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)
94 GAME_TEXT o_name[MAX_NLEN];
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;
110 if (!get_com(com, &ch, TRUE))
114 if (ch == 'S' || ch == 's')
119 if ((ch == 'A' || ch == 'a') && (creature_ptr->lev >= 10))
124 if ((ch == 'B' || ch == 'b') && (creature_ptr->lev >= 20))
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 = &p_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."));
148 else if (!cave_have_flag_grid(g_ptr, FF_CAN_DIG) || !cave_have_flag_grid(g_ptr, FF_HURT_ROCK))
150 msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
157 /* Hack -- Give the player some small firestones */
158 object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, creature_ptr->lev) + 1));
159 q_ptr->number = (byte)rand_range(15, 30);
162 apply_magic(q_ptr, creature_ptr->lev, AM_NO_FIXED_ART);
163 q_ptr->discount = 99;
165 slot = inven_carry(q_ptr);
167 object_desc(o_name, q_ptr, 0);
168 msg_format(_("%sを作った。", "You make some ammo."), o_name);
170 /* Auto-inscription */
171 if (slot >= 0) autopick_alter_item(slot, FALSE);
173 /* Destroy the wall */
174 cave_alter_feat(y, x, FF_HURT_ROCK);
176 creature_ptr->update |= (PU_FLOW);
179 /**********Create arrows*********/
186 item_tester_hook = item_tester_hook_convertible;
188 q = _("どのアイテムから作りますか? ", "Convert which item? ");
189 s = _("材料を持っていない。", "You have no item to convert.");
190 q_ptr = choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
191 if (!q_ptr) return FALSE;
195 /* Hack -- Give the player some small firestones */
196 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, creature_ptr->lev) + 1));
197 q_ptr->number = (byte)rand_range(5, 10);
200 apply_magic(q_ptr, creature_ptr->lev, AM_NO_FIXED_ART);
202 q_ptr->discount = 99;
204 object_desc(o_name, q_ptr, 0);
205 msg_format(_("%sを作った。", "You make some ammo."), o_name);
208 slot = inven_carry(q_ptr);
210 /* Auto-inscription */
211 if (slot >= 0) autopick_alter_item(slot, FALSE);
213 /**********Create bolts*********/
220 item_tester_hook = item_tester_hook_convertible;
222 q = _("どのアイテムから作りますか? ", "Convert which item? ");
223 s = _("材料を持っていない。", "You have no item to convert.");
225 q_ptr = choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
226 if (!q_ptr) return FALSE;
230 /* Hack -- Give the player some small firestones */
231 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, creature_ptr->lev) + 1));
232 q_ptr->number = (byte)rand_range(4, 8);
235 apply_magic(q_ptr, creature_ptr->lev, AM_NO_FIXED_ART);
237 q_ptr->discount = 99;
239 object_desc(o_name, q_ptr, 0);
240 msg_format(_("%sを作った。", "You make some ammo."), o_name);
244 slot = inven_carry(q_ptr);
246 /* Auto-inscription */
247 if (slot >= 0) autopick_alter_item(slot, FALSE);
253 * @brief 魔道具術師の魔力取り込み処理
254 * @param user_ptr アイテムを取り込むクリーチャー
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(player_type *user_ptr)
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(user_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
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 user_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
302 if (user_ptr->magic_num2[o_ptr->sval + ext] > 99) user_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 (user_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 user_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
318 if (user_ptr->magic_num2[o_ptr->sval + ext] > 99) user_ptr->magic_num2[o_ptr->sval + ext] = 99;
319 user_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
320 if (user_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) user_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
321 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;
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 vary_item(item, -999);
