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 #include "player-status.h"
19 /*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
24 * @brief モンスターのテレポートアウェイ処理 /
25 * Teleport a monster, normally up to "dis" grids away.
26 * @param m_idx モンスターID
29 * @return テレポートが実際に行われたらtrue
31 * Attempt to move the monster at least "dis/2" grids away.
32 * But allow variation to prevent infinite loops.
34 bool teleport_away(MONSTER_IDX m_idx, POSITION dis, BIT_FLAGS mode)
36 POSITION oy, ox, d, i, min;
38 POSITION ny = 0, nx = 0;
42 monster_type *m_ptr = &m_list[m_idx];
45 if (!m_ptr->r_idx) return (FALSE);
47 /* Save the old location */
51 /* Minimum distance */
54 if ((mode & TELEPORT_DEC_VALOUR) &&
55 (((p_ptr->chp * 10) / p_ptr->mhp) > 5) &&
56 (4+randint1(5) < ((p_ptr->chp * 10) / p_ptr->mhp)))
58 chg_virtue(V_VALOUR, -1);
66 /* Verify max distance */
67 if (dis > 200) dis = 200;
69 /* Try several locations */
70 for (i = 0; i < 500; i++)
72 /* Pick a (possibly illegal) location */
75 ny = rand_spread(oy, dis);
76 nx = rand_spread(ox, dis);
77 d = distance(oy, ox, ny, nx);
78 if ((d >= min) && (d <= dis)) break;
81 /* Ignore illegal locations */
82 if (!in_bounds(ny, nx)) continue;
84 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
86 /* No teleporting into vaults and such */
87 if (!(p_ptr->inside_quest || p_ptr->inside_arena))
88 if (cave[ny][nx].info & CAVE_ICKY) continue;
90 /* This grid looks good */
97 /* Increase the maximum distance */
100 /* Decrease the minimum distance */
103 /* Stop after MAX_TRIES tries */
104 if (tries > MAX_TRIES) return (FALSE);
107 sound(SOUND_TPOTHER);
109 /* Update the old location */
110 cave[oy][ox].m_idx = 0;
112 /* Update the new location */
113 cave[ny][nx].m_idx = m_idx;
115 /* Move the monster */
119 /* Forget the counter target */
122 update_monster(m_idx, TRUE);
126 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
127 p_ptr->update |= (PU_MON_LITE);
134 * @brief モンスターを指定された座標付近にテレポートする /
135 * Teleport monster next to a grid near the given location
136 * @param m_idx モンスターID
139 * @param power テレポート成功確率
143 void teleport_monster_to(MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, BIT_FLAGS mode)
145 POSITION ny, nx, oy, ox;
150 monster_type *m_ptr = &m_list[m_idx];
153 if(!m_ptr->r_idx) return;
156 if(randint1(100) > power) return;
161 /* Save the old location */
165 /* Minimum distance */
168 /* Look until done */
169 while (look && --attempts)
171 /* Verify max distance */
172 if (dis > 200) dis = 200;
174 /* Try several locations */
175 for (i = 0; i < 500; i++)
177 /* Pick a (possibly illegal) location */
180 ny = rand_spread(ty, dis);
181 nx = rand_spread(tx, dis);
182 d = distance(ty, tx, ny, nx);
183 if ((d >= min) && (d <= dis)) break;
186 /* Ignore illegal locations */
187 if (!in_bounds(ny, nx)) continue;
189 if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
191 /* No teleporting into vaults and such */
192 /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
194 /* This grid looks good */
201 /* Increase the maximum distance */
204 /* Decrease the minimum distance */
208 if (attempts < 1) return;
210 sound(SOUND_TPOTHER);
212 /* Update the old location */
213 cave[oy][ox].m_idx = 0;
215 /* Update the new location */
216 cave[ny][nx].m_idx = m_idx;
218 /* Move the monster */
222 update_monster(m_idx, TRUE);
226 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
227 p_ptr->update |= (PU_MON_LITE);
231 * @brief プレイヤーのテレポート先選定と移動処理 /
232 * Teleport the player to a location up to "dis" grids away.
235 * @return 実際にテレポート処理が行われたらtrue
238 * If no such spaces are readily available, the distance may increase.
239 * Try very hard to move the player at least a quarter that distance.
241 * There was a nasty tendency for a long time; which was causing the
242 * player to "bounce" between two or three different spots because
243 * these are the only spots that are "far enough" way to satisfy the
246 * But this tendency is now removed; in the new algorithm, a list of
247 * candidates is selected first, which includes at least 50% of all
248 * floor grids within the distance, and any single grid in this list
249 * of candidates has equal possibility to be choosen as a destination.
253 bool teleport_player_aux(POSITION dis, BIT_FLAGS mode)
255 int candidates_at[MAX_TELEPORT_DISTANCE + 1];
256 int total_candidates, cur_candidates;
257 POSITION y = 0, x = 0;
260 int left = MAX(1, p_ptr->x - dis);
261 int right = MIN(cur_wid - 2, p_ptr->x + dis);
262 int top = MAX(1, p_ptr->y - dis);
263 int bottom = MIN(cur_hgt - 2, p_ptr->y + dis);
265 if (p_ptr->wild_mode) return FALSE;
267 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
269 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
273 /* Initialize counters */
274 total_candidates = 0;
275 for (i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
276 candidates_at[i] = 0;
278 /* Limit the distance */
279 if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
281 /* Search valid locations */
282 for (y = top; y <= bottom; y++)
284 for (x = left; x <= right; x++)
288 /* Skip illegal locations */
289 if (!cave_player_teleportable_bold(y, x, mode)) continue;
291 /* Calculate distance */
292 d = distance(p_ptr->y, p_ptr->x, y, x);
294 /* Skip too far locations */
295 if (d > dis) continue;
297 /* Count the total number of candidates */
300 /* Count the number of candidates in this circumference */
305 /* No valid location! */
306 if (0 == total_candidates) return FALSE;
308 /* Fix the minimum distance */
309 for (cur_candidates = 0, min = dis; min >= 0; min--)
311 cur_candidates += candidates_at[min];
313 /* 50% of all candidates will have an equal chance to be choosen. */
314 if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
317 /* Pick up a single location randomly */
318 pick = randint1(cur_candidates);
320 /* Search again the choosen location */
321 for (y = top; y <= bottom; y++)
323 for (x = left; x <= right; x++)
327 /* Skip illegal locations */
328 if (!cave_player_teleportable_bold(y, x, mode)) continue;
330 /* Calculate distance */
331 d = distance(p_ptr->y, p_ptr->x, y, x);
333 /* Skip too far locations */
334 if (d > dis) continue;
336 /* Skip too close locations */
337 if (d < min) continue;
339 /* This grid was picked up? */
348 if (player_bold(y, x)) return FALSE;
350 sound(SOUND_TELEPORT);
353 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
354 msg_format("『こっちだぁ、%s』", p_ptr->name);
357 /* Move the player */
358 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
364 * @brief プレイヤーのテレポート処理メインルーチン
369 void teleport_player(POSITION dis, BIT_FLAGS mode)
373 /* Save the old location */
374 POSITION oy = p_ptr->y;
375 POSITION ox = p_ptr->x;
377 if (!teleport_player_aux(dis, mode)) return;
379 /* Monsters with teleport ability may follow the player */
380 for (xx = -1; xx < 2; xx++)
382 for (yy = -1; yy < 2; yy++)
384 MONSTER_IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
386 /* A monster except your mount may follow */
387 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx))
389 monster_type *m_ptr = &m_list[tmp_m_idx];
390 monster_race *r_ptr = &r_info[m_ptr->r_idx];
393 * The latter limitation is to avoid
394 * totally unkillable suckers...
396 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
397 !(r_ptr->flagsr & RFR_RES_TELE))
399 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
408 * @brief プレイヤーのテレポートアウェイ処理 /
409 * @param m_idx アウェイを試みたプレイヤーID
413 void teleport_player_away(MONSTER_IDX m_idx, POSITION dis)
417 /* Save the old location */
418 POSITION oy = p_ptr->y;
419 POSITION ox = p_ptr->x;
421 if (!teleport_player_aux(dis, TELEPORT_PASSIVE)) return;
423 /* Monsters with teleport ability may follow the player */
424 for (xx = -1; xx < 2; xx++)
426 for (yy = -1; yy < 2; yy++)
428 IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
430 /* A monster except your mount or caster may follow */
431 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx) && (m_idx != tmp_m_idx))
433 monster_type *m_ptr = &m_list[tmp_m_idx];
434 monster_race *r_ptr = &r_info[m_ptr->r_idx];
437 * The latter limitation is to avoid
438 * totally unkillable suckers...
440 if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
441 !(r_ptr->flagsr & RFR_RES_TELE))
443 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
452 * @brief プレイヤーを指定位置近辺にテレポートさせる
453 * Teleport player to a grid near the given location
456 * @param mode オプションフラグ
460 * This function is slightly obsessive about correctness.
461 * This function allows teleporting into vaults (!)
464 void teleport_player_to(POSITION ny, POSITION nx, BIT_FLAGS mode)
467 POSITION dis = 0, ctr = 0;
469 if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
471 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
475 /* Find a usable location */
478 /* Pick a nearby legal location */
481 y = (POSITION)rand_spread(ny, dis);
482 x = (POSITION)rand_spread(nx, dis);
483 if (in_bounds(y, x)) break;
486 /* Accept any grid when wizard mode */
487 if (p_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!cave[y][x].m_idx || (cave[y][x].m_idx == p_ptr->riding))) break;
489 /* Accept teleportable floor grids */
490 if (cave_player_teleportable_bold(y, x, mode)) break;
492 /* Occasionally advance the distance */
493 if (++ctr > (4 * dis * dis + 4 * dis + 1))
500 sound(SOUND_TELEPORT);
502 /* Move the player */
503 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
507 void teleport_away_followable(MONSTER_IDX m_idx)
509 monster_type *m_ptr = &m_list[m_idx];
510 POSITION oldfy = m_ptr->fy;
511 POSITION oldfx = m_ptr->fx;
512 bool old_ml = m_ptr->ml;
513 POSITION old_cdis = m_ptr->cdis;
515 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
517 if (old_ml && (old_cdis <= MAX_SIGHT) && !world_monster && !p_ptr->inside_battle && los(p_ptr->y, p_ptr->x, oldfy, oldfx))
521 if ((p_ptr->muta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
524 BIT_FLAGS flgs[TR_FLAG_SIZE];
528 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
530 o_ptr = &inventory[i];
531 if (o_ptr->k_idx && !object_is_cursed(o_ptr))
533 object_flags(o_ptr, flgs);
534 if (have_flag(flgs, TR_TELEPORT))
545 if (get_check_strict(_("ついていきますか?", "Do you follow it? "), CHECK_OKAY_CANCEL))
549 teleport_player(200, TELEPORT_PASSIVE);
550 msg_print(_("失敗!", "Failed!"));
552 else teleport_player_to(m_ptr->fy, m_ptr->fx, 0L);
553 p_ptr->energy_need += ENERGY_NEED();
561 * @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 /
562 * Teleport the player one level up or down (random when legal)
563 * @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.
