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"
22 /*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
27 * @brief モンスターのテレポートアウェイ処理 /
28 * Teleport a monster, normally up to "dis" grids away.
29 * @param m_idx モンスターID
32 * @return テレポートが実際に行われたらtrue
34 * Attempt to move the monster at least "dis/2" grids away.
35 * But allow variation to prevent infinite loops.
37 bool teleport_away(MONSTER_IDX m_idx, POSITION dis, BIT_FLAGS mode)
39 POSITION oy, ox, d, i, min;
41 POSITION ny = 0, nx = 0;
45 monster_type *m_ptr = &m_list[m_idx];
48 if (!m_ptr->r_idx) return (FALSE);
50 /* Save the old location */
54 /* Minimum distance */
57 if ((mode & TELEPORT_DEC_VALOUR) &&
58 (((p_ptr->chp * 10) / p_ptr->mhp) > 5) &&
59 (4+randint1(5) < ((p_ptr->chp * 10) / p_ptr->mhp)))
61 chg_virtue(V_VALOUR, -1);
69 /* Verify max distance */
70 if (dis > 200) dis = 200;
72 /* Try several locations */
73 for (i = 0; i < 500; i++)
75 /* Pick a (possibly illegal) location */
78 ny = rand_spread(oy, dis);
79 nx = rand_spread(ox, dis);
80 d = distance(oy, ox, ny, nx);
81 if ((d >= min) && (d <= dis)) break;
84 /* Ignore illegal locations */
85 if (!in_bounds(ny, nx)) continue;
87 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
89 /* No teleporting into vaults and such */
90 if (!(p_ptr->inside_quest || p_ptr->inside_arena))
91 if (cave[ny][nx].info & CAVE_ICKY) continue;
93 /* This grid looks good */
100 /* Increase the maximum distance */
103 /* Decrease the minimum distance */
106 /* Stop after MAX_TRIES tries */
107 if (tries > MAX_TRIES) return (FALSE);
110 sound(SOUND_TPOTHER);
112 /* Update the old location */
113 cave[oy][ox].m_idx = 0;
115 /* Update the new location */
116 cave[ny][nx].m_idx = m_idx;
118 /* Move the monster */
122 /* Forget the counter target */
125 update_monster(m_idx, TRUE);
129 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
130 p_ptr->update |= (PU_MON_LITE);
137 * @brief モンスターを指定された座標付近にテレポートする /
138 * Teleport monster next to a grid near the given location
139 * @param m_idx モンスターID
142 * @param power テレポート成功確率
146 void teleport_monster_to(MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, BIT_FLAGS mode)
148 POSITION ny, nx, oy, ox;
153 monster_type *m_ptr = &m_list[m_idx];
156 if(!m_ptr->r_idx) return;
159 if(randint1(100) > power) return;
164 /* Save the old location */
168 /* Minimum distance */
171 /* Look until done */
172 while (look && --attempts)
174 /* Verify max distance */
175 if (dis > 200) dis = 200;
177 /* Try several locations */
178 for (i = 0; i < 500; i++)
180 /* Pick a (possibly illegal) location */
183 ny = rand_spread(ty, dis);
184 nx = rand_spread(tx, dis);
185 d = distance(ty, tx, ny, nx);
186 if ((d >= min) && (d <= dis)) break;
189 /* Ignore illegal locations */
190 if (!in_bounds(ny, nx)) continue;
192 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
194 /* No teleporting into vaults and such */
195 /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
197 /* This grid looks good */
204 /* Increase the maximum distance */
207 /* Decrease the minimum distance */
211 if (attempts < 1) return;
213 sound(SOUND_TPOTHER);
215 /* Update the old location */
216 cave[oy][ox].m_idx = 0;
218 /* Update the new location */
219 cave[ny][nx].m_idx = m_idx;
221 /* Move the monster */
225 update_monster(m_idx, TRUE);
229 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
230 p_ptr->update |= (PU_MON_LITE);
234 * @brief プレイヤーのテレポート先選定と移動処理 /
235 * Teleport the player to a location up to "dis" grids away.
238 * @return 実際にテレポート処理が行われたらtrue
241 * If no such spaces are readily available, the distance may increase.
242 * Try very hard to move the player at least a quarter that distance.
244 * There was a nasty tendency for a long time; which was causing the
245 * player to "bounce" between two or three different spots because
246 * these are the only spots that are "far enough" way to satisfy the
249 * But this tendency is now removed; in the new algorithm, a list of
250 * candidates is selected first, which includes at least 50% of all
251 * floor grids within the distance, and any single grid in this list
252 * of candidates has equal possibility to be choosen as a destination.
256 bool teleport_player_aux(POSITION dis, BIT_FLAGS mode)
258 int candidates_at[MAX_TELEPORT_DISTANCE + 1];
259 int total_candidates, cur_candidates;
260 POSITION y = 0, x = 0;
263 int left = MAX(1, p_ptr->x - dis);
264 int right = MIN(cur_wid - 2, p_ptr->x + dis);
265 int top = MAX(1, p_ptr->y - dis);
266 int bottom = MIN(cur_hgt - 2, p_ptr->y + dis);
268 if (p_ptr->wild_mode) return FALSE;
270 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
272 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
276 /* Initialize counters */
277 total_candidates = 0;
278 for (i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
279 candidates_at[i] = 0;
281 /* Limit the distance */
282 if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
284 /* Search valid locations */
285 for (y = top; y <= bottom; y++)
287 for (x = left; x <= right; x++)
291 /* Skip illegal locations */
292 if (!cave_player_teleportable_bold(y, x, mode)) continue;
294 /* Calculate distance */
295 d = distance(p_ptr->y, p_ptr->x, y, x);
297 /* Skip too far locations */
298 if (d > dis) continue;
300 /* Count the total number of candidates */
303 /* Count the number of candidates in this circumference */
308 /* No valid location! */
309 if (0 == total_candidates) return FALSE;
311 /* Fix the minimum distance */
312 for (cur_candidates = 0, min = dis; min >= 0; min--)
314 cur_candidates += candidates_at[min];
316 /* 50% of all candidates will have an equal chance to be choosen. */
317 if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
320 /* Pick up a single location randomly */
321 pick = randint1(cur_candidates);
323 /* Search again the choosen location */
324 for (y = top; y <= bottom; y++)
326 for (x = left; x <= right; x++)
330 /* Skip illegal locations */
331 if (!cave_player_teleportable_bold(y, x, mode)) continue;
333 /* Calculate distance */
334 d = distance(p_ptr->y, p_ptr->x, y, x);
336 /* Skip too far locations */
337 if (d > dis) continue;
339 /* Skip too close locations */
340 if (d < min) continue;
342 /* This grid was picked up? */
351 if (player_bold(y, x)) return FALSE;
353 sound(SOUND_TELEPORT);
356 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
357 msg_format("『こっちだぁ、%s』", p_ptr->name);
360 /* Move the player */
361 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
367 * @brief プレイヤーのテレポート処理メインルーチン
372 void teleport_player(POSITION dis, BIT_FLAGS mode)
376 /* Save the old location */
377 POSITION oy = p_ptr->y;
378 POSITION ox = p_ptr->x;
380 if (!teleport_player_aux(dis, mode)) return;
382 /* Monsters with teleport ability may follow the player */
383 for (xx = -1; xx < 2; xx++)
385 for (yy = -1; yy < 2; yy++)
387 MONSTER_IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
389 /* A monster except your mount may follow */
390 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx))
392 monster_type *m_ptr = &m_list[tmp_m_idx];
393 monster_race *r_ptr = &r_info[m_ptr->r_idx];
396 * The latter limitation is to avoid
397 * totally unkillable suckers...
399 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
400 !(r_ptr->flagsr & RFR_RES_TELE))
402 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
411 * @brief プレイヤーのテレポートアウェイ処理 /
412 * @param m_idx アウェイを試みたプレイヤーID
416 void teleport_player_away(MONSTER_IDX m_idx, POSITION dis)
420 /* Save the old location */
421 POSITION oy = p_ptr->y;
422 POSITION ox = p_ptr->x;
424 if (!teleport_player_aux(dis, TELEPORT_PASSIVE)) return;
426 /* Monsters with teleport ability may follow the player */
427 for (xx = -1; xx < 2; xx++)
429 for (yy = -1; yy < 2; yy++)
431 IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
433 /* A monster except your mount or caster may follow */
434 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx) && (m_idx != tmp_m_idx))
436 monster_type *m_ptr = &m_list[tmp_m_idx];
437 monster_race *r_ptr = &r_info[m_ptr->r_idx];
440 * The latter limitation is to avoid
441 * totally unkillable suckers...
443 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
444 !(r_ptr->flagsr & RFR_RES_TELE))
446 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
455 * @brief プレイヤーを指定位置近辺にテレポートさせる
456 * Teleport player to a grid near the given location
459 * @param mode オプションフラグ
463 * This function is slightly obsessive about correctness.
464 * This function allows teleporting into vaults (!)
467 void teleport_player_to(POSITION ny, POSITION nx, BIT_FLAGS mode)
470 POSITION dis = 0, ctr = 0;
472 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
474 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
478 /* Find a usable location */
481 /* Pick a nearby legal location */
484 y = (POSITION)rand_spread(ny, dis);
485 x = (POSITION)rand_spread(nx, dis);
486 if (in_bounds(y, x)) break;
489 /* Accept any grid when wizard mode */
490 if (p_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!cave[y][x].m_idx || (cave[y][x].m_idx == p_ptr->riding))) break;
492 /* Accept teleportable floor grids */
493 if (cave_player_teleportable_bold(y, x, mode)) break;
495 /* Occasionally advance the distance */
496 if (++ctr > (4 * dis * dis + 4 * dis + 1))
503 sound(SOUND_TELEPORT);
505 /* Move the player */
506 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
510 void teleport_away_followable(MONSTER_IDX m_idx)
512 monster_type *m_ptr = &m_list[m_idx];
513 POSITION oldfy = m_ptr->fy;
514 POSITION oldfx = m_ptr->fx;
515 bool old_ml = m_ptr->ml;
516 POSITION old_cdis = m_ptr->cdis;
518 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
520 if (old_ml && (old_cdis <= MAX_SIGHT) && !world_monster && !p_ptr->inside_battle && los(p_ptr->y, p_ptr->x, oldfy, oldfx))
524 if ((p_ptr->muta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
527 BIT_FLAGS flgs[TR_FLAG_SIZE];
531 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
533 o_ptr = &inventory[i];
534 if (o_ptr->k_idx && !object_is_cursed(o_ptr))
536 object_flags(o_ptr, flgs);
537 if (have_flag(flgs, TR_TELEPORT))
548 if (get_check_strict(_("ついていきますか?", "Do you follow it? "), CHECK_OKAY_CANCEL))
552 teleport_player(200, TELEPORT_PASSIVE);
553 msg_print(_("失敗!", "Failed!"));
555 else teleport_player_to(m_ptr->fy, m_ptr->fx, 0L);
556 p_ptr->energy_need += ENERGY_NEED();
564 * @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 /
565 * Teleport the player one level up or down (random when legal)
566 * @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.
