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;
165 /* Save the old location */
169 /* Minimum distance */
172 /* Look until done */
173 while (look && --attempts)
175 /* Verify max distance */
176 if (dis > 200) dis = 200;
178 /* Try several locations */
179 for (i = 0; i < 500; i++)
181 /* Pick a (possibly illegal) location */
184 ny = rand_spread(ty, dis);
185 nx = rand_spread(tx, dis);
186 d = distance(ty, tx, ny, nx);
187 if ((d >= min) && (d <= dis)) break;
190 /* Ignore illegal locations */
191 if (!in_bounds(ny, nx)) continue;
193 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
195 /* No teleporting into vaults and such */
196 /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
198 /* This grid looks good */
205 /* Increase the maximum distance */
208 /* Decrease the minimum distance */
212 if (attempts < 1) return;
214 sound(SOUND_TPOTHER);
216 /* Update the old location */
217 cave[oy][ox].m_idx = 0;
219 /* Update the new location */
220 cave[ny][nx].m_idx = m_idx;
222 /* Move the monster */
226 /* Update the monster (new location) */
227 update_mon(m_idx, TRUE);
229 /* Redraw the old grid */
232 /* Redraw the new grid */
235 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
236 p_ptr->update |= (PU_MON_LITE);
240 * @brief プレイヤーのテレポート先選定と移動処理 /
241 * Teleport the player to a location up to "dis" grids away.
244 * @return 実際にテレポート処理が行われたらtrue
247 * If no such spaces are readily available, the distance may increase.
248 * Try very hard to move the player at least a quarter that distance.
250 * There was a nasty tendency for a long time; which was causing the
251 * player to "bounce" between two or three different spots because
252 * these are the only spots that are "far enough" way to satisfy the
255 * But this tendency is now removed; in the new algorithm, a list of
256 * candidates is selected first, which includes at least 50% of all
257 * floor grids within the distance, and any single grid in this list
258 * of candidates has equal possibility to be choosen as a destination.
262 bool teleport_player_aux(POSITION dis, BIT_FLAGS mode)
264 int candidates_at[MAX_TELEPORT_DISTANCE + 1];
265 int total_candidates, cur_candidates;
266 POSITION y = 0, x = 0;
269 int left = MAX(1, p_ptr->x - dis);
270 int right = MIN(cur_wid - 2, p_ptr->x + dis);
271 int top = MAX(1, p_ptr->y - dis);
272 int bottom = MIN(cur_hgt - 2, p_ptr->y + dis);
274 if (p_ptr->wild_mode) return FALSE;
276 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
278 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
282 /* Initialize counters */
283 total_candidates = 0;
284 for (i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
285 candidates_at[i] = 0;
287 /* Limit the distance */
288 if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
290 /* Search valid locations */
291 for (y = top; y <= bottom; y++)
293 for (x = left; x <= right; x++)
297 /* Skip illegal locations */
298 if (!cave_player_teleportable_bold(y, x, mode)) continue;
300 /* Calculate distance */
301 d = distance(p_ptr->y, p_ptr->x, y, x);
303 /* Skip too far locations */
304 if (d > dis) continue;
306 /* Count the total number of candidates */
309 /* Count the number of candidates in this circumference */
314 /* No valid location! */
315 if (0 == total_candidates) return FALSE;
317 /* Fix the minimum distance */
318 for (cur_candidates = 0, min = dis; min >= 0; min--)
320 cur_candidates += candidates_at[min];
322 /* 50% of all candidates will have an equal chance to be choosen. */
323 if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
326 /* Pick up a single location randomly */
327 pick = randint1(cur_candidates);
329 /* Search again the choosen location */
330 for (y = top; y <= bottom; y++)
332 for (x = left; x <= right; x++)
336 /* Skip illegal locations */
337 if (!cave_player_teleportable_bold(y, x, mode)) continue;
339 /* Calculate distance */
340 d = distance(p_ptr->y, p_ptr->x, y, x);
342 /* Skip too far locations */
343 if (d > dis) continue;
345 /* Skip too close locations */
346 if (d < min) continue;
348 /* This grid was picked up? */
357 if (player_bold(y, x)) return FALSE;
359 sound(SOUND_TELEPORT);
362 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
363 msg_format("『こっちだぁ、%s』", p_ptr->name);
366 /* Move the player */
367 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
373 * @brief プレイヤーのテレポート処理メインルーチン
378 void teleport_player(POSITION dis, BIT_FLAGS mode)
382 /* Save the old location */
386 if (!teleport_player_aux(dis, mode)) return;
388 /* Monsters with teleport ability may follow the player */
389 for (xx = -1; xx < 2; xx++)
391 for (yy = -1; yy < 2; yy++)
393 MONSTER_IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
395 /* A monster except your mount may follow */
396 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx))
398 monster_type *m_ptr = &m_list[tmp_m_idx];
399 monster_race *r_ptr = &r_info[m_ptr->r_idx];
402 * The latter limitation is to avoid
403 * totally unkillable suckers...
405 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
406 !(r_ptr->flagsr & RFR_RES_TELE))
408 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
417 * @brief プレイヤーのテレポートアウェイ処理 /
418 * @param m_idx アウェイを試みたプレイヤーID
422 void teleport_player_away(MONSTER_IDX m_idx, POSITION dis)
426 /* Save the old location */
430 if (!teleport_player_aux(dis, TELEPORT_PASSIVE)) return;
432 /* Monsters with teleport ability may follow the player */
433 for (xx = -1; xx < 2; xx++)
435 for (yy = -1; yy < 2; yy++)
437 IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
439 /* A monster except your mount or caster may follow */
440 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx) && (m_idx != tmp_m_idx))
442 monster_type *m_ptr = &m_list[tmp_m_idx];
443 monster_race *r_ptr = &r_info[m_ptr->r_idx];
446 * The latter limitation is to avoid
447 * totally unkillable suckers...
449 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
450 !(r_ptr->flagsr & RFR_RES_TELE))
452 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
461 * @brief プレイヤーを指定位置近辺にテレポートさせる
462 * Teleport player to a grid near the given location
465 * @param mode オプションフラグ
469 * This function is slightly obsessive about correctness.
470 * This function allows teleporting into vaults (!)
473 void teleport_player_to(POSITION ny, POSITION nx, BIT_FLAGS mode)
476 POSITION dis = 0, ctr = 0;
478 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
480 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
484 /* Find a usable location */
487 /* Pick a nearby legal location */
490 y = (POSITION)rand_spread(ny, dis);
491 x = (POSITION)rand_spread(nx, dis);
492 if (in_bounds(y, x)) break;
495 /* Accept any grid when wizard mode */
496 if (p_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!cave[y][x].m_idx || (cave[y][x].m_idx == p_ptr->riding))) break;
498 /* Accept teleportable floor grids */
499 if (cave_player_teleportable_bold(y, x, mode)) break;
501 /* Occasionally advance the distance */
502 if (++ctr > (4 * dis * dis + 4 * dis + 1))
509 sound(SOUND_TELEPORT);
511 /* Move the player */
512 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
516 void teleport_away_followable(MONSTER_IDX m_idx)
518 monster_type *m_ptr = &m_list[m_idx];
519 int oldfy = m_ptr->fy;
520 int oldfx = m_ptr->fx;
521 bool old_ml = m_ptr->ml;
522 int old_cdis = m_ptr->cdis;
524 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
526 if (old_ml && (old_cdis <= MAX_SIGHT) && !world_monster && !p_ptr->inside_battle && los(p_ptr->y, p_ptr->x, oldfy, oldfx))
530 if ((p_ptr->muta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
533 BIT_FLAGS flgs[TR_FLAG_SIZE];
537 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
539 o_ptr = &inventory[i];
540 if (o_ptr->k_idx && !object_is_cursed(o_ptr))
542 object_flags(o_ptr, flgs);
543 if (have_flag(flgs, TR_TELEPORT))
554 if (get_check_strict(_("ついていきますか?", "Do you follow it? "), CHECK_OKAY_CANCEL))
558 teleport_player(200, TELEPORT_PASSIVE);
559 msg_print(_("失敗!", "Failed!"));
561 else teleport_player_to(m_ptr->fy, m_ptr->fx, 0L);
562 p_ptr->energy_need += ENERGY_NEED();
570 * @brief プレイヤー及びモンスターをレベルテレポートさせる /
571 * Teleport the player one level up or down (random when legal)
572 * @param m_idx テレポートの対象となるモンスターID(0ならばプレイヤー) / If m_idx <= 0, target is player.
575 void teleport_level(MONSTER_IDX m_idx)
581 if (m_idx <= 0) /* To player */
583 strcpy(m_name, _("あなた", "you"));
585 else /* To monster */
587 monster_type *m_ptr = &m_list[m_idx];
589 /* Get the monster name (or "it") */
590 monster_desc(m_name, m_ptr, 0);
592 see_m = is_seen(m_ptr);
595 /* No effect in some case */
596 if (TELE_LEVEL_IS_INEFF(m_idx))
598 if (see_m) msg_print(_("効果がなかった。", "There is no effect."));
602 if ((m_idx <= 0) && p_ptr->anti_tele) /* To player */
604 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
608 /* Choose up or down */
609 if (randint0(100) < 50) go_up = TRUE;
612 if ((m_idx <= 0) && p_ptr->wizard)
614 if (get_check("Force to go up? ")) go_up = TRUE;
615 else if (get_check("Force to go down? ")) go_up = FALSE;
619 if ((ironman_downward && (m_idx <= 0)) || (dun_level <= d_info[dungeon_type].mindepth))
622 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
624 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
626 if (m_idx <= 0) /* To player */
630 dungeon_type = ironman_downward ? DUNGEON_ANGBAND : p_ptr->recall_dungeon;
631 p_ptr->oldpy = p_ptr->y;
632 p_ptr->oldpx = p_ptr->x;
635 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
637 if (autosave_l) do_cmd_save_game(TRUE);
641 dun_level = d_info[dungeon_type].mindepth;
642 prepare_change_floor_mode(CFM_RAND_PLACE);
646 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
650 p_ptr->leaving = TRUE;
655 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
658 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
660 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
664 if (m_idx <= 0) /* To player */
666 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
668 if (autosave_l) do_cmd_save_game(TRUE);
670 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
675 p_ptr->inside_quest = 0;
676 p_ptr->leaving = TRUE;
682 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
684 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
688 if (m_idx <= 0) /* To player */
690 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
692 if (autosave_l) do_cmd_save_game(TRUE);
694 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
697 p_ptr->leaving = TRUE;
703 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
705 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
708 if (m_idx <= 0) /* To player */
710 /* Never reach this code on the surface */
711 /* if (!dun_level) dungeon_type = p_ptr->recall_dungeon; */
713 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
715 if (autosave_l) do_cmd_save_game(TRUE);
717 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
720 p_ptr->leaving = TRUE;
724 /* Monster level teleportation is simple deleting now */
727 monster_type *m_ptr = &m_list[m_idx];
729 /* Check for quest completion */
730 check_quest_completion(m_ptr);
732 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
736 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
737 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
740 delete_monster_idx(m_idx);
743 sound(SOUND_TPLEVEL);
748 * @brief これまでに入ったダンジョンの一覧を表示し、選択させる。
749 * @param note ダンジョンに施す処理記述
752 * @return 選択されたダンジョンID
754 DUNGEON_IDX choose_dungeon(cptr note, POSITION y, POSITION x)
756 DUNGEON_IDX select_dungeon;
761 /* Hack -- No need to choose dungeon in some case */
762 if (lite_town || vanilla_town || ironman_downward)
764 if (max_dlv[DUNGEON_ANGBAND]) return DUNGEON_ANGBAND;
767 msg_format(_("まだ%sに入ったことはない。", "You haven't entered %s yet."), d_name + d_info[DUNGEON_ANGBAND].name);
773 /* Allocate the "dun" array */
774 C_MAKE(dun, max_d_idx, s16b);
777 for(i = 1; i < max_d_idx; i++)
782 if (!d_info[i].maxdepth) continue;
783 if (!max_dlv[i]) continue;
784 if (d_info[i].final_guardian)
786 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
788 else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
790 sprintf(buf,_(" %c) %c%-12s : 最大 %d 階", " %c) %c%-16s : Max level %d"),
791 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, (int)max_dlv[i]);
792 prt(buf, y + num, x);
798 prt(_(" 選べるダンジョンがない。", " No dungeon is available."), y, x);
801 prt(format(_("どのダンジョン%sしますか:", "Which dungeon do you %s?: "), note), 0, 0);
805 if ((i == ESCAPE) || !num)
807 /* Free the "dun" array */
808 C_KILL(dun, max_d_idx, s16b);
813 if (i >= 'a' && i <('a'+num))
815 select_dungeon = dun[i-'a'];
822 /* Free the "dun" array */
823 C_KILL(dun, max_d_idx, s16b);
825 return select_dungeon;
830 * @brief プレイヤーの帰還発動及び中止処理 /
831 * Recall the player to town or dungeon
832 * @param turns 発動までのターン数
835 bool recall_player(TIME_EFFECT turns)
838 * TODO: Recall the player to the last
839 * visited town when in the wilderness
843 if (p_ptr->inside_arena || ironman_downward)
845 msg_print(_("何も起こらなかった。", "Nothing happens."));
849 if (dun_level && (max_dlv[dungeon_type] > dun_level) && !p_ptr->inside_quest && !p_ptr->word_recall)
851 if (get_check(_("ここは最深到達階より浅い階です。この階に戻って来ますか? ", "Reset recall depth? ")))
853 max_dlv[dungeon_type] = dun_level;
855 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, _("帰還のときに", "when recall from dungeon"));
859 if (!p_ptr->word_recall)
863 DUNGEON_IDX select_dungeon;
864 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
865 if (!select_dungeon) return FALSE;
866 p_ptr->recall_dungeon = select_dungeon;
868 p_ptr->word_recall = turns;
869 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
870 p_ptr->redraw |= (PR_STATUS);
874 p_ptr->word_recall = 0;
875 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
876 p_ptr->redraw |= (PR_STATUS);
885 bool word_of_recall(void)
887 return(recall_player(randint0(21) + 15));
892 * @return リセット処理が実際に行われたらTRUEを返す
894 bool reset_recall(void)
896 int select_dungeon, dummy = 0;
900 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
903 if (ironman_downward)
905 msg_print(_("何も起こらなかった。", "Nothing happens."));
909 if (!select_dungeon) return FALSE;
911 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
912 (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
915 sprintf(tmp_val, "%d", (int)MAX(dun_level, 1));
917 /* Ask for a level */
918 if (get_string(ppp, tmp_val, 10))
920 /* Extract request */
921 dummy = atoi(tmp_val);
924 if (dummy < 1) dummy = 1;
927 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
928 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
930 max_dlv[select_dungeon] = dummy;
933 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
936 msg_format("%sの帰還レベルを %d 階にセット。", d_name+d_info[select_dungeon].name, dummy, dummy * 50);
938 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
951 * @brief プレイヤーの装備劣化処理 /
952 * Apply disenchantment to the player's stuff
953 * @param mode 最下位ビットが1ならば劣化処理が若干低減される
954 * @return 劣化処理に関するメッセージが発せられた場合はTRUEを返す /
955 * Return "TRUE" if the player notices anything
957 bool apply_disenchant(BIT_FLAGS mode)
961 char o_name[MAX_NLEN];
962 int to_h, to_d, to_a, pval;
964 /* Pick a random slot */
967 case 1: t = INVEN_RARM; break;
968 case 2: t = INVEN_LARM; break;
969 case 3: t = INVEN_BOW; break;
970 case 4: t = INVEN_BODY; break;
971 case 5: t = INVEN_OUTER; break;
972 case 6: t = INVEN_HEAD; break;
973 case 7: t = INVEN_HANDS; break;
974 case 8: t = INVEN_FEET; break;
978 o_ptr = &inventory[t];
980 /* No item, nothing happens */
981 if (!o_ptr->k_idx) return (FALSE);
983 /* Disenchant equipments only -- No disenchant on monster ball */
984 if (!object_is_weapon_armour_ammo(o_ptr))
987 /* Nothing to disenchant */
988 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
