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.
16 #include "object-hook.h"
18 #include "player-status.h"
19 #include "projection.h"
20 #include "spells-summon.h"
24 /*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
29 * @brief モンスターのテレポートアウェイ処理 /
30 * Teleport a monster, normally up to "dis" grids away.
31 * @param m_idx モンスターID
34 * @return テレポートが実際に行われたらtrue
36 * Attempt to move the monster at least "dis/2" grids away.
37 * But allow variation to prevent infinite loops.
39 bool teleport_away(MONSTER_IDX m_idx, POSITION dis, BIT_FLAGS mode)
41 POSITION oy, ox, d, i, min;
43 POSITION ny = 0, nx = 0;
47 monster_type *m_ptr = &m_list[m_idx];
50 if (!m_ptr->r_idx) return (FALSE);
52 /* Save the old location */
56 /* Minimum distance */
59 if ((mode & TELEPORT_DEC_VALOUR) &&
60 (((p_ptr->chp * 10) / p_ptr->mhp) > 5) &&
61 (4+randint1(5) < ((p_ptr->chp * 10) / p_ptr->mhp)))
63 chg_virtue(V_VALOUR, -1);
71 /* Verify max distance */
72 if (dis > 200) dis = 200;
74 /* Try several locations */
75 for (i = 0; i < 500; i++)
77 /* Pick a (possibly illegal) location */
80 ny = rand_spread(oy, dis);
81 nx = rand_spread(ox, dis);
82 d = distance(oy, ox, ny, nx);
83 if ((d >= min) && (d <= dis)) break;
86 /* Ignore illegal locations */
87 if (!in_bounds(ny, nx)) continue;
89 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
91 /* No teleporting into vaults and such */
92 if (!(p_ptr->inside_quest || p_ptr->inside_arena))
93 if (cave[ny][nx].info & CAVE_ICKY) continue;
95 /* This grid looks good */
102 /* Increase the maximum distance */
105 /* Decrease the minimum distance */
108 /* Stop after MAX_TRIES tries */
109 if (tries > MAX_TRIES) return (FALSE);
112 sound(SOUND_TPOTHER);
114 /* Update the old location */
115 cave[oy][ox].m_idx = 0;
117 /* Update the new location */
118 cave[ny][nx].m_idx = m_idx;
120 /* Move the monster */
124 /* Forget the counter target */
127 update_monster(m_idx, TRUE);
131 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
132 p_ptr->update |= (PU_MON_LITE);
139 * @brief モンスターを指定された座標付近にテレポートする /
140 * Teleport monster next to a grid near the given location
141 * @param m_idx モンスターID
144 * @param power テレポート成功確率
148 void teleport_monster_to(MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, BIT_FLAGS mode)
150 POSITION ny, nx, oy, ox;
155 monster_type *m_ptr = &m_list[m_idx];
158 if(!m_ptr->r_idx) return;
161 if(randint1(100) > power) return;
166 /* Save the old location */
170 /* Minimum distance */
173 /* Look until done */
174 while (look && --attempts)
176 /* Verify max distance */
177 if (dis > 200) dis = 200;
179 /* Try several locations */
180 for (i = 0; i < 500; i++)
182 /* Pick a (possibly illegal) location */
185 ny = rand_spread(ty, dis);
186 nx = rand_spread(tx, dis);
187 d = distance(ty, tx, ny, nx);
188 if ((d >= min) && (d <= dis)) break;
191 /* Ignore illegal locations */
192 if (!in_bounds(ny, nx)) continue;
194 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
196 /* No teleporting into vaults and such */
197 /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
199 /* This grid looks good */
206 /* Increase the maximum distance */
209 /* Decrease the minimum distance */
213 if (attempts < 1) return;
215 sound(SOUND_TPOTHER);
217 /* Update the old location */
218 cave[oy][ox].m_idx = 0;
220 /* Update the new location */
221 cave[ny][nx].m_idx = m_idx;
223 /* Move the monster */
227 update_monster(m_idx, TRUE);
231 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
232 p_ptr->update |= (PU_MON_LITE);
236 * @brief プレイヤーのテレポート先選定と移動処理 /
237 * Teleport the player to a location up to "dis" grids away.
240 * @return 実際にテレポート処理が行われたらtrue
243 * If no such spaces are readily available, the distance may increase.
244 * Try very hard to move the player at least a quarter that distance.
246 * There was a nasty tendency for a long time; which was causing the
247 * player to "bounce" between two or three different spots because
248 * these are the only spots that are "far enough" way to satisfy the
251 * But this tendency is now removed; in the new algorithm, a list of
252 * candidates is selected first, which includes at least 50% of all
253 * floor grids within the distance, and any single grid in this list
254 * of candidates has equal possibility to be choosen as a destination.
258 bool teleport_player_aux(POSITION dis, BIT_FLAGS mode)
260 int candidates_at[MAX_TELEPORT_DISTANCE + 1];
261 int total_candidates, cur_candidates;
262 POSITION y = 0, x = 0;
265 int left = MAX(1, p_ptr->x - dis);
266 int right = MIN(cur_wid - 2, p_ptr->x + dis);
267 int top = MAX(1, p_ptr->y - dis);
268 int bottom = MIN(cur_hgt - 2, p_ptr->y + dis);
270 if (p_ptr->wild_mode) return FALSE;
272 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
274 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
278 /* Initialize counters */
279 total_candidates = 0;
280 for (i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
281 candidates_at[i] = 0;
283 /* Limit the distance */
284 if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
286 /* Search valid locations */
287 for (y = top; y <= bottom; y++)
289 for (x = left; x <= right; x++)
293 /* Skip illegal locations */
294 if (!cave_player_teleportable_bold(y, x, mode)) continue;
296 /* Calculate distance */
297 d = distance(p_ptr->y, p_ptr->x, y, x);
299 /* Skip too far locations */
300 if (d > dis) continue;
302 /* Count the total number of candidates */
305 /* Count the number of candidates in this circumference */
310 /* No valid location! */
311 if (0 == total_candidates) return FALSE;
313 /* Fix the minimum distance */
314 for (cur_candidates = 0, min = dis; min >= 0; min--)
316 cur_candidates += candidates_at[min];
318 /* 50% of all candidates will have an equal chance to be choosen. */
319 if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
322 /* Pick up a single location randomly */
323 pick = randint1(cur_candidates);
325 /* Search again the choosen location */
326 for (y = top; y <= bottom; y++)
328 for (x = left; x <= right; x++)
332 /* Skip illegal locations */
333 if (!cave_player_teleportable_bold(y, x, mode)) continue;
335 /* Calculate distance */
336 d = distance(p_ptr->y, p_ptr->x, y, x);
338 /* Skip too far locations */
339 if (d > dis) continue;
341 /* Skip too close locations */
342 if (d < min) continue;
344 /* This grid was picked up? */
353 if (player_bold(y, x)) return FALSE;
355 sound(SOUND_TELEPORT);
358 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
359 msg_format("『こっちだぁ、%s』", p_ptr->name);
362 /* Move the player */
363 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
369 * @brief プレイヤーのテレポート処理メインルーチン
374 void teleport_player(POSITION dis, BIT_FLAGS mode)
378 /* Save the old location */
379 POSITION oy = p_ptr->y;
380 POSITION ox = p_ptr->x;
382 if (!teleport_player_aux(dis, mode)) return;
384 /* Monsters with teleport ability may follow the player */
385 for (xx = -1; xx < 2; xx++)
387 for (yy = -1; yy < 2; yy++)
389 MONSTER_IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
391 /* A monster except your mount may follow */
392 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx))
394 monster_type *m_ptr = &m_list[tmp_m_idx];
395 monster_race *r_ptr = &r_info[m_ptr->r_idx];
398 * The latter limitation is to avoid
399 * totally unkillable suckers...
401 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
402 !(r_ptr->flagsr & RFR_RES_TELE))
404 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
413 * @brief プレイヤーのテレポートアウェイ処理 /
414 * @param m_idx アウェイを試みたプレイヤーID
418 void teleport_player_away(MONSTER_IDX m_idx, POSITION dis)
422 /* Save the old location */
423 POSITION oy = p_ptr->y;
424 POSITION ox = p_ptr->x;
426 if (!teleport_player_aux(dis, TELEPORT_PASSIVE)) return;
428 /* Monsters with teleport ability may follow the player */
429 for (xx = -1; xx < 2; xx++)
431 for (yy = -1; yy < 2; yy++)
433 IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
435 /* A monster except your mount or caster may follow */
436 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx) && (m_idx != tmp_m_idx))
438 monster_type *m_ptr = &m_list[tmp_m_idx];
439 monster_race *r_ptr = &r_info[m_ptr->r_idx];
442 * The latter limitation is to avoid
443 * totally unkillable suckers...
445 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
446 !(r_ptr->flagsr & RFR_RES_TELE))
448 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
457 * @brief プレイヤーを指定位置近辺にテレポートさせる
458 * Teleport player to a grid near the given location
461 * @param mode オプションフラグ
465 * This function is slightly obsessive about correctness.
466 * This function allows teleporting into vaults (!)
469 void teleport_player_to(POSITION ny, POSITION nx, BIT_FLAGS mode)
472 POSITION dis = 0, ctr = 0;
474 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
476 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
480 /* Find a usable location */
483 /* Pick a nearby legal location */
486 y = (POSITION)rand_spread(ny, dis);
487 x = (POSITION)rand_spread(nx, dis);
488 if (in_bounds(y, x)) break;
491 /* Accept any grid when wizard mode */
492 if (p_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!cave[y][x].m_idx || (cave[y][x].m_idx == p_ptr->riding))) break;
494 /* Accept teleportable floor grids */
495 if (cave_player_teleportable_bold(y, x, mode)) break;
497 /* Occasionally advance the distance */
498 if (++ctr > (4 * dis * dis + 4 * dis + 1))
505 sound(SOUND_TELEPORT);
507 /* Move the player */
508 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
512 void teleport_away_followable(MONSTER_IDX m_idx)
514 monster_type *m_ptr = &m_list[m_idx];
515 POSITION oldfy = m_ptr->fy;
516 POSITION oldfx = m_ptr->fx;
517 bool old_ml = m_ptr->ml;
518 POSITION old_cdis = m_ptr->cdis;
520 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
522 if (old_ml && (old_cdis <= MAX_SIGHT) && !world_monster && !p_ptr->inside_battle && los(p_ptr->y, p_ptr->x, oldfy, oldfx))
526 if ((p_ptr->muta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
529 BIT_FLAGS flgs[TR_FLAG_SIZE];
533 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
535 o_ptr = &inventory[i];
536 if (o_ptr->k_idx && !object_is_cursed(o_ptr))
538 object_flags(o_ptr, flgs);
539 if (have_flag(flgs, TR_TELEPORT))
550 if (get_check_strict(_("ついていきますか?", "Do you follow it? "), CHECK_OKAY_CANCEL))
554 teleport_player(200, TELEPORT_PASSIVE);
555 msg_print(_("失敗!", "Failed!"));
557 else teleport_player_to(m_ptr->fy, m_ptr->fx, 0L);
558 p_ptr->energy_need += ENERGY_NEED();
566 * @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 /
567 * Teleport the player one level up or down (random when legal)
568 * @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.
