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 /*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
19 /*! 能力値現象の基本確率(1 / HURT_CHANCE) / 1/x chance of reducing stats (for elemental attacks) */
20 #define HURT_CHANCE 16
23 * @brief 指定されたマスがモンスターのテレポート可能先かどうかを判定する。
24 * @param m_idx モンスターID
28 * @return テレポート先として妥当ならばtrue
30 static bool cave_monster_teleportable_bold(int m_idx, int y, int x, u32b mode)
32 monster_type *m_ptr = &m_list[m_idx];
33 cave_type *c_ptr = &cave[y][x];
34 feature_type *f_ptr = &f_info[c_ptr->feat];
36 /* Require "teleportable" space */
37 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
39 if (c_ptr->m_idx && (c_ptr->m_idx != m_idx)) return FALSE;
40 if (player_bold(y, x)) return FALSE;
42 /* Hack -- no teleport onto glyph of warding */
43 if (is_glyph_grid(c_ptr)) return FALSE;
44 if (is_explosive_rune_grid(c_ptr)) return FALSE;
46 if (!(mode & TELEPORT_PASSIVE))
48 if (!monster_can_cross_terrain(c_ptr->feat, &r_info[m_ptr->r_idx], 0)) return FALSE;
56 * @brief モンスターのテレポートアウェイ処理 /
57 * Teleport a monster, normally up to "dis" grids away.
58 * @param m_idx モンスターID
61 * @return テレポートが実際に行われたらtrue
63 * Attempt to move the monster at least "dis/2" grids away.
64 * But allow variation to prevent infinite loops.
66 bool teleport_away(int m_idx, int dis, u32b mode)
68 int oy, ox, d, i, min;
74 monster_type *m_ptr = &m_list[m_idx];
77 if (!m_ptr->r_idx) return (FALSE);
79 /* Save the old location */
83 /* Minimum distance */
86 if ((mode & TELEPORT_DEC_VALOUR) &&
87 (((p_ptr->chp * 10) / p_ptr->mhp) > 5) &&
88 (4+randint1(5) < ((p_ptr->chp * 10) / p_ptr->mhp)))
90 chg_virtue(V_VALOUR, -1);
98 /* Verify max distance */
99 if (dis > 200) dis = 200;
101 /* Try several locations */
102 for (i = 0; i < 500; i++)
104 /* Pick a (possibly illegal) location */
107 ny = rand_spread(oy, dis);
108 nx = rand_spread(ox, dis);
109 d = distance(oy, ox, ny, nx);
110 if ((d >= min) && (d <= dis)) break;
113 /* Ignore illegal locations */
114 if (!in_bounds(ny, nx)) continue;
116 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
118 /* No teleporting into vaults and such */
119 if (!(p_ptr->inside_quest || p_ptr->inside_arena))
120 if (cave[ny][nx].info & CAVE_ICKY) continue;
122 /* This grid looks good */
129 /* Increase the maximum distance */
132 /* Decrease the minimum distance */
135 /* Stop after MAX_TRIES tries */
136 if (tries > MAX_TRIES) return (FALSE);
140 sound(SOUND_TPOTHER);
142 /* Update the old location */
143 cave[oy][ox].m_idx = 0;
145 /* Update the new location */
146 cave[ny][nx].m_idx = m_idx;
148 /* Move the monster */
152 /* Forget the counter target */
155 /* Update the monster (new location) */
156 update_mon(m_idx, TRUE);
158 /* Redraw the old grid */
161 /* Redraw the new grid */
164 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
165 p_ptr->update |= (PU_MON_LITE);
172 * @brief モンスターを指定された座標付近にテレポートする /
173 * Teleport monster next to a grid near the given location
174 * @param m_idx モンスターID
177 * @param power テレポート成功確率
181 void teleport_monster_to(int m_idx, int ty, int tx, int power, u32b mode)
183 int ny, nx, oy, ox, d, i, min;
187 monster_type *m_ptr = &m_list[m_idx];
190 if (!m_ptr->r_idx) return;
193 if (randint1(100) > power) return;
199 /* Save the old location */
203 /* Minimum distance */
206 /* Look until done */
207 while (look && --attempts)
209 /* Verify max distance */
210 if (dis > 200) dis = 200;
212 /* Try several locations */
213 for (i = 0; i < 500; i++)
215 /* Pick a (possibly illegal) location */
218 ny = rand_spread(ty, dis);
219 nx = rand_spread(tx, dis);
220 d = distance(ty, tx, ny, nx);
221 if ((d >= min) && (d <= dis)) break;
224 /* Ignore illegal locations */
225 if (!in_bounds(ny, nx)) continue;
227 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
229 /* No teleporting into vaults and such */
230 /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
232 /* This grid looks good */
239 /* Increase the maximum distance */
242 /* Decrease the minimum distance */
246 if (attempts < 1) return;
249 sound(SOUND_TPOTHER);
251 /* Update the old location */
252 cave[oy][ox].m_idx = 0;
254 /* Update the new location */
255 cave[ny][nx].m_idx = m_idx;
257 /* Move the monster */
261 /* Update the monster (new location) */
262 update_mon(m_idx, TRUE);
264 /* Redraw the old grid */
267 /* Redraw the new grid */
270 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
271 p_ptr->update |= (PU_MON_LITE);
275 * @brief 指定されたマスにプレイヤーがテレポート可能かどうかを判定する。
279 * @return テレポート先として妥当ならばtrue
281 bool cave_player_teleportable_bold(int y, int x, u32b mode)
283 cave_type *c_ptr = &cave[y][x];
284 feature_type *f_ptr = &f_info[c_ptr->feat];
286 /* Require "teleportable" space */
287 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
289 /* No magical teleporting into vaults and such */
290 if (!(mode & TELEPORT_NONMAGICAL) && (c_ptr->info & CAVE_ICKY)) return FALSE;
292 if (c_ptr->m_idx && (c_ptr->m_idx != p_ptr->riding)) return FALSE;
294 /* don't teleport on a trap. */
295 if (have_flag(f_ptr->flags, FF_HIT_TRAP)) return FALSE;
297 if (!(mode & TELEPORT_PASSIVE))
299 if (!player_can_enter(c_ptr->feat, 0)) return FALSE;
301 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP))
303 if (!p_ptr->levitation && !p_ptr->can_swim) return FALSE;
306 if (have_flag(f_ptr->flags, FF_LAVA) && !p_ptr->immune_fire && !IS_INVULN())
308 /* Always forbid deep lava */
309 if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
311 /* Forbid shallow lava when the player don't have levitation */
312 if (!p_ptr->levitation) return FALSE;
322 #define MAX_TELEPORT_DISTANCE 200
325 * @brief プレイヤーのテレポート先選定と移動処理 /
326 * Teleport the player to a location up to "dis" grids away.
329 * @return 実際にテレポート処理が行われたらtrue
332 * If no such spaces are readily available, the distance may increase.
333 * Try very hard to move the player at least a quarter that distance.
335 * There was a nasty tendency for a long time; which was causing the
336 * player to "bounce" between two or three different spots because
337 * these are the only spots that are "far enough" way to satisfy the
340 * But this tendency is now removed; in the new algorithm, a list of
341 * candidates is selected first, which includes at least 50% of all
342 * floor grids within the distance, and any single grid in this list
343 * of candidates has equal possibility to be choosen as a destination.
347 bool teleport_player_aux(int dis, u32b mode)
349 int candidates_at[MAX_TELEPORT_DISTANCE + 1];
350 int total_candidates, cur_candidates;
351 int y = 0, x = 0, min, pick, i;
353 int left = MAX(1, px - dis);
354 int right = MIN(cur_wid - 2, px + dis);
355 int top = MAX(1, py - dis);
356 int bottom = MIN(cur_hgt - 2, py + dis);
358 if (p_ptr->wild_mode) return FALSE;
360 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
362 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
366 /* Initialize counters */
367 total_candidates = 0;
368 for (i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
369 candidates_at[i] = 0;
371 /* Limit the distance */
372 if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
374 /* Search valid locations */
375 for (y = top; y <= bottom; y++)
377 for (x = left; x <= right; x++)
381 /* Skip illegal locations */
382 if (!cave_player_teleportable_bold(y, x, mode)) continue;
384 /* Calculate distance */
385 d = distance(py, px, y, x);
387 /* Skip too far locations */
388 if (d > dis) continue;
390 /* Count the total number of candidates */
393 /* Count the number of candidates in this circumference */
398 /* No valid location! */
399 if (0 == total_candidates) return FALSE;
401 /* Fix the minimum distance */
402 for (cur_candidates = 0, min = dis; min >= 0; min--)
404 cur_candidates += candidates_at[min];
406 /* 50% of all candidates will have an equal chance to be choosen. */
407 if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
410 /* Pick up a single location randomly */
411 pick = randint1(cur_candidates);
413 /* Search again the choosen location */
414 for (y = top; y <= bottom; y++)
416 for (x = left; x <= right; x++)
420 /* Skip illegal locations */
421 if (!cave_player_teleportable_bold(y, x, mode)) continue;
423 /* Calculate distance */
424 d = distance(py, px, y, x);
426 /* Skip too far locations */
427 if (d > dis) continue;
429 /* Skip too close locations */
430 if (d < min) continue;
432 /* This grid was picked up? */
441 if (player_bold(y, x)) return FALSE;
444 sound(SOUND_TELEPORT);
447 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
448 msg_format("『こっちだぁ、%s』", player_name);
451 /* Move the player */
452 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
458 * @brief プレイヤーのテレポート処理メインルーチン
463 void teleport_player(int dis, u32b mode)
467 /* Save the old location */
471 if (!teleport_player_aux(dis, mode)) return;
473 /* Monsters with teleport ability may follow the player */
474 for (xx = -1; xx < 2; xx++)
476 for (yy = -1; yy < 2; yy++)
478 int tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
480 /* A monster except your mount may follow */
481 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx))
483 monster_type *m_ptr = &m_list[tmp_m_idx];
484 monster_race *r_ptr = &r_info[m_ptr->r_idx];
487 * The latter limitation is to avoid
488 * totally unkillable suckers...
490 if ((r_ptr->flags6 & RF6_TPORT) &&
491 !(r_ptr->flagsr & RFR_RES_TELE))
493 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, py, px, r_ptr->level, 0L);
502 * @brief プレイヤーのテレポートアウェイ処理 /
503 * @param m_idx アウェイを試みたプレイヤーID
507 void teleport_player_away(int m_idx, int dis)
511 /* Save the old location */
515 if (!teleport_player_aux(dis, TELEPORT_PASSIVE)) return;
517 /* Monsters with teleport ability may follow the player */
518 for (xx = -1; xx < 2; xx++)
520 for (yy = -1; yy < 2; yy++)
522 int tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
524 /* A monster except your mount or caster may follow */
525 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx) && (m_idx != tmp_m_idx))
527 monster_type *m_ptr = &m_list[tmp_m_idx];
528 monster_race *r_ptr = &r_info[m_ptr->r_idx];
531 * The latter limitation is to avoid
532 * totally unkillable suckers...
534 if ((r_ptr->flags6 & RF6_TPORT) &&
535 !(r_ptr->flagsr & RFR_RES_TELE))
537 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, py, px, r_ptr->level, 0L);
546 * @brief プレイヤーを指定位置近辺にテレポートさせる
547 * Teleport player to a grid near the given location
550 * @param mode オプションフラグ
554 * This function is slightly obsessive about correctness.
555 * This function allows teleporting into vaults (!)
558 void teleport_player_to(int ny, int nx, u32b mode)
560 int y, x, dis = 0, ctr = 0;
562 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
564 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
568 /* Find a usable location */
571 /* Pick a nearby legal location */
574 y = rand_spread(ny, dis);
575 x = rand_spread(nx, dis);
576 if (in_bounds(y, x)) break;
579 /* Accept any grid when wizard mode */
580 if (p_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!cave[y][x].m_idx || (cave[y][x].m_idx == p_ptr->riding))) break;
582 /* Accept teleportable floor grids */
583 if (cave_player_teleportable_bold(y, x, mode)) break;
585 /* Occasionally advance the distance */
586 if (++ctr > (4 * dis * dis + 4 * dis + 1))
594 sound(SOUND_TELEPORT);
596 /* Move the player */
597 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
601 void teleport_away_followable(int m_idx)
603 monster_type *m_ptr = &m_list[m_idx];
604 int oldfy = m_ptr->fy;
605 int oldfx = m_ptr->fx;
606 bool old_ml = m_ptr->ml;
607 int old_cdis = m_ptr->cdis;
609 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
611 if (old_ml && (old_cdis <= MAX_SIGHT) && !world_monster && !p_ptr->inside_battle && los(py, px, oldfy, oldfx))
615 if ((p_ptr->muta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
618 u32b flgs[TR_FLAG_SIZE];
622 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
624 o_ptr = &inventory[i];
625 if (o_ptr->k_idx && !object_is_cursed(o_ptr))
627 object_flags(o_ptr, flgs);
628 if (have_flag(flgs, TR_TELEPORT))
639 if (get_check_strict(_("ついていきますか?", "Do you follow it? "), CHECK_OKAY_CANCEL))
643 teleport_player(200, TELEPORT_PASSIVE);
644 msg_print(_("失敗!", "Failed!"));
646 else teleport_player_to(m_ptr->fy, m_ptr->fx, 0L);
647 p_ptr->energy_need += ENERGY_NEED();
655 * @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 /
656 * Teleport the player one level up or down (random when legal)
657 * @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.
