10 #include "spells-object.h"
11 #include "object-boost.h"
12 #include "object-hook.h"
13 #include "object-flavor.h"
14 #include "object-ego.h"
15 #include "player-damage.h"
16 #include "player-status.h"
18 #include "player-effects.h"
19 #include "player-class.h"
20 #include "player-inventory.h"
21 #include "objectkind.h"
23 #include "targeting.h"
24 #include "view-mainwindow.h"
29 OBJECT_TYPE_VALUE tval;
30 OBJECT_SUBTYPE_VALUE sval;
37 * @brief 装備強化処理の失敗率定数(千分率) /
38 * Used by the "enchant" function (chance of failure)
39 * (modified for Zangband, we need better stuff there...) -- TY
42 static int enchant_table[16] =
45 300, 400, 500, 650, 800,
46 950, 987, 993, 995, 998,
52 * Scatter some "amusing" objects near the player
55 #define AMS_NOTHING 0x00 /* No restriction */
56 #define AMS_NO_UNIQUE 0x01 /* Don't make the amusing object of uniques */
57 #define AMS_FIXED_ART 0x02 /* Make a fixed artifact based on the amusing object */
58 #define AMS_MULTIPLE 0x04 /* Drop 1-3 objects for one type */
59 #define AMS_PILE 0x08 /* Drop 1-99 pile objects for one type */
61 static amuse_type amuse_info[] =
63 { TV_BOTTLE, SV_ANY, 5, AMS_NOTHING },
64 { TV_JUNK, SV_ANY, 3, AMS_MULTIPLE },
65 { TV_SPIKE, SV_ANY, 10, AMS_PILE },
66 { TV_STATUE, SV_ANY, 15, AMS_NOTHING },
67 { TV_CORPSE, SV_ANY, 15, AMS_NO_UNIQUE },
68 { TV_SKELETON, SV_ANY, 10, AMS_NO_UNIQUE },
69 { TV_FIGURINE, SV_ANY, 10, AMS_NO_UNIQUE },
70 { TV_PARCHMENT, SV_ANY, 1, AMS_NOTHING },
71 { TV_POLEARM, SV_TSURIZAO, 3, AMS_NOTHING }, //Fishing Pole of Taikobo
72 { TV_SWORD, SV_BROKEN_DAGGER, 3, AMS_FIXED_ART }, //Broken Dagger of Magician
73 { TV_SWORD, SV_BROKEN_DAGGER, 10, AMS_NOTHING },
74 { TV_SWORD, SV_BROKEN_SWORD, 5, AMS_NOTHING },
75 { TV_SCROLL, SV_SCROLL_AMUSEMENT, 10, AMS_NOTHING },
81 * @brief「弾/矢の製造」処理 / do_cmd_cast calls this function if the player's class is 'archer'.
82 * Hook to determine if an object is contertible in an arrow/bolt
83 * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
85 bool create_ammo(player_type *creature_ptr)
88 if (creature_ptr->lev >= 20)
89 sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
90 else if (creature_ptr->lev >= 10)
91 sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
93 sprintf(com, _("[S]弾:", "Create [S]hots ?"));
95 if (cmd_limit_confused(creature_ptr)) return FALSE;
96 if (cmd_limit_blind(creature_ptr)) return FALSE;
102 if (!get_com(com, &ch, TRUE))
107 if (ch == 'S' || ch == 's')
113 if ((ch == 'A' || ch == 'a') && (creature_ptr->lev >= 10))
119 if ((ch == 'B' || ch == 'b') && (creature_ptr->lev >= 20))
126 GAME_TEXT o_name[MAX_NLEN];
131 /**********Create shots*********/
138 if (!get_rep_dir(&dir, FALSE)) return FALSE;
139 y = creature_ptr->y + ddy[dir];
140 x = creature_ptr->x + ddx[dir];
141 g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
143 if (!have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_CAN_DIG))
145 msg_print(_("そこには岩石がない。", "You need pile of rubble."));
149 if (!cave_have_flag_grid(g_ptr, FF_CAN_DIG) || !cave_have_flag_grid(g_ptr, FF_HURT_ROCK))
151 msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
158 /* Hack -- Give the player some small firestones */
159 object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, creature_ptr->lev) + 1));
160 q_ptr->number = (byte)rand_range(15, 30);
161 object_aware(creature_ptr, q_ptr);
163 apply_magic(creature_ptr, q_ptr, creature_ptr->lev, AM_NO_FIXED_ART);
164 q_ptr->discount = 99;
166 slot = inven_carry(creature_ptr, q_ptr);
168 object_desc(o_name, q_ptr, 0);
169 msg_format(_("%sを作った。", "You make some ammo."), o_name);
171 /* Auto-inscription */
172 if (slot >= 0) autopick_alter_item(creature_ptr, slot, FALSE);
174 /* Destroy the wall */
175 cave_alter_feat(creature_ptr, y, x, FF_HURT_ROCK);
177 creature_ptr->update |= (PU_FLOW);
181 /**********Create arrows*********/
188 item_tester_hook = item_tester_hook_convertible;
190 q = _("どのアイテムから作りますか? ", "Convert which item? ");
