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.
15 #include "object-hook.h"
17 /*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
22 * @brief モンスターのテレポートアウェイ処理 /
23 * Teleport a monster, normally up to "dis" grids away.
24 * @param m_idx モンスターID
27 * @return テレポートが実際に行われたらtrue
29 * Attempt to move the monster at least "dis/2" grids away.
30 * But allow variation to prevent infinite loops.
32 bool teleport_away(MONSTER_IDX m_idx, POSITION dis, BIT_FLAGS mode)
34 POSITION oy, ox, d, i, min;
36 POSITION ny = 0, nx = 0;
40 monster_type *m_ptr = &m_list[m_idx];
43 if (!m_ptr->r_idx) return (FALSE);
45 /* Save the old location */
49 /* Minimum distance */
52 if ((mode & TELEPORT_DEC_VALOUR) &&
53 (((p_ptr->chp * 10) / p_ptr->mhp) > 5) &&
54 (4+randint1(5) < ((p_ptr->chp * 10) / p_ptr->mhp)))
56 chg_virtue(V_VALOUR, -1);
64 /* Verify max distance */
65 if (dis > 200) dis = 200;
67 /* Try several locations */
68 for (i = 0; i < 500; i++)
70 /* Pick a (possibly illegal) location */
73 ny = rand_spread(oy, dis);
74 nx = rand_spread(ox, dis);
75 d = distance(oy, ox, ny, nx);
76 if ((d >= min) && (d <= dis)) break;
79 /* Ignore illegal locations */
80 if (!in_bounds(ny, nx)) continue;
82 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
84 /* No teleporting into vaults and such */
85 if (!(p_ptr->inside_quest || p_ptr->inside_arena))
86 if (cave[ny][nx].info & CAVE_ICKY) continue;
88 /* This grid looks good */
95 /* Increase the maximum distance */
98 /* Decrease the minimum distance */
101 /* Stop after MAX_TRIES tries */
102 if (tries > MAX_TRIES) return (FALSE);
105 sound(SOUND_TPOTHER);
107 /* Update the old location */
108 cave[oy][ox].m_idx = 0;
110 /* Update the new location */
111 cave[ny][nx].m_idx = m_idx;
113 /* Move the monster */
117 /* Forget the counter target */
120 /* Update the monster (new location) */
121 update_mon(m_idx, TRUE);
123 /* Redraw the old grid */
126 /* Redraw the new grid */
129 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
130 p_ptr->update |= (PU_MON_LITE);
137 * @brief モンスターを指定された座標付近にテレポートする /
138 * Teleport monster next to a grid near the given location
139 * @param m_idx モンスターID
142 * @param power テレポート成功確率
146 void teleport_monster_to(MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, BIT_FLAGS mode)
148 POSITION ny, nx, oy, ox;
153 monster_type *m_ptr = &m_list[m_idx];
156 if(!m_ptr->r_idx) return;
159 if(randint1(100) > power) return;
164 /* Save the old location */
168 /* Minimum distance */
171 /* Look until done */
172 while (look && --attempts)
174 /* Verify max distance */
175 if (dis > 200) dis = 200;
177 /* Try several locations */
178 for (i = 0; i < 500; i++)
180 /* Pick a (possibly illegal) location */
183 ny = rand_spread(ty, dis);
184 nx = rand_spread(tx, dis);
185 d = distance(ty, tx, ny, nx);
186 if ((d >= min) && (d <= dis)) break;
189 /* Ignore illegal locations */
190 if (!in_bounds(ny, nx)) continue;
192 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
194 /* No teleporting into vaults and such */
195 /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
197 /* This grid looks good */
204 /* Increase the maximum distance */
207 /* Decrease the minimum distance */
211 if (attempts < 1) return;
213 sound(SOUND_TPOTHER);
215 /* Update the old location */
216 cave[oy][ox].m_idx = 0;
218 /* Update the new location */
219 cave[ny][nx].m_idx = m_idx;
221 /* Move the monster */
225 /* Update the monster (new location) */
226 update_mon(m_idx, TRUE);
228 /* Redraw the old grid */
231 /* Redraw the new grid */
234 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
235 p_ptr->update |= (PU_MON_LITE);
239 * @brief プレイヤーのテレポート先選定と移動処理 /
240 * Teleport the player to a location up to "dis" grids away.
243 * @return 実際にテレポート処理が行われたらtrue
246 * If no such spaces are readily available, the distance may increase.
247 * Try very hard to move the player at least a quarter that distance.
249 * There was a nasty tendency for a long time; which was causing the
250 * player to "bounce" between two or three different spots because
251 * these are the only spots that are "far enough" way to satisfy the
254 * But this tendency is now removed; in the new algorithm, a list of
255 * candidates is selected first, which includes at least 50% of all
256 * floor grids within the distance, and any single grid in this list
257 * of candidates has equal possibility to be choosen as a destination.
261 bool teleport_player_aux(POSITION dis, BIT_FLAGS mode)
263 int candidates_at[MAX_TELEPORT_DISTANCE + 1];
264 int total_candidates, cur_candidates;
265 POSITION y = 0, x = 0;
268 int left = MAX(1, p_ptr->x - dis);
269 int right = MIN(cur_wid - 2, p_ptr->x + dis);
270 int top = MAX(1, p_ptr->y - dis);
271 int bottom = MIN(cur_hgt - 2, p_ptr->y + dis);
273 if (p_ptr->wild_mode) return FALSE;
275 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
277 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
281 /* Initialize counters */
282 total_candidates = 0;
283 for (i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
284 candidates_at[i] = 0;
286 /* Limit the distance */
287 if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
289 /* Search valid locations */
290 for (y = top; y <= bottom; y++)
292 for (x = left; x <= right; x++)
296 /* Skip illegal locations */
297 if (!cave_player_teleportable_bold(y, x, mode)) continue;
299 /* Calculate distance */
300 d = distance(p_ptr->y, p_ptr->x, y, x);
302 /* Skip too far locations */
303 if (d > dis) continue;
305 /* Count the total number of candidates */
308 /* Count the number of candidates in this circumference */
313 /* No valid location! */
314 if (0 == total_candidates) return FALSE;
316 /* Fix the minimum distance */
317 for (cur_candidates = 0, min = dis; min >= 0; min--)
319 cur_candidates += candidates_at[min];
321 /* 50% of all candidates will have an equal chance to be choosen. */
322 if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
325 /* Pick up a single location randomly */
326 pick = randint1(cur_candidates);
328 /* Search again the choosen location */
329 for (y = top; y <= bottom; y++)
331 for (x = left; x <= right; x++)
335 /* Skip illegal locations */
336 if (!cave_player_teleportable_bold(y, x, mode)) continue;
338 /* Calculate distance */
339 d = distance(p_ptr->y, p_ptr->x, y, x);
341 /* Skip too far locations */
342 if (d > dis) continue;
344 /* Skip too close locations */
345 if (d < min) continue;
347 /* This grid was picked up? */
356 if (player_bold(y, x)) return FALSE;
358 sound(SOUND_TELEPORT);
361 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
362 msg_format("『こっちだぁ、%s』", p_ptr->name);
365 /* Move the player */
366 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
372 * @brief プレイヤーのテレポート処理メインルーチン
377 void teleport_player(POSITION dis, BIT_FLAGS mode)
381 /* Save the old location */
382 POSITION oy = p_ptr->y;
383 POSITION ox = p_ptr->x;
385 if (!teleport_player_aux(dis, mode)) return;
387 /* Monsters with teleport ability may follow the player */
388 for (xx = -1; xx < 2; xx++)
390 for (yy = -1; yy < 2; yy++)
392 MONSTER_IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
394 /* A monster except your mount may follow */
395 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx))
397 monster_type *m_ptr = &m_list[tmp_m_idx];
398 monster_race *r_ptr = &r_info[m_ptr->r_idx];
401 * The latter limitation is to avoid
402 * totally unkillable suckers...
404 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
405 !(r_ptr->flagsr & RFR_RES_TELE))
407 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
416 * @brief プレイヤーのテレポートアウェイ処理 /
417 * @param m_idx アウェイを試みたプレイヤーID
421 void teleport_player_away(MONSTER_IDX m_idx, POSITION dis)
425 /* Save the old location */
426 POSITION oy = p_ptr->y;
427 POSITION ox = p_ptr->x;
429 if (!teleport_player_aux(dis, TELEPORT_PASSIVE)) return;
431 /* Monsters with teleport ability may follow the player */
432 for (xx = -1; xx < 2; xx++)
434 for (yy = -1; yy < 2; yy++)
436 IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
438 /* A monster except your mount or caster may follow */
439 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx) && (m_idx != tmp_m_idx))
441 monster_type *m_ptr = &m_list[tmp_m_idx];
442 monster_race *r_ptr = &r_info[m_ptr->r_idx];
445 * The latter limitation is to avoid
446 * totally unkillable suckers...
448 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
449 !(r_ptr->flagsr & RFR_RES_TELE))
451 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
460 * @brief プレイヤーを指定位置近辺にテレポートさせる
461 * Teleport player to a grid near the given location
464 * @param mode オプションフラグ
468 * This function is slightly obsessive about correctness.
469 * This function allows teleporting into vaults (!)
472 void teleport_player_to(POSITION ny, POSITION nx, BIT_FLAGS mode)
475 POSITION dis = 0, ctr = 0;
477 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
479 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
483 /* Find a usable location */
486 /* Pick a nearby legal location */
489 y = (POSITION)rand_spread(ny, dis);
490 x = (POSITION)rand_spread(nx, dis);
491 if (in_bounds(y, x)) break;
494 /* Accept any grid when wizard mode */
495 if (p_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!cave[y][x].m_idx || (cave[y][x].m_idx == p_ptr->riding))) break;
497 /* Accept teleportable floor grids */
498 if (cave_player_teleportable_bold(y, x, mode)) break;
500 /* Occasionally advance the distance */
501 if (++ctr > (4 * dis * dis + 4 * dis + 1))
508 sound(SOUND_TELEPORT);
510 /* Move the player */
511 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
515 void teleport_away_followable(MONSTER_IDX m_idx)
517 monster_type *m_ptr = &m_list[m_idx];
518 int oldfy = m_ptr->fy;
519 int oldfx = m_ptr->fx;
520 bool old_ml = m_ptr->ml;
521 int old_cdis = m_ptr->cdis;
523 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
525 if (old_ml && (old_cdis <= MAX_SIGHT) && !world_monster && !p_ptr->inside_battle && los(p_ptr->y, p_ptr->x, oldfy, oldfx))
529 if ((p_ptr->muta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
532 BIT_FLAGS flgs[TR_FLAG_SIZE];
536 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
538 o_ptr = &inventory[i];
539 if (o_ptr->k_idx && !object_is_cursed(o_ptr))
541 object_flags(o_ptr, flgs);
542 if (have_flag(flgs, TR_TELEPORT))
553 if (get_check_strict(_("ついていきますか?", "Do you follow it? "), CHECK_OKAY_CANCEL))
557 teleport_player(200, TELEPORT_PASSIVE);
558 msg_print(_("失敗!", "Failed!"));
560 else teleport_player_to(m_ptr->fy, m_ptr->fx, 0L);
561 p_ptr->energy_need += ENERGY_NEED();
569 * @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 /
570 * Teleport the player one level up or down (random when legal)
571 * @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.
