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 "object-hook.h"
18 /*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
23 * @brief モンスターのテレポートアウェイ処理 /
24 * Teleport a monster, normally up to "dis" grids away.
25 * @param m_idx モンスターID
28 * @return テレポートが実際に行われたらtrue
30 * Attempt to move the monster at least "dis/2" grids away.
31 * But allow variation to prevent infinite loops.
33 bool teleport_away(MONSTER_IDX m_idx, POSITION dis, BIT_FLAGS mode)
35 POSITION oy, ox, d, i, min;
37 POSITION ny = 0, nx = 0;
41 monster_type *m_ptr = &m_list[m_idx];
44 if (!m_ptr->r_idx) return (FALSE);
46 /* Save the old location */
50 /* Minimum distance */
53 if ((mode & TELEPORT_DEC_VALOUR) &&
54 (((p_ptr->chp * 10) / p_ptr->mhp) > 5) &&
55 (4+randint1(5) < ((p_ptr->chp * 10) / p_ptr->mhp)))
57 chg_virtue(V_VALOUR, -1);
65 /* Verify max distance */
66 if (dis > 200) dis = 200;
68 /* Try several locations */
69 for (i = 0; i < 500; i++)
71 /* Pick a (possibly illegal) location */
74 ny = rand_spread(oy, dis);
75 nx = rand_spread(ox, dis);
76 d = distance(oy, ox, ny, nx);
77 if ((d >= min) && (d <= dis)) break;
80 /* Ignore illegal locations */
81 if (!in_bounds(ny, nx)) continue;
83 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
85 /* No teleporting into vaults and such */
86 if (!(p_ptr->inside_quest || p_ptr->inside_arena))
87 if (cave[ny][nx].info & CAVE_ICKY) continue;
89 /* This grid looks good */
96 /* Increase the maximum distance */
99 /* Decrease the minimum distance */
102 /* Stop after MAX_TRIES tries */
103 if (tries > MAX_TRIES) return (FALSE);
106 sound(SOUND_TPOTHER);
108 /* Update the old location */
109 cave[oy][ox].m_idx = 0;
111 /* Update the new location */
112 cave[ny][nx].m_idx = m_idx;
114 /* Move the monster */
118 /* Forget the counter target */
121 /* Update the monster (new location) */
122 update_monster(m_idx, TRUE);
124 /* Redraw the old grid */
127 /* Redraw the new grid */
130 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
131 p_ptr->update |= (PU_MON_LITE);
138 * @brief モンスターを指定された座標付近にテレポートする /
139 * Teleport monster next to a grid near the given location
140 * @param m_idx モンスターID
143 * @param power テレポート成功確率
147 void teleport_monster_to(MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, BIT_FLAGS mode)
149 POSITION ny, nx, oy, ox;
154 monster_type *m_ptr = &m_list[m_idx];
157 if(!m_ptr->r_idx) return;
160 if(randint1(100) > power) return;
165 /* Save the old location */
169 /* Minimum distance */
172 /* Look until done */
173 while (look && --attempts)
175 /* Verify max distance */
176 if (dis > 200) dis = 200;
178 /* Try several locations */
179 for (i = 0; i < 500; i++)
181 /* Pick a (possibly illegal) location */
184 ny = rand_spread(ty, dis);
185 nx = rand_spread(tx, dis);
186 d = distance(ty, tx, ny, nx);
187 if ((d >= min) && (d <= dis)) break;
190 /* Ignore illegal locations */
191 if (!in_bounds(ny, nx)) continue;
193 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
195 /* No teleporting into vaults and such */
196 /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
198 /* This grid looks good */
205 /* Increase the maximum distance */
208 /* Decrease the minimum distance */
212 if (attempts < 1) return;
214 sound(SOUND_TPOTHER);
216 /* Update the old location */
217 cave[oy][ox].m_idx = 0;
219 /* Update the new location */
220 cave[ny][nx].m_idx = m_idx;
222 /* Move the monster */
226 /* Update the monster (new location) */
227 update_monster(m_idx, TRUE);
229 /* Redraw the old grid */
232 /* Redraw the new grid */
235 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
236 p_ptr->update |= (PU_MON_LITE);
240 * @brief プレイヤーのテレポート先選定と移動処理 /
241 * Teleport the player to a location up to "dis" grids away.
244 * @return 実際にテレポート処理が行われたらtrue
247 * If no such spaces are readily available, the distance may increase.
248 * Try very hard to move the player at least a quarter that distance.
250 * There was a nasty tendency for a long time; which was causing the
251 * player to "bounce" between two or three different spots because
252 * these are the only spots that are "far enough" way to satisfy the
255 * But this tendency is now removed; in the new algorithm, a list of
256 * candidates is selected first, which includes at least 50% of all
257 * floor grids within the distance, and any single grid in this list
258 * of candidates has equal possibility to be choosen as a destination.
262 bool teleport_player_aux(POSITION dis, BIT_FLAGS mode)
264 int candidates_at[MAX_TELEPORT_DISTANCE + 1];
265 int total_candidates, cur_candidates;
266 POSITION y = 0, x = 0;
269 int left = MAX(1, p_ptr->x - dis);
270 int right = MIN(cur_wid - 2, p_ptr->x + dis);
271 int top = MAX(1, p_ptr->y - dis);
272 int bottom = MIN(cur_hgt - 2, p_ptr->y + dis);
274 if (p_ptr->wild_mode) return FALSE;
276 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
278 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
282 /* Initialize counters */
283 total_candidates = 0;
284 for (i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
285 candidates_at[i] = 0;
287 /* Limit the distance */
288 if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
290 /* Search valid locations */
291 for (y = top; y <= bottom; y++)
293 for (x = left; x <= right; x++)
297 /* Skip illegal locations */
298 if (!cave_player_teleportable_bold(y, x, mode)) continue;
300 /* Calculate distance */
301 d = distance(p_ptr->y, p_ptr->x, y, x);
303 /* Skip too far locations */
304 if (d > dis) continue;
306 /* Count the total number of candidates */
309 /* Count the number of candidates in this circumference */
314 /* No valid location! */
315 if (0 == total_candidates) return FALSE;
317 /* Fix the minimum distance */
318 for (cur_candidates = 0, min = dis; min >= 0; min--)
320 cur_candidates += candidates_at[min];
322 /* 50% of all candidates will have an equal chance to be choosen. */
323 if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
326 /* Pick up a single location randomly */
327 pick = randint1(cur_candidates);
329 /* Search again the choosen location */
330 for (y = top; y <= bottom; y++)
332 for (x = left; x <= right; x++)
336 /* Skip illegal locations */
337 if (!cave_player_teleportable_bold(y, x, mode)) continue;
339 /* Calculate distance */
340 d = distance(p_ptr->y, p_ptr->x, y, x);
342 /* Skip too far locations */
343 if (d > dis) continue;
345 /* Skip too close locations */
346 if (d < min) continue;
348 /* This grid was picked up? */
357 if (player_bold(y, x)) return FALSE;
359 sound(SOUND_TELEPORT);
362 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
363 msg_format("『こっちだぁ、%s』", p_ptr->name);
366 /* Move the player */
367 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
373 * @brief プレイヤーのテレポート処理メインルーチン
378 void teleport_player(POSITION dis, BIT_FLAGS mode)
382 /* Save the old location */
383 POSITION oy = p_ptr->y;
384 POSITION ox = p_ptr->x;
386 if (!teleport_player_aux(dis, mode)) return;
388 /* Monsters with teleport ability may follow the player */
389 for (xx = -1; xx < 2; xx++)
391 for (yy = -1; yy < 2; yy++)
393 MONSTER_IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
395 /* A monster except your mount may follow */
396 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx))
398 monster_type *m_ptr = &m_list[tmp_m_idx];
399 monster_race *r_ptr = &r_info[m_ptr->r_idx];
402 * The latter limitation is to avoid
403 * totally unkillable suckers...
405 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
406 !(r_ptr->flagsr & RFR_RES_TELE))
408 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
417 * @brief プレイヤーのテレポートアウェイ処理 /
418 * @param m_idx アウェイを試みたプレイヤーID
422 void teleport_player_away(MONSTER_IDX m_idx, POSITION dis)
426 /* Save the old location */
427 POSITION oy = p_ptr->y;
428 POSITION ox = p_ptr->x;
430 if (!teleport_player_aux(dis, TELEPORT_PASSIVE)) return;
432 /* Monsters with teleport ability may follow the player */
433 for (xx = -1; xx < 2; xx++)
435 for (yy = -1; yy < 2; yy++)
437 IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
439 /* A monster except your mount or caster may follow */
440 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx) && (m_idx != tmp_m_idx))
442 monster_type *m_ptr = &m_list[tmp_m_idx];
443 monster_race *r_ptr = &r_info[m_ptr->r_idx];
446 * The latter limitation is to avoid
447 * totally unkillable suckers...
449 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
450 !(r_ptr->flagsr & RFR_RES_TELE))
452 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
461 * @brief プレイヤーを指定位置近辺にテレポートさせる
462 * Teleport player to a grid near the given location
465 * @param mode オプションフラグ
469 * This function is slightly obsessive about correctness.
470 * This function allows teleporting into vaults (!)
473 void teleport_player_to(POSITION ny, POSITION nx, BIT_FLAGS mode)
476 POSITION dis = 0, ctr = 0;
478 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
480 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
484 /* Find a usable location */
487 /* Pick a nearby legal location */
490 y = (POSITION)rand_spread(ny, dis);
491 x = (POSITION)rand_spread(nx, dis);
492 if (in_bounds(y, x)) break;
495 /* Accept any grid when wizard mode */
496 if (p_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!cave[y][x].m_idx || (cave[y][x].m_idx == p_ptr->riding))) break;
498 /* Accept teleportable floor grids */
499 if (cave_player_teleportable_bold(y, x, mode)) break;
501 /* Occasionally advance the distance */
502 if (++ctr > (4 * dis * dis + 4 * dis + 1))
509 sound(SOUND_TELEPORT);
511 /* Move the player */
512 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
516 void teleport_away_followable(MONSTER_IDX m_idx)
518 monster_type *m_ptr = &m_list[m_idx];
519 POSITION oldfy = m_ptr->fy;
520 POSITION oldfx = m_ptr->fx;
521 bool old_ml = m_ptr->ml;
522 POSITION old_cdis = m_ptr->cdis;
524 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
526 if (old_ml && (old_cdis <= MAX_SIGHT) && !world_monster && !p_ptr->inside_battle && los(p_ptr->y, p_ptr->x, oldfy, oldfx))
530 if ((p_ptr->muta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
533 BIT_FLAGS flgs[TR_FLAG_SIZE];
537 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
539 o_ptr = &inventory[i];
540 if (o_ptr->k_idx && !object_is_cursed(o_ptr))
542 object_flags(o_ptr, flgs);
543 if (have_flag(flgs, TR_TELEPORT))
554 if (get_check_strict(_("ついていきますか?", "Do you follow it? "), CHECK_OKAY_CANCEL))
558 teleport_player(200, TELEPORT_PASSIVE);
559 msg_print(_("失敗!", "Failed!"));
561 else teleport_player_to(m_ptr->fy, m_ptr->fx, 0L);
562 p_ptr->energy_need += ENERGY_NEED();
570 * @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 /
571 * Teleport the player one level up or down (random when legal)
572 * @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.
