1 #include "spell/spells-object.h"
2 #include "autopick/autopick.h"
3 #include "cmd/cmd-basic.h"
4 #include "floor/floor-object.h"
5 #include "floor/floor.h"
7 #include "inventory/player-inventory.h"
8 #include "io/targeting.h"
9 #include "object/artifact.h"
10 #include "object/item-apply-magic.h"
11 #include "object/item-feeling.h"
12 #include "object/item-use-flags.h"
13 #include "object/object-boost.h"
14 #include "object/object-ego.h"
15 #include "object/object-flavor.h"
16 #include "object/object-hook.h"
17 #include "object/object-kind.h"
18 #include "object/object2.h"
19 #include "object/special-object-flags.h"
20 #include "object/sv-lite-types.h"
21 #include "object/sv-other-types.h"
22 #include "object/sv-protector-types.h"
23 #include "object/sv-scroll-types.h"
24 #include "object/sv-staff-types.h"
25 #include "object/sv-weapon-types.h"
26 #include "object/tr-types.h"
27 #include "object/trc-types.h"
28 #include "player/avatar.h"
29 #include "player/player-class.h"
30 #include "player/player-damage.h"
31 #include "player/player-effects.h"
32 #include "player/player-status.h"
33 #include "spell/spells3.h"
34 #include "util/util.h"
35 #include "view/display-main-window.h"
40 OBJECT_SUBTYPE_VALUE sval;
47 * @brief 装備強化処理の失敗率定数(千分率) /
48 * Used by the "enchant" function (chance of failure)
49 * (modified for Zangband, we need better stuff there...) -- TY
52 static int enchant_table[16] =
55 300, 400, 500, 650, 800,
56 950, 987, 993, 995, 998,
62 * Scatter some "amusing" objects near the player
65 #define AMS_NOTHING 0x00 /* No restriction */
66 #define AMS_NO_UNIQUE 0x01 /* Don't make the amusing object of uniques */
67 #define AMS_FIXED_ART 0x02 /* Make a fixed artifact based on the amusing object */
68 #define AMS_MULTIPLE 0x04 /* Drop 1-3 objects for one type */
69 #define AMS_PILE 0x08 /* Drop 1-99 pile objects for one type */
71 static amuse_type amuse_info[] =
73 { TV_BOTTLE, SV_ANY, 5, AMS_NOTHING },
74 { TV_JUNK, SV_ANY, 3, AMS_MULTIPLE },
75 { TV_SPIKE, SV_ANY, 10, AMS_PILE },
76 { TV_STATUE, SV_ANY, 15, AMS_NOTHING },
77 { TV_CORPSE, SV_ANY, 15, AMS_NO_UNIQUE },
78 { TV_SKELETON, SV_ANY, 10, AMS_NO_UNIQUE },
79 { TV_FIGURINE, SV_ANY, 10, AMS_NO_UNIQUE },
80 { TV_PARCHMENT, SV_ANY, 1, AMS_NOTHING },
81 { TV_POLEARM, SV_TSURIZAO, 3, AMS_NOTHING }, //Fishing Pole of Taikobo
82 { TV_SWORD, SV_BROKEN_DAGGER, 3, AMS_FIXED_ART }, //Broken Dagger of Magician
83 { TV_SWORD, SV_BROKEN_DAGGER, 10, AMS_NOTHING },
84 { TV_SWORD, SV_BROKEN_SWORD, 5, AMS_NOTHING },
85 { TV_SCROLL, SV_SCROLL_AMUSEMENT, 10, AMS_NOTHING },
91 * @brief「弾/矢の製造」処理 / do_cmd_cast calls this function if the player's class is 'archer'.
