;
2214 if (caster_ptr->stun > 50) chance += 25;
2215 else if (caster_ptr->stun) chance += 15;
2217 if (chance > 95) chance = 95;
2219 if ((use_realm == caster_ptr->realm1) || (use_realm == caster_ptr->realm2)
2220 || (caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
2222 EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
2223 if (exp >= SPELL_EXP_EXPERT) chance--;
2224 if (exp >= SPELL_EXP_MASTER) chance--;
2227 return mod_spell_chance_2(caster_ptr, chance);
2232 * @brief 呪文情報の表示処理 /
2233 * Print a list of spells (for browsing or casting or viewing)
2234 * @param caster_ptr 術者の参照ポインタ
2235 * @param target_spell 呪文ID
2236 * @param spells 表示するスペルID配列の参照ポインタ
2237 * @param num 表示するスペルの数(spellsの要素数)
2238 * @param y 表示メッセージ左上Y座標
2239 * @param x 表示メッセージ左上X座標
2240 * @param use_realm 魔法領域ID
2243 void print_spells(player_type* caster_ptr, SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_LEN y, TERM_LEN x, REALM_IDX use_realm)
2245 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && current_world_ptr->wizard)
2246 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
2250 if (use_realm == REALM_HISSATSU)
2251 strcpy(buf,_(" Lv MP", " Lv SP"));
2253 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
2255 put_str(_("名前", "Name"), y, x + 5);
2256 put_str(buf, y, x + 29);
2259 if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
2260 else if (use_realm == caster_ptr->realm1) increment = 0;
2261 else if (use_realm == caster_ptr->realm2) increment = 32;
2265 const magic_type *s_ptr;
2270 for (i = 0; i < num; i++)
2272 SPELL_IDX spell = spells[i];
2274 if (!is_magic(use_realm))
2276 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
2280 s_ptr = &mp_ptr->info[use_realm - 1][spell];
2283 MANA_POINT need_mana;
2284 if (use_realm == REALM_HISSATSU)
2285 need_mana = s_ptr->smana;
2288 EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
2289 need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
2290 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
2291 else exp_level = spell_exp_level(exp);
2294 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
2295 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
2296 else if (s_ptr->slevel >= 99) max = TRUE;
2297 else if ((caster_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
2299 strncpy(ryakuji, exp_level_str[exp_level], 4);
2304 if (use_menu && target_spell)
2306 if (i == (target_spell-1))
2307 strcpy(out_val, _(" 》 ", " > "));
2309 strcpy(out_val, " ");
2311 else sprintf(out_val, " %c) ", I2A(i));
2313 if (s_ptr->slevel >= 99)
2315 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
2316 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
2320 strcpy(info, exe_spell(caster_ptr, use_realm, spell, SPELL_INFO));
2321 concptr comment = info;
2322 byte line_attr = TERM_WHITE;
2323 if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
2325 if (s_ptr->slevel > caster_ptr->max_plv)
2327 comment = _("未知", "unknown");
2328 line_attr = TERM_L_BLUE;
2330 else if (s_ptr->slevel > caster_ptr->lev)
2332 comment = _("忘却", "forgotten");
2333 line_attr = TERM_YELLOW;
2336 else if ((use_realm != caster_ptr->realm1) && (use_realm != caster_ptr->realm2))
2338 comment = _("未知", "unknown");
2339 line_attr = TERM_L_BLUE;
2341 else if ((use_realm == caster_ptr->realm1) ?
2342 ((caster_ptr->spell_forgotten1 & (1L << spell))) :
2343 ((caster_ptr->spell_forgotten2 & (1L << spell))))
2345 comment = _("忘却", "forgotten");
2346 line_attr = TERM_YELLOW;
2348 else if (!((use_realm == caster_ptr->realm1) ?
2349 (caster_ptr->spell_learned1 & (1L << spell)) :
2350 (caster_ptr->spell_learned2 & (1L << spell))))
2352 comment = _("未知", "unknown");
2353 line_attr = TERM_L_BLUE;
2355 else if (!((use_realm == caster_ptr->realm1) ?
