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 #include "player-status.h"
19 /*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
24 * @brief モンスターのテレポートアウェイ処理 /
25 * Teleport a monster, normally up to "dis" grids away.
26 * @param m_idx モンスターID
29 * @return テレポートが実際に行われたらtrue
31 * Attempt to move the monster at least "dis/2" grids away.
32 * But allow variation to prevent infinite loops.
34 bool teleport_away(MONSTER_IDX m_idx, POSITION dis, BIT_FLAGS mode)
36 POSITION oy, ox, d, i, min;
38 POSITION ny = 0, nx = 0;
42 monster_type *m_ptr = &m_list[m_idx];
45 if (!m_ptr->r_idx) return (FALSE);
47 /* Save the old location */
51 /* Minimum distance */
54 if ((mode & TELEPORT_DEC_VALOUR) &&
55 (((p_ptr->chp * 10) / p_ptr->mhp) > 5) &&
56 (4+randint1(5) < ((p_ptr->chp * 10) / p_ptr->mhp)))
58 chg_virtue(V_VALOUR, -1);
66 /* Verify max distance */
67 if (dis > 200) dis = 200;
69 /* Try several locations */
70 for (i = 0; i < 500; i++)
72 /* Pick a (possibly illegal) location */
75 ny = rand_spread(oy, dis);
76 nx = rand_spread(ox, dis);
77 d = distance(oy, ox, ny, nx);
78 if ((d >= min) && (d <= dis)) break;
81 /* Ignore illegal locations */
82 if (!in_bounds(ny, nx)) continue;
84 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
86 /* No teleporting into vaults and such */
87 if (!(p_ptr->inside_quest || p_ptr->inside_arena))
88 if (cave[ny][nx].info & CAVE_ICKY) continue;
90 /* This grid looks good */
97 /* Increase the maximum distance */
100 /* Decrease the minimum distance */
103 /* Stop after MAX_TRIES tries */
104 if (tries > MAX_TRIES) return (FALSE);
107 sound(SOUND_TPOTHER);
109 /* Update the old location */
110 cave[oy][ox].m_idx = 0;
112 /* Update the new location */
113 cave[ny][nx].m_idx = m_idx;
115 /* Move the monster */
119 /* Forget the counter target */
122 update_monster(m_idx, TRUE);
126 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
127 p_ptr->update |= (PU_MON_LITE);
134 * @brief モンスターを指定された座標付近にテレポートする /
135 * Teleport monster next to a grid near the given location
136 * @param m_idx モンスターID
139 * @param power テレポート成功確率
143 void teleport_monster_to(MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, BIT_FLAGS mode)
145 POSITION ny, nx, oy, ox;
150 monster_type *m_ptr = &m_list[m_idx];
153 if(!m_ptr->r_idx) return;
156 if(randint1(100) > power) return;
161 /* Save the old location */
165 /* Minimum distance */
168 /* Look until done */
169 while (look && --attempts)
171 /* Verify max distance */
172 if (dis > 200) dis = 200;
174 /* Try several locations */
175 for (i = 0; i < 500; i++)
177 /* Pick a (possibly illegal) location */
180 ny = rand_spread(ty, dis);
181 nx = rand_spread(tx, dis);
182 d = distance(ty, tx, ny, nx);
183 if ((d >= min) && (d <= dis)) break;
186 /* Ignore illegal locations */
187 if (!in_bounds(ny, nx)) continue;
189 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
191 /* No teleporting into vaults and such */
192 /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
194 /* This grid looks good */
201 /* Increase the maximum distance */
204 /* Decrease the minimum distance */
208 if (attempts < 1) return;
210 sound(SOUND_TPOTHER);
212 /* Update the old location */
213 cave[oy][ox].m_idx = 0;
215 /* Update the new location */
216 cave[ny][nx].m_idx = m_idx;
218 /* Move the monster */
222 update_monster(m_idx, TRUE);
226 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
227 p_ptr->update |= (PU_MON_LITE);
231 * @brief プレイヤーのテレポート先選定と移動処理 /
232 * Teleport the player to a location up to "dis" grids away.
235 * @return 実際にテレポート処理が行われたらtrue
238 * If no such spaces are readily available, the distance may increase.
239 * Try very hard to move the player at least a quarter that distance.
241 * There was a nasty tendency for a long time; which was causing the
242 * player to "bounce" between two or three different spots because
243 * these are the only spots that are "far enough" way to satisfy the
246 * But this tendency is now removed; in the new algorithm, a list of
247 * candidates is selected first, which includes at least 50% of all
248 * floor grids within the distance, and any single grid in this list
249 * of candidates has equal possibility to be choosen as a destination.
253 bool teleport_player_aux(POSITION dis, BIT_FLAGS mode)
255 int candidates_at[MAX_TELEPORT_DISTANCE + 1];
256 int total_candidates, cur_candidates;
257 POSITION y = 0, x = 0;
260 int left = MAX(1, p_ptr->x - dis);
261 int right = MIN(cur_wid - 2, p_ptr->x + dis);
262 int top = MAX(1, p_ptr->y - dis);
263 int bottom = MIN(cur_hgt - 2, p_ptr->y + dis);
265 if (p_ptr->wild_mode) return FALSE;
267 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
269 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
273 /* Initialize counters */
274 total_candidates = 0;
275 for (i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
276 candidates_at[i] = 0;
278 /* Limit the distance */
279 if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
281 /* Search valid locations */
282 for (y = top; y <= bottom; y++)
284 for (x = left; x <= right; x++)
288 /* Skip illegal locations */
289 if (!cave_player_teleportable_bold(y, x, mode)) continue;
291 /* Calculate distance */
292 d = distance(p_ptr->y, p_ptr->x, y, x);
294 /* Skip too far locations */
295 if (d > dis) continue;
297 /* Count the total number of candidates */
300 /* Count the number of candidates in this circumference */
305 /* No valid location! */
306 if (0 == total_candidates) return FALSE;
308 /* Fix the minimum distance */
309 for (cur_candidates = 0, min = dis; min >= 0; min--)
311 cur_candidates += candidates_at[min];
313 /* 50% of all candidates will have an equal chance to be choosen. */
314 if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
317 /* Pick up a single location randomly */
318 pick = randint1(cur_candidates);
320 /* Search again the choosen location */
321 for (y = top; y <= bottom; y++)
323 for (x = left; x <= right; x++)
327 /* Skip illegal locations */
328 if (!cave_player_teleportable_bold(y, x, mode)) continue;
330 /* Calculate distance */
331 d = distance(p_ptr->y, p_ptr->x, y, x);
333 /* Skip too far locations */
334 if (d > dis) continue;
336 /* Skip too close locations */
337 if (d < min) continue;
339 /* This grid was picked up? */
348 if (player_bold(y, x)) return FALSE;
350 sound(SOUND_TELEPORT);
353 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
354 msg_format("『こっちだぁ、%s』", p_ptr->name);
357 /* Move the player */
358 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
364 * @brief プレイヤーのテレポート処理メインルーチン
369 void teleport_player(POSITION dis, BIT_FLAGS mode)
373 /* Save the old location */
374 POSITION oy = p_ptr->y;
375 POSITION ox = p_ptr->x;
377 if (!teleport_player_aux(dis, mode)) return;
379 /* Monsters with teleport ability may follow the player */
380 for (xx = -1; xx < 2; xx++)
382 for (yy = -1; yy < 2; yy++)
384 MONSTER_IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
386 /* A monster except your mount may follow */
387 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx))
389 monster_type *m_ptr = &m_list[tmp_m_idx];
390 monster_race *r_ptr = &r_info[m_ptr->r_idx];
393 * The latter limitation is to avoid
394 * totally unkillable suckers...
396 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
397 !(r_ptr->flagsr & RFR_RES_TELE))
399 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
408 * @brief プレイヤーのテレポートアウェイ処理 /
409 * @param m_idx アウェイを試みたプレイヤーID
413 void teleport_player_away(MONSTER_IDX m_idx, POSITION dis)
417 /* Save the old location */
418 POSITION oy = p_ptr->y;
419 POSITION ox = p_ptr->x;
421 if (!teleport_player_aux(dis, TELEPORT_PASSIVE)) return;
423 /* Monsters with teleport ability may follow the player */
424 for (xx = -1; xx < 2; xx++)
426 for (yy = -1; yy < 2; yy++)
428 IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
430 /* A monster except your mount or caster may follow */
431 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx) && (m_idx != tmp_m_idx))
433 monster_type *m_ptr = &m_list[tmp_m_idx];
434 monster_race *r_ptr = &r_info[m_ptr->r_idx];
437 * The latter limitation is to avoid
438 * totally unkillable suckers...
440 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
441 !(r_ptr->flagsr & RFR_RES_TELE))
443 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
452 * @brief プレイヤーを指定位置近辺にテレポートさせる
453 * Teleport player to a grid near the given location
456 * @param mode オプションフラグ
460 * This function is slightly obsessive about correctness.
461 * This function allows teleporting into vaults (!)
464 void teleport_player_to(POSITION ny, POSITION nx, BIT_FLAGS mode)
467 POSITION dis = 0, ctr = 0;
469 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
471 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
475 /* Find a usable location */
478 /* Pick a nearby legal location */
481 y = (POSITION)rand_spread(ny, dis);
482 x = (POSITION)rand_spread(nx, dis);
483 if (in_bounds(y, x)) break;
486 /* Accept any grid when wizard mode */
487 if (p_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!cave[y][x].m_idx || (cave[y][x].m_idx == p_ptr->riding))) break;
489 /* Accept teleportable floor grids */
490 if (cave_player_teleportable_bold(y, x, mode)) break;
492 /* Occasionally advance the distance */
493 if (++ctr > (4 * dis * dis + 4 * dis + 1))
500 sound(SOUND_TELEPORT);
502 /* Move the player */
503 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
507 void teleport_away_followable(MONSTER_IDX m_idx)
509 monster_type *m_ptr = &m_list[m_idx];
510 POSITION oldfy = m_ptr->fy;
511 POSITION oldfx = m_ptr->fx;
512 bool old_ml = m_ptr->ml;
513 POSITION old_cdis = m_ptr->cdis;
515 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
517 if (old_ml && (old_cdis <= MAX_SIGHT) && !world_monster && !p_ptr->inside_battle && los(p_ptr->y, p_ptr->x, oldfy, oldfx))
521 if ((p_ptr->muta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
524 BIT_FLAGS flgs[TR_FLAG_SIZE];
528 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
530 o_ptr = &inventory[i];
531 if (o_ptr->k_idx && !object_is_cursed(o_ptr))
533 object_flags(o_ptr, flgs);
534 if (have_flag(flgs, TR_TELEPORT))
545 if (get_check_strict(_("ついていきますか?", "Do you follow it? "), CHECK_OKAY_CANCEL))
549 teleport_player(200, TELEPORT_PASSIVE);
550 msg_print(_("失敗!", "Failed!"));
552 else teleport_player_to(m_ptr->fy, m_ptr->fx, 0L);
553 p_ptr->energy_need += ENERGY_NEED();
561 * @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 /
562 * Teleport the player one level up or down (random when legal)
563 * @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.
