3 * @brief 魔法効果の実装/ Spell code (part 3)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
19 #include "object-ego.h"
25 #include "floor-town.h"
26 #include "object-boost.h"
27 #include "object-flavor.h"
28 #include "object-hook.h"
30 #include "player-move.h"
31 #include "player-status.h"
32 #include "player-class.h"
33 #include "player-damage.h"
34 #include "player-inventory.h"
35 #include "spells-summon.h"
40 #include "spells-floor.h"
42 #include "monster-process.h"
43 #include "monster-status.h"
44 #include "monster-spell.h"
45 #include "cmd-spell.h"
48 #include "floor-save.h"
50 #include "player-effects.h"
51 #include "player-skill.h"
52 #include "player-personality.h"
53 #include "view-mainwindow.h"
57 #include "objectkind.h"
59 #include "targeting.h"
62 /*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
67 * @brief モンスターのテレポートアウェイ処理 /
68 * Teleport a monster, normally up to "dis" grids away.
69 * @param m_idx モンスターID
72 * @return テレポートが実際に行われたらtrue
74 * Attempt to move the monster at least "dis/2" grids away.
75 * But allow variation to prevent infinite loops.
77 bool teleport_away(player_type *caster_ptr, MONSTER_IDX m_idx, POSITION dis, BIT_FLAGS mode)
79 POSITION oy, ox, d, i, min;
81 POSITION ny = 0, nx = 0;
85 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
86 if (!monster_is_valid(m_ptr)) return (FALSE);
91 /* Minimum distance */
94 if ((mode & TELEPORT_DEC_VALOUR) &&
95 (((caster_ptr->chp * 10) / caster_ptr->mhp) > 5) &&
96 (4+randint1(5) < ((caster_ptr->chp * 10) / caster_ptr->mhp)))
98 chg_virtue(caster_ptr, V_VALOUR, -1);
101 /* Look until done */
106 /* Verify max distance */
107 if (dis > 200) dis = 200;
109 /* Try several locations */
110 for (i = 0; i < 500; i++)
112 /* Pick a (possibly illegal) location */
115 ny = rand_spread(oy, dis);
116 nx = rand_spread(ox, dis);
117 d = distance(oy, ox, ny, nx);
118 if ((d >= min) && (d <= dis)) break;
121 /* Ignore illegal locations */
122 if (!in_bounds(caster_ptr->current_floor_ptr, ny, nx)) continue;
124 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
126 /* No teleporting into vaults and such */
127 if (!(caster_ptr->current_floor_ptr->inside_quest || caster_ptr->current_floor_ptr->inside_arena))
128 if (caster_ptr->current_floor_ptr->grid_array[ny][nx].info & CAVE_ICKY) continue;
130 /* This grid looks good */
137 /* Increase the maximum distance */
140 /* Decrease the minimum distance */
143 /* Stop after MAX_TRIES tries */
144 if (tries > MAX_TRIES) return (FALSE);
147 sound(SOUND_TPOTHER);
149 /* Update the old location */
150 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
152 /* Update the new location */
153 caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
155 /* Move the monster */
159 /* Forget the counter target */
162 update_monster(caster_ptr, m_idx, TRUE);
166 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
167 caster_ptr->update |= (PU_MON_LITE);
174 * @brief モンスターを指定された座標付近にテレポートする /
175 * Teleport monster next to a grid near the given location
176 * @param m_idx モンスターID
179 * @param power テレポート成功確率
183 void teleport_monster_to(MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, BIT_FLAGS mode)
185 POSITION ny, nx, oy, ox;
190 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
191 if(!m_ptr->r_idx) return;
194 if(randint1(100) > power) return;
201 /* Minimum distance */
204 /* Look until done */
205 while (look && --attempts)
207 /* Verify max distance */
208 if (dis > 200) dis = 200;
210 /* Try several locations */
211 for (i = 0; i < 500; i++)
213 /* Pick a (possibly illegal) location */
216 ny = rand_spread(ty, dis);
217 nx = rand_spread(tx, dis);
218 d = distance(ty, tx, ny, nx);
219 if ((d >= min) && (d <= dis)) break;
222 /* Ignore illegal locations */
223 if (!in_bounds(p_ptr->current_floor_ptr, ny, nx)) continue;
225 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
227 /* This grid looks good */
234 /* Increase the maximum distance */
237 /* Decrease the minimum distance */
241 if (attempts < 1) return;
243 sound(SOUND_TPOTHER);
245 /* Update the old location */
246 p_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
248 /* Update the new location */
249 p_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
251 /* Move the monster */
255 update_monster(p_ptr, m_idx, TRUE);
259 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
260 p_ptr->update |= (PU_MON_LITE);
264 * @brief プレイヤーのテレポート先選定と移動処理 /
265 * Teleport the player to a location up to "dis" grids away.
268 * @return 実際にテレポート処理が行われたらtrue
271 * If no such spaces are readily available, the distance may increase.
272 * Try very hard to move the player at least a quarter that distance.
274 * There was a nasty tendency for a long time; which was causing the
275 * player to "bounce" between two or three different spots because
276 * these are the only spots that are "far enough" way to satisfy the
279 * But this tendency is now removed; in the new algorithm, a list of
280 * candidates is selected first, which includes at least 50% of all
281 * floor grids within the distance, and any single grid in this list
282 * of candidates has equal possibility to be choosen as a destination.
286 bool teleport_player_aux(player_type *creature_ptr, POSITION dis, BIT_FLAGS mode)
288 int candidates_at[MAX_TELEPORT_DISTANCE + 1];
289 int total_candidates, cur_candidates;
290 POSITION y = 0, x = 0;
293 int left = MAX(1, creature_ptr->x - dis);
294 int right = MIN(creature_ptr->current_floor_ptr->width - 2, creature_ptr->x + dis);
295 int top = MAX(1, creature_ptr->y - dis);
296 int bottom = MIN(creature_ptr->current_floor_ptr->height - 2, creature_ptr->y + dis);
298 if (creature_ptr->wild_mode) return FALSE;
300 if (creature_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
302 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
306 /* Initialize counters */
307 total_candidates = 0;
308 for (i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
309 candidates_at[i] = 0;
311 /* Limit the distance */
312 if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
314 /* Search valid locations */
315 for (y = top; y <= bottom; y++)
317 for (x = left; x <= right; x++)
321 /* Skip illegal locations */
322 if (!cave_player_teleportable_bold(y, x, mode)) continue;
324 /* Calculate distance */
325 d = distance(creature_ptr->y, creature_ptr->x, y, x);
327 /* Skip too far locations */
328 if (d > dis) continue;
330 /* Count the total number of candidates */
333 /* Count the number of candidates in this circumference */
338 /* No valid location! */
339 if (0 == total_candidates) return FALSE;
341 /* Fix the minimum distance */
342 for (cur_candidates = 0, min = dis; min >= 0; min--)
344 cur_candidates += candidates_at[min];
346 /* 50% of all candidates will have an equal chance to be choosen. */
347 if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
350 /* Pick up a single location randomly */
351 pick = randint1(cur_candidates);
353 /* Search again the choosen location */
354 for (y = top; y <= bottom; y++)
356 for (x = left; x <= right; x++)
360 /* Skip illegal locations */
361 if (!cave_player_teleportable_bold(y, x, mode)) continue;
363 /* Calculate distance */
364 d = distance(creature_ptr->y, creature_ptr->x, y, x);
366 /* Skip too far locations */
367 if (d > dis) continue;
369 /* Skip too close locations */
370 if (d < min) continue;
372 /* This grid was picked up? */
381 if (player_bold(creature_ptr, y, x)) return FALSE;
383 sound(SOUND_TELEPORT);
386 if ((creature_ptr->pseikaku == SEIKAKU_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
387 msg_format("『こっちだぁ、%s』", creature_ptr->name);
390 (void)move_player_effect(creature_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
395 * @brief プレイヤーのテレポート処理メインルーチン
400 void teleport_player(player_type *creature_ptr, POSITION dis, BIT_FLAGS mode)
403 POSITION oy = creature_ptr->y;
404 POSITION ox = creature_ptr->x;
406 if (!teleport_player_aux(creature_ptr, dis, mode)) return;
408 /* Monsters with teleport ability may follow the player */
409 for (xx = -1; xx < 2; xx++)
411 for (yy = -1; yy < 2; yy++)
413 MONSTER_IDX tmp_m_idx = creature_ptr->current_floor_ptr->grid_array[oy+yy][ox+xx].m_idx;
415 /* A monster except your mount may follow */
416 if (tmp_m_idx && (creature_ptr->riding != tmp_m_idx))
418 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[tmp_m_idx];
419 monster_race *r_ptr = &r_info[m_ptr->r_idx];
422 * The latter limitation is to avoid
423 * totally unkillable suckers...
425 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
426 !(r_ptr->flagsr & RFR_RES_TELE))
428 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, creature_ptr->y, creature_ptr->x, r_ptr->level, 0L);
437 * @brief プレイヤーのテレポートアウェイ処理 /
438 * @param m_idx アウェイを試みたプレイヤーID
442 void teleport_player_away(MONSTER_IDX m_idx, player_type *target_ptr, POSITION dis)
445 POSITION oy = target_ptr->y;
446 POSITION ox = target_ptr->x;
448 if (!teleport_player_aux(target_ptr, dis, TELEPORT_PASSIVE)) return;
450 /* Monsters with teleport ability may follow the player */
451 for (xx = -1; xx < 2; xx++)
453 for (yy = -1; yy < 2; yy++)
455 MONSTER_IDX tmp_m_idx = target_ptr->current_floor_ptr->grid_array[oy+yy][ox+xx].m_idx;
457 /* A monster except your mount or caster may follow */
458 if (tmp_m_idx && (target_ptr->riding != tmp_m_idx) && (m_idx != tmp_m_idx))
460 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[tmp_m_idx];
461 monster_race *r_ptr = &r_info[m_ptr->r_idx];
464 * The latter limitation is to avoid
465 * totally unkillable suckers...
467 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
468 !(r_ptr->flagsr & RFR_RES_TELE))
470 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, target_ptr->y, target_ptr->x, r_ptr->level, 0L);
479 * @brief プレイヤーを指定位置近辺にテレポートさせる
480 * Teleport player to a grid near the given location
483 * @param mode オプションフラグ
487 * This function is slightly obsessive about correctness.
488 * This function allows teleporting into vaults (!)
