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"
17 /*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
22 * @brief モンスターのテレポートアウェイ処理 /
23 * Teleport a monster, normally up to "dis" grids away.
24 * @param m_idx モンスターID
27 * @return テレポートが実際に行われたらtrue
29 * Attempt to move the monster at least "dis/2" grids away.
30 * But allow variation to prevent infinite loops.
32 bool teleport_away(MONSTER_IDX m_idx, POSITION dis, BIT_FLAGS mode)
34 POSITION oy, ox, d, i, min;
36 POSITION ny = 0, nx = 0;
40 monster_type *m_ptr = &m_list[m_idx];
43 if (!m_ptr->r_idx) return (FALSE);
45 /* Save the old location */
49 /* Minimum distance */
52 if ((mode & TELEPORT_DEC_VALOUR) &&
53 (((p_ptr->chp * 10) / p_ptr->mhp) > 5) &&
54 (4+randint1(5) < ((p_ptr->chp * 10) / p_ptr->mhp)))
56 chg_virtue(V_VALOUR, -1);
64 /* Verify max distance */
65 if (dis > 200) dis = 200;
67 /* Try several locations */
68 for (i = 0; i < 500; i++)
70 /* Pick a (possibly illegal) location */
73 ny = rand_spread(oy, dis);
74 nx = rand_spread(ox, dis);
75 d = distance(oy, ox, ny, nx);
76 if ((d >= min) && (d <= dis)) break;
79 /* Ignore illegal locations */
80 if (!in_bounds(ny, nx)) continue;
82 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
84 /* No teleporting into vaults and such */
85 if (!(p_ptr->inside_quest || p_ptr->inside_arena))
86 if (cave[ny][nx].info & CAVE_ICKY) continue;
88 /* This grid looks good */
95 /* Increase the maximum distance */
98 /* Decrease the minimum distance */
101 /* Stop after MAX_TRIES tries */
102 if (tries > MAX_TRIES) return (FALSE);
105 sound(SOUND_TPOTHER);
107 /* Update the old location */
108 cave[oy][ox].m_idx = 0;
110 /* Update the new location */
111 cave[ny][nx].m_idx = m_idx;
113 /* Move the monster */
117 /* Forget the counter target */
120 /* Update the monster (new location) */
121 update_mon(m_idx, TRUE);
123 /* Redraw the old grid */
126 /* Redraw the new grid */
129 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
130 p_ptr->update |= (PU_MON_LITE);
137 * @brief モンスターを指定された座標付近にテレポートする /
138 * Teleport monster next to a grid near the given location
139 * @param m_idx モンスターID
142 * @param power テレポート成功確率
146 void teleport_monster_to(MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, BIT_FLAGS mode)
148 POSITION ny, nx, oy, ox;
153 monster_type *m_ptr = &m_list[m_idx];
156 if(!m_ptr->r_idx) return;
159 if(randint1(100) > power) return;
164 /* Save the old location */
168 /* Minimum distance */
171 /* Look until done */
172 while (look && --attempts)
174 /* Verify max distance */
175 if (dis > 200) dis = 200;
177 /* Try several locations */
178 for (i = 0; i < 500; i++)
180 /* Pick a (possibly illegal) location */
183 ny = rand_spread(ty, dis);
184 nx = rand_spread(tx, dis);
185 d = distance(ty, tx, ny, nx);
186 if ((d >= min) && (d <= dis)) break;
189 /* Ignore illegal locations */
190 if (!in_bounds(ny, nx)) continue;
192 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
194 /* No teleporting into vaults and such */
195 /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
197 /* This grid looks good */
204 /* Increase the maximum distance */
207 /* Decrease the minimum distance */
211 if (attempts < 1) return;
213 sound(SOUND_TPOTHER);
215 /* Update the old location */
216 cave[oy][ox].m_idx = 0;
218 /* Update the new location */
219 cave[ny][nx].m_idx = m_idx;
221 /* Move the monster */
225 /* Update the monster (new location) */
226 update_mon(m_idx, TRUE);
228 /* Redraw the old grid */
231 /* Redraw the new grid */
234 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
235 p_ptr->update |= (PU_MON_LITE);
239 * @brief プレイヤーのテレポート先選定と移動処理 /
240 * Teleport the player to a location up to "dis" grids away.
243 * @return 実際にテレポート処理が行われたらtrue
246 * If no such spaces are readily available, the distance may increase.
247 * Try very hard to move the player at least a quarter that distance.
249 * There was a nasty tendency for a long time; which was causing the
250 * player to "bounce" between two or three different spots because
251 * these are the only spots that are "far enough" way to satisfy the
254 * But this tendency is now removed; in the new algorithm, a list of
255 * candidates is selected first, which includes at least 50% of all
256 * floor grids within the distance, and any single grid in this list
257 * of candidates has equal possibility to be choosen as a destination.
261 bool teleport_player_aux(POSITION dis, BIT_FLAGS mode)
263 int candidates_at[MAX_TELEPORT_DISTANCE + 1];
264 int total_candidates, cur_candidates;
265 POSITION y = 0, x = 0;
268 int left = MAX(1, p_ptr->x - dis);
269 int right = MIN(cur_wid - 2, p_ptr->x + dis);
270 int top = MAX(1, p_ptr->y - dis);
271 int bottom = MIN(cur_hgt - 2, p_ptr->y + dis);
273 if (p_ptr->wild_mode) return FALSE;
275 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
277 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
281 /* Initialize counters */
282 total_candidates = 0;
283 for (i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
284 candidates_at[i] = 0;
286 /* Limit the distance */
287 if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
289 /* Search valid locations */
290 for (y = top; y <= bottom; y++)
292 for (x = left; x <= right; x++)
296 /* Skip illegal locations */
297 if (!cave_player_teleportable_bold(y, x, mode)) continue;
299 /* Calculate distance */
300 d = distance(p_ptr->y, p_ptr->x, y, x);
302 /* Skip too far locations */
303 if (d > dis) continue;
305 /* Count the total number of candidates */
308 /* Count the number of candidates in this circumference */
313 /* No valid location! */
314 if (0 == total_candidates) return FALSE;
316 /* Fix the minimum distance */
317 for (cur_candidates = 0, min = dis; min >= 0; min--)
319 cur_candidates += candidates_at[min];
321 /* 50% of all candidates will have an equal chance to be choosen. */
322 if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
325 /* Pick up a single location randomly */
326 pick = randint1(cur_candidates);
328 /* Search again the choosen location */
329 for (y = top; y <= bottom; y++)
331 for (x = left; x <= right; x++)
335 /* Skip illegal locations */
336 if (!cave_player_teleportable_bold(y, x, mode)) continue;
338 /* Calculate distance */
339 d = distance(p_ptr->y, p_ptr->x, y, x);
341 /* Skip too far locations */
342 if (d > dis) continue;
344 /* Skip too close locations */
345 if (d < min) continue;
347 /* This grid was picked up? */
356 if (player_bold(y, x)) return FALSE;
358 sound(SOUND_TELEPORT);
361 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
362 msg_format("『こっちだぁ、%s』", p_ptr->name);
365 /* Move the player */
366 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
372 * @brief プレイヤーのテレポート処理メインルーチン
377 void teleport_player(POSITION dis, BIT_FLAGS mode)
381 /* Save the old location */
382 POSITION oy = p_ptr->y;
383 POSITION ox = p_ptr->x;
385 if (!teleport_player_aux(dis, mode)) return;
387 /* Monsters with teleport ability may follow the player */
388 for (xx = -1; xx < 2; xx++)
390 for (yy = -1; yy < 2; yy++)
392 MONSTER_IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
394 /* A monster except your mount may follow */
395 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx))
397 monster_type *m_ptr = &m_list[tmp_m_idx];
398 monster_race *r_ptr = &r_info[m_ptr->r_idx];
401 * The latter limitation is to avoid
402 * totally unkillable suckers...
404 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
405 !(r_ptr->flagsr & RFR_RES_TELE))
407 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
416 * @brief プレイヤーのテレポートアウェイ処理 /
417 * @param m_idx アウェイを試みたプレイヤーID
421 void teleport_player_away(MONSTER_IDX m_idx, POSITION dis)
425 /* Save the old location */
426 POSITION oy = p_ptr->y;
427 POSITION ox = p_ptr->x;
429 if (!teleport_player_aux(dis, TELEPORT_PASSIVE)) return;
431 /* Monsters with teleport ability may follow the player */
432 for (xx = -1; xx < 2; xx++)
434 for (yy = -1; yy < 2; yy++)
436 IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
438 /* A monster except your mount or caster may follow */
439 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx) && (m_idx != tmp_m_idx))
441 monster_type *m_ptr = &m_list[tmp_m_idx];
442 monster_race *r_ptr = &r_info[m_ptr->r_idx];
445 * The latter limitation is to avoid
446 * totally unkillable suckers...
448 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
449 !(r_ptr->flagsr & RFR_RES_TELE))
451 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
460 * @brief プレイヤーを指定位置近辺にテレポートさせる
461 * Teleport player to a grid near the given location
464 * @param mode オプションフラグ
468 * This function is slightly obsessive about correctness.
469 * This function allows teleporting into vaults (!)
472 void teleport_player_to(POSITION ny, POSITION nx, BIT_FLAGS mode)
475 POSITION dis = 0, ctr = 0;
477 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
479 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
483 /* Find a usable location */
486 /* Pick a nearby legal location */
489 y = (POSITION)rand_spread(ny, dis);
490 x = (POSITION)rand_spread(nx, dis);
491 if (in_bounds(y, x)) break;
494 /* Accept any grid when wizard mode */
495 if (p_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!cave[y][x].m_idx || (cave[y][x].m_idx == p_ptr->riding))) break;
497 /* Accept teleportable floor grids */
498 if (cave_player_teleportable_bold(y, x, mode)) break;
500 /* Occasionally advance the distance */
501 if (++ctr > (4 * dis * dis + 4 * dis + 1))
508 sound(SOUND_TELEPORT);
510 /* Move the player */
511 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
515 void teleport_away_followable(MONSTER_IDX m_idx)
517 monster_type *m_ptr = &m_list[m_idx];
518 int oldfy = m_ptr->fy;
519 int oldfx = m_ptr->fx;
520 bool old_ml = m_ptr->ml;
521 int old_cdis = m_ptr->cdis;
523 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
525 if (old_ml && (old_cdis <= MAX_SIGHT) && !world_monster && !p_ptr->inside_battle && los(p_ptr->y, p_ptr->x, oldfy, oldfx))
529 if ((p_ptr->muta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
532 BIT_FLAGS flgs[TR_FLAG_SIZE];
536 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
538 o_ptr = &inventory[i];
539 if (o_ptr->k_idx && !object_is_cursed(o_ptr))
541 object_flags(o_ptr, flgs);
542 if (have_flag(flgs, TR_TELEPORT))
553 if (get_check_strict(_("ついていきますか?", "Do you follow it? "), CHECK_OKAY_CANCEL))
557 teleport_player(200, TELEPORT_PASSIVE);
558 msg_print(_("失敗!", "Failed!"));
560 else teleport_player_to(m_ptr->fy, m_ptr->fx, 0L);
561 p_ptr->energy_need += ENERGY_NEED();
569 * @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 /
570 * Teleport the player one level up or down (random when legal)
571 * @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.