92 * Hook to determine if an object is contertible in an arrow/bolt
93 * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
95 bool create_ammo(player_type *creature_ptr)
98 if (creature_ptr->lev >= 20)
99 sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
100 else if (creature_ptr->lev >= 10)
101 sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
103 sprintf(com, _("[S]弾:", "Create [S]hots ?"));
105 if (cmd_limit_confused(creature_ptr)) return FALSE;
106 if (cmd_limit_blind(creature_ptr)) return FALSE;
112 if (!get_com(com, &ch, TRUE))
117 if (ch == 'S' || ch == 's')
123 if ((ch == 'A' || ch == 'a') && (creature_ptr->lev >= 10))
129 if ((ch == 'B' || ch == 'b') && (creature_ptr->lev >= 20))
136 GAME_TEXT o_name[MAX_NLEN];
141 /**********Create shots*********/
148 if (!get_rep_dir(creature_ptr, &dir, FALSE)) return FALSE;
149 y = creature_ptr->y + ddy[dir];
150 x = creature_ptr->x + ddx[dir];
151 g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
153 if (!have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_CAN_DIG))
155 msg_print(_("そこには岩石がない。", "You need a pile of rubble."));
159 if (!cave_have_flag_grid(g_ptr, FF_CAN_DIG) || !cave_have_flag_grid(g_ptr, FF_HURT_ROCK))
161 msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
168 /* Hack -- Give the player some small firestones */
169 object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, creature_ptr->lev) + 1));
170 q_ptr->number = (byte)rand_range(15, 30);
171 object_aware(creature_ptr, q_ptr);
173 apply_magic(creature_ptr, q_ptr, creature_ptr->lev, AM_NO_FIXED_ART);
174 q_ptr->discount = 99;
176 slot = inven_carry(creature_ptr, q_ptr);
178 object_desc(creature_ptr, o_name, q_ptr, 0);
179 msg_format(_("%sを作った。", "You make some ammo."), o_name);
181 /* Auto-inscription */
182 if (slot >= 0) autopick_alter_item(creature_ptr, slot, FALSE);
184 /* Destroy the wall */
185 cave_alter_feat(creature_ptr, y, x, FF_HURT_ROCK);
187 creature_ptr->update |= (PU_FLOW);
191 /**********Create arrows*********/
198 item_tester_hook = item_tester_hook_convertible;
200 q = _("どのアイテムから作りますか? ", "Convert which item? ");
201 s = _("材料を持っていない。", "You have no item to convert.");
202 q_ptr = choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
203 if (!q_ptr) return FALSE;
207 /* Hack -- Give the player some small firestones */
208 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, creature_ptr->lev) + 1));
209 q_ptr->number = (byte)rand_range(5, 10);
210 object_aware(creature_ptr, q_ptr);
212 apply_magic(creature_ptr, q_ptr, creature_ptr->lev, AM_NO_FIXED_ART);
214 q_ptr->discount = 99;
216 object_desc(creature_ptr, o_name, q_ptr, 0);
217 msg_format(_("%sを作った。", "You make some ammo."), o_name);
219 vary_item(creature_ptr, item, -1);
220 slot = inven_carry(creature_ptr, q_ptr);
222 /* Auto-inscription */
223 if (slot >= 0) autopick_alter_item(creature_ptr, slot, FALSE);
227 /**********Create bolts*********/
234 item_tester_hook = item_tester_hook_convertible;
236 q = _("どのアイテムから作りますか? ", "Convert which item? ");
237 s = _("材料を持っていない。", "You have no item to convert.");
239 q_ptr = choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
240 if (!q_ptr) return FALSE;
244 /* Hack -- Give the player some small firestones */
245 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, creature_ptr->lev) + 1));
246 q_ptr->number = (byte)rand_range(4, 8);
247 object_aware(creature_ptr, q_ptr);
249 apply_magic(creature_ptr, q_ptr, creature_ptr->lev, AM_NO_FIXED_ART);
251 q_ptr->discount = 99;
253 object_desc(creature_ptr, o_name, q_ptr, 0);
254 msg_format(_("%sを作った。", "You make some ammo."), o_name);
256 vary_item(creature_ptr, item, -1);
258 slot = inven_carry(creature_ptr, q_ptr);
260 /* Auto-inscription */
261 if (slot >= 0) autopick_alter_item(creature_ptr, slot, FALSE);
269 * @brief 魔道具術師の魔力取り込み処理
270 * @param user_ptr アイテムを取り込むクリーチャー
271 * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
273 bool import_magic_device(player_type *user_ptr)
275 /* Only accept legal items */
276 item_tester_hook = item_tester_hook_recharge;
278 concptr q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
279 concptr s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
283 o_ptr = choose_object(user_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
284 if (!o_ptr) return FALSE;
286 if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
288 msg_print(_("この杖には発動の為の能力は何も備わっていないようだ。", "This staff doesn't have any magical ability."));
292 if (!object_is_known(o_ptr))