2356 (caster_ptr->spell_worked1 & (1L << spell)) :
2357 (caster_ptr->spell_worked2 & (1L << spell))))
2359 comment = _("未経験", "untried");
2360 line_attr = TERM_L_GREEN;
2363 if (use_realm == REALM_HISSATSU)
2365 strcat(out_val, format("%-25s %2d %4d",
2366 exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), s_ptr->slevel, need_mana));
2370 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
2371 exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), (max ? '!' : ' '), ryakuji,
2372 s_ptr->slevel, need_mana, spell_chance(caster_ptr, spell, use_realm), comment));
2375 c_prt(line_attr, out_val, y + i + 1, x);
2378 prt("", y + i + 1, x);
2383 * @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 /
2384 * Helper function -- return a "nearby" race for polymorphing
2385 * @param floor_ptr 配置するフロアの参照ポインタ
2386 * @param r_idx 基準となるモンスター種族ID
2387 * @return 変更先のモンスター種族ID
2389 * Note that this function is one of the more "dangerous" ones...
2391 static MONRACE_IDX poly_r_idx(player_type *caster_ptr, MONRACE_IDX r_idx)
2393 monster_race *r_ptr = &r_info[r_idx];
2394 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags1 & RF1_QUESTOR))
2397 DEPTH lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
2398 DEPTH lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
2400 for (int i = 0; i < 1000; i++)
2402 r = get_mon_num(caster_ptr, (caster_ptr->current_floor_ptr->dun_level + r_ptr->level) / 2 + 5, 0);
2406 if (r_ptr->flags1 & RF1_UNIQUE) continue;
2407 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
2418 * @brief 指定座標にいるモンスターを変身させる /
2419 * Helper function -- return a "nearby" race for polymorphing
2420 * @param caster_ptr プレーヤーへの参照ポインタ
2423 * @return 実際に変身したらTRUEを返す
2425 bool polymorph_monster(player_type *caster_ptr, POSITION y, POSITION x)
2427 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
2428 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
2429 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
2430 MONRACE_IDX new_r_idx;
2431 MONRACE_IDX old_r_idx = m_ptr->r_idx;
2432 bool targeted = (target_who == g_ptr->m_idx) ? TRUE : FALSE;
2433 bool health_tracked = (caster_ptr->health_who == g_ptr->m_idx) ? TRUE : FALSE;
2435 if (floor_ptr->inside_arena || caster_ptr->phase_out) return FALSE;
2436 if ((caster_ptr->riding == g_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
2438 monster_type back_m = *m_ptr;
2439 new_r_idx = poly_r_idx(caster_ptr, old_r_idx);
2440 if (new_r_idx == old_r_idx) return FALSE;
2442 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
2443 OBJECT_IDX this_o_idx, next_o_idx = 0;
2445 BIT_FLAGS mode = 0L;
2446 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
2447 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
2448 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
2450 m_ptr->hold_o_idx = 0;
2451 delete_monster_idx(caster_ptr, g_ptr->m_idx);
2452 bool polymorphed = FALSE;
2453 if (place_monster_aux(caster_ptr, 0, y, x, new_r_idx, mode))
2455 floor_ptr->m_list[hack_m_idx_ii].nickname = back_m.nickname;
2456 floor_ptr->m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
2457 floor_ptr->m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
2462 if (place_monster_aux(caster_ptr, 0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
2464 floor_ptr->m_list[hack_m_idx_ii] = back_m;
2465 mproc_init(floor_ptr);
2467 else preserve_hold_objects = FALSE;
2470 if (preserve_hold_objects)
2472 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
2474 object_type *o_ptr = &floor_ptr->o_list[this_o_idx];
2475 next_o_idx = o_ptr->next_o_idx;
2476 o_ptr->held_m_idx = hack_m_idx_ii;
2479 else if (back_m.hold_o_idx)
2481 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
2483 next_o_idx = floor_ptr->o_list[this_o_idx].next_o_idx;