990 /* Nothing to notice */
995 /* Describe the object */
996 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
999 /* Artifacts have 71% chance to resist */
1000 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
1003 msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
1005 msg_format("Your %s (%c) resist%s disenchantment!",
1006 o_name, index_to_label(t),
1007 ((o_ptr->number != 1) ? "" : "s"));
1016 /* Memorize old value */
1022 /* Disenchant tohit */
1023 if (o_ptr->to_h > 0) o_ptr->to_h--;
1024 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
1026 /* Disenchant todam */
1027 if (o_ptr->to_d > 0) o_ptr->to_d--;
1028 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
1030 /* Disenchant toac */
1031 if (o_ptr->to_a > 0) o_ptr->to_a--;
1032 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
1034 /* Disenchant pval (occasionally) */
1035 /* Unless called from wild_magic() */
1036 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
1038 if ((to_h != o_ptr->to_h) || (to_d != o_ptr->to_d) ||
1039 (to_a != o_ptr->to_a) || (pval != o_ptr->pval))
1042 msg_format("%s(%c)は劣化してしまった!",
1043 o_name, index_to_label(t) );
1045 msg_format("Your %s (%c) %s disenchanted!",
1046 o_name, index_to_label(t),
1047 ((o_ptr->number != 1) ? "were" : "was"));
1050 chg_virtue(V_HARMONY, 1);
1051 chg_virtue(V_ENCHANT, -2);
1053 /* Recalculate bonuses */
1054 p_ptr->update |= (PU_BONUS);
1056 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
1066 * @brief プレイヤーの突然変異処理
1069 void mutate_player(void)
1071 BASE_STATUS max1, cur1, max2, cur2;
1074 /* Pick a pair of stats */
1076 for (jj = ii; jj == ii; jj = randint0(6)) /* loop */;
1078 max1 = p_ptr->stat_max[ii];
1079 cur1 = p_ptr->stat_cur[ii];
1080 max2 = p_ptr->stat_max[jj];
1081 cur2 = p_ptr->stat_cur[jj];
1083 p_ptr->stat_max[ii] = max2;
1084 p_ptr->stat_cur[ii] = cur2;
1085 p_ptr->stat_max[jj] = max1;
1086 p_ptr->stat_cur[jj] = cur1;
1090 if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
1091 if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
1094 p_ptr->update |= (PU_BONUS);
1099 * @brief プレイヤーの因果混乱処理 / Apply Nexus
1100 * @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
1103 void apply_nexus(monster_type *m_ptr)
1105 switch (randint1(7))
1107 case 1: case 2: case 3:
1109 teleport_player(200, TELEPORT_PASSIVE);
1115 teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
1121 if (randint0(100) < p_ptr->skill_sav)
1123 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1127 /* Teleport Level */
1134 if (randint0(100) < p_ptr->skill_sav)
1136 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1140 msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
1149 * @brief 寿命つき光源の燃素追加処理 /
1150 * Charge a lite (torch or latern)
1153 void phlogiston(void)
1155 GAME_TURN max_flog = 0;
1156 object_type * o_ptr = &inventory[INVEN_LITE];
1159 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
1161 max_flog = FUEL_LAMP;
1165 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
1167 max_flog = FUEL_TORCH;
1170 /* No torch to refill */
1173 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."));
1177 if (o_ptr->xtra4 >= max_flog)
1179 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."));
1184 o_ptr->xtra4 += (XTRA16)(max_flog / 2);
1186 msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
1189 if (o_ptr->xtra4 >= max_flog)
1191 o_ptr->xtra4 = (XTRA16)max_flog;
1192 msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
1195 /* Recalculate torch */
1196 p_ptr->update |= (PU_TORCH);
1201 * @brief 武器へのエゴ付加処理 /
1202 * Brand the current weapon
1203 * @param brand_type エゴ化ID(e_info.txtとは連動していない)
1206 void brand_weapon(int brand_type)
1213 /* Assume enchant weapon */
1214 item_tester_hook = object_allow_enchant_melee_weapon;
1215 item_tester_no_ryoute = TRUE;
1217 q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
1218 s = _("強化できる武器がない。", "You have nothing to enchant.");
1220 if (!get_item(&item, q, s, (USE_EQUIP))) return;
1222 /* Get the item (in the pack) */
1225 o_ptr = &inventory[item];
1228 /* Get the item (on the floor) */
1231 o_ptr = &o_list[0 - item];
1235 /* you can never modify artifacts / ego-items */
1236 /* you can never modify cursed items */
1237 /* TY: You _can_ modify broken items (if you're silly enough) */
1238 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1239 !object_is_cursed(o_ptr) &&
1240 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1241 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1242 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
1246 /* Let's get the name before it is changed... */
1247 char o_name[MAX_NLEN];
1248 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1253 if (o_ptr->tval == TV_SWORD)
1255 act = _("は鋭さを増した!", "becomes very sharp!");
1257 o_ptr->name2 = EGO_SHARPNESS;
1258 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, dun_level) + 1;
1260 if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
1265 act = _("は破壊力を増した!", "seems very powerful.");
1266 o_ptr->name2 = EGO_EARTHQUAKES;
1267 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, dun_level);
1271 act = _("は人間の血を求めている!", "seems to be looking for humans!");
1272 o_ptr->name2 = EGO_KILL_HUMAN;
1275 act = _("は電撃に覆われた!", "covered with lightning!");
1276 o_ptr->name2 = EGO_BRAND_ELEC;
1279 act = _("は酸に覆われた!", "coated with acid!");
1280 o_ptr->name2 = EGO_BRAND_ACID;
1283 act = _("は邪悪なる怪物を求めている!", "seems to be looking for evil monsters!");
1284 o_ptr->name2 = EGO_KILL_EVIL;
1287 act = _("は異世界の住人の肉体を求めている!", "seems to be looking for demons!");
1288 o_ptr->name2 = EGO_KILL_DEMON;
1291 act = _("は屍を求めている!", "seems to be looking for undead!");
1292 o_ptr->name2 = EGO_KILL_UNDEAD;
1295 act = _("は動物の血を求めている!", "seems to be looking for animals!");
1296 o_ptr->name2 = EGO_KILL_ANIMAL;
1299 act = _("はドラゴンの血を求めている!", "seems to be looking for dragons!");
1300 o_ptr->name2 = EGO_KILL_DRAGON;
1303 act = _("はトロルの血を求めている!", "seems to be looking for troll!s");
1304 o_ptr->name2 = EGO_KILL_TROLL;
1307 act = _("はオークの血を求めている!", "seems to be looking for orcs!");
1308 o_ptr->name2 = EGO_KILL_ORC;
1311 act = _("は巨人の血を求めている!", "seems to be looking for giants!");
1312 o_ptr->name2 = EGO_KILL_GIANT;
1315 act = _("は非常に不安定になったようだ。", "seems very unstable now.");
1316 o_ptr->name2 = EGO_TRUMP;
1317 o_ptr->pval = randint1(2);
1320 act = _("は血を求めている!", "thirsts for blood!");
1321 o_ptr->name2 = EGO_VAMPIRIC;
1324 act = _("は毒に覆われた。", "is coated with poison.");
1325 o_ptr->name2 = EGO_BRAND_POIS;
1328 act = _("は純ログルスに飲み込まれた。", "is engulfed in raw Logrus!");
1329 o_ptr->name2 = EGO_CHAOTIC;
1332 act = _("は炎のシールドに覆われた!", "is covered in a fiery shield!");
1333 o_ptr->name2 = EGO_BRAND_FIRE;
1336 act = _("は深く冷たいブルーに輝いた!", "glows deep, icy blue!");
1337 o_ptr->name2 = EGO_BRAND_COLD;
1341 msg_format(_("あなたの%s%s", "Your %s %s"), o_name, act);
1342 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1344 o_ptr->discount = 99;
1345 chg_virtue(V_ENCHANT, 2);
1349 if (flush_failure) flush();
1351 msg_print(_("属性付加に失敗した。", "The Branding failed."));
1352 chg_virtue(V_ENCHANT, -2);
1359 * @brief 虚無招来によるフロア中の全壁除去処理 /
1360 * Vanish all walls in this floor
1361 * @return 実際に処理が反映された場合TRUE
1363 static bool vanish_dungeon(void)
1367 feature_type *f_ptr;
1368 monster_type *m_ptr;
1371 /* Prevent vasishing of quest levels and town */
1372 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1377 /* Scan all normal grids */
1378 for (y = 1; y < cur_hgt - 1; y++)
1380 for (x = 1; x < cur_wid - 1; x++)
1382 c_ptr = &cave[y][x];
1384 /* Seeing true feature code (ignore mimic) */
1385 f_ptr = &f_info[c_ptr->feat];
1387 /* Lose room and vault */
1388 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1390 m_ptr = &m_list[c_ptr->m_idx];
1393 if (c_ptr->m_idx && MON_CSLEEP(m_ptr))
1395 /* Reset sleep counter */
1396 (void)set_monster_csleep(c_ptr->m_idx, 0);
1398 /* Notice the "waking up" */
1401 /* Acquire the monster name */
1402 monster_desc(m_name, m_ptr, 0);
1404 /* Dump a message */
1405 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1409 /* Process all walls, doors and patterns */
1410 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(y, x, FF_HURT_DISI);
1414 /* Special boundary walls -- Top and bottom */
1415 for (x = 0; x < cur_wid; x++)
1417 c_ptr = &cave[0][x];
1418 f_ptr = &f_info[c_ptr->mimic];
1420 /* Lose room and vault */
1421 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1423 /* Set boundary mimic if needed */
1424 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1426 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1428 /* Check for change to boring grid */
1429 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1432 c_ptr = &cave[cur_hgt - 1][x];
1433 f_ptr = &f_info[c_ptr->mimic];
1435 /* Lose room and vault */
1436 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1438 /* Set boundary mimic if needed */
1439 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1441 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1443 /* Check for change to boring grid */
1444 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1448 /* Special boundary walls -- Left and right */
1449 for (y = 1; y < (cur_hgt - 1); y++)
1451 c_ptr = &cave[y][0];
1452 f_ptr = &f_info[c_ptr->mimic];
1454 /* Lose room and vault */
1455 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1457 /* Set boundary mimic if needed */
1458 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1460 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1462 /* Check for change to boring grid */
1463 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1466 c_ptr = &cave[y][cur_wid - 1];
1467 f_ptr = &f_info[c_ptr->mimic];
1469 /* Lose room and vault */
1470 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1472 /* Set boundary mimic if needed */
1473 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1475 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1477 /* Check for change to boring grid */
1478 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1482 /* Mega-Hack -- Forget the view and lite */
1483 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
1485 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
1487 /* Update the monsters */
1488 p_ptr->update |= (PU_MONSTERS);
1491 p_ptr->redraw |= (PR_MAP);
1493 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1502 void call_the_(void)
1506 bool do_call = TRUE;
1508 for (i = 0; i < 9; i++)
1510 c_ptr = &cave[p_ptr->y + ddy_ddd[i]][p_ptr->x + ddx_ddd[i]];
1512 if (!cave_have_flag_grid(c_ptr, FF_PROJECT))
1514 if (!c_ptr->mimic || !have_flag(f_info[c_ptr->mimic].flags, FF_PROJECT) ||
1515 !permanent_wall(&f_info[c_ptr->feat]))
1525 for (i = 1; i < 10; i++)
1527 if (i - 5) fire_ball(GF_ROCKET, i, 175, 2);
1530 for (i = 1; i < 10; i++)
1532 if (i - 5) fire_ball(GF_MANA, i, 175, 3);
1535 for (i = 1; i < 10; i++)
1537 if (i - 5) fire_ball(GF_NUKE, i, 175, 4);
1541 /* Prevent destruction of quest levels and town */
1542 else if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1544 msg_print(_("地面が揺れた。", "The ground trembles."));
1550 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
1551 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
1552 msg_print("大きな爆発音があった!");
1554 msg_format("You %s the %s too close to a wall!",
1555 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1556 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1557 msg_print("There is a loud explosion!");
1562 if (!vanish_dungeon()) msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon silences a moment."));
1566 if (destroy_area(p_ptr->y, p_ptr->x, 15 + p_ptr->lev + randint0(11), FALSE))
1567 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
1569 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
1572 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1578 * @brief アイテム引き寄せ処理 /
1579 * Fetch an item (teleport it right underneath the caster)
1580 * @param dir 魔法の発動方向
1582 * @param require_los 射線の通りを要求するならばTRUE
1585 void fetch(DIRECTION dir, WEIGHT wgt, bool require_los)
1591 char o_name[MAX_NLEN];
1593 /* Check to see if an object is already there */
1594 if (cave[p_ptr->y][p_ptr->x].o_idx)
1596 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."));
1601 if (dir == 5 && target_okay())
1606 if (distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE)
1608 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!"));
1612 c_ptr = &cave[ty][tx];
1614 /* We need an item to fetch */
1617 msg_print(_("そこには何もありません。", "There is no object at this place."));
1621 /* No fetching from vault */
1622 if (c_ptr->info & CAVE_ICKY)
1624 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."));
1628 /* We need to see the item */
1631 if (!player_has_los_bold(ty, tx))
1633 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."));
1636 else if (!projectable(p_ptr->y, p_ptr->x, ty, tx))
1638 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
1645 /* Use a direction */
1646 ty = p_ptr->y; /* Where to drop the item */
1653 c_ptr = &cave[ty][tx];
1655 if ((distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE) ||
1656 !cave_have_flag_bold(ty, tx, FF_PROJECT)) return;
1658 while (!c_ptr->o_idx);
1661 o_ptr = &o_list[c_ptr->o_idx];
1663 if (o_ptr->weight > wgt)
1665 /* Too heavy to 'fetch' */
1666 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
1671 c_ptr->o_idx = o_ptr->next_o_idx;
1672 cave[p_ptr->y][p_ptr->x].o_idx = i; /* 'move' it */
1674 o_ptr->next_o_idx = 0;
1675 o_ptr->iy = (byte)p_ptr->y;
1676 o_ptr->ix = (byte)p_ptr->x;
1678 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1679 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);
1681 note_spot(p_ptr->y, p_ptr->x);
1682 p_ptr->redraw |= PR_MAP;
1689 void alter_reality(void)
1691 /* Ironman option */
1692 if (p_ptr->inside_arena || ironman_downward)
1694 msg_print(_("何も起こらなかった。", "Nothing happens."));
1698 if (!p_ptr->alter_reality)
1700 TIME_EFFECT turns = randint0(21) + 15;
1702 p_ptr->alter_reality = turns;
1703 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
1705 p_ptr->redraw |= (PR_STATUS);
1709 p_ptr->alter_reality = 0;
1710 msg_print(_("景色が元に戻った...", "The view around you got back..."));
1711 p_ptr->redraw |= (PR_STATUS);
1718 * @brief 守りのルーン設置処理 /
1719 * Leave a "glyph of warding" which prevents monster movement
1720 * @return 実際に設置が行われた場合TRUEを返す
1722 bool warding_glyph(void)
1724 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1726 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1730 /* Create a glyph */
1731 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1732 cave[p_ptr->y][p_ptr->x].mimic = feat_glyph;
1735 note_spot(p_ptr->y, p_ptr->x);
1738 lite_spot(p_ptr->y, p_ptr->x);
1745 * @return 実際に設置が行われた場合TRUEを返す
1747 bool place_mirror(void)
1749 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1751 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1755 /* Create a mirror */
1756 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1757 cave[p_ptr->y][p_ptr->x].mimic = feat_mirror;
1759 /* Turn on the light */
1760 cave[p_ptr->y][p_ptr->x].info |= CAVE_GLOW;
1763 note_spot(p_ptr->y, p_ptr->x);
1766 lite_spot(p_ptr->y, p_ptr->x);
1768 update_local_illumination(p_ptr->y, p_ptr->x);
1775 * @brief 爆発のルーン設置処理 /
1776 * Leave an "explosive rune" which prevents monster movement
1777 * @return 実際に設置が行われた場合TRUEを返す
1779 bool explosive_rune(void)
1781 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1783 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1787 /* Create a glyph */
1788 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1789 cave[p_ptr->y][p_ptr->x].mimic = feat_explosive_rune;
1792 note_spot(p_ptr->y, p_ptr->x);
1795 lite_spot(p_ptr->y, p_ptr->x);
1802 * @brief 全所持アイテム鑑定処理 /
1803 * Identify everything being carried.