569 void teleport_level(MONSTER_IDX m_idx)
572 GAME_TEXT m_name[160];
575 if (m_idx <= 0) /* To player */
577 strcpy(m_name, _("あなた", "you"));
579 else /* To monster */
581 monster_type *m_ptr = &m_list[m_idx];
583 /* Get the monster name (or "it") */
584 monster_desc(m_name, m_ptr, 0);
586 see_m = is_seen(m_ptr);
589 /* No effect in some case */
590 if (TELE_LEVEL_IS_INEFF(m_idx))
592 if (see_m) msg_print(_("効果がなかった。", "There is no effect."));
596 if ((m_idx <= 0) && p_ptr->anti_tele) /* To player */
598 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
602 /* Choose up or down */
603 if (randint0(100) < 50) go_up = TRUE;
606 if ((m_idx <= 0) && p_ptr->wizard)
608 if (get_check("Force to go up? ")) go_up = TRUE;
609 else if (get_check("Force to go down? ")) go_up = FALSE;
613 if ((ironman_downward && (m_idx <= 0)) || (dun_level <= d_info[dungeon_type].mindepth))
616 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
618 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
620 if (m_idx <= 0) /* To player */
624 dungeon_type = ironman_downward ? DUNGEON_ANGBAND : p_ptr->recall_dungeon;
625 p_ptr->oldpy = p_ptr->y;
626 p_ptr->oldpx = p_ptr->x;
629 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
631 if (autosave_l) do_cmd_save_game(TRUE);
635 dun_level = d_info[dungeon_type].mindepth;
636 prepare_change_floor_mode(CFM_RAND_PLACE);
640 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
644 p_ptr->leaving = TRUE;
649 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
652 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
654 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
658 if (m_idx <= 0) /* To player */
660 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
662 if (autosave_l) do_cmd_save_game(TRUE);
664 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
669 p_ptr->inside_quest = 0;
670 p_ptr->leaving = TRUE;
676 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
678 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
682 if (m_idx <= 0) /* To player */
684 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
686 if (autosave_l) do_cmd_save_game(TRUE);
688 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
691 p_ptr->leaving = TRUE;
697 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
699 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
702 if (m_idx <= 0) /* To player */
704 /* Never reach this code on the surface */
705 /* if (!dun_level) dungeon_type = p_ptr->recall_dungeon; */
707 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
709 if (autosave_l) do_cmd_save_game(TRUE);
711 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
714 p_ptr->leaving = TRUE;
718 /* Monster level teleportation is simple deleting now */
721 monster_type *m_ptr = &m_list[m_idx];
723 /* Check for quest completion */
724 check_quest_completion(m_ptr);
726 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
728 char m2_name[MAX_NLEN];
730 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
731 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
734 delete_monster_idx(m_idx);
737 sound(SOUND_TPLEVEL);
742 * @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。
743 * @param note ダンジョンに施す処理記述
746 * @return 選択されたダンジョンID
748 DUNGEON_IDX choose_dungeon(concptr note, POSITION y, POSITION x)
750 DUNGEON_IDX select_dungeon;
755 /* Hack -- No need to choose dungeon in some case */
756 if (lite_town || vanilla_town || ironman_downward)
758 if (max_dlv[DUNGEON_ANGBAND]) return DUNGEON_ANGBAND;
761 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);
767 /* Allocate the "dun" array */
768 C_MAKE(dun, max_d_idx, s16b);
771 for(i = 1; i < max_d_idx; i++)
776 if (!d_info[i].maxdepth) continue;
777 if (!max_dlv[i]) continue;
778 if (d_info[i].final_guardian)
780 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
782 else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
784 sprintf(buf,_(" %c) %c%-12s : 最大 %d 階", " %c) %c%-16s : Max level %d"),
785 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, (int)max_dlv[i]);
786 prt(buf, y + num, x);
792 prt(_(" 選べるダンジョンがない。", " No dungeon is available."), y, x);
795 prt(format(_("どのダンジョン%sしますか:", "Which dungeon do you %s?: "), note), 0, 0);
799 if ((i == ESCAPE) || !num)
801 /* Free the "dun" array */
802 C_KILL(dun, max_d_idx, s16b);
807 if (i >= 'a' && i <('a'+num))
809 select_dungeon = dun[i-'a'];
816 /* Free the "dun" array */
817 C_KILL(dun, max_d_idx, s16b);
819 return select_dungeon;
824 * @brief プレイヤーの帰還発動及び中止処理 /
825 * Recall the player to town or dungeon
826 * @param turns 発動までのターン数
829 bool recall_player(player_type *creature_ptr, TIME_EFFECT turns)
832 * TODO: Recall the player to the last
833 * visited town when in the wilderness
837 if (creature_ptr->inside_arena || ironman_downward)
839 msg_print(_("何も起こらなかった。", "Nothing happens."));
843 if (dun_level && (max_dlv[dungeon_type] > dun_level) && !creature_ptr->inside_quest && !creature_ptr->word_recall)
845 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? ")))
847 max_dlv[dungeon_type] = dun_level;
849 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, _("帰還のときに", "when recall from dungeon"));
853 if (!creature_ptr->word_recall)
857 DUNGEON_IDX select_dungeon;
858 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
859 if (!select_dungeon) return FALSE;
860 creature_ptr->recall_dungeon = select_dungeon;
862 creature_ptr->word_recall = turns;
863 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
864 creature_ptr->redraw |= (PR_STATUS);
868 creature_ptr->word_recall = 0;
869 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
870 creature_ptr->redraw |= (PR_STATUS);
875 bool free_level_recall(player_type *creature_ptr)
877 DUNGEON_IDX select_dungeon;
881 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
883 if (!select_dungeon) return FALSE;
885 max_depth = d_info[select_dungeon].maxdepth;
887 /* Limit depth in Angband */
888 if (select_dungeon == DUNGEON_ANGBAND)
890 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
891 else if (quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
893 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "),
894 d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
898 creature_ptr->word_recall = 1;
899 creature_ptr->recall_dungeon = select_dungeon;
900 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));
902 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
904 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
906 creature_ptr->redraw |= (PR_STATUS);
915 * @return リセット処理が実際に行われたらTRUEを返す
917 bool reset_recall(void)
919 int select_dungeon, dummy = 0;
923 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
926 if (ironman_downward)
928 msg_print(_("何も起こらなかった。", "Nothing happens."));
932 if (!select_dungeon) return FALSE;
934 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
935 (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
938 sprintf(tmp_val, "%d", (int)MAX(dun_level, 1));
940 /* Ask for a level */
941 if (get_string(ppp, tmp_val, 10))
943 /* Extract request */
944 dummy = atoi(tmp_val);
947 if (dummy < 1) dummy = 1;
950 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
951 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
953 max_dlv[select_dungeon] = dummy;
956 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
959 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);
961 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
974 * @brief プレイヤーの装備劣化処理 /
975 * Apply disenchantment to the player's stuff
976 * @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
977 * @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 /
978 * Return "TRUE" if the player notices anything
980 bool apply_disenchant(BIT_FLAGS mode)
984 GAME_TEXT o_name[MAX_NLEN];
985 int to_h, to_d, to_a, pval;
987 /* Pick a random slot */
990 case 1: t = INVEN_RARM; break;
991 case 2: t = INVEN_LARM; break;
992 case 3: t = INVEN_BOW; break;
993 case 4: t = INVEN_BODY; break;
994 case 5: t = INVEN_OUTER; break;
995 case 6: t = INVEN_HEAD; break;
996 case 7: t = INVEN_HANDS; break;
997 case 8: t = INVEN_FEET; break;
1000 o_ptr = &inventory[t];
1002 /* No item, nothing happens */
1003 if (!o_ptr->k_idx) return (FALSE);
1005 /* Disenchant equipments only -- No disenchant on monster ball */
1006 if (!object_is_weapon_armour_ammo(o_ptr))
1009 /* Nothing to disenchant */
1010 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
1012 /* Nothing to notice */
1016 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1018 /* Artifacts have 71% chance to resist */
1019 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
1022 msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
1024 msg_format("Your %s (%c) resist%s disenchantment!", o_name, index_to_label(t),
1025 ((o_ptr->number != 1) ? "" : "s"));
1031 /* Memorize old value */
1037 /* Disenchant tohit */
1038 if (o_ptr->to_h > 0) o_ptr->to_h--;
1039 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
1041 /* Disenchant todam */
1042 if (o_ptr->to_d > 0) o_ptr->to_d--;
1043 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
1045 /* Disenchant toac */
1046 if (o_ptr->to_a > 0) o_ptr->to_a--;
1047 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
1049 /* Disenchant pval (occasionally) */
1050 /* Unless called from wild_magic() */
1051 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
1053 if ((to_h != o_ptr->to_h) || (to_d != o_ptr->to_d) ||
1054 (to_a != o_ptr->to_a) || (pval != o_ptr->pval))
1057 msg_format("%s(%c)は劣化してしまった!", o_name, index_to_label(t) );
1059 msg_format("Your %s (%c) %s disenchanted!", o_name, index_to_label(t),
1060 ((o_ptr->number != 1) ? "were" : "was"));
1063 chg_virtue(V_HARMONY, 1);
1064 chg_virtue(V_ENCHANT, -2);
1065 p_ptr->update |= (PU_BONUS);
1066 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
1075 * @brief プレイヤーの突然変異処理
1078 void mutate_player(void)
1080 BASE_STATUS max1, cur1, max2, cur2;
1083 /* Pick a pair of stats */
1085 for (jj = ii; jj == ii; jj = randint0(6)) /* loop */;
1087 max1 = p_ptr->stat_max[ii];
1088 cur1 = p_ptr->stat_cur[ii];
1089 max2 = p_ptr->stat_max[jj];
1090 cur2 = p_ptr->stat_cur[jj];
1092 p_ptr->stat_max[ii] = max2;
1093 p_ptr->stat_cur[ii] = cur2;
1094 p_ptr->stat_max[jj] = max1;
1095 p_ptr->stat_cur[jj] = cur1;
1099 if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
1100 if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
1103 p_ptr->update |= (PU_BONUS);
1108 * @brief プレイヤーの因果混乱処理 / Apply Nexus
1109 * @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
1112 void apply_nexus(monster_type *m_ptr)
1114 switch (randint1(7))
1116 case 1: case 2: case 3:
1118 teleport_player(200, TELEPORT_PASSIVE);
1124 teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
1130 if (randint0(100) < p_ptr->skill_sav)
1132 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1136 /* Teleport Level */
1143 if (randint0(100) < p_ptr->skill_sav)
1145 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1149 msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
1158 * @brief 寿命つき光源の燃素追加処理 /
1159 * Charge a lite (torch or latern)
1162 void phlogiston(void)
1164 GAME_TURN max_flog = 0;
1165 object_type * o_ptr = &inventory[INVEN_LITE];
1168 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
1170 max_flog = FUEL_LAMP;
1174 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
1176 max_flog = FUEL_TORCH;
1179 /* No torch to refill */
1182 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."));
1186 if (o_ptr->xtra4 >= max_flog)
1188 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."));
1193 o_ptr->xtra4 += (XTRA16)(max_flog / 2);
1195 msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
1197 if (o_ptr->xtra4 >= max_flog)
1199 o_ptr->xtra4 = (XTRA16)max_flog;
1200 msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
1203 /* Recalculate torch */
1204 p_ptr->update |= (PU_TORCH);
1209 * @brief 武器へのエゴ付加処理 /
