3 * @brief 魔法効果の実装/ Spell code (part 3)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
15 #include "object-hook.h"
17 /*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
22 * @brief モンスターのテレポートアウェイ処理 /
23 * Teleport a monster, normally up to "dis" grids away.
24 * @param m_idx モンスターID
27 * @return テレポートが実際に行われたらtrue
29 * Attempt to move the monster at least "dis/2" grids away.
30 * But allow variation to prevent infinite loops.
32 bool teleport_away(MONSTER_IDX m_idx, POSITION dis, BIT_FLAGS mode)
34 POSITION oy, ox, d, i, min;
36 POSITION ny = 0, nx = 0;
40 monster_type *m_ptr = &m_list[m_idx];
43 if (!m_ptr->r_idx) return (FALSE);
45 /* Save the old location */
49 /* Minimum distance */
52 if ((mode & TELEPORT_DEC_VALOUR) &&
53 (((p_ptr->chp * 10) / p_ptr->mhp) > 5) &&
54 (4+randint1(5) < ((p_ptr->chp * 10) / p_ptr->mhp)))
56 chg_virtue(V_VALOUR, -1);
64 /* Verify max distance */
65 if (dis > 200) dis = 200;
67 /* Try several locations */
68 for (i = 0; i < 500; i++)
70 /* Pick a (possibly illegal) location */
73 ny = rand_spread(oy, dis);
74 nx = rand_spread(ox, dis);
75 d = distance(oy, ox, ny, nx);
76 if ((d >= min) && (d <= dis)) break;
79 /* Ignore illegal locations */
80 if (!in_bounds(ny, nx)) continue;
82 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
84 /* No teleporting into vaults and such */
85 if (!(p_ptr->inside_quest || p_ptr->inside_arena))
86 if (cave[ny][nx].info & CAVE_ICKY) continue;
88 /* This grid looks good */
95 /* Increase the maximum distance */
98 /* Decrease the minimum distance */
101 /* Stop after MAX_TRIES tries */
102 if (tries > MAX_TRIES) return (FALSE);
105 sound(SOUND_TPOTHER);
107 /* Update the old location */
108 cave[oy][ox].m_idx = 0;
110 /* Update the new location */
111 cave[ny][nx].m_idx = m_idx;
113 /* Move the monster */
117 /* Forget the counter target */
120 /* Update the monster (new location) */
121 update_monster(m_idx, TRUE);
123 /* Redraw the old grid */
126 /* Redraw the new grid */
129 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
130 p_ptr->update |= (PU_MON_LITE);
137 * @brief モンスターを指定された座標付近にテレポートする /
138 * Teleport monster next to a grid near the given location
139 * @param m_idx モンスターID
142 * @param power テレポート成功確率
146 void teleport_monster_to(MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, BIT_FLAGS mode)
148 POSITION ny, nx, oy, ox;
153 monster_type *m_ptr = &m_list[m_idx];
156 if(!m_ptr->r_idx) return;
159 if(randint1(100) > power) return;
164 /* Save the old location */
168 /* Minimum distance */
171 /* Look until done */
172 while (look && --attempts)
174 /* Verify max distance */
175 if (dis > 200) dis = 200;
177 /* Try several locations */
178 for (i = 0; i < 500; i++)
180 /* Pick a (possibly illegal) location */
183 ny = rand_spread(ty, dis);
184 nx = rand_spread(tx, dis);
185 d = distance(ty, tx, ny, nx);
186 if ((d >= min) && (d <= dis)) break;
189 /* Ignore illegal locations */
190 if (!in_bounds(ny, nx)) continue;
192 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
194 /* No teleporting into vaults and such */
195 /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
197 /* This grid looks good */
204 /* Increase the maximum distance */
207 /* Decrease the minimum distance */
211 if (attempts < 1) return;
213 sound(SOUND_TPOTHER);
215 /* Update the old location */
216 cave[oy][ox].m_idx = 0;
218 /* Update the new location */
219 cave[ny][nx].m_idx = m_idx;
221 /* Move the monster */
225 /* Update the monster (new location) */
226 update_monster(m_idx, TRUE);
228 /* Redraw the old grid */
231 /* Redraw the new grid */
234 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
235 p_ptr->update |= (PU_MON_LITE);
239 * @brief プレイヤーのテレポート先選定と移動処理 /
240 * Teleport the player to a location up to "dis" grids away.
243 * @return 実際にテレポート処理が行われたらtrue
246 * If no such spaces are readily available, the distance may increase.
247 * Try very hard to move the player at least a quarter that distance.
249 * There was a nasty tendency for a long time; which was causing the
250 * player to "bounce" between two or three different spots because
251 * these are the only spots that are "far enough" way to satisfy the
254 * But this tendency is now removed; in the new algorithm, a list of
255 * candidates is selected first, which includes at least 50% of all
256 * floor grids within the distance, and any single grid in this list
257 * of candidates has equal possibility to be choosen as a destination.
261 bool teleport_player_aux(POSITION dis, BIT_FLAGS mode)
263 int candidates_at[MAX_TELEPORT_DISTANCE + 1];
264 int total_candidates, cur_candidates;
265 POSITION y = 0, x = 0;
268 int left = MAX(1, p_ptr->x - dis);
269 int right = MIN(cur_wid - 2, p_ptr->x + dis);
270 int top = MAX(1, p_ptr->y - dis);
271 int bottom = MIN(cur_hgt - 2, p_ptr->y + dis);
273 if (p_ptr->wild_mode) return FALSE;
275 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
277 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
281 /* Initialize counters */
282 total_candidates = 0;
283 for (i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
284 candidates_at[i] = 0;
286 /* Limit the distance */
287 if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
289 /* Search valid locations */
290 for (y = top; y <= bottom; y++)
292 for (x = left; x <= right; x++)
296 /* Skip illegal locations */
297 if (!cave_player_teleportable_bold(y, x, mode)) continue;
299 /* Calculate distance */
300 d = distance(p_ptr->y, p_ptr->x, y, x);
302 /* Skip too far locations */
303 if (d > dis) continue;
305 /* Count the total number of candidates */
308 /* Count the number of candidates in this circumference */
313 /* No valid location! */
314 if (0 == total_candidates) return FALSE;
316 /* Fix the minimum distance */
317 for (cur_candidates = 0, min = dis; min >= 0; min--)
319 cur_candidates += candidates_at[min];
321 /* 50% of all candidates will have an equal chance to be choosen. */
322 if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
325 /* Pick up a single location randomly */
326 pick = randint1(cur_candidates);
328 /* Search again the choosen location */
329 for (y = top; y <= bottom; y++)
331 for (x = left; x <= right; x++)
335 /* Skip illegal locations */
336 if (!cave_player_teleportable_bold(y, x, mode)) continue;
338 /* Calculate distance */
339 d = distance(p_ptr->y, p_ptr->x, y, x);
341 /* Skip too far locations */
342 if (d > dis) continue;
344 /* Skip too close locations */
345 if (d < min) continue;
347 /* This grid was picked up? */
356 if (player_bold(y, x)) return FALSE;
358 sound(SOUND_TELEPORT);
361 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
362 msg_format("『こっちだぁ、%s』", p_ptr->name);
365 /* Move the player */
366 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
372 * @brief プレイヤーのテレポート処理メインルーチン
377 void teleport_player(POSITION dis, BIT_FLAGS mode)
381 /* Save the old location */
382 POSITION oy = p_ptr->y;
383 POSITION ox = p_ptr->x;
385 if (!teleport_player_aux(dis, mode)) return;
387 /* Monsters with teleport ability may follow the player */
388 for (xx = -1; xx < 2; xx++)
390 for (yy = -1; yy < 2; yy++)
392 MONSTER_IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
394 /* A monster except your mount may follow */
395 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx))
397 monster_type *m_ptr = &m_list[tmp_m_idx];
398 monster_race *r_ptr = &r_info[m_ptr->r_idx];
401 * The latter limitation is to avoid
402 * totally unkillable suckers...
404 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
405 !(r_ptr->flagsr & RFR_RES_TELE))
407 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
416 * @brief プレイヤーのテレポートアウェイ処理 /
417 * @param m_idx アウェイを試みたプレイヤーID
421 void teleport_player_away(MONSTER_IDX m_idx, POSITION dis)
425 /* Save the old location */
426 POSITION oy = p_ptr->y;
427 POSITION ox = p_ptr->x;
429 if (!teleport_player_aux(dis, TELEPORT_PASSIVE)) return;
431 /* Monsters with teleport ability may follow the player */
432 for (xx = -1; xx < 2; xx++)
434 for (yy = -1; yy < 2; yy++)
436 IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
438 /* A monster except your mount or caster may follow */
439 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx) && (m_idx != tmp_m_idx))
441 monster_type *m_ptr = &m_list[tmp_m_idx];
442 monster_race *r_ptr = &r_info[m_ptr->r_idx];
445 * The latter limitation is to avoid
446 * totally unkillable suckers...
448 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
449 !(r_ptr->flagsr & RFR_RES_TELE))
451 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
460 * @brief プレイヤーを指定位置近辺にテレポートさせる
461 * Teleport player to a grid near the given location
464 * @param mode オプションフラグ
468 * This function is slightly obsessive about correctness.
469 * This function allows teleporting into vaults (!)
472 void teleport_player_to(POSITION ny, POSITION nx, BIT_FLAGS mode)
475 POSITION dis = 0, ctr = 0;
477 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
479 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
483 /* Find a usable location */
486 /* Pick a nearby legal location */
489 y = (POSITION)rand_spread(ny, dis);
490 x = (POSITION)rand_spread(nx, dis);
491 if (in_bounds(y, x)) break;
494 /* Accept any grid when wizard mode */
495 if (p_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!cave[y][x].m_idx || (cave[y][x].m_idx == p_ptr->riding))) break;
497 /* Accept teleportable floor grids */
498 if (cave_player_teleportable_bold(y, x, mode)) break;
500 /* Occasionally advance the distance */
501 if (++ctr > (4 * dis * dis + 4 * dis + 1))
508 sound(SOUND_TELEPORT);
510 /* Move the player */
511 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
515 void teleport_away_followable(MONSTER_IDX m_idx)
517 monster_type *m_ptr = &m_list[m_idx];
518 int oldfy = m_ptr->fy;
519 int oldfx = m_ptr->fx;
520 bool old_ml = m_ptr->ml;
521 int old_cdis = m_ptr->cdis;
523 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
525 if (old_ml && (old_cdis <= MAX_SIGHT) && !world_monster && !p_ptr->inside_battle && los(p_ptr->y, p_ptr->x, oldfy, oldfx))
529 if ((p_ptr->muta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
532 BIT_FLAGS flgs[TR_FLAG_SIZE];
536 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
538 o_ptr = &inventory[i];
539 if (o_ptr->k_idx && !object_is_cursed(o_ptr))
541 object_flags(o_ptr, flgs);
542 if (have_flag(flgs, TR_TELEPORT))
553 if (get_check_strict(_("ついていきますか?", "Do you follow it? "), CHECK_OKAY_CANCEL))
557 teleport_player(200, TELEPORT_PASSIVE);
558 msg_print(_("失敗!", "Failed!"));
560 else teleport_player_to(m_ptr->fy, m_ptr->fx, 0L);
561 p_ptr->energy_need += ENERGY_NEED();
569 * @brief プレイヤー及びモンスターをレベルテレポートさせる /
570 * Teleport the player one level up or down (random when legal)
571 * @param m_idx テレポートの対象となるモンスターID(0ならばプレイヤー) / If m_idx <= 0, target is player.