566 void teleport_level(MONSTER_IDX m_idx)
569 GAME_TEXT m_name[160];
572 if (m_idx <= 0) /* To player */
574 strcpy(m_name, _("あなた", "you"));
576 else /* To monster */
578 monster_type *m_ptr = &m_list[m_idx];
580 /* Get the monster name (or "it") */
581 monster_desc(m_name, m_ptr, 0);
583 see_m = is_seen(m_ptr);
586 /* No effect in some case */
587 if (TELE_LEVEL_IS_INEFF(m_idx))
589 if (see_m) msg_print(_("効果がなかった。", "There is no effect."));
593 if ((m_idx <= 0) && p_ptr->anti_tele) /* To player */
595 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
599 /* Choose up or down */
600 if (randint0(100) < 50) go_up = TRUE;
603 if ((m_idx <= 0) && p_ptr->wizard)
605 if (get_check("Force to go up? ")) go_up = TRUE;
606 else if (get_check("Force to go down? ")) go_up = FALSE;
610 if ((ironman_downward && (m_idx <= 0)) || (dun_level <= d_info[dungeon_type].mindepth))
613 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
615 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
617 if (m_idx <= 0) /* To player */
621 dungeon_type = ironman_downward ? DUNGEON_ANGBAND : p_ptr->recall_dungeon;
622 p_ptr->oldpy = p_ptr->y;
623 p_ptr->oldpx = p_ptr->x;
626 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
628 if (autosave_l) do_cmd_save_game(TRUE);
632 dun_level = d_info[dungeon_type].mindepth;
633 prepare_change_floor_mode(CFM_RAND_PLACE);
637 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
641 p_ptr->leaving = TRUE;
646 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
649 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
651 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
655 if (m_idx <= 0) /* To player */
657 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
659 if (autosave_l) do_cmd_save_game(TRUE);
661 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
666 p_ptr->inside_quest = 0;
667 p_ptr->leaving = TRUE;
673 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
675 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
679 if (m_idx <= 0) /* To player */
681 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
683 if (autosave_l) do_cmd_save_game(TRUE);
685 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
688 p_ptr->leaving = TRUE;
694 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
696 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
699 if (m_idx <= 0) /* To player */
701 /* Never reach this code on the surface */
702 /* if (!dun_level) dungeon_type = p_ptr->recall_dungeon; */
704 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
706 if (autosave_l) do_cmd_save_game(TRUE);
708 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
711 p_ptr->leaving = TRUE;
715 /* Monster level teleportation is simple deleting now */
718 monster_type *m_ptr = &m_list[m_idx];
720 /* Check for quest completion */
721 check_quest_completion(m_ptr);
723 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
725 char m2_name[MAX_NLEN];
727 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
728 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
731 delete_monster_idx(m_idx);
734 sound(SOUND_TPLEVEL);
739 * @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。
740 * @param note ダンジョンに施す処理記述
743 * @return 選択されたダンジョンID
745 DUNGEON_IDX choose_dungeon(cptr note, POSITION y, POSITION x)
747 DUNGEON_IDX select_dungeon;
752 /* Hack -- No need to choose dungeon in some case */
753 if (lite_town || vanilla_town || ironman_downward)
755 if (max_dlv[DUNGEON_ANGBAND]) return DUNGEON_ANGBAND;
758 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);
764 /* Allocate the "dun" array */
765 C_MAKE(dun, max_d_idx, s16b);
768 for(i = 1; i < max_d_idx; i++)
773 if (!d_info[i].maxdepth) continue;
774 if (!max_dlv[i]) continue;
775 if (d_info[i].final_guardian)
777 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
779 else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
781 sprintf(buf,_(" %c) %c%-12s : 最大 %d 階", " %c) %c%-16s : Max level %d"),
782 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, (int)max_dlv[i]);
783 prt(buf, y + num, x);
789 prt(_(" 選べるダンジョンがない。", " No dungeon is available."), y, x);
792 prt(format(_("どのダンジョン%sしますか:", "Which dungeon do you %s?: "), note), 0, 0);
796 if ((i == ESCAPE) || !num)
798 /* Free the "dun" array */
799 C_KILL(dun, max_d_idx, s16b);
804 if (i >= 'a' && i <('a'+num))
806 select_dungeon = dun[i-'a'];
813 /* Free the "dun" array */
814 C_KILL(dun, max_d_idx, s16b);
816 return select_dungeon;
821 * @brief プレイヤーの帰還発動及び中止処理 /
822 * Recall the player to town or dungeon
823 * @param turns 発動までのターン数
826 bool recall_player(TIME_EFFECT turns)
829 * TODO: Recall the player to the last
830 * visited town when in the wilderness
834 if (p_ptr->inside_arena || ironman_downward)
836 msg_print(_("何も起こらなかった。", "Nothing happens."));
840 if (dun_level && (max_dlv[dungeon_type] > dun_level) && !p_ptr->inside_quest && !p_ptr->word_recall)
842 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? ")))
844 max_dlv[dungeon_type] = dun_level;
846 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, _("帰還のときに", "when recall from dungeon"));
850 if (!p_ptr->word_recall)
854 DUNGEON_IDX select_dungeon;
855 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
856 if (!select_dungeon) return FALSE;
857 p_ptr->recall_dungeon = select_dungeon;
859 p_ptr->word_recall = turns;
860 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
861 p_ptr->redraw |= (PR_STATUS);
865 p_ptr->word_recall = 0;
866 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
867 p_ptr->redraw |= (PR_STATUS);
876 bool word_of_recall(void)
878 return(recall_player(randint0(21) + 15));
883 * @return リセット処理が実際に行われたらTRUEを返す
885 bool reset_recall(void)
887 int select_dungeon, dummy = 0;
891 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
894 if (ironman_downward)
896 msg_print(_("何も起こらなかった。", "Nothing happens."));
900 if (!select_dungeon) return FALSE;
902 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
903 (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
906 sprintf(tmp_val, "%d", (int)MAX(dun_level, 1));
908 /* Ask for a level */
909 if (get_string(ppp, tmp_val, 10))
911 /* Extract request */
912 dummy = atoi(tmp_val);
915 if (dummy < 1) dummy = 1;
918 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
919 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
921 max_dlv[select_dungeon] = dummy;
924 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
927 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);
929 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
942 * @brief プレイヤーの装備劣化処理 /
943 * Apply disenchantment to the player's stuff
944 * @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
945 * @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 /
946 * Return "TRUE" if the player notices anything
948 bool apply_disenchant(BIT_FLAGS mode)
952 GAME_TEXT o_name[MAX_NLEN];
953 int to_h, to_d, to_a, pval;
955 /* Pick a random slot */
958 case 1: t = INVEN_RARM; break;
959 case 2: t = INVEN_LARM; break;
960 case 3: t = INVEN_BOW; break;
961 case 4: t = INVEN_BODY; break;
962 case 5: t = INVEN_OUTER; break;
963 case 6: t = INVEN_HEAD; break;
964 case 7: t = INVEN_HANDS; break;
965 case 8: t = INVEN_FEET; break;
968 o_ptr = &inventory[t];
970 /* No item, nothing happens */
971 if (!o_ptr->k_idx) return (FALSE);
973 /* Disenchant equipments only -- No disenchant on monster ball */
974 if (!object_is_weapon_armour_ammo(o_ptr))
977 /* Nothing to disenchant */
978 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
980 /* Nothing to notice */
985 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
988 /* Artifacts have 71% chance to resist */
989 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
992 msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
994 msg_format("Your %s (%c) resist%s disenchantment!",
995 o_name, index_to_label(t),
996 ((o_ptr->number != 1) ? "" : "s"));
1004 /* Memorize old value */
1010 /* Disenchant tohit */
1011 if (o_ptr->to_h > 0) o_ptr->to_h--;
1012 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
1014 /* Disenchant todam */
1015 if (o_ptr->to_d > 0) o_ptr->to_d--;
1016 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
1018 /* Disenchant toac */
1019 if (o_ptr->to_a > 0) o_ptr->to_a--;
1020 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
1022 /* Disenchant pval (occasionally) */
1023 /* Unless called from wild_magic() */
1024 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
1026 if ((to_h != o_ptr->to_h) || (to_d != o_ptr->to_d) ||
1027 (to_a != o_ptr->to_a) || (pval != o_ptr->pval))
1030 msg_format("%s(%c)は劣化してしまった!",
1031 o_name, index_to_label(t) );
1033 msg_format("Your %s (%c) %s disenchanted!",
1034 o_name, index_to_label(t),
1035 ((o_ptr->number != 1) ? "were" : "was"));
1038 chg_virtue(V_HARMONY, 1);
1039 chg_virtue(V_ENCHANT, -2);
1040 p_ptr->update |= (PU_BONUS);
1042 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
1051 * @brief プレイヤーの突然変異処理
1054 void mutate_player(void)
1056 BASE_STATUS max1, cur1, max2, cur2;
1059 /* Pick a pair of stats */
1061 for (jj = ii; jj == ii; jj = randint0(6)) /* loop */;
1063 max1 = p_ptr->stat_max[ii];
1064 cur1 = p_ptr->stat_cur[ii];
1065 max2 = p_ptr->stat_max[jj];
1066 cur2 = p_ptr->stat_cur[jj];
1068 p_ptr->stat_max[ii] = max2;
1069 p_ptr->stat_cur[ii] = cur2;
1070 p_ptr->stat_max[jj] = max1;
1071 p_ptr->stat_cur[jj] = cur1;
1075 if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
1076 if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
1079 p_ptr->update |= (PU_BONUS);
1084 * @brief プレイヤーの因果混乱処理 / Apply Nexus
1085 * @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
1088 void apply_nexus(monster_type *m_ptr)
1090 switch (randint1(7))
1092 case 1: case 2: case 3:
1094 teleport_player(200, TELEPORT_PASSIVE);
1100 teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
1106 if (randint0(100) < p_ptr->skill_sav)
1108 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1112 /* Teleport Level */
1119 if (randint0(100) < p_ptr->skill_sav)
1121 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1125 msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
1134 * @brief 寿命つき光源の燃素追加処理 /
1135 * Charge a lite (torch or latern)
1138 void phlogiston(void)
1140 GAME_TURN max_flog = 0;
1141 object_type * o_ptr = &inventory[INVEN_LITE];
1144 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
1146 max_flog = FUEL_LAMP;
1150 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
1152 max_flog = FUEL_TORCH;
1155 /* No torch to refill */
1158 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."));
1162 if (o_ptr->xtra4 >= max_flog)
1164 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."));
1169 o_ptr->xtra4 += (XTRA16)(max_flog / 2);
1171 msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
1173 if (o_ptr->xtra4 >= max_flog)
1175 o_ptr->xtra4 = (XTRA16)max_flog;
1176 msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
1179 /* Recalculate torch */
1180 p_ptr->update |= (PU_TORCH);
1185 * @brief 武器へのエゴ付加処理 /
1186 * Brand the current weapon
1187 * @param brand_type エゴ化ID(e_info.txtとは連動していない)
1190 void brand_weapon(int brand_type)
1197 /* Assume enchant weapon */
1198 item_tester_hook = object_allow_enchant_melee_weapon;
1200 q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
1201 s = _("強化できる武器がない。", "You have nothing to enchant.");
1203 if (!get_item(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT))) return;
1205 /* Get the item (in the pack) */
1208 o_ptr = &inventory[item];
1211 /* Get the item (on the floor) */
1214 o_ptr = &o_list[0 - item];
1218 /* you can never modify artifacts / ego-items */
1219 /* you can never modify cursed items */
1220 /* TY: You _can_ modify broken items (if you're silly enough) */
1221 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1222 !object_is_cursed(o_ptr) &&
1223 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1224 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1225 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
