3 * @brief 魔法効果の実装/ Spell code (part 3)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
16 #include "object-hook.h"
18 #include "player-status.h"
19 #include "projection.h"
20 #include "spells-summon.h"
26 /*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
31 * @brief モンスターのテレポートアウェイ処理 /
32 * Teleport a monster, normally up to "dis" grids away.
33 * @param m_idx モンスターID
36 * @return テレポートが実際に行われたらtrue
38 * Attempt to move the monster at least "dis/2" grids away.
39 * But allow variation to prevent infinite loops.
41 bool teleport_away(MONSTER_IDX m_idx, POSITION dis, BIT_FLAGS mode)
43 POSITION oy, ox, d, i, min;
45 POSITION ny = 0, nx = 0;
49 monster_type *m_ptr = &m_list[m_idx];
52 if (!m_ptr->r_idx) return (FALSE);
54 /* Save the old location */
58 /* Minimum distance */
61 if ((mode & TELEPORT_DEC_VALOUR) &&
62 (((p_ptr->chp * 10) / p_ptr->mhp) > 5) &&
63 (4+randint1(5) < ((p_ptr->chp * 10) / p_ptr->mhp)))
65 chg_virtue(V_VALOUR, -1);
73 /* Verify max distance */
74 if (dis > 200) dis = 200;
76 /* Try several locations */
77 for (i = 0; i < 500; i++)
79 /* Pick a (possibly illegal) location */
82 ny = rand_spread(oy, dis);
83 nx = rand_spread(ox, dis);
84 d = distance(oy, ox, ny, nx);
85 if ((d >= min) && (d <= dis)) break;
88 /* Ignore illegal locations */
89 if (!in_bounds(ny, nx)) continue;
91 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
93 /* No teleporting into vaults and such */
94 if (!(p_ptr->inside_quest || p_ptr->inside_arena))
95 if (cave[ny][nx].info & CAVE_ICKY) continue;
97 /* This grid looks good */
104 /* Increase the maximum distance */
107 /* Decrease the minimum distance */
110 /* Stop after MAX_TRIES tries */
111 if (tries > MAX_TRIES) return (FALSE);
114 sound(SOUND_TPOTHER);
116 /* Update the old location */
117 cave[oy][ox].m_idx = 0;
119 /* Update the new location */
120 cave[ny][nx].m_idx = m_idx;
122 /* Move the monster */
126 /* Forget the counter target */
129 update_monster(m_idx, TRUE);
133 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
134 p_ptr->update |= (PU_MON_LITE);
141 * @brief モンスターを指定された座標付近にテレポートする /
142 * Teleport monster next to a grid near the given location
143 * @param m_idx モンスターID
146 * @param power テレポート成功確率
150 void teleport_monster_to(MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, BIT_FLAGS mode)
152 POSITION ny, nx, oy, ox;
157 monster_type *m_ptr = &m_list[m_idx];
160 if(!m_ptr->r_idx) return;
163 if(randint1(100) > power) return;
168 /* Save the old location */
172 /* Minimum distance */
175 /* Look until done */
176 while (look && --attempts)
178 /* Verify max distance */
179 if (dis > 200) dis = 200;
181 /* Try several locations */
182 for (i = 0; i < 500; i++)
184 /* Pick a (possibly illegal) location */
187 ny = rand_spread(ty, dis);
188 nx = rand_spread(tx, dis);
189 d = distance(ty, tx, ny, nx);
190 if ((d >= min) && (d <= dis)) break;
193 /* Ignore illegal locations */
194 if (!in_bounds(ny, nx)) continue;
196 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
198 /* No teleporting into vaults and such */
199 /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
201 /* This grid looks good */
208 /* Increase the maximum distance */
211 /* Decrease the minimum distance */
215 if (attempts < 1) return;
217 sound(SOUND_TPOTHER);
219 /* Update the old location */
220 cave[oy][ox].m_idx = 0;
222 /* Update the new location */
223 cave[ny][nx].m_idx = m_idx;
225 /* Move the monster */
229 update_monster(m_idx, TRUE);
233 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
234 p_ptr->update |= (PU_MON_LITE);
238 * @brief プレイヤーのテレポート先選定と移動処理 /
239 * Teleport the player to a location up to "dis" grids away.
242 * @return 実際にテレポート処理が行われたらtrue
245 * If no such spaces are readily available, the distance may increase.
246 * Try very hard to move the player at least a quarter that distance.
248 * There was a nasty tendency for a long time; which was causing the
249 * player to "bounce" between two or three different spots because
250 * these are the only spots that are "far enough" way to satisfy the
253 * But this tendency is now removed; in the new algorithm, a list of
254 * candidates is selected first, which includes at least 50% of all
255 * floor grids within the distance, and any single grid in this list
256 * of candidates has equal possibility to be choosen as a destination.
260 bool teleport_player_aux(POSITION dis, BIT_FLAGS mode)
262 int candidates_at[MAX_TELEPORT_DISTANCE + 1];
263 int total_candidates, cur_candidates;
264 POSITION y = 0, x = 0;
267 int left = MAX(1, p_ptr->x - dis);
268 int right = MIN(cur_wid - 2, p_ptr->x + dis);
269 int top = MAX(1, p_ptr->y - dis);
270 int bottom = MIN(cur_hgt - 2, p_ptr->y + dis);
272 if (p_ptr->wild_mode) return FALSE;
274 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
276 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
280 /* Initialize counters */
281 total_candidates = 0;
282 for (i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
283 candidates_at[i] = 0;
285 /* Limit the distance */
286 if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
288 /* Search valid locations */
289 for (y = top; y <= bottom; y++)
291 for (x = left; x <= right; x++)
295 /* Skip illegal locations */
296 if (!cave_player_teleportable_bold(y, x, mode)) continue;
298 /* Calculate distance */
299 d = distance(p_ptr->y, p_ptr->x, y, x);
301 /* Skip too far locations */
302 if (d > dis) continue;
304 /* Count the total number of candidates */
307 /* Count the number of candidates in this circumference */
312 /* No valid location! */
313 if (0 == total_candidates) return FALSE;
315 /* Fix the minimum distance */
316 for (cur_candidates = 0, min = dis; min >= 0; min--)
318 cur_candidates += candidates_at[min];
320 /* 50% of all candidates will have an equal chance to be choosen. */
321 if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
324 /* Pick up a single location randomly */
325 pick = randint1(cur_candidates);
327 /* Search again the choosen location */
328 for (y = top; y <= bottom; y++)
330 for (x = left; x <= right; x++)
334 /* Skip illegal locations */
335 if (!cave_player_teleportable_bold(y, x, mode)) continue;
337 /* Calculate distance */
338 d = distance(p_ptr->y, p_ptr->x, y, x);
340 /* Skip too far locations */
341 if (d > dis) continue;
343 /* Skip too close locations */
344 if (d < min) continue;
346 /* This grid was picked up? */
355 if (player_bold(y, x)) return FALSE;
357 sound(SOUND_TELEPORT);
360 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
361 msg_format("『こっちだぁ、%s』", p_ptr->name);
364 /* Move the player */
365 (void)move_player_effect(y, x, 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
376 void teleport_player(POSITION dis, BIT_FLAGS mode)
380 /* Save the old location */
381 POSITION oy = p_ptr->y;
382 POSITION ox = p_ptr->x;
384 if (!teleport_player_aux(dis, mode)) return;
386 /* Monsters with teleport ability may follow the player */
387 for (xx = -1; xx < 2; xx++)
389 for (yy = -1; yy < 2; yy++)
391 MONSTER_IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
393 /* A monster except your mount may follow */
394 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx))
396 monster_type *m_ptr = &m_list[tmp_m_idx];
397 monster_race *r_ptr = &r_info[m_ptr->r_idx];
400 * The latter limitation is to avoid
401 * totally unkillable suckers...
403 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
404 !(r_ptr->flagsr & RFR_RES_TELE))
406 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
415 * @brief プレイヤーのテレポートアウェイ処理 /
416 * @param m_idx アウェイを試みたプレイヤーID
420 void teleport_player_away(MONSTER_IDX m_idx, POSITION dis)
424 /* Save the old location */
425 POSITION oy = p_ptr->y;
426 POSITION ox = p_ptr->x;
428 if (!teleport_player_aux(dis, TELEPORT_PASSIVE)) return;
430 /* Monsters with teleport ability may follow the player */
431 for (xx = -1; xx < 2; xx++)
433 for (yy = -1; yy < 2; yy++)
435 IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
437 /* A monster except your mount or caster may follow */
438 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx) && (m_idx != tmp_m_idx))
440 monster_type *m_ptr = &m_list[tmp_m_idx];
441 monster_race *r_ptr = &r_info[m_ptr->r_idx];
444 * The latter limitation is to avoid
445 * totally unkillable suckers...
447 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
448 !(r_ptr->flagsr & RFR_RES_TELE))
450 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
459 * @brief プレイヤーを指定位置近辺にテレポートさせる
460 * Teleport player to a grid near the given location
463 * @param mode オプションフラグ
467 * This function is slightly obsessive about correctness.
468 * This function allows teleporting into vaults (!)
471 void teleport_player_to(POSITION ny, POSITION nx, BIT_FLAGS mode)
474 POSITION dis = 0, ctr = 0;
476 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
478 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
482 /* Find a usable location */
485 /* Pick a nearby legal location */
488 y = (POSITION)rand_spread(ny, dis);
489 x = (POSITION)rand_spread(nx, dis);
490 if (in_bounds(y, x)) break;
493 /* Accept any grid when wizard mode */
494 if (p_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!cave[y][x].m_idx || (cave[y][x].m_idx == p_ptr->riding))) break;
496 /* Accept teleportable floor grids */
497 if (cave_player_teleportable_bold(y, x, mode)) break;
499 /* Occasionally advance the distance */
500 if (++ctr > (4 * dis * dis + 4 * dis + 1))
507 sound(SOUND_TELEPORT);
509 /* Move the player */
510 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
514 void teleport_away_followable(MONSTER_IDX m_idx)
516 monster_type *m_ptr = &m_list[m_idx];
517 POSITION oldfy = m_ptr->fy;
518 POSITION oldfx = m_ptr->fx;
519 bool old_ml = m_ptr->ml;
520 POSITION old_cdis = m_ptr->cdis;
522 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
524 if (old_ml && (old_cdis <= MAX_SIGHT) && !world_monster && !p_ptr->inside_battle && los(p_ptr->y, p_ptr->x, oldfy, oldfx))
528 if ((p_ptr->muta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
531 BIT_FLAGS flgs[TR_FLAG_SIZE];
535 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
537 o_ptr = &inventory[i];
538 if (o_ptr->k_idx && !object_is_cursed(o_ptr))
540 object_flags(o_ptr, flgs);
541 if (have_flag(flgs, TR_TELEPORT))
552 if (get_check_strict(_("ついていきますか?", "Do you follow it? "), CHECK_OKAY_CANCEL))
556 teleport_player(200, TELEPORT_PASSIVE);
557 msg_print(_("失敗!", "Failed!"));
559 else teleport_player_to(m_ptr->fy, m_ptr->fx, 0L);
560 p_ptr->energy_need += ENERGY_NEED();
568 * @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 /
569 * Teleport the player one level up or down (random when legal)
570 * @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.
