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 #include "player-status.h"
19 /*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
24 * @brief モンスターのテレポートアウェイ処理 /
25 * Teleport a monster, normally up to "dis" grids away.
26 * @param m_idx モンスターID
29 * @return テレポートが実際に行われたらtrue
31 * Attempt to move the monster at least "dis/2" grids away.
32 * But allow variation to prevent infinite loops.
34 bool teleport_away(MONSTER_IDX m_idx, POSITION dis, BIT_FLAGS mode)
36 POSITION oy, ox, d, i, min;
38 POSITION ny = 0, nx = 0;
42 monster_type *m_ptr = &m_list[m_idx];
45 if (!m_ptr->r_idx) return (FALSE);
47 /* Save the old location */
51 /* Minimum distance */
54 if ((mode & TELEPORT_DEC_VALOUR) &&
55 (((p_ptr->chp * 10) / p_ptr->mhp) > 5) &&
56 (4+randint1(5) < ((p_ptr->chp * 10) / p_ptr->mhp)))
58 chg_virtue(V_VALOUR, -1);
66 /* Verify max distance */
67 if (dis > 200) dis = 200;
69 /* Try several locations */
70 for (i = 0; i < 500; i++)
72 /* Pick a (possibly illegal) location */
75 ny = rand_spread(oy, dis);
76 nx = rand_spread(ox, dis);
77 d = distance(oy, ox, ny, nx);
78 if ((d >= min) && (d <= dis)) break;
81 /* Ignore illegal locations */
82 if (!in_bounds(ny, nx)) continue;
84 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
86 /* No teleporting into vaults and such */
87 if (!(p_ptr->inside_quest || p_ptr->inside_arena))
88 if (cave[ny][nx].info & CAVE_ICKY) continue;
90 /* This grid looks good */
97 /* Increase the maximum distance */
100 /* Decrease the minimum distance */
103 /* Stop after MAX_TRIES tries */
104 if (tries > MAX_TRIES) return (FALSE);
107 sound(SOUND_TPOTHER);
109 /* Update the old location */
110 cave[oy][ox].m_idx = 0;
112 /* Update the new location */
113 cave[ny][nx].m_idx = m_idx;
115 /* Move the monster */
119 /* Forget the counter target */
122 /* Update the monster (new location) */
123 update_monster(m_idx, TRUE);
125 /* Redraw the old grid */
128 /* Redraw the new grid */
131 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
132 p_ptr->update |= (PU_MON_LITE);
139 * @brief モンスターを指定された座標付近にテレポートする /
140 * Teleport monster next to a grid near the given location
141 * @param m_idx モンスターID
144 * @param power テレポート成功確率
148 void teleport_monster_to(MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, BIT_FLAGS mode)
150 POSITION ny, nx, oy, ox;
155 monster_type *m_ptr = &m_list[m_idx];
158 if(!m_ptr->r_idx) return;
161 if(randint1(100) > power) return;
166 /* Save the old location */
170 /* Minimum distance */
173 /* Look until done */
174 while (look && --attempts)
176 /* Verify max distance */
177 if (dis > 200) dis = 200;
179 /* Try several locations */
180 for (i = 0; i < 500; i++)
182 /* Pick a (possibly illegal) location */
185 ny = rand_spread(ty, dis);
186 nx = rand_spread(tx, dis);
187 d = distance(ty, tx, ny, nx);
188 if ((d >= min) && (d <= dis)) break;
191 /* Ignore illegal locations */
192 if (!in_bounds(ny, nx)) continue;
194 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
196 /* No teleporting into vaults and such */
197 /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
199 /* This grid looks good */
206 /* Increase the maximum distance */
209 /* Decrease the minimum distance */
213 if (attempts < 1) return;
215 sound(SOUND_TPOTHER);
217 /* Update the old location */
218 cave[oy][ox].m_idx = 0;
220 /* Update the new location */
221 cave[ny][nx].m_idx = m_idx;
223 /* Move the monster */
227 /* Update the monster (new location) */
228 update_monster(m_idx, TRUE);
230 /* Redraw the old grid */
233 /* Redraw the new grid */
236 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
237 p_ptr->update |= (PU_MON_LITE);
241 * @brief プレイヤーのテレポート先選定と移動処理 /
242 * Teleport the player to a location up to "dis" grids away.
245 * @return 実際にテレポート処理が行われたらtrue
248 * If no such spaces are readily available, the distance may increase.
249 * Try very hard to move the player at least a quarter that distance.
251 * There was a nasty tendency for a long time; which was causing the
252 * player to "bounce" between two or three different spots because
253 * these are the only spots that are "far enough" way to satisfy the
256 * But this tendency is now removed; in the new algorithm, a list of
257 * candidates is selected first, which includes at least 50% of all
258 * floor grids within the distance, and any single grid in this list
259 * of candidates has equal possibility to be choosen as a destination.
263 bool teleport_player_aux(POSITION dis, BIT_FLAGS mode)
265 int candidates_at[MAX_TELEPORT_DISTANCE + 1];
266 int total_candidates, cur_candidates;
267 POSITION y = 0, x = 0;
270 int left = MAX(1, p_ptr->x - dis);
271 int right = MIN(cur_wid - 2, p_ptr->x + dis);
272 int top = MAX(1, p_ptr->y - dis);
273 int bottom = MIN(cur_hgt - 2, p_ptr->y + dis);
275 if (p_ptr->wild_mode) return FALSE;
277 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
279 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
283 /* Initialize counters */
284 total_candidates = 0;
285 for (i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
286 candidates_at[i] = 0;
288 /* Limit the distance */
289 if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
291 /* Search valid locations */
292 for (y = top; y <= bottom; y++)
294 for (x = left; x <= right; x++)
298 /* Skip illegal locations */
299 if (!cave_player_teleportable_bold(y, x, mode)) continue;
301 /* Calculate distance */
302 d = distance(p_ptr->y, p_ptr->x, y, x);
304 /* Skip too far locations */
305 if (d > dis) continue;
307 /* Count the total number of candidates */
310 /* Count the number of candidates in this circumference */
315 /* No valid location! */
316 if (0 == total_candidates) return FALSE;
318 /* Fix the minimum distance */
319 for (cur_candidates = 0, min = dis; min >= 0; min--)
321 cur_candidates += candidates_at[min];
323 /* 50% of all candidates will have an equal chance to be choosen. */
324 if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
327 /* Pick up a single location randomly */
328 pick = randint1(cur_candidates);
330 /* Search again the choosen location */
331 for (y = top; y <= bottom; y++)
333 for (x = left; x <= right; x++)
337 /* Skip illegal locations */
338 if (!cave_player_teleportable_bold(y, x, mode)) continue;
340 /* Calculate distance */
341 d = distance(p_ptr->y, p_ptr->x, y, x);
343 /* Skip too far locations */
344 if (d > dis) continue;
346 /* Skip too close locations */
347 if (d < min) continue;
349 /* This grid was picked up? */
358 if (player_bold(y, x)) return FALSE;
360 sound(SOUND_TELEPORT);
363 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
364 msg_format("『こっちだぁ、%s』", p_ptr->name);
367 /* Move the player */
368 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
374 * @brief プレイヤーのテレポート処理メインルーチン
379 void teleport_player(POSITION dis, BIT_FLAGS mode)
383 /* Save the old location */
384 POSITION oy = p_ptr->y;
385 POSITION ox = p_ptr->x;
387 if (!teleport_player_aux(dis, mode)) return;
389 /* Monsters with teleport ability may follow the player */
390 for (xx = -1; xx < 2; xx++)
392 for (yy = -1; yy < 2; yy++)
394 MONSTER_IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
396 /* A monster except your mount may follow */
397 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx))
399 monster_type *m_ptr = &m_list[tmp_m_idx];
400 monster_race *r_ptr = &r_info[m_ptr->r_idx];
403 * The latter limitation is to avoid
404 * totally unkillable suckers...
406 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
407 !(r_ptr->flagsr & RFR_RES_TELE))
409 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
418 * @brief プレイヤーのテレポートアウェイ処理 /
419 * @param m_idx アウェイを試みたプレイヤーID
423 void teleport_player_away(MONSTER_IDX m_idx, POSITION dis)
427 /* Save the old location */
428 POSITION oy = p_ptr->y;
429 POSITION ox = p_ptr->x;
431 if (!teleport_player_aux(dis, TELEPORT_PASSIVE)) return;
433 /* Monsters with teleport ability may follow the player */
434 for (xx = -1; xx < 2; xx++)
436 for (yy = -1; yy < 2; yy++)
438 IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
440 /* A monster except your mount or caster may follow */
441 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx) && (m_idx != tmp_m_idx))
443 monster_type *m_ptr = &m_list[tmp_m_idx];
444 monster_race *r_ptr = &r_info[m_ptr->r_idx];
447 * The latter limitation is to avoid
448 * totally unkillable suckers...
450 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
451 !(r_ptr->flagsr & RFR_RES_TELE))
453 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
462 * @brief プレイヤーを指定位置近辺にテレポートさせる
463 * Teleport player to a grid near the given location
466 * @param mode オプションフラグ
470 * This function is slightly obsessive about correctness.
471 * This function allows teleporting into vaults (!)
474 void teleport_player_to(POSITION ny, POSITION nx, BIT_FLAGS mode)
477 POSITION dis = 0, ctr = 0;
479 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
481 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
485 /* Find a usable location */
488 /* Pick a nearby legal location */
491 y = (POSITION)rand_spread(ny, dis);
492 x = (POSITION)rand_spread(nx, dis);
493 if (in_bounds(y, x)) break;
496 /* Accept any grid when wizard mode */
497 if (p_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!cave[y][x].m_idx || (cave[y][x].m_idx == p_ptr->riding))) break;
499 /* Accept teleportable floor grids */
500 if (cave_player_teleportable_bold(y, x, mode)) break;
502 /* Occasionally advance the distance */
503 if (++ctr > (4 * dis * dis + 4 * dis + 1))
510 sound(SOUND_TELEPORT);
512 /* Move the player */
513 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
517 void teleport_away_followable(MONSTER_IDX m_idx)
519 monster_type *m_ptr = &m_list[m_idx];
520 POSITION oldfy = m_ptr->fy;
521 POSITION oldfx = m_ptr->fx;
522 bool old_ml = m_ptr->ml;
523 POSITION old_cdis = m_ptr->cdis;
525 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
527 if (old_ml && (old_cdis <= MAX_SIGHT) && !world_monster && !p_ptr->inside_battle && los(p_ptr->y, p_ptr->x, oldfy, oldfx))
531 if ((p_ptr->muta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
534 BIT_FLAGS flgs[TR_FLAG_SIZE];
538 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
540 o_ptr = &inventory[i];
541 if (o_ptr->k_idx && !object_is_cursed(o_ptr))
543 object_flags(o_ptr, flgs);
544 if (have_flag(flgs, TR_TELEPORT))
555 if (get_check_strict(_("ついていきますか?", "Do you follow it? "), CHECK_OKAY_CANCEL))
559 teleport_player(200, TELEPORT_PASSIVE);
560 msg_print(_("失敗!", "Failed!"));
562 else teleport_player_to(m_ptr->fy, m_ptr->fx, 0L);
563 p_ptr->energy_need += ENERGY_NEED();
571 * @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 /
572 * Teleport the player one level up or down (random when legal)
573 * @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.