1229 /* Let's get the name before it is changed... */
1230 GAME_TEXT o_name[MAX_NLEN];
1231 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1236 if (o_ptr->tval == TV_SWORD)
1238 act = _("は鋭さを増した!", "becomes very sharp!");
1240 o_ptr->name2 = EGO_SHARPNESS;
1241 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, dun_level) + 1;
1243 if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
1248 act = _("は破壊力を増した!", "seems very powerful.");
1249 o_ptr->name2 = EGO_EARTHQUAKES;
1250 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, dun_level);
1254 act = _("は人間の血を求めている!", "seems to be looking for humans!");
1255 o_ptr->name2 = EGO_KILL_HUMAN;
1258 act = _("は電撃に覆われた!", "covered with lightning!");
1259 o_ptr->name2 = EGO_BRAND_ELEC;
1262 act = _("は酸に覆われた!", "coated with acid!");
1263 o_ptr->name2 = EGO_BRAND_ACID;
1266 act = _("は邪悪なる怪物を求めている!", "seems to be looking for evil monsters!");
1267 o_ptr->name2 = EGO_KILL_EVIL;
1270 act = _("は異世界の住人の肉体を求めている!", "seems to be looking for demons!");
1271 o_ptr->name2 = EGO_KILL_DEMON;
1274 act = _("は屍を求めている!", "seems to be looking for undead!");
1275 o_ptr->name2 = EGO_KILL_UNDEAD;
1278 act = _("は動物の血を求めている!", "seems to be looking for animals!");
1279 o_ptr->name2 = EGO_KILL_ANIMAL;
1282 act = _("はドラゴンの血を求めている!", "seems to be looking for dragons!");
1283 o_ptr->name2 = EGO_KILL_DRAGON;
1286 act = _("はトロルの血を求めている!", "seems to be looking for troll!s");
1287 o_ptr->name2 = EGO_KILL_TROLL;
1290 act = _("はオークの血を求めている!", "seems to be looking for orcs!");
1291 o_ptr->name2 = EGO_KILL_ORC;
1294 act = _("は巨人の血を求めている!", "seems to be looking for giants!");
1295 o_ptr->name2 = EGO_KILL_GIANT;
1298 act = _("は非常に不安定になったようだ。", "seems very unstable now.");
1299 o_ptr->name2 = EGO_TRUMP;
1300 o_ptr->pval = randint1(2);
1303 act = _("は血を求めている!", "thirsts for blood!");
1304 o_ptr->name2 = EGO_VAMPIRIC;
1307 act = _("は毒に覆われた。", "is coated with poison.");
1308 o_ptr->name2 = EGO_BRAND_POIS;
1311 act = _("は純ログルスに飲み込まれた。", "is engulfed in raw Logrus!");
1312 o_ptr->name2 = EGO_CHAOTIC;
1315 act = _("は炎のシールドに覆われた!", "is covered in a fiery shield!");
1316 o_ptr->name2 = EGO_BRAND_FIRE;
1319 act = _("は深く冷たいブルーに輝いた!", "glows deep, icy blue!");
1320 o_ptr->name2 = EGO_BRAND_COLD;
1324 msg_format(_("あなたの%s%s", "Your %s %s"), o_name, act);
1325 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1327 o_ptr->discount = 99;
1328 chg_virtue(V_ENCHANT, 2);
1332 if (flush_failure) flush();
1334 msg_print(_("属性付加に失敗した。", "The Branding failed."));
1335 chg_virtue(V_ENCHANT, -2);
1342 * @brief 虚無招来によるフロア中の全壁除去処理 /
1343 * Vanish all walls in this floor
1344 * @return 実際に処理が反映された場合TRUE
1346 static bool vanish_dungeon(void)
1350 feature_type *f_ptr;
1351 monster_type *m_ptr;
1352 GAME_TEXT m_name[MAX_NLEN];
1354 /* Prevent vasishing of quest levels and town */
1355 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1360 /* Scan all normal grids */
1361 for (y = 1; y < cur_hgt - 1; y++)
1363 for (x = 1; x < cur_wid - 1; x++)
1365 c_ptr = &cave[y][x];
1367 /* Seeing true feature code (ignore mimic) */
1368 f_ptr = &f_info[c_ptr->feat];
1370 /* Lose room and vault */
1371 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1373 m_ptr = &m_list[c_ptr->m_idx];
1376 if (c_ptr->m_idx && MON_CSLEEP(m_ptr))
1378 /* Reset sleep counter */
1379 (void)set_monster_csleep(c_ptr->m_idx, 0);
1381 /* Notice the "waking up" */
1384 monster_desc(m_name, m_ptr, 0);
1385 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1389 /* Process all walls, doors and patterns */
1390 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(y, x, FF_HURT_DISI);
1394 /* Special boundary walls -- Top and bottom */
1395 for (x = 0; x < cur_wid; x++)
1397 c_ptr = &cave[0][x];
1398 f_ptr = &f_info[c_ptr->mimic];
1400 /* Lose room and vault */
1401 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1403 /* Set boundary mimic if needed */
1404 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1406 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1408 /* Check for change to boring grid */
1409 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1412 c_ptr = &cave[cur_hgt - 1][x];
1413 f_ptr = &f_info[c_ptr->mimic];
1415 /* Lose room and vault */
1416 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1418 /* Set boundary mimic if needed */
1419 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1421 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1423 /* Check for change to boring grid */
1424 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1428 /* Special boundary walls -- Left and right */
1429 for (y = 1; y < (cur_hgt - 1); y++)
1431 c_ptr = &cave[y][0];
1432 f_ptr = &f_info[c_ptr->mimic];
1434 /* Lose room and vault */
1435 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1437 /* Set boundary mimic if needed */
1438 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1440 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1442 /* Check for change to boring grid */
1443 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1446 c_ptr = &cave[y][cur_wid - 1];
1447 f_ptr = &f_info[c_ptr->mimic];
1449 /* Lose room and vault */
1450 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1452 /* Set boundary mimic if needed */
1453 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1455 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1457 /* Check for change to boring grid */
1458 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1462 /* Mega-Hack -- Forget the view and lite */
1463 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1464 p_ptr->redraw |= (PR_MAP);
1465 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1474 void call_the_(void)
1478 bool do_call = TRUE;
1480 for (i = 0; i < 9; i++)
1482 c_ptr = &cave[p_ptr->y + ddy_ddd[i]][p_ptr->x + ddx_ddd[i]];
1484 if (!cave_have_flag_grid(c_ptr, FF_PROJECT))
1486 if (!c_ptr->mimic || !have_flag(f_info[c_ptr->mimic].flags, FF_PROJECT) ||
1487 !permanent_wall(&f_info[c_ptr->feat]))
1497 for (i = 1; i < 10; i++)
1499 if (i - 5) fire_ball(GF_ROCKET, i, 175, 2);
1502 for (i = 1; i < 10; i++)
1504 if (i - 5) fire_ball(GF_MANA, i, 175, 3);
1507 for (i = 1; i < 10; i++)
1509 if (i - 5) fire_ball(GF_NUKE, i, 175, 4);
1513 /* Prevent destruction of quest levels and town */
1514 else if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1516 msg_print(_("地面が揺れた。", "The ground trembles."));
1522 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
1523 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
1525 msg_format("You %s the %s too close to a wall!",
1526 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1527 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1529 msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
1533 if (!vanish_dungeon()) msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon silences a moment."));
1537 if (destroy_area(p_ptr->y, p_ptr->x, 15 + p_ptr->lev + randint0(11), FALSE))
1538 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
1540 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
1543 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1549 * @brief アイテム引き寄せ処理 /
1550 * Fetch an item (teleport it right underneath the caster)
1551 * @param dir 魔法の発動方向
1553 * @param require_los 射線の通りを要求するならばTRUE
1556 void fetch(DIRECTION dir, WEIGHT wgt, bool require_los)
1562 GAME_TEXT o_name[MAX_NLEN];
1564 /* Check to see if an object is already there */
1565 if (cave[p_ptr->y][p_ptr->x].o_idx)
1567 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."));
1572 if (dir == 5 && target_okay())
1577 if (distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE)
1579 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!"));
1583 c_ptr = &cave[ty][tx];
1585 /* We need an item to fetch */
1588 msg_print(_("そこには何もありません。", "There is no object at this place."));
1592 /* No fetching from vault */
1593 if (c_ptr->info & CAVE_ICKY)
1595 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."));
1599 /* We need to see the item */
1602 if (!player_has_los_bold(ty, tx))
1604 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."));
1607 else if (!projectable(p_ptr->y, p_ptr->x, ty, tx))
1609 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
1622 c_ptr = &cave[ty][tx];
1624 if ((distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE) ||
1625 !cave_have_flag_bold(ty, tx, FF_PROJECT)) return;
1627 while (!c_ptr->o_idx);
1630 o_ptr = &o_list[c_ptr->o_idx];
1632 if (o_ptr->weight > wgt)
1634 /* Too heavy to 'fetch' */
1635 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
1640 c_ptr->o_idx = o_ptr->next_o_idx;
1641 cave[p_ptr->y][p_ptr->x].o_idx = i; /* 'move' it */
1643 o_ptr->next_o_idx = 0;
1644 o_ptr->iy = p_ptr->y;
1645 o_ptr->ix = p_ptr->x;
1647 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1648 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);
1650 note_spot(p_ptr->y, p_ptr->x);
1651 p_ptr->redraw |= PR_MAP;
1658 void alter_reality(void)
1660 /* Ironman option */
1661 if (p_ptr->inside_arena || ironman_downward)
1663 msg_print(_("何も起こらなかった。", "Nothing happens."));
1667 if (!p_ptr->alter_reality)
1669 TIME_EFFECT turns = randint0(21) + 15;
1671 p_ptr->alter_reality = turns;
1672 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
1674 p_ptr->redraw |= (PR_STATUS);
1678 p_ptr->alter_reality = 0;
1679 msg_print(_("景色が元に戻った...", "The view around you got back..."));
1680 p_ptr->redraw |= (PR_STATUS);
1687 * @brief 守りのルーン設置処理 /
1688 * Leave a "glyph of warding" which prevents monster movement
1689 * @return 実際に設置が行われた場合TRUEを返す
1691 bool warding_glyph(void)
1693 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1695 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1699 /* Create a glyph */
1700 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1701 cave[p_ptr->y][p_ptr->x].mimic = feat_glyph;
1703 note_spot(p_ptr->y, p_ptr->x);
1704 lite_spot(p_ptr->y, p_ptr->x);
1711 * @return 実際に設置が行われた場合TRUEを返す
1713 bool place_mirror(void)
1715 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1717 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1721 /* Create a mirror */
1722 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1723 cave[p_ptr->y][p_ptr->x].mimic = feat_mirror;
1725 /* Turn on the light */
1726 cave[p_ptr->y][p_ptr->x].info |= CAVE_GLOW;
1728 note_spot(p_ptr->y, p_ptr->x);
1729 lite_spot(p_ptr->y, p_ptr->x);
1730 update_local_illumination(p_ptr->y, p_ptr->x);
1737 * @brief 爆発のルーン設置処理 /
1738 * Leave an "explosive rune" which prevents monster movement
1739 * @return 実際に設置が行われた場合TRUEを返す
1741 bool explosive_rune(void)
1743 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1745 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1749 /* Create a glyph */
1750 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1751 cave[p_ptr->y][p_ptr->x].mimic = feat_explosive_rune;
1753 note_spot(p_ptr->y, p_ptr->x);
1754 lite_spot(p_ptr->y, p_ptr->x);
1761 * @brief 全所持アイテム鑑定処理 /
1762 * Identify everything being carried.
1763 * Done by a potion of "self knowledge".
1766 void identify_pack(void)
1770 /* Simply identify and know every item */
1771 for (i = 0; i < INVEN_TOTAL; i++)
1773 object_type *o_ptr = &inventory[i];
1775 /* Skip non-objects */
1776 if (!o_ptr->k_idx) continue;
1778 identify_item(o_ptr);
1780 /* Auto-inscription */
1781 autopick_alter_item(i, FALSE);
1787 * @brief 装備強化処理の失敗率定数(千分率) /
1788 * Used by the "enchant" function (chance of failure)
1789 * (modified for Zangband, we need better stuff there...) -- TY
1792 static int enchant_table[16] =
1794 0, 10, 50, 100, 200,
1795 300, 400, 500, 650, 800,
1796 950, 987, 993, 995, 998,
1803 * Removes curses from items in inventory
1804 * @param all 軽い呪いまでの解除ならば0
1805 * @return 解呪されたアイテムの数
1808 * Note that Items which are "Perma-Cursed" (The One Ring,
1809 * The Crown of Morgoth) can NEVER be uncursed.
1811 * Note that if "all" is FALSE, then Items which are
1812 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1813 * will not be uncursed.