575 void teleport_level(MONSTER_IDX m_idx)
578 GAME_TEXT m_name[160];
581 if (m_idx <= 0) /* To player */
583 strcpy(m_name, _("あなた", "you"));
585 else /* To monster */
587 monster_type *m_ptr = &m_list[m_idx];
589 /* Get the monster name (or "it") */
590 monster_desc(m_name, m_ptr, 0);
592 see_m = is_seen(m_ptr);
595 /* No effect in some case */
596 if (TELE_LEVEL_IS_INEFF(m_idx))
598 if (see_m) msg_print(_("効果がなかった。", "There is no effect."));
602 if ((m_idx <= 0) && p_ptr->anti_tele) /* To player */
604 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
608 /* Choose up or down */
609 if (randint0(100) < 50) go_up = TRUE;
612 if ((m_idx <= 0) && p_ptr->wizard)
614 if (get_check("Force to go up? ")) go_up = TRUE;
615 else if (get_check("Force to go down? ")) go_up = FALSE;
619 if ((ironman_downward && (m_idx <= 0)) || (dun_level <= d_info[dungeon_type].mindepth))
622 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
624 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
626 if (m_idx <= 0) /* To player */
630 dungeon_type = ironman_downward ? DUNGEON_ANGBAND : p_ptr->recall_dungeon;
631 p_ptr->oldpy = p_ptr->y;
632 p_ptr->oldpx = p_ptr->x;
635 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
637 if (autosave_l) do_cmd_save_game(TRUE);
641 dun_level = d_info[dungeon_type].mindepth;
642 prepare_change_floor_mode(CFM_RAND_PLACE);
646 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
650 p_ptr->leaving = TRUE;
655 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
658 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
660 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
664 if (m_idx <= 0) /* To player */
666 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
668 if (autosave_l) do_cmd_save_game(TRUE);
670 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
675 p_ptr->inside_quest = 0;
676 p_ptr->leaving = TRUE;
682 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
684 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
688 if (m_idx <= 0) /* To player */
690 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
692 if (autosave_l) do_cmd_save_game(TRUE);
694 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
697 p_ptr->leaving = TRUE;
703 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
705 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
708 if (m_idx <= 0) /* To player */
710 /* Never reach this code on the surface */
711 /* if (!dun_level) dungeon_type = p_ptr->recall_dungeon; */
713 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
715 if (autosave_l) do_cmd_save_game(TRUE);
717 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
720 p_ptr->leaving = TRUE;
724 /* Monster level teleportation is simple deleting now */
727 monster_type *m_ptr = &m_list[m_idx];
729 /* Check for quest completion */
730 check_quest_completion(m_ptr);
732 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
736 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
737 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
740 delete_monster_idx(m_idx);
743 sound(SOUND_TPLEVEL);
748 * @brief これまでに入ったダンジョンの一覧を表示し、選択させる。
749 * @param note ダンジョンに施す処理記述
752 * @return 選択されたダンジョンID
754 DUNGEON_IDX choose_dungeon(cptr note, POSITION y, POSITION x)
756 DUNGEON_IDX select_dungeon;
761 /* Hack -- No need to choose dungeon in some case */
762 if (lite_town || vanilla_town || ironman_downward)
764 if (max_dlv[DUNGEON_ANGBAND]) return DUNGEON_ANGBAND;
767 msg_format(_("まだ%sに入ったことはない。", "You haven't entered %s yet."), d_name + d_info[DUNGEON_ANGBAND].name);
773 /* Allocate the "dun" array */
774 C_MAKE(dun, max_d_idx, s16b);
777 for(i = 1; i < max_d_idx; i++)
782 if (!d_info[i].maxdepth) continue;
783 if (!max_dlv[i]) continue;
784 if (d_info[i].final_guardian)
786 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
788 else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
790 sprintf(buf,_(" %c) %c%-12s : 最大 %d 階", " %c) %c%-16s : Max level %d"),
791 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, (int)max_dlv[i]);
792 prt(buf, y + num, x);
798 prt(_(" 選べるダンジョンがない。", " No dungeon is available."), y, x);
801 prt(format(_("どのダンジョン%sしますか:", "Which dungeon do you %s?: "), note), 0, 0);
805 if ((i == ESCAPE) || !num)
807 /* Free the "dun" array */
808 C_KILL(dun, max_d_idx, s16b);
813 if (i >= 'a' && i <('a'+num))
815 select_dungeon = dun[i-'a'];
822 /* Free the "dun" array */
823 C_KILL(dun, max_d_idx, s16b);
825 return select_dungeon;
830 * @brief プレイヤーの帰還発動及び中止処理 /
831 * Recall the player to town or dungeon
832 * @param turns 発動までのターン数
835 bool recall_player(TIME_EFFECT turns)
838 * TODO: Recall the player to the last
839 * visited town when in the wilderness
843 if (p_ptr->inside_arena || ironman_downward)
845 msg_print(_("何も起こらなかった。", "Nothing happens."));
849 if (dun_level && (max_dlv[dungeon_type] > dun_level) && !p_ptr->inside_quest && !p_ptr->word_recall)
851 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? ")))
853 max_dlv[dungeon_type] = dun_level;
855 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, _("帰還のときに", "when recall from dungeon"));
859 if (!p_ptr->word_recall)
863 DUNGEON_IDX select_dungeon;
864 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
865 if (!select_dungeon) return FALSE;
866 p_ptr->recall_dungeon = select_dungeon;
868 p_ptr->word_recall = turns;
869 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
870 p_ptr->redraw |= (PR_STATUS);
874 p_ptr->word_recall = 0;
875 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
876 p_ptr->redraw |= (PR_STATUS);
885 bool word_of_recall(void)
887 return(recall_player(randint0(21) + 15));
892 * @return リセット処理が実際に行われたらTRUEを返す
894 bool reset_recall(void)
896 int select_dungeon, dummy = 0;
900 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
903 if (ironman_downward)
905 msg_print(_("何も起こらなかった。", "Nothing happens."));
909 if (!select_dungeon) return FALSE;
911 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
912 (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
915 sprintf(tmp_val, "%d", (int)MAX(dun_level, 1));
917 /* Ask for a level */
918 if (get_string(ppp, tmp_val, 10))
920 /* Extract request */
921 dummy = atoi(tmp_val);
924 if (dummy < 1) dummy = 1;
927 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
928 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
930 max_dlv[select_dungeon] = dummy;
933 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
936 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);
938 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
951 * @brief プレイヤーの装備劣化処理 /
952 * Apply disenchantment to the player's stuff
953 * @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
954 * @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 /
955 * Return "TRUE" if the player notices anything
957 bool apply_disenchant(BIT_FLAGS mode)
961 GAME_TEXT o_name[MAX_NLEN];
962 int to_h, to_d, to_a, pval;
964 /* Pick a random slot */
967 case 1: t = INVEN_RARM; break;
968 case 2: t = INVEN_LARM; break;
969 case 3: t = INVEN_BOW; break;
970 case 4: t = INVEN_BODY; break;
971 case 5: t = INVEN_OUTER; break;
972 case 6: t = INVEN_HEAD; break;
973 case 7: t = INVEN_HANDS; break;
974 case 8: t = INVEN_FEET; break;
977 o_ptr = &inventory[t];
979 /* No item, nothing happens */
980 if (!o_ptr->k_idx) return (FALSE);
982 /* Disenchant equipments only -- No disenchant on monster ball */
983 if (!object_is_weapon_armour_ammo(o_ptr))
986 /* Nothing to disenchant */
987 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
989 /* Nothing to notice */
994 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
997 /* Artifacts have 71% chance to resist */
998 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
1001 msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
1003 msg_format("Your %s (%c) resist%s disenchantment!",
1004 o_name, index_to_label(t),
1005 ((o_ptr->number != 1) ? "" : "s"));
1013 /* Memorize old value */
1019 /* Disenchant tohit */
1020 if (o_ptr->to_h > 0) o_ptr->to_h--;
1021 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
1023 /* Disenchant todam */
1024 if (o_ptr->to_d > 0) o_ptr->to_d--;
1025 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
1027 /* Disenchant toac */
1028 if (o_ptr->to_a > 0) o_ptr->to_a--;
1029 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
1031 /* Disenchant pval (occasionally) */
1032 /* Unless called from wild_magic() */
1033 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
1035 if ((to_h != o_ptr->to_h) || (to_d != o_ptr->to_d) ||
1036 (to_a != o_ptr->to_a) || (pval != o_ptr->pval))
1039 msg_format("%s(%c)は劣化してしまった!",
1040 o_name, index_to_label(t) );
1042 msg_format("Your %s (%c) %s disenchanted!",
1043 o_name, index_to_label(t),
1044 ((o_ptr->number != 1) ? "were" : "was"));
1047 chg_virtue(V_HARMONY, 1);
1048 chg_virtue(V_ENCHANT, -2);
1050 /* Recalculate bonuses */
1051 p_ptr->update |= (PU_BONUS);
1053 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
1062 * @brief プレイヤーの突然変異処理
1065 void mutate_player(void)
1067 BASE_STATUS max1, cur1, max2, cur2;
1070 /* Pick a pair of stats */
1072 for (jj = ii; jj == ii; jj = randint0(6)) /* loop */;
1074 max1 = p_ptr->stat_max[ii];
1075 cur1 = p_ptr->stat_cur[ii];
1076 max2 = p_ptr->stat_max[jj];
1077 cur2 = p_ptr->stat_cur[jj];
1079 p_ptr->stat_max[ii] = max2;
1080 p_ptr->stat_cur[ii] = cur2;
1081 p_ptr->stat_max[jj] = max1;
1082 p_ptr->stat_cur[jj] = cur1;
1086 if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
1087 if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
1090 p_ptr->update |= (PU_BONUS);
1095 * @brief プレイヤーの因果混乱処理 / Apply Nexus
1096 * @param m_ptr 因果混乱をプレイヤーに与えたモンスターの情報参照ポインタ
1099 void apply_nexus(monster_type *m_ptr)
1101 switch (randint1(7))
1103 case 1: case 2: case 3:
1105 teleport_player(200, TELEPORT_PASSIVE);
1111 teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
1117 if (randint0(100) < p_ptr->skill_sav)
1119 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1123 /* Teleport Level */
1130 if (randint0(100) < p_ptr->skill_sav)
1132 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1136 msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
1145 * @brief 寿命つき光源の燃素追加処理 /
1146 * Charge a lite (torch or latern)
1149 void phlogiston(void)
1151 GAME_TURN max_flog = 0;
1152 object_type * o_ptr = &inventory[INVEN_LITE];
1155 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
1157 max_flog = FUEL_LAMP;
1161 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
1163 max_flog = FUEL_TORCH;
1166 /* No torch to refill */
1169 msg_print(_("燃素を消費するアイテムを装備していません。", "You are not wielding anything which uses phlogiston."));
1173 if (o_ptr->xtra4 >= max_flog)
1175 msg_print(_("このアイテムにはこれ以上燃素を補充できません。", "No more phlogiston can be put in this item."));
1180 o_ptr->xtra4 += (XTRA16)(max_flog / 2);
1182 msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
1184 if (o_ptr->xtra4 >= max_flog)
1186 o_ptr->xtra4 = (XTRA16)max_flog;
1187 msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
1190 /* Recalculate torch */
1191 p_ptr->update |= (PU_TORCH);
1196 * @brief 武器へのエゴ付加処理 /
1197 * Brand the current weapon
1198 * @param brand_type エゴ化ID(e_info.txtとは連動していない)
1201 void brand_weapon(int brand_type)
1208 /* Assume enchant weapon */
1209 item_tester_hook = object_allow_enchant_melee_weapon;
1211 q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
1212 s = _("強化できる武器がない。", "You have nothing to enchant.");
1214 if (!get_item(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT))) return;
1216 /* Get the item (in the pack) */
1219 o_ptr = &inventory[item];
1222 /* Get the item (on the floor) */
1225 o_ptr = &o_list[0 - item];
1229 /* you can never modify artifacts / ego-items */
1230 /* you can never modify cursed items */
1231 /* TY: You _can_ modify broken items (if you're silly enough) */
1232 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1233 !object_is_cursed(o_ptr) &&
1234 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1235 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1236 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
1240 /* Let's get the name before it is changed... */