573 void teleport_level(MONSTER_IDX m_idx)
576 GAME_TEXT m_name[160];
579 if (m_idx <= 0) /* To player */
581 strcpy(m_name, _("あなた", "you"));
583 else /* To monster */
585 monster_type *m_ptr = &m_list[m_idx];
587 /* Get the monster name (or "it") */
588 monster_desc(m_name, m_ptr, 0);
590 see_m = is_seen(m_ptr);
593 /* No effect in some case */
594 if (TELE_LEVEL_IS_INEFF(m_idx))
596 if (see_m) msg_print(_("効果がなかった。", "There is no effect."));
600 if ((m_idx <= 0) && p_ptr->anti_tele) /* To player */
602 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
606 /* Choose up or down */
607 if (randint0(100) < 50) go_up = TRUE;
610 if ((m_idx <= 0) && p_ptr->wizard)
612 if (get_check("Force to go up? ")) go_up = TRUE;
613 else if (get_check("Force to go down? ")) go_up = FALSE;
617 if ((ironman_downward && (m_idx <= 0)) || (dun_level <= d_info[dungeon_type].mindepth))
620 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
622 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
624 if (m_idx <= 0) /* To player */
628 dungeon_type = ironman_downward ? DUNGEON_ANGBAND : p_ptr->recall_dungeon;
629 p_ptr->oldpy = p_ptr->y;
630 p_ptr->oldpx = p_ptr->x;
633 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
635 if (autosave_l) do_cmd_save_game(TRUE);
639 dun_level = d_info[dungeon_type].mindepth;
640 prepare_change_floor_mode(CFM_RAND_PLACE);
644 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
648 p_ptr->leaving = TRUE;
653 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
656 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
658 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
662 if (m_idx <= 0) /* To player */
664 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
666 if (autosave_l) do_cmd_save_game(TRUE);
668 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
673 p_ptr->inside_quest = 0;
674 p_ptr->leaving = TRUE;
680 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
682 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
686 if (m_idx <= 0) /* To player */
688 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
690 if (autosave_l) do_cmd_save_game(TRUE);
692 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
695 p_ptr->leaving = TRUE;
701 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
703 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
706 if (m_idx <= 0) /* To player */
708 /* Never reach this code on the surface */
709 /* if (!dun_level) dungeon_type = p_ptr->recall_dungeon; */
711 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
713 if (autosave_l) do_cmd_save_game(TRUE);
715 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
718 p_ptr->leaving = TRUE;
722 /* Monster level teleportation is simple deleting now */
725 monster_type *m_ptr = &m_list[m_idx];
727 /* Check for quest completion */
728 check_quest_completion(m_ptr);
730 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
732 char m2_name[MAX_NLEN];
734 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
735 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
738 delete_monster_idx(m_idx);
741 sound(SOUND_TPLEVEL);
746 * @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。
747 * @param note ダンジョンに施す処理記述
750 * @return 選択されたダンジョンID
752 DUNGEON_IDX choose_dungeon(concptr note, POSITION y, POSITION x)
754 DUNGEON_IDX select_dungeon;
759 /* Hack -- No need to choose dungeon in some case */
760 if (lite_town || vanilla_town || ironman_downward)
762 if (max_dlv[DUNGEON_ANGBAND]) return DUNGEON_ANGBAND;
765 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);
771 /* Allocate the "dun" array */
772 C_MAKE(dun, max_d_idx, s16b);
775 for(i = 1; i < max_d_idx; i++)
780 if (!d_info[i].maxdepth) continue;
781 if (!max_dlv[i]) continue;
782 if (d_info[i].final_guardian)
784 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
786 else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
788 sprintf(buf,_(" %c) %c%-12s : 最大 %d 階", " %c) %c%-16s : Max level %d"),
789 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, (int)max_dlv[i]);
790 prt(buf, y + num, x);
796 prt(_(" 選べるダンジョンがない。", " No dungeon is available."), y, x);
799 prt(format(_("どのダンジョン%sしますか:", "Which dungeon do you %s?: "), note), 0, 0);
803 if ((i == ESCAPE) || !num)
805 /* Free the "dun" array */
806 C_KILL(dun, max_d_idx, s16b);
811 if (i >= 'a' && i <('a'+num))
813 select_dungeon = dun[i-'a'];
820 /* Free the "dun" array */
821 C_KILL(dun, max_d_idx, s16b);
823 return select_dungeon;
828 * @brief プレイヤーの帰還発動及び中止処理 /
829 * Recall the player to town or dungeon
830 * @param turns 発動までのターン数
833 bool recall_player(player_type *creature_ptr, TIME_EFFECT turns)
836 * TODO: Recall the player to the last
837 * visited town when in the wilderness
841 if (creature_ptr->inside_arena || ironman_downward)
843 msg_print(_("何も起こらなかった。", "Nothing happens."));
847 if (dun_level && (max_dlv[dungeon_type] > dun_level) && !creature_ptr->inside_quest && !creature_ptr->word_recall)
849 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? ")))
851 max_dlv[dungeon_type] = dun_level;
853 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, _("帰還のときに", "when recall from dungeon"));
857 if (!creature_ptr->word_recall)
861 DUNGEON_IDX select_dungeon;
862 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
863 if (!select_dungeon) return FALSE;
864 creature_ptr->recall_dungeon = select_dungeon;
866 creature_ptr->word_recall = turns;
867 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
868 creature_ptr->redraw |= (PR_STATUS);
872 creature_ptr->word_recall = 0;
873 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
874 creature_ptr->redraw |= (PR_STATUS);
879 bool free_level_recall(player_type *creature_ptr)
881 DUNGEON_IDX select_dungeon;
885 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
887 if (!select_dungeon) return FALSE;
889 max_depth = d_info[select_dungeon].maxdepth;
891 /* Limit depth in Angband */
892 if (select_dungeon == DUNGEON_ANGBAND)
894 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
895 else if (quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
897 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "),
898 d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
902 creature_ptr->word_recall = 1;
903 creature_ptr->recall_dungeon = select_dungeon;
904 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));
906 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
908 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
910 creature_ptr->redraw |= (PR_STATUS);
919 * @return リセット処理が実際に行われたらTRUEを返す
921 bool reset_recall(void)
923 int select_dungeon, dummy = 0;
927 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
930 if (ironman_downward)
932 msg_print(_("何も起こらなかった。", "Nothing happens."));
936 if (!select_dungeon) return FALSE;
938 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
939 (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
942 sprintf(tmp_val, "%d", (int)MAX(dun_level, 1));
944 /* Ask for a level */
945 if (get_string(ppp, tmp_val, 10))
947 /* Extract request */
948 dummy = atoi(tmp_val);
951 if (dummy < 1) dummy = 1;
954 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
955 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
957 max_dlv[select_dungeon] = dummy;
960 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
963 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);
965 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
978 * @brief プレイヤーの装備劣化処理 /
979 * Apply disenchantment to the player's stuff
980 * @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
981 * @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 /
982 * Return "TRUE" if the player notices anything
984 bool apply_disenchant(BIT_FLAGS mode)
988 GAME_TEXT o_name[MAX_NLEN];
989 int to_h, to_d, to_a, pval;
991 /* Pick a random slot */
994 case 1: t = INVEN_RARM; break;
995 case 2: t = INVEN_LARM; break;
996 case 3: t = INVEN_BOW; break;
997 case 4: t = INVEN_BODY; break;
998 case 5: t = INVEN_OUTER; break;
999 case 6: t = INVEN_HEAD; break;
1000 case 7: t = INVEN_HANDS; break;
1001 case 8: t = INVEN_FEET; break;
1004 o_ptr = &inventory[t];
1006 /* No item, nothing happens */
1007 if (!o_ptr->k_idx) return (FALSE);
1009 /* Disenchant equipments only -- No disenchant on monster ball */
1010 if (!object_is_weapon_armour_ammo(o_ptr))
1013 /* Nothing to disenchant */
1014 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
1016 /* Nothing to notice */
1020 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1022 /* Artifacts have 71% chance to resist */
1023 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
1026 msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
1028 msg_format("Your %s (%c) resist%s disenchantment!", o_name, index_to_label(t),
1029 ((o_ptr->number != 1) ? "" : "s"));
1035 /* Memorize old value */
1041 /* Disenchant tohit */
1042 if (o_ptr->to_h > 0) o_ptr->to_h--;
1043 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
1045 /* Disenchant todam */
1046 if (o_ptr->to_d > 0) o_ptr->to_d--;
1047 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
1049 /* Disenchant toac */
1050 if (o_ptr->to_a > 0) o_ptr->to_a--;
1051 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
1053 /* Disenchant pval (occasionally) */
1054 /* Unless called from wild_magic() */
1055 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
1057 if ((to_h != o_ptr->to_h) || (to_d != o_ptr->to_d) ||
1058 (to_a != o_ptr->to_a) || (pval != o_ptr->pval))
1061 msg_format("%s(%c)は劣化してしまった!", o_name, index_to_label(t) );
1063 msg_format("Your %s (%c) %s disenchanted!", o_name, index_to_label(t),
1064 ((o_ptr->number != 1) ? "were" : "was"));
1067 chg_virtue(V_HARMONY, 1);
1068 chg_virtue(V_ENCHANT, -2);
1069 p_ptr->update |= (PU_BONUS);
1070 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
1079 * @brief プレイヤーの突然変異処理
1082 void mutate_player(void)
1084 BASE_STATUS max1, cur1, max2, cur2;
1087 /* Pick a pair of stats */
1089 for (jj = ii; jj == ii; jj = randint0(6)) /* loop */;
1091 max1 = p_ptr->stat_max[ii];
1092 cur1 = p_ptr->stat_cur[ii];
1093 max2 = p_ptr->stat_max[jj];
1094 cur2 = p_ptr->stat_cur[jj];
1096 p_ptr->stat_max[ii] = max2;
1097 p_ptr->stat_cur[ii] = cur2;
1098 p_ptr->stat_max[jj] = max1;
1099 p_ptr->stat_cur[jj] = cur1;
1103 if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
1104 if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
1107 p_ptr->update |= (PU_BONUS);
1112 * @brief プレイヤーの因果混乱処理 / Apply Nexus
1113 * @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
1116 void apply_nexus(monster_type *m_ptr)
1118 switch (randint1(7))
1120 case 1: case 2: case 3:
1122 teleport_player(200, TELEPORT_PASSIVE);
1128 teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
1134 if (randint0(100) < p_ptr->skill_sav)
1136 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1140 /* Teleport Level */
1147 if (randint0(100) < p_ptr->skill_sav)
1149 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1153 msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
1162 * @brief 寿命つき光源の燃素追加処理 /
1163 * Charge a lite (torch or latern)
1166 void phlogiston(void)
1168 GAME_TURN max_flog = 0;
1169 object_type * o_ptr = &inventory[INVEN_LITE];
1172 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
1174 max_flog = FUEL_LAMP;
1178 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
1180 max_flog = FUEL_TORCH;
1183 /* No torch to refill */
1186 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."));
1190 if (o_ptr->xtra4 >= max_flog)
1192 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."));
1197 o_ptr->xtra4 += (XTRA16)(max_flog / 2);
1199 msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
1201 if (o_ptr->xtra4 >= max_flog)
1203 o_ptr->xtra4 = (XTRA16)max_flog;
1204 msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
1207 /* Recalculate torch */
1208 p_ptr->update |= (PU_TORCH);
1213 * @brief 武器へのエゴ付加処理 /
1214 * Brand the current weapon
1215 * @param brand_type エゴ化ID(e_info.txtとは連動していない)
1218 void brand_weapon(int brand_type)
1225 /* Assume enchant weapon */
1226 item_tester_hook = object_allow_enchant_melee_weapon;
1228 q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
1229 s = _("強化できる武器がない。", "You have nothing to enchant.");
1231 o_ptr = choose_object(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT));
1234 /* you can never modify artifacts / ego-items */