574 void teleport_level(MONSTER_IDX m_idx)
580 if (m_idx <= 0) /* To player */
582 strcpy(m_name, _("あなた", "you"));
584 else /* To monster */
586 monster_type *m_ptr = &m_list[m_idx];
588 /* Get the monster name (or "it") */
589 monster_desc(m_name, m_ptr, 0);
591 see_m = is_seen(m_ptr);
594 /* No effect in some case */
595 if (TELE_LEVEL_IS_INEFF(m_idx))
597 if (see_m) msg_print(_("効果がなかった。", "There is no effect."));
601 if ((m_idx <= 0) && p_ptr->anti_tele) /* To player */
603 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
607 /* Choose up or down */
608 if (randint0(100) < 50) go_up = TRUE;
611 if ((m_idx <= 0) && p_ptr->wizard)
613 if (get_check("Force to go up? ")) go_up = TRUE;
614 else if (get_check("Force to go down? ")) go_up = FALSE;
618 if ((ironman_downward && (m_idx <= 0)) || (dun_level <= d_info[dungeon_type].mindepth))
621 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
623 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
625 if (m_idx <= 0) /* To player */
629 dungeon_type = ironman_downward ? DUNGEON_ANGBAND : p_ptr->recall_dungeon;
630 p_ptr->oldpy = p_ptr->y;
631 p_ptr->oldpx = p_ptr->x;
634 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
636 if (autosave_l) do_cmd_save_game(TRUE);
640 dun_level = d_info[dungeon_type].mindepth;
641 prepare_change_floor_mode(CFM_RAND_PLACE);
645 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
649 p_ptr->leaving = TRUE;
654 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
657 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
659 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
663 if (m_idx <= 0) /* To player */
665 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
667 if (autosave_l) do_cmd_save_game(TRUE);
669 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
674 p_ptr->inside_quest = 0;
675 p_ptr->leaving = TRUE;
681 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
683 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
687 if (m_idx <= 0) /* To player */
689 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
691 if (autosave_l) do_cmd_save_game(TRUE);
693 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
696 p_ptr->leaving = TRUE;
702 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
704 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
707 if (m_idx <= 0) /* To player */
709 /* Never reach this code on the surface */
710 /* if (!dun_level) dungeon_type = p_ptr->recall_dungeon; */
712 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
714 if (autosave_l) do_cmd_save_game(TRUE);
716 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
719 p_ptr->leaving = TRUE;
723 /* Monster level teleportation is simple deleting now */
726 monster_type *m_ptr = &m_list[m_idx];
728 /* Check for quest completion */
729 check_quest_completion(m_ptr);
731 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
735 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
736 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
739 delete_monster_idx(m_idx);
742 sound(SOUND_TPLEVEL);
747 * @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。
748 * @param note ダンジョンに施す処理記述
751 * @return 選択されたダンジョンID
753 DUNGEON_IDX choose_dungeon(cptr note, POSITION y, POSITION x)
755 DUNGEON_IDX select_dungeon;
760 /* Hack -- No need to choose dungeon in some case */
761 if (lite_town || vanilla_town || ironman_downward)
763 if (max_dlv[DUNGEON_ANGBAND]) return DUNGEON_ANGBAND;
766 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);
772 /* Allocate the "dun" array */
773 C_MAKE(dun, max_d_idx, s16b);
776 for(i = 1; i < max_d_idx; i++)
781 if (!d_info[i].maxdepth) continue;
782 if (!max_dlv[i]) continue;
783 if (d_info[i].final_guardian)
785 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
787 else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
789 sprintf(buf,_(" %c) %c%-12s : 最大 %d 階", " %c) %c%-16s : Max level %d"),
790 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, (int)max_dlv[i]);
791 prt(buf, y + num, x);
797 prt(_(" 選べるダンジョンがない。", " No dungeon is available."), y, x);
800 prt(format(_("どのダンジョン%sしますか:", "Which dungeon do you %s?: "), note), 0, 0);
804 if ((i == ESCAPE) || !num)
806 /* Free the "dun" array */
807 C_KILL(dun, max_d_idx, s16b);
812 if (i >= 'a' && i <('a'+num))
814 select_dungeon = dun[i-'a'];
821 /* Free the "dun" array */
822 C_KILL(dun, max_d_idx, s16b);
824 return select_dungeon;
829 * @brief プレイヤーの帰還発動及び中止処理 /
830 * Recall the player to town or dungeon
831 * @param turns 発動までのターン数
834 bool recall_player(TIME_EFFECT turns)
837 * TODO: Recall the player to the last
838 * visited town when in the wilderness
842 if (p_ptr->inside_arena || ironman_downward)
844 msg_print(_("何も起こらなかった。", "Nothing happens."));
848 if (dun_level && (max_dlv[dungeon_type] > dun_level) && !p_ptr->inside_quest && !p_ptr->word_recall)
850 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? ")))
852 max_dlv[dungeon_type] = dun_level;
854 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, _("帰還のときに", "when recall from dungeon"));
858 if (!p_ptr->word_recall)
862 DUNGEON_IDX select_dungeon;
863 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
864 if (!select_dungeon) return FALSE;
865 p_ptr->recall_dungeon = select_dungeon;
867 p_ptr->word_recall = turns;
868 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
869 p_ptr->redraw |= (PR_STATUS);
873 p_ptr->word_recall = 0;
874 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
875 p_ptr->redraw |= (PR_STATUS);
884 bool word_of_recall(void)
886 return(recall_player(randint0(21) + 15));
891 * @return リセット処理が実際に行われたらTRUEを返す
893 bool reset_recall(void)
895 int select_dungeon, dummy = 0;
899 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
902 if (ironman_downward)
904 msg_print(_("何も起こらなかった。", "Nothing happens."));
908 if (!select_dungeon) return FALSE;
910 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
911 (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
914 sprintf(tmp_val, "%d", (int)MAX(dun_level, 1));
916 /* Ask for a level */
917 if (get_string(ppp, tmp_val, 10))
919 /* Extract request */
920 dummy = atoi(tmp_val);
923 if (dummy < 1) dummy = 1;
926 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
927 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
929 max_dlv[select_dungeon] = dummy;
932 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
935 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);
937 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
950 * @brief プレイヤーの装備劣化処理 /
951 * Apply disenchantment to the player's stuff
952 * @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
953 * @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 /
954 * Return "TRUE" if the player notices anything
956 bool apply_disenchant(BIT_FLAGS mode)
960 char o_name[MAX_NLEN];
961 int to_h, to_d, to_a, pval;
963 /* Pick a random slot */
966 case 1: t = INVEN_RARM; break;
967 case 2: t = INVEN_LARM; break;
968 case 3: t = INVEN_BOW; break;
969 case 4: t = INVEN_BODY; break;
970 case 5: t = INVEN_OUTER; break;
971 case 6: t = INVEN_HEAD; break;
972 case 7: t = INVEN_HANDS; break;
973 case 8: t = INVEN_FEET; break;
976 o_ptr = &inventory[t];
978 /* No item, nothing happens */
979 if (!o_ptr->k_idx) return (FALSE);
981 /* Disenchant equipments only -- No disenchant on monster ball */
982 if (!object_is_weapon_armour_ammo(o_ptr))
985 /* Nothing to disenchant */
986 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
988 /* Nothing to notice */
993 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
996 /* Artifacts have 71% chance to resist */
997 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
1000 msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
1002 msg_format("Your %s (%c) resist%s disenchantment!",
1003 o_name, index_to_label(t),
1004 ((o_ptr->number != 1) ? "" : "s"));
1012 /* Memorize old value */
1018 /* Disenchant tohit */
1019 if (o_ptr->to_h > 0) o_ptr->to_h--;
1020 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
1022 /* Disenchant todam */
1023 if (o_ptr->to_d > 0) o_ptr->to_d--;
1024 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
1026 /* Disenchant toac */
1027 if (o_ptr->to_a > 0) o_ptr->to_a--;
1028 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
1030 /* Disenchant pval (occasionally) */
1031 /* Unless called from wild_magic() */
1032 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
1034 if ((to_h != o_ptr->to_h) || (to_d != o_ptr->to_d) ||
1035 (to_a != o_ptr->to_a) || (pval != o_ptr->pval))
1038 msg_format("%s(%c)は劣化してしまった!",
1039 o_name, index_to_label(t) );
1041 msg_format("Your %s (%c) %s disenchanted!",
1042 o_name, index_to_label(t),
1043 ((o_ptr->number != 1) ? "were" : "was"));
1046 chg_virtue(V_HARMONY, 1);
1047 chg_virtue(V_ENCHANT, -2);
1049 /* Recalculate bonuses */
1050 p_ptr->update |= (PU_BONUS);
1052 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
1061 * @brief プレイヤーの突然変異処理
1064 void mutate_player(void)
1066 BASE_STATUS max1, cur1, max2, cur2;
1069 /* Pick a pair of stats */
1071 for (jj = ii; jj == ii; jj = randint0(6)) /* loop */;
1073 max1 = p_ptr->stat_max[ii];
1074 cur1 = p_ptr->stat_cur[ii];
1075 max2 = p_ptr->stat_max[jj];
1076 cur2 = p_ptr->stat_cur[jj];
1078 p_ptr->stat_max[ii] = max2;
1079 p_ptr->stat_cur[ii] = cur2;
1080 p_ptr->stat_max[jj] = max1;
1081 p_ptr->stat_cur[jj] = cur1;
1085 if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
1086 if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
1089 p_ptr->update |= (PU_BONUS);
1094 * @brief プレイヤーの因果混乱処理 / Apply Nexus
1095 * @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
1098 void apply_nexus(monster_type *m_ptr)
1100 switch (randint1(7))
1102 case 1: case 2: case 3:
1104 teleport_player(200, TELEPORT_PASSIVE);
1110 teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
1116 if (randint0(100) < p_ptr->skill_sav)
1118 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1122 /* Teleport Level */
1129 if (randint0(100) < p_ptr->skill_sav)
1131 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1135 msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
1144 * @brief 寿命つき光源の燃素追加処理 /
1145 * Charge a lite (torch or latern)
1148 void phlogiston(void)
1150 GAME_TURN max_flog = 0;
1151 object_type * o_ptr = &inventory[INVEN_LITE];
1154 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
1156 max_flog = FUEL_LAMP;
1160 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
1162 max_flog = FUEL_TORCH;
1165 /* No torch to refill */
1168 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."));
1172 if (o_ptr->xtra4 >= max_flog)
1174 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."));
1179 o_ptr->xtra4 += (XTRA16)(max_flog / 2);
1181 msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
1183 if (o_ptr->xtra4 >= max_flog)
1185 o_ptr->xtra4 = (XTRA16)max_flog;
1186 msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
1189 /* Recalculate torch */
1190 p_ptr->update |= (PU_TORCH);
1195 * @brief 武器へのエゴ付加処理 /
1196 * Brand the current weapon
1197 * @param brand_type エゴ化ID(e_info.txtとは連動していない)
1200 void brand_weapon(int brand_type)
1207 /* Assume enchant weapon */
1208 item_tester_hook = object_allow_enchant_melee_weapon;
1209 item_tester_no_ryoute = TRUE;
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))) 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 char 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;
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 /* Acquire the monster name */
1396 monster_desc(m_name, m_ptr, 0);
1398 /* Dump a message */
1399 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1403 /* Process all walls, doors and patterns */
1404 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(y, x, FF_HURT_DISI);
1408 /* Special boundary walls -- Top and bottom */
1409 for (x = 0; x < cur_wid; x++)
1411 c_ptr = &cave[0][x];
1412 f_ptr = &f_info[c_ptr->mimic];
1414 /* Lose room and vault */
1415 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1417 /* Set boundary mimic if needed */
1418 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1420 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1422 /* Check for change to boring grid */
1423 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1426 c_ptr = &cave[cur_hgt - 1][x];
1427 f_ptr = &f_info[c_ptr->mimic];
1429 /* Lose room and vault */