491 void teleport_player_to(player_type *creature_ptr, POSITION ny, POSITION nx, BIT_FLAGS mode)
494 POSITION dis = 0, ctr = 0;
496 if (creature_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
498 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
502 /* Find a usable location */
505 /* Pick a nearby legal location */
508 y = (POSITION)rand_spread(ny, dis);
509 x = (POSITION)rand_spread(nx, dis);
510 if (in_bounds(creature_ptr->current_floor_ptr, y, x)) break;
513 /* Accept any grid when wizard mode */
514 if (current_world_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!creature_ptr->current_floor_ptr->grid_array[y][x].m_idx || (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx == creature_ptr->riding))) break;
516 /* Accept teleportable floor grids */
517 if (cave_player_teleportable_bold(y, x, mode)) break;
519 /* Occasionally advance the distance */
520 if (++ctr > (4 * dis * dis + 4 * dis + 1))
527 sound(SOUND_TELEPORT);
528 (void)move_player_effect(creature_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
532 void teleport_away_followable(player_type *tracer_ptr, MONSTER_IDX m_idx)
534 monster_type *m_ptr = &tracer_ptr->current_floor_ptr->m_list[m_idx];
535 POSITION oldfy = m_ptr->fy;
536 POSITION oldfx = m_ptr->fx;
537 bool old_ml = m_ptr->ml;
538 POSITION old_cdis = m_ptr->cdis;
540 teleport_away(tracer_ptr, m_idx, MAX_SIGHT * 2 + 5, 0L);
542 if (old_ml && (old_cdis <= MAX_SIGHT) && !current_world_ptr->timewalk_m_idx && !tracer_ptr->phase_out && los(tracer_ptr->current_floor_ptr, tracer_ptr->y, tracer_ptr->x, oldfy, oldfx))
546 if ((tracer_ptr->muta1 & MUT1_VTELEPORT) || (tracer_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
549 BIT_FLAGS flgs[TR_FLAG_SIZE];
553 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
555 o_ptr = &tracer_ptr->inventory_list[i];
556 if (o_ptr->k_idx && !object_is_cursed(o_ptr))
558 object_flags(o_ptr, flgs);
559 if (have_flag(flgs, TR_TELEPORT))
570 if (get_check_strict(_("ついていきますか?", "Do you follow it? "), CHECK_OKAY_CANCEL))
574 teleport_player(tracer_ptr, 200, TELEPORT_PASSIVE);
575 msg_print(_("失敗!", "Failed!"));
577 else teleport_player_to(tracer_ptr, m_ptr->fy, m_ptr->fx, 0L);
578 tracer_ptr->energy_need += ENERGY_NEED();
585 bool teleport_level_other(player_type *caster_ptr)
587 MONSTER_IDX target_m_idx;
590 GAME_TEXT m_name[MAX_NLEN];
592 if (!target_set(TARGET_KILL)) return FALSE;
593 target_m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
594 if (!target_m_idx) return TRUE;
595 if (!player_has_los_bold(caster_ptr, target_row, target_col)) return TRUE;
596 if (!projectable(caster_ptr->current_floor_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) return TRUE;
597 m_ptr = &caster_ptr->current_floor_ptr->m_list[target_m_idx];
598 r_ptr = &r_info[m_ptr->r_idx];
599 monster_desc(m_name, m_ptr, 0);
600 msg_format(_("%^sの足を指さした。", "You gesture at %^s's feet."), m_name);
602 if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) ||
603 (r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > caster_ptr->lev + randint1(60)))
605 msg_format(_("しかし効果がなかった!", "%^s is unaffected!"), m_name);
607 else teleport_level(caster_ptr, target_m_idx);
612 * @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 /
613 * Teleport the player one level up or down (random when legal)
614 * @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.
617 void teleport_level(player_type *creature_ptr, MONSTER_IDX m_idx)
620 GAME_TEXT m_name[160];
623 if (m_idx <= 0) /* To player */
625 strcpy(m_name, _("あなた", "you"));
627 else /* To monster */
629 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
631 /* Get the monster name (or "it") */
632 monster_desc(m_name, m_ptr, 0);
634 see_m = is_seen(m_ptr);
637 /* No effect in some case */
638 if (TELE_LEVEL_IS_INEFF(m_idx))
640 if (see_m) msg_print(_("効果がなかった。", "There is no effect."));
644 if ((m_idx <= 0) && creature_ptr->anti_tele) /* To player */
646 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
650 /* Choose up or down */
651 if (randint0(100) < 50) go_up = TRUE;
654 if ((m_idx <= 0) && current_world_ptr->wizard)
656 if (get_check("Force to go up? ")) go_up = TRUE;
657 else if (get_check("Force to go down? ")) go_up = FALSE;
661 if ((ironman_downward && (m_idx <= 0)) || (creature_ptr->current_floor_ptr->dun_level <= d_info[creature_ptr->dungeon_idx].mindepth))
664 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
666 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
668 if (m_idx <= 0) /* To player */
670 if (!creature_ptr->current_floor_ptr->dun_level)
672 creature_ptr->dungeon_idx = ironman_downward ? DUNGEON_ANGBAND : creature_ptr->recall_dungeon;
673 creature_ptr->oldpy = creature_ptr->y;
674 creature_ptr->oldpx = creature_ptr->x;
677 if (record_stair) exe_write_diary(creature_ptr, NIKKI_TELE_LEV, 1, NULL);
679 if (autosave_l) do_cmd_save_game(TRUE);
681 if (!creature_ptr->current_floor_ptr->dun_level)
683 creature_ptr->current_floor_ptr->dun_level = d_info[creature_ptr->dungeon_idx].mindepth;
684 prepare_change_floor_mode(CFM_RAND_PLACE);
688 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
690 creature_ptr->leaving = TRUE;
695 else if (quest_number(creature_ptr->current_floor_ptr->dun_level) || (creature_ptr->current_floor_ptr->dun_level >= d_info[creature_ptr->dungeon_idx].maxdepth))
698 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
700 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
704 if (m_idx <= 0) /* To player */
706 if (record_stair) exe_write_diary(creature_ptr, NIKKI_TELE_LEV, -1, NULL);
708 if (autosave_l) do_cmd_save_game(TRUE);
710 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
713 creature_ptr->current_floor_ptr->inside_quest = 0;
714 creature_ptr->leaving = TRUE;
720 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
722 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
726 if (m_idx <= 0) /* To player */
728 if (record_stair) exe_write_diary(creature_ptr, NIKKI_TELE_LEV, -1, NULL);
730 if (autosave_l) do_cmd_save_game(TRUE);
732 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
733 creature_ptr->leaving = TRUE;
739 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
741 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
744 if (m_idx <= 0) /* To player */
746 /* Never reach this code on the surface */
747 /* if (!creature_ptr->current_floor_ptr->dun_level) creature_ptr->dungeon_idx = creature_ptr->recall_dungeon; */
748 if (record_stair) exe_write_diary(creature_ptr, NIKKI_TELE_LEV, 1, NULL);
749 if (autosave_l) do_cmd_save_game(TRUE);
751 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
752 creature_ptr->leaving = TRUE;
756 /* Monster level teleportation is simple deleting now */
759 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
761 check_quest_completion(m_ptr);
763 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
765 char m2_name[MAX_NLEN];
767 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
768 exe_write_diary(creature_ptr, NIKKI_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
771 delete_monster_idx(m_idx);
774 sound(SOUND_TPLEVEL);
778 * @brief プレイヤーの帰還発動及び中止処理 /
779 * Recall the player to town or dungeon
780 * @param turns 発動までのターン数
783 bool recall_player(player_type *creature_ptr, TIME_EFFECT turns)
786 * TODO: Recall the player to the last
787 * visited town when in the wilderness
791 if (creature_ptr->current_floor_ptr->inside_arena || ironman_downward)
793 msg_print(_("何も起こらなかった。", "Nothing happens."));
797 if (creature_ptr->current_floor_ptr->dun_level && (max_dlv[creature_ptr->dungeon_idx] > creature_ptr->current_floor_ptr->dun_level) && !creature_ptr->current_floor_ptr->inside_quest && !creature_ptr->word_recall)
799 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? ")))
801 max_dlv[creature_ptr->dungeon_idx] = creature_ptr->current_floor_ptr->dun_level;
803 exe_write_diary(creature_ptr, NIKKI_TRUMP, creature_ptr->dungeon_idx, _("帰還のときに", "when recall from dungeon"));
807 if (!creature_ptr->word_recall)
809 if (!creature_ptr->current_floor_ptr->dun_level)
811 DUNGEON_IDX select_dungeon;
812 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
813 if (!select_dungeon) return FALSE;
814 creature_ptr->recall_dungeon = select_dungeon;
816 creature_ptr->word_recall = turns;
817 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
818 creature_ptr->redraw |= (PR_STATUS);
822 creature_ptr->word_recall = 0;
823 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
824 creature_ptr->redraw |= (PR_STATUS);
829 bool free_level_recall(player_type *creature_ptr)
831 DUNGEON_IDX select_dungeon;
835 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
837 if (!select_dungeon) return FALSE;
839 max_depth = d_info[select_dungeon].maxdepth;
841 /* Limit depth in Angband */
842 if (select_dungeon == DUNGEON_ANGBAND)
844 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
845 else if (quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
847 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "),
848 d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
852 creature_ptr->word_recall = 1;
853 creature_ptr->recall_dungeon = select_dungeon;
854 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));
856 exe_write_diary(p_ptr, NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
858 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
860 creature_ptr->redraw |= (PR_STATUS);
869 * @return リセット処理が実際に行われたらTRUEを返す
871 bool reset_recall(void)
873 int select_dungeon, dummy = 0;
877 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
880 if (ironman_downward)
882 msg_print(_("何も起こらなかった。", "Nothing happens."));
886 if (!select_dungeon) return FALSE;
888 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
889 (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
892 sprintf(tmp_val, "%d", (int)MAX(p_ptr->current_floor_ptr->dun_level, 1));
894 /* Ask for a level */
895 if (get_string(ppp, tmp_val, 10))
897 /* Extract request */
898 dummy = atoi(tmp_val);
899 if (dummy < 1) dummy = 1;
900 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
901 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
903 max_dlv[select_dungeon] = dummy;
906 exe_write_diary(p_ptr, NIKKI_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
909 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);
911 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
924 * @brief プレイヤーの装備劣化処理 /
925 * Apply disenchantment to the player's stuff
926 * @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
927 * @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 /
928 * Return "TRUE" if the player notices anything
930 bool apply_disenchant(player_type *target_ptr, BIT_FLAGS mode)
934 GAME_TEXT o_name[MAX_NLEN];
