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"
19 #include "main/sound-definitions-table.h"
20 #include "object-ego.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"
41 #include "spells-floor.h"
42 #include "spell/spells-common.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"
66 /*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
69 // todo コピペ感が強くなったので関数化
70 static bool update_player(player_type *caster_ptr);
71 static bool redraw_player(player_type *caster_ptr);
74 * @brief モンスターのテレポートアウェイ処理 /
75 * Teleport a monster, normally up to "dis" grids away.
76 * @param caster_ptr プレーヤーへの参照ポインタ
77 * @param m_idx モンスターID
80 * @return テレポートが実際に行われたらtrue
82 * Attempt to move the monster at least "dis/2" grids away.
83 * But allow variation to prevent infinite loops.
85 bool teleport_away(player_type *caster_ptr, MONSTER_IDX m_idx, POSITION dis, BIT_FLAGS mode)
87 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
88 if (!monster_is_valid(m_ptr)) return FALSE;
90 if ((mode & TELEPORT_DEC_VALOUR) &&
91 (((caster_ptr->chp * 10) / caster_ptr->mhp) > 5) &&
92 (4+randint1(5) < ((caster_ptr->chp * 10) / caster_ptr->mhp)))
94 chg_virtue(caster_ptr, V_VALOUR, -1);
97 POSITION oy = m_ptr->fy;
98 POSITION ox = m_ptr->fx;
99 POSITION min = dis / 2;
101 POSITION ny = 0, nx = 0;
106 if (dis > 200) dis = 200;
108 for (int i = 0; i < 500; i++)
112 ny = rand_spread(oy, dis);
113 nx = rand_spread(ox, dis);
114 POSITION d = distance(oy, ox, ny, nx);
115 if ((d >= min) && (d <= dis)) break;
118 if (!in_bounds(caster_ptr->current_floor_ptr, ny, nx)) continue;
119 if (!cave_monster_teleportable_bold(caster_ptr, m_idx, ny, nx, mode)) continue;
120 if (!(caster_ptr->current_floor_ptr->inside_quest || caster_ptr->current_floor_ptr->inside_arena))
121 if (caster_ptr->current_floor_ptr->grid_array[ny][nx].info & CAVE_ICKY) continue;
129 if (tries > MAX_TRIES) return FALSE;
132 sound(SOUND_TPOTHER);
133 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
134 caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
140 update_monster(caster_ptr, m_idx, TRUE);
141 lite_spot(caster_ptr, oy, ox);
142 lite_spot(caster_ptr, ny, nx);
144 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
145 caster_ptr->update |= (PU_MON_LITE);
152 * @brief モンスターを指定された座標付近にテレポートする /
153 * Teleport monster next to a grid near the given location
154 * @param caster_ptr プレーヤーへの参照ポインタ
155 * @param m_idx モンスターID
158 * @param power テレポート成功確率
162 void teleport_monster_to(player_type *caster_ptr, MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, BIT_FLAGS mode)
164 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
165 if(!m_ptr->r_idx) return;
166 if(randint1(100) > power) return;
168 POSITION ny = m_ptr->fy;
169 POSITION nx = m_ptr->fx;
170 POSITION oy = m_ptr->fy;
171 POSITION ox = m_ptr->fx;
177 while (look && --attempts)
179 if (dis > 200) dis = 200;
181 for (int i = 0; i < 500; i++)
185 ny = rand_spread(ty, dis);
186 nx = rand_spread(tx, dis);
187 int d = distance(ty, tx, ny, nx);
188 if ((d >= min) && (d <= dis)) break;
191 if (!in_bounds(caster_ptr->current_floor_ptr, ny, nx)) continue;
192 if (!cave_monster_teleportable_bold(caster_ptr, m_idx, ny, nx, mode)) continue;
202 if (attempts < 1) return;
204 sound(SOUND_TPOTHER);
205 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
206 caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
211 update_monster(caster_ptr, m_idx, TRUE);
212 lite_spot(caster_ptr, oy, ox);
213 lite_spot(caster_ptr, ny, nx);
215 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
216 caster_ptr->update |= (PU_MON_LITE);
221 * @brief プレイヤーのテレポート先選定と移動処理 /
222 * Teleport the player to a location up to "dis" grids away.
223 * @param creature_ptr プレーヤーへの参照ポインタ
225 * @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
227 * @return 実際にテレポート処理が行われたらtrue
230 * If no such spaces are readily available, the distance may increase.
231 * Try very hard to move the player at least a quarter that distance.
233 * There was a nasty tendency for a long time; which was causing the
234 * player to "bounce" between two or three different spots because
235 * these are the only spots that are "far enough" way to satisfy the
238 * But this tendency is now removed; in the new algorithm, a list of
239 * candidates is selected first, which includes at least 50% of all
240 * floor grids within the distance, and any single grid in this list
241 * of candidates has equal possibility to be choosen as a destination.
244 bool teleport_player_aux(player_type *creature_ptr, POSITION dis, bool is_quantum_effect, BIT_FLAGS mode)
246 if (creature_ptr->wild_mode) return FALSE;
247 if (!is_quantum_effect && creature_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
249 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
253 int candidates_at[MAX_TELEPORT_DISTANCE + 1];
254 for (int i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
255 candidates_at[i] = 0;
257 if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
259 int left = MAX(1, creature_ptr->x - dis);
260 int right = MIN(creature_ptr->current_floor_ptr->width - 2, creature_ptr->x + dis);
261 int top = MAX(1, creature_ptr->y - dis);
262 int bottom = MIN(creature_ptr->current_floor_ptr->height - 2, creature_ptr->y + dis);
263 int total_candidates = 0;
264 for (POSITION y = top; y <= bottom; y++)
266 for (POSITION x = left; x <= right; x++)
268 if (!cave_player_teleportable_bold(creature_ptr, y, x, mode)) continue;
270 int d = distance(creature_ptr->y, creature_ptr->x, y, x);
271 if (d > dis) continue;
278 if (0 == total_candidates) return FALSE;
282 for (cur_candidates = 0; min >= 0; min--)
284 cur_candidates += candidates_at[min];
285 if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
288 int pick = randint1(cur_candidates);
290 /* Search again the choosen location */
292 for (yy = top; yy <= bottom; yy++)
294 for (xx = left; xx <= right; xx++)
296 if (!cave_player_teleportable_bold(creature_ptr, yy, xx, mode)) continue;
298 int d = distance(creature_ptr->y, creature_ptr->x, yy, xx);
299 if (d > dis) continue;
300 if (d < min) continue;
309 if (player_bold(creature_ptr, yy, xx)) return FALSE;
311 sound(SOUND_TELEPORT);
313 if (IS_ECHIZEN(creature_ptr))
314 msg_format("『こっちだぁ、%s』", creature_ptr->name);
316 (void)move_player_effect(creature_ptr, yy, xx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
322 * @brief プレイヤーのテレポート処理メインルーチン
323 * @param creature_ptr プレーヤーへの参照ポインタ
328 void teleport_player(player_type *creature_ptr, POSITION dis, BIT_FLAGS mode)
330 if (!teleport_player_aux(creature_ptr, dis, FALSE, mode)) return;
332 /* Monsters with teleport ability may follow the player */
333 POSITION oy = creature_ptr->y;
334 POSITION ox = creature_ptr->x;
335 for (POSITION xx = -1; xx < 2; xx++)
337 for (POSITION yy = -1; yy < 2; yy++)
339 MONSTER_IDX tmp_m_idx = creature_ptr->current_floor_ptr->grid_array[oy+yy][ox+xx].m_idx;
340 if (tmp_m_idx && (creature_ptr->riding != tmp_m_idx))
345 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[tmp_m_idx];
346 monster_race *r_ptr = &r_info[m_ptr->r_idx];
348 bool is_resistible = (r_ptr->a_ability_flags2 & RF6_TPORT) != 0;
349 is_resistible &= (r_ptr->flagsr & RFR_RES_TELE) == 0;
350 is_resistible &= MON_CSLEEP(m_ptr) == 0;
353 teleport_monster_to(creature_ptr, tmp_m_idx, creature_ptr->y, creature_ptr->x, r_ptr->level, 0L);
361 * @brief プレイヤーのテレポートアウェイ処理 /
362 * @param m_idx アウェイを試みたモンスターID
363 * @param target_ptr プレーヤーへの参照ポインタ
365 * @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
368 void teleport_player_away(MONSTER_IDX m_idx, player_type *target_ptr, POSITION dis, bool is_quantum_effect)
370 if (!teleport_player_aux(target_ptr, dis, TELEPORT_PASSIVE, is_quantum_effect)) return;
372 /* Monsters with teleport ability may follow the player */
373 POSITION oy = target_ptr->y;
374 POSITION ox = target_ptr->x;
375 for (POSITION xx = -1; xx < 2; xx++)
377 for (POSITION yy = -1; yy < 2; yy++)
379 MONSTER_IDX tmp_m_idx = target_ptr->current_floor_ptr->grid_array[oy+yy][ox+xx].m_idx;
380 bool is_teleportable = tmp_m_idx > 0;
381 is_teleportable &= target_ptr->riding != tmp_m_idx;
382 is_teleportable &= m_idx != tmp_m_idx;
383 if (!is_teleportable)
388 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[tmp_m_idx];
389 monster_race *r_ptr = &r_info[m_ptr->r_idx];
391 bool is_resistible = (r_ptr->a_ability_flags2 & RF6_TPORT) != 0;
392 is_resistible &= (r_ptr->flagsr & RFR_RES_TELE) == 0;
393 is_resistible &= MON_CSLEEP(m_ptr) == 0;
396 teleport_monster_to(target_ptr, tmp_m_idx, target_ptr->y, target_ptr->x, r_ptr->level, 0L);
404 * @brief プレイヤーを指定位置近辺にテレポートさせる
405 * Teleport player to a grid near the given location
406 * @param creature_ptr プレーヤーへの参照ポインタ
409 * @param mode オプションフラグ
413 * This function is slightly obsessive about correctness.