566 void teleport_level(MONSTER_IDX m_idx)
569 GAME_TEXT m_name[160];
572 if (m_idx <= 0) /* To player */
574 strcpy(m_name, _("あなた", "you"));
576 else /* To monster */
578 monster_type *m_ptr = &m_list[m_idx];
580 /* Get the monster name (or "it") */
581 monster_desc(m_name, m_ptr, 0);
583 see_m = is_seen(m_ptr);
586 /* No effect in some case */
587 if (TELE_LEVEL_IS_INEFF(m_idx))
589 if (see_m) msg_print(_("効果がなかった。", "There is no effect."));
593 if ((m_idx <= 0) && p_ptr->anti_tele) /* To player */
595 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
599 /* Choose up or down */
600 if (randint0(100) < 50) go_up = TRUE;
603 if ((m_idx <= 0) && p_ptr->wizard)
605 if (get_check("Force to go up? ")) go_up = TRUE;
606 else if (get_check("Force to go down? ")) go_up = FALSE;
610 if ((ironman_downward && (m_idx <= 0)) || (dun_level <= d_info[dungeon_type].mindepth))
613 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
615 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
617 if (m_idx <= 0) /* To player */
621 dungeon_type = ironman_downward ? DUNGEON_ANGBAND : p_ptr->recall_dungeon;
622 p_ptr->oldpy = p_ptr->y;
623 p_ptr->oldpx = p_ptr->x;
626 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
628 if (autosave_l) do_cmd_save_game(TRUE);
632 dun_level = d_info[dungeon_type].mindepth;
633 prepare_change_floor_mode(CFM_RAND_PLACE);
637 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
641 p_ptr->leaving = TRUE;
646 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
649 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
651 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
655 if (m_idx <= 0) /* To player */
657 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
659 if (autosave_l) do_cmd_save_game(TRUE);
661 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
666 p_ptr->inside_quest = 0;
667 p_ptr->leaving = TRUE;
673 if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
675 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
679 if (m_idx <= 0) /* To player */
681 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
683 if (autosave_l) do_cmd_save_game(TRUE);
685 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
688 p_ptr->leaving = TRUE;
694 if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
696 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
699 if (m_idx <= 0) /* To player */
701 /* Never reach this code on the surface */
702 /* if (!dun_level) dungeon_type = p_ptr->recall_dungeon; */
704 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
706 if (autosave_l) do_cmd_save_game(TRUE);
708 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
711 p_ptr->leaving = TRUE;
715 /* Monster level teleportation is simple deleting now */
718 monster_type *m_ptr = &m_list[m_idx];
720 /* Check for quest completion */
721 check_quest_completion(m_ptr);
723 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
725 char m2_name[MAX_NLEN];
727 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
728 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
731 delete_monster_idx(m_idx);
734 sound(SOUND_TPLEVEL);
739 * @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。
740 * @param note ダンジョンに施す処理記述
743 * @return 選択されたダンジョンID
745 DUNGEON_IDX choose_dungeon(concptr note, POSITION y, POSITION x)
747 DUNGEON_IDX select_dungeon;
752 /* Hack -- No need to choose dungeon in some case */
753 if (lite_town || vanilla_town || ironman_downward)
755 if (max_dlv[DUNGEON_ANGBAND]) return DUNGEON_ANGBAND;
758 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);
764 /* Allocate the "dun" array */
765 C_MAKE(dun, max_d_idx, s16b);
768 for(i = 1; i < max_d_idx; i++)
773 if (!d_info[i].maxdepth) continue;
774 if (!max_dlv[i]) continue;
775 if (d_info[i].final_guardian)
777 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
779 else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
781 sprintf(buf,_(" %c) %c%-12s : 最大 %d 階", " %c) %c%-16s : Max level %d"),
782 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, (int)max_dlv[i]);
783 prt(buf, y + num, x);
789 prt(_(" 選べるダンジョンがない。", " No dungeon is available."), y, x);
792 prt(format(_("どのダンジョン%sしますか:", "Which dungeon do you %s?: "), note), 0, 0);
796 if ((i == ESCAPE) || !num)
798 /* Free the "dun" array */
799 C_KILL(dun, max_d_idx, s16b);
804 if (i >= 'a' && i <('a'+num))
806 select_dungeon = dun[i-'a'];
813 /* Free the "dun" array */
814 C_KILL(dun, max_d_idx, s16b);
816 return select_dungeon;
821 * @brief プレイヤーの帰還発動及び中止処理 /
822 * Recall the player to town or dungeon
823 * @param turns 発動までのターン数
826 bool recall_player(player_type *creature_ptr, TIME_EFFECT turns)
829 * TODO: Recall the player to the last
830 * visited town when in the wilderness
834 if (creature_ptr->inside_arena || ironman_downward)
836 msg_print(_("何も起こらなかった。", "Nothing happens."));
840 if (dun_level && (max_dlv[dungeon_type] > dun_level) && !creature_ptr->inside_quest && !creature_ptr->word_recall)
842 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? ")))
844 max_dlv[dungeon_type] = dun_level;
846 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, _("帰還のときに", "when recall from dungeon"));
850 if (!creature_ptr->word_recall)
854 DUNGEON_IDX select_dungeon;
855 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
856 if (!select_dungeon) return FALSE;
857 creature_ptr->recall_dungeon = select_dungeon;
859 creature_ptr->word_recall = turns;
860 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
861 creature_ptr->redraw |= (PR_STATUS);
865 creature_ptr->word_recall = 0;
866 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
867 creature_ptr->redraw |= (PR_STATUS);
872 bool free_level_recall(player_type *creature_ptr)
874 DUNGEON_IDX select_dungeon;
878 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
880 if (!select_dungeon) return FALSE;
882 max_depth = d_info[select_dungeon].maxdepth;
884 /* Limit depth in Angband */
885 if (select_dungeon == DUNGEON_ANGBAND)
887 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
888 else if (quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
890 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "),
891 d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
895 creature_ptr->word_recall = 1;
896 creature_ptr->recall_dungeon = select_dungeon;
897 max_dlv[creature_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
899 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
901 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
903 creature_ptr->redraw |= (PR_STATUS);
912 * @return リセット処理が実際に行われたらTRUEを返す
914 bool reset_recall(void)
916 int select_dungeon, dummy = 0;
920 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
923 if (ironman_downward)
925 msg_print(_("何も起こらなかった。", "Nothing happens."));
929 if (!select_dungeon) return FALSE;
931 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
932 (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
935 sprintf(tmp_val, "%d", (int)MAX(dun_level, 1));
937 /* Ask for a level */
938 if (get_string(ppp, tmp_val, 10))
940 /* Extract request */
941 dummy = atoi(tmp_val);
944 if (dummy < 1) dummy = 1;
947 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
948 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
950 max_dlv[select_dungeon] = dummy;
953 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
956 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);
958 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
971 * @brief プレイヤーの装備劣化処理 /
972 * Apply disenchantment to the player's stuff
973 * @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
974 * @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 /
975 * Return "TRUE" if the player notices anything
977 bool apply_disenchant(BIT_FLAGS mode)
981 GAME_TEXT o_name[MAX_NLEN];
982 int to_h, to_d, to_a, pval;
984 /* Pick a random slot */
987 case 1: t = INVEN_RARM; break;
988 case 2: t = INVEN_LARM; break;
989 case 3: t = INVEN_BOW; break;
990 case 4: t = INVEN_BODY; break;
991 case 5: t = INVEN_OUTER; break;
992 case 6: t = INVEN_HEAD; break;
993 case 7: t = INVEN_HANDS; break;
994 case 8: t = INVEN_FEET; break;
997 o_ptr = &inventory[t];
999 /* No item, nothing happens */
1000 if (!o_ptr->k_idx) return (FALSE);
1002 /* Disenchant equipments only -- No disenchant on monster ball */
1003 if (!object_is_weapon_armour_ammo(o_ptr))
1006 /* Nothing to disenchant */
1007 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
1009 /* Nothing to notice */
1013 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1015 /* Artifacts have 71% chance to resist */
1016 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
1019 msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
1021 msg_format("Your %s (%c) resist%s disenchantment!", o_name, index_to_label(t),
1022 ((o_ptr->number != 1) ? "" : "s"));
1028 /* Memorize old value */
1034 /* Disenchant tohit */
1035 if (o_ptr->to_h > 0) o_ptr->to_h--;
1036 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
1038 /* Disenchant todam */
1039 if (o_ptr->to_d > 0) o_ptr->to_d--;
1040 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
1042 /* Disenchant toac */
1043 if (o_ptr->to_a > 0) o_ptr->to_a--;
1044 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
1046 /* Disenchant pval (occasionally) */
1047 /* Unless called from wild_magic() */
1048 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
1050 if ((to_h != o_ptr->to_h) || (to_d != o_ptr->to_d) ||
1051 (to_a != o_ptr->to_a) || (pval != o_ptr->pval))
1054 msg_format("%s(%c)は劣化してしまった!", o_name, index_to_label(t) );
1056 msg_format("Your %s (%c) %s disenchanted!", o_name, index_to_label(t),
1057 ((o_ptr->number != 1) ? "were" : "was"));
1060 chg_virtue(V_HARMONY, 1);
1061 chg_virtue(V_ENCHANT, -2);
1062 p_ptr->update |= (PU_BONUS);
1063 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
1072 * @brief プレイヤーの突然変異処理
1075 void mutate_player(void)
1077 BASE_STATUS max1, cur1, max2, cur2;
1080 /* Pick a pair of stats */
1082 for (jj = ii; jj == ii; jj = randint0(6)) /* loop */;
1084 max1 = p_ptr->stat_max[ii];
1085 cur1 = p_ptr->stat_cur[ii];
1086 max2 = p_ptr->stat_max[jj];
1087 cur2 = p_ptr->stat_cur[jj];
1089 p_ptr->stat_max[ii] = max2;
1090 p_ptr->stat_cur[ii] = cur2;
1091 p_ptr->stat_max[jj] = max1;
1092 p_ptr->stat_cur[jj] = cur1;
1096 if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
1097 if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
1100 p_ptr->update |= (PU_BONUS);
1105 * @brief プレイヤーの因果混乱処理 / Apply Nexus
1106 * @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
1109 void apply_nexus(monster_type *m_ptr)
1111 switch (randint1(7))
1113 case 1: case 2: case 3:
1115 teleport_player(200, TELEPORT_PASSIVE);
1121 teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
1127 if (randint0(100) < p_ptr->skill_sav)
1129 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1133 /* Teleport Level */
1140 if (randint0(100) < p_ptr->skill_sav)
1142 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
1146 msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
1155 * @brief 寿命つき光源の燃素追加処理 /
1156 * Charge a lite (torch or latern)
1159 void phlogiston(void)
1161 GAME_TURN max_flog = 0;
1162 object_type * o_ptr = &inventory[INVEN_LITE];
1165 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
1167 max_flog = FUEL_LAMP;
1171 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
1173 max_flog = FUEL_TORCH;
1176 /* No torch to refill */
1179 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."));
1183 if (o_ptr->xtra4 >= max_flog)
1185 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."));
1190 o_ptr->xtra4 += (XTRA16)(max_flog / 2);
1192 msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
1194 if (o_ptr->xtra4 >= max_flog)
1196 o_ptr->xtra4 = (XTRA16)max_flog;
1197 msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
1200 /* Recalculate torch */
1201 p_ptr->update |= (PU_TORCH);
1206 * @brief 武器へのエゴ付加処理 /
1207 * Brand the current weapon
1208 * @param brand_type エゴ化ID(e_info.txtとは連動していない)
1211 void brand_weapon(int brand_type)
1218 /* Assume enchant weapon */
1219 item_tester_hook = object_allow_enchant_melee_weapon;
1221 q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
1222 s = _("強化できる武器がない。", "You have nothing to enchant.");
1224 o_ptr = choose_object(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT));
1227 /* you can never modify artifacts / ego-items */