1430 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1432 /* Set boundary mimic if needed */
1433 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1435 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1437 /* Check for change to boring grid */
1438 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1442 /* Special boundary walls -- Left and right */
1443 for (y = 1; y < (cur_hgt - 1); y++)
1445 c_ptr = &cave[y][0];
1446 f_ptr = &f_info[c_ptr->mimic];
1448 /* Lose room and vault */
1449 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1451 /* Set boundary mimic if needed */
1452 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1454 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1456 /* Check for change to boring grid */
1457 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1460 c_ptr = &cave[y][cur_wid - 1];
1461 f_ptr = &f_info[c_ptr->mimic];
1463 /* Lose room and vault */
1464 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1466 /* Set boundary mimic if needed */
1467 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1469 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1471 /* Check for change to boring grid */
1472 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1476 /* Mega-Hack -- Forget the view and lite */
1477 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
1479 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
1481 /* Update the monsters */
1482 p_ptr->update |= (PU_MONSTERS);
1485 p_ptr->redraw |= (PR_MAP);
1487 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1496 void call_the_(void)
1500 bool do_call = TRUE;
1502 for (i = 0; i < 9; i++)
1504 c_ptr = &cave[p_ptr->y + ddy_ddd[i]][p_ptr->x + ddx_ddd[i]];
1506 if (!cave_have_flag_grid(c_ptr, FF_PROJECT))
1508 if (!c_ptr->mimic || !have_flag(f_info[c_ptr->mimic].flags, FF_PROJECT) ||
1509 !permanent_wall(&f_info[c_ptr->feat]))
1519 for (i = 1; i < 10; i++)
1521 if (i - 5) fire_ball(GF_ROCKET, i, 175, 2);
1524 for (i = 1; i < 10; i++)
1526 if (i - 5) fire_ball(GF_MANA, i, 175, 3);
1529 for (i = 1; i < 10; i++)
1531 if (i - 5) fire_ball(GF_NUKE, i, 175, 4);
1535 /* Prevent destruction of quest levels and town */
1536 else if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1538 msg_print(_("地面が揺れた。", "The ground trembles."));
1544 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
1545 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
1546 msg_print("大きな爆発音があった!");
1548 msg_format("You %s the %s too close to a wall!",
1549 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1550 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1551 msg_print("There is a loud explosion!");
1556 if (!vanish_dungeon()) msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon silences a moment."));
1560 if (destroy_area(p_ptr->y, p_ptr->x, 15 + p_ptr->lev + randint0(11), FALSE))
1561 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
1563 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
1566 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1572 * @brief アイテム引き寄せ処理 /
1573 * Fetch an item (teleport it right underneath the caster)
1574 * @param dir 魔法の発動方向
1576 * @param require_los 射線の通りを要求するならばTRUE
1579 void fetch(DIRECTION dir, WEIGHT wgt, bool require_los)
1585 char o_name[MAX_NLEN];
1587 /* Check to see if an object is already there */
1588 if (cave[p_ptr->y][p_ptr->x].o_idx)
1590 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."));
1595 if (dir == 5 && target_okay())
1600 if (distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE)
1602 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!"));
1606 c_ptr = &cave[ty][tx];
1608 /* We need an item to fetch */
1611 msg_print(_("そこには何もありません。", "There is no object at this place."));
1615 /* No fetching from vault */
1616 if (c_ptr->info & CAVE_ICKY)
1618 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."));
1622 /* We need to see the item */
1625 if (!player_has_los_bold(ty, tx))
1627 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."));
1630 else if (!projectable(p_ptr->y, p_ptr->x, ty, tx))
1632 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
1639 /* Use a direction */
1640 ty = p_ptr->y; /* Where to drop the item */
1647 c_ptr = &cave[ty][tx];
1649 if ((distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE) ||
1650 !cave_have_flag_bold(ty, tx, FF_PROJECT)) return;
1652 while (!c_ptr->o_idx);
1655 o_ptr = &o_list[c_ptr->o_idx];
1657 if (o_ptr->weight > wgt)
1659 /* Too heavy to 'fetch' */
1660 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
1665 c_ptr->o_idx = o_ptr->next_o_idx;
1666 cave[p_ptr->y][p_ptr->x].o_idx = i; /* 'move' it */
1668 o_ptr->next_o_idx = 0;
1669 o_ptr->iy = (byte)p_ptr->y;
1670 o_ptr->ix = (byte)p_ptr->x;
1672 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1673 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);
1675 note_spot(p_ptr->y, p_ptr->x);
1676 p_ptr->redraw |= PR_MAP;
1683 void alter_reality(void)
1685 /* Ironman option */
1686 if (p_ptr->inside_arena || ironman_downward)
1688 msg_print(_("何も起こらなかった。", "Nothing happens."));
1692 if (!p_ptr->alter_reality)
1694 TIME_EFFECT turns = randint0(21) + 15;
1696 p_ptr->alter_reality = turns;
1697 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
1699 p_ptr->redraw |= (PR_STATUS);
1703 p_ptr->alter_reality = 0;
1704 msg_print(_("景色が元に戻った...", "The view around you got back..."));
1705 p_ptr->redraw |= (PR_STATUS);
1712 * @brief 守りのルーン設置処理 /
1713 * Leave a "glyph of warding" which prevents monster movement
1714 * @return 実際に設置が行われた場合TRUEを返す
1716 bool warding_glyph(void)
1718 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1720 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1724 /* Create a glyph */
1725 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1726 cave[p_ptr->y][p_ptr->x].mimic = feat_glyph;
1728 note_spot(p_ptr->y, p_ptr->x);
1731 lite_spot(p_ptr->y, p_ptr->x);
1738 * @return 実際に設置が行われた場合TRUEを返す
1740 bool place_mirror(void)
1742 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1744 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1748 /* Create a mirror */
1749 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1750 cave[p_ptr->y][p_ptr->x].mimic = feat_mirror;
1752 /* Turn on the light */
1753 cave[p_ptr->y][p_ptr->x].info |= CAVE_GLOW;
1755 note_spot(p_ptr->y, p_ptr->x);
1758 lite_spot(p_ptr->y, p_ptr->x);
1760 update_local_illumination(p_ptr->y, p_ptr->x);
1767 * @brief 爆発のルーン設置処理 /
1768 * Leave an "explosive rune" which prevents monster movement
1769 * @return 実際に設置が行われた場合TRUEを返す
1771 bool explosive_rune(void)
1773 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1775 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1779 /* Create a glyph */
1780 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1781 cave[p_ptr->y][p_ptr->x].mimic = feat_explosive_rune;
1783 note_spot(p_ptr->y, p_ptr->x);
1786 lite_spot(p_ptr->y, p_ptr->x);
1793 * @brief 全所持アイテム鑑定処理 /
1794 * Identify everything being carried.
1795 * Done by a potion of "self knowledge".
1798 void identify_pack(void)
1802 /* Simply identify and know every item */
1803 for (i = 0; i < INVEN_TOTAL; i++)
1805 object_type *o_ptr = &inventory[i];
1807 /* Skip non-objects */
1808 if (!o_ptr->k_idx) continue;
1811 identify_item(o_ptr);
1813 /* Auto-inscription */
1814 autopick_alter_item(i, FALSE);
1820 * @brief 装備強化処理の失敗率定数(千分率) /
1821 * Used by the "enchant" function (chance of failure)
1822 * (modified for Zangband, we need better stuff there...) -- TY
1825 static int enchant_table[16] =
1827 0, 10, 50, 100, 200,
1828 300, 400, 500, 650, 800,
1829 950, 987, 993, 995, 998,
1836 * Removes curses from items in inventory
1837 * @param all 軽い呪いまでの解除ならば0
1838 * @return 解呪されたアイテムの数
1841 * Note that Items which are "Perma-Cursed" (The One Ring,
1842 * The Crown of Morgoth) can NEVER be uncursed.
1844 * Note that if "all" is FALSE, then Items which are
1845 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1846 * will not be uncursed.
1849 static int remove_curse_aux(int all)
1853 /* Attempt to uncurse items being worn */
1854 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1856 object_type *o_ptr = &inventory[i];
1858 /* Skip non-objects */
1859 if (!o_ptr->k_idx) continue;
1861 /* Uncursed already */
1862 if (!object_is_cursed(o_ptr)) continue;
1864 /* Heavily Cursed Items need a special spell */
1865 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1867 /* Perma-Cursed Items can NEVER be uncursed */
1868 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1871 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1876 o_ptr->curse_flags = 0L;
1878 /* Hack -- Assume felt */
1879 o_ptr->ident |= (IDENT_SENSE);
1882 o_ptr->feeling = FEEL_NONE;
1884 /* Recalculate the bonuses */
1885 p_ptr->update |= (PU_BONUS);
1887 p_ptr->window |= (PW_EQUIP);
1889 /* Count the uncursings */
1895 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."));
1897 /* Return "something uncursed" */
1903 * @brief 装備の軽い呪い解呪処理 /
1904 * Remove most curses
1905 * @return 解呪に成功した装備数
1907 int remove_curse(void)
1909 return (remove_curse_aux(FALSE));
1913 * @brief 装備の重い呪い解呪処理 /
1915 * @return 解呪に成功した装備数
1917 int remove_all_curse(void)
1919 return (remove_curse_aux(TRUE));
1924 * @brief アイテムの価値に応じた錬金術処理 /
1925 * Turns an object into gold, gain some of its value in a shop
1926 * @return 処理が実際に行われたらTRUEを返す
1932 ITEM_NUMBER old_number;
1936 char o_name[MAX_NLEN];
1937 char out_val[MAX_NLEN+40];
1941 /* Hack -- force destruction */
1942 if (command_arg > 0) force = TRUE;
1944 q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
1945 s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
1947 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
1949 /* Get the item (in the pack) */
1952 o_ptr = &inventory[item];
1955 /* Get the item (on the floor) */
1958 o_ptr = &o_list[0 - item];
1962 /* See how many items */
1963 if (o_ptr->number > 1)
1965 /* Get a quantity */
1966 amt = get_quantity(NULL, o_ptr->number);
1968 /* Allow user abort */
1969 if (amt <= 0) return FALSE;
1973 old_number = o_ptr->number;
1974 o_ptr->number = amt;
1975 object_desc(o_name, o_ptr, 0);
1976 o_ptr->number = old_number;
1978 /* Verify unless quantity given */
1981 if (confirm_destroy || (object_value(o_ptr) > 0))
1983 /* Make a verification */
1984 sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
1985 if (!get_check(out_val)) return FALSE;
1989 /* Artifacts cannot be destroyed */
1990 if (!can_player_destroy_object(o_ptr))
1992 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);
1997 price = object_value_real(o_ptr);
2001 msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
2007 if (amt > 1) price *= amt;
2009 if (price > 30000) price = 30000;
2010 msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
2015 p_ptr->redraw |= (PR_GOLD);
2017 p_ptr->window |= (PW_PLAYER);
2021 /* Eliminate the item (from the pack) */
2024 inven_item_increase(item, -amt);
2025 inven_item_describe(item);
2026 inven_item_optimize(item);
2029 /* Eliminate the item (from the floor) */
2032 floor_item_increase(0 - item, -amt);
2033 floor_item_describe(0 - item);
2034 floor_item_optimize(0 - item);
2042 * @brief 呪いの打ち破り処理 /
2043 * Break the curse of an item
2044 * @param o_ptr 呪い装備情報の参照ポインタ
2047 static void break_curse(object_type *o_ptr)
2049 if (object_is_cursed(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
2051 msg_print(_("かけられていた呪いが打ち破られた!", "The curse is broken!"));
2053 o_ptr->curse_flags = 0L;
2054 o_ptr->ident |= (IDENT_SENSE);
2055 o_ptr->feeling = FEEL_NONE;
2062 * Enchants a plus onto an item. -RAK-
2063 * @param o_ptr 強化するアイテムの参照ポインタ
2065 * @param eflag 強化オプション(命中/ダメージ/AC)
2066 * @return 強化に成功した場合TRUEを返す
2069 * Revamped! Now takes item pointer, number of times to try enchanting,
2070 * and a flag of what to try enchanting. Artifacts resist enchantment
2071 * some of the time, and successful enchantment to at least +0 might
2072 * break a curse on the item. -CFT-
2074 * Note that an item can technically be enchanted all the way to +15 if
2075 * you wait a very, very, long time. Going from +9 to +10 only works
2076 * about 5% of the time, and from +10 to +11 only about 1% of the time.
2078 * Note that this function can now be used on "piles" of items, and
2079 * the larger the pile, the lower the chance of success.
