3 * @brief 魔法効果の実装/ Spell code (part 3)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
15 #include "market/building.h"
16 #include "core/stuff-handler.h"
19 #include "main/sound-definitions-table.h"
20 #include "object-ego.h"
25 #include "effect/effect-characteristics.h"
26 #include "floor-town.h"
27 #include "object-boost.h"
28 #include "object-flavor.h"
29 #include "object-hook.h"
31 #include "player-move.h"
32 #include "player-status.h"
33 #include "player-class.h"
34 #include "player-damage.h"
35 #include "player-inventory.h"
36 #include "spells-summon.h"
40 #include "spell/spells1.h"
41 #include "spells-floor.h"
42 #include "spell/technic-info-table.h"
44 #include "market/building-util.h"
45 #include "monster-process.h"
46 #include "monster-status.h"
47 #include "monster-spell.h"
48 #include "io/write-diary.h"
49 #include "cmd/cmd-save.h"
50 #include "cmd/cmd-spell.h"
51 #include "cmd/cmd-dump.h"
53 #include "floor-save.h"
55 #include "player-effects.h"
56 #include "player-skill.h"
57 #include "player-personality.h"
58 #include "view/display-main-window.h"
62 #include "object/object-kind.h"
63 #include "autopick/autopick.h"
64 #include "targeting.h"
65 #include "effect/spells-effect-util.h"
66 #include "spell/spells-util.h"
67 #include "spell/spells-execution.h"
68 #include "spell/process-effect.h"
70 /*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
73 // todo コピペ感が強くなったので関数化
74 static bool update_player(player_type *caster_ptr);
75 static bool redraw_player(player_type *caster_ptr);
78 * @brief モンスターのテレポートアウェイ処理 /
79 * Teleport a monster, normally up to "dis" grids away.
80 * @param caster_ptr プレーヤーへの参照ポインタ
81 * @param m_idx モンスターID
84 * @return テレポートが実際に行われたらtrue
86 * Attempt to move the monster at least "dis/2" grids away.
87 * But allow variation to prevent infinite loops.
89 bool teleport_away(player_type *caster_ptr, MONSTER_IDX m_idx, POSITION dis, teleport_flags mode)
91 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
92 if (!monster_is_valid(m_ptr)) return FALSE;
94 if ((mode & TELEPORT_DEC_VALOUR) &&
95 (((caster_ptr->chp * 10) / caster_ptr->mhp) > 5) &&
96 (4+randint1(5) < ((caster_ptr->chp * 10) / caster_ptr->mhp)))
98 chg_virtue(caster_ptr, V_VALOUR, -1);
101 POSITION oy = m_ptr->fy;
102 POSITION ox = m_ptr->fx;
103 POSITION min = dis / 2;
105 POSITION ny = 0, nx = 0;
110 if (dis > 200) dis = 200;
112 for (int i = 0; i < 500; i++)
116 ny = rand_spread(oy, dis);
117 nx = rand_spread(ox, dis);
118 POSITION d = distance(oy, ox, ny, nx);
119 if ((d >= min) && (d <= dis)) break;
122 if (!in_bounds(caster_ptr->current_floor_ptr, ny, nx)) continue;
123 if (!cave_monster_teleportable_bold(caster_ptr, m_idx, ny, nx, mode)) continue;
124 if (!(caster_ptr->current_floor_ptr->inside_quest || caster_ptr->current_floor_ptr->inside_arena))
125 if (caster_ptr->current_floor_ptr->grid_array[ny][nx].info & CAVE_ICKY) continue;
133 if (tries > MAX_TRIES) return FALSE;
136 sound(SOUND_TPOTHER);
137 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
138 caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
144 update_monster(caster_ptr, m_idx, TRUE);
145 lite_spot(caster_ptr, oy, ox);
146 lite_spot(caster_ptr, ny, nx);
148 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
149 caster_ptr->update |= (PU_MON_LITE);
156 * @brief モンスターを指定された座標付近にテレポートする /
157 * Teleport monster next to a grid near the given location
158 * @param caster_ptr プレーヤーへの参照ポインタ
159 * @param m_idx モンスターID
162 * @param power テレポート成功確率
166 void teleport_monster_to(player_type *caster_ptr, MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, teleport_flags mode)
168 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
169 if(!m_ptr->r_idx) return;
170 if(randint1(100) > power) return;
172 POSITION ny = m_ptr->fy;
173 POSITION nx = m_ptr->fx;
174 POSITION oy = m_ptr->fy;
175 POSITION ox = m_ptr->fx;
181 while (look && --attempts)
183 if (dis > 200) dis = 200;
185 for (int i = 0; i < 500; i++)
189 ny = rand_spread(ty, dis);
190 nx = rand_spread(tx, dis);
191 int d = distance(ty, tx, ny, nx);
192 if ((d >= min) && (d <= dis)) break;
195 if (!in_bounds(caster_ptr->current_floor_ptr, ny, nx)) continue;
196 if (!cave_monster_teleportable_bold(caster_ptr, m_idx, ny, nx, mode)) continue;
206 if (attempts < 1) return;
208 sound(SOUND_TPOTHER);
209 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
210 caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
215 update_monster(caster_ptr, m_idx, TRUE);
216 lite_spot(caster_ptr, oy, ox);
217 lite_spot(caster_ptr, ny, nx);
219 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
220 caster_ptr->update |= (PU_MON_LITE);
225 * @brief プレイヤーのテレポート先選定と移動処理 /
226 * Teleport the player to a location up to "dis" grids away.
227 * @param creature_ptr プレーヤーへの参照ポインタ
229 * @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
231 * @return 実際にテレポート処理が行われたらtrue
234 * If no such spaces are readily available, the distance may increase.
235 * Try very hard to move the player at least a quarter that distance.
237 * There was a nasty tendency for a long time; which was causing the
238 * player to "bounce" between two or three different spots because
239 * these are the only spots that are "far enough" way to satisfy the
242 * But this tendency is now removed; in the new algorithm, a list of
243 * candidates is selected first, which includes at least 50% of all
244 * floor grids within the distance, and any single grid in this list
245 * of candidates has equal possibility to be choosen as a destination.
248 bool teleport_player_aux(player_type *creature_ptr, POSITION dis, bool is_quantum_effect, teleport_flags mode)
250 if (creature_ptr->wild_mode) return FALSE;
251 if (!is_quantum_effect && creature_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
253 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
257 int candidates_at[MAX_TELEPORT_DISTANCE + 1];
258 for (int i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
259 candidates_at[i] = 0;
261 if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
263 int left = MAX(1, creature_ptr->x - dis);
264 int right = MIN(creature_ptr->current_floor_ptr->width - 2, creature_ptr->x + dis);
265 int top = MAX(1, creature_ptr->y - dis);
266 int bottom = MIN(creature_ptr->current_floor_ptr->height - 2, creature_ptr->y + dis);
267 int total_candidates = 0;
268 for (POSITION y = top; y <= bottom; y++)
270 for (POSITION x = left; x <= right; x++)
272 if (!cave_player_teleportable_bold(creature_ptr, y, x, mode)) continue;
274 int d = distance(creature_ptr->y, creature_ptr->x, y, x);
275 if (d > dis) continue;
282 if (0 == total_candidates) return FALSE;
286 for (cur_candidates = 0; min >= 0; min--)
288 cur_candidates += candidates_at[min];
289 if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
292 int pick = randint1(cur_candidates);
294 /* Search again the choosen location */
296 for (yy = top; yy <= bottom; yy++)
298 for (xx = left; xx <= right; xx++)
300 if (!cave_player_teleportable_bold(creature_ptr, yy, xx, mode)) continue;
302 int d = distance(creature_ptr->y, creature_ptr->x, yy, xx);
303 if (d > dis) continue;
304 if (d < min) continue;
313 if (player_bold(creature_ptr, yy, xx)) return FALSE;
315 sound(SOUND_TELEPORT);
317 if (IS_ECHIZEN(creature_ptr))
318 msg_format("『こっちだぁ、%s』", creature_ptr->name);
320 (void)move_player_effect(creature_ptr, yy, xx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
326 * @brief プレイヤーのテレポート処理メインルーチン
327 * @param creature_ptr プレーヤーへの参照ポインタ
332 void teleport_player(player_type *creature_ptr, POSITION dis, BIT_FLAGS mode)
334 if (!teleport_player_aux(creature_ptr, dis, FALSE, mode)) return;
336 /* Monsters with teleport ability may follow the player */
337 POSITION oy = creature_ptr->y;
338 POSITION ox = creature_ptr->x;
339 for (POSITION xx = -1; xx < 2; xx++)
341 for (POSITION yy = -1; yy < 2; yy++)
343 MONSTER_IDX tmp_m_idx = creature_ptr->current_floor_ptr->grid_array[oy+yy][ox+xx].m_idx;
344 if (tmp_m_idx && (creature_ptr->riding != tmp_m_idx))
349 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[tmp_m_idx];
350 monster_race *r_ptr = &r_info[m_ptr->r_idx];
352 bool is_resistible = (r_ptr->a_ability_flags2 & RF6_TPORT) != 0;
353 is_resistible &= (r_ptr->flagsr & RFR_RES_TELE) == 0;
354 is_resistible &= MON_CSLEEP(m_ptr) == 0;
357 teleport_monster_to(creature_ptr, tmp_m_idx, creature_ptr->y, creature_ptr->x, r_ptr->level, TELEPORT_SPONTANEOUS);
365 * @brief プレイヤーのテレポートアウェイ処理 /
366 * @param m_idx アウェイを試みたモンスターID
367 * @param target_ptr プレーヤーへの参照ポインタ
369 * @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
372 void teleport_player_away(MONSTER_IDX m_idx, player_type *target_ptr, POSITION dis, bool is_quantum_effect)
374 if (!teleport_player_aux(target_ptr, dis, TELEPORT_PASSIVE, is_quantum_effect)) return;
376 /* Monsters with teleport ability may follow the player */
377 POSITION oy = target_ptr->y;
378 POSITION ox = target_ptr->x;
379 for (POSITION xx = -1; xx < 2; xx++)
381 for (POSITION yy = -1; yy < 2; yy++)
383 MONSTER_IDX tmp_m_idx = target_ptr->current_floor_ptr->grid_array[oy+yy][ox+xx].m_idx;
384 bool is_teleportable = tmp_m_idx > 0;
385 is_teleportable &= target_ptr->riding != tmp_m_idx;
386 is_teleportable &= m_idx != tmp_m_idx;
387 if (!is_teleportable)
392 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[tmp_m_idx];
393 monster_race *r_ptr = &r_info[m_ptr->r_idx];
395 bool is_resistible = (r_ptr->a_ability_flags2 & RF6_TPORT) != 0;
396 is_resistible &= (r_ptr->flagsr & RFR_RES_TELE) == 0;
397 is_resistible &= MON_CSLEEP(m_ptr) == 0;
400 teleport_monster_to(target_ptr, tmp_m_idx, target_ptr->y, target_ptr->x, r_ptr->level, TELEPORT_SPONTANEOUS);
408 * @brief プレイヤーを指定位置近辺にテレポートさせる
409 * Teleport player to a grid near the given location
410 * @param creature_ptr プレーヤーへの参照ポインタ
413 * @param mode オプションフラグ
417 * This function is slightly obsessive about correctness.
