/*!
- * @file spells3.c
* @brief 魔法効果の実装/ Spell code (part 3)
* @date 2014/07/26
* @author
* </pre>
*/
-#include "system/angband.h"
-#include "cmd/cmd-building.h"
+#include "spell/spells3.h"
+#include "autopick/autopick.h"
+#include "cmd-action/cmd-attack.h"
+#include "cmd-action/cmd-spell.h"
+#include "cmd-building/cmd-building.h"
+#include "cmd-io/cmd-dump.h"
+#include "core/asking-player.h"
+#include "core/speed-table.h"
#include "core/stuff-handler.h"
-#include "term/gameterm.h"
-#include "util/util.h"
-#include "main/sound-definitions-table.h"
-#include "object/item-feeling.h"
-#include "object/object-ego.h"
-#include "object/object-mark-types.h"
-
-#include "monster/creature.h"
-
#include "dungeon/dungeon.h"
+#include "dungeon/quest.h"
#include "effect/effect-characteristics.h"
+#include "effect/spells-effect-util.h"
+#include "floor/floor-object.h"
+#include "floor/floor-save.h"
#include "floor/floor-town.h"
+#include "floor/wild.h"
+#include "game-option/auto-destruction-options.h"
+#include "game-option/birth-options.h"
+#include "game-option/disturbance-options.h"
+#include "game-option/input-options.h"
+#include "game-option/play-record-options.h"
+#include "grid/grid.h"
+#include "inventory/inventory-object.h"
+#include "inventory/player-inventory.h"
+#include "io/input-key-acceptor.h"
+#include "io/input-key-requester.h"
+#include "io/targeting.h"
+#include "io/write-diary.h"
+#include "lore/lore-calculator.h"
+#include "market/building-util.h"
+#include "mind/mind-force-trainer.h"
+#include "mind/mind-sniper.h"
+#include "mind/mind.h"
+#include "monster-floor/monster-generator.h"
+#include "monster-floor/monster-remover.h"
+#include "monster-floor/monster-summon.h"
+#include "monster-floor/place-monster-types.h"
+#include "monster-race/monster-race.h"
+#include "monster-race/race-flags1.h"
+#include "monster-race/race-flags7.h"
+#include "monster/monster-describer.h"
+#include "monster/monster-flag-types.h"
+#include "monster/monster-info.h"
+#include "monster/monster-list.h"
+#include "monster/monster-processor.h"
+#include "monster/monster-status.h"
+#include "monster/monster-update.h"
+#include "monster/monster-util.h"
+#include "object-enchant/artifact.h"
+#include "object-enchant/item-feeling.h"
+#include "object-enchant/object-boost.h"
+#include "object-enchant/object-ego.h"
+#include "object-enchant/special-object-flags.h"
+#include "object-enchant/tr-types.h"
+#include "object-enchant/trc-types.h"
+#include "object-hook/hook-enchant.h"
+#include "object-hook/hook-expendable.h"
+#include "object-hook/hook-magic.h"
+#include "object-hook/hook-perception.h"
+#include "object-hook/hook-weapon.h"
+#include "object/item-tester-hooker.h"
#include "object/item-use-flags.h"
-#include "object/object2.h"
-#include "object/object-boost.h"
#include "object/object-flavor.h"
-#include "object/object-hook.h"
-#include "player/player-move.h"
-#include "player/player-status.h"
+#include "object/object-generator.h"
+#include "object/object-info.h"
+#include "object/object-kind.h"
+#include "object/object-mark-types.h"
+#include "object/object-value.h"
+#include "perception/identification.h"
+#include "perception/object-perception.h"
+#include "player/avatar.h"
+#include "player/digestion-processor.h"
#include "player/player-class.h"
#include "player/player-damage.h"
-#include "inventory/player-inventory.h"
-#include "spell/spells-summon.h"
-#include "dungeon/quest.h"
-#include "object/artifact.h"
-#include "player/avatar.h"
-#include "spell/spells2.h"
-#include "spell/spells3.h"
-#include "spell/spells-floor.h"
-#include "spell/technic-info-table.h"
-#include "grid/grid.h"
-#include "market/building-util.h"
-#include "monster/monster-process.h"
-#include "monster/monster-status.h"
-#include "mspell/monster-spell.h"
-#include "io/write-diary.h"
-#include "cmd-io/cmd-save.h"
-#include "cmd-action/cmd-spell.h"
-#include "cmd-io/cmd-dump.h"
-#include "combat/snipe.h"
-#include "floor/floor-save.h"
-#include "io/files-util.h"
#include "player/player-effects.h"
+#include "player/player-move.h"
+#include "player/player-personalities-types.h"
#include "player/player-skill.h"
-#include "player/player-personalities-table.h"
-#include "view/display-main-window.h"
-#include "mind/mind.h"
-#include "floor/wild.h"
-#include "world/world.h"
-#include "object/object-kind.h"
-#include "autopick/autopick.h"
-#include "io/targeting.h"
-#include "effect/spells-effect-util.h"
-#include "spell/spells-execution.h"
+#include "player/player-status.h"
+#include "realm/realm-names-table.h"
+#include "spell-kind/earthquake.h"
+#include "spell-kind/spells-floor.h"
+#include "spell-kind/spells-launcher.h"
+#include "spell-kind/spells-sight.h"
+#include "spell-kind/spells-teleport.h"
#include "spell/process-effect.h"
-#include "mind/racial-force-trainer.h"
-#include "cmd-action/cmd-attack.h"
-#include "object/tr-types.h"
-#include "object/trc-types.h"
-#include "object/special-object-flags.h"
-
-/*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
-#define MAX_TRIES 100
-
-// todo コピペ感が強くなったので関数化
-static bool update_player(player_type *caster_ptr);
-static bool redraw_player(player_type *caster_ptr);
-
-/*!
- * @brief モンスターのテレポートアウェイ処理 /
- * Teleport a monster, normally up to "dis" grids away.
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @param m_idx モンスターID
- * @param dis テレポート距離
- * @param mode オプション
- * @return テレポートが実際に行われたらtrue
- * @details
- * Attempt to move the monster at least "dis/2" grids away.
- * But allow variation to prevent infinite loops.
- */
-bool teleport_away(player_type *caster_ptr, MONSTER_IDX m_idx, POSITION dis, teleport_flags mode)
-{
- monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
- if (!monster_is_valid(m_ptr)) return FALSE;
-
- if ((mode & TELEPORT_DEC_VALOUR) &&
- (((caster_ptr->chp * 10) / caster_ptr->mhp) > 5) &&
- (4+randint1(5) < ((caster_ptr->chp * 10) / caster_ptr->mhp)))
- {
- chg_virtue(caster_ptr, V_VALOUR, -1);
- }
-
- POSITION oy = m_ptr->fy;
- POSITION ox = m_ptr->fx;
- POSITION min = dis / 2;
- int tries = 0;
- POSITION ny = 0, nx = 0;
- bool look = TRUE;
- while (look)
- {
- tries++;
- if (dis > 200) dis = 200;
-
- for (int i = 0; i < 500; i++)
- {
- while (TRUE)
- {
- ny = rand_spread(oy, dis);
- nx = rand_spread(ox, dis);
- POSITION d = distance(oy, ox, ny, nx);
- if ((d >= min) && (d <= dis)) break;
- }
-
- if (!in_bounds(caster_ptr->current_floor_ptr, ny, nx)) continue;
- if (!cave_monster_teleportable_bold(caster_ptr, m_idx, ny, nx, mode)) continue;
- if (!(caster_ptr->current_floor_ptr->inside_quest || caster_ptr->current_floor_ptr->inside_arena))
- if (caster_ptr->current_floor_ptr->grid_array[ny][nx].info & CAVE_ICKY) continue;
-
- look = FALSE;
- break;
- }
-
- dis = dis * 2;
- min = min / 2;
- if (tries > MAX_TRIES) return FALSE;
- }
-
- sound(SOUND_TPOTHER);
- caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
- caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
-
- m_ptr->fy = ny;
- m_ptr->fx = nx;
-
- reset_target(m_ptr);
- update_monster(caster_ptr, m_idx, TRUE);
- lite_spot(caster_ptr, oy, ox);
- lite_spot(caster_ptr, ny, nx);
-
- if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
- caster_ptr->update |= (PU_MON_LITE);
-
- return TRUE;
-}
-
-
-/*!
- * @brief モンスターを指定された座標付近にテレポートする /
- * Teleport monster next to a grid near the given location
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @param m_idx モンスターID
- * @param ty 目安Y座標
- * @param tx 目安X座標
- * @param power テレポート成功確率
- * @param mode オプション
- * @return なし
- */
-void teleport_monster_to(player_type *caster_ptr, MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, teleport_flags mode)
-{
- monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
- if(!m_ptr->r_idx) return;
- if(randint1(100) > power) return;
-
- POSITION ny = m_ptr->fy;
- POSITION nx = m_ptr->fx;
- POSITION oy = m_ptr->fy;
- POSITION ox = m_ptr->fx;
-
- POSITION dis = 2;
- int min = dis / 2;
- int attempts = 500;
- bool look = TRUE;
- while (look && --attempts)
- {
- if (dis > 200) dis = 200;
-
- for (int i = 0; i < 500; i++)
- {
- while (TRUE)
- {
- ny = rand_spread(ty, dis);
- nx = rand_spread(tx, dis);
- int d = distance(ty, tx, ny, nx);
- if ((d >= min) && (d <= dis)) break;
- }
-
- if (!in_bounds(caster_ptr->current_floor_ptr, ny, nx)) continue;
- if (!cave_monster_teleportable_bold(caster_ptr, m_idx, ny, nx, mode)) continue;
-
- look = FALSE;
- break;
- }
-
- dis = dis * 2;
- min = min / 2;
- }
-
- if (attempts < 1) return;
-
- sound(SOUND_TPOTHER);
- caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
- caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
-
- m_ptr->fy = ny;
- m_ptr->fx = nx;
-
- update_monster(caster_ptr, m_idx, TRUE);
- lite_spot(caster_ptr, oy, ox);
- lite_spot(caster_ptr, ny, nx);
-
- if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
- caster_ptr->update |= (PU_MON_LITE);
-}
-
-
-/*!
- * @brief プレイヤーのテレポート先選定と移動処理 /
- * Teleport the player to a location up to "dis" grids away.
- * @param creature_ptr プレーヤーへの参照ポインタ
- * @param dis 基本移動距離
- * @param is_quantum_effect 量子的効果 (反テレポ無効)によるテレポートアウェイならばTRUE
- * @param mode オプション
- * @return 実際にテレポート処理が行われたらtrue
- * @details
- * <pre>
- * If no such spaces are readily available, the distance may increase.
- * Try very hard to move the player at least a quarter that distance.
- *
- * There was a nasty tendency for a long time; which was causing the
- * player to "bounce" between two or three different spots because
- * these are the only spots that are "far enough" way to satisfy the
- * algorithm.
- *
- * But this tendency is now removed; in the new algorithm, a list of
- * candidates is selected first, which includes at least 50% of all
- * floor grids within the distance, and any single grid in this list
- * of candidates has equal possibility to be choosen as a destination.
- * </pre>
- */
-bool teleport_player_aux(player_type *creature_ptr, POSITION dis, bool is_quantum_effect, teleport_flags mode)
-{
- if (creature_ptr->wild_mode) return FALSE;
- if (!is_quantum_effect && creature_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
- {
- msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
- return FALSE;
- }
-
- int candidates_at[MAX_TELEPORT_DISTANCE + 1];
- for (int i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
- candidates_at[i] = 0;
-
- if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
-
- int left = MAX(1, creature_ptr->x - dis);
- int right = MIN(creature_ptr->current_floor_ptr->width - 2, creature_ptr->x + dis);
- int top = MAX(1, creature_ptr->y - dis);
- int bottom = MIN(creature_ptr->current_floor_ptr->height - 2, creature_ptr->y + dis);
- int total_candidates = 0;
- for (POSITION y = top; y <= bottom; y++)
- {
- for (POSITION x = left; x <= right; x++)
- {
- if (!cave_player_teleportable_bold(creature_ptr, y, x, mode)) continue;
-
- int d = distance(creature_ptr->y, creature_ptr->x, y, x);
- if (d > dis) continue;
-
- total_candidates++;
- candidates_at[d]++;
- }
- }
-
- if (0 == total_candidates) return FALSE;
-
- int cur_candidates;
- int min = dis;
- for (cur_candidates = 0; min >= 0; min--)
- {
- cur_candidates += candidates_at[min];
- if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
- }
-
- int pick = randint1(cur_candidates);
-
- /* Search again the choosen location */
- POSITION yy, xx = 0;
- for (yy = top; yy <= bottom; yy++)
- {
- for (xx = left; xx <= right; xx++)
- {
- if (!cave_player_teleportable_bold(creature_ptr, yy, xx, mode)) continue;
-
- int d = distance(creature_ptr->y, creature_ptr->x, yy, xx);
- if (d > dis) continue;
- if (d < min) continue;
-
- pick--;
- if (!pick) break;
- }
-
- if (!pick) break;
- }
-
- if (player_bold(creature_ptr, yy, xx)) return FALSE;
-
- sound(SOUND_TELEPORT);
-#ifdef JP
- if (IS_ECHIZEN(creature_ptr))
- msg_format("『こっちだぁ、%s』", creature_ptr->name);
-#endif
- (void)move_player_effect(creature_ptr, yy, xx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
- return TRUE;
-}
-
-
-/*!
- * @brief プレイヤーのテレポート処理メインルーチン
- * @param creature_ptr プレーヤーへの参照ポインタ
- * @param dis 基本移動距離
- * @param mode オプション
- * @return なし
- */
-void teleport_player(player_type *creature_ptr, POSITION dis, BIT_FLAGS mode)
-{
- if (!teleport_player_aux(creature_ptr, dis, FALSE, mode)) return;
-
- /* Monsters with teleport ability may follow the player */
- POSITION oy = creature_ptr->y;
- POSITION ox = creature_ptr->x;
- for (POSITION xx = -1; xx < 2; xx++)
- {
- for (POSITION yy = -1; yy < 2; yy++)
- {
- MONSTER_IDX tmp_m_idx = creature_ptr->current_floor_ptr->grid_array[oy+yy][ox+xx].m_idx;
- if (tmp_m_idx && (creature_ptr->riding != tmp_m_idx))
- {
- continue;
- }
-
- monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[tmp_m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- bool is_resistible = (r_ptr->a_ability_flags2 & RF6_TPORT) != 0;
- is_resistible &= (r_ptr->flagsr & RFR_RES_TELE) == 0;
- is_resistible &= MON_CSLEEP(m_ptr) == 0;
- if (is_resistible)
- {
- teleport_monster_to(creature_ptr, tmp_m_idx, creature_ptr->y, creature_ptr->x, r_ptr->level, TELEPORT_SPONTANEOUS);
- }
- }
- }
-}
-
-
-/*!
- * @brief プレイヤーのテレポートアウェイ処理 /
- * @param m_idx アウェイを試みたモンスターID
- * @param target_ptr プレーヤーへの参照ポインタ
- * @param dis テレポート距離
- * @param is_quantum_effect 量子的効果によるテレポートアウェイならばTRUE
- * @return なし
- */
-void teleport_player_away(MONSTER_IDX m_idx, player_type *target_ptr, POSITION dis, bool is_quantum_effect)
-{
- if (!teleport_player_aux(target_ptr, dis, TELEPORT_PASSIVE, is_quantum_effect)) return;
-
- /* Monsters with teleport ability may follow the player */
- POSITION oy = target_ptr->y;
- POSITION ox = target_ptr->x;
- for (POSITION xx = -1; xx < 2; xx++)
- {
- for (POSITION yy = -1; yy < 2; yy++)
- {
- MONSTER_IDX tmp_m_idx = target_ptr->current_floor_ptr->grid_array[oy+yy][ox+xx].m_idx;
- bool is_teleportable = tmp_m_idx > 0;
- is_teleportable &= target_ptr->riding != tmp_m_idx;
- is_teleportable &= m_idx != tmp_m_idx;
- if (!is_teleportable)
- {
- continue;
- }
-
- monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[tmp_m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- bool is_resistible = (r_ptr->a_ability_flags2 & RF6_TPORT) != 0;
- is_resistible &= (r_ptr->flagsr & RFR_RES_TELE) == 0;
- is_resistible &= MON_CSLEEP(m_ptr) == 0;
- if (is_resistible)
- {
- teleport_monster_to(target_ptr, tmp_m_idx, target_ptr->y, target_ptr->x, r_ptr->level, TELEPORT_SPONTANEOUS);
- }
- }
- }
-}
-
-
-/*!
- * @brief プレイヤーを指定位置近辺にテレポートさせる
- * Teleport player to a grid near the given location
- * @param creature_ptr プレーヤーへの参照ポインタ
- * @param ny 目標Y座標
- * @param nx 目標X座標
- * @param mode オプションフラグ
- * @return なし
- * @details
- * <pre>
- * This function is slightly obsessive about correctness.
