--- /dev/null
+/*!
+ * @file spells3.c
+ * @brief 魔法効果の実装/ Spell code (part 3)
+ * @date 2014/07/26
+ * @author
+ * <pre>
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
+ * This software may be copied and distributed for educational, research,
+ * and not for profit purposes provided that this copyright and statement
+ * are included in all such copies. Other copyrights may also apply.
+ * </pre>
+ */
+
+#include "angband.h"
+#include "floor.h"
+#include "object-boost.h"
+#include "object-hook.h"
+#include "melee.h"
+#include "player-status.h"
+#include "projection.h"
+#include "spells-summon.h"
+#include "quest.h"
+#include "artifact.h"
+#include "avatar.h"
+#include "spells-floor.h"
+#include "monster-status.h"
+#include "monster-spell.h"
+
+
+/*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
+#define MAX_TRIES 100
+
+
+/*!
+ * @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 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(MONSTER_IDX m_idx, POSITION dis, BIT_FLAGS mode)
+{
+ POSITION oy, ox, d, i, min;
+ int tries = 0;
+ POSITION ny = 0, nx = 0;
+
+ bool look = TRUE;
+
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ if (!monster_is_valid(m_ptr)) return (FALSE);
+
+ oy = m_ptr->fy;
+ ox = m_ptr->fx;
+
+ /* Minimum distance */
+ min = dis / 2;
+
+ if ((mode & TELEPORT_DEC_VALOUR) &&
+ (((p_ptr->chp * 10) / p_ptr->mhp) > 5) &&
+ (4+randint1(5) < ((p_ptr->chp * 10) / p_ptr->mhp)))
+ {
+ chg_virtue(V_VALOUR, -1);
+ }
+
+ /* Look until done */
+ while (look)
+ {
+ tries++;
+
+ /* Verify max distance */
+ if (dis > 200) dis = 200;
+
+ /* Try several locations */
+ for (i = 0; i < 500; i++)
+ {
+ /* Pick a (possibly illegal) location */
+ while (1)
+ {
+ ny = rand_spread(oy, dis);
+ nx = rand_spread(ox, dis);
+ d = distance(oy, ox, ny, nx);
+ if ((d >= min) && (d <= dis)) break;
+ }
+
+ /* Ignore illegal locations */
+ if (!in_bounds(ny, nx)) continue;
+
+ if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
+
+ /* No teleporting into vaults and such */
+ if (!(p_ptr->inside_quest || p_ptr->inside_arena))
+ if (current_floor_ptr->grid_array[ny][nx].info & CAVE_ICKY) continue;
+
+ /* This grid looks good */
+ look = FALSE;
+
+ /* Stop looking */
+ break;
+ }
+
+ /* Increase the maximum distance */
+ dis = dis * 2;
+
+ /* Decrease the minimum distance */
+ min = min / 2;
+
+ /* Stop after MAX_TRIES tries */
+ if (tries > MAX_TRIES) return (FALSE);
+ }
+
+ sound(SOUND_TPOTHER);
+
+ /* Update the old location */
+ current_floor_ptr->grid_array[oy][ox].m_idx = 0;
+
+ /* Update the new location */
+ current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
+
+ /* Move the monster */
+ m_ptr->fy = ny;
+ m_ptr->fx = nx;
+
+ /* Forget the counter target */
+ reset_target(m_ptr);
+
+ update_monster(m_idx, TRUE);
+ lite_spot(oy, ox);
+ lite_spot(ny, nx);
+
+ if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
+ p_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 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(MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, BIT_FLAGS mode)
+{
+ POSITION ny, nx, oy, ox;
+ int d, i, min;
+ int attempts = 500;
+ POSITION dis = 2;
+ bool look = TRUE;
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ if(!m_ptr->r_idx) return;
+
+ /* "Skill" test */
+ if(randint1(100) > power) return;
+
+ ny = m_ptr->fy;
+ nx = m_ptr->fx;
+ oy = m_ptr->fy;
+ ox = m_ptr->fx;
+
+ /* Minimum distance */
+ min = dis / 2;
+
+ /* Look until done */
+ while (look && --attempts)
+ {
+ /* Verify max distance */
+ if (dis > 200) dis = 200;
+
+ /* Try several locations */
+ for (i = 0; i < 500; i++)
+ {
+ /* Pick a (possibly illegal) location */
+ while (1)
+ {
+ ny = rand_spread(ty, dis);
+ nx = rand_spread(tx, dis);
+ d = distance(ty, tx, ny, nx);
+ if ((d >= min) && (d <= dis)) break;
+ }
+
+ /* Ignore illegal locations */
+ if (!in_bounds(ny, nx)) continue;
+
+ if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
+
+ /* No teleporting into vaults and such */
+ /* if (current_floor_ptr->grid_array[ny][nx].info & (CAVE_ICKY)) continue; */
+
+ /* This grid looks good */
+ look = FALSE;
+
+ /* Stop looking */
+ break;
+ }
+
+ /* Increase the maximum distance */
+ dis = dis * 2;
+
+ /* Decrease the minimum distance */
+ min = min / 2;
+ }
+
+ if (attempts < 1) return;
+
+ sound(SOUND_TPOTHER);
+
+ /* Update the old location */
+ current_floor_ptr->grid_array[oy][ox].m_idx = 0;
+
+ /* Update the new location */
+ current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
+
+ /* Move the monster */
+ m_ptr->fy = ny;
+ m_ptr->fx = nx;
+
+ update_monster(m_idx, TRUE);
+ lite_spot(oy, ox);
+ lite_spot(ny, nx);
+
+ if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
+ p_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 dis 基本移動距離
+ * @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(POSITION dis, BIT_FLAGS mode)
+{
+ int candidates_at[MAX_TELEPORT_DISTANCE + 1];
+ int total_candidates, cur_candidates;
+ POSITION y = 0, x = 0;
+ int min, pick, i;
+
+ int left = MAX(1, p_ptr->x - dis);
+ int right = MIN(current_floor_ptr->width - 2, p_ptr->x + dis);
+ int top = MAX(1, p_ptr->y - dis);
+ int bottom = MIN(current_floor_ptr->height - 2, p_ptr->y + dis);
+
+ if (p_ptr->wild_mode) return FALSE;
+
+ if (p_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;
+ }
+
+ /* Initialize counters */
+ total_candidates = 0;
+ for (i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
+ candidates_at[i] = 0;
+
+ /* Limit the distance */
+ if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
+
+ /* Search valid locations */
+ for (y = top; y <= bottom; y++)
+ {
+ for (x = left; x <= right; x++)
+ {
+ int d;
+
+ /* Skip illegal locations */
+ if (!cave_player_teleportable_bold(y, x, mode)) continue;
+
+ /* Calculate distance */
+ d = distance(p_ptr->y, p_ptr->x, y, x);
+
+ /* Skip too far locations */
+ if (d > dis) continue;
+
+ /* Count the total number of candidates */
+ total_candidates++;
+
+ /* Count the number of candidates in this circumference */
+ candidates_at[d]++;
+ }
+ }
+
+ /* No valid location! */
+ if (0 == total_candidates) return FALSE;
+
+ /* Fix the minimum distance */
+ for (cur_candidates = 0, min = dis; min >= 0; min--)
+ {
+ cur_candidates += candidates_at[min];
+
+ /* 50% of all candidates will have an equal chance to be choosen. */
+ if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
+ }
+
+ /* Pick up a single location randomly */
+ pick = randint1(cur_candidates);
+
+ /* Search again the choosen location */
+ for (y = top; y <= bottom; y++)
+ {
+ for (x = left; x <= right; x++)
+ {
+ int d;
+
+ /* Skip illegal locations */
+ if (!cave_player_teleportable_bold(y, x, mode)) continue;
+
+ /* Calculate distance */
+ d = distance(p_ptr->y, p_ptr->x, y, x);
+
+ /* Skip too far locations */
+ if (d > dis) continue;
+
+ /* Skip too close locations */
+ if (d < min) continue;
+
+ /* This grid was picked up? */
+ pick--;
+ if (!pick) break;
+ }
+
+ /* Exit the loop */
+ if (!pick) break;
+ }
+
+ if (player_bold(y, x)) return FALSE;
+
+ sound(SOUND_TELEPORT);
+
+#ifdef JP
+ if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
+ msg_format("『こっちだぁ、%s』", p_ptr->name);
+#endif
+
+ (void)move_player_effect(y, x, 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 dis 基本移動距離
+ * @param mode オプション
+ * @return なし
+ */
+void teleport_player(POSITION dis, BIT_FLAGS mode)
+{
+ POSITION yy, xx;
+ POSITION oy = p_ptr->y;
+ POSITION ox = p_ptr->x;
+
+ if (!teleport_player_aux(dis, mode)) return;
+
+ /* Monsters with teleport ability may follow the player */
+ for (xx = -1; xx < 2; xx++)
+ {
+ for (yy = -1; yy < 2; yy++)
+ {
+ MONSTER_IDX tmp_m_idx = current_floor_ptr->grid_array[oy+yy][ox+xx].m_idx;
+
+ /* A monster except your mount may follow */
+ if (tmp_m_idx && (p_ptr->riding != tmp_m_idx))
+ {
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[tmp_m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+ /*
+ * The latter limitation is to avoid
+ * totally unkillable suckers...
+ */
+ if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
+ !(r_ptr->flagsr & RFR_RES_TELE))
+ {
+ if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
+ }
+ }
+ }
+ }
+}
+
+
+/*!
+ * @brief プレイヤーのテレポートアウェイ処理 /
+ * @param m_idx アウェイを試みたプレイヤーID
+ * @param dis テレポート距離
+ * @return なし
+ */
+void teleport_player_away(MONSTER_IDX m_idx, POSITION dis)
+{
+ POSITION yy, xx;
+ POSITION oy = p_ptr->y;
+ POSITION ox = p_ptr->x;
+
+ if (!teleport_player_aux(dis, TELEPORT_PASSIVE)) return;
+
+ /* Monsters with teleport ability may follow the player */
+ for (xx = -1; xx < 2; xx++)
+ {
+ for (yy = -1; yy < 2; yy++)
+ {
+ MONSTER_IDX tmp_m_idx = current_floor_ptr->grid_array[oy+yy][ox+xx].m_idx;
+
+ /* A monster except your mount or caster may follow */
+ if (tmp_m_idx && (p_ptr->riding != tmp_m_idx) && (m_idx != tmp_m_idx))
+ {
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[tmp_m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+ /*
+ * The latter limitation is to avoid
+ * totally unkillable suckers...
+ */
+ if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
+ !(r_ptr->flagsr & RFR_RES_TELE))
+ {
+ if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
+ }
+ }
+ }
+ }
+}
+
+
+/*!