414 * This function allows teleporting into vaults (!)
417 void teleport_player_to(player_type *creature_ptr, POSITION ny, POSITION nx, BIT_FLAGS mode)
419 if (creature_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
421 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
425 /* Find a usable location */
427 POSITION dis = 0, ctr = 0;
432 y = (POSITION)rand_spread(ny, dis);
433 x = (POSITION)rand_spread(nx, dis);
434 if (in_bounds(creature_ptr->current_floor_ptr, y, x)) break;
437 bool is_anywhere = current_world_ptr->wizard;
438 is_anywhere &= (mode & TELEPORT_PASSIVE) == 0;
439 is_anywhere &= (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx > 0) ||
440 creature_ptr->current_floor_ptr->grid_array[y][x].m_idx == creature_ptr->riding;
441 if (is_anywhere) break;
443 if (cave_player_teleportable_bold(creature_ptr, y, x, mode)) break;
445 if (++ctr > (4 * dis * dis + 4 * dis + 1))
452 sound(SOUND_TELEPORT);
453 (void)move_player_effect(creature_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
457 void teleport_away_followable(player_type *tracer_ptr, MONSTER_IDX m_idx)
459 monster_type *m_ptr = &tracer_ptr->current_floor_ptr->m_list[m_idx];
460 POSITION oldfy = m_ptr->fy;
461 POSITION oldfx = m_ptr->fx;
462 bool old_ml = m_ptr->ml;
463 POSITION old_cdis = m_ptr->cdis;
465 teleport_away(tracer_ptr, m_idx, MAX_SIGHT * 2 + 5, 0L);
467 bool is_followable = old_ml;
468 is_followable &= old_cdis <= MAX_SIGHT;
469 is_followable &= current_world_ptr->timewalk_m_idx == 0;
470 is_followable &= !tracer_ptr->phase_out;
471 is_followable &= los(tracer_ptr, tracer_ptr->y, tracer_ptr->x, oldfy, oldfx);
472 if (!is_followable) return;
475 if ((tracer_ptr->muta1 & MUT1_VTELEPORT) || (tracer_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
478 BIT_FLAGS flgs[TR_FLAG_SIZE];
482 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
484 o_ptr = &tracer_ptr->inventory_list[i];
485 if (o_ptr->k_idx && !object_is_cursed(o_ptr))
487 object_flags(o_ptr, flgs);
488 if (have_flag(flgs, TR_TELEPORT))
498 if (!get_check_strict(_("ついていきますか?", "Do you follow it? "), CHECK_OKAY_CANCEL))
503 teleport_player(tracer_ptr, 200, TELEPORT_PASSIVE);
504 msg_print(_("失敗!", "Failed!"));
508 teleport_player_to(tracer_ptr, m_ptr->fy, m_ptr->fx, 0L);
511 tracer_ptr->energy_need += ENERGY_NEED();
515 bool teleport_level_other(player_type *caster_ptr)
517 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
518 MONSTER_IDX target_m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
519 if (!target_m_idx) return TRUE;
520 if (!player_has_los_bold(caster_ptr, target_row, target_col)) return TRUE;
521 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) return TRUE;
525 m_ptr = &caster_ptr->current_floor_ptr->m_list[target_m_idx];
526 r_ptr = &r_info[m_ptr->r_idx];
527 GAME_TEXT m_name[MAX_NLEN];
528 monster_desc(caster_ptr, m_name, m_ptr, 0);
529 msg_format(_("%^sの足を指さした。", "You gesture at %^s's feet."), m_name);
531 if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) ||
532 (r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > caster_ptr->lev + randint1(60)))
534 msg_format(_("しかし効果がなかった!", "%^s is unaffected!"), m_name);
538 teleport_level(caster_ptr, target_m_idx);
546 * todo cmd-save.h への依存あり。コールバックで何とかしたい
547 * @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 /
548 * Teleport the player one level up or down (random when legal)
549 * @param creature_ptr プレーヤーへの参照ポインタ
550 * @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.
553 void teleport_level(player_type *creature_ptr, MONSTER_IDX m_idx)
555 GAME_TEXT m_name[160];
559 strcpy(m_name, _("あなた", "you"));
563 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
564 monster_desc(creature_ptr, m_name, m_ptr, 0);
565 see_m = is_seen(m_ptr);
568 if (is_teleport_level_ineffective(creature_ptr, m_idx))
570 if (see_m) msg_print(_("効果がなかった。", "There is no effect."));
574 if ((m_idx <= 0) && creature_ptr->anti_tele)
576 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
581 if (randint0(100) < 50) go_up = TRUE;
584 if ((m_idx <= 0) && current_world_ptr->wizard)
586 if (get_check("Force to go up? ")) go_up = TRUE;
587 else if (get_check("Force to go down? ")) go_up = FALSE;
590 if ((ironman_downward && (m_idx <= 0)) || (creature_ptr->current_floor_ptr->dun_level <= d_info[creature_ptr->dungeon_idx].mindepth))
593 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
595 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
599 if (!creature_ptr->current_floor_ptr->dun_level)
601 creature_ptr->dungeon_idx = ironman_downward ? DUNGEON_ANGBAND : creature_ptr->recall_dungeon;
602 creature_ptr->oldpy = creature_ptr->y;
603 creature_ptr->oldpx = creature_ptr->x;
606 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, 1, NULL);
608 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
610 if (!creature_ptr->current_floor_ptr->dun_level)
612 creature_ptr->current_floor_ptr->dun_level = d_info[creature_ptr->dungeon_idx].mindepth;
613 prepare_change_floor_mode(creature_ptr, CFM_RAND_PLACE);
617 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
620 creature_ptr->leaving = TRUE;
623 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))
626 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
628 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
633 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, -1, NULL);
635 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
637 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
639 leave_quest_check(creature_ptr);
640 creature_ptr->current_floor_ptr->inside_quest = 0;
641 creature_ptr->leaving = TRUE;
647 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
649 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
654 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, -1, NULL);
656 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
658 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
659 creature_ptr->leaving = TRUE;
665 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
667 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
672 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, 1, NULL);
673 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
675 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
676 creature_ptr->leaving = TRUE;
682 sound(SOUND_TPLEVEL);
686 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
687 check_quest_completion(creature_ptr, m_ptr);
688 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
690 char m2_name[MAX_NLEN];
692 monster_desc(creature_ptr, m2_name, m_ptr, MD_INDEF_VISIBLE);
693 exe_write_diary(creature_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
696 delete_monster_idx(creature_ptr, m_idx);
697 sound(SOUND_TPLEVEL);
702 * @brief プレイヤーの帰還発動及び中止処理 /
703 * Recall the player to town or dungeon
704 * @param creature_ptr プレーヤーへの参照ポインタ
705 * @param turns 発動までのターン数
708 bool recall_player(player_type *creature_ptr, TIME_EFFECT turns)
711 * TODO: Recall the player to the last
712 * visited town when in the wilderness
714 if (creature_ptr->current_floor_ptr->inside_arena || ironman_downward)
716 msg_print(_("何も起こらなかった。", "Nothing happens."));
720 bool is_special_floor = creature_ptr->current_floor_ptr->dun_level > 0;
721 is_special_floor &= max_dlv[creature_ptr->dungeon_idx] > creature_ptr->current_floor_ptr->dun_level;
722 is_special_floor &= !creature_ptr->current_floor_ptr->inside_quest;
723 is_special_floor &= !creature_ptr->word_recall;
724 if (is_special_floor)
726 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? ")))
728 max_dlv[creature_ptr->dungeon_idx] = creature_ptr->current_floor_ptr->dun_level;
730 exe_write_diary(creature_ptr, DIARY_TRUMP, creature_ptr->dungeon_idx, _("帰還のときに", "when recalled from dungeon"));
735 if (creature_ptr->word_recall)
737 creature_ptr->word_recall = 0;
738 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
739 creature_ptr->redraw |= (PR_STATUS);
743 if (!creature_ptr->current_floor_ptr->dun_level)
745 DUNGEON_IDX select_dungeon;
746 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
747 if (!select_dungeon) return FALSE;
748 creature_ptr->recall_dungeon = select_dungeon;
751 creature_ptr->word_recall = turns;
752 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
753 creature_ptr->redraw |= (PR_STATUS);
758 bool free_level_recall(player_type *creature_ptr)
760 DUNGEON_IDX select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
761 if (!select_dungeon) return FALSE;
763 DEPTH max_depth = d_info[select_dungeon].maxdepth;
764 if (select_dungeon == DUNGEON_ANGBAND)
766 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
767 else if (quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
770 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? "),
771 d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
777 creature_ptr->word_recall = 1;
778 creature_ptr->recall_dungeon = select_dungeon;
779 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));
781 exe_write_diary(creature_ptr, DIARY_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
783 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
785 creature_ptr->redraw |= PR_STATUS;
792 * @param caster_ptr プレーヤーへの参照ポインタ
793 * @return リセット処理が実際に行われたらTRUEを返す
795 bool reset_recall(player_type *caster_ptr)
797 int select_dungeon, dummy = 0;
801 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
802 if (ironman_downward)
804 msg_print(_("何も起こらなかった。", "Nothing happens."));
808 if (!select_dungeon) return FALSE;
809 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
810 (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
811 sprintf(tmp_val, "%d", (int)MAX(caster_ptr->current_floor_ptr->dun_level, 1));
813 if (!get_string(ppp, tmp_val, 10))
818 dummy = atoi(tmp_val);
819 if (dummy < 1) dummy = 1;
820 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
821 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
823 max_dlv[select_dungeon] = dummy;
826 exe_write_diary(caster_ptr, DIARY_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
828 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);
830 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
837 * @brief プレイヤーの装備劣化処理 /
838 * Apply disenchantment to the player's stuff
839 * @param target_ptr プレーヤーへの参照ポインタ
840 * @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