330 take_turn(user_ptr, 100);
336 * @param y1 配置したいフロアのY座標
337 * @param x1 配置したいフロアのX座標
339 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
342 void amusement(POSITION y1, POSITION x1, int num, bool known)
345 object_type object_type_body;
348 for (n = 0; amuse_info[n].tval != 0; n++)
350 t += amuse_info[n].prob;
357 KIND_OBJECT_IDX k_idx;
358 ARTIFACT_IDX a_idx = 0;
360 bool insta_art, fixed_art;
364 r -= amuse_info[i].prob;
367 i_ptr = &object_type_body;
369 k_idx = lookup_kind(amuse_info[i].tval, amuse_info[i].sval);
371 /* Paranoia - reroll if nothing */
372 if (!k_idx) continue;
374 /* Search an artifact index if need */
375 insta_art = (k_info[k_idx].gen_flags & TRG_INSTA_ART);
376 fixed_art = (amuse_info[i].flag & AMS_FIXED_ART);
378 if (insta_art || fixed_art)
380 for (a_idx = 1; a_idx < max_a_idx; a_idx++)
382 if (insta_art && !(a_info[a_idx].gen_flags & TRG_INSTA_ART)) continue;
383 if (a_info[a_idx].tval != k_info[k_idx].tval) continue;
384 if (a_info[a_idx].sval != k_info[k_idx].sval) continue;
385 if (a_info[a_idx].cur_num > 0) continue;
389 if (a_idx >= max_a_idx) continue;
392 /* Make an object (if possible) */
393 object_prep(i_ptr, k_idx);
394 if (a_idx) i_ptr->name1 = a_idx;
395 apply_magic(i_ptr, 1, AM_NO_FIXED_ART);
397 if (amuse_info[i].flag & AMS_NO_UNIQUE)
399 if (r_info[i_ptr->pval].flags1 & RF1_UNIQUE) continue;
402 if (amuse_info[i].flag & AMS_MULTIPLE) i_ptr->number = randint1(3);
403 if (amuse_info[i].flag & AMS_PILE) i_ptr->number = randint1(99);
411 /* Paranoia - reroll if nothing */
412 if (!(i_ptr->k_idx)) continue;
414 (void)drop_near(i_ptr, -1, y1, x1);
424 * Scatter some "great" objects near the player
425 * @param y1 配置したいフロアのY座標
426 * @param x1 配置したいフロアのX座標
428 * @param great TRUEならば必ず高級品以上を落とす
429 * @param special TRUEならば必ず特別品を落とす
430 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
433 void acquirement(POSITION y1, POSITION x1, int num, bool great, bool special, bool known)
436 object_type object_type_body;
437 BIT_FLAGS mode = AM_GOOD | (great || special ? AM_GREAT : 0L) | (special ? AM_SPECIAL : 0L);
442 i_ptr = &object_type_body;
445 /* Make a good (or great) object (if possible) */
446 if (!make_object(i_ptr, mode)) continue;
454 (void)drop_near(i_ptr, -1, y1, x1);
458 void acquire_chaos_weapon(player_type *creature_ptr)
461 object_type *q_ptr = &forge;
462 OBJECT_TYPE_VALUE dummy = TV_SWORD;
463 OBJECT_SUBTYPE_VALUE dummy2;
464 switch (randint1(creature_ptr->lev))
470 dummy2 = SV_MAIN_GAUCHE;
479 dummy2 = SV_SMALL_SWORD;
482 dummy2 = SV_BASILLARD;
484 case 11: case 12: case 13:
485 dummy2 = SV_SHORT_SWORD;
494 dummy2 = SV_WAKIZASHI;
503 dummy2 = SV_BROAD_SWORD;
506 dummy2 = SV_LONG_SWORD;
509 dummy2 = SV_SCIMITAR;
518 dummy2 = SV_BASTARD_SWORD;
521 dummy2 = SV_GREAT_SCIMITAR;
524 dummy2 = SV_CLAYMORE;
530 dummy2 = SV_TWO_HANDED_SWORD;
533 dummy2 = SV_FLAMBERGE;
536 dummy2 = SV_NO_DACHI;
539 dummy2 = SV_EXECUTIONERS_SWORD;
542 dummy2 = SV_ZWEIHANDER;
545 dummy2 = SV_HAYABUSA;
548 dummy2 = SV_BLADE_OF_CHAOS;
551 object_prep(q_ptr, lookup_kind(dummy, dummy2));
552 q_ptr->to_h = 3 + randint1(creature_ptr->current_floor_ptr->dun_level) % 10;
553 q_ptr->to_d = 3 + randint1(creature_ptr->current_floor_ptr->dun_level) % 10;
554 one_resistance(q_ptr);
555 q_ptr->name2 = EGO_CHAOTIC;
556 (void)drop_near(q_ptr, -1, creature_ptr->y, creature_ptr->x);
562 * Curse the players armor
563 * @return 実際に呪縛されたらTRUEを返す
565 bool curse_armor(player_type *owner_ptr)
570 GAME_TEXT o_name[MAX_NLEN];
572 /* Curse the body armor */
573 o_ptr = &owner_ptr->inventory_list[INVEN_BODY];
575 /* Nothing to curse */
576 if (!o_ptr->k_idx) return (FALSE);
578 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
580 /* Attempt a saving throw for artifacts */
581 if (object_is_artifact(o_ptr) && (randint0(100) < 50))
