3 * @brief 魔法効果の実装/ Spell code (part 3)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
19 #include "object-ego.h"
25 #include "floor-town.h"
26 #include "object-boost.h"
27 #include "object-flavor.h"
28 #include "object-hook.h"
30 #include "player-move.h"
31 #include "player-status.h"
32 #include "player-class.h"
33 #include "player-damage.h"
34 #include "player-inventory.h"
35 #include "spells-summon.h"
40 #include "spells-floor.h"
42 #include "monster-process.h"
43 #include "monster-status.h"
44 #include "monster-spell.h"
45 #include "cmd-spell.h"
48 #include "floor-save.h"
50 #include "player-effects.h"
51 #include "player-skill.h"
52 #include "player-personality.h"
53 #include "view-mainwindow.h"
57 #include "objectkind.h"
59 #include "targeting.h"
61 /*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
64 // todo コピペ感が強くなったので関数化
65 static bool update_player(player_type *caster_ptr);
66 static bool redraw_player(player_type *caster_ptr);
69 * @brief モンスターのテレポートアウェイ処理 /
70 * Teleport a monster, normally up to "dis" grids away.
71 * @param caster_ptr プレーヤーへの参照ポインタ
72 * @param m_idx モンスターID
75 * @return テレポートが実際に行われたらtrue
77 * Attempt to move the monster at least "dis/2" grids away.
78 * But allow variation to prevent infinite loops.
80 bool teleport_away(player_type *caster_ptr, MONSTER_IDX m_idx, POSITION dis, BIT_FLAGS mode)
82 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
83 if (!monster_is_valid(m_ptr)) return FALSE;
85 if ((mode & TELEPORT_DEC_VALOUR) &&
86 (((caster_ptr->chp * 10) / caster_ptr->mhp) > 5) &&
87 (4+randint1(5) < ((caster_ptr->chp * 10) / caster_ptr->mhp)))
89 chg_virtue(caster_ptr, V_VALOUR, -1);
92 POSITION oy = m_ptr->fy;
93 POSITION ox = m_ptr->fx;
94 POSITION min = dis / 2;
96 POSITION ny = 0, nx = 0;
102 /* Verify max distance */
103 if (dis > 200) dis = 200;
105 /* Try several locations */
106 for (int i = 0; i < 500; i++)
108 /* Pick a (possibly illegal) location */
111 ny = rand_spread(oy, dis);
112 nx = rand_spread(ox, dis);
113 POSITION d = distance(oy, ox, ny, nx);
114 if ((d >= min) && (d <= dis)) break;
117 /* Ignore illegal locations */
118 if (!in_bounds(caster_ptr->current_floor_ptr, ny, nx)) continue;
120 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
122 /* No teleporting into vaults and such */
123 if (!(caster_ptr->current_floor_ptr->inside_quest || caster_ptr->current_floor_ptr->inside_arena))
124 if (caster_ptr->current_floor_ptr->grid_array[ny][nx].info & CAVE_ICKY) continue;
130 /* Increase the maximum distance */
134 if (tries > MAX_TRIES) return FALSE;
137 sound(SOUND_TPOTHER);
139 /* Update the old location */
140 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
142 /* Update the new location */
143 caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
145 /* Move the monster */
149 /* Forget the counter target */
152 update_monster(caster_ptr, m_idx, TRUE);
156 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
157 caster_ptr->update |= (PU_MON_LITE);
164 * @brief モンスターを指定された座標付近にテレポートする /
165 * Teleport monster next to a grid near the given location
166 * @param caster_ptr プレーヤーへの参照ポインタ
167 * @param m_idx モンスターID
170 * @param power テレポート成功確率
174 void teleport_monster_to(player_type *caster_ptr, MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, BIT_FLAGS mode)
176 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
177 if(!m_ptr->r_idx) return;
180 if(randint1(100) > power) return;
182 POSITION ny = m_ptr->fy;
183 POSITION nx = m_ptr->fx;
184 POSITION oy = m_ptr->fy;
185 POSITION ox = m_ptr->fx;
191 while (look && --attempts)
193 /* Verify max distance */
194 if (dis > 200) dis = 200;
196 /* Try several locations */
197 for (int i = 0; i < 500; i++)
199 /* Pick a (possibly illegal) location */
202 ny = rand_spread(ty, dis);
203 nx = rand_spread(tx, dis);
204 int d = distance(ty, tx, ny, nx);
205 if ((d >= min) && (d <= dis)) break;
208 /* Ignore illegal locations */
209 if (!in_bounds(caster_ptr->current_floor_ptr, ny, nx)) continue;
211 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
217 /* Increase the maximum distance */
220 /* Decrease the minimum distance */
224 if (attempts < 1) return;
226 sound(SOUND_TPOTHER);
228 /* Update the old location */
229 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
231 /* Update the new location */
232 caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
234 /* Move the monster */
238 update_monster(caster_ptr, m_idx, TRUE);
242 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
243 caster_ptr->update |= (PU_MON_LITE);
248 * @brief プレイヤーのテレポート先選定と移動処理 /
249 * Teleport the player to a location up to "dis" grids away.
250 * @param creature_ptr プレーヤーへの参照ポインタ
253 * @return 実際にテレポート処理が行われたらtrue
256 * If no such spaces are readily available, the distance may increase.
257 * Try very hard to move the player at least a quarter that distance.
259 * There was a nasty tendency for a long time; which was causing the
260 * player to "bounce" between two or three different spots because
261 * these are the only spots that are "far enough" way to satisfy the
264 * But this tendency is now removed; in the new algorithm, a list of
265 * candidates is selected first, which includes at least 50% of all
266 * floor grids within the distance, and any single grid in this list
267 * of candidates has equal possibility to be choosen as a destination.
270 bool teleport_player_aux(player_type *creature_ptr, POSITION dis, BIT_FLAGS mode)
272 if (creature_ptr->wild_mode) return FALSE;
273 if (creature_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
275 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
279 int candidates_at[MAX_TELEPORT_DISTANCE + 1];
280 for (int i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
281 candidates_at[i] = 0;
283 /* Limit the distance */
284 if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
286 /* Search valid locations */
287 int left = MAX(1, creature_ptr->x - dis);
288 int right = MIN(creature_ptr->current_floor_ptr->width - 2, creature_ptr->x + dis);
289 int top = MAX(1, creature_ptr->y - dis);
290 int bottom = MIN(creature_ptr->current_floor_ptr->height - 2, creature_ptr->y + dis);
291 int total_candidates = 0;
292 for (POSITION y = top; y <= bottom; y++)
294 for (POSITION x = left; x <= right; x++)
296 /* Skip illegal locations */
297 if (!cave_player_teleportable_bold(y, x, mode)) continue;
299 /* Calculate distance */
300 int d = distance(creature_ptr->y, creature_ptr->x, y, x);
302 /* Skip too far locations */
303 if (d > dis) continue;
305 /* Count the total number of candidates */
308 /* Count the number of candidates in this circumference */
313 /* No valid location! */
314 if (0 == total_candidates) return FALSE;
316 /* Fix the minimum distance */
319 for (cur_candidates = 0; min >= 0; min--)
321 cur_candidates += candidates_at[min];
323 /* 50% of all candidates will have an equal chance to be choosen. */
324 if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
327 /* Pick up a single location randomly */
328 int pick = randint1(cur_candidates);
330 /* Search again the choosen location */
332 for (yy = top; yy <= bottom; yy++)
334 for (xx = left; xx <= right; xx++)
336 /* Skip illegal locations */
337 if (!cave_player_teleportable_bold(yy, xx, mode)) continue;
339 /* Calculate distance */
340 int d = distance(creature_ptr->y, creature_ptr->x, yy, xx);
342 /* Skip too far locations */
343 if (d > dis) continue;
345 /* Skip too close locations */
346 if (d < min) continue;
348 /* This grid was picked up? */
357 if (player_bold(creature_ptr, yy, xx)) return FALSE;
359 sound(SOUND_TELEPORT);
362 if ((creature_ptr->pseikaku == SEIKAKU_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
363 msg_format("『こっちだぁ、%s』", creature_ptr->name);
366 (void)move_player_effect(creature_ptr, yy, xx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
371 * @brief プレイヤーのテレポート処理メインルーチン
372 * @param creature_ptr プレーヤーへの参照ポインタ
377 void teleport_player(player_type *creature_ptr, POSITION dis, BIT_FLAGS mode)
379 if (!teleport_player_aux(creature_ptr, dis, mode)) return;
381 /* Monsters with teleport ability may follow the player */
382 POSITION oy = creature_ptr->y;
383 POSITION ox = creature_ptr->x;
384 for (POSITION xx = -1; xx < 2; xx++)
386 for (POSITION yy = -1; yy < 2; yy++)
388 MONSTER_IDX tmp_m_idx = creature_ptr->current_floor_ptr->grid_array[oy+yy][ox+xx].m_idx;
389 if (tmp_m_idx && (creature_ptr->riding != tmp_m_idx))
394 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[tmp_m_idx];
395 monster_race *r_ptr = &r_info[m_ptr->r_idx];
397 bool is_resistible = r_ptr->a_ability_flags2 & RF6_TPORT;
398 is_resistible &= !(r_ptr->flagsr & RFR_RES_TELE);
399 is_resistible &= !MON_CSLEEP(m_ptr);
402 teleport_monster_to(creature_ptr, tmp_m_idx, creature_ptr->y, creature_ptr->x, r_ptr->level, 0L);
410 * @brief プレイヤーのテレポートアウェイ処理 /
411 * @param m_idx アウェイを試みたモンスターID
412 * @param target_ptr プレーヤーへの参照ポインタ
416 void teleport_player_away(MONSTER_IDX m_idx, player_type *target_ptr, POSITION dis)
418 if (!teleport_player_aux(target_ptr, dis, TELEPORT_PASSIVE)) return;
420 /* Monsters with teleport ability may follow the player */
421 POSITION oy = target_ptr->y;
422 POSITION ox = target_ptr->x;
423 for (POSITION xx = -1; xx < 2; xx++)
425 for (POSITION yy = -1; yy < 2; yy++)
427 MONSTER_IDX tmp_m_idx = target_ptr->current_floor_ptr->grid_array[oy+yy][ox+xx].m_idx;
428 bool is_teleportable = tmp_m_idx > 0;
429 is_teleportable &= target_ptr->riding != tmp_m_idx;
430 is_teleportable &= m_idx != tmp_m_idx;
431 if (!is_teleportable)
436 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[tmp_m_idx];
437 monster_race *r_ptr = &r_info[m_ptr->r_idx];
439 bool is_resistible = r_ptr->a_ability_flags2 & RF6_TPORT;
440 is_resistible &= !(r_ptr->flagsr & RFR_RES_TELE);
441 is_resistible &= !MON_CSLEEP(m_ptr);
444 teleport_monster_to(target_ptr, tmp_m_idx, target_ptr->y, target_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
454 * @param creature_ptr プレーヤーへの参照ポインタ
457 * @param mode オプションフラグ
461 * This function is slightly obsessive about correctness.