418 * This function allows teleporting into vaults (!)
421 void teleport_player_to(player_type *creature_ptr, POSITION ny, POSITION nx, teleport_flags mode)
423 if (creature_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
425 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
429 /* Find a usable location */
431 POSITION dis = 0, ctr = 0;
436 y = (POSITION)rand_spread(ny, dis);
437 x = (POSITION)rand_spread(nx, dis);
438 if (in_bounds(creature_ptr->current_floor_ptr, y, x)) break;
441 bool is_anywhere = current_world_ptr->wizard;
442 is_anywhere &= (mode & TELEPORT_PASSIVE) == 0;
443 is_anywhere &= (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx > 0) ||
444 creature_ptr->current_floor_ptr->grid_array[y][x].m_idx == creature_ptr->riding;
445 if (is_anywhere) break;
447 if (cave_player_teleportable_bold(creature_ptr, y, x, mode)) break;
449 if (++ctr > (4 * dis * dis + 4 * dis + 1))
456 sound(SOUND_TELEPORT);
457 (void)move_player_effect(creature_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
461 void teleport_away_followable(player_type *tracer_ptr, MONSTER_IDX m_idx)
463 monster_type *m_ptr = &tracer_ptr->current_floor_ptr->m_list[m_idx];
464 POSITION oldfy = m_ptr->fy;
465 POSITION oldfx = m_ptr->fx;
466 bool old_ml = m_ptr->ml;
467 POSITION old_cdis = m_ptr->cdis;
469 teleport_away(tracer_ptr, m_idx, MAX_SIGHT * 2 + 5, TELEPORT_SPONTANEOUS);
471 bool is_followable = old_ml;
472 is_followable &= old_cdis <= MAX_SIGHT;
473 is_followable &= current_world_ptr->timewalk_m_idx == 0;
474 is_followable &= !tracer_ptr->phase_out;
475 is_followable &= los(tracer_ptr, tracer_ptr->y, tracer_ptr->x, oldfy, oldfx);
476 if (!is_followable) return;
479 if ((tracer_ptr->muta1 & MUT1_VTELEPORT) || (tracer_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
482 BIT_FLAGS flgs[TR_FLAG_SIZE];
486 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
488 o_ptr = &tracer_ptr->inventory_list[i];
489 if (o_ptr->k_idx && !object_is_cursed(o_ptr))
491 object_flags(o_ptr, flgs);
492 if (have_flag(flgs, TR_TELEPORT))
502 if (!get_check_strict(_("ついていきますか?", "Do you follow it? "), CHECK_OKAY_CANCEL))
507 teleport_player(tracer_ptr, 200, TELEPORT_PASSIVE);
508 msg_print(_("失敗!", "Failed!"));
512 teleport_player_to(tracer_ptr, m_ptr->fy, m_ptr->fx, TELEPORT_SPONTANEOUS);
515 tracer_ptr->energy_need += ENERGY_NEED();
519 bool teleport_level_other(player_type *caster_ptr)
521 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
522 MONSTER_IDX target_m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
523 if (!target_m_idx) return TRUE;
524 if (!player_has_los_bold(caster_ptr, target_row, target_col)) return TRUE;
525 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) return TRUE;
529 m_ptr = &caster_ptr->current_floor_ptr->m_list[target_m_idx];
530 r_ptr = &r_info[m_ptr->r_idx];
531 GAME_TEXT m_name[MAX_NLEN];
532 monster_desc(caster_ptr, m_name, m_ptr, 0);
533 msg_format(_("%^sの足を指さした。", "You gesture at %^s's feet."), m_name);
535 if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) ||
536 (r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > caster_ptr->lev + randint1(60)))
538 msg_format(_("しかし効果がなかった!", "%^s is unaffected!"), m_name);
542 teleport_level(caster_ptr, target_m_idx);
550 * todo cmd-save.h への依存あり。コールバックで何とかしたい
551 * @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 /
552 * Teleport the player one level up or down (random when legal)
553 * @param creature_ptr プレーヤーへの参照ポインタ
554 * @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.
557 void teleport_level(player_type *creature_ptr, MONSTER_IDX m_idx)
559 GAME_TEXT m_name[160];
563 strcpy(m_name, _("あなた", "you"));
567 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
568 monster_desc(creature_ptr, m_name, m_ptr, 0);
569 see_m = is_seen(m_ptr);
572 if (is_teleport_level_ineffective(creature_ptr, m_idx))
574 if (see_m) msg_print(_("効果がなかった。", "There is no effect."));
578 if ((m_idx <= 0) && creature_ptr->anti_tele)
580 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
585 if (randint0(100) < 50) go_up = TRUE;
588 if ((m_idx <= 0) && current_world_ptr->wizard)
590 if (get_check("Force to go up? ")) go_up = TRUE;
591 else if (get_check("Force to go down? ")) go_up = FALSE;
594 if ((ironman_downward && (m_idx <= 0)) || (creature_ptr->current_floor_ptr->dun_level <= d_info[creature_ptr->dungeon_idx].mindepth))
597 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
599 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
603 if (!creature_ptr->current_floor_ptr->dun_level)
605 creature_ptr->dungeon_idx = ironman_downward ? DUNGEON_ANGBAND : creature_ptr->recall_dungeon;
606 creature_ptr->oldpy = creature_ptr->y;
607 creature_ptr->oldpx = creature_ptr->x;
610 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, 1, NULL);
612 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
614 if (!creature_ptr->current_floor_ptr->dun_level)
616 creature_ptr->current_floor_ptr->dun_level = d_info[creature_ptr->dungeon_idx].mindepth;
617 prepare_change_floor_mode(creature_ptr, CFM_RAND_PLACE);
621 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
624 creature_ptr->leaving = TRUE;
627 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))
630 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
632 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
637 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, -1, NULL);
639 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
641 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
643 leave_quest_check(creature_ptr);
644 creature_ptr->current_floor_ptr->inside_quest = 0;
645 creature_ptr->leaving = TRUE;
651 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
653 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
658 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, -1, NULL);
660 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
662 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
663 creature_ptr->leaving = TRUE;
669 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
671 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
676 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, 1, NULL);
677 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
679 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
680 creature_ptr->leaving = TRUE;
686 sound(SOUND_TPLEVEL);
690 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
691 check_quest_completion(creature_ptr, m_ptr);
692 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
694 char m2_name[MAX_NLEN];
696 monster_desc(creature_ptr, m2_name, m_ptr, MD_INDEF_VISIBLE);
697 exe_write_diary(creature_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
700 delete_monster_idx(creature_ptr, m_idx);
701 sound(SOUND_TPLEVEL);
706 * @brief プレイヤーの帰還発動及び中止処理 /
707 * Recall the player to town or dungeon
708 * @param creature_ptr プレーヤーへの参照ポインタ
709 * @param turns 発動までのターン数
712 bool recall_player(player_type *creature_ptr, TIME_EFFECT turns)
715 * TODO: Recall the player to the last
716 * visited town when in the wilderness
718 if (creature_ptr->current_floor_ptr->inside_arena || ironman_downward)
720 msg_print(_("何も起こらなかった。", "Nothing happens."));
724 bool is_special_floor = creature_ptr->current_floor_ptr->dun_level > 0;
725 is_special_floor &= max_dlv[creature_ptr->dungeon_idx] > creature_ptr->current_floor_ptr->dun_level;
726 is_special_floor &= !creature_ptr->current_floor_ptr->inside_quest;
727 is_special_floor &= !creature_ptr->word_recall;
728 if (is_special_floor)
730 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? ")))
732 max_dlv[creature_ptr->dungeon_idx] = creature_ptr->current_floor_ptr->dun_level;
734 exe_write_diary(creature_ptr, DIARY_TRUMP, creature_ptr->dungeon_idx, _("帰還のときに", "when recalled from dungeon"));
739 if (creature_ptr->word_recall)
741 creature_ptr->word_recall = 0;
742 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
743 creature_ptr->redraw |= (PR_STATUS);
747 if (!creature_ptr->current_floor_ptr->dun_level)
749 DUNGEON_IDX select_dungeon;
750 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
751 if (!select_dungeon) return FALSE;
752 creature_ptr->recall_dungeon = select_dungeon;
755 creature_ptr->word_recall = turns;
756 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
757 creature_ptr->redraw |= (PR_STATUS);
762 bool free_level_recall(player_type *creature_ptr)
764 DUNGEON_IDX select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
765 if (!select_dungeon) return FALSE;
767 DEPTH max_depth = d_info[select_dungeon].maxdepth;
768 if (select_dungeon == DUNGEON_ANGBAND)
770 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
771 else if (quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
774 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? "),
775 d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
781 creature_ptr->word_recall = 1;
782 creature_ptr->recall_dungeon = select_dungeon;
783 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));
785 exe_write_diary(creature_ptr, DIARY_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
787 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
789 creature_ptr->redraw |= PR_STATUS;
796 * @param caster_ptr プレーヤーへの参照ポインタ
797 * @return リセット処理が実際に行われたらTRUEを返す
799 bool reset_recall(player_type *caster_ptr)
801 int select_dungeon, dummy = 0;
805 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
806 if (ironman_downward)
808 msg_print(_("何も起こらなかった。", "Nothing happens."));
812 if (!select_dungeon) return FALSE;
813 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
814 (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
815 sprintf(tmp_val, "%d", (int)MAX(caster_ptr->current_floor_ptr->dun_level, 1));
817 if (!get_string(ppp, tmp_val, 10))
822 dummy = atoi(tmp_val);
823 if (dummy < 1) dummy = 1;
824 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
825 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
827 max_dlv[select_dungeon] = dummy;
830 exe_write_diary(caster_ptr, DIARY_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
832 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);
834 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
841 * @brief プレイヤーの装備劣化処理 /
842 * Apply disenchantment to the player's stuff