574 void teleport_level(MONSTER_IDX m_idx)
580 if (m_idx <= 0) /* To player */
582 strcpy(m_name, _("あなた", "you"));
584 else /* To monster */
586 monster_type *m_ptr = &m_list[m_idx];
588 /* Get the monster name (or "it") */
589 monster_desc(m_name, m_ptr, 0);
591 see_m = is_seen(m_ptr);
594 /* No effect in some case */
595 if (TELE_LEVEL_IS_INEFF(m_idx))
597 if (see_m) msg_print(_("効果がなかった。", "There is no effect."));
601 if ((m_idx <= 0) && p_ptr->anti_tele) /* To player */
603 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
607 /* Choose up or down */
608 if (randint0(100) < 50) go_up = TRUE;
611 if ((m_idx <= 0) && p_ptr->wizard)
613 if (get_check("Force to go up? ")) go_up = TRUE;
614 else if (get_check("Force to go down? ")) go_up = FALSE;
618 if ((ironman_downward && (m_idx <= 0)) || (dun_level <= d_info[dungeon_type].mindepth))
621 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
623 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
625 if (m_idx <= 0) /* To player */
629 dungeon_type = ironman_downward ? DUNGEON_ANGBAND : p_ptr->recall_dungeon;
630 p_ptr->oldpy = p_ptr->y;
631 p_ptr->oldpx = p_ptr->x;
634 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
636 if (autosave_l) do_cmd_save_game(TRUE);
640 dun_level = d_info[dungeon_type].mindepth;
641 prepare_change_floor_mode(CFM_RAND_PLACE);
645 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
649 p_ptr->leaving = TRUE;
654 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
657 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
659 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
663 if (m_idx <= 0) /* To player */
665 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
667 if (autosave_l) do_cmd_save_game(TRUE);
669 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
674 p_ptr->inside_quest = 0;
675 p_ptr->leaving = TRUE;
681 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
683 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
687 if (m_idx <= 0) /* To player */
689 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
691 if (autosave_l) do_cmd_save_game(TRUE);
693 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
696 p_ptr->leaving = TRUE;
702 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
704 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
707 if (m_idx <= 0) /* To player */
709 /* Never reach this code on the surface */
710 /* if (!dun_level) dungeon_type = p_ptr->recall_dungeon; */
712 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
714 if (autosave_l) do_cmd_save_game(TRUE);
716 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
719 p_ptr->leaving = TRUE;
723 /* Monster level teleportation is simple deleting now */
726 monster_type *m_ptr = &m_list[m_idx];
728 /* Check for quest completion */
729 check_quest_completion(m_ptr);
731 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
735 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
736 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
739 delete_monster_idx(m_idx);
742 sound(SOUND_TPLEVEL);
747 * @brief これまでに入ったダンジョンの一覧を表示し、選択させる。
748 * @param note ダンジョンに施す処理記述
751 * @return 選択されたダンジョンID
753 DUNGEON_IDX choose_dungeon(cptr note, POSITION y, POSITION x)
755 DUNGEON_IDX select_dungeon;
760 /* Hack -- No need to choose dungeon in some case */
761 if (lite_town || vanilla_town || ironman_downward)
763 if (max_dlv[DUNGEON_ANGBAND]) return DUNGEON_ANGBAND;
766 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);
772 /* Allocate the "dun" array */
773 C_MAKE(dun, max_d_idx, s16b);
776 for(i = 1; i < max_d_idx; i++)
781 if (!d_info[i].maxdepth) continue;
782 if (!max_dlv[i]) continue;
783 if (d_info[i].final_guardian)
785 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
787 else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
789 sprintf(buf,_(" %c) %c%-12s : 最大 %d 階", " %c) %c%-16s : Max level %d"),
790 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, (int)max_dlv[i]);
791 prt(buf, y + num, x);
797 prt(_(" 選べるダンジョンがない。", " No dungeon is available."), y, x);
800 prt(format(_("どのダンジョン%sしますか:", "Which dungeon do you %s?: "), note), 0, 0);
804 if ((i == ESCAPE) || !num)
806 /* Free the "dun" array */
807 C_KILL(dun, max_d_idx, s16b);
812 if (i >= 'a' && i <('a'+num))
814 select_dungeon = dun[i-'a'];
821 /* Free the "dun" array */
822 C_KILL(dun, max_d_idx, s16b);
824 return select_dungeon;
829 * @brief プレイヤーの帰還発動及び中止処理 /
830 * Recall the player to town or dungeon
831 * @param turns 発動までのターン数
834 bool recall_player(TIME_EFFECT turns)
837 * TODO: Recall the player to the last
838 * visited town when in the wilderness
842 if (p_ptr->inside_arena || ironman_downward)
844 msg_print(_("何も起こらなかった。", "Nothing happens."));
848 if (dun_level && (max_dlv[dungeon_type] > dun_level) && !p_ptr->inside_quest && !p_ptr->word_recall)
850 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? ")))
852 max_dlv[dungeon_type] = dun_level;
854 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, _("帰還のときに", "when recall from dungeon"));
858 if (!p_ptr->word_recall)
862 DUNGEON_IDX select_dungeon;
863 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
864 if (!select_dungeon) return FALSE;
865 p_ptr->recall_dungeon = select_dungeon;
867 p_ptr->word_recall = turns;
868 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
869 p_ptr->redraw |= (PR_STATUS);
873 p_ptr->word_recall = 0;
874 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
875 p_ptr->redraw |= (PR_STATUS);
884 bool word_of_recall(void)
886 return(recall_player(randint0(21) + 15));
891 * @return リセット処理が実際に行われたらTRUEを返す
893 bool reset_recall(void)
895 int select_dungeon, dummy = 0;
899 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
902 if (ironman_downward)
904 msg_print(_("何も起こらなかった。", "Nothing happens."));
908 if (!select_dungeon) return FALSE;
910 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
911 (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
914 sprintf(tmp_val, "%d", (int)MAX(dun_level, 1));
916 /* Ask for a level */
917 if (get_string(ppp, tmp_val, 10))
919 /* Extract request */
920 dummy = atoi(tmp_val);
923 if (dummy < 1) dummy = 1;
926 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
927 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
929 max_dlv[select_dungeon] = dummy;
932 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
935 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);
937 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
950 * @brief プレイヤーの装備劣化処理 /
951 * Apply disenchantment to the player's stuff
952 * @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
953 * @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 /
954 * Return "TRUE" if the player notices anything
956 bool apply_disenchant(BIT_FLAGS mode)
960 char o_name[MAX_NLEN];
961 int to_h, to_d, to_a, pval;
963 /* Pick a random slot */
966 case 1: t = INVEN_RARM; break;
967 case 2: t = INVEN_LARM; break;
968 case 3: t = INVEN_BOW; break;
969 case 4: t = INVEN_BODY; break;
970 case 5: t = INVEN_OUTER; break;
971 case 6: t = INVEN_HEAD; break;
972 case 7: t = INVEN_HANDS; break;
973 case 8: t = INVEN_FEET; break;
977 o_ptr = &inventory[t];
979 /* No item, nothing happens */
980 if (!o_ptr->k_idx) return (FALSE);
982 /* Disenchant equipments only -- No disenchant on monster ball */
983 if (!object_is_weapon_armour_ammo(o_ptr))
986 /* Nothing to disenchant */
987 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
989 /* Nothing to notice */
994 /* Describe the object */
995 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
998 /* Artifacts have 71% chance to resist */
999 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
1002 msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
1004 msg_format("Your %s (%c) resist%s disenchantment!",
1005 o_name, index_to_label(t),
1006 ((o_ptr->number != 1) ? "" : "s"));
1014 /* Memorize old value */
1020 /* Disenchant tohit */
1021 if (o_ptr->to_h > 0) o_ptr->to_h--;
1022 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
1024 /* Disenchant todam */
1025 if (o_ptr->to_d > 0) o_ptr->to_d--;
1026 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
1028 /* Disenchant toac */
1029 if (o_ptr->to_a > 0) o_ptr->to_a--;
1030 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
1032 /* Disenchant pval (occasionally) */
1033 /* Unless called from wild_magic() */
1034 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
1036 if ((to_h != o_ptr->to_h) || (to_d != o_ptr->to_d) ||
1037 (to_a != o_ptr->to_a) || (pval != o_ptr->pval))
1040 msg_format("%s(%c)は劣化してしまった!",
1041 o_name, index_to_label(t) );
1043 msg_format("Your %s (%c) %s disenchanted!",
1044 o_name, index_to_label(t),
1045 ((o_ptr->number != 1) ? "were" : "was"));
1048 chg_virtue(V_HARMONY, 1);
1049 chg_virtue(V_ENCHANT, -2);
1051 /* Recalculate bonuses */
1052 p_ptr->update |= (PU_BONUS);
1054 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
1063 * @brief プレイヤーの突然変異処理
1066 void mutate_player(void)
1068 BASE_STATUS max1, cur1, max2, cur2;
1071 /* Pick a pair of stats */
1073 for (jj = ii; jj == ii; jj = randint0(6)) /* loop */;
1075 max1 = p_ptr->stat_max[ii];
1076 cur1 = p_ptr->stat_cur[ii];
1077 max2 = p_ptr->stat_max[jj];
1078 cur2 = p_ptr->stat_cur[jj];
1080 p_ptr->stat_max[ii] = max2;
1081 p_ptr->stat_cur[ii] = cur2;
1082 p_ptr->stat_max[jj] = max1;
1083 p_ptr->stat_cur[jj] = cur1;
1087 if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
1088 if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
1091 p_ptr->update |= (PU_BONUS);
1096 * @brief プレイヤーの因果混乱処理 / Apply Nexus
1097 * @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
1100 void apply_nexus(monster_type *m_ptr)
1102 switch (randint1(7))
1104 case 1: case 2: case 3:
1106 teleport_player(200, TELEPORT_PASSIVE);
1112 teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
1118 if (randint0(100) < p_ptr->skill_sav)
1120 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1124 /* Teleport Level */
1131 if (randint0(100) < p_ptr->skill_sav)
1133 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1137 msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
1146 * @brief 寿命つき光源の燃素追加処理 /
1147 * Charge a lite (torch or latern)
1150 void phlogiston(void)
1152 GAME_TURN max_flog = 0;
1153 object_type * o_ptr = &inventory[INVEN_LITE];
1156 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
1158 max_flog = FUEL_LAMP;
1162 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
1164 max_flog = FUEL_TORCH;
1167 /* No torch to refill */
1170 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."));
1174 if (o_ptr->xtra4 >= max_flog)
1176 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."));
1181 o_ptr->xtra4 += (XTRA16)(max_flog / 2);
1183 msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
1186 if (o_ptr->xtra4 >= max_flog)
1188 o_ptr->xtra4 = (XTRA16)max_flog;
1189 msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
1192 /* Recalculate torch */
1193 p_ptr->update |= (PU_TORCH);
1198 * @brief 武器へのエゴ付加処理 /
1199 * Brand the current weapon
1200 * @param brand_type エゴ化ID(e_info.txtとは連動していない)
1203 void brand_weapon(int brand_type)
1210 /* Assume enchant weapon */
1211 item_tester_hook = object_allow_enchant_melee_weapon;
1212 item_tester_no_ryoute = TRUE;
1214 q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
1215 s = _("強化できる武器がない。", "You have nothing to enchant.");
1217 if (!get_item(&item, q, s, (USE_EQUIP))) return;
1219 /* Get the item (in the pack) */
1222 o_ptr = &inventory[item];
1225 /* Get the item (on the floor) */
1228 o_ptr = &o_list[0 - item];
1232 /* you can never modify artifacts / ego-items */
1233 /* you can never modify cursed items */
1234 /* TY: You _can_ modify broken items (if you're silly enough) */
1235 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1236 !object_is_cursed(o_ptr) &&
1237 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1238 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1239 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
1243 /* Let's get the name before it is changed... */
1244 char o_name[MAX_NLEN];
1245 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1250 if (o_ptr->tval == TV_SWORD)
1252 act = _("は鋭さを増した!", "becomes very sharp!");
1254 o_ptr->name2 = EGO_SHARPNESS;
1255 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, dun_level) + 1;
1257 if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
1262 act = _("は破壊力を増した!", "seems very powerful.");
1263 o_ptr->name2 = EGO_EARTHQUAKES;
1264 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, dun_level);
1268 act = _("は人間の血を求めている!", "seems to be looking for humans!");
1269 o_ptr->name2 = EGO_KILL_HUMAN;
1272 act = _("は電撃に覆われた!", "covered with lightning!");
1273 o_ptr->name2 = EGO_BRAND_ELEC;
1276 act = _("は酸に覆われた!", "coated with acid!");
1277 o_ptr->name2 = EGO_BRAND_ACID;
1280 act = _("は邪悪なる怪物を求めている!", "seems to be looking for evil monsters!");
1281 o_ptr->name2 = EGO_KILL_EVIL;
1284 act = _("は異世界の住人の肉体を求めている!", "seems to be looking for demons!");
1285 o_ptr->name2 = EGO_KILL_DEMON;
1288 act = _("は屍を求めている!", "seems to be looking for undead!");
1289 o_ptr->name2 = EGO_KILL_UNDEAD;
1292 act = _("は動物の血を求めている!", "seems to be looking for animals!");
1293 o_ptr->name2 = EGO_KILL_ANIMAL;
1296 act = _("はドラゴンの血を求めている!", "seems to be looking for dragons!");
1297 o_ptr->name2 = EGO_KILL_DRAGON;
1300 act = _("はトロルの血を求めている!", "seems to be looking for troll!s");
1301 o_ptr->name2 = EGO_KILL_TROLL;
1304 act = _("はオークの血を求めている!", "seems to be looking for orcs!");
1305 o_ptr->name2 = EGO_KILL_ORC;
1308 act = _("は巨人の血を求めている!", "seems to be looking for giants!");
1309 o_ptr->name2 = EGO_KILL_GIANT;
1312 act = _("は非常に不安定になったようだ。", "seems very unstable now.");
1313 o_ptr->name2 = EGO_TRUMP;
1314 o_ptr->pval = randint1(2);
1317 act = _("は血を求めている!", "thirsts for blood!");
1318 o_ptr->name2 = EGO_VAMPIRIC;
1321 act = _("は毒に覆われた。", "is coated with poison.");
1322 o_ptr->name2 = EGO_BRAND_POIS;
1325 act = _("は純ログルスに飲み込まれた。", "is engulfed in raw Logrus!");
1326 o_ptr->name2 = EGO_CHAOTIC;
1329 act = _("は炎のシールドに覆われた!", "is covered in a fiery shield!");
1330 o_ptr->name2 = EGO_BRAND_FIRE;
1333 act = _("は深く冷たいブルーに輝いた!", "glows deep, icy blue!");
1334 o_ptr->name2 = EGO_BRAND_COLD;
1338 msg_format(_("あなたの%s%s", "Your %s %s"), o_name, act);