- * This function allows teleporting into vaults (!)
- * </pre>
- */
-void teleport_player_to(player_type *creature_ptr, POSITION ny, POSITION nx, teleport_flags mode)
-{
- if (creature_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
- {
- msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
- return;
- }
-
- /* Find a usable location */
- POSITION y, x;
- POSITION dis = 0, ctr = 0;
- while (TRUE)
- {
- while (TRUE)
- {
- y = (POSITION)rand_spread(ny, dis);
- x = (POSITION)rand_spread(nx, dis);
- if (in_bounds(creature_ptr->current_floor_ptr, y, x)) break;
- }
-
- bool is_anywhere = current_world_ptr->wizard;
- is_anywhere &= (mode & TELEPORT_PASSIVE) == 0;
- is_anywhere &= (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx > 0) ||
- creature_ptr->current_floor_ptr->grid_array[y][x].m_idx == creature_ptr->riding;
- if (is_anywhere) break;
-
- if (cave_player_teleportable_bold(creature_ptr, y, x, mode)) break;
-
- if (++ctr > (4 * dis * dis + 4 * dis + 1))
- {
- ctr = 0;
- dis++;
- }
- }
-
- sound(SOUND_TELEPORT);
- (void)move_player_effect(creature_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
-}
-
-
-void teleport_away_followable(player_type *tracer_ptr, MONSTER_IDX m_idx)
-{
- monster_type *m_ptr = &tracer_ptr->current_floor_ptr->m_list[m_idx];
- POSITION oldfy = m_ptr->fy;
- POSITION oldfx = m_ptr->fx;
- bool old_ml = m_ptr->ml;
- POSITION old_cdis = m_ptr->cdis;
-
- teleport_away(tracer_ptr, m_idx, MAX_SIGHT * 2 + 5, TELEPORT_SPONTANEOUS);
-
- bool is_followable = old_ml;
- is_followable &= old_cdis <= MAX_SIGHT;
- is_followable &= current_world_ptr->timewalk_m_idx == 0;
- is_followable &= !tracer_ptr->phase_out;
- is_followable &= los(tracer_ptr, tracer_ptr->y, tracer_ptr->x, oldfy, oldfx);
- if (!is_followable) return;
-
- bool follow = FALSE;
- if ((tracer_ptr->muta1 & MUT1_VTELEPORT) || (tracer_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
- else
- {
- BIT_FLAGS flgs[TR_FLAG_SIZE];
- object_type *o_ptr;
- INVENTORY_IDX i;
-
- for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
- {
- o_ptr = &tracer_ptr->inventory_list[i];
- if (o_ptr->k_idx && !object_is_cursed(o_ptr))
- {
- object_flags(o_ptr, flgs);
- if (have_flag(flgs, TR_TELEPORT))
- {
- follow = TRUE;
- break;
- }
- }
- }
- }
-
- if (!follow) return;
- if (!get_check_strict(_("ついていきますか?", "Do you follow it? "), CHECK_OKAY_CANCEL))
- return;
-
- if (one_in_(3))
- {
- teleport_player(tracer_ptr, 200, TELEPORT_PASSIVE);
- msg_print(_("失敗!", "Failed!"));
- }
- else
- {
- teleport_player_to(tracer_ptr, m_ptr->fy, m_ptr->fx, TELEPORT_SPONTANEOUS);
- }
-
- tracer_ptr->energy_need += ENERGY_NEED();
-}
-
-
-bool teleport_level_other(player_type *caster_ptr)
-{
- if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
- MONSTER_IDX target_m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
- if (!target_m_idx) return TRUE;
- if (!player_has_los_bold(caster_ptr, target_row, target_col)) return TRUE;
- if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) return TRUE;
-
- monster_type *m_ptr;
- monster_race *r_ptr;
- m_ptr = &caster_ptr->current_floor_ptr->m_list[target_m_idx];
- r_ptr = &r_info[m_ptr->r_idx];
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(caster_ptr, m_name, m_ptr, 0);
- msg_format(_("%^sの足を指さした。", "You gesture at %^s's feet."), m_name);
-
- if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) ||
- (r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > caster_ptr->lev + randint1(60)))
- {
- msg_format(_("しかし効果がなかった!", "%^s is unaffected!"), m_name);
- }
- else
- {
- teleport_level(caster_ptr, target_m_idx);
- }
-
- return TRUE;
-}
-
-
-/*!
- * todo cmd-save.h への依存あり。コールバックで何とかしたい
- * @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 /
- * Teleport the player one level up or down (random when legal)
- * @param creature_ptr プレーヤーへの参照ポインタ
- * @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.
- * @return なし
- */
-void teleport_level(player_type *creature_ptr, MONSTER_IDX m_idx)
-{
- GAME_TEXT m_name[160];
- bool see_m = TRUE;
- if (m_idx <= 0)
- {
- strcpy(m_name, _("あなた", "you"));
- }
- else
- {
- monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
- monster_desc(creature_ptr, m_name, m_ptr, 0);
- see_m = is_seen(m_ptr);
- }
-
- if (is_teleport_level_ineffective(creature_ptr, m_idx))
- {
- if (see_m) msg_print(_("効果がなかった。", "There is no effect."));
- return;
- }
-
- if ((m_idx <= 0) && creature_ptr->anti_tele)
- {
- msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
- return;
- }
-
- bool go_up;
- if (randint0(100) < 50) go_up = TRUE;
- else go_up = FALSE;
-
- if ((m_idx <= 0) && current_world_ptr->wizard)
- {
- if (get_check("Force to go up? ")) go_up = TRUE;
- else if (get_check("Force to go down? ")) go_up = FALSE;
- }
-
- if ((ironman_downward && (m_idx <= 0)) || (creature_ptr->current_floor_ptr->dun_level <= d_info[creature_ptr->dungeon_idx].mindepth))
- {
-#ifdef JP
- if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
-#else
- if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
-#endif
- if (m_idx <= 0)
- {
- if (!creature_ptr->current_floor_ptr->dun_level)
- {
- creature_ptr->dungeon_idx = ironman_downward ? DUNGEON_ANGBAND : creature_ptr->recall_dungeon;
- creature_ptr->oldpy = creature_ptr->y;
- creature_ptr->oldpx = creature_ptr->x;
- }
-
- if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, 1, NULL);
-
- if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
-
- if (!creature_ptr->current_floor_ptr->dun_level)
- {
- creature_ptr->current_floor_ptr->dun_level = d_info[creature_ptr->dungeon_idx].mindepth;
- prepare_change_floor_mode(creature_ptr, CFM_RAND_PLACE);
- }
- else
- {
- prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
- }
-
- creature_ptr->leaving = TRUE;
- }
- }
- else if (quest_number(creature_ptr, creature_ptr->current_floor_ptr->dun_level) || (creature_ptr->current_floor_ptr->dun_level >= d_info[creature_ptr->dungeon_idx].maxdepth))
- {
-#ifdef JP
- if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
-#else
- if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
-#endif
-
- if (m_idx <= 0)
- {
- if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, -1, NULL);
-
- if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
-
- prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
-
- leave_quest_check(creature_ptr);
- creature_ptr->current_floor_ptr->inside_quest = 0;
- creature_ptr->leaving = TRUE;
- }
- }
- else if (go_up)
- {
-#ifdef JP
- if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
-#else
- if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
-#endif
-
- if (m_idx <= 0)
- {
- if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, -1, NULL);
-
- if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
-
- prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
- creature_ptr->leaving = TRUE;
- }
- }
- else
- {
-#ifdef JP
- if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
-#else
- if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
-#endif
-
- if (m_idx <= 0)
- {
- if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, 1, NULL);
- if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
-
- prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
- creature_ptr->leaving = TRUE;
- }
- }
-
- if (m_idx <= 0)
- {
- sound(SOUND_TPLEVEL);
- return;
- }
-
- monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
- check_quest_completion(creature_ptr, m_ptr);
- if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
- {
- char m2_name[MAX_NLEN];
-
- monster_desc(creature_ptr, m2_name, m_ptr, MD_INDEF_VISIBLE);
- exe_write_diary(creature_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
- }
-
- delete_monster_idx(creature_ptr, m_idx);
- sound(SOUND_TPLEVEL);
-}
-
-
-/*!
- * @brief プレイヤーの帰還発動及び中止処理 /
- * Recall the player to town or dungeon
- * @param creature_ptr プレーヤーへの参照ポインタ
- * @param turns 発動までのターン数
- * @return 常にTRUEを返す
- */
-bool recall_player(player_type *creature_ptr, TIME_EFFECT turns)
-{
- /*
- * TODO: Recall the player to the last
- * visited town when in the wilderness
- */
- if (creature_ptr->current_floor_ptr->inside_arena || ironman_downward)
- {
- msg_print(_("何も起こらなかった。", "Nothing happens."));
- return TRUE;
- }
-
- bool is_special_floor = creature_ptr->current_floor_ptr->dun_level > 0;
- is_special_floor &= max_dlv[creature_ptr->dungeon_idx] > creature_ptr->current_floor_ptr->dun_level;
- is_special_floor &= !creature_ptr->current_floor_ptr->inside_quest;
- is_special_floor &= !creature_ptr->word_recall;
- if (is_special_floor)
- {
- 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? ")))
- {
- max_dlv[creature_ptr->dungeon_idx] = creature_ptr->current_floor_ptr->dun_level;
- if (record_maxdepth)
- exe_write_diary(creature_ptr, DIARY_TRUMP, creature_ptr->dungeon_idx, _("帰還のときに", "when recalled from dungeon"));
- }
-
- }
-
- if (creature_ptr->word_recall)
- {
- creature_ptr->word_recall = 0;
- msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
- creature_ptr->redraw |= (PR_STATUS);
- return TRUE;
- }
-
- if (!creature_ptr->current_floor_ptr->dun_level)
- {
- DUNGEON_IDX select_dungeon;
- select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
- if (!select_dungeon) return FALSE;
- creature_ptr->recall_dungeon = select_dungeon;
- }
-
- creature_ptr->word_recall = turns;
- msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
- creature_ptr->redraw |= (PR_STATUS);
- return TRUE;
-}
-
-
-bool free_level_recall(player_type *creature_ptr)
-{
- DUNGEON_IDX select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
- if (!select_dungeon) return FALSE;
-
- DEPTH max_depth = d_info[select_dungeon].maxdepth;
- if (select_dungeon == DUNGEON_ANGBAND)
- {
- if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
- else if (quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
- }
-
- QUANTITY amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "),
- d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
- if (amt <= 0)
- {
- return FALSE;
- }
-
- creature_ptr->word_recall = 1;
- creature_ptr->recall_dungeon = select_dungeon;
- max_dlv[creature_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
- if (record_maxdepth)
- exe_write_diary(creature_ptr, DIARY_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
-
- msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
-
- creature_ptr->redraw |= PR_STATUS;
- return TRUE;
-}
-
-
-/*!
- * @brief フロア・リセット処理
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @return リセット処理が実際に行われたらTRUEを返す
- */
-bool reset_recall(player_type *caster_ptr)
-{
- int select_dungeon, dummy = 0;
- char ppp[80];
- char tmp_val[160];
-
- select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
- if (ironman_downward)
- {
- msg_print(_("何も起こらなかった。", "Nothing happens."));
- return TRUE;
- }
-
- if (!select_dungeon) return FALSE;
- sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
- (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
- sprintf(tmp_val, "%d", (int)MAX(caster_ptr->current_floor_ptr->dun_level, 1));
-
- if (!get_string(ppp, tmp_val, 10))
- {
- return FALSE;
- }
-
- dummy = atoi(tmp_val);
- if (dummy < 1) dummy = 1;
- if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
- if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
-
- max_dlv[select_dungeon] = dummy;
-
- if (record_maxdepth)
- exe_write_diary(caster_ptr, DIARY_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
-#ifdef JP
- 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);
-#else
- msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
-#endif
- return TRUE;
-}
-
+#include "spell/spell-types.h"
+#include "spell/spells-execution.h"
+#include "spell/spells-summon.h"
+#include "spell/technic-info-table.h"
+#include "status/bad-status-setter.h"
+#include "term/screen-processor.h"
+#include "term/term-color-types.h"
+#include "util/bit-flags-calculator.h"
+#include "util/int-char-converter.h"
+#include "view/display-messages.h"
+#include "world/world.h"
/*!
* @brief プレイヤーの装備劣化処理 /
*/
bool apply_disenchant(player_type *target_ptr, BIT_FLAGS mode)
{
- int t = 0;
- switch (randint1(8))
- {
- case 1: t = INVEN_RARM; break;
- case 2: t = INVEN_LARM; break;
- case 3: t = INVEN_BOW; break;
- case 4: t = INVEN_BODY; break;
- case 5: t = INVEN_OUTER; break;
- case 6: t = INVEN_HEAD; break;
- case 7: t = INVEN_HANDS; break;
- case 8: t = INVEN_FEET; break;
- }
-
- object_type *o_ptr;
- o_ptr = &target_ptr->inventory_list[t];
- if (!o_ptr->k_idx) return FALSE;
-
- if (!object_is_weapon_armour_ammo(o_ptr))
- return FALSE;
-
- if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
- {
- return FALSE;
- }
-
- GAME_TEXT o_name[MAX_NLEN];
- object_desc(target_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
- if (object_is_artifact(o_ptr) && (randint0(100) < 71))
- {
+ int t = 0;
+ switch (randint1(8)) {
+ case 1:
+ t = INVEN_RARM;
+ break;
+ case 2:
+ t = INVEN_LARM;
+ break;
+ case 3:
+ t = INVEN_BOW;
+ break;
+ case 4:
+ t = INVEN_BODY;
+ break;
+ case 5:
+ t = INVEN_OUTER;
+ break;
+ case 6:
+ t = INVEN_HEAD;
+ break;
+ case 7:
+ t = INVEN_HANDS;
+ break;
+ case 8:
+ t = INVEN_FEET;
+ break;
+ }
+
+ object_type *o_ptr;
+ o_ptr = &target_ptr->inventory_list[t];
+ if (!o_ptr->k_idx)
+ return FALSE;
+
+ if (!object_is_weapon_armour_ammo(target_ptr, o_ptr))
+ return FALSE;
+
+ if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1)) {
+ return FALSE;
+ }
+
+ GAME_TEXT o_name[MAX_NLEN];
+ object_desc(target_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ if (object_is_artifact(o_ptr) && (randint0(100) < 71)) {
#ifdef JP
- msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
+ msg_format("%s(%c)は劣化を跳ね返した!", o_name, index_to_label(t));
#else
- msg_format("Your %s (%c) resist%s disenchantment!", o_name, index_to_label(t),
- ((o_ptr->number != 1) ? "" : "s"));
+ msg_format("Your %s (%c) resist%s disenchantment!", o_name, index_to_label(t), ((o_ptr->number != 1) ? "" : "s"));
#endif
- return TRUE;
- }
-
- int to_h = o_ptr->to_h;
- int to_d = o_ptr->to_d;
- int to_a = o_ptr->to_a;
- int pval = o_ptr->pval;
-
- if (o_ptr->to_h > 0) o_ptr->to_h--;
- if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
-
- if (o_ptr->to_d > 0) o_ptr->to_d--;
- if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
-
- if (o_ptr->to_a > 0) o_ptr->to_a--;
- if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
-
- if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
-
- bool is_actually_disenchanted = to_h != o_ptr->to_h;
- is_actually_disenchanted |= to_d != o_ptr->to_d;
- is_actually_disenchanted |= to_a != o_ptr->to_a;
- is_actually_disenchanted |= pval != o_ptr->pval;
- if (!is_actually_disenchanted) return TRUE;
+ return TRUE;
+ }
+
+ int to_h = o_ptr->to_h;
+ int to_d = o_ptr->to_d;
+ int to_a = o_ptr->to_a;
+ int pval = o_ptr->pval;
+
+ if (o_ptr->to_h > 0)
+ o_ptr->to_h--;
+ if ((o_ptr->to_h > 5) && (randint0(100) < 20))
+ o_ptr->to_h--;
+
+ if (o_ptr->to_d > 0)
+ o_ptr->to_d--;
+ if ((o_ptr->to_d > 5) && (randint0(100) < 20))
+ o_ptr->to_d--;
+
+ if (o_ptr->to_a > 0)
+ o_ptr->to_a--;
+ if ((o_ptr->to_a > 5) && (randint0(100) < 20))
+ o_ptr->to_a--;
+
+ if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01))
+ o_ptr->pval--;
+
+ bool is_actually_disenchanted = to_h != o_ptr->to_h;
+ is_actually_disenchanted |= to_d != o_ptr->to_d;
+ is_actually_disenchanted |= to_a != o_ptr->to_a;
+ is_actually_disenchanted |= pval != o_ptr->pval;
+ if (!is_actually_disenchanted)
+ return TRUE;
#ifdef JP
- msg_format("%s(%c)は劣化してしまった!", o_name, index_to_label(t));
+ msg_format("%s(%c)は劣化してしまった!", o_name, index_to_label(t));
#else
- msg_format("Your %s (%c) %s disenchanted!", o_name, index_to_label(t),
- ((o_ptr->number != 1) ? "were" : "was"));
+ msg_format("Your %s (%c) %s disenchanted!", o_name, index_to_label(t), ((o_ptr->number != 1) ? "were" : "was"));
#endif
- chg_virtue(target_ptr, V_HARMONY, 1);
- chg_virtue(target_ptr, V_ENCHANT, -2);
- target_ptr->update |= (PU_BONUS);
- target_ptr->window |= (PW_EQUIP | PW_PLAYER);
+ chg_virtue(target_ptr, V_HARMONY, 1);
+ chg_virtue(target_ptr, V_ENCHANT, -2);
+ target_ptr->update |= (PU_BONUS);
+ target_ptr->window |= (PW_EQUIP | PW_PLAYER);
- calc_android_exp(target_ptr);
- return TRUE;
+ calc_android_exp(target_ptr);
+ return TRUE;
}
-
-/*!