574 void teleport_level(MONSTER_IDX m_idx)
580 if (m_idx <= 0) /* To player */
582 strcpy(m_name, _("あなた", "you"));
584 else /* To monster */
586 monster_type *m_ptr = &m_list[m_idx];
588 /* Get the monster name (or "it") */
589 monster_desc(m_name, m_ptr, 0);
591 see_m = is_seen(m_ptr);
594 /* No effect in some case */
595 if (TELE_LEVEL_IS_INEFF(m_idx))
597 if (see_m) msg_print(_("効果がなかった。", "There is no effect."));
601 if ((m_idx <= 0) && p_ptr->anti_tele) /* To player */
603 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
607 /* Choose up or down */
608 if (randint0(100) < 50) go_up = TRUE;
611 if ((m_idx <= 0) && p_ptr->wizard)
613 if (get_check("Force to go up? ")) go_up = TRUE;
614 else if (get_check("Force to go down? ")) go_up = FALSE;
618 if ((ironman_downward && (m_idx <= 0)) || (dun_level <= d_info[dungeon_type].mindepth))
621 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
623 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
625 if (m_idx <= 0) /* To player */
629 dungeon_type = ironman_downward ? DUNGEON_ANGBAND : p_ptr->recall_dungeon;
630 p_ptr->oldpy = p_ptr->y;
631 p_ptr->oldpx = p_ptr->x;
634 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
636 if (autosave_l) do_cmd_save_game(TRUE);
640 dun_level = d_info[dungeon_type].mindepth;
641 prepare_change_floor_mode(CFM_RAND_PLACE);
645 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
649 p_ptr->leaving = TRUE;
654 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
657 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
659 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
663 if (m_idx <= 0) /* To player */
665 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
667 if (autosave_l) do_cmd_save_game(TRUE);
669 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
674 p_ptr->inside_quest = 0;
675 p_ptr->leaving = TRUE;
681 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
683 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
687 if (m_idx <= 0) /* To player */
689 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
691 if (autosave_l) do_cmd_save_game(TRUE);
693 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
696 p_ptr->leaving = TRUE;
702 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
704 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
707 if (m_idx <= 0) /* To player */
709 /* Never reach this code on the surface */
710 /* if (!dun_level) dungeon_type = p_ptr->recall_dungeon; */
712 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
714 if (autosave_l) do_cmd_save_game(TRUE);
716 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
719 p_ptr->leaving = TRUE;
723 /* Monster level teleportation is simple deleting now */
726 monster_type *m_ptr = &m_list[m_idx];
728 /* Check for quest completion */
729 check_quest_completion(m_ptr);
731 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
735 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
736 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
739 delete_monster_idx(m_idx);
742 sound(SOUND_TPLEVEL);
747 * @brief これまでに入ったダンジョンの一覧を表示し、選択させる。
748 * @param note ダンジョンに施す処理記述
751 * @return 選択されたダンジョンID
753 DUNGEON_IDX choose_dungeon(cptr note, POSITION y, POSITION x)
755 DUNGEON_IDX select_dungeon;
760 /* Hack -- No need to choose dungeon in some case */
761 if (lite_town || vanilla_town || ironman_downward)
763 if (max_dlv[DUNGEON_ANGBAND]) return DUNGEON_ANGBAND;
766 msg_format(_("まだ%sに入ったことはない。", "You haven't entered %s yet."), d_name + d_info[DUNGEON_ANGBAND].name);
772 /* Allocate the "dun" array */
773 C_MAKE(dun, max_d_idx, s16b);
776 for(i = 1; i < max_d_idx; i++)
781 if (!d_info[i].maxdepth) continue;
782 if (!max_dlv[i]) continue;
783 if (d_info[i].final_guardian)
785 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
787 else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
789 sprintf(buf,_(" %c) %c%-12s : 最大 %d 階", " %c) %c%-16s : Max level %d"),
790 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, (int)max_dlv[i]);
791 prt(buf, y + num, x);
797 prt(_(" 選べるダンジョンがない。", " No dungeon is available."), y, x);
800 prt(format(_("どのダンジョン%sしますか:", "Which dungeon do you %s?: "), note), 0, 0);
804 if ((i == ESCAPE) || !num)
806 /* Free the "dun" array */
807 C_KILL(dun, max_d_idx, s16b);
812 if (i >= 'a' && i <('a'+num))
814 select_dungeon = dun[i-'a'];
821 /* Free the "dun" array */
822 C_KILL(dun, max_d_idx, s16b);
824 return select_dungeon;
829 * @brief プレイヤーの帰還発動及び中止処理 /
830 * Recall the player to town or dungeon
831 * @param turns 発動までのターン数
834 bool recall_player(TIME_EFFECT turns)
837 * TODO: Recall the player to the last
838 * visited town when in the wilderness
842 if (p_ptr->inside_arena || ironman_downward)
844 msg_print(_("何も起こらなかった。", "Nothing happens."));
848 if (dun_level && (max_dlv[dungeon_type] > dun_level) && !p_ptr->inside_quest && !p_ptr->word_recall)
850 if (get_check(_("ここは最深到達階より浅い階です。この階に戻って来ますか? ", "Reset recall depth? ")))
852 max_dlv[dungeon_type] = dun_level;
854 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, _("帰還のときに", "when recall from dungeon"));
858 if (!p_ptr->word_recall)
862 DUNGEON_IDX select_dungeon;
863 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
864 if (!select_dungeon) return FALSE;
865 p_ptr->recall_dungeon = select_dungeon;
867 p_ptr->word_recall = turns;
868 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
869 p_ptr->redraw |= (PR_STATUS);
873 p_ptr->word_recall = 0;
874 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
875 p_ptr->redraw |= (PR_STATUS);
884 bool word_of_recall(void)
886 return(recall_player(randint0(21) + 15));
891 * @return リセット処理が実際に行われたらTRUEを返す
893 bool reset_recall(void)
895 int select_dungeon, dummy = 0;
899 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
902 if (ironman_downward)
904 msg_print(_("何も起こらなかった。", "Nothing happens."));
908 if (!select_dungeon) return FALSE;
910 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
911 (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
914 sprintf(tmp_val, "%d", (int)MAX(dun_level, 1));
916 /* Ask for a level */
917 if (get_string(ppp, tmp_val, 10))
919 /* Extract request */
920 dummy = atoi(tmp_val);
923 if (dummy < 1) dummy = 1;
926 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
927 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
929 max_dlv[select_dungeon] = dummy;
932 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
935 msg_format("%sの帰還レベルを %d 階にセット。", d_name+d_info[select_dungeon].name, dummy, dummy * 50);
937 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
950 * @brief プレイヤーの装備劣化処理 /
951 * Apply disenchantment to the player's stuff
952 * @param mode 最下位ビットが1ならば劣化処理が若干低減される
953 * @return 劣化処理に関するメッセージが発せられた場合はTRUEを返す /
954 * Return "TRUE" if the player notices anything
956 bool apply_disenchant(BIT_FLAGS mode)
960 char o_name[MAX_NLEN];
961 int to_h, to_d, to_a, pval;
963 /* Pick a random slot */
966 case 1: t = INVEN_RARM; break;
967 case 2: t = INVEN_LARM; break;
968 case 3: t = INVEN_BOW; break;
969 case 4: t = INVEN_BODY; break;
970 case 5: t = INVEN_OUTER; break;
971 case 6: t = INVEN_HEAD; break;
972 case 7: t = INVEN_HANDS; break;
973 case 8: t = INVEN_FEET; break;
976 o_ptr = &inventory[t];
978 /* No item, nothing happens */
979 if (!o_ptr->k_idx) return (FALSE);
981 /* Disenchant equipments only -- No disenchant on monster ball */
982 if (!object_is_weapon_armour_ammo(o_ptr))
985 /* Nothing to disenchant */
986 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
988 /* Nothing to notice */
993 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
996 /* Artifacts have 71% chance to resist */
997 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
1000 msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
1002 msg_format("Your %s (%c) resist%s disenchantment!",
1003 o_name, index_to_label(t),
1004 ((o_ptr->number != 1) ? "" : "s"));
1012 /* Memorize old value */
1018 /* Disenchant tohit */
1019 if (o_ptr->to_h > 0) o_ptr->to_h--;
1020 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
1022 /* Disenchant todam */
1023 if (o_ptr->to_d > 0) o_ptr->to_d--;
1024 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
1026 /* Disenchant toac */
1027 if (o_ptr->to_a > 0) o_ptr->to_a--;
1028 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
1030 /* Disenchant pval (occasionally) */
1031 /* Unless called from wild_magic() */
1032 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
1034 if ((to_h != o_ptr->to_h) || (to_d != o_ptr->to_d) ||
1035 (to_a != o_ptr->to_a) || (pval != o_ptr->pval))
1038 msg_format("%s(%c)は劣化してしまった!",
1039 o_name, index_to_label(t) );
1041 msg_format("Your %s (%c) %s disenchanted!",
1042 o_name, index_to_label(t),
1043 ((o_ptr->number != 1) ? "were" : "was"));
1046 chg_virtue(V_HARMONY, 1);
1047 chg_virtue(V_ENCHANT, -2);
1049 /* Recalculate bonuses */
1050 p_ptr->update |= (PU_BONUS);
1052 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
1061 * @brief プレイヤーの突然変異処理
1064 void mutate_player(void)
1066 BASE_STATUS max1, cur1, max2, cur2;
1069 /* Pick a pair of stats */
1071 for (jj = ii; jj == ii; jj = randint0(6)) /* loop */;
1073 max1 = p_ptr->stat_max[ii];
1074 cur1 = p_ptr->stat_cur[ii];
1075 max2 = p_ptr->stat_max[jj];
1076 cur2 = p_ptr->stat_cur[jj];
1078 p_ptr->stat_max[ii] = max2;
1079 p_ptr->stat_cur[ii] = cur2;
1080 p_ptr->stat_max[jj] = max1;
1081 p_ptr->stat_cur[jj] = cur1;
1085 if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
1086 if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
1089 p_ptr->update |= (PU_BONUS);
1094 * @brief プレイヤーの因果混乱処理 / Apply Nexus
1095 * @param m_ptr 因果混乱をプレイヤーに与えたモンスターの情報参照ポインタ
1098 void apply_nexus(monster_type *m_ptr)
1100 switch (randint1(7))
1102 case 1: case 2: case 3:
1104 teleport_player(200, TELEPORT_PASSIVE);
1110 teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
1116 if (randint0(100) < p_ptr->skill_sav)
1118 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1122 /* Teleport Level */
1129 if (randint0(100) < p_ptr->skill_sav)
1131 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1135 msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
1144 * @brief 寿命つき光源の燃素追加処理 /
1145 * Charge a lite (torch or latern)
1148 void phlogiston(void)
1150 GAME_TURN max_flog = 0;
1151 object_type * o_ptr = &inventory[INVEN_LITE];
1154 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
1156 max_flog = FUEL_LAMP;
1160 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
1162 max_flog = FUEL_TORCH;
1165 /* No torch to refill */
1168 msg_print(_("燃素を消費するアイテムを装備していません。", "You are not wielding anything which uses phlogiston."));
1172 if (o_ptr->xtra4 >= max_flog)
1174 msg_print(_("このアイテムにはこれ以上燃素を補充できません。", "No more phlogiston can be put in this item."));
1179 o_ptr->xtra4 += (XTRA16)(max_flog / 2);
1181 msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
1183 if (o_ptr->xtra4 >= max_flog)
1185 o_ptr->xtra4 = (XTRA16)max_flog;
1186 msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
1189 /* Recalculate torch */
1190 p_ptr->update |= (PU_TORCH);
1195 * @brief 武器へのエゴ付加処理 /
1196 * Brand the current weapon
1197 * @param brand_type エゴ化ID(e_info.txtとは連動していない)
1200 void brand_weapon(int brand_type)
1207 /* Assume enchant weapon */
1208 item_tester_hook = object_allow_enchant_melee_weapon;
1209 item_tester_no_ryoute = TRUE;
1211 q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
1212 s = _("強化できる武器がない。", "You have nothing to enchant.");
1214 if (!get_item(&item, q, s, (USE_EQUIP))) return;
1216 /* Get the item (in the pack) */
1219 o_ptr = &inventory[item];
1222 /* Get the item (on the floor) */
1225 o_ptr = &o_list[0 - item];
1229 /* you can never modify artifacts / ego-items */
1230 /* you can never modify cursed items */
1231 /* TY: You _can_ modify broken items (if you're silly enough) */
1232 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1233 !object_is_cursed(o_ptr) &&
1234 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1235 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1236 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
1240 /* Let's get the name before it is changed... */
1241 char o_name[MAX_NLEN];