660 void teleport_level(int m_idx)
666 if (m_idx <= 0) /* To player */
668 strcpy(m_name, _("あなた", "you"));
670 else /* To monster */
672 monster_type *m_ptr = &m_list[m_idx];
674 /* Get the monster name (or "it") */
675 monster_desc(m_name, m_ptr, 0);
677 see_m = is_seen(m_ptr);
680 /* No effect in some case */
681 if (TELE_LEVEL_IS_INEFF(m_idx))
683 if (see_m) msg_print(_("効果がなかった。", "There is no effect."));
687 if ((m_idx <= 0) && p_ptr->anti_tele) /* To player */
689 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
693 /* Choose up or down */
694 if (randint0(100) < 50) go_up = TRUE;
697 if ((m_idx <= 0) && p_ptr->wizard)
699 if (get_check("Force to go up? ")) go_up = TRUE;
700 else if (get_check("Force to go down? ")) go_up = FALSE;
704 if ((ironman_downward && (m_idx <= 0)) || (dun_level <= d_info[dungeon_type].mindepth))
707 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
709 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
711 if (m_idx <= 0) /* To player */
715 dungeon_type = p_ptr->recall_dungeon;
720 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
722 if (autosave_l) do_cmd_save_game(TRUE);
726 dun_level = d_info[dungeon_type].mindepth;
727 prepare_change_floor_mode(CFM_RAND_PLACE);
731 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
735 p_ptr->leaving = TRUE;
740 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
743 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
745 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
749 if (m_idx <= 0) /* To player */
751 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
753 if (autosave_l) do_cmd_save_game(TRUE);
755 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
760 p_ptr->inside_quest = 0;
761 p_ptr->leaving = TRUE;
767 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
769 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
773 if (m_idx <= 0) /* To player */
775 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
777 if (autosave_l) do_cmd_save_game(TRUE);
779 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
782 p_ptr->leaving = TRUE;
788 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
790 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
793 if (m_idx <= 0) /* To player */
795 /* Never reach this code on the surface */
796 /* if (!dun_level) dungeon_type = p_ptr->recall_dungeon; */
798 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
800 if (autosave_l) do_cmd_save_game(TRUE);
802 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
805 p_ptr->leaving = TRUE;
809 /* Monster level teleportation is simple deleting now */
812 monster_type *m_ptr = &m_list[m_idx];
814 /* Check for quest completion */
815 check_quest_completion(m_ptr);
817 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
821 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
822 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
825 delete_monster_idx(m_idx);
829 sound(SOUND_TPLEVEL);
834 * @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 /
835 * Teleport the player one level up or down (random when legal)
836 * @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.
839 int choose_dungeon(cptr note, int y, int x)
845 /* Hack -- No need to choose dungeon in some case */
846 if (lite_town || vanilla_town || ironman_downward)
848 if (max_dlv[DUNGEON_ANGBAND]) return DUNGEON_ANGBAND;
851 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);
857 /* Allocate the "dun" array */
858 C_MAKE(dun, max_d_idx, s16b);
861 for(i = 1; i < max_d_idx; i++)
866 if (!d_info[i].maxdepth) continue;
867 if (!max_dlv[i]) continue;
868 if (d_info[i].final_guardian)
870 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
872 else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
874 sprintf(buf,_(" %c) %c%-12s : 最大 %d 階", " %c) %c%-16s : Max level %d"),
875 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
876 prt(buf, y + num, x);
882 prt(_(" 選べるダンジョンがない。", " No dungeon is available."), y, x);
885 prt(format(_("どのダンジョン%sしますか:", "Which dungeon do you %s?: "), note), 0, 0);
889 if ((i == ESCAPE) || !num)
891 /* Free the "dun" array */
892 C_KILL(dun, max_d_idx, s16b);
897 if (i >= 'a' && i <('a'+num))
899 select_dungeon = dun[i-'a'];
906 /* Free the "dun" array */
907 C_KILL(dun, max_d_idx, s16b);
909 return select_dungeon;
914 * @brief プレイヤーの帰還発動及び中止処理 /
915 * Recall the player to town or dungeon
916 * @param turn 発動までのターン数
919 bool recall_player(int turns)
922 * TODO: Recall the player to the last
923 * visited town when in the wilderness
927 if (p_ptr->inside_arena || ironman_downward)
929 msg_print(_("何も起こらなかった。", "Nothing happens."));
933 if (dun_level && (max_dlv[dungeon_type] > dun_level) && !p_ptr->inside_quest && !p_ptr->word_recall)
935 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? ")))
937 max_dlv[dungeon_type] = dun_level;
939 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, _("帰還のときに", "when recall from dungeon"));
943 if (!p_ptr->word_recall)
948 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
949 if (!select_dungeon) return FALSE;
950 p_ptr->recall_dungeon = select_dungeon;
952 p_ptr->word_recall = turns;
953 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
954 p_ptr->redraw |= (PR_STATUS);
958 p_ptr->word_recall = 0;
959 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
960 p_ptr->redraw |= (PR_STATUS);
967 * @param turn 発動までのターン数
970 bool word_of_recall(void)
972 return(recall_player(randint0(21) + 15));
977 * @return リセット処理が実際に行われたらTRUEを返す
979 bool reset_recall(void)
981 int select_dungeon, dummy = 0;
985 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
988 if (ironman_downward)
990 msg_print(_("何も起こらなかった。", "Nothing happens."));
994 if (!select_dungeon) return FALSE;
996 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "), d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
999 sprintf(tmp_val, "%d", MAX(dun_level, 1));
1001 /* Ask for a level */
1002 if (get_string(ppp, tmp_val, 10))
1004 /* Extract request */
1005 dummy = atoi(tmp_val);
1008 if (dummy < 1) dummy = 1;
1011 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
1012 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
1014 max_dlv[select_dungeon] = dummy;
1016 if (record_maxdepth)
1017 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
1018 /* Accept request */
1020 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);
1022 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
1035 * @brief プレイヤーの装備劣化処理 /
1036 * Apply disenchantment to the player's stuff
1037 * @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
1038 * @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 /
1039 * Return "TRUE" if the player notices anything
1041 bool apply_disenchant(int mode)
1045 char o_name[MAX_NLEN];
1046 int to_h, to_d, to_a, pval;
1048 /* Pick a random slot */
1049 switch (randint1(8))
1051 case 1: t = INVEN_RARM; break;
1052 case 2: t = INVEN_LARM; break;
1053 case 3: t = INVEN_BOW; break;
1054 case 4: t = INVEN_BODY; break;
1055 case 5: t = INVEN_OUTER; break;
1056 case 6: t = INVEN_HEAD; break;
1057 case 7: t = INVEN_HANDS; break;
1058 case 8: t = INVEN_FEET; break;
1062 o_ptr = &inventory[t];
1064 /* No item, nothing happens */
1065 if (!o_ptr->k_idx) return (FALSE);
1067 /* Disenchant equipments only -- No disenchant on monster ball */
1068 if (!object_is_weapon_armour_ammo(o_ptr))
1071 /* Nothing to disenchant */
1072 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
1074 /* Nothing to notice */
1079 /* Describe the object */
1080 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1083 /* Artifacts have 71% chance to resist */
1084 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
1088 msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
1090 msg_format("Your %s (%c) resist%s disenchantment!",
1091 o_name, index_to_label(t),
1092 ((o_ptr->number != 1) ? "" : "s"));
1101 /* Memorize old value */
1107 /* Disenchant tohit */
1108 if (o_ptr->to_h > 0) o_ptr->to_h--;
1109 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
1111 /* Disenchant todam */
1112 if (o_ptr->to_d > 0) o_ptr->to_d--;
1113 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
1115 /* Disenchant toac */
1116 if (o_ptr->to_a > 0) o_ptr->to_a--;
1117 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
1119 /* Disenchant pval (occasionally) */
1120 /* Unless called from wild_magic() */
1121 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
1123 if ((to_h != o_ptr->to_h) || (to_d != o_ptr->to_d) ||
1124 (to_a != o_ptr->to_a) || (pval != o_ptr->pval))
1128 msg_format("%s(%c)は劣化してしまった!",
1129 o_name, index_to_label(t) );
1131 msg_format("Your %s (%c) %s disenchanted!",
1132 o_name, index_to_label(t),
1133 ((o_ptr->number != 1) ? "were" : "was"));
1136 chg_virtue(V_HARMONY, 1);
1137 chg_virtue(V_ENCHANT, -2);
1139 /* Recalculate bonuses */
1140 p_ptr->update |= (PU_BONUS);
1143 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
1153 * @brief プレイヤーの突然変異処理
1156 void mutate_player(void)
1158 int max1, cur1, max2, cur2, ii, jj, i;
1160 /* Pick a pair of stats */
1162 for (jj = ii; jj == ii; jj = randint0(6)) /* loop */;
1164 max1 = p_ptr->stat_max[ii];
1165 cur1 = p_ptr->stat_cur[ii];
1166 max2 = p_ptr->stat_max[jj];
1167 cur2 = p_ptr->stat_cur[jj];
1169 p_ptr->stat_max[ii] = max2;
1170 p_ptr->stat_cur[ii] = cur2;
1171 p_ptr->stat_max[jj] = max1;
1172 p_ptr->stat_cur[jj] = cur1;
1176 if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
1177 if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
1180 p_ptr->update |= (PU_BONUS);
1185 * @brief プレイヤーの因果混乱処理 / Apply Nexus
1186 * @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
1189 void apply_nexus(monster_type *m_ptr)
1191 switch (randint1(7))
1193 case 1: case 2: case 3:
1195 teleport_player(200, TELEPORT_PASSIVE);
1201 teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
1207 if (randint0(100) < p_ptr->skill_sav)
1209 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1213 /* Teleport Level */
1220 if (randint0(100) < p_ptr->skill_sav)
1222 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1226 msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
1235 * @brief 寿命つき光源の燃素追加処理 /
1236 * Charge a lite (torch or latern)
1239 void phlogiston(void)
1242 object_type * o_ptr = &inventory[INVEN_LITE];
1245 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
1247 max_flog = FUEL_LAMP;
1251 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
1253 max_flog = FUEL_TORCH;
1256 /* No torch to refill */
1259 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."));
1263 if (o_ptr->xtra4 >= max_flog)
1265 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."));
1270 o_ptr->xtra4 += (max_flog / 2);
1273 msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
1276 if (o_ptr->xtra4 >= max_flog)
1278 o_ptr->xtra4 = max_flog;
1279 msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
1282 /* Recalculate torch */
1283 p_ptr->update |= (PU_TORCH);
1288 * @brief 武器へのエゴ付加処理 /
1289 * Brand the current weapon
1290 * @param brand_type エゴ化ID(e_info.txtとは連動していない)
1293 void brand_weapon(int brand_type)
1300 /* Assume enchant weapon */
1301 item_tester_hook = object_allow_enchant_melee_weapon;
1302 item_tester_no_ryoute = TRUE;
1305 q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
1306 s = _("強化できる武器がない。", "You have nothing to enchant.");
1308 if (!get_item(&item, q, s, (USE_EQUIP))) return;
1310 /* Get the item (in the pack) */
1313 o_ptr = &inventory[item];
1316 /* Get the item (on the floor) */
1319 o_ptr = &o_list[0 - item];
1323 /* you can never modify artifacts / ego-items */
1324 /* you can never modify cursed items */
1325 /* TY: You _can_ modify broken items (if you're silly enough) */
1326 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1327 !object_is_cursed(o_ptr) &&
1328 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1329 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1330 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
1334 /* Let's get the name before it is changed... */
1335 char o_name[MAX_NLEN];
1336 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1341 if (o_ptr->tval == TV_SWORD)
1343 act = _("は鋭さを増した!", "becomes very sharp!");
1345 o_ptr->name2 = EGO_SHARPNESS;
1346 o_ptr->pval = m_bonus(5, dun_level) + 1;
1348 if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
1353 act = _("は破壊力を増した!", "seems very powerful.");
1354 o_ptr->name2 = EGO_EARTHQUAKES;
1355 o_ptr->pval = m_bonus(3, dun_level);
1359 act = _("は人間の血を求めている!", "seems to be looking for humans!");
1360 o_ptr->name2 = EGO_KILL_HUMAN;
1363 act = _("は電撃に覆われた!", "covered with lightning!");
1364 o_ptr->name2 = EGO_BRAND_ELEC;
1367 act = _("は酸に覆われた!", "coated with acid!");
1368 o_ptr->name2 = EGO_BRAND_ACID;
1371 act = _("は邪悪なる怪物を求めている!", "seems to be looking for evil monsters!");
1372 o_ptr->name2 = EGO_KILL_EVIL;
1375 act = _("は異世界の住人の肉体を求めている!", "seems to be looking for demons!");
1376 o_ptr->name2 = EGO_KILL_DEMON;
1379 act = _("は屍を求めている!", "seems to be looking for undead!");
1380 o_ptr->name2 = EGO_KILL_UNDEAD;
1383 act = _("は動物の血を求めている!", "seems to be looking for animals!");
1384 o_ptr->name2 = EGO_KILL_ANIMAL;
1387 act = _("はドラゴンの血を求めている!", "seems to be looking for dragons!");
1388 o_ptr->name2 = EGO_KILL_DRAGON;
1391 act = _("はトロルの血を求めている!", "seems to be looking for troll!s");
1392 o_ptr->name2 = EGO_KILL_TROLL;
1395 act = _("はオークの血を求めている!", "seems to be looking for orcs!");
1396 o_ptr->name2 = EGO_KILL_ORC;
1399 act = _("は巨人の血を求めている!", "seems to be looking for giants!");
1400 o_ptr->name2 = EGO_KILL_GIANT;
1403 act = _("は非常に不安定になったようだ。", "seems very unstable now.");
1404 o_ptr->name2 = EGO_TRUMP;
1405 o_ptr->pval = randint1(2);
1408 act = _("は血を求めている!", "thirsts for blood!");