1210 * Brand the current weapon
1211 * @param brand_type エゴ化ID(e_info.txtとは連動していない)
1214 void brand_weapon(int brand_type)
1221 /* Assume enchant weapon */
1222 item_tester_hook = object_allow_enchant_melee_weapon;
1224 q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
1225 s = _("強化できる武器がない。", "You have nothing to enchant.");
1227 o_ptr = choose_object(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT));
1230 /* you can never modify artifacts / ego-items */
1231 /* you can never modify cursed items */
1232 /* TY: You _can_ modify broken items (if you're silly enough) */
1233 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1234 !object_is_cursed(o_ptr) &&
1235 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1236 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1237 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
1241 /* Let's get the name before it is changed... */
1242 GAME_TEXT o_name[MAX_NLEN];
1243 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1248 if (o_ptr->tval == TV_SWORD)
1250 act = _("は鋭さを増した!", "becomes very sharp!");
1252 o_ptr->name2 = EGO_SHARPNESS;
1253 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, dun_level) + 1;
1255 if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
1260 act = _("は破壊力を増した!", "seems very powerful.");
1261 o_ptr->name2 = EGO_EARTHQUAKES;
1262 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, dun_level);
1266 act = _("は人間の血を求めている!", "seems to be looking for humans!");
1267 o_ptr->name2 = EGO_KILL_HUMAN;
1270 act = _("は電撃に覆われた!", "covered with lightning!");
1271 o_ptr->name2 = EGO_BRAND_ELEC;
1274 act = _("は酸に覆われた!", "coated with acid!");
1275 o_ptr->name2 = EGO_BRAND_ACID;
1278 act = _("は邪悪なる怪物を求めている!", "seems to be looking for evil monsters!");
1279 o_ptr->name2 = EGO_KILL_EVIL;
1282 act = _("は異世界の住人の肉体を求めている!", "seems to be looking for demons!");
1283 o_ptr->name2 = EGO_KILL_DEMON;
1286 act = _("は屍を求めている!", "seems to be looking for undead!");
1287 o_ptr->name2 = EGO_KILL_UNDEAD;
1290 act = _("は動物の血を求めている!", "seems to be looking for animals!");
1291 o_ptr->name2 = EGO_KILL_ANIMAL;
1294 act = _("はドラゴンの血を求めている!", "seems to be looking for dragons!");
1295 o_ptr->name2 = EGO_KILL_DRAGON;
1298 act = _("はトロルの血を求めている!", "seems to be looking for troll!s");
1299 o_ptr->name2 = EGO_KILL_TROLL;
1302 act = _("はオークの血を求めている!", "seems to be looking for orcs!");
1303 o_ptr->name2 = EGO_KILL_ORC;
1306 act = _("は巨人の血を求めている!", "seems to be looking for giants!");
1307 o_ptr->name2 = EGO_KILL_GIANT;
1310 act = _("は非常に不安定になったようだ。", "seems very unstable now.");
1311 o_ptr->name2 = EGO_TRUMP;
1312 o_ptr->pval = randint1(2);
1315 act = _("は血を求めている!", "thirsts for blood!");
1316 o_ptr->name2 = EGO_VAMPIRIC;
1319 act = _("は毒に覆われた。", "is coated with poison.");
1320 o_ptr->name2 = EGO_BRAND_POIS;
1323 act = _("は純ログルスに飲み込まれた。", "is engulfed in raw Logrus!");
1324 o_ptr->name2 = EGO_CHAOTIC;
1327 act = _("は炎のシールドに覆われた!", "is covered in a fiery shield!");
1328 o_ptr->name2 = EGO_BRAND_FIRE;
1331 act = _("は深く冷たいブルーに輝いた!", "glows deep, icy blue!");
1332 o_ptr->name2 = EGO_BRAND_COLD;
1336 msg_format(_("あなたの%s%s", "Your %s %s"), o_name, act);
1337 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1339 o_ptr->discount = 99;
1340 chg_virtue(V_ENCHANT, 2);
1344 if (flush_failure) flush();
1346 msg_print(_("属性付加に失敗した。", "The Branding failed."));
1347 chg_virtue(V_ENCHANT, -2);
1354 * @brief 虚無招来によるフロア中の全壁除去処理 /
1355 * Vanish all walls in this floor
1356 * @return 実際に処理が反映された場合TRUE
1358 static bool vanish_dungeon(void)
1362 feature_type *f_ptr;
1363 monster_type *m_ptr;
1364 GAME_TEXT m_name[MAX_NLEN];
1366 /* Prevent vasishing of quest levels and town */
1367 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1372 /* Scan all normal grids */
1373 for (y = 1; y < cur_hgt - 1; y++)
1375 for (x = 1; x < cur_wid - 1; x++)
1377 c_ptr = &cave[y][x];
1379 /* Seeing true feature code (ignore mimic) */
1380 f_ptr = &f_info[c_ptr->feat];
1382 /* Lose room and vault */
1383 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1385 m_ptr = &m_list[c_ptr->m_idx];
1388 if (c_ptr->m_idx && MON_CSLEEP(m_ptr))
1390 /* Reset sleep counter */
1391 (void)set_monster_csleep(c_ptr->m_idx, 0);
1393 /* Notice the "waking up" */
1396 monster_desc(m_name, m_ptr, 0);
1397 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1401 /* Process all walls, doors and patterns */
1402 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(y, x, FF_HURT_DISI);
1406 /* Special boundary walls -- Top and bottom */
1407 for (x = 0; x < cur_wid; x++)
1409 c_ptr = &cave[0][x];
1410 f_ptr = &f_info[c_ptr->mimic];
1412 /* Lose room and vault */
1413 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1415 /* Set boundary mimic if needed */
1416 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1418 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1420 /* Check for change to boring grid */
1421 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1424 c_ptr = &cave[cur_hgt - 1][x];
1425 f_ptr = &f_info[c_ptr->mimic];
1427 /* Lose room and vault */
1428 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1430 /* Set boundary mimic if needed */
1431 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1433 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1435 /* Check for change to boring grid */
1436 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1440 /* Special boundary walls -- Left and right */
1441 for (y = 1; y < (cur_hgt - 1); y++)
1443 c_ptr = &cave[y][0];
1444 f_ptr = &f_info[c_ptr->mimic];
1446 /* Lose room and vault */
1447 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1449 /* Set boundary mimic if needed */
1450 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1452 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1454 /* Check for change to boring grid */
1455 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1458 c_ptr = &cave[y][cur_wid - 1];
1459 f_ptr = &f_info[c_ptr->mimic];
1461 /* Lose room and vault */
1462 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1464 /* Set boundary mimic if needed */
1465 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1467 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1469 /* Check for change to boring grid */
1470 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1474 /* Mega-Hack -- Forget the view and lite */
1475 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1476 p_ptr->redraw |= (PR_MAP);
1477 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1486 void call_the_(void)
1490 bool do_call = TRUE;
1492 for (i = 0; i < 9; i++)
1494 c_ptr = &cave[p_ptr->y + ddy_ddd[i]][p_ptr->x + ddx_ddd[i]];
1496 if (!cave_have_flag_grid(c_ptr, FF_PROJECT))
1498 if (!c_ptr->mimic || !have_flag(f_info[c_ptr->mimic].flags, FF_PROJECT) ||
1499 !permanent_wall(&f_info[c_ptr->feat]))
1509 for (i = 1; i < 10; i++)
1511 if (i - 5) fire_ball(GF_ROCKET, i, 175, 2);
1514 for (i = 1; i < 10; i++)
1516 if (i - 5) fire_ball(GF_MANA, i, 175, 3);
1519 for (i = 1; i < 10; i++)
1521 if (i - 5) fire_ball(GF_NUKE, i, 175, 4);
1525 /* Prevent destruction of quest levels and town */
1526 else if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1528 msg_print(_("地面が揺れた。", "The ground trembles."));
1534 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
1535 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
1537 msg_format("You %s the %s too close to a wall!",
1538 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1539 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1541 msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
1545 if (!vanish_dungeon()) msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon silences a moment."));
1549 if (destroy_area(p_ptr->y, p_ptr->x, 15 + p_ptr->lev + randint0(11), FALSE))
1550 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
1552 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
1555 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1561 * @brief アイテム引き寄せ処理 /
1562 * Fetch an item (teleport it right underneath the caster)
1563 * @param dir 魔法の発動方向
1565 * @param require_los 射線の通りを要求するならばTRUE
1568 void fetch(DIRECTION dir, WEIGHT wgt, bool require_los)
1574 GAME_TEXT o_name[MAX_NLEN];
1576 /* Check to see if an object is already there */
1577 if (cave[p_ptr->y][p_ptr->x].o_idx)
1579 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."));
1584 if (dir == 5 && target_okay())
1589 if (distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE)
1591 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!"));
1595 c_ptr = &cave[ty][tx];
1597 /* We need an item to fetch */
1600 msg_print(_("そこには何もありません。", "There is no object at this place."));
1604 /* No fetching from vault */
1605 if (c_ptr->info & CAVE_ICKY)
1607 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."));
1611 /* We need to see the item */
1614 if (!player_has_los_bold(ty, tx))
1616 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."));
1619 else if (!projectable(p_ptr->y, p_ptr->x, ty, tx))
1621 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
1634 c_ptr = &cave[ty][tx];
1636 if ((distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE) ||
1637 !cave_have_flag_bold(ty, tx, FF_PROJECT)) return;
1639 while (!c_ptr->o_idx);
1642 o_ptr = &o_list[c_ptr->o_idx];
1644 if (o_ptr->weight > wgt)
1646 /* Too heavy to 'fetch' */
1647 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
1652 c_ptr->o_idx = o_ptr->next_o_idx;
1653 cave[p_ptr->y][p_ptr->x].o_idx = i; /* 'move' it */
1655 o_ptr->next_o_idx = 0;
1656 o_ptr->iy = p_ptr->y;
1657 o_ptr->ix = p_ptr->x;
1659 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1660 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);
1662 note_spot(p_ptr->y, p_ptr->x);
1663 p_ptr->redraw |= PR_MAP;
1670 void alter_reality(void)
1672 /* Ironman option */
1673 if (p_ptr->inside_arena || ironman_downward)
1675 msg_print(_("何も起こらなかった。", "Nothing happens."));
1679 if (!p_ptr->alter_reality)
1681 TIME_EFFECT turns = randint0(21) + 15;
1683 p_ptr->alter_reality = turns;
1684 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
1686 p_ptr->redraw |= (PR_STATUS);
1690 p_ptr->alter_reality = 0;
1691 msg_print(_("景色が元に戻った...", "The view around you got back..."));
1692 p_ptr->redraw |= (PR_STATUS);
1699 * @brief 守りのルーン設置処理 /
1700 * Leave a "glyph of warding" which prevents monster movement
1701 * @return 実際に設置が行われた場合TRUEを返す
1703 bool warding_glyph(void)
1705 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1707 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1711 /* Create a glyph */
1712 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1713 cave[p_ptr->y][p_ptr->x].mimic = feat_glyph;
1715 note_spot(p_ptr->y, p_ptr->x);
1716 lite_spot(p_ptr->y, p_ptr->x);
1723 * @return 実際に設置が行われた場合TRUEを返す
1725 bool place_mirror(void)
1727 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1729 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1733 /* Create a mirror */
1734 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1735 cave[p_ptr->y][p_ptr->x].mimic = feat_mirror;
1737 /* Turn on the light */
1738 cave[p_ptr->y][p_ptr->x].info |= CAVE_GLOW;
1740 note_spot(p_ptr->y, p_ptr->x);
1741 lite_spot(p_ptr->y, p_ptr->x);
1742 update_local_illumination(p_ptr->y, p_ptr->x);
1749 * @brief 爆発のルーン設置処理 /
1750 * Leave an "explosive rune" which prevents monster movement
1751 * @return 実際に設置が行われた場合TRUEを返す
1753 bool explosive_rune(void)
1755 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1757 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1761 /* Create a glyph */
1762 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1763 cave[p_ptr->y][p_ptr->x].mimic = feat_explosive_rune;
1765 note_spot(p_ptr->y, p_ptr->x);
1766 lite_spot(p_ptr->y, p_ptr->x);
1773 * @brief 全所持アイテム鑑定処理 /
1774 * Identify everything being carried.
1775 * Done by a potion of "self knowledge".