1339 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1341 o_ptr->discount = 99;
1342 chg_virtue(V_ENCHANT, 2);
1346 if (flush_failure) flush();
1348 msg_print(_("属性付加に失敗した。", "The Branding failed."));
1349 chg_virtue(V_ENCHANT, -2);
1356 * @brief 虚無招来によるフロア中の全壁除去処理 /
1357 * Vanish all walls in this floor
1358 * @return 実際に処理が反映された場合TRUE
1360 static bool vanish_dungeon(void)
1364 feature_type *f_ptr;
1365 monster_type *m_ptr;
1368 /* Prevent vasishing of quest levels and town */
1369 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1374 /* Scan all normal grids */
1375 for (y = 1; y < cur_hgt - 1; y++)
1377 for (x = 1; x < cur_wid - 1; x++)
1379 c_ptr = &cave[y][x];
1381 /* Seeing true feature code (ignore mimic) */
1382 f_ptr = &f_info[c_ptr->feat];
1384 /* Lose room and vault */
1385 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1387 m_ptr = &m_list[c_ptr->m_idx];
1390 if (c_ptr->m_idx && MON_CSLEEP(m_ptr))
1392 /* Reset sleep counter */
1393 (void)set_monster_csleep(c_ptr->m_idx, 0);
1395 /* Notice the "waking up" */
1398 /* Acquire the monster name */
1399 monster_desc(m_name, m_ptr, 0);
1401 /* Dump a message */
1402 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1406 /* Process all walls, doors and patterns */
1407 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(y, x, FF_HURT_DISI);
1411 /* Special boundary walls -- Top and bottom */
1412 for (x = 0; x < cur_wid; x++)
1414 c_ptr = &cave[0][x];
1415 f_ptr = &f_info[c_ptr->mimic];
1417 /* Lose room and vault */
1418 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1420 /* Set boundary mimic if needed */
1421 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1423 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1425 /* Check for change to boring grid */
1426 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1429 c_ptr = &cave[cur_hgt - 1][x];
1430 f_ptr = &f_info[c_ptr->mimic];
1432 /* Lose room and vault */
1433 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1435 /* Set boundary mimic if needed */
1436 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1438 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1440 /* Check for change to boring grid */
1441 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1445 /* Special boundary walls -- Left and right */
1446 for (y = 1; y < (cur_hgt - 1); y++)
1448 c_ptr = &cave[y][0];
1449 f_ptr = &f_info[c_ptr->mimic];
1451 /* Lose room and vault */
1452 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1454 /* Set boundary mimic if needed */
1455 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1457 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1459 /* Check for change to boring grid */
1460 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1463 c_ptr = &cave[y][cur_wid - 1];
1464 f_ptr = &f_info[c_ptr->mimic];
1466 /* Lose room and vault */
1467 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1469 /* Set boundary mimic if needed */
1470 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1472 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1474 /* Check for change to boring grid */
1475 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1479 /* Mega-Hack -- Forget the view and lite */
1480 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
1482 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
1484 /* Update the monsters */
1485 p_ptr->update |= (PU_MONSTERS);
1488 p_ptr->redraw |= (PR_MAP);
1490 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1499 void call_the_(void)
1503 bool do_call = TRUE;
1505 for (i = 0; i < 9; i++)
1507 c_ptr = &cave[p_ptr->y + ddy_ddd[i]][p_ptr->x + ddx_ddd[i]];
1509 if (!cave_have_flag_grid(c_ptr, FF_PROJECT))
1511 if (!c_ptr->mimic || !have_flag(f_info[c_ptr->mimic].flags, FF_PROJECT) ||
1512 !permanent_wall(&f_info[c_ptr->feat]))
1522 for (i = 1; i < 10; i++)
1524 if (i - 5) fire_ball(GF_ROCKET, i, 175, 2);
1527 for (i = 1; i < 10; i++)
1529 if (i - 5) fire_ball(GF_MANA, i, 175, 3);
1532 for (i = 1; i < 10; i++)
1534 if (i - 5) fire_ball(GF_NUKE, i, 175, 4);
1538 /* Prevent destruction of quest levels and town */
1539 else if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1541 msg_print(_("地面が揺れた。", "The ground trembles."));
1547 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
1548 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
1549 msg_print("大きな爆発音があった!");
1551 msg_format("You %s the %s too close to a wall!",
1552 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1553 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1554 msg_print("There is a loud explosion!");
1559 if (!vanish_dungeon()) msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon silences a moment."));
1563 if (destroy_area(p_ptr->y, p_ptr->x, 15 + p_ptr->lev + randint0(11), FALSE))
1564 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
1566 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
1569 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1575 * @brief アイテム引き寄せ処理 /
1576 * Fetch an item (teleport it right underneath the caster)
1577 * @param dir 魔法の発動方向
1579 * @param require_los 射線の通りを要求するならばTRUE
1582 void fetch(DIRECTION dir, WEIGHT wgt, bool require_los)
1588 char o_name[MAX_NLEN];
1590 /* Check to see if an object is already there */
1591 if (cave[p_ptr->y][p_ptr->x].o_idx)
1593 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."));
1598 if (dir == 5 && target_okay())
1603 if (distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE)
1605 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!"));
1609 c_ptr = &cave[ty][tx];
1611 /* We need an item to fetch */
1614 msg_print(_("そこには何もありません。", "There is no object at this place."));
1618 /* No fetching from vault */
1619 if (c_ptr->info & CAVE_ICKY)
1621 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."));
1625 /* We need to see the item */
1628 if (!player_has_los_bold(ty, tx))
1630 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."));
1633 else if (!projectable(p_ptr->y, p_ptr->x, ty, tx))
1635 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
1642 /* Use a direction */
1643 ty = p_ptr->y; /* Where to drop the item */
1650 c_ptr = &cave[ty][tx];
1652 if ((distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE) ||
1653 !cave_have_flag_bold(ty, tx, FF_PROJECT)) return;
1655 while (!c_ptr->o_idx);
1658 o_ptr = &o_list[c_ptr->o_idx];
1660 if (o_ptr->weight > wgt)
1662 /* Too heavy to 'fetch' */
1663 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
1668 c_ptr->o_idx = o_ptr->next_o_idx;
1669 cave[p_ptr->y][p_ptr->x].o_idx = i; /* 'move' it */
1671 o_ptr->next_o_idx = 0;
1672 o_ptr->iy = (byte)p_ptr->y;
1673 o_ptr->ix = (byte)p_ptr->x;
1675 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1676 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);
1678 note_spot(p_ptr->y, p_ptr->x);
1679 p_ptr->redraw |= PR_MAP;
1686 void alter_reality(void)
1688 /* Ironman option */
1689 if (p_ptr->inside_arena || ironman_downward)
1691 msg_print(_("何も起こらなかった。", "Nothing happens."));
1695 if (!p_ptr->alter_reality)
1697 TIME_EFFECT turns = randint0(21) + 15;
1699 p_ptr->alter_reality = turns;
1700 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
1702 p_ptr->redraw |= (PR_STATUS);
1706 p_ptr->alter_reality = 0;
1707 msg_print(_("景色が元に戻った...", "The view around you got back..."));
1708 p_ptr->redraw |= (PR_STATUS);
1715 * @brief 守りのルーン設置処理 /
1716 * Leave a "glyph of warding" which prevents monster movement
1717 * @return 実際に設置が行われた場合TRUEを返す
1719 bool warding_glyph(void)
1721 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1723 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1727 /* Create a glyph */
1728 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1729 cave[p_ptr->y][p_ptr->x].mimic = feat_glyph;
1731 note_spot(p_ptr->y, p_ptr->x);
1734 lite_spot(p_ptr->y, p_ptr->x);
1741 * @return 実際に設置が行われた場合TRUEを返す
1743 bool place_mirror(void)
1745 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1747 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1751 /* Create a mirror */
1752 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1753 cave[p_ptr->y][p_ptr->x].mimic = feat_mirror;
1755 /* Turn on the light */
1756 cave[p_ptr->y][p_ptr->x].info |= CAVE_GLOW;
1758 note_spot(p_ptr->y, p_ptr->x);
1761 lite_spot(p_ptr->y, p_ptr->x);
1763 update_local_illumination(p_ptr->y, p_ptr->x);
1770 * @brief 爆発のルーン設置処理 /
1771 * Leave an "explosive rune" which prevents monster movement
1772 * @return 実際に設置が行われた場合TRUEを返す
1774 bool explosive_rune(void)
1776 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1778 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1782 /* Create a glyph */
1783 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1784 cave[p_ptr->y][p_ptr->x].mimic = feat_explosive_rune;
1786 note_spot(p_ptr->y, p_ptr->x);
1789 lite_spot(p_ptr->y, p_ptr->x);
1796 * @brief 全所持アイテム鑑定処理 /
1797 * Identify everything being carried.
1798 * Done by a potion of "self knowledge".
1801 void identify_pack(void)
1805 /* Simply identify and know every item */
1806 for (i = 0; i < INVEN_TOTAL; i++)
1808 object_type *o_ptr = &inventory[i];
1810 /* Skip non-objects */
1811 if (!o_ptr->k_idx) continue;
1814 identify_item(o_ptr);
1816 /* Auto-inscription */
1817 autopick_alter_item(i, FALSE);
1823 * @brief 装備強化処理の失敗率定数(千分率) /
1824 * Used by the "enchant" function (chance of failure)
1825 * (modified for Zangband, we need better stuff there...) -- TY
1828 static int enchant_table[16] =
1830 0, 10, 50, 100, 200,
1831 300, 400, 500, 650, 800,
1832 950, 987, 993, 995, 998,
1839 * Removes curses from items in inventory
1840 * @param all 軽い呪いまでの解除ならば0
1841 * @return 解呪されたアイテムの数
1844 * Note that Items which are "Perma-Cursed" (The One Ring,
1845 * The Crown of Morgoth) can NEVER be uncursed.
1847 * Note that if "all" is FALSE, then Items which are
1848 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1849 * will not be uncursed.
1852 static int remove_curse_aux(int all)
1856 /* Attempt to uncurse items being worn */
1857 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1859 object_type *o_ptr = &inventory[i];
1861 /* Skip non-objects */
1862 if (!o_ptr->k_idx) continue;
1864 /* Uncursed already */
1865 if (!object_is_cursed(o_ptr)) continue;
1867 /* Heavily Cursed Items need a special spell */
1868 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1870 /* Perma-Cursed Items can NEVER be uncursed */
1871 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1874 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1879 o_ptr->curse_flags = 0L;
1881 /* Hack -- Assume felt */
1882 o_ptr->ident |= (IDENT_SENSE);
1885 o_ptr->feeling = FEEL_NONE;
1887 /* Recalculate the bonuses */
1888 p_ptr->update |= (PU_BONUS);
1890 p_ptr->window |= (PW_EQUIP);
1892 /* Count the uncursings */
1898 msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you."));
1900 /* Return "something uncursed" */
1906 * @brief 装備の軽い呪い解呪処理 /
1907 * Remove most curses
1908 * @return 解呪に成功した装備数
1910 int remove_curse(void)
1912 return (remove_curse_aux(FALSE));
1916 * @brief 装備の重い呪い解呪処理 /
1918 * @return 解呪に成功した装備数
1920 int remove_all_curse(void)
1922 return (remove_curse_aux(TRUE));
1927 * @brief アイテムの価値に応じた錬金術処理 /
1928 * Turns an object into gold, gain some of its value in a shop
1929 * @return 処理が実際に行われたらTRUEを返す
1935 ITEM_NUMBER old_number;
1939 char o_name[MAX_NLEN];
1940 char out_val[MAX_NLEN+40];
1944 /* Hack -- force destruction */
1945 if (command_arg > 0) force = TRUE;
1947 q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
1948 s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
1950 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
1952 /* Get the item (in the pack) */
1955 o_ptr = &inventory[item];
1958 /* Get the item (on the floor) */
1961 o_ptr = &o_list[0 - item];
1965 /* See how many items */
1966 if (o_ptr->number > 1)
1968 /* Get a quantity */
1969 amt = get_quantity(NULL, o_ptr->number);
1971 /* Allow user abort */
1972 if (amt <= 0) return FALSE;
1976 /* Describe the object */
1977 old_number = o_ptr->number;
1978 o_ptr->number = amt;
1979 object_desc(o_name, o_ptr, 0);
1980 o_ptr->number = old_number;
1982 /* Verify unless quantity given */
1985 if (confirm_destroy || (object_value(o_ptr) > 0))
1987 /* Make a verification */
1988 sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
1989 if (!get_check(out_val)) return FALSE;
1993 /* Artifacts cannot be destroyed */
1994 if (!can_player_destroy_object(o_ptr))
1996 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);
2001 price = object_value_real(o_ptr);
2005 msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
2011 if (amt > 1) price *= amt;
2013 if (price > 30000) price = 30000;
2014 msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
2019 p_ptr->redraw |= (PR_GOLD);
2021 p_ptr->window |= (PW_PLAYER);
2025 /* Eliminate the item (from the pack) */
2028 inven_item_increase(item, -amt);
2029 inven_item_describe(item);
2030 inven_item_optimize(item);
2033 /* Eliminate the item (from the floor) */
2036 floor_item_increase(0 - item, -amt);
2037 floor_item_describe(0 - item);
2038 floor_item_optimize(0 - item);
2046 * @brief 呪いの打ち破り処理 /
2047 * Break the curse of an item
2048 * @param o_ptr 呪い装備情報の参照ポインタ
2051 static void break_curse(object_type *o_ptr)
2053 if (object_is_cursed(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
2055 msg_print(_("かけられていた呪いが打ち破られた!", "The curse is broken!"));
2057 o_ptr->curse_flags = 0L;
2058 o_ptr->ident |= (IDENT_SENSE);
2059 o_ptr->feeling = FEEL_NONE;
2066 * Enchants a plus onto an item. -RAK-
2067 * @param o_ptr 強化するアイテムの参照ポインタ
2069 * @param eflag 強化オプション(命中/ダメージ/AC)
2070 * @return 強化に成功した場合TRUEを返す
2073 * Revamped! Now takes item pointer, number of times to try enchanting,
2074 * and a flag of what to try enchanting. Artifacts resist enchantment
2075 * some of the time, and successful enchantment to at least +0 might
2076 * break a curse on the item. -CFT-
2078 * Note that an item can technically be enchanted all the way to +15 if
2079 * you wait a very, very, long time. Going from +9 to +10 only works
2080 * about 5% of the time, and from +10 to +11 only about 1% of the time.
2082 * Note that this function can now be used on "piles" of items, and
2083 * the larger the pile, the lower the chance of success.