935 int to_h, to_d, to_a, pval;
937 /* Pick a random slot */
940 case 1: t = INVEN_RARM; break;
941 case 2: t = INVEN_LARM; break;
942 case 3: t = INVEN_BOW; break;
943 case 4: t = INVEN_BODY; break;
944 case 5: t = INVEN_OUTER; break;
945 case 6: t = INVEN_HEAD; break;
946 case 7: t = INVEN_HANDS; break;
947 case 8: t = INVEN_FEET; break;
950 o_ptr = &target_ptr->inventory_list[t];
952 /* No item, nothing happens */
953 if (!o_ptr->k_idx) return (FALSE);
955 /* Disenchant equipments only -- No disenchant on monster ball */
956 if (!object_is_weapon_armour_ammo(o_ptr))
959 /* Nothing to disenchant */
960 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
962 /* Nothing to notice */
966 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
968 /* Artifacts have 71% chance to resist */
969 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
972 msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
974 msg_format("Your %s (%c) resist%s disenchantment!", o_name, index_to_label(t),
975 ((o_ptr->number != 1) ? "" : "s"));
981 /* Memorize old value */
987 /* Disenchant tohit */
988 if (o_ptr->to_h > 0) o_ptr->to_h--;
989 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
991 /* Disenchant todam */
992 if (o_ptr->to_d > 0) o_ptr->to_d--;
993 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
995 /* Disenchant toac */
996 if (o_ptr->to_a > 0) o_ptr->to_a--;
997 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
999 /* Disenchant pval (occasionally) */
1000 /* Unless called from wild_magic() */
1001 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
1003 if ((to_h != o_ptr->to_h) || (to_d != o_ptr->to_d) ||
1004 (to_a != o_ptr->to_a) || (pval != o_ptr->pval))
1007 msg_format("%s(%c)は劣化してしまった!", o_name, index_to_label(t) );
1009 msg_format("Your %s (%c) %s disenchanted!", o_name, index_to_label(t),
1010 ((o_ptr->number != 1) ? "were" : "was"));
1013 chg_virtue(target_ptr, V_HARMONY, 1);
1014 chg_virtue(target_ptr, V_ENCHANT, -2);
1015 target_ptr->update |= (PU_BONUS);
1016 target_ptr->window |= (PW_EQUIP | PW_PLAYER);
1018 calc_android_exp(target_ptr);
1026 * @brief 虚無招来によるフロア中の全壁除去処理 /
1027 * Vanish all walls in this floor
1028 * @params caster_ptr 術者の参照ポインタ
1029 * @return 実際に処理が反映された場合TRUE
1031 bool vanish_dungeon(player_type *caster_ptr)
1035 feature_type *f_ptr;
1036 monster_type *m_ptr;
1037 GAME_TEXT m_name[MAX_NLEN];
1039 /* Prevent vasishing of quest levels and town */
1040 if ((caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest)) || !caster_ptr->current_floor_ptr->dun_level)
1045 /* Scan all normal grids */
1046 for (y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++)
1048 for (x = 1; x < caster_ptr->current_floor_ptr->width - 1; x++)
1050 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
1052 /* Seeing true feature code (ignore mimic) */
1053 f_ptr = &f_info[g_ptr->feat];
1055 /* Lose room and vault */
1056 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1058 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
1061 if (g_ptr->m_idx && MON_CSLEEP(m_ptr))
1063 (void)set_monster_csleep(g_ptr->m_idx, 0);
1065 /* Notice the "waking up" */
1068 monster_desc(m_name, m_ptr, 0);
1069 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1073 /* Process all walls, doors and patterns */
1074 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(y, x, FF_HURT_DISI);
1078 /* Special boundary walls -- Top and bottom */
1079 for (x = 0; x < caster_ptr->current_floor_ptr->width; x++)
1081 g_ptr = &caster_ptr->current_floor_ptr->grid_array[0][x];
1082 f_ptr = &f_info[g_ptr->mimic];
1084 /* Lose room and vault */
1085 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1087 /* Set boundary mimic if needed */
1088 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1090 g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
1092 /* Check for change to boring grid */
1093 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
1096 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->current_floor_ptr->height - 1][x];
1097 f_ptr = &f_info[g_ptr->mimic];
1099 /* Lose room and vault */
1100 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1102 /* Set boundary mimic if needed */
1103 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1105 g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
1107 /* Check for change to boring grid */
1108 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
1112 /* Special boundary walls -- Left and right */
1113 for (y = 1; y < (caster_ptr->current_floor_ptr->height - 1); y++)
1115 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][0];
1116 f_ptr = &f_info[g_ptr->mimic];
1118 /* Lose room and vault */
1119 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1121 /* Set boundary mimic if needed */
1122 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1124 g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
1126 /* Check for change to boring grid */
1127 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
1130 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][caster_ptr->current_floor_ptr->width - 1];
1131 f_ptr = &f_info[g_ptr->mimic];
1133 /* Lose room and vault */
1134 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1136 /* Set boundary mimic if needed */
1137 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1139 g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
1141 /* Check for change to boring grid */
1142 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
1146 /* Mega-Hack -- Forget the view and lite */
1147 caster_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1148 caster_ptr->redraw |= (PR_MAP);
1149 caster_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1158 * Sorry, it becomes not (void)...
1160 void call_the_void(player_type *caster_ptr)
1164 bool do_call = TRUE;
1166 for (i = 0; i < 9; i++)
1168 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->y + ddy_ddd[i]][caster_ptr->x + ddx_ddd[i]];
1170 if (!cave_have_flag_grid(g_ptr, FF_PROJECT))
1172 if (!g_ptr->mimic || !have_flag(f_info[g_ptr->mimic].flags, FF_PROJECT) ||
1173 !permanent_wall(&f_info[g_ptr->feat]))
1183 for (i = 1; i < 10; i++)
1185 if (i - 5) fire_ball(caster_ptr, GF_ROCKET, i, 175, 2);
1188 for (i = 1; i < 10; i++)
1190 if (i - 5) fire_ball(caster_ptr, GF_MANA, i, 175, 3);
1193 for (i = 1; i < 10; i++)
1195 if (i - 5) fire_ball(caster_ptr, GF_NUKE, i, 175, 4);
1199 /* Prevent destruction of quest levels and town */
1200 else if ((caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest)) || !caster_ptr->current_floor_ptr->dun_level)
1202 msg_print(_("地面が揺れた。", "The ground trembles."));
1208 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
1209 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
1211 msg_format("You %s the %s too close to a wall!",
1212 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1213 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1215 msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
1219 if (!vanish_dungeon(caster_ptr)) msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon silences a moment."));
1223 if (destroy_area(caster_ptr->current_floor_ptr, caster_ptr->y, caster_ptr->x, 15 + caster_ptr->lev + randint0(11), FALSE))
1224 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
1226 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
1229 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1235 * @brief アイテム引き寄せ処理 /
1236 * Fetch an item (teleport it right underneath the caster)
1237 * @param dir 魔法の発動方向
1239 * @param require_los 射線の通りを要求するならばTRUE
1242 void fetch(player_type *caster_ptr, DIRECTION dir, WEIGHT wgt, bool require_los)
1248 GAME_TEXT o_name[MAX_NLEN];
1250 /* Check to see if an object is already there */
1251 if (caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx)
1253 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."));
1258 if (dir == 5 && target_okay())
1263 if (distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE)
1265 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!"));
1269 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
1271 /* We need an item to fetch */
1274 msg_print(_("そこには何もありません。", "There is no object at this place."));
1278 /* No fetching from vault */
1279 if (g_ptr->info & CAVE_ICKY)
1281 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."));
1285 /* We need to see the item */
1288 if (!player_has_los_bold(p_ptr, ty, tx))
1290 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."));
1293 else if (!projectable(caster_ptr->current_floor_ptr, caster_ptr->y, caster_ptr->x, ty, tx))
1295 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
1308 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
1310 if ((distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE) ||
1311 !cave_have_flag_bold(caster_ptr->current_floor_ptr, ty, tx, FF_PROJECT)) return;
1313 while (!g_ptr->o_idx);
1316 o_ptr = &caster_ptr->current_floor_ptr->o_list[g_ptr->o_idx];
1318 if (o_ptr->weight > wgt)
1320 /* Too heavy to 'fetch' */
1321 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
1326 g_ptr->o_idx = o_ptr->next_o_idx;
1327 caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx = i; /* 'move' it */
1329 o_ptr->next_o_idx = 0;
1330 o_ptr->iy = caster_ptr->y;
1331 o_ptr->ix = caster_ptr->x;
1333 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1334 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);
1336 note_spot(caster_ptr->y, caster_ptr->x);
1337 caster_ptr->redraw |= PR_MAP;
1344 void reserve_alter_reality(player_type *caster_ptr)
1346 /* Ironman option */
1347 if (caster_ptr->current_floor_ptr->inside_arena || ironman_downward)
1349 msg_print(_("何も起こらなかった。", "Nothing happens."));
1353 if (!caster_ptr->alter_reality)
1355 TIME_EFFECT turns = randint0(21) + 15;
1357 caster_ptr->alter_reality = turns;
1358 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
1360 caster_ptr->redraw |= (PR_STATUS);
1364 caster_ptr->alter_reality = 0;
1365 msg_print(_("景色が元に戻った...", "The view around you got back..."));
1366 caster_ptr->redraw |= (PR_STATUS);
1372 * @brief 全所持アイテム鑑定処理 /
1373 * Identify everything being carried.
1374 * Done by a potion of "self knowledge".
1377 void identify_pack(player_type *target_ptr)
1381 /* Simply identify and know every item */
1382 for (i = 0; i < INVEN_TOTAL; i++)
1384 object_type *o_ptr = &target_ptr->inventory_list[i];
1385 if (!o_ptr->k_idx) continue;
1387 identify_item(target_ptr, o_ptr);
1389 /* Auto-inscription */
1390 autopick_alter_item(i, FALSE);
1396 * Removes curses from items in inventory
1397 * @param all 軽い呪いまでの解除ならば0
1398 * @return 解呪されたアイテムの数
1401 * Note that Items which are "Perma-Cursed" (The One Ring,
1402 * The Crown of Morgoth) can NEVER be uncursed.