1804 * Done by a potion of "self knowledge".
1807 void identify_pack(void)
1811 /* Simply identify and know every item */
1812 for (i = 0; i < INVEN_TOTAL; i++)
1814 object_type *o_ptr = &inventory[i];
1816 /* Skip non-objects */
1817 if (!o_ptr->k_idx) continue;
1820 identify_item(o_ptr);
1822 /* Auto-inscription */
1823 autopick_alter_item(i, FALSE);
1829 * @brief 装備強化処理の失敗率定数(千分率) /
1830 * Used by the "enchant" function (chance of failure)
1831 * (modified for Zangband, we need better stuff there...) -- TY
1834 static int enchant_table[16] =
1836 0, 10, 50, 100, 200,
1837 300, 400, 500, 650, 800,
1838 950, 987, 993, 995, 998,
1845 * Removes curses from items in inventory
1846 * @param all 軽い呪いまでの解除ならば0
1847 * @return 解呪されたアイテムの数
1850 * Note that Items which are "Perma-Cursed" (The One Ring,
1851 * The Crown of Morgoth) can NEVER be uncursed.
1853 * Note that if "all" is FALSE, then Items which are
1854 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1855 * will not be uncursed.
1858 static int remove_curse_aux(int all)
1862 /* Attempt to uncurse items being worn */
1863 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1865 object_type *o_ptr = &inventory[i];
1867 /* Skip non-objects */
1868 if (!o_ptr->k_idx) continue;
1870 /* Uncursed already */
1871 if (!object_is_cursed(o_ptr)) continue;
1873 /* Heavily Cursed Items need a special spell */
1874 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1876 /* Perma-Cursed Items can NEVER be uncursed */
1877 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1880 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1885 o_ptr->curse_flags = 0L;
1887 /* Hack -- Assume felt */
1888 o_ptr->ident |= (IDENT_SENSE);
1891 o_ptr->feeling = FEEL_NONE;
1893 /* Recalculate the bonuses */
1894 p_ptr->update |= (PU_BONUS);
1896 p_ptr->window |= (PW_EQUIP);
1898 /* Count the uncursings */
1904 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."));
1906 /* Return "something uncursed" */
1912 * @brief 装備の軽い呪い解呪処理 /
1913 * Remove most curses
1914 * @return 解呪に成功した装備数
1916 int remove_curse(void)
1918 return (remove_curse_aux(FALSE));
1922 * @brief 装備の重い呪い解呪処理 /
1924 * @return 解呪に成功した装備数
1926 int remove_all_curse(void)
1928 return (remove_curse_aux(TRUE));
1933 * @brief アイテムの価値に応じた錬金術処理 /
1934 * Turns an object into gold, gain some of its value in a shop
1935 * @return 処理が実際に行われたらTRUEを返す
1941 ITEM_NUMBER old_number;
1945 char o_name[MAX_NLEN];
1946 char out_val[MAX_NLEN+40];
1950 /* Hack -- force destruction */
1951 if (command_arg > 0) force = TRUE;
1953 q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
1954 s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
1956 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
1958 /* Get the item (in the pack) */
1961 o_ptr = &inventory[item];
1964 /* Get the item (on the floor) */
1967 o_ptr = &o_list[0 - item];
1971 /* See how many items */
1972 if (o_ptr->number > 1)
1974 /* Get a quantity */
1975 amt = get_quantity(NULL, o_ptr->number);
1977 /* Allow user abort */
1978 if (amt <= 0) return FALSE;
1982 /* Describe the object */
1983 old_number = o_ptr->number;
1984 o_ptr->number = amt;
1985 object_desc(o_name, o_ptr, 0);
1986 o_ptr->number = old_number;
1988 /* Verify unless quantity given */
1991 if (confirm_destroy || (object_value(o_ptr) > 0))
1993 /* Make a verification */
1994 sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
1995 if (!get_check(out_val)) return FALSE;
1999 /* Artifacts cannot be destroyed */
2000 if (!can_player_destroy_object(o_ptr))
2002 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);
2007 price = object_value_real(o_ptr);
2011 msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
2017 if (amt > 1) price *= amt;
2019 if (price > 30000) price = 30000;
2020 msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
2025 p_ptr->redraw |= (PR_GOLD);
2027 p_ptr->window |= (PW_PLAYER);
2031 /* Eliminate the item (from the pack) */
2034 inven_item_increase(item, -amt);
2035 inven_item_describe(item);
2036 inven_item_optimize(item);
2039 /* Eliminate the item (from the floor) */
2042 floor_item_increase(0 - item, -amt);
2043 floor_item_describe(0 - item);
2044 floor_item_optimize(0 - item);
2052 * @brief 呪いの打ち破り処理 /
2053 * Break the curse of an item
2054 * @param o_ptr 呪い装備情報の参照ポインタ
2057 static void break_curse(object_type *o_ptr)
2059 if (object_is_cursed(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
2061 msg_print(_("かけられていた呪いが打ち破られた!", "The curse is broken!"));
2063 o_ptr->curse_flags = 0L;
2064 o_ptr->ident |= (IDENT_SENSE);
2065 o_ptr->feeling = FEEL_NONE;
2072 * Enchants a plus onto an item. -RAK-
2073 * @param o_ptr 強化するアイテムの参照ポインタ
2075 * @param eflag 強化オプション(命中/ダメージ/AC)
2076 * @return 強化に成功した場合TRUEを返す
2079 * Revamped! Now takes item pointer, number of times to try enchanting,
2080 * and a flag of what to try enchanting. Artifacts resist enchantment
2081 * some of the time, and successful enchantment to at least +0 might
2082 * break a curse on the item. -CFT-
2084 * Note that an item can technically be enchanted all the way to +15 if
2085 * you wait a very, very, long time. Going from +9 to +10 only works
2086 * about 5% of the time, and from +10 to +11 only about 1% of the time.
2088 * Note that this function can now be used on "piles" of items, and
2089 * the larger the pile, the lower the chance of success.
2092 bool enchant(object_type *o_ptr, int n, int eflag)
2094 int i, chance, prob;
2096 bool a = object_is_artifact(o_ptr);
2097 bool force = (eflag & ENCH_FORCE);
2100 /* Large piles resist enchantment */
2101 prob = o_ptr->number * 100;
2103 /* Missiles are easy to enchant */
2104 if ((o_ptr->tval == TV_BOLT) ||
2105 (o_ptr->tval == TV_ARROW) ||
2106 (o_ptr->tval == TV_SHOT))
2112 for (i = 0; i < n; i++)
2114 /* Hack -- Roll for pile resistance */
2115 if (!force && randint0(prob) >= 100) continue;
2117 /* Enchant to hit */
2118 if (eflag & ENCH_TOHIT)
2120 if (o_ptr->to_h < 0) chance = 0;
2121 else if (o_ptr->to_h > 15) chance = 1000;
2122 else chance = enchant_table[o_ptr->to_h];
2124 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2129 /* only when you get it above -1 -CFT */
2130 if (o_ptr->to_h >= 0)
2135 /* Enchant to damage */
2136 if (eflag & ENCH_TODAM)
2138 if (o_ptr->to_d < 0) chance = 0;
2139 else if (o_ptr->to_d > 15) chance = 1000;
2140 else chance = enchant_table[o_ptr->to_d];
2142 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2147 /* only when you get it above -1 -CFT */
2148 if (o_ptr->to_d >= 0)
2153 /* Enchant to armor class */
2154 if (eflag & ENCH_TOAC)
2156 if (o_ptr->to_a < 0) chance = 0;
2157 else if (o_ptr->to_a > 15) chance = 1000;
2158 else chance = enchant_table[o_ptr->to_a];
2160 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2165 /* only when you get it above -1 -CFT */
2166 if (o_ptr->to_a >= 0)
2173 if (!res) return (FALSE);
2175 /* Recalculate bonuses */
2176 p_ptr->update |= (PU_BONUS);
2178 /* Combine / Reorder the pack (later) */
2179 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2181 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2191 * @brief 装備修正強化処理のメインルーチン /
2192 * Enchant an item (in the inventory or on the floor)
2193 * @param num_hit 命中修正量
2194 * @param num_dam ダメージ修正量
2195 * @param num_ac AC修正量
2196 * @return 強化に成功した場合TRUEを返す
2198 * Note that "num_ac" requires armour, else weapon
2199 * Returns TRUE if attempted, FALSE if cancelled
2201 bool enchant_spell(HIT_PROB num_hit, HIT_POINT num_dam, ARMOUR_CLASS num_ac)
2206 char o_name[MAX_NLEN];
2210 /* Assume enchant weapon */
2211 item_tester_hook = object_allow_enchant_weapon;
2212 item_tester_no_ryoute = TRUE;
2214 /* Enchant armor if requested */
2215 if (num_ac) item_tester_hook = object_is_armour;
2217 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2218 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2220 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2222 /* Get the item (in the pack) */
2225 o_ptr = &inventory[item];
2228 /* Get the item (on the floor) */
2231 o_ptr = &o_list[0 - item];
2236 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2240 msg_format("%s は明るく輝いた!",
2243 msg_format("%s %s glow%s brightly!",
2244 ((item >= 0) ? "Your" : "The"), o_name,
2245 ((o_ptr->number > 1) ? "" : "s"));
2250 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
2251 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
2252 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
2258 if (flush_failure) flush();
2260 msg_print(_("強化に失敗した。", "The enchantment failed."));
2262 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2265 chg_virtue(V_ENCHANT, 1);
2269 /* Something happened */
2275 * @brief アーティファクト生成の巻物処理 /
2276 * @return 生成が実際に試みられたらTRUEを返す
2278 bool artifact_scroll(void)
2283 char o_name[MAX_NLEN];
2287 item_tester_no_ryoute = TRUE;
2289 /* Enchant weapon/armour */
2290 item_tester_hook = item_tester_hook_nameless_weapon_armour;
2292 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2293 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2295 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2297 /* Get the item (in the pack) */
2300 o_ptr = &inventory[item];
2303 /* Get the item (on the floor) */
2306 o_ptr = &o_list[0 - item];
2311 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2315 msg_format("%s は眩い光を発した!",o_name);
2317 msg_format("%s %s radiate%s a blinding light!",
2318 ((item >= 0) ? "Your" : "The"), o_name,
2319 ((o_ptr->number > 1) ? "" : "s"));
2322 if (object_is_artifact(o_ptr))
2325 msg_format("%sは既に伝説のアイテムです!", o_name );
2327 msg_format("The %s %s already %s!",
2328 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2329 ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
2335 else if (object_is_ego(o_ptr))
2338 msg_format("%sは既に名のあるアイテムです!", o_name );
2340 msg_format("The %s %s already %s!",
2341 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2342 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
2348 else if (o_ptr->xtra3)
2351 msg_format("%sは既に強化されています!", o_name );
2353 msg_format("The %s %s already %s!",
2354 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2355 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
2361 if (o_ptr->number > 1)
2364 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!");
2365 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
2367 msg_print("Not enough enough energy to enchant more than one object!");
2368 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
2373 inven_item_increase(item, 1-(o_ptr->number));
2377 floor_item_increase(0-item, 1-(o_ptr->number));
2380 okay = create_artifact(o_ptr, TRUE);
2387 if (flush_failure) flush();
2389 msg_print(_("強化に失敗した。", "The enchantment failed."));
2391 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2395 if (record_rand_art)
2398 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2399 do_cmd_write_nikki(NIKKI_ART_SCROLL, 0, o_name);
2401 chg_virtue(V_ENCHANT, 1);
2406 /* Something happened */
2413 * Identify an object
2414 * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
2415 * @return 実際に鑑定できたらTRUEを返す
2417 bool identify_item(object_type *o_ptr)
2419 bool old_known = FALSE;
2420 char o_name[MAX_NLEN];
2423 object_desc(o_name, o_ptr, 0);
2425 if (o_ptr->ident & IDENT_KNOWN)
2428 if (!(o_ptr->ident & (IDENT_MENTAL)))
2430 if (object_is_artifact(o_ptr) || one_in_(5))
2431 chg_virtue(V_KNOWLEDGE, 1);
2434 /* Identify it fully */
2435 object_aware(o_ptr);
2436 object_known(o_ptr);
2438 /* Player touches it */
2439 o_ptr->marked |= OM_TOUCHED;
2441 /* Recalculate bonuses */
2442 p_ptr->update |= (PU_BONUS);
2444 /* Combine / Reorder the pack (later) */
2445 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2447 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2449 strcpy(record_o_name, o_name);
2453 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2455 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
2456 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2457 if(record_rand_art && !old_known && o_ptr->art_name)
2458 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2464 * @brief アイテム鑑定のメインルーチン処理 /
2465 * Identify an object in the inventory (or on the floor)
2466 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2467 * @return 実際に鑑定を行ったならばTRUEを返す
2469 * This routine does *not* automatically combine objects.