191 s = _("材料を持っていない。", "You have no item to convert.");
192 q_ptr = choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
193 if (!q_ptr) return FALSE;
197 /* Hack -- Give the player some small firestones */
198 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, creature_ptr->lev) + 1));
199 q_ptr->number = (byte)rand_range(5, 10);
200 object_aware(creature_ptr, q_ptr);
202 apply_magic(creature_ptr, q_ptr, creature_ptr->lev, AM_NO_FIXED_ART);
204 q_ptr->discount = 99;
206 object_desc(o_name, q_ptr, 0);
207 msg_format(_("%sを作った。", "You make some ammo."), o_name);
209 vary_item(creature_ptr, item, -1);
210 slot = inven_carry(creature_ptr, q_ptr);
212 /* Auto-inscription */
213 if (slot >= 0) autopick_alter_item(creature_ptr, slot, FALSE);
217 /**********Create bolts*********/
224 item_tester_hook = item_tester_hook_convertible;
226 q = _("どのアイテムから作りますか? ", "Convert which item? ");
227 s = _("材料を持っていない。", "You have no item to convert.");
229 q_ptr = choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
230 if (!q_ptr) return FALSE;
234 /* Hack -- Give the player some small firestones */
235 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, creature_ptr->lev) + 1));
236 q_ptr->number = (byte)rand_range(4, 8);
237 object_aware(creature_ptr, q_ptr);
239 apply_magic(creature_ptr, q_ptr, creature_ptr->lev, AM_NO_FIXED_ART);
241 q_ptr->discount = 99;
243 object_desc(o_name, q_ptr, 0);
244 msg_format(_("%sを作った。", "You make some ammo."), o_name);
246 vary_item(creature_ptr, item, -1);
248 slot = inven_carry(creature_ptr, q_ptr);
250 /* Auto-inscription */
251 if (slot >= 0) autopick_alter_item(creature_ptr, slot, FALSE);
259 * @brief 魔道具術師の魔力取り込み処理
260 * @param user_ptr アイテムを取り込むクリーチャー
261 * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
263 bool import_magic_device(player_type *user_ptr)
265 /* Only accept legal items */
266 item_tester_hook = item_tester_hook_recharge;
268 concptr q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
269 concptr s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
273 o_ptr = choose_object(user_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
274 if (!o_ptr) return FALSE;
276 if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
278 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."));
282 if (!object_is_known(o_ptr))
284 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
290 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
294 PARAMETER_VALUE pval = o_ptr->pval;
296 if (o_ptr->tval == TV_ROD)
298 else if (o_ptr->tval == TV_WAND)
301 if (o_ptr->tval == TV_ROD)
303 user_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
304 if (user_ptr->magic_num2[o_ptr->sval + ext] > 99) user_ptr->magic_num2[o_ptr->sval + ext] = 99;
309 for (num = o_ptr->number; num; num--)
312 if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
313 if (user_ptr->magic_num2[o_ptr->sval + ext])
316 gain_num = (gain_num / 3 + randint0(gain_num / 3)) / 256;
317 if (gain_num < 1) gain_num = 1;
319 user_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
320 if (user_ptr->magic_num2[o_ptr->sval + ext] > 99) user_ptr->magic_num2[o_ptr->sval + ext] = 99;
321 user_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
322 if (user_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) user_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
323 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;
324 if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
328 GAME_TEXT o_name[MAX_NLEN];
329 object_desc(o_name, o_ptr, 0);
330 msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
332 vary_item(user_ptr, item, -999);
333 take_turn(user_ptr, 100);
340 * @param creature_ptr プレーヤーへの参照ポインタ
341 * @param y1 配置したいフロアのY座標
342 * @param x1 配置したいフロアのX座標
344 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
347 void amusement(player_type *creature_ptr, POSITION y1, POSITION x1, int num, bool known)
350 for (int n = 0; amuse_info[n].tval != 0; n++)