+ * @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 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(POSITION ny, POSITION nx, BIT_FLAGS mode)
+{
+ POSITION y, x;
+ POSITION dis = 0, ctr = 0;
+
+ if (p_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 */
+ while (1)
+ {
+ /* Pick a nearby legal location */
+ while (1)
+ {
+ y = (POSITION)rand_spread(ny, dis);
+ x = (POSITION)rand_spread(nx, dis);
+ if (in_bounds(y, x)) break;
+ }
+
+ /* Accept any grid when wizard mode */
+ if (p_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!current_floor_ptr->grid_array[y][x].m_idx || (current_floor_ptr->grid_array[y][x].m_idx == p_ptr->riding))) break;
+
+ /* Accept teleportable floor grids */
+ if (cave_player_teleportable_bold(y, x, mode)) break;
+
+ /* Occasionally advance the distance */
+ if (++ctr > (4 * dis * dis + 4 * dis + 1))
+ {
+ ctr = 0;
+ dis++;
+ }
+ }
+
+ sound(SOUND_TELEPORT);
+ (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
+}
+
+
+void teleport_away_followable(MONSTER_IDX m_idx)
+{
+ monster_type *m_ptr = ¤t_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(m_idx, MAX_SIGHT * 2 + 5, 0L);
+
+ if (old_ml && (old_cdis <= MAX_SIGHT) && !current_world_ptr->timewalk_m_idx && !p_ptr->inside_battle && los(p_ptr->y, p_ptr->x, oldfy, oldfx))
+ {
+ bool follow = FALSE;
+
+ if ((p_ptr->muta1 & MUT1_VTELEPORT) || (p_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 = &inventory[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)
+ {
+ if (get_check_strict(_("ついていきますか?", "Do you follow it? "), CHECK_OKAY_CANCEL))
+ {
+ if (one_in_(3))
+ {
+ teleport_player(200, TELEPORT_PASSIVE);
+ msg_print(_("失敗!", "Failed!"));
+ }
+ else teleport_player_to(m_ptr->fy, m_ptr->fx, 0L);
+ p_ptr->energy_need += ENERGY_NEED();
+ }
+ }
+ }
+}
+
+
+bool teleport_level_other(player_type *creature_ptr)
+{
+ MONSTER_IDX target_m_idx;
+ monster_type *m_ptr;
+ monster_race *r_ptr;
+ GAME_TEXT m_name[MAX_NLEN];
+
+ if (!target_set(TARGET_KILL)) return FALSE;
+ target_m_idx = current_floor_ptr->grid_array[target_row][target_col].m_idx;
+ if (!target_m_idx) return TRUE;
+ if (!player_has_los_bold(target_row, target_col)) return TRUE;
+ if (!projectable(creature_ptr->y, creature_ptr->x, target_row, target_col)) return TRUE;
+ m_ptr = ¤t_floor_ptr->m_list[target_m_idx];
+ r_ptr = &r_info[m_ptr->r_idx];
+ monster_desc(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) > creature_ptr->lev + randint1(60)))
+ {
+ msg_format(_("しかし効果がなかった!", "%^s is unaffected!"), m_name);
+ }
+ else teleport_level(target_m_idx);
+ return TRUE;
+}
+
+/*!
+ * @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 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(MONSTER_IDX m_idx)
+{
+ bool go_up;
+ GAME_TEXT m_name[160];
+ bool see_m = TRUE;
+
+ if (m_idx <= 0) /* To player */
+ {
+ strcpy(m_name, _("あなた", "you"));
+ }
+ else /* To monster */
+ {
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
+
+ /* Get the monster name (or "it") */
+ monster_desc(m_name, m_ptr, 0);
+
+ see_m = is_seen(m_ptr);
+ }
+
+ /* No effect in some case */
+ if (TELE_LEVEL_IS_INEFF(m_idx))
+ {
+ if (see_m) msg_print(_("効果がなかった。", "There is no effect."));
+ return;
+ }
+
+ if ((m_idx <= 0) && p_ptr->anti_tele) /* To player */
+ {
+ 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;
+ }
+
+ /* Choose up or down */
+ if (randint0(100) < 50) go_up = TRUE;
+ else go_up = FALSE;
+
+ if ((m_idx <= 0) && p_ptr->wizard)
+ {
+ if (get_check("Force to go up? ")) go_up = TRUE;
+ else if (get_check("Force to go down? ")) go_up = FALSE;
+ }
+
+ /* Down only */
+ if ((ironman_downward && (m_idx <= 0)) || (current_floor_ptr->dun_level <= d_info[p_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) /* To player */
+ {
+ if (!current_floor_ptr->dun_level)
+ {
+ p_ptr->dungeon_idx = ironman_downward ? DUNGEON_ANGBAND : p_ptr->recall_dungeon;
+ p_ptr->oldpy = p_ptr->y;
+ p_ptr->oldpx = p_ptr->x;
+ }
+
+ if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
+
+ if (autosave_l) do_cmd_save_game(TRUE);
+
+ if (!current_floor_ptr->dun_level)
+ {
+ current_floor_ptr->dun_level = d_info[p_ptr->dungeon_idx].mindepth;
+ prepare_change_floor_mode(CFM_RAND_PLACE);
+ }
+ else
+ {
+ prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
+ }
+ p_ptr->leaving = TRUE;
+ }
+ }
+
+ /* Up only */
+ else if (quest_number(current_floor_ptr->dun_level) || (current_floor_ptr->dun_level >= d_info[p_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) /* To player */
+ {
+ if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
+
+ if (autosave_l) do_cmd_save_game(TRUE);
+
+ prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
+
+ leave_quest_check();
+ p_ptr->inside_quest = 0;
+ p_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) /* To player */
+ {
+ if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
+
+ if (autosave_l) do_cmd_save_game(TRUE);
+
+ prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
+ p_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) /* To player */
+ {
+ /* Never reach this code on the surface */
+ /* if (!current_floor_ptr->dun_level) p_ptr->dungeon_idx = p_ptr->recall_dungeon; */
+ if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
+ if (autosave_l) do_cmd_save_game(TRUE);
+
+ prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
+ p_ptr->leaving = TRUE;
+ }
+ }
+
+ /* Monster level teleportation is simple deleting now */
+ if (m_idx > 0)
+ {
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
+
+ check_quest_completion(m_ptr);
+
+ if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
+ {
+ char m2_name[MAX_NLEN];
+
+ monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
+ do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
+ }
+
+ delete_monster_idx(m_idx);
+ }
+
+ sound(SOUND_TPLEVEL);
+}
+
+
+/*!
+ * @brief これまでに入ったダンジョンの一覧を表示し、選択させる。
+ * @param note ダンジョンに施す処理記述
+ * @param y コンソールY座標
+ * @param x コンソールX座標
+ * @return 選択されたダンジョンID
+ */
+DUNGEON_IDX choose_dungeon(concptr note, POSITION y, POSITION x)
+{
+ DUNGEON_IDX select_dungeon;
+ DUNGEON_IDX i;
+ int num = 0;
+ DUNGEON_IDX *dun;
+
+ /* Hack -- No need to choose dungeon in some case */
+ if (lite_town || vanilla_town || ironman_downward)
+ {
+ if (max_dlv[DUNGEON_ANGBAND]) return DUNGEON_ANGBAND;
+ else
+ {
+ msg_format(_("まだ%sに入ったことはない。", "You haven't entered %s yet."), d_name + d_info[DUNGEON_ANGBAND].name);
+ msg_print(NULL);
+ return 0;
+ }
+ }
+
+ /* Allocate the "dun" array */
+ C_MAKE(dun, max_d_idx, DUNGEON_IDX);
+
+ screen_save();
+ for(i = 1; i < max_d_idx; i++)
+ {
+ char buf[80];
+ bool seiha = FALSE;
+
+ if (!d_info[i].maxdepth) continue;
+ if (!max_dlv[i]) continue;
+ if (d_info[i].final_guardian)
+ {
+ if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
+ }
+ else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
+
+ sprintf(buf,_(" %c) %c%-12s : 最大 %d 階", " %c) %c%-16s : Max level %d"),
+ 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, (int)max_dlv[i]);
+ prt(buf, y + num, x);
+ dun[num++] = i;
+ }
+
+ if (!num)
+ {
+ prt(_(" 選べるダンジョンがない。", " No dungeon is available."), y, x);
+ }
+
+ prt(format(_("どのダンジョン%sしますか:", "Which dungeon do you %s?: "), note), 0, 0);
+ while(1)
+ {
+ i = inkey();
+ if ((i == ESCAPE) || !num)
+ {
+ /* Free the "dun" array */
+ C_KILL(dun, max_d_idx, DUNGEON_IDX);
+
+ screen_load();
+ return 0;
+ }
+ if (i >= 'a' && i <('a'+num))
+ {
+ select_dungeon = dun[i-'a'];
+ break;
+ }
+ else bell();
+ }
+ screen_load();
+
+ /* Free the "dun" array */
+ C_KILL(dun, max_d_idx, DUNGEON_IDX);
+
+ return select_dungeon;
+}
+
+
+/*!
+ * @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 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
+ */
+
+ /* Ironman option */
+ if (creature_ptr->inside_arena || ironman_downward)
+ {
+ msg_print(_("何も起こらなかった。", "Nothing happens."));
+ return TRUE;
+ }
+
+ if (current_floor_ptr->dun_level && (max_dlv[p_ptr->dungeon_idx] > current_floor_ptr->dun_level) && !creature_ptr->inside_quest && !creature_ptr->word_recall)
+ {
+ 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[p_ptr->dungeon_idx] = current_floor_ptr->dun_level;
+ if (record_maxdepth)
+ do_cmd_write_nikki(NIKKI_TRUMP, p_ptr->dungeon_idx, _("帰還のときに", "when recall from dungeon"));
+ }
+
+ }
+ if (!creature_ptr->word_recall)
+ {
+ if (!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);
+ }
+ else
+ {
+ 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;
+}
+
+bool free_level_recall(player_type *creature_ptr)
+{
+ DUNGEON_IDX select_dungeon;
+ DEPTH max_depth;
+ QUANTITY amt;
+
+ select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
+
+ if (!select_dungeon) return FALSE;
+
+ max_depth = d_info[select_dungeon].maxdepth;
+
+ /* Limit depth in Angband */
+ 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;
+ }
+ 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)
+ {
+ 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)
+ do_cmd_write_nikki(NIKKI_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;
+ }
+ return FALSE;
+}
+
+
+/*!
+ * @brief フロア・リセット処理
+ * @return リセット処理が実際に行われたらTRUEを返す
+ */
+bool reset_recall(void)
+{
+ int select_dungeon, dummy = 0;
+ char ppp[80];
+ char tmp_val[160];
+
+ select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
+
+ /* Ironman option */
+ if (ironman_downward)
+ {
+ msg_print(_("何も起こらなかった。", "Nothing happens."));
+ return TRUE;
+ }
+
+ if (!select_dungeon) return FALSE;
+ /* Prompt */
+ 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]);
+
+ /* Default */
+ sprintf(tmp_val, "%d", (int)MAX(current_floor_ptr->dun_level, 1));
+
+ /* Ask for a level */
+ if (get_string(ppp, tmp_val, 10))
+ {
+ /* Extract request */
+ 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)
+ do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
+ /* Accept request */
+#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
+
+ }
+ else
+ {
+ return FALSE;
+ }
+ return TRUE;
+}
+
+
+/*!