576 void teleport_level(MONSTER_IDX m_idx)
579 GAME_TEXT m_name[160];
582 if (m_idx <= 0) /* To player */
584 strcpy(m_name, _("あなた", "you"));
586 else /* To monster */
588 monster_type *m_ptr = &m_list[m_idx];
590 /* Get the monster name (or "it") */
591 monster_desc(m_name, m_ptr, 0);
593 see_m = is_seen(m_ptr);
596 /* No effect in some case */
597 if (TELE_LEVEL_IS_INEFF(m_idx))
599 if (see_m) msg_print(_("効果がなかった。", "There is no effect."));
603 if ((m_idx <= 0) && p_ptr->anti_tele) /* To player */
605 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
609 /* Choose up or down */
610 if (randint0(100) < 50) go_up = TRUE;
613 if ((m_idx <= 0) && p_ptr->wizard)
615 if (get_check("Force to go up? ")) go_up = TRUE;
616 else if (get_check("Force to go down? ")) go_up = FALSE;
620 if ((ironman_downward && (m_idx <= 0)) || (dun_level <= d_info[dungeon_type].mindepth))
623 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
625 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
627 if (m_idx <= 0) /* To player */
631 dungeon_type = ironman_downward ? DUNGEON_ANGBAND : p_ptr->recall_dungeon;
632 p_ptr->oldpy = p_ptr->y;
633 p_ptr->oldpx = p_ptr->x;
636 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
638 if (autosave_l) do_cmd_save_game(TRUE);
642 dun_level = d_info[dungeon_type].mindepth;
643 prepare_change_floor_mode(CFM_RAND_PLACE);
647 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
651 p_ptr->leaving = TRUE;
656 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
659 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
661 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
665 if (m_idx <= 0) /* To player */
667 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
669 if (autosave_l) do_cmd_save_game(TRUE);
671 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
676 p_ptr->inside_quest = 0;
677 p_ptr->leaving = TRUE;
683 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
685 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
689 if (m_idx <= 0) /* To player */
691 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
693 if (autosave_l) do_cmd_save_game(TRUE);
695 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
698 p_ptr->leaving = TRUE;
704 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
706 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
709 if (m_idx <= 0) /* To player */
711 /* Never reach this code on the surface */
712 /* if (!dun_level) dungeon_type = p_ptr->recall_dungeon; */
714 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
716 if (autosave_l) do_cmd_save_game(TRUE);
718 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
721 p_ptr->leaving = TRUE;
725 /* Monster level teleportation is simple deleting now */
728 monster_type *m_ptr = &m_list[m_idx];
730 /* Check for quest completion */
731 check_quest_completion(m_ptr);
733 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
735 char m2_name[MAX_NLEN];
737 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
738 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
741 delete_monster_idx(m_idx);
744 sound(SOUND_TPLEVEL);
749 * @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。
750 * @param note ダンジョンに施す処理記述
753 * @return 選択されたダンジョンID
755 DUNGEON_IDX choose_dungeon(cptr note, POSITION y, POSITION x)
757 DUNGEON_IDX select_dungeon;
762 /* Hack -- No need to choose dungeon in some case */
763 if (lite_town || vanilla_town || ironman_downward)
765 if (max_dlv[DUNGEON_ANGBAND]) return DUNGEON_ANGBAND;
768 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);
774 /* Allocate the "dun" array */
775 C_MAKE(dun, max_d_idx, s16b);
778 for(i = 1; i < max_d_idx; i++)
783 if (!d_info[i].maxdepth) continue;
784 if (!max_dlv[i]) continue;
785 if (d_info[i].final_guardian)
787 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
789 else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
791 sprintf(buf,_(" %c) %c%-12s : 最大 %d 階", " %c) %c%-16s : Max level %d"),
792 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, (int)max_dlv[i]);
793 prt(buf, y + num, x);
799 prt(_(" 選べるダンジョンがない。", " No dungeon is available."), y, x);
802 prt(format(_("どのダンジョン%sしますか:", "Which dungeon do you %s?: "), note), 0, 0);
806 if ((i == ESCAPE) || !num)
808 /* Free the "dun" array */
809 C_KILL(dun, max_d_idx, s16b);
814 if (i >= 'a' && i <('a'+num))
816 select_dungeon = dun[i-'a'];
823 /* Free the "dun" array */
824 C_KILL(dun, max_d_idx, s16b);
826 return select_dungeon;
831 * @brief プレイヤーの帰還発動及び中止処理 /
832 * Recall the player to town or dungeon
833 * @param turns 発動までのターン数
836 bool recall_player(TIME_EFFECT turns)
839 * TODO: Recall the player to the last
840 * visited town when in the wilderness
844 if (p_ptr->inside_arena || ironman_downward)
846 msg_print(_("何も起こらなかった。", "Nothing happens."));
850 if (dun_level && (max_dlv[dungeon_type] > dun_level) && !p_ptr->inside_quest && !p_ptr->word_recall)
852 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? ")))
854 max_dlv[dungeon_type] = dun_level;
856 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, _("帰還のときに", "when recall from dungeon"));
860 if (!p_ptr->word_recall)
864 DUNGEON_IDX select_dungeon;
865 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
866 if (!select_dungeon) return FALSE;
867 p_ptr->recall_dungeon = select_dungeon;
869 p_ptr->word_recall = turns;
870 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
871 p_ptr->redraw |= (PR_STATUS);
875 p_ptr->word_recall = 0;
876 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
877 p_ptr->redraw |= (PR_STATUS);
886 bool word_of_recall(void)
888 return(recall_player(randint0(21) + 15));
893 * @return リセット処理が実際に行われたらTRUEを返す
895 bool reset_recall(void)
897 int select_dungeon, dummy = 0;
901 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
904 if (ironman_downward)
906 msg_print(_("何も起こらなかった。", "Nothing happens."));
910 if (!select_dungeon) return FALSE;
912 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
913 (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
916 sprintf(tmp_val, "%d", (int)MAX(dun_level, 1));
918 /* Ask for a level */
919 if (get_string(ppp, tmp_val, 10))
921 /* Extract request */
922 dummy = atoi(tmp_val);
925 if (dummy < 1) dummy = 1;
928 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
929 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
931 max_dlv[select_dungeon] = dummy;
934 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
937 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);
939 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
952 * @brief プレイヤーの装備劣化処理 /
953 * Apply disenchantment to the player's stuff
954 * @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
955 * @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 /
956 * Return "TRUE" if the player notices anything
958 bool apply_disenchant(BIT_FLAGS mode)
962 GAME_TEXT o_name[MAX_NLEN];
963 int to_h, to_d, to_a, pval;
965 /* Pick a random slot */
968 case 1: t = INVEN_RARM; break;
969 case 2: t = INVEN_LARM; break;
970 case 3: t = INVEN_BOW; break;
971 case 4: t = INVEN_BODY; break;
972 case 5: t = INVEN_OUTER; break;
973 case 6: t = INVEN_HEAD; break;
974 case 7: t = INVEN_HANDS; break;
975 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 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
998 /* Artifacts have 71% chance to resist */
999 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
1002 msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
1004 msg_format("Your %s (%c) resist%s disenchantment!",
1005 o_name, index_to_label(t),
1006 ((o_ptr->number != 1) ? "" : "s"));
1014 /* Memorize old value */
1020 /* Disenchant tohit */
1021 if (o_ptr->to_h > 0) o_ptr->to_h--;
1022 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
1024 /* Disenchant todam */
1025 if (o_ptr->to_d > 0) o_ptr->to_d--;
1026 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
1028 /* Disenchant toac */
1029 if (o_ptr->to_a > 0) o_ptr->to_a--;
1030 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
1032 /* Disenchant pval (occasionally) */
1033 /* Unless called from wild_magic() */
1034 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
1036 if ((to_h != o_ptr->to_h) || (to_d != o_ptr->to_d) ||
1037 (to_a != o_ptr->to_a) || (pval != o_ptr->pval))
1040 msg_format("%s(%c)は劣化してしまった!",
1041 o_name, index_to_label(t) );
1043 msg_format("Your %s (%c) %s disenchanted!",
1044 o_name, index_to_label(t),
1045 ((o_ptr->number != 1) ? "were" : "was"));
1048 chg_virtue(V_HARMONY, 1);
1049 chg_virtue(V_ENCHANT, -2);
1051 /* Recalculate bonuses */
1052 p_ptr->update |= (PU_BONUS);
1054 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
1063 * @brief プレイヤーの突然変異処理
1066 void mutate_player(void)
1068 BASE_STATUS max1, cur1, max2, cur2;
1071 /* Pick a pair of stats */
1073 for (jj = ii; jj == ii; jj = randint0(6)) /* loop */;
1075 max1 = p_ptr->stat_max[ii];
1076 cur1 = p_ptr->stat_cur[ii];
1077 max2 = p_ptr->stat_max[jj];
1078 cur2 = p_ptr->stat_cur[jj];
1080 p_ptr->stat_max[ii] = max2;
1081 p_ptr->stat_cur[ii] = cur2;
1082 p_ptr->stat_max[jj] = max1;
1083 p_ptr->stat_cur[jj] = cur1;
1087 if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
1088 if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
1091 p_ptr->update |= (PU_BONUS);
1096 * @brief プレイヤーの因果混乱処理 / Apply Nexus
1097 * @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
1100 void apply_nexus(monster_type *m_ptr)
1102 switch (randint1(7))
1104 case 1: case 2: case 3:
1106 teleport_player(200, TELEPORT_PASSIVE);
1112 teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
1118 if (randint0(100) < p_ptr->skill_sav)
1120 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1124 /* Teleport Level */
1131 if (randint0(100) < p_ptr->skill_sav)
1133 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1137 msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
1146 * @brief 寿命つき光源の燃素追加処理 /
1147 * Charge a lite (torch or latern)
1150 void phlogiston(void)
1152 GAME_TURN max_flog = 0;
1153 object_type * o_ptr = &inventory[INVEN_LITE];
1156 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
1158 max_flog = FUEL_LAMP;
1162 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
1164 max_flog = FUEL_TORCH;
1167 /* No torch to refill */
1170 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."));
1174 if (o_ptr->xtra4 >= max_flog)
1176 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."));
1181 o_ptr->xtra4 += (XTRA16)(max_flog / 2);
1183 msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
1185 if (o_ptr->xtra4 >= max_flog)
1187 o_ptr->xtra4 = (XTRA16)max_flog;
1188 msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
1191 /* Recalculate torch */
1192 p_ptr->update |= (PU_TORCH);
1197 * @brief 武器へのエゴ付加処理 /
1198 * Brand the current weapon
1199 * @param brand_type エゴ化ID(e_info.txtとは連動していない)
1202 void brand_weapon(int brand_type)
1209 /* Assume enchant weapon */
1210 item_tester_hook = object_allow_enchant_melee_weapon;
1212 q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
1213 s = _("強化できる武器がない。", "You have nothing to enchant.");
1215 if (!get_item(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT))) return;
1217 /* Get the item (in the pack) */
1220 o_ptr = &inventory[item];
1223 /* Get the item (on the floor) */
1226 o_ptr = &o_list[0 - item];
1230 /* you can never modify artifacts / ego-items */
1231 /* you can never modify cursed items */
1232 /* TY: You _can_ modify broken items (if you're silly enough) */
1233 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1234 !object_is_cursed(o_ptr) &&
1235 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1236 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1237 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
1241 /* Let's get the name before it is changed... */
1242 GAME_TEXT o_name[MAX_NLEN];
