*/
#include "angband.h"
-#include "bldg.h"
+#include "market/building.h"
#include "core.h"
-#include "term.h"
+#include "gameterm.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
#include "object-ego.h"
#include "creature.h"
#include "avatar.h"
#include "spells.h"
#include "spells-floor.h"
+#include "spell/technic-info-table.h"
#include "grid.h"
+#include "market/building-util.h"
#include "monster-process.h"
#include "monster-status.h"
#include "monster-spell.h"
-#include "cmd-spell.h"
-#include "cmd-dump.h"
+#include "io/write-diary.h"
+#include "cmd/cmd-save.h"
+#include "cmd/cmd-spell.h"
+#include "cmd/cmd-dump.h"
#include "snipe.h"
#include "floor-save.h"
#include "files.h"
#include "player-effects.h"
#include "player-skill.h"
#include "player-personality.h"
-#include "view-mainwindow.h"
+#include "view/display-main-window.h"
#include "mind.h"
#include "wild.h"
#include "world.h"
-#include "objectkind.h"
-#include "autopick.h"
+#include "object/object-kind.h"
+#include "autopick/autopick.h"
#include "targeting.h"
+#include "effect/spells-effect-util.h"
+#include "spell/spells-util.h"
+#include "spell/spells-execution.h"
+#include "spell/process-effect.h"
/*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
#define MAX_TRIES 100
* Attempt to move the monster at least "dis/2" grids away.
* But allow variation to prevent infinite loops.
*/
-bool teleport_away(player_type *caster_ptr, MONSTER_IDX m_idx, POSITION dis, BIT_FLAGS mode)
+bool teleport_away(player_type *caster_ptr, MONSTER_IDX m_idx, POSITION dis, teleport_flags mode)
{
monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
if (!monster_is_valid(m_ptr)) return FALSE;
while (look)
{
tries++;
-
- /* Verify max distance */
if (dis > 200) dis = 200;
- /* Try several locations */
for (int i = 0; i < 500; i++)
{
- /* Pick a (possibly illegal) location */
while (TRUE)
{
ny = rand_spread(oy, dis);
if ((d >= min) && (d <= dis)) break;
}
- /* Ignore illegal locations */
if (!in_bounds(caster_ptr->current_floor_ptr, ny, nx)) continue;
-
- if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
-
- /* No teleporting into vaults and such */
+ if (!cave_monster_teleportable_bold(caster_ptr, m_idx, ny, nx, mode)) continue;
if (!(caster_ptr->current_floor_ptr->inside_quest || caster_ptr->current_floor_ptr->inside_arena))
if (caster_ptr->current_floor_ptr->grid_array[ny][nx].info & CAVE_ICKY) continue;
break;
}
- /* Increase the maximum distance */
dis = dis * 2;
-
min = min / 2;
if (tries > MAX_TRIES) return FALSE;
}
sound(SOUND_TPOTHER);
-
- /* Update the old location */
caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
-
- /* Update the new location */
caster_ptr->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(caster_ptr, m_idx, TRUE);
- lite_spot(oy, ox);
- lite_spot(ny, nx);
+ lite_spot(caster_ptr, oy, ox);
+ lite_spot(caster_ptr, ny, nx);
if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
caster_ptr->update |= (PU_MON_LITE);
* @param mode オプション
* @return なし
*/
-void teleport_monster_to(player_type *caster_ptr, MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, BIT_FLAGS mode)
+void teleport_monster_to(player_type *caster_ptr, MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, teleport_flags mode)
{
monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
if(!m_ptr->r_idx) return;
-
- /* "Skill" test */
if(randint1(100) > power) return;
POSITION ny = m_ptr->fy;
bool look = TRUE;
while (look && --attempts)
{
- /* Verify max distance */
if (dis > 200) dis = 200;
- /* Try several locations */
for (int i = 0; i < 500; i++)
{
- /* Pick a (possibly illegal) location */
while (TRUE)
{
ny = rand_spread(ty, dis);
if ((d >= min) && (d <= dis)) break;
}
- /* Ignore illegal locations */
if (!in_bounds(caster_ptr->current_floor_ptr, ny, nx)) continue;
-
- if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
+ if (!cave_monster_teleportable_bold(caster_ptr, m_idx, ny, nx, mode)) continue;
look = FALSE;
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 */
caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
-
- /* Update the new location */
caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
- /* Move the monster */
m_ptr->fy = ny;
m_ptr->fx = nx;
update_monster(caster_ptr, m_idx, TRUE);
- lite_spot(oy, ox);
- lite_spot(ny, nx);
+ lite_spot(caster_ptr, oy, ox);
+ lite_spot(caster_ptr, ny, nx);
if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
caster_ptr->update |= (PU_MON_LITE);
* Teleport the player to a location up to "dis" grids away.
* @param creature_ptr プレーヤーへの参照ポインタ
* @param dis 基本移動距離
+ * @param is_quantum_effect 量子的効果 (反テレポ無効)によるテレポートアウェイならばTRUE
* @param mode オプション
* @return 実際にテレポート処理が行われたらtrue
* @details
* of candidates has equal possibility to be choosen as a destination.
* </pre>
*/
-bool teleport_player_aux(player_type *creature_ptr, POSITION dis, BIT_FLAGS mode)
+bool teleport_player_aux(player_type *creature_ptr, POSITION dis, bool is_quantum_effect, teleport_flags mode)
{
if (creature_ptr->wild_mode) return FALSE;
- if (creature_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
+ if (!is_quantum_effect && creature_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
{
msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
return FALSE;
for (int 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 */
int left = MAX(1, creature_ptr->x - dis);
int right = MIN(creature_ptr->current_floor_ptr->width - 2, creature_ptr->x + dis);
int top = MAX(1, creature_ptr->y - dis);
{
for (POSITION x = left; x <= right; x++)
{
- /* Skip illegal locations */
- if (!cave_player_teleportable_bold(y, x, mode)) continue;
+ if (!cave_player_teleportable_bold(creature_ptr, y, x, mode)) continue;
- /* Calculate distance */
int d = distance(creature_ptr->y, creature_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 */
int cur_candidates;
int min = dis;
for (cur_candidates = 0; 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 */
int pick = randint1(cur_candidates);
/* Search again the choosen location */
{
for (xx = left; xx <= right; xx++)
{
- /* Skip illegal locations */
- if (!cave_player_teleportable_bold(yy, xx, mode)) continue;
+ if (!cave_player_teleportable_bold(creature_ptr, yy, xx, mode)) continue;
- /* Calculate distance */
int d = distance(creature_ptr->y, creature_ptr->x, yy, xx);
-
- /* 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(creature_ptr, yy, xx)) return FALSE;
sound(SOUND_TELEPORT);
-
#ifdef JP
- if ((creature_ptr->pseikaku == SEIKAKU_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+ if (IS_ECHIZEN(creature_ptr))
msg_format("『こっちだぁ、%s』", creature_ptr->name);
#endif
-
(void)move_player_effect(creature_ptr, yy, xx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
return TRUE;
}
+
/*!