294 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
300 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
304 PARAMETER_VALUE pval = o_ptr->pval;
306 if (o_ptr->tval == TV_ROD)
308 else if (o_ptr->tval == TV_WAND)
311 if (o_ptr->tval == TV_ROD)
313 user_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
314 if (user_ptr->magic_num2[o_ptr->sval + ext] > 99) user_ptr->magic_num2[o_ptr->sval + ext] = 99;
319 for (num = o_ptr->number; num; num--)
322 if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
323 if (user_ptr->magic_num2[o_ptr->sval + ext])
326 gain_num = (gain_num / 3 + randint0(gain_num / 3)) / 256;
327 if (gain_num < 1) gain_num = 1;
329 user_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
330 if (user_ptr->magic_num2[o_ptr->sval + ext] > 99) user_ptr->magic_num2[o_ptr->sval + ext] = 99;
331 user_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
332 if (user_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) user_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
333 if (user_ptr->magic_num1[o_ptr->sval + ext] > user_ptr->magic_num2[o_ptr->sval + ext] * 0x10000) user_ptr->magic_num1[o_ptr->sval + ext] = user_ptr->magic_num2[o_ptr->sval + ext] * 0x10000;
334 if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
338 GAME_TEXT o_name[MAX_NLEN];
339 object_desc(user_ptr, o_name, o_ptr, 0);
340 msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
342 vary_item(user_ptr, item, -999);
343 take_turn(user_ptr, 100);
350 * @param creature_ptr プレーヤーへの参照ポインタ
351 * @param y1 配置したいフロアのY座標
352 * @param x1 配置したいフロアのX座標
354 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
357 void amusement(player_type *creature_ptr, POSITION y1, POSITION x1, int num, bool known)
360 for (int n = 0; amuse_info[n].tval != 0; n++)
362 t += amuse_info[n].prob;
367 object_type object_type_body;
371 KIND_OBJECT_IDX k_idx;
372 ARTIFACT_IDX a_idx = 0;
374 bool insta_art, fixed_art;
378 r -= amuse_info[i].prob;
381 i_ptr = &object_type_body;
383 k_idx = lookup_kind(amuse_info[i].tval, amuse_info[i].sval);
385 /* Paranoia - reroll if nothing */
386 if (!k_idx) continue;
388 /* Search an artifact index if need */
389 insta_art = (k_info[k_idx].gen_flags & TRG_INSTA_ART);
390 fixed_art = (amuse_info[i].flag & AMS_FIXED_ART);
392 if (insta_art || fixed_art)
394 for (a_idx = 1; a_idx < max_a_idx; a_idx++)
396 if (insta_art && !(a_info[a_idx].gen_flags & TRG_INSTA_ART)) continue;
397 if (a_info[a_idx].tval != k_info[k_idx].tval) continue;
398 if (a_info[a_idx].sval != k_info[k_idx].sval) continue;
399 if (a_info[a_idx].cur_num > 0) continue;
403 if (a_idx >= max_a_idx) continue;
406 /* Make an object (if possible) */
407 object_prep(i_ptr, k_idx);
408 if (a_idx) i_ptr->name1 = a_idx;
409 apply_magic(creature_ptr, i_ptr, 1, AM_NO_FIXED_ART);
411 if (amuse_info[i].flag & AMS_NO_UNIQUE)
413 if (r_info[i_ptr->pval].flags1 & RF1_UNIQUE) continue;
416 if (amuse_info[i].flag & AMS_MULTIPLE) i_ptr->number = randint1(3);
417 if (amuse_info[i].flag & AMS_PILE) i_ptr->number = randint1(99);
421 object_aware(creature_ptr, i_ptr);
425 /* Paranoia - reroll if nothing */
426 if (!(i_ptr->k_idx)) continue;
428 (void)drop_near(creature_ptr, i_ptr, -1, y1, x1);
437 * Scatter some "great" objects near the player
438 * @param caster_ptr プレーヤーへの参照ポインタ
439 * @param y1 配置したいフロアのY座標
440 * @param x1 配置したいフロアのX座標
442 * @param great TRUEならば必ず高級品以上を落とす
443 * @param special TRUEならば必ず特別品を落とす
444 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
447 void acquirement(player_type *caster_ptr, POSITION y1, POSITION x1, int num, bool great, bool special, bool known)
450 object_type object_type_body;
451 BIT_FLAGS mode = AM_GOOD | (great || special ? AM_GREAT : 0L) | (special ? AM_SPECIAL : 0L);
456 i_ptr = &object_type_body;
459 /* Make a good (or great) object (if possible) */
460 if (!make_object(caster_ptr, i_ptr, mode)) continue;
464 object_aware(caster_ptr, i_ptr);
468 (void)drop_near(caster_ptr, i_ptr, -1, y1, x1);
473 void acquire_chaos_weapon(player_type *creature_ptr)
476 object_type *q_ptr = &forge;
477 tval_type dummy = TV_SWORD;
478 OBJECT_SUBTYPE_VALUE dummy2;
479 switch (randint1(creature_ptr->lev))
485 dummy2 = SV_MAIN_GAUCHE;
494 dummy2 = SV_SMALL_SWORD;
497 dummy2 = SV_BASILLARD;
499 case 11: case 12: case 13:
500 dummy2 = SV_SHORT_SWORD;
509 dummy2 = SV_WAKIZASHI;
518 dummy2 = SV_BROAD_SWORD;
521 dummy2 = SV_LONG_SWORD;
524 dummy2 = SV_SCIMITAR;
533 dummy2 = SV_BASTARD_SWORD;
536 dummy2 = SV_GREAT_SCIMITAR;
539 dummy2 = SV_CLAYMORE;
545 dummy2 = SV_TWO_HANDED_SWORD;