585 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!",
586 "恐怖の暗黒オーラ", "防具", o_name);
588 msg_format("A %s tries to %s, but your %s resists the effects!",
589 "terrible black aura", "surround your armor", o_name);
594 /* 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 (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);
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 実際に呪縛されたらTRUEを返す
633 bool curse_weapon_object(player_type *owner_ptr, bool force, object_type *o_ptr)
636 GAME_TEXT o_name[MAX_NLEN];
638 /* Nothing to curse */
639 if (!o_ptr->k_idx) return (FALSE);
640 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
642 /* Attempt a saving throw */
643 if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
647 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!",
648 "恐怖の暗黒オーラ", "武器", o_name);
650 msg_format("A %s tries to %s, but your %s resists the effects!",
651 "terrible black aura", "surround your weapon", o_name);
655 /* not artifact or failed save... */
658 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);
659 chg_virtue(owner_ptr, V_ENCHANT, -5);
661 /* Shatter the weapon */
663 o_ptr->name2 = EGO_SHATTERED;
664 o_ptr->to_h = 0 - randint1(5) - randint1(5);
665 o_ptr->to_d = 0 - randint1(5) - randint1(5);
671 for (i = 0; i < TR_FLAG_SIZE; i++)
672 o_ptr->art_flags[i] = 0;
675 o_ptr->curse_flags = TRC_CURSED;
678 o_ptr->ident |= (IDENT_BROKEN);
679 owner_ptr->update |= (PU_BONUS | PU_MANA);
680 owner_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
687 * @brief 武器呪縛処理のメインルーチン /
688 * Curse the players weapon
689 * @param force 無条件に呪縛を行うならばTRUE
690 * @param slot 呪縛する武器の装備スロット
691 * @return 実際に呪縛されたらTRUEを返す
693 bool curse_weapon(bool force, int slot)
695 return curse_weapon_object(p_ptr, force, &p_ptr->inventory_list[slot]);
701 * @return ターン消費を要する処理を行ったならばTRUEを返す
707 GAME_TEXT o_name[MAX_NLEN];
710 /* Select a piece of armour */
711 item_tester_hook = object_is_armour;
713 q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
714 s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
716 o_ptr = choose_object(p_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
717 if (!o_ptr) return FALSE;
719 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
721 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
723 if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
726 msg_format("%sは新品同様になった!", o_name);
728 msg_format("%s %s look%s as good as new!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
735 msg_format("%sは腐食しなくなった。", o_name);
737 msg_format("%s %s %s now protected against corrosion.", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "are" : "is"));
740 calc_android_exp(p_ptr);
745 * @brief ボルトのエゴ化処理(火炎エゴのみ) /
749 bool brand_bolts(void)
753 /* Use the first acceptable bolts */
754 for (i = 0; i < INVEN_PACK; i++)
756 object_type *o_ptr = &p_ptr->inventory_list[i];
759 if (o_ptr->tval != TV_BOLT) continue;
761 /* Skip artifacts and ego-items */
762 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
765 /* Skip cursed/broken items */
766 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
769 if (randint0(100) < 75) continue;
771 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!"));
774 o_ptr->name2 = EGO_FLAME;
775 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
779 if (flush_failure) flush();
782 msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
788 bool perilous_secrets(player_type *user_ptr)
790 if (!ident_spell(user_ptr, FALSE)) return FALSE;
792 if (mp_ptr->spell_book)
794 /* Sufficient mana */
795 if (20 <= user_ptr->csp)
801 /* Over-exert the player */
804 int oops = 20 - user_ptr->csp;
808 user_ptr->csp_frac = 0;
810 msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
811 /* Hack -- Bypass free action */