462 * This function allows teleporting into vaults (!)
465 void teleport_player_to(player_type *creature_ptr, POSITION ny, POSITION nx, BIT_FLAGS mode)
467 if (creature_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
469 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
473 /* Find a usable location */
475 POSITION dis = 0, ctr = 0;
478 /* Pick a nearby legal location */
481 y = (POSITION)rand_spread(ny, dis);
482 x = (POSITION)rand_spread(nx, dis);
483 if (in_bounds(creature_ptr->current_floor_ptr, y, x)) break;
486 /* Accept any grid when wizard mode */
487 if (current_world_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!creature_ptr->current_floor_ptr->grid_array[y][x].m_idx || (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx == creature_ptr->riding))) break;
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);
501 (void)move_player_effect(creature_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
505 void teleport_away_followable(player_type *tracer_ptr, MONSTER_IDX m_idx)
507 monster_type *m_ptr = &tracer_ptr->current_floor_ptr->m_list[m_idx];
508 POSITION oldfy = m_ptr->fy;
509 POSITION oldfx = m_ptr->fx;
510 bool old_ml = m_ptr->ml;
511 POSITION old_cdis = m_ptr->cdis;
513 teleport_away(tracer_ptr, m_idx, MAX_SIGHT * 2 + 5, 0L);
515 bool is_followable = old_ml;
516 is_followable &= old_cdis <= MAX_SIGHT;
517 is_followable &= !current_world_ptr->timewalk_m_idx;
518 is_followable &= !tracer_ptr->phase_out;
519 is_followable &= los(tracer_ptr, tracer_ptr->y, tracer_ptr->x, oldfy, oldfx);
520 if (!is_followable) return;
523 if ((tracer_ptr->muta1 & MUT1_VTELEPORT) || (tracer_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
526 BIT_FLAGS flgs[TR_FLAG_SIZE];
530 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
532 o_ptr = &tracer_ptr->inventory_list[i];
533 if (o_ptr->k_idx && !object_is_cursed(o_ptr))
535 object_flags(o_ptr, flgs);
536 if (have_flag(flgs, TR_TELEPORT))
546 if (!get_check_strict(_("ついていきますか?", "Do you follow it? "), CHECK_OKAY_CANCEL))
551 teleport_player(tracer_ptr, 200, TELEPORT_PASSIVE);
552 msg_print(_("失敗!", "Failed!"));
556 teleport_player_to(tracer_ptr, m_ptr->fy, m_ptr->fx, 0L);
559 tracer_ptr->energy_need += ENERGY_NEED();
563 bool teleport_level_other(player_type *caster_ptr)
565 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
566 MONSTER_IDX target_m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
567 if (!target_m_idx) return TRUE;
568 if (!player_has_los_bold(caster_ptr, target_row, target_col)) return TRUE;
569 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) return TRUE;
573 m_ptr = &caster_ptr->current_floor_ptr->m_list[target_m_idx];
574 r_ptr = &r_info[m_ptr->r_idx];
575 GAME_TEXT m_name[MAX_NLEN];
576 monster_desc(m_name, m_ptr, 0);
577 msg_format(_("%^sの足を指さした。", "You gesture at %^s's feet."), m_name);
579 if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) ||
580 (r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > caster_ptr->lev + randint1(60)))
582 msg_format(_("しかし効果がなかった!", "%^s is unaffected!"), m_name);
586 teleport_level(caster_ptr, target_m_idx);
594 * @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 /
595 * Teleport the player one level up or down (random when legal)
596 * @param creature_ptr プレーヤーへの参照ポインタ
597 * @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.
600 void teleport_level(player_type *creature_ptr, MONSTER_IDX m_idx)
602 GAME_TEXT m_name[160];
604 if (m_idx <= 0) /* To player */
606 strcpy(m_name, _("あなた", "you"));
608 else /* To monster */
610 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
612 /* Get the monster name (or "it") */
613 monster_desc(m_name, m_ptr, 0);
615 see_m = is_seen(m_ptr);
618 /* No effect in some case */
619 if (is_teleport_level_ineffective(creature_ptr, m_idx))
621 if (see_m) msg_print(_("効果がなかった。", "There is no effect."));
625 if ((m_idx <= 0) && creature_ptr->anti_tele) /* To player */
627 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
631 /* Choose up or down */
633 if (randint0(100) < 50) go_up = TRUE;
636 if ((m_idx <= 0) && current_world_ptr->wizard)
638 if (get_check("Force to go up? ")) go_up = TRUE;
639 else if (get_check("Force to go down? ")) go_up = FALSE;
643 if ((ironman_downward && (m_idx <= 0)) || (creature_ptr->current_floor_ptr->dun_level <= d_info[creature_ptr->dungeon_idx].mindepth))
646 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
648 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
650 if (m_idx <= 0) /* To player */
652 if (!creature_ptr->current_floor_ptr->dun_level)
654 creature_ptr->dungeon_idx = ironman_downward ? DUNGEON_ANGBAND : creature_ptr->recall_dungeon;
655 creature_ptr->oldpy = creature_ptr->y;
656 creature_ptr->oldpx = creature_ptr->x;
659 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, 1, NULL);
661 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
663 if (!creature_ptr->current_floor_ptr->dun_level)
665 creature_ptr->current_floor_ptr->dun_level = d_info[creature_ptr->dungeon_idx].mindepth;
666 prepare_change_floor_mode(creature_ptr, CFM_RAND_PLACE);
670 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
673 creature_ptr->leaving = TRUE;
678 else if (quest_number(creature_ptr, creature_ptr->current_floor_ptr->dun_level) || (creature_ptr->current_floor_ptr->dun_level >= d_info[creature_ptr->dungeon_idx].maxdepth))
681 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
683 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
687 if (m_idx <= 0) /* To player */
689 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, -1, NULL);
691 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
693 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
695 leave_quest_check(creature_ptr);
696 creature_ptr->current_floor_ptr->inside_quest = 0;
697 creature_ptr->leaving = TRUE;
703 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
705 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
709 if (m_idx <= 0) /* To player */
711 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, -1, NULL);
713 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
715 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
716 creature_ptr->leaving = TRUE;
722 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
724 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
727 if (m_idx <= 0) /* To player */
729 /* Never reach this code on the surface */
730 /* if (!creature_ptr->current_floor_ptr->dun_level) creature_ptr->dungeon_idx = creature_ptr->recall_dungeon; */
731 if (record_stair) exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, 1, NULL);
732 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
734 prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
735 creature_ptr->leaving = TRUE;
739 /* Monster level teleportation is simple deleting now */
742 sound(SOUND_TPLEVEL);
746 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
747 check_quest_completion(creature_ptr, m_ptr);
748 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
750 char m2_name[MAX_NLEN];
752 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
753 exe_write_diary(creature_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
756 delete_monster_idx(m_idx);
757 sound(SOUND_TPLEVEL);
762 * @brief プレイヤーの帰還発動及び中止処理 /
763 * Recall the player to town or dungeon
764 * @param creature_ptr プレーヤーへの参照ポインタ
765 * @param turns 発動までのターン数
768 bool recall_player(player_type *creature_ptr, TIME_EFFECT turns)
771 * TODO: Recall the player to the last
772 * visited town when in the wilderness
776 if (creature_ptr->current_floor_ptr->inside_arena || ironman_downward)
778 msg_print(_("何も起こらなかった。", "Nothing happens."));
782 bool is_special_floor = creature_ptr->current_floor_ptr->dun_level > 0;
783 is_special_floor &= max_dlv[creature_ptr->dungeon_idx] > creature_ptr->current_floor_ptr->dun_level;
784 is_special_floor &= !creature_ptr->current_floor_ptr->inside_quest;
785 is_special_floor &= !creature_ptr->word_recall;
786 if (is_special_floor)
788 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? ")))
790 max_dlv[creature_ptr->dungeon_idx] = creature_ptr->current_floor_ptr->dun_level;
792 exe_write_diary(creature_ptr, DIARY_TRUMP, creature_ptr->dungeon_idx, _("帰還のときに", "when recall from dungeon"));
797 if (creature_ptr->word_recall)
799 creature_ptr->word_recall = 0;
800 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
801 creature_ptr->redraw |= (PR_STATUS);
805 if (!creature_ptr->current_floor_ptr->dun_level)
807 DUNGEON_IDX select_dungeon;
808 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
809 if (!select_dungeon) return FALSE;
810 creature_ptr->recall_dungeon = select_dungeon;
813 creature_ptr->word_recall = turns;
814 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
815 creature_ptr->redraw |= (PR_STATUS);
820 bool free_level_recall(player_type *creature_ptr)
822 DUNGEON_IDX select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
824 if (!select_dungeon) return FALSE;
826 DEPTH max_depth = d_info[select_dungeon].maxdepth;
828 /* Limit depth in Angband */
829 if (select_dungeon == DUNGEON_ANGBAND)
831 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
832 else if (quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
835 QUANTITY amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "),
836 d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
843 creature_ptr->word_recall = 1;
844 creature_ptr->recall_dungeon = select_dungeon;
845 max_dlv[creature_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
847 exe_write_diary(creature_ptr, DIARY_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
849 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
851 creature_ptr->redraw |= PR_STATUS;
858 * @param caster_ptr プレーヤーへの参照ポインタ
859 * @return リセット処理が実際に行われたらTRUEを返す
861 bool reset_recall(player_type *caster_ptr)
863 int select_dungeon, dummy = 0;
867 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
870 if (ironman_downward)
872 msg_print(_("何も起こらなかった。", "Nothing happens."));
876 if (!select_dungeon) return FALSE;
878 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
879 (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
882 sprintf(tmp_val, "%d", (int)MAX(caster_ptr->current_floor_ptr->dun_level, 1));
884 /* Ask for a level */
885 if (!get_string(ppp, tmp_val, 10))
890 /* Extract request */
891 dummy = atoi(tmp_val);
892 if (dummy < 1) dummy = 1;
893 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
894 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
896 max_dlv[select_dungeon] = dummy;
899 exe_write_diary(caster_ptr, DIARY_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
902 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);
904 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
911 * @brief プレイヤーの装備劣化処理 /
912 * Apply disenchantment to the player's stuff
913 * @param target_ptr プレーヤーへの参照ポインタ
914 * @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
915 * @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 /
916 * Return "TRUE" if the player notices anything
918 bool apply_disenchant(player_type *target_ptr, BIT_FLAGS mode)
923 case 1: t = INVEN_RARM; break;
924 case 2: t = INVEN_LARM; break;
925 case 3: t = INVEN_BOW; break;
926 case 4: t = INVEN_BODY; break;
927 case 5: t = INVEN_OUTER; break;
928 case 6: t = INVEN_HEAD; break;
929 case 7: t = INVEN_HANDS; break;
930 case 8: t = INVEN_FEET; break;