* @brief プレイヤーのテレポート処理メインルーチン
* @param creature_ptr プレーヤーへの参照ポインタ
*/
void teleport_player(player_type *creature_ptr, POSITION dis, BIT_FLAGS mode)
{
- if (!teleport_player_aux(creature_ptr, dis, mode)) return;
+ if (!teleport_player_aux(creature_ptr, dis, FALSE, mode)) return;
/* Monsters with teleport ability may follow the player */
POSITION oy = creature_ptr->y;
monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[tmp_m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- bool is_resistible = r_ptr->a_ability_flags2 & RF6_TPORT;
- is_resistible &= !(r_ptr->flagsr & RFR_RES_TELE);
- is_resistible &= !MON_CSLEEP(m_ptr);
+ bool is_resistible = (r_ptr->a_ability_flags2 & RF6_TPORT) != 0;
+ is_resistible &= (r_ptr->flagsr & RFR_RES_TELE) == 0;
+ is_resistible &= MON_CSLEEP(m_ptr) == 0;
if (is_resistible)
{
- teleport_monster_to(creature_ptr, tmp_m_idx, creature_ptr->y, creature_ptr->x, r_ptr->level, 0L);
+ teleport_monster_to(creature_ptr, tmp_m_idx, creature_ptr->y, creature_ptr->x, r_ptr->level, TELEPORT_SPONTANEOUS);
}
}
}
* @param m_idx アウェイを試みたモンスターID
* @param target_ptr プレーヤーへの参照ポインタ
* @param dis テレポート距離
+ * @param is_quantum_effect 量子的効果によるテレポートアウェイならばTRUE
* @return なし
*/
-void teleport_player_away(MONSTER_IDX m_idx, player_type *target_ptr, POSITION dis)
+void teleport_player_away(MONSTER_IDX m_idx, player_type *target_ptr, POSITION dis, bool is_quantum_effect)
{
- if (!teleport_player_aux(target_ptr, dis, TELEPORT_PASSIVE)) return;
+ if (!teleport_player_aux(target_ptr, dis, TELEPORT_PASSIVE, is_quantum_effect)) return;
/* Monsters with teleport ability may follow the player */
POSITION oy = target_ptr->y;
monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[tmp_m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- bool is_resistible = r_ptr->a_ability_flags2 & RF6_TPORT;
- is_resistible &= !(r_ptr->flagsr & RFR_RES_TELE);
- is_resistible &= !MON_CSLEEP(m_ptr);
+ bool is_resistible = (r_ptr->a_ability_flags2 & RF6_TPORT) != 0;
+ is_resistible &= (r_ptr->flagsr & RFR_RES_TELE) == 0;
+ is_resistible &= MON_CSLEEP(m_ptr) == 0;
if (is_resistible)
{
- teleport_monster_to(target_ptr, tmp_m_idx, target_ptr->y, target_ptr->x, r_ptr->level, 0L);
+ teleport_monster_to(target_ptr, tmp_m_idx, target_ptr->y, target_ptr->x, r_ptr->level, TELEPORT_SPONTANEOUS);
}
}
}
* This function allows teleporting into vaults (!)
* </pre>
*/
-void teleport_player_to(player_type *creature_ptr, POSITION ny, POSITION nx, BIT_FLAGS mode)
+void teleport_player_to(player_type *creature_ptr, POSITION ny, POSITION nx, teleport_flags mode)
{
if (creature_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
{
POSITION dis = 0, ctr = 0;
while (TRUE)
{
- /* Pick a nearby legal location */
while (TRUE)
{
y = (POSITION)rand_spread(ny, dis);
if (in_bounds(creature_ptr->current_floor_ptr, y, x)) break;
}
- /* Accept any grid when wizard mode */
- if (current_world_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!creature_ptr->current_floor_ptr->grid_array[y][x].m_idx || (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx == creature_ptr->riding))) break;
+ bool is_anywhere = current_world_ptr->wizard;
+ is_anywhere &= (mode & TELEPORT_PASSIVE) == 0;
+ is_anywhere &= (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx > 0) ||
+ creature_ptr->current_floor_ptr->grid_array[y][x].m_idx == creature_ptr->riding;
+ if (is_anywhere) break;
- /* Accept teleportable floor grids */
- if (cave_player_teleportable_bold(y, x, mode)) break;
+ if (cave_player_teleportable_bold(creature_ptr, y, x, mode)) break;
- /* Occasionally advance the distance */
if (++ctr > (4 * dis * dis + 4 * dis + 1))
{
ctr = 0;
bool old_ml = m_ptr->ml;
POSITION old_cdis = m_ptr->cdis;
- teleport_away(tracer_ptr, m_idx, MAX_SIGHT * 2 + 5, 0L);
+ teleport_away(tracer_ptr, m_idx, MAX_SIGHT * 2 + 5, TELEPORT_SPONTANEOUS);
bool is_followable = old_ml;
is_followable &= old_cdis <= MAX_SIGHT;
- is_followable &= !current_world_ptr->timewalk_m_idx;
+ is_followable &= current_world_ptr->timewalk_m_idx == 0;
is_followable &= !tracer_ptr->phase_out;
is_followable &= los(tracer_ptr, tracer_ptr->y, tracer_ptr->x, oldfy, oldfx);
if (!is_followable) return;
}
else
{
- teleport_player_to(tracer_ptr, m_ptr->fy, m_ptr->fx, 0L);
+ teleport_player_to(tracer_ptr, m_ptr->fy, m_ptr->fx, TELEPORT_SPONTANEOUS);
}
tracer_ptr->energy_need += ENERGY_NEED();
m_ptr = &caster_ptr->current_floor_ptr->m_list[target_m_idx];
r_ptr = &r_info[m_ptr->r_idx];
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, m_ptr, 0);
+ monster_desc(caster_ptr, m_name, m_ptr, 0);
msg_format(_("%^sの足を指さした。", "You gesture at %^s's feet."), m_name);
if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) ||
/*!