1241 GAME_TEXT o_name[MAX_NLEN];
1242 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1247 if (o_ptr->tval == TV_SWORD)
1249 act = _("は鋭さを増した!", "becomes very sharp!");
1251 o_ptr->name2 = EGO_SHARPNESS;
1252 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, dun_level) + 1;
1254 if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
1259 act = _("は破壊力を増した!", "seems very powerful.");
1260 o_ptr->name2 = EGO_EARTHQUAKES;
1261 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, dun_level);
1265 act = _("は人間の血を求めている!", "seems to be looking for humans!");
1266 o_ptr->name2 = EGO_KILL_HUMAN;
1269 act = _("は電撃に覆われた!", "covered with lightning!");
1270 o_ptr->name2 = EGO_BRAND_ELEC;
1273 act = _("は酸に覆われた!", "coated with acid!");
1274 o_ptr->name2 = EGO_BRAND_ACID;
1277 act = _("は邪悪なる怪物を求めている!", "seems to be looking for evil monsters!");
1278 o_ptr->name2 = EGO_KILL_EVIL;
1281 act = _("は異世界の住人の肉体を求めている!", "seems to be looking for demons!");
1282 o_ptr->name2 = EGO_KILL_DEMON;
1285 act = _("は屍を求めている!", "seems to be looking for undead!");
1286 o_ptr->name2 = EGO_KILL_UNDEAD;
1289 act = _("は動物の血を求めている!", "seems to be looking for animals!");
1290 o_ptr->name2 = EGO_KILL_ANIMAL;
1293 act = _("はドラゴンの血を求めている!", "seems to be looking for dragons!");
1294 o_ptr->name2 = EGO_KILL_DRAGON;
1297 act = _("はトロルの血を求めている!", "seems to be looking for troll!s");
1298 o_ptr->name2 = EGO_KILL_TROLL;
1301 act = _("はオークの血を求めている!", "seems to be looking for orcs!");
1302 o_ptr->name2 = EGO_KILL_ORC;
1305 act = _("は巨人の血を求めている!", "seems to be looking for giants!");
1306 o_ptr->name2 = EGO_KILL_GIANT;
1309 act = _("は非常に不安定になったようだ。", "seems very unstable now.");
1310 o_ptr->name2 = EGO_TRUMP;
1311 o_ptr->pval = randint1(2);
1314 act = _("は血を求めている!", "thirsts for blood!");
1315 o_ptr->name2 = EGO_VAMPIRIC;
1318 act = _("は毒に覆われた。", "is coated with poison.");
1319 o_ptr->name2 = EGO_BRAND_POIS;
1322 act = _("は純ログルスに飲み込まれた。", "is engulfed in raw Logrus!");
1323 o_ptr->name2 = EGO_CHAOTIC;
1326 act = _("は炎のシールドに覆われた!", "is covered in a fiery shield!");
1327 o_ptr->name2 = EGO_BRAND_FIRE;
1330 act = _("は深く冷たいブルーに輝いた!", "glows deep, icy blue!");
1331 o_ptr->name2 = EGO_BRAND_COLD;
1335 msg_format(_("あなたの%s%s", "Your %s %s"), o_name, act);
1336 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1338 o_ptr->discount = 99;
1339 chg_virtue(V_ENCHANT, 2);
1343 if (flush_failure) flush();
1345 msg_print(_("属性付加に失敗した。", "The Branding failed."));
1346 chg_virtue(V_ENCHANT, -2);
1353 * @brief 虚無招来によるフロア中の全壁除去処理 /
1354 * Vanish all walls in this floor
1355 * @return 実際に処理が反映された場合TRUE
1357 static bool vanish_dungeon(void)
1361 feature_type *f_ptr;
1362 monster_type *m_ptr;
1363 GAME_TEXT m_name[80];
1365 /* Prevent vasishing of quest levels and town */
1366 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1371 /* Scan all normal grids */
1372 for (y = 1; y < cur_hgt - 1; y++)
1374 for (x = 1; x < cur_wid - 1; x++)
1376 c_ptr = &cave[y][x];
1378 /* Seeing true feature code (ignore mimic) */
1379 f_ptr = &f_info[c_ptr->feat];
1381 /* Lose room and vault */
1382 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1384 m_ptr = &m_list[c_ptr->m_idx];
1387 if (c_ptr->m_idx && MON_CSLEEP(m_ptr))
1389 /* Reset sleep counter */
1390 (void)set_monster_csleep(c_ptr->m_idx, 0);
1392 /* Notice the "waking up" */
1395 monster_desc(m_name, m_ptr, 0);
1396 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1400 /* Process all walls, doors and patterns */
1401 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(y, x, FF_HURT_DISI);
1405 /* Special boundary walls -- Top and bottom */
1406 for (x = 0; x < cur_wid; x++)
1408 c_ptr = &cave[0][x];
1409 f_ptr = &f_info[c_ptr->mimic];
1411 /* Lose room and vault */
1412 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1414 /* Set boundary mimic if needed */
1415 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1417 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1419 /* Check for change to boring grid */
1420 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1423 c_ptr = &cave[cur_hgt - 1][x];
1424 f_ptr = &f_info[c_ptr->mimic];
1426 /* Lose room and vault */
1427 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1429 /* Set boundary mimic if needed */
1430 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1432 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1434 /* Check for change to boring grid */
1435 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1439 /* Special boundary walls -- Left and right */
1440 for (y = 1; y < (cur_hgt - 1); y++)
1442 c_ptr = &cave[y][0];
1443 f_ptr = &f_info[c_ptr->mimic];
1445 /* Lose room and vault */
1446 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1448 /* Set boundary mimic if needed */
1449 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1451 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1453 /* Check for change to boring grid */
1454 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1457 c_ptr = &cave[y][cur_wid - 1];
1458 f_ptr = &f_info[c_ptr->mimic];
1460 /* Lose room and vault */
1461 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1463 /* Set boundary mimic if needed */
1464 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1466 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1468 /* Check for change to boring grid */
1469 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1473 /* Mega-Hack -- Forget the view and lite */
1474 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
1476 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
1478 /* Update the monsters */
1479 p_ptr->update |= (PU_MONSTERS);
1481 p_ptr->redraw |= (PR_MAP);
1483 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1492 void call_the_(void)
1496 bool do_call = TRUE;
1498 for (i = 0; i < 9; i++)
1500 c_ptr = &cave[p_ptr->y + ddy_ddd[i]][p_ptr->x + ddx_ddd[i]];
1502 if (!cave_have_flag_grid(c_ptr, FF_PROJECT))
1504 if (!c_ptr->mimic || !have_flag(f_info[c_ptr->mimic].flags, FF_PROJECT) ||
1505 !permanent_wall(&f_info[c_ptr->feat]))
1515 for (i = 1; i < 10; i++)
1517 if (i - 5) fire_ball(GF_ROCKET, i, 175, 2);
1520 for (i = 1; i < 10; i++)
1522 if (i - 5) fire_ball(GF_MANA, i, 175, 3);
1525 for (i = 1; i < 10; i++)
1527 if (i - 5) fire_ball(GF_NUKE, i, 175, 4);
1531 /* Prevent destruction of quest levels and town */
1532 else if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1534 msg_print(_("地面が揺れた。", "The ground trembles."));
1540 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
1541 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
1542 msg_print("大きな爆発音があった!");
1544 msg_format("You %s the %s too close to a wall!",
1545 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1546 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1547 msg_print("There is a loud explosion!");
1552 if (!vanish_dungeon()) msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon silences a moment."));
1556 if (destroy_area(p_ptr->y, p_ptr->x, 15 + p_ptr->lev + randint0(11), FALSE))
1557 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
1559 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
1562 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1568 * @brief アイテム引き寄せ処理 /
1569 * Fetch an item (teleport it right underneath the caster)
1570 * @param dir 魔法の発動方向
1572 * @param require_los 射線の通りを要求するならばTRUE
1575 void fetch(DIRECTION dir, WEIGHT wgt, bool require_los)
1581 GAME_TEXT o_name[MAX_NLEN];
1583 /* Check to see if an object is already there */
1584 if (cave[p_ptr->y][p_ptr->x].o_idx)
1586 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."));
1591 if (dir == 5 && target_okay())
1596 if (distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE)
1598 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!"));
1602 c_ptr = &cave[ty][tx];
1604 /* We need an item to fetch */
1607 msg_print(_("そこには何もありません。", "There is no object at this place."));
1611 /* No fetching from vault */
1612 if (c_ptr->info & CAVE_ICKY)
1614 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."));
1618 /* We need to see the item */
1621 if (!player_has_los_bold(ty, tx))
1623 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."));
1626 else if (!projectable(p_ptr->y, p_ptr->x, ty, tx))
1628 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
1635 /* Use a direction */
1636 ty = p_ptr->y; /* Where to drop the item */
1643 c_ptr = &cave[ty][tx];
1645 if ((distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE) ||
1646 !cave_have_flag_bold(ty, tx, FF_PROJECT)) return;
1648 while (!c_ptr->o_idx);
1651 o_ptr = &o_list[c_ptr->o_idx];
1653 if (o_ptr->weight > wgt)
1655 /* Too heavy to 'fetch' */
1656 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
1661 c_ptr->o_idx = o_ptr->next_o_idx;
1662 cave[p_ptr->y][p_ptr->x].o_idx = i; /* 'move' it */
1664 o_ptr->next_o_idx = 0;
1665 o_ptr->iy = (byte)p_ptr->y;
1666 o_ptr->ix = (byte)p_ptr->x;
1668 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1669 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);
1671 note_spot(p_ptr->y, p_ptr->x);
1672 p_ptr->redraw |= PR_MAP;
1679 void alter_reality(void)
1681 /* Ironman option */
1682 if (p_ptr->inside_arena || ironman_downward)
1684 msg_print(_("何も起こらなかった。", "Nothing happens."));
1688 if (!p_ptr->alter_reality)
1690 TIME_EFFECT turns = randint0(21) + 15;
1692 p_ptr->alter_reality = turns;
1693 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
1695 p_ptr->redraw |= (PR_STATUS);
1699 p_ptr->alter_reality = 0;
1700 msg_print(_("景色が元に戻った...", "The view around you got back..."));
1701 p_ptr->redraw |= (PR_STATUS);
1708 * @brief 守りのルーン設置処理 /
1709 * Leave a "glyph of warding" which prevents monster movement
1710 * @return 実際に設置が行われた場合TRUEを返す
1712 bool warding_glyph(void)
1714 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1716 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1720 /* Create a glyph */
1721 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1722 cave[p_ptr->y][p_ptr->x].mimic = feat_glyph;
1724 note_spot(p_ptr->y, p_ptr->x);
1726 lite_spot(p_ptr->y, p_ptr->x);
1733 * @return 実際に設置が行われた場合TRUEを返す
1735 bool place_mirror(void)
1737 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1739 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1743 /* Create a mirror */
1744 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1745 cave[p_ptr->y][p_ptr->x].mimic = feat_mirror;
1747 /* Turn on the light */
1748 cave[p_ptr->y][p_ptr->x].info |= CAVE_GLOW;
1750 note_spot(p_ptr->y, p_ptr->x);
1752 lite_spot(p_ptr->y, p_ptr->x);
1754 update_local_illumination(p_ptr->y, p_ptr->x);
1761 * @brief 爆発のルーン設置処理 /
1762 * Leave an "explosive rune" which prevents monster movement
1763 * @return 実際に設置が行われた場合TRUEを返す
1765 bool explosive_rune(void)
1767 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1769 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1773 /* Create a glyph */
1774 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1775 cave[p_ptr->y][p_ptr->x].mimic = feat_explosive_rune;
1777 note_spot(p_ptr->y, p_ptr->x);
1779 lite_spot(p_ptr->y, p_ptr->x);
1786 * @brief 全所持アイテム鑑定処理 /
1787 * Identify everything being carried.
1788 * Done by a potion of "self knowledge".
1791 void identify_pack(void)
1795 /* Simply identify and know every item */
1796 for (i = 0; i < INVEN_TOTAL; i++)
1798 object_type *o_ptr = &inventory[i];
1800 /* Skip non-objects */
1801 if (!o_ptr->k_idx) continue;
1804 identify_item(o_ptr);
1806 /* Auto-inscription */
1807 autopick_alter_item(i, FALSE);
1813 * @brief 装備強化処理の失敗率定数(千分率) /
1814 * Used by the "enchant" function (chance of failure)
1815 * (modified for Zangband, we need better stuff there...) -- TY
1818 static int enchant_table[16] =
1820 0, 10, 50, 100, 200,
1821 300, 400, 500, 650, 800,
1822 950, 987, 993, 995, 998,
1829 * Removes curses from items in inventory
1830 * @param all 軽い呪いまでの解除ならば0
1831 * @return 解呪されたアイテムの数
1834 * Note that Items which are "Perma-Cursed" (The One Ring,
1835 * The Crown of Morgoth) can NEVER be uncursed.
1837 * Note that if "all" is FALSE, then Items which are
1838 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1839 * will not be uncursed.