934 o_ptr = &target_ptr->inventory_list[t];
936 /* No item, nothing happens */
937 if (!o_ptr->k_idx) return FALSE;
939 /* Disenchant equipments only -- No disenchant on monster ball */
940 if (!object_is_weapon_armour_ammo(o_ptr))
943 /* Nothing to disenchant */
944 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
949 GAME_TEXT o_name[MAX_NLEN];
950 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
952 /* Artifacts have 71% chance to resist */
953 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
956 msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
958 msg_format("Your %s (%c) resist%s disenchantment!", o_name, index_to_label(t),
959 ((o_ptr->number != 1) ? "" : "s"));
964 /* Memorize old value */
965 int to_h = o_ptr->to_h;
966 int to_d = o_ptr->to_d;
967 int to_a = o_ptr->to_a;
968 int pval = o_ptr->pval;
970 /* Disenchant tohit */
971 if (o_ptr->to_h > 0) o_ptr->to_h--;
972 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
974 /* Disenchant todam */
975 if (o_ptr->to_d > 0) o_ptr->to_d--;
976 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
978 /* Disenchant toac */
979 if (o_ptr->to_a > 0) o_ptr->to_a--;
980 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
982 /* Disenchant pval (occasionally) */
983 /* Unless called from wild_magic() */
984 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
986 bool is_actually_disenchanted = to_h != o_ptr->to_h;
987 is_actually_disenchanted |= to_d != o_ptr->to_d;
988 is_actually_disenchanted |= to_a != o_ptr->to_a;
989 is_actually_disenchanted |= pval != o_ptr->pval;
990 if (!is_actually_disenchanted) return TRUE;
993 msg_format("%s(%c)は劣化してしまった!", o_name, index_to_label(t));
995 msg_format("Your %s (%c) %s disenchanted!", o_name, index_to_label(t),
996 ((o_ptr->number != 1) ? "were" : "was"));
999 chg_virtue(target_ptr, V_HARMONY, 1);
1000 chg_virtue(target_ptr, V_ENCHANT, -2);
1001 target_ptr->update |= (PU_BONUS);
1002 target_ptr->window |= (PW_EQUIP | PW_PLAYER);
1004 calc_android_exp(target_ptr);
1010 * @brief 虚無招来によるフロア中の全壁除去処理 /
1011 * Vanish all walls in this floor
1012 * @param caster_ptr プレーヤーへの参照ポインタ
1013 * @params caster_ptr 術者の参照ポインタ
1014 * @return 実際に処理が反映された場合TRUE
1016 bool vanish_dungeon(player_type *caster_ptr)
1018 bool is_special_floor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
1019 is_special_floor |= !caster_ptr->current_floor_ptr->dun_level;
1020 if (is_special_floor) return FALSE;
1022 /* Scan all normal grids */
1024 feature_type *f_ptr;
1025 monster_type *m_ptr;
1026 GAME_TEXT m_name[MAX_NLEN];
1027 for (POSITION y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++)
1029 for (POSITION x = 1; x < caster_ptr->current_floor_ptr->width - 1; x++)
1031 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
1033 /* Seeing true feature code (ignore mimic) */
1034 f_ptr = &f_info[g_ptr->feat];
1036 /* Lose room and vault */
1037 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1039 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
1042 if (g_ptr->m_idx && MON_CSLEEP(m_ptr))
1044 (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
1046 /* Notice the "waking up" */
1049 monster_desc(m_name, m_ptr, 0);
1050 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1054 /* Process all walls, doors and patterns */
1055 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(caster_ptr, y, x, FF_HURT_DISI);
1059 /* Special boundary walls -- Top and bottom */
1060 for (POSITION x = 0; x < caster_ptr->current_floor_ptr->width; x++)
1062 g_ptr = &caster_ptr->current_floor_ptr->grid_array[0][x];
1063 f_ptr = &f_info[g_ptr->mimic];
1065 /* Lose room and vault */
1066 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1068 /* Set boundary mimic if needed */
1069 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1071 g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
1073 /* Check for change to boring grid */
1074 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
1077 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->current_floor_ptr->height - 1][x];
1078 f_ptr = &f_info[g_ptr->mimic];
1080 /* Lose room and vault */
1081 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1083 /* Set boundary mimic if needed */
1084 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1086 g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
1088 /* Check for change to boring grid */
1089 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
1093 /* Special boundary walls -- Left and right */
1094 for (POSITION y = 1; y < (caster_ptr->current_floor_ptr->height - 1); y++)
1096 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][0];
1097 f_ptr = &f_info[g_ptr->mimic];
1099 /* Lose room and vault */
1100 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1102 /* Set boundary mimic if needed */
1103 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1105 g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
1107 /* Check for change to boring grid */
1108 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
1111 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][caster_ptr->current_floor_ptr->width - 1];
1112 f_ptr = &f_info[g_ptr->mimic];
1114 /* Lose room and vault */
1115 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1117 /* Set boundary mimic if needed */
1118 if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1120 g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
1122 /* Check for change to boring grid */
1123 if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
1127 /* Mega-Hack -- Forget the view and lite */
1128 caster_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1129 caster_ptr->redraw |= (PR_MAP);
1130 caster_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1137 * @param caster_ptr プレーヤーへの参照ポインタ
1140 * Sorry, it becomes not (void)...
1142 void call_the_void(player_type *caster_ptr)
1145 bool do_call = TRUE;
1146 for (int i = 0; i < 9; i++)
1148 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->y + ddy_ddd[i]][caster_ptr->x + ddx_ddd[i]];
1150 if (!cave_have_flag_grid(g_ptr, FF_PROJECT))
1152 if (!g_ptr->mimic || !have_flag(f_info[g_ptr->mimic].flags, FF_PROJECT) ||
1153 !permanent_wall(&f_info[g_ptr->feat]))
1163 for (int i = 1; i < 10; i++)
1165 if (i - 5) fire_ball(caster_ptr, GF_ROCKET, i, 175, 2);
1168 for (int i = 1; i < 10; i++)
1170 if (i - 5) fire_ball(caster_ptr, GF_MANA, i, 175, 3);
1173 for (int i = 1; i < 10; i++)
1175 if (i - 5) fire_ball(caster_ptr, GF_NUKE, i, 175, 4);
1181 /* Prevent destruction of quest levels and town */
1182 bool is_special_fllor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
1183 is_special_fllor |= !caster_ptr->current_floor_ptr->dun_level;
1184 if (is_special_fllor)
1186 msg_print(_("地面が揺れた。", "The ground trembles."));
1191 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
1192 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
1194 msg_format("You %s the %s too close to a wall!",
1195 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1196 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1198 msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
1202 if (!vanish_dungeon(caster_ptr)) msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon silences a moment."));
1203 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1207 if (destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 15 + caster_ptr->lev + randint0(11), FALSE))
1208 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
1210 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
1211 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1216 * @brief アイテム引き寄せ処理 /
1217 * Fetch an item (teleport it right underneath the caster)
1218 * @param caster_ptr プレーヤーへの参照ポインタ
1219 * @param dir 魔法の発動方向
1221 * @param require_los 射線の通りを要求するならばTRUE
1224 void fetch(player_type *caster_ptr, DIRECTION dir, WEIGHT wgt, bool require_los)
1228 GAME_TEXT o_name[MAX_NLEN];
1230 /* Check to see if an object is already there */
1231 if (caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx)
1233 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."));
1238 if (dir == 5 && target_okay(caster_ptr))
1243 if (distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE)
1245 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!"));
1249 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
1251 /* We need an item to fetch */
1254 msg_print(_("そこには何もありません。", "There is no object at this place."));
1258 /* No fetching from vault */
1259 if (g_ptr->info & CAVE_ICKY)
1261 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."));
1265 /* We need to see the item */
1268 if (!player_has_los_bold(caster_ptr, ty, tx))
1270 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."));
1273 else if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, ty, tx))
1275 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
1284 bool is_first_loop = TRUE;
1285 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
1286 while (is_first_loop || !g_ptr->o_idx)
1288 is_first_loop = FALSE;
1291 g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
1293 if ((distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE) ||
1294 !cave_have_flag_bold(caster_ptr->current_floor_ptr, ty, tx, FF_PROJECT)) return;
1298 o_ptr = &caster_ptr->current_floor_ptr->o_list[g_ptr->o_idx];
1300 if (o_ptr->weight > wgt)
1302 /* Too heavy to 'fetch' */
1303 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
1307 OBJECT_IDX i = g_ptr->o_idx;
1308 g_ptr->o_idx = o_ptr->next_o_idx;
1309 caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx = i; /* 'move' it */
1311 o_ptr->next_o_idx = 0;
1312 o_ptr->iy = caster_ptr->y;
1313 o_ptr->ix = caster_ptr->x;
1315 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1316 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);
1318 note_spot(caster_ptr->y, caster_ptr->x);
1319 caster_ptr->redraw |= PR_MAP;
1325 * @param caster_ptr プレーヤーへの参照ポインタ
1328 void reserve_alter_reality(player_type *caster_ptr)
1330 /* Ironman option */
1331 if (caster_ptr->current_floor_ptr->inside_arena || ironman_downward)
1333 msg_print(_("何も起こらなかった。", "Nothing happens."));
1337 if (caster_ptr->alter_reality)
1339 caster_ptr->alter_reality = 0;
1340 msg_print(_("景色が元に戻った...", "The view around you got back..."));
1341 caster_ptr->redraw |= PR_STATUS;
1345 TIME_EFFECT turns = randint0(21) + 15;
1346 caster_ptr->alter_reality = turns;
1347 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
1348 caster_ptr->redraw |= PR_STATUS;
1353 * @brief 全所持アイテム鑑定処理 /
1354 * Identify everything being carried.
1355 * Done by a potion of "self knowledge".
1356 * @param target_ptr プレーヤーへの参照ポインタ
1359 void identify_pack(player_type *target_ptr)
1363 /* Simply identify and know every item */
1364 for (i = 0; i < INVEN_TOTAL; i++)
1366 object_type *o_ptr = &target_ptr->inventory_list[i];
1367 if (!o_ptr->k_idx) continue;
1369 identify_item(target_ptr, o_ptr);
1371 /* Auto-inscription */
1372 autopick_alter_item(target_ptr, i, FALSE);
1379 * Removes curses from items in inventory
1380 * @param creature_ptr プレーヤーへの参照ポインタ
1381 * @param all 軽い呪いまでの解除ならば0
1382 * @return 解呪されたアイテムの数
1385 * Note that Items which are "Perma-Cursed" (The One Ring,
1386 * The Crown of Morgoth) can NEVER be uncursed.
1388 * Note that if "all" is FALSE, then Items which are
1389 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1390 * will not be uncursed.