- * @brief 虚無招来によるフロア中の全壁除去処理 /
- * Vanish all walls in this floor
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @params caster_ptr 術者の参照ポインタ
- * @return 実際に処理が反映された場合TRUE
- */
-bool vanish_dungeon(player_type *caster_ptr)
-{
- bool is_special_floor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
- is_special_floor |= !caster_ptr->current_floor_ptr->dun_level;
- if (is_special_floor) return FALSE;
-
- grid_type *g_ptr;
- feature_type *f_ptr;
- monster_type *m_ptr;
- GAME_TEXT m_name[MAX_NLEN];
- for (POSITION y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++)
- {
- for (POSITION x = 1; x < caster_ptr->current_floor_ptr->width - 1; x++)
- {
- g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
-
- f_ptr = &f_info[g_ptr->feat];
- g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
- m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
- if (g_ptr->m_idx && MON_CSLEEP(m_ptr))
- {
- (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
- if (m_ptr->ml)
- {
- monster_desc(caster_ptr, m_name, m_ptr, 0);
- msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
- }
- }
-
- if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(caster_ptr, y, x, FF_HURT_DISI);
- }
- }
-
- for (POSITION x = 0; x < caster_ptr->current_floor_ptr->width; x++)
- {
- g_ptr = &caster_ptr->current_floor_ptr->grid_array[0][x];
- f_ptr = &f_info[g_ptr->mimic];
- g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
-
- if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
- {
- g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
- if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
- }
-
- g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->current_floor_ptr->height - 1][x];
- f_ptr = &f_info[g_ptr->mimic];
- g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
-
- if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
- {
- g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
- if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
- }
- }
-
- /* Special boundary walls -- Left and right */
- for (POSITION y = 1; y < (caster_ptr->current_floor_ptr->height - 1); y++)
- {
- g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][0];
- f_ptr = &f_info[g_ptr->mimic];
- g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
-
- if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
- {
- g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
- if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
- }
-
- g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][caster_ptr->current_floor_ptr->width - 1];
- f_ptr = &f_info[g_ptr->mimic];
- g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
-
- if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
- {
- g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
- if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
- }
- }
-
- caster_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
- caster_ptr->redraw |= (PR_MAP);
- caster_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
- return TRUE;
-}
-
-
-/*!
- * @brief 虚無招来処理 /
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @return なし
- * @details
- * Sorry, it becomes not (void)...
- */
-void call_the_void(player_type *caster_ptr)
-{
- grid_type *g_ptr;
- bool do_call = TRUE;
- for (int i = 0; i < 9; i++)
- {
- g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->y + ddy_ddd[i]][caster_ptr->x + ddx_ddd[i]];
-
- if (!cave_have_flag_grid(g_ptr, FF_PROJECT))
- {
- if (!g_ptr->mimic || !have_flag(f_info[g_ptr->mimic].flags, FF_PROJECT) ||
- !permanent_wall(&f_info[g_ptr->feat]))
- {
- do_call = FALSE;
- break;
- }
- }
- }
-
- if (do_call)
- {
- for (int i = 1; i < 10; i++)
- {
- if (i - 5) fire_ball(caster_ptr, GF_ROCKET, i, 175, 2);
- }
-
- for (int i = 1; i < 10; i++)
- {
- if (i - 5) fire_ball(caster_ptr, GF_MANA, i, 175, 3);
- }
-
- for (int i = 1; i < 10; i++)
- {
- if (i - 5) fire_ball(caster_ptr, GF_NUKE, i, 175, 4);
- }
-
- return;
- }
-
- bool is_special_fllor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
- is_special_fllor |= !caster_ptr->current_floor_ptr->dun_level;
- if (is_special_fllor)
- {
- msg_print(_("地面が揺れた。", "The ground trembles."));
- return;
- }
-
-#ifdef JP
- msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
- ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
-#else
- msg_format("You %s the %s too close to a wall!",
- ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
- ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
-#endif
- msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
-
- if (one_in_(666))
- {
- if (!vanish_dungeon(caster_ptr)) msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon becomes quiet for a moment."));
- take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
- return;
- }
-
- if (destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 15 + caster_ptr->lev + randint0(11), FALSE))
- msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
- else
- msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
- take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
-}
-
-
/*!
* @brief アイテム引き寄せ処理 /
* Fetch an item (teleport it right underneath the caster)
*/
void fetch(player_type *caster_ptr, DIRECTION dir, WEIGHT wgt, bool require_los)
{
- grid_type *g_ptr;
- object_type *o_ptr;
- GAME_TEXT o_name[MAX_NLEN];
-
- if (caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx)
- {
- 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."));
- return;
- }
-
- POSITION ty, tx;
- if (dir == 5 && target_okay(caster_ptr))
- {
- tx = target_col;
- ty = target_row;
-
- if (distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE)
- {
- 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!"));
- return;
- }
-
- g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
- if (!g_ptr->o_idx)
- {
- msg_print(_("そこには何もありません。", "There is no object at this place."));
- return;
- }
-
- if (g_ptr->info & CAVE_ICKY)
- {
- 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."));
- return;
- }
-
- if (require_los)
- {
- if (!player_has_los_bold(caster_ptr, ty, tx))
- {
- 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."));
- return;
- }
- else if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, ty, tx))
- {
- msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
- return;
- }
- }
- }
- else
- {
- ty = caster_ptr->y;
- tx = caster_ptr->x;
- bool is_first_loop = TRUE;
- g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
- while (is_first_loop || !g_ptr->o_idx)
- {
- is_first_loop = FALSE;
- ty += ddy[dir];
- tx += ddx[dir];
- g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
-
- if ((distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE) ||
- !cave_have_flag_bold(caster_ptr->current_floor_ptr, ty, tx, FF_PROJECT)) return;
- }
- }
-
- o_ptr = &caster_ptr->current_floor_ptr->o_list[g_ptr->o_idx];
- if (o_ptr->weight > wgt)
- {
- msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
- return;
- }
-
- OBJECT_IDX i = g_ptr->o_idx;
- g_ptr->o_idx = o_ptr->next_o_idx;
- caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx = i; /* 'move' it */
-
- o_ptr->next_o_idx = 0;
- o_ptr->iy = caster_ptr->y;
- o_ptr->ix = caster_ptr->x;
-
- object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
- 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);
-
- note_spot(caster_ptr, caster_ptr->y, caster_ptr->x);
- caster_ptr->redraw |= PR_MAP;
+ grid_type *g_ptr;
+ object_type *o_ptr;
+ GAME_TEXT o_name[MAX_NLEN];
+
+ if (caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx) {
+ 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."));
+ return;
+ }
+
+ POSITION ty, tx;
+ if (dir == 5 && target_okay(caster_ptr)) {
+ tx = target_col;
+ ty = target_row;
+
+ if (distance(caster_ptr->y, caster_ptr->x, ty, tx) > get_max_range(caster_ptr)) {
+ 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!"));
+ return;
+ }
+
+ g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
+ if (!g_ptr->o_idx) {
+ msg_print(_("そこには何もありません。", "There is no object at this place."));
+ return;
+ }
+
+ if (g_ptr->info & CAVE_ICKY) {
+ 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."));
+ return;
+ }
+
+ if (require_los) {
+ if (!player_has_los_bold(caster_ptr, ty, tx)) {
+ 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."));
+ return;
+ } else if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, ty, tx)) {
+ msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
+ return;
+ }
+ }
+ } else {
+ ty = caster_ptr->y;
+ tx = caster_ptr->x;
+ bool is_first_loop = TRUE;
+ g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
+ while (is_first_loop || !g_ptr->o_idx) {
+ is_first_loop = FALSE;
+ ty += ddy[dir];
+ tx += ddx[dir];
+ g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
+
+ if ((distance(caster_ptr->y, caster_ptr->x, ty, tx) > get_max_range(caster_ptr))
+ || !cave_have_flag_bold(caster_ptr->current_floor_ptr, ty, tx, FF_PROJECT))
+ return;
+ }
+ }
+
+ o_ptr = &caster_ptr->current_floor_ptr->o_list[g_ptr->o_idx];
+ if (o_ptr->weight > wgt) {
+ msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
+ return;
+ }
+
+ OBJECT_IDX i = g_ptr->o_idx;
+ g_ptr->o_idx = o_ptr->next_o_idx;
+ caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx = i; /* 'move' it */
+
+ o_ptr->next_o_idx = 0;
+ o_ptr->iy = caster_ptr->y;
+ o_ptr->ix = caster_ptr->x;
+
+ object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
+ 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);
+
+ note_spot(caster_ptr, caster_ptr->y, caster_ptr->x);
+ caster_ptr->redraw |= PR_MAP;
}
-
/*!
* @brief 現実変容処理
* @param caster_ptr プレーヤーへの参照ポインタ
*/
void reserve_alter_reality(player_type *caster_ptr)
{
- if (caster_ptr->current_floor_ptr->inside_arena || ironman_downward)
- {
- msg_print(_("何も起こらなかった。", "Nothing happens."));
- return;
- }
-
- if (caster_ptr->alter_reality)
- {
- caster_ptr->alter_reality = 0;
- msg_print(_("景色が元に戻った...", "The view around you returns to normal..."));
- caster_ptr->redraw |= PR_STATUS;
- return;
- }
-
- TIME_EFFECT turns = randint0(21) + 15;
- caster_ptr->alter_reality = turns;
- msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
- caster_ptr->redraw |= PR_STATUS;
-}
-
-
-/*!
- * @brief 全所持アイテム鑑定処理 /
- * Identify everything being carried.
- * Done by a potion of "self knowledge".
- * @param target_ptr プレーヤーへの参照ポインタ
- * @return なし
- */
-void identify_pack(player_type *target_ptr)
-{
- for (INVENTORY_IDX i = 0; i < INVEN_TOTAL; i++)
- {
- object_type *o_ptr = &target_ptr->inventory_list[i];
- if (!o_ptr->k_idx) continue;
-
- identify_item(target_ptr, o_ptr);
- autopick_alter_item(target_ptr, i, FALSE);
- }
-}
-
-
-/*!
- * @brief 装備の解呪処理 /
- * Removes curses from items in inventory
- * @param creature_ptr プレーヤーへの参照ポインタ
- * @param all 軽い呪いまでの解除ならば0
- * @return 解呪されたアイテムの数
- * @details
- * <pre>
- * Note that Items which are "Perma-Cursed" (The One Ring,
- * The Crown of Morgoth) can NEVER be uncursed.
- *
- * Note that if "all" is FALSE, then Items which are
- * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
- * will not be uncursed.
- * </pre>
- */
-static int remove_curse_aux(player_type *creature_ptr, int all)
-{
- int cnt = 0;
- for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
- {
- object_type *o_ptr = &creature_ptr->inventory_list[i];
- if (!o_ptr->k_idx) continue;
- if (!object_is_cursed(o_ptr)) continue;
- if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
- if (o_ptr->curse_flags & TRC_PERMA_CURSE)
- {
- o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
- continue;
- }
-
- o_ptr->curse_flags = 0L;
- o_ptr->ident |= (IDENT_SENSE);
- o_ptr->feeling = FEEL_NONE;
-
- creature_ptr->update |= (PU_BONUS);
- creature_ptr->window |= (PW_EQUIP);
- cnt++;
- }
-
- if (cnt)
- 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."));
-
- return cnt;
+ if (caster_ptr->current_floor_ptr->inside_arena || ironman_downward) {
+ msg_print(_("何も起こらなかった。", "Nothing happens."));
+ return;
+ }
+
+ if (caster_ptr->alter_reality) {
+ caster_ptr->alter_reality = 0;
+ msg_print(_("景色が元に戻った...", "The view around you returns to normal..."));
+ caster_ptr->redraw |= PR_STATUS;
+ return;
+ }
+
+ TIME_EFFECT turns = randint0(21) + 15;
+ caster_ptr->alter_reality = turns;
+ msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
+ caster_ptr->redraw |= PR_STATUS;
}
-
-/*!
- * @brief 装備の軽い呪い解呪処理 /
- * Remove most curses
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @return 解呪に成功した装備数
- */
-int remove_curse(player_type *caster_ptr)
-{
- return remove_curse_aux(caster_ptr, FALSE);
-}
-
-
-/*!
- * @brief 装備の重い呪い解呪処理 /
- * Remove all curses
- * @return 解呪に成功した装備数
- */
-int remove_all_curse(player_type *caster_ptr)
-{
- return remove_curse_aux(caster_ptr, TRUE);
-}
-
-
/*!
* @brief アイテムの価値に応じた錬金術処理 /
* Turns an object into gold, gain some of its value in a shop
*/
bool alchemy(player_type *caster_ptr)
{
- bool force = FALSE;
- if (command_arg > 0) force = TRUE;
-
- concptr q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
- concptr s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
- OBJECT_IDX item;
- object_type *o_ptr;
- o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
- if (!o_ptr) return FALSE;
-
- int amt = 1;
- if (o_ptr->number > 1)
- {
- amt = get_quantity(NULL, o_ptr->number);
- if (amt <= 0) return FALSE;
- }
-
- ITEM_NUMBER old_number = o_ptr->number;
- o_ptr->number = amt;
- GAME_TEXT o_name[MAX_NLEN];
- object_desc(caster_ptr, o_name, o_ptr, 0);
- o_ptr->number = old_number;
-
- if (!force)
- {
- if (confirm_destroy || (object_value(o_ptr) > 0))
- {
- char out_val[MAX_NLEN + 40];
- sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
- if (!get_check(out_val)) return FALSE;
- }
- }
-
- if (!can_player_destroy_object(o_ptr))
- {
- 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);
- return FALSE;
- }
-
- PRICE price = object_value_real(o_ptr);
- if (price <= 0)
- {
- msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
- vary_item(caster_ptr, item, -amt);
- return TRUE;
- }
-
- price /= 3;
-
- if (amt > 1) price *= amt;
-
- if (price > 30000) price = 30000;
- msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
-
- caster_ptr->au += price;
- caster_ptr->redraw |= PR_GOLD;
- caster_ptr->window |= PW_PLAYER;
- vary_item(caster_ptr, item, -amt);
- return TRUE;
+ bool force = FALSE;
+ if (command_arg > 0)
+ force = TRUE;
+
+ concptr q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
+ concptr s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
+ OBJECT_IDX item;
+ object_type *o_ptr;
+ o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
+ if (!o_ptr)
+ return FALSE;
+
+ int amt = 1;
+ if (o_ptr->number > 1) {
+ amt = get_quantity(NULL, o_ptr->number);
+ if (amt <= 0)
+ return FALSE;
+ }
+
+ ITEM_NUMBER old_number = o_ptr->number;
+ o_ptr->number = amt;
+ GAME_TEXT o_name[MAX_NLEN];
+ object_desc(caster_ptr, o_name, o_ptr, 0);
+ o_ptr->number = old_number;
+
+ if (!force) {
+ if (confirm_destroy || (object_value(caster_ptr, o_ptr) > 0)) {
+ char out_val[MAX_NLEN + 40];
+ sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
+ if (!get_check(out_val))
+ return FALSE;
+ }
+ }
+
+ if (!can_player_destroy_object(caster_ptr, o_ptr)) {
+ msg_format(_("%sを金に変えることに失敗した。", "You fail to turn %s to gold!"), o_name);
+ return FALSE;
+ }
+
+ PRICE price = object_value_real(caster_ptr, o_ptr);
+ if (price <= 0) {
+ msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
+ vary_item(caster_ptr, item, -amt);
+ return TRUE;
+ }
+
+ price /= 3;
+
+ if (amt > 1)
+ price *= amt;
+
+ if (price > 30000)
+ price = 30000;
+ msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
+
+ caster_ptr->au += price;
+ caster_ptr->redraw |= PR_GOLD;
+ caster_ptr->window |= PW_PLAYER;
+ vary_item(caster_ptr, item, -amt);
+ return TRUE;
}
-
/*!