571 void teleport_level(MONSTER_IDX m_idx)
574 GAME_TEXT m_name[160];
577 if (m_idx <= 0) /* To player */
579 strcpy(m_name, _("あなた", "you"));
581 else /* To monster */
583 monster_type *m_ptr = &m_list[m_idx];
585 /* Get the monster name (or "it") */
586 monster_desc(m_name, m_ptr, 0);
588 see_m = is_seen(m_ptr);
591 /* No effect in some case */
592 if (TELE_LEVEL_IS_INEFF(m_idx))
594 if (see_m) msg_print(_("効果がなかった。", "There is no effect."));
598 if ((m_idx <= 0) && p_ptr->anti_tele) /* To player */
600 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
604 /* Choose up or down */
605 if (randint0(100) < 50) go_up = TRUE;
608 if ((m_idx <= 0) && p_ptr->wizard)
610 if (get_check("Force to go up? ")) go_up = TRUE;
611 else if (get_check("Force to go down? ")) go_up = FALSE;
615 if ((ironman_downward && (m_idx <= 0)) || (dun_level <= d_info[dungeon_type].mindepth))
618 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
620 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
622 if (m_idx <= 0) /* To player */
626 dungeon_type = ironman_downward ? DUNGEON_ANGBAND : p_ptr->recall_dungeon;
627 p_ptr->oldpy = p_ptr->y;
628 p_ptr->oldpx = p_ptr->x;
631 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
633 if (autosave_l) do_cmd_save_game(TRUE);
637 dun_level = d_info[dungeon_type].mindepth;
638 prepare_change_floor_mode(CFM_RAND_PLACE);
642 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
646 p_ptr->leaving = TRUE;
651 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
654 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
656 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
660 if (m_idx <= 0) /* To player */
662 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
664 if (autosave_l) do_cmd_save_game(TRUE);
666 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
671 p_ptr->inside_quest = 0;
672 p_ptr->leaving = TRUE;
678 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
680 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
684 if (m_idx <= 0) /* To player */
686 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
688 if (autosave_l) do_cmd_save_game(TRUE);
690 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
693 p_ptr->leaving = TRUE;
699 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
701 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
704 if (m_idx <= 0) /* To player */
706 /* Never reach this code on the surface */
707 /* if (!dun_level) dungeon_type = p_ptr->recall_dungeon; */
709 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
711 if (autosave_l) do_cmd_save_game(TRUE);
713 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
716 p_ptr->leaving = TRUE;
720 /* Monster level teleportation is simple deleting now */
723 monster_type *m_ptr = &m_list[m_idx];
725 /* Check for quest completion */
726 check_quest_completion(m_ptr);
728 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
730 char m2_name[MAX_NLEN];
732 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
733 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
736 delete_monster_idx(m_idx);
739 sound(SOUND_TPLEVEL);
744 * @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。
745 * @param note ダンジョンに施す処理記述
748 * @return 選択されたダンジョンID
750 DUNGEON_IDX choose_dungeon(concptr note, POSITION y, POSITION x)
752 DUNGEON_IDX select_dungeon;
757 /* Hack -- No need to choose dungeon in some case */
758 if (lite_town || vanilla_town || ironman_downward)
760 if (max_dlv[DUNGEON_ANGBAND]) return DUNGEON_ANGBAND;
763 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);
769 /* Allocate the "dun" array */
770 C_MAKE(dun, max_d_idx, s16b);
773 for(i = 1; i < max_d_idx; i++)
778 if (!d_info[i].maxdepth) continue;
779 if (!max_dlv[i]) continue;
780 if (d_info[i].final_guardian)
782 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
784 else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
786 sprintf(buf,_(" %c) %c%-12s : 最大 %d 階", " %c) %c%-16s : Max level %d"),
787 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, (int)max_dlv[i]);
788 prt(buf, y + num, x);
794 prt(_(" 選べるダンジョンがない。", " No dungeon is available."), y, x);
797 prt(format(_("どのダンジョン%sしますか:", "Which dungeon do you %s?: "), note), 0, 0);
801 if ((i == ESCAPE) || !num)
803 /* Free the "dun" array */
804 C_KILL(dun, max_d_idx, s16b);
809 if (i >= 'a' && i <('a'+num))
811 select_dungeon = dun[i-'a'];
818 /* Free the "dun" array */
819 C_KILL(dun, max_d_idx, s16b);
821 return select_dungeon;
826 * @brief プレイヤーの帰還発動及び中止処理 /
827 * Recall the player to town or dungeon
828 * @param turns 発動までのターン数
831 bool recall_player(player_type *creature_ptr, TIME_EFFECT turns)
834 * TODO: Recall the player to the last
835 * visited town when in the wilderness
839 if (creature_ptr->inside_arena || ironman_downward)
841 msg_print(_("何も起こらなかった。", "Nothing happens."));
845 if (dun_level && (max_dlv[dungeon_type] > dun_level) && !creature_ptr->inside_quest && !creature_ptr->word_recall)
847 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? ")))
849 max_dlv[dungeon_type] = dun_level;
851 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, _("帰還のときに", "when recall from dungeon"));
855 if (!creature_ptr->word_recall)
859 DUNGEON_IDX select_dungeon;
860 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
861 if (!select_dungeon) return FALSE;
862 creature_ptr->recall_dungeon = select_dungeon;
864 creature_ptr->word_recall = turns;
865 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
866 creature_ptr->redraw |= (PR_STATUS);
870 creature_ptr->word_recall = 0;
871 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
872 creature_ptr->redraw |= (PR_STATUS);
877 bool free_level_recall(player_type *creature_ptr)
879 DUNGEON_IDX select_dungeon;
883 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
885 if (!select_dungeon) return FALSE;
887 max_depth = d_info[select_dungeon].maxdepth;
889 /* Limit depth in Angband */
890 if (select_dungeon == DUNGEON_ANGBAND)
892 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
893 else if (quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
895 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "),
896 d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
900 creature_ptr->word_recall = 1;
901 creature_ptr->recall_dungeon = select_dungeon;
902 max_dlv[creature_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
904 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
906 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
908 creature_ptr->redraw |= (PR_STATUS);
917 * @return リセット処理が実際に行われたらTRUEを返す
919 bool reset_recall(void)
921 int select_dungeon, dummy = 0;
925 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
928 if (ironman_downward)
930 msg_print(_("何も起こらなかった。", "Nothing happens."));
934 if (!select_dungeon) return FALSE;
936 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
937 (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
940 sprintf(tmp_val, "%d", (int)MAX(dun_level, 1));
942 /* Ask for a level */
943 if (get_string(ppp, tmp_val, 10))
945 /* Extract request */
946 dummy = atoi(tmp_val);
949 if (dummy < 1) dummy = 1;
952 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
953 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
955 max_dlv[select_dungeon] = dummy;
958 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
961 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);
963 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
976 * @brief プレイヤーの装備劣化処理 /
977 * Apply disenchantment to the player's stuff
978 * @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
979 * @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 /
980 * Return "TRUE" if the player notices anything
982 bool apply_disenchant(BIT_FLAGS mode)
986 GAME_TEXT o_name[MAX_NLEN];
987 int to_h, to_d, to_a, pval;
989 /* Pick a random slot */
992 case 1: t = INVEN_RARM; break;
993 case 2: t = INVEN_LARM; break;
994 case 3: t = INVEN_BOW; break;
995 case 4: t = INVEN_BODY; break;
996 case 5: t = INVEN_OUTER; break;
997 case 6: t = INVEN_HEAD; break;
998 case 7: t = INVEN_HANDS; break;
999 case 8: t = INVEN_FEET; break;
1002 o_ptr = &inventory[t];
1004 /* No item, nothing happens */
1005 if (!o_ptr->k_idx) return (FALSE);
1007 /* Disenchant equipments only -- No disenchant on monster ball */
1008 if (!object_is_weapon_armour_ammo(o_ptr))
1011 /* Nothing to disenchant */
1012 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
1014 /* Nothing to notice */
1018 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1020 /* Artifacts have 71% chance to resist */
1021 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
1024 msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
1026 msg_format("Your %s (%c) resist%s disenchantment!", o_name, index_to_label(t),
1027 ((o_ptr->number != 1) ? "" : "s"));
1033 /* Memorize old value */
1039 /* Disenchant tohit */
1040 if (o_ptr->to_h > 0) o_ptr->to_h--;
1041 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
1043 /* Disenchant todam */
1044 if (o_ptr->to_d > 0) o_ptr->to_d--;
1045 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
1047 /* Disenchant toac */
1048 if (o_ptr->to_a > 0) o_ptr->to_a--;
1049 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
1051 /* Disenchant pval (occasionally) */
1052 /* Unless called from wild_magic() */
1053 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
1055 if ((to_h != o_ptr->to_h) || (to_d != o_ptr->to_d) ||
1056 (to_a != o_ptr->to_a) || (pval != o_ptr->pval))
1059 msg_format("%s(%c)は劣化してしまった!", o_name, index_to_label(t) );
1061 msg_format("Your %s (%c) %s disenchanted!", o_name, index_to_label(t),
1062 ((o_ptr->number != 1) ? "were" : "was"));
1065 chg_virtue(V_HARMONY, 1);
1066 chg_virtue(V_ENCHANT, -2);
1067 p_ptr->update |= (PU_BONUS);
1068 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
1077 * @brief プレイヤーの突然変異処理
1080 void mutate_player(void)
1082 BASE_STATUS max1, cur1, max2, cur2;
1085 /* Pick a pair of stats */
1087 for (jj = ii; jj == ii; jj = randint0(6)) /* loop */;
1089 max1 = p_ptr->stat_max[ii];
1090 cur1 = p_ptr->stat_cur[ii];
1091 max2 = p_ptr->stat_max[jj];
1092 cur2 = p_ptr->stat_cur[jj];
1094 p_ptr->stat_max[ii] = max2;
1095 p_ptr->stat_cur[ii] = cur2;
1096 p_ptr->stat_max[jj] = max1;
1097 p_ptr->stat_cur[jj] = cur1;
1101 if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
1102 if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
1105 p_ptr->update |= (PU_BONUS);
1110 * @brief プレイヤーの因果混乱処理 / Apply Nexus
1111 * @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
1114 void apply_nexus(monster_type *m_ptr)
1116 switch (randint1(7))
1118 case 1: case 2: case 3:
1120 teleport_player(200, TELEPORT_PASSIVE);
1126 teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
1132 if (randint0(100) < p_ptr->skill_sav)
1134 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1138 /* Teleport Level */
1145 if (randint0(100) < p_ptr->skill_sav)
1147 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1151 msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
1160 * @brief 寿命つき光源の燃素追加処理 /
1161 * Charge a lite (torch or latern)
1164 void phlogiston(void)
1166 GAME_TURN max_flog = 0;
1167 object_type * o_ptr = &inventory[INVEN_LITE];
1170 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
1172 max_flog = FUEL_LAMP;
1176 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
1178 max_flog = FUEL_TORCH;
1181 /* No torch to refill */
1184 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."));
1188 if (o_ptr->xtra4 >= max_flog)
1190 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."));
1195 o_ptr->xtra4 += (XTRA16)(max_flog / 2);
1197 msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
1199 if (o_ptr->xtra4 >= max_flog)
1201 o_ptr->xtra4 = (XTRA16)max_flog;
1202 msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
1205 /* Recalculate torch */
1206 p_ptr->update |= (PU_TORCH);
1211 * @brief 武器へのエゴ付加処理 /
1212 * Brand the current weapon
1213 * @param brand_type エゴ化ID(e_info.txtとは連動していない)
1216 void brand_weapon(int brand_type)
1223 /* Assume enchant weapon */
1224 item_tester_hook = object_allow_enchant_melee_weapon;
1226 q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
1227 s = _("強化できる武器がない。", "You have nothing to enchant.");
1229 o_ptr = choose_object(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT));
1232 /* you can never modify artifacts / ego-items */
