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_monster(m_idx, TRUE);
126 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
127 p_ptr->update |= (PU_MON_LITE);
134 * @brief モンスターを指定された座標付近にテレポートする /
135 * Teleport monster next to a grid near the given location
136 * @param m_idx モンスターID
139 * @param power テレポート成功確率
143 void teleport_monster_to(MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, BIT_FLAGS mode)
145 POSITION ny, nx, oy, ox;
150 monster_type *m_ptr = &m_list[m_idx];
153 if(!m_ptr->r_idx) return;
156 if(randint1(100) > power) return;
161 /* Save the old location */
165 /* Minimum distance */
168 /* Look until done */
169 while (look && --attempts)
171 /* Verify max distance */
172 if (dis > 200) dis = 200;
174 /* Try several locations */
175 for (i = 0; i < 500; i++)
177 /* Pick a (possibly illegal) location */
180 ny = rand_spread(ty, dis);
181 nx = rand_spread(tx, dis);
182 d = distance(ty, tx, ny, nx);
183 if ((d >= min) && (d <= dis)) break;
186 /* Ignore illegal locations */
187 if (!in_bounds(ny, nx)) continue;
189 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
191 /* No teleporting into vaults and such */
192 /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
194 /* This grid looks good */
201 /* Increase the maximum distance */
204 /* Decrease the minimum distance */
208 if (attempts < 1) return;
210 sound(SOUND_TPOTHER);
212 /* Update the old location */
213 cave[oy][ox].m_idx = 0;
215 /* Update the new location */
216 cave[ny][nx].m_idx = m_idx;
218 /* Move the monster */
222 update_monster(m_idx, TRUE);
226 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
227 p_ptr->update |= (PU_MON_LITE);
231 * @brief プレイヤーのテレポート先選定と移動処理 /
232 * Teleport the player to a location up to "dis" grids away.
235 * @return 実際にテレポート処理が行われたらtrue
238 * If no such spaces are readily available, the distance may increase.
239 * Try very hard to move the player at least a quarter that distance.
241 * There was a nasty tendency for a long time; which was causing the
242 * player to "bounce" between two or three different spots because
243 * these are the only spots that are "far enough" way to satisfy the
246 * But this tendency is now removed; in the new algorithm, a list of
247 * candidates is selected first, which includes at least 50% of all
248 * floor grids within the distance, and any single grid in this list
249 * of candidates has equal possibility to be choosen as a destination.
253 bool teleport_player_aux(POSITION dis, BIT_FLAGS mode)
255 int candidates_at[MAX_TELEPORT_DISTANCE + 1];
256 int total_candidates, cur_candidates;
257 POSITION y = 0, x = 0;
260 int left = MAX(1, p_ptr->x - dis);
261 int right = MIN(cur_wid - 2, p_ptr->x + dis);
262 int top = MAX(1, p_ptr->y - dis);
263 int bottom = MIN(cur_hgt - 2, p_ptr->y + dis);
265 if (p_ptr->wild_mode) return FALSE;
267 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
269 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
273 /* Initialize counters */
274 total_candidates = 0;
275 for (i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
276 candidates_at[i] = 0;
278 /* Limit the distance */
279 if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
281 /* Search valid locations */
282 for (y = top; y <= bottom; y++)
284 for (x = left; x <= right; x++)
288 /* Skip illegal locations */
289 if (!cave_player_teleportable_bold(y, x, mode)) continue;
291 /* Calculate distance */
292 d = distance(p_ptr->y, p_ptr->x, y, x);
294 /* Skip too far locations */
295 if (d > dis) continue;
297 /* Count the total number of candidates */
300 /* Count the number of candidates in this circumference */
305 /* No valid location! */
306 if (0 == total_candidates) return FALSE;
308 /* Fix the minimum distance */
309 for (cur_candidates = 0, min = dis; min >= 0; min--)
311 cur_candidates += candidates_at[min];
313 /* 50% of all candidates will have an equal chance to be choosen. */
314 if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
317 /* Pick up a single location randomly */
318 pick = randint1(cur_candidates);
320 /* Search again the choosen location */
321 for (y = top; y <= bottom; y++)
323 for (x = left; x <= right; x++)
327 /* Skip illegal locations */
328 if (!cave_player_teleportable_bold(y, x, mode)) continue;
330 /* Calculate distance */
331 d = distance(p_ptr->y, p_ptr->x, y, x);
333 /* Skip too far locations */
334 if (d > dis) continue;
336 /* Skip too close locations */
337 if (d < min) continue;
339 /* This grid was picked up? */
348 if (player_bold(y, x)) return FALSE;
350 sound(SOUND_TELEPORT);
353 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
354 msg_format("『こっちだぁ、%s』", p_ptr->name);
357 /* Move the player */
358 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
364 * @brief プレイヤーのテレポート処理メインルーチン
369 void teleport_player(POSITION dis, BIT_FLAGS mode)
373 /* Save the old location */
374 POSITION oy = p_ptr->y;
375 POSITION ox = p_ptr->x;
377 if (!teleport_player_aux(dis, mode)) return;
379 /* Monsters with teleport ability may follow the player */
380 for (xx = -1; xx < 2; xx++)
382 for (yy = -1; yy < 2; yy++)
384 MONSTER_IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
386 /* A monster except your mount may follow */
387 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx))
389 monster_type *m_ptr = &m_list[tmp_m_idx];
390 monster_race *r_ptr = &r_info[m_ptr->r_idx];
393 * The latter limitation is to avoid
394 * totally unkillable suckers...
396 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
397 !(r_ptr->flagsr & RFR_RES_TELE))
399 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
408 * @brief プレイヤーのテレポートアウェイ処理 /
409 * @param m_idx アウェイを試みたプレイヤーID
413 void teleport_player_away(MONSTER_IDX m_idx, POSITION dis)
417 /* Save the old location */
418 POSITION oy = p_ptr->y;
419 POSITION ox = p_ptr->x;
421 if (!teleport_player_aux(dis, TELEPORT_PASSIVE)) return;
423 /* Monsters with teleport ability may follow the player */
424 for (xx = -1; xx < 2; xx++)
426 for (yy = -1; yy < 2; yy++)
428 IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
430 /* A monster except your mount or caster may follow */
431 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx) && (m_idx != tmp_m_idx))
433 monster_type *m_ptr = &m_list[tmp_m_idx];
434 monster_race *r_ptr = &r_info[m_ptr->r_idx];
437 * The latter limitation is to avoid
438 * totally unkillable suckers...
440 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
441 !(r_ptr->flagsr & RFR_RES_TELE))
443 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
452 * @brief プレイヤーを指定位置近辺にテレポートさせる
453 * Teleport player to a grid near the given location
456 * @param mode オプションフラグ
460 * This function is slightly obsessive about correctness.
461 * This function allows teleporting into vaults (!)
464 void teleport_player_to(POSITION ny, POSITION nx, BIT_FLAGS mode)
467 POSITION dis = 0, ctr = 0;
469 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
471 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
475 /* Find a usable location */
478 /* Pick a nearby legal location */
481 y = (POSITION)rand_spread(ny, dis);
482 x = (POSITION)rand_spread(nx, dis);
483 if (in_bounds(y, x)) break;
486 /* Accept any grid when wizard mode */
487 if (p_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!cave[y][x].m_idx || (cave[y][x].m_idx == p_ptr->riding))) break;
489 /* Accept teleportable floor grids */
490 if (cave_player_teleportable_bold(y, x, mode)) break;
492 /* Occasionally advance the distance */
493 if (++ctr > (4 * dis * dis + 4 * dis + 1))
500 sound(SOUND_TELEPORT);
502 /* Move the player */
503 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
507 void teleport_away_followable(MONSTER_IDX m_idx)
509 monster_type *m_ptr = &m_list[m_idx];
510 POSITION oldfy = m_ptr->fy;
511 POSITION oldfx = m_ptr->fx;
512 bool old_ml = m_ptr->ml;
513 POSITION old_cdis = m_ptr->cdis;
515 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
517 if (old_ml && (old_cdis <= MAX_SIGHT) && !world_monster && !p_ptr->inside_battle && los(p_ptr->y, p_ptr->x, oldfy, oldfx))
521 if ((p_ptr->muta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
524 BIT_FLAGS flgs[TR_FLAG_SIZE];
528 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
530 o_ptr = &inventory[i];
531 if (o_ptr->k_idx && !object_is_cursed(o_ptr))
533 object_flags(o_ptr, flgs);
534 if (have_flag(flgs, TR_TELEPORT))
545 if (get_check_strict(_("ついていきますか?", "Do you follow it? "), CHECK_OKAY_CANCEL))
549 teleport_player(200, TELEPORT_PASSIVE);
550 msg_print(_("失敗!", "Failed!"));
552 else teleport_player_to(m_ptr->fy, m_ptr->fx, 0L);
553 p_ptr->energy_need += ENERGY_NEED();
561 * @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 /
562 * Teleport the player one level up or down (random when legal)
563 * @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.