1816 static int remove_curse_aux(int all)
1820 /* Attempt to uncurse items being worn */
1821 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1823 object_type *o_ptr = &inventory[i];
1825 /* Skip non-objects */
1826 if (!o_ptr->k_idx) continue;
1828 /* Uncursed already */
1829 if (!object_is_cursed(o_ptr)) continue;
1831 /* Heavily Cursed Items need a special spell */
1832 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1834 /* Perma-Cursed Items can NEVER be uncursed */
1835 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1838 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1843 o_ptr->curse_flags = 0L;
1845 /* Hack -- Assume felt */
1846 o_ptr->ident |= (IDENT_SENSE);
1848 o_ptr->feeling = FEEL_NONE;
1850 p_ptr->update |= (PU_BONUS);
1851 p_ptr->window |= (PW_EQUIP);
1853 /* Count the uncursings */
1859 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."));
1861 /* Return "something uncursed" */
1867 * @brief 装備の軽い呪い解呪処理 /
1868 * Remove most curses
1869 * @return 解呪に成功した装備数
1871 int remove_curse(void)
1873 return (remove_curse_aux(FALSE));
1877 * @brief 装備の重い呪い解呪処理 /
1879 * @return 解呪に成功した装備数
1881 int remove_all_curse(void)
1883 return (remove_curse_aux(TRUE));
1888 * @brief アイテムの価値に応じた錬金術処理 /
1889 * Turns an object into gold, gain some of its value in a shop
1890 * @return 処理が実際に行われたらTRUEを返す
1896 ITEM_NUMBER old_number;
1900 GAME_TEXT o_name[MAX_NLEN];
1901 char out_val[MAX_NLEN+40];
1905 /* Hack -- force destruction */
1906 if (command_arg > 0) force = TRUE;
1908 q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
1909 s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
1911 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
1913 /* Get the item (in the pack) */
1916 o_ptr = &inventory[item];
1919 /* Get the item (on the floor) */
1922 o_ptr = &o_list[0 - item];
1925 /* See how many items */
1926 if (o_ptr->number > 1)
1928 /* Get a quantity */
1929 amt = get_quantity(NULL, o_ptr->number);
1931 /* Allow user abort */
1932 if (amt <= 0) return FALSE;
1935 old_number = o_ptr->number;
1936 o_ptr->number = amt;
1937 object_desc(o_name, o_ptr, 0);
1938 o_ptr->number = old_number;
1940 /* Verify unless quantity given */
1943 if (confirm_destroy || (object_value(o_ptr) > 0))
1945 /* Make a verification */
1946 sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
1947 if (!get_check(out_val)) return FALSE;
1951 /* Artifacts cannot be destroyed */
1952 if (!can_player_destroy_object(o_ptr))
1954 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);
1959 price = object_value_real(o_ptr);
1963 msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
1969 if (amt > 1) price *= amt;
1971 if (price > 30000) price = 30000;
1972 msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
1977 p_ptr->redraw |= (PR_GOLD);
1979 p_ptr->window |= (PW_PLAYER);
1983 /* Eliminate the item (from the pack) */
1986 inven_item_increase(item, -amt);
1987 inven_item_describe(item);
1988 inven_item_optimize(item);
1991 /* Eliminate the item (from the floor) */
1994 floor_item_increase(0 - item, -amt);
1995 floor_item_describe(0 - item);
1996 floor_item_optimize(0 - item);
2004 * @brief 呪いの打ち破り処理 /
2005 * Break the curse of an item
2006 * @param o_ptr 呪い装備情報の参照ポインタ
2009 static void break_curse(object_type *o_ptr)
2011 if (object_is_cursed(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
2013 msg_print(_("かけられていた呪いが打ち破られた!", "The curse is broken!"));
2015 o_ptr->curse_flags = 0L;
2016 o_ptr->ident |= (IDENT_SENSE);
2017 o_ptr->feeling = FEEL_NONE;
2024 * Enchants a plus onto an item. -RAK-
2025 * @param o_ptr 強化するアイテムの参照ポインタ
2027 * @param eflag 強化オプション(命中/ダメージ/AC)
2028 * @return 強化に成功した場合TRUEを返す
2031 * Revamped! Now takes item pointer, number of times to try enchanting,
2032 * and a flag of what to try enchanting. Artifacts resist enchantment
2033 * some of the time, and successful enchantment to at least +0 might
2034 * break a curse on the item. -CFT-
2036 * Note that an item can technically be enchanted all the way to +15 if
2037 * you wait a very, very, long time. Going from +9 to +10 only works
2038 * about 5% of the time, and from +10 to +11 only about 1% of the time.
2040 * Note that this function can now be used on "piles" of items, and
2041 * the larger the pile, the lower the chance of success.
2044 bool enchant(object_type *o_ptr, int n, int eflag)
2046 int i, chance, prob;
2048 bool a = object_is_artifact(o_ptr);
2049 bool force = (eflag & ENCH_FORCE);
2051 /* Large piles resist enchantment */
2052 prob = o_ptr->number * 100;
2054 /* Missiles are easy to enchant */
2055 if ((o_ptr->tval == TV_BOLT) ||
2056 (o_ptr->tval == TV_ARROW) ||
2057 (o_ptr->tval == TV_SHOT))
2063 for (i = 0; i < n; i++)
2065 /* Hack -- Roll for pile resistance */
2066 if (!force && randint0(prob) >= 100) continue;
2068 /* Enchant to hit */
2069 if (eflag & ENCH_TOHIT)
2071 if (o_ptr->to_h < 0) chance = 0;
2072 else if (o_ptr->to_h > 15) chance = 1000;
2073 else chance = enchant_table[o_ptr->to_h];
2075 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2080 /* only when you get it above -1 -CFT */
2081 if (o_ptr->to_h >= 0)
2086 /* Enchant to damage */
2087 if (eflag & ENCH_TODAM)
2089 if (o_ptr->to_d < 0) chance = 0;
2090 else if (o_ptr->to_d > 15) chance = 1000;
2091 else chance = enchant_table[o_ptr->to_d];
2093 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2098 /* only when you get it above -1 -CFT */
2099 if (o_ptr->to_d >= 0)
2104 /* Enchant to armor class */
2105 if (eflag & ENCH_TOAC)
2107 if (o_ptr->to_a < 0) chance = 0;
2108 else if (o_ptr->to_a > 15) chance = 1000;
2109 else chance = enchant_table[o_ptr->to_a];
2111 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2116 /* only when you get it above -1 -CFT */
2117 if (o_ptr->to_a >= 0)
2124 if (!res) return (FALSE);
2126 /* Combine / Reorder the pack (later) */
2127 p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
2128 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2138 * @brief 装備修正強化処理のメインルーチン /
2139 * Enchant an item (in the inventory or on the floor)
2140 * @param num_hit 命中修正量
2141 * @param num_dam ダメージ修正量
2142 * @param num_ac AC修正量
2143 * @return 強化に成功した場合TRUEを返す
2145 * Note that "num_ac" requires armour, else weapon
2146 * Returns TRUE if attempted, FALSE if cancelled
2148 bool enchant_spell(HIT_PROB num_hit, HIT_POINT num_dam, ARMOUR_CLASS num_ac)
2153 GAME_TEXT o_name[MAX_NLEN];
2156 /* Assume enchant weapon */
2157 item_tester_hook = object_allow_enchant_weapon;
2159 /* Enchant armor if requested */
2160 if (num_ac) item_tester_hook = object_is_armour;
2162 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2163 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2165 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return (FALSE);
2167 /* Get the item (in the pack) */
2170 o_ptr = &inventory[item];
2173 /* Get the item (on the floor) */
2176 o_ptr = &o_list[0 - item];
2179 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2181 msg_format("%s は明るく輝いた!", o_name);
2183 msg_format("%s %s glow%s brightly!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
2187 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
2188 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
2189 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
2194 if (flush_failure) flush();
2195 msg_print(_("強化に失敗した。", "The enchantment failed."));
2196 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2199 chg_virtue(V_ENCHANT, 1);
2203 /* Something happened */
2209 * @brief アーティファクト生成の巻物処理 /
2210 * @return 生成が実際に試みられたらTRUEを返す
2212 bool artifact_scroll(void)
2217 GAME_TEXT o_name[MAX_NLEN];
2220 /* Enchant weapon/armour */
2221 item_tester_hook = item_tester_hook_nameless_weapon_armour;
2223 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2224 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2226 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return (FALSE);
2228 /* Get the item (in the pack) */
2231 o_ptr = &inventory[item];
2233 /* Get the item (on the floor) */
2236 o_ptr = &o_list[0 - item];
2239 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2241 msg_format("%s は眩い光を発した!",o_name);
2243 msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
2246 if (object_is_artifact(o_ptr))
2249 msg_format("%sは既に伝説のアイテムです!", o_name );
2251 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
2257 else if (object_is_ego(o_ptr))
2260 msg_format("%sは既に名のあるアイテムです!", o_name );
2262 msg_format("The %s %s already %s!",
2263 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2264 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
2270 else if (o_ptr->xtra3)
2273 msg_format("%sは既に強化されています!", o_name );
2275 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"),
2276 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
2282 if (o_ptr->number > 1)
2284 msg_print(_("複数のアイテムに魔法をかけるだけのエネルギーはありません!", "Not enough energy to enchant more than one object!"));
2286 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
2288 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
2293 inven_item_increase(item, 1 - (o_ptr->number));
2297 floor_item_increase(0 - item, 1 - (o_ptr->number));
2300 okay = create_artifact(o_ptr, TRUE);
2306 if (flush_failure) flush();
2307 msg_print(_("強化に失敗した。", "The enchantment failed."));
2308 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2312 if (record_rand_art)
2314 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2315 do_cmd_write_nikki(NIKKI_ART_SCROLL, 0, o_name);
2317 chg_virtue(V_ENCHANT, 1);
2322 /* Something happened */
2329 * Identify an object
2330 * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
2331 * @return 実際に鑑定できたらTRUEを返す
2333 bool identify_item(object_type *o_ptr)
2335 bool old_known = FALSE;
2336 GAME_TEXT o_name[MAX_NLEN];
2338 object_desc(o_name, o_ptr, 0);
2340 if (o_ptr->ident & IDENT_KNOWN)
2343 if (!(o_ptr->ident & (IDENT_MENTAL)))
2345 if (object_is_artifact(o_ptr) || one_in_(5))
2346 chg_virtue(V_KNOWLEDGE, 1);
2349 /* Identify it fully */
2350 object_aware(o_ptr);
2351 object_known(o_ptr);
2353 /* Player touches it */
2354 o_ptr->marked |= OM_TOUCHED;
2356 p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
2357 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2359 strcpy(record_o_name, o_name);
2362 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2364 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
2365 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2366 if(record_rand_art && !old_known && o_ptr->art_name)
2367 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2373 * @brief アイテム鑑定のメインルーチン処理 /
2374 * Identify an object in the inventory (or on the floor)
2375 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2376 * @return 実際に鑑定を行ったならばTRUEを返す
2378 * This routine does *not* automatically combine objects.
2379 * Returns TRUE if something was identified, else FALSE.
2381 bool ident_spell(bool only_equip)
2385 GAME_TEXT o_name[MAX_NLEN];
2390 item_tester_hook = item_tester_hook_identify_weapon_armour;
2392 item_tester_hook = item_tester_hook_identify;
2396 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
2401 item_tester_hook = object_is_weapon_armour_ammo;
2403 item_tester_hook = NULL;
2405 q = _("すべて鑑定済みです。 ", "All items are identified. ");
2408 s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
2410 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return (FALSE);
2412 /* Get the item (in the pack) */
2415 o_ptr = &inventory[item];
2418 /* Get the item (on the floor) */
2421 o_ptr = &o_list[0 - item];
2424 old_known = identify_item(o_ptr);
2426 object_desc(o_name, o_ptr, 0);
2427 if (item >= INVEN_RARM)
2429 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2433 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2437 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2440 /* Auto-inscription/destroy */
2441 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2443 /* Something happened */
2449 * @brief アイテム凡庸化のメインルーチン処理 /
2450 * Identify an object in the inventory (or on the floor)
2451 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2452 * @return 実際に凡庸化をを行ったならばTRUEを返す
2455 * Mundanify an object in the inventory (or on the floor)
2456 * This routine does *not* automatically combine objects.
2457 * Returns TRUE if something was mundanified, else FALSE.
2460 bool mundane_spell(bool only_equip)
2466 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
2468 q = _("どれを使いますか?", "Use which item? ");
2469 s = _("使えるものがありません。", "You have nothing you can use.");
2471 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return (FALSE);
2473 /* Get the item (in the pack) */
2476 o_ptr = &inventory[item];
2479 /* Get the item (on the floor) */
2482 o_ptr = &o_list[0 - item];
2485 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
2487 POSITION iy = o_ptr->iy; /* Y-position on map, or zero */
2488 POSITION ix = o_ptr->ix; /* X-position on map, or zero */
2489 s16b next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
2490 byte marked = o_ptr->marked; /* Object is marked */
2491 s16b weight = o_ptr->number * o_ptr->weight;
2492 u16b inscription = o_ptr->inscription;
2495 object_prep(o_ptr, o_ptr->k_idx);
2499 o_ptr->next_o_idx = next_o_idx;
2500 o_ptr->marked = marked;
2501 o_ptr->inscription = inscription;
2502 if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
2506 /* Something happened */
2511 * @brief アイテム*鑑定*のメインルーチン処理 /
2512 * Identify an object in the inventory (or on the floor)
2513 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2514 * @return 実際に鑑定を行ったならばTRUEを返す
2516 * Fully "identify" an object in the inventory -BEN-
2517 * This routine returns TRUE if an item was identified.