1233 /* you can never modify cursed items */
1234 /* TY: You _can_ modify broken items (if you're silly enough) */
1235 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1236 !object_is_cursed(o_ptr) &&
1237 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1238 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1239 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
1243 /* Let's get the name before it is changed... */
1244 GAME_TEXT o_name[MAX_NLEN];
1245 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1250 if (o_ptr->tval == TV_SWORD)
1252 act = _("は鋭さを増した!", "becomes very sharp!");
1254 o_ptr->name2 = EGO_SHARPNESS;
1255 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, dun_level) + 1;
1257 if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
1262 act = _("は破壊力を増した!", "seems very powerful.");
1263 o_ptr->name2 = EGO_EARTHQUAKES;
1264 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, dun_level);
1268 act = _("は人間の血を求めている!", "seems to be looking for humans!");
1269 o_ptr->name2 = EGO_KILL_HUMAN;
1272 act = _("は電撃に覆われた!", "covered with lightning!");
1273 o_ptr->name2 = EGO_BRAND_ELEC;
1276 act = _("は酸に覆われた!", "coated with acid!");
1277 o_ptr->name2 = EGO_BRAND_ACID;
1280 act = _("は邪悪なる怪物を求めている!", "seems to be looking for evil monsters!");
1281 o_ptr->name2 = EGO_KILL_EVIL;
1284 act = _("は異世界の住人の肉体を求めている!", "seems to be looking for demons!");
1285 o_ptr->name2 = EGO_KILL_DEMON;
1288 act = _("は屍を求めている!", "seems to be looking for undead!");
1289 o_ptr->name2 = EGO_KILL_UNDEAD;
1292 act = _("は動物の血を求めている!", "seems to be looking for animals!");
1293 o_ptr->name2 = EGO_KILL_ANIMAL;
1296 act = _("はドラゴンの血を求めている!", "seems to be looking for dragons!");
1297 o_ptr->name2 = EGO_KILL_DRAGON;
1300 act = _("はトロルの血を求めている!", "seems to be looking for troll!s");
1301 o_ptr->name2 = EGO_KILL_TROLL;
1304 act = _("はオークの血を求めている!", "seems to be looking for orcs!");
1305 o_ptr->name2 = EGO_KILL_ORC;
1308 act = _("は巨人の血を求めている!", "seems to be looking for giants!");
1309 o_ptr->name2 = EGO_KILL_GIANT;
1312 act = _("は非常に不安定になったようだ。", "seems very unstable now.");
1313 o_ptr->name2 = EGO_TRUMP;
1314 o_ptr->pval = randint1(2);
1317 act = _("は血を求めている!", "thirsts for blood!");
1318 o_ptr->name2 = EGO_VAMPIRIC;
1321 act = _("は毒に覆われた。", "is coated with poison.");
1322 o_ptr->name2 = EGO_BRAND_POIS;
1325 act = _("は純ログルスに飲み込まれた。", "is engulfed in raw Logrus!");
1326 o_ptr->name2 = EGO_CHAOTIC;
1329 act = _("は炎のシールドに覆われた!", "is covered in a fiery shield!");
1330 o_ptr->name2 = EGO_BRAND_FIRE;
1333 act = _("は深く冷たいブルーに輝いた!", "glows deep, icy blue!");
1334 o_ptr->name2 = EGO_BRAND_COLD;
1338 msg_format(_("あなたの%s%s", "Your %s %s"), o_name, act);
1339 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1341 o_ptr->discount = 99;
1342 chg_virtue(V_ENCHANT, 2);
1346 if (flush_failure) flush();
1348 msg_print(_("属性付加に失敗した。", "The Branding failed."));
1349 chg_virtue(V_ENCHANT, -2);
1356 * @brief 虚無招来によるフロア中の全壁除去処理 /
1357 * Vanish all walls in this floor
1358 * @return 実際に処理が反映された場合TRUE
1360 static bool vanish_dungeon(void)
1364 feature_type *f_ptr;
1365 monster_type *m_ptr;
1366 GAME_TEXT m_name[MAX_NLEN];
1368 /* Prevent vasishing of quest levels and town */
1369 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1374 /* Scan all normal grids */
1375 for (y = 1; y < cur_hgt - 1; y++)
1377 for (x = 1; x < cur_wid - 1; x++)
1379 c_ptr = &cave[y][x];
1381 /* Seeing true feature code (ignore mimic) */
1382 f_ptr = &f_info[c_ptr->feat];
1384 /* Lose room and vault */
1385 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1387 m_ptr = &m_list[c_ptr->m_idx];
1390 if (c_ptr->m_idx && MON_CSLEEP(m_ptr))
1392 /* Reset sleep counter */
1393 (void)set_monster_csleep(c_ptr->m_idx, 0);
1395 /* Notice the "waking up" */
1398 monster_desc(m_name, m_ptr, 0);
1399 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1403 /* Process all walls, doors and patterns */
1404 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(y, x, FF_HURT_DISI);
1408 /* Special boundary walls -- Top and bottom */
1409 for (x = 0; x < cur_wid; x++)
1411 c_ptr = &cave[0][x];
1412 f_ptr = &f_info[c_ptr->mimic];
1414 /* Lose room and vault */
1415 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1417 /* Set boundary mimic if needed */
1418 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1420 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1422 /* Check for change to boring grid */
1423 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1426 c_ptr = &cave[cur_hgt - 1][x];
1427 f_ptr = &f_info[c_ptr->mimic];
1429 /* Lose room and vault */
1430 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1432 /* Set boundary mimic if needed */
1433 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1435 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1437 /* Check for change to boring grid */
1438 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1442 /* Special boundary walls -- Left and right */
1443 for (y = 1; y < (cur_hgt - 1); y++)
1445 c_ptr = &cave[y][0];
1446 f_ptr = &f_info[c_ptr->mimic];
1448 /* Lose room and vault */
1449 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1451 /* Set boundary mimic if needed */
1452 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1454 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1456 /* Check for change to boring grid */
1457 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1460 c_ptr = &cave[y][cur_wid - 1];
1461 f_ptr = &f_info[c_ptr->mimic];
1463 /* Lose room and vault */
1464 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1466 /* Set boundary mimic if needed */
1467 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1469 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1471 /* Check for change to boring grid */
1472 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1476 /* Mega-Hack -- Forget the view and lite */
1477 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1478 p_ptr->redraw |= (PR_MAP);
1479 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1488 void call_the_(void)
1492 bool do_call = TRUE;
1494 for (i = 0; i < 9; i++)
1496 c_ptr = &cave[p_ptr->y + ddy_ddd[i]][p_ptr->x + ddx_ddd[i]];
1498 if (!cave_have_flag_grid(c_ptr, FF_PROJECT))
1500 if (!c_ptr->mimic || !have_flag(f_info[c_ptr->mimic].flags, FF_PROJECT) ||
1501 !permanent_wall(&f_info[c_ptr->feat]))
1511 for (i = 1; i < 10; i++)
1513 if (i - 5) fire_ball(GF_ROCKET, i, 175, 2);
1516 for (i = 1; i < 10; i++)
1518 if (i - 5) fire_ball(GF_MANA, i, 175, 3);
1521 for (i = 1; i < 10; i++)
1523 if (i - 5) fire_ball(GF_NUKE, i, 175, 4);
1527 /* Prevent destruction of quest levels and town */
1528 else if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1530 msg_print(_("地面が揺れた。", "The ground trembles."));
1536 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
1537 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
1539 msg_format("You %s the %s too close to a wall!",
1540 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1541 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1543 msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
1547 if (!vanish_dungeon()) msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon silences a moment."));
1551 if (destroy_area(p_ptr->y, p_ptr->x, 15 + p_ptr->lev + randint0(11), FALSE))
1552 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
1554 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
1557 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1563 * @brief アイテム引き寄せ処理 /
1564 * Fetch an item (teleport it right underneath the caster)
1565 * @param dir 魔法の発動方向
1567 * @param require_los 射線の通りを要求するならばTRUE
1570 void fetch(DIRECTION dir, WEIGHT wgt, bool require_los)
1576 GAME_TEXT o_name[MAX_NLEN];
1578 /* Check to see if an object is already there */
1579 if (cave[p_ptr->y][p_ptr->x].o_idx)
1581 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."));
1586 if (dir == 5 && target_okay())
1591 if (distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE)
1593 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!"));
1597 c_ptr = &cave[ty][tx];
1599 /* We need an item to fetch */
1602 msg_print(_("そこには何もありません。", "There is no object at this place."));
1606 /* No fetching from vault */
1607 if (c_ptr->info & CAVE_ICKY)
1609 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."));
1613 /* We need to see the item */
1616 if (!player_has_los_bold(ty, tx))
1618 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."));
1621 else if (!projectable(p_ptr->y, p_ptr->x, ty, tx))
1623 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
1636 c_ptr = &cave[ty][tx];
1638 if ((distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE) ||
1639 !cave_have_flag_bold(ty, tx, FF_PROJECT)) return;
1641 while (!c_ptr->o_idx);
1644 o_ptr = &o_list[c_ptr->o_idx];
1646 if (o_ptr->weight > wgt)
1648 /* Too heavy to 'fetch' */
1649 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
1654 c_ptr->o_idx = o_ptr->next_o_idx;
1655 cave[p_ptr->y][p_ptr->x].o_idx = i; /* 'move' it */
1657 o_ptr->next_o_idx = 0;
1658 o_ptr->iy = p_ptr->y;
1659 o_ptr->ix = p_ptr->x;
1661 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1662 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);
1664 note_spot(p_ptr->y, p_ptr->x);
1665 p_ptr->redraw |= PR_MAP;
1672 void alter_reality(void)
1674 /* Ironman option */
1675 if (p_ptr->inside_arena || ironman_downward)
1677 msg_print(_("何も起こらなかった。", "Nothing happens."));
1681 if (!p_ptr->alter_reality)
1683 TIME_EFFECT turns = randint0(21) + 15;
1685 p_ptr->alter_reality = turns;
1686 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
1688 p_ptr->redraw |= (PR_STATUS);
1692 p_ptr->alter_reality = 0;
1693 msg_print(_("景色が元に戻った...", "The view around you got back..."));
1694 p_ptr->redraw |= (PR_STATUS);
1701 * @brief 守りのルーン設置処理 /
1702 * Leave a "glyph of warding" which prevents monster movement
1703 * @return 実際に設置が行われた場合TRUEを返す
1705 bool warding_glyph(void)
1707 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1709 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1713 /* Create a glyph */
1714 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1715 cave[p_ptr->y][p_ptr->x].mimic = feat_glyph;
1717 note_spot(p_ptr->y, p_ptr->x);
1718 lite_spot(p_ptr->y, p_ptr->x);
1725 * @return 実際に設置が行われた場合TRUEを返す
1727 bool place_mirror(void)
1729 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1731 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1735 /* Create a mirror */
1736 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1737 cave[p_ptr->y][p_ptr->x].mimic = feat_mirror;
1739 /* Turn on the light */
1740 cave[p_ptr->y][p_ptr->x].info |= CAVE_GLOW;
1742 note_spot(p_ptr->y, p_ptr->x);
1743 lite_spot(p_ptr->y, p_ptr->x);
1744 update_local_illumination(p_ptr->y, p_ptr->x);
1751 * @brief 爆発のルーン設置処理 /
1752 * Leave an "explosive rune" which prevents monster movement
1753 * @return 実際に設置が行われた場合TRUEを返す
1755 bool explosive_rune(void)
1757 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1759 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1763 /* Create a glyph */
1764 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1765 cave[p_ptr->y][p_ptr->x].mimic = feat_explosive_rune;
1767 note_spot(p_ptr->y, p_ptr->x);
1768 lite_spot(p_ptr->y, p_ptr->x);
1775 * @brief 全所持アイテム鑑定処理 /
1776 * Identify everything being carried.
1777 * Done by a potion of "self knowledge".
1780 void identify_pack(void)
1784 /* Simply identify and know every item */
1785 for (i = 0; i < INVEN_TOTAL; i++)
1787 object_type *o_ptr = &inventory[i];
1789 /* Skip non-objects */
1790 if (!o_ptr->k_idx) continue;
1792 identify_item(o_ptr);
1794 /* Auto-inscription */
1795 autopick_alter_item(i, FALSE);
1801 * @brief 装備強化処理の失敗率定数(千分率) /
1802 * Used by the "enchant" function (chance of failure)
1803 * (modified for Zangband, we need better stuff there...) -- TY
1806 static int enchant_table[16] =
1808 0, 10, 50, 100, 200,
1809 300, 400, 500, 650, 800,
1810 950, 987, 993, 995, 998,
1817 * Removes curses from items in inventory
1818 * @param all 軽い呪いまでの解除ならば0
1819 * @return 解呪されたアイテムの数
1822 * Note that Items which are "Perma-Cursed" (The One Ring,
1823 * The Crown of Morgoth) can NEVER be uncursed.
1825 * Note that if "all" is FALSE, then Items which are
1826 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1827 * will not be uncursed.