566 void teleport_level(MONSTER_IDX m_idx)
569 GAME_TEXT m_name[160];
572 if (m_idx <= 0) /* To player */
574 strcpy(m_name, _("あなた", "you"));
576 else /* To monster */
578 monster_type *m_ptr = &m_list[m_idx];
580 /* Get the monster name (or "it") */
581 monster_desc(m_name, m_ptr, 0);
583 see_m = is_seen(m_ptr);
586 /* No effect in some case */
587 if (TELE_LEVEL_IS_INEFF(m_idx))
589 if (see_m) msg_print(_("効果がなかった。", "There is no effect."));
593 if ((m_idx <= 0) && p_ptr->anti_tele) /* To player */
595 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
599 /* Choose up or down */
600 if (randint0(100) < 50) go_up = TRUE;
603 if ((m_idx <= 0) && p_ptr->wizard)
605 if (get_check("Force to go up? ")) go_up = TRUE;
606 else if (get_check("Force to go down? ")) go_up = FALSE;
610 if ((ironman_downward && (m_idx <= 0)) || (dun_level <= d_info[dungeon_type].mindepth))
613 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
615 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
617 if (m_idx <= 0) /* To player */
621 dungeon_type = ironman_downward ? DUNGEON_ANGBAND : p_ptr->recall_dungeon;
622 p_ptr->oldpy = p_ptr->y;
623 p_ptr->oldpx = p_ptr->x;
626 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
628 if (autosave_l) do_cmd_save_game(TRUE);
632 dun_level = d_info[dungeon_type].mindepth;
633 prepare_change_floor_mode(CFM_RAND_PLACE);
637 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
641 p_ptr->leaving = TRUE;
646 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
649 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
651 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
655 if (m_idx <= 0) /* To player */
657 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
659 if (autosave_l) do_cmd_save_game(TRUE);
661 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
666 p_ptr->inside_quest = 0;
667 p_ptr->leaving = TRUE;
673 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
675 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
679 if (m_idx <= 0) /* To player */
681 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
683 if (autosave_l) do_cmd_save_game(TRUE);
685 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
688 p_ptr->leaving = TRUE;
694 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
696 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
699 if (m_idx <= 0) /* To player */
701 /* Never reach this code on the surface */
702 /* if (!dun_level) dungeon_type = p_ptr->recall_dungeon; */
704 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
706 if (autosave_l) do_cmd_save_game(TRUE);
708 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
711 p_ptr->leaving = TRUE;
715 /* Monster level teleportation is simple deleting now */
718 monster_type *m_ptr = &m_list[m_idx];
720 /* Check for quest completion */
721 check_quest_completion(m_ptr);
723 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
725 char m2_name[MAX_NLEN];
727 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
728 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
731 delete_monster_idx(m_idx);
734 sound(SOUND_TPLEVEL);
739 * @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。
740 * @param note ダンジョンに施す処理記述
743 * @return 選択されたダンジョンID
745 DUNGEON_IDX choose_dungeon(cptr note, POSITION y, POSITION x)
747 DUNGEON_IDX select_dungeon;
752 /* Hack -- No need to choose dungeon in some case */
753 if (lite_town || vanilla_town || ironman_downward)
755 if (max_dlv[DUNGEON_ANGBAND]) return DUNGEON_ANGBAND;
758 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);
764 /* Allocate the "dun" array */
765 C_MAKE(dun, max_d_idx, s16b);
768 for(i = 1; i < max_d_idx; i++)
773 if (!d_info[i].maxdepth) continue;
774 if (!max_dlv[i]) continue;
775 if (d_info[i].final_guardian)
777 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
779 else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
781 sprintf(buf,_(" %c) %c%-12s : 最大 %d 階", " %c) %c%-16s : Max level %d"),
782 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, (int)max_dlv[i]);
783 prt(buf, y + num, x);
789 prt(_(" 選べるダンジョンがない。", " No dungeon is available."), y, x);
792 prt(format(_("どのダンジョン%sしますか:", "Which dungeon do you %s?: "), note), 0, 0);
796 if ((i == ESCAPE) || !num)
798 /* Free the "dun" array */
799 C_KILL(dun, max_d_idx, s16b);
804 if (i >= 'a' && i <('a'+num))
806 select_dungeon = dun[i-'a'];
813 /* Free the "dun" array */
814 C_KILL(dun, max_d_idx, s16b);
816 return select_dungeon;
821 * @brief プレイヤーの帰還発動及び中止処理 /
822 * Recall the player to town or dungeon
823 * @param turns 発動までのターン数
826 bool recall_player(TIME_EFFECT turns)
829 * TODO: Recall the player to the last
830 * visited town when in the wilderness
834 if (p_ptr->inside_arena || ironman_downward)
836 msg_print(_("何も起こらなかった。", "Nothing happens."));
840 if (dun_level && (max_dlv[dungeon_type] > dun_level) && !p_ptr->inside_quest && !p_ptr->word_recall)
842 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? ")))
844 max_dlv[dungeon_type] = dun_level;
846 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, _("帰還のときに", "when recall from dungeon"));
850 if (!p_ptr->word_recall)
854 DUNGEON_IDX select_dungeon;
855 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
856 if (!select_dungeon) return FALSE;
857 p_ptr->recall_dungeon = select_dungeon;
859 p_ptr->word_recall = turns;
860 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
861 p_ptr->redraw |= (PR_STATUS);
865 p_ptr->word_recall = 0;
866 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
867 p_ptr->redraw |= (PR_STATUS);
876 bool word_of_recall(void)
878 return(recall_player(randint0(21) + 15));
883 * @return リセット処理が実際に行われたらTRUEを返す
885 bool reset_recall(void)
887 int select_dungeon, dummy = 0;
891 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
894 if (ironman_downward)
896 msg_print(_("何も起こらなかった。", "Nothing happens."));
900 if (!select_dungeon) return FALSE;
902 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
903 (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
906 sprintf(tmp_val, "%d", (int)MAX(dun_level, 1));
908 /* Ask for a level */
909 if (get_string(ppp, tmp_val, 10))
911 /* Extract request */
912 dummy = atoi(tmp_val);
915 if (dummy < 1) dummy = 1;
918 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
919 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
921 max_dlv[select_dungeon] = dummy;
924 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
927 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);
929 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
942 * @brief プレイヤーの装備劣化処理 /
943 * Apply disenchantment to the player's stuff
944 * @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
945 * @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 /
946 * Return "TRUE" if the player notices anything
948 bool apply_disenchant(BIT_FLAGS mode)
952 GAME_TEXT o_name[MAX_NLEN];
953 int to_h, to_d, to_a, pval;
955 /* Pick a random slot */
958 case 1: t = INVEN_RARM; break;
959 case 2: t = INVEN_LARM; break;
960 case 3: t = INVEN_BOW; break;
961 case 4: t = INVEN_BODY; break;
962 case 5: t = INVEN_OUTER; break;
963 case 6: t = INVEN_HEAD; break;
964 case 7: t = INVEN_HANDS; break;
965 case 8: t = INVEN_FEET; break;
968 o_ptr = &inventory[t];
970 /* No item, nothing happens */
971 if (!o_ptr->k_idx) return (FALSE);
973 /* Disenchant equipments only -- No disenchant on monster ball */
974 if (!object_is_weapon_armour_ammo(o_ptr))
977 /* Nothing to disenchant */
978 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
980 /* Nothing to notice */
985 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
988 /* Artifacts have 71% chance to resist */
989 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
992 msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
994 msg_format("Your %s (%c) resist%s disenchantment!",
995 o_name, index_to_label(t),
996 ((o_ptr->number != 1) ? "" : "s"));
1004 /* Memorize old value */
1010 /* Disenchant tohit */
1011 if (o_ptr->to_h > 0) o_ptr->to_h--;
1012 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
1014 /* Disenchant todam */
1015 if (o_ptr->to_d > 0) o_ptr->to_d--;
1016 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
1018 /* Disenchant toac */
1019 if (o_ptr->to_a > 0) o_ptr->to_a--;
1020 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
1022 /* Disenchant pval (occasionally) */
1023 /* Unless called from wild_magic() */
1024 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
1026 if ((to_h != o_ptr->to_h) || (to_d != o_ptr->to_d) ||
1027 (to_a != o_ptr->to_a) || (pval != o_ptr->pval))
1030 msg_format("%s(%c)は劣化してしまった!",
1031 o_name, index_to_label(t) );
1033 msg_format("Your %s (%c) %s disenchanted!",
1034 o_name, index_to_label(t),
1035 ((o_ptr->number != 1) ? "were" : "was"));
1038 chg_virtue(V_HARMONY, 1);
1039 chg_virtue(V_ENCHANT, -2);
1041 /* Recalculate bonuses */
1042 p_ptr->update |= (PU_BONUS);
1044 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
1053 * @brief プレイヤーの突然変異処理
1056 void mutate_player(void)
1058 BASE_STATUS max1, cur1, max2, cur2;
1061 /* Pick a pair of stats */
1063 for (jj = ii; jj == ii; jj = randint0(6)) /* loop */;
1065 max1 = p_ptr->stat_max[ii];
1066 cur1 = p_ptr->stat_cur[ii];
1067 max2 = p_ptr->stat_max[jj];
1068 cur2 = p_ptr->stat_cur[jj];
1070 p_ptr->stat_max[ii] = max2;
1071 p_ptr->stat_cur[ii] = cur2;
1072 p_ptr->stat_max[jj] = max1;
1073 p_ptr->stat_cur[jj] = cur1;
1077 if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
1078 if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
1081 p_ptr->update |= (PU_BONUS);
1086 * @brief プレイヤーの因果混乱処理 / Apply Nexus
1087 * @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
1090 void apply_nexus(monster_type *m_ptr)
1092 switch (randint1(7))
1094 case 1: case 2: case 3:
1096 teleport_player(200, TELEPORT_PASSIVE);
1102 teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
1108 if (randint0(100) < p_ptr->skill_sav)
1110 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1114 /* Teleport Level */
1121 if (randint0(100) < p_ptr->skill_sav)
1123 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1127 msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
1136 * @brief 寿命つき光源の燃素追加処理 /
1137 * Charge a lite (torch or latern)
1140 void phlogiston(void)
1142 GAME_TURN max_flog = 0;
1143 object_type * o_ptr = &inventory[INVEN_LITE];
1146 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
1148 max_flog = FUEL_LAMP;
1152 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
1154 max_flog = FUEL_TORCH;
1157 /* No torch to refill */
1160 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."));
1164 if (o_ptr->xtra4 >= max_flog)
1166 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."));
1171 o_ptr->xtra4 += (XTRA16)(max_flog / 2);
1173 msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
1175 if (o_ptr->xtra4 >= max_flog)
1177 o_ptr->xtra4 = (XTRA16)max_flog;
1178 msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
1181 /* Recalculate torch */
1182 p_ptr->update |= (PU_TORCH);
1187 * @brief 武器へのエゴ付加処理 /
1188 * Brand the current weapon
1189 * @param brand_type エゴ化ID(e_info.txtとは連動していない)
1192 void brand_weapon(int brand_type)
1199 /* Assume enchant weapon */
1200 item_tester_hook = object_allow_enchant_melee_weapon;
1202 q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
1203 s = _("強化できる武器がない。", "You have nothing to enchant.");
1205 if (!get_item(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT))) return;
1207 /* Get the item (in the pack) */
1210 o_ptr = &inventory[item];
1213 /* Get the item (on the floor) */
1216 o_ptr = &o_list[0 - item];
1220 /* you can never modify artifacts / ego-items */
1221 /* you can never modify cursed items */
1222 /* TY: You _can_ modify broken items (if you're silly enough) */
1223 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1224 !object_is_cursed(o_ptr) &&
1225 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1226 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1227 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
1231 /* Let's get the name before it is changed... */
1232 GAME_TEXT o_name[MAX_NLEN];
1233 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1238 if (o_ptr->tval == TV_SWORD)
1240 act = _("は鋭さを増した!", "becomes very sharp!");
1242 o_ptr->name2 = EGO_SHARPNESS;
1243 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, dun_level) + 1;
1245 if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
1250 act = _("は破壊力を増した!", "seems very powerful.");
1251 o_ptr->name2 = EGO_EARTHQUAKES;
1252 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, dun_level);
1256 act = _("は人間の血を求めている!", "seems to be looking for humans!");
1257 o_ptr->name2 = EGO_KILL_HUMAN;
1260 act = _("は電撃に覆われた!", "covered with lightning!");
1261 o_ptr->name2 = EGO_BRAND_ELEC;
1264 act = _("は酸に覆われた!", "coated with acid!");
1265 o_ptr->name2 = EGO_BRAND_ACID;
1268 act = _("は邪悪なる怪物を求めている!", "seems to be looking for evil monsters!");
1269 o_ptr->name2 = EGO_KILL_EVIL;
1272 act = _("は異世界の住人の肉体を求めている!", "seems to be looking for demons!");
1273 o_ptr->name2 = EGO_KILL_DEMON;
1276 act = _("は屍を求めている!", "seems to be looking for undead!");
1277 o_ptr->name2 = EGO_KILL_UNDEAD;
1280 act = _("は動物の血を求めている!", "seems to be looking for animals!");
1281 o_ptr->name2 = EGO_KILL_ANIMAL;
1284 act = _("はドラゴンの血を求めている!", "seems to be looking for dragons!");
1285 o_ptr->name2 = EGO_KILL_DRAGON;
1288 act = _("はトロルの血を求めている!", "seems to be looking for troll!s");
1289 o_ptr->name2 = EGO_KILL_TROLL;
1292 act = _("はオークの血を求めている!", "seems to be looking for orcs!");
1293 o_ptr->name2 = EGO_KILL_ORC;
1296 act = _("は巨人の血を求めている!", "seems to be looking for giants!");
1297 o_ptr->name2 = EGO_KILL_GIANT;
1300 act = _("は非常に不安定になったようだ。", "seems very unstable now.");
1301 o_ptr->name2 = EGO_TRUMP;
1302 o_ptr->pval = randint1(2);
1305 act = _("は血を求めている!", "thirsts for blood!");
1306 o_ptr->name2 = EGO_VAMPIRIC;
1309 act = _("は毒に覆われた。", "is coated with poison.");
1310 o_ptr->name2 = EGO_BRAND_POIS;
1313 act = _("は純ログルスに飲み込まれた。", "is engulfed in raw Logrus!");
1314 o_ptr->name2 = EGO_CHAOTIC;