1778 void identify_pack(void)
1782 /* Simply identify and know every item */
1783 for (i = 0; i < INVEN_TOTAL; i++)
1785 object_type *o_ptr = &inventory[i];
1787 /* Skip non-objects */
1788 if (!o_ptr->k_idx) continue;
1790 identify_item(o_ptr);
1792 /* Auto-inscription */
1793 autopick_alter_item(i, FALSE);
1799 * @brief 装備強化処理の失敗率定数(千分率) /
1800 * Used by the "enchant" function (chance of failure)
1801 * (modified for Zangband, we need better stuff there...) -- TY
1804 static int enchant_table[16] =
1806 0, 10, 50, 100, 200,
1807 300, 400, 500, 650, 800,
1808 950, 987, 993, 995, 998,
1815 * Removes curses from items in inventory
1816 * @param all 軽い呪いまでの解除ならば0
1817 * @return 解呪されたアイテムの数
1820 * Note that Items which are "Perma-Cursed" (The One Ring,
1821 * The Crown of Morgoth) can NEVER be uncursed.
1823 * Note that if "all" is FALSE, then Items which are
1824 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1825 * will not be uncursed.
1828 static int remove_curse_aux(int all)
1832 /* Attempt to uncurse items being worn */
1833 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1835 object_type *o_ptr = &inventory[i];
1837 /* Skip non-objects */
1838 if (!o_ptr->k_idx) continue;
1840 /* Uncursed already */
1841 if (!object_is_cursed(o_ptr)) continue;
1843 /* Heavily Cursed Items need a special spell */
1844 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1846 /* Perma-Cursed Items can NEVER be uncursed */
1847 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1850 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1855 o_ptr->curse_flags = 0L;
1857 /* Hack -- Assume felt */
1858 o_ptr->ident |= (IDENT_SENSE);
1860 o_ptr->feeling = FEEL_NONE;
1862 p_ptr->update |= (PU_BONUS);
1863 p_ptr->window |= (PW_EQUIP);
1865 /* Count the uncursings */
1871 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."));
1873 /* Return "something uncursed" */
1879 * @brief 装備の軽い呪い解呪処理 /
1880 * Remove most curses
1881 * @return 解呪に成功した装備数
1883 int remove_curse(void)
1885 return (remove_curse_aux(FALSE));
1889 * @brief 装備の重い呪い解呪処理 /
1891 * @return 解呪に成功した装備数
1893 int remove_all_curse(void)
1895 return (remove_curse_aux(TRUE));
1900 * @brief アイテムの価値に応じた錬金術処理 /
1901 * Turns an object into gold, gain some of its value in a shop
1902 * @return 処理が実際に行われたらTRUEを返す
1908 ITEM_NUMBER old_number;
1912 GAME_TEXT o_name[MAX_NLEN];
1913 char out_val[MAX_NLEN+40];
1917 /* Hack -- force destruction */
1918 if (command_arg > 0) force = TRUE;
1920 q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
1921 s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
1923 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
1924 if (!o_ptr) return (FALSE);
1926 /* See how many items */
1927 if (o_ptr->number > 1)
1929 /* Get a quantity */
1930 amt = get_quantity(NULL, o_ptr->number);
1932 /* Allow user abort */
1933 if (amt <= 0) return FALSE;
1936 old_number = o_ptr->number;
1937 o_ptr->number = amt;
1938 object_desc(o_name, o_ptr, 0);
1939 o_ptr->number = old_number;
1941 /* Verify unless quantity given */
1944 if (confirm_destroy || (object_value(o_ptr) > 0))
1946 /* Make a verification */
1947 sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
1948 if (!get_check(out_val)) return FALSE;
1952 /* Artifacts cannot be destroyed */
1953 if (!can_player_destroy_object(o_ptr))
1955 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);
1960 price = object_value_real(o_ptr);
1964 msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
1970 if (amt > 1) price *= amt;
1972 if (price > 30000) price = 30000;
1973 msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
1978 p_ptr->redraw |= (PR_GOLD);
1980 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);
2127 /* Combine / Reorder the pack (later) */
2128 p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
2129 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2139 * @brief 装備修正強化処理のメインルーチン /
2140 * Enchant an item (in the inventory or on the floor)
2141 * @param num_hit 命中修正量
2142 * @param num_dam ダメージ修正量
2143 * @param num_ac AC修正量
2144 * @return 強化に成功した場合TRUEを返す
2146 * Note that "num_ac" requires armour, else weapon
2147 * Returns TRUE if attempted, FALSE if cancelled
2149 bool enchant_spell(HIT_PROB num_hit, HIT_POINT num_dam, ARMOUR_CLASS num_ac)
2154 GAME_TEXT o_name[MAX_NLEN];
2157 /* Assume enchant weapon */
2158 item_tester_hook = object_allow_enchant_weapon;
2160 /* Enchant armor if requested */
2161 if (num_ac) item_tester_hook = object_is_armour;
2163 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2164 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2166 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
2167 if (!o_ptr) return (FALSE);
2169 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2171 msg_format("%s は明るく輝いた!", o_name);
2173 msg_format("%s %s glow%s brightly!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
2177 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
2178 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
2179 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
2184 if (flush_failure) flush();
2185 msg_print(_("強化に失敗した。", "The enchantment failed."));
2186 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2189 chg_virtue(V_ENCHANT, 1);
2193 /* Something happened */
2199 * @brief アーティファクト生成の巻物処理 /
2200 * @return 生成が実際に試みられたらTRUEを返す
2202 bool artifact_scroll(void)
2207 GAME_TEXT o_name[MAX_NLEN];
2210 /* Enchant weapon/armour */
2211 item_tester_hook = item_tester_hook_nameless_weapon_armour;
2213 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2214 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2216 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
2217 if (!o_ptr) return (FALSE);
2219 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2221 msg_format("%s は眩い光を発した!",o_name);
2223 msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
2226 if (object_is_artifact(o_ptr))
2229 msg_format("%sは既に伝説のアイテムです!", o_name );
2231 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
2237 else if (object_is_ego(o_ptr))
2240 msg_format("%sは既に名のあるアイテムです!", o_name );
2242 msg_format("The %s %s already %s!",
2243 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2244 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
2250 else if (o_ptr->xtra3)
2253 msg_format("%sは既に強化されています!", o_name );
2255 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"),
2256 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
2262 if (o_ptr->number > 1)
2264 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!"));
2266 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
2268 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
2273 inven_item_increase(item, 1 - (o_ptr->number));
2277 floor_item_increase(0 - item, 1 - (o_ptr->number));
2280 okay = create_artifact(o_ptr, TRUE);
2286 if (flush_failure) flush();
2287 msg_print(_("強化に失敗した。", "The enchantment failed."));
2288 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2292 if (record_rand_art)
2294 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2295 do_cmd_write_nikki(NIKKI_ART_SCROLL, 0, o_name);
2297 chg_virtue(V_ENCHANT, 1);
2302 /* Something happened */
2309 * Identify an object
2310 * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
2311 * @return 実際に鑑定できたらTRUEを返す
2313 bool identify_item(object_type *o_ptr)
2315 bool old_known = FALSE;
2316 GAME_TEXT o_name[MAX_NLEN];
2318 object_desc(o_name, o_ptr, 0);
2320 if (o_ptr->ident & IDENT_KNOWN)
2323 if (!(o_ptr->ident & (IDENT_MENTAL)))
2325 if (object_is_artifact(o_ptr) || one_in_(5))
2326 chg_virtue(V_KNOWLEDGE, 1);
2329 /* Identify it fully */
2330 object_aware(o_ptr);
2331 object_known(o_ptr);
2333 /* Player touches it */
2334 o_ptr->marked |= OM_TOUCHED;
2336 p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
2337 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2339 strcpy(record_o_name, o_name);
2342 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2344 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
2345 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2346 if(record_rand_art && !old_known && o_ptr->art_name)
2347 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2353 * @brief アイテム鑑定のメインルーチン処理 /
2354 * Identify an object in the inventory (or on the floor)
2355 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2356 * @return 実際に鑑定を行ったならばTRUEを返す
2358 * This routine does *not* automatically combine objects.
2359 * Returns TRUE if something was identified, else FALSE.
2361 bool ident_spell(bool only_equip)
2365 GAME_TEXT o_name[MAX_NLEN];
2370 item_tester_hook = item_tester_hook_identify_weapon_armour;
2372 item_tester_hook = item_tester_hook_identify;
2376 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
2381 item_tester_hook = object_is_weapon_armour_ammo;
2383 item_tester_hook = NULL;
2385 q = _("すべて鑑定済みです。 ", "All items are identified. ");
2388 s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
2390 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
2391 if (!o_ptr) return (FALSE);
2393 old_known = identify_item(o_ptr);
2395 object_desc(o_name, o_ptr, 0);
2396 if (item >= INVEN_RARM)
2398 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2402 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2406 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2409 /* Auto-inscription/destroy */
2410 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2412 /* Something happened */
2418 * @brief アイテム凡庸化のメインルーチン処理 /
2419 * Identify an object in the inventory (or on the floor)
2420 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2421 * @return 実際に凡庸化をを行ったならばTRUEを返す
2424 * Mundanify an object in the inventory (or on the floor)
2425 * This routine does *not* automatically combine objects.
2426 * Returns TRUE if something was mundanified, else FALSE.
2429 bool mundane_spell(bool only_equip)
2435 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
2437 q = _("どれを使いますか?", "Use which item? ");
2438 s = _("使えるものがありません。", "You have nothing you can use.");
2440 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
2441 if (!o_ptr) return (FALSE);
2443 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
2445 POSITION iy = o_ptr->iy; /* Y-position on map, or zero */
2446 POSITION ix = o_ptr->ix; /* X-position on map, or zero */
2447 OBJECT_IDX next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
2448 byte marked = o_ptr->marked; /* Object is marked */
2449 WEIGHT weight = o_ptr->number * o_ptr->weight;
2450 u16b inscription = o_ptr->inscription;
2453 object_prep(o_ptr, o_ptr->k_idx);
2457 o_ptr->next_o_idx = next_o_idx;
2458 o_ptr->marked = marked;
2459 o_ptr->inscription = inscription;
2460 if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
2464 /* Something happened */
2469 * @brief アイテム*鑑定*のメインルーチン処理 /
2470 * Identify an object in the inventory (or on the floor)
2471 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2472 * @return 実際に鑑定を行ったならばTRUEを返す
2474 * Fully "identify" an object in the inventory -BEN-
2475 * This routine returns TRUE if an item was identified.
2477 bool identify_fully(bool only_equip)
2481 GAME_TEXT o_name[MAX_NLEN];
2486 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
2488 item_tester_hook = item_tester_hook_identify_fully;
2492 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
2497 item_tester_hook = object_is_weapon_armour_ammo;
2499 item_tester_hook = NULL;
2501 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
2504 s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
2506 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
2507 if (!o_ptr) return (FALSE);
2509 old_known = identify_item(o_ptr);
2511 /* Mark the item as fully known */
2512 o_ptr->ident |= (IDENT_MENTAL);
2515 object_desc(o_name, o_ptr, 0);
2516 if (item >= INVEN_RARM)
2518 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2522 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2526 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2529 /* Describe it fully */
2530 (void)screen_object(o_ptr, 0L);
2532 /* Auto-inscription/destroy */
2533 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2543 * Recharge a wand/staff/rod from the pack or on the floor.
2544 * This function has been rewritten in Oangband and ZAngband.
2545 * @param power 充填パワー
2546 * @return ターン消費を要する処理まで進んだらTRUEを返す
2548 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
2549 * Chaos -- Arcane Binding --> recharge(90)
2551 * Scroll of recharging --> recharge(130)
2552 * Artifact activation/Thingol --> recharge(130)
2554 * It is harder to recharge high level, and highly charged wands,
2555 * staffs, and rods. The more wands in a stack, the more easily and
2556 * strongly they recharge. Staffs, however, each get fewer charges if
2559 * Beware of "sliding index errors".