1830 static int remove_curse_aux(int all)
1834 /* Attempt to uncurse items being worn */
1835 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1837 object_type *o_ptr = &inventory[i];
1839 /* Skip non-objects */
1840 if (!o_ptr->k_idx) continue;
1842 /* Uncursed already */
1843 if (!object_is_cursed(o_ptr)) continue;
1845 /* Heavily Cursed Items need a special spell */
1846 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1848 /* Perma-Cursed Items can NEVER be uncursed */
1849 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1852 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1857 o_ptr->curse_flags = 0L;
1859 /* Hack -- Assume felt */
1860 o_ptr->ident |= (IDENT_SENSE);
1862 o_ptr->feeling = FEEL_NONE;
1864 p_ptr->update |= (PU_BONUS);
1865 p_ptr->window |= (PW_EQUIP);
1867 /* Count the uncursings */
1873 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."));
1875 /* Return "something uncursed" */
1881 * @brief 装備の軽い呪い解呪処理 /
1882 * Remove most curses
1883 * @return 解呪に成功した装備数
1885 int remove_curse(void)
1887 return (remove_curse_aux(FALSE));
1891 * @brief 装備の重い呪い解呪処理 /
1893 * @return 解呪に成功した装備数
1895 int remove_all_curse(void)
1897 return (remove_curse_aux(TRUE));
1902 * @brief アイテムの価値に応じた錬金術処理 /
1903 * Turns an object into gold, gain some of its value in a shop
1904 * @return 処理が実際に行われたらTRUEを返す
1910 ITEM_NUMBER old_number;
1914 GAME_TEXT o_name[MAX_NLEN];
1915 char out_val[MAX_NLEN+40];
1919 /* Hack -- force destruction */
1920 if (command_arg > 0) force = TRUE;
1922 q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
1923 s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
1925 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
1926 if (!o_ptr) return (FALSE);
1928 /* See how many items */
1929 if (o_ptr->number > 1)
1931 /* Get a quantity */
1932 amt = get_quantity(NULL, o_ptr->number);
1934 /* Allow user abort */
1935 if (amt <= 0) return FALSE;
1938 old_number = o_ptr->number;
1939 o_ptr->number = amt;
1940 object_desc(o_name, o_ptr, 0);
1941 o_ptr->number = old_number;
1943 /* Verify unless quantity given */
1946 if (confirm_destroy || (object_value(o_ptr) > 0))
1948 /* Make a verification */
1949 sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
1950 if (!get_check(out_val)) return FALSE;
1954 /* Artifacts cannot be destroyed */
1955 if (!can_player_destroy_object(o_ptr))
1957 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);
1962 price = object_value_real(o_ptr);
1966 msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
1972 if (amt > 1) price *= amt;
1974 if (price > 30000) price = 30000;
1975 msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
1980 p_ptr->redraw |= (PR_GOLD);
1982 p_ptr->window |= (PW_PLAYER);
1986 /* Eliminate the item (from the pack) */
1989 inven_item_increase(item, -amt);
1990 inven_item_describe(item);
1991 inven_item_optimize(item);
1994 /* Eliminate the item (from the floor) */
1997 floor_item_increase(0 - item, -amt);
1998 floor_item_describe(0 - item);
1999 floor_item_optimize(0 - item);
2007 * @brief 呪いの打ち破り処理 /
2008 * Break the curse of an item
2009 * @param o_ptr 呪い装備情報の参照ポインタ
2012 static void break_curse(object_type *o_ptr)
2014 if (object_is_cursed(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
2016 msg_print(_("かけられていた呪いが打ち破られた!", "The curse is broken!"));
2018 o_ptr->curse_flags = 0L;
2019 o_ptr->ident |= (IDENT_SENSE);
2020 o_ptr->feeling = FEEL_NONE;
2027 * Enchants a plus onto an item. -RAK-
2028 * @param o_ptr 強化するアイテムの参照ポインタ
2030 * @param eflag 強化オプション(命中/ダメージ/AC)
2031 * @return 強化に成功した場合TRUEを返す
2034 * Revamped! Now takes item pointer, number of times to try enchanting,
2035 * and a flag of what to try enchanting. Artifacts resist enchantment
2036 * some of the time, and successful enchantment to at least +0 might
2037 * break a curse on the item. -CFT-
2039 * Note that an item can technically be enchanted all the way to +15 if
2040 * you wait a very, very, long time. Going from +9 to +10 only works
2041 * about 5% of the time, and from +10 to +11 only about 1% of the time.
2043 * Note that this function can now be used on "piles" of items, and
2044 * the larger the pile, the lower the chance of success.
2047 bool enchant(object_type *o_ptr, int n, int eflag)
2049 int i, chance, prob;
2051 bool a = object_is_artifact(o_ptr);
2052 bool force = (eflag & ENCH_FORCE);
2054 /* Large piles resist enchantment */
2055 prob = o_ptr->number * 100;
2057 /* Missiles are easy to enchant */
2058 if ((o_ptr->tval == TV_BOLT) ||
2059 (o_ptr->tval == TV_ARROW) ||
2060 (o_ptr->tval == TV_SHOT))
2066 for (i = 0; i < n; i++)
2068 /* Hack -- Roll for pile resistance */
2069 if (!force && randint0(prob) >= 100) continue;
2071 /* Enchant to hit */
2072 if (eflag & ENCH_TOHIT)
2074 if (o_ptr->to_h < 0) chance = 0;
2075 else if (o_ptr->to_h > 15) chance = 1000;
2076 else chance = enchant_table[o_ptr->to_h];
2078 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2083 /* only when you get it above -1 -CFT */
2084 if (o_ptr->to_h >= 0)
2089 /* Enchant to damage */
2090 if (eflag & ENCH_TODAM)
2092 if (o_ptr->to_d < 0) chance = 0;
2093 else if (o_ptr->to_d > 15) chance = 1000;
2094 else chance = enchant_table[o_ptr->to_d];
2096 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2101 /* only when you get it above -1 -CFT */
2102 if (o_ptr->to_d >= 0)
2107 /* Enchant to armor class */
2108 if (eflag & ENCH_TOAC)
2110 if (o_ptr->to_a < 0) chance = 0;
2111 else if (o_ptr->to_a > 15) chance = 1000;
2112 else chance = enchant_table[o_ptr->to_a];
2114 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2119 /* only when you get it above -1 -CFT */
2120 if (o_ptr->to_a >= 0)
2127 if (!res) return (FALSE);
2129 /* Combine / Reorder the pack (later) */
2130 p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
2131 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2141 * @brief 装備修正強化処理のメインルーチン /
2142 * Enchant an item (in the inventory or on the floor)
2143 * @param num_hit 命中修正量
2144 * @param num_dam ダメージ修正量
2145 * @param num_ac AC修正量
2146 * @return 強化に成功した場合TRUEを返す
2148 * Note that "num_ac" requires armour, else weapon
2149 * Returns TRUE if attempted, FALSE if cancelled
2151 bool enchant_spell(HIT_PROB num_hit, HIT_POINT num_dam, ARMOUR_CLASS num_ac)
2156 GAME_TEXT o_name[MAX_NLEN];
2159 /* Assume enchant weapon */
2160 item_tester_hook = object_allow_enchant_weapon;
2162 /* Enchant armor if requested */
2163 if (num_ac) item_tester_hook = object_is_armour;
2165 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2166 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2168 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
2169 if (!o_ptr) return (FALSE);
2171 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2173 msg_format("%s は明るく輝いた!", o_name);
2175 msg_format("%s %s glow%s brightly!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
2179 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
2180 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
2181 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
2186 if (flush_failure) flush();
2187 msg_print(_("強化に失敗した。", "The enchantment failed."));
2188 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2191 chg_virtue(V_ENCHANT, 1);
2195 /* Something happened */
2201 * @brief アーティファクト生成の巻物処理 /
2202 * @return 生成が実際に試みられたらTRUEを返す
2204 bool artifact_scroll(void)
2209 GAME_TEXT o_name[MAX_NLEN];
2212 /* Enchant weapon/armour */
2213 item_tester_hook = item_tester_hook_nameless_weapon_armour;
2215 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2216 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2218 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
2219 if (!o_ptr) return (FALSE);
2221 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2223 msg_format("%s は眩い光を発した!",o_name);
2225 msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
2228 if (object_is_artifact(o_ptr))
2231 msg_format("%sは既に伝説のアイテムです!", o_name );
2233 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
2239 else if (object_is_ego(o_ptr))
2242 msg_format("%sは既に名のあるアイテムです!", o_name );
2244 msg_format("The %s %s already %s!",
2245 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2246 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
2252 else if (o_ptr->xtra3)
2255 msg_format("%sは既に強化されています!", o_name );
2257 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"),
2258 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
2264 if (o_ptr->number > 1)
2266 msg_print(_("複数のアイテムに魔法をかけるだけのエネルギーはありません!", "Not enough energy to enchant more than one object!"));
2268 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
2270 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
2275 inven_item_increase(item, 1 - (o_ptr->number));
2279 floor_item_increase(0 - item, 1 - (o_ptr->number));
2282 okay = create_artifact(o_ptr, TRUE);
2288 if (flush_failure) flush();
2289 msg_print(_("強化に失敗した。", "The enchantment failed."));
2290 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2294 if (record_rand_art)
2296 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2297 do_cmd_write_nikki(NIKKI_ART_SCROLL, 0, o_name);
2299 chg_virtue(V_ENCHANT, 1);
2304 /* Something happened */
2311 * Identify an object
2312 * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
2313 * @return 実際に鑑定できたらTRUEを返す
2315 bool identify_item(object_type *o_ptr)
2317 bool old_known = FALSE;
2318 GAME_TEXT o_name[MAX_NLEN];
2320 object_desc(o_name, o_ptr, 0);
2322 if (o_ptr->ident & IDENT_KNOWN)
2325 if (!(o_ptr->ident & (IDENT_MENTAL)))
2327 if (object_is_artifact(o_ptr) || one_in_(5))
2328 chg_virtue(V_KNOWLEDGE, 1);
2331 /* Identify it fully */
2332 object_aware(o_ptr);
2333 object_known(o_ptr);
2335 /* Player touches it */
2336 o_ptr->marked |= OM_TOUCHED;
2338 p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
2339 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2341 strcpy(record_o_name, o_name);
2344 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2346 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
2347 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2348 if(record_rand_art && !old_known && o_ptr->art_name)
2349 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2355 * @brief アイテム鑑定のメインルーチン処理 /
2356 * Identify an object in the inventory (or on the floor)
2357 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2358 * @return 実際に鑑定を行ったならばTRUEを返す
2360 * This routine does *not* automatically combine objects.
2361 * Returns TRUE if something was identified, else FALSE.
2363 bool ident_spell(bool only_equip)
2367 GAME_TEXT o_name[MAX_NLEN];
2372 item_tester_hook = item_tester_hook_identify_weapon_armour;
2374 item_tester_hook = item_tester_hook_identify;
2378 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
2383 item_tester_hook = object_is_weapon_armour_ammo;
2385 item_tester_hook = NULL;
2387 q = _("すべて鑑定済みです。 ", "All items are identified. ");
2390 s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
2392 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
2393 if (!o_ptr) return (FALSE);
2395 old_known = identify_item(o_ptr);
2397 object_desc(o_name, o_ptr, 0);
2398 if (item >= INVEN_RARM)
2400 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2404 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2408 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2411 /* Auto-inscription/destroy */
2412 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2414 /* Something happened */
2420 * @brief アイテム凡庸化のメインルーチン処理 /
2421 * Identify an object in the inventory (or on the floor)
2422 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2423 * @return 実際に凡庸化をを行ったならばTRUEを返す
2426 * Mundanify an object in the inventory (or on the floor)
2427 * This routine does *not* automatically combine objects.
2428 * Returns TRUE if something was mundanified, else FALSE.
2431 bool mundane_spell(bool only_equip)
2437 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
2439 q = _("どれを使いますか?", "Use which item? ");
2440 s = _("使えるものがありません。", "You have nothing you can use.");
2442 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
2443 if (!o_ptr) return (FALSE);
2445 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
2447 POSITION iy = o_ptr->iy; /* Y-position on map, or zero */
2448 POSITION ix = o_ptr->ix; /* X-position on map, or zero */
2449 OBJECT_IDX next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
2450 byte marked = o_ptr->marked; /* Object is marked */
2451 WEIGHT weight = o_ptr->number * o_ptr->weight;
2452 u16b inscription = o_ptr->inscription;
2455 object_prep(o_ptr, o_ptr->k_idx);
2459 o_ptr->next_o_idx = next_o_idx;
2460 o_ptr->marked = marked;
2461 o_ptr->inscription = inscription;
2462 if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
2466 /* Something happened */
2471 * @brief アイテム*鑑定*のメインルーチン処理 /
2472 * Identify an object in the inventory (or on the floor)
2473 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2474 * @return 実際に鑑定を行ったならばTRUEを返す
2476 * Fully "identify" an object in the inventory -BEN-
2477 * This routine returns TRUE if an item was identified.