+ * todo cmd-save.h への依存あり。コールバックで何とかしたい
* @brief プレイヤー及びモンスターをレベルテレポートさせる /
* Teleport the player one level up or down (random when legal)
* @param creature_ptr プレーヤーへの参照ポインタ
{
GAME_TEXT m_name[160];
bool see_m = TRUE;
- if (m_idx <= 0) /* To player */
+ if (m_idx <= 0)
{
strcpy(m_name, _("あなた", "you"));
}
- else /* To monster */
+ else
{
monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
-
- /* Get the monster name (or "it") */
- monster_desc(m_name, m_ptr, 0);
-
+ monster_desc(creature_ptr, m_name, m_ptr, 0);
see_m = is_seen(m_ptr);
}
- /* No effect in some case */
if (is_teleport_level_ineffective(creature_ptr, m_idx))
{
if (see_m) msg_print(_("効果がなかった。", "There is no effect."));
return;
}
- if ((m_idx <= 0) && creature_ptr->anti_tele) /* To player */
+ if ((m_idx <= 0) && creature_ptr->anti_tele)
{
msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
return;
}
- /* Choose up or down */
bool go_up;
if (randint0(100) < 50) go_up = TRUE;
else go_up = FALSE;
else if (get_check("Force to go down? ")) go_up = FALSE;
}
- /* Down only */
if ((ironman_downward && (m_idx <= 0)) || (creature_ptr->current_floor_ptr->dun_level <= d_info[creature_ptr->dungeon_idx].mindepth))
{
#ifdef JP
#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 (m_idx <= 0)
{
if (!creature_ptr->current_floor_ptr->dun_level)
{
creature_ptr->oldpx = creature_ptr->x;
}
- if (record_stair) exe_write_diary(creature_ptr, NIKKI_TELE_LEV, 1, NULL);
+ if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, 1, NULL);
if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
creature_ptr->leaving = TRUE;
}
}
-
- /* Up only */
else if (quest_number(creature_ptr, creature_ptr->current_floor_ptr->dun_level) || (creature_ptr->current_floor_ptr->dun_level >= d_info[creature_ptr->dungeon_idx].maxdepth))
{
#ifdef JP
if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
#endif
-
- if (m_idx <= 0) /* To player */
+ if (m_idx <= 0)
{
- if (record_stair) exe_write_diary(creature_ptr, NIKKI_TELE_LEV, -1, NULL);
+ if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, -1, NULL);
if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
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 (m_idx <= 0)
{
- if (record_stair) exe_write_diary(creature_ptr, NIKKI_TELE_LEV, -1, NULL);
+ if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, -1, NULL);
if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
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 (m_idx <= 0)
{
- /* Never reach this code on the surface */
- /* if (!creature_ptr->current_floor_ptr->dun_level) creature_ptr->dungeon_idx = creature_ptr->recall_dungeon; */
- if (record_stair) exe_write_diary(creature_ptr, NIKKI_TELE_LEV, 1, NULL);
+ if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, 1, NULL);
if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
}
}
- /* Monster level teleportation is simple deleting now */
if (m_idx <= 0)
{
sound(SOUND_TPLEVEL);
{
char m2_name[MAX_NLEN];
- monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
- exe_write_diary(creature_ptr, NIKKI_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
+ monster_desc(creature_ptr, m2_name, m_ptr, MD_INDEF_VISIBLE);
+ exe_write_diary(creature_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
}
- delete_monster_idx(m_idx);
+ delete_monster_idx(creature_ptr, m_idx);
sound(SOUND_TPLEVEL);
}
* TODO: Recall the player to the last
* visited town when in the wilderness
*/
-
- /* Ironman option */
if (creature_ptr->current_floor_ptr->inside_arena || ironman_downward)
{
msg_print(_("何も起こらなかった。", "Nothing happens."));
{
max_dlv[creature_ptr->dungeon_idx] = creature_ptr->current_floor_ptr->dun_level;
if (record_maxdepth)
- exe_write_diary(creature_ptr, NIKKI_TRUMP, creature_ptr->dungeon_idx, _("帰還のときに", "when recall from dungeon"));
+ exe_write_diary(creature_ptr, DIARY_TRUMP, creature_ptr->dungeon_idx, _("帰還のときに", "when recalled from dungeon"));
}
}
bool free_level_recall(player_type *creature_ptr)
{
DUNGEON_IDX select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
-
if (!select_dungeon) return FALSE;
DEPTH max_depth = d_info[select_dungeon].maxdepth;
-
- /* Limit depth in Angband */
if (select_dungeon == DUNGEON_ANGBAND)
{
if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
QUANTITY amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "),
d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
-
if (amt <= 0)
{
return FALSE;
creature_ptr->recall_dungeon = select_dungeon;
max_dlv[creature_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
if (record_maxdepth)
- exe_write_diary(creature_ptr, NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
+ exe_write_diary(creature_ptr, DIARY_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
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."));
}
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(caster_ptr->current_floor_ptr->dun_level, 1));
- /* Ask for a level */
if (!get_string(ppp, tmp_val, 10))
{
return FALSE;
}
- /* Extract request */
dummy = atoi(tmp_val);
if (dummy < 1) dummy = 1;
if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
max_dlv[select_dungeon] = dummy;
if (record_maxdepth)
- exe_write_diary(caster_ptr, NIKKI_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
- /* Accept request */
+ exe_write_diary(caster_ptr, DIARY_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
#ifdef JP
msg_format("%sの帰還レベルを %d 階にセット。", d_name + d_info[select_dungeon].name, dummy, dummy * 50);
#else
object_type *o_ptr;
o_ptr = &target_ptr->inventory_list[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))
{
return FALSE;
}
GAME_TEXT o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
- /* Artifacts have 71% chance to resist */
+ object_desc(target_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
if (object_is_artifact(o_ptr) && (randint0(100) < 71))
{
#ifdef JP
return TRUE;
}
- /* Memorize old value */
int to_h = o_ptr->to_h;
int to_d = o_ptr->to_d;
int to_a = o_ptr->to_a;
int pval = o_ptr->pval;
- /* 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--;
bool is_actually_disenchanted = to_h != o_ptr->to_h;
msg_format("Your %s (%c) %s disenchanted!", o_name, index_to_label(t),
((o_ptr->number != 1) ? "were" : "was"));
#endif
-
chg_virtue(target_ptr, V_HARMONY, 1);
chg_virtue(target_ptr, V_ENCHANT, -2);
target_ptr->update |= (PU_BONUS);
is_special_floor |= !caster_ptr->current_floor_ptr->dun_level;
if (is_special_floor) return FALSE;