1393 static int remove_curse_aux(player_type *creature_ptr, int all)
1396 for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
1398 object_type *o_ptr = &creature_ptr->inventory_list[i];
1399 if (!o_ptr->k_idx) continue;
1401 /* Uncursed already */
1402 if (!object_is_cursed(o_ptr)) continue;
1404 /* Heavily Cursed Items need a special spell */
1405 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1407 /* Perma-Cursed Items can NEVER be uncursed */
1408 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1410 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1414 o_ptr->curse_flags = 0L;
1415 o_ptr->ident |= (IDENT_SENSE);
1416 o_ptr->feeling = FEEL_NONE;
1418 creature_ptr->update |= (PU_BONUS);
1419 creature_ptr->window |= (PW_EQUIP);
1421 /* Count the uncursings */
1427 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."));
1435 * @brief 装備の軽い呪い解呪処理 /
1436 * Remove most curses
1437 * @param caster_ptr プレーヤーへの参照ポインタ
1438 * @return 解呪に成功した装備数
1440 int remove_curse(player_type *caster_ptr)
1442 return remove_curse_aux(caster_ptr, FALSE);
1447 * @brief 装備の重い呪い解呪処理 /
1449 * @return 解呪に成功した装備数
1451 int remove_all_curse(player_type *caster_ptr)
1453 return remove_curse_aux(caster_ptr, TRUE);
1458 * @brief アイテムの価値に応じた錬金術処理 /
1459 * Turns an object into gold, gain some of its value in a shop
1460 * @param caster_ptr プレーヤーへの参照ポインタ
1461 * @return 処理が実際に行われたらTRUEを返す
1463 bool alchemy(player_type *caster_ptr)
1466 if (command_arg > 0) force = TRUE;
1468 concptr q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
1469 concptr s = _("金に変えられる物がありません。", "You have nothing to current_world_ptr->game_turn to gold.");
1472 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1473 if (!o_ptr) return FALSE;
1475 /* See how many items */
1477 if (o_ptr->number > 1)
1479 amt = get_quantity(NULL, o_ptr->number);
1481 /* Allow user abort */
1482 if (amt <= 0) return FALSE;
1485 ITEM_NUMBER old_number = o_ptr->number;
1486 o_ptr->number = amt;
1487 GAME_TEXT o_name[MAX_NLEN];
1488 object_desc(o_name, o_ptr, 0);
1489 o_ptr->number = old_number;
1491 /* Verify unless quantity given */
1494 if (confirm_destroy || (object_value(o_ptr) > 0))
1496 /* Make a verification */
1497 char out_val[MAX_NLEN + 40];
1498 sprintf(out_val, _("本当に%sを金に変えますか?", "Really current_world_ptr->game_turn %s to gold? "), o_name);
1499 if (!get_check(out_val)) return FALSE;
1503 /* Artifacts cannot be destroyed */
1504 if (!can_player_destroy_object(o_ptr))
1506 msg_format(_("%sを金に変えることに失敗した。", "You fail to current_world_ptr->game_turn %s to gold!"), o_name);
1510 PRICE price = object_value_real(o_ptr);
1513 msg_format(_("%sをニセの金に変えた。", "You current_world_ptr->game_turn %s to fool's gold."), o_name);
1514 vary_item(caster_ptr, item, -amt);
1520 if (amt > 1) price *= amt;
1522 if (price > 30000) price = 30000;
1523 msg_format(_("%sを$%d の金に変えた。", "You current_world_ptr->game_turn %s to %ld coins worth of gold."), o_name, price);
1525 caster_ptr->au += price;
1526 caster_ptr->redraw |= PR_GOLD;
1527 caster_ptr->window |= PW_PLAYER;
1528 vary_item(caster_ptr, item, -amt);
1534 * @brief アーティファクト生成の巻物処理 /
1535 * @param caster_ptr プレーヤーへの参照ポインタ
1536 * @return 生成が実際に試みられたらTRUEを返す
1538 bool artifact_scroll(player_type *caster_ptr)
1540 item_tester_hook = item_tester_hook_nameless_weapon_armour;
1542 concptr q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
1543 concptr s = _("強化できるアイテムがない。", "You have nothing to enchant.");
1547 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1548 if (!o_ptr) return FALSE;
1550 GAME_TEXT o_name[MAX_NLEN];
1551 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1553 msg_format("%s は眩い光を発した!",o_name);
1555 msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
1559 if (object_is_artifact(o_ptr))
1562 msg_format("%sは既に伝説のアイテムです!", o_name );
1564 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
1569 else if (object_is_ego(o_ptr))
1572 msg_format("%sは既に名のあるアイテムです!", o_name );
1574 msg_format("The %s %s already %s!",
1575 o_name, ((o_ptr->number > 1) ? "are" : "is"),
1576 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
1581 else if (o_ptr->xtra3)
1584 msg_format("%sは既に強化されています!", o_name );
1586 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"),
1587 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
1593 if (o_ptr->number > 1)
1595 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!"));
1597 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
1599 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
1604 inven_item_increase(caster_ptr, item, 1 - (o_ptr->number));
1608 floor_item_increase(caster_ptr->current_floor_ptr, 0 - item, 1 - (o_ptr->number));
1612 okay = become_random_artifact(caster_ptr, o_ptr, TRUE);
1617 if (flush_failure) flush();
1618 msg_print(_("強化に失敗した。", "The enchantment failed."));
1619 if (one_in_(3)) chg_virtue(caster_ptr, V_ENCHANT, -1);
1620 calc_android_exp(caster_ptr);
1624 if (record_rand_art)
1626 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1627 exe_write_diary(caster_ptr, DIARY_ART_SCROLL, 0, o_name);
1630 chg_virtue(caster_ptr, V_ENCHANT, 1);
1631 calc_android_exp(caster_ptr);
1638 * Identify an object
1639 * @param owner_ptr プレーヤーへの参照ポインタ
1640 * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
1641 * @return 実際に鑑定できたらTRUEを返す
1643 bool identify_item(player_type *owner_ptr, object_type *o_ptr)
1645 GAME_TEXT o_name[MAX_NLEN];
1646 object_desc(o_name, o_ptr, 0);
1648 bool old_known = FALSE;
1649 if (o_ptr->ident & IDENT_KNOWN)
1652 if (!(o_ptr->ident & (IDENT_MENTAL)))
1654 if (object_is_artifact(o_ptr) || one_in_(5))
1655 chg_virtue(owner_ptr, V_KNOWLEDGE, 1);
1658 object_aware(owner_ptr, o_ptr);
1659 object_known(o_ptr);
1660 o_ptr->marked |= OM_TOUCHED;
1662 owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
1663 owner_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1665 strcpy(record_o_name, o_name);
1666 record_turn = current_world_ptr->game_turn;
1668 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1670 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
1671 exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
1672 if(record_rand_art && !old_known && o_ptr->art_name)
1673 exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
1680 * @brief アイテム鑑定のメインルーチン処理 /
1681 * Identify an object in the inventory (or on the floor)
1682 * @param caster_ptr プレーヤーへの参照ポインタ
1683 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1684 * @return 実際に鑑定を行ったならばTRUEを返す
1686 * This routine does *not* automatically combine objects.
1687 * Returns TRUE if something was identified, else FALSE.
1689 bool ident_spell(player_type *caster_ptr, bool only_equip)
1692 item_tester_hook = item_tester_hook_identify_weapon_armour;
1694 item_tester_hook = item_tester_hook_identify;
1697 if (can_get_item(caster_ptr, item_tester_tval))
1699 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
1704 item_tester_hook = object_is_weapon_armour_ammo;
1706 item_tester_hook = NULL;
1708 q = _("すべて鑑定済みです。 ", "All items are identified. ");
1711 concptr s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
1715 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1716 if (!o_ptr) return FALSE;
1718 bool old_known = identify_item(caster_ptr, o_ptr);
1720 GAME_TEXT o_name[MAX_NLEN];
1721 object_desc(o_name, o_ptr, 0);
1722 if (item >= INVEN_RARM)
1724 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
1728 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
1732 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
1735 autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
1741 * @brief アイテム凡庸化のメインルーチン処理 /
1742 * Identify an object in the inventory (or on the floor)
1743 * @param owner_ptr プレーヤーへの参照ポインタ
1744 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1745 * @return 実際に凡庸化をを行ったならばTRUEを返す
1748 * Mundanify an object in the inventory (or on the floor)
1749 * This routine does *not* automatically combine objects.
1750 * Returns TRUE if something was mundanified, else FALSE.
1753 bool mundane_spell(player_type *owner_ptr, bool only_equip)
1755 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
1759 concptr q = _("どれを使いますか?", "Use which item? ");
1760 concptr s = _("使えるものがありません。", "You have nothing you can use.");
1762 o_ptr = choose_object(owner_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1763 if (!o_ptr) return FALSE;
1765 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
1766 POSITION iy = o_ptr->iy;
1767 POSITION ix = o_ptr->ix;
1768 OBJECT_IDX next_o_idx = o_ptr->next_o_idx;
1769 byte marked = o_ptr->marked;
1770 WEIGHT weight = o_ptr->number * o_ptr->weight;
1771 u16b inscription = o_ptr->inscription;
1773 object_prep(o_ptr, o_ptr->k_idx);
1777 o_ptr->next_o_idx = next_o_idx;
1778 o_ptr->marked = marked;
1779 o_ptr->inscription = inscription;
1780 if (item >= 0) owner_ptr->total_weight += (o_ptr->weight - weight);
1782 calc_android_exp(owner_ptr);
1787 * @brief アイテム*鑑定*のメインルーチン処理 /
1788 * Identify an object in the inventory (or on the floor)
1789 * @param caster_ptr プレーヤーへの参照ポインタ
1790 * @param only_equip 装備品のみを対象とするならばTRUEを返す
1791 * @return 実際に鑑定を行ったならばTRUEを返す
1793 * Fully "identify" an object in the inventory -BEN-
1794 * This routine returns TRUE if an item was identified.
1796 bool identify_fully(player_type *caster_ptr, bool only_equip)
1799 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
1801 item_tester_hook = item_tester_hook_identify_fully;
1804 if (can_get_item(caster_ptr, item_tester_tval))
1806 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
1811 item_tester_hook = object_is_weapon_armour_ammo;
1813 item_tester_hook = NULL;
1815 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
1818 concptr s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
1822 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1823 if (!o_ptr) return FALSE;
1825 bool old_known = identify_item(caster_ptr, o_ptr);
1827 /* Mark the item as fully known */
1828 o_ptr->ident |= (IDENT_MENTAL);
1829 handle_stuff(caster_ptr);
1831 GAME_TEXT o_name[MAX_NLEN];
1832 object_desc(o_name, o_ptr, 0);
1833 if (item >= INVEN_RARM)
1835 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
1839 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
1843 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
1846 (void)screen_object(o_ptr, 0L);
1847 autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
1854 * Recharge a wand/staff/rod from the pack or on the floor.
