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.
19 #include "object-ego.h"
25 #include "floor-town.h"
26 #include "object-boost.h"
27 #include "object-flavor.h"
28 #include "object-hook.h"
30 #include "player-move.h"
31 #include "player-status.h"
32 #include "player-class.h"
33 #include "player-damage.h"
34 #include "player-inventory.h"
35 #include "spells-summon.h"
40 #include "spells-floor.h"
42 #include "monster-process.h"
43 #include "monster-status.h"
44 #include "monster-spell.h"
45 #include "cmd-spell.h"
48 #include "floor-save.h"
50 #include "player-effects.h"
51 #include "player-skill.h"
52 #include "player-personality.h"
53 #include "view-mainwindow.h"
57 #include "objectkind.h"
59 #include "targeting.h"
61 /*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
64 // todo コピペ感が強くなったので関数化
65 static bool update_player(player_type *caster_ptr);
66 static bool redraw_player(player_type *caster_ptr);
69 * @brief モンスターのテレポートアウェイ処理 /
70 * Teleport a monster, normally up to "dis" grids away.
71 * @param caster_ptr プレーヤーへの参照ポインタ
72 * @param m_idx モンスターID
75 * @return テレポートが実際に行われたらtrue
77 * Attempt to move the monster at least "dis/2" grids away.
78 * But allow variation to prevent infinite loops.
80 bool teleport_away(player_type *caster_ptr, MONSTER_IDX m_idx, POSITION dis, BIT_FLAGS mode)
82 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
83 if (!monster_is_valid(m_ptr)) return FALSE;
85 if ((mode & TELEPORT_DEC_VALOUR) &&
86 (((caster_ptr->chp * 10) / caster_ptr->mhp) > 5) &&
87 (4+randint1(5) < ((caster_ptr->chp * 10) / caster_ptr->mhp)))
89 chg_virtue(caster_ptr, V_VALOUR, -1);
92 POSITION oy = m_ptr->fy;
93 POSITION ox = m_ptr->fx;
94 POSITION min = dis / 2;
96 POSITION ny = 0, nx = 0;
101 if (dis > 200) dis = 200;
103 for (int i = 0; i < 500; i++)
107 ny = rand_spread(oy, dis);
108 nx = rand_spread(ox, dis);
109 POSITION d = distance(oy, ox, ny, nx);
110 if ((d >= min) && (d <= dis)) break;
113 if (!in_bounds(caster_ptr->current_floor_ptr, ny, nx)) continue;
114 if (!cave_monster_teleportable_bold(caster_ptr, m_idx, ny, nx, mode)) continue;
115 if (!(caster_ptr->current_floor_ptr->inside_quest || caster_ptr->current_floor_ptr->inside_arena))
116 if (caster_ptr->current_floor_ptr->grid_array[ny][nx].info & CAVE_ICKY) continue;
124 if (tries > MAX_TRIES) return FALSE;
127 sound(SOUND_TPOTHER);
128 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
129 caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
135 update_monster(caster_ptr, m_idx, TRUE);
136 lite_spot(caster_ptr, oy, ox);
137 lite_spot(caster_ptr, ny, nx);
139 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
140 caster_ptr->update |= (PU_MON_LITE);
147 * @brief モンスターを指定された座標付近にテレポートする /
148 * Teleport monster next to a grid near the given location
149 * @param caster_ptr プレーヤーへの参照ポインタ
150 * @param m_idx モンスターID
153 * @param power テレポート成功確率
157 void teleport_monster_to(player_type *caster_ptr, MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, BIT_FLAGS mode)
159 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
160 if(!m_ptr->r_idx) return;
161 if(randint1(100) > power) return;
163 POSITION ny = m_ptr->fy;
164 POSITION nx = m_ptr->fx;
165 POSITION oy = m_ptr->fy;
166 POSITION ox = m_ptr->fx;
172 while (look && --attempts)
174 if (dis > 200) dis = 200;
176 for (int i = 0; i < 500; i++)
180 ny = rand_spread(ty, dis);
181 nx = rand_spread(tx, dis);
182 int d = distance(ty, tx, ny, nx);
183 if ((d >= min) && (d <= dis)) break;
186 if (!in_bounds(caster_ptr->current_floor_ptr, ny, nx)) continue;
187 if (!cave_monster_teleportable_bold(caster_ptr, m_idx, ny, nx, mode)) continue;
197 if (attempts < 1) return;
199 sound(SOUND_TPOTHER);
200 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
201 caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
206 update_monster(caster_ptr, m_idx, TRUE);
207 lite_spot(caster_ptr, oy, ox);
208 lite_spot(caster_ptr, ny, nx);
210 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
211 caster_ptr->update |= (PU_MON_LITE);
216 * @brief プレイヤーのテレポート先選定と移動処理 /
217 * Teleport the player to a location up to "dis" grids away.
218 * @param creature_ptr プレーヤーへの参照ポインタ
221 * @return 実際にテレポート処理が行われたらtrue
224 * If no such spaces are readily available, the distance may increase.
225 * Try very hard to move the player at least a quarter that distance.
227 * There was a nasty tendency for a long time; which was causing the
228 * player to "bounce" between two or three different spots because
229 * these are the only spots that are "far enough" way to satisfy the
232 * But this tendency is now removed; in the new algorithm, a list of
233 * candidates is selected first, which includes at least 50% of all
234 * floor grids within the distance, and any single grid in this list
235 * of candidates has equal possibility to be choosen as a destination.
238 bool teleport_player_aux(player_type *creature_ptr, POSITION dis, BIT_FLAGS mode)
240 if (creature_ptr->wild_mode) return FALSE;
241 if (creature_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
243 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
247 int candidates_at[MAX_TELEPORT_DISTANCE + 1];
248 for (int i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
249 candidates_at[i] = 0;
251 if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
253 int left = MAX(1, creature_ptr->x - dis);
254 int right = MIN(creature_ptr->current_floor_ptr->width - 2, creature_ptr->x + dis);
255 int top = MAX(1, creature_ptr->y - dis);
256 int bottom = MIN(creature_ptr->current_floor_ptr->height - 2, creature_ptr->y + dis);
257 int total_candidates = 0;
258 for (POSITION y = top; y <= bottom; y++)
260 for (POSITION x = left; x <= right; x++)
262 if (!cave_player_teleportable_bold(creature_ptr, y, x, mode)) continue;
264 int d = distance(creature_ptr->y, creature_ptr->x, y, x);
265 if (d > dis) continue;
272 if (0 == total_candidates) return FALSE;
276 for (cur_candidates = 0; min >= 0; min--)
278 cur_candidates += candidates_at[min];
279 if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
282 int pick = randint1(cur_candidates);
284 /* Search again the choosen location */
286 for (yy = top; yy <= bottom; yy++)
288 for (xx = left; xx <= right; xx++)
290 if (!cave_player_teleportable_bold(creature_ptr, yy, xx, mode)) continue;
292 int d = distance(creature_ptr->y, creature_ptr->x, yy, xx);
293 if (d > dis) continue;
294 if (d < min) continue;
303 if (player_bold(creature_ptr, yy, xx)) return FALSE;
305 sound(SOUND_TELEPORT);
307 if (IS_ECHIZEN(creature_ptr))
308 msg_format("『こっちだぁ、%s』", creature_ptr->name);
310 (void)move_player_effect(creature_ptr, yy, xx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
316 * @brief プレイヤーのテレポート処理メインルーチン
317 * @param creature_ptr プレーヤーへの参照ポインタ
322 void teleport_player(player_type *creature_ptr, POSITION dis, BIT_FLAGS mode)
324 if (!teleport_player_aux(creature_ptr, dis, mode)) return;
326 /* Monsters with teleport ability may follow the player */
327 POSITION oy = creature_ptr->y;
328 POSITION ox = creature_ptr->x;
329 for (POSITION xx = -1; xx < 2; xx++)
331 for (POSITION yy = -1; yy < 2; yy++)
333 MONSTER_IDX tmp_m_idx = creature_ptr->current_floor_ptr->grid_array[oy+yy][ox+xx].m_idx;
334 if (tmp_m_idx && (creature_ptr->riding != tmp_m_idx))
339 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[tmp_m_idx];
340 monster_race *r_ptr = &r_info[m_ptr->r_idx];
342 bool is_resistible = (r_ptr->a_ability_flags2 & RF6_TPORT) != 0;
343 is_resistible &= (r_ptr->flagsr & RFR_RES_TELE) == 0;
344 is_resistible &= MON_CSLEEP(m_ptr) == 0;
347 teleport_monster_to(creature_ptr, tmp_m_idx, creature_ptr->y, creature_ptr->x, r_ptr->level, 0L);
355 * @brief プレイヤーのテレポートアウェイ処理 /
356 * @param m_idx アウェイを試みたモンスターID
357 * @param target_ptr プレーヤーへの参照ポインタ
361 void teleport_player_away(MONSTER_IDX m_idx, player_type *target_ptr, POSITION dis)
363 if (!teleport_player_aux(target_ptr, dis, TELEPORT_PASSIVE)) return;
365 /* Monsters with teleport ability may follow the player */
366 POSITION oy = target_ptr->y;
367 POSITION ox = target_ptr->x;
368 for (POSITION xx = -1; xx < 2; xx++)
370 for (POSITION yy = -1; yy < 2; yy++)
372 MONSTER_IDX tmp_m_idx = target_ptr->current_floor_ptr->grid_array[oy+yy][ox+xx].m_idx;
373 bool is_teleportable = tmp_m_idx > 0;
374 is_teleportable &= target_ptr->riding != tmp_m_idx;
375 is_teleportable &= m_idx != tmp_m_idx;
376 if (!is_teleportable)
381 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[tmp_m_idx];
382 monster_race *r_ptr = &r_info[m_ptr->r_idx];
384 bool is_resistible = (r_ptr->a_ability_flags2 & RF6_TPORT) != 0;
385 is_resistible &= (r_ptr->flagsr & RFR_RES_TELE) == 0;
386 is_resistible &= MON_CSLEEP(m_ptr) == 0;
389 teleport_monster_to(target_ptr, tmp_m_idx, target_ptr->y, target_ptr->x, r_ptr->level, 0L);
397 * @brief プレイヤーを指定位置近辺にテレポートさせる
398 * Teleport player to a grid near the given location
399 * @param creature_ptr プレーヤーへの参照ポインタ
402 * @param mode オプションフラグ
406 * This function is slightly obsessive about correctness.