2561 bool recharge(int power)
2565 int recharge_strength;
2566 TIME_EFFECT recharge_amount;
2575 GAME_TEXT o_name[MAX_NLEN];
2577 /* Only accept legal items */
2578 item_tester_hook = item_tester_hook_recharge;
2580 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
2581 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
2583 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
2584 if (!o_ptr) return (FALSE);
2586 /* Get the object kind. */
2587 k_ptr = &k_info[o_ptr->k_idx];
2589 /* Extract the object "level" */
2590 lev = k_info[o_ptr->k_idx].level;
2593 /* Recharge a rod */
2594 if (o_ptr->tval == TV_ROD)
2596 /* Extract a recharge strength by comparing object level to power. */
2597 recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
2601 if (one_in_(recharge_strength))
2603 /* Activate the failure code. */
2610 /* Recharge amount */
2611 recharge_amount = (power * damroll(3, 2));
2613 /* Recharge by that amount */
2614 if (o_ptr->timeout > recharge_amount)
2615 o_ptr->timeout -= recharge_amount;
2622 /* Recharge wand/staff */
2625 /* Extract a recharge strength by comparing object level to power.
2626 * Divide up a stack of wands' charges to calculate charge penalty.
2628 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2629 recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
2631 /* All staffs, unstacked wands. */
2632 else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
2635 if (recharge_strength < 0) recharge_strength = 0;
2638 if (one_in_(recharge_strength))
2640 /* Activate the failure code. */
2644 /* If the spell didn't backfire, recharge the wand or staff. */
2647 /* Recharge based on the standard number of charges. */
2648 recharge_amount = randint1(1 + k_ptr->pval / 2);
2650 /* Multiple wands in a stack increase recharging somewhat. */
2651 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2654 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
2655 if (recharge_amount < 1) recharge_amount = 1;
2656 if (recharge_amount > 12) recharge_amount = 12;
2659 /* But each staff in a stack gets fewer additional charges,
2660 * although always at least one.
2662 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
2664 recharge_amount /= (TIME_EFFECT)o_ptr->number;
2665 if (recharge_amount < 1) recharge_amount = 1;
2668 /* Recharge the wand or staff. */
2669 o_ptr->pval += recharge_amount;
2672 /* Hack -- we no longer "know" the item */
2673 o_ptr->ident &= ~(IDENT_KNOWN);
2675 /* Hack -- we no longer think the item is empty */
2676 o_ptr->ident &= ~(IDENT_EMPTY);
2681 /* Inflict the penalties for failing a recharge. */
2684 /* Artifacts are never destroyed. */
2685 if (object_is_fixed_artifact(o_ptr))
2687 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2688 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);
2690 /* Artifact rods. */
2691 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
2692 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2694 /* Artifact wands and staffs. */
2695 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
2700 /* Get the object description */
2701 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2703 /*** Determine Seriousness of Failure ***/
2705 /* Mages recharge objects more safely. */
2706 if (IS_WIZARD_CLASS() || p_ptr->pclass == CLASS_MAGIC_EATER || p_ptr->pclass == CLASS_BLUE_MAGE)
2708 /* 10% chance to blow up one rod, otherwise draining. */
2709 if (o_ptr->tval == TV_ROD)
2711 if (one_in_(10)) fail_type = 2;
2714 /* 75% chance to blow up one wand, otherwise draining. */
2715 else if (o_ptr->tval == TV_WAND)
2717 if (!one_in_(3)) fail_type = 2;
2720 /* 50% chance to blow up one staff, otherwise no effect. */
2721 else if (o_ptr->tval == TV_STAFF)
2723 if (one_in_(2)) fail_type = 2;
2728 /* All other classes get no special favors. */
2731 /* 33% chance to blow up one rod, otherwise draining. */
2732 if (o_ptr->tval == TV_ROD)
2734 if (one_in_(3)) fail_type = 2;
2737 /* 20% chance of the entire stack, else destroy one wand. */
2738 else if (o_ptr->tval == TV_WAND)
2740 if (one_in_(5)) fail_type = 3;
2743 /* Blow up one staff. */
2744 else if (o_ptr->tval == TV_STAFF)
2750 /*** Apply draining and destruction. ***/
2752 /* Drain object or stack of objects. */
2755 if (o_ptr->tval == TV_ROD)
2757 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!"));
2759 if (o_ptr->timeout < 10000)
2760 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2762 else if (o_ptr->tval == TV_WAND)
2764 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);
2767 /* Staffs aren't drained. */
2770 /* Destroy an object or one in a stack of objects. */
2773 if (o_ptr->number > 1)
2774 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);
2776 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2778 /* Reduce rod stack maximum timeout, drain wands. */
2779 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
2780 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
2782 /* Reduce and describe inventory */
2785 inven_item_increase(item, -1);
2786 inven_item_describe(item);
2787 inven_item_optimize(item);
2790 /* Reduce and describe floor item */
2793 floor_item_increase(0 - item, -1);
2794 floor_item_describe(0 - item);
2795 floor_item_optimize(0 - item);
2799 /* Destroy all members of a stack of objects. */
2802 if (o_ptr->number > 1)
2803 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);
2805 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2807 /* Reduce and describe inventory */
2810 inven_item_increase(item, -999);
2811 inven_item_describe(item);
2812 inven_item_optimize(item);
2815 /* Reduce and describe floor item */
2818 floor_item_increase(0 - item, -999);
2819 floor_item_describe(0 - item);
2820 floor_item_optimize(0 - item);
2826 /* Combine / Reorder the pack (later) */
2827 p_ptr->update |= (PU_COMBINE | PU_REORDER);
2828 p_ptr->window |= (PW_INVEN);
2830 /* Something was done */
2838 * @return ターン消費を要する処理を行ったならばTRUEを返す
2840 bool bless_weapon(void)
2844 BIT_FLAGS flgs[TR_FLAG_SIZE];
2845 GAME_TEXT o_name[MAX_NLEN];
2848 /* Bless only weapons */
2849 item_tester_hook = object_is_weapon;
2851 q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
2852 s = _("祝福できる武器がありません。", "You have weapon to bless.");
2854 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
2855 if (!o_ptr) return FALSE;
2857 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2858 object_flags(o_ptr, flgs);
2860 if (object_is_cursed(o_ptr))
2862 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
2863 have_flag(flgs, TR_ADD_L_CURSE) ||
2864 have_flag(flgs, TR_ADD_H_CURSE) ||
2865 (o_ptr->curse_flags & TRC_PERMA_CURSE))
2868 msg_format("%sを覆う黒いオーラは祝福を跳ね返した!", o_name);
2870 msg_format("The black aura on %s %s disrupts the blessing!", ((item >= 0) ? "your" : "the"), o_name);
2877 msg_format("%s から邪悪なオーラが消えた。", o_name);
2879 msg_format("A malignant aura leaves %s %s.", ((item >= 0) ? "your" : "the"), o_name);
2884 o_ptr->curse_flags = 0L;
2886 /* Hack -- Assume felt */
2887 o_ptr->ident |= (IDENT_SENSE);
2889 o_ptr->feeling = FEEL_NONE;
2891 /* Recalculate the bonuses */
2892 p_ptr->update |= (PU_BONUS);
2893 p_ptr->window |= (PW_EQUIP);
2897 * Next, we try to bless it. Artifacts have a 1/3 chance of
2898 * being blessed, otherwise, the operation simply disenchants
2899 * them, godly power negating the magic. Ok, the explanation
2900 * is silly, but otherwise priests would always bless every
2901 * artifact weapon they find. Ego weapons and normal weapons
2902 * can be blessed automatically.
2904 if (have_flag(flgs, TR_BLESSED))
2907 msg_format("%s は既に祝福されている。", o_name);
2909 msg_format("%s %s %s blessed already.",
2910 ((item >= 0) ? "Your" : "The"), o_name,
2911 ((o_ptr->number > 1) ? "were" : "was"));
2917 if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
2920 msg_format("%sは輝いた!", o_name);
2922 msg_format("%s %s shine%s!",
2923 ((item >= 0) ? "Your" : "The"), o_name,
2924 ((o_ptr->number > 1) ? "" : "s"));
2927 add_flag(o_ptr->art_flags, TR_BLESSED);
2928 o_ptr->discount = 99;
2932 bool dis_happened = FALSE;
2933 msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
2935 /* Disenchant tohit */
2936 if (o_ptr->to_h > 0)
2939 dis_happened = TRUE;
2942 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
2944 /* Disenchant todam */
2945 if (o_ptr->to_d > 0)
2948 dis_happened = TRUE;
2951 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
2953 /* Disenchant toac */
2954 if (o_ptr->to_a > 0)
2957 dis_happened = TRUE;
2960 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
2964 msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
2967 msg_format("%s は劣化した!", o_name);
2969 msg_format("%s %s %s disenchanted!", ((item >= 0) ? "Your" : "The"), o_name,
2970 ((o_ptr->number > 1) ? "were" : "was"));
2976 p_ptr->update |= (PU_BONUS);
2977 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
2987 * @return ターン消費を要する処理を行ったならばTRUEを返す
2989 bool pulish_shield(void)
2993 BIT_FLAGS flgs[TR_FLAG_SIZE];
2994 GAME_TEXT o_name[MAX_NLEN];
2997 /* Assume enchant weapon */
2998 item_tester_tval = TV_SHIELD;
3000 q = _("どの盾を磨きますか?", "Pulish which weapon? ");
3001 s = _("磨く盾がありません。", "You have weapon to pulish.");
3003 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
3004 if (!o_ptr) return FALSE;
3006 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3007 object_flags(o_ptr, flgs);
3009 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
3010 !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
3013 msg_format("%sは輝いた!", o_name);
3015 msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
3017 o_ptr->name2 = EGO_REFLECTION;
3018 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
3020 o_ptr->discount = 99;
3021 chg_virtue(V_ENCHANT, 2);
3027 if (flush_failure) flush();
3029 msg_print(_("失敗した。", "Failed."));
3030 chg_virtue(V_ENCHANT, -2);
3040 * Potions "smash open" and cause an area effect when
3041 * @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)
3044 * @param k_idx 破損した薬のアイテムID
3045 * @return 薬を浴びたモンスターが起こるならばTRUEを返す
3048 * (1) they are shattered while in the player's inventory,
3049 * due to cold (etc) attacks;
3050 * (2) they are thrown at a monster, or obstacle;
3051 * (3) they are shattered by a "cold ball" or other such spell
3052 * while lying on the floor.
3055 * who --- who caused the potion to shatter (0=player)
3056 * potions that smash on the floor are assumed to
3057 * be caused by no-one (who = 1), as are those that
3058 * shatter inside the player inventory.
3059 * (Not anymore -- I changed this; TY)
3060 * y, x --- coordinates of the potion (or player if
3061 * the potion was in her inventory);
3062 * o_ptr --- pointer to the potion object.