841 * @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 /
842 * Return "TRUE" if the player notices anything
844 bool apply_disenchant(player_type *target_ptr, BIT_FLAGS mode)
849 case 1: t = INVEN_RARM; break;
850 case 2: t = INVEN_LARM; break;
851 case 3: t = INVEN_BOW; break;
852 case 4: t = INVEN_BODY; break;
853 case 5: t = INVEN_OUTER; break;
854 case 6: t = INVEN_HEAD; break;
855 case 7: t = INVEN_HANDS; break;
856 case 8: t = INVEN_FEET; break;
860 o_ptr = &target_ptr->inventory_list[t];
861 if (!o_ptr->k_idx) return FALSE;
863 if (!object_is_weapon_armour_ammo(o_ptr))
866 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
871 GAME_TEXT o_name[MAX_NLEN];
872 object_desc(target_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
873 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
876 msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
878 msg_format("Your %s (%c) resist%s disenchantment!", o_name, index_to_label(t),
879 ((o_ptr->number != 1) ? "" : "s"));
884 int to_h = o_ptr->to_h;
885 int to_d = o_ptr->to_d;
886 int to_a = o_ptr->to_a;
887 int pval = o_ptr->pval;
889 if (o_ptr->to_h > 0) o_ptr->to_h--;
890 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
892 if (o_ptr->to_d > 0) o_ptr->to_d--;
893 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
895 if (o_ptr->to_a > 0) o_ptr->to_a--;
896 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
898 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
900 bool is_actually_disenchanted = to_h != o_ptr->to_h;
901 is_actually_disenchanted |= to_d != o_ptr->to_d;
902 is_actually_disenchanted |= to_a != o_ptr->to_a;
903 is_actually_disenchanted |= pval != o_ptr->pval;
904 if (!is_actually_disenchanted) return TRUE;
907 msg_format("%s(%c)は劣化してしまった!", o_name, index_to_label(t));
909 msg_format("Your %s (%c) %s disenchanted!", o_name, index_to_label(t),
910 ((o_ptr->number != 1) ? "were" : "was"));
912 chg_virtue(target_ptr, V_HARMONY, 1);
913 chg_virtue(target_ptr, V_ENCHANT, -2);
914 target_ptr->update |= (PU_BONUS);
915 target_ptr->window |= (PW_EQUIP | PW_PLAYER);
917 calc_android_exp(target_ptr);
923 * @brief 虚無招来によるフロア中の全壁除去処理 /
924 * Vanish all walls in this floor
925 * @param caster_ptr プレーヤーへの参照ポインタ
926 * @params caster_ptr 術者の参照ポインタ
927 * @return 実際に処理が反映された場合TRUE
929 bool vanish_dungeon(player_type *caster_ptr)
931 bool is_special_floor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
932 is_special_floor |= !caster_ptr->current_floor_ptr->dun_level;
933 if (is_special_floor) return FALSE;
938 GAME_TEXT m_name[MAX_NLEN];
939 for (POSITION y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++)
941 for (POSITION x = 1; x < caster_ptr->current_floor_ptr->width - 1; x++)
943 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
945 f_ptr = &f_info[g_ptr->feat];
946 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
947 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
948 if (g_ptr->m_idx && MON_CSLEEP(m_ptr))
950 (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
953 monster_desc(caster_ptr, m_name, m_ptr, 0);
954 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
958 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(caster_ptr, y, x, FF_HURT_DISI);
962 for (POSITION x = 0; x < caster_ptr->current_floor_ptr->width; x++)
964 g_ptr = &caster_ptr->current_floor_ptr->grid_array[0][x];
965 f_ptr = &f_info[g_ptr->mimic];
966 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
968 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
970 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
971 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
974 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->current_floor_ptr->height - 1][x];
975 f_ptr = &f_info[g_ptr->mimic];
976 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
978 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
980 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
981 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
985 /* Special boundary walls -- Left and right */
986 for (POSITION y = 1; y < (caster_ptr->current_floor_ptr->height - 1); y++)
988 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][0];
989 f_ptr = &f_info[g_ptr->mimic];
990 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
992 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
994 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
995 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
998 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][caster_ptr->current_floor_ptr->width - 1];
999 f_ptr = &f_info[g_ptr->mimic];
1000 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1002 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1004 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
1005 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
1009 caster_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1010 caster_ptr->redraw |= (PR_MAP);
1011 caster_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1018 * @param caster_ptr プレーヤーへの参照ポインタ
1021 * Sorry, it becomes not (void)...
1023 void call_the_void(player_type *caster_ptr)
1026 bool do_call = TRUE;
1027 for (int i = 0; i < 9; i++)
1029 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->y + ddy_ddd[i]][caster_ptr->x + ddx_ddd[i]];
1031 if (!cave_have_flag_grid(g_ptr, FF_PROJECT))
1033 if (!g_ptr->mimic || !have_flag(f_info[g_ptr->mimic].flags, FF_PROJECT) ||
1034 !permanent_wall(&f_info[g_ptr->feat]))
1044 for (int i = 1; i < 10; i++)
1046 if (i - 5) fire_ball(caster_ptr, GF_ROCKET, i, 175, 2);
1049 for (int i = 1; i < 10; i++)
1051 if (i - 5) fire_ball(caster_ptr, GF_MANA, i, 175, 3);
1054 for (int i = 1; i < 10; i++)
1056 if (i - 5) fire_ball(caster_ptr, GF_NUKE, i, 175, 4);
1062 bool is_special_fllor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
1063 is_special_fllor |= !caster_ptr->current_floor_ptr->dun_level;
1064 if (is_special_fllor)
1066 msg_print(_("地面が揺れた。", "The ground trembles."));
1071 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
1072 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
1074 msg_format("You %s the %s too close to a wall!",
1075 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1076 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1078 msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
1082 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."));
1083 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1087 if (destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 15 + caster_ptr->lev + randint0(11), FALSE))
1088 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
1090 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
1091 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1096 * @brief アイテム引き寄せ処理 /
1097 * Fetch an item (teleport it right underneath the caster)
1098 * @param caster_ptr プレーヤーへの参照ポインタ
1099 * @param dir 魔法の発動方向
1101 * @param require_los 射線の通りを要求するならばTRUE
1104 void fetch(player_type *caster_ptr, DIRECTION dir, WEIGHT wgt, bool require_los)
1108 GAME_TEXT o_name[MAX_NLEN];
1110 if (caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx)
1112 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."));
1117 if (dir == 5 && target_okay(caster_ptr))
1122 if (distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE)
1124 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!"));
1128 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
1131 msg_print(_("そこには何もありません。", "There is no object at this place."));
1135 if (g_ptr->info & CAVE_ICKY)
1137 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."));
1143 if (!player_has_los_bold(caster_ptr, ty, tx))
1145 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."));
1148 else if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, ty, tx))
1150 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
1159 bool is_first_loop = TRUE;
1160 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
1161 while (is_first_loop || !g_ptr->o_idx)
1163 is_first_loop = FALSE;
1166 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
1168 if ((distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE) ||
1169 !cave_have_flag_bold(caster_ptr->current_floor_ptr, ty, tx, FF_PROJECT)) return;
1173 o_ptr = &caster_ptr->current_floor_ptr->o_list[g_ptr->o_idx];
1174 if (o_ptr->weight > wgt)
1176 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
1180 OBJECT_IDX i = g_ptr->o_idx;
1181 g_ptr->o_idx = o_ptr->next_o_idx;
1182 caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx = i; /* 'move' it */
1184 o_ptr->next_o_idx = 0;
1185 o_ptr->iy = caster_ptr->y;
1186 o_ptr->ix = caster_ptr->x;
1188 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1189 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);
1191 note_spot(caster_ptr, caster_ptr->y, caster_ptr->x);
1192 caster_ptr->redraw |= PR_MAP;
1198 * @param caster_ptr プレーヤーへの参照ポインタ
1201 void reserve_alter_reality(player_type *caster_ptr)
1203 if (caster_ptr->current_floor_ptr->inside_arena || ironman_downward)
1205 msg_print(_("何も起こらなかった。", "Nothing happens."));
1209 if (caster_ptr->alter_reality)
1211 caster_ptr->alter_reality = 0;
1212 msg_print(_("景色が元に戻った...", "The view around you returns to normal..."));
1213 caster_ptr->redraw |= PR_STATUS;
1217 TIME_EFFECT turns = randint0(21) + 15;
1218 caster_ptr->alter_reality = turns;
1219 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
1220 caster_ptr->redraw |= PR_STATUS;
1225 * @brief 全所持アイテム鑑定処理 /
1226 * Identify everything being carried.
1227 * Done by a potion of "self knowledge".
1228 * @param target_ptr プレーヤーへの参照ポインタ
1231 void identify_pack(player_type *target_ptr)
1233 for (INVENTORY_IDX i = 0; i < INVEN_TOTAL; i++)
1235 object_type *o_ptr = &target_ptr->inventory_list[i];
1236 if (!o_ptr->k_idx) continue;
1238 identify_item(target_ptr, o_ptr);
1239 autopick_alter_item(target_ptr, i, FALSE);
1246 * Removes curses from items in inventory
1247 * @param creature_ptr プレーヤーへの参照ポインタ
1248 * @param all 軽い呪いまでの解除ならば0
1249 * @return 解呪されたアイテムの数
1252 * Note that Items which are "Perma-Cursed" (The One Ring,
1253 * The Crown of Morgoth) can NEVER be uncursed.
1255 * Note that if "all" is FALSE, then Items which are
1256 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1257 * will not be uncursed.