407 * This function allows teleporting into vaults (!)
410 void teleport_player_to(player_type *creature_ptr, POSITION ny, POSITION nx, BIT_FLAGS mode)
412 if (creature_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
414 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
418 /* Find a usable location */
420 POSITION dis = 0, ctr = 0;
425 y = (POSITION)rand_spread(ny, dis);
426 x = (POSITION)rand_spread(nx, dis);
427 if (in_bounds(creature_ptr->current_floor_ptr, y, x)) break;
430 bool is_anywhere = current_world_ptr->wizard;
431 is_anywhere &= (mode & TELEPORT_PASSIVE) == 0;
432 is_anywhere &= (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx > 0) ||
433 creature_ptr->current_floor_ptr->grid_array[y][x].m_idx == creature_ptr->riding;
434 if (is_anywhere) break;
436 if (cave_player_teleportable_bold(creature_ptr, y, x, mode)) break;
438 if (++ctr > (4 * dis * dis + 4 * dis + 1))
445 sound(SOUND_TELEPORT);
446 (void)move_player_effect(creature_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
450 void teleport_away_followable(player_type *tracer_ptr, MONSTER_IDX m_idx)
452 monster_type *m_ptr = &tracer_ptr->current_floor_ptr->m_list[m_idx];
453 POSITION oldfy = m_ptr->fy;
454 POSITION oldfx = m_ptr->fx;
455 bool old_ml = m_ptr->ml;
456 POSITION old_cdis = m_ptr->cdis;
458 teleport_away(tracer_ptr, m_idx, MAX_SIGHT * 2 + 5, 0L);
460 bool is_followable = old_ml;
461 is_followable &= old_cdis <= MAX_SIGHT;
462 is_followable &= !current_world_ptr->timewalk_m_idx > 0;
463 is_followable &= !tracer_ptr->phase_out;
464 is_followable &= los(tracer_ptr, tracer_ptr->y, tracer_ptr->x, oldfy, oldfx);
465 if (!is_followable) return;
468 if ((tracer_ptr->muta1 & MUT1_VTELEPORT) || (tracer_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
471 BIT_FLAGS flgs[TR_FLAG_SIZE];
475 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
477 o_ptr = &tracer_ptr->inventory_list[i];
478 if (o_ptr->k_idx && !object_is_cursed(o_ptr))
480 object_flags(o_ptr, flgs);
481 if (have_flag(flgs, TR_TELEPORT))
491 if (!get_check_strict(_("ついていきますか?", "Do you follow it? "), CHECK_OKAY_CANCEL))
496 teleport_player(tracer_ptr, 200, TELEPORT_PASSIVE);
497 msg_print(_("失敗!", "Failed!"));
501 teleport_player_to(tracer_ptr, m_ptr->fy, m_ptr->fx, 0L);
504 tracer_ptr->energy_need += ENERGY_NEED();
508 bool teleport_level_other(player_type *caster_ptr)
510 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
511 MONSTER_IDX target_m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
512 if (!target_m_idx) return TRUE;
513 if (!player_has_los_bold(caster_ptr, target_row, target_col)) return TRUE;
514 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) return TRUE;
518 m_ptr = &caster_ptr->current_floor_ptr->m_list[target_m_idx];
519 r_ptr = &r_info[m_ptr->r_idx];
520 GAME_TEXT m_name[MAX_NLEN];
521 monster_desc(caster_ptr, m_name, m_ptr, 0);
522 msg_format(_("%^sの足を指さした。", "You gesture at %^s's feet."), m_name);
524 if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) ||
525 (r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > caster_ptr->lev + randint1(60)))
527 msg_format(_("しかし効果がなかった!", "%^s is unaffected!"), m_name);
531 teleport_level(caster_ptr, target_m_idx);
539 * @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 /
540 * Teleport the player one level up or down (random when legal)
541 * @param creature_ptr プレーヤーへの参照ポインタ
542 * @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.
545 void teleport_level(player_type *creature_ptr, MONSTER_IDX m_idx)
547 GAME_TEXT m_name[160];
551 strcpy(m_name, _("あなた", "you"));
555 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
556 monster_desc(creature_ptr, m_name, m_ptr, 0);
557 see_m = is_seen(m_ptr);
560 if (is_teleport_level_ineffective(creature_ptr, m_idx))
562 if (see_m) msg_print(_("効果がなかった。", "There is no effect."));
566 if ((m_idx <= 0) && creature_ptr->anti_tele)
568 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
573 if (randint0(100) < 50) go_up = TRUE;
576 if ((m_idx <= 0) && current_world_ptr->wizard)
578 if (get_check("Force to go up? ")) go_up = TRUE;
579 else if (get_check("Force to go down? ")) go_up = FALSE;
582 if ((ironman_downward && (m_idx <= 0)) || (creature_ptr->current_floor_ptr->dun_level <= d_info[creature_ptr->dungeon_idx].mindepth))
585 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
587 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
591 if (!creature_ptr->current_floor_ptr->dun_level)
593 creature_ptr->dungeon_idx = ironman_downward ? DUNGEON_ANGBAND : creature_ptr->recall_dungeon;
594 creature_ptr->oldpy = creature_ptr->y;
595 creature_ptr->oldpx = creature_ptr->x;
598 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, 1, NULL);
600 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
602 if (!creature_ptr->current_floor_ptr->dun_level)
604 creature_ptr->current_floor_ptr->dun_level = d_info[creature_ptr->dungeon_idx].mindepth;
605 prepare_change_floor_mode(creature_ptr, CFM_RAND_PLACE);
609 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
612 creature_ptr->leaving = TRUE;
615 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))
618 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
620 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
625 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, -1, NULL);
627 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
629 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
631 leave_quest_check(creature_ptr);
632 creature_ptr->current_floor_ptr->inside_quest = 0;
633 creature_ptr->leaving = TRUE;
639 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
641 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
646 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, -1, NULL);
648 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
650 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
651 creature_ptr->leaving = TRUE;
657 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
659 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
664 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, 1, NULL);
665 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
667 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
668 creature_ptr->leaving = TRUE;
674 sound(SOUND_TPLEVEL);
678 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
679 check_quest_completion(creature_ptr, m_ptr);
680 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
682 char m2_name[MAX_NLEN];
684 monster_desc(creature_ptr, m2_name, m_ptr, MD_INDEF_VISIBLE);
685 exe_write_diary(creature_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
688 delete_monster_idx(creature_ptr, m_idx);
689 sound(SOUND_TPLEVEL);
694 * @brief プレイヤーの帰還発動及び中止処理 /
695 * Recall the player to town or dungeon
696 * @param creature_ptr プレーヤーへの参照ポインタ
697 * @param turns 発動までのターン数
700 bool recall_player(player_type *creature_ptr, TIME_EFFECT turns)
703 * TODO: Recall the player to the last
704 * visited town when in the wilderness
706 if (creature_ptr->current_floor_ptr->inside_arena || ironman_downward)
708 msg_print(_("何も起こらなかった。", "Nothing happens."));
712 bool is_special_floor = creature_ptr->current_floor_ptr->dun_level > 0;
713 is_special_floor &= max_dlv[creature_ptr->dungeon_idx] > creature_ptr->current_floor_ptr->dun_level;
714 is_special_floor &= !creature_ptr->current_floor_ptr->inside_quest;
715 is_special_floor &= !creature_ptr->word_recall;
716 if (is_special_floor)
718 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? ")))
720 max_dlv[creature_ptr->dungeon_idx] = creature_ptr->current_floor_ptr->dun_level;
722 exe_write_diary(creature_ptr, DIARY_TRUMP, creature_ptr->dungeon_idx, _("帰還のときに", "when recall from dungeon"));
727 if (creature_ptr->word_recall)
729 creature_ptr->word_recall = 0;
730 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
731 creature_ptr->redraw |= (PR_STATUS);
735 if (!creature_ptr->current_floor_ptr->dun_level)
737 DUNGEON_IDX select_dungeon;
738 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
739 if (!select_dungeon) return FALSE;
740 creature_ptr->recall_dungeon = select_dungeon;
743 creature_ptr->word_recall = turns;
744 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
745 creature_ptr->redraw |= (PR_STATUS);
750 bool free_level_recall(player_type *creature_ptr)
752 DUNGEON_IDX select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
753 if (!select_dungeon) return FALSE;
755 DEPTH max_depth = d_info[select_dungeon].maxdepth;
756 if (select_dungeon == DUNGEON_ANGBAND)
758 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
759 else if (quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
762 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? "),
763 d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
769 creature_ptr->word_recall = 1;
770 creature_ptr->recall_dungeon = select_dungeon;
771 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));
773 exe_write_diary(creature_ptr, DIARY_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
775 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
777 creature_ptr->redraw |= PR_STATUS;
784 * @param caster_ptr プレーヤーへの参照ポインタ
785 * @return リセット処理が実際に行われたらTRUEを返す
787 bool reset_recall(player_type *caster_ptr)
789 int select_dungeon, dummy = 0;
793 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
794 if (ironman_downward)
796 msg_print(_("何も起こらなかった。", "Nothing happens."));
800 if (!select_dungeon) return FALSE;
801 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
802 (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
803 sprintf(tmp_val, "%d", (int)MAX(caster_ptr->current_floor_ptr->dun_level, 1));
805 if (!get_string(ppp, tmp_val, 10))
810 dummy = atoi(tmp_val);
811 if (dummy < 1) dummy = 1;
812 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
813 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
815 max_dlv[select_dungeon] = dummy;