* @brief アーティファクト生成の巻物処理 /
* @param caster_ptr プレーヤーへの参照ポインタ
*/
bool artifact_scroll(player_type *caster_ptr)
{
- item_tester_hook = item_tester_hook_nameless_weapon_armour;
-
- concptr q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
- concptr s = _("強化できるアイテムがない。", "You have nothing to enchant.");
- object_type *o_ptr;
- OBJECT_IDX item;
- o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
- if (!o_ptr) return FALSE;
-
- GAME_TEXT o_name[MAX_NLEN];
- object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ item_tester_hook = item_tester_hook_nameless_weapon_armour;
+
+ concptr q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
+ concptr s = _("強化できるアイテムがない。", "You have nothing to enchant.");
+ object_type *o_ptr;
+ OBJECT_IDX item;
+ o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
+ if (!o_ptr)
+ return FALSE;
+
+ GAME_TEXT o_name[MAX_NLEN];
+ object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
- msg_format("%s は眩い光を発した!",o_name);
+ msg_format("%s は眩い光を発した!", o_name);
#else
- msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
+ msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
#endif
- bool okay = FALSE;
- if (object_is_artifact(o_ptr))
- {
+ bool okay = FALSE;
+ if (object_is_artifact(o_ptr)) {
#ifdef JP
- msg_format("%sは既に伝説のアイテムです!", o_name );
+ msg_format("%sは既に伝説のアイテムです!", o_name);
#else
- msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
+ msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
#endif
- okay = FALSE;
- }
- else if (object_is_ego(o_ptr))
- {
+ okay = FALSE;
+ } else if (object_is_ego(o_ptr)) {
#ifdef JP
- msg_format("%sは既に名のあるアイテムです!", o_name );
+ msg_format("%sは既に名のあるアイテムです!", o_name);
#else
- msg_format("The %s %s already %s!",
- o_name, ((o_ptr->number > 1) ? "are" : "is"),
- ((o_ptr->number > 1) ? "ego items" : "an ego item"));
+ msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "ego items" : "an ego item"));
#endif
- okay = FALSE;
- }
- else if (o_ptr->xtra3)
- {
+ okay = FALSE;
+ } else if (o_ptr->xtra3) {
#ifdef JP
- msg_format("%sは既に強化されています!", o_name );
+ msg_format("%sは既に強化されています!", o_name);
#else
- msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"),
- ((o_ptr->number > 1) ? "customized items" : "a customized item"));
+ msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "customized items" : "a customized item"));
#endif
- }
- else
- {
- if (o_ptr->number > 1)
- {
- msg_print(_("複数のアイテムに魔法をかけるだけのエネルギーはありません!", "Not enough energy to enchant more than one object!"));
+ } else {
+ if (o_ptr->number > 1) {
+ msg_print(_("複数のアイテムに魔法をかけるだけのエネルギーはありません!", "Not enough energy to enchant more than one object!"));
#ifdef JP
- msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
+ msg_format("%d 個の%sが壊れた!", (o_ptr->number) - 1, o_name);
#else
- msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
+ msg_format("%d of your %s %s destroyed!", (o_ptr->number) - 1, o_name, (o_ptr->number > 2 ? "were" : "was"));
#endif
- if (item >= 0)
- {
- inven_item_increase(caster_ptr, item, 1 - (o_ptr->number));
- }
- else
- {
- floor_item_increase(caster_ptr->current_floor_ptr, 0 - item, 1 - (o_ptr->number));
- }
- }
-
- okay = become_random_artifact(caster_ptr, o_ptr, TRUE);
- }
-
- if (!okay)
- {
- if (flush_failure) flush();
- msg_print(_("強化に失敗した。", "The enchantment failed."));
- if (one_in_(3)) chg_virtue(caster_ptr, V_ENCHANT, -1);
- calc_android_exp(caster_ptr);
- return TRUE;
- }
-
- if (record_rand_art)
- {
- object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
- exe_write_diary(caster_ptr, DIARY_ART_SCROLL, 0, o_name);
- }
-
- chg_virtue(caster_ptr, V_ENCHANT, 1);
- calc_android_exp(caster_ptr);
- return TRUE;
-}
-
-
-/*!
- * @brief アイテム鑑定処理 /
- * Identify an object
- * @param owner_ptr プレーヤーへの参照ポインタ
- * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
- * @return 実際に鑑定できたらTRUEを返す
- */
-bool identify_item(player_type *owner_ptr, object_type *o_ptr)
-{
- GAME_TEXT o_name[MAX_NLEN];
- object_desc(owner_ptr, o_name, o_ptr, 0);
-
- bool old_known = FALSE;
- if (o_ptr->ident & IDENT_KNOWN)
- old_known = TRUE;
-
- if (!OBJECT_IS_FULL_KNOWN(o_ptr))
- {
- if (object_is_artifact(o_ptr) || one_in_(5))
- chg_virtue(owner_ptr, V_KNOWLEDGE, 1);
- }
-
- object_aware(owner_ptr, o_ptr);
- object_known(o_ptr);
- o_ptr->marked |= OM_TOUCHED;
-
- owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
- owner_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
-
- strcpy(record_o_name, o_name);
- record_turn = current_world_ptr->game_turn;
-
- object_desc(owner_ptr, o_name, o_ptr, OD_NAME_ONLY);
-
- if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
- exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
- if(record_rand_art && !old_known && o_ptr->art_name)
- exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
-
- return old_known;
+ if (item >= 0) {
+ inven_item_increase(caster_ptr, item, 1 - (o_ptr->number));
+ } else {
+ floor_item_increase(caster_ptr->current_floor_ptr, 0 - item, 1 - (o_ptr->number));
+ }
+ }
+
+ okay = become_random_artifact(caster_ptr, o_ptr, TRUE);
+ }
+
+ if (!okay) {
+ if (flush_failure)
+ flush();
+ msg_print(_("強化に失敗した。", "The enchantment failed."));
+ if (one_in_(3))
+ chg_virtue(caster_ptr, V_ENCHANT, -1);
+ calc_android_exp(caster_ptr);
+ return TRUE;
+ }
+
+ if (record_rand_art) {
+ object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
+ exe_write_diary(caster_ptr, DIARY_ART_SCROLL, 0, o_name);
+ }
+
+ chg_virtue(caster_ptr, V_ENCHANT, 1);
+ calc_android_exp(caster_ptr);
+ return TRUE;
}
-
-/*!
- * @brief アイテム鑑定のメインルーチン処理 /
- * Identify an object in the inventory (or on the floor)
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @param only_equip 装備品のみを対象とするならばTRUEを返す
- * @return 実際に鑑定を行ったならばTRUEを返す
- * @details
- * This routine does *not* automatically combine objects.
- * Returns TRUE if something was identified, else FALSE.
- */
-bool ident_spell(player_type *caster_ptr, bool only_equip, tval_type item_tester_tval)
-{
- if (only_equip)
- item_tester_hook = item_tester_hook_identify_weapon_armour;
- else
- item_tester_hook = item_tester_hook_identify;
-
- concptr q;
- if (can_get_item(caster_ptr, item_tester_tval))
- {
- q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
- }
- else
- {
- if (only_equip)
- item_tester_hook = object_is_weapon_armour_ammo;
- else
- item_tester_hook = NULL;
-
- q = _("すべて鑑定済みです。 ", "All items are identified. ");
- }
-
- concptr s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
- OBJECT_IDX item;
- object_type *o_ptr;
- o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
- if (!o_ptr) return FALSE;
-
- bool old_known = identify_item(caster_ptr, o_ptr);
-
- GAME_TEXT o_name[MAX_NLEN];
- object_desc(caster_ptr, o_name, o_ptr, 0);
- if (item >= INVEN_RARM)
- {
- msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
- }
- else if (item >= 0)
- {
- msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
- }
- else
- {
- msg_format(_("床上: %s。", "On the ground: %s."), o_name);
- }
-
- autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
- return TRUE;
-}
-
-
/*!
* @brief アイテム凡庸化のメインルーチン処理 /
* Identify an object in the inventory (or on the floor)
*/
bool mundane_spell(player_type *owner_ptr, bool only_equip)
{
- if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
-
- OBJECT_IDX item;
- object_type *o_ptr;
- concptr q = _("どれを使いますか?", "Use which item? ");
- concptr s = _("使えるものがありません。", "You have nothing you can use.");
-
- o_ptr = choose_object(owner_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
- if (!o_ptr) return FALSE;
-
- msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
- POSITION iy = o_ptr->iy;
- POSITION ix = o_ptr->ix;
- OBJECT_IDX next_o_idx = o_ptr->next_o_idx;
- byte marked = o_ptr->marked;
- WEIGHT weight = o_ptr->number * o_ptr->weight;
- u16b inscription = o_ptr->inscription;
-
- object_prep(o_ptr, o_ptr->k_idx);
-
- o_ptr->iy = iy;
- o_ptr->ix = ix;
- o_ptr->next_o_idx = next_o_idx;
- o_ptr->marked = marked;
- o_ptr->inscription = inscription;
- if (item >= 0) owner_ptr->total_weight += (o_ptr->weight - weight);
-
- calc_android_exp(owner_ptr);
- return TRUE;
-}
-
-
-/*!
- * @brief アイテム*鑑定*のメインルーチン処理 /
- * Identify an object in the inventory (or on the floor)
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @param only_equip 装備品のみを対象とするならばTRUEを返す
- * @return 実際に鑑定を行ったならばTRUEを返す
- * @details
- * Fully "identify" an object in the inventory -BEN-
- * This routine returns TRUE if an item was identified.
- */
-bool identify_fully(player_type *caster_ptr, bool only_equip, tval_type item_tester_tval)
-{
- if (only_equip)
- item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
- else
- item_tester_hook = item_tester_hook_identify_fully;
-
- concptr q;
- if (can_get_item(caster_ptr, item_tester_tval))
- {
- q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
- }
- else
- {
- if (only_equip)
- item_tester_hook = object_is_weapon_armour_ammo;
- else
- item_tester_hook = NULL;
-
- q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
- }
-
- concptr s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
-
- OBJECT_IDX item;
- object_type *o_ptr;
- o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
- if (!o_ptr) return FALSE;
-
- bool old_known = identify_item(caster_ptr, o_ptr);
-
- o_ptr->ident |= (IDENT_FULL_KNOWN);
- handle_stuff(caster_ptr);
-
- GAME_TEXT o_name[MAX_NLEN];
- object_desc(caster_ptr, o_name, o_ptr, 0);
- if (item >= INVEN_RARM)
- {
- msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
- }
- else if (item >= 0)
- {
- msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
- }
- else
- {
- msg_format(_("床上: %s。", "On the ground: %s."), o_name);
- }
-
- (void)screen_object(caster_ptr, o_ptr, 0L);
- autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
- return TRUE;
+ if (only_equip)
+ item_tester_hook = object_is_weapon_armour_ammo;
+
+ OBJECT_IDX item;
+ object_type *o_ptr;
+ concptr q = _("どれを使いますか?", "Use which item? ");
+ concptr s = _("使えるものがありません。", "You have nothing you can use.");
+
+ o_ptr = choose_object(owner_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
+ if (!o_ptr)
+ return FALSE;
+
+ msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
+ POSITION iy = o_ptr->iy;
+ POSITION ix = o_ptr->ix;
+ OBJECT_IDX next_o_idx = o_ptr->next_o_idx;
+ byte marked = o_ptr->marked;
+ WEIGHT weight = o_ptr->number * o_ptr->weight;
+ u16b inscription = o_ptr->inscription;
+
+ object_prep(owner_ptr, o_ptr, o_ptr->k_idx);
+
+ o_ptr->iy = iy;
+ o_ptr->ix = ix;
+ o_ptr->next_o_idx = next_o_idx;
+ o_ptr->marked = marked;
+ o_ptr->inscription = inscription;
+ if (item >= 0)
+ owner_ptr->total_weight += (o_ptr->weight - weight);
+
+ calc_android_exp(owner_ptr);
+ return TRUE;
}
-
/*!
* @brief 魔力充填処理 /
* Recharge a wand/staff/rod from the pack or on the floor.
*/
bool recharge(player_type *caster_ptr, int power)
{
- item_tester_hook = item_tester_hook_recharge;
- concptr q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
- concptr s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
-
- OBJECT_IDX item;
- object_type *o_ptr;
- o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
- if (!o_ptr) return FALSE;
-
- object_kind *k_ptr;
- k_ptr = &k_info[o_ptr->k_idx];
- DEPTH lev = k_info[o_ptr->k_idx].level;
-
- TIME_EFFECT recharge_amount;
- int recharge_strength;
- bool is_recharge_successful = TRUE;
- if (o_ptr->tval == TV_ROD)
- {
- recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
- if (one_in_(recharge_strength))
- {
- is_recharge_successful = FALSE;
- }
- else
- {
- recharge_amount = (power * damroll(3, 2));
- if (o_ptr->timeout > recharge_amount)
- o_ptr->timeout -= recharge_amount;
- else
- o_ptr->timeout = 0;
- }
- }
- else
- {
- if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
- recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
- else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
-
- if (recharge_strength < 0) recharge_strength = 0;
-
- if (one_in_(recharge_strength))
- {
- is_recharge_successful = FALSE;
- }
- else
- {
- recharge_amount = randint1(1 + k_ptr->pval / 2);
- if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
- {
- recharge_amount +=
- (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
- if (recharge_amount < 1) recharge_amount = 1;
- if (recharge_amount > 12) recharge_amount = 12;
- }
-
- if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
- {
- recharge_amount /= (TIME_EFFECT)o_ptr->number;
- if (recharge_amount < 1) recharge_amount = 1;
- }
-
- o_ptr->pval += recharge_amount;
- o_ptr->ident &= ~(IDENT_KNOWN);
- o_ptr->ident &= ~(IDENT_EMPTY);
- }
- }
-
- if (!is_recharge_successful)
- {
- return update_player(caster_ptr);
- }
-
- byte fail_type = 1;
- GAME_TEXT o_name[MAX_NLEN];
- if (object_is_fixed_artifact(o_ptr))
- {
- object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
- 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);
- if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
- o_ptr->timeout = (o_ptr->timeout + 100) * 2;
- else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
- o_ptr->pval = 0;
- return update_player(caster_ptr);
- }
-
- object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
- if (IS_WIZARD_CLASS(caster_ptr) || caster_ptr->pclass == CLASS_MAGIC_EATER || caster_ptr->pclass == CLASS_BLUE_MAGE)
- {
- /* 10% chance to blow up one rod, otherwise draining. */
- if (o_ptr->tval == TV_ROD)
- {
- if (one_in_(10)) fail_type = 2;
- else fail_type = 1;
- }
- /* 75% chance to blow up one wand, otherwise draining. */
- else if (o_ptr->tval == TV_WAND)
- {
- if (!one_in_(3)) fail_type = 2;
- else fail_type = 1;
- }
- /* 50% chance to blow up one staff, otherwise no effect. */
- else if (o_ptr->tval == TV_STAFF)
- {
- if (one_in_(2)) fail_type = 2;
- else fail_type = 0;
- }
- }
- else
- {
- /* 33% chance to blow up one rod, otherwise draining. */
- if (o_ptr->tval == TV_ROD)
- {
- if (one_in_(3)) fail_type = 2;
- else fail_type = 1;
- }
- /* 20% chance of the entire stack, else destroy one wand. */
- else if (o_ptr->tval == TV_WAND)
- {
- if (one_in_(5)) fail_type = 3;
- else fail_type = 2;
- }
- /* Blow up one staff. */
- else if (o_ptr->tval == TV_STAFF)
- {
- fail_type = 2;
- }
- }
-
- if (fail_type == 1)
- {
- if (o_ptr->tval == TV_ROD)
- {
- 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!"));
-
- if (o_ptr->timeout < 10000)
- o_ptr->timeout = (o_ptr->timeout + 100) * 2;
- }
- else if (o_ptr->tval == TV_WAND)
- {
- 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);
- o_ptr->pval = 0;
- }
- }
-
- if (fail_type == 2)
- {
- if (o_ptr->number > 1)
- 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);
- else
- msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
-
- if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
- if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
-
- vary_item(caster_ptr, item, -1);
- }
-
- if (fail_type == 3)
- {
- if (o_ptr->number > 1)
- 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);
- else
- msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
-
- vary_item(caster_ptr, item, -999);
- }
-
- return update_player(caster_ptr);
+ item_tester_hook = item_tester_hook_recharge;
+ concptr q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
+ concptr s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
+
+ OBJECT_IDX item;
+ object_type *o_ptr;
+ o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
+ if (!o_ptr)
+ return FALSE;
+
+ object_kind *k_ptr;
+ k_ptr = &k_info[o_ptr->k_idx];
+ DEPTH lev = k_info[o_ptr->k_idx].level;
+
+ TIME_EFFECT recharge_amount;
+ int recharge_strength;
+ bool is_recharge_successful = TRUE;
+ if (o_ptr->tval == TV_ROD) {
+ recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
+ if (one_in_(recharge_strength)) {
+ is_recharge_successful = FALSE;
+ } else {
+ recharge_amount = (power * damroll(3, 2));
+ if (o_ptr->timeout > recharge_amount)
+ o_ptr->timeout -= recharge_amount;
+ else
+ o_ptr->timeout = 0;
+ }
+ } else {
+ if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
+ recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
+ else
+ recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
+
+ if (recharge_strength < 0)
+ recharge_strength = 0;
+
+ if (one_in_(recharge_strength)) {
+ is_recharge_successful = FALSE;
+ } else {
+ recharge_amount = randint1(1 + k_ptr->pval / 2);
+ if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1)) {
+ recharge_amount += (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
+ if (recharge_amount < 1)
+ recharge_amount = 1;
+ if (recharge_amount > 12)
+ recharge_amount = 12;
+ }
+
+ if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1)) {
+ recharge_amount /= (TIME_EFFECT)o_ptr->number;
+ if (recharge_amount < 1)
+ recharge_amount = 1;
+ }
+
+ o_ptr->pval += recharge_amount;
+ o_ptr->ident &= ~(IDENT_KNOWN);
+ o_ptr->ident &= ~(IDENT_EMPTY);
+ }
+ }
+
+ if (!is_recharge_successful) {
+ return update_player(caster_ptr);
+ }
+
+ byte fail_type = 1;
+ GAME_TEXT o_name[MAX_NLEN];
+ if (object_is_fixed_artifact(o_ptr)) {
+ object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
+ 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);
+ if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
+ o_ptr->timeout = (o_ptr->timeout + 100) * 2;
+ else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
+ o_ptr->pval = 0;
+ return update_player(caster_ptr);
+ }
+
+ object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+
+ if (IS_WIZARD_CLASS(caster_ptr) || caster_ptr->pclass == CLASS_MAGIC_EATER || caster_ptr->pclass == CLASS_BLUE_MAGE) {
+ /* 10% chance to blow up one rod, otherwise draining. */
+ if (o_ptr->tval == TV_ROD) {
+ if (one_in_(10))
+ fail_type = 2;
+ else
+ fail_type = 1;
+ }
+ /* 75% chance to blow up one wand, otherwise draining. */
+ else if (o_ptr->tval == TV_WAND) {
+ if (!one_in_(3))
+ fail_type = 2;
+ else
+ fail_type = 1;
+ }
+ /* 50% chance to blow up one staff, otherwise no effect. */
+ else if (o_ptr->tval == TV_STAFF) {
+ if (one_in_(2))
+ fail_type = 2;
+ else
+ fail_type = 0;
+ }
+ } else {
+ /* 33% chance to blow up one rod, otherwise draining. */
+ if (o_ptr->tval == TV_ROD) {
+ if (one_in_(3))
+ fail_type = 2;
+ else
+ fail_type = 1;
+ }
+ /* 20% chance of the entire stack, else destroy one wand. */
+ else if (o_ptr->tval == TV_WAND) {
+ if (one_in_(5))
+ fail_type = 3;
+ else
+ fail_type = 2;
+ }
+ /* Blow up one staff. */
+ else if (o_ptr->tval == TV_STAFF) {
+ fail_type = 2;
+ }
+ }
+
+ if (fail_type == 1) {
+ if (o_ptr->tval == TV_ROD) {
+ 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!"));
+
+ if (o_ptr->timeout < 10000)
+ o_ptr->timeout = (o_ptr->timeout + 100) * 2;
+ } else if (o_ptr->tval == TV_WAND) {
+ 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);
+ o_ptr->pval = 0;
+ }
+ }
+
+ if (fail_type == 2) {
+ if (o_ptr->number > 1)
+ 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);
+ else
+ msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
+
+ if (o_ptr->tval == TV_ROD)
+ o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
+ if (o_ptr->tval == TV_WAND)
+ o_ptr->pval = 0;
+
+ vary_item(caster_ptr, item, -1);
+ }
+
+ if (fail_type == 3) {
+ if (o_ptr->number > 1)
+ 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);
+ else
+ msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
+
+ vary_item(caster_ptr, item, -999);
+ }
+
+ return update_player(caster_ptr);
}
-
/*!
