5 #include "spells-object.h"
6 #include "object-boost.h"
7 #include "object-hook.h"
8 #include "player-status.h"
14 OBJECT_TYPE_VALUE tval;
15 OBJECT_SUBTYPE_VALUE sval;
21 * Scatter some "amusing" objects near the player
24 #define AMS_NOTHING 0x00 /* No restriction */
25 #define AMS_NO_UNIQUE 0x01 /* Don't make the amusing object of uniques */
26 #define AMS_FIXED_ART 0x02 /* Make a fixed artifact based on the amusing object */
27 #define AMS_MULTIPLE 0x04 /* Drop 1-3 objects for one type */
28 #define AMS_PILE 0x08 /* Drop 1-99 pile objects for one type */
30 static amuse_type amuse_info[] =
32 { TV_BOTTLE, SV_ANY, 5, AMS_NOTHING },
33 { TV_JUNK, SV_ANY, 3, AMS_MULTIPLE },
34 { TV_SPIKE, SV_ANY, 10, AMS_PILE },
35 { TV_STATUE, SV_ANY, 15, AMS_NOTHING },
36 { TV_CORPSE, SV_ANY, 15, AMS_NO_UNIQUE },
37 { TV_SKELETON, SV_ANY, 10, AMS_NO_UNIQUE },
38 { TV_FIGURINE, SV_ANY, 10, AMS_NO_UNIQUE },
39 { TV_PARCHMENT, SV_ANY, 1, AMS_NOTHING },
40 { TV_POLEARM, SV_TSURIZAO, 3, AMS_NOTHING }, //Fishing Pole of Taikobo
41 { TV_SWORD, SV_BROKEN_DAGGER, 3, AMS_FIXED_ART }, //Broken Dagger of Magician
42 { TV_SWORD, SV_BROKEN_DAGGER, 10, AMS_NOTHING },
43 { TV_SWORD, SV_BROKEN_SWORD, 5, AMS_NOTHING },
44 { TV_SCROLL, SV_SCROLL_AMUSEMENT, 10, AMS_NOTHING },
50 * @brief「弾/矢の製造」処理 / do_cmd_cast calls this function if the player's class is 'archer'.
51 * Hook to determine if an object is contertible in an arrow/bolt
52 * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
54 bool create_ammo(void)
63 GAME_TEXT o_name[MAX_NLEN];
68 sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
69 else if (p_ptr->lev >= 10)
70 sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
72 sprintf(com, _("[S]弾:", "Create [S]hots ?"));
76 msg_print(_("混乱してる!", "You are too confused!"));
82 msg_print(_("目が見えない!", "You are blind!"));
88 if (!get_com(com, &ch, TRUE))
92 if (ch == 'S' || ch == 's')
97 if ((ch == 'A' || ch == 'a') && (p_ptr->lev >= 10))
102 if ((ch == 'B' || ch == 'b') && (p_ptr->lev >= 20))
109 /**********Create shots*********/
116 if (!get_rep_dir(&dir, FALSE)) return FALSE;
117 y = p_ptr->y + ddy[dir];
118 x = p_ptr->x + ddx[dir];
119 g_ptr = ¤t_floor_ptr->grid_array[y][x];
121 if (!have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_CAN_DIG))
123 msg_print(_("そこには岩石がない。", "You need pile of rubble."));
126 else if (!cave_have_flag_grid(g_ptr, FF_CAN_DIG) || !cave_have_flag_grid(g_ptr, FF_HURT_ROCK))
128 msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
135 /* Hack -- Give the player some small firestones */
136 object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
137 q_ptr->number = (byte)rand_range(15, 30);
140 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
141 q_ptr->discount = 99;
143 slot = inven_carry(q_ptr);
145 object_desc(o_name, q_ptr, 0);
146 msg_format(_("%sを作った。", "You make some ammo."), o_name);
148 /* Auto-inscription */
149 if (slot >= 0) autopick_alter_item(slot, FALSE);
151 /* Destroy the wall */
152 cave_alter_feat(y, x, FF_HURT_ROCK);
154 p_ptr->update |= (PU_FLOW);
157 /**********Create arrows*********/
164 item_tester_hook = item_tester_hook_convertible;
166 q = _("どのアイテムから作りますか? ", "Convert which item? ");
167 s = _("材料を持っていない。", "You have no item to convert.");
168 q_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
169 if (!q_ptr) return FALSE;
173 /* Hack -- Give the player some small firestones */
174 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
175 q_ptr->number = (byte)rand_range(5, 10);
178 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
180 q_ptr->discount = 99;
182 object_desc(o_name, q_ptr, 0);
183 msg_format(_("%sを作った。", "You make some ammo."), o_name);
187 inven_item_increase(item, -1);
188 inven_item_describe(item);
189 inven_item_optimize(item);
193 floor_item_increase(0 - item, -1);
194 floor_item_describe(0 - item);