818 exe_write_diary(caster_ptr, DIARY_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
820 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);
822 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
829 * @brief プレイヤーの装備劣化処理 /
830 * Apply disenchantment to the player's stuff
831 * @param target_ptr プレーヤーへの参照ポインタ
832 * @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
833 * @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 /
834 * Return "TRUE" if the player notices anything
836 bool apply_disenchant(player_type *target_ptr, BIT_FLAGS mode)
841 case 1: t = INVEN_RARM; break;
842 case 2: t = INVEN_LARM; break;
843 case 3: t = INVEN_BOW; break;
844 case 4: t = INVEN_BODY; break;
845 case 5: t = INVEN_OUTER; break;
846 case 6: t = INVEN_HEAD; break;
847 case 7: t = INVEN_HANDS; break;
848 case 8: t = INVEN_FEET; break;
852 o_ptr = &target_ptr->inventory_list[t];
853 if (!o_ptr->k_idx) return FALSE;
855 if (!object_is_weapon_armour_ammo(o_ptr))
858 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
863 GAME_TEXT o_name[MAX_NLEN];
864 object_desc(target_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
865 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
868 msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
870 msg_format("Your %s (%c) resist%s disenchantment!", o_name, index_to_label(t),
871 ((o_ptr->number != 1) ? "" : "s"));
876 int to_h = o_ptr->to_h;
877 int to_d = o_ptr->to_d;
878 int to_a = o_ptr->to_a;
879 int pval = o_ptr->pval;
881 if (o_ptr->to_h > 0) o_ptr->to_h--;
882 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
884 if (o_ptr->to_d > 0) o_ptr->to_d--;
885 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
887 if (o_ptr->to_a > 0) o_ptr->to_a--;
888 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
890 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
892 bool is_actually_disenchanted = to_h != o_ptr->to_h;
893 is_actually_disenchanted |= to_d != o_ptr->to_d;
894 is_actually_disenchanted |= to_a != o_ptr->to_a;
895 is_actually_disenchanted |= pval != o_ptr->pval;
896 if (!is_actually_disenchanted) return TRUE;
899 msg_format("%s(%c)は劣化してしまった!", o_name, index_to_label(t));
901 msg_format("Your %s (%c) %s disenchanted!", o_name, index_to_label(t),
902 ((o_ptr->number != 1) ? "were" : "was"));
904 chg_virtue(target_ptr, V_HARMONY, 1);
905 chg_virtue(target_ptr, V_ENCHANT, -2);
906 target_ptr->update |= (PU_BONUS);
907 target_ptr->window |= (PW_EQUIP | PW_PLAYER);
909 calc_android_exp(target_ptr);
915 * @brief 虚無招来によるフロア中の全壁除去処理 /
916 * Vanish all walls in this floor
917 * @param caster_ptr プレーヤーへの参照ポインタ
918 * @params caster_ptr 術者の参照ポインタ
919 * @return 実際に処理が反映された場合TRUE
921 bool vanish_dungeon(player_type *caster_ptr)
923 bool is_special_floor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
924 is_special_floor |= !caster_ptr->current_floor_ptr->dun_level;
925 if (is_special_floor) return FALSE;
930 GAME_TEXT m_name[MAX_NLEN];
931 for (POSITION y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++)
933 for (POSITION x = 1; x < caster_ptr->current_floor_ptr->width - 1; x++)
935 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
937 f_ptr = &f_info[g_ptr->feat];
938 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
939 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
940 if (g_ptr->m_idx && MON_CSLEEP(m_ptr))
942 (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
945 monster_desc(caster_ptr, m_name, m_ptr, 0);
946 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
950 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(caster_ptr, y, x, FF_HURT_DISI);
954 for (POSITION x = 0; x < caster_ptr->current_floor_ptr->width; x++)
956 g_ptr = &caster_ptr->current_floor_ptr->grid_array[0][x];
957 f_ptr = &f_info[g_ptr->mimic];
958 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
960 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
962 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
963 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
966 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->current_floor_ptr->height - 1][x];
967 f_ptr = &f_info[g_ptr->mimic];
968 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
970 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
972 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
973 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
977 /* Special boundary walls -- Left and right */
978 for (POSITION y = 1; y < (caster_ptr->current_floor_ptr->height - 1); y++)
980 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][0];
981 f_ptr = &f_info[g_ptr->mimic];
982 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
984 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
986 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
987 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
990 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][caster_ptr->current_floor_ptr->width - 1];
991 f_ptr = &f_info[g_ptr->mimic];
992 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
994 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
996 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
997 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
1001 caster_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1002 caster_ptr->redraw |= (PR_MAP);
1003 caster_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1010 * @param caster_ptr プレーヤーへの参照ポインタ
1013 * Sorry, it becomes not (void)...
1015 void call_the_void(player_type *caster_ptr)
1018 bool do_call = TRUE;
1019 for (int i = 0; i < 9; i++)
1021 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->y + ddy_ddd[i]][caster_ptr->x + ddx_ddd[i]];
1023 if (!cave_have_flag_grid(g_ptr, FF_PROJECT))
1025 if (!g_ptr->mimic || !have_flag(f_info[g_ptr->mimic].flags, FF_PROJECT) ||
1026 !permanent_wall(&f_info[g_ptr->feat]))
1036 for (int i = 1; i < 10; i++)
1038 if (i - 5) fire_ball(caster_ptr, GF_ROCKET, i, 175, 2);
1041 for (int i = 1; i < 10; i++)
1043 if (i - 5) fire_ball(caster_ptr, GF_MANA, i, 175, 3);
1046 for (int i = 1; i < 10; i++)
1048 if (i - 5) fire_ball(caster_ptr, GF_NUKE, i, 175, 4);
1054 bool is_special_fllor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
1055 is_special_fllor |= !caster_ptr->current_floor_ptr->dun_level;
1056 if (is_special_fllor)
1058 msg_print(_("地面が揺れた。", "The ground trembles."));
1063 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
1064 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
1066 msg_format("You %s the %s too close to a wall!",
1067 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1068 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1070 msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
1074 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."));
1075 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1079 if (destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 15 + caster_ptr->lev + randint0(11), FALSE))
1080 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
1082 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
1083 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1088 * @brief アイテム引き寄せ処理 /
1089 * Fetch an item (teleport it right underneath the caster)
1090 * @param caster_ptr プレーヤーへの参照ポインタ
1091 * @param dir 魔法の発動方向
1093 * @param require_los 射線の通りを要求するならばTRUE
1096 void fetch(player_type *caster_ptr, DIRECTION dir, WEIGHT wgt, bool require_los)
1100 GAME_TEXT o_name[MAX_NLEN];
1102 if (caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx)
1104 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."));
1109 if (dir == 5 && target_okay(caster_ptr))
1114 if (distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE)
1116 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!"));
1120 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
1123 msg_print(_("そこには何もありません。", "There is no object at this place."));
1127 if (g_ptr->info & CAVE_ICKY)
1129 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."));
1135 if (!player_has_los_bold(caster_ptr, ty, tx))
1137 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."));
1140 else if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, ty, tx))
1142 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
1151 bool is_first_loop = TRUE;
1152 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
1153 while (is_first_loop || !g_ptr->o_idx)
1155 is_first_loop = FALSE;
1158 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
1160 if ((distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE) ||
1161 !cave_have_flag_bold(caster_ptr->current_floor_ptr, ty, tx, FF_PROJECT)) return;
1165 o_ptr = &caster_ptr->current_floor_ptr->o_list[g_ptr->o_idx];
1166 if (o_ptr->weight > wgt)
1168 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
1172 OBJECT_IDX i = g_ptr->o_idx;
1173 g_ptr->o_idx = o_ptr->next_o_idx;
1174 caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx = i; /* 'move' it */
1176 o_ptr->next_o_idx = 0;
1177 o_ptr->iy = caster_ptr->y;
1178 o_ptr->ix = caster_ptr->x;
1180 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1181 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);
1183 note_spot(caster_ptr, caster_ptr->y, caster_ptr->x);
1184 caster_ptr->redraw |= PR_MAP;
1190 * @param caster_ptr プレーヤーへの参照ポインタ
1193 void reserve_alter_reality(player_type *caster_ptr)
1195 if (caster_ptr->current_floor_ptr->inside_arena || ironman_downward)
1197 msg_print(_("何も起こらなかった。", "Nothing happens."));
1201 if (caster_ptr->alter_reality)
1203 caster_ptr->alter_reality = 0;
1204 msg_print(_("景色が元に戻った...", "The view around you returns to normal..."));
1205 caster_ptr->redraw |= PR_STATUS;
1209 TIME_EFFECT turns = randint0(21) + 15;
1210 caster_ptr->alter_reality = turns;
1211 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
1212 caster_ptr->redraw |= PR_STATUS;
1217 * @brief 全所持アイテム鑑定処理 /
1218 * Identify everything being carried.
1219 * Done by a potion of "self knowledge".