812 (void)set_paralyzed(user_ptr, user_ptr->paralyzed + randint1(5 * oops + 1));
815 (void)set_confused(user_ptr, user_ptr->confused + randint1(5 * oops + 1));
817 user_ptr->redraw |= (PR_MANA);
819 take_hit(user_ptr, DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
821 if (one_in_(5)) (void)set_confused(user_ptr, user_ptr->confused + randint1(10));
823 /* Exercise a little care... */
824 if (one_in_(20)) take_hit(user_ptr, DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
830 * @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。
831 * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
832 * @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
835 void get_bloody_moon_flags(object_type *o_ptr)
839 for (i = 0; i < TR_FLAG_SIZE; i++)
840 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
842 dummy = randint1(2) + randint1(2);
843 for (i = 0; i < dummy; i++)
845 int flag = randint0(26);
846 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
847 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
848 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
849 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
853 for (i = 0; i < dummy; i++) one_resistance(o_ptr);
855 for (i = 0; i < 2; i++)
857 int tmp = randint0(11);
858 if (tmp < A_MAX) add_flag(o_ptr->art_flags, TR_STR + tmp);
859 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
864 * @brief 寿命つき光源の燃素追加処理 /
865 * Charge a lite (torch or latern)
868 void phlogiston(player_type *caster_ptr)
870 GAME_TURN max_flog = 0;
871 object_type * o_ptr = &caster_ptr->inventory_list[INVEN_LITE];
874 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
876 max_flog = FUEL_LAMP;
880 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
882 max_flog = FUEL_TORCH;
885 /* No torch to refill */
888 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."));
892 if (o_ptr->xtra4 >= max_flog)
894 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."));
899 o_ptr->xtra4 += (XTRA16)(max_flog / 2);
900 msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
902 if (o_ptr->xtra4 >= max_flog)
904 o_ptr->xtra4 = (XTRA16)max_flog;
905 msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
908 caster_ptr->update |= (PU_TORCH);
914 * @return ターン消費を要する処理を行ったならばTRUEを返す
916 bool bless_weapon(player_type *caster_ptr)
920 BIT_FLAGS flgs[TR_FLAG_SIZE];
921 GAME_TEXT o_name[MAX_NLEN];
924 /* Bless only weapons */
925 item_tester_hook = object_is_weapon;
927 q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
928 s = _("祝福できる武器がありません。", "You have weapon to bless.");
930 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
931 if (!o_ptr) return FALSE;
933 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
934 object_flags(o_ptr, flgs);
936 if (object_is_cursed(o_ptr))
938 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
939 have_flag(flgs, TR_ADD_L_CURSE) ||
940 have_flag(flgs, TR_ADD_H_CURSE) ||
941 (o_ptr->curse_flags & TRC_PERMA_CURSE))
944 msg_format("%sを覆う黒いオーラは祝福を跳ね返した!", o_name);
946 msg_format("The black aura on %s %s disrupts the blessing!", ((item >= 0) ? "your" : "the"), o_name);
953 msg_format("%s から邪悪なオーラが消えた。", o_name);
955 msg_format("A malignant aura leaves %s %s.", ((item >= 0) ? "your" : "the"), o_name);
959 o_ptr->curse_flags = 0L;
961 o_ptr->ident |= (IDENT_SENSE);
962 o_ptr->feeling = FEEL_NONE;
964 /* Recalculate the bonuses */
965 caster_ptr->update |= (PU_BONUS);
966 caster_ptr->window |= (PW_EQUIP);
970 * Next, we try to bless it. Artifacts have a 1/3 chance of
971 * being blessed, otherwise, the operation simply disenchants
972 * them, godly power negating the magic. Ok, the explanation
973 * is silly, but otherwise priests would always bless every
974 * artifact weapon they find. Ego weapons and normal weapons
975 * can be blessed automatically.