1317 act = _("は炎のシールドに覆われた!", "is covered in a fiery shield!");
1318 o_ptr->name2 = EGO_BRAND_FIRE;
1321 act = _("は深く冷たいブルーに輝いた!", "glows deep, icy blue!");
1322 o_ptr->name2 = EGO_BRAND_COLD;
1326 msg_format(_("あなたの%s%s", "Your %s %s"), o_name, act);
1327 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1329 o_ptr->discount = 99;
1330 chg_virtue(V_ENCHANT, 2);
1334 if (flush_failure) flush();
1336 msg_print(_("属性付加に失敗した。", "The Branding failed."));
1337 chg_virtue(V_ENCHANT, -2);
1344 * @brief 虚無招来によるフロア中の全壁除去処理 /
1345 * Vanish all walls in this floor
1346 * @return 実際に処理が反映された場合TRUE
1348 static bool vanish_dungeon(void)
1352 feature_type *f_ptr;
1353 monster_type *m_ptr;
1354 GAME_TEXT m_name[MAX_NLEN];
1356 /* Prevent vasishing of quest levels and town */
1357 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1362 /* Scan all normal grids */
1363 for (y = 1; y < cur_hgt - 1; y++)
1365 for (x = 1; x < cur_wid - 1; x++)
1367 c_ptr = &cave[y][x];
1369 /* Seeing true feature code (ignore mimic) */
1370 f_ptr = &f_info[c_ptr->feat];
1372 /* Lose room and vault */
1373 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1375 m_ptr = &m_list[c_ptr->m_idx];
1378 if (c_ptr->m_idx && MON_CSLEEP(m_ptr))
1380 /* Reset sleep counter */
1381 (void)set_monster_csleep(c_ptr->m_idx, 0);
1383 /* Notice the "waking up" */
1386 monster_desc(m_name, m_ptr, 0);
1387 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1391 /* Process all walls, doors and patterns */
1392 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(y, x, FF_HURT_DISI);
1396 /* Special boundary walls -- Top and bottom */
1397 for (x = 0; x < cur_wid; x++)
1399 c_ptr = &cave[0][x];
1400 f_ptr = &f_info[c_ptr->mimic];
1402 /* Lose room and vault */
1403 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1405 /* Set boundary mimic if needed */
1406 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1408 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1410 /* Check for change to boring grid */
1411 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1414 c_ptr = &cave[cur_hgt - 1][x];
1415 f_ptr = &f_info[c_ptr->mimic];
1417 /* Lose room and vault */
1418 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1420 /* Set boundary mimic if needed */
1421 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1423 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1425 /* Check for change to boring grid */
1426 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1430 /* Special boundary walls -- Left and right */
1431 for (y = 1; y < (cur_hgt - 1); y++)
1433 c_ptr = &cave[y][0];
1434 f_ptr = &f_info[c_ptr->mimic];
1436 /* Lose room and vault */
1437 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1439 /* Set boundary mimic if needed */
1440 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1442 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1444 /* Check for change to boring grid */
1445 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1448 c_ptr = &cave[y][cur_wid - 1];
1449 f_ptr = &f_info[c_ptr->mimic];
1451 /* Lose room and vault */
1452 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1454 /* Set boundary mimic if needed */
1455 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1457 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1459 /* Check for change to boring grid */
1460 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1464 /* Mega-Hack -- Forget the view and lite */
1465 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1466 p_ptr->redraw |= (PR_MAP);
1467 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1476 void call_the_(void)
1480 bool do_call = TRUE;
1482 for (i = 0; i < 9; i++)
1484 c_ptr = &cave[p_ptr->y + ddy_ddd[i]][p_ptr->x + ddx_ddd[i]];
1486 if (!cave_have_flag_grid(c_ptr, FF_PROJECT))
1488 if (!c_ptr->mimic || !have_flag(f_info[c_ptr->mimic].flags, FF_PROJECT) ||
1489 !permanent_wall(&f_info[c_ptr->feat]))
1499 for (i = 1; i < 10; i++)
1501 if (i - 5) fire_ball(GF_ROCKET, i, 175, 2);
1504 for (i = 1; i < 10; i++)
1506 if (i - 5) fire_ball(GF_MANA, i, 175, 3);
1509 for (i = 1; i < 10; i++)
1511 if (i - 5) fire_ball(GF_NUKE, i, 175, 4);
1515 /* Prevent destruction of quest levels and town */
1516 else if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1518 msg_print(_("地面が揺れた。", "The ground trembles."));
1524 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
1525 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
1527 msg_format("You %s the %s too close to a wall!",
1528 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1529 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1531 msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
1535 if (!vanish_dungeon()) msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon silences a moment."));
1539 if (destroy_area(p_ptr->y, p_ptr->x, 15 + p_ptr->lev + randint0(11), FALSE))
1540 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
1542 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
1545 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1551 * @brief アイテム引き寄せ処理 /
1552 * Fetch an item (teleport it right underneath the caster)
1553 * @param dir 魔法の発動方向
1555 * @param require_los 射線の通りを要求するならばTRUE
1558 void fetch(DIRECTION dir, WEIGHT wgt, bool require_los)
1564 GAME_TEXT o_name[MAX_NLEN];
1566 /* Check to see if an object is already there */
1567 if (cave[p_ptr->y][p_ptr->x].o_idx)
1569 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."));
1574 if (dir == 5 && target_okay())
1579 if (distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE)
1581 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!"));
1585 c_ptr = &cave[ty][tx];
1587 /* We need an item to fetch */
1590 msg_print(_("そこには何もありません。", "There is no object at this place."));
1594 /* No fetching from vault */
1595 if (c_ptr->info & CAVE_ICKY)
1597 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."));
1601 /* We need to see the item */
1604 if (!player_has_los_bold(ty, tx))
1606 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."));
1609 else if (!projectable(p_ptr->y, p_ptr->x, ty, tx))
1611 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
1624 c_ptr = &cave[ty][tx];
1626 if ((distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE) ||
1627 !cave_have_flag_bold(ty, tx, FF_PROJECT)) return;
1629 while (!c_ptr->o_idx);
1632 o_ptr = &o_list[c_ptr->o_idx];
1634 if (o_ptr->weight > wgt)
1636 /* Too heavy to 'fetch' */
1637 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
1642 c_ptr->o_idx = o_ptr->next_o_idx;
1643 cave[p_ptr->y][p_ptr->x].o_idx = i; /* 'move' it */
1645 o_ptr->next_o_idx = 0;
1646 o_ptr->iy = (byte)p_ptr->y;
1647 o_ptr->ix = (byte)p_ptr->x;
1649 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1650 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);
1652 note_spot(p_ptr->y, p_ptr->x);
1653 p_ptr->redraw |= PR_MAP;
1660 void alter_reality(void)
1662 /* Ironman option */
1663 if (p_ptr->inside_arena || ironman_downward)
1665 msg_print(_("何も起こらなかった。", "Nothing happens."));
1669 if (!p_ptr->alter_reality)
1671 TIME_EFFECT turns = randint0(21) + 15;
1673 p_ptr->alter_reality = turns;
1674 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
1676 p_ptr->redraw |= (PR_STATUS);
1680 p_ptr->alter_reality = 0;
1681 msg_print(_("景色が元に戻った...", "The view around you got back..."));
1682 p_ptr->redraw |= (PR_STATUS);
1689 * @brief 守りのルーン設置処理 /
1690 * Leave a "glyph of warding" which prevents monster movement
1691 * @return 実際に設置が行われた場合TRUEを返す
1693 bool warding_glyph(void)
1695 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1697 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1701 /* Create a glyph */
1702 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1703 cave[p_ptr->y][p_ptr->x].mimic = feat_glyph;
1705 note_spot(p_ptr->y, p_ptr->x);
1706 lite_spot(p_ptr->y, p_ptr->x);
1713 * @return 実際に設置が行われた場合TRUEを返す
1715 bool place_mirror(void)
1717 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1719 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1723 /* Create a mirror */
1724 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1725 cave[p_ptr->y][p_ptr->x].mimic = feat_mirror;
1727 /* Turn on the light */
1728 cave[p_ptr->y][p_ptr->x].info |= CAVE_GLOW;
1730 note_spot(p_ptr->y, p_ptr->x);
1731 lite_spot(p_ptr->y, p_ptr->x);
1732 update_local_illumination(p_ptr->y, p_ptr->x);
1739 * @brief 爆発のルーン設置処理 /
1740 * Leave an "explosive rune" which prevents monster movement
1741 * @return 実際に設置が行われた場合TRUEを返す
1743 bool explosive_rune(void)
1745 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1747 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1751 /* Create a glyph */
1752 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1753 cave[p_ptr->y][p_ptr->x].mimic = feat_explosive_rune;
1755 note_spot(p_ptr->y, p_ptr->x);
1756 lite_spot(p_ptr->y, p_ptr->x);
1763 * @brief 全所持アイテム鑑定処理 /
1764 * Identify everything being carried.
1765 * Done by a potion of "self knowledge".
1768 void identify_pack(void)
1772 /* Simply identify and know every item */
1773 for (i = 0; i < INVEN_TOTAL; i++)
1775 object_type *o_ptr = &inventory[i];
1777 /* Skip non-objects */
1778 if (!o_ptr->k_idx) continue;
1780 identify_item(o_ptr);
1782 /* Auto-inscription */
1783 autopick_alter_item(i, FALSE);
1789 * @brief 装備強化処理の失敗率定数(千分率) /
1790 * Used by the "enchant" function (chance of failure)
1791 * (modified for Zangband, we need better stuff there...) -- TY
1794 static int enchant_table[16] =
1796 0, 10, 50, 100, 200,
1797 300, 400, 500, 650, 800,
1798 950, 987, 993, 995, 998,
1805 * Removes curses from items in inventory
1806 * @param all 軽い呪いまでの解除ならば0
1807 * @return 解呪されたアイテムの数
1810 * Note that Items which are "Perma-Cursed" (The One Ring,
1811 * The Crown of Morgoth) can NEVER be uncursed.
1813 * Note that if "all" is FALSE, then Items which are
1814 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1815 * will not be uncursed.
1818 static int remove_curse_aux(int all)
1822 /* Attempt to uncurse items being worn */
1823 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1825 object_type *o_ptr = &inventory[i];
1827 /* Skip non-objects */
1828 if (!o_ptr->k_idx) continue;
1830 /* Uncursed already */
1831 if (!object_is_cursed(o_ptr)) continue;
1833 /* Heavily Cursed Items need a special spell */
1834 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1836 /* Perma-Cursed Items can NEVER be uncursed */
1837 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1840 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1845 o_ptr->curse_flags = 0L;
1847 /* Hack -- Assume felt */
1848 o_ptr->ident |= (IDENT_SENSE);
1850 o_ptr->feeling = FEEL_NONE;
1852 p_ptr->update |= (PU_BONUS);
1853 p_ptr->window |= (PW_EQUIP);
1855 /* Count the uncursings */
1861 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."));
1863 /* Return "something uncursed" */
1869 * @brief 装備の軽い呪い解呪処理 /
1870 * Remove most curses
1871 * @return 解呪に成功した装備数
1873 int remove_curse(void)
1875 return (remove_curse_aux(FALSE));
1879 * @brief 装備の重い呪い解呪処理 /
1881 * @return 解呪に成功した装備数
1883 int remove_all_curse(void)
1885 return (remove_curse_aux(TRUE));
1890 * @brief アイテムの価値に応じた錬金術処理 /
1891 * Turns an object into gold, gain some of its value in a shop
1892 * @return 処理が実際に行われたらTRUEを返す
1898 ITEM_NUMBER old_number;
1902 GAME_TEXT o_name[MAX_NLEN];
1903 char out_val[MAX_NLEN+40];
1907 /* Hack -- force destruction */
1908 if (command_arg > 0) force = TRUE;
1910 q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
1911 s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
1913 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
1915 /* Get the item (in the pack) */
1918 o_ptr = &inventory[item];
1921 /* Get the item (on the floor) */
1924 o_ptr = &o_list[0 - item];
1928 /* See how many items */
1929 if (o_ptr->number > 1)
1931 /* Get a quantity */
1932 amt = get_quantity(NULL, o_ptr->number);
1934 /* Allow user abort */
1935 if (amt <= 0) return FALSE;
1939 old_number = o_ptr->number;
1940 o_ptr->number = amt;
1941 object_desc(o_name, o_ptr, 0);
1942 o_ptr->number = old_number;
1944 /* Verify unless quantity given */
1947 if (confirm_destroy || (object_value(o_ptr) > 0))
1949 /* Make a verification */
1950 sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
1951 if (!get_check(out_val)) return FALSE;
1955 /* Artifacts cannot be destroyed */
1956 if (!can_player_destroy_object(o_ptr))
1958 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);
1963 price = object_value_real(o_ptr);
1967 msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
1973 if (amt > 1) price *= amt;
1975 if (price > 30000) price = 30000;
1976 msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
1981 p_ptr->redraw |= (PR_GOLD);
1983 p_ptr->window |= (PW_PLAYER);
1987 /* Eliminate the item (from the pack) */
1990 inven_item_increase(item, -amt);
1991 inven_item_describe(item);
1992 inven_item_optimize(item);
1995 /* Eliminate the item (from the floor) */
1998 floor_item_increase(0 - item, -amt);
1999 floor_item_describe(0 - item);
2000 floor_item_optimize(0 - item);
2008 * @brief 呪いの打ち破り処理 /
2009 * Break the curse of an item
2010 * @param o_ptr 呪い装備情報の参照ポインタ
2013 static void break_curse(object_type *o_ptr)
2015 if (object_is_cursed(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
2017 msg_print(_("かけられていた呪いが打ち破られた!", "The curse is broken!"));
2019 o_ptr->curse_flags = 0L;
2020 o_ptr->ident |= (IDENT_SENSE);
2021 o_ptr->feeling = FEEL_NONE;
2028 * Enchants a plus onto an item. -RAK-
2029 * @param o_ptr 強化するアイテムの参照ポインタ
2031 * @param eflag 強化オプション(命中/ダメージ/AC)
2032 * @return 強化に成功した場合TRUEを返す
2035 * Revamped! Now takes item pointer, number of times to try enchanting,
2036 * and a flag of what to try enchanting. Artifacts resist enchantment
2037 * some of the time, and successful enchantment to at least +0 might
2038 * break a curse on the item. -CFT-
2040 * Note that an item can technically be enchanted all the way to +15 if
2041 * you wait a very, very, long time. Going from +9 to +10 only works
2042 * about 5% of the time, and from +10 to +11 only about 1% of the time.