1260 static int remove_curse_aux(player_type *creature_ptr, int all)
1263 for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
1265 object_type *o_ptr = &creature_ptr->inventory_list[i];
1266 if (!o_ptr->k_idx) continue;
1267 if (!object_is_cursed(o_ptr)) continue;
1268 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1269 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1271 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1275 o_ptr->curse_flags = 0L;
1276 o_ptr->ident |= (IDENT_SENSE);
1277 o_ptr->feeling = FEEL_NONE;
1279 creature_ptr->update |= (PU_BONUS);
1280 creature_ptr->window |= (PW_EQUIP);
1285 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."));
1292 * @brief 装備の軽い呪い解呪処理 /
1293 * Remove most curses
1294 * @param caster_ptr プレーヤーへの参照ポインタ
1295 * @return 解呪に成功した装備数
1297 int remove_curse(player_type *caster_ptr)
1299 return remove_curse_aux(caster_ptr, FALSE);
1304 * @brief 装備の重い呪い解呪処理 /
1306 * @return 解呪に成功した装備数
1308 int remove_all_curse(player_type *caster_ptr)
1310 return remove_curse_aux(caster_ptr, TRUE);
1315 * @brief アイテムの価値に応じた錬金術処理 /
1316 * Turns an object into gold, gain some of its value in a shop
1317 * @param caster_ptr プレーヤーへの参照ポインタ
1318 * @return 処理が実際に行われたらTRUEを返す
1320 bool alchemy(player_type *caster_ptr)
1323 if (command_arg > 0) force = TRUE;
1325 concptr q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
1326 concptr s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
1329 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1330 if (!o_ptr) return FALSE;
1333 if (o_ptr->number > 1)
1335 amt = get_quantity(NULL, o_ptr->number);
1336 if (amt <= 0) return FALSE;
1339 ITEM_NUMBER old_number = o_ptr->number;
1340 o_ptr->number = amt;
1341 GAME_TEXT o_name[MAX_NLEN];
1342 object_desc(caster_ptr, o_name, o_ptr, 0);
1343 o_ptr->number = old_number;
1347 if (confirm_destroy || (object_value(o_ptr) > 0))
1349 char out_val[MAX_NLEN + 40];
1350 sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
1351 if (!get_check(out_val)) return FALSE;
1355 if (!can_player_destroy_object(o_ptr))
1357 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);
1361 PRICE price = object_value_real(o_ptr);
1364 msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
1365 vary_item(caster_ptr, item, -amt);
1371 if (amt > 1) price *= amt;
1373 if (price > 30000) price = 30000;
1374 msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
1376 caster_ptr->au += price;
1377 caster_ptr->redraw |= PR_GOLD;
1378 caster_ptr->window |= PW_PLAYER;
1379 vary_item(caster_ptr, item, -amt);
1385 * @brief アーティファクト生成の巻物処理 /
1386 * @param caster_ptr プレーヤーへの参照ポインタ
1387 * @return 生成が実際に試みられたらTRUEを返す
1389 bool artifact_scroll(player_type *caster_ptr)
1391 item_tester_hook = item_tester_hook_nameless_weapon_armour;
1393 concptr q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
1394 concptr s = _("強化できるアイテムがない。", "You have nothing to enchant.");
1397 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1398 if (!o_ptr) return FALSE;
1400 GAME_TEXT o_name[MAX_NLEN];
1401 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1403 msg_format("%s は眩い光を発した!",o_name);
1405 msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
1409 if (object_is_artifact(o_ptr))
1412 msg_format("%sは既に伝説のアイテムです!", o_name );
1414 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
1418 else if (object_is_ego(o_ptr))
1421 msg_format("%sは既に名のあるアイテムです!", o_name );
1423 msg_format("The %s %s already %s!",
1424 o_name, ((o_ptr->number > 1) ? "are" : "is"),
1425 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
1429 else if (o_ptr->xtra3)
1432 msg_format("%sは既に強化されています!", o_name );
1434 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"),
1435 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
1440 if (o_ptr->number > 1)
1442 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!"));
1444 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
1446 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
1451 inven_item_increase(caster_ptr, item, 1 - (o_ptr->number));
1455 floor_item_increase(caster_ptr->current_floor_ptr, 0 - item, 1 - (o_ptr->number));
1459 okay = become_random_artifact(caster_ptr, o_ptr, TRUE);
1464 if (flush_failure) flush();
1465 msg_print(_("強化に失敗した。", "The enchantment failed."));
1466 if (one_in_(3)) chg_virtue(caster_ptr, V_ENCHANT, -1);
1467 calc_android_exp(caster_ptr);
1471 if (record_rand_art)
1473 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1474 exe_write_diary(caster_ptr, DIARY_ART_SCROLL, 0, o_name);
1477 chg_virtue(caster_ptr, V_ENCHANT, 1);
1478 calc_android_exp(caster_ptr);
1485 * Identify an object
1486 * @param owner_ptr プレーヤーへの参照ポインタ
1487 * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
1488 * @return 実際に鑑定できたらTRUEを返す
1490 bool identify_item(player_type *owner_ptr, object_type *o_ptr)
1492 GAME_TEXT o_name[MAX_NLEN];
1493 object_desc(owner_ptr, o_name, o_ptr, 0);
1495 bool old_known = FALSE;
1496 if (o_ptr->ident & IDENT_KNOWN)
1499 if (!OBJECT_IS_FULL_KNOWN(o_ptr))
1501 if (object_is_artifact(o_ptr) || one_in_(5))
1502 chg_virtue(owner_ptr, V_KNOWLEDGE, 1);
1505 object_aware(owner_ptr, o_ptr);
1506 object_known(o_ptr);
1507 o_ptr->marked |= OM_TOUCHED;
1509 owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
1510 owner_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1512 strcpy(record_o_name, o_name);
1513 record_turn = current_world_ptr->game_turn;
1515 object_desc(owner_ptr, o_name, o_ptr, OD_NAME_ONLY);
1517 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
1518 exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
1519 if(record_rand_art && !old_known && o_ptr->art_name)
1520 exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
1527 * @brief アイテム鑑定のメインルーチン処理 /
1528 * Identify an object in the inventory (or on the floor)
1529 * @param caster_ptr プレーヤーへの参照ポインタ
1530 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1531 * @return 実際に鑑定を行ったならばTRUEを返す
1533 * This routine does *not* automatically combine objects.
1534 * Returns TRUE if something was identified, else FALSE.
1536 bool ident_spell(player_type *caster_ptr, bool only_equip)
1539 item_tester_hook = item_tester_hook_identify_weapon_armour;
1541 item_tester_hook = item_tester_hook_identify;
1544 if (can_get_item(caster_ptr, item_tester_tval))
1546 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
1551 item_tester_hook = object_is_weapon_armour_ammo;
1553 item_tester_hook = NULL;
1555 q = _("すべて鑑定済みです。 ", "All items are identified. ");
1558 concptr s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
1561 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1562 if (!o_ptr) return FALSE;
1564 bool old_known = identify_item(caster_ptr, o_ptr);
1566 GAME_TEXT o_name[MAX_NLEN];
1567 object_desc(caster_ptr, o_name, o_ptr, 0);
1568 if (item >= INVEN_RARM)
1570 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
1574 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
1578 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
1581 autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
1587 * @brief アイテム凡庸化のメインルーチン処理 /
1588 * Identify an object in the inventory (or on the floor)
1589 * @param owner_ptr プレーヤーへの参照ポインタ
1590 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1591 * @return 実際に凡庸化をを行ったならばTRUEを返す
1594 * Mundanify an object in the inventory (or on the floor)
1595 * This routine does *not* automatically combine objects.
1596 * Returns TRUE if something was mundanified, else FALSE.
1599 bool mundane_spell(player_type *owner_ptr, bool only_equip)
1601 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
1605 concptr q = _("どれを使いますか?", "Use which item? ");
1606 concptr s = _("使えるものがありません。", "You have nothing you can use.");
1608 o_ptr = choose_object(owner_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1609 if (!o_ptr) return FALSE;
1611 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
1612 POSITION iy = o_ptr->iy;
1613 POSITION ix = o_ptr->ix;
1614 OBJECT_IDX next_o_idx = o_ptr->next_o_idx;
1615 byte marked = o_ptr->marked;
1616 WEIGHT weight = o_ptr->number * o_ptr->weight;
1617 u16b inscription = o_ptr->inscription;
1619 object_prep(o_ptr, o_ptr->k_idx);
1623 o_ptr->next_o_idx = next_o_idx;
1624 o_ptr->marked = marked;
1625 o_ptr->inscription = inscription;
1626 if (item >= 0) owner_ptr->total_weight += (o_ptr->weight - weight);
1628 calc_android_exp(owner_ptr);
1634 * @brief アイテム*鑑定*のメインルーチン処理 /
1635 * Identify an object in the inventory (or on the floor)
1636 * @param caster_ptr プレーヤーへの参照ポインタ
1637 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1638 * @return 実際に鑑定を行ったならばTRUEを返す
1640 * Fully "identify" an object in the inventory -BEN-
1641 * This routine returns TRUE if an item was identified.
1643 bool identify_fully(player_type *caster_ptr, bool only_equip)
1646 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
1648 item_tester_hook = item_tester_hook_identify_fully;
1651 if (can_get_item(caster_ptr, item_tester_tval))
1653 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
1658 item_tester_hook = object_is_weapon_armour_ammo;
1660 item_tester_hook = NULL;
1662 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
1665 concptr s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
1669 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1670 if (!o_ptr) return FALSE;
1672 bool old_known = identify_item(caster_ptr, o_ptr);
1674 o_ptr->ident |= (IDENT_FULL_KNOWN);
1675 handle_stuff(caster_ptr);
1677 GAME_TEXT o_name[MAX_NLEN];
1678 object_desc(caster_ptr, o_name, o_ptr, 0);
1679 if (item >= INVEN_RARM)
1681 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
1685 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
1689 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
1692 (void)screen_object(caster_ptr, o_ptr, 0L);
1693 autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
1700 * Recharge a wand/staff/rod from the pack or on the floor.