548 dummy2 = SV_FLAMBERGE;
551 dummy2 = SV_NO_DACHI;
554 dummy2 = SV_EXECUTIONERS_SWORD;
557 dummy2 = SV_ZWEIHANDER;
560 dummy2 = SV_HAYABUSA;
563 dummy2 = SV_BLADE_OF_CHAOS;
566 object_prep(q_ptr, lookup_kind(dummy, dummy2));
567 q_ptr->to_h = 3 + randint1(creature_ptr->current_floor_ptr->dun_level) % 10;
568 q_ptr->to_d = 3 + randint1(creature_ptr->current_floor_ptr->dun_level) % 10;
569 one_resistance(q_ptr);
570 q_ptr->name2 = EGO_CHAOTIC;
571 (void)drop_near(creature_ptr, q_ptr, -1, creature_ptr->y, creature_ptr->x);
576 * todo 元のreturnは間違っているが、修正後の↓文がどれくらい正しいかは要チェック
578 * Curse the players armor
579 * @return 何も持っていない場合を除き、常にTRUEを返す
581 bool curse_armor(player_type *owner_ptr)
583 /* Curse the body armor */
585 o_ptr = &owner_ptr->inventory_list[INVEN_BODY];
587 if (!o_ptr->k_idx) return FALSE;
589 GAME_TEXT o_name[MAX_NLEN];
590 object_desc(owner_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
592 /* Attempt a saving throw for artifacts */
593 if (object_is_artifact(o_ptr) && (randint0(100) < 50))
597 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!",
598 "恐怖の暗黒オーラ", "防具", o_name);
600 msg_format("A %s tries to %s, but your %s resists the effects!",
601 "terrible black aura", "surround your armor", o_name);
606 /* not artifact or failed save... */
607 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);
608 chg_virtue(owner_ptr, V_ENCHANT, -5);
610 /* Blast the armor */
612 o_ptr->name2 = EGO_BLASTED;
613 o_ptr->to_a = 0 - randint1(5) - randint1(5);
620 for (int i = 0; i < TR_FLAG_SIZE; i++)
621 o_ptr->art_flags[i] = 0;
624 o_ptr->curse_flags = TRC_CURSED;
627 o_ptr->ident |= (IDENT_BROKEN);
628 owner_ptr->update |= (PU_BONUS | PU_MANA);
629 owner_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
635 * todo 元のreturnは間違っているが、修正後の↓文がどれくらい正しいかは要チェック
637 * Curse the players weapon
638 * @param owner_ptr 所持者の参照ポインタ
639 * @param force 無条件に呪縛を行うならばTRUE
640 * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
641 * @return 何も持っていない場合を除き、常にTRUEを返す
643 bool curse_weapon_object(player_type *owner_ptr, bool force, object_type *o_ptr)
645 if (!o_ptr->k_idx) return FALSE;
647 GAME_TEXT o_name[MAX_NLEN];
648 object_desc(owner_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
650 /* Attempt a saving throw */
651 if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
654 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!",
655 "恐怖の暗黒オーラ", "武器", o_name);
657 msg_format("A %s tries to %s, but your %s resists the effects!",
658 "terrible black aura", "surround your weapon", o_name);
663 /* not artifact or failed save... */
664 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);
665 chg_virtue(owner_ptr, V_ENCHANT, -5);
667 /* Shatter the weapon */
669 o_ptr->name2 = EGO_SHATTERED;
670 o_ptr->to_h = 0 - randint1(5) - randint1(5);
671 o_ptr->to_d = 0 - randint1(5) - randint1(5);
677 for (int i = 0; i < TR_FLAG_SIZE; i++)
678 o_ptr->art_flags[i] = 0;
681 o_ptr->curse_flags = TRC_CURSED;
684 o_ptr->ident |= (IDENT_BROKEN);
685 owner_ptr->update |= (PU_BONUS | PU_MANA);
686 owner_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
693 * @param caster_ptr 錆止め実行者の参照ポインタ
694 * @return ターン消費を要する処理を行ったならばTRUEを返す
696 bool rustproof(player_type *caster_ptr)
698 /* Select a piece of armour */
699 item_tester_hook = object_is_armour;
701 concptr q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
702 concptr s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
706 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
707 if (!o_ptr) return FALSE;
709 GAME_TEXT o_name[MAX_NLEN];
710 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
712 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
714 if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
717 msg_format("%sは新品同様になった!", o_name);
719 msg_format("%s %s look%s as good as new!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
726 msg_format("%sは腐食しなくなった。", o_name);
728 msg_format("%s %s %s now protected against corrosion.", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "are" : "is"));
731 calc_android_exp(caster_ptr);
737 * @brief ボルトのエゴ化処理(火炎エゴのみ) /
739 * @param caster_ptr プレーヤーへの参照ポインタ
742 void brand_bolts(player_type *caster_ptr)
744 /* Use the first acceptable bolts */
745 for (int i = 0; i < INVEN_PACK; i++)
747 object_type *o_ptr = &caster_ptr->inventory_list[i];
750 if (o_ptr->tval != TV_BOLT) continue;
752 /* Skip artifacts and ego-items */
753 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
756 /* Skip cursed/broken items */