2044 * Note that this function can now be used on "piles" of items, and
2045 * the larger the pile, the lower the chance of success.
2048 bool enchant(object_type *o_ptr, int n, int eflag)
2050 int i, chance, prob;
2052 bool a = object_is_artifact(o_ptr);
2053 bool force = (eflag & ENCH_FORCE);
2056 /* Large piles resist enchantment */
2057 prob = o_ptr->number * 100;
2059 /* Missiles are easy to enchant */
2060 if ((o_ptr->tval == TV_BOLT) ||
2061 (o_ptr->tval == TV_ARROW) ||
2062 (o_ptr->tval == TV_SHOT))
2068 for (i = 0; i < n; i++)
2070 /* Hack -- Roll for pile resistance */
2071 if (!force && randint0(prob) >= 100) continue;
2073 /* Enchant to hit */
2074 if (eflag & ENCH_TOHIT)
2076 if (o_ptr->to_h < 0) chance = 0;
2077 else if (o_ptr->to_h > 15) chance = 1000;
2078 else chance = enchant_table[o_ptr->to_h];
2080 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2085 /* only when you get it above -1 -CFT */
2086 if (o_ptr->to_h >= 0)
2091 /* Enchant to damage */
2092 if (eflag & ENCH_TODAM)
2094 if (o_ptr->to_d < 0) chance = 0;
2095 else if (o_ptr->to_d > 15) chance = 1000;
2096 else chance = enchant_table[o_ptr->to_d];
2098 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2103 /* only when you get it above -1 -CFT */
2104 if (o_ptr->to_d >= 0)
2109 /* Enchant to armor class */
2110 if (eflag & ENCH_TOAC)
2112 if (o_ptr->to_a < 0) chance = 0;
2113 else if (o_ptr->to_a > 15) chance = 1000;
2114 else chance = enchant_table[o_ptr->to_a];
2116 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2121 /* only when you get it above -1 -CFT */
2122 if (o_ptr->to_a >= 0)
2129 if (!res) return (FALSE);
2131 /* Recalculate bonuses */
2132 p_ptr->update |= (PU_BONUS);
2134 /* Combine / Reorder the pack (later) */
2135 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2137 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2147 * @brief 装備修正強化処理のメインルーチン /
2148 * Enchant an item (in the inventory or on the floor)
2149 * @param num_hit 命中修正量
2150 * @param num_dam ダメージ修正量
2151 * @param num_ac AC修正量
2152 * @return 強化に成功した場合TRUEを返す
2154 * Note that "num_ac" requires armour, else weapon
2155 * Returns TRUE if attempted, FALSE if cancelled
2157 bool enchant_spell(HIT_PROB num_hit, HIT_POINT num_dam, ARMOUR_CLASS num_ac)
2162 GAME_TEXT o_name[MAX_NLEN];
2165 /* Assume enchant weapon */
2166 item_tester_hook = object_allow_enchant_weapon;
2168 /* Enchant armor if requested */
2169 if (num_ac) item_tester_hook = object_is_armour;
2171 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2172 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2174 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return (FALSE);
2176 /* Get the item (in the pack) */
2179 o_ptr = &inventory[item];
2182 /* Get the item (on the floor) */
2185 o_ptr = &o_list[0 - item];
2188 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2190 msg_format("%s は明るく輝いた!", o_name);
2192 msg_format("%s %s glow%s brightly!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
2196 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
2197 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
2198 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
2203 if (flush_failure) flush();
2204 msg_print(_("強化に失敗した。", "The enchantment failed."));
2205 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2208 chg_virtue(V_ENCHANT, 1);
2212 /* Something happened */
2218 * @brief アーティファクト生成の巻物処理 /
2219 * @return 生成が実際に試みられたらTRUEを返す
2221 bool artifact_scroll(void)
2226 GAME_TEXT o_name[MAX_NLEN];
2229 /* Enchant weapon/armour */
2230 item_tester_hook = item_tester_hook_nameless_weapon_armour;
2232 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2233 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2235 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return (FALSE);
2237 /* Get the item (in the pack) */
2240 o_ptr = &inventory[item];
2242 /* Get the item (on the floor) */
2245 o_ptr = &o_list[0 - item];
2248 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2250 msg_format("%s は眩い光を発した!",o_name);
2252 msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
2255 if (object_is_artifact(o_ptr))
2258 msg_format("%sは既に伝説のアイテムです!", o_name );
2260 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
2266 else if (object_is_ego(o_ptr))
2269 msg_format("%sは既に名のあるアイテムです!", o_name );
2271 msg_format("The %s %s already %s!",
2272 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2273 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
2279 else if (o_ptr->xtra3)
2282 msg_format("%sは既に強化されています!", o_name );
2284 msg_format("The %s %s already %s!",
2285 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2286 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
2292 if (o_ptr->number > 1)
2295 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!");
2296 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
2298 msg_print("Not enough enough energy to enchant more than one object!");
2299 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
2304 inven_item_increase(item, 1-(o_ptr->number));
2308 floor_item_increase(0-item, 1-(o_ptr->number));
2311 okay = create_artifact(o_ptr, TRUE);
2317 if (flush_failure) flush();
2318 msg_print(_("強化に失敗した。", "The enchantment failed."));
2319 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2323 if (record_rand_art)
2325 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2326 do_cmd_write_nikki(NIKKI_ART_SCROLL, 0, o_name);
2328 chg_virtue(V_ENCHANT, 1);
2333 /* Something happened */
2340 * Identify an object
2341 * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
2342 * @return 実際に鑑定できたらTRUEを返す
2344 bool identify_item(object_type *o_ptr)
2346 bool old_known = FALSE;
2347 GAME_TEXT o_name[MAX_NLEN];
2349 object_desc(o_name, o_ptr, 0);
2351 if (o_ptr->ident & IDENT_KNOWN)
2354 if (!(o_ptr->ident & (IDENT_MENTAL)))
2356 if (object_is_artifact(o_ptr) || one_in_(5))
2357 chg_virtue(V_KNOWLEDGE, 1);
2360 /* Identify it fully */
2361 object_aware(o_ptr);
2362 object_known(o_ptr);
2364 /* Player touches it */
2365 o_ptr->marked |= OM_TOUCHED;
2367 /* Recalculate bonuses */
2368 p_ptr->update |= (PU_BONUS);
2370 /* Combine / Reorder the pack (later) */
2371 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2373 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2375 strcpy(record_o_name, o_name);
2378 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2380 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
2381 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2382 if(record_rand_art && !old_known && o_ptr->art_name)
2383 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2389 * @brief アイテム鑑定のメインルーチン処理 /
2390 * Identify an object in the inventory (or on the floor)
2391 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2392 * @return 実際に鑑定を行ったならばTRUEを返す
2394 * This routine does *not* automatically combine objects.
2395 * Returns TRUE if something was identified, else FALSE.
2397 bool ident_spell(bool only_equip)
2401 GAME_TEXT o_name[MAX_NLEN];
2406 item_tester_hook = item_tester_hook_identify_weapon_armour;
2408 item_tester_hook = item_tester_hook_identify;
2412 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
2417 item_tester_hook = object_is_weapon_armour_ammo;
2419 item_tester_hook = NULL;
2421 q = _("すべて鑑定済みです。 ", "All items are identified. ");
2424 s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
2426 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return (FALSE);
2428 /* Get the item (in the pack) */
2431 o_ptr = &inventory[item];
2434 /* Get the item (on the floor) */
2437 o_ptr = &o_list[0 - item];
2440 old_known = identify_item(o_ptr);
2442 object_desc(o_name, o_ptr, 0);
2443 if (item >= INVEN_RARM)
2445 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2449 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2453 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2456 /* Auto-inscription/destroy */
2457 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2459 /* Something happened */
2465 * @brief アイテム凡庸化のメインルーチン処理 /
2466 * Identify an object in the inventory (or on the floor)
2467 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2468 * @return 実際に凡庸化をを行ったならばTRUEを返す
2471 * Mundanify an object in the inventory (or on the floor)
2472 * This routine does *not* automatically combine objects.
2473 * Returns TRUE if something was mundanified, else FALSE.
2476 bool mundane_spell(bool only_equip)
2482 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
2484 q = _("どれを使いますか?", "Use which item? ");
2485 s = _("使えるものがありません。", "You have nothing you can use.");
2487 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return (FALSE);
2489 /* Get the item (in the pack) */
2492 o_ptr = &inventory[item];
2495 /* Get the item (on the floor) */
2498 o_ptr = &o_list[0 - item];
2501 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
2503 POSITION iy = o_ptr->iy; /* Y-position on map, or zero */
2504 POSITION ix = o_ptr->ix; /* X-position on map, or zero */
2505 s16b next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
2506 byte marked = o_ptr->marked; /* Object is marked */
2507 s16b weight = o_ptr->number * o_ptr->weight;
2508 u16b inscription = o_ptr->inscription;
2511 object_prep(o_ptr, o_ptr->k_idx);
2515 o_ptr->next_o_idx = next_o_idx;
2516 o_ptr->marked = marked;
2517 o_ptr->inscription = inscription;
2518 if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
2522 /* Something happened */
2527 * @brief アイテム*鑑定*のメインルーチン処理 /
2528 * Identify an object in the inventory (or on the floor)
2529 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2530 * @return 実際に鑑定を行ったならばTRUEを返す
2532 * Fully "identify" an object in the inventory -BEN-
2533 * This routine returns TRUE if an item was identified.
2535 bool identify_fully(bool only_equip)
2539 GAME_TEXT o_name[MAX_NLEN];
2544 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
2546 item_tester_hook = item_tester_hook_identify_fully;
2550 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
2555 item_tester_hook = object_is_weapon_armour_ammo;
2557 item_tester_hook = NULL;
2559 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
2562 s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
2564 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return (FALSE);
2566 /* Get the item (in the pack) */
2569 o_ptr = &inventory[item];
2572 /* Get the item (on the floor) */
2575 o_ptr = &o_list[0 - item];
2578 old_known = identify_item(o_ptr);
2580 /* Mark the item as fully known */
2581 o_ptr->ident |= (IDENT_MENTAL);
2584 object_desc(o_name, o_ptr, 0);
2585 if (item >= INVEN_RARM)
2587 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2591 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2595 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2598 /* Describe it fully */
2599 (void)screen_object(o_ptr, 0L);
2601 /* Auto-inscription/destroy */
2602 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2612 * Recharge a wand/staff/rod from the pack or on the floor.