2470 * Returns TRUE if something was identified, else FALSE.
2472 bool ident_spell(bool only_equip)
2476 char o_name[MAX_NLEN];
2480 item_tester_no_ryoute = TRUE;
2483 item_tester_hook = item_tester_hook_identify_weapon_armour;
2485 item_tester_hook = item_tester_hook_identify;
2489 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
2494 item_tester_hook = object_is_weapon_armour_ammo;
2496 item_tester_hook = NULL;
2498 q = _("すべて鑑定済みです。 ", "All items are identified. ");
2501 s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
2503 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2505 /* Get the item (in the pack) */
2508 o_ptr = &inventory[item];
2511 /* Get the item (on the floor) */
2514 o_ptr = &o_list[0 - item];
2518 old_known = identify_item(o_ptr);
2521 object_desc(o_name, o_ptr, 0);
2524 if (item >= INVEN_RARM)
2526 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2530 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2534 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2537 /* Auto-inscription/destroy */
2538 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2540 /* Something happened */
2546 * @brief アイテム凡庸化のメインルーチン処理 /
2547 * Identify an object in the inventory (or on the floor)
2548 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2549 * @return 実際に凡庸化をを行ったならばTRUEを返す
2552 * Mundanify an object in the inventory (or on the floor)
2553 * This routine does *not* automatically combine objects.
2554 * Returns TRUE if something was mundanified, else FALSE.
2557 bool mundane_spell(bool only_equip)
2563 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
2564 item_tester_no_ryoute = TRUE;
2566 q = _("どれを使いますか?", "Use which item? ");
2567 s = _("使えるものがありません。", "You have nothing you can use.");
2569 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2571 /* Get the item (in the pack) */
2574 o_ptr = &inventory[item];
2577 /* Get the item (on the floor) */
2580 o_ptr = &o_list[0 - item];
2583 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
2585 POSITION iy = o_ptr->iy; /* Y-position on map, or zero */
2586 POSITION ix = o_ptr->ix; /* X-position on map, or zero */
2587 s16b next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
2588 byte marked = o_ptr->marked; /* Object is marked */
2589 s16b weight = o_ptr->number * o_ptr->weight;
2590 u16b inscription = o_ptr->inscription;
2593 object_prep(o_ptr, o_ptr->k_idx);
2597 o_ptr->next_o_idx = next_o_idx;
2598 o_ptr->marked = marked;
2599 o_ptr->inscription = inscription;
2600 if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
2604 /* Something happened */
2609 * @brief アイテム*鑑定*のメインルーチン処理 /
2610 * Identify an object in the inventory (or on the floor)
2611 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2612 * @return 実際に鑑定を行ったならばTRUEを返す
2614 * Fully "identify" an object in the inventory -BEN-
2615 * This routine returns TRUE if an item was identified.
2617 bool identify_fully(bool only_equip)
2621 char o_name[MAX_NLEN];
2625 item_tester_no_ryoute = TRUE;
2627 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
2629 item_tester_hook = item_tester_hook_identify_fully;
2633 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
2638 item_tester_hook = object_is_weapon_armour_ammo;
2640 item_tester_hook = NULL;
2642 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
2645 s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
2647 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2649 /* Get the item (in the pack) */
2652 o_ptr = &inventory[item];
2655 /* Get the item (on the floor) */
2658 o_ptr = &o_list[0 - item];
2662 old_known = identify_item(o_ptr);
2664 /* Mark the item as fully known */
2665 o_ptr->ident |= (IDENT_MENTAL);
2671 object_desc(o_name, o_ptr, 0);
2674 if (item >= INVEN_RARM)
2676 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2680 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2684 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2687 /* Describe it fully */
2688 (void)screen_object(o_ptr, 0L);
2690 /* Auto-inscription/destroy */
2691 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2701 * Recharge a wand/staff/rod from the pack or on the floor.
2702 * This function has been rewritten in Oangband and ZAngband.
2703 * @param power 充填パワー
2704 * @return ターン消費を要する処理まで進んだらTRUEを返す
2706 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
2707 * Chaos -- Arcane Binding --> recharge(90)
2709 * Scroll of recharging --> recharge(130)
2710 * Artifact activation/Thingol --> recharge(130)
2712 * It is harder to recharge high level, and highly charged wands,
2713 * staffs, and rods. The more wands in a stack, the more easily and
2714 * strongly they recharge. Staffs, however, each get fewer charges if
2717 * Beware of "sliding index errors".
2719 bool recharge(int power)
2723 int recharge_strength;
2724 TIME_EFFECT recharge_amount;
2733 char o_name[MAX_NLEN];
2735 /* Only accept legal items */
2736 item_tester_hook = item_tester_hook_recharge;
2738 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
2739 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
2741 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
2743 /* Get the item (in the pack) */
2746 o_ptr = &inventory[item];
2749 /* Get the item (on the floor) */
2752 o_ptr = &o_list[0 - item];
2755 /* Get the object kind. */
2756 k_ptr = &k_info[o_ptr->k_idx];
2758 /* Extract the object "level" */
2759 lev = k_info[o_ptr->k_idx].level;
2762 /* Recharge a rod */
2763 if (o_ptr->tval == TV_ROD)
2765 /* Extract a recharge strength by comparing object level to power. */
2766 recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
2770 if (one_in_(recharge_strength))
2772 /* Activate the failure code. */
2779 /* Recharge amount */
2780 recharge_amount = (power * damroll(3, 2));
2782 /* Recharge by that amount */
2783 if (o_ptr->timeout > recharge_amount)
2784 o_ptr->timeout -= recharge_amount;
2791 /* Recharge wand/staff */
2794 /* Extract a recharge strength by comparing object level to power.
2795 * Divide up a stack of wands' charges to calculate charge penalty.
2797 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2798 recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
2800 /* All staffs, unstacked wands. */
2801 else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
2804 if (recharge_strength < 0) recharge_strength = 0;
2807 if (one_in_(recharge_strength))
2809 /* Activate the failure code. */
2813 /* If the spell didn't backfire, recharge the wand or staff. */
2816 /* Recharge based on the standard number of charges. */
2817 recharge_amount = randint1(1 + k_ptr->pval / 2);
2819 /* Multiple wands in a stack increase recharging somewhat. */
2820 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2823 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
2824 if (recharge_amount < 1) recharge_amount = 1;
2825 if (recharge_amount > 12) recharge_amount = 12;
2828 /* But each staff in a stack gets fewer additional charges,
2829 * although always at least one.
2831 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
2833 recharge_amount /= (TIME_EFFECT)o_ptr->number;
2834 if (recharge_amount < 1) recharge_amount = 1;
2837 /* Recharge the wand or staff. */
2838 o_ptr->pval += recharge_amount;
2841 /* Hack -- we no longer "know" the item */
2842 o_ptr->ident &= ~(IDENT_KNOWN);
2844 /* Hack -- we no longer think the item is empty */
2845 o_ptr->ident &= ~(IDENT_EMPTY);
2850 /* Inflict the penalties for failing a recharge. */
2853 /* Artifacts are never destroyed. */
2854 if (object_is_fixed_artifact(o_ptr))
2856 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2857 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);
2859 /* Artifact rods. */
2860 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
2861 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2863 /* Artifact wands and staffs. */
2864 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
2869 /* Get the object description */
2870 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2872 /*** Determine Seriousness of Failure ***/
2874 /* Mages recharge objects more safely. */
2875 if (IS_WIZARD_CLASS() || p_ptr->pclass == CLASS_MAGIC_EATER || p_ptr->pclass == CLASS_BLUE_MAGE)
2877 /* 10% chance to blow up one rod, otherwise draining. */
2878 if (o_ptr->tval == TV_ROD)
2880 if (one_in_(10)) fail_type = 2;
2883 /* 75% chance to blow up one wand, otherwise draining. */
2884 else if (o_ptr->tval == TV_WAND)
2886 if (!one_in_(3)) fail_type = 2;
2889 /* 50% chance to blow up one staff, otherwise no effect. */
2890 else if (o_ptr->tval == TV_STAFF)
2892 if (one_in_(2)) fail_type = 2;
2897 /* All other classes get no special favors. */
2900 /* 33% chance to blow up one rod, otherwise draining. */
2901 if (o_ptr->tval == TV_ROD)
2903 if (one_in_(3)) fail_type = 2;
2906 /* 20% chance of the entire stack, else destroy one wand. */
2907 else if (o_ptr->tval == TV_WAND)
2909 if (one_in_(5)) fail_type = 3;
2912 /* Blow up one staff. */
2913 else if (o_ptr->tval == TV_STAFF)
2919 /*** Apply draining and destruction. ***/
2921 /* Drain object or stack of objects. */
2924 if (o_ptr->tval == TV_ROD)
2926 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!"));
2928 if (o_ptr->timeout < 10000)
2929 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2931 else if (o_ptr->tval == TV_WAND)
2933 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);
2936 /* Staffs aren't drained. */
2939 /* Destroy an object or one in a stack of objects. */
2942 if (o_ptr->number > 1)
2943 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);
2945 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2947 /* Reduce rod stack maximum timeout, drain wands. */
2948 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
2949 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
2951 /* Reduce and describe inventory */
2954 inven_item_increase(item, -1);
2955 inven_item_describe(item);
2956 inven_item_optimize(item);
2959 /* Reduce and describe floor item */
2962 floor_item_increase(0 - item, -1);
2963 floor_item_describe(0 - item);
2964 floor_item_optimize(0 - item);
2968 /* Destroy all members of a stack of objects. */
2971 if (o_ptr->number > 1)
2972 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);
2974 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2976 /* Reduce and describe inventory */
2979 inven_item_increase(item, -999);
2980 inven_item_describe(item);
2981 inven_item_optimize(item);
2984 /* Reduce and describe floor item */
2987 floor_item_increase(0 - item, -999);
2988 floor_item_describe(0 - item);
2989 floor_item_optimize(0 - item);
2995 /* Combine / Reorder the pack (later) */
2996 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2998 p_ptr->window |= (PW_INVEN);
3000 /* Something was done */
3008 * @return ターン消費を要する処理を行ったならばTRUEを返す
3010 bool bless_weapon(void)
3014 BIT_FLAGS flgs[TR_FLAG_SIZE];
3015 char o_name[MAX_NLEN];
3018 item_tester_no_ryoute = TRUE;
3020 /* Bless only weapons */
3021 item_tester_hook = object_is_weapon;
3023 q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
3024 s = _("祝福できる武器がありません。", "You have weapon to bless.");
3026 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3029 /* Get the item (in the pack) */
3032 o_ptr = &inventory[item];
3035 /* Get the item (on the floor) */
3038 o_ptr = &o_list[0 - item];
3043 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3045 /* Extract the flags */
3046 object_flags(o_ptr, flgs);
3048 if (object_is_cursed(o_ptr))
3050 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
3051 have_flag(flgs, TR_ADD_L_CURSE) ||
3052 have_flag(flgs, TR_ADD_H_CURSE) ||
3053 (o_ptr->curse_flags & TRC_PERMA_CURSE))
3056 msg_format("%sを覆う黒いオーラは祝福を跳ね返した!",
3059 msg_format("The black aura on %s %s disrupts the blessing!",
3060 ((item >= 0) ? "your" : "the"), o_name);
3067 msg_format("%s から邪悪なオーラが消えた。",
3070 msg_format("A malignant aura leaves %s %s.",
3071 ((item >= 0) ? "your" : "the"), o_name);
3076 o_ptr->curse_flags = 0L;
3078 /* Hack -- Assume felt */
3079 o_ptr->ident |= (IDENT_SENSE);
3082 o_ptr->feeling = FEEL_NONE;
3084 /* Recalculate the bonuses */
3085 p_ptr->update |= (PU_BONUS);
3087 p_ptr->window |= (PW_EQUIP);
3091 * Next, we try to bless it. Artifacts have a 1/3 chance of
3092 * being blessed, otherwise, the operation simply disenchants
3093 * them, godly power negating the magic. Ok, the explanation
3094 * is silly, but otherwise priests would always bless every
3095 * artifact weapon they find. Ego weapons and normal weapons
3096 * can be blessed automatically.