1242 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1247 if (o_ptr->tval == TV_SWORD)
1249 act = _("は鋭さを増した!", "becomes very sharp!");
1251 o_ptr->name2 = EGO_SHARPNESS;
1252 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, dun_level) + 1;
1254 if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
1259 act = _("は破壊力を増した!", "seems very powerful.");
1260 o_ptr->name2 = EGO_EARTHQUAKES;
1261 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, dun_level);
1265 act = _("は人間の血を求めている!", "seems to be looking for humans!");
1266 o_ptr->name2 = EGO_KILL_HUMAN;
1269 act = _("は電撃に覆われた!", "covered with lightning!");
1270 o_ptr->name2 = EGO_BRAND_ELEC;
1273 act = _("は酸に覆われた!", "coated with acid!");
1274 o_ptr->name2 = EGO_BRAND_ACID;
1277 act = _("は邪悪なる怪物を求めている!", "seems to be looking for evil monsters!");
1278 o_ptr->name2 = EGO_KILL_EVIL;
1281 act = _("は異世界の住人の肉体を求めている!", "seems to be looking for demons!");
1282 o_ptr->name2 = EGO_KILL_DEMON;
1285 act = _("は屍を求めている!", "seems to be looking for undead!");
1286 o_ptr->name2 = EGO_KILL_UNDEAD;
1289 act = _("は動物の血を求めている!", "seems to be looking for animals!");
1290 o_ptr->name2 = EGO_KILL_ANIMAL;
1293 act = _("はドラゴンの血を求めている!", "seems to be looking for dragons!");
1294 o_ptr->name2 = EGO_KILL_DRAGON;
1297 act = _("はトロルの血を求めている!", "seems to be looking for troll!s");
1298 o_ptr->name2 = EGO_KILL_TROLL;
1301 act = _("はオークの血を求めている!", "seems to be looking for orcs!");
1302 o_ptr->name2 = EGO_KILL_ORC;
1305 act = _("は巨人の血を求めている!", "seems to be looking for giants!");
1306 o_ptr->name2 = EGO_KILL_GIANT;
1309 act = _("は非常に不安定になったようだ。", "seems very unstable now.");
1310 o_ptr->name2 = EGO_TRUMP;
1311 o_ptr->pval = randint1(2);
1314 act = _("は血を求めている!", "thirsts for blood!");
1315 o_ptr->name2 = EGO_VAMPIRIC;
1318 act = _("は毒に覆われた。", "is coated with poison.");
1319 o_ptr->name2 = EGO_BRAND_POIS;
1322 act = _("は純ログルスに飲み込まれた。", "is engulfed in raw Logrus!");
1323 o_ptr->name2 = EGO_CHAOTIC;
1326 act = _("は炎のシールドに覆われた!", "is covered in a fiery shield!");
1327 o_ptr->name2 = EGO_BRAND_FIRE;
1330 act = _("は深く冷たいブルーに輝いた!", "glows deep, icy blue!");
1331 o_ptr->name2 = EGO_BRAND_COLD;
1335 msg_format(_("あなたの%s%s", "Your %s %s"), o_name, act);
1336 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1338 o_ptr->discount = 99;
1339 chg_virtue(V_ENCHANT, 2);
1343 if (flush_failure) flush();
1345 msg_print(_("属性付加に失敗した。", "The Branding failed."));
1346 chg_virtue(V_ENCHANT, -2);
1353 * @brief 虚無招来によるフロア中の全壁除去処理 /
1354 * Vanish all walls in this floor
1355 * @return 実際に処理が反映された場合TRUE
1357 static bool vanish_dungeon(void)
1361 feature_type *f_ptr;
1362 monster_type *m_ptr;
1365 /* Prevent vasishing of quest levels and town */
1366 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1371 /* Scan all normal grids */
1372 for (y = 1; y < cur_hgt - 1; y++)
1374 for (x = 1; x < cur_wid - 1; x++)
1376 c_ptr = &cave[y][x];
1378 /* Seeing true feature code (ignore mimic) */
1379 f_ptr = &f_info[c_ptr->feat];
1381 /* Lose room and vault */
1382 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1384 m_ptr = &m_list[c_ptr->m_idx];
1387 if (c_ptr->m_idx && MON_CSLEEP(m_ptr))
1389 /* Reset sleep counter */
1390 (void)set_monster_csleep(c_ptr->m_idx, 0);
1392 /* Notice the "waking up" */
1395 /* Acquire the monster name */
1396 monster_desc(m_name, m_ptr, 0);
1398 /* Dump a message */
1399 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1403 /* Process all walls, doors and patterns */
1404 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(y, x, FF_HURT_DISI);
1408 /* Special boundary walls -- Top and bottom */
1409 for (x = 0; x < cur_wid; x++)
1411 c_ptr = &cave[0][x];
1412 f_ptr = &f_info[c_ptr->mimic];
1414 /* Lose room and vault */
1415 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1417 /* Set boundary mimic if needed */
1418 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1420 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1422 /* Check for change to boring grid */
1423 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1426 c_ptr = &cave[cur_hgt - 1][x];
1427 f_ptr = &f_info[c_ptr->mimic];
1429 /* Lose room and vault */
1430 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1432 /* Set boundary mimic if needed */
1433 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1435 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1437 /* Check for change to boring grid */
1438 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1442 /* Special boundary walls -- Left and right */
1443 for (y = 1; y < (cur_hgt - 1); y++)
1445 c_ptr = &cave[y][0];
1446 f_ptr = &f_info[c_ptr->mimic];
1448 /* Lose room and vault */
1449 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1451 /* Set boundary mimic if needed */
1452 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1454 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1456 /* Check for change to boring grid */
1457 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1460 c_ptr = &cave[y][cur_wid - 1];
1461 f_ptr = &f_info[c_ptr->mimic];
1463 /* Lose room and vault */
1464 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1466 /* Set boundary mimic if needed */
1467 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1469 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1471 /* Check for change to boring grid */
1472 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1476 /* Mega-Hack -- Forget the view and lite */
1477 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
1479 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
1481 /* Update the monsters */
1482 p_ptr->update |= (PU_MONSTERS);
1484 p_ptr->redraw |= (PR_MAP);
1486 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1495 void call_the_(void)
1499 bool do_call = TRUE;
1501 for (i = 0; i < 9; i++)
1503 c_ptr = &cave[p_ptr->y + ddy_ddd[i]][p_ptr->x + ddx_ddd[i]];
1505 if (!cave_have_flag_grid(c_ptr, FF_PROJECT))
1507 if (!c_ptr->mimic || !have_flag(f_info[c_ptr->mimic].flags, FF_PROJECT) ||
1508 !permanent_wall(&f_info[c_ptr->feat]))
1518 for (i = 1; i < 10; i++)
1520 if (i - 5) fire_ball(GF_ROCKET, i, 175, 2);
1523 for (i = 1; i < 10; i++)
1525 if (i - 5) fire_ball(GF_MANA, i, 175, 3);
1528 for (i = 1; i < 10; i++)
1530 if (i - 5) fire_ball(GF_NUKE, i, 175, 4);
1534 /* Prevent destruction of quest levels and town */
1535 else if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1537 msg_print(_("地面が揺れた。", "The ground trembles."));
1543 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
1544 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
1545 msg_print("大きな爆発音があった!");
1547 msg_format("You %s the %s too close to a wall!",
1548 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1549 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1550 msg_print("There is a loud explosion!");
1555 if (!vanish_dungeon()) msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon silences a moment."));
1559 if (destroy_area(p_ptr->y, p_ptr->x, 15 + p_ptr->lev + randint0(11), FALSE))
1560 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
1562 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
1565 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1571 * @brief アイテム引き寄せ処理 /
1572 * Fetch an item (teleport it right underneath the caster)
1573 * @param dir 魔法の発動方向
1575 * @param require_los 射線の通りを要求するならばTRUE
1578 void fetch(DIRECTION dir, WEIGHT wgt, bool require_los)
1584 char o_name[MAX_NLEN];
1586 /* Check to see if an object is already there */
1587 if (cave[p_ptr->y][p_ptr->x].o_idx)
1589 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."));
1594 if (dir == 5 && target_okay())
1599 if (distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE)
1601 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!"));
1605 c_ptr = &cave[ty][tx];
1607 /* We need an item to fetch */
1610 msg_print(_("そこには何もありません。", "There is no object at this place."));
1614 /* No fetching from vault */
1615 if (c_ptr->info & CAVE_ICKY)
1617 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."));
1621 /* We need to see the item */
1624 if (!player_has_los_bold(ty, tx))
1626 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."));
1629 else if (!projectable(p_ptr->y, p_ptr->x, ty, tx))
1631 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
1638 /* Use a direction */
1639 ty = p_ptr->y; /* Where to drop the item */
1646 c_ptr = &cave[ty][tx];
1648 if ((distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE) ||
1649 !cave_have_flag_bold(ty, tx, FF_PROJECT)) return;
1651 while (!c_ptr->o_idx);
1654 o_ptr = &o_list[c_ptr->o_idx];
1656 if (o_ptr->weight > wgt)
1658 /* Too heavy to 'fetch' */
1659 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
1664 c_ptr->o_idx = o_ptr->next_o_idx;
1665 cave[p_ptr->y][p_ptr->x].o_idx = i; /* 'move' it */
1667 o_ptr->next_o_idx = 0;
1668 o_ptr->iy = (byte)p_ptr->y;
1669 o_ptr->ix = (byte)p_ptr->x;
1671 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1672 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);
1674 note_spot(p_ptr->y, p_ptr->x);
1675 p_ptr->redraw |= PR_MAP;
1682 void alter_reality(void)
1684 /* Ironman option */
1685 if (p_ptr->inside_arena || ironman_downward)
1687 msg_print(_("何も起こらなかった。", "Nothing happens."));
1691 if (!p_ptr->alter_reality)
1693 TIME_EFFECT turns = randint0(21) + 15;
1695 p_ptr->alter_reality = turns;
1696 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
1698 p_ptr->redraw |= (PR_STATUS);
1702 p_ptr->alter_reality = 0;
1703 msg_print(_("景色が元に戻った...", "The view around you got back..."));
1704 p_ptr->redraw |= (PR_STATUS);
1711 * @brief 守りのルーン設置処理 /
1712 * Leave a "glyph of warding" which prevents monster movement
1713 * @return 実際に設置が行われた場合TRUEを返す
1715 bool warding_glyph(void)
1717 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1719 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1723 /* Create a glyph */
1724 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1725 cave[p_ptr->y][p_ptr->x].mimic = feat_glyph;
1727 note_spot(p_ptr->y, p_ptr->x);
1729 lite_spot(p_ptr->y, p_ptr->x);
1736 * @return 実際に設置が行われた場合TRUEを返す
1738 bool place_mirror(void)
1740 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1742 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1746 /* Create a mirror */
1747 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1748 cave[p_ptr->y][p_ptr->x].mimic = feat_mirror;
1750 /* Turn on the light */
1751 cave[p_ptr->y][p_ptr->x].info |= CAVE_GLOW;
1753 note_spot(p_ptr->y, p_ptr->x);
1755 lite_spot(p_ptr->y, p_ptr->x);
1757 update_local_illumination(p_ptr->y, p_ptr->x);
1764 * @brief 爆発のルーン設置処理 /
1765 * Leave an "explosive rune" which prevents monster movement
1766 * @return 実際に設置が行われた場合TRUEを返す
1768 bool explosive_rune(void)
1770 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1772 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1776 /* Create a glyph */
1777 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1778 cave[p_ptr->y][p_ptr->x].mimic = feat_explosive_rune;
1780 note_spot(p_ptr->y, p_ptr->x);
1782 lite_spot(p_ptr->y, p_ptr->x);
1789 * @brief 全所持アイテム鑑定処理 /
1790 * Identify everything being carried.
1791 * Done by a potion of "self knowledge".
1794 void identify_pack(void)
1798 /* Simply identify and know every item */
1799 for (i = 0; i < INVEN_TOTAL; i++)
1801 object_type *o_ptr = &inventory[i];
1803 /* Skip non-objects */
1804 if (!o_ptr->k_idx) continue;
1807 identify_item(o_ptr);
1809 /* Auto-inscription */
1810 autopick_alter_item(i, FALSE);
1816 * @brief 装備強化処理の失敗率定数(千分率) /
1817 * Used by the "enchant" function (chance of failure)
1818 * (modified for Zangband, we need better stuff there...) -- TY
1821 static int enchant_table[16] =
1823 0, 10, 50, 100, 200,
1824 300, 400, 500, 650, 800,
1825 950, 987, 993, 995, 998,
1832 * Removes curses from items in inventory
1833 * @param all 軽い呪いまでの解除ならば0
1834 * @return 解呪されたアイテムの数
1837 * Note that Items which are "Perma-Cursed" (The One Ring,
1838 * The Crown of Morgoth) can NEVER be uncursed.
1840 * Note that if "all" is FALSE, then Items which are
1841 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1842 * will not be uncursed.