977 if (have_flag(flgs, TR_BLESSED))
980 msg_format("%s は既に祝福されている。", o_name);
982 msg_format("%s %s %s blessed already.",
983 ((item >= 0) ? "Your" : "The"), o_name,
984 ((o_ptr->number > 1) ? "were" : "was"));
990 if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
993 msg_format("%sは輝いた!", o_name);
995 msg_format("%s %s shine%s!",
996 ((item >= 0) ? "Your" : "The"), o_name,
997 ((o_ptr->number > 1) ? "" : "s"));
1000 add_flag(o_ptr->art_flags, TR_BLESSED);
1001 o_ptr->discount = 99;
1005 bool dis_happened = FALSE;
1006 msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
1008 /* Disenchant tohit */
1009 if (o_ptr->to_h > 0)
1012 dis_happened = TRUE;
1015 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
1017 /* Disenchant todam */
1018 if (o_ptr->to_d > 0)
1021 dis_happened = TRUE;
1024 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
1026 /* Disenchant toac */
1027 if (o_ptr->to_a > 0)
1030 dis_happened = TRUE;
1033 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
1037 msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
1040 msg_format("%s は劣化した!", o_name);
1042 msg_format("%s %s %s disenchanted!", ((item >= 0) ? "Your" : "The"), o_name,
1043 ((o_ptr->number > 1) ? "were" : "was"));
1049 caster_ptr->update |= (PU_BONUS);
1050 caster_ptr->window |= (PW_EQUIP | PW_PLAYER);
1051 calc_android_exp(caster_ptr);
1060 * @return ターン消費を要する処理を行ったならばTRUEを返す
1062 bool pulish_shield(void)
1066 BIT_FLAGS flgs[TR_FLAG_SIZE];
1067 GAME_TEXT o_name[MAX_NLEN];
1070 /* Assume enchant weapon */
1071 item_tester_tval = TV_SHIELD;
1073 q = _("どの盾を磨きますか?", "Pulish which weapon? ");
1074 s = _("磨く盾がありません。", "You have weapon to pulish.");
1076 o_ptr = choose_object(p_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1077 if (!o_ptr) return FALSE;
1079 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1080 object_flags(o_ptr, flgs);
1082 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1083 !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
1086 msg_format("%sは輝いた!", o_name);
1088 msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
1090 o_ptr->name2 = EGO_REFLECTION;
1091 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
1093 o_ptr->discount = 99;
1094 chg_virtue(p_ptr, V_ENCHANT, 2);
1100 if (flush_failure) flush();
1102 msg_print(_("失敗した。", "Failed."));
1103 chg_virtue(p_ptr, V_ENCHANT, -2);
1105 calc_android_exp(p_ptr);
1111 * @brief 呪いの打ち破り処理 /
1112 * Break the curse of an item
1113 * @param o_ptr 呪い装備情報の参照ポインタ
1116 static void break_curse(object_type *o_ptr)
1118 if (object_is_cursed(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
1120 msg_print(_("かけられていた呪いが打ち破られた!", "The curse is broken!"));
1122 o_ptr->curse_flags = 0L;
1123 o_ptr->ident |= (IDENT_SENSE);
1124 o_ptr->feeling = FEEL_NONE;
1130 * Enchants a plus onto an item. -RAK-
1131 * @param o_ptr 強化するアイテムの参照ポインタ
1133 * @param eflag 強化オプション(命中/ダメージ/AC)
1134 * @return 強化に成功した場合TRUEを返す
1137 * Revamped! Now takes item pointer, number of times to try enchanting,
1138 * and a flag of what to try enchanting. Artifacts resist enchantment
1139 * some of the time, and successful enchantment to at least +0 might
1140 * break a curse on the item. -CFT-
1142 * Note that an item can technically be enchanted all the way to +15 if
1143 * you wait a very, very, long time. Going from +9 to +10 only works
1144 * about 5% of the time, and from +10 to +11 only about 1% of the time.