1409 o_ptr->name2 = EGO_VAMPIRIC;
1412 act = _("は毒に覆われた。", "is coated with poison.");
1413 o_ptr->name2 = EGO_BRAND_POIS;
1416 act = _("は純ログルスに飲み込まれた。", "is engulfed in raw Logrus!");
1417 o_ptr->name2 = EGO_CHAOTIC;
1420 act = _("は炎のシールドに覆われた!", "is covered in a fiery shield!");
1421 o_ptr->name2 = EGO_BRAND_FIRE;
1424 act = _("は深く冷たいブルーに輝いた!", "glows deep, icy blue!");
1425 o_ptr->name2 = EGO_BRAND_COLD;
1429 msg_format(_("あなたの%s%s", "Your %s %s"), o_name, act);
1430 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1432 o_ptr->discount = 99;
1433 chg_virtue(V_ENCHANT, 2);
1437 if (flush_failure) flush();
1439 msg_print(_("属性付加に失敗した。", "The Branding failed."));
1440 chg_virtue(V_ENCHANT, -2);
1447 * @brief 虚無招来によるフロア中の全壁除去処理 /
1448 * Vanish all walls in this floor
1449 * @return 実際に処理が反映された場合TRUE
1451 static bool vanish_dungeon(void)
1455 feature_type *f_ptr;
1456 monster_type *m_ptr;
1459 /* Prevent vasishing of quest levels and town */
1460 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1465 /* Scan all normal grids */
1466 for (y = 1; y < cur_hgt - 1; y++)
1468 for (x = 1; x < cur_wid - 1; x++)
1470 c_ptr = &cave[y][x];
1472 /* Seeing true feature code (ignore mimic) */
1473 f_ptr = &f_info[c_ptr->feat];
1475 /* Lose room and vault */
1476 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1478 m_ptr = &m_list[c_ptr->m_idx];
1481 if (c_ptr->m_idx && MON_CSLEEP(m_ptr))
1483 /* Reset sleep counter */
1484 (void)set_monster_csleep(c_ptr->m_idx, 0);
1486 /* Notice the "waking up" */
1489 /* Acquire the monster name */
1490 monster_desc(m_name, m_ptr, 0);
1492 /* Dump a message */
1493 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1497 /* Process all walls, doors and patterns */
1498 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(y, x, FF_HURT_DISI);
1502 /* Special boundary walls -- Top and bottom */
1503 for (x = 0; x < cur_wid; x++)
1505 c_ptr = &cave[0][x];
1506 f_ptr = &f_info[c_ptr->mimic];
1508 /* Lose room and vault */
1509 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1511 /* Set boundary mimic if needed */
1512 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1514 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1516 /* Check for change to boring grid */
1517 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1520 c_ptr = &cave[cur_hgt - 1][x];
1521 f_ptr = &f_info[c_ptr->mimic];
1523 /* Lose room and vault */
1524 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1526 /* Set boundary mimic if needed */
1527 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1529 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1531 /* Check for change to boring grid */
1532 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1536 /* Special boundary walls -- Left and right */
1537 for (y = 1; y < (cur_hgt - 1); y++)
1539 c_ptr = &cave[y][0];
1540 f_ptr = &f_info[c_ptr->mimic];
1542 /* Lose room and vault */
1543 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1545 /* Set boundary mimic if needed */
1546 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1548 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1550 /* Check for change to boring grid */
1551 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1554 c_ptr = &cave[y][cur_wid - 1];
1555 f_ptr = &f_info[c_ptr->mimic];
1557 /* Lose room and vault */
1558 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1560 /* Set boundary mimic if needed */
1561 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1563 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1565 /* Check for change to boring grid */
1566 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1570 /* Mega-Hack -- Forget the view and lite */
1571 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
1574 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
1576 /* Update the monsters */
1577 p_ptr->update |= (PU_MONSTERS);
1580 p_ptr->redraw |= (PR_MAP);
1583 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1592 void call_the_(void)
1596 bool do_call = TRUE;
1598 for (i = 0; i < 9; i++)
1600 c_ptr = &cave[py + ddy_ddd[i]][px + ddx_ddd[i]];
1602 if (!cave_have_flag_grid(c_ptr, FF_PROJECT))
1604 if (!c_ptr->mimic || !have_flag(f_info[c_ptr->mimic].flags, FF_PROJECT) ||
1605 !permanent_wall(&f_info[c_ptr->feat]))
1615 for (i = 1; i < 10; i++)
1617 if (i - 5) fire_ball(GF_ROCKET, i, 175, 2);
1620 for (i = 1; i < 10; i++)
1622 if (i - 5) fire_ball(GF_MANA, i, 175, 3);
1625 for (i = 1; i < 10; i++)
1627 if (i - 5) fire_ball(GF_NUKE, i, 175, 4);
1631 /* Prevent destruction of quest levels and town */
1632 else if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1634 msg_print(_("地面が揺れた。", "The ground trembles."));
1640 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
1641 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
1642 msg_print("大きな爆発音があった!");
1644 msg_format("You %s the %s too close to a wall!",
1645 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1646 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1647 msg_print("There is a loud explosion!");
1652 if (!vanish_dungeon()) msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon silences a moment."));
1656 if (destroy_area(py, px, 15 + p_ptr->lev + randint0(11), FALSE))
1657 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
1659 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
1662 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1668 * @brief アイテム引き寄せ処理 /
1669 * Fetch an item (teleport it right underneath the caster)
1670 * @param dir 魔法の発動方向
1672 * @param require_los 射線の通りを要求するならばTRUE
1675 void fetch(int dir, int wgt, bool require_los)
1680 char o_name[MAX_NLEN];
1682 /* Check to see if an object is already there */
1683 if (cave[py][px].o_idx)
1685 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."));
1690 if (dir == 5 && target_okay())
1695 if (distance(py, px, ty, tx) > MAX_RANGE)
1697 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!"));
1701 c_ptr = &cave[ty][tx];
1703 /* We need an item to fetch */
1706 msg_print(_("そこには何もありません。", "There is no object at this place."));
1710 /* No fetching from vault */
1711 if (c_ptr->info & CAVE_ICKY)
1713 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."));
1717 /* We need to see the item */
1720 if (!player_has_los_bold(ty, tx))
1722 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."));
1725 else if (!projectable(py, px, ty, tx))
1727 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
1734 /* Use a direction */
1735 ty = py; /* Where to drop the item */
1742 c_ptr = &cave[ty][tx];
1744 if ((distance(py, px, ty, tx) > MAX_RANGE) ||
1745 !cave_have_flag_bold(ty, tx, FF_PROJECT)) return;
1747 while (!c_ptr->o_idx);
1750 o_ptr = &o_list[c_ptr->o_idx];
1752 if (o_ptr->weight > wgt)
1754 /* Too heavy to 'fetch' */
1755 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
1760 c_ptr->o_idx = o_ptr->next_o_idx;
1761 cave[py][px].o_idx = i; /* 'move' it */
1762 o_ptr->next_o_idx = 0;
1763 o_ptr->iy = (byte)py;
1764 o_ptr->ix = (byte)px;
1766 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1767 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);
1770 p_ptr->redraw |= PR_MAP;
1777 void alter_reality(void)
1779 /* Ironman option */
1780 if (p_ptr->inside_arena || ironman_downward)
1782 msg_print(_("何も起こらなかった。", "Nothing happens."));
1786 if (!p_ptr->alter_reality)
1788 int turns = randint0(21) + 15;
1790 p_ptr->alter_reality = turns;
1791 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
1793 p_ptr->redraw |= (PR_STATUS);
1797 p_ptr->alter_reality = 0;
1798 msg_print(_("景色が元に戻った...", "The view around you got back..."));
1799 p_ptr->redraw |= (PR_STATUS);
1806 * @brief 守りのルーン設置処理 /
1807 * Leave a "glyph of warding" which prevents monster movement
1808 * @return 実際に設置が行われた場合TRUEを返す
1810 bool warding_glyph(void)
1813 if (!cave_clean_bold(py, px))
1815 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1819 /* Create a glyph */
1820 cave[py][px].info |= CAVE_OBJECT;
1821 cave[py][px].mimic = feat_glyph;
1834 * @return 実際に設置が行われた場合TRUEを返す
1836 bool place_mirror(void)
1839 if (!cave_clean_bold(py, px))
1841 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1845 /* Create a mirror */
1846 cave[py][px].info |= CAVE_OBJECT;
1847 cave[py][px].mimic = feat_mirror;
1849 /* Turn on the light */
1850 cave[py][px].info |= CAVE_GLOW;
1858 update_local_illumination(py, px);
1865 * @brief 爆発のルーン設置処理 /
1866 * Leave an "explosive rune" which prevents monster movement
1867 * @return 実際に設置が行われた場合TRUEを返す
1869 bool explosive_rune(void)
1872 if (!cave_clean_bold(py, px))
1874 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1878 /* Create a glyph */
1879 cave[py][px].info |= CAVE_OBJECT;
1880 cave[py][px].mimic = feat_explosive_rune;
1893 * @brief 自己分析の薬による全所持アイテム鑑定処理 /
1894 * Identify everything being carried.
1895 * Done by a potion of "self knowledge".
1898 void identify_pack(void)
1902 /* Simply identify and know every item */
1903 for (i = 0; i < INVEN_TOTAL; i++)
1905 object_type *o_ptr = &inventory[i];
1907 /* Skip non-objects */
1908 if (!o_ptr->k_idx) continue;
1911 identify_item(o_ptr);
1913 /* Auto-inscription */
1914 autopick_alter_item(i, FALSE);
1920 * @brief 装備強化処理の失敗率定数(千分率) /
1921 * Used by the "enchant" function (chance of failure)
1922 * (modified for Zangband, we need better stuff there...) -- TY
1925 static int enchant_table[16] =
1927 0, 10, 50, 100, 200,
1928 300, 400, 500, 650, 800,
1929 950, 987, 993, 995, 998,
1936 * Removes curses from items in inventory
1937 * @param all 軽い呪いまでの解除ならば0
1938 * @return 解呪されたアイテムの数
1941 * Note that Items which are "Perma-Cursed" (The One Ring,
1942 * The Crown of Morgoth) can NEVER be uncursed.
1944 * Note that if "all" is FALSE, then Items which are
1945 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1946 * will not be uncursed.
1949 static int remove_curse_aux(int all)
1953 /* Attempt to uncurse items being worn */
1954 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1956 object_type *o_ptr = &inventory[i];
1958 /* Skip non-objects */
1959 if (!o_ptr->k_idx) continue;
1961 /* Uncursed already */
1962 if (!object_is_cursed(o_ptr)) continue;
1964 /* Heavily Cursed Items need a special spell */
1965 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1967 /* Perma-Cursed Items can NEVER be uncursed */
1968 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1971 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1976 o_ptr->curse_flags = 0L;
1978 /* Hack -- Assume felt */
1979 o_ptr->ident |= (IDENT_SENSE);
1982 o_ptr->feeling = FEEL_NONE;
1984 /* Recalculate the bonuses */
1985 p_ptr->update |= (PU_BONUS);
1988 p_ptr->window |= (PW_EQUIP);
1990 /* Count the uncursings */
1994 /* Return "something uncursed" */
2000 * @brief 装備の軽い呪い解呪処理 /
2001 * Remove most curses
2002 * @return 解呪に成功した装備数
2004 bool remove_curse(void)
2006 return (remove_curse_aux(FALSE));
2010 * @brief 装備の重い呪い解呪処理 /
2012 * @return 解呪に成功した装備数
2014 bool remove_all_curse(void)
2016 return (remove_curse_aux(TRUE));
2021 * Turns an object into gold, gain some of its value in a shop
2030 char o_name[MAX_NLEN];
2031 char out_val[MAX_NLEN+40];
2035 /* Hack -- force destruction */
2036 if (command_arg > 0) force = TRUE;
2039 q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
2040 s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
2042 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
2044 /* Get the item (in the pack) */
2047 o_ptr = &inventory[item];
2050 /* Get the item (on the floor) */
2053 o_ptr = &o_list[0 - item];
2057 /* See how many items */
2058 if (o_ptr->number > 1)
2060 /* Get a quantity */
2061 amt = get_quantity(NULL, o_ptr->number);
2063 /* Allow user abort */
2064 if (amt <= 0) return FALSE;
2068 /* Describe the object */
2069 old_number = o_ptr->number;
2070 o_ptr->number = amt;
2071 object_desc(o_name, o_ptr, 0);
2072 o_ptr->number = old_number;
2074 /* Verify unless quantity given */
2077 if (confirm_destroy || (object_value(o_ptr) > 0))
2079 /* Make a verification */
2080 sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
2081 if (!get_check(out_val)) return FALSE;
2085 /* Artifacts cannot be destroyed */
2086 if (!can_player_destroy_object(o_ptr))
2089 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);
2095 price = object_value_real(o_ptr);
2100 msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
2106 if (amt > 1) price *= amt;
2108 if (price > 30000) price = 30000;
2109 msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
2114 p_ptr->redraw |= (PR_GOLD);
2117 p_ptr->window |= (PW_PLAYER);
2121 /* Eliminate the item (from the pack) */
2124 inven_item_increase(item, -amt);
2125 inven_item_describe(item);
2126 inven_item_optimize(item);
2129 /* Eliminate the item (from the floor) */
2132 floor_item_increase(0 - item, -amt);
2133 floor_item_describe(0 - item);
2134 floor_item_optimize(0 - item);
2142 * Break the curse of an item
2144 static void break_curse(object_type *o_ptr)
2146 if (object_is_cursed(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
2148 msg_print(_("かけられていた呪いが打ち破られた!", "The curse is broken!"));
2150 o_ptr->curse_flags = 0L;
2151 o_ptr->ident |= (IDENT_SENSE);
2152 o_ptr->feeling = FEEL_NONE;
2158 * Enchants a plus onto an item. -RAK-
2160 * Revamped! Now takes item pointer, number of times to try enchanting,
2161 * and a flag of what to try enchanting. Artifacts resist enchantment
2162 * some of the time, and successful enchantment to at least +0 might
2163 * break a curse on the item. -CFT-
2165 * Note that an item can technically be enchanted all the way to +15 if
2166 * you wait a very, very, long time. Going from +9 to +10 only works
2167 * about 5% of the time, and from +10 to +11 only about 1% of the time.