1404 * Note that if "all" is FALSE, then Items which are
1405 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1406 * will not be uncursed.
1409 static int remove_curse_aux(player_type *creature_ptr, int all)
1413 /* Attempt to uncurse items being worn */
1414 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1416 object_type *o_ptr = &creature_ptr->inventory_list[i];
1417 if (!o_ptr->k_idx) continue;
1419 /* Uncursed already */
1420 if (!object_is_cursed(o_ptr)) continue;
1422 /* Heavily Cursed Items need a special spell */
1423 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1425 /* Perma-Cursed Items can NEVER be uncursed */
1426 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1428 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1432 o_ptr->curse_flags = 0L;
1433 o_ptr->ident |= (IDENT_SENSE);
1434 o_ptr->feeling = FEEL_NONE;
1436 creature_ptr->update |= (PU_BONUS);
1437 creature_ptr->window |= (PW_EQUIP);
1439 /* Count the uncursings */
1445 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."));
1447 /* Return "something uncursed" */
1453 * @brief 装備の軽い呪い解呪処理 /
1454 * Remove most curses
1455 * @return 解呪に成功した装備数
1457 int remove_curse(player_type *caster_ptr)
1459 return (remove_curse_aux(caster_ptr, FALSE));
1463 * @brief 装備の重い呪い解呪処理 /
1465 * @return 解呪に成功した装備数
1467 int remove_all_curse(player_type *caster_ptr)
1469 return (remove_curse_aux(caster_ptr, TRUE));
1474 * @brief アイテムの価値に応じた錬金術処理 /
1475 * Turns an object into gold, gain some of its value in a shop
1476 * @return 処理が実際に行われたらTRUEを返す
1478 bool alchemy(player_type *caster_ptr)
1482 ITEM_NUMBER old_number;
1486 GAME_TEXT o_name[MAX_NLEN];
1487 char out_val[MAX_NLEN+40];
1491 /* Hack -- force destruction */
1492 if (command_arg > 0) force = TRUE;
1494 q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
1495 s = _("金に変えられる物がありません。", "You have nothing to current_world_ptr->game_turn to gold.");
1497 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1498 if (!o_ptr) return (FALSE);
1500 /* See how many items */
1501 if (o_ptr->number > 1)
1503 amt = get_quantity(NULL, o_ptr->number);
1505 /* Allow user abort */
1506 if (amt <= 0) return FALSE;
1509 old_number = o_ptr->number;
1510 o_ptr->number = amt;
1511 object_desc(o_name, o_ptr, 0);
1512 o_ptr->number = old_number;
1514 /* Verify unless quantity given */
1517 if (confirm_destroy || (object_value(o_ptr) > 0))
1519 /* Make a verification */
1520 sprintf(out_val, _("本当に%sを金に変えますか?", "Really current_world_ptr->game_turn %s to gold? "), o_name);
1521 if (!get_check(out_val)) return FALSE;
1525 /* Artifacts cannot be destroyed */
1526 if (!can_player_destroy_object(o_ptr))
1528 msg_format(_("%sを金に変えることに失敗した。", "You fail to current_world_ptr->game_turn %s to gold!"), o_name);
1533 price = object_value_real(o_ptr);
1537 msg_format(_("%sをニセの金に変えた。", "You current_world_ptr->game_turn %s to fool's gold."), o_name);
1543 if (amt > 1) price *= amt;
1545 if (price > 30000) price = 30000;
1546 msg_format(_("%sを$%d の金に変えた。", "You current_world_ptr->game_turn %s to %ld coins worth of gold."), o_name, price);
1548 caster_ptr->au += price;
1549 caster_ptr->redraw |= (PR_GOLD);
1550 caster_ptr->window |= (PW_PLAYER);
1553 vary_item(item, -amt);
1559 * @brief アーティファクト生成の巻物処理 /
1560 * @return 生成が実際に試みられたらTRUEを返す
1562 bool artifact_scroll(void)
1567 GAME_TEXT o_name[MAX_NLEN];
1570 /* Enchant weapon/armour */
1571 item_tester_hook = item_tester_hook_nameless_weapon_armour;
1573 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
1574 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
1576 o_ptr = choose_object(p_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1577 if (!o_ptr) return (FALSE);
1579 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1581 msg_format("%s は眩い光を発した!",o_name);
1583 msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
1586 if (object_is_artifact(o_ptr))
1589 msg_format("%sは既に伝説のアイテムです!", o_name );
1591 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
1597 else if (object_is_ego(o_ptr))
1600 msg_format("%sは既に名のあるアイテムです!", o_name );
1602 msg_format("The %s %s already %s!",
1603 o_name, ((o_ptr->number > 1) ? "are" : "is"),
1604 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
1610 else if (o_ptr->xtra3)
1613 msg_format("%sは既に強化されています!", o_name );
1615 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"),
1616 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
1622 if (o_ptr->number > 1)
1624 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!"));
1626 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
1628 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
1633 inven_item_increase(item, 1 - (o_ptr->number));
1637 floor_item_increase(0 - item, 1 - (o_ptr->number));
1640 okay = become_random_artifact(o_ptr, TRUE);
1646 if (flush_failure) flush();
1647 msg_print(_("強化に失敗した。", "The enchantment failed."));
1648 if (one_in_(3)) chg_virtue(p_ptr, V_ENCHANT, -1);
1652 if (record_rand_art)
1654 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1655 exe_write_diary(p_ptr, NIKKI_ART_SCROLL, 0, o_name);
1657 chg_virtue(p_ptr, V_ENCHANT, 1);
1660 calc_android_exp(p_ptr);
1662 /* Something happened */
1669 * Identify an object
1670 * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
1671 * @return 実際に鑑定できたらTRUEを返す
1673 bool identify_item(player_type *owner_ptr, object_type *o_ptr)
1675 bool old_known = FALSE;
1676 GAME_TEXT o_name[MAX_NLEN];
1678 object_desc(o_name, o_ptr, 0);
1680 if (o_ptr->ident & IDENT_KNOWN)
1683 if (!(o_ptr->ident & (IDENT_MENTAL)))
1685 if (object_is_artifact(o_ptr) || one_in_(5))
1686 chg_virtue(owner_ptr, V_KNOWLEDGE, 1);
1689 object_aware(o_ptr);
1690 object_known(o_ptr);
1691 o_ptr->marked |= OM_TOUCHED;
1693 owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
1694 owner_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1696 strcpy(record_o_name, o_name);
1697 record_turn = current_world_ptr->game_turn;
1699 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1701 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
1702 exe_write_diary(owner_ptr, NIKKI_ART, 0, o_name);
1703 if(record_rand_art && !old_known && o_ptr->art_name)
1704 exe_write_diary(owner_ptr, NIKKI_ART, 0, o_name);
1710 * @brief アイテム鑑定のメインルーチン処理 /
1711 * Identify an object in the inventory (or on the floor)
1712 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1713 * @return 実際に鑑定を行ったならばTRUEを返す
1715 * This routine does *not* automatically combine objects.
1716 * Returns TRUE if something was identified, else FALSE.
1718 bool ident_spell(player_type *caster_ptr, bool only_equip)
1722 GAME_TEXT o_name[MAX_NLEN];
1727 item_tester_hook = item_tester_hook_identify_weapon_armour;
1729 item_tester_hook = item_tester_hook_identify;
1731 if (can_get_item(item_tester_tval))
1733 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
1738 item_tester_hook = object_is_weapon_armour_ammo;
1740 item_tester_hook = NULL;
1742 q = _("すべて鑑定済みです。 ", "All items are identified. ");
1745 s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
1747 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1748 if (!o_ptr) return (FALSE);
1750 old_known = identify_item(p_ptr, o_ptr);
1752 object_desc(o_name, o_ptr, 0);
1753 if (item >= INVEN_RARM)
1755 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
1759 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
1763 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
1766 /* Auto-inscription/destroy */
1767 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
1769 /* Something happened */
1775 * @brief アイテム凡庸化のメインルーチン処理 /
1776 * Identify an object in the inventory (or on the floor)
1777 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1778 * @return 実際に凡庸化をを行ったならばTRUEを返す
1781 * Mundanify an object in the inventory (or on the floor)
1782 * This routine does *not* automatically combine objects.
1783 * Returns TRUE if something was mundanified, else FALSE.
1786 bool mundane_spell(player_type *owner_ptr, bool only_equip)
1792 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
1794 q = _("どれを使いますか?", "Use which item? ");
1795 s = _("使えるものがありません。", "You have nothing you can use.");
1797 o_ptr = choose_object(owner_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1798 if (!o_ptr) return (FALSE);
1800 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
1802 POSITION iy = o_ptr->iy; /* Y-position on map, or zero */
1803 POSITION ix = o_ptr->ix; /* X-position on map, or zero */
1804 OBJECT_IDX next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
1805 byte marked = o_ptr->marked; /* Object is marked */
1806 WEIGHT weight = o_ptr->number * o_ptr->weight;
1807 u16b inscription = o_ptr->inscription;
1810 object_prep(o_ptr, o_ptr->k_idx);
1814 o_ptr->next_o_idx = next_o_idx;
1815 o_ptr->marked = marked;
1816 o_ptr->inscription = inscription;
1817 if (item >= 0) owner_ptr->total_weight += (o_ptr->weight - weight);
1819 calc_android_exp(owner_ptr);
1821 /* Something happened */
1826 * @brief アイテム*鑑定*のメインルーチン処理 /
1827 * Identify an object in the inventory (or on the floor)
1828 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1829 * @return 実際に鑑定を行ったならばTRUEを返す
1831 * Fully "identify" an object in the inventory -BEN-
1832 * This routine returns TRUE if an item was identified.
1834 bool identify_fully(bool only_equip)
1838 GAME_TEXT o_name[MAX_NLEN];
1843 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
1845 item_tester_hook = item_tester_hook_identify_fully;
1847 if (can_get_item(item_tester_tval))
1849 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
1854 item_tester_hook = object_is_weapon_armour_ammo;
1856 item_tester_hook = NULL;
1858 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
1861 s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
1863 o_ptr = choose_object(p_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1864 if (!o_ptr) return (FALSE);
1866 old_known = identify_item(p_ptr, o_ptr);
1868 /* Mark the item as fully known */
1869 o_ptr->ident |= (IDENT_MENTAL);
1872 object_desc(o_name, o_ptr, 0);
1873 if (item >= INVEN_RARM)
1875 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
1879 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
1883 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
1886 /* Describe it fully */
1887 (void)screen_object(o_ptr, 0L);
1889 /* Auto-inscription/destroy */
1890 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
1900 * Recharge a wand/staff/rod from the pack or on the floor.