2613 * This function has been rewritten in Oangband and ZAngband.
2614 * @param power 充填パワー
2615 * @return ターン消費を要する処理まで進んだらTRUEを返す
2617 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
2618 * Chaos -- Arcane Binding --> recharge(90)
2620 * Scroll of recharging --> recharge(130)
2621 * Artifact activation/Thingol --> recharge(130)
2623 * It is harder to recharge high level, and highly charged wands,
2624 * staffs, and rods. The more wands in a stack, the more easily and
2625 * strongly they recharge. Staffs, however, each get fewer charges if
2628 * Beware of "sliding index errors".
2630 bool recharge(int power)
2634 int recharge_strength;
2635 TIME_EFFECT recharge_amount;
2644 GAME_TEXT o_name[MAX_NLEN];
2646 /* Only accept legal items */
2647 item_tester_hook = item_tester_hook_recharge;
2649 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
2650 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
2652 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
2654 /* Get the item (in the pack) */
2657 o_ptr = &inventory[item];
2660 /* Get the item (on the floor) */
2663 o_ptr = &o_list[0 - item];
2666 /* Get the object kind. */
2667 k_ptr = &k_info[o_ptr->k_idx];
2669 /* Extract the object "level" */
2670 lev = k_info[o_ptr->k_idx].level;
2673 /* Recharge a rod */
2674 if (o_ptr->tval == TV_ROD)
2676 /* Extract a recharge strength by comparing object level to power. */
2677 recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
2681 if (one_in_(recharge_strength))
2683 /* Activate the failure code. */
2690 /* Recharge amount */
2691 recharge_amount = (power * damroll(3, 2));
2693 /* Recharge by that amount */
2694 if (o_ptr->timeout > recharge_amount)
2695 o_ptr->timeout -= recharge_amount;
2702 /* Recharge wand/staff */
2705 /* Extract a recharge strength by comparing object level to power.
2706 * Divide up a stack of wands' charges to calculate charge penalty.
2708 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2709 recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
2711 /* All staffs, unstacked wands. */
2712 else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
2715 if (recharge_strength < 0) recharge_strength = 0;
2718 if (one_in_(recharge_strength))
2720 /* Activate the failure code. */
2724 /* If the spell didn't backfire, recharge the wand or staff. */
2727 /* Recharge based on the standard number of charges. */
2728 recharge_amount = randint1(1 + k_ptr->pval / 2);
2730 /* Multiple wands in a stack increase recharging somewhat. */
2731 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2734 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
2735 if (recharge_amount < 1) recharge_amount = 1;
2736 if (recharge_amount > 12) recharge_amount = 12;
2739 /* But each staff in a stack gets fewer additional charges,
2740 * although always at least one.
2742 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
2744 recharge_amount /= (TIME_EFFECT)o_ptr->number;
2745 if (recharge_amount < 1) recharge_amount = 1;
2748 /* Recharge the wand or staff. */
2749 o_ptr->pval += recharge_amount;
2752 /* Hack -- we no longer "know" the item */
2753 o_ptr->ident &= ~(IDENT_KNOWN);
2755 /* Hack -- we no longer think the item is empty */
2756 o_ptr->ident &= ~(IDENT_EMPTY);
2761 /* Inflict the penalties for failing a recharge. */
2764 /* Artifacts are never destroyed. */
2765 if (object_is_fixed_artifact(o_ptr))
2767 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2768 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);
2770 /* Artifact rods. */
2771 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
2772 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2774 /* Artifact wands and staffs. */
2775 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
2780 /* Get the object description */
2781 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2783 /*** Determine Seriousness of Failure ***/
2785 /* Mages recharge objects more safely. */
2786 if (IS_WIZARD_CLASS() || p_ptr->pclass == CLASS_MAGIC_EATER || p_ptr->pclass == CLASS_BLUE_MAGE)
2788 /* 10% chance to blow up one rod, otherwise draining. */
2789 if (o_ptr->tval == TV_ROD)
2791 if (one_in_(10)) fail_type = 2;
2794 /* 75% chance to blow up one wand, otherwise draining. */
2795 else if (o_ptr->tval == TV_WAND)
2797 if (!one_in_(3)) fail_type = 2;
2800 /* 50% chance to blow up one staff, otherwise no effect. */
2801 else if (o_ptr->tval == TV_STAFF)
2803 if (one_in_(2)) fail_type = 2;
2808 /* All other classes get no special favors. */
2811 /* 33% chance to blow up one rod, otherwise draining. */
2812 if (o_ptr->tval == TV_ROD)
2814 if (one_in_(3)) fail_type = 2;
2817 /* 20% chance of the entire stack, else destroy one wand. */
2818 else if (o_ptr->tval == TV_WAND)
2820 if (one_in_(5)) fail_type = 3;
2823 /* Blow up one staff. */
2824 else if (o_ptr->tval == TV_STAFF)
2830 /*** Apply draining and destruction. ***/
2832 /* Drain object or stack of objects. */
2835 if (o_ptr->tval == TV_ROD)
2837 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!"));
2839 if (o_ptr->timeout < 10000)
2840 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2842 else if (o_ptr->tval == TV_WAND)
2844 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);
2847 /* Staffs aren't drained. */
2850 /* Destroy an object or one in a stack of objects. */
2853 if (o_ptr->number > 1)
2854 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);
2856 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2858 /* Reduce rod stack maximum timeout, drain wands. */
2859 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
2860 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
2862 /* Reduce and describe inventory */
2865 inven_item_increase(item, -1);
2866 inven_item_describe(item);
2867 inven_item_optimize(item);
2870 /* Reduce and describe floor item */
2873 floor_item_increase(0 - item, -1);
2874 floor_item_describe(0 - item);
2875 floor_item_optimize(0 - item);
2879 /* Destroy all members of a stack of objects. */
2882 if (o_ptr->number > 1)
2883 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);
2885 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2887 /* Reduce and describe inventory */
2890 inven_item_increase(item, -999);
2891 inven_item_describe(item);
2892 inven_item_optimize(item);
2895 /* Reduce and describe floor item */
2898 floor_item_increase(0 - item, -999);
2899 floor_item_describe(0 - item);
2900 floor_item_optimize(0 - item);
2906 /* Combine / Reorder the pack (later) */
2907 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2909 p_ptr->window |= (PW_INVEN);
2911 /* Something was done */
2919 * @return ターン消費を要する処理を行ったならばTRUEを返す
2921 bool bless_weapon(void)
2925 BIT_FLAGS flgs[TR_FLAG_SIZE];
2926 GAME_TEXT o_name[MAX_NLEN];
2929 /* Bless only weapons */
2930 item_tester_hook = object_is_weapon;
2932 q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
2933 s = _("祝福できる武器がありません。", "You have weapon to bless.");
2935 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT)))
2938 /* Get the item (in the pack) */
2941 o_ptr = &inventory[item];
2944 /* Get the item (on the floor) */
2947 o_ptr = &o_list[0 - item];
2950 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2952 /* Extract the flags */
2953 object_flags(o_ptr, flgs);
2955 if (object_is_cursed(o_ptr))
2957 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
2958 have_flag(flgs, TR_ADD_L_CURSE) ||
2959 have_flag(flgs, TR_ADD_H_CURSE) ||
2960 (o_ptr->curse_flags & TRC_PERMA_CURSE))
2963 msg_format("%sを覆う黒いオーラは祝福を跳ね返した!", o_name);
2965 msg_format("The black aura on %s %s disrupts the blessing!", ((item >= 0) ? "your" : "the"), o_name);
2972 msg_format("%s から邪悪なオーラが消えた。", o_name);
2974 msg_format("A malignant aura leaves %s %s.", ((item >= 0) ? "your" : "the"), o_name);
2979 o_ptr->curse_flags = 0L;
2981 /* Hack -- Assume felt */
2982 o_ptr->ident |= (IDENT_SENSE);
2984 o_ptr->feeling = FEEL_NONE;
2986 /* Recalculate the bonuses */
2987 p_ptr->update |= (PU_BONUS);
2988 p_ptr->window |= (PW_EQUIP);
2992 * Next, we try to bless it. Artifacts have a 1/3 chance of
2993 * being blessed, otherwise, the operation simply disenchants
2994 * them, godly power negating the magic. Ok, the explanation
2995 * is silly, but otherwise priests would always bless every
2996 * artifact weapon they find. Ego weapons and normal weapons
2997 * can be blessed automatically.
2999 if (have_flag(flgs, TR_BLESSED))
3002 msg_format("%s は既に祝福されている。",
3005 msg_format("%s %s %s blessed already.",
3006 ((item >= 0) ? "Your" : "The"), o_name,
3007 ((o_ptr->number > 1) ? "were" : "was"));
3013 if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
3016 msg_format("%sは輝いた!", o_name);
3018 msg_format("%s %s shine%s!",
3019 ((item >= 0) ? "Your" : "The"), o_name,
3020 ((o_ptr->number > 1) ? "" : "s"));
3023 add_flag(o_ptr->art_flags, TR_BLESSED);
3024 o_ptr->discount = 99;
3028 bool dis_happened = FALSE;
3029 msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
3031 /* Disenchant tohit */
3032 if (o_ptr->to_h > 0)
3035 dis_happened = TRUE;
3038 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
3040 /* Disenchant todam */
3041 if (o_ptr->to_d > 0)
3044 dis_happened = TRUE;
3047 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
3049 /* Disenchant toac */
3050 if (o_ptr->to_a > 0)
3053 dis_happened = TRUE;
3056 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
3060 msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
3063 msg_format("%s は劣化した!",
3066 msg_format("%s %s %s disenchanted!",
3067 ((item >= 0) ? "Your" : "The"), o_name,
3068 ((o_ptr->number > 1) ? "were" : "was"));
3074 /* Recalculate bonuses */
3075 p_ptr->update |= (PU_BONUS);
3077 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
3088 * @return ターン消費を要する処理を行ったならばTRUEを返す
3090 bool pulish_shield(void)
3094 BIT_FLAGS flgs[TR_FLAG_SIZE];
3095 GAME_TEXT o_name[MAX_NLEN];
3098 /* Assume enchant weapon */
3099 item_tester_tval = TV_SHIELD;
3101 q = _("どの盾を磨きますか?", "Pulish which weapon? ");
3102 s = _("磨く盾がありません。", "You have weapon to pulish.");
3104 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT)))
3107 /* Get the item (in the pack) */
3110 o_ptr = &inventory[item];
3113 /* Get the item (on the floor) */
3116 o_ptr = &o_list[0 - item];
3119 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3121 /* Extract the flags */
3122 object_flags(o_ptr, flgs);
3124 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
3125 !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
3128 msg_format("%sは輝いた!", o_name);
3130 msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
3132 o_ptr->name2 = EGO_REFLECTION;
3133 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
3135 o_ptr->discount = 99;
3136 chg_virtue(V_ENCHANT, 2);
3142 if (flush_failure) flush();
3144 msg_print(_("失敗した。", "Failed."));
3145 chg_virtue(V_ENCHANT, -2);
3155 * Potions "smash open" and cause an area effect when
3156 * @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)
3159 * @param k_idx 破損した薬のアイテムID
3160 * @return 薬を浴びたモンスターが起こるならばTRUEを返す
3163 * (1) they are shattered while in the player's inventory,
3164 * due to cold (etc) attacks;
3165 * (2) they are thrown at a monster, or obstacle;
3166 * (3) they are shattered by a "cold ball" or other such spell
3167 * while lying on the floor.
3170 * who --- who caused the potion to shatter (0=player)
3171 * potions that smash on the floor are assumed to
3172 * be caused by no-one (who = 1), as are those that
3173 * shatter inside the player inventory.
3174 * (Not anymore -- I changed this; TY)
3175 * y, x --- coordinates of the potion (or player if
3176 * the potion was in her inventory);
3177 * o_ptr --- pointer to the potion object.