2169 * Note that this function can now be used on "piles" of items, and
2170 * the larger the pile, the lower the chance of success.
2172 bool enchant(object_type *o_ptr, int n, int eflag)
2174 int i, chance, prob;
2176 bool a = object_is_artifact(o_ptr);
2177 bool force = (eflag & ENCH_FORCE);
2180 /* Large piles resist enchantment */
2181 prob = o_ptr->number * 100;
2183 /* Missiles are easy to enchant */
2184 if ((o_ptr->tval == TV_BOLT) ||
2185 (o_ptr->tval == TV_ARROW) ||
2186 (o_ptr->tval == TV_SHOT))
2192 for (i = 0; i < n; i++)
2194 /* Hack -- Roll for pile resistance */
2195 if (!force && randint0(prob) >= 100) continue;
2197 /* Enchant to hit */
2198 if (eflag & ENCH_TOHIT)
2200 if (o_ptr->to_h < 0) chance = 0;
2201 else if (o_ptr->to_h > 15) chance = 1000;
2202 else chance = enchant_table[o_ptr->to_h];
2204 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2209 /* only when you get it above -1 -CFT */
2210 if (o_ptr->to_h >= 0)
2215 /* Enchant to damage */
2216 if (eflag & ENCH_TODAM)
2218 if (o_ptr->to_d < 0) chance = 0;
2219 else if (o_ptr->to_d > 15) chance = 1000;
2220 else chance = enchant_table[o_ptr->to_d];
2222 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2227 /* only when you get it above -1 -CFT */
2228 if (o_ptr->to_d >= 0)
2233 /* Enchant to armor class */
2234 if (eflag & ENCH_TOAC)
2236 if (o_ptr->to_a < 0) chance = 0;
2237 else if (o_ptr->to_a > 15) chance = 1000;
2238 else chance = enchant_table[o_ptr->to_a];
2240 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2245 /* only when you get it above -1 -CFT */
2246 if (o_ptr->to_a >= 0)
2253 if (!res) return (FALSE);
2255 /* Recalculate bonuses */
2256 p_ptr->update |= (PU_BONUS);
2258 /* Combine / Reorder the pack (later) */
2259 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2262 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2273 * Enchant an item (in the inventory or on the floor)
2274 * Note that "num_ac" requires armour, else weapon
2275 * Returns TRUE if attempted, FALSE if cancelled
2277 bool enchant_spell(int num_hit, int num_dam, int num_ac)
2282 char o_name[MAX_NLEN];
2286 /* Assume enchant weapon */
2287 item_tester_hook = object_allow_enchant_weapon;
2288 item_tester_no_ryoute = TRUE;
2290 /* Enchant armor if requested */
2291 if (num_ac) item_tester_hook = object_is_armour;
2294 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2295 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2297 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2299 /* Get the item (in the pack) */
2302 o_ptr = &inventory[item];
2305 /* Get the item (on the floor) */
2308 o_ptr = &o_list[0 - item];
2313 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2317 msg_format("%s は明るく輝いた!",
2320 msg_format("%s %s glow%s brightly!",
2321 ((item >= 0) ? "Your" : "The"), o_name,
2322 ((o_ptr->number > 1) ? "" : "s"));
2327 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
2328 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
2329 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
2335 if (flush_failure) flush();
2338 msg_print(_("強化に失敗した。", "The enchantment failed."));
2340 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2343 chg_virtue(V_ENCHANT, 1);
2347 /* Something happened */
2353 * Check if an object is nameless weapon or armour
2355 static bool item_tester_hook_nameless_weapon_armour(object_type *o_ptr)
2357 /* Require weapon or armour */
2358 if (!object_is_weapon_armour_ammo(o_ptr)) return FALSE;
2360 /* Require nameless object if the object is well known */
2361 if (object_is_known(o_ptr) && !object_is_nameless(o_ptr))
2368 bool artifact_scroll(void)
2373 char o_name[MAX_NLEN];
2377 item_tester_no_ryoute = TRUE;
2379 /* Enchant weapon/armour */
2380 item_tester_hook = item_tester_hook_nameless_weapon_armour;
2383 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2384 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2386 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2388 /* Get the item (in the pack) */
2391 o_ptr = &inventory[item];
2394 /* Get the item (on the floor) */
2397 o_ptr = &o_list[0 - item];
2402 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2406 msg_format("%s は眩い光を発した!",o_name);
2408 msg_format("%s %s radiate%s a blinding light!",
2409 ((item >= 0) ? "Your" : "The"), o_name,
2410 ((o_ptr->number > 1) ? "" : "s"));
2413 if (object_is_artifact(o_ptr))
2416 msg_format("%sは既に伝説のアイテムです!", o_name );
2418 msg_format("The %s %s already %s!",
2419 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2420 ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
2426 else if (object_is_ego(o_ptr))
2429 msg_format("%sは既に名のあるアイテムです!", o_name );
2431 msg_format("The %s %s already %s!",
2432 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2433 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
2439 else if (o_ptr->xtra3)
2442 msg_format("%sは既に強化されています!", o_name );
2444 msg_format("The %s %s already %s!",
2445 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2446 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
2452 if (o_ptr->number > 1)
2455 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!");
2456 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
2458 msg_print("Not enough enough energy to enchant more than one object!");
2459 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
2464 inven_item_increase(item, 1-(o_ptr->number));
2468 floor_item_increase(0-item, 1-(o_ptr->number));
2471 okay = create_artifact(o_ptr, TRUE);
2478 if (flush_failure) flush();
2481 msg_print(_("強化に失敗した。", "The enchantment failed."));
2483 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2486 chg_virtue(V_ENCHANT, 1);
2490 /* Something happened */
2496 * Identify an object
2498 bool identify_item(object_type *o_ptr)
2500 bool old_known = FALSE;
2501 char o_name[MAX_NLEN];
2504 object_desc(o_name, o_ptr, 0);
2506 if (o_ptr->ident & IDENT_KNOWN)
2509 if (!(o_ptr->ident & (IDENT_MENTAL)))
2511 if (object_is_artifact(o_ptr) || one_in_(5))
2512 chg_virtue(V_KNOWLEDGE, 1);
2515 /* Identify it fully */
2516 object_aware(o_ptr);
2517 object_known(o_ptr);
2519 /* Player touches it */
2520 o_ptr->marked |= OM_TOUCHED;
2522 /* Recalculate bonuses */
2523 p_ptr->update |= (PU_BONUS);
2525 /* Combine / Reorder the pack (later) */
2526 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2529 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2531 strcpy(record_o_name, o_name);
2535 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2537 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
2538 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2539 if(record_rand_art && !old_known && o_ptr->art_name)
2540 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2546 static bool item_tester_hook_identify(object_type *o_ptr)
2548 return (bool)!object_is_known(o_ptr);
2551 static bool item_tester_hook_identify_weapon_armour(object_type *o_ptr)
2553 if (object_is_known(o_ptr))
2555 return object_is_weapon_armour_ammo(o_ptr);
2559 * Identify an object in the inventory (or on the floor)
2560 * This routine does *not* automatically combine objects.
2561 * Returns TRUE if something was identified, else FALSE.
2563 bool ident_spell(bool only_equip)
2567 char o_name[MAX_NLEN];
2571 item_tester_no_ryoute = TRUE;
2574 item_tester_hook = item_tester_hook_identify_weapon_armour;
2576 item_tester_hook = item_tester_hook_identify;
2580 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
2585 item_tester_hook = object_is_weapon_armour_ammo;
2587 item_tester_hook = NULL;
2589 q = _("すべて鑑定済みです。 ", "All items are identified. ");
2593 s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
2595 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2597 /* Get the item (in the pack) */
2600 o_ptr = &inventory[item];
2603 /* Get the item (on the floor) */
2606 o_ptr = &o_list[0 - item];
2610 old_known = identify_item(o_ptr);
2613 object_desc(o_name, o_ptr, 0);
2616 if (item >= INVEN_RARM)
2618 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2622 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2626 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2629 /* Auto-inscription/destroy */
2630 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2632 /* Something happened */
2638 * Mundanify an object in the inventory (or on the floor)
2639 * This routine does *not* automatically combine objects.
2640 * Returns TRUE if something was mundanified, else FALSE.
2642 bool mundane_spell(bool only_equip)
2648 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
2649 item_tester_no_ryoute = TRUE;
2652 q = _("どれを使いますか?", "Use which item? ");
2653 s = _("使えるものがありません。", "You have nothing you can use.");
2655 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2657 /* Get the item (in the pack) */
2660 o_ptr = &inventory[item];
2663 /* Get the item (on the floor) */
2666 o_ptr = &o_list[0 - item];
2670 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
2672 byte iy = o_ptr->iy; /* Y-position on map, or zero */
2673 byte ix = o_ptr->ix; /* X-position on map, or zero */
2674 s16b next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
2675 byte marked = o_ptr->marked; /* Object is marked */
2676 s16b weight = o_ptr->number * o_ptr->weight;
2677 u16b inscription = o_ptr->inscription;
2680 object_prep(o_ptr, o_ptr->k_idx);
2684 o_ptr->next_o_idx = next_o_idx;
2685 o_ptr->marked = marked;
2686 o_ptr->inscription = inscription;
2687 if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
2691 /* Something happened */
2697 static bool item_tester_hook_identify_fully(object_type *o_ptr)
2699 return (bool)(!object_is_known(o_ptr) || !(o_ptr->ident & IDENT_MENTAL));
2702 static bool item_tester_hook_identify_fully_weapon_armour(object_type *o_ptr)
2704 if (!item_tester_hook_identify_fully(o_ptr))
2706 return object_is_weapon_armour_ammo(o_ptr);
2710 * Fully "identify" an object in the inventory -BEN-
2711 * This routine returns TRUE if an item was identified.
2713 bool identify_fully(bool only_equip)
2717 char o_name[MAX_NLEN];
2721 item_tester_no_ryoute = TRUE;
2723 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
2725 item_tester_hook = item_tester_hook_identify_fully;
2729 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
2734 item_tester_hook = object_is_weapon_armour_ammo;
2736 item_tester_hook = NULL;
2738 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
2742 s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
2744 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2746 /* Get the item (in the pack) */
2749 o_ptr = &inventory[item];
2752 /* Get the item (on the floor) */
2755 o_ptr = &o_list[0 - item];
2759 old_known = identify_item(o_ptr);
2761 /* Mark the item as fully known */
2762 o_ptr->ident |= (IDENT_MENTAL);
2768 object_desc(o_name, o_ptr, 0);
2771 if (item >= INVEN_RARM)
2773 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2777 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2781 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2784 /* Describe it fully */
2785 (void)screen_object(o_ptr, 0L);
2787 /* Auto-inscription/destroy */
2788 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2798 * Hook for "get_item()". Determine if something is rechargable.
2800 bool item_tester_hook_recharge(object_type *o_ptr)
2802 /* Recharge staffs */
2803 if (o_ptr->tval == TV_STAFF) return (TRUE);
2805 /* Recharge wands */
2806 if (o_ptr->tval == TV_WAND) return (TRUE);
2808 /* Hack -- Recharge rods */
2809 if (o_ptr->tval == TV_ROD) return (TRUE);
2817 * Recharge a wand/staff/rod from the pack or on the floor.
2818 * This function has been rewritten in Oangband and ZAngband.
2820 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
2821 * Chaos -- Arcane Binding --> recharge(90)
2823 * Scroll of recharging --> recharge(130)
2824 * Artifact activation/Thingol --> recharge(130)
2826 * It is harder to recharge high level, and highly charged wands,
2827 * staffs, and rods. The more wands in a stack, the more easily and
2828 * strongly they recharge. Staffs, however, each get fewer charges if
2831 * XXX XXX XXX Beware of "sliding index errors".
2833 bool recharge(int power)
2836 int recharge_strength, recharge_amount;
2845 char o_name[MAX_NLEN];
2847 /* Only accept legal items */
2848 item_tester_hook = item_tester_hook_recharge;
2851 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
2852 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
2854 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
2856 /* Get the item (in the pack) */
2859 o_ptr = &inventory[item];
2862 /* Get the item (on the floor) */
2865 o_ptr = &o_list[0 - item];
2868 /* Get the object kind. */
2869 k_ptr = &k_info[o_ptr->k_idx];
2871 /* Extract the object "level" */
2872 lev = k_info[o_ptr->k_idx].level;
2875 /* Recharge a rod */
2876 if (o_ptr->tval == TV_ROD)
2878 /* Extract a recharge strength by comparing object level to power. */
2879 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
2883 if (one_in_(recharge_strength))
2885 /* Activate the failure code. */
2892 /* Recharge amount */
2893 recharge_amount = (power * damroll(3, 2));
2895 /* Recharge by that amount */
2896 if (o_ptr->timeout > recharge_amount)
2897 o_ptr->timeout -= recharge_amount;
2904 /* Recharge wand/staff */
2907 /* Extract a recharge strength by comparing object level to power.