1842 static int remove_curse_aux(int all)
1846 /* Attempt to uncurse items being worn */
1847 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1849 object_type *o_ptr = &inventory[i];
1851 /* Skip non-objects */
1852 if (!o_ptr->k_idx) continue;
1854 /* Uncursed already */
1855 if (!object_is_cursed(o_ptr)) continue;
1857 /* Heavily Cursed Items need a special spell */
1858 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1860 /* Perma-Cursed Items can NEVER be uncursed */
1861 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1864 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1869 o_ptr->curse_flags = 0L;
1871 /* Hack -- Assume felt */
1872 o_ptr->ident |= (IDENT_SENSE);
1874 o_ptr->feeling = FEEL_NONE;
1876 p_ptr->update |= (PU_BONUS);
1877 p_ptr->window |= (PW_EQUIP);
1879 /* Count the uncursings */
1885 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."));
1887 /* Return "something uncursed" */
1893 * @brief 装備の軽い呪い解呪処理 /
1894 * Remove most curses
1895 * @return 解呪に成功した装備数
1897 int remove_curse(void)
1899 return (remove_curse_aux(FALSE));
1903 * @brief 装備の重い呪い解呪処理 /
1905 * @return 解呪に成功した装備数
1907 int remove_all_curse(void)
1909 return (remove_curse_aux(TRUE));
1914 * @brief アイテムの価値に応じた錬金術処理 /
1915 * Turns an object into gold, gain some of its value in a shop
1916 * @return 処理が実際に行われたらTRUEを返す
1922 ITEM_NUMBER old_number;
1926 GAME_TEXT o_name[MAX_NLEN];
1927 char out_val[MAX_NLEN+40];
1931 /* Hack -- force destruction */
1932 if (command_arg > 0) force = TRUE;
1934 q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
1935 s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
1937 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
1939 /* Get the item (in the pack) */
1942 o_ptr = &inventory[item];
1945 /* Get the item (on the floor) */
1948 o_ptr = &o_list[0 - item];
1952 /* See how many items */
1953 if (o_ptr->number > 1)
1955 /* Get a quantity */
1956 amt = get_quantity(NULL, o_ptr->number);
1958 /* Allow user abort */
1959 if (amt <= 0) return FALSE;
1963 old_number = o_ptr->number;
1964 o_ptr->number = amt;
1965 object_desc(o_name, o_ptr, 0);
1966 o_ptr->number = old_number;
1968 /* Verify unless quantity given */
1971 if (confirm_destroy || (object_value(o_ptr) > 0))
1973 /* Make a verification */
1974 sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
1975 if (!get_check(out_val)) return FALSE;
1979 /* Artifacts cannot be destroyed */
1980 if (!can_player_destroy_object(o_ptr))
1982 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);
1987 price = object_value_real(o_ptr);
1991 msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
1997 if (amt > 1) price *= amt;
1999 if (price > 30000) price = 30000;
2000 msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
2005 p_ptr->redraw |= (PR_GOLD);
2007 p_ptr->window |= (PW_PLAYER);
2011 /* Eliminate the item (from the pack) */
2014 inven_item_increase(item, -amt);
2015 inven_item_describe(item);
2016 inven_item_optimize(item);
2019 /* Eliminate the item (from the floor) */
2022 floor_item_increase(0 - item, -amt);
2023 floor_item_describe(0 - item);
2024 floor_item_optimize(0 - item);
2032 * @brief 呪いの打ち破り処理 /
2033 * Break the curse of an item
2034 * @param o_ptr 呪い装備情報の参照ポインタ
2037 static void break_curse(object_type *o_ptr)
2039 if (object_is_cursed(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
2041 msg_print(_("かけられていた呪いが打ち破られた!", "The curse is broken!"));
2043 o_ptr->curse_flags = 0L;
2044 o_ptr->ident |= (IDENT_SENSE);
2045 o_ptr->feeling = FEEL_NONE;
2052 * Enchants a plus onto an item. -RAK-
2053 * @param o_ptr 強化するアイテムの参照ポインタ
2055 * @param eflag 強化オプション(命中/ダメージ/AC)
2056 * @return 強化に成功した場合TRUEを返す
2059 * Revamped! Now takes item pointer, number of times to try enchanting,
2060 * and a flag of what to try enchanting. Artifacts resist enchantment
2061 * some of the time, and successful enchantment to at least +0 might
2062 * break a curse on the item. -CFT-
2064 * Note that an item can technically be enchanted all the way to +15 if
2065 * you wait a very, very, long time. Going from +9 to +10 only works
2066 * about 5% of the time, and from +10 to +11 only about 1% of the time.
2068 * Note that this function can now be used on "piles" of items, and
2069 * the larger the pile, the lower the chance of success.
2072 bool enchant(object_type *o_ptr, int n, int eflag)
2074 int i, chance, prob;
2076 bool a = object_is_artifact(o_ptr);
2077 bool force = (eflag & ENCH_FORCE);
2080 /* Large piles resist enchantment */
2081 prob = o_ptr->number * 100;
2083 /* Missiles are easy to enchant */
2084 if ((o_ptr->tval == TV_BOLT) ||
2085 (o_ptr->tval == TV_ARROW) ||
2086 (o_ptr->tval == TV_SHOT))
2092 for (i = 0; i < n; i++)
2094 /* Hack -- Roll for pile resistance */
2095 if (!force && randint0(prob) >= 100) continue;
2097 /* Enchant to hit */
2098 if (eflag & ENCH_TOHIT)
2100 if (o_ptr->to_h < 0) chance = 0;
2101 else if (o_ptr->to_h > 15) chance = 1000;
2102 else chance = enchant_table[o_ptr->to_h];
2104 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2109 /* only when you get it above -1 -CFT */
2110 if (o_ptr->to_h >= 0)
2115 /* Enchant to damage */
2116 if (eflag & ENCH_TODAM)
2118 if (o_ptr->to_d < 0) chance = 0;
2119 else if (o_ptr->to_d > 15) chance = 1000;
2120 else chance = enchant_table[o_ptr->to_d];
2122 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2127 /* only when you get it above -1 -CFT */
2128 if (o_ptr->to_d >= 0)
2133 /* Enchant to armor class */
2134 if (eflag & ENCH_TOAC)
2136 if (o_ptr->to_a < 0) chance = 0;
2137 else if (o_ptr->to_a > 15) chance = 1000;
2138 else chance = enchant_table[o_ptr->to_a];
2140 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2145 /* only when you get it above -1 -CFT */
2146 if (o_ptr->to_a >= 0)
2153 if (!res) return (FALSE);
2155 /* Recalculate bonuses */
2156 p_ptr->update |= (PU_BONUS);
2158 /* Combine / Reorder the pack (later) */
2159 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2161 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2171 * @brief 装備修正強化処理のメインルーチン /
2172 * Enchant an item (in the inventory or on the floor)
2173 * @param num_hit 命中修正量
2174 * @param num_dam ダメージ修正量
2175 * @param num_ac AC修正量
2176 * @return 強化に成功した場合TRUEを返す
2178 * Note that "num_ac" requires armour, else weapon
2179 * Returns TRUE if attempted, FALSE if cancelled
2181 bool enchant_spell(HIT_PROB num_hit, HIT_POINT num_dam, ARMOUR_CLASS num_ac)
2186 GAME_TEXT o_name[MAX_NLEN];
2189 /* Assume enchant weapon */
2190 item_tester_hook = object_allow_enchant_weapon;
2192 /* Enchant armor if requested */
2193 if (num_ac) item_tester_hook = object_is_armour;
2195 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2196 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2198 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return (FALSE);
2200 /* Get the item (in the pack) */
2203 o_ptr = &inventory[item];
2206 /* Get the item (on the floor) */
2209 o_ptr = &o_list[0 - item];
2212 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2214 msg_format("%s は明るく輝いた!", o_name);
2216 msg_format("%s %s glow%s brightly!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
2220 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
2221 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
2222 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
2227 if (flush_failure) flush();
2228 msg_print(_("強化に失敗した。", "The enchantment failed."));
2229 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2232 chg_virtue(V_ENCHANT, 1);
2236 /* Something happened */
2242 * @brief アーティファクト生成の巻物処理 /
2243 * @return 生成が実際に試みられたらTRUEを返す
2245 bool artifact_scroll(void)
2250 GAME_TEXT o_name[MAX_NLEN];
2253 /* Enchant weapon/armour */
2254 item_tester_hook = item_tester_hook_nameless_weapon_armour;
2256 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2257 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2259 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return (FALSE);
2261 /* Get the item (in the pack) */
2264 o_ptr = &inventory[item];
2266 /* Get the item (on the floor) */
2269 o_ptr = &o_list[0 - item];
2272 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2274 msg_format("%s は眩い光を発した!",o_name);
2276 msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
2279 if (object_is_artifact(o_ptr))
2282 msg_format("%sは既に伝説のアイテムです!", o_name );
2284 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
2290 else if (object_is_ego(o_ptr))
2293 msg_format("%sは既に名のあるアイテムです!", o_name );
2295 msg_format("The %s %s already %s!",
2296 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2297 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
2303 else if (o_ptr->xtra3)
2306 msg_format("%sは既に強化されています!", o_name );
2308 msg_format("The %s %s already %s!",
2309 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2310 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
2316 if (o_ptr->number > 1)
2319 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!");
2320 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
2322 msg_print("Not enough enough energy to enchant more than one object!");
2323 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
2328 inven_item_increase(item, 1-(o_ptr->number));
2332 floor_item_increase(0-item, 1-(o_ptr->number));
2335 okay = create_artifact(o_ptr, TRUE);
2341 if (flush_failure) flush();
2342 msg_print(_("強化に失敗した。", "The enchantment failed."));
2343 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2347 if (record_rand_art)
2349 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2350 do_cmd_write_nikki(NIKKI_ART_SCROLL, 0, o_name);
2352 chg_virtue(V_ENCHANT, 1);
2357 /* Something happened */
2364 * Identify an object
2365 * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
2366 * @return 実際に鑑定できたらTRUEを返す
2368 bool identify_item(object_type *o_ptr)
2370 bool old_known = FALSE;
2371 GAME_TEXT o_name[MAX_NLEN];
2373 object_desc(o_name, o_ptr, 0);
2375 if (o_ptr->ident & IDENT_KNOWN)
2378 if (!(o_ptr->ident & (IDENT_MENTAL)))
2380 if (object_is_artifact(o_ptr) || one_in_(5))
2381 chg_virtue(V_KNOWLEDGE, 1);
2384 /* Identify it fully */
2385 object_aware(o_ptr);
2386 object_known(o_ptr);
2388 /* Player touches it */
2389 o_ptr->marked |= OM_TOUCHED;
2391 /* Recalculate bonuses */
2392 p_ptr->update |= (PU_BONUS);
2394 /* Combine / Reorder the pack (later) */
2395 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2397 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2399 strcpy(record_o_name, o_name);
2402 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2404 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
2405 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2406 if(record_rand_art && !old_known && o_ptr->art_name)
2407 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2413 * @brief アイテム鑑定のメインルーチン処理 /
2414 * Identify an object in the inventory (or on the floor)
2415 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2416 * @return 実際に鑑定を行ったならばTRUEを返す
2418 * This routine does *not* automatically combine objects.
2419 * Returns TRUE if something was identified, else FALSE.
2421 bool ident_spell(bool only_equip)
2425 GAME_TEXT o_name[MAX_NLEN];
2430 item_tester_hook = item_tester_hook_identify_weapon_armour;
2432 item_tester_hook = item_tester_hook_identify;
2436 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
2441 item_tester_hook = object_is_weapon_armour_ammo;
2443 item_tester_hook = NULL;
2445 q = _("すべて鑑定済みです。 ", "All items are identified. ");
2448 s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
2450 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return (FALSE);
2452 /* Get the item (in the pack) */
2455 o_ptr = &inventory[item];
2458 /* Get the item (on the floor) */
2461 o_ptr = &o_list[0 - item];
2465 old_known = identify_item(o_ptr);
2467 object_desc(o_name, o_ptr, 0);
2468 if (item >= INVEN_RARM)
2470 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2474 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2478 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2481 /* Auto-inscription/destroy */
2482 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2484 /* Something happened */
2490 * @brief アイテム凡庸化のメインルーチン処理 /
2491 * Identify an object in the inventory (or on the floor)
2492 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2493 * @return 実際に凡庸化をを行ったならばTRUEを返す
2496 * Mundanify an object in the inventory (or on the floor)
2497 * This routine does *not* automatically combine objects.
2498 * Returns TRUE if something was mundanified, else FALSE.
2501 bool mundane_spell(bool only_equip)
2507 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
2509 q = _("どれを使いますか?", "Use which item? ");
2510 s = _("使えるものがありません。", "You have nothing you can use.");
2512 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return (FALSE);
2514 /* Get the item (in the pack) */
2517 o_ptr = &inventory[item];
2520 /* Get the item (on the floor) */
2523 o_ptr = &o_list[0 - item];
2526 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
2528 POSITION iy = o_ptr->iy; /* Y-position on map, or zero */
2529 POSITION ix = o_ptr->ix; /* X-position on map, or zero */
2530 s16b next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
2531 byte marked = o_ptr->marked; /* Object is marked */
2532 s16b weight = o_ptr->number * o_ptr->weight;
2533 u16b inscription = o_ptr->inscription;
2536 object_prep(o_ptr, o_ptr->k_idx);
2540 o_ptr->next_o_idx = next_o_idx;
2541 o_ptr->marked = marked;
2542 o_ptr->inscription = inscription;
2543 if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
2547 /* Something happened */
2552 * @brief アイテム*鑑定*のメインルーチン処理 /
2553 * Identify an object in the inventory (or on the floor)
2554 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2555 * @return 実際に鑑定を行ったならばTRUEを返す
2557 * Fully "identify" an object in the inventory -BEN-
2558 * This routine returns TRUE if an item was identified.
2560 bool identify_fully(bool only_equip)
2564 GAME_TEXT o_name[MAX_NLEN];
2569 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
2571 item_tester_hook = item_tester_hook_identify_fully;
2575 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
2580 item_tester_hook = object_is_weapon_armour_ammo;
2582 item_tester_hook = NULL;
2584 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
2587 s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
2589 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return (FALSE);
2591 /* Get the item (in the pack) */
2594 o_ptr = &inventory[item];
2597 /* Get the item (on the floor) */
2600 o_ptr = &o_list[0 - item];
2604 old_known = identify_item(o_ptr);
2606 /* Mark the item as fully known */
2607 o_ptr->ident |= (IDENT_MENTAL);
2610 object_desc(o_name, o_ptr, 0);
2611 if (item >= INVEN_RARM)
2613 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2617 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2621 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2624 /* Describe it fully */
2625 (void)screen_object(o_ptr, 0L);
2627 /* Auto-inscription/destroy */
2628 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2638 * Recharge a wand/staff/rod from the pack or on the floor.