2479 bool identify_fully(bool only_equip)
2483 GAME_TEXT o_name[MAX_NLEN];
2488 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
2490 item_tester_hook = item_tester_hook_identify_fully;
2494 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
2499 item_tester_hook = object_is_weapon_armour_ammo;
2501 item_tester_hook = NULL;
2503 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
2506 s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
2508 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
2509 if (!o_ptr) return (FALSE);
2511 old_known = identify_item(o_ptr);
2513 /* Mark the item as fully known */
2514 o_ptr->ident |= (IDENT_MENTAL);
2517 object_desc(o_name, o_ptr, 0);
2518 if (item >= INVEN_RARM)
2520 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2524 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2528 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2531 /* Describe it fully */
2532 (void)screen_object(o_ptr, 0L);
2534 /* Auto-inscription/destroy */
2535 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2545 * Recharge a wand/staff/rod from the pack or on the floor.
2546 * This function has been rewritten in Oangband and ZAngband.
2547 * @param power 充填パワー
2548 * @return ターン消費を要する処理まで進んだらTRUEを返す
2550 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
2551 * Chaos -- Arcane Binding --> recharge(90)
2553 * Scroll of recharging --> recharge(130)
2554 * Artifact activation/Thingol --> recharge(130)
2556 * It is harder to recharge high level, and highly charged wands,
2557 * staffs, and rods. The more wands in a stack, the more easily and
2558 * strongly they recharge. Staffs, however, each get fewer charges if
2561 * Beware of "sliding index errors".
2563 bool recharge(int power)
2567 int recharge_strength;
2568 TIME_EFFECT recharge_amount;
2577 GAME_TEXT o_name[MAX_NLEN];
2579 /* Only accept legal items */
2580 item_tester_hook = item_tester_hook_recharge;
2582 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
2583 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
2585 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
2586 if (!o_ptr) return (FALSE);
2588 /* Get the object kind. */
2589 k_ptr = &k_info[o_ptr->k_idx];
2591 /* Extract the object "level" */
2592 lev = k_info[o_ptr->k_idx].level;
2595 /* Recharge a rod */
2596 if (o_ptr->tval == TV_ROD)
2598 /* Extract a recharge strength by comparing object level to power. */
2599 recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
2603 if (one_in_(recharge_strength))
2605 /* Activate the failure code. */
2612 /* Recharge amount */
2613 recharge_amount = (power * damroll(3, 2));
2615 /* Recharge by that amount */
2616 if (o_ptr->timeout > recharge_amount)
2617 o_ptr->timeout -= recharge_amount;
2624 /* Recharge wand/staff */
2627 /* Extract a recharge strength by comparing object level to power.
2628 * Divide up a stack of wands' charges to calculate charge penalty.
2630 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2631 recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
2633 /* All staffs, unstacked wands. */
2634 else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
2637 if (recharge_strength < 0) recharge_strength = 0;
2640 if (one_in_(recharge_strength))
2642 /* Activate the failure code. */
2646 /* If the spell didn't backfire, recharge the wand or staff. */
2649 /* Recharge based on the standard number of charges. */
2650 recharge_amount = randint1(1 + k_ptr->pval / 2);
2652 /* Multiple wands in a stack increase recharging somewhat. */
2653 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2656 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
2657 if (recharge_amount < 1) recharge_amount = 1;
2658 if (recharge_amount > 12) recharge_amount = 12;
2661 /* But each staff in a stack gets fewer additional charges,
2662 * although always at least one.
2664 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
2666 recharge_amount /= (TIME_EFFECT)o_ptr->number;
2667 if (recharge_amount < 1) recharge_amount = 1;
2670 /* Recharge the wand or staff. */
2671 o_ptr->pval += recharge_amount;
2674 /* Hack -- we no longer "know" the item */
2675 o_ptr->ident &= ~(IDENT_KNOWN);
2677 /* Hack -- we no longer think the item is empty */
2678 o_ptr->ident &= ~(IDENT_EMPTY);
2683 /* Inflict the penalties for failing a recharge. */
2686 /* Artifacts are never destroyed. */
2687 if (object_is_fixed_artifact(o_ptr))
2689 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2690 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);
2692 /* Artifact rods. */
2693 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
2694 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2696 /* Artifact wands and staffs. */
2697 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
2702 /* Get the object description */
2703 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2705 /*** Determine Seriousness of Failure ***/
2707 /* Mages recharge objects more safely. */
2708 if (IS_WIZARD_CLASS() || p_ptr->pclass == CLASS_MAGIC_EATER || p_ptr->pclass == CLASS_BLUE_MAGE)
2710 /* 10% chance to blow up one rod, otherwise draining. */
2711 if (o_ptr->tval == TV_ROD)
2713 if (one_in_(10)) fail_type = 2;
2716 /* 75% chance to blow up one wand, otherwise draining. */
2717 else if (o_ptr->tval == TV_WAND)
2719 if (!one_in_(3)) fail_type = 2;
2722 /* 50% chance to blow up one staff, otherwise no effect. */
2723 else if (o_ptr->tval == TV_STAFF)
2725 if (one_in_(2)) fail_type = 2;
2730 /* All other classes get no special favors. */
2733 /* 33% chance to blow up one rod, otherwise draining. */
2734 if (o_ptr->tval == TV_ROD)
2736 if (one_in_(3)) fail_type = 2;
2739 /* 20% chance of the entire stack, else destroy one wand. */
2740 else if (o_ptr->tval == TV_WAND)
2742 if (one_in_(5)) fail_type = 3;
2745 /* Blow up one staff. */
2746 else if (o_ptr->tval == TV_STAFF)
2752 /*** Apply draining and destruction. ***/
2754 /* Drain object or stack of objects. */
2757 if (o_ptr->tval == TV_ROD)
2759 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!"));
2761 if (o_ptr->timeout < 10000)
2762 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2764 else if (o_ptr->tval == TV_WAND)
2766 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);
2769 /* Staffs aren't drained. */
2772 /* Destroy an object or one in a stack of objects. */
2775 if (o_ptr->number > 1)
2776 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);
2778 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2780 /* Reduce rod stack maximum timeout, drain wands. */
2781 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
2782 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
2784 /* Reduce and describe inventory */
2787 inven_item_increase(item, -1);
2788 inven_item_describe(item);
2789 inven_item_optimize(item);
2792 /* Reduce and describe floor item */
2795 floor_item_increase(0 - item, -1);
2796 floor_item_describe(0 - item);
2797 floor_item_optimize(0 - item);
2801 /* Destroy all members of a stack of objects. */
2804 if (o_ptr->number > 1)
2805 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);
2807 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2809 /* Reduce and describe inventory */
2812 inven_item_increase(item, -999);
2813 inven_item_describe(item);
2814 inven_item_optimize(item);
2817 /* Reduce and describe floor item */
2820 floor_item_increase(0 - item, -999);
2821 floor_item_describe(0 - item);
2822 floor_item_optimize(0 - item);
2828 /* Combine / Reorder the pack (later) */
2829 p_ptr->update |= (PU_COMBINE | PU_REORDER);
2830 p_ptr->window |= (PW_INVEN);
2832 /* Something was done */
2840 * @return ターン消費を要する処理を行ったならばTRUEを返す
2842 bool bless_weapon(void)
2846 BIT_FLAGS flgs[TR_FLAG_SIZE];
2847 GAME_TEXT o_name[MAX_NLEN];
2850 /* Bless only weapons */
2851 item_tester_hook = object_is_weapon;
2853 q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
2854 s = _("祝福できる武器がありません。", "You have weapon to bless.");
2856 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
2857 if (!o_ptr) return FALSE;
2859 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2860 object_flags(o_ptr, flgs);
2862 if (object_is_cursed(o_ptr))
2864 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
2865 have_flag(flgs, TR_ADD_L_CURSE) ||
2866 have_flag(flgs, TR_ADD_H_CURSE) ||
2867 (o_ptr->curse_flags & TRC_PERMA_CURSE))
2870 msg_format("%sを覆う黒いオーラは祝福を跳ね返した!", o_name);
2872 msg_format("The black aura on %s %s disrupts the blessing!", ((item >= 0) ? "your" : "the"), o_name);
2879 msg_format("%s から邪悪なオーラが消えた。", o_name);
2881 msg_format("A malignant aura leaves %s %s.", ((item >= 0) ? "your" : "the"), o_name);
2886 o_ptr->curse_flags = 0L;
2888 /* Hack -- Assume felt */
2889 o_ptr->ident |= (IDENT_SENSE);
2891 o_ptr->feeling = FEEL_NONE;
2893 /* Recalculate the bonuses */
2894 p_ptr->update |= (PU_BONUS);
2895 p_ptr->window |= (PW_EQUIP);
2899 * Next, we try to bless it. Artifacts have a 1/3 chance of
2900 * being blessed, otherwise, the operation simply disenchants
2901 * them, godly power negating the magic. Ok, the explanation
2902 * is silly, but otherwise priests would always bless every
2903 * artifact weapon they find. Ego weapons and normal weapons
2904 * can be blessed automatically.
2906 if (have_flag(flgs, TR_BLESSED))
2909 msg_format("%s は既に祝福されている。", o_name);
2911 msg_format("%s %s %s blessed already.",
2912 ((item >= 0) ? "Your" : "The"), o_name,
2913 ((o_ptr->number > 1) ? "were" : "was"));
2919 if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
2922 msg_format("%sは輝いた!", o_name);
2924 msg_format("%s %s shine%s!",
2925 ((item >= 0) ? "Your" : "The"), o_name,
2926 ((o_ptr->number > 1) ? "" : "s"));
2929 add_flag(o_ptr->art_flags, TR_BLESSED);
2930 o_ptr->discount = 99;
2934 bool dis_happened = FALSE;
2935 msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
2937 /* Disenchant tohit */
2938 if (o_ptr->to_h > 0)
2941 dis_happened = TRUE;
2944 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
2946 /* Disenchant todam */
2947 if (o_ptr->to_d > 0)
2950 dis_happened = TRUE;
2953 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
2955 /* Disenchant toac */
2956 if (o_ptr->to_a > 0)
2959 dis_happened = TRUE;
2962 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
2966 msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
2969 msg_format("%s は劣化した!", o_name);
2971 msg_format("%s %s %s disenchanted!", ((item >= 0) ? "Your" : "The"), o_name,
2972 ((o_ptr->number > 1) ? "were" : "was"));
2978 p_ptr->update |= (PU_BONUS);
2979 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
2989 * @return ターン消費を要する処理を行ったならばTRUEを返す
2991 bool pulish_shield(void)
2995 BIT_FLAGS flgs[TR_FLAG_SIZE];
2996 GAME_TEXT o_name[MAX_NLEN];
2999 /* Assume enchant weapon */
3000 item_tester_tval = TV_SHIELD;
3002 q = _("どの盾を磨きますか?", "Pulish which weapon? ");
3003 s = _("磨く盾がありません。", "You have weapon to pulish.");
3005 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
3006 if (!o_ptr) return FALSE;
3008 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3009 object_flags(o_ptr, flgs);
3011 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
3012 !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
3015 msg_format("%sは輝いた!", o_name);
3017 msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
3019 o_ptr->name2 = EGO_REFLECTION;
3020 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
3022 o_ptr->discount = 99;
3023 chg_virtue(V_ENCHANT, 2);
3029 if (flush_failure) flush();
3031 msg_print(_("失敗した。", "Failed."));
3032 chg_virtue(V_ENCHANT, -2);
3042 * Potions "smash open" and cause an area effect when
3043 * @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)
3046 * @param k_idx 破損した薬のアイテムID
3047 * @return 薬を浴びたモンスターが起こるならばTRUEを返す
3050 * (1) they are shattered while in the player's inventory,
3051 * due to cold (etc) attacks;
3052 * (2) they are thrown at a monster, or obstacle;
3053 * (3) they are shattered by a "cold ball" or other such spell
3054 * while lying on the floor.