1220 * @param target_ptr プレーヤーへの参照ポインタ
1223 void identify_pack(player_type *target_ptr)
1225 for (INVENTORY_IDX i = 0; i < INVEN_TOTAL; i++)
1227 object_type *o_ptr = &target_ptr->inventory_list[i];
1228 if (!o_ptr->k_idx) continue;
1230 identify_item(target_ptr, o_ptr);
1231 autopick_alter_item(target_ptr, i, FALSE);
1238 * Removes curses from items in inventory
1239 * @param creature_ptr プレーヤーへの参照ポインタ
1240 * @param all 軽い呪いまでの解除ならば0
1241 * @return 解呪されたアイテムの数
1244 * Note that Items which are "Perma-Cursed" (The One Ring,
1245 * The Crown of Morgoth) can NEVER be uncursed.
1247 * Note that if "all" is FALSE, then Items which are
1248 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1249 * will not be uncursed.
1252 static int remove_curse_aux(player_type *creature_ptr, int all)
1255 for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
1257 object_type *o_ptr = &creature_ptr->inventory_list[i];
1258 if (!o_ptr->k_idx) continue;
1259 if (!object_is_cursed(o_ptr)) continue;
1260 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1261 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1263 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1267 o_ptr->curse_flags = 0L;
1268 o_ptr->ident |= (IDENT_SENSE);
1269 o_ptr->feeling = FEEL_NONE;
1271 creature_ptr->update |= (PU_BONUS);
1272 creature_ptr->window |= (PW_EQUIP);
1277 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."));
1284 * @brief 装備の軽い呪い解呪処理 /
1285 * Remove most curses
1286 * @param caster_ptr プレーヤーへの参照ポインタ
1287 * @return 解呪に成功した装備数
1289 int remove_curse(player_type *caster_ptr)
1291 return remove_curse_aux(caster_ptr, FALSE);
1296 * @brief 装備の重い呪い解呪処理 /
1298 * @return 解呪に成功した装備数
1300 int remove_all_curse(player_type *caster_ptr)
1302 return remove_curse_aux(caster_ptr, TRUE);
1307 * @brief アイテムの価値に応じた錬金術処理 /
1308 * Turns an object into gold, gain some of its value in a shop
1309 * @param caster_ptr プレーヤーへの参照ポインタ
1310 * @return 処理が実際に行われたらTRUEを返す
1312 bool alchemy(player_type *caster_ptr)
1315 if (command_arg > 0) force = TRUE;
1317 concptr q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
1318 concptr s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
1321 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1322 if (!o_ptr) return FALSE;
1325 if (o_ptr->number > 1)
1327 amt = get_quantity(NULL, o_ptr->number);
1328 if (amt <= 0) return FALSE;
1331 ITEM_NUMBER old_number = o_ptr->number;
1332 o_ptr->number = amt;
1333 GAME_TEXT o_name[MAX_NLEN];
1334 object_desc(caster_ptr, o_name, o_ptr, 0);
1335 o_ptr->number = old_number;
1339 if (confirm_destroy || (object_value(o_ptr) > 0))
1341 char out_val[MAX_NLEN + 40];
1342 sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
1343 if (!get_check(out_val)) return FALSE;
1347 if (!can_player_destroy_object(o_ptr))
1349 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);
1353 PRICE price = object_value_real(o_ptr);
1356 msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
1357 vary_item(caster_ptr, item, -amt);
1363 if (amt > 1) price *= amt;
1365 if (price > 30000) price = 30000;
1366 msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
1368 caster_ptr->au += price;
1369 caster_ptr->redraw |= PR_GOLD;
1370 caster_ptr->window |= PW_PLAYER;
1371 vary_item(caster_ptr, item, -amt);
1377 * @brief アーティファクト生成の巻物処理 /
1378 * @param caster_ptr プレーヤーへの参照ポインタ
1379 * @return 生成が実際に試みられたらTRUEを返す
1381 bool artifact_scroll(player_type *caster_ptr)
1383 item_tester_hook = item_tester_hook_nameless_weapon_armour;
1385 concptr q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
1386 concptr s = _("強化できるアイテムがない。", "You have nothing to enchant.");
1389 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1390 if (!o_ptr) return FALSE;
1392 GAME_TEXT o_name[MAX_NLEN];
1393 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1395 msg_format("%s は眩い光を発した!",o_name);
1397 msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
1401 if (object_is_artifact(o_ptr))
1404 msg_format("%sは既に伝説のアイテムです!", o_name );
1406 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
1410 else if (object_is_ego(o_ptr))
1413 msg_format("%sは既に名のあるアイテムです!", o_name );
1415 msg_format("The %s %s already %s!",
1416 o_name, ((o_ptr->number > 1) ? "are" : "is"),
1417 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
1421 else if (o_ptr->xtra3)
1424 msg_format("%sは既に強化されています!", o_name );
1426 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"),
1427 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
1432 if (o_ptr->number > 1)
1434 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!"));
1436 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
1438 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
1443 inven_item_increase(caster_ptr, item, 1 - (o_ptr->number));
1447 floor_item_increase(caster_ptr->current_floor_ptr, 0 - item, 1 - (o_ptr->number));
1451 okay = become_random_artifact(caster_ptr, o_ptr, TRUE);
1456 if (flush_failure) flush();
1457 msg_print(_("強化に失敗した。", "The enchantment failed."));
1458 if (one_in_(3)) chg_virtue(caster_ptr, V_ENCHANT, -1);
1459 calc_android_exp(caster_ptr);
1463 if (record_rand_art)
1465 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1466 exe_write_diary(caster_ptr, DIARY_ART_SCROLL, 0, o_name);
1469 chg_virtue(caster_ptr, V_ENCHANT, 1);
1470 calc_android_exp(caster_ptr);
1477 * Identify an object
1478 * @param owner_ptr プレーヤーへの参照ポインタ
1479 * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
1480 * @return 実際に鑑定できたらTRUEを返す
1482 bool identify_item(player_type *owner_ptr, object_type *o_ptr)
1484 GAME_TEXT o_name[MAX_NLEN];
1485 object_desc(owner_ptr, o_name, o_ptr, 0);
1487 bool old_known = FALSE;
1488 if (o_ptr->ident & IDENT_KNOWN)
1491 if (!(o_ptr->ident & (IDENT_MENTAL)))
1493 if (object_is_artifact(o_ptr) || one_in_(5))
1494 chg_virtue(owner_ptr, V_KNOWLEDGE, 1);
1497 object_aware(owner_ptr, o_ptr);
1498 object_known(o_ptr);
1499 o_ptr->marked |= OM_TOUCHED;
1501 owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
1502 owner_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1504 strcpy(record_o_name, o_name);
1505 record_turn = current_world_ptr->game_turn;
1507 object_desc(owner_ptr, o_name, o_ptr, OD_NAME_ONLY);
1509 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
1510 exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
1511 if(record_rand_art && !old_known && o_ptr->art_name)
1512 exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
1519 * @brief アイテム鑑定のメインルーチン処理 /
1520 * Identify an object in the inventory (or on the floor)
1521 * @param caster_ptr プレーヤーへの参照ポインタ
1522 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1523 * @return 実際に鑑定を行ったならばTRUEを返す
1525 * This routine does *not* automatically combine objects.
1526 * Returns TRUE if something was identified, else FALSE.
1528 bool ident_spell(player_type *caster_ptr, bool only_equip)
1531 item_tester_hook = item_tester_hook_identify_weapon_armour;
1533 item_tester_hook = item_tester_hook_identify;
1536 if (can_get_item(caster_ptr, item_tester_tval))
1538 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
1543 item_tester_hook = object_is_weapon_armour_ammo;
1545 item_tester_hook = NULL;
1547 q = _("すべて鑑定済みです。 ", "All items are identified. ");
1550 concptr s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
1553 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1554 if (!o_ptr) return FALSE;
1556 bool old_known = identify_item(caster_ptr, o_ptr);
1558 GAME_TEXT o_name[MAX_NLEN];
1559 object_desc(caster_ptr, o_name, o_ptr, 0);
1560 if (item >= INVEN_RARM)
1562 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
1566 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
1570 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
1573 autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
1579 * @brief アイテム凡庸化のメインルーチン処理 /
1580 * Identify an object in the inventory (or on the floor)
1581 * @param owner_ptr プレーヤーへの参照ポインタ
1582 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1583 * @return 実際に凡庸化をを行ったならばTRUEを返す
1586 * Mundanify an object in the inventory (or on the floor)
1587 * This routine does *not* automatically combine objects.
1588 * Returns TRUE if something was mundanified, else FALSE.
1591 bool mundane_spell(player_type *owner_ptr, bool only_equip)
1593 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
1597 concptr q = _("どれを使いますか?", "Use which item? ");
1598 concptr s = _("使えるものがありません。", "You have nothing you can use.");
1600 o_ptr = choose_object(owner_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1601 if (!o_ptr) return FALSE;
1603 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
1604 POSITION iy = o_ptr->iy;
1605 POSITION ix = o_ptr->ix;
1606 OBJECT_IDX next_o_idx = o_ptr->next_o_idx;
1607 byte marked = o_ptr->marked;
1608 WEIGHT weight = o_ptr->number * o_ptr->weight;
1609 u16b inscription = o_ptr->inscription;
1611 object_prep(o_ptr, o_ptr->k_idx);
1615 o_ptr->next_o_idx = next_o_idx;
1616 o_ptr->marked = marked;
1617 o_ptr->inscription = inscription;
1618 if (item >= 0) owner_ptr->total_weight += (o_ptr->weight - weight);
1620 calc_android_exp(owner_ptr);
1626 * @brief アイテム*鑑定*のメインルーチン処理 /
1627 * Identify an object in the inventory (or on the floor)
1628 * @param caster_ptr プレーヤーへの参照ポインタ
1629 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1630 * @return 実際に鑑定を行ったならばTRUEを返す
1632 * Fully "identify" an object in the inventory -BEN-
1633 * This routine returns TRUE if an item was identified.