3180 bool potion_smash_effect(MONSTER_IDX who, POSITION y, POSITION x, KIND_OBJECT_IDX k_idx)
3187 object_kind *k_ptr = &k_info[k_idx];
3189 switch (k_ptr->sval)
3191 case SV_POTION_SALT_WATER:
3192 case SV_POTION_SLIME_MOLD:
3193 case SV_POTION_LOSE_MEMORIES:
3194 case SV_POTION_DEC_STR:
3195 case SV_POTION_DEC_INT:
3196 case SV_POTION_DEC_WIS:
3197 case SV_POTION_DEC_DEX:
3198 case SV_POTION_DEC_CON:
3199 case SV_POTION_DEC_CHR:
3200 case SV_POTION_WATER: /* perhaps a 'water' attack? */
3201 case SV_POTION_APPLE_JUICE:
3204 case SV_POTION_INFRAVISION:
3205 case SV_POTION_DETECT_INVIS:
3206 case SV_POTION_SLOW_POISON:
3207 case SV_POTION_CURE_POISON:
3208 case SV_POTION_BOLDNESS:
3209 case SV_POTION_RESIST_HEAT:
3210 case SV_POTION_RESIST_COLD:
3211 case SV_POTION_HEROISM:
3212 case SV_POTION_BESERK_STRENGTH:
3213 case SV_POTION_RES_STR:
3214 case SV_POTION_RES_INT:
3215 case SV_POTION_RES_WIS:
3216 case SV_POTION_RES_DEX:
3217 case SV_POTION_RES_CON:
3218 case SV_POTION_RES_CHR:
3219 case SV_POTION_INC_STR:
3220 case SV_POTION_INC_INT:
3221 case SV_POTION_INC_WIS:
3222 case SV_POTION_INC_DEX:
3223 case SV_POTION_INC_CON:
3224 case SV_POTION_INC_CHR:
3225 case SV_POTION_AUGMENTATION:
3226 case SV_POTION_ENLIGHTENMENT:
3227 case SV_POTION_STAR_ENLIGHTENMENT:
3228 case SV_POTION_SELF_KNOWLEDGE:
3229 case SV_POTION_EXPERIENCE:
3230 case SV_POTION_RESISTANCE:
3231 case SV_POTION_INVULNERABILITY:
3232 case SV_POTION_NEW_LIFE:
3233 /* All of the above potions have no effect when shattered */
3235 case SV_POTION_SLOWNESS:
3240 case SV_POTION_POISON:
3245 case SV_POTION_BLINDNESS:
3249 case SV_POTION_CONFUSION: /* Booze */
3253 case SV_POTION_SLEEP:
3257 case SV_POTION_RUINATION:
3258 case SV_POTION_DETONATIONS:
3260 dam = damroll(25, 25);
3263 case SV_POTION_DEATH:
3264 dt = GF_DEATH_RAY; /* !! */
3265 dam = k_ptr->level * 10;
3269 case SV_POTION_SPEED:
3272 case SV_POTION_CURE_LIGHT:
3274 dam = damroll(2, 3);
3276 case SV_POTION_CURE_SERIOUS:
3278 dam = damroll(4, 3);
3280 case SV_POTION_CURE_CRITICAL:
3281 case SV_POTION_CURING:
3283 dam = damroll(6, 3);
3285 case SV_POTION_HEALING:
3287 dam = damroll(10, 10);
3289 case SV_POTION_RESTORE_EXP:
3294 case SV_POTION_LIFE:
3296 dam = damroll(50, 50);
3299 case SV_POTION_STAR_HEALING:
3301 dam = damroll(50, 50);
3304 case SV_POTION_RESTORE_MANA: /* MANA */
3306 dam = damroll(10, 10);
3313 (void)project(who, radius, y, x, dam, dt,
3314 (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
3316 /* XXX those potions that explode need to become "known" */
3322 * @brief プレイヤーの全既知呪文を表示する /
3323 * Hack -- Display all known spells in a window
3326 * Need to analyze size of the window.
3327 * Need more color coding.
3329 void display_spell_list(void)
3334 const magic_type *s_ptr;
3335 GAME_TEXT name[MAX_NLEN];
3342 /* They have too many spells to list */
3343 if (p_ptr->pclass == CLASS_SORCERER) return;
3344 if (p_ptr->pclass == CLASS_RED_MAGE) return;
3346 if (p_ptr->pclass == CLASS_SNIPER)
3348 display_snipe_list();
3352 /* mind.c type classes */
3353 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3354 (p_ptr->pclass == CLASS_BERSERKER) ||
3355 (p_ptr->pclass == CLASS_NINJA) ||
3356 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3357 (p_ptr->pclass == CLASS_FORCETRAINER))
3360 PLAYER_LEVEL plev = p_ptr->lev;
3366 bool use_hp = FALSE;
3371 /* Display a list of spells */
3373 put_str(_("名前", "Name"), y, x + 5);
3374 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
3376 switch(p_ptr->pclass)
3378 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
3379 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
3380 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
3381 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
3382 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
3383 default: use_mind = 0;break;
3386 /* Dump the spells */
3387 for (i = 0; i < MAX_MIND_POWERS; i++)
3389 byte a = TERM_WHITE;
3391 /* Access the available spell */
3392 spell = mind_powers[use_mind].info[i];
3393 if (spell.min_lev > plev) break;
3395 /* Get the failure rate */
3396 chance = spell.fail;
3398 /* Reduce failure rate by "effective" level adjustment */
3399 chance -= 3 * (p_ptr->lev - spell.min_lev);
3401 /* Reduce failure rate by INT/WIS adjustment */
3402 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3406 /* Not enough mana to cast */
3407 if (spell.mana_cost > p_ptr->csp)
3409 chance += 5 * (spell.mana_cost - p_ptr->csp);
3415 /* Not enough hp to cast */
3416 if (spell.mana_cost > p_ptr->chp)
3423 /* Extract the minimum failure rate */
3424 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3426 /* Minimum failure rate */
3427 if (chance < minfail) chance = minfail;
3429 /* Stunning makes spells harder */
3430 if (p_ptr->stun > 50) chance += 25;
3431 else if (p_ptr->stun) chance += 15;
3433 /* Always a 5 percent chance of working */
3434 if (chance > 95) chance = 95;
3437 mindcraft_info(comment, use_mind, i);
3439 /* Dump the spell */
3440 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
3442 spell.min_lev, spell.mana_cost, chance, comment);
3444 Term_putstr(x, y + i + 1, -1, a, psi_desc);
3449 /* Cannot read spellbooks */
3450 if (REALM_NONE == p_ptr->realm1) return;
3452 /* Normal spellcaster with books */
3455 for (j = 0; j < ((p_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
3459 /* Reset vertical */
3462 /* Vertical location */
3463 y = (j < 3) ? 0 : (m[j - 3] + 2);
3465 /* Horizontal location */
3469 for (i = 0; i < 32; i++)
3471 byte a = TERM_WHITE;
3473 /* Access the spell */
3474 if (!is_magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2))
3476 s_ptr = &technic_info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - MIN_TECHNIC][i % 32];
3480 s_ptr = &mp_ptr->info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - 1][i % 32];
3483 strcpy(name, do_spell((j < 1) ? p_ptr->realm1 : p_ptr->realm2, i % 32, SPELL_NAME));
3486 if (s_ptr->slevel >= 99)
3489 strcpy(name, _("(判読不能)", "(illegible)"));
3497 ((p_ptr->spell_forgotten1 & (1L << i))) :
3498 ((p_ptr->spell_forgotten2 & (1L << (i % 32)))))
3505 else if (!((j < 1) ?
3506 (p_ptr->spell_learned1 & (1L << i)) :
3507 (p_ptr->spell_learned2 & (1L << (i % 32)))))
3514 else if (!((j < 1) ?
3515 (p_ptr->spell_worked1 & (1L << i)) :
3516 (p_ptr->spell_worked2 & (1L << (i % 32)))))
3522 /* Dump the spell --(-- */
3523 sprintf(out_val, "%c/%c) %-20.20s",
3524 I2A(n / 8), I2A(n % 8), name);
3529 /* Dump onto the window */
3530 Term_putstr(x, m[j], -1, a, out_val);
3540 * @brief 呪文の経験値を返す /
3541 * Returns experience of a spell
3543 * @param use_realm 魔法領域
3546 EXP experience_of_spell(SPELL_IDX spell, REALM_IDX use_realm)
3548 if (p_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
3549 else if (p_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
3550 else if (use_realm == p_ptr->realm1) return p_ptr->spell_exp[spell];
3551 else if (use_realm == p_ptr->realm2) return p_ptr->spell_exp[spell + 32];
3557 * @brief 呪文の消費MPを返す /
3558 * Modify mana consumption rate using spell exp and p_ptr->dec_mana
3559 * @param need_mana 基本消費MP
3564 MANA_POINT mod_need_mana(MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
3566 #define MANA_CONST 2400
3568 #define DEC_MANA_DIV 3
3571 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
3574 * need_mana defaults if spell exp equals SPELL_EXP_EXPERT and !p_ptr->dec_mana.
3575 * MANA_CONST is used to calculate need_mana effected from spell proficiency.
3577 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(spell, realm)) + (MANA_CONST - 1);
3578 need_mana *= p_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
3579 need_mana /= MANA_CONST * MANA_DIV;
3580 if (need_mana < 1) need_mana = 1;
3583 /* Non-realm magic */
3586 if (p_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
3598 * @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) /
3599 * Modify spell fail rate
3600 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3601 * @param chance 修正前失敗率
3605 PERCENTAGE mod_spell_chance_1(PERCENTAGE chance)
3607 chance += p_ptr->to_m_chance;
3609 if (p_ptr->heavy_spell) chance += 20;
3611 if (p_ptr->dec_mana && p_ptr->easy_spell) chance -= 4;
3612 else if (p_ptr->easy_spell) chance -= 3;
3613 else if (p_ptr->dec_mana) chance -= 2;
3620 * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
3621 * Modify spell fail rate
3622 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3623 * @param chance 修正前失敗率
3625 * Modify spell fail rate (as "suffix" process)
3626 * Using p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3627 * Note: variable "chance" cannot be negative.
3630 PERCENTAGE mod_spell_chance_2(PERCENTAGE chance)
3632 if (p_ptr->dec_mana) chance--;
3634 if (p_ptr->heavy_spell) chance += 5;
3636 return MAX(chance, 0);
3641 * @brief 呪文の失敗率計算メインルーチン /
3642 * Returns spell chance of failure for spell -RAK-
3644 * @param use_realm 魔法領域ID
3647 PERCENTAGE spell_chance(SPELL_IDX spell, REALM_IDX use_realm)
3649 PERCENTAGE chance, minfail;
3650 const magic_type *s_ptr;
3651 MANA_POINT need_mana;
3652 PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
3655 /* Paranoia -- must be literate */
3656 if (!mp_ptr->spell_book) return (100);
3658 if (use_realm == REALM_HISSATSU) return 0;
3660 /* Access the spell */
3661 if (!is_magic(use_realm))
3663 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3667 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3670 /* Extract the base spell failure rate */
3671 chance = s_ptr->sfail;
3673 /* Reduce failure rate by "effective" level adjustment */
3674 chance -= 3 * (p_ptr->lev - s_ptr->slevel);
3676 /* Reduce failure rate by INT/WIS adjustment */
3677 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3680 chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
3682 /* Extract mana consumption rate */
3683 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3685 /* Not enough mana to cast */
3686 if (need_mana > p_ptr->csp)
3688 chance += 5 * (need_mana - p_ptr->csp);
3691 if ((use_realm != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
3693 /* Extract the minimum failure rate */
3694 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3697 * Non mage/priest characters never get too good
3698 * (added high mage, mindcrafter)
3700 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
3702 if (minfail < 5) minfail = 5;
3705 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
3706 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
3707 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
3709 chance = mod_spell_chance_1(chance);
3711 /* Goodness or evilness gives a penalty to failure rate */
3715 if ((p_ptr->align > 50) || (p_ptr->align < -50)) chance += penalty;
3717 case REALM_LIFE: case REALM_CRUSADE:
3718 if (p_ptr->align < -20) chance += penalty;
3720 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
3721 if (p_ptr->align > 20) chance += penalty;
3725 /* Minimum failure rate */
3726 if (chance < minfail) chance = minfail;
3728 /* Stunning makes spells harder */
3729 if (p_ptr->stun > 50) chance += 25;
3730 else if (p_ptr->stun) chance += 15;
3732 /* Always a 5 percent chance of working */
3733 if (chance > 95) chance = 95;
3735 if ((use_realm == p_ptr->realm1) || (use_realm == p_ptr->realm2)
3736 || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3738 EXP exp = experience_of_spell(spell, use_realm);
3739 if (exp >= SPELL_EXP_EXPERT) chance--;
3740 if (exp >= SPELL_EXP_MASTER) chance--;
3743 /* Return the chance */
3744 return mod_spell_chance_2(chance);
3749 * @brief 魔法が利用可能かどうかを返す /
3750 * Determine if a spell is "okay" for the player to cast or study
3751 * The spell must be legible, not forgotten, and also, to cast,
3752 * it must be known, and to study, it must not be known.
