*/
#include "angband.h"
+#include "bldg.h"
+#include "util.h"
+
+#include "dungeon.h"
#include "floor.h"
+#include "floor-town.h"
+#include "object-boost.h"
+#include "object-flavor.h"
#include "object-hook.h"
#include "melee.h"
+#include "player-move.h"
#include "player-status.h"
-#include "projection.h"
+#include "player-class.h"
#include "spells-summon.h"
#include "quest.h"
#include "artifact.h"
#include "avatar.h"
+#include "spells.h"
#include "spells-floor.h"
+#include "grid.h"
+#include "monster-process.h"
+#include "monster-status.h"
+#include "monster-spell.h"
+#include "cmd-spell.h"
+#include "cmd-dump.h"
+#include "snipe.h"
+#include "floor-save.h"
+#include "files.h"
+#include "player-effects.h"
+#include "player-skill.h"
+#include "view-mainwindow.h"
+#include "mind.h"
+#include "wild.h"
+#include "world.h"
+#include "objectkind.h"
+#include "autopick.h"
+#include "targeting.h"
/*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
bool look = TRUE;
monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
-
- /* Paranoia */
- if (!m_ptr->r_idx) return (FALSE);
+ if (!monster_is_valid(m_ptr)) return (FALSE);
oy = m_ptr->fy;
ox = m_ptr->fx;
POSITION dis = 2;
bool look = TRUE;
monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
-
- /* Paranoia */
if(!m_ptr->r_idx) return;
/* "Skill" test */
sound(SOUND_TELEPORT);
#ifdef JP
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
+ if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (p_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
msg_format("『こっちだぁ、%s』", p_ptr->name);
#endif
for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
{
- o_ptr = &inventory[i];
+ o_ptr = &p_ptr->inventory_list[i];
if (o_ptr->k_idx && !object_is_cursed(o_ptr))
{
object_flags(o_ptr, flgs);
{
prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
}
-
- /* Leaving */
p_ptr->leaving = TRUE;
}
}
prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
leave_quest_check();
-
- /* Leaving */
p_ptr->inside_quest = 0;
p_ptr->leaving = TRUE;
}
if (autosave_l) do_cmd_save_game(TRUE);
prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
-
- /* Leaving */
p_ptr->leaving = TRUE;
}
}
{
/* 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);
-
- /* Leaving */
p_ptr->leaving = TRUE;
}
}
{
monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
- /* Check for quest completion */
check_quest_completion(m_ptr);
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
/* Extract request */
dummy = atoi(tmp_val);
-
- /* Paranoia */
if (dummy < 1) dummy = 1;
-
- /* Paranoia */
if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
case 8: t = INVEN_FEET; break;
}
- o_ptr = &inventory[t];
+ o_ptr = &p_ptr->inventory_list[t];
/* No item, nothing happens */
if (!o_ptr->k_idx) return (FALSE);
return (TRUE);
}
-/*!
- * @brief プレイヤーの突然変異処理
- * @return なし
- */
-void mutate_player(void)
-{
- BASE_STATUS max1, cur1, max2, cur2;
- int ii, jj, i;
-
- /* Pick a pair of stats */
- ii = randint0(A_MAX);
- for (jj = ii; jj == ii; jj = randint0(A_MAX)) /* loop */;
-
- max1 = p_ptr->stat_max[ii];
- cur1 = p_ptr->stat_cur[ii];
- max2 = p_ptr->stat_max[jj];
- cur2 = p_ptr->stat_cur[jj];
-
- p_ptr->stat_max[ii] = max2;
- p_ptr->stat_cur[ii] = cur2;
- p_ptr->stat_max[jj] = max1;
- p_ptr->stat_cur[jj] = cur1;
-
- for (i = 0; i < A_MAX; i++)
- {
- if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
- if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
- }
-
- p_ptr->update |= (PU_BONUS);
-}
-
-
-/*!
- * @brief プレイヤーの因果混乱処理 / Apply Nexus
- * @param m_ptr 因果混乱をプレイヤーに与えたモンスターの情報参照ポインタ
- * @return なし
- */
-void apply_nexus(monster_type *m_ptr)
-{
- switch (randint1(7))
- {
- case 1: case 2: case 3:
- {
- teleport_player(200, TELEPORT_PASSIVE);
- break;
- }
-
- case 4: case 5:
- {
- teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
- break;
- }
-
- case 6:
- {
- if (randint0(100) < p_ptr->skill_sav)
- {
- msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
- break;
- }
-
- /* Teleport Level */
- teleport_level(0);
- break;
- }
-
- case 7:
- {
- if (randint0(100) < p_ptr->skill_sav)
- {
- msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
- break;
- }
-
- msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
- mutate_player();
- break;
- }
- }
-}
-
-
-/*!
