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 turns 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);
969 bool word_of_recall(void)
971 return(recall_player(randint0(21) + 15));
976 * @return リセット処理が実際に行われたらTRUEを返す
978 bool reset_recall(void)
980 int select_dungeon, dummy = 0;
984 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
987 if (ironman_downward)
989 msg_print(_("何も起こらなかった。", "Nothing happens."));
993 if (!select_dungeon) return FALSE;
995 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]);
998 sprintf(tmp_val, "%d", MAX(dun_level, 1));
1000 /* Ask for a level */
1001 if (get_string(ppp, tmp_val, 10))
1003 /* Extract request */
1004 dummy = atoi(tmp_val);
1007 if (dummy < 1) dummy = 1;
1010 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
1011 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
1013 max_dlv[select_dungeon] = dummy;
1015 if (record_maxdepth)
1016 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
1017 /* Accept request */
1019 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);
1021 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
1034 * @brief プレイヤーの装備劣化処理 /
1035 * Apply disenchantment to the player's stuff
1036 * @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
1037 * @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 /
1038 * Return "TRUE" if the player notices anything
1040 bool apply_disenchant(int mode)
1044 char o_name[MAX_NLEN];
1045 int to_h, to_d, to_a, pval;
1047 /* Pick a random slot */
1048 switch (randint1(8))
1050 case 1: t = INVEN_RARM; break;
1051 case 2: t = INVEN_LARM; break;
1052 case 3: t = INVEN_BOW; break;
1053 case 4: t = INVEN_BODY; break;
1054 case 5: t = INVEN_OUTER; break;
1055 case 6: t = INVEN_HEAD; break;
1056 case 7: t = INVEN_HANDS; break;
1057 case 8: t = INVEN_FEET; break;
1061 o_ptr = &inventory[t];
1063 /* No item, nothing happens */
1064 if (!o_ptr->k_idx) return (FALSE);
1066 /* Disenchant equipments only -- No disenchant on monster ball */
1067 if (!object_is_weapon_armour_ammo(o_ptr))
1070 /* Nothing to disenchant */
1071 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
1073 /* Nothing to notice */
1078 /* Describe the object */
1079 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1082 /* Artifacts have 71% chance to resist */
1083 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
1087 msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
1089 msg_format("Your %s (%c) resist%s disenchantment!",
1090 o_name, index_to_label(t),
1091 ((o_ptr->number != 1) ? "" : "s"));
1100 /* Memorize old value */
1106 /* Disenchant tohit */
1107 if (o_ptr->to_h > 0) o_ptr->to_h--;
1108 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
1110 /* Disenchant todam */
1111 if (o_ptr->to_d > 0) o_ptr->to_d--;
1112 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
1114 /* Disenchant toac */
1115 if (o_ptr->to_a > 0) o_ptr->to_a--;
1116 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
1118 /* Disenchant pval (occasionally) */
1119 /* Unless called from wild_magic() */
1120 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
1122 if ((to_h != o_ptr->to_h) || (to_d != o_ptr->to_d) ||
1123 (to_a != o_ptr->to_a) || (pval != o_ptr->pval))
1127 msg_format("%s(%c)は劣化してしまった!",
1128 o_name, index_to_label(t) );
1130 msg_format("Your %s (%c) %s disenchanted!",
1131 o_name, index_to_label(t),
1132 ((o_ptr->number != 1) ? "were" : "was"));
1135 chg_virtue(V_HARMONY, 1);
1136 chg_virtue(V_ENCHANT, -2);
1138 /* Recalculate bonuses */
1139 p_ptr->update |= (PU_BONUS);
1142 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
1152 * @brief プレイヤーの突然変異処理
1155 void mutate_player(void)
1157 int max1, cur1, max2, cur2, ii, jj, i;
1159 /* Pick a pair of stats */
1161 for (jj = ii; jj == ii; jj = randint0(6)) /* loop */;
1163 max1 = p_ptr->stat_max[ii];
1164 cur1 = p_ptr->stat_cur[ii];
1165 max2 = p_ptr->stat_max[jj];
1166 cur2 = p_ptr->stat_cur[jj];
1168 p_ptr->stat_max[ii] = max2;
1169 p_ptr->stat_cur[ii] = cur2;
1170 p_ptr->stat_max[jj] = max1;
1171 p_ptr->stat_cur[jj] = cur1;
1175 if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
1176 if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
1179 p_ptr->update |= (PU_BONUS);
1184 * @brief プレイヤーの因果混乱処理 / Apply Nexus
1185 * @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
1188 void apply_nexus(monster_type *m_ptr)
1190 switch (randint1(7))
1192 case 1: case 2: case 3:
1194 teleport_player(200, TELEPORT_PASSIVE);
1200 teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
1206 if (randint0(100) < p_ptr->skill_sav)
1208 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1212 /* Teleport Level */
1219 if (randint0(100) < p_ptr->skill_sav)
1221 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1225 msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
1234 * @brief 寿命つき光源の燃素追加処理 /
1235 * Charge a lite (torch or latern)
1238 void phlogiston(void)
1241 object_type * o_ptr = &inventory[INVEN_LITE];
1244 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
1246 max_flog = FUEL_LAMP;
1250 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
1252 max_flog = FUEL_TORCH;
1255 /* No torch to refill */
1258 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."));
1262 if (o_ptr->xtra4 >= max_flog)
1264 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."));
1269 o_ptr->xtra4 += (max_flog / 2);
1272 msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
1275 if (o_ptr->xtra4 >= max_flog)
1277 o_ptr->xtra4 = max_flog;
1278 msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
1281 /* Recalculate torch */
1282 p_ptr->update |= (PU_TORCH);
1287 * @brief 武器へのエゴ付加処理 /
1288 * Brand the current weapon
1289 * @param brand_type エゴ化ID(e_info.txtとは連動していない)
1292 void brand_weapon(int brand_type)
1299 /* Assume enchant weapon */
1300 item_tester_hook = object_allow_enchant_melee_weapon;
1301 item_tester_no_ryoute = TRUE;
1304 q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
1305 s = _("強化できる武器がない。", "You have nothing to enchant.");
1307 if (!get_item(&item, q, s, (USE_EQUIP))) return;
1309 /* Get the item (in the pack) */
1312 o_ptr = &inventory[item];
1315 /* Get the item (on the floor) */
1318 o_ptr = &o_list[0 - item];
1322 /* you can never modify artifacts / ego-items */
1323 /* you can never modify cursed items */
1324 /* TY: You _can_ modify broken items (if you're silly enough) */
1325 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1326 !object_is_cursed(o_ptr) &&
1327 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1328 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1329 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
1333 /* Let's get the name before it is changed... */
1334 char o_name[MAX_NLEN];
1335 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1340 if (o_ptr->tval == TV_SWORD)
1342 act = _("は鋭さを増した!", "becomes very sharp!");
1344 o_ptr->name2 = EGO_SHARPNESS;
1345 o_ptr->pval = m_bonus(5, dun_level) + 1;
1347 if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
1352 act = _("は破壊力を増した!", "seems very powerful.");
1353 o_ptr->name2 = EGO_EARTHQUAKES;
1354 o_ptr->pval = m_bonus(3, dun_level);
1358 act = _("は人間の血を求めている!", "seems to be looking for humans!");
1359 o_ptr->name2 = EGO_KILL_HUMAN;
1362 act = _("は電撃に覆われた!", "covered with lightning!");
1363 o_ptr->name2 = EGO_BRAND_ELEC;
1366 act = _("は酸に覆われた!", "coated with acid!");
1367 o_ptr->name2 = EGO_BRAND_ACID;
1370 act = _("は邪悪なる怪物を求めている!", "seems to be looking for evil monsters!");
1371 o_ptr->name2 = EGO_KILL_EVIL;
1374 act = _("は異世界の住人の肉体を求めている!", "seems to be looking for demons!");
1375 o_ptr->name2 = EGO_KILL_DEMON;
1378 act = _("は屍を求めている!", "seems to be looking for undead!");
1379 o_ptr->name2 = EGO_KILL_UNDEAD;
1382 act = _("は動物の血を求めている!", "seems to be looking for animals!");
1383 o_ptr->name2 = EGO_KILL_ANIMAL;
1386 act = _("はドラゴンの血を求めている!", "seems to be looking for dragons!");
1387 o_ptr->name2 = EGO_KILL_DRAGON;
1390 act = _("はトロルの血を求めている!", "seems to be looking for troll!s");
1391 o_ptr->name2 = EGO_KILL_TROLL;
1394 act = _("はオークの血を求めている!", "seems to be looking for orcs!");
1395 o_ptr->name2 = EGO_KILL_ORC;
1398 act = _("は巨人の血を求めている!", "seems to be looking for giants!");
1399 o_ptr->name2 = EGO_KILL_GIANT;
1402 act = _("は非常に不安定になったようだ。", "seems very unstable now.");
1403 o_ptr->name2 = EGO_TRUMP;
1404 o_ptr->pval = randint1(2);
1407 act = _("は血を求めている!", "thirsts for blood!");
1408 o_ptr->name2 = EGO_VAMPIRIC;
1411 act = _("は毒に覆われた。", "is coated with poison.");
1412 o_ptr->name2 = EGO_BRAND_POIS;
1415 act = _("は純ログルスに飲み込まれた。", "is engulfed in raw Logrus!");
1416 o_ptr->name2 = EGO_CHAOTIC;
1419 act = _("は炎のシールドに覆われた!", "is covered in a fiery shield!");
1420 o_ptr->name2 = EGO_BRAND_FIRE;
1423 act = _("は深く冷たいブルーに輝いた!", "glows deep, icy blue!");
1424 o_ptr->name2 = EGO_BRAND_COLD;
1428 msg_format(_("あなたの%s%s", "Your %s %s"), o_name, act);
1429 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1431 o_ptr->discount = 99;
1432 chg_virtue(V_ENCHANT, 2);
1436 if (flush_failure) flush();
1438 msg_print(_("属性付加に失敗した。", "The Branding failed."));
1439 chg_virtue(V_ENCHANT, -2);
1446 * @brief 虚無招来によるフロア中の全壁除去処理 /
1447 * Vanish all walls in this floor
1448 * @return 実際に処理が反映された場合TRUE
1450 static bool vanish_dungeon(void)
1454 feature_type *f_ptr;
1455 monster_type *m_ptr;
1458 /* Prevent vasishing of quest levels and town */
1459 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1464 /* Scan all normal grids */
1465 for (y = 1; y < cur_hgt - 1; y++)
1467 for (x = 1; x < cur_wid - 1; x++)
1469 c_ptr = &cave[y][x];
1471 /* Seeing true feature code (ignore mimic) */
1472 f_ptr = &f_info[c_ptr->feat];
1474 /* Lose room and vault */
1475 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1477 m_ptr = &m_list[c_ptr->m_idx];
1480 if (c_ptr->m_idx && MON_CSLEEP(m_ptr))
1482 /* Reset sleep counter */
1483 (void)set_monster_csleep(c_ptr->m_idx, 0);
1485 /* Notice the "waking up" */
1488 /* Acquire the monster name */
1489 monster_desc(m_name, m_ptr, 0);
1491 /* Dump a message */
1492 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1496 /* Process all walls, doors and patterns */
1497 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(y, x, FF_HURT_DISI);
1501 /* Special boundary walls -- Top and bottom */
1502 for (x = 0; x < cur_wid; x++)
1504 c_ptr = &cave[0][x];
1505 f_ptr = &f_info[c_ptr->mimic];
1507 /* Lose room and vault */
1508 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1510 /* Set boundary mimic if needed */
1511 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1513 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1515 /* Check for change to boring grid */
1516 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1519 c_ptr = &cave[cur_hgt - 1][x];
1520 f_ptr = &f_info[c_ptr->mimic];
1522 /* Lose room and vault */
1523 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1525 /* Set boundary mimic if needed */
1526 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1528 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1530 /* Check for change to boring grid */
1531 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1535 /* Special boundary walls -- Left and right */
1536 for (y = 1; y < (cur_hgt - 1); y++)
1538 c_ptr = &cave[y][0];