1146 * Note that this function can now be used on "piles" of items, and
1147 * the larger the pile, the lower the chance of success.
1150 bool enchant(object_type *o_ptr, int n, int eflag)
1152 int i, chance, prob;
1154 bool a = object_is_artifact(o_ptr);
1155 bool force = (eflag & ENCH_FORCE);
1157 /* Large piles resist enchantment */
1158 prob = o_ptr->number * 100;
1160 /* Missiles are easy to enchant */
1161 if ((o_ptr->tval == TV_BOLT) ||
1162 (o_ptr->tval == TV_ARROW) ||
1163 (o_ptr->tval == TV_SHOT))
1169 for (i = 0; i < n; i++)
1171 /* Hack -- Roll for pile resistance */
1172 if (!force && randint0(prob) >= 100) continue;
1174 /* Enchant to hit */
1175 if (eflag & ENCH_TOHIT)
1177 if (o_ptr->to_h < 0) chance = 0;
1178 else if (o_ptr->to_h > 15) chance = 1000;
1179 else chance = enchant_table[o_ptr->to_h];
1181 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
1186 /* only when you get it above -1 -CFT */
1187 if (o_ptr->to_h >= 0)
1192 /* Enchant to damage */
1193 if (eflag & ENCH_TODAM)
1195 if (o_ptr->to_d < 0) chance = 0;
1196 else if (o_ptr->to_d > 15) chance = 1000;
1197 else chance = enchant_table[o_ptr->to_d];
1199 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
1204 /* only when you get it above -1 -CFT */
1205 if (o_ptr->to_d >= 0)
1210 /* Enchant to armor class */
1211 if (eflag & ENCH_TOAC)
1213 if (o_ptr->to_a < 0) chance = 0;
1214 else if (o_ptr->to_a > 15) chance = 1000;
1215 else chance = enchant_table[o_ptr->to_a];
1217 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
1222 /* only when you get it above -1 -CFT */
1223 if (o_ptr->to_a >= 0)
1230 if (!res) return (FALSE);
1231 p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
1232 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1234 calc_android_exp(p_ptr);
1242 * @brief 装備修正強化処理のメインルーチン /
1243 * Enchant an item (in the inventory or on the floor)
1244 * @param num_hit 命中修正量
1245 * @param num_dam ダメージ修正量
1246 * @param num_ac AC修正量
1247 * @return 強化に成功した場合TRUEを返す
1249 * Note that "num_ac" requires armour, else weapon
1250 * Returns TRUE if attempted, FALSE if cancelled
1252 bool enchant_spell(HIT_PROB num_hit, HIT_POINT num_dam, ARMOUR_CLASS num_ac)
1257 GAME_TEXT o_name[MAX_NLEN];
1260 /* Assume enchant weapon */
1261 item_tester_hook = object_allow_enchant_weapon;
1263 /* Enchant armor if requested */
1264 if (num_ac) item_tester_hook = object_is_armour;
1266 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
1267 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
1269 o_ptr = choose_object(p_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1270 if (!o_ptr) return (FALSE);
1272 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1274 msg_format("%s は明るく輝いた!", o_name);
1276 msg_format("%s %s glow%s brightly!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
1280 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
1281 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
1282 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
1287 if (flush_failure) flush();
1288 msg_print(_("強化に失敗した。", "The enchantment failed."));
1289 if (one_in_(3)) chg_virtue(p_ptr, V_ENCHANT, -1);
1292 chg_virtue(p_ptr, V_ENCHANT, 1);
1294 calc_android_exp(p_ptr);
1296 /* Something happened */
1303 * @brief 武器へのエゴ付加処理 /
1304 * Brand the current weapon
1305 * @param brand_type エゴ化ID(e_info.txtとは連動していない)
1308 void brand_weapon(player_type *caster_ptr, int brand_type)