1635 bool identify_fully(player_type *caster_ptr, bool only_equip)
1638 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
1640 item_tester_hook = item_tester_hook_identify_fully;
1643 if (can_get_item(caster_ptr, item_tester_tval))
1645 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
1650 item_tester_hook = object_is_weapon_armour_ammo;
1652 item_tester_hook = NULL;
1654 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
1657 concptr s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
1661 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1662 if (!o_ptr) return FALSE;
1664 bool old_known = identify_item(caster_ptr, o_ptr);
1666 o_ptr->ident |= (IDENT_MENTAL);
1667 handle_stuff(caster_ptr);
1669 GAME_TEXT o_name[MAX_NLEN];
1670 object_desc(caster_ptr, o_name, o_ptr, 0);
1671 if (item >= INVEN_RARM)
1673 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
1677 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
1681 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
1684 (void)screen_object(caster_ptr, o_ptr, 0L);
1685 autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
1692 * Recharge a wand/staff/rod from the pack or on the floor.
1693 * This function has been rewritten in Oangband and ZAngband.
1694 * @param caster_ptr プレーヤーへの参照ポインタ
1695 * @param power 充填パワー
1696 * @return ターン消費を要する処理まで進んだらTRUEを返す
1698 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
1699 * Chaos -- Arcane Binding --> recharge(90)
1701 * Scroll of recharging --> recharge(130)
1702 * Artifact activation/Thingol --> recharge(130)
1704 * It is harder to recharge high level, and highly charged wands,
1705 * staffs, and rods. The more wands in a stack, the more easily and
1706 * strongly they recharge. Staffs, however, each get fewer charges if
1709 * Beware of "sliding index errors".
1711 bool recharge(player_type *caster_ptr, int power)
1713 item_tester_hook = item_tester_hook_recharge;
1714 concptr q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
1715 concptr s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
1719 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1720 if (!o_ptr) return FALSE;
1723 k_ptr = &k_info[o_ptr->k_idx];
1724 DEPTH lev = k_info[o_ptr->k_idx].level;
1726 TIME_EFFECT recharge_amount;
1727 int recharge_strength;
1728 bool is_recharge_successful = TRUE;
1729 if (o_ptr->tval == TV_ROD)
1731 recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
1732 if (one_in_(recharge_strength))
1734 is_recharge_successful = FALSE;
1738 recharge_amount = (power * damroll(3, 2));
1739 if (o_ptr->timeout > recharge_amount)
1740 o_ptr->timeout -= recharge_amount;
1747 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
1748 recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
1749 else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
1751 if (recharge_strength < 0) recharge_strength = 0;
1753 if (one_in_(recharge_strength))
1755 is_recharge_successful = FALSE;
1759 recharge_amount = randint1(1 + k_ptr->pval / 2);
1760 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
1763 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
1764 if (recharge_amount < 1) recharge_amount = 1;
1765 if (recharge_amount > 12) recharge_amount = 12;
1768 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
1770 recharge_amount /= (TIME_EFFECT)o_ptr->number;
1771 if (recharge_amount < 1) recharge_amount = 1;
1774 o_ptr->pval += recharge_amount;
1775 o_ptr->ident &= ~(IDENT_KNOWN);
1776 o_ptr->ident &= ~(IDENT_EMPTY);
1780 if (!is_recharge_successful)
1782 return update_player(caster_ptr);
1786 GAME_TEXT o_name[MAX_NLEN];
1787 if (object_is_fixed_artifact(o_ptr))
1789 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
1790 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);
1791 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
1792 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
1793 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
1795 return update_player(caster_ptr);
1798 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1800 if (IS_WIZARD_CLASS(caster_ptr) || caster_ptr->pclass == CLASS_MAGIC_EATER || caster_ptr->pclass == CLASS_BLUE_MAGE)
1802 /* 10% chance to blow up one rod, otherwise draining. */
1803 if (o_ptr->tval == TV_ROD)
1805 if (one_in_(10)) fail_type = 2;
1808 /* 75% chance to blow up one wand, otherwise draining. */
1809 else if (o_ptr->tval == TV_WAND)
1811 if (!one_in_(3)) fail_type = 2;
1814 /* 50% chance to blow up one staff, otherwise no effect. */
1815 else if (o_ptr->tval == TV_STAFF)
1817 if (one_in_(2)) fail_type = 2;
1823 /* 33% chance to blow up one rod, otherwise draining. */
1824 if (o_ptr->tval == TV_ROD)
1826 if (one_in_(3)) fail_type = 2;
1829 /* 20% chance of the entire stack, else destroy one wand. */
1830 else if (o_ptr->tval == TV_WAND)
1832 if (one_in_(5)) fail_type = 3;
1835 /* Blow up one staff. */
1836 else if (o_ptr->tval == TV_STAFF)
1844 if (o_ptr->tval == TV_ROD)
1846 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!"));
1848 if (o_ptr->timeout < 10000)
1849 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
1851 else if (o_ptr->tval == TV_WAND)
1853 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);
1860 if (o_ptr->number > 1)
1861 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);
1863 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
1865 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
1866 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
1868 vary_item(caster_ptr, item, -1);
1873 if (o_ptr->number > 1)
1874 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);
1876 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
1878 vary_item(caster_ptr, item, -999);
1881 return update_player(caster_ptr);
1886 * @brief クリーチャー全既知呪文を表示する /
1887 * Hack -- Display all known spells in a window
1888 * @param caster_ptr 術者の参照ポインタ
1891 * Need to analyze size of the window.
1892 * Need more color coding.
1894 void display_spell_list(player_type *caster_ptr)
1898 const magic_type *s_ptr;
1899 GAME_TEXT name[MAX_NLEN];
1904 if (caster_ptr->pclass == CLASS_SORCERER) return;
1905 if (caster_ptr->pclass == CLASS_RED_MAGE) return;
1906 if (caster_ptr->pclass == CLASS_SNIPER)
1908 display_snipe_list(caster_ptr);
1912 if ((caster_ptr->pclass == CLASS_MINDCRAFTER) ||
1913 (caster_ptr->pclass == CLASS_BERSERKER) ||
1914 (caster_ptr->pclass == CLASS_NINJA) ||
1915 (caster_ptr->pclass == CLASS_MIRROR_MASTER) ||
1916 (caster_ptr->pclass == CLASS_FORCETRAINER))
1918 PERCENTAGE minfail = 0;
1919 PLAYER_LEVEL plev = caster_ptr->lev;
1920 PERCENTAGE chance = 0;
1925 bool use_hp = FALSE;
1931 put_str(_("名前", "Name"), y, x + 5);
1932 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
1934 switch(caster_ptr->pclass)
1936 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
1937 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
1938 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
1939 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1940 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
1941 default: use_mind = 0;break;
1944 for (int i = 0; i < MAX_MIND_POWERS; i++)
1946 byte a = TERM_WHITE;
1947 spell = mind_powers[use_mind].info[i];
1948 if (spell.min_lev > plev) break;
1950 chance = spell.fail;
1951 chance -= 3 * (caster_ptr->lev - spell.min_lev);
1952 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1955 if (spell.mana_cost > caster_ptr->csp)
1957 chance += 5 * (spell.mana_cost - caster_ptr->csp);
1963 if (spell.mana_cost > caster_ptr->chp)
1970 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
1971 if (chance < minfail) chance = minfail;
1973 if (caster_ptr->stun > 50) chance += 25;
1974 else if (caster_ptr->stun) chance += 15;
1976 if (chance > 95) chance = 95;
1978 mindcraft_info(caster_ptr, comment, use_mind, i);
1979 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
1981 spell.min_lev, spell.mana_cost, chance, comment);
1983 Term_putstr(x, y + i + 1, -1, a, psi_desc);
1989 if (REALM_NONE == caster_ptr->realm1) return;
1991 for (int j = 0; j < ((caster_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
1994 y = (j < 3) ? 0 : (m[j - 3] + 2);
1997 for (int i = 0; i < 32; i++)
1999 byte a = TERM_WHITE;
2001 if (!is_magic((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2))
2003 s_ptr = &technic_info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - MIN_TECHNIC][i % 32];
2007 s_ptr = &mp_ptr->info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - 1][i % 32];
2010 strcpy(name, exe_spell(caster_ptr, (j < 1) ? caster_ptr->realm1 : caster_ptr->realm2, i % 32, SPELL_NAME));
2012 if (s_ptr->slevel >= 99)
2014 strcpy(name, _("(判読不能)", "(illegible)"));
2018 ((caster_ptr->spell_forgotten1 & (1L << i))) :
2019 ((caster_ptr->spell_forgotten2 & (1L << (i % 32)))))
2023 else if (!((j < 1) ?
2024 (caster_ptr->spell_learned1 & (1L << i)) :
2025 (caster_ptr->spell_learned2 & (1L << (i % 32)))))
2029 else if (!((j < 1) ?