1243 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1248 if (o_ptr->tval == TV_SWORD)
1250 act = _("は鋭さを増した!", "becomes very sharp!");
1252 o_ptr->name2 = EGO_SHARPNESS;
1253 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, dun_level) + 1;
1255 if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
1260 act = _("は破壊力を増した!", "seems very powerful.");
1261 o_ptr->name2 = EGO_EARTHQUAKES;
1262 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, dun_level);
1266 act = _("は人間の血を求めている!", "seems to be looking for humans!");
1267 o_ptr->name2 = EGO_KILL_HUMAN;
1270 act = _("は電撃に覆われた!", "covered with lightning!");
1271 o_ptr->name2 = EGO_BRAND_ELEC;
1274 act = _("は酸に覆われた!", "coated with acid!");
1275 o_ptr->name2 = EGO_BRAND_ACID;
1278 act = _("は邪悪なる怪物を求めている!", "seems to be looking for evil monsters!");
1279 o_ptr->name2 = EGO_KILL_EVIL;
1282 act = _("は異世界の住人の肉体を求めている!", "seems to be looking for demons!");
1283 o_ptr->name2 = EGO_KILL_DEMON;
1286 act = _("は屍を求めている!", "seems to be looking for undead!");
1287 o_ptr->name2 = EGO_KILL_UNDEAD;
1290 act = _("は動物の血を求めている!", "seems to be looking for animals!");
1291 o_ptr->name2 = EGO_KILL_ANIMAL;
1294 act = _("はドラゴンの血を求めている!", "seems to be looking for dragons!");
1295 o_ptr->name2 = EGO_KILL_DRAGON;
1298 act = _("はトロルの血を求めている!", "seems to be looking for troll!s");
1299 o_ptr->name2 = EGO_KILL_TROLL;
1302 act = _("はオークの血を求めている!", "seems to be looking for orcs!");
1303 o_ptr->name2 = EGO_KILL_ORC;
1306 act = _("は巨人の血を求めている!", "seems to be looking for giants!");
1307 o_ptr->name2 = EGO_KILL_GIANT;
1310 act = _("は非常に不安定になったようだ。", "seems very unstable now.");
1311 o_ptr->name2 = EGO_TRUMP;
1312 o_ptr->pval = randint1(2);
1315 act = _("は血を求めている!", "thirsts for blood!");
1316 o_ptr->name2 = EGO_VAMPIRIC;
1319 act = _("は毒に覆われた。", "is coated with poison.");
1320 o_ptr->name2 = EGO_BRAND_POIS;
1323 act = _("は純ログルスに飲み込まれた。", "is engulfed in raw Logrus!");
1324 o_ptr->name2 = EGO_CHAOTIC;
1327 act = _("は炎のシールドに覆われた!", "is covered in a fiery shield!");
1328 o_ptr->name2 = EGO_BRAND_FIRE;
1331 act = _("は深く冷たいブルーに輝いた!", "glows deep, icy blue!");
1332 o_ptr->name2 = EGO_BRAND_COLD;
1336 msg_format(_("あなたの%s%s", "Your %s %s"), o_name, act);
1337 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1339 o_ptr->discount = 99;
1340 chg_virtue(V_ENCHANT, 2);
1344 if (flush_failure) flush();
1346 msg_print(_("属性付加に失敗した。", "The Branding failed."));
1347 chg_virtue(V_ENCHANT, -2);
1354 * @brief 虚無招来によるフロア中の全壁除去処理 /
1355 * Vanish all walls in this floor
1356 * @return 実際に処理が反映された場合TRUE
1358 static bool vanish_dungeon(void)
1362 feature_type *f_ptr;
1363 monster_type *m_ptr;
1364 GAME_TEXT m_name[MAX_NLEN];
1366 /* Prevent vasishing of quest levels and town */
1367 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1372 /* Scan all normal grids */
1373 for (y = 1; y < cur_hgt - 1; y++)
1375 for (x = 1; x < cur_wid - 1; x++)
1377 c_ptr = &cave[y][x];
1379 /* Seeing true feature code (ignore mimic) */
1380 f_ptr = &f_info[c_ptr->feat];
1382 /* Lose room and vault */
1383 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1385 m_ptr = &m_list[c_ptr->m_idx];
1388 if (c_ptr->m_idx && MON_CSLEEP(m_ptr))
1390 /* Reset sleep counter */
1391 (void)set_monster_csleep(c_ptr->m_idx, 0);
1393 /* Notice the "waking up" */
1396 monster_desc(m_name, m_ptr, 0);
1397 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1401 /* Process all walls, doors and patterns */
1402 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(y, x, FF_HURT_DISI);
1406 /* Special boundary walls -- Top and bottom */
1407 for (x = 0; x < cur_wid; x++)
1409 c_ptr = &cave[0][x];
1410 f_ptr = &f_info[c_ptr->mimic];
1412 /* Lose room and vault */
1413 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1415 /* Set boundary mimic if needed */
1416 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1418 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1420 /* Check for change to boring grid */
1421 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1424 c_ptr = &cave[cur_hgt - 1][x];
1425 f_ptr = &f_info[c_ptr->mimic];
1427 /* Lose room and vault */
1428 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1430 /* Set boundary mimic if needed */
1431 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1433 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1435 /* Check for change to boring grid */
1436 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1440 /* Special boundary walls -- Left and right */
1441 for (y = 1; y < (cur_hgt - 1); y++)
1443 c_ptr = &cave[y][0];
1444 f_ptr = &f_info[c_ptr->mimic];
1446 /* Lose room and vault */
1447 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1449 /* Set boundary mimic if needed */
1450 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1452 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1454 /* Check for change to boring grid */
1455 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1458 c_ptr = &cave[y][cur_wid - 1];
1459 f_ptr = &f_info[c_ptr->mimic];
1461 /* Lose room and vault */
1462 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1464 /* Set boundary mimic if needed */
1465 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1467 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1469 /* Check for change to boring grid */
1470 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1474 /* Mega-Hack -- Forget the view and lite */
1475 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1476 p_ptr->redraw |= (PR_MAP);
1477 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1486 void call_the_(void)
1490 bool do_call = TRUE;
1492 for (i = 0; i < 9; i++)
1494 c_ptr = &cave[p_ptr->y + ddy_ddd[i]][p_ptr->x + ddx_ddd[i]];
1496 if (!cave_have_flag_grid(c_ptr, FF_PROJECT))
1498 if (!c_ptr->mimic || !have_flag(f_info[c_ptr->mimic].flags, FF_PROJECT) ||
1499 !permanent_wall(&f_info[c_ptr->feat]))
1509 for (i = 1; i < 10; i++)
1511 if (i - 5) fire_ball(GF_ROCKET, i, 175, 2);
1514 for (i = 1; i < 10; i++)
1516 if (i - 5) fire_ball(GF_MANA, i, 175, 3);
1519 for (i = 1; i < 10; i++)
1521 if (i - 5) fire_ball(GF_NUKE, i, 175, 4);
1525 /* Prevent destruction of quest levels and town */
1526 else if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1528 msg_print(_("地面が揺れた。", "The ground trembles."));
1534 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
1535 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
1537 msg_format("You %s the %s too close to a wall!",
1538 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1539 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1541 msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
1545 if (!vanish_dungeon()) msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon silences a moment."));
1549 if (destroy_area(p_ptr->y, p_ptr->x, 15 + p_ptr->lev + randint0(11), FALSE))
1550 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
1552 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
1555 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1561 * @brief アイテム引き寄せ処理 /
1562 * Fetch an item (teleport it right underneath the caster)
1563 * @param dir 魔法の発動方向
1565 * @param require_los 射線の通りを要求するならばTRUE
1568 void fetch(DIRECTION dir, WEIGHT wgt, bool require_los)
1574 GAME_TEXT o_name[MAX_NLEN];
1576 /* Check to see if an object is already there */
1577 if (cave[p_ptr->y][p_ptr->x].o_idx)
1579 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."));
1584 if (dir == 5 && target_okay())
1589 if (distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE)
1591 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!"));
1595 c_ptr = &cave[ty][tx];
1597 /* We need an item to fetch */
1600 msg_print(_("そこには何もありません。", "There is no object at this place."));
1604 /* No fetching from vault */
1605 if (c_ptr->info & CAVE_ICKY)
1607 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."));
1611 /* We need to see the item */
1614 if (!player_has_los_bold(ty, tx))
1616 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."));
1619 else if (!projectable(p_ptr->y, p_ptr->x, ty, tx))
1621 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
1634 c_ptr = &cave[ty][tx];
1636 if ((distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE) ||
1637 !cave_have_flag_bold(ty, tx, FF_PROJECT)) return;
1639 while (!c_ptr->o_idx);
1642 o_ptr = &o_list[c_ptr->o_idx];
1644 if (o_ptr->weight > wgt)
1646 /* Too heavy to 'fetch' */
1647 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
1652 c_ptr->o_idx = o_ptr->next_o_idx;
1653 cave[p_ptr->y][p_ptr->x].o_idx = i; /* 'move' it */
1655 o_ptr->next_o_idx = 0;
1656 o_ptr->iy = (byte)p_ptr->y;
1657 o_ptr->ix = (byte)p_ptr->x;
1659 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1660 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);
1662 note_spot(p_ptr->y, p_ptr->x);
1663 p_ptr->redraw |= PR_MAP;
1670 void alter_reality(void)
1672 /* Ironman option */
1673 if (p_ptr->inside_arena || ironman_downward)
1675 msg_print(_("何も起こらなかった。", "Nothing happens."));
1679 if (!p_ptr->alter_reality)
1681 TIME_EFFECT turns = randint0(21) + 15;
1683 p_ptr->alter_reality = turns;
1684 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
1686 p_ptr->redraw |= (PR_STATUS);
1690 p_ptr->alter_reality = 0;
1691 msg_print(_("景色が元に戻った...", "The view around you got back..."));
1692 p_ptr->redraw |= (PR_STATUS);
1699 * @brief 守りのルーン設置処理 /
1700 * Leave a "glyph of warding" which prevents monster movement
1701 * @return 実際に設置が行われた場合TRUEを返す
1703 bool warding_glyph(void)
1705 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1707 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1711 /* Create a glyph */
1712 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1713 cave[p_ptr->y][p_ptr->x].mimic = feat_glyph;
1715 note_spot(p_ptr->y, p_ptr->x);
1716 lite_spot(p_ptr->y, p_ptr->x);
1723 * @return 実際に設置が行われた場合TRUEを返す
1725 bool place_mirror(void)
1727 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1729 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1733 /* Create a mirror */
1734 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1735 cave[p_ptr->y][p_ptr->x].mimic = feat_mirror;
1737 /* Turn on the light */
1738 cave[p_ptr->y][p_ptr->x].info |= CAVE_GLOW;
1740 note_spot(p_ptr->y, p_ptr->x);
1741 lite_spot(p_ptr->y, p_ptr->x);
1742 update_local_illumination(p_ptr->y, p_ptr->x);
1749 * @brief 爆発のルーン設置処理 /
1750 * Leave an "explosive rune" which prevents monster movement
1751 * @return 実際に設置が行われた場合TRUEを返す
1753 bool explosive_rune(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 glyph */
1762 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1763 cave[p_ptr->y][p_ptr->x].mimic = feat_explosive_rune;
1765 note_spot(p_ptr->y, p_ptr->x);
1766 lite_spot(p_ptr->y, p_ptr->x);
1773 * @brief 全所持アイテム鑑定処理 /
1774 * Identify everything being carried.
1775 * Done by a potion of "self knowledge".
1778 void identify_pack(void)
1782 /* Simply identify and know every item */
1783 for (i = 0; i < INVEN_TOTAL; i++)
1785 object_type *o_ptr = &inventory[i];
1787 /* Skip non-objects */
1788 if (!o_ptr->k_idx) continue;
1790 identify_item(o_ptr);
1792 /* Auto-inscription */
1793 autopick_alter_item(i, FALSE);
1799 * @brief 装備強化処理の失敗率定数(千分率) /
1800 * Used by the "enchant" function (chance of failure)
1801 * (modified for Zangband, we need better stuff there...) -- TY
1804 static int enchant_table[16] =
1806 0, 10, 50, 100, 200,
1807 300, 400, 500, 650, 800,
1808 950, 987, 993, 995, 998,
1815 * Removes curses from items in inventory
1816 * @param all 軽い呪いまでの解除ならば0
1817 * @return 解呪されたアイテムの数
1820 * Note that Items which are "Perma-Cursed" (The One Ring,
1821 * The Crown of Morgoth) can NEVER be uncursed.
1823 * Note that if "all" is FALSE, then Items which are
1824 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1825 * will not be uncursed.