757 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
760 if (randint0(100) < 75) continue;
762 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!"));
765 o_ptr->name2 = EGO_FLAME;
766 enchant(caster_ptr, o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
770 if (flush_failure) flush();
771 msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
775 bool perilous_secrets(player_type *user_ptr)
777 if (!ident_spell(user_ptr, FALSE, 0)) return FALSE;
779 if (mp_ptr->spell_book)
781 /* Sufficient mana */
782 if (20 <= user_ptr->csp)
788 /* Over-exert the player */
791 int oops = 20 - user_ptr->csp;
795 user_ptr->csp_frac = 0;
797 msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
798 /* Hack -- Bypass free action */
799 (void)set_paralyzed(user_ptr, user_ptr->paralyzed + randint1(5 * oops + 1));
802 (void)set_confused(user_ptr, user_ptr->confused + randint1(5 * oops + 1));
805 user_ptr->redraw |= (PR_MANA);
808 take_hit(user_ptr, DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
810 if (one_in_(5)) (void)set_confused(user_ptr, user_ptr->confused + randint1(10));
812 /* Exercise a little care... */
813 if (one_in_(20)) take_hit(user_ptr, DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
819 * @brief 固定アーティファクト『ブラッディムーン』の特性を変更する。
820 * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
821 * @param o_ptr 対象のオブジェクト構造体(ブラッディムーン)のポインタ
824 void get_bloody_moon_flags(object_type *o_ptr)
826 for (int i = 0; i < TR_FLAG_SIZE; i++)
827 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
829 int dummy = randint1(2) + randint1(2);
830 for (int i = 0; i < dummy; i++)
832 int flag = randint0(26);
833 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
834 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
835 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
836 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
840 for (int i = 0; i < dummy; i++) one_resistance(o_ptr);
842 for (int i = 0; i < 2; i++)
844 int tmp = randint0(11);
845 if (tmp < A_MAX) add_flag(o_ptr->art_flags, TR_STR + tmp);
846 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
852 * @brief 寿命つき光源の燃素追加処理 /
853 * Charge a lite (torch or latern)
856 void phlogiston(player_type *caster_ptr)
858 GAME_TURN max_flog = 0;
859 object_type *o_ptr = &caster_ptr->inventory_list[INVEN_LITE];
862 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
864 max_flog = FUEL_LAMP;
868 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
870 max_flog = FUEL_TORCH;
873 /* No torch to refill */
876 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."));
880 if (o_ptr->xtra4 >= max_flog)
882 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."));
887 o_ptr->xtra4 += (XTRA16)(max_flog / 2);
888 msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
890 if (o_ptr->xtra4 >= max_flog)
892 o_ptr->xtra4 = (XTRA16)max_flog;
893 msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
896 caster_ptr->update |= (PU_TORCH);
903 * @return ターン消費を要する処理を行ったならばTRUEを返す
905 bool bless_weapon(player_type *caster_ptr)
907 /* Bless only weapons */
908 item_tester_hook = object_is_weapon;
910 concptr q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
911 concptr s = _("祝福できる武器がありません。", "You have weapon to bless.");
915 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
916 if (!o_ptr) return FALSE;
918 GAME_TEXT o_name[MAX_NLEN];
919 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
920 BIT_FLAGS flgs[TR_FLAG_SIZE];
921 object_flags(o_ptr, flgs);
923 if (object_is_cursed(o_ptr))
925 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
926 have_flag(flgs, TR_ADD_L_CURSE) ||
927 have_flag(flgs, TR_ADD_H_CURSE) ||
928 (o_ptr->curse_flags & TRC_PERMA_CURSE))
931 msg_format("%sを覆う黒いオーラは祝福を跳ね返した!", o_name);
933 msg_format("The black aura on %s %s disrupts the blessing!", ((item >= 0) ? "your" : "the"), o_name);
940 msg_format("%s から邪悪なオーラが消えた。", o_name);
942 msg_format("A malignant aura leaves %s %s.", ((item >= 0) ? "your" : "the"), o_name);
946 o_ptr->curse_flags = 0L;
948 o_ptr->ident |= (IDENT_SENSE);
949 o_ptr->feeling = FEEL_NONE;
951 /* Recalculate the bonuses */
952 caster_ptr->update |= (PU_BONUS);
953 caster_ptr->window |= (PW_EQUIP);
957 * Next, we try to bless it. Artifacts have a 1/3 chance of
958 * being blessed, otherwise, the operation simply disenchants
959 * them, godly power negating the magic. Ok, the explanation
960 * is silly, but otherwise priests would always bless every
961 * artifact weapon they find. Ego weapons and normal weapons
962 * can be blessed automatically.