843 * @param target_ptr プレーヤーへの参照ポインタ
844 * @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
845 * @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 /
846 * Return "TRUE" if the player notices anything
848 bool apply_disenchant(player_type *target_ptr, BIT_FLAGS mode)
853 case 1: t = INVEN_RARM; break;
854 case 2: t = INVEN_LARM; break;
855 case 3: t = INVEN_BOW; break;
856 case 4: t = INVEN_BODY; break;
857 case 5: t = INVEN_OUTER; break;
858 case 6: t = INVEN_HEAD; break;
859 case 7: t = INVEN_HANDS; break;
860 case 8: t = INVEN_FEET; break;
864 o_ptr = &target_ptr->inventory_list[t];
865 if (!o_ptr->k_idx) return FALSE;
867 if (!object_is_weapon_armour_ammo(o_ptr))
870 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
875 GAME_TEXT o_name[MAX_NLEN];
876 object_desc(target_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
877 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
880 msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
882 msg_format("Your %s (%c) resist%s disenchantment!", o_name, index_to_label(t),
883 ((o_ptr->number != 1) ? "" : "s"));
888 int to_h = o_ptr->to_h;
889 int to_d = o_ptr->to_d;
890 int to_a = o_ptr->to_a;
891 int pval = o_ptr->pval;
893 if (o_ptr->to_h > 0) o_ptr->to_h--;
894 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
896 if (o_ptr->to_d > 0) o_ptr->to_d--;
897 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
899 if (o_ptr->to_a > 0) o_ptr->to_a--;
900 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
902 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
904 bool is_actually_disenchanted = to_h != o_ptr->to_h;
905 is_actually_disenchanted |= to_d != o_ptr->to_d;
906 is_actually_disenchanted |= to_a != o_ptr->to_a;
907 is_actually_disenchanted |= pval != o_ptr->pval;
908 if (!is_actually_disenchanted) return TRUE;
911 msg_format("%s(%c)は劣化してしまった!", o_name, index_to_label(t));
913 msg_format("Your %s (%c) %s disenchanted!", o_name, index_to_label(t),
914 ((o_ptr->number != 1) ? "were" : "was"));
916 chg_virtue(target_ptr, V_HARMONY, 1);
917 chg_virtue(target_ptr, V_ENCHANT, -2);
918 target_ptr->update |= (PU_BONUS);
919 target_ptr->window |= (PW_EQUIP | PW_PLAYER);
921 calc_android_exp(target_ptr);
927 * @brief 虚無招来によるフロア中の全壁除去処理 /
928 * Vanish all walls in this floor
929 * @param caster_ptr プレーヤーへの参照ポインタ
930 * @params caster_ptr 術者の参照ポインタ
931 * @return 実際に処理が反映された場合TRUE
933 bool vanish_dungeon(player_type *caster_ptr)
935 bool is_special_floor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
936 is_special_floor |= !caster_ptr->current_floor_ptr->dun_level;
937 if (is_special_floor) return FALSE;
942 GAME_TEXT m_name[MAX_NLEN];
943 for (POSITION y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++)
945 for (POSITION x = 1; x < caster_ptr->current_floor_ptr->width - 1; x++)
947 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
949 f_ptr = &f_info[g_ptr->feat];
950 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
951 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
952 if (g_ptr->m_idx && MON_CSLEEP(m_ptr))
954 (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
957 monster_desc(caster_ptr, m_name, m_ptr, 0);
958 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
962 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(caster_ptr, y, x, FF_HURT_DISI);
966 for (POSITION x = 0; x < caster_ptr->current_floor_ptr->width; x++)
968 g_ptr = &caster_ptr->current_floor_ptr->grid_array[0][x];
969 f_ptr = &f_info[g_ptr->mimic];
970 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
972 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
974 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
975 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
978 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->current_floor_ptr->height - 1][x];
979 f_ptr = &f_info[g_ptr->mimic];
980 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
982 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
984 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
985 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
989 /* Special boundary walls -- Left and right */
990 for (POSITION y = 1; y < (caster_ptr->current_floor_ptr->height - 1); y++)
992 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][0];
993 f_ptr = &f_info[g_ptr->mimic];
994 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
996 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
998 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
999 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
1002 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][caster_ptr->current_floor_ptr->width - 1];
1003 f_ptr = &f_info[g_ptr->mimic];
1004 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1006 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1008 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
1009 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
1013 caster_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1014 caster_ptr->redraw |= (PR_MAP);
1015 caster_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1022 * @param caster_ptr プレーヤーへの参照ポインタ
1025 * Sorry, it becomes not (void)...
1027 void call_the_void(player_type *caster_ptr)
1030 bool do_call = TRUE;
1031 for (int i = 0; i < 9; i++)
1033 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->y + ddy_ddd[i]][caster_ptr->x + ddx_ddd[i]];
1035 if (!cave_have_flag_grid(g_ptr, FF_PROJECT))
1037 if (!g_ptr->mimic || !have_flag(f_info[g_ptr->mimic].flags, FF_PROJECT) ||
1038 !permanent_wall(&f_info[g_ptr->feat]))
1048 for (int i = 1; i < 10; i++)
1050 if (i - 5) fire_ball(caster_ptr, GF_ROCKET, i, 175, 2);
1053 for (int i = 1; i < 10; i++)
1055 if (i - 5) fire_ball(caster_ptr, GF_MANA, i, 175, 3);
1058 for (int i = 1; i < 10; i++)
1060 if (i - 5) fire_ball(caster_ptr, GF_NUKE, i, 175, 4);
1066 bool is_special_fllor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
1067 is_special_fllor |= !caster_ptr->current_floor_ptr->dun_level;
1068 if (is_special_fllor)
1070 msg_print(_("地面が揺れた。", "The ground trembles."));
1075 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
1076 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
1078 msg_format("You %s the %s too close to a wall!",
1079 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1080 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1082 msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
1086 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."));
1087 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1091 if (destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 15 + caster_ptr->lev + randint0(11), FALSE))
1092 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
1094 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
1095 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1100 * @brief アイテム引き寄せ処理 /
1101 * Fetch an item (teleport it right underneath the caster)
1102 * @param caster_ptr プレーヤーへの参照ポインタ
1103 * @param dir 魔法の発動方向
1105 * @param require_los 射線の通りを要求するならばTRUE
1108 void fetch(player_type *caster_ptr, DIRECTION dir, WEIGHT wgt, bool require_los)
1112 GAME_TEXT o_name[MAX_NLEN];
1114 if (caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx)
1116 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."));
1121 if (dir == 5 && target_okay(caster_ptr))
1126 if (distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE)
1128 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!"));
1132 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
1135 msg_print(_("そこには何もありません。", "There is no object at this place."));
1139 if (g_ptr->info & CAVE_ICKY)
1141 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."));
1147 if (!player_has_los_bold(caster_ptr, ty, tx))
1149 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."));
1152 else if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, ty, tx))
1154 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
1163 bool is_first_loop = TRUE;
1164 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
1165 while (is_first_loop || !g_ptr->o_idx)
1167 is_first_loop = FALSE;
1170 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
1172 if ((distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE) ||
1173 !cave_have_flag_bold(caster_ptr->current_floor_ptr, ty, tx, FF_PROJECT)) return;
1177 o_ptr = &caster_ptr->current_floor_ptr->o_list[g_ptr->o_idx];
1178 if (o_ptr->weight > wgt)
1180 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
1184 OBJECT_IDX i = g_ptr->o_idx;
1185 g_ptr->o_idx = o_ptr->next_o_idx;
1186 caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx = i; /* 'move' it */
1188 o_ptr->next_o_idx = 0;
1189 o_ptr->iy = caster_ptr->y;
1190 o_ptr->ix = caster_ptr->x;
1192 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1193 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);
1195 note_spot(caster_ptr, caster_ptr->y, caster_ptr->x);
1196 caster_ptr->redraw |= PR_MAP;
1202 * @param caster_ptr プレーヤーへの参照ポインタ
1205 void reserve_alter_reality(player_type *caster_ptr)
1207 if (caster_ptr->current_floor_ptr->inside_arena || ironman_downward)
1209 msg_print(_("何も起こらなかった。", "Nothing happens."));
1213 if (caster_ptr->alter_reality)
1215 caster_ptr->alter_reality = 0;
1216 msg_print(_("景色が元に戻った...", "The view around you returns to normal..."));
1217 caster_ptr->redraw |= PR_STATUS;
1221 TIME_EFFECT turns = randint0(21) + 15;
1222 caster_ptr->alter_reality = turns;
1223 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
1224 caster_ptr->redraw |= PR_STATUS;
1229 * @brief 全所持アイテム鑑定処理 /
1230 * Identify everything being carried.
1231 * Done by a potion of "self knowledge".
1232 * @param target_ptr プレーヤーへの参照ポインタ
1235 void identify_pack(player_type *target_ptr)
1237 for (INVENTORY_IDX i = 0; i < INVEN_TOTAL; i++)
1239 object_type *o_ptr = &target_ptr->inventory_list[i];
1240 if (!o_ptr->k_idx) continue;
1242 identify_item(target_ptr, o_ptr);
1243 autopick_alter_item(target_ptr, i, FALSE);
1250 * Removes curses from items in inventory
1251 * @param creature_ptr プレーヤーへの参照ポインタ
1252 * @param all 軽い呪いまでの解除ならば0
1253 * @return 解呪されたアイテムの数
1256 * Note that Items which are "Perma-Cursed" (The One Ring,
1257 * The Crown of Morgoth) can NEVER be uncursed.