2086 bool enchant(object_type *o_ptr, int n, int eflag)
2088 int i, chance, prob;
2090 bool a = object_is_artifact(o_ptr);
2091 bool force = (eflag & ENCH_FORCE);
2094 /* Large piles resist enchantment */
2095 prob = o_ptr->number * 100;
2097 /* Missiles are easy to enchant */
2098 if ((o_ptr->tval == TV_BOLT) ||
2099 (o_ptr->tval == TV_ARROW) ||
2100 (o_ptr->tval == TV_SHOT))
2106 for (i = 0; i < n; i++)
2108 /* Hack -- Roll for pile resistance */
2109 if (!force && randint0(prob) >= 100) continue;
2111 /* Enchant to hit */
2112 if (eflag & ENCH_TOHIT)
2114 if (o_ptr->to_h < 0) chance = 0;
2115 else if (o_ptr->to_h > 15) chance = 1000;
2116 else chance = enchant_table[o_ptr->to_h];
2118 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2123 /* only when you get it above -1 -CFT */
2124 if (o_ptr->to_h >= 0)
2129 /* Enchant to damage */
2130 if (eflag & ENCH_TODAM)
2132 if (o_ptr->to_d < 0) chance = 0;
2133 else if (o_ptr->to_d > 15) chance = 1000;
2134 else chance = enchant_table[o_ptr->to_d];
2136 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2141 /* only when you get it above -1 -CFT */
2142 if (o_ptr->to_d >= 0)
2147 /* Enchant to armor class */
2148 if (eflag & ENCH_TOAC)
2150 if (o_ptr->to_a < 0) chance = 0;
2151 else if (o_ptr->to_a > 15) chance = 1000;
2152 else chance = enchant_table[o_ptr->to_a];
2154 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2159 /* only when you get it above -1 -CFT */
2160 if (o_ptr->to_a >= 0)
2167 if (!res) return (FALSE);
2169 /* Recalculate bonuses */
2170 p_ptr->update |= (PU_BONUS);
2172 /* Combine / Reorder the pack (later) */
2173 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2175 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2185 * @brief 装備修正強化処理のメインルーチン /
2186 * Enchant an item (in the inventory or on the floor)
2187 * @param num_hit 命中修正量
2188 * @param num_dam ダメージ修正量
2189 * @param num_ac AC修正量
2190 * @return 強化に成功した場合TRUEを返す
2192 * Note that "num_ac" requires armour, else weapon
2193 * Returns TRUE if attempted, FALSE if cancelled
2195 bool enchant_spell(HIT_PROB num_hit, HIT_POINT num_dam, ARMOUR_CLASS num_ac)
2200 char o_name[MAX_NLEN];
2204 /* Assume enchant weapon */
2205 item_tester_hook = object_allow_enchant_weapon;
2206 item_tester_no_ryoute = TRUE;
2208 /* Enchant armor if requested */
2209 if (num_ac) item_tester_hook = object_is_armour;
2211 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2212 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2214 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2216 /* Get the item (in the pack) */
2219 o_ptr = &inventory[item];
2222 /* Get the item (on the floor) */
2225 o_ptr = &o_list[0 - item];
2230 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2234 msg_format("%s は明るく輝いた!",
2237 msg_format("%s %s glow%s brightly!",
2238 ((item >= 0) ? "Your" : "The"), o_name,
2239 ((o_ptr->number > 1) ? "" : "s"));
2244 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
2245 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
2246 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
2252 if (flush_failure) flush();
2254 msg_print(_("強化に失敗した。", "The enchantment failed."));
2256 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2259 chg_virtue(V_ENCHANT, 1);
2263 /* Something happened */
2269 * @brief アーティファクト生成の巻物処理 /
2270 * @return 生成が実際に試みられたらTRUEを返す
2272 bool artifact_scroll(void)
2277 char o_name[MAX_NLEN];
2281 item_tester_no_ryoute = TRUE;
2283 /* Enchant weapon/armour */
2284 item_tester_hook = item_tester_hook_nameless_weapon_armour;
2286 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2287 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2289 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2291 /* Get the item (in the pack) */
2294 o_ptr = &inventory[item];
2297 /* Get the item (on the floor) */
2300 o_ptr = &o_list[0 - item];
2305 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2309 msg_format("%s は眩い光を発した!",o_name);
2311 msg_format("%s %s radiate%s a blinding light!",
2312 ((item >= 0) ? "Your" : "The"), o_name,
2313 ((o_ptr->number > 1) ? "" : "s"));
2316 if (object_is_artifact(o_ptr))
2319 msg_format("%sは既に伝説のアイテムです!", o_name );
2321 msg_format("The %s %s already %s!",
2322 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2323 ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
2329 else if (object_is_ego(o_ptr))
2332 msg_format("%sは既に名のあるアイテムです!", o_name );
2334 msg_format("The %s %s already %s!",
2335 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2336 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
2342 else if (o_ptr->xtra3)
2345 msg_format("%sは既に強化されています!", o_name );
2347 msg_format("The %s %s already %s!",
2348 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2349 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
2355 if (o_ptr->number > 1)
2358 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!");
2359 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
2361 msg_print("Not enough enough energy to enchant more than one object!");
2362 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
2367 inven_item_increase(item, 1-(o_ptr->number));
2371 floor_item_increase(0-item, 1-(o_ptr->number));
2374 okay = create_artifact(o_ptr, TRUE);
2381 if (flush_failure) flush();
2383 msg_print(_("強化に失敗した。", "The enchantment failed."));
2385 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2389 if (record_rand_art)
2392 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2393 do_cmd_write_nikki(NIKKI_ART_SCROLL, 0, o_name);
2395 chg_virtue(V_ENCHANT, 1);
2400 /* Something happened */
2407 * Identify an object
2408 * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
2409 * @return 実際に鑑定できたらTRUEを返す
2411 bool identify_item(object_type *o_ptr)
2413 bool old_known = FALSE;
2414 char o_name[MAX_NLEN];
2417 object_desc(o_name, o_ptr, 0);
2419 if (o_ptr->ident & IDENT_KNOWN)
2422 if (!(o_ptr->ident & (IDENT_MENTAL)))
2424 if (object_is_artifact(o_ptr) || one_in_(5))
2425 chg_virtue(V_KNOWLEDGE, 1);
2428 /* Identify it fully */
2429 object_aware(o_ptr);
2430 object_known(o_ptr);
2432 /* Player touches it */
2433 o_ptr->marked |= OM_TOUCHED;
2435 /* Recalculate bonuses */
2436 p_ptr->update |= (PU_BONUS);
2438 /* Combine / Reorder the pack (later) */
2439 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2441 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2443 strcpy(record_o_name, o_name);
2447 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2449 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
2450 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2451 if(record_rand_art && !old_known && o_ptr->art_name)
2452 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2458 * @brief アイテム鑑定のメインルーチン処理 /
2459 * Identify an object in the inventory (or on the floor)
2460 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2461 * @return 実際に鑑定を行ったならばTRUEを返す
2463 * This routine does *not* automatically combine objects.
2464 * Returns TRUE if something was identified, else FALSE.
2466 bool ident_spell(bool only_equip)
2470 char o_name[MAX_NLEN];
2474 item_tester_no_ryoute = TRUE;
2477 item_tester_hook = item_tester_hook_identify_weapon_armour;
2479 item_tester_hook = item_tester_hook_identify;
2483 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
2488 item_tester_hook = object_is_weapon_armour_ammo;
2490 item_tester_hook = NULL;
2492 q = _("すべて鑑定済みです。 ", "All items are identified. ");
2495 s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
2497 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2499 /* Get the item (in the pack) */
2502 o_ptr = &inventory[item];
2505 /* Get the item (on the floor) */
2508 o_ptr = &o_list[0 - item];
2512 old_known = identify_item(o_ptr);
2515 object_desc(o_name, o_ptr, 0);
2518 if (item >= INVEN_RARM)
2520 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2524 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2528 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2531 /* Auto-inscription/destroy */
2532 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2534 /* Something happened */
2540 * @brief アイテム凡庸化のメインルーチン処理 /
2541 * Identify an object in the inventory (or on the floor)
2542 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2543 * @return 実際に凡庸化をを行ったならばTRUEを返す
2546 * Mundanify an object in the inventory (or on the floor)
2547 * This routine does *not* automatically combine objects.
2548 * Returns TRUE if something was mundanified, else FALSE.
2551 bool mundane_spell(bool only_equip)
2557 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
2558 item_tester_no_ryoute = TRUE;
2560 q = _("どれを使いますか?", "Use which item? ");
2561 s = _("使えるものがありません。", "You have nothing you can use.");
2563 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2565 /* Get the item (in the pack) */
2568 o_ptr = &inventory[item];
2571 /* Get the item (on the floor) */
2574 o_ptr = &o_list[0 - item];
2577 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
2579 POSITION iy = o_ptr->iy; /* Y-position on map, or zero */
2580 POSITION ix = o_ptr->ix; /* X-position on map, or zero */
2581 s16b next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
2582 byte marked = o_ptr->marked; /* Object is marked */
2583 s16b weight = o_ptr->number * o_ptr->weight;
2584 u16b inscription = o_ptr->inscription;
2587 object_prep(o_ptr, o_ptr->k_idx);
2591 o_ptr->next_o_idx = next_o_idx;
2592 o_ptr->marked = marked;
2593 o_ptr->inscription = inscription;
2594 if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
2598 /* Something happened */
2603 * @brief アイテム*鑑定*のメインルーチン処理 /
2604 * Identify an object in the inventory (or on the floor)
2605 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2606 * @return 実際に鑑定を行ったならばTRUEを返す
2608 * Fully "identify" an object in the inventory -BEN-
2609 * This routine returns TRUE if an item was identified.
2611 bool identify_fully(bool only_equip)
2615 char o_name[MAX_NLEN];
2619 item_tester_no_ryoute = TRUE;
2621 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
2623 item_tester_hook = item_tester_hook_identify_fully;
2627 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
2632 item_tester_hook = object_is_weapon_armour_ammo;
2634 item_tester_hook = NULL;
2636 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
2639 s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
2641 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2643 /* Get the item (in the pack) */
2646 o_ptr = &inventory[item];
2649 /* Get the item (on the floor) */
2652 o_ptr = &o_list[0 - item];
2656 old_known = identify_item(o_ptr);
2658 /* Mark the item as fully known */
2659 o_ptr->ident |= (IDENT_MENTAL);
2665 object_desc(o_name, o_ptr, 0);
2668 if (item >= INVEN_RARM)
2670 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2674 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2678 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2681 /* Describe it fully */
2682 (void)screen_object(o_ptr, 0L);
2684 /* Auto-inscription/destroy */
2685 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2695 * Recharge a wand/staff/rod from the pack or on the floor.
2696 * This function has been rewritten in Oangband and ZAngband.
2697 * @param power 充填パワー
2698 * @return ターン消費を要する処理まで進んだらTRUEを返す
2700 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
2701 * Chaos -- Arcane Binding --> recharge(90)
2703 * Scroll of recharging --> recharge(130)
2704 * Artifact activation/Thingol --> recharge(130)
2706 * It is harder to recharge high level, and highly charged wands,
2707 * staffs, and rods. The more wands in a stack, the more easily and
2708 * strongly they recharge. Staffs, however, each get fewer charges if
2711 * Beware of "sliding index errors".
2713 bool recharge(int power)
2717 int recharge_strength;
2718 TIME_EFFECT recharge_amount;
2727 char o_name[MAX_NLEN];
2729 /* Only accept legal items */
2730 item_tester_hook = item_tester_hook_recharge;
2732 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
2733 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
2735 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
2737 /* Get the item (in the pack) */
2740 o_ptr = &inventory[item];
2743 /* Get the item (on the floor) */
2746 o_ptr = &o_list[0 - item];
2749 /* Get the object kind. */
2750 k_ptr = &k_info[o_ptr->k_idx];
2752 /* Extract the object "level" */
2753 lev = k_info[o_ptr->k_idx].level;
2756 /* Recharge a rod */
2757 if (o_ptr->tval == TV_ROD)
2759 /* Extract a recharge strength by comparing object level to power. */
2760 recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
2764 if (one_in_(recharge_strength))
2766 /* Activate the failure code. */
2773 /* Recharge amount */
2774 recharge_amount = (power * damroll(3, 2));
2776 /* Recharge by that amount */
2777 if (o_ptr->timeout > recharge_amount)
2778 o_ptr->timeout -= recharge_amount;
2785 /* Recharge wand/staff */
2788 /* Extract a recharge strength by comparing object level to power.
2789 * Divide up a stack of wands' charges to calculate charge penalty.
2791 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2792 recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
2794 /* All staffs, unstacked wands. */
2795 else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
2798 if (recharge_strength < 0) recharge_strength = 0;
2801 if (one_in_(recharge_strength))
2803 /* Activate the failure code. */
2807 /* If the spell didn't backfire, recharge the wand or staff. */
2810 /* Recharge based on the standard number of charges. */
2811 recharge_amount = randint1(1 + k_ptr->pval / 2);
2813 /* Multiple wands in a stack increase recharging somewhat. */
2814 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2817 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
2818 if (recharge_amount < 1) recharge_amount = 1;
2819 if (recharge_amount > 12) recharge_amount = 12;
2822 /* But each staff in a stack gets fewer additional charges,
2823 * although always at least one.
2825 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
2827 recharge_amount /= (TIME_EFFECT)o_ptr->number;
2828 if (recharge_amount < 1) recharge_amount = 1;
2831 /* Recharge the wand or staff. */
2832 o_ptr->pval += recharge_amount;
2835 /* Hack -- we no longer "know" the item */
2836 o_ptr->ident &= ~(IDENT_KNOWN);
2838 /* Hack -- we no longer think the item is empty */
2839 o_ptr->ident &= ~(IDENT_EMPTY);
2844 /* Inflict the penalties for failing a recharge. */
2847 /* Artifacts are never destroyed. */
2848 if (object_is_fixed_artifact(o_ptr))
2850 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2851 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);
2853 /* Artifact rods. */
2854 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
2855 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2857 /* Artifact wands and staffs. */
2858 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
2863 /* Get the object description */
2864 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2866 /*** Determine Seriousness of Failure ***/
2868 /* Mages recharge objects more safely. */
2869 if (IS_WIZARD_CLASS() || p_ptr->pclass == CLASS_MAGIC_EATER || p_ptr->pclass == CLASS_BLUE_MAGE)
2871 /* 10% chance to blow up one rod, otherwise draining. */
2872 if (o_ptr->tval == TV_ROD)
2874 if (one_in_(10)) fail_type = 2;
2877 /* 75% chance to blow up one wand, otherwise draining. */
2878 else if (o_ptr->tval == TV_WAND)
2880 if (!one_in_(3)) fail_type = 2;
2883 /* 50% chance to blow up one staff, otherwise no effect. */
2884 else if (o_ptr->tval == TV_STAFF)
2886 if (one_in_(2)) fail_type = 2;
2891 /* All other classes get no special favors. */
2894 /* 33% chance to blow up one rod, otherwise draining. */
2895 if (o_ptr->tval == TV_ROD)
2897 if (one_in_(3)) fail_type = 2;
2900 /* 20% chance of the entire stack, else destroy one wand. */
2901 else if (o_ptr->tval == TV_WAND)
2903 if (one_in_(5)) fail_type = 3;
2906 /* Blow up one staff. */
2907 else if (o_ptr->tval == TV_STAFF)
2913 /*** Apply draining and destruction. ***/
2915 /* Drain object or stack of objects. */
2918 if (o_ptr->tval == TV_ROD)
2920 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!"));
2922 if (o_ptr->timeout < 10000)
2923 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2925 else if (o_ptr->tval == TV_WAND)
2927 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);
2930 /* Staffs aren't drained. */
2933 /* Destroy an object or one in a stack of objects. */
2936 if (o_ptr->number > 1)
2937 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);
2939 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2941 /* Reduce rod stack maximum timeout, drain wands. */
2942 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
2943 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
2945 /* Reduce and describe inventory */
2948 inven_item_increase(item, -1);
2949 inven_item_describe(item);
2950 inven_item_optimize(item);
2953 /* Reduce and describe floor item */
2956 floor_item_increase(0 - item, -1);
2957 floor_item_describe(0 - item);
2958 floor_item_optimize(0 - item);
2962 /* Destroy all members of a stack of objects. */
2965 if (o_ptr->number > 1)
2966 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);
2968 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2970 /* Reduce and describe inventory */
2973 inven_item_increase(item, -999);
2974 inven_item_describe(item);
2975 inven_item_optimize(item);
2978 /* Reduce and describe floor item */
2981 floor_item_increase(0 - item, -999);
2982 floor_item_describe(0 - item);
2983 floor_item_optimize(0 - item);
2989 /* Combine / Reorder the pack (later) */
2990 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2992 p_ptr->window |= (PW_INVEN);
2994 /* Something was done */
3002 * @return ターン消費を要する処理を行ったならばTRUEを返す
3004 bool bless_weapon(void)
3008 BIT_FLAGS flgs[TR_FLAG_SIZE];
3009 char o_name[MAX_NLEN];
3012 item_tester_no_ryoute = TRUE;
3014 /* Bless only weapons */
3015 item_tester_hook = object_is_weapon;
3017 q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
3018 s = _("祝福できる武器がありません。", "You have weapon to bless.");
3020 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3023 /* Get the item (in the pack) */
3026 o_ptr = &inventory[item];
3029 /* Get the item (on the floor) */
3032 o_ptr = &o_list[0 - item];
3037 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3039 /* Extract the flags */
3040 object_flags(o_ptr, flgs);
3042 if (object_is_cursed(o_ptr))
3044 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
3045 have_flag(flgs, TR_ADD_L_CURSE) ||
3046 have_flag(flgs, TR_ADD_H_CURSE) ||
3047 (o_ptr->curse_flags & TRC_PERMA_CURSE))
3050 msg_format("%sを覆う黒いオーラは祝福を跳ね返した!",
3053 msg_format("The black aura on %s %s disrupts the blessing!",
3054 ((item >= 0) ? "your" : "the"), o_name);
3061 msg_format("%s から邪悪なオーラが消えた。",
3064 msg_format("A malignant aura leaves %s %s.",
3065 ((item >= 0) ? "your" : "the"), o_name);
3070 o_ptr->curse_flags = 0L;
3072 /* Hack -- Assume felt */
3073 o_ptr->ident |= (IDENT_SENSE);
3076 o_ptr->feeling = FEEL_NONE;
3078 /* Recalculate the bonuses */
3079 p_ptr->update |= (PU_BONUS);
3081 p_ptr->window |= (PW_EQUIP);
3085 * Next, we try to bless it. Artifacts have a 1/3 chance of
3086 * being blessed, otherwise, the operation simply disenchants
3087 * them, godly power negating the magic. Ok, the explanation
3088 * is silly, but otherwise priests would always bless every
3089 * artifact weapon they find. Ego weapons and normal weapons
3090 * can be blessed automatically.