+ * @brief プレイヤーの装備劣化処理 /
+ * Apply disenchantment to the player's stuff
+ * @param mode 最下位ビットが1ならば劣化処理が若干低減される
+ * @return 劣化処理に関するメッセージが発せられた場合はTRUEを返す /
+ * Return "TRUE" if the player notices anything
+ */
+bool apply_disenchant(BIT_FLAGS mode)
+{
+ int t = 0;
+ object_type *o_ptr;
+ GAME_TEXT o_name[MAX_NLEN];
+ int to_h, to_d, to_a, pval;
+
+ /* Pick a random slot */
+ 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;
+ }
+
+ o_ptr = &inventory[t];
+
+ /* No item, nothing happens */
+ if (!o_ptr->k_idx) return (FALSE);
+
+ /* Disenchant equipments only -- No disenchant on monster ball */
+ if (!object_is_weapon_armour_ammo(o_ptr))
+ return FALSE;
+
+ /* Nothing to disenchant */
+ if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
+ {
+ /* Nothing to notice */
+ return (FALSE);
+ }
+
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+
+ /* Artifacts have 71% chance to resist */
+ 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) );
+#else
+ msg_format("Your %s (%c) resist%s disenchantment!", o_name, index_to_label(t),
+ ((o_ptr->number != 1) ? "" : "s"));
+#endif
+ return (TRUE);
+ }
+
+
+ /* Memorize old value */
+ to_h = o_ptr->to_h;
+ to_d = o_ptr->to_d;
+ to_a = o_ptr->to_a;
+ pval = o_ptr->pval;
+
+ /* Disenchant tohit */
+ if (o_ptr->to_h > 0) o_ptr->to_h--;
+ if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
+
+ /* Disenchant todam */
+ if (o_ptr->to_d > 0) o_ptr->to_d--;
+ if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
+
+ /* Disenchant toac */
+ if (o_ptr->to_a > 0) o_ptr->to_a--;
+ if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
+
+ /* Disenchant pval (occasionally) */
+ /* Unless called from wild_magic() */
+ if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
+
+ if ((to_h != o_ptr->to_h) || (to_d != o_ptr->to_d) ||
+ (to_a != o_ptr->to_a) || (pval != o_ptr->pval))
+ {
+#ifdef JP
+ 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"));
+#endif
+
+ chg_virtue(V_HARMONY, 1);
+ chg_virtue(V_ENCHANT, -2);
+ p_ptr->update |= (PU_BONUS);
+ p_ptr->window |= (PW_EQUIP | PW_PLAYER);
+
+ calc_android_exp();
+ }
+
+ return (TRUE);
+}
+
+
+/*!
+ * @brief 武器へのエゴ付加処理 /
+ * Brand the current weapon
+ * @param brand_type エゴ化ID(e_info.txtとは連動していない)
+ * @return なし
+ */
+void brand_weapon(int brand_type)
+{
+ OBJECT_IDX item;
+ object_type *o_ptr;
+ concptr q, s;
+
+ /* Assume enchant weapon */
+ item_tester_hook = object_allow_enchant_melee_weapon;
+
+ q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
+ s = _("強化できる武器がない。", "You have nothing to enchant.");
+
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return;
+
+ /* you can never modify artifacts / ego-items */
+ /* you can never modify cursed items */
+ /* TY: You _can_ modify broken items (if you're silly enough) */
+ if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
+ !object_is_cursed(o_ptr) &&
+ !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
+ !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
+ !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
+ {
+ concptr act = NULL;
+
+ /* Let's get the name before it is changed... */
+ GAME_TEXT o_name[MAX_NLEN];
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+
+ switch (brand_type)
+ {
+ case 17:
+ if (o_ptr->tval == TV_SWORD)
+ {
+ act = _("は鋭さを増した!", "becomes very sharp!");
+
+ o_ptr->name2 = EGO_SHARPNESS;
+ o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, current_floor_ptr->dun_level) + 1;
+
+ if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
+ o_ptr->pval = 2;
+ }
+ else
+ {
+ act = _("は破壊力を増した!", "seems very powerful.");
+ o_ptr->name2 = EGO_EARTHQUAKES;
+ o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, current_floor_ptr->dun_level);
+ }
+ break;
+ case 16:
+ act = _("は人間の血を求めている!", "seems to be looking for humans!");
+ o_ptr->name2 = EGO_KILL_HUMAN;
+ break;
+ case 15:
+ act = _("は電撃に覆われた!", "covered with lightning!");
+ o_ptr->name2 = EGO_BRAND_ELEC;
+ break;
+ case 14:
+ act = _("は酸に覆われた!", "coated with acid!");
+ o_ptr->name2 = EGO_BRAND_ACID;
+ break;
+ case 13:
+ act = _("は邪悪なる怪物を求めている!", "seems to be looking for evil monsters!");
+ o_ptr->name2 = EGO_KILL_EVIL;
+ break;
+ case 12:
+ act = _("は異世界の住人の肉体を求めている!", "seems to be looking for demons!");
+ o_ptr->name2 = EGO_KILL_DEMON;
+ break;
+ case 11:
+ act = _("は屍を求めている!", "seems to be looking for undead!");
+ o_ptr->name2 = EGO_KILL_UNDEAD;
+ break;
+ case 10:
+ act = _("は動物の血を求めている!", "seems to be looking for animals!");
+ o_ptr->name2 = EGO_KILL_ANIMAL;
+ break;
+ case 9:
+ act = _("はドラゴンの血を求めている!", "seems to be looking for dragons!");
+ o_ptr->name2 = EGO_KILL_DRAGON;
+ break;
+ case 8:
+ act = _("はトロルの血を求めている!", "seems to be looking for troll!s");
+ o_ptr->name2 = EGO_KILL_TROLL;
+ break;
+ case 7:
+ act = _("はオークの血を求めている!", "seems to be looking for orcs!");
+ o_ptr->name2 = EGO_KILL_ORC;
+ break;
+ case 6:
+ act = _("は巨人の血を求めている!", "seems to be looking for giants!");
+ o_ptr->name2 = EGO_KILL_GIANT;
+ break;
+ case 5:
+ act = _("は非常に不安定になったようだ。", "seems very unstable now.");
+ o_ptr->name2 = EGO_TRUMP;
+ o_ptr->pval = randint1(2);
+ break;
+ case 4:
+ act = _("は血を求めている!", "thirsts for blood!");
+ o_ptr->name2 = EGO_VAMPIRIC;
+ break;
+ case 3:
+ act = _("は毒に覆われた。", "is coated with poison.");
+ o_ptr->name2 = EGO_BRAND_POIS;
+ break;
+ case 2:
+ act = _("は純ログルスに飲み込まれた。", "is engulfed in raw Logrus!");
+ o_ptr->name2 = EGO_CHAOTIC;
+ break;
+ case 1:
+ act = _("は炎のシールドに覆われた!", "is covered in a fiery shield!");
+ o_ptr->name2 = EGO_BRAND_FIRE;
+ break;
+ default:
+ act = _("は深く冷たいブルーに輝いた!", "glows deep, icy blue!");
+ o_ptr->name2 = EGO_BRAND_COLD;
+ break;
+ }
+
+ msg_format(_("あなたの%s%s", "Your %s %s"), o_name, act);
+ enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
+
+ o_ptr->discount = 99;
+ chg_virtue(V_ENCHANT, 2);
+ }
+ else
+ {
+ if (flush_failure) flush();
+
+ msg_print(_("属性付加に失敗した。", "The Branding failed."));
+ chg_virtue(V_ENCHANT, -2);
+ }
+ calc_android_exp();
+}
+
+
+/*!
+ * @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
+ * @return 実際に処理が反映された場合TRUE
+ */
+static bool vanish_dungeon(void)
+{
+ POSITION y, x;
+ grid_type *g_ptr;
+ feature_type *f_ptr;
+ monster_type *m_ptr;
+ GAME_TEXT m_name[MAX_NLEN];
+
+ /* Prevent vasishing of quest levels and town */
+ if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !current_floor_ptr->dun_level)
+ {
+ return FALSE;
+ }
+
+ /* Scan all normal grids */
+ for (y = 1; y < current_floor_ptr->height - 1; y++)
+ {
+ for (x = 1; x < current_floor_ptr->width - 1; x++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
+
+ /* Seeing true feature code (ignore mimic) */
+ f_ptr = &f_info[g_ptr->feat];
+
+ /* Lose room and vault */
+ g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+
+ m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
+
+ /* Awake monster */
+ if (g_ptr->m_idx && MON_CSLEEP(m_ptr))
+ {
+ (void)set_monster_csleep(g_ptr->m_idx, 0);
+
+ /* Notice the "waking up" */
+ if (m_ptr->ml)
+ {
+ monster_desc(m_name, m_ptr, 0);
+ msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
+ }
+ }
+
+ /* Process all walls, doors and patterns */
+ if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(y, x, FF_HURT_DISI);
+ }
+ }
+
+ /* Special boundary walls -- Top and bottom */
+ for (x = 0; x < current_floor_ptr->width; x++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[0][x];
+ f_ptr = &f_info[g_ptr->mimic];
+
+ /* Lose room and vault */
+ g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+
+ /* Set boundary mimic if needed */
+ if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+ {
+ g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
+
+ /* Check for change to boring grid */
+ if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
+ }
+
+ g_ptr = ¤t_floor_ptr->grid_array[current_floor_ptr->height - 1][x];
+ f_ptr = &f_info[g_ptr->mimic];
+
+ /* Lose room and vault */
+ g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+
+ /* Set boundary mimic if needed */
+ if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+ {
+ g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
+
+ /* Check for change to boring grid */
+ if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
+ }
+ }
+
+ /* Special boundary walls -- Left and right */
+ for (y = 1; y < (current_floor_ptr->height - 1); y++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y][0];
+ f_ptr = &f_info[g_ptr->mimic];
+
+ /* Lose room and vault */
+ g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+
+ /* Set boundary mimic if needed */
+ if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+ {
+ g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
+
+ /* Check for change to boring grid */
+ if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
+ }
+
+ g_ptr = ¤t_floor_ptr->grid_array[y][current_floor_ptr->width - 1];
+ f_ptr = &f_info[g_ptr->mimic];
+
+ /* Lose room and vault */
+ g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+
+ /* Set boundary mimic if needed */
+ if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+ {
+ g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
+
+ /* Check for change to boring grid */
+ if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
+ }
+ }
+
+ /* Mega-Hack -- Forget the view and lite */
+ p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
+ p_ptr->redraw |= (PR_MAP);
+ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+
+ return TRUE;
+}
+
+/*!