- * @brief 寿命つき光源の燃素追加処理 /
- * Charge a lite (torch or latern)
- * @return なし
- */
-void phlogiston(void)
-{
- GAME_TURN max_flog = 0;
- object_type * o_ptr = &inventory[INVEN_LITE];
-
- /* It's a lamp */
- if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
- {
- max_flog = FUEL_LAMP;
- }
-
- /* It's a torch */
- else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
- {
- max_flog = FUEL_TORCH;
- }
-
- /* No torch to refill */
- else
- {
- msg_print(_("燃素を消費するアイテムを装備していません。", "You are not wielding anything which uses phlogiston."));
- return;
- }
-
- if (o_ptr->xtra4 >= max_flog)
- {
- msg_print(_("このアイテムにはこれ以上燃素を補充できません。", "No more phlogiston can be put in this item."));
- return;
- }
-
- /* Refuel */
- o_ptr->xtra4 += (XTRA16)(max_flog / 2);
-
- msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
-
- if (o_ptr->xtra4 >= max_flog)
- {
- o_ptr->xtra4 = (XTRA16)max_flog;
- msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
- }
-
- p_ptr->update |= (PU_TORCH);
-}
-
/*!
* @brief 武器へのエゴ付加処理 /
{
OBJECT_IDX item;
object_type *o_ptr;
- concptr q, s;
-
+ concptr q, s;
/* Assume enchant weapon */
item_tester_hook = object_allow_enchant_melee_weapon;
/* Awake monster */
if (g_ptr->m_idx && MON_CSLEEP(m_ptr))
{
- /* Reset sleep counter */
(void)set_monster_csleep(g_ptr->m_idx, 0);
/* Notice the "waking up" */
return;
}
-
-/*!
- * @brief 守りのルーン設置処理 /
- * Leave a "glyph of warding" which prevents monster movement
- * @return 実際に設置が行われた場合TRUEを返す
- */
-bool warding_glyph(void)
-{
- if (!cave_clean_bold(p_ptr->y, p_ptr->x))
- {
- msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
- return FALSE;
- }
-
- /* Create a glyph */
- current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
- current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].mimic = feat_glyph;
-
- note_spot(p_ptr->y, p_ptr->x);
- lite_spot(p_ptr->y, p_ptr->x);
-
- return TRUE;
-}
-
-/*!
- * @brief 鏡設置処理
- * @return 実際に設置が行われた場合TRUEを返す
- */
-bool place_mirror(void)
-{
- if (!cave_clean_bold(p_ptr->y, p_ptr->x))
- {
- msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
- return FALSE;
- }
-
- /* Create a mirror */
- current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
- current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].mimic = feat_mirror;
-
- /* Turn on the light */
- current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info |= CAVE_GLOW;
-
- note_spot(p_ptr->y, p_ptr->x);
- lite_spot(p_ptr->y, p_ptr->x);
- update_local_illumination(p_ptr->y, p_ptr->x);
-
- return TRUE;
-}
-
-
-/*!
- * @brief 爆発のルーン設置処理 /
- * Leave an "explosive rune" which prevents monster movement
- * @return 実際に設置が行われた場合TRUEを返す
- */
-bool explosive_rune(void)
-{
- if (!cave_clean_bold(p_ptr->y, p_ptr->x))
- {
- msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
- return FALSE;
- }
-
- /* Create a glyph */
- current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
- current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].mimic = feat_explosive_rune;
-
- note_spot(p_ptr->y, p_ptr->x);
- lite_spot(p_ptr->y, p_ptr->x);
-
- return TRUE;
-}
-
-
/*!
* @brief 全所持アイテム鑑定処理 /
* Identify everything being carried.
/* Simply identify and know every item */
for (i = 0; i < INVEN_TOTAL; i++)
{
- object_type *o_ptr = &inventory[i];
-
- /* Skip non-objects */
+ object_type *o_ptr = &p_ptr->inventory_list[i];
if (!o_ptr->k_idx) continue;
identify_item(o_ptr);
/*!