195 floor_item_optimize(0 - item);
198 slot = inven_carry(q_ptr);
200 /* Auto-inscription */
201 if (slot >= 0) autopick_alter_item(slot, FALSE);
203 /**********Create bolts*********/
210 item_tester_hook = item_tester_hook_convertible;
212 q = _("どのアイテムから作りますか? ", "Convert which item? ");
213 s = _("材料を持っていない。", "You have no item to convert.");
215 q_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
216 if (!q_ptr) return FALSE;
220 /* Hack -- Give the player some small firestones */
221 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
222 q_ptr->number = (byte)rand_range(4, 8);
225 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
227 q_ptr->discount = 99;
229 object_desc(o_name, q_ptr, 0);
230 msg_format(_("%sを作った。", "You make some ammo."), o_name);
234 inven_item_increase(item, -1);
235 inven_item_describe(item);
236 inven_item_optimize(item);
240 floor_item_increase(0 - item, -1);
241 floor_item_describe(0 - item);
242 floor_item_optimize(0 - item);
245 slot = inven_carry(q_ptr);
247 /* Auto-inscription */
248 if (slot >= 0) autopick_alter_item(slot, FALSE);
254 * @brief 魔道具術師の魔力取り込み処理
255 * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
257 bool import_magic_device(void)
260 PARAMETER_VALUE pval;
264 GAME_TEXT o_name[MAX_NLEN];
266 /* Only accept legal items */
267 item_tester_hook = item_tester_hook_recharge;
269 q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
270 s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
272 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
273 if (!o_ptr) return (FALSE);
275 if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
277 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."));
281 if (!object_is_known(o_ptr))
283 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
289 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
294 if (o_ptr->tval == TV_ROD)
296 else if (o_ptr->tval == TV_WAND)
299 if (o_ptr->tval == TV_ROD)
301 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
302 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
307 for (num = o_ptr->number; num; num--)
310 if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
311 if (p_ptr->magic_num2[o_ptr->sval + ext])
314 gain_num = (gain_num / 3 + randint0(gain_num / 3)) / 256;
315 if (gain_num < 1) gain_num = 1;
317 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
318 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
319 p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
320 if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
321 if (p_ptr->magic_num1[o_ptr->sval + ext] > p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000;
322 if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
326 object_desc(o_name, o_ptr, 0);
327 msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
329 /* Eliminate the item (from the pack) */
332 inven_item_increase(item, -999);
333 inven_item_describe(item);
334 inven_item_optimize(item);
337 /* Eliminate the item (from the floor) */
340 floor_item_increase(0 - item, -999);
341 floor_item_describe(0 - item);
342 floor_item_optimize(0 - item);
344 take_turn(p_ptr, 100);
350 * @param y1 配置したいフロアのY座標
351 * @param x1 配置したいフロアのX座標
353 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
356 void amusement(POSITION y1, POSITION x1, int num, bool known)
359 object_type object_type_body;
362 for (n = 0; amuse_info[n].tval != 0; n++)
364 t += amuse_info[n].prob;
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(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);
425 /* Paranoia - reroll if nothing */
426 if (!(i_ptr->k_idx)) continue;
428 (void)drop_near(i_ptr, -1, y1, x1);
438 * Scatter some "great" objects near the player
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(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(i_ptr, mode)) continue;
468 (void)drop_near(i_ptr, -1, y1, x1);