1228 /* you can never modify cursed items */
1229 /* TY: You _can_ modify broken items (if you're silly enough) */
1230 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1231 !object_is_cursed(o_ptr) &&
1232 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1233 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1234 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
1238 /* Let's get the name before it is changed... */
1239 GAME_TEXT o_name[MAX_NLEN];
1240 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1245 if (o_ptr->tval == TV_SWORD)
1247 act = _("は鋭さを増した!", "becomes very sharp!");
1249 o_ptr->name2 = EGO_SHARPNESS;
1250 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, dun_level) + 1;
1252 if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
1257 act = _("は破壊力を増した!", "seems very powerful.");
1258 o_ptr->name2 = EGO_EARTHQUAKES;
1259 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, dun_level);
1263 act = _("は人間の血を求めている!", "seems to be looking for humans!");
1264 o_ptr->name2 = EGO_KILL_HUMAN;
1267 act = _("は電撃に覆われた!", "covered with lightning!");
1268 o_ptr->name2 = EGO_BRAND_ELEC;
1271 act = _("は酸に覆われた!", "coated with acid!");
1272 o_ptr->name2 = EGO_BRAND_ACID;
1275 act = _("は邪悪なる怪物を求めている!", "seems to be looking for evil monsters!");
1276 o_ptr->name2 = EGO_KILL_EVIL;
1279 act = _("は異世界の住人の肉体を求めている!", "seems to be looking for demons!");
1280 o_ptr->name2 = EGO_KILL_DEMON;
1283 act = _("は屍を求めている!", "seems to be looking for undead!");
1284 o_ptr->name2 = EGO_KILL_UNDEAD;
1287 act = _("は動物の血を求めている!", "seems to be looking for animals!");
1288 o_ptr->name2 = EGO_KILL_ANIMAL;
1291 act = _("はドラゴンの血を求めている!", "seems to be looking for dragons!");
1292 o_ptr->name2 = EGO_KILL_DRAGON;
1295 act = _("はトロルの血を求めている!", "seems to be looking for troll!s");
1296 o_ptr->name2 = EGO_KILL_TROLL;
1299 act = _("はオークの血を求めている!", "seems to be looking for orcs!");
1300 o_ptr->name2 = EGO_KILL_ORC;
1303 act = _("は巨人の血を求めている!", "seems to be looking for giants!");
1304 o_ptr->name2 = EGO_KILL_GIANT;
1307 act = _("は非常に不安定になったようだ。", "seems very unstable now.");
1308 o_ptr->name2 = EGO_TRUMP;
1309 o_ptr->pval = randint1(2);
1312 act = _("は血を求めている!", "thirsts for blood!");
1313 o_ptr->name2 = EGO_VAMPIRIC;
1316 act = _("は毒に覆われた。", "is coated with poison.");
1317 o_ptr->name2 = EGO_BRAND_POIS;
1320 act = _("は純ログルスに飲み込まれた。", "is engulfed in raw Logrus!");
1321 o_ptr->name2 = EGO_CHAOTIC;
1324 act = _("は炎のシールドに覆われた!", "is covered in a fiery shield!");
1325 o_ptr->name2 = EGO_BRAND_FIRE;
1328 act = _("は深く冷たいブルーに輝いた!", "glows deep, icy blue!");
1329 o_ptr->name2 = EGO_BRAND_COLD;
1333 msg_format(_("あなたの%s%s", "Your %s %s"), o_name, act);
1334 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1336 o_ptr->discount = 99;
1337 chg_virtue(V_ENCHANT, 2);
1341 if (flush_failure) flush();
1343 msg_print(_("属性付加に失敗した。", "The Branding failed."));
1344 chg_virtue(V_ENCHANT, -2);
1351 * @brief 虚無招来によるフロア中の全壁除去処理 /
1352 * Vanish all walls in this floor
1353 * @return 実際に処理が反映された場合TRUE
1355 static bool vanish_dungeon(void)
1359 feature_type *f_ptr;
1360 monster_type *m_ptr;
1361 GAME_TEXT m_name[MAX_NLEN];
1363 /* Prevent vasishing of quest levels and town */
1364 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1369 /* Scan all normal grids */
1370 for (y = 1; y < cur_hgt - 1; y++)
1372 for (x = 1; x < cur_wid - 1; x++)
1374 c_ptr = &cave[y][x];
1376 /* Seeing true feature code (ignore mimic) */
1377 f_ptr = &f_info[c_ptr->feat];
1379 /* Lose room and vault */
1380 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1382 m_ptr = &m_list[c_ptr->m_idx];
1385 if (c_ptr->m_idx && MON_CSLEEP(m_ptr))
1387 /* Reset sleep counter */
1388 (void)set_monster_csleep(c_ptr->m_idx, 0);
1390 /* Notice the "waking up" */
1393 monster_desc(m_name, m_ptr, 0);
1394 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1398 /* Process all walls, doors and patterns */
1399 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(y, x, FF_HURT_DISI);
1403 /* Special boundary walls -- Top and bottom */
1404 for (x = 0; x < cur_wid; x++)
1406 c_ptr = &cave[0][x];
1407 f_ptr = &f_info[c_ptr->mimic];
1409 /* Lose room and vault */
1410 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1412 /* Set boundary mimic if needed */
1413 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1415 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1417 /* Check for change to boring grid */
1418 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1421 c_ptr = &cave[cur_hgt - 1][x];
1422 f_ptr = &f_info[c_ptr->mimic];
1424 /* Lose room and vault */
1425 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1427 /* Set boundary mimic if needed */
1428 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1430 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1432 /* Check for change to boring grid */
1433 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1437 /* Special boundary walls -- Left and right */
1438 for (y = 1; y < (cur_hgt - 1); y++)
1440 c_ptr = &cave[y][0];
1441 f_ptr = &f_info[c_ptr->mimic];
1443 /* Lose room and vault */
1444 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1446 /* Set boundary mimic if needed */
1447 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1449 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1451 /* Check for change to boring grid */
1452 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1455 c_ptr = &cave[y][cur_wid - 1];
1456 f_ptr = &f_info[c_ptr->mimic];
1458 /* Lose room and vault */
1459 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1461 /* Set boundary mimic if needed */
1462 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1464 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1466 /* Check for change to boring grid */
1467 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1471 /* Mega-Hack -- Forget the view and lite */
1472 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
1473 p_ptr->redraw |= (PR_MAP);
1474 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1483 void call_the_(void)
1487 bool do_call = TRUE;
1489 for (i = 0; i < 9; i++)
1491 c_ptr = &cave[p_ptr->y + ddy_ddd[i]][p_ptr->x + ddx_ddd[i]];
1493 if (!cave_have_flag_grid(c_ptr, FF_PROJECT))
1495 if (!c_ptr->mimic || !have_flag(f_info[c_ptr->mimic].flags, FF_PROJECT) ||
1496 !permanent_wall(&f_info[c_ptr->feat]))
1506 for (i = 1; i < 10; i++)
1508 if (i - 5) fire_ball(GF_ROCKET, i, 175, 2);
1511 for (i = 1; i < 10; i++)
1513 if (i - 5) fire_ball(GF_MANA, i, 175, 3);
1516 for (i = 1; i < 10; i++)
1518 if (i - 5) fire_ball(GF_NUKE, i, 175, 4);
1522 /* Prevent destruction of quest levels and town */
1523 else if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1525 msg_print(_("地面が揺れた。", "The ground trembles."));
1531 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
1532 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
1534 msg_format("You %s the %s too close to a wall!",
1535 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1536 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1538 msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
1542 if (!vanish_dungeon()) msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon silences a moment."));
1546 if (destroy_area(p_ptr->y, p_ptr->x, 15 + p_ptr->lev + randint0(11), FALSE))
1547 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
1549 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
1552 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
1558 * @brief アイテム引き寄せ処理 /
1559 * Fetch an item (teleport it right underneath the caster)
1560 * @param dir 魔法の発動方向
1562 * @param require_los 射線の通りを要求するならばTRUE
1565 void fetch(DIRECTION dir, WEIGHT wgt, bool require_los)
1571 GAME_TEXT o_name[MAX_NLEN];
1573 /* Check to see if an object is already there */
1574 if (cave[p_ptr->y][p_ptr->x].o_idx)
1576 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."));
1581 if (dir == 5 && target_okay())
1586 if (distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE)
1588 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!"));
1592 c_ptr = &cave[ty][tx];
1594 /* We need an item to fetch */
1597 msg_print(_("そこには何もありません。", "There is no object at this place."));
1601 /* No fetching from vault */
1602 if (c_ptr->info & CAVE_ICKY)
1604 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."));
1608 /* We need to see the item */
1611 if (!player_has_los_bold(ty, tx))
1613 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."));
1616 else if (!projectable(p_ptr->y, p_ptr->x, ty, tx))
1618 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
1631 c_ptr = &cave[ty][tx];
1633 if ((distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE) ||
1634 !cave_have_flag_bold(ty, tx, FF_PROJECT)) return;
1636 while (!c_ptr->o_idx);
1639 o_ptr = &o_list[c_ptr->o_idx];
1641 if (o_ptr->weight > wgt)
1643 /* Too heavy to 'fetch' */
1644 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
1649 c_ptr->o_idx = o_ptr->next_o_idx;
1650 cave[p_ptr->y][p_ptr->x].o_idx = i; /* 'move' it */
1652 o_ptr->next_o_idx = 0;
1653 o_ptr->iy = p_ptr->y;
1654 o_ptr->ix = p_ptr->x;
1656 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1657 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);
1659 note_spot(p_ptr->y, p_ptr->x);
1660 p_ptr->redraw |= PR_MAP;
1667 void alter_reality(void)
1669 /* Ironman option */
1670 if (p_ptr->inside_arena || ironman_downward)
1672 msg_print(_("何も起こらなかった。", "Nothing happens."));
1676 if (!p_ptr->alter_reality)
1678 TIME_EFFECT turns = randint0(21) + 15;
1680 p_ptr->alter_reality = turns;
1681 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
1683 p_ptr->redraw |= (PR_STATUS);
1687 p_ptr->alter_reality = 0;
1688 msg_print(_("景色が元に戻った...", "The view around you got back..."));
1689 p_ptr->redraw |= (PR_STATUS);
1696 * @brief 守りのルーン設置処理 /
1697 * Leave a "glyph of warding" which prevents monster movement
1698 * @return 実際に設置が行われた場合TRUEを返す
1700 bool warding_glyph(void)
1702 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1704 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1708 /* Create a glyph */
1709 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1710 cave[p_ptr->y][p_ptr->x].mimic = feat_glyph;
1712 note_spot(p_ptr->y, p_ptr->x);
1713 lite_spot(p_ptr->y, p_ptr->x);
1720 * @return 実際に設置が行われた場合TRUEを返す
1722 bool place_mirror(void)
1724 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1726 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1730 /* Create a mirror */
1731 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1732 cave[p_ptr->y][p_ptr->x].mimic = feat_mirror;
1734 /* Turn on the light */
1735 cave[p_ptr->y][p_ptr->x].info |= CAVE_GLOW;
1737 note_spot(p_ptr->y, p_ptr->x);
1738 lite_spot(p_ptr->y, p_ptr->x);
1739 update_local_illumination(p_ptr->y, p_ptr->x);
1746 * @brief 爆発のルーン設置処理 /
1747 * Leave an "explosive rune" which prevents monster movement
1748 * @return 実際に設置が行われた場合TRUEを返す
1750 bool explosive_rune(void)
1752 if (!cave_clean_bold(p_ptr->y, p_ptr->x))
1754 msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
1758 /* Create a glyph */
1759 cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
1760 cave[p_ptr->y][p_ptr->x].mimic = feat_explosive_rune;
1762 note_spot(p_ptr->y, p_ptr->x);
1763 lite_spot(p_ptr->y, p_ptr->x);
1770 * @brief 全所持アイテム鑑定処理 /
1771 * Identify everything being carried.
1772 * Done by a potion of "self knowledge".
1775 void identify_pack(void)
1779 /* Simply identify and know every item */
1780 for (i = 0; i < INVEN_TOTAL; i++)
1782 object_type *o_ptr = &inventory[i];
1784 /* Skip non-objects */
1785 if (!o_ptr->k_idx) continue;
1787 identify_item(o_ptr);
1789 /* Auto-inscription */
1790 autopick_alter_item(i, FALSE);
1796 * @brief 装備強化処理の失敗率定数(千分率) /
1797 * Used by the "enchant" function (chance of failure)
1798 * (modified for Zangband, we need better stuff there...) -- TY
1801 static int enchant_table[16] =
1803 0, 10, 50, 100, 200,
1804 300, 400, 500, 650, 800,
1805 950, 987, 993, 995, 998,
1812 * Removes curses from items in inventory
1813 * @param all 軽い呪いまでの解除ならば0
1814 * @return 解呪されたアイテムの数
1817 * Note that Items which are "Perma-Cursed" (The One Ring,
1818 * The Crown of Morgoth) can NEVER be uncursed.
1820 * Note that if "all" is FALSE, then Items which are
1821 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1822 * will not be uncursed.