3092 if (have_flag(flgs, TR_BLESSED))
3095 msg_format("%s は既に祝福されている。",
3098 msg_format("%s %s %s blessed already.",
3099 ((item >= 0) ? "Your" : "The"), o_name,
3100 ((o_ptr->number > 1) ? "were" : "was"));
3106 if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
3110 msg_format("%sは輝いた!",
3113 msg_format("%s %s shine%s!",
3114 ((item >= 0) ? "Your" : "The"), o_name,
3115 ((o_ptr->number > 1) ? "" : "s"));
3118 add_flag(o_ptr->art_flags, TR_BLESSED);
3119 o_ptr->discount = 99;
3123 bool dis_happened = FALSE;
3124 msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
3126 /* Disenchant tohit */
3127 if (o_ptr->to_h > 0)
3130 dis_happened = TRUE;
3133 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
3135 /* Disenchant todam */
3136 if (o_ptr->to_d > 0)
3139 dis_happened = TRUE;
3142 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
3144 /* Disenchant toac */
3145 if (o_ptr->to_a > 0)
3148 dis_happened = TRUE;
3151 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
3155 msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
3158 msg_format("%s は劣化した!",
3161 msg_format("%s %s %s disenchanted!",
3162 ((item >= 0) ? "Your" : "The"), o_name,
3163 ((o_ptr->number > 1) ? "were" : "was"));
3169 /* Recalculate bonuses */
3170 p_ptr->update |= (PU_BONUS);
3172 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
3183 * @return ターン消費を要する処理を行ったならばTRUEを返す
3185 bool pulish_shield(void)
3189 BIT_FLAGS flgs[TR_FLAG_SIZE];
3190 char o_name[MAX_NLEN];
3193 item_tester_no_ryoute = TRUE;
3194 /* Assume enchant weapon */
3195 item_tester_tval = TV_SHIELD;
3197 q = _("どの盾を磨きますか?", "Pulish which weapon? ");
3198 s = _("磨く盾がありません。", "You have weapon to pulish.");
3200 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3203 /* Get the item (in the pack) */
3206 o_ptr = &inventory[item];
3209 /* Get the item (on the floor) */
3212 o_ptr = &o_list[0 - item];
3217 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3219 /* Extract the flags */
3220 object_flags(o_ptr, flgs);
3222 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
3223 !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
3226 msg_format("%sは輝いた!", o_name);
3228 msg_format("%s %s shine%s!",
3229 ((item >= 0) ? "Your" : "The"), o_name,
3230 ((o_ptr->number > 1) ? "" : "s"));
3232 o_ptr->name2 = EGO_REFLECTION;
3233 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
3235 o_ptr->discount = 99;
3236 chg_virtue(V_ENCHANT, 2);
3242 if (flush_failure) flush();
3244 msg_print(_("失敗した。", "Failed."));
3245 chg_virtue(V_ENCHANT, -2);
3255 * Potions "smash open" and cause an area effect when
3256 * @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)
3259 * @param k_idx 破損した薬のアイテムID
3260 * @return 薬を浴びたモンスターが起こるならばTRUEを返す
3263 * (1) they are shattered while in the player's inventory,
3264 * due to cold (etc) attacks;
3265 * (2) they are thrown at a monster, or obstacle;
3266 * (3) they are shattered by a "cold ball" or other such spell
3267 * while lying on the floor.
3270 * who --- who caused the potion to shatter (0=player)
3271 * potions that smash on the floor are assumed to
3272 * be caused by no-one (who = 1), as are those that
3273 * shatter inside the player inventory.
3274 * (Not anymore -- I changed this; TY)
3275 * y, x --- coordinates of the potion (or player if
3276 * the potion was in her inventory);
3277 * o_ptr --- pointer to the potion object.
3280 bool potion_smash_effect(MONSTER_IDX who, POSITION y, POSITION x, KIND_OBJECT_IDX k_idx)
3287 object_kind *k_ptr = &k_info[k_idx];
3289 switch (k_ptr->sval)
3291 case SV_POTION_SALT_WATER:
3292 case SV_POTION_SLIME_MOLD:
3293 case SV_POTION_LOSE_MEMORIES:
3294 case SV_POTION_DEC_STR:
3295 case SV_POTION_DEC_INT:
3296 case SV_POTION_DEC_WIS:
3297 case SV_POTION_DEC_DEX:
3298 case SV_POTION_DEC_CON:
3299 case SV_POTION_DEC_CHR:
3300 case SV_POTION_WATER: /* perhaps a 'water' attack? */
3301 case SV_POTION_APPLE_JUICE:
3304 case SV_POTION_INFRAVISION:
3305 case SV_POTION_DETECT_INVIS:
3306 case SV_POTION_SLOW_POISON:
3307 case SV_POTION_CURE_POISON:
3308 case SV_POTION_BOLDNESS:
3309 case SV_POTION_RESIST_HEAT:
3310 case SV_POTION_RESIST_COLD:
3311 case SV_POTION_HEROISM:
3312 case SV_POTION_BESERK_STRENGTH:
3313 case SV_POTION_RES_STR:
3314 case SV_POTION_RES_INT:
3315 case SV_POTION_RES_WIS:
3316 case SV_POTION_RES_DEX:
3317 case SV_POTION_RES_CON:
3318 case SV_POTION_RES_CHR:
3319 case SV_POTION_INC_STR:
3320 case SV_POTION_INC_INT:
3321 case SV_POTION_INC_WIS:
3322 case SV_POTION_INC_DEX:
3323 case SV_POTION_INC_CON:
3324 case SV_POTION_INC_CHR:
3325 case SV_POTION_AUGMENTATION:
3326 case SV_POTION_ENLIGHTENMENT:
3327 case SV_POTION_STAR_ENLIGHTENMENT:
3328 case SV_POTION_SELF_KNOWLEDGE:
3329 case SV_POTION_EXPERIENCE:
3330 case SV_POTION_RESISTANCE:
3331 case SV_POTION_INVULNERABILITY:
3332 case SV_POTION_NEW_LIFE:
3333 /* All of the above potions have no effect when shattered */
3335 case SV_POTION_SLOWNESS:
3340 case SV_POTION_POISON:
3345 case SV_POTION_BLINDNESS:
3349 case SV_POTION_CONFUSION: /* Booze */
3353 case SV_POTION_SLEEP:
3357 case SV_POTION_RUINATION:
3358 case SV_POTION_DETONATIONS:
3360 dam = damroll(25, 25);
3363 case SV_POTION_DEATH:
3364 dt = GF_DEATH_RAY; /* !! */
3365 dam = k_ptr->level * 10;
3369 case SV_POTION_SPEED:
3372 case SV_POTION_CURE_LIGHT:
3374 dam = damroll(2, 3);
3376 case SV_POTION_CURE_SERIOUS:
3378 dam = damroll(4, 3);
3380 case SV_POTION_CURE_CRITICAL:
3381 case SV_POTION_CURING:
3383 dam = damroll(6, 3);
3385 case SV_POTION_HEALING:
3387 dam = damroll(10, 10);
3389 case SV_POTION_RESTORE_EXP:
3394 case SV_POTION_LIFE:
3396 dam = damroll(50, 50);
3399 case SV_POTION_STAR_HEALING:
3401 dam = damroll(50, 50);
3404 case SV_POTION_RESTORE_MANA: /* MANA */
3406 dam = damroll(10, 10);
3413 (void)project(who, radius, y, x, dam, dt,
3414 (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
3416 /* XXX those potions that explode need to become "known" */
3422 * @brief プレイヤーの全既知呪文を表示する /
3423 * Hack -- Display all known spells in a window
3426 * Need to analyze size of the window.
3427 * Need more color coding.
3429 void display_spell_list(void)
3434 const magic_type *s_ptr;
3442 /* They have too many spells to list */
3443 if (p_ptr->pclass == CLASS_SORCERER) return;
3444 if (p_ptr->pclass == CLASS_RED_MAGE) return;
3446 if (p_ptr->pclass == CLASS_SNIPER)
3448 display_snipe_list();
3452 /* mind.c type classes */
3453 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3454 (p_ptr->pclass == CLASS_BERSERKER) ||
3455 (p_ptr->pclass == CLASS_NINJA) ||
3456 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3457 (p_ptr->pclass == CLASS_FORCETRAINER))
3460 PLAYER_LEVEL plev = p_ptr->lev;
3466 bool use_hp = FALSE;
3471 /* Display a list of spells */
3473 put_str(_("名前", "Name"), y, x + 5);
3474 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
3476 switch(p_ptr->pclass)
3478 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
3479 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
3480 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
3481 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
3482 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
3483 default: use_mind = 0;break;
3486 /* Dump the spells */
3487 for (i = 0; i < MAX_MIND_POWERS; i++)
3489 byte a = TERM_WHITE;
3491 /* Access the available spell */
3492 spell = mind_powers[use_mind].info[i];
3493 if (spell.min_lev > plev) break;
3495 /* Get the failure rate */
3496 chance = spell.fail;
3498 /* Reduce failure rate by "effective" level adjustment */
3499 chance -= 3 * (p_ptr->lev - spell.min_lev);
3501 /* Reduce failure rate by INT/WIS adjustment */
3502 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3506 /* Not enough mana to cast */
3507 if (spell.mana_cost > p_ptr->csp)
3509 chance += 5 * (spell.mana_cost - p_ptr->csp);
3515 /* Not enough hp to cast */
3516 if (spell.mana_cost > p_ptr->chp)
3523 /* Extract the minimum failure rate */
3524 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3526 /* Minimum failure rate */
3527 if (chance < minfail) chance = minfail;
3529 /* Stunning makes spells harder */
3530 if (p_ptr->stun > 50) chance += 25;
3531 else if (p_ptr->stun) chance += 15;
3533 /* Always a 5 percent chance of working */
3534 if (chance > 95) chance = 95;
3537 mindcraft_info(comment, use_mind, i);
3539 /* Dump the spell */
3540 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
3542 spell.min_lev, spell.mana_cost, chance, comment);
3544 Term_putstr(x, y + i + 1, -1, a, psi_desc);
3549 /* Cannot read spellbooks */
3550 if (REALM_NONE == p_ptr->realm1) return;
3552 /* Normal spellcaster with books */
3555 for (j = 0; j < ((p_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
3559 /* Reset vertical */
3562 /* Vertical location */
3563 y = (j < 3) ? 0 : (m[j - 3] + 2);
3565 /* Horizontal location */
3569 for (i = 0; i < 32; i++)
3571 byte a = TERM_WHITE;
3573 /* Access the spell */
3574 if (!is_magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2))
3576 s_ptr = &technic_info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - MIN_TECHNIC][i % 32];
3580 s_ptr = &mp_ptr->info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - 1][i % 32];
3583 strcpy(name, do_spell((j < 1) ? p_ptr->realm1 : p_ptr->realm2, i % 32, SPELL_NAME));
3586 if (s_ptr->slevel >= 99)
3589 strcpy(name, _("(判読不能)", "(illegible)"));
3597 ((p_ptr->spell_forgotten1 & (1L << i))) :
3598 ((p_ptr->spell_forgotten2 & (1L << (i % 32)))))
3605 else if (!((j < 1) ?
3606 (p_ptr->spell_learned1 & (1L << i)) :
3607 (p_ptr->spell_learned2 & (1L << (i % 32)))))
3614 else if (!((j < 1) ?
3615 (p_ptr->spell_worked1 & (1L << i)) :
3616 (p_ptr->spell_worked2 & (1L << (i % 32)))))
3622 /* Dump the spell --(-- */
3623 sprintf(out_val, "%c/%c) %-20.20s",
3624 I2A(n / 8), I2A(n % 8), name);
3629 /* Dump onto the window */
3630 Term_putstr(x, m[j], -1, a, out_val);
3640 * @brief 呪文の経験値を返す /
3641 * Returns experience of a spell
3643 * @param use_realm 魔法領域
3646 EXP experience_of_spell(SPELL_IDX spell, REALM_IDX use_realm)
3648 if (p_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
3649 else if (p_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
3650 else if (use_realm == p_ptr->realm1) return p_ptr->spell_exp[spell];
3651 else if (use_realm == p_ptr->realm2) return p_ptr->spell_exp[spell + 32];
3657 * @brief 呪文の消費MPを返す /
3658 * Modify mana consumption rate using spell exp and p_ptr->dec_mana
3659 * @param need_mana 基本消費MP
3664 MANA_POINT mod_need_mana(MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
3666 #define MANA_CONST 2400
3668 #define DEC_MANA_DIV 3
3671 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
3674 * need_mana defaults if spell exp equals SPELL_EXP_EXPERT and !p_ptr->dec_mana.