2519 bool identify_fully(bool only_equip)
2523 GAME_TEXT o_name[MAX_NLEN];
2528 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
2530 item_tester_hook = item_tester_hook_identify_fully;
2534 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
2539 item_tester_hook = object_is_weapon_armour_ammo;
2541 item_tester_hook = NULL;
2543 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
2546 s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
2548 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return (FALSE);
2550 /* Get the item (in the pack) */
2553 o_ptr = &inventory[item];
2556 /* Get the item (on the floor) */
2559 o_ptr = &o_list[0 - item];
2562 old_known = identify_item(o_ptr);
2564 /* Mark the item as fully known */
2565 o_ptr->ident |= (IDENT_MENTAL);
2568 object_desc(o_name, o_ptr, 0);
2569 if (item >= INVEN_RARM)
2571 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2575 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2579 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2582 /* Describe it fully */
2583 (void)screen_object(o_ptr, 0L);
2585 /* Auto-inscription/destroy */
2586 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2596 * Recharge a wand/staff/rod from the pack or on the floor.
2597 * This function has been rewritten in Oangband and ZAngband.
2598 * @param power 充填パワー
2599 * @return ターン消費を要する処理まで進んだらTRUEを返す
2601 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
2602 * Chaos -- Arcane Binding --> recharge(90)
2604 * Scroll of recharging --> recharge(130)
2605 * Artifact activation/Thingol --> recharge(130)
2607 * It is harder to recharge high level, and highly charged wands,
2608 * staffs, and rods. The more wands in a stack, the more easily and
2609 * strongly they recharge. Staffs, however, each get fewer charges if
2612 * Beware of "sliding index errors".
2614 bool recharge(int power)
2618 int recharge_strength;
2619 TIME_EFFECT recharge_amount;
2628 GAME_TEXT o_name[MAX_NLEN];
2630 /* Only accept legal items */
2631 item_tester_hook = item_tester_hook_recharge;
2633 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
2634 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
2636 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
2638 /* Get the item (in the pack) */
2641 o_ptr = &inventory[item];
2644 /* Get the item (on the floor) */
2647 o_ptr = &o_list[0 - item];
2650 /* Get the object kind. */
2651 k_ptr = &k_info[o_ptr->k_idx];
2653 /* Extract the object "level" */
2654 lev = k_info[o_ptr->k_idx].level;
2657 /* Recharge a rod */
2658 if (o_ptr->tval == TV_ROD)
2660 /* Extract a recharge strength by comparing object level to power. */
2661 recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
2665 if (one_in_(recharge_strength))
2667 /* Activate the failure code. */
2674 /* Recharge amount */
2675 recharge_amount = (power * damroll(3, 2));
2677 /* Recharge by that amount */
2678 if (o_ptr->timeout > recharge_amount)
2679 o_ptr->timeout -= recharge_amount;
2686 /* Recharge wand/staff */
2689 /* Extract a recharge strength by comparing object level to power.
2690 * Divide up a stack of wands' charges to calculate charge penalty.
2692 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2693 recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
2695 /* All staffs, unstacked wands. */
2696 else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
2699 if (recharge_strength < 0) recharge_strength = 0;
2702 if (one_in_(recharge_strength))
2704 /* Activate the failure code. */
2708 /* If the spell didn't backfire, recharge the wand or staff. */
2711 /* Recharge based on the standard number of charges. */
2712 recharge_amount = randint1(1 + k_ptr->pval / 2);
2714 /* Multiple wands in a stack increase recharging somewhat. */
2715 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2718 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
2719 if (recharge_amount < 1) recharge_amount = 1;
2720 if (recharge_amount > 12) recharge_amount = 12;
2723 /* But each staff in a stack gets fewer additional charges,
2724 * although always at least one.
2726 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
2728 recharge_amount /= (TIME_EFFECT)o_ptr->number;
2729 if (recharge_amount < 1) recharge_amount = 1;
2732 /* Recharge the wand or staff. */
2733 o_ptr->pval += recharge_amount;
2736 /* Hack -- we no longer "know" the item */
2737 o_ptr->ident &= ~(IDENT_KNOWN);
2739 /* Hack -- we no longer think the item is empty */
2740 o_ptr->ident &= ~(IDENT_EMPTY);
2745 /* Inflict the penalties for failing a recharge. */
2748 /* Artifacts are never destroyed. */
2749 if (object_is_fixed_artifact(o_ptr))
2751 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2752 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);
2754 /* Artifact rods. */
2755 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
2756 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2758 /* Artifact wands and staffs. */
2759 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
2764 /* Get the object description */
2765 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2767 /*** Determine Seriousness of Failure ***/
2769 /* Mages recharge objects more safely. */
2770 if (IS_WIZARD_CLASS() || p_ptr->pclass == CLASS_MAGIC_EATER || p_ptr->pclass == CLASS_BLUE_MAGE)
2772 /* 10% chance to blow up one rod, otherwise draining. */
2773 if (o_ptr->tval == TV_ROD)
2775 if (one_in_(10)) fail_type = 2;
2778 /* 75% chance to blow up one wand, otherwise draining. */
2779 else if (o_ptr->tval == TV_WAND)
2781 if (!one_in_(3)) fail_type = 2;
2784 /* 50% chance to blow up one staff, otherwise no effect. */
2785 else if (o_ptr->tval == TV_STAFF)
2787 if (one_in_(2)) fail_type = 2;
2792 /* All other classes get no special favors. */
2795 /* 33% chance to blow up one rod, otherwise draining. */
2796 if (o_ptr->tval == TV_ROD)
2798 if (one_in_(3)) fail_type = 2;
2801 /* 20% chance of the entire stack, else destroy one wand. */
2802 else if (o_ptr->tval == TV_WAND)
2804 if (one_in_(5)) fail_type = 3;
2807 /* Blow up one staff. */
2808 else if (o_ptr->tval == TV_STAFF)
2814 /*** Apply draining and destruction. ***/
2816 /* Drain object or stack of objects. */
2819 if (o_ptr->tval == TV_ROD)
2821 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!"));
2823 if (o_ptr->timeout < 10000)
2824 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2826 else if (o_ptr->tval == TV_WAND)
2828 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);
2831 /* Staffs aren't drained. */
2834 /* Destroy an object or one in a stack of objects. */
2837 if (o_ptr->number > 1)
2838 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);
2840 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2842 /* Reduce rod stack maximum timeout, drain wands. */
2843 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
2844 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
2846 /* Reduce and describe inventory */
2849 inven_item_increase(item, -1);
2850 inven_item_describe(item);
2851 inven_item_optimize(item);
2854 /* Reduce and describe floor item */
2857 floor_item_increase(0 - item, -1);
2858 floor_item_describe(0 - item);
2859 floor_item_optimize(0 - item);
2863 /* Destroy all members of a stack of objects. */
2866 if (o_ptr->number > 1)
2867 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);
2869 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2871 /* Reduce and describe inventory */
2874 inven_item_increase(item, -999);
2875 inven_item_describe(item);
2876 inven_item_optimize(item);
2879 /* Reduce and describe floor item */
2882 floor_item_increase(0 - item, -999);
2883 floor_item_describe(0 - item);
2884 floor_item_optimize(0 - item);
2890 /* Combine / Reorder the pack (later) */
2891 p_ptr->update |= (PU_COMBINE | PU_REORDER);
2892 p_ptr->window |= (PW_INVEN);
2894 /* Something was done */
2902 * @return ターン消費を要する処理を行ったならばTRUEを返す
2904 bool bless_weapon(void)
2908 BIT_FLAGS flgs[TR_FLAG_SIZE];
2909 GAME_TEXT o_name[MAX_NLEN];
2912 /* Bless only weapons */
2913 item_tester_hook = object_is_weapon;
2915 q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
2916 s = _("祝福できる武器がありません。", "You have weapon to bless.");
2918 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT)))
2921 /* Get the item (in the pack) */
2924 o_ptr = &inventory[item];
2927 /* Get the item (on the floor) */
2930 o_ptr = &o_list[0 - item];
2933 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2935 /* Extract the flags */
2936 object_flags(o_ptr, flgs);
2938 if (object_is_cursed(o_ptr))
2940 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
2941 have_flag(flgs, TR_ADD_L_CURSE) ||
2942 have_flag(flgs, TR_ADD_H_CURSE) ||
2943 (o_ptr->curse_flags & TRC_PERMA_CURSE))
2946 msg_format("%sを覆う黒いオーラは祝福を跳ね返した!", o_name);
2948 msg_format("The black aura on %s %s disrupts the blessing!", ((item >= 0) ? "your" : "the"), o_name);
2955 msg_format("%s から邪悪なオーラが消えた。", o_name);
2957 msg_format("A malignant aura leaves %s %s.", ((item >= 0) ? "your" : "the"), o_name);
2962 o_ptr->curse_flags = 0L;
2964 /* Hack -- Assume felt */
2965 o_ptr->ident |= (IDENT_SENSE);
2967 o_ptr->feeling = FEEL_NONE;
2969 /* Recalculate the bonuses */
2970 p_ptr->update |= (PU_BONUS);
2971 p_ptr->window |= (PW_EQUIP);
2975 * Next, we try to bless it. Artifacts have a 1/3 chance of
2976 * being blessed, otherwise, the operation simply disenchants
2977 * them, godly power negating the magic. Ok, the explanation
2978 * is silly, but otherwise priests would always bless every
2979 * artifact weapon they find. Ego weapons and normal weapons
2980 * can be blessed automatically.
2982 if (have_flag(flgs, TR_BLESSED))
2985 msg_format("%s は既に祝福されている。", o_name);
2987 msg_format("%s %s %s blessed already.",
2988 ((item >= 0) ? "Your" : "The"), o_name,
2989 ((o_ptr->number > 1) ? "were" : "was"));
2995 if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
2998 msg_format("%sは輝いた!", o_name);
3000 msg_format("%s %s shine%s!",
3001 ((item >= 0) ? "Your" : "The"), o_name,
3002 ((o_ptr->number > 1) ? "" : "s"));
3005 add_flag(o_ptr->art_flags, TR_BLESSED);
3006 o_ptr->discount = 99;
3010 bool dis_happened = FALSE;
3011 msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
3013 /* Disenchant tohit */
3014 if (o_ptr->to_h > 0)
3017 dis_happened = TRUE;
3020 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
3022 /* Disenchant todam */
3023 if (o_ptr->to_d > 0)
3026 dis_happened = TRUE;
3029 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
3031 /* Disenchant toac */
3032 if (o_ptr->to_a > 0)
3035 dis_happened = TRUE;
3038 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
3042 msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
3045 msg_format("%s は劣化した!", o_name);
3047 msg_format("%s %s %s disenchanted!", ((item >= 0) ? "Your" : "The"), o_name,
3048 ((o_ptr->number > 1) ? "were" : "was"));
3054 p_ptr->update |= (PU_BONUS);
3055 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
3065 * @return ターン消費を要する処理を行ったならばTRUEを返す
3067 bool pulish_shield(void)
3071 BIT_FLAGS flgs[TR_FLAG_SIZE];
3072 GAME_TEXT o_name[MAX_NLEN];
3075 /* Assume enchant weapon */
3076 item_tester_tval = TV_SHIELD;
3078 q = _("どの盾を磨きますか?", "Pulish which weapon? ");
3079 s = _("磨く盾がありません。", "You have weapon to pulish.");
3081 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT)))
3084 /* Get the item (in the pack) */
3087 o_ptr = &inventory[item];
3090 /* Get the item (on the floor) */
3093 o_ptr = &o_list[0 - item];
3096 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3098 /* Extract the flags */
3099 object_flags(o_ptr, flgs);
3101 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
3102 !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
3105 msg_format("%sは輝いた!", o_name);
3107 msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
3109 o_ptr->name2 = EGO_REFLECTION;
3110 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
3112 o_ptr->discount = 99;
3113 chg_virtue(V_ENCHANT, 2);
3119 if (flush_failure) flush();
3121 msg_print(_("失敗した。", "Failed."));
3122 chg_virtue(V_ENCHANT, -2);
3132 * Potions "smash open" and cause an area effect when
3133 * @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)
3136 * @param k_idx 破損した薬のアイテムID
3137 * @return 薬を浴びたモンスターが起こるならばTRUEを返す
3140 * (1) they are shattered while in the player's inventory,
3141 * due to cold (etc) attacks;
3142 * (2) they are thrown at a monster, or obstacle;
3143 * (3) they are shattered by a "cold ball" or other such spell
3144 * while lying on the floor.