2908 * Divide up a stack of wands' charges to calculate charge penalty.
2910 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2911 recharge_strength = (100 + power - lev -
2912 (8 * o_ptr->pval / o_ptr->number)) / 15;
2914 /* All staffs, unstacked wands. */
2915 else recharge_strength = (100 + power - lev -
2916 (8 * o_ptr->pval)) / 15;
2919 if (recharge_strength < 0) recharge_strength = 0;
2922 if (one_in_(recharge_strength))
2924 /* Activate the failure code. */
2928 /* If the spell didn't backfire, recharge the wand or staff. */
2931 /* Recharge based on the standard number of charges. */
2932 recharge_amount = randint1(1 + k_ptr->pval / 2);
2934 /* Multiple wands in a stack increase recharging somewhat. */
2935 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2938 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
2939 if (recharge_amount < 1) recharge_amount = 1;
2940 if (recharge_amount > 12) recharge_amount = 12;
2943 /* But each staff in a stack gets fewer additional charges,
2944 * although always at least one.
2946 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
2948 recharge_amount /= o_ptr->number;
2949 if (recharge_amount < 1) recharge_amount = 1;
2952 /* Recharge the wand or staff. */
2953 o_ptr->pval += recharge_amount;
2956 /* Hack -- we no longer "know" the item */
2957 o_ptr->ident &= ~(IDENT_KNOWN);
2959 /* Hack -- we no longer think the item is empty */
2960 o_ptr->ident &= ~(IDENT_EMPTY);
2965 /* Inflict the penalties for failing a recharge. */
2968 /* Artifacts are never destroyed. */
2969 if (object_is_fixed_artifact(o_ptr))
2971 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2972 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);
2974 /* Artifact rods. */
2975 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
2976 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2978 /* Artifact wands and staffs. */
2979 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
2984 /* Get the object description */
2985 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2987 /*** Determine Seriousness of Failure ***/
2989 /* Mages recharge objects more safely. */
2990 if (p_ptr->pclass == CLASS_MAGE || p_ptr->pclass == CLASS_HIGH_MAGE || p_ptr->pclass == CLASS_SORCERER || p_ptr->pclass == CLASS_MAGIC_EATER || p_ptr->pclass == CLASS_BLUE_MAGE)
2992 /* 10% chance to blow up one rod, otherwise draining. */
2993 if (o_ptr->tval == TV_ROD)
2995 if (one_in_(10)) fail_type = 2;
2998 /* 75% chance to blow up one wand, otherwise draining. */
2999 else if (o_ptr->tval == TV_WAND)
3001 if (!one_in_(3)) fail_type = 2;
3004 /* 50% chance to blow up one staff, otherwise no effect. */
3005 else if (o_ptr->tval == TV_STAFF)
3007 if (one_in_(2)) fail_type = 2;
3012 /* All other classes get no special favors. */
3015 /* 33% chance to blow up one rod, otherwise draining. */
3016 if (o_ptr->tval == TV_ROD)
3018 if (one_in_(3)) fail_type = 2;
3021 /* 20% chance of the entire stack, else destroy one wand. */
3022 else if (o_ptr->tval == TV_WAND)
3024 if (one_in_(5)) fail_type = 3;
3027 /* Blow up one staff. */
3028 else if (o_ptr->tval == TV_STAFF)
3034 /*** Apply draining and destruction. ***/
3036 /* Drain object or stack of objects. */
3039 if (o_ptr->tval == TV_ROD)
3041 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!"));
3043 if (o_ptr->timeout < 10000)
3044 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
3046 else if (o_ptr->tval == TV_WAND)
3048 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);
3051 /* Staffs aren't drained. */
3054 /* Destroy an object or one in a stack of objects. */
3057 if (o_ptr->number > 1)
3058 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);
3060 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
3062 /* Reduce rod stack maximum timeout, drain wands. */
3063 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
3064 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
3066 /* Reduce and describe inventory */
3069 inven_item_increase(item, -1);
3070 inven_item_describe(item);
3071 inven_item_optimize(item);
3074 /* Reduce and describe floor item */
3077 floor_item_increase(0 - item, -1);
3078 floor_item_describe(0 - item);
3079 floor_item_optimize(0 - item);
3083 /* Destroy all members of a stack of objects. */
3086 if (o_ptr->number > 1)
3087 msg_format(_("乱暴な魔法のために%sが全て壊れた!", "Wild magic consumes all your %s!"), o_name);
3089 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
3091 /* Reduce and describe inventory */
3094 inven_item_increase(item, -999);
3095 inven_item_describe(item);
3096 inven_item_optimize(item);
3099 /* Reduce and describe floor item */
3102 floor_item_increase(0 - item, -999);
3103 floor_item_describe(0 - item);
3104 floor_item_optimize(0 - item);
3110 /* Combine / Reorder the pack (later) */
3111 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3114 p_ptr->window |= (PW_INVEN);
3116 /* Something was done */
3124 bool bless_weapon(void)
3128 u32b flgs[TR_FLAG_SIZE];
3129 char o_name[MAX_NLEN];
3132 item_tester_no_ryoute = TRUE;
3134 /* Bless only weapons */
3135 item_tester_hook = object_is_weapon;
3138 q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
3139 s = _("祝福できる武器がありません。", "You have weapon to bless.");
3141 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3144 /* Get the item (in the pack) */
3147 o_ptr = &inventory[item];
3150 /* Get the item (on the floor) */
3153 o_ptr = &o_list[0 - item];
3158 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3160 /* Extract the flags */
3161 object_flags(o_ptr, flgs);
3163 if (object_is_cursed(o_ptr))
3165 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
3166 have_flag(flgs, TR_ADD_L_CURSE) ||
3167 have_flag(flgs, TR_ADD_H_CURSE) ||
3168 (o_ptr->curse_flags & TRC_PERMA_CURSE))
3171 msg_format("%sを覆う黒いオーラは祝福を跳ね返した!",
3174 msg_format("The black aura on %s %s disrupts the blessing!",
3175 ((item >= 0) ? "your" : "the"), o_name);
3182 msg_format("%s から邪悪なオーラが消えた。",
3185 msg_format("A malignant aura leaves %s %s.",
3186 ((item >= 0) ? "your" : "the"), o_name);
3191 o_ptr->curse_flags = 0L;
3193 /* Hack -- Assume felt */
3194 o_ptr->ident |= (IDENT_SENSE);
3197 o_ptr->feeling = FEEL_NONE;
3199 /* Recalculate the bonuses */
3200 p_ptr->update |= (PU_BONUS);
3203 p_ptr->window |= (PW_EQUIP);
3207 * Next, we try to bless it. Artifacts have a 1/3 chance of
3208 * being blessed, otherwise, the operation simply disenchants
3209 * them, godly power negating the magic. Ok, the explanation
3210 * is silly, but otherwise priests would always bless every
3211 * artifact weapon they find. Ego weapons and normal weapons
3212 * can be blessed automatically.
3214 if (have_flag(flgs, TR_BLESSED))
3217 msg_format("%s は既に祝福されている。",
3220 msg_format("%s %s %s blessed already.",
3221 ((item >= 0) ? "Your" : "The"), o_name,
3222 ((o_ptr->number > 1) ? "were" : "was"));
3228 if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
3232 msg_format("%sは輝いた!",
3235 msg_format("%s %s shine%s!",
3236 ((item >= 0) ? "Your" : "The"), o_name,
3237 ((o_ptr->number > 1) ? "" : "s"));
3240 add_flag(o_ptr->art_flags, TR_BLESSED);
3241 o_ptr->discount = 99;
3245 bool dis_happened = FALSE;
3246 msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
3248 /* Disenchant tohit */
3249 if (o_ptr->to_h > 0)
3252 dis_happened = TRUE;
3255 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
3257 /* Disenchant todam */
3258 if (o_ptr->to_d > 0)
3261 dis_happened = TRUE;
3264 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
3266 /* Disenchant toac */
3267 if (o_ptr->to_a > 0)
3270 dis_happened = TRUE;
3273 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
3277 msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
3280 msg_format("%s は劣化した!",
3283 msg_format("%s %s %s disenchanted!",
3284 ((item >= 0) ? "Your" : "The"), o_name,
3285 ((o_ptr->number > 1) ? "were" : "was"));
3291 /* Recalculate bonuses */
3292 p_ptr->update |= (PU_BONUS);
3295 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
3306 bool pulish_shield(void)
3310 u32b flgs[TR_FLAG_SIZE];
3311 char o_name[MAX_NLEN];
3314 item_tester_no_ryoute = TRUE;
3315 /* Assume enchant weapon */
3316 item_tester_tval = TV_SHIELD;
3319 q = _("どの盾を磨きますか?", "Pulish which weapon? ");
3320 s = _("磨く盾がありません。", "You have weapon to pulish.");
3322 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3325 /* Get the item (in the pack) */
3328 o_ptr = &inventory[item];
3331 /* Get the item (on the floor) */
3334 o_ptr = &o_list[0 - item];
3339 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3341 /* Extract the flags */
3342 object_flags(o_ptr, flgs);
3344 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
3345 !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
3348 msg_format("%sは輝いた!", o_name);
3350 msg_format("%s %s shine%s!",
3351 ((item >= 0) ? "Your" : "The"), o_name,
3352 ((o_ptr->number > 1) ? "" : "s"));
3354 o_ptr->name2 = EGO_REFLECTION;
3355 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
3357 o_ptr->discount = 99;
3358 chg_virtue(V_ENCHANT, 2);
3364 if (flush_failure) flush();
3366 msg_print(_("失敗した。", "Failed."));
3367 chg_virtue(V_ENCHANT, -2);
3376 * Potions "smash open" and cause an area effect when
3377 * (1) they are shattered while in the player's inventory,
3378 * due to cold (etc) attacks;
3379 * (2) they are thrown at a monster, or obstacle;
3380 * (3) they are shattered by a "cold ball" or other such spell
3381 * while lying on the floor.
3384 * who --- who caused the potion to shatter (0=player)
3385 * potions that smash on the floor are assumed to
3386 * be caused by no-one (who = 1), as are those that
3387 * shatter inside the player inventory.
3388 * (Not anymore -- I changed this; TY)
3389 * y, x --- coordinates of the potion (or player if
3390 * the potion was in her inventory);
3391 * o_ptr --- pointer to the potion object.
3393 bool potion_smash_effect(int who, int y, int x, int k_idx)
3400 object_kind *k_ptr = &k_info[k_idx];
3402 switch (k_ptr->sval)
3404 case SV_POTION_SALT_WATER:
3405 case SV_POTION_SLIME_MOLD:
3406 case SV_POTION_LOSE_MEMORIES:
3407 case SV_POTION_DEC_STR:
3408 case SV_POTION_DEC_INT:
3409 case SV_POTION_DEC_WIS:
3410 case SV_POTION_DEC_DEX:
3411 case SV_POTION_DEC_CON:
3412 case SV_POTION_DEC_CHR:
3413 case SV_POTION_WATER: /* perhaps a 'water' attack? */
3414 case SV_POTION_APPLE_JUICE:
3417 case SV_POTION_INFRAVISION:
3418 case SV_POTION_DETECT_INVIS:
3419 case SV_POTION_SLOW_POISON:
3420 case SV_POTION_CURE_POISON:
3421 case SV_POTION_BOLDNESS:
3422 case SV_POTION_RESIST_HEAT:
3423 case SV_POTION_RESIST_COLD:
3424 case SV_POTION_HEROISM:
3425 case SV_POTION_BESERK_STRENGTH:
3426 case SV_POTION_RES_STR:
3427 case SV_POTION_RES_INT:
3428 case SV_POTION_RES_WIS:
3429 case SV_POTION_RES_DEX:
3430 case SV_POTION_RES_CON:
3431 case SV_POTION_RES_CHR:
3432 case SV_POTION_INC_STR:
3433 case SV_POTION_INC_INT:
3434 case SV_POTION_INC_WIS:
3435 case SV_POTION_INC_DEX:
3436 case SV_POTION_INC_CON:
3437 case SV_POTION_INC_CHR:
3438 case SV_POTION_AUGMENTATION:
3439 case SV_POTION_ENLIGHTENMENT:
3440 case SV_POTION_STAR_ENLIGHTENMENT:
3441 case SV_POTION_SELF_KNOWLEDGE:
3442 case SV_POTION_EXPERIENCE:
3443 case SV_POTION_RESISTANCE:
3444 case SV_POTION_INVULNERABILITY:
3445 case SV_POTION_NEW_LIFE:
3446 /* All of the above potions have no effect when shattered */
3448 case SV_POTION_SLOWNESS:
3453 case SV_POTION_POISON:
3458 case SV_POTION_BLINDNESS:
3462 case SV_POTION_CONFUSION: /* Booze */
3466 case SV_POTION_SLEEP:
3470 case SV_POTION_RUINATION:
3471 case SV_POTION_DETONATIONS:
3473 dam = damroll(25, 25);
3476 case SV_POTION_DEATH:
3477 dt = GF_DEATH_RAY; /* !! */
3478 dam = k_ptr->level * 10;
3482 case SV_POTION_SPEED:
3485 case SV_POTION_CURE_LIGHT:
3487 dam = damroll(2, 3);
3489 case SV_POTION_CURE_SERIOUS:
3491 dam = damroll(4, 3);
3493 case SV_POTION_CURE_CRITICAL:
3494 case SV_POTION_CURING:
3496 dam = damroll(6, 3);
3498 case SV_POTION_HEALING:
3500 dam = damroll(10, 10);
3502 case SV_POTION_RESTORE_EXP:
3507 case SV_POTION_LIFE:
3509 dam = damroll(50, 50);
3512 case SV_POTION_STAR_HEALING:
3514 dam = damroll(50, 50);
3517 case SV_POTION_RESTORE_MANA: /* MANA */
3519 dam = damroll(10, 10);
3526 (void)project(who, radius, y, x, dam, dt,
3527 (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
3529 /* XXX those potions that explode need to become "known" */
3535 * Hack -- Display all known spells in a window
3537 * XXX XXX XXX Need to analyze size of the window.