1828 static int remove_curse_aux(int all)
1832 /* Attempt to uncurse items being worn */
1833 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1835 object_type *o_ptr = &inventory[i];
1837 /* Skip non-objects */
1838 if (!o_ptr->k_idx) continue;
1840 /* Uncursed already */
1841 if (!object_is_cursed(o_ptr)) continue;
1843 /* Heavily Cursed Items need a special spell */
1844 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1846 /* Perma-Cursed Items can NEVER be uncursed */
1847 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1850 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1855 o_ptr->curse_flags = 0L;
1857 /* Hack -- Assume felt */
1858 o_ptr->ident |= (IDENT_SENSE);
1860 o_ptr->feeling = FEEL_NONE;
1862 p_ptr->update |= (PU_BONUS);
1863 p_ptr->window |= (PW_EQUIP);
1865 /* Count the uncursings */
1871 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."));
1873 /* Return "something uncursed" */
1879 * @brief 装備の軽い呪い解呪処理 /
1880 * Remove most curses
1881 * @return 解呪に成功した装備数
1883 int remove_curse(void)
1885 return (remove_curse_aux(FALSE));
1889 * @brief 装備の重い呪い解呪処理 /
1891 * @return 解呪に成功した装備数
1893 int remove_all_curse(void)
1895 return (remove_curse_aux(TRUE));
1900 * @brief アイテムの価値に応じた錬金術処理 /
1901 * Turns an object into gold, gain some of its value in a shop
1902 * @return 処理が実際に行われたらTRUEを返す
1908 ITEM_NUMBER old_number;
1912 GAME_TEXT o_name[MAX_NLEN];
1913 char out_val[MAX_NLEN+40];
1917 /* Hack -- force destruction */
1918 if (command_arg > 0) force = TRUE;
1920 q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
1921 s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
1923 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
1925 /* Get the item (in the pack) */
1928 o_ptr = &inventory[item];
1931 /* Get the item (on the floor) */
1934 o_ptr = &o_list[0 - item];
1938 /* See how many items */
1939 if (o_ptr->number > 1)
1941 /* Get a quantity */
1942 amt = get_quantity(NULL, o_ptr->number);
1944 /* Allow user abort */
1945 if (amt <= 0) return FALSE;
1949 old_number = o_ptr->number;
1950 o_ptr->number = amt;
1951 object_desc(o_name, o_ptr, 0);
1952 o_ptr->number = old_number;
1954 /* Verify unless quantity given */
1957 if (confirm_destroy || (object_value(o_ptr) > 0))
1959 /* Make a verification */
1960 sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
1961 if (!get_check(out_val)) return FALSE;
1965 /* Artifacts cannot be destroyed */
1966 if (!can_player_destroy_object(o_ptr))
1968 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);
1973 price = object_value_real(o_ptr);
1977 msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
1983 if (amt > 1) price *= amt;
1985 if (price > 30000) price = 30000;
1986 msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
1991 p_ptr->redraw |= (PR_GOLD);
1993 p_ptr->window |= (PW_PLAYER);
1997 /* Eliminate the item (from the pack) */
2000 inven_item_increase(item, -amt);
2001 inven_item_describe(item);
2002 inven_item_optimize(item);
2005 /* Eliminate the item (from the floor) */
2008 floor_item_increase(0 - item, -amt);
2009 floor_item_describe(0 - item);
2010 floor_item_optimize(0 - item);
2018 * @brief 呪いの打ち破り処理 /
2019 * Break the curse of an item
2020 * @param o_ptr 呪い装備情報の参照ポインタ
2023 static void break_curse(object_type *o_ptr)
2025 if (object_is_cursed(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
2027 msg_print(_("かけられていた呪いが打ち破られた!", "The curse is broken!"));
2029 o_ptr->curse_flags = 0L;
2030 o_ptr->ident |= (IDENT_SENSE);
2031 o_ptr->feeling = FEEL_NONE;
2038 * Enchants a plus onto an item. -RAK-
2039 * @param o_ptr 強化するアイテムの参照ポインタ
2041 * @param eflag 強化オプション(命中/ダメージ/AC)
2042 * @return 強化に成功した場合TRUEを返す
2045 * Revamped! Now takes item pointer, number of times to try enchanting,
2046 * and a flag of what to try enchanting. Artifacts resist enchantment
2047 * some of the time, and successful enchantment to at least +0 might
2048 * break a curse on the item. -CFT-
2050 * Note that an item can technically be enchanted all the way to +15 if
2051 * you wait a very, very, long time. Going from +9 to +10 only works
2052 * about 5% of the time, and from +10 to +11 only about 1% of the time.
2054 * Note that this function can now be used on "piles" of items, and
2055 * the larger the pile, the lower the chance of success.
2058 bool enchant(object_type *o_ptr, int n, int eflag)
2060 int i, chance, prob;
2062 bool a = object_is_artifact(o_ptr);
2063 bool force = (eflag & ENCH_FORCE);
2066 /* Large piles resist enchantment */
2067 prob = o_ptr->number * 100;
2069 /* Missiles are easy to enchant */
2070 if ((o_ptr->tval == TV_BOLT) ||
2071 (o_ptr->tval == TV_ARROW) ||
2072 (o_ptr->tval == TV_SHOT))
2078 for (i = 0; i < n; i++)
2080 /* Hack -- Roll for pile resistance */
2081 if (!force && randint0(prob) >= 100) continue;
2083 /* Enchant to hit */
2084 if (eflag & ENCH_TOHIT)
2086 if (o_ptr->to_h < 0) chance = 0;
2087 else if (o_ptr->to_h > 15) chance = 1000;
2088 else chance = enchant_table[o_ptr->to_h];
2090 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2095 /* only when you get it above -1 -CFT */
2096 if (o_ptr->to_h >= 0)
2101 /* Enchant to damage */
2102 if (eflag & ENCH_TODAM)
2104 if (o_ptr->to_d < 0) chance = 0;
2105 else if (o_ptr->to_d > 15) chance = 1000;
2106 else chance = enchant_table[o_ptr->to_d];
2108 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2113 /* only when you get it above -1 -CFT */
2114 if (o_ptr->to_d >= 0)
2119 /* Enchant to armor class */
2120 if (eflag & ENCH_TOAC)
2122 if (o_ptr->to_a < 0) chance = 0;
2123 else if (o_ptr->to_a > 15) chance = 1000;
2124 else chance = enchant_table[o_ptr->to_a];
2126 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2131 /* only when you get it above -1 -CFT */
2132 if (o_ptr->to_a >= 0)
2139 if (!res) return (FALSE);
2141 /* Recalculate bonuses */
2142 p_ptr->update |= (PU_BONUS);
2144 /* Combine / Reorder the pack (later) */
2145 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2147 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2157 * @brief 装備修正強化処理のメインルーチン /
2158 * Enchant an item (in the inventory or on the floor)
2159 * @param num_hit 命中修正量
2160 * @param num_dam ダメージ修正量
2161 * @param num_ac AC修正量
2162 * @return 強化に成功した場合TRUEを返す
2164 * Note that "num_ac" requires armour, else weapon
2165 * Returns TRUE if attempted, FALSE if cancelled
2167 bool enchant_spell(HIT_PROB num_hit, HIT_POINT num_dam, ARMOUR_CLASS num_ac)
2172 GAME_TEXT o_name[MAX_NLEN];
2175 /* Assume enchant weapon */
2176 item_tester_hook = object_allow_enchant_weapon;
2178 /* Enchant armor if requested */
2179 if (num_ac) item_tester_hook = object_is_armour;
2181 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2182 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2184 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return (FALSE);
2186 /* Get the item (in the pack) */
2189 o_ptr = &inventory[item];
2192 /* Get the item (on the floor) */
2195 o_ptr = &o_list[0 - item];
2198 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2200 msg_format("%s は明るく輝いた!", o_name);
2202 msg_format("%s %s glow%s brightly!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
2206 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
2207 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
2208 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
2213 if (flush_failure) flush();
2214 msg_print(_("強化に失敗した。", "The enchantment failed."));
2215 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2218 chg_virtue(V_ENCHANT, 1);
2222 /* Something happened */
2228 * @brief アーティファクト生成の巻物処理 /
2229 * @return 生成が実際に試みられたらTRUEを返す
2231 bool artifact_scroll(void)
2236 GAME_TEXT o_name[MAX_NLEN];
2239 /* Enchant weapon/armour */
2240 item_tester_hook = item_tester_hook_nameless_weapon_armour;
2242 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2243 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2245 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return (FALSE);
2247 /* Get the item (in the pack) */
2250 o_ptr = &inventory[item];
2252 /* Get the item (on the floor) */
2255 o_ptr = &o_list[0 - item];
2258 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2260 msg_format("%s は眩い光を発した!",o_name);
2262 msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
2265 if (object_is_artifact(o_ptr))
2268 msg_format("%sは既に伝説のアイテムです!", o_name );
2270 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
2276 else if (object_is_ego(o_ptr))
2279 msg_format("%sは既に名のあるアイテムです!", o_name );
2281 msg_format("The %s %s already %s!",
2282 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2283 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
2289 else if (o_ptr->xtra3)
2292 msg_format("%sは既に強化されています!", o_name );
2294 msg_format("The %s %s already %s!",
2295 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2296 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
2302 if (o_ptr->number > 1)
2305 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!");
2306 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
2308 msg_print("Not enough enough energy to enchant more than one object!");
2309 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
2314 inven_item_increase(item, 1-(o_ptr->number));
2318 floor_item_increase(0-item, 1-(o_ptr->number));
2321 okay = create_artifact(o_ptr, TRUE);
2327 if (flush_failure) flush();
2328 msg_print(_("強化に失敗した。", "The enchantment failed."));
2329 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2333 if (record_rand_art)
2335 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2336 do_cmd_write_nikki(NIKKI_ART_SCROLL, 0, o_name);
2338 chg_virtue(V_ENCHANT, 1);
2343 /* Something happened */
2350 * Identify an object
2351 * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
2352 * @return 実際に鑑定できたらTRUEを返す
2354 bool identify_item(object_type *o_ptr)
2356 bool old_known = FALSE;
2357 GAME_TEXT o_name[MAX_NLEN];
2359 object_desc(o_name, o_ptr, 0);
2361 if (o_ptr->ident & IDENT_KNOWN)
2364 if (!(o_ptr->ident & (IDENT_MENTAL)))
2366 if (object_is_artifact(o_ptr) || one_in_(5))
2367 chg_virtue(V_KNOWLEDGE, 1);
2370 /* Identify it fully */
2371 object_aware(o_ptr);
2372 object_known(o_ptr);
2374 /* Player touches it */
2375 o_ptr->marked |= OM_TOUCHED;
2377 /* Recalculate bonuses */
2378 p_ptr->update |= (PU_BONUS);
2380 /* Combine / Reorder the pack (later) */
2381 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2383 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2385 strcpy(record_o_name, o_name);
2388 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2390 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
2391 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2392 if(record_rand_art && !old_known && o_ptr->art_name)
2393 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2399 * @brief アイテム鑑定のメインルーチン処理 /
2400 * Identify an object in the inventory (or on the floor)
2401 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2402 * @return 実際に鑑定を行ったならばTRUEを返す
2404 * This routine does *not* automatically combine objects.
2405 * Returns TRUE if something was identified, else FALSE.
2407 bool ident_spell(bool only_equip)
2411 GAME_TEXT o_name[MAX_NLEN];
2416 item_tester_hook = item_tester_hook_identify_weapon_armour;
2418 item_tester_hook = item_tester_hook_identify;
2422 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
2427 item_tester_hook = object_is_weapon_armour_ammo;
2429 item_tester_hook = NULL;
2431 q = _("すべて鑑定済みです。 ", "All items are identified. ");
2434 s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
2436 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return (FALSE);
2438 /* Get the item (in the pack) */
2441 o_ptr = &inventory[item];
2444 /* Get the item (on the floor) */
2447 o_ptr = &o_list[0 - item];
2450 old_known = identify_item(o_ptr);
2452 object_desc(o_name, o_ptr, 0);
2453 if (item >= INVEN_RARM)
2455 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2459 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2463 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2466 /* Auto-inscription/destroy */
2467 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2469 /* Something happened */
2475 * @brief アイテム凡庸化のメインルーチン処理 /
2476 * Identify an object in the inventory (or on the floor)
2477 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2478 * @return 実際に凡庸化をを行ったならばTRUEを返す
2481 * Mundanify an object in the inventory (or on the floor)
2482 * This routine does *not* automatically combine objects.
2483 * Returns TRUE if something was mundanified, else FALSE.
2486 bool mundane_spell(bool only_equip)
2492 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
2494 q = _("どれを使いますか?", "Use which item? ");
2495 s = _("使えるものがありません。", "You have nothing you can use.");
2497 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return (FALSE);
2499 /* Get the item (in the pack) */
2502 o_ptr = &inventory[item];
2505 /* Get the item (on the floor) */
2508 o_ptr = &o_list[0 - item];
2511 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
2513 POSITION iy = o_ptr->iy; /* Y-position on map, or zero */
2514 POSITION ix = o_ptr->ix; /* X-position on map, or zero */
2515 s16b next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
2516 byte marked = o_ptr->marked; /* Object is marked */
2517 s16b weight = o_ptr->number * o_ptr->weight;
2518 u16b inscription = o_ptr->inscription;
2521 object_prep(o_ptr, o_ptr->k_idx);
2525 o_ptr->next_o_idx = next_o_idx;
2526 o_ptr->marked = marked;
2527 o_ptr->inscription = inscription;
2528 if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
2532 /* Something happened */
2537 * @brief アイテム*鑑定*のメインルーチン処理 /
2538 * Identify an object in the inventory (or on the floor)
2539 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2540 * @return 実際に鑑定を行ったならばTRUEを返す
2542 * Fully "identify" an object in the inventory -BEN-
2543 * This routine returns TRUE if an item was identified.