1901 * This function has been rewritten in Oangband and ZAngband.
1902 * @param power 充填パワー
1903 * @return ターン消費を要する処理まで進んだらTRUEを返す
1905 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
1906 * Chaos -- Arcane Binding --> recharge(90)
1908 * Scroll of recharging --> recharge(130)
1909 * Artifact activation/Thingol --> recharge(130)
1911 * It is harder to recharge high level, and highly charged wands,
1912 * staffs, and rods. The more wands in a stack, the more easily and
1913 * strongly they recharge. Staffs, however, each get fewer charges if
1916 * Beware of "sliding index errors".
1918 bool recharge(player_type *caster_ptr, int power)
1922 int recharge_strength;
1923 TIME_EFFECT recharge_amount;
1932 GAME_TEXT o_name[MAX_NLEN];
1934 /* Only accept legal items */
1935 item_tester_hook = item_tester_hook_recharge;
1937 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
1938 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
1940 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1941 if (!o_ptr) return (FALSE);
1943 /* Get the object kind. */
1944 k_ptr = &k_info[o_ptr->k_idx];
1946 /* Extract the object "level" */
1947 lev = k_info[o_ptr->k_idx].level;
1950 /* Recharge a rod */
1951 if (o_ptr->tval == TV_ROD)
1953 /* Extract a recharge strength by comparing object level to power. */
1954 recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
1958 if (one_in_(recharge_strength))
1960 /* Activate the failure code. */
1967 /* Recharge amount */
1968 recharge_amount = (power * damroll(3, 2));
1970 /* Recharge by that amount */
1971 if (o_ptr->timeout > recharge_amount)
1972 o_ptr->timeout -= recharge_amount;
1979 /* Recharge wand/staff */
1982 /* Extract a recharge strength by comparing object level to power.
1983 * Divide up a stack of wands' charges to calculate charge penalty.
1985 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
1986 recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
1988 /* All staffs, unstacked wands. */
1989 else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
1990 if (recharge_strength < 0) recharge_strength = 0;
1993 if (one_in_(recharge_strength))
1995 /* Activate the failure code. */
1999 /* If the spell didn't backfire, recharge the wand or staff. */
2002 /* Recharge based on the standard number of charges. */
2003 recharge_amount = randint1(1 + k_ptr->pval / 2);
2005 /* Multiple wands in a stack increase recharging somewhat. */
2006 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2009 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
2010 if (recharge_amount < 1) recharge_amount = 1;
2011 if (recharge_amount > 12) recharge_amount = 12;
2014 /* But each staff in a stack gets fewer additional charges,
2015 * although always at least one.
2017 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
2019 recharge_amount /= (TIME_EFFECT)o_ptr->number;
2020 if (recharge_amount < 1) recharge_amount = 1;
2023 /* Recharge the wand or staff. */
2024 o_ptr->pval += recharge_amount;
2027 /* Hack -- we no longer "know" the item */
2028 o_ptr->ident &= ~(IDENT_KNOWN);
2030 /* Hack -- we no longer think the item is empty */
2031 o_ptr->ident &= ~(IDENT_EMPTY);
2036 /* Inflict the penalties for failing a recharge. */
2039 /* Artifacts are never destroyed. */
2040 if (object_is_fixed_artifact(o_ptr))
2042 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2043 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);
2045 /* Artifact rods. */
2046 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
2047 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2049 /* Artifact wands and staffs. */
2050 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
2055 /* Get the object description */
2056 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2058 /*** Determine Seriousness of Failure ***/
2060 /* Mages recharge objects more safely. */
2061 if (IS_WIZARD_CLASS(caster_ptr) || caster_ptr->pclass == CLASS_MAGIC_EATER || caster_ptr->pclass == CLASS_BLUE_MAGE)
2063 /* 10% chance to blow up one rod, otherwise draining. */
2064 if (o_ptr->tval == TV_ROD)
2066 if (one_in_(10)) fail_type = 2;
2069 /* 75% chance to blow up one wand, otherwise draining. */
2070 else if (o_ptr->tval == TV_WAND)
2072 if (!one_in_(3)) fail_type = 2;
2075 /* 50% chance to blow up one staff, otherwise no effect. */
2076 else if (o_ptr->tval == TV_STAFF)
2078 if (one_in_(2)) fail_type = 2;
2083 /* All other classes get no special favors. */
2086 /* 33% chance to blow up one rod, otherwise draining. */
2087 if (o_ptr->tval == TV_ROD)
2089 if (one_in_(3)) fail_type = 2;
2092 /* 20% chance of the entire stack, else destroy one wand. */
2093 else if (o_ptr->tval == TV_WAND)
2095 if (one_in_(5)) fail_type = 3;
2098 /* Blow up one staff. */
2099 else if (o_ptr->tval == TV_STAFF)
2105 /*** Apply draining and destruction. ***/
2107 /* Drain object or stack of objects. */
2110 if (o_ptr->tval == TV_ROD)
2112 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!"));
2114 if (o_ptr->timeout < 10000)
2115 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2117 else if (o_ptr->tval == TV_WAND)
2119 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);
2122 /* Staffs aren't drained. */
2125 /* Destroy an object or one in a stack of objects. */
2128 if (o_ptr->number > 1)
2129 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);
2131 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2133 /* Reduce rod stack maximum timeout, drain wands. */
2134 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
2135 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
2137 vary_item(item, -1);
2140 /* Destroy all members of a stack of objects. */
2143 if (o_ptr->number > 1)
2144 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);
2146 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2148 vary_item(item, -999);
2152 caster_ptr->update |= (PU_COMBINE | PU_REORDER);
2153 caster_ptr->window |= (PW_INVEN);
2155 /* Something was done */
2161 * @brief クリーチャー全既知呪文を表示する /
2162 * Hack -- Display all known spells in a window
2163 * @param caster_ptr 術者の参照ポインタ
2166 * Need to analyze size of the window.
2167 * Need more color coding.
2169 void display_spell_list(player_type *caster_ptr)
2174 const magic_type *s_ptr;
2175 GAME_TEXT name[MAX_NLEN];
2180 /* They have too many spells to list */
2181 if (caster_ptr->pclass == CLASS_SORCERER) return;
2182 if (caster_ptr->pclass == CLASS_RED_MAGE) return;
2184 if (caster_ptr->pclass == CLASS_SNIPER)
2186 display_snipe_list(caster_ptr);
2190 /* mind.c type classes */
2191 if ((caster_ptr->pclass == CLASS_MINDCRAFTER) ||
2192 (caster_ptr->pclass == CLASS_BERSERKER) ||
2193 (caster_ptr->pclass == CLASS_NINJA) ||
2194 (caster_ptr->pclass == CLASS_MIRROR_MASTER) ||
2195 (caster_ptr->pclass == CLASS_FORCETRAINER))
2197 PERCENTAGE minfail = 0;
2198 PLAYER_LEVEL plev = caster_ptr->lev;
2199 PERCENTAGE chance = 0;
2204 bool use_hp = FALSE;
2209 /* Display a list of spells */
2211 put_str(_("名前", "Name"), y, x + 5);
2212 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
2214 switch(caster_ptr->pclass)
2216 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
2217 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
2218 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
2219 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
2220 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
2221 default: use_mind = 0;break;
2224 /* Dump the spells */
2225 for (i = 0; i < MAX_MIND_POWERS; i++)
2227 byte a = TERM_WHITE;
2229 /* Access the available spell */
2230 spell = mind_powers[use_mind].info[i];
2231 if (spell.min_lev > plev) break;
2233 /* Get the failure rate */
2234 chance = spell.fail;
2236 /* Reduce failure rate by "effective" level adjustment */
2237 chance -= 3 * (caster_ptr->lev - spell.min_lev);
2239 /* Reduce failure rate by INT/WIS adjustment */
2240 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
2244 /* Not enough mana to cast */
2245 if (spell.mana_cost > caster_ptr->csp)
2247 chance += 5 * (spell.mana_cost - caster_ptr->csp);
2253 /* Not enough hp to cast */
2254 if (spell.mana_cost > caster_ptr->chp)
2261 /* Extract the minimum failure rate */
2262 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
2264 /* Minimum failure rate */
2265 if (chance < minfail) chance = minfail;
2267 /* Stunning makes spells harder */
2268 if (caster_ptr->stun > 50) chance += 25;
2269 else if (caster_ptr->stun) chance += 15;
2271 /* Always a 5 percent chance of working */
2272 if (chance > 95) chance = 95;
2275 mindcraft_info(comment, use_mind, i);
2277 /* Dump the spell */
2278 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
2280 spell.min_lev, spell.mana_cost, chance, comment);
2282 Term_putstr(x, y + i + 1, -1, a, psi_desc);
2287 /* Cannot read spellbooks */
2288 if (REALM_NONE == caster_ptr->realm1) return;
2290 /* Normal spellcaster with books */
2293 for (j = 0; j < ((caster_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
2297 /* Reset vertical */
2300 /* Vertical location */
2301 y = (j < 3) ? 0 : (m[j - 3] + 2);
2303 /* Horizontal location */
2307 for (i = 0; i < 32; i++)
2309 byte a = TERM_WHITE;
2311 /* Access the spell */
2312 if (!is_magic((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2))
2314 s_ptr = &technic_info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - MIN_TECHNIC][i % 32];
2318 s_ptr = &mp_ptr->info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - 1][i % 32];
2321 strcpy(name, exe_spell(caster_ptr, (j < 1) ? caster_ptr->realm1 : caster_ptr->realm2, i % 32, SPELL_NAME));
2324 if (s_ptr->slevel >= 99)
2327 strcpy(name, _("(判読不能)", "(illegible)"));
2335 ((caster_ptr->spell_forgotten1 & (1L << i))) :
2336 ((caster_ptr->spell_forgotten2 & (1L << (i % 32)))))
2343 else if (!((j < 1) ?
2344 (caster_ptr->spell_learned1 & (1L << i)) :
2345 (caster_ptr->spell_learned2 & (1L << (i % 32)))))
2352 else if (!((j < 1) ?