1845 static int remove_curse_aux(int all)
1849 /* Attempt to uncurse items being worn */
1850 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1852 object_type *o_ptr = &inventory[i];
1854 /* Skip non-objects */
1855 if (!o_ptr->k_idx) continue;
1857 /* Uncursed already */
1858 if (!object_is_cursed(o_ptr)) continue;
1860 /* Heavily Cursed Items need a special spell */
1861 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1863 /* Perma-Cursed Items can NEVER be uncursed */
1864 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1867 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1872 o_ptr->curse_flags = 0L;
1874 /* Hack -- Assume felt */
1875 o_ptr->ident |= (IDENT_SENSE);
1878 o_ptr->feeling = FEEL_NONE;
1880 /* Recalculate the bonuses */
1881 p_ptr->update |= (PU_BONUS);
1883 p_ptr->window |= (PW_EQUIP);
1885 /* Count the uncursings */
1891 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."));
1893 /* Return "something uncursed" */
1899 * @brief 装備の軽い呪い解呪処理 /
1900 * Remove most curses
1901 * @return 解呪に成功した装備数
1903 int remove_curse(void)
1905 return (remove_curse_aux(FALSE));
1909 * @brief 装備の重い呪い解呪処理 /
1911 * @return 解呪に成功した装備数
1913 int remove_all_curse(void)
1915 return (remove_curse_aux(TRUE));
1920 * @brief アイテムの価値に応じた錬金術処理 /
1921 * Turns an object into gold, gain some of its value in a shop
1922 * @return 処理が実際に行われたらTRUEを返す
1928 ITEM_NUMBER old_number;
1932 char o_name[MAX_NLEN];
1933 char out_val[MAX_NLEN+40];
1937 /* Hack -- force destruction */
1938 if (command_arg > 0) force = TRUE;
1940 q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
1941 s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
1943 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
1945 /* Get the item (in the pack) */
1948 o_ptr = &inventory[item];
1951 /* Get the item (on the floor) */
1954 o_ptr = &o_list[0 - item];
1958 /* See how many items */
1959 if (o_ptr->number > 1)
1961 /* Get a quantity */
1962 amt = get_quantity(NULL, o_ptr->number);
1964 /* Allow user abort */
1965 if (amt <= 0) return FALSE;
1969 old_number = o_ptr->number;
1970 o_ptr->number = amt;
1971 object_desc(o_name, o_ptr, 0);
1972 o_ptr->number = old_number;
1974 /* Verify unless quantity given */
1977 if (confirm_destroy || (object_value(o_ptr) > 0))
1979 /* Make a verification */
1980 sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
1981 if (!get_check(out_val)) return FALSE;
1985 /* Artifacts cannot be destroyed */
1986 if (!can_player_destroy_object(o_ptr))
1988 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);
1993 price = object_value_real(o_ptr);
1997 msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
2003 if (amt > 1) price *= amt;
2005 if (price > 30000) price = 30000;
2006 msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
2011 p_ptr->redraw |= (PR_GOLD);
2013 p_ptr->window |= (PW_PLAYER);
2017 /* Eliminate the item (from the pack) */
2020 inven_item_increase(item, -amt);
2021 inven_item_describe(item);
2022 inven_item_optimize(item);
2025 /* Eliminate the item (from the floor) */
2028 floor_item_increase(0 - item, -amt);
2029 floor_item_describe(0 - item);
2030 floor_item_optimize(0 - item);
2038 * @brief 呪いの打ち破り処理 /
2039 * Break the curse of an item
2040 * @param o_ptr 呪い装備情報の参照ポインタ
2043 static void break_curse(object_type *o_ptr)
2045 if (object_is_cursed(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
2047 msg_print(_("かけられていた呪いが打ち破られた!", "The curse is broken!"));
2049 o_ptr->curse_flags = 0L;
2050 o_ptr->ident |= (IDENT_SENSE);
2051 o_ptr->feeling = FEEL_NONE;
2058 * Enchants a plus onto an item. -RAK-
2059 * @param o_ptr 強化するアイテムの参照ポインタ
2061 * @param eflag 強化オプション(命中/ダメージ/AC)
2062 * @return 強化に成功した場合TRUEを返す
2065 * Revamped! Now takes item pointer, number of times to try enchanting,
2066 * and a flag of what to try enchanting. Artifacts resist enchantment
2067 * some of the time, and successful enchantment to at least +0 might
2068 * break a curse on the item. -CFT-
2070 * Note that an item can technically be enchanted all the way to +15 if
2071 * you wait a very, very, long time. Going from +9 to +10 only works
2072 * about 5% of the time, and from +10 to +11 only about 1% of the time.
2074 * Note that this function can now be used on "piles" of items, and
2075 * the larger the pile, the lower the chance of success.
2078 bool enchant(object_type *o_ptr, int n, int eflag)
2080 int i, chance, prob;
2082 bool a = object_is_artifact(o_ptr);
2083 bool force = (eflag & ENCH_FORCE);
2086 /* Large piles resist enchantment */
2087 prob = o_ptr->number * 100;
2089 /* Missiles are easy to enchant */
2090 if ((o_ptr->tval == TV_BOLT) ||
2091 (o_ptr->tval == TV_ARROW) ||
2092 (o_ptr->tval == TV_SHOT))
2098 for (i = 0; i < n; i++)
2100 /* Hack -- Roll for pile resistance */
2101 if (!force && randint0(prob) >= 100) continue;
2103 /* Enchant to hit */
2104 if (eflag & ENCH_TOHIT)
2106 if (o_ptr->to_h < 0) chance = 0;
2107 else if (o_ptr->to_h > 15) chance = 1000;
2108 else chance = enchant_table[o_ptr->to_h];
2110 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2115 /* only when you get it above -1 -CFT */
2116 if (o_ptr->to_h >= 0)
2121 /* Enchant to damage */
2122 if (eflag & ENCH_TODAM)
2124 if (o_ptr->to_d < 0) chance = 0;
2125 else if (o_ptr->to_d > 15) chance = 1000;
2126 else chance = enchant_table[o_ptr->to_d];
2128 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2133 /* only when you get it above -1 -CFT */
2134 if (o_ptr->to_d >= 0)
2139 /* Enchant to armor class */
2140 if (eflag & ENCH_TOAC)
2142 if (o_ptr->to_a < 0) chance = 0;
2143 else if (o_ptr->to_a > 15) chance = 1000;
2144 else chance = enchant_table[o_ptr->to_a];
2146 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2151 /* only when you get it above -1 -CFT */
2152 if (o_ptr->to_a >= 0)
2159 if (!res) return (FALSE);
2161 /* Recalculate bonuses */
2162 p_ptr->update |= (PU_BONUS);
2164 /* Combine / Reorder the pack (later) */
2165 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2167 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2177 * @brief 装備修正強化処理のメインルーチン /
2178 * Enchant an item (in the inventory or on the floor)
2179 * @param num_hit 命中修正量
2180 * @param num_dam ダメージ修正量
2181 * @param num_ac AC修正量
2182 * @return 強化に成功した場合TRUEを返す
2184 * Note that "num_ac" requires armour, else weapon
2185 * Returns TRUE if attempted, FALSE if cancelled
2187 bool enchant_spell(HIT_PROB num_hit, HIT_POINT num_dam, ARMOUR_CLASS num_ac)
2192 char o_name[MAX_NLEN];
2196 /* Assume enchant weapon */
2197 item_tester_hook = object_allow_enchant_weapon;
2198 item_tester_no_ryoute = TRUE;
2200 /* Enchant armor if requested */
2201 if (num_ac) item_tester_hook = object_is_armour;
2203 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2204 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2206 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2208 /* Get the item (in the pack) */
2211 o_ptr = &inventory[item];
2214 /* Get the item (on the floor) */
2217 o_ptr = &o_list[0 - item];
2222 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2224 msg_format("%s は明るく輝いた!", o_name);
2226 msg_format("%s %s glow%s brightly!",
2227 ((item >= 0) ? "Your" : "The"), o_name,
2228 ((o_ptr->number > 1) ? "" : "s"));
2233 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
2234 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
2235 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
2240 if (flush_failure) flush();
2241 msg_print(_("強化に失敗した。", "The enchantment failed."));
2242 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2245 chg_virtue(V_ENCHANT, 1);
2249 /* Something happened */
2255 * @brief アーティファクト生成の巻物処理 /
2256 * @return 生成が実際に試みられたらTRUEを返す
2258 bool artifact_scroll(void)
2263 char o_name[MAX_NLEN];
2267 item_tester_no_ryoute = TRUE;
2269 /* Enchant weapon/armour */
2270 item_tester_hook = item_tester_hook_nameless_weapon_armour;
2272 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2273 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2275 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2277 /* Get the item (in the pack) */
2280 o_ptr = &inventory[item];
2283 /* Get the item (on the floor) */
2286 o_ptr = &o_list[0 - item];
2291 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2293 msg_format("%s は眩い光を発した!",o_name);
2295 msg_format("%s %s radiate%s a blinding light!",
2296 ((item >= 0) ? "Your" : "The"), o_name,
2297 ((o_ptr->number > 1) ? "" : "s"));
2300 if (object_is_artifact(o_ptr))
2303 msg_format("%sは既に伝説のアイテムです!", o_name );
2305 msg_format("The %s %s already %s!",
2306 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2307 ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
2313 else if (object_is_ego(o_ptr))
2316 msg_format("%sは既に名のあるアイテムです!", o_name );
2318 msg_format("The %s %s already %s!",
2319 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2320 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
2326 else if (o_ptr->xtra3)
2329 msg_format("%sは既に強化されています!", o_name );
2331 msg_format("The %s %s already %s!",
2332 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2333 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
2339 if (o_ptr->number > 1)
2342 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!");
2343 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
2345 msg_print("Not enough enough energy to enchant more than one object!");
2346 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
2351 inven_item_increase(item, 1-(o_ptr->number));
2355 floor_item_increase(0-item, 1-(o_ptr->number));
2358 okay = create_artifact(o_ptr, TRUE);
2364 if (flush_failure) flush();
2365 msg_print(_("強化に失敗した。", "The enchantment failed."));
2366 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2370 if (record_rand_art)
2372 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2373 do_cmd_write_nikki(NIKKI_ART_SCROLL, 0, o_name);
2375 chg_virtue(V_ENCHANT, 1);
2380 /* Something happened */
2387 * Identify an object
2388 * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
2389 * @return 実際に鑑定できたらTRUEを返す
2391 bool identify_item(object_type *o_ptr)
2393 bool old_known = FALSE;
2394 char o_name[MAX_NLEN];
2397 object_desc(o_name, o_ptr, 0);
2399 if (o_ptr->ident & IDENT_KNOWN)
2402 if (!(o_ptr->ident & (IDENT_MENTAL)))
2404 if (object_is_artifact(o_ptr) || one_in_(5))
2405 chg_virtue(V_KNOWLEDGE, 1);
2408 /* Identify it fully */
2409 object_aware(o_ptr);
2410 object_known(o_ptr);
2412 /* Player touches it */
2413 o_ptr->marked |= OM_TOUCHED;
2415 /* Recalculate bonuses */
2416 p_ptr->update |= (PU_BONUS);
2418 /* Combine / Reorder the pack (later) */
2419 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2421 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2423 strcpy(record_o_name, o_name);
2427 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2429 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
2430 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2431 if(record_rand_art && !old_known && o_ptr->art_name)
2432 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2438 * @brief アイテム鑑定のメインルーチン処理 /
2439 * Identify an object in the inventory (or on the floor)
2440 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2441 * @return 実際に鑑定を行ったならばTRUEを返す
2443 * This routine does *not* automatically combine objects.
2444 * Returns TRUE if something was identified, else FALSE.
2446 bool ident_spell(bool only_equip)
2450 char o_name[MAX_NLEN];
2454 item_tester_no_ryoute = TRUE;
2457 item_tester_hook = item_tester_hook_identify_weapon_armour;
2459 item_tester_hook = item_tester_hook_identify;
2463 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
2468 item_tester_hook = object_is_weapon_armour_ammo;
2470 item_tester_hook = NULL;
2472 q = _("すべて鑑定済みです。 ", "All items are identified. ");
2475 s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
2477 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2479 /* Get the item (in the pack) */
2482 o_ptr = &inventory[item];
2485 /* Get the item (on the floor) */
2488 o_ptr = &o_list[0 - item];
2492 old_known = identify_item(o_ptr);
2495 object_desc(o_name, o_ptr, 0);
2496 if (item >= INVEN_RARM)
2498 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2502 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2506 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2509 /* Auto-inscription/destroy */
2510 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2512 /* Something happened */
2518 * @brief アイテム凡庸化のメインルーチン処理 /
2519 * Identify an object in the inventory (or on the floor)
2520 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2521 * @return 実際に凡庸化をを行ったならばTRUEを返す
2524 * Mundanify an object in the inventory (or on the floor)
2525 * This routine does *not* automatically combine objects.
2526 * Returns TRUE if something was mundanified, else FALSE.
2529 bool mundane_spell(bool only_equip)
2535 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
2536 item_tester_no_ryoute = TRUE;
2538 q = _("どれを使いますか?", "Use which item? ");
2539 s = _("使えるものがありません。", "You have nothing you can use.");
2541 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2543 /* Get the item (in the pack) */
2546 o_ptr = &inventory[item];
2549 /* Get the item (on the floor) */
2552 o_ptr = &o_list[0 - item];
2555 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
2557 POSITION iy = o_ptr->iy; /* Y-position on map, or zero */
2558 POSITION ix = o_ptr->ix; /* X-position on map, or zero */
2559 s16b next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
2560 byte marked = o_ptr->marked; /* Object is marked */
2561 s16b weight = o_ptr->number * o_ptr->weight;
2562 u16b inscription = o_ptr->inscription;
2565 object_prep(o_ptr, o_ptr->k_idx);
2569 o_ptr->next_o_idx = next_o_idx;
2570 o_ptr->marked = marked;
2571 o_ptr->inscription = inscription;
2572 if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
2576 /* Something happened */
2581 * @brief アイテム*鑑定*のメインルーチン処理 /
2582 * Identify an object in the inventory (or on the floor)
2583 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2584 * @return 実際に鑑定を行ったならばTRUEを返す
2586 * Fully "identify" an object in the inventory -BEN-
2587 * This routine returns TRUE if an item was identified.