3675 * MANA_CONST is used to calculate need_mana effected from spell proficiency.
3677 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(spell, realm)) + (MANA_CONST - 1);
3678 need_mana *= p_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
3679 need_mana /= MANA_CONST * MANA_DIV;
3680 if (need_mana < 1) need_mana = 1;
3683 /* Non-realm magic */
3686 if (p_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
3698 * @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) /
3699 * Modify spell fail rate
3700 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3701 * @param chance 修正前失敗率
3705 PERCENTAGE mod_spell_chance_1(PERCENTAGE chance)
3707 chance += p_ptr->to_m_chance;
3709 if (p_ptr->heavy_spell) chance += 20;
3711 if (p_ptr->dec_mana && p_ptr->easy_spell) chance -= 4;
3712 else if (p_ptr->easy_spell) chance -= 3;
3713 else if (p_ptr->dec_mana) chance -= 2;
3720 * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
3721 * Modify spell fail rate
3722 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3723 * @param chance 修正前失敗率
3725 * Modify spell fail rate (as "suffix" process)
3726 * Using p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3727 * Note: variable "chance" cannot be negative.
3730 PERCENTAGE mod_spell_chance_2(PERCENTAGE chance)
3732 if (p_ptr->dec_mana) chance--;
3734 if (p_ptr->heavy_spell) chance += 5;
3736 return MAX(chance, 0);
3741 * @brief 呪文の失敗率計算メインルーチン /
3742 * Returns spell chance of failure for spell -RAK-
3744 * @param use_realm 魔法領域ID
3747 PERCENTAGE spell_chance(SPELL_IDX spell, REALM_IDX use_realm)
3749 PERCENTAGE chance, minfail;
3750 const magic_type *s_ptr;
3751 MANA_POINT need_mana;
3752 PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
3755 /* Paranoia -- must be literate */
3756 if (!mp_ptr->spell_book) return (100);
3758 if (use_realm == REALM_HISSATSU) return 0;
3760 /* Access the spell */
3761 if (!is_magic(use_realm))
3763 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3767 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3770 /* Extract the base spell failure rate */
3771 chance = s_ptr->sfail;
3773 /* Reduce failure rate by "effective" level adjustment */
3774 chance -= 3 * (p_ptr->lev - s_ptr->slevel);
3776 /* Reduce failure rate by INT/WIS adjustment */
3777 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3780 chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
3782 /* Extract mana consumption rate */
3783 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3785 /* Not enough mana to cast */
3786 if (need_mana > p_ptr->csp)
3788 chance += 5 * (need_mana - p_ptr->csp);
3791 if ((use_realm != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
3793 /* Extract the minimum failure rate */
3794 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3797 * Non mage/priest characters never get too good
3798 * (added high mage, mindcrafter)
3800 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
3802 if (minfail < 5) minfail = 5;
3805 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
3806 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
3807 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
3809 chance = mod_spell_chance_1(chance);
3811 /* Goodness or evilness gives a penalty to failure rate */
3815 if ((p_ptr->align > 50) || (p_ptr->align < -50)) chance += penalty;
3817 case REALM_LIFE: case REALM_CRUSADE:
3818 if (p_ptr->align < -20) chance += penalty;
3820 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
3821 if (p_ptr->align > 20) chance += penalty;
3825 /* Minimum failure rate */
3826 if (chance < minfail) chance = minfail;
3828 /* Stunning makes spells harder */
3829 if (p_ptr->stun > 50) chance += 25;
3830 else if (p_ptr->stun) chance += 15;
3832 /* Always a 5 percent chance of working */
3833 if (chance > 95) chance = 95;
3835 if ((use_realm == p_ptr->realm1) || (use_realm == p_ptr->realm2)
3836 || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3838 EXP exp = experience_of_spell(spell, use_realm);
3839 if (exp >= SPELL_EXP_EXPERT) chance--;
3840 if (exp >= SPELL_EXP_MASTER) chance--;
3843 /* Return the chance */
3844 return mod_spell_chance_2(chance);
3849 * @brief 魔法が利用可能かどうかを返す /
3850 * Determine if a spell is "okay" for the player to cast or study
3851 * The spell must be legible, not forgotten, and also, to cast,
3852 * it must be known, and to study, it must not be known.
3854 * @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
3855 * @param study_pray 祈りの学習判定目的ならばTRUE
3856 * @param use_realm 魔法領域ID
3859 bool spell_okay(int spell, bool learned, bool study_pray, int use_realm)
3861 const magic_type *s_ptr;
3863 /* Access the spell */
3864 if (!is_magic(use_realm))
3866 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3870 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3873 /* Spell is illegal */
3874 if (s_ptr->slevel > p_ptr->lev) return (FALSE);
3876 /* Spell is forgotten */
3877 if ((use_realm == p_ptr->realm2) ?
3878 (p_ptr->spell_forgotten2 & (1L << spell)) :
3879 (p_ptr->spell_forgotten1 & (1L << spell)))
3885 if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
3886 if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
3888 /* Spell is learned */
3889 if ((use_realm == p_ptr->realm2) ?
3890 (p_ptr->spell_learned2 & (1L << spell)) :
3891 (p_ptr->spell_learned1 & (1L << spell)))
3894 return (!study_pray);
3897 /* Okay to study, not to cast */
3904 * @brief 呪文情報の表示処理 /
3905 * Print a list of spells (for browsing or casting or viewing)
3906 * @param target_spell 呪文ID
3907 * @param spells 表示するスペルID配列の参照ポインタ
3908 * @param num 表示するスペルの数(spellsの要素数)
3909 * @param y 表示メッセージ左上Y座標
3910 * @param x 表示メッセージ左上X座標
3911 * @param use_realm 魔法領域ID
3914 void print_spells(SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_LEN y, TERM_LEN x, REALM_IDX use_realm)
3916 int i, spell, exp_level, increment = 64;
3917 const magic_type *s_ptr;
3928 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && p_ptr->wizard)
3929 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
3931 /* Title the list */
3933 if (use_realm == REALM_HISSATSU)
3934 strcpy(buf,_(" Lv MP", " Lv SP"));
3936 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
3938 put_str(_("名前", "Name"), y, x + 5);
3939 put_str(buf, y, x + 29);
3941 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
3942 else if (use_realm == p_ptr->realm1) increment = 0;
3943 else if (use_realm == p_ptr->realm2) increment = 32;
3945 /* Dump the spells */
3946 for (i = 0; i < num; i++)
3948 /* Access the spell */
3951 /* Access the spell */
3952 if (!is_magic(use_realm))
3954 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3958 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3961 if (use_realm == REALM_HISSATSU)
3962 need_mana = s_ptr->smana;
3965 EXP exp = experience_of_spell(spell, use_realm);
3967 /* Extract mana consumption rate */
3968 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3970 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
3971 else exp_level = spell_exp_level(exp);
3974 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
3975 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
3976 else if (s_ptr->slevel >= 99) max = TRUE;
3977 else if ((p_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
3979 strncpy(ryakuji, exp_level_str[exp_level], 4);
3984 if (use_menu && target_spell)
3986 if (i == (target_spell-1))
3987 strcpy(out_val, _(" 》 ", " > "));
3989 strcpy(out_val, " ");
3991 else sprintf(out_val, " %c) ", I2A(i));
3992 /* Skip illegible spells */
3993 if (s_ptr->slevel >= 99)
3995 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
3996 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
4000 /* XXX XXX Could label spells above the players level */
4002 /* Get extra info */
4003 strcpy(info, do_spell(use_realm, spell, SPELL_INFO));
4008 /* Assume spell is known and tried */
4009 line_attr = TERM_WHITE;
4011 /* Analyze the spell */
4012 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4014 if (s_ptr->slevel > p_ptr->max_plv)
4016 comment = _("未知", "unknown");
4017 line_attr = TERM_L_BLUE;
4019 else if (s_ptr->slevel > p_ptr->lev)
4021 comment = _("忘却", "forgotten");
4022 line_attr = TERM_YELLOW;
4025 else if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2))
4027 comment = _("未知", "unknown");
4028 line_attr = TERM_L_BLUE;
4030 else if ((use_realm == p_ptr->realm1) ?
4031 ((p_ptr->spell_forgotten1 & (1L << spell))) :
4032 ((p_ptr->spell_forgotten2 & (1L << spell))))
4034 comment = _("忘却", "forgotten");
4035 line_attr = TERM_YELLOW;
4037 else if (!((use_realm == p_ptr->realm1) ?
4038 (p_ptr->spell_learned1 & (1L << spell)) :
4039 (p_ptr->spell_learned2 & (1L << spell))))
4041 comment = _("未知", "unknown");
4042 line_attr = TERM_L_BLUE;
4044 else if (!((use_realm == p_ptr->realm1) ?
4045 (p_ptr->spell_worked1 & (1L << spell)) :
4046 (p_ptr->spell_worked2 & (1L << spell))))
4048 comment = _("未経験", "untried");
4049 line_attr = TERM_L_GREEN;
4052 /* Dump the spell --(-- */
4053 if (use_realm == REALM_HISSATSU)
4055 strcat(out_val, format("%-25s %2d %4d",
4056 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
4057 s_ptr->slevel, need_mana));
4061 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
4062 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
4063 (max ? '!' : ' '), ryakuji,
4064 s_ptr->slevel, need_mana, spell_chance(spell, use_realm), comment));
4066 c_prt(line_attr, out_val, y + i + 1, x);
4069 /* Clear the bottom line */
4070 prt("", y + i + 1, x);
4075 * @brief アイテムが酸で破損するかどうかを判定する
4076 * @param o_ptr アイテムの情報参照ポインタ
4077 * @return 破損するならばTRUEを返す
4078 * Note that amulets, rods, and high-level spell books are immune
4079 * to "inventory damage" of any kind. Also sling ammo and shovels.
4080 * Does a given class of objects (usually) hate acid?
4081 * Note that acid can either melt or corrode something.
4083 bool hates_acid(object_type *o_ptr)
4085 /* Analyze the type */
4086 switch (o_ptr->tval)
4088 /* Wearable items */
4108 /* Staffs/Scrolls are wood/paper */
4121 /* Junk is useless */
4135 * @brief アイテムが電撃で破損するかどうかを判定する /
4136 * Does a given object (usually) hate electricity?
4137 * @param o_ptr アイテムの情報参照ポインタ
4138 * @return 破損するならばTRUEを返す
4140 bool hates_elec(object_type *o_ptr)
4142 switch (o_ptr->tval)
4156 * @brief アイテムが火炎で破損するかどうかを判定する /
4157 * Does a given object (usually) hate fire?
4158 * @param o_ptr アイテムの情報参照ポインタ
4159 * @return 破損するならばTRUEを返す
4161 * Hafted/Polearm weapons have wooden shafts.
4162 * Arrows/Bows are mostly wooden.
4164 bool hates_fire(object_type *o_ptr)
4166 /* Analyze the type */
4167 switch (o_ptr->tval)
4185 case TV_SORCERY_BOOK:
4186 case TV_NATURE_BOOK:
4190 case TV_ARCANE_BOOK:
4192 case TV_DAEMON_BOOK:
4193 case TV_CRUSADE_BOOK:
4195 case TV_HISSATSU_BOOK:
4207 /* Staffs/Scrolls burn */
4220 * @brief アイテムが冷気で破損するかどうかを判定する /
4221 * Does a given object (usually) hate cold?
4222 * @param o_ptr アイテムの情報参照ポインタ
4223 * @return 破損するならばTRUEを返す
4225 bool hates_cold(object_type *o_ptr)
4227 switch (o_ptr->tval)
4242 * @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) /
4244 * @param o_ptr アイテムの情報参照ポインタ
4245 * @return 破損するならばTRUEを返す
4248 int set_acid_destroy(object_type *o_ptr)
4250 BIT_FLAGS flgs[TR_FLAG_SIZE];
4251 if (!hates_acid(o_ptr)) return (FALSE);
4252 object_flags(o_ptr, flgs);
4253 if (have_flag(flgs, TR_IGNORE_ACID)) return (FALSE);
4259 * @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) /
4261 * @param o_ptr アイテムの情報参照ポインタ
4262 * @return 破損するならばTRUEを返す
4265 int set_elec_destroy(object_type *o_ptr)
4267 BIT_FLAGS flgs[TR_FLAG_SIZE];
4268 if (!hates_elec(o_ptr)) return (FALSE);
4269 object_flags(o_ptr, flgs);
4270 if (have_flag(flgs, TR_IGNORE_ELEC)) return (FALSE);
4276 * @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) /
4278 * @param o_ptr アイテムの情報参照ポインタ
4279 * @return 破損するならばTRUEを返す
4282 int set_fire_destroy(object_type *o_ptr)
4284 BIT_FLAGS flgs[TR_FLAG_SIZE];
4285 if (!hates_fire(o_ptr)) return (FALSE);
4286 object_flags(o_ptr, flgs);
4287 if (have_flag(flgs, TR_IGNORE_FIRE)) return (FALSE);
4293 * @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) /
4295 * @param o_ptr アイテムの情報参照ポインタ
4296 * @return 破損するならばTRUEを返す
4299 int set_cold_destroy(object_type *o_ptr)
4301 BIT_FLAGS flgs[TR_FLAG_SIZE];
4302 if (!hates_cold(o_ptr)) return (FALSE);
4303 object_flags(o_ptr, flgs);
4304 if (have_flag(flgs, TR_IGNORE_COLD)) return (FALSE);
4310 * @brief アイテムが指定確率で破損するかどうかを判定する /
4311 * Destroys a type of item on a given percent chance
4312 * @param typ 破損判定関数ポインタ
4314 * @return 破損したアイテムの数
4316 * Note that missiles are no longer necessarily all destroyed
4317 * Destruction taken from "melee.c" code for "stealing".
4318 * New-style wands and rods handled correctly. -LM-
4319 * Returns number of items destroyed.