2484 delete_object_idx(caster_ptr, this_o_idx);
2488 if (targeted) target_who = hack_m_idx_ii;
2489 if (health_tracked) health_track(caster_ptr, hack_m_idx_ii);
2497 * @param caster_ptr プレーヤーへの参照ポインタ
2498 * @param x テレポート先のX座標
2499 * @param y テレポート先のY座標
2500 * @return 目標に指定通りテレポートできたならばTRUEを返す
2502 static bool dimension_door_aux(player_type *caster_ptr, POSITION x, POSITION y)
2504 PLAYER_LEVEL plev = caster_ptr->lev;
2506 caster_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
2508 if (!cave_player_teleportable_bold(caster_ptr, y, x, 0L) ||
2509 (distance(y, x, caster_ptr->y, caster_ptr->x) > plev / 2 + 10) ||
2510 (!randint0(plev / 10 + 10)))
2512 caster_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
2513 teleport_player(caster_ptr, (plev + 2) * 2, TELEPORT_PASSIVE);
2517 teleport_player_to(caster_ptr, y, x, 0L);
2523 * @brief 次元の扉処理のメインルーチン /
2524 * @param caster_ptr プレーヤーへの参照ポインタ
2526 * @return ターンを消費した場合TRUEを返す
2528 bool dimension_door(player_type *caster_ptr)
2531 if (!tgt_pt(caster_ptr, &x, &y)) return FALSE;
2532 if (dimension_door_aux(caster_ptr, x, y)) return TRUE;
2534 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!"));
2540 * @brief 鏡抜け処理のメインルーチン /
2541 * Mirror Master's Dimension Door
2542 * @param caster_ptr プレーヤーへの参照ポインタ
2543 * @return ターンを消費した場合TRUEを返す
2545 bool mirror_tunnel(player_type *caster_ptr)
2547 POSITION x = 0, y = 0;
2548 if (!tgt_pt(caster_ptr, &x, &y)) return FALSE;
2549 if (dimension_door_aux(caster_ptr, x, y)) return TRUE;
2551 msg_print(_("鏡の世界をうまく通れなかった!", "You fail to pass the mirror plane correctly!"));
2558 * @param caster_ptr プレーヤーへの参照ポインタ
2560 * @return ターンを消費した場合TRUEを返す
2562 bool eat_magic(player_type *caster_ptr, int power)
2565 GAME_TEXT o_name[MAX_NLEN];
2567 item_tester_hook = item_tester_hook_recharge;
2569 concptr q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
2570 concptr s = _("魔力を吸収できるアイテムがありません。", "You have nothing to drain.");
2574 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
2575 if (!o_ptr) return FALSE;
2578 k_ptr = &k_info[o_ptr->k_idx];
2579 DEPTH lev = k_info[o_ptr->k_idx].level;
2581 int recharge_strength = 0;
2582 bool is_eating_successful = TRUE;
2583 if (o_ptr->tval == TV_ROD)
2585 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
2586 if (one_in_(recharge_strength))
2588 is_eating_successful = FALSE;
2592 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
2594 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."));
2598 caster_ptr->csp += lev;
2599 o_ptr->timeout += k_ptr->pval;
2605 recharge_strength = (100 + power - lev) / 15;
2606 if (recharge_strength < 0) recharge_strength = 0;
2608 if (one_in_(recharge_strength))
2610 is_eating_successful = FALSE;
2614 if (o_ptr->pval > 0)
2616 caster_ptr->csp += lev / 2;
2619 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
2624 object_copy(q_ptr, o_ptr);
2629 caster_ptr->total_weight -= q_ptr->weight;
2630 item = inven_carry(caster_ptr, q_ptr);
2632 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
2637 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
2640 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
2644 if (is_eating_successful)
2646 return redraw_player(caster_ptr);
2649 if (object_is_fixed_artifact(o_ptr))
2651 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
2652 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);
2653 if (o_ptr->tval == TV_ROD)
2654 o_ptr->timeout = k_ptr->pval * o_ptr->number;
2655 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
2658 return redraw_player(caster_ptr);
2661 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2663 /* Mages recharge objects more safely. */
2664 if (IS_WIZARD_CLASS(caster_ptr))
2666 /* 10% chance to blow up one rod, otherwise draining. */