2589 bool identify_fully(bool only_equip)
2593 char o_name[MAX_NLEN];
2597 item_tester_no_ryoute = TRUE;
2599 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
2601 item_tester_hook = item_tester_hook_identify_fully;
2605 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
2610 item_tester_hook = object_is_weapon_armour_ammo;
2612 item_tester_hook = NULL;
2614 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
2617 s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
2619 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2621 /* Get the item (in the pack) */
2624 o_ptr = &inventory[item];
2627 /* Get the item (on the floor) */
2630 o_ptr = &o_list[0 - item];
2634 old_known = identify_item(o_ptr);
2636 /* Mark the item as fully known */
2637 o_ptr->ident |= (IDENT_MENTAL);
2643 object_desc(o_name, o_ptr, 0);
2644 if (item >= INVEN_RARM)
2646 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2650 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2654 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2657 /* Describe it fully */
2658 (void)screen_object(o_ptr, 0L);
2660 /* Auto-inscription/destroy */
2661 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2671 * Recharge a wand/staff/rod from the pack or on the floor.
2672 * This function has been rewritten in Oangband and ZAngband.
2673 * @param power 充填パワー
2674 * @return ターン消費を要する処理まで進んだらTRUEを返す
2676 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
2677 * Chaos -- Arcane Binding --> recharge(90)
2679 * Scroll of recharging --> recharge(130)
2680 * Artifact activation/Thingol --> recharge(130)
2682 * It is harder to recharge high level, and highly charged wands,
2683 * staffs, and rods. The more wands in a stack, the more easily and
2684 * strongly they recharge. Staffs, however, each get fewer charges if
2687 * Beware of "sliding index errors".
2689 bool recharge(int power)
2693 int recharge_strength;
2694 TIME_EFFECT recharge_amount;
2703 char o_name[MAX_NLEN];
2705 /* Only accept legal items */
2706 item_tester_hook = item_tester_hook_recharge;
2708 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
2709 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
2711 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
2713 /* Get the item (in the pack) */
2716 o_ptr = &inventory[item];
2719 /* Get the item (on the floor) */
2722 o_ptr = &o_list[0 - item];
2725 /* Get the object kind. */
2726 k_ptr = &k_info[o_ptr->k_idx];
2728 /* Extract the object "level" */
2729 lev = k_info[o_ptr->k_idx].level;
2732 /* Recharge a rod */
2733 if (o_ptr->tval == TV_ROD)
2735 /* Extract a recharge strength by comparing object level to power. */
2736 recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
2740 if (one_in_(recharge_strength))
2742 /* Activate the failure code. */
2749 /* Recharge amount */
2750 recharge_amount = (power * damroll(3, 2));
2752 /* Recharge by that amount */
2753 if (o_ptr->timeout > recharge_amount)
2754 o_ptr->timeout -= recharge_amount;
2761 /* Recharge wand/staff */
2764 /* Extract a recharge strength by comparing object level to power.
2765 * Divide up a stack of wands' charges to calculate charge penalty.
2767 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2768 recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
2770 /* All staffs, unstacked wands. */
2771 else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
2774 if (recharge_strength < 0) recharge_strength = 0;
2777 if (one_in_(recharge_strength))
2779 /* Activate the failure code. */
2783 /* If the spell didn't backfire, recharge the wand or staff. */
2786 /* Recharge based on the standard number of charges. */
2787 recharge_amount = randint1(1 + k_ptr->pval / 2);
2789 /* Multiple wands in a stack increase recharging somewhat. */
2790 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2793 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
2794 if (recharge_amount < 1) recharge_amount = 1;
2795 if (recharge_amount > 12) recharge_amount = 12;
2798 /* But each staff in a stack gets fewer additional charges,
2799 * although always at least one.
2801 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
2803 recharge_amount /= (TIME_EFFECT)o_ptr->number;
2804 if (recharge_amount < 1) recharge_amount = 1;
2807 /* Recharge the wand or staff. */
2808 o_ptr->pval += recharge_amount;
2811 /* Hack -- we no longer "know" the item */
2812 o_ptr->ident &= ~(IDENT_KNOWN);
2814 /* Hack -- we no longer think the item is empty */
2815 o_ptr->ident &= ~(IDENT_EMPTY);
2820 /* Inflict the penalties for failing a recharge. */
2823 /* Artifacts are never destroyed. */
2824 if (object_is_fixed_artifact(o_ptr))
2826 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2827 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);
2829 /* Artifact rods. */
2830 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
2831 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2833 /* Artifact wands and staffs. */
2834 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
2839 /* Get the object description */
2840 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2842 /*** Determine Seriousness of Failure ***/
2844 /* Mages recharge objects more safely. */
2845 if (IS_WIZARD_CLASS() || p_ptr->pclass == CLASS_MAGIC_EATER || p_ptr->pclass == CLASS_BLUE_MAGE)
2847 /* 10% chance to blow up one rod, otherwise draining. */
2848 if (o_ptr->tval == TV_ROD)
2850 if (one_in_(10)) fail_type = 2;
2853 /* 75% chance to blow up one wand, otherwise draining. */
2854 else if (o_ptr->tval == TV_WAND)
2856 if (!one_in_(3)) fail_type = 2;
2859 /* 50% chance to blow up one staff, otherwise no effect. */
2860 else if (o_ptr->tval == TV_STAFF)
2862 if (one_in_(2)) fail_type = 2;
2867 /* All other classes get no special favors. */
2870 /* 33% chance to blow up one rod, otherwise draining. */
2871 if (o_ptr->tval == TV_ROD)
2873 if (one_in_(3)) fail_type = 2;
2876 /* 20% chance of the entire stack, else destroy one wand. */
2877 else if (o_ptr->tval == TV_WAND)
2879 if (one_in_(5)) fail_type = 3;
2882 /* Blow up one staff. */
2883 else if (o_ptr->tval == TV_STAFF)
2889 /*** Apply draining and destruction. ***/
2891 /* Drain object or stack of objects. */
2894 if (o_ptr->tval == TV_ROD)
2896 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!"));
2898 if (o_ptr->timeout < 10000)
2899 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2901 else if (o_ptr->tval == TV_WAND)
2903 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);
2906 /* Staffs aren't drained. */
2909 /* Destroy an object or one in a stack of objects. */
2912 if (o_ptr->number > 1)
2913 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);
2915 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2917 /* Reduce rod stack maximum timeout, drain wands. */
2918 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
2919 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
2921 /* Reduce and describe inventory */
2924 inven_item_increase(item, -1);
2925 inven_item_describe(item);
2926 inven_item_optimize(item);
2929 /* Reduce and describe floor item */
2932 floor_item_increase(0 - item, -1);
2933 floor_item_describe(0 - item);
2934 floor_item_optimize(0 - item);
2938 /* Destroy all members of a stack of objects. */
2941 if (o_ptr->number > 1)
2942 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);
2944 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2946 /* Reduce and describe inventory */
2949 inven_item_increase(item, -999);
2950 inven_item_describe(item);
2951 inven_item_optimize(item);
2954 /* Reduce and describe floor item */
2957 floor_item_increase(0 - item, -999);
2958 floor_item_describe(0 - item);
2959 floor_item_optimize(0 - item);
2965 /* Combine / Reorder the pack (later) */
2966 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2968 p_ptr->window |= (PW_INVEN);
2970 /* Something was done */
2978 * @return ターン消費を要する処理を行ったならばTRUEを返す
2980 bool bless_weapon(void)
2984 BIT_FLAGS flgs[TR_FLAG_SIZE];
2985 char o_name[MAX_NLEN];
2988 item_tester_no_ryoute = TRUE;
2990 /* Bless only weapons */
2991 item_tester_hook = object_is_weapon;
2993 q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
2994 s = _("祝福できる武器がありません。", "You have weapon to bless.");
2996 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
2999 /* Get the item (in the pack) */
3002 o_ptr = &inventory[item];
3005 /* Get the item (on the floor) */
3008 o_ptr = &o_list[0 - item];
3013 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3015 /* Extract the flags */
3016 object_flags(o_ptr, flgs);
3018 if (object_is_cursed(o_ptr))
3020 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
3021 have_flag(flgs, TR_ADD_L_CURSE) ||
3022 have_flag(flgs, TR_ADD_H_CURSE) ||
3023 (o_ptr->curse_flags & TRC_PERMA_CURSE))
3026 msg_format("%sを覆う黒いオーラは祝福を跳ね返した!",
3029 msg_format("The black aura on %s %s disrupts the blessing!",
3030 ((item >= 0) ? "your" : "the"), o_name);
3037 msg_format("%s から邪悪なオーラが消えた。",
3040 msg_format("A malignant aura leaves %s %s.",
3041 ((item >= 0) ? "your" : "the"), o_name);
3046 o_ptr->curse_flags = 0L;
3048 /* Hack -- Assume felt */
3049 o_ptr->ident |= (IDENT_SENSE);
3052 o_ptr->feeling = FEEL_NONE;
3054 /* Recalculate the bonuses */
3055 p_ptr->update |= (PU_BONUS);
3057 p_ptr->window |= (PW_EQUIP);
3061 * Next, we try to bless it. Artifacts have a 1/3 chance of
3062 * being blessed, otherwise, the operation simply disenchants
3063 * them, godly power negating the magic. Ok, the explanation
3064 * is silly, but otherwise priests would always bless every
3065 * artifact weapon they find. Ego weapons and normal weapons
3066 * can be blessed automatically.
3068 if (have_flag(flgs, TR_BLESSED))
3071 msg_format("%s は既に祝福されている。",
3074 msg_format("%s %s %s blessed already.",
3075 ((item >= 0) ? "Your" : "The"), o_name,
3076 ((o_ptr->number > 1) ? "were" : "was"));
3082 if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
3085 msg_format("%sは輝いた!", o_name);
3087 msg_format("%s %s shine%s!",
3088 ((item >= 0) ? "Your" : "The"), o_name,
3089 ((o_ptr->number > 1) ? "" : "s"));
3092 add_flag(o_ptr->art_flags, TR_BLESSED);
3093 o_ptr->discount = 99;
3097 bool dis_happened = FALSE;
3098 msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
3100 /* Disenchant tohit */
3101 if (o_ptr->to_h > 0)
3104 dis_happened = TRUE;
3107 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
3109 /* Disenchant todam */
3110 if (o_ptr->to_d > 0)
3113 dis_happened = TRUE;
3116 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
3118 /* Disenchant toac */
3119 if (o_ptr->to_a > 0)
3122 dis_happened = TRUE;
3125 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
3129 msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
3132 msg_format("%s は劣化した!",
3135 msg_format("%s %s %s disenchanted!",
3136 ((item >= 0) ? "Your" : "The"), o_name,
3137 ((o_ptr->number > 1) ? "were" : "was"));
3143 /* Recalculate bonuses */
3144 p_ptr->update |= (PU_BONUS);
3146 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
3157 * @return ターン消費を要する処理を行ったならばTRUEを返す
3159 bool pulish_shield(void)
3163 BIT_FLAGS flgs[TR_FLAG_SIZE];
3164 char o_name[MAX_NLEN];
3167 item_tester_no_ryoute = TRUE;
3168 /* Assume enchant weapon */
3169 item_tester_tval = TV_SHIELD;
3171 q = _("どの盾を磨きますか?", "Pulish which weapon? ");
3172 s = _("磨く盾がありません。", "You have weapon to pulish.");
3174 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3177 /* Get the item (in the pack) */
3180 o_ptr = &inventory[item];
3183 /* Get the item (on the floor) */
3186 o_ptr = &o_list[0 - item];
3191 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3193 /* Extract the flags */
3194 object_flags(o_ptr, flgs);
3196 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
3197 !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
3200 msg_format("%sは輝いた!", o_name);
3202 msg_format("%s %s shine%s!",
3203 ((item >= 0) ? "Your" : "The"), o_name,
3204 ((o_ptr->number > 1) ? "" : "s"));
3206 o_ptr->name2 = EGO_REFLECTION;
3207 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
3209 o_ptr->discount = 99;
3210 chg_virtue(V_ENCHANT, 2);
3216 if (flush_failure) flush();
3218 msg_print(_("失敗した。", "Failed."));
3219 chg_virtue(V_ENCHANT, -2);
3229 * Potions "smash open" and cause an area effect when
3230 * @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)
3233 * @param k_idx 破損した薬のアイテムID
3234 * @return 薬を浴びたモンスターが起こるならばTRUEを返す
3237 * (1) they are shattered while in the player's inventory,
3238 * due to cold (etc) attacks;
3239 * (2) they are thrown at a monster, or obstacle;
3240 * (3) they are shattered by a "cold ball" or other such spell
3241 * while lying on the floor.
3244 * who --- who caused the potion to shatter (0=player)
3245 * potions that smash on the floor are assumed to
3246 * be caused by no-one (who = 1), as are those that
3247 * shatter inside the player inventory.