1701 * This function has been rewritten in Oangband and ZAngband.
1702 * @param caster_ptr プレーヤーへの参照ポインタ
1703 * @param power 充填パワー
1704 * @return ターン消費を要する処理まで進んだらTRUEを返す
1706 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
1707 * Chaos -- Arcane Binding --> recharge(90)
1709 * Scroll of recharging --> recharge(130)
1710 * Artifact activation/Thingol --> recharge(130)
1712 * It is harder to recharge high level, and highly charged wands,
1713 * staffs, and rods. The more wands in a stack, the more easily and
1714 * strongly they recharge. Staffs, however, each get fewer charges if
1717 * Beware of "sliding index errors".
1719 bool recharge(player_type *caster_ptr, int power)
1721 item_tester_hook = item_tester_hook_recharge;
1722 concptr q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
1723 concptr s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
1727 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1728 if (!o_ptr) return FALSE;
1731 k_ptr = &k_info[o_ptr->k_idx];
1732 DEPTH lev = k_info[o_ptr->k_idx].level;
1734 TIME_EFFECT recharge_amount;
1735 int recharge_strength;
1736 bool is_recharge_successful = TRUE;
1737 if (o_ptr->tval == TV_ROD)
1739 recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
1740 if (one_in_(recharge_strength))
1742 is_recharge_successful = FALSE;
1746 recharge_amount = (power * damroll(3, 2));
1747 if (o_ptr->timeout > recharge_amount)
1748 o_ptr->timeout -= recharge_amount;
1755 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
1756 recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
1757 else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
1759 if (recharge_strength < 0) recharge_strength = 0;
1761 if (one_in_(recharge_strength))
1763 is_recharge_successful = FALSE;
1767 recharge_amount = randint1(1 + k_ptr->pval / 2);
1768 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
1771 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
1772 if (recharge_amount < 1) recharge_amount = 1;
1773 if (recharge_amount > 12) recharge_amount = 12;
1776 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
1778 recharge_amount /= (TIME_EFFECT)o_ptr->number;
1779 if (recharge_amount < 1) recharge_amount = 1;
1782 o_ptr->pval += recharge_amount;
1783 o_ptr->ident &= ~(IDENT_KNOWN);
1784 o_ptr->ident &= ~(IDENT_EMPTY);
1788 if (!is_recharge_successful)
1790 return update_player(caster_ptr);
1794 GAME_TEXT o_name[MAX_NLEN];
1795 if (object_is_fixed_artifact(o_ptr))
1797 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1798 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);
1799 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
1800 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
1801 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
1803 return update_player(caster_ptr);
1806 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1808 if (IS_WIZARD_CLASS(caster_ptr) || caster_ptr->pclass == CLASS_MAGIC_EATER || caster_ptr->pclass == CLASS_BLUE_MAGE)
1810 /* 10% chance to blow up one rod, otherwise draining. */
1811 if (o_ptr->tval == TV_ROD)
1813 if (one_in_(10)) fail_type = 2;
1816 /* 75% chance to blow up one wand, otherwise draining. */
1817 else if (o_ptr->tval == TV_WAND)
1819 if (!one_in_(3)) fail_type = 2;
1822 /* 50% chance to blow up one staff, otherwise no effect. */
1823 else if (o_ptr->tval == TV_STAFF)
1825 if (one_in_(2)) fail_type = 2;
1831 /* 33% chance to blow up one rod, otherwise draining. */
1832 if (o_ptr->tval == TV_ROD)
1834 if (one_in_(3)) fail_type = 2;
1837 /* 20% chance of the entire stack, else destroy one wand. */
1838 else if (o_ptr->tval == TV_WAND)
1840 if (one_in_(5)) fail_type = 3;
1843 /* Blow up one staff. */
1844 else if (o_ptr->tval == TV_STAFF)
1852 if (o_ptr->tval == TV_ROD)
1854 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!"));
1856 if (o_ptr->timeout < 10000)
1857 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
1859 else if (o_ptr->tval == TV_WAND)
1861 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);
1868 if (o_ptr->number > 1)
1869 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);
1871 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
1873 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
1874 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
1876 vary_item(caster_ptr, item, -1);
1881 if (o_ptr->number > 1)
1882 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);
1884 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
1886 vary_item(caster_ptr, item, -999);
1889 return update_player(caster_ptr);
1894 * @brief クリーチャー全既知呪文を表示する /
1895 * Hack -- Display all known spells in a window
1896 * @param caster_ptr 術者の参照ポインタ
1899 * Need to analyze size of the window.
1900 * Need more color coding.
1902 void display_spell_list(player_type *caster_ptr)
1906 const magic_type *s_ptr;
1907 GAME_TEXT name[MAX_NLEN];
1912 if (caster_ptr->pclass == CLASS_SORCERER) return;
1913 if (caster_ptr->pclass == CLASS_RED_MAGE) return;
1914 if (caster_ptr->pclass == CLASS_SNIPER)
1916 display_snipe_list(caster_ptr);
1920 if ((caster_ptr->pclass == CLASS_MINDCRAFTER) ||
1921 (caster_ptr->pclass == CLASS_BERSERKER) ||
1922 (caster_ptr->pclass == CLASS_NINJA) ||
1923 (caster_ptr->pclass == CLASS_MIRROR_MASTER) ||
1924 (caster_ptr->pclass == CLASS_FORCETRAINER))
1926 PERCENTAGE minfail = 0;
1927 PLAYER_LEVEL plev = caster_ptr->lev;
1928 PERCENTAGE chance = 0;
1933 bool use_hp = FALSE;
1939 put_str(_("名前", "Name"), y, x + 5);
1940 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
1942 switch(caster_ptr->pclass)
1944 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
1945 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
1946 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
1947 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1948 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
1949 default: use_mind = 0;break;
1952 for (int i = 0; i < MAX_MIND_POWERS; i++)
1954 byte a = TERM_WHITE;
1955 spell = mind_powers[use_mind].info[i];
1956 if (spell.min_lev > plev) break;
1958 chance = spell.fail;
1959 chance -= 3 * (caster_ptr->lev - spell.min_lev);
1960 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1963 if (spell.mana_cost > caster_ptr->csp)
1965 chance += 5 * (spell.mana_cost - caster_ptr->csp);
1971 if (spell.mana_cost > caster_ptr->chp)
1978 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
1979 if (chance < minfail) chance = minfail;
1981 if (caster_ptr->stun > 50) chance += 25;
1982 else if (caster_ptr->stun) chance += 15;
1984 if (chance > 95) chance = 95;
1986 mindcraft_info(caster_ptr, comment, use_mind, i);
1987 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
1989 spell.min_lev, spell.mana_cost, chance, comment);
1991 Term_putstr(x, y + i + 1, -1, a, psi_desc);
1997 if (REALM_NONE == caster_ptr->realm1) return;
1999 for (int j = 0; j < ((caster_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
2002 y = (j < 3) ? 0 : (m[j - 3] + 2);
2005 for (int i = 0; i < 32; i++)
2007 byte a = TERM_WHITE;
2009 if (!is_magic((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2))
2011 s_ptr = &technic_info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - MIN_TECHNIC][i % 32];
2015 s_ptr = &mp_ptr->info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - 1][i % 32];
2018 strcpy(name, exe_spell(caster_ptr, (j < 1) ? caster_ptr->realm1 : caster_ptr->realm2, i % 32, SPELL_NAME));
2020 if (s_ptr->slevel >= 99)
2022 strcpy(name, _("(判読不能)", "(illegible)"));
2026 ((caster_ptr->spell_forgotten1 & (1L << i))) :
2027 ((caster_ptr->spell_forgotten2 & (1L << (i % 32)))))
2031 else if (!((j < 1) ?
2032 (caster_ptr->spell_learned1 & (1L << i)) :
2033 (caster_ptr->spell_learned2 & (1L << (i % 32)))))
2037 else if (!((j < 1) ?
2038 (caster_ptr->spell_worked1 & (1L << i)) :
2039 (caster_ptr->spell_worked2 & (1L << (i % 32)))))
2044 sprintf(out_val, "%c/%c) %-20.20s",
2045 I2A(n / 8), I2A(n % 8), name);
2048 Term_putstr(x, m[j], -1, a, out_val);
2056 * @brief 呪文の経験値を返す /
2057 * Returns experience of a spell
2058 * @param caster_ptr プレーヤーへの参照ポインタ
2060 * @param use_realm 魔法領域
2063 EXP experience_of_spell(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
2065 if (caster_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
2066 else if (caster_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
2067 else if (use_realm == caster_ptr->realm1) return caster_ptr->spell_exp[spell];
2068 else if (use_realm == caster_ptr->realm2) return caster_ptr->spell_exp[spell + 32];
2074 * @brief 呪文の消費MPを返す /
2075 * Modify mana consumption rate using spell exp and dec_mana
2076 * @param caster_ptr プレーヤーへの参照ポインタ
2077 * @param need_mana 基本消費MP
2082 MANA_POINT mod_need_mana(player_type *caster_ptr, MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
2084 #define MANA_CONST 2400
2086 #define DEC_MANA_DIV 3
2087 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
2089 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(caster_ptr, spell, realm)) + (MANA_CONST - 1);
2090 need_mana *= caster_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
2091 need_mana /= MANA_CONST * MANA_DIV;
2092 if (need_mana < 1) need_mana = 1;
2096 if (caster_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
2108 * @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) /
2109 * Modify spell fail rate
2110 * Using to_m_chance, dec_mana, easy_spell and heavy_spell
2111 * @param caster_ptr プレーヤーへの参照ポインタ
2112 * @param chance 修正前失敗率
2116 PERCENTAGE mod_spell_chance_1(player_type *caster_ptr, PERCENTAGE chance)
2118 chance += caster_ptr->to_m_chance;
2120 if (caster_ptr->heavy_spell) chance += 20;
2122 if (caster_ptr->dec_mana && caster_ptr->easy_spell) chance -= 4;
2123 else if (caster_ptr->easy_spell) chance -= 3;
2124 else if (caster_ptr->dec_mana) chance -= 2;
2131 * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
2132 * Modify spell fail rate
2133 * Using to_m_chance, dec_mana, easy_spell and heavy_spell
2134 * @param caster_ptr プレーヤーへの参照ポインタ
2135 * @param chance 修正前失敗率
2137 * Modify spell fail rate (as "suffix" process)
2138 * Using dec_mana, easy_spell and heavy_spell
2139 * Note: variable "chance" cannot be negative.