1539 f_ptr = &f_info[c_ptr->mimic];
1541 /* Lose room and vault */
1542 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1544 /* Set boundary mimic if needed */
1545 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1547 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1549 /* Check for change to boring grid */
1550 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1553 c_ptr = &cave[y][cur_wid - 1];
1554 f_ptr = &f_info[c_ptr->mimic];
1556 /* Lose room and vault */
1557 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1559 /* Set boundary mimic if needed */
1560 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1562 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1564 /* Check for change to boring grid */
1565 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1569 /* Mega-Hack -- Forget the view and lite */
1570 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
1573 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
1575 /* Update the monsters */
1576 p_ptr->update |= (PU_MONSTERS);
1579 p_ptr->redraw |= (PR_MAP);
1582 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1591 void call_the_(void)
1595 bool do_call = TRUE;
1597 for (i = 0; i < 9; i++)
1599 c_ptr = &cave[py + ddy_ddd[i]][px + ddx_ddd[i]];
1601 if (!cave_have_flag_grid(c_ptr, FF_PROJECT))
1603 if (!c_ptr->mimic || !have_flag(f_info[c_ptr->mimic].flags, FF_PROJECT) ||
1604 !permanent_wall(&f_info[c_ptr->feat]))
1614 for (i = 1; i < 10; i++)
1616 if (i - 5) fire_ball(GF_ROCKET, i, 175, 2);
1619 for (i = 1; i < 10; i++)
1621 if (i - 5) fire_ball(GF_MANA, i, 175, 3);
1624 for (i = 1; i < 10; i++)
1626 if (i - 5) fire_ball(GF_NUKE, i, 175, 4);
1630 /* Prevent destruction of quest levels and town */
1631 else if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1633 msg_print(_("地面が揺れた。", "The ground trembles."));
1639 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
1640 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
1641 msg_print("大きな爆発音があった!");
1643 msg_format("You %s the %s too close to a wall!",
1644 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1645 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1646 msg_print("There is a loud explosion!");
1651 if (!vanish_dungeon()) msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon silences a moment."));
1655 if (destroy_area(py, px, 15 + p_ptr->lev + randint0(11), FALSE))
1656 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
1658 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
1661 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1667 * @brief アイテム引き寄せ処理 /
1668 * Fetch an item (teleport it right underneath the caster)
1669 * @param dir 魔法の発動方向
1671 * @param require_los 射線の通りを要求するならばTRUE
1674 void fetch(int dir, int wgt, bool require_los)
1679 char o_name[MAX_NLEN];
1681 /* Check to see if an object is already there */
1682 if (cave[py][px].o_idx)
1684 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."));
1689 if (dir == 5 && target_okay())
1694 if (distance(py, px, ty, tx) > MAX_RANGE)
1696 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!"));
1700 c_ptr = &cave[ty][tx];
1702 /* We need an item to fetch */
1705 msg_print(_("そこには何もありません。", "There is no object at this place."));
1709 /* No fetching from vault */
1710 if (c_ptr->info & CAVE_ICKY)
1712 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."));
1716 /* We need to see the item */
1719 if (!player_has_los_bold(ty, tx))
1721 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."));
1724 else if (!projectable(py, px, ty, tx))
1726 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
1733 /* Use a direction */
1734 ty = py; /* Where to drop the item */
1741 c_ptr = &cave[ty][tx];
1743 if ((distance(py, px, ty, tx) > MAX_RANGE) ||
1744 !cave_have_flag_bold(ty, tx, FF_PROJECT)) return;
1746 while (!c_ptr->o_idx);
1749 o_ptr = &o_list[c_ptr->o_idx];
1751 if (o_ptr->weight > wgt)
1753 /* Too heavy to 'fetch' */
1754 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
1759 c_ptr->o_idx = o_ptr->next_o_idx;
1760 cave[py][px].o_idx = i; /* 'move' it */
1761 o_ptr->next_o_idx = 0;
1762 o_ptr->iy = (byte)py;
1763 o_ptr->ix = (byte)px;
1765 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1766 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);
1769 p_ptr->redraw |= PR_MAP;
1776 void alter_reality(void)
1778 /* Ironman option */
1779 if (p_ptr->inside_arena || ironman_downward)
1781 msg_print(_("何も起こらなかった。", "Nothing happens."));
1785 if (!p_ptr->alter_reality)
1787 int turns = randint0(21) + 15;
1789 p_ptr->alter_reality = turns;
1790 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
1792 p_ptr->redraw |= (PR_STATUS);
1796 p_ptr->alter_reality = 0;
1797 msg_print(_("景色が元に戻った...", "The view around you got back..."));
1798 p_ptr->redraw |= (PR_STATUS);
1805 * @brief 守りのルーン設置処理 /
1806 * Leave a "glyph of warding" which prevents monster movement
1807 * @return 実際に設置が行われた場合TRUEを返す
1809 bool warding_glyph(void)
1812 if (!cave_clean_bold(py, px))
1814 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1818 /* Create a glyph */
1819 cave[py][px].info |= CAVE_OBJECT;
1820 cave[py][px].mimic = feat_glyph;
1833 * @return 実際に設置が行われた場合TRUEを返す
1835 bool place_mirror(void)
1838 if (!cave_clean_bold(py, px))
1840 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1844 /* Create a mirror */
1845 cave[py][px].info |= CAVE_OBJECT;
1846 cave[py][px].mimic = feat_mirror;
1848 /* Turn on the light */
1849 cave[py][px].info |= CAVE_GLOW;
1857 update_local_illumination(py, px);
1864 * @brief 爆発のルーン設置処理 /
1865 * Leave an "explosive rune" which prevents monster movement
1866 * @return 実際に設置が行われた場合TRUEを返す
1868 bool explosive_rune(void)
1871 if (!cave_clean_bold(py, px))
1873 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1877 /* Create a glyph */
1878 cave[py][px].info |= CAVE_OBJECT;
1879 cave[py][px].mimic = feat_explosive_rune;
1892 * @brief 全所持アイテム鑑定処理 /
1893 * Identify everything being carried.
1894 * Done by a potion of "self knowledge".
1897 void identify_pack(void)
1901 /* Simply identify and know every item */
1902 for (i = 0; i < INVEN_TOTAL; i++)
1904 object_type *o_ptr = &inventory[i];
1906 /* Skip non-objects */
1907 if (!o_ptr->k_idx) continue;
1910 identify_item(o_ptr);
1912 /* Auto-inscription */
1913 autopick_alter_item(i, FALSE);
1919 * @brief 装備強化処理の失敗率定数(千分率) /
1920 * Used by the "enchant" function (chance of failure)
1921 * (modified for Zangband, we need better stuff there...) -- TY
1924 static int enchant_table[16] =
1926 0, 10, 50, 100, 200,
1927 300, 400, 500, 650, 800,
1928 950, 987, 993, 995, 998,
1935 * Removes curses from items in inventory
1936 * @param all 軽い呪いまでの解除ならば0
1937 * @return 解呪されたアイテムの数
1940 * Note that Items which are "Perma-Cursed" (The One Ring,
1941 * The Crown of Morgoth) can NEVER be uncursed.
1943 * Note that if "all" is FALSE, then Items which are
1944 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1945 * will not be uncursed.
1948 static int remove_curse_aux(int all)
1952 /* Attempt to uncurse items being worn */
1953 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1955 object_type *o_ptr = &inventory[i];
1957 /* Skip non-objects */
1958 if (!o_ptr->k_idx) continue;
1960 /* Uncursed already */
1961 if (!object_is_cursed(o_ptr)) continue;
1963 /* Heavily Cursed Items need a special spell */
1964 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1966 /* Perma-Cursed Items can NEVER be uncursed */
1967 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1970 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1975 o_ptr->curse_flags = 0L;
1977 /* Hack -- Assume felt */
1978 o_ptr->ident |= (IDENT_SENSE);
1981 o_ptr->feeling = FEEL_NONE;
1983 /* Recalculate the bonuses */
1984 p_ptr->update |= (PU_BONUS);
1987 p_ptr->window |= (PW_EQUIP);
1989 /* Count the uncursings */
1993 /* Return "something uncursed" */
1999 * @brief 装備の軽い呪い解呪処理 /
2000 * Remove most curses
2001 * @return 解呪に成功した装備数
2003 bool remove_curse(void)
2005 return (remove_curse_aux(FALSE));
2009 * @brief 装備の重い呪い解呪処理 /
2011 * @return 解呪に成功した装備数
2013 bool remove_all_curse(void)
2015 return (remove_curse_aux(TRUE));
2020 * @brief アイテムの価値に応じた錬金術処理 /
2021 * Turns an object into gold, gain some of its value in a shop
2022 * @return 処理が実際に行われたらTRUEを返す
2031 char o_name[MAX_NLEN];
2032 char out_val[MAX_NLEN+40];
2036 /* Hack -- force destruction */
2037 if (command_arg > 0) force = TRUE;
2040 q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
2041 s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
2043 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
2045 /* Get the item (in the pack) */
2048 o_ptr = &inventory[item];
2051 /* Get the item (on the floor) */
2054 o_ptr = &o_list[0 - item];
2058 /* See how many items */
2059 if (o_ptr->number > 1)
2061 /* Get a quantity */
2062 amt = get_quantity(NULL, o_ptr->number);
2064 /* Allow user abort */
2065 if (amt <= 0) return FALSE;
2069 /* Describe the object */
2070 old_number = o_ptr->number;
2071 o_ptr->number = amt;
2072 object_desc(o_name, o_ptr, 0);
2073 o_ptr->number = old_number;
2075 /* Verify unless quantity given */
2078 if (confirm_destroy || (object_value(o_ptr) > 0))
2080 /* Make a verification */
2081 sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
2082 if (!get_check(out_val)) return FALSE;
2086 /* Artifacts cannot be destroyed */
2087 if (!can_player_destroy_object(o_ptr))
2090 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);
2096 price = object_value_real(o_ptr);
2101 msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
2107 if (amt > 1) price *= amt;
2109 if (price > 30000) price = 30000;
2110 msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
2115 p_ptr->redraw |= (PR_GOLD);
2118 p_ptr->window |= (PW_PLAYER);
2122 /* Eliminate the item (from the pack) */
2125 inven_item_increase(item, -amt);
2126 inven_item_describe(item);
2127 inven_item_optimize(item);
2130 /* Eliminate the item (from the floor) */
2133 floor_item_increase(0 - item, -amt);
2134 floor_item_describe(0 - item);
2135 floor_item_optimize(0 - item);
2143 * @brief 呪いの打ち破り処理 /
2144 * Break the curse of an item
2145 * @param o_ptr 呪い装備情報の参照ポインタ
2148 static void break_curse(object_type *o_ptr)
2150 if (object_is_cursed(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
2152 msg_print(_("かけられていた呪いが打ち破られた!", "The curse is broken!"));
2154 o_ptr->curse_flags = 0L;
2155 o_ptr->ident |= (IDENT_SENSE);
2156 o_ptr->feeling = FEEL_NONE;
2163 * Enchants a plus onto an item. -RAK-
2164 * @param o_ptr 強化するアイテムの参照ポインタ
2166 * @param eflag 強化オプション(命中/ダメージ/AC)
2167 * @return 強化に成功した場合TRUEを返す
2170 * Revamped! Now takes item pointer, number of times to try enchanting,
2171 * and a flag of what to try enchanting. Artifacts resist enchantment
2172 * some of the time, and successful enchantment to at least +0 might
2173 * break a curse on the item. -CFT-
2175 * Note that an item can technically be enchanted all the way to +15 if
2176 * you wait a very, very, long time. Going from +9 to +10 only works
2177 * about 5% of the time, and from +10 to +11 only about 1% of the time.
2179 * Note that this function can now be used on "piles" of items, and
2180 * the larger the pile, the lower the chance of success.