1235 /* you can never modify cursed items */
1236 /* TY: You _can_ modify broken items (if you're silly enough) */
1237 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1238 !object_is_cursed(o_ptr) &&
1239 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1240 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1241 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
1245 /* Let's get the name before it is changed... */
1246 GAME_TEXT o_name[MAX_NLEN];
1247 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1252 if (o_ptr->tval == TV_SWORD)
1254 act = _("は鋭さを増した!", "becomes very sharp!");
1256 o_ptr->name2 = EGO_SHARPNESS;
1257 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, dun_level) + 1;
1259 if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
1264 act = _("は破壊力を増した!", "seems very powerful.");
1265 o_ptr->name2 = EGO_EARTHQUAKES;
1266 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, dun_level);
1270 act = _("は人間の血を求めている!", "seems to be looking for humans!");
1271 o_ptr->name2 = EGO_KILL_HUMAN;
1274 act = _("は電撃に覆われた!", "covered with lightning!");
1275 o_ptr->name2 = EGO_BRAND_ELEC;
1278 act = _("は酸に覆われた!", "coated with acid!");
1279 o_ptr->name2 = EGO_BRAND_ACID;
1282 act = _("は邪悪なる怪物を求めている!", "seems to be looking for evil monsters!");
1283 o_ptr->name2 = EGO_KILL_EVIL;
1286 act = _("は異世界の住人の肉体を求めている!", "seems to be looking for demons!");
1287 o_ptr->name2 = EGO_KILL_DEMON;
1290 act = _("は屍を求めている!", "seems to be looking for undead!");
1291 o_ptr->name2 = EGO_KILL_UNDEAD;
1294 act = _("は動物の血を求めている!", "seems to be looking for animals!");
1295 o_ptr->name2 = EGO_KILL_ANIMAL;
1298 act = _("はドラゴンの血を求めている!", "seems to be looking for dragons!");
1299 o_ptr->name2 = EGO_KILL_DRAGON;
1302 act = _("はトロルの血を求めている!", "seems to be looking for troll!s");
1303 o_ptr->name2 = EGO_KILL_TROLL;
1306 act = _("はオークの血を求めている!", "seems to be looking for orcs!");
1307 o_ptr->name2 = EGO_KILL_ORC;
1310 act = _("は巨人の血を求めている!", "seems to be looking for giants!");
1311 o_ptr->name2 = EGO_KILL_GIANT;
1314 act = _("は非常に不安定になったようだ。", "seems very unstable now.");
1315 o_ptr->name2 = EGO_TRUMP;
1316 o_ptr->pval = randint1(2);
1319 act = _("は血を求めている!", "thirsts for blood!");
1320 o_ptr->name2 = EGO_VAMPIRIC;
1323 act = _("は毒に覆われた。", "is coated with poison.");
1324 o_ptr->name2 = EGO_BRAND_POIS;
1327 act = _("は純ログルスに飲み込まれた。", "is engulfed in raw Logrus!");
1328 o_ptr->name2 = EGO_CHAOTIC;
1331 act = _("は炎のシールドに覆われた!", "is covered in a fiery shield!");
1332 o_ptr->name2 = EGO_BRAND_FIRE;
1335 act = _("は深く冷たいブルーに輝いた!", "glows deep, icy blue!");
1336 o_ptr->name2 = EGO_BRAND_COLD;
1340 msg_format(_("あなたの%s%s", "Your %s %s"), o_name, act);
1341 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1343 o_ptr->discount = 99;
1344 chg_virtue(V_ENCHANT, 2);
1348 if (flush_failure) flush();
1350 msg_print(_("属性付加に失敗した。", "The Branding failed."));
1351 chg_virtue(V_ENCHANT, -2);
1358 * @brief 虚無招来によるフロア中の全壁除去処理 /
1359 * Vanish all walls in this floor
1360 * @return 実際に処理が反映された場合TRUE
1362 static bool vanish_dungeon(void)
1366 feature_type *f_ptr;
1367 monster_type *m_ptr;
1368 GAME_TEXT m_name[MAX_NLEN];
1370 /* Prevent vasishing of quest levels and town */
1371 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1376 /* Scan all normal grids */
1377 for (y = 1; y < cur_hgt - 1; y++)
1379 for (x = 1; x < cur_wid - 1; x++)
1381 c_ptr = &cave[y][x];
1383 /* Seeing true feature code (ignore mimic) */
1384 f_ptr = &f_info[c_ptr->feat];
1386 /* Lose room and vault */
1387 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1389 m_ptr = &m_list[c_ptr->m_idx];
1392 if (c_ptr->m_idx && MON_CSLEEP(m_ptr))
1394 /* Reset sleep counter */
1395 (void)set_monster_csleep(c_ptr->m_idx, 0);
1397 /* Notice the "waking up" */
1400 monster_desc(m_name, m_ptr, 0);
1401 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1405 /* Process all walls, doors and patterns */
1406 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(y, x, FF_HURT_DISI);
1410 /* Special boundary walls -- Top and bottom */
1411 for (x = 0; x < cur_wid; x++)
1413 c_ptr = &cave[0][x];
1414 f_ptr = &f_info[c_ptr->mimic];
1416 /* Lose room and vault */
1417 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1419 /* Set boundary mimic if needed */
1420 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1422 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1424 /* Check for change to boring grid */
1425 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1428 c_ptr = &cave[cur_hgt - 1][x];
1429 f_ptr = &f_info[c_ptr->mimic];
1431 /* Lose room and vault */
1432 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1434 /* Set boundary mimic if needed */
1435 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1437 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1439 /* Check for change to boring grid */
1440 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1444 /* Special boundary walls -- Left and right */
1445 for (y = 1; y < (cur_hgt - 1); y++)
1447 c_ptr = &cave[y][0];
1448 f_ptr = &f_info[c_ptr->mimic];
1450 /* Lose room and vault */
1451 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1453 /* Set boundary mimic if needed */
1454 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1456 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1458 /* Check for change to boring grid */
1459 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1462 c_ptr = &cave[y][cur_wid - 1];
1463 f_ptr = &f_info[c_ptr->mimic];
1465 /* Lose room and vault */
1466 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1468 /* Set boundary mimic if needed */
1469 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1471 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1473 /* Check for change to boring grid */
1474 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1478 /* Mega-Hack -- Forget the view and lite */
1479 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1480 p_ptr->redraw |= (PR_MAP);
1481 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1490 void call_the_(void)
1494 bool do_call = TRUE;
1496 for (i = 0; i < 9; i++)
1498 c_ptr = &cave[p_ptr->y + ddy_ddd[i]][p_ptr->x + ddx_ddd[i]];
1500 if (!cave_have_flag_grid(c_ptr, FF_PROJECT))
1502 if (!c_ptr->mimic || !have_flag(f_info[c_ptr->mimic].flags, FF_PROJECT) ||
1503 !permanent_wall(&f_info[c_ptr->feat]))
1513 for (i = 1; i < 10; i++)
1515 if (i - 5) fire_ball(GF_ROCKET, i, 175, 2);
1518 for (i = 1; i < 10; i++)
1520 if (i - 5) fire_ball(GF_MANA, i, 175, 3);
1523 for (i = 1; i < 10; i++)
1525 if (i - 5) fire_ball(GF_NUKE, i, 175, 4);
1529 /* Prevent destruction of quest levels and town */
1530 else if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1532 msg_print(_("地面が揺れた。", "The ground trembles."));
1538 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
1539 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
1541 msg_format("You %s the %s too close to a wall!",
1542 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1543 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1545 msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
1549 if (!vanish_dungeon()) msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon silences a moment."));
1553 if (destroy_area(p_ptr->y, p_ptr->x, 15 + p_ptr->lev + randint0(11), FALSE))
1554 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
1556 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
1559 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1565 * @brief アイテム引き寄せ処理 /
1566 * Fetch an item (teleport it right underneath the caster)
1567 * @param dir 魔法の発動方向
1569 * @param require_los 射線の通りを要求するならばTRUE
1572 void fetch(DIRECTION dir, WEIGHT wgt, bool require_los)
1578 GAME_TEXT o_name[MAX_NLEN];
1580 /* Check to see if an object is already there */
1581 if (cave[p_ptr->y][p_ptr->x].o_idx)
1583 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."));
1588 if (dir == 5 && target_okay())
1593 if (distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE)
1595 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!"));
1599 c_ptr = &cave[ty][tx];
1601 /* We need an item to fetch */
1604 msg_print(_("そこには何もありません。", "There is no object at this place."));
1608 /* No fetching from vault */
1609 if (c_ptr->info & CAVE_ICKY)
1611 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."));
1615 /* We need to see the item */
1618 if (!player_has_los_bold(ty, tx))
1620 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."));
1623 else if (!projectable(p_ptr->y, p_ptr->x, ty, tx))
1625 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
1638 c_ptr = &cave[ty][tx];
1640 if ((distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE) ||
1641 !cave_have_flag_bold(ty, tx, FF_PROJECT)) return;
1643 while (!c_ptr->o_idx);
1646 o_ptr = &o_list[c_ptr->o_idx];
1648 if (o_ptr->weight > wgt)
1650 /* Too heavy to 'fetch' */
1651 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
1656 c_ptr->o_idx = o_ptr->next_o_idx;
1657 cave[p_ptr->y][p_ptr->x].o_idx = i; /* 'move' it */
1659 o_ptr->next_o_idx = 0;
1660 o_ptr->iy = p_ptr->y;
1661 o_ptr->ix = p_ptr->x;
1663 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1664 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);
1666 note_spot(p_ptr->y, p_ptr->x);
1667 p_ptr->redraw |= PR_MAP;
1674 void alter_reality(void)
1676 /* Ironman option */
1677 if (p_ptr->inside_arena || ironman_downward)
1679 msg_print(_("何も起こらなかった。", "Nothing happens."));
1683 if (!p_ptr->alter_reality)
1685 TIME_EFFECT turns = randint0(21) + 15;
1687 p_ptr->alter_reality = turns;
1688 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
1690 p_ptr->redraw |= (PR_STATUS);
1694 p_ptr->alter_reality = 0;
1695 msg_print(_("景色が元に戻った...", "The view around you got back..."));
1696 p_ptr->redraw |= (PR_STATUS);
1703 * @brief 守りのルーン設置処理 /
1704 * Leave a "glyph of warding" which prevents monster movement
1705 * @return 実際に設置が行われた場合TRUEを返す
1707 bool warding_glyph(void)
1709 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1711 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1715 /* Create a glyph */
1716 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1717 cave[p_ptr->y][p_ptr->x].mimic = feat_glyph;
1719 note_spot(p_ptr->y, p_ptr->x);
1720 lite_spot(p_ptr->y, p_ptr->x);
1727 * @return 実際に設置が行われた場合TRUEを返す
1729 bool place_mirror(void)
1731 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1733 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1737 /* Create a mirror */
1738 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1739 cave[p_ptr->y][p_ptr->x].mimic = feat_mirror;
1741 /* Turn on the light */
1742 cave[p_ptr->y][p_ptr->x].info |= CAVE_GLOW;
1744 note_spot(p_ptr->y, p_ptr->x);
1745 lite_spot(p_ptr->y, p_ptr->x);
1746 update_local_illumination(p_ptr->y, p_ptr->x);
1753 * @brief 爆発のルーン設置処理 /
1754 * Leave an "explosive rune" which prevents monster movement
1755 * @return 実際に設置が行われた場合TRUEを返す
1757 bool explosive_rune(void)
1759 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1761 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1765 /* Create a glyph */
1766 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1767 cave[p_ptr->y][p_ptr->x].mimic = feat_explosive_rune;
1769 note_spot(p_ptr->y, p_ptr->x);
1770 lite_spot(p_ptr->y, p_ptr->x);
1777 * @brief 全所持アイテム鑑定処理 /
1778 * Identify everything being carried.
1779 * Done by a potion of "self knowledge".
1782 void identify_pack(void)
1786 /* Simply identify and know every item */
1787 for (i = 0; i < INVEN_TOTAL; i++)
1789 object_type *o_ptr = &inventory[i];
1791 /* Skip non-objects */
1792 if (!o_ptr->k_idx) continue;
1794 identify_item(o_ptr);
1796 /* Auto-inscription */
1797 autopick_alter_item(i, FALSE);
1803 * @brief 装備強化処理の失敗率定数(千分率) /
1804 * Used by the "enchant" function (chance of failure)
1805 * (modified for Zangband, we need better stuff there...) -- TY
1808 static int enchant_table[16] =
1810 0, 10, 50, 100, 200,
1811 300, 400, 500, 650, 800,
1812 950, 987, 993, 995, 998,
1819 * Removes curses from items in inventory
1820 * @param all 軽い呪いまでの解除ならば0
1821 * @return 解呪されたアイテムの数
1824 * Note that Items which are "Perma-Cursed" (The One Ring,
1825 * The Crown of Morgoth) can NEVER be uncursed.
1827 * Note that if "all" is FALSE, then Items which are
1828 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1829 * will not be uncursed.