3098 if (have_flag(flgs, TR_BLESSED))
3101 msg_format("%s は既に祝福されている。",
3104 msg_format("%s %s %s blessed already.",
3105 ((item >= 0) ? "Your" : "The"), o_name,
3106 ((o_ptr->number > 1) ? "were" : "was"));
3112 if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
3116 msg_format("%sは輝いた!",
3119 msg_format("%s %s shine%s!",
3120 ((item >= 0) ? "Your" : "The"), o_name,
3121 ((o_ptr->number > 1) ? "" : "s"));
3124 add_flag(o_ptr->art_flags, TR_BLESSED);
3125 o_ptr->discount = 99;
3129 bool dis_happened = FALSE;
3130 msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
3132 /* Disenchant tohit */
3133 if (o_ptr->to_h > 0)
3136 dis_happened = TRUE;
3139 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
3141 /* Disenchant todam */
3142 if (o_ptr->to_d > 0)
3145 dis_happened = TRUE;
3148 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
3150 /* Disenchant toac */
3151 if (o_ptr->to_a > 0)
3154 dis_happened = TRUE;
3157 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
3161 msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
3164 msg_format("%s は劣化した!",
3167 msg_format("%s %s %s disenchanted!",
3168 ((item >= 0) ? "Your" : "The"), o_name,
3169 ((o_ptr->number > 1) ? "were" : "was"));
3175 /* Recalculate bonuses */
3176 p_ptr->update |= (PU_BONUS);
3178 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
3189 * @return ターン消費を要する処理を行ったならばTRUEを返す
3191 bool pulish_shield(void)
3195 BIT_FLAGS flgs[TR_FLAG_SIZE];
3196 char o_name[MAX_NLEN];
3199 item_tester_no_ryoute = TRUE;
3200 /* Assume enchant weapon */
3201 item_tester_tval = TV_SHIELD;
3203 q = _("どの盾を磨きますか?", "Pulish which weapon? ");
3204 s = _("磨く盾がありません。", "You have weapon to pulish.");
3206 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3209 /* Get the item (in the pack) */
3212 o_ptr = &inventory[item];
3215 /* Get the item (on the floor) */
3218 o_ptr = &o_list[0 - item];
3223 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3225 /* Extract the flags */
3226 object_flags(o_ptr, flgs);
3228 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
3229 !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
3232 msg_format("%sは輝いた!", o_name);
3234 msg_format("%s %s shine%s!",
3235 ((item >= 0) ? "Your" : "The"), o_name,
3236 ((o_ptr->number > 1) ? "" : "s"));
3238 o_ptr->name2 = EGO_REFLECTION;
3239 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
3241 o_ptr->discount = 99;
3242 chg_virtue(V_ENCHANT, 2);
3248 if (flush_failure) flush();
3250 msg_print(_("失敗した。", "Failed."));
3251 chg_virtue(V_ENCHANT, -2);
3261 * Potions "smash open" and cause an area effect when
3262 * @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)
3265 * @param k_idx 破損した薬のアイテムID
3266 * @return 薬を浴びたモンスターが起こるならばTRUEを返す
3269 * (1) they are shattered while in the player's inventory,
3270 * due to cold (etc) attacks;
3271 * (2) they are thrown at a monster, or obstacle;
3272 * (3) they are shattered by a "cold ball" or other such spell
3273 * while lying on the floor.
3276 * who --- who caused the potion to shatter (0=player)
3277 * potions that smash on the floor are assumed to
3278 * be caused by no-one (who = 1), as are those that
3279 * shatter inside the player inventory.
3280 * (Not anymore -- I changed this; TY)
3281 * y, x --- coordinates of the potion (or player if
3282 * the potion was in her inventory);
3283 * o_ptr --- pointer to the potion object.
3286 bool potion_smash_effect(MONSTER_IDX who, POSITION y, POSITION x, KIND_OBJECT_IDX k_idx)
3293 object_kind *k_ptr = &k_info[k_idx];
3295 switch (k_ptr->sval)
3297 case SV_POTION_SALT_WATER:
3298 case SV_POTION_SLIME_MOLD:
3299 case SV_POTION_LOSE_MEMORIES:
3300 case SV_POTION_DEC_STR:
3301 case SV_POTION_DEC_INT:
3302 case SV_POTION_DEC_WIS:
3303 case SV_POTION_DEC_DEX:
3304 case SV_POTION_DEC_CON:
3305 case SV_POTION_DEC_CHR:
3306 case SV_POTION_WATER: /* perhaps a 'water' attack? */
3307 case SV_POTION_APPLE_JUICE:
3310 case SV_POTION_INFRAVISION:
3311 case SV_POTION_DETECT_INVIS:
3312 case SV_POTION_SLOW_POISON:
3313 case SV_POTION_CURE_POISON:
3314 case SV_POTION_BOLDNESS:
3315 case SV_POTION_RESIST_HEAT:
3316 case SV_POTION_RESIST_COLD:
3317 case SV_POTION_HEROISM:
3318 case SV_POTION_BESERK_STRENGTH:
3319 case SV_POTION_RES_STR:
3320 case SV_POTION_RES_INT:
3321 case SV_POTION_RES_WIS:
3322 case SV_POTION_RES_DEX:
3323 case SV_POTION_RES_CON:
3324 case SV_POTION_RES_CHR:
3325 case SV_POTION_INC_STR:
3326 case SV_POTION_INC_INT:
3327 case SV_POTION_INC_WIS:
3328 case SV_POTION_INC_DEX:
3329 case SV_POTION_INC_CON:
3330 case SV_POTION_INC_CHR:
3331 case SV_POTION_AUGMENTATION:
3332 case SV_POTION_ENLIGHTENMENT:
3333 case SV_POTION_STAR_ENLIGHTENMENT:
3334 case SV_POTION_SELF_KNOWLEDGE:
3335 case SV_POTION_EXPERIENCE:
3336 case SV_POTION_RESISTANCE:
3337 case SV_POTION_INVULNERABILITY:
3338 case SV_POTION_NEW_LIFE:
3339 /* All of the above potions have no effect when shattered */
3341 case SV_POTION_SLOWNESS:
3346 case SV_POTION_POISON:
3351 case SV_POTION_BLINDNESS:
3355 case SV_POTION_CONFUSION: /* Booze */
3359 case SV_POTION_SLEEP:
3363 case SV_POTION_RUINATION:
3364 case SV_POTION_DETONATIONS:
3366 dam = damroll(25, 25);
3369 case SV_POTION_DEATH:
3370 dt = GF_DEATH_RAY; /* !! */
3371 dam = k_ptr->level * 10;
3375 case SV_POTION_SPEED:
3378 case SV_POTION_CURE_LIGHT:
3380 dam = damroll(2, 3);
3382 case SV_POTION_CURE_SERIOUS:
3384 dam = damroll(4, 3);
3386 case SV_POTION_CURE_CRITICAL:
3387 case SV_POTION_CURING:
3389 dam = damroll(6, 3);
3391 case SV_POTION_HEALING:
3393 dam = damroll(10, 10);
3395 case SV_POTION_RESTORE_EXP:
3400 case SV_POTION_LIFE:
3402 dam = damroll(50, 50);
3405 case SV_POTION_STAR_HEALING:
3407 dam = damroll(50, 50);
3410 case SV_POTION_RESTORE_MANA: /* MANA */
3412 dam = damroll(10, 10);
3419 (void)project(who, radius, y, x, dam, dt,
3420 (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
3422 /* XXX those potions that explode need to become "known" */
3428 * @brief プレイヤーの全既知呪文を表示する /
3429 * Hack -- Display all known spells in a window
3432 * Need to analyze size of the window.
3433 * Need more color coding.
3435 void display_spell_list(void)
3440 const magic_type *s_ptr;
3448 /* They have too many spells to list */
3449 if (p_ptr->pclass == CLASS_SORCERER) return;
3450 if (p_ptr->pclass == CLASS_RED_MAGE) return;
3453 if (p_ptr->pclass == CLASS_SNIPER)
3455 display_snipe_list();
3459 /* mind.c type classes */
3460 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3461 (p_ptr->pclass == CLASS_BERSERKER) ||
3462 (p_ptr->pclass == CLASS_NINJA) ||
3463 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3464 (p_ptr->pclass == CLASS_FORCETRAINER))
3467 PLAYER_LEVEL plev = p_ptr->lev;
3473 bool use_hp = FALSE;
3478 /* Display a list of spells */
3480 put_str(_("名前", "Name"), y, x + 5);
3481 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
3483 switch(p_ptr->pclass)
3485 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
3486 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
3487 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
3488 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
3489 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
3490 default: use_mind = 0;break;
3493 /* Dump the spells */
3494 for (i = 0; i < MAX_MIND_POWERS; i++)
3496 byte a = TERM_WHITE;
3498 /* Access the available spell */
3499 spell = mind_powers[use_mind].info[i];
3500 if (spell.min_lev > plev) break;
3502 /* Get the failure rate */
3503 chance = spell.fail;
3505 /* Reduce failure rate by "effective" level adjustment */
3506 chance -= 3 * (p_ptr->lev - spell.min_lev);
3508 /* Reduce failure rate by INT/WIS adjustment */
3509 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3513 /* Not enough mana to cast */
3514 if (spell.mana_cost > p_ptr->csp)
3516 chance += 5 * (spell.mana_cost - p_ptr->csp);
3522 /* Not enough hp to cast */
3523 if (spell.mana_cost > p_ptr->chp)
3530 /* Extract the minimum failure rate */
3531 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3533 /* Minimum failure rate */
3534 if (chance < minfail) chance = minfail;
3536 /* Stunning makes spells harder */
3537 if (p_ptr->stun > 50) chance += 25;
3538 else if (p_ptr->stun) chance += 15;
3540 /* Always a 5 percent chance of working */
3541 if (chance > 95) chance = 95;
3544 mindcraft_info(comment, use_mind, i);
3546 /* Dump the spell */
3547 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
3549 spell.min_lev, spell.mana_cost, chance, comment);
3551 Term_putstr(x, y + i + 1, -1, a, psi_desc);
3556 /* Cannot read spellbooks */
3557 if (REALM_NONE == p_ptr->realm1) return;
3559 /* Normal spellcaster with books */
3562 for (j = 0; j < ((p_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
3566 /* Reset vertical */
3569 /* Vertical location */
3570 y = (j < 3) ? 0 : (m[j - 3] + 2);
3572 /* Horizontal location */
3576 for (i = 0; i < 32; i++)
3578 byte a = TERM_WHITE;
3580 /* Access the spell */
3581 if (!is_magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2))
3583 s_ptr = &technic_info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - MIN_TECHNIC][i % 32];
3587 s_ptr = &mp_ptr->info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - 1][i % 32];
3590 strcpy(name, do_spell((j < 1) ? p_ptr->realm1 : p_ptr->realm2, i % 32, SPELL_NAME));
3593 if (s_ptr->slevel >= 99)
3596 strcpy(name, _("(判読不能)", "(illegible)"));
3604 ((p_ptr->spell_forgotten1 & (1L << i))) :
3605 ((p_ptr->spell_forgotten2 & (1L << (i % 32)))))
3612 else if (!((j < 1) ?
3613 (p_ptr->spell_learned1 & (1L << i)) :
3614 (p_ptr->spell_learned2 & (1L << (i % 32)))))
3621 else if (!((j < 1) ?
3622 (p_ptr->spell_worked1 & (1L << i)) :
3623 (p_ptr->spell_worked2 & (1L << (i % 32)))))
3629 /* Dump the spell --(-- */
3630 sprintf(out_val, "%c/%c) %-20.20s",
3631 I2A(n / 8), I2A(n % 8), name);
3636 /* Dump onto the window */
3637 Term_putstr(x, m[j], -1, a, out_val);
3647 * @brief 呪文の経験値を返す /
3648 * Returns experience of a spell
3650 * @param use_realm 魔法領域
3653 s16b experience_of_spell(int spell, int use_realm)
3655 if (p_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
3656 else if (p_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
3657 else if (use_realm == p_ptr->realm1) return p_ptr->spell_exp[spell];
3658 else if (use_realm == p_ptr->realm2) return p_ptr->spell_exp[spell + 32];
3664 * @brief 呪文の消費MPを返す /
3665 * Modify mana consumption rate using spell exp and p_ptr->dec_mana
3666 * @param need_mana 基本消費MP
3671 int mod_need_mana(int need_mana, int spell, int realm)
3673 #define MANA_CONST 2400
3675 #define DEC_MANA_DIV 3
3678 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
3681 * need_mana defaults if spell exp equals SPELL_EXP_EXPERT and !p_ptr->dec_mana.
3682 * MANA_CONST is used to calculate need_mana effected from spell proficiency.
3684 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(spell, realm)) + (MANA_CONST - 1);
3685 need_mana *= p_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
3686 need_mana /= MANA_CONST * MANA_DIV;
3687 if (need_mana < 1) need_mana = 1;
3690 /* Non-realm magic */
3693 if (p_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
3705 * @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) /
3706 * Modify spell fail rate
3707 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3708 * @param chance 修正前失敗率
3712 PERCENTAGE mod_spell_chance_1(PERCENTAGE chance)
3714 chance += p_ptr->to_m_chance;
3716 if (p_ptr->heavy_spell) chance += 20;
3718 if (p_ptr->dec_mana && p_ptr->easy_spell) chance -= 4;
3719 else if (p_ptr->easy_spell) chance -= 3;
3720 else if (p_ptr->dec_mana) chance -= 2;
3727 * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
3728 * Modify spell fail rate
3729 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3730 * @param chance 修正前失敗率
3732 * Modify spell fail rate (as "suffix" process)
3733 * Using p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3734 * Note: variable "chance" cannot be negative.