1259 * Note that if "all" is FALSE, then Items which are
1260 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1261 * will not be uncursed.
1264 static int remove_curse_aux(player_type *creature_ptr, int all)
1267 for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
1269 object_type *o_ptr = &creature_ptr->inventory_list[i];
1270 if (!o_ptr->k_idx) continue;
1271 if (!object_is_cursed(o_ptr)) continue;
1272 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1273 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1275 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1279 o_ptr->curse_flags = 0L;
1280 o_ptr->ident |= (IDENT_SENSE);
1281 o_ptr->feeling = FEEL_NONE;
1283 creature_ptr->update |= (PU_BONUS);
1284 creature_ptr->window |= (PW_EQUIP);
1289 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."));
1296 * @brief 装備の軽い呪い解呪処理 /
1297 * Remove most curses
1298 * @param caster_ptr プレーヤーへの参照ポインタ
1299 * @return 解呪に成功した装備数
1301 int remove_curse(player_type *caster_ptr)
1303 return remove_curse_aux(caster_ptr, FALSE);
1308 * @brief 装備の重い呪い解呪処理 /
1310 * @return 解呪に成功した装備数
1312 int remove_all_curse(player_type *caster_ptr)
1314 return remove_curse_aux(caster_ptr, TRUE);
1319 * @brief アイテムの価値に応じた錬金術処理 /
1320 * Turns an object into gold, gain some of its value in a shop
1321 * @param caster_ptr プレーヤーへの参照ポインタ
1322 * @return 処理が実際に行われたらTRUEを返す
1324 bool alchemy(player_type *caster_ptr)
1327 if (command_arg > 0) force = TRUE;
1329 concptr q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
1330 concptr s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
1333 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1334 if (!o_ptr) return FALSE;
1337 if (o_ptr->number > 1)
1339 amt = get_quantity(NULL, o_ptr->number);
1340 if (amt <= 0) return FALSE;
1343 ITEM_NUMBER old_number = o_ptr->number;
1344 o_ptr->number = amt;
1345 GAME_TEXT o_name[MAX_NLEN];
1346 object_desc(caster_ptr, o_name, o_ptr, 0);
1347 o_ptr->number = old_number;
1351 if (confirm_destroy || (object_value(o_ptr) > 0))
1353 char out_val[MAX_NLEN + 40];
1354 sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
1355 if (!get_check(out_val)) return FALSE;
1359 if (!can_player_destroy_object(o_ptr))
1361 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);
1365 PRICE price = object_value_real(o_ptr);
1368 msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
1369 vary_item(caster_ptr, item, -amt);
1375 if (amt > 1) price *= amt;
1377 if (price > 30000) price = 30000;
1378 msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
1380 caster_ptr->au += price;
1381 caster_ptr->redraw |= PR_GOLD;
1382 caster_ptr->window |= PW_PLAYER;
1383 vary_item(caster_ptr, item, -amt);
1389 * @brief アーティファクト生成の巻物処理 /
1390 * @param caster_ptr プレーヤーへの参照ポインタ
1391 * @return 生成が実際に試みられたらTRUEを返す
1393 bool artifact_scroll(player_type *caster_ptr)
1395 item_tester_hook = item_tester_hook_nameless_weapon_armour;
1397 concptr q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
1398 concptr s = _("強化できるアイテムがない。", "You have nothing to enchant.");
1401 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1402 if (!o_ptr) return FALSE;
1404 GAME_TEXT o_name[MAX_NLEN];
1405 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1407 msg_format("%s は眩い光を発した!",o_name);
1409 msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
1413 if (object_is_artifact(o_ptr))
1416 msg_format("%sは既に伝説のアイテムです!", o_name );
1418 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
1422 else if (object_is_ego(o_ptr))
1425 msg_format("%sは既に名のあるアイテムです!", o_name );
1427 msg_format("The %s %s already %s!",
1428 o_name, ((o_ptr->number > 1) ? "are" : "is"),
1429 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
1433 else if (o_ptr->xtra3)
1436 msg_format("%sは既に強化されています!", o_name );
1438 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"),
1439 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
1444 if (o_ptr->number > 1)
1446 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!"));
1448 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
1450 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
1455 inven_item_increase(caster_ptr, item, 1 - (o_ptr->number));
1459 floor_item_increase(caster_ptr->current_floor_ptr, 0 - item, 1 - (o_ptr->number));
1463 okay = become_random_artifact(caster_ptr, o_ptr, TRUE);
1468 if (flush_failure) flush();
1469 msg_print(_("強化に失敗した。", "The enchantment failed."));
1470 if (one_in_(3)) chg_virtue(caster_ptr, V_ENCHANT, -1);
1471 calc_android_exp(caster_ptr);
1475 if (record_rand_art)
1477 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1478 exe_write_diary(caster_ptr, DIARY_ART_SCROLL, 0, o_name);
1481 chg_virtue(caster_ptr, V_ENCHANT, 1);
1482 calc_android_exp(caster_ptr);
1489 * Identify an object
1490 * @param owner_ptr プレーヤーへの参照ポインタ
1491 * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
1492 * @return 実際に鑑定できたらTRUEを返す
1494 bool identify_item(player_type *owner_ptr, object_type *o_ptr)
1496 GAME_TEXT o_name[MAX_NLEN];
1497 object_desc(owner_ptr, o_name, o_ptr, 0);
1499 bool old_known = FALSE;
1500 if (o_ptr->ident & IDENT_KNOWN)
1503 if (!OBJECT_IS_FULL_KNOWN(o_ptr))
1505 if (object_is_artifact(o_ptr) || one_in_(5))
1506 chg_virtue(owner_ptr, V_KNOWLEDGE, 1);
1509 object_aware(owner_ptr, o_ptr);
1510 object_known(o_ptr);
1511 o_ptr->marked |= OM_TOUCHED;
1513 owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
1514 owner_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1516 strcpy(record_o_name, o_name);
1517 record_turn = current_world_ptr->game_turn;
1519 object_desc(owner_ptr, o_name, o_ptr, OD_NAME_ONLY);
1521 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
1522 exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
1523 if(record_rand_art && !old_known && o_ptr->art_name)
1524 exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
1531 * @brief アイテム鑑定のメインルーチン処理 /
1532 * Identify an object in the inventory (or on the floor)
1533 * @param caster_ptr プレーヤーへの参照ポインタ
1534 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1535 * @return 実際に鑑定を行ったならばTRUEを返す
1537 * This routine does *not* automatically combine objects.
1538 * Returns TRUE if something was identified, else FALSE.
1540 bool ident_spell(player_type *caster_ptr, bool only_equip, OBJECT_TYPE_VALUE item_tester_tval)
1543 item_tester_hook = item_tester_hook_identify_weapon_armour;
1545 item_tester_hook = item_tester_hook_identify;
1548 if (can_get_item(caster_ptr, item_tester_tval))
1550 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
1555 item_tester_hook = object_is_weapon_armour_ammo;
1557 item_tester_hook = NULL;
1559 q = _("すべて鑑定済みです。 ", "All items are identified. ");
1562 concptr s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
1565 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1566 if (!o_ptr) return FALSE;
1568 bool old_known = identify_item(caster_ptr, o_ptr);
1570 GAME_TEXT o_name[MAX_NLEN];
1571 object_desc(caster_ptr, o_name, o_ptr, 0);
1572 if (item >= INVEN_RARM)
1574 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
1578 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
1582 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
1585 autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
1591 * @brief アイテム凡庸化のメインルーチン処理 /
1592 * Identify an object in the inventory (or on the floor)
1593 * @param owner_ptr プレーヤーへの参照ポインタ
1594 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1595 * @return 実際に凡庸化をを行ったならばTRUEを返す
1598 * Mundanify an object in the inventory (or on the floor)
1599 * This routine does *not* automatically combine objects.
1600 * Returns TRUE if something was mundanified, else FALSE.
1603 bool mundane_spell(player_type *owner_ptr, bool only_equip)
1605 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
1609 concptr q = _("どれを使いますか?", "Use which item? ");
1610 concptr s = _("使えるものがありません。", "You have nothing you can use.");
1612 o_ptr = choose_object(owner_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1613 if (!o_ptr) return FALSE;
1615 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
1616 POSITION iy = o_ptr->iy;
1617 POSITION ix = o_ptr->ix;
1618 OBJECT_IDX next_o_idx = o_ptr->next_o_idx;
1619 byte marked = o_ptr->marked;
1620 WEIGHT weight = o_ptr->number * o_ptr->weight;
1621 u16b inscription = o_ptr->inscription;
1623 object_prep(o_ptr, o_ptr->k_idx);
1627 o_ptr->next_o_idx = next_o_idx;
1628 o_ptr->marked = marked;
1629 o_ptr->inscription = inscription;
1630 if (item >= 0) owner_ptr->total_weight += (o_ptr->weight - weight);
1632 calc_android_exp(owner_ptr);
1638 * @brief アイテム*鑑定*のメインルーチン処理 /
1639 * Identify an object in the inventory (or on the floor)
1640 * @param caster_ptr プレーヤーへの参照ポインタ
1641 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1642 * @return 実際に鑑定を行ったならばTRUEを返す
1644 * Fully "identify" an object in the inventory -BEN-
1645 * This routine returns TRUE if an item was identified.
1647 bool identify_fully(player_type *caster_ptr, bool only_equip, OBJECT_TYPE_VALUE item_tester_tval)
1650 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
1652 item_tester_hook = item_tester_hook_identify_fully;
1655 if (can_get_item(caster_ptr, item_tester_tval))
1657 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
1662 item_tester_hook = object_is_weapon_armour_ammo;
1664 item_tester_hook = NULL;
1666 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
1669 concptr s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
1673 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1674 if (!o_ptr) return FALSE;
1676 bool old_known = identify_item(caster_ptr, o_ptr);
1678 o_ptr->ident |= (IDENT_FULL_KNOWN);
1679 handle_stuff(caster_ptr);
1681 GAME_TEXT o_name[MAX_NLEN];
1682 object_desc(caster_ptr, o_name, o_ptr, 0);
1683 if (item >= INVEN_RARM)
1685 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
1689 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
1693 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
1696 (void)screen_object(caster_ptr, o_ptr, 0L);
1697 autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
1704 * Recharge a wand/staff/rod from the pack or on the floor.