1855 * This function has been rewritten in Oangband and ZAngband.
1856 * @param caster_ptr プレーヤーへの参照ポインタ
1857 * @param power 充填パワー
1858 * @return ターン消費を要する処理まで進んだらTRUEを返す
1860 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
1861 * Chaos -- Arcane Binding --> recharge(90)
1863 * Scroll of recharging --> recharge(130)
1864 * Artifact activation/Thingol --> recharge(130)
1866 * It is harder to recharge high level, and highly charged wands,
1867 * staffs, and rods. The more wands in a stack, the more easily and
1868 * strongly they recharge. Staffs, however, each get fewer charges if
1871 * Beware of "sliding index errors".
1873 bool recharge(player_type *caster_ptr, int power)
1875 item_tester_hook = item_tester_hook_recharge;
1876 concptr q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
1877 concptr s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
1881 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1882 if (!o_ptr) return FALSE;
1885 k_ptr = &k_info[o_ptr->k_idx];
1886 DEPTH lev = k_info[o_ptr->k_idx].level;
1888 TIME_EFFECT recharge_amount;
1889 int recharge_strength;
1890 bool is_recharge_successful = TRUE;
1891 if (o_ptr->tval == TV_ROD)
1893 /* Extract a recharge strength by comparing object level to power. */
1894 recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
1898 if (one_in_(recharge_strength))
1900 /* Activate the failure code. */
1901 is_recharge_successful = FALSE;
1907 /* Recharge amount */
1908 recharge_amount = (power * damroll(3, 2));
1910 /* Recharge by that amount */
1911 if (o_ptr->timeout > recharge_amount)
1912 o_ptr->timeout -= recharge_amount;
1918 /* Recharge wand/staff */
1921 /* Extract a recharge strength by comparing object level to power.
1922 * Divide up a stack of wands' charges to calculate charge penalty.
1924 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
1925 recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
1927 /* All staffs, unstacked wands. */
1928 else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
1929 if (recharge_strength < 0) recharge_strength = 0;
1932 if (one_in_(recharge_strength))
1934 /* Activate the failure code. */
1935 is_recharge_successful = FALSE;
1938 /* If the spell didn't backfire, recharge the wand or staff. */
1941 /* Recharge based on the standard number of charges. */
1942 recharge_amount = randint1(1 + k_ptr->pval / 2);
1944 /* Multiple wands in a stack increase recharging somewhat. */
1945 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
1948 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
1949 if (recharge_amount < 1) recharge_amount = 1;
1950 if (recharge_amount > 12) recharge_amount = 12;
1953 /* But each staff in a stack gets fewer additional charges,
1954 * although always at least one.
1956 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
1958 recharge_amount /= (TIME_EFFECT)o_ptr->number;
1959 if (recharge_amount < 1) recharge_amount = 1;
1962 /* Recharge the wand or staff. */
1963 o_ptr->pval += recharge_amount;
1966 /* Hack -- we no longer "know" the item */
1967 o_ptr->ident &= ~(IDENT_KNOWN);
1969 /* Hack -- we no longer think the item is empty */
1970 o_ptr->ident &= ~(IDENT_EMPTY);
1974 if (!is_recharge_successful)
1976 return update_player(caster_ptr);
1980 GAME_TEXT o_name[MAX_NLEN];
1981 if (object_is_fixed_artifact(o_ptr))
1983 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1984 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);
1986 /* Artifact rods. */
1987 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
1988 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
1990 /* Artifact wands and staffs. */
1991 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
1993 return update_player(caster_ptr);
1996 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1998 if (IS_WIZARD_CLASS(caster_ptr) || caster_ptr->pclass == CLASS_MAGIC_EATER || caster_ptr->pclass == CLASS_BLUE_MAGE)
2000 /* 10% chance to blow up one rod, otherwise draining. */
2001 if (o_ptr->tval == TV_ROD)
2003 if (one_in_(10)) fail_type = 2;
2006 /* 75% chance to blow up one wand, otherwise draining. */
2007 else if (o_ptr->tval == TV_WAND)
2009 if (!one_in_(3)) fail_type = 2;
2012 /* 50% chance to blow up one staff, otherwise no effect. */
2013 else if (o_ptr->tval == TV_STAFF)
2015 if (one_in_(2)) fail_type = 2;
2021 /* 33% chance to blow up one rod, otherwise draining. */
2022 if (o_ptr->tval == TV_ROD)
2024 if (one_in_(3)) fail_type = 2;
2027 /* 20% chance of the entire stack, else destroy one wand. */
2028 else if (o_ptr->tval == TV_WAND)
2030 if (one_in_(5)) fail_type = 3;
2033 /* Blow up one staff. */
2034 else if (o_ptr->tval == TV_STAFF)
2042 if (o_ptr->tval == TV_ROD)
2044 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!"));
2046 if (o_ptr->timeout < 10000)
2047 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2049 else if (o_ptr->tval == TV_WAND)
2051 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);
2058 if (o_ptr->number > 1)
2059 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);
2061 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2063 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
2064 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
2066 vary_item(caster_ptr, item, -1);
2071 if (o_ptr->number > 1)
2072 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);
2074 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2076 vary_item(caster_ptr, item, -999);
2079 return update_player(caster_ptr);
2084 * @brief クリーチャー全既知呪文を表示する /
2085 * Hack -- Display all known spells in a window
2086 * @param caster_ptr 術者の参照ポインタ
2089 * Need to analyze size of the window.
2090 * Need more color coding.
2092 void display_spell_list(player_type *caster_ptr)
2096 const magic_type *s_ptr;
2097 GAME_TEXT name[MAX_NLEN];
2102 /* They have too many spells to list */
2103 if (caster_ptr->pclass == CLASS_SORCERER) return;
2104 if (caster_ptr->pclass == CLASS_RED_MAGE) return;
2106 if (caster_ptr->pclass == CLASS_SNIPER)
2108 display_snipe_list(caster_ptr);
2112 /* mind.c type classes */
2113 if ((caster_ptr->pclass == CLASS_MINDCRAFTER) ||
2114 (caster_ptr->pclass == CLASS_BERSERKER) ||
2115 (caster_ptr->pclass == CLASS_NINJA) ||
2116 (caster_ptr->pclass == CLASS_MIRROR_MASTER) ||
2117 (caster_ptr->pclass == CLASS_FORCETRAINER))
2119 PERCENTAGE minfail = 0;
2120 PLAYER_LEVEL plev = caster_ptr->lev;
2121 PERCENTAGE chance = 0;
2126 bool use_hp = FALSE;
2131 /* Display a list of spells */
2133 put_str(_("名前", "Name"), y, x + 5);
2134 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
2136 switch(caster_ptr->pclass)
2138 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
2139 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
2140 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
2141 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
2142 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
2143 default: use_mind = 0;break;
2146 /* Dump the spells */
2148 for (i = 0; i < MAX_MIND_POWERS; i++)
2150 byte a = TERM_WHITE;
2152 /* Access the available spell */
2153 spell = mind_powers[use_mind].info[i];
2154 if (spell.min_lev > plev) break;
2156 /* Get the failure rate */
2157 chance = spell.fail;
2159 /* Reduce failure rate by "effective" level adjustment */
2160 chance -= 3 * (caster_ptr->lev - spell.min_lev);
2162 /* Reduce failure rate by INT/WIS adjustment */
2163 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
2167 /* Not enough mana to cast */
2168 if (spell.mana_cost > caster_ptr->csp)
2170 chance += 5 * (spell.mana_cost - caster_ptr->csp);
2176 /* Not enough hp to cast */
2177 if (spell.mana_cost > caster_ptr->chp)
2184 /* Extract the minimum failure rate */
2185 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
2187 /* Minimum failure rate */
2188 if (chance < minfail) chance = minfail;
2190 /* Stunning makes spells harder */
2191 if (caster_ptr->stun > 50) chance += 25;
2192 else if (caster_ptr->stun) chance += 15;
2194 /* Always a 5 percent chance of working */
2195 if (chance > 95) chance = 95;
2198 mindcraft_info(caster_ptr, comment, use_mind, i);
2200 /* Dump the spell */
2201 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
2203 spell.min_lev, spell.mana_cost, chance, comment);
2205 Term_putstr(x, y + i + 1, -1, a, psi_desc);
2211 /* Cannot read spellbooks */
2212 if (REALM_NONE == caster_ptr->realm1) return;
2214 /* Normal spellcaster with books */
2217 for (int j = 0; j < ((caster_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
2219 /* Reset vertical */
2222 /* Vertical location */
2223 y = (j < 3) ? 0 : (m[j - 3] + 2);
2225 /* Horizontal location */
2230 for (int i = 0; i < 32; i++)
2232 byte a = TERM_WHITE;
2234 /* Access the spell */
2235 if (!is_magic((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2))
2237 s_ptr = &technic_info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - MIN_TECHNIC][i % 32];
2241 s_ptr = &mp_ptr->info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - 1][i % 32];
2244 strcpy(name, exe_spell(caster_ptr, (j < 1) ? caster_ptr->realm1 : caster_ptr->realm2, i % 32, SPELL_NAME));
2247 if (s_ptr->slevel >= 99)
2250 strcpy(name, _("(判読不能)", "(illegible)"));
2258 ((caster_ptr->spell_forgotten1 & (1L << i))) :
2259 ((caster_ptr->spell_forgotten2 & (1L << (i % 32)))))
2266 else if (!((j < 1) ?
2267 (caster_ptr->spell_learned1 & (1L << i)) :
2268 (caster_ptr->spell_learned2 & (1L << (i % 32)))))
2275 else if (!((j < 1) ?
2276 (caster_ptr->spell_worked1 & (1L << i)) :
2277 (caster_ptr->spell_worked2 & (1L << (i % 32)))))
2283 /* Dump the spell --(-- */
2284 sprintf(out_val, "%c/%c) %-20.20s",
2285 I2A(n / 8), I2A(n % 8), name);
2289 Term_putstr(x, m[j], -1, a, out_val);
2297 * @brief 呪文の経験値を返す /
2298 * Returns experience of a spell
2299 * @param caster_ptr プレーヤーへの参照ポインタ
2301 * @param use_realm 魔法領域
2304 EXP experience_of_spell(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
2306 if (caster_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
2307 else if (caster_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
2308 else if (use_realm == caster_ptr->realm1) return caster_ptr->spell_exp[spell];
2309 else if (use_realm == caster_ptr->realm2) return caster_ptr->spell_exp[spell + 32];
2315 * @brief 呪文の消費MPを返す /
2316 * Modify mana consumption rate using spell exp and dec_mana
2317 * @param caster_ptr プレーヤーへの参照ポインタ
2318 * @param need_mana 基本消費MP
2323 MANA_POINT mod_need_mana(player_type *caster_ptr, MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
2325 #define MANA_CONST 2400
2327 #define DEC_MANA_DIV 3
2330 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
2333 * need_mana defaults if spell exp equals SPELL_EXP_EXPERT and !caster_ptr->dec_mana.