3539 * XXX XXX XXX Need more color coding.
3541 void display_spell_list(void)
3546 const magic_type *s_ptr;
3554 /* They have too many spells to list */
3555 if (p_ptr->pclass == CLASS_SORCERER) return;
3556 if (p_ptr->pclass == CLASS_RED_MAGE) return;
3559 if (p_ptr->pclass == CLASS_SNIPER)
3561 display_snipe_list();
3565 /* mind.c type classes */
3566 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3567 (p_ptr->pclass == CLASS_BERSERKER) ||
3568 (p_ptr->pclass == CLASS_NINJA) ||
3569 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3570 (p_ptr->pclass == CLASS_FORCETRAINER))
3576 int plev = p_ptr->lev;
3582 bool use_hp = FALSE;
3584 /* Display a list of spells */
3586 put_str(_("名前", "Name"), y, x + 5);
3587 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
3589 switch(p_ptr->pclass)
3591 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
3592 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
3593 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
3594 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
3595 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
3596 default: use_mind = 0;break;
3599 /* Dump the spells */
3600 for (i = 0; i < MAX_MIND_POWERS; i++)
3602 byte a = TERM_WHITE;
3604 /* Access the available spell */
3605 spell = mind_powers[use_mind].info[i];
3606 if (spell.min_lev > plev) break;
3608 /* Get the failure rate */
3609 chance = spell.fail;
3611 /* Reduce failure rate by "effective" level adjustment */
3612 chance -= 3 * (p_ptr->lev - spell.min_lev);
3614 /* Reduce failure rate by INT/WIS adjustment */
3615 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3619 /* Not enough mana to cast */
3620 if (spell.mana_cost > p_ptr->csp)
3622 chance += 5 * (spell.mana_cost - p_ptr->csp);
3628 /* Not enough hp to cast */
3629 if (spell.mana_cost > p_ptr->chp)
3636 /* Extract the minimum failure rate */
3637 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3639 /* Minimum failure rate */
3640 if (chance < minfail) chance = minfail;
3642 /* Stunning makes spells harder */
3643 if (p_ptr->stun > 50) chance += 25;
3644 else if (p_ptr->stun) chance += 15;
3646 /* Always a 5 percent chance of working */
3647 if (chance > 95) chance = 95;
3650 mindcraft_info(comment, use_mind, i);
3652 /* Dump the spell */
3653 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
3655 spell.min_lev, spell.mana_cost, chance, comment);
3657 Term_putstr(x, y + i + 1, -1, a, psi_desc);
3662 /* Cannot read spellbooks */
3663 if (REALM_NONE == p_ptr->realm1) return;
3665 /* Normal spellcaster with books */
3668 for (j = 0; j < ((p_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
3672 /* Reset vertical */
3675 /* Vertical location */
3676 y = (j < 3) ? 0 : (m[j - 3] + 2);
3678 /* Horizontal location */
3682 for (i = 0; i < 32; i++)
3684 byte a = TERM_WHITE;
3686 /* Access the spell */
3687 if (!is_magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2))
3689 s_ptr = &technic_info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - MIN_TECHNIC][i % 32];
3693 s_ptr = &mp_ptr->info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - 1][i % 32];
3696 strcpy(name, do_spell((j < 1) ? p_ptr->realm1 : p_ptr->realm2, i % 32, SPELL_NAME));
3699 if (s_ptr->slevel >= 99)
3702 strcpy(name, _("(判読不能)", "(illegible)"));
3710 ((p_ptr->spell_forgotten1 & (1L << i))) :
3711 ((p_ptr->spell_forgotten2 & (1L << (i % 32)))))
3718 else if (!((j < 1) ?
3719 (p_ptr->spell_learned1 & (1L << i)) :
3720 (p_ptr->spell_learned2 & (1L << (i % 32)))))
3727 else if (!((j < 1) ?
3728 (p_ptr->spell_worked1 & (1L << i)) :
3729 (p_ptr->spell_worked2 & (1L << (i % 32)))))
3735 /* Dump the spell --(-- */
3736 sprintf(out_val, "%c/%c) %-20.20s",
3737 I2A(n / 8), I2A(n % 8), name);
3742 /* Dump onto the window */
3743 Term_putstr(x, m[j], -1, a, out_val);
3753 * Returns experience of a spell
3755 s16b experience_of_spell(int spell, int use_realm)
3757 if (p_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
3758 else if (p_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
3759 else if (use_realm == p_ptr->realm1) return p_ptr->spell_exp[spell];
3760 else if (use_realm == p_ptr->realm2) return p_ptr->spell_exp[spell + 32];
3766 * Modify mana consumption rate using spell exp and p_ptr->dec_mana
3768 int mod_need_mana(int need_mana, int spell, int realm)
3770 #define MANA_CONST 2400
3772 #define DEC_MANA_DIV 3
3775 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
3778 * need_mana defaults if spell exp equals SPELL_EXP_EXPERT and !p_ptr->dec_mana.
3779 * MANA_CONST is used to calculate need_mana effected from spell proficiency.
3781 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(spell, realm)) + (MANA_CONST - 1);
3782 need_mana *= p_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
3783 need_mana /= MANA_CONST * MANA_DIV;
3784 if (need_mana < 1) need_mana = 1;
3787 /* Non-realm magic */
3790 if (p_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
3802 * Modify spell fail rate
3803 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3805 int mod_spell_chance_1(int chance)
3807 chance += p_ptr->to_m_chance;
3809 if (p_ptr->heavy_spell) chance += 20;
3811 if (p_ptr->dec_mana && p_ptr->easy_spell) chance -= 4;
3812 else if (p_ptr->easy_spell) chance -= 3;
3813 else if (p_ptr->dec_mana) chance -= 2;
3820 * Modify spell fail rate (as "suffix" process)
3821 * Using p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3822 * Note: variable "chance" cannot be negative.
3824 int mod_spell_chance_2(int chance)
3826 if (p_ptr->dec_mana) chance--;
3828 if (p_ptr->heavy_spell) chance += 5;
3830 return MAX(chance, 0);
3835 * Returns spell chance of failure for spell -RAK-
3837 s16b spell_chance(int spell, int use_realm)
3839 int chance, minfail;
3840 const magic_type *s_ptr;
3842 int penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
3845 /* Paranoia -- must be literate */
3846 if (!mp_ptr->spell_book) return (100);
3848 if (use_realm == REALM_HISSATSU) return 0;
3850 /* Access the spell */
3851 if (!is_magic(use_realm))
3853 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3857 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3860 /* Extract the base spell failure rate */
3861 chance = s_ptr->sfail;
3863 /* Reduce failure rate by "effective" level adjustment */
3864 chance -= 3 * (p_ptr->lev - s_ptr->slevel);
3866 /* Reduce failure rate by INT/WIS adjustment */
3867 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3870 chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
3872 /* Extract mana consumption rate */
3873 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3875 /* Not enough mana to cast */
3876 if (need_mana > p_ptr->csp)
3878 chance += 5 * (need_mana - p_ptr->csp);
3881 if ((use_realm != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
3883 /* Extract the minimum failure rate */
3884 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3887 * Non mage/priest characters never get too good
3888 * (added high mage, mindcrafter)
3890 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
3892 if (minfail < 5) minfail = 5;
3895 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
3896 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
3897 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
3899 chance = mod_spell_chance_1(chance);
3901 /* Goodness or evilness gives a penalty to failure rate */
3905 if ((p_ptr->align > 50) || (p_ptr->align < -50)) chance += penalty;
3907 case REALM_LIFE: case REALM_CRUSADE:
3908 if (p_ptr->align < -20) chance += penalty;
3910 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
3911 if (p_ptr->align > 20) chance += penalty;
3915 /* Minimum failure rate */
3916 if (chance < minfail) chance = minfail;
3918 /* Stunning makes spells harder */
3919 if (p_ptr->stun > 50) chance += 25;
3920 else if (p_ptr->stun) chance += 15;
3922 /* Always a 5 percent chance of working */
3923 if (chance > 95) chance = 95;
3925 if ((use_realm == p_ptr->realm1) || (use_realm == p_ptr->realm2)
3926 || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3928 s16b exp = experience_of_spell(spell, use_realm);
3929 if (exp >= SPELL_EXP_EXPERT) chance--;
3930 if (exp >= SPELL_EXP_MASTER) chance--;
3933 /* Return the chance */
3934 return mod_spell_chance_2(chance);
3940 * Determine if a spell is "okay" for the player to cast or study
3941 * The spell must be legible, not forgotten, and also, to cast,
3942 * it must be known, and to study, it must not be known.
3944 bool spell_okay(int spell, bool learned, bool study_pray, int use_realm)
3946 const magic_type *s_ptr;
3948 /* Access the spell */
3949 if (!is_magic(use_realm))
3951 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3955 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3958 /* Spell is illegal */
3959 if (s_ptr->slevel > p_ptr->lev) return (FALSE);
3961 /* Spell is forgotten */
3962 if ((use_realm == p_ptr->realm2) ?
3963 (p_ptr->spell_forgotten2 & (1L << spell)) :
3964 (p_ptr->spell_forgotten1 & (1L << spell)))
3970 if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
3971 if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
3973 /* Spell is learned */
3974 if ((use_realm == p_ptr->realm2) ?
3975 (p_ptr->spell_learned2 & (1L << spell)) :
3976 (p_ptr->spell_learned1 & (1L << spell)))
3979 return (!study_pray);
3982 /* Okay to study, not to cast */
3988 * Print a list of spells (for browsing or casting or viewing)
3990 void print_spells(int target_spell, byte *spells, int num, int y, int x, int use_realm)
3992 int i, spell, exp_level, increment = 64;
3993 const magic_type *s_ptr;
4004 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && p_ptr->wizard)
4005 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
4007 /* Title the list */
4009 if (use_realm == REALM_HISSATSU)
4010 strcpy(buf,_(" Lv MP", " Lv SP"));
4012 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
4014 put_str(_("名前", "Name"), y, x + 5);
4015 put_str(buf, y, x + 29);
4017 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
4018 else if (use_realm == p_ptr->realm1) increment = 0;
4019 else if (use_realm == p_ptr->realm2) increment = 32;
4021 /* Dump the spells */
4022 for (i = 0; i < num; i++)
4024 /* Access the spell */
4027 /* Access the spell */
4028 if (!is_magic(use_realm))
4030 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
4034 s_ptr = &mp_ptr->info[use_realm - 1][spell];
4037 if (use_realm == REALM_HISSATSU)
4038 need_mana = s_ptr->smana;
4041 s16b exp = experience_of_spell(spell, use_realm);
4043 /* Extract mana consumption rate */
4044 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
4046 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
4047 else exp_level = spell_exp_level(exp);
4050 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
4051 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
4052 else if (s_ptr->slevel >= 99) max = TRUE;
4053 else if ((p_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
4055 strncpy(ryakuji, exp_level_str[exp_level], 4);
4060 if (use_menu && target_spell)
4062 if (i == (target_spell-1))
4063 strcpy(out_val, _(" 》 ", " > "));
4065 strcpy(out_val, " ");
4067 else sprintf(out_val, " %c) ", I2A(i));
4068 /* Skip illegible spells */
4069 if (s_ptr->slevel >= 99)
4071 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
4072 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
4076 /* XXX XXX Could label spells above the players level */
4078 /* Get extra info */
4079 strcpy(info, do_spell(use_realm, spell, SPELL_INFO));
4084 /* Assume spell is known and tried */
4085 line_attr = TERM_WHITE;
4087 /* Analyze the spell */
4088 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4090 if (s_ptr->slevel > p_ptr->max_plv)
4092 comment = _("未知", "unknown");
4093 line_attr = TERM_L_BLUE;
4095 else if (s_ptr->slevel > p_ptr->lev)
4097 comment = _("忘却", "forgotten");
4098 line_attr = TERM_YELLOW;
4101 else if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2))
4103 comment = _("未知", "unknown");
4104 line_attr = TERM_L_BLUE;
4106 else if ((use_realm == p_ptr->realm1) ?
4107 ((p_ptr->spell_forgotten1 & (1L << spell))) :
4108 ((p_ptr->spell_forgotten2 & (1L << spell))))
4110 comment = _("忘却", "forgotten");
4111 line_attr = TERM_YELLOW;
4113 else if (!((use_realm == p_ptr->realm1) ?
4114 (p_ptr->spell_learned1 & (1L << spell)) :
4115 (p_ptr->spell_learned2 & (1L << spell))))
4117 comment = _("未知", "unknown");
4118 line_attr = TERM_L_BLUE;
4120 else if (!((use_realm == p_ptr->realm1) ?