1825 static int remove_curse_aux(int all)
1829 /* Attempt to uncurse items being worn */
1830 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1832 object_type *o_ptr = &inventory[i];
1834 /* Skip non-objects */
1835 if (!o_ptr->k_idx) continue;
1837 /* Uncursed already */
1838 if (!object_is_cursed(o_ptr)) continue;
1840 /* Heavily Cursed Items need a special spell */
1841 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1843 /* Perma-Cursed Items can NEVER be uncursed */
1844 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1847 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1852 o_ptr->curse_flags = 0L;
1854 /* Hack -- Assume felt */
1855 o_ptr->ident |= (IDENT_SENSE);
1857 o_ptr->feeling = FEEL_NONE;
1859 p_ptr->update |= (PU_BONUS);
1860 p_ptr->window |= (PW_EQUIP);
1862 /* Count the uncursings */
1868 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."));
1870 /* Return "something uncursed" */
1876 * @brief 装備の軽い呪い解呪処理 /
1877 * Remove most curses
1878 * @return 解呪に成功した装備数
1880 int remove_curse(void)
1882 return (remove_curse_aux(FALSE));
1886 * @brief 装備の重い呪い解呪処理 /
1888 * @return 解呪に成功した装備数
1890 int remove_all_curse(void)
1892 return (remove_curse_aux(TRUE));
1897 * @brief アイテムの価値に応じた錬金術処理 /
1898 * Turns an object into gold, gain some of its value in a shop
1899 * @return 処理が実際に行われたらTRUEを返す
1905 ITEM_NUMBER old_number;
1909 GAME_TEXT o_name[MAX_NLEN];
1910 char out_val[MAX_NLEN+40];
1914 /* Hack -- force destruction */
1915 if (command_arg > 0) force = TRUE;
1917 q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
1918 s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
1920 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
1921 if (!o_ptr) return (FALSE);
1923 /* See how many items */
1924 if (o_ptr->number > 1)
1926 /* Get a quantity */
1927 amt = get_quantity(NULL, o_ptr->number);
1929 /* Allow user abort */
1930 if (amt <= 0) return FALSE;
1933 old_number = o_ptr->number;
1934 o_ptr->number = amt;
1935 object_desc(o_name, o_ptr, 0);
1936 o_ptr->number = old_number;
1938 /* Verify unless quantity given */
1941 if (confirm_destroy || (object_value(o_ptr) > 0))
1943 /* Make a verification */
1944 sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
1945 if (!get_check(out_val)) return FALSE;
1949 /* Artifacts cannot be destroyed */
1950 if (!can_player_destroy_object(o_ptr))
1952 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);
1957 price = object_value_real(o_ptr);
1961 msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
1967 if (amt > 1) price *= amt;
1969 if (price > 30000) price = 30000;
1970 msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
1975 p_ptr->redraw |= (PR_GOLD);
1977 p_ptr->window |= (PW_PLAYER);
1981 /* Eliminate the item (from the pack) */
1984 inven_item_increase(item, -amt);
1985 inven_item_describe(item);
1986 inven_item_optimize(item);
1989 /* Eliminate the item (from the floor) */
1992 floor_item_increase(0 - item, -amt);
1993 floor_item_describe(0 - item);
1994 floor_item_optimize(0 - item);
2002 * @brief 呪いの打ち破り処理 /
2003 * Break the curse of an item
2004 * @param o_ptr 呪い装備情報の参照ポインタ
2007 static void break_curse(object_type *o_ptr)
2009 if (object_is_cursed(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
2011 msg_print(_("かけられていた呪いが打ち破られた!", "The curse is broken!"));
2013 o_ptr->curse_flags = 0L;
2014 o_ptr->ident |= (IDENT_SENSE);
2015 o_ptr->feeling = FEEL_NONE;
2022 * Enchants a plus onto an item. -RAK-
2023 * @param o_ptr 強化するアイテムの参照ポインタ
2025 * @param eflag 強化オプション(命中/ダメージ/AC)
2026 * @return 強化に成功した場合TRUEを返す
2029 * Revamped! Now takes item pointer, number of times to try enchanting,
2030 * and a flag of what to try enchanting. Artifacts resist enchantment
2031 * some of the time, and successful enchantment to at least +0 might
2032 * break a curse on the item. -CFT-
2034 * Note that an item can technically be enchanted all the way to +15 if
2035 * you wait a very, very, long time. Going from +9 to +10 only works
2036 * about 5% of the time, and from +10 to +11 only about 1% of the time.
2038 * Note that this function can now be used on "piles" of items, and
2039 * the larger the pile, the lower the chance of success.
2042 bool enchant(object_type *o_ptr, int n, int eflag)
2044 int i, chance, prob;
2046 bool a = object_is_artifact(o_ptr);
2047 bool force = (eflag & ENCH_FORCE);
2049 /* Large piles resist enchantment */
2050 prob = o_ptr->number * 100;
2052 /* Missiles are easy to enchant */
2053 if ((o_ptr->tval == TV_BOLT) ||
2054 (o_ptr->tval == TV_ARROW) ||
2055 (o_ptr->tval == TV_SHOT))
2061 for (i = 0; i < n; i++)
2063 /* Hack -- Roll for pile resistance */
2064 if (!force && randint0(prob) >= 100) continue;
2066 /* Enchant to hit */
2067 if (eflag & ENCH_TOHIT)
2069 if (o_ptr->to_h < 0) chance = 0;
2070 else if (o_ptr->to_h > 15) chance = 1000;
2071 else chance = enchant_table[o_ptr->to_h];
2073 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2078 /* only when you get it above -1 -CFT */
2079 if (o_ptr->to_h >= 0)
2084 /* Enchant to damage */
2085 if (eflag & ENCH_TODAM)
2087 if (o_ptr->to_d < 0) chance = 0;
2088 else if (o_ptr->to_d > 15) chance = 1000;
2089 else chance = enchant_table[o_ptr->to_d];
2091 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2096 /* only when you get it above -1 -CFT */
2097 if (o_ptr->to_d >= 0)
2102 /* Enchant to armor class */
2103 if (eflag & ENCH_TOAC)
2105 if (o_ptr->to_a < 0) chance = 0;
2106 else if (o_ptr->to_a > 15) chance = 1000;
2107 else chance = enchant_table[o_ptr->to_a];
2109 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2114 /* only when you get it above -1 -CFT */
2115 if (o_ptr->to_a >= 0)
2122 if (!res) return (FALSE);
2124 /* Combine / Reorder the pack (later) */
2125 p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
2126 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2136 * @brief 装備修正強化処理のメインルーチン /
2137 * Enchant an item (in the inventory or on the floor)
2138 * @param num_hit 命中修正量
2139 * @param num_dam ダメージ修正量
2140 * @param num_ac AC修正量
2141 * @return 強化に成功した場合TRUEを返す
2143 * Note that "num_ac" requires armour, else weapon
2144 * Returns TRUE if attempted, FALSE if cancelled
2146 bool enchant_spell(HIT_PROB num_hit, HIT_POINT num_dam, ARMOUR_CLASS num_ac)
2151 GAME_TEXT o_name[MAX_NLEN];
2154 /* Assume enchant weapon */
2155 item_tester_hook = object_allow_enchant_weapon;
2157 /* Enchant armor if requested */
2158 if (num_ac) item_tester_hook = object_is_armour;
2160 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2161 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2163 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
2164 if (!o_ptr) return (FALSE);
2166 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2168 msg_format("%s は明るく輝いた!", o_name);
2170 msg_format("%s %s glow%s brightly!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
2174 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
2175 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
2176 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
2181 if (flush_failure) flush();
2182 msg_print(_("強化に失敗した。", "The enchantment failed."));
2183 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2186 chg_virtue(V_ENCHANT, 1);
2190 /* Something happened */
2196 * @brief アーティファクト生成の巻物処理 /
2197 * @return 生成が実際に試みられたらTRUEを返す
2199 bool artifact_scroll(void)
2204 GAME_TEXT o_name[MAX_NLEN];
2207 /* Enchant weapon/armour */
2208 item_tester_hook = item_tester_hook_nameless_weapon_armour;
2210 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
2211 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
2213 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
2214 if (!o_ptr) return (FALSE);
2216 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2218 msg_format("%s は眩い光を発した!",o_name);
2220 msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
2223 if (object_is_artifact(o_ptr))
2226 msg_format("%sは既に伝説のアイテムです!", o_name );
2228 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
2234 else if (object_is_ego(o_ptr))
2237 msg_format("%sは既に名のあるアイテムです!", o_name );
2239 msg_format("The %s %s already %s!",
2240 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2241 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
2247 else if (o_ptr->xtra3)
2250 msg_format("%sは既に強化されています!", o_name );
2252 msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"),
2253 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
2259 if (o_ptr->number > 1)
2261 msg_print(_("複数のアイテムに魔法をかけるだけのエネルギーはありません!", "Not enough energy to enchant more than one object!"));
2263 msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
2265 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
2270 inven_item_increase(item, 1 - (o_ptr->number));
2274 floor_item_increase(0 - item, 1 - (o_ptr->number));
2277 okay = create_artifact(o_ptr, TRUE);
2283 if (flush_failure) flush();
2284 msg_print(_("強化に失敗した。", "The enchantment failed."));
2285 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2289 if (record_rand_art)
2291 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2292 do_cmd_write_nikki(NIKKI_ART_SCROLL, 0, o_name);
2294 chg_virtue(V_ENCHANT, 1);
2299 /* Something happened */
2306 * Identify an object
2307 * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
2308 * @return 実際に鑑定できたらTRUEを返す
2310 bool identify_item(object_type *o_ptr)
2312 bool old_known = FALSE;
2313 GAME_TEXT o_name[MAX_NLEN];
2315 object_desc(o_name, o_ptr, 0);
2317 if (o_ptr->ident & IDENT_KNOWN)
2320 if (!(o_ptr->ident & (IDENT_MENTAL)))
2322 if (object_is_artifact(o_ptr) || one_in_(5))
2323 chg_virtue(V_KNOWLEDGE, 1);
2326 /* Identify it fully */
2327 object_aware(o_ptr);
2328 object_known(o_ptr);
2330 /* Player touches it */
2331 o_ptr->marked |= OM_TOUCHED;
2333 p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
2334 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2336 strcpy(record_o_name, o_name);
2339 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2341 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
2342 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2343 if(record_rand_art && !old_known && o_ptr->art_name)
2344 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2350 * @brief アイテム鑑定のメインルーチン処理 /
2351 * Identify an object in the inventory (or on the floor)
2352 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2353 * @return 実際に鑑定を行ったならばTRUEを返す
2355 * This routine does *not* automatically combine objects.
2356 * Returns TRUE if something was identified, else FALSE.
2358 bool ident_spell(bool only_equip)
2362 GAME_TEXT o_name[MAX_NLEN];
2367 item_tester_hook = item_tester_hook_identify_weapon_armour;
2369 item_tester_hook = item_tester_hook_identify;
2373 q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
2378 item_tester_hook = object_is_weapon_armour_ammo;
2380 item_tester_hook = NULL;
2382 q = _("すべて鑑定済みです。 ", "All items are identified. ");
2385 s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
2387 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
2388 if (!o_ptr) return (FALSE);
2390 old_known = identify_item(o_ptr);
2392 object_desc(o_name, o_ptr, 0);
2393 if (item >= INVEN_RARM)
2395 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2399 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2403 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2406 /* Auto-inscription/destroy */
2407 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2409 /* Something happened */
2415 * @brief アイテム凡庸化のメインルーチン処理 /
2416 * Identify an object in the inventory (or on the floor)
2417 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2418 * @return 実際に凡庸化をを行ったならばTRUEを返す
2421 * Mundanify an object in the inventory (or on the floor)
2422 * This routine does *not* automatically combine objects.
2423 * Returns TRUE if something was mundanified, else FALSE.
2426 bool mundane_spell(bool only_equip)
2432 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
2434 q = _("どれを使いますか?", "Use which item? ");
2435 s = _("使えるものがありません。", "You have nothing you can use.");
2437 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
2438 if (!o_ptr) return (FALSE);
2440 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
2442 POSITION iy = o_ptr->iy; /* Y-position on map, or zero */
2443 POSITION ix = o_ptr->ix; /* X-position on map, or zero */
2444 OBJECT_IDX next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
2445 byte marked = o_ptr->marked; /* Object is marked */
2446 WEIGHT weight = o_ptr->number * o_ptr->weight;
2447 u16b inscription = o_ptr->inscription;
2450 object_prep(o_ptr, o_ptr->k_idx);
2454 o_ptr->next_o_idx = next_o_idx;
2455 o_ptr->marked = marked;
2456 o_ptr->inscription = inscription;
2457 if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
2461 /* Something happened */
2466 * @brief アイテム*鑑定*のメインルーチン処理 /
2467 * Identify an object in the inventory (or on the floor)
2468 * @param only_equip 装備品のみを対象とするならばTRUEを返す
2469 * @return 実際に鑑定を行ったならばTRUEを返す
2471 * Fully "identify" an object in the inventory -BEN-
2472 * This routine returns TRUE if an item was identified.