964 if (have_flag(flgs, TR_BLESSED))
967 msg_format("%s は既に祝福されている。", o_name);
969 msg_format("%s %s %s blessed already.",
970 ((item >= 0) ? "Your" : "The"), o_name,
971 ((o_ptr->number > 1) ? "were" : "was"));
977 if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
980 msg_format("%sは輝いた!", o_name);
982 msg_format("%s %s shine%s!",
983 ((item >= 0) ? "Your" : "The"), o_name,
984 ((o_ptr->number > 1) ? "" : "s"));
987 add_flag(o_ptr->art_flags, TR_BLESSED);
988 o_ptr->discount = 99;
992 bool dis_happened = FALSE;
993 msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
995 /* Disenchant tohit */
1002 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
1004 /* Disenchant todam */
1005 if (o_ptr->to_d > 0)
1008 dis_happened = TRUE;
1011 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
1013 /* Disenchant toac */
1014 if (o_ptr->to_a > 0)
1017 dis_happened = TRUE;
1020 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
1024 msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
1027 msg_format("%s は劣化した!", o_name);
1029 msg_format("%s %s %s disenchanted!", ((item >= 0) ? "Your" : "The"), o_name,
1030 ((o_ptr->number > 1) ? "were" : "was"));
1036 caster_ptr->update |= (PU_BONUS);
1037 caster_ptr->window |= (PW_EQUIP | PW_PLAYER);
1038 calc_android_exp(caster_ptr);
1047 * @return ターン消費を要する処理を行ったならばTRUEを返す
1049 bool pulish_shield(player_type *caster_ptr)
1051 concptr q = _("どの盾を磨きますか?", "Pulish which weapon? ");
1052 concptr s = _("磨く盾がありません。", "You have weapon to pulish.");
1056 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), TV_SHIELD);
1057 if (!o_ptr) return FALSE;
1059 GAME_TEXT o_name[MAX_NLEN];
1060 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1061 BIT_FLAGS flgs[TR_FLAG_SIZE];
1062 object_flags(o_ptr, flgs);
1064 bool is_pulish_successful = o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr);
1065 is_pulish_successful &= !object_is_cursed(o_ptr);
1066 is_pulish_successful &= (o_ptr->sval != SV_MIRROR_SHIELD);
1067 if (is_pulish_successful)
1070 msg_format("%sは輝いた!", o_name);
1072 msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
1074 o_ptr->name2 = EGO_REFLECTION;
1075 enchant(caster_ptr, o_ptr, randint0(3) + 4, ENCH_TOAC);
1077 o_ptr->discount = 99;
1078 chg_virtue(caster_ptr, V_ENCHANT, 2);
1083 if (flush_failure) flush();
1085 msg_print(_("失敗した。", "Failed."));
1086 chg_virtue(caster_ptr, V_ENCHANT, -2);
1087 calc_android_exp(caster_ptr);
1093 * @brief 呪いの打ち破り処理 /
1094 * Break the curse of an item
1095 * @param o_ptr 呪い装備情報の参照ポインタ
1098 static void break_curse(object_type *o_ptr)
1100 BIT_FLAGS is_curse_broken = object_is_cursed(o_ptr) &&
1101 !(o_ptr->curse_flags & TRC_PERMA_CURSE) &&
1102 !(o_ptr->curse_flags & TRC_HEAVY_CURSE) &&
1103 (randint0(100) < 25);
1104 if (!is_curse_broken)
1109 msg_print(_("かけられていた呪いが打ち破られた!", "The curse is broken!"));
1111 o_ptr->curse_flags = 0L;
1112 o_ptr->ident |= (IDENT_SENSE);
1113 o_ptr->feeling = FEEL_NONE;
1119 * Enchants a plus onto an item. -RAK-
1120 * @param caster_ptr プレーヤーへの参照ポインタ
1121 * @param o_ptr 強化するアイテムの参照ポインタ
1123 * @param eflag 強化オプション(命中/ダメージ/AC)
1124 * @return 強化に成功した場合TRUEを返す
1127 * Revamped! Now takes item pointer, number of times to try enchanting,
1128 * and a flag of what to try enchanting. Artifacts resist enchantment
1129 * some of the time, and successful enchantment to at least +0 might
1130 * break a curse on the item. -CFT-
1132 * Note that an item can technically be enchanted all the way to +15 if
1133 * you wait a very, very, long time. Going from +9 to +10 only works
1134 * about 5% of the time, and from +10 to +11 only about 1% of the time.