352 t += amuse_info[n].prob;
357 object_type object_type_body;
361 KIND_OBJECT_IDX k_idx;
362 ARTIFACT_IDX a_idx = 0;
364 bool insta_art, fixed_art;
368 r -= amuse_info[i].prob;
371 i_ptr = &object_type_body;
373 k_idx = lookup_kind(amuse_info[i].tval, amuse_info[i].sval);
375 /* Paranoia - reroll if nothing */
376 if (!k_idx) continue;
378 /* Search an artifact index if need */
379 insta_art = (k_info[k_idx].gen_flags & TRG_INSTA_ART);
380 fixed_art = (amuse_info[i].flag & AMS_FIXED_ART);
382 if (insta_art || fixed_art)
384 for (a_idx = 1; a_idx < max_a_idx; a_idx++)
386 if (insta_art && !(a_info[a_idx].gen_flags & TRG_INSTA_ART)) continue;
387 if (a_info[a_idx].tval != k_info[k_idx].tval) continue;
388 if (a_info[a_idx].sval != k_info[k_idx].sval) continue;
389 if (a_info[a_idx].cur_num > 0) continue;
393 if (a_idx >= max_a_idx) continue;
396 /* Make an object (if possible) */
397 object_prep(i_ptr, k_idx);
398 if (a_idx) i_ptr->name1 = a_idx;
399 apply_magic(creature_ptr, i_ptr, 1, AM_NO_FIXED_ART);
401 if (amuse_info[i].flag & AMS_NO_UNIQUE)
403 if (r_info[i_ptr->pval].flags1 & RF1_UNIQUE) continue;
406 if (amuse_info[i].flag & AMS_MULTIPLE) i_ptr->number = randint1(3);
407 if (amuse_info[i].flag & AMS_PILE) i_ptr->number = randint1(99);
411 object_aware(creature_ptr, i_ptr);
415 /* Paranoia - reroll if nothing */
416 if (!(i_ptr->k_idx)) continue;
418 (void)drop_near(creature_ptr, i_ptr, -1, y1, x1);
427 * Scatter some "great" objects near the player
428 * @param caster_ptr プレーヤーへの参照ポインタ
429 * @param y1 配置したいフロアのY座標
430 * @param x1 配置したいフロアのX座標
432 * @param great TRUEならば必ず高級品以上を落とす
433 * @param special TRUEならば必ず特別品を落とす
434 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
437 void acquirement(player_type *caster_ptr, POSITION y1, POSITION x1, int num, bool great, bool special, bool known)
440 object_type object_type_body;
441 BIT_FLAGS mode = AM_GOOD | (great || special ? AM_GREAT : 0L) | (special ? AM_SPECIAL : 0L);
446 i_ptr = &object_type_body;
449 /* Make a good (or great) object (if possible) */
450 if (!make_object(caster_ptr, i_ptr, mode)) continue;
454 object_aware(caster_ptr, i_ptr);
458 (void)drop_near(caster_ptr, i_ptr, -1, y1, x1);
463 void acquire_chaos_weapon(player_type *creature_ptr)
466 object_type *q_ptr = &forge;
467 OBJECT_TYPE_VALUE dummy = TV_SWORD;
468 OBJECT_SUBTYPE_VALUE dummy2;
469 switch (randint1(creature_ptr->lev))
475 dummy2 = SV_MAIN_GAUCHE;
484 dummy2 = SV_SMALL_SWORD;
487 dummy2 = SV_BASILLARD;
489 case 11: case 12: case 13:
490 dummy2 = SV_SHORT_SWORD;
499 dummy2 = SV_WAKIZASHI;
508 dummy2 = SV_BROAD_SWORD;
511 dummy2 = SV_LONG_SWORD;
514 dummy2 = SV_SCIMITAR;
523 dummy2 = SV_BASTARD_SWORD;
526 dummy2 = SV_GREAT_SCIMITAR;
529 dummy2 = SV_CLAYMORE;
535 dummy2 = SV_TWO_HANDED_SWORD;
538 dummy2 = SV_FLAMBERGE;
541 dummy2 = SV_NO_DACHI;
544 dummy2 = SV_EXECUTIONERS_SWORD;
547 dummy2 = SV_ZWEIHANDER;
550 dummy2 = SV_HAYABUSA;
553 dummy2 = SV_BLADE_OF_CHAOS;
556 object_prep(q_ptr, lookup_kind(dummy, dummy2));
557 q_ptr->to_h = 3 + randint1(creature_ptr->current_floor_ptr->dun_level) % 10;
558 q_ptr->to_d = 3 + randint1(creature_ptr->current_floor_ptr->dun_level) % 10;
559 one_resistance(q_ptr);
560 q_ptr->name2 = EGO_CHAOTIC;
561 (void)drop_near(creature_ptr, q_ptr, -1, creature_ptr->y, creature_ptr->x);
566 * 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
568 * Curse the players armor
569 * @return 何も持っていない場合を除き、常にTRUEを返す
571 bool curse_armor(player_type *owner_ptr)
573 /* Curse the body armor */
575 o_ptr = &owner_ptr->inventory_list[INVEN_BODY];
577 if (!o_ptr->k_idx) return FALSE;
579 GAME_TEXT o_name[MAX_NLEN];
580 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
582 /* Attempt a saving throw for artifacts */
583 if (object_is_artifact(o_ptr) && (randint0(100) < 50))
587 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!",
588 "恐怖の暗黒オーラ", "防具", o_name);
590 msg_format("A %s tries to %s, but your %s resists the effects!",