* @brief クリーチャー全既知呪文を表示する /
* Hack -- Display all known spells in a window
*/
void display_spell_list(player_type *caster_ptr)
{
- TERM_LEN y, x;
- int m[9];
- const magic_type *s_ptr;
- GAME_TEXT name[MAX_NLEN];
- char out_val[160];
-
- clear_from(0);
-
- if (caster_ptr->pclass == CLASS_SORCERER) return;
- if (caster_ptr->pclass == CLASS_RED_MAGE) return;
- if (caster_ptr->pclass == CLASS_SNIPER)
- {
- display_snipe_list(caster_ptr);
- return;
- }
-
- if ((caster_ptr->pclass == CLASS_MINDCRAFTER) ||
- (caster_ptr->pclass == CLASS_BERSERKER) ||
- (caster_ptr->pclass == CLASS_NINJA) ||
- (caster_ptr->pclass == CLASS_MIRROR_MASTER) ||
- (caster_ptr->pclass == CLASS_FORCETRAINER))
- {
- PERCENTAGE minfail = 0;
- PLAYER_LEVEL plev = caster_ptr->lev;
- PERCENTAGE chance = 0;
- mind_type spell;
- char comment[80];
- char psi_desc[80];
- int use_mind;
- bool use_hp = FALSE;
-
- y = 1;
- x = 1;
-
- prt("", y, x);
- put_str(_("名前", "Name"), y, x + 5);
- put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
-
- switch(caster_ptr->pclass)
- {
- case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
- case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
- case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
- case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
- case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
- default: use_mind = 0;break;
- }
-
- for (int i = 0; i < MAX_MIND_POWERS; i++)
- {
- byte a = TERM_WHITE;
- spell = mind_powers[use_mind].info[i];
- if (spell.min_lev > plev) break;
-
- chance = spell.fail;
- chance -= 3 * (caster_ptr->lev - spell.min_lev);
- chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
- if (!use_hp)
- {
- if (spell.mana_cost > caster_ptr->csp)
- {
- chance += 5 * (spell.mana_cost - caster_ptr->csp);
- a = TERM_ORANGE;
- }
- }
- else
- {
- if (spell.mana_cost > caster_ptr->chp)
- {
- chance += 100;
- a = TERM_RED;
- }
- }
-
- minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
- if (chance < minfail) chance = minfail;
-
- if (caster_ptr->stun > 50) chance += 25;
- else if (caster_ptr->stun) chance += 15;
-
- if (chance > 95) chance = 95;
-
- mindcraft_info(caster_ptr, comment, use_mind, i);
- sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
- I2A(i), spell.name,
- spell.min_lev, spell.mana_cost, chance, comment);
-
- Term_putstr(x, y + i + 1, -1, a, psi_desc);
- }
-
- return;
- }
-
- if (REALM_NONE == caster_ptr->realm1) return;
-
- for (int j = 0; j < ((caster_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
- {
- m[j] = 0;
- y = (j < 3) ? 0 : (m[j - 3] + 2);
- x = 27 * (j % 3);
- int n = 0;
- for (int i = 0; i < 32; i++)
- {
- byte a = TERM_WHITE;
-
- if (!is_magic((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2))
- {
- s_ptr = &technic_info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - MIN_TECHNIC][i % 32];
- }
- else
- {
- s_ptr = &mp_ptr->info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - 1][i % 32];
- }
-
- strcpy(name, exe_spell(caster_ptr, (j < 1) ? caster_ptr->realm1 : caster_ptr->realm2, i % 32, SPELL_NAME));
-
- if (s_ptr->slevel >= 99)
- {
- strcpy(name, _("(判読不能)", "(illegible)"));
- a = TERM_L_DARK;
- }
- else if ((j < 1) ?
- ((caster_ptr->spell_forgotten1 & (1L << i))) :
- ((caster_ptr->spell_forgotten2 & (1L << (i % 32)))))
- {
- a = TERM_ORANGE;
- }
- else if (!((j < 1) ?
- (caster_ptr->spell_learned1 & (1L << i)) :
- (caster_ptr->spell_learned2 & (1L << (i % 32)))))
- {
- a = TERM_RED;
- }
- else if (!((j < 1) ?
- (caster_ptr->spell_worked1 & (1L << i)) :
- (caster_ptr->spell_worked2 & (1L << (i % 32)))))
- {
- a = TERM_YELLOW;
- }
-
- sprintf(out_val, "%c/%c) %-20.20s",
- I2A(n / 8), I2A(n % 8), name);
-
- m[j] = y + n;
- Term_putstr(x, m[j], -1, a, out_val);
- n++;
- }
- }
-}
-
-
-/*!
- * @brief 呪文の経験値を返す /
- * Returns experience of a spell
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @param spell 呪文ID
- * @param use_realm 魔法領域
- * @return 経験値
- */
-EXP experience_of_spell(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
-{
- if (caster_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
- else if (caster_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
- else if (use_realm == caster_ptr->realm1) return caster_ptr->spell_exp[spell];
- else if (use_realm == caster_ptr->realm2) return caster_ptr->spell_exp[spell + 32];
- else return 0;
-}
-
-
-/*!
- * @brief 呪文の消費MPを返す /
- * Modify mana consumption rate using spell exp and dec_mana
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @param need_mana 基本消費MP
- * @param spell 呪文ID
- * @param realm 魔法領域
- * @return 消費MP
- */
-MANA_POINT mod_need_mana(player_type *caster_ptr, MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
-{
-#define MANA_CONST 2400
-#define MANA_DIV 4
-#define DEC_MANA_DIV 3
- if ((realm > REALM_NONE) && (realm <= MAX_REALM))
- {
- need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(caster_ptr, spell, realm)) + (MANA_CONST - 1);
- need_mana *= caster_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
- need_mana /= MANA_CONST * MANA_DIV;
- if (need_mana < 1) need_mana = 1;
- }
- else
- {
- if (caster_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
- }
-
-#undef DEC_MANA_DIV
-#undef MANA_DIV
-#undef MANA_CONST
-
- return need_mana;
-}
-
-
-/*!
- * @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) /
- * Modify spell fail rate
- * Using to_m_chance, dec_mana, easy_spell and heavy_spell
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @param chance 修正前失敗率
- * @return 失敗率(%)
- * @todo 統合を検討
- */
-PERCENTAGE mod_spell_chance_1(player_type *caster_ptr, PERCENTAGE chance)
-{
- chance += caster_ptr->to_m_chance;
-
- if (caster_ptr->heavy_spell) chance += 20;
-
- if (caster_ptr->dec_mana && caster_ptr->easy_spell) chance -= 4;
- else if (caster_ptr->easy_spell) chance -= 3;
- else if (caster_ptr->dec_mana) chance -= 2;
-
- return chance;
-}
-
-
-/*!
- * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
- * Modify spell fail rate
- * Using to_m_chance, dec_mana, easy_spell and heavy_spell
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @param chance 修正前失敗率
- * @return 失敗率(%)
- * Modify spell fail rate (as "suffix" process)
- * Using dec_mana, easy_spell and heavy_spell
- * Note: variable "chance" cannot be negative.
- * @todo 統合を検討
- */
-PERCENTAGE mod_spell_chance_2(player_type *caster_ptr, PERCENTAGE chance)
-{
- if (caster_ptr->dec_mana) chance--;
- if (caster_ptr->heavy_spell) chance += 5;
- return MAX(chance, 0);
-}
-
-
-/*!
- * @brief 呪文の失敗率計算メインルーチン /
- * Returns spell chance of failure for spell -RAK-
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @param spell 呪文ID
- * @param use_realm 魔法領域ID
- * @return 失敗率(%)
- */
-PERCENTAGE spell_chance(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
-{
- if (!mp_ptr->spell_book) return 100;
- if (use_realm == REALM_HISSATSU) return 0;
-
- const magic_type *s_ptr;
- if (!is_magic(use_realm))
- {
- s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
- }
- else
- {
- s_ptr = &mp_ptr->info[use_realm - 1][spell];
- }
-
- PERCENTAGE chance = s_ptr->sfail;
- chance -= 3 * (caster_ptr->lev - s_ptr->slevel);
- chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
- if (caster_ptr->riding)
- chance += (MAX(r_info[caster_ptr->current_floor_ptr->m_list[caster_ptr->riding].r_idx].level - caster_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
-
- MANA_POINT need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
- if (need_mana > caster_ptr->csp)
- {
- chance += 5 * (need_mana - caster_ptr->csp);
- }
-
- if ((use_realm != caster_ptr->realm1) && ((caster_ptr->pclass == CLASS_MAGE) || (caster_ptr->pclass == CLASS_PRIEST))) chance += 5;
-
- PERCENTAGE minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
- if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
- {
- if (minfail < 5) minfail = 5;
- }
-
- if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[0]) chance += 25;
- if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[1]) chance += 25;
-
- chance = mod_spell_chance_1(caster_ptr, chance);
- PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
- switch (use_realm)
- {
- case REALM_NATURE:
- if ((caster_ptr->align > 50) || (caster_ptr->align < -50)) chance += penalty;
- break;
- case REALM_LIFE: case REALM_CRUSADE:
- if (caster_ptr->align < -20) chance += penalty;
- break;
- case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
- if (caster_ptr->align > 20) chance += penalty;
- break;
- }
-
- if (chance < minfail) chance = minfail;
-
- if (caster_ptr->stun > 50) chance += 25;
- else if (caster_ptr->stun) chance += 15;
-
- if (chance > 95) chance = 95;
-
- if ((use_realm == caster_ptr->realm1) || (use_realm == caster_ptr->realm2)
- || (caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
- {
- EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
- if (exp >= SPELL_EXP_EXPERT) chance--;
- if (exp >= SPELL_EXP_MASTER) chance--;
- }
-
- return mod_spell_chance_2(caster_ptr, chance);
-}
-
-
-/*!
- * @brief 呪文情報の表示処理 /
- * Print a list of spells (for browsing or casting or viewing)
- * @param caster_ptr 術者の参照ポインタ
- * @param target_spell 呪文ID
- * @param spells 表示するスペルID配列の参照ポインタ
- * @param num 表示するスペルの数(spellsの要素数)
- * @param y 表示メッセージ左上Y座標
- * @param x 表示メッセージ左上X座標
- * @param use_realm 魔法領域ID
- * @return なし
- */
-void print_spells(player_type* caster_ptr, SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_LEN y, TERM_LEN x, REALM_IDX use_realm)
-{
- if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && current_world_ptr->wizard)
- msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
-
- prt("", y, x);
- char buf[256];
- if (use_realm == REALM_HISSATSU)
- strcpy(buf,_(" Lv MP", " Lv SP"));
- else
- strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
-
- put_str(_("名前", "Name"), y, x + 5);
- put_str(buf, y, x + 29);
-
- int increment = 64;
- if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
- else if (use_realm == caster_ptr->realm1) increment = 0;
- else if (use_realm == caster_ptr->realm2) increment = 32;
-
- int i;
- int exp_level;
- const magic_type *s_ptr;
- char info[80];
- char out_val[160];
- char ryakuji[5];
- bool max = FALSE;
- for (i = 0; i < num; i++)
- {
- SPELL_IDX spell = spells[i];
-
- if (!is_magic(use_realm))
- {
- s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
- }
- else
- {
- s_ptr = &mp_ptr->info[use_realm - 1][spell];
- }
-
- MANA_POINT need_mana;
- if (use_realm == REALM_HISSATSU)
- need_mana = s_ptr->smana;
- else
- {
- EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
- need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
- if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
- else exp_level = spell_exp_level(exp);
-
- max = FALSE;
- if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
- else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
- else if (s_ptr->slevel >= 99) max = TRUE;
- else if ((caster_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
-
- strncpy(ryakuji, exp_level_str[exp_level], 4);
- ryakuji[3] = ']';
- ryakuji[4] = '\0';
- }
-
- if (use_menu && target_spell)
- {
- if (i == (target_spell-1))
- strcpy(out_val, _(" 》 ", " > "));
- else
- strcpy(out_val, " ");
- }
- else sprintf(out_val, " %c) ", I2A(i));
-
- if (s_ptr->slevel >= 99)
- {
- strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
- c_prt(TERM_L_DARK, out_val, y + i + 1, x);
- continue;
- }
-
- strcpy(info, exe_spell(caster_ptr, use_realm, spell, SPELL_INFO));
- concptr comment = info;
- byte line_attr = TERM_WHITE;
- if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
- {
- if (s_ptr->slevel > caster_ptr->max_plv)
- {
- comment = _("未知", "unknown");
- line_attr = TERM_L_BLUE;
- }
- else if (s_ptr->slevel > caster_ptr->lev)
- {
- comment = _("忘却", "forgotten");
- line_attr = TERM_YELLOW;
- }
- }
- else if ((use_realm != caster_ptr->realm1) && (use_realm != caster_ptr->realm2))
- {
- comment = _("未知", "unknown");
- line_attr = TERM_L_BLUE;
- }
- else if ((use_realm == caster_ptr->realm1) ?