3065 bool potion_smash_effect(MONSTER_IDX who, POSITION y, POSITION x, KIND_OBJECT_IDX k_idx)
3072 object_kind *k_ptr = &k_info[k_idx];
3074 switch (k_ptr->sval)
3076 case SV_POTION_SALT_WATER:
3077 case SV_POTION_SLIME_MOLD:
3078 case SV_POTION_LOSE_MEMORIES:
3079 case SV_POTION_DEC_STR:
3080 case SV_POTION_DEC_INT:
3081 case SV_POTION_DEC_WIS:
3082 case SV_POTION_DEC_DEX:
3083 case SV_POTION_DEC_CON:
3084 case SV_POTION_DEC_CHR:
3085 case SV_POTION_WATER: /* perhaps a 'water' attack? */
3086 case SV_POTION_APPLE_JUICE:
3089 case SV_POTION_INFRAVISION:
3090 case SV_POTION_DETECT_INVIS:
3091 case SV_POTION_SLOW_POISON:
3092 case SV_POTION_CURE_POISON:
3093 case SV_POTION_BOLDNESS:
3094 case SV_POTION_RESIST_HEAT:
3095 case SV_POTION_RESIST_COLD:
3096 case SV_POTION_HEROISM:
3097 case SV_POTION_BESERK_STRENGTH:
3098 case SV_POTION_RES_STR:
3099 case SV_POTION_RES_INT:
3100 case SV_POTION_RES_WIS:
3101 case SV_POTION_RES_DEX:
3102 case SV_POTION_RES_CON:
3103 case SV_POTION_RES_CHR:
3104 case SV_POTION_INC_STR:
3105 case SV_POTION_INC_INT:
3106 case SV_POTION_INC_WIS:
3107 case SV_POTION_INC_DEX:
3108 case SV_POTION_INC_CON:
3109 case SV_POTION_INC_CHR:
3110 case SV_POTION_AUGMENTATION:
3111 case SV_POTION_ENLIGHTENMENT:
3112 case SV_POTION_STAR_ENLIGHTENMENT:
3113 case SV_POTION_SELF_KNOWLEDGE:
3114 case SV_POTION_EXPERIENCE:
3115 case SV_POTION_RESISTANCE:
3116 case SV_POTION_INVULNERABILITY:
3117 case SV_POTION_NEW_LIFE:
3118 /* All of the above potions have no effect when shattered */
3120 case SV_POTION_SLOWNESS:
3125 case SV_POTION_POISON:
3130 case SV_POTION_BLINDNESS:
3134 case SV_POTION_CONFUSION: /* Booze */
3138 case SV_POTION_SLEEP:
3142 case SV_POTION_RUINATION:
3143 case SV_POTION_DETONATIONS:
3145 dam = damroll(25, 25);
3148 case SV_POTION_DEATH:
3149 dt = GF_DEATH_RAY; /* !! */
3150 dam = k_ptr->level * 10;
3154 case SV_POTION_SPEED:
3157 case SV_POTION_CURE_LIGHT:
3159 dam = damroll(2, 3);
3161 case SV_POTION_CURE_SERIOUS:
3163 dam = damroll(4, 3);
3165 case SV_POTION_CURE_CRITICAL:
3166 case SV_POTION_CURING:
3168 dam = damroll(6, 3);
3170 case SV_POTION_HEALING:
3172 dam = damroll(10, 10);
3174 case SV_POTION_RESTORE_EXP:
3179 case SV_POTION_LIFE:
3181 dam = damroll(50, 50);
3184 case SV_POTION_STAR_HEALING:
3186 dam = damroll(50, 50);
3189 case SV_POTION_RESTORE_MANA: /* MANA */
3191 dam = damroll(10, 10);
3198 (void)project(who, radius, y, x, dam, dt,
3199 (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
3201 /* XXX those potions that explode need to become "known" */
3207 * @brief プレイヤーの全既知呪文を表示する /
3208 * Hack -- Display all known spells in a window
3211 * Need to analyze size of the window.
3212 * Need more color coding.
3214 void display_spell_list(void)
3219 const magic_type *s_ptr;
3220 GAME_TEXT name[MAX_NLEN];
3227 /* They have too many spells to list */
3228 if (p_ptr->pclass == CLASS_SORCERER) return;
3229 if (p_ptr->pclass == CLASS_RED_MAGE) return;
3231 if (p_ptr->pclass == CLASS_SNIPER)
3233 display_snipe_list();
3237 /* mind.c type classes */
3238 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3239 (p_ptr->pclass == CLASS_BERSERKER) ||
3240 (p_ptr->pclass == CLASS_NINJA) ||
3241 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3242 (p_ptr->pclass == CLASS_FORCETRAINER))
3245 PLAYER_LEVEL plev = p_ptr->lev;
3251 bool use_hp = FALSE;
3256 /* Display a list of spells */
3258 put_str(_("名前", "Name"), y, x + 5);
3259 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
3261 switch(p_ptr->pclass)
3263 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
3264 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
3265 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
3266 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
3267 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
3268 default: use_mind = 0;break;
3271 /* Dump the spells */
3272 for (i = 0; i < MAX_MIND_POWERS; i++)
3274 byte a = TERM_WHITE;
3276 /* Access the available spell */
3277 spell = mind_powers[use_mind].info[i];
3278 if (spell.min_lev > plev) break;
3280 /* Get the failure rate */
3281 chance = spell.fail;
3283 /* Reduce failure rate by "effective" level adjustment */
3284 chance -= 3 * (p_ptr->lev - spell.min_lev);
3286 /* Reduce failure rate by INT/WIS adjustment */
3287 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3291 /* Not enough mana to cast */
3292 if (spell.mana_cost > p_ptr->csp)
3294 chance += 5 * (spell.mana_cost - p_ptr->csp);
3300 /* Not enough hp to cast */
3301 if (spell.mana_cost > p_ptr->chp)
3308 /* Extract the minimum failure rate */
3309 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3311 /* Minimum failure rate */
3312 if (chance < minfail) chance = minfail;
3314 /* Stunning makes spells harder */
3315 if (p_ptr->stun > 50) chance += 25;
3316 else if (p_ptr->stun) chance += 15;
3318 /* Always a 5 percent chance of working */
3319 if (chance > 95) chance = 95;
3322 mindcraft_info(comment, use_mind, i);
3324 /* Dump the spell */
3325 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
3327 spell.min_lev, spell.mana_cost, chance, comment);
3329 Term_putstr(x, y + i + 1, -1, a, psi_desc);
3334 /* Cannot read spellbooks */
3335 if (REALM_NONE == p_ptr->realm1) return;
3337 /* Normal spellcaster with books */
3340 for (j = 0; j < ((p_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
3344 /* Reset vertical */
3347 /* Vertical location */
3348 y = (j < 3) ? 0 : (m[j - 3] + 2);
3350 /* Horizontal location */
3354 for (i = 0; i < 32; i++)
3356 byte a = TERM_WHITE;
3358 /* Access the spell */
3359 if (!is_magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2))
3361 s_ptr = &technic_info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - MIN_TECHNIC][i % 32];
3365 s_ptr = &mp_ptr->info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - 1][i % 32];
3368 strcpy(name, do_spell((j < 1) ? p_ptr->realm1 : p_ptr->realm2, i % 32, SPELL_NAME));
3371 if (s_ptr->slevel >= 99)
3374 strcpy(name, _("(判読不能)", "(illegible)"));
3382 ((p_ptr->spell_forgotten1 & (1L << i))) :
3383 ((p_ptr->spell_forgotten2 & (1L << (i % 32)))))
3390 else if (!((j < 1) ?
3391 (p_ptr->spell_learned1 & (1L << i)) :
3392 (p_ptr->spell_learned2 & (1L << (i % 32)))))
3399 else if (!((j < 1) ?
3400 (p_ptr->spell_worked1 & (1L << i)) :
3401 (p_ptr->spell_worked2 & (1L << (i % 32)))))
3407 /* Dump the spell --(-- */
3408 sprintf(out_val, "%c/%c) %-20.20s",
3409 I2A(n / 8), I2A(n % 8), name);
3414 /* Dump onto the window */
3415 Term_putstr(x, m[j], -1, a, out_val);
3425 * @brief 呪文の経験値を返す /
3426 * Returns experience of a spell
3428 * @param use_realm 魔法領域
3431 EXP experience_of_spell(SPELL_IDX spell, REALM_IDX use_realm)
3433 if (p_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
3434 else if (p_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
3435 else if (use_realm == p_ptr->realm1) return p_ptr->spell_exp[spell];
3436 else if (use_realm == p_ptr->realm2) return p_ptr->spell_exp[spell + 32];
3442 * @brief 呪文の消費MPを返す /
3443 * Modify mana consumption rate using spell exp and p_ptr->dec_mana
3444 * @param need_mana 基本消費MP
3449 MANA_POINT mod_need_mana(MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
3451 #define MANA_CONST 2400
3453 #define DEC_MANA_DIV 3
3456 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
3459 * need_mana defaults if spell exp equals SPELL_EXP_EXPERT and !p_ptr->dec_mana.
3460 * MANA_CONST is used to calculate need_mana effected from spell proficiency.
3462 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(spell, realm)) + (MANA_CONST - 1);
3463 need_mana *= p_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
3464 need_mana /= MANA_CONST * MANA_DIV;
3465 if (need_mana < 1) need_mana = 1;
3468 /* Non-realm magic */
3471 if (p_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
3483 * @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) /
3484 * Modify spell fail rate
3485 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3486 * @param chance 修正前失敗率
3490 PERCENTAGE mod_spell_chance_1(PERCENTAGE chance)
3492 chance += p_ptr->to_m_chance;
3494 if (p_ptr->heavy_spell) chance += 20;
3496 if (p_ptr->dec_mana && p_ptr->easy_spell) chance -= 4;
3497 else if (p_ptr->easy_spell) chance -= 3;
3498 else if (p_ptr->dec_mana) chance -= 2;
3505 * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
3506 * Modify spell fail rate
3507 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3508 * @param chance 修正前失敗率
3510 * Modify spell fail rate (as "suffix" process)
3511 * Using p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3512 * Note: variable "chance" cannot be negative.
3515 PERCENTAGE mod_spell_chance_2(PERCENTAGE chance)
3517 if (p_ptr->dec_mana) chance--;
3519 if (p_ptr->heavy_spell) chance += 5;
3521 return MAX(chance, 0);
3526 * @brief 呪文の失敗率計算メインルーチン /
3527 * Returns spell chance of failure for spell -RAK-
3529 * @param use_realm 魔法領域ID
3532 PERCENTAGE spell_chance(SPELL_IDX spell, REALM_IDX use_realm)
3534 PERCENTAGE chance, minfail;
3535 const magic_type *s_ptr;
3536 MANA_POINT need_mana;
3537 PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
3540 /* Paranoia -- must be literate */
3541 if (!mp_ptr->spell_book) return (100);
3543 if (use_realm == REALM_HISSATSU) return 0;
3545 /* Access the spell */
3546 if (!is_magic(use_realm))
3548 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3552 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3555 /* Extract the base spell failure rate */
3556 chance = s_ptr->sfail;
3558 /* Reduce failure rate by "effective" level adjustment */
3559 chance -= 3 * (p_ptr->lev - s_ptr->slevel);
3561 /* Reduce failure rate by INT/WIS adjustment */
3562 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3565 chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
3567 /* Extract mana consumption rate */
3568 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3570 /* Not enough mana to cast */
3571 if (need_mana > p_ptr->csp)
3573 chance += 5 * (need_mana - p_ptr->csp);
3576 if ((use_realm != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
3578 /* Extract the minimum failure rate */
3579 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3582 * Non mage/priest characters never get too good
3583 * (added high mage, mindcrafter)
3585 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
3587 if (minfail < 5) minfail = 5;
3590 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
3591 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
3592 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
3594 chance = mod_spell_chance_1(chance);
3596 /* Goodness or evilness gives a penalty to failure rate */
3600 if ((p_ptr->align > 50) || (p_ptr->align < -50)) chance += penalty;
3602 case REALM_LIFE: case REALM_CRUSADE:
3603 if (p_ptr->align < -20) chance += penalty;
3605 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
3606 if (p_ptr->align > 20) chance += penalty;
3610 /* Minimum failure rate */
3611 if (chance < minfail) chance = minfail;
3613 /* Stunning makes spells harder */
3614 if (p_ptr->stun > 50) chance += 25;
3615 else if (p_ptr->stun) chance += 15;
3617 /* Always a 5 percent chance of working */
3618 if (chance > 95) chance = 95;
3620 if ((use_realm == p_ptr->realm1) || (use_realm == p_ptr->realm2)
3621 || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3623 EXP exp = experience_of_spell(spell, use_realm);
3624 if (exp >= SPELL_EXP_EXPERT) chance--;
3625 if (exp >= SPELL_EXP_MASTER) chance--;
3628 /* Return the chance */
3629 return mod_spell_chance_2(chance);
3634 * @brief 魔法が利用可能かどうかを返す /
3635 * Determine if a spell is "okay" for the player to cast or study
3636 * The spell must be legible, not forgotten, and also, to cast,
3637 * it must be known, and to study, it must not be known.