+ * @brief 虚無招来処理 /
+ * @return なし
+ */
+void call_the_(void)
+{
+ int i;
+ grid_type *g_ptr;
+ bool do_call = TRUE;
+
+ for (i = 0; i < 9; i++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y + ddy_ddd[i]][p_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 (i = 1; i < 10; i++)
+ {
+ if (i - 5) fire_ball(GF_ROCKET, i, 175, 2);
+ }
+
+ for (i = 1; i < 10; i++)
+ {
+ if (i - 5) fire_ball(GF_MANA, i, 175, 3);
+ }
+
+ for (i = 1; i < 10; i++)
+ {
+ if (i - 5) fire_ball(GF_NUKE, i, 175, 4);
+ }
+ }
+
+ /* Prevent destruction of quest levels and town */
+ else if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !current_floor_ptr->dun_level)
+ {
+ msg_print(_("地面が揺れた。", "The ground trembles."));
+ }
+
+ else
+ {
+#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()) msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon silences a moment."));
+ }
+ else
+ {
+ if (destroy_area(p_ptr->y, p_ptr->x, 15 + p_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(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)
+ * @param dir 魔法の発動方向
+ * @param wgt 許容重量
+ * @param require_los 射線の通りを要求するならばTRUE
+ * @return なし
+ */
+void fetch(DIRECTION dir, WEIGHT wgt, bool require_los)
+{
+ POSITION ty, tx;
+ OBJECT_IDX i;
+ grid_type *g_ptr;
+ object_type *o_ptr;
+ GAME_TEXT o_name[MAX_NLEN];
+
+ /* Check to see if an object is already there */
+ if (current_floor_ptr->grid_array[p_ptr->y][p_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;
+ }
+
+ /* Use a target */
+ if (dir == 5 && target_okay())
+ {
+ tx = target_col;
+ ty = target_row;
+
+ if (distance(p_ptr->y, p_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 = ¤t_floor_ptr->grid_array[ty][tx];
+
+ /* We need an item to fetch */
+ 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;
+ }
+
+ /* No fetching from vault */
+ 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;
+ }
+
+ /* We need to see the item */
+ if (require_los)
+ {
+ if (!player_has_los_bold(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(p_ptr->y, p_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 = p_ptr->y;
+ tx = p_ptr->x;
+ do
+ {
+ ty += ddy[dir];
+ tx += ddx[dir];
+ g_ptr = ¤t_floor_ptr->grid_array[ty][tx];
+
+ if ((distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE) ||
+ !cave_have_flag_bold(ty, tx, FF_PROJECT)) return;
+ }
+ while (!g_ptr->o_idx);
+ }
+
+ o_ptr = ¤t_floor_ptr->o_list[g_ptr->o_idx];
+
+ if (o_ptr->weight > wgt)
+ {
+ /* Too heavy to 'fetch' */
+ msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
+ return;
+ }
+
+ i = g_ptr->o_idx;
+ g_ptr->o_idx = o_ptr->next_o_idx;
+ current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx = i; /* 'move' it */
+
+ o_ptr->next_o_idx = 0;
+ o_ptr->iy = p_ptr->y;
+ o_ptr->ix = p_ptr->x;
+
+ object_desc(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(p_ptr->y, p_ptr->x);
+ p_ptr->redraw |= PR_MAP;
+}
+
+/*!
+ * @brief 現実変容処理
+ * @return なし
+ */
+void alter_reality(void)
+{
+ /* Ironman option */
+ if (p_ptr->inside_arena || ironman_downward)
+ {
+ msg_print(_("何も起こらなかった。", "Nothing happens."));
+ return;
+ }
+
+ if (!p_ptr->alter_reality)
+ {
+ TIME_EFFECT turns = randint0(21) + 15;
+
+ p_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..."));
+
+ p_ptr->redraw |= (PR_STATUS);
+ }
+ else
+ {
+ p_ptr->alter_reality = 0;
+ msg_print(_("景色が元に戻った...", "The view around you got back..."));
+ p_ptr->redraw |= (PR_STATUS);
+ }
+ return;
+}
+
+/*!
+ * @brief 全所持アイテム鑑定処理 /
+ * Identify everything being carried.
+ * Done by a potion of "self knowledge".
+ * @return なし
+ */
+void identify_pack(void)
+{
+ INVENTORY_IDX i;
+
+ /* Simply identify and know every item */
+ for (i = 0; i < INVEN_TOTAL; i++)
+ {
+ object_type *o_ptr = &inventory[i];
+
+ /* Skip non-objects */
+ if (!o_ptr->k_idx) continue;
+
+ identify_item(o_ptr);
+
+ /* Auto-inscription */
+ autopick_alter_item(i, FALSE);
+ }
+}
+
+
+/*!
+ * @brief 装備強化処理の失敗率定数(千分率) /
+ * Used by the "enchant" function (chance of failure)
+ * (modified for Zangband, we need better stuff there...) -- TY
+ * @return なし
+ */
+static int enchant_table[16] =
+{
+ 0, 10, 50, 100, 200,
+ 300, 400, 500, 650, 800,
+ 950, 987, 993, 995, 998,
+ 1000
+};
+
+
+/*!
+ * @brief 装備の解呪処理 /
+ * Removes curses from items in inventory
+ * @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(int all)
+{
+ int i, cnt = 0;
+
+ /* Attempt to uncurse items being worn */
+ for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
+ {
+ object_type *o_ptr = &inventory[i];
+
+ /* Skip non-objects */
+ if (!o_ptr->k_idx) continue;
+
+ /* Uncursed already */
+ if (!object_is_cursed(o_ptr)) continue;
+
+ /* Heavily Cursed Items need a special spell */
+ if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
+
+ /* Perma-Cursed Items can NEVER be uncursed */
+ 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;
+
+ p_ptr->update |= (PU_BONUS);
+ p_ptr->window |= (PW_EQUIP);
+
+ /* Count the uncursings */
+ 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 "something uncursed" */
+ return (cnt);
+}
+
+
+/*!
+ * @brief 装備の軽い呪い解呪処理 /
+ * Remove most curses
+ * @return 解呪に成功した装備数
+ */
+int remove_curse(void)
+{
+ return (remove_curse_aux(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(void)
+{
+ return (remove_curse_aux(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
+ * @return 処理が実際に行われたらTRUEを返す
+ */
+bool alchemy(void)
+{
+ OBJECT_IDX item;
+ int amt = 1;
+ ITEM_NUMBER old_number;
+ PRICE price;
+ bool force = FALSE;
+ object_type *o_ptr;
+ GAME_TEXT o_name[MAX_NLEN];
+ char out_val[MAX_NLEN+40];
+
+ concptr q, s;
+
+ /* Hack -- force destruction */
+ if (command_arg > 0) force = TRUE;
+
+ q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
+ s = _("金に変えられる物がありません。", "You have nothing to current_world_ptr->game_turn to gold.");
+
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ if (!o_ptr) return (FALSE);
+
+ /* See how many items */
+ if (o_ptr->number > 1)
+ {
+ amt = get_quantity(NULL, o_ptr->number);
+
+ /* Allow user abort */
+ if (amt <= 0) return FALSE;
+ }
+
+ old_number = o_ptr->number;
+ o_ptr->number = amt;
+ object_desc(o_name, o_ptr, 0);
+ o_ptr->number = old_number;
+
+ /* Verify unless quantity given */
+ if (!force)
+ {
+ if (confirm_destroy || (object_value(o_ptr) > 0))
+ {
+ /* Make a verification */
+ sprintf(out_val, _("本当に%sを金に変えますか?", "Really current_world_ptr->game_turn %s to gold? "), o_name);
+ if (!get_check(out_val)) return FALSE;
+ }
+ }
+
+ /* Artifacts cannot be destroyed */
+ 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 current_world_ptr->game_turn %s to gold!"), o_name);
+
+ return FALSE;
+ }
+
+ price = object_value_real(o_ptr);
+
+ if (price <= 0)
+ {
+ msg_format(_("%sをニセの金に変えた。", "You current_world_ptr->game_turn %s to fool's gold."), o_name);
+ }
+ else
+ {
+ price /= 3;
+
+ if (amt > 1) price *= amt;
+
+ if (price > 30000) price = 30000;
+ msg_format(_("%sを$%d の金に変えた。", "You current_world_ptr->game_turn %s to %ld coins worth of gold."), o_name, price);
+
+ p_ptr->au += price;
+ p_ptr->redraw |= (PR_GOLD);
+ p_ptr->window |= (PW_PLAYER);
+ }
+
+ /* Eliminate the item (from the pack) */
+ if (item >= 0)
+ {
+ inven_item_increase(item, -amt);
+ inven_item_describe(item);
+ inven_item_optimize(item);
+ }
+
+ /* Eliminate the item (from the floor) */
+ else
+ {
+ floor_item_increase(0 - item, -amt);
+ floor_item_describe(0 - item);
+ floor_item_optimize(0 - item);
+ }
+
+ return TRUE;
+}
+
+
+/*!
+ * @brief 呪いの打ち破り処理 /
+ * Break the curse of an item
+ * @param o_ptr 呪い装備情報の参照ポインタ
+ * @return なし
+ */
+static void break_curse(object_type *o_ptr)
+{
+ if (object_is_cursed(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
+ {
+ msg_print(_("かけられていた呪いが打ち破られた!", "The curse is broken!"));
+
+ o_ptr->curse_flags = 0L;
+ o_ptr->ident |= (IDENT_SENSE);
+ o_ptr->feeling = FEEL_NONE;
+ }
+}
+
+
+/*!
+ * @brief 装備修正強化処理 /
+ * Enchants a plus onto an item. -RAK-
+ * @param o_ptr 強化するアイテムの参照ポインタ
+ * @param n 強化基本量
+ * @param eflag 強化オプション(命中/ダメージ/AC)
+ * @return 強化に成功した場合TRUEを返す
+ * @details
+ * <pre>
+ * Revamped! Now takes item pointer, number of times to try enchanting,
+ * and a flag of what to try enchanting. Artifacts resist enchantment
+ * some of the time, and successful enchantment to at least +0 might
+ * break a curse on the item. -CFT-
+ *
+ * Note that an item can technically be enchanted all the way to +15 if
+ * you wait a very, very, long time. Going from +9 to +10 only works
+ * about 5% of the time, and from +10 to +11 only about 1% of the time.
+ *
+ * Note that this function can now be used on "piles" of items, and
+ * the larger the pile, the lower the chance of success.
+ * </pre>
+ */
+bool enchant(object_type *o_ptr, int n, int eflag)
+{
+ int i, chance, prob;
+ bool res = FALSE;
+ bool a = object_is_artifact(o_ptr);
+ bool force = (eflag & ENCH_FORCE);
+
+ /* Large piles resist enchantment */
+ prob = o_ptr->number * 100;
+
+ /* Missiles are easy to enchant */
+ if ((o_ptr->tval == TV_BOLT) ||
+ (o_ptr->tval == TV_ARROW) ||
+ (o_ptr->tval == TV_SHOT))
+ {
+ prob = prob / 20;
+ }
+
+ /* Try "n" times */
+ for (i = 0; i < n; i++)
+ {
+ /* Hack -- Roll for pile resistance */
+ if (!force && randint0(prob) >= 100) continue;
+
+ /* Enchant to hit */
+ if (eflag & ENCH_TOHIT)
+ {
+ if (o_ptr->to_h < 0) chance = 0;
+ else if (o_ptr->to_h > 15) chance = 1000;
+ else chance = enchant_table[o_ptr->to_h];
+
+ if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
+ {
+ o_ptr->to_h++;
+ res = TRUE;
+
+ /* only when you get it above -1 -CFT */
+ if (o_ptr->to_h >= 0)
+ break_curse(o_ptr);
+ }
+ }
+
+ /* Enchant to damage */
+ if (eflag & ENCH_TODAM)
+ {
+ if (o_ptr->to_d < 0) chance = 0;
+ else if (o_ptr->to_d > 15) chance = 1000;
+ else chance = enchant_table[o_ptr->to_d];
+
+ if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
+ {
+ o_ptr->to_d++;
+ res = TRUE;
+
+ /* only when you get it above -1 -CFT */
+ if (o_ptr->to_d >= 0)
+ break_curse(o_ptr);
+ }
+ }
+
+ /* Enchant to armor class */
+ if (eflag & ENCH_TOAC)
+ {
+ if (o_ptr->to_a < 0) chance = 0;
+ else if (o_ptr->to_a > 15) chance = 1000;
+ else chance = enchant_table[o_ptr->to_a];
+
+ if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
+ {
+ o_ptr->to_a++;
+ res = TRUE;
+
+ /* only when you get it above -1 -CFT */
+ if (o_ptr->to_a >= 0)
+ break_curse(o_ptr);
+ }
+ }
+ }
+
+ /* Failure */
+ if (!res) return (FALSE);
+ p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
+ p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
+
+ calc_android_exp();
+
+ /* Success */
+ return (TRUE);
+}
+
+
+/*!