3248 * (Not anymore -- I changed this; TY)
3249 * y, x --- coordinates of the potion (or player if
3250 * the potion was in her inventory);
3251 * o_ptr --- pointer to the potion object.
3254 bool potion_smash_effect(MONSTER_IDX who, POSITION y, POSITION x, KIND_OBJECT_IDX k_idx)
3261 object_kind *k_ptr = &k_info[k_idx];
3263 switch (k_ptr->sval)
3265 case SV_POTION_SALT_WATER:
3266 case SV_POTION_SLIME_MOLD:
3267 case SV_POTION_LOSE_MEMORIES:
3268 case SV_POTION_DEC_STR:
3269 case SV_POTION_DEC_INT:
3270 case SV_POTION_DEC_WIS:
3271 case SV_POTION_DEC_DEX:
3272 case SV_POTION_DEC_CON:
3273 case SV_POTION_DEC_CHR:
3274 case SV_POTION_WATER: /* perhaps a 'water' attack? */
3275 case SV_POTION_APPLE_JUICE:
3278 case SV_POTION_INFRAVISION:
3279 case SV_POTION_DETECT_INVIS:
3280 case SV_POTION_SLOW_POISON:
3281 case SV_POTION_CURE_POISON:
3282 case SV_POTION_BOLDNESS:
3283 case SV_POTION_RESIST_HEAT:
3284 case SV_POTION_RESIST_COLD:
3285 case SV_POTION_HEROISM:
3286 case SV_POTION_BESERK_STRENGTH:
3287 case SV_POTION_RES_STR:
3288 case SV_POTION_RES_INT:
3289 case SV_POTION_RES_WIS:
3290 case SV_POTION_RES_DEX:
3291 case SV_POTION_RES_CON:
3292 case SV_POTION_RES_CHR:
3293 case SV_POTION_INC_STR:
3294 case SV_POTION_INC_INT:
3295 case SV_POTION_INC_WIS:
3296 case SV_POTION_INC_DEX:
3297 case SV_POTION_INC_CON:
3298 case SV_POTION_INC_CHR:
3299 case SV_POTION_AUGMENTATION:
3300 case SV_POTION_ENLIGHTENMENT:
3301 case SV_POTION_STAR_ENLIGHTENMENT:
3302 case SV_POTION_SELF_KNOWLEDGE:
3303 case SV_POTION_EXPERIENCE:
3304 case SV_POTION_RESISTANCE:
3305 case SV_POTION_INVULNERABILITY:
3306 case SV_POTION_NEW_LIFE:
3307 /* All of the above potions have no effect when shattered */
3309 case SV_POTION_SLOWNESS:
3314 case SV_POTION_POISON:
3319 case SV_POTION_BLINDNESS:
3323 case SV_POTION_CONFUSION: /* Booze */
3327 case SV_POTION_SLEEP:
3331 case SV_POTION_RUINATION:
3332 case SV_POTION_DETONATIONS:
3334 dam = damroll(25, 25);
3337 case SV_POTION_DEATH:
3338 dt = GF_DEATH_RAY; /* !! */
3339 dam = k_ptr->level * 10;
3343 case SV_POTION_SPEED:
3346 case SV_POTION_CURE_LIGHT:
3348 dam = damroll(2, 3);
3350 case SV_POTION_CURE_SERIOUS:
3352 dam = damroll(4, 3);
3354 case SV_POTION_CURE_CRITICAL:
3355 case SV_POTION_CURING:
3357 dam = damroll(6, 3);
3359 case SV_POTION_HEALING:
3361 dam = damroll(10, 10);
3363 case SV_POTION_RESTORE_EXP:
3368 case SV_POTION_LIFE:
3370 dam = damroll(50, 50);
3373 case SV_POTION_STAR_HEALING:
3375 dam = damroll(50, 50);
3378 case SV_POTION_RESTORE_MANA: /* MANA */
3380 dam = damroll(10, 10);
3387 (void)project(who, radius, y, x, dam, dt,
3388 (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
3390 /* XXX those potions that explode need to become "known" */
3396 * @brief プレイヤーの全既知呪文を表示する /
3397 * Hack -- Display all known spells in a window
3400 * Need to analyze size of the window.
3401 * Need more color coding.
3403 void display_spell_list(void)
3408 const magic_type *s_ptr;
3416 /* They have too many spells to list */
3417 if (p_ptr->pclass == CLASS_SORCERER) return;
3418 if (p_ptr->pclass == CLASS_RED_MAGE) return;
3420 if (p_ptr->pclass == CLASS_SNIPER)
3422 display_snipe_list();
3426 /* mind.c type classes */
3427 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3428 (p_ptr->pclass == CLASS_BERSERKER) ||
3429 (p_ptr->pclass == CLASS_NINJA) ||
3430 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3431 (p_ptr->pclass == CLASS_FORCETRAINER))
3434 PLAYER_LEVEL plev = p_ptr->lev;
3440 bool use_hp = FALSE;
3445 /* Display a list of spells */
3447 put_str(_("名前", "Name"), y, x + 5);
3448 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
3450 switch(p_ptr->pclass)
3452 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
3453 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
3454 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
3455 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
3456 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
3457 default: use_mind = 0;break;
3460 /* Dump the spells */
3461 for (i = 0; i < MAX_MIND_POWERS; i++)
3463 byte a = TERM_WHITE;
3465 /* Access the available spell */
3466 spell = mind_powers[use_mind].info[i];
3467 if (spell.min_lev > plev) break;
3469 /* Get the failure rate */
3470 chance = spell.fail;
3472 /* Reduce failure rate by "effective" level adjustment */
3473 chance -= 3 * (p_ptr->lev - spell.min_lev);
3475 /* Reduce failure rate by INT/WIS adjustment */
3476 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3480 /* Not enough mana to cast */
3481 if (spell.mana_cost > p_ptr->csp)
3483 chance += 5 * (spell.mana_cost - p_ptr->csp);
3489 /* Not enough hp to cast */
3490 if (spell.mana_cost > p_ptr->chp)
3497 /* Extract the minimum failure rate */
3498 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3500 /* Minimum failure rate */
3501 if (chance < minfail) chance = minfail;
3503 /* Stunning makes spells harder */
3504 if (p_ptr->stun > 50) chance += 25;
3505 else if (p_ptr->stun) chance += 15;
3507 /* Always a 5 percent chance of working */
3508 if (chance > 95) chance = 95;
3511 mindcraft_info(comment, use_mind, i);
3513 /* Dump the spell */
3514 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
3516 spell.min_lev, spell.mana_cost, chance, comment);
3518 Term_putstr(x, y + i + 1, -1, a, psi_desc);
3523 /* Cannot read spellbooks */
3524 if (REALM_NONE == p_ptr->realm1) return;
3526 /* Normal spellcaster with books */
3529 for (j = 0; j < ((p_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
3533 /* Reset vertical */
3536 /* Vertical location */
3537 y = (j < 3) ? 0 : (m[j - 3] + 2);
3539 /* Horizontal location */
3543 for (i = 0; i < 32; i++)
3545 byte a = TERM_WHITE;
3547 /* Access the spell */
3548 if (!is_magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2))
3550 s_ptr = &technic_info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - MIN_TECHNIC][i % 32];
3554 s_ptr = &mp_ptr->info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - 1][i % 32];
3557 strcpy(name, do_spell((j < 1) ? p_ptr->realm1 : p_ptr->realm2, i % 32, SPELL_NAME));
3560 if (s_ptr->slevel >= 99)
3563 strcpy(name, _("(判読不能)", "(illegible)"));
3571 ((p_ptr->spell_forgotten1 & (1L << i))) :
3572 ((p_ptr->spell_forgotten2 & (1L << (i % 32)))))
3579 else if (!((j < 1) ?
3580 (p_ptr->spell_learned1 & (1L << i)) :
3581 (p_ptr->spell_learned2 & (1L << (i % 32)))))
3588 else if (!((j < 1) ?
3589 (p_ptr->spell_worked1 & (1L << i)) :
3590 (p_ptr->spell_worked2 & (1L << (i % 32)))))
3596 /* Dump the spell --(-- */
3597 sprintf(out_val, "%c/%c) %-20.20s",
3598 I2A(n / 8), I2A(n % 8), name);
3603 /* Dump onto the window */
3604 Term_putstr(x, m[j], -1, a, out_val);
3614 * @brief 呪文の経験値を返す /
3615 * Returns experience of a spell
3617 * @param use_realm 魔法領域
3620 EXP experience_of_spell(SPELL_IDX spell, REALM_IDX use_realm)
3622 if (p_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
3623 else if (p_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
3624 else if (use_realm == p_ptr->realm1) return p_ptr->spell_exp[spell];
3625 else if (use_realm == p_ptr->realm2) return p_ptr->spell_exp[spell + 32];
3631 * @brief 呪文の消費MPを返す /
3632 * Modify mana consumption rate using spell exp and p_ptr->dec_mana
3633 * @param need_mana 基本消費MP
3638 MANA_POINT mod_need_mana(MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
3640 #define MANA_CONST 2400
3642 #define DEC_MANA_DIV 3
3645 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
3648 * need_mana defaults if spell exp equals SPELL_EXP_EXPERT and !p_ptr->dec_mana.
3649 * MANA_CONST is used to calculate need_mana effected from spell proficiency.
3651 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(spell, realm)) + (MANA_CONST - 1);
3652 need_mana *= p_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
3653 need_mana /= MANA_CONST * MANA_DIV;
3654 if (need_mana < 1) need_mana = 1;
3657 /* Non-realm magic */
3660 if (p_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
3672 * @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) /
3673 * Modify spell fail rate
3674 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3675 * @param chance 修正前失敗率
3679 PERCENTAGE mod_spell_chance_1(PERCENTAGE chance)
3681 chance += p_ptr->to_m_chance;
3683 if (p_ptr->heavy_spell) chance += 20;
3685 if (p_ptr->dec_mana && p_ptr->easy_spell) chance -= 4;
3686 else if (p_ptr->easy_spell) chance -= 3;
3687 else if (p_ptr->dec_mana) chance -= 2;
3694 * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
3695 * Modify spell fail rate
3696 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3697 * @param chance 修正前失敗率
3699 * Modify spell fail rate (as "suffix" process)
3700 * Using p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3701 * Note: variable "chance" cannot be negative.
3704 PERCENTAGE mod_spell_chance_2(PERCENTAGE chance)
3706 if (p_ptr->dec_mana) chance--;
3708 if (p_ptr->heavy_spell) chance += 5;
3710 return MAX(chance, 0);
3715 * @brief 呪文の失敗率計算メインルーチン /
3716 * Returns spell chance of failure for spell -RAK-
3718 * @param use_realm 魔法領域ID
3721 PERCENTAGE spell_chance(SPELL_IDX spell, REALM_IDX use_realm)
3723 PERCENTAGE chance, minfail;
3724 const magic_type *s_ptr;
3725 MANA_POINT need_mana;
3726 PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
3729 /* Paranoia -- must be literate */
3730 if (!mp_ptr->spell_book) return (100);
3732 if (use_realm == REALM_HISSATSU) return 0;
3734 /* Access the spell */
3735 if (!is_magic(use_realm))
3737 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3741 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3744 /* Extract the base spell failure rate */
3745 chance = s_ptr->sfail;
3747 /* Reduce failure rate by "effective" level adjustment */
3748 chance -= 3 * (p_ptr->lev - s_ptr->slevel);
3750 /* Reduce failure rate by INT/WIS adjustment */
3751 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3754 chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
3756 /* Extract mana consumption rate */
3757 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3759 /* Not enough mana to cast */
3760 if (need_mana > p_ptr->csp)
3762 chance += 5 * (need_mana - p_ptr->csp);
3765 if ((use_realm != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
3767 /* Extract the minimum failure rate */
3768 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3771 * Non mage/priest characters never get too good
3772 * (added high mage, mindcrafter)
3774 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
3776 if (minfail < 5) minfail = 5;
3779 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
3780 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
3781 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
3783 chance = mod_spell_chance_1(chance);
3785 /* Goodness or evilness gives a penalty to failure rate */
3789 if ((p_ptr->align > 50) || (p_ptr->align < -50)) chance += penalty;
3791 case REALM_LIFE: case REALM_CRUSADE:
3792 if (p_ptr->align < -20) chance += penalty;
3794 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
3795 if (p_ptr->align > 20) chance += penalty;
3799 /* Minimum failure rate */
3800 if (chance < minfail) chance = minfail;
3802 /* Stunning makes spells harder */
3803 if (p_ptr->stun > 50) chance += 25;
3804 else if (p_ptr->stun) chance += 15;
3806 /* Always a 5 percent chance of working */
3807 if (chance > 95) chance = 95;
3809 if ((use_realm == p_ptr->realm1) || (use_realm == p_ptr->realm2)
3810 || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3812 EXP exp = experience_of_spell(spell, use_realm);
3813 if (exp >= SPELL_EXP_EXPERT) chance--;
3814 if (exp >= SPELL_EXP_MASTER) chance--;
3817 /* Return the chance */
3818 return mod_spell_chance_2(chance);
3823 * @brief 魔法が利用可能かどうかを返す /
3824 * Determine if a spell is "okay" for the player to cast or study
3825 * The spell must be legible, not forgotten, and also, to cast,
3826 * it must be known, and to study, it must not be known.