2030 (caster_ptr->spell_worked1 & (1L << i)) :
2031 (caster_ptr->spell_worked2 & (1L << (i % 32)))))
2036 sprintf(out_val, "%c/%c) %-20.20s",
2037 I2A(n / 8), I2A(n % 8), name);
2040 Term_putstr(x, m[j], -1, a, out_val);
2048 * @brief 呪文の経験値を返す /
2049 * Returns experience of a spell
2050 * @param caster_ptr プレーヤーへの参照ポインタ
2052 * @param use_realm 魔法領域
2055 EXP experience_of_spell(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
2057 if (caster_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
2058 else if (caster_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
2059 else if (use_realm == caster_ptr->realm1) return caster_ptr->spell_exp[spell];
2060 else if (use_realm == caster_ptr->realm2) return caster_ptr->spell_exp[spell + 32];
2066 * @brief 呪文の消費MPを返す /
2067 * Modify mana consumption rate using spell exp and dec_mana
2068 * @param caster_ptr プレーヤーへの参照ポインタ
2069 * @param need_mana 基本消費MP
2074 MANA_POINT mod_need_mana(player_type *caster_ptr, MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
2076 #define MANA_CONST 2400
2078 #define DEC_MANA_DIV 3
2079 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
2081 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(caster_ptr, spell, realm)) + (MANA_CONST - 1);
2082 need_mana *= caster_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
2083 need_mana /= MANA_CONST * MANA_DIV;
2084 if (need_mana < 1) need_mana = 1;
2088 if (caster_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
2100 * @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) /
2101 * Modify spell fail rate
2102 * Using to_m_chance, dec_mana, easy_spell and heavy_spell
2103 * @param caster_ptr プレーヤーへの参照ポインタ
2104 * @param chance 修正前失敗率
2108 PERCENTAGE mod_spell_chance_1(player_type *caster_ptr, PERCENTAGE chance)
2110 chance += caster_ptr->to_m_chance;
2112 if (caster_ptr->heavy_spell) chance += 20;
2114 if (caster_ptr->dec_mana && caster_ptr->easy_spell) chance -= 4;
2115 else if (caster_ptr->easy_spell) chance -= 3;
2116 else if (caster_ptr->dec_mana) chance -= 2;
2123 * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
2124 * Modify spell fail rate
2125 * Using to_m_chance, dec_mana, easy_spell and heavy_spell
2126 * @param caster_ptr プレーヤーへの参照ポインタ
2127 * @param chance 修正前失敗率
2129 * Modify spell fail rate (as "suffix" process)
2130 * Using dec_mana, easy_spell and heavy_spell
2131 * Note: variable "chance" cannot be negative.
2134 PERCENTAGE mod_spell_chance_2(player_type *caster_ptr, PERCENTAGE chance)
2136 if (caster_ptr->dec_mana) chance--;
2137 if (caster_ptr->heavy_spell) chance += 5;
2138 return MAX(chance, 0);
2143 * @brief 呪文の失敗率計算メインルーチン /
2144 * Returns spell chance of failure for spell -RAK-
2145 * @param caster_ptr プレーヤーへの参照ポインタ
2147 * @param use_realm 魔法領域ID
2150 PERCENTAGE spell_chance(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
2152 if (!mp_ptr->spell_book) return 100;
2153 if (use_realm == REALM_HISSATSU) return 0;
2155 const magic_type *s_ptr;
2156 if (!is_magic(use_realm))
2158 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
2162 s_ptr = &mp_ptr->info[use_realm - 1][spell];
2165 PERCENTAGE chance = s_ptr->sfail;
2166 chance -= 3 * (caster_ptr->lev - s_ptr->slevel);
2167 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
2168 if (caster_ptr->riding)
2169 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));
2171 MANA_POINT need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
2172 if (need_mana > caster_ptr->csp)
2174 chance += 5 * (need_mana - caster_ptr->csp);
2177 if ((use_realm != caster_ptr->realm1) && ((caster_ptr->pclass == CLASS_MAGE) || (caster_ptr->pclass == CLASS_PRIEST))) chance += 5;
2179 PERCENTAGE minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
2180 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
2182 if (minfail < 5) minfail = 5;
2185 if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[0]) chance += 25;
2186 if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[1]) chance += 25;
2188 chance = mod_spell_chance_1(caster_ptr, chance);
2189 PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
2193 if ((caster_ptr->align > 50) || (caster_ptr->align < -50)) chance += penalty;
2195 case REALM_LIFE: case REALM_CRUSADE:
2196 if (caster_ptr->align < -20) chance += penalty;
2198 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
2199 if (caster_ptr->align > 20) chance += penalty;
2203 if (chance < minfail) chance = minfail;
2205 if (caster_ptr->stun > 50) chance += 25;
2206 else if (caster_ptr->stun) chance += 15;
2208 if (chance > 95) chance = 95;
2210 if ((use_realm == caster_ptr->realm1) || (use_realm == caster_ptr->realm2)
2211 || (caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
2213 EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
2214 if (exp >= SPELL_EXP_EXPERT) chance--;
2215 if (exp >= SPELL_EXP_MASTER) chance--;
2218 return mod_spell_chance_2(caster_ptr, chance);
2223 * @brief 呪文情報の表示処理 /
2224 * Print a list of spells (for browsing or casting or viewing)
2225 * @param caster_ptr 術者の参照ポインタ
2226 * @param target_spell 呪文ID
2227 * @param spells 表示するスペルID配列の参照ポインタ
2228 * @param num 表示するスペルの数(spellsの要素数)
2229 * @param y 表示メッセージ左上Y座標
2230 * @param x 表示メッセージ左上X座標
2231 * @param use_realm 魔法領域ID
2234 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)
2236 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && current_world_ptr->wizard)
2237 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
2241 if (use_realm == REALM_HISSATSU)
2242 strcpy(buf,_(" Lv MP", " Lv SP"));
2244 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
2246 put_str(_("名前", "Name"), y, x + 5);
2247 put_str(buf, y, x + 29);
2250 if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
2251 else if (use_realm == caster_ptr->realm1) increment = 0;
2252 else if (use_realm == caster_ptr->realm2) increment = 32;
2256 const magic_type *s_ptr;
2261 for (i = 0; i < num; i++)
2263 SPELL_IDX spell = spells[i];
2265 if (!is_magic(use_realm))
2267 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
2271 s_ptr = &mp_ptr->info[use_realm - 1][spell];
2274 MANA_POINT need_mana;
2275 if (use_realm == REALM_HISSATSU)
2276 need_mana = s_ptr->smana;
2279 EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
2280 need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
2281 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
2282 else exp_level = spell_exp_level(exp);
2285 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
2286 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
2287 else if (s_ptr->slevel >= 99) max = TRUE;
2288 else if ((caster_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
2290 strncpy(ryakuji, exp_level_str[exp_level], 4);
2295 if (use_menu && target_spell)
2297 if (i == (target_spell-1))
2298 strcpy(out_val, _(" 》 ", " > "));
2300 strcpy(out_val, " ");
2302 else sprintf(out_val, " %c) ", I2A(i));
2304 if (s_ptr->slevel >= 99)
2306 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
2307 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
2311 strcpy(info, exe_spell(caster_ptr, use_realm, spell, SPELL_INFO));
2312 concptr comment = info;
2313 byte line_attr = TERM_WHITE;
2314 if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
2316 if (s_ptr->slevel > caster_ptr->max_plv)
2318 comment = _("未知", "unknown");
2319 line_attr = TERM_L_BLUE;
2321 else if (s_ptr->slevel > caster_ptr->lev)
2323 comment = _("忘却", "forgotten");
2324 line_attr = TERM_YELLOW;
2327 else if ((use_realm != caster_ptr->realm1) && (use_realm != caster_ptr->realm2))
2329 comment = _("未知", "unknown");
2330 line_attr = TERM_L_BLUE;
2332 else if ((use_realm == caster_ptr->realm1) ?
2333 ((caster_ptr->spell_forgotten1 & (1L << spell))) :
2334 ((caster_ptr->spell_forgotten2 & (1L << spell))))
2336 comment = _("忘却", "forgotten");
2337 line_attr = TERM_YELLOW;
2339 else if (!((use_realm == caster_ptr->realm1) ?
2340 (caster_ptr->spell_learned1 & (1L << spell)) :
2341 (caster_ptr->spell_learned2 & (1L << spell))))
2343 comment = _("未知", "unknown");
2344 line_attr = TERM_L_BLUE;
2346 else if (!((use_realm == caster_ptr->realm1) ?
2347 (caster_ptr->spell_worked1 & (1L << spell)) :
2348 (caster_ptr->spell_worked2 & (1L << spell))))
2350 comment = _("未経験", "untried");
2351 line_attr = TERM_L_GREEN;
2354 if (use_realm == REALM_HISSATSU)
2356 strcat(out_val, format("%-25s %2d %4d",
2357 exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), s_ptr->slevel, need_mana));
2361 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
2362 exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), (max ? '!' : ' '), ryakuji,
2363 s_ptr->slevel, need_mana, spell_chance(caster_ptr, spell, use_realm), comment));
2366 c_prt(line_attr, out_val, y + i + 1, x);
2369 prt("", y + i + 1, x);
2374 * @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 /
2375 * Helper function -- return a "nearby" race for polymorphing
2376 * @param floor_ptr 配置するフロアの参照ポインタ
2377 * @param r_idx 基準となるモンスター種族ID
2378 * @return 変更先のモンスター種族ID
2380 * Note that this function is one of the more "dangerous" ones...