3754 * @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
3755 * @param study_pray 祈りの学習判定目的ならばTRUE
3756 * @param use_realm 魔法領域ID
3759 bool spell_okay(int spell, bool learned, bool study_pray, int use_realm)
3761 const magic_type *s_ptr;
3763 /* Access the spell */
3764 if (!is_magic(use_realm))
3766 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3770 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3773 /* Spell is illegal */
3774 if (s_ptr->slevel > p_ptr->lev) return (FALSE);
3776 /* Spell is forgotten */
3777 if ((use_realm == p_ptr->realm2) ?
3778 (p_ptr->spell_forgotten2 & (1L << spell)) :
3779 (p_ptr->spell_forgotten1 & (1L << spell)))
3785 if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
3786 if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
3788 /* Spell is learned */
3789 if ((use_realm == p_ptr->realm2) ?
3790 (p_ptr->spell_learned2 & (1L << spell)) :
3791 (p_ptr->spell_learned1 & (1L << spell)))
3794 return (!study_pray);
3797 /* Okay to study, not to cast */
3804 * @brief 呪文情報の表示処理 /
3805 * Print a list of spells (for browsing or casting or viewing)
3806 * @param target_spell 呪文ID
3807 * @param spells 表示するスペルID配列の参照ポインタ
3808 * @param num 表示するスペルの数(spellsの要素数)
3809 * @param y 表示メッセージ左上Y座標
3810 * @param x 表示メッセージ左上X座標
3811 * @param use_realm 魔法領域ID
3814 void print_spells(SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_LEN y, TERM_LEN x, REALM_IDX use_realm)
3818 int exp_level, increment = 64;
3819 const magic_type *s_ptr;
3824 MANA_POINT need_mana;
3829 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && p_ptr->wizard)
3830 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
3832 /* Title the list */
3834 if (use_realm == REALM_HISSATSU)
3835 strcpy(buf,_(" Lv MP", " Lv SP"));
3837 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
3839 put_str(_("名前", "Name"), y, x + 5);
3840 put_str(buf, y, x + 29);
3842 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
3843 else if (use_realm == p_ptr->realm1) increment = 0;
3844 else if (use_realm == p_ptr->realm2) increment = 32;
3846 /* Dump the spells */
3847 for (i = 0; i < num; i++)
3851 if (!is_magic(use_realm))
3853 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3857 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3860 if (use_realm == REALM_HISSATSU)
3861 need_mana = s_ptr->smana;
3864 EXP exp = experience_of_spell(spell, use_realm);
3866 /* Extract mana consumption rate */
3867 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3869 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
3870 else exp_level = spell_exp_level(exp);
3873 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
3874 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
3875 else if (s_ptr->slevel >= 99) max = TRUE;
3876 else if ((p_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
3878 strncpy(ryakuji, exp_level_str[exp_level], 4);
3883 if (use_menu && target_spell)
3885 if (i == (target_spell-1))
3886 strcpy(out_val, _(" 》 ", " > "));
3888 strcpy(out_val, " ");
3890 else sprintf(out_val, " %c) ", I2A(i));
3891 /* Skip illegible spells */
3892 if (s_ptr->slevel >= 99)
3894 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
3895 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
3899 /* XXX XXX Could label spells above the players level */
3901 /* Get extra info */
3902 strcpy(info, do_spell(use_realm, spell, SPELL_INFO));
3907 /* Assume spell is known and tried */
3908 line_attr = TERM_WHITE;
3910 /* Analyze the spell */
3911 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3913 if (s_ptr->slevel > p_ptr->max_plv)
3915 comment = _("未知", "unknown");
3916 line_attr = TERM_L_BLUE;
3918 else if (s_ptr->slevel > p_ptr->lev)
3920 comment = _("忘却", "forgotten");
3921 line_attr = TERM_YELLOW;
3924 else if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2))
3926 comment = _("未知", "unknown");
3927 line_attr = TERM_L_BLUE;
3929 else if ((use_realm == p_ptr->realm1) ?
3930 ((p_ptr->spell_forgotten1 & (1L << spell))) :
3931 ((p_ptr->spell_forgotten2 & (1L << spell))))
3933 comment = _("忘却", "forgotten");
3934 line_attr = TERM_YELLOW;
3936 else if (!((use_realm == p_ptr->realm1) ?
3937 (p_ptr->spell_learned1 & (1L << spell)) :
3938 (p_ptr->spell_learned2 & (1L << spell))))
3940 comment = _("未知", "unknown");
3941 line_attr = TERM_L_BLUE;
3943 else if (!((use_realm == p_ptr->realm1) ?
3944 (p_ptr->spell_worked1 & (1L << spell)) :
3945 (p_ptr->spell_worked2 & (1L << spell))))
3947 comment = _("未経験", "untried");
3948 line_attr = TERM_L_GREEN;
3951 /* Dump the spell --(-- */
3952 if (use_realm == REALM_HISSATSU)
3954 strcat(out_val, format("%-25s %2d %4d",
3955 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
3956 s_ptr->slevel, need_mana));
3960 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
3961 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
3962 (max ? '!' : ' '), ryakuji,
3963 s_ptr->slevel, need_mana, spell_chance(spell, use_realm), comment));
3965 c_prt(line_attr, out_val, y + i + 1, x);
3968 /* Clear the bottom line */
3969 prt("", y + i + 1, x);
3976 * @return ターン消費を要する処理を行ったならばTRUEを返す
3978 bool rustproof(void)
3982 GAME_TEXT o_name[MAX_NLEN];
3985 /* Select a piece of armour */
3986 item_tester_hook = object_is_armour;
3988 q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
3989 s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
3991 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return FALSE;
3993 /* Get the item (in the pack) */
3996 o_ptr = &inventory[item];
3999 /* Get the item (on the floor) */
4002 o_ptr = &o_list[0 - item];
4005 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4007 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
4009 if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
4012 msg_format("%sは新品同様になった!",o_name);
4014 msg_format("%s %s look%s as good as new!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
4021 msg_format("%sは腐食しなくなった。", o_name);
4023 msg_format("%s %s %s now protected against corrosion.", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "are" : "is"));
4033 * Curse the players armor
4034 * @return 実際に呪縛されたらTRUEを返す
4036 bool curse_armor(void)
4041 GAME_TEXT o_name[MAX_NLEN];
4044 /* Curse the body armor */
4045 o_ptr = &inventory[INVEN_BODY];
4047 /* Nothing to curse */
4048 if (!o_ptr->k_idx) return (FALSE);
4050 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
4052 /* Attempt a saving throw for artifacts */
4053 if (object_is_artifact(o_ptr) && (randint0(100) < 50))
4057 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!",
4058 "恐怖の暗黒オーラ", "防具", o_name);
4060 msg_format("A %s tries to %s, but your %s resists the effects!",
4061 "terrible black aura", "surround your armor", o_name);
4066 /* not artifact or failed save... */
4069 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);
4070 chg_virtue(V_ENCHANT, -5);
4072 /* Blast the armor */
4074 o_ptr->name2 = EGO_BLASTED;
4075 o_ptr->to_a = 0 - randint1(5) - randint1(5);
4082 for (i = 0; i < TR_FLAG_SIZE; i++)
4083 o_ptr->art_flags[i] = 0;
4086 o_ptr->curse_flags = TRC_CURSED;
4089 o_ptr->ident |= (IDENT_BROKEN);
4091 /* Recalculate bonuses */
4092 p_ptr->update |= (PU_BONUS);
4094 /* Recalculate mana */
4095 p_ptr->update |= (PU_MANA);
4097 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4105 * Curse the players weapon
4106 * @param force 無条件に呪縛を行うならばTRUE
4107 * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
4108 * @return 実際に呪縛されたらTRUEを返す
4110 bool curse_weapon_object(bool force, object_type *o_ptr)
4113 GAME_TEXT o_name[MAX_NLEN];
4115 /* Nothing to curse */
4116 if (!o_ptr->k_idx) return (FALSE);
4117 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
4119 /* Attempt a saving throw */
4120 if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
4124 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!",
4125 "恐怖の暗黒オーラ", "武器", o_name);
4127 msg_format("A %s tries to %s, but your %s resists the effects!",
4128 "terrible black aura", "surround your weapon", o_name);
4132 /* not artifact or failed save... */
4135 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);
4136 chg_virtue(V_ENCHANT, -5);
4138 /* Shatter the weapon */
4140 o_ptr->name2 = EGO_SHATTERED;
4141 o_ptr->to_h = 0 - randint1(5) - randint1(5);
4142 o_ptr->to_d = 0 - randint1(5) - randint1(5);
4148 for (i = 0; i < TR_FLAG_SIZE; i++)
4149 o_ptr->art_flags[i] = 0;
4152 o_ptr->curse_flags = TRC_CURSED;
4155 o_ptr->ident |= (IDENT_BROKEN);
4157 /* Recalculate bonuses */
4158 p_ptr->update |= (PU_BONUS);
4160 /* Recalculate mana */
4161 p_ptr->update |= (PU_MANA);
4163 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4170 * @brief 武器呪縛処理のメインルーチン /
4171 * Curse the players weapon
4172 * @param force 無条件に呪縛を行うならばTRUE
4173 * @param slot 呪縛する武器の装備スロット
4174 * @return 実際に呪縛されたらTRUEを返す
4176 bool curse_weapon(bool force, int slot)
4178 /* Curse the weapon */
4179 return curse_weapon_object(force, &inventory[slot]);
4184 * @brief ボルトのエゴ化処理(火炎エゴのみ) /
4185 * Enchant some bolts
4188 bool brand_bolts(void)
4192 /* Use the first acceptable bolts */
4193 for (i = 0; i < INVEN_PACK; i++)
4195 object_type *o_ptr = &inventory[i];
4197 /* Skip non-bolts */
4198 if (o_ptr->tval != TV_BOLT) continue;
4200 /* Skip artifacts and ego-items */
4201 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
4204 /* Skip cursed/broken items */
4205 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
4208 if (randint0(100) < 75) continue;
4210 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!"));
4213 o_ptr->name2 = EGO_FLAME;
4214 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
4218 if (flush_failure) flush();
4221 msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
4228 * @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 /
4229 * Helper function -- return a "nearby" race for polymorphing
4230 * @param r_idx 基準となるモンスター種族ID
4231 * @return 変更先のモンスター種族ID
4233 * Note that this function is one of the more "dangerous" ones...