* @brief 装備の解呪処理 /
- * Removes curses from items in inventory
+ * Removes curses from items in p_ptr->inventory_list
* @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
/* Attempt to uncurse items being worn */
for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
{
- object_type *o_ptr = &inventory[i];
-
- /* Skip non-objects */
+ object_type *o_ptr = &p_ptr->inventory_list[i];
if (!o_ptr->k_idx) continue;
/* Uncursed already */
/* See how many items */
if (o_ptr->number > 1)
{
- /* Get a quantity */
amt = get_quantity(NULL, o_ptr->number);
/* Allow user abort */
/*!
* @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)
+ * Enchant an item (in the p_ptr->inventory_list 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
/*!
* @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)
+ * Identify an object in the p_ptr->inventory_list (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
/*!
* @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)
+ * Identify an object in the p_ptr->inventory_list (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)
+ * Mundanify an object in the p_ptr->inventory_list (or on the floor)
* This routine does *not* automatically combine objects.
* Returns TRUE if something was mundanified, else FALSE.
* </pre>
/*!
* @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)
+ * Identify an object in the p_ptr->inventory_list (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-
+ * Fully "identify" an object in the p_ptr->inventory_list -BEN-
* This routine returns TRUE if an item was identified.
*/
bool identify_fully(bool only_equip)
/* All staffs, unstacked wands. */
else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
-
- /* Paranoia */
if (recharge_strength < 0) recharge_strength = 0;
/* Back-fire */
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 */
+ /* Reduce and describe p_ptr->inventory_list */
if (item >= 0)
{
inven_item_increase(item, -1);
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 */
+ /* Reduce and describe p_ptr->inventory_list */
if (item >= 0)
{
inven_item_increase(item, -999);
/*!
- * @brief 武器の祝福処理 /
- * Bless a weapon
- * @return ターン消費を要する処理を行ったならばTRUEを返す
- */
-bool bless_weapon(void)
-{
- OBJECT_IDX item;
- object_type *o_ptr;
- BIT_FLAGS flgs[TR_FLAG_SIZE];
- GAME_TEXT o_name[MAX_NLEN];
- concptr q, s;
-
- /* Bless only weapons */
- item_tester_hook = object_is_weapon;
-
- q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
- s = _("祝福できる武器がありません。", "You have weapon to bless.");
-
- 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));
- object_flags(o_ptr, flgs);
-
- if (object_is_cursed(o_ptr))
- {
- if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
- have_flag(flgs, TR_ADD_L_CURSE) ||
- have_flag(flgs, TR_ADD_H_CURSE) ||
- (o_ptr->curse_flags & TRC_PERMA_CURSE))
- {
-#ifdef JP
- msg_format("%sを覆う黒いオーラは祝福を跳ね返した!", o_name);
-#else
- msg_format("The black aura on %s %s disrupts the blessing!", ((item >= 0) ? "your" : "the"), o_name);
-#endif
-
- return TRUE;
- }
-
-#ifdef JP
- msg_format("%s から邪悪なオーラが消えた。", o_name);
-#else
- msg_format("A malignant aura leaves %s %s.", ((item >= 0) ? "your" : "the"), o_name);
-#endif
-
-
- o_ptr->curse_flags = 0L;
-
- o_ptr->ident |= (IDENT_SENSE);
- o_ptr->feeling = FEEL_NONE;
-
- /* Recalculate the bonuses */
- p_ptr->update |= (PU_BONUS);
- p_ptr->window |= (PW_EQUIP);
- }
-
- /*
- * Next, we try to bless it. Artifacts have a 1/3 chance of
- * being blessed, otherwise, the operation simply disenchants
- * them, godly power negating the magic. Ok, the explanation
- * is silly, but otherwise priests would always bless every
- * artifact weapon they find. Ego weapons and normal weapons
- * can be blessed automatically.