2639 * This function has been rewritten in Oangband and ZAngband.
2640 * @param power 充填パワー
2641 * @return ターン消費を要する処理まで進んだらTRUEを返す
2643 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
2644 * Chaos -- Arcane Binding --> recharge(90)
2646 * Scroll of recharging --> recharge(130)
2647 * Artifact activation/Thingol --> recharge(130)
2649 * It is harder to recharge high level, and highly charged wands,
2650 * staffs, and rods. The more wands in a stack, the more easily and
2651 * strongly they recharge. Staffs, however, each get fewer charges if
2654 * Beware of "sliding index errors".
2656 bool recharge(int power)
2660 int recharge_strength;
2661 TIME_EFFECT recharge_amount;
2670 GAME_TEXT o_name[MAX_NLEN];
2672 /* Only accept legal items */
2673 item_tester_hook = item_tester_hook_recharge;
2675 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
2676 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
2678 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
2680 /* Get the item (in the pack) */
2683 o_ptr = &inventory[item];
2686 /* Get the item (on the floor) */
2689 o_ptr = &o_list[0 - item];
2692 /* Get the object kind. */
2693 k_ptr = &k_info[o_ptr->k_idx];
2695 /* Extract the object "level" */
2696 lev = k_info[o_ptr->k_idx].level;
2699 /* Recharge a rod */
2700 if (o_ptr->tval == TV_ROD)
2702 /* Extract a recharge strength by comparing object level to power. */
2703 recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
2707 if (one_in_(recharge_strength))
2709 /* Activate the failure code. */
2716 /* Recharge amount */
2717 recharge_amount = (power * damroll(3, 2));
2719 /* Recharge by that amount */
2720 if (o_ptr->timeout > recharge_amount)
2721 o_ptr->timeout -= recharge_amount;
2728 /* Recharge wand/staff */
2731 /* Extract a recharge strength by comparing object level to power.
2732 * Divide up a stack of wands' charges to calculate charge penalty.
2734 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2735 recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
2737 /* All staffs, unstacked wands. */
2738 else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
2741 if (recharge_strength < 0) recharge_strength = 0;
2744 if (one_in_(recharge_strength))
2746 /* Activate the failure code. */
2750 /* If the spell didn't backfire, recharge the wand or staff. */
2753 /* Recharge based on the standard number of charges. */
2754 recharge_amount = randint1(1 + k_ptr->pval / 2);
2756 /* Multiple wands in a stack increase recharging somewhat. */
2757 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2760 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
2761 if (recharge_amount < 1) recharge_amount = 1;
2762 if (recharge_amount > 12) recharge_amount = 12;
2765 /* But each staff in a stack gets fewer additional charges,
2766 * although always at least one.
2768 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
2770 recharge_amount /= (TIME_EFFECT)o_ptr->number;
2771 if (recharge_amount < 1) recharge_amount = 1;
2774 /* Recharge the wand or staff. */
2775 o_ptr->pval += recharge_amount;
2778 /* Hack -- we no longer "know" the item */
2779 o_ptr->ident &= ~(IDENT_KNOWN);
2781 /* Hack -- we no longer think the item is empty */
2782 o_ptr->ident &= ~(IDENT_EMPTY);
2787 /* Inflict the penalties for failing a recharge. */
2790 /* Artifacts are never destroyed. */
2791 if (object_is_fixed_artifact(o_ptr))
2793 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2794 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);
2796 /* Artifact rods. */
2797 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
2798 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2800 /* Artifact wands and staffs. */
2801 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
2806 /* Get the object description */
2807 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2809 /*** Determine Seriousness of Failure ***/
2811 /* Mages recharge objects more safely. */
2812 if (IS_WIZARD_CLASS() || p_ptr->pclass == CLASS_MAGIC_EATER || p_ptr->pclass == CLASS_BLUE_MAGE)
2814 /* 10% chance to blow up one rod, otherwise draining. */
2815 if (o_ptr->tval == TV_ROD)
2817 if (one_in_(10)) fail_type = 2;
2820 /* 75% chance to blow up one wand, otherwise draining. */
2821 else if (o_ptr->tval == TV_WAND)
2823 if (!one_in_(3)) fail_type = 2;
2826 /* 50% chance to blow up one staff, otherwise no effect. */
2827 else if (o_ptr->tval == TV_STAFF)
2829 if (one_in_(2)) fail_type = 2;
2834 /* All other classes get no special favors. */
2837 /* 33% chance to blow up one rod, otherwise draining. */
2838 if (o_ptr->tval == TV_ROD)
2840 if (one_in_(3)) fail_type = 2;
2843 /* 20% chance of the entire stack, else destroy one wand. */
2844 else if (o_ptr->tval == TV_WAND)
2846 if (one_in_(5)) fail_type = 3;
2849 /* Blow up one staff. */
2850 else if (o_ptr->tval == TV_STAFF)
2856 /*** Apply draining and destruction. ***/
2858 /* Drain object or stack of objects. */
2861 if (o_ptr->tval == TV_ROD)
2863 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!"));
2865 if (o_ptr->timeout < 10000)
2866 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2868 else if (o_ptr->tval == TV_WAND)
2870 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);
2873 /* Staffs aren't drained. */
2876 /* Destroy an object or one in a stack of objects. */
2879 if (o_ptr->number > 1)
2880 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);
2882 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2884 /* Reduce rod stack maximum timeout, drain wands. */
2885 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
2886 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
2888 /* Reduce and describe inventory */
2891 inven_item_increase(item, -1);
2892 inven_item_describe(item);
2893 inven_item_optimize(item);
2896 /* Reduce and describe floor item */
2899 floor_item_increase(0 - item, -1);
2900 floor_item_describe(0 - item);
2901 floor_item_optimize(0 - item);
2905 /* Destroy all members of a stack of objects. */
2908 if (o_ptr->number > 1)
2909 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);
2911 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2913 /* Reduce and describe inventory */
2916 inven_item_increase(item, -999);
2917 inven_item_describe(item);
2918 inven_item_optimize(item);
2921 /* Reduce and describe floor item */
2924 floor_item_increase(0 - item, -999);
2925 floor_item_describe(0 - item);
2926 floor_item_optimize(0 - item);
2932 /* Combine / Reorder the pack (later) */
2933 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2935 p_ptr->window |= (PW_INVEN);
2937 /* Something was done */
2945 * @return ターン消費を要する処理を行ったならばTRUEを返す
2947 bool bless_weapon(void)
2951 BIT_FLAGS flgs[TR_FLAG_SIZE];
2952 GAME_TEXT o_name[MAX_NLEN];
2955 /* Bless only weapons */
2956 item_tester_hook = object_is_weapon;
2958 q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
2959 s = _("祝福できる武器がありません。", "You have weapon to bless.");
2961 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT)))
2964 /* Get the item (in the pack) */
2967 o_ptr = &inventory[item];
2970 /* Get the item (on the floor) */
2973 o_ptr = &o_list[0 - item];
2976 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2978 /* Extract the flags */
2979 object_flags(o_ptr, flgs);
2981 if (object_is_cursed(o_ptr))
2983 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
2984 have_flag(flgs, TR_ADD_L_CURSE) ||
2985 have_flag(flgs, TR_ADD_H_CURSE) ||
2986 (o_ptr->curse_flags & TRC_PERMA_CURSE))
2989 msg_format("%sを覆う黒いオーラは祝福を跳ね返した!", o_name);
2991 msg_format("The black aura on %s %s disrupts the blessing!", ((item >= 0) ? "your" : "the"), o_name);
2998 msg_format("%s から邪悪なオーラが消えた。", o_name);
3000 msg_format("A malignant aura leaves %s %s.", ((item >= 0) ? "your" : "the"), o_name);
3005 o_ptr->curse_flags = 0L;
3007 /* Hack -- Assume felt */
3008 o_ptr->ident |= (IDENT_SENSE);
3010 o_ptr->feeling = FEEL_NONE;
3012 /* Recalculate the bonuses */
3013 p_ptr->update |= (PU_BONUS);
3014 p_ptr->window |= (PW_EQUIP);
3018 * Next, we try to bless it. Artifacts have a 1/3 chance of
3019 * being blessed, otherwise, the operation simply disenchants
3020 * them, godly power negating the magic. Ok, the explanation
3021 * is silly, but otherwise priests would always bless every
3022 * artifact weapon they find. Ego weapons and normal weapons
3023 * can be blessed automatically.
3025 if (have_flag(flgs, TR_BLESSED))
3028 msg_format("%s は既に祝福されている。",
3031 msg_format("%s %s %s blessed already.",
3032 ((item >= 0) ? "Your" : "The"), o_name,
3033 ((o_ptr->number > 1) ? "were" : "was"));
3039 if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
3042 msg_format("%sは輝いた!", o_name);
3044 msg_format("%s %s shine%s!",
3045 ((item >= 0) ? "Your" : "The"), o_name,
3046 ((o_ptr->number > 1) ? "" : "s"));
3049 add_flag(o_ptr->art_flags, TR_BLESSED);
3050 o_ptr->discount = 99;
3054 bool dis_happened = FALSE;
3055 msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
3057 /* Disenchant tohit */
3058 if (o_ptr->to_h > 0)
3061 dis_happened = TRUE;
3064 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
3066 /* Disenchant todam */
3067 if (o_ptr->to_d > 0)
3070 dis_happened = TRUE;
3073 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
3075 /* Disenchant toac */
3076 if (o_ptr->to_a > 0)
3079 dis_happened = TRUE;
3082 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
3086 msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
3089 msg_format("%s は劣化した!",
3092 msg_format("%s %s %s disenchanted!",
3093 ((item >= 0) ? "Your" : "The"), o_name,
3094 ((o_ptr->number > 1) ? "were" : "was"));
3100 /* Recalculate bonuses */
3101 p_ptr->update |= (PU_BONUS);
3103 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
3114 * @return ターン消費を要する処理を行ったならばTRUEを返す
3116 bool pulish_shield(void)
3120 BIT_FLAGS flgs[TR_FLAG_SIZE];
3121 GAME_TEXT o_name[MAX_NLEN];
3124 /* Assume enchant weapon */
3125 item_tester_tval = TV_SHIELD;
3127 q = _("どの盾を磨きますか?", "Pulish which weapon? ");
3128 s = _("磨く盾がありません。", "You have weapon to pulish.");
3130 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT)))
3133 /* Get the item (in the pack) */
3136 o_ptr = &inventory[item];
3139 /* Get the item (on the floor) */
3142 o_ptr = &o_list[0 - item];
3145 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3147 /* Extract the flags */
3148 object_flags(o_ptr, flgs);
3150 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
3151 !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
3154 msg_format("%sは輝いた!", o_name);
3156 msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
3158 o_ptr->name2 = EGO_REFLECTION;
3159 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
3161 o_ptr->discount = 99;
3162 chg_virtue(V_ENCHANT, 2);
3168 if (flush_failure) flush();
3170 msg_print(_("失敗した。", "Failed."));
3171 chg_virtue(V_ENCHANT, -2);
3181 * Potions "smash open" and cause an area effect when
3182 * @param who 薬破損の主体ID(プレイヤー所持アイテムが壊れた場合0、床上のアイテムの場合モンスターID)
3185 * @param k_idx 破損した薬のアイテムID
3186 * @return 薬を浴びたモンスターが起こるならばTRUEを返す
3189 * (1) they are shattered while in the player's inventory,
3190 * due to cold (etc) attacks;
3191 * (2) they are thrown at a monster, or obstacle;
3192 * (3) they are shattered by a "cold ball" or other such spell
3193 * while lying on the floor.
3196 * who --- who caused the potion to shatter (0=player)
3197 * potions that smash on the floor are assumed to
3198 * be caused by no-one (who = 1), as are those that
3199 * shatter inside the player inventory.
3200 * (Not anymore -- I changed this; TY)
3201 * y, x --- coordinates of the potion (or player if
3202 * the potion was in her inventory);
3203 * o_ptr --- pointer to the potion object.