2382 static MONRACE_IDX poly_r_idx(player_type *caster_ptr, MONRACE_IDX r_idx)
2384 monster_race *r_ptr = &r_info[r_idx];
2385 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags1 & RF1_QUESTOR))
2388 DEPTH lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
2389 DEPTH lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
2391 for (int i = 0; i < 1000; i++)
2393 r = get_mon_num(caster_ptr, (caster_ptr->current_floor_ptr->dun_level + r_ptr->level) / 2 + 5);
2397 if (r_ptr->flags1 & RF1_UNIQUE) continue;
2398 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
2409 * @brief 指定座標にいるモンスターを変身させる /
2410 * Helper function -- return a "nearby" race for polymorphing
2411 * @param caster_ptr プレーヤーへの参照ポインタ
2414 * @return 実際に変身したらTRUEを返す
2416 bool polymorph_monster(player_type *caster_ptr, POSITION y, POSITION x)
2418 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
2419 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
2420 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
2421 MONRACE_IDX new_r_idx;
2422 MONRACE_IDX old_r_idx = m_ptr->r_idx;
2423 bool targeted = (target_who == g_ptr->m_idx) ? TRUE : FALSE;
2424 bool health_tracked = (caster_ptr->health_who == g_ptr->m_idx) ? TRUE : FALSE;
2426 if (floor_ptr->inside_arena || caster_ptr->phase_out) return FALSE;
2427 if ((caster_ptr->riding == g_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
2429 monster_type back_m = *m_ptr;
2430 new_r_idx = poly_r_idx(caster_ptr, old_r_idx);
2431 if (new_r_idx == old_r_idx) return FALSE;
2433 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
2434 OBJECT_IDX this_o_idx, next_o_idx = 0;
2436 BIT_FLAGS mode = 0L;
2437 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
2438 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
2439 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
2441 m_ptr->hold_o_idx = 0;
2442 delete_monster_idx(caster_ptr, g_ptr->m_idx);
2443 bool polymorphed = FALSE;
2444 if (place_monster_aux(caster_ptr, 0, y, x, new_r_idx, mode))
2446 floor_ptr->m_list[hack_m_idx_ii].nickname = back_m.nickname;
2447 floor_ptr->m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
2448 floor_ptr->m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
2453 if (place_monster_aux(caster_ptr, 0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
2455 floor_ptr->m_list[hack_m_idx_ii] = back_m;
2456 mproc_init(floor_ptr);
2458 else preserve_hold_objects = FALSE;
2461 if (preserve_hold_objects)
2463 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
2465 object_type *o_ptr = &floor_ptr->o_list[this_o_idx];
2466 next_o_idx = o_ptr->next_o_idx;
2467 o_ptr->held_m_idx = hack_m_idx_ii;
2470 else if (back_m.hold_o_idx)
2472 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
2474 next_o_idx = floor_ptr->o_list[this_o_idx].next_o_idx;
2475 delete_object_idx(caster_ptr, this_o_idx);
2479 if (targeted) target_who = hack_m_idx_ii;
2480 if (health_tracked) health_track(caster_ptr, hack_m_idx_ii);
2488 * @param caster_ptr プレーヤーへの参照ポインタ
2489 * @param x テレポート先のX座標
2490 * @param y テレポート先のY座標
2491 * @return 目標に指定通りテレポートできたならばTRUEを返す
2493 static bool dimension_door_aux(player_type *caster_ptr, POSITION x, POSITION y)
2495 PLAYER_LEVEL plev = caster_ptr->lev;
2497 caster_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
2499 if (!cave_player_teleportable_bold(caster_ptr, y, x, 0L) ||
2500 (distance(y, x, caster_ptr->y, caster_ptr->x) > plev / 2 + 10) ||
2501 (!randint0(plev / 10 + 10)))
2503 caster_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
2504 teleport_player(caster_ptr, (plev + 2) * 2, TELEPORT_PASSIVE);
2508 teleport_player_to(caster_ptr, y, x, 0L);
2514 * @brief 次元の扉処理のメインルーチン /
2515 * @param caster_ptr プレーヤーへの参照ポインタ
2517 * @return ターンを消費した場合TRUEを返す
2519 bool dimension_door(player_type *caster_ptr)
2522 if (!tgt_pt(caster_ptr, &x, &y)) return FALSE;
2523 if (dimension_door_aux(caster_ptr, x, y)) return TRUE;
2525 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!"));
2531 * @brief 鏡抜け処理のメインルーチン /
2532 * Mirror Master's Dimension Door
2533 * @param caster_ptr プレーヤーへの参照ポインタ
2534 * @return ターンを消費した場合TRUEを返す
2536 bool mirror_tunnel(player_type *caster_ptr)
2538 POSITION x = 0, y = 0;
2539 if (!tgt_pt(caster_ptr, &x, &y)) return FALSE;
2540 if (dimension_door_aux(caster_ptr, x, y)) return TRUE;
2542 msg_print(_("鏡の世界をうまく通れなかった!", "You fail to pass the mirror plane correctly!"));
2549 * @param caster_ptr プレーヤーへの参照ポインタ
2551 * @return ターンを消費した場合TRUEを返す
2553 bool eat_magic(player_type *caster_ptr, int power)
2556 GAME_TEXT o_name[MAX_NLEN];
2558 item_tester_hook = item_tester_hook_recharge;
2560 concptr q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
2561 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.");
2565 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
2566 if (!o_ptr) return FALSE;
2569 k_ptr = &k_info[o_ptr->k_idx];
2570 DEPTH lev = k_info[o_ptr->k_idx].level;
2572 int recharge_strength = 0;
2573 bool is_eating_successful = TRUE;
2574 if (o_ptr->tval == TV_ROD)
2576 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
2577 if (one_in_(recharge_strength))
2579 is_eating_successful = FALSE;
2583 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
2585 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."));
2589 caster_ptr->csp += lev;
2590 o_ptr->timeout += k_ptr->pval;
2596 recharge_strength = (100 + power - lev) / 15;
2597 if (recharge_strength < 0) recharge_strength = 0;
2599 if (one_in_(recharge_strength))
2601 is_eating_successful = FALSE;
2605 if (o_ptr->pval > 0)
2607 caster_ptr->csp += lev / 2;
2610 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
2615 object_copy(q_ptr, o_ptr);
2620 caster_ptr->total_weight -= q_ptr->weight;
2621 item = inven_carry(caster_ptr, q_ptr);
2623 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
2628 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
2631 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
2635 if (is_eating_successful)
2637 return redraw_player(caster_ptr);
2640 if (object_is_fixed_artifact(o_ptr))
2642 object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
2643 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);
2644 if (o_ptr->tval == TV_ROD)
2645 o_ptr->timeout = k_ptr->pval * o_ptr->number;
2646 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
2649 return redraw_player(caster_ptr);
2652 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2654 /* Mages recharge objects more safely. */
2655 if (IS_WIZARD_CLASS(caster_ptr))
2657 /* 10% chance to blow up one rod, otherwise draining. */
2658 if (o_ptr->tval == TV_ROD)
2660 if (one_in_(10)) fail_type = 2;
2663 /* 75% chance to blow up one wand, otherwise draining. */
2664 else if (o_ptr->tval == TV_WAND)
2666 if (!one_in_(3)) fail_type = 2;
2669 /* 50% chance to blow up one staff, otherwise no effect. */
2670 else if (o_ptr->tval == TV_STAFF)
2672 if (one_in_(2)) fail_type = 2;
2677 /* All other classes get no special favors. */
2680 /* 33% chance to blow up one rod, otherwise draining. */
2681 if (o_ptr->tval == TV_ROD)
2683 if (one_in_(3)) fail_type = 2;
2686 /* 20% chance of the entire stack, else destroy one wand. */
2687 else if (o_ptr->tval == TV_WAND)
2689 if (one_in_(5)) fail_type = 3;
2692 /* Blow up one staff. */
2693 else if (o_ptr->tval == TV_STAFF)
2701 if (o_ptr->tval == TV_ROD)
2703 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
2704 "You save your rod from destruction, but all charges are lost."), o_name);
2705 o_ptr->timeout = k_ptr->pval * o_ptr->number;
2707 else if (o_ptr->tval == TV_WAND)
2709 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);
2716 if (o_ptr->number > 1)
2718 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);
2719 /* Reduce rod stack maximum timeout, drain wands. */
2720 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
2721 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
2725 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);
2728 vary_item(caster_ptr, item, -1);
2733 if (o_ptr->number > 1)
2734 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);
2736 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2738 vary_item(caster_ptr, item, -999);
2741 return redraw_player(caster_ptr);
2746 * @brief 皆殺し(全方向攻撃)処理
2747 * @param caster_ptr プレーヤーへの参照ポインタ
2750 void massacre(player_type *caster_ptr)
2753 monster_type *m_ptr;
2754 for (DIRECTION dir = 0; dir < 8; dir++)
2756 POSITION y = caster_ptr->y + ddy_ddd[dir];
2757 POSITION x = caster_ptr->x + ddx_ddd[dir];
2758 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
2759 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2760 if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)))
2761 py_attack(caster_ptr, y, x, 0);
2768 * @param caster_ptr プレーヤーへの参照ポインタ
2769 * @return コマンドの入力方向に地形があればTRUE
2771 bool eat_rock(player_type *caster_ptr)
2774 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
2775 POSITION y = caster_ptr->y + ddy[dir];
2776 POSITION x = caster_ptr->x + ddx[dir];
2778 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
2779 feature_type *f_ptr, *mimic_f_ptr;
2780 f_ptr = &f_info[g_ptr->feat];
2781 mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
2783 stop_mouth(caster_ptr);
2784 if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
2786 msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
2788 else if (have_flag(f_ptr->flags, FF_PERMANENT))
2790 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);