- */
- if (have_flag(flgs, TR_BLESSED))
- {
-#ifdef JP
- msg_format("%s は既に祝福されている。", o_name);
-#else
- msg_format("%s %s %s blessed already.",
- ((item >= 0) ? "Your" : "The"), o_name,
- ((o_ptr->number > 1) ? "were" : "was"));
-#endif
-
- return TRUE;
- }
-
- if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
- {
-#ifdef JP
- msg_format("%sは輝いた!", o_name);
-#else
- msg_format("%s %s shine%s!",
- ((item >= 0) ? "Your" : "The"), o_name,
- ((o_ptr->number > 1) ? "" : "s"));
-#endif
-
- add_flag(o_ptr->art_flags, TR_BLESSED);
- o_ptr->discount = 99;
- }
- else
- {
- bool dis_happened = FALSE;
- msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
-
- /* Disenchant tohit */
- if (o_ptr->to_h > 0)
- {
- o_ptr->to_h--;
- dis_happened = TRUE;
- }
-
- if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
-
- /* Disenchant todam */
- if (o_ptr->to_d > 0)
- {
- o_ptr->to_d--;
- dis_happened = TRUE;
- }
-
- if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
-
- /* Disenchant toac */
- if (o_ptr->to_a > 0)
- {
- o_ptr->to_a--;
- dis_happened = TRUE;
- }
-
- if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
-
- if (dis_happened)
- {
- msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
-
-#ifdef JP
- msg_format("%s は劣化した!", o_name);
-#else
- msg_format("%s %s %s disenchanted!", ((item >= 0) ? "Your" : "The"), o_name,
- ((o_ptr->number > 1) ? "were" : "was"));
-#endif
-
- }
- }
-
- p_ptr->update |= (PU_BONUS);
- p_ptr->window |= (PW_EQUIP | PW_PLAYER);
- calc_android_exp();
-
- return TRUE;
-}
-
-
-/*!
- * @brief 盾磨き処理 /
- * pulish shield
- * @return ターン消費を要する処理を行ったならばTRUEを返す
- */
-bool pulish_shield(void)
-{
- OBJECT_IDX item;
- object_type *o_ptr;
- BIT_FLAGS flgs[TR_FLAG_SIZE];
- GAME_TEXT o_name[MAX_NLEN];
- concptr q, s;
-
- /* Assume enchant weapon */
- item_tester_tval = TV_SHIELD;
-
- q = _("どの盾を磨きますか?", "Pulish which weapon? ");
- s = _("磨く盾がありません。", "You have weapon to pulish.");
-
- 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));
- object_flags(o_ptr, flgs);
-
- if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
- !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
- {
-#ifdef JP
- msg_format("%sは輝いた!", o_name);
-#else
- msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
-#endif
- o_ptr->name2 = EGO_REFLECTION;
- enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
-
- o_ptr->discount = 99;
- chg_virtue(V_ENCHANT, 2);
-
- return TRUE;
- }
- else
- {
- if (flush_failure) flush();
-
- msg_print(_("失敗した。", "Failed."));
- chg_virtue(V_ENCHANT, -2);
- }
- calc_android_exp();
-
- return FALSE;
-}
-
-
-/*!
- * @brief 薬の破損効果処理 /
- * Potions "smash open" and cause an area effect when
- * @param who 薬破損の主体ID(プレイヤー所持アイテムが壊れた場合0、床上のアイテムの場合モンスターID)
- * @param y 破壊時のY座標
- * @param x 破壊時のX座標
- * @param k_idx 破損した薬のアイテムID
- * @return 薬を浴びたモンスターが起こるならばTRUEを返す
- * @details
- * <pre>
- * (1) they are shattered while in the player's inventory,
- * due to cold (etc) attacks;
- * (2) they are thrown at a monster, or obstacle;
- * (3) they are shattered by a "cold ball" or other such spell
- * while lying on the floor.
- *
- * Arguments:
- * who --- who caused the potion to shatter (0=player)
- * potions that smash on the floor are assumed to
- * be caused by no-one (who = 1), as are those that
- * shatter inside the player inventory.
- * (Not anymore -- I changed this; TY)
- * y, x --- coordinates of the potion (or player if
- * the potion was in her inventory);
- * o_ptr --- pointer to the potion object.