1832 static int remove_curse_aux(int all)
1836 /* Attempt to uncurse items being worn */
1837 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1839 object_type *o_ptr = &inventory[i];
1841 /* Skip non-objects */
1842 if (!o_ptr->k_idx) continue;
1844 /* Uncursed already */
1845 if (!object_is_cursed(o_ptr)) continue;
1847 /* Heavily Cursed Items need a special spell */
1848 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1850 /* Perma-Cursed Items can NEVER be uncursed */
1851 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1854 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1859 o_ptr->curse_flags = 0L;
1861 /* Hack -- Assume felt */
1862 o_ptr->ident |= (IDENT_SENSE);
1864 o_ptr->feeling = FEEL_NONE;
1866 p_ptr->update |= (PU_BONUS);
1867 p_ptr->window |= (PW_EQUIP);
1869 /* Count the uncursings */
1875 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."));
1877 /* Return "something uncursed" */
1883 * @brief 装備の軽い呪い解呪処理 /
1884 * Remove most curses
1885 * @return 解呪に成功した装備数
1887 int remove_curse(void)
1889 return (remove_curse_aux(FALSE));
1893 * @brief 装備の重い呪い解呪処理 /
1895 * @return 解呪に成功した装備数
1897 int remove_all_curse(void)
1899 return (remove_curse_aux(TRUE));
1904 * @brief アイテムの価値に応じた錬金術処理 /
1905 * Turns an object into gold, gain some of its value in a shop
1906 * @return 処理が実際に行われたらTRUEを返す
1912 ITEM_NUMBER old_number;
1916 GAME_TEXT o_name[MAX_NLEN];
1917 char out_val[MAX_NLEN+40];
1921 /* Hack -- force destruction */
1922 if (command_arg > 0) force = TRUE;
1924 q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
1925 s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
1927 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
1928 if (!o_ptr) return (FALSE);
1930 /* See how many items */
1931 if (o_ptr->number > 1)
1933 /* Get a quantity */
1934 amt = get_quantity(NULL, o_ptr->number);
1936 /* Allow user abort */
1937 if (amt <= 0) return FALSE;
1940 old_number = o_ptr->number;
1941 o_ptr->number = amt;
1942 object_desc(o_name, o_ptr, 0);
1943 o_ptr->number = old_number;
1945 /* Verify unless quantity given */
1948 if (confirm_destroy || (object_value(o_ptr) > 0))
1950 /* Make a verification */
1951 sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
1952 if (!get_check(out_val)) return FALSE;
1956 /* Artifacts cannot be destroyed */
1957 if (!can_player_destroy_object(o_ptr))
1959 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);
1964 price = object_value_real(o_ptr);
1968 msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
1974 if (amt > 1) price *= amt;
1976 if (price > 30000) price = 30000;
1977 msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
1980 p_ptr->redraw |= (PR_GOLD);
1981 p_ptr->window |= (PW_PLAYER);
1984 /* Eliminate the item (from the pack) */
1987 inven_item_increase(item, -amt);
1988 inven_item_describe(item);
1989 inven_item_optimize(item);
1992 /* Eliminate the item (from the floor) */
1995 floor_item_increase(0 - item, -amt);
1996 floor_item_describe(0 - item);
1997 floor_item_optimize(0 - item);
2005 * @brief 呪いの打ち破り処理 /
2006 * Break the curse of an item
2007 * @param o_ptr 呪い装備情報の参照ポインタ
2010 static void break_curse(object_type *o_ptr)
2012 if (object_is_cursed(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
2014 msg_print(_("かけられていた呪いが打ち破られた!", "The curse is broken!"));
2016 o_ptr->curse_flags = 0L;
2017 o_ptr->ident |= (IDENT_SENSE);
2018 o_ptr->feeling = FEEL_NONE;
2025 * Enchants a plus onto an item. -RAK-
2026 * @param o_ptr 強化するアイテムの参照ポインタ
2028 * @param eflag 強化オプション(命中/ダメージ/AC)
2029 * @return 強化に成功した場合TRUEを返す
2032 * Revamped! Now takes item pointer, number of times to try enchanting,
2033 * and a flag of what to try enchanting. Artifacts resist enchantment
2034 * some of the time, and successful enchantment to at least +0 might
2035 * break a curse on the item. -CFT-
2037 * Note that an item can technically be enchanted all the way to +15 if
2038 * you wait a very, very, long time. Going from +9 to +10 only works
2039 * about 5% of the time, and from +10 to +11 only about 1% of the time.
2041 * Note that this function can now be used on "piles" of items, and
2042 * the larger the pile, the lower the chance of success.
2045 bool enchant(object_type *o_ptr, int n, int eflag)
2047 int i, chance, prob;
2049 bool a = object_is_artifact(o_ptr);
2050 bool force = (eflag & ENCH_FORCE);
2052 /* Large piles resist enchantment */
2053 prob = o_ptr->number * 100;
2055 /* Missiles are easy to enchant */
2056 if ((o_ptr->tval == TV_BOLT) ||
2057 (o_ptr->tval == TV_ARROW) ||
2058 (o_ptr->tval == TV_SHOT))
2064 for (i = 0; i < n; i++)
2066 /* Hack -- Roll for pile resistance */
2067 if (!force && randint0(prob) >= 100) continue;
2069 /* Enchant to hit */
2070 if (eflag & ENCH_TOHIT)
2072 if (o_ptr->to_h < 0) chance = 0;
2073 else if (o_ptr->to_h > 15) chance = 1000;
2074 else chance = enchant_table[o_ptr->to_h];
2076 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2081 /* only when you get it above -1 -CFT */
2082 if (o_ptr->to_h >= 0)
2087 /* Enchant to damage */
2088 if (eflag & ENCH_TODAM)
2090 if (o_ptr->to_d < 0) chance = 0;
2091 else if (o_ptr->to_d > 15) chance = 1000;
2092 else chance = enchant_table[o_ptr->to_d];
2094 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2099 /* only when you get it above -1 -CFT */
2100 if (o_ptr->to_d >= 0)
2105 /* Enchant to armor class */
2106 if (eflag & ENCH_TOAC)
2108 if (o_ptr->to_a < 0) chance = 0;
2109 else if (o_ptr->to_a > 15) chance = 1000;
2110 else chance = enchant_table[o_ptr->to_a];
2112 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2117 /* only when you get it above -1 -CFT */
2118 if (o_ptr->to_a >= 0)
2125 if (!res) return (FALSE);
2126 p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
2127 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2137 * @brief 装備修正強化処理のメインルーチン /
2138 * Enchant an item (in the inventory or on the floor)
2139 * @param num_hit 命中修正量
2140 * @param num_dam ダメージ修正量
2141 * @param num_ac AC修正量
2142 * @return 強化に成功した場合TRUEを返す
2144 * Note that "num_ac" requires armour, else weapon
2145 * Returns TRUE if attempted, FALSE if cancelled
2147 bool enchant_spell(HIT_PROB num_hit, HIT_POINT num_dam, ARMOUR_CLASS num_ac)
2152 GAME_TEXT o_name[MAX_NLEN];
2155 /* Assume enchant weapon */
2156 item_tester_hook = object_allow_enchant_weapon;
2158 /* Enchant armor if requested */
2159 if (num_ac) item_tester_hook = object_is_armour;
2161 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2162 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2164 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
2165 if (!o_ptr) return (FALSE);
2167 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2169 msg_format("%s は明るく輝いた!", o_name);
2171 msg_format("%s %s glow%s brightly!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
2175 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
2176 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
2177 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
2182 if (flush_failure) flush();
2183 msg_print(_("強化に失敗した。", "The enchantment failed."));
2184 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2187 chg_virtue(V_ENCHANT, 1);
2191 /* Something happened */
2197 * @brief アーティファクト生成の巻物処理 /
2198 * @return 生成が実際に試みられたらTRUEを返す
2200 bool artifact_scroll(void)
2205 GAME_TEXT o_name[MAX_NLEN];
2208 /* Enchant weapon/armour */
2209 item_tester_hook = item_tester_hook_nameless_weapon_armour;
2211 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2212 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2214 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
2215 if (!o_ptr) return (FALSE);
2217 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2219 msg_format("%s は眩い光を発した!",o_name);
2221 msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
2224 if (object_is_artifact(o_ptr))
2227 msg_format("%sは既に伝説のアイテムです!", o_name );
2229 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
2235 else if (object_is_ego(o_ptr))
2238 msg_format("%sは既に名のあるアイテムです!", o_name );
2240 msg_format("The %s %s already %s!",
2241 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2242 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
2248 else if (o_ptr->xtra3)
2251 msg_format("%sは既に強化されています!", o_name );
2253 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"),
2254 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
2260 if (o_ptr->number > 1)
2262 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!"));
2264 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
2266 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
2271 inven_item_increase(item, 1 - (o_ptr->number));
2275 floor_item_increase(0 - item, 1 - (o_ptr->number));
2278 okay = create_artifact(o_ptr, TRUE);
2284 if (flush_failure) flush();
2285 msg_print(_("強化に失敗した。", "The enchantment failed."));
2286 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2290 if (record_rand_art)
2292 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2293 do_cmd_write_nikki(NIKKI_ART_SCROLL, 0, o_name);
2295 chg_virtue(V_ENCHANT, 1);
2300 /* Something happened */
2307 * Identify an object
2308 * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
2309 * @return 実際に鑑定できたらTRUEを返す
2311 bool identify_item(object_type *o_ptr)
2313 bool old_known = FALSE;
2314 GAME_TEXT o_name[MAX_NLEN];
2316 object_desc(o_name, o_ptr, 0);
2318 if (o_ptr->ident & IDENT_KNOWN)
2321 if (!(o_ptr->ident & (IDENT_MENTAL)))
2323 if (object_is_artifact(o_ptr) || one_in_(5))
2324 chg_virtue(V_KNOWLEDGE, 1);
2327 /* Identify it fully */
2328 object_aware(o_ptr);
2329 object_known(o_ptr);
2331 /* Player touches it */
2332 o_ptr->marked |= OM_TOUCHED;
2333 p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
2334 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2336 strcpy(record_o_name, o_name);
2339 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2341 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
2342 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2343 if(record_rand_art && !old_known && o_ptr->art_name)
2344 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2350 * @brief アイテム鑑定のメインルーチン処理 /
2351 * Identify an object in the inventory (or on the floor)
2352 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2353 * @return 実際に鑑定を行ったならばTRUEを返す
2355 * This routine does *not* automatically combine objects.
2356 * Returns TRUE if something was identified, else FALSE.
2358 bool ident_spell(bool only_equip)
2362 GAME_TEXT o_name[MAX_NLEN];
2367 item_tester_hook = item_tester_hook_identify_weapon_armour;
2369 item_tester_hook = item_tester_hook_identify;
2373 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
2378 item_tester_hook = object_is_weapon_armour_ammo;
2380 item_tester_hook = NULL;
2382 q = _("すべて鑑定済みです。 ", "All items are identified. ");
2385 s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
2387 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
2388 if (!o_ptr) return (FALSE);
2390 old_known = identify_item(o_ptr);
2392 object_desc(o_name, o_ptr, 0);
2393 if (item >= INVEN_RARM)
2395 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2399 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2403 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2406 /* Auto-inscription/destroy */
2407 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2409 /* Something happened */
2415 * @brief アイテム凡庸化のメインルーチン処理 /
2416 * Identify an object in the inventory (or on the floor)
2417 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2418 * @return 実際に凡庸化をを行ったならばTRUEを返す
2421 * Mundanify an object in the inventory (or on the floor)
2422 * This routine does *not* automatically combine objects.
2423 * Returns TRUE if something was mundanified, else FALSE.
2426 bool mundane_spell(bool only_equip)
2432 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
2434 q = _("どれを使いますか?", "Use which item? ");
2435 s = _("使えるものがありません。", "You have nothing you can use.");
2437 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
2438 if (!o_ptr) return (FALSE);
2440 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
2442 POSITION iy = o_ptr->iy; /* Y-position on map, or zero */
2443 POSITION ix = o_ptr->ix; /* X-position on map, or zero */
2444 OBJECT_IDX next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
2445 byte marked = o_ptr->marked; /* Object is marked */
2446 WEIGHT weight = o_ptr->number * o_ptr->weight;
2447 u16b inscription = o_ptr->inscription;
2450 object_prep(o_ptr, o_ptr->k_idx);
2454 o_ptr->next_o_idx = next_o_idx;
2455 o_ptr->marked = marked;
2456 o_ptr->inscription = inscription;
2457 if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
2461 /* Something happened */
2466 * @brief アイテム*鑑定*のメインルーチン処理 /
2467 * Identify an object in the inventory (or on the floor)
2468 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2469 * @return 実際に鑑定を行ったならばTRUEを返す
2471 * Fully "identify" an object in the inventory -BEN-
2472 * This routine returns TRUE if an item was identified.