3206 bool potion_smash_effect(MONSTER_IDX who, POSITION y, POSITION x, KIND_OBJECT_IDX k_idx)
3213 object_kind *k_ptr = &k_info[k_idx];
3215 switch (k_ptr->sval)
3217 case SV_POTION_SALT_WATER:
3218 case SV_POTION_SLIME_MOLD:
3219 case SV_POTION_LOSE_MEMORIES:
3220 case SV_POTION_DEC_STR:
3221 case SV_POTION_DEC_INT:
3222 case SV_POTION_DEC_WIS:
3223 case SV_POTION_DEC_DEX:
3224 case SV_POTION_DEC_CON:
3225 case SV_POTION_DEC_CHR:
3226 case SV_POTION_WATER: /* perhaps a 'water' attack? */
3227 case SV_POTION_APPLE_JUICE:
3230 case SV_POTION_INFRAVISION:
3231 case SV_POTION_DETECT_INVIS:
3232 case SV_POTION_SLOW_POISON:
3233 case SV_POTION_CURE_POISON:
3234 case SV_POTION_BOLDNESS:
3235 case SV_POTION_RESIST_HEAT:
3236 case SV_POTION_RESIST_COLD:
3237 case SV_POTION_HEROISM:
3238 case SV_POTION_BESERK_STRENGTH:
3239 case SV_POTION_RES_STR:
3240 case SV_POTION_RES_INT:
3241 case SV_POTION_RES_WIS:
3242 case SV_POTION_RES_DEX:
3243 case SV_POTION_RES_CON:
3244 case SV_POTION_RES_CHR:
3245 case SV_POTION_INC_STR:
3246 case SV_POTION_INC_INT:
3247 case SV_POTION_INC_WIS:
3248 case SV_POTION_INC_DEX:
3249 case SV_POTION_INC_CON:
3250 case SV_POTION_INC_CHR:
3251 case SV_POTION_AUGMENTATION:
3252 case SV_POTION_ENLIGHTENMENT:
3253 case SV_POTION_STAR_ENLIGHTENMENT:
3254 case SV_POTION_SELF_KNOWLEDGE:
3255 case SV_POTION_EXPERIENCE:
3256 case SV_POTION_RESISTANCE:
3257 case SV_POTION_INVULNERABILITY:
3258 case SV_POTION_NEW_LIFE:
3259 /* All of the above potions have no effect when shattered */
3261 case SV_POTION_SLOWNESS:
3266 case SV_POTION_POISON:
3271 case SV_POTION_BLINDNESS:
3275 case SV_POTION_CONFUSION: /* Booze */
3279 case SV_POTION_SLEEP:
3283 case SV_POTION_RUINATION:
3284 case SV_POTION_DETONATIONS:
3286 dam = damroll(25, 25);
3289 case SV_POTION_DEATH:
3290 dt = GF_DEATH_RAY; /* !! */
3291 dam = k_ptr->level * 10;
3295 case SV_POTION_SPEED:
3298 case SV_POTION_CURE_LIGHT:
3300 dam = damroll(2, 3);
3302 case SV_POTION_CURE_SERIOUS:
3304 dam = damroll(4, 3);
3306 case SV_POTION_CURE_CRITICAL:
3307 case SV_POTION_CURING:
3309 dam = damroll(6, 3);
3311 case SV_POTION_HEALING:
3313 dam = damroll(10, 10);
3315 case SV_POTION_RESTORE_EXP:
3320 case SV_POTION_LIFE:
3322 dam = damroll(50, 50);
3325 case SV_POTION_STAR_HEALING:
3327 dam = damroll(50, 50);
3330 case SV_POTION_RESTORE_MANA: /* MANA */
3332 dam = damroll(10, 10);
3339 (void)project(who, radius, y, x, dam, dt,
3340 (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
3342 /* XXX those potions that explode need to become "known" */
3348 * @brief プレイヤーの全既知呪文を表示する /
3349 * Hack -- Display all known spells in a window
3352 * Need to analyze size of the window.
3353 * Need more color coding.
3355 void display_spell_list(void)
3360 const magic_type *s_ptr;
3368 /* They have too many spells to list */
3369 if (p_ptr->pclass == CLASS_SORCERER) return;
3370 if (p_ptr->pclass == CLASS_RED_MAGE) return;
3372 if (p_ptr->pclass == CLASS_SNIPER)
3374 display_snipe_list();
3378 /* mind.c type classes */
3379 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3380 (p_ptr->pclass == CLASS_BERSERKER) ||
3381 (p_ptr->pclass == CLASS_NINJA) ||
3382 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3383 (p_ptr->pclass == CLASS_FORCETRAINER))
3386 PLAYER_LEVEL plev = p_ptr->lev;
3392 bool use_hp = FALSE;
3397 /* Display a list of spells */
3399 put_str(_("名前", "Name"), y, x + 5);
3400 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
3402 switch(p_ptr->pclass)
3404 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
3405 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
3406 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
3407 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
3408 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
3409 default: use_mind = 0;break;
3412 /* Dump the spells */
3413 for (i = 0; i < MAX_MIND_POWERS; i++)
3415 byte a = TERM_WHITE;
3417 /* Access the available spell */
3418 spell = mind_powers[use_mind].info[i];
3419 if (spell.min_lev > plev) break;
3421 /* Get the failure rate */
3422 chance = spell.fail;
3424 /* Reduce failure rate by "effective" level adjustment */
3425 chance -= 3 * (p_ptr->lev - spell.min_lev);
3427 /* Reduce failure rate by INT/WIS adjustment */
3428 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3432 /* Not enough mana to cast */
3433 if (spell.mana_cost > p_ptr->csp)
3435 chance += 5 * (spell.mana_cost - p_ptr->csp);
3441 /* Not enough hp to cast */
3442 if (spell.mana_cost > p_ptr->chp)
3449 /* Extract the minimum failure rate */
3450 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3452 /* Minimum failure rate */
3453 if (chance < minfail) chance = minfail;
3455 /* Stunning makes spells harder */
3456 if (p_ptr->stun > 50) chance += 25;
3457 else if (p_ptr->stun) chance += 15;
3459 /* Always a 5 percent chance of working */
3460 if (chance > 95) chance = 95;
3463 mindcraft_info(comment, use_mind, i);
3465 /* Dump the spell */
3466 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
3468 spell.min_lev, spell.mana_cost, chance, comment);
3470 Term_putstr(x, y + i + 1, -1, a, psi_desc);
3475 /* Cannot read spellbooks */
3476 if (REALM_NONE == p_ptr->realm1) return;
3478 /* Normal spellcaster with books */
3481 for (j = 0; j < ((p_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
3485 /* Reset vertical */
3488 /* Vertical location */
3489 y = (j < 3) ? 0 : (m[j - 3] + 2);
3491 /* Horizontal location */
3495 for (i = 0; i < 32; i++)
3497 byte a = TERM_WHITE;
3499 /* Access the spell */
3500 if (!is_magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2))
3502 s_ptr = &technic_info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - MIN_TECHNIC][i % 32];
3506 s_ptr = &mp_ptr->info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - 1][i % 32];
3509 strcpy(name, do_spell((j < 1) ? p_ptr->realm1 : p_ptr->realm2, i % 32, SPELL_NAME));
3512 if (s_ptr->slevel >= 99)
3515 strcpy(name, _("(判読不能)", "(illegible)"));
3523 ((p_ptr->spell_forgotten1 & (1L << i))) :
3524 ((p_ptr->spell_forgotten2 & (1L << (i % 32)))))
3531 else if (!((j < 1) ?
3532 (p_ptr->spell_learned1 & (1L << i)) :
3533 (p_ptr->spell_learned2 & (1L << (i % 32)))))
3540 else if (!((j < 1) ?
3541 (p_ptr->spell_worked1 & (1L << i)) :
3542 (p_ptr->spell_worked2 & (1L << (i % 32)))))
3548 /* Dump the spell --(-- */
3549 sprintf(out_val, "%c/%c) %-20.20s",
3550 I2A(n / 8), I2A(n % 8), name);
3555 /* Dump onto the window */
3556 Term_putstr(x, m[j], -1, a, out_val);
3566 * @brief 呪文の経験値を返す /
3567 * Returns experience of a spell
3569 * @param use_realm 魔法領域
3572 EXP experience_of_spell(SPELL_IDX spell, REALM_IDX use_realm)
3574 if (p_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
3575 else if (p_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
3576 else if (use_realm == p_ptr->realm1) return p_ptr->spell_exp[spell];
3577 else if (use_realm == p_ptr->realm2) return p_ptr->spell_exp[spell + 32];
3583 * @brief 呪文の消費MPを返す /
3584 * Modify mana consumption rate using spell exp and p_ptr->dec_mana
3585 * @param need_mana 基本消費MP
3590 MANA_POINT mod_need_mana(MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
3592 #define MANA_CONST 2400
3594 #define DEC_MANA_DIV 3
3597 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
3600 * need_mana defaults if spell exp equals SPELL_EXP_EXPERT and !p_ptr->dec_mana.
3601 * MANA_CONST is used to calculate need_mana effected from spell proficiency.
3603 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(spell, realm)) + (MANA_CONST - 1);
3604 need_mana *= p_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
3605 need_mana /= MANA_CONST * MANA_DIV;
3606 if (need_mana < 1) need_mana = 1;
3609 /* Non-realm magic */
3612 if (p_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
3624 * @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) /
3625 * Modify spell fail rate
3626 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3627 * @param chance 修正前失敗率
3631 PERCENTAGE mod_spell_chance_1(PERCENTAGE chance)
3633 chance += p_ptr->to_m_chance;
3635 if (p_ptr->heavy_spell) chance += 20;
3637 if (p_ptr->dec_mana && p_ptr->easy_spell) chance -= 4;
3638 else if (p_ptr->easy_spell) chance -= 3;
3639 else if (p_ptr->dec_mana) chance -= 2;
3646 * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
3647 * Modify spell fail rate
3648 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3649 * @param chance 修正前失敗率
3651 * Modify spell fail rate (as "suffix" process)
3652 * Using p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3653 * Note: variable "chance" cannot be negative.
3656 PERCENTAGE mod_spell_chance_2(PERCENTAGE chance)
3658 if (p_ptr->dec_mana) chance--;
3660 if (p_ptr->heavy_spell) chance += 5;
3662 return MAX(chance, 0);
3667 * @brief 呪文の失敗率計算メインルーチン /
3668 * Returns spell chance of failure for spell -RAK-
3670 * @param use_realm 魔法領域ID
3673 PERCENTAGE spell_chance(SPELL_IDX spell, REALM_IDX use_realm)
3675 PERCENTAGE chance, minfail;
3676 const magic_type *s_ptr;
3677 MANA_POINT need_mana;
3678 PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
3681 /* Paranoia -- must be literate */
3682 if (!mp_ptr->spell_book) return (100);
3684 if (use_realm == REALM_HISSATSU) return 0;
3686 /* Access the spell */
3687 if (!is_magic(use_realm))
3689 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3693 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3696 /* Extract the base spell failure rate */
3697 chance = s_ptr->sfail;
3699 /* Reduce failure rate by "effective" level adjustment */
3700 chance -= 3 * (p_ptr->lev - s_ptr->slevel);
3702 /* Reduce failure rate by INT/WIS adjustment */
3703 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3706 chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
3708 /* Extract mana consumption rate */
3709 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3711 /* Not enough mana to cast */
3712 if (need_mana > p_ptr->csp)
3714 chance += 5 * (need_mana - p_ptr->csp);
3717 if ((use_realm != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
3719 /* Extract the minimum failure rate */
3720 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3723 * Non mage/priest characters never get too good
3724 * (added high mage, mindcrafter)
3726 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
3728 if (minfail < 5) minfail = 5;
3731 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
3732 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
3733 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
3735 chance = mod_spell_chance_1(chance);
3737 /* Goodness or evilness gives a penalty to failure rate */
3741 if ((p_ptr->align > 50) || (p_ptr->align < -50)) chance += penalty;
3743 case REALM_LIFE: case REALM_CRUSADE:
3744 if (p_ptr->align < -20) chance += penalty;
3746 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
3747 if (p_ptr->align > 20) chance += penalty;
3751 /* Minimum failure rate */
3752 if (chance < minfail) chance = minfail;
3754 /* Stunning makes spells harder */
3755 if (p_ptr->stun > 50) chance += 25;
3756 else if (p_ptr->stun) chance += 15;
3758 /* Always a 5 percent chance of working */
3759 if (chance > 95) chance = 95;
3761 if ((use_realm == p_ptr->realm1) || (use_realm == p_ptr->realm2)
3762 || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3764 EXP exp = experience_of_spell(spell, use_realm);
3765 if (exp >= SPELL_EXP_EXPERT) chance--;
3766 if (exp >= SPELL_EXP_MASTER) chance--;
3769 /* Return the chance */
3770 return mod_spell_chance_2(chance);
3775 * @brief 魔法が利用可能かどうかを返す /
3776 * Determine if a spell is "okay" for the player to cast or study
3777 * The spell must be legible, not forgotten, and also, to cast,
3778 * it must be known, and to study, it must not be known.