2082 bool enchant(object_type *o_ptr, int n, int eflag)
2084 int i, chance, prob;
2086 bool a = object_is_artifact(o_ptr);
2087 bool force = (eflag & ENCH_FORCE);
2090 /* Large piles resist enchantment */
2091 prob = o_ptr->number * 100;
2093 /* Missiles are easy to enchant */
2094 if ((o_ptr->tval == TV_BOLT) ||
2095 (o_ptr->tval == TV_ARROW) ||
2096 (o_ptr->tval == TV_SHOT))
2102 for (i = 0; i < n; i++)
2104 /* Hack -- Roll for pile resistance */
2105 if (!force && randint0(prob) >= 100) continue;
2107 /* Enchant to hit */
2108 if (eflag & ENCH_TOHIT)
2110 if (o_ptr->to_h < 0) chance = 0;
2111 else if (o_ptr->to_h > 15) chance = 1000;
2112 else chance = enchant_table[o_ptr->to_h];
2114 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2119 /* only when you get it above -1 -CFT */
2120 if (o_ptr->to_h >= 0)
2125 /* Enchant to damage */
2126 if (eflag & ENCH_TODAM)
2128 if (o_ptr->to_d < 0) chance = 0;
2129 else if (o_ptr->to_d > 15) chance = 1000;
2130 else chance = enchant_table[o_ptr->to_d];
2132 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2137 /* only when you get it above -1 -CFT */
2138 if (o_ptr->to_d >= 0)
2143 /* Enchant to armor class */
2144 if (eflag & ENCH_TOAC)
2146 if (o_ptr->to_a < 0) chance = 0;
2147 else if (o_ptr->to_a > 15) chance = 1000;
2148 else chance = enchant_table[o_ptr->to_a];
2150 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2155 /* only when you get it above -1 -CFT */
2156 if (o_ptr->to_a >= 0)
2163 if (!res) return (FALSE);
2165 /* Recalculate bonuses */
2166 p_ptr->update |= (PU_BONUS);
2168 /* Combine / Reorder the pack (later) */
2169 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2171 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2181 * @brief 装備修正強化処理のメインルーチン /
2182 * Enchant an item (in the inventory or on the floor)
2183 * @param num_hit 命中修正量
2184 * @param num_dam ダメージ修正量
2185 * @param num_ac AC修正量
2186 * @return 強化に成功した場合TRUEを返す
2188 * Note that "num_ac" requires armour, else weapon
2189 * Returns TRUE if attempted, FALSE if cancelled
2191 bool enchant_spell(HIT_PROB num_hit, HIT_POINT num_dam, ARMOUR_CLASS num_ac)
2196 char o_name[MAX_NLEN];
2200 /* Assume enchant weapon */
2201 item_tester_hook = object_allow_enchant_weapon;
2202 item_tester_no_ryoute = TRUE;
2204 /* Enchant armor if requested */
2205 if (num_ac) item_tester_hook = object_is_armour;
2207 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2208 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2210 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2212 /* Get the item (in the pack) */
2215 o_ptr = &inventory[item];
2218 /* Get the item (on the floor) */
2221 o_ptr = &o_list[0 - item];
2226 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2228 msg_format("%s は明るく輝いた!",
2231 msg_format("%s %s glow%s brightly!",
2232 ((item >= 0) ? "Your" : "The"), o_name,
2233 ((o_ptr->number > 1) ? "" : "s"));
2238 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
2239 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
2240 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
2246 if (flush_failure) flush();
2248 msg_print(_("強化に失敗した。", "The enchantment failed."));
2250 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2253 chg_virtue(V_ENCHANT, 1);
2257 /* Something happened */
2263 * @brief アーティファクト生成の巻物処理 /
2264 * @return 生成が実際に試みられたらTRUEを返す
2266 bool artifact_scroll(void)
2271 char o_name[MAX_NLEN];
2275 item_tester_no_ryoute = TRUE;
2277 /* Enchant weapon/armour */
2278 item_tester_hook = item_tester_hook_nameless_weapon_armour;
2280 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2281 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2283 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2285 /* Get the item (in the pack) */
2288 o_ptr = &inventory[item];
2291 /* Get the item (on the floor) */
2294 o_ptr = &o_list[0 - item];
2299 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2301 msg_format("%s は眩い光を発した!",o_name);
2303 msg_format("%s %s radiate%s a blinding light!",
2304 ((item >= 0) ? "Your" : "The"), o_name,
2305 ((o_ptr->number > 1) ? "" : "s"));
2308 if (object_is_artifact(o_ptr))
2311 msg_format("%sは既に伝説のアイテムです!", o_name );
2313 msg_format("The %s %s already %s!",
2314 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2315 ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
2321 else if (object_is_ego(o_ptr))
2324 msg_format("%sは既に名のあるアイテムです!", o_name );
2326 msg_format("The %s %s already %s!",
2327 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2328 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
2334 else if (o_ptr->xtra3)
2337 msg_format("%sは既に強化されています!", o_name );
2339 msg_format("The %s %s already %s!",
2340 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2341 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
2347 if (o_ptr->number > 1)
2350 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!");
2351 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
2353 msg_print("Not enough enough energy to enchant more than one object!");
2354 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
2359 inven_item_increase(item, 1-(o_ptr->number));
2363 floor_item_increase(0-item, 1-(o_ptr->number));
2366 okay = create_artifact(o_ptr, TRUE);
2373 if (flush_failure) flush();
2375 msg_print(_("強化に失敗した。", "The enchantment failed."));
2377 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2381 if (record_rand_art)
2384 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2385 do_cmd_write_nikki(NIKKI_ART_SCROLL, 0, o_name);
2387 chg_virtue(V_ENCHANT, 1);
2392 /* Something happened */
2399 * Identify an object
2400 * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
2401 * @return 実際に鑑定できたらTRUEを返す
2403 bool identify_item(object_type *o_ptr)
2405 bool old_known = FALSE;
2406 char o_name[MAX_NLEN];
2409 object_desc(o_name, o_ptr, 0);
2411 if (o_ptr->ident & IDENT_KNOWN)
2414 if (!(o_ptr->ident & (IDENT_MENTAL)))
2416 if (object_is_artifact(o_ptr) || one_in_(5))
2417 chg_virtue(V_KNOWLEDGE, 1);
2420 /* Identify it fully */
2421 object_aware(o_ptr);
2422 object_known(o_ptr);
2424 /* Player touches it */
2425 o_ptr->marked |= OM_TOUCHED;
2427 /* Recalculate bonuses */
2428 p_ptr->update |= (PU_BONUS);
2430 /* Combine / Reorder the pack (later) */
2431 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2433 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2435 strcpy(record_o_name, o_name);
2439 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2441 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
2442 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2443 if(record_rand_art && !old_known && o_ptr->art_name)
2444 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2450 * @brief アイテム鑑定のメインルーチン処理 /
2451 * Identify an object in the inventory (or on the floor)
2452 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2453 * @return 実際に鑑定を行ったならばTRUEを返す
2455 * This routine does *not* automatically combine objects.
2456 * Returns TRUE if something was identified, else FALSE.
2458 bool ident_spell(bool only_equip)
2462 char o_name[MAX_NLEN];
2466 item_tester_no_ryoute = TRUE;
2469 item_tester_hook = item_tester_hook_identify_weapon_armour;
2471 item_tester_hook = item_tester_hook_identify;
2475 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
2480 item_tester_hook = object_is_weapon_armour_ammo;
2482 item_tester_hook = NULL;
2484 q = _("すべて鑑定済みです。 ", "All items are identified. ");
2487 s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
2489 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2491 /* Get the item (in the pack) */
2494 o_ptr = &inventory[item];
2497 /* Get the item (on the floor) */
2500 o_ptr = &o_list[0 - item];
2504 old_known = identify_item(o_ptr);
2507 object_desc(o_name, o_ptr, 0);
2508 if (item >= INVEN_RARM)
2510 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2514 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2518 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2521 /* Auto-inscription/destroy */
2522 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2524 /* Something happened */
2530 * @brief アイテム凡庸化のメインルーチン処理 /
2531 * Identify an object in the inventory (or on the floor)
2532 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2533 * @return 実際に凡庸化をを行ったならばTRUEを返す
2536 * Mundanify an object in the inventory (or on the floor)
2537 * This routine does *not* automatically combine objects.
2538 * Returns TRUE if something was mundanified, else FALSE.
2541 bool mundane_spell(bool only_equip)
2547 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
2548 item_tester_no_ryoute = TRUE;
2550 q = _("どれを使いますか?", "Use which item? ");
2551 s = _("使えるものがありません。", "You have nothing you can use.");
2553 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2555 /* Get the item (in the pack) */
2558 o_ptr = &inventory[item];
2561 /* Get the item (on the floor) */
2564 o_ptr = &o_list[0 - item];
2567 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
2569 POSITION iy = o_ptr->iy; /* Y-position on map, or zero */
2570 POSITION ix = o_ptr->ix; /* X-position on map, or zero */
2571 s16b next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
2572 byte marked = o_ptr->marked; /* Object is marked */
2573 s16b weight = o_ptr->number * o_ptr->weight;
2574 u16b inscription = o_ptr->inscription;
2577 object_prep(o_ptr, o_ptr->k_idx);
2581 o_ptr->next_o_idx = next_o_idx;
2582 o_ptr->marked = marked;
2583 o_ptr->inscription = inscription;
2584 if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
2588 /* Something happened */
2593 * @brief アイテム*鑑定*のメインルーチン処理 /
2594 * Identify an object in the inventory (or on the floor)
2595 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2596 * @return 実際に鑑定を行ったならばTRUEを返す
2598 * Fully "identify" an object in the inventory -BEN-
2599 * This routine returns TRUE if an item was identified.
2601 bool identify_fully(bool only_equip)
2605 char o_name[MAX_NLEN];
2609 item_tester_no_ryoute = TRUE;
2611 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
2613 item_tester_hook = item_tester_hook_identify_fully;
2617 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
2622 item_tester_hook = object_is_weapon_armour_ammo;
2624 item_tester_hook = NULL;
2626 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
2629 s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
2631 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2633 /* Get the item (in the pack) */
2636 o_ptr = &inventory[item];
2639 /* Get the item (on the floor) */
2642 o_ptr = &o_list[0 - item];
2646 old_known = identify_item(o_ptr);
2648 /* Mark the item as fully known */
2649 o_ptr->ident |= (IDENT_MENTAL);
2655 object_desc(o_name, o_ptr, 0);
2656 if (item >= INVEN_RARM)
2658 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2662 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2666 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2669 /* Describe it fully */
2670 (void)screen_object(o_ptr, 0L);
2672 /* Auto-inscription/destroy */
2673 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2683 * Recharge a wand/staff/rod from the pack or on the floor.
2684 * This function has been rewritten in Oangband and ZAngband.
2685 * @param power 充填パワー
2686 * @return ターン消費を要する処理まで進んだらTRUEを返す
2688 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
2689 * Chaos -- Arcane Binding --> recharge(90)
2691 * Scroll of recharging --> recharge(130)
2692 * Artifact activation/Thingol --> recharge(130)
2694 * It is harder to recharge high level, and highly charged wands,
2695 * staffs, and rods. The more wands in a stack, the more easily and
2696 * strongly they recharge. Staffs, however, each get fewer charges if
2699 * Beware of "sliding index errors".
2701 bool recharge(int power)
2705 int recharge_strength;
2706 TIME_EFFECT recharge_amount;
2715 char o_name[MAX_NLEN];
2717 /* Only accept legal items */
2718 item_tester_hook = item_tester_hook_recharge;
2720 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
2721 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
2723 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
2725 /* Get the item (in the pack) */
2728 o_ptr = &inventory[item];
2731 /* Get the item (on the floor) */
2734 o_ptr = &o_list[0 - item];
2737 /* Get the object kind. */
2738 k_ptr = &k_info[o_ptr->k_idx];
2740 /* Extract the object "level" */
2741 lev = k_info[o_ptr->k_idx].level;
2744 /* Recharge a rod */
2745 if (o_ptr->tval == TV_ROD)
2747 /* Extract a recharge strength by comparing object level to power. */
2748 recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
2752 if (one_in_(recharge_strength))
2754 /* Activate the failure code. */
2761 /* Recharge amount */
2762 recharge_amount = (power * damroll(3, 2));
2764 /* Recharge by that amount */
2765 if (o_ptr->timeout > recharge_amount)
2766 o_ptr->timeout -= recharge_amount;
2773 /* Recharge wand/staff */
2776 /* Extract a recharge strength by comparing object level to power.
2777 * Divide up a stack of wands' charges to calculate charge penalty.