4321 int inven_damage(inven_func typ, int perc)
4326 char o_name[MAX_NLEN];
4328 if (CHECK_MULTISHADOW()) return 0;
4330 if (p_ptr->inside_arena) return 0;
4332 /* Count the casualties */
4335 /* Scan through the slots backwards */
4336 for (i = 0; i < INVEN_PACK; i++)
4338 o_ptr = &inventory[i];
4340 /* Skip non-objects */
4341 if (!o_ptr->k_idx) continue;
4343 /* Hack -- for now, skip artifacts */
4344 if (object_is_artifact(o_ptr)) continue;
4346 /* Give this item slot a shot at death */
4349 /* Count the casualties */
4350 for (amt = j = 0; j < o_ptr->number; ++j)
4352 if (randint0(100) < perc) amt++;
4355 /* Some casualities */
4358 /* Get a description */
4359 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
4361 msg_format(_("%s(%c)が%s壊れてしまった!", "%sour %s (%c) %s destroyed!"),
4364 o_name, index_to_label(i),
4365 ((o_ptr->number > 1) ?
4366 ((amt == o_ptr->number) ? "全部" :
4367 (amt > 1 ? "何個か" : "一個")) : "") );
4369 ((o_ptr->number > 1) ?
4370 ((amt == o_ptr->number) ? "All of y" :
4371 (amt > 1 ? "Some of y" : "One of y")) : "Y"),
4372 o_name, index_to_label(i),
4373 ((amt > 1) ? "were" : "was"));
4377 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4378 msg_print("やりやがったな!");
4381 /* Potions smash open */
4382 if (object_is_potion(o_ptr))
4384 (void)potion_smash_effect(0, p_ptr->y, p_ptr->x, o_ptr->k_idx);
4387 /* Reduce the charges of rods/wands */
4388 reduce_charges(o_ptr, amt);
4390 /* Destroy "amt" items */
4391 inven_item_increase(i, -amt);
4392 inven_item_optimize(i);
4394 /* Count the casualties */
4400 /* Return the casualty count */
4406 * @brief 酸攻撃による装備のAC劣化処理 /
4407 * Acid has hit the player, attempt to affect some armor.
4408 * @return ACが実際に劣化したらTRUEを返す
4410 * Note that the "base armor" of an object never changes.
4411 * If any armor is damaged (or resists), the player takes less damage.
4413 static int minus_ac(void)
4415 object_type *o_ptr = NULL;
4416 BIT_FLAGS flgs[TR_FLAG_SIZE];
4417 char o_name[MAX_NLEN];
4420 /* Pick a (possibly empty) inventory slot */
4421 switch (randint1(7))
4423 case 1: o_ptr = &inventory[INVEN_RARM]; break;
4424 case 2: o_ptr = &inventory[INVEN_LARM]; break;
4425 case 3: o_ptr = &inventory[INVEN_BODY]; break;
4426 case 4: o_ptr = &inventory[INVEN_OUTER]; break;
4427 case 5: o_ptr = &inventory[INVEN_HANDS]; break;
4428 case 6: o_ptr = &inventory[INVEN_HEAD]; break;
4429 case 7: o_ptr = &inventory[INVEN_FEET]; break;
4432 /* Nothing to damage */
4433 if (!o_ptr->k_idx) return (FALSE);
4435 if (!object_is_armour(o_ptr)) return (FALSE);
4437 /* No damage left to be done */
4438 if (o_ptr->ac + o_ptr->to_a <= 0) return (FALSE);
4442 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4444 /* Extract the flags */
4445 object_flags(o_ptr, flgs);
4447 /* Object resists */
4448 if (have_flag(flgs, TR_IGNORE_ACID))
4450 msg_format(_("しかし%sには効果がなかった!", "Your %s is unaffected!"), o_name);
4454 msg_format(_("%sがダメージを受けた!", "Your %s is damaged!"), o_name);
4456 /* Damage the item */
4459 /* Calculate bonuses */
4460 p_ptr->update |= (PU_BONUS);
4462 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
4466 /* Item was damaged */
4472 * @brief 酸属性によるプレイヤー損害処理 /
4473 * Hurt the player with Acid
4474 * @param dam 基本ダメージ量
4475 * @param kb_str ダメージ原因記述
4476 * @param monspell 原因となったモンスター特殊攻撃ID
4477 * @param aura オーラよるダメージが原因ならばTRUE
4480 int acid_dam(HIT_POINT dam, cptr kb_str, int monspell, bool aura)
4483 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
4484 bool double_resist = IS_OPPOSE_ACID();
4486 /* Total Immunity */
4487 if (p_ptr->immune_acid || (dam <= 0))
4489 learn_spell(monspell);
4493 /* Vulnerability (Ouch!) */
4494 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
4495 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
4497 /* Resist the damage */
4498 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
4499 if (double_resist) dam = (dam + 2) / 3;
4501 if (aura || !CHECK_MULTISHADOW())
4503 if ((!(double_resist || p_ptr->resist_acid)) &&
4504 one_in_(HURT_CHANCE))
4505 (void)do_dec_stat(A_CHR);
4507 /* If any armor gets hit, defend the player */
4508 if (minus_ac()) dam = (dam + 1) / 2;
4512 get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
4514 /* Inventory damage */
4515 if (!aura && !(double_resist && p_ptr->resist_acid))
4516 inven_damage(set_acid_destroy, inv);
4522 * @brief 電撃属性によるプレイヤー損害処理 /
4523 * Hurt the player with electricity
4524 * @param dam 基本ダメージ量
4525 * @param kb_str ダメージ原因記述
4526 * @param monspell 原因となったモンスター特殊攻撃ID
4527 * @param aura オーラよるダメージが原因ならばTRUE
4530 int elec_dam(HIT_POINT dam, cptr kb_str, int monspell, bool aura)
4533 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
4534 bool double_resist = IS_OPPOSE_ELEC();
4536 /* Total immunity */
4537 if (p_ptr->immune_elec || (dam <= 0))
4539 learn_spell(monspell);
4543 /* Vulnerability (Ouch!) */
4544 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
4545 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
4546 if (prace_is_(RACE_ANDROID)) dam += dam / 3;
4548 /* Resist the damage */
4549 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
4550 if (double_resist) dam = (dam + 2) / 3;
4552 if (aura || !CHECK_MULTISHADOW())
4554 if ((!(double_resist || p_ptr->resist_elec)) &&
4555 one_in_(HURT_CHANCE))
4556 (void)do_dec_stat(A_DEX);
4560 get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
4562 /* Inventory damage */
4563 if (!aura && !(double_resist && p_ptr->resist_elec))
4564 inven_damage(set_elec_destroy, inv);
4571 * @brief 火炎属性によるプレイヤー損害処理 /
4572 * Hurt the player with Fire
4573 * @param dam 基本ダメージ量
4574 * @param kb_str ダメージ原因記述
4575 * @param monspell 原因となったモンスター特殊攻撃ID
4576 * @param aura オーラよるダメージが原因ならばTRUE
4579 int fire_dam(HIT_POINT dam, cptr kb_str, int monspell, bool aura)
4582 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
4583 bool double_resist = IS_OPPOSE_FIRE();
4585 /* Totally immune */
4586 if (p_ptr->immune_fire || (dam <= 0))
4588 learn_spell(monspell);
4592 /* Vulnerability (Ouch!) */
4593 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
4594 if (prace_is_(RACE_ENT)) dam += dam / 3;
4595 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
4597 /* Resist the damage */
4598 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
4599 if (double_resist) dam = (dam + 2) / 3;
4601 if (aura || !CHECK_MULTISHADOW())
4603 if ((!(double_resist || p_ptr->resist_fire)) &&
4604 one_in_(HURT_CHANCE))
4605 (void)do_dec_stat(A_STR);
4609 get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
4611 /* Inventory damage */
4612 if (!aura && !(double_resist && p_ptr->resist_fire))
4613 inven_damage(set_fire_destroy, inv);
4620 * @brief 冷気属性によるプレイヤー損害処理 /
4621 * Hurt the player with Cold
4622 * @param dam 基本ダメージ量
4623 * @param kb_str ダメージ原因記述
4624 * @param monspell 原因となったモンスター特殊攻撃ID
4625 * @param aura オーラよるダメージが原因ならばTRUE
4628 int cold_dam(HIT_POINT dam, cptr kb_str, int monspell, bool aura)
4631 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
4632 bool double_resist = IS_OPPOSE_COLD();
4634 /* Total immunity */
4635 if (p_ptr->immune_cold || (dam <= 0))
4637 learn_spell(monspell);
4641 /* Vulnerability (Ouch!) */
4642 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
4643 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
4645 /* Resist the damage */
4646 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
4647 if (double_resist) dam = (dam + 2) / 3;
4649 if (aura || !CHECK_MULTISHADOW())
4651 if ((!(double_resist || p_ptr->resist_cold)) &&
4652 one_in_(HURT_CHANCE))
4653 (void)do_dec_stat(A_STR);
4657 get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
4659 /* Inventory damage */
4660 if (!aura && !(double_resist && p_ptr->resist_cold))
4661 inven_damage(set_cold_destroy, inv);
4668 * @return ターン消費を要する処理を行ったならばTRUEを返す
4670 bool rustproof(void)
4674 char o_name[MAX_NLEN];
4677 item_tester_no_ryoute = TRUE;
4678 /* Select a piece of armour */
4679 item_tester_hook = object_is_armour;
4681 q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
4682 s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
4684 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return FALSE;
4686 /* Get the item (in the pack) */
4689 o_ptr = &inventory[item];
4692 /* Get the item (on the floor) */
4695 o_ptr = &o_list[0 - item];
4700 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4702 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
4704 if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
4707 msg_format("%sは新品同様になった!",o_name);
4709 msg_format("%s %s look%s as good as new!",
4710 ((item >= 0) ? "Your" : "The"), o_name,
4711 ((o_ptr->number > 1) ? "" : "s"));
4718 msg_format("%sは腐食しなくなった。", o_name);
4720 msg_format("%s %s %s now protected against corrosion.",
4721 ((item >= 0) ? "Your" : "The"), o_name,
4722 ((o_ptr->number > 1) ? "are" : "is"));
4734 * Curse the players armor
4735 * @return 実際に呪縛されたらTRUEを返す
4737 bool curse_armor(void)
4742 char o_name[MAX_NLEN];
4745 /* Curse the body armor */
4746 o_ptr = &inventory[INVEN_BODY];
4748 /* Nothing to curse */
4749 if (!o_ptr->k_idx) return (FALSE);
4753 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
4755 /* Attempt a saving throw for artifacts */
4756 if (object_is_artifact(o_ptr) && (randint0(100) < 50))
4760 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!",
4761 "恐怖の暗黒オーラ", "防具", o_name);
4763 msg_format("A %s tries to %s, but your %s resists the effects!",
4764 "terrible black aura", "surround your armor", o_name);
4769 /* not artifact or failed save... */
4772 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);
4773 chg_virtue(V_ENCHANT, -5);
4775 /* Blast the armor */
4777 o_ptr->name2 = EGO_BLASTED;
4778 o_ptr->to_a = 0 - randint1(5) - randint1(5);
4785 for (i = 0; i < TR_FLAG_SIZE; i++)
4786 o_ptr->art_flags[i] = 0;
4789 o_ptr->curse_flags = TRC_CURSED;
4792 o_ptr->ident |= (IDENT_BROKEN);
4794 /* Recalculate bonuses */
4795 p_ptr->update |= (PU_BONUS);
4797 /* Recalculate mana */
4798 p_ptr->update |= (PU_MANA);
4800 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4808 * Curse the players weapon
4809 * @param force 無条件に呪縛を行うならばTRUE
4810 * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
4811 * @return 実際に呪縛されたらTRUEを返す
4813 bool curse_weapon_object(bool force, object_type *o_ptr)
4816 char o_name[MAX_NLEN];
4818 /* Nothing to curse */
4819 if (!o_ptr->k_idx) return (FALSE);
4822 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
4824 /* Attempt a saving throw */
4825 if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
4829 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!",
4830 "恐怖の暗黒オーラ", "武器", o_name);
4832 msg_format("A %s tries to %s, but your %s resists the effects!",
4833 "terrible black aura", "surround your weapon", o_name);
4837 /* not artifact or failed save... */
4840 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);
4841 chg_virtue(V_ENCHANT, -5);
4843 /* Shatter the weapon */
4845 o_ptr->name2 = EGO_SHATTERED;
4846 o_ptr->to_h = 0 - randint1(5) - randint1(5);
4847 o_ptr->to_d = 0 - randint1(5) - randint1(5);
4853 for (i = 0; i < TR_FLAG_SIZE; i++)
4854 o_ptr->art_flags[i] = 0;
4857 o_ptr->curse_flags = TRC_CURSED;
4860 o_ptr->ident |= (IDENT_BROKEN);
4862 /* Recalculate bonuses */
4863 p_ptr->update |= (PU_BONUS);
4865 /* Recalculate mana */
4866 p_ptr->update |= (PU_MANA);
4868 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4875 * @brief 武器呪縛処理のメインルーチン /
4876 * Curse the players weapon
4877 * @param force 無条件に呪縛を行うならばTRUE
4878 * @param slot 呪縛する武器の装備スロット
4879 * @return 実際に呪縛されたらTRUEを返す
4881 bool curse_weapon(bool force, int slot)
4883 /* Curse the weapon */
4884 return curse_weapon_object(force, &inventory[slot]);
4889 * @brief ボルトのエゴ化処理(火炎エゴのみ) /
4890 * Enchant some bolts
4893 bool brand_bolts(void)
4897 /* Use the first acceptable bolts */
4898 for (i = 0; i < INVEN_PACK; i++)
4900 object_type *o_ptr = &inventory[i];
4902 /* Skip non-bolts */
4903 if (o_ptr->tval != TV_BOLT) continue;
4905 /* Skip artifacts and ego-items */
4906 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
4909 /* Skip cursed/broken items */
4910 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
4913 if (randint0(100) < 75) continue;
4915 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!"));
4918 o_ptr->name2 = EGO_FLAME;
4921 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
4927 if (flush_failure) flush();
4930 msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
4937 * @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 /
4938 * Helper function -- return a "nearby" race for polymorphing
4939 * @param r_idx 基準となるモンスター種族ID
4940 * @return 変更先のモンスター種族ID
4942 * Note that this function is one of the more "dangerous" ones...