2545 bool identify_fully(bool only_equip)
2549 GAME_TEXT o_name[MAX_NLEN];
2554 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
2556 item_tester_hook = item_tester_hook_identify_fully;
2560 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
2565 item_tester_hook = object_is_weapon_armour_ammo;
2567 item_tester_hook = NULL;
2569 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
2572 s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
2574 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return (FALSE);
2576 /* Get the item (in the pack) */
2579 o_ptr = &inventory[item];
2582 /* Get the item (on the floor) */
2585 o_ptr = &o_list[0 - item];
2588 old_known = identify_item(o_ptr);
2590 /* Mark the item as fully known */
2591 o_ptr->ident |= (IDENT_MENTAL);
2594 object_desc(o_name, o_ptr, 0);
2595 if (item >= INVEN_RARM)
2597 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2601 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2605 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2608 /* Describe it fully */
2609 (void)screen_object(o_ptr, 0L);
2611 /* Auto-inscription/destroy */
2612 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2622 * Recharge a wand/staff/rod from the pack or on the floor.
2623 * This function has been rewritten in Oangband and ZAngband.
2624 * @param power 充填パワー
2625 * @return ターン消費を要する処理まで進んだらTRUEを返す
2627 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
2628 * Chaos -- Arcane Binding --> recharge(90)
2630 * Scroll of recharging --> recharge(130)
2631 * Artifact activation/Thingol --> recharge(130)
2633 * It is harder to recharge high level, and highly charged wands,
2634 * staffs, and rods. The more wands in a stack, the more easily and
2635 * strongly they recharge. Staffs, however, each get fewer charges if
2638 * Beware of "sliding index errors".
2640 bool recharge(int power)
2644 int recharge_strength;
2645 TIME_EFFECT recharge_amount;
2654 GAME_TEXT o_name[MAX_NLEN];
2656 /* Only accept legal items */
2657 item_tester_hook = item_tester_hook_recharge;
2659 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
2660 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
2662 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
2664 /* Get the item (in the pack) */
2667 o_ptr = &inventory[item];
2670 /* Get the item (on the floor) */
2673 o_ptr = &o_list[0 - item];
2676 /* Get the object kind. */
2677 k_ptr = &k_info[o_ptr->k_idx];
2679 /* Extract the object "level" */
2680 lev = k_info[o_ptr->k_idx].level;
2683 /* Recharge a rod */
2684 if (o_ptr->tval == TV_ROD)
2686 /* Extract a recharge strength by comparing object level to power. */
2687 recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
2691 if (one_in_(recharge_strength))
2693 /* Activate the failure code. */
2700 /* Recharge amount */
2701 recharge_amount = (power * damroll(3, 2));
2703 /* Recharge by that amount */
2704 if (o_ptr->timeout > recharge_amount)
2705 o_ptr->timeout -= recharge_amount;
2712 /* Recharge wand/staff */
2715 /* Extract a recharge strength by comparing object level to power.
2716 * Divide up a stack of wands' charges to calculate charge penalty.
2718 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2719 recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
2721 /* All staffs, unstacked wands. */
2722 else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
2725 if (recharge_strength < 0) recharge_strength = 0;
2728 if (one_in_(recharge_strength))
2730 /* Activate the failure code. */
2734 /* If the spell didn't backfire, recharge the wand or staff. */
2737 /* Recharge based on the standard number of charges. */
2738 recharge_amount = randint1(1 + k_ptr->pval / 2);
2740 /* Multiple wands in a stack increase recharging somewhat. */
2741 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2744 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
2745 if (recharge_amount < 1) recharge_amount = 1;
2746 if (recharge_amount > 12) recharge_amount = 12;
2749 /* But each staff in a stack gets fewer additional charges,
2750 * although always at least one.
2752 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
2754 recharge_amount /= (TIME_EFFECT)o_ptr->number;
2755 if (recharge_amount < 1) recharge_amount = 1;
2758 /* Recharge the wand or staff. */
2759 o_ptr->pval += recharge_amount;
2762 /* Hack -- we no longer "know" the item */
2763 o_ptr->ident &= ~(IDENT_KNOWN);
2765 /* Hack -- we no longer think the item is empty */
2766 o_ptr->ident &= ~(IDENT_EMPTY);
2771 /* Inflict the penalties for failing a recharge. */
2774 /* Artifacts are never destroyed. */
2775 if (object_is_fixed_artifact(o_ptr))
2777 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2778 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);
2780 /* Artifact rods. */
2781 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
2782 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2784 /* Artifact wands and staffs. */
2785 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
2790 /* Get the object description */
2791 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2793 /*** Determine Seriousness of Failure ***/
2795 /* Mages recharge objects more safely. */
2796 if (IS_WIZARD_CLASS() || p_ptr->pclass == CLASS_MAGIC_EATER || p_ptr->pclass == CLASS_BLUE_MAGE)
2798 /* 10% chance to blow up one rod, otherwise draining. */
2799 if (o_ptr->tval == TV_ROD)
2801 if (one_in_(10)) fail_type = 2;
2804 /* 75% chance to blow up one wand, otherwise draining. */
2805 else if (o_ptr->tval == TV_WAND)
2807 if (!one_in_(3)) fail_type = 2;
2810 /* 50% chance to blow up one staff, otherwise no effect. */
2811 else if (o_ptr->tval == TV_STAFF)
2813 if (one_in_(2)) fail_type = 2;
2818 /* All other classes get no special favors. */
2821 /* 33% chance to blow up one rod, otherwise draining. */
2822 if (o_ptr->tval == TV_ROD)
2824 if (one_in_(3)) fail_type = 2;
2827 /* 20% chance of the entire stack, else destroy one wand. */
2828 else if (o_ptr->tval == TV_WAND)
2830 if (one_in_(5)) fail_type = 3;
2833 /* Blow up one staff. */
2834 else if (o_ptr->tval == TV_STAFF)
2840 /*** Apply draining and destruction. ***/
2842 /* Drain object or stack of objects. */
2845 if (o_ptr->tval == TV_ROD)
2847 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!"));
2849 if (o_ptr->timeout < 10000)
2850 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2852 else if (o_ptr->tval == TV_WAND)
2854 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);
2857 /* Staffs aren't drained. */
2860 /* Destroy an object or one in a stack of objects. */
2863 if (o_ptr->number > 1)
2864 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);
2866 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2868 /* Reduce rod stack maximum timeout, drain wands. */
2869 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
2870 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
2872 /* Reduce and describe inventory */
2875 inven_item_increase(item, -1);
2876 inven_item_describe(item);
2877 inven_item_optimize(item);
2880 /* Reduce and describe floor item */
2883 floor_item_increase(0 - item, -1);
2884 floor_item_describe(0 - item);
2885 floor_item_optimize(0 - item);
2889 /* Destroy all members of a stack of objects. */
2892 if (o_ptr->number > 1)
2893 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);
2895 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2897 /* Reduce and describe inventory */
2900 inven_item_increase(item, -999);
2901 inven_item_describe(item);
2902 inven_item_optimize(item);
2905 /* Reduce and describe floor item */
2908 floor_item_increase(0 - item, -999);
2909 floor_item_describe(0 - item);
2910 floor_item_optimize(0 - item);
2916 /* Combine / Reorder the pack (later) */
2917 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2919 p_ptr->window |= (PW_INVEN);
2921 /* Something was done */
2929 * @return ターン消費を要する処理を行ったならばTRUEを返す
2931 bool bless_weapon(void)
2935 BIT_FLAGS flgs[TR_FLAG_SIZE];
2936 GAME_TEXT o_name[MAX_NLEN];
2939 /* Bless only weapons */
2940 item_tester_hook = object_is_weapon;
2942 q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
2943 s = _("祝福できる武器がありません。", "You have weapon to bless.");
2945 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT)))
2948 /* Get the item (in the pack) */
2951 o_ptr = &inventory[item];
2954 /* Get the item (on the floor) */
2957 o_ptr = &o_list[0 - item];
2960 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2962 /* Extract the flags */
2963 object_flags(o_ptr, flgs);
2965 if (object_is_cursed(o_ptr))
2967 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
2968 have_flag(flgs, TR_ADD_L_CURSE) ||
2969 have_flag(flgs, TR_ADD_H_CURSE) ||
2970 (o_ptr->curse_flags & TRC_PERMA_CURSE))
2973 msg_format("%sを覆う黒いオーラは祝福を跳ね返した!", o_name);
2975 msg_format("The black aura on %s %s disrupts the blessing!", ((item >= 0) ? "your" : "the"), o_name);
2982 msg_format("%s から邪悪なオーラが消えた。", o_name);
2984 msg_format("A malignant aura leaves %s %s.", ((item >= 0) ? "your" : "the"), o_name);
2989 o_ptr->curse_flags = 0L;
2991 /* Hack -- Assume felt */
2992 o_ptr->ident |= (IDENT_SENSE);
2994 o_ptr->feeling = FEEL_NONE;
2996 /* Recalculate the bonuses */
2997 p_ptr->update |= (PU_BONUS);
2998 p_ptr->window |= (PW_EQUIP);
3002 * Next, we try to bless it. Artifacts have a 1/3 chance of
3003 * being blessed, otherwise, the operation simply disenchants
3004 * them, godly power negating the magic. Ok, the explanation
3005 * is silly, but otherwise priests would always bless every
3006 * artifact weapon they find. Ego weapons and normal weapons
3007 * can be blessed automatically.
3009 if (have_flag(flgs, TR_BLESSED))
3012 msg_format("%s は既に祝福されている。",
3015 msg_format("%s %s %s blessed already.",
3016 ((item >= 0) ? "Your" : "The"), o_name,
3017 ((o_ptr->number > 1) ? "were" : "was"));
3023 if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
3026 msg_format("%sは輝いた!", o_name);
3028 msg_format("%s %s shine%s!",
3029 ((item >= 0) ? "Your" : "The"), o_name,
3030 ((o_ptr->number > 1) ? "" : "s"));
3033 add_flag(o_ptr->art_flags, TR_BLESSED);
3034 o_ptr->discount = 99;
3038 bool dis_happened = FALSE;
3039 msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
3041 /* Disenchant tohit */
3042 if (o_ptr->to_h > 0)
3045 dis_happened = TRUE;
3048 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
3050 /* Disenchant todam */
3051 if (o_ptr->to_d > 0)
3054 dis_happened = TRUE;
3057 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
3059 /* Disenchant toac */
3060 if (o_ptr->to_a > 0)
3063 dis_happened = TRUE;
3066 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
3070 msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
3073 msg_format("%s は劣化した!",
3076 msg_format("%s %s %s disenchanted!",
3077 ((item >= 0) ? "Your" : "The"), o_name,
3078 ((o_ptr->number > 1) ? "were" : "was"));
3084 /* Recalculate bonuses */
3085 p_ptr->update |= (PU_BONUS);
3087 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
3098 * @return ターン消費を要する処理を行ったならばTRUEを返す
3100 bool pulish_shield(void)
3104 BIT_FLAGS flgs[TR_FLAG_SIZE];
3105 GAME_TEXT o_name[MAX_NLEN];
3108 /* Assume enchant weapon */
3109 item_tester_tval = TV_SHIELD;
3111 q = _("どの盾を磨きますか?", "Pulish which weapon? ");
3112 s = _("磨く盾がありません。", "You have weapon to pulish.");
3114 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT)))
3117 /* Get the item (in the pack) */
3120 o_ptr = &inventory[item];
3123 /* Get the item (on the floor) */
3126 o_ptr = &o_list[0 - item];
3129 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3131 /* Extract the flags */
3132 object_flags(o_ptr, flgs);
3134 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
3135 !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
3138 msg_format("%sは輝いた!", o_name);
3140 msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
3142 o_ptr->name2 = EGO_REFLECTION;
3143 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
3145 o_ptr->discount = 99;
3146 chg_virtue(V_ENCHANT, 2);
3152 if (flush_failure) flush();
3154 msg_print(_("失敗した。", "Failed."));
3155 chg_virtue(V_ENCHANT, -2);
3165 * Potions "smash open" and cause an area effect when
3166 * @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)
3169 * @param k_idx 破損した薬のアイテムID
3170 * @return 薬を浴びたモンスターが起こるならばTRUEを返す
3173 * (1) they are shattered while in the player's inventory,
3174 * due to cold (etc) attacks;
3175 * (2) they are thrown at a monster, or obstacle;
3176 * (3) they are shattered by a "cold ball" or other such spell
3177 * while lying on the floor.