591 "terrible black aura", "surround your armor", o_name);
596 /* not artifact or failed save... */
597 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);
598 chg_virtue(owner_ptr, V_ENCHANT, -5);
600 /* Blast the armor */
602 o_ptr->name2 = EGO_BLASTED;
603 o_ptr->to_a = 0 - randint1(5) - randint1(5);
610 for (int i = 0; i < TR_FLAG_SIZE; i++)
611 o_ptr->art_flags[i] = 0;
614 o_ptr->curse_flags = TRC_CURSED;
617 o_ptr->ident |= (IDENT_BROKEN);
618 owner_ptr->update |= (PU_BONUS | PU_MANA);
619 owner_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
625 * 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
627 * Curse the players weapon
628 * @param owner_ptr 所持者の参照ポインタ
629 * @param force 無条件に呪縛を行うならばTRUE
630 * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
631 * @return 何も持っていない場合を除き、常にTRUEを返す
633 bool curse_weapon_object(player_type *owner_ptr, bool force, object_type *o_ptr)
635 if (!o_ptr->k_idx) return FALSE;
637 GAME_TEXT o_name[MAX_NLEN];
638 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
640 /* Attempt a saving throw */
641 if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
644 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!",
645 "恐怖の暗黒オーラ", "武器", o_name);
647 msg_format("A %s tries to %s, but your %s resists the effects!",
648 "terrible black aura", "surround your weapon", o_name);
653 /* not artifact or failed save... */
654 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);
655 chg_virtue(owner_ptr, V_ENCHANT, -5);
657 /* Shatter the weapon */
659 o_ptr->name2 = EGO_SHATTERED;
660 o_ptr->to_h = 0 - randint1(5) - randint1(5);
661 o_ptr->to_d = 0 - randint1(5) - randint1(5);
667 for (int i = 0; i < TR_FLAG_SIZE; i++)
668 o_ptr->art_flags[i] = 0;
671 o_ptr->curse_flags = TRC_CURSED;
674 o_ptr->ident |= (IDENT_BROKEN);
675 owner_ptr->update |= (PU_BONUS | PU_MANA);
676 owner_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
683 * @param caster_ptr 錆止め実行者の参照ポインタ
684 * @return ターン消費を要する処理を行ったならばTRUEを返す
686 bool rustproof(player_type *caster_ptr)
688 /* Select a piece of armour */
689 item_tester_hook = object_is_armour;
691 concptr q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
692 concptr s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
696 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
697 if (!o_ptr) return FALSE;
699 GAME_TEXT o_name[MAX_NLEN];
700 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
702 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
704 if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
707 msg_format("%sは新品同様になった!", o_name);
709 msg_format("%s %s look%s as good as new!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
716 msg_format("%sは腐食しなくなった。", o_name);
718 msg_format("%s %s %s now protected against corrosion.", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "are" : "is"));
721 calc_android_exp(caster_ptr);
727 * @brief ボルトのエゴ化処理(火炎エゴのみ) /
729 * @param caster_ptr プレーヤーへの参照ポインタ
732 void brand_bolts(player_type *caster_ptr)
734 /* Use the first acceptable bolts */
735 for (int i = 0; i < INVEN_PACK; i++)
737 object_type *o_ptr = &caster_ptr->inventory_list[i];
740 if (o_ptr->tval != TV_BOLT) continue;
742 /* Skip artifacts and ego-items */
743 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
746 /* Skip cursed/broken items */
747 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
750 if (randint0(100) < 75) continue;
752 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!"));
755 o_ptr->name2 = EGO_FLAME;
756 enchant(caster_ptr, o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
760 if (flush_failure) flush();
761 msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
765 bool perilous_secrets(player_type *user_ptr)
767 if (!ident_spell(user_ptr, FALSE)) return FALSE;
769 if (mp_ptr->spell_book)
771 /* Sufficient mana */
772 if (20 <= user_ptr->csp)
778 /* Over-exert the player */
781 int oops = 20 - user_ptr->csp;