472 void acquire_chaos_weapon(player_type *creature_ptr)
475 object_type *q_ptr = &forge;
476 OBJECT_TYPE_VALUE dummy = TV_SWORD;
477 OBJECT_SUBTYPE_VALUE dummy2;
478 switch (randint1(creature_ptr->lev))
484 dummy2 = SV_MAIN_GAUCHE;
493 dummy2 = SV_SMALL_SWORD;
496 dummy2 = SV_BASILLARD;
498 case 11: case 12: case 13:
499 dummy2 = SV_SHORT_SWORD;
508 dummy2 = SV_WAKIZASHI;
517 dummy2 = SV_BROAD_SWORD;
520 dummy2 = SV_LONG_SWORD;
523 dummy2 = SV_SCIMITAR;
532 dummy2 = SV_BASTARD_SWORD;
535 dummy2 = SV_GREAT_SCIMITAR;
538 dummy2 = SV_CLAYMORE;
544 dummy2 = SV_TWO_HANDED_SWORD;
547 dummy2 = SV_FLAMBERGE;
550 dummy2 = SV_NO_DACHI;
553 dummy2 = SV_EXECUTIONERS_SWORD;
556 dummy2 = SV_ZWEIHANDER;
559 dummy2 = SV_HAYABUSA;
562 dummy2 = SV_BLADE_OF_CHAOS;
565 object_prep(q_ptr, lookup_kind(dummy, dummy2));
566 q_ptr->to_h = 3 + randint1(current_floor_ptr->dun_level) % 10;
567 q_ptr->to_d = 3 + randint1(current_floor_ptr->dun_level) % 10;
568 one_resistance(q_ptr);
569 q_ptr->name2 = EGO_CHAOTIC;
570 (void)drop_near(q_ptr, -1, creature_ptr->y, creature_ptr->x);
576 * Curse the players armor
577 * @return 実際に呪縛されたらTRUEを返す
579 bool curse_armor(void)
584 GAME_TEXT o_name[MAX_NLEN];
586 /* Curse the body armor */
587 o_ptr = &inventory[INVEN_BODY];
589 /* Nothing to curse */
590 if (!o_ptr->k_idx) return (FALSE);
592 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
594 /* Attempt a saving throw for artifacts */
595 if (object_is_artifact(o_ptr) && (randint0(100) < 50))
599 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!",
600 "恐怖の暗黒オーラ", "防具", o_name);
602 msg_format("A %s tries to %s, but your %s resists the effects!",
603 "terrible black aura", "surround your armor", o_name);
608 /* not artifact or failed save... */
611 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);
612 chg_virtue(V_ENCHANT, -5);
614 /* Blast the armor */
616 o_ptr->name2 = EGO_BLASTED;
617 o_ptr->to_a = 0 - randint1(5) - randint1(5);
624 for (i = 0; i < TR_FLAG_SIZE; i++)
625 o_ptr->art_flags[i] = 0;
628 o_ptr->curse_flags = TRC_CURSED;
631 o_ptr->ident |= (IDENT_BROKEN);
632 p_ptr->update |= (PU_BONUS | PU_MANA);
633 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
641 * Curse the players weapon
642 * @param force 無条件に呪縛を行うならばTRUE
643 * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
644 * @return 実際に呪縛されたらTRUEを返す
646 bool curse_weapon_object(bool force, object_type *o_ptr)
649 GAME_TEXT o_name[MAX_NLEN];
651 /* Nothing to curse */
652 if (!o_ptr->k_idx) return (FALSE);
653 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
655 /* Attempt a saving throw */
656 if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
660 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!",
661 "恐怖の暗黒オーラ", "武器", o_name);
663 msg_format("A %s tries to %s, but your %s resists the effects!",
664 "terrible black aura", "surround your weapon", o_name);
668 /* not artifact or failed save... */
671 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);
672 chg_virtue(V_ENCHANT, -5);
674 /* Shatter the weapon */
676 o_ptr->name2 = EGO_SHATTERED;
677 o_ptr->to_h = 0 - randint1(5) - randint1(5);
678 o_ptr->to_d = 0 - randint1(5) - randint1(5);
684 for (i = 0; i < TR_FLAG_SIZE; i++)
685 o_ptr->art_flags[i] = 0;
688 o_ptr->curse_flags = TRC_CURSED;
691 o_ptr->ident |= (IDENT_BROKEN);
692 p_ptr->update |= (PU_BONUS | PU_MANA);
693 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
700 * @brief 武器呪縛処理のメインルーチン /
701 * Curse the players weapon
702 * @param force 無条件に呪縛を行うならばTRUE
703 * @param slot 呪縛する武器の装備スロット
704 * @return 実際に呪縛されたらTRUEを返す
706 bool curse_weapon(bool force, int slot)
708 return curse_weapon_object(force, &inventory[slot]);
714 * @return ターン消費を要する処理を行ったならばTRUEを返す
720 GAME_TEXT o_name[MAX_NLEN];
723 /* Select a piece of armour */
724 item_tester_hook = object_is_armour;
726 q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