1705 * This function has been rewritten in Oangband and ZAngband.
1706 * @param caster_ptr プレーヤーへの参照ポインタ
1707 * @param power 充填パワー
1708 * @return ターン消費を要する処理まで進んだらTRUEを返す
1710 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
1711 * Chaos -- Arcane Binding --> recharge(90)
1713 * Scroll of recharging --> recharge(130)
1714 * Artifact activation/Thingol --> recharge(130)
1716 * It is harder to recharge high level, and highly charged wands,
1717 * staffs, and rods. The more wands in a stack, the more easily and
1718 * strongly they recharge. Staffs, however, each get fewer charges if
1721 * Beware of "sliding index errors".
1723 bool recharge(player_type *caster_ptr, int power)
1725 item_tester_hook = item_tester_hook_recharge;
1726 concptr q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
1727 concptr s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
1731 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1732 if (!o_ptr) return FALSE;
1735 k_ptr = &k_info[o_ptr->k_idx];
1736 DEPTH lev = k_info[o_ptr->k_idx].level;
1738 TIME_EFFECT recharge_amount;
1739 int recharge_strength;
1740 bool is_recharge_successful = TRUE;
1741 if (o_ptr->tval == TV_ROD)
1743 recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
1744 if (one_in_(recharge_strength))
1746 is_recharge_successful = FALSE;
1750 recharge_amount = (power * damroll(3, 2));
1751 if (o_ptr->timeout > recharge_amount)
1752 o_ptr->timeout -= recharge_amount;
1759 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
1760 recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
1761 else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
1763 if (recharge_strength < 0) recharge_strength = 0;
1765 if (one_in_(recharge_strength))
1767 is_recharge_successful = FALSE;
1771 recharge_amount = randint1(1 + k_ptr->pval / 2);
1772 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
1775 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
1776 if (recharge_amount < 1) recharge_amount = 1;
1777 if (recharge_amount > 12) recharge_amount = 12;
1780 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
1782 recharge_amount /= (TIME_EFFECT)o_ptr->number;
1783 if (recharge_amount < 1) recharge_amount = 1;
1786 o_ptr->pval += recharge_amount;
1787 o_ptr->ident &= ~(IDENT_KNOWN);
1788 o_ptr->ident &= ~(IDENT_EMPTY);
1792 if (!is_recharge_successful)
1794 return update_player(caster_ptr);
1798 GAME_TEXT o_name[MAX_NLEN];
1799 if (object_is_fixed_artifact(o_ptr))
1801 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1802 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);
1803 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
1804 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
1805 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
1807 return update_player(caster_ptr);
1810 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1812 if (IS_WIZARD_CLASS(caster_ptr) || caster_ptr->pclass == CLASS_MAGIC_EATER || caster_ptr->pclass == CLASS_BLUE_MAGE)
1814 /* 10% chance to blow up one rod, otherwise draining. */
1815 if (o_ptr->tval == TV_ROD)
1817 if (one_in_(10)) fail_type = 2;
1820 /* 75% chance to blow up one wand, otherwise draining. */
1821 else if (o_ptr->tval == TV_WAND)
1823 if (!one_in_(3)) fail_type = 2;
1826 /* 50% chance to blow up one staff, otherwise no effect. */
1827 else if (o_ptr->tval == TV_STAFF)
1829 if (one_in_(2)) fail_type = 2;
1835 /* 33% chance to blow up one rod, otherwise draining. */
1836 if (o_ptr->tval == TV_ROD)
1838 if (one_in_(3)) fail_type = 2;
1841 /* 20% chance of the entire stack, else destroy one wand. */
1842 else if (o_ptr->tval == TV_WAND)
1844 if (one_in_(5)) fail_type = 3;
1847 /* Blow up one staff. */
1848 else if (o_ptr->tval == TV_STAFF)
1856 if (o_ptr->tval == TV_ROD)
1858 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!"));
1860 if (o_ptr->timeout < 10000)
1861 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
1863 else if (o_ptr->tval == TV_WAND)
1865 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);
1872 if (o_ptr->number > 1)
1873 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);
1875 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
1877 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
1878 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
1880 vary_item(caster_ptr, item, -1);
1885 if (o_ptr->number > 1)
1886 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);
1888 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
1890 vary_item(caster_ptr, item, -999);
1893 return update_player(caster_ptr);
1898 * @brief クリーチャー全既知呪文を表示する /
1899 * Hack -- Display all known spells in a window
1900 * @param caster_ptr 術者の参照ポインタ
1903 * Need to analyze size of the window.
1904 * Need more color coding.
1906 void display_spell_list(player_type *caster_ptr)
1910 const magic_type *s_ptr;
1911 GAME_TEXT name[MAX_NLEN];
1916 if (caster_ptr->pclass == CLASS_SORCERER) return;
1917 if (caster_ptr->pclass == CLASS_RED_MAGE) return;
1918 if (caster_ptr->pclass == CLASS_SNIPER)
1920 display_snipe_list(caster_ptr);
1924 if ((caster_ptr->pclass == CLASS_MINDCRAFTER) ||
1925 (caster_ptr->pclass == CLASS_BERSERKER) ||
1926 (caster_ptr->pclass == CLASS_NINJA) ||
1927 (caster_ptr->pclass == CLASS_MIRROR_MASTER) ||
1928 (caster_ptr->pclass == CLASS_FORCETRAINER))
1930 PERCENTAGE minfail = 0;
1931 PLAYER_LEVEL plev = caster_ptr->lev;
1932 PERCENTAGE chance = 0;
1937 bool use_hp = FALSE;
1943 put_str(_("名前", "Name"), y, x + 5);
1944 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
1946 switch(caster_ptr->pclass)
1948 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
1949 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
1950 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
1951 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1952 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
1953 default: use_mind = 0;break;
1956 for (int i = 0; i < MAX_MIND_POWERS; i++)
1958 byte a = TERM_WHITE;
1959 spell = mind_powers[use_mind].info[i];
1960 if (spell.min_lev > plev) break;
1962 chance = spell.fail;
1963 chance -= 3 * (caster_ptr->lev - spell.min_lev);
1964 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1967 if (spell.mana_cost > caster_ptr->csp)
1969 chance += 5 * (spell.mana_cost - caster_ptr->csp);
1975 if (spell.mana_cost > caster_ptr->chp)
1982 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
1983 if (chance < minfail) chance = minfail;
1985 if (caster_ptr->stun > 50) chance += 25;
1986 else if (caster_ptr->stun) chance += 15;
1988 if (chance > 95) chance = 95;
1990 mindcraft_info(caster_ptr, comment, use_mind, i);
1991 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
1993 spell.min_lev, spell.mana_cost, chance, comment);
1995 Term_putstr(x, y + i + 1, -1, a, psi_desc);
2001 if (REALM_NONE == caster_ptr->realm1) return;
2003 for (int j = 0; j < ((caster_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
2006 y = (j < 3) ? 0 : (m[j - 3] + 2);
2009 for (int i = 0; i < 32; i++)
2011 byte a = TERM_WHITE;
2013 if (!is_magic((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2))
2015 s_ptr = &technic_info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - MIN_TECHNIC][i % 32];
2019 s_ptr = &mp_ptr->info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - 1][i % 32];
2022 strcpy(name, exe_spell(caster_ptr, (j < 1) ? caster_ptr->realm1 : caster_ptr->realm2, i % 32, SPELL_NAME));
2024 if (s_ptr->slevel >= 99)
2026 strcpy(name, _("(判読不能)", "(illegible)"));
2030 ((caster_ptr->spell_forgotten1 & (1L << i))) :
2031 ((caster_ptr->spell_forgotten2 & (1L << (i % 32)))))
2035 else if (!((j < 1) ?
2036 (caster_ptr->spell_learned1 & (1L << i)) :
2037 (caster_ptr->spell_learned2 & (1L << (i % 32)))))
2041 else if (!((j < 1) ?
2042 (caster_ptr->spell_worked1 & (1L << i)) :
2043 (caster_ptr->spell_worked2 & (1L << (i % 32)))))
2048 sprintf(out_val, "%c/%c) %-20.20s",
2049 I2A(n / 8), I2A(n % 8), name);
2052 Term_putstr(x, m[j], -1, a, out_val);
2060 * @brief 呪文の経験値を返す /
2061 * Returns experience of a spell
2062 * @param caster_ptr プレーヤーへの参照ポインタ
2064 * @param use_realm 魔法領域
2067 EXP experience_of_spell(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
2069 if (caster_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
2070 else if (caster_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
2071 else if (use_realm == caster_ptr->realm1) return caster_ptr->spell_exp[spell];
2072 else if (use_realm == caster_ptr->realm2) return caster_ptr->spell_exp[spell + 32];
2078 * @brief 呪文の消費MPを返す /
2079 * Modify mana consumption rate using spell exp and dec_mana
2080 * @param caster_ptr プレーヤーへの参照ポインタ
2081 * @param need_mana 基本消費MP
2086 MANA_POINT mod_need_mana(player_type *caster_ptr, MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
2088 #define MANA_CONST 2400
2090 #define DEC_MANA_DIV 3
2091 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
2093 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(caster_ptr, spell, realm)) + (MANA_CONST - 1);
2094 need_mana *= caster_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
2095 need_mana /= MANA_CONST * MANA_DIV;
2096 if (need_mana < 1) need_mana = 1;
2100 if (caster_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
2112 * @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) /
2113 * Modify spell fail rate
2114 * Using to_m_chance, dec_mana, easy_spell and heavy_spell
2115 * @param caster_ptr プレーヤーへの参照ポインタ
2116 * @param chance 修正前失敗率
2120 PERCENTAGE mod_spell_chance_1(player_type *caster_ptr, PERCENTAGE chance)
2122 chance += caster_ptr->to_m_chance;
2124 if (caster_ptr->heavy_spell) chance += 20;
2126 if (caster_ptr->dec_mana && caster_ptr->easy_spell) chance -= 4;
2127 else if (caster_ptr->easy_spell) chance -= 3;
2128 else if (caster_ptr->dec_mana) chance -= 2;
2135 * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
2136 * Modify spell fail rate
2137 * Using to_m_chance, dec_mana, easy_spell and heavy_spell
2138 * @param caster_ptr プレーヤーへの参照ポインタ
2139 * @param chance 修正前失敗率
2141 * Modify spell fail rate (as "suffix" process)
2142 * Using dec_mana, easy_spell and heavy_spell
2143 * Note: variable "chance" cannot be negative.