2779 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2780 recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
2782 /* All staffs, unstacked wands. */
2783 else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
2786 if (recharge_strength < 0) recharge_strength = 0;
2789 if (one_in_(recharge_strength))
2791 /* Activate the failure code. */
2795 /* If the spell didn't backfire, recharge the wand or staff. */
2798 /* Recharge based on the standard number of charges. */
2799 recharge_amount = randint1(1 + k_ptr->pval / 2);
2801 /* Multiple wands in a stack increase recharging somewhat. */
2802 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2805 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
2806 if (recharge_amount < 1) recharge_amount = 1;
2807 if (recharge_amount > 12) recharge_amount = 12;
2810 /* But each staff in a stack gets fewer additional charges,
2811 * although always at least one.
2813 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
2815 recharge_amount /= (TIME_EFFECT)o_ptr->number;
2816 if (recharge_amount < 1) recharge_amount = 1;
2819 /* Recharge the wand or staff. */
2820 o_ptr->pval += recharge_amount;
2823 /* Hack -- we no longer "know" the item */
2824 o_ptr->ident &= ~(IDENT_KNOWN);
2826 /* Hack -- we no longer think the item is empty */
2827 o_ptr->ident &= ~(IDENT_EMPTY);
2832 /* Inflict the penalties for failing a recharge. */
2835 /* Artifacts are never destroyed. */
2836 if (object_is_fixed_artifact(o_ptr))
2838 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2839 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);
2841 /* Artifact rods. */
2842 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
2843 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2845 /* Artifact wands and staffs. */
2846 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
2851 /* Get the object description */
2852 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2854 /*** Determine Seriousness of Failure ***/
2856 /* Mages recharge objects more safely. */
2857 if (IS_WIZARD_CLASS() || p_ptr->pclass == CLASS_MAGIC_EATER || p_ptr->pclass == CLASS_BLUE_MAGE)
2859 /* 10% chance to blow up one rod, otherwise draining. */
2860 if (o_ptr->tval == TV_ROD)
2862 if (one_in_(10)) fail_type = 2;
2865 /* 75% chance to blow up one wand, otherwise draining. */
2866 else if (o_ptr->tval == TV_WAND)
2868 if (!one_in_(3)) fail_type = 2;
2871 /* 50% chance to blow up one staff, otherwise no effect. */
2872 else if (o_ptr->tval == TV_STAFF)
2874 if (one_in_(2)) fail_type = 2;
2879 /* All other classes get no special favors. */
2882 /* 33% chance to blow up one rod, otherwise draining. */
2883 if (o_ptr->tval == TV_ROD)
2885 if (one_in_(3)) fail_type = 2;
2888 /* 20% chance of the entire stack, else destroy one wand. */
2889 else if (o_ptr->tval == TV_WAND)
2891 if (one_in_(5)) fail_type = 3;
2894 /* Blow up one staff. */
2895 else if (o_ptr->tval == TV_STAFF)
2901 /*** Apply draining and destruction. ***/
2903 /* Drain object or stack of objects. */
2906 if (o_ptr->tval == TV_ROD)
2908 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!"));
2910 if (o_ptr->timeout < 10000)
2911 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2913 else if (o_ptr->tval == TV_WAND)
2915 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);
2918 /* Staffs aren't drained. */
2921 /* Destroy an object or one in a stack of objects. */
2924 if (o_ptr->number > 1)
2925 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);
2927 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2929 /* Reduce rod stack maximum timeout, drain wands. */
2930 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
2931 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
2933 /* Reduce and describe inventory */
2936 inven_item_increase(item, -1);
2937 inven_item_describe(item);
2938 inven_item_optimize(item);
2941 /* Reduce and describe floor item */
2944 floor_item_increase(0 - item, -1);
2945 floor_item_describe(0 - item);
2946 floor_item_optimize(0 - item);
2950 /* Destroy all members of a stack of objects. */
2953 if (o_ptr->number > 1)
2954 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);
2956 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2958 /* Reduce and describe inventory */
2961 inven_item_increase(item, -999);
2962 inven_item_describe(item);
2963 inven_item_optimize(item);
2966 /* Reduce and describe floor item */
2969 floor_item_increase(0 - item, -999);
2970 floor_item_describe(0 - item);
2971 floor_item_optimize(0 - item);
2977 /* Combine / Reorder the pack (later) */
2978 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2980 p_ptr->window |= (PW_INVEN);
2982 /* Something was done */
2990 * @return ターン消費を要する処理を行ったならばTRUEを返す
2992 bool bless_weapon(void)
2996 BIT_FLAGS flgs[TR_FLAG_SIZE];
2997 char o_name[MAX_NLEN];
3000 item_tester_no_ryoute = TRUE;
3002 /* Bless only weapons */
3003 item_tester_hook = object_is_weapon;
3005 q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
3006 s = _("祝福できる武器がありません。", "You have weapon to bless.");
3008 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3011 /* Get the item (in the pack) */
3014 o_ptr = &inventory[item];
3017 /* Get the item (on the floor) */
3020 o_ptr = &o_list[0 - item];
3025 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3027 /* Extract the flags */
3028 object_flags(o_ptr, flgs);
3030 if (object_is_cursed(o_ptr))
3032 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
3033 have_flag(flgs, TR_ADD_L_CURSE) ||
3034 have_flag(flgs, TR_ADD_H_CURSE) ||
3035 (o_ptr->curse_flags & TRC_PERMA_CURSE))
3038 msg_format("%sを覆う黒いオーラは祝福を跳ね返した!",
3041 msg_format("The black aura on %s %s disrupts the blessing!",
3042 ((item >= 0) ? "your" : "the"), o_name);
3049 msg_format("%s から邪悪なオーラが消えた。",
3052 msg_format("A malignant aura leaves %s %s.",
3053 ((item >= 0) ? "your" : "the"), o_name);
3058 o_ptr->curse_flags = 0L;
3060 /* Hack -- Assume felt */
3061 o_ptr->ident |= (IDENT_SENSE);
3064 o_ptr->feeling = FEEL_NONE;
3066 /* Recalculate the bonuses */
3067 p_ptr->update |= (PU_BONUS);
3069 p_ptr->window |= (PW_EQUIP);
3073 * Next, we try to bless it. Artifacts have a 1/3 chance of
3074 * being blessed, otherwise, the operation simply disenchants
3075 * them, godly power negating the magic. Ok, the explanation
3076 * is silly, but otherwise priests would always bless every
3077 * artifact weapon they find. Ego weapons and normal weapons
3078 * can be blessed automatically.
3080 if (have_flag(flgs, TR_BLESSED))
3083 msg_format("%s は既に祝福されている。",
3086 msg_format("%s %s %s blessed already.",
3087 ((item >= 0) ? "Your" : "The"), o_name,
3088 ((o_ptr->number > 1) ? "were" : "was"));
3094 if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
3097 msg_format("%sは輝いた!", o_name);
3099 msg_format("%s %s shine%s!",
3100 ((item >= 0) ? "Your" : "The"), o_name,
3101 ((o_ptr->number > 1) ? "" : "s"));
3104 add_flag(o_ptr->art_flags, TR_BLESSED);
3105 o_ptr->discount = 99;
3109 bool dis_happened = FALSE;
3110 msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
3112 /* Disenchant tohit */
3113 if (o_ptr->to_h > 0)
3116 dis_happened = TRUE;
3119 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
3121 /* Disenchant todam */
3122 if (o_ptr->to_d > 0)
3125 dis_happened = TRUE;
3128 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
3130 /* Disenchant toac */
3131 if (o_ptr->to_a > 0)
3134 dis_happened = TRUE;
3137 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
3141 msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
3144 msg_format("%s は劣化した!",
3147 msg_format("%s %s %s disenchanted!",
3148 ((item >= 0) ? "Your" : "The"), o_name,
3149 ((o_ptr->number > 1) ? "were" : "was"));
3155 /* Recalculate bonuses */
3156 p_ptr->update |= (PU_BONUS);
3158 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
3169 * @return ターン消費を要する処理を行ったならばTRUEを返す
3171 bool pulish_shield(void)
3175 BIT_FLAGS flgs[TR_FLAG_SIZE];
3176 char o_name[MAX_NLEN];
3179 item_tester_no_ryoute = TRUE;
3180 /* Assume enchant weapon */
3181 item_tester_tval = TV_SHIELD;
3183 q = _("どの盾を磨きますか?", "Pulish which weapon? ");
3184 s = _("磨く盾がありません。", "You have weapon to pulish.");
3186 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3189 /* Get the item (in the pack) */
3192 o_ptr = &inventory[item];
3195 /* Get the item (on the floor) */
3198 o_ptr = &o_list[0 - item];
3203 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3205 /* Extract the flags */
3206 object_flags(o_ptr, flgs);
3208 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
3209 !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
3212 msg_format("%sは輝いた!", o_name);
3214 msg_format("%s %s shine%s!",
3215 ((item >= 0) ? "Your" : "The"), o_name,
3216 ((o_ptr->number > 1) ? "" : "s"));
3218 o_ptr->name2 = EGO_REFLECTION;
3219 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
3221 o_ptr->discount = 99;
3222 chg_virtue(V_ENCHANT, 2);
3228 if (flush_failure) flush();
3230 msg_print(_("失敗した。", "Failed."));
3231 chg_virtue(V_ENCHANT, -2);
3241 * Potions "smash open" and cause an area effect when
3242 * @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)
3245 * @param k_idx 破損した薬のアイテムID
3246 * @return 薬を浴びたモンスターが起こるならばTRUEを返す
3249 * (1) they are shattered while in the player's inventory,
3250 * due to cold (etc) attacks;
3251 * (2) they are thrown at a monster, or obstacle;
3252 * (3) they are shattered by a "cold ball" or other such spell
3253 * while lying on the floor.
3256 * who --- who caused the potion to shatter (0=player)
3257 * potions that smash on the floor are assumed to
3258 * be caused by no-one (who = 1), as are those that
3259 * shatter inside the player inventory.
3260 * (Not anymore -- I changed this; TY)
3261 * y, x --- coordinates of the potion (or player if
3262 * the potion was in her inventory);
3263 * o_ptr --- pointer to the potion object.
3266 bool potion_smash_effect(MONSTER_IDX who, POSITION y, POSITION x, KIND_OBJECT_IDX k_idx)
3273 object_kind *k_ptr = &k_info[k_idx];
3275 switch (k_ptr->sval)
3277 case SV_POTION_SALT_WATER:
3278 case SV_POTION_SLIME_MOLD:
3279 case SV_POTION_LOSE_MEMORIES:
3280 case SV_POTION_DEC_STR:
3281 case SV_POTION_DEC_INT:
3282 case SV_POTION_DEC_WIS:
3283 case SV_POTION_DEC_DEX:
3284 case SV_POTION_DEC_CON:
3285 case SV_POTION_DEC_CHR:
3286 case SV_POTION_WATER: /* perhaps a 'water' attack? */
3287 case SV_POTION_APPLE_JUICE:
3290 case SV_POTION_INFRAVISION:
3291 case SV_POTION_DETECT_INVIS:
3292 case SV_POTION_SLOW_POISON:
3293 case SV_POTION_CURE_POISON:
3294 case SV_POTION_BOLDNESS:
3295 case SV_POTION_RESIST_HEAT:
3296 case SV_POTION_RESIST_COLD:
3297 case SV_POTION_HEROISM:
3298 case SV_POTION_BESERK_STRENGTH:
3299 case SV_POTION_RES_STR:
3300 case SV_POTION_RES_INT:
3301 case SV_POTION_RES_WIS:
3302 case SV_POTION_RES_DEX:
3303 case SV_POTION_RES_CON:
3304 case SV_POTION_RES_CHR:
3305 case SV_POTION_INC_STR:
3306 case SV_POTION_INC_INT:
3307 case SV_POTION_INC_WIS:
3308 case SV_POTION_INC_DEX:
3309 case SV_POTION_INC_CON:
3310 case SV_POTION_INC_CHR:
3311 case SV_POTION_AUGMENTATION:
3312 case SV_POTION_ENLIGHTENMENT:
3313 case SV_POTION_STAR_ENLIGHTENMENT:
3314 case SV_POTION_SELF_KNOWLEDGE:
3315 case SV_POTION_EXPERIENCE:
3316 case SV_POTION_RESISTANCE:
3317 case SV_POTION_INVULNERABILITY:
3318 case SV_POTION_NEW_LIFE:
3319 /* All of the above potions have no effect when shattered */
3321 case SV_POTION_SLOWNESS:
3326 case SV_POTION_POISON:
3331 case SV_POTION_BLINDNESS:
3335 case SV_POTION_CONFUSION: /* Booze */
3339 case SV_POTION_SLEEP:
3343 case SV_POTION_RUINATION:
3344 case SV_POTION_DETONATIONS:
3346 dam = damroll(25, 25);
3349 case SV_POTION_DEATH:
3350 dt = GF_DEATH_RAY; /* !! */
3351 dam = k_ptr->level * 10;
3355 case SV_POTION_SPEED:
3358 case SV_POTION_CURE_LIGHT:
3360 dam = damroll(2, 3);
3362 case SV_POTION_CURE_SERIOUS:
3364 dam = damroll(4, 3);
3366 case SV_POTION_CURE_CRITICAL:
3367 case SV_POTION_CURING:
3369 dam = damroll(6, 3);
3371 case SV_POTION_HEALING:
3373 dam = damroll(10, 10);
3375 case SV_POTION_RESTORE_EXP:
3380 case SV_POTION_LIFE:
3382 dam = damroll(50, 50);
3385 case SV_POTION_STAR_HEALING:
3387 dam = damroll(50, 50);
3390 case SV_POTION_RESTORE_MANA: /* MANA */
3392 dam = damroll(10, 10);
3399 (void)project(who, radius, y, x, dam, dt,
3400 (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
3402 /* XXX those potions that explode need to become "known" */
3408 * @brief プレイヤーの全既知呪文を表示する /
3409 * Hack -- Display all known spells in a window
3412 * Need to analyze size of the window.