2142 PERCENTAGE mod_spell_chance_2(player_type *caster_ptr, PERCENTAGE chance)
2144 if (caster_ptr->dec_mana) chance--;
2145 if (caster_ptr->heavy_spell) chance += 5;
2146 return MAX(chance, 0);
2151 * @brief 呪文の失敗率計算メインルーチン /
2152 * Returns spell chance of failure for spell -RAK-
2153 * @param caster_ptr プレーヤーへの参照ポインタ
2155 * @param use_realm 魔法領域ID
2158 PERCENTAGE spell_chance(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
2160 if (!mp_ptr->spell_book) return 100;
2161 if (use_realm == REALM_HISSATSU) return 0;
2163 const magic_type *s_ptr;
2164 if (!is_magic(use_realm))
2166 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
2170 s_ptr = &mp_ptr->info[use_realm - 1][spell];
2173 PERCENTAGE chance = s_ptr->sfail;
2174 chance -= 3 * (caster_ptr->lev - s_ptr->slevel);
2175 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
2176 if (caster_ptr->riding)
2177 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));
2179 MANA_POINT need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
2180 if (need_mana > caster_ptr->csp)
2182 chance += 5 * (need_mana - caster_ptr->csp);
2185 if ((use_realm != caster_ptr->realm1) && ((caster_ptr->pclass == CLASS_MAGE) || (caster_ptr->pclass == CLASS_PRIEST))) chance += 5;
2187 PERCENTAGE minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
2188 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
2190 if (minfail < 5) minfail = 5;
2193 if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[0]) chance += 25;
2194 if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[1]) chance += 25;
2196 chance = mod_spell_chance_1(caster_ptr, chance);
2197 PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
2201 if ((caster_ptr->align > 50) || (caster_ptr->align < -50)) chance += penalty;
2203 case REALM_LIFE: case REALM_CRUSADE:
2204 if (caster_ptr->align < -20) chance += penalty;
2206 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
2207 if (caster_ptr->align > 20) chance += penalty;
2211 if (chance < minfail) chance = minfail;
2213 if (caster_ptr->stun > 50) chance += 25;
2214 else if (caster_ptr->stun) chance += 15;
2216 if (chance > 95) chance = 95;
2218 if ((use_realm == caster_ptr->realm1) || (use_realm == caster_ptr->realm2)
2219 || (caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
2221 EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
2222 if (exp >= SPELL_EXP_EXPERT) chance--;
2223 if (exp >= SPELL_EXP_MASTER) chance--;
2226 return mod_spell_chance_2(caster_ptr, chance);
2231 * @brief 呪文情報の表示処理 /
2232 * Print a list of spells (for browsing or casting or viewing)
2233 * @param caster_ptr 術者の参照ポインタ
2234 * @param target_spell 呪文ID
2235 * @param spells 表示するスペルID配列の参照ポインタ
2236 * @param num 表示するスペルの数(spellsの要素数)
2237 * @param y 表示メッセージ左上Y座標
2238 * @param x 表示メッセージ左上X座標
2239 * @param use_realm 魔法領域ID
2242 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)
2244 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && current_world_ptr->wizard)
2245 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
2249 if (use_realm == REALM_HISSATSU)
2250 strcpy(buf,_(" Lv MP", " Lv SP"));
2252 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
2254 put_str(_("名前", "Name"), y, x + 5);
2255 put_str(buf, y, x + 29);
2258 if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
2259 else if (use_realm == caster_ptr->realm1) increment = 0;
2260 else if (use_realm == caster_ptr->realm2) increment = 32;
2264 const magic_type *s_ptr;
2269 for (i = 0; i < num; i++)
2271 SPELL_IDX spell = spells[i];
2273 if (!is_magic(use_realm))
2275 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
2279 s_ptr = &mp_ptr->info[use_realm - 1][spell];
2282 MANA_POINT need_mana;
2283 if (use_realm == REALM_HISSATSU)
2284 need_mana = s_ptr->smana;
2287 EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
2288 need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
2289 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
2290 else exp_level = spell_exp_level(exp);
2293 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
2294 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
2295 else if (s_ptr->slevel >= 99) max = TRUE;
2296 else if ((caster_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
2298 strncpy(ryakuji, exp_level_str[exp_level], 4);
2303 if (use_menu && target_spell)
2305 if (i == (target_spell-1))
2306 strcpy(out_val, _(" 》 ", " > "));
2308 strcpy(out_val, " ");
2310 else sprintf(out_val, " %c) ", I2A(i));
2312 if (s_ptr->slevel >= 99)
2314 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
2315 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
2319 strcpy(info, exe_spell(caster_ptr, use_realm, spell, SPELL_INFO));
2320 concptr comment = info;
2321 byte line_attr = TERM_WHITE;
2322 if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
2324 if (s_ptr->slevel > caster_ptr->max_plv)
2326 comment = _("未知", "unknown");
2327 line_attr = TERM_L_BLUE;
2329 else if (s_ptr->slevel > caster_ptr->lev)
2331 comment = _("忘却", "forgotten");
2332 line_attr = TERM_YELLOW;
2335 else if ((use_realm != caster_ptr->realm1) && (use_realm != caster_ptr->realm2))
2337 comment = _("未知", "unknown");
2338 line_attr = TERM_L_BLUE;
2340 else if ((use_realm == caster_ptr->realm1) ?
2341 ((caster_ptr->spell_forgotten1 & (1L << spell))) :
2342 ((caster_ptr->spell_forgotten2 & (1L << spell))))
2344 comment = _("忘却", "forgotten");
2345 line_attr = TERM_YELLOW;
2347 else if (!((use_realm == caster_ptr->realm1) ?
2348 (caster_ptr->spell_learned1 & (1L << spell)) :
2349 (caster_ptr->spell_learned2 & (1L << spell))))
2351 comment = _("未知", "unknown");
2352 line_attr = TERM_L_BLUE;
2354 else if (!((use_realm == caster_ptr->realm1) ?
2355 (caster_ptr->spell_worked1 & (1L << spell)) :
2356 (caster_ptr->spell_worked2 & (1L << spell))))
2358 comment = _("未経験", "untried");
2359 line_attr = TERM_L_GREEN;
2362 if (use_realm == REALM_HISSATSU)
2364 strcat(out_val, format("%-25s %2d %4d",
2365 exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), s_ptr->slevel, need_mana));
2369 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
2370 exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), (max ? '!' : ' '), ryakuji,
2371 s_ptr->slevel, need_mana, spell_chance(caster_ptr, spell, use_realm), comment));
2374 c_prt(line_attr, out_val, y + i + 1, x);
2377 prt("", y + i + 1, x);
2382 * @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 /
2383 * Helper function -- return a "nearby" race for polymorphing
2384 * @param floor_ptr 配置するフロアの参照ポインタ
2385 * @param r_idx 基準となるモンスター種族ID
2386 * @return 変更先のモンスター種族ID
2388 * Note that this function is one of the more "dangerous" ones...