1136 * Note that this function can now be used on "piles" of items, and
1137 * the larger the pile, the lower the chance of success.
1140 bool enchant(player_type *caster_ptr, object_type *o_ptr, int n, int eflag)
1142 /* Large piles resist enchantment */
1143 int prob = o_ptr->number * 100;
1145 /* Missiles are easy to enchant */
1146 if ((o_ptr->tval == TV_BOLT) ||
1147 (o_ptr->tval == TV_ARROW) ||
1148 (o_ptr->tval == TV_SHOT))
1156 bool a = object_is_artifact(o_ptr);
1157 bool force = (eflag & ENCH_FORCE);
1158 for (int i = 0; i < n; i++)
1160 /* Hack -- Roll for pile resistance */
1161 if (!force && randint0(prob) >= 100) continue;
1163 /* Enchant to hit */
1164 if (eflag & ENCH_TOHIT)
1166 if (o_ptr->to_h < 0) chance = 0;
1167 else if (o_ptr->to_h > 15) chance = 1000;
1168 else chance = enchant_table[o_ptr->to_h];
1170 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
1175 /* only when you get it above -1 -CFT */
1176 if (o_ptr->to_h >= 0)
1181 /* Enchant to damage */
1182 if (eflag & ENCH_TODAM)
1184 if (o_ptr->to_d < 0) chance = 0;
1185 else if (o_ptr->to_d > 15) chance = 1000;
1186 else chance = enchant_table[o_ptr->to_d];
1188 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
1193 /* only when you get it above -1 -CFT */
1194 if (o_ptr->to_d >= 0)
1199 /* Enchant to armor class */
1200 if (!(eflag & ENCH_TOAC))
1205 if (o_ptr->to_a < 0) chance = 0;
1206 else if (o_ptr->to_a > 15) chance = 1000;
1207 else chance = enchant_table[o_ptr->to_a];
1209 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
1214 /* only when you get it above -1 -CFT */
1215 if (o_ptr->to_a >= 0)
1221 if (!res) return FALSE;
1222 caster_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
1223 caster_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1225 calc_android_exp(caster_ptr);
1233 * @brief 装備修正強化処理のメインルーチン /
1234 * Enchant an item (in the inventory or on the floor)
1235 * @param caster_ptr プレーヤーへの参照ポインタ
1236 * @param num_hit 命中修正量
1237 * @param num_dam ダメージ修正量
1238 * @param num_ac AC修正量
1239 * @return 強化に成功した場合TRUEを返す
1241 * Note that "num_ac" requires armour, else weapon
1242 * Returns TRUE if attempted, FALSE if cancelled
1244 bool enchant_spell(player_type *caster_ptr, HIT_PROB num_hit, HIT_POINT num_dam, ARMOUR_CLASS num_ac)
1246 /* Assume enchant weapon */
1247 item_tester_hook = object_allow_enchant_weapon;
1249 /* Enchant armor if requested */
1250 if (num_ac) item_tester_hook = object_is_armour;
1252 concptr q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
1253 concptr s = _("強化できるアイテムがない。", "You have nothing to enchant.");
1257 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1258 if (!o_ptr) return FALSE;
1260 GAME_TEXT o_name[MAX_NLEN];
1261 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1263 msg_format("%s は明るく輝いた!", o_name);
1265 msg_format("%s %s glow%s brightly!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
1269 bool is_enchant_successful = FALSE;
1270 if (enchant(caster_ptr, o_ptr, num_hit, ENCH_TOHIT)) is_enchant_successful = TRUE;
1271 if (enchant(caster_ptr, o_ptr, num_dam, ENCH_TODAM)) is_enchant_successful = TRUE;
1272 if (enchant(caster_ptr, o_ptr, num_ac, ENCH_TOAC)) is_enchant_successful = TRUE;
1274 if (!is_enchant_successful)
1276 if (flush_failure) flush();
1277 msg_print(_("強化に失敗した。", "The enchantment failed."));
1278 if (one_in_(3)) chg_virtue(caster_ptr, V_ENCHANT, -1);
1281 chg_virtue(caster_ptr, V_ENCHANT, 1);
1283 calc_android_exp(caster_ptr);
1285 /* Something happened */
1291 * @brief 武器へのエゴ付加処理 /