785 user_ptr->csp_frac = 0;
787 msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
788 /* Hack -- Bypass free action */
789 (void)set_paralyzed(user_ptr, user_ptr->paralyzed + randint1(5 * oops + 1));
792 (void)set_confused(user_ptr, user_ptr->confused + randint1(5 * oops + 1));
795 user_ptr->redraw |= (PR_MANA);
798 take_hit(user_ptr, DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
800 if (one_in_(5)) (void)set_confused(user_ptr, user_ptr->confused + randint1(10));
802 /* Exercise a little care... */
803 if (one_in_(20)) take_hit(user_ptr, DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
809 * @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。
810 * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
811 * @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
814 void get_bloody_moon_flags(object_type *o_ptr)
816 for (int i = 0; i < TR_FLAG_SIZE; i++)
817 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
819 int dummy = randint1(2) + randint1(2);
820 for (int i = 0; i < dummy; i++)
822 int flag = randint0(26);
823 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
824 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
825 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
826 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
830 for (int i = 0; i < dummy; i++) one_resistance(o_ptr);
832 for (int i = 0; i < 2; i++)
834 int tmp = randint0(11);
835 if (tmp < A_MAX) add_flag(o_ptr->art_flags, TR_STR + tmp);
836 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
842 * @brief 寿命つき光源の燃素追加処理 /
843 * Charge a lite (torch or latern)
846 void phlogiston(player_type *caster_ptr)
848 GAME_TURN max_flog = 0;
849 object_type *o_ptr = &caster_ptr->inventory_list[INVEN_LITE];
852 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
854 max_flog = FUEL_LAMP;
858 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
860 max_flog = FUEL_TORCH;
863 /* No torch to refill */
866 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."));
870 if (o_ptr->xtra4 >= max_flog)
872 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."));
877 o_ptr->xtra4 += (XTRA16)(max_flog / 2);
878 msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
880 if (o_ptr->xtra4 >= max_flog)
882 o_ptr->xtra4 = (XTRA16)max_flog;
883 msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
886 caster_ptr->update |= (PU_TORCH);
893 * @return ターン消費を要する処理を行ったならばTRUEを返す
895 bool bless_weapon(player_type *caster_ptr)
897 /* Bless only weapons */
898 item_tester_hook = object_is_weapon;
900 concptr q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
901 concptr s = _("祝福できる武器がありません。", "You have weapon to bless.");
905 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
906 if (!o_ptr) return FALSE;
908 GAME_TEXT o_name[MAX_NLEN];
909 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
910 BIT_FLAGS flgs[TR_FLAG_SIZE];
911 object_flags(o_ptr, flgs);
913 if (object_is_cursed(o_ptr))
915 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
916 have_flag(flgs, TR_ADD_L_CURSE) ||
917 have_flag(flgs, TR_ADD_H_CURSE) ||
918 (o_ptr->curse_flags & TRC_PERMA_CURSE))
921 msg_format("%sを覆う黒いオーラは祝福を跳ね返した!", o_name);
923 msg_format("The black aura on %s %s disrupts the blessing!", ((item >= 0) ? "your" : "the"), o_name);
930 msg_format("%s から邪悪なオーラが消えた。", o_name);
932 msg_format("A malignant aura leaves %s %s.", ((item >= 0) ? "your" : "the"), o_name);
936 o_ptr->curse_flags = 0L;
938 o_ptr->ident |= (IDENT_SENSE);
939 o_ptr->feeling = FEEL_NONE;
941 /* Recalculate the bonuses */
942 caster_ptr->update |= (PU_BONUS);
943 caster_ptr->window |= (PW_EQUIP);
947 * Next, we try to bless it. Artifacts have a 1/3 chance of
948 * being blessed, otherwise, the operation simply disenchants
949 * them, godly power negating the magic. Ok, the explanation
950 * is silly, but otherwise priests would always bless every
951 * artifact weapon they find. Ego weapons and normal weapons
952 * can be blessed automatically.