2667 if (o_ptr->tval == TV_ROD)
2669 if (one_in_(10)) fail_type = 2;
2672 /* 75% chance to blow up one wand, otherwise draining. */
2673 else if (o_ptr->tval == TV_WAND)
2675 if (!one_in_(3)) fail_type = 2;
2678 /* 50% chance to blow up one staff, otherwise no effect. */
2679 else if (o_ptr->tval == TV_STAFF)
2681 if (one_in_(2)) fail_type = 2;
2686 /* All other classes get no special favors. */
2689 /* 33% chance to blow up one rod, otherwise draining. */
2690 if (o_ptr->tval == TV_ROD)
2692 if (one_in_(3)) fail_type = 2;
2695 /* 20% chance of the entire stack, else destroy one wand. */
2696 else if (o_ptr->tval == TV_WAND)
2698 if (one_in_(5)) fail_type = 3;
2701 /* Blow up one staff. */
2702 else if (o_ptr->tval == TV_STAFF)
2710 if (o_ptr->tval == TV_ROD)
2712 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
2713 "You save your rod from destruction, but all charges are lost."), o_name);
2714 o_ptr->timeout = k_ptr->pval * o_ptr->number;
2716 else if (o_ptr->tval == TV_WAND)
2718 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);
2725 if (o_ptr->number > 1)
2727 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);
2728 /* Reduce rod stack maximum timeout, drain wands. */
2729 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
2730 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
2734 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);
2737 vary_item(caster_ptr, item, -1);
2742 if (o_ptr->number > 1)
2743 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);
2745 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2747 vary_item(caster_ptr, item, -999);
2750 return redraw_player(caster_ptr);
2755 * @brief 皆殺し(全方向攻撃)処理
2756 * @param caster_ptr プレーヤーへの参照ポインタ
2759 void massacre(player_type *caster_ptr)
2762 monster_type *m_ptr;
2763 for (DIRECTION dir = 0; dir < 8; dir++)
2765 POSITION y = caster_ptr->y + ddy_ddd[dir];
2766 POSITION x = caster_ptr->x + ddx_ddd[dir];
2767 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
2768 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2769 if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)))
2770 py_attack(caster_ptr, y, x, 0);
2777 * @param caster_ptr プレーヤーへの参照ポインタ
2778 * @return コマンドの入力方向に地形があればTRUE
2780 bool eat_rock(player_type *caster_ptr)
2783 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
2784 POSITION y = caster_ptr->y + ddy[dir];
2785 POSITION x = caster_ptr->x + ddx[dir];
2787 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
2788 feature_type *f_ptr, *mimic_f_ptr;
2789 f_ptr = &f_info[g_ptr->feat];
2790 mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
2792 stop_mouth(caster_ptr);
2793 if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
2795 msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
2797 else if (have_flag(f_ptr->flags, FF_PERMANENT))
2799 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);
2801 else if (g_ptr->m_idx)
2803 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2804 msg_print(_("何かが邪魔しています!", "There's something in the way!"));
2806 if (!m_ptr->ml || !is_pet(m_ptr)) py_attack(caster_ptr, y, x, 0);
2808 else if (have_flag(f_ptr->flags, FF_TREE))
2810 msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
2812 else if (have_flag(f_ptr->flags, FF_GLASS))
2814 msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
2816 else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
2818 (void)set_food(caster_ptr, caster_ptr->food + 3000);
2820 else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
2822 (void)set_food(caster_ptr, caster_ptr->food + 5000);
2826 msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
2827 (void)set_food(caster_ptr, caster_ptr->food + 10000);
2830 cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK);