2792 else if (g_ptr->m_idx)
2794 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2795 msg_print(_("何かが邪魔しています!", "There's something in the way!"));
2797 if (!m_ptr->ml || !is_pet(m_ptr)) py_attack(caster_ptr, y, x, 0);
2799 else if (have_flag(f_ptr->flags, FF_TREE))
2801 msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
2803 else if (have_flag(f_ptr->flags, FF_GLASS))
2805 msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
2807 else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
2809 (void)set_food(caster_ptr, caster_ptr->food + 3000);
2811 else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
2813 (void)set_food(caster_ptr, caster_ptr->food + 5000);
2817 msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
2818 (void)set_food(caster_ptr, caster_ptr->food + 10000);
2821 cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK);
2822 (void)move_player_effect(caster_ptr, y, x, MPE_DONT_PICKUP);
2827 bool shock_power(player_type *caster_ptr)
2829 int boost = P_PTR_KI;
2830 if (heavy_armor(caster_ptr)) boost /= 2;
2834 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
2836 POSITION y = caster_ptr->y + ddy[dir];
2837 POSITION x = caster_ptr->x + ddx[dir];
2838 PLAYER_LEVEL plev = caster_ptr->lev;
2839 HIT_POINT dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
2840 fire_beam(caster_ptr, GF_MISSILE, dir, dam);
2841 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) return TRUE;
2843 POSITION ty = y, tx = x;
2844 POSITION oy = y, ox = x;
2845 MONSTER_IDX m_idx = caster_ptr->current_floor_ptr->grid_array[y][x].m_idx;
2846 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
2847 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2848 GAME_TEXT m_name[MAX_NLEN];
2849 monster_desc(caster_ptr, m_name, m_ptr, 0);
2851 if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
2853 msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
2857 for (int i = 0; i < 5; i++)
2861 if (is_cave_empty_bold(caster_ptr, y, x))
2872 bool is_shock_successful = ty != oy;
2873 is_shock_successful |= tx != ox;
2874 if (is_shock_successful) return TRUE;
2876 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
2877 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
2878 caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
2882 update_monster(caster_ptr, m_idx, TRUE);
2883 lite_spot(caster_ptr, oy, ox);
2884 lite_spot(caster_ptr, ty, tx);
2886 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2887 caster_ptr->update |= (PU_MON_LITE);
2892 bool booze(player_type *creature_ptr)
2895 if (creature_ptr->pclass != CLASS_MONK) chg_virtue(creature_ptr, V_HARMONY, -1);
2896 else if (!creature_ptr->resist_conf) creature_ptr->special_attack |= ATTACK_SUIKEN;
2897 if (!creature_ptr->resist_conf && set_confused(creature_ptr, randint0(20) + 15))
2902 if (creature_ptr->resist_chaos)
2907 if (one_in_(2) && set_image(creature_ptr, creature_ptr->image + randint0(150) + 150))
2912 if (one_in_(13) && (creature_ptr->pclass != CLASS_MONK))
2915 if (one_in_(3)) lose_all_info(creature_ptr);
2916 else wiz_dark(creature_ptr);
2917 (void)teleport_player_aux(creature_ptr, 100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2918 wiz_dark(creature_ptr);
2919 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..."));
2920 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!"));
2927 bool detonation(player_type *creature_ptr)
2929 msg_print(_("体の中で激しい爆発が起きた!", "Massive explosions rupture your body!"));
2930 take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(50, 20), _("爆発の薬", "a potion of Detonation"), -1);
2931 (void)set_stun(creature_ptr, creature_ptr->stun + 75);
2932 (void)set_cut(creature_ptr,creature_ptr->cut + 5000);
2937 void blood_curse_to_enemy(player_type *caster_ptr, MONSTER_IDX m_idx)
2939 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
2940 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx];
2941 BIT_FLAGS curse_flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
2943 bool is_first_loop = TRUE;
2944 while (is_first_loop || one_in_(5))
2946 is_first_loop = FALSE;
2947 switch (randint1(28))
2952 msg_print(_("地面が揺れた...", "The ground trembles..."));
2953 earthquake(caster_ptr, m_ptr->fy, m_ptr->fx, 4 + randint0(4), 0);
2954 if (!one_in_(6)) break;
2956 case 3: case 4: case 5: case 6:
2959 int extra_dam = damroll(10, 10);
2960 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!"));
2962 project(caster_ptr, 0, 8, m_ptr->fy, m_ptr->fx, extra_dam, GF_MANA, curse_flg, -1);
2963 if (!one_in_(6)) break;
2968 msg_print(_("空間が歪んだ!", "Space warps about you!"));
2970 if (m_ptr->r_idx) teleport_away(caster_ptr, g_ptr->m_idx, damroll(10, 10), TELEPORT_PASSIVE);
2971 if (one_in_(13)) count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
2972 if (!one_in_(6)) break;
2974 case 9: case 10: case 11:
2975 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
2976 project(caster_ptr, 0, 7, m_ptr->fy, m_ptr->fx, 50, GF_DISINTEGRATE, curse_flg, -1);
2977 if (!one_in_(6)) break;
2978 case 12: case 13: case 14: case 15: case 16:
2979 aggravate_monsters(caster_ptr, 0);
2980 if (!one_in_(6)) break;
2982 count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
2983 if (!one_in_(6)) break;
2984 case 19: case 20: case 21: case 22:
2986 bool pet = !one_in_(3);
2987 BIT_FLAGS mode = PM_ALLOW_GROUP;
2989 if (pet) mode |= PM_FORCE_PET;
2990 else mode |= (PM_NO_PET | PM_FORCE_FRIENDLY);
2992 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);
2993 if (!one_in_(6)) break;
2995 case 23: case 24: case 25:
2996 if (caster_ptr->hold_exp && (randint0(100) < 75)) break;
2997 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..."));
2999 if (caster_ptr->hold_exp) lose_exp(caster_ptr, caster_ptr->exp / 160);
3000 else lose_exp(caster_ptr, caster_ptr->exp / 16);
3001 if (!one_in_(6)) break;
3002 case 26: case 27: case 28:
3006 for (int i = 0; i < A_MAX; i++)
3008 bool is_first_dec_stat = TRUE;
3009 while (is_first_dec_stat || one_in_(2))
3011 (void)do_dec_stat(caster_ptr, i);
3017 (void)do_dec_stat(caster_ptr, randint0(6));
3028 * @brief クリムゾンを発射する / Fire Crimson, evoluting gun.
3029 @ @param shooter_ptr 射撃を行うクリーチャー参照
3030 * @return キャンセルした場合 false.
3032 * Need to analyze size of the window.
3033 * Need more color coding.
3035 bool fire_crimson(player_type *shooter_ptr)
3038 if (!get_aim_dir(shooter_ptr, &dir)) return FALSE;
3040 POSITION tx = shooter_ptr->x + 99 * ddx[dir];
3041 POSITION ty = shooter_ptr->y + 99 * ddy[dir];
3042 if ((dir == 5) && target_okay(shooter_ptr))
3049 if (shooter_ptr->pclass == CLASS_ARCHER)
3051 if (shooter_ptr->lev >= 10) num++;
3052 if (shooter_ptr->lev >= 30) num++;
3053 if (shooter_ptr->lev >= 45) num++;
3056 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3057 for (int i = 0; i < num; i++)
3058 project(shooter_ptr, 0, shooter_ptr->lev / 20 + 1, ty, tx, shooter_ptr->lev*shooter_ptr->lev * 6 / 50, GF_ROCKET, flg, -1);
3065 * @brief 町間のテレポートを行うメインルーチン
3066 * @param caster_ptr プレーヤーへの参照ポインタ
3067 * @return テレポート処理を決定したか否か
3069 bool tele_town(player_type *caster_ptr)
3071 if (caster_ptr->current_floor_ptr->dun_level)
3073 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!"));
3077 if (caster_ptr->current_floor_ptr->inside_arena || caster_ptr->phase_out)
3079 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3088 for (i = 1; i < max_towns; i++)
3092 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == caster_ptr->town_num) || !(caster_ptr->visit & (1L << (i - 1)))) continue;
3094 sprintf(buf, "%c) %-20s", I2A(i - 1), town_info[i].name);
3101 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3107 prt(_("どこに行きますか:", "Where do you want to go: "), 0, 0);
3118 else if ((i < 'a') || (i > ('a' + max_towns - 2))) continue;
3119 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;
3123 for (POSITION y = 0; y < current_world_ptr->max_wild_y; y++)
3125 for (POSITION x = 0; x < current_world_ptr->max_wild_x; x++)
3127 if (wilderness[y][x].town == (i - 'a' + 1))
3129 caster_ptr->wilderness_y = y;
3130 caster_ptr->wilderness_x = x;
3135 caster_ptr->leaving = TRUE;
3136 caster_ptr->leave_bldg = TRUE;
3137 caster_ptr->teleport_town = TRUE;
3144 * todo 変数名が実態と合っているかどうかは要確認
3145 * 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
3146 * @param caster_ptr プレーヤーへの参照ポインタ
3147 * @param idx テレポート・レベル対象のモンスター
3149 bool is_teleport_level_ineffective(player_type *caster_ptr, MONSTER_IDX idx)
3151 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
3152 bool is_special_floor = floor_ptr->inside_arena || caster_ptr->phase_out ||
3153 (floor_ptr->inside_quest && !random_quest_number(caster_ptr, floor_ptr->dun_level));
3154 bool is_invalid_floor = idx <= 0;
3155 is_invalid_floor &= quest_number(caster_ptr, floor_ptr->dun_level) || (floor_ptr->dun_level >= d_info[caster_ptr->dungeon_idx].maxdepth);
3156 is_invalid_floor &= caster_ptr->current_floor_ptr->dun_level >= 1;
3157 is_invalid_floor &= ironman_downward;
3158 return is_special_floor || is_invalid_floor;
3162 static bool update_player(player_type *caster_ptr)
3164 caster_ptr->update |= PU_COMBINE | PU_REORDER;
3165 caster_ptr->window |= PW_INVEN;
3170 static bool redraw_player(player_type *caster_ptr)
3172 if (caster_ptr->csp > caster_ptr->msp)
3174 caster_ptr->csp = caster_ptr->msp;
3177 caster_ptr->redraw |= PR_MANA;
3178 caster_ptr->update |= PU_COMBINE | PU_REORDER;
3179 caster_ptr->window |= PW_INVEN;