3737 PERCENTAGE mod_spell_chance_2(PERCENTAGE chance)
3739 if (p_ptr->dec_mana) chance--;
3741 if (p_ptr->heavy_spell) chance += 5;
3743 return MAX(chance, 0);
3748 * @brief 呪文の失敗率計算メインルーチン /
3749 * Returns spell chance of failure for spell -RAK-
3751 * @param use_realm 魔法領域ID
3754 PERCENTAGE spell_chance(SPELL_IDX spell, REALM_IDX use_realm)
3756 PERCENTAGE chance, minfail;
3757 const magic_type *s_ptr;
3758 MANA_POINT need_mana;
3759 PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
3762 /* Paranoia -- must be literate */
3763 if (!mp_ptr->spell_book) return (100);
3765 if (use_realm == REALM_HISSATSU) return 0;
3767 /* Access the spell */
3768 if (!is_magic(use_realm))
3770 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3774 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3777 /* Extract the base spell failure rate */
3778 chance = s_ptr->sfail;
3780 /* Reduce failure rate by "effective" level adjustment */
3781 chance -= 3 * (p_ptr->lev - s_ptr->slevel);
3783 /* Reduce failure rate by INT/WIS adjustment */
3784 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3787 chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
3789 /* Extract mana consumption rate */
3790 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3792 /* Not enough mana to cast */
3793 if (need_mana > p_ptr->csp)
3795 chance += 5 * (need_mana - p_ptr->csp);
3798 if ((use_realm != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
3800 /* Extract the minimum failure rate */
3801 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3804 * Non mage/priest characters never get too good
3805 * (added high mage, mindcrafter)
3807 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
3809 if (minfail < 5) minfail = 5;
3812 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
3813 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
3814 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
3816 chance = mod_spell_chance_1(chance);
3818 /* Goodness or evilness gives a penalty to failure rate */
3822 if ((p_ptr->align > 50) || (p_ptr->align < -50)) chance += penalty;
3824 case REALM_LIFE: case REALM_CRUSADE:
3825 if (p_ptr->align < -20) chance += penalty;
3827 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
3828 if (p_ptr->align > 20) chance += penalty;
3832 /* Minimum failure rate */
3833 if (chance < minfail) chance = minfail;
3835 /* Stunning makes spells harder */
3836 if (p_ptr->stun > 50) chance += 25;
3837 else if (p_ptr->stun) chance += 15;
3839 /* Always a 5 percent chance of working */
3840 if (chance > 95) chance = 95;
3842 if ((use_realm == p_ptr->realm1) || (use_realm == p_ptr->realm2)
3843 || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3845 s16b exp = experience_of_spell(spell, use_realm);
3846 if (exp >= SPELL_EXP_EXPERT) chance--;
3847 if (exp >= SPELL_EXP_MASTER) chance--;
3850 /* Return the chance */
3851 return mod_spell_chance_2(chance);
3856 * @brief 魔法が利用可能かどうかを返す /
3857 * Determine if a spell is "okay" for the player to cast or study
3858 * The spell must be legible, not forgotten, and also, to cast,
3859 * it must be known, and to study, it must not be known.
3861 * @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
3862 * @param study_pray 祈りの学習判定目的ならばTRUE
3863 * @param use_realm 魔法領域ID
3866 bool spell_okay(int spell, bool learned, bool study_pray, int use_realm)
3868 const magic_type *s_ptr;
3870 /* Access the spell */
3871 if (!is_magic(use_realm))
3873 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3877 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3880 /* Spell is illegal */
3881 if (s_ptr->slevel > p_ptr->lev) return (FALSE);
3883 /* Spell is forgotten */
3884 if ((use_realm == p_ptr->realm2) ?
3885 (p_ptr->spell_forgotten2 & (1L << spell)) :
3886 (p_ptr->spell_forgotten1 & (1L << spell)))
3892 if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
3893 if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
3895 /* Spell is learned */
3896 if ((use_realm == p_ptr->realm2) ?
3897 (p_ptr->spell_learned2 & (1L << spell)) :
3898 (p_ptr->spell_learned1 & (1L << spell)))
3901 return (!study_pray);
3904 /* Okay to study, not to cast */
3911 * @brief 呪文情報の表示処理 /
3912 * Print a list of spells (for browsing or casting or viewing)
3913 * @param target_spell 呪文ID
3914 * @param spells 表示するスペルID配列の参照ポインタ
3915 * @param num 表示するスペルの数(spellsの要素数)
3916 * @param y 表示メッセージ左上Y座標
3917 * @param x 表示メッセージ左上X座標
3918 * @param use_realm 魔法領域ID
3921 void print_spells(SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_LEN y, TERM_LEN x, REALM_IDX use_realm)
3923 int i, spell, exp_level, increment = 64;
3924 const magic_type *s_ptr;
3935 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && p_ptr->wizard)
3936 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
3938 /* Title the list */
3940 if (use_realm == REALM_HISSATSU)
3941 strcpy(buf,_(" Lv MP", " Lv SP"));
3943 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
3945 put_str(_("名前", "Name"), y, x + 5);
3946 put_str(buf, y, x + 29);
3948 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
3949 else if (use_realm == p_ptr->realm1) increment = 0;
3950 else if (use_realm == p_ptr->realm2) increment = 32;
3952 /* Dump the spells */
3953 for (i = 0; i < num; i++)
3955 /* Access the spell */
3958 /* Access the spell */
3959 if (!is_magic(use_realm))
3961 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3965 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3968 if (use_realm == REALM_HISSATSU)
3969 need_mana = s_ptr->smana;
3972 s16b exp = experience_of_spell(spell, use_realm);
3974 /* Extract mana consumption rate */
3975 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3977 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
3978 else exp_level = spell_exp_level(exp);
3981 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
3982 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
3983 else if (s_ptr->slevel >= 99) max = TRUE;
3984 else if ((p_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
3986 strncpy(ryakuji, exp_level_str[exp_level], 4);
3991 if (use_menu && target_spell)
3993 if (i == (target_spell-1))
3994 strcpy(out_val, _(" 》 ", " > "));
3996 strcpy(out_val, " ");
3998 else sprintf(out_val, " %c) ", I2A(i));
3999 /* Skip illegible spells */
4000 if (s_ptr->slevel >= 99)
4002 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
4003 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
4007 /* XXX XXX Could label spells above the players level */
4009 /* Get extra info */
4010 strcpy(info, do_spell(use_realm, spell, SPELL_INFO));
4015 /* Assume spell is known and tried */
4016 line_attr = TERM_WHITE;
4018 /* Analyze the spell */
4019 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4021 if (s_ptr->slevel > p_ptr->max_plv)
4023 comment = _("未知", "unknown");
4024 line_attr = TERM_L_BLUE;
4026 else if (s_ptr->slevel > p_ptr->lev)
4028 comment = _("忘却", "forgotten");
4029 line_attr = TERM_YELLOW;
4032 else if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2))
4034 comment = _("未知", "unknown");
4035 line_attr = TERM_L_BLUE;
4037 else if ((use_realm == p_ptr->realm1) ?
4038 ((p_ptr->spell_forgotten1 & (1L << spell))) :
4039 ((p_ptr->spell_forgotten2 & (1L << spell))))
4041 comment = _("忘却", "forgotten");
4042 line_attr = TERM_YELLOW;
4044 else if (!((use_realm == p_ptr->realm1) ?
4045 (p_ptr->spell_learned1 & (1L << spell)) :
4046 (p_ptr->spell_learned2 & (1L << spell))))
4048 comment = _("未知", "unknown");
4049 line_attr = TERM_L_BLUE;
4051 else if (!((use_realm == p_ptr->realm1) ?
4052 (p_ptr->spell_worked1 & (1L << spell)) :
4053 (p_ptr->spell_worked2 & (1L << spell))))
4055 comment = _("未経験", "untried");
4056 line_attr = TERM_L_GREEN;
4059 /* Dump the spell --(-- */
4060 if (use_realm == REALM_HISSATSU)
4062 strcat(out_val, format("%-25s %2d %4d",
4063 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
4064 s_ptr->slevel, need_mana));
4068 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
4069 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
4070 (max ? '!' : ' '), ryakuji,
4071 s_ptr->slevel, need_mana, spell_chance(spell, use_realm), comment));
4073 c_prt(line_attr, out_val, y + i + 1, x);
4076 /* Clear the bottom line */
4077 prt("", y + i + 1, x);
4082 * @brief アイテムが酸で破損するかどうかを判定する
4083 * @param o_ptr アイテムの情報参照ポインタ
4084 * @return 破損するならばTRUEを返す
4085 * Note that amulets, rods, and high-level spell books are immune
4086 * to "inventory damage" of any kind. Also sling ammo and shovels.
4087 * Does a given class of objects (usually) hate acid?
4088 * Note that acid can either melt or corrode something.
4090 bool hates_acid(object_type *o_ptr)
4092 /* Analyze the type */
4093 switch (o_ptr->tval)
4095 /* Wearable items */
4115 /* Staffs/Scrolls are wood/paper */
4128 /* Junk is useless */
4142 * @brief アイテムが電撃で破損するかどうかを判定する /
4143 * Does a given object (usually) hate electricity?
4144 * @param o_ptr アイテムの情報参照ポインタ
4145 * @return 破損するならばTRUEを返す
4147 bool hates_elec(object_type *o_ptr)
4149 switch (o_ptr->tval)
4163 * @brief アイテムが火炎で破損するかどうかを判定する /
4164 * Does a given object (usually) hate fire?
4165 * @param o_ptr アイテムの情報参照ポインタ
4166 * @return 破損するならばTRUEを返す
4168 * Hafted/Polearm weapons have wooden shafts.
4169 * Arrows/Bows are mostly wooden.
4171 bool hates_fire(object_type *o_ptr)
4173 /* Analyze the type */
4174 switch (o_ptr->tval)
4192 case TV_SORCERY_BOOK:
4193 case TV_NATURE_BOOK:
4197 case TV_ARCANE_BOOK:
4199 case TV_DAEMON_BOOK:
4200 case TV_CRUSADE_BOOK:
4202 case TV_HISSATSU_BOOK:
4214 /* Staffs/Scrolls burn */
4227 * @brief アイテムが冷気で破損するかどうかを判定する /
4228 * Does a given object (usually) hate cold?
4229 * @param o_ptr アイテムの情報参照ポインタ
4230 * @return 破損するならばTRUEを返す
4232 bool hates_cold(object_type *o_ptr)
4234 switch (o_ptr->tval)
4249 * @brief アイテムが酸で破損するかどうかを判定する(メインルーチン) /
4251 * @param o_ptr アイテムの情報参照ポインタ
4252 * @return 破損するならばTRUEを返す
4255 int set_acid_destroy(object_type *o_ptr)
4257 BIT_FLAGS flgs[TR_FLAG_SIZE];
4258 if (!hates_acid(o_ptr)) return (FALSE);
4259 object_flags(o_ptr, flgs);
4260 if (have_flag(flgs, TR_IGNORE_ACID)) return (FALSE);
4266 * @brief アイテムが電撃で破損するかどうかを判定する(メインルーチン) /
4268 * @param o_ptr アイテムの情報参照ポインタ
4269 * @return 破損するならばTRUEを返す
4272 int set_elec_destroy(object_type *o_ptr)
4274 BIT_FLAGS flgs[TR_FLAG_SIZE];
4275 if (!hates_elec(o_ptr)) return (FALSE);
4276 object_flags(o_ptr, flgs);
4277 if (have_flag(flgs, TR_IGNORE_ELEC)) return (FALSE);
4283 * @brief アイテムが火炎で破損するかどうかを判定する(メインルーチン) /
4285 * @param o_ptr アイテムの情報参照ポインタ
4286 * @return 破損するならばTRUEを返す
4289 int set_fire_destroy(object_type *o_ptr)
4291 BIT_FLAGS flgs[TR_FLAG_SIZE];
4292 if (!hates_fire(o_ptr)) return (FALSE);
4293 object_flags(o_ptr, flgs);
4294 if (have_flag(flgs, TR_IGNORE_FIRE)) return (FALSE);
4300 * @brief アイテムが冷気で破損するかどうかを判定する(メインルーチン) /
4302 * @param o_ptr アイテムの情報参照ポインタ
4303 * @return 破損するならばTRUEを返す
4306 int set_cold_destroy(object_type *o_ptr)
4308 BIT_FLAGS flgs[TR_FLAG_SIZE];
4309 if (!hates_cold(o_ptr)) return (FALSE);
4310 object_flags(o_ptr, flgs);
4311 if (have_flag(flgs, TR_IGNORE_COLD)) return (FALSE);
4317 * @brief アイテムが指定確率で破損するかどうかを判定する /
4318 * Destroys a type of item on a given percent chance
4319 * @param typ 破損判定関数ポインタ
4321 * @return 破損したアイテムの数
4323 * Note that missiles are no longer necessarily all destroyed
4324 * Destruction taken from "melee.c" code for "stealing".
4325 * New-style wands and rods handled correctly. -LM-
4326 * Returns number of items destroyed.
4328 int inven_damage(inven_func typ, int perc)
4333 char o_name[MAX_NLEN];
4335 if (CHECK_MULTISHADOW()) return 0;
4337 if (p_ptr->inside_arena) return 0;
4339 /* Count the casualties */
4342 /* Scan through the slots backwards */
4343 for (i = 0; i < INVEN_PACK; i++)
4345 o_ptr = &inventory[i];
4347 /* Skip non-objects */
4348 if (!o_ptr->k_idx) continue;
4350 /* Hack -- for now, skip artifacts */
4351 if (object_is_artifact(o_ptr)) continue;
4353 /* Give this item slot a shot at death */
4356 /* Count the casualties */
4357 for (amt = j = 0; j < o_ptr->number; ++j)
4359 if (randint0(100) < perc) amt++;
4362 /* Some casualities */
4365 /* Get a description */
4366 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
4368 msg_format(_("%s(%c)が%s壊れてしまった!", "%sour %s (%c) %s destroyed!"),
4371 o_name, index_to_label(i),
4372 ((o_ptr->number > 1) ?