2831 (void)move_player_effect(caster_ptr, y, x, MPE_DONT_PICKUP);
2836 bool shock_power(player_type *caster_ptr)
2838 int boost = P_PTR_KI;
2839 if (heavy_armor(caster_ptr)) boost /= 2;
2843 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
2845 POSITION y = caster_ptr->y + ddy[dir];
2846 POSITION x = caster_ptr->x + ddx[dir];
2847 PLAYER_LEVEL plev = caster_ptr->lev;
2848 HIT_POINT dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
2849 fire_beam(caster_ptr, GF_MISSILE, dir, dam);
2850 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) return TRUE;
2852 POSITION ty = y, tx = x;
2853 POSITION oy = y, ox = x;
2854 MONSTER_IDX m_idx = caster_ptr->current_floor_ptr->grid_array[y][x].m_idx;
2855 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
2856 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2857 GAME_TEXT m_name[MAX_NLEN];
2858 monster_desc(caster_ptr, m_name, m_ptr, 0);
2860 if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
2862 msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
2866 for (int i = 0; i < 5; i++)
2870 if (is_cave_empty_bold(caster_ptr, y, x))
2881 bool is_shock_successful = ty != oy;
2882 is_shock_successful |= tx != ox;
2883 if (is_shock_successful) return TRUE;
2885 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
2886 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
2887 caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
2891 update_monster(caster_ptr, m_idx, TRUE);
2892 lite_spot(caster_ptr, oy, ox);
2893 lite_spot(caster_ptr, ty, tx);
2895 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2896 caster_ptr->update |= (PU_MON_LITE);
2900 bool fetch_monster(player_type *caster_ptr)
2902 monster_type *m_ptr;
2904 GAME_TEXT m_name[MAX_NLEN];
2910 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
2911 m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
2912 if (!m_idx) return FALSE;
2913 if (m_idx == caster_ptr->riding) return FALSE;
2914 if (!player_has_los_bold(caster_ptr, target_row, target_col)) return FALSE;
2915 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) return FALSE;
2916 m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
2917 monster_desc(caster_ptr, m_name, m_ptr, 0);
2918 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
2919 path_n = project_path(caster_ptr, path_g, MAX_RANGE, target_row, target_col, caster_ptr->y, caster_ptr->x, 0);
2920 ty = target_row, tx = target_col;
2921 for (i = 1; i < path_n; i++)
2923 POSITION ny = GRID_Y(path_g[i]);
2924 POSITION nx = GRID_X(path_g[i]);
2925 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[ny][nx];
2927 if (in_bounds(caster_ptr->current_floor_ptr, ny, nx) && is_cave_empty_bold(caster_ptr, ny, nx) &&
2928 !(g_ptr->info & CAVE_OBJECT) &&
2929 !pattern_tile(caster_ptr->current_floor_ptr, ny, nx))
2935 /* Update the old location */
2936 caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx = 0;
2938 /* Update the new location */
2939 caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
2941 /* Move the monster */
2945 /* Wake the monster up */
2946 (void)set_monster_csleep(caster_ptr, m_idx, 0);
2948 update_monster(caster_ptr, m_idx, TRUE);
2949 lite_spot(caster_ptr, target_row, target_col);
2950 lite_spot(caster_ptr, ty, tx);
2952 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2953 caster_ptr->update |= (PU_MON_LITE);
2957 /* Auto-Recall if possible and visible */
2958 if (!caster_ptr->image) monster_race_track(caster_ptr, m_ptr->ap_r_idx);
2959 health_track(caster_ptr, m_idx);
2966 bool booze(player_type *creature_ptr)
2969 if (creature_ptr->pclass != CLASS_MONK) chg_virtue(creature_ptr, V_HARMONY, -1);
2970 else if (!creature_ptr->resist_conf) creature_ptr->special_attack |= ATTACK_SUIKEN;