+ * @brief 装備修正強化処理のメインルーチン /
+ * Enchant an item (in the inventory or on the floor)
+ * @param num_hit 命中修正量
+ * @param num_dam ダメージ修正量
+ * @param num_ac AC修正量
+ * @return 強化に成功した場合TRUEを返す
+ * @details
+ * Note that "num_ac" requires armour, else weapon
+ * Returns TRUE if attempted, FALSE if cancelled
+ */
+bool enchant_spell(HIT_PROB num_hit, HIT_POINT num_dam, ARMOUR_CLASS num_ac)
+{
+ OBJECT_IDX item;
+ bool okay = FALSE;
+ object_type *o_ptr;
+ GAME_TEXT o_name[MAX_NLEN];
+ concptr q, s;
+
+ /* Assume enchant weapon */
+ item_tester_hook = object_allow_enchant_weapon;
+
+ /* Enchant armor if requested */
+ if (num_ac) item_tester_hook = object_is_armour;
+
+ q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
+ s = _("強化できるアイテムがない。", "You have nothing to enchant.");
+
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return (FALSE);
+
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+#ifdef JP
+ msg_format("%s は明るく輝いた!", o_name);
+#else
+ msg_format("%s %s glow%s brightly!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
+#endif
+
+ /* Enchant */
+ if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
+ if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
+ if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
+
+ /* Failure */
+ if (!okay)
+ {
+ if (flush_failure) flush();
+ msg_print(_("強化に失敗した。", "The enchantment failed."));
+ if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
+ }
+ else
+ chg_virtue(V_ENCHANT, 1);
+
+ calc_android_exp();
+
+ /* Something happened */
+ return (TRUE);
+}
+
+
+/*!
+ * @brief アーティファクト生成の巻物処理 /
+ * @return 生成が実際に試みられたらTRUEを返す
+ */
+bool artifact_scroll(void)
+{
+ OBJECT_IDX item;
+ bool okay = FALSE;
+ object_type *o_ptr;
+ GAME_TEXT o_name[MAX_NLEN];
+ concptr q, s;
+
+ /* Enchant weapon/armour */
+ item_tester_hook = item_tester_hook_nameless_weapon_armour;
+
+ q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
+ s = _("強化できるアイテムがない。", "You have nothing to enchant.");
+
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return (FALSE);
+
+ object_desc(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);
+#else
+ msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
+#endif
+
+ 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 );
+#else
+ 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))
+ {
+#ifdef JP
+ 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"));
+#endif
+
+ 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 );
+#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"));
+#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!"));
+#ifdef JP
+ 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"));
+#endif
+
+ if (item >= 0)
+ {
+ inven_item_increase(item, 1 - (o_ptr->number));
+ }
+ else
+ {
+ floor_item_increase(0 - item, 1 - (o_ptr->number));
+ }
+ }
+ okay = create_artifact(o_ptr, TRUE);
+ }
+
+ /* Failure */
+ if (!okay)
+ {
+ if (flush_failure) flush();
+ msg_print(_("強化に失敗した。", "The enchantment failed."));
+ if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
+ }
+ else
+ {
+ if (record_rand_art)
+ {
+ object_desc(o_name, o_ptr, OD_NAME_ONLY);
+ do_cmd_write_nikki(NIKKI_ART_SCROLL, 0, o_name);
+ }
+ chg_virtue(V_ENCHANT, 1);
+ }
+
+ calc_android_exp();
+
+ /* Something happened */
+ return (TRUE);
+}
+
+
+/*!
+ * @brief アイテム鑑定処理 /
+ * Identify an object
+ * @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(object_type *o_ptr)
+{
+ bool old_known = FALSE;
+ GAME_TEXT o_name[MAX_NLEN];
+
+ object_desc(o_name, o_ptr, 0);
+
+ if (o_ptr->ident & IDENT_KNOWN)
+ old_known = TRUE;
+
+ if (!(o_ptr->ident & (IDENT_MENTAL)))
+ {
+ if (object_is_artifact(o_ptr) || one_in_(5))
+ chg_virtue(V_KNOWLEDGE, 1);
+ }
+
+ object_aware(o_ptr);
+ object_known(o_ptr);
+ o_ptr->marked |= OM_TOUCHED;
+
+ p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
+ p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
+
+ strcpy(record_o_name, o_name);
+ record_turn = current_world_ptr->game_turn;
+
+ object_desc(o_name, o_ptr, OD_NAME_ONLY);
+
+ if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
+ do_cmd_write_nikki(NIKKI_ART, 0, o_name);
+ if(record_rand_art && !old_known && o_ptr->art_name)
+ do_cmd_write_nikki(NIKKI_ART, 0, o_name);
+
+ return old_known;
+}
+
+/*!
+ * @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 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(bool only_equip)
+{
+ OBJECT_IDX item;
+ object_type *o_ptr;
+ GAME_TEXT o_name[MAX_NLEN];
+ concptr q, s;
+ bool old_known;
+
+ if (only_equip)
+ item_tester_hook = item_tester_hook_identify_weapon_armour;
+ else
+ item_tester_hook = item_tester_hook_identify;
+
+ if (can_get_item())
+ {
+ 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. ");
+ }
+
+ s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
+
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return (FALSE);
+
+ old_known = identify_item(o_ptr);
+
+ object_desc(o_name, o_ptr, 0);
+ if (item >= INVEN_RARM)
+ {
+ msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(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);
+ }
+
+ /* Auto-inscription/destroy */
+ autopick_alter_item(item, (bool)(destroy_identify && !old_known));
+
+ /* Something happened */
+ 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)
+ * @param only_equip 装備品のみを対象とするならばTRUEを返す
+ * @return 実際に凡庸化をを行ったならばTRUEを返す
+ * @details
+ * <pre>
+ * Mundanify an object in the inventory (or on the floor)
+ * This routine does *not* automatically combine objects.
+ * Returns TRUE if something was mundanified, else FALSE.
+ * </pre>
+ */
+bool mundane_spell(bool only_equip)
+{
+ OBJECT_IDX item;
+ object_type *o_ptr;
+ concptr q, s;
+
+ if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
+
+ q = _("どれを使いますか?", "Use which item? ");
+ s = _("使えるものがありません。", "You have nothing you can use.");
+
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ 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; /* Y-position on map, or zero */
+ POSITION ix = o_ptr->ix; /* X-position on map, or zero */
+ OBJECT_IDX next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
+ byte marked = o_ptr->marked; /* Object is marked */
+ WEIGHT weight = o_ptr->number * o_ptr->weight;
+ u16b inscription = o_ptr->inscription;
+
+ /* Wipe it clean */
+ 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) p_ptr->total_weight += (o_ptr->weight - weight);
+ }
+ calc_android_exp();
+
+ /* Something happened */
+ 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 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(bool only_equip)
+{
+ OBJECT_IDX item;
+ object_type *o_ptr;
+ GAME_TEXT o_name[MAX_NLEN];
+ concptr q, s;
+ bool old_known;
+
+ if (only_equip)
+ item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
+ else
+ item_tester_hook = item_tester_hook_identify_fully;
+
+ if (can_get_item())
+ {
+ 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*. ");
+ }
+
+ s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
+
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return (FALSE);
+
+ old_known = identify_item(o_ptr);
+
+ /* Mark the item as fully known */
+ o_ptr->ident |= (IDENT_MENTAL);
+ handle_stuff();
+
+ object_desc(o_name, o_ptr, 0);
+ if (item >= INVEN_RARM)
+ {
+ msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(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);
+ }
+
+ /* Describe it fully */
+ (void)screen_object(o_ptr, 0L);
+
+ /* Auto-inscription/destroy */
+ autopick_alter_item(item, (bool)(destroy_identify && !old_known));
+
+ /* Success */
+ return (TRUE);
+}
+
+
+
+/*!
+ * @brief 魔力充填処理 /
+ * Recharge a wand/staff/rod from the pack or on the floor.
+ * This function has been rewritten in Oangband and ZAngband.
+ * @param power 充填パワー
+ * @return ターン消費を要する処理まで進んだらTRUEを返す
+ *
+ * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
+ * Chaos -- Arcane Binding --> recharge(90)
+ *
+ * Scroll of recharging --> recharge(130)
+ * Artifact activation/Thingol --> recharge(130)
+ *
+ * It is harder to recharge high level, and highly charged wands,
+ * staffs, and rods. The more wands in a stack, the more easily and
+ * strongly they recharge. Staffs, however, each get fewer charges if
+ * stacked.
+ *
+ * Beware of "sliding index errors".
+ */
+bool recharge(int power)
+{
+ OBJECT_IDX item;
+ DEPTH lev;
+ int recharge_strength;
+ TIME_EFFECT recharge_amount;
+
+ object_type *o_ptr;
+ object_kind *k_ptr;
+
+ bool fail = FALSE;
+ byte fail_type = 1;
+
+ concptr q, s;
+ GAME_TEXT o_name[MAX_NLEN];
+
+ /* Only accept legal items */
+ item_tester_hook = item_tester_hook_recharge;
+
+ q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
+ s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
+
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ if (!o_ptr) return (FALSE);
+
+ /* Get the object kind. */
+ k_ptr = &k_info[o_ptr->k_idx];
+
+ /* Extract the object "level" */
+ lev = k_info[o_ptr->k_idx].level;
+
+
+ /* Recharge a rod */
+ if (o_ptr->tval == TV_ROD)
+ {
+ /* Extract a recharge strength by comparing object level to power. */
+ recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
+
+
+ /* Back-fire */
+ if (one_in_(recharge_strength))
+ {
+ /* Activate the failure code. */
+ fail = TRUE;
+ }
+
+ /* Recharge */
+ else
+ {
+ /* Recharge amount */
+ recharge_amount = (power * damroll(3, 2));
+
+ /* Recharge by that amount */
+ if (o_ptr->timeout > recharge_amount)
+ o_ptr->timeout -= recharge_amount;
+ else
+ o_ptr->timeout = 0;
+ }
+ }
+
+
+ /* Recharge wand/staff */
+ else
+ {
+ /* Extract a recharge strength by comparing object level to power.
+ * Divide up a stack of wands' charges to calculate charge penalty.
+ */
+ if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
+ recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
+
+ /* All staffs, unstacked wands. */
+ else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
+ if (recharge_strength < 0) recharge_strength = 0;
+
+ /* Back-fire */
+ if (one_in_(recharge_strength))
+ {
+ /* Activate the failure code. */
+ fail = TRUE;
+ }
+
+ /* If the spell didn't backfire, recharge the wand or staff. */
+ else
+ {
+ /* Recharge based on the standard number of charges. */
+ recharge_amount = randint1(1 + k_ptr->pval / 2);
+
+ /* Multiple wands in a stack increase recharging somewhat. */
+ 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;
+ }
+
+ /* But each staff in a stack gets fewer additional charges,
+ * although always at least one.