2146 PERCENTAGE mod_spell_chance_2(player_type *caster_ptr, PERCENTAGE chance)
2148 if (caster_ptr->dec_mana) chance--;
2149 if (caster_ptr->heavy_spell) chance += 5;
2150 return MAX(chance, 0);
2155 * @brief 呪文の失敗率計算メインルーチン /
2156 * Returns spell chance of failure for spell -RAK-
2157 * @param caster_ptr プレーヤーへの参照ポインタ
2159 * @param use_realm 魔法領域ID
2162 PERCENTAGE spell_chance(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
2164 if (!mp_ptr->spell_book) return 100;
2165 if (use_realm == REALM_HISSATSU) return 0;
2167 const magic_type *s_ptr;
2168 if (!is_magic(use_realm))
2170 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
2174 s_ptr = &mp_ptr->info[use_realm - 1][spell];
2177 PERCENTAGE chance = s_ptr->sfail;
2178 chance -= 3 * (caster_ptr->lev - s_ptr->slevel);
2179 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
2180 if (caster_ptr->riding)
2181 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));
2183 MANA_POINT need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
2184 if (need_mana > caster_ptr->csp)
2186 chance += 5 * (need_mana - caster_ptr->csp);
2189 if ((use_realm != caster_ptr->realm1) && ((caster_ptr->pclass == CLASS_MAGE) || (caster_ptr->pclass == CLASS_PRIEST))) chance += 5;
2191 PERCENTAGE minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
2192 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
2194 if (minfail < 5) minfail = 5;
2197 if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[0]) chance += 25;
2198 if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[1]) chance += 25;
2200 chance = mod_spell_chance_1(caster_ptr, chance);
2201 PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
2205 if ((caster_ptr->align > 50) || (caster_ptr->align < -50)) chance += penalty;
2207 case REALM_LIFE: case REALM_CRUSADE:
2208 if (caster_ptr->align < -20) chance += penalty;
2210 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
2211 if (caster_ptr->align > 20) chance += penalty;
2215 if (chance < minfail) chance = minfail;
2217 if (caster_ptr->stun > 50) chance += 25;
2218 else if (caster_ptr->stun) chance += 15;
2220 if (chance > 95) chance = 95;
2222 if ((use_realm == caster_ptr->realm1) || (use_realm == caster_ptr->realm2)
2223 || (caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
2225 EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
2226 if (exp >= SPELL_EXP_EXPERT) chance--;
2227 if (exp >= SPELL_EXP_MASTER) chance--;
2230 return mod_spell_chance_2(caster_ptr, chance);
2235 * @brief 呪文情報の表示処理 /
2236 * Print a list of spells (for browsing or casting or viewing)
2237 * @param caster_ptr 術者の参照ポインタ
2238 * @param target_spell 呪文ID
2239 * @param spells 表示するスペルID配列の参照ポインタ
2240 * @param num 表示するスペルの数(spellsの要素数)
2241 * @param y 表示メッセージ左上Y座標
2242 * @param x 表示メッセージ左上X座標
2243 * @param use_realm 魔法領域ID
2246 void print_spells(player_type* caster_ptr, SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_LEN y, TERM_LEN x, REALM_IDX use_realm)
2248 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && current_world_ptr->wizard)
2249 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
2253 if (use_realm == REALM_HISSATSU)
2254 strcpy(buf,_(" Lv MP", " Lv SP"));
2256 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
2258 put_str(_("名前", "Name"), y, x + 5);
2259 put_str(buf, y, x + 29);
2262 if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
2263 else if (use_realm == caster_ptr->realm1) increment = 0;
2264 else if (use_realm == caster_ptr->realm2) increment = 32;
2268 const magic_type *s_ptr;
2273 for (i = 0; i < num; i++)
2275 SPELL_IDX spell = spells[i];
2277 if (!is_magic(use_realm))
2279 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
2283 s_ptr = &mp_ptr->info[use_realm - 1][spell];
2286 MANA_POINT need_mana;
2287 if (use_realm == REALM_HISSATSU)
2288 need_mana = s_ptr->smana;
2291 EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
2292 need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
2293 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
2294 else exp_level = spell_exp_level(exp);
2297 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
2298 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
2299 else if (s_ptr->slevel >= 99) max = TRUE;
2300 else if ((caster_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
2302 strncpy(ryakuji, exp_level_str[exp_level], 4);
2307 if (use_menu && target_spell)
2309 if (i == (target_spell-1))
2310 strcpy(out_val, _(" 》 ", " > "));
2312 strcpy(out_val, " ");
2314 else sprintf(out_val, " %c) ", I2A(i));
2316 if (s_ptr->slevel >= 99)
2318 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
2319 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
2323 strcpy(info, exe_spell(caster_ptr, use_realm, spell, SPELL_INFO));
2324 concptr comment = info;
2325 byte line_attr = TERM_WHITE;
2326 if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
2328 if (s_ptr->slevel > caster_ptr->max_plv)
2330 comment = _("未知", "unknown");
2331 line_attr = TERM_L_BLUE;
2333 else if (s_ptr->slevel > caster_ptr->lev)
2335 comment = _("忘却", "forgotten");
2336 line_attr = TERM_YELLOW;
2339 else if ((use_realm != caster_ptr->realm1) && (use_realm != caster_ptr->realm2))
2341 comment = _("未知", "unknown");
2342 line_attr = TERM_L_BLUE;
2344 else if ((use_realm == caster_ptr->realm1) ?
2345 ((caster_ptr->spell_forgotten1 & (1L << spell))) :
2346 ((caster_ptr->spell_forgotten2 & (1L << spell))))
2348 comment = _("忘却", "forgotten");
2349 line_attr = TERM_YELLOW;
2351 else if (!((use_realm == caster_ptr->realm1) ?
2352 (caster_ptr->spell_learned1 & (1L << spell)) :
2353 (caster_ptr->spell_learned2 & (1L << spell))))
2355 comment = _("未知", "unknown");
2356 line_attr = TERM_L_BLUE;
2358 else if (!((use_realm == caster_ptr->realm1) ?
2359 (caster_ptr->spell_worked1 & (1L << spell)) :
2360 (caster_ptr->spell_worked2 & (1L << spell))))
2362 comment = _("未経験", "untried");
2363 line_attr = TERM_L_GREEN;
2366 if (use_realm == REALM_HISSATSU)
2368 strcat(out_val, format("%-25s %2d %4d",
2369 exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), s_ptr->slevel, need_mana));
2373 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
2374 exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), (max ? '!' : ' '), ryakuji,
2375 s_ptr->slevel, need_mana, spell_chance(caster_ptr, spell, use_realm), comment));
2378 c_prt(line_attr, out_val, y + i + 1, x);
2381 prt("", y + i + 1, x);
2386 * @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 /
2387 * Helper function -- return a "nearby" race for polymorphing
2388 * @param floor_ptr 配置するフロアの参照ポインタ
2389 * @param r_idx 基準となるモンスター種族ID
2390 * @return 変更先のモンスター種族ID
2392 * Note that this function is one of the more "dangerous" ones...