4121 (p_ptr->spell_worked1 & (1L << spell)) :
4122 (p_ptr->spell_worked2 & (1L << spell))))
4124 comment = _("未経験", "untried");
4125 line_attr = TERM_L_GREEN;
4128 /* Dump the spell --(-- */
4129 if (use_realm == REALM_HISSATSU)
4131 strcat(out_val, format("%-25s %2d %4d",
4132 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
4133 s_ptr->slevel, need_mana));
4137 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
4138 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
4139 (max ? '!' : ' '), ryakuji,
4140 s_ptr->slevel, need_mana, spell_chance(spell, use_realm), comment));
4142 c_prt(line_attr, out_val, y + i + 1, x);
4145 /* Clear the bottom line */
4146 prt("", y + i + 1, x);
4151 * Note that amulets, rods, and high-level spell books are immune
4152 * to "inventory damage" of any kind. Also sling ammo and shovels.
4157 * Does a given class of objects (usually) hate acid?
4158 * Note that acid can either melt or corrode something.
4160 bool hates_acid(object_type *o_ptr)
4162 /* Analyze the type */
4163 switch (o_ptr->tval)
4165 /* Wearable items */
4185 /* Staffs/Scrolls are wood/paper */
4198 /* Junk is useless */
4212 * Does a given object (usually) hate electricity?
4214 bool hates_elec(object_type *o_ptr)
4216 switch (o_ptr->tval)
4230 * Does a given object (usually) hate fire?
4231 * Hafted/Polearm weapons have wooden shafts.
4232 * Arrows/Bows are mostly wooden.
4234 bool hates_fire(object_type *o_ptr)
4236 /* Analyze the type */
4237 switch (o_ptr->tval)
4255 case TV_SORCERY_BOOK:
4256 case TV_NATURE_BOOK:
4260 case TV_ARCANE_BOOK:
4262 case TV_DAEMON_BOOK:
4263 case TV_CRUSADE_BOOK:
4265 case TV_HISSATSU_BOOK:
4277 /* Staffs/Scrolls burn */
4290 * Does a given object (usually) hate cold?
4292 bool hates_cold(object_type *o_ptr)
4294 switch (o_ptr->tval)
4311 int set_acid_destroy(object_type *o_ptr)
4313 u32b flgs[TR_FLAG_SIZE];
4314 if (!hates_acid(o_ptr)) return (FALSE);
4315 object_flags(o_ptr, flgs);
4316 if (have_flag(flgs, TR_IGNORE_ACID)) return (FALSE);
4324 int set_elec_destroy(object_type *o_ptr)
4326 u32b flgs[TR_FLAG_SIZE];
4327 if (!hates_elec(o_ptr)) return (FALSE);
4328 object_flags(o_ptr, flgs);
4329 if (have_flag(flgs, TR_IGNORE_ELEC)) return (FALSE);
4337 int set_fire_destroy(object_type *o_ptr)
4339 u32b flgs[TR_FLAG_SIZE];
4340 if (!hates_fire(o_ptr)) return (FALSE);
4341 object_flags(o_ptr, flgs);
4342 if (have_flag(flgs, TR_IGNORE_FIRE)) return (FALSE);
4350 int set_cold_destroy(object_type *o_ptr)
4352 u32b flgs[TR_FLAG_SIZE];
4353 if (!hates_cold(o_ptr)) return (FALSE);
4354 object_flags(o_ptr, flgs);
4355 if (have_flag(flgs, TR_IGNORE_COLD)) return (FALSE);
4361 * Destroys a type of item on a given percent chance
4362 * Note that missiles are no longer necessarily all destroyed
4363 * Destruction taken from "melee.c" code for "stealing".
4364 * New-style wands and rods handled correctly. -LM-
4365 * Returns number of items destroyed.
4367 int inven_damage(inven_func typ, int perc)
4371 char o_name[MAX_NLEN];
4373 if (CHECK_MULTISHADOW()) return 0;
4375 if (p_ptr->inside_arena) return 0;
4377 /* Count the casualties */
4380 /* Scan through the slots backwards */
4381 for (i = 0; i < INVEN_PACK; i++)
4383 o_ptr = &inventory[i];
4385 /* Skip non-objects */
4386 if (!o_ptr->k_idx) continue;
4388 /* Hack -- for now, skip artifacts */
4389 if (object_is_artifact(o_ptr)) continue;
4391 /* Give this item slot a shot at death */
4394 /* Count the casualties */
4395 for (amt = j = 0; j < o_ptr->number; ++j)
4397 if (randint0(100) < perc) amt++;
4400 /* Some casualities */
4403 /* Get a description */
4404 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
4407 msg_format(_("%s(%c)が%s壊れてしまった!", "%sour %s (%c) %s destroyed!"),
4410 o_name, index_to_label(i),
4411 ((o_ptr->number > 1) ?
4412 ((amt == o_ptr->number) ? "全部" :
4413 (amt > 1 ? "何個か" : "一個")) : "") );
4415 ((o_ptr->number > 1) ?
4416 ((amt == o_ptr->number) ? "All of y" :
4417 (amt > 1 ? "Some of y" : "One of y")) : "Y"),
4418 o_name, index_to_label(i),
4419 ((amt > 1) ? "were" : "was"));
4423 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4424 msg_print("やりやがったな!");
4427 /* Potions smash open */
4428 if (object_is_potion(o_ptr))
4430 (void)potion_smash_effect(0, py, px, o_ptr->k_idx);
4433 /* Reduce the charges of rods/wands */
4434 reduce_charges(o_ptr, amt);
4436 /* Destroy "amt" items */
4437 inven_item_increase(i, -amt);
4438 inven_item_optimize(i);
4440 /* Count the casualties */
4446 /* Return the casualty count */
4452 * Acid has hit the player, attempt to affect some armor.
4454 * Note that the "base armor" of an object never changes.
4456 * If any armor is damaged (or resists), the player takes less damage.
4458 static int minus_ac(void)
4460 object_type *o_ptr = NULL;
4461 u32b flgs[TR_FLAG_SIZE];
4462 char o_name[MAX_NLEN];
4465 /* Pick a (possibly empty) inventory slot */
4466 switch (randint1(7))
4468 case 1: o_ptr = &inventory[INVEN_RARM]; break;
4469 case 2: o_ptr = &inventory[INVEN_LARM]; break;
4470 case 3: o_ptr = &inventory[INVEN_BODY]; break;
4471 case 4: o_ptr = &inventory[INVEN_OUTER]; break;
4472 case 5: o_ptr = &inventory[INVEN_HANDS]; break;
4473 case 6: o_ptr = &inventory[INVEN_HEAD]; break;
4474 case 7: o_ptr = &inventory[INVEN_FEET]; break;
4477 /* Nothing to damage */
4478 if (!o_ptr->k_idx) return (FALSE);
4480 if (!object_is_armour(o_ptr)) return (FALSE);
4482 /* No damage left to be done */
4483 if (o_ptr->ac + o_ptr->to_a <= 0) return (FALSE);
4487 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4489 /* Extract the flags */
4490 object_flags(o_ptr, flgs);
4492 /* Object resists */
4493 if (have_flag(flgs, TR_IGNORE_ACID))
4495 msg_format(_("しかし%sには効果がなかった!", "Your %s is unaffected!"), o_name);
4500 msg_format(_("%sがダメージを受けた!", "Your %s is damaged!"), o_name);
4502 /* Damage the item */
4505 /* Calculate bonuses */
4506 p_ptr->update |= (PU_BONUS);
4509 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
4513 /* Item was damaged */
4519 * Hurt the player with Acid
4521 int acid_dam(int dam, cptr kb_str, int monspell, bool aura)
4524 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
4525 bool double_resist = IS_OPPOSE_ACID();
4527 /* Total Immunity */
4528 if (p_ptr->immune_acid || (dam <= 0))
4530 learn_spell(monspell);
4534 /* Vulnerability (Ouch!) */
4535 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
4536 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
4538 /* Resist the damage */
4539 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
4540 if (double_resist) dam = (dam + 2) / 3;
4542 if (aura || !CHECK_MULTISHADOW())
4544 if ((!(double_resist || p_ptr->resist_acid)) &&
4545 one_in_(HURT_CHANCE))
4546 (void)do_dec_stat(A_CHR);
4548 /* If any armor gets hit, defend the player */
4549 if (minus_ac()) dam = (dam + 1) / 2;
4553 get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
4555 /* Inventory damage */
4556 if (!aura && !(double_resist && p_ptr->resist_acid))
4557 inven_damage(set_acid_destroy, inv);
4563 * Hurt the player with electricity
4565 int elec_dam(int dam, cptr kb_str, int monspell, bool aura)
4568 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
4569 bool double_resist = IS_OPPOSE_ELEC();
4571 /* Total immunity */
4572 if (p_ptr->immune_elec || (dam <= 0))
4574 learn_spell(monspell);
4578 /* Vulnerability (Ouch!) */
4579 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
4580 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
4581 if (prace_is_(RACE_ANDROID)) dam += dam / 3;
4583 /* Resist the damage */
4584 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
4585 if (double_resist) dam = (dam + 2) / 3;
4587 if (aura || !CHECK_MULTISHADOW())
4589 if ((!(double_resist || p_ptr->resist_elec)) &&
4590 one_in_(HURT_CHANCE))
4591 (void)do_dec_stat(A_DEX);
4595 get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
4597 /* Inventory damage */
4598 if (!aura && !(double_resist && p_ptr->resist_elec))
4599 inven_damage(set_elec_destroy, inv);
4606 * Hurt the player with Fire
4608 int fire_dam(int dam, cptr kb_str, int monspell, bool aura)
4611 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
4612 bool double_resist = IS_OPPOSE_FIRE();
4614 /* Totally immune */
4615 if (p_ptr->immune_fire || (dam <= 0))
4617 learn_spell(monspell);
4621 /* Vulnerability (Ouch!) */
4622 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
4623 if (prace_is_(RACE_ENT)) dam += dam / 3;
4624 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
4626 /* Resist the damage */
4627 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
4628 if (double_resist) dam = (dam + 2) / 3;
4630 if (aura || !CHECK_MULTISHADOW())
4632 if ((!(double_resist || p_ptr->resist_fire)) &&
4633 one_in_(HURT_CHANCE))
4634 (void)do_dec_stat(A_STR);
4638 get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
4640 /* Inventory damage */
4641 if (!aura && !(double_resist && p_ptr->resist_fire))
4642 inven_damage(set_fire_destroy, inv);
4649 * Hurt the player with Cold
4651 int cold_dam(int dam, cptr kb_str, int monspell, bool aura)
4654 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
4655 bool double_resist = IS_OPPOSE_COLD();
4657 /* Total immunity */
4658 if (p_ptr->immune_cold || (dam <= 0))
4660 learn_spell(monspell);
4664 /* Vulnerability (Ouch!) */
4665 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
4666 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
4668 /* Resist the damage */
4669 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
4670 if (double_resist) dam = (dam + 2) / 3;
4672 if (aura || !CHECK_MULTISHADOW())
4674 if ((!(double_resist || p_ptr->resist_cold)) &&
4675 one_in_(HURT_CHANCE))
4676 (void)do_dec_stat(A_STR);
4680 get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
4682 /* Inventory damage */
4683 if (!aura && !(double_resist && p_ptr->resist_cold))
4684 inven_damage(set_cold_destroy, inv);
4690 bool rustproof(void)
4694 char o_name[MAX_NLEN];
4697 item_tester_no_ryoute = TRUE;
4698 /* Select a piece of armour */
4699 item_tester_hook = object_is_armour;
4702 q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
4703 s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
4705 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return FALSE;
4707 /* Get the item (in the pack) */
4710 o_ptr = &inventory[item];
4713 /* Get the item (on the floor) */
4716 o_ptr = &o_list[0 - item];
4721 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4723 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
4725 if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
4728 msg_format("%sは新品同様になった!",o_name);
4730 msg_format("%s %s look%s as good as new!",
4731 ((item >= 0) ? "Your" : "The"), o_name,
4732 ((o_ptr->number > 1) ? "" : "s"));
4739 msg_format("%sは腐食しなくなった。", o_name);
4741 msg_format("%s %s %s now protected against corrosion.",
4742 ((item >= 0) ? "Your" : "The"), o_name,
4743 ((o_ptr->number > 1) ? "are" : "is"));
4754 * Curse the players armor
4756 bool curse_armor(void)
4761 char o_name[MAX_NLEN];
4764 /* Curse the body armor */
4765 o_ptr = &inventory[INVEN_BODY];
4767 /* Nothing to curse */
4768 if (!o_ptr->k_idx) return (FALSE);
4772 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
4774 /* Attempt a saving throw for artifacts */
4775 if (object_is_artifact(o_ptr) && (randint0(100) < 50))
4779 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!",
4780 "恐怖の暗黒オーラ", "防具", o_name);
4782 msg_format("A %s tries to %s, but your %s resists the effects!",
4783 "terrible black aura", "surround your armor", o_name);
4788 /* not artifact or failed save... */
4792 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);
4793 chg_virtue(V_ENCHANT, -5);
4795 /* Blast the armor */
4797 o_ptr->name2 = EGO_BLASTED;
4798 o_ptr->to_a = 0 - randint1(5) - randint1(5);
4805 for (i = 0; i < TR_FLAG_SIZE; i++)
4806 o_ptr->art_flags[i] = 0;
4809 o_ptr->curse_flags = TRC_CURSED;
4812 o_ptr->ident |= (IDENT_BROKEN);
4814 /* Recalculate bonuses */
4815 p_ptr->update |= (PU_BONUS);
4817 /* Recalculate mana */
4818 p_ptr->update |= (PU_MANA);
4821 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4829 * Curse the players weapon
4831 bool curse_weapon_object(bool force, object_type *o_ptr)
4834 char o_name[MAX_NLEN];
4836 /* Nothing to curse */
4837 if (!o_ptr->k_idx) return (FALSE);
4840 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
4842 /* Attempt a saving throw */
4843 if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
4847 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!",
4848 "恐怖の暗黒オーラ", "武器", o_name);
4850 msg_format("A %s tries to %s, but your %s resists the effects!",
4851 "terrible black aura", "surround your weapon", o_name);
4855 /* not artifact or failed save... */
4859 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);
4860 chg_virtue(V_ENCHANT, -5);
4862 /* Shatter the weapon */
4864 o_ptr->name2 = EGO_SHATTERED;
4865 o_ptr->to_h = 0 - randint1(5) - randint1(5);
4866 o_ptr->to_d = 0 - randint1(5) - randint1(5);
4872 for (i = 0; i < TR_FLAG_SIZE; i++)
4873 o_ptr->art_flags[i] = 0;
4876 o_ptr->curse_flags = TRC_CURSED;
4879 o_ptr->ident |= (IDENT_BROKEN);
4881 /* Recalculate bonuses */
4882 p_ptr->update |= (PU_BONUS);
4884 /* Recalculate mana */
4885 p_ptr->update |= (PU_MANA);
4888 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4895 bool curse_weapon(bool force, int slot)
4897 /* Curse the weapon */
4898 return curse_weapon_object(force, &inventory[slot]);
4903 * Enchant some bolts
4905 bool brand_bolts(void)
4909 /* Use the first acceptable bolts */
4910 for (i = 0; i < INVEN_PACK; i++)
4912 object_type *o_ptr = &inventory[i];
4914 /* Skip non-bolts */
4915 if (o_ptr->tval != TV_BOLT) continue;
4917 /* Skip artifacts and ego-items */
4918 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
4921 /* Skip cursed/broken items */
4922 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
4925 if (randint0(100) < 75) continue;
4928 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!"));
4931 o_ptr->name2 = EGO_FLAME;
4934 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
4941 if (flush_failure) flush();
4944 msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
4952 * Helper function -- return a "nearby" race for polymorphing
4954 * Note that this function is one of the more "dangerous" ones...