3780 * @param learned 使用可能な判定ならばTRUE、学習可能かどうかの判定ならばFALSE
3781 * @param study_pray 祈りの学習判定目的ならばTRUE
3782 * @param use_realm 魔法領域ID
3785 bool spell_okay(int spell, bool learned, bool study_pray, int use_realm)
3787 const magic_type *s_ptr;
3789 /* Access the spell */
3790 if (!is_magic(use_realm))
3792 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3796 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3799 /* Spell is illegal */
3800 if (s_ptr->slevel > p_ptr->lev) return (FALSE);
3802 /* Spell is forgotten */
3803 if ((use_realm == p_ptr->realm2) ?
3804 (p_ptr->spell_forgotten2 & (1L << spell)) :
3805 (p_ptr->spell_forgotten1 & (1L << spell)))
3811 if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
3812 if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
3814 /* Spell is learned */
3815 if ((use_realm == p_ptr->realm2) ?
3816 (p_ptr->spell_learned2 & (1L << spell)) :
3817 (p_ptr->spell_learned1 & (1L << spell)))
3820 return (!study_pray);
3823 /* Okay to study, not to cast */
3830 * @brief 呪文情報の表示処理 /
3831 * Print a list of spells (for browsing or casting or viewing)
3832 * @param target_spell 呪文ID
3833 * @param spells 表示するスペルID配列の参照ポインタ
3834 * @param num 表示するスペルの数(spellsの要素数)
3835 * @param y 表示メッセージ左上Y座標
3836 * @param x 表示メッセージ左上X座標
3837 * @param use_realm 魔法領域ID
3840 void print_spells(SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_LEN y, TERM_LEN x, REALM_IDX use_realm)
3844 int exp_level, increment = 64;
3845 const magic_type *s_ptr;
3850 MANA_POINT need_mana;
3855 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && p_ptr->wizard)
3856 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
3858 /* Title the list */
3860 if (use_realm == REALM_HISSATSU)
3861 strcpy(buf,_(" Lv MP", " Lv SP"));
3863 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
3865 put_str(_("名前", "Name"), y, x + 5);
3866 put_str(buf, y, x + 29);
3868 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
3869 else if (use_realm == p_ptr->realm1) increment = 0;
3870 else if (use_realm == p_ptr->realm2) increment = 32;
3872 /* Dump the spells */
3873 for (i = 0; i < num; i++)
3877 if (!is_magic(use_realm))
3879 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3883 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3886 if (use_realm == REALM_HISSATSU)
3887 need_mana = s_ptr->smana;
3890 EXP exp = experience_of_spell(spell, use_realm);
3892 /* Extract mana consumption rate */
3893 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3895 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
3896 else exp_level = spell_exp_level(exp);
3899 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
3900 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
3901 else if (s_ptr->slevel >= 99) max = TRUE;
3902 else if ((p_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
3904 strncpy(ryakuji, exp_level_str[exp_level], 4);
3909 if (use_menu && target_spell)
3911 if (i == (target_spell-1))
3912 strcpy(out_val, _(" 》 ", " > "));
3914 strcpy(out_val, " ");
3916 else sprintf(out_val, " %c) ", I2A(i));
3917 /* Skip illegible spells */
3918 if (s_ptr->slevel >= 99)
3920 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
3921 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
3925 /* XXX XXX Could label spells above the players level */
3927 /* Get extra info */
3928 strcpy(info, do_spell(use_realm, spell, SPELL_INFO));
3933 /* Assume spell is known and tried */
3934 line_attr = TERM_WHITE;
3936 /* Analyze the spell */
3937 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3939 if (s_ptr->slevel > p_ptr->max_plv)
3941 comment = _("未知", "unknown");
3942 line_attr = TERM_L_BLUE;
3944 else if (s_ptr->slevel > p_ptr->lev)
3946 comment = _("忘却", "forgotten");
3947 line_attr = TERM_YELLOW;
3950 else if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2))
3952 comment = _("未知", "unknown");
3953 line_attr = TERM_L_BLUE;
3955 else if ((use_realm == p_ptr->realm1) ?
3956 ((p_ptr->spell_forgotten1 & (1L << spell))) :
3957 ((p_ptr->spell_forgotten2 & (1L << spell))))
3959 comment = _("忘却", "forgotten");
3960 line_attr = TERM_YELLOW;
3962 else if (!((use_realm == p_ptr->realm1) ?
3963 (p_ptr->spell_learned1 & (1L << spell)) :
3964 (p_ptr->spell_learned2 & (1L << spell))))
3966 comment = _("未知", "unknown");
3967 line_attr = TERM_L_BLUE;
3969 else if (!((use_realm == p_ptr->realm1) ?
3970 (p_ptr->spell_worked1 & (1L << spell)) :
3971 (p_ptr->spell_worked2 & (1L << spell))))
3973 comment = _("未経験", "untried");
3974 line_attr = TERM_L_GREEN;
3977 /* Dump the spell --(-- */
3978 if (use_realm == REALM_HISSATSU)
3980 strcat(out_val, format("%-25s %2d %4d",
3981 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
3982 s_ptr->slevel, need_mana));
3986 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
3987 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
3988 (max ? '!' : ' '), ryakuji,
3989 s_ptr->slevel, need_mana, spell_chance(spell, use_realm), comment));
3991 c_prt(line_attr, out_val, y + i + 1, x);
3994 /* Clear the bottom line */
3995 prt("", y + i + 1, x);
4002 * @return ターン消費を要する処理を行ったならばTRUEを返す
4004 bool rustproof(void)
4008 GAME_TEXT o_name[MAX_NLEN];
4011 /* Select a piece of armour */
4012 item_tester_hook = object_is_armour;
4014 q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
4015 s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
4017 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return FALSE;
4019 /* Get the item (in the pack) */
4022 o_ptr = &inventory[item];
4025 /* Get the item (on the floor) */
4028 o_ptr = &o_list[0 - item];
4031 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4033 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
4035 if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
4038 msg_format("%sは新品同様になった!",o_name);
4040 msg_format("%s %s look%s as good as new!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
4047 msg_format("%sは腐食しなくなった。", o_name);
4049 msg_format("%s %s %s now protected against corrosion.", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "are" : "is"));
4059 * Curse the players armor
4060 * @return 実際に呪縛されたらTRUEを返す
4062 bool curse_armor(void)
4067 GAME_TEXT o_name[MAX_NLEN];
4070 /* Curse the body armor */
4071 o_ptr = &inventory[INVEN_BODY];
4073 /* Nothing to curse */
4074 if (!o_ptr->k_idx) return (FALSE);
4076 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
4078 /* Attempt a saving throw for artifacts */
4079 if (object_is_artifact(o_ptr) && (randint0(100) < 50))
4083 msg_format("%sが%sを包み込もうとしたが、%sはそれを跳ね返した!",
4084 "恐怖の暗黒オーラ", "防具", o_name);
4086 msg_format("A %s tries to %s, but your %s resists the effects!",
4087 "terrible black aura", "surround your armor", o_name);
4092 /* not artifact or failed save... */
4095 msg_format(_("恐怖の暗黒オーラがあなたの%sを包み込んだ!", "A terrible black aura blasts your %s!"), o_name);
4096 chg_virtue(V_ENCHANT, -5);
4098 /* Blast the armor */
4100 o_ptr->name2 = EGO_BLASTED;
4101 o_ptr->to_a = 0 - randint1(5) - randint1(5);
4108 for (i = 0; i < TR_FLAG_SIZE; i++)
4109 o_ptr->art_flags[i] = 0;
4112 o_ptr->curse_flags = TRC_CURSED;
4115 o_ptr->ident |= (IDENT_BROKEN);
4117 /* Recalculate bonuses */
4118 p_ptr->update |= (PU_BONUS);
4120 /* Recalculate mana */
4121 p_ptr->update |= (PU_MANA);
4123 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4131 * Curse the players weapon
4132 * @param force 無条件に呪縛を行うならばTRUE
4133 * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
4134 * @return 実際に呪縛されたらTRUEを返す
4136 bool curse_weapon_object(bool force, object_type *o_ptr)
4139 GAME_TEXT o_name[MAX_NLEN];
4141 /* Nothing to curse */
4142 if (!o_ptr->k_idx) return (FALSE);
4143 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
4145 /* Attempt a saving throw */
4146 if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
4150 msg_format("%sが%sを包み込もうとしたが、%sはそれを跳ね返した!",
4151 "恐怖の暗黒オーラ", "武器", o_name);
4153 msg_format("A %s tries to %s, but your %s resists the effects!",
4154 "terrible black aura", "surround your weapon", o_name);
4158 /* not artifact or failed save... */
4161 if (!force) msg_format(_("恐怖の暗黒オーラがあなたの%sを包み込んだ!", "A terrible black aura blasts your %s!"), o_name);
4162 chg_virtue(V_ENCHANT, -5);
4164 /* Shatter the weapon */
4166 o_ptr->name2 = EGO_SHATTERED;
4167 o_ptr->to_h = 0 - randint1(5) - randint1(5);
4168 o_ptr->to_d = 0 - randint1(5) - randint1(5);
4174 for (i = 0; i < TR_FLAG_SIZE; i++)
4175 o_ptr->art_flags[i] = 0;
4178 o_ptr->curse_flags = TRC_CURSED;
4181 o_ptr->ident |= (IDENT_BROKEN);
4183 /* Recalculate bonuses */
4184 p_ptr->update |= (PU_BONUS);
4186 /* Recalculate mana */
4187 p_ptr->update |= (PU_MANA);
4189 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4196 * @brief 武器呪縛処理のメインルーチン /
4197 * Curse the players weapon
4198 * @param force 無条件に呪縛を行うならばTRUE
4199 * @param slot 呪縛する武器の装備スロット
4200 * @return 実際に呪縛されたらTRUEを返す
4202 bool curse_weapon(bool force, int slot)
4204 /* Curse the weapon */
4205 return curse_weapon_object(force, &inventory[slot]);
4210 * @brief ボルトのエゴ化処理(火炎エゴのみ) /
4211 * Enchant some bolts
4214 bool brand_bolts(void)
4218 /* Use the first acceptable bolts */
4219 for (i = 0; i < INVEN_PACK; i++)
4221 object_type *o_ptr = &inventory[i];
4223 /* Skip non-bolts */
4224 if (o_ptr->tval != TV_BOLT) continue;
4226 /* Skip artifacts and ego-items */
4227 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
4230 /* Skip cursed/broken items */
4231 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
4234 if (randint0(100) < 75) continue;
4236 msg_print(_("クロスボウの矢が炎のオーラに包まれた!", "Your bolts are covered in a fiery aura!"));
4239 o_ptr->name2 = EGO_FLAME;
4240 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
4244 if (flush_failure) flush();
4247 msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
4254 * @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 /
4255 * Helper function -- return a "nearby" race for polymorphing
4256 * @param r_idx 基準となるモンスター種族ID
4257 * @return 変更先のモンスター種族ID
4259 * Note that this function is one of the more "dangerous" ones...