1314 /* Assume enchant weapon */
1315 item_tester_hook = object_allow_enchant_melee_weapon;
1317 q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
1318 s = _("強化できる武器がない。", "You have nothing to enchant.");
1320 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0);
1323 /* you can never modify artifacts / ego-items */
1324 /* you can never modify cursed items */
1325 /* TY: You _can_ modify broken items (if you're silly enough) */
1326 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1327 !object_is_cursed(o_ptr) &&
1328 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1329 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1330 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
1334 /* Let's get the name before it is changed... */
1335 GAME_TEXT o_name[MAX_NLEN];
1336 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1341 if (o_ptr->tval == TV_SWORD)
1343 act = _("は鋭さを増した!", "becomes very sharp!");
1345 o_ptr->name2 = EGO_SHARPNESS;
1346 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, caster_ptr->current_floor_ptr->dun_level) + 1;
1348 if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
1353 act = _("は破壊力を増した!", "seems very powerful.");
1354 o_ptr->name2 = EGO_EARTHQUAKES;
1355 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, caster_ptr->current_floor_ptr->dun_level);
1359 act = _("は人間の血を求めている!", "seems to be looking for humans!");
1360 o_ptr->name2 = EGO_KILL_HUMAN;
1363 act = _("は電撃に覆われた!", "covered with lightning!");
1364 o_ptr->name2 = EGO_BRAND_ELEC;
1367 act = _("は酸に覆われた!", "coated with acid!");
1368 o_ptr->name2 = EGO_BRAND_ACID;
1371 act = _("は邪悪なる怪物を求めている!", "seems to be looking for evil monsters!");
1372 o_ptr->name2 = EGO_KILL_EVIL;
1375 act = _("は異世界の住人の肉体を求めている!", "seems to be looking for demons!");
1376 o_ptr->name2 = EGO_KILL_DEMON;
1379 act = _("は屍を求めている!", "seems to be looking for undead!");
1380 o_ptr->name2 = EGO_KILL_UNDEAD;
1383 act = _("は動物の血を求めている!", "seems to be looking for animals!");
1384 o_ptr->name2 = EGO_KILL_ANIMAL;
1387 act = _("はドラゴンの血を求めている!", "seems to be looking for dragons!");
1388 o_ptr->name2 = EGO_KILL_DRAGON;
1391 act = _("はトロルの血を求めている!", "seems to be looking for troll!s");
1392 o_ptr->name2 = EGO_KILL_TROLL;
1395 act = _("はオークの血を求めている!", "seems to be looking for orcs!");
1396 o_ptr->name2 = EGO_KILL_ORC;
1399 act = _("は巨人の血を求めている!", "seems to be looking for giants!");
1400 o_ptr->name2 = EGO_KILL_GIANT;
1403 act = _("は非常に不安定になったようだ。", "seems very unstable now.");
1404 o_ptr->name2 = EGO_TRUMP;
1405 o_ptr->pval = randint1(2);
1408 act = _("は血を求めている!", "thirsts for blood!");
1409 o_ptr->name2 = EGO_VAMPIRIC;
1412 act = _("は毒に覆われた。", "is coated with poison.");
1413 o_ptr->name2 = EGO_BRAND_POIS;
1416 act = _("は純ログルスに飲み込まれた。", "is engulfed in raw Logrus!");
1417 o_ptr->name2 = EGO_CHAOTIC;
1420 act = _("は炎のシールドに覆われた!", "is covered in a fiery shield!");
1421 o_ptr->name2 = EGO_BRAND_FIRE;
1424 act = _("は深く冷たいブルーに輝いた!", "glows deep, icy blue!");
1425 o_ptr->name2 = EGO_BRAND_COLD;
1429 msg_format(_("あなたの%s%s", "Your %s %s"), o_name, act);
1430 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1432 o_ptr->discount = 99;
1433 chg_virtue(caster_ptr, V_ENCHANT, 2);
1437 if (flush_failure) flush();
1439 msg_print(_("属性付加に失敗した。", "The Branding failed."));
1440 chg_virtue(caster_ptr, V_ENCHANT, -2);
1442 calc_android_exp(caster_ptr);