954 if (have_flag(flgs, TR_BLESSED))
957 msg_format("%s は既に祝福されている。", o_name);
959 msg_format("%s %s %s blessed already.",
960 ((item >= 0) ? "Your" : "The"), o_name,
961 ((o_ptr->number > 1) ? "were" : "was"));
967 if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
970 msg_format("%sは輝いた!", o_name);
972 msg_format("%s %s shine%s!",
973 ((item >= 0) ? "Your" : "The"), o_name,
974 ((o_ptr->number > 1) ? "" : "s"));
977 add_flag(o_ptr->art_flags, TR_BLESSED);
978 o_ptr->discount = 99;
982 bool dis_happened = FALSE;
983 msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
985 /* Disenchant tohit */
992 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
994 /* Disenchant todam */
1001 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
1003 /* Disenchant toac */
1004 if (o_ptr->to_a > 0)
1007 dis_happened = TRUE;
1010 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
1014 msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
1017 msg_format("%s は劣化した!", o_name);
1019 msg_format("%s %s %s disenchanted!", ((item >= 0) ? "Your" : "The"), o_name,
1020 ((o_ptr->number > 1) ? "were" : "was"));
1026 caster_ptr->update |= (PU_BONUS);
1027 caster_ptr->window |= (PW_EQUIP | PW_PLAYER);
1028 calc_android_exp(caster_ptr);
1037 * @return ターン消費を要する処理を行ったならばTRUEを返す
1039 bool pulish_shield(player_type *caster_ptr)
1041 /* Assume enchant weapon */
1042 item_tester_tval = TV_SHIELD;
1044 concptr q = _("どの盾を磨きますか?", "Pulish which weapon? ");
1045 concptr s = _("磨く盾がありません。", "You have weapon to pulish.");
1049 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1050 if (!o_ptr) return FALSE;
1052 GAME_TEXT o_name[MAX_NLEN];
1053 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1054 BIT_FLAGS flgs[TR_FLAG_SIZE];
1055 object_flags(o_ptr, flgs);
1057 bool is_pulish_successful = o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr);
1058 is_pulish_successful &= !object_is_cursed(o_ptr);
1059 is_pulish_successful &= (o_ptr->sval != SV_MIRROR_SHIELD);
1060 if (is_pulish_successful)
1063 msg_format("%sは輝いた!", o_name);
1065 msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
1067 o_ptr->name2 = EGO_REFLECTION;
1068 enchant(caster_ptr, o_ptr, randint0(3) + 4, ENCH_TOAC);
1070 o_ptr->discount = 99;
1071 chg_virtue(caster_ptr, V_ENCHANT, 2);
1076 if (flush_failure) flush();
1078 msg_print(_("失敗した。", "Failed."));
1079 chg_virtue(caster_ptr, V_ENCHANT, -2);
1080 calc_android_exp(caster_ptr);
1086 * @brief 呪いの打ち破り処理 /
1087 * Break the curse of an item
1088 * @param o_ptr 呪い装備情報の参照ポインタ
1091 static void break_curse(object_type *o_ptr)
1093 BIT_FLAGS is_curse_broken = object_is_cursed(o_ptr) &&
1094 !(o_ptr->curse_flags & TRC_PERMA_CURSE) &&
1095 !(o_ptr->curse_flags & TRC_HEAVY_CURSE) &&
1096 (randint0(100) < 25);
1097 if (!is_curse_broken)
1102 msg_print(_("かけられていた呪いが打ち破られた!", "The curse is broken!"));
1104 o_ptr->curse_flags = 0L;
1105 o_ptr->ident |= (IDENT_SENSE);
1106 o_ptr->feeling = FEEL_NONE;
1112 * Enchants a plus onto an item. -RAK-
1113 * @param caster_ptr プレーヤーへの参照ポインタ
1114 * @param o_ptr 強化するアイテムの参照ポインタ
1116 * @param eflag 強化オプション(命中/ダメージ/AC)
1117 * @return 強化に成功した場合TRUEを返す
1120 * Revamped! Now takes item pointer, number of times to try enchanting,
1121 * and a flag of what to try enchanting. Artifacts resist enchantment
1122 * some of the time, and successful enchantment to at least +0 might
1123 * break a curse on the item. -CFT-
1125 * Note that an item can technically be enchanted all the way to +15 if
1126 * you wait a very, very, long time. Going from +9 to +10 only works
1127 * about 5% of the time, and from +10 to +11 only about 1% of the time.