4956 static s16b poly_r_idx(int r_idx)
4958 monster_race *r_ptr = &r_info[r_idx];
4960 int i, r, lev1, lev2;
4962 /* Hack -- Uniques/Questors never polymorph */
4963 if ((r_ptr->flags1 & RF1_UNIQUE) ||
4964 (r_ptr->flags1 & RF1_QUESTOR))
4967 /* Allowable range of "levels" for resulting monster */
4968 lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
4969 lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
4971 /* Pick a (possibly new) non-unique race */
4972 for (i = 0; i < 1000; i++)
4974 /* Pick a new race, using a level calculation */
4975 r = get_mon_num((dun_level + r_ptr->level) / 2 + 5);
4977 /* Handle failure */
4983 /* Ignore unique monsters */
4984 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4986 /* Ignore monsters with incompatible levels */
4987 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
4989 /* Use that index */
5001 bool polymorph_monster(int y, int x)
5003 cave_type *c_ptr = &cave[y][x];
5004 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5005 bool polymorphed = FALSE;
5007 int old_r_idx = m_ptr->r_idx;
5008 bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
5009 bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
5010 monster_type back_m;
5012 if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
5014 if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
5016 /* Memorize the monster before polymorphing */
5019 /* Pick a "new" monster race */
5020 new_r_idx = poly_r_idx(old_r_idx);
5022 /* Handle polymorph */
5023 if (new_r_idx != old_r_idx)
5026 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
5027 s16b this_o_idx, next_o_idx = 0;
5029 /* Get the monsters attitude */
5030 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
5031 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
5032 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
5034 /* Mega-hack -- ignore held objects */
5035 m_ptr->hold_o_idx = 0;
5037 /* "Kill" the "old" monster */
5038 delete_monster_idx(c_ptr->m_idx);
5040 /* Create a new monster (no groups) */
5041 if (place_monster_aux(0, y, x, new_r_idx, mode))
5043 m_list[hack_m_idx_ii].nickname = back_m.nickname;
5044 m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
5045 m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
5052 /* Placing the new monster failed */
5053 if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
5055 m_list[hack_m_idx_ii] = back_m;
5057 /* Re-initialize monster process */
5060 else preserve_hold_objects = FALSE;
5063 /* Mega-hack -- preserve held objects */
5064 if (preserve_hold_objects)
5066 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
5068 /* Acquire object */
5069 object_type *o_ptr = &o_list[this_o_idx];
5071 /* Acquire next object */
5072 next_o_idx = o_ptr->next_o_idx;
5074 /* Held by new monster */
5075 o_ptr->held_m_idx = hack_m_idx_ii;
5078 else if (back_m.hold_o_idx) /* Failed (paranoia) */
5080 /* Delete objects */
5081 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
5083 /* Acquire next object */
5084 next_o_idx = o_list[this_o_idx].next_o_idx;
5086 /* Delete the object */
5087 delete_object_idx(this_o_idx);
5091 if (targeted) target_who = hack_m_idx_ii;
5092 if (health_tracked) health_track(hack_m_idx_ii);
5102 static bool dimension_door_aux(int x, int y)
5104 int plev = p_ptr->lev;
5106 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
5108 if (!cave_player_teleportable_bold(y, x, 0L) ||
5109 (distance(y, x, py, px) > plev / 2 + 10) ||
5110 (!randint0(plev / 10 + 10)))
5112 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
5113 teleport_player((plev + 2) * 2, TELEPORT_PASSIVE);
5120 teleport_player_to(y, x, 0L);
5131 bool dimension_door(void)
5135 /* Rerutn FALSE if cancelled */
5136 if (!tgt_pt(&x, &y)) return FALSE;
5138 if (dimension_door_aux(x, y)) return TRUE;
5140 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!"));
5147 * Mirror Master's Dimension Door
5149 bool mirror_tunnel(void)
5153 /* Rerutn FALSE if cancelled */
5154 if (!tgt_pt(&x, &y)) return FALSE;
5156 if (dimension_door_aux(x, y)) return TRUE;
5158 msg_print(_("鏡の世界をうまく通れなかった!", "You fail to pass the mirror plane correctly!"));
5164 bool eat_magic(int power)
5166 object_type * o_ptr;
5169 int recharge_strength = 0;
5175 char o_name[MAX_NLEN];
5177 item_tester_hook = item_tester_hook_recharge;
5180 q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
5181 s = _("魔力を吸収できるアイテムがありません。", "You have nothing to drain.");
5183 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
5187 o_ptr = &inventory[item];
5191 o_ptr = &o_list[0 - item];
5194 k_ptr = &k_info[o_ptr->k_idx];
5195 lev = k_info[o_ptr->k_idx].level;
5197 if (o_ptr->tval == TV_ROD)
5199 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
5202 if (one_in_(recharge_strength))
5204 /* Activate the failure code. */
5209 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
5211 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."));
5216 o_ptr->timeout += k_ptr->pval;
5222 /* All staffs, wands. */
5223 recharge_strength = (100 + power - lev) / 15;
5226 if (recharge_strength < 0) recharge_strength = 0;
5229 if (one_in_(recharge_strength))
5231 /* Activate the failure code. */
5236 if (o_ptr->pval > 0)
5238 p_ptr->csp += lev / 2;
5241 /* XXX Hack -- unstack if necessary */
5242 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
5247 /* Get local object */
5250 /* Obtain a local object */
5251 object_copy(q_ptr, o_ptr);
5253 /* Modify quantity */
5256 /* Restore the charges */
5259 /* Unstack the used item */
5261 p_ptr->total_weight -= q_ptr->weight;
5262 item = inven_carry(q_ptr);
5265 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
5270 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
5272 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
5276 /* Inflict the penalties for failing a recharge. */
5279 /* Artifacts are never destroyed. */
5280 if (object_is_fixed_artifact(o_ptr))
5282 object_desc(o_name, o_ptr, OD_NAME_ONLY);
5283 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);
5285 /* Artifact rods. */
5286 if (o_ptr->tval == TV_ROD)
5287 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5289 /* Artifact wands and staffs. */
5290 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
5295 /* Get the object description */
5296 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5298 /*** Determine Seriousness of Failure ***/
5300 /* Mages recharge objects more safely. */
5301 if (p_ptr->pclass == CLASS_MAGE || p_ptr->pclass == CLASS_HIGH_MAGE || p_ptr->pclass == CLASS_SORCERER || p_ptr->pclass == CLASS_MAGIC_EATER || p_ptr->pclass == CLASS_BLUE_MAGE)
5303 /* 10% chance to blow up one rod, otherwise draining. */
5304 if (o_ptr->tval == TV_ROD)
5306 if (one_in_(10)) fail_type = 2;
5309 /* 75% chance to blow up one wand, otherwise draining. */
5310 else if (o_ptr->tval == TV_WAND)
5312 if (!one_in_(3)) fail_type = 2;
5315 /* 50% chance to blow up one staff, otherwise no effect. */
5316 else if (o_ptr->tval == TV_STAFF)
5318 if (one_in_(2)) fail_type = 2;
5323 /* All other classes get no special favors. */
5326 /* 33% chance to blow up one rod, otherwise draining. */
5327 if (o_ptr->tval == TV_ROD)
5329 if (one_in_(3)) fail_type = 2;
5332 /* 20% chance of the entire stack, else destroy one wand. */
5333 else if (o_ptr->tval == TV_WAND)
5335 if (one_in_(5)) fail_type = 3;
5338 /* Blow up one staff. */
5339 else if (o_ptr->tval == TV_STAFF)
5345 /*** Apply draining and destruction. ***/
5347 /* Drain object or stack of objects. */
5350 if (o_ptr->tval == TV_ROD)
5352 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
5353 "You save your rod from destruction, but all charges are lost."), o_name);
5354 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5356 else if (o_ptr->tval == TV_WAND)
5358 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);
5361 /* Staffs aren't drained. */
5364 /* Destroy an object or one in a stack of objects. */
5367 if (o_ptr->number > 1)
5369 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);
5370 /* Reduce rod stack maximum timeout, drain wands. */
5371 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
5372 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
5376 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);
5379 /* Reduce and describe inventory */
5382 inven_item_increase(item, -1);
5383 inven_item_describe(item);
5384 inven_item_optimize(item);
5387 /* Reduce and describe floor item */
5390 floor_item_increase(0 - item, -1);
5391 floor_item_describe(0 - item);
5392 floor_item_optimize(0 - item);
5396 /* Destroy all members of a stack of objects. */
5399 if (o_ptr->number > 1)
5400 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);
5402 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
5404 /* Reduce and describe inventory */
5407 inven_item_increase(item, -999);
5408 inven_item_describe(item);
5409 inven_item_optimize(item);
5412 /* Reduce and describe floor item */
5415 floor_item_increase(0 - item, -999);
5416 floor_item_describe(0 - item);
5417 floor_item_optimize(0 - item);
5423 if (p_ptr->csp > p_ptr->msp)
5425 p_ptr->csp = p_ptr->msp;
5428 /* Redraw mana and hp */
5429 p_ptr->redraw |= (PR_MANA);
5431 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5432 p_ptr->window |= (PW_INVEN);
5438 bool summon_kin_player(int level, int y, int x, u32b mode)
5440 bool pet = (bool)(mode & PM_FORCE_PET);
5441 if (!pet) mode |= PM_NO_PET;
5443 switch (p_ptr->mimic_form)
5446 switch (p_ptr->prace)
5450 case RACE_BARBARIAN:
5453 summon_kin_type = 'p';
5463 case RACE_MIND_FLAYER:
5466 summon_kin_type = 'h';
5469 summon_kin_type = 'o';
5471 case RACE_HALF_TROLL:
5472 summon_kin_type = 'T';
5474 case RACE_HALF_OGRE:
5475 summon_kin_type = 'O';
5477 case RACE_HALF_GIANT:
5478 case RACE_HALF_TITAN:
5480 summon_kin_type = 'P';
5483 summon_kin_type = 'y';
5486 summon_kin_type = 'K';
5489 summon_kin_type = 'k';
5492 if (one_in_(13)) summon_kin_type = 'U';
5493 else summon_kin_type = 'u';
5495 case RACE_DRACONIAN:
5496 summon_kin_type = 'd';
5500 summon_kin_type = 'g';
5503 if (one_in_(13)) summon_kin_type = 'L';
5504 else summon_kin_type = 's';
5507 summon_kin_type = 'z';
5510 summon_kin_type = 'V';
5513 summon_kin_type = 'G';
5516 summon_kin_type = 'I';
5519 summon_kin_type = '#';
5522 summon_kin_type = 'A';
5525 summon_kin_type = 'U';
5528 summon_kin_type = 'p';
5533 if (one_in_(13)) summon_kin_type = 'U';
5534 else summon_kin_type = 'u';
5536 case MIMIC_DEMON_LORD:
5537 summon_kin_type = 'U';
5540 summon_kin_type = 'V';
5543 return summon_specific((pet ? -1 : 0), y, x, level, SUMMON_KIN, mode);
5546 void massacre(int py, int px)
5550 monster_type *m_ptr;
5553 for (dir = 0; dir < 8; dir++)
5555 y = py + ddy_ddd[dir];
5556 x = px + ddx_ddd[dir];
5557 c_ptr = &cave[y][x];
5559 /* Get the monster */
5560 m_ptr = &m_list[c_ptr->m_idx];
5562 /* Hack -- attack monsters */
5563 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))