3147 * who --- who caused the potion to shatter (0=player)
3148 * potions that smash on the floor are assumed to
3149 * be caused by no-one (who = 1), as are those that
3150 * shatter inside the player inventory.
3151 * (Not anymore -- I changed this; TY)
3152 * y, x --- coordinates of the potion (or player if
3153 * the potion was in her inventory);
3154 * o_ptr --- pointer to the potion object.
3157 bool potion_smash_effect(MONSTER_IDX who, POSITION y, POSITION x, KIND_OBJECT_IDX k_idx)
3164 object_kind *k_ptr = &k_info[k_idx];
3166 switch (k_ptr->sval)
3168 case SV_POTION_SALT_WATER:
3169 case SV_POTION_SLIME_MOLD:
3170 case SV_POTION_LOSE_MEMORIES:
3171 case SV_POTION_DEC_STR:
3172 case SV_POTION_DEC_INT:
3173 case SV_POTION_DEC_WIS:
3174 case SV_POTION_DEC_DEX:
3175 case SV_POTION_DEC_CON:
3176 case SV_POTION_DEC_CHR:
3177 case SV_POTION_WATER: /* perhaps a 'water' attack? */
3178 case SV_POTION_APPLE_JUICE:
3181 case SV_POTION_INFRAVISION:
3182 case SV_POTION_DETECT_INVIS:
3183 case SV_POTION_SLOW_POISON:
3184 case SV_POTION_CURE_POISON:
3185 case SV_POTION_BOLDNESS:
3186 case SV_POTION_RESIST_HEAT:
3187 case SV_POTION_RESIST_COLD:
3188 case SV_POTION_HEROISM:
3189 case SV_POTION_BESERK_STRENGTH:
3190 case SV_POTION_RES_STR:
3191 case SV_POTION_RES_INT:
3192 case SV_POTION_RES_WIS:
3193 case SV_POTION_RES_DEX:
3194 case SV_POTION_RES_CON:
3195 case SV_POTION_RES_CHR:
3196 case SV_POTION_INC_STR:
3197 case SV_POTION_INC_INT:
3198 case SV_POTION_INC_WIS:
3199 case SV_POTION_INC_DEX:
3200 case SV_POTION_INC_CON:
3201 case SV_POTION_INC_CHR:
3202 case SV_POTION_AUGMENTATION:
3203 case SV_POTION_ENLIGHTENMENT:
3204 case SV_POTION_STAR_ENLIGHTENMENT:
3205 case SV_POTION_SELF_KNOWLEDGE:
3206 case SV_POTION_EXPERIENCE:
3207 case SV_POTION_RESISTANCE:
3208 case SV_POTION_INVULNERABILITY:
3209 case SV_POTION_NEW_LIFE:
3210 /* All of the above potions have no effect when shattered */
3212 case SV_POTION_SLOWNESS:
3217 case SV_POTION_POISON:
3222 case SV_POTION_BLINDNESS:
3226 case SV_POTION_CONFUSION: /* Booze */
3230 case SV_POTION_SLEEP:
3234 case SV_POTION_RUINATION:
3235 case SV_POTION_DETONATIONS:
3237 dam = damroll(25, 25);
3240 case SV_POTION_DEATH:
3241 dt = GF_DEATH_RAY; /* !! */
3242 dam = k_ptr->level * 10;
3246 case SV_POTION_SPEED:
3249 case SV_POTION_CURE_LIGHT:
3251 dam = damroll(2, 3);
3253 case SV_POTION_CURE_SERIOUS:
3255 dam = damroll(4, 3);
3257 case SV_POTION_CURE_CRITICAL:
3258 case SV_POTION_CURING:
3260 dam = damroll(6, 3);
3262 case SV_POTION_HEALING:
3264 dam = damroll(10, 10);
3266 case SV_POTION_RESTORE_EXP:
3271 case SV_POTION_LIFE:
3273 dam = damroll(50, 50);
3276 case SV_POTION_STAR_HEALING:
3278 dam = damroll(50, 50);
3281 case SV_POTION_RESTORE_MANA: /* MANA */
3283 dam = damroll(10, 10);
3290 (void)project(who, radius, y, x, dam, dt,
3291 (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
3293 /* XXX those potions that explode need to become "known" */
3299 * @brief プレイヤーの全既知呪文を表示する /
3300 * Hack -- Display all known spells in a window
3303 * Need to analyze size of the window.
3304 * Need more color coding.
3306 void display_spell_list(void)
3311 const magic_type *s_ptr;
3312 GAME_TEXT name[MAX_NLEN];
3319 /* They have too many spells to list */
3320 if (p_ptr->pclass == CLASS_SORCERER) return;
3321 if (p_ptr->pclass == CLASS_RED_MAGE) return;
3323 if (p_ptr->pclass == CLASS_SNIPER)
3325 display_snipe_list();
3329 /* mind.c type classes */
3330 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3331 (p_ptr->pclass == CLASS_BERSERKER) ||
3332 (p_ptr->pclass == CLASS_NINJA) ||
3333 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3334 (p_ptr->pclass == CLASS_FORCETRAINER))
3337 PLAYER_LEVEL plev = p_ptr->lev;
3343 bool use_hp = FALSE;
3348 /* Display a list of spells */
3350 put_str(_("名前", "Name"), y, x + 5);
3351 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
3353 switch(p_ptr->pclass)
3355 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
3356 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
3357 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
3358 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
3359 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
3360 default: use_mind = 0;break;
3363 /* Dump the spells */
3364 for (i = 0; i < MAX_MIND_POWERS; i++)
3366 byte a = TERM_WHITE;
3368 /* Access the available spell */
3369 spell = mind_powers[use_mind].info[i];
3370 if (spell.min_lev > plev) break;
3372 /* Get the failure rate */
3373 chance = spell.fail;
3375 /* Reduce failure rate by "effective" level adjustment */
3376 chance -= 3 * (p_ptr->lev - spell.min_lev);
3378 /* Reduce failure rate by INT/WIS adjustment */
3379 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3383 /* Not enough mana to cast */
3384 if (spell.mana_cost > p_ptr->csp)
3386 chance += 5 * (spell.mana_cost - p_ptr->csp);
3392 /* Not enough hp to cast */
3393 if (spell.mana_cost > p_ptr->chp)
3400 /* Extract the minimum failure rate */
3401 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3403 /* Minimum failure rate */
3404 if (chance < minfail) chance = minfail;
3406 /* Stunning makes spells harder */
3407 if (p_ptr->stun > 50) chance += 25;
3408 else if (p_ptr->stun) chance += 15;
3410 /* Always a 5 percent chance of working */
3411 if (chance > 95) chance = 95;
3414 mindcraft_info(comment, use_mind, i);
3416 /* Dump the spell */
3417 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
3419 spell.min_lev, spell.mana_cost, chance, comment);
3421 Term_putstr(x, y + i + 1, -1, a, psi_desc);
3426 /* Cannot read spellbooks */
3427 if (REALM_NONE == p_ptr->realm1) return;
3429 /* Normal spellcaster with books */
3432 for (j = 0; j < ((p_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
3436 /* Reset vertical */
3439 /* Vertical location */
3440 y = (j < 3) ? 0 : (m[j - 3] + 2);
3442 /* Horizontal location */
3446 for (i = 0; i < 32; i++)
3448 byte a = TERM_WHITE;
3450 /* Access the spell */
3451 if (!is_magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2))
3453 s_ptr = &technic_info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - MIN_TECHNIC][i % 32];
3457 s_ptr = &mp_ptr->info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - 1][i % 32];
3460 strcpy(name, do_spell((j < 1) ? p_ptr->realm1 : p_ptr->realm2, i % 32, SPELL_NAME));
3463 if (s_ptr->slevel >= 99)
3466 strcpy(name, _("(判読不能)", "(illegible)"));
3474 ((p_ptr->spell_forgotten1 & (1L << i))) :
3475 ((p_ptr->spell_forgotten2 & (1L << (i % 32)))))
3482 else if (!((j < 1) ?
3483 (p_ptr->spell_learned1 & (1L << i)) :
3484 (p_ptr->spell_learned2 & (1L << (i % 32)))))
3491 else if (!((j < 1) ?
3492 (p_ptr->spell_worked1 & (1L << i)) :
3493 (p_ptr->spell_worked2 & (1L << (i % 32)))))
3499 /* Dump the spell --(-- */
3500 sprintf(out_val, "%c/%c) %-20.20s",
3501 I2A(n / 8), I2A(n % 8), name);
3506 /* Dump onto the window */
3507 Term_putstr(x, m[j], -1, a, out_val);
3517 * @brief 呪文の経験値を返す /
3518 * Returns experience of a spell
3520 * @param use_realm 魔法領域
3523 EXP experience_of_spell(SPELL_IDX spell, REALM_IDX use_realm)
3525 if (p_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
3526 else if (p_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
3527 else if (use_realm == p_ptr->realm1) return p_ptr->spell_exp[spell];
3528 else if (use_realm == p_ptr->realm2) return p_ptr->spell_exp[spell + 32];
3534 * @brief 呪文の消費MPを返す /
3535 * Modify mana consumption rate using spell exp and p_ptr->dec_mana
3536 * @param need_mana 基本消費MP
3541 MANA_POINT mod_need_mana(MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
3543 #define MANA_CONST 2400
3545 #define DEC_MANA_DIV 3
3548 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
3551 * need_mana defaults if spell exp equals SPELL_EXP_EXPERT and !p_ptr->dec_mana.
3552 * MANA_CONST is used to calculate need_mana effected from spell proficiency.
3554 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(spell, realm)) + (MANA_CONST - 1);
3555 need_mana *= p_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
3556 need_mana /= MANA_CONST * MANA_DIV;
3557 if (need_mana < 1) need_mana = 1;
3560 /* Non-realm magic */
3563 if (p_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
3575 * @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) /
3576 * Modify spell fail rate
3577 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3578 * @param chance 修正前失敗率
3582 PERCENTAGE mod_spell_chance_1(PERCENTAGE chance)
3584 chance += p_ptr->to_m_chance;
3586 if (p_ptr->heavy_spell) chance += 20;
3588 if (p_ptr->dec_mana && p_ptr->easy_spell) chance -= 4;
3589 else if (p_ptr->easy_spell) chance -= 3;
3590 else if (p_ptr->dec_mana) chance -= 2;
3597 * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
3598 * Modify spell fail rate
3599 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3600 * @param chance 修正前失敗率
3602 * Modify spell fail rate (as "suffix" process)
3603 * Using p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3604 * Note: variable "chance" cannot be negative.
3607 PERCENTAGE mod_spell_chance_2(PERCENTAGE chance)
3609 if (p_ptr->dec_mana) chance--;
3611 if (p_ptr->heavy_spell) chance += 5;
3613 return MAX(chance, 0);
3618 * @brief 呪文の失敗率計算メインルーチン /
3619 * Returns spell chance of failure for spell -RAK-
3621 * @param use_realm 魔法領域ID
3624 PERCENTAGE spell_chance(SPELL_IDX spell, REALM_IDX use_realm)
3626 PERCENTAGE chance, minfail;
3627 const magic_type *s_ptr;
3628 MANA_POINT need_mana;
3629 PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
3632 /* Paranoia -- must be literate */
3633 if (!mp_ptr->spell_book) return (100);
3635 if (use_realm == REALM_HISSATSU) return 0;
3637 /* Access the spell */
3638 if (!is_magic(use_realm))
3640 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3644 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3647 /* Extract the base spell failure rate */
3648 chance = s_ptr->sfail;
3650 /* Reduce failure rate by "effective" level adjustment */
3651 chance -= 3 * (p_ptr->lev - s_ptr->slevel);
3653 /* Reduce failure rate by INT/WIS adjustment */
3654 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3657 chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
3659 /* Extract mana consumption rate */
3660 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3662 /* Not enough mana to cast */
3663 if (need_mana > p_ptr->csp)
3665 chance += 5 * (need_mana - p_ptr->csp);
3668 if ((use_realm != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
3670 /* Extract the minimum failure rate */
3671 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3674 * Non mage/priest characters never get too good
3675 * (added high mage, mindcrafter)
3677 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
3679 if (minfail < 5) minfail = 5;
3682 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
3683 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
3684 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
3686 chance = mod_spell_chance_1(chance);
3688 /* Goodness or evilness gives a penalty to failure rate */
3692 if ((p_ptr->align > 50) || (p_ptr->align < -50)) chance += penalty;
3694 case REALM_LIFE: case REALM_CRUSADE:
3695 if (p_ptr->align < -20) chance += penalty;
3697 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
3698 if (p_ptr->align > 20) chance += penalty;
3702 /* Minimum failure rate */
3703 if (chance < minfail) chance = minfail;
3705 /* Stunning makes spells harder */
3706 if (p_ptr->stun > 50) chance += 25;
3707 else if (p_ptr->stun) chance += 15;
3709 /* Always a 5 percent chance of working */
3710 if (chance > 95) chance = 95;
3712 if ((use_realm == p_ptr->realm1) || (use_realm == p_ptr->realm2)
3713 || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3715 EXP exp = experience_of_spell(spell, use_realm);
3716 if (exp >= SPELL_EXP_EXPERT) chance--;
3717 if (exp >= SPELL_EXP_MASTER) chance--;
3720 /* Return the chance */
3721 return mod_spell_chance_2(chance);
3726 * @brief 魔法が利用可能かどうかを返す /
3727 * Determine if a spell is "okay" for the player to cast or study
3728 * The spell must be legible, not forgotten, and also, to cast,
3729 * it must be known, and to study, it must not be known.