2183 bool enchant(object_type *o_ptr, int n, int eflag)
2185 int i, chance, prob;
2187 bool a = object_is_artifact(o_ptr);
2188 bool force = (eflag & ENCH_FORCE);
2191 /* Large piles resist enchantment */
2192 prob = o_ptr->number * 100;
2194 /* Missiles are easy to enchant */
2195 if ((o_ptr->tval == TV_BOLT) ||
2196 (o_ptr->tval == TV_ARROW) ||
2197 (o_ptr->tval == TV_SHOT))
2203 for (i = 0; i < n; i++)
2205 /* Hack -- Roll for pile resistance */
2206 if (!force && randint0(prob) >= 100) continue;
2208 /* Enchant to hit */
2209 if (eflag & ENCH_TOHIT)
2211 if (o_ptr->to_h < 0) chance = 0;
2212 else if (o_ptr->to_h > 15) chance = 1000;
2213 else chance = enchant_table[o_ptr->to_h];
2215 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2220 /* only when you get it above -1 -CFT */
2221 if (o_ptr->to_h >= 0)
2226 /* Enchant to damage */
2227 if (eflag & ENCH_TODAM)
2229 if (o_ptr->to_d < 0) chance = 0;
2230 else if (o_ptr->to_d > 15) chance = 1000;
2231 else chance = enchant_table[o_ptr->to_d];
2233 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2238 /* only when you get it above -1 -CFT */
2239 if (o_ptr->to_d >= 0)
2244 /* Enchant to armor class */
2245 if (eflag & ENCH_TOAC)
2247 if (o_ptr->to_a < 0) chance = 0;
2248 else if (o_ptr->to_a > 15) chance = 1000;
2249 else chance = enchant_table[o_ptr->to_a];
2251 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2256 /* only when you get it above -1 -CFT */
2257 if (o_ptr->to_a >= 0)
2264 if (!res) return (FALSE);
2266 /* Recalculate bonuses */
2267 p_ptr->update |= (PU_BONUS);
2269 /* Combine / Reorder the pack (later) */
2270 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2273 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2283 * @brief 装備修正強化処理のメインルーチン /
2284 * Enchant an item (in the inventory or on the floor)
2285 * @param num_hit 命中修正量
2286 * @param num_dam ダメージ修正量
2287 * @param num_ac AC修正量
2288 * @return 強化に成功した場合TRUEを返す
2290 * Note that "num_ac" requires armour, else weapon
2291 * Returns TRUE if attempted, FALSE if cancelled
2293 bool enchant_spell(int num_hit, int num_dam, int num_ac)
2298 char o_name[MAX_NLEN];
2302 /* Assume enchant weapon */
2303 item_tester_hook = object_allow_enchant_weapon;
2304 item_tester_no_ryoute = TRUE;
2306 /* Enchant armor if requested */
2307 if (num_ac) item_tester_hook = object_is_armour;
2310 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2311 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2313 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2315 /* Get the item (in the pack) */
2318 o_ptr = &inventory[item];
2321 /* Get the item (on the floor) */
2324 o_ptr = &o_list[0 - item];
2329 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2333 msg_format("%s は明るく輝いた!",
2336 msg_format("%s %s glow%s brightly!",
2337 ((item >= 0) ? "Your" : "The"), o_name,
2338 ((o_ptr->number > 1) ? "" : "s"));
2343 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
2344 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
2345 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
2351 if (flush_failure) flush();
2354 msg_print(_("強化に失敗した。", "The enchantment failed."));
2356 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2359 chg_virtue(V_ENCHANT, 1);
2363 /* Something happened */
2369 * @brief アイテムが並の価値のアイテムかどうか判定する /
2370 * Check if an object is nameless weapon or armour
2371 * @param 判定するアイテムの情報参照ポインタ
2372 * @return 並ならばTRUEを返す
2374 static bool item_tester_hook_nameless_weapon_armour(object_type *o_ptr)
2376 /* Require weapon or armour */
2377 if (!object_is_weapon_armour_ammo(o_ptr)) return FALSE;
2379 /* Require nameless object if the object is well known */
2380 if (object_is_known(o_ptr) && !object_is_nameless(o_ptr))
2387 * @brief アーティファクト生成の巻物処理 /
2388 * @return 生成が実際に試みられたらTRUEを返す
2390 bool artifact_scroll(void)
2395 char o_name[MAX_NLEN];
2399 item_tester_no_ryoute = TRUE;
2401 /* Enchant weapon/armour */
2402 item_tester_hook = item_tester_hook_nameless_weapon_armour;
2405 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2406 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2408 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2410 /* Get the item (in the pack) */
2413 o_ptr = &inventory[item];
2416 /* Get the item (on the floor) */
2419 o_ptr = &o_list[0 - item];
2424 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2428 msg_format("%s は眩い光を発した!",o_name);
2430 msg_format("%s %s radiate%s a blinding light!",
2431 ((item >= 0) ? "Your" : "The"), o_name,
2432 ((o_ptr->number > 1) ? "" : "s"));
2435 if (object_is_artifact(o_ptr))
2438 msg_format("%sは既に伝説のアイテムです!", o_name );
2440 msg_format("The %s %s already %s!",
2441 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2442 ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
2448 else if (object_is_ego(o_ptr))
2451 msg_format("%sは既に名のあるアイテムです!", o_name );
2453 msg_format("The %s %s already %s!",
2454 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2455 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
2461 else if (o_ptr->xtra3)
2464 msg_format("%sは既に強化されています!", o_name );
2466 msg_format("The %s %s already %s!",
2467 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2468 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
2474 if (o_ptr->number > 1)
2477 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!");
2478 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
2480 msg_print("Not enough enough energy to enchant more than one object!");
2481 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
2486 inven_item_increase(item, 1-(o_ptr->number));
2490 floor_item_increase(0-item, 1-(o_ptr->number));
2493 okay = create_artifact(o_ptr, TRUE);
2500 if (flush_failure) flush();
2503 msg_print(_("強化に失敗した。", "The enchantment failed."));
2505 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2508 chg_virtue(V_ENCHANT, 1);
2512 /* Something happened */
2519 * Identify an object
2520 * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
2521 * @return 実際に鑑定できたらTRUEを返す
2523 bool identify_item(object_type *o_ptr)
2525 bool old_known = FALSE;
2526 char o_name[MAX_NLEN];
2529 object_desc(o_name, o_ptr, 0);
2531 if (o_ptr->ident & IDENT_KNOWN)
2534 if (!(o_ptr->ident & (IDENT_MENTAL)))
2536 if (object_is_artifact(o_ptr) || one_in_(5))
2537 chg_virtue(V_KNOWLEDGE, 1);
2540 /* Identify it fully */
2541 object_aware(o_ptr);
2542 object_known(o_ptr);
2544 /* Player touches it */
2545 o_ptr->marked |= OM_TOUCHED;
2547 /* Recalculate bonuses */
2548 p_ptr->update |= (PU_BONUS);
2550 /* Combine / Reorder the pack (later) */
2551 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2554 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2556 strcpy(record_o_name, o_name);
2560 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2562 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
2563 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2564 if(record_rand_art && !old_known && o_ptr->art_name)
2565 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2571 * @brief アイテムが鑑定済みかを判定する /
2572 * @param o_ptr 判定するアイテムの情報参照ポインタ
2573 * @return 実際に鑑定済みならばTRUEを返す
2575 static bool item_tester_hook_identify(object_type *o_ptr)
2577 return (bool)!object_is_known(o_ptr);
2581 * @brief アイテムが鑑定済みの武器防具かを判定する /
2582 * @param o_ptr 判定するアイテムの情報参照ポインタ
2583 * @return 実際に鑑定済みならばTRUEを返す
2585 static bool item_tester_hook_identify_weapon_armour(object_type *o_ptr)
2587 if (object_is_known(o_ptr))
2589 return object_is_weapon_armour_ammo(o_ptr);
2593 * @brief アイテム鑑定のメインルーチン処理 /
2594 * Identify an object in the inventory (or on the floor)
2595 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2596 * @return 実際に鑑定を行ったならばTRUEを返す
2598 * This routine does *not* automatically combine objects.
2599 * Returns TRUE if something was identified, else FALSE.
2601 bool ident_spell(bool only_equip)
2605 char o_name[MAX_NLEN];
2609 item_tester_no_ryoute = TRUE;
2612 item_tester_hook = item_tester_hook_identify_weapon_armour;
2614 item_tester_hook = item_tester_hook_identify;
2618 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
2623 item_tester_hook = object_is_weapon_armour_ammo;
2625 item_tester_hook = NULL;
2627 q = _("すべて鑑定済みです。 ", "All items are identified. ");
2631 s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
2633 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2635 /* Get the item (in the pack) */
2638 o_ptr = &inventory[item];
2641 /* Get the item (on the floor) */
2644 o_ptr = &o_list[0 - item];
2648 old_known = identify_item(o_ptr);
2651 object_desc(o_name, o_ptr, 0);
2654 if (item >= INVEN_RARM)
2656 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2660 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2664 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2667 /* Auto-inscription/destroy */
2668 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2670 /* Something happened */
2676 * @brief アイテム凡庸化のメインルーチン処理 /
2677 * Identify an object in the inventory (or on the floor)
2678 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2679 * @return 実際に凡庸化をを行ったならばTRUEを返す
2682 * Mundanify an object in the inventory (or on the floor)
2683 * This routine does *not* automatically combine objects.
2684 * Returns TRUE if something was mundanified, else FALSE.
2687 bool mundane_spell(bool only_equip)
2693 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
2694 item_tester_no_ryoute = TRUE;
2697 q = _("どれを使いますか?", "Use which item? ");
2698 s = _("使えるものがありません。", "You have nothing you can use.");
2700 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2702 /* Get the item (in the pack) */
2705 o_ptr = &inventory[item];
2708 /* Get the item (on the floor) */
2711 o_ptr = &o_list[0 - item];
2715 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
2717 byte iy = o_ptr->iy; /* Y-position on map, or zero */
2718 byte ix = o_ptr->ix; /* X-position on map, or zero */
2719 s16b next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
2720 byte marked = o_ptr->marked; /* Object is marked */
2721 s16b weight = o_ptr->number * o_ptr->weight;
2722 u16b inscription = o_ptr->inscription;
2725 object_prep(o_ptr, o_ptr->k_idx);
2729 o_ptr->next_o_idx = next_o_idx;
2730 o_ptr->marked = marked;
2731 o_ptr->inscription = inscription;
2732 if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
2736 /* Something happened */
2741 * @brief アイテムが*鑑定*済みかを判定する /
2742 * @param o_ptr 判定するアイテムの情報参照ポインタ
2743 * @return 実際に鑑定済みならばTRUEを返す
2745 static bool item_tester_hook_identify_fully(object_type *o_ptr)
2747 return (bool)(!object_is_known(o_ptr) || !(o_ptr->ident & IDENT_MENTAL));
2751 * @brief アイテムが*鑑定*済みの武器防具かを判定する /
2752 * @param o_ptr 判定するアイテムの情報参照ポインタ
2753 * @return 実際に鑑定済みならばTRUEを返す
2755 static bool item_tester_hook_identify_fully_weapon_armour(object_type *o_ptr)
2757 if (!item_tester_hook_identify_fully(o_ptr))
2759 return object_is_weapon_armour_ammo(o_ptr);
2763 * @brief アイテム*鑑定*のメインルーチン処理 /
2764 * Identify an object in the inventory (or on the floor)
2765 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2766 * @return 実際に鑑定を行ったならばTRUEを返す
2768 * Fully "identify" an object in the inventory -BEN-
2769 * This routine returns TRUE if an item was identified.
2771 bool identify_fully(bool only_equip)
2775 char o_name[MAX_NLEN];
2779 item_tester_no_ryoute = TRUE;
2781 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
2783 item_tester_hook = item_tester_hook_identify_fully;
2787 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
2792 item_tester_hook = object_is_weapon_armour_ammo;
2794 item_tester_hook = NULL;
2796 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
2800 s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
2802 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2804 /* Get the item (in the pack) */
2807 o_ptr = &inventory[item];
2810 /* Get the item (on the floor) */
2813 o_ptr = &o_list[0 - item];
2817 old_known = identify_item(o_ptr);
2819 /* Mark the item as fully known */
2820 o_ptr->ident |= (IDENT_MENTAL);
2826 object_desc(o_name, o_ptr, 0);
2829 if (item >= INVEN_RARM)
2831 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2835 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2839 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2842 /* Describe it fully */
2843 (void)screen_object(o_ptr, 0L);
2845 /* Auto-inscription/destroy */
2846 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2854 * @brief 魔力充填が可能なアイテムかどうか判定する /
2855 * Hook for "get_item()". Determine if something is rechargable.
2856 * @param o_ptr 判定するアイテムの情報参照ポインタ
2857 * @return 魔力充填が可能ならばTRUEを返す
2859 bool item_tester_hook_recharge(object_type *o_ptr)
2861 /* Recharge staffs */
2862 if (o_ptr->tval == TV_STAFF) return (TRUE);
2864 /* Recharge wands */
2865 if (o_ptr->tval == TV_WAND) return (TRUE);
2867 /* Hack -- Recharge rods */
2868 if (o_ptr->tval == TV_ROD) return (TRUE);
2877 * Recharge a wand/staff/rod from the pack or on the floor.