2971 if (!creature_ptr->resist_conf && set_confused(creature_ptr, randint0(20) + 15))
2976 if (creature_ptr->resist_chaos)
2981 if (one_in_(2) && set_image(creature_ptr, creature_ptr->image + randint0(150) + 150))
2986 if (one_in_(13) && (creature_ptr->pclass != CLASS_MONK))
2989 if (one_in_(3)) lose_all_info(creature_ptr);
2990 else wiz_dark(creature_ptr);
2991 (void)teleport_player_aux(creature_ptr, 100, FALSE, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2992 wiz_dark(creature_ptr);
2993 msg_print(_("知らない場所で目が醒めた。頭痛がする。", "You wake up somewhere with a sore head..."));
2994 msg_print(_("何も思い出せない。どうやってここへ来たのかも分からない!", "You can't remember a thing or how you got here!"));
3001 bool detonation(player_type *creature_ptr)
3003 msg_print(_("体の中で激しい爆発が起きた!", "Massive explosions rupture your body!"));
3004 take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(50, 20), _("爆発の薬", "a potion of Detonation"), -1);
3005 (void)set_stun(creature_ptr, creature_ptr->stun + 75);
3006 (void)set_cut(creature_ptr,creature_ptr->cut + 5000);
3011 void blood_curse_to_enemy(player_type *caster_ptr, MONSTER_IDX m_idx)
3013 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
3014 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx];
3015 BIT_FLAGS curse_flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3017 bool is_first_loop = TRUE;
3018 while (is_first_loop || one_in_(5))
3020 is_first_loop = FALSE;
3021 switch (randint1(28))
3026 msg_print(_("地面が揺れた...", "The ground trembles..."));
3027 earthquake(caster_ptr, m_ptr->fy, m_ptr->fx, 4 + randint0(4), 0);
3028 if (!one_in_(6)) break;
3031 case 3: case 4: case 5: case 6:
3034 int extra_dam = damroll(10, 10);
3035 msg_print(_("純粋な魔力の次元への扉が開いた!", "A portal opens to a plane of raw mana!"));
3037 project(caster_ptr, 0, 8, m_ptr->fy, m_ptr->fx, extra_dam, GF_MANA, curse_flg, -1);
3038 if (!one_in_(6)) break;
3044 msg_print(_("空間が歪んだ!", "Space warps about you!"));
3046 if (m_ptr->r_idx) teleport_away(caster_ptr, g_ptr->m_idx, damroll(10, 10), TELEPORT_PASSIVE);
3047 if (one_in_(13)) count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
3048 if (!one_in_(6)) break;
3051 case 9: case 10: case 11:
3052 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3053 project(caster_ptr, 0, 7, m_ptr->fy, m_ptr->fx, 50, GF_DISINTEGRATE, curse_flg, -1);
3054 if (!one_in_(6)) break;
3056 case 12: case 13: case 14: case 15: case 16:
3057 aggravate_monsters(caster_ptr, 0);
3058 if (!one_in_(6)) break;
3061 count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
3062 if (!one_in_(6)) break;
3064 case 19: case 20: case 21: case 22:
3066 bool pet = !one_in_(3);
3067 BIT_FLAGS mode = PM_ALLOW_GROUP;
3069 if (pet) mode |= PM_FORCE_PET;
3070 else mode |= (PM_NO_PET | PM_FORCE_FRIENDLY);
3072 count += summon_specific(caster_ptr, (pet ? -1 : 0), caster_ptr->y, caster_ptr->x, (pet ? caster_ptr->lev * 2 / 3 + randint1(caster_ptr->lev / 2) : caster_ptr->current_floor_ptr->dun_level), 0, mode);
3073 if (!one_in_(6)) break;
3076 case 23: case 24: case 25:
3077 if (caster_ptr->hold_exp && (randint0(100) < 75)) break;
3078 msg_print(_("経験値が体から吸い取られた気がする!", "You feel your experience draining away..."));
3080 if (caster_ptr->hold_exp) lose_exp(caster_ptr, caster_ptr->exp / 160);
3081 else lose_exp(caster_ptr, caster_ptr->exp / 16);
3082 if (!one_in_(6)) break;
3084 case 26: case 27: case 28:
3088 for (int i = 0; i < A_MAX; i++)
3090 bool is_first_dec_stat = TRUE;
3091 while (is_first_dec_stat || one_in_(2))
3093 (void)do_dec_stat(caster_ptr, i);
3099 (void)do_dec_stat(caster_ptr, randint0(6));
3110 * @brief クリムゾンを発射する / Fire Crimson, evoluting gun.
3111 @ @param shooter_ptr 射撃を行うクリーチャー参照
3112 * @return キャンセルした場合 false.
3114 * Need to analyze size of the window.
3115 * Need more color coding.