4373 ((amt == o_ptr->number) ? "全部" :
4374 (amt > 1 ? "何個か" : "一個")) : "") );
4376 ((o_ptr->number > 1) ?
4377 ((amt == o_ptr->number) ? "All of y" :
4378 (amt > 1 ? "Some of y" : "One of y")) : "Y"),
4379 o_name, index_to_label(i),
4380 ((amt > 1) ? "were" : "was"));
4384 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4385 msg_print("やりやがったな!");
4388 /* Potions smash open */
4389 if (object_is_potion(o_ptr))
4391 (void)potion_smash_effect(0, p_ptr->y, p_ptr->x, o_ptr->k_idx);
4394 /* Reduce the charges of rods/wands */
4395 reduce_charges(o_ptr, amt);
4397 /* Destroy "amt" items */
4398 inven_item_increase(i, -amt);
4399 inven_item_optimize(i);
4401 /* Count the casualties */
4407 /* Return the casualty count */
4413 * @brief 酸攻撃による装備のAC劣化処理 /
4414 * Acid has hit the player, attempt to affect some armor.
4415 * @return ACが実際に劣化したらTRUEを返す
4417 * Note that the "base armor" of an object never changes.
4418 * If any armor is damaged (or resists), the player takes less damage.
4420 static int minus_ac(void)
4422 object_type *o_ptr = NULL;
4423 BIT_FLAGS flgs[TR_FLAG_SIZE];
4424 char o_name[MAX_NLEN];
4427 /* Pick a (possibly empty) inventory slot */
4428 switch (randint1(7))
4430 case 1: o_ptr = &inventory[INVEN_RARM]; break;
4431 case 2: o_ptr = &inventory[INVEN_LARM]; break;
4432 case 3: o_ptr = &inventory[INVEN_BODY]; break;
4433 case 4: o_ptr = &inventory[INVEN_OUTER]; break;
4434 case 5: o_ptr = &inventory[INVEN_HANDS]; break;
4435 case 6: o_ptr = &inventory[INVEN_HEAD]; break;
4436 case 7: o_ptr = &inventory[INVEN_FEET]; break;
4439 /* Nothing to damage */
4440 if (!o_ptr->k_idx) return (FALSE);
4442 if (!object_is_armour(o_ptr)) return (FALSE);
4444 /* No damage left to be done */
4445 if (o_ptr->ac + o_ptr->to_a <= 0) return (FALSE);
4449 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4451 /* Extract the flags */
4452 object_flags(o_ptr, flgs);
4454 /* Object resists */
4455 if (have_flag(flgs, TR_IGNORE_ACID))
4457 msg_format(_("しかし%sには効果がなかった!", "Your %s is unaffected!"), o_name);
4461 msg_format(_("%sがダメージを受けた!", "Your %s is damaged!"), o_name);
4463 /* Damage the item */
4466 /* Calculate bonuses */
4467 p_ptr->update |= (PU_BONUS);
4469 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
4473 /* Item was damaged */
4479 * @brief 酸属性によるプレイヤー損害処理 /
4480 * Hurt the player with Acid
4481 * @param dam 基本ダメージ量
4482 * @param kb_str ダメージ原因記述
4483 * @param monspell 原因となったモンスター特殊攻撃ID
4484 * @param aura オーラよるダメージが原因ならばTRUE
4487 int acid_dam(HIT_POINT dam, cptr kb_str, int monspell, bool aura)
4490 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
4491 bool double_resist = IS_OPPOSE_ACID();
4493 /* Total Immunity */
4494 if (p_ptr->immune_acid || (dam <= 0))
4496 learn_spell(monspell);
4500 /* Vulnerability (Ouch!) */
4501 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
4502 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
4504 /* Resist the damage */
4505 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
4506 if (double_resist) dam = (dam + 2) / 3;
4508 if (aura || !CHECK_MULTISHADOW())
4510 if ((!(double_resist || p_ptr->resist_acid)) &&
4511 one_in_(HURT_CHANCE))
4512 (void)do_dec_stat(A_CHR);
4514 /* If any armor gets hit, defend the player */
4515 if (minus_ac()) dam = (dam + 1) / 2;
4519 get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
4521 /* Inventory damage */
4522 if (!aura && !(double_resist && p_ptr->resist_acid))
4523 inven_damage(set_acid_destroy, inv);
4529 * @brief 電撃属性によるプレイヤー損害処理 /
4530 * Hurt the player with electricity
4531 * @param dam 基本ダメージ量
4532 * @param kb_str ダメージ原因記述
4533 * @param monspell 原因となったモンスター特殊攻撃ID
4534 * @param aura オーラよるダメージが原因ならばTRUE
4537 int elec_dam(HIT_POINT dam, cptr kb_str, int monspell, bool aura)
4540 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
4541 bool double_resist = IS_OPPOSE_ELEC();
4543 /* Total immunity */
4544 if (p_ptr->immune_elec || (dam <= 0))
4546 learn_spell(monspell);
4550 /* Vulnerability (Ouch!) */
4551 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
4552 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
4553 if (prace_is_(RACE_ANDROID)) dam += dam / 3;
4555 /* Resist the damage */
4556 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
4557 if (double_resist) dam = (dam + 2) / 3;
4559 if (aura || !CHECK_MULTISHADOW())
4561 if ((!(double_resist || p_ptr->resist_elec)) &&
4562 one_in_(HURT_CHANCE))
4563 (void)do_dec_stat(A_DEX);
4567 get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
4569 /* Inventory damage */
4570 if (!aura && !(double_resist && p_ptr->resist_elec))
4571 inven_damage(set_elec_destroy, inv);
4578 * @brief 火炎属性によるプレイヤー損害処理 /
4579 * Hurt the player with Fire
4580 * @param dam 基本ダメージ量
4581 * @param kb_str ダメージ原因記述
4582 * @param monspell 原因となったモンスター特殊攻撃ID
4583 * @param aura オーラよるダメージが原因ならばTRUE
4586 int fire_dam(HIT_POINT dam, cptr kb_str, int monspell, bool aura)
4589 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
4590 bool double_resist = IS_OPPOSE_FIRE();
4592 /* Totally immune */
4593 if (p_ptr->immune_fire || (dam <= 0))
4595 learn_spell(monspell);
4599 /* Vulnerability (Ouch!) */
4600 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
4601 if (prace_is_(RACE_ENT)) dam += dam / 3;
4602 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
4604 /* Resist the damage */
4605 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
4606 if (double_resist) dam = (dam + 2) / 3;
4608 if (aura || !CHECK_MULTISHADOW())
4610 if ((!(double_resist || p_ptr->resist_fire)) &&
4611 one_in_(HURT_CHANCE))
4612 (void)do_dec_stat(A_STR);
4616 get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
4618 /* Inventory damage */
4619 if (!aura && !(double_resist && p_ptr->resist_fire))
4620 inven_damage(set_fire_destroy, inv);
4627 * @brief 冷気属性によるプレイヤー損害処理 /
4628 * Hurt the player with Cold
4629 * @param dam 基本ダメージ量
4630 * @param kb_str ダメージ原因記述
4631 * @param monspell 原因となったモンスター特殊攻撃ID
4632 * @param aura オーラよるダメージが原因ならばTRUE
4635 int cold_dam(HIT_POINT dam, cptr kb_str, int monspell, bool aura)
4638 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
4639 bool double_resist = IS_OPPOSE_COLD();
4641 /* Total immunity */
4642 if (p_ptr->immune_cold || (dam <= 0))
4644 learn_spell(monspell);
4648 /* Vulnerability (Ouch!) */
4649 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
4650 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
4652 /* Resist the damage */
4653 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
4654 if (double_resist) dam = (dam + 2) / 3;
4656 if (aura || !CHECK_MULTISHADOW())
4658 if ((!(double_resist || p_ptr->resist_cold)) &&
4659 one_in_(HURT_CHANCE))
4660 (void)do_dec_stat(A_STR);
4664 get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
4666 /* Inventory damage */
4667 if (!aura && !(double_resist && p_ptr->resist_cold))
4668 inven_damage(set_cold_destroy, inv);
4675 * @return ターン消費を要する処理を行ったならばTRUEを返す
4677 bool rustproof(void)
4681 char o_name[MAX_NLEN];
4684 item_tester_no_ryoute = TRUE;
4685 /* Select a piece of armour */
4686 item_tester_hook = object_is_armour;
4688 q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
4689 s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
4691 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return FALSE;
4693 /* Get the item (in the pack) */
4696 o_ptr = &inventory[item];
4699 /* Get the item (on the floor) */
4702 o_ptr = &o_list[0 - item];
4707 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4709 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
4711 if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
4714 msg_format("%sは新品同様になった!",o_name);
4716 msg_format("%s %s look%s as good as new!",
4717 ((item >= 0) ? "Your" : "The"), o_name,
4718 ((o_ptr->number > 1) ? "" : "s"));
4725 msg_format("%sは腐食しなくなった。", o_name);
4727 msg_format("%s %s %s now protected against corrosion.",
4728 ((item >= 0) ? "Your" : "The"), o_name,
4729 ((o_ptr->number > 1) ? "are" : "is"));
4741 * Curse the players armor
4742 * @return 実際に呪縛されたらTRUEを返す
4744 bool curse_armor(void)
4749 char o_name[MAX_NLEN];
4752 /* Curse the body armor */
4753 o_ptr = &inventory[INVEN_BODY];
4755 /* Nothing to curse */
4756 if (!o_ptr->k_idx) return (FALSE);
4760 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
4762 /* Attempt a saving throw for artifacts */
4763 if (object_is_artifact(o_ptr) && (randint0(100) < 50))
4767 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!",
4768 "恐怖の暗黒オーラ", "防具", o_name);
4770 msg_format("A %s tries to %s, but your %s resists the effects!",
4771 "terrible black aura", "surround your armor", o_name);
4776 /* not artifact or failed save... */
4779 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);
4780 chg_virtue(V_ENCHANT, -5);
4782 /* Blast the armor */
4784 o_ptr->name2 = EGO_BLASTED;
4785 o_ptr->to_a = 0 - randint1(5) - randint1(5);
4792 for (i = 0; i < TR_FLAG_SIZE; i++)
4793 o_ptr->art_flags[i] = 0;
4796 o_ptr->curse_flags = TRC_CURSED;
4799 o_ptr->ident |= (IDENT_BROKEN);
4801 /* Recalculate bonuses */
4802 p_ptr->update |= (PU_BONUS);
4804 /* Recalculate mana */
4805 p_ptr->update |= (PU_MANA);
4807 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4815 * Curse the players weapon
4816 * @param force 無条件に呪縛を行うならばTRUE
4817 * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
4818 * @return 実際に呪縛されたらTRUEを返す
4820 bool curse_weapon_object(bool force, object_type *o_ptr)
4823 char o_name[MAX_NLEN];
4825 /* Nothing to curse */
4826 if (!o_ptr->k_idx) return (FALSE);
4829 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
4831 /* Attempt a saving throw */
4832 if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
4836 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!",
4837 "恐怖の暗黒オーラ", "武器", o_name);
4839 msg_format("A %s tries to %s, but your %s resists the effects!",
4840 "terrible black aura", "surround your weapon", o_name);
4844 /* not artifact or failed save... */
4847 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);
4848 chg_virtue(V_ENCHANT, -5);
4850 /* Shatter the weapon */
4852 o_ptr->name2 = EGO_SHATTERED;
4853 o_ptr->to_h = 0 - randint1(5) - randint1(5);
4854 o_ptr->to_d = 0 - randint1(5) - randint1(5);
4860 for (i = 0; i < TR_FLAG_SIZE; i++)
4861 o_ptr->art_flags[i] = 0;
4864 o_ptr->curse_flags = TRC_CURSED;
4867 o_ptr->ident |= (IDENT_BROKEN);
4869 /* Recalculate bonuses */
4870 p_ptr->update |= (PU_BONUS);
4872 /* Recalculate mana */
4873 p_ptr->update |= (PU_MANA);
4875 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4883 * @brief 武器呪縛処理のメインルーチン /
4884 * Curse the players weapon
4885 * @param force 無条件に呪縛を行うならばTRUE
4886 * @param slot 呪縛する武器の装備スロット
4887 * @return 実際に呪縛されたらTRUEを返す
4889 bool curse_weapon(bool force, int slot)
4891 /* Curse the weapon */
4892 return curse_weapon_object(force, &inventory[slot]);
4897 * @brief ボルトのエゴ化処理(火炎エゴのみ) /
4898 * Enchant some bolts
4901 bool brand_bolts(void)
4905 /* Use the first acceptable bolts */
4906 for (i = 0; i < INVEN_PACK; i++)
4908 object_type *o_ptr = &inventory[i];
4910 /* Skip non-bolts */
4911 if (o_ptr->tval != TV_BOLT) continue;
4913 /* Skip artifacts and ego-items */
4914 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
4917 /* Skip cursed/broken items */
4918 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
4921 if (randint0(100) < 75) continue;
4923 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!"));
4926 o_ptr->name2 = EGO_FLAME;
4929 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
4936 if (flush_failure) flush();
4939 msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
4947 * @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 /
4948 * Helper function -- return a "nearby" race for polymorphing
4949 * @param r_idx 基準となるモンスター種族ID
4950 * @return 変更先のモンスター種族ID
4952 * Note that this function is one of the more "dangerous" ones...