- * </pre>
- */
-bool potion_smash_effect(MONSTER_IDX who, POSITION y, POSITION x, KIND_OBJECT_IDX k_idx)
-{
- int radius = 2;
- int dt = 0;
- int dam = 0;
- bool angry = FALSE;
-
- object_kind *k_ptr = &k_info[k_idx];
-
- switch (k_ptr->sval)
- {
- case SV_POTION_SALT_WATER:
- case SV_POTION_SLIME_MOLD:
- case SV_POTION_LOSE_MEMORIES:
- case SV_POTION_DEC_STR:
- case SV_POTION_DEC_INT:
- case SV_POTION_DEC_WIS:
- case SV_POTION_DEC_DEX:
- case SV_POTION_DEC_CON:
- case SV_POTION_DEC_CHR:
- case SV_POTION_WATER: /* perhaps a 'water' attack? */
- case SV_POTION_APPLE_JUICE:
- return TRUE;
-
- case SV_POTION_INFRAVISION:
- case SV_POTION_DETECT_INVIS:
- case SV_POTION_SLOW_POISON:
- case SV_POTION_CURE_POISON:
- case SV_POTION_BOLDNESS:
- case SV_POTION_RESIST_HEAT:
- case SV_POTION_RESIST_COLD:
- case SV_POTION_HEROISM:
- case SV_POTION_BESERK_STRENGTH:
- case SV_POTION_RES_STR:
- case SV_POTION_RES_INT:
- case SV_POTION_RES_WIS:
- case SV_POTION_RES_DEX:
- case SV_POTION_RES_CON:
- case SV_POTION_RES_CHR:
- case SV_POTION_INC_STR:
- case SV_POTION_INC_INT:
- case SV_POTION_INC_WIS:
- case SV_POTION_INC_DEX:
- case SV_POTION_INC_CON:
- case SV_POTION_INC_CHR:
- case SV_POTION_AUGMENTATION:
- case SV_POTION_ENLIGHTENMENT:
- case SV_POTION_STAR_ENLIGHTENMENT:
- case SV_POTION_SELF_KNOWLEDGE:
- case SV_POTION_EXPERIENCE:
- case SV_POTION_RESISTANCE:
- case SV_POTION_INVULNERABILITY:
- case SV_POTION_NEW_LIFE:
- /* All of the above potions have no effect when shattered */
- return FALSE;
- case SV_POTION_SLOWNESS:
- dt = GF_OLD_SLOW;
- dam = 5;
- angry = TRUE;
- break;
- case SV_POTION_POISON:
- dt = GF_POIS;
- dam = 3;
- angry = TRUE;
- break;
- case SV_POTION_BLINDNESS:
- dt = GF_DARK;
- angry = TRUE;
- break;
- case SV_POTION_BOOZE: /* Booze */
- dt = GF_OLD_CONF;
- angry = TRUE;
- break;
- case SV_POTION_SLEEP:
- dt = GF_OLD_SLEEP;
- angry = TRUE;
- break;
- case SV_POTION_RUINATION:
- case SV_POTION_DETONATIONS:
- dt = GF_SHARDS;
- dam = damroll(25, 25);
- angry = TRUE;
- break;
- case SV_POTION_DEATH:
- dt = GF_DEATH_RAY; /* !! */
- dam = k_ptr->level * 10;
- angry = TRUE;
- radius = 1;
- break;
- case SV_POTION_SPEED:
- dt = GF_OLD_SPEED;
- break;
- case SV_POTION_CURE_LIGHT:
- dt = GF_OLD_HEAL;
- dam = damroll(2, 3);
- break;
- case SV_POTION_CURE_SERIOUS:
- dt = GF_OLD_HEAL;
- dam = damroll(4, 3);
- break;
- case SV_POTION_CURE_CRITICAL:
- case SV_POTION_CURING:
- dt = GF_OLD_HEAL;
- dam = damroll(6, 3);
- break;
- case SV_POTION_HEALING:
- dt = GF_OLD_HEAL;
- dam = damroll(10, 10);
- break;
- case SV_POTION_RESTORE_EXP:
- dt = GF_STAR_HEAL;
- dam = 0;
- radius = 1;
- break;
- case SV_POTION_LIFE:
- dt = GF_STAR_HEAL;
- dam = damroll(50, 50);
- radius = 1;
- break;
- case SV_POTION_STAR_HEALING:
- dt = GF_OLD_HEAL;
- dam = damroll(50, 50);
- radius = 1;
- break;
- case SV_POTION_RESTORE_MANA: /* MANA */
- dt = GF_MANA;
- dam = damroll(10, 10);
- radius = 1;
- break;
- default:
- /* Do nothing */ ;
- }
-
- (void)project(who, radius, y, x, dam, dt, (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
-
- /* XXX those potions that explode need to become "known" */
- return angry;
-}
-
-
-/*!
* @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
(p_ptr->pclass == CLASS_MIRROR_MASTER) ||
(p_ptr->pclass == CLASS_FORCETRAINER))
{
- int minfail = 0;
+ PERCENTAGE minfail = 0;
PLAYER_LEVEL plev = p_ptr->lev;
- int chance = 0;
+ PERCENTAGE chance = 0;
mind_type spell;
char comment[80];
char psi_desc[80];
}
-/*!