2394 static MONRACE_IDX poly_r_idx(player_type *caster_ptr, MONRACE_IDX r_idx)
2396 monster_race *r_ptr = &r_info[r_idx];
2397 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags1 & RF1_QUESTOR))
2400 DEPTH lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
2401 DEPTH lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
2403 for (int i = 0; i < 1000; i++)
2405 r = get_mon_num(caster_ptr, (caster_ptr->current_floor_ptr->dun_level + r_ptr->level) / 2 + 5, 0);
2409 if (r_ptr->flags1 & RF1_UNIQUE) continue;
2410 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
2421 * @brief 指定座標にいるモンスターを変身させる /
2422 * Helper function -- return a "nearby" race for polymorphing
2423 * @param caster_ptr プレーヤーへの参照ポインタ
2426 * @return 実際に変身したらTRUEを返す
2428 bool polymorph_monster(player_type *caster_ptr, POSITION y, POSITION x)
2430 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
2431 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
2432 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
2433 MONRACE_IDX new_r_idx;
2434 MONRACE_IDX old_r_idx = m_ptr->r_idx;
2435 bool targeted = (target_who == g_ptr->m_idx) ? TRUE : FALSE;
2436 bool health_tracked = (caster_ptr->health_who == g_ptr->m_idx) ? TRUE : FALSE;
2438 if (floor_ptr->inside_arena || caster_ptr->phase_out) return FALSE;
2439 if ((caster_ptr->riding == g_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
2441 monster_type back_m = *m_ptr;
2442 new_r_idx = poly_r_idx(caster_ptr, old_r_idx);
2443 if (new_r_idx == old_r_idx) return FALSE;
2445 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
2446 OBJECT_IDX this_o_idx, next_o_idx = 0;
2448 BIT_FLAGS mode = 0L;
2449 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
2450 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
2451 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
2453 m_ptr->hold_o_idx = 0;
2454 delete_monster_idx(caster_ptr, g_ptr->m_idx);
2455 bool polymorphed = FALSE;
2456 if (place_monster_aux(caster_ptr, 0, y, x, new_r_idx, mode))
2458 floor_ptr->m_list[hack_m_idx_ii].nickname = back_m.nickname;
2459 floor_ptr->m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
2460 floor_ptr->m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
2465 if (place_monster_aux(caster_ptr, 0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
2467 floor_ptr->m_list[hack_m_idx_ii] = back_m;
2468 mproc_init(floor_ptr);
2470 else preserve_hold_objects = FALSE;
2473 if (preserve_hold_objects)
2475 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
2477 object_type *o_ptr = &floor_ptr->o_list[this_o_idx];
2478 next_o_idx = o_ptr->next_o_idx;
2479 o_ptr->held_m_idx = hack_m_idx_ii;
2482 else if (back_m.hold_o_idx)
2484 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
2486 next_o_idx = floor_ptr->o_list[this_o_idx].next_o_idx;
2487 delete_object_idx(caster_ptr, this_o_idx);
2491 if (targeted) target_who = hack_m_idx_ii;
2492 if (health_tracked) health_track(caster_ptr, hack_m_idx_ii);
2500 * @param caster_ptr プレーヤーへの参照ポインタ
2501 * @param x テレポート先のX座標
2502 * @param y テレポート先のY座標
2503 * @return 目標に指定通りテレポートできたならばTRUEを返す
2505 static bool dimension_door_aux(player_type *caster_ptr, POSITION x, POSITION y)
2507 PLAYER_LEVEL plev = caster_ptr->lev;
2509 caster_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
2511 if (!cave_player_teleportable_bold(caster_ptr, y, x, TELEPORT_SPONTANEOUS) ||
2512 (distance(y, x, caster_ptr->y, caster_ptr->x) > plev / 2 + 10) ||
2513 (!randint0(plev / 10 + 10)))
2515 caster_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
2516 teleport_player(caster_ptr, (plev + 2) * 2, TELEPORT_PASSIVE);
2520 teleport_player_to(caster_ptr, y, x, TELEPORT_SPONTANEOUS);
2526 * @brief 次元の扉処理のメインルーチン /
2527 * @param caster_ptr プレーヤーへの参照ポインタ
2529 * @return ターンを消費した場合TRUEを返す
2531 bool dimension_door(player_type *caster_ptr)
2534 if (!tgt_pt(caster_ptr, &x, &y)) return FALSE;
2535 if (dimension_door_aux(caster_ptr, x, y)) return TRUE;
2537 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!"));
2543 * @brief 鏡抜け処理のメインルーチン /
2544 * Mirror Master's Dimension Door
2545 * @param caster_ptr プレーヤーへの参照ポインタ
2546 * @return ターンを消費した場合TRUEを返す
2548 bool mirror_tunnel(player_type *caster_ptr)
2550 POSITION x = 0, y = 0;
2551 if (!tgt_pt(caster_ptr, &x, &y)) return FALSE;
2552 if (dimension_door_aux(caster_ptr, x, y)) return TRUE;
2554 msg_print(_("鏡の世界をうまく通れなかった!", "You fail to pass the mirror plane correctly!"));
2561 * @param caster_ptr プレーヤーへの参照ポインタ
2563 * @return ターンを消費した場合TRUEを返す
2565 bool eat_magic(player_type *caster_ptr, int power)
2568 GAME_TEXT o_name[MAX_NLEN];
2570 item_tester_hook = item_tester_hook_recharge;
2572 concptr q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
2573 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.");
2577 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
2578 if (!o_ptr) return FALSE;
2581 k_ptr = &k_info[o_ptr->k_idx];
2582 DEPTH lev = k_info[o_ptr->k_idx].level;
2584 int recharge_strength = 0;
2585 bool is_eating_successful = TRUE;
2586 if (o_ptr->tval == TV_ROD)
2588 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
2589 if (one_in_(recharge_strength))
2591 is_eating_successful = FALSE;
2595 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
2597 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."));
2601 caster_ptr->csp += lev;
2602 o_ptr->timeout += k_ptr->pval;
2608 recharge_strength = (100 + power - lev) / 15;
2609 if (recharge_strength < 0) recharge_strength = 0;
2611 if (one_in_(recharge_strength))
2613 is_eating_successful = FALSE;
2617 if (o_ptr->pval > 0)
2619 caster_ptr->csp += lev / 2;
2622 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
2627 object_copy(q_ptr, o_ptr);
2632 caster_ptr->total_weight -= q_ptr->weight;
2633 item = inven_carry(caster_ptr, q_ptr);
2635 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
2640 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
2643 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
2647 if (is_eating_successful)
2649 return redraw_player(caster_ptr);
2652 if (object_is_fixed_artifact(o_ptr))
2654 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
2655 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);
2656 if (o_ptr->tval == TV_ROD)
2657 o_ptr->timeout = k_ptr->pval * o_ptr->number;
2658 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
2661 return redraw_player(caster_ptr);
2664 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2666 /* Mages recharge objects more safely. */
2667 if (IS_WIZARD_CLASS(caster_ptr))
2669 /* 10% chance to blow up one rod, otherwise draining. */
2670 if (o_ptr->tval == TV_ROD)
2672 if (one_in_(10)) fail_type = 2;
2675 /* 75% chance to blow up one wand, otherwise draining. */
2676 else if (o_ptr->tval == TV_WAND)
2678 if (!one_in_(3)) fail_type = 2;
2681 /* 50% chance to blow up one staff, otherwise no effect. */
2682 else if (o_ptr->tval == TV_STAFF)
2684 if (one_in_(2)) fail_type = 2;
2689 /* All other classes get no special favors. */
2692 /* 33% chance to blow up one rod, otherwise draining. */
2693 if (o_ptr->tval == TV_ROD)
2695 if (one_in_(3)) fail_type = 2;
2698 /* 20% chance of the entire stack, else destroy one wand. */
2699 else if (o_ptr->tval == TV_WAND)
2701 if (one_in_(5)) fail_type = 3;
2704 /* Blow up one staff. */
2705 else if (o_ptr->tval == TV_STAFF)
2713 if (o_ptr->tval == TV_ROD)
2715 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
2716 "You save your rod from destruction, but all charges are lost."), o_name);
2717 o_ptr->timeout = k_ptr->pval * o_ptr->number;
2719 else if (o_ptr->tval == TV_WAND)
2721 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);
2728 if (o_ptr->number > 1)
2730 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);
2731 /* Reduce rod stack maximum timeout, drain wands. */
2732 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
2733 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
2737 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);
2740 vary_item(caster_ptr, item, -1);
2745 if (o_ptr->number > 1)
2746 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);
2748 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2750 vary_item(caster_ptr, item, -999);
2753 return redraw_player(caster_ptr);
2758 * @brief 皆殺し(全方向攻撃)処理
2759 * @param caster_ptr プレーヤーへの参照ポインタ
2762 void massacre(player_type *caster_ptr)
2765 monster_type *m_ptr;
2766 for (DIRECTION dir = 0; dir < 8; dir++)
2768 POSITION y = caster_ptr->y + ddy_ddd[dir];
2769 POSITION x = caster_ptr->x + ddx_ddd[dir];
2770 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
2771 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2772 if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)))
2773 py_attack(caster_ptr, y, x, 0);
2780 * @param caster_ptr プレーヤーへの参照ポインタ
2781 * @return コマンドの入力方向に地形があればTRUE
2783 bool eat_rock(player_type *caster_ptr)
2786 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
2787 POSITION y = caster_ptr->y + ddy[dir];
2788 POSITION x = caster_ptr->x + ddx[dir];
2790 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
2791 feature_type *f_ptr, *mimic_f_ptr;
2792 f_ptr = &f_info[g_ptr->feat];
2793 mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
2795 stop_mouth(caster_ptr);
2796 if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
2798 msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
2800 else if (have_flag(f_ptr->flags, FF_PERMANENT))
2802 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);
2804 else if (g_ptr->m_idx)
2806 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2807 msg_print(_("何かが邪魔しています!", "There's something in the way!"));
2809 if (!m_ptr->ml || !is_pet(m_ptr)) py_attack(caster_ptr, y, x, 0);
2811 else if (have_flag(f_ptr->flags, FF_TREE))
2813 msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
2815 else if (have_flag(f_ptr->flags, FF_GLASS))
2817 msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
2819 else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
2821 (void)set_food(caster_ptr, caster_ptr->food + 3000);
2823 else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
2825 (void)set_food(caster_ptr, caster_ptr->food + 5000);
2829 msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
2830 (void)set_food(caster_ptr, caster_ptr->food + 10000);
2833 cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK);
2834 (void)move_player_effect(caster_ptr, y, x, MPE_DONT_PICKUP);