727 s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
729 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
730 if (!o_ptr) return FALSE;
732 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
734 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
736 if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
739 msg_format("%sは新品同様になった!", o_name);
741 msg_format("%s %s look%s as good as new!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
748 msg_format("%sは腐食しなくなった。", o_name);
750 msg_format("%s %s %s now protected against corrosion.", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "are" : "is"));
758 * @brief ボルトのエゴ化処理(火炎エゴのみ) /
762 bool brand_bolts(void)
766 /* Use the first acceptable bolts */
767 for (i = 0; i < INVEN_PACK; i++)
769 object_type *o_ptr = &inventory[i];
772 if (o_ptr->tval != TV_BOLT) continue;
774 /* Skip artifacts and ego-items */
775 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
778 /* Skip cursed/broken items */
779 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
782 if (randint0(100) < 75) continue;
784 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!"));
787 o_ptr->name2 = EGO_FLAME;
788 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
792 if (flush_failure) flush();
795 msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
801 bool perilous_secrets(player_type *creature_ptr)
803 if (!ident_spell(FALSE)) return FALSE;
805 if (mp_ptr->spell_book)
807 /* Sufficient mana */
808 if (20 <= creature_ptr->csp)
811 creature_ptr->csp -= 20;
814 /* Over-exert the player */
817 int oops = 20 - creature_ptr->csp;
820 creature_ptr->csp = 0;
821 creature_ptr->csp_frac = 0;
823 msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
824 /* Hack -- Bypass free action */
825 (void)set_paralyzed(creature_ptr->paralyzed + randint1(5 * oops + 1));
828 (void)set_confused(creature_ptr->confused + randint1(5 * oops + 1));
830 creature_ptr->redraw |= (PR_MANA);
832 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
834 if (one_in_(5)) (void)set_confused(creature_ptr->confused + randint1(10));
836 /* Exercise a little care... */
837 if (one_in_(20)) take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
843 * @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。
844 * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
845 * @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
848 void get_bloody_moon_flags(object_type *o_ptr)
852 for (i = 0; i < TR_FLAG_SIZE; i++)
853 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
855 dummy = randint1(2) + randint1(2);
856 for (i = 0; i < dummy; i++)
858 int flag = randint0(26);
859 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
860 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
861 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
862 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
866 for (i = 0; i < dummy; i++) one_resistance(o_ptr);
868 for (i = 0; i < 2; i++)
870 int tmp = randint0(11);
871 if (tmp < A_MAX) add_flag(o_ptr->art_flags, TR_STR + tmp);
872 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
877 * @brief 寿命つき光源の燃素追加処理 /
878 * Charge a lite (torch or latern)
881 void phlogiston(void)
883 GAME_TURN max_flog = 0;
884 object_type * o_ptr = &inventory[INVEN_LITE];
887 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
889 max_flog = FUEL_LAMP;
893 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
895 max_flog = FUEL_TORCH;
898 /* No torch to refill */
901 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."));
905 if (o_ptr->xtra4 >= max_flog)
907 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."));
912 o_ptr->xtra4 += (XTRA16)(max_flog / 2);
913 msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
915 if (o_ptr->xtra4 >= max_flog)
917 o_ptr->xtra4 = (XTRA16)max_flog;
918 msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