2878 * This function has been rewritten in Oangband and ZAngband.
2879 * @param power 充填パワー
2880 * @return ターン消費を要する処理まで進んだらTRUEを返す
2882 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
2883 * Chaos -- Arcane Binding --> recharge(90)
2885 * Scroll of recharging --> recharge(130)
2886 * Artifact activation/Thingol --> recharge(130)
2888 * It is harder to recharge high level, and highly charged wands,
2889 * staffs, and rods. The more wands in a stack, the more easily and
2890 * strongly they recharge. Staffs, however, each get fewer charges if
2893 * XXX XXX XXX Beware of "sliding index errors".
2895 bool recharge(int power)
2898 int recharge_strength, recharge_amount;
2907 char o_name[MAX_NLEN];
2909 /* Only accept legal items */
2910 item_tester_hook = item_tester_hook_recharge;
2913 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
2914 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
2916 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
2918 /* Get the item (in the pack) */
2921 o_ptr = &inventory[item];
2924 /* Get the item (on the floor) */
2927 o_ptr = &o_list[0 - item];
2930 /* Get the object kind. */
2931 k_ptr = &k_info[o_ptr->k_idx];
2933 /* Extract the object "level" */
2934 lev = k_info[o_ptr->k_idx].level;
2937 /* Recharge a rod */
2938 if (o_ptr->tval == TV_ROD)
2940 /* Extract a recharge strength by comparing object level to power. */
2941 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
2945 if (one_in_(recharge_strength))
2947 /* Activate the failure code. */
2954 /* Recharge amount */
2955 recharge_amount = (power * damroll(3, 2));
2957 /* Recharge by that amount */
2958 if (o_ptr->timeout > recharge_amount)
2959 o_ptr->timeout -= recharge_amount;
2966 /* Recharge wand/staff */
2969 /* Extract a recharge strength by comparing object level to power.
2970 * Divide up a stack of wands' charges to calculate charge penalty.
2972 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2973 recharge_strength = (100 + power - lev -
2974 (8 * o_ptr->pval / o_ptr->number)) / 15;
2976 /* All staffs, unstacked wands. */
2977 else recharge_strength = (100 + power - lev -
2978 (8 * o_ptr->pval)) / 15;
2981 if (recharge_strength < 0) recharge_strength = 0;
2984 if (one_in_(recharge_strength))
2986 /* Activate the failure code. */
2990 /* If the spell didn't backfire, recharge the wand or staff. */
2993 /* Recharge based on the standard number of charges. */
2994 recharge_amount = randint1(1 + k_ptr->pval / 2);
2996 /* Multiple wands in a stack increase recharging somewhat. */
2997 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
3000 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
3001 if (recharge_amount < 1) recharge_amount = 1;
3002 if (recharge_amount > 12) recharge_amount = 12;
3005 /* But each staff in a stack gets fewer additional charges,
3006 * although always at least one.
3008 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
3010 recharge_amount /= o_ptr->number;
3011 if (recharge_amount < 1) recharge_amount = 1;
3014 /* Recharge the wand or staff. */
3015 o_ptr->pval += recharge_amount;
3018 /* Hack -- we no longer "know" the item */
3019 o_ptr->ident &= ~(IDENT_KNOWN);
3021 /* Hack -- we no longer think the item is empty */
3022 o_ptr->ident &= ~(IDENT_EMPTY);
3027 /* Inflict the penalties for failing a recharge. */
3030 /* Artifacts are never destroyed. */
3031 if (object_is_fixed_artifact(o_ptr))
3033 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3034 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);
3036 /* Artifact rods. */
3037 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
3038 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
3040 /* Artifact wands and staffs. */
3041 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
3046 /* Get the object description */
3047 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3049 /*** Determine Seriousness of Failure ***/
3051 /* Mages recharge objects more safely. */
3052 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)
3054 /* 10% chance to blow up one rod, otherwise draining. */
3055 if (o_ptr->tval == TV_ROD)
3057 if (one_in_(10)) fail_type = 2;
3060 /* 75% chance to blow up one wand, otherwise draining. */
3061 else if (o_ptr->tval == TV_WAND)
3063 if (!one_in_(3)) fail_type = 2;
3066 /* 50% chance to blow up one staff, otherwise no effect. */
3067 else if (o_ptr->tval == TV_STAFF)
3069 if (one_in_(2)) fail_type = 2;
3074 /* All other classes get no special favors. */
3077 /* 33% chance to blow up one rod, otherwise draining. */
3078 if (o_ptr->tval == TV_ROD)
3080 if (one_in_(3)) fail_type = 2;
3083 /* 20% chance of the entire stack, else destroy one wand. */
3084 else if (o_ptr->tval == TV_WAND)
3086 if (one_in_(5)) fail_type = 3;
3089 /* Blow up one staff. */
3090 else if (o_ptr->tval == TV_STAFF)
3096 /*** Apply draining and destruction. ***/
3098 /* Drain object or stack of objects. */
3101 if (o_ptr->tval == TV_ROD)
3103 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!"));
3105 if (o_ptr->timeout < 10000)
3106 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
3108 else if (o_ptr->tval == TV_WAND)
3110 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);
3113 /* Staffs aren't drained. */
3116 /* Destroy an object or one in a stack of objects. */
3119 if (o_ptr->number > 1)
3120 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);
3122 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
3124 /* Reduce rod stack maximum timeout, drain wands. */
3125 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
3126 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
3128 /* Reduce and describe inventory */
3131 inven_item_increase(item, -1);
3132 inven_item_describe(item);
3133 inven_item_optimize(item);
3136 /* Reduce and describe floor item */
3139 floor_item_increase(0 - item, -1);
3140 floor_item_describe(0 - item);
3141 floor_item_optimize(0 - item);
3145 /* Destroy all members of a stack of objects. */
3148 if (o_ptr->number > 1)
3149 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);
3151 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
3153 /* Reduce and describe inventory */
3156 inven_item_increase(item, -999);
3157 inven_item_describe(item);
3158 inven_item_optimize(item);
3161 /* Reduce and describe floor item */
3164 floor_item_increase(0 - item, -999);
3165 floor_item_describe(0 - item);
3166 floor_item_optimize(0 - item);
3172 /* Combine / Reorder the pack (later) */
3173 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3176 p_ptr->window |= (PW_INVEN);
3178 /* Something was done */
3186 * @return ターン消費を要する処理を行ったならばTRUEを返す
3188 bool bless_weapon(void)
3192 u32b flgs[TR_FLAG_SIZE];
3193 char o_name[MAX_NLEN];
3196 item_tester_no_ryoute = TRUE;
3198 /* Bless only weapons */
3199 item_tester_hook = object_is_weapon;
3202 q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
3203 s = _("祝福できる武器がありません。", "You have weapon to bless.");
3205 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3208 /* Get the item (in the pack) */
3211 o_ptr = &inventory[item];
3214 /* Get the item (on the floor) */
3217 o_ptr = &o_list[0 - item];
3222 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3224 /* Extract the flags */
3225 object_flags(o_ptr, flgs);
3227 if (object_is_cursed(o_ptr))
3229 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
3230 have_flag(flgs, TR_ADD_L_CURSE) ||
3231 have_flag(flgs, TR_ADD_H_CURSE) ||
3232 (o_ptr->curse_flags & TRC_PERMA_CURSE))
3235 msg_format("%sを覆う黒いオーラは祝福を跳ね返した!",
3238 msg_format("The black aura on %s %s disrupts the blessing!",
3239 ((item >= 0) ? "your" : "the"), o_name);
3246 msg_format("%s から邪悪なオーラが消えた。",
3249 msg_format("A malignant aura leaves %s %s.",
3250 ((item >= 0) ? "your" : "the"), o_name);
3255 o_ptr->curse_flags = 0L;
3257 /* Hack -- Assume felt */
3258 o_ptr->ident |= (IDENT_SENSE);
3261 o_ptr->feeling = FEEL_NONE;
3263 /* Recalculate the bonuses */
3264 p_ptr->update |= (PU_BONUS);
3267 p_ptr->window |= (PW_EQUIP);
3271 * Next, we try to bless it. Artifacts have a 1/3 chance of
3272 * being blessed, otherwise, the operation simply disenchants
3273 * them, godly power negating the magic. Ok, the explanation
3274 * is silly, but otherwise priests would always bless every
3275 * artifact weapon they find. Ego weapons and normal weapons
3276 * can be blessed automatically.
3278 if (have_flag(flgs, TR_BLESSED))
3281 msg_format("%s は既に祝福されている。",
3284 msg_format("%s %s %s blessed already.",
3285 ((item >= 0) ? "Your" : "The"), o_name,
3286 ((o_ptr->number > 1) ? "were" : "was"));
3292 if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
3296 msg_format("%sは輝いた!",
3299 msg_format("%s %s shine%s!",
3300 ((item >= 0) ? "Your" : "The"), o_name,
3301 ((o_ptr->number > 1) ? "" : "s"));
3304 add_flag(o_ptr->art_flags, TR_BLESSED);
3305 o_ptr->discount = 99;
3309 bool dis_happened = FALSE;
3310 msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
3312 /* Disenchant tohit */
3313 if (o_ptr->to_h > 0)
3316 dis_happened = TRUE;
3319 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
3321 /* Disenchant todam */
3322 if (o_ptr->to_d > 0)
3325 dis_happened = TRUE;
3328 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
3330 /* Disenchant toac */
3331 if (o_ptr->to_a > 0)
3334 dis_happened = TRUE;
3337 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
3341 msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
3344 msg_format("%s は劣化した!",
3347 msg_format("%s %s %s disenchanted!",
3348 ((item >= 0) ? "Your" : "The"), o_name,
3349 ((o_ptr->number > 1) ? "were" : "was"));
3355 /* Recalculate bonuses */
3356 p_ptr->update |= (PU_BONUS);
3359 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
3370 * @return ターン消費を要する処理を行ったならばTRUEを返す
3372 bool pulish_shield(void)
3376 u32b flgs[TR_FLAG_SIZE];
3377 char o_name[MAX_NLEN];
3380 item_tester_no_ryoute = TRUE;
3381 /* Assume enchant weapon */
3382 item_tester_tval = TV_SHIELD;
3385 q = _("どの盾を磨きますか?", "Pulish which weapon? ");
3386 s = _("磨く盾がありません。", "You have weapon to pulish.");
3388 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3391 /* Get the item (in the pack) */
3394 o_ptr = &inventory[item];
3397 /* Get the item (on the floor) */
3400 o_ptr = &o_list[0 - item];
3405 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3407 /* Extract the flags */
3408 object_flags(o_ptr, flgs);
3410 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
3411 !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
3414 msg_format("%sは輝いた!", o_name);
3416 msg_format("%s %s shine%s!",
3417 ((item >= 0) ? "Your" : "The"), o_name,
3418 ((o_ptr->number > 1) ? "" : "s"));
3420 o_ptr->name2 = EGO_REFLECTION;
3421 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
3423 o_ptr->discount = 99;
3424 chg_virtue(V_ENCHANT, 2);
3430 if (flush_failure) flush();
3432 msg_print(_("失敗した。", "Failed."));
3433 chg_virtue(V_ENCHANT, -2);
3443 * Potions "smash open" and cause an area effect when
3444 * @param who 薬破損の主体ID(プレイヤー所持アイテムが壊れた場合0、床上のアイテムの場合モンスターID)
3447 * @param k_idx 破損した薬のアイテムID
3448 * @return 薬を浴びたモンスターが起こるならばTRUEを返す
3451 * (1) they are shattered while in the player's inventory,
3452 * due to cold (etc) attacks;
3453 * (2) they are thrown at a monster, or obstacle;
3454 * (3) they are shattered by a "cold ball" or other such spell
3455 * while lying on the floor.
3458 * who --- who caused the potion to shatter (0=player)
3459 * potions that smash on the floor are assumed to
3460 * be caused by no-one (who = 1), as are those that
3461 * shatter inside the player inventory.
3462 * (Not anymore -- I changed this; TY)
3463 * y, x --- coordinates of the potion (or player if
3464 * the potion was in her inventory);
3465 * o_ptr --- pointer to the potion object.