3057 * who --- who caused the potion to shatter (0=player)
3058 * potions that smash on the floor are assumed to
3059 * be caused by no-one (who = 1), as are those that
3060 * shatter inside the player inventory.
3061 * (Not anymore -- I changed this; TY)
3062 * y, x --- coordinates of the potion (or player if
3063 * the potion was in her inventory);
3064 * o_ptr --- pointer to the potion object.
3067 bool potion_smash_effect(MONSTER_IDX who, POSITION y, POSITION x, KIND_OBJECT_IDX k_idx)
3074 object_kind *k_ptr = &k_info[k_idx];
3076 switch (k_ptr->sval)
3078 case SV_POTION_SALT_WATER:
3079 case SV_POTION_SLIME_MOLD:
3080 case SV_POTION_LOSE_MEMORIES:
3081 case SV_POTION_DEC_STR:
3082 case SV_POTION_DEC_INT:
3083 case SV_POTION_DEC_WIS:
3084 case SV_POTION_DEC_DEX:
3085 case SV_POTION_DEC_CON:
3086 case SV_POTION_DEC_CHR:
3087 case SV_POTION_WATER: /* perhaps a 'water' attack? */
3088 case SV_POTION_APPLE_JUICE:
3091 case SV_POTION_INFRAVISION:
3092 case SV_POTION_DETECT_INVIS:
3093 case SV_POTION_SLOW_POISON:
3094 case SV_POTION_CURE_POISON:
3095 case SV_POTION_BOLDNESS:
3096 case SV_POTION_RESIST_HEAT:
3097 case SV_POTION_RESIST_COLD:
3098 case SV_POTION_HEROISM:
3099 case SV_POTION_BESERK_STRENGTH:
3100 case SV_POTION_RES_STR:
3101 case SV_POTION_RES_INT:
3102 case SV_POTION_RES_WIS:
3103 case SV_POTION_RES_DEX:
3104 case SV_POTION_RES_CON:
3105 case SV_POTION_RES_CHR:
3106 case SV_POTION_INC_STR:
3107 case SV_POTION_INC_INT:
3108 case SV_POTION_INC_WIS:
3109 case SV_POTION_INC_DEX:
3110 case SV_POTION_INC_CON:
3111 case SV_POTION_INC_CHR:
3112 case SV_POTION_AUGMENTATION:
3113 case SV_POTION_ENLIGHTENMENT:
3114 case SV_POTION_STAR_ENLIGHTENMENT:
3115 case SV_POTION_SELF_KNOWLEDGE:
3116 case SV_POTION_EXPERIENCE:
3117 case SV_POTION_RESISTANCE:
3118 case SV_POTION_INVULNERABILITY:
3119 case SV_POTION_NEW_LIFE:
3120 /* All of the above potions have no effect when shattered */
3122 case SV_POTION_SLOWNESS:
3127 case SV_POTION_POISON:
3132 case SV_POTION_BLINDNESS:
3136 case SV_POTION_CONFUSION: /* Booze */
3140 case SV_POTION_SLEEP:
3144 case SV_POTION_RUINATION:
3145 case SV_POTION_DETONATIONS:
3147 dam = damroll(25, 25);
3150 case SV_POTION_DEATH:
3151 dt = GF_DEATH_RAY; /* !! */
3152 dam = k_ptr->level * 10;
3156 case SV_POTION_SPEED:
3159 case SV_POTION_CURE_LIGHT:
3161 dam = damroll(2, 3);
3163 case SV_POTION_CURE_SERIOUS:
3165 dam = damroll(4, 3);
3167 case SV_POTION_CURE_CRITICAL:
3168 case SV_POTION_CURING:
3170 dam = damroll(6, 3);
3172 case SV_POTION_HEALING:
3174 dam = damroll(10, 10);
3176 case SV_POTION_RESTORE_EXP:
3181 case SV_POTION_LIFE:
3183 dam = damroll(50, 50);
3186 case SV_POTION_STAR_HEALING:
3188 dam = damroll(50, 50);
3191 case SV_POTION_RESTORE_MANA: /* MANA */
3193 dam = damroll(10, 10);
3200 (void)project(who, radius, y, x, dam, dt,
3201 (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
3203 /* XXX those potions that explode need to become "known" */
3209 * @brief プレイヤーの全既知呪文を表示する /
3210 * Hack -- Display all known spells in a window
3213 * Need to analyze size of the window.
3214 * Need more color coding.
3216 void display_spell_list(void)
3221 const magic_type *s_ptr;
3222 GAME_TEXT name[MAX_NLEN];
3229 /* They have too many spells to list */
3230 if (p_ptr->pclass == CLASS_SORCERER) return;
3231 if (p_ptr->pclass == CLASS_RED_MAGE) return;
3233 if (p_ptr->pclass == CLASS_SNIPER)
3235 display_snipe_list();
3239 /* mind.c type classes */
3240 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3241 (p_ptr->pclass == CLASS_BERSERKER) ||
3242 (p_ptr->pclass == CLASS_NINJA) ||
3243 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3244 (p_ptr->pclass == CLASS_FORCETRAINER))
3247 PLAYER_LEVEL plev = p_ptr->lev;
3253 bool use_hp = FALSE;
3258 /* Display a list of spells */
3260 put_str(_("名前", "Name"), y, x + 5);
3261 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
3263 switch(p_ptr->pclass)
3265 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
3266 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
3267 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
3268 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
3269 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
3270 default: use_mind = 0;break;
3273 /* Dump the spells */
3274 for (i = 0; i < MAX_MIND_POWERS; i++)
3276 byte a = TERM_WHITE;
3278 /* Access the available spell */
3279 spell = mind_powers[use_mind].info[i];
3280 if (spell.min_lev > plev) break;
3282 /* Get the failure rate */
3283 chance = spell.fail;
3285 /* Reduce failure rate by "effective" level adjustment */
3286 chance -= 3 * (p_ptr->lev - spell.min_lev);
3288 /* Reduce failure rate by INT/WIS adjustment */
3289 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3293 /* Not enough mana to cast */
3294 if (spell.mana_cost > p_ptr->csp)
3296 chance += 5 * (spell.mana_cost - p_ptr->csp);
3302 /* Not enough hp to cast */
3303 if (spell.mana_cost > p_ptr->chp)
3310 /* Extract the minimum failure rate */
3311 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3313 /* Minimum failure rate */
3314 if (chance < minfail) chance = minfail;
3316 /* Stunning makes spells harder */
3317 if (p_ptr->stun > 50) chance += 25;
3318 else if (p_ptr->stun) chance += 15;
3320 /* Always a 5 percent chance of working */
3321 if (chance > 95) chance = 95;
3324 mindcraft_info(comment, use_mind, i);
3326 /* Dump the spell */
3327 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
3329 spell.min_lev, spell.mana_cost, chance, comment);
3331 Term_putstr(x, y + i + 1, -1, a, psi_desc);
3336 /* Cannot read spellbooks */
3337 if (REALM_NONE == p_ptr->realm1) return;
3339 /* Normal spellcaster with books */
3342 for (j = 0; j < ((p_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
3346 /* Reset vertical */
3349 /* Vertical location */
3350 y = (j < 3) ? 0 : (m[j - 3] + 2);
3352 /* Horizontal location */
3356 for (i = 0; i < 32; i++)
3358 byte a = TERM_WHITE;
3360 /* Access the spell */
3361 if (!is_magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2))
3363 s_ptr = &technic_info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - MIN_TECHNIC][i % 32];
3367 s_ptr = &mp_ptr->info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - 1][i % 32];
3370 strcpy(name, do_spell((j < 1) ? p_ptr->realm1 : p_ptr->realm2, i % 32, SPELL_NAME));
3373 if (s_ptr->slevel >= 99)
3376 strcpy(name, _("(判読不能)", "(illegible)"));
3384 ((p_ptr->spell_forgotten1 & (1L << i))) :
3385 ((p_ptr->spell_forgotten2 & (1L << (i % 32)))))
3392 else if (!((j < 1) ?
3393 (p_ptr->spell_learned1 & (1L << i)) :
3394 (p_ptr->spell_learned2 & (1L << (i % 32)))))
3401 else if (!((j < 1) ?
3402 (p_ptr->spell_worked1 & (1L << i)) :
3403 (p_ptr->spell_worked2 & (1L << (i % 32)))))
3409 /* Dump the spell --(-- */
3410 sprintf(out_val, "%c/%c) %-20.20s",
3411 I2A(n / 8), I2A(n % 8), name);
3416 /* Dump onto the window */
3417 Term_putstr(x, m[j], -1, a, out_val);
3427 * @brief 呪文の経験値を返す /
3428 * Returns experience of a spell
3430 * @param use_realm 魔法領域
3433 EXP experience_of_spell(SPELL_IDX spell, REALM_IDX use_realm)
3435 if (p_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
3436 else if (p_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
3437 else if (use_realm == p_ptr->realm1) return p_ptr->spell_exp[spell];
3438 else if (use_realm == p_ptr->realm2) return p_ptr->spell_exp[spell + 32];
3444 * @brief 呪文の消費MPを返す /
3445 * Modify mana consumption rate using spell exp and p_ptr->dec_mana
3446 * @param need_mana 基本消費MP
3451 MANA_POINT mod_need_mana(MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
3453 #define MANA_CONST 2400
3455 #define DEC_MANA_DIV 3
3458 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
3461 * need_mana defaults if spell exp equals SPELL_EXP_EXPERT and !p_ptr->dec_mana.
3462 * MANA_CONST is used to calculate need_mana effected from spell proficiency.
3464 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(spell, realm)) + (MANA_CONST - 1);
3465 need_mana *= p_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
3466 need_mana /= MANA_CONST * MANA_DIV;
3467 if (need_mana < 1) need_mana = 1;
3470 /* Non-realm magic */
3473 if (p_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
3485 * @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) /
3486 * Modify spell fail rate
3487 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3488 * @param chance 修正前失敗率
3492 PERCENTAGE mod_spell_chance_1(PERCENTAGE chance)
3494 chance += p_ptr->to_m_chance;
3496 if (p_ptr->heavy_spell) chance += 20;
3498 if (p_ptr->dec_mana && p_ptr->easy_spell) chance -= 4;
3499 else if (p_ptr->easy_spell) chance -= 3;
3500 else if (p_ptr->dec_mana) chance -= 2;
3507 * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
3508 * Modify spell fail rate
3509 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3510 * @param chance 修正前失敗率
3512 * Modify spell fail rate (as "suffix" process)
3513 * Using p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3514 * Note: variable "chance" cannot be negative.
3517 PERCENTAGE mod_spell_chance_2(PERCENTAGE chance)
3519 if (p_ptr->dec_mana) chance--;
3521 if (p_ptr->heavy_spell) chance += 5;
3523 return MAX(chance, 0);
3528 * @brief 呪文の失敗率計算メインルーチン /
3529 * Returns spell chance of failure for spell -RAK-
3531 * @param use_realm 魔法領域ID
3534 PERCENTAGE spell_chance(SPELL_IDX spell, REALM_IDX use_realm)
3536 PERCENTAGE chance, minfail;
3537 const magic_type *s_ptr;
3538 MANA_POINT need_mana;
3539 PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
3542 /* Paranoia -- must be literate */
3543 if (!mp_ptr->spell_book) return (100);
3545 if (use_realm == REALM_HISSATSU) return 0;
3547 /* Access the spell */
3548 if (!is_magic(use_realm))
3550 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3554 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3557 /* Extract the base spell failure rate */
3558 chance = s_ptr->sfail;
3560 /* Reduce failure rate by "effective" level adjustment */
3561 chance -= 3 * (p_ptr->lev - s_ptr->slevel);
3563 /* Reduce failure rate by INT/WIS adjustment */
3564 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3567 chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
3569 /* Extract mana consumption rate */
3570 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3572 /* Not enough mana to cast */
3573 if (need_mana > p_ptr->csp)
3575 chance += 5 * (need_mana - p_ptr->csp);
3578 if ((use_realm != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
3580 /* Extract the minimum failure rate */
3581 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3584 * Non mage/priest characters never get too good
3585 * (added high mage, mindcrafter)
3587 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
3589 if (minfail < 5) minfail = 5;
3592 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
3593 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
3594 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
3596 chance = mod_spell_chance_1(chance);
3598 /* Goodness or evilness gives a penalty to failure rate */
3602 if ((p_ptr->align > 50) || (p_ptr->align < -50)) chance += penalty;
3604 case REALM_LIFE: case REALM_CRUSADE:
3605 if (p_ptr->align < -20) chance += penalty;
3607 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
3608 if (p_ptr->align > 20) chance += penalty;
3612 /* Minimum failure rate */
3613 if (chance < minfail) chance = minfail;
3615 /* Stunning makes spells harder */
3616 if (p_ptr->stun > 50) chance += 25;
3617 else if (p_ptr->stun) chance += 15;
3619 /* Always a 5 percent chance of working */
3620 if (chance > 95) chance = 95;
3622 if ((use_realm == p_ptr->realm1) || (use_realm == p_ptr->realm2)
3623 || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3625 EXP exp = experience_of_spell(spell, use_realm);
3626 if (exp >= SPELL_EXP_EXPERT) chance--;
3627 if (exp >= SPELL_EXP_MASTER) chance--;
3630 /* Return the chance */
3631 return mod_spell_chance_2(chance);
3636 * @brief 魔法が利用可能かどうかを返す /
3637 * Determine if a spell is "okay" for the player to cast or study
3638 * The spell must be legible, not forgotten, and also, to cast,
3639 * it must be known, and to study, it must not be known.