2474 bool identify_fully(bool only_equip)
2478 GAME_TEXT o_name[MAX_NLEN];
2483 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
2485 item_tester_hook = item_tester_hook_identify_fully;
2489 q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
2494 item_tester_hook = object_is_weapon_armour_ammo;
2496 item_tester_hook = NULL;
2498 q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
2501 s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
2503 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
2504 if (!o_ptr) return (FALSE);
2506 old_known = identify_item(o_ptr);
2508 /* Mark the item as fully known */
2509 o_ptr->ident |= (IDENT_MENTAL);
2512 object_desc(o_name, o_ptr, 0);
2513 if (item >= INVEN_RARM)
2515 msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
2519 msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
2523 msg_format(_("床上: %s。", "On the ground: %s."), o_name);
2526 /* Describe it fully */
2527 (void)screen_object(o_ptr, 0L);
2529 /* Auto-inscription/destroy */
2530 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2540 * Recharge a wand/staff/rod from the pack or on the floor.
2541 * This function has been rewritten in Oangband and ZAngband.
2542 * @param power 充填パワー
2543 * @return ターン消費を要する処理まで進んだらTRUEを返す
2545 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
2546 * Chaos -- Arcane Binding --> recharge(90)
2548 * Scroll of recharging --> recharge(130)
2549 * Artifact activation/Thingol --> recharge(130)
2551 * It is harder to recharge high level, and highly charged wands,
2552 * staffs, and rods. The more wands in a stack, the more easily and
2553 * strongly they recharge. Staffs, however, each get fewer charges if
2556 * Beware of "sliding index errors".
2558 bool recharge(int power)
2562 int recharge_strength;
2563 TIME_EFFECT recharge_amount;
2572 GAME_TEXT o_name[MAX_NLEN];
2574 /* Only accept legal items */
2575 item_tester_hook = item_tester_hook_recharge;
2577 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
2578 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
2580 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
2581 if (!o_ptr) return (FALSE);
2583 /* Get the object kind. */
2584 k_ptr = &k_info[o_ptr->k_idx];
2586 /* Extract the object "level" */
2587 lev = k_info[o_ptr->k_idx].level;
2590 /* Recharge a rod */
2591 if (o_ptr->tval == TV_ROD)
2593 /* Extract a recharge strength by comparing object level to power. */
2594 recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
2598 if (one_in_(recharge_strength))
2600 /* Activate the failure code. */
2607 /* Recharge amount */
2608 recharge_amount = (power * damroll(3, 2));
2610 /* Recharge by that amount */
2611 if (o_ptr->timeout > recharge_amount)
2612 o_ptr->timeout -= recharge_amount;
2619 /* Recharge wand/staff */
2622 /* Extract a recharge strength by comparing object level to power.
2623 * Divide up a stack of wands' charges to calculate charge penalty.
2625 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2626 recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
2628 /* All staffs, unstacked wands. */
2629 else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
2632 if (recharge_strength < 0) recharge_strength = 0;
2635 if (one_in_(recharge_strength))
2637 /* Activate the failure code. */
2641 /* If the spell didn't backfire, recharge the wand or staff. */
2644 /* Recharge based on the standard number of charges. */
2645 recharge_amount = randint1(1 + k_ptr->pval / 2);
2647 /* Multiple wands in a stack increase recharging somewhat. */
2648 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2651 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
2652 if (recharge_amount < 1) recharge_amount = 1;
2653 if (recharge_amount > 12) recharge_amount = 12;
2656 /* But each staff in a stack gets fewer additional charges,
2657 * although always at least one.
2659 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
2661 recharge_amount /= (TIME_EFFECT)o_ptr->number;
2662 if (recharge_amount < 1) recharge_amount = 1;
2665 /* Recharge the wand or staff. */
2666 o_ptr->pval += recharge_amount;
2669 /* Hack -- we no longer "know" the item */
2670 o_ptr->ident &= ~(IDENT_KNOWN);
2672 /* Hack -- we no longer think the item is empty */
2673 o_ptr->ident &= ~(IDENT_EMPTY);
2678 /* Inflict the penalties for failing a recharge. */
2681 /* Artifacts are never destroyed. */
2682 if (object_is_fixed_artifact(o_ptr))
2684 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2685 msg_format(_("魔力が逆流した!%sは完全に魔力を失った。", "The recharging backfires - %s is completely drained!"), o_name);
2687 /* Artifact rods. */
2688 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
2689 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2691 /* Artifact wands and staffs. */
2692 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
2697 /* Get the object description */
2698 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2700 /*** Determine Seriousness of Failure ***/
2702 /* Mages recharge objects more safely. */
2703 if (IS_WIZARD_CLASS() || p_ptr->pclass == CLASS_MAGIC_EATER || p_ptr->pclass == CLASS_BLUE_MAGE)
2705 /* 10% chance to blow up one rod, otherwise draining. */
2706 if (o_ptr->tval == TV_ROD)
2708 if (one_in_(10)) fail_type = 2;
2711 /* 75% chance to blow up one wand, otherwise draining. */
2712 else if (o_ptr->tval == TV_WAND)
2714 if (!one_in_(3)) fail_type = 2;
2717 /* 50% chance to blow up one staff, otherwise no effect. */
2718 else if (o_ptr->tval == TV_STAFF)
2720 if (one_in_(2)) fail_type = 2;
2725 /* All other classes get no special favors. */
2728 /* 33% chance to blow up one rod, otherwise draining. */
2729 if (o_ptr->tval == TV_ROD)
2731 if (one_in_(3)) fail_type = 2;
2734 /* 20% chance of the entire stack, else destroy one wand. */
2735 else if (o_ptr->tval == TV_WAND)
2737 if (one_in_(5)) fail_type = 3;
2740 /* Blow up one staff. */
2741 else if (o_ptr->tval == TV_STAFF)
2747 /*** Apply draining and destruction. ***/
2749 /* Drain object or stack of objects. */
2752 if (o_ptr->tval == TV_ROD)
2754 msg_print(_("魔力が逆噴射して、ロッドからさらに魔力を吸い取ってしまった!", "The recharge backfires, draining the rod further!"));
2756 if (o_ptr->timeout < 10000)
2757 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
2759 else if (o_ptr->tval == TV_WAND)
2761 msg_format(_("%sは破損を免れたが、魔力が全て失われた。", "You save your %s from destruction, but all charges are lost."), o_name);
2764 /* Staffs aren't drained. */
2767 /* Destroy an object or one in a stack of objects. */
2770 if (o_ptr->number > 1)
2771 msg_format(_("乱暴な魔法のために%sが一本壊れた!", "Wild magic consumes one of your %s!"), o_name);
2773 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2775 /* Reduce rod stack maximum timeout, drain wands. */
2776 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
2777 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
2779 /* Reduce and describe inventory */
2782 inven_item_increase(item, -1);
2783 inven_item_describe(item);
2784 inven_item_optimize(item);
2787 /* Reduce and describe floor item */
2790 floor_item_increase(0 - item, -1);
2791 floor_item_describe(0 - item);
2792 floor_item_optimize(0 - item);
2796 /* Destroy all members of a stack of objects. */
2799 if (o_ptr->number > 1)
2800 msg_format(_("乱暴な魔法のために%sが全て壊れた!", "Wild magic consumes all your %s!"), o_name);
2802 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
2804 /* Reduce and describe inventory */
2807 inven_item_increase(item, -999);
2808 inven_item_describe(item);
2809 inven_item_optimize(item);
2812 /* Reduce and describe floor item */
2815 floor_item_increase(0 - item, -999);
2816 floor_item_describe(0 - item);
2817 floor_item_optimize(0 - item);
2823 /* Combine / Reorder the pack (later) */
2824 p_ptr->update |= (PU_COMBINE | PU_REORDER);
2825 p_ptr->window |= (PW_INVEN);
2827 /* Something was done */
2835 * @return ターン消費を要する処理を行ったならばTRUEを返す
2837 bool bless_weapon(void)
2841 BIT_FLAGS flgs[TR_FLAG_SIZE];
2842 GAME_TEXT o_name[MAX_NLEN];
2845 /* Bless only weapons */
2846 item_tester_hook = object_is_weapon;
2848 q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
2849 s = _("祝福できる武器がありません。", "You have weapon to bless.");
2851 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
2852 if (!o_ptr) return FALSE;
2854 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2855 object_flags(o_ptr, flgs);
2857 if (object_is_cursed(o_ptr))
2859 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
2860 have_flag(flgs, TR_ADD_L_CURSE) ||
2861 have_flag(flgs, TR_ADD_H_CURSE) ||
2862 (o_ptr->curse_flags & TRC_PERMA_CURSE))
2865 msg_format("%sを覆う黒いオーラは祝福を跳ね返した!", o_name);
2867 msg_format("The black aura on %s %s disrupts the blessing!", ((item >= 0) ? "your" : "the"), o_name);
2874 msg_format("%s から邪悪なオーラが消えた。", o_name);
2876 msg_format("A malignant aura leaves %s %s.", ((item >= 0) ? "your" : "the"), o_name);
2881 o_ptr->curse_flags = 0L;
2883 /* Hack -- Assume felt */
2884 o_ptr->ident |= (IDENT_SENSE);
2886 o_ptr->feeling = FEEL_NONE;
2888 /* Recalculate the bonuses */
2889 p_ptr->update |= (PU_BONUS);
2890 p_ptr->window |= (PW_EQUIP);
2894 * Next, we try to bless it. Artifacts have a 1/3 chance of
2895 * being blessed, otherwise, the operation simply disenchants
2896 * them, godly power negating the magic. Ok, the explanation
2897 * is silly, but otherwise priests would always bless every
2898 * artifact weapon they find. Ego weapons and normal weapons
2899 * can be blessed automatically.
2901 if (have_flag(flgs, TR_BLESSED))
2904 msg_format("%s は既に祝福されている。", o_name);
2906 msg_format("%s %s %s blessed already.",
2907 ((item >= 0) ? "Your" : "The"), o_name,
2908 ((o_ptr->number > 1) ? "were" : "was"));
2914 if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
2917 msg_format("%sは輝いた!", o_name);
2919 msg_format("%s %s shine%s!",
2920 ((item >= 0) ? "Your" : "The"), o_name,
2921 ((o_ptr->number > 1) ? "" : "s"));
2924 add_flag(o_ptr->art_flags, TR_BLESSED);
2925 o_ptr->discount = 99;
2929 bool dis_happened = FALSE;
2930 msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
2932 /* Disenchant tohit */
2933 if (o_ptr->to_h > 0)
2936 dis_happened = TRUE;
2939 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
2941 /* Disenchant todam */
2942 if (o_ptr->to_d > 0)
2945 dis_happened = TRUE;
2948 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
2950 /* Disenchant toac */
2951 if (o_ptr->to_a > 0)
2954 dis_happened = TRUE;
2957 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
2961 msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
2964 msg_format("%s は劣化した!", o_name);
2966 msg_format("%s %s %s disenchanted!", ((item >= 0) ? "Your" : "The"), o_name,
2967 ((o_ptr->number > 1) ? "were" : "was"));
2973 p_ptr->update |= (PU_BONUS);
2974 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
2984 * @return ターン消費を要する処理を行ったならばTRUEを返す
2986 bool pulish_shield(void)
2990 BIT_FLAGS flgs[TR_FLAG_SIZE];
2991 GAME_TEXT o_name[MAX_NLEN];
2994 /* Assume enchant weapon */
2995 item_tester_tval = TV_SHIELD;
2997 q = _("どの盾を磨きますか?", "Pulish which weapon? ");
2998 s = _("磨く盾がありません。", "You have weapon to pulish.");
3000 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
3001 if (!o_ptr) return FALSE;
3003 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3004 object_flags(o_ptr, flgs);
3006 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
3007 !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
3010 msg_format("%sは輝いた!", o_name);
3012 msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
3014 o_ptr->name2 = EGO_REFLECTION;
3015 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
3017 o_ptr->discount = 99;
3018 chg_virtue(V_ENCHANT, 2);
3024 if (flush_failure) flush();
3026 msg_print(_("失敗した。", "Failed."));
3027 chg_virtue(V_ENCHANT, -2);
3037 * Potions "smash open" and cause an area effect when
3038 * @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)
3041 * @param k_idx 破損した薬のアイテムID
3042 * @return 薬を浴びたモンスターが起こるならばTRUEを返す
3045 * (1) they are shattered while in the player's inventory,
3046 * due to cold (etc) attacks;
3047 * (2) they are thrown at a monster, or obstacle;
3048 * (3) they are shattered by a "cold ball" or other such spell
3049 * while lying on the floor.