2474 bool identify_fully(bool only_equip)
2478 GAME_TEXT o_name[MAX_NLEN];
2483 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
2485 item_tester_hook = item_tester_hook_identify_fully;
2489 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
2494 item_tester_hook = object_is_weapon_armour_ammo;
2496 item_tester_hook = NULL;
2498 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
2501 s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
2503 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
2504 if (!o_ptr) return (FALSE);
2506 old_known = identify_item(o_ptr);
2508 /* Mark the item as fully known */
2509 o_ptr->ident |= (IDENT_MENTAL);
2512 object_desc(o_name, o_ptr, 0);
2513 if (item >= INVEN_RARM)
2515 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2519 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2523 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2526 /* Describe it fully */
2527 (void)screen_object(o_ptr, 0L);
2529 /* Auto-inscription/destroy */
2530 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2540 * Recharge a wand/staff/rod from the pack or on the floor.
2541 * This function has been rewritten in Oangband and ZAngband.
2542 * @param power 充填パワー
2543 * @return ターン消費を要する処理まで進んだらTRUEを返す
2545 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
2546 * Chaos -- Arcane Binding --> recharge(90)
2548 * Scroll of recharging --> recharge(130)
2549 * Artifact activation/Thingol --> recharge(130)
2551 * It is harder to recharge high level, and highly charged wands,
2552 * staffs, and rods. The more wands in a stack, the more easily and
2553 * strongly they recharge. Staffs, however, each get fewer charges if
2556 * Beware of "sliding index errors".
2558 bool recharge(int power)
2562 int recharge_strength;
2563 TIME_EFFECT recharge_amount;
2572 GAME_TEXT o_name[MAX_NLEN];
2574 /* Only accept legal items */
2575 item_tester_hook = item_tester_hook_recharge;
2577 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
2578 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
2580 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
2581 if (!o_ptr) return (FALSE);
2583 /* Get the object kind. */
2584 k_ptr = &k_info[o_ptr->k_idx];
2586 /* Extract the object "level" */
2587 lev = k_info[o_ptr->k_idx].level;
2590 /* Recharge a rod */
2591 if (o_ptr->tval == TV_ROD)
2593 /* Extract a recharge strength by comparing object level to power. */
2594 recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
2598 if (one_in_(recharge_strength))
2600 /* Activate the failure code. */
2607 /* Recharge amount */
2608 recharge_amount = (power * damroll(3, 2));
2610 /* Recharge by that amount */
2611 if (o_ptr->timeout > recharge_amount)
2612 o_ptr->timeout -= recharge_amount;
2619 /* Recharge wand/staff */
2622 /* Extract a recharge strength by comparing object level to power.
2623 * Divide up a stack of wands' charges to calculate charge penalty.
2625 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2626 recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
2628 /* All staffs, unstacked wands. */
2629 else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
2632 if (recharge_strength < 0) recharge_strength = 0;
2635 if (one_in_(recharge_strength))
2637 /* Activate the failure code. */
2641 /* If the spell didn't backfire, recharge the wand or staff. */
2644 /* Recharge based on the standard number of charges. */
2645 recharge_amount = randint1(1 + k_ptr->pval / 2);
2647 /* Multiple wands in a stack increase recharging somewhat. */
2648 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2651 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
2652 if (recharge_amount < 1) recharge_amount = 1;
2653 if (recharge_amount > 12) recharge_amount = 12;
2656 /* But each staff in a stack gets fewer additional charges,
2657 * although always at least one.
2659 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
2661 recharge_amount /= (TIME_EFFECT)o_ptr->number;
2662 if (recharge_amount < 1) recharge_amount = 1;
2665 /* Recharge the wand or staff. */
2666 o_ptr->pval += recharge_amount;
2669 /* Hack -- we no longer "know" the item */
2670 o_ptr->ident &= ~(IDENT_KNOWN);
2672 /* Hack -- we no longer think the item is empty */
2673 o_ptr->ident &= ~(IDENT_EMPTY);
2678 /* Inflict the penalties for failing a recharge. */
2681 /* Artifacts are never destroyed. */
2682 if (object_is_fixed_artifact(o_ptr))
2684 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2685 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);
2687 /* Artifact rods. */
2688 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
2689 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2691 /* Artifact wands and staffs. */
2692 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
2697 /* Get the object description */
2698 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2700 /*** Determine Seriousness of Failure ***/
2702 /* Mages recharge objects more safely. */
2703 if (IS_WIZARD_CLASS() || p_ptr->pclass == CLASS_MAGIC_EATER || p_ptr->pclass == CLASS_BLUE_MAGE)
2705 /* 10% chance to blow up one rod, otherwise draining. */
2706 if (o_ptr->tval == TV_ROD)
2708 if (one_in_(10)) fail_type = 2;
2711 /* 75% chance to blow up one wand, otherwise draining. */
2712 else if (o_ptr->tval == TV_WAND)
2714 if (!one_in_(3)) fail_type = 2;
2717 /* 50% chance to blow up one staff, otherwise no effect. */
2718 else if (o_ptr->tval == TV_STAFF)
2720 if (one_in_(2)) fail_type = 2;
2725 /* All other classes get no special favors. */
2728 /* 33% chance to blow up one rod, otherwise draining. */
2729 if (o_ptr->tval == TV_ROD)
2731 if (one_in_(3)) fail_type = 2;
2734 /* 20% chance of the entire stack, else destroy one wand. */
2735 else if (o_ptr->tval == TV_WAND)
2737 if (one_in_(5)) fail_type = 3;
2740 /* Blow up one staff. */
2741 else if (o_ptr->tval == TV_STAFF)
2747 /*** Apply draining and destruction. ***/
2749 /* Drain object or stack of objects. */
2752 if (o_ptr->tval == TV_ROD)
2754 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!"));
2756 if (o_ptr->timeout < 10000)
2757 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2759 else if (o_ptr->tval == TV_WAND)
2761 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);
2764 /* Staffs aren't drained. */
2767 /* Destroy an object or one in a stack of objects. */
2770 if (o_ptr->number > 1)
2771 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);
2773 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2775 /* Reduce rod stack maximum timeout, drain wands. */
2776 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
2777 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
2779 /* Reduce and describe inventory */
2782 inven_item_increase(item, -1);
2783 inven_item_describe(item);
2784 inven_item_optimize(item);
2787 /* Reduce and describe floor item */
2790 floor_item_increase(0 - item, -1);
2791 floor_item_describe(0 - item);
2792 floor_item_optimize(0 - item);
2796 /* Destroy all members of a stack of objects. */
2799 if (o_ptr->number > 1)
2800 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);
2802 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2804 /* Reduce and describe inventory */
2807 inven_item_increase(item, -999);
2808 inven_item_describe(item);
2809 inven_item_optimize(item);
2812 /* Reduce and describe floor item */
2815 floor_item_increase(0 - item, -999);
2816 floor_item_describe(0 - item);
2817 floor_item_optimize(0 - item);
2822 p_ptr->update |= (PU_COMBINE | PU_REORDER);
2823 p_ptr->window |= (PW_INVEN);
2825 /* Something was done */
2833 * @return ターン消費を要する処理を行ったならばTRUEを返す
2835 bool bless_weapon(void)
2839 BIT_FLAGS flgs[TR_FLAG_SIZE];
2840 GAME_TEXT o_name[MAX_NLEN];
2843 /* Bless only weapons */
2844 item_tester_hook = object_is_weapon;
2846 q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
2847 s = _("祝福できる武器がありません。", "You have weapon to bless.");
2849 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
2850 if (!o_ptr) return FALSE;
2852 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2853 object_flags(o_ptr, flgs);
2855 if (object_is_cursed(o_ptr))
2857 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
2858 have_flag(flgs, TR_ADD_L_CURSE) ||
2859 have_flag(flgs, TR_ADD_H_CURSE) ||
2860 (o_ptr->curse_flags & TRC_PERMA_CURSE))
2863 msg_format("%sを覆う黒いオーラは祝福を跳ね返した!", o_name);
2865 msg_format("The black aura on %s %s disrupts the blessing!", ((item >= 0) ? "your" : "the"), o_name);
2872 msg_format("%s から邪悪なオーラが消えた。", o_name);
2874 msg_format("A malignant aura leaves %s %s.", ((item >= 0) ? "your" : "the"), o_name);
2879 o_ptr->curse_flags = 0L;
2881 /* Hack -- Assume felt */
2882 o_ptr->ident |= (IDENT_SENSE);
2884 o_ptr->feeling = FEEL_NONE;
2886 /* Recalculate the bonuses */
2887 p_ptr->update |= (PU_BONUS);
2888 p_ptr->window |= (PW_EQUIP);
2892 * Next, we try to bless it. Artifacts have a 1/3 chance of
2893 * being blessed, otherwise, the operation simply disenchants
2894 * them, godly power negating the magic. Ok, the explanation
2895 * is silly, but otherwise priests would always bless every
2896 * artifact weapon they find. Ego weapons and normal weapons
2897 * can be blessed automatically.
2899 if (have_flag(flgs, TR_BLESSED))
2902 msg_format("%s は既に祝福されている。", o_name);
2904 msg_format("%s %s %s blessed already.",
2905 ((item >= 0) ? "Your" : "The"), o_name,
2906 ((o_ptr->number > 1) ? "were" : "was"));
2912 if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
2915 msg_format("%sは輝いた!", o_name);
2917 msg_format("%s %s shine%s!",
2918 ((item >= 0) ? "Your" : "The"), o_name,
2919 ((o_ptr->number > 1) ? "" : "s"));
2922 add_flag(o_ptr->art_flags, TR_BLESSED);
2923 o_ptr->discount = 99;
2927 bool dis_happened = FALSE;
2928 msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
2930 /* Disenchant tohit */
2931 if (o_ptr->to_h > 0)
2934 dis_happened = TRUE;
2937 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
2939 /* Disenchant todam */
2940 if (o_ptr->to_d > 0)
2943 dis_happened = TRUE;
2946 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
2948 /* Disenchant toac */
2949 if (o_ptr->to_a > 0)
2952 dis_happened = TRUE;
2955 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
2959 msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
2962 msg_format("%s は劣化した!", o_name);
2964 msg_format("%s %s %s disenchanted!", ((item >= 0) ? "Your" : "The"), o_name,
2965 ((o_ptr->number > 1) ? "were" : "was"));
2971 p_ptr->update |= (PU_BONUS);
2972 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
2982 * @return ターン消費を要する処理を行ったならばTRUEを返す
2984 bool pulish_shield(void)
2988 BIT_FLAGS flgs[TR_FLAG_SIZE];
2989 GAME_TEXT o_name[MAX_NLEN];
2992 /* Assume enchant weapon */
2993 item_tester_tval = TV_SHIELD;
2995 q = _("どの盾を磨きますか?", "Pulish which weapon? ");
2996 s = _("磨く盾がありません。", "You have weapon to pulish.");
2998 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
2999 if (!o_ptr) return FALSE;
3001 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3002 object_flags(o_ptr, flgs);
3004 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
3005 !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
3008 msg_format("%sは輝いた!", o_name);
3010 msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
3012 o_ptr->name2 = EGO_REFLECTION;
3013 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
3015 o_ptr->discount = 99;
3016 chg_virtue(V_ENCHANT, 2);
3022 if (flush_failure) flush();
3024 msg_print(_("失敗した。", "Failed."));
3025 chg_virtue(V_ENCHANT, -2);
3035 * Potions "smash open" and cause an area effect when
3036 * @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)
3039 * @param k_idx 破損した薬のアイテムID
3040 * @return 薬を浴びたモンスターが起こるならばTRUEを返す
3043 * (1) they are shattered while in the player's inventory,
3044 * due to cold (etc) attacks;
3045 * (2) they are thrown at a monster, or obstacle;
3046 * (3) they are shattered by a "cold ball" or other such spell
3047 * while lying on the floor.
3050 * who --- who caused the potion to shatter (0=player)
3051 * potions that smash on the floor are assumed to
3052 * be caused by no-one (who = 1), as are those that
3053 * shatter inside the player inventory.
3054 * (Not anymore -- I changed this; TY)
3055 * y, x --- coordinates of the potion (or player if
3056 * the potion was in her inventory);
3057 * o_ptr --- pointer to the potion object.