+ */
+ if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
+ {
+ recharge_amount /= (TIME_EFFECT)o_ptr->number;
+ if (recharge_amount < 1) recharge_amount = 1;
+ }
+
+ /* Recharge the wand or staff. */
+ o_ptr->pval += recharge_amount;
+
+
+ /* Hack -- we no longer "know" the item */
+ o_ptr->ident &= ~(IDENT_KNOWN);
+
+ /* Hack -- we no longer think the item is empty */
+ o_ptr->ident &= ~(IDENT_EMPTY);
+ }
+ }
+
+
+ /* Inflict the penalties for failing a recharge. */
+ if (fail)
+ {
+ /* Artifacts are never destroyed. */
+ if (object_is_fixed_artifact(o_ptr))
+ {
+ object_desc(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);
+
+ /* Artifact rods. */
+ if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
+ o_ptr->timeout = (o_ptr->timeout + 100) * 2;
+
+ /* Artifact wands and staffs. */
+ else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
+ o_ptr->pval = 0;
+ }
+ else
+ {
+ /* Get the object description */
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+
+ /*** Determine Seriousness of Failure ***/
+
+ /* Mages recharge objects more safely. */
+ if (IS_WIZARD_CLASS() || p_ptr->pclass == CLASS_MAGIC_EATER || p_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;
+ }
+ }
+
+ /* 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;
+ }
+ }
+
+ /*** Apply draining and destruction. ***/
+
+ /* Drain object or stack of objects. */
+ 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;
+ }
+ /* Staffs aren't drained. */
+ }
+
+ /* Destroy an object or one in a stack of objects. */
+ 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);
+
+ /* Reduce rod stack maximum timeout, drain wands. */
+ 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;
+
+ /* Reduce and describe inventory */
+ if (item >= 0)
+ {
+ inven_item_increase(item, -1);
+ inven_item_describe(item);
+ inven_item_optimize(item);
+ }
+
+ /* Reduce and describe floor item */
+ else
+ {
+ floor_item_increase(0 - item, -1);
+ floor_item_describe(0 - item);
+ floor_item_optimize(0 - item);
+ }
+ }
+
+ /* Destroy all members of a stack of objects. */
+ 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);
+
+ /* Reduce and describe inventory */
+ if (item >= 0)
+ {
+ inven_item_increase(item, -999);
+ inven_item_describe(item);
+ inven_item_optimize(item);
+ }
+
+ /* Reduce and describe floor item */
+ else
+ {
+ floor_item_increase(0 - item, -999);
+ floor_item_describe(0 - item);
+ floor_item_optimize(0 - item);
+ }
+ }
+ }
+ }
+ p_ptr->update |= (PU_COMBINE | PU_REORDER);
+ p_ptr->window |= (PW_INVEN);
+
+ /* Something was done */
+ return (TRUE);
+}
+
+
+/*!
+ * @brief プレイヤーの全既知呪文を表示する /
+ * Hack -- Display all known spells in a window
+ * return なし
+ * @details
+ * Need to analyze size of the window.
+ * Need more color coding.
+ */
+void display_spell_list(void)
+{
+ int i, j;
+ TERM_LEN y, x;
+ int m[9];
+ const magic_type *s_ptr;
+ GAME_TEXT name[MAX_NLEN];
+ char out_val[160];
+
+ clear_from(0);
+
+ /* They have too many spells to list */
+ if (p_ptr->pclass == CLASS_SORCERER) return;
+ if (p_ptr->pclass == CLASS_RED_MAGE) return;
+
+ if (p_ptr->pclass == CLASS_SNIPER)
+ {
+ display_snipe_list();
+ return;
+ }
+
+ /* mind.c type classes */
+ if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
+ (p_ptr->pclass == CLASS_BERSERKER) ||
+ (p_ptr->pclass == CLASS_NINJA) ||
+ (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
+ (p_ptr->pclass == CLASS_FORCETRAINER))
+ {
+ PERCENTAGE minfail = 0;
+ PLAYER_LEVEL plev = p_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;
+
+ /* Display a list of spells */
+ 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(p_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;
+ }
+
+ /* Dump the spells */
+ for (i = 0; i < MAX_MIND_POWERS; i++)
+ {
+ byte a = TERM_WHITE;
+
+ /* Access the available spell */
+ spell = mind_powers[use_mind].info[i];
+ if (spell.min_lev > plev) break;
+
+ /* Get the failure rate */
+ chance = spell.fail;
+
+ /* Reduce failure rate by "effective" level adjustment */
+ chance -= 3 * (p_ptr->lev - spell.min_lev);
+
+ /* Reduce failure rate by INT/WIS adjustment */
+ chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
+
+ if (!use_hp)
+ {
+ /* Not enough mana to cast */
+ if (spell.mana_cost > p_ptr->csp)
+ {
+ chance += 5 * (spell.mana_cost - p_ptr->csp);
+ a = TERM_ORANGE;
+ }
+ }
+ else
+ {
+ /* Not enough hp to cast */
+ if (spell.mana_cost > p_ptr->chp)
+ {
+ chance += 100;
+ a = TERM_RED;
+ }
+ }
+
+ /* Extract the minimum failure rate */
+ minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
+
+ /* Minimum failure rate */
+ if (chance < minfail) chance = minfail;
+
+ /* Stunning makes spells harder */
+ if (p_ptr->stun > 50) chance += 25;
+ else if (p_ptr->stun) chance += 15;
+
+ /* Always a 5 percent chance of working */
+ if (chance > 95) chance = 95;
+
+ /* Get info */
+ mindcraft_info(comment, use_mind, i);
+
+ /* Dump the spell */
+ 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;
+ }
+
+ /* Cannot read spellbooks */
+ if (REALM_NONE == p_ptr->realm1) return;
+
+ /* Normal spellcaster with books */
+
+ /* Scan books */
+ for (j = 0; j < ((p_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
+ {
+ int n = 0;
+
+ /* Reset vertical */
+ m[j] = 0;
+
+ /* Vertical location */
+ y = (j < 3) ? 0 : (m[j - 3] + 2);
+
+ /* Horizontal location */
+ x = 27 * (j % 3);
+
+ /* Scan spells */
+ for (i = 0; i < 32; i++)
+ {
+ byte a = TERM_WHITE;
+
+ /* Access the spell */
+ if (!is_magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2))
+ {
+ s_ptr = &technic_info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - MIN_TECHNIC][i % 32];
+ }
+ else
+ {
+ s_ptr = &mp_ptr->info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - 1][i % 32];
+ }
+
+ strcpy(name, do_spell((j < 1) ? p_ptr->realm1 : p_ptr->realm2, i % 32, SPELL_NAME));
+
+ /* Illegible */
+ if (s_ptr->slevel >= 99)
+ {
+ /* Illegible */
+ strcpy(name, _("(判読不能)", "(illegible)"));
+
+ /* Unusable */
+ a = TERM_L_DARK;
+ }
+
+ /* Forgotten */
+ else if ((j < 1) ?
+ ((p_ptr->spell_forgotten1 & (1L << i))) :
+ ((p_ptr->spell_forgotten2 & (1L << (i % 32)))))
+ {
+ /* Forgotten */
+ a = TERM_ORANGE;
+ }
+
+ /* Unknown */
+ else if (!((j < 1) ?
+ (p_ptr->spell_learned1 & (1L << i)) :
+ (p_ptr->spell_learned2 & (1L << (i % 32)))))
+ {
+ /* Unknown */
+ a = TERM_RED;
+ }
+
+ /* Untried */
+ else if (!((j < 1) ?
+ (p_ptr->spell_worked1 & (1L << i)) :
+ (p_ptr->spell_worked2 & (1L << (i % 32)))))
+ {
+ /* Untried */
+ a = TERM_YELLOW;
+ }
+
+ /* Dump the spell --(-- */
+ sprintf(out_val, "%c/%c) %-20.20s",
+ I2A(n / 8), I2A(n % 8), name);
+
+ /* Track maximum */
+ m[j] = y + n;
+
+ /* Dump onto the window */
+ Term_putstr(x, m[j], -1, a, out_val);
+
+ /* Next */
+ n++;
+ }
+ }
+}
+
+
+/*!
+ * @brief 呪文の経験値を返す /
+ * Returns experience of a spell
+ * @param spell 呪文ID
+ * @param use_realm 魔法領域
+ * @return 経験値
+ */
+EXP experience_of_spell(SPELL_IDX spell, REALM_IDX use_realm)
+{
+ if (p_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
+ else if (p_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
+ else if (use_realm == p_ptr->realm1) return p_ptr->spell_exp[spell];
+ else if (use_realm == p_ptr->realm2) return p_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 p_ptr->dec_mana
+ * @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(MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
+{
+#define MANA_CONST 2400
+#define MANA_DIV 4
+#define DEC_MANA_DIV 3
+
+ /* Realm magic */
+ if ((realm > REALM_NONE) && (realm <= MAX_REALM))
+ {
+ /*
+ * need_mana defaults if spell exp equals SPELL_EXP_EXPERT and !p_ptr->dec_mana.
+ * MANA_CONST is used to calculate need_mana effected from spell proficiency.
+ */
+ need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(spell, realm)) + (MANA_CONST - 1);
+ need_mana *= p_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
+ need_mana /= MANA_CONST * MANA_DIV;
+ if (need_mana < 1) need_mana = 1;
+ }
+
+ /* Non-realm magic */
+ else
+ {
+ if (p_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 p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
+ * @param chance 修正前失敗率
+ * @return 失敗率(%)
+ * @todo 統合を検討
+ */
+PERCENTAGE mod_spell_chance_1(PERCENTAGE chance)
+{
+ chance += p_ptr->to_m_chance;
+
+ if (p_ptr->heavy_spell) chance += 20;
+
+ if (p_ptr->dec_mana && p_ptr->easy_spell) chance -= 4;
+ else if (p_ptr->easy_spell) chance -= 3;
+ else if (p_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 p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
+ * @param chance 修正前失敗率
+ * @return 失敗率(%)
+ * Modify spell fail rate (as "suffix" process)
+ * Using p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
+ * Note: variable "chance" cannot be negative.