- * @brief 魔法が利用可能かどうかを返す /
- * Determine if a spell is "okay" for the player to cast or study
- * The spell must be legible, not forgotten, and also, to cast,
- * it must be known, and to study, it must not be known.
- * @param spell 呪文ID
- * @param learned 使用可能な判定ならばTRUE、学習可能かどうかの判定ならばFALSE
- * @param study_pray 祈りの学習判定目的ならばTRUE
- * @param use_realm 魔法領域ID
- * @return 失敗率(%)
- */
-bool spell_okay(int spell, bool learned, bool study_pray, int use_realm)
-{
- const magic_type *s_ptr;
-
- /* 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];
- }
-
- /* Spell is illegal */
- if (s_ptr->slevel > p_ptr->lev) return (FALSE);
-
- /* Spell is forgotten */
- if ((use_realm == p_ptr->realm2) ?
- (p_ptr->spell_forgotten2 & (1L << spell)) :
- (p_ptr->spell_forgotten1 & (1L << spell)))
- {
- /* Never okay */
- return (FALSE);
- }
-
- if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
- if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
-
- /* Spell is learned */
- if ((use_realm == p_ptr->realm2) ?
- (p_ptr->spell_learned2 & (1L << spell)) :
- (p_ptr->spell_learned1 & (1L << spell)))
- {
- /* Always true */
- return (!study_pray);
- }
-
- /* Okay to study, not to cast */
- return (!learned);
-}
-
-
/*!
* @brief 呪文情報の表示処理 /
{
/* All staffs, wands. */
recharge_strength = (100 + power - lev) / 15;
-
- /* Paranoia */
if (recharge_strength < 0) recharge_strength = 0;
/* Back-fire */
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 */
+ /* Reduce and describe p_ptr->inventory_list */
if (item >= 0)
{
inven_item_increase(item, -1);
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 */
+ /* Reduce and describe p_ptr->inventory_list */
if (item >= 0)
{
inven_item_increase(item, -999);
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');
+ 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);
if (!one_in_(6)) break;
}
case 23: case 24: case 25:
return TRUE;
}
+
+/*!
+ * @brief 町間のテレポートを行うメインルーチン。
+ * @return テレポート処理を決定したか否か
+ */
+bool tele_town(void)
+{
+ int i;
+ POSITION x, y;
+ int num = 0;
+
+ if (current_floor_ptr->dun_level)
+ {
+ msg_print(_("この魔法は地上でしか使えない!", "This spell can only be used on the surface!"));
+ return FALSE;
+ }
+
+ if (p_ptr->inside_arena || p_ptr->inside_battle)
+ {
+ msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
+ return FALSE;
+ }
+
+ screen_save();
+ clear_bldg(4, 10);
+
+ for (i = 1; i < max_towns; i++)
+ {
+ char buf[80];
+
+ if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue;
+
+ sprintf(buf, "%c) %-20s", I2A(i - 1), town_info[i].name);
+ prt(buf, 5 + i, 5);
+ num++;
+ }
+
+ if (!num)
+ {
+ msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
+ msg_print(NULL);
+ screen_load();
+ return FALSE;
+ }
+
+ prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
+ while (1)
+ {
+ i = inkey();
+
+ if (i == ESCAPE)
+ {
+ screen_load();
+ return FALSE;
+ }
+ else if ((i < 'a') || (i > ('a' + max_towns - 2))) continue;
+ else if (((i - 'a' + 1) == p_ptr->town_num) || ((i - 'a' + 1) == NO_TOWN) || ((i - 'a' + 1) == SECRET_TOWN) || !(p_ptr->visit & (1L << (i - 'a')))) continue;
+ break;
+ }
+
+ for (y = 0; y < current_world_ptr->max_wild_y; y++)
+ {
+ for (x = 0; x < current_world_ptr->max_wild_x; x++)
+ {
+ if (wilderness[y][x].town == (i - 'a' + 1))
+ {
+ p_ptr->wilderness_y = y;
+ p_ptr->wilderness_x = x;
+ }
+ }
+ }
+
+ p_ptr->leaving = TRUE;
+ p_ptr->leave_bldg = TRUE;
+ p_ptr->teleport_town = TRUE;
+ screen_load();
+ return TRUE;
+}