3828 * @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
3829 * @param study_pray 祈りの学習判定目的ならばTRUE
3830 * @param use_realm 魔法領域ID
3833 bool spell_okay(int spell, bool learned, bool study_pray, int use_realm)
3835 const magic_type *s_ptr;
3837 /* Access the spell */
3838 if (!is_magic(use_realm))
3840 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3844 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3847 /* Spell is illegal */
3848 if (s_ptr->slevel > p_ptr->lev) return (FALSE);
3850 /* Spell is forgotten */
3851 if ((use_realm == p_ptr->realm2) ?
3852 (p_ptr->spell_forgotten2 & (1L << spell)) :
3853 (p_ptr->spell_forgotten1 & (1L << spell)))
3859 if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
3860 if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
3862 /* Spell is learned */
3863 if ((use_realm == p_ptr->realm2) ?
3864 (p_ptr->spell_learned2 & (1L << spell)) :
3865 (p_ptr->spell_learned1 & (1L << spell)))
3868 return (!study_pray);
3871 /* Okay to study, not to cast */
3878 * @brief 呪文情報の表示処理 /
3879 * Print a list of spells (for browsing or casting or viewing)
3880 * @param target_spell 呪文ID
3881 * @param spells 表示するスペルID配列の参照ポインタ
3882 * @param num 表示するスペルの数(spellsの要素数)
3883 * @param y 表示メッセージ左上Y座標
3884 * @param x 表示メッセージ左上X座標
3885 * @param use_realm 魔法領域ID
3888 void print_spells(SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_LEN y, TERM_LEN x, REALM_IDX use_realm)
3892 int exp_level, increment = 64;
3893 const magic_type *s_ptr;
3898 MANA_POINT need_mana;
3903 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && p_ptr->wizard)
3904 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
3906 /* Title the list */
3908 if (use_realm == REALM_HISSATSU)
3909 strcpy(buf,_(" Lv MP", " Lv SP"));
3911 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
3913 put_str(_("名前", "Name"), y, x + 5);
3914 put_str(buf, y, x + 29);
3916 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
3917 else if (use_realm == p_ptr->realm1) increment = 0;
3918 else if (use_realm == p_ptr->realm2) increment = 32;
3920 /* Dump the spells */
3921 for (i = 0; i < num; i++)
3925 if (!is_magic(use_realm))
3927 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3931 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3934 if (use_realm == REALM_HISSATSU)
3935 need_mana = s_ptr->smana;
3938 EXP exp = experience_of_spell(spell, use_realm);
3940 /* Extract mana consumption rate */
3941 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3943 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
3944 else exp_level = spell_exp_level(exp);
3947 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
3948 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
3949 else if (s_ptr->slevel >= 99) max = TRUE;
3950 else if ((p_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
3952 strncpy(ryakuji, exp_level_str[exp_level], 4);
3957 if (use_menu && target_spell)
3959 if (i == (target_spell-1))
3960 strcpy(out_val, _(" 》 ", " > "));
3962 strcpy(out_val, " ");
3964 else sprintf(out_val, " %c) ", I2A(i));
3965 /* Skip illegible spells */
3966 if (s_ptr->slevel >= 99)
3968 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
3969 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
3973 /* XXX XXX Could label spells above the players level */
3975 /* Get extra info */
3976 strcpy(info, do_spell(use_realm, spell, SPELL_INFO));
3981 /* Assume spell is known and tried */
3982 line_attr = TERM_WHITE;
3984 /* Analyze the spell */
3985 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3987 if (s_ptr->slevel > p_ptr->max_plv)
3989 comment = _("未知", "unknown");
3990 line_attr = TERM_L_BLUE;
3992 else if (s_ptr->slevel > p_ptr->lev)
3994 comment = _("忘却", "forgotten");
3995 line_attr = TERM_YELLOW;
3998 else if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2))
4000 comment = _("未知", "unknown");
4001 line_attr = TERM_L_BLUE;
4003 else if ((use_realm == p_ptr->realm1) ?
4004 ((p_ptr->spell_forgotten1 & (1L << spell))) :
4005 ((p_ptr->spell_forgotten2 & (1L << spell))))
4007 comment = _("忘却", "forgotten");
4008 line_attr = TERM_YELLOW;
4010 else if (!((use_realm == p_ptr->realm1) ?
4011 (p_ptr->spell_learned1 & (1L << spell)) :
4012 (p_ptr->spell_learned2 & (1L << spell))))
4014 comment = _("未知", "unknown");
4015 line_attr = TERM_L_BLUE;
4017 else if (!((use_realm == p_ptr->realm1) ?
4018 (p_ptr->spell_worked1 & (1L << spell)) :
4019 (p_ptr->spell_worked2 & (1L << spell))))
4021 comment = _("未経験", "untried");
4022 line_attr = TERM_L_GREEN;
4025 /* Dump the spell --(-- */
4026 if (use_realm == REALM_HISSATSU)
4028 strcat(out_val, format("%-25s %2d %4d",
4029 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
4030 s_ptr->slevel, need_mana));
4034 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
4035 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
4036 (max ? '!' : ' '), ryakuji,
4037 s_ptr->slevel, need_mana, spell_chance(spell, use_realm), comment));
4039 c_prt(line_attr, out_val, y + i + 1, x);
4042 /* Clear the bottom line */
4043 prt("", y + i + 1, x);
4050 * @return ターン消費を要する処理を行ったならばTRUEを返す
4052 bool rustproof(void)
4056 char o_name[MAX_NLEN];
4059 item_tester_no_ryoute = TRUE;
4060 /* Select a piece of armour */
4061 item_tester_hook = object_is_armour;
4063 q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
4064 s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
4066 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return FALSE;
4068 /* Get the item (in the pack) */
4071 o_ptr = &inventory[item];
4074 /* Get the item (on the floor) */
4077 o_ptr = &o_list[0 - item];
4082 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4084 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
4086 if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
4089 msg_format("%sは新品同様になった!",o_name);
4091 msg_format("%s %s look%s as good as new!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
4098 msg_format("%sは腐食しなくなった。", o_name);
4100 msg_format("%s %s %s now protected against corrosion.", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "are" : "is"));
4110 * Curse the players armor
4111 * @return 実際に呪縛されたらTRUEを返す
4113 bool curse_armor(void)
4118 char o_name[MAX_NLEN];
4121 /* Curse the body armor */
4122 o_ptr = &inventory[INVEN_BODY];
4124 /* Nothing to curse */
4125 if (!o_ptr->k_idx) return (FALSE);
4127 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
4129 /* Attempt a saving throw for artifacts */
4130 if (object_is_artifact(o_ptr) && (randint0(100) < 50))
4134 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!",
4135 "恐怖の暗黒オーラ", "防具", o_name);
4137 msg_format("A %s tries to %s, but your %s resists the effects!",
4138 "terrible black aura", "surround your armor", o_name);
4143 /* not artifact or failed save... */
4146 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);
4147 chg_virtue(V_ENCHANT, -5);
4149 /* Blast the armor */
4151 o_ptr->name2 = EGO_BLASTED;
4152 o_ptr->to_a = 0 - randint1(5) - randint1(5);
4159 for (i = 0; i < TR_FLAG_SIZE; i++)
4160 o_ptr->art_flags[i] = 0;
4163 o_ptr->curse_flags = TRC_CURSED;
4166 o_ptr->ident |= (IDENT_BROKEN);
4168 /* Recalculate bonuses */
4169 p_ptr->update |= (PU_BONUS);
4171 /* Recalculate mana */
4172 p_ptr->update |= (PU_MANA);
4174 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4182 * Curse the players weapon
4183 * @param force 無条件に呪縛を行うならばTRUE
4184 * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
4185 * @return 実際に呪縛されたらTRUEを返す
4187 bool curse_weapon_object(bool force, object_type *o_ptr)
4190 char o_name[MAX_NLEN];
4192 /* Nothing to curse */
4193 if (!o_ptr->k_idx) return (FALSE);
4194 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
4196 /* Attempt a saving throw */
4197 if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
4201 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!",
4202 "恐怖の暗黒オーラ", "武器", o_name);
4204 msg_format("A %s tries to %s, but your %s resists the effects!",
4205 "terrible black aura", "surround your weapon", o_name);
4209 /* not artifact or failed save... */
4212 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);
4213 chg_virtue(V_ENCHANT, -5);
4215 /* Shatter the weapon */
4217 o_ptr->name2 = EGO_SHATTERED;
4218 o_ptr->to_h = 0 - randint1(5) - randint1(5);
4219 o_ptr->to_d = 0 - randint1(5) - randint1(5);
4225 for (i = 0; i < TR_FLAG_SIZE; i++)
4226 o_ptr->art_flags[i] = 0;
4229 o_ptr->curse_flags = TRC_CURSED;
4232 o_ptr->ident |= (IDENT_BROKEN);
4234 /* Recalculate bonuses */
4235 p_ptr->update |= (PU_BONUS);
4237 /* Recalculate mana */
4238 p_ptr->update |= (PU_MANA);
4240 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4247 * @brief 武器呪縛処理のメインルーチン /
4248 * Curse the players weapon
4249 * @param force 無条件に呪縛を行うならばTRUE
4250 * @param slot 呪縛する武器の装備スロット
4251 * @return 実際に呪縛されたらTRUEを返す
4253 bool curse_weapon(bool force, int slot)
4255 /* Curse the weapon */
4256 return curse_weapon_object(force, &inventory[slot]);
4261 * @brief ボルトのエゴ化処理(火炎エゴのみ) /
4262 * Enchant some bolts
4265 bool brand_bolts(void)
4269 /* Use the first acceptable bolts */
4270 for (i = 0; i < INVEN_PACK; i++)
4272 object_type *o_ptr = &inventory[i];
4274 /* Skip non-bolts */
4275 if (o_ptr->tval != TV_BOLT) continue;
4277 /* Skip artifacts and ego-items */
4278 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
4281 /* Skip cursed/broken items */
4282 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
4285 if (randint0(100) < 75) continue;
4287 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!"));
4290 o_ptr->name2 = EGO_FLAME;
4291 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
4295 if (flush_failure) flush();
4298 msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
4305 * @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 /
4306 * Helper function -- return a "nearby" race for polymorphing
4307 * @param r_idx 基準となるモンスター種族ID
4308 * @return 変更先のモンスター種族ID
4310 * Note that this function is one of the more "dangerous" ones...