+ * @todo 統合を検討
+ */
+PERCENTAGE mod_spell_chance_2(PERCENTAGE chance)
+{
+ if (p_ptr->dec_mana) chance--;
+
+ if (p_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 spell 呪文ID
+ * @param use_realm 魔法領域ID
+ * @return 失敗率(%)
+ */
+PERCENTAGE spell_chance(SPELL_IDX spell, REALM_IDX use_realm)
+{
+ PERCENTAGE chance, minfail;
+ const magic_type *s_ptr;
+ MANA_POINT need_mana;
+ PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
+
+
+ /* Paranoia -- must be literate */
+ if (!mp_ptr->spell_book) return (100);
+
+ if (use_realm == REALM_HISSATSU) return 0;
+
+ /* Access the spell */
+ if (!is_magic(use_realm))
+ {
+ s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
+ }
+ else
+ {
+ s_ptr = &mp_ptr->info[use_realm - 1][spell];
+ }
+
+ /* Extract the base spell failure rate */
+ chance = s_ptr->sfail;
+
+ /* Reduce failure rate by "effective" level adjustment */
+ chance -= 3 * (p_ptr->lev - s_ptr->slevel);
+
+ /* Reduce failure rate by INT/WIS adjustment */
+ chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
+
+ if (p_ptr->riding)
+ chance += (MAX(r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
+
+ /* Extract mana consumption rate */
+ need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
+
+ /* Not enough mana to cast */
+ if (need_mana > p_ptr->csp)
+ {
+ chance += 5 * (need_mana - p_ptr->csp);
+ }
+
+ if ((use_realm != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
+
+ /* Extract the minimum failure rate */
+ minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
+
+ /*
+ * Non mage/priest characters never get too good
+ * (added high mage, mindcrafter)
+ */
+ if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
+ {
+ if (minfail < 5) minfail = 5;
+ }
+
+ /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
+ if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
+ if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
+
+ chance = mod_spell_chance_1(chance);
+
+ /* Goodness or evilness gives a penalty to failure rate */
+ switch (use_realm)
+ {
+ case REALM_NATURE:
+ if ((p_ptr->align > 50) || (p_ptr->align < -50)) chance += penalty;
+ break;
+ case REALM_LIFE: case REALM_CRUSADE:
+ if (p_ptr->align < -20) chance += penalty;
+ break;
+ case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
+ if (p_ptr->align > 20) chance += penalty;
+ break;
+ }
+
+ /* Minimum failure rate */
+ if (chance < minfail) chance = minfail;
+
+ /* Stunning makes spells harder */
+ if (p_ptr->stun > 50) chance += 25;
+ else if (p_ptr->stun) chance += 15;
+
+ /* Always a 5 percent chance of working */
+ if (chance > 95) chance = 95;
+
+ if ((use_realm == p_ptr->realm1) || (use_realm == p_ptr->realm2)
+ || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
+ {
+ EXP exp = experience_of_spell(spell, use_realm);
+ if (exp >= SPELL_EXP_EXPERT) chance--;
+ if (exp >= SPELL_EXP_MASTER) chance--;
+ }
+
+ /* Return the chance */
+ return mod_spell_chance_2(chance);
+}
+
+
+
+/*!
+ * @brief 呪文情報の表示処理 /
+ * Print a list of spells (for browsing or casting or viewing)
+ * @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(SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_LEN y, TERM_LEN x, REALM_IDX use_realm)
+{
+ int i;
+ SPELL_IDX spell;
+ int exp_level, increment = 64;
+ const magic_type *s_ptr;
+ concptr comment;
+ char info[80];
+ char out_val[160];
+ byte line_attr;
+ MANA_POINT need_mana;
+ char ryakuji[5];
+ char buf[256];
+ bool max = FALSE;
+
+ if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && p_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"));
+
+ /* Title the list */
+ prt("", y, x);
+ 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);
+
+ if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
+ else if (use_realm == p_ptr->realm1) increment = 0;
+ else if (use_realm == p_ptr->realm2) increment = 32;
+
+ /* Dump the spells */
+ for (i = 0; i < num; i++)
+ {
+ 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];
+ }
+
+ if (use_realm == REALM_HISSATSU)
+ need_mana = s_ptr->smana;
+ else
+ {
+ EXP exp = experience_of_spell(spell, use_realm);
+
+ /* Extract mana consumption rate */
+ need_mana = mod_need_mana(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 ((p_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));
+ /* Skip illegible spells */
+ 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;
+ }
+
+ /* XXX XXX Could label spells above the players level */
+
+ /* Get extra info */
+ strcpy(info, do_spell(use_realm, spell, SPELL_INFO));
+
+ /* Use that info */
+ comment = info;
+
+ /* Assume spell is known and tried */
+ line_attr = TERM_WHITE;
+
+ /* Analyze the spell */
+ if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
+ {
+ if (s_ptr->slevel > p_ptr->max_plv)
+ {
+ comment = _("未知", "unknown");
+ line_attr = TERM_L_BLUE;
+ }
+ else if (s_ptr->slevel > p_ptr->lev)
+ {
+ comment = _("忘却", "forgotten");
+ line_attr = TERM_YELLOW;
+ }
+ }
+ else if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2))
+ {
+ comment = _("未知", "unknown");
+ line_attr = TERM_L_BLUE;
+ }
+ else if ((use_realm == p_ptr->realm1) ?
+ ((p_ptr->spell_forgotten1 & (1L << spell))) :
+ ((p_ptr->spell_forgotten2 & (1L << spell))))
+ {
+ comment = _("忘却", "forgotten");
+ line_attr = TERM_YELLOW;
+ }
+ else if (!((use_realm == p_ptr->realm1) ?
+ (p_ptr->spell_learned1 & (1L << spell)) :
+ (p_ptr->spell_learned2 & (1L << spell))))
+ {
+ comment = _("未知", "unknown");
+ line_attr = TERM_L_BLUE;
+ }
+ else if (!((use_realm == p_ptr->realm1) ?
+ (p_ptr->spell_worked1 & (1L << spell)) :
+ (p_ptr->spell_worked2 & (1L << spell))))
+ {
+ comment = _("未経験", "untried");
+ line_attr = TERM_L_GREEN;
+ }
+
+ /* Dump the spell --(-- */
+ if (use_realm == REALM_HISSATSU)
+ {
+ strcat(out_val, format("%-25s %2d %4d",
+ do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
+ s_ptr->slevel, need_mana));
+ }
+ else
+ {
+ strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
+ do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
+ (max ? '!' : ' '), ryakuji,
+ s_ptr->slevel, need_mana, spell_chance(spell, use_realm), comment));
+ }
+ c_prt(line_attr, out_val, y + i + 1, x);
+ }
+
+ /* Clear the bottom line */
+ prt("", y + i + 1, x);
+}
+
+/*!
+ * @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
+ * @param r_idx 基準となるモンスター種族ID
+ * @return 変更先のモンスター種族ID
+ * @details
+ * Note that this function is one of the more "dangerous" ones...
+ */
+static MONRACE_IDX poly_r_idx(MONRACE_IDX r_idx)
+{
+ monster_race *r_ptr = &r_info[r_idx];
+
+ int i;
+ MONRACE_IDX r;
+ DEPTH lev1, lev2;
+
+ /* Hack -- Uniques/Questors never polymorph */
+ if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags1 & RF1_QUESTOR))
+ return (r_idx);
+
+ /* Allowable range of "levels" for resulting monster */
+ lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
+ lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
+
+ /* Pick a (possibly new) non-unique race */
+ for (i = 0; i < 1000; i++)
+ {
+ /* Pick a new race, using a level calculation */
+ r = get_mon_num((current_floor_ptr->dun_level + r_ptr->level) / 2 + 5);
+
+ /* Handle failure */
+ if (!r) break;
+
+ /* Obtain race */
+ r_ptr = &r_info[r];
+
+ /* Ignore unique monsters */
+ if (r_ptr->flags1 & RF1_UNIQUE) continue;
+
+ /* Ignore monsters with incompatible levels */
+ if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
+
+ /* Use that index */
+ 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
+ * @param y 指定のY座標
+ * @param x 指定のX座標
+ * @return 実際に変身したらTRUEを返す
+ */
+bool polymorph_monster(POSITION y, POSITION x)
+{
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
+ bool polymorphed = FALSE;
+ 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 = (p_ptr->health_who == g_ptr->m_idx) ? TRUE : FALSE;
+ monster_type back_m;
+
+ if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
+
+ if ((p_ptr->riding == g_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
+
+ /* Memorize the monster before polymorphing */
+ back_m = *m_ptr;
+
+ /* Pick a "new" monster race */
+ new_r_idx = poly_r_idx(old_r_idx);
+
+ /* Handle polymorph */
+ if (new_r_idx != old_r_idx)
+ {
+ BIT_FLAGS mode = 0L;
+ bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
+
+ /* Get the monsters attitude */
+ 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;
+
+ /* Mega-hack -- ignore held objects */
+ m_ptr->hold_o_idx = 0;
+
+ /* "Kill" the "old" monster */
+ delete_monster_idx(g_ptr->m_idx);
+
+ /* Create a new monster (no groups) */
+ if (place_monster_aux(0, y, x, new_r_idx, mode))
+ {
+ current_floor_ptr->m_list[hack_m_idx_ii].nickname = back_m.nickname;
+ current_floor_ptr->m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
+ current_floor_ptr->m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
+
+ /* Success */
+ polymorphed = TRUE;
+ }
+ else
+ {
+ /* Placing the new monster failed */
+ if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
+ {
+ current_floor_ptr->m_list[hack_m_idx_ii] = back_m;
+
+ /* Re-initialize monster process */
+ mproc_init();
+ }
+ else preserve_hold_objects = FALSE;
+ }
+
+ /* Mega-hack -- preserve held objects */
+ 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 = ¤t_floor_ptr->o_list[this_o_idx];
+ next_o_idx = o_ptr->next_o_idx;
+
+ /* Held by new monster */
+ o_ptr->held_m_idx = hack_m_idx_ii;
+ }
+ }
+ else if (back_m.hold_o_idx) /* Failed (paranoia) */
+ {
+ for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
+ {
+ next_o_idx = current_floor_ptr->o_list[this_o_idx].next_o_idx;
+ delete_object_idx(this_o_idx);
+ }
+ }
+
+ if (targeted) target_who = hack_m_idx_ii;
+ if (health_tracked) health_track(hack_m_idx_ii);
+ }
+
+ return polymorphed;
+}
+
+/*!
+ * @brief 次元の扉処理 /
+ * Dimension Door
+ * @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(DEPTH x, DEPTH y)
+{
+ PLAYER_LEVEL plev = p_ptr->lev;
+
+ p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
+
+ if (!cave_player_teleportable_bold(y, x, 0L) ||
+ (distance(y, x, p_ptr->y, p_ptr->x) > plev / 2 + 10) ||
+ (!randint0(plev / 10 + 10)))
+ {
+ p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
+ teleport_player((plev + 2) * 2, TELEPORT_PASSIVE);
+
+ /* Failed */
+ return FALSE;
+ }
+ else
+ {
+ teleport_player_to(y, x, 0L);
+
+ /* Success */
+ return TRUE;
+ }
+}
+
+
+/*!
+ * @brief 次元の扉処理のメインルーチン /
+ * Dimension Door
+ * @return ターンを消費した場合TRUEを返す
+ */
+bool dimension_door(void)
+{
+ DEPTH x = 0, y = 0;
+
+ /* Rerutn FALSE if cancelled */
+ if (!tgt_pt(&x, &y)) return FALSE;
+
+ if (dimension_door_aux(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;
+}
+
+
+/*!