921 p_ptr->update |= (PU_TORCH);
927 * @return ターン消費を要する処理を行ったならばTRUEを返す
929 bool bless_weapon(void)
933 BIT_FLAGS flgs[TR_FLAG_SIZE];
934 GAME_TEXT o_name[MAX_NLEN];
937 /* Bless only weapons */
938 item_tester_hook = object_is_weapon;
940 q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
941 s = _("祝福できる武器がありません。", "You have weapon to bless.");
943 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
944 if (!o_ptr) return FALSE;
946 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
947 object_flags(o_ptr, flgs);
949 if (object_is_cursed(o_ptr))
951 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
952 have_flag(flgs, TR_ADD_L_CURSE) ||
953 have_flag(flgs, TR_ADD_H_CURSE) ||
954 (o_ptr->curse_flags & TRC_PERMA_CURSE))
957 msg_format("%sを覆う黒いオーラは祝福を跳ね返した!", o_name);
959 msg_format("The black aura on %s %s disrupts the blessing!", ((item >= 0) ? "your" : "the"), o_name);
966 msg_format("%s から邪悪なオーラが消えた。", o_name);
968 msg_format("A malignant aura leaves %s %s.", ((item >= 0) ? "your" : "the"), o_name);
972 o_ptr->curse_flags = 0L;
974 o_ptr->ident |= (IDENT_SENSE);
975 o_ptr->feeling = FEEL_NONE;
977 /* Recalculate the bonuses */
978 p_ptr->update |= (PU_BONUS);
979 p_ptr->window |= (PW_EQUIP);
983 * Next, we try to bless it. Artifacts have a 1/3 chance of
984 * being blessed, otherwise, the operation simply disenchants
985 * them, godly power negating the magic. Ok, the explanation
986 * is silly, but otherwise priests would always bless every
987 * artifact weapon they find. Ego weapons and normal weapons
988 * can be blessed automatically.
990 if (have_flag(flgs, TR_BLESSED))
993 msg_format("%s は既に祝福されている。", o_name);
995 msg_format("%s %s %s blessed already.",
996 ((item >= 0) ? "Your" : "The"), o_name,
997 ((o_ptr->number > 1) ? "were" : "was"));
1003 if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
1006 msg_format("%sは輝いた!", o_name);
1008 msg_format("%s %s shine%s!",
1009 ((item >= 0) ? "Your" : "The"), o_name,
1010 ((o_ptr->number > 1) ? "" : "s"));
1013 add_flag(o_ptr->art_flags, TR_BLESSED);
1014 o_ptr->discount = 99;
1018 bool dis_happened = FALSE;
1019 msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
1021 /* Disenchant tohit */
1022 if (o_ptr->to_h > 0)
1025 dis_happened = TRUE;
1028 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
1030 /* Disenchant todam */
1031 if (o_ptr->to_d > 0)
1034 dis_happened = TRUE;
1037 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
1039 /* Disenchant toac */
1040 if (o_ptr->to_a > 0)
1043 dis_happened = TRUE;
1046 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
1050 msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
1053 msg_format("%s は劣化した!", o_name);
1055 msg_format("%s %s %s disenchanted!", ((item >= 0) ? "Your" : "The"), o_name,
1056 ((o_ptr->number > 1) ? "were" : "was"));
1062 p_ptr->update |= (PU_BONUS);
1063 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
1073 * @return ターン消費を要する処理を行ったならばTRUEを返す
1075 bool pulish_shield(void)
1079 BIT_FLAGS flgs[TR_FLAG_SIZE];
1080 GAME_TEXT o_name[MAX_NLEN];
1083 /* Assume enchant weapon */
1084 item_tester_tval = TV_SHIELD;
1086 q = _("どの盾を磨きますか?", "Pulish which weapon? ");
1087 s = _("磨く盾がありません。", "You have weapon to pulish.");
1089 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
1090 if (!o_ptr) return FALSE;
1092 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1093 object_flags(o_ptr, flgs);
1095 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1096 !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
1099 msg_format("%sは輝いた!", o_name);
1101 msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
1103 o_ptr->name2 = EGO_REFLECTION;
1104 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
1106 o_ptr->discount = 99;
1107 chg_virtue(V_ENCHANT, 2);
1113 if (flush_failure) flush();
1115 msg_print(_("失敗した。", "Failed."));
1116 chg_virtue(V_ENCHANT, -2);