- ((caster_ptr->spell_forgotten1 & (1L << spell))) :
- ((caster_ptr->spell_forgotten2 & (1L << spell))))
- {
- comment = _("忘却", "forgotten");
- line_attr = TERM_YELLOW;
- }
- else if (!((use_realm == caster_ptr->realm1) ?
- (caster_ptr->spell_learned1 & (1L << spell)) :
- (caster_ptr->spell_learned2 & (1L << spell))))
- {
- comment = _("未知", "unknown");
- line_attr = TERM_L_BLUE;
- }
- else if (!((use_realm == caster_ptr->realm1) ?
- (caster_ptr->spell_worked1 & (1L << spell)) :
- (caster_ptr->spell_worked2 & (1L << spell))))
- {
- comment = _("未経験", "untried");
- line_attr = TERM_L_GREEN;
- }
-
- if (use_realm == REALM_HISSATSU)
- {
- strcat(out_val, format("%-25s %2d %4d",
- exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), s_ptr->slevel, need_mana));
- }
- else
- {
- strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
- exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), (max ? '!' : ' '), ryakuji,
- s_ptr->slevel, need_mana, spell_chance(caster_ptr, spell, use_realm), comment));
- }
-
- c_prt(line_attr, out_val, y + i + 1, x);
- }
-
- prt("", y + i + 1, x);
+ TERM_LEN y, x;
+ int m[9];
+ const magic_type *s_ptr;
+ GAME_TEXT name[MAX_NLEN];
+ char out_val[160];
+
+ clear_from(0);
+
+ if (caster_ptr->pclass == CLASS_SORCERER)
+ return;
+ if (caster_ptr->pclass == CLASS_RED_MAGE)
+ return;
+ if (caster_ptr->pclass == CLASS_SNIPER) {
+ display_snipe_list(caster_ptr);
+ return;
+ }
+
+ if ((caster_ptr->pclass == CLASS_MINDCRAFTER) || (caster_ptr->pclass == CLASS_BERSERKER) || (caster_ptr->pclass == CLASS_NINJA)
+ || (caster_ptr->pclass == CLASS_MIRROR_MASTER) || (caster_ptr->pclass == CLASS_FORCETRAINER)) {
+ PERCENTAGE minfail = 0;
+ PLAYER_LEVEL plev = caster_ptr->lev;
+ PERCENTAGE chance = 0;
+ mind_type spell;
+ char comment[80];
+ char psi_desc[80];
+ int use_mind;
+ bool use_hp = FALSE;
+
+ y = 1;
+ x = 1;
+
+ prt("", y, x);
+ put_str(_("名前", "Name"), y, x + 5);
+ put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
+
+ switch (caster_ptr->pclass) {
+ case CLASS_MINDCRAFTER:
+ use_mind = MIND_MINDCRAFTER;
+ break;
+ case CLASS_FORCETRAINER:
+ use_mind = MIND_KI;
+ break;
+ case CLASS_BERSERKER:
+ use_mind = MIND_BERSERKER;
+ use_hp = TRUE;
+ break;
+ case CLASS_MIRROR_MASTER:
+ use_mind = MIND_MIRROR_MASTER;
+ break;
+ case CLASS_NINJA:
+ use_mind = MIND_NINJUTSU;
+ use_hp = TRUE;
+ break;
+ default:
+ use_mind = 0;
+ break;
+ }
+
+ for (int i = 0; i < MAX_MIND_POWERS; i++) {
+ byte a = TERM_WHITE;
+ spell = mind_powers[use_mind].info[i];
+ if (spell.min_lev > plev)
+ break;
+
+ chance = spell.fail;
+ chance -= 3 * (caster_ptr->lev - spell.min_lev);
+ chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
+ if (!use_hp) {
+ if (spell.mana_cost > caster_ptr->csp) {
+ chance += 5 * (spell.mana_cost - caster_ptr->csp);
+ a = TERM_ORANGE;
+ }
+ } else {
+ if (spell.mana_cost > caster_ptr->chp) {
+ chance += 100;
+ a = TERM_RED;
+ }
+ }
+
+ minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
+ if (chance < minfail)
+ chance = minfail;
+
+ if (caster_ptr->stun > 50)
+ chance += 25;
+ else if (caster_ptr->stun)
+ chance += 15;
+
+ if (chance > 95)
+ chance = 95;
+
+ mindcraft_info(caster_ptr, comment, use_mind, i);
+ sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s", I2A(i), spell.name, spell.min_lev, spell.mana_cost, chance, comment);
+
+ Term_putstr(x, y + i + 1, -1, a, psi_desc);
+ }
+
+ return;
+ }
+
+ if (REALM_NONE == caster_ptr->realm1)
+ return;
+
+ for (int j = 0; j < ((caster_ptr->realm2 > REALM_NONE) ? 2 : 1); j++) {
+ m[j] = 0;
+ y = (j < 3) ? 0 : (m[j - 3] + 2);
+ x = 27 * (j % 3);
+ int n = 0;
+ for (int i = 0; i < 32; i++) {
+ byte a = TERM_WHITE;
+
+ if (!is_magic((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2)) {
+ s_ptr = &technic_info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - MIN_TECHNIC][i % 32];
+ } else {
+ s_ptr = &mp_ptr->info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - 1][i % 32];
+ }
+
+ strcpy(name, exe_spell(caster_ptr, (j < 1) ? caster_ptr->realm1 : caster_ptr->realm2, i % 32, SPELL_NAME));
+
+ if (s_ptr->slevel >= 99) {
+ strcpy(name, _("(判読不能)", "(illegible)"));
+ a = TERM_L_DARK;
+ } else if ((j < 1) ? ((caster_ptr->spell_forgotten1 & (1L << i))) : ((caster_ptr->spell_forgotten2 & (1L << (i % 32))))) {
+ a = TERM_ORANGE;
+ } else if (!((j < 1) ? (caster_ptr->spell_learned1 & (1L << i)) : (caster_ptr->spell_learned2 & (1L << (i % 32))))) {
+ a = TERM_RED;
+ } else if (!((j < 1) ? (caster_ptr->spell_worked1 & (1L << i)) : (caster_ptr->spell_worked2 & (1L << (i % 32))))) {
+ a = TERM_YELLOW;
+ }
+
+ sprintf(out_val, "%c/%c) %-20.20s", I2A(n / 8), I2A(n % 8), name);
+
+ m[j] = y + n;
+ Term_putstr(x, m[j], -1, a, out_val);
+ n++;
+ }
+ }
}
-
/*!
* @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 /
* Helper function -- return a "nearby" race for polymorphing
*/
static MONRACE_IDX poly_r_idx(player_type *caster_ptr, MONRACE_IDX r_idx)
{
- monster_race *r_ptr = &r_info[r_idx];
- if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags1 & RF1_QUESTOR))
- return (r_idx);
-
- DEPTH lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
- DEPTH lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
- MONRACE_IDX r;
- for (int i = 0; i < 1000; i++)
- {
- r = get_mon_num(caster_ptr, (caster_ptr->current_floor_ptr->dun_level + r_ptr->level) / 2 + 5, 0);
- if (!r) break;
-
- r_ptr = &r_info[r];
- if (r_ptr->flags1 & RF1_UNIQUE) continue;
- if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
-
- r_idx = r;
- break;
- }
-
- return r_idx;
+ monster_race *r_ptr = &r_info[r_idx];
+ if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags1 & RF1_QUESTOR))
+ return (r_idx);
+
+ DEPTH lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
+ DEPTH lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
+ MONRACE_IDX r;
+ for (int i = 0; i < 1000; i++) {
+ r = get_mon_num(caster_ptr, (caster_ptr->current_floor_ptr->dun_level + r_ptr->level) / 2 + 5, 0);
+ if (!r)
+ break;
+
+ r_ptr = &r_info[r];
+ if (r_ptr->flags1 & RF1_UNIQUE)
+ continue;
+ if ((r_ptr->level < lev1) || (r_ptr->level > lev2))
+ continue;
+
+ r_idx = r;
+ break;
+ }
+
+ return r_idx;
}
-
/*!
* @brief 指定座標にいるモンスターを変身させる /
* Helper function -- return a "nearby" race for polymorphing
*/
bool polymorph_monster(player_type *caster_ptr, POSITION y, POSITION x)
{
- floor_type *floor_ptr = caster_ptr->current_floor_ptr;
- grid_type *g_ptr = &floor_ptr->grid_array[y][x];
- monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
- MONRACE_IDX new_r_idx;
- MONRACE_IDX old_r_idx = m_ptr->r_idx;
- bool targeted = (target_who == g_ptr->m_idx) ? TRUE : FALSE;
- bool health_tracked = (caster_ptr->health_who == g_ptr->m_idx) ? TRUE : FALSE;
-
- if (floor_ptr->inside_arena || caster_ptr->phase_out) return FALSE;
- if ((caster_ptr->riding == g_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
-
- monster_type back_m = *m_ptr;
- new_r_idx = poly_r_idx(caster_ptr, old_r_idx);
- if (new_r_idx == old_r_idx) return FALSE;
-
- bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
- OBJECT_IDX this_o_idx, next_o_idx = 0;
-
- BIT_FLAGS mode = 0L;
- if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
- if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
- if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
-
- m_ptr->hold_o_idx = 0;
- delete_monster_idx(caster_ptr, g_ptr->m_idx);
- bool polymorphed = FALSE;
- if (place_monster_aux(caster_ptr, 0, y, x, new_r_idx, mode))
- {
- floor_ptr->m_list[hack_m_idx_ii].nickname = back_m.nickname;
- floor_ptr->m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
- floor_ptr->m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
- polymorphed = TRUE;
- }
- else
- {
- if (place_monster_aux(caster_ptr, 0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
- {
- floor_ptr->m_list[hack_m_idx_ii] = back_m;
- mproc_init(floor_ptr);
- }
- else preserve_hold_objects = FALSE;
- }
-
- if (preserve_hold_objects)
- {
- for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- object_type *o_ptr = &floor_ptr->o_list[this_o_idx];
- next_o_idx = o_ptr->next_o_idx;
- o_ptr->held_m_idx = hack_m_idx_ii;
- }
- }
- else if (back_m.hold_o_idx)
- {
- for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- next_o_idx = floor_ptr->o_list[this_o_idx].next_o_idx;
- delete_object_idx(caster_ptr, this_o_idx);
- }
- }
-
- if (targeted) target_who = hack_m_idx_ii;
- if (health_tracked) health_track(caster_ptr, hack_m_idx_ii);
- return polymorphed;
-}
-
-
-/*!
- * @brief 次元の扉処理 /
- * Dimension Door
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @param x テレポート先のX座標
- * @param y テレポート先のY座標
- * @return 目標に指定通りテレポートできたならばTRUEを返す
- */
-static bool dimension_door_aux(player_type *caster_ptr, POSITION x, POSITION y)
-{
- PLAYER_LEVEL plev = caster_ptr->lev;
-
- caster_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
-
- if (!cave_player_teleportable_bold(caster_ptr, y, x, TELEPORT_SPONTANEOUS) ||
- (distance(y, x, caster_ptr->y, caster_ptr->x) > plev / 2 + 10) ||
- (!randint0(plev / 10 + 10)))
- {
- caster_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
- teleport_player(caster_ptr, (plev + 2) * 2, TELEPORT_PASSIVE);
- return FALSE;
- }
-
- teleport_player_to(caster_ptr, y, x, TELEPORT_SPONTANEOUS);
- return TRUE;
-}
-
-
-/*!
- * @brief 次元の扉処理のメインルーチン /
- * @param caster_ptr プレーヤーへの参照ポインタ
- * Dimension Door
- * @return ターンを消費した場合TRUEを返す
- */
-bool dimension_door(player_type *caster_ptr)
-{
- DEPTH x = 0, y = 0;
- if (!tgt_pt(caster_ptr, &x, &y)) return FALSE;
- if (dimension_door_aux(caster_ptr, x, y)) return TRUE;
-
- 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!"));
- return TRUE;
+ floor_type *floor_ptr = caster_ptr->current_floor_ptr;
+ grid_type *g_ptr = &floor_ptr->grid_array[y][x];
+ monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
+ MONRACE_IDX new_r_idx;
+ MONRACE_IDX old_r_idx = m_ptr->r_idx;
+ bool targeted = (target_who == g_ptr->m_idx) ? TRUE : FALSE;
+ bool health_tracked = (caster_ptr->health_who == g_ptr->m_idx) ? TRUE : FALSE;
+
+ if (floor_ptr->inside_arena || caster_ptr->phase_out)
+ return FALSE;
+ if ((caster_ptr->riding == g_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE))
+ return FALSE;
+
+ monster_type back_m = *m_ptr;
+ new_r_idx = poly_r_idx(caster_ptr, old_r_idx);
+ if (new_r_idx == old_r_idx)
+ return FALSE;
+
+ bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
+
+ BIT_FLAGS mode = 0L;
+ if (is_friendly(m_ptr))
+ mode |= PM_FORCE_FRIENDLY;
+ if (is_pet(m_ptr))
+ mode |= PM_FORCE_PET;
+ if (m_ptr->mflag2 & MFLAG2_NOPET)
+ mode |= PM_NO_PET;
+
+ m_ptr->hold_o_idx = 0;
+ delete_monster_idx(caster_ptr, g_ptr->m_idx);
+ bool polymorphed = FALSE;
+ if (place_monster_aux(caster_ptr, 0, y, x, new_r_idx, mode)) {
+ floor_ptr->m_list[hack_m_idx_ii].nickname = back_m.nickname;
+ floor_ptr->m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
+ floor_ptr->m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
+ polymorphed = TRUE;
+ } else {
+ if (place_monster_aux(caster_ptr, 0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN))) {
+ floor_ptr->m_list[hack_m_idx_ii] = back_m;
+ mproc_init(floor_ptr);
+ } else
+ preserve_hold_objects = FALSE;
+ }
+
+ if (preserve_hold_objects) {
+ for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx) {
+ object_type *o_ptr = &floor_ptr->o_list[this_o_idx];
+ next_o_idx = o_ptr->next_o_idx;
+ o_ptr->held_m_idx = hack_m_idx_ii;
+ }
+ } else if (back_m.hold_o_idx) {
+ for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx) {
+ next_o_idx = floor_ptr->o_list[this_o_idx].next_o_idx;
+ delete_object_idx(caster_ptr, this_o_idx);
+ }
+ }
+
+ if (targeted)
+ target_who = hack_m_idx_ii;
+ if (health_tracked)
+ health_track(caster_ptr, hack_m_idx_ii);
+ return polymorphed;
}
-
-/*!
- * @brief 鏡抜け処理のメインルーチン /
- * Mirror Master's Dimension Door
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @return ターンを消費した場合TRUEを返す
- */
-bool mirror_tunnel(player_type *caster_ptr)
-{
- POSITION x = 0, y = 0;
- if (!tgt_pt(caster_ptr, &x, &y)) return FALSE;
- if (dimension_door_aux(caster_ptr, x, y)) return TRUE;
-
- msg_print(_("鏡の世界をうまく通れなかった!", "You fail to pass the mirror plane correctly!"));
- return TRUE;
-}
-
-
-/*!