4235 static IDX poly_r_idx(MONRACE_IDX r_idx)
4237 monster_race *r_ptr = &r_info[r_idx];
4243 /* Hack -- Uniques/Questors never polymorph */
4244 if ((r_ptr->flags1 & RF1_UNIQUE) ||
4245 (r_ptr->flags1 & RF1_QUESTOR))
4248 /* Allowable range of "levels" for resulting monster */
4249 lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
4250 lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
4252 /* Pick a (possibly new) non-unique race */
4253 for (i = 0; i < 1000; i++)
4255 /* Pick a new race, using a level calculation */
4256 r = get_mon_num((dun_level + r_ptr->level) / 2 + 5);
4258 /* Handle failure */
4264 /* Ignore unique monsters */
4265 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4267 /* Ignore monsters with incompatible levels */
4268 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
4270 /* Use that index */
4279 * @brief 指定座標にいるモンスターを変身させる /
4280 * Helper function -- return a "nearby" race for polymorphing
4283 * @return 実際に変身したらTRUEを返す
4285 bool polymorph_monster(POSITION y, POSITION x)
4287 cave_type *c_ptr = &cave[y][x];
4288 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4289 bool polymorphed = FALSE;
4290 MONRACE_IDX new_r_idx;
4291 MONRACE_IDX old_r_idx = m_ptr->r_idx;
4292 bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
4293 bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
4294 monster_type back_m;
4296 if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
4298 if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
4300 /* Memorize the monster before polymorphing */
4303 /* Pick a "new" monster race */
4304 new_r_idx = poly_r_idx(old_r_idx);
4306 /* Handle polymorph */
4307 if (new_r_idx != old_r_idx)
4309 BIT_FLAGS mode = 0L;
4310 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
4311 OBJECT_IDX this_o_idx, next_o_idx = 0;
4313 /* Get the monsters attitude */
4314 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
4315 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
4316 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
4318 /* Mega-hack -- ignore held objects */
4319 m_ptr->hold_o_idx = 0;
4321 /* "Kill" the "old" monster */
4322 delete_monster_idx(c_ptr->m_idx);
4324 /* Create a new monster (no groups) */
4325 if (place_monster_aux(0, y, x, new_r_idx, mode))
4327 m_list[hack_m_idx_ii].nickname = back_m.nickname;
4328 m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
4329 m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
4336 /* Placing the new monster failed */
4337 if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
4339 m_list[hack_m_idx_ii] = back_m;
4341 /* Re-initialize monster process */
4344 else preserve_hold_objects = FALSE;
4347 /* Mega-hack -- preserve held objects */
4348 if (preserve_hold_objects)
4350 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4352 object_type *o_ptr = &o_list[this_o_idx];
4354 /* Acquire next object */
4355 next_o_idx = o_ptr->next_o_idx;
4357 /* Held by new monster */
4358 o_ptr->held_m_idx = hack_m_idx_ii;
4361 else if (back_m.hold_o_idx) /* Failed (paranoia) */
4363 /* Delete objects */
4364 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4366 /* Acquire next object */
4367 next_o_idx = o_list[this_o_idx].next_o_idx;
4369 delete_object_idx(this_o_idx);
4373 if (targeted) target_who = hack_m_idx_ii;
4374 if (health_tracked) health_track(hack_m_idx_ii);
4383 * @param x テレポート先のX座標
4384 * @param y テレポート先のY座標
4385 * @return 目標に指定通りテレポートできたならばTRUEを返す
4387 static bool dimension_door_aux(DEPTH x, DEPTH y)
4389 PLAYER_LEVEL plev = p_ptr->lev;
4391 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
4393 if (!cave_player_teleportable_bold(y, x, 0L) ||
4394 (distance(y, x, p_ptr->y, p_ptr->x) > plev / 2 + 10) ||
4395 (!randint0(plev / 10 + 10)))
4397 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
4398 teleport_player((plev + 2) * 2, TELEPORT_PASSIVE);
4405 teleport_player_to(y, x, 0L);
4414 * @brief 次元の扉処理のメインルーチン /
4416 * @return ターンを消費した場合TRUEを返す
4418 bool dimension_door(void)
4422 /* Rerutn FALSE if cancelled */
4423 if (!tgt_pt(&x, &y)) return FALSE;
4425 if (dimension_door_aux(x, y)) return TRUE;
4427 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!"));
4434 * @brief 鏡抜け処理のメインルーチン /
4435 * Mirror Master's Dimension Door
4436 * @return ターンを消費した場合TRUEを返す
4438 bool mirror_tunnel(void)
4440 POSITION x = 0, y = 0;
4442 /* Rerutn FALSE if cancelled */
4443 if (!tgt_pt(&x, &y)) return FALSE;
4445 if (dimension_door_aux(x, y)) return TRUE;
4447 msg_print(_("鏡の世界をうまく通れなかった!", "You fail to pass the mirror plane correctly!"));
4455 * @return ターンを消費した場合TRUEを返す
4457 bool eat_magic(int power)
4463 int recharge_strength = 0;
4469 GAME_TEXT o_name[MAX_NLEN];
4471 item_tester_hook = item_tester_hook_recharge;
4473 q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
4474 s = _("魔力を吸収できるアイテムがありません。", "You have nothing to drain.");
4476 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
4480 o_ptr = &inventory[item];
4484 o_ptr = &o_list[0 - item];
4487 k_ptr = &k_info[o_ptr->k_idx];
4488 lev = k_info[o_ptr->k_idx].level;
4490 if (o_ptr->tval == TV_ROD)
4492 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
4495 if (one_in_(recharge_strength))
4497 /* Activate the failure code. */
4502 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
4504 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."));
4509 o_ptr->timeout += k_ptr->pval;
4515 /* All staffs, wands. */
4516 recharge_strength = (100 + power - lev) / 15;
4519 if (recharge_strength < 0) recharge_strength = 0;
4522 if (one_in_(recharge_strength))
4524 /* Activate the failure code. */
4529 if (o_ptr->pval > 0)
4531 p_ptr->csp += lev / 2;
4534 /* XXX Hack -- unstack if necessary */
4535 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
4541 /* Obtain a local object */
4542 object_copy(q_ptr, o_ptr);
4544 /* Modify quantity */
4547 /* Restore the charges */
4550 /* Unstack the used item */
4552 p_ptr->total_weight -= q_ptr->weight;
4553 item = inven_carry(q_ptr);
4555 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
4560 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
4562 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
4566 /* Inflict the penalties for failing a recharge. */
4569 /* Artifacts are never destroyed. */
4570 if (object_is_fixed_artifact(o_ptr))
4572 object_desc(o_name, o_ptr, OD_NAME_ONLY);
4573 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);
4575 /* Artifact rods. */
4576 if (o_ptr->tval == TV_ROD)
4577 o_ptr->timeout = k_ptr->pval * o_ptr->number;
4579 /* Artifact wands and staffs. */
4580 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
4585 /* Get the object description */
4586 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4588 /*** Determine Seriousness of Failure ***/
4590 /* Mages recharge objects more safely. */
4591 if (IS_WIZARD_CLASS())
4593 /* 10% chance to blow up one rod, otherwise draining. */
4594 if (o_ptr->tval == TV_ROD)
4596 if (one_in_(10)) fail_type = 2;
4599 /* 75% chance to blow up one wand, otherwise draining. */
4600 else if (o_ptr->tval == TV_WAND)
4602 if (!one_in_(3)) fail_type = 2;
4605 /* 50% chance to blow up one staff, otherwise no effect. */
4606 else if (o_ptr->tval == TV_STAFF)
4608 if (one_in_(2)) fail_type = 2;
4613 /* All other classes get no special favors. */
4616 /* 33% chance to blow up one rod, otherwise draining. */
4617 if (o_ptr->tval == TV_ROD)
4619 if (one_in_(3)) fail_type = 2;
4622 /* 20% chance of the entire stack, else destroy one wand. */
4623 else if (o_ptr->tval == TV_WAND)
4625 if (one_in_(5)) fail_type = 3;
4628 /* Blow up one staff. */
4629 else if (o_ptr->tval == TV_STAFF)
4635 /*** Apply draining and destruction. ***/
4637 /* Drain object or stack of objects. */
4640 if (o_ptr->tval == TV_ROD)
4642 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
4643 "You save your rod from destruction, but all charges are lost."), o_name);
4644 o_ptr->timeout = k_ptr->pval * o_ptr->number;
4646 else if (o_ptr->tval == TV_WAND)
4648 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);
4651 /* Staffs aren't drained. */
4654 /* Destroy an object or one in a stack of objects. */
4657 if (o_ptr->number > 1)
4659 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);
4660 /* Reduce rod stack maximum timeout, drain wands. */
4661 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
4662 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
4666 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);
4669 /* Reduce and describe inventory */
4672 inven_item_increase(item, -1);
4673 inven_item_describe(item);
4674 inven_item_optimize(item);
4677 /* Reduce and describe floor item */
4680 floor_item_increase(0 - item, -1);
4681 floor_item_describe(0 - item);
4682 floor_item_optimize(0 - item);
4686 /* Destroy all members of a stack of objects. */
4689 if (o_ptr->number > 1)
4690 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);
4692 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
4694 /* Reduce and describe inventory */
4697 inven_item_increase(item, -999);
4698 inven_item_describe(item);
4699 inven_item_optimize(item);
4702 /* Reduce and describe floor item */
4705 floor_item_increase(0 - item, -999);
4706 floor_item_describe(0 - item);
4707 floor_item_optimize(0 - item);
4713 if (p_ptr->csp > p_ptr->msp)
4715 p_ptr->csp = p_ptr->msp;
4718 /* Redraw mana and hp */
4719 p_ptr->redraw |= (PR_MANA);
4721 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
4722 p_ptr->window |= (PW_INVEN);
4729 * @brief 皆殺し(全方向攻撃)処理
4730 * @param py プレイヤーY座標
4731 * @param px プレイヤーX座標
4738 monster_type *m_ptr;
4741 for (dir = 0; dir < 8; dir++)
4743 y = p_ptr->y + ddy_ddd[dir];
4744 x = p_ptr->x + ddx_ddd[dir];
4745 c_ptr = &cave[y][x];
4747 /* Get the monster */
4748 m_ptr = &m_list[c_ptr->m_idx];
4750 /* Hack -- attack monsters */
4751 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
4760 feature_type *f_ptr, *mimic_f_ptr;
4763 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4764 y = p_ptr->y + ddy[dir];
4765 x = p_ptr->x + ddx[dir];
4766 c_ptr = &cave[y][x];
4767 f_ptr = &f_info[c_ptr->feat];
4768 mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
4772 if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
4774 msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
4776 else if (have_flag(f_ptr->flags, FF_PERMANENT))
4778 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);
4780 else if (c_ptr->m_idx)
4782 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4783 msg_print(_("何かが邪魔しています!", "There's something in the way!"));
4785 if (!m_ptr->ml || !is_pet(m_ptr)) py_attack(y, x, 0);
4787 else if (have_flag(f_ptr->flags, FF_TREE))
4789 msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
4791 else if (have_flag(f_ptr->flags, FF_GLASS))
4793 msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
4795 else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
4797 (void)set_food(p_ptr->food + 3000);
4799 else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
4801 (void)set_food(p_ptr->food + 5000);
4805 msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
4806 (void)set_food(p_ptr->food + 10000);
4809 /* Destroy the wall */
4810 cave_alter_feat(y, x, FF_HURT_ROCK);
4812 /* Move the player */
4813 (void)move_player_effect(y, x, MPE_DONT_PICKUP);
4818 bool shock_power(void)
4823 PLAYER_LEVEL plev = p_ptr->lev;
4824 int boost = P_PTR_KI;
4825 if (heavy_armor()) boost /= 2;
4828 if (!get_aim_dir(&dir)) return FALSE;
4830 y = p_ptr->y + ddy[dir];
4831 x = p_ptr->x + ddx[dir];
4832 dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
4833 fire_beam(GF_MISSILE, dir, dam);
4834 if (cave[y][x].m_idx)
4839 MONSTER_IDX m_idx = cave[y][x].m_idx;
4840 monster_type *m_ptr = &m_list[m_idx];
4841 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4842 GAME_TEXT m_name[MAX_NLEN];
4844 monster_desc(m_name, m_ptr, 0);
4846 if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
4848 msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
4852 for (i = 0; i < 5; i++)
4856 if (cave_empty_bold(y, x))
4863 if ((ty != oy) || (tx != ox))
4865 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
4866 cave[oy][ox].m_idx = 0;
4867 cave[ty][tx].m_idx = (s16b)m_idx;
4868 m_ptr->fy = (byte_hack)ty;
4869 m_ptr->fx = (byte_hack)tx;
4871 update_monster(m_idx, TRUE);
4875 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
4876 p_ptr->update |= (PU_MON_LITE);