2839 bool shock_power(player_type *caster_ptr)
2841 int boost = P_PTR_KI;
2842 if (heavy_armor(caster_ptr)) boost /= 2;
2846 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
2848 POSITION y = caster_ptr->y + ddy[dir];
2849 POSITION x = caster_ptr->x + ddx[dir];
2850 PLAYER_LEVEL plev = caster_ptr->lev;
2851 HIT_POINT dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
2852 fire_beam(caster_ptr, GF_MISSILE, dir, dam);
2853 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) return TRUE;
2855 POSITION ty = y, tx = x;
2856 POSITION oy = y, ox = x;
2857 MONSTER_IDX m_idx = caster_ptr->current_floor_ptr->grid_array[y][x].m_idx;
2858 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
2859 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2860 GAME_TEXT m_name[MAX_NLEN];
2861 monster_desc(caster_ptr, m_name, m_ptr, 0);
2863 if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
2865 msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
2869 for (int i = 0; i < 5; i++)
2873 if (is_cave_empty_bold(caster_ptr, y, x))
2884 bool is_shock_successful = ty != oy;
2885 is_shock_successful |= tx != ox;
2886 if (is_shock_successful) return TRUE;
2888 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
2889 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
2890 caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
2894 update_monster(caster_ptr, m_idx, TRUE);
2895 lite_spot(caster_ptr, oy, ox);
2896 lite_spot(caster_ptr, ty, tx);
2898 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2899 caster_ptr->update |= (PU_MON_LITE);
2903 bool fetch_monster(player_type *caster_ptr)
2905 monster_type *m_ptr;
2907 GAME_TEXT m_name[MAX_NLEN];
2913 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
2914 m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
2915 if (!m_idx) return FALSE;
2916 if (m_idx == caster_ptr->riding) return FALSE;
2917 if (!player_has_los_bold(caster_ptr, target_row, target_col)) return FALSE;
2918 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) return FALSE;
2919 m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
2920 monster_desc(caster_ptr, m_name, m_ptr, 0);
2921 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
2922 path_n = project_path(caster_ptr, path_g, MAX_RANGE, target_row, target_col, caster_ptr->y, caster_ptr->x, 0);
2923 ty = target_row, tx = target_col;
2924 for (i = 1; i < path_n; i++)
2926 POSITION ny = GRID_Y(path_g[i]);
2927 POSITION nx = GRID_X(path_g[i]);
2928 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[ny][nx];
2930 if (in_bounds(caster_ptr->current_floor_ptr, ny, nx) && is_cave_empty_bold(caster_ptr, ny, nx) &&
2931 !(g_ptr->info & CAVE_OBJECT) &&
2932 !pattern_tile(caster_ptr->current_floor_ptr, ny, nx))
2938 /* Update the old location */
2939 caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx = 0;
2941 /* Update the new location */
2942 caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
2944 /* Move the monster */
2948 /* Wake the monster up */
2949 (void)set_monster_csleep(caster_ptr, m_idx, 0);
2951 update_monster(caster_ptr, m_idx, TRUE);
2952 lite_spot(caster_ptr, target_row, target_col);
2953 lite_spot(caster_ptr, ty, tx);
2955 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2956 caster_ptr->update |= (PU_MON_LITE);
2960 /* Auto-Recall if possible and visible */
2961 if (!caster_ptr->image) monster_race_track(caster_ptr, m_ptr->ap_r_idx);
2962 health_track(caster_ptr, m_idx);
2969 bool booze(player_type *creature_ptr)
2972 if (creature_ptr->pclass != CLASS_MONK) chg_virtue(creature_ptr, V_HARMONY, -1);
2973 else if (!creature_ptr->resist_conf) creature_ptr->special_attack |= ATTACK_SUIKEN;
2974 if (!creature_ptr->resist_conf && set_confused(creature_ptr, randint0(20) + 15))
2979 if (creature_ptr->resist_chaos)
2984 if (one_in_(2) && set_image(creature_ptr, creature_ptr->image + randint0(150) + 150))
2989 if (one_in_(13) && (creature_ptr->pclass != CLASS_MONK))
2992 if (one_in_(3)) lose_all_info(creature_ptr);
2993 else wiz_dark(creature_ptr);
2994 (void)teleport_player_aux(creature_ptr, 100, FALSE, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2995 wiz_dark(creature_ptr);
2996 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..."));
2997 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!"));
3004 bool detonation(player_type *creature_ptr)
3006 msg_print(_("体の中で激しい爆発が起きた!", "Massive explosions rupture your body!"));
3007 take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(50, 20), _("爆発の薬", "a potion of Detonation"), -1);
3008 (void)set_stun(creature_ptr, creature_ptr->stun + 75);
3009 (void)set_cut(creature_ptr,creature_ptr->cut + 5000);
3014 void blood_curse_to_enemy(player_type *caster_ptr, MONSTER_IDX m_idx)
3016 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
3017 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx];
3018 BIT_FLAGS curse_flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3020 bool is_first_loop = TRUE;
3021 while (is_first_loop || one_in_(5))
3023 is_first_loop = FALSE;
3024 switch (randint1(28))
3029 msg_print(_("地面が揺れた...", "The ground trembles..."));
3030 earthquake(caster_ptr, m_ptr->fy, m_ptr->fx, 4 + randint0(4), 0);
3031 if (!one_in_(6)) break;
3034 case 3: case 4: case 5: case 6:
3037 int extra_dam = damroll(10, 10);
3038 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!"));
3040 project(caster_ptr, 0, 8, m_ptr->fy, m_ptr->fx, extra_dam, GF_MANA, curse_flg, -1);
3041 if (!one_in_(6)) break;
3047 msg_print(_("空間が歪んだ!", "Space warps about you!"));
3049 if (m_ptr->r_idx) teleport_away(caster_ptr, g_ptr->m_idx, damroll(10, 10), TELEPORT_PASSIVE);
3050 if (one_in_(13)) count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
3051 if (!one_in_(6)) break;
3054 case 9: case 10: case 11:
3055 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3056 project(caster_ptr, 0, 7, m_ptr->fy, m_ptr->fx, 50, GF_DISINTEGRATE, curse_flg, -1);
3057 if (!one_in_(6)) break;
3059 case 12: case 13: case 14: case 15: case 16:
3060 aggravate_monsters(caster_ptr, 0);
3061 if (!one_in_(6)) break;
3064 count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
3065 if (!one_in_(6)) break;
3067 case 19: case 20: case 21: case 22:
3069 bool pet = !one_in_(3);
3070 BIT_FLAGS mode = PM_ALLOW_GROUP;
3072 if (pet) mode |= PM_FORCE_PET;
3073 else mode |= (PM_NO_PET | PM_FORCE_FRIENDLY);
3075 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);
3076 if (!one_in_(6)) break;
3079 case 23: case 24: case 25:
3080 if (caster_ptr->hold_exp && (randint0(100) < 75)) break;
3081 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..."));
3083 if (caster_ptr->hold_exp) lose_exp(caster_ptr, caster_ptr->exp / 160);
3084 else lose_exp(caster_ptr, caster_ptr->exp / 16);
3085 if (!one_in_(6)) break;
3087 case 26: case 27: case 28:
3091 for (int i = 0; i < A_MAX; i++)
3093 bool is_first_dec_stat = TRUE;
3094 while (is_first_dec_stat || one_in_(2))
3096 (void)do_dec_stat(caster_ptr, i);
3102 (void)do_dec_stat(caster_ptr, randint0(6));
3113 * @brief クリムゾンを発射する / Fire Crimson, evoluting gun.
3114 @ @param shooter_ptr 射撃を行うクリーチャー参照
3115 * @return キャンセルした場合 false.
3117 * Need to analyze size of the window.
3118 * Need more color coding.
3120 bool fire_crimson(player_type *shooter_ptr)
3123 if (!get_aim_dir(shooter_ptr, &dir)) return FALSE;
3125 POSITION tx = shooter_ptr->x + 99 * ddx[dir];
3126 POSITION ty = shooter_ptr->y + 99 * ddy[dir];
3127 if ((dir == 5) && target_okay(shooter_ptr))
3134 if (shooter_ptr->pclass == CLASS_ARCHER)
3136 if (shooter_ptr->lev >= 10) num++;
3137 if (shooter_ptr->lev >= 30) num++;
3138 if (shooter_ptr->lev >= 45) num++;
3141 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3142 for (int i = 0; i < num; i++)
3143 project(shooter_ptr, 0, shooter_ptr->lev / 20 + 1, ty, tx, shooter_ptr->lev*shooter_ptr->lev * 6 / 50, GF_ROCKET, flg, -1);
3150 * @brief 町間のテレポートを行うメインルーチン
3151 * @param caster_ptr プレーヤーへの参照ポインタ
3152 * @return テレポート処理を決定したか否か
3154 bool tele_town(player_type *caster_ptr)
3156 if (caster_ptr->current_floor_ptr->dun_level)
3158 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!"));
3162 if (caster_ptr->current_floor_ptr->inside_arena || caster_ptr->phase_out)
3164 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3173 for (i = 1; i < max_towns; i++)
3177 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == caster_ptr->town_num) || !(caster_ptr->visit & (1L << (i - 1)))) continue;
3179 sprintf(buf, "%c) %-20s", I2A(i - 1), town_info[i].name);
3186 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3192 prt(_("どこに行きますか:", "Where do you want to go: "), 0, 0);
3203 else if ((i < 'a') || (i > ('a' + max_towns - 2))) continue;
3204 else if (((i - 'a' + 1) == caster_ptr->town_num) || ((i - 'a' + 1) == NO_TOWN) || ((i - 'a' + 1) == SECRET_TOWN) || !(caster_ptr->visit & (1L << (i - 'a')))) continue;
3208 for (POSITION y = 0; y < current_world_ptr->max_wild_y; y++)
3210 for (POSITION x = 0; x < current_world_ptr->max_wild_x; x++)
3212 if (wilderness[y][x].town == (i - 'a' + 1))
3214 caster_ptr->wilderness_y = y;
3215 caster_ptr->wilderness_x = x;
3220 caster_ptr->leaving = TRUE;
3221 caster_ptr->leave_bldg = TRUE;
3222 caster_ptr->teleport_town = TRUE;
3229 * todo 変数名が実態と合っているかどうかは要確認
3230 * テレポート・レベルが効かないモンスターであるかどうかを判定する
3231 * @param caster_ptr プレーヤーへの参照ポインタ
3232 * @param idx テレポート・レベル対象のモンスター
3234 bool is_teleport_level_ineffective(player_type *caster_ptr, MONSTER_IDX idx)
3236 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
3237 bool is_special_floor = floor_ptr->inside_arena || caster_ptr->phase_out ||
3238 (floor_ptr->inside_quest && !random_quest_number(caster_ptr, floor_ptr->dun_level));
3239 bool is_invalid_floor = idx <= 0;
3240 is_invalid_floor &= quest_number(caster_ptr, floor_ptr->dun_level) || (floor_ptr->dun_level >= d_info[caster_ptr->dungeon_idx].maxdepth);
3241 is_invalid_floor &= caster_ptr->current_floor_ptr->dun_level >= 1;
3242 is_invalid_floor &= ironman_downward;
3243 return is_special_floor || is_invalid_floor;
3247 static bool update_player(player_type *caster_ptr)
3249 caster_ptr->update |= PU_COMBINE | PU_REORDER;
3250 caster_ptr->window |= PW_INVEN;
3255 static bool redraw_player(player_type *caster_ptr)
3257 if (caster_ptr->csp > caster_ptr->msp)
3259 caster_ptr->csp = caster_ptr->msp;
3262 caster_ptr->redraw |= PR_MANA;
3263 caster_ptr->update |= PU_COMBINE | PU_REORDER;
3264 caster_ptr->window |= PW_INVEN;