3641 * @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
3642 * @param study_pray 祈りの学習判定目的ならばTRUE
3643 * @param use_realm 魔法領域ID
3646 bool spell_okay(int spell, bool learned, bool study_pray, int use_realm)
3648 const magic_type *s_ptr;
3650 /* Access the spell */
3651 if (!is_magic(use_realm))
3653 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3657 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3660 /* Spell is illegal */
3661 if (s_ptr->slevel > p_ptr->lev) return (FALSE);
3663 /* Spell is forgotten */
3664 if ((use_realm == p_ptr->realm2) ?
3665 (p_ptr->spell_forgotten2 & (1L << spell)) :
3666 (p_ptr->spell_forgotten1 & (1L << spell)))
3672 if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
3673 if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
3675 /* Spell is learned */
3676 if ((use_realm == p_ptr->realm2) ?
3677 (p_ptr->spell_learned2 & (1L << spell)) :
3678 (p_ptr->spell_learned1 & (1L << spell)))
3681 return (!study_pray);
3684 /* Okay to study, not to cast */
3691 * @brief 呪文情報の表示処理 /
3692 * Print a list of spells (for browsing or casting or viewing)
3693 * @param target_spell 呪文ID
3694 * @param spells 表示するスペルID配列の参照ポインタ
3695 * @param num 表示するスペルの数(spellsの要素数)
3696 * @param y 表示メッセージ左上Y座標
3697 * @param x 表示メッセージ左上X座標
3698 * @param use_realm 魔法領域ID
3701 void print_spells(SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_LEN y, TERM_LEN x, REALM_IDX use_realm)
3705 int exp_level, increment = 64;
3706 const magic_type *s_ptr;
3711 MANA_POINT need_mana;
3716 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && p_ptr->wizard)
3717 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
3719 /* Title the list */
3721 if (use_realm == REALM_HISSATSU)
3722 strcpy(buf,_(" Lv MP", " Lv SP"));
3724 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
3726 put_str(_("名前", "Name"), y, x + 5);
3727 put_str(buf, y, x + 29);
3729 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
3730 else if (use_realm == p_ptr->realm1) increment = 0;
3731 else if (use_realm == p_ptr->realm2) increment = 32;
3733 /* Dump the spells */
3734 for (i = 0; i < num; i++)
3738 if (!is_magic(use_realm))
3740 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3744 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3747 if (use_realm == REALM_HISSATSU)
3748 need_mana = s_ptr->smana;
3751 EXP exp = experience_of_spell(spell, use_realm);
3753 /* Extract mana consumption rate */
3754 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3756 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
3757 else exp_level = spell_exp_level(exp);
3760 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
3761 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
3762 else if (s_ptr->slevel >= 99) max = TRUE;
3763 else if ((p_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
3765 strncpy(ryakuji, exp_level_str[exp_level], 4);
3770 if (use_menu && target_spell)
3772 if (i == (target_spell-1))
3773 strcpy(out_val, _(" 》 ", " > "));
3775 strcpy(out_val, " ");
3777 else sprintf(out_val, " %c) ", I2A(i));
3778 /* Skip illegible spells */
3779 if (s_ptr->slevel >= 99)
3781 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
3782 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
3786 /* XXX XXX Could label spells above the players level */
3788 /* Get extra info */
3789 strcpy(info, do_spell(use_realm, spell, SPELL_INFO));
3794 /* Assume spell is known and tried */
3795 line_attr = TERM_WHITE;
3797 /* Analyze the spell */
3798 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3800 if (s_ptr->slevel > p_ptr->max_plv)
3802 comment = _("未知", "unknown");
3803 line_attr = TERM_L_BLUE;
3805 else if (s_ptr->slevel > p_ptr->lev)
3807 comment = _("忘却", "forgotten");
3808 line_attr = TERM_YELLOW;
3811 else if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2))
3813 comment = _("未知", "unknown");
3814 line_attr = TERM_L_BLUE;
3816 else if ((use_realm == p_ptr->realm1) ?
3817 ((p_ptr->spell_forgotten1 & (1L << spell))) :
3818 ((p_ptr->spell_forgotten2 & (1L << spell))))
3820 comment = _("忘却", "forgotten");
3821 line_attr = TERM_YELLOW;
3823 else if (!((use_realm == p_ptr->realm1) ?
3824 (p_ptr->spell_learned1 & (1L << spell)) :
3825 (p_ptr->spell_learned2 & (1L << spell))))
3827 comment = _("未知", "unknown");
3828 line_attr = TERM_L_BLUE;
3830 else if (!((use_realm == p_ptr->realm1) ?
3831 (p_ptr->spell_worked1 & (1L << spell)) :
3832 (p_ptr->spell_worked2 & (1L << spell))))
3834 comment = _("未経験", "untried");
3835 line_attr = TERM_L_GREEN;
3838 /* Dump the spell --(-- */
3839 if (use_realm == REALM_HISSATSU)
3841 strcat(out_val, format("%-25s %2d %4d",
3842 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
3843 s_ptr->slevel, need_mana));
3847 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
3848 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
3849 (max ? '!' : ' '), ryakuji,
3850 s_ptr->slevel, need_mana, spell_chance(spell, use_realm), comment));
3852 c_prt(line_attr, out_val, y + i + 1, x);
3855 /* Clear the bottom line */
3856 prt("", y + i + 1, x);
3863 * @return ターン消費を要する処理を行ったならばTRUEを返す
3865 bool rustproof(void)
3869 GAME_TEXT o_name[MAX_NLEN];
3872 /* Select a piece of armour */
3873 item_tester_hook = object_is_armour;
3875 q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
3876 s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
3878 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
3879 if (!o_ptr) return FALSE;
3881 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3883 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3885 if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
3888 msg_format("%sは新品同様になった!",o_name);
3890 msg_format("%s %s look%s as good as new!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
3897 msg_format("%sは腐食しなくなった。", o_name);
3899 msg_format("%s %s %s now protected against corrosion.", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "are" : "is"));
3909 * Curse the players armor
3910 * @return 実際に呪縛されたらTRUEを返す
3912 bool curse_armor(void)
3917 GAME_TEXT o_name[MAX_NLEN];
3920 /* Curse the body armor */
3921 o_ptr = &inventory[INVEN_BODY];
3923 /* Nothing to curse */
3924 if (!o_ptr->k_idx) return (FALSE);
3926 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
3928 /* Attempt a saving throw for artifacts */
3929 if (object_is_artifact(o_ptr) && (randint0(100) < 50))
3933 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!",
3934 "恐怖の暗黒オーラ", "防具", o_name);
3936 msg_format("A %s tries to %s, but your %s resists the effects!",
3937 "terrible black aura", "surround your armor", o_name);
3942 /* not artifact or failed save... */
3945 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);
3946 chg_virtue(V_ENCHANT, -5);
3948 /* Blast the armor */
3950 o_ptr->name2 = EGO_BLASTED;
3951 o_ptr->to_a = 0 - randint1(5) - randint1(5);
3958 for (i = 0; i < TR_FLAG_SIZE; i++)
3959 o_ptr->art_flags[i] = 0;
3962 o_ptr->curse_flags = TRC_CURSED;
3965 o_ptr->ident |= (IDENT_BROKEN);
3966 p_ptr->update |= (PU_BONUS);
3968 /* Recalculate mana */
3969 p_ptr->update |= (PU_MANA);
3971 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3979 * Curse the players weapon
3980 * @param force 無条件に呪縛を行うならばTRUE
3981 * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
3982 * @return 実際に呪縛されたらTRUEを返す
3984 bool curse_weapon_object(bool force, object_type *o_ptr)
3987 GAME_TEXT o_name[MAX_NLEN];
3989 /* Nothing to curse */
3990 if (!o_ptr->k_idx) return (FALSE);
3991 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
3993 /* Attempt a saving throw */
3994 if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
3998 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!",
3999 "恐怖の暗黒オーラ", "武器", o_name);
4001 msg_format("A %s tries to %s, but your %s resists the effects!",
4002 "terrible black aura", "surround your weapon", o_name);
4006 /* not artifact or failed save... */
4009 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);
4010 chg_virtue(V_ENCHANT, -5);
4012 /* Shatter the weapon */
4014 o_ptr->name2 = EGO_SHATTERED;
4015 o_ptr->to_h = 0 - randint1(5) - randint1(5);
4016 o_ptr->to_d = 0 - randint1(5) - randint1(5);
4022 for (i = 0; i < TR_FLAG_SIZE; i++)
4023 o_ptr->art_flags[i] = 0;
4026 o_ptr->curse_flags = TRC_CURSED;
4029 o_ptr->ident |= (IDENT_BROKEN);
4030 p_ptr->update |= (PU_BONUS);
4032 /* Recalculate mana */
4033 p_ptr->update |= (PU_MANA);
4035 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4042 * @brief 武器呪縛処理のメインルーチン /
4043 * Curse the players weapon
4044 * @param force 無条件に呪縛を行うならばTRUE
4045 * @param slot 呪縛する武器の装備スロット
4046 * @return 実際に呪縛されたらTRUEを返す
4048 bool curse_weapon(bool force, int slot)
4050 /* Curse the weapon */
4051 return curse_weapon_object(force, &inventory[slot]);
4056 * @brief ボルトのエゴ化処理(火炎エゴのみ) /
4057 * Enchant some bolts
4060 bool brand_bolts(void)
4064 /* Use the first acceptable bolts */
4065 for (i = 0; i < INVEN_PACK; i++)
4067 object_type *o_ptr = &inventory[i];
4069 /* Skip non-bolts */
4070 if (o_ptr->tval != TV_BOLT) continue;
4072 /* Skip artifacts and ego-items */
4073 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
4076 /* Skip cursed/broken items */
4077 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
4080 if (randint0(100) < 75) continue;
4082 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!"));
4085 o_ptr->name2 = EGO_FLAME;
4086 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
4090 if (flush_failure) flush();
4093 msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
4100 * @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 /
4101 * Helper function -- return a "nearby" race for polymorphing
4102 * @param r_idx 基準となるモンスター種族ID
4103 * @return 変更先のモンスター種族ID
4105 * Note that this function is one of the more "dangerous" ones...