+ * @brief 鏡抜け処理のメインルーチン /
+ * Mirror Master's Dimension Door
+ * @return ターンを消費した場合TRUEを返す
+ */
+bool mirror_tunnel(void)
+{
+ POSITION x = 0, y = 0;
+
+ /* Rerutn FALSE if cancelled */
+ if (!tgt_pt(&x, &y)) return FALSE;
+
+ if (dimension_door_aux(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 power 基本効力
+ * @return ターンを消費した場合TRUEを返す
+ */
+bool eat_magic(int power)
+{
+ object_type *o_ptr;
+ object_kind *k_ptr;
+ DEPTH lev;
+ OBJECT_IDX item;
+ int recharge_strength = 0;
+
+ bool fail = FALSE;
+ byte fail_type = 1;
+
+ concptr q, s;
+ GAME_TEXT o_name[MAX_NLEN];
+
+ item_tester_hook = item_tester_hook_recharge;
+
+ q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
+ s = _("魔力を吸収できるアイテムがありません。", "You have nothing to drain.");
+
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ if (!o_ptr) return FALSE;
+
+ k_ptr = &k_info[o_ptr->k_idx];
+ lev = k_info[o_ptr->k_idx].level;
+
+ if (o_ptr->tval == TV_ROD)
+ {
+ recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
+
+ /* Back-fire */
+ if (one_in_(recharge_strength))
+ {
+ /* Activate the failure code. */
+ fail = TRUE;
+ }
+ 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
+ {
+ p_ptr->csp += lev;
+ o_ptr->timeout += k_ptr->pval;
+ }
+ }
+ }
+ else
+ {
+ /* All staffs, wands. */
+ recharge_strength = (100 + power - lev) / 15;
+ if (recharge_strength < 0) recharge_strength = 0;
+
+ /* Back-fire */
+ if (one_in_(recharge_strength))
+ {
+ /* Activate the failure code. */
+ fail = TRUE;
+ }
+ else
+ {
+ if (o_ptr->pval > 0)
+ {
+ p_ptr->csp += lev / 2;
+ o_ptr->pval --;
+
+ /* XXX Hack -- unstack if necessary */
+ if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
+ {
+ object_type forge;
+ object_type *q_ptr;
+ q_ptr = &forge;
+
+ /* Obtain a local object */
+ object_copy(q_ptr, o_ptr);
+
+ /* Modify quantity */
+ q_ptr->number = 1;
+
+ /* Restore the charges */
+ o_ptr->pval++;
+
+ /* Unstack the used item */
+ o_ptr->number--;
+ p_ptr->total_weight -= q_ptr->weight;
+ item = inven_carry(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;
+ }
+ }
+
+ /* Inflict the penalties for failing a recharge. */
+ if (fail)
+ {
+ /* Artifacts are never destroyed. */
+ if (object_is_fixed_artifact(o_ptr))
+ {
+ object_desc(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);
+
+ /* Artifact rods. */
+ if (o_ptr->tval == TV_ROD)
+ o_ptr->timeout = k_ptr->pval * o_ptr->number;
+
+ /* Artifact wands and staffs. */
+ else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
+ o_ptr->pval = 0;
+ }
+ else
+ {
+ /* Get the object description */
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+
+ /*** Determine Seriousness of Failure ***/
+
+ /* Mages recharge objects more safely. */
+ if (IS_WIZARD_CLASS())
+ {
+ /* 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;
+ }
+ }
+
+ /*** Apply draining and destruction. ***/
+
+ /* Drain object or stack of objects. */
+ 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;
+ }
+ /* Staffs aren't drained. */
+ }
+
+ /* Destroy an object or one in a stack of objects. */
+ 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);
+ }
+
+ /* Reduce and describe inventory */
+ if (item >= 0)
+ {
+ inven_item_increase(item, -1);
+ inven_item_describe(item);
+ inven_item_optimize(item);
+ }
+
+ /* Reduce and describe floor item */
+ else
+ {
+ floor_item_increase(0 - item, -1);
+ floor_item_describe(0 - item);
+ floor_item_optimize(0 - item);
+ }
+ }
+
+ /* Destroy all members of a stack of objects. */
+ 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);
+
+ /* Reduce and describe inventory */
+ if (item >= 0)
+ {
+ inven_item_increase(item, -999);
+ inven_item_describe(item);
+ inven_item_optimize(item);
+ }
+
+ /* Reduce and describe floor item */
+ else
+ {
+ floor_item_increase(0 - item, -999);
+ floor_item_describe(0 - item);
+ floor_item_optimize(0 - item);
+ }
+ }
+ }
+ }
+
+ if (p_ptr->csp > p_ptr->msp)
+ {
+ p_ptr->csp = p_ptr->msp;
+ }
+
+ p_ptr->redraw |= (PR_MANA);
+ p_ptr->update |= (PU_COMBINE | PU_REORDER);
+ p_ptr->window |= (PW_INVEN);
+
+ return TRUE;
+}
+
+
+/*!
+ * @brief 皆殺し(全方向攻撃)処理
+ * @param py プレイヤーY座標
+ * @param px プレイヤーX座標
+ * @return なし
+ */
+void massacre(void)
+{
+ POSITION x, y;
+ grid_type *g_ptr;
+ monster_type *m_ptr;
+ DIRECTION dir;
+
+ for (dir = 0; dir < 8; dir++)
+ {
+ y = p_ptr->y + ddy_ddd[dir];
+ x = p_ptr->x + ddx_ddd[dir];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
+
+ /* Hack -- attack monsters */
+ if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
+ py_attack(y, x, 0);
+ }
+}
+
+bool eat_lock(void)
+{
+ POSITION x, y;
+ grid_type *g_ptr;
+ feature_type *f_ptr, *mimic_f_ptr;
+ DIRECTION dir;
+
+ if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ f_ptr = &f_info[g_ptr->feat];
+ mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
+
+ stop_mouth();
+
+ 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 = ¤t_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)) py_attack(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(p_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(p_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(p_ptr->food + 10000);
+ }
+
+ /* Destroy the wall */
+ cave_alter_feat(y, x, FF_HURT_ROCK);
+
+ (void)move_player_effect(y, x, MPE_DONT_PICKUP);
+ return TRUE;
+}
+
+
+bool shock_power(void)
+{
+ DIRECTION dir;
+ POSITION y, x;
+ HIT_POINT dam;
+ PLAYER_LEVEL plev = p_ptr->lev;
+ int boost = P_PTR_KI;
+ if (heavy_armor()) boost /= 2;
+
+ project_length = 1;
+ if (!get_aim_dir(&dir)) return FALSE;
+
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
+ dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
+ fire_beam(GF_MISSILE, dir, dam);
+ if (current_floor_ptr->grid_array[y][x].m_idx)
+ {
+ int i;
+ POSITION ty = y, tx = x;
+ POSITION oy = y, ox = x;
+ MONSTER_IDX m_idx = current_floor_ptr->grid_array[y][x].m_idx;
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ GAME_TEXT m_name[MAX_NLEN];
+
+ monster_desc(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);
+ }
+ else
+ {
+ for (i = 0; i < 5; i++)
+ {
+ y += ddy[dir];
+ x += ddx[dir];
+ if (cave_empty_bold(y, x))
+ {
+ ty = y;
+ tx = x;
+ }
+ else break;
+ }
+ if ((ty != oy) || (tx != ox))
+ {
+ msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
+ current_floor_ptr->grid_array[oy][ox].m_idx = 0;
+ current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
+ m_ptr->fy = ty;
+ m_ptr->fx = tx;
+
+ update_monster(m_idx, TRUE);
+ lite_spot(oy, ox);
+ lite_spot(ty, tx);
+
+ if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
+ p_ptr->update |= (PU_MON_LITE);
+ }
+ }
+ }
+ return TRUE;
+}
+
+bool booze(player_type *creature_ptr)
+{
+ bool ident = FALSE;
+ if (creature_ptr->pclass != CLASS_MONK) chg_virtue(V_HARMONY, -1);
+ else if (!creature_ptr->resist_conf) creature_ptr->special_attack |= ATTACK_SUIKEN;
+ if (!creature_ptr->resist_conf)
+ {
+ if (set_confused(randint0(20) + 15))
+ {
+ ident = TRUE;
+ }
+ }
+
+ if (!creature_ptr->resist_chaos)
+ {
+ if (one_in_(2))
+ {
+ if (set_image(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();
+ else wiz_dark();
+ (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
+ wiz_dark();
+ 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(DAMAGE_NOESCAPE, damroll(50, 20), _("爆発の薬", "a potion of Detonation"), -1);
+ (void)set_stun(creature_ptr->stun + 75);
+ (void)set_cut(creature_ptr->cut + 5000);
+ return TRUE;
+}
+
+void blood_curse_to_enemy(MONSTER_IDX m_idx)
+{
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ grid_type *g_ptr = ¤t_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;
+ do
+ {
+ switch (randint1(28))
+ {
+ case 1: case 2:
+ if (!count)
+ {
+ msg_print(_("地面が揺れた...", "The ground trembles..."));
+ earthquake(m_ptr->fy, m_ptr->fx, 4 + randint0(4));
+ if (!one_in_(6)) break;
+ }
+ 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(0, 8, m_ptr->fy, m_ptr->fx, extra_dam, GF_MANA, curse_flg, -1);
+ if (!one_in_(6)) break;
+ }
+ 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(g_ptr->m_idx, damroll(10, 10), TELEPORT_PASSIVE);
+ if (one_in_(13)) count += activate_hi_summon(m_ptr->fy, m_ptr->fx, TRUE);
+ if (!one_in_(6)) break;
+ }
+ 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(0, 7, m_ptr->fy, m_ptr->fx, 50, GF_DISINTEGRATE, curse_flg, -1);
+ if (!one_in_(6)) break;
+ case 12: case 13: case 14: case 15: case 16:
+ aggravate_monsters(0);
+ if (!one_in_(6)) break;
+ case 17: case 18:
+ count += activate_hi_summon(m_ptr->fy, m_ptr->fx, TRUE);
+ if (!one_in_(6)) break;
+ 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((pet ? -1 : 0), p_ptr->y, p_ptr->x, (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : current_floor_ptr->dun_level), 0, mode, '\0');
+ if (!one_in_(6)) break;
+ }
+ case 23: case 24: case 25:
+ if (p_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 (p_ptr->hold_exp) lose_exp(p_ptr->exp / 160);
+ else lose_exp(p_ptr->exp / 16);
+ if (!one_in_(6)) break;
+ case 26: case 27: case 28:
+ {
+ int i = 0;
+ if (one_in_(13))
+ {
+ while (i < A_MAX)
+ {
+ do
+ {
+ (void)do_dec_stat(i);
+ } while (one_in_(2));
+
+ i++;
+ }
+ }
+ else
+ {
+ (void)do_dec_stat(randint0(6));
+ }
+ break;
+ }
+ }
+ } while (one_in_(5));
+}
+
+
+bool fire_crimson(void)
+{
+ int num = 1;
+ int i;
+ BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+ POSITION tx, ty;
+ DIRECTION dir;
+
+ if (!get_aim_dir(&dir)) return FALSE;
+
+ /* Use the given direction */
+ tx = p_ptr->x + 99 * ddx[dir];
+ ty = p_ptr->y + 99 * ddy[dir];
+
+ /* Hack -- Use an actual "target" */
+ if ((dir == 5) && target_okay())
+ {
+ tx = target_col;
+ ty = target_row;
+ }
+
+ if (p_ptr->pclass == CLASS_ARCHER)
+ {
+ /* Extra shot at level 10 */
+ if (p_ptr->lev >= 10) num++;
+
+ /* Extra shot at level 30 */
+ if (p_ptr->lev >= 30) num++;
+
+ /* Extra shot at level 45 */
+ if (p_ptr->lev >= 45) num++;
+ }
+
+ for (i = 0; i < num; i++)
+ project(0, p_ptr->lev / 20 + 1, ty, tx, p_ptr->lev*p_ptr->lev * 6 / 50, GF_ROCKET, flg, -1);
+
+ return TRUE;
+}
+