2390 static MONRACE_IDX poly_r_idx(player_type *caster_ptr, MONRACE_IDX r_idx)
2392 monster_race *r_ptr = &r_info[r_idx];
2393 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags1 & RF1_QUESTOR))
2396 DEPTH lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
2397 DEPTH lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
2399 for (int i = 0; i < 1000; i++)
2401 r = get_mon_num(caster_ptr, (caster_ptr->current_floor_ptr->dun_level + r_ptr->level) / 2 + 5, 0);
2405 if (r_ptr->flags1 & RF1_UNIQUE) continue;
2406 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
2417 * @brief 指定座標にいるモンスターを変身させる /
2418 * Helper function -- return a "nearby" race for polymorphing
2419 * @param caster_ptr プレーヤーへの参照ポインタ
2422 * @return 実際に変身したらTRUEを返す
2424 bool polymorph_monster(player_type *caster_ptr, POSITION y, POSITION x)
2426 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
2427 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
2428 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
2429 MONRACE_IDX new_r_idx;
2430 MONRACE_IDX old_r_idx = m_ptr->r_idx;
2431 bool targeted = (target_who == g_ptr->m_idx) ? TRUE : FALSE;
2432 bool health_tracked = (caster_ptr->health_who == g_ptr->m_idx) ? TRUE : FALSE;
2434 if (floor_ptr->inside_arena || caster_ptr->phase_out) return FALSE;
2435 if ((caster_ptr->riding == g_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
2437 monster_type back_m = *m_ptr;
2438 new_r_idx = poly_r_idx(caster_ptr, old_r_idx);
2439 if (new_r_idx == old_r_idx) return FALSE;
2441 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
2442 OBJECT_IDX this_o_idx, next_o_idx = 0;
2444 BIT_FLAGS mode = 0L;
2445 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
2446 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
2447 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
2449 m_ptr->hold_o_idx = 0;
2450 delete_monster_idx(caster_ptr, g_ptr->m_idx);
2451 bool polymorphed = FALSE;
2452 if (place_monster_aux(caster_ptr, 0, y, x, new_r_idx, mode))
2454 floor_ptr->m_list[hack_m_idx_ii].nickname = back_m.nickname;
2455 floor_ptr->m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
2456 floor_ptr->m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
2461 if (place_monster_aux(caster_ptr, 0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
2463 floor_ptr->m_list[hack_m_idx_ii] = back_m;
2464 mproc_init(floor_ptr);
2466 else preserve_hold_objects = FALSE;
2469 if (preserve_hold_objects)
2471 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
2473 object_type *o_ptr = &floor_ptr->o_list[this_o_idx];
2474 next_o_idx = o_ptr->next_o_idx;
2475 o_ptr->held_m_idx = hack_m_idx_ii;
2478 else if (back_m.hold_o_idx)
2480 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
2482 next_o_idx = floor_ptr->o_list[this_o_idx].next_o_idx;
2483 delete_object_idx(caster_ptr, this_o_idx);
2487 if (targeted) target_who = hack_m_idx_ii;
2488 if (health_tracked) health_track(caster_ptr, hack_m_idx_ii);
2496 * @param caster_ptr プレーヤーへの参照ポインタ
2497 * @param x テレポート先のX座標
2498 * @param y テレポート先のY座標
2499 * @return 目標に指定通りテレポートできたならばTRUEを返す
2501 static bool dimension_door_aux(player_type *caster_ptr, POSITION x, POSITION y)
2503 PLAYER_LEVEL plev = caster_ptr->lev;
2505 caster_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
2507 if (!cave_player_teleportable_bold(caster_ptr, y, x, 0L) ||
2508 (distance(y, x, caster_ptr->y, caster_ptr->x) > plev / 2 + 10) ||
2509 (!randint0(plev / 10 + 10)))
2511 caster_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
2512 teleport_player(caster_ptr, (plev + 2) * 2, TELEPORT_PASSIVE);
2516 teleport_player_to(caster_ptr, y, x, 0L);
2522 * @brief 次元の扉処理のメインルーチン /
2523 * @param caster_ptr プレーヤーへの参照ポインタ
2525 * @return ターンを消費した場合TRUEを返す
2527 bool dimension_door(player_type *caster_ptr)
2530 if (!tgt_pt(caster_ptr, &x, &y)) return FALSE;
2531 if (dimension_door_aux(caster_ptr, x, y)) return TRUE;
2533 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!"));
2539 * @brief 鏡抜け処理のメインルーチン /
2540 * Mirror Master's Dimension Door
2541 * @param caster_ptr プレーヤーへの参照ポインタ
2542 * @return ターンを消費した場合TRUEを返す
2544 bool mirror_tunnel(player_type *caster_ptr)
2546 POSITION x = 0, y = 0;
2547 if (!tgt_pt(caster_ptr, &x, &y)) return FALSE;
2548 if (dimension_door_aux(caster_ptr, x, y)) return TRUE;
2550 msg_print(_("鏡の世界をうまく通れなかった!", "You fail to pass the mirror plane correctly!"));
2557 * @param caster_ptr プレーヤーへの参照ポインタ
2559 * @return ターンを消費した場合TRUEを返す
2561 bool eat_magic(player_type *caster_ptr, int power)
2564 GAME_TEXT o_name[MAX_NLEN];
2566 item_tester_hook = item_tester_hook_recharge;
2568 concptr q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
2569 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.");
2573 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
2574 if (!o_ptr) return FALSE;
2577 k_ptr = &k_info[o_ptr->k_idx];
2578 DEPTH lev = k_info[o_ptr->k_idx].level;
2580 int recharge_strength = 0;
2581 bool is_eating_successful = TRUE;
2582 if (o_ptr->tval == TV_ROD)
2584 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
2585 if (one_in_(recharge_strength))
2587 is_eating_successful = FALSE;
2591 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
2593 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."));
2597 caster_ptr->csp += lev;
2598 o_ptr->timeout += k_ptr->pval;
2604 recharge_strength = (100 + power - lev) / 15;
2605 if (recharge_strength < 0) recharge_strength = 0;
2607 if (one_in_(recharge_strength))
2609 is_eating_successful = FALSE;
2613 if (o_ptr->pval > 0)
2615 caster_ptr->csp += lev / 2;
2618 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
2623 object_copy(q_ptr, o_ptr);
2628 caster_ptr->total_weight -= q_ptr->weight;
2629 item = inven_carry(caster_ptr, q_ptr);
2631 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
2636 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
2639 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
2643 if (is_eating_successful)
2645 return redraw_player(caster_ptr);
2648 if (object_is_fixed_artifact(o_ptr))
2650 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
2651 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);
2652 if (o_ptr->tval == TV_ROD)
2653 o_ptr->timeout = k_ptr->pval * o_ptr->number;
2654 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
2657 return redraw_player(caster_ptr);
2660 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2662 /* Mages recharge objects more safely. */
2663 if (IS_WIZARD_CLASS(caster_ptr))
2665 /* 10% chance to blow up one rod, otherwise draining. */
2666 if (o_ptr->tval == TV_ROD)
2668 if (one_in_(10)) fail_type = 2;
2671 /* 75% chance to blow up one wand, otherwise draining. */
2672 else if (o_ptr->tval == TV_WAND)
2674 if (!one_in_(3)) fail_type = 2;
2677 /* 50% chance to blow up one staff, otherwise no effect. */
2678 else if (o_ptr->tval == TV_STAFF)
2680 if (one_in_(2)) fail_type = 2;
2685 /* All other classes get no special favors. */
2688 /* 33% chance to blow up one rod, otherwise draining. */
2689 if (o_ptr->tval == TV_ROD)
2691 if (one_in_(3)) fail_type = 2;
2694 /* 20% chance of the entire stack, else destroy one wand. */
2695 else if (o_ptr->tval == TV_WAND)
2697 if (one_in_(5)) fail_type = 3;
2700 /* Blow up one staff. */
2701 else if (o_ptr->tval == TV_STAFF)
2709 if (o_ptr->tval == TV_ROD)
2711 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
2712 "You save your rod from destruction, but all charges are lost."), o_name);
2713 o_ptr->timeout = k_ptr->pval * o_ptr->number;
2715 else if (o_ptr->tval == TV_WAND)
2717 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);
2724 if (o_ptr->number > 1)
2726 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);
2727 /* Reduce rod stack maximum timeout, drain wands. */
2728 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
2729 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
2733 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);
2736 vary_item(caster_ptr, item, -1);
2741 if (o_ptr->number > 1)
2742 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);
2744 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2746 vary_item(caster_ptr, item, -999);
2749 return redraw_player(caster_ptr);
2754 * @brief 皆殺し(全方向攻撃)処理
2755 * @param caster_ptr プレーヤーへの参照ポインタ
2758 void massacre(player_type *caster_ptr)
2761 monster_type *m_ptr;
2762 for (DIRECTION dir = 0; dir < 8; dir++)
2764 POSITION y = caster_ptr->y + ddy_ddd[dir];
2765 POSITION x = caster_ptr->x + ddx_ddd[dir];
2766 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
2767 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2768 if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)))
2769 py_attack(caster_ptr, y, x, 0);
2776 * @param caster_ptr プレーヤーへの参照ポインタ
2777 * @return コマンドの入力方向に地形があればTRUE
2779 bool eat_rock(player_type *caster_ptr)
2782 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
2783 POSITION y = caster_ptr->y + ddy[dir];
2784 POSITION x = caster_ptr->x + ddx[dir];
2786 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
2787 feature_type *f_ptr, *mimic_f_ptr;
2788 f_ptr = &f_info[g_ptr->feat];
2789 mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
2791 stop_mouth(caster_ptr);
2792 if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
2794 msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
2796 else if (have_flag(f_ptr->flags, FF_PERMANENT))
2798 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);
2800 else if (g_ptr->m_idx)
2802 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2803 msg_print(_("何かが邪魔しています!", "There's something in the way!"));
2805 if (!m_ptr->ml || !is_pet(m_ptr)) py_attack(caster_ptr, y, x, 0);
2807 else if (have_flag(f_ptr->flags, FF_TREE))
2809 msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
2811 else if (have_flag(f_ptr->flags, FF_GLASS))
2813 msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
2815 else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
2817 (void)set_food(caster_ptr, caster_ptr->food + 3000);
2819 else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
2821 (void)set_food(caster_ptr, caster_ptr->food + 5000);
2825 msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
2826 (void)set_food(caster_ptr, caster_ptr->food + 10000);
2829 cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK);
2830 (void)move_player_effect(caster_ptr, y, x, MPE_DONT_PICKUP);