3639 * @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
3640 * @param study_pray 祈りの学習判定目的ならばTRUE
3641 * @param use_realm 魔法領域ID
3644 bool spell_okay(int spell, bool learned, bool study_pray, int use_realm)
3646 const magic_type *s_ptr;
3648 /* Access the spell */
3649 if (!is_magic(use_realm))
3651 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3655 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3658 /* Spell is illegal */
3659 if (s_ptr->slevel > p_ptr->lev) return (FALSE);
3661 /* Spell is forgotten */
3662 if ((use_realm == p_ptr->realm2) ?
3663 (p_ptr->spell_forgotten2 & (1L << spell)) :
3664 (p_ptr->spell_forgotten1 & (1L << spell)))
3670 if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
3671 if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
3673 /* Spell is learned */
3674 if ((use_realm == p_ptr->realm2) ?
3675 (p_ptr->spell_learned2 & (1L << spell)) :
3676 (p_ptr->spell_learned1 & (1L << spell)))
3679 return (!study_pray);
3682 /* Okay to study, not to cast */
3689 * @brief 呪文情報の表示処理 /
3690 * Print a list of spells (for browsing or casting or viewing)
3691 * @param target_spell 呪文ID
3692 * @param spells 表示するスペルID配列の参照ポインタ
3693 * @param num 表示するスペルの数(spellsの要素数)
3694 * @param y 表示メッセージ左上Y座標
3695 * @param x 表示メッセージ左上X座標
3696 * @param use_realm 魔法領域ID
3699 void print_spells(SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_LEN y, TERM_LEN x, REALM_IDX use_realm)
3703 int exp_level, increment = 64;
3704 const magic_type *s_ptr;
3709 MANA_POINT need_mana;
3714 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && p_ptr->wizard)
3715 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
3717 /* Title the list */
3719 if (use_realm == REALM_HISSATSU)
3720 strcpy(buf,_(" Lv MP", " Lv SP"));
3722 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
3724 put_str(_("名前", "Name"), y, x + 5);
3725 put_str(buf, y, x + 29);
3727 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
3728 else if (use_realm == p_ptr->realm1) increment = 0;
3729 else if (use_realm == p_ptr->realm2) increment = 32;
3731 /* Dump the spells */
3732 for (i = 0; i < num; i++)
3736 if (!is_magic(use_realm))
3738 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3742 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3745 if (use_realm == REALM_HISSATSU)
3746 need_mana = s_ptr->smana;
3749 EXP exp = experience_of_spell(spell, use_realm);
3751 /* Extract mana consumption rate */
3752 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3754 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
3755 else exp_level = spell_exp_level(exp);
3758 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
3759 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
3760 else if (s_ptr->slevel >= 99) max = TRUE;
3761 else if ((p_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
3763 strncpy(ryakuji, exp_level_str[exp_level], 4);
3768 if (use_menu && target_spell)
3770 if (i == (target_spell-1))
3771 strcpy(out_val, _(" 》 ", " > "));
3773 strcpy(out_val, " ");
3775 else sprintf(out_val, " %c) ", I2A(i));
3776 /* Skip illegible spells */
3777 if (s_ptr->slevel >= 99)
3779 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
3780 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
3784 /* XXX XXX Could label spells above the players level */
3786 /* Get extra info */
3787 strcpy(info, do_spell(use_realm, spell, SPELL_INFO));
3792 /* Assume spell is known and tried */
3793 line_attr = TERM_WHITE;
3795 /* Analyze the spell */
3796 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3798 if (s_ptr->slevel > p_ptr->max_plv)
3800 comment = _("未知", "unknown");
3801 line_attr = TERM_L_BLUE;
3803 else if (s_ptr->slevel > p_ptr->lev)
3805 comment = _("忘却", "forgotten");
3806 line_attr = TERM_YELLOW;
3809 else if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2))
3811 comment = _("未知", "unknown");
3812 line_attr = TERM_L_BLUE;
3814 else if ((use_realm == p_ptr->realm1) ?
3815 ((p_ptr->spell_forgotten1 & (1L << spell))) :
3816 ((p_ptr->spell_forgotten2 & (1L << spell))))
3818 comment = _("忘却", "forgotten");
3819 line_attr = TERM_YELLOW;
3821 else if (!((use_realm == p_ptr->realm1) ?
3822 (p_ptr->spell_learned1 & (1L << spell)) :
3823 (p_ptr->spell_learned2 & (1L << spell))))
3825 comment = _("未知", "unknown");
3826 line_attr = TERM_L_BLUE;
3828 else if (!((use_realm == p_ptr->realm1) ?
3829 (p_ptr->spell_worked1 & (1L << spell)) :
3830 (p_ptr->spell_worked2 & (1L << spell))))
3832 comment = _("未経験", "untried");
3833 line_attr = TERM_L_GREEN;
3836 /* Dump the spell --(-- */
3837 if (use_realm == REALM_HISSATSU)
3839 strcat(out_val, format("%-25s %2d %4d",
3840 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
3841 s_ptr->slevel, need_mana));
3845 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
3846 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
3847 (max ? '!' : ' '), ryakuji,
3848 s_ptr->slevel, need_mana, spell_chance(spell, use_realm), comment));
3850 c_prt(line_attr, out_val, y + i + 1, x);
3853 /* Clear the bottom line */
3854 prt("", y + i + 1, x);
3861 * @return ターン消費を要する処理を行ったならばTRUEを返す
3863 bool rustproof(void)
3867 GAME_TEXT o_name[MAX_NLEN];
3870 /* Select a piece of armour */
3871 item_tester_hook = object_is_armour;
3873 q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
3874 s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
3876 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
3877 if (!o_ptr) return FALSE;
3879 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3881 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3883 if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
3886 msg_format("%sは新品同様になった!",o_name);
3888 msg_format("%s %s look%s as good as new!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
3895 msg_format("%sは腐食しなくなった。", o_name);
3897 msg_format("%s %s %s now protected against corrosion.", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "are" : "is"));
3907 * Curse the players armor
3908 * @return 実際に呪縛されたらTRUEを返す
3910 bool curse_armor(void)
3915 GAME_TEXT o_name[MAX_NLEN];
3918 /* Curse the body armor */
3919 o_ptr = &inventory[INVEN_BODY];
3921 /* Nothing to curse */
3922 if (!o_ptr->k_idx) return (FALSE);
3924 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
3926 /* Attempt a saving throw for artifacts */
3927 if (object_is_artifact(o_ptr) && (randint0(100) < 50))
3931 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!",
3932 "恐怖の暗黒オーラ", "防具", o_name);
3934 msg_format("A %s tries to %s, but your %s resists the effects!",
3935 "terrible black aura", "surround your armor", o_name);
3940 /* not artifact or failed save... */
3943 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);
3944 chg_virtue(V_ENCHANT, -5);
3946 /* Blast the armor */
3948 o_ptr->name2 = EGO_BLASTED;
3949 o_ptr->to_a = 0 - randint1(5) - randint1(5);
3956 for (i = 0; i < TR_FLAG_SIZE; i++)
3957 o_ptr->art_flags[i] = 0;
3960 o_ptr->curse_flags = TRC_CURSED;
3963 o_ptr->ident |= (IDENT_BROKEN);
3964 p_ptr->update |= (PU_BONUS);
3966 /* Recalculate mana */
3967 p_ptr->update |= (PU_MANA);
3969 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3977 * Curse the players weapon
3978 * @param force 無条件に呪縛を行うならばTRUE
3979 * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
3980 * @return 実際に呪縛されたらTRUEを返す
3982 bool curse_weapon_object(bool force, object_type *o_ptr)
3985 GAME_TEXT o_name[MAX_NLEN];
3987 /* Nothing to curse */
3988 if (!o_ptr->k_idx) return (FALSE);
3989 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
3991 /* Attempt a saving throw */
3992 if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
3996 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!",
3997 "恐怖の暗黒オーラ", "武器", o_name);
3999 msg_format("A %s tries to %s, but your %s resists the effects!",
4000 "terrible black aura", "surround your weapon", o_name);
4004 /* not artifact or failed save... */
4007 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);
4008 chg_virtue(V_ENCHANT, -5);
4010 /* Shatter the weapon */
4012 o_ptr->name2 = EGO_SHATTERED;
4013 o_ptr->to_h = 0 - randint1(5) - randint1(5);
4014 o_ptr->to_d = 0 - randint1(5) - randint1(5);
4020 for (i = 0; i < TR_FLAG_SIZE; i++)
4021 o_ptr->art_flags[i] = 0;
4024 o_ptr->curse_flags = TRC_CURSED;
4027 o_ptr->ident |= (IDENT_BROKEN);
4028 p_ptr->update |= (PU_BONUS);
4030 /* Recalculate mana */
4031 p_ptr->update |= (PU_MANA);
4033 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4040 * @brief 武器呪縛処理のメインルーチン /
4041 * Curse the players weapon
4042 * @param force 無条件に呪縛を行うならばTRUE
4043 * @param slot 呪縛する武器の装備スロット
4044 * @return 実際に呪縛されたらTRUEを返す
4046 bool curse_weapon(bool force, int slot)
4048 /* Curse the weapon */
4049 return curse_weapon_object(force, &inventory[slot]);
4054 * @brief ボルトのエゴ化処理(火炎エゴのみ) /
4055 * Enchant some bolts
4058 bool brand_bolts(void)
4062 /* Use the first acceptable bolts */
4063 for (i = 0; i < INVEN_PACK; i++)
4065 object_type *o_ptr = &inventory[i];
4067 /* Skip non-bolts */
4068 if (o_ptr->tval != TV_BOLT) continue;
4070 /* Skip artifacts and ego-items */
4071 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
4074 /* Skip cursed/broken items */
4075 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
4078 if (randint0(100) < 75) continue;
4080 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!"));
4083 o_ptr->name2 = EGO_FLAME;
4084 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
4088 if (flush_failure) flush();
4091 msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
4098 * @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 /
4099 * Helper function -- return a "nearby" race for polymorphing
4100 * @param r_idx 基準となるモンスター種族ID
4101 * @return 変更先のモンスター種族ID
4103 * Note that this function is one of the more "dangerous" ones...