3060 bool potion_smash_effect(MONSTER_IDX who, POSITION y, POSITION x, KIND_OBJECT_IDX k_idx)
3067 object_kind *k_ptr = &k_info[k_idx];
3069 switch (k_ptr->sval)
3071 case SV_POTION_SALT_WATER:
3072 case SV_POTION_SLIME_MOLD:
3073 case SV_POTION_LOSE_MEMORIES:
3074 case SV_POTION_DEC_STR:
3075 case SV_POTION_DEC_INT:
3076 case SV_POTION_DEC_WIS:
3077 case SV_POTION_DEC_DEX:
3078 case SV_POTION_DEC_CON:
3079 case SV_POTION_DEC_CHR:
3080 case SV_POTION_WATER: /* perhaps a 'water' attack? */
3081 case SV_POTION_APPLE_JUICE:
3084 case SV_POTION_INFRAVISION:
3085 case SV_POTION_DETECT_INVIS:
3086 case SV_POTION_SLOW_POISON:
3087 case SV_POTION_CURE_POISON:
3088 case SV_POTION_BOLDNESS:
3089 case SV_POTION_RESIST_HEAT:
3090 case SV_POTION_RESIST_COLD:
3091 case SV_POTION_HEROISM:
3092 case SV_POTION_BESERK_STRENGTH:
3093 case SV_POTION_RES_STR:
3094 case SV_POTION_RES_INT:
3095 case SV_POTION_RES_WIS:
3096 case SV_POTION_RES_DEX:
3097 case SV_POTION_RES_CON:
3098 case SV_POTION_RES_CHR:
3099 case SV_POTION_INC_STR:
3100 case SV_POTION_INC_INT:
3101 case SV_POTION_INC_WIS:
3102 case SV_POTION_INC_DEX:
3103 case SV_POTION_INC_CON:
3104 case SV_POTION_INC_CHR:
3105 case SV_POTION_AUGMENTATION:
3106 case SV_POTION_ENLIGHTENMENT:
3107 case SV_POTION_STAR_ENLIGHTENMENT:
3108 case SV_POTION_SELF_KNOWLEDGE:
3109 case SV_POTION_EXPERIENCE:
3110 case SV_POTION_RESISTANCE:
3111 case SV_POTION_INVULNERABILITY:
3112 case SV_POTION_NEW_LIFE:
3113 /* All of the above potions have no effect when shattered */
3115 case SV_POTION_SLOWNESS:
3120 case SV_POTION_POISON:
3125 case SV_POTION_BLINDNESS:
3129 case SV_POTION_BOOZE: /* Booze */
3133 case SV_POTION_SLEEP:
3137 case SV_POTION_RUINATION:
3138 case SV_POTION_DETONATIONS:
3140 dam = damroll(25, 25);
3143 case SV_POTION_DEATH:
3144 dt = GF_DEATH_RAY; /* !! */
3145 dam = k_ptr->level * 10;
3149 case SV_POTION_SPEED:
3152 case SV_POTION_CURE_LIGHT:
3154 dam = damroll(2, 3);
3156 case SV_POTION_CURE_SERIOUS:
3158 dam = damroll(4, 3);
3160 case SV_POTION_CURE_CRITICAL:
3161 case SV_POTION_CURING:
3163 dam = damroll(6, 3);
3165 case SV_POTION_HEALING:
3167 dam = damroll(10, 10);
3169 case SV_POTION_RESTORE_EXP:
3174 case SV_POTION_LIFE:
3176 dam = damroll(50, 50);
3179 case SV_POTION_STAR_HEALING:
3181 dam = damroll(50, 50);
3184 case SV_POTION_RESTORE_MANA: /* MANA */
3186 dam = damroll(10, 10);
3193 (void)project(who, radius, y, x, dam, dt, (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
3195 /* XXX those potions that explode need to become "known" */
3201 * @brief プレイヤーの全既知呪文を表示する /
3202 * Hack -- Display all known spells in a window
3205 * Need to analyze size of the window.
3206 * Need more color coding.
3208 void display_spell_list(void)
3213 const magic_type *s_ptr;
3214 GAME_TEXT name[MAX_NLEN];
3219 /* They have too many spells to list */
3220 if (p_ptr->pclass == CLASS_SORCERER) return;
3221 if (p_ptr->pclass == CLASS_RED_MAGE) return;
3223 if (p_ptr->pclass == CLASS_SNIPER)
3225 display_snipe_list();
3229 /* mind.c type classes */
3230 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3231 (p_ptr->pclass == CLASS_BERSERKER) ||
3232 (p_ptr->pclass == CLASS_NINJA) ||
3233 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3234 (p_ptr->pclass == CLASS_FORCETRAINER))
3237 PLAYER_LEVEL plev = p_ptr->lev;
3243 bool use_hp = FALSE;
3248 /* Display a list of spells */
3250 put_str(_("名前", "Name"), y, x + 5);
3251 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
3253 switch(p_ptr->pclass)
3255 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
3256 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
3257 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
3258 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
3259 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
3260 default: use_mind = 0;break;
3263 /* Dump the spells */
3264 for (i = 0; i < MAX_MIND_POWERS; i++)
3266 byte a = TERM_WHITE;
3268 /* Access the available spell */
3269 spell = mind_powers[use_mind].info[i];
3270 if (spell.min_lev > plev) break;
3272 /* Get the failure rate */
3273 chance = spell.fail;
3275 /* Reduce failure rate by "effective" level adjustment */
3276 chance -= 3 * (p_ptr->lev - spell.min_lev);
3278 /* Reduce failure rate by INT/WIS adjustment */
3279 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3283 /* Not enough mana to cast */
3284 if (spell.mana_cost > p_ptr->csp)
3286 chance += 5 * (spell.mana_cost - p_ptr->csp);
3292 /* Not enough hp to cast */
3293 if (spell.mana_cost > p_ptr->chp)
3300 /* Extract the minimum failure rate */
3301 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3303 /* Minimum failure rate */
3304 if (chance < minfail) chance = minfail;
3306 /* Stunning makes spells harder */
3307 if (p_ptr->stun > 50) chance += 25;
3308 else if (p_ptr->stun) chance += 15;
3310 /* Always a 5 percent chance of working */
3311 if (chance > 95) chance = 95;
3314 mindcraft_info(comment, use_mind, i);
3316 /* Dump the spell */
3317 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
3319 spell.min_lev, spell.mana_cost, chance, comment);
3321 Term_putstr(x, y + i + 1, -1, a, psi_desc);
3326 /* Cannot read spellbooks */
3327 if (REALM_NONE == p_ptr->realm1) return;
3329 /* Normal spellcaster with books */
3332 for (j = 0; j < ((p_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
3336 /* Reset vertical */
3339 /* Vertical location */
3340 y = (j < 3) ? 0 : (m[j - 3] + 2);
3342 /* Horizontal location */
3346 for (i = 0; i < 32; i++)
3348 byte a = TERM_WHITE;
3350 /* Access the spell */
3351 if (!is_magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2))
3353 s_ptr = &technic_info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - MIN_TECHNIC][i % 32];
3357 s_ptr = &mp_ptr->info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - 1][i % 32];
3360 strcpy(name, do_spell((j < 1) ? p_ptr->realm1 : p_ptr->realm2, i % 32, SPELL_NAME));
3363 if (s_ptr->slevel >= 99)
3366 strcpy(name, _("(判読不能)", "(illegible)"));
3374 ((p_ptr->spell_forgotten1 & (1L << i))) :
3375 ((p_ptr->spell_forgotten2 & (1L << (i % 32)))))
3382 else if (!((j < 1) ?
3383 (p_ptr->spell_learned1 & (1L << i)) :
3384 (p_ptr->spell_learned2 & (1L << (i % 32)))))
3391 else if (!((j < 1) ?
3392 (p_ptr->spell_worked1 & (1L << i)) :
3393 (p_ptr->spell_worked2 & (1L << (i % 32)))))
3399 /* Dump the spell --(-- */
3400 sprintf(out_val, "%c/%c) %-20.20s",
3401 I2A(n / 8), I2A(n % 8), name);
3406 /* Dump onto the window */
3407 Term_putstr(x, m[j], -1, a, out_val);
3417 * @brief 呪文の経験値を返す /
3418 * Returns experience of a spell
3420 * @param use_realm 魔法領域
3423 EXP experience_of_spell(SPELL_IDX spell, REALM_IDX use_realm)
3425 if (p_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
3426 else if (p_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
3427 else if (use_realm == p_ptr->realm1) return p_ptr->spell_exp[spell];
3428 else if (use_realm == p_ptr->realm2) return p_ptr->spell_exp[spell + 32];
3434 * @brief 呪文の消費MPを返す /
3435 * Modify mana consumption rate using spell exp and p_ptr->dec_mana
3436 * @param need_mana 基本消費MP
3441 MANA_POINT mod_need_mana(MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
3443 #define MANA_CONST 2400
3445 #define DEC_MANA_DIV 3
3448 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
3451 * need_mana defaults if spell exp equals SPELL_EXP_EXPERT and !p_ptr->dec_mana.
3452 * MANA_CONST is used to calculate need_mana effected from spell proficiency.
3454 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(spell, realm)) + (MANA_CONST - 1);
3455 need_mana *= p_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
3456 need_mana /= MANA_CONST * MANA_DIV;
3457 if (need_mana < 1) need_mana = 1;
3460 /* Non-realm magic */
3463 if (p_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
3475 * @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) /
3476 * Modify spell fail rate
3477 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3478 * @param chance 修正前失敗率
3482 PERCENTAGE mod_spell_chance_1(PERCENTAGE chance)
3484 chance += p_ptr->to_m_chance;
3486 if (p_ptr->heavy_spell) chance += 20;
3488 if (p_ptr->dec_mana && p_ptr->easy_spell) chance -= 4;
3489 else if (p_ptr->easy_spell) chance -= 3;
3490 else if (p_ptr->dec_mana) chance -= 2;
3497 * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
3498 * Modify spell fail rate
3499 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3500 * @param chance 修正前失敗率
3502 * Modify spell fail rate (as "suffix" process)
3503 * Using p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3504 * Note: variable "chance" cannot be negative.
3507 PERCENTAGE mod_spell_chance_2(PERCENTAGE chance)
3509 if (p_ptr->dec_mana) chance--;
3511 if (p_ptr->heavy_spell) chance += 5;
3513 return MAX(chance, 0);
3518 * @brief 呪文の失敗率計算メインルーチン /
3519 * Returns spell chance of failure for spell -RAK-
3521 * @param use_realm 魔法領域ID
3524 PERCENTAGE spell_chance(SPELL_IDX spell, REALM_IDX use_realm)
3526 PERCENTAGE chance, minfail;
3527 const magic_type *s_ptr;
3528 MANA_POINT need_mana;
3529 PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
3532 /* Paranoia -- must be literate */
3533 if (!mp_ptr->spell_book) return (100);
3535 if (use_realm == REALM_HISSATSU) return 0;
3537 /* Access the spell */
3538 if (!is_magic(use_realm))
3540 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3544 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3547 /* Extract the base spell failure rate */
3548 chance = s_ptr->sfail;
3550 /* Reduce failure rate by "effective" level adjustment */
3551 chance -= 3 * (p_ptr->lev - s_ptr->slevel);
3553 /* Reduce failure rate by INT/WIS adjustment */
3554 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3557 chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
3559 /* Extract mana consumption rate */
3560 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3562 /* Not enough mana to cast */
3563 if (need_mana > p_ptr->csp)
3565 chance += 5 * (need_mana - p_ptr->csp);
3568 if ((use_realm != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
3570 /* Extract the minimum failure rate */
3571 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3574 * Non mage/priest characters never get too good
3575 * (added high mage, mindcrafter)
3577 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
3579 if (minfail < 5) minfail = 5;
3582 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
3583 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
3584 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
3586 chance = mod_spell_chance_1(chance);
3588 /* Goodness or evilness gives a penalty to failure rate */
3592 if ((p_ptr->align > 50) || (p_ptr->align < -50)) chance += penalty;
3594 case REALM_LIFE: case REALM_CRUSADE:
3595 if (p_ptr->align < -20) chance += penalty;
3597 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
3598 if (p_ptr->align > 20) chance += penalty;
3602 /* Minimum failure rate */
3603 if (chance < minfail) chance = minfail;
3605 /* Stunning makes spells harder */
3606 if (p_ptr->stun > 50) chance += 25;
3607 else if (p_ptr->stun) chance += 15;
3609 /* Always a 5 percent chance of working */
3610 if (chance > 95) chance = 95;
3612 if ((use_realm == p_ptr->realm1) || (use_realm == p_ptr->realm2)
3613 || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3615 EXP exp = experience_of_spell(spell, use_realm);
3616 if (exp >= SPELL_EXP_EXPERT) chance--;
3617 if (exp >= SPELL_EXP_MASTER) chance--;
3620 /* Return the chance */
3621 return mod_spell_chance_2(chance);
3626 * @brief 魔法が利用可能かどうかを返す /
3627 * Determine if a spell is "okay" for the player to cast or study
3628 * The spell must be legible, not forgotten, and also, to cast,
3629 * it must be known, and to study, it must not be known.