2334 * MANA_CONST is used to calculate need_mana effected from spell proficiency.
2336 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(caster_ptr, spell, realm)) + (MANA_CONST - 1);
2337 need_mana *= caster_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
2338 need_mana /= MANA_CONST * MANA_DIV;
2339 if (need_mana < 1) need_mana = 1;
2342 /* Non-realm magic */
2345 if (caster_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
2357 * @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) /
2358 * Modify spell fail rate
2359 * Using to_m_chance, dec_mana, easy_spell and heavy_spell
2360 * @param caster_ptr プレーヤーへの参照ポインタ
2361 * @param chance 修正前失敗率
2365 PERCENTAGE mod_spell_chance_1(player_type *caster_ptr, PERCENTAGE chance)
2367 chance += caster_ptr->to_m_chance;
2369 if (caster_ptr->heavy_spell) chance += 20;
2371 if (caster_ptr->dec_mana && caster_ptr->easy_spell) chance -= 4;
2372 else if (caster_ptr->easy_spell) chance -= 3;
2373 else if (caster_ptr->dec_mana) chance -= 2;
2380 * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
2381 * Modify spell fail rate
2382 * Using to_m_chance, dec_mana, easy_spell and heavy_spell
2383 * @param caster_ptr プレーヤーへの参照ポインタ
2384 * @param chance 修正前失敗率
2386 * Modify spell fail rate (as "suffix" process)
2387 * Using dec_mana, easy_spell and heavy_spell
2388 * Note: variable "chance" cannot be negative.
2391 PERCENTAGE mod_spell_chance_2(player_type *caster_ptr, PERCENTAGE chance)
2393 if (caster_ptr->dec_mana) chance--;
2394 if (caster_ptr->heavy_spell) chance += 5;
2395 return MAX(chance, 0);
2400 * @brief 呪文の失敗率計算メインルーチン /
2401 * Returns spell chance of failure for spell -RAK-
2402 * @param caster_ptr プレーヤーへの参照ポインタ
2404 * @param use_realm 魔法領域ID
2407 PERCENTAGE spell_chance(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
2409 /* Paranoia -- must be literate */
2410 if (!mp_ptr->spell_book) return 100;
2412 if (use_realm == REALM_HISSATSU) return 0;
2414 /* Access the spell */
2415 const magic_type *s_ptr;
2416 if (!is_magic(use_realm))
2418 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
2422 s_ptr = &mp_ptr->info[use_realm - 1][spell];
2425 /* Extract the base spell failure rate */
2426 PERCENTAGE chance = s_ptr->sfail;
2428 /* Reduce failure rate by "effective" level adjustment */
2429 chance -= 3 * (caster_ptr->lev - s_ptr->slevel);
2431 /* Reduce failure rate by INT/WIS adjustment */
2432 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
2434 if (caster_ptr->riding)
2435 chance += (MAX(r_info[caster_ptr->current_floor_ptr->m_list[caster_ptr->riding].r_idx].level - caster_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
2437 /* Extract mana consumption rate */
2438 MANA_POINT need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
2440 /* Not enough mana to cast */
2441 if (need_mana > caster_ptr->csp)
2443 chance += 5 * (need_mana - caster_ptr->csp);
2446 if ((use_realm != caster_ptr->realm1) && ((caster_ptr->pclass == CLASS_MAGE) || (caster_ptr->pclass == CLASS_PRIEST))) chance += 5;
2448 /* Extract the minimum failure rate */
2449 PERCENTAGE minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
2452 * Non mage/priest characters never get too good
2453 * (added high mage, mindcrafter)
2455 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
2457 if (minfail < 5) minfail = 5;
2460 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
2461 if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[0]) chance += 25;
2462 if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[1]) chance += 25;
2464 chance = mod_spell_chance_1(caster_ptr, chance);
2466 /* Goodness or evilness gives a penalty to failure rate */
2467 PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
2471 if ((caster_ptr->align > 50) || (caster_ptr->align < -50)) chance += penalty;
2473 case REALM_LIFE: case REALM_CRUSADE:
2474 if (caster_ptr->align < -20) chance += penalty;
2476 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
2477 if (caster_ptr->align > 20) chance += penalty;
2481 if (chance < minfail) chance = minfail;
2483 if (caster_ptr->stun > 50) chance += 25;
2484 else if (caster_ptr->stun) chance += 15;
2486 /* Always a 5 percent chance of working */
2487 if (chance > 95) chance = 95;
2489 if ((use_realm == caster_ptr->realm1) || (use_realm == caster_ptr->realm2)
2490 || (caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
2492 EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
2493 if (exp >= SPELL_EXP_EXPERT) chance--;
2494 if (exp >= SPELL_EXP_MASTER) chance--;
2497 return mod_spell_chance_2(caster_ptr, chance);
2502 * @brief 呪文情報の表示処理 /
2503 * Print a list of spells (for browsing or casting or viewing)
2504 * @param caster_ptr 術者の参照ポインタ
2505 * @param target_spell 呪文ID
2506 * @param spells 表示するスペルID配列の参照ポインタ
2507 * @param num 表示するスペルの数(spellsの要素数)
2508 * @param y 表示メッセージ左上Y座標
2509 * @param x 表示メッセージ左上X座標
2510 * @param use_realm 魔法領域ID
2513 void print_spells(player_type* caster_ptr, SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_LEN y, TERM_LEN x, REALM_IDX use_realm)
2515 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && current_world_ptr->wizard)
2516 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
2518 /* Title the list */
2521 if (use_realm == REALM_HISSATSU)
2522 strcpy(buf,_(" Lv MP", " Lv SP"));
2524 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
2526 put_str(_("名前", "Name"), y, x + 5);
2527 put_str(buf, y, x + 29);
2530 if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
2531 else if (use_realm == caster_ptr->realm1) increment = 0;
2532 else if (use_realm == caster_ptr->realm2) increment = 32;
2537 const magic_type *s_ptr;
2542 for (i = 0; i < num; i++)
2546 if (!is_magic(use_realm))
2548 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
2552 s_ptr = &mp_ptr->info[use_realm - 1][spell];
2555 MANA_POINT need_mana;
2556 if (use_realm == REALM_HISSATSU)
2557 need_mana = s_ptr->smana;
2560 EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
2562 /* Extract mana consumption rate */
2563 need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
2565 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
2566 else exp_level = spell_exp_level(exp);
2569 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
2570 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
2571 else if (s_ptr->slevel >= 99) max = TRUE;
2572 else if ((caster_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
2574 strncpy(ryakuji, exp_level_str[exp_level], 4);
2579 if (use_menu && target_spell)
2581 if (i == (target_spell-1))
2582 strcpy(out_val, _(" 》 ", " > "));
2584 strcpy(out_val, " ");
2586 else sprintf(out_val, " %c) ", I2A(i));
2587 /* Skip illegible spells */
2588 if (s_ptr->slevel >= 99)
2590 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
2591 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
2595 /* XXX XXX Could label spells above the players level */
2597 /* Get extra info */
2598 strcpy(info, exe_spell(caster_ptr, use_realm, spell, SPELL_INFO));
2601 concptr comment = info;
2603 /* Assume spell is known and tried */
2604 byte line_attr = TERM_WHITE;
2606 /* Analyze the spell */
2607 if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
2609 if (s_ptr->slevel > caster_ptr->max_plv)
2611 comment = _("未知", "unknown");
2612 line_attr = TERM_L_BLUE;
2614 else if (s_ptr->slevel > caster_ptr->lev)
2616 comment = _("忘却", "forgotten");
2617 line_attr = TERM_YELLOW;
2620 else if ((use_realm != caster_ptr->realm1) && (use_realm != caster_ptr->realm2))
2622 comment = _("未知", "unknown");
2623 line_attr = TERM_L_BLUE;
2625 else if ((use_realm == caster_ptr->realm1) ?
2626 ((caster_ptr->spell_forgotten1 & (1L << spell))) :
2627 ((caster_ptr->spell_forgotten2 & (1L << spell))))
2629 comment = _("忘却", "forgotten");
2630 line_attr = TERM_YELLOW;
2632 else if (!((use_realm == caster_ptr->realm1) ?
2633 (caster_ptr->spell_learned1 & (1L << spell)) :
2634 (caster_ptr->spell_learned2 & (1L << spell))))
2636 comment = _("未知", "unknown");
2637 line_attr = TERM_L_BLUE;
2639 else if (!((use_realm == caster_ptr->realm1) ?
2640 (caster_ptr->spell_worked1 & (1L << spell)) :
2641 (caster_ptr->spell_worked2 & (1L << spell))))
2643 comment = _("未経験", "untried");
2644 line_attr = TERM_L_GREEN;
2647 /* Dump the spell --(-- */
2648 if (use_realm == REALM_HISSATSU)
2650 strcat(out_val, format("%-25s %2d %4d",
2651 exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), /* realm, spell */
2652 s_ptr->slevel, need_mana));
2656 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
2657 exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), /* realm, spell */
2658 (max ? '!' : ' '), ryakuji,
2659 s_ptr->slevel, need_mana, spell_chance(caster_ptr, spell, use_realm), comment));
2662 c_prt(line_attr, out_val, y + i + 1, x);
2665 prt("", y + i + 1, x);
2670 * @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 /
2671 * Helper function -- return a "nearby" race for polymorphing
2672 * @param floor_ptr 配置するフロアの参照ポインタ
2673 * @param r_idx 基準となるモンスター種族ID
2674 * @return 変更先のモンスター種族ID
2676 * Note that this function is one of the more "dangerous" ones...