3731 * @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
3732 * @param study_pray 祈りの学習判定目的ならばTRUE
3733 * @param use_realm 魔法領域ID
3736 bool spell_okay(int spell, bool learned, bool study_pray, int use_realm)
3738 const magic_type *s_ptr;
3740 /* Access the spell */
3741 if (!is_magic(use_realm))
3743 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3747 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3750 /* Spell is illegal */
3751 if (s_ptr->slevel > p_ptr->lev) return (FALSE);
3753 /* Spell is forgotten */
3754 if ((use_realm == p_ptr->realm2) ?
3755 (p_ptr->spell_forgotten2 & (1L << spell)) :
3756 (p_ptr->spell_forgotten1 & (1L << spell)))
3762 if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
3763 if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
3765 /* Spell is learned */
3766 if ((use_realm == p_ptr->realm2) ?
3767 (p_ptr->spell_learned2 & (1L << spell)) :
3768 (p_ptr->spell_learned1 & (1L << spell)))
3771 return (!study_pray);
3774 /* Okay to study, not to cast */
3781 * @brief 呪文情報の表示処理 /
3782 * Print a list of spells (for browsing or casting or viewing)
3783 * @param target_spell 呪文ID
3784 * @param spells 表示するスペルID配列の参照ポインタ
3785 * @param num 表示するスペルの数(spellsの要素数)
3786 * @param y 表示メッセージ左上Y座標
3787 * @param x 表示メッセージ左上X座標
3788 * @param use_realm 魔法領域ID
3791 void print_spells(SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_LEN y, TERM_LEN x, REALM_IDX use_realm)
3795 int exp_level, increment = 64;
3796 const magic_type *s_ptr;
3801 MANA_POINT need_mana;
3806 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && p_ptr->wizard)
3807 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
3809 /* Title the list */
3811 if (use_realm == REALM_HISSATSU)
3812 strcpy(buf,_(" Lv MP", " Lv SP"));
3814 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
3816 put_str(_("名前", "Name"), y, x + 5);
3817 put_str(buf, y, x + 29);
3819 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
3820 else if (use_realm == p_ptr->realm1) increment = 0;
3821 else if (use_realm == p_ptr->realm2) increment = 32;
3823 /* Dump the spells */
3824 for (i = 0; i < num; i++)
3828 if (!is_magic(use_realm))
3830 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3834 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3837 if (use_realm == REALM_HISSATSU)
3838 need_mana = s_ptr->smana;
3841 EXP exp = experience_of_spell(spell, use_realm);
3843 /* Extract mana consumption rate */
3844 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3846 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
3847 else exp_level = spell_exp_level(exp);
3850 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
3851 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
3852 else if (s_ptr->slevel >= 99) max = TRUE;
3853 else if ((p_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
3855 strncpy(ryakuji, exp_level_str[exp_level], 4);
3860 if (use_menu && target_spell)
3862 if (i == (target_spell-1))
3863 strcpy(out_val, _(" 》 ", " > "));
3865 strcpy(out_val, " ");
3867 else sprintf(out_val, " %c) ", I2A(i));
3868 /* Skip illegible spells */
3869 if (s_ptr->slevel >= 99)
3871 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
3872 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
3876 /* XXX XXX Could label spells above the players level */
3878 /* Get extra info */
3879 strcpy(info, do_spell(use_realm, spell, SPELL_INFO));
3884 /* Assume spell is known and tried */
3885 line_attr = TERM_WHITE;
3887 /* Analyze the spell */
3888 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3890 if (s_ptr->slevel > p_ptr->max_plv)
3892 comment = _("未知", "unknown");
3893 line_attr = TERM_L_BLUE;
3895 else if (s_ptr->slevel > p_ptr->lev)
3897 comment = _("忘却", "forgotten");
3898 line_attr = TERM_YELLOW;
3901 else if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2))
3903 comment = _("未知", "unknown");
3904 line_attr = TERM_L_BLUE;
3906 else if ((use_realm == p_ptr->realm1) ?
3907 ((p_ptr->spell_forgotten1 & (1L << spell))) :
3908 ((p_ptr->spell_forgotten2 & (1L << spell))))
3910 comment = _("忘却", "forgotten");
3911 line_attr = TERM_YELLOW;
3913 else if (!((use_realm == p_ptr->realm1) ?
3914 (p_ptr->spell_learned1 & (1L << spell)) :
3915 (p_ptr->spell_learned2 & (1L << spell))))
3917 comment = _("未知", "unknown");
3918 line_attr = TERM_L_BLUE;
3920 else if (!((use_realm == p_ptr->realm1) ?
3921 (p_ptr->spell_worked1 & (1L << spell)) :
3922 (p_ptr->spell_worked2 & (1L << spell))))
3924 comment = _("未経験", "untried");
3925 line_attr = TERM_L_GREEN;
3928 /* Dump the spell --(-- */
3929 if (use_realm == REALM_HISSATSU)
3931 strcat(out_val, format("%-25s %2d %4d",
3932 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
3933 s_ptr->slevel, need_mana));
3937 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
3938 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
3939 (max ? '!' : ' '), ryakuji,
3940 s_ptr->slevel, need_mana, spell_chance(spell, use_realm), comment));
3942 c_prt(line_attr, out_val, y + i + 1, x);
3945 /* Clear the bottom line */
3946 prt("", y + i + 1, x);
3953 * @return ターン消費を要する処理を行ったならばTRUEを返す
3955 bool rustproof(void)
3959 GAME_TEXT o_name[MAX_NLEN];
3962 /* Select a piece of armour */
3963 item_tester_hook = object_is_armour;
3965 q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
3966 s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
3968 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return FALSE;
3970 /* Get the item (in the pack) */
3973 o_ptr = &inventory[item];
3976 /* Get the item (on the floor) */
3979 o_ptr = &o_list[0 - item];
3982 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3984 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3986 if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
3989 msg_format("%sは新品同様になった!",o_name);
3991 msg_format("%s %s look%s as good as new!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
3998 msg_format("%sは腐食しなくなった。", o_name);
4000 msg_format("%s %s %s now protected against corrosion.", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "are" : "is"));
4010 * Curse the players armor
4011 * @return 実際に呪縛されたらTRUEを返す
4013 bool curse_armor(void)
4018 GAME_TEXT o_name[MAX_NLEN];
4021 /* Curse the body armor */
4022 o_ptr = &inventory[INVEN_BODY];
4024 /* Nothing to curse */
4025 if (!o_ptr->k_idx) return (FALSE);
4027 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
4029 /* Attempt a saving throw for artifacts */
4030 if (object_is_artifact(o_ptr) && (randint0(100) < 50))
4034 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!",
4035 "恐怖の暗黒オーラ", "防具", o_name);
4037 msg_format("A %s tries to %s, but your %s resists the effects!",
4038 "terrible black aura", "surround your armor", o_name);
4043 /* not artifact or failed save... */
4046 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);
4047 chg_virtue(V_ENCHANT, -5);
4049 /* Blast the armor */
4051 o_ptr->name2 = EGO_BLASTED;
4052 o_ptr->to_a = 0 - randint1(5) - randint1(5);
4059 for (i = 0; i < TR_FLAG_SIZE; i++)
4060 o_ptr->art_flags[i] = 0;
4063 o_ptr->curse_flags = TRC_CURSED;
4066 o_ptr->ident |= (IDENT_BROKEN);
4067 p_ptr->update |= (PU_BONUS);
4069 /* Recalculate mana */
4070 p_ptr->update |= (PU_MANA);
4072 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4080 * Curse the players weapon
4081 * @param force 無条件に呪縛を行うならばTRUE
4082 * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
4083 * @return 実際に呪縛されたらTRUEを返す
4085 bool curse_weapon_object(bool force, object_type *o_ptr)
4088 GAME_TEXT o_name[MAX_NLEN];
4090 /* Nothing to curse */
4091 if (!o_ptr->k_idx) return (FALSE);
4092 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
4094 /* Attempt a saving throw */
4095 if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
4099 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!",
4100 "恐怖の暗黒オーラ", "武器", o_name);
4102 msg_format("A %s tries to %s, but your %s resists the effects!",
4103 "terrible black aura", "surround your weapon", o_name);
4107 /* not artifact or failed save... */
4110 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);
4111 chg_virtue(V_ENCHANT, -5);
4113 /* Shatter the weapon */
4115 o_ptr->name2 = EGO_SHATTERED;
4116 o_ptr->to_h = 0 - randint1(5) - randint1(5);
4117 o_ptr->to_d = 0 - randint1(5) - randint1(5);
4123 for (i = 0; i < TR_FLAG_SIZE; i++)
4124 o_ptr->art_flags[i] = 0;
4127 o_ptr->curse_flags = TRC_CURSED;
4130 o_ptr->ident |= (IDENT_BROKEN);
4131 p_ptr->update |= (PU_BONUS);
4133 /* Recalculate mana */
4134 p_ptr->update |= (PU_MANA);
4136 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4143 * @brief 武器呪縛処理のメインルーチン /
4144 * Curse the players weapon
4145 * @param force 無条件に呪縛を行うならばTRUE
4146 * @param slot 呪縛する武器の装備スロット
4147 * @return 実際に呪縛されたらTRUEを返す
4149 bool curse_weapon(bool force, int slot)
4151 /* Curse the weapon */
4152 return curse_weapon_object(force, &inventory[slot]);
4157 * @brief ボルトのエゴ化処理(火炎エゴのみ) /
4158 * Enchant some bolts
4161 bool brand_bolts(void)
4165 /* Use the first acceptable bolts */
4166 for (i = 0; i < INVEN_PACK; i++)
4168 object_type *o_ptr = &inventory[i];
4170 /* Skip non-bolts */
4171 if (o_ptr->tval != TV_BOLT) continue;
4173 /* Skip artifacts and ego-items */
4174 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
4177 /* Skip cursed/broken items */
4178 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
4181 if (randint0(100) < 75) continue;
4183 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!"));
4186 o_ptr->name2 = EGO_FLAME;
4187 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
4191 if (flush_failure) flush();
4194 msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
4201 * @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 /
4202 * Helper function -- return a "nearby" race for polymorphing
4203 * @param r_idx 基準となるモンスター種族ID
4204 * @return 変更先のモンスター種族ID
4206 * Note that this function is one of the more "dangerous" ones...