- * @brief 魔力食い処理
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @param power 基本効力
- * @return ターンを消費した場合TRUEを返す
- */
-bool eat_magic(player_type *caster_ptr, int power)
-{
- byte fail_type = 1;
- GAME_TEXT o_name[MAX_NLEN];
-
- item_tester_hook = item_tester_hook_recharge;
-
- concptr q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
- concptr s = _("魔力を吸収できるアイテムがありません。", "You have nothing to drain.");
-
- object_type *o_ptr;
- OBJECT_IDX item;
- o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
- if (!o_ptr) return FALSE;
-
- object_kind *k_ptr;
- k_ptr = &k_info[o_ptr->k_idx];
- DEPTH lev = k_info[o_ptr->k_idx].level;
-
- int recharge_strength = 0;
- bool is_eating_successful = TRUE;
- if (o_ptr->tval == TV_ROD)
- {
- recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
- if (one_in_(recharge_strength))
- {
- is_eating_successful = FALSE;
- }
- else
- {
- if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
- {
- 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."));
- }
- else
- {
- caster_ptr->csp += lev;
- o_ptr->timeout += k_ptr->pval;
- }
- }
- }
- else
- {
- recharge_strength = (100 + power - lev) / 15;
- if (recharge_strength < 0) recharge_strength = 0;
-
- if (one_in_(recharge_strength))
- {
- is_eating_successful = FALSE;
- }
- else
- {
- if (o_ptr->pval > 0)
- {
- caster_ptr->csp += lev / 2;
- o_ptr->pval --;
-
- if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
- {
- object_type forge;
- object_type *q_ptr;
- q_ptr = &forge;
- object_copy(q_ptr, o_ptr);
-
- q_ptr->number = 1;
- o_ptr->pval++;
- o_ptr->number--;
- caster_ptr->total_weight -= q_ptr->weight;
- item = inven_carry(caster_ptr, q_ptr);
-
- msg_print(_("杖をまとめなおした。", "You unstack your staff."));
- }
- }
- else
- {
- msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
- }
-
- if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
- }
- }
-
- if (is_eating_successful)
- {
- return redraw_player(caster_ptr);
- }
-
- if (object_is_fixed_artifact(o_ptr))
- {
- object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
- 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);
- if (o_ptr->tval == TV_ROD)
- o_ptr->timeout = k_ptr->pval * o_ptr->number;
- else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
- o_ptr->pval = 0;
-
- return redraw_player(caster_ptr);
- }
-
- object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
- /* Mages recharge objects more safely. */
- if (IS_WIZARD_CLASS(caster_ptr))
- {
- /* 10% chance to blow up one rod, otherwise draining. */
- if (o_ptr->tval == TV_ROD)
- {
- if (one_in_(10)) fail_type = 2;
- else fail_type = 1;
- }
- /* 75% chance to blow up one wand, otherwise draining. */
- else if (o_ptr->tval == TV_WAND)
- {
- if (!one_in_(3)) fail_type = 2;
- else fail_type = 1;
- }
- /* 50% chance to blow up one staff, otherwise no effect. */
- else if (o_ptr->tval == TV_STAFF)
- {
- if (one_in_(2)) fail_type = 2;
- else fail_type = 0;
- }
- }
-
- /* All other classes get no special favors. */
- else
- {
- /* 33% chance to blow up one rod, otherwise draining. */
- if (o_ptr->tval == TV_ROD)
- {
- if (one_in_(3)) fail_type = 2;
- else fail_type = 1;
- }
- /* 20% chance of the entire stack, else destroy one wand. */
- else if (o_ptr->tval == TV_WAND)
- {
- if (one_in_(5)) fail_type = 3;
- else fail_type = 2;
- }
- /* Blow up one staff. */
- else if (o_ptr->tval == TV_STAFF)
- {
- fail_type = 2;
- }
- }
-
- if (fail_type == 1)
- {
- if (o_ptr->tval == TV_ROD)
- {
- msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
- "You save your rod from destruction, but all charges are lost."), o_name);
- o_ptr->timeout = k_ptr->pval * o_ptr->number;
- }
- else if (o_ptr->tval == TV_WAND)
- {
- 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);
- o_ptr->pval = 0;
- }
- }
-
- if (fail_type == 2)
- {
- if (o_ptr->number > 1)
- {
- 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);
- /* Reduce rod stack maximum timeout, drain wands. */
- if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
- else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
- }
- else
- {
- 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);
- }
-
- vary_item(caster_ptr, item, -1);
- }
-
- if (fail_type == 3)
- {
- if (o_ptr->number > 1)
- 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);
- else
- msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
-
- vary_item(caster_ptr, item, -999);
- }
-
- return redraw_player(caster_ptr);
-}
-
-
/*!
* @brief 皆殺し(全方向攻撃)処理
* @param caster_ptr プレーヤーへの参照ポインタ
*/
void massacre(player_type *caster_ptr)
{
- grid_type *g_ptr;
- monster_type *m_ptr;
- for (DIRECTION dir = 0; dir < 8; dir++)
- {
- POSITION y = caster_ptr->y + ddy_ddd[dir];
- POSITION x = caster_ptr->x + ddx_ddd[dir];
- g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
- m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
- if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)))
- do_cmd_attack(caster_ptr, y, x, 0);
- }
+ grid_type *g_ptr;
+ monster_type *m_ptr;
+ for (DIRECTION dir = 0; dir < 8; dir++) {
+ POSITION y = caster_ptr->y + ddy_ddd[dir];
+ POSITION x = caster_ptr->x + ddx_ddd[dir];
+ g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
+ m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
+ if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)))
+ do_cmd_attack(caster_ptr, y, x, 0);
+ }
}
-
/*!
-* 岩石食い
-* @param caster_ptr プレーヤーへの参照ポインタ
-* @return コマンドの入力方向に地形があればTRUE
-*/
+ * 岩石食い
+ * @param caster_ptr プレーヤーへの参照ポインタ
+ * @return コマンドの入力方向に地形があればTRUE
+ */
bool eat_rock(player_type *caster_ptr)
{
- DIRECTION dir;
- if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
- POSITION y = caster_ptr->y + ddy[dir];
- POSITION x = caster_ptr->x + ddx[dir];
- grid_type *g_ptr;
- g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
- feature_type *f_ptr, *mimic_f_ptr;
- f_ptr = &f_info[g_ptr->feat];
- mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
-
- stop_mouth(caster_ptr);
- if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
- {
- msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
- }
- else if (have_flag(f_ptr->flags, FF_PERMANENT))
- {
- 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);
- }
- else if (g_ptr->m_idx)
- {
- monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
- msg_print(_("何かが邪魔しています!", "There's something in the way!"));
-
- if (!m_ptr->ml || !is_pet(m_ptr)) do_cmd_attack(caster_ptr, y, x, 0);
- }
- else if (have_flag(f_ptr->flags, FF_TREE))
- {
- msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
- }
- else if (have_flag(f_ptr->flags, FF_GLASS))
- {
- msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
- }
- else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
- {
- (void)set_food(caster_ptr, caster_ptr->food + 3000);
- }
- else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
- {
- (void)set_food(caster_ptr, caster_ptr->food + 5000);
- }
- else
- {
- msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
- (void)set_food(caster_ptr, caster_ptr->food + 10000);
- }
-
- cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK);
- (void)move_player_effect(caster_ptr, y, x, MPE_DONT_PICKUP);
- return TRUE;
+ DIRECTION dir;
+ if (!get_direction(caster_ptr, &dir, FALSE, FALSE))
+ return FALSE;
+ POSITION y = caster_ptr->y + ddy[dir];
+ POSITION x = caster_ptr->x + ddx[dir];
+ grid_type *g_ptr;
+ g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
+ feature_type *f_ptr, *mimic_f_ptr;
+ f_ptr = &f_info[g_ptr->feat];
+ mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
+
+ stop_mouth(caster_ptr);
+ if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK)) {
+ msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
+ } else if (have_flag(f_ptr->flags, FF_PERMANENT)) {
+ 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);
+ } else if (g_ptr->m_idx) {
+ monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
+ msg_print(_("何かが邪魔しています!", "There's something in the way!"));
+
+ if (!m_ptr->ml || !is_pet(m_ptr))
+ do_cmd_attack(caster_ptr, y, x, 0);
+ } else if (have_flag(f_ptr->flags, FF_TREE)) {
+ msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
+ } else if (have_flag(f_ptr->flags, FF_GLASS)) {
+ msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
+ } else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG)) {
+ (void)set_food(caster_ptr, caster_ptr->food + 3000);
+ } else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD)) {
+ (void)set_food(caster_ptr, caster_ptr->food + 5000);
+ } else {
+ msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
+ (void)set_food(caster_ptr, caster_ptr->food + 10000);
+ }
+
+ cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK);
+ (void)move_player_effect(caster_ptr, y, x, MPE_DONT_PICKUP);
+ return TRUE;
}
-
bool shock_power(player_type *caster_ptr)
{
int boost = get_current_ki(caster_ptr);
- if (heavy_armor(caster_ptr)) boost /= 2;
-
- project_length = 1;
- DIRECTION dir;
- if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
-
- POSITION y = caster_ptr->y + ddy[dir];
- POSITION x = caster_ptr->x + ddx[dir];
- PLAYER_LEVEL plev = caster_ptr->lev;
- HIT_POINT dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
- fire_beam(caster_ptr, GF_MISSILE, dir, dam);
- if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) return TRUE;
-
- POSITION ty = y, tx = x;
- POSITION oy = y, ox = x;
- MONSTER_IDX m_idx = caster_ptr->current_floor_ptr->grid_array[y][x].m_idx;
- monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(caster_ptr, m_name, m_ptr, 0);
-
- if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
- {
- msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
- return TRUE;
- }
-
- for (int i = 0; i < 5; i++)
- {
- y += ddy[dir];
- x += ddx[dir];
- if (is_cave_empty_bold(caster_ptr, y, x))
- {
- ty = y;
- tx = x;
- }
- else
- {
- break;
- }
- }
-
- bool is_shock_successful = ty != oy;
- is_shock_successful |= tx != ox;
- if (is_shock_successful) return TRUE;
-
- msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
- caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
- caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
- m_ptr->fy = ty;
- m_ptr->fx = tx;
-
- update_monster(caster_ptr, m_idx, TRUE);
- lite_spot(caster_ptr, oy, ox);
- lite_spot(caster_ptr, ty, tx);
-
- if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
- caster_ptr->update |= (PU_MON_LITE);
- return TRUE;
+ if (heavy_armor(caster_ptr))
+ boost /= 2;
+
+ project_length = 1;
+ DIRECTION dir;
+ if (!get_aim_dir(caster_ptr, &dir))
+ return FALSE;
+
+ POSITION y = caster_ptr->y + ddy[dir];
+ POSITION x = caster_ptr->x + ddx[dir];
+ PLAYER_LEVEL plev = caster_ptr->lev;
+ HIT_POINT dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
+ fire_beam(caster_ptr, GF_MISSILE, dir, dam);
+ if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+ return TRUE;
+
+ POSITION ty = y, tx = x;
+ POSITION oy = y, ox = x;
+ MONSTER_IDX m_idx = caster_ptr->current_floor_ptr->grid_array[y][x].m_idx;
+ monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ GAME_TEXT m_name[MAX_NLEN];
+ monster_desc(caster_ptr, m_name, m_ptr, 0);
+
+ if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2) {
+ msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
+ return TRUE;
+ }
+
+ for (int i = 0; i < 5; i++) {
+ y += ddy[dir];
+ x += ddx[dir];
+ if (is_cave_empty_bold(caster_ptr, y, x)) {
+ ty = y;
+ tx = x;
+ } else {
+ break;
+ }
+ }
+
+ bool is_shock_successful = ty != oy;
+ is_shock_successful |= tx != ox;
+ if (is_shock_successful)
+ return TRUE;
+
+ msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
+ caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
+ caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
+ m_ptr->fy = ty;
+ m_ptr->fx = tx;
+
+ update_monster(caster_ptr, m_idx, TRUE);
+ lite_spot(caster_ptr, oy, ox);
+ lite_spot(caster_ptr, ty, tx);
+
+ if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
+ caster_ptr->update |= (PU_MON_LITE);
+ return TRUE;
}
bool fetch_monster(player_type *caster_ptr)
{
- monster_type *m_ptr;
- MONSTER_IDX m_idx;
- GAME_TEXT m_name[MAX_NLEN];
- int i;
- int path_n;
- u16b path_g[512];
- POSITION ty, tx;
-
- if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
- m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
- if (!m_idx) return FALSE;
- if (m_idx == caster_ptr->riding) return FALSE;
- if (!player_has_los_bold(caster_ptr, target_row, target_col)) return FALSE;
- if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) return FALSE;
- m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
- monster_desc(caster_ptr, m_name, m_ptr, 0);
- msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
- path_n = project_path(caster_ptr, path_g, MAX_RANGE, target_row, target_col, caster_ptr->y, caster_ptr->x, 0);
- ty = target_row, tx = target_col;
- for (i = 1; i < path_n; i++)
- {
- POSITION ny = GRID_Y(path_g[i]);
- POSITION nx = GRID_X(path_g[i]);
- grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[ny][nx];
-
- if (in_bounds(caster_ptr->current_floor_ptr, ny, nx) && is_cave_empty_bold(caster_ptr, ny, nx) &&
- !(g_ptr->info & CAVE_OBJECT) &&
- !pattern_tile(caster_ptr->current_floor_ptr, ny, nx))
- {
- ty = ny;
- tx = nx;
- }
- }
- /* Update the old location */
- caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx = 0;
-
- /* Update the new location */
- caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
-
- /* Move the monster */
- m_ptr->fy = ty;
- m_ptr->fx = tx;
-
- /* Wake the monster up */
- (void)set_monster_csleep(caster_ptr, m_idx, 0);
-
- update_monster(caster_ptr, m_idx, TRUE);
- lite_spot(caster_ptr, target_row, target_col);
- lite_spot(caster_ptr, ty, tx);
-
- if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
- caster_ptr->update |= (PU_MON_LITE);
-
- if (m_ptr->ml)
- {
- /* Auto-Recall if possible and visible */
- if (!caster_ptr->image) monster_race_track(caster_ptr, m_ptr->ap_r_idx);
- health_track(caster_ptr, m_idx);
- }
- return TRUE;
-
+ monster_type *m_ptr;
+ MONSTER_IDX m_idx;
+ GAME_TEXT m_name[MAX_NLEN];
+ int i;
+ int path_n;
+ u16b path_g[512];
+ POSITION ty, tx;
+
+ if (!target_set(caster_ptr, TARGET_KILL))
+ return FALSE;
+ m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
+ if (!m_idx)
+ return FALSE;
+ if (m_idx == caster_ptr->riding)
+ return FALSE;
+ if (!player_has_los_bold(caster_ptr, target_row, target_col))
+ return FALSE;
+ if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col))
+ return FALSE;
+ m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
+ monster_desc(caster_ptr, m_name, m_ptr, 0);
+ msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
+ path_n = project_path(caster_ptr, path_g, get_max_range(caster_ptr), target_row, target_col, caster_ptr->y, caster_ptr->x, 0);
+ ty = target_row, tx = target_col;
+ for (i = 1; i < path_n; i++) {
+ POSITION ny = GRID_Y(path_g[i]);
+ POSITION nx = GRID_X(path_g[i]);
+ grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[ny][nx];
+
+ if (in_bounds(caster_ptr->current_floor_ptr, ny, nx) && is_cave_empty_bold(caster_ptr, ny, nx) && !(g_ptr->info & CAVE_OBJECT)