2678 static MONRACE_IDX poly_r_idx(player_type *caster_ptr, MONRACE_IDX r_idx)
2680 /* Hack -- Uniques/Questors never polymorph */
2681 monster_race *r_ptr = &r_info[r_idx];
2682 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags1 & RF1_QUESTOR))
2685 /* Allowable range of "levels" for resulting monster */
2686 DEPTH lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
2687 DEPTH lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
2689 /* Pick a (possibly new) non-unique race */
2691 for (int i = 0; i < 1000; i++)
2693 /* Pick a new race, using a level calculation */
2694 r = get_mon_num((caster_ptr->current_floor_ptr->dun_level + r_ptr->level) / 2 + 5);
2696 /* Handle failure */
2701 /* Ignore unique monsters */
2702 if (r_ptr->flags1 & RF1_UNIQUE) continue;
2704 /* Ignore monsters with incompatible levels */
2705 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
2707 /* Use that index */
2718 * @brief 指定座標にいるモンスターを変身させる /
2719 * Helper function -- return a "nearby" race for polymorphing
2720 * @param caster_ptr プレーヤーへの参照ポインタ
2723 * @return 実際に変身したらTRUEを返す
2725 bool polymorph_monster(player_type *caster_ptr, POSITION y, POSITION x)
2727 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
2728 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
2729 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
2730 MONRACE_IDX new_r_idx;
2731 MONRACE_IDX old_r_idx = m_ptr->r_idx;
2732 bool targeted = (target_who == g_ptr->m_idx) ? TRUE : FALSE;
2733 bool health_tracked = (caster_ptr->health_who == g_ptr->m_idx) ? TRUE : FALSE;
2735 if (floor_ptr->inside_arena || caster_ptr->phase_out) return FALSE;
2736 if ((caster_ptr->riding == g_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
2738 /* Memorize the monster before polymorphing */
2739 monster_type back_m = *m_ptr;
2741 /* Pick a "new" monster race */
2742 new_r_idx = poly_r_idx(caster_ptr, old_r_idx);
2744 /* Handle polymorph */
2745 if (new_r_idx == old_r_idx) return FALSE;
2747 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
2748 OBJECT_IDX this_o_idx, next_o_idx = 0;
2750 /* Get the monsters attitude */
2751 BIT_FLAGS mode = 0L;
2752 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
2753 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
2754 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
2756 /* Mega-hack -- ignore held objects */
2757 m_ptr->hold_o_idx = 0;
2759 /* "Kill" the "old" monster */
2760 delete_monster_idx(g_ptr->m_idx);
2762 /* Create a new monster (no groups) */
2763 bool polymorphed = FALSE;
2764 if (place_monster_aux(caster_ptr, 0, y, x, new_r_idx, mode))
2766 floor_ptr->m_list[hack_m_idx_ii].nickname = back_m.nickname;
2767 floor_ptr->m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
2768 floor_ptr->m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
2775 /* Placing the new monster failed */
2776 if (place_monster_aux(caster_ptr, 0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
2778 floor_ptr->m_list[hack_m_idx_ii] = back_m;
2780 /* Re-initialize monster process */
2781 mproc_init(floor_ptr);
2783 else preserve_hold_objects = FALSE;
2786 /* Mega-hack -- preserve held objects */
2787 if (preserve_hold_objects)
2789 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
2791 object_type *o_ptr = &floor_ptr->o_list[this_o_idx];
2792 next_o_idx = o_ptr->next_o_idx;
2794 /* Held by new monster */
2795 o_ptr->held_m_idx = hack_m_idx_ii;
2798 else if (back_m.hold_o_idx) /* Failed (paranoia) */
2800 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
2802 next_o_idx = floor_ptr->o_list[this_o_idx].next_o_idx;
2803 delete_object_idx(floor_ptr, this_o_idx);
2807 if (targeted) target_who = hack_m_idx_ii;
2808 if (health_tracked) health_track(caster_ptr, hack_m_idx_ii);
2815 * @param caster_ptr プレーヤーへの参照ポインタ
2816 * @param x テレポート先のX座標
2817 * @param y テレポート先のY座標
2818 * @return 目標に指定通りテレポートできたならばTRUEを返す
2820 static bool dimension_door_aux(player_type *caster_ptr, POSITION x, POSITION y)
2822 PLAYER_LEVEL plev = caster_ptr->lev;
2824 caster_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
2826 if (!cave_player_teleportable_bold(y, x, 0L) ||
2827 (distance(y, x, caster_ptr->y, caster_ptr->x) > plev / 2 + 10) ||
2828 (!randint0(plev / 10 + 10)))
2830 caster_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
2831 teleport_player(caster_ptr, (plev + 2) * 2, TELEPORT_PASSIVE);
2835 teleport_player_to(caster_ptr, y, x, 0L);
2841 * @brief 次元の扉処理のメインルーチン /
2842 * @param caster_ptr プレーヤーへの参照ポインタ
2844 * @return ターンを消費した場合TRUEを返す
2846 bool dimension_door(player_type *caster_ptr)
2850 if (!tgt_pt(caster_ptr, &x, &y)) return FALSE;
2851 if (dimension_door_aux(caster_ptr, x, y)) return TRUE;
2853 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!"));
2859 * @brief 鏡抜け処理のメインルーチン /
2860 * Mirror Master's Dimension Door
2861 * @param caster_ptr プレーヤーへの参照ポインタ
2862 * @return ターンを消費した場合TRUEを返す
2864 bool mirror_tunnel(player_type *caster_ptr)
2866 POSITION x = 0, y = 0;
2867 if (!tgt_pt(caster_ptr, &x, &y)) return FALSE;
2868 if (dimension_door_aux(caster_ptr, x, y)) return TRUE;
2870 msg_print(_("鏡の世界をうまく通れなかった!", "You fail to pass the mirror plane correctly!"));
2877 * @param caster_ptr プレーヤーへの参照ポインタ
2879 * @return ターンを消費した場合TRUEを返す
2881 bool eat_magic(player_type *caster_ptr, int power)
2886 GAME_TEXT o_name[MAX_NLEN];
2888 item_tester_hook = item_tester_hook_recharge;
2890 q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
2891 s = _("魔力を吸収できるアイテムがありません。", "You have nothing to drain.");
2895 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
2896 if (!o_ptr) return FALSE;
2899 k_ptr = &k_info[o_ptr->k_idx];
2900 DEPTH lev = k_info[o_ptr->k_idx].level;
2902 int recharge_strength = 0;
2903 bool is_eating_successful = TRUE;
2904 if (o_ptr->tval == TV_ROD)
2906 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
2909 if (one_in_(recharge_strength))
2911 /* Activate the failure code. */
2912 is_eating_successful = FALSE;
2916 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
2918 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."));
2922 caster_ptr->csp += lev;
2923 o_ptr->timeout += k_ptr->pval;
2929 /* All staffs, wands. */
2930 recharge_strength = (100 + power - lev) / 15;
2931 if (recharge_strength < 0) recharge_strength = 0;
2934 if (one_in_(recharge_strength))
2936 is_eating_successful = FALSE;
2940 if (o_ptr->pval > 0)
2942 caster_ptr->csp += lev / 2;
2945 /* XXX Hack -- unstack if necessary */
2946 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
2951 object_copy(q_ptr, o_ptr);
2953 /* Modify quantity */
2956 /* Restore the charges */
2959 /* Unstack the used item */
2961 caster_ptr->total_weight -= q_ptr->weight;
2962 item = inven_carry(caster_ptr, q_ptr);
2964 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
2969 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
2972 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
2976 if (is_eating_successful)
2978 return redraw_player(caster_ptr);
2981 /* Artifacts are never destroyed. */
2982 if (object_is_fixed_artifact(o_ptr))
2984 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2985 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);
2987 /* Artifact rods. */
2988 if (o_ptr->tval == TV_ROD)
2989 o_ptr->timeout = k_ptr->pval * o_ptr->number;
2991 /* Artifact wands and staffs. */
2992 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
2994 return redraw_player(caster_ptr);
2997 /* Get the object description */
2998 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3000 /*** Determine Seriousness of Failure ***/
3002 /* Mages recharge objects more safely. */
3003 if (IS_WIZARD_CLASS(caster_ptr))
3005 /* 10% chance to blow up one rod, otherwise draining. */
3006 if (o_ptr->tval == TV_ROD)
3008 if (one_in_(10)) fail_type = 2;
3011 /* 75% chance to blow up one wand, otherwise draining. */
3012 else if (o_ptr->tval == TV_WAND)
3014 if (!one_in_(3)) fail_type = 2;
3017 /* 50% chance to blow up one staff, otherwise no effect. */
3018 else if (o_ptr->tval == TV_STAFF)
3020 if (one_in_(2)) fail_type = 2;
3025 /* All other classes get no special favors. */
3028 /* 33% chance to blow up one rod, otherwise draining. */
3029 if (o_ptr->tval == TV_ROD)
3031 if (one_in_(3)) fail_type = 2;
3034 /* 20% chance of the entire stack, else destroy one wand. */
3035 else if (o_ptr->tval == TV_WAND)
3037 if (one_in_(5)) fail_type = 3;
3040 /* Blow up one staff. */
3041 else if (o_ptr->tval == TV_STAFF)
3047 /*** Apply draining and destruction. ***/
3049 /* Drain object or stack of objects. */
3052 if (o_ptr->tval == TV_ROD)
3054 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
3055 "You save your rod from destruction, but all charges are lost."), o_name);
3056 o_ptr->timeout = k_ptr->pval * o_ptr->number;
3058 else if (o_ptr->tval == TV_WAND)
3060 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);
3065 /* Destroy an object or one in a stack of objects. */
3068 if (o_ptr->number > 1)
3070 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);
3071 /* Reduce rod stack maximum timeout, drain wands. */
3072 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
3073 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
3077 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);
3080 vary_item(caster_ptr, item, -1);
3083 /* Destroy all members of a stack of objects. */
3086 if (o_ptr->number > 1)
3087 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);
3089 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
3091 vary_item(caster_ptr, item, -999);
3094 return redraw_player(caster_ptr);
3099 * @brief 皆殺し(全方向攻撃)処理
3100 * @param caster_ptr プレーヤーへの参照ポインタ
3103 void massacre(player_type *caster_ptr)
3107 monster_type *m_ptr;
3108 for (DIRECTION dir = 0; dir < 8; dir++)
3110 y = caster_ptr->y + ddy_ddd[dir];
3111 x = caster_ptr->x + ddx_ddd[dir];
3112 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
3113 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
3115 /* Hack -- attack monsters */
3116 if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)))
3117 py_attack(caster_ptr, y, x, 0);
3124 * @param caster_ptr プレーヤーへの参照ポインタ
3125 * @return コマンドの入力方向に地形があればTRUE
3127 bool eat_rock(player_type *caster_ptr)
3130 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
3131 POSITION y = caster_ptr->y + ddy[dir];