3117 bool fire_crimson(player_type *shooter_ptr)
3120 if (!get_aim_dir(shooter_ptr, &dir)) return FALSE;
3122 POSITION tx = shooter_ptr->x + 99 * ddx[dir];
3123 POSITION ty = shooter_ptr->y + 99 * ddy[dir];
3124 if ((dir == 5) && target_okay(shooter_ptr))
3131 if (shooter_ptr->pclass == CLASS_ARCHER)
3133 if (shooter_ptr->lev >= 10) num++;
3134 if (shooter_ptr->lev >= 30) num++;
3135 if (shooter_ptr->lev >= 45) num++;
3138 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3139 for (int i = 0; i < num; i++)
3140 project(shooter_ptr, 0, shooter_ptr->lev / 20 + 1, ty, tx, shooter_ptr->lev*shooter_ptr->lev * 6 / 50, GF_ROCKET, flg, -1);
3147 * @brief 町間のテレポートを行うメインルーチン
3148 * @param caster_ptr プレーヤーへの参照ポインタ
3149 * @return テレポート処理を決定したか否か
3151 bool tele_town(player_type *caster_ptr)
3153 if (caster_ptr->current_floor_ptr->dun_level)
3155 msg_print(_("この魔法は地上でしか使えない!", "This spell can only be used on the surface!"));
3159 if (caster_ptr->current_floor_ptr->inside_arena || caster_ptr->phase_out)
3161 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3170 for (i = 1; i < max_towns; i++)
3174 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == caster_ptr->town_num) || !(caster_ptr->visit & (1L << (i - 1)))) continue;
3176 sprintf(buf, "%c) %-20s", I2A(i - 1), town_info[i].name);
3183 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3189 prt(_("どこに行きますか:", "Where do you want to go: "), 0, 0);
3200 else if ((i < 'a') || (i > ('a' + max_towns - 2))) continue;
3201 else if (((i - 'a' + 1) == caster_ptr->town_num) || ((i - 'a' + 1) == NO_TOWN) || ((i - 'a' + 1) == SECRET_TOWN) || !(caster_ptr->visit & (1L << (i - 'a')))) continue;
3205 for (POSITION y = 0; y < current_world_ptr->max_wild_y; y++)
3207 for (POSITION x = 0; x < current_world_ptr->max_wild_x; x++)
3209 if (wilderness[y][x].town == (i - 'a' + 1))
3211 caster_ptr->wilderness_y = y;
3212 caster_ptr->wilderness_x = x;
3217 caster_ptr->leaving = TRUE;
3218 caster_ptr->leave_bldg = TRUE;
3219 caster_ptr->teleport_town = TRUE;
3226 * todo 変数名が実態と合っているかどうかは要確認
3227 * テレポート・レベルが効かないモンスターであるかどうかを判定する
3228 * @param caster_ptr プレーヤーへの参照ポインタ
3229 * @param idx テレポート・レベル対象のモンスター
3231 bool is_teleport_level_ineffective(player_type *caster_ptr, MONSTER_IDX idx)
3233 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
3234 bool is_special_floor = floor_ptr->inside_arena || caster_ptr->phase_out ||
3235 (floor_ptr->inside_quest && !random_quest_number(caster_ptr, floor_ptr->dun_level));
3236 bool is_invalid_floor = idx <= 0;
3237 is_invalid_floor &= quest_number(caster_ptr, floor_ptr->dun_level) || (floor_ptr->dun_level >= d_info[caster_ptr->dungeon_idx].maxdepth);
3238 is_invalid_floor &= caster_ptr->current_floor_ptr->dun_level >= 1;
3239 is_invalid_floor &= ironman_downward;
3240 return is_special_floor || is_invalid_floor;
3244 static bool update_player(player_type *caster_ptr)
3246 caster_ptr->update |= PU_COMBINE | PU_REORDER;
3247 caster_ptr->window |= PW_INVEN;
3252 static bool redraw_player(player_type *caster_ptr)
3254 if (caster_ptr->csp > caster_ptr->msp)
3256 caster_ptr->csp = caster_ptr->msp;
3259 caster_ptr->redraw |= PR_MANA;
3260 caster_ptr->update |= PU_COMBINE | PU_REORDER;
3261 caster_ptr->window |= PW_INVEN;