3180 * who --- who caused the potion to shatter (0=player)
3181 * potions that smash on the floor are assumed to
3182 * be caused by no-one (who = 1), as are those that
3183 * shatter inside the player inventory.
3184 * (Not anymore -- I changed this; TY)
3185 * y, x --- coordinates of the potion (or player if
3186 * the potion was in her inventory);
3187 * o_ptr --- pointer to the potion object.
3190 bool potion_smash_effect(MONSTER_IDX who, POSITION y, POSITION x, KIND_OBJECT_IDX k_idx)
3197 object_kind *k_ptr = &k_info[k_idx];
3199 switch (k_ptr->sval)
3201 case SV_POTION_SALT_WATER:
3202 case SV_POTION_SLIME_MOLD:
3203 case SV_POTION_LOSE_MEMORIES:
3204 case SV_POTION_DEC_STR:
3205 case SV_POTION_DEC_INT:
3206 case SV_POTION_DEC_WIS:
3207 case SV_POTION_DEC_DEX:
3208 case SV_POTION_DEC_CON:
3209 case SV_POTION_DEC_CHR:
3210 case SV_POTION_WATER: /* perhaps a 'water' attack? */
3211 case SV_POTION_APPLE_JUICE:
3214 case SV_POTION_INFRAVISION:
3215 case SV_POTION_DETECT_INVIS:
3216 case SV_POTION_SLOW_POISON:
3217 case SV_POTION_CURE_POISON:
3218 case SV_POTION_BOLDNESS:
3219 case SV_POTION_RESIST_HEAT:
3220 case SV_POTION_RESIST_COLD:
3221 case SV_POTION_HEROISM:
3222 case SV_POTION_BESERK_STRENGTH:
3223 case SV_POTION_RES_STR:
3224 case SV_POTION_RES_INT:
3225 case SV_POTION_RES_WIS:
3226 case SV_POTION_RES_DEX:
3227 case SV_POTION_RES_CON:
3228 case SV_POTION_RES_CHR:
3229 case SV_POTION_INC_STR:
3230 case SV_POTION_INC_INT:
3231 case SV_POTION_INC_WIS:
3232 case SV_POTION_INC_DEX:
3233 case SV_POTION_INC_CON:
3234 case SV_POTION_INC_CHR:
3235 case SV_POTION_AUGMENTATION:
3236 case SV_POTION_ENLIGHTENMENT:
3237 case SV_POTION_STAR_ENLIGHTENMENT:
3238 case SV_POTION_SELF_KNOWLEDGE:
3239 case SV_POTION_EXPERIENCE:
3240 case SV_POTION_RESISTANCE:
3241 case SV_POTION_INVULNERABILITY:
3242 case SV_POTION_NEW_LIFE:
3243 /* All of the above potions have no effect when shattered */
3245 case SV_POTION_SLOWNESS:
3250 case SV_POTION_POISON:
3255 case SV_POTION_BLINDNESS:
3259 case SV_POTION_CONFUSION: /* Booze */
3263 case SV_POTION_SLEEP:
3267 case SV_POTION_RUINATION:
3268 case SV_POTION_DETONATIONS:
3270 dam = damroll(25, 25);
3273 case SV_POTION_DEATH:
3274 dt = GF_DEATH_RAY; /* !! */
3275 dam = k_ptr->level * 10;
3279 case SV_POTION_SPEED:
3282 case SV_POTION_CURE_LIGHT:
3284 dam = damroll(2, 3);
3286 case SV_POTION_CURE_SERIOUS:
3288 dam = damroll(4, 3);
3290 case SV_POTION_CURE_CRITICAL:
3291 case SV_POTION_CURING:
3293 dam = damroll(6, 3);
3295 case SV_POTION_HEALING:
3297 dam = damroll(10, 10);
3299 case SV_POTION_RESTORE_EXP:
3304 case SV_POTION_LIFE:
3306 dam = damroll(50, 50);
3309 case SV_POTION_STAR_HEALING:
3311 dam = damroll(50, 50);
3314 case SV_POTION_RESTORE_MANA: /* MANA */
3316 dam = damroll(10, 10);
3323 (void)project(who, radius, y, x, dam, dt,
3324 (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
3326 /* XXX those potions that explode need to become "known" */
3332 * @brief プレイヤーの全既知呪文を表示する /
3333 * Hack -- Display all known spells in a window
3336 * Need to analyze size of the window.
3337 * Need more color coding.
3339 void display_spell_list(void)
3344 const magic_type *s_ptr;
3345 GAME_TEXT name[MAX_NLEN];
3352 /* They have too many spells to list */
3353 if (p_ptr->pclass == CLASS_SORCERER) return;
3354 if (p_ptr->pclass == CLASS_RED_MAGE) return;
3356 if (p_ptr->pclass == CLASS_SNIPER)
3358 display_snipe_list();
3362 /* mind.c type classes */
3363 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3364 (p_ptr->pclass == CLASS_BERSERKER) ||
3365 (p_ptr->pclass == CLASS_NINJA) ||
3366 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3367 (p_ptr->pclass == CLASS_FORCETRAINER))
3370 PLAYER_LEVEL plev = p_ptr->lev;
3376 bool use_hp = FALSE;
3381 /* Display a list of spells */
3383 put_str(_("名前", "Name"), y, x + 5);
3384 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
3386 switch(p_ptr->pclass)
3388 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
3389 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
3390 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
3391 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
3392 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
3393 default: use_mind = 0;break;
3396 /* Dump the spells */
3397 for (i = 0; i < MAX_MIND_POWERS; i++)
3399 byte a = TERM_WHITE;
3401 /* Access the available spell */
3402 spell = mind_powers[use_mind].info[i];
3403 if (spell.min_lev > plev) break;
3405 /* Get the failure rate */
3406 chance = spell.fail;
3408 /* Reduce failure rate by "effective" level adjustment */
3409 chance -= 3 * (p_ptr->lev - spell.min_lev);
3411 /* Reduce failure rate by INT/WIS adjustment */
3412 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3416 /* Not enough mana to cast */
3417 if (spell.mana_cost > p_ptr->csp)
3419 chance += 5 * (spell.mana_cost - p_ptr->csp);
3425 /* Not enough hp to cast */
3426 if (spell.mana_cost > p_ptr->chp)
3433 /* Extract the minimum failure rate */
3434 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3436 /* Minimum failure rate */
3437 if (chance < minfail) chance = minfail;
3439 /* Stunning makes spells harder */
3440 if (p_ptr->stun > 50) chance += 25;
3441 else if (p_ptr->stun) chance += 15;
3443 /* Always a 5 percent chance of working */
3444 if (chance > 95) chance = 95;
3447 mindcraft_info(comment, use_mind, i);
3449 /* Dump the spell */
3450 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
3452 spell.min_lev, spell.mana_cost, chance, comment);
3454 Term_putstr(x, y + i + 1, -1, a, psi_desc);
3459 /* Cannot read spellbooks */
3460 if (REALM_NONE == p_ptr->realm1) return;
3462 /* Normal spellcaster with books */
3465 for (j = 0; j < ((p_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
3469 /* Reset vertical */
3472 /* Vertical location */
3473 y = (j < 3) ? 0 : (m[j - 3] + 2);
3475 /* Horizontal location */
3479 for (i = 0; i < 32; i++)
3481 byte a = TERM_WHITE;
3483 /* Access the spell */
3484 if (!is_magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2))
3486 s_ptr = &technic_info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - MIN_TECHNIC][i % 32];
3490 s_ptr = &mp_ptr->info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - 1][i % 32];
3493 strcpy(name, do_spell((j < 1) ? p_ptr->realm1 : p_ptr->realm2, i % 32, SPELL_NAME));
3496 if (s_ptr->slevel >= 99)
3499 strcpy(name, _("(判読不能)", "(illegible)"));
3507 ((p_ptr->spell_forgotten1 & (1L << i))) :
3508 ((p_ptr->spell_forgotten2 & (1L << (i % 32)))))
3515 else if (!((j < 1) ?
3516 (p_ptr->spell_learned1 & (1L << i)) :
3517 (p_ptr->spell_learned2 & (1L << (i % 32)))))
3524 else if (!((j < 1) ?
3525 (p_ptr->spell_worked1 & (1L << i)) :
3526 (p_ptr->spell_worked2 & (1L << (i % 32)))))
3532 /* Dump the spell --(-- */
3533 sprintf(out_val, "%c/%c) %-20.20s",
3534 I2A(n / 8), I2A(n % 8), name);
3539 /* Dump onto the window */
3540 Term_putstr(x, m[j], -1, a, out_val);
3550 * @brief 呪文の経験値を返す /
3551 * Returns experience of a spell
3553 * @param use_realm 魔法領域
3556 EXP experience_of_spell(SPELL_IDX spell, REALM_IDX use_realm)
3558 if (p_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
3559 else if (p_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
3560 else if (use_realm == p_ptr->realm1) return p_ptr->spell_exp[spell];
3561 else if (use_realm == p_ptr->realm2) return p_ptr->spell_exp[spell + 32];
3567 * @brief 呪文の消費MPを返す /
3568 * Modify mana consumption rate using spell exp and p_ptr->dec_mana
3569 * @param need_mana 基本消費MP
3574 MANA_POINT mod_need_mana(MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
3576 #define MANA_CONST 2400
3578 #define DEC_MANA_DIV 3
3581 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
3584 * need_mana defaults if spell exp equals SPELL_EXP_EXPERT and !p_ptr->dec_mana.
3585 * MANA_CONST is used to calculate need_mana effected from spell proficiency.
3587 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(spell, realm)) + (MANA_CONST - 1);
3588 need_mana *= p_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
3589 need_mana /= MANA_CONST * MANA_DIV;
3590 if (need_mana < 1) need_mana = 1;
3593 /* Non-realm magic */
3596 if (p_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
3608 * @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) /
3609 * Modify spell fail rate
3610 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3611 * @param chance 修正前失敗率
3615 PERCENTAGE mod_spell_chance_1(PERCENTAGE chance)
3617 chance += p_ptr->to_m_chance;
3619 if (p_ptr->heavy_spell) chance += 20;
3621 if (p_ptr->dec_mana && p_ptr->easy_spell) chance -= 4;
3622 else if (p_ptr->easy_spell) chance -= 3;
3623 else if (p_ptr->dec_mana) chance -= 2;
3630 * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
3631 * Modify spell fail rate
3632 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3633 * @param chance 修正前失敗率
3635 * Modify spell fail rate (as "suffix" process)
3636 * Using p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3637 * Note: variable "chance" cannot be negative.
3640 PERCENTAGE mod_spell_chance_2(PERCENTAGE chance)
3642 if (p_ptr->dec_mana) chance--;
3644 if (p_ptr->heavy_spell) chance += 5;
3646 return MAX(chance, 0);
3651 * @brief 呪文の失敗率計算メインルーチン /
3652 * Returns spell chance of failure for spell -RAK-
3654 * @param use_realm 魔法領域ID
3657 PERCENTAGE spell_chance(SPELL_IDX spell, REALM_IDX use_realm)
3659 PERCENTAGE chance, minfail;
3660 const magic_type *s_ptr;
3661 MANA_POINT need_mana;
3662 PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
3665 /* Paranoia -- must be literate */
3666 if (!mp_ptr->spell_book) return (100);
3668 if (use_realm == REALM_HISSATSU) return 0;
3670 /* Access the spell */
3671 if (!is_magic(use_realm))
3673 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3677 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3680 /* Extract the base spell failure rate */
3681 chance = s_ptr->sfail;
3683 /* Reduce failure rate by "effective" level adjustment */
3684 chance -= 3 * (p_ptr->lev - s_ptr->slevel);
3686 /* Reduce failure rate by INT/WIS adjustment */
3687 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3690 chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
3692 /* Extract mana consumption rate */
3693 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3695 /* Not enough mana to cast */
3696 if (need_mana > p_ptr->csp)
3698 chance += 5 * (need_mana - p_ptr->csp);
3701 if ((use_realm != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
3703 /* Extract the minimum failure rate */
3704 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3707 * Non mage/priest characters never get too good
3708 * (added high mage, mindcrafter)
3710 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
3712 if (minfail < 5) minfail = 5;
3715 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
3716 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
3717 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
3719 chance = mod_spell_chance_1(chance);
3721 /* Goodness or evilness gives a penalty to failure rate */
3725 if ((p_ptr->align > 50) || (p_ptr->align < -50)) chance += penalty;
3727 case REALM_LIFE: case REALM_CRUSADE:
3728 if (p_ptr->align < -20) chance += penalty;
3730 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
3731 if (p_ptr->align > 20) chance += penalty;
3735 /* Minimum failure rate */
3736 if (chance < minfail) chance = minfail;
3738 /* Stunning makes spells harder */
3739 if (p_ptr->stun > 50) chance += 25;
3740 else if (p_ptr->stun) chance += 15;
3742 /* Always a 5 percent chance of working */
3743 if (chance > 95) chance = 95;
3745 if ((use_realm == p_ptr->realm1) || (use_realm == p_ptr->realm2)
3746 || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3748 EXP exp = experience_of_spell(spell, use_realm);
3749 if (exp >= SPELL_EXP_EXPERT) chance--;
3750 if (exp >= SPELL_EXP_MASTER) chance--;
3753 /* Return the chance */
3754 return mod_spell_chance_2(chance);
3759 * @brief 魔法が利用可能かどうかを返す /
3760 * Determine if a spell is "okay" for the player to cast or study
3761 * The spell must be legible, not forgotten, and also, to cast,
3762 * it must be known, and to study, it must not be known.