- /* Scan all normal grids */
grid_type *g_ptr;
feature_type *f_ptr;
monster_type *m_ptr;
{
g_ptr = &caster_ptr->current_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 = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
-
- /* Awake monster */
if (g_ptr->m_idx && MON_CSLEEP(m_ptr))
{
(void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
-
- /* Notice the "waking up" */
if (m_ptr->ml)
{
- monster_desc(m_name, m_ptr, 0);
+ monster_desc(caster_ptr, 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(caster_ptr, y, x, FF_HURT_DISI);
}
}
- /* Special boundary walls -- Top and bottom */
for (POSITION x = 0; x < caster_ptr->current_floor_ptr->width; x++)
{
g_ptr = &caster_ptr->current_floor_ptr->grid_array[0][x];
f_ptr = &f_info[g_ptr->mimic];
-
- /* 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 */
+ g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
}
g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->current_floor_ptr->height - 1][x];
f_ptr = &f_info[g_ptr->mimic];
-
- /* 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 */
+ g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
}
}
{
g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][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 */
+ g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
}
g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][caster_ptr->current_floor_ptr->width - 1];
f_ptr = &f_info[g_ptr->mimic];
-
- /* 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 */
+ g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
}
}
- /* Mega-Hack -- Forget the view and lite */
caster_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
caster_ptr->redraw |= (PR_MAP);
caster_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
return TRUE;
}
+
/*!
* @brief 虚無招来処理 /
* @param caster_ptr プレーヤーへの参照ポインタ
return;
}
- /* Prevent destruction of quest levels and town */
bool is_special_fllor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
is_special_fllor |= !caster_ptr->current_floor_ptr->dun_level;
if (is_special_fllor)
if (one_in_(666))
{
- if (!vanish_dungeon(caster_ptr)) msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon silences a moment."));
+ if (!vanish_dungeon(caster_ptr)) msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon becomes quiet for a moment."));
take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
return;
}
object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
- /* Check to see if an object is already there */
if (caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx)
{
msg_print(_("自分の足の下にある物は取れません。", "You can't fetch when you're already standing on something."));
}
g_ptr = &caster_ptr->current_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(caster_ptr, ty, tx))
}
o_ptr = &caster_ptr->current_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;
}
o_ptr->iy = caster_ptr->y;
o_ptr->ix = caster_ptr->x;
- object_desc(o_name, o_ptr, OD_NAME_ONLY);
+ object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
msg_format(_("%^sがあなたの足元に飛んできた。", "%^s flies through the air to your feet."), o_name);
- note_spot(caster_ptr->y, caster_ptr->x);
+ note_spot(caster_ptr, caster_ptr->y, caster_ptr->x);
caster_ptr->redraw |= PR_MAP;
}
*/
void reserve_alter_reality(player_type *caster_ptr)
{
- /* Ironman option */
if (caster_ptr->current_floor_ptr->inside_arena || ironman_downward)
{
msg_print(_("何も起こらなかった。", "Nothing happens."));
if (caster_ptr->alter_reality)
{
caster_ptr->alter_reality = 0;
- msg_print(_("景色が元に戻った...", "The view around you got back..."));
+ msg_print(_("景色が元に戻った...", "The view around you returns to normal..."));
caster_ptr->redraw |= PR_STATUS;
return;
}
*/
void identify_pack(player_type *target_ptr)
{
- INVENTORY_IDX i;
-
- /* Simply identify and know every item */
- for (i = 0; i < INVEN_TOTAL; i++)
+ for (INVENTORY_IDX i = 0; i < INVEN_TOTAL; i++)
{
object_type *o_ptr = &target_ptr->inventory_list[i];
if (!o_ptr->k_idx) continue;
identify_item(target_ptr, o_ptr);
-
- /* Auto-inscription */
autopick_alter_item(target_ptr, i, FALSE);
}
}
{
object_type *o_ptr = &creature_ptr->inventory_list[i];
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);
creature_ptr->update |= (PU_BONUS);
creature_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 cnt;
}
if (command_arg > 0) force = TRUE;
concptr q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
- concptr s = _("金に変えられる物がありません。", "You have nothing to current_world_ptr->game_turn to gold.");
+ concptr s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
OBJECT_IDX item;
object_type *o_ptr;
o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
if (!o_ptr) return FALSE;
- /* See how many items */
int amt = 1;
if (o_ptr->number > 1)
{
amt = get_quantity(NULL, o_ptr->number);
-
- /* Allow user abort */
if (amt <= 0) return FALSE;
}
ITEM_NUMBER old_number = o_ptr->number;
o_ptr->number = amt;
GAME_TEXT o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, 0);
+ object_desc(caster_ptr, 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 */
char out_val[MAX_NLEN + 40];
- 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);
+ sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
if (!get_check(out_val)) return FALSE;
}
}
- /* 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);
+ msg_format(_("%sを金に変えることに失敗した。", "You fail to turn %s to gold!"), o_name);
return FALSE;
}
PRICE price = object_value_real(o_ptr);
if (price <= 0)
{
- msg_format(_("%sをニセの金に変えた。", "You current_world_ptr->game_turn %s to fool's gold."), o_name);
+ msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
vary_item(caster_ptr, item, -amt);
return TRUE;
}
if (amt > 1) price *= amt;
if (price > 30000) price = 30000;
- msg_format(_("%sを$%d の金に変えた。", "You current_world_ptr->game_turn %s to %ld coins worth of gold."), o_name, price);
+ msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
caster_ptr->au += price;
caster_ptr->redraw |= PR_GOLD;
concptr q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
concptr s = _("強化できるアイテムがない。", "You have nothing to enchant.");
-
object_type *o_ptr;
OBJECT_IDX item;
o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
if (!o_ptr) return FALSE;
GAME_TEXT o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
msg_format("%s は眩い光を発した!",o_name);
#else
#endif
okay = FALSE;
}
-
else if (object_is_ego(o_ptr))
{
#ifdef JP
#endif
okay = FALSE;
}
-
else if (o_ptr->xtra3)
{