1129 * Note that this function can now be used on "piles" of items, and
1130 * the larger the pile, the lower the chance of success.
1133 bool enchant(player_type *caster_ptr, object_type *o_ptr, int n, int eflag)
1135 /* Large piles resist enchantment */
1136 int prob = o_ptr->number * 100;
1138 /* Missiles are easy to enchant */
1139 if ((o_ptr->tval == TV_BOLT) ||
1140 (o_ptr->tval == TV_ARROW) ||
1141 (o_ptr->tval == TV_SHOT))
1149 bool a = object_is_artifact(o_ptr);
1150 bool force = (eflag & ENCH_FORCE);
1151 for (int i = 0; i < n; i++)
1153 /* Hack -- Roll for pile resistance */
1154 if (!force && randint0(prob) >= 100) continue;
1156 /* Enchant to hit */
1157 if (eflag & ENCH_TOHIT)
1159 if (o_ptr->to_h < 0) chance = 0;
1160 else if (o_ptr->to_h > 15) chance = 1000;
1161 else chance = enchant_table[o_ptr->to_h];
1163 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
1168 /* only when you get it above -1 -CFT */
1169 if (o_ptr->to_h >= 0)
1174 /* Enchant to damage */
1175 if (eflag & ENCH_TODAM)
1177 if (o_ptr->to_d < 0) chance = 0;
1178 else if (o_ptr->to_d > 15) chance = 1000;
1179 else chance = enchant_table[o_ptr->to_d];
1181 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
1186 /* only when you get it above -1 -CFT */
1187 if (o_ptr->to_d >= 0)
1192 /* Enchant to armor class */
1193 if (!(eflag & ENCH_TOAC))
1198 if (o_ptr->to_a < 0) chance = 0;
1199 else if (o_ptr->to_a > 15) chance = 1000;
1200 else chance = enchant_table[o_ptr->to_a];
1202 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
1207 /* only when you get it above -1 -CFT */
1208 if (o_ptr->to_a >= 0)
1214 if (!res) return FALSE;
1215 caster_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
1216 caster_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1218 calc_android_exp(caster_ptr);
1226 * @brief 装備修正強化処理のメインルーチン /
1227 * Enchant an item (in the inventory or on the floor)
1228 * @param caster_ptr プレーヤーへの参照ポインタ
1229 * @param num_hit 命中修正量
1230 * @param num_dam ダメージ修正量
1231 * @param num_ac AC修正量
1232 * @return 強化に成功した場合TRUEを返す
1234 * Note that "num_ac" requires armour, else weapon
1235 * Returns TRUE if attempted, FALSE if cancelled
1237 bool enchant_spell(player_type *caster_ptr, HIT_PROB num_hit, HIT_POINT num_dam, ARMOUR_CLASS num_ac)
1239 /* Assume enchant weapon */
1240 item_tester_hook = object_allow_enchant_weapon;
1242 /* Enchant armor if requested */
1243 if (num_ac) item_tester_hook = object_is_armour;
1245 concptr q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
1246 concptr s = _("強化できるアイテムがない。", "You have nothing to enchant.");
1250 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1251 if (!o_ptr) return FALSE;
1253 GAME_TEXT o_name[MAX_NLEN];
1254 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1256 msg_format("%s は明るく輝いた!", o_name);
1258 msg_format("%s %s glow%s brightly!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
1262 bool is_enchant_successful = FALSE;
1263 if (enchant(caster_ptr, o_ptr, num_hit, ENCH_TOHIT)) is_enchant_successful = TRUE;
1264 if (enchant(caster_ptr, o_ptr, num_dam, ENCH_TODAM)) is_enchant_successful = TRUE;
1265 if (enchant(caster_ptr, o_ptr, num_ac, ENCH_TOAC)) is_enchant_successful = TRUE;
1267 if (!is_enchant_successful)
1269 if (flush_failure) flush();
1270 msg_print(_("強化に失敗した。", "The enchantment failed."));
1271 if (one_in_(3)) chg_virtue(caster_ptr, V_ENCHANT, -1);
1274 chg_virtue(caster_ptr, V_ENCHANT, 1);
1276 calc_android_exp(caster_ptr);
1278 /* Something happened */
1284 * @brief 武器へのエゴ付加処理 /