3413 * Need more color coding.
3415 void display_spell_list(void)
3420 const magic_type *s_ptr;
3428 /* They have too many spells to list */
3429 if (p_ptr->pclass == CLASS_SORCERER) return;
3430 if (p_ptr->pclass == CLASS_RED_MAGE) return;
3432 if (p_ptr->pclass == CLASS_SNIPER)
3434 display_snipe_list();
3438 /* mind.c type classes */
3439 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3440 (p_ptr->pclass == CLASS_BERSERKER) ||
3441 (p_ptr->pclass == CLASS_NINJA) ||
3442 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3443 (p_ptr->pclass == CLASS_FORCETRAINER))
3446 PLAYER_LEVEL plev = p_ptr->lev;
3452 bool use_hp = FALSE;
3457 /* Display a list of spells */
3459 put_str(_("名前", "Name"), y, x + 5);
3460 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
3462 switch(p_ptr->pclass)
3464 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
3465 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
3466 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
3467 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
3468 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
3469 default: use_mind = 0;break;
3472 /* Dump the spells */
3473 for (i = 0; i < MAX_MIND_POWERS; i++)
3475 byte a = TERM_WHITE;
3477 /* Access the available spell */
3478 spell = mind_powers[use_mind].info[i];
3479 if (spell.min_lev > plev) break;
3481 /* Get the failure rate */
3482 chance = spell.fail;
3484 /* Reduce failure rate by "effective" level adjustment */
3485 chance -= 3 * (p_ptr->lev - spell.min_lev);
3487 /* Reduce failure rate by INT/WIS adjustment */
3488 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3492 /* Not enough mana to cast */
3493 if (spell.mana_cost > p_ptr->csp)
3495 chance += 5 * (spell.mana_cost - p_ptr->csp);
3501 /* Not enough hp to cast */
3502 if (spell.mana_cost > p_ptr->chp)
3509 /* Extract the minimum failure rate */
3510 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3512 /* Minimum failure rate */
3513 if (chance < minfail) chance = minfail;
3515 /* Stunning makes spells harder */
3516 if (p_ptr->stun > 50) chance += 25;
3517 else if (p_ptr->stun) chance += 15;
3519 /* Always a 5 percent chance of working */
3520 if (chance > 95) chance = 95;
3523 mindcraft_info(comment, use_mind, i);
3525 /* Dump the spell */
3526 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
3528 spell.min_lev, spell.mana_cost, chance, comment);
3530 Term_putstr(x, y + i + 1, -1, a, psi_desc);
3535 /* Cannot read spellbooks */
3536 if (REALM_NONE == p_ptr->realm1) return;
3538 /* Normal spellcaster with books */
3541 for (j = 0; j < ((p_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
3545 /* Reset vertical */
3548 /* Vertical location */
3549 y = (j < 3) ? 0 : (m[j - 3] + 2);
3551 /* Horizontal location */
3555 for (i = 0; i < 32; i++)
3557 byte a = TERM_WHITE;
3559 /* Access the spell */
3560 if (!is_magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2))
3562 s_ptr = &technic_info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - MIN_TECHNIC][i % 32];
3566 s_ptr = &mp_ptr->info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - 1][i % 32];
3569 strcpy(name, do_spell((j < 1) ? p_ptr->realm1 : p_ptr->realm2, i % 32, SPELL_NAME));
3572 if (s_ptr->slevel >= 99)
3575 strcpy(name, _("(判読不能)", "(illegible)"));
3583 ((p_ptr->spell_forgotten1 & (1L << i))) :
3584 ((p_ptr->spell_forgotten2 & (1L << (i % 32)))))
3591 else if (!((j < 1) ?
3592 (p_ptr->spell_learned1 & (1L << i)) :
3593 (p_ptr->spell_learned2 & (1L << (i % 32)))))
3600 else if (!((j < 1) ?
3601 (p_ptr->spell_worked1 & (1L << i)) :
3602 (p_ptr->spell_worked2 & (1L << (i % 32)))))
3608 /* Dump the spell --(-- */
3609 sprintf(out_val, "%c/%c) %-20.20s",
3610 I2A(n / 8), I2A(n % 8), name);
3615 /* Dump onto the window */
3616 Term_putstr(x, m[j], -1, a, out_val);
3626 * @brief 呪文の経験値を返す /
3627 * Returns experience of a spell
3629 * @param use_realm 魔法領域
3632 EXP experience_of_spell(SPELL_IDX spell, REALM_IDX use_realm)
3634 if (p_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
3635 else if (p_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
3636 else if (use_realm == p_ptr->realm1) return p_ptr->spell_exp[spell];
3637 else if (use_realm == p_ptr->realm2) return p_ptr->spell_exp[spell + 32];
3643 * @brief 呪文の消費MPを返す /
3644 * Modify mana consumption rate using spell exp and p_ptr->dec_mana
3645 * @param need_mana 基本消費MP
3650 MANA_POINT mod_need_mana(MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
3652 #define MANA_CONST 2400
3654 #define DEC_MANA_DIV 3
3657 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
3660 * need_mana defaults if spell exp equals SPELL_EXP_EXPERT and !p_ptr->dec_mana.
3661 * MANA_CONST is used to calculate need_mana effected from spell proficiency.
3663 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(spell, realm)) + (MANA_CONST - 1);
3664 need_mana *= p_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
3665 need_mana /= MANA_CONST * MANA_DIV;
3666 if (need_mana < 1) need_mana = 1;
3669 /* Non-realm magic */
3672 if (p_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
3684 * @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) /
3685 * Modify spell fail rate
3686 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3687 * @param chance 修正前失敗率
3691 PERCENTAGE mod_spell_chance_1(PERCENTAGE chance)
3693 chance += p_ptr->to_m_chance;
3695 if (p_ptr->heavy_spell) chance += 20;
3697 if (p_ptr->dec_mana && p_ptr->easy_spell) chance -= 4;
3698 else if (p_ptr->easy_spell) chance -= 3;
3699 else if (p_ptr->dec_mana) chance -= 2;
3706 * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
3707 * Modify spell fail rate
3708 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3709 * @param chance 修正前失敗率
3711 * Modify spell fail rate (as "suffix" process)
3712 * Using p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3713 * Note: variable "chance" cannot be negative.
3716 PERCENTAGE mod_spell_chance_2(PERCENTAGE chance)
3718 if (p_ptr->dec_mana) chance--;
3720 if (p_ptr->heavy_spell) chance += 5;
3722 return MAX(chance, 0);
3727 * @brief 呪文の失敗率計算メインルーチン /
3728 * Returns spell chance of failure for spell -RAK-
3730 * @param use_realm 魔法領域ID
3733 PERCENTAGE spell_chance(SPELL_IDX spell, REALM_IDX use_realm)
3735 PERCENTAGE chance, minfail;
3736 const magic_type *s_ptr;
3737 MANA_POINT need_mana;
3738 PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
3741 /* Paranoia -- must be literate */
3742 if (!mp_ptr->spell_book) return (100);
3744 if (use_realm == REALM_HISSATSU) return 0;
3746 /* Access the spell */
3747 if (!is_magic(use_realm))
3749 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3753 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3756 /* Extract the base spell failure rate */
3757 chance = s_ptr->sfail;
3759 /* Reduce failure rate by "effective" level adjustment */
3760 chance -= 3 * (p_ptr->lev - s_ptr->slevel);
3762 /* Reduce failure rate by INT/WIS adjustment */
3763 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3766 chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
3768 /* Extract mana consumption rate */
3769 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3771 /* Not enough mana to cast */
3772 if (need_mana > p_ptr->csp)
3774 chance += 5 * (need_mana - p_ptr->csp);
3777 if ((use_realm != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
3779 /* Extract the minimum failure rate */
3780 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3783 * Non mage/priest characters never get too good
3784 * (added high mage, mindcrafter)
3786 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
3788 if (minfail < 5) minfail = 5;
3791 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
3792 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
3793 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
3795 chance = mod_spell_chance_1(chance);
3797 /* Goodness or evilness gives a penalty to failure rate */
3801 if ((p_ptr->align > 50) || (p_ptr->align < -50)) chance += penalty;
3803 case REALM_LIFE: case REALM_CRUSADE:
3804 if (p_ptr->align < -20) chance += penalty;
3806 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
3807 if (p_ptr->align > 20) chance += penalty;
3811 /* Minimum failure rate */
3812 if (chance < minfail) chance = minfail;
3814 /* Stunning makes spells harder */
3815 if (p_ptr->stun > 50) chance += 25;
3816 else if (p_ptr->stun) chance += 15;
3818 /* Always a 5 percent chance of working */
3819 if (chance > 95) chance = 95;
3821 if ((use_realm == p_ptr->realm1) || (use_realm == p_ptr->realm2)
3822 || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3824 EXP exp = experience_of_spell(spell, use_realm);
3825 if (exp >= SPELL_EXP_EXPERT) chance--;
3826 if (exp >= SPELL_EXP_MASTER) chance--;
3829 /* Return the chance */
3830 return mod_spell_chance_2(chance);
3835 * @brief 魔法が利用可能かどうかを返す /
3836 * Determine if a spell is "okay" for the player to cast or study
3837 * The spell must be legible, not forgotten, and also, to cast,
3838 * it must be known, and to study, it must not be known.
3840 * @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
3841 * @param study_pray 祈りの学習判定目的ならばTRUE
3842 * @param use_realm 魔法領域ID
3845 bool spell_okay(int spell, bool learned, bool study_pray, int use_realm)
3847 const magic_type *s_ptr;
3849 /* Access the spell */
3850 if (!is_magic(use_realm))
3852 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3856 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3859 /* Spell is illegal */
3860 if (s_ptr->slevel > p_ptr->lev) return (FALSE);
3862 /* Spell is forgotten */
3863 if ((use_realm == p_ptr->realm2) ?
3864 (p_ptr->spell_forgotten2 & (1L << spell)) :
3865 (p_ptr->spell_forgotten1 & (1L << spell)))
3871 if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
3872 if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
3874 /* Spell is learned */
3875 if ((use_realm == p_ptr->realm2) ?