2353 (caster_ptr->spell_worked1 & (1L << i)) :
2354 (caster_ptr->spell_worked2 & (1L << (i % 32)))))
2360 /* Dump the spell --(-- */
2361 sprintf(out_val, "%c/%c) %-20.20s",
2362 I2A(n / 8), I2A(n % 8), name);
2367 /* Dump onto the window */
2368 Term_putstr(x, m[j], -1, a, out_val);
2378 * @brief 呪文の経験値を返す /
2379 * Returns experience of a spell
2381 * @param use_realm 魔法領域
2384 EXP experience_of_spell(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
2386 if (caster_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
2387 else if (caster_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
2388 else if (use_realm == caster_ptr->realm1) return caster_ptr->spell_exp[spell];
2389 else if (use_realm == caster_ptr->realm2) return caster_ptr->spell_exp[spell + 32];
2395 * @brief 呪文の消費MPを返す /
2396 * Modify mana consumption rate using spell exp and dec_mana
2397 * @param need_mana 基本消費MP
2402 MANA_POINT mod_need_mana(MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
2404 #define MANA_CONST 2400
2406 #define DEC_MANA_DIV 3
2409 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
2412 * need_mana defaults if spell exp equals SPELL_EXP_EXPERT and !p_ptr->dec_mana.
2413 * MANA_CONST is used to calculate need_mana effected from spell proficiency.
2415 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(p_ptr, spell, realm)) + (MANA_CONST - 1);
2416 need_mana *= p_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
2417 need_mana /= MANA_CONST * MANA_DIV;
2418 if (need_mana < 1) need_mana = 1;
2421 /* Non-realm magic */
2424 if (p_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
2436 * @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) /
2437 * Modify spell fail rate
2438 * Using to_m_chance, dec_mana, easy_spell and heavy_spell
2439 * @param chance 修正前失敗率
2443 PERCENTAGE mod_spell_chance_1(player_type *caster_ptr, PERCENTAGE chance)
2445 chance += caster_ptr->to_m_chance;
2447 if (caster_ptr->heavy_spell) chance += 20;
2449 if (caster_ptr->dec_mana && caster_ptr->easy_spell) chance -= 4;
2450 else if (caster_ptr->easy_spell) chance -= 3;
2451 else if (caster_ptr->dec_mana) chance -= 2;
2458 * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
2459 * Modify spell fail rate
2460 * Using to_m_chance, dec_mana, easy_spell and heavy_spell
2461 * @param chance 修正前失敗率
2463 * Modify spell fail rate (as "suffix" process)
2464 * Using dec_mana, easy_spell and heavy_spell
2465 * Note: variable "chance" cannot be negative.
2468 PERCENTAGE mod_spell_chance_2(player_type *caster_ptr, PERCENTAGE chance)
2470 if (caster_ptr->dec_mana) chance--;
2471 if (caster_ptr->heavy_spell) chance += 5;
2472 return MAX(chance, 0);
2477 * @brief 呪文の失敗率計算メインルーチン /
2478 * Returns spell chance of failure for spell -RAK-
2480 * @param use_realm 魔法領域ID
2483 PERCENTAGE spell_chance(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
2485 PERCENTAGE chance, minfail;
2486 const magic_type *s_ptr;
2487 MANA_POINT need_mana;
2488 PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
2491 /* Paranoia -- must be literate */
2492 if (!mp_ptr->spell_book) return (100);
2494 if (use_realm == REALM_HISSATSU) return 0;
2496 /* Access the spell */
2497 if (!is_magic(use_realm))
2499 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
2503 s_ptr = &mp_ptr->info[use_realm - 1][spell];
2506 /* Extract the base spell failure rate */
2507 chance = s_ptr->sfail;
2509 /* Reduce failure rate by "effective" level adjustment */
2510 chance -= 3 * (caster_ptr->lev - s_ptr->slevel);
2512 /* Reduce failure rate by INT/WIS adjustment */
2513 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
2515 if (caster_ptr->riding)
2516 chance += (MAX(r_info[caster_ptr->current_floor_ptr->m_list[caster_ptr->riding].r_idx].level - caster_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
2518 /* Extract mana consumption rate */
2519 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
2521 /* Not enough mana to cast */
2522 if (need_mana > caster_ptr->csp)
2524 chance += 5 * (need_mana - caster_ptr->csp);
2527 if ((use_realm != caster_ptr->realm1) && ((caster_ptr->pclass == CLASS_MAGE) || (caster_ptr->pclass == CLASS_PRIEST))) chance += 5;
2529 /* Extract the minimum failure rate */
2530 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
2533 * Non mage/priest characters never get too good
2534 * (added high mage, mindcrafter)
2536 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
2538 if (minfail < 5) minfail = 5;
2541 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
2542 if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[0]) chance += 25;
2543 if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[1]) chance += 25;
2545 chance = mod_spell_chance_1(caster_ptr, chance);
2547 /* Goodness or evilness gives a penalty to failure rate */
2551 if ((caster_ptr->align > 50) || (caster_ptr->align < -50)) chance += penalty;
2553 case REALM_LIFE: case REALM_CRUSADE:
2554 if (caster_ptr->align < -20) chance += penalty;
2556 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
2557 if (caster_ptr->align > 20) chance += penalty;
2561 /* Minimum failure rate */
2562 if (chance < minfail) chance = minfail;
2564 /* Stunning makes spells harder */
2565 if (caster_ptr->stun > 50) chance += 25;
2566 else if (caster_ptr->stun) chance += 15;
2568 /* Always a 5 percent chance of working */
2569 if (chance > 95) chance = 95;
2571 if ((use_realm == caster_ptr->realm1) || (use_realm == caster_ptr->realm2)
2572 || (caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
2574 EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
2575 if (exp >= SPELL_EXP_EXPERT) chance--;
2576 if (exp >= SPELL_EXP_MASTER) chance--;
2579 /* Return the chance */
2580 return mod_spell_chance_2(caster_ptr, chance);
2586 * @brief 呪文情報の表示処理 /
2587 * Print a list of spells (for browsing or casting or viewing)
2588 * @param target_spell 呪文ID
2589 * @param caster_ptr 術者の参照ポインタ
2590 * @param spells 表示するスペルID配列の参照ポインタ
2591 * @param num 表示するスペルの数(spellsの要素数)
2592 * @param y 表示メッセージ左上Y座標
2593 * @param x 表示メッセージ左上X座標
2594 * @param use_realm 魔法領域ID
2597 void print_spells(player_type* caster_ptr, SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_LEN y, TERM_LEN x, REALM_IDX use_realm)
2601 int exp_level, increment = 64;
2602 const magic_type *s_ptr;
2607 MANA_POINT need_mana;
2612 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && current_world_ptr->wizard)
2613 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
2615 /* Title the list */
2617 if (use_realm == REALM_HISSATSU)
2618 strcpy(buf,_(" Lv MP", " Lv SP"));
2620 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
2622 put_str(_("名前", "Name"), y, x + 5);
2623 put_str(buf, y, x + 29);
2625 if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
2626 else if (use_realm == caster_ptr->realm1) increment = 0;
2627 else if (use_realm == caster_ptr->realm2) increment = 32;
2629 /* Dump the spells */
2630 for (i = 0; i < num; i++)
2634 if (!is_magic(use_realm))
2636 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
2640 s_ptr = &mp_ptr->info[use_realm - 1][spell];
2643 if (use_realm == REALM_HISSATSU)
2644 need_mana = s_ptr->smana;
2647 EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
2649 /* Extract mana consumption rate */
2650 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
2652 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
2653 else exp_level = spell_exp_level(exp);
2656 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
2657 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
2658 else if (s_ptr->slevel >= 99) max = TRUE;
2659 else if ((caster_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
2661 strncpy(ryakuji, exp_level_str[exp_level], 4);
2666 if (use_menu && target_spell)
2668 if (i == (target_spell-1))
2669 strcpy(out_val, _(" 》 ", " > "));
2671 strcpy(out_val, " ");
2673 else sprintf(out_val, " %c) ", I2A(i));
2674 /* Skip illegible spells */
2675 if (s_ptr->slevel >= 99)
2677 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
2678 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
2682 /* XXX XXX Could label spells above the players level */
2684 /* Get extra info */
2685 strcpy(info, exe_spell(caster_ptr, use_realm, spell, SPELL_INFO));
2690 /* Assume spell is known and tried */
2691 line_attr = TERM_WHITE;
2693 /* Analyze the spell */
2694 if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
2696 if (s_ptr->slevel > caster_ptr->max_plv)
2698 comment = _("未知", "unknown");
2699 line_attr = TERM_L_BLUE;
2701 else if (s_ptr->slevel > caster_ptr->lev)
2703 comment = _("忘却", "forgotten");
2704 line_attr = TERM_YELLOW;
2707 else if ((use_realm != caster_ptr->realm1) && (use_realm != caster_ptr->realm2))
2709 comment = _("未知", "unknown");
2710 line_attr = TERM_L_BLUE;
2712 else if ((use_realm == caster_ptr->realm1) ?
2713 ((caster_ptr->spell_forgotten1 & (1L << spell))) :
2714 ((caster_ptr->spell_forgotten2 & (1L << spell))))
2716 comment = _("忘却", "forgotten");
2717 line_attr = TERM_YELLOW;
2719 else if (!((use_realm == caster_ptr->realm1) ?
2720 (caster_ptr->spell_learned1 & (1L << spell)) :
2721 (caster_ptr->spell_learned2 & (1L << spell))))
2723 comment = _("未知", "unknown");
2724 line_attr = TERM_L_BLUE;
2726 else if (!((use_realm == caster_ptr->realm1) ?
2727 (caster_ptr->spell_worked1 & (1L << spell)) :
2728 (caster_ptr->spell_worked2 & (1L << spell))))
2730 comment = _("未経験", "untried");
2731 line_attr = TERM_L_GREEN;
2734 /* Dump the spell --(-- */
2735 if (use_realm == REALM_HISSATSU)
2737 strcat(out_val, format("%-25s %2d %4d",
2738 exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), /* realm, spell */
2739 s_ptr->slevel, need_mana));
2743 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
2744 exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), /* realm, spell */
2745 (max ? '!' : ' '), ryakuji,
2746 s_ptr->slevel, need_mana, spell_chance(caster_ptr, spell, use_realm), comment));
2748 c_prt(line_attr, out_val, y + i + 1, x);
2751 /* Clear the bottom line */
2752 prt("", y + i + 1, x);
2756 * @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 /
2757 * Helper function -- return a "nearby" race for polymorphing
2758 * @param r_idx 基準となるモンスター種族ID
2759 * @return 変更先のモンスター種族ID
2761 * Note that this function is one of the more "dangerous" ones...