4954 static IDX poly_r_idx(MONRACE_IDX r_idx)
4956 monster_race *r_ptr = &r_info[r_idx];
4962 /* Hack -- Uniques/Questors never polymorph */
4963 if ((r_ptr->flags1 & RF1_UNIQUE) ||
4964 (r_ptr->flags1 & RF1_QUESTOR))
4967 /* Allowable range of "levels" for resulting monster */
4968 lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
4969 lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
4971 /* Pick a (possibly new) non-unique race */
4972 for (i = 0; i < 1000; i++)
4974 /* Pick a new race, using a level calculation */
4975 r = get_mon_num((dun_level + r_ptr->level) / 2 + 5);
4977 /* Handle failure */
4983 /* Ignore unique monsters */
4984 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4986 /* Ignore monsters with incompatible levels */
4987 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
4989 /* Use that index */
5000 * @brief 指定座標にいるモンスターを変身させる /
5001 * Helper function -- return a "nearby" race for polymorphing
5004 * @return 実際に変身したらTRUEを返す
5006 bool polymorph_monster(POSITION y, POSITION x)
5008 cave_type *c_ptr = &cave[y][x];
5009 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5010 bool polymorphed = FALSE;
5011 MONRACE_IDX new_r_idx;
5012 MONRACE_IDX old_r_idx = m_ptr->r_idx;
5013 bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
5014 bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
5015 monster_type back_m;
5017 if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
5019 if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
5021 /* Memorize the monster before polymorphing */
5024 /* Pick a "new" monster race */
5025 new_r_idx = poly_r_idx(old_r_idx);
5027 /* Handle polymorph */
5028 if (new_r_idx != old_r_idx)
5030 BIT_FLAGS mode = 0L;
5031 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
5032 OBJECT_IDX this_o_idx, next_o_idx = 0;
5034 /* Get the monsters attitude */
5035 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
5036 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
5037 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
5039 /* Mega-hack -- ignore held objects */
5040 m_ptr->hold_o_idx = 0;
5042 /* "Kill" the "old" monster */
5043 delete_monster_idx(c_ptr->m_idx);
5045 /* Create a new monster (no groups) */
5046 if (place_monster_aux(0, y, x, new_r_idx, mode))
5048 m_list[hack_m_idx_ii].nickname = back_m.nickname;
5049 m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
5050 m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
5057 /* Placing the new monster failed */
5058 if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
5060 m_list[hack_m_idx_ii] = back_m;
5062 /* Re-initialize monster process */
5065 else preserve_hold_objects = FALSE;
5068 /* Mega-hack -- preserve held objects */
5069 if (preserve_hold_objects)
5071 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
5073 /* Acquire object */
5074 object_type *o_ptr = &o_list[this_o_idx];
5076 /* Acquire next object */
5077 next_o_idx = o_ptr->next_o_idx;
5079 /* Held by new monster */
5080 o_ptr->held_m_idx = hack_m_idx_ii;
5083 else if (back_m.hold_o_idx) /* Failed (paranoia) */
5085 /* Delete objects */
5086 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
5088 /* Acquire next object */
5089 next_o_idx = o_list[this_o_idx].next_o_idx;
5091 /* Delete the object */
5092 delete_object_idx(this_o_idx);
5096 if (targeted) target_who = hack_m_idx_ii;
5097 if (health_tracked) health_track(hack_m_idx_ii);
5106 * @param x テレポート先のX座標
5107 * @param y テレポート先のY座標
5108 * @return 目標に指定通りテレポートできたならばTRUEを返す
5110 static bool dimension_door_aux(DEPTH x, DEPTH y)
5112 PLAYER_LEVEL plev = p_ptr->lev;
5114 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
5116 if (!cave_player_teleportable_bold(y, x, 0L) ||
5117 (distance(y, x, p_ptr->y, p_ptr->x) > plev / 2 + 10) ||
5118 (!randint0(plev / 10 + 10)))
5120 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
5121 teleport_player((plev + 2) * 2, TELEPORT_PASSIVE);
5128 teleport_player_to(y, x, 0L);
5137 * @brief 次元の扉処理のメインルーチン /
5139 * @return ターンを消費した場合TRUEを返す
5141 bool dimension_door(void)
5145 /* Rerutn FALSE if cancelled */
5146 if (!tgt_pt(&x, &y)) return FALSE;
5148 if (dimension_door_aux(x, y)) return TRUE;
5150 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!"));
5157 * @brief 鏡抜け処理のメインルーチン /
5158 * Mirror Master's Dimension Door
5159 * @return ターンを消費した場合TRUEを返す
5161 bool mirror_tunnel(void)
5163 POSITION x = 0, y = 0;
5165 /* Rerutn FALSE if cancelled */
5166 if (!tgt_pt(&x, &y)) return FALSE;
5168 if (dimension_door_aux(x, y)) return TRUE;
5170 msg_print(_("鏡の世界をうまく通れなかった!", "You fail to pass the mirror plane correctly!"));
5178 * @return ターンを消費した場合TRUEを返す
5180 bool eat_magic(int power)
5186 int recharge_strength = 0;
5192 char o_name[MAX_NLEN];
5194 item_tester_hook = item_tester_hook_recharge;
5196 q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
5197 s = _("魔力を吸収できるアイテムがありません。", "You have nothing to drain.");
5199 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
5203 o_ptr = &inventory[item];
5207 o_ptr = &o_list[0 - item];
5210 k_ptr = &k_info[o_ptr->k_idx];
5211 lev = k_info[o_ptr->k_idx].level;
5213 if (o_ptr->tval == TV_ROD)
5215 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
5218 if (one_in_(recharge_strength))
5220 /* Activate the failure code. */
5225 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
5227 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."));
5232 o_ptr->timeout += k_ptr->pval;
5238 /* All staffs, wands. */
5239 recharge_strength = (100 + power - lev) / 15;
5242 if (recharge_strength < 0) recharge_strength = 0;
5245 if (one_in_(recharge_strength))
5247 /* Activate the failure code. */
5252 if (o_ptr->pval > 0)
5254 p_ptr->csp += lev / 2;
5257 /* XXX Hack -- unstack if necessary */
5258 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
5263 /* Get local object */
5266 /* Obtain a local object */
5267 object_copy(q_ptr, o_ptr);
5269 /* Modify quantity */
5272 /* Restore the charges */
5275 /* Unstack the used item */
5277 p_ptr->total_weight -= q_ptr->weight;
5278 item = inven_carry(q_ptr);
5280 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
5285 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
5287 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
5291 /* Inflict the penalties for failing a recharge. */
5294 /* Artifacts are never destroyed. */
5295 if (object_is_fixed_artifact(o_ptr))
5297 object_desc(o_name, o_ptr, OD_NAME_ONLY);
5298 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);
5300 /* Artifact rods. */
5301 if (o_ptr->tval == TV_ROD)
5302 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5304 /* Artifact wands and staffs. */
5305 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
5310 /* Get the object description */
5311 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5313 /*** Determine Seriousness of Failure ***/
5315 /* Mages recharge objects more safely. */
5316 if (IS_WIZARD_CLASS())
5318 /* 10% chance to blow up one rod, otherwise draining. */
5319 if (o_ptr->tval == TV_ROD)
5321 if (one_in_(10)) fail_type = 2;
5324 /* 75% chance to blow up one wand, otherwise draining. */
5325 else if (o_ptr->tval == TV_WAND)
5327 if (!one_in_(3)) fail_type = 2;
5330 /* 50% chance to blow up one staff, otherwise no effect. */
5331 else if (o_ptr->tval == TV_STAFF)
5333 if (one_in_(2)) fail_type = 2;
5338 /* All other classes get no special favors. */
5341 /* 33% chance to blow up one rod, otherwise draining. */
5342 if (o_ptr->tval == TV_ROD)
5344 if (one_in_(3)) fail_type = 2;
5347 /* 20% chance of the entire stack, else destroy one wand. */
5348 else if (o_ptr->tval == TV_WAND)
5350 if (one_in_(5)) fail_type = 3;
5353 /* Blow up one staff. */
5354 else if (o_ptr->tval == TV_STAFF)
5360 /*** Apply draining and destruction. ***/
5362 /* Drain object or stack of objects. */
5365 if (o_ptr->tval == TV_ROD)
5367 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
5368 "You save your rod from destruction, but all charges are lost."), o_name);
5369 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5371 else if (o_ptr->tval == TV_WAND)
5373 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);
5376 /* Staffs aren't drained. */
5379 /* Destroy an object or one in a stack of objects. */
5382 if (o_ptr->number > 1)
5384 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);
5385 /* Reduce rod stack maximum timeout, drain wands. */
5386 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
5387 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
5391 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);
5394 /* Reduce and describe inventory */
5397 inven_item_increase(item, -1);
5398 inven_item_describe(item);
5399 inven_item_optimize(item);
5402 /* Reduce and describe floor item */
5405 floor_item_increase(0 - item, -1);
5406 floor_item_describe(0 - item);
5407 floor_item_optimize(0 - item);
5411 /* Destroy all members of a stack of objects. */
5414 if (o_ptr->number > 1)
5415 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);
5417 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
5419 /* Reduce and describe inventory */
5422 inven_item_increase(item, -999);
5423 inven_item_describe(item);
5424 inven_item_optimize(item);
5427 /* Reduce and describe floor item */
5430 floor_item_increase(0 - item, -999);
5431 floor_item_describe(0 - item);
5432 floor_item_optimize(0 - item);
5438 if (p_ptr->csp > p_ptr->msp)
5440 p_ptr->csp = p_ptr->msp;
5443 /* Redraw mana and hp */
5444 p_ptr->redraw |= (PR_MANA);
5446 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5447 p_ptr->window |= (PW_INVEN);
5454 * @param level 召喚基準レベル
5457 * @param mode 召喚オプション
5458 * @return ターンを消費した場合TRUEを返す
5460 bool summon_kin_player(DEPTH level, POSITION y, POSITION x, BIT_FLAGS mode)
5462 bool pet = (bool)(mode & PM_FORCE_PET);
5463 if (!pet) mode |= PM_NO_PET;
5465 switch (p_ptr->mimic_form)
5468 switch (p_ptr->prace)
5472 case RACE_BARBARIAN:
5475 summon_kin_type = 'p';
5485 case RACE_MIND_FLAYER:
5488 summon_kin_type = 'h';
5491 summon_kin_type = 'o';
5493 case RACE_HALF_TROLL:
5494 summon_kin_type = 'T';
5496 case RACE_HALF_OGRE:
5497 summon_kin_type = 'O';
5499 case RACE_HALF_GIANT:
5500 case RACE_HALF_TITAN:
5502 summon_kin_type = 'P';
5505 summon_kin_type = 'y';
5508 summon_kin_type = 'K';
5511 summon_kin_type = 'k';
5514 if (one_in_(13)) summon_kin_type = 'U';
5515 else summon_kin_type = 'u';
5517 case RACE_DRACONIAN:
5518 summon_kin_type = 'd';
5522 summon_kin_type = 'g';
5525 if (one_in_(13)) summon_kin_type = 'L';
5526 else summon_kin_type = 's';
5529 summon_kin_type = 'z';
5532 summon_kin_type = 'V';
5535 summon_kin_type = 'G';
5538 summon_kin_type = 'I';
5541 summon_kin_type = '#';
5544 summon_kin_type = 'A';
5547 summon_kin_type = 'U';
5550 summon_kin_type = 'p';
5555 if (one_in_(13)) summon_kin_type = 'U';
5556 else summon_kin_type = 'u';
5558 case MIMIC_DEMON_LORD:
5559 summon_kin_type = 'U';
5562 summon_kin_type = 'V';
5565 return summon_specific((pet ? -1 : 0), y, x, level, SUMMON_KIN, mode);
5569 * @brief 皆殺し(全方向攻撃)処理
5570 * @param py プレイヤーY座標
5571 * @param px プレイヤーX座標
5578 monster_type *m_ptr;
5581 for (dir = 0; dir < 8; dir++)
5583 y = p_ptr->y + ddy_ddd[dir];
5584 x = p_ptr->x + ddx_ddd[dir];
5585 c_ptr = &cave[y][x];
5587 /* Get the monster */
5588 m_ptr = &m_list[c_ptr->m_idx];
5590 /* Hack -- attack monsters */
5591 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
5600 feature_type *f_ptr, *mimic_f_ptr;
5603 if (!get_rep_dir2(&dir)) return FALSE;
5604 y = p_ptr->y + ddy[dir];
5605 x = p_ptr->x + ddx[dir];
5606 c_ptr = &cave[y][x];
5607 f_ptr = &f_info[c_ptr->feat];
5608 mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
5612 if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
5614 msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
5616 else if (have_flag(f_ptr->flags, FF_PERMANENT))
5618 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);
5620 else if (c_ptr->m_idx)
5622 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5623 msg_print(_("何かが邪魔しています!", "There's something in the way!"));
5625 if (!m_ptr->ml || !is_pet(m_ptr)) py_attack(y, x, 0);
5627 else if (have_flag(f_ptr->flags, FF_TREE))
5629 msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
5631 else if (have_flag(f_ptr->flags, FF_GLASS))
5633 msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
5635 else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
5637 (void)set_food(p_ptr->food + 3000);
5639 else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
5641 (void)set_food(p_ptr->food + 5000);
5645 msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
5646 (void)set_food(p_ptr->food + 10000);
5649 /* Destroy the wall */
5650 cave_alter_feat(y, x, FF_HURT_ROCK);
5652 /* Move the player */
5653 (void)move_player_effect(y, x, MPE_DONT_PICKUP);
5658 bool shock_power(void)
5663 PLAYER_LEVEL plev = p_ptr->lev;
5664 int boost = P_PTR_KI;
5665 if (heavy_armor()) boost /= 2;
5668 if (!get_aim_dir(&dir)) return FALSE;
5670 y = p_ptr->y + ddy[dir];
5671 x = p_ptr->x + ddx[dir];
5672 dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
5673 fire_beam(GF_MISSILE, dir, dam);
5674 if (cave[y][x].m_idx)
5679 MONSTER_IDX m_idx = cave[y][x].m_idx;
5680 monster_type *m_ptr = &m_list[m_idx];
5681 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5684 monster_desc(m_name, m_ptr, 0);
5686 if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
5688 msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
5692 for (i = 0; i < 5; i++)
5696 if (cave_empty_bold(y, x))
5703 if ((ty != oy) || (tx != ox))
5705 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
5706 cave[oy][ox].m_idx = 0;
5707 cave[ty][tx].m_idx = (s16b)m_idx;
5708 m_ptr->fy = (byte_hack)ty;
5709 m_ptr->fx = (byte_hack)tx;
5711 update_mon(m_idx, TRUE);
5715 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
5716 p_ptr->update |= (PU_MON_LITE);