4107 static MONRACE_IDX poly_r_idx(MONRACE_IDX r_idx)
4109 monster_race *r_ptr = &r_info[r_idx];
4115 /* Hack -- Uniques/Questors never polymorph */
4116 if ((r_ptr->flags1 & RF1_UNIQUE) ||
4117 (r_ptr->flags1 & RF1_QUESTOR))
4120 /* Allowable range of "levels" for resulting monster */
4121 lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
4122 lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
4124 /* Pick a (possibly new) non-unique race */
4125 for (i = 0; i < 1000; i++)
4127 /* Pick a new race, using a level calculation */
4128 r = get_mon_num((dun_level + r_ptr->level) / 2 + 5);
4130 /* Handle failure */
4136 /* Ignore unique monsters */
4137 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4139 /* Ignore monsters with incompatible levels */
4140 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
4142 /* Use that index */
4151 * @brief 指定座標にいるモンスターを変身させる /
4152 * Helper function -- return a "nearby" race for polymorphing
4155 * @return 実際に変身したらTRUEを返す
4157 bool polymorph_monster(POSITION y, POSITION x)
4159 cave_type *c_ptr = &cave[y][x];
4160 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4161 bool polymorphed = FALSE;
4162 MONRACE_IDX new_r_idx;
4163 MONRACE_IDX old_r_idx = m_ptr->r_idx;
4164 bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
4165 bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
4166 monster_type back_m;
4168 if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
4170 if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
4172 /* Memorize the monster before polymorphing */
4175 /* Pick a "new" monster race */
4176 new_r_idx = poly_r_idx(old_r_idx);
4178 /* Handle polymorph */
4179 if (new_r_idx != old_r_idx)
4181 BIT_FLAGS mode = 0L;
4182 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
4183 OBJECT_IDX this_o_idx, next_o_idx = 0;
4185 /* Get the monsters attitude */
4186 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
4187 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
4188 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
4190 /* Mega-hack -- ignore held objects */
4191 m_ptr->hold_o_idx = 0;
4193 /* "Kill" the "old" monster */
4194 delete_monster_idx(c_ptr->m_idx);
4196 /* Create a new monster (no groups) */
4197 if (place_monster_aux(0, y, x, new_r_idx, mode))
4199 m_list[hack_m_idx_ii].nickname = back_m.nickname;
4200 m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
4201 m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
4208 /* Placing the new monster failed */
4209 if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
4211 m_list[hack_m_idx_ii] = back_m;
4213 /* Re-initialize monster process */
4216 else preserve_hold_objects = FALSE;
4219 /* Mega-hack -- preserve held objects */
4220 if (preserve_hold_objects)
4222 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4224 object_type *o_ptr = &o_list[this_o_idx];
4226 /* Acquire next object */
4227 next_o_idx = o_ptr->next_o_idx;
4229 /* Held by new monster */
4230 o_ptr->held_m_idx = hack_m_idx_ii;
4233 else if (back_m.hold_o_idx) /* Failed (paranoia) */
4235 /* Delete objects */
4236 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4238 /* Acquire next object */
4239 next_o_idx = o_list[this_o_idx].next_o_idx;
4241 delete_object_idx(this_o_idx);
4245 if (targeted) target_who = hack_m_idx_ii;
4246 if (health_tracked) health_track(hack_m_idx_ii);
4255 * @param x テレポート先のX座標
4256 * @param y テレポート先のY座標
4257 * @return 目標に指定通りテレポートできたならばTRUEを返す
4259 static bool dimension_door_aux(DEPTH x, DEPTH y)
4261 PLAYER_LEVEL plev = p_ptr->lev;
4263 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
4265 if (!cave_player_teleportable_bold(y, x, 0L) ||
4266 (distance(y, x, p_ptr->y, p_ptr->x) > plev / 2 + 10) ||
4267 (!randint0(plev / 10 + 10)))
4269 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
4270 teleport_player((plev + 2) * 2, TELEPORT_PASSIVE);
4277 teleport_player_to(y, x, 0L);
4286 * @brief 次元の扉処理のメインルーチン /
4288 * @return ターンを消費した場合TRUEを返す
4290 bool dimension_door(void)
4294 /* Rerutn FALSE if cancelled */
4295 if (!tgt_pt(&x, &y)) return FALSE;
4297 if (dimension_door_aux(x, y)) return TRUE;
4299 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!"));
4306 * @brief 鏡抜け処理のメインルーチン /
4307 * Mirror Master's Dimension Door
4308 * @return ターンを消費した場合TRUEを返す
4310 bool mirror_tunnel(void)
4312 POSITION x = 0, y = 0;
4314 /* Rerutn FALSE if cancelled */
4315 if (!tgt_pt(&x, &y)) return FALSE;
4317 if (dimension_door_aux(x, y)) return TRUE;
4319 msg_print(_("鏡の世界をうまく通れなかった!", "You fail to pass the mirror plane correctly!"));
4327 * @return ターンを消費した場合TRUEを返す
4329 bool eat_magic(int power)
4335 int recharge_strength = 0;
4341 GAME_TEXT o_name[MAX_NLEN];
4343 item_tester_hook = item_tester_hook_recharge;
4345 q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
4346 s = _("魔力を吸収できるアイテムがありません。", "You have nothing to drain.");
4348 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
4349 if (!o_ptr) return FALSE;
4351 k_ptr = &k_info[o_ptr->k_idx];
4352 lev = k_info[o_ptr->k_idx].level;
4354 if (o_ptr->tval == TV_ROD)
4356 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
4359 if (one_in_(recharge_strength))
4361 /* Activate the failure code. */
4366 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
4368 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."));
4373 o_ptr->timeout += k_ptr->pval;
4379 /* All staffs, wands. */
4380 recharge_strength = (100 + power - lev) / 15;
4383 if (recharge_strength < 0) recharge_strength = 0;
4386 if (one_in_(recharge_strength))
4388 /* Activate the failure code. */
4393 if (o_ptr->pval > 0)
4395 p_ptr->csp += lev / 2;
4398 /* XXX Hack -- unstack if necessary */
4399 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
4405 /* Obtain a local object */
4406 object_copy(q_ptr, o_ptr);
4408 /* Modify quantity */
4411 /* Restore the charges */
4414 /* Unstack the used item */
4416 p_ptr->total_weight -= q_ptr->weight;
4417 item = inven_carry(q_ptr);
4419 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
4424 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
4426 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
4430 /* Inflict the penalties for failing a recharge. */
4433 /* Artifacts are never destroyed. */
4434 if (object_is_fixed_artifact(o_ptr))
4436 object_desc(o_name, o_ptr, OD_NAME_ONLY);
4437 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);
4439 /* Artifact rods. */
4440 if (o_ptr->tval == TV_ROD)
4441 o_ptr->timeout = k_ptr->pval * o_ptr->number;
4443 /* Artifact wands and staffs. */
4444 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
4449 /* Get the object description */
4450 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4452 /*** Determine Seriousness of Failure ***/
4454 /* Mages recharge objects more safely. */
4455 if (IS_WIZARD_CLASS())
4457 /* 10% chance to blow up one rod, otherwise draining. */
4458 if (o_ptr->tval == TV_ROD)
4460 if (one_in_(10)) fail_type = 2;
4463 /* 75% chance to blow up one wand, otherwise draining. */
4464 else if (o_ptr->tval == TV_WAND)
4466 if (!one_in_(3)) fail_type = 2;
4469 /* 50% chance to blow up one staff, otherwise no effect. */
4470 else if (o_ptr->tval == TV_STAFF)
4472 if (one_in_(2)) fail_type = 2;
4477 /* All other classes get no special favors. */
4480 /* 33% chance to blow up one rod, otherwise draining. */
4481 if (o_ptr->tval == TV_ROD)
4483 if (one_in_(3)) fail_type = 2;
4486 /* 20% chance of the entire stack, else destroy one wand. */
4487 else if (o_ptr->tval == TV_WAND)
4489 if (one_in_(5)) fail_type = 3;
4492 /* Blow up one staff. */
4493 else if (o_ptr->tval == TV_STAFF)
4499 /*** Apply draining and destruction. ***/
4501 /* Drain object or stack of objects. */
4504 if (o_ptr->tval == TV_ROD)
4506 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
4507 "You save your rod from destruction, but all charges are lost."), o_name);
4508 o_ptr->timeout = k_ptr->pval * o_ptr->number;
4510 else if (o_ptr->tval == TV_WAND)
4512 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);
4515 /* Staffs aren't drained. */
4518 /* Destroy an object or one in a stack of objects. */
4521 if (o_ptr->number > 1)
4523 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);
4524 /* Reduce rod stack maximum timeout, drain wands. */
4525 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
4526 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
4530 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);
4533 /* Reduce and describe inventory */
4536 inven_item_increase(item, -1);
4537 inven_item_describe(item);
4538 inven_item_optimize(item);
4541 /* Reduce and describe floor item */
4544 floor_item_increase(0 - item, -1);
4545 floor_item_describe(0 - item);
4546 floor_item_optimize(0 - item);
4550 /* Destroy all members of a stack of objects. */
4553 if (o_ptr->number > 1)
4554 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);
4556 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
4558 /* Reduce and describe inventory */
4561 inven_item_increase(item, -999);
4562 inven_item_describe(item);
4563 inven_item_optimize(item);
4566 /* Reduce and describe floor item */
4569 floor_item_increase(0 - item, -999);
4570 floor_item_describe(0 - item);
4571 floor_item_optimize(0 - item);
4577 if (p_ptr->csp > p_ptr->msp)
4579 p_ptr->csp = p_ptr->msp;
4582 /* Redraw mana and hp */
4583 p_ptr->redraw |= (PR_MANA);
4585 p_ptr->update |= (PU_COMBINE | PU_REORDER);
4586 p_ptr->window |= (PW_INVEN);
4593 * @brief 皆殺し(全方向攻撃)処理
4594 * @param py プレイヤーY座標
4595 * @param px プレイヤーX座標
4602 monster_type *m_ptr;
4605 for (dir = 0; dir < 8; dir++)
4607 y = p_ptr->y + ddy_ddd[dir];
4608 x = p_ptr->x + ddx_ddd[dir];
4609 c_ptr = &cave[y][x];
4611 /* Get the monster */
4612 m_ptr = &m_list[c_ptr->m_idx];
4614 /* Hack -- attack monsters */
4615 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
4624 feature_type *f_ptr, *mimic_f_ptr;
4627 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4628 y = p_ptr->y + ddy[dir];
4629 x = p_ptr->x + ddx[dir];
4630 c_ptr = &cave[y][x];
4631 f_ptr = &f_info[c_ptr->feat];
4632 mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
4636 if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
4638 msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
4640 else if (have_flag(f_ptr->flags, FF_PERMANENT))
4642 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);
4644 else if (c_ptr->m_idx)
4646 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4647 msg_print(_("何かが邪魔しています!", "There's something in the way!"));
4649 if (!m_ptr->ml || !is_pet(m_ptr)) py_attack(y, x, 0);
4651 else if (have_flag(f_ptr->flags, FF_TREE))
4653 msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
4655 else if (have_flag(f_ptr->flags, FF_GLASS))
4657 msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
4659 else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
4661 (void)set_food(p_ptr->food + 3000);
4663 else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
4665 (void)set_food(p_ptr->food + 5000);
4669 msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
4670 (void)set_food(p_ptr->food + 10000);
4673 /* Destroy the wall */
4674 cave_alter_feat(y, x, FF_HURT_ROCK);
4676 /* Move the player */
4677 (void)move_player_effect(y, x, MPE_DONT_PICKUP);
4682 bool shock_power(void)
4687 PLAYER_LEVEL plev = p_ptr->lev;
4688 int boost = P_PTR_KI;
4689 if (heavy_armor()) boost /= 2;
4692 if (!get_aim_dir(&dir)) return FALSE;
4694 y = p_ptr->y + ddy[dir];
4695 x = p_ptr->x + ddx[dir];
4696 dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
4697 fire_beam(GF_MISSILE, dir, dam);
4698 if (cave[y][x].m_idx)
4703 MONSTER_IDX m_idx = cave[y][x].m_idx;
4704 monster_type *m_ptr = &m_list[m_idx];
4705 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4706 GAME_TEXT m_name[MAX_NLEN];
4708 monster_desc(m_name, m_ptr, 0);
4710 if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
4712 msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
4716 for (i = 0; i < 5; i++)
4720 if (cave_empty_bold(y, x))
4727 if ((ty != oy) || (tx != ox))
4729 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
4730 cave[oy][ox].m_idx = 0;
4731 cave[ty][tx].m_idx = (s16b)m_idx;
4732 m_ptr->fy = (byte_hack)ty;
4733 m_ptr->fx = (byte_hack)tx;
4735 update_monster(m_idx, TRUE);
4739 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
4740 p_ptr->update |= (PU_MON_LITE);