1292 * Brand the current weapon
1293 * @param caster_ptr プレーヤーへの参照ポインタ
1294 * @param brand_type エゴ化ID(e_info.txtとは連動していない)
1297 void brand_weapon(player_type *caster_ptr, int brand_type)
1299 /* Assume enchant weapon */
1300 item_tester_hook = object_allow_enchant_melee_weapon;
1302 concptr q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
1303 concptr s = _("強化できる武器がない。", "You have nothing to enchant.");
1307 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0);
1310 bool is_special_item = o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1311 !object_is_cursed(o_ptr) &&
1312 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) &&
1313 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1314 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE));
1315 if (!is_special_item)
1317 if (flush_failure) flush();
1319 msg_print(_("属性付加に失敗した。", "The branding failed."));
1320 chg_virtue(caster_ptr, V_ENCHANT, -2);
1321 calc_android_exp(caster_ptr);
1325 /* Let's get the name before it is changed... */
1326 GAME_TEXT o_name[MAX_NLEN];
1327 object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1333 if (o_ptr->tval == TV_SWORD)
1335 act = _("は鋭さを増した!", "becomes very sharp!");
1337 o_ptr->name2 = EGO_SHARPNESS;
1338 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, caster_ptr->current_floor_ptr->dun_level) + 1;
1340 if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
1345 act = _("は破壊力を増した!", "seems very powerful.");
1346 o_ptr->name2 = EGO_EARTHQUAKES;
1347 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, caster_ptr->current_floor_ptr->dun_level);
1352 act = _("は人間の血を求めている!", "seems to be looking for humans!");
1353 o_ptr->name2 = EGO_KILL_HUMAN;
1356 act = _("は電撃に覆われた!", "covered with lightning!");
1357 o_ptr->name2 = EGO_BRAND_ELEC;
1360 act = _("は酸に覆われた!", "coated with acid!");
1361 o_ptr->name2 = EGO_BRAND_ACID;
1364 act = _("は邪悪なる怪物を求めている!", "seems to be looking for evil monsters!");
1365 o_ptr->name2 = EGO_KILL_EVIL;
1368 act = _("は異世界の住人の肉体を求めている!", "seems to be looking for demons!");
1369 o_ptr->name2 = EGO_KILL_DEMON;
1372 act = _("は屍を求めている!", "seems to be looking for undead!");
1373 o_ptr->name2 = EGO_KILL_UNDEAD;
1376 act = _("は動物の血を求めている!", "seems to be looking for animals!");
1377 o_ptr->name2 = EGO_KILL_ANIMAL;
1380 act = _("はドラゴンの血を求めている!", "seems to be looking for dragons!");
1381 o_ptr->name2 = EGO_KILL_DRAGON;
1384 act = _("はトロルの血を求めている!", "seems to be looking for troll!s");
1385 o_ptr->name2 = EGO_KILL_TROLL;
1388 act = _("はオークの血を求めている!", "seems to be looking for orcs!");
1389 o_ptr->name2 = EGO_KILL_ORC;
1392 act = _("は巨人の血を求めている!", "seems to be looking for giants!");
1393 o_ptr->name2 = EGO_KILL_GIANT;
1396 act = _("は非常に不安定になったようだ。", "seems very unstable now.");
1397 o_ptr->name2 = EGO_TRUMP;
1398 o_ptr->pval = randint1(2);
1401 act = _("は血を求めている!", "thirsts for blood!");
1402 o_ptr->name2 = EGO_VAMPIRIC;
1405 act = _("は毒に覆われた。", "is coated with poison.");
1406 o_ptr->name2 = EGO_BRAND_POIS;
1409 act = _("は純ログルスに飲み込まれた。", "is engulfed in raw Logrus!");
1410 o_ptr->name2 = EGO_CHAOTIC;
1413 act = _("は炎のシールドに覆われた!", "is covered in a fiery shield!");
1414 o_ptr->name2 = EGO_BRAND_FIRE;
1417 act = _("は深く冷たいブルーに輝いた!", "glows deep, icy blue!");
1418 o_ptr->name2 = EGO_BRAND_COLD;
1422 msg_format(_("あなたの%s%s", "Your %s %s"), o_name, act);
1423 enchant(caster_ptr, o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1425 o_ptr->discount = 99;
1426 chg_virtue(caster_ptr, V_ENCHANT, 2);
1427 calc_android_exp(caster_ptr);