3631 * @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
3632 * @param study_pray 祈りの学習判定目的ならばTRUE
3633 * @param use_realm 魔法領域ID
3636 bool spell_okay(int spell, bool learned, bool study_pray, int use_realm)
3638 const magic_type *s_ptr;
3640 /* Access the spell */
3641 if (!is_magic(use_realm))
3643 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3647 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3650 /* Spell is illegal */
3651 if (s_ptr->slevel > p_ptr->lev) return (FALSE);
3653 /* Spell is forgotten */
3654 if ((use_realm == p_ptr->realm2) ?
3655 (p_ptr->spell_forgotten2 & (1L << spell)) :
3656 (p_ptr->spell_forgotten1 & (1L << spell)))
3662 if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
3663 if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
3665 /* Spell is learned */
3666 if ((use_realm == p_ptr->realm2) ?
3667 (p_ptr->spell_learned2 & (1L << spell)) :
3668 (p_ptr->spell_learned1 & (1L << spell)))
3671 return (!study_pray);
3674 /* Okay to study, not to cast */
3681 * @brief 呪文情報の表示処理 /
3682 * Print a list of spells (for browsing or casting or viewing)
3683 * @param target_spell 呪文ID
3684 * @param spells 表示するスペルID配列の参照ポインタ
3685 * @param num 表示するスペルの数(spellsの要素数)
3686 * @param y 表示メッセージ左上Y座標
3687 * @param x 表示メッセージ左上X座標
3688 * @param use_realm 魔法領域ID
3691 void print_spells(SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_LEN y, TERM_LEN x, REALM_IDX use_realm)
3695 int exp_level, increment = 64;
3696 const magic_type *s_ptr;
3701 MANA_POINT need_mana;
3706 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && p_ptr->wizard)
3707 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
3709 /* Title the list */
3711 if (use_realm == REALM_HISSATSU)
3712 strcpy(buf,_(" Lv MP", " Lv SP"));
3714 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
3716 put_str(_("名前", "Name"), y, x + 5);
3717 put_str(buf, y, x + 29);
3719 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
3720 else if (use_realm == p_ptr->realm1) increment = 0;
3721 else if (use_realm == p_ptr->realm2) increment = 32;
3723 /* Dump the spells */
3724 for (i = 0; i < num; i++)
3728 if (!is_magic(use_realm))
3730 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3734 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3737 if (use_realm == REALM_HISSATSU)
3738 need_mana = s_ptr->smana;
3741 EXP exp = experience_of_spell(spell, use_realm);
3743 /* Extract mana consumption rate */
3744 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3746 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
3747 else exp_level = spell_exp_level(exp);
3750 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
3751 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
3752 else if (s_ptr->slevel >= 99) max = TRUE;
3753 else if ((p_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
3755 strncpy(ryakuji, exp_level_str[exp_level], 4);
3760 if (use_menu && target_spell)
3762 if (i == (target_spell-1))
3763 strcpy(out_val, _(" 》 ", " > "));
3765 strcpy(out_val, " ");
3767 else sprintf(out_val, " %c) ", I2A(i));
3768 /* Skip illegible spells */
3769 if (s_ptr->slevel >= 99)
3771 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
3772 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
3776 /* XXX XXX Could label spells above the players level */
3778 /* Get extra info */
3779 strcpy(info, do_spell(use_realm, spell, SPELL_INFO));
3784 /* Assume spell is known and tried */
3785 line_attr = TERM_WHITE;
3787 /* Analyze the spell */
3788 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3790 if (s_ptr->slevel > p_ptr->max_plv)
3792 comment = _("未知", "unknown");
3793 line_attr = TERM_L_BLUE;
3795 else if (s_ptr->slevel > p_ptr->lev)
3797 comment = _("忘却", "forgotten");
3798 line_attr = TERM_YELLOW;
3801 else if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2))
3803 comment = _("未知", "unknown");
3804 line_attr = TERM_L_BLUE;
3806 else if ((use_realm == p_ptr->realm1) ?
3807 ((p_ptr->spell_forgotten1 & (1L << spell))) :
3808 ((p_ptr->spell_forgotten2 & (1L << spell))))
3810 comment = _("忘却", "forgotten");
3811 line_attr = TERM_YELLOW;
3813 else if (!((use_realm == p_ptr->realm1) ?
3814 (p_ptr->spell_learned1 & (1L << spell)) :
3815 (p_ptr->spell_learned2 & (1L << spell))))
3817 comment = _("未知", "unknown");
3818 line_attr = TERM_L_BLUE;
3820 else if (!((use_realm == p_ptr->realm1) ?
3821 (p_ptr->spell_worked1 & (1L << spell)) :
3822 (p_ptr->spell_worked2 & (1L << spell))))
3824 comment = _("未経験", "untried");
3825 line_attr = TERM_L_GREEN;
3828 /* Dump the spell --(-- */
3829 if (use_realm == REALM_HISSATSU)
3831 strcat(out_val, format("%-25s %2d %4d",
3832 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
3833 s_ptr->slevel, need_mana));
3837 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
3838 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
3839 (max ? '!' : ' '), ryakuji,
3840 s_ptr->slevel, need_mana, spell_chance(spell, use_realm), comment));
3842 c_prt(line_attr, out_val, y + i + 1, x);
3845 /* Clear the bottom line */
3846 prt("", y + i + 1, x);
3853 * @return ターン消費を要する処理を行ったならばTRUEを返す
3855 bool rustproof(void)
3859 GAME_TEXT o_name[MAX_NLEN];
3862 /* Select a piece of armour */
3863 item_tester_hook = object_is_armour;
3865 q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
3866 s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
3868 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
3869 if (!o_ptr) return FALSE;
3871 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3873 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3875 if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
3878 msg_format("%sは新品同様になった!",o_name);
3880 msg_format("%s %s look%s as good as new!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
3887 msg_format("%sは腐食しなくなった。", o_name);
3889 msg_format("%s %s %s now protected against corrosion.", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "are" : "is"));
3899 * Curse the players armor
3900 * @return 実際に呪縛されたらTRUEを返す
3902 bool curse_armor(void)
3907 GAME_TEXT o_name[MAX_NLEN];
3909 /* Curse the body armor */
3910 o_ptr = &inventory[INVEN_BODY];
3912 /* Nothing to curse */
3913 if (!o_ptr->k_idx) return (FALSE);
3915 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
3917 /* Attempt a saving throw for artifacts */
3918 if (object_is_artifact(o_ptr) && (randint0(100) < 50))
3922 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!",
3923 "恐怖の暗黒オーラ", "防具", o_name);
3925 msg_format("A %s tries to %s, but your %s resists the effects!",
3926 "terrible black aura", "surround your armor", o_name);
3931 /* not artifact or failed save... */
3934 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);
3935 chg_virtue(V_ENCHANT, -5);
3937 /* Blast the armor */
3939 o_ptr->name2 = EGO_BLASTED;
3940 o_ptr->to_a = 0 - randint1(5) - randint1(5);
3947 for (i = 0; i < TR_FLAG_SIZE; i++)
3948 o_ptr->art_flags[i] = 0;
3951 o_ptr->curse_flags = TRC_CURSED;
3954 o_ptr->ident |= (IDENT_BROKEN);
3955 p_ptr->update |= (PU_BONUS | PU_MANA);
3956 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3964 * Curse the players weapon
3965 * @param force 無条件に呪縛を行うならばTRUE
3966 * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
3967 * @return 実際に呪縛されたらTRUEを返す
3969 bool curse_weapon_object(bool force, object_type *o_ptr)
3972 GAME_TEXT o_name[MAX_NLEN];
3974 /* Nothing to curse */
3975 if (!o_ptr->k_idx) return (FALSE);
3976 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
3978 /* Attempt a saving throw */
3979 if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
3983 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!",
3984 "恐怖の暗黒オーラ", "武器", o_name);
3986 msg_format("A %s tries to %s, but your %s resists the effects!",
3987 "terrible black aura", "surround your weapon", o_name);
3991 /* not artifact or failed save... */
3994 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);
3995 chg_virtue(V_ENCHANT, -5);
3997 /* Shatter the weapon */
3999 o_ptr->name2 = EGO_SHATTERED;
4000 o_ptr->to_h = 0 - randint1(5) - randint1(5);
4001 o_ptr->to_d = 0 - randint1(5) - randint1(5);
4007 for (i = 0; i < TR_FLAG_SIZE; i++)
4008 o_ptr->art_flags[i] = 0;
4011 o_ptr->curse_flags = TRC_CURSED;
4014 o_ptr->ident |= (IDENT_BROKEN);
4015 p_ptr->update |= (PU_BONUS | PU_MANA);
4016 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4023 * @brief 武器呪縛処理のメインルーチン /
4024 * Curse the players weapon
4025 * @param force 無条件に呪縛を行うならばTRUE
4026 * @param slot 呪縛する武器の装備スロット
4027 * @return 実際に呪縛されたらTRUEを返す
4029 bool curse_weapon(bool force, int slot)
4031 /* Curse the weapon */
4032 return curse_weapon_object(force, &inventory[slot]);
4037 * @brief ボルトのエゴ化処理(火炎エゴのみ) /
4038 * Enchant some bolts
4041 bool brand_bolts(void)
4045 /* Use the first acceptable bolts */
4046 for (i = 0; i < INVEN_PACK; i++)
4048 object_type *o_ptr = &inventory[i];
4050 /* Skip non-bolts */
4051 if (o_ptr->tval != TV_BOLT) continue;
4053 /* Skip artifacts and ego-items */
4054 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
4057 /* Skip cursed/broken items */
4058 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
4061 if (randint0(100) < 75) continue;
4063 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!"));
4066 o_ptr->name2 = EGO_FLAME;
4067 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
4071 if (flush_failure) flush();
4074 msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
4081 * @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 /
4082 * Helper function -- return a "nearby" race for polymorphing
4083 * @param r_idx 基準となるモンスター種族ID
4084 * @return 変更先のモンスター種族ID
4086 * Note that this function is one of the more "dangerous" ones...