4261 static IDX poly_r_idx(MONRACE_IDX r_idx)
4263 monster_race *r_ptr = &r_info[r_idx];
4269 /* Hack -- Uniques/Questors never polymorph */
4270 if ((r_ptr->flags1 & RF1_UNIQUE) ||
4271 (r_ptr->flags1 & RF1_QUESTOR))
4274 /* Allowable range of "levels" for resulting monster */
4275 lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
4276 lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
4278 /* Pick a (possibly new) non-unique race */
4279 for (i = 0; i < 1000; i++)
4281 /* Pick a new race, using a level calculation */
4282 r = get_mon_num((dun_level + r_ptr->level) / 2 + 5);
4284 /* Handle failure */
4290 /* Ignore unique monsters */
4291 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4293 /* Ignore monsters with incompatible levels */
4294 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
4296 /* Use that index */
4305 * @brief 指定座標にいるモンスターを変身させる /
4306 * Helper function -- return a "nearby" race for polymorphing
4309 * @return 実際に変身したらTRUEを返す
4311 bool polymorph_monster(POSITION y, POSITION x)
4313 cave_type *c_ptr = &cave[y][x];
4314 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4315 bool polymorphed = FALSE;
4316 MONRACE_IDX new_r_idx;
4317 MONRACE_IDX old_r_idx = m_ptr->r_idx;
4318 bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
4319 bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
4320 monster_type back_m;
4322 if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
4324 if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
4326 /* Memorize the monster before polymorphing */
4329 /* Pick a "new" monster race */
4330 new_r_idx = poly_r_idx(old_r_idx);
4332 /* Handle polymorph */
4333 if (new_r_idx != old_r_idx)
4335 BIT_FLAGS mode = 0L;
4336 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
4337 OBJECT_IDX this_o_idx, next_o_idx = 0;
4339 /* Get the monsters attitude */
4340 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
4341 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
4342 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
4344 /* Mega-hack -- ignore held objects */
4345 m_ptr->hold_o_idx = 0;
4347 /* "Kill" the "old" monster */
4348 delete_monster_idx(c_ptr->m_idx);
4350 /* Create a new monster (no groups) */
4351 if (place_monster_aux(0, y, x, new_r_idx, mode))
4353 m_list[hack_m_idx_ii].nickname = back_m.nickname;
4354 m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
4355 m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
4362 /* Placing the new monster failed */
4363 if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
4365 m_list[hack_m_idx_ii] = back_m;
4367 /* Re-initialize monster process */
4370 else preserve_hold_objects = FALSE;
4373 /* Mega-hack -- preserve held objects */
4374 if (preserve_hold_objects)
4376 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4378 object_type *o_ptr = &o_list[this_o_idx];
4380 /* Acquire next object */
4381 next_o_idx = o_ptr->next_o_idx;
4383 /* Held by new monster */
4384 o_ptr->held_m_idx = hack_m_idx_ii;
4387 else if (back_m.hold_o_idx) /* Failed (paranoia) */
4389 /* Delete objects */
4390 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4392 /* Acquire next object */
4393 next_o_idx = o_list[this_o_idx].next_o_idx;
4395 delete_object_idx(this_o_idx);
4399 if (targeted) target_who = hack_m_idx_ii;
4400 if (health_tracked) health_track(hack_m_idx_ii);
4409 * @param x テレポート先のX座標
4410 * @param y テレポート先のY座標
4411 * @return 目標に指定通りテレポートできたならばTRUEを返す
4413 static bool dimension_door_aux(DEPTH x, DEPTH y)
4415 PLAYER_LEVEL plev = p_ptr->lev;
4417 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
4419 if (!cave_player_teleportable_bold(y, x, 0L) ||
4420 (distance(y, x, p_ptr->y, p_ptr->x) > plev / 2 + 10) ||
4421 (!randint0(plev / 10 + 10)))
4423 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
4424 teleport_player((plev + 2) * 2, TELEPORT_PASSIVE);
4431 teleport_player_to(y, x, 0L);
4440 * @brief 次元の扉処理のメインルーチン /
4442 * @return ターンを消費した場合TRUEを返す
4444 bool dimension_door(void)
4448 /* Rerutn FALSE if cancelled */
4449 if (!tgt_pt(&x, &y)) return FALSE;
4451 if (dimension_door_aux(x, y)) return TRUE;
4453 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!"));
4460 * @brief 鏡抜け処理のメインルーチン /
4461 * Mirror Master's Dimension Door
4462 * @return ターンを消費した場合TRUEを返す
4464 bool mirror_tunnel(void)
4466 POSITION x = 0, y = 0;
4468 /* Rerutn FALSE if cancelled */
4469 if (!tgt_pt(&x, &y)) return FALSE;
4471 if (dimension_door_aux(x, y)) return TRUE;
4473 msg_print(_("鏡の世界をうまく通れなかった!", "You fail to pass the mirror plane correctly!"));
4481 * @return ターンを消費した場合TRUEを返す
4483 bool eat_magic(int power)
4489 int recharge_strength = 0;
4495 GAME_TEXT o_name[MAX_NLEN];
4497 item_tester_hook = item_tester_hook_recharge;
4499 q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
4500 s = _("魔力を吸収できるアイテムがありません。", "You have nothing to drain.");
4502 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
4506 o_ptr = &inventory[item];
4510 o_ptr = &o_list[0 - item];
4513 k_ptr = &k_info[o_ptr->k_idx];
4514 lev = k_info[o_ptr->k_idx].level;
4516 if (o_ptr->tval == TV_ROD)
4518 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
4521 if (one_in_(recharge_strength))
4523 /* Activate the failure code. */
4528 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
4530 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."));
4535 o_ptr->timeout += k_ptr->pval;
4541 /* All staffs, wands. */
4542 recharge_strength = (100 + power - lev) / 15;
4545 if (recharge_strength < 0) recharge_strength = 0;
4548 if (one_in_(recharge_strength))
4550 /* Activate the failure code. */
4555 if (o_ptr->pval > 0)
4557 p_ptr->csp += lev / 2;
4560 /* XXX Hack -- unstack if necessary */
4561 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
4567 /* Obtain a local object */
4568 object_copy(q_ptr, o_ptr);
4570 /* Modify quantity */
4573 /* Restore the charges */
4576 /* Unstack the used item */
4578 p_ptr->total_weight -= q_ptr->weight;
4579 item = inven_carry(q_ptr);
4581 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
4586 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
4588 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
4592 /* Inflict the penalties for failing a recharge. */
4595 /* Artifacts are never destroyed. */
4596 if (object_is_fixed_artifact(o_ptr))
4598 object_desc(o_name, o_ptr, OD_NAME_ONLY);
4599 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);
4601 /* Artifact rods. */
4602 if (o_ptr->tval == TV_ROD)
4603 o_ptr->timeout = k_ptr->pval * o_ptr->number;
4605 /* Artifact wands and staffs. */
4606 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
4611 /* Get the object description */
4612 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4614 /*** Determine Seriousness of Failure ***/
4616 /* Mages recharge objects more safely. */
4617 if (IS_WIZARD_CLASS())
4619 /* 10% chance to blow up one rod, otherwise draining. */
4620 if (o_ptr->tval == TV_ROD)
4622 if (one_in_(10)) fail_type = 2;
4625 /* 75% chance to blow up one wand, otherwise draining. */
4626 else if (o_ptr->tval == TV_WAND)
4628 if (!one_in_(3)) fail_type = 2;
4631 /* 50% chance to blow up one staff, otherwise no effect. */
4632 else if (o_ptr->tval == TV_STAFF)
4634 if (one_in_(2)) fail_type = 2;
4639 /* All other classes get no special favors. */
4642 /* 33% chance to blow up one rod, otherwise draining. */
4643 if (o_ptr->tval == TV_ROD)
4645 if (one_in_(3)) fail_type = 2;
4648 /* 20% chance of the entire stack, else destroy one wand. */
4649 else if (o_ptr->tval == TV_WAND)
4651 if (one_in_(5)) fail_type = 3;
4654 /* Blow up one staff. */
4655 else if (o_ptr->tval == TV_STAFF)
4661 /*** Apply draining and destruction. ***/
4663 /* Drain object or stack of objects. */
4666 if (o_ptr->tval == TV_ROD)
4668 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
4669 "You save your rod from destruction, but all charges are lost."), o_name);
4670 o_ptr->timeout = k_ptr->pval * o_ptr->number;
4672 else if (o_ptr->tval == TV_WAND)
4674 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);
4677 /* Staffs aren't drained. */
4680 /* Destroy an object or one in a stack of objects. */
4683 if (o_ptr->number > 1)
4685 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);
4686 /* Reduce rod stack maximum timeout, drain wands. */
4687 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
4688 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
4692 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);
4695 /* Reduce and describe inventory */
4698 inven_item_increase(item, -1);
4699 inven_item_describe(item);
4700 inven_item_optimize(item);
4703 /* Reduce and describe floor item */
4706 floor_item_increase(0 - item, -1);
4707 floor_item_describe(0 - item);
4708 floor_item_optimize(0 - item);
4712 /* Destroy all members of a stack of objects. */
4715 if (o_ptr->number > 1)
4716 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);
4718 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
4720 /* Reduce and describe inventory */
4723 inven_item_increase(item, -999);
4724 inven_item_describe(item);
4725 inven_item_optimize(item);
4728 /* Reduce and describe floor item */
4731 floor_item_increase(0 - item, -999);
4732 floor_item_describe(0 - item);
4733 floor_item_optimize(0 - item);
4739 if (p_ptr->csp > p_ptr->msp)
4741 p_ptr->csp = p_ptr->msp;
4744 /* Redraw mana and hp */
4745 p_ptr->redraw |= (PR_MANA);
4747 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
4748 p_ptr->window |= (PW_INVEN);
4755 * @param level 召喚基準レベル
4758 * @param mode 召喚オプション
4759 * @return ターンを消費した場合TRUEを返す
4761 bool summon_kin_player(DEPTH level, POSITION y, POSITION x, BIT_FLAGS mode)
4763 bool pet = (bool)(mode & PM_FORCE_PET);
4764 if (!pet) mode |= PM_NO_PET;
4766 switch (p_ptr->mimic_form)
4769 switch (p_ptr->prace)
4773 case RACE_BARBARIAN:
4776 summon_kin_type = 'p';
4786 case RACE_MIND_FLAYER:
4789 summon_kin_type = 'h';
4792 summon_kin_type = 'o';
4794 case RACE_HALF_TROLL:
4795 summon_kin_type = 'T';
4797 case RACE_HALF_OGRE:
4798 summon_kin_type = 'O';
4800 case RACE_HALF_GIANT:
4801 case RACE_HALF_TITAN:
4803 summon_kin_type = 'P';
4806 summon_kin_type = 'y';
4809 summon_kin_type = 'K';
4812 summon_kin_type = 'k';
4815 if (one_in_(13)) summon_kin_type = 'U';
4816 else summon_kin_type = 'u';
4818 case RACE_DRACONIAN:
4819 summon_kin_type = 'd';
4823 summon_kin_type = 'g';
4826 if (one_in_(13)) summon_kin_type = 'L';
4827 else summon_kin_type = 's';
4830 summon_kin_type = 'z';
4833 summon_kin_type = 'V';
4836 summon_kin_type = 'G';
4839 summon_kin_type = 'I';
4842 summon_kin_type = '#';
4845 summon_kin_type = 'A';
4848 summon_kin_type = 'U';
4851 summon_kin_type = 'p';
4856 if (one_in_(13)) summon_kin_type = 'U';
4857 else summon_kin_type = 'u';
4859 case MIMIC_DEMON_LORD:
4860 summon_kin_type = 'U';
4863 summon_kin_type = 'V';
4866 return summon_specific((pet ? -1 : 0), y, x, level, SUMMON_KIN, mode);
4870 * @brief 皆殺し(全方向攻撃)処理
4871 * @param py プレイヤーY座標
4872 * @param px プレイヤーX座標
4879 monster_type *m_ptr;
4882 for (dir = 0; dir < 8; dir++)
4884 y = p_ptr->y + ddy_ddd[dir];
4885 x = p_ptr->x + ddx_ddd[dir];
4886 c_ptr = &cave[y][x];
4888 /* Get the monster */
4889 m_ptr = &m_list[c_ptr->m_idx];
4891 /* Hack -- attack monsters */
4892 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
4901 feature_type *f_ptr, *mimic_f_ptr;
4904 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4905 y = p_ptr->y + ddy[dir];
4906 x = p_ptr->x + ddx[dir];
4907 c_ptr = &cave[y][x];
4908 f_ptr = &f_info[c_ptr->feat];
4909 mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
4913 if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
4915 msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
4917 else if (have_flag(f_ptr->flags, FF_PERMANENT))
4919 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);
4921 else if (c_ptr->m_idx)
4923 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4924 msg_print(_("何かが邪魔しています!", "There's something in the way!"));
4926 if (!m_ptr->ml || !is_pet(m_ptr)) py_attack(y, x, 0);
4928 else if (have_flag(f_ptr->flags, FF_TREE))
4930 msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
4932 else if (have_flag(f_ptr->flags, FF_GLASS))
4934 msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
4936 else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
4938 (void)set_food(p_ptr->food + 3000);
4940 else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
4942 (void)set_food(p_ptr->food + 5000);
4946 msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
4947 (void)set_food(p_ptr->food + 10000);
4950 /* Destroy the wall */
4951 cave_alter_feat(y, x, FF_HURT_ROCK);
4953 /* Move the player */
4954 (void)move_player_effect(y, x, MPE_DONT_PICKUP);
4959 bool shock_power(void)
4964 PLAYER_LEVEL plev = p_ptr->lev;
4965 int boost = P_PTR_KI;
4966 if (heavy_armor()) boost /= 2;
4969 if (!get_aim_dir(&dir)) return FALSE;
4971 y = p_ptr->y + ddy[dir];
4972 x = p_ptr->x + ddx[dir];
4973 dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
4974 fire_beam(GF_MISSILE, dir, dam);
4975 if (cave[y][x].m_idx)
4980 MONSTER_IDX m_idx = cave[y][x].m_idx;
4981 monster_type *m_ptr = &m_list[m_idx];
4982 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4983 GAME_TEXT m_name[80];
4985 monster_desc(m_name, m_ptr, 0);
4987 if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
4989 msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
4993 for (i = 0; i < 5; i++)
4997 if (cave_empty_bold(y, x))
5004 if ((ty != oy) || (tx != ox))
5006 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
5007 cave[oy][ox].m_idx = 0;
5008 cave[ty][tx].m_idx = (s16b)m_idx;
5009 m_ptr->fy = (byte_hack)ty;
5010 m_ptr->fx = (byte_hack)tx;
5012 update_monster(m_idx, TRUE);
5016 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
5017 p_ptr->update |= (PU_MON_LITE);