2763 static MONRACE_IDX poly_r_idx(MONRACE_IDX r_idx)
2765 monster_race *r_ptr = &r_info[r_idx];
2771 /* Hack -- Uniques/Questors never polymorph */
2772 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags1 & RF1_QUESTOR))
2775 /* Allowable range of "levels" for resulting monster */
2776 lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
2777 lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
2779 /* Pick a (possibly new) non-unique race */
2780 for (i = 0; i < 1000; i++)
2782 /* Pick a new race, using a level calculation */
2783 r = get_mon_num((p_ptr->current_floor_ptr->dun_level + r_ptr->level) / 2 + 5);
2785 /* Handle failure */
2790 /* Ignore unique monsters */
2791 if (r_ptr->flags1 & RF1_UNIQUE) continue;
2793 /* Ignore monsters with incompatible levels */
2794 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
2796 /* Use that index */
2805 * @brief 指定座標にいるモンスターを変身させる /
2806 * Helper function -- return a "nearby" race for polymorphing
2809 * @return 実際に変身したらTRUEを返す
2811 bool polymorph_monster(player_type *caster_ptr, POSITION y, POSITION x)
2813 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
2814 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2815 bool polymorphed = FALSE;
2816 MONRACE_IDX new_r_idx;
2817 MONRACE_IDX old_r_idx = m_ptr->r_idx;
2818 bool targeted = (target_who == g_ptr->m_idx) ? TRUE : FALSE;
2819 bool health_tracked = (caster_ptr->health_who == g_ptr->m_idx) ? TRUE : FALSE;
2820 monster_type back_m;
2822 if (caster_ptr->current_floor_ptr->inside_arena || caster_ptr->phase_out) return (FALSE);
2824 if ((caster_ptr->riding == g_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
2826 /* Memorize the monster before polymorphing */
2829 /* Pick a "new" monster race */
2830 new_r_idx = poly_r_idx(old_r_idx);
2832 /* Handle polymorph */
2833 if (new_r_idx != old_r_idx)
2835 BIT_FLAGS mode = 0L;
2836 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
2837 OBJECT_IDX this_o_idx, next_o_idx = 0;
2839 /* Get the monsters attitude */
2840 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
2841 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
2842 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
2844 /* Mega-hack -- ignore held objects */
2845 m_ptr->hold_o_idx = 0;
2847 /* "Kill" the "old" monster */
2848 delete_monster_idx(g_ptr->m_idx);
2850 /* Create a new monster (no groups) */
2851 if (place_monster_aux(0, y, x, new_r_idx, mode))
2853 caster_ptr->current_floor_ptr->m_list[hack_m_idx_ii].nickname = back_m.nickname;
2854 caster_ptr->current_floor_ptr->m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
2855 caster_ptr->current_floor_ptr->m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
2862 /* Placing the new monster failed */
2863 if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
2865 caster_ptr->current_floor_ptr->m_list[hack_m_idx_ii] = back_m;
2867 /* Re-initialize monster process */
2870 else preserve_hold_objects = FALSE;
2873 /* Mega-hack -- preserve held objects */
2874 if (preserve_hold_objects)
2876 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
2878 object_type *o_ptr = &caster_ptr->current_floor_ptr->o_list[this_o_idx];
2879 next_o_idx = o_ptr->next_o_idx;
2881 /* Held by new monster */
2882 o_ptr->held_m_idx = hack_m_idx_ii;
2885 else if (back_m.hold_o_idx) /* Failed (paranoia) */
2887 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
2889 next_o_idx = caster_ptr->current_floor_ptr->o_list[this_o_idx].next_o_idx;
2890 delete_object_idx(this_o_idx);
2894 if (targeted) target_who = hack_m_idx_ii;
2895 if (health_tracked) health_track(hack_m_idx_ii);
2904 * @param x テレポート先のX座標
2905 * @param y テレポート先のY座標
2906 * @return 目標に指定通りテレポートできたならばTRUEを返す
2908 static bool dimension_door_aux(player_type *caster_ptr, POSITION x, POSITION y)
2910 PLAYER_LEVEL plev = caster_ptr->lev;
2912 caster_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
2914 if (!cave_player_teleportable_bold(y, x, 0L) ||
2915 (distance(y, x, caster_ptr->y, caster_ptr->x) > plev / 2 + 10) ||
2916 (!randint0(plev / 10 + 10)))
2918 caster_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
2919 teleport_player(caster_ptr, (plev + 2) * 2, TELEPORT_PASSIVE);
2926 teleport_player_to(caster_ptr, y, x, 0L);
2935 * @brief 次元の扉処理のメインルーチン /
2937 * @return ターンを消費した場合TRUEを返す
2939 bool dimension_door(void)
2943 /* Rerutn FALSE if cancelled */
2944 if (!tgt_pt(&x, &y)) return FALSE;
2946 if (dimension_door_aux(p_ptr, x, y)) return TRUE;
2948 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!"));
2955 * @brief 鏡抜け処理のメインルーチン /
2956 * Mirror Master's Dimension Door
2957 * @return ターンを消費した場合TRUEを返す
2959 bool mirror_tunnel(void)
2961 POSITION x = 0, y = 0;
2963 /* Rerutn FALSE if cancelled */
2964 if (!tgt_pt(&x, &y)) return FALSE;
2966 if (dimension_door_aux(p_ptr, x, y)) return TRUE;
2968 msg_print(_("鏡の世界をうまく通れなかった!", "You fail to pass the mirror plane correctly!"));
2976 * @return ターンを消費した場合TRUEを返す
2978 bool eat_magic(player_type *caster_ptr, int power)
2984 int recharge_strength = 0;
2990 GAME_TEXT o_name[MAX_NLEN];
2992 item_tester_hook = item_tester_hook_recharge;
2994 q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
2995 s = _("魔力を吸収できるアイテムがありません。", "You have nothing to drain.");
2997 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
2998 if (!o_ptr) return FALSE;
3000 k_ptr = &k_info[o_ptr->k_idx];
3001 lev = k_info[o_ptr->k_idx].level;
3003 if (o_ptr->tval == TV_ROD)
3005 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
3008 if (one_in_(recharge_strength))
3010 /* Activate the failure code. */
3015 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
3017 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."));
3021 caster_ptr->csp += lev;
3022 o_ptr->timeout += k_ptr->pval;
3028 /* All staffs, wands. */
3029 recharge_strength = (100 + power - lev) / 15;
3030 if (recharge_strength < 0) recharge_strength = 0;
3033 if (one_in_(recharge_strength))
3035 /* Activate the failure code. */
3040 if (o_ptr->pval > 0)
3042 caster_ptr->csp += lev / 2;
3045 /* XXX Hack -- unstack if necessary */
3046 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
3051 object_copy(q_ptr, o_ptr);
3053 /* Modify quantity */
3056 /* Restore the charges */
3059 /* Unstack the used item */
3061 caster_ptr->total_weight -= q_ptr->weight;
3062 item = inven_carry(q_ptr);
3064 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
3069 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
3071 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
3075 /* Inflict the penalties for failing a recharge. */
3078 /* Artifacts are never destroyed. */
3079 if (object_is_fixed_artifact(o_ptr))
3081 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3082 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);
3084 /* Artifact rods. */
3085 if (o_ptr->tval == TV_ROD)
3086 o_ptr->timeout = k_ptr->pval * o_ptr->number;
3088 /* Artifact wands and staffs. */
3089 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
3094 /* Get the object description */
3095 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3097 /*** Determine Seriousness of Failure ***/
3099 /* Mages recharge objects more safely. */
3100 if (IS_WIZARD_CLASS(caster_ptr))
3102 /* 10% chance to blow up one rod, otherwise draining. */
3103 if (o_ptr->tval == TV_ROD)
3105 if (one_in_(10)) fail_type = 2;
3108 /* 75% chance to blow up one wand, otherwise draining. */
3109 else if (o_ptr->tval == TV_WAND)
3111 if (!one_in_(3)) fail_type = 2;
3114 /* 50% chance to blow up one staff, otherwise no effect. */
3115 else if (o_ptr->tval == TV_STAFF)
3117 if (one_in_(2)) fail_type = 2;
3122 /* All other classes get no special favors. */
3125 /* 33% chance to blow up one rod, otherwise draining. */
3126 if (o_ptr->tval == TV_ROD)
3128 if (one_in_(3)) fail_type = 2;
3131 /* 20% chance of the entire stack, else destroy one wand. */
3132 else if (o_ptr->tval == TV_WAND)
3134 if (one_in_(5)) fail_type = 3;
3137 /* Blow up one staff. */
3138 else if (o_ptr->tval == TV_STAFF)
3144 /*** Apply draining and destruction. ***/
3146 /* Drain object or stack of objects. */
3149 if (o_ptr->tval == TV_ROD)
3151 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
3152 "You save your rod from destruction, but all charges are lost."), o_name);
3153 o_ptr->timeout = k_ptr->pval * o_ptr->number;
3155 else if (o_ptr->tval == TV_WAND)
3157 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);
3160 /* Staffs aren't drained. */
3163 /* Destroy an object or one in a stack of objects. */
3166 if (o_ptr->number > 1)
3168 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);
3169 /* Reduce rod stack maximum timeout, drain wands. */
3170 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
3171 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
3175 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);
3178 vary_item(item, -1);
3181 /* Destroy all members of a stack of objects. */
3184 if (o_ptr->number > 1)
3185 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);
3187 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
3189 vary_item(item, -999);
3194 if (caster_ptr->csp > caster_ptr->msp)
3196 caster_ptr->csp = caster_ptr->msp;
3199 caster_ptr->redraw |= (PR_MANA);
3200 caster_ptr->update |= (PU_COMBINE | PU_REORDER);