4088 static MONRACE_IDX poly_r_idx(MONRACE_IDX r_idx)
4090 monster_race *r_ptr = &r_info[r_idx];
4096 /* Hack -- Uniques/Questors never polymorph */
4097 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags1 & RF1_QUESTOR))
4100 /* Allowable range of "levels" for resulting monster */
4101 lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
4102 lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
4104 /* Pick a (possibly new) non-unique race */
4105 for (i = 0; i < 1000; i++)
4107 /* Pick a new race, using a level calculation */
4108 r = get_mon_num((dun_level + r_ptr->level) / 2 + 5);
4110 /* Handle failure */
4116 /* Ignore unique monsters */
4117 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4119 /* Ignore monsters with incompatible levels */
4120 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
4122 /* Use that index */
4131 * @brief 指定座標にいるモンスターを変身させる /
4132 * Helper function -- return a "nearby" race for polymorphing
4135 * @return 実際に変身したらTRUEを返す
4137 bool polymorph_monster(POSITION y, POSITION x)
4139 cave_type *c_ptr = &cave[y][x];
4140 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4141 bool polymorphed = FALSE;
4142 MONRACE_IDX new_r_idx;
4143 MONRACE_IDX old_r_idx = m_ptr->r_idx;
4144 bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
4145 bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
4146 monster_type back_m;
4148 if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
4150 if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
4152 /* Memorize the monster before polymorphing */
4155 /* Pick a "new" monster race */
4156 new_r_idx = poly_r_idx(old_r_idx);
4158 /* Handle polymorph */
4159 if (new_r_idx != old_r_idx)
4161 BIT_FLAGS mode = 0L;
4162 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
4163 OBJECT_IDX this_o_idx, next_o_idx = 0;
4165 /* Get the monsters attitude */
4166 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
4167 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
4168 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
4170 /* Mega-hack -- ignore held objects */
4171 m_ptr->hold_o_idx = 0;
4173 /* "Kill" the "old" monster */
4174 delete_monster_idx(c_ptr->m_idx);
4176 /* Create a new monster (no groups) */
4177 if (place_monster_aux(0, y, x, new_r_idx, mode))
4179 m_list[hack_m_idx_ii].nickname = back_m.nickname;
4180 m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
4181 m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
4188 /* Placing the new monster failed */
4189 if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
4191 m_list[hack_m_idx_ii] = back_m;
4193 /* Re-initialize monster process */
4196 else preserve_hold_objects = FALSE;
4199 /* Mega-hack -- preserve held objects */
4200 if (preserve_hold_objects)
4202 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4204 object_type *o_ptr = &o_list[this_o_idx];
4206 /* Acquire next object */
4207 next_o_idx = o_ptr->next_o_idx;
4209 /* Held by new monster */
4210 o_ptr->held_m_idx = hack_m_idx_ii;
4213 else if (back_m.hold_o_idx) /* Failed (paranoia) */
4215 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4217 /* Acquire next object */
4218 next_o_idx = o_list[this_o_idx].next_o_idx;
4219 delete_object_idx(this_o_idx);
4223 if (targeted) target_who = hack_m_idx_ii;
4224 if (health_tracked) health_track(hack_m_idx_ii);
4233 * @param x テレポート先のX座標
4234 * @param y テレポート先のY座標
4235 * @return 目標に指定通りテレポートできたならばTRUEを返す
4237 static bool dimension_door_aux(DEPTH x, DEPTH y)
4239 PLAYER_LEVEL plev = p_ptr->lev;
4241 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
4243 if (!cave_player_teleportable_bold(y, x, 0L) ||
4244 (distance(y, x, p_ptr->y, p_ptr->x) > plev / 2 + 10) ||
4245 (!randint0(plev / 10 + 10)))
4247 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
4248 teleport_player((plev + 2) * 2, TELEPORT_PASSIVE);
4255 teleport_player_to(y, x, 0L);
4264 * @brief 次元の扉処理のメインルーチン /
4266 * @return ターンを消費した場合TRUEを返す
4268 bool dimension_door(void)
4272 /* Rerutn FALSE if cancelled */
4273 if (!tgt_pt(&x, &y)) return FALSE;
4275 if (dimension_door_aux(x, y)) return TRUE;
4277 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!"));
4284 * @brief 鏡抜け処理のメインルーチン /
4285 * Mirror Master's Dimension Door
4286 * @return ターンを消費した場合TRUEを返す
4288 bool mirror_tunnel(void)
4290 POSITION x = 0, y = 0;
4292 /* Rerutn FALSE if cancelled */
4293 if (!tgt_pt(&x, &y)) return FALSE;
4295 if (dimension_door_aux(x, y)) return TRUE;
4297 msg_print(_("鏡の世界をうまく通れなかった!", "You fail to pass the mirror plane correctly!"));
4305 * @return ターンを消費した場合TRUEを返す
4307 bool eat_magic(int power)
4313 int recharge_strength = 0;
4319 GAME_TEXT o_name[MAX_NLEN];
4321 item_tester_hook = item_tester_hook_recharge;
4323 q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
4324 s = _("魔力を吸収できるアイテムがありません。", "You have nothing to drain.");
4326 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
4327 if (!o_ptr) return FALSE;
4329 k_ptr = &k_info[o_ptr->k_idx];
4330 lev = k_info[o_ptr->k_idx].level;
4332 if (o_ptr->tval == TV_ROD)
4334 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
4337 if (one_in_(recharge_strength))
4339 /* Activate the failure code. */
4344 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
4346 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."));
4351 o_ptr->timeout += k_ptr->pval;
4357 /* All staffs, wands. */
4358 recharge_strength = (100 + power - lev) / 15;
4361 if (recharge_strength < 0) recharge_strength = 0;
4364 if (one_in_(recharge_strength))
4366 /* Activate the failure code. */
4371 if (o_ptr->pval > 0)
4373 p_ptr->csp += lev / 2;
4376 /* XXX Hack -- unstack if necessary */
4377 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
4383 /* Obtain a local object */
4384 object_copy(q_ptr, o_ptr);
4386 /* Modify quantity */
4389 /* Restore the charges */
4392 /* Unstack the used item */
4394 p_ptr->total_weight -= q_ptr->weight;
4395 item = inven_carry(q_ptr);
4397 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
4402 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
4404 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
4408 /* Inflict the penalties for failing a recharge. */
4411 /* Artifacts are never destroyed. */
4412 if (object_is_fixed_artifact(o_ptr))
4414 object_desc(o_name, o_ptr, OD_NAME_ONLY);
4415 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);
4417 /* Artifact rods. */
4418 if (o_ptr->tval == TV_ROD)
4419 o_ptr->timeout = k_ptr->pval * o_ptr->number;
4421 /* Artifact wands and staffs. */
4422 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
4427 /* Get the object description */
4428 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4430 /*** Determine Seriousness of Failure ***/
4432 /* Mages recharge objects more safely. */
4433 if (IS_WIZARD_CLASS())
4435 /* 10% chance to blow up one rod, otherwise draining. */
4436 if (o_ptr->tval == TV_ROD)
4438 if (one_in_(10)) fail_type = 2;
4441 /* 75% chance to blow up one wand, otherwise draining. */
4442 else if (o_ptr->tval == TV_WAND)
4444 if (!one_in_(3)) fail_type = 2;
4447 /* 50% chance to blow up one staff, otherwise no effect. */
4448 else if (o_ptr->tval == TV_STAFF)
4450 if (one_in_(2)) fail_type = 2;
4455 /* All other classes get no special favors. */
4458 /* 33% chance to blow up one rod, otherwise draining. */
4459 if (o_ptr->tval == TV_ROD)
4461 if (one_in_(3)) fail_type = 2;
4464 /* 20% chance of the entire stack, else destroy one wand. */
4465 else if (o_ptr->tval == TV_WAND)
4467 if (one_in_(5)) fail_type = 3;
4470 /* Blow up one staff. */
4471 else if (o_ptr->tval == TV_STAFF)
4477 /*** Apply draining and destruction. ***/
4479 /* Drain object or stack of objects. */
4482 if (o_ptr->tval == TV_ROD)
4484 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
4485 "You save your rod from destruction, but all charges are lost."), o_name);
4486 o_ptr->timeout = k_ptr->pval * o_ptr->number;
4488 else if (o_ptr->tval == TV_WAND)
4490 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);
4493 /* Staffs aren't drained. */
4496 /* Destroy an object or one in a stack of objects. */
4499 if (o_ptr->number > 1)
4501 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);
4502 /* Reduce rod stack maximum timeout, drain wands. */
4503 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
4504 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
4508 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);
4511 /* Reduce and describe inventory */
4514 inven_item_increase(item, -1);
4515 inven_item_describe(item);
4516 inven_item_optimize(item);
4519 /* Reduce and describe floor item */
4522 floor_item_increase(0 - item, -1);
4523 floor_item_describe(0 - item);
4524 floor_item_optimize(0 - item);
4528 /* Destroy all members of a stack of objects. */
4531 if (o_ptr->number > 1)
4532 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);
4534 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
4536 /* Reduce and describe inventory */
4539 inven_item_increase(item, -999);
4540 inven_item_describe(item);
4541 inven_item_optimize(item);
4544 /* Reduce and describe floor item */
4547 floor_item_increase(0 - item, -999);
4548 floor_item_describe(0 - item);
4549 floor_item_optimize(0 - item);
4555 if (p_ptr->csp > p_ptr->msp)
4557 p_ptr->csp = p_ptr->msp;
4560 /* Redraw mana and hp */
4561 p_ptr->redraw |= (PR_MANA);
4563 p_ptr->update |= (PU_COMBINE | PU_REORDER);
4564 p_ptr->window |= (PW_INVEN);
4571 * @brief 皆殺し(全方向攻撃)処理
4572 * @param py プレイヤーY座標
4573 * @param px プレイヤーX座標
4580 monster_type *m_ptr;
4583 for (dir = 0; dir < 8; dir++)
4585 y = p_ptr->y + ddy_ddd[dir];
4586 x = p_ptr->x + ddx_ddd[dir];
4587 c_ptr = &cave[y][x];
4589 /* Get the monster */
4590 m_ptr = &m_list[c_ptr->m_idx];
4592 /* Hack -- attack monsters */
4593 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
4602 feature_type *f_ptr, *mimic_f_ptr;
4605 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4606 y = p_ptr->y + ddy[dir];
4607 x = p_ptr->x + ddx[dir];
4608 c_ptr = &cave[y][x];
4609 f_ptr = &f_info[c_ptr->feat];
4610 mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
4614 if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
4616 msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
4618 else if (have_flag(f_ptr->flags, FF_PERMANENT))
4620 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);
4622 else if (c_ptr->m_idx)
4624 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4625 msg_print(_("何かが邪魔しています!", "There's something in the way!"));
4627 if (!m_ptr->ml || !is_pet(m_ptr)) py_attack(y, x, 0);
4629 else if (have_flag(f_ptr->flags, FF_TREE))
4631 msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
4633 else if (have_flag(f_ptr->flags, FF_GLASS))
4635 msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
4637 else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
4639 (void)set_food(p_ptr->food + 3000);
4641 else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
4643 (void)set_food(p_ptr->food + 5000);
4647 msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
4648 (void)set_food(p_ptr->food + 10000);
4651 /* Destroy the wall */
4652 cave_alter_feat(y, x, FF_HURT_ROCK);
4654 /* Move the player */
4655 (void)move_player_effect(y, x, MPE_DONT_PICKUP);
4660 bool shock_power(void)
4665 PLAYER_LEVEL plev = p_ptr->lev;
4666 int boost = P_PTR_KI;
4667 if (heavy_armor()) boost /= 2;
4670 if (!get_aim_dir(&dir)) return FALSE;
4672 y = p_ptr->y + ddy[dir];
4673 x = p_ptr->x + ddx[dir];
4674 dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
4675 fire_beam(GF_MISSILE, dir, dam);
4676 if (cave[y][x].m_idx)
4681 MONSTER_IDX m_idx = cave[y][x].m_idx;
4682 monster_type *m_ptr = &m_list[m_idx];
4683 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4684 GAME_TEXT m_name[MAX_NLEN];
4686 monster_desc(m_name, m_ptr, 0);
4688 if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
4690 msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
4694 for (i = 0; i < 5; i++)
4698 if (cave_empty_bold(y, x))
4705 if ((ty != oy) || (tx != ox))
4707 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
4708 cave[oy][ox].m_idx = 0;
4709 cave[ty][tx].m_idx = (s16b)m_idx;
4710 m_ptr->fy = (byte_hack)ty;
4711 m_ptr->fx = (byte_hack)tx;
4713 update_monster(m_idx, TRUE);
4717 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
4718 p_ptr->update |= (PU_MON_LITE);
4725 bool booze(player_type *creature_ptr)
4728 if (creature_ptr->pclass != CLASS_MONK) chg_virtue(V_HARMONY, -1);
4729 else if (!creature_ptr->resist_conf) creature_ptr->special_attack |= ATTACK_SUIKEN;
4730 if (!creature_ptr->resist_conf)
4732 if (set_confused(randint0(20) + 15))
4738 if (!creature_ptr->resist_chaos)
4742 if (set_image(creature_ptr->image + randint0(150) + 150))
4747 if (one_in_(13) && (creature_ptr->pclass != CLASS_MONK))
4750 if (one_in_(3)) lose_all_info();
4752 (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
4754 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..."));
4755 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!"));
4761 bool detonation(player_type *creature_ptr)
4763 msg_print(_("体の中で激しい爆発が起きた!", "Massive explosions rupture your body!"));
4764 take_hit(DAMAGE_NOESCAPE, damroll(50, 20), _("爆発の薬", "a potion of Detonation"), -1);
4765 (void)set_stun(creature_ptr->stun + 75);
4766 (void)set_cut(creature_ptr->cut + 5000);