3468 bool potion_smash_effect(int who, int y, int x, int k_idx)
3475 object_kind *k_ptr = &k_info[k_idx];
3477 switch (k_ptr->sval)
3479 case SV_POTION_SALT_WATER:
3480 case SV_POTION_SLIME_MOLD:
3481 case SV_POTION_LOSE_MEMORIES:
3482 case SV_POTION_DEC_STR:
3483 case SV_POTION_DEC_INT:
3484 case SV_POTION_DEC_WIS:
3485 case SV_POTION_DEC_DEX:
3486 case SV_POTION_DEC_CON:
3487 case SV_POTION_DEC_CHR:
3488 case SV_POTION_WATER: /* perhaps a 'water' attack? */
3489 case SV_POTION_APPLE_JUICE:
3492 case SV_POTION_INFRAVISION:
3493 case SV_POTION_DETECT_INVIS:
3494 case SV_POTION_SLOW_POISON:
3495 case SV_POTION_CURE_POISON:
3496 case SV_POTION_BOLDNESS:
3497 case SV_POTION_RESIST_HEAT:
3498 case SV_POTION_RESIST_COLD:
3499 case SV_POTION_HEROISM:
3500 case SV_POTION_BESERK_STRENGTH:
3501 case SV_POTION_RES_STR:
3502 case SV_POTION_RES_INT:
3503 case SV_POTION_RES_WIS:
3504 case SV_POTION_RES_DEX:
3505 case SV_POTION_RES_CON:
3506 case SV_POTION_RES_CHR:
3507 case SV_POTION_INC_STR:
3508 case SV_POTION_INC_INT:
3509 case SV_POTION_INC_WIS:
3510 case SV_POTION_INC_DEX:
3511 case SV_POTION_INC_CON:
3512 case SV_POTION_INC_CHR:
3513 case SV_POTION_AUGMENTATION:
3514 case SV_POTION_ENLIGHTENMENT:
3515 case SV_POTION_STAR_ENLIGHTENMENT:
3516 case SV_POTION_SELF_KNOWLEDGE:
3517 case SV_POTION_EXPERIENCE:
3518 case SV_POTION_RESISTANCE:
3519 case SV_POTION_INVULNERABILITY:
3520 case SV_POTION_NEW_LIFE:
3521 /* All of the above potions have no effect when shattered */
3523 case SV_POTION_SLOWNESS:
3528 case SV_POTION_POISON:
3533 case SV_POTION_BLINDNESS:
3537 case SV_POTION_CONFUSION: /* Booze */
3541 case SV_POTION_SLEEP:
3545 case SV_POTION_RUINATION:
3546 case SV_POTION_DETONATIONS:
3548 dam = damroll(25, 25);
3551 case SV_POTION_DEATH:
3552 dt = GF_DEATH_RAY; /* !! */
3553 dam = k_ptr->level * 10;
3557 case SV_POTION_SPEED:
3560 case SV_POTION_CURE_LIGHT:
3562 dam = damroll(2, 3);
3564 case SV_POTION_CURE_SERIOUS:
3566 dam = damroll(4, 3);
3568 case SV_POTION_CURE_CRITICAL:
3569 case SV_POTION_CURING:
3571 dam = damroll(6, 3);
3573 case SV_POTION_HEALING:
3575 dam = damroll(10, 10);
3577 case SV_POTION_RESTORE_EXP:
3582 case SV_POTION_LIFE:
3584 dam = damroll(50, 50);
3587 case SV_POTION_STAR_HEALING:
3589 dam = damroll(50, 50);
3592 case SV_POTION_RESTORE_MANA: /* MANA */
3594 dam = damroll(10, 10);
3601 (void)project(who, radius, y, x, dam, dt,
3602 (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
3604 /* XXX those potions that explode need to become "known" */
3610 * @brief プレイヤーの全既知呪文を表示する /
3611 * Hack -- Display all known spells in a window
3614 * XXX XXX XXX Need to analyze size of the window.
3615 * XXX XXX XXX Need more color coding.
3617 void display_spell_list(void)
3622 const magic_type *s_ptr;
3630 /* They have too many spells to list */
3631 if (p_ptr->pclass == CLASS_SORCERER) return;
3632 if (p_ptr->pclass == CLASS_RED_MAGE) return;
3635 if (p_ptr->pclass == CLASS_SNIPER)
3637 display_snipe_list();
3641 /* mind.c type classes */
3642 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3643 (p_ptr->pclass == CLASS_BERSERKER) ||
3644 (p_ptr->pclass == CLASS_NINJA) ||
3645 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3646 (p_ptr->pclass == CLASS_FORCETRAINER))
3652 int plev = p_ptr->lev;
3658 bool use_hp = FALSE;
3660 /* Display a list of spells */
3662 put_str(_("名前", "Name"), y, x + 5);
3663 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
3665 switch(p_ptr->pclass)
3667 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
3668 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
3669 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
3670 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
3671 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
3672 default: use_mind = 0;break;
3675 /* Dump the spells */
3676 for (i = 0; i < MAX_MIND_POWERS; i++)
3678 byte a = TERM_WHITE;
3680 /* Access the available spell */
3681 spell = mind_powers[use_mind].info[i];
3682 if (spell.min_lev > plev) break;
3684 /* Get the failure rate */
3685 chance = spell.fail;
3687 /* Reduce failure rate by "effective" level adjustment */
3688 chance -= 3 * (p_ptr->lev - spell.min_lev);
3690 /* Reduce failure rate by INT/WIS adjustment */
3691 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3695 /* Not enough mana to cast */
3696 if (spell.mana_cost > p_ptr->csp)
3698 chance += 5 * (spell.mana_cost - p_ptr->csp);
3704 /* Not enough hp to cast */
3705 if (spell.mana_cost > p_ptr->chp)
3712 /* Extract the minimum failure rate */
3713 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3715 /* Minimum failure rate */
3716 if (chance < minfail) chance = minfail;
3718 /* Stunning makes spells harder */
3719 if (p_ptr->stun > 50) chance += 25;
3720 else if (p_ptr->stun) chance += 15;
3722 /* Always a 5 percent chance of working */
3723 if (chance > 95) chance = 95;
3726 mindcraft_info(comment, use_mind, i);
3728 /* Dump the spell */
3729 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
3731 spell.min_lev, spell.mana_cost, chance, comment);
3733 Term_putstr(x, y + i + 1, -1, a, psi_desc);
3738 /* Cannot read spellbooks */
3739 if (REALM_NONE == p_ptr->realm1) return;
3741 /* Normal spellcaster with books */
3744 for (j = 0; j < ((p_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
3748 /* Reset vertical */
3751 /* Vertical location */
3752 y = (j < 3) ? 0 : (m[j - 3] + 2);
3754 /* Horizontal location */
3758 for (i = 0; i < 32; i++)
3760 byte a = TERM_WHITE;
3762 /* Access the spell */
3763 if (!is_magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2))
3765 s_ptr = &technic_info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - MIN_TECHNIC][i % 32];
3769 s_ptr = &mp_ptr->info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - 1][i % 32];
3772 strcpy(name, do_spell((j < 1) ? p_ptr->realm1 : p_ptr->realm2, i % 32, SPELL_NAME));
3775 if (s_ptr->slevel >= 99)
3778 strcpy(name, _("(判読不能)", "(illegible)"));
3786 ((p_ptr->spell_forgotten1 & (1L << i))) :
3787 ((p_ptr->spell_forgotten2 & (1L << (i % 32)))))
3794 else if (!((j < 1) ?
3795 (p_ptr->spell_learned1 & (1L << i)) :
3796 (p_ptr->spell_learned2 & (1L << (i % 32)))))
3803 else if (!((j < 1) ?
3804 (p_ptr->spell_worked1 & (1L << i)) :
3805 (p_ptr->spell_worked2 & (1L << (i % 32)))))
3811 /* Dump the spell --(-- */
3812 sprintf(out_val, "%c/%c) %-20.20s",
3813 I2A(n / 8), I2A(n % 8), name);
3818 /* Dump onto the window */
3819 Term_putstr(x, m[j], -1, a, out_val);
3829 * @brief 呪文の経験値を返す /
3830 * Returns experience of a spell
3832 * @param use_realm 魔法領域
3835 s16b experience_of_spell(int spell, int use_realm)
3837 if (p_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
3838 else if (p_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
3839 else if (use_realm == p_ptr->realm1) return p_ptr->spell_exp[spell];
3840 else if (use_realm == p_ptr->realm2) return p_ptr->spell_exp[spell + 32];
3846 * @brief 呪文の消費MPを返す /
3847 * Modify mana consumption rate using spell exp and p_ptr->dec_mana
3848 * @param need_mana 基本消費MP
3853 int mod_need_mana(int need_mana, int spell, int realm)
3855 #define MANA_CONST 2400
3857 #define DEC_MANA_DIV 3
3860 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
3863 * need_mana defaults if spell exp equals SPELL_EXP_EXPERT and !p_ptr->dec_mana.
3864 * MANA_CONST is used to calculate need_mana effected from spell proficiency.
3866 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(spell, realm)) + (MANA_CONST - 1);
3867 need_mana *= p_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
3868 need_mana /= MANA_CONST * MANA_DIV;
3869 if (need_mana < 1) need_mana = 1;
3872 /* Non-realm magic */
3875 if (p_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
3887 * @brief 呪文の失敗率修正処理1(呪い、消費魔力減少、呪文簡易化) /
3888 * Modify spell fail rate
3889 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3890 * @param need_mana 基本失敗率
3894 int mod_spell_chance_1(int chance)
3896 chance += p_ptr->to_m_chance;
3898 if (p_ptr->heavy_spell) chance += 20;
3900 if (p_ptr->dec_mana && p_ptr->easy_spell) chance -= 4;
3901 else if (p_ptr->easy_spell) chance -= 3;
3902 else if (p_ptr->dec_mana) chance -= 2;
3909 * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
3910 * Modify spell fail rate
3911 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3912 * @param chance 修正前失敗率
3914 * Modify spell fail rate (as "suffix" process)
3915 * Using p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3916 * Note: variable "chance" cannot be negative.
3919 int mod_spell_chance_2(int chance)
3921 if (p_ptr->dec_mana) chance--;
3923 if (p_ptr->heavy_spell) chance += 5;
3925 return MAX(chance, 0);
3930 * @brief 呪文の失敗率計算メインルーチン /
3931 * Returns spell chance of failure for spell -RAK-
3933 * @param use_realm 魔法領域ID
3936 s16b spell_chance(int spell, int use_realm)
3938 int chance, minfail;
3939 const magic_type *s_ptr;
3941 int penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
3944 /* Paranoia -- must be literate */
3945 if (!mp_ptr->spell_book) return (100);
3947 if (use_realm == REALM_HISSATSU) return 0;
3949 /* Access the spell */
3950 if (!is_magic(use_realm))
3952 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3956 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3959 /* Extract the base spell failure rate */
3960 chance = s_ptr->sfail;
3962 /* Reduce failure rate by "effective" level adjustment */
3963 chance -= 3 * (p_ptr->lev - s_ptr->slevel);
3965 /* Reduce failure rate by INT/WIS adjustment */
3966 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3969 chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
3971 /* Extract mana consumption rate */
3972 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3974 /* Not enough mana to cast */
3975 if (need_mana > p_ptr->csp)
3977 chance += 5 * (need_mana - p_ptr->csp);
3980 if ((use_realm != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
3982 /* Extract the minimum failure rate */
3983 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3986 * Non mage/priest characters never get too good
3987 * (added high mage, mindcrafter)
3989 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
3991 if (minfail < 5) minfail = 5;
3994 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
3995 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
3996 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
3998 chance = mod_spell_chance_1(chance);
4000 /* Goodness or evilness gives a penalty to failure rate */
4004 if ((p_ptr->align > 50) || (p_ptr->align < -50)) chance += penalty;
4006 case REALM_LIFE: case REALM_CRUSADE:
4007 if (p_ptr->align < -20) chance += penalty;
4009 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
4010 if (p_ptr->align > 20) chance += penalty;
4014 /* Minimum failure rate */
4015 if (chance < minfail) chance = minfail;
4017 /* Stunning makes spells harder */
4018 if (p_ptr->stun > 50) chance += 25;
4019 else if (p_ptr->stun) chance += 15;
4021 /* Always a 5 percent chance of working */
4022 if (chance > 95) chance = 95;
4024 if ((use_realm == p_ptr->realm1) || (use_realm == p_ptr->realm2)
4025 || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4027 s16b exp = experience_of_spell(spell, use_realm);
4028 if (exp >= SPELL_EXP_EXPERT) chance--;
4029 if (exp >= SPELL_EXP_MASTER) chance--;
4032 /* Return the chance */
4033 return mod_spell_chance_2(chance);
4038 * @brief 魔法が利用可能かどうかを返す /
4039 * Determine if a spell is "okay" for the player to cast or study
4040 * The spell must be legible, not forgotten, and also, to cast,
4041 * it must be known, and to study, it must not be known.