3876 (p_ptr->spell_learned2 & (1L << spell)) :
3877 (p_ptr->spell_learned1 & (1L << spell)))
3880 return (!study_pray);
3883 /* Okay to study, not to cast */
3890 * @brief 呪文情報の表示処理 /
3891 * Print a list of spells (for browsing or casting or viewing)
3892 * @param target_spell 呪文ID
3893 * @param spells 表示するスペルID配列の参照ポインタ
3894 * @param num 表示するスペルの数(spellsの要素数)
3895 * @param y 表示メッセージ左上Y座標
3896 * @param x 表示メッセージ左上X座標
3897 * @param use_realm 魔法領域ID
3900 void print_spells(SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_LEN y, TERM_LEN x, REALM_IDX use_realm)
3904 int exp_level, increment = 64;
3905 const magic_type *s_ptr;
3910 MANA_POINT need_mana;
3915 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && p_ptr->wizard)
3916 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
3918 /* Title the list */
3920 if (use_realm == REALM_HISSATSU)
3921 strcpy(buf,_(" Lv MP", " Lv SP"));
3923 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
3925 put_str(_("名前", "Name"), y, x + 5);
3926 put_str(buf, y, x + 29);
3928 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
3929 else if (use_realm == p_ptr->realm1) increment = 0;
3930 else if (use_realm == p_ptr->realm2) increment = 32;
3932 /* Dump the spells */
3933 for (i = 0; i < num; i++)
3937 if (!is_magic(use_realm))
3939 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3943 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3946 if (use_realm == REALM_HISSATSU)
3947 need_mana = s_ptr->smana;
3950 EXP exp = experience_of_spell(spell, use_realm);
3952 /* Extract mana consumption rate */
3953 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3955 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
3956 else exp_level = spell_exp_level(exp);
3959 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
3960 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
3961 else if (s_ptr->slevel >= 99) max = TRUE;
3962 else if ((p_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
3964 strncpy(ryakuji, exp_level_str[exp_level], 4);
3969 if (use_menu && target_spell)
3971 if (i == (target_spell-1))
3972 strcpy(out_val, _(" 》 ", " > "));
3974 strcpy(out_val, " ");
3976 else sprintf(out_val, " %c) ", I2A(i));
3977 /* Skip illegible spells */
3978 if (s_ptr->slevel >= 99)
3980 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
3981 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
3985 /* XXX XXX Could label spells above the players level */
3987 /* Get extra info */
3988 strcpy(info, do_spell(use_realm, spell, SPELL_INFO));
3993 /* Assume spell is known and tried */
3994 line_attr = TERM_WHITE;
3996 /* Analyze the spell */
3997 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3999 if (s_ptr->slevel > p_ptr->max_plv)
4001 comment = _("未知", "unknown");
4002 line_attr = TERM_L_BLUE;
4004 else if (s_ptr->slevel > p_ptr->lev)
4006 comment = _("忘却", "forgotten");
4007 line_attr = TERM_YELLOW;
4010 else if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2))
4012 comment = _("未知", "unknown");
4013 line_attr = TERM_L_BLUE;
4015 else if ((use_realm == p_ptr->realm1) ?
4016 ((p_ptr->spell_forgotten1 & (1L << spell))) :
4017 ((p_ptr->spell_forgotten2 & (1L << spell))))
4019 comment = _("忘却", "forgotten");
4020 line_attr = TERM_YELLOW;
4022 else if (!((use_realm == p_ptr->realm1) ?
4023 (p_ptr->spell_learned1 & (1L << spell)) :
4024 (p_ptr->spell_learned2 & (1L << spell))))
4026 comment = _("未知", "unknown");
4027 line_attr = TERM_L_BLUE;
4029 else if (!((use_realm == p_ptr->realm1) ?
4030 (p_ptr->spell_worked1 & (1L << spell)) :
4031 (p_ptr->spell_worked2 & (1L << spell))))
4033 comment = _("未経験", "untried");
4034 line_attr = TERM_L_GREEN;
4037 /* Dump the spell --(-- */
4038 if (use_realm == REALM_HISSATSU)
4040 strcat(out_val, format("%-25s %2d %4d",
4041 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
4042 s_ptr->slevel, need_mana));
4046 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
4047 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
4048 (max ? '!' : ' '), ryakuji,
4049 s_ptr->slevel, need_mana, spell_chance(spell, use_realm), comment));
4051 c_prt(line_attr, out_val, y + i + 1, x);
4054 /* Clear the bottom line */
4055 prt("", y + i + 1, x);
4062 * @return ターン消費を要する処理を行ったならばTRUEを返す
4064 bool rustproof(void)
4068 char o_name[MAX_NLEN];
4071 item_tester_no_ryoute = TRUE;
4072 /* Select a piece of armour */
4073 item_tester_hook = object_is_armour;
4075 q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
4076 s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
4078 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return FALSE;
4080 /* Get the item (in the pack) */
4083 o_ptr = &inventory[item];
4086 /* Get the item (on the floor) */
4089 o_ptr = &o_list[0 - item];
4094 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4096 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
4098 if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
4101 msg_format("%sは新品同様になった!",o_name);
4103 msg_format("%s %s look%s as good as new!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
4110 msg_format("%sは腐食しなくなった。", o_name);
4112 msg_format("%s %s %s now protected against corrosion.", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "are" : "is"));
4122 * Curse the players armor
4123 * @return 実際に呪縛されたらTRUEを返す
4125 bool curse_armor(void)
4130 char o_name[MAX_NLEN];
4133 /* Curse the body armor */
4134 o_ptr = &inventory[INVEN_BODY];
4136 /* Nothing to curse */
4137 if (!o_ptr->k_idx) return (FALSE);
4139 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
4141 /* Attempt a saving throw for artifacts */
4142 if (object_is_artifact(o_ptr) && (randint0(100) < 50))
4146 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!",
4147 "恐怖の暗黒オーラ", "防具", o_name);
4149 msg_format("A %s tries to %s, but your %s resists the effects!",
4150 "terrible black aura", "surround your armor", o_name);
4155 /* not artifact or failed save... */
4158 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);
4159 chg_virtue(V_ENCHANT, -5);
4161 /* Blast the armor */
4163 o_ptr->name2 = EGO_BLASTED;
4164 o_ptr->to_a = 0 - randint1(5) - randint1(5);
4171 for (i = 0; i < TR_FLAG_SIZE; i++)
4172 o_ptr->art_flags[i] = 0;
4175 o_ptr->curse_flags = TRC_CURSED;
4178 o_ptr->ident |= (IDENT_BROKEN);
4180 /* Recalculate bonuses */
4181 p_ptr->update |= (PU_BONUS);
4183 /* Recalculate mana */
4184 p_ptr->update |= (PU_MANA);
4186 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4194 * Curse the players weapon
4195 * @param force 無条件に呪縛を行うならばTRUE
4196 * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
4197 * @return 実際に呪縛されたらTRUEを返す
4199 bool curse_weapon_object(bool force, object_type *o_ptr)
4202 char o_name[MAX_NLEN];
4204 /* Nothing to curse */
4205 if (!o_ptr->k_idx) return (FALSE);
4206 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
4208 /* Attempt a saving throw */
4209 if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
4213 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!",
4214 "恐怖の暗黒オーラ", "武器", o_name);
4216 msg_format("A %s tries to %s, but your %s resists the effects!",
4217 "terrible black aura", "surround your weapon", o_name);
4221 /* not artifact or failed save... */
4224 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);
4225 chg_virtue(V_ENCHANT, -5);
4227 /* Shatter the weapon */
4229 o_ptr->name2 = EGO_SHATTERED;
4230 o_ptr->to_h = 0 - randint1(5) - randint1(5);
4231 o_ptr->to_d = 0 - randint1(5) - randint1(5);
4237 for (i = 0; i < TR_FLAG_SIZE; i++)
4238 o_ptr->art_flags[i] = 0;
4241 o_ptr->curse_flags = TRC_CURSED;
4244 o_ptr->ident |= (IDENT_BROKEN);
4246 /* Recalculate bonuses */
4247 p_ptr->update |= (PU_BONUS);
4249 /* Recalculate mana */
4250 p_ptr->update |= (PU_MANA);
4252 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4259 * @brief 武器呪縛処理のメインルーチン /
4260 * Curse the players weapon
4261 * @param force 無条件に呪縛を行うならばTRUE
4262 * @param slot 呪縛する武器の装備スロット
4263 * @return 実際に呪縛されたらTRUEを返す
4265 bool curse_weapon(bool force, int slot)
4267 /* Curse the weapon */
4268 return curse_weapon_object(force, &inventory[slot]);
4273 * @brief ボルトのエゴ化処理(火炎エゴのみ) /
4274 * Enchant some bolts
4277 bool brand_bolts(void)
4281 /* Use the first acceptable bolts */
4282 for (i = 0; i < INVEN_PACK; i++)
4284 object_type *o_ptr = &inventory[i];
4286 /* Skip non-bolts */
4287 if (o_ptr->tval != TV_BOLT) continue;
4289 /* Skip artifacts and ego-items */
4290 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
4293 /* Skip cursed/broken items */
4294 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
4297 if (randint0(100) < 75) continue;
4299 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!"));
4302 o_ptr->name2 = EGO_FLAME;
4305 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
4311 if (flush_failure) flush();
4314 msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
4321 * @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 /
4322 * Helper function -- return a "nearby" race for polymorphing
4323 * @param r_idx 基準となるモンスター種族ID
4324 * @return 変更先のモンスター種族ID
4326 * Note that this function is one of the more "dangerous" ones...