#ifdef JP
((o_ptr->number > 1) ? "customized items" : "a customized item"));
#endif
}
-
else
{
if (o_ptr->number > 1)
if (record_rand_art)
{
- object_desc(o_name, o_ptr, OD_NAME_ONLY);
- exe_write_diary(caster_ptr, NIKKI_ART_SCROLL, 0, o_name);
+ object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
+ exe_write_diary(caster_ptr, DIARY_ART_SCROLL, 0, o_name);
}
chg_virtue(caster_ptr, V_ENCHANT, 1);
bool identify_item(player_type *owner_ptr, object_type *o_ptr)
{
GAME_TEXT o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, 0);
+ object_desc(owner_ptr, o_name, o_ptr, 0);
bool old_known = FALSE;
if (o_ptr->ident & IDENT_KNOWN)
old_known = TRUE;
- if (!(o_ptr->ident & (IDENT_MENTAL)))
+ if (!OBJECT_IS_FULL_KNOWN(o_ptr))
{
if (object_is_artifact(o_ptr) || one_in_(5))
chg_virtue(owner_ptr, V_KNOWLEDGE, 1);
strcpy(record_o_name, o_name);
record_turn = current_world_ptr->game_turn;
- object_desc(o_name, o_ptr, OD_NAME_ONLY);
+ object_desc(owner_ptr, o_name, o_ptr, OD_NAME_ONLY);
if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
- exe_write_diary(owner_ptr, NIKKI_ART, 0, o_name);
+ exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
if(record_rand_art && !old_known && o_ptr->art_name)
- exe_write_diary(owner_ptr, NIKKI_ART, 0, o_name);
+ exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
return old_known;
}
* This routine does *not* automatically combine objects.
* Returns TRUE if something was identified, else FALSE.
*/
-bool ident_spell(player_type *caster_ptr, bool only_equip)
+bool ident_spell(player_type *caster_ptr, bool only_equip, OBJECT_TYPE_VALUE item_tester_tval)
{
if (only_equip)
item_tester_hook = item_tester_hook_identify_weapon_armour;
}
concptr s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
-
OBJECT_IDX item;
object_type *o_ptr;
o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
bool old_known = identify_item(caster_ptr, o_ptr);
GAME_TEXT o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, 0);
+ object_desc(caster_ptr, o_name, o_ptr, 0);
if (item >= INVEN_RARM)
{
msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
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)
* Fully "identify" an object in the inventory -BEN-
* This routine returns TRUE if an item was identified.
*/
-bool identify_fully(player_type *caster_ptr, bool only_equip)
+bool identify_fully(player_type *caster_ptr, bool only_equip, OBJECT_TYPE_VALUE item_tester_tval)
{
if (only_equip)
item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
bool old_known = identify_item(caster_ptr, o_ptr);
- /* Mark the item as fully known */
- o_ptr->ident |= (IDENT_MENTAL);
+ o_ptr->ident |= (IDENT_FULL_KNOWN);
handle_stuff(caster_ptr);
GAME_TEXT o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, 0);
+ object_desc(caster_ptr, o_name, o_ptr, 0);
if (item >= INVEN_RARM)
{
msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
msg_format(_("床上: %s。", "On the ground: %s."), o_name);
}
- (void)screen_object(o_ptr, 0L);
+ (void)screen_object(caster_ptr, o_ptr, 0L);
autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
return TRUE;
}
bool is_recharge_successful = TRUE;
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. */
is_recharge_successful = FALSE;
}
-
- /* 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. */
is_recharge_successful = FALSE;
}
-
- /* 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 +=
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);
}
}
GAME_TEXT o_name[MAX_NLEN];
if (object_is_fixed_artifact(o_ptr))
{
- object_desc(o_name, o_ptr, OD_NAME_ONLY);
+ object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
msg_format(_("魔力が逆流した!%sは完全に魔力を失った。", "The recharging backfires - %s is completely drained!"), o_name);
-
- /* 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;
return update_player(caster_ptr);
}
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
if (IS_WIZARD_CLASS(caster_ptr) || caster_ptr->pclass == CLASS_MAGIC_EATER || caster_ptr->pclass == CLASS_BLUE_MAGE)
{
clear_from(0);
- /* They have too many spells to list */
if (caster_ptr->pclass == CLASS_SORCERER) return;
if (caster_ptr->pclass == CLASS_RED_MAGE) return;
-
if (caster_ptr->pclass == CLASS_SNIPER)
{
display_snipe_list(caster_ptr);
return;
}
- /* mind.c type classes */
if ((caster_ptr->pclass == CLASS_MINDCRAFTER) ||
(caster_ptr->pclass == CLASS_BERSERKER) ||
(caster_ptr->pclass == CLASS_NINJA) ||
PERCENTAGE minfail = 0;
PLAYER_LEVEL plev = caster_ptr->lev;
PERCENTAGE chance = 0;
- mind_type spell;
- char comment[80];
- char psi_desc[80];
- int use_mind;
+ 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);
default: use_mind = 0;break;
}
- /* Dump the spells */
- int i;
- for (i = 0; i < MAX_MIND_POWERS; i++)
+ for (int 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 * (caster_ptr->lev - spell.min_lev);
-
- /* Reduce failure rate by INT/WIS adjustment */
chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
-
if (!use_hp)
{
- /* Not enough mana to cast */
if (spell.mana_cost > caster_ptr->csp)
{
chance += 5 * (spell.mana_cost - caster_ptr->csp);
}
else
{
- /* Not enough hp to cast */
if (spell.mana_cost > caster_ptr->chp)
{
chance += 100;
}
}
- /* Extract the minimum failure rate */
minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
-
- /* Minimum failure rate */
if (chance < minfail) chance = minfail;
- /* Stunning makes spells harder */
if (caster_ptr->stun > 50) chance += 25;
else if (caster_ptr->stun) chance += 15;
- /* Always a 5 percent chance of working */
if (chance > 95) chance = 95;
- /* Get info */
mindcraft_info(caster_ptr, 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);
return;
}
- /* Cannot read spellbooks */
if (REALM_NONE == caster_ptr->realm1) return;
- /* Normal spellcaster with books */
-
- /* Scan books */
for (int j = 0; j < ((caster_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
{
- /* Reset vertical */
m[j] = 0;
-
- /* Vertical location */
y = (j < 3) ? 0 : (m[j - 3] + 2);
-
- /* Horizontal location */
x = 27 * (j % 3);
-
- /* Scan spells */
int n = 0;
for (int i = 0; i < 32; i++)
{
byte a = TERM_WHITE;
- /* Access the spell */
if (!is_magic((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2))
{
s_ptr = &technic_info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - MIN_TECHNIC][i % 32];
strcpy(name, exe_spell(caster_ptr, (j < 1) ? caster_ptr->realm1 : caster_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) ?