3052 * who --- who caused the potion to shatter (0=player)
3053 * potions that smash on the floor are assumed to
3054 * be caused by no-one (who = 1), as are those that
3055 * shatter inside the player inventory.
3056 * (Not anymore -- I changed this; TY)
3057 * y, x --- coordinates of the potion (or player if
3058 * the potion was in her inventory);
3059 * o_ptr --- pointer to the potion object.
3062 bool potion_smash_effect(MONSTER_IDX who, POSITION y, POSITION x, KIND_OBJECT_IDX k_idx)
3069 object_kind *k_ptr = &k_info[k_idx];
3071 switch (k_ptr->sval)
3073 case SV_POTION_SALT_WATER:
3074 case SV_POTION_SLIME_MOLD:
3075 case SV_POTION_LOSE_MEMORIES:
3076 case SV_POTION_DEC_STR:
3077 case SV_POTION_DEC_INT:
3078 case SV_POTION_DEC_WIS:
3079 case SV_POTION_DEC_DEX:
3080 case SV_POTION_DEC_CON:
3081 case SV_POTION_DEC_CHR:
3082 case SV_POTION_WATER: /* perhaps a 'water' attack? */
3083 case SV_POTION_APPLE_JUICE:
3086 case SV_POTION_INFRAVISION:
3087 case SV_POTION_DETECT_INVIS:
3088 case SV_POTION_SLOW_POISON:
3089 case SV_POTION_CURE_POISON:
3090 case SV_POTION_BOLDNESS:
3091 case SV_POTION_RESIST_HEAT:
3092 case SV_POTION_RESIST_COLD:
3093 case SV_POTION_HEROISM:
3094 case SV_POTION_BESERK_STRENGTH:
3095 case SV_POTION_RES_STR:
3096 case SV_POTION_RES_INT:
3097 case SV_POTION_RES_WIS:
3098 case SV_POTION_RES_DEX:
3099 case SV_POTION_RES_CON:
3100 case SV_POTION_RES_CHR:
3101 case SV_POTION_INC_STR:
3102 case SV_POTION_INC_INT:
3103 case SV_POTION_INC_WIS:
3104 case SV_POTION_INC_DEX:
3105 case SV_POTION_INC_CON:
3106 case SV_POTION_INC_CHR:
3107 case SV_POTION_AUGMENTATION:
3108 case SV_POTION_ENLIGHTENMENT:
3109 case SV_POTION_STAR_ENLIGHTENMENT:
3110 case SV_POTION_SELF_KNOWLEDGE:
3111 case SV_POTION_EXPERIENCE:
3112 case SV_POTION_RESISTANCE:
3113 case SV_POTION_INVULNERABILITY:
3114 case SV_POTION_NEW_LIFE:
3115 /* All of the above potions have no effect when shattered */
3117 case SV_POTION_SLOWNESS:
3122 case SV_POTION_POISON:
3127 case SV_POTION_BLINDNESS:
3131 case SV_POTION_CONFUSION: /* Booze */
3135 case SV_POTION_SLEEP:
3139 case SV_POTION_RUINATION:
3140 case SV_POTION_DETONATIONS:
3142 dam = damroll(25, 25);
3145 case SV_POTION_DEATH:
3146 dt = GF_DEATH_RAY; /* !! */
3147 dam = k_ptr->level * 10;
3151 case SV_POTION_SPEED:
3154 case SV_POTION_CURE_LIGHT:
3156 dam = damroll(2, 3);
3158 case SV_POTION_CURE_SERIOUS:
3160 dam = damroll(4, 3);
3162 case SV_POTION_CURE_CRITICAL:
3163 case SV_POTION_CURING:
3165 dam = damroll(6, 3);
3167 case SV_POTION_HEALING:
3169 dam = damroll(10, 10);
3171 case SV_POTION_RESTORE_EXP:
3176 case SV_POTION_LIFE:
3178 dam = damroll(50, 50);
3181 case SV_POTION_STAR_HEALING:
3183 dam = damroll(50, 50);
3186 case SV_POTION_RESTORE_MANA: /* MANA */
3188 dam = damroll(10, 10);
3195 (void)project(who, radius, y, x, dam, dt,
3196 (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
3198 /* XXX those potions that explode need to become "known" */
3204 * @brief プレイヤーの全既知呪文を表示する /
3205 * Hack -- Display all known spells in a window
3208 * Need to analyze size of the window.
3209 * Need more color coding.
3211 void display_spell_list(void)
3216 const magic_type *s_ptr;
3217 GAME_TEXT name[MAX_NLEN];
3224 /* They have too many spells to list */
3225 if (p_ptr->pclass == CLASS_SORCERER) return;
3226 if (p_ptr->pclass == CLASS_RED_MAGE) return;
3228 if (p_ptr->pclass == CLASS_SNIPER)
3230 display_snipe_list();
3234 /* mind.c type classes */
3235 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3236 (p_ptr->pclass == CLASS_BERSERKER) ||
3237 (p_ptr->pclass == CLASS_NINJA) ||
3238 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3239 (p_ptr->pclass == CLASS_FORCETRAINER))
3242 PLAYER_LEVEL plev = p_ptr->lev;
3248 bool use_hp = FALSE;
3253 /* Display a list of spells */
3255 put_str(_("名前", "Name"), y, x + 5);
3256 put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
3258 switch(p_ptr->pclass)
3260 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
3261 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
3262 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
3263 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
3264 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
3265 default: use_mind = 0;break;
3268 /* Dump the spells */
3269 for (i = 0; i < MAX_MIND_POWERS; i++)
3271 byte a = TERM_WHITE;
3273 /* Access the available spell */
3274 spell = mind_powers[use_mind].info[i];
3275 if (spell.min_lev > plev) break;
3277 /* Get the failure rate */
3278 chance = spell.fail;
3280 /* Reduce failure rate by "effective" level adjustment */
3281 chance -= 3 * (p_ptr->lev - spell.min_lev);
3283 /* Reduce failure rate by INT/WIS adjustment */
3284 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3288 /* Not enough mana to cast */
3289 if (spell.mana_cost > p_ptr->csp)
3291 chance += 5 * (spell.mana_cost - p_ptr->csp);
3297 /* Not enough hp to cast */
3298 if (spell.mana_cost > p_ptr->chp)
3305 /* Extract the minimum failure rate */
3306 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3308 /* Minimum failure rate */
3309 if (chance < minfail) chance = minfail;
3311 /* Stunning makes spells harder */
3312 if (p_ptr->stun > 50) chance += 25;
3313 else if (p_ptr->stun) chance += 15;
3315 /* Always a 5 percent chance of working */
3316 if (chance > 95) chance = 95;
3319 mindcraft_info(comment, use_mind, i);
3321 /* Dump the spell */
3322 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
3324 spell.min_lev, spell.mana_cost, chance, comment);
3326 Term_putstr(x, y + i + 1, -1, a, psi_desc);
3331 /* Cannot read spellbooks */
3332 if (REALM_NONE == p_ptr->realm1) return;
3334 /* Normal spellcaster with books */
3337 for (j = 0; j < ((p_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
3341 /* Reset vertical */
3344 /* Vertical location */
3345 y = (j < 3) ? 0 : (m[j - 3] + 2);
3347 /* Horizontal location */
3351 for (i = 0; i < 32; i++)
3353 byte a = TERM_WHITE;
3355 /* Access the spell */
3356 if (!is_magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2))
3358 s_ptr = &technic_info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - MIN_TECHNIC][i % 32];
3362 s_ptr = &mp_ptr->info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - 1][i % 32];
3365 strcpy(name, do_spell((j < 1) ? p_ptr->realm1 : p_ptr->realm2, i % 32, SPELL_NAME));
3368 if (s_ptr->slevel >= 99)
3371 strcpy(name, _("(判読不能)", "(illegible)"));
3379 ((p_ptr->spell_forgotten1 & (1L << i))) :
3380 ((p_ptr->spell_forgotten2 & (1L << (i % 32)))))
3387 else if (!((j < 1) ?
3388 (p_ptr->spell_learned1 & (1L << i)) :
3389 (p_ptr->spell_learned2 & (1L << (i % 32)))))
3396 else if (!((j < 1) ?
3397 (p_ptr->spell_worked1 & (1L << i)) :
3398 (p_ptr->spell_worked2 & (1L << (i % 32)))))
3404 /* Dump the spell --(-- */
3405 sprintf(out_val, "%c/%c) %-20.20s",
3406 I2A(n / 8), I2A(n % 8), name);
3411 /* Dump onto the window */
3412 Term_putstr(x, m[j], -1, a, out_val);
3422 * @brief 呪文の経験値を返す /
3423 * Returns experience of a spell
3425 * @param use_realm 魔法領域
3428 EXP experience_of_spell(SPELL_IDX spell, REALM_IDX use_realm)
3430 if (p_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
3431 else if (p_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
3432 else if (use_realm == p_ptr->realm1) return p_ptr->spell_exp[spell];
3433 else if (use_realm == p_ptr->realm2) return p_ptr->spell_exp[spell + 32];
3439 * @brief 呪文の消費MPを返す /
3440 * Modify mana consumption rate using spell exp and p_ptr->dec_mana
3441 * @param need_mana 基本消費MP
3446 MANA_POINT mod_need_mana(MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
3448 #define MANA_CONST 2400
3450 #define DEC_MANA_DIV 3
3453 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
3456 * need_mana defaults if spell exp equals SPELL_EXP_EXPERT and !p_ptr->dec_mana.
3457 * MANA_CONST is used to calculate need_mana effected from spell proficiency.
3459 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(spell, realm)) + (MANA_CONST - 1);
3460 need_mana *= p_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
3461 need_mana /= MANA_CONST * MANA_DIV;
3462 if (need_mana < 1) need_mana = 1;
3465 /* Non-realm magic */
3468 if (p_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
3480 * @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) /
3481 * Modify spell fail rate
3482 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3483 * @param chance 修正前失敗率
3487 PERCENTAGE mod_spell_chance_1(PERCENTAGE chance)
3489 chance += p_ptr->to_m_chance;
3491 if (p_ptr->heavy_spell) chance += 20;
3493 if (p_ptr->dec_mana && p_ptr->easy_spell) chance -= 4;
3494 else if (p_ptr->easy_spell) chance -= 3;
3495 else if (p_ptr->dec_mana) chance -= 2;
3502 * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
3503 * Modify spell fail rate
3504 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3505 * @param chance 修正前失敗率
3507 * Modify spell fail rate (as "suffix" process)
3508 * Using p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
3509 * Note: variable "chance" cannot be negative.