4312 static IDX poly_r_idx(MONRACE_IDX r_idx)
4314 monster_race *r_ptr = &r_info[r_idx];
4320 /* Hack -- Uniques/Questors never polymorph */
4321 if ((r_ptr->flags1 & RF1_UNIQUE) ||
4322 (r_ptr->flags1 & RF1_QUESTOR))
4325 /* Allowable range of "levels" for resulting monster */
4326 lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
4327 lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
4329 /* Pick a (possibly new) non-unique race */
4330 for (i = 0; i < 1000; i++)
4332 /* Pick a new race, using a level calculation */
4333 r = get_mon_num((dun_level + r_ptr->level) / 2 + 5);
4335 /* Handle failure */
4341 /* Ignore unique monsters */
4342 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4344 /* Ignore monsters with incompatible levels */
4345 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
4347 /* Use that index */
4356 * @brief 指定座標にいるモンスターを変身させる /
4357 * Helper function -- return a "nearby" race for polymorphing
4360 * @return 実際に変身したらTRUEを返す
4362 bool polymorph_monster(POSITION y, POSITION x)
4364 cave_type *c_ptr = &cave[y][x];
4365 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4366 bool polymorphed = FALSE;
4367 MONRACE_IDX new_r_idx;
4368 MONRACE_IDX old_r_idx = m_ptr->r_idx;
4369 bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
4370 bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
4371 monster_type back_m;
4373 if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
4375 if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
4377 /* Memorize the monster before polymorphing */
4380 /* Pick a "new" monster race */
4381 new_r_idx = poly_r_idx(old_r_idx);
4383 /* Handle polymorph */
4384 if (new_r_idx != old_r_idx)
4386 BIT_FLAGS mode = 0L;
4387 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
4388 OBJECT_IDX this_o_idx, next_o_idx = 0;
4390 /* Get the monsters attitude */
4391 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
4392 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
4393 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
4395 /* Mega-hack -- ignore held objects */
4396 m_ptr->hold_o_idx = 0;
4398 /* "Kill" the "old" monster */
4399 delete_monster_idx(c_ptr->m_idx);
4401 /* Create a new monster (no groups) */
4402 if (place_monster_aux(0, y, x, new_r_idx, mode))
4404 m_list[hack_m_idx_ii].nickname = back_m.nickname;
4405 m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
4406 m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
4413 /* Placing the new monster failed */
4414 if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
4416 m_list[hack_m_idx_ii] = back_m;
4418 /* Re-initialize monster process */
4421 else preserve_hold_objects = FALSE;
4424 /* Mega-hack -- preserve held objects */
4425 if (preserve_hold_objects)
4427 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4429 /* Acquire object */
4430 object_type *o_ptr = &o_list[this_o_idx];
4432 /* Acquire next object */
4433 next_o_idx = o_ptr->next_o_idx;
4435 /* Held by new monster */
4436 o_ptr->held_m_idx = hack_m_idx_ii;
4439 else if (back_m.hold_o_idx) /* Failed (paranoia) */
4441 /* Delete objects */
4442 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4444 /* Acquire next object */
4445 next_o_idx = o_list[this_o_idx].next_o_idx;
4447 delete_object_idx(this_o_idx);
4451 if (targeted) target_who = hack_m_idx_ii;
4452 if (health_tracked) health_track(hack_m_idx_ii);
4461 * @param x テレポート先のX座標
4462 * @param y テレポート先のY座標
4463 * @return 目標に指定通りテレポートできたならばTRUEを返す
4465 static bool dimension_door_aux(DEPTH x, DEPTH y)
4467 PLAYER_LEVEL plev = p_ptr->lev;
4469 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
4471 if (!cave_player_teleportable_bold(y, x, 0L) ||
4472 (distance(y, x, p_ptr->y, p_ptr->x) > plev / 2 + 10) ||
4473 (!randint0(plev / 10 + 10)))
4475 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
4476 teleport_player((plev + 2) * 2, TELEPORT_PASSIVE);
4483 teleport_player_to(y, x, 0L);
4492 * @brief 次元の扉処理のメインルーチン /
4494 * @return ターンを消費した場合TRUEを返す
4496 bool dimension_door(void)
4500 /* Rerutn FALSE if cancelled */
4501 if (!tgt_pt(&x, &y)) return FALSE;
4503 if (dimension_door_aux(x, y)) return TRUE;
4505 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!"));
4512 * @brief 鏡抜け処理のメインルーチン /
4513 * Mirror Master's Dimension Door
4514 * @return ターンを消費した場合TRUEを返す
4516 bool mirror_tunnel(void)
4518 POSITION x = 0, y = 0;
4520 /* Rerutn FALSE if cancelled */
4521 if (!tgt_pt(&x, &y)) return FALSE;
4523 if (dimension_door_aux(x, y)) return TRUE;
4525 msg_print(_("鏡の世界をうまく通れなかった!", "You fail to pass the mirror plane correctly!"));
4533 * @return ターンを消費した場合TRUEを返す
4535 bool eat_magic(int power)
4541 int recharge_strength = 0;
4547 char o_name[MAX_NLEN];
4549 item_tester_hook = item_tester_hook_recharge;
4551 q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
4552 s = _("魔力を吸収できるアイテムがありません。", "You have nothing to drain.");
4554 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
4558 o_ptr = &inventory[item];
4562 o_ptr = &o_list[0 - item];
4565 k_ptr = &k_info[o_ptr->k_idx];
4566 lev = k_info[o_ptr->k_idx].level;
4568 if (o_ptr->tval == TV_ROD)
4570 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
4573 if (one_in_(recharge_strength))
4575 /* Activate the failure code. */
4580 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
4582 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."));
4587 o_ptr->timeout += k_ptr->pval;
4593 /* All staffs, wands. */
4594 recharge_strength = (100 + power - lev) / 15;
4597 if (recharge_strength < 0) recharge_strength = 0;
4600 if (one_in_(recharge_strength))
4602 /* Activate the failure code. */
4607 if (o_ptr->pval > 0)
4609 p_ptr->csp += lev / 2;
4612 /* XXX Hack -- unstack if necessary */
4613 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
4618 /* Get local object */
4621 /* Obtain a local object */
4622 object_copy(q_ptr, o_ptr);
4624 /* Modify quantity */
4627 /* Restore the charges */
4630 /* Unstack the used item */
4632 p_ptr->total_weight -= q_ptr->weight;
4633 item = inven_carry(q_ptr);
4635 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
4640 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
4642 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
4646 /* Inflict the penalties for failing a recharge. */
4649 /* Artifacts are never destroyed. */
4650 if (object_is_fixed_artifact(o_ptr))
4652 object_desc(o_name, o_ptr, OD_NAME_ONLY);
4653 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);
4655 /* Artifact rods. */
4656 if (o_ptr->tval == TV_ROD)
4657 o_ptr->timeout = k_ptr->pval * o_ptr->number;
4659 /* Artifact wands and staffs. */
4660 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
4665 /* Get the object description */
4666 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4668 /*** Determine Seriousness of Failure ***/
4670 /* Mages recharge objects more safely. */
4671 if (IS_WIZARD_CLASS())
4673 /* 10% chance to blow up one rod, otherwise draining. */
4674 if (o_ptr->tval == TV_ROD)
4676 if (one_in_(10)) fail_type = 2;
4679 /* 75% chance to blow up one wand, otherwise draining. */
4680 else if (o_ptr->tval == TV_WAND)
4682 if (!one_in_(3)) fail_type = 2;
4685 /* 50% chance to blow up one staff, otherwise no effect. */
4686 else if (o_ptr->tval == TV_STAFF)
4688 if (one_in_(2)) fail_type = 2;
4693 /* All other classes get no special favors. */
4696 /* 33% chance to blow up one rod, otherwise draining. */
4697 if (o_ptr->tval == TV_ROD)
4699 if (one_in_(3)) fail_type = 2;
4702 /* 20% chance of the entire stack, else destroy one wand. */
4703 else if (o_ptr->tval == TV_WAND)
4705 if (one_in_(5)) fail_type = 3;
4708 /* Blow up one staff. */
4709 else if (o_ptr->tval == TV_STAFF)
4715 /*** Apply draining and destruction. ***/
4717 /* Drain object or stack of objects. */
4720 if (o_ptr->tval == TV_ROD)
4722 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
4723 "You save your rod from destruction, but all charges are lost."), o_name);
4724 o_ptr->timeout = k_ptr->pval * o_ptr->number;
4726 else if (o_ptr->tval == TV_WAND)
4728 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);
4731 /* Staffs aren't drained. */
4734 /* Destroy an object or one in a stack of objects. */
4737 if (o_ptr->number > 1)
4739 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);
4740 /* Reduce rod stack maximum timeout, drain wands. */
4741 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
4742 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
4746 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);
4749 /* Reduce and describe inventory */
4752 inven_item_increase(item, -1);
4753 inven_item_describe(item);
4754 inven_item_optimize(item);
4757 /* Reduce and describe floor item */
4760 floor_item_increase(0 - item, -1);
4761 floor_item_describe(0 - item);
4762 floor_item_optimize(0 - item);
4766 /* Destroy all members of a stack of objects. */
4769 if (o_ptr->number > 1)
4770 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);
4772 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
4774 /* Reduce and describe inventory */
4777 inven_item_increase(item, -999);
4778 inven_item_describe(item);
4779 inven_item_optimize(item);
4782 /* Reduce and describe floor item */
4785 floor_item_increase(0 - item, -999);
4786 floor_item_describe(0 - item);
4787 floor_item_optimize(0 - item);
4793 if (p_ptr->csp > p_ptr->msp)
4795 p_ptr->csp = p_ptr->msp;
4798 /* Redraw mana and hp */
4799 p_ptr->redraw |= (PR_MANA);
4801 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
4802 p_ptr->window |= (PW_INVEN);
4809 * @param level 召喚基準レベル
4812 * @param mode 召喚オプション
4813 * @return ターンを消費した場合TRUEを返す
4815 bool summon_kin_player(DEPTH level, POSITION y, POSITION x, BIT_FLAGS mode)
4817 bool pet = (bool)(mode & PM_FORCE_PET);
4818 if (!pet) mode |= PM_NO_PET;
4820 switch (p_ptr->mimic_form)
4823 switch (p_ptr->prace)
4827 case RACE_BARBARIAN:
4830 summon_kin_type = 'p';
4840 case RACE_MIND_FLAYER:
4843 summon_kin_type = 'h';
4846 summon_kin_type = 'o';
4848 case RACE_HALF_TROLL:
4849 summon_kin_type = 'T';
4851 case RACE_HALF_OGRE:
4852 summon_kin_type = 'O';
4854 case RACE_HALF_GIANT:
4855 case RACE_HALF_TITAN:
4857 summon_kin_type = 'P';
4860 summon_kin_type = 'y';
4863 summon_kin_type = 'K';
4866 summon_kin_type = 'k';
4869 if (one_in_(13)) summon_kin_type = 'U';
4870 else summon_kin_type = 'u';
4872 case RACE_DRACONIAN:
4873 summon_kin_type = 'd';
4877 summon_kin_type = 'g';
4880 if (one_in_(13)) summon_kin_type = 'L';
4881 else summon_kin_type = 's';
4884 summon_kin_type = 'z';
4887 summon_kin_type = 'V';
4890 summon_kin_type = 'G';
4893 summon_kin_type = 'I';
4896 summon_kin_type = '#';
4899 summon_kin_type = 'A';
4902 summon_kin_type = 'U';
4905 summon_kin_type = 'p';
4910 if (one_in_(13)) summon_kin_type = 'U';
4911 else summon_kin_type = 'u';
4913 case MIMIC_DEMON_LORD:
4914 summon_kin_type = 'U';
4917 summon_kin_type = 'V';
4920 return summon_specific((pet ? -1 : 0), y, x, level, SUMMON_KIN, mode);
4924 * @brief 皆殺し(全方向攻撃)処理
4925 * @param py プレイヤーY座標
4926 * @param px プレイヤーX座標
4933 monster_type *m_ptr;
4936 for (dir = 0; dir < 8; dir++)
4938 y = p_ptr->y + ddy_ddd[dir];
4939 x = p_ptr->x + ddx_ddd[dir];
4940 c_ptr = &cave[y][x];
4942 /* Get the monster */
4943 m_ptr = &m_list[c_ptr->m_idx];
4945 /* Hack -- attack monsters */
4946 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
4955 feature_type *f_ptr, *mimic_f_ptr;
4958 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4959 y = p_ptr->y + ddy[dir];
4960 x = p_ptr->x + ddx[dir];
4961 c_ptr = &cave[y][x];
4962 f_ptr = &f_info[c_ptr->feat];
4963 mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
4967 if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
4969 msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
4971 else if (have_flag(f_ptr->flags, FF_PERMANENT))
4973 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);
4975 else if (c_ptr->m_idx)
4977 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4978 msg_print(_("何かが邪魔しています!", "There's something in the way!"));
4980 if (!m_ptr->ml || !is_pet(m_ptr)) py_attack(y, x, 0);
4982 else if (have_flag(f_ptr->flags, FF_TREE))
4984 msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
4986 else if (have_flag(f_ptr->flags, FF_GLASS))
4988 msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
4990 else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
4992 (void)set_food(p_ptr->food + 3000);
4994 else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
4996 (void)set_food(p_ptr->food + 5000);
5000 msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
5001 (void)set_food(p_ptr->food + 10000);
5004 /* Destroy the wall */
5005 cave_alter_feat(y, x, FF_HURT_ROCK);
5007 /* Move the player */
5008 (void)move_player_effect(y, x, MPE_DONT_PICKUP);
5013 bool shock_power(void)
5018 PLAYER_LEVEL plev = p_ptr->lev;
5019 int boost = P_PTR_KI;
5020 if (heavy_armor()) boost /= 2;
5023 if (!get_aim_dir(&dir)) return FALSE;
5025 y = p_ptr->y + ddy[dir];
5026 x = p_ptr->x + ddx[dir];
5027 dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
5028 fire_beam(GF_MISSILE, dir, dam);
5029 if (cave[y][x].m_idx)
5034 MONSTER_IDX m_idx = cave[y][x].m_idx;
5035 monster_type *m_ptr = &m_list[m_idx];
5036 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5039 monster_desc(m_name, m_ptr, 0);
5041 if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
5043 msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
5047 for (i = 0; i < 5; i++)
5051 if (cave_empty_bold(y, x))
5058 if ((ty != oy) || (tx != ox))
5060 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
5061 cave[oy][ox].m_idx = 0;
5062 cave[ty][tx].m_idx = (s16b)m_idx;
5063 m_ptr->fy = (byte_hack)ty;
5064 m_ptr->fx = (byte_hack)tx;
5066 update_monster(m_idx, TRUE);
5070 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
5071 p_ptr->update |= (PU_MON_LITE);