4043 * @param learned 使用可能な判定ならばTRUE、学習可能かどうかの判定ならばFALSE
4044 * @param study_pray 祈りの学習判定目的ならばTRUE
4045 * @param use_realm 魔法領域ID
4048 bool spell_okay(int spell, bool learned, bool study_pray, int use_realm)
4050 const magic_type *s_ptr;
4052 /* Access the spell */
4053 if (!is_magic(use_realm))
4055 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
4059 s_ptr = &mp_ptr->info[use_realm - 1][spell];
4062 /* Spell is illegal */
4063 if (s_ptr->slevel > p_ptr->lev) return (FALSE);
4065 /* Spell is forgotten */
4066 if ((use_realm == p_ptr->realm2) ?
4067 (p_ptr->spell_forgotten2 & (1L << spell)) :
4068 (p_ptr->spell_forgotten1 & (1L << spell)))
4074 if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
4075 if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
4077 /* Spell is learned */
4078 if ((use_realm == p_ptr->realm2) ?
4079 (p_ptr->spell_learned2 & (1L << spell)) :
4080 (p_ptr->spell_learned1 & (1L << spell)))
4083 return (!study_pray);
4086 /* Okay to study, not to cast */
4093 * @brief 呪文情報の表示処理 /
4094 * Print a list of spells (for browsing or casting or viewing)
4095 * @param target_spell 呪文ID
4096 * @param spells アクセス開始するスペルの参照ポイント
4098 * @param y 表示メッセージ左上Y座標
4099 * @param x 表示メッセージ左上X座標
4100 * @param use_realm 魔法領域ID
4103 void print_spells(int target_spell, byte *spells, int num, int y, int x, int use_realm)
4105 int i, spell, exp_level, increment = 64;
4106 const magic_type *s_ptr;
4117 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && p_ptr->wizard)
4118 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
4120 /* Title the list */
4122 if (use_realm == REALM_HISSATSU)
4123 strcpy(buf,_(" Lv MP", " Lv SP"));
4125 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
4127 put_str(_("名前", "Name"), y, x + 5);
4128 put_str(buf, y, x + 29);
4130 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
4131 else if (use_realm == p_ptr->realm1) increment = 0;
4132 else if (use_realm == p_ptr->realm2) increment = 32;
4134 /* Dump the spells */
4135 for (i = 0; i < num; i++)
4137 /* Access the spell */
4140 /* Access the spell */
4141 if (!is_magic(use_realm))
4143 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
4147 s_ptr = &mp_ptr->info[use_realm - 1][spell];
4150 if (use_realm == REALM_HISSATSU)
4151 need_mana = s_ptr->smana;
4154 s16b exp = experience_of_spell(spell, use_realm);
4156 /* Extract mana consumption rate */
4157 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
4159 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
4160 else exp_level = spell_exp_level(exp);
4163 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
4164 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
4165 else if (s_ptr->slevel >= 99) max = TRUE;
4166 else if ((p_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
4168 strncpy(ryakuji, exp_level_str[exp_level], 4);
4173 if (use_menu && target_spell)
4175 if (i == (target_spell-1))
4176 strcpy(out_val, _(" 》 ", " > "));
4178 strcpy(out_val, " ");
4180 else sprintf(out_val, " %c) ", I2A(i));
4181 /* Skip illegible spells */
4182 if (s_ptr->slevel >= 99)
4184 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
4185 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
4189 /* XXX XXX Could label spells above the players level */
4191 /* Get extra info */
4192 strcpy(info, do_spell(use_realm, spell, SPELL_INFO));
4197 /* Assume spell is known and tried */
4198 line_attr = TERM_WHITE;
4200 /* Analyze the spell */
4201 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4203 if (s_ptr->slevel > p_ptr->max_plv)
4205 comment = _("未知", "unknown");
4206 line_attr = TERM_L_BLUE;
4208 else if (s_ptr->slevel > p_ptr->lev)
4210 comment = _("忘却", "forgotten");
4211 line_attr = TERM_YELLOW;
4214 else if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2))
4216 comment = _("未知", "unknown");
4217 line_attr = TERM_L_BLUE;
4219 else if ((use_realm == p_ptr->realm1) ?
4220 ((p_ptr->spell_forgotten1 & (1L << spell))) :
4221 ((p_ptr->spell_forgotten2 & (1L << spell))))
4223 comment = _("忘却", "forgotten");
4224 line_attr = TERM_YELLOW;
4226 else if (!((use_realm == p_ptr->realm1) ?
4227 (p_ptr->spell_learned1 & (1L << spell)) :
4228 (p_ptr->spell_learned2 & (1L << spell))))
4230 comment = _("未知", "unknown");
4231 line_attr = TERM_L_BLUE;
4233 else if (!((use_realm == p_ptr->realm1) ?
4234 (p_ptr->spell_worked1 & (1L << spell)) :
4235 (p_ptr->spell_worked2 & (1L << spell))))
4237 comment = _("未経験", "untried");
4238 line_attr = TERM_L_GREEN;
4241 /* Dump the spell --(-- */
4242 if (use_realm == REALM_HISSATSU)
4244 strcat(out_val, format("%-25s %2d %4d",
4245 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
4246 s_ptr->slevel, need_mana));
4250 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
4251 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
4252 (max ? '!' : ' '), ryakuji,
4253 s_ptr->slevel, need_mana, spell_chance(spell, use_realm), comment));
4255 c_prt(line_attr, out_val, y + i + 1, x);
4258 /* Clear the bottom line */
4259 prt("", y + i + 1, x);
4264 * @brief アイテムが酸で破損するかどうかを判定する
4265 * @param o_ptr アイテムの情報参照ポインタ
4266 * @return 破損するならばTRUEを返す
4267 * Note that amulets, rods, and high-level spell books are immune
4268 * to "inventory damage" of any kind. Also sling ammo and shovels.
4269 * Does a given class of objects (usually) hate acid?
4270 * Note that acid can either melt or corrode something.
4272 bool hates_acid(object_type *o_ptr)
4274 /* Analyze the type */
4275 switch (o_ptr->tval)
4277 /* Wearable items */
4297 /* Staffs/Scrolls are wood/paper */
4310 /* Junk is useless */
4324 * @brief アイテムが電撃で破損するかどうかを判定する /
4325 * Does a given object (usually) hate electricity?
4326 * @param o_ptr アイテムの情報参照ポインタ
4327 * @return 破損するならばTRUEを返す
4329 bool hates_elec(object_type *o_ptr)
4331 switch (o_ptr->tval)
4345 * @brief アイテムが火炎で破損するかどうかを判定する /
4346 * Does a given object (usually) hate fire?
4347 * @param o_ptr アイテムの情報参照ポインタ
4348 * @return 破損するならばTRUEを返す
4350 * Hafted/Polearm weapons have wooden shafts.
4351 * Arrows/Bows are mostly wooden.
4353 bool hates_fire(object_type *o_ptr)
4355 /* Analyze the type */
4356 switch (o_ptr->tval)
4374 case TV_SORCERY_BOOK:
4375 case TV_NATURE_BOOK:
4379 case TV_ARCANE_BOOK:
4381 case TV_DAEMON_BOOK:
4382 case TV_CRUSADE_BOOK:
4384 case TV_HISSATSU_BOOK:
4396 /* Staffs/Scrolls burn */
4409 * @brief アイテムが冷気で破損するかどうかを判定する /
4410 * Does a given object (usually) hate cold?
4411 * @param o_ptr アイテムの情報参照ポインタ
4412 * @return 破損するならばTRUEを返す
4414 bool hates_cold(object_type *o_ptr)
4416 switch (o_ptr->tval)
4431 * @brief アイテムが酸で破損するかどうかを判定する(メインルーチン) /
4433 * @param o_ptr アイテムの情報参照ポインタ
4434 * @return 破損するならばTRUEを返す
4437 int set_acid_destroy(object_type *o_ptr)
4439 u32b flgs[TR_FLAG_SIZE];
4440 if (!hates_acid(o_ptr)) return (FALSE);
4441 object_flags(o_ptr, flgs);
4442 if (have_flag(flgs, TR_IGNORE_ACID)) return (FALSE);
4448 * @brief アイテムが電撃で破損するかどうかを判定する(メインルーチン) /
4450 * @param o_ptr アイテムの情報参照ポインタ
4451 * @return 破損するならばTRUEを返す
4454 int set_elec_destroy(object_type *o_ptr)
4456 u32b flgs[TR_FLAG_SIZE];
4457 if (!hates_elec(o_ptr)) return (FALSE);
4458 object_flags(o_ptr, flgs);
4459 if (have_flag(flgs, TR_IGNORE_ELEC)) return (FALSE);
4465 * @brief アイテムが火炎で破損するかどうかを判定する(メインルーチン) /
4467 * @param o_ptr アイテムの情報参照ポインタ
4468 * @return 破損するならばTRUEを返す
4471 int set_fire_destroy(object_type *o_ptr)
4473 u32b flgs[TR_FLAG_SIZE];
4474 if (!hates_fire(o_ptr)) return (FALSE);
4475 object_flags(o_ptr, flgs);
4476 if (have_flag(flgs, TR_IGNORE_FIRE)) return (FALSE);
4482 * @brief アイテムが冷気で破損するかどうかを判定する(メインルーチン) /
4484 * @param o_ptr アイテムの情報参照ポインタ
4485 * @return 破損するならばTRUEを返す
4488 int set_cold_destroy(object_type *o_ptr)
4490 u32b flgs[TR_FLAG_SIZE];
4491 if (!hates_cold(o_ptr)) return (FALSE);
4492 object_flags(o_ptr, flgs);
4493 if (have_flag(flgs, TR_IGNORE_COLD)) return (FALSE);
4499 * @brief アイテムが指定確率で破損するかどうかを判定する /
4500 * Destroys a type of item on a given percent chance
4501 * @param typ 破損判定関数ポインタ
4503 * @return 破損したアイテムの数
4505 * Note that missiles are no longer necessarily all destroyed
4506 * Destruction taken from "melee.c" code for "stealing".
4507 * New-style wands and rods handled correctly. -LM-
4508 * Returns number of items destroyed.
4510 int inven_damage(inven_func typ, int perc)
4514 char o_name[MAX_NLEN];
4516 if (CHECK_MULTISHADOW()) return 0;
4518 if (p_ptr->inside_arena) return 0;
4520 /* Count the casualties */
4523 /* Scan through the slots backwards */
4524 for (i = 0; i < INVEN_PACK; i++)
4526 o_ptr = &inventory[i];
4528 /* Skip non-objects */
4529 if (!o_ptr->k_idx) continue;
4531 /* Hack -- for now, skip artifacts */
4532 if (object_is_artifact(o_ptr)) continue;
4534 /* Give this item slot a shot at death */
4537 /* Count the casualties */
4538 for (amt = j = 0; j < o_ptr->number; ++j)
4540 if (randint0(100) < perc) amt++;
4543 /* Some casualities */
4546 /* Get a description */
4547 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
4550 msg_format(_("%s(%c)が%s壊れてしまった!", "%sour %s (%c) %s destroyed!"),
4553 o_name, index_to_label(i),
4554 ((o_ptr->number > 1) ?
4555 ((amt == o_ptr->number) ? "全部" :
4556 (amt > 1 ? "何個か" : "一個")) : "") );
4558 ((o_ptr->number > 1) ?
4559 ((amt == o_ptr->number) ? "All of y" :
4560 (amt > 1 ? "Some of y" : "One of y")) : "Y"),
4561 o_name, index_to_label(i),
4562 ((amt > 1) ? "were" : "was"));
4566 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4567 msg_print("やりやがったな!");
4570 /* Potions smash open */
4571 if (object_is_potion(o_ptr))
4573 (void)potion_smash_effect(0, py, px, o_ptr->k_idx);
4576 /* Reduce the charges of rods/wands */
4577 reduce_charges(o_ptr, amt);
4579 /* Destroy "amt" items */
4580 inven_item_increase(i, -amt);
4581 inven_item_optimize(i);
4583 /* Count the casualties */
4589 /* Return the casualty count */
4595 * @brief 酸攻撃による装備のAC劣化処理 /
4596 * Acid has hit the player, attempt to affect some armor.