4944 static IDX poly_r_idx(MONRACE_IDX r_idx)
4946 monster_race *r_ptr = &r_info[r_idx];
4952 /* Hack -- Uniques/Questors never polymorph */
4953 if ((r_ptr->flags1 & RF1_UNIQUE) ||
4954 (r_ptr->flags1 & RF1_QUESTOR))
4957 /* Allowable range of "levels" for resulting monster */
4958 lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
4959 lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
4961 /* Pick a (possibly new) non-unique race */
4962 for (i = 0; i < 1000; i++)
4964 /* Pick a new race, using a level calculation */
4965 r = get_mon_num((dun_level + r_ptr->level) / 2 + 5);
4967 /* Handle failure */
4973 /* Ignore unique monsters */
4974 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4976 /* Ignore monsters with incompatible levels */
4977 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
4979 /* Use that index */
4988 * @brief 指定座標にいるモンスターを変身させる /
4989 * Helper function -- return a "nearby" race for polymorphing
4992 * @return 実際に変身したらTRUEを返す
4994 bool polymorph_monster(POSITION y, POSITION x)
4996 cave_type *c_ptr = &cave[y][x];
4997 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4998 bool polymorphed = FALSE;
4999 MONRACE_IDX new_r_idx;
5000 MONRACE_IDX old_r_idx = m_ptr->r_idx;
5001 bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
5002 bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
5003 monster_type back_m;
5005 if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
5007 if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
5009 /* Memorize the monster before polymorphing */
5012 /* Pick a "new" monster race */
5013 new_r_idx = poly_r_idx(old_r_idx);
5015 /* Handle polymorph */
5016 if (new_r_idx != old_r_idx)
5018 BIT_FLAGS mode = 0L;
5019 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
5020 OBJECT_IDX this_o_idx, next_o_idx = 0;
5022 /* Get the monsters attitude */
5023 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
5024 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
5025 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
5027 /* Mega-hack -- ignore held objects */
5028 m_ptr->hold_o_idx = 0;
5030 /* "Kill" the "old" monster */
5031 delete_monster_idx(c_ptr->m_idx);
5033 /* Create a new monster (no groups) */
5034 if (place_monster_aux(0, y, x, new_r_idx, mode))
5036 m_list[hack_m_idx_ii].nickname = back_m.nickname;
5037 m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
5038 m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
5045 /* Placing the new monster failed */
5046 if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
5048 m_list[hack_m_idx_ii] = back_m;
5050 /* Re-initialize monster process */
5053 else preserve_hold_objects = FALSE;
5056 /* Mega-hack -- preserve held objects */
5057 if (preserve_hold_objects)
5059 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
5061 /* Acquire object */
5062 object_type *o_ptr = &o_list[this_o_idx];
5064 /* Acquire next object */
5065 next_o_idx = o_ptr->next_o_idx;
5067 /* Held by new monster */
5068 o_ptr->held_m_idx = hack_m_idx_ii;
5071 else if (back_m.hold_o_idx) /* Failed (paranoia) */
5073 /* Delete objects */
5074 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
5076 /* Acquire next object */
5077 next_o_idx = o_list[this_o_idx].next_o_idx;
5079 /* Delete the object */
5080 delete_object_idx(this_o_idx);
5084 if (targeted) target_who = hack_m_idx_ii;
5085 if (health_tracked) health_track(hack_m_idx_ii);
5094 * @param x テレポート先のX座標
5095 * @param y テレポート先のY座標
5096 * @return 目標に指定通りテレポートできたならばTRUEを返す
5098 static bool dimension_door_aux(DEPTH x, DEPTH y)
5100 PLAYER_LEVEL plev = p_ptr->lev;
5102 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
5104 if (!cave_player_teleportable_bold(y, x, 0L) ||
5105 (distance(y, x, p_ptr->y, p_ptr->x) > plev / 2 + 10) ||
5106 (!randint0(plev / 10 + 10)))
5108 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
5109 teleport_player((plev + 2) * 2, TELEPORT_PASSIVE);
5116 teleport_player_to(y, x, 0L);
5125 * @brief 次元の扉処理のメインルーチン /
5127 * @return ターンを消費した場合TRUEを返す
5129 bool dimension_door(void)
5133 /* Rerutn FALSE if cancelled */
5134 if (!tgt_pt(&x, &y)) return FALSE;
5136 if (dimension_door_aux(x, y)) return TRUE;
5138 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!"));
5145 * @brief 鏡抜け処理のメインルーチン /
5146 * Mirror Master's Dimension Door
5147 * @return ターンを消費した場合TRUEを返す
5149 bool mirror_tunnel(void)
5151 POSITION x = 0, y = 0;
5153 /* Rerutn FALSE if cancelled */
5154 if (!tgt_pt(&x, &y)) return FALSE;
5156 if (dimension_door_aux(x, y)) return TRUE;
5158 msg_print(_("鏡の世界をうまく通れなかった!", "You fail to pass the mirror plane correctly!"));
5166 * @return ターンを消費した場合TRUEを返す
5168 bool eat_magic(int power)
5174 int recharge_strength = 0;
5180 char o_name[MAX_NLEN];
5182 item_tester_hook = item_tester_hook_recharge;
5184 q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
5185 s = _("魔力を吸収できるアイテムがありません。", "You have nothing to drain.");
5187 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
5191 o_ptr = &inventory[item];
5195 o_ptr = &o_list[0 - item];
5198 k_ptr = &k_info[o_ptr->k_idx];
5199 lev = k_info[o_ptr->k_idx].level;
5201 if (o_ptr->tval == TV_ROD)
5203 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
5206 if (one_in_(recharge_strength))
5208 /* Activate the failure code. */
5213 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
5215 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."));
5220 o_ptr->timeout += k_ptr->pval;
5226 /* All staffs, wands. */
5227 recharge_strength = (100 + power - lev) / 15;
5230 if (recharge_strength < 0) recharge_strength = 0;
5233 if (one_in_(recharge_strength))
5235 /* Activate the failure code. */
5240 if (o_ptr->pval > 0)
5242 p_ptr->csp += lev / 2;
5245 /* XXX Hack -- unstack if necessary */
5246 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
5251 /* Get local object */
5254 /* Obtain a local object */
5255 object_copy(q_ptr, o_ptr);
5257 /* Modify quantity */
5260 /* Restore the charges */
5263 /* Unstack the used item */
5265 p_ptr->total_weight -= q_ptr->weight;
5266 item = inven_carry(q_ptr);
5268 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
5273 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
5275 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
5279 /* Inflict the penalties for failing a recharge. */
5282 /* Artifacts are never destroyed. */
5283 if (object_is_fixed_artifact(o_ptr))
5285 object_desc(o_name, o_ptr, OD_NAME_ONLY);
5286 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);
5288 /* Artifact rods. */
5289 if (o_ptr->tval == TV_ROD)
5290 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5292 /* Artifact wands and staffs. */
5293 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
5298 /* Get the object description */
5299 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5301 /*** Determine Seriousness of Failure ***/
5303 /* Mages recharge objects more safely. */
5304 if (IS_WIZARD_CLASS())
5306 /* 10% chance to blow up one rod, otherwise draining. */
5307 if (o_ptr->tval == TV_ROD)
5309 if (one_in_(10)) fail_type = 2;
5312 /* 75% chance to blow up one wand, otherwise draining. */
5313 else if (o_ptr->tval == TV_WAND)
5315 if (!one_in_(3)) fail_type = 2;
5318 /* 50% chance to blow up one staff, otherwise no effect. */
5319 else if (o_ptr->tval == TV_STAFF)
5321 if (one_in_(2)) fail_type = 2;
5326 /* All other classes get no special favors. */
5329 /* 33% chance to blow up one rod, otherwise draining. */
5330 if (o_ptr->tval == TV_ROD)
5332 if (one_in_(3)) fail_type = 2;
5335 /* 20% chance of the entire stack, else destroy one wand. */
5336 else if (o_ptr->tval == TV_WAND)
5338 if (one_in_(5)) fail_type = 3;
5341 /* Blow up one staff. */
5342 else if (o_ptr->tval == TV_STAFF)
5348 /*** Apply draining and destruction. ***/
5350 /* Drain object or stack of objects. */
5353 if (o_ptr->tval == TV_ROD)
5355 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
5356 "You save your rod from destruction, but all charges are lost."), o_name);
5357 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5359 else if (o_ptr->tval == TV_WAND)
5361 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);
5364 /* Staffs aren't drained. */
5367 /* Destroy an object or one in a stack of objects. */
5370 if (o_ptr->number > 1)
5372 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);
5373 /* Reduce rod stack maximum timeout, drain wands. */
5374 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
5375 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
5379 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);
5382 /* Reduce and describe inventory */
5385 inven_item_increase(item, -1);
5386 inven_item_describe(item);
5387 inven_item_optimize(item);
5390 /* Reduce and describe floor item */
5393 floor_item_increase(0 - item, -1);
5394 floor_item_describe(0 - item);
5395 floor_item_optimize(0 - item);
5399 /* Destroy all members of a stack of objects. */
5402 if (o_ptr->number > 1)
5403 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);
5405 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
5407 /* Reduce and describe inventory */
5410 inven_item_increase(item, -999);
5411 inven_item_describe(item);
5412 inven_item_optimize(item);
5415 /* Reduce and describe floor item */
5418 floor_item_increase(0 - item, -999);
5419 floor_item_describe(0 - item);
5420 floor_item_optimize(0 - item);
5426 if (p_ptr->csp > p_ptr->msp)
5428 p_ptr->csp = p_ptr->msp;
5431 /* Redraw mana and hp */
5432 p_ptr->redraw |= (PR_MANA);
5434 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5435 p_ptr->window |= (PW_INVEN);
5442 * @param level 召喚基準レベル
5445 * @param mode 召喚オプション
5446 * @return ターンを消費した場合TRUEを返す
5448 bool summon_kin_player(DEPTH level, POSITION y, POSITION x, BIT_FLAGS mode)
5450 bool pet = (bool)(mode & PM_FORCE_PET);
5451 if (!pet) mode |= PM_NO_PET;
5453 switch (p_ptr->mimic_form)
5456 switch (p_ptr->prace)
5460 case RACE_BARBARIAN:
5463 summon_kin_type = 'p';
5473 case RACE_MIND_FLAYER:
5476 summon_kin_type = 'h';
5479 summon_kin_type = 'o';
5481 case RACE_HALF_TROLL:
5482 summon_kin_type = 'T';
5484 case RACE_HALF_OGRE:
5485 summon_kin_type = 'O';
5487 case RACE_HALF_GIANT:
5488 case RACE_HALF_TITAN:
5490 summon_kin_type = 'P';
5493 summon_kin_type = 'y';
5496 summon_kin_type = 'K';
5499 summon_kin_type = 'k';
5502 if (one_in_(13)) summon_kin_type = 'U';
5503 else summon_kin_type = 'u';
5505 case RACE_DRACONIAN:
5506 summon_kin_type = 'd';
5510 summon_kin_type = 'g';
5513 if (one_in_(13)) summon_kin_type = 'L';
5514 else summon_kin_type = 's';
5517 summon_kin_type = 'z';
5520 summon_kin_type = 'V';
5523 summon_kin_type = 'G';
5526 summon_kin_type = 'I';
5529 summon_kin_type = '#';
5532 summon_kin_type = 'A';
5535 summon_kin_type = 'U';
5538 summon_kin_type = 'p';
5543 if (one_in_(13)) summon_kin_type = 'U';
5544 else summon_kin_type = 'u';
5546 case MIMIC_DEMON_LORD:
5547 summon_kin_type = 'U';
5550 summon_kin_type = 'V';
5553 return summon_specific((pet ? -1 : 0), y, x, level, SUMMON_KIN, mode);
5557 * @brief 皆殺し(全方向攻撃)処理
5558 * @param py プレイヤーY座標
5559 * @param px プレイヤーX座標
5566 monster_type *m_ptr;
5569 for (dir = 0; dir < 8; dir++)
5571 y = p_ptr->y + ddy_ddd[dir];
5572 x = p_ptr->x + ddx_ddd[dir];
5573 c_ptr = &cave[y][x];
5575 /* Get the monster */
5576 m_ptr = &m_list[c_ptr->m_idx];
5578 /* Hack -- attack monsters */
5579 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
5588 feature_type *f_ptr, *mimic_f_ptr;
5591 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
5592 y = p_ptr->y + ddy[dir];
5593 x = p_ptr->x + ddx[dir];
5594 c_ptr = &cave[y][x];
5595 f_ptr = &f_info[c_ptr->feat];
5596 mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
5600 if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
5602 msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
5604 else if (have_flag(f_ptr->flags, FF_PERMANENT))
5606 msg_format(_("いてっ!この%sはあなたの歯より硬い!", "Ouch! This %s is harder than your teeth!"), f_name + mimic_f_ptr->name);
5608 else if (c_ptr->m_idx)
5610 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5611 msg_print(_("何かが邪魔しています!", "There's something in the way!"));
5613 if (!m_ptr->ml || !is_pet(m_ptr)) py_attack(y, x, 0);
5615 else if (have_flag(f_ptr->flags, FF_TREE))
5617 msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
5619 else if (have_flag(f_ptr->flags, FF_GLASS))
5621 msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
5623 else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
5625 (void)set_food(p_ptr->food + 3000);
5627 else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
5629 (void)set_food(p_ptr->food + 5000);
5633 msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
5634 (void)set_food(p_ptr->food + 10000);
5637 /* Destroy the wall */
5638 cave_alter_feat(y, x, FF_HURT_ROCK);
5640 /* Move the player */
5641 (void)move_player_effect(y, x, MPE_DONT_PICKUP);
5646 bool shock_power(void)
5651 PLAYER_LEVEL plev = p_ptr->lev;
5652 int boost = P_PTR_KI;
5653 if (heavy_armor()) boost /= 2;
5656 if (!get_aim_dir(&dir)) return FALSE;
5658 y = p_ptr->y + ddy[dir];
5659 x = p_ptr->x + ddx[dir];
5660 dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
5661 fire_beam(GF_MISSILE, dir, dam);
5662 if (cave[y][x].m_idx)
5667 MONSTER_IDX m_idx = cave[y][x].m_idx;
5668 monster_type *m_ptr = &m_list[m_idx];
5669 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5672 monster_desc(m_name, m_ptr, 0);
5674 if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
5676 msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
5680 for (i = 0; i < 5; i++)
5684 if (cave_empty_bold(y, x))
5691 if ((ty != oy) || (tx != ox))
5693 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
5694 cave[oy][ox].m_idx = 0;
5695 cave[ty][tx].m_idx = (s16b)m_idx;
5696 m_ptr->fy = (byte_hack)ty;
5697 m_ptr->fx = (byte_hack)tx;
5699 update_mon(m_idx, TRUE);
5703 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
5704 p_ptr->update |= (PU_MON_LITE);