3512 PERCENTAGE mod_spell_chance_2(PERCENTAGE chance)
3514 if (p_ptr->dec_mana) chance--;
3516 if (p_ptr->heavy_spell) chance += 5;
3518 return MAX(chance, 0);
3523 * @brief 呪文の失敗率計算メインルーチン /
3524 * Returns spell chance of failure for spell -RAK-
3526 * @param use_realm 魔法領域ID
3529 PERCENTAGE spell_chance(SPELL_IDX spell, REALM_IDX use_realm)
3531 PERCENTAGE chance, minfail;
3532 const magic_type *s_ptr;
3533 MANA_POINT need_mana;
3534 PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
3537 /* Paranoia -- must be literate */
3538 if (!mp_ptr->spell_book) return (100);
3540 if (use_realm == REALM_HISSATSU) return 0;
3542 /* Access the spell */
3543 if (!is_magic(use_realm))
3545 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3549 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3552 /* Extract the base spell failure rate */
3553 chance = s_ptr->sfail;
3555 /* Reduce failure rate by "effective" level adjustment */
3556 chance -= 3 * (p_ptr->lev - s_ptr->slevel);
3558 /* Reduce failure rate by INT/WIS adjustment */
3559 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3562 chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
3564 /* Extract mana consumption rate */
3565 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3567 /* Not enough mana to cast */
3568 if (need_mana > p_ptr->csp)
3570 chance += 5 * (need_mana - p_ptr->csp);
3573 if ((use_realm != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
3575 /* Extract the minimum failure rate */
3576 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3579 * Non mage/priest characters never get too good
3580 * (added high mage, mindcrafter)
3582 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
3584 if (minfail < 5) minfail = 5;
3587 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
3588 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
3589 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
3591 chance = mod_spell_chance_1(chance);
3593 /* Goodness or evilness gives a penalty to failure rate */
3597 if ((p_ptr->align > 50) || (p_ptr->align < -50)) chance += penalty;
3599 case REALM_LIFE: case REALM_CRUSADE:
3600 if (p_ptr->align < -20) chance += penalty;
3602 case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
3603 if (p_ptr->align > 20) chance += penalty;
3607 /* Minimum failure rate */
3608 if (chance < minfail) chance = minfail;
3610 /* Stunning makes spells harder */
3611 if (p_ptr->stun > 50) chance += 25;
3612 else if (p_ptr->stun) chance += 15;
3614 /* Always a 5 percent chance of working */
3615 if (chance > 95) chance = 95;
3617 if ((use_realm == p_ptr->realm1) || (use_realm == p_ptr->realm2)
3618 || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3620 EXP exp = experience_of_spell(spell, use_realm);
3621 if (exp >= SPELL_EXP_EXPERT) chance--;
3622 if (exp >= SPELL_EXP_MASTER) chance--;
3625 /* Return the chance */
3626 return mod_spell_chance_2(chance);
3631 * @brief 魔法が利用可能かどうかを返す /
3632 * Determine if a spell is "okay" for the player to cast or study
3633 * The spell must be legible, not forgotten, and also, to cast,
3634 * it must be known, and to study, it must not be known.
3636 * @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
3637 * @param study_pray 祈りの学習判定目的ならばTRUE
3638 * @param use_realm 魔法領域ID
3641 bool spell_okay(int spell, bool learned, bool study_pray, int use_realm)
3643 const magic_type *s_ptr;
3645 /* Access the spell */
3646 if (!is_magic(use_realm))
3648 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3652 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3655 /* Spell is illegal */
3656 if (s_ptr->slevel > p_ptr->lev) return (FALSE);
3658 /* Spell is forgotten */
3659 if ((use_realm == p_ptr->realm2) ?
3660 (p_ptr->spell_forgotten2 & (1L << spell)) :
3661 (p_ptr->spell_forgotten1 & (1L << spell)))
3667 if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
3668 if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
3670 /* Spell is learned */
3671 if ((use_realm == p_ptr->realm2) ?
3672 (p_ptr->spell_learned2 & (1L << spell)) :
3673 (p_ptr->spell_learned1 & (1L << spell)))
3676 return (!study_pray);
3679 /* Okay to study, not to cast */
3686 * @brief 呪文情報の表示処理 /
3687 * Print a list of spells (for browsing or casting or viewing)
3688 * @param target_spell 呪文ID
3689 * @param spells 表示するスペルID配列の参照ポインタ
3690 * @param num 表示するスペルの数(spellsの要素数)
3691 * @param y 表示メッセージ左上Y座標
3692 * @param x 表示メッセージ左上X座標
3693 * @param use_realm 魔法領域ID
3696 void print_spells(SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_LEN y, TERM_LEN x, REALM_IDX use_realm)
3700 int exp_level, increment = 64;
3701 const magic_type *s_ptr;
3706 MANA_POINT need_mana;
3711 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && p_ptr->wizard)
3712 msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
3714 /* Title the list */
3716 if (use_realm == REALM_HISSATSU)
3717 strcpy(buf,_(" Lv MP", " Lv SP"));
3719 strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
3721 put_str(_("名前", "Name"), y, x + 5);
3722 put_str(buf, y, x + 29);
3724 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
3725 else if (use_realm == p_ptr->realm1) increment = 0;
3726 else if (use_realm == p_ptr->realm2) increment = 32;
3728 /* Dump the spells */
3729 for (i = 0; i < num; i++)
3733 if (!is_magic(use_realm))
3735 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3739 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3742 if (use_realm == REALM_HISSATSU)
3743 need_mana = s_ptr->smana;
3746 EXP exp = experience_of_spell(spell, use_realm);
3748 /* Extract mana consumption rate */
3749 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3751 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
3752 else exp_level = spell_exp_level(exp);
3755 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
3756 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
3757 else if (s_ptr->slevel >= 99) max = TRUE;
3758 else if ((p_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
3760 strncpy(ryakuji, exp_level_str[exp_level], 4);
3765 if (use_menu && target_spell)
3767 if (i == (target_spell-1))
3768 strcpy(out_val, _(" 》 ", " > "));
3770 strcpy(out_val, " ");
3772 else sprintf(out_val, " %c) ", I2A(i));
3773 /* Skip illegible spells */
3774 if (s_ptr->slevel >= 99)
3776 strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
3777 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
3781 /* XXX XXX Could label spells above the players level */
3783 /* Get extra info */
3784 strcpy(info, do_spell(use_realm, spell, SPELL_INFO));
3789 /* Assume spell is known and tried */
3790 line_attr = TERM_WHITE;
3792 /* Analyze the spell */
3793 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3795 if (s_ptr->slevel > p_ptr->max_plv)
3797 comment = _("未知", "unknown");
3798 line_attr = TERM_L_BLUE;
3800 else if (s_ptr->slevel > p_ptr->lev)
3802 comment = _("忘却", "forgotten");
3803 line_attr = TERM_YELLOW;
3806 else if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2))
3808 comment = _("未知", "unknown");
3809 line_attr = TERM_L_BLUE;
3811 else if ((use_realm == p_ptr->realm1) ?
3812 ((p_ptr->spell_forgotten1 & (1L << spell))) :
3813 ((p_ptr->spell_forgotten2 & (1L << spell))))
3815 comment = _("忘却", "forgotten");
3816 line_attr = TERM_YELLOW;
3818 else if (!((use_realm == p_ptr->realm1) ?
3819 (p_ptr->spell_learned1 & (1L << spell)) :
3820 (p_ptr->spell_learned2 & (1L << spell))))
3822 comment = _("未知", "unknown");
3823 line_attr = TERM_L_BLUE;
3825 else if (!((use_realm == p_ptr->realm1) ?
3826 (p_ptr->spell_worked1 & (1L << spell)) :
3827 (p_ptr->spell_worked2 & (1L << spell))))
3829 comment = _("未経験", "untried");
3830 line_attr = TERM_L_GREEN;
3833 /* Dump the spell --(-- */
3834 if (use_realm == REALM_HISSATSU)
3836 strcat(out_val, format("%-25s %2d %4d",
3837 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
3838 s_ptr->slevel, need_mana));
3842 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
3843 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
3844 (max ? '!' : ' '), ryakuji,
3845 s_ptr->slevel, need_mana, spell_chance(spell, use_realm), comment));
3847 c_prt(line_attr, out_val, y + i + 1, x);
3850 /* Clear the bottom line */
3851 prt("", y + i + 1, x);
3858 * @return ターン消費を要する処理を行ったならばTRUEを返す
3860 bool rustproof(void)
3864 GAME_TEXT o_name[MAX_NLEN];
3867 /* Select a piece of armour */
3868 item_tester_hook = object_is_armour;
3870 q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
3871 s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
3873 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
3874 if (!o_ptr) return FALSE;
3876 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3878 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3880 if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
3883 msg_format("%sは新品同様になった!",o_name);
3885 msg_format("%s %s look%s as good as new!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
3892 msg_format("%sは腐食しなくなった。", o_name);
3894 msg_format("%s %s %s now protected against corrosion.", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "are" : "is"));
3904 * Curse the players armor
3905 * @return 実際に呪縛されたらTRUEを返す
3907 bool curse_armor(void)
3912 GAME_TEXT o_name[MAX_NLEN];
3915 /* Curse the body armor */
3916 o_ptr = &inventory[INVEN_BODY];
3918 /* Nothing to curse */
3919 if (!o_ptr->k_idx) return (FALSE);
3921 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
3923 /* Attempt a saving throw for artifacts */
3924 if (object_is_artifact(o_ptr) && (randint0(100) < 50))
3928 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!",
3929 "恐怖の暗黒オーラ", "防具", o_name);
3931 msg_format("A %s tries to %s, but your %s resists the effects!",
3932 "terrible black aura", "surround your armor", o_name);
3937 /* not artifact or failed save... */
3940 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);
3941 chg_virtue(V_ENCHANT, -5);
3943 /* Blast the armor */
3945 o_ptr->name2 = EGO_BLASTED;
3946 o_ptr->to_a = 0 - randint1(5) - randint1(5);
3953 for (i = 0; i < TR_FLAG_SIZE; i++)
3954 o_ptr->art_flags[i] = 0;
3957 o_ptr->curse_flags = TRC_CURSED;
3960 o_ptr->ident |= (IDENT_BROKEN);
3961 p_ptr->update |= (PU_BONUS);
3963 /* Recalculate mana */
3964 p_ptr->update |= (PU_MANA);
3966 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3974 * Curse the players weapon
3975 * @param force 無条件に呪縛を行うならばTRUE
3976 * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
3977 * @return 実際に呪縛されたらTRUEを返す
3979 bool curse_weapon_object(bool force, object_type *o_ptr)
3982 GAME_TEXT o_name[MAX_NLEN];
3984 /* Nothing to curse */
3985 if (!o_ptr->k_idx) return (FALSE);
3986 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
3988 /* Attempt a saving throw */
3989 if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
3993 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!",
3994 "恐怖の暗黒オーラ", "武器", o_name);
3996 msg_format("A %s tries to %s, but your %s resists the effects!",
3997 "terrible black aura", "surround your weapon", o_name);
4001 /* not artifact or failed save... */
4004 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);
4005 chg_virtue(V_ENCHANT, -5);
4007 /* Shatter the weapon */
4009 o_ptr->name2 = EGO_SHATTERED;
4010 o_ptr->to_h = 0 - randint1(5) - randint1(5);
4011 o_ptr->to_d = 0 - randint1(5) - randint1(5);
4017 for (i = 0; i < TR_FLAG_SIZE; i++)
4018 o_ptr->art_flags[i] = 0;
4021 o_ptr->curse_flags = TRC_CURSED;
4024 o_ptr->ident |= (IDENT_BROKEN);
4025 p_ptr->update |= (PU_BONUS);
4027 /* Recalculate mana */
4028 p_ptr->update |= (PU_MANA);
4030 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
4037 * @brief 武器呪縛処理のメインルーチン /
4038 * Curse the players weapon
4039 * @param force 無条件に呪縛を行うならばTRUE
4040 * @param slot 呪縛する武器の装備スロット
4041 * @return 実際に呪縛されたらTRUEを返す
4043 bool curse_weapon(bool force, int slot)
4045 /* Curse the weapon */
4046 return curse_weapon_object(force, &inventory[slot]);
4051 * @brief ボルトのエゴ化処理(火炎エゴのみ) /
4052 * Enchant some bolts
4055 bool brand_bolts(void)
4059 /* Use the first acceptable bolts */
4060 for (i = 0; i < INVEN_PACK; i++)
4062 object_type *o_ptr = &inventory[i];
4064 /* Skip non-bolts */
4065 if (o_ptr->tval != TV_BOLT) continue;
4067 /* Skip artifacts and ego-items */
4068 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
4071 /* Skip cursed/broken items */
4072 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
4075 if (randint0(100) < 75) continue;
4077 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!"));
4080 o_ptr->name2 = EGO_FLAME;
4081 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
4085 if (flush_failure) flush();
4088 msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
4095 * @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 /
4096 * Helper function -- return a "nearby" race for polymorphing
4097 * @param r_idx 基準となるモンスター種族ID
4098 * @return 変更先のモンスター種族ID
4100 * Note that this function is one of the more "dangerous" ones...