3132 POSITION x = caster_ptr->x + ddx[dir];
3134 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
3135 feature_type *f_ptr, *mimic_f_ptr;
3136 f_ptr = &f_info[g_ptr->feat];
3137 mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
3139 stop_mouth(caster_ptr);
3141 if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
3143 msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
3145 else if (have_flag(f_ptr->flags, FF_PERMANENT))
3147 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);
3149 else if (g_ptr->m_idx)
3151 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
3152 msg_print(_("何かが邪魔しています!", "There's something in the way!"));
3154 if (!m_ptr->ml || !is_pet(m_ptr)) py_attack(caster_ptr, y, x, 0);
3156 else if (have_flag(f_ptr->flags, FF_TREE))
3158 msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
3160 else if (have_flag(f_ptr->flags, FF_GLASS))
3162 msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
3164 else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
3166 (void)set_food(caster_ptr, caster_ptr->food + 3000);
3168 else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
3170 (void)set_food(caster_ptr, caster_ptr->food + 5000);
3174 msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
3175 (void)set_food(caster_ptr, caster_ptr->food + 10000);
3178 cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK);
3179 (void)move_player_effect(caster_ptr, y, x, MPE_DONT_PICKUP);
3184 bool shock_power(player_type *caster_ptr)
3186 int boost = P_PTR_KI;
3187 if (heavy_armor(caster_ptr)) boost /= 2;
3191 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
3193 POSITION y = caster_ptr->y + ddy[dir];
3194 POSITION x = caster_ptr->x + ddx[dir];
3195 PLAYER_LEVEL plev = caster_ptr->lev;
3196 HIT_POINT dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
3197 fire_beam(caster_ptr, GF_MISSILE, dir, dam);
3198 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) return TRUE;
3200 POSITION ty = y, tx = x;
3201 POSITION oy = y, ox = x;
3202 MONSTER_IDX m_idx = caster_ptr->current_floor_ptr->grid_array[y][x].m_idx;
3203 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
3204 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3205 GAME_TEXT m_name[MAX_NLEN];
3206 monster_desc(m_name, m_ptr, 0);
3208 if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
3210 msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
3214 for (int i = 0; i < 5; i++)
3218 if (cave_empty_bold(caster_ptr->current_floor_ptr, y, x))
3226 bool is_shock_successful = ty != oy;
3227 is_shock_successful |= tx != ox;
3228 if (is_shock_successful) return TRUE;
3230 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
3231 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
3232 caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
3236 update_monster(caster_ptr, m_idx, TRUE);
3240 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
3241 caster_ptr->update |= (PU_MON_LITE);
3246 bool booze(player_type *creature_ptr)
3249 if (creature_ptr->pclass != CLASS_MONK) chg_virtue(creature_ptr, V_HARMONY, -1);
3250 else if (!creature_ptr->resist_conf) creature_ptr->special_attack |= ATTACK_SUIKEN;
3251 if (!creature_ptr->resist_conf && set_confused(creature_ptr, randint0(20) + 15))
3256 if (creature_ptr->resist_chaos)
3261 if (one_in_(2) && set_image(creature_ptr, creature_ptr->image + randint0(150) + 150))
3266 if (one_in_(13) && (creature_ptr->pclass != CLASS_MONK))
3269 if (one_in_(3)) lose_all_info(creature_ptr);
3270 else wiz_dark(creature_ptr);
3271 (void)teleport_player_aux(creature_ptr, 100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
3272 wiz_dark(creature_ptr);
3273 msg_print(_("知らない場所で目が醒めた。頭痛がする。", "You wake up somewhere with a sore head..."));
3274 msg_print(_("何も思い出せない。どうやってここへ来たのかも分からない!", "You can't remember a thing, or how you got here!"));
3281 bool detonation(player_type *creature_ptr)
3283 msg_print(_("体の中で激しい爆発が起きた!", "Massive explosions rupture your body!"));
3284 take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(50, 20), _("爆発の薬", "a potion of Detonation"), -1);
3285 (void)set_stun(creature_ptr, creature_ptr->stun + 75);
3286 (void)set_cut(creature_ptr,creature_ptr->cut + 5000);
3291 void blood_curse_to_enemy(player_type *caster_ptr, MONSTER_IDX m_idx)
3293 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
3294 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx];
3295 BIT_FLAGS curse_flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
3297 bool is_first_loop = TRUE;
3298 while (is_first_loop || one_in_(5))
3300 is_first_loop = FALSE;
3301 switch (randint1(28))
3306 msg_print(_("地面が揺れた...", "The ground trembles..."));
3307 earthquake(caster_ptr, m_ptr->fy, m_ptr->fx, 4 + randint0(4), 0);
3308 if (!one_in_(6)) break;
3310 case 3: case 4: case 5: case 6:
3313 int extra_dam = damroll(10, 10);
3314 msg_print(_("純粋な魔力の次元への扉が開いた!", "A portal opens to a plane of raw mana!"));
3316 project(caster_ptr, 0, 8, m_ptr->fy, m_ptr->fx, extra_dam, GF_MANA, curse_flg, -1);
3317 if (!one_in_(6)) break;
3322 msg_print(_("空間が歪んだ!", "Space warps about you!"));
3324 if (m_ptr->r_idx) teleport_away(caster_ptr, g_ptr->m_idx, damroll(10, 10), TELEPORT_PASSIVE);
3325 if (one_in_(13)) count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
3326 if (!one_in_(6)) break;
3328 case 9: case 10: case 11:
3329 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
3330 project(caster_ptr, 0, 7, m_ptr->fy, m_ptr->fx, 50, GF_DISINTEGRATE, curse_flg, -1);
3331 if (!one_in_(6)) break;
3332 case 12: case 13: case 14: case 15: case 16:
3333 aggravate_monsters(caster_ptr, 0);
3334 if (!one_in_(6)) break;
3336 count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
3337 if (!one_in_(6)) break;
3338 case 19: case 20: case 21: case 22:
3340 bool pet = !one_in_(3);
3341 BIT_FLAGS mode = PM_ALLOW_GROUP;
3343 if (pet) mode |= PM_FORCE_PET;
3344 else mode |= (PM_NO_PET | PM_FORCE_FRIENDLY);
3346 count += summon_specific(caster_ptr, (pet ? -1 : 0), caster_ptr->y, caster_ptr->x, (pet ? caster_ptr->lev * 2 / 3 + randint1(caster_ptr->lev / 2) : caster_ptr->current_floor_ptr->dun_level), 0, mode);
3347 if (!one_in_(6)) break;
3349 case 23: case 24: case 25:
3350 if (caster_ptr->hold_exp && (randint0(100) < 75)) break;
3351 msg_print(_("経験値が体から吸い取られた気がする!", "You feel your experience draining away..."));
3353 if (caster_ptr->hold_exp) lose_exp(caster_ptr, caster_ptr->exp / 160);
3354 else lose_exp(caster_ptr, caster_ptr->exp / 16);
3355 if (!one_in_(6)) break;
3356 case 26: case 27: case 28:
3360 for (int i = 0; i < A_MAX; i++)
3362 bool is_first_dec_stat = TRUE;
3363 while (is_first_dec_stat || one_in_(2))
3365 (void)do_dec_stat(caster_ptr, i);
3371 (void)do_dec_stat(caster_ptr, randint0(6));
3382 * @brief クリムゾンを発射する / Fire Crimson, evoluting gun.
3383 @ @param shooter_ptr 射撃を行うクリーチャー参照
3384 * @return キャンセルした場合 false.
3386 * Need to analyze size of the window.
3387 * Need more color coding.
3389 bool fire_crimson(player_type *shooter_ptr)
3392 if (!get_aim_dir(shooter_ptr, &dir)) return FALSE;
3394 /* Use the given direction */
3395 POSITION tx = shooter_ptr->x + 99 * ddx[dir];
3396 POSITION ty = shooter_ptr->y + 99 * ddy[dir];
3398 /* Hack -- Use an actual "target" */
3399 if ((dir == 5) && target_okay(shooter_ptr))
3406 if (shooter_ptr->pclass == CLASS_ARCHER)
3408 /* Extra shot at level 10 */
3409 if (shooter_ptr->lev >= 10) num++;
3411 /* Extra shot at level 30 */
3412 if (shooter_ptr->lev >= 30) num++;
3414 /* Extra shot at level 45 */
3415 if (shooter_ptr->lev >= 45) num++;
3418 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3419 for (int i = 0; i < num; i++)
3420 project(shooter_ptr, 0, shooter_ptr->lev / 20 + 1, ty, tx, shooter_ptr->lev*shooter_ptr->lev * 6 / 50, GF_ROCKET, flg, -1);
3427 * @brief 町間のテレポートを行うメインルーチン
3428 * @param caster_ptr プレーヤーへの参照ポインタ
3429 * @return テレポート処理を決定したか否か
3431 bool tele_town(player_type *caster_ptr)
3433 if (caster_ptr->current_floor_ptr->dun_level)
3435 msg_print(_("この魔法は地上でしか使えない!", "This spell can only be used on the surface!"));
3439 if (caster_ptr->current_floor_ptr->inside_arena || caster_ptr->phase_out)
3441 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3450 for (i = 1; i < max_towns; i++)
3454 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == caster_ptr->town_num) || !(caster_ptr->visit & (1L << (i - 1)))) continue;
3456 sprintf(buf, "%c) %-20s", I2A(i - 1), town_info[i].name);
3463 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3469 prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3480 else if ((i < 'a') || (i > ('a' + max_towns - 2))) continue;
3481 else if (((i - 'a' + 1) == caster_ptr->town_num) || ((i - 'a' + 1) == NO_TOWN) || ((i - 'a' + 1) == SECRET_TOWN) || !(caster_ptr->visit & (1L << (i - 'a')))) continue;
3485 for (POSITION y = 0; y < current_world_ptr->max_wild_y; y++)
3487 for (POSITION x = 0; x < current_world_ptr->max_wild_x; x++)
3489 if (wilderness[y][x].town == (i - 'a' + 1))
3491 caster_ptr->wilderness_y = y;
3492 caster_ptr->wilderness_x = x;
3497 caster_ptr->leaving = TRUE;
3498 caster_ptr->leave_bldg = TRUE;
3499 caster_ptr->teleport_town = TRUE;
3506 * todo 変数名が実態と合っているかどうかは要確認
3507 * テレポート・レベルが効かないモンスターであるかどうかを判定する
3508 * @param caster_ptr プレーヤーへの参照ポインタ
3509 * @param idx テレポート・レベル対象のモンスター
3511 bool is_teleport_level_ineffective(player_type *caster_ptr, MONSTER_IDX idx)
3513 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
3514 bool is_special_floor = floor_ptr->inside_arena || caster_ptr->phase_out ||
3515 (floor_ptr->inside_quest && !random_quest_number(caster_ptr, floor_ptr->dun_level));
3516 bool is_invalid_floor = idx <= 0;
3517 is_invalid_floor &= quest_number(caster_ptr, floor_ptr->dun_level) || (floor_ptr->dun_level >= d_info[caster_ptr->dungeon_idx].maxdepth);
3518 is_invalid_floor &= caster_ptr->current_floor_ptr->dun_level >= 1;
3519 is_invalid_floor &= ironman_downward;
3520 return is_special_floor || is_invalid_floor;
3524 static bool update_player(player_type *caster_ptr)
3526 caster_ptr->update |= PU_COMBINE | PU_REORDER;
3527 caster_ptr->window |= PW_INVEN;
3532 static bool redraw_player(player_type *caster_ptr)
3534 if (caster_ptr->csp > caster_ptr->msp)
3536 caster_ptr->csp = caster_ptr->msp;
3539 caster_ptr->redraw |= PR_MANA;
3540 caster_ptr->update |= PU_COMBINE | PU_REORDER;
3541 caster_ptr->window |= PW_INVEN;