3201 caster_ptr->window |= (PW_INVEN);
3208 * @brief 皆殺し(全方向攻撃)処理
3209 * @param py プレイヤーY座標
3210 * @param px プレイヤーX座標
3213 void massacre(player_type *caster_ptr)
3217 monster_type *m_ptr;
3220 for (dir = 0; dir < 8; dir++)
3222 y = caster_ptr->y + ddy_ddd[dir];
3223 x = caster_ptr->x + ddx_ddd[dir];
3224 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
3225 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
3227 /* Hack -- attack monsters */
3228 if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)))
3229 py_attack(caster_ptr, y, x, 0);
3233 bool eat_lock(player_type *caster_ptr)
3237 feature_type *f_ptr, *mimic_f_ptr;
3240 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
3241 y = caster_ptr->y + ddy[dir];
3242 x = caster_ptr->x + ddx[dir];
3243 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
3244 f_ptr = &f_info[g_ptr->feat];
3245 mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
3247 stop_mouth(caster_ptr);
3249 if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
3251 msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
3253 else if (have_flag(f_ptr->flags, FF_PERMANENT))
3255 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);
3257 else if (g_ptr->m_idx)
3259 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
3260 msg_print(_("何かが邪魔しています!", "There's something in the way!"));
3262 if (!m_ptr->ml || !is_pet(m_ptr)) py_attack(caster_ptr, y, x, 0);
3264 else if (have_flag(f_ptr->flags, FF_TREE))
3266 msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
3268 else if (have_flag(f_ptr->flags, FF_GLASS))
3270 msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
3272 else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
3274 (void)set_food(caster_ptr, caster_ptr->food + 3000);
3276 else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
3278 (void)set_food(caster_ptr, caster_ptr->food + 5000);
3282 msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
3283 (void)set_food(caster_ptr, caster_ptr->food + 10000);
3286 /* Destroy the wall */
3287 cave_alter_feat(y, x, FF_HURT_ROCK);
3289 (void)move_player_effect(caster_ptr, y, x, MPE_DONT_PICKUP);
3294 bool shock_power(player_type *caster_ptr)
3299 PLAYER_LEVEL plev = caster_ptr->lev;
3300 int boost = P_PTR_KI;
3301 if (heavy_armor(caster_ptr)) boost /= 2;
3304 if (!get_aim_dir(&dir)) return FALSE;
3306 y = caster_ptr->y + ddy[dir];
3307 x = caster_ptr->x + ddx[dir];
3308 dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
3309 fire_beam(caster_ptr, GF_MISSILE, dir, dam);
3310 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
3313 POSITION ty = y, tx = x;
3314 POSITION oy = y, ox = x;
3315 MONSTER_IDX m_idx = caster_ptr->current_floor_ptr->grid_array[y][x].m_idx;
3316 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
3317 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3318 GAME_TEXT m_name[MAX_NLEN];
3320 monster_desc(m_name, m_ptr, 0);
3322 if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
3324 msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
3328 for (i = 0; i < 5; i++)
3332 if (cave_empty_bold(caster_ptr->current_floor_ptr, y, x))
3339 if ((ty != oy) || (tx != ox))
3341 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
3342 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
3343 caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
3347 update_monster(caster_ptr, m_idx, TRUE);
3351 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
3352 caster_ptr->update |= (PU_MON_LITE);
3359 bool booze(player_type *creature_ptr)
3362 if (creature_ptr->pclass != CLASS_MONK) chg_virtue(p_ptr, V_HARMONY, -1);
3363 else if (!creature_ptr->resist_conf) creature_ptr->special_attack |= ATTACK_SUIKEN;
3364 if (!creature_ptr->resist_conf)
3366 if (set_confused(p_ptr, randint0(20) + 15))
3372 if (!creature_ptr->resist_chaos)
3376 if (set_image(p_ptr, creature_ptr->image + randint0(150) + 150))
3381 if (one_in_(13) && (creature_ptr->pclass != CLASS_MONK))
3384 if (one_in_(3)) lose_all_info(p_ptr);
3385 else wiz_dark(creature_ptr);
3386 (void)teleport_player_aux(creature_ptr, 100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
3387 wiz_dark(creature_ptr);
3388 msg_print(_("知らない場所で目が醒めた。頭痛がする。", "You wake up somewhere with a sore head..."));
3389 msg_print(_("何も思い出せない。どうやってここへ来たのかも分からない!", "You can't remember a thing, or how you got here!"));
3395 bool detonation(player_type *creature_ptr)
3397 msg_print(_("体の中で激しい爆発が起きた!", "Massive explosions rupture your body!"));
3398 take_hit(p_ptr, DAMAGE_NOESCAPE, damroll(50, 20), _("爆発の薬", "a potion of Detonation"), -1);
3399 (void)set_stun(p_ptr, creature_ptr->stun + 75);
3400 (void)set_cut(p_ptr,creature_ptr->cut + 5000);
3404 void blood_curse_to_enemy(player_type *caster_ptr, MONSTER_IDX m_idx)
3406 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
3407 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx];
3408 BIT_FLAGS curse_flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3412 switch (randint1(28))
3417 msg_print(_("地面が揺れた...", "The ground trembles..."));
3418 earthquake(caster_ptr, m_ptr->fy, m_ptr->fx, 4 + randint0(4), 0);
3419 if (!one_in_(6)) break;
3421 case 3: case 4: case 5: case 6:
3424 int extra_dam = damroll(10, 10);
3425 msg_print(_("純粋な魔力の次元への扉が開いた!", "A portal opens to a plane of raw mana!"));
3427 project(caster_ptr, 0, 8, m_ptr->fy, m_ptr->fx, extra_dam, GF_MANA, curse_flg, -1);
3428 if (!one_in_(6)) break;
3433 msg_print(_("空間が歪んだ!", "Space warps about you!"));
3435 if (m_ptr->r_idx) teleport_away(caster_ptr, g_ptr->m_idx, damroll(10, 10), TELEPORT_PASSIVE);
3436 if (one_in_(13)) count += activate_hi_summon(m_ptr->fy, m_ptr->fx, TRUE);
3437 if (!one_in_(6)) break;
3439 case 9: case 10: case 11:
3440 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3441 project(caster_ptr, 0, 7, m_ptr->fy, m_ptr->fx, 50, GF_DISINTEGRATE, curse_flg, -1);
3442 if (!one_in_(6)) break;
3443 case 12: case 13: case 14: case 15: case 16:
3444 aggravate_monsters(0);
3445 if (!one_in_(6)) break;
3447 count += activate_hi_summon(m_ptr->fy, m_ptr->fx, TRUE);
3448 if (!one_in_(6)) break;
3449 case 19: case 20: case 21: case 22:
3451 bool pet = !one_in_(3);
3452 BIT_FLAGS mode = PM_ALLOW_GROUP;
3454 if (pet) mode |= PM_FORCE_PET;
3455 else mode |= (PM_NO_PET | PM_FORCE_FRIENDLY);
3457 count += summon_specific((pet ? -1 : 0), caster_ptr->y, caster_ptr->x, (pet ? caster_ptr->lev * 2 / 3 + randint1(caster_ptr->lev / 2) : caster_ptr->current_floor_ptr->dun_level), 0, mode);
3458 if (!one_in_(6)) break;
3460 case 23: case 24: case 25:
3461 if (caster_ptr->hold_exp && (randint0(100) < 75)) break;
3462 msg_print(_("経験値が体から吸い取られた気がする!", "You feel your experience draining away..."));
3464 if (caster_ptr->hold_exp) lose_exp(caster_ptr, caster_ptr->exp / 160);
3465 else lose_exp(caster_ptr, caster_ptr->exp / 16);
3466 if (!one_in_(6)) break;
3467 case 26: case 27: case 28:
3476 (void)do_dec_stat(caster_ptr, i);
3477 } while (one_in_(2));
3484 (void)do_dec_stat(caster_ptr, randint0(6));
3489 } while (one_in_(5));
3493 * @brief クリムゾンを発射する / Fire Crimson, evoluting gun.
3494 @ @param shooter_ptr 射撃を行うクリーチャー参照
3495 * @return キャンセルした場合 false.
3497 * Need to analyze size of the window.
3498 * Need more color coding.
3500 bool fire_crimson(player_type *shooter_ptr)
3504 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3508 if (!get_aim_dir(&dir)) return FALSE;
3510 /* Use the given direction */
3511 tx = shooter_ptr->x + 99 * ddx[dir];
3512 ty = shooter_ptr->y + 99 * ddy[dir];
3514 /* Hack -- Use an actual "target" */
3515 if ((dir == 5) && target_okay())
3521 if (shooter_ptr->pclass == CLASS_ARCHER)
3523 /* Extra shot at level 10 */
3524 if (shooter_ptr->lev >= 10) num++;
3526 /* Extra shot at level 30 */
3527 if (shooter_ptr->lev >= 30) num++;
3529 /* Extra shot at level 45 */
3530 if (shooter_ptr->lev >= 45) num++;
3533 for (i = 0; i < num; i++)
3534 project(shooter_ptr, 0, shooter_ptr->lev / 20 + 1, ty, tx, shooter_ptr->lev*shooter_ptr->lev * 6 / 50, GF_ROCKET, flg, -1);
3541 * @brief 町間のテレポートを行うメインルーチン。
3542 * @return テレポート処理を決定したか否か
3544 bool tele_town(player_type *caster_ptr)
3550 if (caster_ptr->current_floor_ptr->dun_level)
3552 msg_print(_("この魔法は地上でしか使えない!", "This spell can only be used on the surface!"));
3556 if (caster_ptr->current_floor_ptr->inside_arena || caster_ptr->phase_out)
3558 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3565 for (i = 1; i < max_towns; i++)
3569 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == caster_ptr->town_num) || !(caster_ptr->visit & (1L << (i - 1)))) continue;
3571 sprintf(buf, "%c) %-20s", I2A(i - 1), town_info[i].name);
3578 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3584 prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3594 else if ((i < 'a') || (i > ('a' + max_towns - 2))) continue;
3595 else if (((i - 'a' + 1) == caster_ptr->town_num) || ((i - 'a' + 1) == NO_TOWN) || ((i - 'a' + 1) == SECRET_TOWN) || !(caster_ptr->visit & (1L << (i - 'a')))) continue;
3599 for (y = 0; y < current_world_ptr->max_wild_y; y++)
3601 for (x = 0; x < current_world_ptr->max_wild_x; x++)
3603 if (wilderness[y][x].town == (i - 'a' + 1))
3605 caster_ptr->wilderness_y = y;
3606 caster_ptr->wilderness_x = x;
3611 caster_ptr->leaving = TRUE;
3612 caster_ptr->leave_bldg = TRUE;
3613 caster_ptr->teleport_town = TRUE;