4597 * @return ACが実際に劣化したらTRUEを返す
4599 * Note that the "base armor" of an object never changes.
4600 * If any armor is damaged (or resists), the player takes less damage.
4602 static int minus_ac(void)
4604 object_type *o_ptr = NULL;
4605 u32b flgs[TR_FLAG_SIZE];
4606 char o_name[MAX_NLEN];
4609 /* Pick a (possibly empty) inventory slot */
4610 switch (randint1(7))
4612 case 1: o_ptr = &inventory[INVEN_RARM]; break;
4613 case 2: o_ptr = &inventory[INVEN_LARM]; break;
4614 case 3: o_ptr = &inventory[INVEN_BODY]; break;
4615 case 4: o_ptr = &inventory[INVEN_OUTER]; break;
4616 case 5: o_ptr = &inventory[INVEN_HANDS]; break;
4617 case 6: o_ptr = &inventory[INVEN_HEAD]; break;
4618 case 7: o_ptr = &inventory[INVEN_FEET]; break;
4621 /* Nothing to damage */
4622 if (!o_ptr->k_idx) return (FALSE);
4624 if (!object_is_armour(o_ptr)) return (FALSE);
4626 /* No damage left to be done */
4627 if (o_ptr->ac + o_ptr->to_a <= 0) return (FALSE);
4631 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4633 /* Extract the flags */
4634 object_flags(o_ptr, flgs);
4636 /* Object resists */
4637 if (have_flag(flgs, TR_IGNORE_ACID))
4639 msg_format(_("しかし%sには効果がなかった!", "Your %s is unaffected!"), o_name);
4644 msg_format(_("%sがダメージを受けた!", "Your %s is damaged!"), o_name);
4646 /* Damage the item */
4649 /* Calculate bonuses */
4650 p_ptr->update |= (PU_BONUS);
4653 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
4657 /* Item was damaged */
4663 * @brief 酸属性によるプレイヤー損害処理 /
4664 * Hurt the player with Acid
4665 * @param dam 基本ダメージ量
4666 * @param kb_str ダメージ原因記述
4667 * @param monspell 原因となったモンスター特殊攻撃ID
4668 * @param aura オーラよるダメージが原因ならばTRUE
4671 int acid_dam(int dam, cptr kb_str, int monspell, bool aura)
4674 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
4675 bool double_resist = IS_OPPOSE_ACID();
4677 /* Total Immunity */
4678 if (p_ptr->immune_acid || (dam <= 0))
4680 learn_spell(monspell);
4684 /* Vulnerability (Ouch!) */
4685 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
4686 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
4688 /* Resist the damage */
4689 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
4690 if (double_resist) dam = (dam + 2) / 3;
4692 if (aura || !CHECK_MULTISHADOW())
4694 if ((!(double_resist || p_ptr->resist_acid)) &&
4695 one_in_(HURT_CHANCE))
4696 (void)do_dec_stat(A_CHR);
4698 /* If any armor gets hit, defend the player */
4699 if (minus_ac()) dam = (dam + 1) / 2;
4703 get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
4705 /* Inventory damage */
4706 if (!aura && !(double_resist && p_ptr->resist_acid))
4707 inven_damage(set_acid_destroy, inv);
4713 * @brief 電撃属性によるプレイヤー損害処理 /
4714 * Hurt the player with electricity
4715 * @param dam 基本ダメージ量
4716 * @param kb_str ダメージ原因記述
4717 * @param monspell 原因となったモンスター特殊攻撃ID
4718 * @param aura オーラよるダメージが原因ならばTRUE
4721 int elec_dam(int dam, cptr kb_str, int monspell, bool aura)
4724 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
4725 bool double_resist = IS_OPPOSE_ELEC();
4727 /* Total immunity */
4728 if (p_ptr->immune_elec || (dam <= 0))
4730 learn_spell(monspell);
4734 /* Vulnerability (Ouch!) */
4735 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
4736 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
4737 if (prace_is_(RACE_ANDROID)) dam += dam / 3;
4739 /* Resist the damage */
4740 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
4741 if (double_resist) dam = (dam + 2) / 3;
4743 if (aura || !CHECK_MULTISHADOW())
4745 if ((!(double_resist || p_ptr->resist_elec)) &&
4746 one_in_(HURT_CHANCE))
4747 (void)do_dec_stat(A_DEX);
4751 get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
4753 /* Inventory damage */
4754 if (!aura && !(double_resist && p_ptr->resist_elec))
4755 inven_damage(set_elec_destroy, inv);
4762 * @brief 火炎属性によるプレイヤー損害処理 /
4763 * Hurt the player with Fire
4764 * @param dam 基本ダメージ量
4765 * @param kb_str ダメージ原因記述
4766 * @param monspell 原因となったモンスター特殊攻撃ID
4767 * @param aura オーラよるダメージが原因ならばTRUE
4770 int fire_dam(int dam, cptr kb_str, int monspell, bool aura)
4773 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
4774 bool double_resist = IS_OPPOSE_FIRE();
4776 /* Totally immune */
4777 if (p_ptr->immune_fire || (dam <= 0))
4779 learn_spell(monspell);
4783 /* Vulnerability (Ouch!) */
4784 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
4785 if (prace_is_(RACE_ENT)) dam += dam / 3;
4786 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
4788 /* Resist the damage */
4789 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
4790 if (double_resist) dam = (dam + 2) / 3;
4792 if (aura || !CHECK_MULTISHADOW())
4794 if ((!(double_resist || p_ptr->resist_fire)) &&
4795 one_in_(HURT_CHANCE))
4796 (void)do_dec_stat(A_STR);
4800 get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
4802 /* Inventory damage */
4803 if (!aura && !(double_resist && p_ptr->resist_fire))
4804 inven_damage(set_fire_destroy, inv);
4811 * @brief 冷気属性によるプレイヤー損害処理 /
4812 * Hurt the player with Cold
4813 * @param dam 基本ダメージ量
4814 * @param kb_str ダメージ原因記述
4815 * @param monspell 原因となったモンスター特殊攻撃ID
4816 * @param aura オーラよるダメージが原因ならばTRUE
4819 int cold_dam(int dam, cptr kb_str, int monspell, bool aura)
4822 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
4823 bool double_resist = IS_OPPOSE_COLD();
4825 /* Total immunity */
4826 if (p_ptr->immune_cold || (dam <= 0))
4828 learn_spell(monspell);
4832 /* Vulnerability (Ouch!) */
4833 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
4834 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
4836 /* Resist the damage */
4837 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
4838 if (double_resist) dam = (dam + 2) / 3;
4840 if (aura || !CHECK_MULTISHADOW())
4842 if ((!(double_resist || p_ptr->resist_cold)) &&
4843 one_in_(HURT_CHANCE))
4844 (void)do_dec_stat(A_STR);
4848 get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
4850 /* Inventory damage */
4851 if (!aura && !(double_resist && p_ptr->resist_cold))
4852 inven_damage(set_cold_destroy, inv);
4859 * @return ターン消費を要する処理を行ったならばTRUEを返す
4861 bool rustproof(void)
4865 char o_name[MAX_NLEN];
4868 item_tester_no_ryoute = TRUE;
4869 /* Select a piece of armour */
4870 item_tester_hook = object_is_armour;
4873 q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
4874 s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
4876 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return FALSE;
4878 /* Get the item (in the pack) */
4881 o_ptr = &inventory[item];
4884 /* Get the item (on the floor) */
4887 o_ptr = &o_list[0 - item];
4892 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4894 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
4896 if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
4899 msg_format("%sは新品同様になった!",o_name);
4901 msg_format("%s %s look%s as good as new!",
4902 ((item >= 0) ? "Your" : "The"), o_name,
4903 ((o_ptr->number > 1) ? "" : "s"));
4910 msg_format("%sは腐食しなくなった。", o_name);
4912 msg_format("%s %s %s now protected against corrosion.",
4913 ((item >= 0) ? "Your" : "The"), o_name,
4914 ((o_ptr->number > 1) ? "are" : "is"));
4926 * Curse the players armor
4927 * @return 実際に呪縛されたらTRUEを返す
4929 bool curse_armor(void)
4934 char o_name[MAX_NLEN];
4937 /* Curse the body armor */
4938 o_ptr = &inventory[INVEN_BODY];
4940 /* Nothing to curse */
4941 if (!o_ptr->k_idx) return (FALSE);
4945 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
4947 /* Attempt a saving throw for artifacts */
4948 if (object_is_artifact(o_ptr) && (randint0(100) < 50))
4952 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!",
4953 "恐怖の暗黒オーラ", "防具", o_name);
4955 msg_format("A %s tries to %s, but your %s resists the effects!",
4956 "terrible black aura", "surround your armor", o_name);
4961 /* not artifact or failed save... */
4965 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);
4966 chg_virtue(V_ENCHANT, -5);
4968 /* Blast the armor */
4970 o_ptr->name2 = EGO_BLASTED;
4971 o_ptr->to_a = 0 - randint1(5) - randint1(5);
4978 for (i = 0; i < TR_FLAG_SIZE; i++)
4979 o_ptr->art_flags[i] = 0;
4982 o_ptr->curse_flags = TRC_CURSED;
4985 o_ptr->ident |= (IDENT_BROKEN);
4987 /* Recalculate bonuses */
4988 p_ptr->update |= (PU_BONUS);
4990 /* Recalculate mana */
4991 p_ptr->update |= (PU_MANA);
4994 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5002 * Curse the players weapon
5003 * @param force 無条件に呪縛を行うならばTRUE
5004 * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
5005 * @return 実際に呪縛されたらTRUEを返す
5007 bool curse_weapon_object(bool force, object_type *o_ptr)
5010 char o_name[MAX_NLEN];
5012 /* Nothing to curse */
5013 if (!o_ptr->k_idx) return (FALSE);
5016 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
5018 /* Attempt a saving throw */
5019 if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
5023 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!",
5024 "恐怖の暗黒オーラ", "武器", o_name);
5026 msg_format("A %s tries to %s, but your %s resists the effects!",
5027 "terrible black aura", "surround your weapon", o_name);
5031 /* not artifact or failed save... */
5035 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);
5036 chg_virtue(V_ENCHANT, -5);
5038 /* Shatter the weapon */
5040 o_ptr->name2 = EGO_SHATTERED;
5041 o_ptr->to_h = 0 - randint1(5) - randint1(5);
5042 o_ptr->to_d = 0 - randint1(5) - randint1(5);
5048 for (i = 0; i < TR_FLAG_SIZE; i++)
5049 o_ptr->art_flags[i] = 0;
5052 o_ptr->curse_flags = TRC_CURSED;
5055 o_ptr->ident |= (IDENT_BROKEN);
5057 /* Recalculate bonuses */
5058 p_ptr->update |= (PU_BONUS);
5060 /* Recalculate mana */
5061 p_ptr->update |= (PU_MANA);
5064 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5072 * @brief 武器呪縛処理のメインルーチン /
5073 * Curse the players weapon
5074 * @param force 無条件に呪縛を行うならばTRUE
5075 * @param slot 呪縛する武器の装備スロット
5076 * @return 実際に呪縛されたらTRUEを返す
5078 bool curse_weapon(bool force, int slot)
5080 /* Curse the weapon */
5081 return curse_weapon_object(force, &inventory[slot]);
5086 * @brief ボルトのエゴ化処理(火炎エゴのみ) /
5087 * Enchant some bolts
5090 bool brand_bolts(void)
5094 /* Use the first acceptable bolts */
5095 for (i = 0; i < INVEN_PACK; i++)
5097 object_type *o_ptr = &inventory[i];
5099 /* Skip non-bolts */
5100 if (o_ptr->tval != TV_BOLT) continue;
5102 /* Skip artifacts and ego-items */
5103 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
5106 /* Skip cursed/broken items */
5107 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
5110 if (randint0(100) < 75) continue;
5113 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!"));
5116 o_ptr->name2 = EGO_FLAME;
5119 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
5126 if (flush_failure) flush();
5129 msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
5137 * @brief 変身処理向けにモンスターの近隣レベル帯モンスターを返す /
5138 * Helper function -- return a "nearby" race for polymorphing
5139 * @param r_idx 基準となるモンスター種族ID
5140 * @return 変更先のモンスター種族ID
5142 * Note that this function is one of the more "dangerous" ones...