4105 static MONRACE_IDX poly_r_idx(MONRACE_IDX r_idx)
4107 monster_race *r_ptr = &r_info[r_idx];
4113 /* Hack -- Uniques/Questors never polymorph */
4114 if ((r_ptr->flags1 & RF1_UNIQUE) ||
4115 (r_ptr->flags1 & RF1_QUESTOR))
4118 /* Allowable range of "levels" for resulting monster */
4119 lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
4120 lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
4122 /* Pick a (possibly new) non-unique race */
4123 for (i = 0; i < 1000; i++)
4125 /* Pick a new race, using a level calculation */
4126 r = get_mon_num((dun_level + r_ptr->level) / 2 + 5);
4128 /* Handle failure */
4134 /* Ignore unique monsters */
4135 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4137 /* Ignore monsters with incompatible levels */
4138 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
4140 /* Use that index */
4149 * @brief 指定座標にいるモンスターを変身させる /
4150 * Helper function -- return a "nearby" race for polymorphing
4153 * @return 実際に変身したらTRUEを返す
4155 bool polymorph_monster(POSITION y, POSITION x)
4157 cave_type *c_ptr = &cave[y][x];
4158 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4159 bool polymorphed = FALSE;
4160 MONRACE_IDX new_r_idx;
4161 MONRACE_IDX old_r_idx = m_ptr->r_idx;
4162 bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
4163 bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
4164 monster_type back_m;
4166 if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
4168 if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
4170 /* Memorize the monster before polymorphing */
4173 /* Pick a "new" monster race */
4174 new_r_idx = poly_r_idx(old_r_idx);
4176 /* Handle polymorph */
4177 if (new_r_idx != old_r_idx)
4179 BIT_FLAGS mode = 0L;
4180 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
4181 OBJECT_IDX this_o_idx, next_o_idx = 0;
4183 /* Get the monsters attitude */
4184 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
4185 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
4186 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
4188 /* Mega-hack -- ignore held objects */
4189 m_ptr->hold_o_idx = 0;
4191 /* "Kill" the "old" monster */
4192 delete_monster_idx(c_ptr->m_idx);
4194 /* Create a new monster (no groups) */
4195 if (place_monster_aux(0, y, x, new_r_idx, mode))
4197 m_list[hack_m_idx_ii].nickname = back_m.nickname;
4198 m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
4199 m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
4206 /* Placing the new monster failed */
4207 if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
4209 m_list[hack_m_idx_ii] = back_m;
4211 /* Re-initialize monster process */
4214 else preserve_hold_objects = FALSE;
4217 /* Mega-hack -- preserve held objects */
4218 if (preserve_hold_objects)
4220 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4222 object_type *o_ptr = &o_list[this_o_idx];
4224 /* Acquire next object */
4225 next_o_idx = o_ptr->next_o_idx;
4227 /* Held by new monster */
4228 o_ptr->held_m_idx = hack_m_idx_ii;
4231 else if (back_m.hold_o_idx) /* Failed (paranoia) */
4233 /* Delete objects */
4234 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4236 /* Acquire next object */
4237 next_o_idx = o_list[this_o_idx].next_o_idx;
4239 delete_object_idx(this_o_idx);
4243 if (targeted) target_who = hack_m_idx_ii;
4244 if (health_tracked) health_track(hack_m_idx_ii);
4253 * @param x テレポート先のX座標
4254 * @param y テレポート先のY座標
4255 * @return 目標に指定通りテレポートできたならばTRUEを返す
4257 static bool dimension_door_aux(DEPTH x, DEPTH y)
4259 PLAYER_LEVEL plev = p_ptr->lev;
4261 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
4263 if (!cave_player_teleportable_bold(y, x, 0L) ||
4264 (distance(y, x, p_ptr->y, p_ptr->x) > plev / 2 + 10) ||
4265 (!randint0(plev / 10 + 10)))
4267 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
4268 teleport_player((plev + 2) * 2, TELEPORT_PASSIVE);
4275 teleport_player_to(y, x, 0L);
4284 * @brief 次元の扉処理のメインルーチン /
4286 * @return ターンを消費した場合TRUEを返す
4288 bool dimension_door(void)
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(_("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!"));
4304 * @brief 鏡抜け処理のメインルーチン /
4305 * Mirror Master's Dimension Door
4306 * @return ターンを消費した場合TRUEを返す
4308 bool mirror_tunnel(void)
4310 POSITION x = 0, y = 0;
4312 /* Rerutn FALSE if cancelled */
4313 if (!tgt_pt(&x, &y)) return FALSE;
4315 if (dimension_door_aux(x, y)) return TRUE;
4317 msg_print(_("鏡の世界をうまく通れなかった!", "You fail to pass the mirror plane correctly!"));
4325 * @return ターンを消費した場合TRUEを返す
4327 bool eat_magic(int power)
4333 int recharge_strength = 0;
4339 GAME_TEXT o_name[MAX_NLEN];
4341 item_tester_hook = item_tester_hook_recharge;
4343 q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
4344 s = _("魔力を吸収できるアイテムがありません。", "You have nothing to drain.");
4346 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
4347 if (!o_ptr) return FALSE;
4349 k_ptr = &k_info[o_ptr->k_idx];
4350 lev = k_info[o_ptr->k_idx].level;
4352 if (o_ptr->tval == TV_ROD)
4354 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
4357 if (one_in_(recharge_strength))
4359 /* Activate the failure code. */
4364 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
4366 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."));
4371 o_ptr->timeout += k_ptr->pval;
4377 /* All staffs, wands. */
4378 recharge_strength = (100 + power - lev) / 15;
4381 if (recharge_strength < 0) recharge_strength = 0;
4384 if (one_in_(recharge_strength))
4386 /* Activate the failure code. */
4391 if (o_ptr->pval > 0)
4393 p_ptr->csp += lev / 2;
4396 /* XXX Hack -- unstack if necessary */
4397 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
4403 /* Obtain a local object */
4404 object_copy(q_ptr, o_ptr);
4406 /* Modify quantity */
4409 /* Restore the charges */
4412 /* Unstack the used item */
4414 p_ptr->total_weight -= q_ptr->weight;
4415 item = inven_carry(q_ptr);
4417 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
4422 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
4424 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
4428 /* Inflict the penalties for failing a recharge. */
4431 /* Artifacts are never destroyed. */
4432 if (object_is_fixed_artifact(o_ptr))
4434 object_desc(o_name, o_ptr, OD_NAME_ONLY);
4435 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);
4437 /* Artifact rods. */
4438 if (o_ptr->tval == TV_ROD)
4439 o_ptr->timeout = k_ptr->pval * o_ptr->number;
4441 /* Artifact wands and staffs. */
4442 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
4447 /* Get the object description */
4448 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4450 /*** Determine Seriousness of Failure ***/
4452 /* Mages recharge objects more safely. */
4453 if (IS_WIZARD_CLASS())
4455 /* 10% chance to blow up one rod, otherwise draining. */
4456 if (o_ptr->tval == TV_ROD)
4458 if (one_in_(10)) fail_type = 2;
4461 /* 75% chance to blow up one wand, otherwise draining. */
4462 else if (o_ptr->tval == TV_WAND)
4464 if (!one_in_(3)) fail_type = 2;
4467 /* 50% chance to blow up one staff, otherwise no effect. */
4468 else if (o_ptr->tval == TV_STAFF)
4470 if (one_in_(2)) fail_type = 2;
4475 /* All other classes get no special favors. */
4478 /* 33% chance to blow up one rod, otherwise draining. */
4479 if (o_ptr->tval == TV_ROD)
4481 if (one_in_(3)) fail_type = 2;
4484 /* 20% chance of the entire stack, else destroy one wand. */
4485 else if (o_ptr->tval == TV_WAND)
4487 if (one_in_(5)) fail_type = 3;
4490 /* Blow up one staff. */
4491 else if (o_ptr->tval == TV_STAFF)
4497 /*** Apply draining and destruction. ***/
4499 /* Drain object or stack of objects. */
4502 if (o_ptr->tval == TV_ROD)
4504 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
4505 "You save your rod from destruction, but all charges are lost."), o_name);
4506 o_ptr->timeout = k_ptr->pval * o_ptr->number;
4508 else if (o_ptr->tval == TV_WAND)
4510 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);
4513 /* Staffs aren't drained. */
4516 /* Destroy an object or one in a stack of objects. */
4519 if (o_ptr->number > 1)
4521 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);
4522 /* Reduce rod stack maximum timeout, drain wands. */
4523 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
4524 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
4528 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);
4531 /* Reduce and describe inventory */
4534 inven_item_increase(item, -1);
4535 inven_item_describe(item);
4536 inven_item_optimize(item);
4539 /* Reduce and describe floor item */
4542 floor_item_increase(0 - item, -1);
4543 floor_item_describe(0 - item);
4544 floor_item_optimize(0 - item);
4548 /* Destroy all members of a stack of objects. */
4551 if (o_ptr->number > 1)
4552 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);
4554 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
4556 /* Reduce and describe inventory */
4559 inven_item_increase(item, -999);
4560 inven_item_describe(item);
4561 inven_item_optimize(item);
4564 /* Reduce and describe floor item */
4567 floor_item_increase(0 - item, -999);
4568 floor_item_describe(0 - item);
4569 floor_item_optimize(0 - item);
4575 if (p_ptr->csp > p_ptr->msp)
4577 p_ptr->csp = p_ptr->msp;
4580 /* Redraw mana and hp */
4581 p_ptr->redraw |= (PR_MANA);
4583 p_ptr->update |= (PU_COMBINE | PU_REORDER);
4584 p_ptr->window |= (PW_INVEN);
4591 * @brief 皆殺し(全方向攻撃)処理
4592 * @param py プレイヤーY座標
4593 * @param px プレイヤーX座標
4600 monster_type *m_ptr;
4603 for (dir = 0; dir < 8; dir++)
4605 y = p_ptr->y + ddy_ddd[dir];
4606 x = p_ptr->x + ddx_ddd[dir];
4607 c_ptr = &cave[y][x];
4609 /* Get the monster */
4610 m_ptr = &m_list[c_ptr->m_idx];
4612 /* Hack -- attack monsters */
4613 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
4622 feature_type *f_ptr, *mimic_f_ptr;
4625 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4626 y = p_ptr->y + ddy[dir];
4627 x = p_ptr->x + ddx[dir];
4628 c_ptr = &cave[y][x];
4629 f_ptr = &f_info[c_ptr->feat];
4630 mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
4634 if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
4636 msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
4638 else if (have_flag(f_ptr->flags, FF_PERMANENT))
4640 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);
4642 else if (c_ptr->m_idx)
4644 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4645 msg_print(_("何かが邪魔しています!", "There's something in the way!"));
4647 if (!m_ptr->ml || !is_pet(m_ptr)) py_attack(y, x, 0);
4649 else if (have_flag(f_ptr->flags, FF_TREE))
4651 msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
4653 else if (have_flag(f_ptr->flags, FF_GLASS))
4655 msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
4657 else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
4659 (void)set_food(p_ptr->food + 3000);
4661 else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
4663 (void)set_food(p_ptr->food + 5000);
4667 msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
4668 (void)set_food(p_ptr->food + 10000);
4671 /* Destroy the wall */
4672 cave_alter_feat(y, x, FF_HURT_ROCK);
4674 /* Move the player */
4675 (void)move_player_effect(y, x, MPE_DONT_PICKUP);
4680 bool shock_power(void)
4685 PLAYER_LEVEL plev = p_ptr->lev;
4686 int boost = P_PTR_KI;
4687 if (heavy_armor()) boost /= 2;
4690 if (!get_aim_dir(&dir)) return FALSE;
4692 y = p_ptr->y + ddy[dir];
4693 x = p_ptr->x + ddx[dir];
4694 dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
4695 fire_beam(GF_MISSILE, dir, dam);
4696 if (cave[y][x].m_idx)
4701 MONSTER_IDX m_idx = cave[y][x].m_idx;
4702 monster_type *m_ptr = &m_list[m_idx];
4703 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4704 GAME_TEXT m_name[MAX_NLEN];
4706 monster_desc(m_name, m_ptr, 0);
4708 if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
4710 msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
4714 for (i = 0; i < 5; i++)
4718 if (cave_empty_bold(y, x))
4725 if ((ty != oy) || (tx != ox))
4727 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
4728 cave[oy][ox].m_idx = 0;
4729 cave[ty][tx].m_idx = (s16b)m_idx;
4730 m_ptr->fy = (byte_hack)ty;
4731 m_ptr->fx = (byte_hack)tx;
4733 update_monster(m_idx, TRUE);
4737 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
4738 p_ptr->update |= (PU_MON_LITE);