4208 static MONRACE_IDX poly_r_idx(MONRACE_IDX r_idx)
4210 monster_race *r_ptr = &r_info[r_idx];
4216 /* Hack -- Uniques/Questors never polymorph */
4217 if ((r_ptr->flags1 & RF1_UNIQUE) ||
4218 (r_ptr->flags1 & RF1_QUESTOR))
4221 /* Allowable range of "levels" for resulting monster */
4222 lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
4223 lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
4225 /* Pick a (possibly new) non-unique race */
4226 for (i = 0; i < 1000; i++)
4228 /* Pick a new race, using a level calculation */
4229 r = get_mon_num((dun_level + r_ptr->level) / 2 + 5);
4231 /* Handle failure */
4237 /* Ignore unique monsters */
4238 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4240 /* Ignore monsters with incompatible levels */
4241 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
4243 /* Use that index */
4252 * @brief 指定座標にいるモンスターを変身させる /
4253 * Helper function -- return a "nearby" race for polymorphing
4256 * @return 実際に変身したらTRUEを返す
4258 bool polymorph_monster(POSITION y, POSITION x)
4260 cave_type *c_ptr = &cave[y][x];
4261 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4262 bool polymorphed = FALSE;
4263 MONRACE_IDX new_r_idx;
4264 MONRACE_IDX old_r_idx = m_ptr->r_idx;
4265 bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
4266 bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
4267 monster_type back_m;
4269 if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
4271 if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
4273 /* Memorize the monster before polymorphing */
4276 /* Pick a "new" monster race */
4277 new_r_idx = poly_r_idx(old_r_idx);
4279 /* Handle polymorph */
4280 if (new_r_idx != old_r_idx)
4282 BIT_FLAGS mode = 0L;
4283 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
4284 OBJECT_IDX this_o_idx, next_o_idx = 0;
4286 /* Get the monsters attitude */
4287 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
4288 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
4289 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
4291 /* Mega-hack -- ignore held objects */
4292 m_ptr->hold_o_idx = 0;
4294 /* "Kill" the "old" monster */
4295 delete_monster_idx(c_ptr->m_idx);
4297 /* Create a new monster (no groups) */
4298 if (place_monster_aux(0, y, x, new_r_idx, mode))
4300 m_list[hack_m_idx_ii].nickname = back_m.nickname;
4301 m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
4302 m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
4309 /* Placing the new monster failed */
4310 if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
4312 m_list[hack_m_idx_ii] = back_m;
4314 /* Re-initialize monster process */
4317 else preserve_hold_objects = FALSE;
4320 /* Mega-hack -- preserve held objects */
4321 if (preserve_hold_objects)
4323 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4325 object_type *o_ptr = &o_list[this_o_idx];
4327 /* Acquire next object */
4328 next_o_idx = o_ptr->next_o_idx;
4330 /* Held by new monster */
4331 o_ptr->held_m_idx = hack_m_idx_ii;
4334 else if (back_m.hold_o_idx) /* Failed (paranoia) */
4336 /* Delete objects */
4337 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4339 /* Acquire next object */
4340 next_o_idx = o_list[this_o_idx].next_o_idx;
4342 delete_object_idx(this_o_idx);
4346 if (targeted) target_who = hack_m_idx_ii;
4347 if (health_tracked) health_track(hack_m_idx_ii);
4356 * @param x テレポート先のX座標
4357 * @param y テレポート先のY座標
4358 * @return 目標に指定通りテレポートできたならばTRUEを返す
4360 static bool dimension_door_aux(DEPTH x, DEPTH y)
4362 PLAYER_LEVEL plev = p_ptr->lev;
4364 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
4366 if (!cave_player_teleportable_bold(y, x, 0L) ||
4367 (distance(y, x, p_ptr->y, p_ptr->x) > plev / 2 + 10) ||
4368 (!randint0(plev / 10 + 10)))
4370 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
4371 teleport_player((plev + 2) * 2, TELEPORT_PASSIVE);
4378 teleport_player_to(y, x, 0L);
4387 * @brief 次元の扉処理のメインルーチン /
4389 * @return ターンを消費した場合TRUEを返す
4391 bool dimension_door(void)
4395 /* Rerutn FALSE if cancelled */
4396 if (!tgt_pt(&x, &y)) return FALSE;
4398 if (dimension_door_aux(x, y)) return TRUE;
4400 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!"));
4407 * @brief 鏡抜け処理のメインルーチン /
4408 * Mirror Master's Dimension Door
4409 * @return ターンを消費した場合TRUEを返す
4411 bool mirror_tunnel(void)
4413 POSITION x = 0, y = 0;
4415 /* Rerutn FALSE if cancelled */
4416 if (!tgt_pt(&x, &y)) return FALSE;
4418 if (dimension_door_aux(x, y)) return TRUE;
4420 msg_print(_("鏡の世界をうまく通れなかった!", "You fail to pass the mirror plane correctly!"));
4428 * @return ターンを消費した場合TRUEを返す
4430 bool eat_magic(int power)
4436 int recharge_strength = 0;
4442 GAME_TEXT o_name[MAX_NLEN];
4444 item_tester_hook = item_tester_hook_recharge;
4446 q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
4447 s = _("魔力を吸収できるアイテムがありません。", "You have nothing to drain.");
4449 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
4453 o_ptr = &inventory[item];
4457 o_ptr = &o_list[0 - item];
4460 k_ptr = &k_info[o_ptr->k_idx];
4461 lev = k_info[o_ptr->k_idx].level;
4463 if (o_ptr->tval == TV_ROD)
4465 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
4468 if (one_in_(recharge_strength))
4470 /* Activate the failure code. */
4475 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
4477 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."));
4482 o_ptr->timeout += k_ptr->pval;
4488 /* All staffs, wands. */
4489 recharge_strength = (100 + power - lev) / 15;
4492 if (recharge_strength < 0) recharge_strength = 0;
4495 if (one_in_(recharge_strength))
4497 /* Activate the failure code. */
4502 if (o_ptr->pval > 0)
4504 p_ptr->csp += lev / 2;
4507 /* XXX Hack -- unstack if necessary */
4508 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
4514 /* Obtain a local object */
4515 object_copy(q_ptr, o_ptr);
4517 /* Modify quantity */
4520 /* Restore the charges */
4523 /* Unstack the used item */
4525 p_ptr->total_weight -= q_ptr->weight;
4526 item = inven_carry(q_ptr);
4528 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
4533 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
4535 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
4539 /* Inflict the penalties for failing a recharge. */
4542 /* Artifacts are never destroyed. */
4543 if (object_is_fixed_artifact(o_ptr))
4545 object_desc(o_name, o_ptr, OD_NAME_ONLY);
4546 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);
4548 /* Artifact rods. */
4549 if (o_ptr->tval == TV_ROD)
4550 o_ptr->timeout = k_ptr->pval * o_ptr->number;
4552 /* Artifact wands and staffs. */
4553 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
4558 /* Get the object description */
4559 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4561 /*** Determine Seriousness of Failure ***/
4563 /* Mages recharge objects more safely. */
4564 if (IS_WIZARD_CLASS())
4566 /* 10% chance to blow up one rod, otherwise draining. */
4567 if (o_ptr->tval == TV_ROD)
4569 if (one_in_(10)) fail_type = 2;
4572 /* 75% chance to blow up one wand, otherwise draining. */
4573 else if (o_ptr->tval == TV_WAND)
4575 if (!one_in_(3)) fail_type = 2;
4578 /* 50% chance to blow up one staff, otherwise no effect. */
4579 else if (o_ptr->tval == TV_STAFF)
4581 if (one_in_(2)) fail_type = 2;
4586 /* All other classes get no special favors. */
4589 /* 33% chance to blow up one rod, otherwise draining. */
4590 if (o_ptr->tval == TV_ROD)
4592 if (one_in_(3)) fail_type = 2;
4595 /* 20% chance of the entire stack, else destroy one wand. */
4596 else if (o_ptr->tval == TV_WAND)
4598 if (one_in_(5)) fail_type = 3;
4601 /* Blow up one staff. */
4602 else if (o_ptr->tval == TV_STAFF)
4608 /*** Apply draining and destruction. ***/
4610 /* Drain object or stack of objects. */
4613 if (o_ptr->tval == TV_ROD)
4615 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
4616 "You save your rod from destruction, but all charges are lost."), o_name);
4617 o_ptr->timeout = k_ptr->pval * o_ptr->number;
4619 else if (o_ptr->tval == TV_WAND)
4621 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);
4624 /* Staffs aren't drained. */
4627 /* Destroy an object or one in a stack of objects. */
4630 if (o_ptr->number > 1)
4632 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);
4633 /* Reduce rod stack maximum timeout, drain wands. */
4634 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
4635 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
4639 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);
4642 /* Reduce and describe inventory */
4645 inven_item_increase(item, -1);
4646 inven_item_describe(item);
4647 inven_item_optimize(item);
4650 /* Reduce and describe floor item */
4653 floor_item_increase(0 - item, -1);
4654 floor_item_describe(0 - item);
4655 floor_item_optimize(0 - item);
4659 /* Destroy all members of a stack of objects. */
4662 if (o_ptr->number > 1)
4663 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);
4665 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
4667 /* Reduce and describe inventory */
4670 inven_item_increase(item, -999);
4671 inven_item_describe(item);
4672 inven_item_optimize(item);
4675 /* Reduce and describe floor item */
4678 floor_item_increase(0 - item, -999);
4679 floor_item_describe(0 - item);
4680 floor_item_optimize(0 - item);
4686 if (p_ptr->csp > p_ptr->msp)
4688 p_ptr->csp = p_ptr->msp;
4691 /* Redraw mana and hp */
4692 p_ptr->redraw |= (PR_MANA);
4694 p_ptr->update |= (PU_COMBINE | PU_REORDER);
4695 p_ptr->window |= (PW_INVEN);
4702 * @brief 皆殺し(全方向攻撃)処理
4703 * @param py プレイヤーY座標
4704 * @param px プレイヤーX座標
4711 monster_type *m_ptr;
4714 for (dir = 0; dir < 8; dir++)
4716 y = p_ptr->y + ddy_ddd[dir];
4717 x = p_ptr->x + ddx_ddd[dir];
4718 c_ptr = &cave[y][x];
4720 /* Get the monster */
4721 m_ptr = &m_list[c_ptr->m_idx];
4723 /* Hack -- attack monsters */
4724 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
4733 feature_type *f_ptr, *mimic_f_ptr;
4736 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4737 y = p_ptr->y + ddy[dir];
4738 x = p_ptr->x + ddx[dir];
4739 c_ptr = &cave[y][x];
4740 f_ptr = &f_info[c_ptr->feat];
4741 mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
4745 if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
4747 msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
4749 else if (have_flag(f_ptr->flags, FF_PERMANENT))
4751 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);
4753 else if (c_ptr->m_idx)
4755 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4756 msg_print(_("何かが邪魔しています!", "There's something in the way!"));
4758 if (!m_ptr->ml || !is_pet(m_ptr)) py_attack(y, x, 0);
4760 else if (have_flag(f_ptr->flags, FF_TREE))
4762 msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
4764 else if (have_flag(f_ptr->flags, FF_GLASS))
4766 msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
4768 else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
4770 (void)set_food(p_ptr->food + 3000);
4772 else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
4774 (void)set_food(p_ptr->food + 5000);
4778 msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
4779 (void)set_food(p_ptr->food + 10000);
4782 /* Destroy the wall */
4783 cave_alter_feat(y, x, FF_HURT_ROCK);
4785 /* Move the player */
4786 (void)move_player_effect(y, x, MPE_DONT_PICKUP);
4791 bool shock_power(void)
4796 PLAYER_LEVEL plev = p_ptr->lev;
4797 int boost = P_PTR_KI;
4798 if (heavy_armor()) boost /= 2;
4801 if (!get_aim_dir(&dir)) return FALSE;
4803 y = p_ptr->y + ddy[dir];
4804 x = p_ptr->x + ddx[dir];
4805 dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
4806 fire_beam(GF_MISSILE, dir, dam);
4807 if (cave[y][x].m_idx)
4812 MONSTER_IDX m_idx = cave[y][x].m_idx;
4813 monster_type *m_ptr = &m_list[m_idx];
4814 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4815 GAME_TEXT m_name[MAX_NLEN];
4817 monster_desc(m_name, m_ptr, 0);
4819 if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
4821 msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
4825 for (i = 0; i < 5; i++)
4829 if (cave_empty_bold(y, x))
4836 if ((ty != oy) || (tx != ox))
4838 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
4839 cave[oy][ox].m_idx = 0;
4840 cave[ty][tx].m_idx = (s16b)m_idx;
4841 m_ptr->fy = (byte_hack)ty;
4842 m_ptr->fx = (byte_hack)tx;
4844 update_monster(m_idx, TRUE);
4848 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
4849 p_ptr->update |= (PU_MON_LITE);