4102 static MONRACE_IDX poly_r_idx(MONRACE_IDX r_idx)
4104 monster_race *r_ptr = &r_info[r_idx];
4110 /* Hack -- Uniques/Questors never polymorph */
4111 if ((r_ptr->flags1 & RF1_UNIQUE) ||
4112 (r_ptr->flags1 & RF1_QUESTOR))
4115 /* Allowable range of "levels" for resulting monster */
4116 lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
4117 lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
4119 /* Pick a (possibly new) non-unique race */
4120 for (i = 0; i < 1000; i++)
4122 /* Pick a new race, using a level calculation */
4123 r = get_mon_num((dun_level + r_ptr->level) / 2 + 5);
4125 /* Handle failure */
4131 /* Ignore unique monsters */
4132 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4134 /* Ignore monsters with incompatible levels */
4135 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
4137 /* Use that index */
4146 * @brief 指定座標にいるモンスターを変身させる /
4147 * Helper function -- return a "nearby" race for polymorphing
4150 * @return 実際に変身したらTRUEを返す
4152 bool polymorph_monster(POSITION y, POSITION x)
4154 cave_type *c_ptr = &cave[y][x];
4155 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4156 bool polymorphed = FALSE;
4157 MONRACE_IDX new_r_idx;
4158 MONRACE_IDX old_r_idx = m_ptr->r_idx;
4159 bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
4160 bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
4161 monster_type back_m;
4163 if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
4165 if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
4167 /* Memorize the monster before polymorphing */
4170 /* Pick a "new" monster race */
4171 new_r_idx = poly_r_idx(old_r_idx);
4173 /* Handle polymorph */
4174 if (new_r_idx != old_r_idx)
4176 BIT_FLAGS mode = 0L;
4177 bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
4178 OBJECT_IDX this_o_idx, next_o_idx = 0;
4180 /* Get the monsters attitude */
4181 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
4182 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
4183 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
4185 /* Mega-hack -- ignore held objects */
4186 m_ptr->hold_o_idx = 0;
4188 /* "Kill" the "old" monster */
4189 delete_monster_idx(c_ptr->m_idx);
4191 /* Create a new monster (no groups) */
4192 if (place_monster_aux(0, y, x, new_r_idx, mode))
4194 m_list[hack_m_idx_ii].nickname = back_m.nickname;
4195 m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
4196 m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
4203 /* Placing the new monster failed */
4204 if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
4206 m_list[hack_m_idx_ii] = back_m;
4208 /* Re-initialize monster process */
4211 else preserve_hold_objects = FALSE;
4214 /* Mega-hack -- preserve held objects */
4215 if (preserve_hold_objects)
4217 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4219 object_type *o_ptr = &o_list[this_o_idx];
4221 /* Acquire next object */
4222 next_o_idx = o_ptr->next_o_idx;
4224 /* Held by new monster */
4225 o_ptr->held_m_idx = hack_m_idx_ii;
4228 else if (back_m.hold_o_idx) /* Failed (paranoia) */
4230 /* Delete objects */
4231 for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4233 /* Acquire next object */
4234 next_o_idx = o_list[this_o_idx].next_o_idx;
4236 delete_object_idx(this_o_idx);
4240 if (targeted) target_who = hack_m_idx_ii;
4241 if (health_tracked) health_track(hack_m_idx_ii);
4250 * @param x テレポート先のX座標
4251 * @param y テレポート先のY座標
4252 * @return 目標に指定通りテレポートできたならばTRUEを返す
4254 static bool dimension_door_aux(DEPTH x, DEPTH y)
4256 PLAYER_LEVEL plev = p_ptr->lev;
4258 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
4260 if (!cave_player_teleportable_bold(y, x, 0L) ||
4261 (distance(y, x, p_ptr->y, p_ptr->x) > plev / 2 + 10) ||
4262 (!randint0(plev / 10 + 10)))
4264 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
4265 teleport_player((plev + 2) * 2, TELEPORT_PASSIVE);
4272 teleport_player_to(y, x, 0L);
4281 * @brief 次元の扉処理のメインルーチン /
4283 * @return ターンを消費した場合TRUEを返す
4285 bool dimension_door(void)
4289 /* Rerutn FALSE if cancelled */
4290 if (!tgt_pt(&x, &y)) return FALSE;
4292 if (dimension_door_aux(x, y)) return TRUE;
4294 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!"));
4301 * @brief 鏡抜け処理のメインルーチン /
4302 * Mirror Master's Dimension Door
4303 * @return ターンを消費した場合TRUEを返す
4305 bool mirror_tunnel(void)
4307 POSITION x = 0, y = 0;
4309 /* Rerutn FALSE if cancelled */
4310 if (!tgt_pt(&x, &y)) return FALSE;
4312 if (dimension_door_aux(x, y)) return TRUE;
4314 msg_print(_("鏡の世界をうまく通れなかった!", "You fail to pass the mirror plane correctly!"));
4322 * @return ターンを消費した場合TRUEを返す
4324 bool eat_magic(int power)
4330 int recharge_strength = 0;
4336 GAME_TEXT o_name[MAX_NLEN];
4338 item_tester_hook = item_tester_hook_recharge;
4340 q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
4341 s = _("魔力を吸収できるアイテムがありません。", "You have nothing to drain.");
4343 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
4344 if (!o_ptr) return FALSE;
4346 k_ptr = &k_info[o_ptr->k_idx];
4347 lev = k_info[o_ptr->k_idx].level;
4349 if (o_ptr->tval == TV_ROD)
4351 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
4354 if (one_in_(recharge_strength))
4356 /* Activate the failure code. */
4361 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
4363 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."));
4368 o_ptr->timeout += k_ptr->pval;
4374 /* All staffs, wands. */
4375 recharge_strength = (100 + power - lev) / 15;
4378 if (recharge_strength < 0) recharge_strength = 0;
4381 if (one_in_(recharge_strength))
4383 /* Activate the failure code. */
4388 if (o_ptr->pval > 0)
4390 p_ptr->csp += lev / 2;
4393 /* XXX Hack -- unstack if necessary */
4394 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
4400 /* Obtain a local object */
4401 object_copy(q_ptr, o_ptr);
4403 /* Modify quantity */
4406 /* Restore the charges */
4409 /* Unstack the used item */
4411 p_ptr->total_weight -= q_ptr->weight;
4412 item = inven_carry(q_ptr);
4414 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
4419 msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
4421 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
4425 /* Inflict the penalties for failing a recharge. */
4428 /* Artifacts are never destroyed. */
4429 if (object_is_fixed_artifact(o_ptr))
4431 object_desc(o_name, o_ptr, OD_NAME_ONLY);
4432 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);
4434 /* Artifact rods. */
4435 if (o_ptr->tval == TV_ROD)
4436 o_ptr->timeout = k_ptr->pval * o_ptr->number;
4438 /* Artifact wands and staffs. */
4439 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
4444 /* Get the object description */
4445 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4447 /*** Determine Seriousness of Failure ***/
4449 /* Mages recharge objects more safely. */
4450 if (IS_WIZARD_CLASS())
4452 /* 10% chance to blow up one rod, otherwise draining. */
4453 if (o_ptr->tval == TV_ROD)
4455 if (one_in_(10)) fail_type = 2;
4458 /* 75% chance to blow up one wand, otherwise draining. */
4459 else if (o_ptr->tval == TV_WAND)
4461 if (!one_in_(3)) fail_type = 2;
4464 /* 50% chance to blow up one staff, otherwise no effect. */
4465 else if (o_ptr->tval == TV_STAFF)
4467 if (one_in_(2)) fail_type = 2;
4472 /* All other classes get no special favors. */
4475 /* 33% chance to blow up one rod, otherwise draining. */
4476 if (o_ptr->tval == TV_ROD)
4478 if (one_in_(3)) fail_type = 2;
4481 /* 20% chance of the entire stack, else destroy one wand. */
4482 else if (o_ptr->tval == TV_WAND)
4484 if (one_in_(5)) fail_type = 3;
4487 /* Blow up one staff. */
4488 else if (o_ptr->tval == TV_STAFF)
4494 /*** Apply draining and destruction. ***/
4496 /* Drain object or stack of objects. */
4499 if (o_ptr->tval == TV_ROD)
4501 msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
4502 "You save your rod from destruction, but all charges are lost."), o_name);
4503 o_ptr->timeout = k_ptr->pval * o_ptr->number;
4505 else if (o_ptr->tval == TV_WAND)
4507 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);
4510 /* Staffs aren't drained. */
4513 /* Destroy an object or one in a stack of objects. */
4516 if (o_ptr->number > 1)
4518 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);
4519 /* Reduce rod stack maximum timeout, drain wands. */
4520 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
4521 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
4525 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);
4528 /* Reduce and describe inventory */
4531 inven_item_increase(item, -1);
4532 inven_item_describe(item);
4533 inven_item_optimize(item);
4536 /* Reduce and describe floor item */
4539 floor_item_increase(0 - item, -1);
4540 floor_item_describe(0 - item);
4541 floor_item_optimize(0 - item);
4545 /* Destroy all members of a stack of objects. */
4548 if (o_ptr->number > 1)
4549 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);
4551 msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
4553 /* Reduce and describe inventory */
4556 inven_item_increase(item, -999);
4557 inven_item_describe(item);
4558 inven_item_optimize(item);
4561 /* Reduce and describe floor item */
4564 floor_item_increase(0 - item, -999);
4565 floor_item_describe(0 - item);
4566 floor_item_optimize(0 - item);
4572 if (p_ptr->csp > p_ptr->msp)
4574 p_ptr->csp = p_ptr->msp;
4577 /* Redraw mana and hp */
4578 p_ptr->redraw |= (PR_MANA);
4580 p_ptr->update |= (PU_COMBINE | PU_REORDER);
4581 p_ptr->window |= (PW_INVEN);
4588 * @brief 皆殺し(全方向攻撃)処理
4589 * @param py プレイヤーY座標
4590 * @param px プレイヤーX座標
4597 monster_type *m_ptr;
4600 for (dir = 0; dir < 8; dir++)
4602 y = p_ptr->y + ddy_ddd[dir];
4603 x = p_ptr->x + ddx_ddd[dir];
4604 c_ptr = &cave[y][x];
4606 /* Get the monster */
4607 m_ptr = &m_list[c_ptr->m_idx];
4609 /* Hack -- attack monsters */
4610 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
4619 feature_type *f_ptr, *mimic_f_ptr;
4622 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
4623 y = p_ptr->y + ddy[dir];
4624 x = p_ptr->x + ddx[dir];
4625 c_ptr = &cave[y][x];
4626 f_ptr = &f_info[c_ptr->feat];
4627 mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
4631 if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
4633 msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
4635 else if (have_flag(f_ptr->flags, FF_PERMANENT))
4637 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);
4639 else if (c_ptr->m_idx)
4641 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4642 msg_print(_("何かが邪魔しています!", "There's something in the way!"));
4644 if (!m_ptr->ml || !is_pet(m_ptr)) py_attack(y, x, 0);
4646 else if (have_flag(f_ptr->flags, FF_TREE))
4648 msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
4650 else if (have_flag(f_ptr->flags, FF_GLASS))
4652 msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
4654 else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
4656 (void)set_food(p_ptr->food + 3000);
4658 else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
4660 (void)set_food(p_ptr->food + 5000);
4664 msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
4665 (void)set_food(p_ptr->food + 10000);
4668 /* Destroy the wall */
4669 cave_alter_feat(y, x, FF_HURT_ROCK);
4671 /* Move the player */
4672 (void)move_player_effect(y, x, MPE_DONT_PICKUP);
4677 bool shock_power(void)
4682 PLAYER_LEVEL plev = p_ptr->lev;
4683 int boost = P_PTR_KI;
4684 if (heavy_armor()) boost /= 2;
4687 if (!get_aim_dir(&dir)) return FALSE;
4689 y = p_ptr->y + ddy[dir];
4690 x = p_ptr->x + ddx[dir];
4691 dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
4692 fire_beam(GF_MISSILE, dir, dam);
4693 if (cave[y][x].m_idx)
4698 MONSTER_IDX m_idx = cave[y][x].m_idx;
4699 monster_type *m_ptr = &m_list[m_idx];
4700 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4701 GAME_TEXT m_name[MAX_NLEN];
4703 monster_desc(m_name, m_ptr, 0);
4705 if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
4707 msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
4711 for (i = 0; i < 5; i++)
4715 if (cave_empty_bold(y, x))
4722 if ((ty != oy) || (tx != ox))
4724 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
4725 cave[oy][ox].m_idx = 0;
4726 cave[ty][tx].m_idx = (s16b)m_idx;
4727 m_ptr->fy = (byte_hack)ty;
4728 m_ptr->fx = (byte_hack)tx;
4730 update_monster(m_idx, TRUE);
4734 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
4735 p_ptr->update |= (PU_MON_LITE);