4328 static IDX poly_r_idx(MONRACE_IDX r_idx)
4330 monster_race *r_ptr = &r_info[r_idx];
4336 /* Hack -- Uniques/Questors never polymorph */
4337 if ((r_ptr->flags1 & RF1_UNIQUE) ||
4338 (r_ptr->flags1 & RF1_QUESTOR))
4341 /* Allowable range of "levels" for resulting monster */
4342 lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
4343 lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
4345 /* Pick a (possibly new) non-unique race */
4346 for (i = 0; i < 1000; i++)
4348 /* Pick a new race, using a level calculation */
4349 r = get_mon_num((dun_level + r_ptr->level) / 2 + 5);
4351 /* Handle failure */
4357 /* Ignore unique monsters */
4358 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4360 /* Ignore monsters with incompatible levels */
4361 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
4363 /* Use that index */
4372 * @brief 指定座標にいるモンスターを変身させる /
4373 * Helper function -- return a "nearby" race for polymorphing
4376 * @return 実際に変身したらTRUEを返す
4378 bool polymorph_monster(POSITION y, POSITION x)
4380 cave_type *c_ptr = &cave[y][x];
4381 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4382 bool polymorphed = FALSE;
4383 MONRACE_IDX new_r_idx;
4384 MONRACE_IDX old_r_idx = m_ptr->r_idx;
4385 bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
4386 bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
4387 monster_type back_m;
4389 if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
4391 if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
4393 /* Memorize the monster before polymorphing */
4396 /* Pick a "new" monster race */
4397 new_r_idx = poly_r_idx(old_r_idx);
4399 /* Handle polymorph */
4400 if (new_r_idx != old_r_idx)
4402 BIT_FLAGS mode = 0L;
4403 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
4404 OBJECT_IDX this_o_idx, next_o_idx = 0;
4406 /* Get the monsters attitude */
4407 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
4408 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
4409 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
4411 /* Mega-hack -- ignore held objects */
4412 m_ptr->hold_o_idx = 0;
4414 /* "Kill" the "old" monster */
4415 delete_monster_idx(c_ptr->m_idx);
4417 /* Create a new monster (no groups) */
4418 if (place_monster_aux(0, y, x, new_r_idx, mode))
4420 m_list[hack_m_idx_ii].nickname = back_m.nickname;
4421 m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
4422 m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
4429 /* Placing the new monster failed */
4430 if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
4432 m_list[hack_m_idx_ii] = back_m;
4434 /* Re-initialize monster process */
4437 else preserve_hold_objects = FALSE;
4440 /* Mega-hack -- preserve held objects */
4441 if (preserve_hold_objects)
4443 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4445 /* Acquire object */
4446 object_type *o_ptr = &o_list[this_o_idx];
4448 /* Acquire next object */
4449 next_o_idx = o_ptr->next_o_idx;
4451 /* Held by new monster */
4452 o_ptr->held_m_idx = hack_m_idx_ii;
4455 else if (back_m.hold_o_idx) /* Failed (paranoia) */
4457 /* Delete objects */
4458 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4460 /* Acquire next object */
4461 next_o_idx = o_list[this_o_idx].next_o_idx;
4463 delete_object_idx(this_o_idx);
4467 if (targeted) target_who = hack_m_idx_ii;
4468 if (health_tracked) health_track(hack_m_idx_ii);
4477 * @param x テレポート先のX座標
4478 * @param y テレポート先のY座標
4479 * @return 目標に指定通りテレポートできたならばTRUEを返す
4481 static bool dimension_door_aux(DEPTH x, DEPTH y)
4483 PLAYER_LEVEL plev = p_ptr->lev;
4485 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
4487 if (!cave_player_teleportable_bold(y, x, 0L) ||
4488 (distance(y, x, p_ptr->y, p_ptr->x) > plev / 2 + 10) ||
4489 (!randint0(plev / 10 + 10)))
4491 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
4492 teleport_player((plev + 2) * 2, TELEPORT_PASSIVE);
4499 teleport_player_to(y, x, 0L);
4508 * @brief 次元の扉処理のメインルーチン /
4510 * @return ターンを消費した場合TRUEを返す
4512 bool dimension_door(void)
4516 /* Rerutn FALSE if cancelled */
4517 if (!tgt_pt(&x, &y)) return FALSE;
4519 if (dimension_door_aux(x, y)) return TRUE;
4521 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!"));
4528 * @brief 鏡抜け処理のメインルーチン /
4529 * Mirror Master's Dimension Door
4530 * @return ターンを消費した場合TRUEを返す
4532 bool mirror_tunnel(void)
4534 POSITION x = 0, y = 0;
4536 /* Rerutn FALSE if cancelled */
4537 if (!tgt_pt(&x, &y)) return FALSE;
4539 if (dimension_door_aux(x, y)) return TRUE;
4541 msg_print(_("鏡の世界をうまく通れなかった!", "You fail to pass the mirror plane correctly!"));
4549 * @return ターンを消費した場合TRUEを返す
4551 bool eat_magic(int power)
4557 int recharge_strength = 0;
4563 char o_name[MAX_NLEN];
4565 item_tester_hook = item_tester_hook_recharge;
4567 q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
4568 s = _("魔力を吸収できるアイテムがありません。", "You have nothing to drain.");
4570 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
4574 o_ptr = &inventory[item];
4578 o_ptr = &o_list[0 - item];
4581 k_ptr = &k_info[o_ptr->k_idx];
4582 lev = k_info[o_ptr->k_idx].level;
4584 if (o_ptr->tval == TV_ROD)
4586 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
4589 if (one_in_(recharge_strength))
4591 /* Activate the failure code. */
4596 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
4598 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."));
4603 o_ptr->timeout += k_ptr->pval;
4609 /* All staffs, wands. */
4610 recharge_strength = (100 + power - lev) / 15;
4613 if (recharge_strength < 0) recharge_strength = 0;
4616 if (one_in_(recharge_strength))
4618 /* Activate the failure code. */
4623 if (o_ptr->pval > 0)
4625 p_ptr->csp += lev / 2;
4628 /* XXX Hack -- unstack if necessary */
4629 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
4634 /* Get local object */
4637 /* Obtain a local object */
4638 object_copy(q_ptr, o_ptr);
4640 /* Modify quantity */
4643 /* Restore the charges */
4646 /* Unstack the used item */
4648 p_ptr->total_weight -= q_ptr->weight;
4649 item = inven_carry(q_ptr);
4651 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
4656 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
4658 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
4662 /* Inflict the penalties for failing a recharge. */
4665 /* Artifacts are never destroyed. */
4666 if (object_is_fixed_artifact(o_ptr))
4668 object_desc(o_name, o_ptr, OD_NAME_ONLY);
4669 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);
4671 /* Artifact rods. */
4672 if (o_ptr->tval == TV_ROD)
4673 o_ptr->timeout = k_ptr->pval * o_ptr->number;
4675 /* Artifact wands and staffs. */
4676 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
4681 /* Get the object description */
4682 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4684 /*** Determine Seriousness of Failure ***/
4686 /* Mages recharge objects more safely. */
4687 if (IS_WIZARD_CLASS())
4689 /* 10% chance to blow up one rod, otherwise draining. */
4690 if (o_ptr->tval == TV_ROD)
4692 if (one_in_(10)) fail_type = 2;
4695 /* 75% chance to blow up one wand, otherwise draining. */
4696 else if (o_ptr->tval == TV_WAND)
4698 if (!one_in_(3)) fail_type = 2;
4701 /* 50% chance to blow up one staff, otherwise no effect. */
4702 else if (o_ptr->tval == TV_STAFF)
4704 if (one_in_(2)) fail_type = 2;
4709 /* All other classes get no special favors. */
4712 /* 33% chance to blow up one rod, otherwise draining. */
4713 if (o_ptr->tval == TV_ROD)
4715 if (one_in_(3)) fail_type = 2;
4718 /* 20% chance of the entire stack, else destroy one wand. */
4719 else if (o_ptr->tval == TV_WAND)
4721 if (one_in_(5)) fail_type = 3;
4724 /* Blow up one staff. */
4725 else if (o_ptr->tval == TV_STAFF)
4731 /*** Apply draining and destruction. ***/
4733 /* Drain object or stack of objects. */
4736 if (o_ptr->tval == TV_ROD)
4738 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
4739 "You save your rod from destruction, but all charges are lost."), o_name);
4740 o_ptr->timeout = k_ptr->pval * o_ptr->number;
4742 else if (o_ptr->tval == TV_WAND)
4744 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);
4747 /* Staffs aren't drained. */
4750 /* Destroy an object or one in a stack of objects. */
4753 if (o_ptr->number > 1)
4755 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);
4756 /* Reduce rod stack maximum timeout, drain wands. */
4757 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
4758 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
4762 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);
4765 /* Reduce and describe inventory */
4768 inven_item_increase(item, -1);
4769 inven_item_describe(item);
4770 inven_item_optimize(item);
4773 /* Reduce and describe floor item */
4776 floor_item_increase(0 - item, -1);
4777 floor_item_describe(0 - item);
4778 floor_item_optimize(0 - item);
4782 /* Destroy all members of a stack of objects. */
4785 if (o_ptr->number > 1)
4786 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);
4788 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
4790 /* Reduce and describe inventory */
4793 inven_item_increase(item, -999);
4794 inven_item_describe(item);
4795 inven_item_optimize(item);
4798 /* Reduce and describe floor item */
4801 floor_item_increase(0 - item, -999);
4802 floor_item_describe(0 - item);
4803 floor_item_optimize(0 - item);
4809 if (p_ptr->csp > p_ptr->msp)
4811 p_ptr->csp = p_ptr->msp;
4814 /* Redraw mana and hp */
4815 p_ptr->redraw |= (PR_MANA);
4817 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
4818 p_ptr->window |= (PW_INVEN);
4825 * @param level 召喚基準レベル
4828 * @param mode 召喚オプション
4829 * @return ターンを消費した場合TRUEを返す
4831 bool summon_kin_player(DEPTH level, POSITION y, POSITION x, BIT_FLAGS mode)
4833 bool pet = (bool)(mode & PM_FORCE_PET);
4834 if (!pet) mode |= PM_NO_PET;
4836 switch (p_ptr->mimic_form)
4839 switch (p_ptr->prace)
4843 case RACE_BARBARIAN:
4846 summon_kin_type = 'p';
4856 case RACE_MIND_FLAYER:
4859 summon_kin_type = 'h';
4862 summon_kin_type = 'o';
4864 case RACE_HALF_TROLL:
4865 summon_kin_type = 'T';
4867 case RACE_HALF_OGRE:
4868 summon_kin_type = 'O';
4870 case RACE_HALF_GIANT:
4871 case RACE_HALF_TITAN:
4873 summon_kin_type = 'P';
4876 summon_kin_type = 'y';
4879 summon_kin_type = 'K';
4882 summon_kin_type = 'k';
4885 if (one_in_(13)) summon_kin_type = 'U';
4886 else summon_kin_type = 'u';
4888 case RACE_DRACONIAN:
4889 summon_kin_type = 'd';
4893 summon_kin_type = 'g';
4896 if (one_in_(13)) summon_kin_type = 'L';
4897 else summon_kin_type = 's';
4900 summon_kin_type = 'z';
4903 summon_kin_type = 'V';
4906 summon_kin_type = 'G';
4909 summon_kin_type = 'I';
4912 summon_kin_type = '#';
4915 summon_kin_type = 'A';
4918 summon_kin_type = 'U';
4921 summon_kin_type = 'p';
4926 if (one_in_(13)) summon_kin_type = 'U';
4927 else summon_kin_type = 'u';
4929 case MIMIC_DEMON_LORD:
4930 summon_kin_type = 'U';
4933 summon_kin_type = 'V';
4936 return summon_specific((pet ? -1 : 0), y, x, level, SUMMON_KIN, mode);
4940 * @brief 皆殺し(全方向攻撃)処理
4941 * @param py プレイヤーY座標
4942 * @param px プレイヤーX座標
4949 monster_type *m_ptr;
4952 for (dir = 0; dir < 8; dir++)
4954 y = p_ptr->y + ddy_ddd[dir];
4955 x = p_ptr->x + ddx_ddd[dir];
4956 c_ptr = &cave[y][x];
4958 /* Get the monster */
4959 m_ptr = &m_list[c_ptr->m_idx];
4961 /* Hack -- attack monsters */
4962 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
4971 feature_type *f_ptr, *mimic_f_ptr;
4974 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4975 y = p_ptr->y + ddy[dir];
4976 x = p_ptr->x + ddx[dir];
4977 c_ptr = &cave[y][x];
4978 f_ptr = &f_info[c_ptr->feat];
4979 mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
4983 if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
4985 msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
4987 else if (have_flag(f_ptr->flags, FF_PERMANENT))
4989 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);
4991 else if (c_ptr->m_idx)
4993 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4994 msg_print(_("何かが邪魔しています!", "There's something in the way!"));
4996 if (!m_ptr->ml || !is_pet(m_ptr)) py_attack(y, x, 0);
4998 else if (have_flag(f_ptr->flags, FF_TREE))
5000 msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
5002 else if (have_flag(f_ptr->flags, FF_GLASS))
5004 msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
5006 else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
5008 (void)set_food(p_ptr->food + 3000);
5010 else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
5012 (void)set_food(p_ptr->food + 5000);
5016 msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
5017 (void)set_food(p_ptr->food + 10000);
5020 /* Destroy the wall */
5021 cave_alter_feat(y, x, FF_HURT_ROCK);
5023 /* Move the player */
5024 (void)move_player_effect(y, x, MPE_DONT_PICKUP);
5029 bool shock_power(void)
5034 PLAYER_LEVEL plev = p_ptr->lev;
5035 int boost = P_PTR_KI;
5036 if (heavy_armor()) boost /= 2;
5039 if (!get_aim_dir(&dir)) return FALSE;
5041 y = p_ptr->y + ddy[dir];
5042 x = p_ptr->x + ddx[dir];
5043 dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
5044 fire_beam(GF_MISSILE, dir, dam);
5045 if (cave[y][x].m_idx)
5050 MONSTER_IDX m_idx = cave[y][x].m_idx;
5051 monster_type *m_ptr = &m_list[m_idx];
5052 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5055 monster_desc(m_name, m_ptr, 0);
5057 if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
5059 msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
5063 for (i = 0; i < 5; i++)
5067 if (cave_empty_bold(y, x))
5074 if ((ty != oy) || (tx != ox))
5076 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
5077 cave[oy][ox].m_idx = 0;
5078 cave[ty][tx].m_idx = (s16b)m_idx;
5079 m_ptr->fy = (byte_hack)ty;
5080 m_ptr->fx = (byte_hack)tx;
5082 update_mon(m_idx, TRUE);
5086 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
5087 p_ptr->update |= (PU_MON_LITE);