2835 bool shock_power(player_type *caster_ptr)
2837 int boost = P_PTR_KI;
2838 if (heavy_armor(caster_ptr)) boost /= 2;
2842 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
2844 POSITION y = caster_ptr->y + ddy[dir];
2845 POSITION x = caster_ptr->x + ddx[dir];
2846 PLAYER_LEVEL plev = caster_ptr->lev;
2847 HIT_POINT dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
2848 fire_beam(caster_ptr, GF_MISSILE, dir, dam);
2849 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) return TRUE;
2851 POSITION ty = y, tx = x;
2852 POSITION oy = y, ox = x;
2853 MONSTER_IDX m_idx = caster_ptr->current_floor_ptr->grid_array[y][x].m_idx;
2854 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
2855 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2856 GAME_TEXT m_name[MAX_NLEN];
2857 monster_desc(caster_ptr, m_name, m_ptr, 0);
2859 if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
2861 msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
2865 for (int i = 0; i < 5; i++)
2869 if (is_cave_empty_bold(caster_ptr, y, x))
2880 bool is_shock_successful = ty != oy;
2881 is_shock_successful |= tx != ox;
2882 if (is_shock_successful) return TRUE;
2884 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
2885 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
2886 caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
2890 update_monster(caster_ptr, m_idx, TRUE);
2891 lite_spot(caster_ptr, oy, ox);
2892 lite_spot(caster_ptr, ty, tx);
2894 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2895 caster_ptr->update |= (PU_MON_LITE);
2899 bool fetch_monster(player_type *caster_ptr)
2901 monster_type *m_ptr;
2903 GAME_TEXT m_name[MAX_NLEN];
2909 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
2910 m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
2911 if (!m_idx) return FALSE;
2912 if (m_idx == caster_ptr->riding) return FALSE;
2913 if (!player_has_los_bold(caster_ptr, target_row, target_col)) return FALSE;
2914 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) return FALSE;
2915 m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
2916 monster_desc(caster_ptr, m_name, m_ptr, 0);
2917 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
2918 path_n = project_path(caster_ptr, path_g, MAX_RANGE, target_row, target_col, caster_ptr->y, caster_ptr->x, 0);
2919 ty = target_row, tx = target_col;
2920 for (i = 1; i < path_n; i++)
2922 POSITION ny = GRID_Y(path_g[i]);
2923 POSITION nx = GRID_X(path_g[i]);
2924 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[ny][nx];
2926 if (in_bounds(caster_ptr->current_floor_ptr, ny, nx) && is_cave_empty_bold(caster_ptr, ny, nx) &&
2927 !(g_ptr->info & CAVE_OBJECT) &&
2928 !pattern_tile(caster_ptr->current_floor_ptr, ny, nx))
2934 /* Update the old location */
2935 caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx = 0;
2937 /* Update the new location */
2938 caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
2940 /* Move the monster */
2944 /* Wake the monster up */
2945 (void)set_monster_csleep(caster_ptr, m_idx, 0);
2947 update_monster(caster_ptr, m_idx, TRUE);
2948 lite_spot(caster_ptr, target_row, target_col);
2949 lite_spot(caster_ptr, ty, tx);
2951 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2952 caster_ptr->update |= (PU_MON_LITE);
2956 /* Auto-Recall if possible and visible */
2957 if (!caster_ptr->image) monster_race_track(caster_ptr, m_ptr->ap_r_idx);
2958 health_track(caster_ptr, m_idx);
2965 bool booze(player_type *creature_ptr)
2968 if (creature_ptr->pclass != CLASS_MONK) chg_virtue(creature_ptr, V_HARMONY, -1);
2969 else if (!creature_ptr->resist_conf) creature_ptr->special_attack |= ATTACK_SUIKEN;
2970 if (!creature_ptr->resist_conf && set_confused(creature_ptr, randint0(20) + 15))
2975 if (creature_ptr->resist_chaos)
2980 if (one_in_(2) && set_image(creature_ptr, creature_ptr->image + randint0(150) + 150))
2985 if (one_in_(13) && (creature_ptr->pclass != CLASS_MONK))
2988 if (one_in_(3)) lose_all_info(creature_ptr);
2989 else wiz_dark(creature_ptr);
2990 (void)teleport_player_aux(creature_ptr, 100, FALSE, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2991 wiz_dark(creature_ptr);
2992 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..."));
2993 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!"));
3000 bool detonation(player_type *creature_ptr)
3002 msg_print(_("体の中で激しい爆発が起きた!", "Massive explosions rupture your body!"));
3003 take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(50, 20), _("爆発の薬", "a potion of Detonation"), -1);
3004 (void)set_stun(creature_ptr, creature_ptr->stun + 75);
3005 (void)set_cut(creature_ptr,creature_ptr->cut + 5000);
3010 void blood_curse_to_enemy(player_type *caster_ptr, MONSTER_IDX m_idx)
3012 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
3013 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx];
3014 BIT_FLAGS curse_flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3016 bool is_first_loop = TRUE;
3017 while (is_first_loop || one_in_(5))
3019 is_first_loop = FALSE;
3020 switch (randint1(28))
3025 msg_print(_("地面が揺れた...", "The ground trembles..."));
3026 earthquake(caster_ptr, m_ptr->fy, m_ptr->fx, 4 + randint0(4), 0);
3027 if (!one_in_(6)) break;
3030 case 3: case 4: case 5: case 6:
3033 int extra_dam = damroll(10, 10);
3034 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!"));
3036 project(caster_ptr, 0, 8, m_ptr->fy, m_ptr->fx, extra_dam, GF_MANA, curse_flg, -1);
3037 if (!one_in_(6)) break;
3043 msg_print(_("空間が歪んだ!", "Space warps about you!"));
3045 if (m_ptr->r_idx) teleport_away(caster_ptr, g_ptr->m_idx, damroll(10, 10), TELEPORT_PASSIVE);
3046 if (one_in_(13)) count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
3047 if (!one_in_(6)) break;
3050 case 9: case 10: case 11:
3051 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3052 project(caster_ptr, 0, 7, m_ptr->fy, m_ptr->fx, 50, GF_DISINTEGRATE, curse_flg, -1);
3053 if (!one_in_(6)) break;
3055 case 12: case 13: case 14: case 15: case 16:
3056 aggravate_monsters(caster_ptr, 0);
3057 if (!one_in_(6)) break;
3060 count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
3061 if (!one_in_(6)) break;
3063 case 19: case 20: case 21: case 22:
3065 bool pet = !one_in_(3);
3066 BIT_FLAGS mode = PM_ALLOW_GROUP;
3068 if (pet) mode |= PM_FORCE_PET;
3069 else mode |= (PM_NO_PET | PM_FORCE_FRIENDLY);
3071 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);
3072 if (!one_in_(6)) break;
3075 case 23: case 24: case 25:
3076 if (caster_ptr->hold_exp && (randint0(100) < 75)) break;
3077 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..."));
3079 if (caster_ptr->hold_exp) lose_exp(caster_ptr, caster_ptr->exp / 160);
3080 else lose_exp(caster_ptr, caster_ptr->exp / 16);
3081 if (!one_in_(6)) break;
3083 case 26: case 27: case 28:
3087 for (int i = 0; i < A_MAX; i++)
3089 bool is_first_dec_stat = TRUE;
3090 while (is_first_dec_stat || one_in_(2))
3092 (void)do_dec_stat(caster_ptr, i);
3098 (void)do_dec_stat(caster_ptr, randint0(6));
3109 * @brief クリムゾンを発射する / Fire Crimson, evoluting gun.
3110 @ @param shooter_ptr 射撃を行うクリーチャー参照
3111 * @return キャンセルした場合 false.
3113 * Need to analyze size of the window.
3114 * Need more color coding.
3116 bool fire_crimson(player_type *shooter_ptr)
3119 if (!get_aim_dir(shooter_ptr, &dir)) return FALSE;
3121 POSITION tx = shooter_ptr->x + 99 * ddx[dir];
3122 POSITION ty = shooter_ptr->y + 99 * ddy[dir];
3123 if ((dir == 5) && target_okay(shooter_ptr))
3130 if (shooter_ptr->pclass == CLASS_ARCHER)
3132 if (shooter_ptr->lev >= 10) num++;
3133 if (shooter_ptr->lev >= 30) num++;
3134 if (shooter_ptr->lev >= 45) num++;
3137 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3138 for (int i = 0; i < num; i++)
3139 project(shooter_ptr, 0, shooter_ptr->lev / 20 + 1, ty, tx, shooter_ptr->lev*shooter_ptr->lev * 6 / 50, GF_ROCKET, flg, -1);
3146 * @brief 町間のテレポートを行うメインルーチン
3147 * @param caster_ptr プレーヤーへの参照ポインタ
3148 * @return テレポート処理を決定したか否か
3150 bool tele_town(player_type *caster_ptr)
3152 if (caster_ptr->current_floor_ptr->dun_level)
3154 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!"));
3158 if (caster_ptr->current_floor_ptr->inside_arena || caster_ptr->phase_out)
3160 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3169 for (i = 1; i < max_towns; i++)
3173 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == caster_ptr->town_num) || !(caster_ptr->visit & (1L << (i - 1)))) continue;
3175 sprintf(buf, "%c) %-20s", I2A(i - 1), town_info[i].name);
3182 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3188 prt(_("どこに行きますか:", "Where do you want to go: "), 0, 0);
3199 else if ((i < 'a') || (i > ('a' + max_towns - 2))) continue;
3200 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;
3204 for (POSITION y = 0; y < current_world_ptr->max_wild_y; y++)
3206 for (POSITION x = 0; x < current_world_ptr->max_wild_x; x++)
3208 if (wilderness[y][x].town == (i - 'a' + 1))
3210 caster_ptr->wilderness_y = y;
3211 caster_ptr->wilderness_x = x;
3216 caster_ptr->leaving = TRUE;
3217 caster_ptr->leave_bldg = TRUE;
3218 caster_ptr->teleport_town = TRUE;
3225 * todo 変数名が実態と合っているかどうかは要確認
3226 * 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
3227 * @param caster_ptr プレーヤーへの参照ポインタ
3228 * @param idx テレポート・レベル対象のモンスター
3230 bool is_teleport_level_ineffective(player_type *caster_ptr, MONSTER_IDX idx)
3232 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
3233 bool is_special_floor = floor_ptr->inside_arena || caster_ptr->phase_out ||
3234 (floor_ptr->inside_quest && !random_quest_number(caster_ptr, floor_ptr->dun_level));
3235 bool is_invalid_floor = idx <= 0;
3236 is_invalid_floor &= quest_number(caster_ptr, floor_ptr->dun_level) || (floor_ptr->dun_level >= d_info[caster_ptr->dungeon_idx].maxdepth);
3237 is_invalid_floor &= caster_ptr->current_floor_ptr->dun_level >= 1;
3238 is_invalid_floor &= ironman_downward;
3239 return is_special_floor || is_invalid_floor;
3243 static bool update_player(player_type *caster_ptr)
3245 caster_ptr->update |= PU_COMBINE | PU_REORDER;
3246 caster_ptr->window |= PW_INVEN;
3251 static bool redraw_player(player_type *caster_ptr)
3253 if (caster_ptr->csp > caster_ptr->msp)
3255 caster_ptr->csp = caster_ptr->msp;
3258 caster_ptr->redraw |= PR_MANA;
3259 caster_ptr->update |= PU_COMBINE | PU_REORDER;
3260 caster_ptr->window |= PW_INVEN;