((caster_ptr->spell_forgotten1 & (1L << i))) :
((caster_ptr->spell_forgotten2 & (1L << (i % 32)))))
{
- /* Forgotten */
a = TERM_ORANGE;
}
-
- /* Unknown */
else if (!((j < 1) ?
(caster_ptr->spell_learned1 & (1L << i)) :
(caster_ptr->spell_learned2 & (1L << (i % 32)))))
{
- /* Unknown */
a = TERM_RED;
}
-
- /* Untried */
else if (!((j < 1) ?
(caster_ptr->spell_worked1 & (1L << i)) :
(caster_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;
Term_putstr(x, m[j], -1, a, out_val);
n++;
#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 !caster_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(caster_ptr, spell, realm)) + (MANA_CONST - 1);
need_mana *= caster_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
need_mana /= MANA_CONST * MANA_DIV;
if (need_mana < 1) need_mana = 1;
}
-
- /* Non-realm magic */
else
{
if (caster_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
*/
PERCENTAGE spell_chance(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
{
- /* Paranoia -- must be literate */
if (!mp_ptr->spell_book) return 100;
-
if (use_realm == REALM_HISSATSU) return 0;
- /* Access the spell */
const magic_type *s_ptr;
if (!is_magic(use_realm))
{
s_ptr = &mp_ptr->info[use_realm - 1][spell];
}
- /* Extract the base spell failure rate */
PERCENTAGE chance = s_ptr->sfail;
-
- /* Reduce failure rate by "effective" level adjustment */
chance -= 3 * (caster_ptr->lev - s_ptr->slevel);
-
- /* Reduce failure rate by INT/WIS adjustment */
chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
-
if (caster_ptr->riding)
chance += (MAX(r_info[caster_ptr->current_floor_ptr->m_list[caster_ptr->riding].r_idx].level - caster_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
- /* Extract mana consumption rate */
MANA_POINT need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
-
- /* Not enough mana to cast */
if (need_mana > caster_ptr->csp)
{
chance += 5 * (need_mana - caster_ptr->csp);
if ((use_realm != caster_ptr->realm1) && ((caster_ptr->pclass == CLASS_MAGE) || (caster_ptr->pclass == CLASS_PRIEST))) chance += 5;
- /* Extract the minimum failure rate */
PERCENTAGE minfail = adj_mag_fail[caster_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 (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[0]) chance += 25;
if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[1]) chance += 25;
chance = mod_spell_chance_1(caster_ptr, chance);
-
- /* Goodness or evilness gives a penalty to failure rate */
PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
switch (use_realm)
{
if (caster_ptr->stun > 50) chance += 25;
else if (caster_ptr->stun) chance += 15;
- /* Always a 5 percent chance of working */
if (chance > 95) chance = 95;
if ((use_realm == caster_ptr->realm1) || (use_realm == caster_ptr->realm2)
if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && current_world_ptr->wizard)
msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
- /* Title the list */
prt("", y, x);
char buf[256];
if (use_realm == REALM_HISSATSU)
int i;
int exp_level;
- SPELL_IDX spell;
const magic_type *s_ptr;
char info[80];
char out_val[160];
bool max = FALSE;
for (i = 0; i < num; i++)
{
- spell = spells[i];
+ SPELL_IDX spell = spells[i];
if (!is_magic(use_realm))
{
else
{
EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
-
- /* Extract mana consumption rate */
need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
-
if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
else exp_level = spell_exp_level(exp);
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)")));
continue;
}
- /* XXX XXX Could label spells above the players level */
-
- /* Get extra info */
strcpy(info, exe_spell(caster_ptr, use_realm, spell, SPELL_INFO));
-
- /* Use that info */
concptr comment = info;
-
- /* Assume spell is known and tried */
byte line_attr = TERM_WHITE;
-
- /* Analyze the spell */
if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
{
if (s_ptr->slevel > caster_ptr->max_plv)
line_attr = TERM_L_GREEN;
}
- /* Dump the spell --(-- */
if (use_realm == REALM_HISSATSU)
{
strcat(out_val, format("%-25s %2d %4d",
- exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), /* realm, spell */
- s_ptr->slevel, need_mana));
+ exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), s_ptr->slevel, need_mana));
}
else
{
strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
- exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), /* realm, spell */
- (max ? '!' : ' '), ryakuji,
+ exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), (max ? '!' : ' '), ryakuji,
s_ptr->slevel, need_mana, spell_chance(caster_ptr, spell, use_realm), comment));
}
*/
static MONRACE_IDX poly_r_idx(player_type *caster_ptr, MONRACE_IDX r_idx)
{
- /* Hack -- Uniques/Questors never polymorph */
monster_race *r_ptr = &r_info[r_idx];
if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags1 & RF1_QUESTOR))
return (r_idx);
- /* Allowable range of "levels" for resulting monster */
DEPTH lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
DEPTH lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
-
- /* Pick a (possibly new) non-unique race */
MONRACE_IDX r;
for (int i = 0; i < 1000; i++)
{
- /* Pick a new race, using a level calculation */
- r = get_mon_num((caster_ptr->current_floor_ptr->dun_level + r_ptr->level) / 2 + 5);
-
- /* Handle failure */
+ r = get_mon_num(caster_ptr, (caster_ptr->current_floor_ptr->dun_level + r_ptr->level) / 2 + 5, 0);
if (!r) break;