1285 * Brand the current weapon
1286 * @param caster_ptr プレーヤーへの参照ポインタ
1287 * @param brand_type エゴ化ID(e_info.txtとは連動していない)
1290 void brand_weapon(player_type *caster_ptr, int brand_type)
1292 /* Assume enchant weapon */
1293 item_tester_hook = object_allow_enchant_melee_weapon;
1295 concptr q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
1296 concptr s = _("強化できる武器がない。", "You have nothing to enchant.");
1300 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0);
1303 bool is_special_item = o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1304 !object_is_cursed(o_ptr) &&
1305 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) &&
1306 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1307 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE));
1308 if (!is_special_item)
1310 if (flush_failure) flush();
1312 msg_print(_("属性付加に失敗した。", "The branding failed."));
1313 chg_virtue(caster_ptr, V_ENCHANT, -2);
1314 calc_android_exp(caster_ptr);
1318 /* Let's get the name before it is changed... */
1319 GAME_TEXT o_name[MAX_NLEN];
1320 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1326 if (o_ptr->tval == TV_SWORD)
1328 act = _("は鋭さを増した!", "becomes very sharp!");
1330 o_ptr->name2 = EGO_SHARPNESS;
1331 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, caster_ptr->current_floor_ptr->dun_level) + 1;
1333 if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
1338 act = _("は破壊力を増した!", "seems very powerful.");
1339 o_ptr->name2 = EGO_EARTHQUAKES;
1340 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, caster_ptr->current_floor_ptr->dun_level);
1345 act = _("は人間の血を求めている!", "seems to be looking for humans!");
1346 o_ptr->name2 = EGO_KILL_HUMAN;
1349 act = _("は電撃に覆われた!", "covered with lightning!");
1350 o_ptr->name2 = EGO_BRAND_ELEC;
1353 act = _("は酸に覆われた!", "coated with acid!");
1354 o_ptr->name2 = EGO_BRAND_ACID;
1357 act = _("は邪悪なる怪物を求めている!", "seems to be looking for evil monsters!");
1358 o_ptr->name2 = EGO_KILL_EVIL;
1361 act = _("は異世界の住人の肉体を求めている!", "seems to be looking for demons!");
1362 o_ptr->name2 = EGO_KILL_DEMON;
1365 act = _("は屍を求めている!", "seems to be looking for undead!");
1366 o_ptr->name2 = EGO_KILL_UNDEAD;
1369 act = _("は動物の血を求めている!", "seems to be looking for animals!");
1370 o_ptr->name2 = EGO_KILL_ANIMAL;
1373 act = _("はドラゴンの血を求めている!", "seems to be looking for dragons!");
1374 o_ptr->name2 = EGO_KILL_DRAGON;
1377 act = _("はトロルの血を求めている!", "seems to be looking for troll!s");
1378 o_ptr->name2 = EGO_KILL_TROLL;
1381 act = _("はオークの血を求めている!", "seems to be looking for orcs!");
1382 o_ptr->name2 = EGO_KILL_ORC;
1385 act = _("は巨人の血を求めている!", "seems to be looking for giants!");
1386 o_ptr->name2 = EGO_KILL_GIANT;
1389 act = _("は非常に不安定になったようだ。", "seems very unstable now.");
1390 o_ptr->name2 = EGO_TRUMP;
1391 o_ptr->pval = randint1(2);
1394 act = _("は血を求めている!", "thirsts for blood!");
1395 o_ptr->name2 = EGO_VAMPIRIC;
1398 act = _("は毒に覆われた。", "is coated with poison.");
1399 o_ptr->name2 = EGO_BRAND_POIS;
1402 act = _("は純ログルスに飲み込まれた。", "is engulfed in raw Logrus!");
1403 o_ptr->name2 = EGO_CHAOTIC;
1406 act = _("は炎のシールドに覆われた!", "is covered in a fiery shield!");
1407 o_ptr->name2 = EGO_BRAND_FIRE;
1410 act = _("は深く冷たいブルーに輝いた!", "glows deep, icy blue!");
1411 o_ptr->name2 = EGO_BRAND_COLD;
1415 msg_format(_("あなたの%s%s", "Your %s %s"), o_name, act);
1416 enchant(caster_ptr, o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1418 o_ptr->discount = 99;
1419 chg_virtue(caster_ptr, V_ENCHANT, 2);
1420 calc_android_exp(caster_ptr);