3764 * @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
3765 * @param study_pray 祈りの学習判定目的ならばTRUE
3766 * @param use_realm 魔法領域ID
3769 bool spell_okay(int spell, bool learned, bool study_pray, int use_realm)
3771 const magic_type *s_ptr;
3773 /* Access the spell */
3774 if (!is_magic(use_realm))
3776 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3780 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3783 /* Spell is illegal */
3784 if (s_ptr->slevel > p_ptr->lev) return (FALSE);
3786 /* Spell is forgotten */
3787 if ((use_realm == p_ptr->realm2) ?
3788 (p_ptr->spell_forgotten2 & (1L << spell)) :
3789 (p_ptr->spell_forgotten1 & (1L << spell)))
3795 if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
3796 if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
3798 /* Spell is learned */
3799 if ((use_realm == p_ptr->realm2) ?
3800 (p_ptr->spell_learned2 & (1L << spell)) :
3801 (p_ptr->spell_learned1 & (1L << spell)))
3804 return (!study_pray);
3807 /* Okay to study, not to cast */
3814 * @brief 呪文情報の表示処理 /
3815 * Print a list of spells (for browsing or casting or viewing)
3816 * @param target_spell 呪文ID
3817 * @param spells 表示するスペルID配列の参照ポインタ
3818 * @param num 表示するスペルの数(spellsの要素数)
3819 * @param y 表示メッセージ左上Y座標
3820 * @param x 表示メッセージ左上X座標
3821 * @param use_realm 魔法領域ID
3824 void print_spells(SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_LEN y, TERM_LEN x, REALM_IDX use_realm)
3828 int exp_level, increment = 64;
3829 const magic_type *s_ptr;
3834 MANA_POINT need_mana;
3839 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && p_ptr->wizard)
3840 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
3842 /* Title the list */
3844 if (use_realm == REALM_HISSATSU)
3845 strcpy(buf,_(" Lv MP", " Lv SP"));
3847 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
3849 put_str(_("名前", "Name"), y, x + 5);
3850 put_str(buf, y, x + 29);
3852 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
3853 else if (use_realm == p_ptr->realm1) increment = 0;
3854 else if (use_realm == p_ptr->realm2) increment = 32;
3856 /* Dump the spells */
3857 for (i = 0; i < num; i++)
3861 if (!is_magic(use_realm))
3863 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3867 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3870 if (use_realm == REALM_HISSATSU)
3871 need_mana = s_ptr->smana;
3874 EXP exp = experience_of_spell(spell, use_realm);
3876 /* Extract mana consumption rate */
3877 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3879 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
3880 else exp_level = spell_exp_level(exp);
3883 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
3884 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
3885 else if (s_ptr->slevel >= 99) max = TRUE;
3886 else if ((p_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
3888 strncpy(ryakuji, exp_level_str[exp_level], 4);
3893 if (use_menu && target_spell)
3895 if (i == (target_spell-1))
3896 strcpy(out_val, _(" 》 ", " > "));
3898 strcpy(out_val, " ");
3900 else sprintf(out_val, " %c) ", I2A(i));
3901 /* Skip illegible spells */
3902 if (s_ptr->slevel >= 99)
3904 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
3905 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
3909 /* XXX XXX Could label spells above the players level */
3911 /* Get extra info */
3912 strcpy(info, do_spell(use_realm, spell, SPELL_INFO));
3917 /* Assume spell is known and tried */
3918 line_attr = TERM_WHITE;
3920 /* Analyze the spell */
3921 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3923 if (s_ptr->slevel > p_ptr->max_plv)
3925 comment = _("未知", "unknown");
3926 line_attr = TERM_L_BLUE;
3928 else if (s_ptr->slevel > p_ptr->lev)
3930 comment = _("忘却", "forgotten");
3931 line_attr = TERM_YELLOW;
3934 else if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2))
3936 comment = _("未知", "unknown");
3937 line_attr = TERM_L_BLUE;
3939 else if ((use_realm == p_ptr->realm1) ?
3940 ((p_ptr->spell_forgotten1 & (1L << spell))) :
3941 ((p_ptr->spell_forgotten2 & (1L << spell))))
3943 comment = _("忘却", "forgotten");
3944 line_attr = TERM_YELLOW;
3946 else if (!((use_realm == p_ptr->realm1) ?
3947 (p_ptr->spell_learned1 & (1L << spell)) :
3948 (p_ptr->spell_learned2 & (1L << spell))))
3950 comment = _("未知", "unknown");
3951 line_attr = TERM_L_BLUE;
3953 else if (!((use_realm == p_ptr->realm1) ?
3954 (p_ptr->spell_worked1 & (1L << spell)) :
3955 (p_ptr->spell_worked2 & (1L << spell))))
3957 comment = _("未経験", "untried");
3958 line_attr = TERM_L_GREEN;
3961 /* Dump the spell --(-- */
3962 if (use_realm == REALM_HISSATSU)
3964 strcat(out_val, format("%-25s %2d %4d",
3965 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
3966 s_ptr->slevel, need_mana));
3970 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
3971 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
3972 (max ? '!' : ' '), ryakuji,
3973 s_ptr->slevel, need_mana, spell_chance(spell, use_realm), comment));
3975 c_prt(line_attr, out_val, y + i + 1, x);
3978 /* Clear the bottom line */
3979 prt("", y + i + 1, x);
3986 * @return ターン消費を要する処理を行ったならばTRUEを返す
3988 bool rustproof(void)
3992 GAME_TEXT o_name[MAX_NLEN];
3995 /* Select a piece of armour */
3996 item_tester_hook = object_is_armour;
3998 q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
3999 s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
4001 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return FALSE;
4003 /* Get the item (in the pack) */
4006 o_ptr = &inventory[item];
4009 /* Get the item (on the floor) */
4012 o_ptr = &o_list[0 - item];
4015 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4017 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
4019 if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
4022 msg_format("%sは新品同様になった!",o_name);
4024 msg_format("%s %s look%s as good as new!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
4031 msg_format("%sは腐食しなくなった。", o_name);
4033 msg_format("%s %s %s now protected against corrosion.", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "are" : "is"));
4043 * Curse the players armor
4044 * @return 実際に呪縛されたらTRUEを返す
4046 bool curse_armor(void)
4051 GAME_TEXT o_name[MAX_NLEN];
4054 /* Curse the body armor */
4055 o_ptr = &inventory[INVEN_BODY];
4057 /* Nothing to curse */
4058 if (!o_ptr->k_idx) return (FALSE);
4060 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
4062 /* Attempt a saving throw for artifacts */
4063 if (object_is_artifact(o_ptr) && (randint0(100) < 50))
4067 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!",
4068 "恐怖の暗黒オーラ", "防具", o_name);
4070 msg_format("A %s tries to %s, but your %s resists the effects!",
4071 "terrible black aura", "surround your armor", o_name);
4076 /* not artifact or failed save... */
4079 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);
4080 chg_virtue(V_ENCHANT, -5);
4082 /* Blast the armor */
4084 o_ptr->name2 = EGO_BLASTED;
4085 o_ptr->to_a = 0 - randint1(5) - randint1(5);
4092 for (i = 0; i < TR_FLAG_SIZE; i++)
4093 o_ptr->art_flags[i] = 0;
4096 o_ptr->curse_flags = TRC_CURSED;
4099 o_ptr->ident |= (IDENT_BROKEN);
4101 /* Recalculate bonuses */
4102 p_ptr->update |= (PU_BONUS);
4104 /* Recalculate mana */
4105 p_ptr->update |= (PU_MANA);
4107 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4115 * Curse the players weapon
4116 * @param force 無条件に呪縛を行うならばTRUE
4117 * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
4118 * @return 実際に呪縛されたらTRUEを返す
4120 bool curse_weapon_object(bool force, object_type *o_ptr)
4123 GAME_TEXT o_name[MAX_NLEN];
4125 /* Nothing to curse */
4126 if (!o_ptr->k_idx) return (FALSE);
4127 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
4129 /* Attempt a saving throw */
4130 if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
4134 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!",
4135 "恐怖の暗黒オーラ", "武器", o_name);
4137 msg_format("A %s tries to %s, but your %s resists the effects!",
4138 "terrible black aura", "surround your weapon", o_name);
4142 /* not artifact or failed save... */
4145 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);
4146 chg_virtue(V_ENCHANT, -5);
4148 /* Shatter the weapon */
4150 o_ptr->name2 = EGO_SHATTERED;
4151 o_ptr->to_h = 0 - randint1(5) - randint1(5);
4152 o_ptr->to_d = 0 - randint1(5) - randint1(5);
4158 for (i = 0; i < TR_FLAG_SIZE; i++)
4159 o_ptr->art_flags[i] = 0;
4162 o_ptr->curse_flags = TRC_CURSED;
4165 o_ptr->ident |= (IDENT_BROKEN);
4167 /* Recalculate bonuses */
4168 p_ptr->update |= (PU_BONUS);
4170 /* Recalculate mana */
4171 p_ptr->update |= (PU_MANA);
4173 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4180 * @brief 武器呪縛処理のメインルーチン /
4181 * Curse the players weapon
4182 * @param force 無条件に呪縛を行うならばTRUE
4183 * @param slot 呪縛する武器の装備スロット
4184 * @return 実際に呪縛されたらTRUEを返す
4186 bool curse_weapon(bool force, int slot)
4188 /* Curse the weapon */
4189 return curse_weapon_object(force, &inventory[slot]);
4194 * @brief ボルトのエゴ化処理(火炎エゴのみ) /
4195 * Enchant some bolts
4198 bool brand_bolts(void)
4202 /* Use the first acceptable bolts */
4203 for (i = 0; i < INVEN_PACK; i++)
4205 object_type *o_ptr = &inventory[i];
4207 /* Skip non-bolts */
4208 if (o_ptr->tval != TV_BOLT) continue;
4210 /* Skip artifacts and ego-items */
4211 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
4214 /* Skip cursed/broken items */
4215 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
4218 if (randint0(100) < 75) continue;
4220 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!"));
4223 o_ptr->name2 = EGO_FLAME;
4224 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
4228 if (flush_failure) flush();
4231 msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
4238 * @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 /
4239 * Helper function -- return a "nearby" race for polymorphing
4240 * @param r_idx 基準となるモンスター種族ID
4241 * @return 変更先のモンスター種族ID
4243 * Note that this function is one of the more "dangerous" ones...