r_ptr = &r_info[r];
-
- /* 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;
}
if (floor_ptr->inside_arena || caster_ptr->phase_out) return FALSE;
if ((caster_ptr->riding == g_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
- /* Memorize the monster before polymorphing */
monster_type back_m = *m_ptr;
-
- /* Pick a "new" monster race */
new_r_idx = poly_r_idx(caster_ptr, old_r_idx);
-
- /* Handle polymorph */
if (new_r_idx == old_r_idx) return FALSE;
bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
OBJECT_IDX this_o_idx, next_o_idx = 0;
- /* Get the monsters attitude */
BIT_FLAGS mode = 0L;
if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
- /* 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) */
+ delete_monster_idx(caster_ptr, g_ptr->m_idx);
bool polymorphed = FALSE;
- if (place_monster_aux(0, y, x, new_r_idx, mode))
+ if (place_monster_aux(caster_ptr, 0, y, x, new_r_idx, mode))
{
floor_ptr->m_list[hack_m_idx_ii].nickname = back_m.nickname;
floor_ptr->m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
floor_ptr->m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
-
- /* 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)))
+ if (place_monster_aux(caster_ptr, 0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
{
floor_ptr->m_list[hack_m_idx_ii] = back_m;
-
- /* Re-initialize monster process */
mproc_init(floor_ptr);
}
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 = &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) */
+ else if (back_m.hold_o_idx)
{
for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
next_o_idx = floor_ptr->o_list[this_o_idx].next_o_idx;
- delete_object_idx(floor_ptr, this_o_idx);
+ delete_object_idx(caster_ptr, this_o_idx);
}
}
return polymorphed;
}
+
/*!
* @brief 次元の扉処理 /
* Dimension Door
caster_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
- if (!cave_player_teleportable_bold(y, x, 0L) ||
+ if (!cave_player_teleportable_bold(caster_ptr, y, x, TELEPORT_SPONTANEOUS) ||
(distance(y, x, caster_ptr->y, caster_ptr->x) > plev / 2 + 10) ||
(!randint0(plev / 10 + 10)))
{
return FALSE;
}
- teleport_player_to(caster_ptr, y, x, 0L);
+ teleport_player_to(caster_ptr, y, x, TELEPORT_SPONTANEOUS);
return TRUE;
}
bool dimension_door(player_type *caster_ptr)
{
DEPTH x = 0, y = 0;
-
if (!tgt_pt(caster_ptr, &x, &y)) return FALSE;
if (dimension_door_aux(caster_ptr, x, y)) return TRUE;
bool eat_magic(player_type *caster_ptr, int power)
{
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.");
+ concptr q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
+ concptr s = _("魔力を吸収できるアイテムがありません。", "You have nothing to drain.");
object_type *o_ptr;
OBJECT_IDX item;
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. */
is_eating_successful = FALSE;
}
else
}
else
{
- /* All staffs, wands. */
recharge_strength = (100 + power - lev) / 15;
if (recharge_strength < 0) recharge_strength = 0;
- /* Back-fire */
if (one_in_(recharge_strength))
{
is_eating_successful = FALSE;
caster_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;
q_ptr = &forge;
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--;
caster_ptr->total_weight -= q_ptr->weight;
item = inven_carry(caster_ptr, q_ptr);
return redraw_player(caster_ptr);
}
- /* Artifacts are never destroyed. */
if (object_is_fixed_artifact(o_ptr))
{
- object_desc(o_name, o_ptr, OD_NAME_ONLY);
+ object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
msg_format(_("魔力が逆流した!%sは完全に魔力を失った。", "The recharging backfires - %s is completely drained!"), o_name);
-
- /* 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;
+
return redraw_player(caster_ptr);
}
- /* Get the object description */
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
- /*** Determine Seriousness of Failure ***/
+ object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
/* Mages recharge objects more safely. */
if (IS_WIZARD_CLASS(caster_ptr))
}
}
- /*** Apply draining and destruction. ***/
-
- /* Drain object or stack of objects. */
if (fail_type == 1)
{
if (o_ptr->tval == TV_ROD)
}
}
- /* Destroy an object or one in a stack of objects. */
if (fail_type == 2)
{
if (o_ptr->number > 1)
vary_item(caster_ptr, item, -1);
}
- /* Destroy all members of a stack of objects. */
if (fail_type == 3)
{
if (o_ptr->number > 1)
*/
void massacre(player_type *caster_ptr)
{
- POSITION x, y;
grid_type *g_ptr;
monster_type *m_ptr;
for (DIRECTION dir = 0; dir < 8; dir++)
{
- y = caster_ptr->y + ddy_ddd[dir];
- x = caster_ptr->x + ddx_ddd[dir];
+ POSITION y = caster_ptr->y + ddy_ddd[dir];
+ POSITION x = caster_ptr->x + ddx_ddd[dir];
g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
-
- /* Hack -- attack monsters */
if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)))
py_attack(caster_ptr, y, x, 0);
}
mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
stop_mouth(caster_ptr);
-
if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
{
msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, m_ptr, 0);
+ monster_desc(caster_ptr, m_name, m_ptr, 0);
if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
{
{
y += ddy[dir];
x += ddx[dir];
- if (cave_empty_bold(caster_ptr->current_floor_ptr, y, x))
+ if (is_cave_empty_bold(caster_ptr, y, x))
{
ty = y;
tx = x;
}
- else break;
+ else
+ {
+ break;
+ }
}
bool is_shock_successful = ty != oy;
m_ptr->fx = tx;
update_monster(caster_ptr, m_idx, TRUE);
- lite_spot(oy, ox);
- lite_spot(ty, tx);
+ lite_spot(caster_ptr, oy, ox);