+ && !pattern_tile(caster_ptr->current_floor_ptr, ny, nx)) {
+ ty = ny;
+ tx = nx;
+ }
+ }
+
+ caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx = 0;
+ caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
+ m_ptr->fy = ty;
+ m_ptr->fx = tx;
+ (void)set_monster_csleep(caster_ptr, m_idx, 0);
+ update_monster(caster_ptr, m_idx, TRUE);
+ lite_spot(caster_ptr, target_row, target_col);
+ lite_spot(caster_ptr, ty, tx);
+ if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
+ caster_ptr->update |= (PU_MON_LITE);
+
+ if (m_ptr->ml) {
+ if (!caster_ptr->image)
+ monster_race_track(caster_ptr, m_ptr->ap_r_idx);
+
+ health_track(caster_ptr, m_idx);
+ }
+
+ return TRUE;
}
-
bool booze(player_type *creature_ptr)
{
- bool ident = FALSE;
- if (creature_ptr->pclass != CLASS_MONK) chg_virtue(creature_ptr, V_HARMONY, -1);
- else if (!creature_ptr->resist_conf) creature_ptr->special_attack |= ATTACK_SUIKEN;
- if (!creature_ptr->resist_conf && set_confused(creature_ptr, randint0(20) + 15))
- {
- ident = TRUE;
- }
-
- if (creature_ptr->resist_chaos)
- {
- return ident;
- }
-
- if (one_in_(2) && set_image(creature_ptr, creature_ptr->image + randint0(150) + 150))
- {
- ident = TRUE;
- }
-
- if (one_in_(13) && (creature_ptr->pclass != CLASS_MONK))
- {
- ident = TRUE;
- if (one_in_(3)) lose_all_info(creature_ptr);
- else wiz_dark(creature_ptr);
- (void)teleport_player_aux(creature_ptr, 100, FALSE, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
- wiz_dark(creature_ptr);
- msg_print(_("知らない場所で目が醒めた。頭痛がする。", "You wake up somewhere with a sore head..."));
- msg_print(_("何も思い出せない。どうやってここへ来たのかも分からない!", "You can't remember a thing or how you got here!"));
- }
-
- return ident;
+ bool ident = FALSE;
+ if (creature_ptr->pclass != CLASS_MONK)
+ chg_virtue(creature_ptr, V_HARMONY, -1);
+ else if (!creature_ptr->resist_conf)
+ creature_ptr->special_attack |= ATTACK_SUIKEN;
+ if (!creature_ptr->resist_conf && set_confused(creature_ptr, randint0(20) + 15)) {
+ ident = TRUE;
+ }
+
+ if (creature_ptr->resist_chaos) {
+ return ident;
+ }
+
+ if (one_in_(2) && set_image(creature_ptr, creature_ptr->image + randint0(150) + 150)) {
+ ident = TRUE;
+ }
+
+ if (one_in_(13) && (creature_ptr->pclass != CLASS_MONK)) {
+ ident = TRUE;
+ if (one_in_(3))
+ lose_all_info(creature_ptr);
+ else
+ wiz_dark(creature_ptr);
+ (void)teleport_player_aux(creature_ptr, 100, FALSE, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
+ wiz_dark(creature_ptr);
+ msg_print(_("知らない場所で目が醒めた。頭痛がする。", "You wake up somewhere with a sore head..."));
+ msg_print(_("何も思い出せない。どうやってここへ来たのかも分からない!", "You can't remember a thing or how you got here!"));
+ }
+
+ return ident;
}
-
bool detonation(player_type *creature_ptr)
{
- msg_print(_("体の中で激しい爆発が起きた!", "Massive explosions rupture your body!"));
- take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(50, 20), _("爆発の薬", "a potion of Detonation"), -1);
- (void)set_stun(creature_ptr, creature_ptr->stun + 75);
- (void)set_cut(creature_ptr,creature_ptr->cut + 5000);
- return TRUE;
+ msg_print(_("体の中で激しい爆発が起きた!", "Massive explosions rupture your body!"));
+ take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(50, 20), _("爆発の薬", "a potion of Detonation"), -1);
+ (void)set_stun(creature_ptr, creature_ptr->stun + 75);
+ (void)set_cut(creature_ptr, creature_ptr->cut + 5000);
+ return TRUE;
}
-
void blood_curse_to_enemy(player_type *caster_ptr, MONSTER_IDX m_idx)
{
- monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
- grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx];
- BIT_FLAGS curse_flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
- int count = 0;
- bool is_first_loop = TRUE;
- while (is_first_loop || one_in_(5))
- {
- is_first_loop = FALSE;
- switch (randint1(28))
- {
- case 1: case 2:
- if (!count)
- {
- msg_print(_("地面が揺れた...", "The ground trembles..."));
- earthquake(caster_ptr, m_ptr->fy, m_ptr->fx, 4 + randint0(4), 0);
- if (!one_in_(6)) break;
- }
- /* Fall through */
- case 3: case 4: case 5: case 6:
- if (!count)
- {
- int extra_dam = damroll(10, 10);
- msg_print(_("純粋な魔力の次元への扉が開いた!", "A portal opens to a plane of raw mana!"));
-
- project(caster_ptr, 0, 8, m_ptr->fy, m_ptr->fx, extra_dam, GF_MANA, curse_flg, -1);
- if (!one_in_(6)) break;
- }
- /* Fall through */
- case 7: case 8:
- if (!count)
- {
- msg_print(_("空間が歪んだ!", "Space warps about you!"));
-
- if (m_ptr->r_idx) teleport_away(caster_ptr, g_ptr->m_idx, damroll(10, 10), TELEPORT_PASSIVE);
- if (one_in_(13)) count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
- if (!one_in_(6)) break;
- }
- /* Fall through */
- case 9: case 10: case 11:
- msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
- project(caster_ptr, 0, 7, m_ptr->fy, m_ptr->fx, 50, GF_DISINTEGRATE, curse_flg, -1);
- if (!one_in_(6)) break;
- /* Fall through */
- case 12: case 13: case 14: case 15: case 16:
- aggravate_monsters(caster_ptr, 0);
- if (!one_in_(6)) break;
- /* Fall through */
- case 17: case 18:
- count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
- if (!one_in_(6)) break;
- /* Fall through */
- case 19: case 20: case 21: case 22:
- {
- bool pet = !one_in_(3);
- BIT_FLAGS mode = PM_ALLOW_GROUP;
-
- if (pet) mode |= PM_FORCE_PET;
- else mode |= (PM_NO_PET | PM_FORCE_FRIENDLY);
-
- count += summon_specific(caster_ptr, (pet ? -1 : 0), caster_ptr->y, caster_ptr->x, (pet ? caster_ptr->lev * 2 / 3 + randint1(caster_ptr->lev / 2) : caster_ptr->current_floor_ptr->dun_level), 0, mode);
- if (!one_in_(6)) break;
- }
- /* Fall through */
- case 23: case 24: case 25:
- if (caster_ptr->hold_exp && (randint0(100) < 75)) break;
- msg_print(_("経験値が体から吸い取られた気がする!", "You feel your experience draining away..."));
-
- if (caster_ptr->hold_exp) lose_exp(caster_ptr, caster_ptr->exp / 160);
- else lose_exp(caster_ptr, caster_ptr->exp / 16);
- if (!one_in_(6)) break;
- /* Fall through */
- case 26: case 27: case 28:
- {
- if (one_in_(13))
- {
- for (int i = 0; i < A_MAX; i++)
- {
- bool is_first_dec_stat = TRUE;
- while (is_first_dec_stat || one_in_(2))
- {
- (void)do_dec_stat(caster_ptr, i);
- }
- }
- }
- else
- {
- (void)do_dec_stat(caster_ptr, randint0(6));
- }
-
- break;
- }
- }
- }
+ monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
+ grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx];
+ BIT_FLAGS curse_flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
+ int count = 0;
+ bool is_first_loop = TRUE;
+ while (is_first_loop || one_in_(5)) {
+ is_first_loop = FALSE;
+ switch (randint1(28)) {
+ case 1:
+ case 2:
+ if (!count) {
+ msg_print(_("地面が揺れた...", "The ground trembles..."));
+ earthquake(caster_ptr, m_ptr->fy, m_ptr->fx, 4 + randint0(4), 0);
+ if (!one_in_(6))
+ break;
+ }
+ /* Fall through */
+ case 3:
+ case 4:
+ case 5:
+ case 6:
+ if (!count) {
+ int extra_dam = damroll(10, 10);
+ msg_print(_("純粋な魔力の次元への扉が開いた!", "A portal opens to a plane of raw mana!"));
+
+ project(caster_ptr, 0, 8, m_ptr->fy, m_ptr->fx, extra_dam, GF_MANA, curse_flg, -1);
+ if (!one_in_(6))
+ break;
+ }
+ /* Fall through */
+ case 7:
+ case 8:
+ if (!count) {
+ msg_print(_("空間が歪んだ!", "Space warps about you!"));
+
+ if (m_ptr->r_idx)
+ teleport_away(caster_ptr, g_ptr->m_idx, damroll(10, 10), TELEPORT_PASSIVE);
+ if (one_in_(13))
+ count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
+ if (!one_in_(6))
+ break;
+ }
+ /* Fall through */
+ case 9:
+ case 10:
+ case 11:
+ msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
+ project(caster_ptr, 0, 7, m_ptr->fy, m_ptr->fx, 50, GF_DISINTEGRATE, curse_flg, -1);
+ if (!one_in_(6))
+ break;
+ /* Fall through */
+ case 12:
+ case 13:
+ case 14:
+ case 15:
+ case 16:
+ aggravate_monsters(caster_ptr, 0);
+ if (!one_in_(6))
+ break;
+ /* Fall through */
+ case 17:
+ case 18:
+ count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
+ if (!one_in_(6))
+ break;
+ /* Fall through */
+ case 19:
+ case 20:
+ case 21:
+ case 22: {
+ bool pet = !one_in_(3);
+ BIT_FLAGS mode = PM_ALLOW_GROUP;
+
+ if (pet)
+ mode |= PM_FORCE_PET;
+ else
+ mode |= (PM_NO_PET | PM_FORCE_FRIENDLY);
+
+ count += summon_specific(caster_ptr, (pet ? -1 : 0), caster_ptr->y, caster_ptr->x,
+ (pet ? caster_ptr->lev * 2 / 3 + randint1(caster_ptr->lev / 2) : caster_ptr->current_floor_ptr->dun_level), 0, mode);
+ if (!one_in_(6))
+ break;
+ }
+ /* Fall through */
+ case 23:
+ case 24:
+ case 25:
+ if (caster_ptr->hold_exp && (randint0(100) < 75))
+ break;
+ msg_print(_("経験値が体から吸い取られた気がする!", "You feel your experience draining away..."));
+
+ if (caster_ptr->hold_exp)
+ lose_exp(caster_ptr, caster_ptr->exp / 160);
+ else
+ lose_exp(caster_ptr, caster_ptr->exp / 16);
+ if (!one_in_(6))
+ break;
+ /* Fall through */
+ case 26:
+ case 27:
+ case 28: {
+ if (one_in_(13)) {
+ for (int i = 0; i < A_MAX; i++) {
+ bool is_first_dec_stat = TRUE;
+ while (is_first_dec_stat || one_in_(2)) {
+ (void)do_dec_stat(caster_ptr, i);
+ }
+ }
+ } else {
+ (void)do_dec_stat(caster_ptr, randint0(6));
+ }
+
+ break;
+ }
+ }
+ }
}
-
/*!
* @brief クリムゾンを発射する / Fire Crimson, evoluting gun.
@ @param shooter_ptr 射撃を行うクリーチャー参照
*/
bool fire_crimson(player_type *shooter_ptr)
{
- DIRECTION dir;
- if (!get_aim_dir(shooter_ptr, &dir)) return FALSE;
-
- POSITION tx = shooter_ptr->x + 99 * ddx[dir];
- POSITION ty = shooter_ptr->y + 99 * ddy[dir];
- if ((dir == 5) && target_okay(shooter_ptr))
- {
- tx = target_col;
- ty = target_row;
- }
-
- int num = 1;
- if (shooter_ptr->pclass == CLASS_ARCHER)
- {
- if (shooter_ptr->lev >= 10) num++;
- if (shooter_ptr->lev >= 30) num++;
- if (shooter_ptr->lev >= 45) num++;
- }
-
- BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
- for (int i = 0; i < num; i++)
- project(shooter_ptr, 0, shooter_ptr->lev / 20 + 1, ty, tx, shooter_ptr->lev*shooter_ptr->lev * 6 / 50, GF_ROCKET, flg, -1);
-
- return TRUE;
+ DIRECTION dir;
+ if (!get_aim_dir(shooter_ptr, &dir))
+ return FALSE;
+
+ POSITION tx = shooter_ptr->x + 99 * ddx[dir];
+ POSITION ty = shooter_ptr->y + 99 * ddy[dir];
+ if ((dir == 5) && target_okay(shooter_ptr)) {
+ tx = target_col;
+ ty = target_row;
+ }
+
+ int num = 1;
+ if (shooter_ptr->pclass == CLASS_ARCHER) {
+ if (shooter_ptr->lev >= 10)
+ num++;
+ if (shooter_ptr->lev >= 30)
+ num++;
+ if (shooter_ptr->lev >= 45)
+ num++;
+ }
+
+ BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+ for (int i = 0; i < num; i++)
+ project(shooter_ptr, 0, shooter_ptr->lev / 20 + 1, ty, tx, shooter_ptr->lev * shooter_ptr->lev * 6 / 50, GF_ROCKET, flg, -1);
+
+ return TRUE;
}
-
/*!
* @brief 町間のテレポートを行うメインルーチン
* @param caster_ptr プレーヤーへの参照ポインタ
*/
bool tele_town(player_type *caster_ptr)
{
- if (caster_ptr->current_floor_ptr->dun_level)
- {
- msg_print(_("この魔法は地上でしか使えない!", "This spell can only be used on the surface!"));
- return FALSE;
- }
-
- if (caster_ptr->current_floor_ptr->inside_arena || caster_ptr->phase_out)
- {
- msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
- return FALSE;
- }
-
- screen_save();
- clear_bldg(4, 10);
-
- int i;
- int num = 0;
- for (i = 1; i < max_towns; i++)
- {
- char buf[80];
-
- if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == caster_ptr->town_num) || !(caster_ptr->visit & (1L << (i - 1)))) continue;
-
- sprintf(buf, "%c) %-20s", I2A(i - 1), town_info[i].name);
- prt(buf, 5 + i, 5);
- num++;
- }
-
- if (num == 0)
- {
- msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
- msg_print(NULL);
- screen_load();
- return FALSE;
- }
-
- prt(_("どこに行きますか:", "Where do you want to go: "), 0, 0);
- while (TRUE)
- {
- i = inkey();
-
- if (i == ESCAPE)
- {
- screen_load();
- return FALSE;
- }
-
- else if ((i < 'a') || (i > ('a' + max_towns - 2))) continue;
- else if (((i - 'a' + 1) == caster_ptr->town_num) || ((i - 'a' + 1) == NO_TOWN) || ((i - 'a' + 1) == SECRET_TOWN) || !(caster_ptr->visit & (1L << (i - 'a')))) continue;
- break;
- }
-
- for (POSITION y = 0; y < current_world_ptr->max_wild_y; y++)
- {
- for (POSITION x = 0; x < current_world_ptr->max_wild_x; x++)
- {
- if (wilderness[y][x].town == (i - 'a' + 1))
- {
- caster_ptr->wilderness_y = y;
- caster_ptr->wilderness_x = x;
- }
- }
- }
-
- caster_ptr->leaving = TRUE;
- caster_ptr->leave_bldg = TRUE;
- caster_ptr->teleport_town = TRUE;
- screen_load();
- return TRUE;
-}
-
-
-/*!
-* todo 変数名が実態と合っているかどうかは要確認
-* テレポート・レベルが効かないモンスターであるかどうかを判定する
-* @param caster_ptr プレーヤーへの参照ポインタ
-* @param idx テレポート・レベル対象のモンスター
-*/
-bool is_teleport_level_ineffective(player_type *caster_ptr, MONSTER_IDX idx)
-{
- floor_type *floor_ptr = caster_ptr->current_floor_ptr;
- bool is_special_floor = floor_ptr->inside_arena || caster_ptr->phase_out ||
- (floor_ptr->inside_quest && !random_quest_number(caster_ptr, floor_ptr->dun_level));
- bool is_invalid_floor = idx <= 0;
- is_invalid_floor &= quest_number(caster_ptr, floor_ptr->dun_level) || (floor_ptr->dun_level >= d_info[caster_ptr->dungeon_idx].maxdepth);
- is_invalid_floor &= caster_ptr->current_floor_ptr->dun_level >= 1;
- is_invalid_floor &= ironman_downward;
- return is_special_floor || is_invalid_floor;
-}
-
-
-static bool update_player(player_type *caster_ptr)
-{
- caster_ptr->update |= PU_COMBINE | PU_REORDER;
- caster_ptr->window |= PW_INVEN;
- return TRUE;
-}
-
-
-static bool redraw_player(player_type *caster_ptr)
-{
- if (caster_ptr->csp > caster_ptr->msp)
- {
- caster_ptr->csp = caster_ptr->msp;
- }
-
- caster_ptr->redraw |= PR_MANA;
- caster_ptr->update |= PU_COMBINE | PU_REORDER;
- caster_ptr->window |= PW_INVEN;
- return TRUE;
+ if (caster_ptr->current_floor_ptr->dun_level) {
+ msg_print(_("この魔法は地上でしか使えない!", "This spell can only be used on the surface!"));
+ return FALSE;
+ }
+
+ if (caster_ptr->current_floor_ptr->inside_arena || caster_ptr->phase_out) {
+ msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
+ return FALSE;
+ }
+
+ screen_save();
+ clear_bldg(4, 10);
+
+ int i;
+ int num = 0;
+ for (i = 1; i < max_towns; i++) {
+ char buf[80];
+
+ if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == caster_ptr->town_num) || !(caster_ptr->visit & (1L << (i - 1))))
+ continue;
+
+ sprintf(buf, "%c) %-20s", I2A(i - 1), town_info[i].name);
+ prt(buf, 5 + i, 5);
+ num++;
+ }
+
+ if (num == 0) {
+ msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
+ msg_print(NULL);
+ screen_load();
+ return FALSE;
+ }
+
+ prt(_("どこに行きますか:", "Where do you want to go: "), 0, 0);
+ while (TRUE) {
+ i = inkey();
+
+ if (i == ESCAPE) {
+ screen_load();
+ return FALSE;
+ }
+
+ else if ((i < 'a') || (i > ('a' + max_towns - 2)))
+ continue;
+ else if (((i - 'a' + 1) == caster_ptr->town_num) || ((i - 'a' + 1) == NO_TOWN) || ((i - 'a' + 1) == SECRET_TOWN)
+ || !(caster_ptr->visit & (1L << (i - 'a'))))
+ continue;
+ break;
+ }
+
+ for (POSITION y = 0; y < current_world_ptr->max_wild_y; y++) {
+ for (POSITION x = 0; x < current_world_ptr->max_wild_x; x++) {
+ if (wilderness[y][x].town == (i - 'a' + 1)) {
+ caster_ptr->wilderness_y = y;
+ caster_ptr->wilderness_x = x;
+ }
+ }
+ }
+
+ caster_ptr->leaving = TRUE;
+ caster_ptr->leave_bldg = TRUE;
+ caster_ptr->teleport_town = TRUE;
+ screen_load();
+ return TRUE;
}