5144 static s16b poly_r_idx(int r_idx)
5146 monster_race *r_ptr = &r_info[r_idx];
5148 int i, r, lev1, lev2;
5150 /* Hack -- Uniques/Questors never polymorph */
5151 if ((r_ptr->flags1 & RF1_UNIQUE) ||
5152 (r_ptr->flags1 & RF1_QUESTOR))
5155 /* Allowable range of "levels" for resulting monster */
5156 lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
5157 lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
5159 /* Pick a (possibly new) non-unique race */
5160 for (i = 0; i < 1000; i++)
5162 /* Pick a new race, using a level calculation */
5163 r = get_mon_num((dun_level + r_ptr->level) / 2 + 5);
5165 /* Handle failure */
5171 /* Ignore unique monsters */
5172 if (r_ptr->flags1 & RF1_UNIQUE) continue;
5174 /* Ignore monsters with incompatible levels */
5175 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
5177 /* Use that index */
5189 * @brief 指定座標にいるモンスターを変身させる /
5190 * Helper function -- return a "nearby" race for polymorphing
5193 * @return 実際に変身したらTRUEを返す
5195 bool polymorph_monster(int y, int x)
5197 cave_type *c_ptr = &cave[y][x];
5198 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5199 bool polymorphed = FALSE;
5201 int old_r_idx = m_ptr->r_idx;
5202 bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
5203 bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
5204 monster_type back_m;
5206 if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
5208 if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
5210 /* Memorize the monster before polymorphing */
5213 /* Pick a "new" monster race */
5214 new_r_idx = poly_r_idx(old_r_idx);
5216 /* Handle polymorph */
5217 if (new_r_idx != old_r_idx)
5220 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
5221 s16b this_o_idx, next_o_idx = 0;
5223 /* Get the monsters attitude */
5224 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
5225 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
5226 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
5228 /* Mega-hack -- ignore held objects */
5229 m_ptr->hold_o_idx = 0;
5231 /* "Kill" the "old" monster */
5232 delete_monster_idx(c_ptr->m_idx);
5234 /* Create a new monster (no groups) */
5235 if (place_monster_aux(0, y, x, new_r_idx, mode))
5237 m_list[hack_m_idx_ii].nickname = back_m.nickname;
5238 m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
5239 m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
5246 /* Placing the new monster failed */
5247 if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
5249 m_list[hack_m_idx_ii] = back_m;
5251 /* Re-initialize monster process */
5254 else preserve_hold_objects = FALSE;
5257 /* Mega-hack -- preserve held objects */
5258 if (preserve_hold_objects)
5260 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
5262 /* Acquire object */
5263 object_type *o_ptr = &o_list[this_o_idx];
5265 /* Acquire next object */
5266 next_o_idx = o_ptr->next_o_idx;
5268 /* Held by new monster */
5269 o_ptr->held_m_idx = hack_m_idx_ii;
5272 else if (back_m.hold_o_idx) /* Failed (paranoia) */
5274 /* Delete objects */
5275 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
5277 /* Acquire next object */
5278 next_o_idx = o_list[this_o_idx].next_o_idx;
5280 /* Delete the object */
5281 delete_object_idx(this_o_idx);
5285 if (targeted) target_who = hack_m_idx_ii;
5286 if (health_tracked) health_track(hack_m_idx_ii);
5295 * @param x テレポート先のX座標
5296 * @param y テレポート先のY座標
5297 * @return 目標に指定通りテレポートできたならばTRUEを返す
5299 static bool dimension_door_aux(int x, int y)
5301 int plev = p_ptr->lev;
5303 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
5305 if (!cave_player_teleportable_bold(y, x, 0L) ||
5306 (distance(y, x, py, px) > plev / 2 + 10) ||
5307 (!randint0(plev / 10 + 10)))
5309 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
5310 teleport_player((plev + 2) * 2, TELEPORT_PASSIVE);
5317 teleport_player_to(y, x, 0L);
5326 * @brief 次元の扉処理のメインルーチン /
5328 * @return ターンを消費した場合TRUEを返す
5330 bool dimension_door(void)
5334 /* Rerutn FALSE if cancelled */
5335 if (!tgt_pt(&x, &y)) return FALSE;
5337 if (dimension_door_aux(x, y)) return TRUE;
5339 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!"));
5346 * @brief 鏡抜け処理のメインルーチン /
5347 * Mirror Master's Dimension Door
5348 * @return ターンを消費した場合TRUEを返す
5350 bool mirror_tunnel(void)
5354 /* Rerutn FALSE if cancelled */
5355 if (!tgt_pt(&x, &y)) return FALSE;
5357 if (dimension_door_aux(x, y)) return TRUE;
5359 msg_print(_("鏡の世界をうまく通れなかった!", "You fail to pass the mirror plane correctly!"));
5367 * @return ターンを消費した場合TRUEを返す
5369 bool eat_magic(int power)
5371 object_type * o_ptr;
5374 int recharge_strength = 0;
5380 char o_name[MAX_NLEN];
5382 item_tester_hook = item_tester_hook_recharge;
5385 q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
5386 s = _("魔力を吸収できるアイテムがありません。", "You have nothing to drain.");
5388 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
5392 o_ptr = &inventory[item];
5396 o_ptr = &o_list[0 - item];
5399 k_ptr = &k_info[o_ptr->k_idx];
5400 lev = k_info[o_ptr->k_idx].level;
5402 if (o_ptr->tval == TV_ROD)
5404 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
5407 if (one_in_(recharge_strength))
5409 /* Activate the failure code. */
5414 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
5416 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."));
5421 o_ptr->timeout += k_ptr->pval;
5427 /* All staffs, wands. */
5428 recharge_strength = (100 + power - lev) / 15;
5431 if (recharge_strength < 0) recharge_strength = 0;
5434 if (one_in_(recharge_strength))
5436 /* Activate the failure code. */
5441 if (o_ptr->pval > 0)
5443 p_ptr->csp += lev / 2;
5446 /* XXX Hack -- unstack if necessary */
5447 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
5452 /* Get local object */
5455 /* Obtain a local object */
5456 object_copy(q_ptr, o_ptr);
5458 /* Modify quantity */
5461 /* Restore the charges */
5464 /* Unstack the used item */
5466 p_ptr->total_weight -= q_ptr->weight;
5467 item = inven_carry(q_ptr);
5470 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
5475 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
5477 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
5481 /* Inflict the penalties for failing a recharge. */
5484 /* Artifacts are never destroyed. */
5485 if (object_is_fixed_artifact(o_ptr))
5487 object_desc(o_name, o_ptr, OD_NAME_ONLY);
5488 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);
5490 /* Artifact rods. */
5491 if (o_ptr->tval == TV_ROD)
5492 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5494 /* Artifact wands and staffs. */
5495 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
5500 /* Get the object description */
5501 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5503 /*** Determine Seriousness of Failure ***/
5505 /* Mages recharge objects more safely. */
5506 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)
5508 /* 10% chance to blow up one rod, otherwise draining. */
5509 if (o_ptr->tval == TV_ROD)
5511 if (one_in_(10)) fail_type = 2;
5514 /* 75% chance to blow up one wand, otherwise draining. */
5515 else if (o_ptr->tval == TV_WAND)
5517 if (!one_in_(3)) fail_type = 2;
5520 /* 50% chance to blow up one staff, otherwise no effect. */
5521 else if (o_ptr->tval == TV_STAFF)
5523 if (one_in_(2)) fail_type = 2;
5528 /* All other classes get no special favors. */
5531 /* 33% chance to blow up one rod, otherwise draining. */
5532 if (o_ptr->tval == TV_ROD)
5534 if (one_in_(3)) fail_type = 2;
5537 /* 20% chance of the entire stack, else destroy one wand. */
5538 else if (o_ptr->tval == TV_WAND)
5540 if (one_in_(5)) fail_type = 3;
5543 /* Blow up one staff. */
5544 else if (o_ptr->tval == TV_STAFF)
5550 /*** Apply draining and destruction. ***/
5552 /* Drain object or stack of objects. */
5555 if (o_ptr->tval == TV_ROD)
5557 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
5558 "You save your rod from destruction, but all charges are lost."), o_name);
5559 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5561 else if (o_ptr->tval == TV_WAND)
5563 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);
5566 /* Staffs aren't drained. */
5569 /* Destroy an object or one in a stack of objects. */
5572 if (o_ptr->number > 1)
5574 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);
5575 /* Reduce rod stack maximum timeout, drain wands. */
5576 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
5577 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
5581 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);
5584 /* Reduce and describe inventory */
5587 inven_item_increase(item, -1);
5588 inven_item_describe(item);
5589 inven_item_optimize(item);
5592 /* Reduce and describe floor item */
5595 floor_item_increase(0 - item, -1);
5596 floor_item_describe(0 - item);
5597 floor_item_optimize(0 - item);
5601 /* Destroy all members of a stack of objects. */
5604 if (o_ptr->number > 1)
5605 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);
5607 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
5609 /* Reduce and describe inventory */
5612 inven_item_increase(item, -999);
5613 inven_item_describe(item);
5614 inven_item_optimize(item);
5617 /* Reduce and describe floor item */
5620 floor_item_increase(0 - item, -999);
5621 floor_item_describe(0 - item);
5622 floor_item_optimize(0 - item);
5628 if (p_ptr->csp > p_ptr->msp)
5630 p_ptr->csp = p_ptr->msp;
5633 /* Redraw mana and hp */
5634 p_ptr->redraw |= (PR_MANA);
5636 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5637 p_ptr->window |= (PW_INVEN);
5644 * @param level 召喚基準レベル
5647 * @param mode 召喚オプション
5648 * @return ターンを消費した場合TRUEを返す
5650 bool summon_kin_player(int level, int y, int x, u32b mode)
5652 bool pet = (bool)(mode & PM_FORCE_PET);
5653 if (!pet) mode |= PM_NO_PET;
5655 switch (p_ptr->mimic_form)
5658 switch (p_ptr->prace)
5662 case RACE_BARBARIAN:
5665 summon_kin_type = 'p';
5675 case RACE_MIND_FLAYER:
5678 summon_kin_type = 'h';
5681 summon_kin_type = 'o';
5683 case RACE_HALF_TROLL:
5684 summon_kin_type = 'T';
5686 case RACE_HALF_OGRE:
5687 summon_kin_type = 'O';
5689 case RACE_HALF_GIANT:
5690 case RACE_HALF_TITAN:
5692 summon_kin_type = 'P';
5695 summon_kin_type = 'y';
5698 summon_kin_type = 'K';
5701 summon_kin_type = 'k';
5704 if (one_in_(13)) summon_kin_type = 'U';
5705 else summon_kin_type = 'u';
5707 case RACE_DRACONIAN:
5708 summon_kin_type = 'd';
5712 summon_kin_type = 'g';
5715 if (one_in_(13)) summon_kin_type = 'L';
5716 else summon_kin_type = 's';
5719 summon_kin_type = 'z';
5722 summon_kin_type = 'V';
5725 summon_kin_type = 'G';
5728 summon_kin_type = 'I';
5731 summon_kin_type = '#';
5734 summon_kin_type = 'A';
5737 summon_kin_type = 'U';
5740 summon_kin_type = 'p';
5745 if (one_in_(13)) summon_kin_type = 'U';
5746 else summon_kin_type = 'u';
5748 case MIMIC_DEMON_LORD:
5749 summon_kin_type = 'U';
5752 summon_kin_type = 'V';
5755 return summon_specific((pet ? -1 : 0), y, x, level, SUMMON_KIN, mode);
5759 * @brief 皆殺し(全方向攻撃)処理
5760 * @param py プレイヤーY座標
5761 * @param px プレイヤーX座標
5764 void massacre(int py, int px)
5768 monster_type *m_ptr;
5771 for (dir = 0; dir < 8; dir++)
5773 y = py + ddy_ddd[dir];
5774 x = px + ddx_ddd[dir];
5775 c_ptr = &cave[y][x];
5777 /* Get the monster */
5778 m_ptr = &m_list[c_ptr->m_idx];
5780 /* Hack -- attack monsters */
5781 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))