+ lite_spot(caster_ptr, ty, tx);
if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
caster_ptr->update |= (PU_MON_LITE);
return TRUE;
}
+bool fetch_monster(player_type *caster_ptr)
+{
+ monster_type *m_ptr;
+ MONSTER_IDX m_idx;
+ GAME_TEXT m_name[MAX_NLEN];
+ int i;
+ int path_n;
+ u16b path_g[512];
+ POSITION ty, tx;
+
+ if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
+ m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
+ if (!m_idx) return FALSE;
+ if (m_idx == caster_ptr->riding) return FALSE;
+ if (!player_has_los_bold(caster_ptr, target_row, target_col)) return FALSE;
+ if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) return FALSE;
+ m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
+ monster_desc(caster_ptr, m_name, m_ptr, 0);
+ msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
+ path_n = project_path(caster_ptr, path_g, MAX_RANGE, target_row, target_col, caster_ptr->y, caster_ptr->x, 0);
+ ty = target_row, tx = target_col;
+ for (i = 1; i < path_n; i++)
+ {
+ POSITION ny = GRID_Y(path_g[i]);
+ POSITION nx = GRID_X(path_g[i]);
+ grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[ny][nx];
+
+ if (in_bounds(caster_ptr->current_floor_ptr, ny, nx) && is_cave_empty_bold(caster_ptr, ny, nx) &&
+ !(g_ptr->info & CAVE_OBJECT) &&
+ !pattern_tile(caster_ptr->current_floor_ptr, ny, nx))
+ {
+ ty = ny;
+ tx = nx;
+ }
+ }
+ /* Update the old location */
+ caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx = 0;
+
+ /* Update the new location */
+ caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
+
+ /* Move the monster */
+ m_ptr->fy = ty;
+ m_ptr->fx = tx;
+
+ /* Wake the monster up */
+ (void)set_monster_csleep(caster_ptr, m_idx, 0);
+
+ update_monster(caster_ptr, m_idx, TRUE);
+ lite_spot(caster_ptr, target_row, target_col);
+ lite_spot(caster_ptr, ty, tx);
+
+ if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
+ caster_ptr->update |= (PU_MON_LITE);
+
+ if (m_ptr->ml)
+ {
+ /* Auto-Recall if possible and visible */
+ if (!caster_ptr->image) monster_race_track(caster_ptr, m_ptr->ap_r_idx);
+ health_track(caster_ptr, m_idx);
+ }
+ return TRUE;
+
+}
+
bool booze(player_type *creature_ptr)
{
ident = TRUE;
if (one_in_(3)) lose_all_info(creature_ptr);
else wiz_dark(creature_ptr);
- (void)teleport_player_aux(creature_ptr, 100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
+ (void)teleport_player_aux(creature_ptr, 100, FALSE, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
wiz_dark(creature_ptr);
msg_print(_("知らない場所で目が醒めた。頭痛がする。", "You wake up somewhere with a sore head..."));
- msg_print(_("何も思い出せない。どうやってここへ来たのかも分からない!", "You can't remember a thing, or how you got here!"));
+ 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;
earthquake(caster_ptr, m_ptr->fy, m_ptr->fx, 4 + randint0(4), 0);
if (!one_in_(6)) break;
}
+ /* Fall through */
case 3: case 4: case 5: case 6:
if (!count)
{
project(caster_ptr, 0, 8, m_ptr->fy, m_ptr->fx, extra_dam, GF_MANA, curse_flg, -1);
if (!one_in_(6)) break;
}
+ /* Fall through */
case 7: case 8:
if (!count)
{
if (one_in_(13)) count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
if (!one_in_(6)) break;
}
+ /* Fall through */
case 9: case 10: case 11:
msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
project(caster_ptr, 0, 7, m_ptr->fy, m_ptr->fx, 50, GF_DISINTEGRATE, curse_flg, -1);
if (!one_in_(6)) break;
+ /* Fall through */
case 12: case 13: case 14: case 15: case 16:
aggravate_monsters(caster_ptr, 0);
if (!one_in_(6)) break;
+ /* Fall through */
case 17: case 18:
count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
if (!one_in_(6)) break;
+ /* Fall through */
case 19: case 20: case 21: case 22:
{
bool pet = !one_in_(3);
if (pet) mode |= PM_FORCE_PET;
else mode |= (PM_NO_PET | PM_FORCE_FRIENDLY);
- count += summon_specific((pet ? -1 : 0), caster_ptr->y, caster_ptr->x, (pet ? caster_ptr->lev * 2 / 3 + randint1(caster_ptr->lev / 2) : caster_ptr->current_floor_ptr->dun_level), 0, mode);
+ count += summon_specific(caster_ptr, (pet ? -1 : 0), caster_ptr->y, caster_ptr->x, (pet ? caster_ptr->lev * 2 / 3 + randint1(caster_ptr->lev / 2) : caster_ptr->current_floor_ptr->dun_level), 0, mode);
if (!one_in_(6)) break;
}
+ /* Fall through */
case 23: case 24: case 25:
if (caster_ptr->hold_exp && (randint0(100) < 75)) break;
msg_print(_("経験値が体から吸い取られた気がする!", "You feel your experience draining away..."));
if (caster_ptr->hold_exp) lose_exp(caster_ptr, caster_ptr->exp / 160);
else lose_exp(caster_ptr, caster_ptr->exp / 16);
if (!one_in_(6)) break;
+ /* Fall through */
case 26: case 27: case 28:
{
if (one_in_(13))
DIRECTION dir;
if (!get_aim_dir(shooter_ptr, &dir)) return FALSE;
- /* Use the given direction */
POSITION tx = shooter_ptr->x + 99 * ddx[dir];
POSITION ty = shooter_ptr->y + 99 * ddy[dir];
-
- /* Hack -- Use an actual "target" */
if ((dir == 5) && target_okay(shooter_ptr))
{
tx = target_col;
int num = 1;
if (shooter_ptr->pclass == CLASS_ARCHER)
{
- /* Extra shot at level 10 */
if (shooter_ptr->lev >= 10) num++;
-
- /* Extra shot at level 30 */
if (shooter_ptr->lev >= 30) num++;
-
- /* Extra shot at level 45 */
if (shooter_ptr->lev >= 45) num++;
}
num++;
}
- if (!num)
+ if (num == 0)
{
msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
msg_print(NULL);
return FALSE;
}
- prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
+ prt(_("どこに行きますか:", "Where do you want to go: "), 0, 0);
while (TRUE)
{
i = inkey();