4245 static IDX poly_r_idx(MONRACE_IDX r_idx)
4247 monster_race *r_ptr = &r_info[r_idx];
4253 /* Hack -- Uniques/Questors never polymorph */
4254 if ((r_ptr->flags1 & RF1_UNIQUE) ||
4255 (r_ptr->flags1 & RF1_QUESTOR))
4258 /* Allowable range of "levels" for resulting monster */
4259 lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
4260 lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
4262 /* Pick a (possibly new) non-unique race */
4263 for (i = 0; i < 1000; i++)
4265 /* Pick a new race, using a level calculation */
4266 r = get_mon_num((dun_level + r_ptr->level) / 2 + 5);
4268 /* Handle failure */
4274 /* Ignore unique monsters */
4275 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4277 /* Ignore monsters with incompatible levels */
4278 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
4280 /* Use that index */
4289 * @brief 指定座標にいるモンスターを変身させる /
4290 * Helper function -- return a "nearby" race for polymorphing
4293 * @return 実際に変身したらTRUEを返す
4295 bool polymorph_monster(POSITION y, POSITION x)
4297 cave_type *c_ptr = &cave[y][x];
4298 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4299 bool polymorphed = FALSE;
4300 MONRACE_IDX new_r_idx;
4301 MONRACE_IDX old_r_idx = m_ptr->r_idx;
4302 bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
4303 bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
4304 monster_type back_m;
4306 if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
4308 if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
4310 /* Memorize the monster before polymorphing */
4313 /* Pick a "new" monster race */
4314 new_r_idx = poly_r_idx(old_r_idx);
4316 /* Handle polymorph */
4317 if (new_r_idx != old_r_idx)
4319 BIT_FLAGS mode = 0L;
4320 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
4321 OBJECT_IDX this_o_idx, next_o_idx = 0;
4323 /* Get the monsters attitude */
4324 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
4325 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
4326 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
4328 /* Mega-hack -- ignore held objects */
4329 m_ptr->hold_o_idx = 0;
4331 /* "Kill" the "old" monster */
4332 delete_monster_idx(c_ptr->m_idx);
4334 /* Create a new monster (no groups) */
4335 if (place_monster_aux(0, y, x, new_r_idx, mode))
4337 m_list[hack_m_idx_ii].nickname = back_m.nickname;
4338 m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
4339 m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
4346 /* Placing the new monster failed */
4347 if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
4349 m_list[hack_m_idx_ii] = back_m;
4351 /* Re-initialize monster process */
4354 else preserve_hold_objects = FALSE;
4357 /* Mega-hack -- preserve held objects */
4358 if (preserve_hold_objects)
4360 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4362 object_type *o_ptr = &o_list[this_o_idx];
4364 /* Acquire next object */
4365 next_o_idx = o_ptr->next_o_idx;
4367 /* Held by new monster */
4368 o_ptr->held_m_idx = hack_m_idx_ii;
4371 else if (back_m.hold_o_idx) /* Failed (paranoia) */
4373 /* Delete objects */
4374 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4376 /* Acquire next object */
4377 next_o_idx = o_list[this_o_idx].next_o_idx;
4379 delete_object_idx(this_o_idx);
4383 if (targeted) target_who = hack_m_idx_ii;
4384 if (health_tracked) health_track(hack_m_idx_ii);
4393 * @param x テレポート先のX座標
4394 * @param y テレポート先のY座標
4395 * @return 目標に指定通りテレポートできたならばTRUEを返す
4397 static bool dimension_door_aux(DEPTH x, DEPTH y)
4399 PLAYER_LEVEL plev = p_ptr->lev;
4401 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
4403 if (!cave_player_teleportable_bold(y, x, 0L) ||
4404 (distance(y, x, p_ptr->y, p_ptr->x) > plev / 2 + 10) ||
4405 (!randint0(plev / 10 + 10)))
4407 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
4408 teleport_player((plev + 2) * 2, TELEPORT_PASSIVE);
4415 teleport_player_to(y, x, 0L);
4424 * @brief 次元の扉処理のメインルーチン /
4426 * @return ターンを消費した場合TRUEを返す
4428 bool dimension_door(void)
4432 /* Rerutn FALSE if cancelled */
4433 if (!tgt_pt(&x, &y)) return FALSE;
4435 if (dimension_door_aux(x, y)) return TRUE;
4437 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!"));
4444 * @brief 鏡抜け処理のメインルーチン /
4445 * Mirror Master's Dimension Door
4446 * @return ターンを消費した場合TRUEを返す
4448 bool mirror_tunnel(void)
4450 POSITION x = 0, y = 0;
4452 /* Rerutn FALSE if cancelled */
4453 if (!tgt_pt(&x, &y)) return FALSE;
4455 if (dimension_door_aux(x, y)) return TRUE;
4457 msg_print(_("鏡の世界をうまく通れなかった!", "You fail to pass the mirror plane correctly!"));
4465 * @return ターンを消費した場合TRUEを返す
4467 bool eat_magic(int power)
4473 int recharge_strength = 0;
4479 GAME_TEXT o_name[MAX_NLEN];
4481 item_tester_hook = item_tester_hook_recharge;
4483 q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
4484 s = _("魔力を吸収できるアイテムがありません。", "You have nothing to drain.");
4486 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
4490 o_ptr = &inventory[item];
4494 o_ptr = &o_list[0 - item];
4497 k_ptr = &k_info[o_ptr->k_idx];
4498 lev = k_info[o_ptr->k_idx].level;
4500 if (o_ptr->tval == TV_ROD)
4502 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
4505 if (one_in_(recharge_strength))
4507 /* Activate the failure code. */
4512 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
4514 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."));
4519 o_ptr->timeout += k_ptr->pval;
4525 /* All staffs, wands. */
4526 recharge_strength = (100 + power - lev) / 15;
4529 if (recharge_strength < 0) recharge_strength = 0;
4532 if (one_in_(recharge_strength))
4534 /* Activate the failure code. */
4539 if (o_ptr->pval > 0)
4541 p_ptr->csp += lev / 2;
4544 /* XXX Hack -- unstack if necessary */
4545 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
4551 /* Obtain a local object */
4552 object_copy(q_ptr, o_ptr);
4554 /* Modify quantity */
4557 /* Restore the charges */
4560 /* Unstack the used item */
4562 p_ptr->total_weight -= q_ptr->weight;
4563 item = inven_carry(q_ptr);
4565 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
4570 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
4572 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
4576 /* Inflict the penalties for failing a recharge. */
4579 /* Artifacts are never destroyed. */
4580 if (object_is_fixed_artifact(o_ptr))
4582 object_desc(o_name, o_ptr, OD_NAME_ONLY);
4583 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);
4585 /* Artifact rods. */
4586 if (o_ptr->tval == TV_ROD)
4587 o_ptr->timeout = k_ptr->pval * o_ptr->number;
4589 /* Artifact wands and staffs. */
4590 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
4595 /* Get the object description */
4596 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4598 /*** Determine Seriousness of Failure ***/
4600 /* Mages recharge objects more safely. */
4601 if (IS_WIZARD_CLASS())
4603 /* 10% chance to blow up one rod, otherwise draining. */
4604 if (o_ptr->tval == TV_ROD)
4606 if (one_in_(10)) fail_type = 2;
4609 /* 75% chance to blow up one wand, otherwise draining. */
4610 else if (o_ptr->tval == TV_WAND)
4612 if (!one_in_(3)) fail_type = 2;
4615 /* 50% chance to blow up one staff, otherwise no effect. */
4616 else if (o_ptr->tval == TV_STAFF)
4618 if (one_in_(2)) fail_type = 2;
4623 /* All other classes get no special favors. */
4626 /* 33% chance to blow up one rod, otherwise draining. */
4627 if (o_ptr->tval == TV_ROD)
4629 if (one_in_(3)) fail_type = 2;
4632 /* 20% chance of the entire stack, else destroy one wand. */
4633 else if (o_ptr->tval == TV_WAND)
4635 if (one_in_(5)) fail_type = 3;
4638 /* Blow up one staff. */
4639 else if (o_ptr->tval == TV_STAFF)
4645 /*** Apply draining and destruction. ***/
4647 /* Drain object or stack of objects. */
4650 if (o_ptr->tval == TV_ROD)
4652 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
4653 "You save your rod from destruction, but all charges are lost."), o_name);
4654 o_ptr->timeout = k_ptr->pval * o_ptr->number;
4656 else if (o_ptr->tval == TV_WAND)
4658 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);
4661 /* Staffs aren't drained. */
4664 /* Destroy an object or one in a stack of objects. */
4667 if (o_ptr->number > 1)
4669 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);
4670 /* Reduce rod stack maximum timeout, drain wands. */
4671 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
4672 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
4676 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);
4679 /* Reduce and describe inventory */
4682 inven_item_increase(item, -1);
4683 inven_item_describe(item);
4684 inven_item_optimize(item);
4687 /* Reduce and describe floor item */
4690 floor_item_increase(0 - item, -1);
4691 floor_item_describe(0 - item);
4692 floor_item_optimize(0 - item);
4696 /* Destroy all members of a stack of objects. */
4699 if (o_ptr->number > 1)
4700 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);
4702 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
4704 /* Reduce and describe inventory */
4707 inven_item_increase(item, -999);
4708 inven_item_describe(item);
4709 inven_item_optimize(item);
4712 /* Reduce and describe floor item */
4715 floor_item_increase(0 - item, -999);
4716 floor_item_describe(0 - item);
4717 floor_item_optimize(0 - item);
4723 if (p_ptr->csp > p_ptr->msp)
4725 p_ptr->csp = p_ptr->msp;
4728 /* Redraw mana and hp */
4729 p_ptr->redraw |= (PR_MANA);
4731 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
4732 p_ptr->window |= (PW_INVEN);
4739 * @brief 皆殺し(全方向攻撃)処理
4740 * @param py プレイヤーY座標
4741 * @param px プレイヤーX座標
4748 monster_type *m_ptr;
4751 for (dir = 0; dir < 8; dir++)
4753 y = p_ptr->y + ddy_ddd[dir];
4754 x = p_ptr->x + ddx_ddd[dir];
4755 c_ptr = &cave[y][x];
4757 /* Get the monster */
4758 m_ptr = &m_list[c_ptr->m_idx];
4760 /* Hack -- attack monsters */
4761 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
4770 feature_type *f_ptr, *mimic_f_ptr;
4773 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4774 y = p_ptr->y + ddy[dir];
4775 x = p_ptr->x + ddx[dir];
4776 c_ptr = &cave[y][x];
4777 f_ptr = &f_info[c_ptr->feat];
4778 mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
4782 if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
4784 msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
4786 else if (have_flag(f_ptr->flags, FF_PERMANENT))
4788 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);
4790 else if (c_ptr->m_idx)
4792 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4793 msg_print(_("何かが邪魔しています!", "There's something in the way!"));
4795 if (!m_ptr->ml || !is_pet(m_ptr)) py_attack(y, x, 0);
4797 else if (have_flag(f_ptr->flags, FF_TREE))
4799 msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
4801 else if (have_flag(f_ptr->flags, FF_GLASS))
4803 msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
4805 else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
4807 (void)set_food(p_ptr->food + 3000);
4809 else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
4811 (void)set_food(p_ptr->food + 5000);
4815 msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
4816 (void)set_food(p_ptr->food + 10000);
4819 /* Destroy the wall */
4820 cave_alter_feat(y, x, FF_HURT_ROCK);
4822 /* Move the player */
4823 (void)move_player_effect(y, x, MPE_DONT_PICKUP);
4828 bool shock_power(void)
4833 PLAYER_LEVEL plev = p_ptr->lev;
4834 int boost = P_PTR_KI;
4835 if (heavy_armor()) boost /= 2;
4838 if (!get_aim_dir(&dir)) return FALSE;
4840 y = p_ptr->y + ddy[dir];
4841 x = p_ptr->x + ddx[dir];
4842 dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
4843 fire_beam(GF_MISSILE, dir, dam);
4844 if (cave[y][x].m_idx)
4849 MONSTER_IDX m_idx = cave[y][x].m_idx;
4850 monster_type *m_ptr = &m_list[m_idx];
4851 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4852 GAME_TEXT m_name[MAX_NLEN];
4854 monster_desc(m_name, m_ptr, 0);
4856 if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
4858 msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
4862 for (i = 0; i < 5; i++)
4866 if (cave_empty_bold(y, x))
4873 if ((ty != oy) || (tx != ox))
4875 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
4876 cave[oy][ox].m_idx = 0;
4877 cave[ty][tx].m_idx = (s16b)m_idx;
4878 m_ptr->fy = (byte_hack)ty;
4879 m_ptr->fx = (byte_hack)tx;
4881 update_monster(m_idx, TRUE);
4885 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
4886 p_ptr->update |= (PU_MON_LITE);